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posted
This beatmap was submitted using in-game submission on terça-feira, 8 de agosto de 2017 at 18:59:07

Artist: Nogizaka Haruka & Mika
Title: Jingle Bells
Source: 乃木坂春香の秘密ぴゃあれっつぁ♪
Tags: Snow Christmas Xmas White Santa no Himitsu: Purezza 後藤麻衣 能登麻美子 後藤麻衣 Noto Mamiko x Gotou Mai x-mas
BPM: 102
Filesize: 2312kb
Play Time: 01:07
Difficulties Available:
  1. Easy (1,27 stars, 56 notes)
  2. Hard (2,4 stars, 135 notes)
  3. Normal (1,58 stars, 78 notes)


Download: Nogizaka Haruka & Mika - Jingle Bells
Information: Scores/Beatmap Listing
---------------
#9

A simple mapset for christmas :3
posted
Sekai Sekaii Sekai-Nyan in tags? owo
posted
Quick NM from Christmas Q

[General]
Looking good.

[Easy]
00:09:980 (3) - You should use an NC, since this is when the vocals come in
00:32:921 (1) - Since this is an Easy difficulty, you should remove this note to give more recovery time after the spinner.

[Normal]
00:22:039 - Add a note here.
00:25:568 - ^
00:49:392 (1) - Since this is the start of the chorus you'll want to put more emphasis on the downbeat. Try this:

00:57:333 - Add a note here

[Hard]
Nothing to say here.

That's all from me. GL! :)
posted

Annika Flina wrote:

Quick NM from Christmas Q

[Easy]
00:32:921 (1) - Since this is an Easy difficulty, you should remove this note to give more recovery time after the spinner. It is nice like that due to the BPM, which is pretty low.

[Normal]
00:22:039 - Add a note here. Why? It is a normal, I like to leave those gaps, it is on purpose. Same for the other parts.
00:25:568 - ^
00:57:333 - Add a note here

That's all from me. GL! :)


Thanks for the mod <3

No reply = fixed
posted
dinguruberu
13:08 *Marianna is editing [http://osu.ppy.sh/b/1120522 Noto Mamiko x Gotou Mai - Jingle Bells [Easy]]
13:08 Marianna: Odiei refaz
13:08 Marianna: siajdbsiugbiugbs q horor
13:09 MkGuh: tá
13:09 MkGuh: essa diff ficou ruim00:15:863 (2,3) - isso
13:09 MkGuh: ficou horrivel
13:09 Marianna: 00:38:216 (3,4) - Podia melhorrar o blanke aqui
13:09 MkGuh: mas n sei o q fazer
13:09 Marianna: 00:17:039 (3) - Realmente viu
13:10 MkGuh: FAZ PRA MIM <#
13:10 MkGuh: q morra esse blanket ai
13:10 MkGuh: fixed blanket thanks
13:10 Marianna: 00:49:980 (1,2,3) - Muito reto me deu sede
13:10 Marianna: cede
13:10 Marianna: ai tanto faz
13:11 MkGuh: 00:45:274 (1,2,3) - olha aqui então
13:11 Marianna: 00:17:039 (3) - Deixa isso 1/1 00:18:216 - Circle aqui é ta pronto o sorvetinho
13:11 Marianna: 00:45:274 (1,2,3,1,2,3) - uau q reta vc
13:12 Marianna: ok, agora o normal
13:12 Marianna: aconselho refazer o easy, ta horrivel ;*
13:12 *Marianna is editing [http://osu.ppy.sh/b/1120523 Noto Mamiko x Gotou Mai - Jingle Bells [Normal]]
13:12 Marianna: 00:13:510 - só aqui tem 1/4 no mapa todo ai ai
13:13 MkGuh: ai brigada isso significa mt
13:13 Marianna: ah n tem mais
13:13 MkGuh: sorvetinho
13:13 Marianna: 00:22:921 (5) - Sem brincadeira, isso é meio ruim pq vc pegou um som que não da pra ouvir mt aaa
13:13 Marianna: mas deixa assim
13:13 Marianna: ta bonito e é isso que importa
13:15 Marianna: 00:49:392 (8,1) - A transição entre esse circle e esse slider não está muito boa, aconselho mudar toda a diff só pra deixar isso do jeito que eu quero,sendo que não vai mudar nada pra ninguem
13:15 Marianna: E isso é unrankeable
13:15 MkGuh: KKKKKKKKKKKKKKKKKKKKKKK
13:15 *Marianna is editing [http://osu.ppy.sh/b/1129926 Noto Mamiko x Gotou Mai - Jingle Bells [Hard]]
13:17 Marianna: 01:02:774 (4) - Isso ficou meio sem sentido, ficaria melhor um aqui 01:03:363 -
13:17 Marianna: Só isso
13:17 Marianna: Uma dica
13:17 MkGuh: chupo
13:17 Marianna: Da proxima vez
13:17 Marianna: Pede pra cantora cantar diferente
13:17 Marianna: ;*
13:17 MkGuh: cala a boca
13:18 MkGuh: to seguindo as vocals
13:18 MkGuh: vj
13:18 MkGuh: bj
posted
BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
  1. O hitsounding é um pouco monótono, consistindo basicamente de whistle 1/1 durante todo o mapa, com excessão do kiai, o que não ajuda muito. Eu recomendaria rever o mesmo e diversificar o uso dos samplesets, alternando entre drums, normal e soft para deixar o mapa mais dinamico e menos monótono.


[Easy]
  1. Não pude encontrar uma consistencia entre os sliders 1/2 na parte anterior ao kiai, o que não conduz a um problema, mas ainda sim é uma questão a se pensar, porque a escolha de ritmo 1/2 em alguns lugares e 1/2 - 2/1 em outros? 1/2 é um ritmo bastante complexo para iniciantes então é melhor tomar cuidado e utiliza-lo apenas aonde a música suporta com claresa. Para ser mais específico eu estou falando do porque da escolha do ritmo 00:24:098 (1,2,3) - 2/1 aqui, invés do 1/2 utilizado numa parte similar anterior: 00:14:686 (1,2) - .

