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Hitoshi Sakimoto - Isekai Ivalice

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polka
I really want to mod this, but I might not.

No promises; star for now :D
CrystilonZ
Hi march
m4m from my queue~

General
  1. Sakimoto Hitoshi for the romanized artist slot. Sakimoto is family name, and Hitoshi is given name.

    Ranking Criteria wrote:

    Eastern artists must be written in the proper 'surname firstname' format
    ^ ask someone like KwaN for confirmation
  2. Are you sure about the metadata? I think it might be better to stick with the original language here(japanese)
    Title : 異世界イヴァリース
    Romanization : Isekai Ivariisu
    Source : ファイナルファンタジータクティクスアドバンス
    Tags : Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス
  3. References: http://puu.sh/qSLXg/e83622ac58.png
    http://www.square-enix.co.jp/music/sem/page/cd/cd_044/
    https://www.amazon.co.jp/exec/obidos/ASIN/B000EGD06G/squareenixmus-22/250-6646560-4073016?creative=1615&camp=243&link_code=as1

Easy
  1. 00:35:109 (1,2,3,1,2) - yes, the blanket looks nice and all but this doesn't feel much as a whole. Besides, 00:36:615 (3,2) - is not a good overlap.
    An alternative to this would be something like this. 00:37:117 (1) - doesn't go out of playzone~
  2. 00:47:160 (1,2,1) - Idk why exactly they're mapped this way, but in my point of view, they lack pattern.
    example

    ^ is really badly made lolol. With effort you can even stack 00:49:167 (1) - with 00:46:658 (2) -

Normal
  1. 00:13:519 (2) - This may be intentional, but i will say it anyway. ctrl+J?
  2. 00:19:880 (2,3,4,1) - this will look much better if they're symmetrical on the main y axis
  3. 00:24:566 (5,1) - This doesn't flow well. An overlapping equilateral triangle will do
  4. 00:27:578 (2,5) - will be much nicer if (5)'s head and (2)'s tail have the same y values

will continue this later orz
I'm really sleepy and have a headache from maths class orz

let's suicide

Normal(part2)
There's nothing to point specifically, but some patterns really bug me.
Patterns like 00:40:633 (4,1,2,3) - can be seen as sloppy orz. There are a lot of way to avoid repeating the same path and that awkward overlap orz 00:44:482 (4,5,2,3) - etc.

Hard
  1. 00:01:972 (3,4,5,6,1) - I know you want to increase the spacing on 00:02:976 (1) - , but can you make the curve smoother?
  2. 00:37:118 (1,2,3,4,5,6,1) - this whole pattern in just weird imo orz. Firstly, 00:37:117 (1,3) - are exactly the same. and 00:38:624 (4,5,6) - are a bit random. If they blanket 00:37:619 (2) - or something they may look nicer, but i guess that's a bit hard to do. Maybe something like this will work and just put circles like this pro blanket
  3. 00:56:198 (3,4,5,6,1) - uhh blanket?

Insane
  1. 00:04:314 (2,3) - too much orz. 00:04:481 (3) - is not that strong for this degree of jump. It even goes over 00:04:984 (1) -
  2. 00:12:347 (2) - why don't put this at 252/174? don't worry about 00:11:344 (3) - , it has almost faded out
  3. 00:12:516 (3) - if you do ^, move this to 332/328 so they kinda rhyme
  4. 00:16:532 (4,5,6) - how about decelerating it instead of speeding it up? so they fit the music
  5. 00:42:640 (1,2) - I was like wtf when I played this

The other diff is too hard orz

Good luck!~
Topic Starter
Izzywing

CrystilonZ wrote:

Hi march
m4m from my queue~

General
  1. Sakimoto Hitoshi for the romanized artist slot. Sakimoto is family name, and Hitoshi is given name.

    Ranking Criteria wrote:

    Eastern artists must be written in the proper 'surname firstname' format
    ^ ask someone like KwaN for confirmation
  2. Are you sure about the metadata? I think it might be better to stick with the original language here(japanese)
    Title : 異世界イヴァリース
    Romanization : Isekai Ivariisu
    Source : ファイナルファンタジータクティクスアドバンス
    Tags : Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス
  3. References: http://puu.sh/qSLXg/e83622ac58.png
    http://www.square-enix.co.jp/music/sem/page/cd/cd_044/
    https://www.amazon.co.jp/exec/obidos/ASIN/B000EGD06G/squareenixmus-22/250-6646560-4073016?creative=1615&camp=243&link_code=as1

Man, metadata tilts the shit out of me. Recently ranked maps do first name surname (like https://osu.ppy.sh/s/483755) as for the title thing, I really prefer to use the English title if possible. I'll try to get confirmation if I can or not.

Easy
  1. 00:35:109 (1,2,3,1,2) - yes, the blanket looks nice and all but this doesn't feel much as a whole. Besides, 00:36:615 (3,2) - is not a good overlap.
    An alternative to this would be something like this. 00:37:117 (1) - doesn't go out of playzone~
    Unchanged. 00:35:109 (1,2,3) - looks and plays fine, i think. Also, the overlap is not visible in game, so it's not a problem. I like how 00:37:117 (1,1) - are symmetrical, because they are the same sound in the music.
  2. 00:47:160 (1,2,1) - Idk why exactly they're mapped this way, but in my point of view, they lack pattern.
    example

    ^ is really badly made lolol. With effort you can even stack 00:49:167 (1) - with 00:46:658 (2) -
Nice observation! I wanted 00:49:168 (1) - to be different from the previous two sliders (straight vs curved) because it's the first slider out of the kiai and the melody changes. Having it be in the same pattern as the other two doesn't fit to me.

Normal
  1. 00:13:519 (2) - This may be intentional, but i will say it anyway. ctrl+J? Intentional :p
  2. 00:19:880 (2,3,4,1) - this will look much better if they're symmetrical on the main y axis Good idea, fixed.
  3. 00:24:566 (5,1) - This doesn't flow well. An overlapping equilateral triangle will do I disagree, but I'll change this if someone else mentions it.
  4. 00:27:578 (2,5) - will be much nicer if (5)'s head and (2)'s tail have the same y values I tried this out, but the visual impact was negligible (they're kinda far apart so it's not even really something you notice) and this ruins the pattern that 00:27:076 (1,2) - form, unfortunately. It's a good catch, but not one that's worth implementing.

will continue this later orz
I'm really sleepy and have a headache from maths class orz

let's suicide

Normal(part2)
There's nothing to point specifically, but some patterns really bug me.
Patterns like 00:40:633 (4,1,2,3) - can be seen as sloppy orz. There are a lot of way to avoid repeating the same path and that awkward overlap orz 00:44:482 (4,5,2,3) - etc.

Fair enough. I've made some very slight adjustments to a few of these patterns, hopefully they look better!

Hard
  1. 00:01:972 (3,4,5,6,1) - I know you want to increase the spacing on 00:02:976 (1) - , but can you make the curve smoother? I sure can!
  2. 00:37:118 (1,2,3,4,5,6,1) - this whole pattern in just weird imo orz. Firstly, 00:37:117 (1,3) - are exactly the same. and 00:38:624 (4,5,6) - are a bit random. If they blanket 00:37:619 (2) - or something they may look nicer, but i guess that's a bit hard to do. Maybe something like this will work and just put circles like this pro blanket I didn't change the sliders, but I did make the 3 circles blanket 2 so that they appear less random.
  3. 00:56:198 (3,4,5,6,1) - uhh blanket? did you highlight the wrong thing? lol

Insane
  1. 00:04:314 (2,3) - too much orz. 00:04:481 (3) - is not that strong for this degree of jump. It even goes over 00:04:984 (1) - I disagree, I think it is strong enough for that jump. 00:04:315 (2,3) - have claps, the rest don't so I like to emphasize these. I did this throughout this map, you'll notice. Also, I think this plays pretty well.
  2. 00:12:347 (2) - why don't put this at 252/174? don't worry about 00:11:344 (3) - , it has almost faded out Great idea, implemented.
  3. 00:12:516 (3) - if you do ^, move this to 332/328 so they kinda rhyme
  4. 00:16:532 (4,5,6) - how about decelerating it instead of speeding it up? so they fit the music - Hm...00:16:030 (1,2,3) - and 00:16:532 (4,5,6) - are the same, but seperate, so I mapped this by making them the same shape and spacing, but separated by a jump. I think it fits.
  5. 00:42:640 (1,2) - I was like wtf when I played this I hate this part. The main instrument is SO LOUD so I feel like I have to map it, even if the drums are 1/3. 1/3 plays better for sure but the stupid main instrument is so loud that I can't ignore. RIP.

The other diff is too hard orz

Good luck!~
Thank you for the mod! I hope my explanations make sense :P
CrystilonZ
yeah, but you really should stick to the original language here

here's the thread for case like this : https://osu.ppy.sh/forum/t/346443

tl;dr.(hopefully I understand that correctly) If you're going to use the translated title, the artist should also be in English.
And no, Japanese artist name with the romanization provided does not count as English.

So uhmm, if you want to stick with English metadata, move the Kanji thingy into the tags.
and also add those japanese names into the tags
Topic Starter
Izzywing

CrystilonZ wrote:

yeah, but you really should stick to the original language here

here's the thread for case like this : https://osu.ppy.sh/forum/t/346443

tl;dr.(hopefully I understand that correctly) If you're going to use the translated title, the artist should also be in English.
And no, Japanese artist name with the romanization provided does not count as English.

So uhmm, if you want to stick with English metadata, move the Kanji thingy into the tags.
and also add those japanese names into the tags
Alright I'm just gonna go full Japanese with the metadata then. Thanks for the help.

EDIT - By the way, thank you so much to Plaudible for the star explosion and the Polka for the star. Appreciate it ~
Left
M4M from queue qu1ckly came 8-)

[General]
did you put GD maker [ Emillia ]'s name into tag?

[Normal]
00:33:938 (3,4) - looks a bit hard for normal diiff http://osu.ppy.sh/ss/5974647 this is better ii think
00:41:135 (1) - any reason to break consistency with 00:37:118 (1,2,3,4,5,6) - ? if it was like 00:49:168 (1) - , I can understand it as trumphet sound.
00:47:997 (3,4,5,6) - lol just 1/3 sider is better i think.

[Hard]
00:39:461 (2) - is not so strong sound, so how about this rhythm https://osu.ppy.sh/ss/5974689
00:49:000 (1) - is this NC really needed?

[Insane]
00:03:478 (4) - how about NC 00:03:478 (4) - in this kind of pattern? for better readability.
00:07:495 (4) - consider 2-4 distance is same as 1-2 distance for visual stability. http://osu.ppy.sh/ss/5974727 yup
00:14:357 (2,3) - I felt really uncomfortable at this. something is stacked, something is half stacked. If you want this, 00:15:863 (5,6,1) - how about unstack this?
00:16:030 (1,2,3) - maybe you wanted same DS. give more detail to this.
00:16:532 (4,5,6) - ^
00:27:577 (4,5,6) - according to song, I thought second triangle should have more distance cuz sound is higher than before. how about this http://osu.ppy.sh/ss/5974759
00:31:595 (4,5,1) - make like 00:23:561 (4,5,1) - pls.. it looks quite dirty.
00:34:105 (1,2,3) - DS differnce almost 0.1. this kind of things are really obvious to players.
00:49:168 (1) - It's your style maybe, but I thought it's a bit bad shape. I would make like this. http://osu.ppy.sh/ss/5974791

[Emilla]
00:00:967 (1) - improve shape..cuz it's related to 00:01:469 (2) - 's blanket.
00:16:531 (7) - can rotate it in clockwise a bit? for better shape of blanket.
00:28:582 (6) - you were following a melody( 00:27:075 (1,2,3,4) - ) so missed a sound in middle of slider. I think 1/3 reverse slider is better.
00:52:180 (8) - circle pattern, number is go up to 13...I suggest NC here.

I think it's nice map


Good Luck~nice mapset it is^^
kanor
From my modding Q :)
M4M:https://osu.ppy.sh/s/499976
[Normal]
Recommend CS3.2,3.7 may be too difficult for new players><
[Hard]
00:33:101 (1,2,3) - better the stack plz
00:37:118 (1,2,3) - the DS is 1.86,but in00:41:135 (1,2,3) - the DS is 1.53 you'd better make the same rhythm seems similar DS
[Insane]
00:00:967 (1,3) - I think the blanket can be better
00:16:030 (1,2,3) - why the same rhythm but different DS?
genrally i recommend you to make more use of patterns like triangle,square and stars>< too many straight flows may be tough to play

Nothing speical, nice map><
GL :)
Topic Starter
Izzywing

Left wrote:

M4M from queue qu1ckly came 8-) Hello!

[General]
did you put GD maker [ Emillia ]'s name into tag? Whoops, I'll do that now.
It's hard, but I think it's necessary in order to make the gap between the Normal and Easy fit the curve. Also, this is the kiai after all so somewhat more challenging rhythm fits. I think a Normal player can pull off this rhythm.
00:41:135 (1) - any reason to break consistency with 00:37:118 (1,2,3,4,5,6) - ? if it was like 00:49:168 (1) - , I can understand it as trumphet sound. Yes, it's because a new measure and I wanted to change the rhythm up. Also, it fits the song better than to be consistent with the old rhythm.
00:47:997 (3,4,5,6) - lol just 1/3 sider is better i think. Yeah you're right lol, changed. This pattern should look very different from before.

