Nekomata Master - Following Flow

posted
Total Posts
48
Topic Starter
Beomsan
This beatmap was submitted using in-game submission on 2016년 12월 5일 월요일 at 오전 10:31:13

Artist: Nekomata Master
Title: Following Flow
Source: REFLEC BEAT colette -Spring-
Tags: RB Naoyuki Sato plus follow slowly Beom Down Cellina
BPM: 175
Filesize: 8747kb
Play Time: 01:54
Difficulties Available:
  1. Another (4.36 stars, 428 notes)
  2. Basic (1.57 stars, 132 notes)
  3. Hard (3.12 stars, 302 notes)
  4. Medium (2.06 stars, 203 notes)
  5. Special (5.01 stars, 521 notes)


Download: Nekomata Master - Following Flow
Information: Scores/Beatmap Listing
---------------

REPLEC BEAT collette Spring

1st solo mapset


Please enjoy with SB!



만개의 밤 벚꽃이 초봄의 바람에 휘날리고, 호쾌하며 섬세하게 나부끼는 모습을 그렸습니다.
봄은 졸업과 신년이라는 큰 전환기가 찾아오는 시점.
그런 큰 변화에 불안은 따르기 마련이지만, 흐름에 몸을 맡겨 불안과 같은 기대를 갖고,
즐거운 것을 상상하며 무와아아아 하자, 라는 곡입니다.
입학식 날에 빵을 물은 이성과 길모퉁이에서 부딪쳤더니
그 이성이 클래스 메이트인데다가 옆자리라던가 생각하는 것만으로도
무와아아아아에츠후에츠피피. 라면서.
<猫叉 Master> 리플렉 비트 콜레트 OST Vol.2 작곡가 코멘터리

"With mapping that mirrors the song's title and great rhythm selections, this beatmap is both technical and lively." - Map of the Week

Diff Spread
Basic
Medium
Hard
Another
Special

(SS rank: osu! GOD? This is really fucking impossible. My Aim Sucks or not, It's impossible.) Now it's possible
Cellina & Down Collab
Thank you for hitsound advices TaMul
Following difficulty mark of REPLEC BEAT
KONAMI official youtube (preview)
KONAMI STYLE
Nekomata Master official site

Tags: RB(Reflec Beat) Naoyuki Sato(he's real name) plus(taken from ranked mapset) follow slowly(Album name)

This map has contains 1/3 & 1/6 rhythm

without gd project (holy shit I did it! \:D/)
BG help -> Startrick
Sep 2016
  1. 23 Main diff done
  2. 24 w h i t e's irc mod
  3. 25 applied self mod things
  4. 25 "Click These Circles" (main) diffname has changed to "Special"
  5. 26 Hard done
  6. 28 Advanced done
  7. 28 Medium done
  8. 28 Basic done


Oct 2016
  1. 6 applied Line-, moonlightleaf, Streliteela's mod.
  2. 12 applied wasinkingspeedq, Spork Lover, Logic Agent's mod.
  3. 25 applied Sonnyc, Len's mod.
  4. 25 got TaMul's hs help.
  5. 26 waiting for sb


Nov 2016
  1. 2 doing nothing w
  2. 23 removed all unrankable issues.
  3. 24 Bubbled


