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Kita Shuuhei - Sekai de Ichiban Koishiteru (TV Size)

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Logic Agent


Hi, from my queue~

[General]
  1. if you're trying to rank this mapset (which I assume you are), you'll need to either make another difficulty lower than your not Hard diff, or nerf the not Hard diff to be under 2 stars
  2. the jump in the last two difficulties is very extreme, and the density in rhythm is very noticeable. I think it would be easiest to just add an entire other map to it, maybe somewhere around 4.4-4.6 stars. It would help even out the spread a whole lot
  3. speaking of the difficulties.. what's with these names? lol
[not Hard]
  1. 00:23:503 (1,2) - this is too much for a low star map with such high bpm
  2. 00:25:935 (6,1) - this is as well
  3. 00:33:881 (5,1) - I'm seeing a pattern here, I know you wanna follow the vocal and catch the drums too but the bpm is far too high to try that in a low star map. Try to tone it down by simplifying the rhythm (I know, it sucks)
  4. 00:35:503 (4,5) - this might make it past some other mods, but I think it'd be safe to simplify this as well.. again the bpm is just too high
  5. 00:43:935 (3,4,1) - ^
  6. 00:51:719 (5,6,1) - ^
  7. 01:01:124 (2,3,4,5,1) - let me just stop and say that if you disagree with every one of these changes, that's fine. but nerfing all of these would easily get you closer to the rankable spread you want
  8. 01:05:989 (2,3,4,5,1) - i am being a nazi mod aren't I
  9. 01:11:827 (3,4,5) - and 01:20:259 (1,2,3) - I kinda think might be okay cause they're at the end but just know they may be picked at by someone else
[excessively Hard]
  1. 00:01:611 (5,1) - ctrl + g these two so the big white tick can be played actively and the red tick is passive instead
  2. 00:06:638 (4,5,1) - maybe rework your placement of these so that the 1 has more emphasis? i messed around with it and couldn't come up with anything i really loved but i definitely think the 1 needs more epmhasis
  3. 00:09:232 (4,5) - these two jumps are ridiculously large compared to the last ones following the same sound, which takes away emphasis from 00:09:557 (1) -
  4. 00:12:151 (1) - x267 y338 for a sharper angle?
  5. 00:21:881 (3,4) - ctrl + g sounds better I think if you're following the lyrics
  6. 00:23:178 (3) - maybe turn this into 2 circles and make a jump pattern here?
  7. 00:25:124 (1,2) - make this bigger?
In the final diff there were a few places where I think changing the rhythm to use vocal flairs to support the drums you're mapping would be beneficial, but I'm not gonna point them all out. If you want though I'll point them out to you through ingame pm or something. Gl with your map!
Topic Starter
Yahuri

Logic Agent wrote:



Hi, from my queue~

[General]
  1. if you're trying to rank this mapset (which I assume you are), you'll need to either make another difficulty lower than your not Hard diff, or nerf the not Hard diff to be under 2 stars pretty sure i need to have a Normal diff at the bare minimum, not an Easy diff. this diff is already Normal by ranking criteria (less than 2.25)
  2. the jump in the last two difficulties is very extreme, and the density in rhythm is very noticeable. I think it would be easiest to just add an entire other map to it, maybe somewhere around 4.4-4.6 stars. It would help even out the spread a whole lot yeah, thats why im looking for GDs for that cuz i dun wanna map another diff lol
  3. speaking of the difficulties.. what's with these names? lol i assume you didnt read the description spoiler but i will rename the diffs when im closer to ranking
[not Hard]
  1. 00:23:503 (1,2) - this is too much for a low star map with such high bpm
  2. 00:25:935 (6,1) - this is as well
  3. 00:33:881 (5,1) - I'm seeing a pattern here, I know you wanna follow the vocal and catch the drums too but the bpm is far too high to try that in a low star map. Try to tone it down by simplifying the rhythm (I know, it sucks)
  4. 00:35:503 (4,5) - this might make it past some other mods, but I think it'd be safe to simplify this as well.. again the bpm is just too high
  5. 00:43:935 (3,4,1) - ^
  6. 00:51:719 (5,6,1) - ^
  7. 01:01:124 (2,3,4,5,1) - let me just stop and say that if you disagree with every one of these changes, that's fine. but nerfing all of these would easily get you closer to the rankable spread you want my problem with these mods isnt rankability, the problem is diff jump to the Hard diff. the Hard diff has plenty of 1/2 spacing, so thats why i feel like i should keep all these in.
  8. 01:05:989 (2,3,4,5,1) - i am being a nazi mod aren't I
  9. 01:11:827 (3,4,5) - and 01:20:259 (1,2,3) - I kinda think might be okay cause they're at the end but just know they may be picked at by someone else
if i really do need to eliminate the 1/2 spacing, i will definitely take a look at this mod again.

[excessively Hard]
  1. 00:01:611 (5,1) - ctrl + g these two so the big white tick can be played actively and the red tick is passive instead fixed
  2. 00:06:638 (4,5,1) - maybe rework your placement of these so that the 1 has more emphasis? i messed around with it and couldn't come up with anything i really loved but i definitely think the 1 needs more epmhasis ctrl+g'd both sliders, dunno if thats gonna work tho
  3. 00:09:232 (4,5) - these two jumps are ridiculously large compared to the last ones following the same sound, which takes away emphasis from 00:09:557 (1) - reduced DS to the clap, but still retained a jump to the cymbal crash.
  4. 00:12:151 (1) - x267 y338 for a sharper angle? made sharper angle, but slightly different coordinates for object spacing reasons
  5. 00:21:881 (3,4) - ctrl + g sounds better I think if you're following the lyrics ill try it out for now n see if it plays nicely
  6. 00:23:178 (3) - maybe turn this into 2 circles and make a jump pattern here? fixed
  7. 00:25:124 (1,2) - make this bigger? fixed
In the final diff there were a few places where I think changing the rhythm to use vocal flairs to support the drums you're mapping would be beneficial, but I'm not gonna point them all out. If you want though I'll point them out to you through ingame pm or something. Gl with your map!
Thanks!
Chihara Minori
M4M from #modreq

Normal
Normal:
  1. 00:06:313 (2) - add right angle at the tick, simply too boring
  2. 00:08:908 (2) - ^ why you keep those straight but finally notice it at 00:11:503 (2) - w
  3. 00:13:773 - insert breaktime here fs, 5/1 gap way too long if you keep it blank
  4. 00:27:719 (4,5) - another cold slider, a light down curve for (4) and light up curve for (5) imo, still catchable fs
  5. 00:44:584 (1) - due the upbeat of vocal more jolt indeed, move it about 3~4 grid up, so you wony lose the element you want to share there

Hard
Hard:
  1. 00:06:313 (2) - ligher this curve slightly, that prolly flow you looking for there
  2. 00:11:989 (1) - a slider like 00:09:881 (2) - actually fit better with the music instument
  3. 00:13:773 - same as normal, if the reasoon is not strong enough, why not considering add slider art just like you do at insane
  4. 00:22:530 - you may blank this point actually, no praticullar strong beat to follow, or even a weak one
  5. 00:29:016 (1) - i think you over used this kind of slider too often ~ not a bad thing, but if it puts on wrong timing will feel a bit awkward. a simple curve slider like (2) is more than enough tho
  6. 00:31:124 - now theres a missing beat. if you listen carefully theres a guitar vibration just like what you follow at earlier (1)
  7. 00:32:097 (2) - add light left curve
  8. 00:41:989 (1) - a curve instead, will fit softer
  9. 00:50:259 (3,5) - NC ~ (?)
  10. 01:08:421 (2) - add light up curve fs, that a straight slider a bit catchy at dt
  11. 01:17:665 (2) - maybe this not looks prety well, but it feels better, add light up curve before angle
  12. 01:19:935 (5) - add light down curve to improve flow
  13. 01:23:340 (3) - making straight pattern at end feels like "*sigh* thats it?" try something like x228 y304 indeed

Insane
Insane:
  1. 00:25:935 (4) - i would enjoy flow more if you use straight 1/2 slider with end stacked with last (4), if it was too plain add light up curve then ~
    yup, thats it

Insane+
Insane+:
  1. 00:02:259 (3) - 10/10 it supposed to be end at red tick
  2. 00:06:962 (1,2) - maybe the current looks like nice flow if you look it from (1), but if you goes back from last (1) its not that well. simply do single ctrl+g for those
  3. 00:12:962 (4) - this unconsistant jump really bothered me, stack it at start of (4) instead, and for avoid weird ds, replacing (3) to x480 y356 or so (im doing this manually so that point just by feeling //slapped)~ so (1,2) and (3,4) will have same one
  4. 00:13:448 (1) - this art need improve indeed, since i cant proprly make one so just try to listen the beat that you trying to carch carefully and move angle at the point ~
  5. 00:16:043 (1) - giving equal distace from s/e point to angle seems more acceptable http://puu.sh/qu8jy/0c601af14e.jpg . add a touch by slightly blanketing the end line
  6. 00:17:016 (4,5,1,2) - peoper ds indeed, make same for those. the current one force extrea attempt in dt
  7. 00:18:313 (5) - this ctrl+ging actually better at actuall mirror pattern "wtf this modder talking about" just ctrl+g it orz
  8. 00:20:908 (6) - stack at end of next (4), better jump to catch
  9. 00:22:854 (2) - ctrl+g as well, same reason like last one (its not actually a reason isnt it //slapped again)
  10. 00:24:800 (4) - mirroring (3), slider instead ~ please
  11. 00:35:989 (2) - this one? http://puu.sh/qu8FV/1bcdaf57c4.jpg or something like that (tbh i dont like my own suggestion //runs)
  12. 00:43:124 (1) - considering you apply sligt huge jump to (3), ctrl+g this so it would make the distace to (2) further and make more sense to jump to (3)
  13. 00:46:854 (2) - give a trap my be more fun, no, it will be fun obv. simply ctrl+g
  14. 00:49:448 (2) - etto ~ ctrl+h?
  15. 01:04:043 (1,2) - maybe it just me, because of the following pattern earlier the readable flow is by ctrl+g (apply it for each). well your choise tho
  16. 01:05:340 (1) - and same ^ simply ctrl+g
  17. 01:22:854 (1,2,1,2) - tyvm for dat screen jump for closing ~

There's my mod, good luck
waiting your mod if that help you
Topic Starter
Yahuri

Time Capsule wrote:

M4M from #modreq

Normal
Normal:
  1. 00:06:313 (2) - add right angle at the tick, simply too boring sure
  2. 00:08:908 (2) - ^ why you keep those straight but finally notice it at 00:11:503 (2) - w having bent/curved sliders isnt really a necessity, as long as it isnt like 95% straight sliders i think its fine
  3. 00:13:773 - insert breaktime here fs, 5/1 gap way too long if you keep it blank ok
  4. 00:27:719 (4,5) - another cold slider, a light down curve for (4) and light up curve for (5) imo, still catchable fs nah, keeping density of circle/straight/weird sliders relatively equal
  5. 00:44:584 (1) - due the upbeat of vocal more jolt indeed, move it about 3~4 grid up, so you wony lose the element you want to share there 1/2 spacing is good enough emphasis imo

