woops double post
nubery wrote:Hi, from my NM queue
- End kiai time somewhere I guess. Not sure if it matters, but it looks neater on the editor.
- 00:01:862 (2) - prev:0.89x next:0.92x Move the first slider a bit, easy fix.
- 00:03:145 (4,1) - blanket looks slightly off
- 00:04:750 (3) - 1/1 reverse slider? or did you undermap this on purpose to contrast kiai?
- 00:08:600 (5,6,7) - If you undermapped ^ to express the relative calmness of the song here, then I recommend this rhythm: http://puu.sh/rumde/4a407fa5a3.jpg
- 00:13:574 (1,2,3,4) - I know you're mapping to the guitar here, just this part feels very unintuitive to play imo. I strongly recommend that you reformulate the rhythm choice here along with similar sections, with the main focus being on the white ticks. As for the rhythm I recommend: http://puu.sh/runet/70c698faf2.jpg . I think it would be best to passively map this part since there is a lot going on in the music and there's not enough freedom given in easier diffs to properly express this part of the music. Nothing on the red ticks truly stand out here, so I think it would be best to play it safe and map to the white ticks with sliders.
- 00:11:809 (2) - Move this note a bit to even out DS.
- 00:15:499 (4) - ^
- 00:21:114 (1,2,3) - Maybe arrange slider tail 1, circle 2, slider head 3 in a way that looks linear.
- 00:23:360 (4) - There are a lot of instances where the difference in DS between previous and next note are >= 0.03. Gameplaywise this doesnt make a difference but I'm unsure if the ranking guidelines approve of this. Might want to confirm with a BN.
- 00:43:574 (4,1) - Could probably blanket this better
- 01:06:034 (3) - Less curve on this
- 01:08:280 (2,3) - rip blanket
- 01:27:050 (3) - Don't know if this is acceptable in easy diffs. Yes this is at the end of the map but still it's difficult for new player to determine when 1/2 sliders will stop repeating which may cause combo break from players panic releasing the slider. Might want to confirm with a BN.
This was actually the only thing i disagreed with in the entire mod! This map is certainly in the upper echelons of difficulty for a Normal diff but i think that when you look at maps around it in SR, they have similair rhythm choices.
- 00:04:429 (2,3) - I know the 00:04:429 (2) - is catered to the blanket with 00:05:391 (4) - . But still, it would look nicer if 00:04:429 (2,3) - were blanketed better
- Honestly I had a hard time getting a good acc on this >.> I think some of the rhythm choices here are too complex or difficult for a normal diff
- 00:13:574 (1,2,3,4,5,6) - Something like this seems so brutal imo
- 00:20:793 (4,5,1) - blanket feels really forced. I think it would look better and play better with something like this: http://puu.sh/rupmX/fd76f5bf32.jpg . Try it out
- 01:10:526 (3,1) - stack?
- 01:23:681 (1,3) - stack is off
- Nice rhythm choices here, solid diff.
- 00:11:488 (3,4) - Overlap more. It's easier to read the note after the extended slider http://puu.sh/ruqdN/d86866ea6c.jpg
- 00:13:092 (5,1) - Same with this and all the rest
- 00:18:226 (6,1,2) - This is really weird flow. The player has to move their cursor to hit 00:18:547 (1) - then speed up while moving in the same direction to hit 00:18:707 (2) - . Ends up being very awkward movement. Can be fixed by overlapping more http://puu.sh/ruqsm/fc0575a078.jpg so that the player doesn't have to move their cursor in order to hit the circle after the extended slider.
- 00:17:103 (5,5) - stacking off
- 01:27:371 (5,7) - blanket
Gl, hope this helps
LeeSinOrAfk wrote:Hey, from my NM queue.
