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i*Ris - Re:Call

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theramdans
bad irc mod
maybe I can get kd, idk
2016-12-26 13:02 theramdans: 00:12:124 (1,2) - bad flow :(
2016-12-26 13:02 Osu Tatakae Ouendan: i thought we were
2016-12-26 13:02 Osu Tatakae Ouendan: roasting the normal
2016-12-26 13:02 theramdans: i thought you asked for both easy and normal
2016-12-26 13:03 Osu Tatakae Ouendan: i thought you said you couldnt roast the easy
2016-12-26 13:03 Osu Tatakae Ouendan: but ok.
2016-12-26 13:03 Osu Tatakae Ouendan: let's roast.
2016-12-26 13:03 theramdans: changed my mind lol
2016-12-26 13:03 Osu Tatakae Ouendan: good
2016-12-26 13:03 Osu Tatakae Ouendan: i need roasting
2016-12-26 13:03 Osu Tatakae Ouendan: and then when this roast is over i'll go cry in bed about how shit my easy and normal are.
2016-12-26 13:03 theramdans: the first one is already sent
2016-12-26 13:03 Osu Tatakae Ouendan: anyway
2016-12-26 13:03 Osu Tatakae Ouendan: this is bad flow huh?
2016-12-26 13:03 theramdans: yes
2016-12-26 13:04 Osu Tatakae Ouendan: how do I map this
2016-12-26 13:04 Osu Tatakae Ouendan: you want that (2) curved outward not inward?
2016-12-26 13:04 theramdans: the (2) changed direction all of a sudden
2016-12-26 13:04 Osu Tatakae Ouendan: fine
2016-12-26 13:04 Osu Tatakae Ouendan: you want me to
2016-12-26 13:04 Osu Tatakae Ouendan: curve (1) inward.
2016-12-26 13:04 Osu Tatakae Ouendan: would that be better.
2016-12-26 13:05 theramdans: ctrl+j (1)
2016-12-26 13:05 Osu Tatakae Ouendan: https://osu.ppy.sh/ss/6898627
2016-12-26 13:05 Osu Tatakae Ouendan: i'll just
2016-12-26 13:05 theramdans: then try to blanket the end of it with (2)
2016-12-26 13:05 Osu Tatakae Ouendan: remap slider 1 but in that pattern.
2016-12-26 13:05 Osu Tatakae Ouendan: re:map*
2016-12-26 13:06 theramdans: like this
2016-12-26 13:06 theramdans: https://osu.ppy.sh/ss/6898631
2016-12-26 13:06 theramdans: it is better in visuals and flow
2016-12-26 13:07 theramdans: 00:23:418 (1,2) - RIP BLANKET AAA
2016-12-26 13:08 Osu Tatakae Ouendan: that can be fixed easily.
2016-12-26 13:08 theramdans: ofc
2016-12-26 13:08 theramdans: that is moderate blanket error
2016-12-26 13:08 Osu Tatakae Ouendan: uh god.
2016-12-26 13:08 Osu Tatakae Ouendan: spacing is so low it might not blanket properly
2016-12-26 13:08 Osu Tatakae Ouendan: sec.
2016-12-26 13:08 theramdans: and about those soft-sliderwhistle sound you put
2016-12-26 13:09 theramdans: I dont really like it :(
2016-12-26 13:09 theramdans: im kinda strict about hitsounds as well
2016-12-26 13:09 theramdans: 00:23:418 (1) - in here
2016-12-26 13:09 Osu Tatakae Ouendan: yeah i cant hitsound like hell
2016-12-26 13:10 Osu Tatakae Ouendan: i just thought
2016-12-26 13:10 Osu Tatakae Ouendan: no sliderwhistle would be crap
2016-12-26 13:10 Osu Tatakae Ouendan: also the only custom hitsounds i have are the clap and whistle btw.
2016-12-26 13:11 Osu Tatakae Ouendan: https://osu.ppy.sh/ss/6898641 ri
2016-12-26 13:11 Osu Tatakae Ouendan: ye just
2016-12-26 13:11 Osu Tatakae Ouendan: turn the flame up to 360 and roast
2016-12-26 13:12 theramdans: btw
2016-12-26 13:12 theramdans: ACTION is editing [https://osu.ppy.sh/b/1131274 i*Ris - Re:Call [Astral Disaster]]
2016-12-26 13:12 theramdans: extended sliders eh
2016-12-26 13:12 Osu Tatakae Ouendan: suddenly
2016-12-26 13:12 Osu Tatakae Ouendan: astral disaster.
2016-12-26 13:12 theramdans: i used to have those on dive in your eyes, until Shiro told me to remove them
2016-12-26 13:12 theramdans: it turned out better
2016-12-26 13:12 Osu Tatakae Ouendan: where?
2016-12-26 13:12 theramdans: well, I just wanna hear your hitsoundings
2016-12-26 13:12 Osu Tatakae Ouendan: oh
2016-12-26 13:13 theramdans: 00:23:418 (1) -
2016-12-26 13:13 theramdans: ACTION is editing [https://osu.ppy.sh/b/1131274 i*Ris - Re:Call [Astral Disaster]]
2016-12-26 13:13 Osu Tatakae Ouendan: astraru disastaa
2016-12-26 13:13 theramdans: I know you want to emphasize vocal
2016-12-26 13:13 Osu Tatakae Ouendan: yeah
2016-12-26 13:14 theramdans: want me to hitsound your astral disaster diff instead?
2016-12-26 13:14 Osu Tatakae Ouendan: most of these are just what Touhou told me to do
2016-12-26 13:14 theramdans: the song is epic enough to make additive hitsounds
2016-12-26 13:14 theramdans: lol
2016-12-26 13:14 Osu Tatakae Ouendan: i was going to ask him again
2016-12-26 13:14 Osu Tatakae Ouendan: but he hasnt been on :d
2016-12-26 13:14 theramdans: he often asks me about hitsounding since a long time ago
2016-12-26 13:14 Osu Tatakae Ouendan: i dont know enough to hitsound
2016-12-26 13:15 Osu Tatakae Ouendan: yeah you should
2016-12-26 13:15 Osu Tatakae Ouendan: hitsound this
2016-12-26 13:15 Osu Tatakae Ouendan: cause I know i cant
2016-12-26 13:15 theramdans: expect something that sounds like jibun sensou
2016-12-26 13:16 Osu Tatakae Ouendan: ok
2016-12-26 13:16 theramdans: so many star jumps
2016-12-26 13:16 Osu Tatakae Ouendan: sounds like it'd work
2016-12-26 13:16 Osu Tatakae Ouendan: i thought we were roasting easy and normal QuQ
2016-12-26 13:16 Osu Tatakae Ouendan: i am getting more roasting than i bargained for
2016-12-26 13:17 Osu Tatakae Ouendan: anyway yeah the stars are really the
2016-12-26 13:17 Osu Tatakae Ouendan: how do i say
2016-12-26 13:17 Osu Tatakae Ouendan: theme>?
2016-12-26 13:17 Osu Tatakae Ouendan: idk
2016-12-26 13:17 theramdans: 00:26:241 (3) -
2016-12-26 13:17 Osu Tatakae Ouendan: what diff are we on now
2016-12-26 13:17 theramdans: this repeat slider is too long
2016-12-26 13:17 theramdans: ACTION is editing [https://osu.ppy.sh/b/1153394 i*Ris - Re:Call [Easy]]
2016-12-26 13:17 theramdans: back on easy :D
2016-12-26 13:18 Osu Tatakae Ouendan: is it?
2016-12-26 13:18 Osu Tatakae Ouendan: it emphasizes the beats though
2016-12-26 13:18 theramdans: yes
2016-12-26 13:18 Osu Tatakae Ouendan: the slider ends anyway
2016-12-26 13:18 theramdans: I mean, the emphasize could be better if
2016-12-26 13:18 theramdans: it repeats here 00:26:947-
2016-12-26 13:18 theramdans: it repeats here 00:26:947 -
2016-12-26 13:18 theramdans: add circle here 00:28:006 -
2016-12-26 13:19 theramdans: umm no, add 1/1 repeat slider there^
2016-12-26 13:19 theramdans: it emphasizes better
2016-12-26 13:19 Osu Tatakae Ouendan: that's just
2016-12-26 13:19 theramdans: this one is too long as well 00:29:065 (1) -
2016-12-26 13:19 Osu Tatakae Ouendan: metronome beat though
2016-12-26 13:19 Osu Tatakae Ouendan: 00:26:947 -
2016-12-26 13:20 Osu Tatakae Ouendan: oh wait
2016-12-26 13:20 Osu Tatakae Ouendan: 00:27:300 - this is too
2016-12-26 13:20 Osu Tatakae Ouendan: lol
2016-12-26 13:20 theramdans: I just dont like something if they repeat in a long slider
2016-12-26 13:20 Osu Tatakae Ouendan: this is becoming a harder easier
2016-12-26 13:20 Osu Tatakae Ouendan: *easy
2016-12-26 13:20 theramdans: if there are any better solution
2016-12-26 13:21 Osu Tatakae Ouendan: man old maps have long slider repeat.s
2016-12-26 13:21 theramdans: :<
2016-12-26 13:21 Osu Tatakae Ouendan: sad
2016-12-26 13:21 Osu Tatakae Ouendan: i'll just
2016-12-26 13:21 Osu Tatakae Ouendan: try to play around with the rhythm slightly
2016-12-26 13:21 Osu Tatakae Ouendan: but wont this become too hard for an easy tho
2016-12-26 13:22 theramdans: Can I just
2016-12-26 13:22 theramdans: make a diff that resembles my mod
2016-12-26 13:22 theramdans: just a sample diff
2016-12-26 13:22 Osu Tatakae Ouendan: rip
2016-12-26 13:22 Osu Tatakae Ouendan: well wynaut
2016-12-26 13:23 theramdans: because I did this on freezer's easy on Mira's dancehall
2016-12-26 13:23 theramdans: lemme try
2016-12-26 13:24 Osu Tatakae Ouendan: man
2016-12-26 13:24 Osu Tatakae Ouendan: i didnt like freezers easy
2016-12-26 13:32 theramdans: im like speedmapping now lol
2016-12-26 13:32 Osu Tatakae Ouendan: lmao
2016-12-26 13:40 theramdans: ACTION is watching [https://osu.ppy.sh/s/534032 i*Ris - Re:Call [Easytest]]
2016-12-26 13:40 theramdans: until 2nd kiai
2016-12-26 13:40 theramdans: 1.43
2016-12-26 13:40 Osu Tatakae Ouendan: dman
2016-12-26 13:41 theramdans: I used copy paste lol
2016-12-26 13:41 theramdans: cuz the song is , you know
2016-12-26 13:41 Osu Tatakae Ouendan: LOL.
2016-12-26 13:41 theramdans: pretty much same
2016-12-26 13:41 Osu Tatakae Ouendan: well ye
2016-12-26 13:41 Osu Tatakae Ouendan: ye
2016-12-26 13:41 theramdans: I only make the core rhythm choice tho
2016-12-26 13:41 theramdans: with no aesthetics at all
2016-12-26 13:41 Osu Tatakae Ouendan: rip
2016-12-26 13:41 theramdans: and only some good flow
2016-12-26 13:41 Osu Tatakae Ouendan: yeah thats
2016-12-26 13:41 Osu Tatakae Ouendan: fine
2016-12-26 13:41 Osu Tatakae Ouendan: i think i'll re:do most of the movement
2016-12-26 13:42 theramdans: let me try the rest of the song
2016-12-26 13:42 theramdans: or I think this should be enough to represent what I want to say about the easy
2016-12-26 13:43 Osu Tatakae Ouendan: depends on you
2016-12-26 13:43 Osu Tatakae Ouendan: rip
2016-12-26 13:53 theramdans: ACTION is watching [https://osu.ppy.sh/s/534032 i*Ris - Re:Call [Easytest]]
2016-12-26 13:53 theramdans: 1.44
2016-12-26 13:54 theramdans: 172 secs drain timee
2016-12-26 13:54 theramdans: core ryhthm only
2016-12-26 13:54 theramdans: no flow/aesthetics polish
2016-12-26 13:54 Osu Tatakae Ouendan: rip.
2016-12-26 13:55 theramdans: here http://puu.sh/t1iAZ/4647c17aae.zip
2016-12-26 13:55 theramdans: focus on the rhythm choice I took
2016-12-26 13:55 theramdans: I mapped the sections just like you did
2016-12-26 13:55 Osu Tatakae Ouendan: rip
2016-12-26 13:56 theramdans: half an hour easy diff speedmapping lol
2016-12-26 13:56 Osu Tatakae Ouendan: i waited for half an hour?
2016-12-26 13:56 Osu Tatakae Ouendan: damn time moves fast.
2016-12-26 13:56 theramdans: yes
2016-12-26 13:57 theramdans: please take a look at it
2016-12-26 13:57 theramdans: its main beats are 2/1 and 1/1
2016-12-26 13:58 theramdans: (sliders mostly)
2016-12-26 13:59 Osu Tatakae Ouendan: rip
2016-12-26 13:59 Osu Tatakae Ouendan: i was trying to avoid using these.
2016-12-26 13:59 theramdans: dont like it? :c
2016-12-26 13:59 Osu Tatakae Ouendan: 1/1 2/1s are boring
2016-12-26 13:59 Osu Tatakae Ouendan: they're EVERYWHERE now
2016-12-26 14:00 theramdans: that is what an easy is
2016-12-26 14:00 Osu Tatakae Ouendan: although i did map the intro the same way in a different diff.
2016-12-26 14:00 theramdans: basic rhythms
2016-12-26 14:00 Osu Tatakae Ouendan: that's not what an easy is
2016-12-26 14:00 Osu Tatakae Ouendan: we had better easies back then
2016-12-26 14:00 Osu Tatakae Ouendan: you can map an easy without having to resort to the same pattern 24/7
2016-12-26 14:00 theramdans: no wonder ppl said my maps are boring
2016-12-26 14:00 Osu Tatakae Ouendan: 02:46:182 (2) -
2016-12-26 14:00 Osu Tatakae Ouendan: huh
2016-12-26 14:00 Osu Tatakae Ouendan: isnt this too complex?
2016-12-26 14:01 theramdans: hmm
2016-12-26 14:01 Osu Tatakae Ouendan: 03:06:477 (3) - this also is too complex
2016-12-26 14:01 theramdans: guitar emphasize
2016-12-26 14:01 Osu Tatakae Ouendan: yeah i get that
2016-12-26 14:01 theramdans: well the 1/3 is optional
2016-12-26 14:01 Osu Tatakae Ouendan: its just
2016-12-26 14:01 Osu Tatakae Ouendan: offputting
2016-12-26 14:02 Osu Tatakae Ouendan: for there to suddenly be non1/1
2016-12-26 14:02 Osu Tatakae Ouendan: idk
2016-12-26 14:02 Osu Tatakae Ouendan: i just think they cant quite understand spacing differences
2016-12-26 14:02 Osu Tatakae Ouendan: and gauge unnatural rhythm
2016-12-26 14:02 Osu Tatakae Ouendan: i mean if the unnatural rhythm was IN the slider itself then that'd be ok
2016-12-26 14:02 Osu Tatakae Ouendan: they're just following the ball along the track
2016-12-26 14:02 theramdans: well, simplify it then , hee
2016-12-26 14:02 Osu Tatakae Ouendan: but its not IN the slider here
2016-12-26 14:02 Osu Tatakae Ouendan: specifically transition from 02:45:653 - to 02:46:182 -
2016-12-26 14:02 Osu Tatakae Ouendan: rip.
2016-12-26 14:03 Osu Tatakae Ouendan: ok
2016-12-26 14:03 Osu Tatakae Ouendan: are you sure this isn't too hard for an easy
2016-12-26 14:03 theramdans: it is just me being not able to ignore the guitar,
2016-12-26 14:03 theramdans: thats all
2016-12-26 14:03 theramdans: no
2016-12-26 14:03 theramdans: this isnt hard at all
2016-12-26 14:03 Osu Tatakae Ouendan: i really think otherwise
2016-12-26 14:03 Osu Tatakae Ouendan: adding more sliders is just
2016-12-26 14:03 Osu Tatakae Ouendan: more movement
2016-12-26 14:03 Osu Tatakae Ouendan: and more individual clicks to time
2016-12-26 14:03 theramdans: more circles are denser
2016-12-26 14:03 theramdans: denser = sr goes rocket
2016-12-26 14:04 theramdans: idk i might be wrong
2016-12-26 14:04 theramdans: maybe you can combine your easy with this easy
2016-12-26 14:04 theramdans: somehow, with some proportion
2016-12-26 14:04 theramdans: maybe like 80:20 lol
2016-12-26 14:06 Osu Tatakae Ouendan: i
2016-12-26 14:06 Osu Tatakae Ouendan: didnt use a lot of circles on easy
2016-12-26 14:06 Osu Tatakae Ouendan: but i didnt use that many sliders either
2016-12-26 14:06 Osu Tatakae Ouendan: im not talking about
2016-12-26 14:06 Osu Tatakae Ouendan: using more circles
2016-12-26 14:07 theramdans: yeah, you didnt
2016-12-26 14:07 Osu Tatakae Ouendan: ye
2016-12-26 14:07 Osu Tatakae Ouendan: so
2016-12-26 14:07 Osu Tatakae Ouendan: whats the sudden
2016-12-26 14:07 Osu Tatakae Ouendan: adding more circles thing
2016-12-26 14:07 theramdans: nah
2016-12-26 14:07 Osu Tatakae Ouendan: o
2016-12-26 14:07 Osu Tatakae Ouendan: rip
2016-12-26 14:07 Osu Tatakae Ouendan: why am i so exhauste
2016-12-26 14:07 theramdans: just remembering the old times when some ppl spam 1/1 circles in easy
2016-12-26 14:08 theramdans: for normal I dont have much to say
2016-12-26 14:08 Osu Tatakae Ouendan: sr really means nothing really
2016-12-26 14:08 Osu Tatakae Ouendan: i think i'll nerf the normal a bit more.
2016-12-26 14:08 Osu Tatakae Ouendan: i'm looking at it and
2016-12-26 14:08 Osu Tatakae Ouendan: sudden 1/2s when the Easy doesnt have any
2016-12-26 14:08 theramdans: 00:23:241 (1,2) - this might be me, I cant hit these two well unless they are stacke
2016-12-26 14:08 theramdans: d
2016-12-26 14:09 Osu Tatakae Ouendan: hm
2016-12-26 14:09 Osu Tatakae Ouendan: are stacks fine on a normal
2016-12-26 14:09 theramdans: 00:29:065 (2) - NC should be here :) cuz vocal
2016-12-26 14:09 theramdans: totally fine
2016-12-26 14:10 Osu Tatakae Ouendan: here?
2016-12-26 14:10 Osu Tatakae Ouendan: 00:29:065 -
2016-12-26 14:10 theramdans: and no-no on easy, please dont stacck :(
2016-12-26 14:10 Osu Tatakae Ouendan: when 00:28:888 (1) - is mapped
2016-12-26 14:10 theramdans: yes
2016-12-26 14:10 Osu Tatakae Ouendan: i didnt stack on easy rip
2016-12-26 14:10 theramdans: yeah
2016-12-26 14:10 Osu Tatakae Ouendan: that
2016-12-26 14:10 Osu Tatakae Ouendan: looks weird tbh
2016-12-26 14:10 Osu Tatakae Ouendan: i mean i know it makes musical sense
2016-12-26 14:10 Osu Tatakae Ouendan: but it looks weird.
2016-12-26 14:10 theramdans: oh yeah on easy
2016-12-26 14:11 theramdans: 02:44:594 (1,1) - unrankable recovery after spinner time interval
2016-12-26 14:11 theramdans: QATs will be triggered by this
2016-12-26 14:11 Osu Tatakae Ouendan: how is that
2016-12-26 14:11 Osu Tatakae Ouendan: unrankable
2016-12-26 14:11 Osu Tatakae Ouendan: there are others that do this
2016-12-26 14:11 theramdans: too close
2016-12-26 14:11 theramdans: 2/1
2016-12-26 14:11 theramdans: try at least 4/1
2016-12-26 14:11 Osu Tatakae Ouendan: you know
2016-12-26 14:11 theramdans: that is what I believe
2016-12-26 14:11 Osu Tatakae Ouendan: other people use 1/1
2016-12-26 14:11 theramdans: WHAT
2016-12-26 14:11 theramdans: please dont :(
2016-12-26 14:12 Osu Tatakae Ouendan: i dont like it either tbh
2016-12-26 14:12 Osu Tatakae Ouendan: but at this point i have no choice
2016-12-26 14:12 theramdans: be at least 4/1 or dont put spinner at all
2016-12-26 14:12 Osu Tatakae Ouendan: cant move that slider
2016-12-26 14:12 Osu Tatakae Ouendan: can't remove that spinner.
2016-12-26 14:12 Osu Tatakae Ouendan: how am i to map 02:44:594 -
2016-12-26 14:12 theramdans: that is what garven told me
2016-12-26 14:12 theramdans: follow the guitar...
2016-12-26 14:12 Osu Tatakae Ouendan: then the other QAT are not doing their job
2016-12-26 14:12 Osu Tatakae Ouendan: you can't
2016-12-26 14:13 Osu Tatakae Ouendan: follow that guitar
2016-12-26 14:13 Osu Tatakae Ouendan: on an easy
2016-12-26 14:13 Osu Tatakae Ouendan: its complex rhythm
2016-12-26 14:13 Osu Tatakae Ouendan: unless I decide to just reverse arrow spam
2016-12-26 14:13 theramdans: follow the drum then
2016-12-26 14:13 Osu Tatakae Ouendan: that's boring
2016-12-26 14:13 Osu Tatakae Ouendan: wait
2016-12-26 14:13 Osu Tatakae Ouendan: i have an idea.
2016-12-26 14:13 theramdans: 02:45:653 - repeat here
2016-12-26 14:13 theramdans: boring but it fits
2016-12-26 14:14 Osu Tatakae Ouendan: http://puu.sh/t1jhM/40b3e2fb2a.jpg
2016-12-26 14:14 Osu Tatakae Ouendan: how about this
2016-12-26 14:14 Osu Tatakae Ouendan: just check the rhythm
2016-12-26 14:14 Osu Tatakae Ouendan: oh i guess that works too
2016-12-26 14:14 Osu Tatakae Ouendan: yeah that works better http://puu.sh/t1jjj/63949465df.jpg
2016-12-26 14:14 theramdans: now that is better
2016-12-26 14:14 Osu Tatakae Ouendan: lot better actually
2016-12-26 14:15 theramdans: yey
2016-12-26 14:15 theramdans: we combined our approaches
2016-12-26 14:15 Osu Tatakae Ouendan: rip
2016-12-26 14:15 Osu Tatakae Ouendan: i should
2016-12-26 14:15 Osu Tatakae Ouendan: put the first idea on the normal
2016-12-26 14:16 theramdans: 02:46:712 (2) - finally good emphasize on guitar
2016-12-26 14:16 Osu Tatakae Ouendan: it fits here man
2016-12-26 14:16 theramdans: because it is 1/1, not a 3/2 repeat
2016-12-26 14:16 Osu Tatakae Ouendan: besides the guitar drags out there.
2016-12-26 14:17 theramdans: 02:47:418 - same here as well, 1/1
2016-12-26 14:17 theramdans: you could emphasize that too
2016-12-26 14:17 Osu Tatakae Ouendan: yeah i will since that used ot be a
2016-12-26 14:17 Osu Tatakae Ouendan: spinear
2016-12-26 14:17 theramdans: cool
2016-12-26 14:17 theramdans: you're getting there ;)
2016-12-26 14:18 Osu Tatakae Ouendan: rip pls.
2016-12-26 14:18 Osu Tatakae Ouendan: now i feel burnt
2016-12-26 14:18 Osu Tatakae Ouendan: wwww.
2016-12-26 14:18 theramdans: whyyyy
2016-12-26 14:18 Osu Tatakae Ouendan: because
2016-12-26 14:18 Osu Tatakae Ouendan: roasting
2016-12-26 14:18 Osu Tatakae Ouendan: roasts lead to burns
2016-12-26 14:18 Osu Tatakae Ouendan: www
2016-12-26 14:18 theramdans: pfft
2016-12-26 14:18 Osu Tatakae Ouendan: it was a pun ok
2016-12-26 14:18 theramdans: does the roasted material smells good?
2016-12-26 14:18 theramdans: i know it is, ofc
2016-12-26 14:18 Osu Tatakae Ouendan: i'm the one being roasted
2016-12-26 14:18 Osu Tatakae Ouendan: LOL
2016-12-26 14:19 Osu Tatakae Ouendan: i mean hi
2016-12-26 14:19 theramdans: muhehehhe
2016-12-26 14:19 theramdans: funny
2016-12-26 14:19 Osu Tatakae Ouendan: i still feel like keeping some of the long sliders
2016-12-26 14:19 Osu Tatakae Ouendan: rip.
2016-12-26 14:19 Osu Tatakae Ouendan: MAYBE I SHOULD JUST
2016-12-26 14:19 Osu Tatakae Ouendan: PUT THIS ON ANOTHER DIFF
2016-12-26 14:19 Osu Tatakae Ouendan: AND THEN MAKE AN EASY
2016-12-26 14:19 theramdans: LOL
2016-12-26 14:20 theramdans: while you do that
2016-12-26 14:20 Osu Tatakae Ouendan: but now it'll feel like a tryhard beginner
2016-12-26 14:20 Osu Tatakae Ouendan: rip
2016-12-26 14:20 theramdans: can I go hitsound your diff?
2016-12-26 14:20 Osu Tatakae Ouendan: conflicted.
2016-12-26 14:20 Osu Tatakae Ouendan: yeah you should hitsound it
2016-12-26 14:20 theramdans: astral diff
2016-12-26 14:20 theramdans: yea lemme try
2016-12-26 14:20 Osu Tatakae Ouendan: ye go do that
2016-12-26 14:50 Osu Tatakae Ouendan: god i still dont know how to change this easy
2016-12-26 15:00 Osu Tatakae Ouendan: ishould make
2016-12-26 15:00 Osu Tatakae Ouendan: 5 hards too
2016-12-26 15:00 Osu Tatakae Ouendan: LOL
2016-12-26 15:01 Osu Tatakae Ouendan: and Mikasa wanted to do a Normal
2016-12-26 15:01 Osu Tatakae Ouendan: ENNHHHHHIIIIIX SOON™
2016-12-26 15:01 theramdans: ??
2016-12-26 15:01 theramdans: OMG lol
2016-12-26 15:01 Osu Tatakae Ouendan: its currently at
2016-12-26 15:01 Osu Tatakae Ouendan: ENHHIIIIIX
2016-12-26 15:01 Osu Tatakae Ouendan: wwwww
2016-12-26 15:01 Osu Tatakae Ouendan: ok gotta afk
2016-12-26 15:02 Osu Tatakae Ouendan: wait no
2016-12-26 15:02 Osu Tatakae Ouendan: ENHHHIIIIIX currently.
Topic Starter
Osu Tatakae Ouendan

theramdans wrote:

bad irc mod
maybe I can get kd, idk
2016-12-26 13:02 theramdans: 00:12:124 (1,2) - bad flow :(
2016-12-26 13:02 Osu Tatakae Ouendan: i thought we were
2016-12-26 13:02 Osu Tatakae Ouendan: roasting the normal
2016-12-26 13:02 theramdans: i thought you asked for both easy and normal
2016-12-26 13:03 Osu Tatakae Ouendan: i thought you said you couldnt roast the easy
2016-12-26 13:03 Osu Tatakae Ouendan: but ok.
2016-12-26 13:03 Osu Tatakae Ouendan: let's roast.
2016-12-26 13:03 theramdans: changed my mind lol
2016-12-26 13:03 Osu Tatakae Ouendan: good
2016-12-26 13:03 Osu Tatakae Ouendan: i need roasting
2016-12-26 13:03 Osu Tatakae Ouendan: and then when this roast is over i'll go cry in bed about how shit my easy and normal are.
2016-12-26 13:03 theramdans: the first one is already sent
2016-12-26 13:03 Osu Tatakae Ouendan: anyway
2016-12-26 13:03 Osu Tatakae Ouendan: this is bad flow huh?
2016-12-26 13:03 theramdans: yes
2016-12-26 13:04 Osu Tatakae Ouendan: how do I map this
2016-12-26 13:04 Osu Tatakae Ouendan: you want that (2) curved outward not inward?
2016-12-26 13:04 theramdans: the (2) changed direction all of a sudden
2016-12-26 13:04 Osu Tatakae Ouendan: fine
2016-12-26 13:04 Osu Tatakae Ouendan: you want me to
2016-12-26 13:04 Osu Tatakae Ouendan: curve (1) inward.
2016-12-26 13:04 Osu Tatakae Ouendan: would that be better.
2016-12-26 13:05 theramdans: ctrl+j (1)
2016-12-26 13:05 Osu Tatakae Ouendan: https://osu.ppy.sh/ss/6898627
2016-12-26 13:05 Osu Tatakae Ouendan: i'll just
2016-12-26 13:05 theramdans: then try to blanket the end of it with (2)
2016-12-26 13:05 Osu Tatakae Ouendan: remap slider 1 but in that pattern.
2016-12-26 13:05 Osu Tatakae Ouendan: re:map*
2016-12-26 13:06 theramdans: like this
2016-12-26 13:06 theramdans: https://osu.ppy.sh/ss/6898631
2016-12-26 13:06 theramdans: it is better in visuals and flow
2016-12-26 13:07 theramdans: 00:23:418 (1,2) - RIP BLANKET AAA
2016-12-26 13:08 Osu Tatakae Ouendan: that can be fixed easily.
2016-12-26 13:08 theramdans: ofc
2016-12-26 13:08 theramdans: that is moderate blanket error
2016-12-26 13:08 Osu Tatakae Ouendan: uh god.
2016-12-26 13:08 Osu Tatakae Ouendan: spacing is so low it might not blanket properly
2016-12-26 13:08 Osu Tatakae Ouendan: sec.
2016-12-26 13:08 theramdans: and about those soft-sliderwhistle sound you put
2016-12-26 13:09 theramdans: I dont really like it :(
2016-12-26 13:09 theramdans: im kinda strict about hitsounds as well
2016-12-26 13:09 theramdans: 00:23:418 (1) - in here
2016-12-26 13:09 Osu Tatakae Ouendan: yeah i cant hitsound like hell
2016-12-26 13:10 Osu Tatakae Ouendan: i just thought
2016-12-26 13:10 Osu Tatakae Ouendan: no sliderwhistle would be crap
2016-12-26 13:10 Osu Tatakae Ouendan: also the only custom hitsounds i have are the clap and whistle btw.
2016-12-26 13:11 Osu Tatakae Ouendan: https://osu.ppy.sh/ss/6898641 ri
2016-12-26 13:11 Osu Tatakae Ouendan: ye just
2016-12-26 13:11 Osu Tatakae Ouendan: turn the flame up to 360 and roast
2016-12-26 13:12 theramdans: btw
2016-12-26 13:12 theramdans: ACTION is editing [https://osu.ppy.sh/b/1131274 i*Ris - Re:Call [Astral Disaster]]
2016-12-26 13:12 theramdans: extended sliders eh
2016-12-26 13:12 Osu Tatakae Ouendan: suddenly
2016-12-26 13:12 Osu Tatakae Ouendan: astral disaster.
2016-12-26 13:12 theramdans: i used to have those on dive in your eyes, until Shiro told me to remove them
2016-12-26 13:12 theramdans: it turned out better
2016-12-26 13:12 Osu Tatakae Ouendan: where?
2016-12-26 13:12 theramdans: well, I just wanna hear your hitsoundings
2016-12-26 13:12 Osu Tatakae Ouendan: oh
2016-12-26 13:13 theramdans: 00:23:418 (1) -
2016-12-26 13:13 theramdans: ACTION is editing [https://osu.ppy.sh/b/1131274 i*Ris - Re:Call [Astral Disaster]]
2016-12-26 13:13 Osu Tatakae Ouendan: astraru disastaa
2016-12-26 13:13 theramdans: I know you want to emphasize vocal
2016-12-26 13:13 Osu Tatakae Ouendan: yeah
2016-12-26 13:14 theramdans: want me to hitsound your astral disaster diff instead?
2016-12-26 13:14 Osu Tatakae Ouendan: most of these are just what Touhou told me to do
2016-12-26 13:14 theramdans: the song is epic enough to make additive hitsounds
2016-12-26 13:14 theramdans: lol
2016-12-26 13:14 Osu Tatakae Ouendan: i was going to ask him again
2016-12-26 13:14 Osu Tatakae Ouendan: but he hasnt been on :d
2016-12-26 13:14 theramdans: he often asks me about hitsounding since a long time ago
2016-12-26 13:14 Osu Tatakae Ouendan: i dont know enough to hitsound
2016-12-26 13:15 Osu Tatakae Ouendan: yeah you should
2016-12-26 13:15 Osu Tatakae Ouendan: hitsound this
2016-12-26 13:15 Osu Tatakae Ouendan: cause I know i cant
2016-12-26 13:15 theramdans: expect something that sounds like jibun sensou
2016-12-26 13:16 Osu Tatakae Ouendan: ok
2016-12-26 13:16 theramdans: so many star jumps
2016-12-26 13:16 Osu Tatakae Ouendan: sounds like it'd work
2016-12-26 13:16 Osu Tatakae Ouendan: i thought we were roasting easy and normal QuQ
2016-12-26 13:16 Osu Tatakae Ouendan: i am getting more roasting than i bargained for
2016-12-26 13:17 Osu Tatakae Ouendan: anyway yeah the stars are really the
2016-12-26 13:17 Osu Tatakae Ouendan: how do i say
2016-12-26 13:17 Osu Tatakae Ouendan: theme>?
2016-12-26 13:17 Osu Tatakae Ouendan: idk
2016-12-26 13:17 theramdans: 00:26:241 (3) -
2016-12-26 13:17 Osu Tatakae Ouendan: what diff are we on now
2016-12-26 13:17 theramdans: this repeat slider is too long
2016-12-26 13:17 theramdans: ACTION is editing [https://osu.ppy.sh/b/1153394 i*Ris - Re:Call [Easy]]
2016-12-26 13:17 theramdans: back on easy :D
2016-12-26 13:18 Osu Tatakae Ouendan: is it?
2016-12-26 13:18 Osu Tatakae Ouendan: it emphasizes the beats though
2016-12-26 13:18 theramdans: yes
2016-12-26 13:18 Osu Tatakae Ouendan: the slider ends anyway
2016-12-26 13:18 theramdans: I mean, the emphasize could be better if
2016-12-26 13:18 theramdans: it repeats here 00:26:947-
2016-12-26 13:18 theramdans: it repeats here 00:26:947 -
2016-12-26 13:18 theramdans: add circle here 00:28:006 -
2016-12-26 13:19 theramdans: umm no, add 1/1 repeat slider there^
2016-12-26 13:19 theramdans: it emphasizes better
2016-12-26 13:19 Osu Tatakae Ouendan: that's just
2016-12-26 13:19 theramdans: this one is too long as well 00:29:065 (1) -
2016-12-26 13:19 Osu Tatakae Ouendan: metronome beat though
2016-12-26 13:19 Osu Tatakae Ouendan: 00:26:947 -
2016-12-26 13:20 Osu Tatakae Ouendan: oh wait
2016-12-26 13:20 Osu Tatakae Ouendan: 00:27:300 - this is too
2016-12-26 13:20 Osu Tatakae Ouendan: lol
2016-12-26 13:20 theramdans: I just dont like something if they repeat in a long slider
2016-12-26 13:20 Osu Tatakae Ouendan: this is becoming a harder easier
2016-12-26 13:20 Osu Tatakae Ouendan: *easy
2016-12-26 13:20 theramdans: if there are any better solution
2016-12-26 13:21 Osu Tatakae Ouendan: man old maps have long slider repeat.s
2016-12-26 13:21 theramdans: :<
2016-12-26 13:21 Osu Tatakae Ouendan: sad
2016-12-26 13:21 Osu Tatakae Ouendan: i'll just
2016-12-26 13:21 Osu Tatakae Ouendan: try to play around with the rhythm slightly
2016-12-26 13:21 Osu Tatakae Ouendan: but wont this become too hard for an easy tho
2016-12-26 13:22 theramdans: Can I just
2016-12-26 13:22 theramdans: make a diff that resembles my mod
2016-12-26 13:22 theramdans: just a sample diff
2016-12-26 13:22 Osu Tatakae Ouendan: rip
2016-12-26 13:22 Osu Tatakae Ouendan: well wynaut
2016-12-26 13:23 theramdans: because I did this on freezer's easy on Mira's dancehall
2016-12-26 13:23 theramdans: lemme try
2016-12-26 13:24 Osu Tatakae Ouendan: man
2016-12-26 13:24 Osu Tatakae Ouendan: i didnt like freezers easy
2016-12-26 13:32 theramdans: im like speedmapping now lol
2016-12-26 13:32 Osu Tatakae Ouendan: lmao
2016-12-26 13:40 theramdans: ACTION is watching [https://osu.ppy.sh/s/534032 i*Ris - Re:Call [Easytest]]
2016-12-26 13:40 theramdans: until 2nd kiai
2016-12-26 13:40 theramdans: 1.43
2016-12-26 13:40 Osu Tatakae Ouendan: dman
2016-12-26 13:41 theramdans: I used copy paste lol
2016-12-26 13:41 theramdans: cuz the song is , you know
2016-12-26 13:41 Osu Tatakae Ouendan: LOL.
2016-12-26 13:41 theramdans: pretty much same
2016-12-26 13:41 Osu Tatakae Ouendan: well ye
2016-12-26 13:41 Osu Tatakae Ouendan: ye
2016-12-26 13:41 theramdans: I only make the core rhythm choice tho
2016-12-26 13:41 theramdans: with no aesthetics at all
2016-12-26 13:41 Osu Tatakae Ouendan: rip
2016-12-26 13:41 theramdans: and only some good flow
2016-12-26 13:41 Osu Tatakae Ouendan: yeah thats
2016-12-26 13:41 Osu Tatakae Ouendan: fine
2016-12-26 13:41 Osu Tatakae Ouendan: i think i'll re:do most of the movement
2016-12-26 13:42 theramdans: let me try the rest of the song
2016-12-26 13:42 theramdans: or I think this should be enough to represent what I want to say about the easy
2016-12-26 13:43 Osu Tatakae Ouendan: depends on you
2016-12-26 13:43 Osu Tatakae Ouendan: rip
2016-12-26 13:53 theramdans: ACTION is watching [https://osu.ppy.sh/s/534032 i*Ris - Re:Call [Easytest]]
2016-12-26 13:53 theramdans: 1.44
2016-12-26 13:54 theramdans: 172 secs drain timee
2016-12-26 13:54 theramdans: core ryhthm only
2016-12-26 13:54 theramdans: no flow/aesthetics polish
2016-12-26 13:54 Osu Tatakae Ouendan: rip.
2016-12-26 13:55 theramdans: here http://puu.sh/t1iAZ/4647c17aae.zip
2016-12-26 13:55 theramdans: focus on the rhythm choice I took
2016-12-26 13:55 theramdans: I mapped the sections just like you did
2016-12-26 13:55 Osu Tatakae Ouendan: rip
2016-12-26 13:56 theramdans: half an hour easy diff speedmapping lol
2016-12-26 13:56 Osu Tatakae Ouendan: i waited for half an hour?
2016-12-26 13:56 Osu Tatakae Ouendan: damn time moves fast.
2016-12-26 13:56 theramdans: yes
2016-12-26 13:57 theramdans: please take a look at it
2016-12-26 13:57 theramdans: its main beats are 2/1 and 1/1
2016-12-26 13:58 theramdans: (sliders mostly)
2016-12-26 13:59 Osu Tatakae Ouendan: rip
2016-12-26 13:59 Osu Tatakae Ouendan: i was trying to avoid using these.
2016-12-26 13:59 theramdans: dont like it? :c
2016-12-26 13:59 Osu Tatakae Ouendan: 1/1 2/1s are boring
2016-12-26 13:59 Osu Tatakae Ouendan: they're EVERYWHERE now
2016-12-26 14:00 theramdans: that is what an easy is
2016-12-26 14:00 Osu Tatakae Ouendan: although i did map the intro the same way in a different diff.
2016-12-26 14:00 theramdans: basic rhythms
2016-12-26 14:00 Osu Tatakae Ouendan: that's not what an easy is
2016-12-26 14:00 Osu Tatakae Ouendan: we had better easies back then
2016-12-26 14:00 Osu Tatakae Ouendan: you can map an easy without having to resort to the same pattern 24/7
2016-12-26 14:00 theramdans: no wonder ppl said my maps are boring
2016-12-26 14:00 Osu Tatakae Ouendan: 02:46:182 (2) -
2016-12-26 14:00 Osu Tatakae Ouendan: huh
2016-12-26 14:00 Osu Tatakae Ouendan: isnt this too complex?
2016-12-26 14:01 theramdans: hmm
2016-12-26 14:01 Osu Tatakae Ouendan: 03:06:477 (3) - this also is too complex
2016-12-26 14:01 theramdans: guitar emphasize
2016-12-26 14:01 Osu Tatakae Ouendan: yeah i get that
2016-12-26 14:01 theramdans: well the 1/3 is optional
2016-12-26 14:01 Osu Tatakae Ouendan: its just
2016-12-26 14:01 Osu Tatakae Ouendan: offputting
2016-12-26 14:02 Osu Tatakae Ouendan: for there to suddenly be non1/1
2016-12-26 14:02 Osu Tatakae Ouendan: idk
2016-12-26 14:02 Osu Tatakae Ouendan: i just think they cant quite understand spacing differences
2016-12-26 14:02 Osu Tatakae Ouendan: and gauge unnatural rhythm
2016-12-26 14:02 Osu Tatakae Ouendan: i mean if the unnatural rhythm was IN the slider itself then that'd be ok
2016-12-26 14:02 Osu Tatakae Ouendan: they're just following the ball along the track
2016-12-26 14:02 theramdans: well, simplify it then , hee
2016-12-26 14:02 Osu Tatakae Ouendan: but its not IN the slider here
2016-12-26 14:02 Osu Tatakae Ouendan: specifically transition from 02:45:653 - to 02:46:182 -
2016-12-26 14:02 Osu Tatakae Ouendan: rip.
2016-12-26 14:03 Osu Tatakae Ouendan: ok
2016-12-26 14:03 Osu Tatakae Ouendan: are you sure this isn't too hard for an easy
2016-12-26 14:03 theramdans: it is just me being not able to ignore the guitar,
2016-12-26 14:03 theramdans: thats all
2016-12-26 14:03 theramdans: no
2016-12-26 14:03 theramdans: this isnt hard at all
2016-12-26 14:03 Osu Tatakae Ouendan: i really think otherwise
2016-12-26 14:03 Osu Tatakae Ouendan: adding more sliders is just
2016-12-26 14:03 Osu Tatakae Ouendan: more movement
2016-12-26 14:03 Osu Tatakae Ouendan: and more individual clicks to time
2016-12-26 14:03 theramdans: more circles are denser
2016-12-26 14:03 theramdans: denser = sr goes rocket
2016-12-26 14:04 theramdans: idk i might be wrong
2016-12-26 14:04 theramdans: maybe you can combine your easy with this easy
2016-12-26 14:04 theramdans: somehow, with some proportion
2016-12-26 14:04 theramdans: maybe like 80:20 lol
2016-12-26 14:06 Osu Tatakae Ouendan: i
2016-12-26 14:06 Osu Tatakae Ouendan: didnt use a lot of circles on easy
2016-12-26 14:06 Osu Tatakae Ouendan: but i didnt use that many sliders either
2016-12-26 14:06 Osu Tatakae Ouendan: im not talking about
2016-12-26 14:06 Osu Tatakae Ouendan: using more circles
2016-12-26 14:07 theramdans: yeah, you didnt
2016-12-26 14:07 Osu Tatakae Ouendan: ye
2016-12-26 14:07 Osu Tatakae Ouendan: so
2016-12-26 14:07 Osu Tatakae Ouendan: whats the sudden
2016-12-26 14:07 Osu Tatakae Ouendan: adding more circles thing
2016-12-26 14:07 theramdans: nah
2016-12-26 14:07 Osu Tatakae Ouendan: o
2016-12-26 14:07 Osu Tatakae Ouendan: rip
2016-12-26 14:07 Osu Tatakae Ouendan: why am i so exhauste
2016-12-26 14:07 theramdans: just remembering the old times when some ppl spam 1/1 circles in easy
2016-12-26 14:08 theramdans: for normal I dont have much to say
2016-12-26 14:08 Osu Tatakae Ouendan: sr really means nothing really
2016-12-26 14:08 Osu Tatakae Ouendan: i think i'll nerf the normal a bit more.
2016-12-26 14:08 Osu Tatakae Ouendan: i'm looking at it and
2016-12-26 14:08 Osu Tatakae Ouendan: sudden 1/2s when the Easy doesnt have any
2016-12-26 14:08 theramdans: 00:23:241 (1,2) - this might be me, I cant hit these two well unless they are stacke
2016-12-26 14:08 theramdans: d
2016-12-26 14:09 Osu Tatakae Ouendan: hm
2016-12-26 14:09 Osu Tatakae Ouendan: are stacks fine on a normal
2016-12-26 14:09 theramdans: 00:29:065 (2) - NC should be here :) cuz vocal
2016-12-26 14:09 theramdans: totally fine
2016-12-26 14:10 Osu Tatakae Ouendan: here?
2016-12-26 14:10 Osu Tatakae Ouendan: 00:29:065 -
2016-12-26 14:10 theramdans: and no-no on easy, please dont stacck :(
2016-12-26 14:10 Osu Tatakae Ouendan: when 00:28:888 (1) - is mapped
2016-12-26 14:10 theramdans: yes
2016-12-26 14:10 Osu Tatakae Ouendan: i didnt stack on easy rip
2016-12-26 14:10 theramdans: yeah
2016-12-26 14:10 Osu Tatakae Ouendan: that
2016-12-26 14:10 Osu Tatakae Ouendan: looks weird tbh
2016-12-26 14:10 Osu Tatakae Ouendan: i mean i know it makes musical sense
2016-12-26 14:10 Osu Tatakae Ouendan: but it looks weird.
2016-12-26 14:10 theramdans: oh yeah on easy
2016-12-26 14:11 theramdans: 02:44:594 (1,1) - unrankable recovery after spinner time interval
2016-12-26 14:11 theramdans: QATs will be triggered by this
2016-12-26 14:11 Osu Tatakae Ouendan: how is that
2016-12-26 14:11 Osu Tatakae Ouendan: unrankable
2016-12-26 14:11 Osu Tatakae Ouendan: there are others that do this
2016-12-26 14:11 theramdans: too close
2016-12-26 14:11 theramdans: 2/1
2016-12-26 14:11 theramdans: try at least 4/1
2016-12-26 14:11 Osu Tatakae Ouendan: you know
2016-12-26 14:11 theramdans: that is what I believe
2016-12-26 14:11 Osu Tatakae Ouendan: other people use 1/1
2016-12-26 14:11 theramdans: WHAT
2016-12-26 14:11 theramdans: please dont :(
2016-12-26 14:12 Osu Tatakae Ouendan: i dont like it either tbh
2016-12-26 14:12 Osu Tatakae Ouendan: but at this point i have no choice
2016-12-26 14:12 theramdans: be at least 4/1 or dont put spinner at all
2016-12-26 14:12 Osu Tatakae Ouendan: cant move that slider
2016-12-26 14:12 Osu Tatakae Ouendan: can't remove that spinner.
2016-12-26 14:12 Osu Tatakae Ouendan: how am i to map 02:44:594 -
2016-12-26 14:12 theramdans: that is what garven told me
2016-12-26 14:12 theramdans: follow the guitar...
2016-12-26 14:12 Osu Tatakae Ouendan: then the other QAT are not doing their job
2016-12-26 14:12 Osu Tatakae Ouendan: you can't
2016-12-26 14:13 Osu Tatakae Ouendan: follow that guitar
2016-12-26 14:13 Osu Tatakae Ouendan: on an easy
2016-12-26 14:13 Osu Tatakae Ouendan: its complex rhythm
2016-12-26 14:13 Osu Tatakae Ouendan: unless I decide to just reverse arrow spam
2016-12-26 14:13 theramdans: follow the drum then
2016-12-26 14:13 Osu Tatakae Ouendan: that's boring
2016-12-26 14:13 Osu Tatakae Ouendan: wait
2016-12-26 14:13 Osu Tatakae Ouendan: i have an idea.
2016-12-26 14:13 theramdans: 02:45:653 - repeat here
2016-12-26 14:13 theramdans: boring but it fits
2016-12-26 14:14 Osu Tatakae Ouendan: http://puu.sh/t1jhM/40b3e2fb2a.jpg
2016-12-26 14:14 Osu Tatakae Ouendan: how about this
2016-12-26 14:14 Osu Tatakae Ouendan: just check the rhythm
2016-12-26 14:14 Osu Tatakae Ouendan: oh i guess that works too
2016-12-26 14:14 Osu Tatakae Ouendan: yeah that works better http://puu.sh/t1jjj/63949465df.jpg
2016-12-26 14:14 theramdans: now that is better
2016-12-26 14:14 Osu Tatakae Ouendan: lot better actually
2016-12-26 14:15 theramdans: yey
2016-12-26 14:15 theramdans: we combined our approaches
2016-12-26 14:15 Osu Tatakae Ouendan: rip
2016-12-26 14:15 Osu Tatakae Ouendan: i should
2016-12-26 14:15 Osu Tatakae Ouendan: put the first idea on the normal
2016-12-26 14:16 theramdans: 02:46:712 (2) - finally good emphasize on guitar
2016-12-26 14:16 Osu Tatakae Ouendan: it fits here man
2016-12-26 14:16 theramdans: because it is 1/1, not a 3/2 repeat
2016-12-26 14:16 Osu Tatakae Ouendan: besides the guitar drags out there.
2016-12-26 14:17 theramdans: 02:47:418 - same here as well, 1/1
2016-12-26 14:17 theramdans: you could emphasize that too
2016-12-26 14:17 Osu Tatakae Ouendan: yeah i will since that used ot be a
2016-12-26 14:17 Osu Tatakae Ouendan: spinear
2016-12-26 14:17 theramdans: cool
2016-12-26 14:17 theramdans: you're getting there ;)
2016-12-26 14:18 Osu Tatakae Ouendan: rip pls.
2016-12-26 14:18 Osu Tatakae Ouendan: now i feel burnt
2016-12-26 14:18 Osu Tatakae Ouendan: wwww.
2016-12-26 14:18 theramdans: whyyyy
2016-12-26 14:18 Osu Tatakae Ouendan: because
2016-12-26 14:18 Osu Tatakae Ouendan: roasting
2016-12-26 14:18 Osu Tatakae Ouendan: roasts lead to burns
2016-12-26 14:18 Osu Tatakae Ouendan: www
2016-12-26 14:18 theramdans: pfft
2016-12-26 14:18 Osu Tatakae Ouendan: it was a pun ok
2016-12-26 14:18 theramdans: does the roasted material smells good?
2016-12-26 14:18 theramdans: i know it is, ofc
2016-12-26 14:18 Osu Tatakae Ouendan: i'm the one being roasted
2016-12-26 14:18 Osu Tatakae Ouendan: LOL
2016-12-26 14:19 Osu Tatakae Ouendan: i mean hi
2016-12-26 14:19 theramdans: muhehehhe
2016-12-26 14:19 theramdans: funny
2016-12-26 14:19 Osu Tatakae Ouendan: i still feel like keeping some of the long sliders
2016-12-26 14:19 Osu Tatakae Ouendan: rip.
2016-12-26 14:19 Osu Tatakae Ouendan: MAYBE I SHOULD JUST
2016-12-26 14:19 Osu Tatakae Ouendan: PUT THIS ON ANOTHER DIFF
2016-12-26 14:19 Osu Tatakae Ouendan: AND THEN MAKE AN EASY
2016-12-26 14:19 theramdans: LOL
2016-12-26 14:20 theramdans: while you do that
2016-12-26 14:20 Osu Tatakae Ouendan: but now it'll feel like a tryhard beginner
2016-12-26 14:20 Osu Tatakae Ouendan: rip
2016-12-26 14:20 theramdans: can I go hitsound your diff?
2016-12-26 14:20 Osu Tatakae Ouendan: conflicted.
2016-12-26 14:20 Osu Tatakae Ouendan: yeah you should hitsound it
2016-12-26 14:20 theramdans: astral diff
2016-12-26 14:20 theramdans: yea lemme try
2016-12-26 14:20 Osu Tatakae Ouendan: ye go do that
2016-12-26 14:50 Osu Tatakae Ouendan: god i still dont know how to change this easy
2016-12-26 15:00 Osu Tatakae Ouendan: ishould make
2016-12-26 15:00 Osu Tatakae Ouendan: 5 hards too
2016-12-26 15:00 Osu Tatakae Ouendan: LOL
2016-12-26 15:01 Osu Tatakae Ouendan: and Mikasa wanted to do a Normal
2016-12-26 15:01 Osu Tatakae Ouendan: ENNHHHHHIIIIIX SOON™
2016-12-26 15:01 theramdans: ??
2016-12-26 15:01 theramdans: OMG lol
2016-12-26 15:01 Osu Tatakae Ouendan: its currently at
2016-12-26 15:01 Osu Tatakae Ouendan: ENHHIIIIIX
2016-12-26 15:01 Osu Tatakae Ouendan: wwwww
2016-12-26 15:01 Osu Tatakae Ouendan: ok gotta afk
2016-12-26 15:02 Osu Tatakae Ouendan: wait no
2016-12-26 15:02 Osu Tatakae Ouendan: ENHHHIIIIIX currently.
made some changes last Dec 26 = v=)
HeatKai
rip map. 11 diffs.
Topic Starter
Osu Tatakae Ouendan

HeatKai wrote:

rip map. 11 diffs.
Heatkai pls. Edit: It's 12 diffs now
Bluekrait
Osu Tatakae Ouendan's free #modhelp request

General Thoughts: I would highly consider deleting/combining some of your difficulties and work on polishing those rather than mapping a bulk amount of difficulties that have many flaws, both in terms of aesthetics and pattern creation. Also note that having so many difficulties is a huge turnoff for modders if you seriously want to rank this set.