Hard
Hard:
  1. 00:06:313 (2) - ligher this curve slightly, that prolly flow you looking for there nah
  2. 00:11:989 (1) - a slider like 00:09:881 (2) - actually fit better with the music instument maybe
  3. 00:13:773 - same as normal, if the reasoon is not strong enough, why not considering add slider art just like you do at insane maybe
  4. 00:22:530 - you may blank this point actually, no praticullar strong beat to follow, or even a weak one theres the start of some instrument thing here, as well as finish
  5. 00:29:016 (1) - i think you over used this kind of slider too often ~ not a bad thing, but if it puts on wrong timing will feel a bit awkward. a simple curve slider like (2) is more than enough tho 2 many normal sliders gets boring
  6. 00:31:124 - now theres a missing beat. if you listen carefully theres a guitar vibration just like what you follow at earlier (1) ok but where would i make a gap then
  7. 00:32:097 (2) - add light left curve nah
  8. 00:41:989 (1) - a curve instead, will fit softer nah
  9. 00:50:259 (3,5) - NC ~ (?) fixed
  10. 01:08:421 (2) - add light up curve fs, that a straight slider a bit catchy at dt fixed
  11. 01:17:665 (2) - maybe this not looks prety well, but it feels better, add light up curve before angle nah
  12. 01:19:935 (5) - add light down curve to improve flow sure
  13. 01:23:340 (3) - making straight pattern at end feels like "*sigh* thats it?" try something like x228 y304 indeed ok

Insane
Insane:
  1. 00:25:935 (4) - i would enjoy flow more if you use straight 1/2 slider with end stacked with last (4), if it was too plain add light up curve then ~ sure
    yup, thats it

Insane+
Insane+:
  1. 00:02:259 (3) - 10/10 it supposed to be end at red tick thats a circle and the one before it is also a circle
  2. 00:06:962 (1,2) - maybe the current looks like nice flow if you look it from (1), but if you goes back from last (1) its not that well. simply do single ctrl+g for those thats what it was last time but ok lol
  3. 00:12:962 (4) - this unconsistant jump really bothered me, stack it at start of (4) instead, and for avoid weird ds, replacing (3) to x480 y356 or so (im doing this manually so that point just by feeling //slapped)~ so (1,2) and (3,4) will have same one
  4. 00:13:448 (1) - this art need improve indeed, since i cant proprly make one so just try to listen the beat that you trying to carch carefully and move angle at the point ~ the red anchors are already timed perfectly
  5. 00:16:043 (1) - giving equal distace from s/e point to angle seems more acceptable http://puu.sh/qu8jy/0c601af14e.jpg . add a touch by slightly blanketing the end line first 2 red anchors mirror the slider art, so no change for those, but added the end curve.
  6. 00:17:016 (4,5,1,2) - peoper ds indeed, make same for those. the current one force extrea attempt in dt
  7. 00:18:313 (5) - this ctrl+ging actually better at actuall mirror pattern "wtf this modder talking about" just ctrl+g it orz want jump
  8. 00:20:908 (6) - stack at end of next (4), better jump to catch sure
  9. 00:22:854 (2) - ctrl+g as well, same reason like last one (its not actually a reason isnt it //slapped again) want jump
  10. 00:24:800 (4) - mirroring (3), slider instead ~ please sure
  11. 00:35:989 (2) - this one? http://puu.sh/qu8FV/1bcdaf57c4.jpg or something like that (tbh i dont like my own suggestion //runs) keeping it a little less "controlled" so it highlights the background synth thing or whatever it is
  12. 00:43:124 (1) - considering you apply sligt huge jump to (3), ctrl+g this so it would make the distace to (2) further and make more sense to jump to (3) try for now, but if i dont like it ill change it back
  13. 00:46:854 (2) - give a trap my be more fun, no, it will be fun obv. simply ctrl+g save bigger jumps for kiai
  14. 00:49:448 (2) - etto ~ ctrl+h? flow kinda awk like that imo
  15. 01:04:043 (1,2) - maybe it just me, because of the following pattern earlier the readable flow is by ctrl+g (apply it for each). well your choise tho nope, diagonal square pattern thing
  16. 01:05:340 (1) - and same ^ simply ctrl+g ill try it
  17. 01:22:854 (1,2,1,2) - tyvm for dat screen jump for closing ~ ayyy

There's my mod, good luck
waiting your mod if that help you
will finish up later, thanks
expect a mod soon~
Chihara Minori

Yahuri wrote:

Time Capsule wrote:

M4M from #modreq

Normal
Normal:
  1. 00:06:313 (2) - add right angle at the tick, simply too boring sure
  2. 00:08:908 (2) - ^ why you keep those straight but finally notice it at 00:11:503 (2) - w what? same like that ^

Insane
Insane:
  1. 00:25:935 (4) - i would enjoy flow more if you use straight 1/2 slider with end stacked with last (4), if it was too plain add light up curve then ~ i dont understand simply make it as light up curve slider
    yup, thats it

Insane+
Insane+:
  1. 00:02:259 (3) - 10/10 it supposed to be end at red tick what end the slider at red tick instead

There's my mod, good luck
waiting your mod if that help you
will finish up later, thanks
expect a mod soon~
Theres reply for your my mod that you asking back
Izzywing
500th post xd

mod from queue

[Normal]

If you're not mapping an easy, you should get this below 2 stars.

00:19:935 (4,5) - If these sliders are supposed to be the same shape, they aren't. At the moment they're very slightly different.

00:31:611 (1,2,3,4) - This pattern is too hard for players of this level to read, imo. The overlap makes it confusing.

nice diff!

[Hard]

00:04:367 (1,1) - You could probably shape 00:05:665 (1) - so that it doesn't overlap with 00:04:367 (1) -

00:15:719 (1) - ctrl+g so that it ends right next to the following slider and not on the opposite side

00:25:935 (3) - rip not symmetrical, use the grid to fix

00:36:475 (3) - ctrl+g for same reason as before

00:37:448 (2) - hm, maybe ctrl+j the shape of this one so it feels better to come into from 00:36:800 (1)

00:52:367 (1) - This shape is kinda weird to me, it would probably looks nicer if it was symmetrical.

01:02:421 (5) - ctrl+g, but then you have it move it some to not break the DS. Alternatively, just move 01:02:746 (1) - and adjust stuff

01:07:611 (5) - yeah...kim kinda curious as to why you mapped these like this, with the kicksliders ending away from the following slider.

[Insane]

00:33:557 (3,4,5) - This plays kinda weird. I suggest ctrl+G, and then moving 00:34:043 (1) - so the jump to it isn't as big after.

01:22:854 (1,2,3,4) - instead of a square, a pattern where the first 3 notes have the same spacing and 4 has a jump to it would fit the music better imo.

Sorry for not modding this diff well, but this diff is a completely diff style from mine so I don't want to impose on it :v

Good luck!
Topic Starter
Yahuri

Hobbes2 wrote:

500th post xd

mod from queue

[Normal]

If you're not mapping an easy, you should get this below 2 stars. if youd like to point out where that is in the ranking criteria, id appreciate it

00:19:935 (4,5) - If these sliders are supposed to be the same shape, they aren't. At the moment they're very slightly different. fixed i think?

00:31:611 (1,2,3,4) - This pattern is too hard for players of this level to read, imo. The overlap makes it confusing. its an overlap but the overlap happens 3 beats later, +the second slider does not extend under the first slider

nice diff! thanks!

[Hard]

00:04:367 (1,1) - You could probably shape 00:05:665 (1) - so that it doesn't overlap with 00:04:367 (1) - the sliders are far apart, it should be fine

00:15:719 (1) - ctrl+g so that it ends right next to the following slider and not on the opposite side i commonly use overlap-stacks on 1/1 spacing. in this case, its 1/1 if you just focus on the starting point, since small kicksliders dont actually require you to move your cursor at all. assuming that i apply your suggestion, then there will be no more stack and the DS will be screwy (disregarding everything but the starting point again) when hitting that note right after the kickslider.

00:25:935 (3) - rip not symmetrical, use the grid to fix i dont see what wrong with it, looks good enough to me

00:36:475 (3) - ctrl+g for same reason as before same

00:37:448 (2) - hm, maybe ctrl+j the shape of this one so it feels better to come into from 00:36:800 (1) fixed

00:52:367 (1) - This shape is kinda weird to me, it would probably looks nicer if it was symmetrical. looks fine to me

01:02:421 (5) - ctrl+g, but then you have it move it some to not break the DS. Alternatively, just move 01:02:746 (1) - and adjust stuff same

01:07:611 (5) - yeah...kim kinda curious as to why you mapped these like this, with the kicksliders ending away from the following slider. same

[Insane]

00:33:557 (3,4,5) - This plays kinda weird. I suggest ctrl+G, and then moving 00:34:043 (1) - so the jump to it isn't as big after. did something else, but flow is probably better i think

01:22:854 (1,2,3,4) - instead of a square, a pattern where the first 3 notes have the same spacing and 4 has a jump to it would fit the music better imo. if i can find something that looks nice then i will

Sorry for not modding this diff well, but this diff is a completely diff style from mine so I don't want to impose on it :v thats ok :)

Good luck!
Thanks!
Izzywing
https://osu.ppy.sh/wiki/Ranking_Criteria

The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars.
Topic Starter
Yahuri

Hobbes2 wrote:

https://osu.ppy.sh/wiki/Ranking_Criteria

The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars.
i swear every single one of my serious mapsets hang around borderline star diffs omg
thanks dude, ill try to get rid of some stuff.
h1b1k11

-from my modding queue-


Hard
00:25:611 (2,3) - I feel like these two don't fit the beat that's going on at the moment. Maybe remove 00:25:611 (2) and replace it with the slider 00:25:935 (3)
00:31:124 - Why is this empty? Add a circle

Normal
I think the AR is way too high. Change it to a 4?
01:05:827 - Add a circle

I'm so sorry if this mod didn't really help! Your map seemed fine already and I'm glad you mapped this song. Osu needs more yaoi. Fujoshis and fudanshis unite!
Topic Starter
Yahuri

imaikiseta wrote:


-from my modding queue-


Hard
00:25:611 (2,3) - I feel like these two don't fit the beat that's going on at the moment. Maybe remove 00:25:611 (2) and replace it with the slider 00:25:935 (3) no, because the music drops off 1/2 beat after 00:25:611, which means the second half of the slider would be unnecessary. also theres 3 musical hits present where the slider current is, and the shape puts emphasis on the weird synth thing.
00:31:124 - Why is this empty? Add a circle added circle here, but added break here 00:29:989

Normal
I think the AR is way too high. Change it to a 4? 4 is too much of a jump from the Hard diff, but I changed it to 5.
01:05:827 - Add a circle getting rid of a few 1/2 patterns to reduce difficulty

I'm so sorry if this mod didn't really help! Your map seemed fine already and I'm glad you mapped this song. Osu needs more yaoi. Fujoshis and fudanshis unite! eheheheheh
Thanks~~
Weriko
JSJSJSJ

Mod from queue....or something near that



Hatsukoi
00:23:340 (4,2) - stack?

00:25:611 (4,5) - I have traumas with this kind of spacing


Insane
00:04:367 (1,2,3,4) - this felt undermapped

00:23:503 (3,3) - stack?