Dec 2016
  1. 3 applied Chaoslitz's mod.
  2. 5 Qualified
W h i t e
irc modding

19:51 Beomsan: 앙기모띠
19:51 W h i t e: 앙금모띠
19:51 Beomsan: 보랏빛젠야타님
19:51 Beomsan: 가르쳐주십시오
19:51 W h i t e: 평화가 함께합니다
19:53 W h i t e: 평화가 함께합니다...
19:53 Beomsan: 말 하자마자 팅기는 클라스
19:53 Beomsan: 쩌
19:53 Beomsan: 맵찌것는대.ㅎ
19:53 Beomsan: 어떤지잘몰르갰어
19:53 Beomsan: 오.
19:53 Beomsan: 왜냐면
19:53 W h i t e: ㄱㄱ
19:53 Beomsan: cs5이기대문에
19:53 Beomsan: ^^
19:53 W h i t e: 링크 ㄱ
19:54 Beomsan: https://osu.ppy.sh/s/511699
19:54 Beomsan: 양금모띠
19:56 W h i t e: 긋
19:56 W h i t e: 굿
19:56 Beomsan: 앙기모띠?
19:56 W h i t e: 1/3은 걍 간격 넓혀주면 좋을거같은데
19:57 Beomsan: 01:25:445 (1,2,3,1) -
19:57 Beomsan: 여기가 넓으면 딱좋을거같은데 다른곳까지 똑같이하자니
19:57 W h i t e: ㅇㅇ
19:57 W h i t e: 저게 좋음
19:57 Beomsan: 강조가좀 빈약해지더군뇨
19:57 W h i t e: 아니면 삼각형 ㅋ
19:57 Beomsan: 이거
19:58 Beomsan: 근데 1/3이 놀랍게도
19:58 Beomsan: 원핑거로
19:58 Beomsan: 쳐지는것이기때문에
19:58 W h i t e: 테스트 해보겠다는것
19:58 Beomsan: 그렇게생각하면????????
19:58 Beomsan: 내
20:00 W h i t e: 붙어있으면
20:00 Beomsan: ㄹㅇ원핑거
20:00 W h i t e: 연타같음 ㅋㅋ
20:00 W h i t e: 그래서 쉽사리 원핑거가안됨
20:00 W h i t e: 떨어져있는건 되는데
20:00 Beomsan: 그런
20:00 Beomsan: 시각적인훼이크는 저도 셀프텟 많이해봐서
20:00 Beomsan: 인정을안할수가
20:00 Beomsan: 업내요
20:00 Beomsan: 수정
20:01 W h i t e: 첫 cs5?
20:01 Beomsan: 네
20:01 W h i t e: 넘나 잘한것
20:01 Beomsan: 좀
20:01 Beomsan: cs5매핑
20:01 Beomsan: 같나요
20:01 Beomsan: ??
20:01 W h i t e: ㅇㅇ
20:01 Beomsan: 제가원래
20:02 Beomsan: cs5매퍼가 되고싶었는데
20:02 Beomsan: 10초찍고 줘깥길래
20:02 Beomsan: 1년간 던졌었거든요
20:02 Beomsan: 본거만많음
20:02 Beomsan: ㅠ
20:02 W h i t e: 그 스택이랄까
20:02 W h i t e: 1/4 1/3이런게
20:02 W h i t e: 섞여있어서 넘나 힘들다는 것
20:02 W h i t e: 아니 1/2
20:03 Beomsan: 네코마타 마스터 곡이
20:03 Beomsan: 넘나 난해한것
20:03 Beomsan: 그런게 매력이지만 이걸
20:03 Beomsan: 박자를 어케 풀어야할지
20:03 W h i t e: 일단 고양느님은 죄가 없고요 ㅋㅋ
20:03 Beomsan: 모르겠더라고요
20:03 Beomsan: ㅠ
20:03 Beomsan: 제가 박자를 너무 어렵게 잡은건가 싶기도 한데
20:03 Beomsan: 어차피
20:03 Beomsan: 하위난이도도 만들테니까
20:04 Beomsan: 그때가서도 쉽게 못만들면
20:04 W h i t e: 박자는 괜찮아요
20:04 Beomsan: 디스탠스??
20:04 W h i t e: 00:30:931 (5,1) -
20:04 W h i t e: 00:33:331 (1,2,3,4) -
20:04 Beomsan: 아아
20:04 W h i t e: 으으
20:04 W h i t e: ㅋㅋ
20:04 Beomsan: 저구간은 확실히
20:05 Beomsan: 그래도
20:05 Beomsan: 최상위가 될 맵인데
20:05 Beomsan: 괜찮겠죠...??????
20:05 W h i t e: 최상위하고 이런건 연관이 없음 ㅠ
20:05 Beomsan: ㄹㅇ..?
20:05 W h i t e: ㄹㅇ
20:05 Beomsan: 그게
20:05 Beomsan: 리듬 얼마나 활용하냐 그런차이로
20:05 Beomsan: 이해하고있었는데
20:05 Beomsan: 쒯
20:06 W h i t e: 하위난이도는
20:06 W h i t e: 저런거 스택 안할거 잖
20:06 W h i t e: 그럼 더 복잡
20:06 Beomsan: 1/3을
20:06 Beomsan: 다빼지않을까요
20:06 Beomsan: 어
20:07 Beomsan: 음
20:07 Beomsan: 그러면
20:07 Beomsan: 어떡계해야할까요
20:07 Beomsan: 센세
20:07 W h i t e: 거리를 넓히세요 ㅋㅋ
20:08 Beomsan: 앙
20:09 Beomsan: 제가열심히
20:09 Beomsan: 해보갯읍니다
20:09 Beomsan: ...
20:10 Beomsan: 당장은 힘들덧 ㅠ
20:10 Beomsan: 야간하고나면 머리가
20:10 W h i t e: 주무세요 ㅋㅋ
20:10 Beomsan: 오늘도 맵고치러온건데
20:11 Beomsan: 시간이좀남았어요
20:11 Beomsan: 아
20:11 Beomsan: 맞다
20:11 Beomsan: 슬라모양 이상한건
20:11 Beomsan: 없나요
20:11 Beomsan: 안어울린다던지
20:12 W h i t e: 00:17:902 (1,3) -
20:12 W h i t e: 나지지만 블랭킷하면 좋을듯
20:13 W h i t e: 01:01:102 (1) -
20:13 Beomsan: https://osu.ppy.sh/ss/6163760
20:13 Beomsan: 대충요정도로
20:13 W h i t e: 흠 이거는 머리를 안한거 같은 느낌이 들어서
20:13 W h i t e: 머리를 좀 치켜 올려야될거같아요
20:13 W h i t e: 3때문에 거시기하지만 굿
20:13 Beomsan: 사진설명
20:14 Beomsan: 해주십쇼
20:14 W h i t e: ㅇ?
20:14 W h i t e: 일단 저거말곤 괜찮음
20:15 Beomsan: 머리를 치켜올리는게 어케해야하는건지
20:15 Beomsan: 잘몰겠어요
20:18 W h i t e: https://osu.ppy.sh/ss/6163776
20:19 Beomsan: 굿
20:19 Beomsan: 비슷하게 수정했어요
20:23 W h i t e: 모딩으로 달려야겠다 ㅋㅋ
20:23 W h i t e: 열 몇개 해야안전빵이네
20:23 Beomsan: ㅁㅊ;;
20:23 Beomsan: 그렇게밀리심?
20:23 W h i t e: ㅋㅋ
20:24 W h i t e: 일단 모딩큐를 엽시다
Startrick
.
Topic Starter
Beomsan
what the ppuck
Line-
앙기무



  • 시작부터 매우 주관적인 의견이 있습니다..

    스빼샬

  1. 00:01:102 (1) - 슬라이더 모양을 조금 바꿔주는게 어떨까용?
    사실 이부분 에딧 들어가서 보자마자 살짝 알수없는 거부감 비슷한게 느껴졌는데 이렇게하면 1번 끝부분의 슬라이더 방향과 2번 머리로 향하는 방향이 일치해서 좀 더 보기 좋을 거 같아요.
  2. 00:52:531 (4) - 얘도 빨간점만 냅두지 말고 곡선형태로 바꿔주는건 어떨까용?
    대충 요런느낌?
  3. 00:54:588 (3,1) - 지나칠뻔했는데 갑자기 크게 띄워두신 이유가..?
  4. 01:11:388 (1,2,3) - 여긴 진짜 개인적인 의견인데 1번에 연관되있는 3번 슬라가 좀 억지로 달라붙어있는 느낌이 들어서 한번 새로 둬봤어요
    2번과 3번의 상하 배치가 바뀌면서 플로우도 바뀌어버리니까 맘에 드신다면 써주시고 아니면 패스해주세용.
    146,211,71388,6,0,B|117:182|72:192|72:192|150:174|136:111|179:108,1,215.999993408203,6|0,0:0|0:0,0:0:0:0:
    65,108,71902,1,0,0:0:0:0:
    93,265,72074,2,0,P|141:286|191:271,1,107.999996704102,2|0,0:0|0:0,0:0:0:0:


