m-flo + daoko - IRONY (el poco maro Remix)

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Sidetail
[general]
for blur.jpg, and mblur.jpg why don't you try 80% jpg compression with programs like paint.net. current adds up to 800kb while converted files can be at around 200kb.

[endless]
00:34:602 (2) - would be nice if this was two clickable just like part before 00:33:238 (2,3) - . Shaker is still there so good to emphasize that
01:09:886 (4,5) - would be better off using 01:07:159 (2) - imo for simplicity
01:20:795 (4,5) - ^
01:37:414 (4) - two clickable would be nicer to play as just a note before 01:36:477 (5,6,1) - was same. works better with circles from my perspective. also though suddenly introducing 1/4 slider like that seemed out of place. As a comparison 06:21:051 (2) - this one also uses 1/4 like current but has hi-hat sound which is just more than a single beat like kick, thus they are different.
03:13:636 (1,2) - blue tick should've been clickable just like 03:07:840 (4,5,1) - . This part is more of a identical repeat of previous part and implemented slightly differently which is weird.
03:35:795 (1) - start spinner at 03:35:539 - since there isn't really distinctive sound that current spinner is mapped to. Might as well give players more time to spin
04:24:204 (4,5) - stack feels better with this
04:36:392 (4,5) - would just follow the style what you had before
05:21:839 (1) - unsnapped? if on purpose, use red tick for better control rather than let it hang on static bpm
05:25:546 (1,1) - ^

Overall, it is very well made, including SB. however it would be nicer if you used a combo colour that doesn't blend in with bg.
as an example, that blends in to well with bg and I have hard time viewing it. (I am colourblind) and rule states that:
Each map must use at least two different custom combo colors unless the default skin is forced. The combo colors must not blend with the map's background/storyboard/video in any case. This is so hit objects are always visible to the player and custom skin's combo colors do not blend with the background accidentally.
Hope that helps.
Topic Starter
Kawa

Sidetail wrote:

[general]
for blur.jpg, and mblur.jpg why don't you try 80% jpg compression with programs like paint.net. current adds up to 800kb while converted files can be at around 200kb.
Good point! Used 85% jpg compression to decrease total filesize of the two from 779kb to 147kb with no noticeable loss in quality.

[endless]
01:09:886 (4,5) - would be better off using 01:07:159 (2) - imo for simplicity
I went with your suggestion for now because it's better than what I did (it fixes the previous 3/4 gaps between objects) but it now feels rather monotonous. Will leave it like this unless I come up with something better soon.
01:20:795 (4,5) - ^ Same as above
01:37:414 (4) - two clickable would be nicer to play as just a note before 01:36:477 (5,6,1) - was same. works better with circles from my perspective. also though suddenly introducing 1/4 slider like that seemed out of place. As a comparison 06:21:051 (2) - this one also uses 1/4 like current but has hi-hat sound which is just more than a single beat like kick, thus they are different.
This part has been brought up before but you make a valid point. Changed the 1/4 slider into 2 circles and changed the pattern a bit
03:35:795 (1) - start spinner at 03:35:539 - since there isn't really distinctive sound that current spinner is mapped to. Might as well give players more time to spin
Sounds fair, changed~
04:24:204 (4,5) - stack feels better with this
Changed the entire pattern before it (04:22:840 (5,6,1,2,3) - ) a bit and stacked 4,5
05:21:839 (1) - unsnapped? if on purpose, use red tick for better control rather than let it hang on static bpm
I'm.... not sure how that was unsnapped... Fixed!
05:25:546 (1,1) - ^
I'll leave this the way it is for now because I'm not entirely sure whether all the parts using these exact 3 notes following the same sound are snapped right at all but I'll ask around and hopefully get it fixed soon.