    Não há problemas graves no mapa, mas eu gostaria de resaltar a "aleatoridade" de alguns ritmos (como mencionado antes), existe uma grande inconsistencia de ritmos e patterns, onde ambos andam dessincronizados durante o mapa inteiro. Um determinado ritmo é seguido de varias maneiras diferentes, maneiras cuja ênfase é dada diferentemente, algumas aplicando mais ênfase no downbeat, outras no offbeat, isso tudo num mesmo ritmo, e para uma dificuldade tão fácil como essa, acho que o recomendado seria seguir os ritmos com patterns iguais, para não confundir o jogador.


[Normal]
  1. O maior problema dessa dificuldade é a densidade de objetos, pois no Easy se utilizava sempre 1/1 de gap entre os objetos, aqui a gap é praticamente sempre 1/2, o que é uma mudança muito abrupta de um Easy para um Normal, por exemplo: sections como 00:12:333 (3,4,5,1,2,3,4,1,2,3) - 00:51:157 (2,3,4,5,1,2,3,4,5) - 01:05:274 (2,3,4,5,6) - abusam do ritmo 1/2, configurando uma dificuldade muito acima do Easy, mesmo que a star rating diga o contrário. O recomendado aqui seria diminuir um pouco do spacing (o suficiente para os objetos 1/2 não se tocarem, ou sim, não é um problema na verdade), e diminuir a complexidade dos ritmos 1/2.
  2. 00:59:392 (1,2) - Blanket deformado.

    Nada a dizer, boa dificuldade, apenas procure resolver o que está em negrito.


[Hard]
  1. 00:13:510 (3) - Um ritmo como esse funcionaria bem melhor nessas ocasiões onde você utiliza essa pattern. Ou até mesmo essa pattern: 00:22:333 (2,3,4,5,6) - .
  2. 01:02:921 (5,6,7) - Você pode até seguir outro ritmo, mas não é recomendado, pois através do undermapping você perde os beats mais importantes dessa parte da música, e o player acaba tendo que clicar nas partes quases inaudíveis da música (se comparadas ao ritmo que você não mapeou). Isso acontece algumas outras vezes, não se esqueça.

    Ritmo um pouco precário em algumas partes, mas mencionado acima.


[Mako's Insane]
  1. 00:08:804 (1) - A 1/4 kick slider would work better here, since there's a sound on the blue tick.
  2. 00:26:451 (1) - I think this slider deserves more emphasis, the drums are kinda strong there, so I don't think using DS is actually good there. Happens here too 01:06:451 (1) - .

    Nice difficulty, I just miss having more emphasis to some beats, I think the BPM allows to do that, since the song is very slow, having some higher jumps to enhance some beats wouldn't be a problem I guess.


Boa sorte.
posted

Lumael wrote:

BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[Normal]
  1. O maior problema dessa dificuldade é a densidade de objetos, pois no Easy se utilizava sempre 1/1 de gap entre os objetos, aqui a gap é praticamente sempre 1/2, o que é uma mudança muito abrupta de um Easy para um Normal, por exemplo: sections como 00:12:333 (3,4,5,1,2,3,4,1,2,3) - 00:51:157 (2,3,4,5,1,2,3,4,5) - 01:05:274 (2,3,4,5,6) - abusam do ritmo 1/2, configurando uma dificuldade muito acima do Easy, mesmo que a star rating diga o contrário. O recomendado aqui seria diminuir um pouco do spacing (o suficiente para os objetos 1/2 não se tocarem, ou sim, não é um problema na verdade), e diminuir a complexidade dos ritmos 1/2. BPM is low, it supports rhythm like that in a Normal, otherwise it gets too slow, also, Easy has 1/2 reversed sliders already. Changed CS to 3 anyways.

    Nada a dizer, boa dificuldade, apenas procure resolver o que está em negrito.


[Hard]
  1. 00:13:510 (3) - Um ritmo como esse funcionaria bem melhor nessas ocasiões onde você utiliza essa pattern. Ou até mesmo essa pattern: 00:22:333 (2,3,4,5,6) - . Why?
  2. 01:02:921 (5,6,7) - Você pode até seguir outro ritmo, mas não é recomendado, pois através do undermapping você perde os beats mais importantes dessa parte da música, e o player acaba tendo que clicar nas partes quases inaudíveis da música (se comparadas ao ritmo que você não mapeou). Isso acontece algumas outras vezes, não se esqueça. WHat am I supposed to follow there then?

    Ritmo um pouco precário em algumas partes, mas mencionado acima.


Boa sorte.


Thanks for modding \:3
Not replied = fixed
posted


What I checked in your mapset
Each point from the list below will have a check mark next to it (✓/ ✕/ ✫). This will tell you whether I checked that point or not.
✓= I checked this point and everything is okay.
✕= I didn't check this point because I think it doesn't need checking.
✫= I checked this point but something needs fixing (explained in the mod)

osu!wiki Modding page
osu!wiki Ranking Criteria page
NEW: BNG Rules & Information


📖 General 📖
✓ Mapset difficulty spread (Easy, Normal, Hard, Insane)
> SR and gameplay gap between difficulties
> Difficulty settings if noticeably wrong chosen
> Difficulty level naming

✫ Map design
> Background (Does the image relate to the song?)
> Combo colours (Do they match the BG?)
> Skin (missing elements and resolution checks)
> SB (if available - osb. files, SB load, coding, epilepsy warning if flashy) or video (NSFW?)

✫ Metadata & Beatmap folder
> Resolution of images (1024x768 / 800x600 pixels for 4:3, 1920x1200 / 1366x768 / 852x480 pixels for 16:9)
> Preview point
> mp3 (length must be min 30 sec drain time, bit rate, quality)
> Hitsounds (wav. format, length min. 100ms, quality,...)
> Multiple files (osb., hitsounds, images,...)
> Source of the song (unless it's a song I can't find anything about)
> Tags

🕗 Timing 🕗
✓ KIAI time and breaks
✓ Timing changes
✓ BPM & Offset

🎧 Sound 🎧
✓ Hitsounds (Do they match the song?)
✕ Hitsound patterns
✓ Hitsound volume (Timing points)
✓ Rhythm of hit objects (Do they match the song?)