    하드
  5. 00:59:045 (1) - 01:01:102 (1) - 이런것들 솔직히 슬라모양이 너무 어중간해요. 굽힐거면 확 굽히고, 필거면 확 피고. 00:59:045 (1) - 이런건 슬라이더 속도도 느려서 간단한 3점슬라만 찍어도 될거같은데, 01:01:102 (1) - 이런 슬라이더는 제 눈에는 찍다만 미완성형 처럼 보이네요.. 맵에는 리듬과 플로우가 퀄리티 면에 큰 부분을 차지하지만 맵의 생김새도 어느정도 필요하다고 생각해요.
  6. 01:46:359 (1) - 여기부터 제 생각에는 분위기가 점점 고조되어가는 느낌인데 고정 디스턴스로 하지 말고 01:46:359 (1,2,3,4) - 01:47:388 (1,2,3,4) - 01:48:417 (1,2,3,4) - 이 세 단위로 천천히 디스턴스를 올려주는것은 어떨까요?

오르페우스의 음악은 정말 굉장한걸? 아름다운 재능에 축복을!
moonlightleaf
[Basic]

00:25:102 (2,3) - change a slider?


01:07:788 (2,3) - better to map like this


01:15:502 - add Break

01:44:302 (1,2) - try not to overlap

01:49:445 (1) - try to use the shape of ctrl+h

[Medium]

00:06:074 - ignore this ?

00:26:988 - ^

00:31:102 - ^

00:19:959 (1) - blanket

00:25:788 (3) - change to a short slider?

00:54:588 (5) - ^

00:38:131 (1,2,3) - try this


00:45:502 (3) - remove this

00:55:788 (3) - ^

01:31:445 (4) - ^

01:36:931 (2) - ^

01:38:645 (2) - ^

01:00:588 (2,3) - better to use slider as before

01:49:445 (1,2,3,1) - try this


[Hard]

Best BG

00:07:617 (1,2) - better to use slder

00:15:845 (1,2) - try this ? 00:16:874 (1) should be jump


00:17:388 (2,3,4,1) - no so need in jump 234 ,seen the 1is the heavy hitsound, should jupm . but you did, so try put 4 on (369,260)

01:17:559 (1,2,3) - try this , better to flow 01:18:588 (1) -


01:34:017 (1,2,3) - ^

01:19:274 (3,4) - no need jump imo , change to slider

01:20:988 (2,3) - same to use slider

01:29:902 (1) - no need NC

[Another]

00:11:045 (2) - put on (81,117)?

00:28:531 (2) - overlap ,try put(365,292)

00:37:102 (4) - ctrl+g flow will be nice

00:49:274 (3) - stack on 00:48:417 (5) -

00:52:531 (5) - ctrl+g

01:37:788 (4) - i perfer to use this


[Special]

00:04:016 (2,1) - stack? or on porpuse?

00:19:274 (3) - ctrl+g

00:45:331 (5,6,1,2) - just try
Streliteela
Hi m4m from your queue~<3
Here's my map: https://osu.ppy.sh/s/516179

[Special]
  1. 00:45:674 (1) - Flow is a bit weird, maybe use a curved-up slider?
  2. 01:09:331 (1) - ctrl+g?
  3. 01:19:274 (1) - remove nc?
  4. 01:37:788 (1,2,3,4) - nazi, select all these 4 notes and move it slightly to x357|y368
[Another]
  1. 00:44:988 (2,4) - imo it's not a good choice to stack these two notes together, cuz tunes of these two parts are actually not the same, the latter is lower than the former. So maybe try this?
  2. 00:49:788 (1) - ctrl+g to increase the ds here? As it's a long white tick, ds should be increased to emphasize that/
  3. 00:50:474 (4,5) - also this part, try something like:
[Hard]
  1. 00:09:674 (4) - Add nc?
  2. 01:19:274 (3,4) - ctrl+g so as to increase the ds between 01:19:445 (4,1) -
  3. 01:35:732 (3,4) - same as above
    nice bg~<3
[Normal]

  • This normal has too many long 'trains' (6+ objects connect end-to-end without any breaks; For example 01:07:274 (1,2,1,2,3,1,2,3,4,1,2,3,4,1) - ). Actually we avoid to use long trains in Normal diff cuz some qats said that's too hard lol. Better consider what moonlightleaf has said above and remove some notes to add more breaks.
  1. 00:11:217 (4) - I think change it to a 1/2 slider is better, as it sounds really loud in 00:11:388 - , so better not ignore that.
  2. 00:49:788 (4) - there's a really obvious sound in 00:50:131 - which shouldn't be ignored imo. Consider to use a note+1/2 slider, like this:
  3. 00:55:445 (2,3,4) - it looks really congest here. Actually you can just remove 00:55:788 (3) - this note cuz the drum sound here is hardly to be heard.
  4. 00:58:874 (5) - note like this could be removed to avoid being a 'train'. Also, add a little break here could also emphysize the stress in 00:59:045 (1) - .
  5. 01:32:817 (2) - also you can remove this.
    Nothing serious except those 'Train issues', so please find out more and fixed them by yourself :3
[Easy]
  1. 01:14:474 (2,1) - Add breaks between these two parts.
  2. 01:44:302 (1,2) - this overlap looks quite weird. Try this?

Okay that's it~
Nice song~Good luck for rank! :)
Topic Starter
Beomsan

Line- wrote:

앙기무



  • 시작부터 매우 주관적인 의견이 있습니다..

