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Go Ichinose - Friendly Shop [CatchTheBeat]

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Total Posts
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Topic Starter
Xinnoh
This beatmap was submitted using in-game submission on Monday, September 17, 2018 at 9:24:43 PM

Artist: Go Ichinose
Title: Friendly Shop
Source: ポケットモンスターダイヤモンド&パール
Tags: Nintendo Poke Mart Pokemart Game Freak Hitomi Sato Pokemon Diamond Pearl Platinum Magic Bomb MBomb Olib Ascendance Piku
BPM: 88
Filesize: 1495kb
Play Time: 00:52
Difficulties Available:
  1. Ascendance's Light Rain (2.81 stars, 138 notes)
  2. Light Platter (2.02 stars, 139 notes)
  3. MBomb's Cup (1.47 stars, 92 notes)
  4. Olib's Platter (2.43 stars, 156 notes)
  5. Piku's Rain (3.79 stars, 217 notes)
  6. PP Up (4.07 stars, 187 notes)
  7. Rain (3.86 stars, 184 notes)
  8. Salad (1.66 stars, 99 notes)
Download: Go Ichinose - Friendly Shop
Information: Scores/Beatmap Listing
---------------
still need to redo hitsounds

Razor's Overdose
Rizevim
Elixir
No Kiai?o-o
00:20:537 (4) - change it to circle
00:04:258 (1) - i think the slider are too long,make it shorter
00:03:577 (4) - the slider was too far , make it higher
00:33:151 (2) - change it to circle

Leppa Berry
No Kiai?o-o
00:05:448 - add notes here :D
00:06:812 - add notes here :D
00:10:903 - you can add notes here :D
00:22:834 - add notes here :D
00:29:993 - add notes here :D
00:39:198 - you can add notes :D here
00:41:414 - you can add notes here :D
00:44:312 - you can add notes here :D
Shmiklak
#modreqs
Most visible mistakes.

General

  1. A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming. Right now I can't say your diff names are following this rule. How do "Ether" can show about it's easiest diff? Or "Max Ether" middle diff? Well maybe you can keep "Elixir" because it's highest diff, but still I don't see reasons for this name. If you have reasons for keeping all this tell us these reasons. Else fix it. For now it's unrankable.
  2. Why did you enable Widescreen support? This mapset hasn't storyboard or video, so Widescreen support just doesn't need. Dissable it.
  3. Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
    Right now Ether and Leppa Berry diffs have offset 5619, but Ether max and Elixir have 5623. It's not right. As I wrote above RC says all uninherited points should be same in all diffs. Here can't be reasons for be keeped. So it's unrankable
  4. Each difficulty of the mapset must have a preview point set (and be consistent in every difficulty). This is used for both the song selection menu and the online thumbnail preview. Right now every diff hasn't preview point. Set it. unrankable
  5. Honestly I'm not sure about the timing, but I can't help you with it. I tried, but my timing seems weird too. Ask somebody more experienced for it. Or at least post your mapset here: t/13795 Ussually peoples from this thread really helpfull. Right now about timing I can suggest only move red point to start of map 00:00:168 -


Elixir

  1. Hitobjects must never be off-screen. All mapsets are played from a fixed-screen viewpoint, so any hitobjects that are even partially off-screen can make it very difficult to read the pattern they are following. Test play your map to confirm this. 00:03:577 (4) - check this. It's off-screened and should be fixed. unrankable
  2. Also you have unsnapped objects. They are unrankable. Check AiMod for find all them



Ether and Max Ether

  1. You have unsnapped objects in this diffs too. unrankable
[Max Ether]
  1. RC recomends don't overlap any objects with HP bar or any another GUI objects. This slider overlaps with HP bar 00:04:258 (1) -
[Ether]
  1. Oh here's same comment as above for these objects: 00:00:505 (1) - 00:16:528 (1,2,3) - 00:23:346 (4) -
Well this it's only most visible part of mistakes. Here's also many DS, NC, flow etc problems. Mapset needs more work. Good luck
Topic Starter
Xinnoh
SPOILER

Shmiklak wrote:

#modreqs
Most visible mistakes.

