forum

Nishimori Yusa (CV: Uchida Maaya) - Rakuen made (TV Size)

posted
Total Posts
81
show more
Dilectus
  • Insane: https://osu.ppy.sh/ss/6234699
    - 00:00:922 (2) - Use x1.0 distance snaps on notes like these to keep the flow moving smoothly.
    - 00:03:093 (7) - ^
    - 00:02:699 (6,8,9) - They're not symmetrical (as shown in this picture)
    - 00:04:475 (3,4) - Did you want to blanket this?
    - 00:05:462 (6,7,8,9) - https://osu.ppy.sh/ss/6234772 This will look better and has great impact with the song imo
    - 00:07:238 (2,3) - Fix blanket
    - 00:25:001 (1,3) - It would be better if they looked the same.
    - 00:26:580 (1) - Probably shouldn't leave out these vocal beats here. Replace with 2 circles
    - 00:32:106 (3,4) - Blanket?
    - 00:32:501 (4,6) - ^
    - 00:33:291 (6,7) - These two should be spread out because 7 is a major beat. It may affect your circle placement after this slider. But that's up to you.
    - 00:34:870 (2,3) - ^ but it wont affect your circle placement
    - 00:43:949 (6,1) - Stack ontop of 6 slider head to get rid of that overlap
    - 00:45:527 (4,1) - Fix stack
    - 01:09:014 (2,3,4) - Angle the sliders downwards like this, the current flow is hard to hit https://osu.ppy.sh/ss/6234852

    mmm when boys perfectly hitsound the drums
    i feel like we need a tumblr meme about that

    Hard: https://osu.ppy.sh/ss/6234899
    - 00:05:659 (2) - Move to x:180 y:232 to finish the diamond shape you set up. Just make sure to reposition everything after that aswell.
    - 00:07:830 (3,5) - Fix blanket
    - 00:15:527 (1) - Remove NC and NC at 00:16:317 (4) -
    - 00:27:370 (4) - Missing whistle
    - 00:43:949 (4,1) - Same as insane, stack to get rid of the overlap
    - 01:05:067 (3,4,5) - This is the only triple in the map, so it feels out of place. Do you have a special reason for it?
    - 01:19:080 (3,4,5,6,1) - Replace with a 1/4 repeat slider instead. Streams in hard difficulties are never used.
    - 01:25:791 (1) - Too long of a slider, shorten it down to the next snare sound. Kind off like you did on your insane
    - 01:28:554 (1,2,3) - I'd stack instead of spreading those legs. Triple stacks are usually pretty hard to hit, especually for people around this skill level. For more comfortable gameplay, a stack would be great.

    You're gonna have to go back and polish on this difficulty. There's alot of potential shapes that are being ignored such as triangles. And see if there's any more NC issues. I don't usually look at that that much. Other than that, the hitsounding is great.

Hope it was of any help. Good luck!

Knew I had this saved in my ps folder ^^
Topic Starter
Nao Tomori

DavidEd wrote:

  • Insane: https://osu.ppy.sh/ss/6234699
    - 00:00:922 (2) - Use x1.0 distance snaps on notes like these to keep the flow moving smoothly. k
    - 00:03:093 (7) - ^
    - 00:02:699 (6,8,9) - They're not symmetrical (as shown in this picture) k
    - 00:04:475 (3,4) - Did you want to blanket this? it was blanketed but i wanted to reduce 3 > 4 spacing so now it isnt
    - 00:05:462 (6,7,8,9) - https://osu.ppy.sh/ss/6234772 This will look better and has great impact with the song imo changed to different patternt
    - 00:07:238 (2,3) - Fix blanket stack leniency messs that up
    - 00:25:001 (1,3) - It would be better if they looked the same. ye
    - 00:26:580 (1) - Probably shouldn't leave out these vocal beats here. Replace with 2 circles ye
    - 00:32:106 (3,4) - Blanket? it is
    - 00:32:501 (4,6) - ^
    - 00:33:291 (6,7) - These two should be spread out because 7 is a major beat. It may affect your circle placement after this slider. But that's up to you. ctrl g on 7
    - 00:34:870 (2,3) - ^ but it wont affect your circle placement i want to emphasize the shift onto the guitar chord by having a jump to 4, i dont think 2 > 3 is that strong either
    - 00:43:949 (6,1) - Stack ontop of 6 slider head to get rid of that overlap small unnecessary overlaps are my mapping style please respect it!
    - 00:45:527 (4,1) - Fix stack
    - 01:09:014 (2,3,4) - Angle the sliders downwards like this, the current flow is hard to hit https://osu.ppy.sh/ss/6234852 k

    mmm when boys perfectly hitsound the drums
    i feel like we need a tumblr meme about that
    i'll make one for u bby

    Hard: https://osu.ppy.sh/ss/6234899
    - 00:05:659 (2) - Move to x:180 y:232 to finish the diamond shape you set up. Just make sure to reposition everything after that aswell. ye
    - 00:07:830 (3,5) - Fix blanket this blanket is fine
    - 00:15:527 (1) - Remove NC and NC at 00:16:317 (4) - k
    - 00:27:370 (4) - Missing whistle ye
    - 00:43:949 (4,1) - Same as insane, stack to get rid of the overlap my style makes objective sense, not your sense
    - 01:05:067 (3,4,5) - This is the only triple in the map, so it feels out of place. Do you have a special reason for it? i think it's the only guitar triple in the entire thing so i followed it
    - 01:19:080 (3,4,5,6,1) - Replace with a 1/4 repeat slider instead. Streams in hard difficulties are never used. k
    - 01:25:791 (1) - Too long of a slider, shorten it down to the next snare sound. Kind off like you did on your insane i think on hard i can just follow the vocal until louder drums kick in here, i'll see if others say the same thing
    - 01:28:554 (1,2,3) - I'd stack instead of spreading those legs. Triple stacks are usually pretty hard to hit, especually for people around this skill level. For more comfortable gameplay, a stack would be great. k



    You're gonna have to go back and polish on this difficulty. There's alot of potential shapes that are being ignored such as triangles. And see if there's any more NC issues. I don't usually look at that that much. Other than that, the hitsounding is great. alright, will do. check out thzz's maps they all have nice hitsounding too =)

Hope it was of any help. Good luck!

Knew I had this saved in my ps folder ^^
Osuology
Hi! From #modreqs I know you from modhelp anyways so

Insane
00:00:528 (1,2) - Distance between these seems a little small, I know it would be hard to change in the context, but I feel like 0.65x spacing between the 1 and 2 would do some magic here.

Your placing of combos isn't often enough, it kinda takes away from the structure of the song (which is 4/4/4/4 typical structure). Best recommendation is to put at least 1 combo every measure, if you want more than that fine but at least one per measure. Your other diffs also have this problem (although to a much lesser degree).

00:12:172 (9,1) - This distance is pretty small, it doesn't really fit how strong of a wave 1 plays as.

00:21:054 (6,7,8) - Probably could do some magic symmetry here with the 6 and 8 and have 7 in the exact middle. That would fix the spacing issue that is present here also, the 6-7 jump is a little smaller than 7-8 it's bothering to the eyes a little bit.

00:25:593 (3,4,5) - This also has a spacing issue, the 3 to 4 jump is considerably smaller than most other jumps in this map. I would say try to look at your map with these types of issues in mind and try to fix as many as you can find. I'm not going to point them out from this point on. Also, keep in mind that your map can have variations in the DS when the song allows for it like here: 00:11:185 (7,8)

01:09:014 (7) - I can't tell whether this is supposed to be a blanket or not. If it is, you will have to tweak the slider a little to get it perfectly. To tell, use the approach circle of the hitcircle.

01:28:751 (3) - Personally, I think this would match the song better as hitcircles, rather than a slider.
Hard
Again, distance with lot's of objects here are very inconsistent, even when they should be. I would recommend using Distance Snapping here and below to fix this as it's very easy.

01:02:106 (5) - I don't like how this flows away from the next object. It's a stressful kind of flow, which I don't think matches song here, or map.
Normal
Nothing to see here other than the NC issues I talked about in the insane.
General
Looks like you have an unused hitsound normal-sliderslide.wav. Modding Assistant told me this though, so idk if it's completely true.

Good luck with this map!
Topic Starter
Nao Tomori

Osuology wrote:

Hi! From #modreqs I know you from modhelp anyways so

Insane
00:00:528 (1,2) - Distance between these seems a little small, I know it would be hard to change in the context, but I feel like 0.65x spacing between the 1 and 2 would do some magic here. unfortunately you modded right as i was reapplying the previous mod from some dumb osu! shenanigans resetting my map. so, this was already changed along with the next point. (and made it kind of hard to apply the mod x.x)

Your placing of combos isn't often enough, it kinda takes away from the structure of the song (which is 4/4/4/4 typical structure). Best recommendation is to put at least 1 combo every measure, if you want more than that fine but at least one per measure. Your other diffs also have this problem (although to a much lesser degree).

00:12:172 (9,1) - This distance is pretty small, it doesn't really fit how strong of a wave 1 plays as. increased

00:21:054 (6,7,8) - Probably could do some magic symmetry here with the 6 and 8 and have 7 in the exact middle. That would fix the spacing issue that is present here also, the 6-7 jump is a little smaller than 7-8 it's bothering to the eyes a little bit. fixed

00:25:593 (3,4,5) - This also has a spacing issue, the 3 to 4 jump is considerably smaller than most other jumps in this map. I would say try to look at your map with these types of issues in mind and try to fix as many as you can find. I'm not going to point them out from this point on. Also, keep in mind that your map can have variations in the DS when the song allows for it like here: 00:11:185 (7,8)

01:09:014 (7) - I can't tell whether this is supposed to be a blanket or not. If it is, you will have to tweak the slider a little to get it perfectly. To tell, use the approach circle of the hitcircle. it's too small spacing to blanket properly, it is equidistant from the head and tail though.

01:28:751 (3) - Personally, I think this would match the song better as hitcircles, rather than a slider. i agree, but others said that a quad is annoying and honestly i don't think it makes a big difference.
Hard
Again, distance with lot's of objects here are very inconsistent, even when they should be. I would recommend using Distance Snapping here and below to fix this as it's very easy. i did use DS for almost all of the diff except one or two jumps, everything is within a few .0x of 1.4

01:02:106 (5) - I don't like how this flows away from the next object. It's a stressful kind of flow, which I don't think matches song here, or map. yeah ctrl g by accident
Normal
Nothing to see here other than the NC issues I talked about in the insane. k
General
Looks like you have an unused hitsound normal-sliderslide.wav. Modding Assistant told me this though, so idk if it's completely true.
i'll doublecheck

Good luck with this map!
Izzywing
hey its me, ready to do like 10 mods in a row jk im lazy af

[General]

MA says normal-sliderslide.wav is unused, and I can't seem to find it anywhere. Sure you used it?

[Normal]

00:01:909 - There's not really a noticeable sound here, so I would just make 00:01:712 (3) - into a hit circle instead. Also lowers the note density, which is good because this is the easiest diff. This also lets you move 00:02:106 (1,2) - so that 00:02:698 (2) - isn't so close to 00:01:120 (2).

00:13:554 - I would map this as a circle. This would make it so the gap between 00:13:949 (1) - and the previous object is 1/2 instead of 3/2 which is much more comfortable for the player. This would require to readjust your patterns, of course.

00:15:133 - ^

00:19:475 (1,2,3) - You could arrange these in an equilateral triangle? This way 00:19:475 (1,3) - aren't overlapping

00:25:001 (1,2) - If you curve 1 instead of keeping it flat, it looks nicer - https://osu.ppy.sh/ss/6243171 Not perfect but it gives you the idea.

00:26:580 (3,4) - Also, place a circle here for a similar reason as to what I said above regarding making the time between notes 1/1 instead of 3/2. It seems this issue comes up a lot, so whenever I see it I'll just say "Circle" and you should know what I mean.

00:26:580 (3,4) - ^ Similar idea.

00:27:764 -

00:30:922 - Not sure about the small break here, the music isn't really stopping or anything (in fact, it's more intense than it usually is) so the break is out of place.

00:35:264 (2) - NC should be here instead of 00:34:870 (1) - ?

00:36:449 - Circle

00:47:896 (6) - NC should be here.

00:49:870 (4,5) - Maybe do something like this instead - https://osu.ppy.sh/ss/6243182

00:54:212 (6) - NC, then remove nC on 00:55:001 (1) -

00:57:370 (5) - NC

01:08:422 (3,4) - Can't say I'm a big fan of this pattern, the overlap is just kinda yucky. If you are going to stick with this pattern, make sure the sliders are perfectly parallel to get it as neat as possible. As of now, they aren't.

01:10:001 (1,3) - Blanket - https://osu.ppy.sh/ss/6243188

01:19:475 (5) - NC this so the combo isn't 3 downbeats long. 01:20:659 (1) - - Remove this NC

01:22:633 (4) - NC, remove NC on 01:24:212 (1) -

01:25:791 (3) - NC

[Hard]

00:02:106 (1,2,3) - Might look neater if you wrap the sliders aren't the approach circle equally, like this - http://osu.ppy.sh/ss/6243200

00:05:264 - I would rather this be clickable due to the fact that it's a downbeat, I suggest making 00:05:067 (5) - a circle instead and then having 00:05:264 - be a 1/2 slider.

00:08:817 (2,3) - blanket

00:17:896 (4,5) - blanket

00:25:001 (4) - Might not be a big deal, but this slider is kinda out of place with the red node there, probably better as just a curved slider

00:38:027 (2,3) - While gameplay wise it's true that you just hold down this kickslider, it's still much better to have the kickslider end so that it's adjacent to the next object, instead of ending opposite to it

00:49:080 (4,1) - Improvable blanket

00:54:014 (1) - This is pretty out of place. There are a lot of places to map 1/4 in this part of the song and you randomly do it here with a slider that ends on the downbeat. I would just change this to be consistent with how you're not mapping to any of the 1/4 drums particularly.

00:55:988 (2) - ctrl+up arrow once so that it's perfectly stacked under 4

01:09:014 (2) - Make this a 1/4 slider to match 01:07:435 (2) - ?

01:24:212 (1,1,1) - These SV reductions are rather drastic, it's hard for the player to tell when to let go of 01:25:791 (1) - IMO and it's high chances they'll 100 this slider. Maybe do like .8, .6, .4?

Nice diff.

[Insane]

00:00:528 (1,2) - Maybe having this (or at least 1) be symmetrical over the y axis would fit this part of the map

00:08:422 (1,3,4) - Make the distance between these 3 the same to make this neater?

00:15:330 (2,3,5) - If you arrange this pattern so that these 3 form an equal traingle it looks neater.

00:16:317 (7) - I think the NC should be here?

00:16:120 (6) - I like how you're placing the jumps to the sounds with pianos on them, but there's a jump here that feels out of place to me. It breaks the consistency of how you normally do the jumps, so what's this jump for? The vocal? At the least, I would space it less than 00:16:317 (7) -

00:29:738 (1) - Try a placement near x:376 y:268 so that this slider is complemented by the shape of 00:30:330 (4) -

00:35:856 (3,1) - Give 3 more curve to make this a neater pattern - https://osu.ppy.sh/ss/6243268 Not perfect but you get the idea

00:58:751 (6) - Move this up and the left a bit so its not as close to 00:58:159 (4), makes this area feel less dense

Pretty cool difficulty, I like it.

Good luck, let me know if you have any questions.
Topic Starter
Nao Tomori

Hobbes2 wrote:

hey its me, ready to do like 10 mods in a row jk im lazy af

[General]

MA says normal-sliderslide.wav is unused, and I can't seem to find it anywhere. Sure you used it?

[Normal]

00:01:909 - There's not really a noticeable sound here, so I would just make 00:01:712 (3) - into a hit circle instead. Also lowers the note density, which is good because this is the easiest diff. This also lets you move 00:02:106 (1,2) - so that 00:02:698 (2) - isn't so close to 00:01:120 (2). hmm.. ok

00:13:554 - I would map this as a circle. This would make it so the gap between 00:13:949 (1) - and the previous object is 1/2 instead of 3/2 which is much more comfortable for the player. This would require to readjust your patterns, of course. i don't think so, if anything the red tick before 13:949 iss a better candidate. but i followed the vocals with the objects unless there was no vocal at all in the section

00:15:133 - ^

00:19:475 (1,2,3) - You could arrange these in an equilateral triangle? This way 00:19:475 (1,3) - aren't overlapping changed slightly, a miniscule overlap never hurt anyone...

00:25:001 (1,2) - If you curve 1 instead of keeping it flat, it looks nicer - https://osu.ppy.sh/ss/6243171 Not perfect but it gives you the idea. yea

00:26:580 (3,4) - Also, place a circle here for a similar reason as to what I said above regarding making the time between notes 1/1 instead of 3/2. It seems this issue comes up a lot, so whenever I see it I'll just say "Circle" and you should know what I mean. vocals

00:26:580 (3,4) - ^ Similar idea.

00:27:764 -

00:30:922 - Not sure about the small break here, the music isn't really stopping or anything (in fact, it's more intense than it usually is) so the break is out of place. added 1/2 repeat slider

00:35:264 (2) - NC should be here instead of 00:34:870 (1) - ?

00:36:449 - Circle

00:47:896 (6) - NC should be here.

00:49:870 (4,5) - Maybe do something like this instead - https://osu.ppy.sh/ss/6243182 seems fine to me, slightly adjusted blanket

00:54:212 (6) - NC, then remove nC on 00:55:001 (1) -

00:57:370 (5) - NC

01:08:422 (3,4) - Can't say I'm a big fan of this pattern, the overlap is just kinda yucky. If you are going to stick with this pattern, make sure the sliders are perfectly parallel to get it as neat as possible. As of now, they aren't. i think they work alright, if they overlap a little it isnt that big of a deal imo

01:10:001 (1,3) - Blanket - https://osu.ppy.sh/ss/6243188

01:19:475 (5) - NC this so the combo isn't 3 downbeats long. 01:20:659 (1) - - Remove this NC

01:22:633 (4) - NC, remove NC on 01:24:212 (1) -

01:25:791 (3) - NC

[Hard]

00:02:106 (1,2,3) - Might look neater if you wrap the sliders aren't the approach circle equally, like this - http://osu.ppy.sh/ss/6243200 they are, just closer together

00:05:264 - I would rather this be clickable due to the fact that it's a downbeat, I suggest making 00:05:067 (5) - a circle instead and then having 00:05:264 - be a 1/2 slider. i did this because 5 is a guitar chord, 1 is distinctly a different beat there that would get stuck under a sliderend

00:08:817 (2,3) - blanket

00:17:896 (4,5) - blanket

00:25:001 (4) - Might not be a big deal, but this slider is kinda out of place with the red node there, probably better as just a curved slider yeah

00:38:027 (2,3) - While gameplay wise it's true that you just hold down this kickslider, it's still much better to have the kickslider end so that it's adjacent to the next object, instead of ending opposite to it dont like how this would look. it's functionally identical anyway.

