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Hatsuki Yura - Salamandra no Odoriko

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Topic Starter
Sakurauchi Riko
This beatmap was submitted using in-game submission on Donnerstag, 7. März 2019 at 19:17:27

Artist: Hatsuki Yura
Title: Salamandra no Odoriko
Tags: Dancer of Saramandora Drop 清風明月 seifuu meigetsu GothikaIII 竜と炎の物語 ~Dragon and Flame Story~ ryuu to honou no monogatari c85
BPM: 127
Filesize: 7657kb
Play Time: 03:39
Difficulties Available:
  1. Advanced (2,56 stars, 441 notes)
  2. Hard (3,98 stars, 601 notes)
  3. Normal (2,06 stars, 304 notes)
  4. Salamandra (6,61 stars, 976 notes)
  5. WISP's Insane (4,64 stars, 770 notes)
Download: Hatsuki Yura - Salamandra no Odoriko
Information: Scores/Beatmap Listing
---------------
for rank

top diff remapped, HS WIP

probably rework all diffs one by one or GD

Salamandra - done!
Peuniak
Hello, my modding queue :)

Saramandora
Generally I think there is still a lot to do with polishing the slider shapes for example 00:10:562 (1,2) those 2 look kinda bad toghether. Also new combos in your map are very chaotic, for example according to the NCs before 00:12:452 (4) this should be a NC, fix this, cause this makes whole map look really random. The biggest problem is that the objects dont fit some parts of song and you are overusing 1/3. Listen carefully at 25%.
00:04:420 (3) - i suggest moving end of this to make a blanket with 00:03:948 (1)
00:07:728 (1) - placement of this feels random, I can suggest making a blanket with 00:07:255 (1)
00:10:562 (1,2) - ^^
00:11:861 (2,3) - spacing between those 2 objects is way too big
00:24:499 (3) - move the slider, that it's end overlaps with beginning of 00:23:791 (1)
00:27:570 (4,5) - separate them leave the blanket with 00:27:334 (3) ofc)
00:28:515 - in moments like these, you can add a timing point which will increase the slider velocity to reflect the song (ending at 00:29:224)
00:43:633 (1,2,3,4,5,6,7) - this stream is too fast, i think it should look like this http://osu.ppy.sh/ss/6584734
00:45:523 - increasing slider velocity could to give an information for player "the chorus has started so intense part is coming" if you dont put pressure on this your map will become boring imo
00:45:523 - and there's the chorus, to be honest i think it's overmapped as hell, most of objects should be placed on 1/2 and 1/1 but they are placed 1/3, listen carefully to the song at 25% speed you will hear what I'm talking about, I played it few times and I couldn't read it at all i suggest full remap cause at a curent state you need to be rustbell to read this, work on it please, cause the song has great potential (same with other choruses, i'll leave it for now and mod the verses)
01:13:633 (6) - shape of this one doesn't fit here
01:14:519 (3) - circles placed like this are overmapped, there are no sounds in song that would fit this
01:14:578 (4) - sliders like this should be 1/2 instead of 1/3, this what i was talking at the beginning, if you listen to this at 25% you can deffinitely hear that the sound ends at red mark
01:34:066 (2) - slidershapes like this dont fit, I see that you wanted to make a pattern to your map and follow some kind of concept but its used not as it should be imo
02:00:169 (1) - I wanted to mention here that in this case those 1/3 sliders actually work good, when she sings those fast syllables, the 1/3 sliders reflect this and you can use it as some kind of gimmick in your map, I like it :) (but this can make the map unrankable as well, the slider should be here 1/2 as well to fit the vocals)

Okay I'll end here, just try to apply those changes and don't force yourself to overmap this. You can rely this map on flow based structures (I suggest watching this if you havent link1 link2) and good luck with your map :)
Topic Starter
Sakurauchi Riko

Peuniak wrote:

Hello, my modding queue :)

Saramandora
Generally I think there is still a lot to do with polishing the slider shapes for example 00:10:562 (1,2) those 2 look kinda bad toghether. Also new combos in your map are very chaotic, for example according to the NCs before 00:12:452 (4) this should be a NC, fix this, cause this makes whole map look really random. The biggest problem is that the objects dont fit some parts of song and you are overusing 1/3. Listen carefully at 25%. Yes, the 1/3's sliderend dont end on a sound, even worse they end right before a sound. But you do not actually play at 25% speed and i chose a different rhythm there. basically i mapped the vocals at most 1/3's. therefore the 1/3's are used very consistently, every sound that is with an 1/3 gets repeated with an 1/3 too.
00:04:420 (3) - i suggest moving end of this to make a blanket with 00:03:948 (1) the 2nd part of the slider 00:04:420 (3) - (after the red anchor) is supposed to overlap 00:03:948 (1) - in the middle perfectly, so this is 100% intended
00:07:728 (1) - placement of this feels random, I can suggest making a blanket with 00:07:255 (1) i actually had it blanket'd but to make it flow better i moved it a bit up. I'm 98% sure I will remap the "drop-in" to 1) flow better and 2) look better aesthetically
00:10:562 (1,2) - ^^ you see this kind of overlap very often in the map, its structured
00:11:861 (2,3) - spacing between those 2 objects is way too big 2.1x-2.3x DS is my standard DS to emphasize, so its ok (it just looks that far because its lined up as a curve with no sharp angle or overlap/patterns
00:24:499 (3) - move the slider, that it's end overlaps with beginning of 00:23:791 (1) i like the overlap at 00:24:145 (2,3) - more, so thats a subjective point i guess :D
00:27:570 (4,5) - separate them leave the blanket with 00:27:334 (3) ofc) the overlap itself isnt a problem but i kinda disagree with it too aesthetic-wise, so im gonna remap this at some time
00:28:515 - in moments like these, you can add a timing point which will increase the slider velocity to reflect the song (ending at 00:29:224) nice idea
00:43:633 (1,2,3,4,5,6,7) - this stream is too fast, i think it should look like this http://osu.ppy.sh/ss/6584734 basically u can even do a 1/4 stream, but that wouldnt fit such as simple 1/2 snapping so i decided to do 1/3 as it fits the most. maybe i will have to change it to 1/4 reverse sliders but i wait other mods
00:45:523 - increasing slider velocity could to give an information for player "the chorus has started so intense part is coming" if you dont put pressure on this your map will become boring imo well the higher vc thing fits at sections like 01:06:310 - to 01:21:428 - better imo, the chorus is music-wise not as fast as the section i mentioned
00:45:523 - and there's the chorus, to be honest i think it's overmapped as hell, most of objects should be placed on 1/2 and 1/1 but they are placed 1/3, listen carefully to the song at 25% speed you will hear what I'm talking about, I played it few times and I couldn't read it at all i suggest full remap cause at a curent state you need to be rustbell to read this, work on it please, cause the song has great potential (same with other choruses, i'll leave it for now and mod the verses) "overmapped as hell" - ok, if u say so. testplayers have no problem with the chorus, most likely it gets fc'd (same for me) and i didnt asked rustbell xd. more explanation at the end and beginning of my post
01:13:633 (6) - shape of this one doesn't fit here it does since that strong flow direction change emphasizes the downbeat 01:13:869 (1) - (which is also the beginning of a new section). The shape fits with a red anchor (red anchors are very often used in this diff) and tbh personally it looks pretty nice (one of my fav parts in the song)
01:14:519 (3) - circles placed like this are overmapped, there are no sounds in song that would fit this removed for now
01:14:578 (4) - sliders like this should be 1/2 instead of 1/3, this what i was talking at the beginning, if you listen to this at 25% you can deffinitely hear that the sound ends at red mark its not really rare that I ignore beats or specific sounds in that diff, for example 01:14:342 - gets constantly ignored because the focus is on an other rhythm. that being said 01:14:696 - isnt really a strong beat (tbh I barely hear a sound its very verty quiet compared to the rhythm i map) i rather emphasize the sound at 01:14:578 - with the 1/4 slider which fits the song quite well (it reflects the sudden break between 01:14:578 - and 01:14:814 - in the rhythm i mapped). i hope u understand my point
01:34:066 (2) - slidershapes like this dont fit, I see that you wanted to make a pattern to your map and follow some kind of concept but its used not as it should be imo i see no reason to change that slidershape as it flows ok-ish (not the best flow ofc but playable), thats subjective imo
02:00:169 (1) - I wanted to mention here that in this case those 1/3 sliders actually work good, when she sings those fast syllables, the 1/3 sliders reflect this and you can use it as some kind of gimmick in your map, I like it :) (but this can make the map unrankable as well, the slider should be here 1/2 as well to fit the vocals) the 1/3 sliders in the chorus are like "the essence" of the map or like "the base idea" (i actually started mapping this song because i wanted to mapo the chorus just like that - with the 1/3's. Yes, it can be unrankable for some people it actually is unrankable; but there are much open minded people out there who like the concept. 1/3's like 02:00:169 (1,2) - wont change, even if it never gets ranked bcuz of that. spots like 01:59:932 (3) - are questionable since the emphasis isnt that strong as the following 2 objects. the 1/3's just fit the vocals the best, and there is no doubt at my side

Okay I'll end here, just try to apply those changes and don't force yourself to overmap this. You can rely this map on flow based structures (I suggest watching this if you havent link1 link2) and good luck with your map :) this map is fully intended, flows well and structured in case of rhythm, patterns, consistency and sliderarts. (small mistakes are not out of case but the idea is reasonable in almost every category)
Thank you for your mod! (:
i hope i didnt sound too harsh, if so then its not meant as that :(
Underdogs
from my queue p/5616293/

Saramandora
[notice] 00:01:822 (3) - I don't hear a beat on slider end. A circle would fit better here

00:07:728 (1) - X:144 Y:176

02:35:956 Missing beat here

02:50:483 (2,3) - I think this placement is kind of weird


other than that, it looks good
Topic Starter
Sakurauchi Riko

Underdogs wrote:

from my queue p/5616293/

Saramandora
[notice] 00:01:822 (3) - I don't hear a beat on slider end. A circle would fit better here this is for emphasis, it fits the sound at 00:01:822 - the best imo

00:07:728 (1) - X:144 Y:176 i put it like http://puu.sh/souB5/7d5aa406e1.jpg so it looks structured, the spacing is ok bc 1/2 snap and downbeat

02:35:956 Missing beat here i follow a different rhythm so this beat is meaningless imo (its also really really quiet), still remember it if someones says the same so i will reconsider

02:50:483 (2,3) - I think this placement is kind of weird ok, this is subjective comment so im gonna keep it sicne i like it


other than that, it looks good
Hmm.. so i dont think its worth kudosu because i already mentioned in the previous mod i will change that one thing in my picture and the rest got declined. Thank you for passing by! :D
Azure
may I make a insane for this map?

and the correct metadata is
Artist: 葉月ゆら
Roman Artist: Hatsuki Yura
Title: サラマンドラの踊り子
Roman Title: Salamandra no Odoriko

source: (empty)
tags: Dancer of Saramandora Drop 清風明月 seifuu meigetsu GothikaIII 竜と炎の物語 ~Dragon and Flame Story~ ryuu to honou no monogatari c85
(Hatsuki Yura is vocal and Drop is composer)
Topic Starter
Sakurauchi Riko

Azure wrote:

may I make a insane for this map? sure, please c:

and the correct metadata is
Artist: 葉月ゆら
Roman Artist: Hatsuki Yura
Title: サラマンドラの踊り子
Roman Title: Salamandra no Odoriko

source: (empty)
tags: Dancer of Saramandora Drop 清風明月 seifuu meigetsu GothikaIII 竜と炎の物語 ~Dragon and Flame Story~ ryuu to honou no monogatari c85
(Hatsuki Yura is vocal and Drop is composer)
Changed the metadata Do you have the source of your info? May be necessary later on.

Thank you :D
Worldwide
Normal

00:55:917 (2) - The slider should end on the beat instead of her voice.
00:59:932 (3) - Move this farther away.
02:42:806 (1) - This starts weird, on the wrong beat
03:14:814 (1) - Move this higher

Good luck
Topic Starter
Sakurauchi Riko

donkat wrote:

Normal

00:55:917 (2) - The slider should end on the beat instead of her voice. the kiai's are meant to emphasize vocals, furthermore 00:56:861 (1) - gets better emphasized (really strong sound) with being 1/1 snapped before (at least rather than 2x 1/1 beats)
00:59:932 (3) - Move this farther away. fixed
02:42:806 (1) - This starts weird, on the wrong beat which beat, if you even find an other beat, would you set it to? the sound clearly starts at 02:42:806 -
03:14:814 (1) - Move this higher why, theres no DS issue nor its out of playfield area

Good luck
Thank you for your mod!
Yoshimaro
hi im modder and late as fucc

i expect most people to mod top diff so ill mod normal x d

[Normal]
00:07:019 (3) - this would fit much nicer as a 1/1 reverse slider

00:15:287 - did you just insert your own skin's hitsounds? XD i dont think they fit the map too well but i do like that hitwhistle

00:44:578 (2) - move the red point to x:313 y:153 for symmetric shape

00:53:082 (1,2,3,1,2) - much less difficult in terms of object density as the previous part, this is kiai in a lower diff so be consistent

01:13:161 (3) - 1/1 reverse slider? you're skipping out on that melody :c this part is harder to rearrange the things following than it was before, but consider it

01:59:224 (1,2,3,1,2) - again, the object density just got super low even though the musical complexity is exactly the same as the previous section (you also did this in first kiai) why tho

02:08:672 (1) - if this is mapped to vocals and 02:10:090 (2) - is part of the same combo, then 02:10:090 (2) - is off beat

03:07:255 (1,2,3,1,2) - kiai thing again

good diff but the changing in object density halfway through the kiai sections is completely unwarranted
Topic Starter
Sakurauchi Riko

- Yoshimaro - wrote:

hi im modder and late as fucc

i expect most people to mod top diff so ill mod normal x d

[Normal]
00:07:019 (3) - this would fit much nicer as a 1/1 reverse slider change

00:15:287 - did you just insert your own skin's hitsounds? XD ?? i dont think they fit the map too well but i do like that hitwhistle hitsounds are not to be meant to represent the song as accurate as possible. instead of just criticizing it you could have given me an alternative option, now its like.... yea thanks for your opinion but why should i change subjective criticizm if you dont give me a better alternative

00:44:578 (2) - move the red point to x:313 y:153 for symmetric shape pretty much nazi but whatever lol.