General

  1. A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming. Right now I can't say your diff names are following this rule. How do "Ether" can show about it's easiest diff? Or "Max Ether" middle diff? Well maybe you can keep "Elixir" because it's highest diff, but still I don't see reasons for this name. If you have reasons for keeping all this tell us these reasons. Else fix it. For now it's unrankable.
  2. Why did you enable Widescreen support? This mapset hasn't storyboard or video, so Widescreen support just doesn't need. Dissable it.
  3. Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
    Right now Ether and Leppa Berry diffs have offset 5619, but Ether max and Elixir have 5623. It's not right. As I wrote above RC says all uninherited points should be same in all diffs. Here can't be reasons for be keeped. So it's unrankable
  4. Each difficulty of the mapset must have a preview point set (and be consistent in every difficulty). This is used for both the song selection menu and the online thumbnail preview. Right now every diff hasn't preview point. Set it. unrankable
  5. Honestly I'm not sure about the timing, but I can't help you with it. I tried, but my timing seems weird too. Ask somebody more experienced for it. Or at least post your mapset here: t/13795 Ussually peoples from this thread really helpfull. Right now about timing I can suggest only move red point to start of map 00:00:168 -


Elixir

  1. Hitobjects must never be off-screen. All mapsets are played from a fixed-screen viewpoint, so any hitobjects that are even partially off-screen can make it very difficult to read the pattern they are following. Test play your map to confirm this. 00:03:577 (4) - check this. It's off-screened and should be fixed. unrankable
  2. Also you have unsnapped objects. They are unrankable. Check AiMod for find all them



Ether and Max Ether

  1. You have unsnapped objects in this diffs too. unrankable
[Max Ether]
  1. RC recomends don't overlap any objects with HP bar or any another GUI objects. This slider overlaps with HP bar 00:04:258 (1) -
[Ether]
  1. Oh here's same comment as above for these objects: 00:00:505 (1) - 00:16:528 (1,2,3) - 00:23:346 (4) -
Well this it's only most visible part of mistakes. Here's also many DS, NC, flow etc problems. Mapset needs more work. Good luck
Incredibly helpful/informative, many thanks!
SPOILER

Rizevim wrote:

Elixir
No Kiai?o-o
00:20:537 (4) - change it to circle
00:04:258 (1) - i think the slider are too long,make it shorter
00:03:577 (4) - the slider was too far , make it higher
00:33:151 (2) - change it to circle

Leppa Berry
No Kiai?o-o
00:05:448 - add notes here :D
00:06:812 - add notes here :D
00:10:903 - you can add notes here :D
00:22:834 - add notes here :D
00:29:993 - add notes here :D
00:39:198 - you can add notes :D here
00:41:414 - you can add notes here :D
00:44:312 - you can add notes here :D
Adding more notes to CtB isn't going to improve it too much, most of the Elixir (Now "Hard") problems were solved by changing to 1/6 instead of 1/8, slider did get moved. Thanks for the help.

Fixed the problems stated in the mods.
lazygirl
Hey for M4M demanded on #modreqs. :)

General:

The last spinner on your diffs never ends on the same spot, should be consistent on all diffs.

Easy:

00:08:345 (1) - Looks nicer with ctrl+g ctrl+j ctrl+h and replace in the same spot imo, it's fine as is (if you change it do the same to 00:09:709 (3) - )
00:09:367 (2,4) - stacking issue
00:20:277 (2,1) - same
00:20:277 (2,1) - again, be careful about stacking objects on easy diffs
00:46:527 (1) - lower volume on the hitsound, since the music is getting more silent

Nice rhythm globally in your diff, wouldn't change anything rhythm wise ^^ Though your flow and blanketting could use a little improvment :) Try making your sliders fit around hitcircles or other sliders like in the beginning of xi - Ascension to Heaven.

Normal:

Spacing is not consistent, careful with that in a Normal :p

00:26:072 (1,2) - too much spacing

Again, blanketting is missing, but flow is good in this one :)

Hard:

CS might be too low, consider making it 4.