00:49:080 (4,1) - Improvable blanket

00:54:014 (1) - This is pretty out of place. There are a lot of places to map 1/4 in this part of the song and you randomly do it here with a slider that ends on the downbeat. I would just change this to be consistent with how you're not mapping to any of the 1/4 drums particularly. the reason for this one is because it is the only guitar triple i could find in the song.

00:55:988 (2) - ctrl+up arrow once so that it's perfectly stacked under 4

01:09:014 (2) - Make this a 1/4 slider to match 01:07:435 (2) - ?

01:24:212 (1,1,1) - These SV reductions are rather drastic, it's hard for the player to tell when to let go of 01:25:791 (1) - IMO and it's high chances they'll 100 this slider. Maybe do like .8, .6, .4? yeah makes sense

Nice diff.

[Insane]

00:00:528 (1,2) - Maybe having this (or at least 1) be symmetrical over the y axis would fit this part of the map yeah

00:08:422 (1,3,4) - Make the distance between these 3 the same to make this neater? yeah

00:15:330 (2,3,5) - If you arrange this pattern so that these 3 form an equal traingle it looks neater. yeah

00:16:317 (7) - I think the NC should be here? didnt want to nc for 2 notes, and current one is more intuitive imo

00:16:120 (6) - I like how you're placing the jumps to the sounds with pianos on them, but there's a jump here that feels out of place to me. It breaks the consistency of how you normally do the jumps, so what's this jump for? The vocal? At the least, I would space it less than 00:16:317 (7) - yeah originally it was because of the strong vocal but that doesnt fit the structure very well

00:29:738 (1) - Try a placement near x:376 y:268 so that this slider is complemented by the shape of 00:30:330 (4) - changed for 1 stacked on head of 4, otherwise it would put too much emphasis on 2 which is a weaker syllable imo

00:35:856 (3,1) - Give 3 more curve to make this a neater pattern - https://osu.ppy.sh/ss/6243268 Not perfect but you get the idea changed slightly

00:58:751 (6) - Move this up and the left a bit so its not as close to 00:58:159 (4), makes this area feel less dense hmm... i stacked 6 on 4's end and moved 1 down instead to make it into a back and forth with a triangle

Pretty cool difficulty, I like it. me too thanks

Good luck, let me know if you have any questions.
Stjpa
sooooooooooooooooo

[N]
  1. So first of all: I think you could increase OD and HP to 4 so it actually is a Normal. Also, the DS you used makes the map itself very clustered even though you have nice flow and decent aesthetics. Considering that you have to map an Easy diff anyway because you have a lot of 1/2 patterns and a quite high SV, you can increase it without any worries.
  2. 00:03:291 (3,4) - I think it's almost unarguable (dunno if I spelt that right) that this pattern would look a lot cleaner if it would be like this. Since you used a lot of linear flow (or more like the objects always connected properly) the suggestion I gave makes a bit more sense.
  3. 00:09:212 (4) - I feel like you could map to the vocals here already, feels wrong to only have a 1/1 slider that doesn't cover the vocals properly but then do it a little later. Additional to that a NC might be cool because of the density changes, which seems to be your NC structure if I'm not retarded.
  4. 00:10:001 (5,6) - Flow is pretty counter-intuitive for the same reason as above.
  5. 00:12:962 (2,1) - I think making it more intuitive would be a huge improvement. Especially for lager makes (basically pretty much anything above 1/1) people would follow the slidertail even more because they assume that the next object is there as they can't see any. So focusing on that direction makes it easier, if that explanation makes sense you to because I suck at explaining.
  6. 00:18:883 (6) - Not reallyanything wrong with it, but it looks somewhat odd because it has a weird flow with the previous object. Would be completely fine if it was a proper blanket or something like that, but that's just a personal thing after all. But I guess I pointed enough flow issues to make you know what's "wrong" with your usage, so I'll focus on other issues now.
  7. 00:30:330 (5,6) - First of all: Really ugly overlap here. And the guitar already starts on (5)'s slidertail, and they are really dominant so having (6) start on that red tick would be a lot better. I can see the reason you did it like you have done it, but the current slidertail of (6) doesn't have a really strong guitar sounds, it's more like an extended sound from the previous red tick. Maybe it's just my interpretation tho?
  8. 00:31:712 (1) - There's a really strong cymbal on the downbeat, not having it clickable is really weird and counter-intuitive because song sounds keep the rhythm feeling.
  9. 00:33:093 (1,2,3) - These vocals are really outstanding to the rest, so mapping it a more dense for a better emphasis would be pretty neat.
  10. 00:38:422 (1,2) - I'm too lazy to go back but I'm almost sure that this is the first stack in the whole diff. Stacks should be consistent as well because else they surprise way too much and start confusing, which is the case as you never used any before.
  11. 00:42:172 (1) - Personal thing: I dislike how you used the spinner. The best position to use one would be 00:42:172 (1) - or on the previous red tick of it so it fits the instruments / vocals better. Your current placement starts in the middle of both which makes it counter-intuitive. But anyway, you have really cool snares in the middle of the spinner that can be emphasized really good with sliders, so ignoring them and blatantly ignoring them with a spinner is lame and not recommended because a kiai without a proper emphasis before doesn't really feel like a kiai.
  12. 00:47:896 (1,2) - Vocal-wise they seem to be the same as the ones I suggested you to make more dense, but right here you made them even less dense. So it's inconsistent as you mapped the same things different. But since this is the kiai you have a reason to make it even harder, but definitely not easier. Same goes for 00:54:212 (1,2,3).
  13. 00:55:791 (5,6) - I'd be totally fine if it would look pretty, but that's not the case because there's no space to place it properly. ;_;
  14. 01:00:527 (1,2) - Usually such sliders are used to emphasis the end of vocals or some special sounds, but both is not the case. So you do mind using normal sliders then?
  15. 01:15:725 (4,1) - Please let them not overlapp when the previous ones weren't overlapping as well. I assume it's because you went out of space but for that you just have to find a different solution then.
  16. 01:19:475 (1,2,3) - Such things are a big no-go for lower diffs, that's not an intuitive flow at all.
[H]
  1. This diff also has quite some parts where the flow feels counter-intuitive because of the aestethics and so on. That's just a personal thing, but with that style you mapped it it's definitely recommandable to make the paths clearer (source: I map my Hards like this as well)
  2. 00:00:528 (1) - I might be wrong but when listening to the blue tick with 25% it feels like its on a 1/12 or something, too lazy to check what exact snap but it really feels a little bit early.
  3. 00:03:685 (1) - You mapped to the guitar in the previous measures so it feels wrong to have the guitar sound on something not clickable.
  4. 00:05:659 (2) - DS error.
  5. 00:07:830 (3) - Vocal mapping is nothing wrong, but the weird thing here is that you didn't map to the vocals properly at other places like 00:12:962 (4,1) - here or 00:14:343 (5,1) here for example.
  6. 00:11:185 (4) - Because of the surrounding objects it feels a little bit forced you just have a straight slider imo.
  7. 00:12:370 (3,4) - Inconsistent spacing. I know that you wanted to emphasize the vocals here as they are special, but you have never used any emphasises before. So if you want to keep it make sure to emphasize other strong vocals from before too.
  8. 00:14:738 (1,2,3,4) - Looks bad and is weird to play because it's a back n forth pattern with an overlap and without a strong curve. Not having these things makes it really uncomfortable to play.
  9. 00:15:922 (5) - Special emphasis in the vocals, why not using two clickable objects here?
  10. 00:16:317 (1,2,3) - DS?
  11. 00:25:593 (5,1) - Little reminder that you didn't place the emphasis on the vocal unlike 00:23:027 (2,3) - here for example. Just wanted to mention that, I don't think I need to point out every single inconsistent emphasis. :p
  12. 00:24:212 (1,2,3) - I wonder what you thought when you were placing those. Like, there's no connection to the maps structure at all except I'm missing something because it's late.
  13. 00:25:199 (4) - Missed hitsound on tail.
  14. 00:30:330 (6,1,2) - Mentioning them as it's not a vocal emphasis. The high guitar pitch is (1) and not (2). So the bigger jump is supposed to be on (1) but you have the long jump on (2).
  15. 00:45:330 (2) - Ignoring that triplet by mapping a 1/1 feels wrong because it's really audible.
  16. 01:27:370 (1,2,1,2) - Could be placed a little bit cleaner.
Battle
t e x t w a l l
Topic Starter
Nao Tomori

Stjpa wrote:

sooooooooooooooooo
fuck mapping normal makes me want to neck myself
normal
[N]
  1. So first of all: I think you could increase OD and HP to 4 so it actually is a Normal. Also, the DS you used makes the map itself very clustered even though you have nice flow and decent aesthetics. Considering that you have to map an Easy diff anyway because you have a lot of 1/2 patterns and a quite high SV, you can increase it without any worries.
  2. 00:03:291 (3,4) - I think it's almost unarguable (dunno if I spelt that right) that this pattern would look a lot cleaner if it would be like this. Since you used a lot of linear flow (or more like the objects always connected properly) the suggestion I gave makes a bit more sense. yes
  3. 00:09:212 (4) - I feel like you could map to the vocals here already, feels wrong to only have a 1/1 slider that doesn't cover the vocals properly but then do it a little later. Additional to that a NC might be cool because of the density changes, which seems to be your NC structure if I'm not retarded. yes
  4. 00:10:001 (5,6) - Flow is pretty counter-intuitive for the same reason as above. yes
  5. 00:12:962 (2,1) - I think making it more intuitive would be a huge improvement. Especially for lager makes (basically pretty much anything above 1/1) people would follow the slidertail even more because they assume that the next object is there as they can't see any. So focusing on that direction makes it easier, if that explanation makes sense you to because I suck at explaining. yes
  6. 00:18:883 (6) - Not reallyanything wrong with it, but it looks somewhat odd because it has a weird flow with the previous object. Would be completely fine if it was a proper blanket or something like that, but that's just a personal thing after all. But I guess I pointed enough flow issues to make you know what's "wrong" with your usage, so I'll focus on other issues now. sudden loud sound = sharp angle
  7. 00:30:330 (5,6) - First of all: Really ugly overlap here. And the guitar already starts on (5)'s slidertail, and they are really dominant so having (6) start on that red tick would be a lot better. I can see the reason you did it like you have done it, but the current slidertail of (6) doesn't have a really strong guitar sounds, it's more like an extended sound from the previous red tick. Maybe it's just my interpretation tho? yes
  8. 00:31:712 (1) - There's a really strong cymbal on the downbeat, not having it clickable is really weird and counter-intuitive because song sounds keep the rhythm feeling.
  9. 00:33:093 (1,2,3) - These vocals are really outstanding to the rest, so mapping it a more dense for a better emphasis would be pretty neat. yes
  10. 00:38:422 (1,2) - I'm too lazy to go back but I'm almost sure that this is the first stack in the whole diff. Stacks should be consistent as well because else they surprise way too much and start confusing, which is the case as you never used any before. removed
  11. 00:42:172 (1) - Personal thing: I dislike how you used the spinner. The best position to use one would be 00:42:172 (1) - or on the previous red tick of it so it fits the instruments / vocals better. Your current placement starts in the middle of both which makes it counter-intuitive. But anyway, you have really cool snares in the middle of the spinner that can be emphasized really good with sliders, so ignoring them and blatantly ignoring them with a spinner is lame and not recommended because a kiai without a proper emphasis before doesn't really feel like a kiai. remapped
  12. 00:47:896 (1,2) - Vocal-wise they seem to be the same as the ones I suggested you to make more dense, but right here you made them even less dense. So it's inconsistent as you mapped the same things different. But since this is the kiai you have a reason to make it even harder, but definitely not easier. remapped again Same goes for 00:54:212 (1,2,3).
  13. 00:55:791 (5,6) - I'd be totally fine if it would look pretty, but that's not the case because there's no space to place it properly. ;_; looks fine to me
  14. 01:00:527 (1,2) - Usually such sliders are used to emphasis the end of vocals or some special sounds, but both is not the case. So you do mind using normal sliders then? remapped the entire fucking section cuz of ds and density things
  15. 01:15:725 (4,1) - Please let them not overlapp when the previous ones weren't overlapping as well. I assume it's because you went out of space but for that you just have to find a different solution then. fixed
  16. 01:19:475 (1,2,3) - Such things are a big no-go for lower diffs, that's not an intuitive flow at all. fixed
hard
[H]
  1. This diff also has quite some parts where the flow feels counter-intuitive because of the aestethics and so on. That's just a personal thing, but with that style you mapped it it's definitely recommandable to make the paths clearer (source: I map my Hards like this as well)
  2. 00:00:528 (1) - I might be wrong but when listening to the blue tick with 25% it feels like its on a 1/12 or something, too lazy to check what exact snap but it really feels a little bit early. i dont think snapping slider end to 1/12 would be very good practice
  3. 00:03:685 (1) - You mapped to the guitar in the previous measures so it feels wrong to have the guitar sound on something not clickable. added circle
  4. 00:05:659 (2) - DS error.
  5. 00:07:830 (3) - Vocal mapping is nothing wrong, but the weird thing here is that you didn't map to the vocals properly at other places like 00:12:962 (4,1) - here or 00:14:343 (5,1) here for example. changed this away from vocal mapping because those other things aren't vocal mapping 8) 00:12:962 (4,1) following piano and 00:14:343 (5,1) same
  6. 00:11:185 (4) - Because of the surrounding objects it feels a little bit forced you just have a straight slider imo. i just like how this looks
  7. 00:12:370 (3,4) - Inconsistent spacing. I know that you wanted to emphasize the vocals here as they are special, but you have never used any emphasises before. So if you want to keep it make sure to emphasize other strong vocals from before too. changed back
  8. 00:14:738 (1,2,3,4) - Looks bad and is weird to play because it's a back n forth pattern with an overlap and without a strong curve. Not having these things makes it really uncomfortable to play. ok
  9. 00:15:922 (5) - Special emphasis in the vocals, why not using two clickable objects here? ok
  10. 00:16:317 (1,2,3) - DS? fixed
  11. 00:25:593 (5,1) - Little reminder that you didn't place the emphasis on the vocal unlike 00:23:027 (2,3) - here for example. Just wanted to mention that, I don't think I need to point out every single inconsistent emphasis. :p i didnt really emphasize vocals anywhere, this is what happened when i tried to follow guitar everywhere
  12. 00:24:212 (1,2,3) - I wonder what you thought when you were placing those. Like, there's no connection to the maps structure at all except I'm missing something because it's late. these all follow guitar chords, which is consistent throughout the map like at 00:27:962 (3,4) - and 00:19:475 (3,4) - and 00:23:817 (4,1) - and other places
  13. 00:25:199 (4) - Missed hitsound on tail. a
  14. 00:30:330 (6,1,2) - Mentioning them as it's not a vocal emphasis. The high guitar pitch is (1) and not (2). So the bigger jump is supposed to be on (1) but you have the long jump on (2). fixed
  15. 00:45:330 (2) - Ignoring that triplet by mapping a 1/1 feels wrong because it's really audible. 00:45:330 (2) - this follows the guitar chord, similar to 00:51:054 (1,2) - and 00:57:370 (1,2) - , besides other triples get ignored all over the place because theres like 1 triple in the entire map - like here 00:46:909 (3) - and 00:50:955 -
  16. 01:27:370 (1,2,1,2) - Could be placed a little bit cleaner. changed
holy

