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Nanahira - Monosugoi Space Shuttle de Koishi ga Monosugoi Ut

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Topic Starter
Icicle Tokamak
This beatmap was submitted using in-game submission on 2018年3月28日 at 23:21:11

Artist: Nanahira
Title: Monosugoi Space Shuttle de Koishi ga Monosugoi Uta
Source: 東方地霊殿 ~ Subterranean Animism.
Tags: Komeji Touhou Nanahira Subterranean Animism chireiden ラストリモート Last Remote ハルトマンの妖怪少女 Hartmann's Youkai Girl space shuttle 古明地こいし こめいじ zun team shanghai alice
BPM: 175
Filesize: 10931kb
Play Time: 05:58
Difficulties Available:
  1. Subconscious Addiction (5.45 stars, 1398 notes)
Download: Nanahira - Monosugoi Space Shuttle de Koishi ga Monosugoi Uta
Information: Scores/Beatmap Listing
---------------
(Old version deleted on Dec 17th,2017)
(New version finshed on Dec 30th,2017)
For rank/looking for moddings【鸽了,感觉目前的水平还是驾驭不住】
3倍ICECREAMMMMMMMMM!!!!
BG source
3倍Modders
  1. A s h e m u
  2. Mystogan pal
  3. paisas4
  4. -WochhI-
  5. Arutsuki
  6. Ihatepeople
  7. Dron4ik_G
  8. M o c h a
  9. Jaskills
  10. SuperCSGO
  11. Ryuusei Aika
Thank you! owo
A s h e m u
Hi from #modreq

Koishi chan so cute ~ <3

[ 3xIcecream ]
This is basic advice

Why not use Distance Snap ?
http://puu.sh/qeMxL.png

You can better map if you use DS :3

[ Subconscious Addiction ]
[*]02:36:113 (4) - I think its Overmapping ... Delete objecct plz

[*]03:25:056 (5) - Fit to voice :3 move 03:25:399 -


Sorry about my poor English XD
Good luck ~ :3
Topic Starter
Icicle Tokamak

A s h e m u wrote:

Hi from #modreq

Koishi chan so cute ~ <3

[ 3xIcecream ]
This is basic advice

Why not use Distance Snap ?
http://puu.sh/qeMxL.png

You can better map if you use DS :3

[ Subconscious Addiction ]
[*]02:36:113 (4) - I think its Overmapping ... Delete objecct plz

[*]03:25:056 (5) - Fit to voice :3 move 03:25:399 -


Sorry about my poor English XD
Good luck ~ :3
Thank you for your advice <3
Actually i forgot to switch on DS after mapping that harder diff,completely ......qwq
(Besides,your English is not bad XD)
kudosu given! :)
Mystogan pal
00:25:056 (1) - I would set for this slider the speed to 1.2

edit:
03:25:399 (5) - the slider is two tacts too long

04:09:456 (5) - can you give this slider two tacts more and delete 04:09:970 (1) -

05:32:856 (2) - move slider 1 tact back and maybe give him 1 more
Topic Starter
Icicle Tokamak

Mystogan pal wrote:

00:25:056 (1) - I would set for this slider the speed to 1.2nice inspriation

edit:
03:25:399 (5) - the slider is two tacts too long

04:09:456 (5) - can you give this slider two tacts more and delete 04:09:970 (1) -

05:32:856 (2) - move slider 1 tact back and maybe give him 1 more
↑ok those three are now fixed
many thanks! owo
Tomori Maru
change the source to: 東方地霊殿 ~ Subterranean Animism
add to the tags:

chireiden ラストリモート Last Remote ハルトマンの妖怪少女 Hartmann's Youkai Girl space shuttle 古明地 こいし こめいじ zun team shanghai alice
Topic Starter
Icicle Tokamak

paisas4 wrote:

change the source to: 東方地霊殿 ~ Subterranean Animism
add to the tags:

chireiden ラストリモート Last Remote ハルトマンの妖怪少女 Hartmann's Youkai Girl space shuttle 古明地 こいし こめいじ zun team shanghai alice
will add them√
-WochhI-
00:13:742 (1,2) - 中間三連可以注一注意
00:14:256 (3) - - 可以放多一個note
00:20:599 (2) - 人聲在滑條尾有點違和
00:22:656 (2) - 還能加點東西 不要一條滑條帶過
00:26:170 (7) - 應該移後一格在紅線的人聲上會比較好
00:27:113 (7) - 同樣不要一樣滑條帶過
00:30:542 (4) - 換成滑條會比較好
00:31:570 (2,3) - 這裡應該是3連
00:32:256 (6,1) - 同樣可以用上3連
00:32:942 (2) - 也有一個3連
00:57:199 (8) - 後可以放一個轉盤
01:08:599 (7) - 同樣可以多放轉盤
01:23:342 (12) - 後的幾個位置其實可以放點物件
01:27:028 (4) - 可以配上後面的白線的重音成二連
01:32:942 (1,2,3) - 只有3件物件有點奇怪
01:42:799 (7) - 這裡一個來回帶過 好像有點浪費 可以像這樣
SPOILER
http://pan.baidu.com/s/1bpHt7sF
01:44:428 (5,1) - 都是可以放成這樣
SPOILER
http://pan.baidu.com/s/1nu9ruRZ
01:55:228 (1) - 這裡開始也可以又或者可以從前面なめ開始 還有kiai time 大多是放在副歌位 即是這段左右
01:55:742 (3) - 0.9滑條速會不會慢了一點明明是音樂高潮位 建議調成1.2-1.5
01:55:913 (5) - 滑條尾放在重音上了
01:56:770 (8,9) - 這裡是三連
01:59:342 (3,4) - 同上都是三連
-----------------------------------------------------------------------------------------------------------------------------------------------------

由01:56:428 (1) - 開始有好多三連跟至是一整條連打 要自己去取捨 不多說了
02:06:199 (4,5) - 這裡又是三連
02:12:028 (9,1,1) - 可以考慮換成滑條
02:15:970 (1) - 突然來一條長滑條 跟回前面短滑條會比較好
02:34:313 (2,3,4) - 別這樣 美觀上不好
02:37:570 (2) - 人聲有兩個音 建議分成兩條滑條
02:51:113 (8) - 雖然不是不行 但畢經有連打音 可以放連打 再者就是後期那幾個音 違和感十足 可以試試這樣
SPOILER
http://pan.baidu.com/s/1o8hfqJo
02:56:599 (1,2) - 有點違和 好像02:55:228 (1,2,3,4) - 放不就好了
02:58:228 (2,3,4,5) - 同上
03:04:828 (4) - 明明是高潮部分 居然有空位 然後同上 這裡節奏很豐富 3連跟連打也有 自己去取捨
03:20:942 (1) - 重音放在滑條尾
03:24:028 (4) - 這裡可以弄成單NOTE跳?
03:42:628 (3) - 後面連打音無視了?
03:51:456 (1) - 後都是連打音 與其斷斷續續 倒不如狠心一點把連打放進去
03:59:170 (4) - 到04:01:228 (1) - 同上
04:26:770 (6) - 違和感 建議分成兩滑條
05:15:028 (10) - 可以放轉盤
05:20:599 (1,2,1,2,3) - 建議轉成滑條
05:22:656 (4,5,6) - 可考慮 滑條變速 1.2-1.3
05:25:742 (5,6) - 這麼強烈的連打音 別無視掉
05:27:456 (1,2,3) - 可以試試大跳或變成滑條
05:38:428 (1) - 音效有點大聲 調小一點
05:41:856 (2) - OVER MAP

整體來說 多細心一點去聽一聽背景音樂 這類型的歌大多跟背景音樂去做會比較好 這次是我第一次去mod圖 意見可能也有點不專業
意見可以參考一下 不一定要全跟 畢經也是要保留自己的風格 5分鍾辛苦了加油
Topic Starter
Icicle Tokamak

-WochhI- wrote:

00:13:742 (1,2) - 中間三連可以注一注意
00:14:256 (3) - - 可以放多一個
00:20:599 (2) - 人聲在滑條尾有點違和
00:22:656 (2) - 還能加點東西 不要一條滑條帶過
00:26:170 (7) - 應該移後一格在紅線的人聲上會比較好
00:27:113 (7) - 同樣不要一樣滑條帶過
00:30:542 (4) - 換成滑條會比較好
00:31:570 (2,3) - 這裡應該是3連
00:32:256 (6,1) - 同樣可以用上3連
00:32:942 (2) - 也有一個3連这个加不进去了
00:57:199 (8) - 後可以放一個轉盤
01:08:599 (7) - 同樣可以多放轉盤???
01:23:342 (12) - 後的幾個位置其實可以放點物件
01:27:028 (4) - 可以配上後面的白線的重音成二連
01:32:942 (1,2,3) - 只有3件物件有點奇怪
01:42:799 (7) - 這裡一個來回帶過 好像有點浪費 可以像這樣
01:44:428 (5,1) - 都是可以放成這樣
01:55:228 (1) - 這裡開始也可以又或者可以從前面なめ開始 還有kiai time 大多是放在副歌位 即是這段左右
01:55:742 (3) - 0.9滑條速會不會慢了一點明明是音樂高潮位 建議調成1.2-1.5
01:55:913 (5) - 滑條尾放在重音上了
01:56:770 (8,9) - 這裡是三連
01:59:342 (3,4) - 同樣都是三連这个是故意这么放的
由01:56:428 (1) - 開始有好多三連跟至是一整條連打 要自己去取捨 不多說了
02:06:199 (4,5) - 這裡又是三連
02:12:028 (9,1,1) - 可以考慮換成滑條
02:15:970 (1) - 突然來一條長滑條 跟回前面短滑條會比較好
02:34:313 (2,3,4) - 別這樣 美觀上不好
02:37:570 (2) - 人聲有兩個音 建議分成兩條滑條
02:51:113 (8) - 雖然不是不行 但畢經有連打音 可以放連打 再者就是後期那幾個音 違和感十足 可以試試這樣

02:56:599 (1,2) - 有點違和 好像02:55:228 (1,2,3,4) - 放不就好了
02:58:228 (2,3,4,5) - 同上
03:04:828 (4) - 明明是高潮部分 居然有空位 然後同上 這裡節奏很豐富 3連跟連打也有 自己去取捨
03:20:942 (1) - 重音放在滑條尾
03:24:028 (4) - 這裡可以弄成單NOTE跳?
03:42:628 (3) - 後面連打音無視了?
03:51:456 (1) - 後都是連打音 與其斷斷續續 倒不如狠心一點把連打放進去
03:59:170 (4) - 到04:01:228 (1) - 同上
04:26:770 (6) - 違和感 建議分成兩滑條
05:15:028 (10) - 可以放轉盤
05:20:599 (1,2,1,2,3) - 建議轉成滑條采纳了一半,前面两个1212感觉有莫名的萌点就留下来了
05:22:656 (4,5,6) - 可考慮 滑條變速 1.2-1.3
05:25:742 (5,6) - 這麼強烈的連打音 別無視掉
05:27:456 (1,2,3) - 可以試試大跳或變成滑條
05:38:428 (1) - 音效有點大聲 調小一點
05:41:856 (2) - OVER MAP