Hard
00:10:530 (4,5,1,2) - this kind of stuff can be confusing for this ar and diff


SORRY... ... your map seems perfect now :P :P :P :P P
Topic Starter
Yahuri

Weriko wrote:

JSJSJSJ

Mod from queue....or something near that



Hatsukoi
00:23:340 (4,2) - stack? these are far away enough to not look bad, +stacking would mess up spacing in a bunch of places

00:25:611 (4,5) - I have traumas with this kind of spacing that doesnt help me :o


Insane
00:04:367 (1,2,3,4) - this felt undermapped fixed

00:23:503 (3,3) - stack? time spacing is pretty far

Hard
00:10:530 (4,5,1,2) - this kind of stuff can be confusing for this ar and diff fixed


SORRY... ... your map seems perfect now :P :P :P :P P XD
Thanks~
beaw
Uh.. hey...

[Normal]

00:35:178 (3,4,5) - 3 to 4 looks funky ._. scoot 4 and 5 out or straighten 4's curve.

That's really it ;/. To be completely honest though, some of your syncopated rhythms seem a bit advanced. I don't know much about Normals though...

[Hard]

00:02:746 (3) - Nice.. slider..?

00:10:530 (4,1) - Why not line these two up in a straight line?

00:25:124 (1,2) - Same here ^.

00:47:665 (2,3) - 2's angle kind of messes with the flow of 3's. Tile 2's end up a little bit so it flows better with 3.

00:57:557 (1,2) - Why not straight line again? ;w;.

Sorry my mod is complete shit... I can't find too many important things to fix...

[Insane]

00:01:124 (3,4) - This looks weird. Maybe move 4 over to the right or change its curve to looks better with 3.

00:01:773 (1,2) - You could point 1 up at 2 if you want. It would play a tiny bit better.

00:25:935 (4,5,6,1) - Maybe move 5 and 6 to where they start in a position lower than 1. I say this because 4 is pointing down, and it would make sense to make it flow back up.

[HATSUKOI!?!]

00:01:124 (3) - I think you should point this at 4.

00:03:070 (1) - End this on the red tick. It sounds and plays much better, and gives time to move to the repeating sliders.

00:08:908 (3) - I think you should turn this slider around and have the slider start on the right side.

00:37:935 (1) - Maybe you could try rotating 1 up, so when you go to it after hitting 5, you can keep going in the same direction.

00:38:746 (5) - Same idea as above.

00:40:530 (1) - Same idea as above. And so on and so forth...

I quite like this map... I apologize for my small mod... I honestly didn't find much about it that could really use some fixing...
Topic Starter
Yahuri

Stingy wrote:

Uh.. hey...

[Normal]

00:35:178 (3,4,5) - 3 to 4 looks funky ._. scoot 4 and 5 out or straighten 4's curve. did some adjusting, hopefully its better now

That's really it ;/. To be completely honest though, some of your syncopated rhythms seem a bit advanced. I don't know much about Normals though... cant do much about syncopation if i need it lol

[Hard]

00:02:746 (3) - Nice.. slider..? yes

00:10:530 (4,1) - Why not line these two up in a straight line? 1 curves right a little bit, might look awk if i put it right under.

00:25:124 (1,2) - Same here ^. having straight flow isnt really necessary here, especially cuz 00:25:611 (2) is a strong note, so an angle change is ok

00:47:665 (2,3) - 2's angle kind of messes with the flow of 3's. Tile 2's end up a little bit so it flows better with 3. fixed, tho it was more vertical before so that it would work with both 1 and 3 better

00:57:557 (1,2) - Why not straight line again? ;w;. fixed

Sorry my mod is complete shit... I can't find too many important things to fix... or im just 2 gud :D

[Insane]

00:01:124 (3,4) - This looks weird. Maybe move 4 over to the right or change its curve to looks better with 3. fixed

00:01:773 (1,2) - You could point 1 up at 2 if you want. It would play a tiny bit better. not necessary imo

00:25:935 (4,5,6,1) - Maybe move 5 and 6 to where they start in a position lower than 1. I say this because 4 is pointing down, and it would make sense to make it flow back up. fixed

[HATSUKOI!?!]

00:01:124 (3) - I think you should point this at 4. not necessary

00:03:070 (1) - End this on the red tick. It sounds and plays much better, and gives time to move to the repeating sliders. fixed, but might be kinda weird since 00:04:367 (2,3) have the same DS

00:08:908 (3) - I think you should turn this slider around and have the slider start on the right side. ok

00:37:935 (1) - Maybe you could try rotating 1 up, so when you go to it after hitting 5, you can keep going in the same direction. not necessary, also want to keep all straight sliders in this section vertical/horizontal (small style change)

00:38:746 (5) - Same idea as above. ^

00:40:530 (1) - Same idea as above. And so on and so forth... ^

I quite like this map... I apologize for my small mod... I honestly didn't find much about it that could really use some fixing...
Thanks! :D
-NanoRIPE-
hi m4m from your q
sometimes i like yaoi song xd

[Metadata]
Romanised Artist : Shuuhei Kita (i think the artist should be like this imo)
Tags : Maybe add "Lantis" because they are the label of that music

source : http://myanimelist.net/anime/9926/Sekaiichi_Hatsukoi and https://en.wikipedia.org/wiki/Sekai-ichi_Hatsukoi

[General]
  1. Maybe convert the Background to JPG? (to reduce the size)
  2. Too many hitsounds D: (i think its not safe for ranked because they will increase the size) but try to ask BN about this
  3. i dont get it,why this hitsound looks like a finish? "normal-hitwhistle" its really confuses me xd
[Normal]
00:02:746 (4) - move to (216,120) to make sure avoid overlap with 00:00:476 (1)
00:24:800 (6) - nc here? (to reduce the nc)
00:29:016 (4) - move to (432,208) for better flow imo
00:35:503 (4) - nc here (emphatize to vocal)
00:50:259 (1) - remove this nc (i think its not safe in normal diff imo)
00:51:232 (2) - ^
00:53:665 (3) - maybe make the slider same as slider (2)?
01:07:286 (4) - move to (304,336) idk but if you move it down it looks great for flow
01:20:908 (3) - move to (224,64)

[Hard]
00:08:097 (3) - i think the slider should start here because it looks great if you emphatize to cymbal again same as 00:06:800 (3) (actually i'm little bit confuse about this pattern)
00:10:854 (1) - i would say this same as above but because the guitar sound looks strong here so keep it
00:17:178 (1) - it would be great if you move this slider little bit down
00:29:989 - why you make blank here? its really awkward imo.maybe make the pattern same as 00:28:043 (2,3) to emphatize vocal?
00:44:259 (3) - make here clickable? (because the word "datte" looks strong here)
01:13:124 (1) - unnecessary nc

[Insane]
00:02:746 (5) - hmm i think this should be 1/2 beat here ~ so maybe delete this and add 1/2 slider then a circle instead?
00:05:016 (3,4) - this pattern too edgy imo (maybe make the pattern like this?) http://prnt.sc/c8tcnx
00:32:584 (4) - it would be good pattern if you ctrl j here

Nice diff ~

[Hatsukoi]
00:18:313 (5) - can you ctrl g this slider? so it makes a cool pattern here
00:28:692 (5) - it would be great if you make the position parallel with slider (4)
00:49:448 (2) - ctrl h please :>
01:00:151 (1) - can you make this slider more cute? maybe something like this 01:02:746 (1)
01:23:178 (1) - why nc here since you dont add nc on Insane diff

ok thats it from (sorry if my english is bad)
GL ~
i like your style
Topic Starter
Yahuri

-NanoRIPE- wrote:

hi m4m from your q
sometimes i like yaoi song xd :P

[Metadata]
Romanised Artist : Shuuhei Kita (i think the artist should be like this imo) idk ive seen it multiple ways on ranked maps so ill ask a BN or something Dx
Tags : Maybe add "Lantis" because they are the label of that music ok

source : http://myanimelist.net/anime/9926/Sekaiichi_Hatsukoi and https://en.wikipedia.org/wiki/Sekai-ichi_Hatsukoi

[General]
  1. Maybe convert the Background to JPG? (to reduce the size) ok
  2. Too many hitsounds D: (i think its not safe for ranked because they will increase the size) but try to ask BN about this if keysounded maps can get ranked then so can mine
  3. i dont get it,why this hitsound looks like a finish? "normal-hitwhistle" its really confuses me xd for convenience XD the current finish doesnt really fit the whistle sound either
[Normal]
00:02:746 (4) - move to (216,120) to make sure avoid overlap with 00:00:476 (1) those objects are really far away on the timeline
00:24:800 (6) - nc here? (to reduce the nc) no, but added NC here 00:23:665 (1) (cuz i messed up lol)
00:29:016 (4) - move to (432,208) for better flow imo moved, but not exact coordinates
00:35:503 (4) - nc here (emphatize to vocal) i think its better if i just keep it consistent here
00:50:259 (1) - remove this nc (i think its not safe in normal diff imo) matches the rest of diffs
00:51:232 (2) - ^ ^
00:53:665 (3) - maybe make the slider same as slider (2)? 3 same sliders in a row is kinda bland imo
01:07:286 (4) - move to (304,336) idk but if you move it down it looks great for flow changed to downwards arc
01:20:908 (3) - move to (224,64) why?

[Hard]
00:08:097 (3) - i think the slider should start here because it looks great if you emphatize to cymbal again same as 00:06:800 (3) (actually i'm little bit confuse about this pattern) i might have to do some reworking with the patterns cuz i didnt actually pay attention to cymbals until later lol
00:10:854 (1) - i would say this same as above but because the guitar sound looks strong here so keep it ^
00:17:178 (1) - it would be great if you move this slider little bit down ok
00:29:989 - why you make blank here? its really awkward imo.maybe make the pattern same as 00:28:043 (2,3) to emphatize vocal? blank here so i can get breaks to bridge diff gap between Hard and Normal. but if you can find somewhere nearby where i could put in a more fitting break, that would be cool
00:44:259 (3) - make here clickable? (because the word "datte" looks strong here) i think its better to leave how it is for better emphasis on 00:44:584 (1)
01:13:124 (1) - unnecessary nc this is start of new measure

[Insane]
00:02:746 (5) - hmm i think this should be 1/2 beat here ~ so maybe delete this and add 1/2 slider then a circle instead? made this diff before realizing there were small cymbal crashes ehehe yeah ill fix that
00:05:016 (3,4) - this pattern too edgy imo (maybe make the pattern like this?) http://prnt.sc/c8tcnx fixed
00:32:584 (4) - it would be good pattern if you ctrl j here i think its better to leave as is, i have enough clutter in the next combo already Dx

Nice diff ~ Thanks~

[Hatsukoi]
00:18:313 (5) - can you ctrl g this slider? so it makes a cool pattern here want to keep jump
00:28:692 (5) - it would be great if you make the position parallel with slider (4) sure
00:49:448 (2) - ctrl h please :> need flow for 00:49:448 (2,1)
01:00:151 (1) - can you make this slider more cute? maybe something like this 01:02:746 (1) its cute enough Dx
01:23:178 (1) - why nc here since you dont add nc on Insane diff helps with the jump pattern i think, but Insane only has a square so it doesnt need NC

ok thats it from (sorry if my english is bad)
GL ~
i like your style hehe <3
Thanks :3
Seijiro
from offline #modreqs

General


  • Fix preview timing on Hatsukoi diff (and also all the snaps)

    sekaiichihatsukoibg.png is unused in the beatmap folder. Remove it

________________



Hatsukoi!