So yeah this is my first ever mod i'll be checking all diffs. (also formatting isn't really what i do best but yeah i'll just list stuff)
_ 00:36:515 (1) - This slidershape makes the cursor movement unbalanced (as in you pretty much stop for the first half) i don't think that's necessary Dont think its a problem atm but if more people remark it then i shall change it
_ 00:45:499 (3,4) - Really nazi, make 4 on the same line as 3's sliderpath, just for the aesthetics
_ 01:00:900 (1,2) - ^
_ 01:02:183 (1) - This slidershape is pretty complex and unintuitive for new players i'd suggest using only one red anchor on this
_ 01:00:900 (3,4) - I think you could replace these by a simpler 1/1 slider, it would make more sense since you use this 00:57:691 (2,3,4) - during the build up and it feels like it's going down at this part I think it does a good job of hyping this bridge in the music (while also fitting the vocals ofc)
_ 01:20:151 (1) - Personal opinion, a shape like this looks better
_ 01:22:718 (3) - This could look perfect if you made the 3 white points on the top symmetrical
_ 00:34:269 (2,3) - This blanket feels pretty forced because of the way you actually play the slider. The spacing between these two is a bit small and awkward i think you could do something like this and also make 00:33:948 (1,2) - these two identical and just ctrl g 1
_ 00:11:488 (3,3,3,3) - Personal opinion, these type of sliders in such a "hype" part are unfitting as they don't really force any motion, you basically just tap and hold without moving your cursor at all. I think it would be better if you used curves like these 00:15:659 (5) -
_ 00:13:895 (3,4,5,6) - this is good as it is but it would play better if you made 00:14:055 (4,5,6) - this angle wider because right now the motion up to 6 is really snappy. So something like this
_ 00:21:435 (2) - You should give this more spacing while keeping the blanket
_ 00:27:691 (1,2,3,4) - Same as before, the wide angle leading to a much narrower is a bit uncomfortable to play. Try something like this
_ 00:29:777 (6) - I understand that you went increasing then dicreasing the distance but the transition is a bit harsh, give this more spacing
_ 00:38:440 (4,5,1,2) - Really minor and personal but, these feel weird considering the vocals hold longer than 00:40:365 (1,2,1,2) - . You could make them different in some way but that's up to you I like the current way which it calms down the map
_ 00:43:574 (4,5,1) - Try something like this i individually ctrl+g'd 5 and 1 so 4 and 5 have a more natural flow and 1 gives good emphasis on the down beat and feels better leading to what's next.
_ 00:51:595 (1,2) - add finish on both heads? there's a cymbal Think that would sound out of place with the chillness of this part.
_ 00:56:729 (7) - not sure if this is intentional but it's not aligned with the stream
_ 01:00:900 (1,2) - For aesthetics i think this would look cooler if you copypasted 1 and ctrl+h'd it (https://osu.ppy.sh/ss/6225445) and don't forget to put the right hitsounds on the copypasted slider of course
_ 01:02:504 (2,3,4) - osu.ppy.sh/ss/6225476 you could do this to have a more natural flow, right now 2 and 3 force the player to snap and do their motion properly. What i did was swapping 3 and 4's rhythm and stacked 4's tail on 2's tail
_ 01:07:317 (1,2,3) - The blanket on 1 and 2 is a bit forced here, you don't have to have them so close to each other, you could give those 3 more spacing
_ 01:15:659 (3,4,5,6,1,2) - This is nice
_ 01:27:691 (7) - Turn this into a circle, to make the endings consistent with the rest of the set
Alright that's it, i hope it helped somehow and also i noticed that you updated the map while i was modding so if stuff seem irrelevant or anything just ignore them. Really really sorry for the poor mod on easier diffs
► 00:12:451 (2,4) - fix blanket
► 00:20:633 (1) - maybe nc here to highlight jumps? Think that creates too many NCs in a short period of time
► 00:22:237 (5,2) - fix blanket
► 00:28:012 (2,3,4) - maybe make here a perfect triangle? https://osu.ppy.sh/ss/6232159 No, the last note has bigger emphasis so bigger spacing there
► 00:30:900 (1) - maybe nc here to highlight jumps? Think that creates too many NCs in a short period of time
► 00:30:740 (1) - you should add note here and make an additional jump like https://osu.ppy.sh/ss/6232188 or https://osu.ppy.sh/ss/6232194 Its mapped to the guitar and there is no guitar sound
► 00:32:504 (5) - stack with 00:31:060 (4) - or 00:31:221 (4) - if you added a jump ^
► 00:32:023 (3,1) - fix blanket /move 00:32:023 (3) - to 116 304
► 00:33:306 (1) - maybe nc?