00:53:082 (1,2,3,1,2) - much less difficult in terms of object density as the previous part, this is kiai in a lower diff so be consistent i dont want to follow same rhythm over and over again, sorry. i dont think the density must be consistent in lower difficulty

01:13:161 (3) - 1/1 reverse slider? you're skipping out on that melody :c this part is harder to rearrange the things following than it was before, but consider it fixed as above

01:59:224 (1,2,3,1,2) - again ofc since im consistent, the object density just got super low even though the musical complexity is exactly the same as the previous section (you also did this in first kiai) why tho

02:08:672 (1) - if this is mapped to vocals and 02:10:090 (2) - is part of the same combo, then 02:10:090 (2) - is off beat please also say what you want the mapper to do in your future mods, it took a while to understand what you really want from me. for you who found an issue it might be obvious af but not for the mapper. So I adjusted it to the vocals for every similar spot slider begins at 02:09:972 - (where to vocals starts)

03:07:255 (1,2,3,1,2) - kiai thing again

good diff but the changing in object density halfway through the kiai sections is completely unwarranted ok
thx for mod
Yoshimaro
lemme revisit because i never meant to be an ass lo, i did way too many mods yesterday and this was near the end of them so i probably wasn't thinking the most structurally

Phyloukz wrote:

hitsounds are not to be meant to represent the song as accurate as possible. instead of just criticizing it you could have given me an alternative option, now its like.... yea thanks for your opinion but why should i change subjective criticizm if you dont give me a better alternative
i agree that i could've iterated what i meant better and given some more options, however i do not agree with the prospect that "hitsounds are not to be meant to represent the song as accurate as possible." i dont recall anyone using earth-shattering bass hitnormals in a melodic piano piece, just because they like the sample. compliment subtle with subtle and compliment intense with intense. if a mapper chooses hitsounds for their song, then it is to enhance the song experience and not inhibit it, that is more or less what i meant.

here are some reasons i believe the hitnormals (i should've specified just the hitnormals in the first place too lo im an idiot) inhibit the experience:
#1: they come from a common pack of hitsounds and can be used interchangeably with other common hitsounds, so nothing new is happening with the hitnormal
#2: they are heavy and loud staccato in an otherwise subtle section
#3: since they contrast the subtle so intensively, i find them a bit invasive to the ears
#4: considering these points, they work counter intuitively to the theme of the music itself

1 is objective 2,3,4 are more or less subjective

as such, here are some hitsounds i think replace your current hitsounds in a more complimentary fashion. the song reminds me of some spanish flamenco music, so these are more or less suited to samples and instruments you would find from flamenko (or work in a complimenting manner):
#1: this sample is a castanet clap. if you want to use a more staccato noise, this instrument fits thematically with the song since it belongs in the same genre. I hear a castanet in the song already at 01:26:153 - anyway, so this hitsound compliments the music. (would probably be used as a soft/normal hitclap)
#2: this sample is (i think) a closed cymbal tap. this is a more subtle alternative and imo works really nicely with your soft-hitwhistle. this sample covers a more subtle spectrum than the staccato route and highlights the chime of the hitwhistle (would be used as a soft-hitnormal)
#3: this sample is (i think, agian lo) a clasping snare. this covers the more dry tones in the song and clears the cluttered frequency that is currently shared with the normal-hitwshitle (i like the normal-hitwhistle btw, but can you turn it up a bit like 2-3 db?) (would be used as a soft hit-finish)
#4: this sample is a subtle finish. a bit less jarring to the ears than the current finish and is also the same instrument used in the song. (would be used as a normal-hitfinish)
#5: i think your drum hitfinish is perfect

my personal suggestion is use #2 as a soft-hitnormal and then use #1 as something like a hitclap. i've gone ahead and made sure the samples dont have any lag btw, they should start perfectly on beat (i've tested both of them with the rest of your hitsounds). i selected these samples based on the theme of the music, so consider these because i think they'd be a better alternative and nice beneficial addition to the song experience.

anyway, again, i didnt mean to come across as a dick and i hope this fixes my half assed mod in a more accessible way, mb fam :c

EDIT: also, i found the exact instrument and sample used at 02:59:696 - and times similar to it, it would fit perfectly as a drum-hitclap
Topic Starter
Sakurauchi Riko

- Yoshimaro - wrote:

lemme revisit because i never meant to be an ass lo, i did way too many mods yesterday and this was near the end of them so i probably wasn't thinking the most structurally

Phyloukz wrote:

hitsounds are not to be meant to represent the song as accurate as possible. instead of just criticizing it you could have given me an alternative option, now its like.... yea thanks for your opinion but why should i change subjective criticizm if you dont give me a better alternative
i agree that i could've iterated what i meant better and given some more options, however i do not agree with the prospect that "hitsounds are not to be meant to represent the song as accurate as possible." i dont recall anyone using earth-shattering bass hitnormals in a melodic piano piece, just because they like the sample. compliment subtle with subtle and compliment intense with intense. if a mapper chooses hitsounds for their song, then it is to enhance the song experience and not inhibit it, that is more or less what i meant.

here are some reasons i believe the hitnormals (i should've specified just the hitnormals in the first place too lo im an idiot) inhibit the experience:
#1: they come from a common pack of hitsounds and can be used interchangeably with other common hitsounds, so nothing new is happening with the hitnormal
#2: they are heavy and loud staccato in an otherwise subtle section
#3: since they contrast the subtle so intensively, i find them a bit invasive to the ears
#4: considering these points, they work counter intuitively to the theme of the music itself

1 is objective 2,3,4 are more or less subjective

as such, here are some hitsounds i think replace your current hitsounds in a more complimentary fashion. the song reminds me of some spanish flamenco music, so these are more or less suited to samples and instruments you would find from flamenko (or work in a complimenting manner):
#1: this sample is a castanet clap. if you want to use a more staccato noise, this instrument fits thematically with the song since it belongs in the same genre. I hear a castanet in the song already at 01:26:153 - anyway, so this hitsound compliments the music. (would probably be used as a soft/normal hitclap)
#2: this sample is (i think) a closed cymbal tap. this is a more subtle alternative and imo works really nicely with your soft-hitwhistle. this sample covers a more subtle spectrum than the staccato route and highlights the chime of the hitwhistle (would be used as a soft-hitnormal)
#3: this sample is (i think, agian lo) a clasping snare. this covers the more dry tones in the song and clears the cluttered frequency that is currently shared with the normal-hitwshitle (i like the normal-hitwhistle btw, but can you turn it up a bit like 2-3 db?) (would be used as a soft hit-finish)
#4: this sample is a subtle finish. a bit less jarring to the ears than the current finish and is also the same instrument used in the song. (would be used as a normal-hitfinish)
#5: i think your drum hitfinish is perfect

my personal suggestion is use #2 as a soft-hitnormal and then use #1 as something like a hitclap. i've gone ahead and made sure the samples dont have any lag btw, they should start perfectly on beat (i've tested both of them with the rest of your hitsounds). i selected these samples based on the theme of the music, so consider these because i think they'd be a better alternative and nice beneficial addition to the song experience.

anyway, again, i didnt mean to come across as a dick and i hope this fixes my half assed mod in a more accessible way, mb fam :c

EDIT: also, i found the exact instrument and sample used at 02:59:696 - and times similar to it, it would fit perfectly as a drum-hitclap
I tried to apply your hitsound suggestion as good as possible! Thank you very much for re-checking (:
And also sorry from my side if my response came across kinda mean, didnt meant it that way :D
Korey
from modreqs

00:00:877 (4) - having a circle here and 1/4 at 00:00:759 - works better since it emphasis 00:00:877 (4) -
00:18:830 (3) - shouldnt this be 2 circles or a 1/2 slider? i dont here anything on the blue tick
00:22:905 - 00:23:023 - missing sounds on these blue ticks which i think you should cover since it just looks like any 1/2 slider that would fit a different part of the map
00:25:917 - 00:26:035 - circles here 00:26:153 - 1/2 slider here makes the important parts clickable and also covers 00:26:271 - with a slider end
00:29:814 (6) - jump isnt called for here should have equaly spacing with the previous circles
00:31:350 (1,2) - 00:32:294 (5,6) - these two rhythms should be the same, id make 00:32:294 (5) - a 1/1 slider
00:31:822 (3,4,5) - 00:33:239 (1) - these should be the same, id use the 1/2 sliders
00:38:909 - ^same section repeats here be consistant with the music
00:41:743 (1,2) - 00:43:043 (2,3) - i dont see a reason to stack these
00:45:523 - im 100% sure this is still 1/4 in this kiai and youre missing red ticks like the vocals on 00:45:641 - 00:47:531 - 00:49:893 - and some other sounds on 00:46:822 - 00:48:712 - 00:50:602 - 00:52:255 - 00:52:491 - 00:52:728 - 00:52:964 - etc i dont know what made you think there were 1/3 in this section
00:47:885 (4,5,6,7) - change these doubles to 1/4 sliders since 00:47:964 (5,7) - these second notes are quite weaker
00:46:940 (3,3,4,5,6) - these sound the same why is one a stream and the other a slider?
01:02:531 (1) - kinda lame to just follow the vocal here when there are other rhythms still playing
01:11:980 (4) - this isnt appropriate something like 2 1/2 sliders instead would work better imo
01:13:397 - make this clickable since the white ticks are the focus atm
01:28:043 - 1/2 slider here since 01:28:161 - is weakerr

a lot of these problems seem to repeat themselves later so fix those up aswell please
Topic Starter
Sakurauchi Riko

ikorza wrote:

from modreqs

00:00:877 (4) - having a circle here and 1/4 at 00:00:759 - works better since it emphasis 00:00:877 (4) -
00:18:830 (3) - shouldnt this be 2 circles or a 1/2 slider? i dont here anything on the blue tick vocal
00:22:905 - 00:23:023 - missing sounds on these blue ticks which i think you should cover since it just looks like any 1/2 slider that would fit a different part of the map extended slider to blue tick, i dont really hear anything on the first bluew tick, even if i want to keep 00:22:846 - emphasized with longer slider
00:25:917 - 00:26:035 - circles here 00:26:153 - 1/2 slider here makes the important parts clickable and also covers 00:26:271 - with a slider end chnaged it in some way
00:29:814 (6) - jump isnt called for here should have equaly spacing with the previous circles fix
00:31:350 (1,2) - 00:32:294 (5,6) - these two rhythms should be the same, id make 00:32:294 (5) - a 1/1 slider added 1/1 slider
00:31:822 (3,4,5) - 00:33:239 (1) - these should be the same, id use the 1/2 sliders 00:33:239 (1) - fits perfect with vocal and the slight sound in music, also variety
00:38:909 - ^same section repeats here be consistant with the music reason why 00:40:798 (1) - isnt reverse -> no vocal
00:41:743 (1,2) - 00:43:043 (2,3) - i dont see a reason to stack these it just plays nice and i see no reason not to stack
00:45:523 - im 100% sure this is still 1/4 in this kiai and youre missing red ticks like the vocals on 00:45:641 - 00:47:531 - 00:49:893 - and some other sounds on 00:46:822 - 00:48:712 - 00:50:602 - 00:52:255 - 00:52:491 - 00:52:728 - 00:52:964 - etc i dont know what made you think there were 1/3 in this section read explanation in other mod responses. btw objects dont have to follow every sound in the music, they can underline the vocals too. 1/3's underline the vocals better than a 1/2 slider could do. I hope you at least played the map once, since slowing down the song to 25% isnt everything. Its more important how it plays at normal speed.
00:47:885 (4,5,6,7) - change these doubles to 1/4 sliders since 00:47:964 (5,7) - these second notes are quite weaker the sound at that spot is quite similar to 01:54:972 (3,4,5) - so i made it clickable, it is also different from stuff like 01:52:137 (7,8) - which hasnt got the added sound 01:54:027 (4,5,6,7) - has
00:46:940 (3,3,4,5,6) - these sound the same why is one a stream and the other a slider? vocal, vocals are better with slider than stream which destroys the vocal
01:02:531 (1) - kinda lame to just follow the vocal here when there are other rhythms still playing "lame" ok. thank you. there does exist smth like vocal yknow
01:11:980 (4) - this isnt appropriate something like 2 1/2 sliders instead would work better imo change
01:13:397 - make this clickable since the white ticks are the focus atm [/color]
01:28:043 - 1/2 slider here since 01:28:161 - is weakerr why not

a lot of these problems seem to repeat themselves later so fix those up aswell please ofc the "problems" repeat because its consistent.
thanks for mod :D
Xinying
hello! as a request from my m4m queue, sorry for the delay! :p

