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yanaginagi - Hoshiboshi no Wataridori

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Topic Starter
Natsu
@Euny cuti all fixed!!

Aia wrote:

hey Natsu, for m4m :3



  • Hard

  1. 00:30:652 (5) - This slider seems a bit weird here since there's no sound where it ends, to me a rhythm like this would work better: it follows the hold vocal sound, its fine to use sliders in this way
  2. 00:47:931 (3) - Overlap with 00:47:171 (4) - doesn't look that nice, how about this? its just an stack not really an overlap, should be fine, since i stack things alot
  3. How about a 1/2 slider instead, and a note afterwards before the triple? I think the sound here deserves more than just a sliderend 3: you forgot the time stamp D:!
  4. 01:52:678 (1,2) - Are these supposed to not be completely overlapping with 01:51:349 (2) - ? They are actually perfectly stacking, but you need to check this with stacking on in the editor or in game
  5. 02:17:932 (2) - Supposed to be like this? yeah, straigh sliders are cuti sometimes


  • Insane

  1. 01:35:209 (3,4) - Again, is it supposed to not be completely behind 01:34:640 (1) - ? Check them in game, seems you have stacking off in the editor
  2. 01:51:159 (1,2) - Distance here from the previous note feels a bit wrong to me its just a jump separating the vocal sections, I did at other similar parts as well
  3. 02:13:944 (1,2,3) - Supposed to not be behind 02:13:374 (4) - ? it is, check it in game or turn on stacking in the editor
  4. 03:29:703 (5) - This shape feels random, you didn't use it/anything similiar anywhere in the map other than here, so it's really unexpected and doesn't fit in my opinion I always use some weird sliders or super curvy ones, they bring uniques to the map, also looks nice imo

cool set :p

Pata-Mon wrote:

M4M from ur q

My map: https://osu.ppy.sh/s/461008

[General]
  1. "Widescreen support" is different between insane and other diffs doesn't matter unless u have a SB
[Easy]
  1. 00:44:513 (3) - i can't hear obvious sound at 00:44:893 - , but there is sound at 00:44:703 - and 00:45:083 - follow them maybe there is a small sound, also is fine to follow hold sounds with sliders
  2. 01:01:982 - this sound is important so separate 01:01:792 (4) - into a 1/4-slider and a note I don't want to do a 1/2 stack in an easy, also I think 1/4 sliders are too much O.o
  3. 02:16:222 (4) - ^
  4. 02:03:500 (1,3) - this stack may be to difficult in EZ diff 1 dissapears before you end holding 2, so its perfectly readable even for new players
[Normal]
  1. 00:22:678 (3,4) - why follow these two and ignore 00:23:058 - ? Simplify the rhythm is better imo: because I want to introduce this kind of patterns to players already, also you don't need to map every sound at lower diffs
  2. 01:34:640 (4,5) - vocal: 01:34:830 - and 01:35:209 - ; drum: 01:35:020 - 01:35:399 - ; choose one to follow is better I care about both starting vocals 01:34:640 (4,5) - which non experienced players tend to follow mostly, the ends are on drums to don't miss the hitsounds tho, if you need more explains about this, we can say once the player hit the slider they can follow it visually, so basically with my current way i can keep my hitsouding and the starting vocals
  3. 02:03:690 - this sound is obvious, 02:03:501 (1,2) - a reverse slider instead? vocals
[Hard]
  1. 01:41:096 (2,1) - a bit too far, hard to read and play its fine to use jumps in a hard diff and this one is placed after a slider, which mean players will take advantage of the slider leniency to move faster to 1
  2. 02:49:830 (3,1) - ^
I can find nothing in insane, nice diff, take my star
GL

_DT3 wrote:

Here comes the M4M o/

Keep in mind, these suggestions are what I personally would like to fix, if you don't want to fix it because for reasons I don't know or because it seems fine to you, you don't need to fix it!