Overall, it is very well made, including SB. however it would be nicer if you used a combo colour that doesn't blend in with bg.
as an example, that blends in to well with bg and I have hard time viewing it. (I am colourblind) and rule states that:
Each map must use at least two different custom combo colors unless the default skin is forced. The combo colors must not blend with the map's background/storyboard/video in any case. This is so hit objects are always visible to the player and custom skin's combo colors do not blend with the background accidentally.
Decreased the color luminosity on all combo colors a bit so they're slightly darker. I generally prefer to use a tad lighter colors since the majority of the player-base plays with a fully dimmed background. If you plan on rechecking this, let me know if the colors are any better now or if they still need adjusting~

Hope that helps. Sure did!
Any points not mentioned here will be addressed by Hathz once he comes online

Thanks for modding! :)

EDIT: Resnapped a bunch of notes from 1/16 to 1/4.
Hathz

Sidetail wrote:

[general]

[endless]
00:34:602 (2) - would be nice if this was two clickable just like part before 00:33:238 (2,3) - . Shaker is still there so good to emphasize that Fixed
03:13:636 (1,2) - blue tick should've been clickable just like 03:07:840 (4,5,1) - . This part is more of a identical repeat of previous part and implemented slightly differently which is weird. Fixed
04:36:392 (4,5) - would just follow the style what you had before Manual stack here
Thanks
Cherry Blossom
Hi, from my modding queue.

Endless



  • Kawa
  1. 01:09:545 (3) - here i don't get why the distance after and before this circle is different. The distance is higher before. But it's the other way around with 01:12:273 (4) - when the sound which is introduced, so 01:12:614 - and 01:09:886 - is the same. The spacing here looks a little messy i guess, it would be better if you make things consistent = the same kind of emphasis = higheror equal distance before or after for both cases.
  2. 01:20:795 (4,5) - same case as ^, you used the same spacing for 01:07:159 (2,3) - and 01:09:886 (4,5) - which is 1.70, and the same spacing for 01:12:614 (5,6) - and 01:18:068 (5,6) - which is 2.0, but you reduce the spacing for 01:20:795 (4,5) - , if the spacing for these notes was supposed to increase each 2 times, the distance between 01:20:795 (4,5) - should be higher.
  3. 01:42:102 (6,1) - I'd suggest you to unstack here. Stacking objects as you did here is kind of slowdown on a section which is played with a "linear" flow, by linear i mean there is no stacked objects before as you did for 01:42:102 (6,1) - . This would give a better impression if you avoid it.
  4. 02:42:784 (3,4,5) - A person (if she's still alive) would tell you her theory about this kind of issue here. Well, to resume, one of the strongest notes of what i mentioned is 02:43:295 (6) - which is supposed to have the clap hitsound is currently followed by a sliderend, and it should be played by a sliderstart or a circle to make it emphasized better. It doesn't really sound right in everything if the clap hitsound is played by a sliderend, it's something which applies to everything. Well, just to say, instead of using a slider for 02:43:125 (5) - , use 2 circles.
  5. 03:04:602 (4) - I can say the same thing with this reversed slider. The note on the blue tick is really strong and it sounds weird to skip it or just make it followed by a reverse arrow. It will be better if you put a triple, instead of a reversed slider here.
  6. 03:43:636 (1,2) - I find it a little weird that the distance between them looks the same as 03:44:318 (3,4) - visually, but the gap is different (1/4 and 1/2) and that could be a little confusing, when everything before was not that difficult to read. Consider increasing the distance between 03:44:318 (3,4) - or reducing the spacing between 03:43:636 (1,2) - to make things better to read and not that ambiguous.
  7. 04:26:761 (7,1) - Concerning aesthetics, you should try to avoid weird and ugly overlaps when you can do it easily without breaking the current structure of your patterns. So your patterns will look more cute and neat if you move this objects 04:27:272 (1) - (and maybe 2-3 other objects after) on the left.