General

  1. If there is anything wrong with the images I've sent or any suggestions which are unclear, please forum PM me to clarify. Avoid replying to my mod because I may not come back to your map.
  2. (Correct me if I'm wrong) I feel that the BPM is 1/2 of what you use. So the actual BPM is 127. I think you timed it to the vocal? But the beat in the background is clearly 127. So I just made some research and found the same map with your song by zero__wind here. Even if that is not ranked, pretty sure it's 127, but you should ask for a second opinion. (This mod below is assuming BPM is 254)
  3. Disable widescreen support because you don't have storyboard
  4. You might want to add some combo colours

Normal

  1. Honestly not a big fan of the 0.50SV, because the sliders seem so clustered together.
  2. 02:44:578 - I would delay the break to here (just drag the line to this timing) (fyi, I copy pasted this one on your other difficulties that applies)

Advanced

  1. 00:07:255 - there is a very noticeable beat here, I'd map a circle to it, wouldn't want to miss it
  2. 01:04:420 (4,5,6,7) - Personally I don't like this rhythm here. I would try something like this instead.
  3. 02:10:562 (4,5,6,7) - ^
  4. 03:18:594 (4,5,6,7) - ^, I appreciate your consistency though. Furthermore I think DS here is too harsh
  5. 01:54:027 (2) - This rebound in the middle is mapped to nothing if you hear closely at 25%.
  6. 02:13:161 (2,3,4) - Because the BPM should be 127, that means this actually lies on the blue line, if you space them out like so, it may be too hard for 'Advanced' difficulty. An easy fix would be to just stack them. And of course, this applies to similar patterns thereafter.
  7. 02:33:712 (1,1) - Why NC here? Nothing distinct worth NC, suggest to remove.
  8. 02:44:578 - I would delay the break to here (just drag the line to this timing)
  9. 03:02:058 (2) - Rebound is mapped to nothing.
  10. 03:36:546 (3) - If you are mapping the repeating part, you snapped it wrongly, the rhythm should be like so. If not, the rebound is mapping to nothing.
  11. 03:37:846 (1) - I wouldn't put sampleset-drum for that spinner.

Hard

  1. 00:05:838 (1) - Repeat sliders spaced with notes like 00:06:310 (2) - this is so troll. Please just use this rhythm instead.
  2. 03:26:153 (1,2) - And you repeated this here.
  3. 00:37:255 - There is a somewhat distinct beat here, I wouldn't miss this, if not players would probably press 00:37:373 (5) too early.
  4. 01:04:420 (1,2,3,4) - You're somewhat strong-willed aren't you? For hard, I recommend this ]rhythm again. I won't list this same rhythm in this diff anymore, if you don't change it it's ok, just my suggestion.
  5. 01:43:397 - don't think you wanna miss this beat. Gonna praise you for being very consistent with your rhythm and style though!
  6. 02:13:161 (3) - The repeated part are mapped to nothing if you listen at 25%. It should be mapped to 1/3
  7. 02:13:397 (1) - The slider end is meant to be mapped to 02:13:554 - this sound isn't it?
  8. 02:14:027 - the correct snap if you're mapping to it.
  9. 02:26:625 (3,5) - Wrongly snapped, it should be snapped to 1/3
  10. 02:27:570 (1) - From here I noticed inconsistency in NCs, I'd rather NC every 2 1/4s bar because of the BPM.
  11. 03:37:019 (6) - Slider end is mapped to nothing, not sure if it's allowed ;-;

Salamandra

  1. 00:05:838 (1) - Once again same as hard, I wouldn't use this rebound slider, but instead 2 sliders.
  2. 00:10:917 (2) - I think this stacked to 00:09:972 (3) - makes it look more visually appealing.
  3. 00:18:830 (3) - I don't think this rebound is mapped to anything if you hear at 25%. (I could be wrong, but I will list all similar patterns below)
  4. 00:26:389 (7) - ^
  5. 00:36:783 (7) - ^
  6. 00:25:680 (4) - This slider overlapped with 00:25:090 (2) - makes it look really confusing tbh.
  7. 00:39:617 (4) - Another slightly bad overlap. I would move the slider up a little like this. The slider end is stacked to 00:38:436 (3) .
  8. 00:43:633 (1) - Not really a big fan of this stream. Maybe increase the DS of the notes and make it a better curve?
  9. 01:49:775 (1) - Once again, I feel that the flow is really weird.
  10. 02:13:161 (3) - Rebound mapped to nothing again, correct snap is 1/3.

And that's all from me.. good luck!!
Topic Starter
Sakurauchi Riko

Xinying wrote:

hello! as a request from my m4m queue, sorry for the delay! :p

General

  1. If there is anything wrong with the images I've sent or any suggestions which are unclear, please forum PM me to clarify. Avoid replying to my mod because I may not come back to your map. :(
  2. (Correct me if I'm wrong) I feel that the BPM is 1/2 of what you use. So the actual BPM is 127. I think you timed it to the vocal? But the beat in the background is clearly 127. So I just made some research and found the same map with your song by zero__wind here. Even if that is not ranked, pretty sure it's 127, but you should ask for a second opinion. (This mod below is assuming BPM is 254) Thankyou for researching, i appreciate that! i changed it to 127bpm
  3. Disable widescreen support because you don't have storyboard the classic, yes ofc :D
  4. You might want to add some combo colours added them just for highest diff for now, didnt copy them to other diffs yet

Normal

  1. Honestly not a big fan of the 0.50SV, because the sliders seem so clustered together. i think its okay tho, it plays well imo >w< that may be more a personal preference i guess :D
  2. 02:44:578 - I would delay the break to here (just drag the line to this timing) (fyi, I copy pasted this one on your other difficulties that applies) changed

Advanced

  1. 00:07:255 - there is a very noticeable beat here, I'd map a circle to it, wouldn't want to miss it added circle
  2. 01:04:420 (4,5,6,7) - Personally I don't like this rhythm here. I would try something like this instead.
  3. 02:10:562 (4,5,6,7) - ^
  4. 03:18:594 (4,5,6,7) - ^, I appreciate your consistency though. Furthermore I think DS here is too harsh me neither! thanks for suggestion, applied at all spots
  5. 01:54:027 (2) - This rebound in the middle is mapped to nothing if you hear closely at 25%. urgh... if you play it at 100% it feels nice and fits to the additional sound there. but yes its mapped to nothing if you put at 25% speed, maybe tho you could say that the additional sound expires at 01:54:145 - . also you could say that its mapped to vocal i think. i definetely consider that if some other modders say the same
  6. 02:13:161 (2,3,4) - Because the BPM should be 127, that means this actually lies on the blue line, if you space them out like so, it may be too hard for 'Advanced' difficulty. An easy fix would be to just stack them. And of course, this applies to similar patterns thereafter. just because the circles lie on a blue tick now doesnt mean that it gets more difficult :D I think its okay since its goes with the flow.
  7. 02:33:712 (1,1) - Why NC here? Nothing distinct worth NC, suggest to remove. copy paste issue D: fixed
  8. 02:44:578 - I would delay the break to here (just drag the line to this timing) change
  9. 03:02:058 (2) - Rebound is mapped to nothing. same as above
  10. 03:36:546 (3) - If you are mapping the repeating part, you snapped it wrongly, the rhythm should be like so. If not, the rebound is mapping to nothing. fixed!
  11. 03:37:846 (1) - I wouldn't put sampleset-drum for that spinner. hm i added it because its the most quiet sound, considering it xD

Hard

  1. 00:05:838 (1) - Repeat sliders spaced with notes like 00:06:310 (2) - this is so troll. Please just use this rhythm instead. why is this "troll" lol o: see reasoning in Salamandra diff
  2. 03:26:153 (1,2) - And you repeated this here.
  3. 00:37:255 - There is a somewhat distinct beat here, I wouldn't miss this, if not players would probably press 00:37:373 (5) too early. true, added circle
  4. 01:04:420 (1,2,3,4) - You're somewhat strong-willed aren't you? For hard, I recommend this ]rhythm again. I won't list this same rhythm in this diff anymore, if you don't change it it's ok, just my suggestion. well Hard > Advanced so i want to have a difficulty increase especially for repeating patterns like this. I changed in advanced to your suggestion. Maybe i do that for Hard too, but i wait for other opinions.
  5. 01:43:397 - don't think you wanna miss this beat. Gonna praise you for being very consistent with your rhythm and style though! fixed
  6. 02:13:161 (3) - The repeated part are mapped to nothing if you listen at 25%. It should be mapped to 1/3 fixed
  7. 02:13:397 (1) - The slider end is meant to be mapped to 02:13:554 - this sound isn't it?
  8. 02:14:027 - the correct snap if you're mapping to it.
  9. 02:26:625 (3,5) - Wrongly snapped, it should be snapped to 1/3 fixed all snapping issues, ty a lot
  10. 02:27:570 (1) - From here I noticed inconsistency in NCs, I'd rather NC every 2 1/4s bar because of the BPM. fixed
  11. 03:37:019 (6) - Slider end is mapped to nothing, not sure if it's allowed ;-; replace with circle

Salamandra

  1. 00:05:838 (1) - Once again same as hard, I wouldn't use this rebound slider, but instead 2 sliders. i cant really explain it in english... the sound at 00:05:838 - sounds like its disappearing slightly on every reverse tick and that disappearing thing sounds better with the reverses instead of 2 sliders, also 00:06:310 - gets better emphasized imo
  2. 00:10:917 (2) - I think this stacked to 00:09:972 (3) - makes it look more visually appealing. fixed
  3. 00:18:830 (3) - I don't think this rebound is mapped to anything if you hear at 25%. (I could be wrong, but I will list all similar patterns below)
  4. 00:26:389 (7) - ^
  5. 00:36:783 (7) - ^ i want to represent the vocal at these points
  6. 00:25:680 (4) - This slider overlapped with 00:25:090 (2) - makes it look really confusing tbh. i made the overlap more slight so its better readable, i like that overlap tho >w<
  7. 00:39:617 (4) - Another slightly bad overlap. I would move the slider up a little like this. The slider end is stacked to 00:38:436 (3) . changed
  8. 00:43:633 (1) - Not really a big fan of this stream. Maybe increase the DS of the notes and make it a better curve? i kept the DS because its not really intense imo but i made clear curved shape
  9. 01:49:775 (1) - Once again, I feel that the flow is really weird. same
  10. 02:13:161 (3) - Rebound mapped to nothing again, correct snap is 1/3. fixed

And that's all from me.. good luck!!
What an awesome mod, thank you very much. Much appreciation!
kwk
from Q
[General]
  1. I think offset around 154 is more correct
  2. Hitsounds must be in wav. (from ranking criteria)
  3. Hitsound file is not 100 ms length:
    normal-hitclap.wav 93.68ms
    normal-hitwhistle.wav 74.81ms
[Normal]
  1. Not too sure if using 1.7ds is ok here since the contrast is pretty big with the slider velocity.
  2. 02:44:578 - you want to pull ur break to here instead? think you forgot to change it
  3. 03:35:759 (1) - i understand that you want to follow the strings but i think its better to follow the piano here 03:35:602 - instead, since this is the only time you utilize 1/3 and the note here is pretty dominant and just plays strangely if you ignore it completely.
[Advanced]
  1. 00:38:909 (3,4) - i personally wouldnt utilize this sort of overlapping when (4) is so short.
  2. 00:45:523 (2,3,4) - flow here is a bit strange i think, since its curving upwards but you a slider going downwards, suggest you make it straight linear pattern like 00:48:357 (3,4,5) - .
  3. 01:06:310 (1) - suggest you bring this note down and closer towards the centre so it flows better.
  4. 01:35:720 (3) - i think rhythm is better if you make this into a repeat and delete (4)
  5. 02:34:657 (1) - remove NC
  6. 02:42:806 (5) - NC
[Hard]
  1. 00:48:357 (5,6) - 00:54:027 (4,5) - etc and in other kiai sections i would break dsing here and emphasise these notes, it is a hard after all.
  2. 01:26:507 (4) - whistle on head
  3. 01:43:633 - i would make this a clickable beat instead of having it end on a slidertail, 01:43:397 (4,5) - maybe ctrl+g rhythm here
  4. 02:27:334 (6) - maybe 1/4 slider here to cover vocal
  5. 02:53:318 (5) - 1/4 repeat slider instead since i think the reason your not using 1/6 here is because of the sound at 02:53:436 - so might as well cover it with the repeat. and note at 02:53:791? dont see why its not being mapped.
  6. 03:13:397 (2) - 1/2 slider instead so you can capture the vocal at 03:13:633 - ?
[Salamandra]
  1. not sure about using OD above 8 when your switching between 1/3 and 1/4 often..
  2. 00:07:728 (1,2,3,4) - 00:09:617 (1,2,3,4) - I would change rhythm to something like this so you have notes that start on the downbeat.http://puu.sh/sIZKU/f96418a3c3.png applies to this section too 01:06:251
  3. 00:12:806 (5) - 1/2 slider repeat instead? so you dont skip over this beat 00:12:924 -
  4. 00:15:287 (1,2,3,4) - i think this rhythm plays better? http://puu.sh/sJ0Xj/e0c820c91e.png
  5. 00:22:019 (1,2,3,4) - i think its better if you have this straight instead of slightly curved, since it transitions better into the triangle.
  6. 00:32:294 (5) - might be better if you split this into two notes? i think its better than having the vocal start on a sliderend
  7. 00:39:263 (2,3) - its better aesthetically if you have them be equal distance away from 00:38:909 (1) -
  8. 00:39:854 (5) - 1/4 slider instead and a note at 00:40:090 - same reasoning as earlier
  9. 00:44:106 (7) - why is ur stream stopping here? i think you might as well represent the rest of the trill with a 1/6 slider repeat
  10. 00:53:436 - note here? i think its nice if you do a sudden jump to 00:53:554 (2) -
  11. 00:54:499 (6,1) - space this out more? i think this should be more of a jump rather than a stop
  12. 01:03:830 (2,3) - NC due to SV change?
  13. 01:04:420 (1,2,3,4,5,6,7) -imo these kiai enders are a bit overdone,03:18:594 (1,2,3,4,5,6,7) - this one is ok
  14. 01:36:783 (2) - 1/4 slider instead and a note at 01:37:019 - ?
  15. 01:38:436 (1) - split into 2 notes? same reasoning as earlier
  16. 01:50:956 (4,3) - i think it might be better if u NC these for readability tbh
  17. 01:51:665 (4) - NC here
  18. if you change anything have a look at the similar sections that occur later
cool song,makes me want to map it too~ gl!
Hoa
NM mod req! We're mutuals, so why not PM directly? :( :(

