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Himeringo - Yonjuunana

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Total Posts
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Topic Starter
micchi_chi
This beatmap was submitted using in-game submission on Tuesday, July 09, 2019 at 6:33:38 PM

Artist: Himeringo
Title: Yonjuunana
Tags: 47 Forty-seven Vocaloid Utaite Cover Hatsune Miku Rib Mikito-P みきとP sarishinohara
BPM: 172
Filesize: 22890kb
Play Time: 04:39
Difficulties Available:
  1. Easy (1.82 stars, 282 notes)
  2. Hard (3.83 stars, 775 notes)
  3. Normal (2.48 stars, 545 notes)
  4. Reunion of Goodbye (4.95 stars, 1078 notes)
Download: Himeringo - Yonjuunana
Download: Himeringo - Yonjuunana (no video)
Information: Scores/Beatmap Listing
---------------
From in-between the crowd of euphoria
I see the person that started this unending dream
I’ve never thought I would meet him here
What kind of expression should I show?
I reached out my hand, trembling, touching yours
Is this the end? Please don’t say it! Don’t go! No!


One of those tear jerking song with upbeat rhythm ;-;

Thank you [ Abhor ] for letting me use your video -w-

MODDERS PLEASE READ BELOW

To mod and not to mod (Guide for modders)



Green : To mod
Red : Not to mod
Blue : For your information

General
  1. Special request : would be better if you could show me how I should change some part of my map, just like "this pattern looks not neat, change it" is not enough for me, please specify how you would like it to be changed so I could improve my map or give me a picture if you're bad at explaining. Thank you ^^
  2. Help me find better audio.
  3. The preview point position is on purpose, don’t comment.
  4. Hitsound mod is needed, in case I missed some hitsound.
  5. I mainly map drum, not vocal, except for slower part like intro where the vocal is the main sound. So you might find some rhythm that not really fit the vocal but fit the drum well, it's big chance is on purpose.

Easy
  1. Help me find (in case there are any) unnecessary green timing points.
  2. Help me reduce the star diff slightly (like between 1.4 – 1.5)
  3. normal-hitwhistle only used for several big parts, unlike Hard and Insane.
  4. Help me reduce the (I think) helpless number of polarity issue without repeating the same pattern again and again.
  5. Do blanket and stack mod since this diff is based on that, just don’t be 1 millimeter off blanket nazi.

Normal
    1. Do blanket mod, shouldn’t be as much as Easy tho since some slider are not meant to be blanketed.
    2. normal-hitwhistle only used for several big parts, unlike Hard and Insane.
    3. Help me find (in case there are any) unnecessary green timing points.

Hard
    1. Help me make it slightly easier like 3.5 star or something.
    2. Help me find (in case there are any) unnecessary green timing points.
    3. Don’t do blanket mod since most of the sliders are not meant to be blanketed. Except you find slider that you think supposed to be blanketed but is off.
    4. Most overlap might be on purpose. And pay attention to notes that's disappeared before another note appeared, it doesn't count as overlap.

Reunion of Goodbye
    1. Just don’t do blanket or stack mod to be save.
    2. Most overlap might be on purpose. And pay attention to notes that's disappeared before another note appeared, it doesn't count as overlap.

Change logs and Modders list


SPOILER
    1. 22/06/16 Fresh upload~
    2. 23/06/16 Applied mod from -NanoRIPE-
    3. 24/06/16 Applied mod from paydayzcool and Chocox. P.S. Re-NCed the "Reunion of Goodbye"
    4. 27/06/16 Applied mod from SeaRasp, Pyroflayer, Phyloukz, Electoz, and Lefia
    5. 02/07/16 Applied mod from Lilyanna
    6. 08/07/16 Applied mod from N0thingSpecial and Naxess
    7. 13/07/16 Applied mod from Jonawaga
    8. 17/07/16 Did some self-mod in "Reunion of Goodbye" about placing and stuff.
    9. 25/07/16 Applied mod from rs_fadeaway
    10. 28/07/16 Applied mod from Garden and did some self-mod too.
    11. 05/08/16 Applied mod from Lami, jakomo73, and Pentori
    12. 19/08/16 Random update~ damn busy weeks -,-
    13. 28/08/16 Applied mod from O-Moei
    14. 09/12/16 Resurrected and applied mod from -Akuro. Four months hiatus, wow.
    15. 12/12/16 Applied mod from miradzin and TheKingHenry
    16. 18/12/16 Applied mod from Nostalgic and Pyroflayer
    17. 21/12/16 Applied mod from Halfslashed
    18. 22/12/16 Applied mod from YukiZura-
    19. 26/12/16 Applied mod from Yahuri
    20. 30/12/16 Applied mod from lazyboy007, zev, Kami-senpai, and Shiratoi
    21. 01/07/17 Applied mod from ARenaissance and SakuraKaminari
    22. 07/07/17 Applied mod from Faygor
    23. 13/07/17 Applied mod from NACO969
    24. 29/07/17 Applied mod from YukiZura-, Antlia-, and Blizs
    25. 26/08/17 Applied mod from Celektus
-NanoRIPE-
Hi ~ kak ~

[General]
nggk ada masalah ~

[Easy]
00:00:733 (1) - finish
00:11:896 (1) - ^
00:17:477 (1) - ^
00:35:442 (2,1) - coba circle ke 3 di geser kebawah biar enak dilihat ~ *bagiku ini hampir overlap :3
01:06:314 (2,3) - overlap yg buruk
01:16:779 - ini green timing buat apa? *dengan yg selanjutnya
02:29:686 (3,1) - coba di satukan jadi 1 slider (walaupun ritmenya jadi agak berbeda tapi ini membuatnya lebih mudah)
02:57:070 (1) - saya rasa 1/2 repeat slider bukan hal yg bagus ~ coba pakai cara lain
02:59:338 (3) - finish
04:06:314 (1) - ^

[Normal]
00:00:733 (1) - finish
00:17:477 (1) - ^
00:21:489 (4) - coba di jadikan 1 circle aja di red tick (menurutku ini lebih baik) atau nggk 2 circle
00:34:047 (5) - tambah circle atau repeat slider disini
00:47:826 (6,2) - overlap
00:50:093 (5) - hapus circle
01:00:384 (4) - saya rasa disini harus clickable ~ coba rhythm ini [url]prntscr.com/bjtrja[/url] atau 1/2 repeat slider
01:07:710 (1) - finish
01:16:779 - sama dengan easy
01:17:477 - lebih baik nggk perlu tambah hijau-hijau aapalah gitu intinya memotong durasi break
01:51:140 - nih buat apaan?
01:52:361 (1) - finish
02:23:931 (3,4) - coba rhythm ini http://prntscr.com/bjttaj *prefer ke vocal
03:27:244 (1) - finish
03:28:640 (5) - ^
03:30:035 (1) - ^
03:48:698 - buat apaan nih green timing? kayak nggk ada apa2 disini -_- (green timing ke 1 sampai ke 5)
03:53:058 (2) - increase curve
04:00:558 (7,2) - overlap
04:25:675 - nih buat apaan?

[Hard]
00:04:047 (2,4) - stacked
00:17:477 (1) - finish
00:24:279 (6) - NC?
00:25:849 (1,4) - stacked?
00:34:221 (1) - coba di increase curvenya biar nggk terlalu rapat dengan slider (9)
01:16:779 - ....
01:26:198 (4,5,6) - patternnya kayak kurang rapi
01:30:035 (1) - finish
01:46:779 (1) - ^
01:50:791 (6) - coba cari tempat lain karena disitu kayak kurang enak ~
01:51:140 - .... hapus
02:03:524 (1) - finish
03:20:268 (6,7) - hampir overlap ~ coba di jauhkan dikit
03:27:244 (1) - finish
03:28:640 (6) - ^
03:30:035 (1) - ^
03:30:035 (1) - ^
03:31:431 (6) - ^
03:32:826 (1) - ^
03:43:291 - ngapain di kasih potong break?
03:56:547 (3) - finish
04:01:605 (4,6) - overlap
04:03:524 (1) - finish
04:06:314 (1) - ^
04:09:105 (1,3) - overlap
04:16:082 (5,7) - imperfect stack
04:25:675 (1) - remove NC

[Reunion of goodbye] wattt....?
00:17:477 (1) - finish
00:27:768 (9) - NC (combonya terlalu banyak :x )
00:32:651 (6) - ^
00:42:244 (11) - NC disini hapus yg selanjutnya
01:13:291 (1) - finish
01:30:035 (1) - ^
03:26:896 (14,3) - overlap
03:28:640 (1) - finish
03:30:035 (1) - ^
03:31:431 (1) - ^
04:06:314 (1) - ^
04:32:651 (1) - ^

ehhh untuk diff ini saya rasa banyak sekali combo,sampai2 ada yang 15 combo coba di atur NCnya lagi sehingga combonya berkurang ~ minimal yahh 10 atau 11 lah hehe ~

GL ~ kak maaf nggk bisa mod nazi nazian karena saya nggk bisa mod kayak gituan ;w; ~
Topic Starter
micchi_chi
NanoRIPE

-NanoRIPE- wrote:

Hi ~ kak ~

[General]
nggk ada masalah ~

[Easy]
00:00:733 (1) - finish < oiya, lupa xD
00:11:896 (1) - ^
00:17:477 (1) - ^
00:35:442 (2,1) - coba circle ke 3 di geser kebawah biar enak dilihat ~ *bagiku ini hampir overlap :3
01:06:314 (2,3) - overlap yg buruk < ? maksudnya ini yak 01:05:268 (2,1) - Udh sempet nyadar sih, tpi males ngerubah xD okelah
01:16:779 - ini green timing buat apa? *dengan yg selanjutnya < buat Insane :v deleted
02:29:686 (3,1) - coba di satukan jadi 1 slider (walaupun ritmenya jadi agak berbeda tapi ini membuatnya lebih mudah) < gabisa gitu, soalnya suara yang gedenya ada di red tick, jadi kalo slidernya di mulai di white tick, suara yg gedenya malah ke ignore, kalo circlenya diilangin jadi polarity issue :/ sekali kali gapapa lah :v
02:57:070 (1) - saya rasa 1/2 repeat slider bukan hal yg bagus ~ coba pakai cara lain < cara lainnya gimana yak? ada usulan? kalo pake slider biasa ntar polarity lagi :/ tapi gapapa kali yak? .-.
02:59:338 (3) - finish
04:06:314 (1) - ^ < diff lain ga pake finish dan kayaknya lagunya juga ga terlalu support finish jadi ngga dulu yaa~

[Normal]
00:00:733 (1) - finish
00:17:477 (1) - ^
00:21:489 (4) - coba di jadikan 1 circle aja di red tick (menurutku ini lebih baik) atau nggk 2 circle < bunyi di white tick ga bagus kalo di ignore, dan aku menghindari pake 2 circle berturut-turut buat normal.
00:34:047 (5) - tambah circle atau repeat slider disini < disini 00:34:047 ya maksudnya? :v oke, circle then
00:47:826 (6,2) - overlap < itu ngga bakalan keliatan di gameplay soalnya (6) udh ilang duluan sebelom (2) muncul, coba liat deh pake view -> hit animations, no change
00:50:093 (5) - hapus circle < gapapalah, buat nyusah2in :v Normalnya agak terbelakang soalnya, trus suara drum disitu juga lumayan bwt di map
01:00:384 (4) - saya rasa disini harus clickable ~ coba rhythm ini [url]prntscr.com/bjtrja[/url] atau 1/2 repeat slider < oke, tpi diganti dikit, jadinya slider duluan baru circle
01:07:710 (1) - finish
01:16:779 - sama dengan easy
01:17:477 - lebih baik nggk perlu tambah hijau-hijau aapalah gitu intinya memotong durasi break < hijau hijau xD green timing point say :v trus tenang aja, green timing point ngga motong durasi break kok :3
01:51:140 - nih buat apaan?
01:52:361 (1) - finish
02:23:931 (3,4) - coba rhythm ini http://prntscr.com/bjttaj *prefer ke vocal < hmm, bunyi di big white tick agak gede tuh, sayang kalo ga di map.... kalo aku lebih suka ngemap drum sama perkusi sih buat Normal sama Easy...
03:27:244 (1) - finish < memang sudah ngga pake finish dari Insanenya :v *hitsound ngikutin insane wkwkkw* jadi ngga deh, sama bwt bawah vvv
03:28:640 (5) - ^
03:30:035 (1) - ^
03:48:698 - buat apaan nih green timing? kayak nggk ada apa2 disini -_- (green timing ke 1 sampai ke 5)
03:53:058 (2) - increase curve < looks good enough for me~
04:00:558 (7,2) - overlap < itu overlapnya cuman sebentar, ga bakal terlalu keliatan di gameplay, terus keanya gaada posisi yang lebih bagus buat mindahinnya tanpa ngerusak flow >~< jadi gitu dulu aja
04:25:675 - nih buat apaan?

