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Mizuki Nana - STARTING NOW! [Osu|Taiko]

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Firebool
Its on remapping
Topic Starter
Shunao

Firebool wrote:

Its on remapping
I give you my opinion after this
Electoz
[Easy]

  1. 00:39:520 (1,3) - If this is supposed to be a blanket then it can be improved, try reshaping 00:40:674 (3) a bit for a better symmetry.
  2. 01:03:092 (1) - No need to NC here since you already NC'd 01:01:938 (1) .
[Normal]

  1. 00:18:916 (8,1) - Just my preference but Ctrl+G rhythm fits vocal better.
  2. 00:47:432 (3,4,1) - DS
[Hard]

  1. 00:05:070 (4,5,6,7,8,9) - Just use the same rhythm from 00:07:542 (4,5,6,7,8) lol it plays a lot better.
  2. 00:20:729 - Ok pretty sure the clap is supposed to be on 00:20:564 - 00:20:894 instead of the current one.
  3. 00:57:158 (4,5,6,7) - If you're following vocal then this rhythm would be much better.
  4. 01:16:114 - Add clap.
  5. 01:27:322 (3,4,5,6) - This rhythm could work too if you're following guitar.
[Insane]

  1. 00:18:916 (7,8,9,1) - This is another rhythm suggestion if you're following vocal.
  2. 00:30:125 - Eh a strong cymbal sound could have been clickable.
  3. 00:31:938 (2,3,4,1) - Try listen this part again with 25% playback speed, there are drum sounds on blue ticks like 00:32:020 - 00:32:350 - 00:32:515 - 00:32:680 - 00:32:844 - etc which you can easily map this part with a stream instead.
  4. 00:57:652 (4) - This is really confusing, you're following vocals with 00:56:663 (1,2,3) and not this one? 00:57:817 should be clickable instead of 00:57:652 tbh. Same applies to 01:16:114 (1) .
  5. 00:58:971 (9,1) - You can add a stream here too.
  6. 01:25:674 (1,2,3) - Theoretically consecutive kicksliders would play better if they started on white tick(so it's easier for players to adapt without being confused with the rhythm in gameplay) so something like this would play better.
Eh just skimmed a bit but I feel like this needs much more improvement, there are 2 biggest problems here with this mapset:
  1. Hitsounding, this guide is a good place to start, try to learn it from there, oh yeah I guess I'll drop a terminology just in case as well.
  2. Rhythm, I really feel like you need to get a grasp on rhythm:
    1. Strong sound or a sound you're following should be clickable, try focusing them with 25% playback speed, try looking rhythm suggestions I gave in a mod above as a guideline on how to focus on strong sounds and make them clickable.
    2. Try vary your rhythm density on certain sections: This is pretty simple, if the song gets calmer, you use less dense rhythm. If the song gets hyped, you use a denser rhythm than other parts in the song. As for this case, you will see that you used rhythms on these parts(in Hard) 00:01:279 - 00:03:916 denser than 00:06:553 despite being calmer, so yeah I hope you get the general idea of it.
    3. Usage of triplets/streams: When you're mapping streams/triplets, make sure there really is something there to map, in Insane there are some clearly overmapped blue ticks like 00:29:877 - 01:11:910 - 01:14:877 for instance and there are some parts where you could've map a stream but you didn't. And as I mentioned earlier, you can know these things by carefully listening to the song with 25% playback.
There are also a few things that you should take note such as SV change, emphasis and other detailed stuff, I recommend reading this post from pishifat which he described how stuff works.
You can ask me if you have any questions, good luck~
Topic Starter
Shunao

Electoz wrote:

[Easy]

  1. 00:39:520 (1,3) - If this is supposed to be a blanket then it can be improved, try reshaping 00:40:674 (3) a bit for a better symmetry. Fixed
  2. 01:03:092 (1) - No need to NC here since you already NC'd 01:01:938 (1) . Fixed
[Normal]

  1. 00:18:916 (8,1) - Just my preference but Ctrl+G rhythm fits vocal better. It's nice like this, fixed!
  2. 00:47:432 (3,4,1) - DS Oups, fixed
[Hard]

  1. 00:05:070 (4,5,6,7,8,9) - Just use the same rhythm from 00:07:542 (4,5,6,7,8) lol it plays a lot better. fixed
  2. 00:20:729 - Ok pretty sure the clap is supposed to be on 00:20:564 - 00:20:894 instead of the current one. fixed
  3. 00:57:158 (4,5,6,7) - If you're following vocal then this rhythm would be much better. Fixed that
  4. 01:16:114 - Add clap. Add
  5. 01:27:322 (3,4,5,6) - This rhythm could work too if you're following guitar. Wow, awesome fixed
[Insane]

  1. 00:18:916 (7,8,9,1) - This is another rhythm suggestion if you're following vocal. Fixed
  2. 00:30:125 - Eh a strong cymbal sound could have been clickable. Fixed
  3. 00:31:938 (2,3,4,1) - Try listen this part again with 25% playback speed, there are drum sounds on blue ticks like 00:32:020 - 00:32:350 - 00:32:515 - 00:32:680 - 00:32:844 - etc which you can easily map this part with a stream instead. Fixed, I think..
  4. 00:57:652 (4) - This is really confusing, you're following vocals with 00:56:663 (1,2,3) and not this one? 00:57:817 should be clickable instead of 00:57:652 tbh. Same applies to 01:16:114 (1) . Fixed!
  5. 00:58:971 (9,1) - You can add a stream here too. Fixed
  6. 01:25:674 (1,2,3) - Theoretically consecutive kicksliders would play better if they started on white tick(so it's easier for players to adapt without being confused with the rhythm in gameplay) so something like this would play better. Fixed!
Eh just skimmed a bit but I feel like this needs much more improvement, there are 2 biggest problems here with this mapset:
  1. Hitsounding, this guide is a good place to start, try to learn it from there, oh yeah I guess I'll drop a terminology just in case as well.
  2. Rhythm, I really feel like you need to get a grasp on rhythm:
    1. Strong sound or a sound you're following should be clickable, try focusing them with 25% playback speed, try looking rhythm suggestions I gave in a mod above as a guideline on how to focus on strong sounds and make them clickable.
    2. Try vary your rhythm density on certain sections: This is pretty simple, if the song gets calmer, you use less dense rhythm. If the song gets hyped, you use a denser rhythm than other parts in the song. As for this case, you will see that you used rhythms on these parts(in Hard) 00:01:279 - 00:03:916 denser than 00:06:553 despite being calmer, so yeah I hope you get the general idea of it.
    3. Usage of triplets/streams: When you're mapping streams/triplets, make sure there really is something there to map, in Insane there are some clearly overmapped blue ticks like 00:29:877 - 01:11:910 - 01:14:877 for instance and there are some parts where you could've map a stream but you didn't. And as I mentioned earlier, you can know these things by carefully listening to the song with 25% playback. No problem, I'll check it
There are also a few things that you should take note such as SV change, emphasis and other detailed stuff, I recommend reading this post from pishifat which he described how stuff works. Thank you! I take a look at this, very helpful!
You can ask me if you have any questions, good luck~
Okay, thanks for modding Electoz!
Rizen


Hello o/

[General]
  1. Background used is of a .png format, but can be .jpg to conserve file space.
  2. I have some concerns with the video in the mapset. Around 01:04:000 - to 01:12:000 - , it shows a woman in a sexually provocative way. I would suggest asking a QAT if the video is ok (I may be over sensitive)
  3. The hitsounds volume across all diffs are rather weird with some having the kiai quieter, some louder, and some using weird numbers like 43%. I suggest going over them across your difficulties and possibly redoing them.
  4. General lack of hitsounds... could add finishes at spots like 00:43:311 (1) - , 00:54:026 (1) - , etc.

[Easy]

  1. I've noticed that the volume of hitsounds in this difficulty only changes after the highlighted kiai from 40% -> 60%. Perhaps make the highlighted kiai 60% too since the parts are of relatively similar intensity?
  2. NC'ing of this difficulty seems a bit weird to me. Although it is consistent, it doesn't really match the music. For example, 00:14:465 (5) - should be NC'd over 00:15:784 (1) - since the vocals are being resetted. Same reasoning for 00:17:103 (3) - as the vocals restart at this point. Prominent beats like 00:30:125 (3) - and 00:38:202 (5) - should be the start of an NC too.
  3. 00:18:421 (5) - I would extend this to 00:18:916 - to bridge the rhythm to 00:19:246 (6) - better (i.e. tie the drums hihat)
  4. 00:20:399 (2,3,1) - This rhythm sounds a little weird as 00:22:377 (1) - should really be starting at 00:22:213 - where the music starts up again. A possible alternative rhythm choice could be changing 00:21:059 (2,3) - to a 1/1 slider, then a 3/2 slider 1/1 afterwards (image). This should cover the "one two three go" and the downbeat with the sacrifice of making the downbeat not clickable. Of course doing this would mean 00:22:377 (1) - will be deleted and replaced with a 1/1 slider starting at 00:22:707.
  5. 00:50:729 (2,3) - bleh blanket
  6. 00:47:432 (5,6) - and 00:52:707 (5,6) - both follow similar music but are mapped to different things (first one to vocals and second to percussion). I would stick with one for consistency
  7. 01:00:619 (7,8,1) - The same thing can be said to this regarding the previous point, except this one is pushing 01:01:938 (1) - 1/4 later than when the downbeat starts.
  8. 01:10:344 (4,5,6) - perhaps this rhythm will fit the music better. In the picture, 01:10:344 (4) - would work for the decreasing tone of the uh... whistle(?), and 01:11:169 (5) - will work with the drum roll (slider), and it covers the beat at 01:11:663 - .

[Normal]

  1. 00:22:048 (5,1) - the downbeat in this case is at 00:22:213 - , there's no beats on the current white large tick so the second slider doesn't really fit. Something like this fits better imo
  2. 00:40:839 (1) - perhaps move this to 00:40:674 - as this is there the vocals start? Ending same time
  3. 00:48:092 (4) - The vocals at this part are very strong so I suggest starting this 1/2 earlier but ending at the same itme.
  4. 01:10:509 (3) - That electronic sound starts on the previous red tick and not the current white tick. I woukd suggest moving the start of the slider to the red tick, but keep the end of the slider on the same tick
  5. 01:11:663 - add a circle here? There's the whatchacallit instrument being played on this beat.
  6. 01:25:674 (1) - Should this not be ending on the large white tick, similar to the easy difficulty?

[Hard]

  1. The spacing used in this difficulty is rather inconsistent:
    1. You have used it in the first 7% of the song, then none at all until 54%. If you are to use variable spacing, it should be spread across the entire diff and not condensed to clumps
    2. 00:30:949 (6,7,1,2,3,4,5) - Spacing here gets larger for no apparent reason. This may be because you have set the slider velocity at this point to 1.3x by accident
    3. The beginning spacings are rather inconsistent too. If we were to take 00:03:916 (1,2,3,4,5,6,7,8) - as a copy of 00:01:279 (1,2,3,4,5,6,7,8) - , 00:02:928 (6) - should be spaced similarly to 00:05:565 (6) - , and 00:03:751 (8) - should be closer to 00:03:257 (7) - than 00:03:916 (1) - similar to 00:05:894 (7,8,1) - .
  2. volumes must be the same as timing points are at the same point of time.
  3. 00:18:916 (6,7) - 1/2 slider then circle seems to work better. At this point, there is no snare at the white ticks, and the prominent beats are on the red ticks (therefore they should be clickable over the white tick)
  4. 00:22:048 (3,4) - the red tick at 00:22:213 - should be clickable tbh, a rhythm like [url=http://puu.sh/rYW0X/46a17cb152.jpg]this/[url] would fit better imo
  5. 00:28:147 (6) - two circles seems to work better imo to go with the vocals
  6. 00:45:949 - add a circle here for the noticeable vocals? or do something similar to what you did at 00:51:059 (4) -

[Insane]

  1. 00:16:691 (9) - kinda overmapped, no beats in music at this point of time to support this circle
  2. 00:23:037 (4,5,6) - comparing relative intensities, circle 5 should be spaced more from slider 4 than circle 6 to circle 5.
  3. 00:30:125 - should be clickable with a slider start or circle. Mapping this with a slider end is rather underwhelming since the cymbals are rather strong
  4. 00:56:993 (2) - perhaps two circles would be better for the strong vocals at this point
  5. 00:59:218 (4) - overmapped circle (no beat in music to support)
  6. 01:23:531 (2) - I would make spacing between the next and previous objects the same, currently it looks kinda "misplaced"
  7. 01:28:806 (1) - Is this slider suppose to end on red tick or large white tick? (should be same across all difficulties)

note: clickable = slider head or circle and not slider end
the main problem I have with the diffs is the lack of the finish hitsound! a song of this intensity should be using an ample amount of these

good luck!
Topic Starter
Shunao

Rizen wrote:



Hello o/

[General]
  1. Background used is of a .png format, but can be .jpg to conserve file space.
  2. I have some concerns with the video in the mapset. Around 01:04:000 - to 01:12:000 - , it shows a woman in a sexually provocative way. I would suggest asking a QAT if the video is ok (I may be over sensitive) I ask to a QAT and it's good (lol)
  3. The hitsounds volume across all diffs are rather weird with some having the kiai quieter, some louder, and some using weird numbers like 43%. I suggest going over them across your difficulties and possibly redoing them.
  4. General lack of hitsounds... could add finishes at spots like 00:43:311 (1) - , 00:54:026 (1) - , etc.