Mod
General
  1. Turn off "Widescreen support" if you don't use a SB.
  2. You overdid your hitsound, I guess. It feels really weird
Normal
  1. 00:09:972 (2) - Why not a blanket as well, create a nice willmill.
  2. 01:04:420 (1) - Make this looks more... balanced, I guess
  3. 01:18:593 (2) - IDK. Copy 01:19:539 (1) - and rotate 120 degree clockwise would be better?
  4. Shouldn't use too much weird slider shapes in Normal is what I can give, but... nice diff nonetheless.
Advanced
  1. 00:34:184 (1) - Make this looks like it's parallel to 00:33:239 (4) - would be great. You may need to change 00:35:129 (2) - as well.
  2. 00:39:617 (4) - Not quite a good pattern. Hard to judge how long this is and it could get confusing.
  3. 02:34:657 (1) - Remove NC
  4. 03:03:475 (1,2) - These are not symmetrical.
Hard
  1. 01:13:633 (6) - What the hell is this?
  2. 01:47:649 (5) - Can this be pointed upward?
  3. Feel like there's a lot of 1/6 in here. It's kinda weird.
Can't mod last diff. Sorry!
Topic Starter
Sakurauchi Riko

LeKhanhHoa wrote:

NM mod req! We're mutuals, so why not PM directly? :( :( Because I dont want to bother anyone :(

Mod
General
  1. Turn off "Widescreen support" if you don't use a SB. Fixed
  2. You overdid your hitsound, I guess. It feels really weird .... :(
Normal
  1. 00:09:972 (2) - Why not a blanket as well, create a nice willmill. changed
  2. 01:04:420 (1) - Make this looks more... balanced, I guess fixed
  3. 01:18:593 (2) - IDK. Copy 01:19:539 (1) - and rotate 120 degree clockwise would be better? adjusted it and made slidershapes same
  4. Shouldn't use too much weird slider shapes in Normal is what I can give, but... nice diff nonetheless. iwanted to use many different slidershapes to make it looks less boring, i think every path is good readable! :D
Advanced
  1. 00:34:184 (1) - Make this looks like it's parallel to 00:33:239 (4) - would be great. You may need to change 00:35:129 (2) - as well. uhhh good point!
  2. 00:39:617 (4) - Not quite a good pattern. Hard to judge how long this is and it could get confusing. yes, true the overlapü is bad changed it
  3. 02:34:657 (1) - Remove NC fixed
  4. 03:03:475 (1,2) - These are not symmetrical. Yes. its ctrl c + ctrl v + ctrl h and ctrl g. i like the look though
Hard
  1. 01:13:633 (6) - What the hell is this? a slider
  2. 01:47:649 (5) - Can this be pointed upward? 01:47:870 (1) - is a sound which should get emphasized so i moved it up to make a lil flow error. basically you have to take effort to move your cursor upwards and that makes it being emphasized
  3. Feel like there's a lot of 1/6 in here. It's kinda weird. yes idk about them yet either, maybe they will get removed if more modders siuggest me to do so.
Can't mod last diff. Sorry!

Thank you for mod!! (:

kwk wrote:

from Q
[General]
  1. I think offset around 154 is more correct changed, thanks for checking timing!
  2. Hitsounds must be in wav. (from ranking criteria) converted all hitsounds to wav
  3. Hitsound file is not 100 ms length:
    normal-hitclap.wav 93.68ms
    normal-hitwhistle.wav 74.81ms i dont know how to let them last longer, will ask some1 later
[Normal]
  1. Not too sure if using 1.7ds is ok here since the contrast is pretty big with the slider velocity. as long as it has good pülayability i see no reason to DS like that, and imo it plays fine
  2. 02:44:578 - you want to pull ur break to here instead? think you forgot to change it fixed
  3. 03:35:759 (1) - i understand that you want to follow the strings but i think its better to follow the piano here 03:35:602 - instead, since this is the only time you utilize 1/3 and the note here is pretty dominant and just plays strangely if you ignore it completely. true
[Advanced]
  1. 00:38:909 (3,4) - i personally wouldnt utilize this sort of overlapping when (4) is so short. changed that
  2. 00:45:523 (2,3,4) - flow here is a bit strange i think, since its curving upwards but you a slider going downwards, suggest you make it straight linear pattern like 00:48:357 (3,4,5) - . ok
  3. 01:06:310 (1) - suggest you bring this note down and closer towards the centre so it flows better. ok
  4. 01:35:720 (3) - i think rhythm is better if you make this into a repeat and delete (4) i dont want to have a slidertail on 01:36:177 - because its a different sound from what the possibly repeated slider would represent. also its quite strong sound so i want it to be clickable
  5. 02:34:657 (1) - remove NC
  6. 02:42:806 (5) - NC fixed
[Hard]
  1. 00:48:357 (5,6) - 00:54:027 (4,5) - etc and in other kiai sections i would break dsing here and emphasise these notes, it is a hard after all. i think increasing the DS would be too much because it aleady has unusual rhythm with the 1/6's. furthermore its not that easy to read (accoridning to some testplays). if i have to remove the 1/6's for whatever reason ill definetly add DS increases but for now it looks ok. Considering that for future mods
  2. 01:26:507 (4) - whistle on head applied
  3. 01:43:633 - i would make this a clickable beat instead of having it end on a slidertail, 01:43:397 (4,5) - maybe ctrl+g rhythm here ok
  4. 02:27:334 (6) - maybe 1/4 slider here to cover vocal this part is not meant to represent the vocals, same for the rest till break. if i add smth to represent the vocals i'd have to represent every noticeable vocal and that'd be too much.
  5. 02:53:318 (5) - 1/4 repeat slider instead since i think the reason your not using 1/6 here is because of the sound at 02:53:436 - so might as well cover it with the repeat. and note at 02:53:791? dont see why its not being mapped.
  6. 03:13:397 (2) - 1/2 slider instead so you can capture the vocal at 03:13:633 - ? really good catch applied that for all 3 kiais
[Salamandra]
  1. not sure about using OD above 8 when your switching between 1/3 and 1/4 often.. i think you are right, changed it to OD8, i exoerienced it by myself that i have bad acc all time
  2. 00:07:728 (1,2,3,4) - 00:09:617 (1,2,3,4) - I would change rhythm to something like this so you have notes that start on the downbeat.http://puu.sh/sIZKU/f96418a3c3.png applies to this section too 01:06:251 i partly applied that, i still want to have 00:08:303 (1) - on spot. but the previous thing i change, tbh that rhythm before didnt make any sense because its just same music over and over again so no need to change rhythm trhere :D
  3. 00:12:806 (5) - 1/2 slider repeat instead? so you dont skip over this beat 00:12:924 - i consistently skip that beat because i dont map the basic rhythm. if you look at previous spots such as 00:11:020 - you see that i dont map it in general. i'd have to make that for everything and that'd basically mean remap
  4. 00:15:287 (1,2,3,4) - i think this rhythm plays better? http://puu.sh/sJ0Xj/e0c820c91e.png true! applied
  5. 00:22:019 (1,2,3,4) - i think its better if you have this straight instead of slightly curved, since it transitions better into the triangle. good point oo
  6. 00:32:294 (5) - might be better if you split this into two notes? i think its better than having the vocal start on a sliderend some mod told me to change that to how it is currently. I had it like your suggestion before his mod xD I consider it and ask others for now.
  7. 00:39:263 (2,3) - its better aesthetically if you have them be equal distance away from 00:38:909 (1) - yes
  8. 00:39:854 (5) - 1/4 slider instead and a note at 00:40:090 - same reasoning as earlier ^
  9. 00:44:106 (7) - why is ur stream stopping here? i think you might as well represent the rest of the trill with a 1/6 slider repeat because the vocal basically stops at 00:44:091 - and i want to emphasize the vocal at 00:44:327 - with the 1/2 break.
  10. 00:53:436 - note here? i think its nice if you do a sudden jump to 00:53:554 (2) - changed
  11. 00:54:499 (6,1) - space this out more? i think this should be more of a jump rather than a stop thi8nk you linked me wrong pattern >.< if not i dont get what you mean :D
  12. 01:03:830 (2,3) - NC due to SV change? yes maybe
  13. 01:04:420 (1,2,3,4,5,6,7) -imo these kiai enders are a bit overdone,03:18:594 (1,2,3,4,5,6,7) - this one is ok gonna remap those jumps, nerfing it
  14. 01:36:783 (2) - 1/4 slider instead and a note at 01:37:019 - ? ^
  15. 01:38:436 (1) - split into 2 notes? same reasoning as earlier ^
  16. 01:50:956 (4,3) - i think it might be better if u NC these for readability tbh i want to have it consistent with the other similar spots (srsly tho i dont think this pattern will last long because its too hard to read and too sudden but will wait)
  17. 01:51:665 (4) - NC here ok
  18. if you change anything have a look at the similar sections that occur later oki
cool song,makes me want to map it too~ gl!

Thank you for your mod! Was really helpful especially the hitsound and timing things :)
kwk

Phyloukz wrote:

00:54:499 (6,1) - space this out more? i think this should be more of a jump rather than a stop thi8nk you linked me wrong pattern >.< if not i dont get what you mean :D
maybe using the stop wasnt the right choice of words there but essentially i think you should use similar dsing to 00:53:421 (2,3) - for the gap here 00:54:484 (7,1) - so you add emphasis on the start of the next phrase, so its consistent with the spacing here 00:52:594 (3,1) -

hopefully its clearer now~
HappyRocket88
Hallo! >w< Coming from Rabbit queue, thanks for posting your map there! Also what a nice song you've got to map. o3o)/

Placeholder for mod later! :3
Topic Starter
Sakurauchi Riko
kwk

kwk wrote:

Phyloukz wrote:

00:54:499 (6,1) - space this out more? i think this should be more of a jump rather than a stop thi8nk you linked me wrong pattern >.< if not i dont get what you mean :D
maybe using the stop wasnt the right choice of words there but essentially i think you should use similar dsing to 00:53:421 (2,3) - for the gap here 00:54:484 (7,1) - so you add emphasis on the start of the next phrase, so its consistent with the spacing here 00:52:594 (3,1) -

hopefully its clearer now~ Now i get what you mean :D 00:52:594 (3,1) - should not be consistent with 00:54:484 (7,1) - imo because 00:53:067 (1) - has a really strong sound on its head compared to 00:54:957 (1) - . thats why i have higher spacing for the first gap i mentioned. now theres the question if i should nerf the spacing at 00:53:421 (2,3) - since its rather similar to 00:54:484 (7,1) - than to 00:52:594 (3,1) - . i will consider other opinions for that but i definetly want to have a higher spacing for 00:52:594 (3,1) - .
And btw now "the stop" makes actually sense to me, i get what you mean tho :)

HappyRocket88

HappyRocket88 wrote:

Hallo! >w< Coming from Rabbit queue, thanks for posting your map there! Also what a nice song you've got to map. o3o)/