  • - Aesthetics -


    00:03:066 (1,2,3) - spacing here is misleading, since both 1/2 and 1/4 snaps have the same visual distance on the playfield. A NC on 00:04:367 (2) - would help

    00:13:448 (1) - well... it's not a real problem, but when such big sliders appear try to give them a bit more of meaning to have <that> exact shape. As it is now it's pretty out of the context of the map imo

    00:16:043 (1,2) - this looks like a missed blanket, but it's not a big deal

    00:24:151 (2,3,4) - little thing, but why is 2 the only sharp-curved slider here?

    00:35:989 (2) - again, shape is a bit random
    01:10:530 (1) - I'd say same ^, but maybe it's just me not recognizing some logic in your shapes, idk

    00:40:043 (3,4,5) - why did you use more bland angles for this triangle here? Check 00:37:286 (2,3,4) - and 00:38:259 (2,3,4) -

    01:05:012 (5) - what about curving this slider a little to make it more "soft". The sharp angle is a bit too sharp compared to the pattern and the whole beatmap imo. Example

    01:12:313 (2,3,4,5,1,2,3,4,5,6,1) - seeing how the song plays, this is probably fine, but keep in mind that both NCs and curve changes must fall on a strong beat (usually a white tick on the timeline, not on a red one)

    - Patterning -


    00:08:093 (6,1) - compare this one with 00:06:796 (5,1) - . They are the same identical rhythm in the music, yet you use different spacings and patterns overall. Since I saw 00:01:611 (5,1) - I thought that this sort of pattern was somewhat the main pattern of the song, therefore I was expecting it to always appear on that sort of rhythm in the song. This is proved wrong later on, since you switch to larger spacing.
    Either way, just make sure that same rhythms use same distances/patterns, otherwise it feels unpolished

    00:18:313 (5) - for a moment I thought you were going to follow vocals better, but this slider is not following that at all. For example you DO follow vocals on parts like 00:21:881 (3,4) - , even if spacing is a bit strange. Here's just a plain suggestion, but it can be anything that uses circles and not sliders there

    00:28:692 (5) - this is the same ^ for consistency. Just to be clear: the problem is not the fact you skipped the vocal, but rather the direction you have to move the cursor after 00:28:692 (5) - . The main problem is that there is a particularly strong beat at 00:28:850 - , and by using a plain angle towards the next object you totally skip it and make it go to waste. In the pattern above this problem was less noticeable since you had a somewhat sharp turn, but it is not the case for this one

    00:21:881 (3,4) - on a similar note to the screen used above, I'd stack the slider under the circle here, since the huge spacing and the angle of {slider body + jump direction} is kinda weak. Basically this

    00:26:908 (2,3) - from here on you return to your initial pattern where the big jump happened on the red tick, before the slider. That's also why it felt strange in the part I pointed out above to have such larger spacing ^

    00:40:043 (3,4,5) - this one feels far weaker than 00:38:259 (2,3,4) - for example. The problem is again the angle you use towards the next objects. For example try 00:40:043 (3,5) - a Ctrl + G on these ones

    00:43:611 (3,4,5) - once again I had the impression you were going to follow more vocals in this part, but these objects just... "go with the flow", without any particular reason to be like that (for instance ou could have placed them totally different, but the emphasis would have been the same)

    00:45:394 (2,3,4) - try to make a better triangle out of these (or even better, try to make a triangle with 00:45:557 (3,4,1) - ), otherwise it feels strange you wanted to change the back'n'forth flow at 00:45:719 (4) - just because. Make sure your patterns have a meaning when you can. Example of what I mean

    00:46:530 (1,2) - vocals are telling me "please increase spacing between these". Listen to how vocals keep a high and strong pitch in the song. Example

    00:49:124 (1,2) - make sure this pattern is consistent with the above one ^ if you change something

    00:53:665 (1,2,3,4,5,6,7) - I find hard to believe there's a build-up of any sort in the music at this point tho. If I were to find where the real emphasis goes, I'd say at 00:54:151 (4) - and at 00:54:634 - . All the other beats are pretty much the same intensity, or at least not in a build-up fashion

    01:01:935 (3,4) - weak jump here. What about 2 stacked circles at around x31 y359?

    01:20:989 (1) - what is this spinner following btw? I can't hear any long sound for it. I'd say you should map it instead, since as it is it makes not much sense to me.

    01:23:178 (1) - NC not really needed imo, since the whole last pattern is a giant square

    - Hitsounds -


    I don't really have much to say regarding hitsounds overall I guess, just make sure to use finishers as Finish hitsound and kick sounds as Whistle hitsound.
    You literally used them the opposite way, which might create confusion if someone wants to mod them properly
Overall the map is... fine. It shows a decent knowledge on how to use the editor but when it comes to choose the right pattern for the right rhythm or just meaning of patterns in general, I see there's still plenty of room for improvement. Try to work more on your structure, not only on each pattern, but the whole map too.
Also, make sure to snap your objects: you probably changed timing or offset and all your objects are unsnapped (press Ctrl Shift A and you'll see what I mean)

________________



Insane


  • 00:06:309 (3,4) - this jump is a bit weak, since the strong beat is at 00:06:309 - , yet the slider starts later, which can create confusion

    00:26:174 - imo you can add a note here and make a longer stream, since the song allows it

    00:51:553 (3) - nazi stuff: little DS error

    01:20:985 (1) - I'd say same thing I pointed out for the above diff
This diff is a lot cleaner than the other one, which makes me wonder: did you try to make a random spacing map as most of nowadays mappers with the other diff? Because really, you shouldn't try to copy them.

________________



Hard


  • 00:02:742 (3) - this slider can be improved: the curves are a bit unclean. Reference

    00:09:877 (2) - same ^
    00:25:931 (3) - same
    00:35:499 (1) - same
    00:58:688 (1) - same
    01:12:309 (2) - you even made one correctly LOL

    00:14:823 - is the break effect intended?

    00:29:499 (2,3) - imo you could remove the circle and add a repeat on the slider instead

    00:58:039 (2) - you should use a 1/1 slider here, since there is a really long vocal. Moreover, the rhythm with 00:58:363 (3) - is kinda hard to play since it follows nothing important in the song. How it should be imo

    01:21:066 (1) - same as for the other diffs

________________



Normal


  • 00:14:499 - break effect intended?

    01:21:228 (1) - heh... not really suitable, but I guess it's not a big deal if you leave it on this diff. (you should still map it imo tho)
Decrease AR and OD by 1 on this diff please. It's too hard.

________________



The highest diff really needs more polishing. The rest is good.
Topic Starter
Yahuri

MrSergio wrote:

from offline #modreqs

General


  • Fix preview timing on Hatsukoi diff (and also all the snaps) nice catch

    sekaiichihatsukoibg.png is unused in the beatmap folder. Remove it how is this unused? this is the map background?

________________



Hatsukoi!


  • - Aesthetics -


    00:03:066 (1,2,3) - spacing here is misleading, since both 1/2 and 1/4 snaps have the same visual distance on the playfield. A NC on 00:04:367 (2) - would help that long slider used to extend to the blue tick :P added NC

    00:13:448 (1) - well... it's not a real problem, but when such big sliders appear try to give them a bit more of meaning to have <that> exact shape. As it is now it's pretty out of the context of the map imo currently, all the red anchors are following the guitar. if i can find something more "meaningful" for the map, ill change it

    00:16:043 (1,2) - this looks like a missed blanket, but it's not a big deal did some tweaking

    00:24:151 (2,3,4) - little thing, but why is 2 the only sharp-curved slider here? tbh idk either, changed to curve slider

    00:35:989 (2) - again, shape is a bit random i wanted to highlight the wacky trumpet synth thing. I changed up 00:35:499 (1) for this.
    01:10:530 (1) - I'd say same ^, but maybe it's just me not recognizing some logic in your shapes, idk well my intentions werent clear enough for this (the flow was pretty weird there though, tbh)-- changed all 1/1 sliders so that every one of them is unique in the kiai (Hatsukoi = first love = weird?/fluffy?/not knowing what to expect?). exceptions would be the "cat ear" sliders cuz they somewhat resemble heart pieces (imo) and i thought it would tie in the beginning/ending nicely

    00:40:043 (3,4,5) - why did you use more bland angles for this triangle here? Check 00:37:286 (2,3,4) - and 00:38:259 (2,3,4) - fixed to reference angles

    01:05:012 (5) - what about curving this slider a little to make it more "soft". The sharp angle is a bit too sharp compared to the pattern and the whole beatmap imo. Example yea, youre right, fixed

    01:12:313 (2,3,4,5,1,2,3,4,5,6,1) - seeing how the song plays, this is probably fine, but keep in mind that both NCs and curve changes must fall on a strong beat (usually a white tick on the timeline, not on a red one) ehh, i feel like 01:12:634 (1) is a stronger note than 01:12:796 (3). if this comes up again ill change it. 01:13:120 (1) - still NC cuz very strong

    - Patterning -


    00:08:093 (6,1) - compare this one with 00:06:796 (5,1) - . They are the same identical rhythm in the music, yet you use different spacings and patterns overall. Since I saw 00:01:611 (5,1) - I thought that this sort of pattern was somewhat the main pattern of the song, therefore I was expecting it to always appear on that sort of rhythm in the song. This is proved wrong later on, since you switch to larger spacing.
    Either way, just make sure that same rhythms use same distances/patterns, otherwise it feels unpolished 00:06:796 (5) - 00:06:796 (5) - 00:09:390 (5) - all have the same pitch, thats what i was following. moved some stuff around (DS) to reflect that. still gonna check up on patterns tho

    00:18:313 (5) - for a moment I thought you were going to follow vocals better, but this slider is not following that at all. For example you DO follow vocals on parts like 00:21:881 (3,4) - , even if spacing is a bit strange. Here's just a plain suggestion, but it can be anything that uses circles and not sliders there i dont think 00:18:313 (5) needs as much emphasis as the next slider. changed some stuff anyways tho

    00:28:692 (5) - this is the same ^ for consistency. Just to be clear: the problem is not the fact you skipped the vocal, but rather the direction you have to move the cursor after 00:28:692 (5) - . The main problem is that there is a particularly strong beat at 00:28:850 - , and by using a plain angle towards the next object you totally skip it and make it go to waste. In the pattern above this problem was less noticeable since you had a somewhat sharp turn, but it is not the case for this one made angle change sharper

    00:21:881 (3,4) - on a similar note to the screen used above, I'd stack the slider under the circle here, since the huge spacing and the angle of {slider body + jump direction} is kinda weak. Basically this ehh i dont want any 1/2 spaced stacks for this diff

    00:26:908 (2,3) - from here on you return to your initial pattern where the big jump happened on the red tick, before the slider. That's also why it felt strange in the part I pointed out above to have such larger spacing ^ true, though 00:22:039 - has a fairly strong vocal there. changed to normal 1.2x DS tho