[Easy]

  1. I've noticed that the volume of hitsounds in this difficulty only changes after the highlighted kiai from 40% -> 60%. Perhaps make the highlighted kiai 60% too since the parts are of relatively similar intensity?
  2. NC'ing of this difficulty seems a bit weird to me. Although it is consistent, it doesn't really match the music. For example, 00:14:465 (5) - should be NC'd over 00:15:784 (1) - since the vocals are being resetted. Same reasoning for 00:17:103 (3) - as the vocals restart at this point. Prominent beats like 00:30:125 (3) - and 00:38:202 (5) - should be the start of an NC too.
  3. 00:18:421 (5) - I would extend this to 00:18:916 - to bridge the rhythm to 00:19:246 (6) - better (i.e. tie the drums hihat)
  4. 00:20:399 (2,3,1) - This rhythm sounds a little weird as 00:22:377 (1) - should really be starting at 00:22:213 - where the music starts up again. A possible alternative rhythm choice could be changing 00:21:059 (2,3) - to a 1/1 slider, then a 3/2 slider 1/1 afterwards (image). This should cover the "one two three go" and the downbeat with the sacrifice of making the downbeat not clickable. Of course doing this would mean 00:22:377 (1) - will be deleted and replaced with a 1/1 slider starting at 00:22:707.
  5. 00:50:729 (2,3) - bleh blanket
  6. 00:47:432 (5,6) - and 00:52:707 (5,6) - both follow similar music but are mapped to different things (first one to vocals and second to percussion). I would stick with one for consistency
  7. 01:00:619 (7,8,1) - The same thing can be said to this regarding the previous point, except this one is pushing 01:01:938 (1) - 1/4 later than when the downbeat starts.
  8. 01:10:344 (4,5,6) - perhaps this rhythm will fit the music better. In the picture, 01:10:344 (4) - would work for the decreasing tone of the uh... whistle(?), and 01:11:169 (5) - will work with the drum roll (slider), and it covers the beat at 01:11:663 - .

[Normal]

  1. 00:22:048 (5,1) - the downbeat in this case is at 00:22:213 - , there's no beats on the current white large tick so the second slider doesn't really fit. Something like this fits better imo
  2. 00:40:839 (1) - perhaps move this to 00:40:674 - as this is there the vocals start? Ending same time
  3. 00:48:092 (4) - The vocals at this part are very strong so I suggest starting this 1/2 earlier but ending at the same itme.
  4. 01:10:509 (3) - That electronic sound starts on the previous red tick and not the current white tick. I woukd suggest moving the start of the slider to the red tick, but keep the end of the slider on the same tick
  5. 01:11:663 - add a circle here? There's the whatchacallit instrument being played on this beat.
  6. 01:25:674 (1) - Should this not be ending on the large white tick, similar to the easy difficulty?

[Hard]

  1. The spacing used in this difficulty is rather inconsistent:
    1. You have used it in the first 7% of the song, then none at all until 54%. If you are to use variable spacing, it should be spread across the entire diff and not condensed to clumps
    2. 00:30:949 (6,7,1,2,3,4,5) - Spacing here gets larger for no apparent reason. This may be because you have set the slider velocity at this point to 1.3x by accident
    3. The beginning spacings are rather inconsistent too. If we were to take 00:03:916 (1,2,3,4,5,6,7,8) - as a copy of 00:01:279 (1,2,3,4,5,6,7,8) - , 00:02:928 (6) - should be spaced similarly to 00:05:565 (6) - , and 00:03:751 (8) - should be closer to 00:03:257 (7) - than 00:03:916 (1) - similar to 00:05:894 (7,8,1) - .
  2. volumes must be the same as timing points are at the same point of time.
  3. 00:18:916 (6,7) - 1/2 slider then circle seems to work better. At this point, there is no snare at the white ticks, and the prominent beats are on the red ticks (therefore they should be clickable over the white tick)
  4. 00:22:048 (3,4) - the red tick at 00:22:213 - should be clickable tbh, a rhythm like [url=http://puu.sh/rYW0X/46a17cb152.jpg]this/[url] would fit better imo
  5. 00:28:147 (6) - two circles seems to work better imo to go with the vocals
  6. 00:45:949 - add a circle here for the noticeable vocals? or do something similar to what you did at 00:51:059 (4) -

[Insane]

  1. 00:16:691 (9) - kinda overmapped, no beats in music at this point of time to support this circle
  2. 00:23:037 (4,5,6) - comparing relative intensities, circle 5 should be spaced more from slider 4 than circle 6 to circle 5.
  3. 00:30:125 - should be clickable with a slider start or circle. Mapping this with a slider end is rather underwhelming since the cymbals are rather strong
  4. 00:56:993 (2) - perhaps two circles would be better for the strong vocals at this point
  5. 00:59:218 (4) - overmapped circle (no beat in music to support)
  6. 01:23:531 (2) - I would make spacing between the next and previous objects the same, currently it looks kinda "misplaced"
  7. 01:28:806 (1) - Is this slider suppose to end on red tick or large white tick? (should be same across all difficulties)

note: clickable = slider head or circle and not slider end
the main problem I have with the diffs is the lack of the finish hitsound! a song of this intensity should be using an ample amount of these Yes I have a problem with hitsounds..

good luck!
All fixed! Thanks for the mod!
Ayyri
I was called here.

[General]
  1. Unused hitsounds:
    soft-slidertick3.wav
    taiko-normal-hitclap.wav
    taiko-normal-hitfinish.wav
    taiko-normal-hitnormal.wav

  2. Unused files:
    715213.jpg

  3. Was having the video in the Taiko difficulties intentional?

[Firebool's Expert]
  1. First, and foremost, I would highly recommend that you work on your hitsounding for this difficulty. It is currently skipping a lot of prominent beats, while making the lesser ones more obvious, and seem more important, when it should be the exact opposite.
  2. 00:04:575 - You could actually just copy and paste 00:03:916 - here, so the overlap doesn't look weird.
  3. 00:07:213 - This is a pretty prominent beat. Instead of just a circle, why not a slider? It makes a bit more sense than having a reverse slider at 00:07:377 - . A rhythm more like this should follow the kicks / guitar a bit better.
  4. 00:07:872 - to 00:08:449 - What is this stream even following? The rhythm here is exactly the same as the jumps that you had at 00:05:070 - to 00:05:894 - , and there was nothing being built up to, nor held out. So this stream really does not feel like it fits the rhythm here.
  5. 00:08:531 - and 00:08:861 - This overlap is kinda bad. If you want to have an overlap like this, at least (maybe) try to blanket the patterns, so they flow nicely into each other. As well as the fact that the spacing is being decreased significantly for a sound that should probably be spaced more like all the other widely spaced objects, if not more. Because it is literally someone shouting "HEY", and that isn't the same as the rest of the drum/kick/guitar/etc, going on here. (Also NC when you have an SV change, helps with readability.)
  6. 00:09:191 - and 00:09:520 - These two notes are spaced pretty widely, even though the music hasn't changed all that much. Frankly just seems like the spacing was widened for sheer sake of doing so. A better usage of spacing was done earlier in the map, at 00:02:762 (5,6) - . This helps to ease the player into the map, and give a sense of what the overall spacing will be. But the current spacing that you have, will make it seem like the rhythm is drastically different.
  7. 00:10:509 - to 00:11:086 - This stream follows the same problem that 00:07:872 - does. I highly suggest fixing both of these.
  8. 00:11:498 - Also the same issue as 00:08:861 - .
  9. 00:12:322 - / 00:12:405 - / 00:12:487 - This triplet causes a pretty bad stack with the slider at 00:11:828 - . It frankly does not look nice aesthetically at all, nor does it really reflect the rhythm that is going on here. It is ignoring the vocal that is at 00:12:487 - , and there doesn't even seem to be any prominent beat at 00:12:405 - , so I don't know why you would have a note there.
  10. 00:13:147 - This pattern has the same problem as the above one.
  11. 00:14:300 - Why start the prominently held out vocal on a slider end, then follow it with a stream at 00:14:465 - ? That doesn't sound right. I would suggest having a rhythm a bit more like this.
  12. 00:15:784 - to 00:16:114 - This is a guitar. It's not really intense or anything, so why use a stream? It feels really out of place, especially when it would work out a lot better as sliders, to keep the general rhythm in sync with the vocal rhythm before and after it. From 00:15:454 - to 00:16:114 - I would suggest a rhythm more like this, since you are also ignoring the kicks here too. ;w;
  13. 00:17:432 - to 00:18:257 - The vocals and drums are being mapped different here, the first part seems like it's following the drums, but the latter part feels like it's following the vocal?? It would be more intuitive to follow where the vocal begins, then branch off of it when the drums become more prominent. Maybe a rhythm like this would work better.
  14. 00:18:916 - The vocal / drum have the same conflicting patterning / rhythm like the above point.
  15. 00:20:894 - Why is there a break after this? You chose to follow this sound at 00:21:224 - , but not before it. That seems reallllllly weird.
  16. 00:28:147 - to 00:29:465 - I honestly don't know what you're trying to follow here. The vocal isn't the same here that it has been since it started. There's a build up directly after it, making it the more prominent thing in this section. But what you currently have feels like it's completely ignoring it. Try something more like this.
  17. 00:37:789 - Why ignore the drum here? You followed it at 00:37:460 - . :c
  18. 00:40:509 - and 00:40:839 - I would switch these two rhythmically, not placement wise. Because the held out vocal doesn't start until 00:40:674 - , because there's a drum beat at 00:40:509 - .
  19. 00:41:828 - Why only have one part of this rhythm have a faster paced slider, when the rest of it was jumps? Doesn't really feel like it fits too well.
I'm just going to stop here. I honestly think that this difficulty would need a lot of work pattern wise, rhythm wise, hitsound wise, and aesthetic wise. I know this difficulty was just remapped, but most of the old difficulty is still here, and that was the problem. A lot of the streams felt highly misplaced and random, and the spacing seemed like it just increased at random intervals for the sake of increasing. Not because the song got more intense. Please take into deep consideration the patterns you are using, and what rhythm they are following.

The best of luck to you.
Firebool
ShogunMoon shared a wrong version of the map. There is the first version lol.
There is a new https://puu.sh/rZYjq/2d51aee23b.osz
Topic Starter
Shunao
omg, oups.. (it's done i think)

Ayyri wrote:

I was called here.

[General]
  1. Unused hitsounds:
    soft-slidertick3.wav
    taiko-normal-hitclap.wav
    taiko-normal-hitfinish.wav
    taiko-normal-hitnormal.wav

  2. Unused files:
    715213.jpg

  3. Was having the video in the Taiko difficulties intentional?
All fixed, thanks!
Hekireki
Hey, NM from my queue

Er lost my testplays because i updated like an idiot. I fc'd the highest diff

Also you should probably work on the hitsounds a lot and make them consistent through the whole set, if you need help with this i'd rather help you ingame with everything that i know, just poke me because writing all of this down would take too much time, if i can help you doing your hitsounds for one diff you can then copy them

[M o c h a's EXTRA!]

  1. AR9.4 is way too high honestly, make it 9.2. This diff doesn't have any big rhythm changes as in weird 3/4 or too much 1/3s
  2. Your diff uses a lot of clockwise flow (i'd say about 75%) it's not that big of an issue but it causes mouse drift and can get a bit boring, just mentioning this for future reference
  3. 00:18:422 (1) - Space this further from the previous object, 1.26x ds feels low for the downbeat, especially visually, try to make it look more independent
  4. 00:23:696 (1) - ^ around x:372 y:264 feels better
  5. 00:29:466 (4) - Really personal but i think it would look more structured if you copypasted 00:28:971 (1) - and Ctrl h'd it to make it symmetric and reposition it's end under 00:28:807 (6) - , it's pretty much what you have right now but look cleaner imo
  6. 00:32:680 - Pretty sure i hear something here, also 00:32:269 (1,2,3,4,5,6) - this pattern should be claps on the drum sample set
  7. 00:41:004 (2,3,5,6) - Ok so these didn't bother me too much on sightread but this kind of thing is unnecessarily hard to hit because going from such a long distance to something stacked is pretty awkward and forces the player to snap. Also the stack here kinda bugs me because of the drums, 00:41:829 (7,8) - this one makes a lot more sense since it's just a single pattern of 2 snares while 00:40:840 (1,2,3,4,5,6) - this is a repeat of snare kick kick x2, to me the only logical way of mapping this would be a patterning using 3 circles and then having something that follows it with the same spirit, doesn't necessarily have to be symmetric (although that's what i'd personally do). I know you're gonna tell me that right now they go by 3 because you did circle + double stack and yes on its own it would work but then again since you stacked 00:41:829 (7,8) - these which are a completely different sound inside of the same pattern, it doesn't work imo. 00:40:840 (1,2,3,4,5,6) - These are honestly asking to be made as jumps and it needs more emphasis, here's an idea of what i have in mind https://osu.ppy.sh/ss/6454707 i NC'd the 4th one for emphasis because it goes from kick to snare and starts the repeat, and NC'd what was 7 and 8 too to make the spacing transition easier to read and also to make them independent from the rest because that's just what they are. Of course it doesn't have to be like that but it makes much more sense and plays better imo.
    Sorry i got kinda chatty but this is really important imo because patterning also plays a role for a player's feedback.
  8. 00:42:158 (1) - This note feels really like it's mapped to nothing compared to the previous part and the part next, i'd suggest just deleting it or making 00:41:994 (8) - a 1/2 slider
  9. 00:43:312 (1) - You should extend this to make it 1/1 because there's no beat on it's end and no beat on 00:43:642 (2) - , would also emphasize vocals more
  10. 00:52:708 (5) - NC here for consistency
  11. 00:53:203 (7) - 's end and 00:53:697 (8,9) - should be claps with the drum sample set
  12. 00:55:345 (1) - Eh the emphasis on the downbeat here is kinda screwed up since it goes too well with 00:55:016 (5) - 's direction, you could 00:55:345 (1,2) - rotate these by 90° and then reposition their heads around where they were originally which would make the downbeat more independent from the previous pattern since the direction of the slider will be different and to make go well with the next pattern, you could ctrl g 00:56:004 (3,5) -
  13. 00:59:961 (5) - NC here for the emphasis, also looks like the moment you start spacing more so it would look more structured (you could also spam it 1 2 1 2 but i don't like that personally)
  14. 01:01:692 (12) - This is the only time in the map where the combo goes past 10, i'd suggest NCing 01:01:279 (8) - since it's in the middle of the measure, just for the aesthetics
  15. 01:11:169 (1) - Eh pretty sure this is just a 1/4 double, if you want to overmap it for emphasis use 1/8 instead
  16. 01:12:158 (9) - Same as before, i'd NC here instead since it's where you go from curved to straight
  17. 01:19:082 (1) - Not a fan of the shape here, the first part feels to me like it fits the song somehow but the second part isn't very neat imo, Try this instead you can curve it more/less but make sure the white node is more or less balanced between the red anchor and the slider end
  18. From 01:26:114 - to 01:26:883 - , drum sampleset clap again also the spacing difference here 01:26:334 (3) - kinda warrants an NC imo and it sounds like a repeat of the first two