Placeholder for mod later! :3 im excited about your mod! :D
Seaweed
hi from my queue
(sorry i didn't mod more, It's kinda late and I wanted to get this done quickly)
[extra]
00:01:807 (3) - should finish at the blue tick since the sound ends there too
00:03:697 (3) - ^
00:05:587 (3) - ^
00:04:405 (3) - I think the slider should end inside the other slider, it looks neater imo - something like this http://puu.sh/sPlxN/189a5169ff.jpg
00:15:272 (1) to 00:45:508 (1) - I think this whole section is tooe quiet, I cant hear the hitsounds when I'm playing and to me it should be at 50% or higher
00:22:594 (5,6,1) - I think this angle is a bit too sharp, try to just carry on this flow. For example http://puu.sh/sPm5r/de67ef7a7d.jpg
00:41:492 (4,5) - this angle(?) is too steep and it's really awkward to play, you should copy and paste 00:41:138 (2,3) and ctrl h
00:45:665 (2) - it's very hard to hit 1/6 note like that, so it would be better if you delete it and make 00:45:508 (1) go until blue tick
00:47:555 (2) - ^
00:49:445 (2) - ^
00:49:917 (5) - ^ I think you get it, pls fix for the others
00:47:870 (4,5,6,7) - overmapped.... should just be 4 and 6 there
00:55:193 (2,3,4) - overmapped, should be 00:54:957 (1,2,3) instead
00:57:161 (2,3) - unnecessary, if you really want something I recommend mapping only on 1/4 scale instead so it doesn't appear so overmapped
00:58:106 (2,3,4,5,1) - ^ fix for the others too ;)
01:05:350 (7) - too far from previous note, its a bit too hard to hit
01:21:413 (5) to 01:51:650 (1) - very quiet again, pls raise the volume
02:35:114 (1) to 02:41:728 (1) - ^ None of the hs should be lower than 50% tbh, I can't hear anything
03:36:059 (1,2,3,4,5,6,7,1,2,3,4) - should all be in a slider since its an irregular timing and very hard to play correctly without playing it many times

I mostly mentioned things two or three times but some things i purposely left out because otherwise, it would just be a whole mod of me repeating myself. For parts that i mentioned more than twice, please check the rest of your map to see if there's any parts that are the same or similar to what i mentioned already and correct it yourself. Thanks :)
Topic Starter
Sakurauchi Riko

Seaweed wrote:

hi from my queue
(sorry i didn't mod more, It's kinda late and I wanted to get this done quickly)
[extra]
00:01:807 (3) - should finish at the blue tick since the sound ends there too okok finally people convinced me to change
00:03:697 (3) - ^
00:05:587 (3) - ^
00:04:405 (3) - I think the slider should end inside the other slider, it looks neater imo - something like this http://puu.sh/sPlxN/189a5169ff.jpg but then a slight overlap is at 00:03:697 (3,3) - or at least they are really close. will consider remap patterns if other modders say same
00:15:272 (1) to 00:45:508 (1) - I think this whole section is tooe quiet, I cant hear the hitsounds when I'm playing and to me it should be at 50% or higher ok did 50%
00:22:594 (5,6,1) - I think this angle is a bit too sharp, try to just carry on this flow. For example http://puu.sh/sPm5r/de67ef7a7d.jpg but its supposed to be emphasized with sharp flow. if you do all of them in a curve nothing weill get emphasized visually
00:41:492 (4,5) - this angle(?) is too steep and it's really awkward to play, you should copy and paste 00:41:138 (2,3) and ctrl h it is 1) for aesthetics 00:40:783 (1,2,3,4,5,1) - (i think you can map with aesthetic on priority since the awkward flow is in 1/2) 2) it emphasizes the vocal at 00:41:492 -
00:45:665 (2) - it's very hard to hit 1/6 note like that, so it would be better if you delete it and make 00:45:508 (1) go until blue tick
00:47:555 (2) - ^
00:49:445 (2) - ^
00:49:917 (5) - ^ I think you get it, pls fix for the others all objects in kiai are to represent the vocal if there is any. i want to emphasize the quick syllables she sings. and it feels the best emphasized with this snapping (also i got good feedback from testplayers regarding to these). you can also see it as a gimmick
00:47:870 (4,5,6,7) - overmapped.... should just be 4 and 6 there same reasoning as above but i put circles there to represent the sound in the music which isnt there for the sliders
00:55:193 (2,3,4) - overmapped, should be 00:54:957 (1,2,3) instead this also represents the vocals as she sings really fast
00:57:161 (2,3) - unnecessary, if you really want something I recommend mapping only on 1/4 scale instead so it doesn't appear so overmapped theres the same sound like 00:58:106 (2,3,4) - but quiter. this sound apperas consistently (so i mapped it)
00:58:106 (2,3,4,5,1) - ^ fix for the others too ;) yes this is the spot where the sound is a bit louder, you should hear it
01:05:350 (7) - too far from previous note, its a bit too hard to hit it has the highest DS in the jumps section (consistent with other 2 similiar sections) because it has the loudest sound and the finish of the section. maybe it has an awkward angle (i testplayed it few times and got it everytime) but i will wait for other opinions
01:21:413 (5) to 01:51:650 (1) - very quiet again, pls raise the volume did it
02:35:114 (1) to 02:41:728 (1) - ^ None of the hs should be lower than 50% tbh, I can't hear anything also 50%
03:36:059 (1,2,3,4,5,6,7,1,2,3,4) - should all be in a slider since its an irregular timing and very hard to play correctly without playing it many times okii

I mostly mentioned things two or three times but some things i purposely left out because otherwise, it would just be a whole mod of me repeating myself. For parts that i mentioned more than twice, please check the rest of your map to see if there's any parts that are the same or similar to what i mentioned already and correct it yourself. Thanks :) yes, i like how the modders dont have to mod the whole diff as it is consistent as hell lol
Thank you for your mod! Much appreciated:)
Mordred
From queue



Salamandra:

Apparently you updated this while I was moddding it so some things might not be accurate anymore


hp4 seriously? xD

00:06:295 (5,6,7) - kinda nazi but this triangle isn't perfect

00:07:240 (1) - I understand why you did this, but I think 2 1/4 sliders would fit better (since it follows the same rhythm you followed before"

00:07:713 - unused green line

00:08:303 (1) - do you need that NC?

00:14:484 (2,3,4) - NC spam to indicate 1/3?

00:29:681 (5) - (nazi) uneven distance to 4 and 6 (193|368 has even distance and looks better anyway)

00:35:587 (3) - make this 2 1/4 sliders?

00:36:059 (4) - NC?

00:41:256 (3) - stack with head of 00:39:602 (4) - ?

01:04:405 (1,2,3,4,5,6,7) - either NC spam or NC on 01:04:878 (4,7) - pls

01:21:413 (5) - NC

01:35:587 - move that timing point to 01:35:941 - and NC that slider

01:38:185 (4,1) - blanket not perfect :^)

02:10:547 (1,2,3,4,5,6,7) - same as before

02:34:405 (3,4,5,6,7) - this is off ._.

02:44:091 (4) - finish hitsound here?

02:56:374 (2) - NC

02:57:319 (2) - ^

03:18:579 (1,2,3,4,5,6,7) - you know what I mean

03:35:587 (6) - NC

03:36:059 (7,10,13) - I'd NC these as well



Hard:


00:06:531 (3) - this is super nazi but what about moving this to 110|153?

00:28:500 (1) - whistle?

01:59:209 (5) - NC?



Advanced:


02:57:791 (1) - should be 2 circles imo

03:37:831 (1) - that spinner is at 1.2x SV but I guess that doesn't matter lol



Normal:

01:59:209 (1,2) - that slider should be pointing to the left, since this might be awkward flow for a beginner

02:17:161 (2,1) - ^

02:54:957 (2) - same thing here


kinda short on the lower diffs sry :(



Nice song, good luck on ranking
Topic Starter
Sakurauchi Riko

Yoshino-- wrote:

From queue



Salamandra:

Apparently you updated this while I was moddding it so some things might not be accurate anymore


hp4 seriously? xD was for testing purposes really early stadium xD raised it to hp6 for now

00:06:295 (5,6,7) - kinda nazi but this triangle isn't perfect every circle has 1.00 or 1.01x DS i think its okay

00:07:240 (1) - I understand why you did this, but I think 2 1/4 sliders would fit better (since it follows the same rhythm you followed before" yes but i dont want to follow same rhythm over and over again, so if a new sound comes up i want to map it as good as possible. furthermore it is consistent with spots right after the kiai's like e.g. 01:05:823 - (maybe that didnt exist as you modded the map idk)

00:07:713 - unused green line silenced the tail at 00:07:594 - so it has a usage now

00:08:303 (1) - do you need that NC? nope

00:14:484 (2,3,4) - NC spam to indicate 1/3? sure why not

00:29:681 (5) - (nazi) uneven distance to 4 and 6 (193|368 has even distance and looks better anyway) oh, fixed

00:35:587 (3) - make this 2 1/4 sliders? i want 00:35:114 (1,2) - be different from 00:35:587 (3) - because its 2 different words. all 1/4's would indicate same word and "dansu" (or whatever you want it to write cuz japanese xd) is more emphasized (also because its in the title). might be a bit far-fetched but yea... xD. Also 00:35:114 - is emphasized and along with that the whole word, so i make 1/4slider

00:36:059 (4) - NC? makes sense

00:41:256 (3) - stack with head of 00:39:602 (4) - ? those objects are barely getting related to each other when it comes to stacking imo

01:04:405 (1,2,3,4,5,6,7) - either NC spam or NC on 01:04:878 (4,7) - pls yes

01:21:413 (5) - NC did

01:35:587 - move that timing point to 01:35:941 - and NC that slideri NC 01:35:705 (1) - . I want to seperate the sounds at 01:34:642 - 01:35:114 - 01:35:468 - from 01:35:705 (1,2,3,4) -

01:38:185 (4,1) - blanket not perfect :^) fixed

02:10:547 (1,2,3,4,5,6,7) - same as before yes

02:34:405 (3,4,5,6,7) - this is off ._. dunno why it should be oo and dunno where it is snapped instead

02:44:091 (4) - finish hitsound here? i put finish hitsound everytime the song does, they are 100% related to song. and theres no sound from the song

02:56:374 (2) - NC okk

02:57:319 (2) - ^

03:18:579 (1,2,3,4,5,6,7) - you know what I mean yes

03:35:587 (6) - NC

03:36:059 (7,10,13) - I'd NC these as well ok



Hard:


00:06:531 (3) - this is super nazi but what about moving this to 110|153? did it

00:28:500 (1) - whistle? dunno how to add soft whistles + drum finish

01:59:209 (5) - NC? fixed



Advanced:


02:57:791 (1) - should be 2 circles imo dunno why

03:37:831 (1) - that spinner is at 1.2x SV but I guess that doesn't matter lol dunno either, i just changed it to 1.00



Normal:

01:59:209 (1,2) - that slider should be pointing to the left, since this might be awkward flow for a beginner agreed

02:17:161 (2,1) - ^ that one is ok because 02:18:106 (1) - gets emphasized and its completely different sound.

02:54:957 (2) - same thing here same reasoning


kinda short on the lower diffs sry :(



Nice song, good luck on ranking
Thank you very much for your mod! Was a great polish, thanks a lot:)
lazygirl
Hey! M4M for you, as agreed by the council of the two of us. I guess.

[General]

  1. 03:37:358 - doesn't feel correctly timed, I think the bpm changes. When listening on 25% speed you can hear that the objects you placed there aren't perfectly timed
  2. What about these combo colors? I think they should fit nicely. Or you could use your last diff's combo colors on all diffs also, your choice ^^
    [Colours]
    Combo1 : 0,128,192
    Combo2 : 128,0,128
    Combo3 : 0,0,255
    Combo4 : 255,255,255
  3. Background size is ok, you might wanna get a >128 kbps audio file if you can, since your set is nowhere near 10MB
  4. AIMod dislikes your normal diff for some reason x) Even though it fits the criteria
  5. HS fit nicely
[Normal]

  1. 00:37:004 (2,3) - 3/4 jump here is not easy to read, though i have no other suggestion. There's a few of these throughout the map, and they are consistent so I think you can keep them. Don't know what other good alternative there would be.
  2. 01:49:760 (1) - this goes almost offscreen, maybe put it a bit higher
  3. 02:27:555 (1) - consider rotating this to blanket
  4. 01:13:146 (3) - 03:27:319 (3) - small inconsistency
Few mistakes, well mapped :)

[Advanced]

  1. 00:42:673 (2) - this is slightly assymetrical and it's bugging me xD
  2. 00:57:791 (3,4) - personally think these should go like 00:56:846 (1,2) - because the voice continues on the same rhythm, applies to the later similar patterns
  3. considering 01:04:405 (4,5,6) - you should do 00:14:327 (4) - and all similar patterns in the same way I think
  4. 01:23:657 (2) - Don't understand why you made this one a 1/4 slider
  5. 01:57:319 (1,2) - dunno if you rotated these on purpose but it's not very parallel
Again same as Normal, few mistakes mostly thing I suggest.