    00:40:043 (3,4,5) - this one feels far weaker than 00:38:259 (2,3,4) - for example. The problem is again the angle you use towards the next objects. For example try 00:40:043 (3,5) - a Ctrl + G on these ones ....fixed before i read this XD

    00:43:611 (3,4,5) - once again I had the impression you were going to follow more vocals in this part, but these objects just... "go with the flow", without any particular reason to be like that (for instance ou could have placed them totally different, but the emphasis would have been the same) changed slider shapes, SV, and volume

    00:45:394 (2,3,4) - try to make a better triangle out of these (or even better, try to make a triangle with 00:45:557 (3,4,1) - ), otherwise it feels strange you wanted to change the back'n'forth flow at 00:45:719 (4) - just because. Make sure your patterns have a meaning when you can. Example of what I mean this part is mostly based on aesthetics only, but ill fix this sometime

    00:46:530 (1,2) - vocals are telling me "please increase spacing between these". Listen to how vocals keep a high and strong pitch in the song. Example sure

    00:49:124 (1,2) - make sure this pattern is consistent with the above one ^ if you change something these arent really the same though, the other one has vocals and this one doesnt

    00:53:665 (1,2,3,4,5,6,7) - I find hard to believe there's a build-up of any sort in the music at this point tho. If I were to find where the real emphasis goes, I'd say at 00:54:151 (4) - and at 00:54:634 - . All the other beats are pretty much the same intensity, or at least not in a build-up fashion put emphasis on lyrics and 00:54:309 (5,6)

    01:01:935 (3,4) - weak jump here. What about 2 stacked circles at around x31 y359? no 1/2 stacks for this diff

    01:20:989 (1) - what is this spinner following btw? I can't hear any long sound for it. I'd say you should map it instead, since as it is it makes not much sense to me. fixed

    01:23:178 (1) - NC not really needed imo, since the whole last pattern is a giant square fixed

    - Hitsounds -


    I don't really have much to say regarding hitsounds overall I guess, just make sure to use finishers as Finish hitsound and kick sounds as Whistle hitsound.
    You literally used them the opposite way, which might create confusion if someone wants to mod them properly will do
Overall the map is... fine. It shows a decent knowledge on how to use the editor but when it comes to choose the right pattern for the right rhythm or just meaning of patterns in general, I see there's still plenty of room for improvement. Try to work more on your structure, not only on each pattern, but the whole map too. alright
Also, make sure to snap your objects: you probably changed timing or offset and all your objects are unsnapped (press Ctrl Shift A and you'll see what I mean) yup fixed

________________



Insane


  • 00:06:309 (3,4) - this jump is a bit weak, since the strong beat is at 00:06:309 - , yet the slider starts later, which can create confusion wait what? theres no jump here

    00:26:174 - imo you can add a note here and make a longer stream, since the song allows it guess i missed that earlier woops

    00:51:553 (3) - nazi stuff: little DS error fixed

    01:20:985 (1) - I'd say same thing I pointed out for the above diff fixed
This diff is a lot cleaner than the other one, which makes me wonder: did you try to make a random spacing map as most of nowadays mappers with the other diff? Because really, you shouldn't try to copy them. nope, its just 5* diffs are hard to make :C i thought this would be a good song for ~5*, so i made one (gotta practice on something yknow). this diff was a lot easier to make cuz finding the jump spots was very simple: pretty much cymbal crashes only (and a other few spots with strong instruments), whereas the other one has both instruments AND lyrics which obviously did not end well XD

________________



Hard


  • 00:02:742 (3) - this slider can be improved: the curves are a bit unclean. Reference fixed now they look like that cuz straight line of anchor points look nice XD

    00:09:877 (2) - same ^ fixed
    00:25:931 (3) - same fixed
    00:35:499 (1) - same fixed
    00:58:688 (1) - same fixed
    01:12:309 (2) - you even made one correctly LOL fix never

    00:14:823 - is the break effect intended? yup

    00:29:499 (2,3) - imo you could remove the circle and add a repeat on the slider instead (tfw you had that pattern earlier) well the problem is if i map that, the player has no breaks for an entire section 00:25:931 - 00:37:120 and i wanted to have more breaks to connect this diff closer to Normal. ill consider it fixed

    00:58:039 (2) - you should use a 1/1 slider here, since there is a really long vocal. Moreover, the rhythm with 00:58:363 (3) - is kinda hard to play since it follows nothing important in the song. How it should be imo good point. but same thing with the last suggestion. ill see how i think about this tomorrow :P fixed

    01:21:066 (1) - same as for the other diffs fixed

________________



Normal


  • 00:14:499 - break effect intended? yup

    01:21:228 (1) - heh... not really suitable, but I guess it's not a big deal if you leave it on this diff. (you should still map it imo tho) fixed
Decrease AR and OD by 1 on this diff please. It's too hard. fixed

________________



The highest diff really needs more polishing. The rest is good.
Thank you very much C:
i'll review the rest of HATSUKOI?! mod later, cuz its way too late for me to think properly :P
Seijiro
I can't check atm, but considering the previous mod I can tell you probably forgot to remove the old background wth the .png extension (your current background is probably .jpg, that's why Modding Assistant pointed that out)
Weriko
https://puu.sh/rFQ7c/680ec01d6e.gif


here is your bubble, <3














------------------------
.
I need to become a bn :c.... ill do it AAAA
Topic Starter
Yahuri

Weriko wrote:

https://puu.sh/rFQ7c/680ec01d6e.gif


here is your bubble, <3














------------------------
.
I need to become a bn :c.... ill do it AAAA
wow thank
no loli
Topic Starter
Yahuri
ailv
23:27 ailv: so most of the map is fine
23:27 ailv: not a big fan of
23:27 Yahuri: flow issues?
23:27 ailv: 00:18:309 (5,2) - fixed
23:27 ailv: ther overlap here
23:28 ailv: could prolly fix that
23:28 Yahuri: ah yea
23:28 Yahuri: temporary solution until i can find out how to get rid of it XD
23:28 ailv: 00:25:931 (5) - nc this considering
23:28 Yahuri: doesnt match NC pattern tho
23:29 ailv: 00:34:526 (2,3,4,5,6,7) - not really a fan of this here changed to back n forth
23:29 ailv: well it's weird to have
23:29 ailv: 00:26:093 (6) - this be the same combo imgo
23:29 ailv: theres a pause there that divides it imo
23:30 Yahuri: true
23:30 ailv: 00:41:985 (1,2,3,4,5) - this is a bit visually unappealing imo changed to same pattern as others
23:30 ailv: might wanna change the 3-4-5
23:30 ailv: 00:43:120 (1) - ctrl-g
23:30 Yahuri: change to triangle?
23:31 ailv: 00:58:039 (2,3,4,5,6,1,2,3,4,5,6,7,8) - this jump part is a bit changed up pattern, still hexagons tho
23:31 ailv: uh
23:31 Yahuri: lol
23:31 ailv: difficult to read, the spacing doesn't really emphasize anything
23:31 ailv: and its also ugly
23:32 ailv: there seems to be too many circles there
23:32 ailv: you don't seem to be mapping the same sounds with sliders and stuff as before
23:32 ailv: breaking consistency imo
23:32 Yahuri: well theres lyrics on every offbeat
23:32 ailv: uh
23:32 Yahuri: i didnt want to put sliders on offbeats
23:33 ailv: whats wrong with that?
23:33 ailv: and it's fine to map vocals to slider ends
23:33 ailv: you even do it yourself here
23:33 ailv: 00:57:553 (1) -
23:33 Yahuri: i meant
23:34 Yahuri: hitsounds on slider ends and no hitsounds on slider heads
23:34 ailv: uh
23:34 ailv: that's not really an issue normally
23:34 ailv: it's fine if you keep it this way
23:34 ailv: just consider it maybe
23:34 Yahuri: ok
23:35 ailv: just clean up the jump section though
23:35 Yahuri: ok
23:35 ailv: 00:59:174 (3) - this has the drum behind it vocals continue here, but do not start here
23:35 ailv: and a vocal
23:35 ailv: so you should emphasize it with spacing
23:35 ailv: but the jump is miniscule
23:35 ailv: this is during the kiai
23:36 ailv: with the greatest intensity
23:36 ailv: but it has a smaller spacing than say
23:36 ailv: 00:17:336 (1,2,3,4) -
23:36 ailv: or other places in the song
23:36 ailv: otherwise
23:36 ailv: it looks good
23:36 ailv: glgl
23:36 Yahuri: ok
23:36 Yahuri: thanks~
23:37 Yahuri: post 4 kds if you want
23:37 ailv: nah dw about it
23:37 Yahuri: lol ok
Shiranai
Hello~
Sugestion,

General
  1. Unrankable issue, you can't have silenced both sildertick and sliderslide at same time, very noticeable on this part 00:13:444 (1) - on highest diff
  2. Unrankable issue, the set missing slider border, since you have skin in this set
Hatsukoi
  1. There's unsanapped objects, check aimod
  2. 00:25:931 (5) - Could be add nc to indicate better the big jump and anti jump here 00:25:444 (3,4,5) -
  3. 00:44:580 (1,2,3,4,1,2,3,4,1,2,3,4) - Looks like unorganized a bit imo, maybe you could move 00:46:201 (3) - to x:257 y:196 and 00:46:363 (4) - to x:199 y:48 so it'll looks like this http://puu.sh/s1jtn/f084aa53be.jpg? a bit clean up won't hurt your pattern there
  4. 00:51:228 (1,2) - Should be have larger spacing for same emphasis you did on previous pattern 00:49:769 (1,2,1,2,1,2) - . Maybe you want to move 00:51:228 (1) - to x: 443 y:257 http://puu.sh/s1jI3/537d561b2c.jpg?
Insane
  1. 00:05:012 (1) - Nc for anti jump?
  2. 00:25:931 (4) - Same as highest diff, could have nc there
Hard
  1. 00:14:823 - The break time should be at least snapped properly I guess, Maybe snap it on big tick would be good
  2. Should consider add some jumps on this diff to make the gap between Insane less larger
Normal
  1. 00:15:715 (1) - I don't think that circle necesarry, maybe better delete that one so player easier to distinguish to vocal the vocal here 00:16:039 (1) -
  2. 00:49:769 (1,1,1,1) - Imo doesn't need that nc spam, that's rather confusing
  3. 01:09:877 (5) - Delete clap on reverse, not fit the music imo. Try what you did on 00:54:309 (4) -
I don't check the skin, so I assume you are not missing a thing :p
Good luck~
Topic Starter
Yahuri

Mako Sakata wrote:

Hello~
Sugestion,

General
  1. Unrankable issue, you can't have silenced both sildertick and sliderslide at same time, very noticeable on this part 00:13:444 (1) - on highest diff
  2. Unrankable issue, the set missing slider border, since you have skin in this set
slidertick changed to hitnormal HS, set slider border to white