► 00:40:365 (1,2) - i would make those different because here we have drums and 00:41:007 (1,2) - only claps
► 00:48:066 (1) - maybe stack? move to 413 169 Creates two dodgy overlaps
► 00:49:028 (4) - stack with 00:47:103 (2) - ?
► 00:50:633 (1) - nc?
► 00:50:953 (2,3) - maybe slider instead of 2 circles? Doesnt transition as well into the calmer part of the song
► 01:03:146 (4) - stack with 01:02:504 (2) - end
► 01:03:788 (2) - stack with 01:01:942 (7) - and also fix 01:04:750 (1) - then so they all stack The first 2 notes you mention are quite long between them so a stack doesnt become noticable when playing. The other two notes are stacked
► 01:07:638 (2,3) - stack with 01:06:675 (3) - end https://osu.ppy.sh/ss/6232298
► 01:22:076 (1) - nc
► 01:27:050 (1) - nc?
► 00:17:103 (5,1,2) - rhythm variations? I suggest you remain this pattern 00:15:980 (1,2,3) - because there is nothing important on the red tick 00:17:424 (1) - the guitar has different rhythm in the two sounds you highlight here, in the first one i think there is a sound starting on red tick while not in the second
► 00:22:558 (1,2,3) - ^ (maybe it's my personal preference - if you won't change them just ignore these observations)
► 00:30:740 - missing note i would say (i mentioned it earlier)
► 01:11:007 (4,1) - maybe stack here with 01:10:365 (2,3) - ?
► 01:24:643 (1,3) - fix blanket
► 01:24:643 (1,4) - ^ you can move 01:25:285 (4) - to 314 48 (disable grid)
In conclusion, I can say that your maps are good, just fix those tiny issues. Good luck.
Mark101 wrote:Small check to your Insane
This was mapped to the guitar, hence some strong beats in the drums fell on sliderends. A couple of the changes (i will disclose which) still worked with the guitar when changed to accomodate the strong beats while some just sounded off completely.
00:13:574 (2) - This slider ends on a strong beat, this feels bad to play, change this pattern with circle+slider (https://mark101.s-ul.eu/WTWiofPX) This works with guitar
00:14:536 (7) - I'd change this to a 5 tick sliders (in less words, it has to end in 00:14:777), since in 00:14:697 there is no sound. It'd feel better to play. Messes up the hitsound structure
00:17:103 (5) - Move this slider to 00:16:943, 00:17:264 is the beginning of the new combo, where you placed the jumps. This is one of those cases where the guitar ligns up with a red tick and ends on a white one.
00:18:707 (2,3) - These two sliders end on a strong beat, place a slider at 00:18:547 (1) - instead of a circle, and follow the same pattern. ^
00:19:670 (6) - NC? IDK about this one tbh. I still see this as the last note in the jumping section, that is the logic behind not NCing. NCing this also adds complication since it removes the slider followpoint or w/e its called which is very nice to have during jumps.
00:19:991 (1) - If you apply NC in 00:19:670 (6) - as you should (must), remove NC here.
00:20:633 (3) - Not so necessary, but I'd place a NC also here.
00:22:237 (5) - Same of 00:17:103 (5) -. Guitar
00:23:841 (2,3) - Same of 00:18:707 (2,3) - ^
00:24:804 (6) - Same of 00:14:536 (7) -. Guitar and there actually isnt a beat here
00:27:371 (5) - Same of 00:17:103 (5) -. Guitar and the beat here is barely audible anyways
00:27:691 (1) - ends on a strong beat, fix the precedent issue and place a slider at 00:27:852 This one works
00:28:814 (6) - You have to put NC here and remove it from 00:28:975 (1) -.
00:29:937 (7) - NC
00:30:900 (3) - NC (even if not particularly necessary)
00:46:622 - You forgot to map this beat, it's lower than the other sounds but it must be mapped. I did not forget. This entire section lines up with the vocals and here the vocals take a break, hence the map does aswell.
00:50:552 (8) - This sound is not present. The "streamy" sound is present only in 00:50:312 (5,6,7) - Good catch
01:16:622 (2) - I'd stack this with 01:16:301 (1) -, using this spacing looks really bad Changed
01:21:675 (3) - This sound is not present, you can't map a circle here. It is, its the same as 01:21:836 - but weaker
01:24:483 - like 00:46:622 -, there is a low sound that must be mapped anyway.