irc about insane + easy
12:12 Nao Tomori: hi, i finished applying your mod and remapping normal and hard. could you help me with my insane when you get the chance?
12:13 Stjpa: normal still has that ugly low DS :v
12:14 Nao Tomori: :o
12:14 Nao Tomori: is it that bad for low ds?
12:14 Nao Tomori: i thought everything was spaced out decently with no overlaps =/
12:14 Stjpa: do u map with grid snap enabled
12:14 Nao Tomori: hm
12:15 Nao Tomori: no
12:15 Stjpa: 00:09:212 (4,5,1) - looks like that
12:15 Stjpa: normal diff
12:16 Nao Tomori: i'll go check it then
12:16 Stjpa: well now insane
12:16 Nao Tomori: mmk
12:16 Stjpa: 00:14:343 (4,5,1) - is the same as 00:12:764 (4,5,1) - but for some reasons they have different emphasis
12:17 Nao Tomori: 00:12:962 (5) - this has a thingy on it but 00:14:541 (5) - doesnt
12:17 Nao Tomori: so 12 has a jump
12:17 Stjpa: so u mapped it completely on instruments? ?_?
12:18 Nao Tomori: yea
12:18 Stjpa: 00:14:738 (1) - might wanna ctrl g this slider and place it a bit further away to the flow on the following objects isnt that screwed like it is now
12:19 Stjpa: if that slider was 3/4 or 1/1 the flow would be fine but with such a short back n forth movement it feels really uncomfortable
12:20 Nao Tomori: i see
12:20 Nao Tomori: i did https://osu.ppy.sh/ss/6259669
12:20 Stjpa: that works yup
12:21 Stjpa: 00:19:475 (1,2,3,4) - im legit confused about the flow usage here
12:21 Stjpa: the pattern itself is really cool
12:22 Stjpa: but i think ctrl j on (2,3,4) would fit better
12:22 Stjpa: just gotta re-arrange some jumps then
12:22 Nao Tomori: hmm
12:22 Nao Tomori: the way it is puts sharp angles for all the jumps except 4 to 5
12:23 Nao Tomori: but that would happen with ctrl j as well
12:23 Nao Tomori: and it would be circular
12:23 Nao Tomori: ok i see why it is better
12:24 Stjpa: :D
12:25 Stjpa: 00:22:633 (1,3,5) - tbh this looks really clustered und uncreative
12:25 Stjpa: testing around with a pattern wait a min
12:26 Stjpa: https://osu.ppy.sh/ss/6259720
12:28 Nao Tomori: hmm
12:29 Stjpa: 00:28:949 (5,6) - i like such patterns if there are 3 sliders, but dunno it looks like an unfinished pattern with only 2
12:29 Nao Tomori: the goal there was to put emphasis on 1
12:29 Nao Tomori: and still blanket 2
12:30 Nao Tomori: so it was hard to make a pattern that looked decent and still did that
12:31 Nao Tomori: that pattern up there is nice looking too but i would ctrl g 4 and 5
12:31 Nao Tomori: other wise 3 to 4 is like a 3.0 ds jump
12:31 Stjpa: 00:46:909 (3,4) - i fucked up the triplet :p
12:31 Stjpa: u*
12:31 Nao Tomori: ._>
12:31 Nao Tomori: its
12:31 Nao Tomori: a quint actually
12:32 Nao Tomori: hmm
12:32 Stjpa: even worse
12:32 Stjpa: lol
12:32 Stjpa: 00:54:014 (2,3) - using a kickslider with low DS to the next object is counter-intuitive if its not a slow part
12:33 Nao Tomori: https://osu.ppy.sh/ss/6259757
12:33 Stjpa: because the purpose of a kickslider is to emphasize 1/4 while working like a 1/2 circle
12:33 Nao Tomori: hmm
12:33 Nao Tomori: the reason i did that
12:33 Nao Tomori: is because the voice sounds very sudden
12:33 Nao Tomori: and it does emphasize the 1/4 there with 1/2 spacing being equal
12:33 Nao Tomori: between 1 and 3
12:33 Stjpa: fair enough
12:34 Stjpa: 00:56:777 (2,3,4,5,1) - i wouldnt put more spacing on generic things than to a triplet + vocals
12:35 Nao Tomori: you're right
12:36 Stjpa: 01:02:106 (1,2) - i personally like having a strong emphasis on deep drums, but thats just subjective
12:36 Stjpa: deep drums arent common, so i always feel like emphasizing them more :D
12:36 Nao Tomori: that's hitsound though
12:37 Stjpa: o
12:37 Stjpa: ;_;
12:37 Nao Tomori: besides i didnt want to stick a 25 note stream in there like rizia did
12:39 Stjpa: 01:21:646 (2,3,4,5,6,1) - u are a fairly decent player, shouldnt u know that linear flow with larger gaps are uncomfortable to play? :v
12:39 Stjpa: that slow down on the triplet also makes it quite harder
12:39 Nao Tomori: hmm
12:39 Nao Tomori: yes, but this is 150 bpm
12:39 Nao Tomori: so i didnt think people would flow aim to it anyway
12:40 Stjpa: theyd have to snap it then
12:40 Nao Tomori: and it is evenly spaced so it could be done without snapping too
12:40 Stjpa: snapping linear objects?
12:40 Stjpa: well
12:40 Nao Tomori: ok ok change
12:40 Nao Tomori: https://osu.ppy.sh/ss/6259828
12:41 Stjpa: :ok_hand:
12:41 Stjpa: and u should copy ur hitsounds to ur easy diff lol
12:41 Nao Tomori: ya
12:42 Nao Tomori: well i need to re hitsound it too cuz i changed a lot of rhythm
12:42 Stjpa: also, 1/1 objects shouldnt overlap in an Easy diff
12:42 Nao Tomori: wh
12:42 Nao Tomori: a
12:42 Stjpa: because thats extremely uncommon nowadays
12:42 Nao Tomori: where do they overlap
12:42 Nao Tomori: oh
12:42 Nao Tomori: hmm
12:42 Nao Tomori: the last time i made my DS large enough to avoid an overlap regraz said it was way too big
12:42 Stjpa: for Easy diff?
12:42 Stjpa: lol
12:43 Nao Tomori: yeah
12:43 Nao Tomori: cuz i need to use like 1.6 ds
12:43 Stjpa: well with 0,7 DS on 152bpm obviously
12:43 Nao Tomori: hmm
12:43 Stjpa: 0.9 or 1.0 would be by far better
12:44 Nao Tomori: it's .9 DS with .7 SV
12:44 Nao Tomori: i guess i could do .9 SV to make them equal
12:45 Stjpa: or 0.9 SV with 1.0 ds
12:45 Nao Tomori: does it really matter that much it's easy diff D=
12:45 Stjpa: 0.9 DS would work too if really nothing overlaps, but that also reads more like a 1/2 pattern already
12:45 Stjpa: yup
12:45 Nao Tomori: argh
12:45 Nao Tomori: ok
thzz
http://puu.sh/rEffV/2489667d10.osz

applied hitsound for Easy and fixed on other diffs :3
Topic Starter
Nao Tomori
Thanks a lot, again!
defiance
Hi! I'm pretty sure you know me. This is probably my first mod post on the forums so excuse me if they might not seem helpful or I might have weird opinions.
Anyways, lets get started!

Easy
Looks good to me!

Normal
I feel like you could make 00:18:883 (6) - better by stacking 2 circles instead of making a short slider.
00:40:396 - Without a circle here it feels like a random pause. I feel like its much better to place one there. (Also add a clap to the note)
Might just be my opinion, but 01:24:212 (1,2,3) - seems like it could be too far of placement for a normal player despite its rhythmical difference. Suggest lowering bit. Especially from 2-3.
01:28:554 (4) - I don't understand why this slider is curved, I feel like it would be better if it's just straight. Then again, I don't think it matters too much.

Hard
Feel like there could be a slight more use of triples? Maybe at 01:07:435 (2) - or 01:13:751 (2) - ?
01:27:370 (1,2,3,1,2,3) - Can't agree with having a triplet then the kick slider, would rather you have it as a kick slider alone.
Also, I agree with using a triple at 01:28:554 (1,2,3) - but I suggest lowering the spacing on it, kind of like what you did on 01:05:067 (4,5,1) -

Insane
00:43:949 (6) - I don't get the reasoning for this being a short slider. Making it either a circle or a short slider matches the rhythm somehow but, I feel like it should just be a circle because it sounds a bit smoother. This is debatable though, depends on your opinion.
While I am all for rhythm variety I don't feel 00:46:909 (3,4,5,6,7) - is very consistent with your patterns. I'd prefer just a triplet and a slider to better match consistency.
But i'm okay with 01:15:330 (2,3,4,5,6) - due to it not having any other kind of pattern like that close by unlike above.

That's all I have. Good luck on getting this ranked!
Topic Starter
Nao Tomori

osuskrub wrote:

Hi! I'm pretty sure you know me. This is probably my first mod post on the forums so excuse me if they might not seem helpful or I might have weird opinions.
Anyways, lets get started!

Easy
Looks good to me!

Normal
I feel like you could make 00:18:883 (6) - better by stacking 2 circles instead of making a short slider. ya
00:40:396 - Without a circle here it feels like a random pause. I feel like its much better to place one there. (Also add a clap to the note) it follos the vocals here, there is not a vocal there so no circle
Might just be my opinion, but 01:24:212 (1,2,3) - seems like it could be too far of placement for a normal player despite its rhythmical difference. Suggest lowering bit. Especially from 2-3. distance snapped, we'll see. i lowered it but it might just be stuck back up there soon.
01:28:554 (4) - I don't understand why this slider is curved, I feel like it would be better if it's just straight. Then again, I don't think it matters too much.
it looks nice D=
Hard
Feel like there could be a slight more use of triples? Maybe at 01:07:435 (2) - or 01:13:751 (2) - ? i want to keep the rhythm intensity of this diff down for spread purposes, the insane maps all the triples and quints and whatnot
01:27:370 (1,2,3,1,2,3) - Can't agree with having a triplet then the kick slider, would rather you have it as a kick slider alone.
Also, I agree with using a triple at 01:28:554 (1,2,3) - but I suggest lowering the spacing on it, kind of like what you did on 01:05:067 (4,5,1) -

i think having kicklsiders on that really loud part would be kind of lame. maybe if more people say something, i'll change it
Insane
00:43:949 (6) - I don't get the reasoning for this being a short slider. Making it either a circle or a short slider matches the rhythm somehow but, I feel like it should just be a circle because it sounds a bit smoother. This is debatable though, depends on your opinion. changed to 1/2 slider. i put 1/4 cuz im edgy but it rly doesnt fit so changed
While I am all for rhythm variety I don't feel 00:46:909 (3,4,5,6,7) - is very consistent with your patterns. I'd prefer just a triplet and a slider to better match consistency. ya changed, circle was there cuz of vocal but i ignored vocal everywhere else anyway and 4 notes + slider is standard here
But i'm okay with 01:15:330 (2,3,4,5,6) - due to it not having any other kind of pattern like that close by unlike above.
Ye XD
That's all I have. Good luck on getting this ranked!
thanks!
I Must Decrease
In the insane: 00:43:949 (6) - is unrankable because it is off-screen on 4:3 resolution.
Topic Starter
Nao Tomori

Xexxar wrote:

In the insane: 00:43:949 (6) - is unrankable because it is off-screen on 4:3 resolution.
fixed.
Seijiro
5 mod project

General



________________



Easy


  • 00:17:896 (3) - in case of fast beats on lower diffs it is common practice to start the slider on the first one of these beats, or make it end on the last one of them. This is so you cover the other beat you're skipping with the slider: it gives the sensation the players plays such beat even tho they don't click.
    In this case, make this one finish at 00:19:080 - so you catch both notes

    00:25:001 (1,3) - swap NC
    00:28:159 (1,2) - same (how to place NCs on lower diffs: for example take 00:19:475 - . Count all the white ticks you encounter (obviously count also the current one you're on right now. Once you reach "9" white ticks you gotta place a NC)
    00:30:922 (1) - remove NC
    00:41:580 (3,1) - swap NC (although this is not the correct order here, this is the best solution, since you skipped the NC at 00:38:422 - and everything went how it went)
    00:44:738 - I hope you can fix the kiai on your own, cause it's kinda a waste of time to point them all out myself lol

    00:44:738 (1,2,3) - this doesn't belong to Easy diff. Too many 1/2 snaps and it is really inconsistent with the rest of the diff
    00:51:054 (1,2,3) - same

    01:14:738 (2) - remove the whistle from the slider body here

    01:24:212 (1,2) - better using circles imo, so you can avoid that 1/2 snap

    01:27:370 (1,2,3) - idk... this one feels a bit strange. What about a 3/2 repeat slider instead of these?
I'll leave hitsounding for later I guess

________________



Normal


  • 00:31:317 - I'd add a beat here to make the player still follow somehow the drop on 00:31:712 - , otherwise it feels too empty (vocals only is boring)

    00:32:106 (2,3) - same here, vocals only get boring and make you create unnatural rhythms. It would feel more natural to hold the slider from the white tick, and not the red one

    00:41:975 (1) - why NC

    00:55:791 (5,6,1,2,3) - this section is just too easy now, because you skipped a lot of beats that could have made sense with the song. The diff must be consistent in note density

    again, the kiai feels a bit empty somehow but I don't think you can do much here, since you went and mapped just the chorus (and adding some other instruments now would clutter up the map)
Why didn't you use this hitsounding on the Easy?
Visuals of this one kinda triggers me. Maybe it's your style, but stuff like 00:12:370 (1,2,1,2) - feels really forced on the player flow-wise

________________



Hard


  • 00:03:685 (1,2) - keep your spacings constant please: 00:00:528 (1,2) - , at l east visually

    00:18:685 (6,1) - try making something like this instead

    00:35:856 (1) - stuff like this is just to get you changed it anyway lol. It touches the HP bar: https://osu.ppy.sh/ss/6419822 (you can also notice the blanket being off :p)

    01:09:014 (2,3) - this is too awkward to click, since you put emphasis on the red tick with your second slider. Sliders starting on red ticks and not supported but strong beats play like ass, and you do this repeatedly here, but also in the Normal from what I can remember
    Just as a comparison, check 01:19:080 (3,1) - and you'll see how it plays better (due to the sliders starting on white ticks, aka strong beats)

    01:25:791 (1) - I bet you don't like parallel stuff, right? x)

    01:27:370 (1,2,3,1,2,3,1,2,3) - umh... you barely used any triplet in the whole map and you pack me 3 at once for the ending? Please make the first 2 triplets into repeat sliders and the last one can easily be left like that
aaaa, structure.
For example take patterns like 00:04:475 (4,5,6,1,2,3,4,1) - and tell me why they are like that, or why 00:07:238 (2,4) - have those directions, or 00:08:423 (1,2,3) - or... well, you get it I believe. Maybe it's something people doesn't want to get told, but remapping at least once this diff would help. A lot.

________________



Insane


  • 00:02:402 - rip cool beat. Please be consistent and either map this beat or remove 00:00:528 (1,2) - this pattern and place a simple 1/1 slider (I suggest the first option)

    00:08:422 (1) - just... try something like this please. That slider has no meaning whatsoever and it sucks, but it is better than the circle + slider starting on red tick stuff. Pleeeeease, avoid this damn sliders on red ticks.
    00:10:396 (2,3) - and yes, this stuff is correct, just make sure to check if there's a strong beat when you place a slider (aka, think more about what you're going to do with the map) (which incidentally is the same process to improve structure, hue)

    00:20:264 (3,4) - making this sort of jumps reduces the emphasis you place on the slider. Why?
    Because you'd normally continue on the jump's direction (right?) but if you follow the slider's direction you end up creating a cushion effect which makes everything less emphatic. Explanation

    00:25:791 (1) - missing whistle on head

    00:31:416 (1) - who taught you to place NCs on blue ticks? =w=

    00:46:317 (1,2) - aaaaaa, red ticks agaaaaaain

    00:47:896 (1,2,3) - try something like this to make a better flow (you can also do the opposite and change direction of 1 and 3)

    00:49:277 (5) - if you're going to keep this damn red tick at least make the slider long enough to match the vocals, aka 1/1 slider. Really crude example

    00:52:633 (1,2) - you can't imagine how this stuff triggers me (and you keep doing it everywhere). It is not a natural flow at all because 1) you use a jump on a red tick (00:53:225 (2) - hi there) and 2) moreover you even place this stuff in the opposite direction of what you slider is indicating (00:52:633 (1) - hi there too)

    00:52:633 (1) - already tried something like this to create a nice "8 figure flow"? (yes, it is stacked on 6)\

    01:02:106 (1,2,3,4) - one of the many patterns I could take as example of missing structure

    01:09:014 (2) - let's give it some more meaning like this, shall we?

    01:13:159 (1,3) - first time seeing this overlap and that shape used for 3 is just too cramped, come on D:

    01:15:429 (3) - DS

    01:25:791 - no, from here you resume t he previous SV since it's the same rhythm and pace of the song. It's not dying out yet.
Hitsounding is... decent enough I'd say, so I'll avoid going over it now since I'm seriously tired after all those screens. Just make sure to apply it on the Easy too, 'cause I don't think just one diff deserves such treatment, right?

________________




Send me a PM in case something wasn't clear.
Consider that I skipped some stuff because 1) it's your map and I can't always give you examples and 2) it is a pain to type the same stuff over and over x)
Nice BG and song.
thzz

MrSergio wrote:

Why didn't you use this hitsounding on the Easy?
i hitdounded for it :3

in Easy, since many snaredrums were skipped on his diff, i thought it was not very good way to take same way as other diffs.
now my thinking is changed by your opinion, i'll try to fix it after Tomori fixed something.

audio delay issue also will be fixed then~

thank you :)
Shiirn
sergio im just wondering if you even listened to the song - not just the bassline, but the vocalist and layers other than the main one.

i haven't done an in-depth on either ur mod or the lower diffs of the map but the red tick sliders are perfectly valid as most of them are following the vocalist or guitar layer while keeping the focus on the 1/2 line. It's a perfectly valid way of using them; just because it plays weird to you because you're used to very shitty maps doesn't mean shitty maps should be the norm. There are a few iffy ones and i might go over them later, but some of the points in your mod that seem to be the strongest are also on the most subjective points. (Also, the "plays like shit" part in hard actually plays perfectly damn fine, I enjoy that part)
Topic Starter
Nao Tomori

MrSergio wrote:

5 mod project

General



________________



Easy


  • 00:17:896 (3) - in case of fast beats on lower diffs it is common practice to start the slider on the first one of these beats, or make it end on the last one of them. This is so you cover the other beat you're skipping with the slider: it gives the sensation the players plays such beat even tho they don't click.
    In this case, make this one finish at 00:19:080 - so you catch both notes yeah

    00:25:001 (1,3) - swap NC
    00:28:159 (1,2) - same (how to place NCs on lower diffs: for example take 00:19:475 - . Count all the white ticks you encounter (obviously count also the current one you're on right now. Once you reach "9" white ticks you gotta place a NC)
    00:30:922 (1) - remove NC
    00:41:580 (3,1) - swap NC (although this is not the correct order here, this is the best solution, since you skipped the NC at 00:38:422 - and everything went how it went)
    00:44:738 - I hope you can fix the kiai on your own, cause it's kinda a waste of time to point them all out myself lol

    00:44:738 (1,2,3) - this doesn't belong to Easy diff. Too many 1/2 snaps and it is really inconsistent with the rest of the diff
    00:51:054 (1,2,3) - same

    01:14:738 (2) - remove the whistle from the slider body here

    01:24:212 (1,2) - better using circles imo, so you can avoid that 1/2 snap

    01:27:370 (1,2,3) - idk... this one feels a bit strange. What about a 3/2 repeat slider instead of these?
    @everything about 1/2 snaps, i dont think it is really that needed cuz it's pretty slow song, and they are sliders too so it can be mistimed click but still not miss the note. if this is seriously unrankable or something it could be changed but i think that this follows the music in the best way possible. also, for
    00:44:738 (1,2,3) - this doesn't belong to Easy diff. Too many 1/2 snaps and it is really inconsistent with the rest of the diff
    00:51:054 (1,2,3) - same

    this is at the climax of the kiai, i think it is the most intense part of the song. so it's harder than the rest. the ending, also, contrasts hard with the slow part before the drum bursts.
I'll leave hitsounding for later I guess

________________



Normal


  • 00:31:317 - I'd add a beat here to make the player still follow somehow the drop on 00:31:712 - , otherwise it feels too empty (vocals only is boring) added circle

    00:32:106 (2,3) - same here, vocals only get boring and make you create unnatural rhythms. It would feel more natural to hold the slider from the white tick, and not the red one hmmm i think here since the slider still ends on the red tick, it's okay, cuz that red tick it starts on has a lot of vocal emphasis too

    00:41:975 (1) - why NC mistake

    00:55:791 (5,6,1,2,3) - this section is just too easy now, because you skipped a lot of beats that could have made sense with the song. The diff must be consistent in note density i think the grave is sealed on that first pattern but i did change the second one 00:57:370 (1) - into more representative

    again, the kiai feels a bit empty somehow but I don't think you can do much here, since you went and mapped just the chorus (and adding some other instruments now would clutter up the map)
Why didn't you use this hitsounding on the Easy? see thzz post
Visuals of this one kinda triggers me. Maybe it's your style, but stuff like 00:12:370 (1,2,1,2) - feels really forced on the player flow-wise
that kind of thing would put emphasis on the 2, which makes sense imo. idk i think its ok.

