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96Neko - Tapioca no Uta

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Topic Starter
Shino Inuzuka
This beatmap was submitted using in-game submission on Friday, February 24, 2017 at 9:47:06 PM

Artist: 96Neko
Title: Tapioca no Uta
Tags: Anime Vocaloid Utaite
BPM: 128
Filesize: 2173kb
Play Time: 01:12
Difficulties Available:
  1. Advanced (3.34 stars, 222 notes)
  2. Beginner (1.35 stars, 54 notes)
  3. Medium (1.59 stars, 74 notes)
Download: 96Neko - Tapioca no Uta
Information: Scores/Beatmap Listing
---------------
Remade this map 5 times rip... Aiming for ranked. Accepting all mods.
Thanks!

Thanks to the following people:
[Soul] (In-game Modding)
CRIZZOMIN (Timing)
Kami-sama (Hitsounding)

All other modders can be found on the forum post.
Misery
Mod for Easy and Normal coming up. Sorry for being a perfectionist on small details :)

General stuff
-Preview timing not set. Recommended: 00:47:066
-Fix stack leniency to anything between 0.3 to 0.9, this applies to all the diffs. even if you use stacks or not, please don't set it too low or too high
-No kiai time? :( Recommended: 00:58:316 onwards
-Why does Easy have a beat snap divisor of 1/8 when the yellow ticks are unused?
-Tags on the Song Setup menu should be equal to all diffs. Also seperate them with spaces, not commas
-Keep the Song Setup menu consistent to all the diffs. (Like Easy has widescreen support but Normal doesn't)

Easy
-Don't set it to AR0, doesn't fit the song imo. AR1.5 or AR2 works better.
-same with HP drain. ^
-00:07:691 (2) - Remove the point in the middle, doesn't make sense if the slider is straight by itself
-00:13:316 (1) - sorry for being a perfectionist but this isn't symmetrical XD
-00:45:191 (2) - make this straight x on start is 320 and ends on a 319
-01:00:191 (1) - symmetry
-01:02:066 (1,2) - straight for both of these?

Normal
-Raise AR and OD a bit. AR3 or AR4 works better imo.
-00:09:567 (1,2) - straight
-00:20:816 (1) - ^
-00:28:316 (1) - ^
-00:33:941 (1) - ^ also remove unnecessary extra slider points, you don't need them if you're just making a straight slider
-00:37:691 (1) - spinner: is too short for a Normal diff. add some breathing time for the next note. It is too quick (or make the spinner longer)
-00:41:441 (1) - remove nc
-00:50:816 (1,2) - snap these to the red tick
-00:58:316 (1) - https://puu.sh/sQbVX/af99bdb8b0.jpg I don't understand :3
-this 01:02:066 (1) and this 01:03:941 (1) should have the same curve so it doesn't look awkward
-01:07:691 (1) - spinner: make this longer so you can cover the rest of the song
Topic Starter
Shino Inuzuka

[- Mizki -] wrote:

Mod for Easy and Normal coming up. Sorry for being a perfectionist on small details :)

General stuff
-Preview timing not set. Recommended: 00:47:066 Fixed
-Fix stack leniency to anything between 0.3 to 0.9, this applies to all the diffs. even if you use stacks or not, please don't set it too low or too high Fixed
-No kiai time? :( Recommended: 00:58:316 onwards Fixed but used different time
-Why does Easy have a beat snap divisor of 1/8 when the yellow ticks are unused? Changed entire timing
-Tags on the Song Setup menu should be equal to all diffs. Also seperate them with spaces, not commas Fixed
-Keep the Song Setup menu consistent to all the diffs. (Like Easy has widescreen support but Normal doesn't)Fixed

Easy
-Don't set it to AR0, doesn't fit the song imo. AR1.5 or AR2 works better. Fixed
-same with HP drain. ^ Fixed
-00:07:691 (2) - Remove the point in the middle, doesn't make sense if the slider is straight by itself Fixed
-00:13:316 (1) - sorry for being a perfectionist but this isn't symmetrical XD Looks fine as it is
-00:45:191 (2) - make this straight x on start is 320 and ends on a 319 Fixed
-01:00:191 (1) - symmetry Again, fine as it is
-01:02:066 (1,2) - straight for both of these?Fixed

Normal
-Raise AR and OD a bit. AR3 or AR4 works better imo. Fixed
-00:09:567 (1,2) - straight Fixed
-00:20:816 (1) - ^ ^
-00:28:316 (1) - ^ ^
-00:33:941 (1) - ^ also remove unnecessary extra slider points, you don't need them if you're just making a straight slider But its a curved slider
-00:37:691 (1) - spinner: is too short for a Normal diff. add some breathing time for the next note. It is too quick (or make the spinner longer) Looks fine as it is
-00:41:441 (1) - remove nc Fixed
-00:50:816 (1,2) - snap these to the red tick Fixed
-00:58:316 (1) - https://puu.sh/sQbVX/af99bdb8b0.jpg I don't understand :3 Fixed
-this 01:02:066 (1) and this 01:03:941 (1) should have the same curve so it doesn't look awkward Fixed
-01:07:691 (1) - spinner: make this longer so you can cover the rest of the songEnds on the beat
Crypthesis
Anywayysss.

Normal:

00:17:066 (1,2) - Maybe set Slider Velocity rly high and repeat 4 times? The

00:26:441 (5) - set the slider so the head would be under the end of 4 so it's circular (like tapioca xD)

00:48:473 (4,5) - you set up a clockwise flow in the hitcircles, so why break it (or you can put a new combo there)

00:57:613 (2,3,4) - too far for a normal player? The map is on the easier side of normal

Everything else looks good :D (including Easy)
Topic Starter
Shino Inuzuka

Crypthesis wrote:

Anywayysss.