[Easy]
  1. 00:23:406 (1,2) - Blanket around slider instead of just the slider head.
  2. 00:32:935 (3,4) - Blanket
  3. 00:34:700 (1,2,3,4,5,1,2,3,1,2) - Remap. Here are a few options you can use for each measure, remember to keep it consistent. If you choose more than one, I'd recommend changing every two measures.
  4. 00:57:288 (1,2) - Blanket
  5. 01:02:935 (3,4) - Blanket
  6. 01:14:229 (1) - Don't put a spinner here...
  7. 01:42:817 (1,2,1,2,1,2,3) - Remap using patterns similar to above examples. Also don't end sliders on big white ticks!
  8. 02:05:053 (1,2,3,1,2,3,4,5,6,1,2,3) - Remap. This is exact copy pasted from the previous kiai, just flipped along x-axis. Even for similar parts in the song, it doesn't make for a very fun experience.
  9. 02:41:759 (1) - You tried I guess... Move the heart down or move 02:38:935 (1,2) up so they're not overlapping. Alternatively, blanket them like you did with 02:44:582 (1)
  10. 02:47:406 (3,1) - Remap
  11. 02:58:347 (4) - Add circle here.
  12. 03:02:229 (2,3,1,2,3) - Remap. This section is very similar to the previous one, except you have less than half the note density here...
  13. 03:06:465 (4) - Turn to 1/3 reverse slider
  14. 03:08:582 (2) - Killing your symmetry here because it just doesn't match the song. Split into two sliders that are of equal length. Start the second one 03:09:994 (3)
  15. 03:26:229 (1) - Change to reverse slider that starts at 03:26:053 (1) and ends on the big white tick and move so it doesn't overlap 03:27:641 (1)
  16. 03:27:288 (2) - Add circle here.
  17. 03:28:700 (2) - Add circle here.
  18. 03:29:759 (1) - This whole kiai feels boring (I get the impression not a whole lot of thought was put into the note placement since everything is just mirrored). At this point, I would just remap it using shorter sliders and maybe incorporating more circles to better match the vocals.)
[Normal]
  1. You need to work on comboing. NC once every two measures.
  2. I suggest combining this diff with your easy and work on refining patterns.
[Intermediate]
  1. Combos need work. NC once every two measures.
  2. 00:28:876 (1,2,3,4,5,1,2) - Please don't do this. To me, this is a sign of laziness.
  3. 00:45:994 (4) - Map the break.
  4. 01:00:112 (4,1,2,3,4) - Reposition/Remap; doesn't look good. The triple and the spacing between the 1 and 4 sliders look weird. At least consider decreasing the spacing or stacking the triple.
  5. 01:17:053 (1,1) - Something's missing in between these notes.
  6. 01:31:876 (3,4,1,2) - Hard to read pattern.
  7. 01:33:112 (4,5) - Touching looks bad, decrease spacing or stack.
  8. 01:36:641 (1,2,3,4,1,2,3,4,5,6,7,8,9) - Don't be lazy...
  9. 01:53:759 (5) - Map the break.
  10. 02:38:406 (1,2,3,1) - Decrease spacing.
  11. 02:41:935 (2,3,4,5,6,1) - ^
  12. 02:48:817 (5,6,7,8,1) - ^
  13. 03:00:288 (6,7) - ^
  14. 03:26:053 (1,2,3,4,1,2,3,4) - This is harder than the pattern you used for Advanced.
  15. 03:44:406 (3,5) - Blanket
[Advanced]
  1. This difficulty is better than the previous ones, but not by much. Please Please consider combining this with the Intermediate difficulty. Use CS 3.8/3.9
  2. 00:37:523 (1,2,3,4,1,2,3,4) - You have some nice curvy sliders, then the flow is ruined by these straight horizontal ones...
  3. 00:48:112 (4,5,6,7) - Hitting these is not fun. video, Though I highly recommend you watch it all.
  4. 00:50:759 (6,7,8,9) - ^
  5. 00:53:582 (5,6) - Blanket or increase distance between apex of slider and circle.
  6. 00:55:347 (4,5,6,7,8,9) - Remap at least 7,8,9
  7. 01:18:112 (5,1) - Map drums between these.
  8. 01:31:170 (2,4) - Don't overlap these.
  9. 01:36:641 (1,2,3,4,5,6,7,8,9) - New pattern, or at least don't make it so obvious that you didn't put any thought into it so you just mirrored.
  10. 01:42:465 (2,3,4,5,6) - Momentum video applies here and for all similar patterns following this one.
  11. 02:30:465 (1,2,3) - Most coherent pattern in the whole diff, maybe set.
  12. 02:32:582 (5) - Don't reverse more than once, it's confusing for newer players.
  13. 02:33:641 (2,3,4) - Remap this. Don't end sliders on white ticks, especially big ones.
  14. 02:38:935 (4) - Map the break.
  15. 02:52:523 (1,2,3,4,5,6,7,8) - Lazy. You may not think it, but it's the first thing that comes to mind when I see stuff like this.
  16. 02:55:347 (1,2,3,4,1,2,3,4) - ^ also momentum
  17. 03:01:170 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6) - Remap this. At this point, you're NC'ing because of pattern choice. Combo once every one or two measures and make the patterns from there.
  18. 03:06:465 (7) - Change to 1/3 reverse slider.
  19. 03:26:935 (4,1) - Map the drum beat between these two.
  20. 03:49:523 (1,2,3) - Spacing between slider bodies is too close.
[Light Hard]
  1. Many of the mirror things and momentum things in this diff that I mentioned in previous diffs. Just going to ignore them from this point on since you'll either agree with me and make all the changes or disagree and not make the changes.
  2. 00:29:053 (1,3) - Slider body spacing is too close. Either overlap them more or don't overlap at all.
  3. 02:01:876 (8,2) - Spacing
  4. 02:22:876 (3,4,6,7) - ^
  5. 02:41:935 (3,4) - Fill this gap.
  6. 02:45:465 (5,6,7,8) - NC these for readability.
  7. 03:04:347 (1,2,3) - See previous difficulties.
  8. 03:26:935 (4,1) - Map the drum beat between.
[Hard]
  1. 00:13:170 (5,3) - Stack?
  2. 00:42:994 (6,1) - Nudge 6 to the left more.
  3. 00:54:112 (6) - Don't end slider on big white tick ever.
  4. 01:05:053 (3,1) - Spacing
  5. 01:06:641 (3,4) - Blanket slider body, not the circle.
  6. 01:41:759 (1,2,3) - NC these three.
  7. 01:51:465 (2,3,4,5) - Match distances.
  8. 01:58:523 (5,6) - Spacing
  9. 02:05:759 (3,4) - ^
  10. 02:43:700 (2) - Why isn't this one like 02:40:876 (3) and 02:41:935 (6) ?
  11. 02:50:053 (3,4,1) - Flow from 4 to 1 doesn't play well. Move 1 to the left of 4.
  12. 03:43:876 (1,2,4,5) - Spacing
[Hyper]
  1. Combine this with your Hard diff
  2. 00:55:346 (3,1) - Stack?
  3. 01:06:641 (3,4) - Blanket
  4. 01:19:876 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,1,2) - Too many NCs
  5. 03:39:641 (1,2,3) - Blanket
[Light Insane]
  1. 00:26:759 (2,4) - Spacing
  2. 01:22:347 (5,5) - Stack?
  3. 01:44:405 (4,1) - Spacing
  4. 01:45:465 (2,3,5,6,7) - ^
  5. 01:46:877 (2,3,5,6,7) - ^
  6. 01:48:641 (4,1) - ^
  7. 02:08:935 (3,1,2) - ^
  8. 03:41:406 (2,3) - Blanket
[249's Insane]
  1. No whistles please.
  2. 00:45:994 (1) - Map the break.
  3. 01:30:112 (2,3) - Blanket around slider body, not circle.
  4. 01:53:759 (1) - Map the break.
  5. 02:52:700 (3,4,1,2,3,4,5,6,7,8) - Ughh, this flow is really bad. Please watch the momentum video I linked above.
  6. 03:33:641 (4,1) - Blanket around slider body.
[Insane]
  1. 02:04:347 (7,8) - 7 should be where the stream changes direction.
  2. 02:07:876 (1,2) - Spacing
  3. 02:10:700 (1,3) - ^
  4. 02:12:112 (1,3) - ^
  5. 02:12:818 (3,1) - ^
  6. 02:32:582 (1,2,3,4) - Should have greater spacing than 02:31:876 (1,2,3,4)
  7. 02:52:700 (3,2) - Blanket
  8. 03:04:876 (2,3) - Spacing
[Lunatic]
  1. 00:17:759 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Remap this. You're putting emphasis on the 1st and 2nd beat when the song also emphasizes the 3rd.
  2. 02:03:994 (3,4,5,6,7,8,9,10,11,12,13,14) - Change direction on either the 7 or 11
  3. 03:41:759 (2,3) - Spacing
[Astral Disaster]
  1. Please just combine this with your Lunatic diff.
If you want to become a successful mapper, you need to think beyond stars, squares, and equilateral triangles.

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Manic by cYsmix

YTYuyu

Bluekrait wrote:

Osu Tatakae Ouendan's free #modhelp request

[249's Insane]
No whistles please. no they compliment the vocals pretty well.
00:45:994 (1) - Map the break. why? i'm not gonna force another wave of notes in this case. and plus this has been done before and it's really uncommon.
01:30:112 (2,3) - Blanket around slider body, not circle. i did the best i can.
01:53:759 (1) - Map the break same reply as 00:45:994 -
02:52:700 (3,4,1,2,3,4,5,6,7,8) - Ughh, this flow is really bad. Please watch the momentum video I linked above. no it's not it's fine. it's simple and straight to the point, and plus the flow isn't bad at all. you're not used to old school patterns like these.
03:33:641 (4,1) - Blanket around slider body. here too.
Ty for the mod. the only thing i did fix are the blankets.

SPOILER
osu file format v14

[General]
AudioFilename: ReCall.mp3
AudioLeadIn: 0
PreviewTime: 56418
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Re:Call
TitleUnicode:Re:Call
Artist:i*Ris
ArtistUnicode:i☆Ris
Creator:Osu Tatakae Ouendan
Version:249's Insane
Source:双星の陰陽師
Tags:Sousei no Onmyouji Twin Star Exorcists Byakugan249 YTYuyu
BeatmapID:1145977
BeatmapSetID:534032

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"1024x768.jpg",0,0
//Break Periods
2,46194,51041
2,113959,118806
2,159135,169629
2,194429,203512
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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224,156,155935,1,0,0:0:0:0:
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480,240,158229,2,0,P|448:276|380:300,1,100,0|2,0:0|0:0,0:0:0:0:
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264,64,173053,5,2,0:0:0:0:
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312,68,174465,5,2,0:0:0:0:
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172,260,177288,6,2,P|88:224|68:100,1,200,0|10,0:0|0:0,0:0:0:0:
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300,312,189288,2,0,P|236:312|148:200,1,200,2|2,0:0|0:0,0:0:0:0:
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260,240,190876,2,0,L|144:240,2,100,10|10|0,0:0|0:0|0:0,0:0:0:0:
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200,96,207288,6,0,P|112:124|112:236,1,200,4|0,0:0|0:0,0:0:0:0:
248,308,207817,2,0,P|336:280|336:168,2,200,0|4|0,0:0|0:0|0:0,0:0:0:0:
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116,240,218053,1,2,0:0:0:0:
116,249,218141,1,0,0:0:0:0:
117,258,218229,6,0,P|148:303|200:316,1,100,4|0,0:0|0:0,0:0:0:0:
360,256,218582,2,0,P|329:301|277:314,1,100,10|0,0:0|0:0,0:0:0:0:
116,256,218935,2,0,L|4:256,1,100,10|0,0:0|0:0,0:0:0:0:
360,256,219288,2,0,L|472:256,1,100,10|0,0:0|0:0,0:0:0:0:
484,160,219641,6,0,P|488:96|464:60,1,100,8|0,0:0|0:0,0:0:0:0:
372,48,219994,1,10,0:0:0:0:
272,48,220170,1,0,0:0:0:0:
192,108,220347,1,10,0:0:0:0:
192,208,220523,1,0,0:0:0:0:
116,272,220700,1,10,0:0:0:0:
40,208,220876,1,0,0:0:0:0:
40,108,221053,6,0,P|76:60|124:44,1,100,8|0,0:0|0:0,0:0:0:0:
212,44,221406,1,10,0:0:0:0:
284,112,221582,1,0,0:0:0:0:
212,180,221759,2,0,L|212:284,1,100,10|0,0:0|0:0,0:0:0:0:
284,352,222112,1,10,0:0:0:0:
356,284,222288,1,0,0:0:0:0:
364,184,222465,6,0,L|496:184,1,100,10|0,0:0|0:0,0:0:0:0:
304,116,222817,2,0,L|192:116,1,100,8|2,0:0|0:0,0:0:0:0:
464,184,223170,2,0,L|464:296,1,100,8|2,0:0|0:0,0:0:0:0:
204,116,223523,2,0,L|204:12,1,100,8|0,0:0|0:0,0:0:0:0:
304,16,223876,5,2,0:0:0:0:
400,36,224053,1,0,0:0:0:0:
412,136,224229,1,0,0:0:0:0:
304,40,224406,5,2,0:0:0:0:
400,60,224583,1,0,0:0:0:0:
412,160,224759,1,0,0:0:0:0:
304,64,224935,5,2,0:0:0:0:
400,84,225112,1,0,0:0:0:0:
412,184,225288,1,0,0:0:0:0:
304,88,225465,5,2,0:0:0:0:
400,108,225642,1,0,0:0:0:0:
412,208,225818,1,0,0:0:0:0:
364,296,225994,2,0,P|296:320|160:292,1,200,2|2,0:0|0:0,0:0:0:0:
92,240,226523,1,0,0:0:0:0:
48,140,226700,6,0,L|48:24,2,100,10|0|0,0:0|0:0|0:0,0:0:0:0:
140,184,227229,2,0,P|212:184|252:152,1,100,10|0,0:0|0:0,0:0:0:0:
300,96,227582,1,0,0:0:0:0:
400,96,227759,2,0,P|432:148|432:204,1,100,10|0,0:0|0:0,0:0:0:0:
388,272,228112,5,0,0:0:0:0:
388,272,228288,2,0,L|280:272,1,100,10|0,0:0|0:0,0:0:0:0:
196,232,228641,1,0,0:0:0:0:
132,156,228817,2,0,L|132:48,1,100,10|0,0:0|0:0,0:0:0:0:
44,200,229170,2,0,L|44:308,1,100,10|0,0:0|0:0,0:0:0:0:
136,340,229523,5,2,0:0:0:0:
236,340,229700,1,0,0:0:0:0:
264,244,229876,1,0,0:0:0:0:
160,340,230053,5,2,0:0:0:0:
260,340,230230,1,0,0:0:0:0:
288,244,230406,1,0,0:0:0:0:
184,340,230582,5,2,0:0:0:0:
284,340,230759,1,0,0:0:0:0:
312,244,230935,1,0,0:0:0:0:
208,340,231112,5,2,0:0:0:0:
308,340,231289,1,0,0:0:0:0:
336,244,231465,1,0,0:0:0:0:
340,144,231641,2,2,P|288:100|164:120,1,200
144,216,232170,1,0,0:0:0:0:
200,300,232347,6,0,L|304:300,1,100,8|0,0:0|0:0,0:0:0:0:
336,208,232700,1,0,0:0:0:0:
392,124,232876,2,0,L|508:124,2,100,8|0|0,0:0|0:0|0:0,0:0:0:0:
336,40,233406,1,8,0:0:0:0:
168,228,235170,5,2,0:0:0:0:
224,144,235347,1,0,0:0:0:0:
276,228,235523,1,0,0:0:0:0:
324,140,235700,1,2,0:0:0:0:
276,52,235876,1,0,0:0:0:0:
176,52,236053,1,0,0:0:0:0:
128,140,236229,6,0,L|24:140,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
212,196,236759,1,2,0:0:0:0:
212,296,236935,1,0,0:0:0:0:
304,336,237112,1,0,0:0:0:0:
392,292,237288,1,2,0:0:0:0:
392,292,237465,2,0,P|436:232|380:96,1,200,2|4,0:0|0:0,0:0:0:0:
256,192,237906,12,0,243553,0:0:0:0:
Topic Starter
Osu Tatakae Ouendan

Bluekrait wrote:

Osu Tatakae Ouendan's free #modhelp request

General Thoughts: I would highly consider deleting/combining some of your difficulties and work on polishing those rather than mapping a bulk amount of difficulties that have many flaws, both in terms of aesthetics and pattern creation.
The large amount of diffs are for spread. To elaborate:
Easy - Typical Easy. Attempt at avoiding overly common 1/1 2/1 spam. Long sliders for simpler movement and less thinking of rhythm, as more objects means more clicking which means more thinking of the proper timing. osu!'s biggest difference across rhythm games is the focus on movement, so I want players to get adjusted to this idea at this point without having to think too much of timing yet.
Normal - attempt at normal. Most of the longer sliders are broken down into slightly denser 2/1 sliders with 1/1 circles in between. Follows vocals a bit more. By this point the new player needs to learn to adjust to the rhythm and movement.
Difficulties after this portion are attempts to let the player experience bit by bit the common map.
Intermediate - Denser rhythm, attempt at keeping movement similar and not too complex
Advanced - Following vocals more closely, much denser. Movement starts getting slightly complex as well
Light Hard - Increase in movement, with more continuous movement. Listening to vocals emphasized more, to emphasize listening to the music.
Hard - Following vocals with instruments. By this point the player should understand to not follow conventional metronome (as in, notes tending to land on white ticks) on certain rhythms and listen more to the music, while also encouraging to understand continuous 1/2. Increase in circle density.
Hyper - Introduction to more triplets and 1/4. Minor jumps introduced. Because the Hard already has continuous 1/2s, the player by this point should understand to not look at distance snap for judging.
Light Insane - More jumps following symmetrical aesthetics.
Insane - Intense jumps following symmetrical aesthetics and small bits of music-specific patterns (such as the triangles on the parts where the drum strikes thrice)
Lunatic - peak difficulty
Astral Disaster- sort of bonus difficulty with harder jumps

Flaws in aesthetics can be fixed, but in this case I'm not sure what exactly is the flaws in pattern creation yet. Diffs were mapped from Astral Disaster going downward, with simpler patterns and movements while attempting to keep the core of the theme: stars, pentagons, triangles, symmetry, etc.
General ideas in copy paste flips are so that the player can simply have to re:call the previous instance of the pattern, as well as highlighting just how similar each section is, as well as how the patterns are flowing into each other

Also note that having so many difficulties is a huge turnoff for modders if you seriously want to rank this set.
If other mapsets with just as many difficulties can get ranked then this should be fine. We'll just slug it out in finding mods. I prefer attempting to balance the spread and catering to as much of the lower player base as possible instead of multiple extras as well.
[Easy]
  1. 00:23:406 (1,2) - Blanket around slider instead of just the slider head. no. there's nowhere for it to go from here if i blanket around the whole slider.
  2. 00:32:935 (3,4) - Blanket seemed fine already but made slight adjustment
  3. 00:34:700 (1,2,3,4,5,1,2,3,1,2) - Remap. Here are a few options you can use for each measure, remember to keep it consistent. If you choose more than one, I'd recommend changing every two measures. The first option is already used for 01:42:817 (1,2,1,2,1,2,3,1) - . Most of the portions before this include longer sliders, so multiple 1/1s is not an option in the attempt of keeping spread and difficulty (see diff spread theory above). Multiple 1/1 sliders increases movement and clicks (which means more focus on having to click on the right time).
  4. 00:57:288 (1,2) - Blanket cannot without having to change length of (2). They're copies of each other so that the length of movement doesn't have to change as well as keeping symmetry. This keeps it simpler as well
  5. 01:02:935 (3,4) - Blanket same as above
  6. 01:14:229 (1) - Don't put a spinner here... Spinner to end a kiai is fine.
  7. 01:42:817 (1,2,1,2,1,2,3) - Remap using patterns similar to above examples. Similar to above. This portion is slightly more complex than the previous in order to have the map continuously changing and keep some uniqueness between both sections. Multiple 1/1s is still not something viable for me, so too keep things complex, repeat arrows were used. The left and right movements provide some bit of emphasis anywayAlso don't end sliders on big white ticks! It's not necessary that they should not end on downbeats. In this case, the aim is to emphasize that short lack of instruments at 01:42:487 - so that the next pattern begins when the instruments pick up again at 01:42:817 -
  8. 02:05:053 (1,2,3,1,2,3,4,5,6,1,2,3) - Remap. This is exact copy pasted from the previous kiai, just flipped along x-axis. Even for similar parts in the song, it doesn't make for a very fun experience. A copy paste flip from kiai is viable for lower difficulties, and actually sometimes in higher difficulties. This way the player does not have to think too much of a sudden new mapping.
  9. 02:41:759 (1) - You tried I guess... Move the heart down or move 02:38:935 (1,2) up so they're not overlapping. Alternatively, blanket them like you did with 02:44:582 (1) Yeah I tried. Adjusted (1,2)
  10. 02:47:406 (3,1) - Remap 1 emphasizes the long guitar, so i'm keeping it.
  11. 02:58:347 (4) - Add circle here. At this section, notes are actually mapped to vocals ending on white ticks. Vocals land on red on 02:58:170 - so I do not want to put a random 1/1 here.
  12. 03:02:229 (2,3,1,2,3) - Remap. This section is very similar to the previous one, except you have less than half the note density here... so that I can set up the emphasis on the guitar on 03:04:347 (1,2,3,4) - . Also, this part is slightly less intense than previous section, as momentum build up from guitar solo has died out by this point
  13. 03:06:465 (4) - Turn to 1/3 reverse slider not viable to be too often used on an Easy, and with most of the previous parts being longer sliders as well. The movement itself is also a nice representative of the music pattern
  14. 03:08:582 (2) - Killing your symmetry here because it just doesn't match the song. Split into two sliders that are of equal length. Start the second one 03:09:994 (3) Added a slider at 03:09:994 - but kept symmetry
  15. 03:26:229 (1) - Change to reverse slider that starts at 03:26:053 (1) and ends on the big white tick and move so it doesn't overlap 03:27:641 (1) starting on a Red tick isn't a good idea on the Easy. I've adjusted the sliders slightly further apart so they don't overlap, but its a bit of a stretch of the DS.
  16. 03:27:288 (2) - Add circle here. No since retained the original two sliders
  17. 03:28:700 (2) - Add circle here. Keeping it at a short 1/1 slider
  18. 03:29:759 (1) - This whole kiai feels boring (I get the impression not a whole lot of thought was put into the note placement since everything is just mirrored). At this point, I would just remap it using shorter sliders and maybe incorporating more circles to better match the vocals.) Long sliders are used for reasons stated above.
[Normal]
  1. You need to work on comboing. NC once every two measures. Current comboing focuses on mapping patterns as a whole, and atm nothign seems problematic about the combos.
  2. I suggest combining this diff with your easy and work on refining patterns. Cannot combine the diff with Easy for some reasons stated above. One of which would be first the density and rhythmic patterns used. Presume I use multiple 3/2 sliders and lessen circles and 1/2s, it still isn't entirely something for an Easy
[Intermediate]