[Hard]

  1. 02:18:224 - there's a note here in the middle, feels a bit awkward
  2. your 1/6 sliders are ok, but I disagree with this one 02:53:067 (4) -
  3. Your singletaps are ruthless for a hard diff :')
Good diff too

[Salamandra]

All I can say here is that I dislike the way you hitsounded the 1/6 in the kiais, it sounds a bit too random. Also, some of the 1/6 streams feel overmapped. But I really like the diff, and honestly can't find more to say ^^

Good set :3 pls rank
Topic Starter
Sakurauchi Riko

lazyboy007 wrote:

Hey! M4M for you, as agreed by the council of the two of us. I guess. will do yours soon dw

[General]

  1. 03:37:358 - doesn't feel correctly timed, I think the bpm changes. When listening on 25% speed you can hear that the objects you placed there aren't perfectly timed yes think so too but idk anything about timing lmao
  2. What about these combo colors? I think they should fit nicely. Or you could use your last diff's combo colors on all diffs also, your choice ^^
    [Colours]
    Combo1 : 0,128,192
    Combo2 : 128,0,128
    Combo3 : 0,0,255
    Combo4 : 255,255,255
    yes im too lazy to copy them, will do tonight xD
  3. Background size is ok, you might wanna get a >128 kbps audio file if you can, since your set is nowhere near 10MB uhhhh.. where to find xD
  4. AIMod dislikes your normal diff for some reason x) Even though it fits the criteria yes like srsly, idk what aimod has against me lol
  5. HS fit nicely phewuw
[Normal]

  1. 00:37:004 (2,3) - 3/4 jump here is not easy to read, though i have no other suggestion. There's a few of these throughout the map, and they are consistent so I think you can keep them. Don't know what other good alternative there would be. im not sure if it can stay 1/3 though, might change after few mods
  2. 01:49:760 (1) - this goes almost offscreen, maybe put it a bit higher did it
  3. 02:27:555 (1) - consider rotating this to blanket i dont want this and the precious object related to each other since (1) is a start of a new section and has nothing to do with the previous object
  4. 01:13:146 (3) - 03:27:319 (3) - small inconsistency fixed it
Few mistakes, well mapped :)

[Advanced]

  1. 00:42:673 (2) - this is slightly assymetrical and it's bugging me xD fixed xd
  2. 00:57:791 (3,4) - personally think these should go like 00:56:846 (1,2) - because the voice continues on the same rhythm, applies to the later similar patterns
  3. considering 01:04:405 (4,5,6) - you should do 00:14:327 (4) - and all similar patterns in the same way I think 00:14:327 (4) - isnt as intense as the spot in the kiai. to make the spot in the kiai more intense i let follow the music accurater. all kiai spots are same way mapped and all non kiai spots should be mapped if a slider (i hope i didnt make mistake)
  4. 01:23:657 (2) - Don't understand why you made this one a 1/4 slider did a circle
  5. 01:57:319 (1,2) - dunno if you rotated these on purpose but it's not very parallel ok fix
Again same as Normal, few mistakes mostly thing I suggest.

[Hard]

  1. 02:18:224 - there's a note here in the middle, feels a bit awkward yes, but as i did in Salamandra 02:18:106 (1,2) - on every downbeat is consistent. i want to emphasize this everytime since its superior compared to the other sound.
  2. your 1/6 sliders are ok, but I disagree with this one 02:53:067 (4) - i pray to god that i can keep them, at least for salamandra xD (changed that slider to 1/4)
  3. Your singletaps are ruthless for a hard diff :')
Good diff too

[Salamandra]

All I can say here is that I dislike the way you hitsounded the 1/6 in the kiais, it sounds a bit too random. Also, some of the 1/6 streams feel overmapped. But I really like the diff, and honestly can't find more to say ^^ tbh i hitsounded them just how i feel the music. i tried to emphasize the strong vocals with the clap and added claps to make it sound more like a rhythm. idk i definelty have to look for someone who looks over my diff to fix hitsounds (since its my first decent custom hitsounding) overmap idk actually, for me every object represents smth in the music so imo its not overmapped, but i think future mods by more experienced modders/mappers (way more experienced than us xD) will give me advice (i hope).

Good set :3 pls rank
Thank you for your mod!! Was nice polishing (and ty very much for stars c:)
YukiZura-
from mod queue - Bye Bye 2016

Salamandra

01:56:374 - wanna make this straight since you already made one here 01:56:610 -
02:56:374 (1) - move this one to x:320 y:184 since you make this slider like this 02:55:902 -
03:37:358 - to 03:37:713 - i feel like you should put a stream here or juas a reverse slider (just a suggestion :))


Hard

01:36:059 - missing note?
02:22:358 - supposed to have a note here .. try slow it down to 25% you can here it :)
02:54:012 (1) - reverse slider feel more better
03:37:358 - reverse slider ^^

i really like salamandra diff tho .. it fun to play :)
btw nice map .. not much i can help cuz it seems pretty solid to me xD
Topic Starter
Sakurauchi Riko

YukiZura- wrote:

from mod queue - Bye Bye 2016

Salamandra

01:56:374 - wanna make this straight since you already made one here 01:56:610 - did the opposite, made the other slider curved since i want to keep the aesthetic at 01:56:059 (5,6,1) -
02:56:374 (1) - move this one to x:320 y:184 since you make this slider like this 02:55:902 - that'd cause DS inconsistency for 02:55:902 (1,1) - and 02:56:846 (1,1) - . the long 1/2 slider is ctrl + g'd at either pattern.
03:37:358 - to 03:37:713 - i feel like you should put a stream here or juas a reverse slider (just a suggestion :)) this section is also questionable in timing. i will have to find another option for this very soon :D


Hard

01:36:059 - missing note? i miss actually a lot notes :D but the emphasis is on the other way luder sound there
02:22:358 - supposed to have a note here .. try slow it down to 25% you can here it :) i constantly miss the soudn there, even in Salamandra diff it is vocered by a sliderpath. the emphasis is at a different spot and not at the fundamental beat
02:54:012 (1) - reverse slider feel more better did it
03:37:358 - reverse slider ^^ same as in salamandra :D

i really like salamandra diff tho .. it fun to play :)
btw nice map .. not much i can help cuz it seems pretty solid to me xD thankyou c:
Thanks a lot for yout mod! much appreciation
BounceBabe

minimum rankable hitsound length is 100ms to avoid conflicts with the sound card.

normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms

Salamandra

03:24:737 (3) - offscreen on 4:3 ratio.

00:55:682 (6,1) - sv decrease is not noticeable even through nc indication. slider length is the same visually. 00:56:627 (1) - is not a clickslider anymore like the rest so it will cause a slider break. i suggest to remove the sv change or place a circle on each end since it will follow the vocals just as good. but since the slider ball area is within range and you used the same decrease on the following patterns, it should be ok..

00:58:753 (1,2,3) - half and fourth tick difference. makes it slightly unreadable due to the fact that you used so many jumps, spacing changes and sv changes. stacking 2 onto the end of 1 should be a good way to fix this easily. same 02:04:895 (1,2) - 03:12:926 (1,2) -

00:00:761 (3,1) - 00:01:824 (3,1) - 00:02:651 (3,1) - 00:03:714 (3,1) - 00:04:422 (3,1) - same visual spacing for 1/2 and 1/4 elements which is rather confusing. given the fact you used this a lot it should be alright to do, just keep it in mind

^ 00:55:446 (5,6) - 00:56:863 (1,2) - whereas this kind of visual spacing similarity is harder . easiest way to fix this is probably moving 00:55:446 (5,6) - farther apart from each other

00:14:501 (1,1,1) - 01:20:643 (1,1,1) - 03:34:816 (1,1,1) - unncecessary nc spam, rhythm and spacing are the some, remove them. do the same on similar ones


01:28:045 (4,5,6,7,8) - several instruments at this point is a bad idea since one can hardly discern which element belongs to what. first of all, nc 01:28:045 (4) - since you split vocal and instruments. secondly, 01:28:635 (8) - should be here 01:28:674 - , lastly, http://puu.sh/t0Twd/eff515b209.jpg would be the best and most reasonable option to map this. easier to discern the rhythm and is appropriately mapped. dont recommend using 1/12 though, its very hard to play and map. maybe you can solve this differently.

01:40:328 (3) - nc, 01:47:415 (7,1) - nc swap

01:49:777 (1,2,3,4,5,6,7,1) - hitbursts and circles cover the following slider up too much for it to be visible. fix this http://puu.sh/t0TBC/96623e761b.jpg

01:58:281 (1,2,3) - spacing should be consistent

03:37:386 (1,2,1) - remove nc, slider would be better to play since it has a bpm change at the end. recommend consistent placement / spacing to for readability http://puu.sh/t0TRa/787d550bb7.jpg
Topic Starter
Sakurauchi Riko

BounceBabe wrote:


minimum rankable hitsound length is 100ms to avoid conflicts with the sound card.

normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms will fix but dunno how to yet

Salamandra

03:24:737 (3) - offscreen on 4:3 ratio. wth, fixed

00:55:682 (6,1) - sv decrease is not noticeable even through nc indication. slider length is the same visually. 00:56:627 (1) - is not a clickslider anymore like the rest so it will cause a slider break. i suggest to remove the sv change or place a circle on each end since it will follow the vocals just as good. but since the slider ball area is within range and you used the same decrease on the following patterns, it should be ok.. i already had many testplayers and i didnt see anyone missreading it cause of the slider velocity decrease after the stream. and that is the point: the long stream before the slider which gets sv decreased is always after the long stream and really consistent. The long stream already slows you down in cursor movement so you wouldnt expect a fast slider like the other (+ you could tell from the music that it gets slow and after that fast for emphasis). that means technically you can say that 00:56:627 (1) - has absolutely nothing to do with 00:55:446 (5,6) - because they have a completely different function. lastly I cant really remember some of my testplayers (including myself) missing there or getting a 100 at the slow slider, even if they'd get a 100 they wont do that again because the player recognizes the consistency in the music and so in the map. I hope you got my explanation and i hope i got your comment right xD

00:58:753 (1,2,3) - half and fourth tick difference. makes it slightly unreadable due to the fact that you used so many jumps, spacing changes and sv changes. stacking 2 onto the end of 1 should be a good way to fix this easily. same 02:04:895 (1,2) - 03:12:926 (1,2) - it is hard to read, yes. But since it is a slow section with not many objects (compared to the other things in kiai i consider it as slow) i'd not say it is really hard to read. furthermore the stacking pattern 00:58:753 (1,2) - is unique and indicates only that part of the music. im not a fan of stacking 00:58:753 (1,2) - because it just looks ugly and persoanlly makes me a ready issue. Maybe i should NC 00:59:226 (2) - to indicate the rhythm change, that might be a bit clearer for the player, so ill just do that for now

00:00:761 (3,1) - 00:01:824 (3,1) - 00:02:651 (3,1) - 00:03:714 (3,1) - 00:04:422 (3,1) - same visual spacing for 1/2 and 1/4 elements which is rather confusing. given the fact you used this a lot it should be alright to do, just keep it in mind urgh... i see the issue. hope its not gonna be a problem cuz that'd basically mean remap xD

^ 00:55:446 (5,6) - 00:56:863 (1,2) - whereas this kind of visual spacing similarity is harder . easiest way to fix this is probably moving 00:55:446 (5,6) - farther apart from each other decreased ds at spots like 00:56:863 (1,2) - to make better visually difference.

00:14:501 (1,1,1) - 01:20:643 (1,1,1) - 03:34:816 (1,1,1) - unncecessary nc spam, rhythm and spacing are the some, remove them. do the same on similar ones change


01:28:045 (4,5,6,7,8) - several instruments at this point is a bad idea since one can hardly discern which element belongs to what. first of all, nc 01:28:045 (4) - since you split vocal and instruments. secondly, 01:28:635 (8) - should be here 01:28:674 - , lastly, http://puu.sh/t0Twd/eff515b209.jpg would be the best and most reasonable option to map this. easier to discern the rhythm and is appropriately mapped. dont recommend using 1/12 though, its very hard to play and map. maybe you can solve this differently. i dont think that at 01:28:241 - is any sound. would be strange either because it'd be the only 1/12 part. apart from that i changed it to your rhythm

01:40:328 (3) - nc, 01:47:415 (7,1) - nc swap i have NC at 01:47:651 (1) - for vocal oo makes more sense to me idk. first NC added

01:49:777 (1,2,3,4,5,6,7,1) - hitbursts and circles cover the following slider up too much for it to be visible. fix this http://puu.sh/t0TBC/96623e761b.jpg did it

01:58:281 (1,2,3) - spacing should be consistent the sound and the voice gets louder at 01:58:753 (3) - . i even indicated it with hitsound and volume change. this means it should get emphasized with DS increase imo

03:37:386 (1,2,1) - remove nc, slider would be better to play since it has a bpm change at the end. recommend consistent placement / spacing to for readability http://puu.sh/t0TRa/787d550bb7.jpg ok change
thanks for mod! much appreciation:)
MrKosiej
Coming from Black Vultures Modding Queue


Salamandra

[General]
This is very well mapped and fun to play. The CS is a bit smaller than usuall CS 4 which makes it more challanging to play along with the high HP.
Map reflects the song in a nice way with a really fun emphasize.

[AiMOD]
IDK why, but its says you need a normal/ easy diff for your mapset xd

[Mod]
00:00:171 (1,2) - I have very good eye for those. Correct the blanket :P
00:32:060 (4,5) - ^
00:33:005 (7,1) - i mean, those are barely noticeable but if you want to be perfect...
00:57:178 (2,3,4) - move slightly down
01:52:848 (2,3) - just correct xd
01:56:627 (2,3) - ^
02:53:084 (4,6) - ^ with tail
02:56:863 (1,1) -

00:09:619 (1,1) - how about removing that overlapse by moving it to the left a bt

00:10:919 (2,2) - i'd stack
02:33:950 (7,3) - you were stacking stuff like that before, why not now :v?
02:52:021 (5,2) - stack?
03:15:525 (1,1) - stack tails

00:51:352 (2,3) - line, "2" feels out of place

01:09:147 (1,2) - that ain't perfectly parrallel
01:30:289 (2,3) - same (change slightly the angle of second slider)
I'm not saying everything should be perfectly parrallerl, it just feels better for me here. And i think you wanted it to be parrallel
01:58:281 (1,2) - Is it actually intentional xd? besides that i'd move "2" a bit higher to be equaly between other sliders
01:58:045 (6,3) - and those are too close, move "3" to the left a bit

02:27:100 (4,5) - make it the same angle as 02:26:037 (2) -

03:10:407 (2,3,4,5,6) - feels, uhm, weird, i'd make it a signle shaped stream

[Summary]
Ok, i think that's it from me. Good job with mapping this, it was a very nice experience trying it out ^^
Good luck with the project!
Cheers
Topic Starter
Sakurauchi Riko

MrKOSIEJ wrote:

Coming from Black Vultures Modding Queue


Salamandra

[General]
This is very well mapped and fun to play. The CS is a bit smaller than usuall CS 4 which makes it more challanging to play along with the high HP.
Map reflects the song in a nice way with a really fun emphasize.