[Hard]
00:39:461 (2) - is not so strong sound, so how about this rhythm https://osu.ppy.sh/ss/5974689 Applied this change
00:49:000 (1) - is this NC really needed? Nope, fixed lol

[Insane]
00:03:478 (4) - how about NC 00:03:478 (4) - in this kind of pattern? for better readability. Maybe if they were perfectkly stacked, but since there is a slight offset in the stack, it should be readable.
00:07:495 (4) - consider 2-4 distance is same as 1-2 distance for visual stability. http://osu.ppy.sh/ss/5974727 yup Sure, why not.
00:14:357 (2,3) - I felt really uncomfortable at this. something is stacked, something is half stacked. If you want this, 00:15:863 (5,6,1) - how about unstack this? Let me explain. you see, 1/2 stacks like 00:14:357 (2,3) - and 00:06:323 (4,5) - and 00:54:524 (2,3) - are "half stacked" as you say to make them more readable versus triplets, which are fully stacked. This is a consistency / readability detail.
00:16:030 (1,2,3) - maybe you wanted same DS. give more detail to this. Thank you for catching this. Fixed
00:16:532 (4,5,6) - ^ Fixed.
00:27:577 (4,5,6) - according to song, I thought second triangle should have more distance cuz sound is higher than before. how about this http://osu.ppy.sh/ss/5974759 I disagree, I think that keeping the same spacing is ok here. That being said, you mentoining this reminded me to fix the placement of 00:28:415 (2) - so thanks!
00:31:595 (4,5,1) - make like 00:23:561 (4,5,1) - pls.. it looks quite dirty. I think I fixed it.
00:34:105 (1,2,3) - DS differnce almost 0.1. this kind of things are really obvious to players. Fixed, thanks for finding this.
00:49:168 (1) - It's your style maybe, but I thought it's a bit bad shape. I would make like this. http://osu.ppy.sh/ss/5974791 I don't like to use "its my style" as a defense, but honestly I don't really see a problem with this, so I'll keep it. Thanks for the suggestion though.


Good Luck~nice mapset it is^^
Thank you for the mod and complement :)

kanor wrote:

From my modding Q :)
M4M:https://osu.ppy.sh/s/499976
[Normal]
Recommend CS3.2,3.7 may be too difficult for new players>< They'll just have to deal with it c:
[Hard]
00:33:101 (1,2,3) - better the stack plz Fixed
00:37:118 (1,2,3) - the DS is 1.86,but in00:41:135 (1,2,3) - the DS is 1.53 you'd better make the same rhythm seems similar DS Same rhythm but they are not the same part of the music so they can be spaced differently[Insane]
00:00:967 (1,3) - I think the blanket can be better Fixed.
00:16:030 (1,2,3) - why the same rhythm but different DS? Fixed in previous mod :p
genrally i recommend you to make more use of patterns like triangle,square and stars>< too many straight flows may be tough to play

Nothing speical, nice map><
GL :)
Thanks for the mod, as for the patterns thing, I personally think linear flow fits the song quite well, and I do mix it with triangles, and other angular shapes. I don't think squares fit 1/3 very well (because the patterns with 4 hit objects usually have a jump on the 4 one), similar thing with stars.
CrystilonZ
Tags: [_Emillia_]

lol
Topic Starter
Izzywing

CrystilonZ wrote:

Tags: [_Emillia_]

lol
Kill me
BounceBabe
Request from my M4M Queue

What I checked in your mapset
Each point from the list below will have a check mark next to it (✓/ ✕/ ✫). This will tell you whether I checked that point or not.
✓= I checked this point and everything is okay.
✕= I didn't check this point because I think it doesn't need checking.
✫= I checked this point but something needs fixing (explained in the mod)

osu!wiki Modding page

osu!wiki Ranking Criteria page


📖 General 📖
✓ Mapset difficulty spread (Easy, Normal, Hard, Insane)
✫ Background design, skin and SB (if available) and combo colouring
✓ Metadata
> resolution of images, mp3, files,...
> bit rate of song
> hitsounds
> skin (missing elements and resolution checks) and SB (SB load) or video
✫ Unrankable issues

🕗 Timing 🕗
✓ KIAI time and breaks
✓ Slider Velocity and changes
✫ Timing changes
✫ Timing points
✫ BPM & Offset
✕ Preview point
✕ Unrankable issues

🎧 Sound 🎧
✫ Hitsounds (Do they match the song?)
✓ Hitsound patterns
✫ Hitsound volume (Timing points)
✓ Rhythm of hit objects (Do they match the song?)
✕ Unrankable issues

🖰 Object Gameplay 🖰
✫ Reasonable spacing patterns, spacing consistency, Jumps, Anti-Jumps, special pattern
✫ Flow and transition between elements
✓ Overmapping
✫ Unrankable issues (In addition to the link at the top)
> objects hitting the accuracy bar, HP bar or are out of playfield with the osu!standard skin
> overlaps and stacking
> unreadable objects

👀 Visual Gameplay 👀
✫ Combo patterns, New combos
✫ Blankets, symmetry
✓ Variety of different patterns and styles
✫ Unrankable issues

General

> You have two different BG images. I didn't find anything about allowance but having two different ones to spearate Easy - Hard from the Insane difficulties seems kinda pointless. I would understand if you want to give the GD a separate BG to undeline once again that it was mapped by someone else, but why your Insane too? It's unncessary to have two either way. It would be better to just chose one unless you have a valid reason to explain why not.
> The christmas-y sleigh bell hitsound doesn't fit with this marching music. I recommend using a more appropriate hitsound that matches the song. That's personal preference tho.
> The combo colour choices in combination with the BG don't match properly on Easy, Normal, Hard. The colours in the BG from Easy - Hard are washed out and really faint. Your combo colours are pretty dense and bright. Additionally, the mud greenish colours you chose aren't in the BG either. The Bg contains grey-green, light pink, purple and dark blue, almost royal blue colours. Like I said, they are really washed out and faint so you should choose them accordingly to the picture. Although, the amount of purple dominates over the blue colour. I played around with a couple of combinations and below are the best choices. Try them and tell me what you think
[Colours]
Combo1 : 132,99,175
Combo2 : 160,180,160
Combo3 : 190,125,140
Combo4 : 120,140,130
Combo5 : 102,136,225
Combo6 : 90,100,200
> The BG for the two Insanes don't show green colour. Well, except the character's eyes, which is very minimal. I suggest you use purple instead so it matched the colour of the sky. The blue is also barely visible. The common colours are purple, pink and orange. Don't use black tho, it's unrankable.
> The volume for the spinner at the end is way too loud for the music. It's already faded out a lot through here 00:59:209 - . You should lower the volume of the spinner from beginning by a decent amount for it to match the volume of the music.
> This whole mapset's timing points are late by 1 ms! I noticed that only because of the spinner at the end since the hitsound was too loud while the last timing point was 5% volume. Please fix this by selecting all timing points, type -1 into the "Move selected offsets by" field on the right and click "Move".

Easy

Appearance, Flow & Transition:
00:36:113 (2,1) - These two feel a bit clustered when playing, space them out a bit more to match the same spacing of previous elements. The distance between the elements, the blanket, should have the same spacing as the distance spacing from one element to the next, for it to look and play good. https://osu.ppy.sh/ss/5981579
00:49:168 (1) - This slider is the only slider in the whole difficulty that plays awful, since it's such a downdrop and not flowing with the previous slider. I understand why you did that. You wanted to indicate the end of the KIAI time, but it doesn't play good. You can easily fix this by moving it up a little. https://osu.ppy.sh/ss/5981596 The flow and transition will play a lot better.
00:53:185 (1) - This slider also would play better if it would be a little lower, as it wouldn't play against the flow of the previous pattern that is curved. https://osu.ppy.sh/ss/5981604
00:55:193 (1,2) - Didn't you want them two to be linear and parallel with each other? If not, it looks weird.

Normal

Appearance, Flow & Transition:
00:23:060 (1,2,3) - This pattern is clustered and dense in gameplay. It might confuse new players. You should unstack 00:23:896 (3,4) - to provide better readability. Same with this one 00:47:159 (1,2,3,4) -
00:52:180 (1) - Move this circle a grid lower, its a bit too high and it almost hits the hp bar

Hard

Appearance:
00:33:101 (1,2,3) - Stack the ending points of the slider properly for better visual appearance and blanket.

Spacing:
00:02:808 (6,1) - 00:06:490 (4,1) - 00:12:850 (5,1) - 00:14:859 (6,1) - 00:24:901 (6,1) - 00:26:574 (4,1) - 00:44:649 (6,1) - 00:57:034 (6,1) - There is no point in changing the spacing at such points. You start a NC, but the music doesn't change, does it? There is no musical change whatsoever. You should map to the music, not map your patterns to your NCs. This goes for all spacing changes like this. Here for example 00:52:683 (4,1) - the spacing is perfectly fine. Why not on the others? Please change them in order for them to be not only better to play but also for them to have correct spacing.
00:19:712 (4,5) - 00:35:110 (1,2) - 00:40:131 (4,5) - Same on this one, just without NC but spacing change anyway. Why? If you want a spacing change that is reasonable, then increase the spacing so it becomes a jump. Like here 00:37:118 (1,2) -
00:42:139 (3,4,5,6,1) - 00:46:156 (3,4,5,6,1) - This plays, looks and also is completely wrong. If you want to keep those, you really need to find a good reason why, because I see no reason why you should.
00:47:662 (2,3) - Definitely no need to change the spacing here either. I consider that more like a mistake than intention.

Possible Unrankable Issues:
00:08:499 (8) - The slider hits the accuracy bar when it's on while playing and is also almost out of playfield area. Move the slider up to fix this. https://osu.ppy.sh/ss/5982450

Combo:
00:59:210 (1) - Your map ends here. Remove the NC. This is supposed to be a conclusion and you do not have a pattern that follows this NC, thus it's not justified and I see no possible reason why you should keep it. Additionally, there is a spinner right after that. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here.

Insane

> Having a NC every 2 beats is considered as combo spam and overuse. It is wrong. Use a NC every 4. Besides, it would fit with the music as well. I definitely don't recommend having a NC every 2 beats.

Spacing:
00:05:319 (2,3) - Keep the spacing consistent and make it the same like 00:01:301 (2,3) - . The DS is totally different on those, yet you mapped them the same way in your time line. There is also no musical change here to justify a spacing increase. It's exactly the same like the previous pattern.
00:06:323 (4,5) - 00:22:390 (2,3) - 00:54:524 (2,3) - Not stacking those looks wrong. You should stack them. It also breaks your spacing again. Besides, custom stacking shouldn't be used when the elements are this close together to avoid confusion. It can be interpreted to be a double kind of pattern instead of 1/2. Either stack them or use appropriate spacing for them. These for example 00:08:331 (3,4,5,6) - are much more readable due to the spacing difference.
00:10:507 (4,1) - Fix the spacing between them, it's off by 0,1. I'm sure that wasn't intentional and even if, it's wrong.
00:12:850 (4,1,2) - The spacing change between them isn't 100% discernible, can be read differently and thus cause confusion. You should use 1 spacing setting between the elements to provide better readability. Moving 00:13:018 (1) - a little more right would fix this.
00:14:524 (3,1,2,3,4) - Two spacing inconsistencies in this small pattern is too much. This one 00:14:524 (3,1) - I especially don't understand. It doesn't only looks wrong, it also gives false indicators on how to play the pattern properly.
00:15:528 (4,5) - You can't have nearly the same spacing when the way of how it's played is completely different. The 4 is a 1/2 pattern and belongs to the previous pattern, whereas 00:15:863 (5) - is a continuation of this pattern 00:15:026 (1,2,3,4) - since you have a small break here 00:15:695 - . You have to fix this up, otherwise this can cause a lot of confusion while playing and it also is not even correct use of spacing increase or change. You need to use around double as much in spacing for it to be somewhat correct and playable. Try something like this to fix it https://osu.ppy.sh/ss/5982614 Same with 00:39:628 (2) - 00:47:661 (2) - 00:54:189 (1,2,1) - https://osu.ppy.sh/ss/5982760 (00:55:528 (3,4) - this is perfect)
00:16:866 (6,1) - First you have a jump here and then right after that slider you used the EXACT same spacing setting for those elements 00:17:033 (1,1) - . This is beyond acceptable, this will tell you every decent mapper and modder. Move i00:18:039 (1) - lower, to the bottom corner, to fix this.
00:20:884 (4) - According to your previous spacing and jumps, this also should still be a jump in order for it to create a better flow and transition between 00:20:549 (3,4,1) - . https://osu.ppy.sh/ss/5982643
00:23:394 (3,4) - 00:27:913 (6,1) - 00:29:085 (1,2,3) - 00:52:013 (6,1) - There is literally no musical change here that support a jump, thus no need for a spacing change / jump. Keep it consistent. (00:52:181 (1,2) - start your jumps here)
00:34:941 (5,2) - The spacing change here is not justified. It's not a jump because it's nearly the same spacing as 00:34:774 (4,5) - , making it nonsense to change the spacing. Either fix it or increase the spacing to create a proper jump, which fits the music. A jump would fit good here https://osu.ppy.sh/ss/5982705 Makes it more readable and playable.
00:57:202 (1,2) - Again, the spacing is too similar between 00:57:202 (1,2) - and 00:58:206 (1,2) - for it to be properly readable. Increase the spacing for 00:58:541 (2) - .
00:59:043 (6,1) - No need for a jump here. The music also doesn't ask for it, nor does the map, since it's already the ending of the song and difficulty.

Appearance, Flow & Transition:
00:12:516 (3) - 00:41:636 (3,4,1) - The slider start is hard to read here due to the previous slider not being enough disappeared yet before this one does, creating blind notes. Move it away from this slider's 00:12:014 (1) - ending more so at least half of the beginning of the slidercircle shows from this slider 00:12:516 (3) - for better readability. https://osu.ppy.sh/ss/5982547
00:28:080 (1,3) - Space them out a bit more for it to be more readable and appearing to the player. It will also create better flow and transition. https://osu.ppy.sh/ss/5982681
00:55:193 (1) - It would play better if the circle was below the previous slider, as it's curved. Otherwise it would disturb the flow and create a harsh transition between 00:54:691 (3,1) - since the player will have to redirect its cursor movement.