🖰 Object Gameplay 🖰
✫ Reasonable spacing and patterns, spacing inconsistencies, Jumps, Anti-Jumps, special patterns, rhythmical supported spacing and jumps
✫ Flow and transition
✓ Overmapping, SV changes
✓ Other Issues
> Interface overlaps
> Hidden objects that are hard to read due to coverage (overlaps)
> Stacking
> Unsnapped objects
> Spinner (4 beats - Easy, 2 beats - Normal)

👀 Visual Gameplay 👀
✫ Combo patterns, new combos for special cases (SV change, jumps that are hard to read)
✓ Readability of objects
✓ Blankets, symmetry
✓ Variety of patterns


Icon Legend
[]
  1. Includes a suggestion / Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:


Abbreviation Legend
[]

Abbreviation Legend
Difficulty Settings:

HP bar - Health Points bar
CS - Circle Size
AR - Approach Rate
OD - Overall Difficulty
SL - Stack Leniency

SV - Slider Velocity
SM - Slider Multiplier
STR - Slider Tick Rate

DS - Distance Spacing
BSD - Beat Snap Divisor

Design:
CC - Combo Colour (e.g. CC1, CC2, CC3,...)
BG - Background

Other:
ApC - Approach Circle
CP - Combo Pattern
SR - Star Rating


General
[]

  1. Image dimension is 1366 x 997. Adjust to 1366x768. Also this looks really unappealing and unprofessional http://puu.sh/soUD2/c5938330e5.jpg Maybe you can edit it out or find another BG without such a stamp in it? A side note: konachan.com is not a site you should be getting your BG images from. They often contain sexual content which is not suitable for osu including posing. Choose your images from there very carefully. Any kind of nudity, lack of clothing or sexual references should be avoided.
  2. "soft-hitwhistle.wav" is an unused hitsound and "soft-hitclap.wav" has a delay that needs fixing.
  3. Your CCs are also not quite matching the BG. I also would love more christmasy colours like pure red, green and gold. After 10 minutes of toying around, trying to find matching CCs with your BG, here are my recommendations - they match the colours of the BG perfectly and complement the many pinkish colours:
    [Colours]
    Combo1 : 70,180,60
    Combo2 : 220,180,90
    Combo3 : 200,50,60


Easy
[]


  • Appearance, Flow & Transition:
  1. 00:54:098 (4) - I get that you want to mirror this circle with 00:51:157 (2) - but it kinda ruins the flow and transition between 00:52:333 (3,4,1) - a bit. This would be better: http://puu.sh/soUuM/d19f142f95.jpg

    Other Issues:
  2. 00:22:921 (4) - Is really close to offscreen. It's still fine but just mentioning it.


Normal
[]


  • Appearance, Flow & Transition:
  1. 00:54:686 (1,2) - More curvier flow would work better here for transition between the straight and curved sliders. http://puu.sh/soUfI/f0b7b2914e.jpg


Hard
[]


  • Appearance, Flow & Transition:
  1. 00:10:863 (3) - Stack with sliderstart of 00:11:157 (4) - to make transition better and more fluent gameplay. It will also suit more musically. Same 00:20:274 (3,4) -
  2. 00:17:627 (3) - Move to the top instead to create an up and down movement that suits the vocal more. It will also add more visual interest to gameplay. http://puu.sh/soT15/152cebfae9.jpg

    Rhythm & Pattern:
  3. 00:31:157 - Would be mapped more accurate to the music if you'd started mapping the next verse from here. Shorten the spinner to 00:30:568 - Another 1/2 slider at 00:31:157 - would fix this easily.

    Spacing:
  4. Your jumps' DS differs a lot. The elements are mapped musically the same, so it would only be reasonable to have consistent spacing for those as well. 00:09:980 (1) - 1,75 00:12:333 (1) - 1,53 00:14:686 (1) - 1,56 00:21:745 (1) - 2,00 00:24:098 (1) - 1,67 00:26:451 (1) - 1,89 00:54:686 (1) - 1,66 01:01:157 (5) - 1,72 01:04:098 (1) - 1,62 01:06:451 (1) - 1,83

    My recommendations:
    - 1,8 or 1,9 01:06:451 (1) - 00:26:451 (1) - strong emphasis
    - 1,7 for 00:09:980 (1) - 00:26:451 (1) - as they are concluding elements of measures or downbeats.
    - 1,6 for 00:14:686 (1) - 00:24:098 (1) - 00:54:686 (1) - are the same (all have jumps except this one 01:01:157 (5,1) - why? Use http://puu.sh/soSOH/f481ea8be6.jpg )
    - 1,5 for 00:12:333 (1) - and 00:21:745 (1) - are the same vocal wise so the spacing should be too.

  5. 00:16:451 (4) - Jump doesn't musically suit much at this point. 00:15:863 (3,4) - should have same spacing. Vocals are descending too. Jumps feels therefore not appropriate. (For reference: 00:13:510 (3,4) - drums 00:12:333 (1) - vocal) Same 00:54:686 (1,2) - 01:00:568 (4,5) - doesn't musically fit or express anything that's important. In fact on this pattern 00:54:686 (1,2) - 01:00:568 (4,5) - the vocals are identical.


Mako's Hard
[]


  • Appearance, Flow & Transition:
  1. 00:12:333 (1,2,3,4) - Following your previous pattern's Z movement, it would be better for transition to have 00:13:804 (6,7) - continue this Z movement / flow. http://puu.sh/soRyn/a76a48d694.jpg simply reverse them like so, it will make transition and flow better. Here too 01:02:921 (5,6,7,8,9) - http://puu.sh/soRKk/0409af9afd.jpg

    Rhythm & Pattern:
  2. 00:17:480 - 00:18:068 - Missed out a drum sound here. Why not add another circle or remove 00:17:627 (2) - and add a 1/4 slider instead to cover 00:17:480 - and 00:17:627 - . Or maybe even http://puu.sh/soR67/8aace2e8ba.jpg Same 00:57:039 (1,2,3,4) -
  3. 00:26:892 - 01:07:480 - Another drum sound that should be mapped imo for transitional purpose between the two sliders and to cover the drum.
  4. 00:48:510 (4,5,6) - Drums are important here too. Why not make this instead? http://puu.sh/soRgM/145aea81b4.jpg
  5. 00:27:627 (1) - 01:07:627 (1) - Shorten this by 1/4 and add a circle at 01:08:216 - instead to cover the important drum (and to conclude the map better on the last one.)