Hatsukoi
  1. There's unsanapped objects, check aimod fixed
  2. 00:25:931 (5) - Could be add nc to indicate better the big jump and anti jump here 00:25:444 (3,4,5) - fixed
  3. 00:44:580 (1,2,3,4,1,2,3,4,1,2,3,4) - Looks like unorganized a bit imo, maybe you could move 00:46:201 (3) - to x:257 y:196 and 00:46:363 (4) - to x:199 y:48 so it'll looks like this http://puu.sh/s1jtn/f084aa53be.jpg? a bit clean up won't hurt your pattern there oki
  4. 00:51:228 (1,2) - Should be have larger spacing for same emphasis you did on previous pattern 00:49:769 (1,2,1,2,1,2) - . Maybe you want to move 00:51:228 (1) - to x: 443 y:257 http://puu.sh/s1jI3/537d561b2c.jpg? while i do agree that it needs more emphasis, the emphasis isnt the same as the pattern you pointed out (that one has all finishes, while this one does not) but fixed anyways XD
Insane
  1. 00:05:012 (1) - Nc for anti jump? okay
  2. 00:25:931 (4) - Same as highest diff, could have nc there okay
Hard
  1. 00:14:823 - The break time should be at least snapped properly I guess, Maybe snap it on big tick would be good i dont know how to do that @_@
  2. Should consider add some jumps on this diff to make the gap between Insane less larger nope, already doing the bare minimum of jumps on Insane and I wouldnt know where to put them in this diff
Normal
  1. 00:15:715 (1) - I don't think that circle necesarry, maybe better delete that one so player easier to distinguish to vocal the vocal here 00:16:039 (1) - sure
  2. 00:49:769 (1,1,1,1) - Imo doesn't need that nc spam, that's rather confusing following same NC pattern as other diffs
  3. 01:09:877 (5) - Delete clap on reverse, not fit the music imo. Try what you did on 00:54:309 (4) - changed to a whistle instead to match other diffs
I don't check the skin, so I assume you are not missing a thing :p
Good luck~
Thanks! all finished now C:
Ensignia
Hey there.
I somehow stumbled in your map and have to give it a try, I found it very fun to play but I believe there could be a small change in two of the sliders in your HATSUKOI?! difficulty.Keep in mind that there is no problem whatsoever with using slider ticks to keep the beat, I just find it more soothing for this type of map

This will be a really small mod xD

Sugestion for HATSUKOI?!
00:03:066 (1) - Instead of a big slider here, why not a smaller 1/1 slider with some reverses, also to keep the beat you could add a not 1/2 a beat later : Something like this
00:13:444 (1) - Same concept aplies here, although you can be a little more creative and add multiple sliders and/or circles while maintaining the flow Maybe something along these lines

Besides that i find your map quite enjoyable!
Keep on making it better and good luck on getting it ranked !
Topic Starter
Yahuri

Ensignia wrote:

Hey there.
I somehow stumbled in your map and have to give it a try, I found it very fun to play but I believe there could be a small change in two of the sliders in your HATSUKOI?! difficulty.Keep in mind that there is no problem whatsoever with using slider ticks i dont care about the slider ticks, i care more about how i use the slider itself to express the music to keep the beat, I just find it more soothing for this type of map

This will be a really small mod xD

Sugestion for HATSUKOI?!
00:03:066 (1) - Instead of a big slider here, why not a smaller 1/1 slider with some reverses, also to keep the beat you could add a not 1/2 a beat later : Something like this a double reverse slider is pretty bland, and this slider in particular marks the trumpet-synth instrument, so it wouldnt be emphasized as much if i were to change it into a reverse slider.
00:13:444 (1) - Same concept aplies here, although you can be a little more creative and add multiple sliders and/or circles while maintaining the flow Maybe something along these linessame concept goes for this and the previous slider: im using long sliders for the weakest sections of the intro.

Besides that i find your map quite enjoyable! thanks! C:
Keep on making it better and good luck on getting it ranked !
no changes made, but i will refer back to this if i decide to change something. thanks for your feedback!
iYiyo
Hey! m4m from ur q



  • [General]
    Difficulty suggestions:
  1. Normal: Lower AR to 4? 5 is too much for a 1.98* imo
  2. Hard: AR 7?
  3. Insane: AR 8?
  4. HATSUKOI?!: Increase od and hp a bit? since it's a 5.2* diff i would od:8.5 and hp:7 (rn hp is the same for insane and extra)

    [HATSUKOI?!]
  5. 00:01:444 (4,5,1) - This transition is quite weird since the jump is very high compared to the other patterns, then 00:01:607 (5,1) - are very close to each other so yeah I'd make the distance more consistent here.
  6. 00:03:066 (1) - This slider doesn't fit too much the actual difficulty of this diff, I would delete it and add notes/sliders to fit the music better. Maybe follow this rhythm instead? http://puu.sh/s2WhQ/dc534592b8.jpg Also deleting the 0.5x green line
  7. 00:07:607 (3) - move this so it's more symmetric with 00:07:931 (5,6) - ?
  8. 00:13:444 (1) - Same as before... such a long slider doesn't fit the diff imo
  9. 00:18:958 (2,3,4) - make DS consistent?
  10. 00:20:742 (5) - move it to 387 60 so 00:20:580 (4,5) - is symmetric with 00:20:904 (6,7) - which have better visual appeal
  11. 00:34:526 (2,3,4,5,6,7) - This pattern is quite boring to play imo, maybe try this? http://puu.sh/s2WCA/296c0c3a97.jpg
  12. 00:36:796 - 00:44:580 - All this section has 00:37:444 (3,4,5) - this type of pattern which are quite good, but the problem for me is the distance, they're waaay to close to each other and the music doesn't fit for such low distance imo. Try increasing them more? Maybe with ctrl+shift+s and scale it by 1,5?
  13. 00:40:039 (3,4,5) - Personally I don't like this kind of overlaps, mainly because it cuts the actual flow of the patterns. 00:40:363 (5,1) - This transition has a weird angle so following it feels unnatural when playing.
  14. 00:41:012 (3,4) - This random distance here feels quite weird for me D:
  15. 00:47:174 (1,2,3,4,1,2,3,4,1,2,3,4) - nice jump patterns
  16. 00:54:309 (5,6,7) - ctrl+g the rhythm? Just like what u did 00:53:012 (3,4,5) - here.
  17. 01:08:580 (3,4,1) - maybe follow this pattern? http://puu.sh/s2X8d/fa49611d88.jpg Also you might change the next pattern after it so there's no weird overlaps
  18. 01:13:201 (1) - similar for the long slider before, for it's actual difficulty a spinner here feels a bit 'empty'. Try adding some cool pattern that emphasize better the music
  19. 01:23:174 (1) - NC for end jump emphasis?

    [insane]
  20. 00:03:066 - same as before, it feels empty with nothing here :/
  21. 00:04:363 (1,2) - why not making these some 3/4 reverse sliders instead? so they feel like a stream but not increasing the sr
  22. 00:10:526 (5) - personally I find it more enjoyable if you make this slider two single notes instead, just like what u did 00:07:931 (4,5) - It flows better with the music imo since 00:07:607 (3,1) - this transition goes smooth with the rhythm i guess.
  23. 00:25:444 (2,3) - ctrl+g for better flow? Also you can make 00:25:931 (1) - start from the upward note and go down with the stream, would be cool imo.
  24. 00:41:499 (5,6,7,1) - This linear transition could be improved imo, right now the angle is a bit weird, you could try sth like this? http://puu.sh/s3eGk/e3d40c6937.jpg
  25. 00:47:174 (1,2,3,4,5,6,7,8) - The shape of these jumps is quite good, but the distance is not consistent which make it weird when playing.. uh I suggest you to make the DS more consistent and maybe reduce them a little bit so the gap between insane and hard is not too high.
  26. 01:22:039 (3) - ctrl+g for better flow?

    [hard]
  27. 00:13:444 - is this green line really needed? it makes SV to 0,5x but there's no sliders in there. Also it reduces the volumen to 40% which shouldn't be because 00:13:444 - goes a strong beat so reducing volume there makes no sense imo.
  28. 01:23:174 (2,3) - I'd move this more upwards since the actual flow is a bit more linear because of 01:22:850 (1) - this slider. Maybe something like this? http://puu.sh/s3fg5/b509ccedc4.jpg

    [normal]
  29. 00:13:444 - 00:15:715 - same as before ^
  30. 00:22:526 (3) - this slider reverse makes an empty place 00:23:336 - here which might not be good for newbie players since the distance is not consistent. I tried some patterns and maybe following this rhythm would be better? http://puu.sh/s3fHE/b96b801f88.jpg
  31. 00:32:904 (4) - same as before

okay that's all I could find. If I were you I would increase the sr of Hard just a bit so it reaches 3* ~ because rn the gap between insane and hard is more than 1*. However, good luck with the set! :)
Topic Starter
Yahuri

iYiyo wrote:

Hey! m4m from ur q



  • [General]
    Difficulty suggestions:
  1. Normal: Lower AR to 4? 5 is too much for a 1.98* imo
  2. Hard: AR 7? if i apply this suggestion as well as the last one, the gap would be too high (the gap is already pretty high in the first place)
  3. Insane: AR 8? 8 is too slow, I usually use that for ~3* diffs
  4. HATSUKOI?!: Increase od and hp a bit? since it's a 5.2* diff i would od:8.5 and hp:7 (rn hp is the same for insane and extra)
    changed HP of HATSUKOI to 7

    [HATSUKOI?!]
  5. 00:01:444 (4,5,1) - This transition is quite weird since the jump is very high compared to the other patterns, then 00:01:607 (5,1) - are very close to each other so yeah I'd make the distance more consistent here. 4-5 is for cymbal crash, 1 is a pretty insignificant note but now that i noticed the DS is too high lol so fixed that
  6. 00:03:066 (1) - This slider doesn't fit too much the actual difficulty of this diff, I would delete it and add notes/sliders to fit the music better. Maybe follow this rhythm instead? http://puu.sh/s2WhQ/dc534592b8.jpg Also deleting the 0.5x green line i want to follow the trumpet-synth as well as emphasize the weakest points of the intro
  7. 00:07:607 (3) - move this so it's more symmetric with 00:07:931 (5,6) - ? nope
  8. 00:13:444 (1) - Same as before... such a long slider doesn't fit the diff imo same
  9. 00:18:958 (2,3,4) - make DS consistent? jump for vocals
  10. 00:20:742 (5) - move it to 387 60 so 00:20:580 (4,5) - is symmetric with 00:20:904 (6,7) - which have better visual appeal no, the jump will be too high
  11. 00:34:526 (2,3,4,5,6,7) - This pattern is quite boring to play imo, maybe try this? http://puu.sh/s2WCA/296c0c3a97.jpg i feel like the increasing DS is a bit too much, but maybe ill implement something similar.
  12. 00:36:796 - 00:44:580 - All this section has 00:37:444 (3,4,5) - this type of pattern which are quite good, but the problem for me is the distance, they're waaay to close to each other and the music doesn't fit for such low distance imo. Try increasing them more? Maybe with ctrl+shift+s and scale it by 1,5? this DS is still 1.2x, which matches whatever I was using before. Also want to exaggerate a bit before the big buildup happens
  13. 00:40:039 (3,4,5) - Personally I don't like this kind of overlaps, mainly because it cuts the actual flow of the patterns. the lyrics are pretty strong imo, so sharp angle change for that
    00:40:363 (5,1) - This transition has a weird angle so following it feels unnatural when playing. made sharper angle
  14. 00:41:012 (3,4) - This random distance here feels quite weird for me D: fixed to (new) DS of 00:40:363 (5,1) (if i can think of a good pattern, ill cut the DS even more)
  15. 00:47:174 (1,2,3,4,1,2,3,4,1,2,3,4) - nice jump patterns simple but worked quite well haha
  16. 00:54:309 (5,6,7) - ctrl+g the rhythm? Just like what u did 00:53:012 (3,4,5) - here. the instruments are different tho, 5-6-7 has hitsounds on everything except the tail of 7
  17. 01:08:580 (3,4,1) - maybe follow this pattern? http://puu.sh/s2X8d/fa49611d88.jpg Also you might change the next pattern after it so there's no weird overlaps apart from easier flow, how is that better than what i already have?
  18. 01:13:201 (1) - similar for the long slider before, for it's actual difficulty a spinner here feels a bit 'empty'. Try adding some cool pattern that emphasize better the music if you apply "for its actual difficulty" to any 5* diff, wouldnt that mean all 5* diffs shouldnt have spinners or long sliders...? anyways, the spinner is for emphasis on the vocals
  19. 01:23:174 (1) - NC for end jump emphasis? nope, keeping it consistent with the rest of the diffs