[Easy]
  1. 00:29:323 (3,4) - I feel like this part matches up with the sliders on this part 00:17:171 (3,4) - Yet they are different. Also, I feel like 00:29:893 (4) - doesn't really fit to the music vocals which imo are strong there there is a piano sound at 00:29:893 (4) - and I don't want to miss it
  2. 01:51:159 (1,2,3,4) - These: 00:36:728 (1,2,3,4) - Are arranged differently (Rhythmically same but gameplay-wise and pattern-wise different). I feel like it should be differently arranged judging by how that other one was arranged its for varfiation, also we can say the first pattern is mapped in a faster section than the later one
  3. 03:09:577 (2) - Maybe make it "lean" more to the left since the guitar pitch gets higher and thus should feel a bit more different than 03:08:817 (1) I think it looks better right now, I care much about design tho
  4. 03:30:842 (2) - This slider doesn't fit in imo. The music here differs from 03:30:083 (1) so I would have suggested it to have the same shape as 03:31:602 (3) - But that doesn't fit either, so it's up to you o/ its just a design thing imo

[Normal]
  1. I think CS 3.1 and AR 4.6 feels better, makes it more calm and fitting to the song The current settings fit better this diff, also they balance better the transition from easy - normal - hard
  2. I feel like there was too much stacking at the start, it's a bit hard to read for beginners and gives for an unnecessary diff spike stacks are easy to play, since you don't have to move and most of them are from circle to slider, that means players don't need to be accurate at the second hit
  3. 00:32:931 (5,6) - Um, 1. I think it flows a bit weird compared to the rest and 2. I'll just call it a small jump cause it's just in Normal diff, but that's an Actually I'm not really sure about this pattern either, so I'll just wait to hear more opinions about it, and maybe some alternatives, since I dont have idea about what to do there
  4. 02:55:146 (5) - I don't get why this slider has a different pattern than 02:53:058 (6,1,2) - Although they sound the same (or at least extremely similar). Also, there is that really obvious sound at 02:54:956 so that pattern would be fitting there they are a bit different, if you ask me for a real reason, I just dont want to make the normal denser than how it is.

[Hard]
  1. I think it's fine to break out of that constant DS in this diff at more places. Here are some of my suggestions where I would additionally change DS:
    01:05:020 (5,6) - 01:17:741 (2,3) - 02:19:451 (5,1) - 02:32:172 (2,3) First 2 suggestion are in the middle of a combo and atleast for a hard diff i prefer to don't, the second suggestions are already jumps, I don't think i need a larger spacing there
  2. Otherwise great diff

I can't mod Insane diffs, so sorry that I didn't mod that >.<
These suggestions were really nitpicky and not necessary, so I get it if you decline all; Thus, have a star.
M4M will be on the queue, but please only mod once I have applied all mods I haven't replied to.
Good luck!
thanks everyone!
09kami

09kami wrote:

hey
M4M for u q

[insane]

01:14:134 (2,3) - ugly slider

01:40:527 (4) - stack in 01:40:147 (3) - because 01:40:716 (1) - is downbeat

01:56:475 (3) - Stop at 01:57:045 -

02:12:615 (2,3) - don't overlap

02:22:109 (1,2) - 02:22:868 (3,1) - Mislead players

03:08:817 (1,2,3,4,1,2,3,4) - try this .i think it should be enlarged
http://puu.sh/qsF57/a56a462487.jpg

[hard?]

01:17:931 (3) - △?
http://puu.sh/qsFg0/a430aaf490.png

02:17:742 (1,2) - Stack

02:24:008 (1,2,3) - maybe not suitable for hard

[Normal]

00:38:437 (6,7,8) - Aimod

About Hard, I think it might be more suitable for Light Insane difficulty. But Hard is interesting. GL
My m4m map is https://osu.ppy.sh/s/459901
Doyak
Been a long time, Natsundere~ here's my m4m.

[General]
* This is my preference, but it seems you like to start a map or after a break with the first note being on one of the corners, but personally I think this is pretty stressing because if we are not prepared, we have to react fast and move a long way to get there. Especially when it comes to easier diff, it will even be quite challenging.
* 03:24:007 - Mind mapping this part? This is where the drums start to appear, with 2/1 beats.
* Converting the BG file into jpg will reduce the filesize a lot.

