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Ryu - I'm so Happy

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Topic Starter
tsuka

Odaril wrote:

Please reply to this mod saying what you didn't fix (and what you did) and why. Remember these are all suggestions.
Also, if you have any question, feel free to ask me in-game :)

General
  1. You need to add an approach circle in your folder to complete the set. An approach circle that looks like the circle overlay would be nice imo =p
i'll think about it thx

Normal
  1. I can't explain why, but this diff played really weird the first time I tried it (played fine the few other times). Also, it's not much beginner-friendly. There are too many 1/2s to my taste, especially at such high BPM, and most of them are arrange in patterns that aren't so easy to hit for new players.
    yes , but as you said ,it's base on high BPM song , i just keeping it less fun with lower stars the same time as i could
  2. 00:12:525 (2,3) - I think it would play better to use a slider here. It's the first time a 1/2 beat has appeared in the map, and having it stacked at high BPM might prove really difficult to play. A slider would at least give the rhythm to follow.
    fixed
  3. 00:16:005 (1,1) - I find these two spinners really short for the easiest diff of the mapset.
    there are only spinners in the time , i think that not be carrying a warning though its a bit hard
  4. 00:26:612 (1) - This note appears too soon after the spinner - at such high BPM, new players wouldn't have time to readjust their aim and catch a note that is so far from the center of the screen.
    yep , but its a slider , more easier to carry ,isn't it?
  5. 00:37:550 (1) - Very short spinner for the easiest diff of the mapset.
fixed

Standard
  1. There are many unexpected slow downs in this diff, and there's no slider tick rate to be able to read them. They actually are confusing and make the rhythms used unclear.
  2. 00:23:960 (4,5) - Very confusing spacing. I wasn't expecting such an anti-jump here at all... Keeping an anti-jump is fine, but don't make it so big.
    fixed
  3. 00:58:763 (5) - You have to use at least tick rate 1 for this slowdown to be readable.
    the background music being slowing down in the time ..i think its not be so bad to get combo?
  4. 00:59:757 (1,2) - The very harsh anti-jumps surprised me here as well.
    thats a surprise :D
  5. 01:03:735 (1,2,3,4) - Same.
  6. 01:12:518 - From this point, none of the slowdowns are readable. You need to set the tick rate high enough for them to be readable. And I honestly think they don't play well at all. :/
yup , those half speed sliders are needless ~ fixed them all

Hyper
  1. It's optional as they play fine on reaction, but I think you should set tick rate 1 for the slider speed changes to be readable.
  2. 00:01:753 (1) - Why is there a new combo here ? :/
    its a guest difficult , i guess the mapper set new combo by the background voice , one = 1 , two = 2 。
  3. 00:54:123 (7) - I didn't see this note at all while testplaying. That might be because of the combo colour, and the fact the note is hidden under a slider... How about placing the other side of (5,6) ?

thats a beautiful and fun pattern , i respect the mapper ,decide to keeping it . and that's readable imo.


Another
  1. [b]You need to set a higher tick rate so that the slider speed changes are readable.
  2. 00:01:421 (1,2) - I would never have thought this slider could be fast right at the beginning of the song. It really doesn't help for the speed of the other sliders.
  3. 00:02:996 (4,1) - Confusing jump. The spacing looks like the distance between those is 1/2...[/b]
    its at opening of the song ,and playing and listening the music rhythm , doo-doom one doo-doom two ~ you will not feeling thats confused
    what'more , the difficult on AR 8 ~

  4. 01:12:518 (1,2,3) - I wasn't expecting anti-jumps here at all... Maybe space them a bit more ?
    its not anti-jumps...and in fact i didn't know i make that pattern by anti - jumps ,
    and there are two sliders-steams pattern before it showed that it's a speed-up distance parts
  5. 01:31:826 (4,1,4,1,4,1) - Confusing jumps...

fixed i made those patterns more closed with each others


About the slider speed changes without tick rate, I'm pretty sure it's unrankable. So...
the slider will be more hard to catch if I set the higher tick rate and it will being ugly and noisy more
besides , i wanna keeping them all on the moment