________________



Hard


  • 00:03:685 (1,2) - keep your spacings constant please: 00:00:528 (1,2) - , at l east visually yes

    00:18:685 (6,1) - try making something like this instead stack 5,6 and made it into a triangle with 1, 2 to emphasize them both

    00:35:856 (1) - stuff like this is just to get you changed it anyway lol. It touches the HP bar: https://osu.ppy.sh/ss/6419822 (you can also notice the blanket being off :p) fixed blanket.

    01:09:014 (2,3) - this is too awkward to click, since you put emphasis on the red tick with your second slider. Sliders starting on red ticks and not supported but strong beats play like ass, and you do this repeatedly here, but also in the Normal from what I can remember
    Just as a comparison, check 01:19:080 (3,1) - and you'll see how it plays better (due to the sliders starting on white ticks, aka strong beats) i would love to see a way to make this play without it having a repeat slider into a circle which would play badly imo. i put slider here so that it would be easier to acc and play, even if it would not be the perfect representation (i assume you would like a circle on the red tick then slider on white > red after it.)

    01:25:791 (1) - I bet you don't like parallel stuff, right? x) no.

    01:27:370 (1,2,3,1,2,3,1,2,3) - umh... you barely used any triplet in the whole map and you pack me 3 at once for the ending? Please make the first 2 triplets into repeat sliders and the last one can easily be left like that yeah.
aaaa, structure.
For example take patterns like 00:04:475 (4,5,6,1,2,3,4,1) - and tell me why they are like that, or why 00:07:238 (2,4) - have those directions, or 00:08:423 (1,2,3) - or... well, you get it I believe. Maybe it's something people doesn't want to get told, but remapping at least once this diff would help. A lot.
i do not understand this. you know that if you say "remap" then i would end up with the same thing, so i will explain why i put those like that in hopes you can explain why you think they are wrong...

00:04:475 (4) -
emphasis here cuz the guitar comes down and starts new part in my interpretation

00:07:238 (2,4) - have those directions
because i made transitions between phrases with sharp direction changes. so 3 has emphasis, but 2 and 4 do not cuz they are continuation of previous sounds.

00:08:423 (1,2,3) -
same thing here, with 1 having emphasis cuz of that loud piano, 2 also having piano and 3 has vocal starting. 4 is continuation and 00:10:001 (1) - has piano and stronger vocal so sharp angle there.



________________



Insane


  • 00:02:402 - rip cool beat. Please be consistent and either map this beat or remove 00:00:528 (1,2) - this pattern and place a simple 1/1 slider (I suggest the first option) changed..

    00:08:422 (1) - just... try something like this please. That slider has no meaning whatsoever and it sucks, but it is better than the circle + slider starting on red tick stuff. Pleeeeease, avoid this damn sliders on red ticks. the reason i put your so hated red tick slider here is because there was no emphasis on the red,white,red ticks after that circle. so i put something weak to cover it. but i changed it to your rhythm instead.
    00:10:396 (2,3) - and yes, this stuff is correct, just make sure to check if there's a strong beat when you place a slider (aka, think more about what you're going to do with the map) (which incidentally is the same process to improve structure, hue) despite what you appear to think, i did actually think a lot about where i put the notes down ._.

    00:20:264 (3,4) - making this sort of jumps reduces the emphasis you place on the slider. Why?
    Because you'd normally continue on the jump's direction (right?) but if you follow the slider's direction you end up creating a cushion effect which makes everything less emphatic. Explanation yes, i agree... the slider was facing right to make the player have a sharp angle but i guess they would just snap to the slider anyway so that effect is lost

    00:25:791 (1) - missing whistle on head

    00:31:416 (1) - who taught you to place NCs on blue ticks? =w= i did this because those 4 circles follow something pretty different and i didn't want to make a 2 circle NC and when i left that other combo 00:32:106 (1) - not nc'd then someone said it was way too long combo

    00:46:317 (1,2) - aaaaaa, red ticks agaaaaaain there is strong emphasis on that second syllable of the word, and there isnt even a strong sound on the white tick

    00:47:896 (1,2,3) - try something like this to make a better flow (you can also do the opposite and change direction of 1 and 3) sure

    00:49:277 (5) - if you're going to keep this damn red tick at least make the slider long enough to match the vocals, aka 1/1 slider. Really crude example disagree. there are two very clear words here, both followed with sliders. that's the only way i can follow them both accurately in my opinion.

    00:52:633 (1,2) - you can't imagine how this stuff triggers me (and you keep doing it everywhere). It is not a natural flow at all because 1) you use a jump on a red tick (00:53:225 (2) - hi there) and 2) moreover you even place this stuff in the opposite direction of what you slider is indicating (00:52:633 (1) - hi there too) i do not see the issue of putting a sharp angle jump onto a drum burst on a red tick. players do not consider "here is a red tick, there shouldn't be a jump here" vs "here is a strong drum sound, there should be a jump here." they would just hear the drum sound and the jump goes with it to emphasis its start.

    00:52:633 (1) - already tried something like this to create a nice "8 figure flow"? (yes, it is stacked on 6)\ i think that that might flow better but it would also put a lot more emphasis on 2 and 5, which i already did with spacing.

    01:02:106 (1,2,3,4) - one of the many patterns I could take as example of missing structure why is this? the first slider follows the vocal (ima)and then the circles go on the next ones. i didnt put a red tick slider there because i thought the emphasis of the word shiinjite was on the second part so i put slider on that.

    01:09:014 (2) - let's give it some more meaning like this, shall we? i do not think that this would work, because it would put a lot more emphasis on 2 when it's just a simple burst.

    01:13:159 (1,3) - first time seeing this overlap and that shape used for 3 is just too cramped, come on D: yes fixed

    01:15:429 (3) - DS

    01:25:791 - no, from here you resume t he previous SV since it's the same rhythm and pace of the song. It's not dying out yet. i heard this as 3 descending held vocals, so i lowered sv accordingly. the drum bursts provide a spike in intensity, but the vocals there are still following that decreasing pattern.
Hitsounding is... decent enough I'd say, so I'll avoid going over it now since I'm seriously tired after all those screens. Just make sure to apply it on the Easy too, 'cause I don't think just one diff deserves such treatment, right?

________________




Send me a PM in case something wasn't clear.
Consider that I skipped some stuff because 1) it's your map and I can't always give you examples and 2) it is a pain to type the same stuff over and over x)
Nice BG and song.
Seijiro
ok, re-reading my own mod made me realize i probably said things in the wrong way.
It is not wrong to put sliders on red ticks, but it rather feels strange if spacing and pattern don't... follow the same concept, idk how to say it.
It's a group of elements that make up for a slider placed on a red tick to feel natural, at least in my head. Sorry for that.

In response to Shiirn:
I know that there are extra layers that can be considered but I tried to keep it on simple terms to avoid complex stuff. You and me can see those layers and hopefully can express them in a natural way, but I couldn't afford to ask this from a relatively newbie mapper.
As I said above, sliders starting on red ticks are totally fine, but they must be supported by spacing and pattern to feel natural (and maybe even the map's style overall). And also yeah, maybe I was again misunderstood a bit but I didn't deem every slider on red ticks as bad to play (although I haven't specify exactly where this stuff happens either).


In conclusion: I probably did a bad move to not explain in detail why and how this stuff works, but being it a mod I thought it was enough (and I also didn't have much time). Moreover I find wall texts being depressive somehow so I tried to not exaggerate for that reason too.
But just to be clear: just a mod is not enough to understand this stuff. Various lessons may be necessary to do that (referring to the Mentor Program here)
HelloSCV
I think there was a....um.. discussion about some patterns that mapper used :/. I don't say that all of the patterns in this set are nice and playable but they are valid (like Shiirn said) enough, but i still think that some patterns and rhythms can be improved (I'm not saying that current patterns are too shitty, i just want to suggest what if it's made in other ways). I mean, both of your opinions are reasonable in my opinion, just saying

I'm going to mod this map as soon as i can.
Cerulean Veyron
hi not tomori

[- - General - -]
  • - Ehh, there's those two custom hitsounds kinda over 5ms by length which makes a delay, it's either me or you haven't updated the latest hitsounding. It was also mentioned on the mods before this, so I'm just telling this in case.
    - Check widescreen support on every diff on the settings. The Insane diff has it unchecked other than the rest of the set.

[- - Easy - -]
  1. 00:19:475 (1,2) - 00:33:685 (2,1) - Just looked out for the distance spacing, and these two were the ones I found weird. As usual, balance it by the difficulty's default 1x spacing.
  2. 01:03:685 (1) - Starting from here, the structure gets repetitive little by little when repeating the same thing. Like these linear flowing over these parallel sliders or somewhat that looks too straight. You could probably make something different and interesting at the same time, rather than the current one.
  3. 01:13:159 (1) - You could try polishing the curves on this slider in order to surpass aesthetics. There are many ways of doing it, so I'd like to show mine as a sample. Kinda minor though, but it's pretty essential if you're just mapping it for rankability. Give care for other objectives~

[- - Normal - -]
  1. - Have you done something with the stack leniency? It's probably adjusted so different than any other diffs, and that kind of adjustment is pretty major. I demand changing it, ehh just like what AiMod says.
  2. 00:09:212 (4,5,1,2) - Well, you've tried your best to avoid tiny overlaps here ofc. Try rotating some of the sliders here a bit for visual space in-between the notes without hurting the distance spacing, including that blanket you've did. Other way than rotating, adjust them manually.
  3. 00:18:883 (1,2) - From what I hear on the drumline, these two circles deserve some clap hitsounds or something. It's clearly audible imo. So yeah, adding whistle is also okay as long as it counts for this.
  4. 00:35:856 (2,1) - Optional objective: This is just something that's quite a little minor for changes or a fix. Either make slider (2) blanket over slider (1)'s head for aesthetics, or redo slider (1)'s slide position to curve more wider under its' previous slider.
  5. 01:00:527 (1) - Based on rhythm composition, you often follow vocals on each and every part of the kiai but here. There's this tense and audible beat on 01:00:725 - but this slider probably overtakes it. At least a 1/2 reverse slider, or 1/2 slider and a circle, would suffice this part to follow the vocal line much clearer.

[- - Hard - -]
  1. 00:03:685 (1) - If you're trying to do a curve on the second node of this slider's body, then you should've placed the third slider point more lower for some aesthetics or something. Making it a good use for its' position overall.
  2. 00:04:475 (4,5,6) - 00:30:922 (2,3,4) - These have some strange distance spacing between them, It can be better if you make the transition by adjusting the spacing or balancing it (sample shows for the first part).
  3. 00:22:633 (1,2) - Speaking about structural flow, I would prefer slider (1) to blanket circle (2) or at least slider (1)'s tail flows towards circle (2). On that way, it will perform best in cursor movements on gameplay. So, I'd probably suggest you give it a little try. It doesn't hurt the pattern at all tbh.

ye das be all
Good luck!
Topic Starter
Nao Tomori
everything changed except one:
01:03:685 (1) - Starting from here, the structure gets repetitive little by little when repeating the same thing. Like these linear flowing over these parallel sliders or somewhat that looks too straight. You could probably make something different and interesting at the same time, rather than the current one.
i think it would look really weird if it went _ _ and then a curve, so i kept it as _

thanks cv!
Lasse
my part of them m4m

nearly 4ms delay on drum-hitwhistle and 2, though still rankable, not having delay would be much better to make it more responsive: http://puu.sh/s6ha1/77a2131a59.zip


insane
nc usage seemed a bit weird in some spots like for example 00:02:106 (2) -00:08:422 (6) - 00:53:620 (1,3) - where you deviate from your usual 1 measure pattern for no apparent reason
01:29:047 - timing point conflicts with other diffs, no idea why it would even be there lol
00:02:501 (3) - missing clap according to music/pattern (it's also there on lower diffs)
00:04:475 (3,4) - since the things you do here seem to focus more on guitar, ctrlg on this rhythm would be reasonable http://i.imgur.com/maBitu7.jpg
00:07:238 (2) - doesn't make too much sense to have such a comparatively big (though passive) jump here, seems like you intended to just ctrlg this (or even if not, that seems to make more sense as this doesn't stand out more than your even spaced things)
00:08:817 (1,2,3,4,5,6) - first half of this has no vocals, second half does. so making them stand out, be it bei patterning and/or rhythm or whatever would be great. You kinda did it by suddenly having linear movement, but it didn't really feel fitting to me and just felt like a kinda random pattern when playing. talking about something like http://i.imgur.com/1nvvyUF.jpg for example, which keeps the hexgrid idea you had but would make vocals stand out more while also feeling cleaner (though there are many other solutions to this=
00:11:382 (5) - has pretty much everything, vocals, drums, piano. yet you suddenly drop spacing and that just didn't seem to fit at all. how about stacking this on 00:12:172 (2) - head or doing something like http://i.imgur.com/EsIyc5Z.jpg ?
00:13:554 (2) - this one makes sense in comparison as cause it lacks so many key sounds
00:15:330 (2,3,4) - drum sampleset didn't seem intentional here
00:17:896 - how about trying a rhythm like http://i.imgur.com/5YIrAmW.jpg which still follow kicks, but also maps the piano and makes the snares at the end of the combo stand out more because you don't click 00:18:685 -
00:23:225 (3,4) - though not very important, but making such 90° rotated patterns with curved sliders of noticeably different curvature doesn't look very clean to me
00:25:593 (5,1) - stack which forces sudden stop in movement didn't feel very fitting here because of the very pronounced guitar on the end
00:28:751 (5,1) - this felt much nicer
00:35:856 (3,1,2,3,4) - this was pretty nice
00:39:014 (3,4,5) - pattern just looks so random because of seemingly random slider rotation and weird visual distance between objects, how about just going with 120° and even visual spacing while making a pattern that plays very similar: http://i.imgur.com/exHrJ6p.jpg
00:57:172 (4,5,1) - just a personal suggestion, but how about doing something like http://i.imgur.com/GWXDq7K.jpg would look a bit cleaner here
01:00:922 (2,3,1) - compared to how you spaced the rest of the chorus this seemed unreasonably low
01:01:514 (1,2,3,4,5,6) - kinda looks like a badly made wave converted into stream, just doesn't seem polished at all. could go with something like http://i.imgur.com/IFzPY1M.jpg which also has a nicer transition into the slider
01:04:672 (3) - another one of these things where the slider doesn't support the movement at all (mainly visually), when you could something like http://i.imgur.com/JNeYWCf.jpg
01:28:751 (3) - might as well make this 2 circles cause you made all other snares before clickable and the weird polarity after doesn't matter cause the map ends anyways

h
some things from insane might apply here too
00:02:106 (1,2,3) - the way sliderbodies are utilized here creates a really forced feeling movement http://i.imgur.com/G8kvphw.jpg which feel really out of place my suggestion for 00:01:712 (4,5,1,2,3) - would be something likehttp://i.imgur.com/jIF3kMI.jpg (obv. with cleaner angles, just a quick sketch)
00:06:843 (1,2,3,4) - 00:08:027 (4,1) - whole part just feel so unstructured visually with the angles, shapes not really working together etv. when
things like http://i.imgur.com/yy1tack.jpg could just be http://i.imgur.com/PqTyOj1.jpg etc. but that's pretty subjective so I'll leave it at that (just having cleaner structure for such things is something I personally think is great)
things like 00:20:462 (6,1,2) - actually look pretty nice, because the shapes fit together, the angles the sliderbodies make is nice etc.
but some patterns like the one mentioned above just stand out in a weird way (and also where standing out doesn't make much sense with the song)
00:33:685 (1,2,3) - first point again
00:35:856 (1) - rankable, but doesn't look very clean with how much it overlaps hp bar, could move things here a little if you want to avoid this
00:43:949 (4) - drums are pretty consistent, so only having a jump on the last doesn't seem that fitting, feels to emphasized compared to before, how about something like http://i.imgur.com/7pkYdsb.jpg or http://i.imgur.com/lKyds0C.jpg ?
feels like chorus lacks some 1/4 rhythms when insane uses some kinda spaced 5 note patterns already, though that would make the gap to normal kinda bit so I don't really know
01:27:370 (1,1) - last beat isn't trally stronger, so removing the circles at the end of each and adding another repeat would make more sense

n
my main issue is the ds you decided to use, especially things like 00:09:212 (4,5,1) - just end up feeling extremely clumped and it also makes small spacing inconsistencies really noticeable cause things nearly overlap. just increasing to 1.3 already would look much better and also be easier to read while not muc harder to aim.
if you are not going to change that (though I'd really recommend it) at least increase cs a bit
00:09:212 (4,5,1) - patterns like this just end up being really hard to read for beginners, it's clumped, movement doesn't really incorporate the slider/repeat http://i.imgur.com/PXl9a93.jpg etc. when you could do something like http://i.imgur.com/fmY6kcT.jpg
00:17:896 (3,1,2) - similar thing with not caring about the path on the slider at all making 3-1 a really awkward transition compared to something like http://i.imgur.com/WO9020q.jpg
00:20:462 (2,3,4,1) - why to no use this kind of ds.jpeg (also same issue as above)
00:31:317 (7) - hard to read cause sliders have hitbursts at their ends (00:30:330 (5) - )
00:33:488 (2,3,4) - example of what I meant with slight ds inconsistencies becoming really noticeable due to the ds used (and ugly)
01:00:922 (2,3,4) - only 1/2 pattern with 3 clicks in the whole map, don't think that is needed
01:14:738 (3,4,1) - so uncomfortably close, would also be solved by the ds thing
other things are pretty much same as what has already been stated above

e
00:00:528 - to 00:22:633 - could do someting to avoid the first quarter of the map being all circular clockwise flow lol
Topic Starter
Nao Tomori
jesus christ help
Topic Starter
Nao Tomori