    스빼샬

  1. 00:01:102 (1) - 슬라이더 모양을 조금 바꿔주는게 어떨까용?
    사실 이부분 에딧 들어가서 보자마자 살짝 알수없는 거부감 비슷한게 느껴졌는데 이렇게하면 1번 끝부분의 슬라이더 방향과 2번 머리로 향하는 방향이 일치해서 좀 더 보기 좋을 거 같아요.
  2. 00:52:531 (4) - 얘도 빨간점만 냅두지 말고 곡선형태로 바꿔주는건 어떨까용? 앙 지금도 괘안아보임
    대충 요런느낌?
  3. 00:54:588 (3,1) - 지나칠뻔했는데 갑자기 크게 띄워두신 이유가..? 그냥 모양을 위해서인데 그닥 문제안되는 디스턴스같음
  4. 01:11:388 (1,2,3) - 여긴 진짜 개인적인 의견인데 1번에 연관되있는 3번 슬라가 좀 억지로 달라붙어있는 느낌이 들어서 한번 새로 둬봤어요
    2번과 3번의 상하 배치가 바뀌면서 플로우도 바뀌어버리니까 맘에 드신다면 써주시고 아니면 패스해주세용. 괜찮은 거 같은데 지금이 흐름상으론 더 깔끔해보여서 킵 ㅠ
    146,211,71388,6,0,B|117:182|72:192|72:192|150:174|136:111|179:108,1,215.999993408203,6|0,0:0|0:0,0:0:0:0:
    65,108,71902,1,0,0:0:0:0:
    93,265,72074,2,0,P|141:286|191:271,1,107.999996704102,2|0,0:0|0:0,0:0:0:0:


    하드
  5. 00:59:045 (1) - 01:01:102 (1) - 이런것들 솔직히 슬라모양이 너무 어중간해요. 굽힐거면 확 굽히고, 필거면 확 피고. 00:59:045 (1) - 이런건 슬라이더 속도도 느려서 간단한 3점슬라만 찍어도 될거같은데, 01:01:102 (1) - 이런 슬라이더는 제 눈에는 찍다만 미완성형 처럼 보이네요.. 맵에는 리듬과 플로우가 퀄리티 면에 큰 부분을 차지하지만 맵의 생김새도 어느정도 필요하다고 생각해요. 전자는 차차 생각해볼거고 후자는 좀 더 확실하게 해놨음
  6. 01:46:359 (1) - 여기부터 제 생각에는 분위기가 점점 고조되어가는 느낌인데 고정 디스턴스로 하지 말고 01:46:359 (1,2,3,4) - 01:47:388 (1,2,3,4) - 01:48:417 (1,2,3,4) - 이 세 단위로 천천히 디스턴스를 올려주는것은 어떨까요? 그걸 최상위 난이도에다가 해놔가지고 여기다간 안했는데한 번 생각해보는거로

오르페우스의 음악은 정말 굉장한걸? 아름다운 재능에 축복을!

moonlightleaf wrote:

[Basic]

00:25:102 (2,3) - change a slider? yes


01:07:788 (2,3) - better to map like this i think current one also fine xd


01:15:502 - add Break ok

01:44:302 (1,2) - try not to overlap it looks fine cuz not dirty overlap lol

01:49:445 (1) - try to use the shape of ctrl+h okok

[Medium]

00:06:074 - ignore this ?

00:26:988 - ^

00:31:102 - ^

00:19:959 (1) - blanket

00:25:788 (3) - change to a short slider?

00:54:588 (5) - ^

00:38:131 (1,2,3) - try this


00:45:502 (3) - remove this

00:55:788 (3) - ^

01:31:445 (4) - ^

01:36:931 (2) - ^

01:38:645 (2) - ^

01:00:588 (2,3) - better to use slider as before

01:49:445 (1,2,3,1) - try this


[Hard]

Best BG

00:07:617 (1,2) - better to use slder 00:05:559 (1,2,3) - please see here. just same part

00:15:845 (1,2) - try this ? 00:16:874 (1) should be jump I can't understand this picture. cuz maybe skin :(


00:17:388 (2,3,4,1) - no so need in jump 234 ,seen the 1is the heavy hitsound, should jupm . but you did, so try put 4 on (369,260) ummmm sorry I like current one :<? if I get more mention, I'll replace them

01:17:559 (1,2,3) - try this , better to flow 01:18:588 (1) - yes


01:34:017 (1,2,3) - ^ ok

01:19:274 (3,4) - no need jump imo , change to slider not necessary but not bad imo

01:20:988 (2,3) - same to use slider same

01:29:902 (1) - no need NC keep for now. cuz consistency with other ncs

[Another]

00:11:045 (2) - put on (81,117)? ok I can understand your mean! but it's concept of this map lol I want to keep

00:28:531 (2) - overlap ,try put(365,292) overlap is really fine owo

00:37:102 (4) - ctrl+g flow will be nice ok good

00:49:274 (3) - stack on 00:48:417 (5) - noooooo

00:52:531 (5) - ctrl+g ok

01:37:788 (4) - i perfer to use this applied


[Special]

00:04:016 (2,1) - stack? or on porpuse? stack

00:19:274 (3) - ctrl+g oh my god it must not :<

00:45:331 (5,6,1,2) - just try nope sorry ;(

Streliteela wrote:

Hi m4m from your queue~<3
Here's my map: https://osu.ppy.sh/s/516179

[Special]
  1. 00:45:674 (1) - Flow is a bit weird, maybe use a curved-up slider? current one also fine imo =w=
  2. 01:09:331 (1) - ctrl+g? good point yea
  3. 01:19:274 (1) - remove nc? ok
  4. 01:37:788 (1,2,3,4) - nazi, select all these 4 notes and move it slightly to x357|y368 sorry, keep for now
[Another]
  1. 00:44:988 (2,4) - imo it's not a good choice to stack these two notes together, cuz tunes of these two parts are actually not the same, the latter is lower than the former. So maybe try this? yes, your point is almost correct. I don't know well seriously, but I want to keep them. maybe it's this mapset's concept?.? lol
  2. 00:49:788 (1) - ctrl+g to increase the ds here? As it's a long white tick, ds should be increased to emphasize that/ okioki
  3. 00:50:474 (4,5) - also this part, try something like: same :<:<:<
[Hard]
  1. 00:09:674 (4) - Add nc? yes
  2. 01:19:274 (3,4) - ctrl+g so as to increase the ds between 01:19:445 (4,1) -
  3. 01:35:732 (3,4) - same as above actually I worried about this. but I tried the test. and it's pretty good. idk well for now lol
    nice bg~<3
[Normal]