Taiko
This very frankly looks terribly random to me. The stream, don and kat placement just feels weird and is counter-intuitive. :/
i respect of the mapper , so let him decide what to do, it's for the top taiko players imo~
maybe its not a good taiko diffi ,but it's sure not unrankable i guess...though i don't play taiko……


thx for your modding
xsrsbsns
Very nice :)
DeeN
clap your hand!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

shoot my stat~
Topic Starter
tsuka
哥哥你STAR都打错了
soulfear
1/4的連打跳實在太2 感覺沒意義 弱比感覺不到FEEL啊 打不了
hinoken
I think this beatmap is good!
Lizbeth
Another
00:37:550 (1) - this spinner only get 1000 bonus with auto, shouldn't be less than 2000 ;_;

aside from that, all good for me, excellent map ><~~
Topic Starter
tsuka

Lizbeth wrote:

Another
00:37:550 (1) - this spinner only get 1000 bonus with auto, shouldn't be less than 2000 ;_;

aside from that, all good for me, excellent map ><~~
fixed ty~!
Lizbeth
ok~~
rrtyui
gogo :)
jericho2442
you Must have an approach circle in your folder, this is a Must

.....gonna have to Design mod this

Normal
00:16:005 (1,1,1,1) - spinner spam, i extremely advise you to change this, this is a very bad idea in a normal diff
00:42:356 (3,4,1) - the timing on this part plays bad, it go's against the rhythm of the map you have been creating and feels odd for a normal diff, the timing to suit should be abit more like this, because atm it feels like its just being forced so its more tricky to play

00:54:454 (1,2) - identical to your 1/1 spacing yet this is double the timing, it also does not feel good as an anti jump, infact it kinda feels like broken spacing again forced for difficulty and i cant understand why you would try to force difficulty on a Normal diff

Standard

00:58:763 (5) - this slowdown slider is totally blind with no visible way of knowing it is a slowdown, please remove this slowdown
01:18:982 (3,4,5) - .......uh spacing, same timing on all of these yet (4,5) have a completely different spacing, again this dont feel like a jump and its just totally confusing to play tbh, it also feels out of place in your current patterns for the map
01:32:571 (4,1) - spacing needs to be closer
01:33:897 (1) - why a slowdown slider here?

Hyper
00:01:753 (1) - pointless new combo tbh, need the new combo removing
01:08:707 (4,1) - should have the same spacing as the notes before
(suggestion) 01:10:364 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i see what you did with the increase and decrease in spacing here, problem is its not really noticed much and just kinda looks ugly

Another
00:02:747 (1,2,3,4,1,2,3,4,1) - the stream jumps here played really bad, they was totally unexpected
(suggestion) 00:15:342 (1) - really did not like this slowdown slider, due to the patterns before it was totally unexpected
00:34:567 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - again these stream jumps played extremely bad, but they are acceptable i guess >_>
00:44:179 (3,4) - the 4 is waaay too blind to notice because of the note before it, this really really needs moving so it is more visible
00:46:831 (3,4) - same
01:12:518 (1,2,3) - this antijump seems pointless?
01:16:827 (4,1) - spacing needs to be closer so it follows the other time you use this pattern and so it dont make 01:19:479 (4,1) totally unreadable due to having almost the same spacing and pattern, yet totally different timing
01:22:131 (4,1) - same
01:24:865 (6) - same
01:31:080 (6,1) - the jumps like this might be abit tooo much tbh, they are not expected at all and break the flow

---------------------
well i apologize if the mod is abit keen, but once i started checking it, a lot stuff i found needed abit of improving ;)

anyway best of luck
Topic Starter
tsuka

jericho2442 wrote:

you Must have an approach circle in your folder, this is a Must

.....gonna have to Design mod this

Normal
00:16:005 (1,1,1,1) - spinner spam, i extremely advise you to change this, this is a very bad idea in a normal diff
00:42:356 (3,4,1) - the timing on this part plays bad, it go's against the rhythm of the map you have been creating and feels odd for a normal diff, the timing to suit should be abit more like this, because atm it feels like its just being forced so its more tricky to play

00:54:454 (1,2) - identical to your 1/1 spacing yet this is double the timing, it also does not feel good as an anti jump, infact it kinda feels like broken spacing again forced for difficulty and i cant understand why you would try to force difficulty on a Normal diff
fixed
Standard