    The diff plays well but it felt like it kinda lacks structure when i was modding though it's consistent and makes sense in general.
[Firebool's Expert]

  1. http://puu.sh/s1xtG/cdee236c4d.png Pretty sure this is supposed to have consistent volume and sampleset (it is unrankable if i'm not mistaken)
  2. 00:03:587 (8,9,1) - Spacing between 9 and 1 is ok because 1 is the downbeat but the spacing between 8 and 9 isn't because it doesn't fit the structure of the map, just by looking at how 00:07:872 (1,2,3,4) - these are spaced and they have much more support from the song, i'd recommend moving 8 closer to 9
  3. 00:07:213 (5) - The reverse arrow here is pretty meh because i get that you're trying to follow the high pitched sound but the end of the slider isn't mapped to anything i'd suggest that you just make it a 1/1 slider to emphasize the guitar hold more
  4. 00:09:850 (5) - ^
  5. 00:11:829 (1,2) - Here instead of using 2 different slidershapes, you should copypaste 00:11:829 (1) - , ctrl j and repostion it where it originally was before so it makes a mimic motion and looks cleaner and structured
  6. 00:14:465 (1,2,3,4) - I'll take it that you're following drums here and since you do, 00:15:125 (3) - turn this one into two slider since it's the only one out of the four that has a beat on both head and end
  7. 00:16:114 (3) - Looks out of place and it would feel better if you put it at x:312 y:172 so it makes a straight line with the previous two
  8. 00:19:081 (5,1) - The distance here is really large and feels out of place compared to the rest the intro, reduce it, 00:19:246 (1) - also remove NC here because it's inconsistent with the rest
  9. 00:19:740 (1) - This note isn't mapped to anything, delete it
  10. 00:22:214 (2,3) - Try to avoid offbeat sliders like these when there isn't any vocals supporting it in the music, use this instead and also NC should be on 2 (on the screenshot) instead of 1
  11. 00:33:587 (4,5) - Same as before, instead of using two different slider shape copypasted 1 and rotate it at 180° to make the pattern looking more structured
  12. 00:43:312 (1,2) - Same as extra, just make a 1/1 slider starting from the red tick, same reasonning
  13. 00:50:400 (3,4) - Same as before just copypaste 3 instead of making 4 a different slidershape
  14. 00:53:037 (1) - The whole pattern here is actually very structured but the NC on this one doesn't make much sense because 00:52:707 (1,2,3) - all three form a pattern and should be on the same combo, just remove that one
  15. 01:18:421 - This part here is undermapped, the stream should start here
  16. 01:19:081 (5) - NC here to make it consistent with the rest of the map
  17. 01:25:675 (1,2,3,4,5,6,7,8) - This is a nice rhythm for an extra because you didn't simply used reverse sliders and i personally love it but visually it doesn't look structured, i understand what you did here but it would be much cleaner if you copy pasted 01:25:785 (2) - , ctrl h'd it and place it instead of 4, and same for 6 and 8, individually so you'd have something like https://osu.ppy.sh/ss/6454976 this which would be symmetric on the same axis but differently as i feel it fits the song better, also i'd NC 01:26:333 (5) - to make it look independent from the first part
  18. 01:26:994 (1,4,7) - All of these have a really strong beat on their heads so i'd suggest you turn all of these into 2 circles to have a proper emphasis since it's actually pretty intense.

    Yeah this diff just got remapped (i think) but it needs further reworking/polishing on your end because it lacks structure and consistency. I could go more in depths but as the diff is right now that's not my job
Eh this took a while so i think i'll stop here if you need further opinion/advice/modding try catching me ingame because doing it by forums takes so long

I looooooooove the song tho
M o c h a

LeeSinOrAfk wrote:

[M o c h a's EXTRA!]

  1. AR9.4 is way too high honestly, make it 9.2. This diff doesn't have any big rhythm changes as in weird 3/4 or too much 1/3s
  2. Your diff uses a lot of clockwise flow (i'd say about 75%) it's not that big of an issue but it causes mouse drift and can get a bit boring, just mentioning this for future reference okay, I'll keep that in mind
  3. 00:18:422 (1) - Space this further from the previous object, 1.26x ds feels low for the downbeat, especially visually, try to make it look more independent fixed
  4. 00:23:696 (1) - ^ around x:372 y:264 feels better okay
  5. 00:29:466 (4) - Really personal but i think it would look more structured if you copypasted 00:28:971 (1) - and Ctrl h'd it to make it symmetric and reposition it's end under 00:28:807 (6) - , it's pretty much what you have right now but look cleaner imo okay, I'll try that
  6. 00:32:680 - Pretty sure i hear something here, also 00:32:269 (1,2,3,4,5,6) - this pattern should be claps on the drum sample set ok
  7. 00:41:004 (2,3,5,6) - Ok so these didn't bother me too much on sightread but this kind of thing is unnecessarily hard to hit because going from such a long distance to something stacked is pretty awkward and forces the player to snap. Also the stack here kinda bugs me because of the drums, 00:41:829 (7,8) - this one makes a lot more sense since it's just a single pattern of 2 snares while 00:40:840 (1,2,3,4,5,6) - this is a repeat of snare kick kick x2, to me the only logical way of mapping this would be a patterning using 3 circles and then having something that follows it with the same spirit, doesn't necessarily have to be symmetric (although that's what i'd personally do). I know you're gonna tell me that right now they go by 3 because you did circle + double stack and yes on its own it would work but then again since you stacked 00:41:829 (7,8) - these which are a completely different sound inside of the same pattern, it doesn't work imo. 00:40:840 (1,2,3,4,5,6) - These are honestly asking to be made as jumps and it needs more emphasis, here's an idea of what i have in mind https://osu.ppy.sh/ss/6454707 i NC'd the 4th one for emphasis because it goes from kick to snare and starts the repeat, and NC'd what was 7 and 8 too to make the spacing transition easier to read and also to make them independent from the rest because that's just what they are. Of course it doesn't have to be like that but it makes much more sense and plays better imo. alright thanks! I'll try that
    Sorry i got kinda chatty but this is really important imo because patterning also plays a role for a player's feedback. Its fine. I appreciate these comments as it helps me understand what people want :>
  8. 00:42:158 (1) - This note feels really like it's mapped to nothing compared to the previous part and the part next, i'd suggest just deleting it or making 00:41:994 (8) - a 1/2 slider fixed
  9. 00:43:312 (1) - You should extend this to make it 1/1 because there's no beat on it's end and no beat on 00:43:642 (2) - , would also emphasize vocals more okay
  10. 00:52:708 (5) - NC here for consistency done!
  11. 00:53:203 (7) - 's end and 00:53:697 (8,9) - should be claps with the drum sample set okay
  12. 00:55:345 (1) - Eh the emphasis on the downbeat here is kinda screwed up since it goes too well with 00:55:016 (5) - 's direction, you could 00:55:345 (1,2) - rotate these by 90° and then reposition their heads around where they were originally which would make the downbeat more independent from the previous pattern since the direction of the slider will be different and to make go well with the next pattern, you could ctrl g 00:56:004 (3,5) - fixed
  13. 00:59:961 (5) - NC here for the emphasis, also looks like the moment you start spacing more so it would look more structured (you could also spam it 1 2 1 2 but i don't like that personally) done
  14. 01:01:692 (12) - This is the only time in the map where the combo goes past 10, i'd suggest NCing 01:01:279 (8) - since it's in the middle of the measure, just for the aesthetics okay
  15. 01:11:169 (1) - Eh pretty sure this is just a 1/4 double, if you want to overmap it for emphasis use 1/8 instead kk
  16. 01:12:158 (9) - Same as before, i'd NC here instead since it's where you go from curved to straight ok
  17. 01:19:082 (1) - Not a fan of the shape here, the first part feels to me like it fits the song somehow but the second part isn't very neat imo, Try this instead you can curve it more/less but make sure the white node is more or less balanced between the red anchor and the slider end Fixed. It should be better...hopefully
  18. From 01:26:114 - to 01:26:883 - , drum sampleset clap again also the spacing difference here 01:26:334 (3) - kinda warrants an NC imo and it sounds like a repeat of the first two kk

Thank you so much! :>

update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43147
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

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DistanceSpacing: 4.5
BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:STARTING NOW!
TitleUnicode:STARTING NOW!
Artist:Mizuki Nana
ArtistUnicode:水樹 奈々
Creator:ShogunMoon
Version:M o c h a's EXTRA!
Source:この美術部には問題がある!
Tags:Kono Bijutsubu ni wa Mondai ga Aru! opening anime tv size m_o_c_h_a [_KukiLoli_] world_fraction nanners icontrol firebool mizuki nana starting now
BeatmapID:1052294
BeatmapSetID:481570

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Topic Starter
Shunao
Update!
Firebool

LeeSinOrAfk wrote:

Hey, NM from my queue

[Firebool's Expert]

  1. http://puu.sh/s1xtG/cdee236c4d.png Pretty sure this is supposed to have consistent volume and sampleset (it is unrankable if i'm not mistaken)
  2. 00:03:587 (8,9,1) - Spacing between 9 and 1 is ok because 1 is the downbeat but the spacing between 8 and 9 isn't because it doesn't fit the structure of the map, just by looking at how 00:07:872 (1,2,3,4) - these are spaced and they have much more support from the song, i'd recommend moving 8 closer to 9 Fixed, and replaced 7
  3. 00:07:213 (5) - The reverse arrow here is pretty meh because i get that you're trying to follow the high pitched sound but the end of the slider isn't mapped to anything i'd suggest that you just make it a 1/1 slider to emphasize the guitar hold more Fixed , but now its too simple i think
  4. 00:09:850 (5) - ^ Fixed
  5. 00:11:829 (1,2) - Here instead of using 2 different slidershapes, you should copypaste 00:11:829 (1) - , ctrl j and repostion it where it originally was before so it makes a mimic motion and looks cleaner and structured I didn't remember where, but fixed
  6. 00:14:465 (1,2,3,4) - I'll take it that you're following drums here and since you do, 00:15:125 (3) - turn this one into two slider since it's the only one out of the four that has a beat on both head and end Fixed
  7. 00:16:114 (3) - Looks out of place and it would feel better if you put it at x:312 y:172 so it makes a straight line with the previous two Fixed
  8. 00:19:081 (5,1) - The distance here is really large and feels out of place compared to the rest the intro, reduce it, 00:19:246 (1) - also remove NC here because it's inconsistent with the rest Fixed NC, Fixed space, but can make in one place
  9. 00:19:740 (1) - This note isn't mapped to anything, delete it OKAY, ;_; , T_T , Fixed
  10. 00:22:214 (2,3) - Try to avoid offbeat sliders like these when there isn't any vocals supporting it in the music, use this instead and also NC should be on 2 (on the screenshot) instead of 1 Fixed
  11. 00:33:587 (4,5) - Same as before, instead of using two different slider shape copypasted 1 and rotate it at 180° to make the pattern looking more structured Fixed
  12. 00:43:312 (1,2) - Same as extra, just make a 1/1 slider starting from the red tick, same reasonning Before i agreed with u, but now its absolutly another rythm, i guess let it be as it is, for now
  13. 00:50:400 (3,4) - Same as before just copypaste 3 instead of making 4 a different slidershape Fixed
  14. 00:53:037 (1) - The whole pattern here is actually very structured but the NC on this one doesn't make much sense because 00:52:707 (1,2,3) - all three form a pattern and should be on the same combo, just remove that one Fixed
  15. 01:18:421 - This part here is undermapped, the stream should start here idk what u mean, fixedf as i understand
  16. 01:19:081 (5) - NC here to make it consistent with the rest of the map Fixed
  17. 01:25:675 (1,2,3,4,5,6,7,8) - This is a nice rhythm for an extra because you didn't simply used reverse sliders and i personally love it but visually it doesn't look structured, i understand what you did here but it would be much cleaner if you copy pasted 01:25:785 (2) - , ctrl h'd it and place it instead of 4, and same for 6 and 8, individually so you'd have something like https://osu.ppy.sh/ss/6454976 this which would be symmetric on the same axis but differently as i feel it fits the song better, also i'd NC 01:26:333 (5) - to make it look independent from the first part Fixed
  18. 01:26:994 (1,4,7) - All of these have a really strong beat on their heads so i'd suggest you turn all of these into 2 circles to have a proper emphasis since it's actually pretty intense. Fixed

    Yeah this diff just got remapped (i think) but it needs further reworking/polishing on your end because it lacks structure and consistency. I could go more in depths but as the diff is right now that's not my job
Thank you for your mod! =)
Naxess
From #modreqs

General


  1. The majority of guest difficulties have a large amount of unsnapped objects.

  2. Tags
    1. No need for "mizuki nana starting now" in the tags as these already exist in the artist respective title field.
    2. Add "op", as this is an abbreviation of "opening"
  3. You may want to call IamKwan regarding tags and metadata. There seems to be a lot of information within the video itself, for example here. A lot of maps have recently been disqualified for incorrect metadata, so make sure yours is correct to avoid unnecessary issues during the ranking process.