  • This normal has too many long 'trains' (6+ objects connect end-to-end without any breaks; For example 01:07:274 (1,2,1,2,3,1,2,3,4,1,2,3,4,1) - ). Actually we avoid to use long trains in Normal diff cuz some qats said that's too hard lol. Better consider what moonlightleaf has said above and remove some notes to add more breaks.
  1. 00:11:217 (4) - I think change it to a 1/2 slider is better, as it sounds really loud in 00:11:388 - , so better not ignore that.
  2. 00:49:788 (4) - there's a really obvious sound in 00:50:131 - which shouldn't be ignored imo. Consider to use a note+1/2 slider, like this:
  3. 00:55:445 (2,3,4) - it looks really congest here. Actually you can just remove 00:55:788 (3) - this note cuz the drum sound here is hardly to be heard.
  4. 00:58:874 (5) - note like this could be removed to avoid being a 'train'. Also, add a little break here could also emphysize the stress in 00:59:045 (1) - .
  5. 01:32:817 (2) - also you can remove this.
    Nothing serious except those 'Train issues', so please find out more and fixed them by yourself :3
[Easy]
  1. 01:14:474 (2,1) - Add breaks between these two parts. yea
  2. 01:44:302 (1,2) - this overlap looks quite weird. Try this? o.o again! I think it's fine. just for my taste flow lol

Okay that's it~
Nice song~Good luck for rank! :)
about Medium: removed some notes and now looks fine.
thanks for mods! was very helpful~
wasin
m4m from your q
here my map : https://osu.ppy.sh/s/468268

Basic
00:39:502 (2) - How about this! to make a pretty shape of this slider, just in my opinion.

Medium
00:08:645 (3) - How about this! to make a pretty shape of this slider, just in my opinion.
00:17:902 (1) - I think the whistle hs isn't appropriate on the beginning of this slider, I recommend you to add finish hs instead, try this.
00:29:902 (3,1) - This slider can be improved a bit, it doesn't fit with a circle(3) before.
01:03:674 (2) - How about clap hs ?
01:49:788 (1) - I think this NC isn't necessary because it's just "Medium" diff and it makes new players are confused about this.

Hard
AR7.5 ? OD 6.5 or 6 ?
00:56:474 (2) - Movement about this circle it's quite hard, so you can try moving this circle to X:72 Y:196 and adjust 00:56:645 (3) - slightly .
01:07:274 (1,1) - Adjust 01:08:302 (1) - slightly to make a pretty shape with slider(1) before.

Another
00:10:359 (3) - Move the end of this slider to the right a bit to make this equal with 00:09:674 (1) -
01:23:559 (2) - Probably you can NC here!
01:40:016 (2) - The reason same as above

I'll leave the "spacial" diff to other modders because you'll get the worst suggestion from me, I haven't enough for modding diffs stars more than 5.
GL~~~
Spork Lover


Yo, M4M from the Halcyon queue <3

Color coding:
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General



- The time signature doesn't go in 4/4. It's actually a waltz. (3/4) All you need to do is just change it to that, and you follow the downbeat perfectly lol :D

- The filesize overall would be reduced significantly if the images - #111, #222, #333 and #666 were all in .jpg instead of .png. The overall filesize would be reduced by like 3,5-4 MB lol

- The hitsound soft-hitclap has a 10ms delay, which is unrankable by current standards. I'd consider just straight up cutting the first 10ms from the hitsound itself with audacity or some other program :o

- The soft-whistle is really quiet and doesn't really provide much feedback, which is an issue for parts like 00:17:902 - to 00:24:759 -, where the volume is already really low (referencing this from the Basic difficulty, but I assume the same applies to the other difficulties as well.) I'd basically just advice to amp up the hitsound itself via an audio program or something. (As a matter of reference, I actually used the exact same hitsound for a different map of mine, but was adviced to remove it by Lasse lol (I use default soft whistle now which also works well for slow sections like this but yeah :p) For the section, you could also add a finish in the middle or something to add the feedback if you disagree with the volume and whistle stuff

- Since the backgrounds are all different, why aren't the colors different too? I'm sure that you can find some way to make the colors fit better with some of the backgrounds (For example, they fits a lot better for the basic diff than they do for the Hard diff as an example imo) ^^ I'm sure you can figure something out from here.

- On top of this, you can colorhax during the kiai with some different shades of the colors that you're using if you want to give a nice effect, shouldn't take much longer than like 20 minutes :D

- 01:50:502 (1) - Why is it snapped to the 1/12th tick? xd Also, the special diff's spinner ends like 50 ms earlier than all the other diffs, might as well snap that special diff spinner to the white tick xd

As a note: If I find any hitsound inconsistencies, and you copied the hitsounds from a different diff, please apply them to the other difficulties too :)

Basic


Generally, the NC'ing seems to be pretty excessive to me, since there's often only 2 objects involved in the combo itself, and it'll make it way too easy to recover HP-wise. Reducing the NC count to around half the amount would probably be more beneficial for gameplay at this level. :)

00:01:102 (1,1,2) - I'd advice just doing 1,2,3 here since the NC pattern is pretty hard to read for new players as it is atm ^^

00:17:902 (1,2,1,2,1,2,1) - Hitsounds are too quiet, but I talked about this in the general section lol

00:53:902 (2) - move the clap to 00:54:588 (3) - for rhythm consistency? I don't hear any major differences in tempo/rhythm here xd

00:59:045 - to 01:12:417 - I don't really understand the volume reductions in this section, since they feel way too sudden when you hear them in-game (20% difference is really easy to notice) If you want to do a small fluctuation, 10% is a better difference than 20 on this diff and the Medium. (70/60/50?) (From Hard-Special, the volumes make a lot more sense because you do some very obvious gimmicks with the volume points)

01:31:959 (1,2,3,4) - There's some claps missing here ^^

01:46:359 (1,2) - The softwhistle doesn't give enough feedback here either (A finish or clap somewhere would help tremendously with feedback)

The difficulty seems to be really solid in terms of aesthetics and rhythm, so I don't wanna go into detail with that since it'd like "move this like 2 pixels" etc lol