Lasse wrote:

my part of them m4m

nearly 4ms delay on drum-hitwhistle and 2, though still rankable, not having delay would be much better to make it more responsive: http://puu.sh/s6ha1/77a2131a59.zip


insane
nc usage seemed a bit weird in some spots like for example 00:02:106 (2) -00:08:422 (6) - 00:53:620 (1,3) - where you deviate from your usual 1 measure pattern for no apparent reason yeah just errors i guess, changed
01:29:047 - timing point conflicts with other diffs, no idea why it would even be there lol actually completely unnecessary red points is my mapping style, just because you do not understand it does not mean it is bad
00:02:501 (3) - missing clap according to music/pattern (it's also there on lower diffs)
00:04:475 (3,4) - since the things you do here seem to focus more on guitar, ctrlg on this rhythm would be reasonable http://i.imgur.com/maBitu7.jpg i think they have equal focus, changed though for a better pattern
00:07:238 (2) - doesn't make too much sense to have such a comparatively big (though passive) jump here, seems like you intended to just ctrlg this (or even if not, that seems to make more sense as this doesn't stand out more than your even spaced things) ya
00:08:817 (1,2,3,4,5,6) - first half of this has no vocals, second half does. so making them stand out, be it bei patterning and/or rhythm or whatever would be great. You kinda did it by suddenly having linear movement, but it didn't really feel fitting to me and just felt like a kinda random pattern when playing. talking about something like http://i.imgur.com/1nvvyUF.jpg for example, which keeps the hexgrid idea you had but would make vocals stand out more while also feeling cleaner (though there are many other solutions to this= changed to something similar (smaller spacing, but still slightly larger since I want to keep big spacing for the piano slider things)
00:11:382 (5) - has pretty much everything, vocals, drums, piano. yet you suddenly drop spacing and that just didn't seem to fit at all. how about stacking this on 00:12:172 (2) - head or doing something like http://i.imgur.com/EsIyc5Z.jpg ? yes
00:13:554 (2) - this one makes sense in comparison as cause it lacks so many key sounds
00:15:330 (2,3,4) - drum sampleset didn't seem intentional here side effect of me remapping without paying attention to hitsounds at all yea
00:17:896 - how about trying a rhythm like http://i.imgur.com/5YIrAmW.jpg which still follow kicks, but also maps the piano and makes the snares at the end of the combo stand out more because you don't click 00:18:685 - the issue there is that there's still a pretty light but noticeable drum sound under that white tick slider end there. i made it into small spacing circles. i dont want to put a slider there either because at that time i'm switching from piano = slider to guitar = slider.
00:23:225 (3,4) - though not very important, but making such 90° rotated patterns with curved sliders of noticeably different curvature doesn't look very clean to me minor change but yeah no reason not to, just oversight
00:25:593 (5,1) - stack which forces sudden stop in movement didn't feel very fitting here because of the very pronounced guitar on the end stacked 5 on the start of 2 or something, fixed.
00:28:751 (5,1) - this felt much nicer
00:35:856 (3,1,2,3,4) - this was pretty nice ayy thanks
00:39:014 (3,4,5) - pattern just looks so random because of seemingly random slider rotation and weird visual distance between objects, how about just going with 120° and even visual spacing while making a pattern that plays very similar: http://i.imgur.com/exHrJ6p.jpg this was like that that slider just got rotated somewhere along the way and i didnt notice it till now rip
00:57:172 (4,5,1) - just a personal suggestion, but how about doing something like http://i.imgur.com/GWXDq7K.jpg would look a bit cleaner here lasse slider™
01:00:922 (2,3,1) - compared to how you spaced the rest of the chorus this seemed unreasonably low
01:01:514 (1,2,3,4,5,6) - kinda looks like a badly made wave converted into stream, just doesn't seem polished at all. could go with something like http://i.imgur.com/IFzPY1M.jpg which also has a nicer transition into the slider improved shape, and move the other thing before this up more to fit it.
01:04:672 (3) - another one of these things where the slider doesn't support the movement at all (mainly visually), when you could something like http://i.imgur.com/JNeYWCf.jpg idk about this, i wanted to push the cursor upwards. adjusted to make it look a little more even though.
01:28:751 (3) - might as well make this 2 circles cause you made all other snares before clickable and the weird polarity after doesn't matter cause the map ends anyways no fuck quads i like triples sry, besides the song cuts off rather abruptly so i think this reflects it.

h
some things from insane might apply here too
00:02:106 (1,2,3) - the way sliderbodies are utilized here creates a really forced feeling movement http://i.imgur.com/G8kvphw.jpg which feel really out of place my suggestion for 00:01:712 (4,5,1,2,3) - would be something likehttp://i.imgur.com/jIF3kMI.jpg (obv. with cleaner angles, just a quick sketch) fixed this and the other one too
00:06:843 (1,2,3,4) - 00:08:027 (4,1) - whole part just feel so unstructured visually with the angles, shapes not really working together etv. when
things like http://i.imgur.com/yy1tack.jpg could just be http://i.imgur.com/PqTyOj1.jpg etc. but that's pretty subjective so I'll leave it at that (just having cleaner structure for such things is something I personally think is great) should be better now. i thought the flow was fine but the slider shapes i improved.
things like 00:20:462 (6,1,2) - actually look pretty nice, because the shapes fit together, the angles the sliderbodies make is nice etc. yay
but some patterns like the one mentioned above just stand out in a weird way (and also where standing out doesn't make much sense with the song)
00:33:685 (1,2,3) - first point again
00:35:856 (1) - rankable, but doesn't look very clean with how much it overlaps hp bar, could move things here a little if you want to avoid this yeah moved around so that it is a sharp angle away from 6 going down and some other stuff
00:43:949 (4) - drums are pretty consistent, so only having a jump on the last doesn't seem that fitting, feels to emphasized compared to before, how about something like http://i.imgur.com/7pkYdsb.jpg or http://i.imgur.com/lKyds0C.jpg ? both of those things do the same thing except put a larger jump on 3 anyway, but i think 4 has emphasis because it's the last chord, like a finale in the phrase. so i will keep this.
feels like chorus lacks some 1/4 rhythms when insane uses some kinda spaced 5 note patterns already, though that would make the gap to normal kinda bit so I don't really know diff spread was my concern here.. since normal uses mostly 1/1 rhythms anyway i thought sticking 1/4s everywhere would be excessive and kicksliders are kind of meh on this ar anyway. so no change in rhythm i think.
01:27:370 (1,1) - last beat isn't trally stronger, so removing the circles at the end of each and adding another repeat would make more sense this is indeed true that the last beat isnt stronger, but i wanted to keep it a bit more interactive, so players dont hear giant drum sounds and just sit there holding down on a repeat slider.

n
my main issue is the ds you decided to use, especially things like 00:09:212 (4,5,1) - just end up feeling extremely clumped and it also makes small spacing inconsistencies really noticeable cause things nearly overlap. just increasing to 1.3 already would look much better and also be easier to read while not muc harder to aim. wee time to remap half the diff but ok i agree
if you are not going to change that (though I'd really recommend it) at least increase cs a bit ya did it
00:09:212 (4,5,1) - patterns like this just end up being really hard to read for beginners, it's clumped, movement doesn't really incorporate the slider/repeat http://i.imgur.com/PXl9a93.jpg etc. when you could do something like http://i.imgur.com/fmY6kcT.jpg changed
00:17:896 (3,1,2) - similar thing with not caring about the path on the slider at all making 3-1 a really awkward transition compared to something like http://i.imgur.com/WO9020q.jpg this was originally because i wanted to make a sharp angle to highlight the drums that 1,2 is on. but i lowered the angle a bit to make it less irritating to play.
00:20:462 (2,3,4,1) - why to no use this kind of ds.jpeg (also same issue as above) T_T
00:31:317 (7) - hard to read cause sliders have hitbursts at their ends (00:30:330 (5) - ) theres still the approach circle, even default skin the 300 does not cover the full circle. i think it's OK.
00:33:488 (2,3,4) - example of what I meant with slight ds inconsistencies becoming really noticeable due to the ds used (and ugly) i dont think its ugly =( equalized DS a bit more.
01:00:922 (2,3,4) - only 1/2 pattern with 3 clicks in the whole map, don't think that is needed it is during the kiai but yeah changed
01:14:738 (3,4,1) - so uncomfortably close, would also be solved by the ds thing i dont think it's uncomfortably close, there's an entire sliderbody worth gap between them. but the DS thing changed it anyway.
other things are pretty much same as what has already been stated above i took a lookout for other instances of that kind of thing and changed a few, hopefully better now.

e
00:00:528 - to 00:22:633 - could do someting to avoid the first quarter of the map being all circular clockwise flow lol
The idea of clockwise-only flow came from Murasakibara's "Thor's Hammer" dunk, where he spins + dunks, but also from the idea that mouse-drift occurs when using clockwise flow. Mouse-drift is really difficult to overcome, and it acts like a kind of hindrance that the mouse player constantly has to battle against, whether through pausing to reposition, or playing with an awkward wrist angle. Mouse-drift is being used here to create a difficulty element that causes the player to have to defend against it.


jk changed dont shoot me pls
thzz
thanks mod~ :)