[Hard]
00:04:047 (2,4) - stacked < unstacked on purpose tho
00:17:477 (1) - finish
00:24:279 (6) - NC? < naah, keanya ga perlu deh
00:25:849 (1,4) - stacked? < sengaja ngga di stack
00:34:221 (1) - coba di increase curvenya biar nggk terlalu rapat dengan slider (9) < nyoba blanket sih, agak susah ;-; tried
01:16:779 - ....
01:26:198 (4,5,6) - patternnya kayak kurang rapi < ada usulan? itu emg sengaja bukan pattern blanket sih....
01:30:035 (1) - finish < ngikutin Insane
01:46:779 (1) - ^
01:50:791 (6) - coba cari tempat lain karena disitu kayak kurang enak ~ < ada usulan? maunya sih sebenernya di taro di tempat sekitar tailnya (2) tapi aku ngga suka pattern kotak .-. diubah sedikit sih
01:51:140 - .... hapus
02:03:524 (1) - finish
03:20:268 (6,7) - hampir overlap ~ coba di jauhkan dikit
03:27:244 (1) - finish < kayaknya ga perlu finish deh buat bagian ini, sama vvv
03:28:640 (6) - ^
03:30:035 (1) - ^
03:30:035 (1) - ^
03:31:431 (6) - ^
03:32:826 (1) - ^ < fix
03:43:291 - ngapain di kasih potong break? < potong break? itu otomatis kayak gitu, kalo lagi gameplay kan breaknya juga abis sebelom note pertama, terus ada muncul panah2 gitu di pinggir buat nunjukkin kalo udh mw mulai lagi. Itu dari osunya kayak gitu, bukan manual.
03:56:547 (3) - finish < kayaknya gaada yang indicate finish deh... ngga dulu ya
04:01:605 (4,6) - overlap < sengaja...
04:03:524 (1) - finish
04:06:314 (1) - ^ < ngikutin insane :v
04:09:105 (1,3) - overlap < on purpose~
04:16:082 (5,7) - imperfect stack < nah kayak gini nih nazi mod :v cuman beda beberapa pixel doang imperfect stacknya xD fixed
04:25:675 (1) - remove NC < gapapa sih, buat bedain sama bagian sebelumnya...

[Reunion of goodbye] wattt....?
00:17:477 (1) - finish < udah finish kok .-.
00:27:768 (9) - NC (combonya terlalu banyak :x ) < comment about NC-ing below vvv
00:32:651 (6) - ^
00:42:244 (11) - NC disini hapus yg selanjutnya < hah? .-. big white tick sama big soundnya disini kok 00:42:593 (1) -
01:13:291 (1) - finish < ngga cocok bwt finish deh...
01:30:035 (1) - ^ < fix
03:26:896 (14,3) - overlap < wkwkwkk gapapa lah :v cuman sebentar kok, ga terlalu keliatan.
03:28:640 (1) - finish < no finish for this part~
03:30:035 (1) - ^
03:31:431 (1) - ^
04:06:314 (1) - ^ < emg maksudnya ga finish sih :/
04:32:651 (1) - ^ < fix

ehhh untuk diff ini saya rasa banyak sekali combo,sampai2 ada yang 15 combo coba di atur NCnya lagi sehingga combonya berkurang ~ minimal yahh 10 atau 11 lah hehe ~ < kalo aku sih ga terlalu masalah yang penting ngga diatas 20 :v cukup normal kok kalo sampe 15 doang soalnya aku nge NC nya setiap 2 big white tick soalnya suara di situ lebih gede daripada setiap big white tick ^^ kalo sampe 18 lebih sih iya harus dipendekkin, tpi klo 15 masih bisa ditoleransi lah :v

GL ~ kak maaf nggk bisa mod nazi nazian karena saya nggk bisa mod kayak gituan ;w; ~ < justru bagus ngga mod nazi xD mod nazi kadang2 nyebelin :v

No reply -> fixed
Mckazee~! ^^
paydayzcool
Hi there hanyuu_nanodesu,

This is a modding post.

Easy
Wow, I can't see any errors here

Normal
01:21:489 - Add a circle here.

Hard
00:01:954 - Either put a circle here or move 00:02:128 (5) further away.
01:30:558 - Add a circle here.
01:37:535 (5) - This circle should look like it was n the middle of 01:37:710 (6) and 01:38:058 (7).
02:12:419 (2) - Slight but noticeable blanket error with 02:12:593 (3).

Very well mapped. I can't see any more problems XD.

Thanks,

paydayz
Xinying
As your request , m4m return~

First thing I noticed , nice bg :>

mod

Easy

  1. I don't like the rhythm in this difficulty, it feels like a normal difficulty map. It doesn't seem 'easy' enough , but judging from the star difficulty I assume it is fine.
  2. 00:39:454 (5) - DS issue brought up by ai-mod.
  3. For normal-hitclap2 , it's better and easier to switch it drum-hitclap so you can play around with the additions at the side and don't waste any time with those green lines. But it's done , let's just leave it there.
  4. 01:28:465 (2,1) - These 2 finish sounds the same , suggest make 01:30:035 (1) - normal-hitclap2.
  5. 01:35:617 (1) - ^
  6. 01:38:407 (1) - ^
  7. 01:41:198 (4) - ^
  8. 01:52:361 (1,1) - They are distinctly different , 01:52:361 (1) - has a dominant 'finish' sound , suggest same as above.
  9. 02:03:524 (1) - ^
  10. 02:11:198 - Perhaps you are missing your slidertick whistle sound here.
  11. 02:25:849 (1) - normal-hitclap2.
  12. 02:29:338 (2,3,1) - Confusing rhythm for new players , can these just be one slider 02:29:338 (2,3) .
  13. 02:31:431 (1) - normal-hitclap2.
  14. 02:31:431 (1) - ^
  15. 02:34:221 (4) - Inconsistent in NC, I suggest to NC this. And the pattern is design in such a way it blankets 02:33:872 (3) and 02:32:826 (2) differently (Gap between 02:33:872 (3,4) - is larger than gap between 02:32:826 (2,4) . , and it seems really weird.
  16. 02:36:663 - If you're focusing so strongly on the vocals in this difficulty , I don't see why you don't add a circle here. I know you added here 01:18:524 (1) - because there is a dominant drum sound , but the vocal there is strong too.
  17. 02:42:593 (1) - - Right now I'm thinking , I think it undoubtedly be better if you switch normal-hitclap2 to normal-hitclap , it sounds better overall.
  18. 03:18:524 (5) - Distance spacing is off , unnoticed by aimod.
  19. 03:37:012 - The timing points here are increasing so slowly to the point that it can be neglected.
  20. 04:23:058 (1) - I doubt this is allowed here. The last time I recalled music start's mapset was taken out of qualified section because of a similar slider in easy difficulties. Reason being is will definitely mislead the players. Can be easily replaced with a slider.
  21. Overall , fix your hitsounds , I suggest just changing normal-hitclap2 to normal-hitclap. And your rhythm has to be improved , else this would no longer be an 'easy' difficulty , as you are using rhythms meant for normal difficulty.

Reunion of Goodbye

  1. Does this name mean anything. Because grammatically speaking , if 'Reunion of Goodbye' is related to a source of the song it is acceptable , but I think if it's an 'invention' , 'Farewell Reunion' will sound better.
  2. 00:00:733 (1) - Remove NC.
  3. Your NC is really messed up here , try NC every 1 big white tick, or else you are gonna get 10-15 combos which are obnoxious.
  4. 00:07:710 (8,10) - Unintentional overlap which makes it really untidy. If it's intentional then it isn't a good idea...
  5. 00:21:663 (1) - With the slow-down , I can safely assume you are mapping to the vocal , and it ends here 00:22:274 .
  6. 01:03:349 (5) - Hearing this part in 25% playback rate , I don't think it is snapped to anything , it is just a regular 1/4.
  7. 01:06:140 (5) - ^ Unless you are not mapping to the drum , it should apply here.
  8. 01:12:942 (4) - Fix this DS. The jump from 01:12:593 (3) - to 01:12:942 (4) - is uncalled for.
  9. 01:16:779 (2) - Remove this note. It is a ghost note , nothing is mapped to this.
  10. 02:15:907 (4,7) - Hearing this part in 25% playback rate , I don't think it is snapped to anything , it is just a regular 1/4. Unless you are not mapping to the drum , it should apply here.
  11. 02:21:489 (6,11,4) - ^
  12. Nothing else from here.
  13. All in all , rework NC and several patterns.

That's all from me , I hope it helps you. I think the map is creative in patterns and rhythms , but it can be further refurbished into a better mapset in time. All the best :D
Topic Starter
micchi_chi
[paydayzcool]
SPOILER

paydayzcool wrote:

Hi there hanyuu_nanodesu,

This is a modding post.

Easy
Wow, I can't see any errors here

Normal
01:21:489 - Add a circle here. < for vocal eh? good point, but I mainly follow drums here and I want to make a little break because the previous rhythm is fully mapped on 1/2 >~< no change for now~

Hard
00:01:954 - Either put a circle here or move 00:02:128 (5) further away. < right... moved (4)***
01:30:558 - Add a circle here. < I can't see a reason to :/ I try to make Hard a little easier btw so I don't think adding a note is a good option >.<
01:37:535 (5) - This circle should look like it was n the middle of 01:37:710 (6) and 01:38:058 (7). < hmm... wasn't really meant to be like that tho... I think with (7) blanketing it would looks good enough~
02:12:419 (2) - Slight but noticeable blanket error with 02:12:593 (3). < ha, right

Very well mapped. I can't see any more problems XD.