  • Spacing on this diff seems fine. It's better to keep spacing the same so that the player doesnt have to think between changing spacings
  1. Combos need work. NC once every two measures. 00:26:229 (7) - NC'd here and on Star Slider 03:11:406 (6) - but I cant find anything else wrong with the comboing
  2. 00:28:876 (1,2,3,4,5,1,2) - Please don't do this. To me, this is a sign of laziness. Not entirely sure how this is laziness. They're used to capture how similar rhythmic patterns are while keeping players from having to think about the new pattern.
  3. 00:45:994 (4) - Map the break. Keeping it a break to prevent too high density compared to Normal, as well as since by this point its the first time a newer player would be facing a really complex rhythm mapped, so it's safer to give them breathing room by this point.
  4. 01:00:112 (4,1,2,3,4) - Reposition/Remap; doesn't look good. The triple and the spacing between the 1 and 4 sliders look weird. At least consider decreasing the spacing or stacking the triple. They're unstacked so that there is movement to transition to the next, as well as keeping it from being too simple and putting a bit of emphasis. Spacing is based on current 1.10x used on majority of the map. decreasing spacing makes them too overlapped with each other as well
  5. 01:17:053 (1,1) - Something's missing in between these notes. Intentional, for a small break. All of the diffs after this follow this trend. The vocals are not notable enough to be mapped, and the lack of instruments make it an ideal section for a drain section.
  6. 01:31:876 (3,4,1,2) - Hard to read pattern. Asking around how to change that atm.
  7. 01:33:112 (4,5) - Touching looks bad, decrease spacing or stack. Stacking a note at the end of a slider is harder to read. At this level I avoid those so that the player does not have to worry about when to stop holding on the slider then transitioning to tap. Spacing is based same used all across the diff.
  8. 01:36:641 (1,2,3,4,1,2,3,4,5,6,7,8,9) - Don't be lazy... same reason as earlier.
  9. 01:53:759 (5) - Map the break. Same reason as earlier
  10. 02:38:406 (1,2,3,1) - Decrease spacing. Same reason as earlier
  11. 02:41:935 (2,3,4,5,6,1) - ^ same
  12. 02:48:817 (5,6,7,8,1) - ^ same
  13. 03:00:288 (6,7) - ^ same
  14. 03:26:053 (1,2,3,4,1,2,3,4) - This is harder than the pattern you used for Advanced. Is it? Advanced currently uses 1/2s, with a slider to force the player into extra movement, while this one has 1/1s. I'm gonna ask around
  15. 03:44:406 (3,5) - Blanket Will try
[Advanced]
  1. This difficulty is better than the previous ones, but not by much. Please Please consider combining this with the Intermediate difficulty. Use CS 3.8/3.9 such a small change in CS doesn't do much really. On the other hand, the higher density here is meant to bridge the Intermediate and the Light Hard.
  2. 00:37:523 (1,2,3,4,1,2,3,4) - You have some nice curvy sliders, then the flow is ruined by these straight horizontal ones... movement choice; from a curving movement to a change to straight movement. The curve in the first is a transitionary from the previous section. Considering that the phrasing makes it sound like the entire 00:37:523 (1,2,3,4,1,2,3,4) - would fit in one pattern, I've put it all as linear as that would fit well into one pattern while the curved ones tend to indicate different phrasing
  3. 00:48:112 (4,5,6,7) - Hitting these is not fun. video, Though I highly recommend you watch it all.The video makes sense really, but from 6 years of playing and mapping experience it's not always true, based on a number of aspects, including overall map design and theme. In any case, I have changed the movement on this portion
  4. 00:50:759 (6,7,8,9) - ^ This isn't as extreme as the first, so it should be fine.
  5. 00:53:582 (5,6) - Blanket or increase distance between apex of slider and circle. made an attempt at the latter, as i can't quite blanket it
  6. 00:55:347 (4,5,6,7,8,9) - Remap at least 7,8,9 i'll keep it as is due to emphasizing the three beats and the movement kept
  7. 01:18:112 (5,1) - Map drums between these. Same reason as earlier
  8. 01:31:170 (2,4) - Don't overlap these. hm, at the moment I don't see a reason why yet.
  9. 01:36:641 (1,2,3,4,5,6,7,8,9) - New pattern, or at least don't make it so obvious that you didn't put any thought into it so you just mirrored. same as earlier
  10. 01:42:465 (2,3,4,5,6) - Momentum video applies here and for all similar patterns following this one. This should be ok
  11. 02:30:465 (1,2,3) - Most coherent pattern in the whole diff, maybe set.
  12. 02:32:582 (5) - Don't reverse more than once, it's confusing for newer players. ok
  13. 02:33:641 (2,3,4) - Remap this. Don't end sliders on white ticks, especially big ones. re:mapped slightly
  14. 02:38:935 (4) - Map the break. No, there needs to be a break somewhere here considering there were breaks in the previous difficulties in this general area. Reason why this section is mapped instead of the next one like in the next difficulties is so because I do not have enough room to map the next section differently from the previous
  15. 02:52:523 (1,2,3,4,5,6,7,8) - Lazy. You may not think it, but it's the first thing that comes to mind when I see stuff like this. Not changing
  16. 02:55:347 (1,2,3,4,1,2,3,4) - ^ also momentum this movement should be fine
  17. 03:01:170 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6) - Remap this. At this point, you're NC'ing because of pattern choice. Combo once every one or two measures and make the patterns from there. Combos should follow one of two things: rhythmic pattern or mapping pattern. Mapping pattern takes priority here due to the choice of mapping. Even then, there should be NC's on the beginning of each also considering the rhythmic pattern
  18. 03:06:465 (7) - Change to 1/3 reverse slider. I deemed it to perplexing for this difficulty
  19. 03:26:935 (4,1) - Map the drum beat between these two. following vocals only
  20. 03:49:523 (1,2,3) - Spacing between slider bodies is too close. adjusted slightly
[Light Hard]
  1. Many of the mirror things and momentum things in this diff that I mentioned in previous diffs. Just going to ignore them from this point on since you'll either agree with me and make all the changes or disagree and not make the changes.
  2. 00:29:053 (1,3) - Slider body spacing is too close. Either overlap them more or don't overlap at all. adjusted
  3. 02:01:876 (8,2) - Spacing made an attempt, but not sure if it's fixed that much as i need to keep the next pattern
  4. 02:22:876 (3,4,6,7) - ^ spaced out slightly
  5. 02:41:935 (3,4) - Fill this gap. no, mapped to guitar
  6. 02:45:465 (5,6,7,8) - NC these for readability. not sure..?
  7. 03:04:347 (1,2,3) - See previous difficulties. keeping
  8. 03:26:935 (4,1) - Map the drum beat between. same as before
[Hard]
  1. 00:13:170 (5,3) - Stack? okay
  2. 00:42:994 (6,1) - Nudge 6 to the left more. ok
  3. 00:54:112 (6) - Don't end slider on big white tick ever. keeping
  4. 01:05:053 (3,1) - Spacing attempted a small change
  5. 01:06:641 (3,4) - Blanket slider body, not the circle. Not feasible at the current location, and I am attempting to avoid putting jumps
  6. 01:41:759 (1,2,3) - NC these three. too many NC's when it's not too unnatural of a divisor change
  7. 01:51:465 (2,3,4,5) - Match distances. tbh this was supposed to be a mini increasing distances thing, but ok
  8. 01:58:523 (5,6) - Spacing small change
  9. 02:05:759 (3,4) - ^ should be fine
  10. 02:43:700 (2) - Why isn't this one like 02:40:876 (3) and 02:41:935 (6) ? attempt to keep it simpler, but ok changed
  11. 02:50:053 (3,4,1) - Flow from 4 to 1 doesn't play well. Move 1 to the left of 4. kept the flow moved entire 02:50:229 (1,2,3,4,1,2,3) - upward to avoid overlap with 4 and 1
  12. 03:43:876 (1,2,4,5) - Spacing made an adjustment
[Hyper]
  1. Combine this with your Hard diff can't do that for reasons above
  2. 00:55:346 (3,1) - Stack? No. No reason to stack 3 on 1 and leave 2 out. 1 and 2 are moved out to form the pattern
  3. 01:06:641 (3,4) - Blanket not good at blankets. made an attempt. should be better
  4. 01:19:876 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,1,2) - Too many NCs Follows the 1,2,3 1,2,3 pattern on the drums. Only reason this was not done earlier is because hitcircle continuous patterns were not done in earlier diffs.
  5. 03:39:641 (1,2,3) - Blanket made an attempt
[Light Insane]
  1. 00:26:759 (2,4) - Spacing fixed
  2. 01:22:347 (5,5) - Stack? no. symmetry on second 5.
  3. 01:44:405 (4,1) - Spacing moved slightly
  4. 01:45:465 (2,3,5,6,7) - ^ since above was moved, this was also fixed
  5. 01:46:877 (2,3,5,6,7) - ^ adjusted as above for vertical symmetry, so this is also fixed
  6. 01:48:641 (4,1) - ^ moved slightly
  7. 02:08:935 (3,1,2) - ^ hm. tbh I cant really move both patterns elsewhere
  8. 03:41:406 (2,3) - Blanket made an attempt
[Insane]
  1. 02:04:347 (7,8) - 7 should be where the stream changes direction. No actually. Drum sounds change in intensity at 02:04:523 (9) - . Think of it as two groups of 5, except extended, so technically patterns of 6 and 6. thus, first half moves left, second half moves right
  2. 02:07:876 (1,2) - Spacing moved
  3. 02:10:700 (1,3) - ^ Should be fine. Not that close
  4. 02:12:112 (1,3) - ^ same
  5. 02:12:818 (3,1) - ^ moved, but seriously it should not be a problem
  6. 02:32:582 (1,2,3,4) - Should have greater spacing than 02:31:876 (1,2,3,4) It is a sort of cool down flow. I'm keeping at is atm.
  7. 02:52:700 (3,2) - Blanket um.. not sure if i can? Actually it isn't important to blanket this either. 3 is so far away from 2 in the song anyway, it shouldn't be noticeable.
  8. 03:04:876 (2,3) - Spacing adjusted
[Lunatic]
  1. 00:17:759 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Remap this. You're putting emphasis on the 1st and 2nd beat when the song also emphasizes the 3rd. Hmm. At the moment, the only reason this is here is a cooldown so the player doesn't have to hit super spaced out triangles again and again. I'll keep it as is atm.
  2. 02:03:994 (3,4,5,6,7,8,9,10,11,12,13,14) - Change direction on either the 7 or 11 same reason as above
  3. 03:41:759 (2,3) - Spacing moved, and the corresponding 03:43:347 (6) - has also been adjusted
[Astral Disaster]
  1. Please just combine this with your Lunatic diff. No, for reasons stated above. For starters i am going to avoid extra large spacing on the Lunatic. Second this diff is like an extra diff as it should be, the only one with extreme spacing.
If you want to become a successful mapper, you need to think beyond stars, squares, and equilateral triangles.
Yes, but your point is invalid here. The three patterns are chosen due to the song's rhythmic choice: Drums repeat in groups of 3, vocals on kiai repeat in groups of 5. Multiple sections of the more continuous verses such as 00:34:700 - have vocals in groups of 5, but squares are put instead because of a transition to the sudden doubles. Triangles are re:used again and again as the opening already emphasizes the use of triangles with groups of 3; thus for consistency and to add a theme to the mapset, Triangles and hexgrid are used often. Lower diffs compensate lack of triangle jumps with hexgrid. Higher diffs break down the hexgrid into triangles for jumps, for a simpler pattern aesthetically but more difficult movement while staying true to the music.
In other words, the usage of these patterns are chosen for the song in question.
Stars are mostly there thematically because of the source which emphasizes the star emblem of the Exorcists, but I would not have spammed them here if there was nothing to map them to. Luckily, the song offers more than enough groups of 5 to put them on. Kiai has vocals in groups of 5, with the 6th landing on downbeat, which means a hexagon will not be proper as the rhythm should not end in the hexagon, but have something to transition out of into the next. Pentagons with straightforward movement are used in lower diffs to compensate for lack of stars as stars increase jump difficulty.
Squares are there to compensate for the extreme usage of stars and triangles as well: any other portion that follows a distinct continuous pattern of even notes will use a square. Due to how the jumps on the triangles are positioned, as well as that triangles are largely diagonal moving on the higher diffs, diagonal jumps on squares will also suffice; Lower diffs compensate with either lack of squares (because of following note density) or straightforward movement with squares (i.e. no diagonal jumps)
As a whole the geometric mapping is a theme of the map chosen to represent how well rhythmically structured the song is, so in so much as geometric shapes look simple, they are an excellent choice for the song in question. If it was another song I would not use this much geometry, but it is fits very well in this case. So no, I believe my choice of the theme fits here.
The symmetry is also a stylistic choice, as the song offers many points to use it, with similar sections abound everywhere.
The set was made starting from highest diff going downward to figure out the most complex possible patterns that can be made, after which they are whittled down to simpler patterns, so any similarities between diffs are an attempt to keep the set theme together while adjusting for difficulty spread.
Copy paste flips are used to avoid having to map new patterns, no, not out of laziness, but because I do not want the player to have to adjust too much to an entirely new pattern, the other reason being the aforementioned similar sections being abundant. This is actually kept across most of the set: General pattern on each section that has been repeated before is the same, with variation on rhythmic pattern choice or movement for the next repeat except on lower diffs. Last kiai is a large change as peak of intensity.
Thanks for mod ('w')
Anxient
thats a lot of red up there. oh btw, m4m.

Astral Disaster
00:09:112 (5) - NC maybe?
00:25:700 (3) - i dont think you need to make a sharp-turn slider. i think the vocals are the main focus in this part of the song. ofc, if youre mapping for the drum beat on the bottom, its totally fine since its literally perfect anyway. http://puu.sh/tu4pk/d3db356404.jpg #thankSymmetryMapping
00:27:641 (7) - NC? coz new part of the song plus it fits since its on the blue side of the bg
00:33:288 (7) - NC. i think this combo is a bit longer than usual, i just noticed.
00:33:817 - wanna try using this rhythm? http://puu.sh/tu4wb/0c038f35aa.jpg, coz 00:33:994 - theres a huge drum kick you ignored with the sliderend. how i applied it. i tried staying true to your original placement http://puu.sh/tu4z0/699bf9639d.jpg (i still stand by my comment of NCing)
00:42:994 (7,8,1) - might be just me, but i think this stream is too fast. wanna try to cut it 1/2 of its original size? http://puu.sh/tu4Dc/267a9fb36e.jpg
00:43:700 (2) - theres not alot of emphasis over here. i think its better if you just placed it over in 352:280 since it still allows movement but not too far for it to feel weird.
00:45:288 (6) - NC?
00:48:112 (7) - NC! coz new part of a song (i think..)
00:50:759 (7) - NC to help with pattern visibility? i think itll look better.
00:52:700 (1) - NC~~ coz of new vocal part.
00:53:935 (1,2,3,4,5,6,1) - it bothers me that the slider isnt the same straight as the stream...
00:57:288 - might be just me, but i think id prefer the sliders to me alot more faster. seems anticlimactic imo xd
01:12:817 (6) - NC. i think the combo is getting too long.
01:28:347 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - PogChamp
01:36:288 (7) - coz of new song part?
01:51:465 (2) - same with a similar mod :p try doing something like this? http://puu.sh/tu4Vs/30a018b185.jpg
01:58:701 (7) - NC is getting too long, yada yada yada, you get the drill :p (getting tiring to type the same thing o'er and o'er again yo)
02:04:700 (11) - i think itd be cool if the stream changed direction on this part to reflect the change in drumming, but this is fine as well.
02:20:582 (6) - NC
02:24:817 (1,2,3,1,2,3,1,1) - idk what triggers me harder, the fact that these arent on the correct side
02:27:112 - dear dude, can i offer you some kicksliders? looks pretty great if-i-say-so-myself http://puu.sh/tu59y/c02366f114.jpg
02:29:406 (3) - give this emphasis yo! there a drum snare~
02:43:170 (7) - NC coz of new song section?
02:43:700 (4) - woah. i havent seen this in a long time.
02:49:523 (6) - NC? kinda hard to see with all this red on the screen.
02:51:641 (7) - NC. combo getting a bit long there.
02:54:465 (7) - ^
03:01:347 (4) - ^^
03:05:582 - i think you could use this rhythm instead? youre ignoring a drum kick over here 03:05:759 - http://puu.sh/tu5lQ/2da14093d6.jpg. how i applied it: http://puu.sh/tu5mj/9350895993.jpg
03:30:641 (4) - might be just me, but i think this is a bit too far from the previous note with this kind of emphasis (no drum kicks on this note) try this? http://puu.sh/tu5vU/59b036a5b0.jpg
03:42:465 (6) - NC, coz combo is getting a bit too long yo!
03:46:700 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - i think it would be better if the jumps got gradually larger, but this is fine as well.

#longmod

btw if i forgot to add a reason for the NC, its probably coz the combo got too long and you need to trim it down a bit.
Topic Starter
Osu Tatakae Ouendan

Anxient wrote:

thats a lot of red up there. oh btw, m4m.
Recall for Recall
Astral Disaster
00:09:112 (5) - NC maybe? ok
00:25:700 (3) - i dont think you need to make a sharp-turn slider. i think the vocals are the main focus in this part of the song. ofc, if youre mapping for the drum beat on the bottom, its totally fine since its literally perfect anyway. http://puu.sh/tu4pk/d3db356404.jpg #thankSymmetryMapping am keeping cause well symmetry and I need the sharp turn so there's not only a change in motion but also a small rest. The sharp downward turn counters the curvy smooth upward motion from earlier
00:27:641 (7) - NC? coz new part of the song plus it fits since its on the blue side of the bg nah I'll keep cause it's already blue part of entire pattern
00:33:288 (7) - NC. i think this combo is a bit longer than usual, i just noticed. NC'd 00:32:582 (5) - and 00:34:523 (10) -
00:33:817 - wanna try using this rhythm? http://puu.sh/tu4wb/0c038f35aa.jpg, coz 00:33:994 - theres a huge drum kick you ignored with the sliderend. how i applied it. i tried staying true to your original placement http://puu.sh/tu4z0/699bf9639d.jpg (i still stand by my comment of NCing) nah. The drum kick does not stand out as out front as the rest of the song. This long slider is mapped to the dragging sound of both vocals and that... what is that instrument.
00:42:994 (7,8,1) - might be just me, but i think this stream is too fast. wanna try to cut it 1/2 of its original size? http://puu.sh/tu4Dc/267a9fb36e.jpg made smaller
00:43:700 (2) - theres not alot of emphasis over here. i think its better if you just placed it over in 352:280 since it still allows movement but not too far for it to feel weird. the momentum up this point is high, so I need the circle to be far away and can't have it between the two or else risk cutting momentum short too suddenly. Putting the circle between the two means making an additional stop (as well as an additional change in direction) which does not bode well with having a long slider before it
00:45:288 (6) - NC? ok
00:48:112 (7) - NC! coz new part of a song (i think..) yeah ok
00:50:759 (7) - NC to help with pattern visibility? i think itll look better. ok
00:52:700 (1) - NC~~ coz of new vocal part. Nah. It's one pattern so i'll keep
00:53:935 (1,2,3,4,5,6,1) - it bothers me that the slider isnt the same straight as the stream... fixed
00:57:288 - might be just me, but i think id prefer the sliders to me alot more faster. seems anticlimactic imo xd yeah but, i feel like it'll be too much of a difficulty increase to do that
01:12:817 (6) - NC. i think the combo is getting too long. okay
01:28:347 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - PogChamp o wo)? not sure how to fix yet tho if you mean the shape, but can't NC cause it's one stream like the first one 00:20:582 -
01:36:288 (7) - coz of new song part? nah, I think those two 5 1/4s should be in one combo
01:51:465 (2) - same with a similar mod :p try doing something like this? http://puu.sh/tu4Vs/30a018b185.jpgsame as earlier
01:58:701 (7) - NC is getting too long, yada yada yada, you get the drill :p (getting tiring to type the same thing o'er and o'er again yo) quq yes fixed
02:04:700 (11) - i think itd be cool if the stream changed direction on this part to reflect the change in drumming, but this is fine as well. i think drum volume change actually starts on 02:04:523 (9) - which is why the direction change is here
02:20:582 (6) - NC ok
02:24:817 (1,2,3,1,2,3,1,1) - idk what triggers me harder, the fact that these arent on the correct side o vo)b
02:27:112 - dear dude, can i offer you some kicksliders? looks pretty great if-i-say-so-myself http://puu.sh/tu59y/c02366f114.jpg nah. kicksliders are too hard so I really avoid using them, as well as nothing else in this map uses them so they'd be out of place
02:29:406 (3) - give this emphasis yo! there a drum snare~ might re:map this part not sure yet.
02:43:170 (7) - NC coz of new song section? ya ok
02:43:700 (4) - woah. i havent seen this in a long time. \(owo)/
02:49:523 (6) - NC? kinda hard to see with all this red on the screen. is already blue after making changes earlier
02:51:641 (7) - NC. combo getting a bit long there. ok
02:54:465 (7) - ^ ok
03:01:347 (4) - ^^okay, but it kinda looks weird atm. Will see if something else can be done
03:05:582 - i think you could use this rhythm instead? youre ignoring a drum kick over here 03:05:759 - http://puu.sh/tu5lQ/2da14093d6.jpg. how i applied it: http://puu.sh/tu5mj/9350895993.jpg nah. Mapping to dragging feeling on the vocals with a bit of the guitar too. I don't have to map to the kick as it is actually not significant enough
03:30:641 (4) - might be just me, but i think this is a bit too far from the previous note with this kind of emphasis (no drum kicks on this note) try this? http://puu.sh/tu5vU/59b036a5b0.jpg adjusted
03:42:465 (6) - NC, coz combo is getting a bit too long yo! ok
03:46:700 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - i think it would be better if the jumps got gradually larger, but this is fine as well. Nah i don't wanna overflood the kiai with difficulty

#longmod

btw if i forgot to add a reason for the NC, its probably coz the combo got too long and you need to trim it down a bit.
Thanks for the m4m Recall for Recall!
mindmaster107
I would like a M4M. This however is kinda optional as you never agreed to it. My map is https://osu.ppy.sh/s/560691 , and it is 9 mins long. You can map the first or second half as your map is half the length of mine.

[Lunatic]
I read in your previous mods that you want to prevent wide spacing in the Lunatic diff. In that case, maybe squish the slow sections, or have faster slider velocity, as when I played it I felt no difficulty change at all, if not unnoticeable. My rank should show that it isn't just me being too good to notice XD.
I will point out everything else other than spacing, in case that is actually how you want it.

00:15:994 (5,6) - This jump is twice the length of others before it, even though it is the same sound. This can confuse players.
00:17:406 (5,6) - This too /\
00:24:641 (4,5,1) - Maybe have the stream enter the slider?
00:28:347 (1,2,3,4) - The 2 and the 3 are too close for comfortable reading.
00:53:053 (7,8,9) - I don't know how the angle just abruptly opened up. Have 00:52:170 (2,3,4,5,6,7,8,9,10,11,12) be spaced apart equally, or have the spacing gradually build.
01:41:759 (3,4,5) - This should be spaced further, to make it clear and different to 01:42:465 (1,2,3) which is on every 1/2 beat.
03:06:465 (1,2,3) - This should be spaced further, for the same reason as /\
03:27:288 - There is a pretty big cymbal here, which is not mapped.
03:36:641 (4) - Flip this slider upside down, as the slider 3 leads us to the exit of slider 4. This will match 03:35:406 (1,2) 's rotation.

Not a huge amount of errors I could spot, which means it's pretty good, or I am not good at modding XD.
Nostalgic
o/ m4m from your queue

Astral
  1. wow 2010 nostalgia
  2. Maybe you wanna intimidate those old maps that's why you choose ar9. But I'd suggest that ar9.2 fits better. This is a map with similar style as yours but still he set the ar as 9.3.
  3. I assume you don't have sb so pls disable widescreen support and letterbox
  4. 00:33:817 (5) - Make it symmetrical?
  5. 00:45:376 (2,4,8) - These three notes are overmapped. I hear nothing
  6. 00:51:288 (4,1) - Doesn't look nice to me, maybe blanket or stack?
  7. 00:53:935 (1,2) - they should be combined as a slider cuz 2 is silent
  8. 00:54:465 (1,5) - stack them pls
  9. 01:32:229 // 01:35:053 // 01:37:876 there's sound here. It plays weird when it's empty
  10. 02:25:876 (1,1) - NC spam. when you only have 2 combo colors, too many nc IS a problem tho
  11. 02:46:699 (1,2,3,4) - Consider increasing the ds of this triangle jump cuz it's the most intense part of this iteration
  12. 02:49:523 (6,7,8,9,10,11,12,13) - idk but personally I am not a fan of this kind of long straight line stream. Maybe try sth like this?
  13. 03:14:759 (2,3,4,5,6) - 03:16:171 (2,3,4,5,6) - 03:18:994 (1,2,3,4,5) - 03:20:406 (2,3,4,5,6) - 03:21:817 (2,3,4,5,6) - I know this section of the song is rather calm but still the ds is way too small and uncomfortable to play
  14. 03:57:288 (1,1) - remove NC.
  15. I guess that is it. I try not to touch the aesthetics of this map cuz it's pretty subjective. But it does remind me of those Saten maps.

GL :D
Chibi Maruko
hi. m4m from your q

astral disaster
  1. 00:06:465 (1,2,3) - The circle (1,2) are well, but a slider (3) looks doesn't fit for ds. Move that like this https://osu.ppy.sh/ss/7170337 .
  2. 00:09:112 (1) - There's no reason why you put nc here. for vocal i guess?
  3. 00:34:523 (1) - Remove nc
  4. 00:45:288 (1,2,3,4,5,6,7,8,1) - No flow streams? You just followed the old style map lel. ez way to make more better. Use ds or convrt slidr to stream. Same part like 01:53:053
  5. 00:48:200 - You miss 1/4 streams here. Follow the rhythm or :p . Add on blue tick
  6. 00:48:376 - ^
  7. 00:56:406 (4,5,6,7,8) - k, you added note for this part are unsuitable imo. Many part of this are ignore and players should need to rest for begin the kiai part. So, remove them
  8. 01:12:465 (5) - Do ctrl + j to make good flow
  9. 01:12:817 (1,2,3,4) - That part aren't comfortable yet. Remove the slider (2,4) to 1/2 sliders and keep follow the vocals bcs follow rhythm and vocals are important lel. Same part like 03:42:465 (1,2,3,4) -
  10. 01:50:935 (1,2,3) - Are you sure about this, huge jumps aren't fit for this situation. Decrease them
  11. 01:56:229 (5,6,1) - This linear flow are hard to aim for players. Move a circle (6) a bit up or down to make a curve flow
  12. 02:26:053 (1) - Remove nc bcs i sees you accidentally put or not
  13. 03:00:288 (2) - Pls don't ignore 1/2 note bcs those are important unless there are pretty soft. Remove it and replace to sliders 1/2
  14. 03:08:229 (4) - Since you nced like 01:20:935 (1) . So, nc it
  15. 03:09:994 (3) - NC here
  16. 03:14:229 (1) - ctrl + h for that slider
  17. 03:57:465 (1) - Another spam nc? idk why are you put it for a some reason. remove it

Your jumps are stars and triangle only. That's extraordinary i guess.
Good Luck!
Delis
hi, from ur q
[Lunatic]
OD+1? it suits good with your mapping (NoHItter's insanes also used to be OD8) and.. Lunatic in osu is usually for touhou songs so something different name would be cool.

00:18:994 (8) - unstacking this and place above the previous circle is also an idea for this pattern imo, it makes the pattern looking overall good symmetry.
00:25:700 (3) - drum whistle on the tail for sure.
00:28:523 (2,3) - they look so close each other, you can consider to increase the distance between them. at least there's a margin that you can move them one grid opposite, it still avoids overlapping to sliders.
00:38:494 (6) - whistle on the head would be cool, and consistency stuff with 00:39:906 (6) - maybe. so, to follow my reason if you'd agree with me 00:41:053 (5,5) - need whistles at both blue ticks as well.
00:43:876 (3) - missing clap on tail
00:46:170 (2) - I prefer putting a whistle here because the guitar is strong enoughly to be hitsounded up. there's a lot of objects that I want whistles on in the section, I can pick them all up for you if you want!
00:50:759 (7) - new combo for the vocal changes, and to make the pattern more cute?(just to be a flower)
02:04:523 (9) - I'd like to put a new combo for distance change, for the drums and it just looks better to me.
02:26:053 (1) - you suddenly made nc spams here even though there's no nc spams like this in the difficulty, I think this is one of most unnecessary new combo here so you may consider to remove this. well, I don't really hate how you added a nc here as the pattern looks very cool, it's not a problem for me.
02:41:406 (4) - you could kinda get this angle down, like to be a symmetrical slider with 02:41:935 (2) - https://osu.ppy.sh/ss/7170551
02:43:700 (10) - since this slider changes slider speed itself by the red points, this is unrankable one. though better asking a BN for sure lol. (I also made sure asking a BN and they said it is.)
03:26:935 (6) - whistle? the music stops here, and only a vocal is going strong therefore it can be emphasized.
03:27:288 - I'd really love to place a circle here because of the very strong sound, but I still get you mapping the vocals correctly so this is up to you.
03:29:406 (2) - because the drums on music keep going weak, the hitsound you did here is kinda loud compared to 03:29:053 (1) -, decrease the volume a bit lower?
03:57:465 (1) - same as 02:26:053 (1) -

I like this mapping in 2k17
Topic Starter
Osu Tatakae Ouendan
ALRIGHTY FIRST THE LUNATIC.

mindmaster107 wrote:

I would like a M4M. This however is kinda optional as you never agreed to it. My map is https://osu.ppy.sh/s/560691 , and it is 9 mins long. You can map the first or second half as your map is half the length of mine.

[Lunatic]
I read in your previous mods that you want to prevent wide spacing in the Lunatic diff. In that case, maybe squish the slow sections, or have faster slider velocity, as when I played it I felt no difficulty change at all, if not unnoticeable. My rank should show that it isn't just me being too good to notice XD.
I will point out everything else other than spacing, in case that is actually how you want it.

00:15:994 (5,6) - This jump is twice the length of others before it, even though it is the same sound. This can confuse players. Adjusted
00:17:406 (5,6) - This too /\ Adjusted
00:24:641 (4,5,1) - Maybe have the stream enter the slider? I think this is ok as is.
00:28:347 (1,2,3,4) - The 2 and the 3 are too close for comfortable reading. changed
00:53:053 (7,8,9) - I don't know how the angle just abruptly opened up. Have 00:52:170 (2,3,4,5,6,7,8,9,10,11,12) be spaced apart equally, or have the spacing gradually build. Tbh, I think this is ok as is. To separate left and right patterns
01:41:759 (3,4,5) - This should be spaced further, to make it clear and different to 01:42:465 (1,2,3) which is on every 1/2 beat. Done
03:06:465 (1,2,3) - This should be spaced further, for the same reason as /\ Done
03:27:288 - There is a pretty big cymbal here, which is not mapped. Mapping to vocals, and trying to avoid it from becoming too complex because it becomes a sudden change in rhythm. It is, however, mapped on Astral Disaster
03:36:641 (4) - Flip this slider upside down, as the slider 3 leads us to the exit of slider 4. This will match 03:35:406 (1,2) 's rotation. ok

Not a huge amount of errors I could spot, which means it's pretty good, or I am not good at modding XD.