Tomori, here you are :3
http://puu.sh/s7bIi/098290a63b.osz
Kagetsu
we talked a bit
2016-11-10 13:59 Nao Tomori: hello
2016-11-10 14:01 Kagetsu: hi
2016-11-10 14:02 Nao Tomori: do you accept mod requests atm?
2016-11-10 14:03 Kagetsu: it depends on the map/song i guess
2016-11-10 14:04 Nao Tomori: ACTION is listening to [https://osu.ppy.sh/b/1090073 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made]
2016-11-10 14:05 Nao Tomori: let me know if you can please
2016-11-10 14:08 Nao Tomori: well? =D
2016-11-10 14:08 Kagetsu: idk
2016-11-10 14:08 Nao Tomori: ah
2016-11-10 14:08 Kagetsu: i'm not really interested tbh
2016-11-10 14:09 Kagetsu: :(
2016-11-10 14:09 Kagetsu: i mean
2016-11-10 14:09 Kagetsu: it's a cool song
2016-11-10 14:09 Kagetsu: but you surely want an icon xD
2016-11-10 14:09 Nao Tomori: idk
2016-11-10 14:09 Nao Tomori: i just want to improve it
2016-11-10 14:10 Nao Tomori: cuz people said it is really unstructure but i can't see it
2016-11-10 14:10 Kagetsu: yeah, that's the main issue i thin
2016-11-10 14:10 Kagetsu: k
2016-11-10 14:10 Nao Tomori: hmm
2016-11-10 14:11 Nao Tomori: do you mind helping me understand that for a bit?
2016-11-10 14:11 Kagetsu: i can try xd
2016-11-10 14:12 Nao Tomori: that will surely help =D
2016-11-10 14:13 Kagetsu: irc? o:
2016-11-10 14:13 Nao Tomori: sure
2016-11-10 14:14 Kagetsu: alright
2016-11-10 14:15 Kagetsu: k so i think it looks a bit messy because of the shapes
2016-11-10 14:15 Nao Tomori: how so?
2016-11-10 14:15 Kagetsu: hmm
2016-11-10 14:16 Kagetsu: they're really different each other
2016-11-10 14:17 Kagetsu: but i'm not only refering to the specific shapes, also angles and overall spacing
2016-11-10 14:17 Kagetsu: for example 00:15:330 (2,3) -
2016-11-10 14:17 Nao Tomori: i see
2016-11-10 14:17 Kagetsu: compared to 00:16:317 (1,2) -
2016-11-10 14:17 Nao Tomori: ya
2016-11-10 14:18 Kagetsu: is really different
2016-11-10 14:18 Nao Tomori: there's a jump there because
2016-11-10 14:18 Nao Tomori: 00:15:725 (3) -
2016-11-10 14:18 Nao Tomori: this has piano note
2016-11-10 14:18 Nao Tomori: but 00:16:712 (2) - has not a piano note
2016-11-10 14:19 Kagetsu: i get it
2016-11-10 14:19 Kagetsu: but how about something like https://puu.sh/sdHnX/bfe9951013.png?
2016-11-10 14:19 Kagetsu: looks a bit more balanced visually speaking
2016-11-10 14:20 Nao Tomori: hmm
2016-11-10 14:20 Kagetsu: while still conserving the jump
2016-11-10 14:20 Nao Tomori: ya, that works better
2016-11-10 14:21 Kagetsu: also it doesn't really count as a "jump" because of slider leniency
2016-11-10 14:21 Nao Tomori: in the old position?
2016-11-10 14:21 Kagetsu: yeah
2016-11-10 14:21 Nao Tomori: my idea was that it is sharp angle to 3
2016-11-10 14:21 Nao Tomori: so it feels like a jump
2016-11-10 14:21 Nao Tomori: but like your image, it wouldnt be sharp angle
2016-11-10 14:22 Kagetsu: maybe you're focusing too much on that specific beat
2016-11-10 14:23 Kagetsu: i think you have to also consider the song section
2016-11-10 14:23 Nao Tomori: hmm
2016-11-10 14:24 Nao Tomori: yea, but it's still a pretty small jump like that isn't it?
2016-11-10 14:24 Nao Tomori: not bigger than some of the other ones like 00:14:146 (4) -
2016-11-10 14:25 Kagetsu: well yeah xd
2016-11-10 14:26 Kagetsu: btw rhythm is quite weird there
2016-11-10 14:26 Nao Tomori: why is that?
2016-11-10 14:27 Kagetsu: because you put the strongest beats on slider tails
2016-11-10 14:27 Nao Tomori: hmm
2016-11-10 14:27 Nao Tomori: this is because i decided that piano was important
2016-11-10 14:27 Nao Tomori: so it follows piano with 1/2 sliders + jumps
2016-11-10 14:27 Kagetsu: just look to the hitsounding there 00:13:949 -
2016-11-10 14:28 Kagetsu: it has whistle and clap
2016-11-10 14:28 Kagetsu: while 00:13:751 - has nothing D:
2016-11-10 14:28 Nao Tomori: hmm
2016-11-10 14:29 Nao Tomori: i think i could redo hitsounding to highlight this piano line more then
2016-11-10 14:29 Nao Tomori: because that was really important when i mapped this
2016-11-10 14:29 Nao Tomori: or rather, the hitsounding is following this boring drumline that is just 1/1 spam
2016-11-10 14:29 Nao Tomori: but the piano has interesting melody, so i followed that over drum
2016-11-10 14:32 Kagetsu: idk, i think vocals/drums are way more interesting than piano tbh
2016-11-10 14:32 Nao Tomori: D=
2016-11-10 14:32 Kagetsu: but well that's just personal opinion
2016-11-10 14:33 Kagetsu: it isn't the main issue so let's just not focus on that xd
2016-11-10 14:33 Nao Tomori: everyone says that ahh
2016-11-10 14:33 Nao Tomori: oh ok
2016-11-10 14:34 Kagetsu: 01:02:106 (1,4) -
2016-11-10 14:34 Kagetsu: so unexpected angles o_o
2016-11-10 14:34 Nao Tomori: hmm
2016-11-10 14:35 Nao Tomori: yeah that does look bad
2016-11-10 14:35 Kagetsu: tbh i'm always expecting the 5 degrees thing
2016-11-10 14:35 Nao Tomori: 5 degrees?
2016-11-10 14:35 Kagetsu: 00:40:001 (1) - like that maybe
2016-11-10 14:37 Nao Tomori: i don't understand
2016-11-10 14:37 Kagetsu: i mean, repeating angles through the map xd
2016-11-10 14:38 Nao Tomori: hmm
2016-11-10 14:39 Nao Tomori: i repeated that 90 degree reversal a ton
2016-11-10 14:39 Nao Tomori: so i would just make something similar here
2016-11-10 14:39 Nao Tomori: like, every slider has a reversed slider to go with it
2016-11-10 14:40 Kagetsu: hmm
2016-11-10 14:40 Kagetsu: 5 degrees always looks cool xd
2016-11-10 14:40 Kagetsu: https://puu.sh/sdIr8/57c169845b.png
2016-11-10 14:40 Kagetsu: i don't really know where to place the circles tho
2016-11-10 14:42 Nao Tomori: hmm
2016-11-10 14:42 Nao Tomori: this create really weird flow
2016-11-10 14:42 Nao Tomori: https://osu.ppy.sh/ss/6535239 like this
2016-11-10 14:42 Kagetsu: oh
2016-11-10 14:43 Kagetsu: it was just an example
2016-11-10 14:44 Nao Tomori: hmm
2016-11-10 14:44 Nao Tomori: well that would add to the reversed slider pattern that i used everywhere
2016-11-10 14:44 Kagetsu: yeah
2016-11-10 14:45 Nao Tomori: what do you think of something like this
2016-11-10 14:45 Nao Tomori: https://osu.ppy.sh/ss/6535260
2016-11-10 14:46 Nao Tomori: put a lot of force on 3 and 1 though
2016-11-10 14:46 Kagetsu: uh
2016-11-10 14:46 Kagetsu: it's ok i guess
2016-11-10 14:46 Kagetsu: but i'd rather balance the visual spacing a bit
2016-11-10 14:48 Nao Tomori: how about stacking 2 and 3 on the slider ends then
2016-11-10 14:48 Kagetsu: something like https://puu.sh/sdIRQ/3b5c9b2b7e.png?
2016-11-10 14:48 Kagetsu: it's really similar to yours
2016-11-10 14:49 Nao Tomori: hmm
2016-11-10 14:49 Kagetsu: it's just that visual spacing looks a bit more balanced xd
2016-11-10 14:49 Kagetsu: https://puu.sh/sdIVV/c132dce928.png
2016-11-10 14:50 Nao Tomori: hmm
2016-11-10 14:50 Kagetsu: that might work too
2016-11-10 14:50 Kagetsu: idk
2016-11-10 14:50 Nao Tomori: yes that looks good
2016-11-10 14:50 Kagetsu: it's your map lol
2016-11-10 14:50 Nao Tomori: ya
2016-11-10 14:50 Nao Tomori: i think that this would work best though
2016-11-10 14:50 Nao Tomori: https://osu.ppy.sh/ss/6535293
2016-11-10 14:51 Kagetsu: one easy way to "measure" if a pattern is "beautiful" is to look at it on ar 0
2016-11-10 14:51 Nao Tomori: that way both sliders have same emphasis since one has a jump into it and one has a stream as well
2016-11-10 14:51 Kagetsu: maybe
2016-11-10 14:53 Kagetsu: i'm a bit worried about this section 00:25:791 -
2016-11-10 14:53 Nao Tomori: hmm why is that?
2016-11-10 14:53 Kagetsu: because hmm
2016-11-10 14:54 Kagetsu: you tend to change the visual spacing too much imo
2016-11-10 14:54 Kagetsu: for example
2016-11-10 14:54 Kagetsu: 00:27:370 (1,2,3) -
2016-11-10 14:54 Kagetsu: they look super close
2016-11-10 14:54 Kagetsu: then 00:28:356 (4) - is far far away
2016-11-10 14:55 Nao Tomori: hmm
2016-11-10 14:55 Kagetsu: something similar happens on 00:26:383 (3,4) - to 00:26:975 (5) -
2016-11-10 14:55 Nao Tomori: actually 4 is the wrong place i think
2016-11-10 14:55 Nao Tomori: hmm
2016-11-10 14:55 Nao Tomori: i thought 2,3 was pretty far apart
2016-11-10 14:55 Kagetsu: 00:26:383 (3,4) - looks like it was part of another pattern
2016-11-10 14:56 Nao Tomori: well
2016-11-10 14:56 Nao Tomori: 00:25:791 (1,3) -
2016-11-10 14:56 Nao Tomori: this is that pattern
2016-11-10 14:56 Nao Tomori: 00:26:975 (5,1) -
2016-11-10 14:56 Nao Tomori: and this
2016-11-10 14:56 Kagetsu: yeah
2016-11-10 14:56 Kagetsu: but i'm talking about the visuals
2016-11-10 14:57 Kagetsu: equality thing
2016-11-10 14:57 Nao Tomori: ya
2016-11-10 14:57 Nao Tomori: doesn't 3 head > 4 > 5 look even spaced?
2016-11-10 14:57 Kagetsu: equal visual distance makes things a bit more clear to read/understand i think
2016-11-10 14:57 Nao Tomori: or, i don't understand the problem well
2016-11-10 14:57 Kagetsu: yeah
2016-11-10 14:57 Kagetsu: 00:26:383 (3,4,5) - looks equally spaced
2016-11-10 14:57 Kagetsu: but compare that visual distance
2016-11-10 14:58 Kagetsu: with this 00:27:370 (1,2) - ?
2016-11-10 14:58 Nao Tomori: ah yeah
2016-11-10 14:58 Nao Tomori: i understand now
2016-11-10 14:58 Kagetsu: the second one looks certainly cramped
2016-11-10 14:58 Nao Tomori: yes
2016-11-10 14:58 Nao Tomori: hmm i never thought about that D=
2016-11-10 14:58 Kagetsu: i mean 00:27:370 (1,2,3) - looks so different to 00:26:383 (3,4,5) -
2016-11-10 14:58 Nao Tomori: ya
2016-11-10 14:58 Nao Tomori: cuz it got rotated 30 degrees
2016-11-10 14:58 Nao Tomori: 90**
2016-11-10 14:59 Kagetsu: o:
2016-11-10 14:59 Nao Tomori: gimme sec
2016-11-10 14:59 Kagetsu: ok :p
2016-11-10 15:00 Nao Tomori: https://osu.ppy.sh/ss/6535348
2016-11-10 15:00 Nao Tomori: this looks more equalized visually right?
2016-11-10 15:01 Kagetsu: yeah it does xD
2016-11-10 15:02 Nao Tomori: hmm
2016-11-10 15:03 Nao Tomori: was there some other places that it looked like that
2016-11-10 15:03 Nao Tomori: really cluttered
2016-11-10 15:04 Nao Tomori: actually the next part has pretty low visual spacing all around
2016-11-10 15:04 Kagetsu: well... there is also this 00:28:949 (1,2) -
2016-11-10 15:04 Kagetsu: which doesn't really make sense imo
2016-11-10 15:05 Nao Tomori: hmm
2016-11-10 15:05 Nao Tomori: yea it doesnt
2016-11-10 15:05 Nao Tomori: originally it was triangle pattern but that got changed long time ago
2016-11-10 15:06 Kagetsu: thing is that it looks out of place because that's the only place in the map where you used that kind of stacked slidertail pattern xd
2016-11-10 15:07 Nao Tomori: ya
2016-11-10 15:07 Nao Tomori: so i changed it to reversed slider
2016-11-10 15:07 Nao Tomori: like here > https://osu.ppy.sh/ss/6535396
2016-11-10 15:07 Kagetsu: you could even space them more because voice :p
2016-11-10 15:08 Kagetsu: also... why are those 1/4 at the ending part so differently spaced? D:
2016-11-10 15:09 Nao Tomori: huh?
2016-11-10 15:09 Kagetsu: 01:05:067 (4,5,1) - 01:06:449 (4,5,6,7,1) - 01:07:436 (2,3,4) - 01:09:606 (5,6,1) - etc
2016-11-10 15:09 Nao Tomori: good question
2016-11-10 15:10 Kagetsu: first one is like 0.4 then 0.5, 0.7, 1.0
2016-11-10 15:10 Nao Tomori: hmm
2016-11-10 15:10 Kagetsu: idk
2016-11-10 15:10 Kagetsu: looks a bit random
2016-11-10 15:10 Nao Tomori: ya
2016-11-10 15:10 Kagetsu: specially when you're representing the same thing on the music
2016-11-10 15:10 Nao Tomori: well, some of them are louder than others
2016-11-10 15:10 Nao Tomori: but the quietest ones are the biggest spacing atm..
2016-11-10 15:10 Nao Tomori: so i have to fix this
2016-11-10 15:10 Kagetsu: for example 01:12:172 (2,3,4) - and 01:10:594 (2,3,4) - are musically the same
2016-11-10 15:11 Nao Tomori: ya and they are same spacing more or less
2016-11-10 15:11 Nao Tomori: i guess i could DS them
2016-11-10 15:12 Nao Tomori: issue is, i used the different spacing to fill in space to the sliders
2016-11-10 15:13 Kagetsu: well, just try to be a bit more consistent there
2016-11-10 15:13 Nao Tomori: ya
2016-11-10 15:17 Kagetsu: about the 1/1 shapes
2016-11-10 15:17 Kagetsu: i feel like you're trying too hard to be creative
2016-11-10 15:17 Kagetsu: D=
2016-11-10 15:17 Nao Tomori: huuuh
2016-11-10 15:17 Nao Tomori: really?
2016-11-10 15:17 Kagetsu: maybe xD
2016-11-10 15:18 Nao Tomori: i thought they were just simple curves D=
2016-11-10 15:18 Nao Tomori: or lik
2016-11-10 15:18 Nao Tomori: reverse sliders
2016-11-10 15:18 Nao Tomori: without the reverses
2016-11-10 15:18 Nao Tomori: repeat slider*
2016-11-10 15:18 Kagetsu: 01:06:843 (1) - it doesn't look like a simple curve >_>
2016-11-10 15:18 Nao Tomori: ya
2016-11-10 15:18 Nao Tomori: well, for the one in corners
2016-11-10 15:18 Nao Tomori: i couldnt do that cuz playfield issue
2016-11-10 15:18 Kagetsu: lol
2016-11-10 15:19 Kagetsu: you ran out of space
2016-11-10 15:19 Kagetsu: xD
2016-11-10 15:19 Kagetsu: 00:43:949 (6) - is this necessary?
2016-11-10 15:19 Nao Tomori: yeah pretty much
2016-11-10 15:19 Nao Tomori: uhh
2016-11-10 15:19 Nao Tomori: idk i liked it
2016-11-10 15:19 Kagetsu: i mean, music clearly stops on 00:43:949 - so why
2016-11-10 15:20 Kagetsu: :(
2016-11-10 15:20 Nao Tomori: i disagree
2016-11-10 15:20 Nao Tomori: music stops on 00:44:146 -
2016-11-10 15:20 Nao Tomori: the guitar sound
2016-11-10 15:20 Nao Tomori: and that slider represents the held out chord
2016-11-10 15:20 Kagetsu: well
2016-11-10 15:21 Kagetsu: you might be right >_>
2016-11-10 15:21 Kagetsu: i just find it weird xd
2016-11-10 15:21 Nao Tomori: hmm
2016-11-10 15:21 Nao Tomori: well i think it's not that bad cuz
2016-11-10 15:21 Nao Tomori: you would snap hard there and there isnt anything after it
2016-11-10 15:21 Nao Tomori: if there was other notes on00:44:343 -
2016-11-10 15:21 Nao Tomori: i wouldn't do that
2016-11-10 15:22 Nao Tomori: and you can play that slider by holding it down anyway
2016-11-10 15:22 Kagetsu: well yeah
2016-11-10 15:22 Kagetsu: i understand your reasoning o:
2016-11-10 15:23 Kagetsu: it's just that i wouldn't do that, because of aesthetics maybe
2016-11-10 15:23 Kagetsu: but it was just a suggestion
2016-11-10 15:23 Kagetsu: it's your map afterall
2016-11-10 15:23 Nao Tomori: hmm
2016-11-10 15:24 Nao Tomori: well, it's consistent with that section using 1/2 sliders for guitar chords too
2016-11-10 15:24 Nao Tomori: so i will keep that
2016-11-10 15:25 Kagetsu: fine
2016-11-10 15:25 Kagetsu: i got distracted because of that
2016-11-10 15:25 Kagetsu: i was talking about 1/1 sliders
2016-11-10 15:25 Kagetsu: lol
2016-11-10 15:25 Nao Tomori: mm
2016-11-10 15:26 Nao Tomori: were there rly that many weird ones
2016-11-10 15:26 Nao Tomori: all the ones in corners just push back to the center
2016-11-10 15:27 Kagetsu: hmm
2016-11-10 15:28 Nao Tomori: i could try making them look better
2016-11-10 15:28 Nao Tomori: lemme just take a look at lasse's latest map or something xd
2016-11-10 15:29 Kagetsu: the point behind it is to repeat some shapes
2016-11-10 15:29 Kagetsu: so it adds a bit of structure
2016-11-10 15:29 Kagetsu: maybe
2016-11-10 15:29 Nao Tomori: i see
2016-11-10 15:29 Nao Tomori: but a lot of them follow different stuff
2016-11-10 15:29 Nao Tomori: and i did repeat the ones in the same section that follow same thing
2016-11-10 15:30 Nao Tomori: i dont think 1/1 slider art is good to repeat though cuz then people think you just lazy with the slider
2016-11-10 15:30 Kagetsu: that's why i said that maybe you're trying too hard to be creative xD
2016-11-10 15:31 Nao Tomori: D=
2016-11-10 15:31 Kagetsu: well, there are some that could be improved
2016-11-10 15:31 Kagetsu: like 01:24:212 (1) - for example
2016-11-10 15:31 Nao Tomori: hmm
2016-11-10 15:31 Nao Tomori: whats wrong with that
2016-11-10 15:32 Nao Tomori: wanted to make it spread out so people see the sv change
2016-11-10 15:32 Kagetsu: objectively talking, there's nothing wrong with it
2016-11-10 15:32 Kagetsu: lol
2016-11-10 15:32 Kagetsu: it just looks weird
2016-11-10 15:32 Nao Tomori: ah
2016-11-10 15:32 Nao Tomori: ok back to a circle slider then
2016-11-10 15:33 Kagetsu: i mean, i could do something like https://puu.sh/sdLex/7dd701f5c2.png
2016-11-10 15:33 Kagetsu: and it would be ok
2016-11-10 15:33 Nao Tomori: jesus
2016-11-10 15:33 Kagetsu: but idk, the angle is just weird
2016-11-10 15:33 Nao Tomori: well the other issue was that it goes offscreen pretty fast
2016-11-10 15:34 Kagetsu: offscreen? o_o
2016-11-10 15:34 Nao Tomori: https://osu.ppy.sh/ss/6535585
2016-11-10 15:34 Kagetsu: ah
2016-11-10 15:34 Kagetsu: it isn't offscreen
2016-11-10 15:34 Kagetsu: xd
2016-11-10 15:35 Nao Tomori: hm
2016-11-10 15:35 Nao Tomori: that one is not
2016-11-10 15:36 Nao Tomori: well, that works better
2016-11-10 15:36 Nao Tomori: and i guess it looks better too cuz it curves into the next one
2016-11-10 15:36 Kagetsu: cool o:
2016-11-10 15:37 Nao Tomori: i'll brb
2016-11-10 15:38 Kagetsu: k
2016-11-10 15:38 Nao Tomori: am back
2016-11-10 15:39 Kagetsu: o
2016-11-10 15:39 Kagetsu: btw
2016-11-10 15:39 Kagetsu: who is that girl in the background?
2016-11-10 15:39 Nao Tomori: nao tomori
2016-11-10 15:39 Nao Tomori: LOL
2016-11-10 15:39 Kagetsu: rly
2016-11-10 15:40 Nao Tomori: ya
2016-11-10 15:40 Nao Tomori: ssupposedly
2016-11-10 15:40 Nao Tomori: her boobs are too big tho idk
2016-11-10 15:40 Nao Tomori: and hair is too long
2016-11-10 15:40 Nao Tomori: maybe its actually that girl from kancolle
2016-11-10 15:40 Kagetsu: lol
2016-11-10 15:40 Nao Tomori: kashima
2016-11-10 15:42 Kagetsu: this song isn't sung by nao tomori tho
2016-11-10 15:42 Nao Tomori: ya but my username is nao tomori :<
2016-11-10 15:42 Kagetsu: why is that
2016-11-10 15:42 Kagetsu: D:
2016-11-10 15:42 Nao Tomori: idk
2016-11-10 15:42 Nao Tomori: i made my account and it had some idiotic name
2016-11-10 15:43 Nao Tomori: so when charlotte came out i watched it and i liked her
2016-11-10 15:43 Nao Tomori: so i namechanged
2016-11-10 15:43 Kagetsu: xD
2016-11-10 15:43 Nao Tomori: why is your account named kagetsu?
2016-11-10 15:43 Kagetsu: uh
2016-11-10 15:43 Kagetsu: long story xd
2016-11-10 15:43 Nao Tomori: mm
2016-11-10 15:44 Nao Tomori: isnt it eroge name?
2016-11-10 15:44 Kagetsu: idk
2016-11-10 15:44 Kagetsu: it has been my username for years
2016-11-10 15:45 Kagetsu: even before joining osu
2016-11-10 15:45 Nao Tomori: i see
2016-11-10 15:45 Kagetsu: it was taken when i registered my account tho
2016-11-10 15:46 Nao Tomori: ah rip
2016-11-10 15:46 Kagetsu: :p
2016-11-10 15:47 Nao Tomori: well, this helped a ton
2016-11-10 15:47 Nao Tomori: thanks
2016-11-10 15:47 Nao Tomori: owait you arent done :o
2016-11-10 15:48 Kagetsu: oh
2016-11-10 15:49 Kagetsu: actually i finished already
2016-11-10 15:49 Kagetsu: xd
thzz
a little irc
10:21 Nao Tomori: you think it's better now or no?
10:22 thzz: let me se
10:22 thzz: e
10:24 *thzz is editing [https://osu.ppy.sh/b/1099420 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Easy]]
10:25 *Nao Tomori is editing [https://osu.ppy.sh/b/1099420 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Easy]]
10:25 thzz: from 00:52:633 - to 01:06:843 -
10:25 thzz: so many 3/1 slider + circle pattern
10:26 thzz: then probably people feel boring
10:26 Nao Tomori: hmm
10:26 Nao Tomori: i agree
10:26 thzz: at least,
10:26 thzz: 01:02:106 (3,4) -
10:26 thzz: you should change rhythm here because drum pattern is changed
10:26 Nao Tomori: ya i
10:27 thzz: for example, 1/1 slider*2
10:27 Nao Tomori: will change some of that rhythm then
10:27 thzz: good
10:28 *thzz is editing [https://osu.ppy.sh/b/1092650 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Normal]]
10:29 thzz: 00:07:633 (2,3) - i know these are copy&paste thing though,
10:29 thzz: 00:08:422 (3,4) - this flow seems bad
10:31 Nao Tomori: hmm
10:31 Nao Tomori: that flow was repeated 3 times before though
10:31 Nao Tomori: 00:06:843 (1,2) -
10:31 Nao Tomori: same kind
10:33 thzz: you need such flow http://puu.sh/sjF2n/8aca51eaca.jpg
10:33 thzz: just my opinion
10:34 thzz: your Normal is mostly liner, then little sharp flow should seems fine for me
10:35 Nao Tomori: 00:13:949 (1,1) - this kind of thing has sharp angle i think
10:36 Nao Tomori: 00:22:041 (6) -
10:38 thzz: http://puu.sh/sjFkI/f4a3ade226.jpg
10:39 thzz: on 00:22:041 (6) -
10:39 thzz: cursor movement is like this, then it's mostly liner i think
10:39 Nao Tomori: hmm
10:39 Nao Tomori: you are right
10:41 Nao Tomori: but there isnt a way to make that kind of pattern sharp movement i think
10:41 Nao Tomori: with repeat slider it will be mostly linear anyway
10:41 thzz: http://puu.sh/sjFtF/9e6da92a62.jpg
10:41 thzz: you can improve flow like this
10:44 thzz: http://puu.sh/sjFCs/c818ef65ec.jpg
10:44 thzz: just my own pattern
10:45 thzz: 00:41:975 (4,1) -
10:45 thzz: this rest is a bit unnatural i feel
10:46 Nao Tomori: you would put 1/1 slider?
10:46 Nao Tomori: or 1/2 repeat?
10:47 thzz: if i were you http://puu.sh/sjFME/64bc9e346c.jpg
10:48 thzz: i can contrive many rhythm, so your idea also fine. most important things is not making long rest unnaturally
10:49 Nao Tomori: i see
10:49 thzz: 00:55:791 (5,6,1) -
10:49 thzz: these sliders are...
10:49 thzz: constrained?
10:49 thzz: 00:56:580 (6) - seems too upper
10:50 Nao Tomori: hmm
10:50 Nao Tomori: i thought it looked nice
10:51 Nao Tomori: 6 would not touch the health bar
10:51 Nao Tomori: on default skin
10:51 thzz: yes you're able to make them symmetry though,
10:51 thzz: http://puu.sh/sjFYD/4a3821291f.jpg
10:52 thzz: probably, my feeling (constrained) will improved like this
10:54 *thzz is editing [https://osu.ppy.sh/b/1090986 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Hard]]
10:54 Nao Tomori: this would make the spacing very hard
10:54 Nao Tomori: hm
10:55 *Nao Tomori is editing [https://osu.ppy.sh/b/1090986 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Hard]]
10:55 thzz: you know, you don't have to follow me all ofc xd
10:55 Nao Tomori: ya
10:56 thzz: 00:03:685 (1) - this slider can be polished
10:58 thzz: http://puu.sh/sjGls/7acb64e4fa.jpg
10:58 thzz: for example, make it like blanket
10:59 thzz: 00:19:475 (3) - you should nc here because of finish sound
10:59 Nao Tomori: ya
11:00 thzz: 01:20:264 (3,4) - you can improve blanket
11:00 Nao Tomori: yes
11:01 thzz: http://puu.sh/sjGxo/cd54073f58.jpg
11:01 thzz: tbh,
11:01 thzz: 01:24:212 (1,1) - these slider is good though,
11:02 thzz: 01:25:791 (1) - you should follow drums here
11:02 thzz: 01:26:185 - here's clap sound
11:04 Nao Tomori: you would break this up?
11:04 Nao Tomori: like on insane?
11:04 thzz: yes if i were you
11:05 *thzz is editing [https://osu.ppy.sh/b/1090073 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Insane]]
11:05 Nao Tomori: okay
11:05 *Nao Tomori is editing [https://osu.ppy.sh/b/1090073 Nishimori Yusa(CV. Uchida Maaya) - Rakuen made [Insane]]
11:05 thzz: 00:13:949 - you may need vocal emphasis here
11:06 thzz: i recommend to make here to be cliackable
11:06 Nao Tomori: this section follows piano heavily
11:06 Nao Tomori: since there isn't a piano note there, it would not be slider
11:07 Nao Tomori: and if circle, then the rhythm becomes very dense there
11:07 Nao Tomori: so 1/1 slider is the best choice
11:07 thzz: ah, all right
11:08 thzz: i like to listen to back of music, so i like your feeling :3
11:08 Nao Tomori: =D
11:09 Nao Tomori: but i took 3 hours of arguing to get BN to agree with me
11:09 Nao Tomori: that this was the right choice
11:09 thzz: lol
11:10 thzz: not wrong bat it's difficult to understand it follows piano when first time
11:11 Nao Tomori: ya
11:11 Nao Tomori: but for that reason, i put other 1/1 slider on piano earlier
11:11 Nao Tomori: 00:10:001 (1) -
11:11 Nao Tomori: 00:11:580 (1) -
11:11 Nao Tomori: and all these 1/2 sliders are piano notes as well
11:11 thzz: i understand
11:12 Nao Tomori: good =D
11:12 thzz: 00:28:751 (5,3) -
11:12 thzz: should be stack maybe
11:13 thzz: 00:36:646 (2,3,4) -
11:13 thzz: how's this way ?
11:13 Nao Tomori: hmm?
11:14 thzz: vertical thing seems too simple imo
11:14 thzz: ah
11:14 thzz: http://puu.sh/sjHbm/646d247172.jpg
11:14 thzz: sorry
11:15 Nao Tomori: it's not too big difference imo
11:15 Nao Tomori: cuz that focus is on the back and forth movement
11:15 Nao Tomori: 00:36:843 (4,5,6) -
11:15 Nao Tomori: 00:35:856 (3,1,2) -
11:15 Nao Tomori: 00:34:870 (5,1,2) -
11:15 Nao Tomori: all similar movement
11:15 Nao Tomori: even 00:32:501 (2,3,4) -
11:15 Nao Tomori: to set that up
11:16 thzz: hm, okay
11:16 Nao Tomori: i'll brb, phone call
11:16 thzz: all right~
11:17 thzz: i'd like you to keep in mind that such stacking makes flow for downside
11:34 Nao Tomori: ok i am back
11:34 thzz: :3
11:36 thzz: 00:38:422 (1,3,5) - hmm
11:36 thzz: not bad though...
11:37 Nao Tomori: though?
11:37 thzz: i ask you to make sure, do you follow guitar around here?
11:37 Nao Tomori: ya
11:37 thzz: all right
11:37 Nao Tomori: all 1/2 slider on that part are on guitar chord
11:37 thzz: okay
11:38 thzz: 00:38:422 (1,2,3,4,5) - flow on these seems too liner for me
11:39 Nao Tomori: hmm
11:39 Nao Tomori: it's similar flow as other part
11:39 Nao Tomori: in a circle
11:39 thzz: http://puu.sh/sjIzh/c58476c148.jpg juse my opinion
11:39 thzz: just
11:41 Nao Tomori: rip symmetry
11:41 thzz: ya
11:41 Nao Tomori: :<
11:41 thzz: in my .jpg, (1) and (5) are same
11:42 Nao Tomori: i'll do https://osu.ppy.sh/ss/6579789
11:42 thzz: also fine
11:44 thzz: the most biggest issue on you diff is "where should be liner, where shord be sharp"
11:44 Nao Tomori: mm
11:44 thzz: regarding this, actually your diff seems neater now
11:44 thzz: however you can consider more
11:44 thzz: imo
11:44 Nao Tomori: i tried putting sharp angle on all the strongest beats
11:45 Nao Tomori: especially in kiai
11:45 thzz: good
Logic Agent
im counting this as from #modreqs