Normal:

00:17:066 (1,2) - Maybe set Slider Velocity rly high and repeat 4 times? The The what? And this is NORMAL not hard

00:26:441 (5) - set the slider so the head would be under the end of 4 so it's circular (like tapioca xD) What????

00:48:473 (4,5) - you set up a clockwise flow in the hitcircles, so why break it (or you can put a new combo there) Fixed

00:57:613 (2,3,4) - too far for a normal player? The map is on the easier side of normal Fixed

Everything else looks good :D (including Easy)
Metaku
Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6?

Edit: Here's the proper mod

First of all check AiMod and fix the issues

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread.

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently?
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this
00:48:941 (1,2) - This kind of blankets just don't work

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this.

Normal

Same here... You should just use distance snap the whole time.

00:03:941 (1,2) - You have 2 circles here while easy had 3?

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row
00:28:316 (1) - Also avoid sliders with more than one repeat
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this
00:18:004 (1,2) - Maybe curve these a bit less
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out.

Still a lot of work to do if you intend to rank this ^^
Topic Starter
Shino Inuzuka

Metaku wrote:

Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6? Everyone hates slow ARs. I had it on ar7 when I started mapping this, but there were just too many overlaps. OD fixed. Can't do anything about the jump in difficulties. I'm not going to remap normal or what I have so far in hard because I think its perfectly fine in terms of difficulty.

Edit: Here's the proper mod

First of all check AiMod and fix the issues Dont know how?

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread. ^

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really. Distancing on easy diffs seem fine now.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't. Spacing can we different at different times for emphasis. Fixed most of the problems though.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently? Fixed.
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this Talk to Milan-
00:48:941 (1,2) - This kind of blankets just don't work Fixed.

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this. No.

Normal

Same here... You should just use distance snap the whole time. No.

00:03:941 (1,2) - You have 2 circles here while easy had 3? Fixed.

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row Fixed.
00:28:316 (1) - Also avoid sliders with more than one repeat Fixed.
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider Should be okay.
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/ No.

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this Fixed.
00:18:004 (1,2) - Maybe curve these a bit less No.
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle. *Read and fixed.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out. Fixed the combos I felt were off.

Still a lot of work to do if you intend to rank this ^^I know.
Thanks for the mod~ Dunno how you found me but glad to have people who care XD
Sorry for rejecting so much of what you said, but I made this map with care and I'm not going to remap the entire thing to use distance snap when it limits me too much. There's different spots in the map that I'd like to have different snap distances and changing it each time is too much of a bother. You really think I wouldn't have already tried after even tutuhaha told me to?
Metaku

Shino Inuzuka wrote:

Metaku wrote:

Will do a proper mod later when I play osu (so don't kds this) but for now some things.

You don't need 96neko in tags as it's the artist. AR 8 is a bit high for hard considering the song is quite slow. It's also a big jump from normal so I'd suggest you drop it to 7. OD is also quite high for a hard so maybe drop it to 6? Everyone hates slow ARs. I had it on ar7 when I started mapping this, but there were just too many overlaps. OD fixed. Can't do anything about the jump in difficulties. I'm not going to remap normal or what I have so far in hard because I think its perfectly fine in terms of difficulty.

Edit: Here's the proper mod

First of all check AiMod and fix the issues Dont know how?

Also the gap between Normal and Hard is quite big while gap between Normal and Easy is a lot smaller. I'd suggest you make Normal more difficult until it's roughly 2,1* for a proper spread. ^

Easy

You should use distance snap all the time on easy diffs.
Not to mention there's pretty much no point doing stuff like this 00:03:941 (1,2,3) - as they are pretty much equally spread but not really. Distancing on easy diffs seem fine now.

This will probably cause a lot of remapping but you should avoid having notes placed like this 00:05:816 (1,2,1) - where the distance is pretty much the same but the time between them is different. Especially this 00:39:566 (1,2,3) - just don't. Spacing can we different at different times for emphasis. Fixed most of the problems though.

Although it is okay to not use distance snap when the gap between notes is very long but still you should us higher spacing there.

00:13:316 (1) - A bit too long slider imo maybe map it differently? Fixed.
00:33:941 (2,2) - Even if just this small you should avoid overlaps like this Talk to Milan-
00:48:941 (1,2) - This kind of blankets just don't work Fixed.

As harsh as it sound I really suggest that you'd just remap most of the easy using distance snap. That's what's pretty much expected on easy diffs if you want to rank this. No.

Normal

Same here... You should just use distance snap the whole time. No.

00:03:941 (1,2) - You have 2 circles here while easy had 3? Fixed.

00:14:254 (2,3,4,5,6,7) - You should avoid placing this many circles in a row Fixed.
00:28:316 (1) - Also avoid sliders with more than one repeat Fixed.
00:37:691 (1) - This spinner is too sudden for a normal diff and needs more recovery time after. You should just replace it with a slider Should be okay.
00:47:066 (1,2,3,4,5) - Yeah no. You need to use distance snap for a normal diff :/ No.

Hard

00:12:379 (1,2,3,4) - You shouldn't place 1/4 slider for no reason like this Fixed.
00:18:004 (1,2) - Maybe curve these a bit less No.
00:26:441 (1,2) - Rhythm like this is hard to reas as the repeat slider ends on white tick while the new slider begins on blue tick. I'd suggest you shorten the slider by one repeat and add a circle. *Read and fixed.

Also your new combos are kinda a mess. You sometimes have very long combos and sometimes you have a new combo after just one slider. You should even them out. Fixed the combos I felt were off.