00:02:208 (5,1) - stacking issue
00:09:709 (4,2) - ^
00:12:436 (6,8) - ^
00:27:095 (2,1) - move 2 to the right until it's dead center in 1, will look nice :)

That's all ^^ have fun mapping :)
Topic Starter
Xinnoh
Lazy's Mod
SPOILER

lazyboy007 wrote:

Agree = Usually no response since I agree with everything/it'd be repetitive
Almost Agree = Blue
Hey for M4M demanded on #modreqs. :)

General:

The last spinner on your diffs never ends on the same spot, should be consistent on all diffs. - Didn't catch that ty. I'm leaving Piku's difficulty as it is since he ends on a different note.

Easy:

00:08:345 (1) - Looks nicer with ctrl+g ctrl+j ctrl+h and replace in the same spot imo, it's fine as is (if you change it do the same to 00:09:709 (3) - )
00:09:367 (2,4) - stacking issue - Was this fixed when I changed the previous thing?
00:20:277 (2,1) - same
00:20:277 (2,1) - again, be careful about stacking objects on easy diffs
00:46:527 (1) - lower volume on the hitsound, since the music is getting more silent

Nice rhythm globally in your diff, wouldn't change anything rhythm wise ^^ Though your flow and blanketting could use a little improvment :) Try making your sliders fit around hitcircles or other sliders like in the beginning of xi - Ascension to Heaven.

Normal:

Spacing is not consistent, careful with that in a Normal :p

00:26:072 (1,2) - too much spacing

Again, blanketting is missing, but flow is good in this one :)

Hard:

CS might be too low, consider making it 4.

00:02:208 (5,1) - stacking issue
00:09:709 (4,2) - ^ - Changed this one so they are the same location
00:12:436 (6,8) - ^
00:27:095 (2,1) - move 2 to the right until it's dead center in 1, will look nice :) - Moved 2 left one and 1 right one, same thing though.

That's all ^^ have fun mapping :)
Updated Map Set: Other changes made:
SPOILER
Made all drum finish hitsounds slightly quieter
Changed level difficulties since they were all labelled easy for some reason.
Hard:
Completely reworked opening part
00:07:663 (1) - Changed position + added curve to guide in direction of next circle
00:08:686 (3) - Reworked this + the following section
00:21:640 (1) - Changed distance of this section, snapping was slightly inconsistent + bits of stacking

Normal
HUGE amount of movement changes done for the entire map, flows much better overall now.
Added same drum hitsounds that hard has

Easy
Changed beatsnap to 1.1x, so again, HUGE changes all around.
00:11:072 (1,3) - Changed slider flow
00:36:981 (1,3,4) - Repositioned + Curved sliders for flow
Added same drum hitsounds that hard has.

Salad is still terrible

Added a little gif for the beatmap description, may or may not keep.
Underdogs
hello, short mod from #modreqs


Easy
Review this :

00:46:186 (1) - start at 00:46:527

Normal
Review this :


00:21:300 (5) - this is different from 00:19:254 (1,2) - (also 00:19:254 (1,5) - overlapped)
00:22:663 (3,4,1,2) - the rhythm played by these tones are weird tbh
00:35:277 (4,5,6) - ^
00:38:004 (3,2) - bad overlap
00:43:373 (4,5) - slack rhythm
00:45:845 (4) - use snap divisor 1/6 and put this on 00:45:732 (Use Distance Snap please)
00:46:186 (1) - start at white tick instead

Hard
00:12:436 (6,7,8) - bad pattern
00:19:254 (2,3) - mirror these would leave an impression
00:21:299 (6,1,2,3,4) - for some reason, these are played badly
00:39:708 (6,1) - overlap
00:46:186 (1) - start at white tick instead

good luck :)
Topic Starter
Xinnoh

Underdogs wrote:

hello, short mod from #modreqs
Agree, Currently fixing, Someone recheck
Easy
Review this :

Yup, makes sense. Turning the grid size from small to tiny fixed this.

00:46:186 (1) - start at 00:46:527 Applied to all diffs.