[General]
  1. you could upscale bg to new size if you want
[Easy]
  1. 00:10:001 (3,1) - as a general rule in easy diffs it's usually best to keep sliders pointing towards where the new objects will be. it's not like it's the biggest deal in the world but when you have "issues" like this, it makes other things more noticeable as well
  2. 00:25:791 (1) - i wouldn't make this a repeater because it's ending on the start of a new vocal, which denies the logic of where you started this slider. 2 sliders works better here
  3. 00:58:949 - not a fan of the 1/2 spam here because it's an easy diff and all. this is a pretty enormous spike for someone new to the game, and I think you'd be better off just sticking to the rhythm you were using earlier
  4. 01:02:106 (3) - should prob nc here
  5. the map itself plays fine it's just the aesthetics aren't the best, which is probably the biggest problem of all in my eyes. stuff like 00:04:080 (2,3) looking strange visually or seeing 00:17:896 (3,1,2) patterns like this used a lot isn't that great in my opinion.
[Normal]
  1. 00:04:080 (1) - maybe do 2 1/2 sliders here? you could catch the noise that's repeating twice
  2. 00:11:185 (3) - don't like how this slider ends on a powerful vocal, and 00:11:975 this circle seems like there's nothing there to justify it, in my eyes it'd be better as a slider end
  3. 00:13:554 - 1/2 sliders fill these gaps so well, there's music going on in the background that you could map though you want to focus on vocals. i think it's best to fill the rhythm up as much as possible here, because it's so easy
  4. 00:21:054 (5) - this repeater doesn't really fit imo, i would do like a 1/1 with a 1/2 after it with an nc on the 1/1. the first repeater works because there's lyrics going on throughout the entire slider, but on this one there is a definite stop before the slider is finished.
  5. 00:23:817 (3,4) - maybe switch these two? start the slider on the drawn out vocal and have the circle (or change it to a 1/2 slider) on the shorter one
  6. 00:26:185 - same as earlier, with filling up the rhythm
  7. 00:26:580 (3) - nc
  8. 00:30:330 - what about mapping the vocal here with a 1/1 slider and then continuing on with the music? like this (maybe without the repeater at the end though)
  9. 00:31:712 (1) - starting here, maybe a rhythm like this would work better
  10. 00:38:422 (1) - try this here?
  11. 00:44:738 (1) - more rhythm suggestions wee
  12. 00:48:685 (3) - make this a repeater instead?
  13. aesthetics in this diff were better (except the ending with all the redtick symmetry stuff, not into that) but the rhythm choices seemed weird to me. i offered some changes, but even if you don't accept them maybe it'll help you think of ways to clean up what you already have in place
[Hard]
  1. 00:11:580 (1) - i think it's better if you break flow a bit here, because of the change with the vocals. also this doesn't look the best aesthetically
  2. 00:35:264 (1) - nc?
  3. 00:36:646 (3) - actually if you nc there it makes this weird for ncing so nvm
  4. 01:06:054 - you could probably do something more interesting than just a 1/1 slider here, because of the piano in the background as well as the drums doing some fun stuff
  5. this diff seems overall okay. i could have said more but it would have been a lot more subjective nitpicky type things than the last two diffs. so yeah, not that bad.
hitsounding needs work though
Topic Starter
Nao Tomori

Logic Agent wrote:

im counting this as from #modreqs
yehaj
[General]
  1. you could upscale bg to new size if you want
no
[Easy]
  1. 00:10:001 (3,1) - as a general rule in easy diffs it's usually best to keep sliders pointing towards where the new objects will be. it's not like it's the biggest deal in the world but when you have "issues" like this, it makes other things more noticeable as well that entire pattern triangle has that thing, i think players can figure it out.
  2. 00:25:791 (1) - i wouldn't make this a repeater because it's ending on the start of a new vocal, which denies the logic of where you started this slider. 2 sliders works better here if i could do a 2b slider here i could but like i cant, and i wanted to keep the rhythm really simple here
  3. 00:58:949 - not a fan of the 1/2 spam here because it's an easy diff and all. this is a pretty enormous spike for someone new to the game, and I think you'd be better off just sticking to the rhythm you were using earlier if you mean the 00:44:738 (1) - thing then i don't think it's too difficult, based on star rating alone and the fact that that rhythm appears very consistently. otherwise, the 1/1 spam is because 2/1 stuff is really boring and it's the kiai and the drums are going ham and stuff.
  4. 01:02:106 (3) - should prob nc here
  5. the map itself plays fine it's just the aesthetics aren't the best, which is probably the biggest problem of all in my eyes. stuff like 00:04:080 (2,3) looking strange visually or seeing 00:17:896 (3,1,2) patterns like this used a lot isn't that great in my opinion.ya fuck aesthetics ur write.
[Normal]
  1. 00:04:080 (1) - maybe do 2 1/2 sliders here? you could catch the noise that's repeating twice changed 1/2 slider + circle + circle
  2. 00:11:185 (3) - don't like how this slider ends on a powerful vocal, and 00:11:975 this circle seems like there's nothing there to justify it, in my eyes it'd be better as a slider end
  3. 00:13:554 - 1/2 sliders fill these gaps so well, there's music going on in the background that you could map though you want to focus on vocals. i think it's best to fill the rhythm up as much as possible here, because it's so easy focus on vocal here, i could put 1/2 slider but that would put the strong piano note on a slider end which is like meh, better to be clear about focusing vocal here imo
  4. 00:21:054 (5) - this repeater doesn't really fit imo, i would do like a 1/1 with a 1/2 after it with an nc on the 1/1. the first repeater works because there's lyrics going on throughout the entire slider, but on this one there is a definite stop before the slider is finished. ya
  5. 00:23:817 (3,4) - maybe switch these two? start the slider on the drawn out vocal and have the circle (or change it to a 1/2 slider) on the shorter one
  6. 00:26:185 - same as earlier, with filling up the rhythm ya
  7. 00:26:580 (3) - nc
  8. 00:30:330 - what about mapping the vocal here with a 1/1 slider and then continuing on with the music? like this (maybe without the repeater at the end though) that guitar thingy is super loud so i think having a slider cover it entirely is better.
  9. 00:31:712 (1) - starting here, maybe a rhythm like this would work better but that wouldnt follow vocals which is what i tried here
  10. 00:38:422 (1) - try this here? vocal vocal vocal vocal also thats super dense imo but changed to something similar
  11. 00:44:738 (1) - more rhythm suggestions wee changed something similar
  12. 00:48:685 (3) - make this a repeater instead? meh i think its fine to have emphasis on that syllable plus spacing ya
  13. aesthetics in this diff were better (except the ending with all the redtick symmetry stuff, not into that) but the rhythm choices seemed weird to me. i offered some changes, but even if you don't accept them maybe it'll help you think of ways to clean up what you already have in place yeah i need to reconsider some stuff lol
[Hard]
  1. 00:11:580 (1) - i think it's better if you break flow a bit here, because of the change with the vocals. also this doesn't look the best aesthetically ok
  2. 00:35:264 (1) - nc?
  3. 00:36:646 (3) - actually if you nc there it makes this weird for ncing so nvm yehaj
  4. 01:06:054 - you could probably do something more interesting than just a 1/1 slider here, because of the piano in the background as well as the drums doing some fun stuff hm but like there isnt a drum on the 1/1 and i dont want a 1/6 slider or w/e for the piano, plus having opposing 1/1 sliders in pairs is a major theme in the map.
  5. this diff seems overall okay. i could have said more but it would have been a lot more subjective nitpicky type things than the last two diffs. so yeah, not that bad. yehaj
hitsounding needs work though
the hitsounding was completely fucked up from my remapping and it was unfixed..
thzz
go for it :)