Medium


Same thing with 80-40% volume as I explained in the Basic diff applies here too obviously (Still a lot of sudden changes out of nowhere xd) (It seems to fit better on the hard diff and above)

00:08:645 (3,1) - This kinda looks like it wants to be a blanket, but struggles xd I'd either ctrl+J 00:08:645 (3) and resnap, or blanket it with the other slider

00:24:074 (1,2) - switch NC, so the slider pattern you do for 00:22:017 (1,2,1) - doesn't get overlooked by the NC ^^

00:45:159 (2,3) - I think switching them around would emphasize the downbeat much better (singletap --> kick instead of kick --> singletap)

01:28:531 (3) - The sliderend clap seems unnecessary here imo

01:29:902 - I'd add a finish on the slider end like at 01:25:788 -

01:46:359 - Same applies to this one

01:49:788 (1) - I know that you want it to be a kind of gimmick pattern by NC'ing like this, but it becomes too weird for newer players, so doing 1,2,1,2 instead of 1,1,1,2 would probably help

Hard


Kinda funny that this is called hard lol, but I understand that it's from the reference game xd

00:17:559 (3,4,1) - The transition is odd because of spacing emphasis to the white tick - There doesn't seem to be any structure related patterns, so I'd probably increase spacing on 4,1 and decrease it on 2,3 (00:17:388 (2,3) - )

00:25:102 (1,3) - They look the same, play differently - I can imagine some people letting go too early from the 2nd one xd

00:36:417 (1,3,4) - The visual distance is a little weird near the sliderends here and the sliderstart on 4

The volume idea seems to work a little better on the hard difficulty :)

01:25:445 (1,1) - Why are both NC'ed? xd

01:28:874 (1,1,1) - This especially applies here lol (I see that it's consistent, but it doesn't seem that much different from some of the other rhythms :o) (Won't mention the next ones xd)

01:35:732 (3,4,1) - Small spacing emphasis thing again ^^

01:48:417 (1,2,1) - The flow is a little wonky here. I think just moving 01:49:445 (1) - down a bit and adjusting the next pattern is a better idea.

Pretty good too :D

Another



00:40:188 (4) - Clap here for consistency with 00:37:788 (2) - (it'll initiate the lead-in a bit better as well this way)

00:56:645 (3,1) - The beat's pretty strong here, but the spacing between 3 and 1 is pretty small :(

01:20:645 (1) - Is the clap on this slider intentional? :o

Super solid :)

Special


01:04:702 (4) - Moving the slider a little more to the left will make the transition from 3,4,1 a lot more manageable

01:09:159 (6,1) - Why is the spacing here so much different from 01:00:931 (6,1) - ? It's almost the same intensity, so I don't understand why the change is so large :o I'd even them out a little more probably so they're around the same spacing

01:21:674 (4,1) - Switch the NC, this is unnecessarily hard to read because the 4 isn't NC'ed lol

01:29:902 (4,1) - Again plz >//< They both follow the downbeat xd

01:33:502 (4) - NC this to make it obvious that it's a 1/6 and not 1/4

01:36:931 (4,1) - Transition looks a little funny because of the slider shape related to that note. I'd maybe rotate the slider a bit? :o [Insert "Following Flow" pun here]

01:38:131 (4,1) - switch NC like before :D

01:42:245 (4,1) - Inconsistent NC's with 01:25:788 (1,2) - . I'd make both 1,2 so they focus on the downbeat :)

01:46:359 (4,1) - Again lol xd I won't complain about them anymore, it's just spam at this point lol (You'll understand why I mentioned them so much after you changed the song to 3/4 lol xd)

01:50:502 (1) - Spinner ends too early compared to the other diffs

Overall the mapset seems pretty good! I really enjoyed the two top diffs especially - There seems to be a lot of creative ideas involved, looking forward to see this in the qualified panel ;) Good luck, buddy! :D
Logic Agent
m4m stuff, sorry it took so long.

[General]
  1. The spinner in your topdiff ends on a blue tick when it should end on the white tick, move it over a bit
  2. Disable widescreen support on everything but your topdiff (it's already disabled there)


[Basic]
  1. 00:01:102 (1,1,2) - I think the rhythm at the very beginning should be this instead. Using this rhythm allows for a click on the part where the synth or whatever starts.
  2. 00:05:388 (3) - not a fan of 1/2 rhythm in such a low difficulty, especially when using a circle fits the same purpose and makes the same amount of sense as a 1/2 slider. tbh it's just not worth trying to keep these kinds of rhythms unless you REALLY want to imo
  3. 00:07:445 (3) - ^


[Medium]
  1. 01:50:474 (2) - nc this?


[Hard]
  1. 00:26:817 (1,2) - I think ctrl + g'ing this would help because imo it's easier to go from a 1/3 snapped repeater into a 1/4 snapped circle instead of the other way around... imo this change makes for less potential breaks here. Also a custom stack might be nice if you're into that kind of thing, to make sure the interesting rhythm is very noticeable. Obv this suggestion is for every place where it is applicable.


[Another]
  1. 00:12:245 (2,1) - blanket


[Special]
  1. looks good


short mod, clean set. gl
Topic Starter
Beomsan
added story board :D thanks
maybe re:working from tomorrow
Spork Lover
"Flare" in the Storyboard file is unrankable (i think) because of:
  1. The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.