Delis wrote:

hi, from ur q
[Lunatic]
OD+1? it suits good with your mapping (NoHItter's insanes also used to be OD8) changed to 7.5 Don't quite wanna make it too hard and.. Lunatic in osu is usually for touhou songs so something different name would be cool. I know the Lunatic diffname is for Touhou, but honestly I ran out of diffnames LOL

00:18:994 (8) - unstacking this and place above the previous circle is also an idea for this pattern imo, it makes the pattern looking overall good symmetry. made adjustments
00:25:700 (3) - drum whistle on the tail for sure. done
00:28:523 (2,3) - they look so close each other, you can consider to increase the distance between them. at least there's a margin that you can move them one grid opposite, it still avoids overlapping to sliders. changed
00:38:494 (6) - whistle on the head would be cool, and consistency stuff with 00:39:906 (6) - maybe. so, to follow my reason if you'd agree with me 00:41:053 (5,5) - need whistles at both blue ticks as well. done
00:43:876 (3) - missing clap on tail added
00:46:170 (2) - I prefer putting a whistle here because the guitar is strong enoughly to be hitsounded up. there's a lot of objects that I want whistles on in the section, I can pick them all up for you if you want! Whistled on every 2 of every triangle of this section. tbh i've done the same before, but they were re:moved at the advice of my hitsounder friend
00:50:759 (7) - new combo for the vocal changes, and to make the pattern more cute?(just to be a flower) I realize i applied NC's on this portion on Astral Disaster but not on Lunatic, so changed, and NC'd 00:48:112 (7) - as well
02:04:523 (9) - I'd like to put a new combo for distance change, for the drums and it just looks better to me. Ok
02:26:053 (1) - you suddenly made nc spams here even though there's no nc spams like this in the difficulty, I think this is one of most unnecessary new combo here so you may consider to remove this. well, I don't really hate how you added a nc here as the pattern looks very cool, it's not a problem for me. 02:25:876 (1,1) - this is to reflect the BG actually.
02:41:406 (4) - you could kinda get this angle down, like to be a symmetrical slider with 02:41:935 (2) - https://osu.ppy.sh/ss/7170551 sure
02:43:700 (10) - since this slider changes slider speed itself by the red points, this is unrankable one. though better asking a BN for sure lol. (I also made sure asking a BN and they said it is.) I asked another BN and said it should be fine, but I will think over this and see if I can change it so it's "less unrankable"
03:26:935 (6) - whistle? the music stops here, and only a vocal is going strong therefore it can be emphasized. I agree
03:27:288 - I'd really love to place a circle here because of the very strong sound, but I still get you mapping the vocals correctly so this is up to you. Mapping to vocals, and trying to avoid it from becoming too complex because it becomes a sudden change in rhythm. It is, however, mapped on Astral Disaster
03:29:406 (2) - because the drums on music keep going weak, the hitsound you did here is kinda loud compared to 03:29:053 (1) -, decrease the volume a bit lower? Done
03:57:465 (1) - same as 02:26:053 (1) - mapped to background

I like this mapping in 2k17 (OWO) Re:Call for Best of 2017
And now Astral Disaster

Nostalgic wrote:

o/ m4m from your queue

Astral
  1. wow 2010 nostalgia B-BUT THIS IS 2012 QnQ
  2. Maybe you wanna intimidate those old maps that's why you choose ar9. But I'd suggest that ar9.2 fits better. This is a map with similar style as yours but still he set the ar as 9.3. Hmm. I think I'll keep it at AR9 as AR9.2 starts making it rather hectic. I don't know yet. In any case, Big Brother was an attempt at old mapping (woo Kirby), and while it nails some parts I don't think it quite gets it there. I didnt think the AR was right for it in that case.
  3. I assume you don't have sb so pls disable widescreen support and letterbox Done across all diffs oh god there's 12 diffs on this.
  4. 00:33:817 (5) - Make it symmetrical? Not sure how tbh. It's already symmetrical with 00:33:465 (4) - in terms of the length near its head really.
  5. 00:45:376 (2,4,8) - These three notes are overmapped. I hear nothing Hear that light high pitched sound thing? That's what I'm mapping to.
  6. 00:51:288 (4,1) - Doesn't look nice to me, maybe blanket or stack? stacked
  7. 00:53:935 (1,2) - they should be combined as a slider cuz 2 is silent There is actually a note here. tbh, not as strong as the rest, but it is there. I decided to map to it so that the rhythm isn't as "chunky". I refuse to put 1/4 sliders in the middle (or even a beginning really) of a stream
  8. 00:54:465 (1,5) - stack them pls Can't. Triangle is mapped to center, and I can't stack em from this point.
  9. 01:32:229 // 01:35:053 // 01:37:876 there's sound here. It plays weird when it's empty Emphasis on guitar: mapping choice here is to guitar except for certain strong triplets on drum
  10. 02:25:876 (1,1) - NC spam. when you only have 2 combo colors, too many nc IS a problem tho mapped to background. kind of a gimmick here.
  11. 02:46:699 (1,2,3,4) - Consider increasing the ds of this triangle jump cuz it's the most intense part of this iteration Nah, I'll keep them equally spaced for the visual pattern
  12. 02:49:523 (6,7,8,9,10,11,12,13) - idk but personally I am not a fan of this kind of long straight line stream. Maybe try sth like this? Keeping as is. Most of the mapset is themed around diagonal/straight line rather than curved. I think the sudden movement gives a nice emphasis stoo
  13. 03:14:759 (2,3,4,5,6) - 03:16:171 (2,3,4,5,6) - 03:18:994 (1,2,3,4,5) - 03:20:406 (2,3,4,5,6) - 03:21:817 (2,3,4,5,6) - I know this section of the song is rather calm but still the ds is way too small and uncomfortable to play Done
  14. 03:57:288 (1,1) - remove NC. Mapped to background for gimmick.
  15. I guess that is it. I try not to touch the aesthetics of this map cuz it's pretty subjective. But it does remind me of those Saten maps.

GL :D

Chibi Maruko wrote:

hi. m4m from your q

astral disaster
  1. 00:06:465 (1,2,3) - The circle (1,2) are well, but a slider (3) looks doesn't fit for ds. Move that like this https://osu.ppy.sh/ss/7170337 . Adjusted
  2. 00:09:112 (1) - There's no reason why you put nc here. for vocal i guess? Thought it looked better. Changed.
  3. 00:34:523 (1) - Remove nc Ok
  4. 00:45:288 (1,2,3,4,5,6,7,8,1) - No flow streams? You just followed the old style map lel. ez way to make more better. Use ds or convrt slidr to stream. Same part like 01:53:053 I personally felt that a linear stream feels better considering overall style of the map: mostly right angles or diagonals and less flowy sliders, with most of the sliders largely being straightforward. The other is that I thought a linear movement is simpler and less of a hassle to the player. I like the dragging feeling it gives off too.
  5. 00:48:200 - You miss 1/4 streams here. Follow the rhythm or :p . Add on blue tick Mapping to vocals, so that these can be mapped later on the second time for variation: 01:55:876 -
  6. 00:48:376 - ^ same as above
  7. 00:56:406 (4,5,6,7,8) - k, you added note for this part are unsuitable imo. Many part of this are ignore and players should need to rest for begin the kiai part. So, remove them
  8. 01:12:465 (5) - Do ctrl + j to make good flow ok
  9. 01:12:817 (1,2,3,4) - That part aren't comfortable yet. Remove the slider (2,4) to 1/2 sliders and keep follow the vocals bcs follow rhythm and vocals are important lel. Same part like 03:42:465 (1,2,3,4) - changed
  10. 01:50:935 (1,2,3) - Are you sure about this, huge jumps aren't fit for this situation. Decrease them Tbh I wasn't entirely sure myself. I've decreased the spacing
  11. 01:56:229 (5,6,1) - This linear flow are hard to aim for players. Move a circle (6) a bit up or down to make a curve flow ok
  12. 02:26:053 (1) - Remove nc bcs i sees you accidentally put or not Nah intended to follow bg. It's a small gimmick.
  13. 03:00:288 (2) - Pls don't ignore 1/2 note bcs those are important unless there are pretty soft. Remove it and replace to sliders 1/2 Mapping to guitar. I don't believe the sounds are strong enough to warrant mapping
  14. 03:08:229 (4) - Since you nced like 01:20:935 (1) . So, nc it ok
  15. 03:09:994 (3) - NC here Keeping as is. The entire star pattern should be under one color.
  16. 03:14:229 (1) - ctrl + h for that slider flipped entire next section
  17. 03:57:465 (1) - Another spam nc? idk why are you put it for a some reason. remove it mapped to background again

Your jumps are stars and triangle only. That's extraordinary i guess. I sincerely hope it is.
Good Luck!
Thanks to all of you O W O
Astarte
clearing my m4m debt
now i understand why you need a record breaking m4m queue
i hate symmetry :c symmetry ftw

Light Hard

feels like 2012 :O
  1. 00:00:818 - probably use slower sv like 0.8 or something because it's a calmer part of the song. 00:12:112 - sv increase starts from here seems legit
  2. 00:01:523 (3,4,5) - looks awkward. maybe unstack and blanket them better
  3. 00:05:053 - vocal ends at red tick but it prolonged to (4), so this gap feels awkward to play. i suggest adding a 1/2 slider here and remove (3)
  4. 00:05:759 (5,6) - again with this awkward 1/1 gap while vocal didn't stop. i'd make (5) a 1/1 slider and add a circle at the next red tick
  5. 00:26:229 (1,2) - ^
  6. 00:20:582 (1,2,3,4) - don't really get why you only map the drums with only (3). either try to map all of them, or don't map 1/4
  7. 00:23:406 - really strong measure and new verse start. i don't understand why you don't make this downbeat clickable. also same with above i'd use slower sv here
  8. 00:27:288 - add circle here?
  9. 00:28:347 (1,2,3,4) - too much clicking in a relatively calm part imo, make this 2 1/2 sliders
  10. 00:30:994 (2,3,4) - your rhythm could be better if this is a 1/1 reversed and 00:32:229 (2) - is not. no reason why it should be a 1/1 reversed and 00:32:582 - should be clickable
  11. 00:39:994 - missing rather important vocal note here, i suggest mapping it by shortening (3) to a 1/2 slider and add a circle afterwards
  12. 00:58:523 - kiai is a much more intensive part than the rest of the song. yet these kinds of notes are unmapped. actually kiai is even less dense than this 01:39:641 - part starting from here? I would map every 1/2 gap you have in the kiai
  13. 01:01:523 (1,2,3) - weird stacking. why you stack these? Also, 01:01:700 (2) - isn't anything important but you skipped 01:02:053 - this important vocal?
  14. 01:17:053 (1,2,1,2,1) - random nc
  15. 01:18:817 - again you skipped important vocal, if you're following drums and kicks then why skip 01:19:700 - ?
  16. 02:01:876 (8,2) - move them further from each other a bit cuz now it's kinda ugly
  17. 02:03:112 (4,5,6,1,2,3,4) - too much clicking for a hard, let alone a light hard omg
  18. 02:05:053 (1,2) - same as above, there isn't anything important to make (2) clickable, I would make a 1/1 slider that release on that note. Basically your rhythm here is different than that of the first kiai while music isn't anything different?
  19. 02:41:759 - again weird nc pattern
  20. 03:05:053 (2) - shouldn't it be on red tick?
  21. 03:05:759 (3) - ^ i guess you're following the kicks, but vocal here is much more prominent, so players would tend to click early on the vocal red tick instead
  22. 03:14:229 - slide the break to this point instead
  23. 03:28:876 (1,2,3,4,5,1) - ;c this flow is hard to play for hard even
  24. 03:27:288 - frankly this part (especially this note) drums is more important than vocals. I guess you like doing the opposite thing :v
  25. 03:52:347 (1,2,3,1,2,3,1,1,1,1,1,1,1,1) - wut is dis nc pattern :OO
Well that's all i have, hope it's helpful >v<

I think you have many inconsistency problems, where light hard isn't the place to break away from consistency much imo. Kiais are mapped differently each time and those kiai feels very undermapped compared to other less intensive parts of the song. imo you should recheck and probably remap a bit.
Also, there's nc inconsistency everywhere. Looks like you place nc very randomly. at the intro you nc every measure, after the spinner its every downbeat, alright but then 00:22:170 (5) - is not nc. 00:33:288 - same with this random no nc. maybe go back and check your nc so that you have a clear nc concept
Good luck with your full-length massive set o/
Chalwa
o/
From ur queue m4m.
[Advanced]
  1. 00:12:288 (2) - I think you can make flow in 00:12:112 (1,2,3) when you rotate slider about 20 deg and then put it to 48/104. Then a slider have a bit better movement to second circle.
  2. 00:13:700 (5) - You can make it better to aim if you make Ctrl + J this slider and move it to 240/92. Advanced may be a diff where you have a "hard" diff rhtyhm and "normal" diff pattern or "normal" rhythm and "hard" pattern imo. In your diff it's too hard to read this pattern for ~3* players, but it's my subiective opinion.
  3. 00:17:759 (1,2,3) - This pattern looks kinda weird tbh. My suggest is make curve in 00:17:759 (1) slider more than in 00:18:288 (2) and blanket both sliders. Also you should to fix DS with 00:18:817 (3) circle. I know it can be a bit confusing for you, so I'll give you an picture how I see my syggestion.
  4. 00:19:170 (1,2,3) - The same as above, so don't want write the same two times.
  5. 00:28:347 (1,2,3,4,5) - This pattern feel I a bit weird when I played it, so you should to move a 00:29:053 (5) to 16/284 for make a nice contiuating from a 00:28:347 (1,2,3,4) square. Altrough it's not the best thing it's fine. Of course you must fix DS to 00:29:582 (6) if you apply my suggest.
  6. 00:32:582 (4,5) or 00:32:935 (5,6) - Make slider of first or second circles, because in this comgo you have a circle spam what can be a bit hard for players, because it's nice circles in a row.
  7. 00:38:759 (4,1) - It's very hard to change, but you MUST change this flow cause it's very, very unconfortable. The best thing what you can try to do it's make a little down curve here 00:38:935 (1) (for example: 164/232), then move a 00:39:465 (2) circle a bit down (for ex.: 52/276) and then make Ctrl + H on 00:38:935 (1) slider and move it to make 00:38:935 (1,2,3) pattern symmetrical. It's much better than your flow. I made a screenshots how I map this part.
  8. 00:44:582 (3) - To be honest you can make this slider more artistic, cause this moment can be a bit dull. My suyggestion is on image :). If you make something like I move it to 320/272 for fix DS. Now it's mush funnier to play
  9. 00:45:994 (1,2,1,2) - Ok, on first slider + circle you have comfortable flow and it's fine to read, but in second flow is broken and uncomfortable, so you can make in second (but i prefer both) a curve for make a smoothier transition no circle.
  10. 00:55:347 (4,5,6,7,8,9) - If you are making a pattern like this is fine, but I don't think so 00:56:053 (8,9) are readable enough to put it on this diff. I think it's better if you end this pattern like you started, so make something like 'zig-zag' here.
  11. 01:02:759 (9,1) - You can improve blanket for moving a slider to 60/192. Of course in the end you must fix DS with 01:03:465 (2), but it's easy :D
  12. 01:04:347 (1,2) - Imporve blanket too, so you can do it yourself imo.
  13. 01:30:994 (1,2,3,4)- Blanket errors (won't write it more, you can see it i think).
  14. 01:32:582 (6) - You should to put NC here, cause new vocal starts here and i don't personally like a (10) combo in Hards and below. It's a little suggest, so you can skip it in 100%, but please make it to better consistent.
  15. 01:38:229 (6) - ^
  16. 01:40:347 (3,4,5,1) - Imo you can improve flow in this pattern
    1. Move 01:41:229 (5) slider to 428/208 for make this pattern much more readable right now, because it's looking a bit ugly in my opionion,
    2. Remove NC from 01:41:759 (1), because here's not a start new part of song and also it's not a SV change. Also make here a curve to left for make it smoothier for make it more fit to song.
    3. Put NC on 01:42:465 (2), cause big white tick.
  17. 01:54:817 (5) - Here you should to make left curve for avoid an ugly overlap with 01:56:582 (1) slider. Make the same in pattern after, cause i saw it's rotated, but the same.
  18. 02:03:112 (4,10) - NC on both, because in 02:03:112 (4) - it's much easier to read for Advanced players and 02:04:170 (10) - a vocal starts here so you can enmphasise it.
  19. 02:22:876 (2,3) - This stack looke really unreadable, so i think you can skip 02:22:876 (2) - note and remove it, if you want keep this heart sliders as nice as now. Altrough it skip important sound it's rankable imo.
  20. 03:00:288 (6) - Ctrl + H this slider, for make flow more comfortable. Also you didn't make an anti-flow anywhere in this part of song, so will be more consistent here (Ctrl + H ofc).
  21. 03:11:406 (1) - OMG... what a beautiful star. But you should to rotate it about 45 deg, cause overlap with 03:10:700 (2) look really stragne if i must be honest with you. But this slider art is... ooooo...
  22. 03:27:288 - and 03:28:700 - You skipped here the most important beats in this part O.o. So you can make 1/2 sliders with 03:27:465 (1,5) circles what will be much, much, much better than now, cause someone can miss here, cause he heard a strong sound, but there's no object and rip :(
  23. 03:39:288 (3,2) - Another ugly overlap, but i'm a little tired, so you may fix it how you want. Move or rotate or something like this will fix this problem i think.
  24. 03:55:170 (1,1,1,1) - This can be too hard to read for Advanced players, so avoid a NC spam if it haven't got any reason. Remove NC from three sliders after first in this pattern.
  25. 03:57:994 (1) - You can make this spinner longer (to 04:03:641 - ), but you must add it in another diffs, if it's another, because it brake consistency in mapset.
Finally end!
I hope my mod is helpful, if you don't understand one of points fell free to poke me in-game.
I spent in this mod 4 hours, so i think you can give me a star :D.
GOOD LUCK!!!
CookieBite
hi from your m4m queue

[Normal]
  1. 00:13:523 (2,3) - improve blanket
  2. 00:16:347 (4,1) - ^
  3. 00:24:817 (3,5) - ^
  4. 00:30:464 (3,5) - ^
  5. 00:57:288 (1,2,3) - ^
    there are so many blanket improvements that i don't wanna point out anymore...
  6. 01:10:347 (4,1) - if you can try stack them
  7. 02:21:994 (1) - this part feels empty, and multi-reverse arrows could make player hard to read and react
  8. 02:26:935 (2,3,4) - i would say that make them to be triangle would look nicer
  9. 02:45:112 (2,4) - the notes are on red line, before that it doesn't have a clear instruction to know that it's offbeat. I recommend do something like this
  10. 02:55:876 (1) - ctrl+j for better flow
  11. 03:26:053 (1,2) - replace this with a short slider
  12. 03:26:935 (1) - the strong sound is on 03:27:288 - so i would recommend to put this on there
  13. 03:32:582 (1,3) - overlap
  14. 03:43:170 (6,1) - ^
  15. 03:45:994 (3) - move it to the center for better look
  16. 03:56:229 (1) - remove NC
  17. 03:57:288 (2,3) - replace them with a short slider

gl with your map!
Kirisakiii
Late M4M qvq sorry got pretty busy irl
Modding Hard as promised~

Stil new at modding so bear with me ;w;
Really like the blue-red combo idea btw xd

Hard
  1. I guess I’ll start off with a few suggestions for aesthetics //sorry if its tedious ;w;
  2. 00:00:818 (2) – follow the curve along the hitcircle more
  3. 00:01:523 (4) - ^
  4. 00:05:759 (1) – put this at x:380 y:148 to create a triangular shape
  5. 00:06:465 (3) – I know this is following the curve at 00:05:759 (1) but it would be nicer if it curves along the hitcircle. Maybe curving this and have this copied for the first curve?
  6. 00:14:582 (5) – not important but you can curve this along the next slider
  7. 00:17:759 (1) – fix curve a bit
  8. 00:19:170 (1) - ^
  9. 00:27:641 (3) – you can put this at x:100 y:140 for a nice triangular shape //just remember fixing the rest of the spacings ^^
  10. 00:30:465 (1) – placement is not really pretty imo try at x:168 y:140
  11. 01:01:170 (3) – try x:440 y:172
  12. 01:41:229 (4) – this can be curved outwards like 01:40:347 (3)
  13. 01:42:465 (1,2,3,4) – hmm are you putting them based on the pitch? It feels a bit wasted to put them like these tho imo. The ones previously seems okay since they’re creating a triangular-ish pattern. Maybe try making a flower pattern here?
  14. 01:43:876 (1,2,3,4) - ^same thing. Really like that idea tho xd
  15. 01:45:112 (6) – placing here seems sudden and unappealing imo. Try somewhere else?
  16. 01:58:700 (6,7) – placings here seems unappealing imo. Try putting (6) at x:237 y:101 and (7) at x:165 y:153 and follow the circle shape you’re creating?
  17. it’d be nice if both placements at 01:59:935 (2,3,4) and 02:00:994 (6,7,8) are the same. Either changing one of them to a curve or a straight line
  18. 02:05:759 (3) – how about changing where the curve is facing and let it curve along the next hitcircle? Better flow as well
  19. 02:07:170 (3) - ^
  20. 02:27:465 (4,1) – flow seems a bit weird. Try this?
  21. 02:44:406 (3,1,2) – a sudden overlap might be unreadable so how about creating a flower-shaped flow just like 02:46:700 (5,6,7,8) to keep consistency?
  22. 02:45:641 (1,2,3) – you can do the same thing^ for consistency
  23. 02:59:935 (5,6,7) – move (7) around for a triangular
  24. 03:04:876 (2,3,4) – when one is closer than the other it’s not a really good placement imo try moving somewhere like this
  25. 03:29:759 (1,2) – a curve would look more professional imo
  26. 03:31:876 (4,5,6,7) – with (5) there it doesn’t look very neat. Try something like this?
  27. 03:38:229 (1) – polish curve a bit
  28. 03:39:641 (1) - ^
  29. 03:41:053 (1) - ^
  30. 03:41:759 (3) - ^
  31. 03:43:876 (1,2) – doesn’t flow very well so try rotating (2) a bit
  32. 03:45:465 (4,5) - ^
  33. 03:47:759 (3) – don’t really understand why this specific slider has more curve but ok
  34. 03:49:523 (1,2,3,4,5) – maybe if you rotate and move around these sliders to look like this it would look more appealing and fun that way xd
  35. overall rhythm is pretty good but I really feel the need to talk about your reversed sliders since a lot of them are inconsistent and because they’re really inconsistent, its harder for players to read it
  36. 00:20:935 (2) – unreadable. I suggest something like this and I really think a slider should be at 00:21:994 for guitar emphasis like 00:22:347 (6)
  37. 01:41:759 (1,2,3) – really hard to read. If you want to introduce a rhythm like that, putting a reversed slider would help a lot. Same concept as 03:06:465 (1)
  38. 01:53:053 (1) – the reversed slider here isn’t really emphasizing on anything
  39. 01:55:876 (1) – unreadable and this doesn’t really emphasize on anything, something like this would be better imo—just simply playing along the vocal
  40. 03:27:288 – a very significant beat was ignored here. I suggest a rhythm like this—helps on emphasize and readability as well so
  41. 03:37:523 (6) – if you listen closely there are a lot of significant beats missed here so how about using reversed sliders to make something like this
  42. 01:08:053 (1) - ^
  43. 02:04:170 (4) - ^ but the streams after that would be too much (?) so you can change those to reversed sliders as well
  44. 02:15:817 (1) - ^
  45. 01:46:170 (4,5) – you’ve been using stacks this whole time so why not for these? They seem readable to me even if they’re stacked
  46. 01:47:582 (4,5) - ^
  47. 01:50:759 (5,6,1) - ^
  48. I’ve noticed that you have different opinions on NCs based from your mod whichIwillreplyassoonaspossibleee so I’ll be leaving those aside and I’ll end this mod here

Really like the song btw xd
Hope this helps ;w; I’m pretty useless when it comes to modding lel

Good luck on your mapp; really like it so have a star~
Log Off Now
am slow xd

m4m from your q, hyper as requested

[Hyper]

00:08:053 (1) - i think having this slider as a repeat slider, and then having a separate note for the last vocal switch may fit better?
00:21:288 (6) - i would split this into two repeat sliders and have a circle on 00:21:994 - to hit the guitar note, since the music is getting louder it makes sense to up the rhythm density, also nc?
01:11:406 (1,2) - shadow overlap :(
01:13:347 (5) - ctrl + g? the vocal on 01:13:700 (6) - is stronger than 01:13:347 (5) - and i think it having more spacing between them fits pretty nice
01:29:053 (7) - same comment as 00:21:288 (6)
01:30:112 (2) - any reason why you don't make the triple on this? i think mapping it makes sense considering you were just following the drum fill in the bar before
02:40:876 (3,2,5) - i think these burai is unrankable :( it fits the guitar pretty nice tho, so its up to you what you want to do with it
02:52:523 (4,5,6) - maybe make a triangle pattern out of these? the vocal and drums are different in each hit, so it might make sense to make it visually different aswell (kind of like how you did here 03:01:170 (7,8,1,2,3,4) - )
02:54:112 (4,1,2) - weird overlap on 4
03:03:817 (5,6,7) - same comment as 02:52:523 (4,5,6)
03:37:876 (5) - this fill continues to the blue tick and it feels a bit strange to play missing out the last note
03:57:994 (1) - maybe start the spinner on the blue tick? it starts just a little after the main guitar note impact

old style maps :d gl!
Topic Starter
Osu Tatakae Ouendan
EVERY TIME I START REPLYING TO A MOD, A NEW MOD POPS UP BEFORE I CAN POST LOL.
By the way, if I reply with a wall of red, I just want to explain my view in detail. I just feel it should be mapper's courtesy.
The other, in relation to the Light Hard and the Hyper, denied suggestions may be accepted in the future after I re:re:check spread.