整體來說 多細心一點去聽一聽背景音樂 這類型的歌大多跟背景音樂去做會比較好 這次是我第一次去mod圖 意見可能也有點不專業
意見可以參考一下 不一定要全跟 畢經也是要保留自己的風格 5分鍾辛苦了加油
多谢多谢,摸得好仔细的说qwq
后面没打勾的默认采纳了
系统只让给1个kds真是有点惭愧qwq
而且第一次摸图就这么有水准,日后一定是神modder
Arutsuki
hello
m4m from q

Addiction
•00:13:742 (1,2,3,4) - ctrl + G
•00:14:770 (1,2,3,4,5) - weird spacing between sliders, awkward to play
•00:18:028 (3) - sound on the sliderend should be clickable
•00:22:142 (9) - ^
•00:30:370 (3) - ^
•00:31:228 (1) - ^
•00:26:256 (8) - white tick here again should be clickable
•you get the idea of those, just listen for a sound that stands out or is more intense, and put a clickable object on it (circle or slider start), do that for all
•00:57:199 (8) - put a note after this
•01:20:599 (1,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7) - way overmapped, should be just 1/2 sliders
•02:27:113 (3,4,5,6,7,8,9) - finish this stream, 2 more notes
•just apply the same stuff throughout the map

good luck
Topic Starter
Icicle Tokamak

Arutsuki wrote:

hello
m4m from q

Addiction
•00:13:742 (1,2,3,4) - ctrl + G
•00:14:770 (1,2,3,4,5) - weird spacing between sliders, awkward to play
•00:18:028 (3) - sound on the sliderend should be clickable
•00:22:142 (9) - ^
•00:30:370 (3) - ^
•00:31:228 (1) - ^
•00:26:256 (8) - white tick here again should be clickable
•you get the idea of those, just listen for a sound that stands out or is more intense, and put a clickable object on it (circle or slider start), do that for all
•00:57:199 (8) - put a note after this
•01:20:599 (1,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7) - way overmapped, should be just 1/2 sliderswill consider it.if the following modders say so
•02:27:113 (3,4,5,6,7,8,9) - finish this stream, 2 more notes
•just apply the same stuff throughout the map

good luck
Nice suggestions,thanks
iHatePeople
M4M from my Queue, i will only mod the Normal Diff, normally i mod Compose and timeline issues, but only the Timeline and DS will make you remap this diff. I'm not mod the Hell Map, because is a Hell Map...

[General]

Hitsound

Hitsound is normally 60%
Hitsound in this map is SOFT

[Normal]

Ranking Criteria

Easy and Normal maps shouldn't have this (Ctrl + Shift + A)
The Distance Snap must be correctly in all Map
00:20:942 (3) - 03:43:228 (1,2) - Only hard+
Hitsound volume cannot be loud.
In Normal Difficult you cannot change de SV.

Timeline

00:17:513 (1) - Tick is here 00:17:856 - end is here 00:18:199
Slide start here 00:20:942 tick here 00:21:628 and end here 00:22:313
00:22:656 (4) - move to 00:22:999 and this slide end here 00:23:685
00:24:199 (1) - end is 00:24:542
00:24:713 - Slide at 00:25:056
00:26:770 (5) - tick here 00:27:113 - end here 00:27:456
00:33:285 (1) - end here 00:36:713
Erase map 00:36:713 at 00:47:599 < BREAK TIME
01:19:228 (3) - hummmmm... i recommend change this, because probably is against the ranking criteria
01:31:570 - Spinner start here and end here 01:33:628
02:34:313 (2,3) - Too hard, change 02:34:485 (3) - start here 02:34:656 and end here 02:34:999
02:35:342 (4,5,6) - Too Hard, delete 02:35:856 (5)
02:41:513 (1) - delete
02:44:942 (7) - move to 02:45:285
02:46:313 (9,10) - Too hard - 02:46:485 (10) - this slide start here 02:46:656 and end here 02:46:999
02:46:999 (11) - move to 02:47:342
02:48:028 - Circle
02:51:456 (5) - Move to 02:51:113 and this slide and here 02:52:313
03:05:856 (4,5) - too hard - 03:05:856 - Start slide here and end 03:06:199
03:07:913 (2,3,4,5) - too hard, change.
03:11:856 (3) - move to 03:13:056 (5)
03:12:713 - Circle
03:13:056 - slide start here and end here 03:14:085
03:14:256 (1) - move to 03:14:428
03:14:856 (2) - delete
03:20:942 - Circle
03:21:285 - Circle
03:21:628 (6) - move to 03:21:970
03:24:370 - Slide here and end here 03:25:228
03:25:399 - Spinner at 03:26:428
and stop D: Maybe you understand the timeline with this mod and can change the rest.

Compose

You need remap Timeline and DS, then i not will mod the compose in this mod.
Topic Starter
Icicle Tokamak

iHatePeople wrote:

M4M from my Queue, i will only mod the Normal Diff, normally i mod Compose and timeline issues, but only the Timeline and DS will make you remap this diff. I'm not mod the Hell Map, because is a Hell Map...

[General]

Hitsound

Hitsound is normally 60%
Hitsound in this map is SOFT

[Normal]

Ranking Criteria

Easy and Normal maps shouldn't have this (Ctrl + Shift + A)
The Distance Snap must be correctly in all Map
00:20:942 (3) - 03:43:228 (1,2) - Only hard+
Hitsound volume cannot be loud.
In Normal Difficult you cannot change de SV.

Timeline

00:17:513 (1) - Tick is here 00:17:856 - end is here 00:18:199
Slide start here 00:20:942 tick here 00:21:628 and end here 00:22:313
00:22:656 (4) - move to 00:22:999 and this slide end here 00:23:685
00:24:199 (1) - end is 00:24:542
00:24:713 - Slide at 00:25:056
00:26:770 (5) - tick here 00:27:113 - end here 00:27:456
00:33:285 (1) - end here 00:36:713
Erase map 00:36:713 at 00:47:599 < BREAK TIME
01:19:228 (3) - hummmmm... i recommend change this, because probably is against the ranking criteriachanged while reserved a little
01:31:570 - Spinner start here and end here 01:33:628seems not good,sorry but i'd like to decline it
02:34:313 (2,3) - Too hard, change 02:34:485 (3) - start here 02:34:656 and end here 02:34:999
02:35:342 (4,5,6) - Too Hard, delete 02:35:856 (5)
02:41:513 (1) - delete
02:44:942 (7) - move to 02:45:285
02:46:313 (9,10) - Too hard - 02:46:485 (10) - this slide start here 02:46:656 and end here 02:46:999
02:46:999 (11) - move to 02:47:342
02:48:028 - Circle
02:51:456 (5) - Move to 02:51:113 and this slide and here 02:52:313
03:05:856 (4,5) - too hard - 03:05:856 - Start slide here and end 03:06:199
03:07:913 (2,3,4,5) - too hard, change.
03:11:856 (3) - move to 03:13:056 (5)
03:12:713 - Circle
03:13:056 - slide start here and end here 03:14:085
03:14:256 (1) - move to 03:14:428
03:14:856 (2) - delete
03:20:942 - Circlefixed
03:21:285 - Circlefixed
03:21:628 (6) - move to 03:21:970fixed
03:24:370 - Slide here and end here 03:25:228fixed
03:25:399 - Spinner at 03:26:428fixed
and stop D: Maybe you understand the timeline with this mod and can change the rest.

Compose

You need remap Timeline and DS, then i not will mod the compose in this mod.
feeling that normal diff is much harder to map than ex ;w;
improved some,i'll fixed the rest if i hve time next weekend
thanks again\owo/
_sponez
Hello! I am from mod queue.


  • [Normal]
  1. In this difficult a lot of ugly overlaps and positions of elements. I will try to find the most.
  2. 00:16:142 (4) - This circle better to move left, to the slider 00:16:485 (5) as it looked at him.
  3. 00:17:513 (1,3) - It's not beautiful.
  4. 00:19:228 (3,1) - It is necessary to increase the distance between them.
  5. 00:20:942 (3) - It starts too late if you pay attention to the vocal. Better split it on two sliders. First starts 00:20:770 (3) and ends 00:21:628, second starts 00:21:970 and ends 00:22:485 + add cirlce there 00:22:828.
  6. 00:24:713 (2) better to move at the end of the slider 00:24:199 (1).
  7. 00:25:056 (3) - it is better to move further away from slider 00:24:199 (1).
  8. 00:25:742 (1) - It lies on slider. It's not beautiful.
  9. 00:26:770 (3,4) - move 4 closer to 3.
  10. It is better that there 00:33:456 and there 00:33:799 were circles or one slider and spinner must starts there 00:33:970, ends there 00:36:713.
  11. 00:55:228 (5,1) - 1 move further from 5 or stack.
  12. I think there 00:57:285 should be something else.
  13. 01:21:799 - there must be break.
  14. 01:25:742 (2,1,2) - It's not beautiful.
  15. 01:28:485 (1,2) - It should be replaced by a single repeat slider.
  16. 01:44:942 (1) to 01:53:170 (3) think about location of elements.
  17. 02:01:399 (1,2) - It's not beautiful.
  18. 02:05:856 (3) - It starts too late. It must starts there 02:05:685 (3) + add one repeat.
  19. 02:09:970 (1,2,3) - It's not beautiful.
  20. 02:16:828 (4,1,1) - 4 lies on 1 and 1. It's not beautiful too.
  21. 02:38:428 (4,5) - ^.
  22. 02:40:142 (6) - Must be longer, becouse voice pulls note. Must ends here 02:42:199.
  23. 02:46:142 and 02:46:313 would like to here was something.
  24. 02:49:570 (1,2) - It's not beautiful too.
  25. 03:12:542 (1,2) - It's like something wrong.
  26. There really many things. Think about the aesthetic part and listen to the singing. Then I'll just like to celebrate. Correct all the similarity of what I have found.