Combo:
00:48:665 (1,1) - 00:59:210 (1) - Combo spam. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You also changed you combo pattern here 00:48:163 - .

Emillia's Peninsula

> I'm a person that really likes jumps and I don't mind spacing changes, but be consistent with them. For the very best and most simple reason: The song doesn't drastically change, if not at all. Most music is built up on repetition. Please clear up those small spacing inconsistencies, they just make the pattern, which are really nice, look messy. For example: 00:00:967 (1,2) - 1,8 DS 00:02:473 (6,1) - 1,35 DS. You used two different spacing types while you could've used one instead. Tbh, the first one is easily adjustable if you'd move the starting point of 00:01:469 (2) - a bit right. I hope you know what I mean. Same with 00:08:498 (7,1,2) -

Appearance, Flow & Transition:
00:04:481 (4,1) - The flow and transition between the elements is a bit disturbed here.This would play a lot better if the starting point of 00:04:983 (1) - was in the cradle of the previous slider and the ending point stacked with the ending point of 00:05:485 (2) - . https://osu.ppy.sh/ss/5985194 https://osu.ppy.sh/ss/5985202 It also would make a perfect blanket with all the other elements.
00:47:661 (4,5) - Since you've had tripples and small streams placed like this, it could be read as one. You should stack them to create a stop and go motion then it's more readable and won't cause false stream indication.

Spacing:
00:12:849 (9) - This circle plays just odd and the flow disagrees as well. The cursor movement is going right but the way you placed the circle it directs to the upper left, that can be painful to play. Moving them 00:12:515 (8,9,1) - into a triangle pattern would add to the flow and playability a lot. https://osu.ppy.sh/ss/5985230
00:23:059 (1,2) - The spacing between those should be equal to the spacing of 00:23:393 (3,4) - 00:23:226 (2,3) - for it to play good. It also might confuse the player if there is the small spacing change, while the pattern is played the same. Same with 00:24:063 (6,7) - 00:24:230 (7,8) - Although this one is easies to fix. Rotate 00:24:565 (9) - by 15% and then stack 00:24:230 (7) - with the ending point of the slider. The spacing will also be consistent with 00:24:565 (9,1) - afterwards. https://osu.ppy.sh/ss/5985279
00:26:071 (4,5) - You can't have nearly the same spacing when 4 to 5 and 00:26:573 (7,8) - play completely different. Try to fix that up. It's incorrect spacing. There is the exact same problem on the Insane difficulty. You have to fix this up, otherwise this can cause a lot of confusion while playing and it also is not even correct use of spacing increase or change. You need to use around double as much in spacing for 00:26:071 (4,5) - to be somewhat correct and playable. You can also decrease the spacing between 00:26:574 (7,8) - to fix this but I'd recommend the former. Not perfect but you get the idea https://osu.ppy.sh/ss/5985324 Twice as much spacing between 00:26:071 (4,5) - than 00:26:574 (7,8) - . Same with 00:34:439 (4,5,6) - 00:39:293 (2,3,4) - 00:41:636 (2,3,4) - 00:46:155 (3,4,6,7) - it has to be a little bit more increased in order for it to play good and be more readable as these 00:34:105 (3,4,6,7) - are nearly the same spacing while the gameplay is totally different. (00:58:205 (4,5,7,8) - THIS is what i'm asking for, literally lol. You have to do exactly that on the ones above)
00:24:565 (9,1) - Considering your previous large jump, this one 00:25:067 (1,2) - is rather small. Make it a bit larger for it to be consistent and more readable.
00:30:925 (7,8,1) - 00:31:259 (2,3) - The spacing should be more consistent here considering your previous and following spacing 00:30:590 (5,6) - and 00:31:092 (1,2) - . Same with 00:36:615 (9,1) - just look at the following sliders, then you'll see the difference. 00:37:117 (1,2,3) - Are almost the same spacing.
00:48:331 (6,7) - Move those two a bit to the right so the spacing is consistent between 00:47:996 (5,6,7,8) - . Tiny change but it is noticeable. The anti jump is perfectly fine tho. https://osu.ppy.sh/ss/5985405
00:51:343 (2,3,4,5) - Spacing inconsistency again. Small easy fix by moving 00:51:845 (5) - up a bit.
00:54:188 (4,5,6,7) - ^

Unrankable Issues:
00:16:531 (7) - 00:32:598 (7) - The slider overlaps with the interface, the HP bar, and it has to be lower in order for it to be rankable. Please be aware of such things and don't let anything overlap with interface items or go out of playfield area. 00:20:548 (8) - This is almost out of playfield area. It's still acceptable tho. Just to make you aware.
00:29:586 (2) - This slider overlaps the accuracy bar when it's turned on. Again, don't overlap elements with interface. https://osu.ppy.sh/ss/5985342
00:32:013 (5) - left 00:38:540 (4) - left 00:40:046 (5) - down 00:50:590 (4) - up. Those note are too hidden for them to be properly readable. They are mostly covered by the previous slider. Move the circle a tiny bit more to the left / down / up to fix this. For example: 00:53:686 (2,3,4) - this is readable, thus easier to play.

Overall

The whole mapset is really creative and has nice patterns and mostly decent flow. The spacing and design need more work, other than that the mapset is good to go. Well done!

Add the question and one of the following options to your feedback on my mod please:
[u]Was the mod helpful?[/u]
1. Yes, it helped me a lot! The advice was really useful. I will definitely come back for more.
2. The mod was helpful! Most suggestions were useful to me.
3. It was good but there is room for improvement. I could apply only a few suggestions.
4. The suggestions and advice weren't explained properly. I appreciated the effort but it didn't help me to improve my map, sadly.
5. Awful! I won't visit this queue again. It didn't help me at all.
Topic Starter
Izzywing

BounceBabe wrote:

Request from my M4M Queue

General

> You have two different BG images. I didn't find anything about allowance but having two different ones to spearate Easy - Hard from the Insane difficulties seems kinda pointless. I would understand if you want to give the GD a separate BG to undeline once again that it was mapped by someone else, but why your Insane too? It's unncessary to have two either way. It would be better to just chose one unless you have a valid reason to explain why not.
- Having 2 backgrounds is completely fine. Honestly the biggest reason I did so is because I thought both images were cool in their own right. Distinguishing Emellia's diff by using a background unique to his diff would be cool, but I think both insanes are unique in their own right, even if his his way harder. Mine is focused on patterns and linear flow / triangular flow, while his is based around fancy sliders and hard jumps. Using the cool background for both of our diffs works out well.
> The christmas-y sleigh bell hitsound doesn't fit with this marching music. I recommend using a more appropriate hitsound that matches the song. That's personal preference tho.
- I disagree. When I use the bell sound, there's a distinct sound in the music, I don't really know how to explain it but it's really obvious when you listen to it. The bells complement that sound very well.
> The combo colour choices in combination with the BG don't match properly on Easy, Normal, Hard. The colours in the BG from Easy - Hard are washed out and really faint. Your combo colours are pretty dense and bright. Additionally, the mud greenish colours you chose aren't in the BG either. The Bg contains grey-green, light pink, purple and dark blue, almost royal blue colours. Like I said, they are really washed out and faint so you should choose them accordingly to the picture. Although, the amount of purple dominates over the blue colour. I played around with a couple of combinations and below are the best choices. Try them and tell me what you think
[Colours]
Combo1 : 132,99,175
Combo2 : 160,180,160
Combo3 : 190,125,140
Combo4 : 120,140,130
Combo5 : 102,136,225
Combo6 : 90,100,200
- Used all of them but the green ones, which were hard for me to spot. I suck at combo colors usually because I'm colorblind (all sorts of random colors just suck for me, not just the common red-green), so thanks for providing these.
> The BG for the two Insanes don't show green colour. Well, except the character's eyes, which is very minimal. I suggest you use purple instead so it matched the colour of the sky. The blue is also barely visible. The common colours are purple, pink and orange. Don't use black tho, it's unrankable.
- Keeping these colors, I think they fit will. There may not been green in the BG itself, but it still contrasts well with the BG and is easy to see, which I think is just as important.
> The volume for the spinner at the end is way too loud for the music. It's already faded out a lot through here 00:59:209 - . You should lower the volume of the spinner from beginning by a decent amount for it to match the volume of the music.
> This whole mapset's timing points are late by 1 ms! I noticed that only because of the spinner at the end since the hitsound was too loud while the last timing point was 5% volume. Please fix this by selecting all timing points, type -1 into the "Move selected offsets by" field on the right and click "Move".
-LOL whoops. Fixed for all diffs.

Easy

Appearance, Flow & Transition:
00:36:113 (2,1) - These two feel a bit clustered when playing, space them out a bit more to match the same spacing of previous elements. The distance between the elements, the blanket, should have the same spacing as the distance spacing from one element to the next, for it to look and play good. https://osu.ppy.sh/ss/5981579
>>> This actually used to be better, but I think I moved 2 and messed up the blanket by accident. I've fixed the pattern now.
00:49:168 (1) - This slider is the only slider in the whole difficulty that plays awful, since it's such a downdrop and not flowing with the previous slider. I understand why you did that. You wanted to indicate the end of the KIAI time, but it doesn't play good. You can easily fix this by moving it up a little. https://osu.ppy.sh/ss/5981596 The flow and transition will play a lot better.
>>> I don't think that not flowing perfectly is the same as playing awful. I wanted the change in flow here just as you said; to distinguish the end of the kiai. The music changes significantly here and signifying this by changing the flow emphasizes that perfectly.
00:53:185 (1) - This slider also would play better if it would be a little lower, as it wouldn't play against the flow of the previous pattern that is curved. https://osu.ppy.sh/ss/5981604
00:55:193 (1,2) - Didn't you want them two to be linear and parallel with each other? If not, it looks weird.
>>>Both of these have been fixed.

Normal

Appearance, Flow & Transition:
00:23:060 (1,2,3) - This pattern is clustered and dense in gameplay. It might confuse new players. You should unstack 00:23:896 (3,4) - to provide better readability. Same with this one 00:47:159 (1,2,3,4) -
>>>Went ahead and changed this pattern up a bit. Should be better. The other one I kept the same, though. I think that the density in that area is fine, and the readability shouldn't be a problem as circle into stack is a common pattern by this point. The first one the density didn't need to be that much in that area so I removed a note.
00:52:180 (1) - Move this circle a grid lower, its a bit too high and it almost hits the hp bar
>>>Sure.

Hard

Appearance:
00:33:101 (1,2,3) - Stack the ending points of the slider properly for better visual appearance and blanket.

>>>Tried my best.

Spacing:
00:02:808 (6,1) - 00:06:490 (4,1) - 00:12:850 (5,1) - 00:14:859 (6,1) - 00:24:901 (6,1) - 00:26:574 (4,1) - 00:44:649 (6,1) - 00:57:034 (6,1) - There is no point in changing the spacing at such points. You start a NC, but the music doesn't change, does it? There is no musical change whatsoever. You should map to the music, not map your patterns to your NCs. This goes for all spacing changes like this. Here for example 00:52:683 (4,1) - the spacing is perfectly fine. Why not on the others? Please change them in order for them to be not only better to play but also for them to have correct spacing.

>>>I'm very confused. There's a very powerful sound on each downbeat (such as one of the ones you linked, 00:02:976 (1)) and I emphasized this powerful sound with a jump. It's the same sound I'm complementing with the bell sound. I have no idea how to describe this sound other than the "sound that happens during the downbeats" and it is, to me, worth emphasizing. The music itself may not change in intensity, but that's not required for a jump. I specifically have these jumps on the downbeats to emphasize the powerful sound.

As for 00:51:009 (5,1), I should have put a jump there but I did not, if I wanted to be consistent. I've Added a small jump here to be consistent.


00:19:712 (4,5) - 00:35:110 (1,2) - 00:40:131 (4,5) - Same on this one, just without NC but spacing change anyway. Why? If you want a spacing change that is reasonable, then increase the spacing so it becomes a jump. Like here 00:37:118 (1,2) -

>>>These are small spacing disparities in areas in which I focused on aesthetics. I hate using "mapping style !111" as a defense, but honestly that's the answer. It's something I'll do; make small adjustments in some areas for the greater good of the pattern (lol this answer sounds really stupid, but it's the truth)

00:42:139 (3,4,5,6,1) - 00:46:156 (3,4,5,6,1) - This plays, looks and also is completely wrong. If you want to keep those, you really need to find a good reason why, because I see no reason why you should.

>>> Okay, so i have absolutely no problem with what is wrong about these, what "mistake" I should be defending, and plays completely wrong about these patterns. Maybe you forgot to include the reason? You aren't the first to mod this map, and nobody has every complained about these patterns so I honestly have no clue what the problem is lol

00:47:662 (2,3) - Definitely no need to change the spacing here either. I consider that more like a mistake than intention.

>>>Good catch, this changed when I was working on the blanket. Fixed.

Possible Unrankable Issues:
00:08:499 (8) - The slider hits the accuracy bar when it's on while playing and is also almost out of playfield area. Move the slider up to fix this. https://osu.ppy.sh/ss/5982450

>>>Adjusted.

Combo:
00:59:210 (1) - Your map ends here. Remove the NC. This is supposed to be a conclusion and you do not have a pattern that follows this NC, thus it's not justified and I see no possible reason why you should keep it. Additionally, there is a spinner right after that. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here.