    [insane]
  20. 00:03:066 - same as before, it feels empty with nothing here :/ same
  21. 00:04:363 (1,2) - why not making these some 3/4 reverse sliders instead? so they feel like a stream but not increasing the sr hmmm i like the idea but it wouldnt work well if i only change these two and not these as well 00:05:012 (1,2) ill think about it
  22. 00:10:526 (5) - personally I find it more enjoyable if you make this slider two single notes instead, just like what u did 00:07:931 (4,5) - It flows better with the music imo since 00:07:607 (3,1) - this transition goes smooth with the rhythm i guess. fixed~ ill check up on some other similar patterns as well
  23. 00:25:444 (2,3) - ctrl+g for better flow? Also you can make 00:25:931 (1) - start from the upward note and go down with the stream, would be cool imo. maybe. ill do some experimenting and see what works best
  24. 00:41:499 (5,6,7,1) - This linear transition could be improved imo, right now the angle is a bit weird, you could try sth like this? http://puu.sh/s3eGk/e3d40c6937.jpg this entire section is linear. i want the angle to be sharp like that because its the only place with a cymbal crash, other than the first note
  25. 00:47:174 (1,2,3,4,5,6,7,8) - The shape of these jumps is quite good, but the distance is not consistent which make it weird when playing.. uh I suggest you to make the DS more consistent and maybe reduce them a little bit so the gap between insane and hard is not too high. i put those jumps in to help bridge the gap between Insane and HATSUKOI if i can think of anything better, i will change it
  26. 01:22:039 (3) - ctrl+g for better flow? dont like that flow, the 2 flows off to the right a bit too much imo @_@

    [hard]
  27. 00:13:444 - is this green line really needed? it makes SV to 0,5x but there's no sliders in there. Also it reduces the volumen to 40% which shouldn't be because 00:13:444 - goes a strong beat so reducing volume there makes no sense imo. fixed in all diffs
  28. 01:23:174 (2,3) - I'd move this more upwards since the actual flow is a bit more linear because of 01:22:850 (1) - this slider. Maybe something like this? http://puu.sh/s3fg5/b509ccedc4.jpg want sharp-ish angle here, otherwise its kinda boring

    [normal]
  29. 00:13:444 - 00:15:715 - same as before ^ fixed
  30. 00:22:526 (3) - this slider reverse makes an empty place 00:23:336 - here which might not be good for newbie players since the distance is not consistent. I tried some patterns and maybe following this rhythm would be better? http://puu.sh/s3fHE/b96b801f88.jpg maybe. but i only really follow instruments in this diff, so it might be weird to suddenly do lyrics
  31. 00:32:904 (4) - same as before ok also worried about SR going too high

okay that's all I could find. If I were you I would increase the sr of Hard just a bit so it reaches 3* ~ because rn the gap between insane and hard is more than 1*. if it happens, it happens, but i dont want to force the SR on anything However, good luck with the set! :)
Thanks! Will continue making changes
Garden
HATSUKOI?!
  1. 00:12:471 (2) - ur similar patterns in this section are all in circular flow but this one is against them when nothing special in music suggests, ctrl-g for consistency maybe
  2. 00:17:985 (4,5,1) - dunno if u like http://osu.ppy.sh/ss/6495419, i feel 4,5 looks too individual from 1 right now
  3. 00:44:580 - consider buffing jumps in this part to make the diff >5.25* so that its an x icon on the beatmap page, nothing important im just suggesting anyway, after all the music supports the jumps nicely!
  4. 01:08:580 (3,4) - would look and play better if u follow visual ds -> https://osu.ppy.sh/ss/6495484, u can thus stack 01:09:715 (2) - under 01:08:904 (4) - sliderhead so it doesnt interfere with ur pattern design
  5. 01:20:904 - i suggest muting the volume here a bit, the hitnormal sounds a bit loud when music is fading out
take a brief glance at lower diffs too they seem neat overall, good luck!
Topic Starter
Yahuri

Garden wrote:

HATSUKOI?!
  1. 00:12:471 (2) - ur similar patterns in this section are all in circular flow but this one is against them when nothing special in music suggests, ctrl-g for consistency maybe nice catch! fixed for now, but it messes with the DS to the next circle so i might change it back later if it becomes a problem
  2. 00:17:985 (4,5,1) - dunno if u like http://osu.ppy.sh/ss/6495419, i feel 4,5 looks too individual from 1 right now great idea :)
  3. 00:44:580 - consider buffing jumps in this part to make the diff >5.25* so that its an x icon on the beatmap page, nothing important im just suggesting anyway, after all the music supports the jumps nicely! i dont want to force SR on anything, so ill keep these jumps as they are unless i need to change them
  4. 01:08:580 (3,4) - would look and play better if u follow visual ds -> https://osu.ppy.sh/ss/6495484, u can thus stack 01:09:715 (2) - under 01:08:904 (4) - sliderhead so it doesnt interfere with ur pattern design i think its fine as is, the aesthetics are ok and the DS is normal
  5. 01:20:904 - i suggest muting the volume here a bit, the hitnormal sounds a bit loud when music is fading out fix(ing)
take a brief glance at lower diffs too they seem neat overall, good luck!
Thanks :D
MBmasher
from my queue

couldn't find any problems in the hard diff, sorry

Normal
00:29:012 (1,2) - blanket

Insane
00:35:499 (1,2,3) - either don't use uneven distance spacing, or put NC on 3 to make it readable to the player

HATSUKOI?!
01:16:039 (1,2,3,4,5,6,1,2,3,4,5,6,7) - why does this have high distance space jumps?

great map, gl!
Topic Starter
Yahuri

MBmasher wrote:

from my queue

couldn't find any problems in the hard diff, sorry

Normal
00:29:012 (1,2) - blanket the aesthetics are fine

Insane
00:35:499 (1,2,3) - either don't use uneven distance spacing, or put NC on 3 to make it readable to the player the jump here is less than other places, and theres very few 1 beat gaps in this diff so i dont think its that hard to read

HATSUKOI?!
01:16:039 (1,2,3,4,5,6,1,2,3,4,5,6,7) - why does this have high distance space jumps? this section is a bit different than others since every object has hitsounds on it, but yea ill probably nerf some of the jumps.

great map, gl!
Thanks! C:
Liena
#modreqs

  • [Normal]
  1. seems fine
  • [hard]
  1. 00:03:066 - how about make it clickable
  2. 00:45:553 (4,1) - remove and turn on 1/2 + circle? i think this rhythm pretty weird when playing
  • [Insane]
  1. 00:13:444 (1) - sure about this long slider? the guitar can be mapped
  2. 00:46:850 (4,1,2) - how about reduce space for better transition
  3. 00:58:688 (1,2,3,4,5) - idk about those red tick
  • [hatsukoi]
  1. 00:12:471 (2) - ctrl+g play better and leave 00:12:796 (3,4,5,6) more easy to hit
  2. 00:13:444 - same as insane
  3. 00:43:931 (4,5) - NC sv change here
  4. 00:47:985 (2,3) - how about reduce spacing? http://i.imgur.com/w6bsO30.png or something zz
  5. 00:51:715 (3) - turn it 2 kick sliders? not hurt and can emphas 00:52:039 (4,5,6,7,1) - better
Topic Starter
Yahuri

Liena wrote:

#modreqs

  • [Normal]
  1. seems fine yay!
  • [hard]
  1. 00:03:066 - how about make it clickable i want to keep that slider to emphasize the trumpet-synth
  2. 00:45:553 (4,1) - remove and turn on 1/2 + circle? i think this rhythm pretty weird when playing im not sure what you're asking for. anyways, the rhythm right now has clicks on all vocals
  • [Insane]
  1. 00:13:444 (1) - sure about this long slider? the guitar can be mapped i want to emphasize the weak intensity of this section
  2. 00:46:850 (4,1,2) - how about reduce space for better transition decrease spacing for what? anyways i dont think i need to decrease spacing for 4-1 because 1 has NC, vocal, and clap may make some adjustments to this jump section tho
  3. 00:58:688 (1,2,3,4,5) - idk about those red tick changed rhythm so that sliders start on white ticks
  • [hatsukoi]
  1. 00:12:471 (2) - ctrl+g play better and leave 00:12:796 (3,4,5,6) more easy to hit changed to current pattern from an earlier mod (for circular flow), but ill change around the circle positions if i can find something that works nicely
  2. 00:13:444 - same as insane same
  3. 00:43:931 (4,5) - NC sv change here SV barely changes here, i dont think NCs are necessary
  4. 00:47:985 (2,3) - how about reduce spacing? http://i.imgur.com/w6bsO30.png or something zz reducing spacing here doesnt make sense imo, 3 has an important vocal on it
  5. 00:51:715 (3) - turn it 2 kick sliders? not hurt and can emphas 00:52:039 (4,5,6,7,1) - better thats overmapping
Thanks! C:
now i cant grave this lol
Cosmolade
I smells yaoi
and I like it
Take a star o3o)/
This map needs the video xD
I can help you with that if you want :3c

EDIT: You told me to help with the video, so here is xD
https://puu.sh/sFi8w/4cff357a5a.rar
Lilyanna
M4M from ur queue !