00:58:763 (5) - this slowdown slider is totally blind with no visible way of knowing it is a slowdown, please remove this slowdown
01:18:982 (3,4,5) - .......uh spacing, same timing on all of these yet (4,5) have a completely different spacing, again this dont feel like a jump and its just totally confusing to play tbh, it also feels out of place in your current patterns for the map
01:32:571 (4,1) - spacing needs to be closer
01:33:897 (1) - why a slowdown slider here? fixed

Hyper
00:01:753 (1) - pointless new combo tbh, need the new combo removing
01:08:707 (4,1) - should have the same spacing as the notes before
(suggestion) 01:10:364 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i see what you did with the increase and decrease in spacing here, problem is its not really noticed much and just kinda looks ugly

Another
00:02:747 (1,2,3,4,1,2,3,4,1) - the stream jumps here played really bad, they was totally unexpected
(suggestion) 00:15:342 (1) - really did not like this slowdown slider, due to the patterns before it was totally unexpected
00:34:567 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - again these stream jumps played extremely bad, but they are acceptable i guess >_>
00:44:179 (3,4) - the 4 is waaay too blind to notice because of the note before it, this really really needs moving so it is more visible
00:46:831 (3,4) - same
01:12:518 (1,2,3) - this antijump seems pointless?
01:16:827 (4,1) - spacing needs to be closer so it follows the other time you use this pattern and so it dont make 01:19:479 (4,1) totally unreadable due to having almost the same spacing and pattern, yet totally different timing
01:22:131 (4,1) - same
01:24:865 (6) - same
01:31:080 (6,1) - the jumps like this might be abit tooo much tbh, they are not expected at all and break the flow

---------------------
well i apologize if the mod is abit keen, but once i started checking it, a lot stuff i found needed abit of improving ;)

anyway best of luck
others i wanna save it , about the reasons you could take a look at this
hoping you can understand it
thx
Explosive
卧槽好爽
Alace
oh reply about my diff
i won`t change those stuffs because the new combo fits the music one two
kiddly
gdeath
~~
go3001
Awesome map. Star
Yumeko Yuki
我巨爽~~~~~~~~ :o :o
NatsumeRin

Yumeko Yuki wrote:

我巨爽~~~~~~~~ :o :o
Edit:不对啊这,触卡傻逼.00:10:702 (1,2,1,2) - 这一坨一类的不是1/3吗.
Topic Starter
tsuka

NatsumeRin wrote:

Yumeko Yuki wrote:

我巨爽~~~~~~~~ :o :o
Edit:不对啊这,触卡傻逼.00:10:702 (1,2,1,2) - 这一坨一类的不是1/3吗.
还真是
intermu
忘記給星

PARTY TIME
Gottwald
:P
Shana
It's cool , isn't it?

brobot_old
:)
Lisa
(・∀・)
intermu

Shana wrote:

It's cool , isn't it?

[attachment=0:9f713]2.PNG[/attachment:9f713]
+1 bro

Tsubaki_old
tsuka sama>.<
Lesjuh
Disable countdown on all difficulties!
I suggest making the kiai time the same on all difficulties.

Hyper
01:10:364 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - <333

Another
00:09:045 (5,6,7) - Make these 1/4, the drums are on a 1/4 beat too.

That's all I found worth mentioning. Fix it and I'll bubble! (I'll be on my way to Germany tomorrow though. I might not be able to recheck in a few days or possibly as long as I'm out of my country, two weeks.)
Topic Starter
tsuka

Lesjuh wrote:

Disable countdown on all difficulties! fixed
I suggest making the kiai time the same on all difficulties.

Hyper
01:10:364 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - <333

Another
00:09:045 (5,6,7) - Make these 1/4, the drums are on a 1/4 beat too. fixed

That's all I found worth mentioning. Fix it and I'll bubble! (I'll be on my way to Germany tomorrow though. I might not be able to recheck in a few days or possibly as long as I'm out of my country, two weeks.)
thx ~
Takuma
once you get a bubble i'd be more than happy to rank this for you
Topic Starter
tsuka
changed diffi's name

Another ->Extreme
Hyper ->Another
Standard ->Advanced
Normal -> Basic
Alace
觸卡老爺,我的善良難度又被你變成Another了,我傷心到哭成了個淚人兒 Q.Q
能不能請你大爺行行好幫我的diff HD+3 OD+1


靠腰為什麼post個東西還要打40字元!!!
Lesjuh
Extreme
00:37:467 (1) - Autoplay must at least score 2000 bonuspoints on a spinner.