Thanks,

paydayz

Thank you for mod ^^

Chocox

Chocox wrote:

As your request , m4m return~

First thing I noticed , nice bg :> < :D

[box=mod]

Easy

  1. I don't like the rhythm in this difficulty, it feels like a normal difficulty map. It doesn't seem 'easy' enough , but judging from the star difficulty I assume it is fine. < The way I tried to avoid 1/2 rhythm as much as I can and the way I use a lot of long 3/1 until reverse 4/1 slider make me think it's easy enough... But because of the pretty high BPM, it's indeed pretty hard to make a proper Easy tho ;-;
  2. 00:39:454 (5) - DS issue brought up by ai-mod. < I can't see it from here .-. fixed I guess...
  3. For normal-hitclap2 , it's better and easier to switch it drum-hitclap so you can play around with the additions at the side and don't waste any time with those green lines. But it's done , let's just leave it there. < ha :v
  4. 01:28:465 (2,1) - These 2 finish sounds the same , suggest make 01:30:035 (1) - normal-hitclap2. < actually they sound pretty different, the normal2 is sounded more light than normal1 so I use it for light finish like 01:28:465 (2) - 00:24:279 (2) - and many others, while the finish at big white tick like 01:30:035 (1) - sound bigger and heavier so I use normal1, same below vvv
  5. 01:35:617 (1) - ^
  6. 01:38:407 (1) - ^
  7. 01:41:198 (4) - ^
  8. 01:52:361 (1,1) - They are distinctly different , 01:52:361 (1) - has a dominant 'finish' sound , suggest same as above. < I would like to clear this... normal1 is more dominant than normal2 so I prefer normal1 here
  9. 02:03:524 (1) - ^
  10. 02:11:198 - Perhaps you are missing your slidertick whistle sound here. < I don't really put whistle on Easy and Normal tho, since that might cause everything got hitsounded xD so I decided to add whistle on certain part only. This part is not included so might as well ignore it~
  11. 02:25:849 (1) - normal-hitclap2. < same above ^, same below too I guess
  12. 02:29:338 (2,3,1) - Confusing rhythm for new players , can these just be one slider 02:29:338 (2,3) . < sacrificing variation ;-; but okay then
  13. 02:31:431 (1) - normal-hitclap2.
  14. 02:31:431 (1) - ^
  15. 02:34:221 (4) - Inconsistent in NC, I suggest to NC this. And the pattern is design in such a way it blankets 02:33:872 (3) and 02:32:826 (2) differently (Gap between 02:33:872 (3,4) - is larger than gap between 02:32:826 (2,4) . , and it seems really weird. < NC-ed and I try to blanket (2) and (4) so I have reason to have different gap :v http://puu.sh/pE5j3/c586c0f8ab.jpg
  16. 02:36:663 - If you're focusing so strongly on the vocals in this difficulty , I don't see why you don't add a circle here. I know you added here 01:18:524 (1) - because there is a dominant drum sound , but the vocal there is strong too. < focusing on drum here, not vocal
  17. 02:42:593 (1) - - Right now I'm thinking , I think it undoubtedly be better if you switch normal-hitclap2 to normal-hitclap , it sounds better overall. < Oh I think you're talking about that normal hitclap :v I get it now xD explanation below v
  18. 03:18:524 (5) - Distance spacing is off , unnoticed by aimod.< fix
  19. 03:37:012 - The timing points here are increasing so slowly to the point that it can be neglected. < right, it was for Insane afterall, I guess I'll just delete it here
  20. 04:23:058 (1) - I doubt this is allowed here. The last time I recalled music start's mapset was taken out of qualified section because of a similar slider in easy difficulties. Reason being is will definitely mislead the players. Can be easily replaced with a slider. < ;-; so sad ;-; gotta keep it for now, gonna change if some other modders mention the same things
  21. Overall , fix your hitsounds , I suggest just changing normal-hitclap2 to normal-hitclap. And your rhythm has to be improved , else this would no longer be an 'easy' difficulty , as you are using rhythms meant for normal difficulty. < take a look at Normal and you'll understand that this is totally Easy xD and about that normal hitclap, yes it's a total mistake xD first of all, I add two normal-hitclaps so I don't have to change sampleset through green timing when the section is playing on normal 2, but some "accident" happened. I was hitsounding another map with normal-hitclap 2 the way you hear it right now. But I think that normal hitclap volume is too low so I decided to edit it with audacity. But when I export it, I accidentally placed it at my Yonjuunana folder and replaced it xD and I only noticed later... but don't worry, it's fixed now :3

Reunion of Goodbye

  1. Does this name mean anything. Because grammatically speaking , if 'Reunion of Goodbye' is related to a source of the song it is acceptable , but I think if it's an 'invention' , 'Farewell Reunion' will sound better. < I like the current better tho xD
  2. 00:00:733 (1) - Remove NC. < nah
  3. Your NC is really messed up here , try NC every 1 big white tick, or else you are gonna get 10-15 combos which are obnoxious. < fine, I'll go NC whenever I think it's too much... below 12 is alright I think
  4. 00:07:710 (8,10) - Unintentional overlap which makes it really untidy. If it's intentional then it isn't a good idea... < intentional and I like it~
  5. 00:21:663 (1) - With the slow-down , I can safely assume you are mapping to the vocal , and it ends here 00:22:274 . < kay
  6. 01:03:349 (5) - Hearing this part in 25% playback rate , I don't think it is snapped to anything , it is just a regular 1/4. < I still feel slightly different... well, just let those 1/8 be xD
  7. 01:06:140 (5) - ^ Unless you are not mapping to the drum , it should apply here. < ^ :3
  8. 01:12:942 (4) - Fix this DS. The jump from 01:12:593 (3) - to 01:12:942 (4) - is uncalled for. < well, pretty common in the current Insanes actually, but since I myself disliked as well then... fixed
  9. 01:16:779 (2) - Remove this note. It is a ghost note , nothing is mapped to this. < Yeah, it make the pattern slightly better tho, from 2/1 pattern to 1/1 pattern... but okay then
  10. 02:15:907 (4,7) - Hearing this part in 25% playback rate , I don't think it is snapped to anything , it is just a regular 1/4. Unless you are not mapping to the drum , it should apply here. ^
  11. 02:21:489 (6,11,4) - ^ ^^^
  12. Nothing else from here.
  13. All in all , rework NC and several patterns. < gotta do this after all....

That's all from me , I hope it helps you. I think the map is creative in patterns and rhythms , but it can be further refurbished into a better mapset in time. All the best :D

Thank you for mod ^^
SeaRasp
Return M4M

Easy
01:05:268 (2,3) - Make (3) follow (2)'s curve better, like this : https://osu.ppy.sh/ss/5464763 .

02:31:431 (1,2) - Bad blanket here, try somthing like this : https://osu.ppy.sh/ss/5464739 .
02:32:826 (2,3,1) - And for this one, do this : https://osu.ppy.sh/ss/5464748 .

01:24:454 (1,2) - Slider end blanket pls, when you do ctr+g on (2) you can see it's off.

03:50:965 (2) - Slider should start on the white tick cause the vocals start on the blue tick before so i shouldn't be the red. Plus the instruments start on the white one.

04:31:431 (1,2) - Usually in easy diffs we try to avoid overlaps but I think this is fine.

Reunion of Goodbye
00:28:117 (7) - Either move this circle a bit farther from 00:27:419 (2) - Or make them touch more but it doesn't look clean like this.

00:39:977 (2,5) - ^ move appart or closer

01:33:349 (2,5) - ^ and others that are barely touching...

00:47:477 (3,4,5) - A rythm like https://osu.ppy.sh/ss/5464971 would be perfect here (ignore the pattern I did). It would make every circle follow the vocals and emphasize the longer note with the slider.

00:52:012 (5,6) - Make this jump a bit bigger to emphasize higher pitched vocals.

00:57:768 (4) - Pretty sure it'd be much better if you did these 1/8 sliders go to the blue tick and follow it up by a circle on the following white tick : like 00:59:163 (6,1) -. I would enjoy it more when I play your map ;) Plus we should be abble to click the downbeat.

01:07:448 (4) - This note isn't present in the music so remove it and maybe make 01:07:361 (7,8,9) - drum sampleset or add claps to emphasize.

01:12:942 (4,5,6,7) - ^ Add claps or make drum sampleset, it would follow the music better. Pls do this to other streams or tripple patterns in which you can already hear the drums in the music.

01:15:907 (4,1) - Increase spacing to emphasize higher pitched vocals ? or you can stack it with 01:17:477 (2) - would be nice.

01:27:942 (3,4,5,6,7,8) - Stream should start here 01:28:116 (5) - . Something like https://osu.ppy.sh/ss/5465144 seems good.

02:18:349 (4,5,6) - Stack with 02:17:826 (2) - ? cleaner.

02:36:314 (3,4) - Try something like this here: https://osu.ppy.sh/ss/5465242. Covers the vocals pretty nicely.

03:03:175 (5) - Make this a 1/2 slider connected to 03:03:524 (1) - by a blue tick circle. Less choppy and won't make me slider break xD

03:38:058 (7) - Try this instead, follows music more: https://osu.ppy.sh/ss/5465300 .

03:50:442 (2) - You should cover the red tick, maybe by making a 1/2 slider starting from this red tick.

04:01:256 (2,3,4,5,1) - Can make a nice star pattern out of these but it's your choice ... I would !

04:19:919 (7,8) - Increase spacing to emphasize vocals pls. Has to be bigger than the others at least.


Oh... I really like this diff, the flow is pretty much perfect. However, there are some overlaps that bother me a bit but it's probably your mapping style so I respect that.

That's all , GL !
anna apple
hi :3
return of goodbye?
  1. Black combo color (the way you have it now) might be unrankable, I think you need to grey out your combo colors if you are going to use black because most people have background dim 100% and won't be able to see it very well.
  2. 00:47:651 (4,1) - make this overlap cleaner looking pls (http://puu.sh/pEU3T/28dedaa10b.jpg)
  3. 00:49:570 (1) - breaks flow in a bad way, do more like 00:43:291 (4) - or 00:04:221 (3) -
  4. 00:57:768 (4) - 01:03:349 (5) - 01:06:140 (5) - 02:15:907 (4) - 02:18:698 (7) - 02:21:489 (6) - 02:24:279 (4) - I would like to see a note at the white tick because the accent at the white tick is stronger than a normal note due to the snare sound pick up. I think you have enough examples of what I mean xD -- after playing they are ok, but something to think about
  5. 02:36:314 - 02:36:489 - 02:36:838 - idea for this (http://puu.sh/pEXqP/2aaa690e26.jpg) something like (http://puu.sh/pEXuM/9d376537b7.jpg) would be really really fun to play/add in AND would make 02:37:012 (1) - a lot more rewarding than it is now. The hype for something like this is asj;ldkfasdfjasdfkl;askjflsaf
    ok I just played it at this point. what I notice is that there isn't a lot of variety in your mapping. and what I mean by this is the sections are not expressed properly. The softer sections feel exactly like the kiai(bad thing) so what I suggest is making slow sections a little closer together and the kiai a lot more snappy, and have a strong lead in into the kiai like in my example above. Mapping with that in mind the stronger beats will be more rewarding to play.
  6. example of softer part needing to feel softer 02:34:919 (3,1) - , these are way to far apart.
    But I will say you have a pretty good sense of flow pattern making and rhythms .
Edit: 04:18:785 (6,1) - I read the gap from 5 to 6 as 1/2 maybe im bad idk
Normal
DS should be 1x all the way though unless it is kiai then 1.1x. if you think 1.2 is ok then fix 01:02:128 (121) - 02:13:814 (117,118) -
[*]02:13:117 - bad overlap don't do this
Easy
Should be 1x DS all the way through
inconsisten DS - 00:50:965 (54,55) - .... actually there are too many with out DS, go back through and make them all the same.

sorry for short mod, lots of general stuff I guess idk, if you want me to come back and look after I can try but I probably won't see much. Good luck with ranked

also pls don't respond in a bright color it gives me cancer in the bad way
Sakurauchi Riko
Hello, my end of the M4M. Sorry for being a bit late but I had things to do :(
Since you modded my lowest 2 difficulty I'll mod your 2 hardest, deal? Ok, deal. :D (cant mod low diffs anyways as you could see by modding mine, lol)

Reunion of Goodbye
00:13:640 (2) - how about copy 00:13:291 (1) - and ctrl + h and j for better flow into 00:13:989 (3) -
00:28:640 (1) - maybe you should make this slider perfectly symmetrical from the red anchor (yes it may be unreasonable but i see everytime perfect symmetry at this kind of sliders)
00:39:803 (1,2,3) - make this symmetrical triangle
00:41:547 (2,4) - this is the first overlap which I dont find pretty, but up to you just my opinion
00:49:221 (4) - move this slider a bit down to make it more pretty like puu.sh/pGu4N/6115a0c3fd.jpg (its not 100% accurate i think, but i think you know what i tried to do, just a suggestion)
01:12:593 (3) - make this slider being part of the stream (like its part of the shape of stream?), but its ok how it is to me, just flows weirdly
01:25:675 (1,2) - fix blanket
02:34:221 (1,2) - make a blanket maybe? looks cleaner
01:31:431 (1,2,3,4,1) - holy shit i like this part!!
01:37:361 (4) - make this shape like the opposite shape of 01:37:710 (5) - to make a ncie pattern, i hope you get what i mean... >.<
02:25:762 (10) - this combo is pretty long imo, maybe make NC somewhere before (im noob in NCing sorry)
02:31:343 (10) - ^ (NC here maybe? 02:31:082 (7) - )
02:47:128 (2,3) - just a note: you never did stacked singletaps before (maybe reasonable in point of consistency, idk)
03:23:407 (3,6) - its neither a overlap now not a overlap, just looks weird, but i think you can just leave that like it is, just a note
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - nice jumps though, i like! :D
03:35:617 (1) - make the part before the red anchor symmetrical?
03:35:617 (1,1) - and create a blanket with the slider part after the red anchor
03:57:592 (9) - NC maybe? would fit perfectly imo (yeah i see, or maybe just leave that cuz u have consistency with this stream 04:09:017 (12) - but i dont like that long combos, but your map your rules :^) )