The filesize is currently 1068x800, so I think you're required to reduce the size? (correct me if I'm wrong lol, I've heard situations where certain images were acceptable)

Also, to me the "faded out background" looks more like a weird blur at 00:10:017 - to 00:57:331 - to me and doesn't really compliment the other effects too much :o I feel like if you added a contrast color instead, it would look a lot better (or make it a bit darker instead, add small strobes etc)

Apart from that there didn't seem to be anything :o good luck again xd

(Remember not to KD 'cause I modded before lol)
Enon
i feel kindness
Topic Starter
Beomsan

wasinkingspeedq wrote:

m4m from your q
here my map : https://osu.ppy.sh/s/468268

Basic
00:39:502 (2) - How about this! to make a pretty shape of this slider, just in my opinion. umm... similar? lol

Medium
00:08:645 (3) - How about this! to make a pretty shape of this slider, just in my opinion. yesss
00:17:902 (1) - I think the whistle hs isn't appropriate on the beginning of this slider, I recommend you to add finish hs instead, try this. sure. I can hear finish sound xD good point
00:29:902 (3,1) - This slider can be improved a bit, it doesn't fit with a circle(3) before. fixed~
01:03:674 (2) - How about clap hs ? not fit I guess :(
01:49:788 (1) - I think this NC isn't necessary because it's just "Medium" diff and it makes new players are confused about this. yes my mistake xd fixed

Hard
AR7.5 ? OD 6.5 or 6 ? 7.5 and 6.5
00:56:474 (2) - Movement about this circle it's quite hard, so you can try moving this circle to X:72 Y:196 and adjust 00:56:645 (3) - slightly . This is more dynamic flow I guess. want to keep it for now
01:07:274 (1,1) - Adjust 01:08:302 (1) - slightly to make a pretty shape with slider(1) before. yes

Another
00:10:359 (3) - Move the end of this slider to the right a bit to make this equal with 00:09:674 (1) - tried
01:23:559 (2) - Probably you can NC here! not bad but keep :D
01:40:016 (2) - The reason same as above

I'll leave the "spacial" diff to other modders because you'll get the worst suggestion from me, I haven't enough for modding diffs stars more than 5.
GL~~~

Spork Lover wrote:



Yo, M4M from the Halcyon queue <3

Color coding:
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General



- The time signature doesn't go in 4/4. It's actually a waltz. (3/4) All you need to do is just change it to that, and you follow the downbeat perfectly lol :DI fucked up

- The filesize overall would be reduced significantly if the images - #111, #222, #333 and #666 were all in .jpg instead of .png. The overall filesize would be reduced by like 3,5-4 MB lol

- The hitsound soft-hitclap has a 10ms delay, which is unrankable by current standards. I'd consider just straight up cutting the first 10ms from the hitsound itself with audacity or some other program :oyes will modify

- The soft-whistle is really quiet and doesn't really provide much feedback, which is an issue for parts like 00:17:902 - to 00:24:759 -, where the volume is already really low (referencing this from the Basic difficulty, but I assume the same applies to the other difficulties as well.) I'd basically just advice to amp up the hitsound itself via an audio program or something. (As a matter of reference, I actually used the exact same hitsound for a different map of mine, but was adviced to remove it by Lasse lol (I use default soft whistle now which also works well for slow sections like this but yeah :p) For the section, you could also add a finish in the middle or something to add the feedback if you disagree with the volume and whistle stuff I'll request to someone for volume :D

- Since the backgrounds are all different, why aren't the colors different too? I'm sure that you can find some way to make the colors fit better with some of the backgrounds (For example, they fits a lot better for the basic diff than they do for the Hard diff as an example imo) ^^ I'm sure you can figure something out from here.

- On top of this, you can colorhax during the kiai with some different shades of the colors that you're using if you want to give a nice effect, shouldn't take much longer than like 20 minutes :D

- 01:50:502 (1) - Why is it snapped to the 1/12th tick? xd Also, the special diff's spinner ends like 50 ms earlier than all the other diffs, might as well snap that special diff spinner to the white tick xd 1/12 snap is perfectly fine! ex)bbHard* and fixed spinner end snap xd

As a note: If I find any hitsound inconsistencies, and you copied the hitsounds from a different diff, please apply them to the other difficulties too :)

Basic


Generally, the NC'ing seems to be pretty excessive to me, since there's often only 2 objects involved in the combo itself, and it'll make it way too easy to recover HP-wise. Reducing the NC count to around half the amount would probably be more beneficial for gameplay at this level. :) tried. but the latter part is really fitting so Idk well for now. I'll ask to someone about NC :D

00:01:102 (1,1,2) - I'd advice just doing 1,2,3 here since the NC pattern is pretty hard to read for new players as it is atm ^^ yes I agree with your point xD

00:17:902 (1,2,1,2,1,2,1) - Hitsounds are too quiet, but I talked about this in the general section lol

00:53:902 (2) - move the clap to 00:54:588 (3) - for rhythm consistency? I don't hear any major differences in tempo/rhythm here xd

00:59:045 - to 01:12:417 - I don't really understand the volume reductions in this section, since they feel way too sudden when you hear them in-game (20% difference is really easy to notice) If you want to do a small fluctuation, 10% is a better difference than 20 on this diff and the Medium. (70/60/50?) (From Hard-Special, the volumes make a lot more sense because you do some very obvious gimmicks with the volume points) using 80% volume for emphasis finish and it's obviously working imo. but 40% volumes are changed to 50

01:31:959 (1,2,3,4) - There's some claps missing here ^^ no it's intended

01:46:359 (1,2) - The softwhistle doesn't give enough feedback here either (A finish or clap somewhere would help tremendously with feedback) added clap

The difficulty seems to be really solid in terms of aesthetics and rhythm, so I don't wanna go into detail with that since it'd like "move this like 2 pixels" etc lol I aimed that xD

Medium


Same thing with 80-40% volume as I explained in the Basic diff applies here too obviously (Still a lot of sudden changes out of nowhere xd) (It seems to fit better on the hard diff and above)

00:08:645 (3,1) - This kinda looks like it wants to be a blanket, but struggles xd I'd either ctrl+J 00:08:645 (3) and resnap, or blanket it with the other slider

00:24:074 (1,2) - switch NC, so the slider pattern you do for 00:22:017 (1,2,1) - doesn't get overlooked by the NC ^^

00:45:159 (2,3) - I think switching them around would emphasize the downbeat much better (singletap --> kick instead of kick --> singletap) This is good for the emphasis of clap, I guess.