[AiMOD]
IDK why, but its says you need a normal/ easy diff for your mapset xd please tell me whyyyyy, ahhhhhhhhhhhh what have i done to aimod xD

[Mod]
00:00:171 (1,2) - I have very good eye for those. Correct the blanket :P
00:32:060 (4,5) - ^
00:33:005 (7,1) - i mean, those are barely noticeable but if you want to be perfect...
00:57:178 (2,3,4) - move slightly down
01:52:848 (2,3) - just correct xd
01:56:627 (2,3) - ^
02:53:084 (4,6) - ^ with tail
02:56:863 (1,1) - fixed all blanket/stacking stuff. i was actually pretty messy with my blankets i have to admit xD

00:09:619 (1,1) - how about removing that overlapse by moving it to the left a bt yes

00:10:919 (2,2) - i'd stack did
02:33:950 (7,3) - you were stacking stuff like that before, why not now :v? i think its harder to read if i stack them (it already is the hardest part in the map imo) and personally i like the aesthetic with the overlap. you can also argue that the one pattern has nothing to do with the outher pattern (02:34:186 (1,2,3,4,5,6,7) - and 02:33:241 (1,2,3,4,5,6,7) - ) and so you dont make them relating to each other with a stack, rather seperate them with an overlap
02:52:021 (5,2) - stack?
03:15:525 (1,1) - stack tails noth yes

00:51:352 (2,3) - line, "2" feels out of place

01:09:147 (1,2) - that ain't perfectly parrallel
01:30:289 (2,3) - same (change slightly the angle of second slider)
I'm not saying everything should be perfectly parrallerl, it just feels better for me here. And i think you wanted it to be parrallel
01:58:281 (1,2) - Is it actually intentional xd? besides that i'd move "2" a bit higher to be equaly between other sliders no they r not intentional xd fixed them all you mentioned
01:58:045 (6,3) - and those are too close, move "3" to the left a bit omg, yes ofc

02:27:100 (4,5) - make it the same angle as 02:26:037 (2) - tried to fix, hope i got you right

03:10:407 (2,3,4,5,6) - feels, uhm, weird, i'd make it a signle shaped stream think its personal preference, its a clear shape with not a hard angle so it is very easy to follow (like the other streams are also easy to follow).

[Summary]
Ok, i think that's it from me. Good job with mapping this, it was a very nice experience trying it out ^^
Good luck with the project!
Cheers
Thank you for your mod, nice polishing overall!:) j much appreciation
MrKosiej

MrKOSIEJ wrote:

00:51:352 (2,3) - line, "2" feels out of place
Please, it's the only thing i really want you to correct XD
line like that https://osu.ppy.sh/ss/6907979
or in some other way, it looks So Out Of Place
Topic Starter
Sakurauchi Riko

MrKOSIEJ wrote:

MrKOSIEJ wrote:

00:51:352 (2,3) - line, "2" feels out of place
Please, it's the only thing i really want you to correct XD
line like that https://osu.ppy.sh/ss/6907979
or in some other way, it looks So Out Of Place
Oh shiiiit, forgot to replay that one, I already fixed it in some way. I made the other similar slider also with that red anchor+sharp angle ( http://puu.sh/t2vNV/0570183a83.jpg ) and 00:51:194 (1,2,4,5) - has similar angle from the slider to the next circle. It looks now consistent and like an actual pattern now, so it should be fine :D
Alpe
hi from my mod queue

[General]
Add source if there is one
Enable widescreen support
Since you copy and pasted whole parts of the song you have to check the copied places too! For example (Advanced) -> 00:14:344 (1,2,3,4) to 01:20:485 (1,2,3,4)
Never use 5% volume on a timing point. I know you want to mute the sound of the slider ends but it sounds better if you can hear them -> Rhythm.

[Normal]
Dont do too many new combos in Normal difficulties.

[Advanced]
00:21:903 (3) - Remove the second red dot.
03:02:060 (2) - Do 2 circles.

[Hard]
00:14:344 (1,2,3,4) - People think this is a 1/4 stream because the whole song was already 1/4 and these circles overlap. You should just changed 1 2 and 3 into a reverse slider. For better reading and comfort.
00:37:257 (4,5,6,7) - This part is way too hard. Do it like thishttp://puu.sh/t2ZF9/cef3727cea.jpg
01:04:422 (1,2,3) - Just do 2 reverse sliders so the player doesnt have to click on 1/3 notes like this http://puu.sh/t2ZJk/e89d282de9.jpg

[Salamandre]
00:08:320 (3) - Remove combo (its a mistake)
00:17:178 (4) - Add combo
00:15:289 - 00:30:407 Incorrect new combos. Check them out!
General -> You have to decide between (every second white tick new combo) or (every fourth white tick new combo) even in Expert levels!
02:58:871 (2,4) - Really bad readable!

Thats it! I like your map really much and it shouldnt be a problem to rank this!
Good luck.
Lokidoki
M4M from my queue

[Hard]

00:07:021 (5,6) - Questionable flow choice, I don't like how it overlaps and plays.

00:25:682 (3,4) - Pretty bad anti-flow.

00:29:580 (3) - Make it into 1/8 reverse slider.

00:47:415 (1,5) - Bad overlap.

01:13:635 (6) - It would look better if it was just a straight slider.

02:29:816 (2,3) - Bad flow again.

02:31:706 (2,3,4) - Looks bad.

03:04:659 (6,7) - Bad flow.

Good luck!
Topic Starter
Sakurauchi Riko
Azulae

Azulae wrote:

hi from my mod queue

[General]
Add source if there is one
Enable widescreen support
Since you copy and pasted whole parts of the song you have to check the copied places too! For example (Advanced) -> 00:14:344 (1,2,3,4) to 01:20:485 (1,2,3,4)
Never use 5% volume on a timing point. I know you want to mute the sound of the slider ends but it sounds better if you can hear them -> Rhythm.

[Normal]
Dont do too many new combos in Normal difficulties. tried to make every 2nd downbeat a NC as I have experienced that in normals a lot

[Advanced]
00:21:903 (3) - Remove the second red dot. nooo that is my sliderart :c
03:02:060 (2) - Do 2 circles. 03:02:060 (2) - represents a different sound in the music and 03:02:533 (3,4) - represents only the vocal. If i would change the first thing to 2 circles, nothing would be seperated and everything would be in common. that is boring imo so i represent different sounds with different rhythms to make even an advanced a little bit exciting

[Hard]
00:14:344 (1,2,3,4) - People think this is a 1/4 stream because the whole song was already 1/4 and these circles overlap. You should just changed 1 2 and 3 into a reverse slider. For better reading and comfort. did it
00:37:257 (4,5,6,7) - This part is way too hard. Do it like thishttp://puu.sh/t2ZF9/cef3727cea.jpg changed
01:04:422 (1,2,3) - Just do 2 reverse sliders so the player doesnt have to click on 1/3 notes like this http://puu.sh/t2ZJk/e89d282de9.jpg i already did that kind of pattern in advanced, to make it a bit harder for the spread i want to make more sounds clickable, it is an Hard after all. furthermore it is a really intense section so i dont think that is inappropriate, especially because of the difficulty spread.

[Salamandre]
00:08:320 (3) - Remove combo (its a mistake) yes
00:17:178 (4) - Add combo ok
00:15:289 - 00:30:407 Incorrect new combos. Check them out! tried to fix, im bad at nc's.....
General -> You have to decide between (every second white tick new combo) or (every fourth white tick new combo) even in Expert levels!
02:58:871 (2,4) - Really bad readable! will consider your comment here for future mods if they say the same

Thats it! I like your map really much and it shouldnt be a problem to rank this! yay:3
Good luck.
thank you for your mod! much appreciation

Lokidoki

Lokidoki wrote:

M4M from my queue

[Hard]

00:07:021 (5,6) - Questionable flow choice, I don't like how it overlaps and plays. 00:07:257 (6) - should be the "drop-in" so it needs to be a sudden flow change before but flowing perfectly into the new section. thats what i did and i think that represents the song the best, 00:07:257 (6) - is emphasized because its different sound (emphasized with the sudden flow change). the overlap is personal preference, i like that kind of aesthetic a lot.

00:25:682 (3,4) - Pretty bad anti-flow. it is most likely for aesthetic/patterning, the flow isnt the worst since the sliderpath at least tends in the direction of the next object so there should be no issue following this pattern

00:29:580 (3) - Make it into 1/8 reverse slider. it is a Hard difficulty so you should still keep the rhythm clear and easy to read. currently the objects are on the most noticeable sounds in the music which is most appropiate in Hard diff imo. for more advanced rhythm/snapping there is Insane and Expert

00:47:415 (1,5) - Bad overlap. yes change

01:13:635 (6) - It would look better if it was just a straight slider. i consider this as a personal preference

02:29:816 (2,3) - Bad flow again. changeee

02:31:706 (2,3,4) - Looks bad. ok

03:04:659 (6,7) - Bad flow. 03:04:659 (6,7) - this is a standard pattern you see in almost every map

Good luck!
thanks for your mod
kodokawai
Hi from my queu!

EASY

I think AR 4 looks better then 3. In this part 02:38:911 (1,2,3,4) - how I think you do accent on music but this part need accent on voice of singer.
If I think right this 02:39:856 (3,4) - must be on left red ticks,like this https://osu.ppy.sh/ss/6916428
This song need accent on voice in general.

ADVANCED

When I start play first minute I can't understand rhytm.How I say early song need accent on voice because music
supplement voice.In your mapping I hear mix with voice mapp and music mapp.
Chek distance in AIMod.

HARD

I am bad in mapping,but....you don't try do step of time scale 1/6?




In general your mapping is pretty good.I can't find any mistakes in this.


P.S:Hope this song will be ranked.Because now I realy like this song.
Topic Starter
Sakurauchi Riko

kodokawai wrote:

Hi from my queu!

EASY

I think AR 4 looks better then 3. changed to ar4 for now, makes also more sense for spread so yeah In this part 02:38:911 (1,2,3,4) - how I think you do accent on music but this part need accent on voice of singer. 02:39:383 (2,4) - these are really important sounds (also marked with a finish hitsound) and i want to emphasize them rather than the vocal. furthermore i ignored the vocals in that section and focused on the beat.
If I think right this 02:39:856 (3,4) - must be on left red ticks,like this https://osu.ppy.sh/ss/6916428 same reasong as above, listen to the finish sounds at 02:39:383 (2,4) -
This song need accent on voice in general. it is really hard for low difficulties to map vocals, epsecially in this song because she sings very quick. For newer players its also better to have simple rhythm provided from the music (because the rhythm from the music is usually more simple than vocal rhythm)

ADVANCED

When I start play first minute I can't understand rhytm.How I say early song need accent on voice because music
supplement voice.In your mapping I hear mix with voice mapp and music mapp. yes that is true because i try to emphasize the vocal at the kiai times and the rest i emphasize specific beats provided from the song. This is consistent all over the map and mapset so there should be no problem
Chek distance in AIMod. did, but i keep 01:04:422 (4,5,6) - more spaced because of readability

HARD

I am bad in mapping,but....you don't try do step of time scale 1/6? you mean to use 1/6's in Hard? I firstly mapped it like that but it feels really bad. and 1/6's in lower diffs isnt recommended anyway. if you dont mean that i dont understand you ;_;




In general your mapping is pretty good.I can't find any mistakes in this.