  4. The offset of the video looks a bit weird, may want to double check it with some others. If you play it at 25% speed using the editor (and you enable video during editing) you'll probably notice that it often transitions off-beat, which is unusual of any kind of music video, especially because it looks like it tries to follow the song. From what I can see, it's slightly early as it is at the moment.

  5. The audio bitrate is currently 161 kbps. May or may not be intentional. Not necessary to change though, but preferably you'd use 192 kbps for best audio quality.

  6. With the recent changes to the ranking criteria you can now use background resolutions up to 1920x1200. May be something of interest in case you'd like a higher quality background image.

Easy


  1. 00:19:575 (1,3) - Refrain from stacking objects in easy difficulties. You'd want all the objects to be visible from the moment they appear in order to introduce new players to the game properly. After a pattern like 00:19:575 (1,2) - , it will be very hard to place the next object without overlapping in some way, using distance snapping, so I'd suggest you change the pattern itself to avoid this.

  2. 00:54:026 (1,3) - These can be made symmetrical for the sake of aesthetics. Copy paste one and flip vertically it using Ctrl+J.

  3. 01:05:235 (2,3) - This blanket looks a bit odd.

Normal


  1. 00:20:894 - Feels a bit strange to ignore this sound. It's both a snare and also the initiation to the transition for the next phase. Give a repeat to 00:20:564 (3) - to reflect the intensity properly, both through note density as well as coverage.

  2. 00:32:432 (8,9) - The note density here is a bit too much in my opinion. It's also a bit hard to hear in comparison with other rhythms like this. Consider simply placing a circle at 00:32:597 - instead. 00:32:432 - and 00:32:762 - are both red ticks, and these are very often weaker than the white ticks, for example in this case.

  3. 00:49:905 (4) - This slider looks a bit cramped, try allowing the border to be visible after the last anchor above as well.

  4. 00:54:685 (1,2,4,5) - These could be made symmetrical. It won't seem like it matters much, but even small details like these will make your map look neater overall.

  5. 01:01:114 - The rhythm choice feels a bit inconsistent here, considering that similar vocals on red ticks have been mapped previously. Refer to 00:38:696 (2) - , 00:40:015 (5) - , 00:47:927 (4) - , etc. I'd recommend you place a 1/1 slider on 01:01:114 - (basically it ends on 01:01:443 - ), instead of 01:01:279 (5,6) - . This way you'll avoid the awkward priority change at 01:01:608 (6,1) - by using red-white tick polarity.

  6. 01:01:773 (1) - I'd have moved the first node further to the right to match the bottom part of the slider shape.

  7. 01:02:597 - 01:03:916 - Refrain from emphasizing parallel sounds differently. In this case you put the stronger vocals as sliderends, yet earlier you put them as clickables, 00:43:311 (1,2,3,4,5,6) - .

  8. 01:04:575 (5) - Add NC to follow the NCing pattern of every other downbeat. I see no reason to stray from it here.

Hard


  1. 00:14:960 (2,3,4,5) - The rhythm here seems odd. If you're following drums, why is 00:15:289 - ignored? This is still a Hard we're talking about. If you're following guitar, why isn't 00:15:619 - a 1/1 slider instead of 00:15:784 (5) - , etc. I'd have followed the guitar since it's a distinct instrumental layer, but also keeping all snares clickable, by using a rhythm like this.

  2. 00:17:432 - You'll notice straight after this that you're ending sliders on snares as well as beginnings of stanzas. This is something you'd want to refrain from in order to emphasize the song's elements well through your map. Consider making places like these clickable.
    ^ 01:12:817 - This is happening basically all over though, so you may need to remap if you'd want to fix all these.

  3. 00:30:125 - Here you'll notice this beat is actually stronger than any other beat in the vicinity, including the downbeat, 00:30:289 - . It's as if the downbeat has been shifted from it's original position. This is known as syncopation, and is something you'd preferably reflect through your map where it fits, so consider making this beat clickable and a slider for additional emphasis.

  4. 00:32:268 - I'd have made this clickable since 00:30:949 - , 00:31:608 - , and hopefully now also 00:30:125 - , are clickable and these beats are emphasized in the song. Consider reflecting this in your map.

  5. 00:46:773 - Stacking two different sounds as circles should be avoided, especially if they are of varying intensity. This is because the second sound will not be reflected properly in terms of prominence. In this case 00:46:773 (3) - is stronger vocally, and non-existant in terms of impact from the guitar. I'd have made 00:46:773 (3,4) - a 1/2 slider to emphasize this difference.

  6. 00:47:927 (2,3,4,5) - Since you begin clicking on these circles using vocals, it may confuse players that the next clicks are not vocals, but drum impacts instead. In order to indicate that you're switching layer, end a slider on the strong vocal like this. Doing this may look strange at first, but this way the player will realize that you're not following vocals, making them start listening for other instrumental layers, which is what you want them to do because of the switch. You'll notice the drums actually start on 00:48:092 - , not 00:47:927 - , so mapping them the same would be kind of strange. This way you'll also avoid having 4 consecutive circles.

    Or you could just not switch layer at all, and keep it simple like this, emphasizing the vocal properly.


  7. 00:55:839 - I feel like your overmapping is a bit inconsistent around here. If you look at 00:54:520 (2,3,4) - , for instance, you'll notice you're mapping more than just vocals and percussion here, including the silence at 00:54:520 (2) - , so not doing the same for 00:55:839 - would seem strange. Either add a circle at 00:55:839 - or avoid overmapping by removing 00:54:520 (2) - .

  8. 01:01:114 (6,7,8) - These are not stacked properly atm.

  9. 01:16:938 (8) - You're overmapping here as well, yet there are still opportunities for a denser rhythm without overmapping, so I really see no point to it. It's almost like you're mapping a different song. Consider covering 01:17:268 - and removing the circle at 01:16:938 (8) - .

  10. 01:26:993 (5,1,2,3) - This is essentially the same sound as 01:27:487 (4) - , but they are mapped differently, suggesting something that the song is not. Consider unifying them in some way.

  11. 01:26:993 (5,1) - (5) should also have the NC instead of (1), since the measure starts from there.

Insane


  1. 00:08:202 (5) - There are two instrumental impacts over this note unlike 00:07:213 (3,4) - , consider using a different rhythm to reflect this. Preferably 1/2 slider and circle.
    ^ 00:25:015 (1,3) - These are also very unlike each other in the song, but your map is still suggesting that they're similar.
    ^ 00:27:652 (1,3) - It continues

  2. The rhythm choice in this map is very inconsistent, even more so than the other difficulties. Not entirely sure what happened here.

    00:12:322 - From this we know that the map is not following vocal, yet vocals are mapped at 00:13:641 - . 00:13:806 - From this we know you're not following drums, yet you sacrifice the emphasis on the vocal at 00:13:971 - for the drum at 00:14:136 - . Sometimes you prioritize the snares and sometimes you don't and it's very inconsistent, look at 00:13:476 - , for example. At the very least, make the note density equal to or higher than Hard and keep consistent with what sounds you actually want covered, clickable, etc.


  3. 00:30:125 (3,4) - Syncopation, already mentioned this in Hard, reflect it.

  4. 00:33:916 - This isn't hard anymore, you don't need to rely on overmapping things like 00:34:081 (4) - for it to be better playable when the song sounds like this. I'd suggest you use an anti-jump instead by making this clickable and covering 00:33:751 - with the slider tail of 00:33:586 (3) - .
    ^ 00:36:553 - Same overmapping here 00:36:718 (6) - . Use an anti-jump instead to reflect this better.

  5. 00:43:971 (3) - The way this is both overmapped and stacked under 00:43:311 (1) - , will definitely not help with readability. You should avoid overmapping clickables at all costs. Clickables are meant for reflecting instrumental impacts in the song, not to try complementing it. It is a rhythm game, after all, and the song is the main focus.
    ^ 00:45:289 (3) -
    ^ 00:45:619 (5) - and it continues

  6. 00:49:905 (1,2,3,4) - The stacking-under-slidertail thing doesn't work very well in terms of flow all the time either, so I'd recommend you try remapping kiai in this difficulty.

  7. 00:52:377 (5,6) - Generally you'd want things to overlap consistently, so since you overlapped it to a certain degree at 00:47:103 (5,6) - , you'd want the same here for aesthetic consistency.

  8. 00:54:026 (5,1) - These are currently not stacked.

  9. 00:55:839 (4,5,6,7,8) - As you've mapped them here you're suggesting their all of equal emphasis, yet this is not what the song is suggesting. 00:55:839 (4) - barely even exists in comparison with the other sounds. Whether you're following vocals or drums, 00:56:004 (5,7) - should in some way be emphasized. At the very least, make 00:56:333 (7,8) - a 1/2 slider.

  10. 00:58:476 (8) - I'm sure you're aware of the overmapping since it's basically all over, so I won't mention it again, but that does not mean I agree with it.

  11. 01:22:048 (5) - Multiple impacts should be reflected in my opinion, as this is an Insane and the sounds here are different from the sounds at 01:21:059 (3,4) - . I find it very strange that you rely on overmapping to increase the note density at some parts, but then completely ignore other sounds. This is one of the things I mean by the rhythm choice being inconsistent.
    ^ 01:24:685 (5) -

  12. 01:27:240 - 01:27:570 (4) - The rhythm is being reflected incorrectly here. The first one has a snare, the second one is silence.

  13. I'd suggest you take a look at pishifat's video on overmapping, this also talks about undermapping to some extent.

  14. Rhythm could use a large amount of rework in this diffiuclty. Sometimes you're covering things inconsistently, sometimes you're overmapping, undermapping, placing emphasis on parts where the song doesn't suggest it, etc. Generally rhythm is the most important aspect in a map. If the rhythm doesn't reflect the song, then no matter how you arrange your flow and make your aesthetics come together, pushing it for rank will be very difficult, as not mapping the song goes against the very goal of mapping.

KukiL's Insane


  1. 00:46:280 - 01:01:280 - 01:16:280 - These are unsnapped, but these are only some examples, it seems like almost all objects are unsnapped by the looks of things. Talk with the mapset creator about this, as it's appearing in the majority of the GDs.

  2. 00:02:433 (3,4) - Rhythmically you could Ctrl+G these to emphasize the guitar and also to avoid overmapping. 00:02:597 - is currently starting on silence. You'll have to move the notes on the playfield though, solely talking about rhythm.
    ^ 00:04:576 (3,4) -
    ^ 00:07:708 (4,5) - Here's syncopation, the downbeat is on the previous red tick instead.
    ^ 00:09:851 (3,4,5,6) - all of these. 00:10:344 - 00:10:674 - 00:11:169 - 00:10:839 - are all strong beats, so perferably they'd be clickable and sliders if possible.
    ^

  3. 00:12:323 (2,5,7,1,1) - These 1/1 sliders' placements in relation to the music are inconsistent. What they're supposed to reflect or where they're positioned in each measure does not seem to match at all, from what I can see. I'd suggest you revise the rhythm in a way that reflects a prominent musical layer in the song, for example drums, vocals, etc.
    1. 00:12:323 (2) - weak vocal, weak guitar, red tick
    2. 00:13:148 (5) - strong vocal, strong drum-kick, weak guitar, downbeat
    3. 00:13:807 (7) - weak drum-kick, weak guitar, onbeat
    4. 00:14:466 (1) - weak vocal, strong drum-kick, strong guitar, downbeat
    5. 00:15:455 (1) - snare, weak guitar, offbeat
  4. 00:18:421 - This sound is pretty important, but it's not reflected as anything clickable and as such it's missing emphasis. I'm going to explain rhythmical emphasis here.

    Rhythmical Emphasis
    When you map a song, you try to reflect what the song is doing with circles, sliders and sometimes spinners.
    A circl... wait pishi already explained this, go watch his video here.

  5. I don't think this map is quite ready yet though, things like flow and aesthetics are also lacking, and honestly I think the map could use some revising, but this is all just from my perspective. I'd recommend you check out pishi's video series on mapping to get a hang of the various mapping concepts. You can also contact me in case you have any specific questions afterwards.

Will just quickly check the last difficulties for major issues.
Overall I think the mapping itself needs work most of all, so I'll skip modding hitsounding.


Firebool's Expert


  1. 00:01:279 - The inherited and uninherited timing sections on this tick have different settings.

    Ranking Criteria - Timing wrote:

    No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.
    welp this was just fixed it seems, but snappings are still off.

  2. 00:16:280 - 00:31:280 - 01:01:280 - Examples of unsnapped objects. Almost all objects in the map are unsnapped, this is something you should consider fixing. 00:03:587 (8) - is also unsnapped, for instance. It's almost as if the offset was changed.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.


  3. I do not agree with the usage of overmapped triples in this difficulty, as doing it constantly will fail to reflect the parts where triples would actually be appropriate ways to reflect the song, due to overusage of emphasis.

  4. More things come to mind, such as aesthetics, spacing inconsistency and flow, but those are whole other topics and to apply them you'd likely need to remap again anyway, so I'll simply mention them here and allow you to search for more opinions about it. May be a good idea to ask for advice and opinions on the current state of the map first, so you can improve the next accordingly.

M o c h a's EXTRA!


  1. 00:31:280 - 01:01:280 - 01:16:280 - Objects are unsnapped, I'd suggest you snap them. Problem is that it's not just these, it's basically any object. Look at 01:04:576 (1) - , for example. This seems to be appearing in a lot of the difficulties, perhaps talking with the mapset creator would be a good idea.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.

iControl's Muzukashii


  1. 00:16:280 - 00:31:280 - 01:01:280 - These objects are unsnapped, consider snapping them. A lot of other objects are also unsnapped, refer to 00:11:829 (41) - , for example. I'd suggest you go through the map and snap everything. Looks like the offset was changed.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.
M o c h a

Naxess wrote:

M o c h a's EXTRA!