Still a lot of work to do if you intend to rank this ^^I know.
Thanks for the mod~ Dunno how you found me but glad to have people who care XD
Sorry for rejecting so much of what you said, but I made this map with care and I'm not going to remap the entire thing to use distance snap when it limits me too much. There's different spots in the map that I'd like to have different snap distances and changing it each time is too much of a bother. You really think I wouldn't have already tried after even tutuhaha told me to?
Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
Topic Starter
Shino Inuzuka

Metaku wrote:

Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
I know how things work with distancing but I think it should be okay now. Distance snap is not REQUIRED.
Atalanta
Hi Hi ! M4M :3

General
- I think it's a pretty bad idea to map before the first timing point
- Remove "Widescreen Support" if you don't plan on doing a storyboard

Advanced
- 00:01:129 (3) - Maybe change this slider in two circle, because the sound 00:01:363 is as strong as the sound 00:00:191 (1)
- 00:03:941 (1,2) - Can be blanket a little bit better
- 00:10:504 (5) - NC here
- 00:16:129 (4) - This slider is really weird
- 00:29:723 (5) - Place this one a little higher so it'll look like blaket with 00:29:254 (4)
- 00:43:785 (2,3,4,5,6) - Put the stream on to of the slider, new players won't expect the 1/4 jump
- 00:45:191 (1,2,3,4,5,6,1) - Same stuff here, do it like that 00:47:066 (1,2,3,4,5,6,7,8)
- 00:54:566 (1,2,3) - ^
- 01:05:816 (1,2,3) - ^
- 01:06:754 (4,5,6) - Make them blanket
- 01:07:691 (6) - NC here
- 00:58:275 - Delete this green line, it's useless


Medium
- 00:05:817 (4) - NC here
- 00:20:816 (1) - This reverse slider doesn't follow the strongs sounds of the music, maybe divide it into a reverse slider and a circle like that
- 00:50:348 (1) - Put this circle on the tip of the slider 00:50:816 (2)
- 01:05:348 (2) - Maybe stack this on 01:03:473 (2)

- 00:04:879 (3,1) - Spacing is the same as 00:04:410 (2,3) with different gap
- 00:12:379 (2,1) - Blank them ?

ok, it's all I have to say, I hope this was usefull :3
Have a Nice Day, and Good Luck with mapping ! :3
Topic Starter
Shino Inuzuka

Toshino Kyoko wrote:

Hi Hi ! M4M :3

General
- I think it's a pretty bad idea to map before the first timing point
- Remove "Widescreen Support" if you don't plan on doing a storyboard

Advanced
- 00:01:129 (3) - Maybe change this slider in two circle, because the sound 00:01:363 is as strong as the sound 00:00:191 (1) Fixed
- 00:03:941 (1,2) - Can be blanket a little bit better Blanket looks fine
- 00:10:504 (5) - NC here NCed 7 instead
- 00:16:129 (4) - This slider is really weird That's the point. Sliderart is a thing
- 00:29:723 (5) - Place this one a little higher so it'll look like blaket with 00:29:254 (4) Fixed
- 00:43:785 (2,3,4,5,6) - Put the stream on to of the slider, new players won't expect the 1/4 jump Advanced difficulty, not easy. New players won't expect anything
- 00:45:191 (1,2,3,4,5,6,1) - Same stuff here, do it like that 00:47:066 (1,2,3,4,5,6,7,8) ^
- 00:54:566 (1,2,3) - ^ Made the distance from 3 to 4 farther. Should be good now
- 01:05:816 (1,2,3) - ^ ^
- 01:06:754 (4,5,6) - Make them blanket Fixed
- 01:07:691 (6) - NC here Didn't nc the previous pattern like this, and looks fine as it is so keeping it same combo
- 00:58:275 - Delete this green line, it's useless It's not useless. A lot of famous mappers untrigger and retrigger kiai time for the streams that appear at the beginning of it. Thats what this is


Medium
- 00:05:817 (4) - NC here Fixed
- 00:20:816 (1) - This reverse slider doesn't follow the strongs sounds of the music, maybe divide it into a reverse slider and a circle like that Fixed
- 00:50:348 (1) - Put this circle on the tip of the slider 00:50:816 (2) Overlaps once in a while make the map fun
- 01:05:348 (2) - Maybe stack this on 01:03:473 (2) Looks okay as it is

Umm... what is this supposed to be?
- 00:04:879 (3,1) - Spacing is the same as 00:04:410 (2,3) with different gap Fixed
- 00:12:379 (2,1) - Blank them ? Looks okay as it is

ok, it's all I have to say, I hope this was usefull :3
Have a Nice Day, and Good Luck with mapping ! :3
Thanks for the mod
Quadrocake
General

Difficulty difference between first two difs is only 0.22, while between second and third 1.79. Not a big issue, but it is better to keep difficulty spread.

Easy

In my opinion it is better to make it AR 3, with 2 you can see a lot of overlapping, which is not good.
00:04:410 (2,3) - move it a bit to the left to keep symmetry
00:18:004 (2) - different distance between previous and next circle
00:48:004 (3) - overlap with slider

Advanced

Sliders are too fast for this song and bpm
Also, combo often goes higher than 10 without reason, which is not good. And here 00:16:832 (1) - it is unnecessary to start new combo.
Topic Starter
Shino Inuzuka

Quadrocake wrote:

General

Difficulty difference between first two difs is only 0.22, while between second and third 1.79. Not a big issue, but it is better to keep difficulty spread.