[Easy]
* I'm not sure about this difficulty. You yourself said you're against 3/2 polarity issues on Easy diff but still you spammed http://puu.sh/qsGmV/9d1a454d2f.jpg this kind of beats? 158 isn't a slow one, and even 1/2 sliders are not preferable in this diff, but with the 3/2 polarities it would be a pain for beginners. I can see other easier solutions on these parts, and I'm pretty sure you can find them too.
* 00:26:285 (4) - I don't hear anything on the sliderend, and you don't need to represent every 1/2s on this diff so just ignore 00:27:235 - this beat and do http://puu.sh/qsGz4/3bd779d9dd.jpg
* 00:49:070 (1,2,3,4,1,2) - Rather than spamming 1/1 sliders 6 times, you can replace some of them with circles so that you can represent the music getting intense.
* 00:58:564 (4,1,2) - like this transition is very awkward for beginners to play, as 00:53:627 (1,2,3,4,1,2,3,4) - these are ignoring all the 1/2 vocals and keeps the track with the basic drums and then you throw something that goes out of it. Besides, because of http://puu.sh/qsGHL/6607ec7deb.jpg this distance is too close, they can be confused by this too. Another issue is that 01:00:463 - 01:01:222 - 01:01:982 - are stronger than 01:00:273 - 01:01:032 - 01:01:792 - so they're better to be clickable. If you want to keep the current rhythm, http://puu.sh/qsGNX/007f943058.jpg is better imo. You already introduced 1/2 transitions and use it occasionally. 01:02:741 (1,2,3) - Same here and all similar parts.

* 01:51:159 (1,2,3,4) - On things like this, you can do http://puu.sh/qsHbh/d0bc2af761.jpg this instead.
* 02:03:500 (1,3) - This can be a bit confusing because the approach circle appears during the (1), so it's harder to see it stacked under it. The point of using low AR is to give players enough time to read what's going on next, but by doing this it reduces the time they can read, like AR7-ish.
* JBHyperion used to say this but I'm not sure if you agree with it. (It's about the time between a note and a spinner)

* 03:48:311 (1,2) - Polarity + speed change? How about doing the reverse... circle + slider.

[Normal]
* 03:43:944 - Leaving this empty is a bit weird because that's where the 1/4 drums start. Also to represent relative difference with 03:40:336 (3,4) - .

[Hard]
* 00:26:855 - This should be muted imo, I don't like getting a hitsound feedback from where I can't hear anything on the music.
* 01:37:868 (2,3,4,5) - This pattern is not balanced, and you should be able to stack 01:37:678 (1,5) - if you do it properly.
* 01:59:703 (3,4) - The first blue tick is really weak but the over ones are very strong clear drum sounds, so idk if representing all of them is good. I mean, the "strong point" of them is 01:59:893 - , but it is not emphasized properly being a reverse arrow. Same for Insane. http://puu.sh/qsI0H/160809a634.jpg This can be considered.
* 02:17:172 (4) - 01:02:741 (1) - NC inconsistency
* 02:19:640 (1) - 01:05:209 (6) - ^
* 02:53:437 (5,1) - Swap NC? 5 is a downbeat-like one.
* 02:54:956 - Making this empty is weird, as the notes were following the melody sound and this is the last one of them.

[Insane]
* 00:24:766 - Not add a finish here? Only this one misses that.
* 00:59:513 (1,2,3) - 02:13:944 (1,2,3) - Why the hitsound here is different? Variation?
* 02:27:046 (2) - This can be whistle instead of clap and 02:27:425 (1) - Normal clap, to make the hitsound consistent and same with 01:12:425 (1,2,3,1,2,3) - (or that one can be changed instead)
* 02:44:893 (2) - 02:57:045 (2) - 03:10:147 (4) - They need finishes, cuz clear cymbal sounds.
* 02:46:792 (3) - This finish is quite sudden and inconsistent with 02:58:944 (4) - , delete it?

My m4m map is https://osu.ppy.sh/s/478496 this map. I'll be waiting.
Topic Starter
Natsu

09kami wrote:

09kami wrote:

hey
M4M for u q

[insane]

01:14:134 (2,3) - ugly slider I don't see what is ugly about it, I think is great.