  1. 00:31:280 - 01:01:280 - 01:16:280 - Objects are unsnapped, I'd suggest you snap them. Problem is that it's not just these, it's basically any object. Look at 01:04:576 (1) - , for example. This seems to be appearing in a lot of the difficulties, perhaps talking with the mapset creator would be a good idea.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.

They should be all fixed now.

Thank you! :>

update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43147
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 6553,11828,18916,19246,19575,20070,20894,22213,30125,31608,32927,35564,38202,39850,40839,41333,43311,48586,54026,58311,59300,61773,72487,76279,80399,81059,82707,83037,83696,85344,86993,87487,87982,88806
DistanceSpacing: 5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.599998

[Metadata]
Title:STARTING NOW!
TitleUnicode:STARTING NOW!
Artist:Mizuki Nana
ArtistUnicode:水樹 奈々
Creator:ShogunMoon
Version:M o c h a's EXTRA!
Source:この美術部には問題がある!
Tags:Kono Bijutsubu ni wa Mondai ga Aru! opening anime tv size m_o_c_h_a [_KukiLoli_] world_fraction nanners icontrol firebool mizuki nana starting now
BeatmapID:1052294
BeatmapSetID:481570

[Difficulty]
HPDrainRate:8
CircleSize:4
OverallDifficulty:9
ApproachRate:9.2
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
Video,705,"opening.avi"
0,0,"1366x768.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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43311,-100,4,1,0,60,0,1
53531,-100,4,3,0,60,0,1
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85344,-83.3333333333333,4,1,0,40,0,0
85674,-133.333333333333,4,1,0,35,0,0


[Colours]
Combo1 : 255,45,50
Combo2 : 255,255,43
Combo3 : 0,198,50
Combo4 : 255,128,0
Combo5 : 114,95,73
Combo6 : 255,128,192
Combo7 : 15,135,255
Combo8 : 255,217,255

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192,79,78421,2,0,L|146:57,1,45
81,217,78586,1,0,0:0:0:0:
86,236,78669,1,0,0:0:0:0:
92,257,78751,1,0,0:0:0:0:
98,277,78833,1,0,0:0:0:0:
103,297,78916,1,0,0:0:0:0:
110,316,78998,1,0,0:0:0:0:
115,333,79081,6,0,B|175:380|194:255|194:255|272:346|353:230,1,323.999990112305,8|0,0:0|0:0,0:0:0:0:
411,69,80399,6,0,P|424:136|396:202,1,135.000005149842,4|0,0:0|0:0,0:0:0:0:
278,121,80894,1,0,0:0:0:0:
130,146,81059,2,0,L|187:222,1,67.5000025749208,12|0,0:0|0:0,0:0:0:0:
310,339,81388,1,0,0:0:0:0:
455,273,81553,6,0,L|380:238,1,67.5000025749208
164,139,81883,1,8,0:0:0:0:
387,97,82048,1,0,0:0:0:0:
265,281,82213,1,0,0:0:0:0:
78,184,82377,2,0,P|65:141|95:72,1,101.250003862381,8|0,0:0|0:0,0:0:0:0:
164,139,82707,6,0,L|183:256,1,107.999996704102,12|0,0:0|0:0,0:0:0:0:
284,357,83037,6,0,P|312:287|327:222,1,135.000005149842,4|0,0:0|0:0,0:0:0:0:
269,101,83531,1,0,0:0:0:0:
459,39,83696,2,0,P|478:69|471:131,1,67.5000025749208,12|0,0:0|0:0,0:0:0:0:
425,277,84026,1,0,0:0:0:0:
231,193,84191,6,0,L|304:169,1,67.5000025749208
482,100,84520,1,8,0:0:0:0:
269,101,84685,1,0,0:0:0:0:
265,281,84850,1,0,0:0:0:0:
363,124,85015,2,0,P|363:72|328:26,1,101.250003862381,8|0,0:0|0:0,0:0:0:0:
269,101,85344,6,0,L|268:215,1,107.999996704102,12|0,0:0|0:0,0:0:0:0:
122,333,85674,6,8,L|86:359,2,45.0000017166138
126,51,86004,2,0,L|90:24,2,45.0000017166138
89,242,86333,6,8,L|46:254,2,45.0000017166138
93,142,86663,2,0,L|50:129,2,45.0000017166138
450,186,86993,5,4,0:0:0:0:
244,95,87158,1,8,0:0:0:0:
244,95,87240,1,8,0:0:0:0:
244,95,87322,1,8,0:0:0:0:
359,337,87487,5,4,0:0:0:0:
363,57,87652,1,8,0:0:0:0:
363,57,87735,1,8,0:0:0:0:
363,57,87817,1,8,0:0:0:0:
158,213,87982,5,4,0:0:0:0:
482,237,88147,1,8,0:0:0:0:
482,237,88229,1,8,0:0:0:0:
482,237,88311,1,8,0:0:0:0:
174,86,88476,1,0,0:0:0:0:
284,289,88641,1,0,0:0:0:0:
471,92,88806,6,0,P|338:48|308:168,1,270.000010299683,4|0,0:0|0:0,0:0:0:0:
DeletedUser_6181859
it's alive?
===
Hey, my name is Max 100bit, and this is my mod!
Well, opinion of modder is opinion of modder.
Do not judge strictly, I could be wrong.
If you change little things from my mod - do not give kudosu. My english is bad, so sorry for googletranslate.

Song and beatmaps

  1. Difficulties end time is not consistent:
    01:29:383 - Easy
    01:29:383 - Normal
    01:29:382 - Hard
    01:29:382 - Insane
    01:29:465 - KukiL's Insane
    01:29:466 - M o c h a's EXTRA!
    01:29:465 - Firebool's Expert
    01:28:807 - iControl's Muzukashii
    01:28:806 - Fraction's Oni
    01:28:806 - Nanners' Inner Oni

Easy

  1. 00:07:707 (2,1) - blanket is a bit off
  2. 00:15:784 (3,4) - ...i hate you
  3. 00:32:927 (1) - hmm, maybe set red sliderpoints like in %pic% for highlighting slidertick?

Normal

  1. 00:07:048 (2) - 00:09:685 (2) - 01:20:894 (2,2) - tbh i don't hear any highbit here so this note isn't necessary
  2. 00:11:169 (6,1) - blanket pls
  3. 00:17:103 (4) - NC
  4. 00:30:125 (5) - 4th sliderpoint should be in x=112 y=300 for better blanket
  5. 00:34:246 (3) - you can rotate this for blanket with 00:35:564 (5)
  6. 00:35:564 (5) - NC
  7. 00:36:224 (6,7) - blanket
  8. 00:38:202 (1) - move 2nd sliderpoint a bit up (like in %pic% for smoother slider
  9. 00:45:454 (6,1) - blanket again lul
  10. 01:05:894 (7,8) - ...i hate you[x2]

Hard

  1. 00:05:070 (5,6) - 00:07:542 (4,5) - blanket
  2. 00:05:894 (7,1) - stack can be improved
  3. 00:18:092 (4,5) - 01:13:476 (4,5) - ...i hate you[x3]
  4. 00:47:927 (2,3) - maybe stack it too?

Insane

  1. classic insane yay
  2. 00:01:938 (2) - this red-sliderpoint seems out of place imo
  3. 00:13:147 (4,5) - blanket
  4. 00:22:872 (3,4) - ...i hate you [x4]
  5. 00:24:026 (8,9,10) - blankets again
  6. 00:32:268 (6,7,8,9) - are you serious?
  7. 01:20:399 (1,2) - blanket a bit
  8. 01:23:696 (3,4) - what about jump here?
Good luck!
{end of the mod}
Firebool

Naxess wrote:

From #modreqs

Firebool's Expert


  1. 00:01:279 - The inherited and uninherited timing sections on this tick have different settings.

    Ranking Criteria - Timing wrote:

    No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.
    welp this was just fixed it seems, but snappings are still off.

  2. 00:16:280 - 00:31:280 - 01:01:280 - Examples of unsnapped objects. Almost all objects in the map are unsnapped, this is something you should consider fixing. 00:03:587 (8) - is also unsnapped, for instance. It's almost as if the offset was changed.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.

    Fixed unsnapped notes. Thanks for this mod. Didnt see that
  3. I do not agree with the usage of overmapped triples in this difficulty, as doing it constantly will fail to reflect the parts where triples would actually be appropriate ways to reflect the song, due to overusage of emphasis.
    I wrote to someone about rythmic of this map. quantity of mappers = quantity of rythmics. And all of them are correct.someone want tripples, some one slider, someone slider + note. Place there triple is absolutly normal and its play more simple as u say. I need more help wyth aestetic & flow, but not with rythm. btw only one mapper have good slow - skystar. anyone's else flow is basic
  4. More things come to mind, such as aesthetics, spacing inconsistency and flow, but those are whole other topics and to apply them you'd likely need to remap again anyway, so I'll simply mention them here and allow you to search for more opinions about it. May be a good idea to ask for advice and opinions on the current state of the map first, so you can improve the next accordingly.
BUT, THANK U SO MUCH for your remark. I ll consider that words in the future
IControl

Naxess wrote:

From #modreqs



iControl's Muzukashii


  1. 00:16:280 - 00:31:280 - 01:01:280 - These objects are unsnapped, consider snapping them. A lot of other objects are also unsnapped, refer to 00:11:829 (41) - , for example. I'd suggest you go through the map and snap everything. Looks like the offset was changed.

    Ranking Criteria - Timing wrote:

    Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes.
Ok should be good now. :)

Topic Starter
Shunao

Naxess wrote:

From #modreqs

General


  1. The majority of guest difficulties have a large amount of unsnapped objects.

  2. Tags
    1. No need for "mizuki nana starting now" in the tags as these already exist in the artist respective title field.
    2. Add "op", as this is an abbreviation of "opening"
  3. You may want to call IamKwan regarding tags and metadata. There seems to be a lot of information within the video itself, for example here. A lot of maps have recently been disqualified for incorrect metadata, so make sure yours is correct to avoid unnecessary issues during the ranking process.

  4. The offset of the video looks a bit weird, may want to double check it with some others. If you play it at 25% speed using the editor (and you enable video during editing) you'll probably notice that it often transitions off-beat, which is unusual of any kind of music video, especially because it looks like it tries to follow the song. From what I can see, it's slightly early as it is at the moment.

  5. The audio bitrate is currently 161 kbps. May or may not be intentional. Not necessary to change though, but preferably you'd use 192 kbps for best audio quality.

  6. With the recent changes to the ranking criteria you can now use background resolutions up to 1920x1200. May be something of interest in case you'd like a higher quality background image.

Easy


  1. 00:19:575 (1,3) - Refrain from stacking objects in easy difficulties. You'd want all the objects to be visible from the moment they appear in order to introduce new players to the game properly. After a pattern like 00:19:575 (1,2) - , it will be very hard to place the next object without overlapping in some way, using distance snapping, so I'd suggest you change the pattern itself to avoid this.

  2. 00:54:026 (1,3) - These can be made symmetrical for the sake of aesthetics. Copy paste one and flip vertically it using Ctrl+J.

  3. 01:05:235 (2,3) - This blanket looks a bit odd.

Normal


  1. 00:20:894 - Feels a bit strange to ignore this sound. It's both a snare and also the initiation to the transition for the next phase. Give a repeat to 00:20:564 (3) - to reflect the intensity properly, both through note density as well as coverage.

  2. 00:32:432 (8,9) - The note density here is a bit too much in my opinion. It's also a bit hard to hear in comparison with other rhythms like this. Consider simply placing a circle at 00:32:597 - instead. 00:32:432 - and 00:32:762 - are both red ticks, and these are very often weaker than the white ticks, for example in this case.

  3. 00:49:905 (4) - This slider looks a bit cramped, try allowing the border to be visible after the last anchor above as well.

  4. 00:54:685 (1,2,4,5) - These could be made symmetrical. It won't seem like it matters much, but even small details like these will make your map look neater overall.

  5. 01:01:114 - The rhythm choice feels a bit inconsistent here, considering that similar vocals on red ticks have been mapped previously. Refer to 00:38:696 (2) - , 00:40:015 (5) - , 00:47:927 (4) - , etc. I'd recommend you place a 1/1 slider on 01:01:114 - (basically it ends on 01:01:443 - ), instead of 01:01:279 (5,6) - . This way you'll avoid the awkward priority change at 01:01:608 (6,1) - by using red-white tick polarity.

  6. 01:01:773 (1) - I'd have moved the first node further to the right to match the bottom part of the slider shape.

  7. 01:02:597 - 01:03:916 - Refrain from emphasizing parallel sounds differently. In this case you put the stronger vocals as sliderends, yet earlier you put them as clickables, 00:43:311 (1,2,3,4,5,6) - .

  8. 01:04:575 (5) - Add NC to follow the NCing pattern of every other downbeat. I see no reason to stray from it here.

Hard


  1. 00:14:960 (2,3,4,5) - The rhythm here seems odd. If you're following drums, why is 00:15:289 - ignored? This is still a Hard we're talking about. If you're following guitar, why isn't 00:15:619 - a 1/1 slider instead of 00:15:784 (5) - , etc. I'd have followed the guitar since it's a distinct instrumental layer, but also keeping all snares clickable, by using a rhythm like this.

  2. 00:17:432 - You'll notice straight after this that you're ending sliders on snares as well as beginnings of stanzas. This is something you'd want to refrain from in order to emphasize the song's elements well through your map. Consider making places like these clickable.
    ^ 01:12:817 - This is happening basically all over though, so you may need to remap if you'd want to fix all these.

  3. 00:30:125 - Here you'll notice this beat is actually stronger than any other beat in the vicinity, including the downbeat, 00:30:289 - . It's as if the downbeat has been shifted from it's original position. This is known as syncopation, and is something you'd preferably reflect through your map where it fits, so consider making this beat clickable and a slider for additional emphasis.