Easy

In my opinion it is better to make it AR 3, with 2 you can see a lot of overlapping, which is not good. Overlaps are fun to read
00:04:410 (2,3) - move it a bit to the left to keep symmetry Fixed
00:18:004 (2) - different distance between previous and next circle Fixed
00:48:004 (3) - overlap with slider Again overlaps are fun to read. Thats the point

Advanced

Sliders are too fast for this song and bpm No they arent
Also, combo often goes higher than 10 without reason, which is not good. And here 00:16:832 (1) - it is unnecessary to start new combo. There are actually no combos that go higher than 10. And it looks better as a new combo
Thanks for the mod!
Parachute
Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_(Difficulty)
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
nextplay

Shino Inuzuka wrote:

Metaku wrote:

Distance snap is quite limiting but that's kinda the point of it. To keep the distance consistent through out the map because it's easier for newer players. That's why you should use other ways to emphasize notes in low diffs, like flow change and patterns and skipping notes for example, and leave jumps and other spacing changes for had diffs and up. Of course you don't have to remap but having easy and normal distance snapped is pretty much a standard in current maps and I think it can be hard to rank the map if you don't do so. Anyway I hope I didn't come across too mean but that's just how pretty much things work :P
I know how things work with distancing but I think it should be okay now. Distance snap is not REQUIRED.
That's pretty wrong. Useing differnent DS in Normals is UNRANKABLE
And you wrote Aiming for ranked. If you are Aiming for Ranked you must use same DS in Easy/Normals because for Players on this Level it's impossible (for Example) to hit an Jump how big or small the Jump is. (Sorry for Drama lel)
Topic Starter
Shino Inuzuka

nextplay wrote:

That's pretty wrong. Useing differnent DS in Normals is UNRANKABLE
And you wrote Aiming for ranked. If you are Aiming for Ranked you must use same DS in Easy/Normals because for Players on this Level it's impossible (for Example) to hit an Jump how big or small the Jump is. (Sorry for Drama lel)
Okay, thanks for the clarification.
Metaku
Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
Edit: P.S you shouldn't kudos my all posts I'm not really being that helpful here lmao
Topic Starter
Shino Inuzuka

Metaku wrote:

Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731
Thanks :D
Now I don't need to remap everything lel

And yes you are XD I'll do it anyways because why not
Parachute

Metaku wrote:

Tbh the wiki is kinda oudated, this is not official yet and so not added to wiki yet but should give a bit better idea of the guidelines for each difficulty t/517731

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable to have them in the folder without using them as you can see in the last point at "skinning" https://osu.ppy.sh/wiki/Ranking_Criteria


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap.
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there.

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too.

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable.
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh.
00:52:691 (3) - Same what i said to these sliders in beginner


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442
Or one example later should look like: https://osu.ppy.sh/ss/7266444
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason.

00:01:832 (5) - Stack with 00:02:770 (4) -

So yea, youll still have to work a bit on the map. But gl with it! :)
Edit: P.S you shouldn't kudos my all posts I'm not really being that helpful here lmao

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Topic Starter
Shino Inuzuka

Parachute wrote:

Hey there. heres the mod from m4m!

SPOILER
General
Your using soft-custom hitsound and you dont use them at all. If you want to use the muted sliderslide for example you have to change the sound into SC1 instead of S. If you dont intend on using them delete them because otherwise it will be unrankable


Beginner
This is unrankable and this is also like that for the most parts of your medium. https://osu.ppy.sh/wiki/Easy_&#40;Difficulty&#41;
You HAVE to use consistent spacing for the easy difficulty. You have to remap this if you want to get this ranked and use distance snap. Fixed
Thats probably the main issue of this map, it doesnt look too bad so yea, youd improve this map by a LOT by fixing the spacing.
Its way too hard for beginners to read such spacing.
Quoting the wiki: "Consistent spacing is required to teach beginners the correlation between timing and distance. Overall, you want to achieve the highest possible readability while keeping the balance between too boring and too complex beat patterns."


Besides of that you may also improve your beat placement a bit.. now you got a lot of pauses in your map like
00:19:879 - or 00:24:034 - or 00:31:129 - or 00:38:629 - even though the music is actually in these sections so you should at least make a slider of the last circle there or just add some circles. Pauses like that are not used anymore unless the music really makes a pause there or if it actually makes sense to not map there. Fixed the worst ones

Another thing i noticed is that you dont use hitsounds at all in your map. They can improve your map by a bit too so ill make some for this diff to give an example how you COULD make the hitsounds good, your choice though.
00:03:941 (1) - , 00:17:066 (1) - , beginning of the slider on 00:20:816 (1) - ,
beginning of slider on 00:39:566 (1) - , 00:47:066 (1) - , 00:58:316 (1) - <-- all of these should have finishes Will probs have a friend do them. I can't hitsound for shit :D

(Besides, i would actually use the soft hitsounds because they just sound much better imo but yea thats up to you really ^^ if you dont use soft i would recommend to still use the soft whistles by selecting "soft" at "additions" on the left for a note you want to have soft additions on.)
So yea.. soft whistles would fit good if you do them every big white tick. then youd have to make all finishes soft too. But if you make it consistent like this the hitsounds will rarely be bad.

00:05:816 (1) - Also at the end of this slider you hear a clap. i would always do a clap at such points too. If theres already a clap, whats the point of adding another....

00:32:066 (1) - If you make sliders like this, try to make them symmetrical like: https://osu.ppy.sh/ss/7266328
It just looks weird if they are just done randomly ^^ This isn't 2011 mapping. Not everything needs to be symetrical




Medium
For this you have to remake it too with consitent spacing. In a normal you should just use jumps VEEERY rarely or better if you dont use them at all. But like this its unrankable. There are no big jumps. And the spacing IS consistant But if you want distance snap, then done. Now theres big jumps everywhere :D
Quote from wiki: "Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process." (https://osu.ppy.sh/wiki/Normal)
and: "It is also highly recommended to avoid these:"
"spacing inconsistencies (close AND far placed notes within the same combo(s))"
"Beginners can easily be confused and disoriented by these, so they are unfit for a Normal difficulty unless absolutely necessary."