Normal
Review this :
Distance snapped

00:21:300 (5) - this is different from 00:19:254 (1,2) - (also 00:19:254 (1,5) - overlapped) - Will completely remap this part tomorrow from scratch Update: Remapped
00:22:663 (3,4,1,2) - the rhythm played by these tones are weird tbh That's the rhythem throughout the entire map, tbh the whistle doesn't suit too well to this purpose, may change hitsound. Ok, seems fine for now.
00:35:277 (4,5,6) - ^
00:38:004 (3,2) - bad overlap Fixed?
00:43:373 (4,5) - slack rhythm Used the 1/6 and snapped them, they now come out just a bit faster.
00:45:845 (4) - use snap divisor 1/6 and put this on 00:45:732 (Use Distance Snap please) Forgot I could use 1/6 on this diff...
00:46:186 (1) - start at white tick instead Applied to all diffs.

Hard
00:12:436 (6,7,8) - bad pattern Changed, hopefully for the better
00:19:254 (2,3) - mirror these would leave an impression Modified and mirrored
00:21:299 (6,1,2,3,4) - for some reason, these are played badly Wish I knew the answer, going to get help with it. Edit: Figured it out, the movement going up is shorter than the one going down, need to change it to a diagonal rather than a staircase. Will fix. Update: △ △ Totally remapped △ △
00:39:708 (6,1) - overlap Fixed
00:46:186 (1) - start at white tick instead Applied to all diffs.

good luck :)
Many thanks, you've been a huge help!
Razor Sharp
here is my overdose :D (i guess it will be the hardest ctb diff in this set, so i named it Poke Mart :D)
Yay
osu file format v14

[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,41413,46527
DistanceSpacing: 1.6
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Razor's Poke Mart
Source:Pokemon Diamond/Pearl
Tags:Pokemon Nintendo Pokemart
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6.5
CircleSize:5
OverallDifficulty:9.3
ApproachRate:9.3
SliderMultiplier:3.59999990463257
SliderTickRate:4

[Events]
//Background and Video events
0,0,"2c249ba0712039f35cbdf599a054d691379ded0c_s2_n1 copy.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
164,681.818181818181,4,2,1,50,1,0


[Colours]
Combo1 : 0,166,0
Combo2 : 255,64,64
Combo3 : 146,146,146

[HitObjects]
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368,200,732,1,0,0:0:0:0:
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160,104,1413,1,0,0:0:0:0:
424,104,1527,6,0,P|448:160|368:256,1,179.999995231629,8|0,0:0|0:0,0:0:0:0:
192,256,2095,1,0,0:0:0:0:
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120,160,2777,1,0,0:0:0:0:
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424,352,3573,1,0,0:0:0:0:
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265,210,4538,1,0,0:0:0:0:
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Ascendance
star from me \o\

fun ctb diffs !
Razor Sharp

Ascendance wrote:

star from me \o\

fun ctb diffs !
:D (ascendance have tried my diff btw)
Topic Starter
Xinnoh

Ascendance wrote:

star from me \o\

fun ctb diffs !
Ty for star! :)

Razor Sharp wrote:

here is my overdose :D (i guess it will be the hardest ctb diff in this set, so i named it Poke Mart :D)
Yay
osu file format v14

[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,41413,46527
DistanceSpacing: 1.6
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Razor's Poke Mart
Source:Pokemon Diamond/Pearl
Tags:Pokemon Nintendo Pokemart
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6.5
CircleSize:5
OverallDifficulty:9.3
ApproachRate:9.3
SliderMultiplier:3.59999990463257
SliderTickRate:4

[Events]
//Background and Video events
0,0,"2c249ba0712039f35cbdf599a054d691379ded0c_s2_n1 copy.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
164,681.818181818181,4,2,1,50,1,0


[Colours]
Combo1 : 0,166,0
Combo2 : 255,64,64
Combo3 : 146,146,146

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Fantastic, I've changed some of the metadata to be consistent with the other levels. Also, I've changed the name to "Leppa Berry", since it's a fruit that restores PP. Is that fine?
Olib
platter

platter
osu file format v14

[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,46527
DistanceSpacing: 1
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Olib's Platter
Source:Pokemon Diamond/Pearl
Tags:Pokemon Nintendo Pokemart
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:2.6
SliderTickRate:4

[Events]
//Background and Video events
0,0,"2c249ba0712039f35cbdf599a054d691379ded0c_s2_n1 copy.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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164,681.818181818181,4,2,1,50,1,0
4027,-50,4,2,1,50,0,0
4823,-100,4,2,1,50,0,0


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Combo3 : 146,146,146

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Razor Sharp

Sinnoh wrote:

Fantastic, I've changed some of the metadata to be consistent with the other levels. Also, I've changed the name to "Leppa Berry", since it's a fruit that restores PP. Is that fine?
I guess. But next time, remember to ask the mapper BEFORE you change it. I got confused when i didnt see poke mart.
Its fine for this time tho.
Vespirit
Hey, I see your request in #modreqs, and seeing as pokemon gen IV is the best I have to mod this :D

I see some problems with metadata so I'll mod that.