    [Subconscious Addiction]
  27. 00:14:770 (1,2) - It would be better if they are similar in shape.
  28. 00:15:799 (4,5) - Ends of this sliders must be stacked.
  29. 00:18:028 - add circle here.
  30. 00:20:942 (3,4,5,6) - Should be the same distance.
  31. 00:21:628 (7,8) - Why it's stacked?
  32. 00:23:685 (1,2,3) - It's not beautiful.
  33. Spinner must starts there 00:33:970, ends there 00:36:713.
  34. 01:01:228 (3,2) - Stack it.
  35. 01:44:599 (1,2,3,4) - It stream is ugly.
  36. So, for the most part the same flaws. Think about the aesthetic part and listen to the singing. You should also take into account the distance between the elements. Sometimes it is too small you, and sometimes too much. I hope you all uchtesh.

    You can make a good map. Try. I'm sure you will do it. Good luck!
Topic Starter
Icicle Tokamak

Dron4ik_G wrote:

Hello! I am from mod queue.


  • [Normal]
  1. In this difficult a lot of ugly overlaps and positions of elements. I will try to find the most.
  2. 00:16:142 (4) - This circle better to move left, to the slider 00:16:485 (5) as it looked at him.lol nice description. fixed
  3. 00:17:513 (1,3) - It's not beautiful.fixed
  4. 00:19:228 (3,1) - It is necessary to increase the distance between them.no no it's normal diff dude D: i think making the notes higher is just enough
  5. 00:20:942 (3) - It starts too late if you pay attention to the vocal. Better split it on two sliders. First starts 00:20:770 (3) and ends 00:21:628, second starts 00:21:970 and ends 00:22:485 + add cirlce there 00:22:828. fixed while recived my own opinion a little
  6. 00:24:713 (2) better to move at the end of the slider 00:24:199 (1).not a good idea for this diff, but still a good pattern
  7. 00:25:056 (3) - it is better to move further away from slider 00:24:199 (1).^
  8. 00:25:742 (1) - It lies on slider. It's not beautiful.fixed
  9. 00:26:770 (3,4) - move 4 closer to 3.fixed
  10. It is better that there 00:33:456 and there 00:33:799 were circles or one slider and spinner must starts there 00:33:970, ends there 00:36:713.fixed
  11. 00:55:228 (5,1) - 1 move further from 5 or stack.fixed
  12. I think there 00:57:285 should be something else.fixed
  13. 01:21:799 - there must be break.fixed. i remembered i have put a breaktime here qwq
  14. 01:25:742 (2,1,2) - It's not beautiful.fixed
  15. 01:28:485 (1,2) - It should be replaced by a single repeat slider.fixed
  16. 01:44:942 (1) to 01:53:170 (3) think about location of elements.not really sure what should i do
  17. 02:01:399 (1,2) - It's not beautiful.fixed
  18. 02:05:856 (3) - It starts too late. It must starts there 02:05:685 (3) + add one repeat.fixed
  19. 02:09:970 (1,2,3) - It's not beautiful.fixed
  20. 02:16:828 (4,1,1) - 4 lies on 1 and 1. It's not beautiful too.fixed 2/3
  21. 02:38:428 (4,5) - ^.fixed
  22. 02:40:142 (6) - Must be longer, becouse voice pulls note. Must ends here 02:42:199.fixed
  23. 02:46:142 and 02:46:313 would like to here was something.fixed
  24. 02:49:570 (1,2) - It's not beautiful too.fixed
  25. 03:12:542 (1,2) - It's like something wrong.fixed
  26. There really many things. Think about the aesthetic part and listen to the singing. Then I'll just like to celebrate. Correct all the similarity of what I have found.gonna finish later

    [Subconscious Addiction]
  27. 00:14:770 (1,2) - It would be better if they are similar in shape.fixed
  28. 00:15:799 (4,5) - Ends of this sliders must be stacked.fixed
  29. 00:18:028 - add circle here.fixed
  30. 00:20:942 (3,4,5,6) - Should be the same distance.fixed
  31. 00:21:628 (7,8) - Why it's stacked?because 00:21:970 (8) - is under white tick, which i want get a feeling of being stressed
  32. 00:23:685 (1,2,3) - It's not beautiful.do not really understand ;w;
  33. Spinner must starts there 00:33:970, ends there 00:36:713.fixed
  34. 01:01:228 (3,2) - Stack it.fixed
  35. 01:44:599 (1,2,3,4) - It stream is ugly.fixed
  36. So, for the most part the same flaws. Think about the aesthetic part and listen to the singing. You should also take into account the distance between the elements. Sometimes it is too small you, and sometimes too much. I hope you all uchtesh.

    You can make a good map. Try. I'm sure you will do it. Good luck!
Thanks again for modding, you really find something i never notice before. i'll try to find the rest issues
M o c h a
Yay Nanahira!!

Subconscious Addiction


hmmm I noticed a lot of weird overlaps and bad blankets while playing. I didn't put them all in the mod though

00:13:742 (1,2,3) - blanket them better, 00:16:142 (1,2,3) - same with this
00:20:770 (2,3) - maybe spread this a bit more but i think you should fix up the structure of the whole jump
00:22:656 (2) - stack properly on 00:21:628 (7) -
00:25:742 (1,2,3) - stacking this over 00:25:056 (1) - looked messy
00:29:856 (3,4) - I don't think you should overlap these
01:46:742 (2,3) - maybe space these farther to match the other ones
02:33:970 (3) - I think you should just blanket this instead of the half overlap
03:44:856 (2) - touching 03:44:942 (3) -, same with 03:45:542 (2) -
05:05:513 (1) - I feel like you can make something more interesting with the countdown haha, this slider(05:09:628 (1) - ) is an odd choice

I think that's it for now! Feel free to call me back though if you find this helpful! :>
Topic Starter
Icicle Tokamak

M o c h a wrote:

Yay Nanahira!!

Subconscious Addiction


hmmm I noticed a lot of weird overlaps and bad blankets while playing. I didn't put them all in the mod though

00:13:742 (1,2,3) - blanket them better, 00:16:142 (1,2,3) - same with this fixed
00:20:770 (2,3) - maybe spread this a bit more but i think you should fix up the structure of the whole jumpfixed
00:22:656 (2) - stack properly on 00:21:628 (7) - fixed...maybe
00:25:742 (1,2,3) - stacking this over 00:25:056 (1) - looked messy fixed
00:29:856 (3,4) - I don't think you should overlap these don't really get it...i think it's ok
01:46:742 (2,3) - maybe space these farther to match the other ones i adjust these and following patterns farther, though i think there's no need to keep them as far as others
02:33:970 (3) - I think you should just blanket this instead of the half overlap no, listen and you'll find there's a beat in original music
03:44:856 (2) - touching 03:44:942 (3) -, same with 03:45:542 (2) - fixed
05:05:513 (1) - I feel like you can make something more interesting with the countdown haha, this slider(05:09:628 (1) - ) is an odd choice hmmm i'll consider this later, for i haven't come up with an good idea yet
I think that's it for now! Feel free to call me back though if you find this helpful! :>
thanks a lot dude, i think i should recheck my overlaps
mod back later
Jassu
Hi, this is your Jassu m4m (also my first m4m tehehe)

Problems I see :
01:45:285 (1) - I don't think this section deserves kiai, or at least as how I understand it kiai deserves to be on the most intensive parts of the map/the chorus, and this is just an interulde section. Same with 02:53:856 (1) - and 03:48:370 (5) - to an extent, though the last one is just imo since I feel like the solo is severely lacking in intensity to be deserving of kiai.

01:27:028 (2) - I usually would ignore overmapping if it's for a reason but this is odd when in this section you hadn't mapped anything else in the section like this

04:07:913 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Ending the solo section in a stream feels nice but doesn't really when nothing in the music supports it, better off following rhythm guitar here with some big s p a c i n g imo

In My Opinion :
00:44:942 (1,2,3,4,1,2,3,4) - transition between these two polygons looks ugly

04:13:056 (4,1) - transitioning between these two sliders feels ugly

04:46:656 (3) - The direction of this slider is destroying the circular flow you had going :(

05:18:885 (1,2,1,2) - you have these all over your chorus', but I'll just take this example and say that it could use some work with better flow, say having the jumps rotate around a point or making them in a triangle/square pattern
Topic Starter
Icicle Tokamak

Jaskills wrote:

Placeholder, ignore spoilerbox for now
SPOILER
Hi, this is your Jassu m4m (also my first m4m tehehe)

Problems I see :
01:45:285 (1) - I don't think this section deserves kiai, or at least as how I understand it kiai deserves to be on the most intensive parts of the map/the chorus, and this is just an interulde section. Same with 02:53:856 (1) - and 03:48:370 (5) - to an extent, though the last one is just imo since I feel like the solo is severely lacking in intensity to be deserving of kiai. 03:48:370 (5) - will be changed, but the other two is just intensive enough for klai imo

01:27:028 (2) - I usually would ignore overmapping if it's for a reason but this is odd when in this section you hadn't mapped anything else in the section like this nope, actually the same pattern is used in 02:35:599 (5) - ,for it fits the vocal

04:07:913 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Ending the solo section in a stream feels nice but doesn't really when nothing in the music supports it, better off following rhythm guitar here with some big s p a c i n g imo hmmm I put a stream here just because I want to fit the drumbeats, I'll consider your advise anyway
In My Opinion :
00:44:942 (1,2,3,4,1,2,3,4) - transition between these two polygons looks ugly fixed

04:13:056 (4,1) - transitioning between these two sliders feels ugly fixed

04:46:656 (3) - The direction of this slider is destroying the circular flow you had going :( fixed