I would also recommend you adding more notes in this diff because the star rating is so low and its just an easier version of your easy even though you could make this a nice 2* diff Easier version of my easy? Its harder though...

00:24:566 (1,2) - Dont use 2 sliderpoints here. 1 sliderpoint will give you a perfectly curved slider and this just makes it look weird tbh. I like this shape
00:52:691 (3) - Same what i said to these sliders in beginner ^


Advanced
Another thing i noticed, just sometimes in your lower diffs but in this one alot, are your blankets
00:03:941 (1,2) - They look like this when they should look like https://osu.ppy.sh/ss/7266442 Fixed
Or one example later should look like: https://osu.ppy.sh/ss/7266444 This blanket looks fine
This would make the map look much cleaner. Im sure you can find out all the blanket issues yourself in the map
01:06:285 (3) - Why did you randomly slow this slider down? This makes no sense music wise and i highly recommend deleting this slowdown because it will make people confused, maybe even making a mistake for no reason. Because it makes the map fun and hard to read. Thats kind of the point. Plus I want the slider that length.

00:01:832 (5) - Stack with 00:02:770 (4) - It wouldnt show up either way because theres 3 sliders efore this

So yea, youll still have to work a bit on the map. But gl with it! :)
Thanks for the mod!
nextplay
[quote="Parachute]
I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.[/quote]

Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.
Topic Starter
Shino Inuzuka

nextplay wrote:

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.[/quote]

I really can't stand people like you you know? No offense but.... you tell me not to use big jumps then you tell me to use distance snap. It is literally IMPOSSIBLE to not have big jumps with distance snap on.
nextplay

Shino Inuzuka wrote:

nextplay wrote:

I know that the wiki is outdated, though 90% of the things written there are still correct, so does it say in the forum post that you posted.
For easy "Time-distance equality should be used."
Same thing for normal.
And theres a reason you dont see jumps and many distance changers in at least 99% of all ranked normals/easy and i doubt you get your map ranked with your distance snap changing every 3 notes. This can be used 1-2 times in the map to highlight important parts of the map but not all the time since beginners will not be able to read this and therefore not enjoy the map.
Okay,Give me new Ranked Maps (PM me those Maps) were Normals have as a Highlight higher DS. I think you will find 0. If you would say that Hard Diffs don't have to be the DS. That would be true.
I really can't stand people like you you know? No offense but.... you tell me not to use big jumps then you tell me to use distance snap. It is literally IMPOSSIBLE to not have big jumps with distance snap on.[/quote]

If you can't stand me it's okay. I'm fine with it because it's your opinion. Okay this with the Jumps was a Bad Example. I just wanted to tell you that Normal Diffs must have the same DS. Not more. I will not talk about it anymore If you want talk about it more find me in-game or write me a PM because I don't want to "spam" the Forum with more Posts. Good luck with the Map anyways.
7ambda
Distance snap is good if you want to keep the spacing consistent for certain rhythms of a section. It's not meant for emphasizing intense sections of a song.