))):

Bubbled!

(((:
Shiirn
Lesjuh....

bpm is not181.02, timing is slightly early by the end. it is 181.


General
why are you using tick rate 0.5 when you only have one or two sliders that are long enough to have ticks, and when they are, they sound awkward as fuck? like 00:25:286 (6) - in advanced. 1 tick rate sounds fine for the longer sliders in extreme, if they're that irritating you can lower their volume (but not silence)

Extreme
overmapped in some bits, undermapped in others
00:37:467 (1) - wouldn't it make sense to start the spinner on the kiai and the vocals?
00:41:030 (4,2) - stack
01:09:038 (1) - way further than the rest?

another
00:27:938 (7) - newcombo?
00:30:589 (7) - ^
01:01:083 (7) - ^
01:03:735 (7) - ^

advanced
raise ar 1?
00:25:286 (6) - this is that awkward-on-0.5 slider.

Basic
spinners do not make up for lazy mapping
this also has 1.00 ticks which, astonishingly, works pretty well. GO FIGURE AYE?

this difficulty makes no sense, it's specifically made to have low stars and doesn't even try to follow the music
Topic Starter
tsuka

Shiirn wrote:

Lesjuh....

bpm is not181.02, timing is slightly early by the end. it is 181.


General
why are you using tick rate 0.5 when you only have one or two sliders that are long enough to have ticks, and when they are, they sound awkward as fuck? like 00:25:286 (6) - in advanced. 1 tick rate sounds fine for the longer sliders in extreme, if they're that irritating you can lower their volume (but not silence)

Extreme
overmapped in some bits, undermapped in others
00:37:467 (1) - wouldn't it make sense to start the spinner on the kiai and the vocals?
00:41:030 (4,2) - stack
01:09:038 (1) - way further than the rest?

another
00:27:938 (7) - newcombo?
00:30:589 (7) - ^
01:01:083 (7) - ^
01:03:735 (7) - ^

advanced
raise ar 1?
00:25:286 (6) - this is that awkward-on-0.5 slider.

Basic
spinners do not make up for lazy mapping
this also has 1.00 ticks which, astonishingly, works pretty well. GO FIGURE AYE?

this difficulty makes no sense, it's specifically made to have low stars and doesn't even try to follow the music
its sure 181.02bpm by wavetone

and Alace & stat's results
James2250
-I agree with Shiirn, on the sliders it does effect tick rate 1 sounds better on every difficulty than 0.5
-Not 100% sure on the BPM statement as it doesn't sound too bad to me , but double check it
-Kiai should be consistent at least on all of your difficulties

Basic:
-Not the most beginner friendly difficulty, it would help if you try using the largest circle size instead
00:16:005 (1,1,1,1) - beginners often have trouble with spinners so not a good idea to have so many in a row (also isn't too creative)
00:35:893 (1) - might confuse some beginners but up to you

Advanced:
-HP 0/ OD 1/ AR 5 doesn't really fit as balanced difficulty settings...(and looks bad when compared to Another)
00:16:005 (1,2,3,4) - big gaps don't fit for this type of difficulty when everything else is close together
00:17:331 (1,1,2,3,1,1,1,1,1,1,2) - the HP goes down pretty far with this calm part

Extreme:
-Same HP problem with the slow parts but I guess not much you can do about that
-I am ok with AR 9 but I wouldn't suggest to have both AR/OD 9
01:07:712 (1,2,3,4,5,6,7,8) - kind of pushing it imo
01:30:251 (1,2,3,4,5,6) - ^
Shiirn
>bpm using programs
(ノಠ益ಠ)ノ彡┻━┻
Topic Starter
tsuka

Shiirn wrote:

>bpm using programs
(ノಠ益ಠ)ノ彡┻━┻
no ,We using programs and Brains and Hands
it's obivious you never use it right?
Shiirn
bpm is fine in the end since only notes at the end are 5-6ms off, but at that point you might as well throw off the .02. Hurp.
rustbell

Shiirn wrote:

bpm is fine in the end since only notes at the end are 5-6ms off, but at that point you might as well throw off the .02. Hurp.

lol does your osu being like this



I mean a normal PLAYER will not edit a map just for looking BPM decimals and troll about that
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