01:40:527 (4) - stack in 01:40:147 (3) - because 01:40:716 (1) - is downbeat that's why the double click make stronger emphasis on the downbeat

01:56:475 (3) - Stop at 01:57:045 - the hold vocals continue to the next tick

02:12:615 (2,3) - don't overlap its intended it looks nice

02:22:109 (1,2) - 02:22:868 (3,1) - Mislead players I don't think that will misslead any player who is able to play insane diffs properly

03:08:817 (1,2,3,4,1,2,3,4) - try this .i think it should be enlarged they are basically the same squares and mines looks cleanner


[hard?]

01:17:931 (3) - △? 3 01:17:931 (3) - its a really strong beat, hence the higher spacing

02:24:008 (1,2,3) - maybe not suitable for hard I don't see the reason tbh, do you mind elaborating about this?

[Normal]

00:38:437 (6,7,8) - Aimod I checked aimod, but it didn't warning me about this o.o, do you mind elaborating?

About Hard, I think it might be more suitable for Light Insane difficulty. But Hard is interesting. GL
I don't think this is beyond hard diff lvl, its just not the mainstream hard diff that you can see at every map nowadays
My m4m map is https://osu.ppy.sh/s/459901

Doyak wrote:

Been a long time, Natsundere~ here's my m4m.

[General]
* This is my preference, but it seems you like to start a map or after a break with the first note being on one of the corners, but personally I think this is pretty stressing because if we are not prepared, we have to react fast and move a long way to get there. Especially when it comes to easier diff, it will even be quite challenging. I've been doing this for alot of my maps, I think is fine, since the AR is slow enough to notice
* 03:24:007 - Mind mapping this part? This is where the drums start to appear, with 2/1 beats. I was thinking about this as well, but I think is better to just start the map at 03:25:526 (1) - , its true that the drums start before, but I guess the real new section in the music is starting at 03:25:526 (1) -
* Converting the BG file into jpg will reduce the filesize a lot . I'll try to do this one, if I don't lose quality in the process

[Easy]
* I'm not sure about this difficulty. You yourself said you're against 3/2 polarity issues on Easy diff but still you spammed http://puu.sh/qsGmV/9d1a454d2f.jpg this kind of beats? 158 isn't a slow one, and even 1/2 sliders are not preferable in this diff, but with the 3/2 polarities it would be a pain for beginners. I can see other easier solutions on these parts, and I'm pretty sure you can find them too.

I think 158 still falls in a low bpm, I agaisn't them when they are transition from slider to circle, or circle to circle, in my case they are sliders and are mainly used in a special part of the song as is 00:36:728 (1,2,3,4) - the vocals are working like that, I have 3 ways spamming 1/1, making long sliders or take advantage of the song and map them like that, I choice to bring some variation to the map at this unique parts (that repeats 2 or 3 times), they are sliders to sliders which mean the player can hit late or early and keep their acc. I asked to some new players, and they didn't have problem at this sections, but they find it as a rest part, since the rhythm is reduced from the constant 1/1 from the rest of the map.


* 00:26:285 (4) - I don't hear anything on the sliderend, and you don't need to represent every 1/2s on this diff so just ignore 00:27:235 - this beat and do agree with you anyways I don't like your rhythm, because the piano a t00:27:045 (5) - need to be mapped like that, anyways I used a single circle at 00:26:285 (4) - instead

* 01:51:159 (1,2,3,4) - On things like this, you can do http://puu.sh/qsHbh/d0bc2af761.jpg this instead. this is basically the same part at 00:36:728 (1,2,3,4) - without the drums, so i think players already would know what is comming on, don't you think your example is harder to player, because it force the new players to hold for longer and do a slider draw for longer? I agree with change the ones at the kiai part, but I want to keep this one and the one at 00:36:728 (1,2,3,4) -, I always do a rhythm decrease from the higher diffs and you can notice that I focus on this vocals specially, because I believe is what players will follow

BTW what wafu said don't always make sense, circle to circle or slider to circle play bad, yes. But slider to slider or circle to slider plays just fine, also we need to consider the music and the visuals as well.