    Combo Pattern:
  6. 00:08:216 (1,1) - Remove NCs. 00:07:627 (1,1,1,2,3,4) - Is played as one pattern.


Overall
[]

  1. Cute mapset c: Flow's pretty good.


Please include the code below in your mod reply and use the free space to give me additional feedback about my mod. (How you liked it, your thoughts about my mod, what I could do better, what I could include or exclude, anything that I should look into with more detail ... ). It will help me to improve my future mods. Any constructive feedback is appreciated. Thanks :)
[u]Additional Feedback[/u]

[img]https://osu.ppy.sh/forum/images/icons/misc/heart.gif[/img] [color=#00BF00]What I liked:[/color]
[img]https://osu.ppy.sh/forum/images/icons/misc/heartpop.gif[/img] [color=#FF0000]What I disliked:[/color]
[img]https://osu.ppy.sh/forum/images/icons/misc/thinking.gif[/img] What you could improve:
posted

BounceBabe wrote:



Easy
[]


  • Appearance, Flow & Transition:
  1. 00:54:098 (4) - I get that you want to mirror this circle with 00:51:157 (2) - but it kinda ruins the flow and transition between 00:52:333 (3,4,1) - a bit. This would be better: http://puu.sh/soUuM/d19f142f95.jpg i don't think the transition it is bad, I like my flow more than yours so I am keeping it.


Hard
[]


  • Appearance, Flow & Transition:
  1. 00:10:863 (3) - Stack with sliderstart of 00:11:157 (4) - to make transition better and more fluent gameplay. It will also suit more musically. Same 00:20:274 (3,4) - but the stronger beats are on the slider head, it would be weird

    Spacing:
  2. Your jumps' DS differs a lot. The elements are mapped musically the same, so it would only be reasonable to have consistent spacing for those as well. 00:09:980 (1) - 1,75 00:12:333 (1) - 1,53 00:14:686 (1) - 1,56 00:21:745 (1) - 2,00 00:24:098 (1) - 1,67 00:26:451 (1) - 1,89 00:54:686 (1) - 1,66 01:01:157 (5) - 1,72 01:04:098 (1) - 1,62 01:06:451 (1) - 1,83 Those are fine if you ask me, some are symmetrical jumps and others just normal jumps, they all emphasy the beat in the same way, players dont notice those differences. Changing all jumps to the same value doesn't seem something needed for me.

    My recommendations:
    - 1,8 or 1,9 01:06:451 (1) - 00:26:451 (1) - strong emphasis
    - 1,7 for 00:09:980 (1) - 00:26:451 (1) - as they are concluding elements of measures or downbeats.
    - 1,6 for 00:14:686 (1) - 00:24:098 (1) - 00:54:686 (1) - are the same (all have jumps except this one 01:01:157 (5,1) - why? Use http://puu.sh/soSOH/f481ea8be6.jpg )
    - 1,5 for 00:12:333 (1) - and 00:21:745 (1) - are the same vocal wise so the spacing should be too.



Overall
[]

  1. Cute mapset c: Flow's pretty good. Thanks :3



Additional Feedback

What I liked: You noticed some important things like wrong jumps in the hard diff and also helped me improve the flow :3
What I disliked: The way you were a bit nazi about the jumps, I can understand what you mean but from my poitn of view of mapping the jumps don't need to be the same especially when some of them are supposed to be symmetric, while it is a jump, and it is on a strong beat, players will have the same feeling, at least for this hard diff.
What you could improve: Seems good to me, I will nto say what you shoudl improve cuz I guess mapping can have different points of view so yeah, it looks ok and helped me :3


Thanks very much memebabe!
Not replied (deleted) = fixed
posted
hi!

[Mako's Insane]
  1. 00:02:921 (1) - its not perfectly symmetric.
  2. 00:05:274 (1) - Doing a manual stack will look better, imho.
  3. 00:12:333 (1,2) - 00:21:745 (1,2) - 00:52:333 (1,2) - 01:01:745 (1,2) - more spacing between??
  4. 00:22:774 - why not add a note here?, I feel voice deserved it. (same for other similar section)
  5. 00:26:157 (6,1) - I feel that more spacing between, will be better.
  6. 00:36:451 (2,3) - i feel this flow a bit strange.. maybe Ctrl+G in (1) and (2), and moving a bit the next pattern?
  7. 00:41:157 (2,3) - similar here. Maybe doing a straight flow?
  8. 00:45:863 (2) - This flow looks a bit strange for me too (because (1) is curved, and (2) is straight)
  9. 00:48:951 - please, add a note here. Its same as in 00:49:539 - .
  10. 00:50:568 (2,4) - :(
  11. good n.n


[hard]
  1. 00:40:421 - I feel this repeat unnecessary,
  2. 00:21:745 (1) - hmm... I feel a Ctrl+G better here.
  3. 00:25:568 (4) - flow look a bit uncomfortable here.
  4. 00:31:157 (1) - This note is very away... Why to move a bit to grid center?
  5. 00:51:157 (4) - Ctrl+G, like before.
  6. 01:04:686 (2) - lol, you use this shape only here xD
  7. 01:08:510 (6,1) - this end feels a bit unbalanced, why not keep those at center?


[Normal]
  1. 00:32:333 (1) - similar to hard, its very away from grid center.
  2. 00:49:980 (1) - not blanket with 00:49:392 (8) - ?? :roll:
  3. 00:53:510 (5) - I feel this flow a bit strange xD https://puu.sh/suE2b/b728f477da.png (maybe its just me ^^U)
  4. 01:07:627 (6) - move a bit up, to more smooth flow.