[Advanced]
  1. 00:00:285 (2,3) - overlap
  2. 00:01:926 (1,2,3,4) - If you're gonna do this, at least make it symmetrical.
  3. 00:03:098 (2) - Change to two circles. In the music, there are two active beats on the red and white tick. A slider would only work if the music sounds extended.
  4. 00:03:801 (1) - Delete the inheriting point, actually delete all the ones that are 1.5x. 1.5x is unnecessary since the song isn't fast-paced. You're not really emphasizing any part of the music with it. Besides, it doesn't even play nicely. 1.0x and lower would completely suffice for this song.
  5. 00:03:801 (1,2) - blanket
  6. 00:06:379 (3,4) - ^
  7. 00:08:957 (1,3) - ^
  8. 00:29:113 (4,5) - ^
  9. 00:30:051 (6,7,1) - ^
  10. 00:40:832 (5,1) - ^
  11. 00:08:957 (1,2) - Add a circle on the blue tick (stack all three circles). If you listen to the music, there's a sound there. It would also make the transition into this vocal feel less sudden from the "uh-huh!"
  12. 00:10:363 (5) - Just copy/paste (3)'s slider shape since they both emphasize the same vocal.
  13. 00:11:535 (2,4) - There are active beats on the red and white ticks (sliders shouldn't pass through active sounds). Circles would better indicate the rhythm.
  14. 00:15:988 (4) - Ugly looking tbh. If you wanted to make it look nice, you could just make it a circular slider.
  15. 00:16:926 (1,2,1,2) - Should honestly just be straight sliders. You're already getting the message across that these are 1/4 rhythms since they're the shortest sliders. It's unncessary to make these more complex since it just confuses the player on which sliders are 1/4, and which are 1/2. Also, delete the 1.5 SVs as I stated above, it makes these unplayable.
  16. 00:19:152 (2,3) - This double doesn't fit with the map since you're not repeating it to make it acceptable. I'm pretty sure doubles aren't even a pattern found in Hard/Advanced anyway.
  17. 00:19:738 (1,2,3,4,5) - Bursts shouldn't be used in this difficulty. A slider would be better to emphasize the harmonica.
  18. 00:34:738 (4) - Just copy/paste the shape from 00:32:863 (4). The song's tone doesn't change, so using the same slider shape would best indicate the constant upbeat tone.
  19. 00:36:613 (4,5) - This rhythm doesn't feel right. How about use this instead?
  20. 00:37:551 (1,2) - (2) is a passive sound, so you shouldn't start a circle on it. Just make (1) a straight slider, and add a repeat to it.
  21. 00:38:488 (4,5) - 1.5x SV isn't nice
  22. 00:38:957 (6) - Should be a 1/2 slider instead of a circle to emphasize those sounds between this note and 00:39:426 (1).
  23. 00:39:894 (2,3) - (2) should be a 1/2 repeat (1/4 slider with a repeat), since the vocal sounds like it loops itself.
  24. 00:41:652 (2,3,4,5,6,7,8,9) - The rhythm feels off. How about 1/2 repeats that start on the white ticks instead?
  25. 00:43:644 (2,3,4,5) - Like I said, bursts and short streams work, but aren't suitable for Hard.
  26. 00:47:160 (2,3,4,5,6,7) - ^
  27. 00:49:738 (3,4,5,6,7) - ^ (also blanketed badly with (2))
  28. 00:58:410 (2,3,4,5,6,7) - ^
  29. 01:00:988 (3,4,5,6,7) - ^
  30. 00:45:051 (1,2,3,4,5,6) - Yeah, this short stream isn't suitable for this difficulty, but what's worse is that there's a random 1/4 jump from (1) to (2). Honestly, that's really unsuitable for Hard since people who are only capable of playing up to hard difficulty aren't able to read 1/4 notes with large spacing between each note (i.e. jumpstreams that are actually just one stream, but look like they're different streams). I honestly think you should take a look at this video to see what I mean. This video shows the effect of a random 1/4 jump.
  31. 00:49:504 (2) - You shouldn't start a note here, because this is a passive sound.
  32. 00:50:676 (1,3) - blanket
  33. 00:53:254 (2,3) - ^
  34. 00:54:777 (2,3) - ^
  35. 00:55:832 (5,6) - ^
  36. 01:01:926 (1,2) - ^
  37. 01:03:801 (1,2) - ^
  38. 01:06:613 (4,5,6) - ^
  39. 00:52:082 (4) - NC to emphasize "hey!" Also should be moved to x:504 y:168 since it doesn't have counterclockwise flow like the rest of the pattern.
  40. 00:53:957 (4) - Should be moved further away from (3), because "hey!" is more stressed than the rest of the vocal. Also NC for reason above.
  41. 00:57:473 (1) - This should blanket 00:57:238 (9). The music gets softer, so there shouldn't be a huge change in spacing from the previous combo.
  42. 00:59:113 (8) - Change to 1/1 repeat (1/2 slider with repeat).
  43. 01:06:027 (3) - Just make it a 1/2 repeat like (1). Delete (2), because it's less important since it's on a blue tick, and not necessary if you're making this change.
Topic Starter
Shino Inuzuka

F1r3tar wrote:

Distance snap is good if you want to keep the spacing consistent for certain rhythms of a section. It's not meant for emphasizing intense sections of a song.