If you have any question, or you didn't understand the mod, please contact me privately, I know i suck at explaining errors.
- Yoshimaro - wrote:hi from q
00:46:782 (1) - aesthetically vexing, otherwise good diff Agree,and thanks ^^
00:06:033 (1,2,3) - 1 blankets 2, but 3 doesn't have the properties really of 1 or 2, aesthetic issue not functionality issue Kinda agree, will look find solution.
00:01:541 (3,3) - why not sliders? it would emphasize the held syllable "m UI te"... or just map it like you did here 00:06:033 - My rationale was that the map should start very 'light' aka with just circles while then when it repeats the "Acchi Muite" part, i go for slider to make it a bit more meaty. Idk if that makes any sense to the outside
00:13:574 - hitcircle, 00:13:734 - slider, and 00:14:055 - . what this will do is capture the percussion the same but the guitar strums more accurately Fixed these
00:17:424 - same applies here
00:23:841 - ^
00:27:691 - ^
00:28:975 - ^
01:10:526 (3,1) - cluttered stack
ctrl a, right side is so empty xD
00:01:542 (3,3) - again, why not sliders as a way to simulate held vocal syllables? Same rationale as hard.
gl c: Thanks
Daoski wrote:hey there, small mod from #modreq
00:14:376 (6,1) - I don't think you should have these overlap because the latter circle is a new combo so theres no follow point that leads to it Good point
00:19:670 (6,1,2,3) - i suggest making all of these new combo IDK, i always think that those 'NC all notes patterns' are iffy
00:29:937 (8,1,2,3) - all new combo too for reason stated above
00:35:232 (1,3) - I think you should not have these overlap, because I think it looks ugly in an aesthetic sense lol just move the 3 hitcircle upwards Done
00:38:440 (4) - new combo done
00:40:044 (4,1,2) - I dislike this overlap... you should move the 1,2 hitcircles awayyy from this slider pls not sure, i quite like it but if someone else remarks it aswell i shall change
00:46:461 (5) - new combo I see this as the last note of the previous pattern rather as a first note in the new pattern hence no NC
01:24:322 (2) - new combo
01:26:087 (4) - new combo
solid diff and mapset:) gl with ranked!!
misakiakill wrote:HY~ just some quick mod :v
-maybe,you should put "スイミー" in artist and "あっちむいて" in tittle
-and put (TV SIZE) or -anime ver.- in it
-put 銀魂゜(gintama) in tags if you want
-Make your own custom colors
00:28:814 (1,2,3,4,5,6,7,8) - This pattern looks messy In the editor, yes a bit, in-game however i think it looks fine
01:03:467 (1) - move into X=288 and Y=152
01:03:788 (2) - and X=252 Y=240
01:13:734 (1,2) - why dont make itlike this? 00:18:226 (6,1) - Because the music is different
00:15:659 (5,1) - same^ ^
00:25:927 (5,1) - ^ ^
01:12:130 (4,1) - move into X=16 Y=152
00:14:376 (6,7) - i think,its too hard to read it I would have agreed with you if 00:14:376 (6,1) - were stacked but since their stack is off to make it more readable, i think its fine.
00:18:547 (1,2) - its too far i think i nerfed it slightly but i still think it should be a long jump.
Okay thats all,sorry if i was wrong,
Thanks! Comments in the spoiler.
00:40:365 (1,2,1,2) - So similar,but why do they look similar even when playing totally different sounds? Fix
00:56:408 (3,4,5,6,7) - 7 not lined up with the stream Fix
01:05:713 (4) - Ctrl+G This gives too little ephasis on the next note
01:26:568 (3) - Ctrl+G Fix
01:27:050 (1,2,3,4) - Ctrl H Ctrl J, then place the whole thing at X 168 Y 332 Not sure if that improves anything tbh
Can't find anything,sry XD its pretty polished
Left wrote:offline #modreq
I always passed your modreq in my cute song queue, so..yeah
00:08:600 (5) - can make better S slider using red point in center of S.