Astarte wrote:

clearing my m4m debt
now i understand why you need a record breaking m4m queue
i hate symmetry :c QnQ symmetry ftw \(OwO)/

Light Hard

feels like 2012 :O
  1. 00:00:818 - probably use slower sv like 0.8 or something because it's a calmer part of the song. 00:12:112 - sv increase starts from here seems legit I don't like using lower SV on intros of a map for the following reasons:
    Prevents first look at what general SV across the map is
    Sudden sharp increases in momentum usually once main portion of the map begins.
    Aside from these, specific to this case: The next section with multiple drums of 3 is more intense, so I wanna avoid the sudden sharp momentum. Furthermore, I don't think the intro is quiet enough to warrant a slowdown, compared to say, 03:14:229 -
  2. 00:01:523 (3,4,5) - looks awkward. maybe unstack and blanket them better blanketed but kept stack, since it felt weird to move it anywhere else
  3. 00:05:053 - vocal ends at red tick but it prolonged to (4), so this gap feels awkward to play. i suggest adding a 1/2 slider here and remove (3) after consulting other diffs for spread purposes, i have applied this change.
  4. 00:05:759 (5,6) - again with this awkward 1/1 gap while vocal didn't stop. i'd make (5) a 1/1 slider and add a circle at the next red tick also done
  5. 00:26:229 (1,2) - ^ Am going to keep at this point, so that there is a rest point. A less continuous rhythm is the largest difference across diffs on the spread, with this diff applying a slightly denser rhythm than previous Advanced (which uses a few long sliders here and there mostly and 1/1s on certain vocals). 1/1 breaks kept for some "carry-over" from Advanced.
  6. 00:20:582 (1,2,3,4) - don't really get why you only map the drums with only (3). either try to map all of them, or don't map 1/4 Was supposed to be an introduction to complex rhythm with 1/4s, but instead I will not map the triplet here, and I will make a change on the Hard for spread purposes.
  7. 00:23:406 - really strong measure and new verse start. i don't understand why you don't make this downbeat clickable. also same with above i'd use slower sv here Concept is a sort of "knockback" from reverse-arrow giving emphasis to the downbeat: Most of the previous objects flowing into this direction, after which movement is suddenly stopped and reversed because of change in section and the downbeat, helped by the fact that the vocals at this point is prolonged anyway. I won't use a lower SV either because I don't think this portion warrants a lower SV. I want to keep SV consistent across the diff (except for that slowdown after the Star Slider)
  8. 00:27:288 - add circle here? mapping to vocals.
  9. 00:28:347 (1,2,3,4) - too much clicking in a relatively calm part imo, make this 2 1/2 sliders ok.
  10. 00:30:994 (2,3,4) - your rhythm could be better if this is a 1/1 reversed and 00:32:229 (2) - is not. no reason why it should be a 1/1 reversed and 00:32:582 - should be clickable done
  11. 00:39:994 - missing rather important vocal note here, i suggest mapping it by shortening (3) to a 1/2 slider and add a circle afterwards done
  12. 00:58:523 - kiai is a much more intensive part than the rest of the song. yet these kinds of notes are unmapped. actually kiai is even less dense than this 01:39:641 - part starting from here? I would map every 1/2 gap you have in the kiai I think I'll keep this as is, as more of a stylistic choice, and considering the slightly more complex movement (due to the reverse arrows instead of straightforward movement), I don't want to add too much complexity in movement by adding notes there. As for the 01:39:641 -, this portion uses a few more 1/1 sliders, so I think it's actually somewhat less dense. I'm balancing it out between density and movement complexity.
  13. 01:01:523 (1,2,3) - weird stacking. why you stack these? Also, 01:01:700 (2) - isn't anything important but you skipped 01:02:053 - this important vocal? felt as though unstacking them and making them move elsewhere would be more awkward. It's also in line with the overall kiai's gaps in some stanzas. 01:02:053 - left unmapped in a similar vein to 00:58:523 - , etc.
  14. 01:17:053 (1,2,1,2,1) - random nc This is actually done on higher difficulties, but I see it isn't warranted on this diff. Removed.
  15. 01:18:817 - again you skipped important vocal, if you're following drums and kicks then why skip 01:19:700 - ? The skip is warranted for me: sudden quietness of instruments, which translates to lack of momentum, so I should leave a break. The drums signify the pick up of the momentum again, and so those should be mapped to in order to give a sign that the momentum is about to pick up again.
  16. 02:01:876 (8,2) - move them further from each other a bit cuz now it's kinda ugly adjusted
  17. 02:03:112 (4,5,6,1,2,3,4) - too much clicking for a hard, let alone a light hard omg removed (6)
  18. 02:05:053 (1,2) - same as above, there isn't anything important to make (2) clickable, I would make a 1/1 slider that release on that note. Basically your rhythm here is different than that of the first kiai while music isn't anything different? Yes. it is actually done on all diffs, but that is not a reason for rejecting this.
    In any case, I felt I should change second kiai slightly (except for Easy, Normal, and 249's Insane) as this kiai is just slightly repititive: on some diffs there is a slight rhythm change and larger change on movement/pattern, and on some (like in this case) the rhythm choice is what changes the most, to try to get as much out of the song.
  19. 02:41:759 - again weird nc pattern
  20. 03:05:053 (2) - shouldn't it be on red tick? mapping to guitar here actually, so that I can have a short rest.
  21. 03:05:759 (3) - ^ i guess you're following the kicks, but vocal here is much more prominent, so players would tend to click early on the vocal red tick instead personally i feel like by this point they would realize that the mapping is 1/1: This and lower diffs are presumed on a basic newbie standpoint of reading on distance snap and AR supplemented with music, pre-supposing that the newbie will get used to AR and distance snap first and then see how it connects with the music. Previous difficulties are mapped around this as well. The lack of jumps on this diff should serve as sufficient notice that this slider is a longer unit of time away, and previous difficulties also avoid jumps for the reason of getting players used to AR and the fact that the typical osu! map switches between vocals and instruments although people start ignoring this nowadays
  22. 03:14:229 - slide the break to this point instead Oops. forgot to apply. thanks.
  23. 03:28:876 (1,2,3,4,5,1) - ;c this flow is hard to play for hard even nerfed
  24. 03:27:288 - frankly this part (especially this note) drums is more important than vocals. I guess you like doing the opposite thing :v I avoided this note to simplify the rhythm, as mixing drums with vocals actually sounds awkward on this point: Drums follow a different rhythm throughout this portion, and with previous half of this small section following vocals, i feel it's better to mirror that.
  25. 03:52:347 (1,2,3,1,2,3,1,1,1,1,1,1,1,1) - wut is dis nc pattern :OO part of gimmick: map to background (ovo)
Well that's all i have, hope it's helpful >v<

I think you have many inconsistency problems, where light hard isn't the place to break away from consistency much imo. Kiais are mapped differently each time and those kiai feels very undermapped compared to other less intensive parts of the song. imo you should recheck and probably remap a bit.
Also, there's nc inconsistency everywhere. Looks like you place nc very randomly. at the intro you nc every measure, after the spinner its every downbeat, alright but then 00:22:170 (5) - is not nc. 00:33:288 - same with this random no nc. maybe go back and check your nc so that you have a clear nc concept
changed NC on intro. certain NC's are for gimmicks.
Good luck with your full-length massive set o/

Chalwa wrote:

o/
From ur queue m4m.
[Advanced]
  1. 00:12:288 (2) - I think you can make flow in 00:12:112 (1,2,3) when you rotate slider about 20 deg and then put it to 48/104. Then a slider have a bit better movement to second circle.
  2. 00:13:700 (5) - You can make it better to aim if you make Ctrl + J this slider and move it to 240/92. Advanced may be a diff where you have a "hard" diff rhtyhm and "normal" diff pattern or "normal" rhythm and "hard" pattern imo. In your diff it's too hard to read this pattern for ~3* players, but it's my subiective opinion.
  3. 00:17:759 (1,2,3) - This pattern looks kinda weird tbh. My suggest is make curve in 00:17:759 (1) slider more than in 00:18:288 (2) and blanket both sliders. Also you should to fix DS with 00:18:817 (3) circle. I know it can be a bit confusing for you, so I'll give you an picture how I see my syggestion. good idea. Made an attempt god i am trash at blanketing
  4. 00:19:170 (1,2,3) - The same as above, so don't want write the same two times. yes
  5. 00:28:347 (1,2,3,4,5) - This pattern feel I a bit weird when I played it, so you should to move a 00:29:053 (5) to 16/284 for make a nice contiuating from a 00:28:347 (1,2,3,4) square. Altrough it's not the best thing it's fine. Of course you must fix DS to 00:29:582 (6) if you apply my suggest. applied.
  6. 00:32:582 (4,5) or 00:32:935 (5,6) - Make slider of first or second circles, because in this comgo you have a circle spam what can be a bit hard for players, because it's nice circles in a row. to be honest, I put circles there so that the player does not have to hold and drag across the playfield, which i find harder than two clicks
  7. 00:38:759 (4,1) - It's very hard to change, but you MUST change this flow cause it's very, very unconfortable. The best thing what you can try to do it's make a little down curve here 00:38:935 (1) (for example: 164/232), then move a 00:39:465 (2) circle a bit down (for ex.: 52/276) and then make Ctrl + H on 00:38:935 (1) slider and move it to make 00:38:935 (1,2,3) pattern symmetrical. It's much better than your flow. I made a screenshots how I map this part. made adjustments
  8. 00:44:582 (3) - To be honest you can make this slider more artistic, cause this moment can be a bit dull. My suyggestion is on image :). If you make something like I move it to 320/272 for fix DS. Now it's mush funnier to play added.
  9. 00:45:994 (1,2,1,2) - Ok, on first slider + circle you have comfortable flow and it's fine to read, but in second flow is broken and uncomfortable, so you can make in second (but i prefer both) a curve for make a smoothier transition no circle. 00:48:112 (4,5,6,7) - was changed instead to try and flow into 1,2 better.
  10. 00:55:347 (4,5,6,7,8,9) - If you are making a pattern like this is fine, but I don't think so 00:56:053 (8,9) are readable enough to put it on this diff. I think it's better if you end this pattern like you started, so make something like 'zig-zag' here. due to a few spread concerns regarding difficulty spread between Light Hard and Advanced, i have instead nerfed this pattern
  11. 01:02:759 (9,1) - You can improve blanket for moving a slider to 60/192. Of course in the end you must fix DS with 01:03:465 (2), but it's easy :D I refuse to blanket because it changes the degree of movement of (1), where I intend it to go from curve to slightly closer to horizontal than fully round. Adjusted 01:02:935 (1,2,3,4,5,1,2,3,4) - for flow and movement.
  12. 01:04:347 (1,2) - Imporve blanket too, so you can do it yourself imo. not blanketing due to the movement.
  13. 01:30:994 (1,2,3,4)- Blanket errors (won't write it more, you can see it i think). adjusted
  14. 01:32:582 (6) - You should to put NC here, cause new vocal starts here and i don't personally like a (10) combo in Hards and below. It's a little suggest, so you can skip it in 100%, but please make it to better consistent. NC'd
  15. 01:38:229 (6) - ^ done ('w')
  16. 01:40:347 (3,4,5,1) - Imo you can improve flow in this pattern
    1. Move 01:41:229 (5) slider to 428/208 for make this pattern much more readable right now, because it's looking a bit ugly in my opionion,
    2. Remove NC from 01:41:759 (1), because here's not a start new part of song and also it's not a SV change. Also make here a curve to left for make it smoothier for make it more fit to song.
    3. Put NC on 01:42:465 (2), cause big white tick.
    adjusted 01:41:053 (4,5) - placement, made NC's.
  17. 01:54:817 (5) - Here you should to make left curve for avoid an ugly overlap with 01:56:582 (1) slider. Make the same in pattern after, cause i saw it's rotated, but the same. adjusted whole pattern. that took a LOT of adjustments lol.
  18. 02:03:112 (4,10) - NC on both, because in 02:03:112 (4) - it's much easier to read for Advanced players and 02:04:170 (10) - a vocal starts here so you can enmphasise it. ok
  19. 02:22:876 (2,3) - This stack looke really unreadable, so i think you can skip 02:22:876 (2) - note and remove it, if you want keep this heart sliders as nice as now. Altrough it skip important sound it's rankable imo. made a change so that (2) is not on the heart slider itself
  20. 03:00:288 (6) - Ctrl + H this slider, for make flow more comfortable. Also you didn't make an anti-flow anywhere in this part of song, so will be more consistent here (Ctrl + H ofc). ok
  21. 03:11:406 (1) - OMG... what a beautiful star. But you should to rotate it about 45 deg, cause overlap with 03:10:700 (2) look really stragne if i must be honest with you. But this slider art is... ooooo... I just moved 03:09:994 (1,2) - instead
  22. 03:27:288 - and 03:28:700 - You skipped here the most important beats in this part O.o. So you can make 1/2 sliders with 03:27:465 (1,5) circles what will be much, much, much better than now, cause someone can miss here, cause he heard a strong sound, but there's no object and rip :( Not gonna map to the drum, as mentioned earlier: drum then sudden vocals is weird because the drums follow a different rhythm. I expect players to understand next object is further away in time due to spacing.
  23. 03:39:288 (3,2) - Another ugly overlap, but i'm a little tired, so you may fix it how you want. Move or rotate or something like this will fix this problem i think. made adjustments
  24. 03:55:170 (1,1,1,1) - This can be too hard to read for Advanced players, so avoid a NC spam if it haven't got any reason. Remove NC from three sliders after first in this pattern. for gimmick purposes: NC'd to bg. I've rearranged sliders so gimmick is left but less NC spam
  25. 03:57:994 (1) - You can make this spinner longer (to 04:03:641 - ), but you must add it in another diffs, if it's another, because it brake consistency in mapset. nah i'll keep to current point when guitar ends.
Finally end!
I hope my mod is helpful, if you don't understand one of points fell free to poke me in-game.
I spent in this mod 4 hours, so i think you can give me a star :D.
REALLY HELPFUL OH GOD. I like the suggestions
GOOD LUCK!!!

CookieBite wrote:

hi from your m4m queue

[Normal]
  1. 00:13:523 (2,3) - improve blanket made an attempt
  2. 00:16:347 (4,1) - ^ made an attempt
  3. 00:24:817 (3,5) - ^ yeah there's no way to blanket this.
  4. 00:30:464 (3,5) - ^ yeah there's no way to blanket this.
  5. 00:57:288 (1,2,3) - ^ made an attempt, but I will prioritize symmetry over the blanket, so if anyone else wants this fixed further, I will refuse.
    there are so many blanket improvements that i don't wanna point out anymore...
  6. 01:10:347 (4,1) - if you can try stack them can't without distance snap and symmetry
  7. 02:21:994 (1) - this part feels empty, and multi-reverse arrows could make player hard to read and react added a second heart instead and removed reverse arrows
  8. 02:26:935 (2,3,4) - i would say that make them to be triangle would look nicer okay
  9. 02:45:112 (2,4) - the notes are on red line, before that it doesn't have a clear instruction to know that it's offbeat. I recommend do something like this Notes are distance snapped. Although yes, I prefer to construe the map in favor of the player, I believe distance snap will be enough of an indication of how far notes are in time.
  10. 02:55:876 (1) - ctrl+j for better flow okay
  11. 03:26:053 (1,2) - replace this with a short slider I dislike short sliders on lower diffs for the reason that they're harder to judge for a player (especially when to let go) because of the scrunched up sliderbody. In other words, it might not be recognizable as a slider.
  12. 03:26:935 (1) - the strong sound is on 03:27:288 - so i would recommend to put this on there made adjustments
  13. 03:32:582 (1,3) - overlap made adjustments
  14. 03:43:170 (6,1) - ^ made adjustments
  15. 03:45:994 (3) - move it to the center for better look can't, otherwise i have to move 03:46:700 (1,2) -
  16. 03:56:229 (1) - remove NC should be fine for gimmick.
  17. 03:57:288 (2,3) - replace them with a short slider keeping as circles for reason stated earlier

gl with your map!

Kirisakiii wrote:

Late M4M qvq sorry got pretty busy irl If you're late then I must be late on my mods then o_o
Modding Hard as promised~

Stil new at modding so bear with me ;w; Actually you managed to point out a lot so yeah
Really like the blue-red combo idea btw xd Everyone loves it \(owo)/

Hard
  1. I guess I’ll start off with a few suggestions for aesthetics //sorry if its tedious ;w;
  2. 00:00:818 (2) – follow the curve along the hitcircle more made an attempt. If someone will still mention this, I have to tell them it can't be perfect without affecting symmetry unless they can teach me how.
  3. 00:01:523 (4) - ^ same
  4. 00:05:759 (1) – put this at x:380 y:148 to create a triangular shape made some adjustmentsw
  5. 00:06:465 (3) – I know this is following the curve at 00:05:759 (1) but it would be nicer if it curves along the hitcircle. Maybe curving this and have this copied for the first curve? adjusted from earlier adjustment, but seems impossible to blanket while following DS
  6. 00:14:582 (5) – not important but you can curve this along the next slider I'll keep it a straight slider so that momentum is thrown forward, carrying from (4)'s curve
  7. 00:17:759 (1) – fix curve a bit made an attempt
  8. 00:19:170 (1) - ^ same above
  9. 00:27:641 (3) – you can put this at x:100 y:140 for a nice triangular shape //just remember fixing the rest of the spacings ^^ actually, 00:26:759 (2,3,4,5,1) - is a pentagon/flower.
  10. 00:30:465 (1) – placement is not really pretty imo try at x:168 y:140 Adjusted 00:29:935 (3) - as (1) is a symmetrical to 00:29:406 (2) -
  11. 01:01:170 (3) – try x:440 y:172 ok
  12. 01:41:229 (4) – this can be curved outwards like 01:40:347 (3) ok
  13. 01:42:465 (1,2,3,4) – hmm are you putting them based on the pitch? It feels a bit wasted to put them like these tho imo. The ones previously seems okay since they’re creating a triangular-ish pattern. Maybe try making a flower pattern here? pitch yes, and grouping vocals into groups of 2. In either case, I wanted a further spaced movement as part of spread: further and further up the set movement starts getting spaced out more in terms of overall area covered. The other reason being flower patterns are used in a previous diff
  14. 01:43:876 (1,2,3,4) - ^same thing. Really like that idea tho xd
  15. 01:45:112 (6) – placing here seems sudden and unappealing imo. Try somewhere else? 01:45:112 (6,1,2,3,4,5,1,2,3,4,5) - moed around slightly while keeping spacing jump between 01:45:112 (6,1) -
  16. 01:58:700 (6,7) – placings here seems unappealing imo. Try putting (6) at x:237 y:101 and (7) at x:165 y:153 and follow the circle shape you’re creating? couldn't move it to the place you pointed out without ruining DS.. and about 1 minute worth of distance snapped mapping, so I instead curved the slider to the left at its current position
  17. it’d be nice if both placements at 01:59:935 (2,3,4) and 02:00:994 (6,7,8) are the same. Either changing one of them to a curve or a straight line yeah ok, adjusted 02:00:994 (6,7,8,9,1,2,3,4,5,6) -
  18. 02:05:759 (3) – how about changing where the curve is facing and let it curve along the next hitcircle? Better flow as well made adjustments
  19. 02:07:170 (3) - ^ same
  20. 02:27:465 (4,1) – flow seems a bit weird. Try this? should be ok at current position: curved movement going upper left, then downleft sharp turn, instead of a curved circular movement which loses emphasis on (4) and keeps momentum too fast
  21. 02:44:406 (3,1,2) – a sudden overlap might be unreadable so how about creating a flower-shaped flow just like 02:46:700 (5,6,7,8) to keep consistency? switched 02:44:759 (2,3) - locations
  22. 02:45:641 (1,2,3) – you can do the same thing^ for consistency same
  23. 02:59:935 (5,6,7) – move (7) around for a triangular adjusted
  24. 03:04:876 (2,3,4) – when one is closer than the other it’s not a really good placement imo try moving somewhere like this they're actually equidistant but i like this idea so i've applied.
  25. 03:29:759 (1,2) – a curve would look more professional imo can't: the current curve allows momentum to be drawn out, while blanketing forces the momentum in a small spot. It lets me set up for the mostly spaced out movement for the rest of the kiai.
  26. 03:31:876 (4,5,6,7) – with (5) there it doesn’t look very neat. Try something like this? made adjustment instead so (5) is further from slider
  27. 03:38:229 (1) – polish curve a bit
  28. 03:39:641 (1) - ^
  29. 03:41:053 (1) - ^made adjustments to all above
  30. 03:41:759 (3) - ^ should be fine i think
  31. 03:43:876 (1,2) – doesn’t flow very well so try rotating (2) a bit I think the flow here is fine
  32. 03:45:465 (4,5) - ^ same
  33. 03:47:759 (3) – don’t really understand why this specific slider has more curve but ok All the sliders here are curved, so it's at an attempt at conservation of direction.
  34. 03:49:523 (1,2,3,4,5) – maybe if you rotate and move around these sliders to look like this it would look more appealing and fun that way xd oh cool, ok i've made an attempt
  35. overall rhythm is pretty good but I really feel the need to talk about your reversed sliders since a lot of them are inconsistent and because they’re really inconsistent, its harder for players to read it
  36. 00:20:935 (2) – unreadable. I suggest something like this and I really think a slider should be at 00:21:994 for guitar emphasis like 00:22:347 (6)yeah i felt like i should change this. Its been changed
  37. 01:41:759 (1,2,3) – really hard to read. If you want to introduce a rhythm like that, putting a reversed slider would help a lot. Same concept as 03:06:465 (1) Reason for using slider on 03:06:465 (1) - is because i don't want circles to be there and furhter complicate the continuous 1/2 rhythm on the next pattern. As for first pattern, I really think they can be read if the player pays attention to distance snap, which is largely the point of this diff for me: follow distance snap for the most part with small jumps here and there occassionally to get the player introduced to today's lack of distance snap on higher diffs. Players will follow distance snap and use it to judge timing on points like this. I've spaced them out a bit to compensate.
  38. 01:53:053 (1) – the reversed slider here isn’t really emphasizing on anything Attempt at introducing a slightly more complex rhythm: There are 1/4s on this location, but I refuse to map to them, so instead, I introduce a 1/4 with reverse arrow. It is same reason why all across the diff most of the 1/4s are mapped as sliders with reverse arrows. This way the player will learn to pick up various sounds that are 1/4 here without having to encounter them too abruptly in a later diff or not enough in a lower diff.
  39. 01:55:876 (1) – unreadable and this doesn’t really emphasize on anything, something like this would be better imo—just simply playing along the vocal This should really be readable. At this point I do not expect the player to get caught up on the momentum, and instead should be paying attention to the song. The small 1/1 break following it should be enough of a notice as well.
  40. 03:27:288 – a very significant beat was ignored here. I suggest a rhythm like this—helps on emphasize and readability as well so Refusing to map to this as with all previous mods suggestions on this: Mixing drums with vocals is weird as the drums follows a very different rhythm, and thus mapping to drum here and then to vocals (which is what is heard loudest next) sounds awkward: The rhythm sense is suddenly lost as the first note would be on drums and the succeeding notes would be on vocals which drown out the drums, and we end up with not entirely being sure which rhythm is being followed.
  41. 03:37:523 (6) – if you listen closely there are a lot of significant beats missed here so how about using reversed sliders to make something like this done
  42. 01:08:053 (1) - ^ Keeping, there's a bit of a 'dragging feeling' with a slider here because it's mapped on top of a drumroll. I just feel like avoiding too many 1/4 sliders in the map to avoid it from being too complex
  43. 02:04:170 (4) - ^ but the streams after that would be too much (?) so you can change those to reversed sliders as well keeping also
  44. 02:15:817 (1) - ^ also keeping
  45. 01:46:170 (4,5) – you’ve been using stacks this whole time so why not for these? They seem readable to me even if they’re stacked Hope you're right about them being readable
  46. 01:47:582 (4,5) - ^ same
  47. 01:50:759 (5,6) - ^ same
  48. I’ve noticed that you have different opinions on NCs based from your mod whichIwillreplyassoonaspossibleee so I’ll be leaving those aside and I’ll end this mod here

Really like the song btw xd O W O)
Hope this helps ;w; I’m pretty useless when it comes to modding lel actually you pointed out a lot so yeah

Good luck on your mapp; really like it so have a star~ (OWO) YAAAY

Log Off Now wrote:

am slow xd

m4m from your q, hyper as requested

[Hyper]

00:08:053 (1) - i think having this slider as a repeat slider, and then having a separate note for the last vocal switch may fit better? I think I'll keep as is.
00:21:288 (6) - i would split this into two repeat sliders and have a circle on 00:21:994 - to hit the guitar note, since the music is getting louder it makes sense to up the rhythm density, also nc? ok
01:11:406 (1,2) - shadow overlap :( fixed
01:13:347 (5) - ctrl + g? the vocal on 01:13:700 (6) - is stronger than 01:13:347 (5) - and i think it having more spacing between them fits pretty nice ok
01:29:053 (7) - same comment as 00:21:288 (6) yeah ok. had to readjust this entire section.
01:30:112 (2) - any reason why you don't make the triple on this? i think mapping it makes sense considering you were just following the drum fill in the bar before didn't wanna add too much difficulty, but added
02:40:876 (3,2,5) - i think these burai is unrankable :( it fits the guitar pretty nice tho, so its up to you what you want to do with it Should be fine... hopefully. I swear they fit with the guitar.
02:52:523 (4,5,6) - maybe make a triangle pattern out of these? the vocal and drums are different in each hit, so it might make sense to make it visually different aswell (kind of like how you did here 03:01:170 (7,8,1,2,3,4) - ) made adjustments as best i can
02:54:112 (4,1,2) - weird overlap on 4 this is actually copied from the previous 02:50:229 (1,2,3,4,1,2) - , so both have been adjusted
03:03:817 (5,6,7) - same comment as 02:52:523 (4,5,6) I'll leave as is so I can have them spaced out in later diffs
03:37:876 (5) - this fill continues to the blue tick and it feels a bit strange to play missing out the last note Should be fine I think.
03:57:994 (1) - maybe start the spinner on the blue tick? it starts just a little after the main guitar note impact Ok

old style maps :d gl!
Thanks \(OAO)/
MisakiAN
EY~~
from your biggest M4M Queue o/
[Insane]
00:56:406 (4) - it should be Nc in here :\
01:35:229 (4,5) - improve blanked
01:42:817 (3) - Nc i think,cuz the note has a strong beat
01:46:170 (5) - i know you following the vocals but think to put another note in the white tick,cuz the white tick has a drum beat
01:47:759 - ^.or you can make this into like this,01:48:817 (6,7) - slider end at bluetick and then put note in the white tick
01:50:935 (1,2,3) - maybe you can make this into blanked
01:55:700 (7) - NC
01:58:700 (5) - NC
02:04:170 (5) - NC
02:38:582 (10) - NC i think
03:11:406 (1) - maybe this sliderart should be end in this tick 03:11:406 (1) -
03:27:288 - put note in here :\ there's a strong beat in here
03:28:700 - ^
03:42:112 (5,7) - should be blanked :\
02:20:759 (6,7) - make this sliders more smoother

okay,i think thats all from me.nice map XD
Sorry,this mod is really short ;;
and so sorry for late,im really busy with my homeworks ;;

Good Luck o/
Topic Starter
Osu Tatakae Ouendan

MisakiAN wrote:

EY~~
from your biggest M4M Queue o/
[Insane]
00:56:406 (4) - it should be Nc in here :\ personally I don't think it warrants an NC
01:35:229 (4,5) - improve blanked it wasn't an attempt to blanket, but simply made for the movement: blanketing would force me to spread the slider out and thus the movement ends up different
01:42:817 (3) - Nc i think,cuz the note has a strong beat am keeping it as is for the pattern and vocals
01:46:170 (5) - i know you following the vocals but think to put another note in the white tick,cuz the white tick has a drum beat it's not a good idea to map a triplet because the first two follows vocals and the third follows drum; it's unnecessarily adding to rhythm.
01:47:759 - ^.or you can make this into like this,01:48:817 (6,7) - slider end at bluetick and then put note in the white tick I wanted some variation on this point, the other reason is that this and 00:38:406 - are the only points across both stanzas that use doubles on vocals, so I need to map them to stand out from the rest and emphasize those, where as the others use 3/4
01:50:935 (1,2,3) - maybe you can make this into blanked going to keep as is because here I want the slider movement longer and covering more ground then a blanket to point out the dragging feeling left by the hanging vocals, aside from this allowing momentum to continue but cool down gradually
01:55:700 (7) - NC done o wo)
01:58:700 (5) - NC done o wo)
02:04:170 (5) - NC nah
02:38:582 (10) - NC i think ok
03:11:406 (1) - maybe this sliderart should be end in this tick 03:11:406 (1) - uh (o wo) but in any case I think it's current location is great.
03:27:288 - put note in here :\ there's a strong beat in here am not gonna map that: the first pattern makes it clear vocals are being followed. Adding a note here removes emphasis from the vocals for two (but not the only) reasons: the strong drum follows a vastly different pattern, and it's badly mixed in with the vocals, as there's a long space between each drum beat,while vocals are continuous. It becomes awkward to keep shifting between drum and vocals in this portion (and the shift wouldn't be noticeable) and it makes a note here just out of place
03:28:700 - ^ similar reason as earlier
03:42:112 (5,7) - should be blanked :\ they follow the heart: 03:42:642 (7,8,9) - and I don't think its necessary to have to blanket everything
02:20:759 (6,7) - make this sliders more smoother also the heart: 02:20:759 (6,7,8) - I think the movement is fine

okay,i think thats all from me.nice map XD
Sorry,this mod is really short ;;
and so sorry for late,im really busy with my homeworks ;;


Good Luck o/
Thanks o wo)
_handholding

Advanced
  1. You have several unsnapped objects, check ai mod
  2. 00:23:229 (1) - Personally I would delete this circle, it does feel somewhat forced but a really good reason for deleting is that it would give more recovery time after the spinner. When playing it, it does feel more natural to start on the downbeat too imho
  3. 00:24:112 (4) - Ending this would be more natural and also follows the vocals better as 00:24:641 isn't part of what she sings at 00:24:112 where as 00:24:465 is. This is explanation is somewhat hard to understand i know but just think of "ra" going from 00:24:112 - 00:24:465 so it would be more ideal to map it as that. Another thing to add is that ending this on the white tick would also give more emphasis on the next object 00:24:817 (1). This goes for 00:29:759 (7) as well
  4. 00:29:053 (5) - NC
  5. 00:33:288 (6) - ^
  6. 00:34:523 (9) - This does follow the music but from a players perspective deleting this note would give more impact to 00:34:700 (1) which is very emphatic point in the song
  7. 00:34:700 (1,2,3,4,5,1,2,3,4,5) - At first this looks ok in editor but when you get into it it's somewhat off (to me at least). It's hinted that you're following the vocals from the build up, which is all fine and good but you chose to map 00:35:759 (4) and 00:37:170 (4) whilst the vocals land on 00:35:670 and 00:37:082 . My suggestion would be to incorperate the blue ticks since like i said earlier, you've hinted that you're following the vocals. For 00:36:817 (3) how about using this rhythm?http://puu.sh/u2HYq/6808dd1808.jpg
  8. 00:40:170 (4) - deleting this circle would be nice to break up the massive train of objects and also signal a transition into another section
  9. 00:44:582 (3) - NC. I know you start changing combo lengths but this change should stat at the next measure not this one
  10. You have a lot of uneven combo lengths in your kiai times. You break away from your usual 1 NC per measure pattern. Go and recheck them and remember to NC at 01:01:876 (6) and 01:12:817 (4) and 01:15:817 (4) etc. This goes for your other kiai times too
  11. 01:12:994 (5,6) - turning these 2 circles into a slider would flow a lot nicer
  12. 01:30:994 (1) - recommend to delete this for similar reasons stated at 00:23:229 (1)
  13. 01:35:229 (4) - NC
  14. 01:41:053 (4) - ^
  15. 02:02:759 (3,1,2) - I fear this may be hard to read as (2) is closer to (3) than (1) so it instinctively throws you off
  16. 02:03:465 (3) - Deleting this circle would flow better rhythmically.
  17. 02:27:641 (1) - End this on 02:29:759 (1) . Not enough recovery time imo
  18. 02:49:700 (1) - A lot of uneven combo lengths in this section
  19. 03:10:700 (2) - Not sure about this double reverse, it's really unexpected and seems to play just as good, if not better, as a single reverse
  20. 03:26:053 (1,2,3) - This rhythm rhythm doesn't flow well at all after you come in from the break imo. Recommend to delete these objects
  21. 03:30:817 (5) - recommend to end this on the big white tick for similar reasons as other sliders
  22. 03:56:759 (2,3) - avoiding this overlap would be ideal

Light Hard
  1. 00:07:700 (3) - NC
  2. 00:15:465 (4,4) - these blankets are noticeably off
  3. 00:19:699 (2) - unsnapped object
  4. 00:37:523 (1,2,3) - This feels a bit weird to not have 00:38:229 clickable when 00:38:053 is. But the rhythm is mostly thrown off because of the first slider 00:37:523 (1) . You made sure to have the first 2 white ticks clickable in the other measures with 00:34:700 (1,2) and 00:36:112 (1,3) but didn't here and that's what kind of throws you off.
  5. 00:50:759 (6,7,8,9,10,1) - The flow is really tricky here, one of the most difficult patterns in the whole map on top of the fact there's a lot of circles at this bpm can tire a player out (doesn't seem suitable for this part of the song). Suggest to simplify with a couple of sliders
  6. 01:16:347 (7) - https://osu.ppy.sh/ss/7457154 flipping would flow better and doesn't break the symmetry either
  7. 01:58:523 (5,6,7,8,9,1) - A bit like what I said for 00:50:759 (6,7,8,9,10,1) but the flow is better here.
  8. 02:06:112 (5) - By mapping this as a circle you are taking with 1/1 gap you are removing a lot of emphasis from 02:06:465 (1) -
  9. 02:07:170 (3) - ^ same. By having 02:07:700 unmapped and creating a 1/1 beat gap the 1/1 beat gap at 02:07:876 (1) lacks a real emphasis. This goes for similar parts throughout the map
  10. 02:13:523 (1,2,3,4,5) - Rhythm suggestion, I think this flows better and follows the vocals that you are you are following http://puu.sh/uprxW/cf57c1f748.jpg
  11. 02:53:052 (4) - unsnapped object
  12. 03:09:994 (1,2,3,4) - If you listen to the music the drum snares vary on both white ticks and red ticks throughout the measure so mapping the enitre thing as 1/2 sliders on white ticks seems nonsensical
  13. 03:11:406 (1) - how about reducing the SV of this sldier to 0.75 so it ends on 03:14:229 , an actual beat?
  14. 03:55:170 (1,1,1,1,1,1,1) - Why the NC spam? for aethestics?

Hyper
  1. 00:06:465 (1,2,3,4,5) - This feels a bit weird that you've mapped the vocals in the beginning with 00:02:229 (1,2,3,1,2,3,4,5) then completely overmapped this part and undermapped 00:07:876 (1,2) - where there are vocals to be followed. If I were to suggest something it would be to have 00:06:465 (1) as http://puu.sh/uvdjM/2ed8842ba6.jpg or something close to that. But basically reducing density at 00:06:465 (1) and then increasing it at 00:07:700 (1) to follow the vocals more would be more fitting imo
  2. 00:13:523 (1,2,3,1,2,3,1,1,2,3,1,2,3,1) - The flow is like really tricky, if it's part f the difficulty then fair enough I guess but it's really rigid... the circles and sliders just don't connect well imo. suggestion would be to change the slider angle. 00:13:523 (1,2,3,1,2,3,1,1,2,3) - maybe something like this? http://puu.sh/uvdSI/3591feb0aa.jpg I'm sure you can come up with a better pattern more fitting to your style but the point i wanted to make was that the slider angle doesn't mesh well with the circles
  3. 00:21:288 (6,7) - Having these 2 sliders the same shape would look a lot more polished i.e. both curved or both straight.
  4. 01:01:700 (2) - This is a ghost note, nothing here really in the song to support a circle here to me, a slider end would be ok but not a circle imo. This is also relative to the beats you made clickable in all the other parts of the kiai time. I know you've also done the same for 02:33:288 (1,2,3,1,2,3) - but it works here for the sounds you've emphasized and followed around it (just felt like pointing that out incase you were going to use 02:33:288 (1,2,3) as a means of justification)
  5. 01:46:170 (5,6) - how about altering the spacing to something like http://puu.sh/uver0/7385c6778c.jpg a similar ds that you've used in some of your streams. I think it can a single stack can easy be misread-able as a 1/2 beat if it's used very rarely
  6. 01:47:582 (5,6) - same as above ^
  7. 01:53:141 (2) - I'm a bit confused as to why you mapped this place as a triplet but not at 01:53:494 when there's an actual drum sound in the latter but not the former. soo 01:53:053 (1,2,3,4) - ctrl g?
  8. 02:19:347 (2) - add whistle
  9. 02:54:112 (4,1,2) - When you enable stacking you'll see these objects overlap in gameplay which I don't think is what you're going for, since it didn't overlap with 02:51:288 (4,1,2) http://puu.sh/uveZv/faf3fd403d.jpg
  10. 02:52:876 (6) - delete clap, unfitting
[]
I think I mentioned somewhere earlier in my mod about redoing the combos, you can forget about that. I overlooked the style of NCing you were doing and instead was trying to applying the style from modern mapping. I'll shoot 5 stars to make it fair from earlier. GL!
YTYuyu
I made several self changes to my diff.

SPOILER
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 56317
Countdown: 0
SampleSet: Soft
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[Metadata]
Title:Re:Call
TitleUnicode:Re:Call
Artist:i*Ris
ArtistUnicode:i☆Ris
Creator:Osu Tatakae Ouendan
Version:249's Insane
Source:双星の陰陽師
Tags:Sousei no Onmyouji Twin Star Exorcists Byakugan249 YTYuyu
BeatmapID:1145977
BeatmapSetID:534032

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312,68,174465,5,2,0:0:0:0:
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Topic Starter
Osu Tatakae Ouendan

Kisses wrote:

Advanced
  1. You have several unsnapped objects, check ai mod I swear i have no idea how these happen. Fixed
  2. 00:23:229 (1) - Personally I would delete this circle, it does feel somewhat forced but a really good reason for deleting is that it would give more recovery time after the spinner. When playing it, it does feel more natural to start on the downbeat too imho Good decision
  3. 00:24:112 (4) - Ending this would be more natural and also follows the vocals better as 00:24:641 isn't part of what she sings at 00:24:112 where as 00:24:465 is. This is explanation is somewhat hard to understand i know but just think of "ra" going from 00:24:112 - 00:24:465 so it would be more ideal to map it as that. Another thing to add is that ending this on the white tick would also give more emphasis on the next object 00:24:817 (1). This goes for 00:29:759 (7) as well Apparently the recommendation was already implemented across the other diffs except this one. i'll implement it now.
  4. 00:29:053 (5) - NC nah
  5. 00:33:288 (6) - ^ nah
  6. 00:34:523 (9) - This does follow the music but from a players perspective deleting this note would give more impact to 00:34:700 (1) which is very emphatic point in the song yeah ok i guess.
  7. 00:34:700 (1,2,3,4,5,1,2,3,4,5) - At first this looks ok in editor but when you get into it it's somewhat off (to me at least). It's hinted that you're following the vocals from the build up, which is all fine and good but you chose to map 00:35:759 (4) and 00:37:170 (4) whilst the vocals land on 00:35:670 and 00:37:082 . My suggestion would be to incorperate the blue ticks since like i said earlier, you've hinted that you're following the vocals. For 00:36:817 (3) how about using this rhythm?http://puu.sh/u2HYq/6808dd1808.jpg Can't, for the purposes of trying to make the rhythm as basic as possible. The lower half of the set revolves around playing around the rhythm mostly to teach the player how to adjust to a new or more complex rhythm over the same song. At this point in the diff I am avoiding 3/4 ticks to make it as bare simple as well as teaching the player the importance of the metronome.
  8. 00:40:170 (4) - deleting this circle would be nice to break up the massive train of objects and also signal a transition into another section Done
  9. 00:44:582 (3) - NC. I know you start changing combo lengths but this change should stat at the next measure not this one
  10. You have a lot of uneven combo lengths in your kiai times. You break away from your usual 1 NC per measure pattern. Go and recheck them and remember to NC at 01:01:876 (6) and 01:12:817 (4) and 01:15:817 (4) etc. This goes for your other kiai times too Most of the NC choice is built around the rhythmic pattern instead of measure count. First two measures of each chorus are pretty much the same, so they get an NC each. The next measure is typically a break in the pattern and as well as a transitionary to the start of the next measure, so the NC is different.
  11. 01:12:994 (5,6) - turning these 2 circles into a slider would flow a lot nicer Good idea
  12. 01:30:994 (1) - recommend to delete this for similar reasons stated at 00:23:229 (1) Done
  13. 01:35:229 (4) - NC Kept as its part of the previous portion. If these were more objects, I would NC, but it's a waste to NC only one object
  14. 01:41:053 (4) - ^
  15. 02:02:759 (3,1,2) - I fear this may be hard to read as (2) is closer to (3) than (1) so it instinctively throws you off Thought this would be simple enough and be time to teach the player to pay attention, but seeing as the movement itself is already complex enough, I've made a rearrangement
  16. 02:03:465 (3) - Deleting this circle would flow better rhythmically. Done and made a few adjustments
  17. 02:27:641 (1) - End this on 02:29:759 (1) . Not enough recovery time imo Made adjustments
  18. 02:49:700 (1) - A lot of uneven combo lengths in this section Similar reason of using rhythmic patterns as earlier
  19. 03:10:700 (2) - Not sure about this double reverse, it's really unexpected and seems to play just as good, if not better, as a single reverse I sincerely hope its fine as is though, so I'll keep it in for now
  20. 03:26:053 (1,2,3) - This rhythm rhythm doesn't flow well at all after you come in from the break imo. Recommend to delete these objects I think I need to map these so I can show how this part follows vocals
  21. 03:30:817 (5) - recommend to end this on the big white tick for similar reasons as other sliders I'm keeping as is so I get some variation out of the other combos
  22. 03:56:759 (2,3) - avoiding this overlap would be ideal Can't be done with how close these sliders are. I don't really want to break distance snap

Light Hard
  1. 00:07:700 (3) - NC
  2. 00:15:465 (4,4) - these blankets are noticeably off I'm not sure how to fix this actually. Made an attempt
  3. 00:19:699 (2) - unsnapped object Man i have no idea how these happen. Fixed
  4. 00:37:523 (1,2,3) - This feels a bit weird to not have 00:38:229 clickable when 00:38:053 is. But the rhythm is mostly thrown off because of the first slider 00:37:523 (1) . You made sure to have the first 2 white ticks clickable in the other measures with 00:34:700 (1,2) and 00:36:112 (1,3) but didn't here and that's what kind of throws you off. 00:34:700 (1) - is a simple transition: The rhythm has to be straightforward as possible. 00:36:112 (1,2,3,4,5) - is patterned out of the first measure as my usual on this map, where each two measures are the same. The next 2 measures, thus, should be different in rhythm, and I feel that the current rhythm choice helps exemplify it with how the vocals are much different here, sounding like the vocals go 'downward' in pitch rather than rising in emphasis like the first two measures
  5. 00:50:759 (6,7,8,9,10,1) - The flow is really tricky here, one of the most difficult patterns in the whole map on top of the fact there's a lot of circles at this bpm can tire a player out (doesn't seem suitable for this part of the song). Suggest to simplify with a couple of sliders Made an attempt
  6. 01:16:347 (7) - https://osu.ppy.sh/ss/7457154 flipping would flow better and doesn't break the symmetry either Done
  7. 01:58:523 (5,6,7,8,9,1) - A bit like what I said for 00:50:759 (6,7,8,9,10,1) but the flow is better here. I think I'll keep as is here
  8. 02:06:112 (5) - By mapping this as a circle you are taking with 1/1 gap you are removing a lot of emphasis from 02:06:465 (1) - I feel like there's actually more emphasis because there is no other notes to think about, allowing more focus on this, and thus a bit more emphasis (that is, in the absence of a jump, considering that i am looking to mostly use Distance snap on this diff)
  9. 02:07:170 (3) - ^ same. By having 02:07:700 unmapped and creating a 1/1 beat gap the 1/1 beat gap at 02:07:876 (1) lacks a real emphasis. This goes for similar parts throughout the map same as above
  10. 02:13:523 (1,2,3,4,5) - Rhythm suggestion, I think this flows better and follows the vocals that you are you are following http://puu.sh/uprxW/cf57c1f748.jpg The current rhythm is actually good. 02:13:523 (1,2,3) - follows vocals on each slider end, then shift to the stronger drum at 02:15:288 (4) - considering that there's no other real sound that can be mapped to starting from 02:14:847 - , meaning this drum shift here is transitionary, and then back on track to vocals at 02:15:641 -
  11. 02:53:052 (4) - unsnapped object = v=)b
  12. 03:09:994 (1,2,3,4) - If you listen to the music the drum snares vary on both white ticks and red ticks throughout the measure so mapping the enitre thing as 1/2 sliders on white ticks seems nonsensical I think this should be fine so that the object rhythm choice is simple. Each white tick is pretty much stronger than the red tick after it so I think this will do fine
  13. 03:11:406 (1) - how about reducing the SV of this sldier to 0.75 so it ends on 03:14:229 , an actual beat? This should be fine though. It's like a mini break before the vocals actually begin
  14. 03:55:170 (1,1,1,1,1,1,1) - Why the NC spam? for aethestics? Yes

Hyper
  1. 00:06:465 (1,2,3,4,5) - This feels a bit weird that you've mapped the vocals in the beginning with 00:02:229 (1,2,3,1,2,3,4,5) then completely overmapped this part and undermapped 00:07:876 (1,2) - where there are vocals to be followed. If I were to suggest something it would be to have 00:06:465 (1) as http://puu.sh/uvdjM/2ed8842ba6.jpg or something close to that. But basically reducing density at 00:06:465 (1) and then increasing it at 00:07:700 (1) to follow the vocals more would be more fitting imo 00:06:465 (1,2) - is forced transitionary as there's nothing else to map to here. It goes back to vocals on 00:07:170 (3,4,5) - , and then full focus on vocals at 00:08:053 - . Came up with this so that the transition back to vocals can be completed. Felt like mapping alot more 1/2s here would then devalue the purpose of 00:07:170 (3,4,5) - which is to focus on vocals. If I mapped to the 1/2 guitar, then I would have mapped 00:07:170 (3,4,5) - with a different rhythm, and thus focused on 1/2 guitar on the next portion, but I wanna map to vocals here.
  2. 00:13:523 (1,2,3,1,2,3,1,1,2,3,1,2,3,1) - The flow is like really tricky, if it's part f the difficulty then fair enough I guess but it's really rigid... the circles and sliders just don't connect well imo. suggestion would be to change the slider angle. 00:13:523 (1,2,3,1,2,3,1,1,2,3) - maybe something like this? http://puu.sh/uvdSI/3591feb0aa.jpg I'm sure you can come up with a better pattern more fitting to your style but the point i wanted to make was that the slider angle doesn't mesh well with the circles I'll keep it as is for now, as the having them all in the same direction actually keeps it from being too complex.
  3. 00:21:288 (6,7) - Having these 2 sliders the same shape would look a lot more polished i.e. both curved or both straight. Adjusted
  4. 01:01:700 (2) - This is a ghost note, nothing here really in the song to support a circle here to me, a slider end would be ok but not a circle imo. This is also relative to the beats you made clickable in all the other parts of the kiai time. I know you've also done the same for 02:33:288 (1,2,3,1,2,3) - but it works here for the sounds you've emphasized and followed around it (just felt like pointing that out incase you were going to use 02:33:288 (1,2,3) as a means of justification) The latter isn't my justification, because I totally agree. In the latter case, there is actually a sound to map to: that high pitched .. thing in that section. Here, there isn't much except that bass guitar. I decide to map the circle here as I can't really have a slider as I already have multiple sliders before and after this, as well as it kinda devalues the downbeat considering there is no real note to map to. As a remedy, I decide to just map that there using a somewhat metronomic rhythm
  5. 01:46:170 (5,6) - how about altering the spacing to something like http://puu.sh/uver0/7385c6778c.jpg a similar ds that you've used in some of your streams. I think it can a single stack can easy be misread-able as a 1/2 beat if it's used very rarely Ok
  6. 01:47:582 (5,6) - same as above ^ ok uwu
  7. 01:53:141 (2) - I'm a bit confused as to why you mapped this place as a triplet but not at 01:53:494 when there's an actual drum sound in the latter but not the former. soo 01:53:053 (1,2,3,4) - ctrl g? Slider is a transitionary choice: I map the whole stream, or I put a triplet but at the previous 01:53:141 - so that the transition to 01:53:759 - rhythmically in terms of tapping is not too difficult. To illustrate, on the next few diffs, I either map the entire stream or a group of 5 notes at 01:53:406 - . The entire stream in this case is that high pitched sound in the song i honestly have no idea what instrument you call that but its there starting from 01:53:053 - all the way to 01:53:759 - .
  8. 02:19:347 (2) - add whistle
  9. 02:54:112 (4,1,2) - When you enable stacking you'll see these objects overlap in gameplay which I don't think is what you're going for, since it didn't overlap with 02:51:288 (4,1,2) http://puu.sh/uveZv/faf3fd403d.jpg Made adjustments. This part is actually tricky to me
  10. 02:52:876 (6) - delete clap, unfitting I am terrible at hitsounding, someone else made the hitsounding, so hopefully you're right bout this
[]
I think I mentioned somewhere earlier in my mod about redoing the combos, you can forget about that. ok 'w' I overlooked the style of NCing you were doing and instead was trying to applying the style from modern mapping. I'll shoot 5 stars to make it fair from earlier. GL!
Thanks so much for everything ('w')
Sorry for late reply had finals uwu

YTYuyu wrote:

I made several self changes to my diff.

SPOILER
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Creator:Osu Tatakae Ouendan
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Source:双星の陰陽師
Tags:Sousei no Onmyouji Twin Star Exorcists Byakugan249 YTYuyu
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224,156,155935,1,0,0:0:0:0:
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340,292,158494,1,0,0:0:0:0:
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264,64,173053,5,2,0:0:0:0:
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312,68,174465,5,2,0:0:0:0:
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352,296,175876,6,2,P|280:340|168:312,1,200,2|10,0:0|0:0,0:0:0:0:
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352,200,176935,1,10,0:0:0:0:
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172,260,177288,6,2,P|88:224|68:100,1,200,0|10,0:0|0:0,0:0:0:0:
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300,312,189288,2,0,P|236:312|148:200,1,200,2|2,0:0|0:0,0:0:0:0:
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264,180,215406,6,2,L|488:180,1,200,6|8,0:0|0:0,0:0:0:0:
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116,203,217700,1,0,0:0:0:0:
116,212,217788,1,0,0:0:0:0:
116,221,217876,1,10,0:0:0:0:
116,231,217965,1,0,0:0:0:0:
116,240,218053,1,2,0:0:0:0:
116,249,218141,1,0,0:0:0:0:
117,258,218229,6,0,P|148:303|200:316,1,100,4|0,0:0|0:0,0:0:0:0:
360,256,218582,2,0,P|329:301|277:314,1,100,10|0,0:0|0:0,0:0:0:0:
116,256,218935,2,0,L|4:256,1,100,10|0,0:0|0:0,0:0:0:0:
360,256,219288,2,0,L|472:256,1,100,10|0,0:0|0:0,0:0:0:0:
484,160,219641,6,0,P|488:96|464:60,1,100,8|0,0:0|0:0,0:0:0:0:
372,48,219994,1,10,0:0:0:0:
272,48,220170,1,0,0:0:0:0:
192,108,220347,1,10,0:0:0:0:
192,208,220523,1,0,0:0:0:0:
116,272,220700,1,10,0:0:0:0:
40,208,220876,1,0,0:0:0:0:
40,108,221053,6,0,P|76:60|124:44,1,100,8|0,0:0|0:0,0:0:0:0:
212,44,221406,1,10,0:0:0:0:
284,112,221582,1,0,0:0:0:0:
212,180,221759,2,0,L|212:284,1,100,10|0,0:0|0:0,0:0:0:0:
284,352,222112,1,10,0:0:0:0:
356,284,222288,1,0,0:0:0:0:
364,184,222465,6,0,L|496:184,1,100,10|2,0:0|0:0,0:0:0:0:
304,116,222817,2,0,L|192:116,1,100,8|2,0:0|0:0,0:0:0:0:
464,184,223170,2,0,L|464:296,1,100,8|2,0:0|0:0,0:0:0:0:
204,116,223523,2,0,L|204:12,1,100,8|0,0:0|0:0,0:0:0:0:
304,16,223876,5,2,0:0:0:0:
400,36,224053,1,0,0:0:0:0:
412,136,224229,1,0,0:0:0:0:
304,40,224406,5,2,0:0:0:0:
400,60,224583,1,0,0:0:0:0:
412,160,224759,1,0,0:0:0:0:
304,64,224935,5,2,0:0:0:0:
400,84,225112,1,0,0:0:0:0:
412,184,225288,1,0,0:0:0:0:
304,88,225465,5,2,0:0:0:0:
400,108,225642,1,0,0:0:0:0:
412,208,225818,1,0,0:0:0:0:
364,296,225994,2,0,P|296:320|160:292,1,200,2|2,0:0|0:0,0:0:0:0:
92,240,226523,1,0,0:0:0:0:
48,140,226700,6,0,L|48:24,2,100,10|0|0,0:0|0:0|0:0,0:0:0:0:
140,184,227229,2,0,P|212:184|252:152,1,100,10|0,0:0|0:0,0:0:0:0:
300,96,227582,1,0,0:0:0:0:
400,96,227759,2,0,P|432:148|432:204,1,100,10|0,0:0|0:0,0:0:0:0:
388,272,228112,5,0,0:0:0:0:
388,272,228288,2,0,L|280:272,1,100,10|0,0:0|0:0,0:0:0:0:
196,232,228641,1,0,0:0:0:0:
132,156,228817,2,0,L|132:48,1,100,10|0,0:0|0:0,0:0:0:0:
44,200,229170,2,0,L|44:308,1,100,10|0,0:0|0:0,0:0:0:0:
136,340,229523,5,2,0:0:0:0:
236,340,229700,1,0,0:0:0:0:
264,244,229876,1,0,0:0:0:0:
160,340,230053,5,2,0:0:0:0:
260,340,230230,1,0,0:0:0:0:
288,244,230406,1,0,0:0:0:0:
184,340,230582,5,2,0:0:0:0:
284,340,230759,1,0,0:0:0:0:
312,244,230935,1,0,0:0:0:0:
208,340,231112,5,2,0:0:0:0:
308,340,231289,1,0,0:0:0:0:
336,244,231465,1,0,0:0:0:0:
340,144,231641,2,2,P|288:100|164:120,1,200
144,216,232170,1,0,0:0:0:0:
200,300,232347,6,0,L|304:300,1,100,8|0,0:0|0:0,0:0:0:0:
336,208,232700,1,0,0:0:0:0:
392,124,232876,2,0,L|508:124,2,100,8|0|0,0:0|0:0|0:0,0:0:0:0:
336,40,233406,1,8,0:0:0:0:
168,228,235170,5,2,0:0:0:0:
224,144,235347,1,2,0:0:0:0:
276,228,235523,1,0,0:0:0:0:
324,140,235700,1,2,0:0:0:0:
276,52,235876,1,2,0:0:0:0:
176,52,236053,1,0,0:0:0:0:
128,140,236229,6,0,L|24:140,2,100,2|2|0,0:0|0:0|0:0,0:0:0:0:
212,196,236759,1,2,0:0:0:0:
212,296,236935,1,2,0:0:0:0:
304,336,237112,1,0,0:0:0:0:
392,292,237288,1,2,0:0:0:0:
392,292,237465,2,0,P|436:232|380:96,1,200,2|4,0:0|0:0,0:0:0:0:
256,192,237906,12,0,243553,0:0:0:0:
Applied uwu

Update OWO!
hi-mei
m4m
Last diff:

00:33:465 (4,5) - mentioned as well, they are not completely overlapping each other, fix some of them

00:37:523 (1,2,3) - emphasis issue, 2 has higher ds that 3, tho 3 is a strong beat, same for 3,4,5 00:38:053 (4) -
00:38:935 - ^
00:58:347 (5,1) - isnt 5 too close to the slider?
01:32:053 (4,1) - maybe stack them? i mean, for that break i wud not move the cursor at all
01:34:700 (4,1) - same
01:37:876 - etc

01:42:817 (3) - 2x ds, 01:43:170 (5) - 2.8x ds? uhhh i dont this that 5 is stronger than 3
i mean yea i perfectly understand how symmetrical maps work, the main flaw is emphasis usually, as u can see in that map too.
these issues are really minor, tho i had to find something right?
and also, u can probably fix most of these, cuz ur map isnt fully centered symmetrical, it has patterned symmetry, which is easier to deal with

02:04:347 (7,8,9) - im not a fan of this transition, maybe make this stream overlap itself? at least in mentioned part
02:13:171 (5,6,1) - emphasis of 1
02:24:817 (1,2,3,1,2,3,1,1) - thats amazing
03:11:406 (1) - this star isnt fully symmetrical, u can copy it and put on itself with horizontal flip to see what i mean
03:23:229 (2,3) - i dont really like this transition, the 3 is a strong vocals, and shud be emphasized with a proper distance, u can try to flip that 03:22:700 (1) - vertically/horizontally
03:27:288 - hmm i wud map that
03:28:170 - not enough emphasis
yea i mean, uhhh its kinda hard to deal with but u did a nice job before that part, u can switch some notes or change the pattern picture, but for these strong sounds i wud really recommend to apply some distance emphasis
03:57:817 (1) - add a 3rrd combo (like, gray?) and put it here?

i do really enjoy this diff, nice job
Lulu-
Hi there, m4m from your queue!