http://puu.sh/sltF7/9dcfbc6dbc.osz

feel free to ask me something :3
Vivyanne
loggo about hard diff
2016-11-18 22:41 HighTec: okok
2016-11-18 22:41 HighTec: u redy
2016-11-18 22:41 Nao Tomori: yehaj
2016-11-18 22:42 HighTec: 00:00:528 (1,2) - i dont think this is a good way to start a hard diff rythm-wise
2016-11-18 22:42 Nao Tomori: w8
2016-11-18 22:42 Nao Tomori: its not updated
2016-11-18 22:42 HighTec: o
2016-11-18 22:43 HighTec: ):
2016-11-18 22:43 Nao Tomori: sec
2016-11-18 22:43 Nao Tomori: ok
2016-11-18 22:44 HighTec: yea first thing i mentioned still applies
2016-11-18 22:44 HighTec: :^>
2016-11-18 22:45 Nao Tomori: ok
2016-11-18 22:45 Nao Tomori: why not?
2016-11-18 22:45 HighTec: i think that a 1/4 rythm right of the bat
2016-11-18 22:45 HighTec: doesn't really fit in witht he difficulty that the map is in
2016-11-18 22:45 HighTec: a bit too hard to begin with for the SR
2016-11-18 22:45 Nao Tomori: i see
2016-11-18 22:45 HighTec: dont think players would be ready for it
2016-11-18 22:45 Nao Tomori: so 1/2 slider i guess
2016-11-18 22:45 Nao Tomori: would pfit better
2016-11-18 22:46 HighTec: yea
2016-11-18 22:46 Nao Tomori: cuz i did that rhythm later
2016-11-18 22:46 Nao Tomori: kk
2016-11-18 22:46 HighTec: 00:08:422 (1) - this angle makes the slider look,,, kinda bad imo
2016-11-18 22:46 HighTec: also it doesnt catch flow the best that it can
2016-11-18 22:47 HighTec: rotating it like 13-15 degrees
2016-11-18 22:47 HighTec: would imo be a bit better
2016-11-18 22:47 Nao Tomori: to be more horizontal?
2016-11-18 22:47 HighTec: yea
2016-11-18 22:47 HighTec: or maybe you can equal it out
2016-11-18 22:47 HighTec: with 00:08:817 (2) -
2016-11-18 22:47 HighTec: because blankets make it look cooler
2016-11-18 22:47 Nao Tomori: ya
2016-11-18 22:48 Nao Tomori: it was blanketed but kinda wrong i guess
2016-11-18 22:48 HighTec: yea
2016-11-18 22:48 HighTec: https://gabepower.s-ul.eu/bqrML9NC something to this extend
2016-11-18 22:49 HighTec: 00:11:185 (2,3,4) - would make these sliders curve a slight bit too, just so you kinda keep the same slidershape for the whole section
2016-11-18 22:49 Nao Tomori: https://osu.ppy.sh/ss/6600251 probably fine ?
2016-11-18 22:49 HighTec: ya better
2016-11-18 22:50 Nao Tomori: 00:15:725 (4) - same thing
2016-11-18 22:50 Nao Tomori: right?
2016-11-18 22:50 HighTec: ya
2016-11-18 22:51 HighTec: 00:17:896 (4) - for this slider maybe just mirror00:16:317 (1) - perfectly to get a sorta symmetry setting which should be cooler
2016-11-18 22:51 HighTec: so said otherwise same y coordinate pls
2016-11-18 22:51 HighTec: blanket has to be reapplied tho ;w;
2016-11-18 22:52 Nao Tomori: ya this makes sens
2016-11-18 22:53 HighTec: 00:22:238 (4,1) - im doubting wheter this flow
2016-11-18 22:53 HighTec: rly works or not
2016-11-18 22:53 Nao Tomori: its kind of slider leniency abuse
2016-11-18 22:53 Nao Tomori: hmm
2016-11-18 22:53 Nao Tomori: 00:21:054 (1,2) - same thing
2016-11-18 22:53 HighTec: yea i know but its just
2016-11-18 22:53 HighTec: the negative setting
2016-11-18 22:54 HighTec: makes me doubt a lot
2016-11-18 22:54 Nao Tomori: negative setting?
2016-11-18 22:54 HighTec: yea, slider points other way than that the flow is going
2016-11-18 22:54 HighTec: --> negative
2016-11-18 22:54 Nao Tomori: o
2016-11-18 22:54 Nao Tomori: i see
2016-11-18 22:54 Nao Tomori: how would you change that
2016-11-18 22:54 Nao Tomori: reverse 4?
2016-11-18 22:54 Nao Tomori: like ctrl j
2016-11-18 22:54 HighTec: ctrl+j would be easy fix yea
2016-11-18 22:55 HighTec: also tbh u can keep 00:21:054 (1,2) - since the drum here is stronger, tho it isnt on 00:22:238 (4,1) - becus then the drum hit is on (4) [not sure if HS but if, yea]
2016-11-18 22:55 HighTec: 00:27:370 (1,2,3) - why not equal spacing!!
2016-11-18 22:56 Nao Tomori: 00:24:212 (1) - what do you think about this
2016-11-18 22:57 HighTec: would kinda change that too
2016-11-18 22:57 HighTec: if u changed 00:21:054 (1,2) -
2016-11-18 22:57 HighTec: to keep it consistent
2016-11-18 22:57 Nao Tomori: ya
2016-11-18 22:58 HighTec: 00:30:330 (6,1,2,3) - o boi, eventhough the flow change is completely fine because of the song changing to a complete other instrument here
2016-11-18 22:58 HighTec: i'd rather ctrl+j 00:30:330 (6) - and ctrl+h 00:30:725 (1,2,3) -
2016-11-18 22:58 HighTec: becus then u get the sweet circular movement back
2016-11-18 22:59 Nao Tomori: hmm
2016-11-18 22:59 Nao Tomori: gimme a sec
2016-11-18 23:00 Nao Tomori: i feel like doing that
2016-11-18 23:00 Nao Tomori: really makes the pattern visually dense
2016-11-18 23:01 Nao Tomori: cuz then 5 goes into it as well
2016-11-18 23:01 HighTec: ya u changed ?
2016-11-18 23:02 HighTec: the reverse is the flow change point so yea
2016-11-18 23:02 Nao Tomori: mm
2016-11-18 23:02 HighTec: i guess it should be fine
2016-11-18 23:02 Nao Tomori: https://osu.ppy.sh/ss/6600338how about this
2016-11-18 23:02 HighTec: u did however ctrl+j 00:30:330 (6) -
2016-11-18 23:02 HighTec: becus then it'd be completely fine
2016-11-18 23:03 Nao Tomori: `would you stack 3 on 6 head
2016-11-18 23:03 Nao Tomori: 00:30:330 (6,3) -
2016-11-18 23:03 HighTec: in the pattern you created
2016-11-18 23:03 HighTec: yea u can
2016-11-18 23:03 HighTec: wait
2016-11-18 23:03 HighTec: no stack tail of (6) on (3)
2016-11-18 23:03 Nao Tomori: mmk
2016-11-18 23:04 HighTec: should be a little better for the spacing of 00:29:935 (4,5,6) -
2016-11-18 23:04 HighTec: btw u should keep that equal
2016-11-18 23:05 Nao Tomori: what do you think of ctrl j on 5
2016-11-18 23:05 Nao Tomori: so its less dense over there
2016-11-18 23:06 Nao Tomori: https://osu.ppy.sh/ss/6600368
2016-11-18 23:06 HighTec: if u like it u can do it
2016-11-18 23:06 Nao Tomori: should be better ya
2016-11-18 23:06 HighTec: o wait that looks good
2016-11-18 23:06 HighTec: keep that
2016-11-18 23:06 HighTec: definitely better xd
2016-11-18 23:07 HighTec: 00:37:435 (1) - misses the cool shape 00:35:856 (1) - has :(
2016-11-18 23:07 Nao Tomori: no space there tbh
2016-11-18 23:07 Nao Tomori: i think the rhythm is more important than keeping this slider
2016-11-18 23:08 HighTec: oki ;w;
2016-11-18 23:08 HighTec: 00:38:422 (3) - NC for rythm change indication?
2016-11-18 23:08 HighTec: 00:41:580 (3) - LUL symmetry xd d d
2016-11-18 23:09 Nao Tomori: isnt it symmetrical
2016-11-18 23:09 HighTec: its not symmetrical
2016-11-18 23:09 Nao Tomori: fuck
2016-11-18 23:09 HighTec: left side is longer
2016-11-18 23:09 Nao Tomori: ok now it is
2016-11-18 23:10 HighTec: 00:54:014 (1) - looks odd because u didnt catch these drums anywhere else before
2016-11-18 23:10 HighTec: + the NC makes it look weird too
2016-11-18 23:10 Nao Tomori: hmm
2016-11-18 23:10 HighTec: since it doesnt feel like a drastic rythm change xd
2016-11-18 23:10 Nao Tomori: ya, removed nc
2016-11-18 23:10 Nao Tomori: but that is because that vocal has that uh
2016-11-18 23:10 Nao Tomori: "whipping" sound
2016-11-18 23:11 Nao Tomori: if you know what i mean
2016-11-18 23:11 HighTec: uu tru
2016-11-18 23:11 HighTec: o wel lthen
2016-11-18 23:11 Nao Tomori: if you look at insane in the same spot you'll see i did something similar
2016-11-18 23:11 Nao Tomori: but i think it fit better there
2016-11-18 23:11 Nao Tomori: cuz i didnt wanna put a triple or a kickslider in this
2016-11-18 23:11 HighTec: you can actually
2016-11-18 23:11 HighTec: put a stacked triple in
2016-11-18 23:11 HighTec: song is at its climax anyways
2016-11-18 23:12 Nao Tomori: hmm
2016-11-18 23:12 Nao Tomori: ok
2016-11-18 23:13 HighTec: 01:02:106 (1,2,3,4,5) - this rythm choice
2016-11-18 23:13 HighTec: feels so similar to what u had before
2016-11-18 23:13 HighTec: that it doesnt rly
2016-11-18 23:13 HighTec: feel chill
2016-11-18 23:13 HighTec: but i feel like the song is asking for a way slower rythm here
2016-11-18 23:13 Nao Tomori: huh
2016-11-18 23:13 Nao Tomori: you think it's too dense?
2016-11-18 23:14 HighTec: yea
2016-11-18 23:14 HighTec: maybe some
2016-11-18 23:14 HighTec: 1/1 gaps would be nice
2016-11-18 23:15 HighTec: 01:06:843 (1) - wouldt make this slider be the same as 01:06:054 (3) - , because now (3)'s shape doesnt indicate the cool piano as well as its supposed todo
2016-11-18 23:15 Nao Tomori: hmm
2016-11-18 23:15 Nao Tomori: the song has a 1/4 drum stream going on though
2016-11-18 23:16 HighTec: yea but to indicate the instruments kinda dropping away
2016-11-18 23:16 Nao Tomori: hmm
2016-11-18 23:17 HighTec: so to indicate that
2016-11-18 23:17 HighTec: tbh i'd even drop the kiai there xd
2016-11-18 23:17 Nao Tomori: i dont think it's necessary cuz there's 1/2 vocals happening as well
2016-11-18 23:17 Nao Tomori: it feels like the last part before a guitar solo would be more dense than just dropping entirely
2016-11-18 23:17 HighTec: 01:11:971 -
2016-11-18 23:17 HighTec: uu
2016-11-18 23:17 HighTec: ¯\_(ツ)_/¯
2016-11-18 23:18 HighTec: wait
2016-11-18 23:18 HighTec: is that note unsnapped
2016-11-18 23:18 Nao Tomori: whats wrong with that
2016-11-18 23:18 Nao Tomori: no
2016-11-18 23:18 HighTec: o
2016-11-18 23:18 HighTec: maybe i placed it there
2016-11-18 23:18 HighTec: mb
2016-11-18 23:18 Nao Tomori: o
2016-11-18 23:18 HighTec: 01:27:370 (1,2,1,2) - consistency pLS
2016-11-18 23:19 Nao Tomori: ok i moved 2 over
2016-11-18 23:19 Nao Tomori: on the second one
2016-11-18 23:19 HighTec: g.
2016-11-18 23:19 HighTec: guess that kinda sums it up for the diff then
2016-11-18 23:20 Nao Tomori: mm
2016-11-18 23:20 Nao Tomori: that was helpful
2016-11-18 23:20 Nao Tomori: thanks
2016-11-18 23:20 HighTec: want me to post log?
2016-11-18 23:20 Nao Tomori: sure

changed rythms, patterns and replaced some NCs
Silverboxer
m4m
Easy
00:00:528 (1,2,1) - should put circles on the white ticks between these, first slider throws me off because I expect it to end at the blue tick to match the guitar, but it is matching the drums. it's hard to tell because there is no circle on the next white tick
00:08:422 (2,3) - might flow a bit better if you switch the order of these tbh
Normal
00:22:633 (4) - new combo
00:55:593 (4) - check ds here
01:01:909 (4) - ds here is 1.3 instead of 1.2? seems you randomly switch between 1.2 and 1.3 in the map?
01:05:264 (1,2,3,1) - you specifically told me dont look at hitsounds but this stood out too much to me lol. I think finish should only go on the heads of these notes, not the ends.
01:06:843 (1,2,3) - would look better if one of the sliders was flipped horizontally, could also maybe center this pattern along the y-axis if you do this symmetry?
01:10:001 (1,3) - fix blanket
01:13:159 (1,2,3) - pattern doesn't look good to me. horizontal symmetry, but not along an axis, just randomly in the corner. also the angle from the sliders to the circle is awkward too. also looks weird that the circle is not centered between the sliders :P
01:17:896 (1) - might as well remove nc because symmetrical pattern
01:26:975 (1) - no nc here, nc on next object
Hard
00:14:738 (1,2,3,4) - could make an even diamond out of these to look nicer? not sure why it doesn't look like it's symmetrical, but it is apparently
00:15:725 (4,5,1) - looks a bit weird, also circle too close to slider 1
00:16:317 (1,2,3) - spacing is too big for such a low sound
00:19:870 (2,3,4) - pattern is so close to being symmetrical, pls move a little bit and center along y-axis. it's so close to being symmetrical that you kinda have to do it lol
00:21:449 (2,3,4) - same as above

I think I see a problem with the structure in this difficulty. It's hard to pinpoint exactly what is wrong. I think some parts it seems random what the angle or flow is going to be between notes. an example: compare 00:19:475 (1,2) - to 00:21:054 (1,2) - to 00:22:238 (4,1)
Seems like more random angles and orientation of the sliders: 00:23:817 (4,1,2,3,4)
I'm not saying all patterns have to be the same, or really similar, but there are so many different combinations that it seems random for the most part:
00:04:277 (3,4,5,6,1,2) - this is pretty structured. circles seem to be to the inside of the last slider, or the next note is 45 degrees apart.
00:19:870 (2,3,4) - much slighter angle between these notes, but horizontal between the ends
00:27:370 (1,2,3) - very slight angle again, but now in a linear flow through all of the notes
00:38:422 (1,2,3) - sharper angle between these, with the flow leading into slider 3
00:39:014 (3,1,2) - now there is a big angle between these, and the last slider is now facing the opposite direction of the flow.
00:47:896 (1,2,3) - completely linear flow (no pattern seen like this again in the map, and this isn't a special part of the song. just happens to be a pattern with completely different structure than all of the others)

ending it here for the mean time, I hope seeing my description of these different patterns can help you understand why it seems like an unstructured difficulty. if this sounds like meaningless rambling then I can message you and explain myself better. it's hard to put this into words properly so definitely bother me about this diff again some time
Insane
same deal as Hard diff. seriously, this type of thing to fix is confusing to explain here in a mod rather than us talking in chat somewhere. pls if I forget to message you, harass me to help you with Hard and Insane more

good luck
Topic Starter
Nao Tomori

Silverboxer wrote:

m4m
Easy
00:00:528 (1,2,1) - should put circles on the white ticks between these, first slider throws me off because I expect it to end at the blue tick to match the guitar, but it is matching the drums. it's hard to tell because there is no circle on the next white tick ok
00:08:422 (2,3) - might flow a bit better if you switch the order of these tbh
rip spacing + that back and forth movement is repeated on the slider after it too 00:11:580 (1) -
Normal
00:22:633 (4) - new combo
00:55:593 (4) - check ds here
01:01:909 (4) - ds here is 1.3 instead of 1.2? seems you randomly switch between 1.2 and 1.3 in the map? all fix
01:05:264 (1,2,3,1) - you specifically told me dont look at hitsounds but this stood out too much to me lol. I think finish should only go on the heads of these notes, not the ends. changed, might change back but it doesnt sound too different.. the ends are still strong notes.
01:06:843 (1,2,3) - would look better if one of the sliders was flipped horizontally, could also maybe center this pattern along the y-axis if you do this symmetry? dont think so, looks fine to me. also y axis symmetry would fuck up the entire spacing of the map so yea.
01:10:001 (1,3) - fix blanket k
01:13:159 (1,2,3) - pattern doesn't look good to me. horizontal symmetry, but not along an axis, just randomly in the corner. also the angle from the sliders to the circle is awkward too. also looks weird that the circle is not centered between the sliders :P ok changed
01:17:896 (1) - might as well remove nc because symmetrical pattern k
01:26:975 (1) - no nc here, nc on next object k
Hard
00:14:738 (1,2,3,4) - could make an even diamond out of these to look nicer? not sure why it doesn't look like it's symmetrical, but it is apparently
00:15:725 (4,5,1) - looks a bit weird, also circle too close to slider 1 should look less a bit weird now
00:16:317 (1,2,3) - spacing is too big for such a low sound equal spacing at 1.4
00:19:870 (2,3,4) - pattern is so close to being symmetrical, pls move a little bit and center along y-axis. it's so close to being symmetrical that you kinda have to do it lol
00:21:449 (2,3,4) - same as above
this is already symmetrical


I think I see a problem with the structure in this difficulty. It's hard to pinpoint exactly what is wrong. I think some parts it seems random what the angle or flow is going to be between notes. an example: compare 00:19:475 (1,2) - to 00:21:054 (1,2) - to 00:22:238 (4,1)
Seems like more random angles and orientation of the sliders: 00:23:817 (4,1,2,3,4),
I'm not saying all patterns have to be the same, or really similar, but there are so many different combinations that it seems random for the most part:
00:04:277 (3,4,5,6,1,2) - this is pretty structured. circles seem to be to the inside of the last slider, or the next note is 45 degrees apart.
00:19:870 (2,3,4) - much slighter angle between these notes, but horizontal between the ends
00:27:370 (1,2,3) - very slight angle again, but now in a linear flow through all of the notes
00:38:422 (1,2,3) - sharper angle between these, with the flow leading into slider 3
00:39:014 (3,1,2) - now there is a big angle between these, and the last slider is now facing the opposite direction of the flow.
00:47:896 (1,2,3) - completely linear flow (no pattern seen like this again in the map, and this isn't a special part of the song. just happens to be a pattern with completely different structure than all of the others)

ending it here for the mean time, I hope seeing my description of these different patterns can help you understand why it seems like an unstructured difficulty. if this sounds like meaningless rambling then I can message you and explain myself better. it's hard to put this into words properly so definitely bother me about this diff again some time
Insane
same deal as Hard diff. seriously, this type of thing to fix is confusing to explain here in a mod rather than us talking in chat somewhere. pls if I forget to message you, harass me to help you with Hard and Insane more

good luck
Super Kami Guru
Feels very complete right now.
Easy
00:00:528 (1,2,3) - small movement of these three sliders to a more symmetrical design.
  1. (1) to begin at "256,23" bend at "203,101" and end at "199,193"
  2. (2) to begin at "85,314" bend at "176,312" and end at "255,273"
  3. (3) does not need movement.

Hard
00:43:159 (1,2,3,4,5) - The spacing of the jump from 4 to 5 seems a bit too large for a Hard difficulty map. Perhaps nerfing the jumps from 1 through 4 could lessen distance from 4 to 5. (talked about in game already.)

01:23:620 (3,1) - okay... this slider - (3) - felt too long. perhaps halving the length of the slider and adding a (4) to the combo before the NC would work better rhythmically. Placement could be between the end of (3) and beginning of (1), or on the opposite side of (3) from (1).
Good luck Nao.
Topic Starter
Nao Tomori

MourningChap wrote:

Feels very complete right now.
Easy
00:00:528 (1,2,3) - small movement of these three sliders to a more symmetrical design.
  1. (1) to begin at "256,23" bend at "203,101" and end at "199,193"
  2. (2) to begin at "85,314" bend at "176,312" and end at "255,273"
  3. (3) does not need movement.

Hard
00:43:159 (1,2,3,4,5) - The spacing of the jump from 4 to 5 seems a bit too large for a Hard difficulty map. Perhaps nerfing the jumps from 1 through 4 could lessen distance from 4 to 5. (talked about in game already.)

01:23:620 (3,1) - okay... this slider - (3) - felt too long. perhaps halving the length of the slider and adding a (4) to the combo before the NC would work better rhythmically. Placement could be between the end of (3) and beginning of (1), or on the opposite side of (3) from (1).
Good luck Nao.
applied all of these changes actually thanks.
Karen
quick check from memehelp

top diff
00:44:738 - 5%????
01:02:501 (2,3) - why no stream here like 01:03:291 (2,3,4,5) - , they sound literally the same
01:06:054 (3) - 1/8 sounds better
01:25:791 (1,2) - i don't think they need any lower sv
01:23:422 - should make this clickable i guess, the finish sound on the slider tail is quite weird

good luck
Topic Starter
Nao Tomori
lol didnt expect mod..

Karen wrote:

quick check from memehelp

top diff
00:44:738 - 5%???? woops fixed
01:02:501 (2,3) - why no stream here like 01:03:291 (2,3,4,5) - , they sound literally the same added burst here too but didnt want to make hard density
01:06:054 (3) - 1/8 sounds better ok
01:25:791 (1,2) - i don't think they need any lower sv lower sound = lower sv, and more contrast to next bit, i think fine
01:23:422 - should make this clickable i guess, the finish sound on the slider tail is quite weird ya

good luck
polka


[General:]
  • Watch your NCs.
    Is there proof the title be capitalized like that?
[Easy:]
  • 00:11:580 (1) - Move this out from under the HP bar.
    00:35:264 (1,2) - Confusing for beginners. Try:

    00:44:738 (1,2,3) - Normal mode should have these. Never easy mode. Keep to 1/1 patterns.
    01:24:212 (1,2,3,1,2,3) - ^
[Normal:]
  • 00:38:027 (3) - x479 y261
    00:39:804 (4) - Place a circle after this.
    00:43:949 (3,1) - Proper spacing please.
    00:49:870 (1) - Remove NC
    00:58:949 (1) - Remove NC
    01:06:449 (3,1) - Remove this stack.
[Hard:]
  • 00:10:001 (1,1) - Remove NCs
    00:39:409 (1) - Remove NC
    00:43:949 (5,1) - Proper spacing.
    01:05:067 (4,5,1) - This jump feels strange to play.
    01:27:370 (1,2,1,2,1,2,3) - Remove the circles and just keep to the repeat sliders
[Insane:]
  • No kiai?
    00:54:014 (6,1) - Triplet does better here.
    01:28:554 (1,2,3) - Just do a stream here.
[Afteword:]

  • VERY consistent difficulties. Love that. A bit shaky on the form of your map, but that gets better the more you map. Good luck. This definitely has a chance at being ranked.
show more
Please sign in to reply.

New reply