01:21:663 (1) - as i saw later on your map more kind of these sliders which you made symmetrical, i recommend to make this symmetrical too

Hard
00:37:012 (1,2,3) - same DS
00:38:233 (4,5,6) - isnt that DS a bit too close? oO
01:07:622 (12) - pretty long combo
01:07:710 (1,2) - same DS like 01:08:233 (2,3,4) - maybe?
00:49:570 (4,5) - make a symmetrical pattern like http://puu.sh/pGuPB/770b281e31.jpg (make it cleaner obviously)
00:57:070 (3) - symmetry maybe? up to you
01:23:756 (6,7,8,9) - i personally dont like those little jumps, they have like no structure for me (trianglem always a solution, xD), but your map not mine :b
01:29:338 (6,7,8,9) - note: this feels really awkward to play (the double stacking is so sudden, cuz u never did that before)
02:29:686 (4,1) - flows weirdly, maybe shape the slider to the other way
02:45:384 (1,2,3) - check DS
04:24:454 (1) - make red anchor being accurately on the tick in slider (and adjust symmetry)
04:28:640 (1) - make this symmetrical
04:35:791 (7) - NC here? or somewhere else there, cuz without NC hard to read

I dont really know if that overlap mapping is great in Hard diff (i assume not but idk)
And these long combos sometimes are too much imo, but its your map (its just my view, its totally ok i think)

Well thats everything from me, I hope you are satisfied with my mod.
As I modded your map I fell in love with this song, so please get this ranked!!! (i would wonder if this wont get ranked tbh)
Nice song, nice map, thats what osu needs
GL in ranking process and happy mapping! (:
Electoz
Hi

[General]

  1. Wave hitsounds with possible delay > 5ms:
    1. drum-hitfinish.wav
[Easy]

  1. 03:49:570 (1,2) - DS
  2. 01:05:268 (2,3) - They aren't completely pararell, idk if this is intentional though.
  3. 01:05:268 (2,3) - Not sure if it's just me who saw this overlap but ok
  4. 02:38:233 (2,2) - A minor overlap here, can be solved by rotating 02:40:151 (2) a few degrees to the right.
  5. 02:58:117 - 04:12:593 - Missing whistle.
[Normal]

  1. 00:25:500 (6,2,3,4) - Too cramp imo, and kinda hard to read as well. It's more like you're running out of space because of 00:25:849 (1) . I would place 00:25:849 (1) vertically so I can place those next objects in the other direction than that bottom-left corner. (Well you have to move quite a stuff there but it's worth it)
  2. 01:09:628 (5) - Is this intentional for having a whistle on a sliderbody? I guess not.
  3. 02:23:756 - Idk seems like you didn't ignore any strong beats earlier so this is kinda bugging me, use the same rhythm from 01:05:442 (2,3) ?
  4. 04:12:593 - 04:12:768 - Missing whistle I guess cuz I saw Hard has them.
  5. 04:24:803 - Just my preference but would be nice if you can hitsound the slidertick here.
[Hard]

  1. 00:45:210 - Remove clap? I don't hear anything on 00:45:210 so it's probably a mistake on this one?
  2. 01:45:384 - Every drum or whatever sound in this section is mapped except this one, do you really want to skip this? The drum is playing consistently so it's quite off to left one out.
  3. 04:35:442 (6,7,8,9) - Very difficult to read the stacks here, you placed them like they have the same beat spacing, so people are gonna interpret 04:35:791 (7,8,9) as 1/1 too.
Nice map, good luck~
Lefia
Hi hi from my queue

mod
[easy]

Mod about blanket

how i checked blanket :

00:08:058 (2,1)
00:20:268 (1) move the slider's tail into x:116 y:328
00:23:058 (1,2) do you make it blanket? if yes, please fix it
00:33:524 (3,1) - 00:42:593 (1,3) - 00:56:547 (1,3) - 01:05:268 (2,3) - 01:20:965 (4,2) - 01:34:047 (2,3) - 02:19:221 (3,1) - 02:27:244 (3,1)
02:31:431 (1,2) this part... looks weird
02:48:175 (1,2) - 02:55:151 (3,1) - 03:19:919 (2,3) - 03:24:803 (2,3) - 03:49:570 (1,2) - 04:08:407 (4,1,2) - 04:13:291 (3,1)

don't use 2 circle on 2 white thick, change it into 1/1 slider (i already tested it and the star rating reduce intoi 1,53) and set the CS below 2,5
00:58:465 (3,1) it's a nice flow, but it'll better if you remove the (3) slider's curve
01:49:570 (1,2) it'll be nice if you follow the (1) angle

[hard]

00:23:756 (3,4,5) how about like this?

00:38:058 add circle at x:164 y:188
00:45:384 (1) i don't like the angle, how about ctrl + h
01:19:570 (2,3,4) like this?

01:24:105 (8) move it into x:256 y:236
01:29:338 (6,7,8,9) how about like this?

01:39:279 (4) not suitable with the song, because there is a strong beat at 01:39:454
02:13:117 (4,5,6,7,8) How about like this

03:57:593 (6,7,8,9) change this stream with the slider

Sorry, only mod 2 diff...

Good luck!
Topic Starter
micchi_chi
woah so many mods @_@

[SeaRasp]
SPOILER

SeaRasp wrote:

Return M4M

Easy
01:05:268 (2,3) - Make (3) follow (2)'s curve better, like this : https://osu.ppy.sh/ss/5464763 .

02:31:431 (1,2) - Bad blanket here, try somthing like this : https://osu.ppy.sh/ss/5464739 .< damn what even happened here @-@
02:32:826 (2,3,1) - And for this one, do this : https://osu.ppy.sh/ss/5464748 .

01:24:454 (1,2) - Slider end blanket pls, when you do ctr+g on (2) you can see it's off.

03:50:965 (2) - Slider should start on the white tick cause the vocals start on the blue tick before so i shouldn't be the red. Plus the instruments start on the white one. < what? this one 03:53:582 (2) - ? the big drum totally started at red tick so I think starting it at red tick would be fitting.

04:31:431 (1,2) - Usually in easy diffs we try to avoid overlaps but I think this is fine. < this one kind is a good one tho.

Reunion of Goodbye
00:28:117 (7) - Either move this circle a bit farther from 00:27:419 (2) - Or make them touch more but it doesn't look clean like this. < it doesn't really matter since (2) already disappeared when (7) appear (try to look with view -> hit animation) so it wouldn't be visible or just briefly visible (which won't matter) in playfield.

00:39:977 (2,5) - ^ move appart or closer ^

01:33:349 (2,5) - ^ and others that are barely touching... ^

00:47:477 (3,4,5) - A rythm like https://osu.ppy.sh/ss/5464971 would be perfect here (ignore the pattern I did). It would make every circle follow the vocals and emphasize the longer note with the slider. < I focus more on the percussion tho and I think it fit well.

00:52:012 (5,6) - Make this jump a bit bigger to emphasize higher pitched vocals. < the current position is too good to move, but tried...

00:57:768 (4) - Pretty sure it'd be much better if you did these 1/8 sliders go to the blue tick and follow it up by a circle on the following white tick : like 00:59:163 (6,1) -. I would enjoy it more when I play your map ;) Plus we should be abble to click the downbeat. < it's pretty much fine imo... the downbeat is covered pretty well this way too...

01:07:448 (4) - This note isn't present in the music so remove it and maybe make 01:07:361 (7,8,9) - drum sampleset or add claps to emphasize. < what :v I think (4) is fine since that part sounds more like stream than circle followed by a triplet so keep, and for (7,8,9) normal sampleset would emphasize better than drum imo, the drum sounds quieter and I don't think clap is necessary...

01:12:942 (4,5,6,7) - ^ Add claps or make drum sampleset, it would follow the music better. Pls do this to other streams or tripple patterns in which you can already hear the drums in the music. < as I said, normal sampleset would emphasize better than drum and too much clap would make it too noisy since I increased the volume gradually. A little hint of emphasize with whistle at white and red tick should be enough...

01:15:907 (4,1) - Increase spacing to emphasize higher pitched vocals ? or you can stack it with 01:17:477 (2) - would be nice. < kay, increased the spacing, no stacking tho...

01:27:942 (3,4,5,6,7,8) - Stream should start here 01:28:116 (5) - . Something like https://osu.ppy.sh/ss/5465144 seems good. < there's already a little hint of stream at 01:27:942 (3) - tho.

02:18:349 (4,5,6) - Stack with 02:17:826 (2) - ? cleaner. < on purpose~ like increased jump or something

02:36:314 (3,4) - Try something like this here: https://osu.ppy.sh/ss/5465242. Covers the vocals pretty nicely. < nah, I don't really care about vocal.

03:03:175 (5) - Make this a 1/2 slider connected to 03:03:524 (1) - by a blue tick circle. Less choppy and won't make me slider break xD < eh, it's pretty common for insane tho, and since there's no really sound at red tick but there's sound at blue tick, I think this kind of rhythm would fit best.

03:38:058 (7) - Try this instead, follows music more: https://osu.ppy.sh/ss/5465300 . < vocal eh? I think no since there's no really percussion that support the vocal there so it feels pretty weak and doing it like that would feel chopped or something... I'm bad at explaining @-@

03:50:442 (2) - You should cover the red tick, maybe by making a 1/2 slider starting from this red tick. < naah, pretty weak vocal, too weak for slider head nor circle... furthermore with circle there, the drum would be emphasized better and the "pound" would feel more.

04:01:256 (2,3,4,5,1) - Can make a nice star pattern out of these but it's your choice ... I would ! < not really a big fans of patterned stuff lately but done anyway -w-

04:19:919 (7,8) - Increase spacing to emphasize vocals pls. Has to be bigger than the others at least. < I'm supporting the drum tho :v but okay, a very bit increase one.


Oh... I really like this diff, the flow is pretty much perfect. However, there are some overlaps that bother me a bit but it's probably your mapping style so I respect that.

That's all , GL !

Thank you ^^

[[alt][F4]]
SPOILER

[alt][F4] wrote:

hi :3
return of goodbye?
  1. Black combo color (the way you have it now) might be unrankable, I think you need to grey out your combo colors if you are going to use black because most people have background dim 100% and won't be able to see it very well. < it's dark grey tho... but okay, I'll light them up a bit.
  2. 00:47:651 (4,1) - make this overlap cleaner looking pls (http://puu.sh/pEU3T/28dedaa10b.jpg) < do it the other way
  3. 00:49:570 (1) - breaks flow in a bad way, do more like 00:43:291 (4) - or 00:04:221 (3) - < nah, pretty good imo
  4. 00:57:768 (4) - 01:03:349 (5) - 01:06:140 (5) - 02:15:907 (4) - 02:18:698 (7) - 02:21:489 (6) - 02:24:279 (4) - I would like to see a note at the white tick because the accent at the white tick is stronger than a normal note due to the snare sound pick up. I think you have enough examples of what I mean xD -- after playing they are ok, but something to think about < I think it's okay, too much note at white tick would make a antijump that make it harder to hit.
  5. 02:36:314 - 02:36:489 - 02:36:838 - idea for this (http://puu.sh/pEXqP/2aaa690e26.jpg) something like (http://puu.sh/pEXuM/9d376537b7.jpg) would be really really fun to play/add in AND would make 02:37:012 (1) - a lot more rewarding than it is now. The hype for something like this is asj;ldkfasdfjasdfkl;askjflsaf < Mapping lonesome vocal like that feels kinda awkward for me xD sorry, but no >~<
    ok I just played it at this point. what I notice is that there isn't a lot of variety in your mapping. and what I mean by this is the sections are not expressed properly. The softer sections feel exactly like the kiai(bad thing) so what I suggest is making slow sections a little closer together and the kiai a lot more snappy, and have a strong lead in into the kiai like in my example above. Mapping with that in mind the stronger beats will be more rewarding to play. < I reduced the SV in the verse and pre-chorus, the jumps at the chorus is totally bigger too so I think it would differ them pretty much.
  6. example of softer part needing to feel softer 02:34:919 (3,1) - , these are way to far apart. < well, it's 1/1 pattern, it won't matter, really.... but well, I reduced the space a bit.
    But I will say you have a pretty good sense of flow pattern making and rhythms .
Edit: 04:18:785 (6,1) - I read the gap from 5 to 6 as 1/2 maybe im bad idk < lol, it is actually, moved them closer
Normal
DS should be 1x all the way though unless it is kiai then 1.1x. if you think 1.2 is ok then fix 01:02:128 (121) - 02:13:814 (117,118) - < No, it DON'T have to be 1x, you can use any multiplier you like as long as it is consistent, which mean the same throughout all diffs so I keep the 1/2, fixed the DS problem
[*]02:13:117 - bad overlap don't do this < changed the rhythm, hope this one works fine
Easy
Should be 1x DS all the way through < same as Normale ^
inconsisten DS - 00:50:965 (54,55) - .... actually there are too many with out DS, go back through and make them all the same. < fix

sorry for short mod, lots of general stuff I guess idk, if you want me to come back and look after I can try but I probably won't see much. Good luck with ranked

also pls don't respond in a bright color it gives me cancer in the bad way < you have no power here :v and you can always block the responses, it would make it less bright.

