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Flow - Kaze no Uta

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Topic Starter
Turquoise-
This beatmap was submitted using in-game submission on 25 August 2016 at 00:47:07

Artist: Flow
Title: Kaze no Uta
Source: Tales of Zestiria the X
Tags: Tales of Zestiria the X TVsize anime airing
BPM: 142
Filesize: 16131kb
Play Time: 01:32
Difficulties Available:
  1. Calamity (5.33 stars, 214 notes)
  2. Easy (1.99 stars, 114 notes)
  3. Ethan's Hard (3.13 stars, 217 notes)
  4. Insane (4.37 stars, 189 notes)
Download: Flow - Kaze no Uta
Download: Flow - Kaze no Uta (no video)
Information: Scores/Beatmap Listing
---------------
The song is slower than I thought .-.

This is my second map, but you could barely call the first one a map. Please enjoy.

Video quality is terrible because ufotable's godly animation uses too many pixels T_T

thank u based ethan(bpm and general advice)

thank u based trooper-(feedback)

fuck u mimicking(feedback)
:*)

Mods:
celerih



HIBIKE
celerih
Mod coming from the r/osumapping subreddit

Metadata
Source: Tales of Zesteria the X
Background: Please find a higher quality version of this baclground

Calamity
HP8->HP6 or HP7. HP8 for a map slow like this is really difficult, since you don't have enough notes to bring your HP back up if you mess up
00:20:415 - You can't have two objects on the same tick, move the end start of the second slider back
00:21:894 (1,2,3) - Have this as a normal triple. There's no need for the random 1/3 note, and having such a quick change in snap division is not recommended. Also, have the three notes be at a equal distance of eachother. Also, reduce distance snap (DS) since the current distance between the notes is way too high for a triple.
00:22:528 (4,5) - Make it so the slider and the circle are in a line, do it like here 00:24:218 (9,10) -
00:30:556 (1,2,1,2) - This pattern isn't so nice, either make it more into a square or shape it more like a triangle, the in-between isn't very nice.
00:32:035 (2) - Once again no need for the 1/3 snap
00:41:401 (1) - ^
00:43:444 (6,7,8) - For these sliders, make them less curvy, it makes it so the maps looks like it flows better, and increase the curve of this slider 00:44:077 (9) - to accentuate it.
00:54:430 (4,5,6,7,8,9,10) - This distance is too big, compared to the rest of the map, this part is exponentially more difficult. Reduce the jumps
00:58:021 (7) - Instead of using 12 slider control points, make a nicer looking slider with 3 like this
00:59:570 (10) - Yeah, this again, don't use 1/3 for the triples
01:00:768 (3,4,5,6) - Problem here is the distance snap. Between the 3 and 4 and the 5 and 6 the distance is very similar, but their actual distance in time is different. This makes the map confusing, Differences in time should be reflected by the map.
01:02:458 (9,10,1,2) - Same here
01:04:148 (4,5,6,7) - And same again
01:19:782 (10) - you get it at this point I think
01:29:738 (1) - Can't have slider start there,move it back

There is more stuff I could point out in the map, but these are more examples of things that come back in the map, so use the mods I gave you here to go back trough your other maps. Also, continue mapping and practicing, it,s the best way to improve :)
Topic Starter
Turquoise-

celerih wrote:

Mod coming from the r/osumapping subreddit

Metadata
Source: Tales of Zesteria the X
Background: Please find a higher quality version of this baclground