05:18:885 (1,2,1,2) - you have these all over your chorus', but I'll just take this example and say that it could use some work with better flow, say having the jumps rotate around a point or making them in a triangle/square pattern okay, I think I'll preserve some and change the others
thanks!
DeletedUser_10209520
Hello! From my M4M queue:

noitciddA suoicsnocbuS
00:13:742 (1,2,3) - This looks weird to start the map with, mostly because of the overlaps. Maybe scale by like 1.15x to remove overlap?
00:18:885 (1,2,3) - 3 looks very out of place in its current position, with little change in the song. Maybe rotate clockwise a bit and move to around x:184 y:80 for better aesthetic? 3 is also a slightly different slider shape for some reason, so maybe replace it with a copied version of slider 2 instead.
00:20:770 (2,3,4,5,6) - Move 3 to around x:464 y:168 to make a nicer looking star pattern here.
00:21:628 (7) - Ctrl+G slider for better circular flow with the pattern before.
00:23:513 (6,1) - Stack?
00:27:113 (1,2,3) - Make 2 the same slider shape as 1 and 3, so that these sliders can make a triangle shape. (Also, why does 1 point outwards whilst the others point inwards?
00:29:856 (3,4,5,6) - 3,4 are at different heights whilst 5,6 are parallel. Consider making them all parallel.
00:33:628 (7,1) - Weird overlap.
00:38:428 (2,3,4) - Sliders 2,3 have counter-clockwise circular flow (3 effectively acts as a straight slider), so the player expects to continue this. However, 4 breaks this massively, throwing off the player. Consider Ctrl+G'ing slider 4.
01:06:199 (4) - This slider looks really crushed up and squashed. Maybe push the red anchors further away from each other?
01:12:370 (1,2) - Small uses of slider leniency are reasonable, but this pattern is almost guaranteed to end with either a slider break or some very painful flow. Curve 1 in the opposite direction, towards 2's head, so that flow is better in this section.
01:17:342 (4,5) - This section has really high spacing, before just... nothing? Space 5 more from 4 so that the DS is more consistent in this area.
01:18:542 (1,4) - Overlap - Move 1 so that its tail is stacked on 4.
01:23:342 (1) - Red anchor would look better if it were perfectly centered on this slider.
01:27:028 (2,3) - No rhythm to suggest 2 active beats here - possibly remove 2 and extend 3 to take its place?
01:33:285 (2,3,1) - 2,3 has really similar spacing to 3,1, leading to players believing 3,1 is a 1/2 beat gap and hitting 1 too early. Consider making it extra obvious that 3,1 is a 1/1 gap by putting 1 much further away.
01:39:799 (3,4) - Why is this such low spacing?
01:42:713 (3,4,5) - This curve looks very awkward - move 4 to the left a bit so that these notes act as a continuation of 5.
01:50:428 (7) - Ctrl+G for better circular flow with slider 6.
01:56:599 (3,4,5) - This curve is really sharp out of nowhere, leading to strange aesthetics. Consider toning down the curve a bit.
02:21:970 (2) - Again, Ctrl+G for better flow with slider 1.
02:40:142 (3) - Ctrl+G for circular flow with previous objects.
02:58:999 (2) - Again, Ctrl+G for better flow with previous slider.

I'm gonna stop modding normally here, because at this point it feels a little detrimental. I feel that overall, this map's structure is pretty chaotic and needs improvement before this map can progress much further towards ranking.

I definitely don't have the time to explain everything about map structure (I'd be sitting here years!), so instead I'll run through the map's main issues, and the easiest ways to fix them.

1) Overlaps are common throughout the map. These generally make things look messy and disorganised, so it's best to keep them to a minimum. There's a few examples at 00:40:485 (3,4,2) - 00:39:456 (5,6,1,2) - 00:54:713 (2,2) - 00:58:999 (2,4) - although I'm sure there's more throughout the map. General advice for this is to make sure Hit Animations are off (View > Hit Animations unchecked) so you can see older notes, and generally keeping track of older notes to make sure that you don't overlap them too often.

2) Whilst unstructured jump patterns aren't necessarily bad, they often look messy if they're extremely loose. Generally, jump patterns should have some kind of symmetry to them, e.g. patterns like the trapezium at 01:02:085 (3,4,5,6) - or the star at 01:19:228 (2,3,4,5,6) - . However, there's often areas with little symmetry or consistency at all, e.g. 02:22:313 (3,4,5,6,7,8) - or 02:02:256 (2,3,4,5,6,7,8) - . Try to organise these by using different forms of symmetry - you've already used stars and squares, but isometric grids and equilateral triangles often make for perfect shapes to improve aesthetics in any case.

Here's an example of how I'd change one of your patterns, specifically at 04:27:456 (1,2,3,4,5,6,7,8) - :

https://osu.ppy.sh/ss/10126514
The original pattern. It's pretty close to looking good, but just needs some tweaking. Lowered AR so that the pattern shows clearer in the screenshots

https://osu.ppy.sh/ss/10126522
Stacking notes to reduce unneccessary overlaps - this makes the section look a lot more structured and less messy.

https://osu.ppy.sh/ss/10126530
Notes are moved into a set of equilateral triangles, or an isometric grid. This adds symmetry to the pattern, making it much nicer to look at and making it feel more planned out and structured.

Going through your map and filtering out the overlaps, and trying to reorganise some jump patterns to use more symmetry, would begin to improve your map's overall structure massively.

If you'd like to learn more about structure, or specifically aesthetics with jumps, A Mo did a nice video covering the topic, found here:


GL, HF!

(Please remember to return the M4M! My map can be found here: https://osu.ppy.sh/beatmapsets/717143/discussion)
Topic Starter
Icicle Tokamak

SuperCSGO wrote:

Hello! From my M4M queue:

noitciddA suoicsnocbuS
00:13:742 (1,2,3) - This looks weird to start the map with, mostly because of the overlaps. Maybe scale by like 1.15x to remove overlap?
00:18:885 (1,2,3) - 3 looks very out of place in its current position, with little change in the song. Maybe rotate clockwise a bit and move to around x:184 y:80 for better aesthetic? 3 is also a slightly different slider shape for some reason, so maybe replace it with a copied version of slider 2 instead.
00:20:770 (2,3,4,5,6) - Move 3 to around x:464 y:168 to make a nicer looking star pattern here.
00:21:628 (7) - Ctrl+G slider for better circular flow with the pattern before.
00:23:513 (6,1) - Stack?
00:27:113 (1,2,3) - Make 2 the same slider shape as 1 and 3, so that these sliders can make a triangle shape. (Also, why does 1 point outwards whilst the others point inwards?
00:29:856 (3,4,5,6) - 3,4 are at different heights whilst 5,6 are parallel. Consider making them all parallel.
00:33:628 (7,1) - Weird overlap.
00:38:428 (2,3,4) - Sliders 2,3 have counter-clockwise circular flow (3 effectively acts as a straight slider), so the player expects to continue this. However, 4 breaks this massively, throwing off the player. Consider Ctrl+G'ing slider 4.
01:06:199 (4) - This slider looks really crushed up and squashed. Maybe push the red anchors further away from each other?
01:12:370 (1,2) - Small uses of slider leniency are reasonable, but this pattern is almost guaranteed to end with either a slider break or some very painful flow. Curve 1 in the opposite direction, towards 2's head, so that flow is better in this section.
01:17:342 (4,5) - This section has really high spacing, before just... nothing? Space 5 more from 4 so that the DS is more consistent in this area.
01:18:542 (1,4) - Overlap - Move 1 so that its tail is stacked on 4.
01:23:342 (1) - Red anchor would look better if it were perfectly centered on this slider.
01:27:028 (2,3) - No rhythm to suggest 2 active beats here - possibly remove 2 and extend 3 to take its place?
01:33:285 (2,3,1) - 2,3 has really similar spacing to 3,1, leading to players believing 3,1 is a 1/2 beat gap and hitting 1 too early. Consider making it extra obvious that 3,1 is a 1/1 gap by putting 1 much further away.
01:39:799 (3,4) - Why is this such low spacing?
01:42:713 (3,4,5) - This curve looks very awkward - move 4 to the left a bit so that these notes act as a continuation of 5.
01:50:428 (7) - Ctrl+G for better circular flow with slider 6.
01:56:599 (3,4,5) - This curve is really sharp out of nowhere, leading to strange aesthetics. Consider toning down the curve a bit.
02:21:970 (2) - Again, Ctrl+G for better flow with slider 1.
02:40:142 (3) - Ctrl+G for circular flow with previous objects.
02:58:999 (2) - Again, Ctrl+G for better flow with previous slider.

I'm gonna stop modding normally here, because at this point it feels a little detrimental. I feel that overall, this map's structure is pretty chaotic and needs improvement before this map can progress much further towards ranking.

I definitely don't have the time to explain everything about map structure (I'd be sitting here years!), so instead I'll run through the map's main issues, and the easiest ways to fix them.

1) Overlaps are common throughout the map. These generally make things look messy and disorganised, so it's best to keep them to a minimum. There's a few examples at 00:40:485 (3,4,2) - 00:39:456 (5,6,1,2) - 00:54:713 (2,2) - 00:58:999 (2,4) - although I'm sure there's more throughout the map. General advice for this is to make sure Hit Animations are off (View > Hit Animations unchecked) so you can see older notes, and generally keeping track of older notes to make sure that you don't overlap them too often.

2) Whilst unstructured jump patterns aren't necessarily bad, they often look messy if they're extremely loose. Generally, jump patterns should have some kind of symmetry to them, e.g. patterns like the trapezium at 01:02:085 (3,4,5,6) - or the star at 01:19:228 (2,3,4,5,6) - . However, there's often areas with little symmetry or consistency at all, e.g. 02:22:313 (3,4,5,6,7,8) - or 02:02:256 (2,3,4,5,6,7,8) - . Try to organise these by using different forms of symmetry - you've already used stars and squares, but isometric grids and equilateral triangles often make for perfect shapes to improve aesthetics in any case.

Here's an example of how I'd change one of your patterns, specifically at 04:27:456 (1,2,3,4,5,6,7,8) - :

https://osu.ppy.sh/ss/10126514
The original pattern. It's pretty close to looking good, but just needs some tweaking. Lowered AR so that the pattern shows clearer in the screenshots

https://osu.ppy.sh/ss/10126522
Stacking notes to reduce unneccessary overlaps - this makes the section look a lot more structured and less messy.

https://osu.ppy.sh/ss/10126530
Notes are moved into a set of equilateral triangles, or an isometric grid. This adds symmetry to the pattern, making it much nicer to look at and making it feel more planned out and structured.

Going through your map and filtering out the overlaps, and trying to reorganise some jump patterns to use more symmetry, would begin to improve your map's overall structure massively.

If you'd like to learn more about structure, or specifically aesthetics with jumps, A Mo did a nice video covering the topic, found here:


GL, HF!

(Please remember to return the M4M! My map can be found here: https://osu.ppy.sh/beatmapsets/717143/discussion)
Ok thanks!
I've gone through your suggestions and most are inspiring to me. However I'll be busy these days so fixing will delay for several days. I'm firstly going to mod your map instead!
Ryuusei Aika
:) Hello!
From my modding queue.