  4. 00:32:268 - I'd have made this clickable since 00:30:949 - , 00:31:608 - , and hopefully now also 00:30:125 - , are clickable and these beats are emphasized in the song. Consider reflecting this in your map.

  5. 00:46:773 - Stacking two different sounds as circles should be avoided, especially if they are of varying intensity. This is because the second sound will not be reflected properly in terms of prominence. In this case 00:46:773 (3) - is stronger vocally, and non-existant in terms of impact from the guitar. I'd have made 00:46:773 (3,4) - a 1/2 slider to emphasize this difference.

  6. 00:47:927 (2,3,4,5) - Since you begin clicking on these circles using vocals, it may confuse players that the next clicks are not vocals, but drum impacts instead. In order to indicate that you're switching layer, end a slider on the strong vocal like this. Doing this may look strange at first, but this way the player will realize that you're not following vocals, making them start listening for other instrumental layers, which is what you want them to do because of the switch. You'll notice the drums actually start on 00:48:092 - , not 00:47:927 - , so mapping them the same would be kind of strange. This way you'll also avoid having 4 consecutive circles.

    Or you could just not switch layer at all, and keep it simple like this, emphasizing the vocal properly.


  7. 00:55:839 - I feel like your overmapping is a bit inconsistent around here. If you look at 00:54:520 (2,3,4) - , for instance, you'll notice you're mapping more than just vocals and percussion here, including the silence at 00:54:520 (2) - , so not doing the same for 00:55:839 - would seem strange. Either add a circle at 00:55:839 - or avoid overmapping by removing 00:54:520 (2) - .

  8. 01:01:114 (6,7,8) - These are not stacked properly atm.

  9. 01:16:938 (8) - You're overmapping here as well, yet there are still opportunities for a denser rhythm without overmapping, so I really see no point to it. It's almost like you're mapping a different song. Consider covering 01:17:268 - and removing the circle at 01:16:938 (8) - .

  10. 01:26:993 (5,1,2,3) - This is essentially the same sound as 01:27:487 (4) - , but they are mapped differently, suggesting something that the song is not. Consider unifying them in some way.

  11. 01:26:993 (5,1) - (5) should also have the NC instead of (1), since the measure starts from there.

Insane


  1. 00:08:202 (5) - There are two instrumental impacts over this note unlike 00:07:213 (3,4) - , consider using a different rhythm to reflect this. Preferably 1/2 slider and circle.
    ^ 00:25:015 (1,3) - These are also very unlike each other in the song, but your map is still suggesting that they're similar.
    ^ 00:27:652 (1,3) - It continues

  2. The rhythm choice in this map is very inconsistent, even more so than the other difficulties. Not entirely sure what happened here.

    00:12:322 - From this we know that the map is not following vocal, yet vocals are mapped at 00:13:641 - . 00:13:806 - From this we know you're not following drums, yet you sacrifice the emphasis on the vocal at 00:13:971 - for the drum at 00:14:136 - . Sometimes you prioritize the snares and sometimes you don't and it's very inconsistent, look at 00:13:476 - , for example. At the very least, make the note density equal to or higher than Hard and keep consistent with what sounds you actually want covered, clickable, etc.


  3. 00:30:125 (3,4) - Syncopation, already mentioned this in Hard, reflect it.

  4. 00:33:916 - This isn't hard anymore, you don't need to rely on overmapping things like 00:34:081 (4) - for it to be better playable when the song sounds like this. I'd suggest you use an anti-jump instead by making this clickable and covering 00:33:751 - with the slider tail of 00:33:586 (3) - .
    ^ 00:36:553 - Same overmapping here 00:36:718 (6) - . Use an anti-jump instead to reflect this better.

  5. 00:43:971 (3) - The way this is both overmapped and stacked under 00:43:311 (1) - , will definitely not help with readability. You should avoid overmapping clickables at all costs. Clickables are meant for reflecting instrumental impacts in the song, not to try complementing it. It is a rhythm game, after all, and the song is the main focus.
    ^ 00:45:289 (3) -
    ^ 00:45:619 (5) - and it continues

  6. 00:49:905 (1,2,3,4) - The stacking-under-slidertail thing doesn't work very well in terms of flow all the time either, so I'd recommend you try remapping kiai in this difficulty.

  7. 00:52:377 (5,6) - Generally you'd want things to overlap consistently, so since you overlapped it to a certain degree at 00:47:103 (5,6) - , you'd want the same here for aesthetic consistency.

  8. 00:54:026 (5,1) - These are currently not stacked.

  9. 00:55:839 (4,5,6,7,8) - As you've mapped them here you're suggesting their all of equal emphasis, yet this is not what the song is suggesting. 00:55:839 (4) - barely even exists in comparison with the other sounds. Whether you're following vocals or drums, 00:56:004 (5,7) - should in some way be emphasized. At the very least, make 00:56:333 (7,8) - a 1/2 slider.

  10. 00:58:476 (8) - I'm sure you're aware of the overmapping since it's basically all over, so I won't mention it again, but that does not mean I agree with it.

  11. 01:22:048 (5) - Multiple impacts should be reflected in my opinion, as this is an Insane and the sounds here are different from the sounds at 01:21:059 (3,4) - . I find it very strange that you rely on overmapping to increase the note density at some parts, but then completely ignore other sounds. This is one of the things I mean by the rhythm choice being inconsistent.
    ^ 01:24:685 (5) -

  12. 01:27:240 - 01:27:570 (4) - The rhythm is being reflected incorrectly here. The first one has a snare, the second one is silence.

  13. I'd suggest you take a look at pishifat's video on overmapping, this also talks about undermapping to some extent.

  14. Rhythm could use a large amount of rework in this diffiuclty. Sometimes you're covering things inconsistently, sometimes you're overmapping, undermapping, placing emphasis on parts where the song doesn't suggest it, etc. Generally rhythm is the most important aspect in a map. If the rhythm doesn't reflect the song, then no matter how you arrange your flow and make your aesthetics come together, pushing it for rank will be very difficult, as not mapping the song goes against the very goal of mapping.
Thanks for mod, all fixed!
Underdogs
irclelelele
04:11 Underdogs: bonjour missour
04:11 Underdogs: wait did i get it right
04:11 ShogunMoon: yes! xd
04:12 ShogunMoon: bonjour!
04:12 Underdogs: wanna irc
04:12 ShogunMoon: yay, sure
04:13 Underdogs: idk, rip hard gd
04:13 Underdogs: in the end i had to do it myself
04:13 *Underdogs is editing [https://osu.ppy.sh/b/1031954 Mizuki Nana - STARTING NOW! [Easy]]
04:14 ShogunMoon: but in the pm, i tell you "I need a GD"
04:14 Underdogs: OH WAT
04:14 Underdogs: I TOT U WANTED TO DO A GD FOR MY MAP
04:14 Underdogs: DXXX
04:14 ShogunMoon: xD
04:14 Underdogs: well
04:14 Underdogs: back to the map
04:15 Underdogs: 00:27:652 (1) - this curve won't fit for the upcoming flow
04:15 Underdogs: i suggest straighten it up, and probably make it symmetrically similar to 00:28:311 (2) -
04:16 Underdogs: DS-wise, i suggest a simple straight. but if u have other plans i can't wait to see
04:18 Underdogs: 00:34:246 (3,4) - there's a blanket chance there
04:19 Underdogs: 00:40:674 (5) - for some reason this slider is not satisfying
04:19 Underdogs: maybe you make a slider art and put it on vocal rather than putting at the white tick
04:20 ShogunMoon: all fixed, but this slider it's fine for me
04:20 Underdogs: well, up to you
04:21 Underdogs: 01:04:575 (1) - given the fact that there is a strong beat and you NCed this slider, a curve is not recommended flow-wise and emphasis reasoning. But it's fine to keep it
04:22 Underdogs: ok let's move on to normal
04:22 ShogunMoon: kk
04:23 Underdogs: 00:06:553 (1,2,3,4,5,6,1,2,3,4,5) - for some reason this flow is kinda...meh
04:23 Underdogs: but if it's rankable then keep it
04:23 Underdogs: im not saying that you should change it tbh
04:24 ShogunMoon: no problem i keep it
04:25 Underdogs: 00:11:828 (1,2,3) - I think 00:12:652 (2) - is overmapping. Epilogue of intro should be the calm part, and i dont think 2 is going to help, probably making it unclickable
04:26 ShogunMoon: yes you're right, fixed
04:26 Underdogs: 00:22:377 (1) - I suggest this going to red tick coz without my headphones i hear strong beat at 00:22:213
04:27 Underdogs: 00:30:125 (1,2) - the end slider didnt blanket properly
04:28 Underdogs: tilt it a bit to the left. Don't worry, it wont show as DS error
04:28 Underdogs: no wait, right LOL
04:28 Underdogs: wait wat
04:28 ShogunMoon: xD
04:28 Underdogs: ok, press ctrl+1 and tilt it at x:69 y:212
04:29 Underdogs: then move 00:31:608 (3) - to x:48 y:332 for ds
04:30 Underdogs: also blanket error at 00:36:224 (2,3) - because 00:36:883 (3) - is too curvy. Straighten a little bit, maybe enough to make it a blanket
04:31 Underdogs: 00:40:674 (1) - i think better map until 00:40:839 before putting a spinner
04:32 Underdogs: also end spinner at 00:42:158 to give player recover time. I mean, newbies might try out normal
04:33 Underdogs: in my opinion
04:34 Underdogs: 00:50:729 (6,1) - blanket error
04:34 Underdogs: [https://osu.ppy.sh/ss/6493042 it's like this instead]
04:35 Underdogs: 00:54:685 (2,3) - i think better you make it 1/1 because i dont hear anything that support 1/2 mapping
04:35 Underdogs: 1/1 slider i mean xdd
04:35 Underdogs: 00:56:004 (5,6) - ^
04:35 Underdogs: 00:58:641 (5,1) - blanket error
04:36 Underdogs: 01:02:927 cmon map this part it's kind of common tho
04:37 Underdogs: 01:09:191 (5,1) - 1/2 is not recommended here. There's a big white tick and i think you better emphasize on that instead
04:38 Underdogs: 01:13:147 (2,3) - could be a blanket imo, but i think it's ok to keep it as well
04:38 Underdogs: 01:22:048 (5,6) - blanket error here
04:38 Underdogs: imma check hard by gameplay
04:38 *Underdogs is playing [https://osu.ppy.sh/b/1052291 Mizuki Nana - STARTING NOW! [Hard]]
04:42 Underdogs: xidk
04:42 Underdogs: ar7 for hard, wat
04:42 Underdogs: nvm, keep it
04:42 ShogunMoon: kk xd
04:42 Underdogs: imo 7.5 or at least 7.3 is ok
04:43 Underdogs: sure?
04:43 ShogunMoon: np
04:43 Underdogs: i mean it's on my pov
04:43 Underdogs: 00:01:938 (3) - make this a reverse arrow
04:43 Underdogs: that way the players can see u emphasizing 00:02:432 (1) -
04:43 Underdogs: delete 00:02:268 (4) -
04:45 Underdogs: 00:04:905 (4) - put it at x:496 y:168 for emphasis reason
04:46 Underdogs: 00:11:663 (5) - delete this, i think it's better that way
04:47 Underdogs: 00:19:246 (3,4) - a slider would fit better, because vocals
04:48 Underdogs: 00:23:037 (3,4) - these aren't symmetrical, at which i think it's kind of weird
04:49 Underdogs: make 00:23:037 (3) - the same as 00:23:366 (4) - so that 00:23:366 (4) - wont lose the blanket with 00:23:696 (1) -
04:49 Underdogs: and i accidentally deleted our pm xDDDDDDDDDDDDD
04:49 Underdogs: i misclicked
04:50 ShogunMoon: XD
04:52 Underdogs: 00:28:311 (3) - ctrl+j better flow+looks better
04:52 Underdogs: or make it plain straight
04:52 Underdogs: both are good
04:53 Underdogs: 00:29:300 (2,3) - is better like [http://osu.ppy.sh/ss/6493140 this]
04:54 Underdogs: imo 00:46:608 (2,3,4) - is kind of overmapping
04:55 Underdogs: you saw in the play that i kind of struggled on that part
04:55 Underdogs: to make it better, i think 00:46:114 (1) - should be reversed instead
04:57 Underdogs: 00:57:487 (3) - ctrl+h ctrl+j ctrl+g and put it at x:368 y:360
04:58 Underdogs: 00:58:311 (2,3,4) - http://osu.ppy.sh/ss/6493149
05:00 Underdogs: 01:13:806 (1) - ctrl+h
05:00 Underdogs: and put 01:14:300 (2) - at x:192 y:156
05:01 Underdogs: 01:16:114 (5) - unnecessary beat. probably delete
05:01 Underdogs: damn that's a lot of mod tbh
05:01 Underdogs: let's move on to the final diff : insane
05:01 ShogunMoon: omg
05:02 Underdogs: wat is it xD
05:03 ShogunMoon: my insane is weird xd
05:03 Underdogs: lemme check gameplay first
05:03 *Underdogs is playing [https://osu.ppy.sh/b/1052292 Mizuki Nana - STARTING NOW! [Insane]]
05:03 ShogunMoon: kk
05:06 Underdogs: lo i passed insane with higher acc than hard
05:06 ShogunMoon: lol XD
05:07 Underdogs: 00:01:938 (2,3) - = https://osu.ppy.sh/ss/6493195
05:07 Underdogs: 00:02:432 (3,4) - = http://osu.ppy.sh/ss/6493200
05:07 Underdogs: 00:05:070 (3,4) - bad overlap
05:08 Underdogs: 00:09:685 (2,4) - i think better move 00:10:344 (4) - somewhere else
05:09 Underdogs: 00:12:158 (1,2) - why the slider is 1/1. 1/2 better
05:10 Underdogs: 00:14:136 (6) - imo small jumps are better. coz insane and for more emphasis
05:12 Underdogs: 00:20:070
05:12 Underdogs: i think there's a beat there. if it is i suggest mapping it
05:12 Underdogs: 00:22:872 (3,4) - blanket error
05:12 Underdogs: 00:24:026 (8,9) - ^
05:14 Underdogs: 01:25:674 (1,2,3,4) - i think this is kind of unclean
05:15 Underdogs: unclean flow i mean
12:16 Underdogs: welp, that's it for irc
12:16 Underdogs: ok imma mod the other diffs, be posting soon
12:17 ShogunMoon: kk thanks for mod!