General :

-the combos 3 and 4 are almost alike could be confusing

Normal :

00:02:742 (4) - this ending on strong beat is awkward even for a normal maybe try 1/2 and hitcircle on 00:03:066 - for better emphasize
if u do so new there
00:08:904 (2,1) - this overlap is not appealing 00:10:850 (1) - u could ctrl j this slider and keep it stacked or do this http://puu.sh/sKycT/ced2d14aea.jpg
but then u will need to adject the next object for better flow
00:23:499 - this feels it shouldnt be ignored maybe 00:22:526 (3) - remove repeat and add another 1/1 slidere from here 00:22:526 (3) -
00:32:904 (4) - ^
00:38:580 - u could add notes in places like here it plays better with vocals
00:50:255 (1,1,1) - i dont see a reason for abusing nc maybe remove
01:12:796 (5) - same as before
01:18:309 (1) - remove nc u nc on every 2 downbeats
01:18:958 (3) - feels like this slider is too simplified for the music maybe do same as here 01:20:255 (4,5,1) -
if u do so nc here 01:19:607 -
01:20:904 (1) - remove nc
01:21:553 (2) - same as suggested pattern above if u want
01:22:201 - and nc here

Hard :

00:03:066 - same in normal this rly strong clickable beat specialy in hard and above better not ignore it or let it end on slider tail
00:03:066 - also this gap can be mapped suggested pattern http://puu.sh/sKyHY/7ac668ae37.jpg
01:21:715 (3) - this feels could mapped rythmatically better http://puu.sh/sKyUM/5cdd9eb438.jpg
the rason why i did 1/1 here 01:22:039 - because it felt like its same sound of this 01:20:904 (1) - so mapping them same is better imo
01:23:174 (2,3) - u limited ur self alot with ds this could be more spaced to emphasize also some of them in map
01:01:120 (4,1) - these for example slider one is not spaced for better emphasize and it doesnt even have a good flow break
01:11:823 (1) - same here this circular flow doesnt flow good with the song 01:11:174 (3,4,1,2,3,1) -
01:11:823 (1) - this beat ask for emphasize at least another direction another movement
anyway i hope u get the idea

Insane :

00:06:309 (3,4) - the way u mapped here is better than 00:08:580 (2,3,4,5) - and they both have same rythm almost
00:25:931 (1) - i dont see reason for nc unless for readability but imo its readable fine
00:47:823 (5,6,7,8) - while the music gets more intens u chose to decrease the spacing u should have gone from low to high spacing this playes awkward
01:11:823 (1,2) - these flow wierd maybe try this if u want http://puu.sh/sKznp/75529cac6f.jpg


the last difficulty look fine im not so experienced with 5stars maps, not so important but u map alot on right side of the map airea xd wierd thing to notice but even if u ctrl a u see most notes stacked on right :p

thats it I hope I helped, good luck!
Topic Starter
Yahuri

Lilyanna wrote:

M4M from ur queue !

General :

-the combos 3 and 4 are almost alike could be confusing its pink and purple, i dont think theyre similar enough to be confusing

Normal :

00:02:742 (4) - this ending on strong beat is awkward even for a normal maybe try 1/2 and hitcircle on 00:03:066 - for better emphasize
if u do so new there wanted to have a bit longer slider for emphasis on the synth, this occurs in Hard too
00:08:904 (2,1) - this overlap is not appealing 00:10:850 (1) - u could ctrl j this slider and keep it stacked or do this http://puu.sh/sKycT/ced2d14aea.jpg
but then u will need to adject the next object for better flow i think this looks fine
00:23:499 - this feels it shouldnt be ignored maybe 00:22:526 (3) - remove repeat and add another 1/1 slidere from here 00:22:526 (3) - i like this idea C:
00:32:904 (4) - ^ same
00:38:580 - u could add notes in places like here it plays better with vocals dont want to have 1/2 gaps in the weak section (especially cuz it runs the risk of raising to 2*)
00:50:255 (1,1,1) - i dont see a reason for abusing nc maybe remove the same pattern is in every diff
01:12:796 (5) - same as before there are already 2 consecutive 1/2 spacings, so no
01:18:309 (1) - remove nc u nc on every 2 downbeats I do NC every 2 downbeats. but in this case, this particular combo happens to be just the second half of the 2 downbeats (count from here 01:13:120)
01:18:958 (3) - feels like this slider is too simplified for the music maybe do same as here 01:20:255 (4,5,1) - ive been using this pattern everytime. and again, fewer 1/2 spacing because SR (this section is fairly weak as well)
if u do so nc here 01:19:607 - nope
01:20:904 (1) - remove nc nope
01:21:553 (2) - same as suggested pattern above if u want nope
01:22:201 - and nc here nope

Hard :

00:03:066 - same in normal this rly strong clickable beat specialy in hard and above better not ignore it or let it end on slider tail same thing as normal, wanted a weird slider for synth emphasis
00:03:066 - also this gap can be mapped suggested pattern http://puu.sh/sKyHY/7ac668ae37.jpg like all diffs, synth stuff Dx this section has a long slider in the last diff, so it wouldnt make sense to make it more complicated in the lower diffs
01:21:715 (3) - this feels could mapped rythmatically better http://puu.sh/sKyUM/5cdd9eb438.jpg fixed
the rason why i did 1/1 here 01:22:039 - because it felt like its same sound of this 01:20:904 (1) - so mapping them same is better imo
01:23:174 (2,3) - u limited ur self alot with ds this could be more spaced to emphasize also some of them in map everything in this diff goes by DS, I want to keep it that way because its a pretty large jump from Normal to Hard because of the added 1/2
01:01:120 (4,1) - these for example slider one is not spaced for better emphasize and it doesnt even have a good flow break i think the flow is okay here, but if i can find a way to make it better then i will
01:11:823 (1) - same here this circular flow doesnt flow good with the song 01:11:174 (3,4,1,2,3,1) - fixed
01:11:823 (1) - this beat ask for emphasize at least another direction another movement fixed
anyway i hope u get the idea

Insane :

00:06:309 (3,4) - the way u mapped here is better than 00:08:580 (2,3,4,5) - and they both have same rythm almost fixed
00:25:931 (1) - i dont see reason for nc unless for readability but imo its readable fine for readability
00:47:823 (5,6,7,8) - while the music gets more intens u chose to decrease the spacing u should have gone from low to high spacing this playes awkward will remap eventually
01:11:823 (1,2) - these flow wierd maybe try this if u want http://puu.sh/sKznp/75529cac6f.jpg i think the flow is fine


the last difficulty look fine im not so experienced with 5stars maps, not so important but u map alot on right side of the map airea xd wierd thing to notice but even if u ctrl a u see most notes stacked on right :p lol ok

thats it I hope I helped, good luck!
Thanks! :) Check your map for my mod

extra things for meeee
remap

HATSUKOI?!
00:24:147 - jumps?
01:00:147 (1) - that
01:16:039 - jumps
Kin
Hey there!

M4M

[HATSUKOI?!]
nice flow

  1. 00:15:066 (4,5) - tbh, I kinda feel weird playing the slider 5 almost the same way as 4 when 5 also have a guitare sound here 00:15:553 - . The guitare sound kinda feel "ignored" since it's not clicked.
  2. 00:49:769 (1,2,1,2,1,2) - since you're not using the same spacing for each 1,2 ; how about increasing spacing between 1 & 2 in a linear way. As example something like : 00:49:769 (1,2) - x2 between those 2 ; 00:50:255 (1,2) - x2,6 between those 2 ; 00:50:742 (1,2) - x3,2.
    the way it currently is might be understable but still feel strange to me to have those 00:50:255 (1,2,1,2) - have the same spacing while this one 00:49:769 (1,2) - is only spacing x2.
  3. after re checking, I kinda feel like this note should also be a NC : 00:51:715 (3) -
[Insane]

  1. 00:51:553 (1) - How about NC this one ? pretty the NC make it easier to read with the sudden change of spacing.
  2. 01:01:769 (2,3) - I believe those 2 should be unstacked since the melody is strong as those one 01:00:958 (2,3) - . I kinda lost the feel of the melody with the stack.
[Hard]

  1. 00:03:066 - I really feel bad about this note being only a slider end. The note is really strong but only played passive. I'd rather have this note clicked.
  2. 00:51:715 (3) - NC this note if you fix this one on other diff.
  3. 00:54:309 (3) - to emphasize the vocal as (I think) you tried to do, I think it'd be better to click this note 00:54:634 - . I think the 1/1 break will be played better this way.
    even tho I find those one 01:04:688 (3,1) - ok since it's not a 1/2 slider repeat + 1/1 slider
  4. 01:23:174 (2,3) - use a lil jump between 2 & 3 ? since 3 is really strong and the last note, I think it'll fit better.
[Normal]
  1. 01:05:336 (1,2,3) - Since you're following the vocal on this slider 01:06:471 (3) - ; how about change the timeline to something like this : http://puu.sh/sNSWa/1d02127836.jpg
not much to say. The map in general is already good. Nice work & good luck!
(2nd mod will come bit later ; maybe tomorrow or in some hours)
Topic Starter
Yahuri

Kin wrote:

Hey there!

M4M

[HATSUKOI?!]
nice flow well thats a first, yay me!

  1. 00:15:066 (4,5) - tbh, I kinda feel weird playing the slider 5 almost the same way as 4 when 5 also have a guitare sound here 00:15:553 - . The guitare sound kinda feel "ignored" since it's not clicked. well if i were to map every guitar note as a click, it would be all clicks from here 00:14:904 (which i dont want cuz this is a fairly soft section) i could map 5 as 2 circles but idk
  2. 00:49:769 (1,2,1,2,1,2) - since you're not using the same spacing for each 1,2 ; how about increasing spacing between 1 & 2 in a linear way. As example something like : 00:49:769 (1,2) - x2 between those 2 ; 00:50:255 (1,2) - x2,6 between those 2 ; 00:50:742 (1,2) - x3,2.
    the way it currently is might be understable but still feel strange to me to have those 00:50:255 (1,2,1,2) - have the same spacing while this one 00:49:769 (1,2) - is only spacing x2. managed to fix jumps without destroying aesthetics \o/
  3. after re checking, I kinda feel like this note should also be a NC : 00:51:715 (3) - NCs before here follow pairs of notes with cymbal crash, but switch back to normal here cuz only 1 cymbal crash in this combo
[Insane]

  1. 00:51:553 (1) - How about NC this one ? pretty the NC make it easier to read with the sudden change of spacing. its pretty readable as is i think, and its also consistent with all the other diffs right now
  2. 01:01:769 (2,3) - I believe those 2 should be unstacked since the melody is strong as those one 01:00:958 (2,3) - . I kinda lost the feel of the melody with the stack. oops lol
[Hard]

  1. 00:03:066 - I really feel bad about this note being only a slider end. The note is really strong but only played passive. I'd rather have this note clicked. since everyones bugging me about it i guess i will then Dx
  2. 00:51:715 (3) - NC this note if you fix this one on other diff. nope
  3. 00:54:309 (3) - to emphasize the vocal as (I think) you tried to do, I think it'd be better to click this note 00:54:634 - . I think the 1/1 break will be played better this way. fixed
    even tho I find those one 01:04:688 (3,1) - ok since it's not a 1/2 slider repeat + 1/1 slider
  4. 01:23:174 (2,3) - use a lil jump between 2 & 3 ? since 3 is really strong and the last note, I think it'll fit better. no jumps throughout Hard, not going to throw them in at the end either
[Normal]
  1. 01:05:336 (1,2,3) - Since you're following the vocal on this slider 01:06:471 (3) - ; how about change the timeline to something like this : http://puu.sh/sNSWa/1d02127836.jpg although 3 does fall on a vocal, im actually trying to follow the instruments. 3 has a cymbal crash as well. If i follow what you have then i would be missing out on hitsounds here 01:05:985 - 01:06:309
not much to say. The map in general is already good. Nice work & good luck!
(2nd mod will come bit later ; maybe tomorrow or in some hours)
all fixes applied~
Thanks!
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