>>>For one, single note combos are perfectly fine. They're all over ranked maps; if there's a single note at the end of a song that lands on the last downbeat, it will often have a NC on it. This is something that I always do on every one of my maps; it's like closure for me, kinda. Also, it says it right there; "indicate the downbeat of each measure" this is a downbeat, it has a NC. Not changing this.

Insane

> Having a NC every 2 beats is considered as combo spam and overuse. It is wrong. Use a NC every 4. Besides, it would fit with the music as well. I definitely don't recommend having a NC every 2 beats.

>>>What? Since when? I've literally never heard this before, lol. Also, I think doing a NC every 4 beats makes the combos too long. I don't like using 11-12, even 13-14 length combos, which some of them end up becoming. I actually used to do NC every 4 beats but it was too much so I changed it to what it is now. It's certainly not "combo spam".

Spacing:
00:05:319 (2,3) - Keep the spacing consistent and make it the same like 00:01:301 (2,3) - . The DS is totally different on those, yet you mapped them the same way in your time line. There is also no musical change here to justify a spacing increase. It's exactly the same like the previous pattern.

>>>Fixed.

00:06:323 (4,5) - 00:22:390 (2,3) - 00:54:524 (2,3) - Not stacking those looks wrong. You should stack them. It also breaks your spacing again. Besides, custom stacking shouldn't be used when the elements are this close together to avoid confusion. It can be interpreted to be a double kind of pattern instead of 1/2. Either stack them or use appropriate spacing for them. These for example 00:08:331 (3,4,5,6) - are much more readable due to the spacing difference.

>>>Good point to bring up. I left these unstacked because I wanted to distinguish the 1/3 stacks from the 1/6 stacks in an obvious way, this felt like the best way to do it. Playtesters didn't have readability problems, so I'm fine with keeping this as is for now.

00:10:507 (4,1) - Fix the spacing between them, it's off by 0,1. I'm sure that wasn't intentional and even if, it's wrong.

>>>Intentional slight jump there for emphasis, how is it wrong? I wanted a jump to emphasize that powerful sound on the downbeat.

00:12:850 (4,1,2) - The spacing change between them isn't 100% discernible, can be read differently and thus cause confusion. You should use 1 spacing setting between the elements to provide better readability. Moving 00:13:018 (1) - a little more right would fix this.

>>>Fixed.

00:14:524 (3,1,2,3,4) - Two spacing inconsistencies in this small pattern is too much. This one 00:14:524 (3,1) - I especially don't understand. It doesn't only looks wrong, it also gives false indicators on how to play the pattern properly.

>>>Good catch, I've fixed this pattern.

00:15:528 (4,5) - You can't have nearly the same spacing when the way of how it's played is completely different. The 4 is a 1/2 pattern and belongs to the previous pattern, whereas 00:15:863 (5) - is a continuation of this pattern 00:15:026 (1,2,3,4) - since you have a small break here 00:15:695 - . You have to fix this up, otherwise this can cause a lot of confusion while playing and it also is not even correct use of spacing increase or change. You need to use around double as much in spacing for it to be somewhat correct and playable. Try something like this to fix it https://osu.ppy.sh/ss/5982614 Same with 00:39:628 (2) - 00:47:661 (2) - 00:54:189 (1,2,1) - https://osu.ppy.sh/ss/5982760 (00:55:528 (3,4) - this is perfect)

>>>Fixed, I believe. I see what you mean.

00:16:866 (6,1) - First you have a jump here and then right after that slider you used the EXACT same spacing setting for those elements 00:17:033 (1,1) - . This is beyond acceptable, this will tell you every decent mapper and modder. Move i00:18:039 (1) - lower, to the bottom corner, to fix this.

>>>Fixed.

00:20:884 (4) - According to your previous spacing and jumps, this also should still be a jump in order for it to create a better flow and transition between 00:20:549 (3,4,1) - . https://osu.ppy.sh/ss/5982643

>>>This already is a jump, any more would ruin the aesthetics of this pattern, which I'm rather fond of.

00:23:394 (3,4) - 00:27:913 (6,1) - 00:29:085 (1,2,3) - 00:52:013 (6,1) - There is literally no musical change here that support a jump, thus no need for a spacing change / jump. Keep it consistent. (00:52:181 (1,2) - start your jumps here)

>>>I'm gonna have to disagree. Like I said before, there doesn't need to be a specific "Musical change" for a jump, but I do like to emphasize certain sounds and beats via spacing, and these are some of them. Just an example. the one at 23 seconds (3-4) fits because when I listen to this set of sounds, I hear "du-du-du DUUUduuuDuuu" and I want to emphasize the DUUU via spacing. I don't really know how to explain this in words lol

00:34:941 (5,2) - The spacing change here is not justified. It's not a jump because it's nearly the same spacing as 00:34:774 (4,5) - , making it nonsense to change the spacing. Either fix it or increase the spacing to create a proper jump, which fits the music. A jump would fit good here https://osu.ppy.sh/ss/5982705 Makes it more readable and playable.

>>>Fixed.

00:57:202 (1,2) - Again, the spacing is too similar between 00:57:202 (1,2) - and 00:58:206 (1,2) - for it to be properly readable. Increase the spacing for 00:58:541 (2) - .

Fixed.

00:59:043 (6,1) - No need for a jump here. The music also doesn't ask for it, nor does the map, since it's already the ending of the song and difficulty.

>>>Well, I think the music asks for it, and so I put it there. Also, something being the end of a map has no bearing on whether there should be a jump or not.

>>>That being said I did change this, just not the way you described it. Make this is a stack, as the softer change of not having to the move the cursor unlike before fits this part being quieter.

Appearance, Flow & Transition:
00:12:516 (3) - 00:41:636 (3,4,1) - The slider start is hard to read here due to the previous slider not being enough disappeared yet before this one does, creating blind notes. Move it away from this slider's 00:12:014 (1) - ending more so at least half of the beginning of the slidercircle shows from this slider 00:12:516 (3) - for better readability. https://osu.ppy.sh/ss/5982547
00:28:080 (1,3) - Space them out a bit more for it to be more readable and appearing to the player. It will also create better flow and transition. https://osu.ppy.sh/ss/5982681
00:55:193 (1) - It would play better if the circle was below the previous slider, as it's curved. Otherwise it would disturb the flow and create a harsh transition between 00:54:691 (3,1) - since the player will have to redirect its cursor movement.

>>>Fixed literally all of these.

Combo:
00:48:665 (1,1) - 00:59:210 (1) - Combo spam. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You also changed you combo pattern here 00:48:163 - .

>>>Fixed some messed up combos

Overall

The whole mapset is really creative and has nice patterns and mostly decent flow. The spacing and design need more work, other than that the mapset is good to go. Well done!
Ah man, that took me 2.5 hours to do lol

Thanks for the comprehensive mod, it helped a ton~

The mod was helpful! Most suggestions were useful to me.

This mod was very comprehensive and helpful, the only thing I'd criticize was how you referred to things as directly "wrong" when often times, those things were just subjective mistakes as opposed to objective mistakes.

Thanks again, I appreciate the effort you put into this quite a lot. I'm going to put this mapset on hold until Emillia responds and maybe get a few more opinions before going into BN hunt mode.
BounceBabe

Hobbes2 wrote:

That is one hell of a mod, I'll edit this post with my response.
Yer, i get that a lot. All of my mods are like this ^^ It's just a lot of explanation to make my point clear.
Topic Starter
Izzywing
EDIT - accidently posted rip, still working on mod response z_z

EDIT 2 - just so this post isnt useless, I'll hold off getting any more mods until Emillia updates, and then after that I'll get a few more opinions and then start the BN hunt.
BounceBabe

Hobbes2 wrote:

BounceBabe wrote:

Hard

Spacing:
00:02:808 (6,1) - 00:06:490 (4,1) - 00:12:850 (5,1) - 00:14:859 (6,1) - 00:24:901 (6,1) - 00:26:574 (4,1) - 00:44:649 (6,1) - 00:57:034 (6,1) - There is no point in changing the spacing at such points. You start a NC, but the music doesn't change, does it? There is no musical change whatsoever. You should map to the music, not map your patterns to your NCs. This goes for all spacing changes like this. Here for example 00:52:683 (4,1) - the spacing is perfectly fine. Why not on the others? Please change them in order for them to be not only better to play but also for them to have correct spacing.

>>>I'm very confused. There's a very powerful sound on each downbeat (such as one of the ones you linked, 00:02:976 (1)) and I emphasized this powerful sound with a jump. It's the same sound I'm complementing with the bell sound. I have no idea how to describe this sound other than the "sound that happens during the downbeats" and it is, to me, worth emphasizing. The music itself may not change in intensity, but that's not required for a jump. I specifically have these jumps on the downbeats to emphasize the powerful sound.

As for 00:51:009 (5,1), I should have put a jump there but I did not, if I wanted to be consistent. I've Added a small jump here to be consistent.


00:19:712 (4,5) - 00:35:110 (1,2) - 00:40:131 (4,5) - Same on this one, just without NC but spacing change anyway. Why? If you want a spacing change that is reasonable, then increase the spacing so it becomes a jump. Like here 00:37:118 (1,2) -

>>>These are small spacing disparities in areas in which I focused on aesthetics. I hate using "mapping style !111" as a defense, but honestly that's the answer. It's something I'll do; make small adjustments in some areas for the greater good of the pattern (lol this answer sounds really stupid, but it's the truth)


00:42:139 (3,4,5,6,1) - 00:46:156 (3,4,5,6,1) - This plays, looks and also is completely wrong. If you want to keep those, you really need to find a good reason why, because I see no reason why you should.

>>> Okay, so i have absolutely no problem with what is wrong about these, what "mistake" I should be defending, and plays completely wrong about these patterns. Maybe you forgot to include the reason? You aren't the first to mod this map, and nobody has every complained about these patterns so I honestly have no clue what the problem is lol

For all of these above: The way you explained your reasons are comprehensible enough for me to have me convinced over your opinion. Honestly, with your answer I understand the spacing changes now with these kind of patterns 00:42:139 (3,4,5,6,1) - . This 00:42:139 (3,4) - for one you used the same spacing as 00:41:637 (2,3) - and two 00:42:976 (6,1) - is a downbeat jump for emphasis. No prob, I see your reasons now. Tbh, it even fits quite good when you see it that way. You put a lot of thought into this.


Combo:
00:59:210 (1) - Your map ends here. Remove the NC. This is supposed to be a conclusion and you do not have a pattern that follows this NC, thus it's not justified and I see no possible reason why you should keep it. Additionally, there is a spinner right after that. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here.

>>>For one, single note combos are perfectly fine. They're all over ranked maps; if there's a single note at the end of a song that lands on the last downbeat, it will often have a NC on it. This is something that I always do on every one of my maps; it's like closure for me, kinda. Also, it says it right there; "indicate the downbeat of each measure" this is a downbeat, it has a NC. Not changing this.

I will never take "They're all over ranked maps" as valid reason. Only because other ppl use them, doesn't mean it's right imo. Mods are subjective and this is my subjective honest view with all this and I only can support my view with what is stated on the modding and RC sites. Downbeat it right but it still shouldn't be a single NC when the pattern has ended / has a break after it / has a spinner after it in my point of view. Fair enough it's closure to you, I accept that, to me it's a single NC that lives a lonely life abandoned from it's pattern that it belongs too. Single life. :P

Insane

00:23:394 (3,4) - 00:27:913 (6,1) - 00:29:085 (1,2,3) - 00:52:013 (6,1) - There is literally no musical change here that support a jump, thus no need for a spacing change / jump. Keep it consistent. (00:52:181 (1,2) - start your jumps here)

>>> I hear "du-du-du DUUUduuuDuuu" and I want to emphasize the DUUU via spacing. I don't really know how to explain this in words lol I laughed hard at this xD


Ah man, that took me 2.5 hours to do lol Took me about 3 to mod. We're even :P


Thanks again, I appreciate the effort you put into this quite a lot. You're very welcome.
emilia
[quote="BounceBabe"]Emillia's Peninsula

really wanted to respond to this bc of how long it is

> I'm a person that really likes jumps and I don't mind spacing changes, but be consistent with them. For the very best and most simple reason: The song doesn't drastically change, if not at all. Most music is built up on repetition. Please clear up those small spacing inconsistencies, they just make the pattern, which are really nice, look messy. For example: 00:00:967 (1,2) - 1,8 DS 00:02:473 (6,1) - 1,35 DS. You used two different spacing types while you could've used one instead. Tbh, the first one is easily adjustable if you'd move the starting point of 00:01:469 (2) - a bit right. I hope you know what I mean. Same with 00:08:498 (7,1,2) -

honestly distancing is very deterministic only within like 200 ms of playtime. a way to explain this is that as long as its readable within that timeframe, where 1/4 don't get confused with 1/2 or 3/4 or any timing division, its still playable. a lot of maps have variant distancing across the whole map, in other words they don't use DS or even select DS, and they just map to what they feel. I feel like I'd rather retain the authenticity of my feelings with respect to the "distance changed" because as long as it plays well and looks decent the exact distancing doesn't really matter, at least within that tiny timeframe. if, however, there are certain unreadable issues that concern rhythm or distancing i will not hesitate to change those, just so you know c:

Appearance, Flow & Transition:
00:04:481 (4,1) - The flow and transition between the elements is a bit disturbed here.This would play a lot better if the starting point of 00:04:983 (1) - was in the cradle of the previous slider and the ending point stacked with the ending point of 00:05:485 (2) - . https://osu.ppy.sh/ss/5985194 https://osu.ppy.sh/ss/5985202 It also would make a perfect blanket with all the other elements. dont like my wave sliders to be angled, sorry
00:47:661 (4,5) - Since you've had tripples and small streams placed like this, it could be read as one. You should stack them to create a stop and go motion then it's more readable and won't cause false stream indication. done