Metadata stuff
  1. Title: The title should actually be フレンドリィショップ

    this is as listed in the disc 1 of pokemon diamond and pearl super music collection.

  2. Source: Source should be ポケットモンスター ダイヤモンド&パール

    taken from the Wikipedia page.

  3. Tags: K this one is heavy, and im sure many if not all of these tags should be listed, if not, they wouldn't be unwelcome

    List of new tags on top of the old ones:

    pokémon diamond and pearl versions daiyamondo paru pāru pocket monsters poketto monsuta monsutā pokémart game freak gēmu furīku gemu furiku ds nintendō ニンテンドー ゲームフリーク super music collection スーパーミュージックコレクション

    taken from various sources such as the ones listed above, as well as the pokemon diamond and pearl Wikipedia, the game freak Wikipedia, and the nintendo Wikipedia.

K that's all from me, love the map so far :) and very nostalgic song for me. good luck!
MBomb
yo would i be allowed to map a cup possibly, love the song
Topic Starter
Xinnoh
I see some problems with metadata so I'll mod that.

Metadata stuff
  1. Title: The title should actually be フレンドリィショップ

    this is as listed in the disc 1 of pokemon diamond and pearl super music collection. - Going to disagree here, all the other Pokémon songs on osu are listed in English, it seems like it's an exception here since it's far more localised and popular in the west than any other Japanese content.

  2. Source: Source should be ポケットモンスター ダイヤモンド&パール Again, all the pokemon maps are listed in English, I'll stick with the flow. However, after double checking them, I found I was missing the colon between Pokemon and Diamond/Pearl. So kind of half helpful there. :)

    taken from the Wikipedia page.

  3. Tags: K this one is heavy, and im sure many if not all of these tags should be listed, if not, they wouldn't be unwelcome

    List of new tags on top of the old ones:

    pokémon diamond and pearl versions daiyamondo paru pāru pocket monsters poketto monsuta monsutā pokémart game freak gēmu furīku gemu furiku ds nintendō ニンテンドー ゲームフリーク super music collection スーパーミュージックコレクション

    taken from various sources such as the ones listed above, as well as the pokemon diamond and pearl Wikipedia, the game freak Wikipedia, and the nintendo Wikipedia. - Most of these I won't add, but I will add Go Ichinose, Game Freak and diamond pearl to the tags. After checking others I will also add the GDs to the tags, so thanks for leading me there too.

K that's all from me, love the map so far :) and very nostalgic song for me. good luck!
Thanks for the help! Red = Disagree and green = agree as usual

- Magic Bomb - wrote:

yo would i be allowed to map a cup possibly, love the song
Love your beatmaps, go for it!
Topic Starter
Xinnoh
Mod for Olib's Diff
General
Hitsounds. add them or this is never getting ranked. Feel free to copy the other difficulties for ideas, rhythm and patterns.
The most frequent hitsounds other GDs/I use are:
For Rhythm: Soft Clap, Clap/Whistle,
Extras: Drum finish, usually at 0:03, 0:25 and 0:32.
Drum claps occasionally where they fit,
Soft finish, sometimes wherever

In general, it felt overmapped in some places and undermapped in others. Be a more consistent in note density throughout the map
You can not have hyperdashes for 1/6 on a platter difficulty, they need to be on 1/3. The difficulty will fall because of this, increase note density on the earlier parts to bring it up again. Look at my salad as a guide for this song.

https://osu.ppy.sh/wiki/Catch_the_Beat_Ranking_Criteria#Platter
Why not make sliders like 00:02:891 (1) straight, there's hardly a difference and it looks better to mod/edit

Specifics
00:04:254 (3) - Use a normal slider please.