Annotation

Words in red means that is an unrankable issue (= violate the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. The romanised title of this song is wrong. As the rule in ranking criteria general said:

    Ranking Criteria General wrote:

    Songs with Japanese titles must use the Modified Hepburn method of romanisation in the Romanised Title field. As a non-unicode field, long vowels such as おう and うう should be romanised into ou and uu to avoid macrons. Refer to the Wikipedia page on hepburn romanisation for more information. Loan words should be expressed using romanisation from the original language.
    So according to this rule, the word "スペースシャトル" is a loan word and should be translated in English: "space shuttle".
    Also, as "物凄いうた" is a noun, so it's romanization should use capital letters for the first letter of each words, like "Monosugoi Uta" but not "monosugoi uta".
    So the correct romanization of this song's title: "物凄いスペースシャトルでこいしが物凄いうた" should be "Monosugoi Space Shuttle de Koishi ga Monosugoi Uta".
  2. As in the title we already have the word "こいし" and "koishi", so in order to avoid repeat enter tags and other metadata terms, you can (1) delete the word "koishi" in tags and (2) either delete "こいし" in tags or write "古明地 こいし" as "古明地こいし" in case of someone will search that name without the space, which is quite common for non-Japanese.
  3. According to the official website, the source of this song should be "東方地霊殿 ~ Subterranean Animism." instead of "東方地霊殿 ~ Subterranean Animism" as it use one SBC case space before "~" and one DBC case space after "~" so there is a weird but intentional spacing around "~".
  4. There are two unused hitsound files: soft-hitclap2.wav and soft-hitwhistle.wav. As the rule in ranking criteria general[/url] said:

    Ranking Criteria General wrote:

    There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.
    So please delete them or show me if they have been used in your mapset.
  5. There are one hitsound file with a delay >5ms: drum-hitnormal.wav. As the rule in ranking criteria general said:

    Ranking Criteria General wrote:

    Hitsounds must have an acceptable range of delay under 5ms. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
    So please make a cut (by using Adobe Audition or some other music editing software) of this hitsound file to make sure that it has a delay <5ms.
  6. A unsnapped timing line appeared at 00:53:165 - . Even it not actually influence the map itself, it would be better to snap it to 00:53:170 - in case there will have some further changes to the map. (like, if you want to set hitsound to the note 00:53:170 (1) - , that will cause problems.)

Subconscious Addiction

  1. First of all, a general look: Ctrl+A all your objects, and you'll see they are all situated in the center of the playfield, and at the foursquare there have nearly no objects: https://imgur-archive.ppy.sh/Y5r9BKM.png.
    As the guideline in ranking criteria osu! said:

    Ranking Criteria Osu! wrote:

    Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily.
    Of course, it's not imperative to make every corner to have hit objects. But (not only unconsciously, but also consciously) gather all hit objects around the center will decrease the distance enter objects and (without certain mapping foundation) will make aesthetic problems occurs much more frequently. If you can pay attention for that from now, I believe that many aesthetic problems I mentioned below can be easily avoided.

    For your map, I think the quality of it can be greatly improved by emphasizing three main points: (A) aesthetic issues, with (i) How to create a perfect well-look regular pattern, (ii) how to avoid two major aesthetic problems that new mappers frequently made, and (B) How to map logically. So I'll first explain those three principal points, packed with an example, detailed explanation and similar issues I found in your map for each point. Also, I'll give you the solution of each problem (if it's a little bit hard or complex for me to explain, I'll put a screenshot of my solution on, which I hope can help you to better understand my ideas).
    After that, I'll point out some issues which are not quite important, but can more or less affect the playing experience. I'll give my solution to every issue I raised, too.
    So, let's begin with our three principal problems. I'll just take the part from the beginning to 01:05:342 (4,1) - as example to explain them because for all the following parts those principal issues can be resolved by following the same instructions as this song is actually kinda repeated.
    (For better reading, I'll not use bold for issues related to those three problems; just keep in mind that they should be all in bold according to my annotation.)


    A. Aestietic issues

    (i) How to create a perfect well-look regular pattern
  2. Take this one for Example: 00:16:142 (1,2,3) - . This pattern looks not quite well even if there are some rules (a centrosymmetric pattern includes three sliders). Reasons are:
    (a) The visual distance of 00:15:799 (6,1) - are quite embarrassing: they "seems are overlapped" but actually, they are not because there has a really, really small distance enter those two objects. So even there has (seriously) no overlap enter them, such arrangement of objects are also a little bit annoying;
    (b) The blanket enter those three sliders are not perfectly done, make them looks quite messy. You can easily make a blanket by using the approaching circle (take 00:16:142 (1,2) - : https://imgur-archive.ppy.sh/BuoW7PV.png), then just copy-paste 00:16:142 (1,2) - and anti-clockwise rotate the pasted pattern for 120 degree, then stack the second slider of the pasted pattern with 00:16:485 (2) - , then just delete extra sliders - a perfect centrosymmetric pattern has been created (see https://imgur-archive.ppy.sh/muKNcZM.png) and it looks quite well![/b] If you pay attention to my pattern, you can also notice that I avoided the annoying part (00:15:799 (6,1) - ) by simply put 00:16:142 (1,2,3) - far away from 00:15:799 (6) - . Give it a try by yourself!

    (ii) How to avoid two major aesthetic problems that new mappers frequently made
  3. Let's take now 00:18:885 (1,2,3,4,1) - . This pattern looks messy because of two main reasons, which I think are the most frequent aesthetic issues that I met in new mapper's maps:
    - (a) Improper slider shapes. Shapes like 00:18:885 (1,2,3,4) - (that means you can see the sliderhead and sliderend are in touch or nearly in touch) are hardly used for long time interval (longer then 1/2) and low sv. Why? because generally, when we need to use long (>1/2) sliders, that means we want to represent something continuous (at here, the three sliders represent the prolonged vocal, with a nearly constant intensity) and at that time, we'd prefer to hit an object which can represent such kind of consistance.
    However, as those sliders are all having a curve section+they are a little bit too short due to the low sv, it's shape become quite distorted and (logically) should be represent something special (like kick sounds or strong drum beats which have a obviously different intensity with the background music: that's something not "constant". In fact, such kind of sliders are usually used to represent 1/4 kick sounds or patterns that require slider leniency to FC, which are obviously not the case here). Otherwise, they will have only negative effects to the tidiness and aesthetic of the whole map.
    My suggestion: changed them into a shape that the slider head and slider end are not in touch: either slightly curved sliders or simply straight sliders work quite well.
    - (b) Unsuited overlaps. Even that is an issue quite subjective, 00:18:885 (1,2,3,4) - are still overlapped in a quite unnatural way. Take 00:19:228 (2) - , its left part is (lightly) overlapped with 00:19:570 (3) - while for its right part, both its head and end are overlapped with the head and end of 00:19:913 (4) - , plus its distorted shape, this pattern looks quite uncomfortable.
    My suggestion: for a slider, especially for a short slider, try your best to avoid partly overlap its head or end (worse: both two) with any other objects (even they are overlap with the slider itself looks not good too, like 00:22:313 (1) - )unless it's a part of a particular pattern or slider with which it overlaps has a respectively long length (so that the "tiny messy" of such kind of unsuited overlaps are no longer issues as the aesthetic is principally represent by the much more long slider). That can greatly improve the tidiness of your map.
    Here is one of my suggestions for this part, using simple shape to represent constant intensity vocal and avoid partly overlap (use some perfect overlaps though, which is extensively used and has nearly no bad influences on the aesthetic): https://imgur-archive.ppy.sh/9QYv2Z3.png

    Same issues I have found in your map:

  4. 00:24:713 (3) - and 00:25:399 (2) - . That overlap looks not good and is quite unnecessary, which I believe can be clear up by simply stack the head of 00:25:399 (2) - with 00:24:713 (3) - .
  5. 00:27:113 (1,2,3) - objects seems quite random and have been put without any consideration, make them even not a centrosymmetric pattern. Can simply apply my advice for the example, or try to make them more regular by using the rotate function of the editor.
  6. 00:29:856 (3,5,6) - (the slider 5 has a improper shape, and slider 3 and 5 has an "annoying distance" plus they are not in parallel, makes the pattern looks much more irregular. Here is my suggestion: https://imgur-archive.ppy.sh/3jW7WTa.png)
  7. 00:33:628 (7,1) - The partly overlap of 00:33:628 (7) - and 00:34:313 (1) - looks not quite good and make your map seems kinda random. How about just stack their heads together to make it looks more clean?
  8. 00:38:085 (1,2,3,4) - Those four sliders arranged in a quite random way, also made their overlap becomes a mess. Also, as you consider them as an ensemble, considering that the tune of the background music changes for all those four sliders, it would be better if you (1) either make all those four sliders in the same shape, (2) or make each of them has a different shape with others. It's not "logical" enough to put three sliders with the same shape and only one has the different shape when each of them differs with others. Here are two of my solutions (all for the choice (1) as I think it's much more simple for you): https://imgur-archive.ppy.sh/fwZlPzF.png (regular centrosymmetric pattern) or https://imgur-archive.ppy.sh/3jW7WTa.png (overlap pattern, by using the same overlap distance to keep them looks still regular and not messy).
  9. 00:40:828 (1,2,3) - ^ but it's much more like a logical issue (same or different shape) as overlap here looks regular and pattern itself is clean. So the solution here should be quite simple: just make sure that they all have the same shape or each slider has a different shape with others.
  10. 00:43:228 (1,2,3,4,5,6) - Overlap of those six objects, especially objects overlap with 00:43:570 (3) - is unsuitable and looks messy (the overlap of 3 and 5 is really not recommended as such kind of "touched blanket" makes your map looks way too crowded. Also, the slider 5 is in an improper shape. Here is one of my solutions by using simple shapes and avoid to use unsuited overlap patterns, also plusing some slider leniency tricks: https://imgur-archive.ppy.sh/xp63LZs.png
  11. 01:02:770 (1,1,1,2) - Improper slider shapes, also overlap not well with 01:03:970 (1,2,3,4) - . Also, 01:03:456 (1) - should also be a 3/4 slider as the background sounds don't stop at 01:03:628 - . Here is my solution by using the regular pattern and also some tricks of slider leniency (also canceled some NCs as I take them as an ensemble): https://imgur-archive.ppy.sh/2dHJA9j.png
  12. 01:13:742 (1,1,1,2) - ^ Because I guess that you simply copy-paste the pattern I mentioned above and rotate it here so the suggestion here is also the same with the previous point.
  13. 01:06:199 (4) - Still an improper slider shape. Just change it to the shape of 01:06:885 (7) - should be good.
  14. 01:09:970 (3,6) - Annoying tiny overlap, with improper blankets enter sliders. Here is my simple solution, also can help you to properly emphasize the sound at 01:09:970 - : https://imgur-archive.ppy.sh/cecr9sx.png
  15. 01:15:113 (5,1,1) - Those three objects (01:15:113 (5) - , 01:15:799 (1) - , 01:16:485 (1) - ) have overlapped in a quite strange way; also, those sliders just crowd together at the lower left corner of the map, makes them look not only crowd but also quite messy. Here is one of my solution, with adjustment of NCs to make sure they have been put at every two long white lines: https://imgur-archive.ppy.sh/pgmjBBf.png