    Hathz
  8. 00:25:738 (5,6,1) - The slider (1) is straight, so it would be better for visual if these objects 00:25:738 (5,6,1) - are straight and not curved. Well, it's just my opinion.
  9. 00:31:022 (4) - I don't really find that it is a good idea to stack the sliderend and 00:31:278 (5,1) - . Visually this looks same as 00:24:545 (1,2) - but there is a circle between these sliders. Maybe confusing ? not really, but concerning the style, it would be better to unstack 00:31:278 (5,1) - from 00:31:022 (4) - . You still can make them overlapped.
  10. 01:59:829 (6,1) - this should not be an antijump here, because the note on 02:00:000 - is really strong and deserves to be emphasized better, so using a higher distance between 02:00:000 (1) - instead of a lower is more suitable, as you did for 02:02:386 (5) - for example.
  11. 02:11:931 (6,7,1) - this kind of motion could be improved if you reduce the angle between them (move 02:12:272 (1) - upward) to create a lower angle and make this motion more comfortable to play.
  12. 02:30:681 (1,2,3) - i don't really get what you tried to follow here, this looks snapped to a beat time divisor which must be avoided to follow things that sound offbeat. Plus 02:30:823 (2) - doesn't follow anything actually, there's no clear note in the song to allow you to use 1/12 to follow something that is snapped to nothing. So 02:30:823 (2) - must be deleted. A 3/4 slider (starts on white and end on blue after the red tick) suits better than the 3 circles. if you need help, just try this instead
  13. 03:07:840 (4,5,1) - This kind of motion could be improved too. The current direction of 03:07:840 (4) - is the opposite of the next patterns, and it fits better if you reverse it like
  14. 06:21:818 (1,2,3,4,5,6) - I find it a little weird that this pattern doesn't contain any jump, compared to previous and next patterns. It would give a better impression if you try to make things consistent, so if you keep the difficulty consistent. This pattern should have some jump between sliders or circles.


Good Luck ~
Topic Starter
Kawa

Cherry Blossom wrote:

Hi, from my modding queue.
Hiya! Sorry 'bout my late reply...

Endless



  • Kawa
  1. 01:09:545 (3) - here i don't get why the distance after and before this circle is different. The distance is higher before. But it's the other way around with 01:12:273 (4) - when the sound which is introduced, so 01:12:614 - and 01:09:886 - is the same. The spacing here looks a little messy i guess, it would be better if you make things consistent = the same kind of emphasis = higheror equal distance before or after for both cases.
    That was a spacing mistake on my part, normalized spacing on several notes. The fixed circles now have consistent 1.32x spacing before and after them
  2. 01:20:795 (4,5) - same case as ^, you used the same spacing for 01:07:159 (2,3) - and 01:09:886 (4,5) - which is 1.70, and the same spacing for 01:12:614 (5,6) - and 01:18:068 (5,6) - which is 2.0, but you reduce the spacing for 01:20:795 (4,5) - , if the spacing for these notes was supposed to increase each 2 times, the distance between 01:20:795 (4,5) - should be higher.
    I hope I understood this correctly... changed the spacing on all these slider->circle repetitions to roughly 1.72x. It wasn't meant to be gradually increasing
  3. 01:42:102 (6,1) - I'd suggest you to unstack here. Stacking objects as you did here is kind of slowdown on a section which is played with a "linear" flow, by linear i mean there is no stacked objects before as you did for 01:42:102 (6,1) - . This would give a better impression if you avoid it.
    Good point, unstacked and reworked pattern to keep the same circular flow
  4. 02:42:784 (3,4,5) - A person (if she's still alive) would tell you her theory about this kind of issue here. Well, to resume, one of the strongest notes of what i mentioned is 02:43:295 (6) - which is supposed to have the clap hitsound is currently followed by a sliderend, and it should be played by a sliderstart or a circle to make it emphasized better. It doesn't really sound right in everything if the clap hitsound is played by a sliderend, it's something which applies to everything. Well, just to say, instead of using a slider for 02:43:125 (5) - , use 2 circles.
    Sounds about right, changed the pattern a bit, terminated the slider and replaced it with 2 circles
  5. 03:04:602 (4) - I can say the same thing with this reversed slider. The note on the blue tick is really strong and it sounds weird to skip it or just make it followed by a reverse arrow. It will be better if you put a triple, instead of a reversed slider here.
    I figured a reverse slider would add more diversity but I suppose proper emphasis takes priority
  6. 03:43:636 (1,2) - I find it a little weird that the distance between them looks the same as 03:44:318 (3,4) - visually, but the gap is different (1/4 and 1/2) and that could be a little confusing, when everything before was not that difficult to read. Consider increasing the distance between 03:44:318 (3,4) - or reducing the spacing between 03:43:636 (1,2) - to make things better to read and not that ambiguous.
    Reduced the spacing between 03:43:636 (1,2) - since it was too high for a 1/4 gap for a non-intense part
  7. 04:26:761 (7,1) - Concerning aesthetics, you should try to avoid weird and ugly overlaps when you can do it easily without breaking the current structure of your patterns. So your patterns will look more cute and neat if you move this objects 04:27:272 (1) - (and maybe 2-3 other objects after) on the left.
    Moved 04:27:272 (1,2,3,4) - to the left and rotated slightly but I'm afraid I can't do much about the overlap between 04:27:272 (1,3) - without either breaking the spacing or changing the pattern/flow too much.