yes imma do it now fegit
kukil insane
00:12:159 (1,2) - better make this 1/2 beat. It's insane, not Hard xd
00:14:466 (1) - ctrl+g for emphasis
00:17:104 (1) - make this 1/2 to build up the rhythm for the next flow
00:22:214 (1,2) - weird stack imo
00:27:983 (1) - if you're following vocal better make this 1/2 slider bruh
00:30:125 (8) - I don't think the reverse slider is hitting any beat
00:35:236 (7) - 1/2 slider and add a circle or 1/2 slider at 00:35:564 for emphasis
00:35:895 (9,10,1) - these could have been double-stacked
00:39:521 (7,8) - this kind of beat is weird. why slider at the beat after big white tick
00:40:181 (9,10,11) - this gone off the flow
00:43:311 (1,2) - move these two beats to both 00:43:147 and 00:43:311
00:45:784 (1) - better mapped as 1/2
00:47:928 (1,2,3,4,5,6,7,8,9) - this is overmapping
00:50:236 (2,3,4) - ^
01:25:674 (1,2,3,4,5) - this is REALLY unclean 1/3 slider stream. I suggest repositioning the emplacement

Firebool Expert
00:01:279 (1,2,3) - this could have been blanket
00:03:917 (1,3) - this overlap is weird. i mean REALLY
00:15:125 (3,4) - i dont think i hear anything that covers 1/4. I'll say this is overmapping
00:56:829 (2) - better make this a triplet

m o c h a EXTRA!
damn u really improved bruh

00:07:213 (5,6) - thismight be better
00:08:531 (9) - should you apply the mod above, this note should be placed like this
00:19:575 (1) - make this 1/1 slider instead
00:29:795 (5) - could have been blanket with 00:30:125 (1) -
00:40:839 (1,2,3,1,2,3,1) - these jumps are too forceful DS-wise. The jumps should be slowly ascend from DS, not high jumps on the get-go
00:44:630 (1,2) - i think this is not consistent beat-wise. why is 00:43:311 (2) and 00:45:454 (4) - are mapped 1/1 but not 00:44:630 (1,2) - ?
01:14:960 (7,8,1,2,3,4,5,6,7) - whoa this is seriously overmapped. Nerf it please
01:19:081 (1) - weird slider


if it's one thing i notice. the NC of each diff is VERY VERY inconsistent. search the wiki for tips in how to NC.
M o c h a

Underdogs wrote:

m o c h a EXTRA!
damn u really improved bruh hehe > <)b

00:07:213 (5,6) - thismight be better alright, i'll do that
00:08:531 (9) - should you apply the mod above, this note should be placed like this i want keep it like what i did with the other one
00:19:575 (1) - make this 1/1 slider instead okay
00:29:795 (5) - could have been blanket with 00:30:125 (1) - okay
00:40:839 (1,2,3,1,2,3,1) - these jumps are too forceful DS-wise. The jumps should be slowly ascend from DS, not high jumps on the get-go fixed
00:44:630 (1,2) - i think this is not consistent beat-wise. why is 00:43:311 (2) and 00:45:454 (4) - are mapped 1/1 but not 00:44:630 (1,2) - ? someone suggested me to do that, but i guess i change it since you're right
01:14:960 (7,8,1,2,3,4,5,6,7) - whoa this is seriously overmapped. Nerf it please I switched some of the notes around but i think it fits the way it is now. ill consider it if more people bring it up though
01:19:081 (1) - weird slider hm, ok ill fix it a bit

Thank you for the mod! :)

update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43147
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

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[Metadata]
Title:STARTING NOW!
TitleUnicode:STARTING NOW!
Artist:Mizuki Nana
ArtistUnicode:水樹 奈々
Creator:ShogunMoon
Version:M o c h a's EXTRA!
Source:この美術部には問題がある!
Tags:Kono Bijutsubu ni wa Mondai ga Aru! opening anime tv size m_o_c_h_a [_KukiLoli_] world_fraction nanners icontrol firebool op
BeatmapID:1052294
BeatmapSetID:481570

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95,141,43311,2,0,P|137:154|192:136,1,90
334,118,43641,1,0,0:0:0:0:
456,246,43806,2,0,P|465:298|459:345,1,90,8|0,0:0|0:0,0:0:0:0:
255,265,44136,2,0,P|246:218|256:169,1,90
365,117,44465,1,8,0:0:0:0:
209,38,44630,6,0,P|164:34|122:47,1,90
252,176,44960,1,0,0:0:0:0:
65,189,45125,2,0,L|116:279,1,90,8|0,0:0|0:0,0:0:0:0:
319,255,45454,2,0,B|361:191|361:191|323:136|367:74,1,180,0|8,0:0|0:0,0:0:0:0:
441,138,45949,1,0,0:0:0:0:
216,236,46114,6,0,L|126:236,1,90
59,96,46443,2,0,L|149:96,1,90,8|0,0:0|0:0,0:0:0:0:
334,151,46773,2,0,P|336:200|306:251,1,90
204,144,47103,2,0,P|199:86|239:39,1,90,8|0,0:0|0:0,0:0:0:0:
461,226,47432,5,0,0:0:0:0:
334,151,47597,2,0,L|409:80,1,90,0|8,0:0|0:0,0:0:0:0:
412,297,47927,2,0,P|344:347|250:326,1,180
136,116,48421,1,8,0:0:0:0:
165,287,48586,6,0,L|69:347,1,90,4|0,0:0|0:0,0:0:0:0:
166,106,48916,1,0,0:0:0:0:
336,208,49081,2,0,P|332:263|300:301,1,90,8|0,0:0|0:0,0:0:0:0:
73,165,49410,2,0,P|50:122|64:78,1,90
236,45,49740,1,8,0:0:0:0:
231,207,49905,6,0,L|135:267,1,90,0|0,0:0|0:0,0:0:0:0:
267,59,50235,1,0,0:0:0:0:
482,126,50399,2,0,L|499:241,1,90,8|0,0:0|0:0,0:0:0:0:
346,313,50729,2,0,P|257:329|168:334,1,180,0|8,0:0|0:0,0:0:0:0:
169,139,51224,1,0,0:0:0:0:
266,198,51388,6,0,P|233:234|161:249,1,90
196,30,51718,2,0,P|241:51|269:99,1,90,8|0,0:0|0:0,0:0:0:0:
67,190,52048,2,0,P|56:146|78:73,1,90
266,198,52377,2,0,P|279:246|270:288,1,90,8|0,0:0|0:0,0:0:0:0:
30,286,52707,1,0,0:0:0:0:
195,248,52872,2,0,L|149:335,1,90,0|8,0:0|0:0,0:0:0:0:
169,139,53202,2,0,P|233:95|339:114,1,180,0|8,0:0|0:0,0:0:0:0:
376,345,53696,1,8,0:0:0:0:
266,198,53861,1,8,0:0:0:0:
451,112,54026,6,0,P|445:182|448:260,1,135,4|0,0:0|0:0,0:0:0:0:
412,263,54355,2,0,L|347:182,1,90,8|0,0:0|0:0,0:0:0:0:
217,38,54685,1,0,0:0:0:0:
199,238,54850,1,0,0:0:0:0:
388,103,55015,2,0,P|340:86|283:95,1,90,8|0,0:0|0:0,0:0:0:0:
46,139,55344,6,0,P|31:91|51:42,1,90
207,152,55674,2,0,P|213:195|188:250,1,90,8|0,0:0|0:0,0:0:0:0:
124,96,56004,1,8,0:0:0:0:
353,166,56169,1,0,0:0:0:0:
166,341,56333,1,0,0:0:0:0:
119,191,56498,1,0,0:0:0:0:
371,254,56663,6,0,L|346:135,1,90
119,191,56993,1,8,0:0:0:0:
403,87,57158,1,0,0:0:0:0:
403,87,57487,1,0,0:0:0:0:
403,87,57817,6,0,B|354:51|354:51|300:123|226:106,1,180
69,194,58311,2,0,P|51:149|70:82,1,90,12|0,0:0|0:0,0:0:0:0:
347,168,58641,1,0,0:0:0:0:
199,251,58806,1,0,0:0:0:0:
192,229,58888,1,0,0:0:0:0:
184,207,58971,1,8,0:0:0:0:
175,186,59053,1,8,0:0:0:0:
167,164,59136,1,0,0:0:0:0:
373,97,59300,5,12,0:0:0:0:
208,272,59465,1,0,0:0:0:0:
227,69,59630,1,8,0:0:0:0:
318,236,59795,1,0,0:0:0:0:
102,126,59960,5,8,0:0:0:0:
398,178,60125,1,0,0:0:0:0:
85,272,60289,1,8,0:0:0:0:
343,36,60454,1,8,0:0:0:0:
315,254,60619,5,0,0:0:0:0:
311,277,60702,1,8,0:0:0:0:
309,299,60784,1,8,0:0:0:0:
306,323,60866,1,0,0:0:0:0:
302,345,60949,1,0,0:0:0:0:
167,164,61114,1,8,0:0:0:0:
170,124,61196,1,8,0:0:0:0:
205,104,61279,5,8,0:0:0:0:
149,271,61443,1,8,0:0:0:0:
108,279,61526,1,8,0:0:0:0:
69,268,61608,1,0,0:0:0:0:
43,237,61691,1,0,0:0:0:0:
29,199,61773,6,0,P|43:152|76:122,1,90,4|0,0:0|0:0,0:0:0:0:
227,286,62103,1,0,0:0:0:0:
417,213,62268,2,0,P|413:176|382:124,1,90,8|0,0:0|0:0,0:0:0:0:
155,222,62597,2,0,P|133:262|137:318,1,90
319,202,62927,1,8,0:0:0:0:
89,153,63092,6,0,L|169:110,1,90
297,224,63421,1,0,0:0:0:0:
452,145,63586,2,0,L|375:90,1,90,8|0,0:0|0:0,0:0:0:0:
199,232,63916,2,0,P|217:279|253:313,1,90
397,58,64246,1,8,0:0:0:0:
290,188,64410,1,0,0:0:0:0:
127,43,64575,6,0,P|71:34|16:57,1,90
67,216,64905,1,8,0:0:0:0:
211,119,65070,2,0,L|189:248,1,90
175,334,65399,1,0,0:0:0:0:
335,212,65564,1,8,0:0:0:0:
102,124,65729,6,0,P|51:120|-2:149,1,90
73,269,66059,1,0,0:0:0:0:
83,303,66141,1,0,0:0:0:0:
93,337,66224,1,8,0:0:0:0:
235,254,66388,1,0,0:0:0:0:
239,231,66471,1,0,0:0:0:0:
243,209,66553,1,0,0:0:0:0:
247,186,66636,1,0,0:0:0:0:
250,163,66718,1,0,0:0:0:0:
299,344,66883,1,8,0:0:0:0:
55,187,67048,6,0,P|31:142|36:93,1,90
258,328,67377,1,0,0:0:0:0:
379,187,67542,2,0,P|399:142|391:74,1,90,8|0,0:0|0:0,0:0:0:0:
153,137,67872,2,0,P|143:187|154:226,1,90
301,301,68202,1,8,0:0:0:0:
448,177,68366,6,0,L|398:100,1,90
240,188,68696,1,0,0:0:0:0:
47,135,68861,2,0,L|119:53,1,90,8|0,0:0|0:0,0:0:0:0:
312,128,69191,1,0,0:0:0:0:
245,331,69355,1,0,0:0:0:0:
141,166,69520,1,8,0:0:0:0:
85,310,69685,6,0,L|167:274,1,90,0|0,0:0|0:0,0:0:0:0:
343,195,70015,1,0,0:0:0:0:
178,31,70180,1,8,0:0:0:0:
191,263,70344,1,0,0:0:0:0:
312,128,70509,2,0,L|224:153,1,90
104,183,70839,1,8,0:0:0:0:
277,47,71004,1,0,0:0:0:0:
341,240,71169,6,0,L|350:272,4,22.5
131,105,71498,1,0,0:0:0:0:
77,289,71663,1,0,0:0:0:0:
106,243,71746,1,0,0:0:0:0:
153,217,71828,1,0,0:0:0:0:
206,213,71910,1,0,0:0:0:0:
255,235,71993,1,0,0:0:0:0:
292,273,72075,1,0,0:0:0:0:
311,323,72158,5,0,0:0:0:0:
359,290,72240,1,0,0:0:0:0:
405,254,72322,1,0,0:0:0:0:
450,216,72405,1,0,0:0:0:0:
493,177,72487,5,4,0:0:0:0:
189,334,72652,1,0,0:0:0:0:
226,96,72817,2,0,P|206:55|148:32,1,90,8|0,0:0|0:0,0:0:0:0:
292,273,73147,1,0,0:0:0:0:
385,76,73311,1,0,0:0:0:0:
373,281,73476,2,0,P|352:329|313:352,1,90,8|0,0:0|0:0,0:0:0:0:
140,108,73806,5,0,0:0:0:0:
292,273,73971,1,0,0:0:0:0:
62,130,74136,2,0,P|61:85|102:38,1,90,8|0,0:0|0:0,0:0:0:0:
357,210,74465,1,0,0:0:0:0:
140,108,74630,1,0,0:0:0:0:
315,42,74795,1,8,0:0:0:0:
134,309,74960,1,0,0:0:0:0:
134,309,75042,1,0,0:0:0:0:
134,309,75125,6,0,L|199:316,1,45
396,232,75289,2,0,L|322:190,1,45
95,112,75454,1,0,0:0:0:0:
95,112,75537,1,0,0:0:0:0:
95,112,75619,2,0,L|142:107,1,45
271,111,75784,1,0,0:0:0:0:
87,213,75949,1,0,0:0:0:0:
426,109,76114,1,0,0:0:0:0:
196,46,76279,6,0,P|177:132|252:207,1,180,4|0,0:0|0:0,0:0:0:0:
352,123,76773,2,0,P|399:146|412:207,1,90,8|0,0:0|0:0,0:0:0:0:
172,300,77103,1,0,0:0:0:0:
180,83,77268,1,0,0:0:0:0:
335,218,77432,1,8,0:0:0:0:
152,59,77597,1,0,0:0:0:0:
414,141,77762,6,0,L|474:173,1,45
234,171,77927,2,0,L|182:222,1,45
307,65,78092,2,0,L|294:17,1,45
335,218,78257,2,0,L|344:262,1,45
152,59,78421,2,0,L|106:37,1,45
81,217,78586,1,0,0:0:0:0:
86,236,78669,1,0,0:0:0:0:
92,257,78751,1,0,0:0:0:0:
98,277,78833,1,0,0:0:0:0:
103,297,78916,1,0,0:0:0:0:
110,316,78998,1,0,0:0:0:0:
115,333,79081,6,0,B|175:380|240:283|240:283|274:362|274:362|351:315,1,323.999990112305,8|0,0:0|0:0,0:0:0:0:
411,69,80399,6,0,P|424:136|396:202,1,135.000005149842,4|0,0:0|0:0,0:0:0:0:
278,121,80894,1,0,0:0:0:0:
130,146,81059,2,0,L|187:222,1,67.5000025749208,12|0,0:0|0:0,0:0:0:0:
310,339,81388,1,0,0:0:0:0:
455,273,81553,6,0,L|380:238,1,67.5000025749208
164,139,81883,1,8,0:0:0:0:
387,97,82048,1,0,0:0:0:0:
265,281,82213,1,0,0:0:0:0:
78,184,82377,2,0,P|65:141|95:72,1,101.250003862381,8|0,0:0|0:0,0:0:0:0:
164,139,82707,6,0,L|183:256,1,107.999996704102,12|0,0:0|0:0,0:0:0:0:
284,357,83037,6,0,P|312:287|327:222,1,135.000005149842,4|0,0:0|0:0,0:0:0:0:
269,101,83531,1,0,0:0:0:0:
459,39,83696,2,0,P|478:69|471:131,1,67.5000025749208,12|0,0:0|0:0,0:0:0:0:
425,277,84026,1,0,0:0:0:0:
231,193,84191,6,0,L|304:169,1,67.5000025749208
482,100,84520,1,8,0:0:0:0:
269,101,84685,1,0,0:0:0:0:
265,281,84850,1,0,0:0:0:0:
363,124,85015,2,0,P|363:72|328:26,1,101.250003862381,8|0,0:0|0:0,0:0:0:0:
269,101,85344,6,0,L|268:215,1,107.999996704102,12|0,0:0|0:0,0:0:0:0:
122,333,85674,6,8,L|86:359,2,45.0000017166138
126,51,86004,2,0,L|90:24,2,45.0000017166138
89,242,86333,6,8,L|46:254,2,45.0000017166138
93,142,86663,2,0,L|50:129,2,45.0000017166138
450,186,86993,5,4,0:0:0:0:
244,95,87158,1,8,0:0:0:0:
244,95,87240,1,8,0:0:0:0:
244,95,87322,1,8,0:0:0:0:
359,337,87487,5,4,0:0:0:0:
363,57,87652,1,8,0:0:0:0:
363,57,87735,1,8,0:0:0:0:
363,57,87817,1,8,0:0:0:0:
158,213,87982,5,4,0:0:0:0:
482,237,88147,1,8,0:0:0:0:
482,237,88229,1,8,0:0:0:0:
482,237,88311,1,8,0:0:0:0:
174,86,88476,1,0,0:0:0:0:
284,289,88641,1,0,0:0:0:0:
471,92,88806,6,0,P|338:48|308:168,1,270.000010299683,4|0,0:0|0:0,0:0:0:0:
Firebool