[easy]
  1. 00:22:921 (4) - omg, its very close!!
  2. 00:24:098 (1) - improve blanket?
  3. 00:46:451 (2,3,4,5,1,2) - Moving a bit for Symmetric pattern?
  4. 01:05:274 (2) - Improve blanket with 01:03:510 (4) - ?
  5. cute!


Good Luck!
posted

ErunamoJAZZ wrote:

hi!

[hard]
  1. 00:40:421 - I feel this repeat unnecessary, A beat is landing on it, it is great.
  2. 00:21:745 (1) - hmm... I feel a Ctrl+G better here. I like this flow ;w;
  3. 00:31:157 (1) - This note is very away... Why to move a bit to grid center? Is this needed? not all notes need to be in center
  4. 00:51:157 (4) - Ctrl+G, like before. Same
  5. 01:04:686 (2) - lol, you use this shape only here xD yee :v
  6. 01:08:510 (6,1) - this end feels a bit unbalanced, why not keep those at center? hm? XD


[Normal]
  1. 00:32:333 (1) - similar to hard, its very away from grid center. Same



Good Luck!


No replied = fixed
Thanks a lot!
posted
This song is a bit weird :<
If listen to the song normally, this mapset looks fine. But if you pay attention to the instruments i.e drums, they aren't exactly play on the blue line of 1/4 bsd.
They're actually play on purple line of 1/6 bsd, while most of vocal are 1/4.
For easy (low OD) this can be ignored since the judge is wide enough to get 300, but for insane (high OD) this is really a problem.
For this concern, Hard looks good, Insane needs a bit more rework.

~Normal~
00:34:098 (4) - remove normal-hitnormal at the end
00:43:510 (5) - ^

~Hard~
00:31:157 (1) - add normal-hitnormal and hitfinish
00:34:392 (3) - remove normal-hitnormal
00:43:804 (3) - ^

~Mako's Insane~
00:34:098 (2) - remove normal-hitnormal at the end
00:43:510 (2) - ^

If you could, pls take m4m for my Christmas map :)
https://osu.ppy.sh/s/533030
posted
Red = Not allowed/potentionally causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[General]
  1. The only official metadata source I could find was the anime's official website. If you don't have any other official source (as we can't refer to previously ranked beatmaps or unofficial sources), you'd have to follow the official metadata. The title should be fine, but the artist should be: "乃木坂春香&美夏" according to the website. (Romanised artist would be: Nogizaka Haruka & Mika) This is most likely the only metadata that is official - if you find other official metadata and want to follow that, post the proof here.
  2. If you fixed above, these should be moved to tags instead: 能登麻美子, 後藤麻衣, Noto Mamiko, Gotou Mai and Mika Nogizaka Nogizaka Haruka should be removed from tags. (It would be duplicated otherwise, which is not needed, at least try to not have same exact words in tags twice, such as nogizaka nogizaka, search knows how to deal with that and that's the purpose of tags)
  3. Please, don't put any unrelated things to tags. "Sekai Sekaii Sekai-Nyan Bakai" is obviously referring to a mapper, but they don't seem to be participating in this mapset. Remove these tags, nobody likes to be referred to in a map they didn't participate in and it's ruining the search system. You don't want to find another mapper's maps if you look for Sekaii's maps.
  4. Not sure if San needs to be in tags, I guess it's reference to the song called Santa-san. It's a detail, but if this doesn't have a particular meaning, it might be just useless and could be removed. Do as you wish.
  5. What I'm a little bit upset about is that the background only shows one character that is "singing" the song. It might be harder to find Christmas themed backgrounds with both characters, so I guess it should be fine (also a hint, you can use up to 1920x1200 resolution, rules changed, but people still somehow stick to lower, just informing, not even asking for change). However, rename the background name to something normal. We don't want links in the image names (not like links are so bad, but this link refers to a website that is 18+ and offers fictional pornography). All-ages game should really not have anything like this. Get a rid off this as quickly as possible.
  6. Both soft-hitclap and soft-hitclap2 have a little bit weird waveform, maybe it's the way they were recorded or cut, but soft-hitclap seems to have about 10ms noise before the actual sound and soft-hitclap2 has also 10ms of some very quiet noise, which won't be even audible in the game. Try to cut these so they have the impact at about 0ms. The allowed maximum delay is 5ms. The simplest way would be just to cut first 10ms and you're good to go.
  7. It might be just me, but I have trouble noticing soft-hitclap2. I think it's way too quiet, but the song is very loud in comparison, so it makes it barely audible. You could maybe increase its volume so it would not blend so much, the hitsound doesn't have a very good function if you cannot hear it well.
  8. It's a pity you didn't use soft-hitclap more often and in other difficulties apart than just Mako's. This hitsound has really great potential in the song. It's completely up to you, but I guess you could come up with some creative way of using it more frequently.


[Easy]
  1. This is quite relating to the last point I suggested above. I think there are some places that sound very empty and you apparently left them empty on purpose, but they could probably be a bit better with the soft-hitclap I talked about above. That applies for these places: 00:14:098 (4) - 00:23:510 - 00:39:980 - 00:54:098 (4) - 01:03:510 (4) -
  2. 00:27:627 (4) - No objects should touch the interface, it's actually touching the HP bar a bit. It usually passes during qualification, but it's certainly nothing we want to have. The readability could be afflicted as the approach circle is hidden behind the bar for most of the time (especially at 4:3 with default skin, obviously). Just lower the slider's location a little bit.
  3. I think the balance of sliders and circles is way too low. 40 sliders and 12 circles is really not good. You should aim for almost equal amount, circles are not hard for newbies to click, overwhelming amount of sliders is sometimes stressing them even more (which is in contrary with what people thing - that they give newbies time to relax). I'm not going to force this as it's a new guideline which is not 100% clarified yet, but was tested during the RC change process, so I will just strongly recommend this, because nothing bad can happen if you add few more circles in parts that are completely omitting them. For example 00:33:510 - to 00:45:863 - is more than 10 seconds without a single circle. 00:19:392 - to 00:28:216 - is essentially the same thing. I'd welcome few more circles in these to make some balance and teach players not only holding sliders, but also clicking and accuracy. This is up to you, but I recommend you to think about this very thoroughly before denying.