Good Luck ~

Any points not mentioned here will be addressed by Hathz once he comes online


Thank you! :)
Hathz

Cherry Blossom wrote:

Endless

  1. 00:25:738 (5,6,1) - The slider (1) is straight, so it would be better for visual if these objects 00:25:738 (5,6,1) - are straight and not curved. Well, it's just my opinion. Fixed
  2. 00:31:022 (4) - I don't really find that it is a good idea to stack the sliderend and 00:31:278 (5,1) - . Visually this looks same as 00:24:545 (1,2) - but there is a circle between these sliders. Maybe confusing ? not really, but concerning the style, it would be better to unstack 00:31:278 (5,1) - from 00:31:022 (4) - . You still can make them overlapped. Sure makes sense
  3. 01:59:829 (6,1) - this should not be an antijump here, because the note on 02:00:000 - is really strong and deserves to be emphasized better, so using a higher distance between 02:00:000 (1) - instead of a lower is more suitable, as you did for 02:02:386 (5) - for example. Fixed
  4. 02:11:931 (6,7,1) - this kind of motion could be improved if you reduce the angle between them (move 02:12:272 (1) - upward) to create a lower angle and make this motion more comfortable to play. Fixed
  5. 02:30:681 (1,2,3) - i don't really get what you tried to follow here, this looks snapped to a beat time divisor which must be avoided to follow things that sound offbeat. Plus 02:30:823 (2) - doesn't follow anything actually, there's no clear note in the song to allow you to use 1/12 to follow something that is snapped to nothing. So 02:30:823 (2) - must be deleted. A 3/4 slider (starts on white and end on blue after the red tick) suits better than the 3 circles. if you need help, just try this instead
    Sure, thanks
  6. 03:07:840 (4,5,1) - This kind of motion could be improved too. The current direction of 03:07:840 (4) - is the opposite of the next patterns, and it fits better if you reverse it like
    Aye
  7. 06:21:818 (1,2,3,4,5,6) - I find it a little weird that this pattern doesn't contain any jump, compared to previous and next patterns. It would give a better impression if you try to make things consistent, so if you keep the difficulty consistent. This pattern should have some jump between sliders or circles.:thinking:
Thanks.
Reazen
BNs? Where are BNs?? wtf.
Great map :) I am playing this everyday idk why xD
Playable storyboard <333333
+kudos ( Kudos matters right?.. right?..)
Topic Starter
Kawa

Reazen wrote:

BNs? Where are BNs?? wtf.
Great map :) I am playing this everyday idk why xD
Playable storyboard <333333
+kudos ( Kudos matters right?.. right?..)
Thank you! The BNs are all hiding somewhere far, far away... ;w;
Kawashiro
hello there! glad to meet u! i am kawa too :3
random