[Advanced]
  1. 00:00:285 (2,3) - overlap Thats there on purpose
  2. 00:01:926 (1,2,3,4) - If you're gonna do this, at least make it symmetrical. Nah looks good this way
  3. 00:03:098 (2) - Change to two circles. In the music, there are two active beats on the red and white tick. A slider would only work if the music sounds extended. Fixed
  4. 00:03:801 (1) - Delete the inheriting point, actually delete all the ones that are 1.5x. 1.5x is unnecessary since the song isn't fast-paced. You're not really emphasizing any part of the music with it. Besides, it doesn't even play nicely. 1.0x and lower would completely suffice for this song. Fixed most but kept some for short reverse arrows because otherwise they just look too short
  5. 00:03:801 (1,2) - blanket They are blanketed....
  6. 00:06:379 (3,4) - ^
  7. 00:08:957 (1,3) - ^
  8. 00:29:113 (4,5) - ^
  9. 00:30:051 (6,7,1) - ^
  10. 00:40:832 (5,1) - ^ I like the shape I have now Not everything needs to be a blanket
  11. 00:08:957 (1,2) - Add a circle on the blue tick (stack all three circles). If you listen to the music, there's a sound there. It would also make the transition into this vocal feel less sudden from the "uh-huh!" It doesnt feel sudden at all. And Im following the vocals here, not drums
  12. 00:10:363 (5) - Just copy/paste (3)'s slider shape since they both emphasize the same vocal. Fixed
  13. 00:11:535 (2,4) - There are active beats on the red and white ticks (sliders shouldn't pass through active sounds). Circles would better indicate the rhythm. Again, following vocals not drums
  14. 00:15:988 (4) - Ugly looking tbh. If you wanted to make it look nice, you could just make it a circular slider. Nah, I like this shape
  15. 00:16:926 (1,2,1,2) - Should honestly just be straight sliders. You're already getting the message across that these are 1/4 rhythms since they're the shortest sliders. It's unncessary to make these more complex since it just confuses the player on which sliders are 1/4, and which are 1/2. Also, delete the 1.5 SVs as I stated above, it makes these unplayable. These are actually some sliders i kept with 1.5 sv. i like the shape it makes now
  16. 00:19:152 (2,3) - This double doesn't fit with the map since you're not repeating it to make it acceptable. I'm pretty sure doubles aren't even a pattern found in Hard/Advanced anyway. It matches the song so it does??
  17. 00:19:738 (1,2,3,4,5) - Bursts shouldn't be used in this difficulty. A slider would be better to emphasize the harmonica. There are plenty of places where bursts can fitt in in this song. Here for example
  18. 00:34:738 (4) - Just copy/paste the shape from 00:32:863 (4). The song's tone doesn't change, so using the same slider shape would best indicate the constant upbeat tone. Its barely even noticable when you play and plus it s shaped like this for blanketing
  19. 00:36:613 (4,5) - This rhythm doesn't feel right. How about use this instead? Again, following vocals
  20. 00:37:551 (1,2) - (2) is a passive sound, so you shouldn't start a circle on it. Just make (1) a straight slider, and add a repeat to it. moved it to the blue tick after cus again, following vocals
  21. 00:38:488 (4,5) - 1.5x SV isn't nice Again, some sliders i actually kept as 1.5 because it would be too short without it
  22. 00:38:957 (6) - Should be a 1/2 slider instead of a circle to emphasize those sounds between this note and 00:39:426 (1). I want a nice finish here
  23. 00:39:894 (2,3) - (2) should be a 1/2 repeat (1/4 slider with a repeat), since the vocal sounds like it loops itself. Fixed
  24. 00:41:652 (2,3,4,5,6,7,8,9) - The rhythm feels off. How about 1/2 repeats that start on the white ticks instead? I think so too, but that solution doesnt match the vocals like i want it to. Spent an hour and just gave up on this
  25. 00:43:644 (2,3,4,5) - Like I said, bursts and short streams work, but aren't suitable for Hard. Meh, they are slow
  26. 00:47:160 (2,3,4,5,6,7) - ^
  27. 00:49:738 (3,4,5,6,7) - ^ (also blanketed badly with (2)) Fixed the blanket
  28. 00:58:410 (2,3,4,5,6,7) - ^
  29. 01:00:988 (3,4,5,6,7) - ^
  30. 00:45:051 (1,2,3,4,5,6) - Yeah, this short stream isn't suitable for this difficulty, but what's worse is that there's a random 1/4 jump from (1) to (2). Honestly, that's really unsuitable for Hard since people who are only capable of playing up to hard difficulty aren't able to read 1/4 notes with large spacing between each note (i.e. jumpstreams that are actually just one stream, but look like they're different streams). I honestly think you should take a look at this video to see what I mean. This video shows the effect of a random 1/4 jump. Fixed the jump only
  31. 00:49:504 (2) - You shouldn't start a note here, because this is a passive sound. Was a suggestion from my mapping teacher and I like it so...
  32. 00:50:676 (1,3) - blanket Fixed
  33. 00:53:254 (2,3) - ^ This is blanketed???
  34. 00:54:777 (2,3) - ^
  35. 00:55:832 (5,6) - ^
  36. 01:01:926 (1,2) - ^
  37. 01:03:801 (1,2) - ^
  38. 01:06:613 (4,5,6) - ^
  39. 00:52:082 (4) - NC to emphasize "hey!" Also should be moved to x:504 y:168 since it doesn't have counterclockwise flow like the rest of the pattern. No new music passage=no nc. fixed the placing
  40. 00:53:957 (4) - Should be moved further away from (3), because "hey!" is more stressed than the rest of the vocal. Also NC for reason above. Fixed and ^
  41. 00:57:473 (1) - This should blanket 00:57:238 (9). The music gets softer, so there shouldn't be a huge change in spacing from the previous combo. Evens out the space from (8)
  42. 00:59:113 (8) - Change to 1/1 repeat (1/2 slider with repeat). vocals stop at the red tick
  43. 01:06:027 (3) - Just make it a 1/2 repeat like (1). Delete (2), because it's less important since it's on a blue tick, and not necessary if you're making this change. Following vocals
Thanks for the mod!