[Normal]
  1. 00:34:392 - The Sampleset is probably supposed to be Auto or Soft. The normal hit is very loud on a place where you usually use just a clap.
  2. 00:43:804 - Same as above
  3. 00:32:333 (1) - I'd like to explain what ErunamoJAZZ probably wanted to say by this. I'm not saying you must fix this, just I get where he's coming from. After a spinner, there should usually be a little pause so that the player gets some orientation and can continue playing. For that, having objects closer to the spinner's centre is usually better. You should at least hold the same spacing (you can find that out if you place a circle instead of the spinner's end to the screen centre. Then it will show you how far the slider is. The spacing shows 0.85x, which means that you hold relatively acceptable spacing. I don't see a critical reason for fixing that, but at least now you have the idea of what he could mean and can consider that.


[Hard]
  1. 00:16:451 - The whistle looks like it isn't supposed to be there as you didn't use it in a similar way in the map again. I recommended to use soft-hitclap more often and I think it sounds better here than the regular whistle. Nonetheless, this whistle was rather random here and most likely not intended. If it's intended, you should then really follow my suggestion about using soft-hitclap much more frequently. If you want, I can give you an example of how it could sound in the result, just PM me if you want to know.
  2. 00:31:157 (1) - Same as above. You used different hitsounds on the almost same place.
  3. 00:34:392 (3) - You should set the Sampleset to Soft or Auto for the same reason as in Normal.
  4. 00:43:804 (3) - Same as above.
  5. 00:58:216 (5) - You should honestly put there some hitsounds, the slider sound really plain, but both slider start and slider end have a very heavy sound in the song. Maybe a slight jump would also not matter for some emphasis, but that's up to your decision.
  6. 00:59:392 (1) - No objects should touch the UI, please move this out of the score. Just a little bit lower should be okay, but refrain from objects touching the interface.


[Mako's Insane]
  1. 00:34:392 - As I mentioned in previous difficulties, the sampleset is supposed to be Auto or Soft, for the same reason as the first issue in Normal.
  2. 00:43:804 - Same as above.
  3. There is one big issue about the song's rhythm. The song is a combination of 1/4 and 1/6, which makes it clear why you might have been confused. It's very important to map 1/4 where it's 1/4 and 1/6 where it's 1/6. Mostly, if there was a vocal, it was 1/4, but if there was no vocal, it was mostly 1/6. Those notes that are mapped otherwise can be most likely classified as unsnapped. It's very easily noticeable that they are off. I'll try to provide a list of places that should be fixed:
  4. 00:13:804 (6,7,8,9) - Both are 1/6. 00:13:951 (7) - is supposed to be at 00:14:000 - and 00:14:245 (8) - is supposed to be at 00:14:294 - . Surprisingly, you can notice that one is has 2 1/6 gap and the other has just 1/6 gap, which is a big difference - and you had only 1/4 in both of these patterns.
00:17:774 (3) - Is supposed to be at 00:17:823 - as the vocal has only timestamps at 00:17:627 - and 00:17:921 - , so you are forced to map to the drum here, there is no voice in the middle. It might give an impression that it is, because a vocal ends somewhere there, but fading out sound is not an impact, therefore you can't determine where it ends. That would work for sliders, but circles must be as accurate as possible.00:23:216 (6,7,8,9) - 00:23:363 (7) - is supposed to be at 00:23:412 - and 00:23:657 (8) - is supposed to be on 00:23:706 - .00:39:245 (5) - Is supposed to be at 00:39:294 - . The reason why 1/4 doesn't work is the same as 00:17:774 (3) - .00:39:833 (8) - Is supposed to be at 00:39:882 - .00:40:127 (9) - This slider is completely off, unfortunately. And this rhythm cannot be replicated by a slider with repeat. There are sounds at 00:40:176 - 00:40:274 - and 00:40:470 - . I recommend a 1/6 slider at 00:40:176 - and a circle at 00:40:470 - .00:49:539 (8) - Is supposed to be at 00:49:588 - .00:53:804 (6,7,8,9) - 00:53:951 (7) - Is supposed to be at 00:54:000 - and 00:54:245 (8) - is supposed to be at 00:54:294 - .00:57:774 (3) - Is supposed to be at 00:57:823 - .01:03:216 (6,7,8,9) - 01:03:363 (7) - is supposed to be at 01:03:412 - and 01:03:657 (8) - is supposed to be at 01:03:706 - .
Please be aware that you are not supposed to ignore this even if it might play well in some cases. You need to be rhythmically correct, epecially for circles. 1/6 plays really well, especially at such a low BPM.


Some hitsound recommendations might be same as DJPop's. I started making a mod before they posted, so some things might already be fixed.
You might call me back when you feel like it's ready.
posted

Wafu wrote:

Red = Not allowed/potentionally causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[Hard]
  1. 00:16:451 - The whistle looks like it isn't supposed to be there as you didn't use it in a similar way in the map again. I recommended to use soft-hitclap more often and I think it sounds better here than the regular whistle. Nonetheless, this whistle was rather random here and most likely not intended. If it's intended, you should then really follow my suggestion about using soft-hitclap much more frequently. If you want, I can give you an example of how it could sound in the result, just PM me if you want to know. Isn't it beign used in all the red ticks? :3 but ye fixed that and you an give me that example if you want :3
  2. 00:58:216 (5) - You should honestly put there some hitsounds, the slider sound really plain, but both slider start and slider end have a very heavy sound in the song. Maybe a slight jump would also not matter for some emphasis, but that's up to your decision. The jump would ruin my pattern desing so I wont be adding it and about hitsounds I dont know what to put there, they are all copied from Mako's diff :P But I added a normal sampleset on it so it sounds better.