[General]
Two combo colors are the minimum you need, but I think it would be better if you'd add another shade of blue and red each to the existing ones.

[Light Insane]
00:12:641 (1) - I'd move the NCs in this part onto the next tick each, because an NC used like this would usually indicate a change in rhythm, which is not the case here.

00:16:347 (1,2,3) - It would be nice to have some of these overlap with the previous pattern for cleaner visuals, because this overlap here 00:16:170 (2,3) - really triggers me lol.

00:25:347 (7,8) - Old style symmetrical mapping is nice and all, but slider patterns like this one can break flow really easily and create unpractical cursor movement. I suggest you to take a look at this problem and find a way to make patterns like this one feel more natural by using tools like CTRL+G/H/J or rotating stuff.

00:28:347 (1) - How about moving this down by a bit for smoother cursor movement for the player? Having this perfectly parallel to 5 takes a bit more effort to play.

00:32:406 - You should place a circle here for consistency's sake, because this is the only full beat gap in this diff that has something worth clicking (the "chi"). Additionally you can make a linear pattern with 1, 2, 3 and the new circle that leads to the current 4 to reduce the spacing between 3 and 4 to a more appropriate one.

00:33:465 (7,8) - end my suffering

00:54:994 (1) - Same as above.

01:45:994 (5,6,7) - This is pretty tricky to read, try moving 6 and 7 further up.

01:47:406 (5,6,7) - ^

02:08:935 (3,1,2) - ;w;

02:41:935 (1) - Remove NC and this slider should be remade, as it doesn't reflect the same sound as 02:40:876 (3) -, or even anything at all, and feels really out of place. This is how I would manage it http://puu.sh/vhR2N/000c63d02a.jpg

02:47:229 - Missed beat

02:48:112 (2) - NC to signalize full beat gap

03:02:759 - I'd place a circle here, because you've placed circles for every syllable she's singing here and suddenly leave out the "i".

03:26:935 (6) - NC

03:27:288 - I know you're trying to focus on the vocals here, but ignoring a drum this strong just feels wrong imo.

03:28:347 (6) - NC

03:28:876 (7,8,9,10,11) - Move this up so 8 and 11 overlap with 3 and 4.

03:36:288 (3) - CTRL+J?

Good luck with your set! (osu needs more old style mapping!)
Monarch
m4m light insane
00:06:994 (4,1) - i dont think the vocals are strong enough to justify the jump but thats just my opinion

00:13:170 (1,1) - would look nicer if 00:13:523 (1) - lead off from the tail of the slider, at the moment it comes off at a weird angle and doesnt match the turn of the slider

00:14:581 (1,1) - this one isn't as bad, just a slight movement down, otherwise the curve of the slider doesnt match with the direction of movement

00:15:994 (1,2) - not sure why you break the pattern here, but if you must, you need to position the circles afterward better because right now 00:16:170 (2,3) - overlap and don't really look nice at all

00:18:112 (2,1) - sould be a jump between these two, you've done it on all of the other ones

00:18:641 (2,3) - this doesnt have to be a jump because its stacked but you could really make use of the jump by placing the circle around like x150 y38 and then the next slider in a triangular formation from the 4 circles 00:18:641 (2,4,1) - like this

(like you've done here 00:20:052 (2,1,2,1) - )

00:19:699 (1,2) - again should be a jump

00:40:876 (3) - should be 1 pixel lower i think

00:44:406 (4,5) - fade of circle crosses over slider, doesn't look nice you can move 00:43:700 (2,3) - towards the left to make space for it

00:46:700 (4,4) - position better so that these aren't under the slider?

00:48:817 (1,2,3,4) - just imo, would look better if these wern't offset (if they were just circular)

01:01:170 (3,3) - not much you can do since you're trying to do the symmetry but it still doesnt look nice when it goes under the slider like this

01:08:582 (1,1) - not sure why you've left the vocal on the end of the slider, is just weird to play with her singing and yet nothing actually happening because it lands on a slider end

01:26:053 (1) - 01:27:465 (1) - i understand that these aren't jumps because of symetry but they're jumps on all other parts that they feature in the map...

01:45:994 (5,6,7) -

01:47:406 (5,6,7) -

both of these are very very very hard to read (not understating this), the stacked note combined with the fact that its also a double that doesnt appear anywhere else in the map before, id space them out so that you can atleast see the double propperly

01:48:817 (5) -

01:50:228 (5) - these look very ugly, you're over complicating a simple slider with multiple wires when all you need is two nodes to make a curved slider like this

the ends just look far too pinched and should be much more relaxed

02:08:935 (3,1) - overlap doesnt look nice at all

02:14:406 (3,5) - same with this one

02:16:347 (1,1) - lyrics on the slider end again doesnt feel nice to play either

02:26:759 (2) - id remove the reverse and place a circle on the red tick where the slider was around x270 y 330

02:41:935 (1) - this one doesn't sound justified at all

03:07:876 (2,1) - fade overlap doesn't look nice at all

03:32:582 (1,1) - don't understand why there arent jumps here at the most intense part on the most intense notes

03:38:229 (1,2,3,4,1,2,3,4) - ok it works but its so boring to play like is this the most you could come up with when hearing this section just a few boring back and forwards that go down?

03:46:347 (2,2) - overlap again that doesn't look nice

my map: https://osu.ppy.sh/s/597491
Lazy Cat Soup
Hi, M4M from queue!

I'll mod both of Light Insane and Insane difficulties

Light Insane
  1. 00:28:347 (1) - mehhh. I'd rather use 3 1/2 jump notes instead of a reverse slider because i hear some drums there. I'm fine with reverse slider but it just seems boring to me imo.
  2. 00:31:876 (1,2,3) - Why did you put those notes there? D: They don't fit well, so i recommend remapping that part. (for example: 00:32:053 (2) - delete this and add a certain note at 00:32:406 -
  3. 00:48:112 (5,6,7,8,9,1) - follow this part better(flow). I'd add a note at 00:48:641 - using distance snap 1.1x.
  4. 00:56:404 - Why are you not mapping this part? I hear some strong vocals there :<
  5. 01:02:935 (1) - flow please D:
  6. 01:03:994 (4,5) - I'd like these notes to have movement. This part needs to be energetic.
  7. 01:05:406 (4,5) - ^
  8. 01:05:053 (3) - You need longer distance and flow here. I hear a pretty strong vocal there.
  9. 01:28:347 (1,2,3,4) - Remove these finish hitsounds here and rather make 01:28:700 (5,6,7,8,9,10) - these finish hitsounds instead because it sounds a little annoying and we couldn't hear the drums well.
  10. 02:10:700 (1) - Longer distance please. I also hear finish hitsound there which also includes a strong vocal.
  11. 02:24:112 (5,6,7) - Delete these. Id feel a lot better with 1/2 sliders instead
  12. 02:26:229 (1,2) - I hear a build up here, but this part doesn't feel like a build up. Id change 02:26:229 (1) - to be 1/2 slider, adding a note on 02:26:582 - , 02:26:759 (2) - replace this with 2 of the 1/4 reverse sliders for both 02:26:759 - and 02:27:112 (4) - , then add a note on 02:27:465 -
  13. 02:47:406 (2) - Move to back to the red tick. Remove clap on the slider tail and add clap on the slider head XD and do something with 02:48:465

Insane
  1. 00:58:700 (1) - whoa whoa whoa.. I need flow here. 00:58:700 (1,2) - Please remap it again so it will also look better. This part needs to follow the music more.
  2. 01:42:023 (2,3) - NC these 2 notes because they look confusing to hit.
  3. 01:44:582 (5) - Flow please. There is a reason why you put flow on 01:42:994 (4,5) -
  4. 01:45:112 (7) - Change 1/2 slider to 2 notes. I hear a good clickable sound on the big white tick.
  5. 02:11:935 (5) - Move this to x:476 y:280. I just feel like that movement is comfortable and has better emphasis for 02:12:112 (1) -
  6. 02:58:700 (1) - flow as well

I kind of like how its mapped. Good luck getting it ranked c:

Map: https://osu.ppy.sh/s/578260
JierYagtama
Thanks for helping me bud here have a star
Topic Starter
Osu Tatakae Ouendan

Lulu- wrote:

Hi there, m4m from your queue!

[General]
Two combo colors are the minimum you need, but I think it would be better if you'd add another shade of blue and red each to the existing ones. Nah I think this is fine. Too many shades and hues and it takes away from the background

[Light Insane]
00:12:641 (1) - I'd move the NCs in this part onto the next tick each, because an NC used like this would usually indicate a change in rhythm, which is not the case here. Actually, the drums goes 3-3-2, so each NC is actually for each part

00:16:347 (1,2,3) - It would be nice to have some of these overlap with the previous pattern for cleaner visuals, because this overlap here 00:16:170 (2,3) - really triggers me lol. I wasn't sure how to change that at first either, but now I've adjusted owo

00:25:347 (7,8) - Old style symmetrical mapping is nice and all, but slider patterns like this one can break flow really easily and create unpractical cursor movement. I suggest you to take a look at this problem and find a way to make patterns like this one feel more natural by using tools like CTRL+G/H/J or rotating stuff. I honestly think this movement is fine

00:28:347 (1) - How about moving this down by a bit for smoother cursor movement for the player? Having this perfectly parallel to 5 takes a bit more effort to play. minor, but ok uwu

00:32:406 - You should place a circle here for consistency's sake, because this is the only full beat gap in this diff that has something worth clicking (the "chi"). Additionally you can make a linear pattern with 1, 2, 3 and the new circle that leads to the current 4 to reduce the spacing between 3 and 4 to a more appropriate one. The syllable is not actually distinguishable. It's not entirely 1/2 away from the next syllable, as though both are pronounced almost at once, which is the case in japanese sometimes, so I can't map to it. The other is that this long portion starting from 00:31:876 - is focused on instruments due to lack of vocals, and a shift to vocals on 00:32:406 - makes 00:31:876 (1,2,3) - lose emphasis

00:33:465 (7,8) - end my suffering moved down a bit uwu

00:54:994 (1) - Same as above. Adjusted the whole pattern a bit since it's underspaced from the previous anyway uwu but the NC re:mains

01:45:994 (5,6,7) - This is pretty tricky to read, try moving 6 and 7 further up. This should actually be fine

01:47:406 (5,6,7) - ^ same

02:08:935 (3,1,2) - ;w; fine I've made adjustment uwu

02:41:935 (1) - Remove NC and this slider should be remade, as it doesn't reflect the same sound as 02:40:876 (3) -, or even anything at all, and feels really out of place. This is how I would manage it http://puu.sh/vhR2N/000c63d02a.jpg I've thought about this before, but I think it should be fine as is.

02:47:229 - Missed beat Mapping for simplicity of difficulty. I cut out less significant beats so that it's not as continuous, aside from the fact of the entire physical pattern.
Sure I mapped a similar rhythm continuously in the previous sections, but the difference being this is in the middle of a really long one, so I want some breaks however short they are


02:48:112 (2) - NC to signalize full beat gap No, the spacing is enough, and the NC is pointless

03:02:759 - I'd place a circle here, because you've placed circles for every syllable she's singing here and suddenly leave out the "i". Simplifying the difficulty again. I thought that the word "negai" can be construed as two syllables rather than three in this case since the third is not that audible anyway,
aside from allowing variety across the difficulties


03:26:935 (6) - NC No

03:27:288 - I know you're trying to focus on the vocals here, but ignoring a drum this strong just feels wrong imo. No. Mapping the drum is wrong.
If I do that, then there's no focus anymore. Not to mention the drum coming in almost out of nowhere and then followed by sudden vocals. Since the drum is on abnormal beats here, I can't map to the drum or else it gets confusing which of the two I am following


03:28:347 (6) - NC No

03:28:876 (7,8,9,10,11) - Move this up so 8 and 11 overlap with 3 and 4. Adjusted the whole 03:26:053 (1,2,3,4,5,6,1,2,3,4,5,6) - instead

03:36:288 (3) - CTRL+J? Nah

Good luck with your set! (osu needs more old style mapping!)Yes it does.


Monarch wrote:

m4m light insane
00:06:994 (4,1) - i dont think the vocals are strong enough to justify the jump but thats just my opinion Jump not for the emphasis of sound, but for emphasis of flow and transition across patterns. It works with the downward drop from 00:06:465 (3) - so that there's a less awkward shift in direction

00:13:170 (1,1) - would look nicer if 00:13:523 (1) - lead off from the tail of the slider, at the moment it comes off at a weird angle and doesnt match the turn of the slider I adjusted the slider shape instead

00:14:581 (1,1) - this one isn't as bad, just a slight movement down, otherwise the curve of the slider doesnt match with the direction of movement I think with the previous adjustment I made, since this is mirrored with the previous, it should be fine now

00:15:994 (1,2) - not sure why you break the pattern here, but if you must, you need to position the circles afterward better because right now 00:16:170 (2,3) - overlap and don't really look nice at all Made a change as mentioned by previous person

00:18:112 (2,1) - sould be a jump between these two, you've done it on all of the other ones It doesn't have to be jumps all across everywhere. They're a different pattern anyway so it doesn't have to follow a similar spacing as earlier

00:18:641 (2,3) - this doesnt have to be a jump because its stacked but you could really make use of the jump by placing the circle around like x150 y38 and then the next slider in a triangular formation from the 4 circles 00:18:641 (2,4,1) - like this
Didn't make it exactly triangular, but I've made an adjustment


(like you've done here 00:20:052 (2,1,2,1) - )

00:19:699 (1,2) - again should be a jump Still not necessary

00:40:876 (3) - should be 1 pixel lower i think adjusted the slider a bit u wu really

00:44:406 (4,5) - fade of circle crosses over slider, doesn't look nice you can move 00:43:700 (2,3) - towards the left to make space for it adjusted a bit uwu

00:46:700 (4,4) - position better so that these aren't under the slider? could only make a minor adjustment uwu

00:48:817 (1,2,3,4) - just imo, would look better if these wern't offset (if they were just circular) it's completely fine this way

01:01:170 (3,3) - not much you can do since you're trying to do the symmetry but it still doesnt look nice when it goes under the slider like this I'll just keep it as is

01:08:582 (1,1) - not sure why you've left the vocal on the end of the slider, is just weird to play with her singing and yet nothing actually happening because it lands on a slider end This is actually fine as is, with the vocal ending and then a break before the next two.

01:26:053 (1) - 01:27:465 (1) - i understand that these aren't jumps because of symetry but they're jumps on all other parts that they feature in the map... Not everything has to be a jump

01:45:994 (5,6,7) -

01:47:406 (5,6,7) -

both of these are very very very hard to read (not understating this), the stacked note combined with the fact that its also a double that doesnt appear anywhere else in the map before, id space them out so that you can atleast see the double propperly
These are really readable.
01:48:817 (5) -

01:50:228 (5) - these look very ugly, you're over complicating a simple slider with multiple wires when all you need is two nodes to make a curved slider like this


the ends just look far too pinched and should be much more relaxed
I made an adjustment but I can't seem to get the same effect

02:08:935 (3,1) - overlap doesnt look nice at all these were changed already

02:14:406 (3,5) - same with this one

02:16:347 (1,1) - lyrics on the slider end again doesnt feel nice to play either still not changing it for reasons earlier

02:26:759 (2) - id remove the reverse and place a circle on the red tick where the slider was around x270 y 330 actually this is fine as is, since the vocals also have a sort of back and forth feeling
02:41:935 (1) - this one doesn't sound justified at all kind of, but i'm keeping it for now

03:07:876 (2,1) - fade overlap doesn't look nice at all This really should be fine

03:32:582 (1,1) - don't understand why there arent jumps here at the most intense part on the most intense notes since this part increases the overall spacing as well as note density, I have to balance out the difficulty increase and just distance snap most of this part

03:38:229 (1,2,3,4,1,2,3,4) - ok it works but its so boring to play like is this the most you could come up with when hearing this section just a few boring back and forwards that go down? I really think this will be fine

03:46:347 (2,2) - overlap again that doesn't look nice made an adjustment

Unknown Guest wrote:

Hi, M4M from queue!

I'll mod both of Light Insane and Insane difficulties

Light Insane
  1. 00:28:347 (1) - mehhh. I'd rather use 3 1/2 jump notes instead of a reverse slider because i hear some drums there. I'm fine with reverse slider but it just seems boring to me imo. The slider does fine, and that'd work to, but I wanted to try and minimize difficulty in certain portions like here
  2. 00:31:876 (1,2,3) - Why did you put those notes there? D: They don't fit well, so i recommend remapping that part. (for example: 00:32:053 (2) - delete this and add a certain note at 00:32:406 - mapping to the guitar, since this portion is largely quiet on the vocals, otherwise i'd have to leave out the whole part empty. I don't think your idea works that much better however, since 00:32:229 (3) - is on the guitar, and 00:32:406 - is on a vocal, which means the focus shifts too suddenly, and even then the vocal isn't quite on the red tick as I explain above.
  3. 00:48:112 (5,6,7,8,9,1) - follow this part better(flow). I'd add a note at 00:48:641 - using distance snap 1.1x. I think it's fine as is.
  4. 00:56:404 - Why are you not mapping this part? I hear some strong vocals there :< It is the calm before the chorus. This really helps bring the emphasis when the chorus starts. It's an age old technique that works wonders: certain sections transition to each other via a small part with quiet instruments and only vocals. Not mapping such a section follows this sudden drop in momentum and instruments, which brings the energy crashing down once the chorus begins like how the song is composed to play.
  5. 01:02:935 (1) - flow please D: This movement should be fine. It's simple enough.
  6. 01:03:994 (4,5) - I'd like these notes to have movement. This part needs to be energetic. I get that, but I wanted to have build up across the three choruses (which I do across most of the set)
    The first chorus get's stacked notes, the second gets ones spaced out, and the last really has them spaced out. Stacking the two still works as the stop in movement builds up the energy to allow it to burst on the next slider.
  7. 01:05:406 (4,5) - ^
  8. 01:05:053 (3) - You need longer distance and flow here. I hear a pretty strong vocal there. The movement is fine. As for the spacing, I don't think I need to space that out
  9. 01:28:347 (1,2,3,4) - Remove these finish hitsounds here and rather make 01:28:700 (5,6,7,8,9,10) - these finish hitsounds instead because it sounds a little annoying and we couldn't hear the drums well. Honestly, I wasn't the one who made the hitsounds on these map, and had someone more experienced to do it, and while I can't say for certain I'm knowledgeable enough to deny your suggestion, at the moment I really like how it sounds, so I feel like keeping it as is
  10. 02:10:700 (1) - Longer distance please. I also hear finish hitsound there which also includes a strong vocal. huh, actually I'll space out 02:10:523 (5) - away
  11. 02:24:112 (5,6,7) - Delete these. Id feel a lot better with 1/2 sliders instead Deleted 02:24:288 (6) -
  12. 02:26:229 (1,2) - I hear a build up here, but this part doesn't feel like a build up. Id change 02:26:229 (1) - to be 1/2 slider, adding a note on 02:26:582 - , 02:26:759 (2) - replace this with 2 of the 1/4 reverse sliders for both 02:26:759 - and 02:27:112 (4) - , then add a note on 02:27:465 - I re:placed the sliders with 1/1 1/2 then 1/1 since I aim to follow the vocals here.
  13. 02:47:406 (2) - Move to back to the red tick. Remove clap on the slider tail and add clap on the slider head XD and do something with 02:48:465 Mapping to the guitar. While yes, that'd work with the drums, I wanted to have a small break here, so I insist on the 1/1 sliders.

Insane
  1. 00:58:700 (1) - whoa whoa whoa.. I need flow here. 00:58:700 (1,2) - Please remap it again so it will also look better. This part needs to follow the music more. This flow is actually fine. Diagonal from 00:58:523 (6) - into a diagonal 00:58:700 (1) - slider going down left. The direction and angle allows for a nicer and rather natural transition, albeit a little steep. The movement from 1 to 2 is also good, as 2 contrasts the movement of 1 and keeps the map going
  2. 01:42:023 (2,3) - NC these 2 notes because they look confusing to hit. No.
  3. 01:44:582 (5) - Flow please. There is a reason why you put flow on 01:42:994 (4,5) - It's exactly the same as 01:42:994 (4,5) - though.
  4. 01:45:112 (7) - Change 1/2 slider to 2 notes. I hear a good clickable sound on the big white tick. Having it on a slider end is an interesting transition actually. You're moving from one section of rhythm into another, with it ending abruptly. It really helps set up the next one.
  5. 02:11:935 (5) - Move this to x:476 y:280. I just feel like that movement is comfortable and has better emphasis for 02:12:112 (1) - No actually. In that location its direction makes little sense, as the pattern begins to move inward into nowhere only to move into somewhere that isn't as natural.
    The current movement is fine, since the direction doesn't trap the movement and gives a reason to move away from the corner without being awkward, with the change in direction also giving emphasis.
  6. 02:58:700 (1) - flow as well I honestly think this is fine as is

I kind of like how its mapped. Yay o vo)Good luck getting it ranked c:

hi-mei wrote:

m4m
Last diff:

00:33:465 (4,5) - mentioned as well, they are not completely overlapping each other, fix some of them made a bit of an adjustment, I think that's better? I honestly can't tell

00:37:523 (1,2,3) - emphasis issue, 2 has higher ds that 3, tho 3 is a strong beat, same for 3,4,5 00:38:053 (4) - I'm keeping it for the visual pattern.
I'm usually of the opinion that the whole spacing emphasis idea is not to be employed on an actual note per note basis, but only really notable ones (different sounds, sounds out of the usual, added notes/sounds that are introduced in a segment that's rhythmically the same from a previous one but added in so it's different, transitions between rhythm groups, transition to downbeats, etc) Spacing emphasis everywhere and it's like you're adding five pounds of spice over a meal where you end up with too much spice.
So, within a group itself, I tend to more or less smoothen out the spacing following either a consistency in spacing or in the visual pattern, this case being the latter.

00:38:935 - ^ same above
00:58:347 (5,1) - isnt 5 too close to the slider? kinda. I just adjusted it
01:32:053 (4,1) - maybe stack them? i mean, for that break i wud not move the cursor at all an old trick. Pretty large movements when it comes to 1/1s. It really helps with emphasis on the next note. I mean stacking would work yes, but where the diff moves a LOT, I don't wanna break the momentum with parts that are way too slow compared to the rest (although it is arguable that stacking those doesn't re:move THAT much of momentum) but I'll just keep this as is
01:34:700 (4,1) - same same above
01:37:876 - etc same

01:42:817 (3) - 2x ds, 01:43:170 (5) - 2.8x ds? uhhh i dont this that 5 is stronger than 3
i mean yea i perfectly understand how symmetrical maps work, the main flaw is emphasis usually, as u can see in that map too.
these issues are really minor, tho i had to find something right?
and also, u can probably fix most of these, cuz ur map isnt fully centered symmetrical, it has patterned symmetry, which is easier to deal with
Most of the HUUUUGE jumps here were actually an attempt to get to some high star rating (because well reasons that aren't entirely great)
but it doesn't actually work, so most of the jumps here are already nerfed. In terms of emphasis, I honestly think this is fine.
General opinion from people is that I don't have to nerf it, but it sometimes nags me about nerfing the diff, so I'll just move this closer for diff nerf purposes, along with some other similar locations

02:04:347 (7,8,9) - im not a fan of this transition, maybe make this stream overlap itself? at least in mentioned part I really still think this is fine as is
02:13:171 (5,6,1) - emphasis of 1 moved it a bit
02:24:817 (1,2,3,1,2,3,1,1) - thats amazing hooray for old NC tricks
03:11:406 (1) - this star isnt fully symmetrical, u can copy it and put on itself with horizontal flip to see what i mean Honestly man, I already had help with a lot of people on making this star and I sitll can't make it perfect, this being about the best i can do, so I'm just gonna see if i can do something about it in the future
03:23:229 (2,3) - i dont really like this transition, the 3 is a strong vocals, and shud be emphasized with a proper distance, u can try to flip that 03:22:700 (1) - vertically/horizontally I think I'll keep this as is. I don't think i need to emphasize this that much
03:27:288 - hmm i wud map that nah. It'd lose focus between whether its on vocals or drums. I kinda explain it a lot in the other mods so yeah
03:28:170 - not enough emphasis
yea i mean, uhhh its kinda hard to deal with but u did a nice job before that part, u can switch some notes or change the pattern picture, but for these strong sounds i wud really recommend to apply some distance emphasis Since i'm mapping to the vocals, I don't need to emphasize the strong beats,
otherwise it gets weird.

03:57:817 (1) - add a 3rrd combo (like, gray?) and put it here? That's actually amazing. I'll think about what color though

i do really enjoy this diff, nice job Yay thanks o vo
(OVO) Sorry took so long
Many thanks
BanchoBot
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