[endless]
  1. 03:44:318 (3) - hmm, skipping 03:44:659 - this sound seems not a good idea. how about use same beats at 03:38:693 (2,3,4,5,6) - here?
  2. 03:48:068 (2) - same as above. u can hear sounds at 03:48:323 - here too. maybe u can use 3circle stream at here
  3. 03:50:795 (2) - following vocal seems bad idea. cuz only there used 1/3. and u didn't used 1/3 at 03:52:159 - here even this point has same vocal beat
  4. 04:11:420 (3,4,1) - that also weird. pretty weird. at first, 04:11:590 - you skipped here even it has vocal and hi-hat sounds. and you should know 04:11:420 (3,4) - these part isn't same as like 04:13:977 (2,3) - here. and 04:12:102 - here also have hi-hat. how about just use simple 1/2 beats?
  5. 04:29:147 (4,5) - this should be 1/1 slider like 04:23:693 (3) - this?


btw did u make this sb? i rly luv it XD

GL ></
Topic Starter
Kawa

Kawashiro wrote:

hello there! glad to meet u! i am kawa too :3
Hello there fellow Kawa person o3o/ Just so we're clear here, I'm the real Kawa!
random

[endless]
  1. Cool mod


btw did u make this sb? i rly luv it XD
I did! I'm glad you like it~
GL ></
Thanks for modding! I'll make sure to leave a full proper reply once I get back home from a trip on 24.9.2017.
I checked your points really quick and most of them make sense~ I'll fix everything and leave feedback once I come back :3

Thanks for your patience and sorry for keeping you waiting!
Renumi
that storyboard is so beautiful, i really hope you get this to approval sometime ;o;7
Hathz

Kawashiro wrote:

[endless]
  1. 04:11:420 (3,4,1) - that also weird. pretty weird. at first, 04:11:590 - you skipped here even it has vocal and hi-hat sounds. and you should know 04:11:420 (3,4) - these part isn't same as like 04:13:977 (2,3) - here. and 04:12:102 - here also have hi-hat. how about just use simple 1/2 beats? Changed slightly.
Thank you.
Topic Starter
Kawa

Renumi wrote:

that storyboard is so beautiful, i really hope you get this to approval sometime ;o;7
Thank you! I'm really working on it but I feel like this mapset might not be unique enough to seem interesting to most BNs or something... I have no idea ;w;

Kawashiro wrote:

[endless]
  1. 03:44:318 (3) - hmm, skipping 03:44:659 - this sound seems not a good idea. how about use same beats at 03:38:693 (2,3,4,5,6) - here?
    At first I used a return slider there because I had trouble coming up with a decent pattern and because I thought it added some variation to the rhythm. Changed the return slider to single circle -> triple rhythm to stay consistent with the rest
  2. 03:48:068 (2) - same as above. u can hear sounds at 03:48:323 - here too. maybe u can use 3circle stream at here
    While I agree changing this return slider to the same rhythm as before could work, I decided to keep it as it is now because I believe using a simpler pattern/rhythm right before the 1/4 jump pattern 03:48:750 (4,5,1) - feels more comfortable to play.
  3. 03:50:795 (2) - following vocal seems bad idea. cuz only there used 1/3. and u didn't used 1/3 at 03:52:159 - here even this point has same vocal beat
    Improvised some 1/3 rhythm in the section from 03:51:818 - to 03:52:840 - to stay consistent with the 1/3 section before it but I could really use more feedback on this change
  4. 04:29:147 (4,5) - this should be 1/1 slider like 04:23:693 (3) - this?
    I prefer to keep it this way. 04:23:693 (3) - I used a 1/1 slider here as a lead-in for the "sleepy vocals" and the slider pattern following right after it 04:24:545 (1,2,3) - while I kept 04:29:147 (4,5) - as a 1/2 slider + circle because the increased note density after the first section. Using a slower 1/1 slider here while everything else aside from the emphasized stronger downbeats uses 1/2 would feel inconsistent and awkward.
Thank you again for modding and I'm sorry it took me so long to get back and reply! :)
Secretpipe
when qualified
Topic Starter
Kawa