Some hitsound recommendations might be same as DJPop's. I started making a mod before they posted, so some things might already be fixed.
You might call me back when you feel like it's ready. Lets wait for Mako's reply. <3


Thanks very much for your mod, Wafu. I probably fixed everything, about the delay on hitsounds, I have no idea of how to cut they so I might need get help on this. Also I fixed your mod too, DJPop. Thanks a lot guys :)

Non replied = Fixed
posted
Thanks Wafu, as I thought there's a lot wrong snapping lol, I'll readjust and start replying mods tomorrow :)
Sorry late respond;;


Lumael wrote:



[Mako's Insane]
  1. 00:08:804 (1) - A 1/4 kick slider would work better here, since there's a sound on the blue tick. I want to keep it simple as an introduction on opening part
  2. 00:26:451 (1) - I think this slider deserves more emphasis, the drums are kinda strong there, so I don't think using DS is actually good there. Happens here too 01:06:451 (1) - . I think the emphasis already good, it represent the drum very well on both part imo

    Nice difficulty, I just miss having more emphasis to some beats, I think the BPM allows to do that, since the song is very slow, having some higher jumps to enhance some beats wouldn't be a problem I guess. Thank you Lumael~


Boa sorte.

BounceBabe wrote:



Mako's Hard
[]


  • Appearance, Flow & Transition:
  1. 00:12:333 (1,2,3,4) - Following your previous pattern's Z movement, it would be better for transition to have 00:13:804 (6,7) - continue this Z movement / flow. http://puu.sh/soRyn/a76a48d694.jpg simply reverse them like so, it will make transition and flow better. Here too 01:02:921 (5,6,7,8,9) - http://puu.sh/soRKk/0409af9afd.jpg Redid also add an emphasis on 00:12:921 (3,4) -

    Rhythm & Pattern:
  2. 00:17:480 - 00:18:068 - Missed out a drum sound here. Why not add another circle or remove 00:17:627 (2) - and add a 1/4 slider instead to cover 00:17:480 - and 00:17:627 - . Or maybe even http://puu.sh/soR67/8aace2e8ba.jpg Same 00:57:039 (1,2,3,4) - Fixed make the rhythm more simple, but not add the drum sound because I delete both circles lol
  3. 00:26:892 - 01:07:480 - Another drum sound that should be mapped imo for transitional purpose between the two sliders and to cover the drum. Not necesarry as I delete the circles
  4. 00:48:510 (4,5,6) - Drums are important here too. Why not make this instead? http://puu.sh/soRgM/145aea81b4.jpg Use a hit normal instead, that rhythmical a bit too hard I guess
  5. 00:27:627 (1) - 01:07:627 (1) - Shorten this by 1/4 and add a circle at 01:08:216 - instead to cover the important drum (and to conclude the map better on the last one.) I think using a 1/1 more fit with the drum, instead shorten that one

    Combo Pattern:
  6. 00:08:216 (1,1) - Remove NCs. 00:07:627 (1,1,1,2,3,4) - Is played as one pattern. Okay

Thanks BB <3

ErunamoJAZZ wrote:

hi!

[Mako's Insane]
  1. 00:02:921 (1) - its not perfectly symmetric. Fixed
  2. 00:05:274 (1) - Doing a manual stack will look better, imho. I don't see any diffrent o.o, leave it as it is for now
  3. 00:12:333 (1,2) - 00:21:745 (1,2) - 00:52:333 (1,2) - 01:01:745 (1,2) - more spacing between?? Add more spacing on following rhythm instead 01:02:333 (3,4) - etc
  4. 00:22:774 - why not add a note here?, I feel voice deserved it. (same for other similar section) Added
  5. 00:26:157 (6,1) - I feel that more spacing between, will be better. I don't feel like to add more spacing on a part before a spinner or near song end, leave it as is for now
  6. 00:36:451 (2,3) - i feel this flow a bit strange.. maybe Ctrl+G in (1) and (2), and moving a bit the next pattern? Fixed
  7. 00:41:157 (2,3) - similar here. Maybe doing a straight flow? Use a triangle instead
  8. 00:45:863 (2) - This flow looks a bit strange for me too (because (1) is curved, and (2) is straight) Use straight on both slider
  9. 00:48:951 - please, add a note here. Its same as in 00:49:539 - . Umm not really necesarry imo, not a clickable vocal or instrument
  10. 00:50:568 (2,4) - :(Fixed
  11. good n.n


Good Luck! Thank you EruJazz!

DJPop wrote:

This song is a bit weird :<
If listen to the song normally, this mapset looks fine. But if you pay attention to the instruments i.e drums, they aren't exactly play on the blue line of 1/4 bsd.

They're actually play on purple line of 1/6 bsd, while most of vocal are 1/4.
For easy (low OD) this can be ignored since the judge is wide enough to get 300, but for insane (high OD) this is really a problem.
For this concern, Hard looks good, Insane needs a bit more rework. Redid!

~Mako's Insane~
00:34:098 (2) - remove normal-hitnormal at the end
00:43:510 (2) - ^ Intentional to cover the bass on both part, lowered the overall volume anyway

If you could, pls take m4m for my Christmas map :)Thanks DJPop :)
https://osu.ppy.sh/s/533030

Wafu wrote:



[Mako's Insane]
  1. 00:34:392 - As I mentioned in previous difficulties, the sampleset is supposed to be Auto or Soft, for the same reason as the first issue in Normal.
  2. 00:43:804 - Same as above. The hit normal was intentional, lower the volume instead in any case it sound too loud
  3. There is one big issue about the song's rhythm. The song is a combination of 1/4 and 1/6, which makes it clear why you might have been confused. It's very important to map 1/4 where it's 1/4 and 1/6 where it's 1/6. Mostly, if there was a vocal, it was 1/4, but if there was no vocal, it was mostly 1/6. Those notes that are mapped otherwise can be most likely classified as unsnapped. It's very easily noticeable that they are off. I'll try to provide a list of places that should be fixed:
  4. 00:13:804 (6,7,8,9) - Both are 1/6. 00:13:951 (7) - is supposed to be at 00:14:000 - and 00:14:245 (8) - is supposed to be at 00:14:294 - . Surprisingly, you can notice that one is has 2 1/6 gap and the other has just 1/6 gap, which is a big difference - and you had only 1/4 in both of these patterns.
00:17:774 (3) - Is supposed to be at 00:17:823 - as the vocal has only timestamps at 00:17:627 - and 00:17:921 - , so you are forced to map to the drum here, there is no voice in the middle. It might give an impression that it is, because a vocal ends somewhere there, but fading out sound is not an impact, therefore you can't determine where it ends. That would work for sliders, but circles must be as accurate as possible. Fixed00:23:216 (6,7,8,9) - 00:23:363 (7) - is supposed to be at 00:23:412 - and 00:23:657 (8) - is supposed to be on 00:23:706 - . Use a simple rhythmical instead00:39:245 (5) - Is supposed to be at 00:39:294 - . The reason why 1/4 doesn't work is the same as 00:17:774 (3) - . Use a simple rhythmical instead00:39:833 (8) - Is supposed to be at 00:39:882 - . Use a simple rhythmical instead00:40:127 (9) - This slider is completely off, unfortunately. And this rhythm cannot be replicated by a slider with repeat. There are sounds at 00:40:176 - 00:40:274 - and 00:40:470 - . I recommend a 1/6 slider at 00:40:176 - and a circle at 00:40:470 - . Use a simple rhythmical instead00:49:539 (8) - Is supposed to be at 00:49:588 - . Use a simple rhythmical instead00:53:804 (6,7,8,9) - 00:53:951 (7) - Is supposed to be at 00:54:000 - and 00:54:245 (8) - is supposed to be at 00:54:294 - . Use a simple rhythmical instead00:57:774 (3) - Is supposed to be at 00:57:823 - . Fixed01:03:216 (6,7,8,9) - 01:03:363 (7) - is supposed to be at 01:03:412 - and 01:03:657 (8) - is supposed to be at 01:03:706 - .
Please be aware that you are not supposed to ignore this even if it might[/color] play well in some cases. You need to be rhythmically correct, epecially for circles. 1/6 plays really well, especially at such a low BPM. I've been thinking and decide to use simple 1/2 and 1/4 rhythmical following the vocal, been twice remapping nothing seems good by mixing 1/6 and 1/4 rhytmical on this diff. Thank you for mention all the wrongly snapped, hope I don't miss a thing now!


Some hitsound recommendations might be same as DJPop's. I started making a mod before they posted, so some things might already be fixed.
You might call me back when you feel like it's ready. Keep the hitsound but lowered the volume instead

Sorry late, thanks for mod everyone :)
posted
Update: http://makosakata.s-ul.eu/fqmLftMy

Mods reply on previous page
posted
this song makes me unconfortable.. LOL

Easy
You're all set!

Normal
  1. 00:17:039 (1) - I would suggest to delete the new combo to keep the consistency with your combos
  2. 00:22:921 (5) - I feel you should curve this slider a little more. Make sure to keep your nice blanket c:


Hard
  1. 00:51:745 (5) - Since this part 00:51:157 (4,5) - is exactly the same as 00:49:980 (1,2,3) - , I would suggest you to transform this slider into circles. You can also stack these circles with the two previous ones.
  2. 01:01:157 (5) - Pretty much what's mentioned above.


Mako's Insane
  1. 00:34:098 (1) - Not sure if this new combo is necessary.. you can delete it. If the only reason is the spacing of (1,2,3), the new combo is not needed in this case.
  2. 00:43:510 (1) - Same as mentioned above.


Really solid mapset. Hope to see it ranked for christmas! :)
posted

Gabe wrote:

this song makes me unconfortable.. LOL

Mako's Insane
  1. 00:34:098 (1) - Not sure if this new combo is necessary.. you can delete it. If the only reason is the spacing of (1,2,3), the new combo is not needed in this case.
  2. 00:43:510 (1) - Same as mentioned above. I think the ncs are necessary to add to indicate spacing diffrent, because I compress the spacing on 00:34:098 (1,2,3) - and 00:43:510 (1,2,3) - to highlight the bass and drum better on those parts


Really solid mapset. Hope to see it ranked for christmas! :)I hope the same thing ><

Thanks Gabe~
Also I readjust the spinner a bit to start on blue tick, http://makosakata.s-ul.eu/nR7AdRBB
posted

Gabe wrote:

this song makes me unconfortable.. LOL

Easy
You're all set!

Normal
  1. 00:22:921 (5) - I feel you should curve this slider a little more. Make sure to keep your nice blanket c: The curve and blanket is already fine. XD


Hard
  1. 00:51:745 (5) - Since this part 00:51:157 (4,5) - is exactly the same as 00:49:980 (1,2,3) - , I would suggest you to transform this slider into circles. You can also stack these circles with the two previous ones. I really prefer keeping as slider, it is not a big deal and also it wuld break the emphasis of the next combo, as the next combo starts with a circle, being that, I'd have to change the whole pattern just to do that, and this is not worthy imo. :3
  2. 01:01:157 (5) - Pretty much what's mentioned above. Same.


Really solid mapset. Hope to see it ranked for christmas! :)


Thanks Gabe :3
Also fixed the hitsounds delay, it is ready for a BN check.
posted
Reminder post~ Mod post

you know I don't enjoy this

Jinguru bels jinguru bels~

[Easy]
  1. 01:08:804 - It would be nice to leave this beat clickable y'know? The beat is not only strong, but is also the last one, so it deserves more emphasis than just being the end of a slider :/


[Normal]
  1. 00:32:333 (1) - what about using a horizontal flipped version of slider (5) (same pattern)? it would look nicer imo since the pattern feels more connected that way~ https://osu.ppy.sh/ss/6837481
  2. 01:08:804 - same as in Easy hmm I think I'm really against this :c


[Hard]
  1. 00:59:392 (1) - not sure if this would bother 4:3 screen players~


[Mako's Insane]
  1. 00:02:921 (1) - Not symmetrical, it can be adjusted a bit more y'know? That way the whole beginning pattern would be symmetrical~
  2. 00:28:510 (2,1) - I think it would be nice to get rid of the overlap here~ You were overlapping the sliders and these notes being circles represent a change in the music, I guess, so moving them so they don't overlap with the slider would make them feel more unique and represent the change in music more properly imo~
  3. 00:32:774 (5) - Isn't this note supposed to be snapped at 1/6?
  4. 00:35:127 (4) - ^ and many others... you should take a look at that :c
  5. 01:08:510 (2,1) - you know my opinion on this now~
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