Thank you for mod~~

[Phyloukz]
SPOILER

Phyloukz wrote:

Hello, my end of the M4M. Sorry for being a bit late but I had things to do :(
Since you modded my lowest 2 difficulty I'll mod your 2 hardest, deal? Ok, deal. :D (cant mod low diffs anyways as you could see by modding mine, lol)

Reunion of Goodbye
00:13:640 (2) - how about copy 00:13:291 (1) - and ctrl + h and j for better flow into 00:13:989 (3) - < nah, didn't really meant to be like that, just a pretty much "free" flow stuff
00:28:640 (1) - maybe you should make this slider perfectly symmetrical from the red anchor (yes it may be unreasonable but i see everytime perfect symmetry at this kind of sliders) < well, it doesn't really matter imo, I tried to move the red anchor to be perfectly match with the red tick at least.
00:39:803 (1,2,3) - make this symmetrical triangle < naah, doesn't meant to be one~
00:41:547 (2,4) - this is the first overlap which I dont find pretty, but up to you just my opinion < deal with it 8-)
00:49:221 (4) - move this slider a bit down to make it more pretty like puu.sh/pGu4N/6115a0c3fd.jpg (its not 100% accurate i think, but i think you know what i tried to do, just a suggestion) < fix, hope it don't make the jumps too far tho...
01:12:593 (3) - make this slider being part of the stream (like its part of the shape of stream?), but its ok how it is to me, just flows weirdly < ehh, it looked just fine .-.
01:25:675 (1,2) - fix blanket < fix
02:34:221 (1,2) - make a blanket maybe? looks cleaner < sure
01:31:431 (1,2,3,4,1) - holy shit i like this part!! < 8-)
01:37:361 (4) - make this shape like the opposite shape of 01:37:710 (5) - to make a ncie pattern, i hope you get what i mean... >.< < hmm good suggestion but pretty hard to do because they have different length and I think the flow from (1) would be too pointy if I do so (the current is pointy enough) so I think I would keep now.
02:25:762 (10) - this combo is pretty long imo, maybe make NC somewhere before (im noob in NCing sorry) < it's fine tho, the whole jumpy pattern is good with the same color.
02:31:343 (10) - ^ (NC here maybe? 02:31:082 (7) - ) ^
02:47:128 (2,3) - just a note: you never did stacked singletaps before (maybe reasonable in point of consistency, idk) < damn, but I think it pretty much readable on gameplay, the stack is good because it covers the same sound... keep for now.
03:23:407 (3,6) - its neither a overlap now not a overlap, just looks weird, but i think you can just leave that like it is, just a note < moved them away a bit
03:27:244 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - nice jumps though, i like! :D < :D
03:35:617 (1) - make the part before the red anchor symmetrical? < pretty hard to do ;-; but tried
03:35:617 (1,1) - and create a blanket with the slider part after the red anchor < blanket for 1/4 pattern like this might be a bit tricky so I won't do it.
03:57:592 (9) - NC maybe? would fit perfectly imo (yeah i see, or maybe just leave that cuz u have consistency with this stream 04:09:017 (12) - but i dont like that long combos, but your map your rules :^) ) < NC-ed at 03:57:244 (5) - instead so the whole stream would still be the same combos.


01:21:663 (1) - as i saw later on your map more kind of these sliders which you made symmetrical, i recommend to make this symmetrical too < I guess, wub wub

Hard
00:37:012 (1,2,3) - same DS
00:38:233 (4,5,6) - isnt that DS a bit too close? oO
01:07:622 (12) - pretty long combo
01:07:710 (1,2) - same DS like 01:08:233 (2,3,4) - maybe?
00:49:570 (4,5) - make a symmetrical pattern like http://puu.sh/pGuPB/770b281e31.jpg (make it cleaner obviously) < you mean ctrl+g-ing (4)? I think no.
00:57:070 (3) - symmetry maybe? up to you < it's fine
01:23:756 (6,7,8,9) - i personally dont like those little jumps, they have like no structure for me (trianglem always a solution, xD), but your map not mine :b < should do fine, they indeed have no structure :v
01:29:338 (6,7,8,9) - note: this feels really awkward to play (the double stacking is so sudden, cuz u never did that before) < because of the limited space there, it's pretty hard to move ;-; gotta keep for now unless there's good enough suggestion... the pattern fit the song well too -w-
02:29:686 (4,1) - flows weirdly, maybe shape the slider to the other way < http://puu.sh/pHy7u/8f22e515a2.jpg really? o-o
02:45:384 (1,2,3) - check DS
04:24:454 (1) - make red anchor being accurately on the tick in slider (and adjust symmetry) < adjusted, but no really symmetry
04:28:640 (1) - make this symmetrical < adjust a bit, but for blanket
04:35:791 (7) - NC here? or somewhere else there, cuz without NC hard to read < right

I dont really know if that overlap mapping is great in Hard diff (i assume not but idk) < dunno .-.
And these long combos sometimes are too much imo, but its your map (its just my view, its totally ok i think)

Well thats everything from me, I hope you are satisfied with my mod.
As I modded your map I fell in love with this song, so please get this ranked!!! (i would wonder if this wont get ranked tbh)
Nice song, nice map, thats what osu needs
GL in ranking process and happy mapping! (:

Thank you for mod -w-

[Electoz]
SPOILER

Electoz wrote:

Hi

[General]

  1. Wave hitsounds with possible delay > 5ms:
    1. drum-hitfinish.wav < deleted that, what the use of it, I'm not sure myself....
[Easy]

  1. 03:49:570 (1,2) - DS < right, wtf happened here o-o
  2. 01:05:268 (2,3) - They aren't completely pararell, idk if this is intentional though. < fixed by prev mod I think
  3. 01:05:268 (2,3) - Not sure if it's just me who saw this overlap but ok < lol, mistake, fixed from prev mod
  4. 02:38:233 (2,2) - A minor overlap here, can be solved by rotating 02:40:151 (2) a few degrees to the right. < right
  5. 02:58:117 - 04:12:593 - Missing whistle. < fixed 02:58:117 (2) - , not on the other because it wasn't mean too... only for Hard and Insane there's whistle there.
[Normal]

  1. 00:25:500 (6,2,3,4) - Too cramp imo, and kinda hard to read as well. It's more like you're running out of space because of 00:25:849 (1) . I would place 00:25:849 (1) vertically so I can place those next objects in the other direction than that bottom-left corner. (Well you have to move quite a stuff there but it's worth it) < right, it's a total DS hell so I decided to just change the rhythm and well... okay, I guess it at least fixed.
  2. 01:09:628 (5) - Is this intentional for having a whistle on a sliderbody? I guess not. < right
  3. 02:23:756 - Idk seems like you didn't ignore any strong beats earlier so this is kinda bugging me, use the same rhythm from 01:05:442 (2,3) ? < changed (2) into slider
  4. 04:12:593 - 04:12:768 - Missing whistle I guess cuz I saw Hard has them. < yes, I reduced the number of whistle in Normal and Easy to avoid over hitsounding.
  5. 04:24:803 - Just my preference but would be nice if you can hitsound the slidertick here. < with whistle? I guess that's okay.
[Hard]

  1. 00:45:210 - Remove clap? I don't hear anything on 00:45:210 so it's probably a mistake on this one? < right, it's on body too... damn -_-
  2. 01:45:384 - Every drum or whatever sound in this section is mapped except this one, do you really want to skip this? The drum is playing consistently so it's quite off to left one out. < yeah, leave that one out, it's fine enough I guess.
  3. 04:35:442 (6,7,8,9) - Very difficult to read the stacks here, you placed them like they have the same beat spacing, so people are gonna interpret 04:35:791 (7,8,9) as 1/1 too. < I NC-ed them now, I think that's gonna help.
Nice map, good luck~

Thank you for mod^^

[Lefia]
SPOILER

Lefia wrote:

Hi hi from my queue

mod
[easy]

Mod about blanket

how i checked blanket :


00:08:058 (2,1)
00:20:268 (1) move the slider's tail into x:116 y:328
00:23:058 (1,2) do you make it blanket? if yes, please fix it
00:33:524 (3,1) - 00:42:593 (1,3) - 00:56:547 (1,3) - 01:05:268 (2,3) - 01:20:965 (4,2) - 01:34:047 (2,3) - 02:19:221 (3,1) - 02:27:244 (3,1) < not gonna fix all this since in quick glance they looked fine.
02:31:431 (1,2) this part... looks weird < fixed it
02:48:175 (1,2) - 02:55:151 (3,1) - 03:19:919 (2,3) - 03:24:803 (2,3) - 03:49:570 (1,2) - 04:08:407 (4,1,2) - 04:13:291 (3,1) ^^^

don't use 2 circle on 2 white thick, change it into 1/1 slider (i already tested it and the star rating reduce intoi 1,53) and set the CS below 2,5 < Sometimes I used it for variation since there's ain't much variation to do in Easy, and the CS is for perfect diffspread.
00:58:465 (3,1) it's a nice flow, but it'll better if you remove the (3) slider's curve < it would get worse imo .-.
01:49:570 (1,2) it'll be nice if you follow the (1) angle < wat

[hard]

00:23:756 (3,4,5) how about like this? < the current is good too and would make better flow to (6) so keep

00:38:058 add circle at x:164 y:188 < nah, a little pause here is pretty good since the drum stopped.
00:45:384 (1) i don't like the angle, how about ctrl + h < it would make a bad flow from (9) ;-; a good flow from (9) is more needed so the jump would land better.
01:19:570 (2,3,4) like this? < why?

01:24:105 (8) move it into x:256 y:236 < nah, don't really play good imo.
01:29:338 (6,7,8,9) how about like this? < I don't really like that kind of pattern .-.

01:39:279 (4) not suitable with the song, because there is a strong beat at 01:39:454 < still fit the guitar, so still fit the song imo.
02:13:117 (4,5,6,7,8) How about like this < nope

03:57:593 (6,7,8,9) change this stream with the slider < should flow nicely enough too currently.

Sorry, only mod 2 diff...

Good luck!