Underdogs wrote:

Firebool Expert
00:01:279 (1,2,3) - this could have been blanket Fixed
00:03:917 (1,3) - this overlap is weird. i mean REALLY Ok, fixed , no overlap anymore
00:15:125 (3,4) - i dont think i hear anything that covers 1/4. I'll say this is overmapping Its absolutly like that 00:26:333 (4,5,6,7,8) - so I havent change anything yet
00:56:829 (2) - better make this a triplet Fixed
UPDATE!!! : http://puu.sh/s7aSo/7ca6eead5c.osz
I Must Decrease
check your pm's, shogunmoon.
Topic Starter
Shunao

Xexxar wrote:

check your pm's, shogunmoon.
Check~
Plaudible
what happened to all the gds? :c
Topic Starter
Shunao

Plaudible wrote:

what happened to all the gds? :c
The GD diffs can't be ranked so I remove all the GD and now I search GD by good mapper :/
Plaudible
Ahh, well I'm not good by any means, but I could take a stab at an extra if you'd like me to.
Another extra I've been working on as an example: https://osu.ppy.sh/s/533298

Also, if you need a mod once new GD's start coming in PM me anytime ^-^/
Topic Starter
Shunao

Plaudible wrote:

Ahh, well I'm not good by any means, but I could take a stab at an extra if you'd like me to.
Another extra I've been working on as an example: https://osu.ppy.sh/s/533298

Also, if you need a mod once new GD's start coming in PM me anytime ^-^/
Ohh nice example but i'm sorry I have already GD's but thanks you, a mod should be nice :)
-NanoRIPE-
hey

[Easy]
00:06:224 - move this green line to the next white tick? for make it tidy
00:08:531 (3) - why you dont add clap here? the drum sound looks strong imo
00:11:169 (3) - ^ *I suggest to swap the clap from slidertail to the head slider
00:11:828 (1) - finish here because the cymbal sound (maybe Normal finish is enough)
00:20:399 (2) - clap here and also add it at 00.20.564 for the drum sound
00:27:652 (1,3) - this overlap looks ugly imo
01:17:762 (1) - clap here (for the drum) or whistle (for vocal)
01:25:344 (3) - make the hs same as 01:22:707 (3)

[Normal]
00:11:663 - make the green line on the next white tick?
00:40:674 - add circle here for the vocal
01:05:235 (2,4) - overlap boi

tbh why you dont copy the normal's hitsound to easy diff? because the normal hs looks suitable with the music than easy's hitsound

[Hard]
00:46:938 - add circle here for better rhythm (i know you try to emphatize to vocal but pls if you make it blank here it would make awkward rhythm and also for better spread)
00:54:520 - ^
00:55:839 - ^
01:15:042 - unnecessary triplet
01:16:938 - circle here (the reason same as before)
01:17:762 (5) - nc here for consistency
01:23:037 (1) - finish here
01:27:322 (3,4) - clap for the drum sound (on the slidertail)
01:28:476 (6) - del this and change it with 2 circles? for better rhythm ~ (and also nc here)
01:28:806 (7) - i think finish is better than whistle here

gl
Topic Starter
Shunao

-NanoRIPE- wrote:

hey Hi o/

[Easy]
00:06:224 - move this green line to the next white tick? for make it tidy
00:08:531 (3) - why you dont add clap here? the drum sound looks strong imo
00:11:169 (3) - ^ *I suggest to swap the clap from slidertail to the head slider
00:11:828 (1) - finish here because the cymbal sound (maybe Normal finish is enough)
00:20:399 (2) - clap here and also add it at 00.20.564 for the drum sound
00:27:652 (1,3) - this overlap looks ugly imo
01:17:762 (1) - clap here (for the drum) or whistle (for vocal)
01:25:344 (3) - make the hs same as 01:22:707 (3)

[Normal]
00:11:663 - make the green line on the next white tick? I can't because the finish doesn't sound nice
00:40:674 - add circle here for the vocal
01:05:235 (2,4) - overlap boi

tbh why you dont copy the normal's hitsound to easy diff? because the normal hs looks suitable with the music than easy's hitsound Are you sure? because I think in the normal diff there are more notes some we can add more hitsounds for emphasis

[Hard]
00:46:938 - add circle here for better rhythm (i know you try to emphatize to vocal but pls if you make it blank here it would make awkward rhythm and also for better spread)
00:54:520 - ^
00:55:839 - ^
01:15:042 - unnecessary triplet
01:16:938 - circle here (the reason same as before)
01:17:762 (5) - nc here for consistency
01:23:037 (1) - finish here it's not very necessary, I find
01:27:322 (3,4) - clap for the drum sound (on the slidertail)
01:28:476 (6) - del this and change it with 2 circles? for better rhythm ~ (and also nc here)
01:28:806 (7) - i think finish is better than whistle here

gl
Not reponse= fixed

Thanks for modding Nano! :)
marcuddles
Don't want to look rude but, aaah, finally Mocha's Extra was deleted. It was really ugly.

I may mod this soon, if I'm free.
Topic Starter
Shunao

Mark101 wrote:

Don't want to look rude but, aaah, finally Mocha's Extra was deleted. It was really ugly.

I may mod this soon, if I'm free.
Lool, okay should be great but if you mod my map, please don't mod the Insane (I want to delete it) because i'm not a very good mapper and i'm not experimented for make difficult diff, so i don't want to see my Insane ranked, my insane suck xd
I'd map Insane diff when I would have 1 or 2 maps ranked :D
Xayler
Damn you have made huge improvement since I gave you the offset back in the day. :D
And damn Kagetsu, you actually did a gd for this set, didn't really expect it.

Is Extra free or taken by someone? I'd gladly improve my skills at higher star ratings so would be nice to do it. I see that the old gd's got removed. Well I'd start my extra all over again so it will be different from the extra what I did for my own set.

If not then I guess that a mod again? I think that this map has got huge reworks since my last mod what was few months ago.
Topic Starter
Shunao

Xayler wrote:

Damn you have made huge improvement since I gave you the offset back in the day. :D
And damn Kagetsu, you actually did a gd for this set, didn't really expect it.

Is Extra free or taken by someone? I'd gladly improve my skills at higher star ratings so would be nice to do it. I see that the old gd's got removed. Well I'd start my extra all over again so it will be different from the extra what I did for my own set.

If not then I guess that a mod again? I think that this map has got huge reworks since my last mod what was few months ago.
I wait for 1 Extra, maybe 2.. So it's complete sorry :(
But you can mod if you want :)
_DT3
Aah, would have liked to help by naking a GD or sth like that but I see that everything is full :D
If you need anything, just PM me! Very supportive of this set
Topic Starter
Shunao

_DT3 wrote:

Aah, would have liked to help by naking a GD or sth like that but I see that everything is full :D
If you need anything, just PM me! Very supportive of this set
Ohh thank you, for be supportive to my map, for now I need mod for my Hard diff, if you can help me should be nice! ~ :)
And thanks for the star! c:
Topic Starter
Shunao

Omg! This is too much, if I can make 100 favorites, I think that I would die :o :o
Xayler
Imo Nowa's Insane should be Light Insane to fit better with the spead as Kagetsu's Insane in basically the same star rating.
Topic Starter
Shunao

Xayler wrote:

Imo Nowa's Insane should be Light Insane to fit better with the spead as Kagetsu's Insane in basically the same star rating.
I think it's good like this, I prefer keep this :D
Meg
Voice Chat and IRC mod on ShiraKai's Extra
SPOILER
2016-11-25 22:33 Meg: 00:14:300 - 
2016-11-25 22:33 Meg: add note
2016-11-25 22:34 Meg: 00:18:916 (2,3) -
2016-11-25 22:35 ShiraKai: おんおん
2016-11-25 22:35 Meg: 00:14:795 (2,1) - みにくい
2016-11-25 22:38 Meg: 00:31:608 (1,2,3) - 微妙に音とりにくかったかもしれない
2016-11-25 22:40 Meg: http://puu.sh/stYx3.jpg 00:32:432 (4) - これコピペ
2016-11-25 22:41 Meg: 00:32:268 (3,4,5) -
2016-11-25 22:45 Meg: 00:31:608 (1,2) -
2016-11-25 22:47 Meg: 00:47:432 - ボーカル拾いでhttp://puu.sh/stYMV.jpgの方が合うんじゃないかな
2016-11-25 22:51 Meg: http://puu.sh/stYXh.jpg
2016-11-25 22:54 ShiraKai: 00:28:971 (1) -
2016-11-25 22:56 Meg: http://puu.sh/stZ8Y.jpg
2016-11-25 22:57 Meg: 00:48:257 -
2016-11-25 22:58 Meg: 00:47:103 (5,1,2,3,4) -
2016-11-25 23:02 Meg: 00:57:158 (2) -
2016-11-25 23:06 Meg: 00:42:817 (1) - clapいるか?
2016-11-25 23:08 ShiraKai: 01:06:883 (7) -
2016-11-25 23:16 Meg: 01:00:619 (1,2,3,4,5) -
2016-11-25 23:22 ShiraKai: 01:17:103 (3) -
2016-11-25 23:23 ShiraKai: https://osu.ppy.sh/ss/6653046
2016-11-25 23:24 ShiraKai: 01:06:718 (6) -
2016-11-25 23:25 Meg: 196 56
2016-11-25 23:27 Meg: 右上の座標のとこクリックすると座標指定できるの知らなかったんですか?!!?!?!?
2016-11-25 23:28 ShiraKai: ^^b
2016-11-25 23:34 Meg: mod終了
2016-11-25 23:35 ShiraKai: thank you <3
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