forum

Ryu - I'm so Happy

posted
Total Posts
232
Topic Starter
tsuka
This beatmap was submitted using in-game submission on 2011年8月6日 at 12:00:08

Artist: Ryu
Title: I'm so Happy
Source: jubeat
Tags: Frank7654321 Dr_Dy Alace
BPM: 181.02
Filesize: 2219kb
Play Time: 01:34
Difficulties Available:
  1. Advanced (4.47 stars, 201 notes)
  2. Another (5 stars, 310 notes)
  3. Basic (2.91 stars, 112 notes)
  4. Extreme (5 stars, 434 notes)
  5. Taiko (4.83 stars, 690 notes)
Download: Ryu - I'm so Happy
Information: Scores/Beatmap Listing
---------------
Extreme(Another) - Done
Taiko - Frank Done
Another(Hyper) - Alace Done
Advanced(Standard) - Dr_Dy Done
Basic - Done

All Done
the source files is from s/21146

Asagiri Mai
first

edit:star F@ck you
Melancholy
wa ~ >_<
Takos
gogo~
vivicat
★ミ
:oops:
Topic Starter
tsuka
i'm so sad
rustbell
yay
Rigeru_old
H
rrtyui
GreaaaattXXDD
woodrockman
I want to create a taiko map!~ can you put it? XD
RhaiizoN
Topic Starter
tsuka

woodrockman wrote:

I want to create a taiko map!~ can you put it? XD
Sorry , one of my friend wanna make one for me /.\

thx for your stars :P
woodrockman
Ooo.. ok I understand :(

but
Because of something I created in the past, you put two Taiko map if you have thoughts, PM please~


http://cafe.naver.com/ofclove/16666 <- Videos
http://www.mediafire.com/?26magcqpu6hvdfq <- Address
lepidopodus
@^: Well, that one seems nice, though.
AisamaDX
:)
freefish
:)
bakatii
aaaaaaaaaaaaaaaaaaaa kami
Verdisphena
bom pew pew
Deye
唷,親哥~
我可耻的压难度了...
真的不算hard吧不算吧不算吧...

Download: Ryu - I'm so Happy (tsuka) [Normal+].osu
hvick225
:)
Orgol
好好难
Curisu
We're so happy!
触卡's so 鬼畜!(run
Frank7654321
ドドONE!ドドTWO!ドドドドドドド PARTY TIME!
Ra-s
:)
Mercurius
8-)
soulfear
:)
Dyi_old
僅針對Standard:

00:37:218 (1,2)可以分別與00:36:556 (3,4)重疊,00:37:881 (1)可以與後面的(2)重疊.
01:14:341 (1,1)距離貌似進了些.
rustbell
上星期蛋疼弄了个扔这了

Download: Ryu - I'm so Happy (tsuka) [Sp Style].osu
Alace
ear raping map is coming

Download: Ryu - I'm so Happy (tsuka) [Hyper].osu
loveFantasy
introduced by Alace.

  1. add a approachcircle
  2. force white sliderborder plz
star, dont kds
Muya
:)
Suzully
So Happy<3
MisakaMikoto
happy happy
DarkRingSystem
8-)
神马叫mod 149?
_Kiva
tsuka nesan~~~~~~~~
y u c a
(・∀・)ノ
Shiro
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
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.
  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.
  3. 00:16:005 (1,1) - I find these two spinners really short for the easiest diff of the mapset.
  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.
  5. 00:37:550 (1) - Very short spinner for the easiest diff of the mapset.
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.
  3. 00:58:763 (5) - You have to use at least tick rate 1 for this slowdown to be readable.
  4. 00:59:757 (1,2) - The very harsh anti-jumps surprised me here as well.
  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. :/
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 ? :/
  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) ?
Another
  1. 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...
  4. 01:12:518 (1,2,3) - I wasn't expecting anti-jumps here at all... Maybe space them a bit more ?
  5. 01:31:826 (4,1,4,1,4,1) - Confusing jumps...

About the slider speed changes without tick rate, I'm pretty sure it's unrankable. So...
Taiko
This very frankly looks terribly random to me. The stream, don and kat placement just feels weird and is counter-intuitive. :/
ignorethis
just leaving my comments here :P

Just checked out Another and I have to say that although your mod seems reasonable, it makes the map less fun to play (and I bet the mapper would reject your mod totally) mainly because your mod makes the map too straightforward. And I'm actually fine with what you've indicated in your mod post - including the small jumps and sliders with varying velocities, removing them would change this map into another plain and straightforward map that we have way too many these days. :o
Shiro
Yes, I understand. I'm not forcing tsuka to change his diff or anything - as I said in my post, they are only suggestions, however harsh or bold or anything the text might be. ;~;
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
show more
Please sign in to reply.

New reply