01:28:531 (3) - The sliderend clap seems unnecessary here imo I think it's necessary

01:29:902 - I'd add a finish on the slider end like at 01:25:788 - clearly different from the other parts here. finish is not fit Imo xd

01:46:359 - Same applies to this one

01:49:788 (1) - I know that you want it to be a kind of gimmick pattern by NC'ing like this, but it becomes too weird for newer players, so doing 1,2,1,2 instead of 1,1,1,2 would probably help 1231

Hard


Kinda funny that this is called hard lol, but I understand that it's from the reference game xd

00:17:559 (3,4,1) - The transition is odd because of spacing emphasis to the white tick - There doesn't seem to be any structure related patterns, so I'd probably increase spacing on 4,1 and decrease it on 2,3 (00:17:388 (2,3) - )

00:25:102 (1,3) - They look the same, play differently - I can imagine some people letting go too early from the 2nd one xd

00:36:417 (1,3,4) - The visual distance is a little weird near the sliderends here and the sliderstart on 4

The volume idea seems to work a little better on the hard difficulty :)

01:25:445 (1,1) - Why are both NC'ed? xd

01:28:874 (1,1,1) - This especially applies here lol (I see that it's consistent, but it doesn't seem that much different from some of the other rhythms :o) (Won't mention the next ones xd)

01:35:732 (3,4,1) - Small spacing emphasis thing again ^^ this is shared with the other top difficulties.

01:48:417 (1,2,1) - The flow is a little wonky here. I think just moving 01:49:445 (1) - down a bit and adjusting the next pattern is a better idea.

Pretty good too :D

Another



00:40:188 (4) - Clap here for consistency with 00:37:788 (2) - (it'll initiate the lead-in a bit better as well this way) it's fine i guess :D

00:56:645 (3,1) - The beat's pretty strong here, but the spacing between 3 and 1 is pretty small :(fine too, I can't find problem lol

01:20:645 (1) - Is the clap on this slider intentional? :oyes. clap is pretty fitting imo!

Super solid :)

Special


01:04:702 (4) - Moving the slider a little more to the left will make the transition from 3,4,1 a lot more manageable yea? I think I did correctly lol

01:09:159 (6,1) - Why is the spacing here so much different from 01:00:931 (6,1) - ? It's almost the same intensity, so I don't understand why the change is so large :o I'd even them out a little more probably so they're around the same spacing umm.... cuz the place. I did not find another suitable place. I'll think about this ;D

01:21:674 (4,1) - Switch the NC, this is unnecessarily hard to read because the 4 isn't NC'ed lol

01:29:902 (4,1) - Again plz >//< They both follow the downbeat xd

01:33:502 (4) - NC this to make it obvious that it's a 1/6 and not 1/4

01:36:931 (4,1) - Transition looks a little funny because of the slider shape related to that note. I'd maybe rotate the slider a bit? :o [Insert "Following Flow" pun here] lol 15 degrees

01:38:131 (4,1) - switch NC like before :D

01:42:245 (4,1) - Inconsistent NC's with 01:25:788 (1,2) - . I'd make both 1,2 so they focus on the downbeat :)

01:46:359 (4,1) - Again lol xd I won't complain about them anymore, it's just spam at this point lol (You'll understand why I mentioned them so much after you changed the song to 3/4 lol xd)

01:50:502 (1) - Spinner ends too early compared to the other diffs

Overall the mapset seems pretty good! I really enjoyed the two top diffs especially - There seems to be a lot of creative ideas involved, looking forward to see this in the qualified panel ;) Good luck, buddy! :D
ooooooooooooooooooooooooooooooooooooo yes finally done!
thanks for your detail modding and good words again. It was really helpful!
no reply = fix. cuz I can't reply with mouth-filling comments lul /me slaps me

Logic Agent wrote:

m4m stuff, sorry it took so long.

[General]
  1. The spinner in your topdiff ends on a blue tick when it should end on the white tick, move it over a bit
  2. Disable widescreen support on everything but your topdiff (it's already disabled there)


[Basic]
  1. 00:01:102 (1,1,2) - I think the rhythm at the very beginning should be this instead. Using this rhythm allows for a click on the part where the synth or whatever starts. true, good point.
  2. 00:05:388 (3) - not a fan of 1/2 rhythm in such a low difficulty, especially when using a circle fits the same purpose and makes the same amount of sense as a 1/2 slider. tbh it's just not worth trying to keep these kinds of rhythms unless you REALLY want to imo
  3. 00:07:445 (3) - ^


[Medium]
  1. 01:50:474 (2) - nc this?


[Hard]
  1. 00:26:817 (1,2) - I think ctrl + g'ing this would help because imo it's easier to go from a 1/3 snapped repeater into a 1/4 snapped circle instead of the other way around... imo this change makes for less potential breaks here. Also a custom stack might be nice if you're into that kind of thing, to make sure the interesting rhythm is very noticeable. Obv this suggestion is for every place where it is applicable. yea actually good point. I'll think about it. but I want to say. "people who play this map need to understand about this song."


[Another]
  1. 00:12:245 (2,1) - blanket


[Special]
  1. looks good


short mod, clean set. gl
yesyes thanks for mods!

Spork Lover wrote:

"Flare" in the Storyboard file is unrankable (i think) because of:
  1. The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.


The filesize is currently 1068x800, so I think you're required to reduce the size? (correct me if I'm wrong lol, I've heard situations where certain images were acceptable)

Also, to me the "faded out background" looks more like a weird blur at 00:10:017 - to 00:57:331 - to me and doesn't really compliment the other effects too much :o I feel like if you added a contrast color instead, it would look a lot better (or make it a bit darker instead, add small strobes etc)

Apart from that there didn't seem to be anything :o good luck again xd

(Remember not to KD 'cause I modded before lol)
wow again!
cellina will reply to this. thank you so much!

Edit: @Spork Lover and next modders: fixed delay issue of soft-hitclap. (by sonnyc)
I think soft-hitwhistle's volume is fine.
bbj0920

Beomsan wrote:

lo
Spork Lover

Beomsan wrote:

Edit: @Spork Lover and next modders: fixed delay issue of soft-hitclap. (by sonnyc)
I think soft-hitwhistle's volume is fine.
Yeah, the only time where the soft-hitwhistle was an issue, was when you only used the whistle on the Basic and Medium, but that's fixed now, so it should be fine <3
Topic Starter
Beomsan
<3 thank you
fixed a few things by self-mod
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Neoskylove wrote:

Tags에 Cellina Down 추가 해야하지 않으려나요
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