Spacing:
00:12:849 (9) - This circle plays just odd and the flow disagrees as well. The cursor movement is going right but the way you placed the circle it directs to the upper left, that can be painful to play. Moving them 00:12:515 (8,9,1) - into a triangle pattern would add to the flow and playability a lot. https://osu.ppy.sh/ss/5985230
00:23:059 (1,2) - The spacing between those should be equal to the spacing of 00:23:393 (3,4) - 00:23:226 (2,3) - for it to play good. It also might confuse the player if there is the small spacing change, while the pattern is played the same. Same with 00:24:063 (6,7) - 00:24:230 (7,8) - Although this one is easies to fix. Rotate 00:24:565 (9) - by 15% and then stack 00:24:230 (7) - with the ending point of the slider. The spacing will also be consistent with 00:24:565 (9,1) - afterwards. https://osu.ppy.sh/ss/5985279
00:26:071 (4,5) - You can't have nearly the same spacing when 4 to 5 and 00:26:573 (7,8) - play completely different. Try to fix that up. It's incorrect spacing. There is the exact same problem on the Insane difficulty. You have to fix this up, otherwise this can cause a lot of confusion while playing and it also is not even correct use of spacing increase or change. You need to use around double as much in spacing for 00:26:071 (4,5) - to be somewhat correct and playable. You can also decrease the spacing between 00:26:574 (7,8) - to fix this but I'd recommend the former. Not perfect but you get the idea https://osu.ppy.sh/ss/5985324 Twice as much spacing between 00:26:071 (4,5) - than 00:26:574 (7,8) - . Same with 00:34:439 (4,5,6) - 00:39:293 (2,3,4) - 00:41:636 (2,3,4) - 00:46:155 (3,4,6,7) - it has to be a little bit more increased in order for it to play good and be more readable as these 00:34:105 (3,4,6,7) - are nearly the same spacing while the gameplay is totally different. (00:58:205 (4,5,7,8) - THIS is what i'm asking for, literally lol. You have to do exactly that on the ones above)
00:24:565 (9,1) - Considering your previous large jump, this one 00:25:067 (1,2) - is rather small. Make it a bit larger for it to be consistent and more readable.
00:30:925 (7,8,1) - 00:31:259 (2,3) - The spacing should be more consistent here considering your previous and following spacing 00:30:590 (5,6) - and 00:31:092 (1,2) - . Same with 00:36:615 (9,1) - just look at the following sliders, then you'll see the difference. 00:37:117 (1,2,3) - Are almost the same spacing.
00:48:331 (6,7) - Move those two a bit to the right so the spacing is consistent between 00:47:996 (5,6,7,8) - . Tiny change but it is noticeable. The anti jump is perfectly fine tho. https://osu.ppy.sh/ss/5985405
00:51:343 (2,3,4,5) - Spacing inconsistency again. Small easy fix by moving 00:51:845 (5) - up a bit.
00:54:188 (4,5,6,7) - ^

mentioned before why i wont be fixing any spacing issues, i feel like its way too restrictive especially if it doesnt really affect gameplay

Unrankable Issues:
00:16:531 (7) - 00:32:598 (7) - The slider overlaps with the interface, the HP bar, and it has to be lower in order for it to be rankable. Please be aware of such things and don't let anything overlap with interface items or go out of playfield area. 00:20:548 (8) - This is almost out of playfield area. It's still acceptable tho. Just to make you aware.
00:29:586 (2) - This slider overlaps the accuracy bar when it's turned on. Again, don't overlap elements with interface. https://osu.ppy.sh/ss/5985342
00:32:013 (5) - left 00:38:540 (4) - left 00:40:046 (5) - down 00:50:590 (4) - up. Those note are too hidden for them to be properly readable. They are mostly covered by the previous slider. Move the circle a tiny bit more to the left / down / up to fix this. For example: 00:53:686 (2,3,4) - this is readable, thus easier to play. fixed most, but the triplet and slider overlaps are fine imo because they arent too overbearingly hidden imo , even with default skin
Topic Starter
Izzywing
Updated!

Couple more mods and we're ready for BNs I think. Let's see how this goes.
_vanity
M4M from #modreqs.
[Normal]
  1. 00:24:064 (3,4,1) - This might cause some reading issues for newer players. Overlaps and stacks don't work very well in this case, even though you are using proper distance spacing. Trying moving (1) away from the slider end of (3).
[Hard]
  1. 00:10:507 (4,1) - Create a stack?
  2. 00:14:524 (4,5) - Try replacing both of these with a 1/2 slider.
  3. 00:28:583 (6,7) - ^
  4. 00:37:118 (1,3) - For the sake of readability, avoid stacking sliders like this.
[Emillia's Peninsula]
  1. 00:00:967 (1,2) - Small detail, but if you're going to be doing this, fix the first part of (1) to blanket around the slider end of (2).
  2. 00:02:473 (6) - Trying moving this, so that it lines up with 00:01:971 (4,5) nicely.
  3. 00:11:678 (3,4) - The flow between both of these is a little harsh. Tilting (3) more toward the right can improve this.
  4. 00:29:084 (1,2) - Stack these.
  5. 00:35:778 (5,6) - This doesn't have very good flow. (6) shouldn't be placed so far away, considering its rhythm gap. Placing this somewhere near x: 248 y: 324 might be better.
  6. 00:30:925 (7,1) - Fix your spacing. Check your spacing for the rest of the map.
[Insane]
  1. 00:04:817 (4) - You can try moving this somewhere towards the left, instead stacking it over the head of 00:03:980.
  2. 00:06:323 (4,5) - Stack these?
  3. 00:08:164 (2,3,4,5,6) - This pattern has a very awkward flow. Perhaps do something that doesn't overlap as dramatically.
  4. 00:23:980 (5,1) - You could probably make this a bit neater.
  5. 00:24:900 (6) - Try bringing this down to the right a bit.
  6. 00:34:523 (2,3) - This can also be a lot more neat.
  7. 00:36:615 (4,5) - Stack for better emphasis.
  8. 00:38:958 (4,1) - This is quite a sharp movement. Try placing this slider a bit higher.
  9. 00:42:473 (2,3,1) - Another triple that could use some work. It helps to construct this type of pattern horizontally, then rotate it however you want with the rotate tool, that way things line up pretty nicely.
  10. 00:54:524 (2,3) - Stack these.
emilia

_vanity wrote:

[Emillia's Peninsula]
  1. 00:00:967 (1,2) - Small detail, but if you're going to be doing this, fix the first part of (1) to blanket around the slider end of (2). lz
  2. 00:02:473 (6) - Trying moving this, so that it lines up with 00:01:971 (4,5) nicely. ^
  3. 00:11:678 (3,4) - The flow between both of these is a little harsh. Tilting (3) more toward the right can improve this. kick played as hitcircle*
  4. 00:29:084 (1,2) - Stack these. why
  5. 00:35:778 (5,6) - This doesn't have very good flow. (6) shouldn't be placed so far away, considering its rhythm gap. Placing this somewhere near x: 248 y: 324 might be better. *
  6. 00:30:925 (7,1) - Fix your spacing. Check your spacing for the rest of the map. *
bless up no change
Topic Starter
Izzywing

_vanity wrote:

M4M from #modreqs.
[Normal]
  1. 00:24:064 (3,4,1) - This might cause some reading issues for newer players. Overlaps and stacks don't work very well in this case, even though you are using proper distance spacing. Trying moving (1) away from the slider end of (3). Fair point, but I believe this to be fine. Had my scrubby friend playtest it and he could read it, so I don't see why a typical Normal player couldn't.
[Hard]
  1. 00:10:507 (4,1) - Create a stack? Stacking this would break the structure of the pattern.
  2. 00:14:524 (4,5) - Try replacing both of these with a 1/2 slider. Why o_o
  3. 00:28:583 (6,7) - ^ Again, not sure why :/
  4. 00:37:118 (1,3) - For the sake of readability, avoid stacking sliders like this. It's a hard, I expect players of this skill level to be able to read this pattern.
[Insane]
  1. 00:04:817 (4) - You can try moving this somewhere towards the left, instead stacking it over the head of 00:03:980. prefer how it is now, it's pretty readable
  2. 00:06:323 (4,5) - Stack these? They are intentionally unstacked to differentiate them from triplets to make the map more readable
  3. 00:08:164 (2,3,4,5,6) - This pattern has a very awkward flow. Perhaps do something that doesn't overlap as dramatically. It's linear flow combined with anti-flow for emphasis, and it's a readable pattern with this AR. unchanged.
  4. 00:23:980 (5,1) - You could probably make this a bit neater. how? it's the same DS lol
  5. 00:24:900 (6) - Try bringing this down to the right a bit. Good idea, fixed this pattern up a bit.
  6. 00:34:523 (2,3) - This can also be a lot more neat. Same DS so it can't really be any neater unless I make it straight up, which looks bad
  7. 00:36:615 (4,5) - Stack for better emphasis. It's pretty much stacked at is, making it a perfect stack doesnt really emphasize this any more than it does now
  8. 00:38:958 (4,1) - This is quite a sharp movement. Try placing this slider a bit higher. Flows fine and moving this breaks structure
  9. 00:42:473 (2,3,1) - Another triple that could use some work. It helps to construct this type of pattern horizontally, then rotate it however you want with the rotate tool, that way things line up pretty nicely. Fixed this one
  10. 00:54:524 (2,3) - Stack these. Same as before.
Thanks for the mod, I know I rejected a lot but I hope my reasons made sense.
Zeonive
nice map, just a quick note about the hitsounds: claps are hitsounds that should be placed on the off-beat and not everywhere (?) even if the instrumentals kinda sounds like a clap it's still confusing to play with those hitsounds
Topic Starter
Izzywing

IntranetzFan01 wrote:

nice map, just a quick note about the hitsounds: claps are hitsounds that should be placed on the off-beat and not everywhere (?) even if the instrumentals kinda sounds like a clap it's still confusing to play with those hitsounds
Thanks! About hitsounds, there aren't really like obvious claps in this song like there are in other songs (like a typical 1/4 map with claps in th 2nd and 4th white tick) so I did something different here and put a softer clap hitsound everytime there is a clap in the music. It's not everywhere (altho it does feel like that in the lower diffs cos most of the mapped notes happen to fall on claps), but it's more obvious in the higher diffs that there aren't claps on every note.

this map definitely sounds worse with custom hitsounds off lol
intiaz
ok this map is short thank god

Emelia's Peninsula:
00:02:389 - straight this circle a little more
00:29:084 - have this touch the following slider
00:30:925 - replace this by making this slider with a reverse arrow

Insane:
00:06:322 - let this touch the following slider
00:14:356 - ^
00:22:389 - ^
00:34:523 - straighten 2 and 3 up a bit a little more

Hard:
nothing wrong with this one c:

Normal:
00:02:305 - try not to do stacks in a normal diff
00:03:812 - ^
00:07:828 - ^
00:10:339 - ^
00:12:347 - ^
00:30:423 - ^
00:33:937 - ^
00:36:950 - ^
00:37:954 - ^
00:42:473 - ^
00:44:481 - ^
00:46:490 - ^
00:47:996 - ^
00:54:523 - ^
00:56:029 - ^
00:58:540 - ^ (wow, the stacks were pretty much the only thing wrong with this diff o_o)

Easy:
nothing wrong with this one either, nice job!

and that's it! this mod will either be helpful or garbage! 8-)
Topic Starter
Izzywing

Nyantiaz wrote:

ok this map is short thank god

Insane:
00:06:322 - let this touch the following slider
00:14:356 - ^
00:22:389 - ^
You mean stack them? Nah, I didn't because I wanted there to be an obvious difference between triplets and 1/2 stacks to make the map more readable
00:34:523 - straighten 2 and 3 up a bit a little more they are straight, the distance between them is exactly the same, I didn't want them going straight up

Hard:
nothing wrong with this one c:

and that's it! this mod will either be helpful or garbage! 8-)
No changes on Normal because stacks are fine

Thanks for the check :)
Zero__wind
M4M from my queue, sorry for the delay

Red: unrankable issues
Purple: highly recommend to fix

General
try swapping your combo color 3 and 4, so that the two blue colors can be seperated
preview point unsnapped, reset it to 16950 in all diffs

Easy
00:17:033 (1,1) - this can be confusing in an Easy diff, recommended to rework this pattern to ged rid of the stack
00:27:076 (1,1) - you probably want them stacked

Normal
00:42:641 (3) - should clap on all 3 beats I guess
00:52:515 - personally, I'd like to see a circle here to build a better rhythm

Hard
00:03:980 (3,1) - can have a blanket here
00:21:051 (1,2,3) - maybe it's only me but this pattern doesn't look so neat
00:38:122 (3) - recommended to move out a little bit instead of completely stacking with 00:37:118 (1) - considering this is only a Hard diff
00:42:808 (5,6) - missing clap?