    B. How to map logically

  16. This time let's take 00:21:628 (7,8,1) - . This part looks clean, but it still has a problem that even experienced mappers are frequently made.
    During the mapping process, it's better to have some kind of logic - that means, trying to let your every objects make sense, avoid just randomly putting objects and sliders with random shapes. That can make your idea of mapping much more clear, make your map become more logical and then represent the song better (as generally a song has its logic too: where should be regular, where should be special, where should use special sounds and where should change bpm for a higher/lower intensity etc... so it's important for a map to be logical too, otherwise it cannot represent the song perfectly).
    Problem here is, slider 00:21:970 (8) - has a different shape with 00:21:628 (7) - and 00:22:313 (1) - . And as the arrangement of their position is based on geometrical figure, that difference on shape of 00:21:970 (8) - should "logically" represent a sound that has an obvious difference with whose at 00:21:628 (7) - and and 00:22:313 (1) - . However, the actual situation is: as a beginning of a section, 00:22:313 (1) - has a strong beat on it's head while for 00:21:628 (7) - and 00:21:970 (8) - , they just represent vocals and have no strong beats but only respectively weak hat sounds.
    So here, if you want make a difference by using a slider with different shape, that should be "logically" applied to 00:22:313 (1) - , but not 00:21:970 (8) - , which means (graphically): https://imgur-archive.ppy.sh/g8VXovV.png

    Same issues I have found in your map:

  17. 00:25:742 (1,2,3,4,5,6,7,8,9) - You can hear that for the "hat sound" stream, 00:25:742 (1,2,3) - has the same intensity with 00:26:599 (5,6,7,8,9) - , so "logically" if you want to put streams here, they should have identical stream spacing, while for your map, first stream has a larger spacing then the second one. So I suggest you to use same spacing for those two group of streams.
  18. 00:58:656 (1,2,3,4) - The heads of all those sliders represent a strong beat. Also, you can see in the editor that the distance enter 1-2 and enter 2-3 are way more larger then the distance enter 3-4. If you want to emphasize the strong beat by using a larger distance (especially when those strong beats all have the same intensity) then "logically" it should be good to keep them in the same.
  19. 01:00:028 (6) - I think it would be better if you change this into two notes (and nc the first note for the consistency with the following patterns), just like what you have done for 01:00:028 (1,2,1,2,1,2) - as those 1-2 parts has an identical rhythm.
    Here is one of my solution which can solve those two problems above, using a simple regular pattern and also avoid the tiny uncomfortable overlap of 00:58:999 (2,4) - : https://imgur-archive.ppy.sh/DrqB7tp.png
  20. 01:10:999 (8,1,2,1,2,1,2,3) - Same with the previous one: you just need to adjust your NC setting to make sure that combo set of those objects are 1-2-1-2-1-2-1-2.
  21. 01:17:856 (1,2,3,4,1) - As this part is the last few sections of the first part, the music gets more intense and the rhythm become also more dense, so "logically" here should have some hard patterns instead of just four notes with same small distance and a simple reverse slider to represent dense drum beats. Here is my suggestion by enlarging the distance enter objects and mapping all those "stream" drum beats by notes: https://imgur-archive.ppy.sh/TyKwDDA.png

    *************************

    Besides, I still have some concerns about your maps, which are listed below: (again, those issues are not quite important, but can more or less affect the playing experience.)
  22. 00:13:742 (1,2,3) - I understand that you are aiming to follow the vocal here by using those three sliders, but if you listen the music carefully, you can notice that 00:13:999 - has a obvious drum beat. Even if you're intentional to do so, miss a beat which is respectively outstanding among those vocals can be quite a pity. So I recommend you to add a note at 00:13:999 -, just stack it with the head of 00:14:085 (2) - should be better to represent the song.
  23. 00:17:856 (3) - This slider represents a very weird rhythm. Where the vocal sing around this slider: enter 00:17:513 - 00:17:856 - / 00:18:028 - 00:18:370 - , where the background hat sound takes place: each white line and red line, that make this slider, which sustain from 00:17:856 - to 00:18:113 - , represent actually nothing particular (the vocal part only occupy 1/3 of this slider: from 00:18:028 - to 00:18:113 - and also there is a hat sound in the middle of the slider: 00:18:028 - while the end of this slider is at 00:18:113 - : they are dislocated!) and as a result, rhythm here become strange as your choice of rhythm makes no sense. My suggestion is to use a rhythm which can represent both the vocal and the regular hat sound: https://imgur-archive.ppy.sh/xEpgj9c.png (I used a reverse slider in order to differ the "vocal+hat" point ( 00:17:513 - ) and "hat-only" point ( 00:17:856 - )) Also, if you're interested in how I arrange those objects, here is one of my choice, based on geometric patterns and ensure a clean look: https://imgur-archive.ppy.sh/FUGEOxt.png
  24. 00:23:342 (5,6) - Hmm... not a wise choice of rhythm here. As from 00:24:063 - to 00:23:856 - has a very long vocal, so I guess that you want to follow the background hat sounds instead of vocal to make the rhythm much more dense and keep that consistency (by comparing with other parts at the beginning). That's a good idea, but by noticing that 00:23:685 - has a strong drum beat, so rhythm here should be chosen like: https://imgur-archive.ppy.sh/TADBNVC.png, that can represent the strong beat much more better.
  25. 00:32:942 (2,3,4,5,6) - Stream here are not properly aligned in a line. Try using the "Compose -> convert slider to stream" function to create a perfect straight stream based on a straight slider.
  26. 00:33:970 (1,1,1,1) - We use new combos only for some special cases (like sv changes, different rhythm like 1/3 or 1/6 in a 1/4 song, special sounds, regular patterns etc.) and as here those four reverse sliders are only represent for four groups of hat sounds with the same intensity + the background vocal doesn't change its intensity and tune + you haven't change those sv (which is a right choice), I think you can simply remove the last three NCs for not confusing players (player may be wrongly told that here have something special by your NC setting, which is not the actual case).
  27. 00:46:313 (1) - We discourage to simply using the slider end to represent a strong drum beat, as generally making a strong beat being not clickable would give players a weird feedback. So I suggest you to change it into two notes (if you wonder how will I put those notes: https://imgur-archive.ppy.sh/XDvZ5U8.png . I have also adjust the position of 00:46:999 (1) - for a better clockwise-feel flow)
  28. 01:04:142 (3,4) - Maybe give them a larger distance? Would be better to emphasize the strong sound at 01:04:485 - .
  29. 01:05:342 (4,1) - Flow here isn't quite natural. Generally, you can see 4 ->1 is go downward, so players are waiting for a slider with shape that "point to the bottom of the map" while yours give the cursor a upward momentum after a downward moving action (and it's that will possibly making players feel uncomfortable). My solution is simply changed the slider into a straight slider which point downward, that can create a better playing experience.
  30. 01:19:227 (1,2,3,4,5) - This star pattern looks not regular. You can use "Compose -> Create polygon circles" function to create a pentagon pattern and then change their order to simply create a regular star, which will looks much more better.

*************************

To sum up: As I have mentioned before, the quality of that map can be greatly improved by focusing on aesthetic issues and "logical" issues. Of course learning from ranked maps and videos (like pishifat's) are a good way to start mapping, but currently, mapping style is quite diverse so a new mapper may lost themselves when they try to learn something from them.
If you have such kind of questions, you can either try to map from lower difficulties (which use constant ds to raise the fault tolerance of mapping: objects can be only put at certain positions) or following my general suggestions of my "three principal questions" when you try to map something harder. That will definitely improve your mapping skill and your map's quality, help you to learn much more quickly the commonly accepted rules and basic skills for mapping, which would be the stepping stones of your road to become a mapper with his/her unique style!
If you have any questions about my mod or have difficulties in reading English, don't hesitate to contact me for further explanations!
Good luck, and have fun! :D
Topic Starter
Icicle Tokamak
Quotation Folded

Ryuusei Aika wrote:

:) Hello!
From my modding queue.

Annotation

Words in red means that is an unrankable issue (= violate the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. The romanised title of this song is wrong. As the rule in ranking criteria general said:

    Ranking Criteria General wrote:

    Songs with Japanese titles must use the Modified Hepburn method of romanisation in the Romanised Title field. As a non-unicode field, long vowels such as おう and うう should be romanised into ou and uu to avoid macrons. Refer to the Wikipedia page on hepburn romanisation for more information. Loan words should be expressed using romanisation from the original language.
    So according to this rule, the word "スペースシャトル" is a loan word and should be translated in English: "space shuttle".
    Also, as "物凄いうた" is a noun, so it's romanization should use capital letters for the first letter of each words, like "Monosugoi Uta" but not "monosugoi uta".
    So the correct romanization of this song's title: "物凄いスペースシャトルでこいしが物凄いうた" should be "Monosugoi Space Shuttle de Koishi ga Monosugoi Uta".
  2. As in the title we already have the word "こいし" and "koishi", so in order to avoid repeat enter tags and other metadata terms, you can (1) delete the word "koishi" in tags and (2) either delete "こいし" in tags or write "古明地 こいし" as "古明地こいし" in case of someone will search that name without the space, which is quite common for non-Japanese.
  3. According to the official website, the source of this song should be "東方地霊殿 ~ Subterranean Animism." instead of "東方地霊殿 ~ Subterranean Animism" as it use one SBC case space before "~" and one DBC case space after "~" so there is a weird but intentional spacing around "~".
  4. There are two unused hitsound files: soft-hitclap2.wav and soft-hitwhistle.wav. As the rule in ranking criteria general[/url] said:

    Ranking Criteria General wrote:

    There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.
    So please delete them or show me if they have been used in your mapset.
  5. There are one hitsound file with a delay >5ms: drum-hitnormal.wav. As the rule in ranking criteria general said:

    Ranking Criteria General wrote:

    Hitsounds must have an acceptable range of delay under 5ms. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.
    So please make a cut (by using Adobe Audition or some other music editing software) of this hitsound file to make sure that it has a delay <5ms.
  6. A unsnapped timing line appeared at 00:53:165 - . Even it not actually influence the map itself, it would be better to snap it to 00:53:170 - in case there will have some further changes to the map. (like, if you want to set hitsound to the note 00:53:170 (1) - , that will cause problems.)