Calamity
HP8->HP6 or HP7. HP8 for a map slow like this is really difficult, since you don't have enough notes to bring your HP back up if you mess up
00:20:415 - You can't have two objects on the same tick, move the end start of the second slider back
00:21:894 (1,2,3) - Have this as a normal triple. There's no need for the random 1/3 note, and having such a quick change in snap division is not recommended. Also, have the three notes be at a equal distance of eachother. Also, reduce distance snap (DS) since the current distance between the notes is way too high for a triple.
00:22:528 (4,5) - Make it so the slider and the circle are in a line, do it like here 00:24:218 (9,10) -
00:30:556 (1,2,1,2) - This pattern isn't so nice, either make it more into a square or shape it more like a triangle, the in-between isn't very nice.
00:32:035 (2) - Once again no need for the 1/3 snap
00:41:401 (1) - ^
00:43:444 (6,7,8) - For these sliders, make them less curvy, it makes it so the maps looks like it flows better, and increase the curve of this slider 00:44:077 (9) - to accentuate it.
00:54:430 (4,5,6,7,8,9,10) - This distance is too big, compared to the rest of the map, this part is exponentially more difficult. Reduce the jumps
00:58:021 (7) - Instead of using 12 slider control points, make a nicer looking slider with 3 like this
00:59:570 (10) - Yeah, this again, don't use 1/3 for the triples
01:00:768 (3,4,5,6) - Problem here is the distance snap. Between the 3 and 4 and the 5 and 6 the distance is very similar, but their actual distance in time is different. This makes the map confusing, Differences in time should be reflected by the map.
01:02:458 (9,10,1,2) - Same here
01:04:148 (4,5,6,7) - And same again
01:19:782 (10) - you get it at this point I think
01:29:738 (1) - Can't have slider start there,move it back

There is more stuff I could point out in the map, but these are more examples of things that come back in the map, so use the mods I gave you here to go back trough your other maps. Also, continue mapping and practicing, it,s the best way to improve :)
I attempted to fix everything you mentioned. However, I'm still kind of confused as to what you mean by 'don't use 1/3 for the triples'. I did what I could, but I'm not sure if it's right. Also, for the jumps that you said were too difficult, I reduced DS by a little bit and made the triangles cleaner, but I still think it fits that part of the song(a kind of climax before the chorus). And the jumps at the end, in my opinion, are much harder than those ones, yet you didn't mention them? So I didn't change those jumps too much. Please review my changes :oops:

Also, changes have only been made in 'Calamity' so far.
celerih
When I talk of 1/3 and 1/4 and 1/8,I talk of this in the upright corner. That is how the beats of the song is divided. And you should keep it on 1/4 for all of the song, except for 01:24:588 (1,2,3,4,5,6,7,8,9,10,1,2,3) - These (Also, forgot to point out 01:24:588 (1) - this note should go 01:24:641 - here ) Maybe it's a mistake, but now parts of the map are in 1/3 in the map after you applied my mod, and it doesn't fit the song

Calamity
01:02:810 (1) - This note should be here 01:02:880 -
01:02:951 (1) - And this one here 01:02:986 -
00:59:430 (9) - to 00:59:500 - here
00:59:570 (10) - to 00:59:606 -
01:04:148 (4,5,6,7,8,9) - Change to put on 1/4 Beat Snap Divisor

The main thing to keep in mind is to be careful of how the bar in the top right is, since it changes the beat division of the song, aka how the map follows the rhythm
Topic Starter
Turquoise-

celerih wrote:

When I talk of 1/3 and 1/4 and 1/8,I talk of this in the upright corner. That is how the beats of the song is divided. And you should keep it on 1/4 for all of the song, except for 01:24:588 (1,2,3,4,5,6,7,8,9,10,1,2,3) - These (Also, forgot to point out 01:24:588 (1) - this note should go 01:24:641 - here ) Maybe it's a mistake, but now parts of the map are in 1/3 in the map after you applied my mod, and it doesn't fit the song

Calamity
01:02:810 (1) - This note should be here 01:02:880 -
01:02:951 (1) - And this one here 01:02:986 -
00:59:430 (9) - to 00:59:500 - here
00:59:570 (10) - to 00:59:606 -
01:04:148 (4,5,6,7,8,9) - Change to put on 1/4 Beat Snap Divisor

The main thing to keep in mind is to be careful of how the bar in the top right is, since it changes the beat division of the song, aka how the map follows the rhythm
Fixed all the timings things I suppose. Looked through the map on 1/4 divisor and all the notes seem to land correctly. Thank you for modding :)

Also, other than off timings and such, could you say some stuff about what I've done right? I'd like to know so that I can apply it to any other beatmaps I do in future.(what you liked and such)
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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