Insane
00:28:917 (4) - doesn't flow really good here, maybe move to the left, or move up, like 00:29:419 (2) -
00:36:280 (2) - minor, but I think moving it to (276,32) will make the pattern flow more naturally
00:42:640 (1,2) - how come on 1/4? they should be 1/3 beats just like the other parts

Emillia's Peninsula
00:02:975 (1,2) - maybe a blanket here?
00:06:824 (1) - leaving a downbeat on a slider end feels weird, maybe use triple instead?
00:24:230 (7,9) - maybe blanket
00:27:410 (2) - moving it left to around (196,148) should make 00:27:075 (1,2,3,4) - flow better imo
00:30:925 (7,1) - I'm afraid this jump is too big compared with the other patterns
not much to mention, just some 1/6 jumps seems too big

that's all for me
good luck
Topic Starter
Izzywing

Zero__wind wrote:

M4M from my queue, sorry for the delay

Red: unrankable issues
Purple: highly recommend to fix

General
try swapping your combo color 3 and 4, so that the two blue colors can be seperated Fixed
preview point unsnapped, reset it to 16950 in all diffs Fixed, but I don't think unsnapped preview point is unrankable

Easy
00:17:033 (1,1) - this can be confusing in an Easy diff, recommended to rework this pattern to ged rid of the stack There is plenty of time for the player to react, the stack doesn't really affect the readability here
00:27:076 (1,1) - you probably want them stacked Fixed, thanks

Normal
00:42:641 (3) - should clap on all 3 beats I guess Fixed
00:52:515 - personally, I'd like to see a circle here to build a better rhythm I had nerfed this earlier, but yeah you're right. Fixed.

Hard
00:03:980 (3,1) - can have a blanket here Sure
00:21:051 (1,2,3) - maybe it's only me but this pattern doesn't look so neat Its the same slider rotated 120 degrees overlapped with itself. It can't be any neater.
00:38:122 (3) - recommended to move out a little bit instead of completely stacking with 00:37:118 (1) - considering this is only a Hard diff You aren't first to say this so done.
00:42:808 (5,6) - missing clap? Yes

Insane
00:28:917 (4) - doesn't flow really good here, maybe move to the left, or move up, like 00:29:419 (2) - Adjusted I didn't move it near 2 because 2 has a clap so the spacing is big, 4 does not have a clap so the spacing is smaller
00:36:280 (2) - minor, but I think moving it to (276,32) will make the pattern flow more naturally Done
00:42:640 (1,2) - how come on 1/4? they should be 1/3 beats just like the other parts No, I am following the main melody here, if you listen closely the main melody is in 1/4, mapping it to 1/3 would follow the drums but this particular section of the map you can tell that I"m following the flute (i think its flute lol) so 1/3 wouldn't make sense


that's all for me
good luck
Thanks for the mod :)
Okoratu
Unsnapped preview points are not unrankable in in most cases more useful than acurrately snapped ones
are you sure you don't want yeahyeahyeahhh combocolors they look so similar LOL
may i note that i find the name Hobbes2 weird, like "yeah im the 2nd guy who had this idea" or something

lool
[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

[estellia-]
00:06:322 (5) - doesnt seem to have supporting drumroll or melodic triple so a different rhythm would fit better?
00:11:845 (4,5) - i think this should have more spacing to highlight 5 further
00:20:464 - i believe this is the first time you leave this kind of thing out, is that on purpose?
wait 00:28:079 (5,6) - nvm idk what's going on
00:27:075 (1,2,3,4) - after doing 00:19:042 (1,2,3,4,5,6,7) - this seems kinda odd because the pattern is used for the same kind of thing but one instance
00:36:448 - i feel like this worth mapping out at the very least because the melody is so
00:31:427 (3,4) - this looks like it's left over from fixing mods or something you never do anything similar to this in the rest of the map lol
00:42:975 (7) - is this supposed to follow melody? i think then it'd need to do something dumb like http://puu.sh/r5zeM/4edfbc685f.jpg
00:48:331 (7) - mapping this out feels not really representative i suggest making 00:48:163 (6,7) - just a slider because that could feel more accurate

[insane]
00:42:640 (1,2) - should be sth like http://puu.sh/r5A2R/bb652ecfda.jpg if you want a more passive rhythm http://puu.sh/r5A9L/2a24dc49f6.jpg could work
i think this map's only problem is that it mixes layers of the song into circle only patterns to a point where some of them don't really feeel representive
00:08:164 (2) - 00:08:666 (5,6) - 00:16:197 (2,5,6) - 00:32:432 (3,5,6) - don't follow main rhtyhtm the same way 00:11:008 (1,2,3,4,5,6) - all do because you mix the melody and the drum layer together into circles so that some feel like you're clicking to the drums mainly and at other times it's just like yeah im clicking ~something~
your kiai does a great job at following mainly the melody incomparison to that
00:01:469 (3) - 00:05:486 (3) - 00:09:503 (3,1) - 00:17:033 (1,2) - and what ever i missed are the places i kinda find underwhelming, would refer to 00:57:202 (1,2,1) - for rhythm

[hard]
basically suffering a bit from the same problem if you agree with changing the thing in insane it would be worth to visit
00:01:804 (2) - 00:05:821 (2) - 00:20:716 (7,8) - 00:28:750 (7,8) - and such

[normal]
00:18:373 (2,3) - i feel like these could be consistent with 00:02:306 (2,3) -
00:22:389 - why is this missing, it's actually offputting that it is
00:23:895 - same
00:24:064 (3,1) - would unstack since not showing that the slider has a head can potentially throw people off

[easy]
00:02:474 (3) - the way you use these seems really inconsequent like why do 00:22:557 (2,2) - get 2 and the next thing just one ?
other than that it's probably as straightforward of a diff as it can get

not really sure if you want to mod back for this but the song is p cool so here's that
Topic Starter
Izzywing

Okorin wrote:

Unsnapped preview points are not unrankable in in most cases more useful than acurrately snapped ones Yeah I remember seeing like charles445 saying this somewhere which is why I remember it lol
are you sure you don't want yeahyeahyeahhh combocolors they look so similar LOL lol I'm trash at combo colors because I'm color blind, I'll take a look at yours and use them if they're good
may i note that i find the name Hobbes2 weird, like "yeah im the 2nd guy who had this idea" or something I have the story on my userpage, basically I used to go on this place called Pokemon Online, and I wanted 'Hobbes' but it was taken. So I used Hobbes1 instead for a few months before I forgot the password, and rebranded myself as Hobbes2. I've used the name since.

lool
[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

Might be biased by my inability to see color like a normal human, but these are harder to see on the BG than the ones I'm using right now so I'll keep them.

[insane]
00:42:640 (1,2) - should be sth like http://puu.sh/r5A2R/bb652ecfda.jpg if you want a more passive rhythm http://puu.sh/r5A9L/2a24dc49f6.jpg could workI love you so much for this suggestion omg

i think this map's only problem is that it mixes layers of the song into circle only patterns to a point where some of them don't really feeel representive

00:08:164 (2) - 00:08:666 (5,6) - 00:16:197 (2,5,6) - 00:32:432 (3,5,6) - don't follow main rhtyhtm the same way 00:11:008 (1,2,3,4,5,6) - all do because you mix the melody and the drum layer together into circles so that some feel like you're clicking to the drums mainly and at other times it's just like yeah im clicking ~something~

your kiai does a great job at following mainly the melody incomparison to that
00:01:469 (3) - 00:05:486 (3) - 00:09:503 (3,1) - 00:17:033 (1,2) - and what ever i missed are the places i kinda find underwhelming, would refer to 00:57:202 (1,2,1) - for rhythm

Fixed everything, we discussed a bit in irc regarding some clarifications on what Okorin meant, extremely extremely helpful mod.

[hard]
basically suffering a bit from the same problem if you agree with changing the thing in insane it would be worth to visit
00:01:804 (2) - 00:05:821 (2) - 00:20:716 (7,8) - 00:28:750 (7,8) - and such

Done.

[normal]
00:18:373 (2,3) - i feel like these could be consistent with 00:02:306 (2,3) - Done!
00:22:389 - why is this missing, it's actually offputting that it is
00:23:895 - same Fixed both of these
00:24:064 (3,1) - would unstack since not showing that the slider has a head can potentially throw people off YOu aren't the first to say this, fixed

[easy]
00:02:474 (3) - the way you use these seems really inconsequent like why do 00:22:557 (2,2) - get 2 and the next thing just one ?
other than that it's probably as straightforward of a diff as it can get

Kinda confused here, I'll try to clarify with this you later.

Okay, so regarding this concern, I think it's fine (it might not be, but here's what I think)

I basically used 2/3 whenever I felt it either matched the main melody or when the drums were very active, which you'll notice, Also, if in cases that you point out as questionable, I tried to be consistent accross the measures; so like 00:21:051 (1,2,1,2) have the same rhythm, and then it switches on 00:25:068 (1,2) - with the following being all hit circles due to the intensity of the main melody there.

I removed the 2/3 slider at 00:38:623 (2) - because it wasn't consistent. I also removed the one at 00:46:657 (2) - for the same reason. Should be better now.


not really sure if you want to mod back for this but the song is p cool so here's that
Don't worry, I'll mod back :P
CaffeAmericano
Emilia

  • 00:14:523 (5,6,7,1,2,3) - Not a big fan of difficulty spike here. It seems inconsistent with similar sound at 00:06:824 (1,2,3,4) -. I guess jump DS is similar, but clicking density is. I think it fits the music well, but consider making difficulty similar :3

    00:27:075 - I think drum beat here is similar to above, and music is more intense. However, because of lower clicking density, this feels much easier than 00:14:523 (5,6,7,1,2,3) -. I know you are following different instrument… but doesn’t feel right to me ><

    00:17:033 (1) - I wish the sound at 00:17:033 (1) - was given more emphasis. I think you made it stand out pretty well, but this sound is like no other sound in first 16 second of the song.

    00:33:100 (1) - ^

    00:19:042 (1,2,3,4,5,6) - I’m not sure what sound you’re following here. Regardless, I think the brass (?) instrument at 00:19:544 (4,5,6) - are distinctive, so maybe they should be more distinguishable from 00:19:042 (1,2,3) - . NC with flow break would be my suggestion

    00:45:151 (1) - I love this emphasis

    I’m bit grumpy that some of the jumps before the kiai seem to take emphasis away from the most intense part of the music, but maybe I’m missing your intention :3 I think this diff is very well done.

Insane

  • 00:11:177 (2,5) - Reducing the overlapping surface area will be visually more consistent with 00:11:344 (3,6) - 00:11:008 (1,4) - . I think it would be even better to make 00:11:344 (3,6) - 00:11:008 (1,4) - overlap more :3

    00:24:063 (1,1) - Nazi in me doesn’t like ( http://puu.sh/r6FOd/737f4953cf.jpg)
Hard

  • 00:24:900 (5,1) - Nazi here, but your intention here isn’t clear to me. Consider moving 00:25:068 (1) - lower to make it more distinct or higher (so 00:24:900 (5,1) - both have same y coordinate).

    00:37:118 (1,3) - Consider making same shape and stacking perfectly or making them more distinct by reducing overlapping area. I personally think you should do the latter :3
Normal

  • 00:18:373 (2,3) - stacked, 00:50:507 (2,3) - not stacked. Same sound xD
That's it from my end. I didn't find anything on easy. Good luck >xD
Topic Starter
Izzywing

CaffeAmericano wrote:

Insane

  • 00:11:177 (2,5) - Reducing the overlapping surface area will be visually more consistent with 00:11:344 (3,6) - 00:11:008 (1,4) - . I think it would be even better to make 00:11:344 (3,6) - 00:11:008 (1,4) - overlap more :3

    00:24:063 (1,1) - Nazi in me doesn’t like ( http://puu.sh/r6FOd/737f4953cf.jpg)
Hard

  • 00:24:900 (5,1) - Nazi here, but your intention here isn’t clear to me. Consider moving 00:25:068 (1) - lower to make it more distinct or higher (so 00:24:900 (5,1) - both have same y coordinate).

    00:37:118 (1,3) - Consider making same shape and stacking perfectly or making them more distinct by reducing overlapping area. I personally think you should do the latter :3
Normal

  • 00:18:373 (2,3) - stacked, 00:50:507 (2,3) - not stacked. Same sound xD
Meh, this feels more like nazi consistency as opposed to something that absolutely needs to be consistent, and I quite like the pattern that the one at 50 seconds makes so unchanged :P

That's it from my end. I didn't find anything on easy. Good luck >xD
No response = fixed. Thanks for the mod and star :)
Stamby
Hi, mod as requested!

General

Very good maps overall, I couldn't find many issues :P

00:59:210 (1) - I would make this spinner start on 01:01:218 - and map the part between those times

Easy

00:13:018 (1,2) - I suggest making these shapes more "open" for a better flow

00:15:026 (1) - Find another shape for this slider that's not the same used on 00:11:009 (1)

00:21:051 (1) - Curve and/or make it diagonal for a more varied look

00:35:109 (1) - Move the red dot more to the centre of this slider

00:41:135 (1) - Try moving this slider on another spot that isn't the same as for 00:37:117 (1)

00:45:152 (1) - Same as earlier with the red dot in the middle

Normal

Why is the AR 4.2 and not 4? ;P

00:04:984 (1) - Make it slightly less curved for a better flow

00:13:018 (1,2) - Same as above, also change the shape on 00:13:520 (2) - for more variety in the map

00:14:022 (3) - I think a straight shape on this slider would look nicer

00:17:034 (1) - Move the red dot more on the middle for better aesthetics. Same for 00:27:076 (1) - and 00:27:578 (2) -

00:39:126 (1,2,3,4) - Change the pattern so it doesn't repeat the one on 00:35:110 (1,2,3,4) -.