Thank you for mod :3 btw, if you're reading this, could you indicate the banner is made by me? thank you~
Lilyanna
Hi m4m from my q

i hope this helps ^.^

MOD
Normal
00:15:384 (2,3) - blanket
00:33:698 (5,6) - maybe change this to this to more emphasize this beat 00:33:872 -
00:36:663 - same here some notes are strong beat they should be emphasized so maybe try this
00:39:279 (5) - ^
00:43:814 (4,5,2,3,5,6) - like you did here is what im trying to say so here is correct
01:52:012 (4) - nc
02:33:698 (7,1) - the placing of this is little wierd imo try this
02:34:570 (2,3) - try this may sound more cool
03:35:791 (1) - i think the spinner should end here
03:44:163 (1) - imo this second spinner doesnt make much sens

Hard
00:15:210 (2,3,6) - a little overlapping
00:23:407 (2,3,4,5) - ^
00:24:803 (7) - nc
00:31:779 (2,3,6,7) - spacing here gonna confused people try make these spaced more than these 00:32:128 (3,4,5,6) -
00:33:175 (8) - nc
02:24:803 (7) - nc
03:09:803 (6) - nc
03:17:826 (6) - move to x180 y328 will look more neat imo
03:38:058 (5) - maybe remove this slider and the break starts from there cuz it doesnt make sens
03:53:582 (3) - move to x256 y236
04:04:396 (3) - x160 y 84
04:05:268 (5,6) - blanket the end of slider 5 with 6 and then space this 04:06:314 (1) - more
04:09:105 (1,2,3) - blanket in both sliders maybe something like

04:35:442 (6,1) - i think this spacing can be confusing for players
04:39:890 (1) - i think u can remove this spinner

MY map : https://osu.ppy.sh/s/468611

Good luck (◕‿◕✿)
Topic Starter
micchi_chi

Lilyanna wrote:

Hi m4m from my q

i hope this helps ^.^

MOD
Normal
00:15:384 (2,3) - blanket < nah, wasn't meant to be
00:33:698 (5,6) - maybe change this to this to more emphasize this beat 00:33:872 - < actually right .-. fixed
00:36:663 - same here some notes are strong beat they should be emphasized so maybe try this < nah, I don't want to use too much circles in a row. 1/2 slider should do enough for Normal
00:39:279 (5) - ^ ^
00:43:814 (4,5,2,3,5,6) - like you did here is what im trying to say so here is correct < ye
01:52:012 (4) - nc < nah, not really needed imo
02:33:698 (7,1) - the placing of this is little wierd imo try this < that's a different rhythm .-. I want to map the drum sound at red tick too and same thing as I say above about 2 circles.
02:34:570 (2,3) - try this may sound more cool < It's the same thing... And I think 1/1 reverse slider would fit the long vocal better...
03:35:791 (1) - i think the spinner should end here < where .-.
03:44:163 (1) - imo this second spinner doesnt make much sens < it's covering sounds so I think it pretty much make sense.

Hard
00:15:210 (2,3,6) - a little overlapping < (2) and (3) is already gone when (6) appeared, so it should be fine. Try to look with view -> hit animation.
00:23:407 (2,3,4,5) - ^ < this one is on purpose
00:24:803 (7) - nc < nah, don't want too much NC in Hard since the combos won't get too long. On Insane alone should be okay, same below
00:31:779 (2,3,6,7) - spacing here gonna confused people try make these spaced more than these 00:32:128 (3,4,5,6) - < Hard players should be able to read that, it's okay.
00:33:175 (8) - nc < same above ^ and below
02:24:803 (7) - nc
03:09:803 (6) - nc
03:17:826 (6) - move to x180 y328 will look more neat imo < okay
03:38:058 (5) - maybe remove this slider and the break starts from there cuz it doesnt make sens < it's to support the last drum sound tho and I prefer to start break at big white tick, pretty much makes sense for me.
03:53:582 (3) - move to x256 y236 < tried
04:04:396 (3) - x160 y 84 < moved 04:04:744 (4) - instead
04:05:268 (5,6) - blanket the end of slider 5 with 6 and then space this 04:06:314 (1) - more < okay
04:09:105 (1,2,3) - blanket in both sliders maybe something like < nah, (1) doesn't mean to blanket.

04:35:442 (6,1) - i think this spacing can be confusing for players < NC-ed and this is Hard, should be fine.
04:39:890 (1) - i think u can remove this spinner < there's still sounds there so it's fine.

MY map : https://osu.ppy.sh/s/468611

Good luck (◕‿◕✿)
Thank you for mod ^^
rs_fadeaway
sry, kinda busy for about half month, will mod this some later.
best luck for u )
Topic Starter
micchi_chi

rs_fadeaway wrote:

sry, kinda busy for about half month, will mod this some later.
best luck for u )
Sure, thank you ^^
edit : for the star too :3
N0thingSpecial
ok M4M is done, I guess
2sad2mod goodbye
Considering it is still 172 BPM why not OD 7.5-8?

00:03:000 (4) - considering the spacing I feel like the angle is too sharp for an intro, I would say ctrl+g but it plays weirdly into 00:03:349 (5,6,1) -, maybe think of something else

00:05:268 (2,3) - intro is the best place to add stacks and add more (not that you don't have it's just not enough imo) flavor to the spacing, this is one the place you can add them, it work really well if you already have auto stacked triplets around

00:07:011 (5,6) - ^ especially when the vocal is a passive pitch change

00:07:535 (7,1) - not necessarily stack it but I don't understand why is there increased spacing on nothing.

00:14:163 (4) - suggest curving it like 00:13:291 (1,2) - these, to relief the sharp angle you have here

00:39:105 (4,5,6) - you could easily add a flow break here to represent to guitar by crtl+g 00:39:105 (4,5) - and ctrl+g on 00:39:454 (6) -

00:57:768 (4,6,5,5,5) - I highly suggest unifying the timing for these 3 so it would be more intuitive to play, especially when it is 1/8. personally I like 00:59:163 (6,1) - the most

01:34:919 (4,6) - a bit nazi here but do you mind putting 01:34:919 (4) - exactly in between 01:35:268 (6) -

02:00:384 (5) - personally I would ctrl+g this cause the angle is a but too sharp, plus you had anti flow right here 01:59:686 (2) - makes it a but uncomfortable rather than adding flavor, also it adds emphasis on 02:00:733 (1) -

02:15:907 (4,7,6,5,4) - same thing as above

02:56:198 (7,1) - stack these, people rarely follow through the entire slider, considering this is a squashed up slider people would expect the note after it to appear here:


03:38:058 (7) - can it curve to the right so the angle is less sharp going into the rest?

03:46:779 (3,1) - stack these, creates hang effect good for intuitive gameplay

plays really well overall, now rank it so I can FC it and get some pp

Hard
00:16:779 (7,8,1) - constant DS, slider leniency make it so that 00:17:477 (1) - would still be emphasized and would still be intuitive to play

00:35:442 (4,5) - reduce DS and make 00:35:093 (3,4,5) - a triangle with their slider end

ok up until here I can start to see why this is relatively high in SR, you need more constant DS, and only put increase DS in places that is actually important enough to emphasized

I'll just point out some of the many unimportant emphasis imo

00:49:570 (4,5) - mainly 00:49:919 (5) - is too spaced out imo

00:58:814 (8,9) -

01:01:082 (6,7) - this could easily be a slider

01:06:663 (3,4,5) - plus it looks a bit untidy atm, could change 01:06:663 (3,4) - into a slider, and put all the important jumps in kiai

01:48:000 (4,5) - constant drum beat would kinda suggest more or less constant DS, considering you're using similar DS as Kiai

after looking through the entire map, I think there are 2 things you can do to reduce SR

  1. use more sliders, your current representation is accurate rather than simple, which if you decide to be accurate your spacing would be shafted, to maintain those high DS emphasis I suggest you to use more sliders to do those emphasis rather than using circles
  2. use more stacks, same explanation as above.

your normal and easy looks good imo, have a star :3
Naxess
M4M From Queue

Tried modding the earlier difficulties, but it seems it's just blankets and some minor things, so I'll try the harder difficulties.



[ Hard]
SPOILER
00:01:954 - Guitar is here, it's syncopation. Consider mapping it. Something like this could work, for example:


00:03:000 - Consider extending this so it repeats. There's a sound at 00:03:349 - which you could easily cover this way.

00:05:268 - This part is parallel to 00:02:477 - in terms of rhythm.
You placed a note at 00:03:000 - , and this means you should also place one at 00:05:791 - if you want to keep consistent.
Plus I hear a sound there which might be mistaken for the circle.

00:09:803 - The fact that you're skipping some guitar sounds and instead follow vocal better makes me think you might actually want to map vocals.
So I'll point out some strong vocals that I think should be clickable:
00:01:954 -
00:07:535 -
00:10:326 -
If you're not following vocals, feel free to ignore these.
Read your description lol
Well, in which case, 00:09:803 - make this clickable.


00:10:326 - Again, this is syncopation from the guitar, there's actually no strong sound at 00:10:500 - , even if it's a downbeat. You may argue that there's a pitch change, but don't you think the actual impact itself is more important?

00:11:198 - I think you should map this, the guitar changes pitch and has an impact here.

00:10:500 - I'll give an example of how the previous two suggestions could be solved:

Use circle (6) as an anti-jump to (7) to emphasize the guitar sound at 00:11:198 - better.

There's more vocals around here that you seem to be missing, so I'm just going to assume you don't want to map vocals.
00:13:117 -
00:14:512 -
00:15:907 -
But by not following vocals, things like making some of them 1/1 randomly makes no sense, so consider making these clickable.
For example, it doesn't make sense unless you're following vocals that 00:15:210 (2,3,4) - would be circles but 00:16:605 - isn't even mapped even though they both have instruments on them.

00:14:686 (1,2,3,4,5,6,7,8) - tbh this is kind of confusing, it feels like you're trying to follow vocals. Consider doing it something like this:

Where (2) and (3) are stacked in this example.

00:21:140 - Make this clickable if you're following vocals, otherwise ignore it. imo 00:20:791 - should be a 1/2 slider to emphasize it better as well.

00:27:244 - I don't see why there is a repeat here. There's no distinct sound so it makes no sense imo.

00:31:779 (2,3) - I'm sure this can still be indicated better. It's not an insane difficulty so I doubt players at this difficulty level will see this coming.
I'd suggest you NC this anti-jump.
^ 00:32:651 (6,7) -
Like how you did it at 04:35:442 (6,1) -

00:31:431 (1,2,3,4,5,6,7,8,9,10,11) - This whole part is also a transition to vers, which usually includes an additional NC.

Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these.

00:34:919 (2,3) - Same sound, would've stacked them.

00:35:617 - 00:35:791 - These are also similar sounds to 00:34:919 - 00:35:093 - , but they're mapped differently. Consider at least keeping the click rhythm (where both a clickable), for consistency. (or visa versa, up to you)
^ 00:37:710 (3) -
^ 00:36:314 - 00:36:489 -
You may not be following drums, but you're not following anything else, so these parts would make no sense in that case.
Before you go on about "variation", I'm going to quote another mod I did recently: (keep in mind that some things may be out of context)


Well, I think that's enough of rhythm. I'll try pointing some other stuff out instead.

02:13:814 - Wouldn't it be better if the repeat was here? It's sort of the last guitar note, and imo 02:14:338 - is a strong drum so place a circle there.


03:11:896 - In this case it's not actually syncopation, so the downbeat should be clickable... but I'm sure you got the idea at this point, so I'll continue ignoring it.

That's all I guess.
There's a lot of rhythm stuff you should take a look at. Try making strong beats clickable, and consider prioritizing which instrumental layer you're going for (drums, vocal, 1st guitar, 2nd guitar, etc) (you can still map other instruments when it makes sense, note "prioritize").

So in your description you say you want to make it easier, in which case I would recommend you try cutting down on the circles a bit.
Try only mapping what is strongly emphasized in order to reduce the "Speed" (one of the variables determining the SR).
For example this part 01:41:198 (1,2,3,4,5,6,7,8,9,10) - :
Before:

After:

Alternatively:

Note how you can make use of multiple sounds by simply making them a slider. (just keep in mind that you want to end the slider on a slightly weaker beat than what it started on, if possible. Also it cuts down on the difficulty quite a lot by covering multiple sounds with the use of repeats rather than circles.

Another thing you might want to look at is how you've spaced things. The higher spacing, the more your SR will increase, because of "Aim" (another variable determining the SR). This is why stacking can help reduce it. Try stacking when two sounds are similar.