* 02:03:500 (1,3) - This can be a bit confusing because the approach circle appears during the (1), so it's harder to see it stacked under it. The point of using low AR is to give players enough time to read what's going on next, but by doing this it reduces the time they can read, like AR7-ish.
* JBHyperion used to say this but I'm not sure if you agree with it. (It's about the time between a note and a spinner)


He is talking about ctb or standard? D:, anyways this is 158 bpm and the slider is disappearing already before you even start playing 2, check here:



[Hard]
* 00:26:855 - This should be muted imo, I don't like getting a hitsound feedback from where I can't hear anything on the music. its already 5% :c
* 02:53:437 (5,1) - Swap NC? 5 is a downbeat-like one. I think the music do the melody change in 02:54:007 (1) -


My m4m map is https://osu.ppy.sh/s/478496 this map. I'll be waiting.
Doyak
Oh that JBH quote thing is about things like 01:17:931 (1,1) - . Newbies won't expect a spinner right after a note, so he's basically saying that they'll be confused about the sudden-spinner and might have a miss on it when the spinner is too short.
Topic Starter
Natsu

Doyak wrote:

Oh that JBH quote thing is about things like 01:17:931 (1,1) - . Newbies won't expect a spinner right after a note, so he's basically saying that they'll be confused about the sudden-spinner and might have a miss on it when the spinner is too short.
Still its a problem for ctb I think, in standard its fine, anyways if that bother you alot I can change, even tho its basically the same at 1/2 or 1/4 just the spinner becomes shorter.
Doyak
C:
Gero
Modded via in-game, I just forgot to post this thingy a few days ago.

Log (Spanish)
06:30 Gero: maje dame np de cual mapa
12:31 *Natsu is listening to [https://osu.ppy.sh/b/1029596 yanaginagi - Hoshiboshi no Wataridori]
12:31 Gero: hagamos IRC
12:32 Natsu: orale
12:32 *Gero is editing [http://osu.ppy.sh/b/1029596 yanaginagi - Hoshiboshi no Wataridori [Insane]]
12:32 Natsu: alacat reviso meta asi que debe de estar bien
12:32 Gero: okay, eso esta perfecto
12:32 Gero: 00:17:171 (7) - te falto añadir un NC aqui debido al cambio de estrofa
12:33 Natsu: cierto
12:33 Gero: 00:21:349 - normal whistle?
12:33 Natsu: yup
12:33 Gero: 00:41:475 (1) - finish?
12:34 Gero: 00:42:045 (3) - que te parece apilar la cola de este slider con la anterior? quedaria mejor en mi opinion
12:34 Natsu: simon los dos hechos mae
12:35 Gero: 01:32:742 (2) - este jump no tiene sentido, creo que seria mejor acercarlo con los otros circulos
12:35 Gero: 01:47:361 - me parece que un pequeño stream encajaria mejor, no se porque ignoraste estos sonidos
12:36 Gero: 02:20:209 (7) - NC?
12:37 Natsu: si hecho mae
12:37 Natsu: maje
12:37 Gero: okay
12:37 Gero: 03:02:171 (4) - apila este circulo en 03:01:032 (1) - este slider, fluye mejor
12:37 Natsu: da qualify maje ahaha
12:38 Gero: 03:49:539 (3) - finish en el inicio del slider
12:38 Gero: seria todo maje
12:38 Natsu: sip lo hice
06:38 Natsu: todo
06:38 Gero: si esta bien
06:39 Gero: puedes actualizar si quieres
06:40 Natsu: todo hecho y listo
Gero
~ Qualified ~
Euny
the tortillas are ready now?
i mean gratz Irving
Topic Starter
Natsu

Euny wrote:

the tortillas are ready now?
i mean gratz Irving
tortillas de arroz baby euning!


Gracias Gero!, also thanks doyak :P
Xinely
Wtf so fast grats natsu xD
Modem
Congrats Natsu~ :3
alacat
Nice c:
_DT3
Wtf fast
-Sh1n1-
Natsu doesn't need mods, his maps are always perfect :3 Gratz senpai
sahuang
g
Enon
greatz bro
Reillia
gratz!
Topic Starter
Natsu

Xinely wrote:

Wtf so fast grats natsu xD
thanks XD

Modem wrote:

Congrats Natsu~ :3
Thank you

alacat wrote:

Nice c:
C:

_DT3 wrote:

Wtf fast

Yup

-Sh1n1- wrote:

Natsu doesn't need mods, his maps are always perfect :3 Gratz senpai

gracias

sahuang wrote:

g
t

Enon wrote:

greatz bro
theanks

[C u r i] wrote:

gratz!
thanks !
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