Secretpipe wrote:

when qualified
Become BN again and qualify kthx
Kibbleru
wow a moddingv1 lol

00:21:136 (2,3) - a bit nazi but i would put some more space here to make it look more visually consistent
06:48:409 (5,1) - ^
00:42:975 (3,4) - is my osu broken or something or is every1 just making these obscene snappings to snap stuff to vocals now? add more timing points instead.
05:16:406 (3,2) - ^
00:54:588 (2) - 05:05:497 (1) -
yeah please don't do this, its not good practice, if u really need add timing points instead

01:37:159 (3,4,5,6,7,8) - i'd recommend something similar to what hathz did instead 00:31:875 (3,4,5) -
01:56:420 (3) - try this?
02:15:852 - i recommend mapping this out here, it would give some more contrast to the symmetry stuff ur doing next measure
02:49:772 (3,1) - can u make this overlap look..nicer?
04:11:420 (3,4,5) - this is.. kind of weird, please just map the drums here
04:36:392 (4,5) - why is this stacked so weirdly
07:05:454 (1,5) - this is kinda unecessary, u really dont need to perfect stack here, try something else please



metadata n stuff
Topic Starter
Kawa

Kibbleru wrote:

wow a moddingv1 lol
It's an old mep <w<;

06:48:409 (5,1) - ^
I honestly have no idea how I could let that pass... Reworked the pattern a bit to look more visually appealing
05:16:406 (3,2) - ^
Fixed by snapping the sliders 05:16:406 (3) - and 05:19:119 (2) - to the dominant white ticks before them. While the sound they follow seems a tiny bit delayed, I believe it would be impossible to notice mid-gameplay and would be better to stay consistent with the rest of the map rather than making separate timing points for each sound, especially in sections such as 05:15:681 - where the player would normally assume the gap between all 3 objects is the same
01:37:159 (3,4,5,6,7,8) - i'd recommend something similar to what hathz did instead 00:31:875 (3,4,5) -
Sounds good, changed the pattern & rhythm by swapping around some sliders and circles to match it while still flowing well into the next part.

metadata n stuff
Fixed metadata a bit after doing some research (Changed from m-flo & daoko - IRONY (el poco maro remix) to m-flo + daoko - IRONY (el poco maro Remix)
I'm gonna add this to the beatmap desc for now just in case
  1. Song announcement
  2. Official m-flo channel


The remix part is a bit hard to confirm since the el poco maro deleted his official soundcloud and any direct links to his work or profile.
He's most commonly referred to with no capital letters while his "Remix" is capitalized both on most websites and on several ranked maps so I fixed it accordingly.
  1. This is the closest thing I could find


Any points not mentioned here will be addressed by Hathz once he comes online~

Thank you so much for modding! :)
Hathz

Kibbleru wrote:

00:21:136 (2,3) - a bit nazi but i would put some more space here to make it look more visually consistent ok
06:48:409 (5,1) - ^
00:42:975 (3,4) - is my osu broken or something or is every1 just making these obscene snappings to snap stuff to vocals now? add more timing points instead. ok
00:54:588 (2) - 05:05:497 (1) -
yeah please don't do this, its not good practice, if u really need add timing points instead
i really need
01:56:420 (3) - try this? ok
02:15:852 - i recommend mapping this out here, it would give some more contrast to the symmetry stuff ur doing next measure ok
02:49:772 (3,1) - can u make this overlap look..nicer? i guess
04:11:420 (3,4,5) - this is.. kind of weird, please just map the drums here fine
04:36:392 (4,5) - why is this stacked so weirdly becaused otherwise osu will auto-stack the 2nd circle in the opposite direction of the slider which is not what i want
07:05:454 (1,5) - this is kinda unecessary, u really dont need to perfect stack here, try something else please changed slightly..
thx
Kibbleru
ok
Topic Starter
Kawa
omg i love you
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