00:05:618 (1) - Slider is way too curved compared to similar hyperdash patterns

00:15:845 (2) - That instrument starts sooner than notes do, add more circles

00:23:573 (5,1) - Remove, doesn't follow rhythm

00:21:754 (5,6,1,2,3,4,5,6,1,2,3) - Doesn't follow the rhythm/overmapped. There are better places for a stream

00:29:936 (5) - Overmapped

00:32:209 (1) - Piano starts before circles

00:33:573 (3) - Same

00:35:391 (5) - Overmapped

00:40:277 (1) - Overmapped

New Combos, shouldn't see anything above a 7. Adjust other nearby circles to fit
00:10:732 (5)
00:12:323 (3)
00:15:845 (2)
00:17:891 (3)
00:24:482 (6)
00:28:118 (3)
00:33:573 (3)
00:36:868 (3)
00:42:436 (4)
gl with mapping
Olib

Sinnoh wrote:

Mod for Olib's Diff
General
Hitsounds. add them or this is never getting ranked. Feel free to copy the other difficulties for ideas, rhythm and patterns.
The most frequent hitsounds other GDs/I use are:
For Rhythm: Soft Clap, Clap/Whistle,
Extras: Drum finish, usually at 0:03, 0:25 and 0:32.
Drum claps occasionally where they fit,
Soft finish, sometimes wherever Added hitsounds, thanks for the tips

In general, it felt overmapped in some places and undermapped in others. Be a more consistent in note density throughout the map
You can not have hyperdashes for 1/6 on a platter difficulty, they need to be on 1/3. All hypers at 1/3 now The difficulty will fall because of this, increase note density on the earlier parts to bring it up again. Look at my salad as a guide for this song. Increased density

https://osu.ppy.sh/wiki/Catch_the_Beat_Ranking_Criteria#Platter
Why not make sliders like 00:02:891 (1) straight, there's hardly a difference and it looks better to mod/edit Done

Specifics
00:04:254 (3) - Use a normal slider please. Not sure what you mean by "normal" but changed to straight slider on 1x svm

00:05:618 (1) - Slider is way too curved compared to similar hyperdash patterns Made more horizontal

00:15:845 (2) - That instrument starts sooner than notes do, add more circles Done

00:23:573 (5,1) - Remove, doesn't follow rhythm Changed to a slider

00:21:754 (5,6,1,2,3,4,5,6,1,2,3) - Doesn't follow the rhythm/overmapped. There are better places for a stream Changed

00:29:936 (5) - Overmapped Changed the 3 notes to a slider

00:32:209 (1) - Piano starts before circles Added another note

00:33:573 (3) - Same ^

00:35:391 (5) - Overmapped Changed the 3 notes to a slider

00:40:277 (1) - Overmapped Changed to more sliders

New Combos, shouldn't see anything above a 7. Adjust other nearby circles to fit
00:10:732 (5)
00:12:323 (3)
00:15:845 (2)
00:17:891 (3)
00:24:482 (6)
00:28:118 (3)
00:33:573 (3)
00:36:868 (3)
00:42:436 (4)

Did all these NCs thanks
gl with mapping
Thanks for the mod

platter
osu file format v14

[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,46527
DistanceSpacing: 1.2
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Olib's Platter
Source:Pokemon Diamond/Pearl
Tags:Pokemon Nintendo Pokemart
BeatmapID:1033475
BeatmapSetID:478818

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:2.6
SliderTickRate:4

[Events]
//Background and Video events
0,0,"2c249ba0712039f35cbdf599a054d691379ded0c_s2_n1 copy.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
164,681.818181818181,4,2,1,50,1,0


[Colours]
Combo1 : 0,166,0
Combo2 : 255,64,64
Combo3 : 146,146,146

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MBomb
Done :D

osu file format v14

[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 21073
DistanceSpacing: 1.3
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:MBomb's Cup
Source:Pokemon: Diamond/Pearl
Tags:Pokemon Nintendo Pokemart Go Ichinose Game Freak Diamond Pearl Sinnoh Region Magic Bomb MBomb Olib Piku Razor Sharp
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:3
CircleSize:2.5
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.9
SliderTickRate:1

[Events]
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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