00:14:376 (2) - this slider too breaks 1/1 rhythm flow of this map. how about this rhythm
00:18:547 (1) - there's beat in 00:18:547 - but you missed it. and 00:19:670 (2) - this reverse slider is too tricky cuz it has two reverse points, not suitable in easy diff. how about this?
00:24:643 (2) - ^
00:27:210 - consistency
00:28:975 (1,2) - ^
00:43:574 (4,2) - overlap rip can avoid it
00:46:782 (1,3) - can you blanket this for more beautiful pattern?
00:50:633 (3,4) - blanket too bad now
00:51:595 - idk why you missed this strong beat and vocal
00:54:483 (3) - I think there's no sound in slider tail actually.. how about 3/2 reverse slider?
00:56:729 - song goes more tense, so I think circle in here would be far better.
01:22:718 (1) - sliderend in white tick pls. ( 01:24:643 - ) cuz drum in there seems more obvious and significant.
01:27:050 (3) - lol again.. I recommend this.
Check irregular NCs.
DS spread is poor now. Easy -> Normal ehh.. DS 1.0x looks enough
00:08:600 (1,2,3,4) - overlap pattern in 2nd easiest diff looks not good.
00:11:809 (2,3,4) - , 00:16:943 (2,3,4,5) - consistency
00:13:574 (1,2) - actually I don't like this rhythm choice, you used drum mainly this part, but suddenly melody only here. you can consider it. I mapped melody all the way thru here
00:18:707 (1,2) - ^
00:15:659 (6) - I don't think 1/2 slider is necessary in here, it's making this part todense
this part's rhythm consistency is bad.. check if you used same rhythm in same sound pls
00:32:665 (3,4,5,6) - lookes too hard for normal diff. try this kind?
00:42:932 (3,4,5,6) - ^
00:51:595 - same with EZ
01:12:451 (3,4,5,6,7,1,2,3,4,5,6,7,8,1) - hey...
01:27:050 (1,2,3) - I heard sound, this looks more suitable.
00:19:670 (5) - NC, 00:19:991 (1) - NC off cuz antijump starts in 00:19:670 (5) - . This has been noticed before, guess ill finally change.
00:29:937 (5,1) - ^
00:22:076 (5) - I saw you emphasized drum kick sound by 00:11:809 (4,5) - this kind of rhythm. be consistent here.
00:39:082 (1,2) - I think stack is better, and just using slider is far better.
00:41:007 (1,2) - stack pls..
00:47:424 (1,1) - is this NC really necessary?
01:26:087 (1,2) - according to sound, stack looks more suitable.
00:10:204 - ~ 00:10:847 - I felt little empty here cuz you didn't express that sound. it's insane so you can I think. Dont think this sound is strong enough.
00:12:772 (4,5) - flow is a bit weird.. you can improve it with another flow.
00:29:937 (8,1) - NC issue same with Hard diff
00:38:440 (1,2,1,2) - I wonder if this pattern shows that part of song correctly. but if you have reasonable intention then it's ok i think
My opinion of this map is, In hard and insane diff, I almost can't find any logical patterns without basic blankets and a lot of Ctrl+H,J 1/2 sliders. you can improve it.
Ethan wrote:From my queue
00:21:114 (1,3) - Picky suggestion but I think you should change these sliders to something else because the distance in which the slider goes down is so small it's barely even seeable Thing here is, that little turn is meant for aesthethics not to really impact the gameplay.
00:36:515 (1,2,3) - ^
00:09:563 (4) - Keep the pattern, move this to x104 y180 Breaks the DS, i did however change the pattern to be...better.
01:04:750 (3) - NC here I didnt carry out the exact NC changes you suggested but i agree that a change was needed so i upped the NC pace to every big white tick for the 2nd part of the kiai (the most intense part)
01:06:034 (1) - Remove NC
01:07:317 (5) - Add NC
01:09:884 (4) - Add NC
01:12:451 (3) - Add NC
01:15:018 (5) - Add NC
00:30:900 (4,5,6) - I would space these out, the pattern now seems really tight and hard to play Things about this pattern is its a bit of theme throughout both the Hard and the Insane.
01:16:301 (1,3) - Might as well just stack these considering how close together they are Done
01:11:167 (1) - This slider looks a little weird to me Yeah im looking into changing that
good luck with the ranking!