[ Reunion of Goodbye]
SPOILER
I feel it's a bit strange how you, in hard, NCed every OTHER measure, but here you're NCing EVERY measure.
Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these.
I'd much rather prefer it if hard NCed EVERY measure like this difficulty, because it'll allow you to indicate advanced concepts such as anti-jumps and SV changes without worrying as much about having too much NC compared to the rest of the map.
If you're worried about the NC health boost, consider increasing the HP to counteract it.

Now for the mod on insane:

00:01:954 - So this is basically confirmed that you're not prioritizing vocal, I'm going to assume guitar from here on.

00:09:803 - Oh, and here's it's confirmed you're not prioritizing guitar (I thought you said you'd prioritize percussion?). Switching prioritized layer should only happen when the music suggests it, which hasn't exactly happened yet imo. Consider making this clickable.

00:10:326 (4,1) - Would've switched places with these on the timeline to follow the guitar and vocal better.

00:17:477 - So from here I'm going to assume you're prioritizing drums... didn't notice the description, but yeah you're basically following drums steadily from here, still think the beginning is a bit of a mess though in terms of rhythm, but that's just my opinion. I'd have tried prioritizing the guitar up until this point, since it's a type of percussion instrument.

00:57:942 - I still think players would want to feel a click here, since it's a pretty strong beat. Try shorting down the repeat by a step and placing a circle here.
Or do it like you did at 00:59:163 (6,1) - with two steps instead
^ 01:00:733 -
^ 01:03:524 -
^ 01:06:314 -
^ 02:16:082 - and so on...

01:17:477 (2) - NC; new measure. Plus it's a transition to chorus, so having double NC here is fine imo.

01:48:000 - I'd have NCed and made this a slider to follow the melody like you did at 01:42:419 (1) - , 04:32:651 - , 04:27:070 - and 04:29:861 -

02:31:431 (1,2) - A jump right after a longer stream seems a bit excessive imo, because you'd often want to give the player a brief break to adjust from alternating and get back into the rhythm.
^ 03:21:662 (1,2) - The strong impact is also on the note at the end of the stream, not the following red tick. imo it makes no sense to jump to a weaker beat.

02:36:140 - I'm sure a 1/2 slider could cover the guitar, since it ends at 02:36:314 -

03:12:244 - 03:12:942 - Usually you'd want to map sounds the same way, for example by having both be slider heads (or at the very least having both clickable).
^ 03:13:640 -

Rest looks fine, though I think rhythm can be improved in the beginning by prioritizing an instrument and following it until the drums kick in.

After reading through the description, which I apparently missed, I'll find some blankets for you. (don't worry this is next level blanket modding)
[ Normal]
SPOILER
Basically use the control point positions noted above the pictures for the same results. (always of the blanketing slider)

00:03:175 (5,1) - 2nd point: (511; 110), 3rd and last point: (504; 184). Then copy pasta and flipperino 00:03:524 (1) - so it's symmetrical with 00:04:221 (2) -


00:08:628 - 2nd (317; 198), 3rd (275; 248).


00:15:918 - 2nd (107; 194), 3rd (157; 162).


00:29:163 - 2nd (289; 366), 3rd (213; 345).


00:30:941 - 2nd (75; 180).


00:58:506 - 2nd (347; 315), 3rd (281; 301).


00:59:511 - 2nd (167; 190), 3rd (109; 225).


01:05:704 - 3rd (47; 186).


01:26:638 - 2nd (186; 60), 3rd (125; 51).


02:53:269 - 2nd (94; 163), 3rd (90; 120).


02:54:628 - 2nd (436; 206), 3rd (447; 241).


03:21:149 - 2nd (296; 31), 3rd (373; 57).


Only pointed out blankets you could easily fix without messing up DS.

By the way, you should tend to the distance spacing problems.
Normals should always keep DS so newer players can get used to the time to distance principle.

Small note: Normal is 0.01 SR above the limit for a normal, so right now it has a hard icon in your mapset.
Reducing it by 0.01 or 0.02 will give it it's normal icon.

[ General]
SPOILER
Sound files, background resolution, tags, etc. Everything looks fine, gj.

Spread too, so I don't see why you want to make hard easier...
Take the average SR of Normal and Reunion of Goodbye, for instance:
(2.26 + 4.82) / 2 = 3.54 (which is almost 3.59 anyway)

Good luck!

Reminder
Topic Starter
micchi_chi

N0thingSpecial wrote:

ok M4M is done, I guess
2sad2mod goodbye
Considering it is still 172 BPM why not OD 7.5-8? < 7 would work fine too imo

00:03:000 (4) - considering the spacing I feel like the angle is too sharp for an intro, I would say ctrl+g but it plays weirdly into 00:03:349 (5,6,1) -, maybe think of something else < actually it's true .-. but I disliked the ctrl+g option so I just moved a few things there, fix it a bit I guess...

00:05:268 (2,3) - intro is the best place to add stacks and add more (not that you don't have it's just not enough imo) flavor to the spacing, this is one the place you can add them, it work really well if you already have auto stacked triplets around < are you telling me to stack these? .-. I think it's good enough unstacked, not a big fans of stack and antijumps tho....

00:07:011 (5,6) - ^ especially when the vocal is a passive pitch change < this one form a nice star pattern ;-;

00:07:535 (7,1) - not necessarily stack it but I don't understand why is there increased spacing on nothing. < this one to emphasize big white tick tho .-.

00:14:163 (4) - suggest curving it like 00:13:291 (1,2) - these, to relief the sharp angle you have here < Honestly I want some straight slider in my map since I barely have any, but I originally disliked this one too so fixed~

00:39:105 (4,5,6) - you could easily add a flow break here to represent to guitar by crtl+g 00:39:105 (4,5) - and ctrl+g on 00:39:454 (6) - < hmmm kinda unnecessary imo, gotta keep the flow here...

00:57:768 (4,6,5,5,5) - I highly suggest unifying the timing for these 3 so it would be more intuitive to play, especially when it is 1/8. personally I like 00:59:163 (6,1) - the most < I don't really get what you're telling me to do .-. what is unifying timing? damn my English sucks >~<

01:34:919 (4,6) - a bit nazi here but do you mind putting 01:34:919 (4) - exactly in between 01:35:268 (6) - < fix

02:00:384 (5) - personally I would ctrl+g this cause the angle is a but too sharp, plus you had anti flow right here 01:59:686 (2) - makes it a but uncomfortable rather than adding flavor, also it adds emphasis on 02:00:733 (1) - < not really that sharp imo, look http://puu.sh/pUqMJ/d5ba268c54.jpg it's kinda like round-about flow and I love those :D ctrl+g-ing would make it even sharper imo, and I think the spacing to (1) would be waayyy too far.

02:15:907 (4,7,6,5,4) - same thing as above < still don't get it

02:56:198 (7,1) - stack these, people rarely follow through the entire slider, considering this is a squashed up slider people would expect the note after it to appear here: < Okay moved it a bit to the left but not as much as the pict since it would do way too much re-spacing and I'm to lazy to do it :p


03:38:058 (7) - can it curve to the right so the angle is less sharp going into the rest? < that seems to be more sharp .-. rotated it a bit so it would be (I guess) less sharp

03:46:779 (3,1) - stack these, creates hang effect good for intuitive gameplay < 'kay

plays really well overall, now rank it so I can FC it and get some pp < lol'd

Hard
00:16:779 (7,8,1) - constant DS, slider leniency make it so that 00:17:477 (1) - would still be emphasized and would still be intuitive to play < okay then

00:35:442 (4,5) - reduce DS and make 00:35:093 (3,4,5) - a triangle with their slider end < it would make kinda sharp angle tho but fixed anyway~

ok up until here I can start to see why this is relatively high in SR, you need more constant DS, and only put increase DS in places that is actually important enough to emphasized

I'll just point out some of the many unimportant emphasis imo

00:49:570 (4,5) - mainly 00:49:919 (5) - is too spaced out imo < reduced a bit... I don't know how I should reduce it while maintaining good pattern ;-;

00:58:814 (8,9) - < fix

01:01:082 (6,7) - this could easily be a slider < wanna keep the star pattern here...

01:06:663 (3,4,5) - plus it looks a bit untidy atm, could change 01:06:663 (3,4) - into a slider, and put all the important jumps in kiai < I think they cover too big sound to be slider... and I want circle for a lead-up-for-the-next-verse part

01:48:000 (4,5) - constant drum beat would kinda suggest more or less constant DS, considering you're using similar DS as Kiai < what should I do here .-.

after looking through the entire map, I think there are 2 things you can do to reduce SR

  1. use more sliders, your current representation is accurate rather than simple, which if you decide to be accurate your spacing would be shafted, to maintain those high DS emphasis I suggest you to use more sliders to do those emphasis rather than using circles
  2. use more stacks, same explanation as above.

your normal and easy looks good imo, have a star :3
Yay thank you for mod and star -w-
I guess I have to let the Hard SR for how it is >~<

Naxess wrote:

M4M From Queue

Tried modding the earlier difficulties, but it seems it's just blankets and some minor things, so I'll try the harder difficulties.



[ Hard]
SPOILER
00:01:954 - Guitar is here, it's syncopation. Consider mapping it. Something like this could work, for example: < wtf is syncopation xD btw I think I'll stick at white tick for quieter part, the guitar is minor tho, so it's not really worth mapped with a slider head


00:03:000 - Consider extending this so it repeats. There's a sound at 00:03:349 - which you could easily cover this way. < what o-o

00:05:268 - This part is parallel to 00:02:477 - in terms of rhythm.
You placed a note at 00:03:000 - , and this means you should also place one at 00:05:791 - if you want to keep consistent.
Plus I hear a sound there which might be mistaken for the circle. < well okay, I guess I'm following vocal for this part. There's vocal at 00:03:000 - but nothing at 00:05:791 - so I would make the rhythm different.

00:09:803 - The fact that you're skipping some guitar sounds and instead follow vocal better makes me think you might actually want to map vocals.
So I'll point out some strong vocals that I think should be clickable:
00:01:954 -
00:07:535 -
00:10:326 -
If you're not following vocals, feel free to ignore these.
Read your description lol < okay I'll change it later, the "guitar" you're pointing out is minor since it's a quiet intro and during this part, vocal is the lead, so yeah, I map the lead sound.
Well, in which case, 00:09:803 - make this clickable. < ^ about lead sound part


00:10:326 - Again, this is syncopation from the guitar, there's actually no strong sound at 00:10:500 - , even if it's a downbeat. You may argue that there's a pitch change, but don't you think the actual impact itself is more important? < I think I'll stick at white tick for quieter part, it's easier to hit that way even though the sounds are minor and can be barely hear.

00:11:198 - I think you should map this, the guitar changes pitch and has an impact here. < 1/1 reverse slider fit that part too damn well~!

00:10:500 - I'll give an example of how the previous two suggestions could be solved: < ^

Use circle (6) as an anti-jump to (7) to emphasize the guitar sound at 00:11:198 - better.

There's more vocals around here that you seem to be missing, so I'm just going to assume you don't want to map vocals.
00:13:117 -
00:14:512 -
00:15:907 -
But by not following vocals, things like making some of them 1/1 randomly makes no sense, so consider making these clickable.
For example, it doesn't make sense unless you're following vocals that 00:15:210 (2,3,4) - would be circles but 00:16:605 - isn't even mapped even though they both have instruments on them.

00:14:686 (1,2,3,4,5,6,7,8) - tbh this is kind of confusing, it feels like you're trying to follow vocals. Consider doing it something like this:

Where (2) and (3) are stacked in this example. < changed (3) and (4) to 1/2 slider, changed nothing else after that

00:21:140 - Make this clickable if you're following vocals, otherwise ignore it. imo 00:20:791 - should be a 1/2 slider to emphasize it better as well.

00:27:244 - I don't see why there is a repeat here. There's no distinct sound so it makes no sense imo. < yeah right, just assume it as some kind of variation and since I ran out of place there, so.... I silenced the reverse so it should be alright

00:31:779 (2,3) - I'm sure this can still be indicated better. It's not an insane difficulty so I doubt players at this difficulty level will see this coming.
I'd suggest you NC this anti-jump.
^ 00:32:651 (6,7) -
Like how you did it at 04:35:442 (6,1) - < kay

00:31:431 (1,2,3,4,5,6,7,8,9,10,11) - This whole part is also a transition to vers, which usually includes an additional NC. < I don't get your selection .-. seems so random...

Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these. < HP is high enough and the verse part is not that "complicated"

00:34:919 (2,3) - Same sound, would've stacked them. < unstacked works well too imo, not giving much difference

00:35:617 - 00:35:791 - These are also similar sounds to 00:34:919 - 00:35:093 - , but they're mapped differently. Consider at least keeping the click rhythm (where both a clickable), for consistency. (or visa versa, up to you) < it's called variation, and lol, they are different, if you want to make comparison do it with 00:34:919 (2,3) - and 00:37:710 (3) - or 00:35:617 (5,6) - with 00:38:407 (5,6,7) - but well, it doesn't really matter they are clickable or not, as long as the notes covers the sound perfectly and the big sound emphasized correctly, it'll still fit. Same below
^ 00:37:710 (3) -
^ 00:36:314 - 00:36:489 -
You may not be following drums, but you're not following anything else, so these parts would make no sense in that case.
Before you go on about "variation", I'm going to quote another mod I did recently: (keep in mind that some things may be out of context)


Well, I think that's enough of rhythm. I'll try pointing some other stuff out instead. < but actually in gameplay, people don't really care about how all the beats should be clickable or not, as long as the notes follow significant sound, it should be predictable. It's not like player wouldn't be able to read 00:37:710 (3) - because it's different from 00:34:919 (2,3) - . If you insisted on keeping the same rhythm over and over again, it would just cause repetitive boring pattern that's not fun to play. Map is meant to be played. (sorry to sound harsh but) If you can read different (but fitting) rhythm for same sound, you may go back playing easier diffs. Remember, "consistency" don't mean you have to map the same sound the same way, that would be dammn boring because song basically have 4 different part, verse, pre-chorus, chorus, and bridge. And the sound at the same part tend to sound the same, so if you would like to keep the rhythm the same for the same sound, it's equivalent to mapping the same part with exactly the same rhythm and it's not a good thing. "Consistency" mean keeping the sound that should be mapped, mapped. Which mean if I map the sound like the drum here 01:42:593 before but I don't map it here 01:45:384 - , it's inconsistent (let this part be inconsistent tho), not only about clickable or not.

02:13:814 - Wouldn't it be better if the repeat was here? It's sort of the last guitar note, and imo 02:14:338 - is a strong drum so place a circle there. < I want to keep the sliders at white tick. And I want to keep the guitar mapped with circles and 02:13:989 (9) - solely map the drum so a 1/2 reverse slider is more fit there to differentiate the drum sound with guitar.


03:11:896 - In this case it's not actually syncopation, so the downbeat should be clickable... but I'm sure you got the idea at this point, so I'll continue ignoring it. < the sound at downbeat here 03:11:896 is not as big as the drum sound at the slider's head and tail, so it would be fitting enough to just ignore it, try to delete the slider and listen.

That's all I guess.
There's a lot of rhythm stuff you should take a look at. Try making strong beats clickable, and consider prioritizing which instrumental layer you're going for (drums, vocal, 1st guitar, 2nd guitar, etc) (you can still map other instruments when it makes sense, note "prioritize").

So in your description you say you want to make it easier, in which case I would recommend you try cutting down on the circles a bit.
Try only mapping what is strongly emphasized in order to reduce the "Speed" (one of the variables determining the SR).
For example this part 01:41:198 (1,2,3,4,5,6,7,8,9,10) - :
Before:

After:

Alternatively:

Note how you can make use of multiple sounds by simply making them a slider. (just keep in mind that you want to end the slider on a slightly weaker beat than what it started on, if possible. Also it cuts down on the difficulty quite a lot by covering multiple sounds with the use of repeats rather than circles.

Another thing you might want to look at is how you've spaced things. The higher spacing, the more your SR will increase, because of "Aim" (another variable determining the SR). This is why stacking can help reduce it. Try stacking when two sounds are similar. < I given up on reducing it, I guess I'll just strike it...

[ Reunion of Goodbye]
SPOILER
I feel it's a bit strange how you, in hard, NCed every OTHER measure, but here you're NCing EVERY measure.
Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these.
I'd much rather prefer it if hard NCed EVERY measure like this difficulty, because it'll allow you to indicate advanced concepts such as anti-jumps and SV changes without worrying as much about having too much NC compared to the rest of the map.
If you're worried about the NC health boost, consider increasing the HP to counteract it. < nah

Now for the mod on insane:

00:01:954 - So this is basically confirmed that you're not prioritizing vocal, I'm going to assume guitar from here on. < I'm prioritizing big sound

00:09:803 - Oh, and here's it's confirmed you're not prioritizing guitar (I thought you said you'd prioritize percussion?). Switching prioritized layer should only happen when the music suggests it, which hasn't exactly happened yet imo. Consider making this clickable. < the vocal is bigger here

00:10:326 (4,1) - Would've switched places with these on the timeline to follow the guitar and vocal better. < that just don't feel right

00:17:477 - So from here I'm going to assume you're prioritizing drums... didn't notice the description, but yeah you're basically following drums steadily from here, still think the beginning is a bit of a mess though in terms of rhythm, but that's just my opinion. I'd have tried prioritizing the guitar up until this point, since it's a type of percussion instrument. < I'll remove percussion from description.

00:57:942 - I still think players would want to feel a click here, since it's a pretty strong beat. Try shorting down the repeat by a step and placing a circle here.
Or do it like you did at 00:59:163 (6,1) - with two steps instead
^ 01:00:733 -
^ 01:03:524 -
^ 01:06:314 -
^ 02:16:082 - and so on... < gotta keep these, don't want to much stuff after 1/8

01:17:477 (2) - NC; new measure. Plus it's a transition to chorus, so having double NC here is fine imo. < nah, it's fine

01:48:000 - I'd have NCed and made this a slider to follow the melody like you did at 01:42:419 (1) - , 04:32:651 - , 04:27:070 - and 04:29:861 - < different from 00:24:279 (1) - , the guitar sound at this part is weaker than the drum so I'll just map the drum. This one 01:42:419 (1) - seems unfitting for me honestly, but just let it be for some variation. And about NC, I'll keep it at big white tick.

02:31:431 (1,2) - A jump right after a longer stream seems a bit excessive imo, because you'd often want to give the player a brief break to adjust from alternating and get back into the rhythm. < no jump after stream feels so weird imo kinda feels like anti jump, and I disliked it
^ 03:21:662 (1,2) - The strong impact is also on the note at the end of the stream, not the following red tick. imo it makes no sense to jump to a weaker beat. < ^

02:36:140 - I'm sure a 1/2 slider could cover the guitar, since it ends at 02:36:314 - < the guitar ends here 02:36:140 (2) - , 02:36:314 - is just vocal.

03:12:244 - 03:12:942 - Usually you'd want to map sounds the same way, for example by having both be slider heads (or at the very least having both clickable).
^ 03:13:640 - < I don't see any problem here....

Rest looks fine, though I think rhythm can be improved in the beginning by prioritizing an instrument and following it until the drums kick in.

After reading through the description, which I apparently missed, I'll find some blankets for you. (don't worry this is next level blanket modding) < ugh I hate these @-@
[ Normal]
SPOILER
Basically use the control point positions noted above the pictures for the same results. (always of the blanketing slider)

00:03:175 (5,1) - 2nd point: (511; 110), 3rd and last point: (504; 184). Then copy pasta and flipperino 00:03:524 (1) - so it's symmetrical with 00:04:221 (2) - < this one is nah since it's unblanketed on purpose


00:08:628 - 2nd (317; 198), 3rd (275; 248).


00:15:918 - 2nd (107; 194), 3rd (157; 162). < nah too ^


00:29:163 - 2nd (289; 366), 3rd (213; 345).


00:30:941 - 2nd (75; 180).


00:58:506 - 2nd (347; 315), 3rd (281; 301).


00:59:511 - 2nd (167; 190), 3rd (109; 225).


01:05:704 - 3rd (47; 186).


01:26:638 - 2nd (186; 60), 3rd (125; 51).


02:53:269 - 2nd (94; 163), 3rd (90; 120).


02:54:628 - 2nd (436; 206), 3rd (447; 241).


03:21:149 - 2nd (296; 31), 3rd (373; 57).


Only pointed out blankets you could easily fix without messing up DS. < shit, really too lazy to do this @-@ most of them looked fine enough tho. Fixed some but not totally following your (x,y) since I'm too lazy to do it, lol

By the way, you should tend to the distance spacing problems.
Normals should always keep DS so newer players can get used to the time to distance principle. < I do, I guess the distance problems you said is just missed 0.02 or something, it mostly fine as long as the AiMod don't mention it (AiMod sucks tho)

Small note: Normal is 0.01 SR above the limit for a normal, so right now it has a hard icon in your mapset.
Reducing it by 0.01 or 0.02 will give it it's normal icon. < let that be

[ General]
SPOILER
Sound files, background resolution, tags, etc. Everything looks fine, gj.

Spread too, so I don't see why you want to make hard easier...
Take the average SR of Normal and Reunion of Goodbye, for instance:
(2.26 + 4.82) / 2 = 3.54 (which is almost 3.59 anyway) < yeah, it's tend to Insane more than Normal, but I guess it's fine, gotta just strike it.

Good luck!

Reminder
Thank you for mod, I'll mod yours later ^^
Jonarwhal
NM from my queue~
[Easy]
Modding guide mod:
  1. 00:09:367 - timing point is unnecessary
  2. 01:52:012 - timing point is unnecessary
  3. Using a lower CS will lower the star rating down to 5.5. It doesn't completely solve your problem but it's a good start.
  4. 00:23:058 - For solving the polarity problems, either do something quick and sloppy:
    OR, use a better rhythm, such as the rhythm 00:28:640 (1,2,3,4) - here. I recommend you use this rhythm for at least twice in this section. These are your two options for your polarity mistakes. You could also change to following the lyrics in some places, but it looks like you don't want to do that.
  5. I'll mention blankets in my mod.
My mod:
  1. lower the AR idk if beginners can read AR3
  2. 00:04:919 (2) - move the end a bit closer
  3. 00:11:896 (1,2,3) - make the spacing the same
  4. 00:32:651 (2,3) - fix blanket if it is
  5. 00:39:803 (1,2) - Here's an example of how you could fix the polarity
  6. 00:50:965 (1,2) - fix blanket
  7. 00:56:547 (1,3) - ^
  8. 01:18:872 - when you're fixing the rhythm during kiais, try this:
  9. 01:25:151 - ^:
  10. 01:24:454 (1,2) - fix blanket
  11. 01:54:454 (3,1) - ^ if it is
  12. 02:58:989 (3,4) - this should just be a slider for the fadeout
  13. 03:23:058 (2,1) - fix blanket
  14. 03:57:942 - polarity suggestion:
  15. 04:23:058 (1) - this looks nice ^^
[Normal]
Modding Guide Mod:
  1. 01:52:012 - timing point is unnecessary, same as Easy, I'd check every diff
  2. 02:14:338 - ^ check on every diff
My Mod:
  1. 00:00:733 (1) - you use this slider shape a lot, please add a little more variety
  2. 00:50:093 (5) - remove this ad readjust the objects around it. The star rating is just above 2.25, and this diff has too many 1/2 patterns.
  3. 00:52:186 (4) - ^
  4. 00:54:279 (2) - ^
  5. 01:00:210 (3,4) - make this 1 slider, same reasoning, then look at the star rating
  6. keep doing that if you want
[Hard]
timing points are close enough to Normal
My Mod:
  1. 00:03:000 (5) - lower this, it's very close to the hp bar
  2. 00:07:710 - Either make this a slider ending 00:07:884 - here, or make a circle 00:07:884 - here
  3. 00:16:082 (5) - move this so the red tick stacks with (2)
  4. 01:04:919 (1,2) - separate these
  5. some things seem very quiet during the kiai, eg. 01:33:349 (2) - this. It should at least have a louder hitnormal
I hope I helped. Good Luck~!! :)
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