Subconscious Addiction

  1. First of all, a general look: Ctrl+A all your objects, and you'll see they are all situated in the center of the playfield, and at the foursquare there have nearly no objects: https://imgur-archive.ppy.sh/Y5r9BKM.png.
    As the guideline in ranking criteria osu! said:

    Ranking Criteria Osu! wrote:

    Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily.
    Of course, it's not imperative to make every corner to have hit objects. But (not only unconsciously, but also consciously) gather all hit objects around the center will decrease the distance enter objects and (without certain mapping foundation) will make aesthetic problems occurs much more frequently. If you can pay attention for that from now, I believe that many aesthetic problems I mentioned below can be easily avoided.

    For your map, I think the quality of it can be greatly improved by emphasizing three main points: (A) aesthetic issues, with (i) How to create a perfect well-look regular pattern, (ii) how to avoid two major aesthetic problems that new mappers frequently made, and (B) How to map logically. So I'll first explain those three principal points, packed with an example, detailed explanation and similar issues I found in your map for each point. Also, I'll give you the solution of each problem (if it's a little bit hard or complex for me to explain, I'll put a screenshot of my solution on, which I hope can help you to better understand my ideas).
    After that, I'll point out some issues which are not quite important, but can more or less affect the playing experience. I'll give my solution to every issue I raised, too.
    So, let's begin with our three principal problems. I'll just take the part from the beginning to 01:05:342 (4,1) - as example to explain them because for all the following parts those principal issues can be resolved by following the same instructions as this song is actually kinda repeated.
    (For better reading, I'll not use bold for issues related to those three problems; just keep in mind that they should be all in bold according to my annotation.)


    A. Aestietic issues

    (i) How to create a perfect well-look regular pattern
  2. Take this one for Example: 00:16:142 (1,2,3) - . This pattern looks not quite well even if there are some rules (a centrosymmetric pattern includes three sliders). Reasons are:
    (a) The visual distance of 00:15:799 (6,1) - are quite embarrassing: they "seems are overlapped" but actually, they are not because there has a really, really small distance enter those two objects. So even there has (seriously) no overlap enter them, such arrangement of objects are also a little bit annoying;
    (b) The blanket enter those three sliders are not perfectly done, make them looks quite messy. You can easily make a blanket by using the approaching circle (take 00:16:142 (1,2) - : https://imgur-archive.ppy.sh/BuoW7PV.png), then just copy-paste 00:16:142 (1,2) - and anti-clockwise rotate the pasted pattern for 120 degree, then stack the second slider of the pasted pattern with 00:16:485 (2) - , then just delete extra sliders - a perfect centrosymmetric pattern has been created (see https://imgur-archive.ppy.sh/muKNcZM.png) and it looks quite well![/b] If you pay attention to my pattern, you can also notice that I avoided the annoying part (00:15:799 (6,1) - ) by simply put 00:16:142 (1,2,3) - far away from 00:15:799 (6) - . Give it a try by yourself!

    (ii) How to avoid two major aesthetic problems that new mappers frequently made
  3. Let's take now 00:18:885 (1,2,3,4,1) - . This pattern looks messy because of two main reasons, which I think are the most frequent aesthetic issues that I met in new mapper's maps:
    - (a) Improper slider shapes. Shapes like 00:18:885 (1,2,3,4) - (that means you can see the sliderhead and sliderend are in touch or nearly in touch) are hardly used for long time interval (longer then 1/2) and low sv. Why? because generally, when we need to use long (>1/2) sliders, that means we want to represent something continuous (at here, the three sliders represent the prolonged vocal, with a nearly constant intensity) and at that time, we'd prefer to hit an object which can represent such kind of consistance.
    However, as those sliders are all having a curve section+they are a little bit too short due to the low sv, it's shape become quite distorted and (logically) should be represent something special (like kick sounds or strong drum beats which have a obviously different intensity with the background music: that's something not "constant". In fact, such kind of sliders are usually used to represent 1/4 kick sounds or patterns that require slider leniency to FC, which are obviously not the case here). Otherwise, they will have only negative effects to the tidiness and aesthetic of the whole map.
    My suggestion: changed them into a shape that the slider head and slider end are not in touch: either slightly curved sliders or simply straight sliders work quite well.
    - (b) Unsuited overlaps. Even that is an issue quite subjective, 00:18:885 (1,2,3,4) - are still overlapped in a quite unnatural way. Take 00:19:228 (2) - , its left part is (lightly) overlapped with 00:19:570 (3) - while for its right part, both its head and end are overlapped with the head and end of 00:19:913 (4) - , plus its distorted shape, this pattern looks quite uncomfortable.
    My suggestion: for a slider, especially for a short slider, try your best to avoid partly overlap its head or end (worse: both two) with any other objects (even they are overlap with the slider itself looks not good too, like 00:22:313 (1) - )unless it's a part of a particular pattern or slider with which it overlaps has a respectively long length (so that the "tiny messy" of such kind of unsuited overlaps are no longer issues as the aesthetic is principally represent by the much more long slider). That can greatly improve the tidiness of your map.
    Here is one of my suggestions for this part, using simple shape to represent constant intensity vocal and avoid partly overlap (use some perfect overlaps though, which is extensively used and has nearly no bad influences on the aesthetic): https://imgur-archive.ppy.sh/9QYv2Z3.png

    Same issues I have found in your map:

  4. 00:24:713 (3) - and 00:25:399 (2) - . That overlap looks not good and is quite unnecessary, which I believe can be clear up by simply stack the head of 00:25:399 (2) - with 00:24:713 (3) - .
  5. 00:27:113 (1,2,3) - objects seems quite random and have been put without any consideration, make them even not a centrosymmetric pattern. Can simply apply my advice for the example, or try to make them more regular by using the rotate function of the editor.
  6. 00:29:856 (3,5,6) - (the slider 5 has a improper shape, and slider 3 and 5 has an "annoying distance" plus they are not in parallel, makes the pattern looks much more irregular. Here is my suggestion: https://imgur-archive.ppy.sh/3jW7WTa.png)
  7. 00:33:628 (7,1) - The partly overlap of 00:33:628 (7) - and 00:34:313 (1) - looks not quite good and make your map seems kinda random. How about just stack their heads together to make it looks more clean?
  8. 00:38:085 (1,2,3,4) - Those four sliders arranged in a quite random way, also made their overlap becomes a mess. Also, as you consider them as an ensemble, considering that the tune of the background music changes for all those four sliders, it would be better if you (1) either make all those four sliders in the same shape, (2) or make each of them has a different shape with others. It's not "logical" enough to put three sliders with the same shape and only one has the different shape when each of them differs with others. Here are two of my solutions (all for the choice (1) as I think it's much more simple for you): https://imgur-archive.ppy.sh/fwZlPzF.png (regular centrosymmetric pattern) or https://imgur-archive.ppy.sh/3jW7WTa.png (overlap pattern, by using the same overlap distance to keep them looks still regular and not messy).
  9. 00:40:828 (1,2,3) - ^ but it's much more like a logical issue (same or different shape) as overlap here looks regular and pattern itself is clean. So the solution here should be quite simple: just make sure that they all have the same shape or each slider has a different shape with others.
  10. 00:43:228 (1,2,3,4,5,6) - Overlap of those six objects, especially objects overlap with 00:43:570 (3) - is unsuitable and looks messy (the overlap of 3 and 5 is really not recommended as such kind of "touched blanket" makes your map looks way too crowded. Also, the slider 5 is in an improper shape. Here is one of my solutions by using simple shapes and avoid to use unsuited overlap patterns, also plusing some slider leniency tricks: https://imgur-archive.ppy.sh/xp63LZs.png
  11. 01:02:770 (1,1,1,2) - Improper slider shapes, also overlap not well with 01:03:970 (1,2,3,4) - . Also, 01:03:456 (1) - should also be a 3/4 slider as the background sounds don't stop at 01:03:628 - . Here is my solution by using the regular pattern and also some tricks of slider leniency (also canceled some NCs as I take them as an ensemble): https://imgur-archive.ppy.sh/2dHJA9j.png
  12. 01:13:742 (1,1,1,2) - ^ Because I guess that you simply copy-paste the pattern I mentioned above and rotate it here so the suggestion here is also the same with the previous point.
  13. 01:06:199 (4) - Still an improper slider shape. Just change it to the shape of 01:06:885 (7) - should be good.
  14. 01:09:970 (3,6) - Annoying tiny overlap, with improper blankets enter sliders. Here is my simple solution, also can help you to properly emphasize the sound at 01:09:970 - : https://imgur-archive.ppy.sh/cecr9sx.png
  15. 01:15:113 (5,1,1) - Those three objects (01:15:113 (5) - , 01:15:799 (1) - , 01:16:485 (1) - ) have overlapped in a quite strange way; also, those sliders just crowd together at the lower left corner of the map, makes them look not only crowd but also quite messy. Here is one of my solution, with adjustment of NCs to make sure they have been put at every two long white lines: https://imgur-archive.ppy.sh/pgmjBBf.png

    B. How to map logically

  16. This time let's take 00:21:628 (7,8,1) - . This part looks clean, but it still has a problem that even experienced mappers are frequently made.
    During the mapping process, it's better to have some kind of logic - that means, trying to let your every objects make sense, avoid just randomly putting objects and sliders with random shapes. That can make your idea of mapping much more clear, make your map become more logical and then represent the song better (as generally a song has its logic too: where should be regular, where should be special, where should use special sounds and where should change bpm for a higher/lower intensity etc... so it's important for a map to be logical too, otherwise it cannot represent the song perfectly).
    Problem here is, slider 00:21:970 (8) - has a different shape with 00:21:628 (7) - and 00:22:313 (1) - . And as the arrangement of their position is based on geometrical figure, that difference on shape of 00:21:970 (8) - should "logically" represent a sound that has an obvious difference with whose at 00:21:628 (7) - and and 00:22:313 (1) - . However, the actual situation is: as a beginning of a section, 00:22:313 (1) - has a strong beat on it's head while for 00:21:628 (7) - and 00:21:970 (8) - , they just represent vocals and have no strong beats but only respectively weak hat sounds.
    So here, if you want make a difference by using a slider with different shape, that should be "logically" applied to 00:22:313 (1) - , but not 00:21:970 (8) - , which means (graphically): https://imgur-archive.ppy.sh/g8VXovV.png

    Same issues I have found in your map:

  17. 00:25:742 (1,2,3,4,5,6,7,8,9) - You can hear that for the "hat sound" stream, 00:25:742 (1,2,3) - has the same intensity with 00:26:599 (5,6,7,8,9) - , so "logically" if you want to put streams here, they should have identical stream spacing, while for your map, first stream has a larger spacing then the second one. So I suggest you to use same spacing for those two group of streams.
  18. 00:58:656 (1,2,3,4) - The heads of all those sliders represent a strong beat. Also, you can see in the editor that the distance enter 1-2 and enter 2-3 are way more larger then the distance enter 3-4. If you want to emphasize the strong beat by using a larger distance (especially when those strong beats all have the same intensity) then "logically" it should be good to keep them in the same.
  19. 01:00:028 (6) - I think it would be better if you change this into two notes (and nc the first note for the consistency with the following patterns), just like what you have done for 01:00:028 (1,2,1,2,1,2) - as those 1-2 parts has an identical rhythm.
    Here is one of my solution which can solve those two problems above, using a simple regular pattern and also avoid the tiny uncomfortable overlap of 00:58:999 (2,4) - : https://imgur-archive.ppy.sh/DrqB7tp.png
  20. 01:10:999 (8,1,2,1,2,1,2,3) - Same with the previous one: you just need to adjust your NC setting to make sure that combo set of those objects are 1-2-1-2-1-2-1-2.
  21. 01:17:856 (1,2,3,4,1) - As this part is the last few sections of the first part, the music gets more intense and the rhythm become also more dense, so "logically" here should have some hard patterns instead of just four notes with same small distance and a simple reverse slider to represent dense drum beats. Here is my suggestion by enlarging the distance enter objects and mapping all those "stream" drum beats by notes: https://imgur-archive.ppy.sh/TyKwDDA.png

    *************************

    Besides, I still have some concerns about your maps, which are listed below: (again, those issues are not quite important, but can more or less affect the playing experience.)
  22. 00:13:742 (1,2,3) - I understand that you are aiming to follow the vocal here by using those three sliders, but if you listen the music carefully, you can notice that 00:13:999 - has a obvious drum beat. Even if you're intentional to do so, miss a beat which is respectively outstanding among those vocals can be quite a pity. So I recommend you to add a note at 00:13:999 -, just stack it with the head of 00:14:085 (2) - should be better to represent the song.
  23. 00:17:856 (3) - This slider represents a very weird rhythm. Where the vocal sing around this slider: enter 00:17:513 - 00:17:856 - / 00:18:028 - 00:18:370 - , where the background hat sound takes place: each white line and red line, that make this slider, which sustain from 00:17:856 - to 00:18:113 - , represent actually nothing particular (the vocal part only occupy 1/3 of this slider: from 00:18:028 - to 00:18:113 - and also there is a hat sound in the middle of the slider: 00:18:028 - while the end of this slider is at 00:18:113 - : they are dislocated!) and as a result, rhythm here become strange as your choice of rhythm makes no sense. My suggestion is to use a rhythm which can represent both the vocal and the regular hat sound: https://imgur-archive.ppy.sh/xEpgj9c.png (I used a reverse slider in order to differ the "vocal+hat" point ( 00:17:513 - ) and "hat-only" point ( 00:17:856 - )) Also, if you're interested in how I arrange those objects, here is one of my choice, based on geometric patterns and ensure a clean look: https://imgur-archive.ppy.sh/FUGEOxt.png
  24. 00:23:342 (5,6) - Hmm... not a wise choice of rhythm here. As from 00:24:063 - to 00:23:856 - has a very long vocal, so I guess that you want to follow the background hat sounds instead of vocal to make the rhythm much more dense and keep that consistency (by comparing with other parts at the beginning). That's a good idea, but by noticing that 00:23:685 - has a strong drum beat, so rhythm here should be chosen like: https://imgur-archive.ppy.sh/TADBNVC.png, that can represent the strong beat much more better.
  25. 00:32:942 (2,3,4,5,6) - Stream here are not properly aligned in a line. Try using the "Compose -> convert slider to stream" function to create a perfect straight stream based on a straight slider.
  26. 00:33:970 (1,1,1,1) - We use new combos only for some special cases (like sv changes, different rhythm like 1/3 or 1/6 in a 1/4 song, special sounds, regular patterns etc.) and as here those four reverse sliders are only represent for four groups of hat sounds with the same intensity + the background vocal doesn't change its intensity and tune + you haven't change those sv (which is a right choice), I think you can simply remove the last three NCs for not confusing players (player may be wrongly told that here have something special by your NC setting, which is not the actual case).
  27. 00:46:313 (1) - We discourage to simply using the slider end to represent a strong drum beat, as generally making a strong beat being not clickable would give players a weird feedback. So I suggest you to change it into two notes (if you wonder how will I put those notes: https://imgur-archive.ppy.sh/XDvZ5U8.png . I have also adjust the position of 00:46:999 (1) - for a better clockwise-feel flow)
  28. 01:04:142 (3,4) - Maybe give them a larger distance? Would be better to emphasize the strong sound at 01:04:485 - .
  29. 01:05:342 (4,1) - Flow here isn't quite natural. Generally, you can see 4 ->1 is go downward, so players are waiting for a slider with shape that "point to the bottom of the map" while yours give the cursor a upward momentum after a downward moving action (and it's that will possibly making players feel uncomfortable). My solution is simply changed the slider into a straight slider which point downward, that can create a better playing experience.
  30. 01:19:227 (1,2,3,4,5) - This star pattern looks not regular. You can use "Compose -> Create polygon circles" function to create a pentagon pattern and then change their order to simply create a regular star, which will looks much more better.

*************************

To sum up: As I have mentioned before, the quality of that map can be greatly improved by focusing on aesthetic issues and "logical" issues. Of course learning from ranked maps and videos (like pishifat's) are a good way to start mapping, but currently, mapping style is quite diverse so a new mapper may lost themselves when they try to learn something from them.
If you have such kind of questions, you can either try to map from lower difficulties (which use constant ds to raise the fault tolerance of mapping: objects can be only put at certain positions) or following my general suggestions of my "three principal questions" when you try to map something harder. That will definitely improve your mapping skill and your map's quality, help you to learn much more quickly the commonly accepted rules and basic skills for mapping, which would be the stepping stones of your road to become a mapper with his/her unique style!
If you have any questions about my mod or have difficulties in reading English, don't hesitate to contact me for further explanations!
Good luck, and have fun! :D

reply before school starts :o
I have fixed most of the issues so I just don't reply them one by one
I'll try to improve the map whenever I'm avaliable. Tough having replied you in PM, here I'd still to say thank you! Good luck to you too :D
Gravified
Hi there, from Shii's Modding Guild

Hope you'll learn something from it ;)

Subconscious Addiction
00:25:056 (1,2) - why is spacing from 4 to 1 so low? you know it's a powerful sound so you increased sv but you should increase spacing at the same time. Same goes for slider (2), move it down and left for better flow.
00:40:656 (4) - blanket? xd
00:42:113 (2) - not perfectly round-shaped triple to slider
00:46:999 (1,2) - i would extend (1) to blue tick and replace (2) with a slider + sv multipler x1.5
00:51:799 (1) - why this slider? slider tail expresses nothing? just put a single note, you're not emphasizing vocals in this section anyway.
00:56:599 (2,3,4,5,6,7,8,9) - can look better. Use a slider as reference and place note on the slider. https://puu.sh/zv84t/0093910aa2.jpg make a good-looking slider first. If spacing doesn't change, just ctrl+shift+f the slider.
01:02:085 (3,4,5,6) - isn't spacing kinda low compared to 01:00:370 (1,2,1,2,1,2) - ?
01:02:770 (1,1,1) - this kind of slider shape change is too much compared to your other sliders, also you could do some slider velocity changes here hmmm? from slow to fast to even faster, but then you have to extend the last slider to blue tick.
01:05:170 (3,4) - increase spacing, sounds are getting louder on very note 01:04:828 (1,2,3,4) -
01:05:513 (1,2,3,4,5,6) - why is this different from 01:16:485 (1,2,3,4,5) - they sound the same? last one is obiviously better when looking at emphasis.
01:06:199 (4) - yeah, these should be 2 seperate notes since they're loud
01:11:170 (1,2,1,2,1,2,3) - inconsistent pattern, why changing from this movement 01:11:342 (2,1,2) - to this movement 01:11:685 (2,1,2) - sound is the same?
01:13:742 (1,1,1) - can try the same as 01:02:770 (1,1,1) -
01:15:628 (7,1) - spacing to loud sound
01:23:342 (1,3,4,5) - overlap, pattern doesn't look organised
01:33:285 (2,2) - same
01:33:628 (3,3) - yeh same
01:35:685 (3,2) - ^
01:35:685 (3,4,5,2,3,4) - everything overlapping each other. I don't think that there's an intention to these overlapses, there may be tons of others so i'm not going to look for more i guess. You should organise your patterns better so your map look more beautiful.
01:42:713 (3,4,5) - should be a stream
01:44:942 (5,5) - minor blanket issue
01:51:113 (3,4) - spacing
01:52:142 (1,1) - too much difference in movement 01:50:770 (1,4) - choose one
02:25:056 (5,6) - ctrl+h (6), wouldn't it make more sense if it turned the same direction because of the same sound as (5)? gives better flow as well.
02:51:285 (2,3,4) - this should also be a stream?
02:53:513 (5,1,2) - spacing, your sv change becomes useless without the spacing. You have to pause to hit 02:53:856 (1,2) - :/
003:17:513 (2,4) - yeah some people stack like this, but you only use it just 1 time and other people do it constantly in the map.
03:41:170 (4) - you're starting to ignore sounds from this point on, pay attention to the blue ticks.
03:48:370 (5,1,2,3,4) - sudden slow down in movement. also missing sounds here 03:48:370 (5) - try a 1/4 slider repeater and change 03:48:713 (1) - to a slider to map the guitar sound.
04:09:970 (1,2) - you may want to focus on the vocals here so just delete (2) and move slider to 04:10:313 and end on 04:10:570 - also add new note on 04:09:970 -
05:13:742 (5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - the song is building up intensity here 05:10:999 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and suddenly your stream goes very slow

There still a lot to improve in aesthetics and organising your map. If you want to look for overlapses you can select your pattern and check the overlapped parts of the next or previous pattern, for example https://puu.sh/zv7MK/f059168f79.jpg. In this screenshot you can see that (2), (4), and (5) overlap with the selected pattern. I'm not saying that all overlapses are incorrect but there tend to be a system for it. You can try look at other maps and find out how they overlap things with their own system, these overlapses tend to repeat themselves in a map.

PM me is there's something you don't understand. Wish you best of luck!
BanchoBot
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