P.S:Hope this song will be ranked.Because now I realy like this song. yayc:
Thanks for mod :3
x incoming
General
  1. Your hard difficulties are very challenging at 02:12:454 and I would consider making them smoother and easier to play, especially since not in Kiai time
  2. I mentioned a lot of snapping, make sure all notes are if I miss some
Advanced
  1. 00:47:415 (1,2,3,4,5) - Do what you did here instead 00:47:415 (1,2,3,4,5) so much smoother
  2. 00:57:808 (3) - You map cymbal to slider every time except here
  3. 01:13:871 (1) - I think here is fine though to follow pattern
  4. 01:53:556 (1,2,3,4,5) - I think you should copy before again like here 01:51:667 (1,2,3,4)
  5. 02:03:950 (3) - Slider instead again
  6. 02:13:163 (2) - This section is really hard, notes aren't snapped
Hard
  1. 01:35:485 - I really don't like the blue ticks all of a sudden, don't know how to fix it though apart from ignoring guitar altogether
  2. 02:13:241 (3) - This section is ridiculously hard for this difficulty. Is that on purpose? I just don't think any player at 3-4* can pass that
Salamandra
  1. 00:14:501 (2,3) - Snap notes to left tick on 1/16, I think it sounds perfect
  2. 00:58:753 (1,1) - Spacing between these two is very close but not at 00:59:226 (1,2) even though there is smaller gap here
  3. 01:14:580 (3) - 01:16:470 (4) - No repeat slider here again?
  4. 01:20:643 (2,3) - Snap notes to left tick on 1/16 again
  5. 02:13:556 (2,3,5,6) - Snap notes
  6. 02:16:233 (1) - I think the guitar here is more important and should be mapped over piano like here 02:13:163 (3) , because it gets confusing when you expect another reverse slider like before
  7. 02:58:753 (1) - Spacing is not consistent with 02:57:808 (1,2,3)
  8. 03:19:226 (2,3) - Snap again
  9. 03:28:753 (3) - 03:30:643 (3) - Cmon I want those repeat sliders again!
  10. 03:33:714 (1,2,3) - Spacing if this isn't intentional from you
nika mika
Hi! From my queue...well that was about 30 days ago or so
sorry for being sooooo late :P
as requested the salamandra diff only.
[Salamandra]
rhythm:
I don't quite understand those streams either short 1/6s (e.g. 00:47:887 (4,5) - ) or something like this 00:43:635 (1,2,3,4,5,6,7) -
some tracks (00:48:832 (3,4,5,6) - ) do use 1/6 rhythms but they are too hard to hear clearly. some of them (00:47:887 (4,5,6,7) - 00:55:210 (2,3,4,5) - )are just cases of overmapping. since you are using ar9.2 so this is still playable.. but i don't like this rhythm you implemented. also those 1/6s and this 00:43:635 (1,2,3,4,5,6,7) - 1/8 stream can cause problems to players aiming for a 5.2* map because they are somewhat hard to distinguish.
just map a 1/4 spam they are so rhythmical and pp-ful yas
and lots of beats are neglected or put in the slider end while many notes are put in time points where no vocals are heard. (02:36:903 - 02:35:722 - ) i don't know if that is meant to be or for patterns...
patterns:
00:21:903 (4) - combine this and the next combo with ds snap but not the 00:21:667 (3)
00:33:950 (2,3) - blanket
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion
01:13:635 (6) - https://osu.ppy.sh/ss/6921557
since this map is full of minor jumps with high speed sliders so
02:37:493 (4) - this jump is a bit unexpected as no sounds indicating. similar problems occurs at 02:35:604 (3) - 01:18:123 (3) - 01:26:627 (3) - (for this i recommend you stack 2 with 3) 01:46:470 (3) - 02:39:383 (3) - and some others. also for difficulty balance concerns.
hitsounds:
nothing to say but this part 03:35:446 (5) - 03:37:622 (4) - should be soft

beautiful map and song
rank it plz
Topic Starter
Sakurauchi Riko

Toehoe wrote:

General
  1. Your hard difficulties are very challenging at 02:12:454 and I would consider making them smoother and easier to play, especially since not in Kiai time as i said below non-kiai parts have sometimes the difficult spike. and i need a suggestion for better rhythm because i cant find an other
  2. I mentioned a lot of snapping, make sure all notes are if I miss some
Advanced
  1. 00:47:415 (1,2,3,4,5) - Do what you did here instead 00:47:415 (1,2,3,4,5) so much smoother i cant just do that because 00:46:470 (4) - is different from 00:47:887 (2) - . the sound and even the vocal is way faster at 00:47:887 (2) -
  2. 00:57:808 (3) - You map cymbal to slider every time except here so i guess 1/2 slider at 00:57:808 - ? hope so
  3. 01:13:871 (1) - I think here is fine though to follow pattern
  4. 01:53:556 (1,2,3,4,5) - I think you should copy before again like here 01:51:667 (1,2,3,4) same as above
  5. 02:03:950 (3) - Slider instead again yes
  6. 02:13:163 (2) - This section is really hard, notes aren't snapped huh they are
Hard
  1. 01:35:485 - I really don't like the blue ticks all of a sudden, don't know how to fix it though apart from ignoring guitar altogether yes but i think ignoring would sound even more weird
  2. 02:13:241 (3) - This section is ridiculously hard for this difficulty. Is that on purpose? I just don't think any player at 3-4* can pass that well i map what the song provides. kiai or chorus parts are not to be meant to be the hardest part. I actually have no other possibility how to map this part (like that it is harder than advanced) as long as you dont suggest me a new rhythm there. because i cant find any other possibility ...
Salamandra
  1. 00:14:501 (2,3) - Snap notes to left tick on 1/16, I think it sounds perfect im pretty sure they are 1/3 snap
  2. 00:58:753 (1,1) - Spacing between these two is very close but not at 00:59:226 (1,2) even though there is smaller gap here this is intentional to emphasize 00:59:226 (1) - with sudden cursor movement stop
  3. 01:14:580 (3) - 01:16:470 (4) - No repeat slider here again? reasoning at the end
  4. 01:20:643 (2,3) - Snap notes to left tick on 1/16 again same
  5. 02:13:556 (2,3,5,6) - Snap notes i map the sound at the 1/3 ticks though
  6. 02:16:233 (1) - I think the guitar here is more important and should be mapped over piano like here 02:13:163 (3) , because it gets confusing when you expect another reverse slider like before that would cause inconsistency (02:14:344 (1,2) - is consistent) which i strongly dislike
  7. 02:58:753 (1) - Spacing is not consistent with 02:57:808 (1,2,3) fixed
  8. 03:19:226 (2,3) - Snap again
  9. 03:28:753 (3) - 03:30:643 (3) - Cmon I want those repeat sliders again! i only uses reverse at spots like 03:22:966 (3) - (i had some issues with them which are fixed now, so every similar sound should be represented with that reverse)
  10. 03:33:714 (1,2,3) - Spacing if this isn't intentional from you
this's for aesthetic purposes
Thanks for mod!! much appreciation:)

nika mika wrote:

Hi! From my queue...well that was about 30 days ago or so
sorry for being sooooo late :P
as requested the salamandra diff only.
[Salamandra]
rhythm:
I don't quite understand those streams either short 1/6s (e.g. 00:47:887 (4,5) - ) or something like this 00:43:635 (1,2,3,4,5,6,7) -
some tracks (00:48:832 (3,4,5,6) - ) do use 1/6 rhythms but they are too hard to hear clearly. some of them (00:47:887 (4,5,6,7) - 00:55:210 (2,3,4,5) - )are just cases of overmapping. since you are using ar9.2 so this is still playable.. but i don't like this rhythm you implemented. also those 1/6s and this 00:43:635 (1,2,3,4,5,6,7) - 1/8 stream can cause problems to players aiming for a 5.2* map because they are somewhat hard to distinguish. 00:47:887 (4,5,6,7) - are for the vocals but as a similar sound of 00:48:832 (3,4,5,6) - appears i mapped the vocals as doubles because they represent the similar sound better than sliderhead+tail. all the 1/6's in the kiai are representing that similar sound that appears even if they are barely hearable they are still there and i see no reason not to map them if they are noticeable. furthermore it is a more exciting rhythm. why did i choose 1/6? basically 1/4 is too slow and 1/4 represents other things in the song. 1/8 are 1) too hard to hit 2) look rather overmapped. Id not consider anything overmapped in this diff because every object has a relation to the music (if the objects stands alone or in a group of a stream, either way they represent smth in the music - so it is actually there) overmapping is a very subjective thing anyway.
just map a 1/4 spam they are so rhythmical and pp-ful yas
and lots of beats are neglected or put in the slider end while many notes are put in time points where no vocals are heard. (02:36:903 - 02:35:722 - ) i don't know if that is meant to be or for patterns... because vocals are only in the kiai top priority number 1! non-kiai parts i map the simple rhythm which is the most noticeable one and even if i miss vocals or fundamental white tick beats to represent it, that is the concept of the map: in the kiai the vocal is very very strong, so i map them, in non kiai parts they are less strong, so i map the beat
patterns:
00:21:903 (4) - combine this and the next combo with ds snap but not the 00:21:667 (3) but the sounds that i represent with 00:22:021 (1,2,3,4,5,6) - starts at 00:22:021 - so it would make more sense to me to emphasize the beginning of the sounds with a DS increase
00:33:950 (2,3) - blanket dunno what to blanket there. the circle is stacked and the slider is just for whatever reason like that
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
01:13:635 (6) - https://osu.ppy.sh/ss/6921557
since this map is full of minor jumps with high speed sliders so i like yurrent more cuz aesthetic:(
02:37:493 (4) - this jump is a bit unexpected as no sounds indicating. similar problems occurs at 02:35:604 (3) - 01:18:123 (3) - 01:26:627 (3) - (for this i recommend you stack 2 with 3) 01:46:470 (3) - 02:39:383 (3) - and some others. also for difficulty balance concerns. basically the whole map is built up with slider+circle -> jump to next slider if you look carefully. I definetly need to consider this if someone says the same
hitsounds:
nothing to say but this part 03:35:446 (5) - 03:37:622 (4) - should be soft sounds better

beautiful map and song
rank it plz
Thank you for your mod <3
nika mika

Phyloukz wrote:

01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
ehhh i mean the order, with no coordinates changing just the order
Topic Starter
Sakurauchi Riko

nika mika wrote:

Phyloukz wrote:

01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
ehhh i mean the order, with no coordinates changing just the order
aayyy, i see but i think they are fine how they are tho
thanks for making me that thing clear!
vrnl
mod from q
not good at low difs so doing the extra

wow cute voice and cute bg, nice song choice /w/
fun map to play, but i feel like the spacing on these jumps throughout 01:10:092 (1,2,3) - is tough to play but thats probably because i just suck v~v

01:05:604 (1) - id do this as a 2 in the combo and make this a nc 01:05:840 (1) - since that sound is unique
01:28:045 (1,2,3) - this was awkward for me to read, i think this feels better and fits the music better
02:09:619 (2) - nc here maybeee e e
02:11:745 (1,2) - same thing here with what i said first
03:19:777 (1,2) - ^^ ((also this is just my way of doing this, u can keep it the way u like, this is just preference))
03:34:068 (2) - think this is too close, have it stack on this maybe 03:34:816 (2) - then stack this 03:34:422 (3) - on 03:36:088 (1) -
03:37:386 (2,3) - think these could be stacked on the slider instead of being off it

sry for short mod, very well made map imo : )
Topic Starter
Sakurauchi Riko

cute boy wrote:

mod from q
not good at low difs so doing the extra

wow cute voice and cute bg, nice song choice /w/
fun map to play, but i feel like the spacing on these jumps throughout 01:10:092 (1,2,3) - is tough to play but thats probably because i just suck v~v they have kind of awkward movement tho (the map itself is based on cursor movement control since it is alternate-ish) but it is still acceptable in theory

01:05:604 (1) - id do this as a 2 in the combo and make this a nc 01:05:840 (1) - since that sound is unique makes sense, changed
01:28:045 (1,2,3) - this was awkward for me to read, i think this feels better and fits the music better this is like the 5th suggestion for this part, and they were all different!!! i think i have to wait for someone really experienced looking for it....
02:09:619 (2) - nc here maybeee e e woops fixed
02:11:745 (1,2) - same thing here with what i said first
03:19:777 (1,2) - ^^ ((also this is just my way of doing this, u can keep it the way u like, this is just preference))
03:34:068 (2) - think this is too close, have it stack on this maybe 03:34:816 (2) - then stack this 03:34:422 (3) - on 03:36:088 (1) - yeaa this also doesnt fit the intensity and the strength of the sounds tho... so i made higher DS, should be fine now
03:37:386 (2,3) - think these could be stacked on the slider instead of being off it i agree with that

sry for short mod, very well made map imo : ) yayc:
thank you for your mod!! much appreciation:)
Izzywing
m4m from my q :p

nice song! very catchy

[Hard]

00:04:895 (3,4) - Maybe center 4 so its in the middle of 3? looks a bit lopsided

00:37:493 (5) - I'm finding double reverse sliders to be frustrating to read; this map is double bpm style so its like making a double reverse 1/2 slider

00:58:281 (6,1) - flow here is a but uncomfortable compared to usual

01:24:619 (5,6,1) - this rhythm is already pretty tough for a hard, and its made even more difficult by the bad flow

01:26:627 - I think this vocal should be clickable

01:28:989 (1,2) - line these up?

02:26:037 (2,3,1) - this is really hard for this level of difficulty (switching momentum in 1/4 rhythm, going from spaced to stacked like that is hard to read and play)

This diff is really good.

[Normal]

One problem I see is that normals usually have a DS of between .8 and 1.3, this way the distance between notes follows the slider velocity well. When you use DS 1.7 it's kinda jarring because the SV is low but the distance between objects is much higher. So you're constantly changing speeds on you cursor.

00:06:312 (2,3) - Blanket looks messed up here

00:08:084 (2,3,1) - make a perfect triangle out of these? 1 actually looks like its about to touch 2

00:44:580 (2,1,2) - not a fan of the flow here, I think you should angle 1 differently - http://osu.ppy.sh/ss/6954736

01:26:155 (2,3) - Haven't really mentioned this a lot but you use a lot of patterns like these where the circle following a slider doesn't follow the slider's implied flow and I'm not sure that's a good idea for this diff. At first I kinda shrugged it off as just a few but this is everywhere.

01:43:163 (2,3) - kind of hard to read this as a 3/4 gap, would just make it a 1/1 gap by making the slider start on 01:43:635 -

02:29:462 (1,2) - I'd change this pattern, the flow is pretty bad

I recommend thinking about the flow thing I talked about (implied sliderflow vs actual placement) and the slidervelocity vs Distance snap thing.

I'm super tired so I'll end mod here. Feel free to mod only a couple of diffs on my set.
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