Hard

I would lower the AR on this diff so that more items can be seen while it's playing, it would also account for the difficulty spread. Try AR 7

00:01:971 (1) - Remove NC bc not downbeat

00:02:305 - Personally I would add a double at the end of this slider and remove 00:02:474 (2) to match the song more accurately

00:18:540 - Add a note here

00:19:712 (4) - Change this slider for a triple (3 circles) or a small slider with a reverse arrow as in this picture: https://osu.ppy.sh/ss/6073385. Adjust spacing when it's done

00:21:050 (1,2,3) - Adjust the shapes on this pattern so it doesn't overlap the slider ends for the sliders in between

00:38:122 (3) - Try to move this slider on another spot that's not the same as in 00:37:118 (1) for more variety in the map

00:42:473 - Similarly as earlier, add two circles at the end of the slider, then remove 00:42:641 (4)

00:54:607 - Add a circle here

Insane

I suggest to delete the NCs that aren't set on the downbeats as in 00:07:996 (1) - 00:12:014 (1) - 00:16:029 (1) - and on

00:09:502 (2) - Flip upside down for a more varied pattern

00:12:014 (1,2,3) - This pattern can be misleading since I would think I have to click 00:12:516 (3) right after 00:12:014 (1) while it's not like that. Try moving 00:12:516 (3) on another place

00:15:361 (3) - Move this note to another spot that's not the same as in 00:15:026 (1) -. It could look like this: https://osu.ppy.sh/ss/6073591

00:19:210 (2,3,4,5,6) - Try remapping this part with a less repetitive appearance. Same counts for 00:30:424 (2,3,4) -, 00:31:093 (1,2,3) -, 00:43:310 (2,3,4,5) - and 00:51:177 (1,2,3,4,5,6) -. Avoid going too often on the same spots.

00:59:209 (1) - Stacked note feels hard to predict. Move it around the part that's shown in this pic: https://osu.ppy.sh/ss/6073636



That's all for this mod. Good luck ranking it :D

Cya

PS: Sorry that I forgot to review the GD kek (I think it's rankable, though)
Topic Starter
Izzywing

Stamby wrote:

Hi, mod as requested!

General

Very good maps overall, I couldn't find many issues :P That's good to hear :)

00:59:210 (1) - I would make this spinner start on 01:01:218 - and map the part between those times Nah, I prefer on my diffs where I start the spinner, so that it covers a measure

Easy

00:13:018 (1,2) - I suggest making these shapes more "open" for a better flow Not sure what you mean but I made an adjustment.

00:15:026 (1) - Find another shape for this slider that's not the same used on 00:11:009 (1) Gave it a very slight curve

00:21:051 (1) - Curve and/or make it diagonal for a more varied look Nah I want it parallel with 00:23:060 (1) - and I don't want to tilt this shape

00:35:109 (1) - Move the red dot more to the centre of this slider Since the song is 1/3, I put the elbow 1/3 off the way into the slider

00:41:135 (1) - Try moving this slider on another spot that isn't the same as for 00:37:117 (1) It's not in the same spot but its in general vicinity which is OK I think.

00:45:152 (1) - Same as earlier with the red dot in the middle I meant to have that elbow 2/3 through the slider but I goofed, fixed, so just not in the way you meant it :P


Normal

Why is the AR 4.2 and not 4? ;P The industry standard is 4, but this diff is a bit more dense than a typical normal due to to curve requirements, so the AR is slightly higher to compensate

00:04:984 (1) - Make it slightly less curved for a better flow Sure

00:13:018 (1,2) - Same as above, also change the shape on 00:13:520 (2) - for more variety in the map These two are okay, the are intentionally patterned like big humps and the flow is fine.

00:14:022 (3) - I think a straight shape on this slider would look nicer I disagree

00:17:034 (1) - Move the red dot more on the middle for better aesthetics. Same for 00:27:076 (1) - and 00:27:578 (2) - As before, I wanted these sliders' bends to be 1/3 or 2/3 the way through the slider to match the song. Consider it style if you want :P

00:39:126 (1,2,3,4) - Change the pattern so it doesn't repeat the one on 00:35:110 (1,2,3,4) -. Good idea, changed it up a bit.

Hard

I would lower the AR on this diff so that more items can be seen while it's playing, it would also account for the difficulty spread. Try AR 7 It used to be 7 but I changed to 7.5 after feedback from playtesting, both my own and from friends. I think the spread is fine even with the ARs, and that's just due to my rhythm selection for these diffs (opting to go for 3x, even 4x single tappiing in the Hard, etc)

00:01:971 (1) - Remove NC bc not downbeat Fixed

00:02:305 - Personally I would add a double at the end of this slider and remove 00:02:474 (2) to match the song more accurately I didn't want triplets this early in the map

00:18:540 - Add a note here Great idea, fixed

00:19:712 (4) - Change this slider for a triple (3 circles) or a small slider with a reverse arrow as in this picture: https://osu.ppy.sh/ss/6073385. Adjust spacing when it's done I value mapping to the powerful main claps here over mapping triplets in this section, which you notice throughout the kiai

00:21:050 (1,2,3) - Adjust the shapes on this pattern so it doesn't overlap the slider ends for the sliders in between I expect a Hard player to be able to read this.

00:38:122 (3) - Try to move this slider on another spot that's not the same as in 00:37:118 (1) for more variety in the map That's just the pattern, it's intentional

00:42:473 - Similarly as earlier, add two circles at the end of the slider, then remove 00:42:641 (4) I really considered this change, but just playing the map with the change I don't really think it's better than what I had before so I'll just keep what I had before.

00:54:607 - Add a circle here There's no sound there.

Insane

I suggest to delete the NCs that aren't set on the downbeats as in 00:07:996 (1) - 00:12:014 (1) - 00:16:029 (1) - and on Fixed the consistency of my combos, I want 2 per downbeat because otherwise the combos would stretch too long, and also I like the clap patterns being their own combo and this does that well.

00:09:502 (2) - Flip upside down for a more varied pattern I actually think not flipping it upside makes it more varied of a pattern because flipping up side down is what you would usually do

00:12:014 (1,2,3) - This pattern can be misleading since I would think I have to click 00:12:516 (3) right after 00:12:014 (1) while it's not like that. Try moving 00:12:516 (3) on another place Nobody had trouble reading this when playtesting so I think it's ok :P

00:15:361 (3) - Move this note to another spot that's not the same as in 00:15:026 (1) -. It could look like this: https://osu.ppy.sh/ss/6073591 Why? I guess your solution isn't bad but my implementation isn't bad either

00:19:210 (2,3,4,5,6) - Try remapping this part with a less repetitive appearance. Same counts for 00:30:424 (2,3,4) -, 00:31:093 (1,2,3) -, 00:43:310 (2,3,4,5) - and 00:51:177 (1,2,3,4,5,6) -. Avoid going too often on the same spots. But like...why? That's kinda one of the repeating patterns of the map; stacking and overlapping, so if I remapped this it would be changing the map drastically.

00:59:209 (1) - Stacked note feels hard to predict. Move it around the part that's shown in this pic: https://osu.ppy.sh/ss/6073636 Meh, it's an Insane; I expect players to be able to read this kinda stuff. Also the stack is for emphasis as it's the last note, but it's softer so spacing it out doesn't really fit.


That's all for this mod. Good luck ranking it :D

Cya

PS: Sorry that I forgot to review the GD kek (I think it's rankable, though)
Thanks so much for the mod :)

EDIT - cleaned up some aesthetics on my own by adding slight curves to some of the sliders in the Insane to give the map a more consistent feel in terms of visuals.
Plaudible
bubble when

okarin senpai
Topic Starter
Izzywing

Plaudible wrote:

bubble when

okarin senpai
gotta make sure the mapset is perfecto before that has a chance of happening :^)

thanks for the stars, man, appreciate it a lot

EDIT - more aesthetics changes from self-modding throughout the set. I think my diffs are ready now.
emilia
sry im too lazy to respond to mods but i accepted a lot of things
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 16908
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Isekai Ivariisu
TitleUnicode:異世界イヴァリース
Artist:Hitoshi Sakimoto
ArtistUnicode:崎元 仁
Creator:Hobbes2
Version:Emillia's Peninsula
Source:ファイナルファンタジータクティクスアドバンス
Tags:Different World Ivalice Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス Soundtrack overworld theme game boy map [ Emillia ]
BeatmapID:1067478
BeatmapSetID:500371

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:2.59999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"coolbackgroundezek.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
967,502.092050209205,4,2,1,68,1,0
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63227,-100,4,2,1,23,0,0
65234,-100,4,2,1,23,0,0
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Combo3 : 245,95,44
Combo4 : 89,255,98

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307,269,21050,6,0,B|184:262|184:262|222:279|236:309,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
342,337,21552,2,0,L|366:131,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
345,150,21971,1,0,0:0:0:0:
328,136,22054,2,0,B|366:130|390:145|390:145|436:129|436:129|469:147|524:132,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
356,35,22556,2,0,L|255:28,2,86.6666634877523,8|8|8,0:0|0:0|0:0,0:0:0:0:
377,28,22975,1,0,0:0:0:0:
398,23,23059,5,10,0:0:0:0:
238,180,23226,1,8,0:0:0:0:
162,47,23393,1,8,0:0:0:0:
329,118,23561,2,0,P|311:235|311:319,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
289,281,23979,1,8,0:0:0:0:
268,274,24063,1,8,0:0:0:0:
379,384,24230,1,0,0:0:0:0:
450,163,24397,1,8,0:0:0:0:
309,289,24565,2,0,B|360:272|391:291|391:291|435:323|497:285,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
260,364,25067,6,0,P|147:347|81:346,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
206,302,25569,2,0,P|249:237|209:136,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
204,141,25987,1,0,0:0:0:0:
182,136,26071,1,8,0:0:0:0:
117,336,26406,1,8,0:0:0:0:
117,336,26490,1,8,0:0:0:0:
117,336,26574,1,8,0:0:0:0:
303,292,26741,1,8,0:0:0:0:
47,245,26908,1,8,0:0:0:0:
225,367,27075,5,0,0:0:0:0:
278,135,27243,1,8,0:0:0:0:
387,307,27410,1,0,0:0:0:0:
160,197,27577,1,0,0:0:0:0:
393,150,27745,1,0,0:0:0:0:
247,240,27912,1,8,0:0:0:0:
512,194,28079,2,0,B|401:182|401:182|437:199|459:231,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
328,350,28582,2,0,P|285:296|325:192,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
409,328,29084,5,10,0:0:0:0:
394,317,29586,2,0,P|284:332|215:357,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
209,337,30004,1,0,0:0:0:0:
193,321,30088,2,0,P|94:320|56:242,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
250,137,30590,1,8,0:0:0:0:
303,362,30757,1,8,0:0:0:0:
379,185,30925,2,8,L|394:129,1,43.3333317438762,8|0,0:0|0:0,0:0:0:0:
230,290,31092,5,10,0:0:0:0:
344,360,31259,1,8,0:0:0:0:
117,353,31427,1,8,0:0:0:0:
241,177,31594,2,0,P|160:191|111:117,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
101,144,32013,1,8,0:0:0:0:
92,163,32096,2,0,P|91:219|71:281,2,86.6666634877523,8|0|8,0:0|0:0|0:0,0:0:0:0:
182,34,32598,2,0,P|181:77|189:119,2,86.6666634877523,8|0|0,0:0|0:0|0:0,0:0:0:0:
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299,365,34105,1,8,0:0:0:0:
375,123,34439,1,8,0:0:0:0:
375,123,34523,1,8,0:0:0:0:
375,123,34607,1,8,0:0:0:0:
101,164,34774,1,8,0:0:0:0:
331,228,34941,1,8,0:0:0:0:
181,56,35109,5,12,0:0:0:0:
228,288,35276,1,8,0:0:0:0:
277,27,35443,1,8,0:0:0:0:
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184,11,35946,1,8,0:0:0:0:
110,197,36113,2,0,P|119:239|120:282,2,86.6666634877523,8|0|0,0:0|0:0|0:0,0:0:0:0:
33,318,36615,2,0,P|74:361|184:343,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
386,258,37117,6,0,B|337:241|302:265|302:265|262:291|215:268,1,173.333326975505,12|0,0:0|0:0,0:0:0:0:
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448,195,38121,2,0,P|486:129|441:41,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
453,67,38540,1,0,0:0:0:0:
457,88,38623,2,0,L|344:78,2,86.6666634877523,8|8|8,0:0|0:0|0:0,0:0:0:0:
265,103,39125,5,12,0:0:0:0:
391,3,39293,1,8,0:0:0:0:
301,217,39460,1,8,0:0:0:0:
179,94,39628,2,0,B|115:92|115:92|77:104|77:104|-1:101,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
22,117,40046,1,8,0:0:0:0:
36,133,40130,2,0,L|49:252,2,86.6666634877523,8|0|8,0:0|0:0|0:0,0:0:0:0:
194,76,40632,2,0,L|178:274,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
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372,273,41636,2,0,P|337:372|275:330,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
313,203,42138,1,8,0:0:0:0:
485,353,42473,1,8,0:0:0:0:
485,353,42557,1,8,0:0:0:0:
485,353,42640,2,0,L|479:265,1,86.6666634877523,8|0,0:0|0:0,0:0:0:0:
445,172,42975,2,0,L|449:125,1,43.3333317438762
488,31,43142,6,0,P|429:13|373:24,2,86.6666634877523,12|8|8,0:0|0:0|0:0,0:0:0:0:
346,212,43644,1,8,0:0:0:0:
292,51,43812,2,0,L|299:8,1,43.3333317438762,8|8,0:0|0:0,0:0:0:0:
244,263,43979,1,8,0:0:0:0:
466,107,44146,1,0,0:0:0:0:
355,308,44314,1,0,0:0:0:0:
219,159,44481,1,8,0:0:0:0:
469,191,44649,2,0,P|445:275|431:375,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
204,328,45151,6,0,P|271:306|346:383,1,173.333326975505,12|0,0:0|0:0,0:0:0:0:
118,371,45653,2,0,B|134:308|102:249|102:249|144:268|145:311,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
0,328,46155,1,8,0:0:0:0:
268,187,46490,1,8,0:0:0:0:
268,187,46573,1,0,0:0:0:0:
268,187,46657,1,8,0:0:0:0:
82,172,46824,1,8,0:0:0:0:
234,339,46992,1,8,0:0:0:0:
148,68,47159,5,12,0:0:0:0:
56,307,47326,1,8,0:0:0:0:
260,166,47494,1,8,0:0:0:0:
12,120,47661,1,8,0:0:0:0:
12,120,47996,2,0,L|86:105,1,43.3333317438762,8|8,0:0|0:0,0:0:0:0:
259,62,48163,1,8,0:0:0:0:
146,265,48331,1,0,0:0:0:0:
107,23,48498,1,8,0:0:0:0:
244,190,48665,2,0,P|226:285|215:373,1,173.333326975505
338,238,49167,6,0,B|382:213|426:228|452:264|452:264|484:251|488:224,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
303,325,49669,2,0,P|345:372|445:353,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
206,255,50172,2,0,B|141:249|141:249|112:257|112:257|19:250,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
52,238,50590,1,8,0:0:0:0:
70,226,50674,2,0,P|82:168|82:130,1,86.6666634877523,8|8,0:0|0:0,0:0:0:0:
39,54,51008,1,8,0:0:0:0:
39,54,51092,1,0,0:0:0:0:
39,54,51176,5,10,0:0:0:0:
218,128,51343,1,8,0:0:0:0:
0,169,51510,1,8,0:0:0:0:
148,38,51678,1,8,0:0:0:0:
174,272,51845,1,8,0:0:0:0:
86,136,52013,2,0,L|72:78,2,43.3333317438762,8|0|8,0:0|0:0|0:0,0:0:0:0:
279,94,52347,1,0,0:0:0:0:
82,302,52515,1,8,0:0:0:0:
76,47,52682,1,8,0:0:0:0:
250,194,52849,1,0,0:0:0:0:
0,243,53017,1,0,0:0:0:0:
159,148,53184,6,0,P|180:248|194:344,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
410,346,53686,2,0,P|373:283|276:304,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
275,315,54105,1,0,0:0:0:0:
266,334,54188,2,0,P|317:362|347:391,1,86.6666634877523,8|0,0:0|0:0,0:0:0:0:
171,313,54523,1,8,0:0:0:0:
3,253,54690,1,8,0:0:0:0:
207,189,54858,1,8,0:0:0:0:
97,384,55025,6,0,L|85:323,1,43.3333317438762,8|0,0:0|0:0,0:0:0:0:
141,142,55192,1,10,0:0:0:0:
0,326,55360,1,8,0:0:0:0:
200,356,55527,1,8,0:0:0:0:
8,244,55695,2,0,B|57:226|93:241|93:241|137:266|201:231,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
192,228,56113,1,8,0:0:0:0:
203,209,56197,2,0,P|201:158|169:113,1,86.6666634877523,8|0,0:0|0:0,0:0:0:0:
73,156,56531,1,8,0:0:0:0:
277,132,56699,2,0,P|284:70|386:39,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
501,212,57201,6,0,B|432:204|432:204|395:213|395:213|305:205,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
426,381,57703,2,0,B|504:339|504:339|421:261,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
421,287,58121,1,0,0:0:0:0:
400,293,58205,1,8,0:0:0:0:
162,54,58540,1,8,0:0:0:0:
162,54,58623,1,8,0:0:0:0:
162,54,58707,1,8,0:0:0:0:
202,245,58874,1,8,0:0:0:0:
19,157,59042,1,8,0:0:0:0:
248,99,59209,6,8,P|265:46|283:6,2,86.6666634877523,10|8|8,0:0|0:0|0:0,0:0:0:0:
125,192,59711,2,8,P|108:139|90:99,2,86.6666634877523
256,192,60213,12,0,65234,0:0:0:0:

Bakari wrote:

omf hi bakari a cute
[Peninsula]
  1. 00:25:067 (1,2) - minor - feels a bit out of your patterning as you don't normally use these overlaps. Probably you should move (2) up a bit. nah, there are these: 00:00:967 (1,2) - 00:01:971 (4,6) - 00:04:481 (4,1) - 00:07:494 (5,8) - 00:12:013 (5,7) - 00:13:017 (1,2) - 00:15:527 (4,6) - , something more obvious would be like 00:21:050 (1,2) - , so i'm keeping this

    Simple, yet pretty neat.
ty ;w;

CaffeAmericano wrote:

Emilia

  • 00:14:523 (5,6,7,1,2,3) - Not a big fan of difficulty spike here. It seems inconsistent with similar sound at 00:06:824 (1,2,3,4) -. I guess jump DS is similar, but clicking density is. I think it fits the music well, but consider making difficulty similar :3 i think i tried to fix this, good suggestion tbh

    00:27:075 - I think drum beat here is similar to above, and music is more intense. However, because of lower clicking density, this feels much easier than 00:14:523 (5,6,7,1,2,3) -. I know you are following different instrument… but doesn’t feel right to me >< yea fix in prev mod ty

    00:17:033 (1) - I wish the sound at 00:17:033 (1) - was given more emphasis. I think you made it stand out pretty well, but this sound is like no other sound in first 16 second of the song. well idk if i'm not given a suggestion i can't really think of something to emphasise it better other than changing the slider shape

    00:33:100 (1) - ^ ^

    00:19:042 (1,2,3,4,5,6) - I’m not sure what sound you’re following here. Regardless, I think the brass (?) instrument at 00:19:544 (4,5,6) - are distinctive, so maybe they should be more distinguishable from 00:19:042 (1,2,3) - . NC with flow break would be my suggestion yea fixed in my own way, it didnt use to be like that though, so nice catch!

    00:45:151 (1) - I love this emphasis perhaps its the hitsounds, mb i'll get hobbes to check

    I’m bit grumpy that some of the jumps before the kiai seem to take emphasis away from the most intense part of the music, but maybe I’m missing your intention :3 I think this diff is very well done. totally see where you're coming from, i might just make the jumps at the kiai more intense then, ty for good mod!

Okorin wrote:

[estellia-]
00:06:322 (5) - doesnt seem to have supporting drumroll or melodic triple so a different rhythm would fit better? ok
00:11:845 (4,5) - i think this should have more spacing to highlight 5 further ok
00:20:464 - i believe this is the first time you leave this kind of thing out, is that on purpose?
wait 00:28:079 (5,6) - nvm idk what's going on uhh?
00:27:075 (1,2,3,4) - after doing 00:19:042 (1,2,3,4,5,6,7) - this seems kinda odd because the pattern is used for the same kind of thing but one instance
00:36:448 - i feel like this worth mapping out at the very least because the melody is so ok
00:31:427 (3,4) - this looks like it's left over from fixing mods or something you never do anything similar to this in the rest of the map lol ok
00:42:975 (7) - is this supposed to follow melody? i think then it'd need to do something dumb like http://puu.sh/r5zeM/4edfbc685f.jpg no i like what i have
00:48:331 (7) - mapping this out feels not really representative i suggest making 00:48:163 (6,7) - just a slider because that could feel more accurate no, not representative of music imo

Nyantiaz wrote:

Emelia's Peninsula:
00:02:389 - straight this circle a little more the distance is the same, doesn't matter to me
00:29:084 - have this touch the following slider its touching, stacking is pointless
00:30:925 - replace this by making this slider with a reverse arrow prefer this

Zero__wind wrote:

Emillia's Peninsula
00:02:975 (1,2) - maybe a blanket here? how do u blanket a straight slider with a circle ???
00:06:824 (1) - leaving a downbeat on a slider end feels weird, maybe use triple instead? broken to kick and hitcircle
00:24:230 (7,9) - maybe blanket no, looks odd to me, and blanket is needless
00:27:410 (2) - moving it left to around (196,148) should make 00:27:075 (1,2,3,4) - flow better imo fixed my own way
00:30:925 (7,1) - I'm afraid this jump is too big compared with the other patterns tried to adjust
not much to mention, just some 1/6 jumps seems too big singletap bpm is actually just ~89
ffs
Topic Starter
Izzywing
fixing hitsounds then updating. Thanks!
riffy
Oh, look, that Bakari dude isn't actually dead yet.

Back to my old modding template because I'm short of time.

[General]
  1. The game is often shortened to "FFTA", perhaps we could use it as a tag.
[Easy]
  1. I am not exactly sure of 1/3 gaps after sliders as the 1/3 beats in general are somewhat complex it can be very tricky for bginners.
  2. 00:16:531 (2,1) - minor - the flow here feels really weird, even though beginners don't really rely on flow making things more intuitively-playable is always a good idea. try this
  3. 00:35:109 (1) - snapping this to 1/6 doesn't seem like a good idea at all.Just make it a regular 1/1 slider, it should sound a lot better and feel way more playable.

    I am not entirely sure on how I feel about the 1/3 beats in a difficulty called Easy, apart from that it was neat.
[Normal]
  1. Approch Rate 5 seems to fit somewhat better. I guess it just makes the whole 1/3 patterns thingy feel less agressive and more readable. Give it a try and see what it does!
[Hard]
  1. 00:37:118 (1,3) - minor - try unstacking these, as this would actually help to make this pattern more readable.

    Impressive!
[Insane]
  1. 00:09:502 (2,1) - the stack here feels a bit forced, I'd rather unstack these two and place a jump in-between.
    Note: 00:13:520 (2,1) - 00:17:536 (2,1) - 00:48:665 (8,1) - same here and so on. I just feel like giving these patterns more movement is a good idea.
  2. 00:33:100 (1) - minor - as the sliders following this one do not use any extreme curves you might wanna make this one straight as well.

    Not much to comment on, well-though.
[Peninsula]
  1. 00:25:067 (1,2) - minor - feels a bit out of your patterning as you don't normally use these overlaps. Probably you should move (2) up a bit.

    Simple, yet pretty neat.
The only thing that bothers me is the E/N gap and the way these diffs are mapped. I would probably recommend to simplify Easy and add an in-between diff, or make Easy harder, rename it to Normal and then call Normal an Advanced. So, the way difficulties are played matches with their naming a lot better. Apart from that there really aren't too many things to mention, awesome job!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`

Best of luck!
Topic Starter
Izzywing

Bakari wrote:

Oh, look, that Bakari dude isn't actually dead yet.

Back to my old modding template because I'm short of time.

[General]
  1. The game is often shortened to "FFTA", perhaps we could use it as a tag. Great point.
[Easy]
  1. I am not exactly sure of 1/3 gaps after sliders as the 1/3 beats in general are somewhat complex it can be very tricky for bginners. Hm, fair point, but I do think this is fine. Aside from the fact that it's necessary for the curve imo, 1/3 gaps aren't too weird, and after the first one I think the rhythm becomes very obvious and easy to follow, even for an Easy player.
  2. 00:16:531 (2,1) - minor - the flow here feels really weird, even though beginners don't really rely on flow making things more intuitively-playable is always a good idea. try this Fixed!
  3. 00:35:109 (1) - snapping this to 1/6 doesn't seem like a good idea at all.Just make it a regular 1/1 slider, it should sound a lot better and feel way more playable. That was a mistake lol fixed

    I am not entirely sure on how I feel about the 1/3 beats in a difficulty called Easy, apart from that it was neat.
[Normal]
  1. Approch Rate 5 seems to fit somewhat better. I guess it just makes the whole 1/3 patterns thingy feel less agressive and more readable. Give it a try and see what it does! I think AR5 is a bit too much but I do think the current AR is too low so I made it 4.5
[Hard]
  1. 00:37:118 (1,3) - minor - try unstacking these, as this would actually help to make this pattern more readable. [b]This pattern should be fine. Just based on the pattern's flow, the sliders lead into themselves, making reading 3 not as hard as it might have been because the cursor is naturally moving in that direction. I do expect a Hard player to be able to read this.

    Impressive!
[Insane]
  1. 00:09:502 (2,1) - the stack here feels a bit forced, I'd rather unstack these two and place a jump in-between. Meh, I tried some positions but I don't really like any of them; I'm stuck in the corner here and I try to make the best of it by using two places at once (hence the stack), and the movement fits the music so it should be fine.
    Note: 00:13:520 (2,1) - 00:17:536 (2,1) - 00:48:665 (8,1) - same here and so on. I just feel like giving these patterns more movement is a good idea. When I hear the music, I just can't feel any movement after the second slider into the stacked hit circle; it just doesn't fit to me. Emillia made the opposite choice, which is equally respectable, but it's just what I hear from the music and I don't really know how to explain it more than that :v
  2. 00:33:100 (1) - minor - as the sliders following this one do not use any extreme curves you might wanna make this one straight as well. I wouldn't really consider this an extreme curve to be honest. It might be a little out of place but I don't want to change it because I love this pattern. If I absolutely must, because of structure and all I suppose I could, but I would much prefer not to.

    Not much to comment on, well-though.
Best of luck!
Thanks so much Bakari!

In regards to the curve, here are my thoughts;

While buffing the Easy to a Normal and making the Normal called Advanced would technically work, my method is equally valid I think. The Easy, while it does have some 1/3 gaps which might feel out of place, this song is very each to keep the rhythm on due to its marching style, so I think after just one 1/3 gap at the beginning the player will have the gap down for the rest of the song. So I don't think it's a big concern for Easy players and whether they can complete the diff or not.

The normal itself was made intended to be a normal; it might be a bit harder due to regular Normals due to density and rhythm, but as before this song follows a continuous rhythm, one that players of this level should be able to follow. A normal is the gap between an Easy and a Hard, and this diff does just that.

EDIT - Map on hold til' Emillia responds to mods C:
Topic Starter
Izzywing
Updated map, see above for Emilia's mod responses. Also fixed a couple of hitsounds on his diff.

Buffed OD of the Insane to 7.3, after playing with it a bit I believe this to be the perfect number. It's also a better halfway point between the Hard and Peninsula.
emilia
bub pls
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