anna apple
irc mod
2017-02-24 22:39 bor: hey
2017-02-24 22:40 bor: ACTION is editing [https://osu.ppy.sh/b/1148453 96Neko - Tapioca no Uta [Advanced]]
2017-02-24 22:40 Shino Inuzuka: hello?
2017-02-24 22:40 bor: I saw you q was open
2017-02-24 22:40 bor: for m4m
2017-02-24 22:40 bor: and was wondering if we could irc
2017-02-24 22:40 Shino Inuzuka: ahh okay
2017-02-24 22:40 Shino Inuzuka: hmm sure
2017-02-24 22:40 bor: ok coolio
2017-02-24 22:41 Shino Inuzuka: np?
2017-02-24 22:41 bor: we should do your map first?
2017-02-24 22:41 Shino Inuzuka: okay
2017-02-24 22:41 bor: coolio
2017-02-24 22:41 Shino Inuzuka: oh but
2017-02-24 22:42 Shino Inuzuka: thats my first map so dont tell me "it looks ike a nooby map! its absolute crap" cus i arleady know that XD that song just needs a ranked mapset and im not abandoning it but im not going to remap it a 6th time either sooooo
2017-02-24 22:42 bor: hm
2017-02-24 22:42 bor: well looking at the mods on the map the real problems of the map haven't quite been addressed yet
2017-02-24 22:43 Shino Inuzuka: yeah meep told me that the spacing was off
2017-02-24 22:43 bor: anyways
2017-02-24 22:43 bor: 00:00:285 (2,3) -
2017-02-24 22:43 Shino Inuzuka: the biggest problem i have is actually this currently 00:41:301 (1,2,3,4,5,6,7) -
2017-02-24 22:44 Shino Inuzuka: thats an overlap on purpose
2017-02-24 22:44 bor: right
2017-02-24 22:44 bor: but there is a way you should do overlapping
2017-02-24 22:44 Shino Inuzuka: ik
2017-02-24 22:44 bor: if you are going to overlap
2017-02-24 22:44 bor: for example 00:01:691 (5,4) -
2017-02-24 22:44 bor: 00:01:691 (5) - 00:02:629 (4) - \
2017-02-24 22:44 bor: these two
2017-02-24 22:44 Shino Inuzuka: i think 1 should be overlapped with 2 ill fix it
2017-02-24 22:44 bor: wait
2017-02-24 22:44 bor: wait
2017-02-24 22:44 bor: lol
2017-02-24 22:45 bor: if you want to overlap 3
2017-02-24 22:45 Shino Inuzuka: but by the time 4 plays, 5 is barely visable
2017-02-24 22:45 bor: overlap it more like [https://bor.s-ul.eu/I1uCLwXl this]
2017-02-24 22:45 Shino Inuzuka: no i dont want 3 to overlap anymore XD
2017-02-24 22:45 bor: omg
2017-02-24 22:45 bor: lol
2017-02-24 22:45 Shino Inuzuka: lawl
2017-02-24 22:45 bor: ok
2017-02-24 22:45 bor: 00:00:988 (3,4,5) -
2017-02-24 22:45 bor: these notes
2017-02-24 22:45 Shino Inuzuka: https://osu.ppy.sh/ss/7418226 turned it into this
2017-02-24 22:46 Shino Inuzuka: hmm?
2017-02-24 22:46 bor: for those notes
2017-02-24 22:46 bor: there is a problem, because the spacing from 3 to 4 looks like the spacing from 4 to 5
2017-02-24 22:46 Shino Inuzuka: https://osu.ppy.sh/ss/7418230
2017-02-24 22:46 Shino Inuzuka: i should probs update this ^^;; hang on
2017-02-24 22:47 Shino Inuzuka: okay can you update?
2017-02-24 22:47 bor: did
2017-02-24 22:47 Shino Inuzuka: okay thanks
2017-02-24 22:48 bor: 00:41:681 (2,3,4,5,6) -
2017-02-24 22:48 bor: just snap this to 1/4
2017-02-24 22:48 Shino Inuzuka: tried that
2017-02-24 22:48 Shino Inuzuka: sounds off
2017-02-24 22:49 bor: ok sec
2017-02-24 22:49 Shino Inuzuka: firestar says its off too
2017-02-24 22:49 bor: ok
2017-02-24 22:49 Shino Inuzuka: yeeeeeee i really don know how to fix that stream
2017-02-24 22:49 bor: 00:41:769 (3) -
2017-02-24 22:49 bor: make this a 1/6 repeat slider
2017-02-24 22:49 bor: tbh
2017-02-24 22:49 bor: that's the closest to the real rhythm you are going to get
2017-02-24 22:50 bor: actually
2017-02-24 22:50 bor: I'm retarded
2017-02-24 22:50 Shino Inuzuka: yeah... i cant fix it
2017-02-24 22:50 Shino Inuzuka: tried that
2017-02-24 22:50 Shino Inuzuka: doesnt work
2017-02-24 22:50 bor: ok this is really weird sounding
2017-02-24 22:50 bor: but the singer intended to make it 1/4
2017-02-24 22:50 bor: so if you put it 1/4 that's ok
2017-02-24 22:50 Shino Inuzuka: hmm?
2017-02-24 22:51 Shino Inuzuka: lmao 96Neko you suck (im kidding ur still mai fav utaite<3)
2017-02-24 22:51 bor: so like https://bor.s-ul.eu/LSQUM4kl
2017-02-24 22:52 bor: ok back to beginning
2017-02-24 22:52 Shino Inuzuka: fixed it
2017-02-24 22:52 bor: 00:00:285 (2,3) - at this level, players will find this spacing really big
2017-02-24 22:52 bor: I think you should re work the shape of the slider
2017-02-24 22:53 Shino Inuzuka: not really, 3 lands on a strong beat and aside from that, 3 and 4 are around the same distance from eachother so it can be treated as spacing emphasis
2017-02-24 22:53 bor: also I should mention at this level of play you shouldn't over lap objects like this
2017-02-24 22:53 bor: this is
2017-02-24 22:54 bor: eh
2017-02-24 22:54 bor: it would make more sense
2017-02-24 22:54 bor: if 4 was spacing further from 3
2017-02-24 22:54 bor: than 3 was from 2
2017-02-24 22:54 bor: because of the pitch
2017-02-24 22:55 bor: and because of that idea
2017-02-24 22:55 Shino Inuzuka: but 4 lands on a weaker beat
2017-02-24 22:55 Shino Inuzuka: besides, with the way that slider is arranged, theres no way to move 3 closer without that overlap3
2017-02-24 22:55 bor: how is 4 weaker
2017-02-24 22:55 bor: the volume is staying the same
2017-02-24 22:55 bor: and the pitch of the instrument is rising
2017-02-24 22:55 bor: and 4 is the last note of the phras
2017-02-24 22:56 bor: phrase
2017-02-24 22:56 Shino Inuzuka: it lands on the weaker beat
2017-02-24 22:56 bor: can you explain what you mean by "the weaker beat"
2017-02-24 22:56 Shino Inuzuka: okay so basically when reading music, theres things called measures
2017-02-24 22:56 bor: I'm a musician
2017-02-24 22:56 Shino Inuzuka: and in this song, its time in 4/4 therefor that means there are 4 beats in a measure
2017-02-24 22:57 Shino Inuzuka: -shrug- you asked for it
2017-02-24 22:57 Shino Inuzuka: so am i
2017-02-24 22:57 bor: keep going pls
2017-02-24 22:57 Shino Inuzuka: the first beat is usually stronger than the last three
2017-02-24 22:57 Shino Inuzuka: because a steady beat following that first beat keeps everything else in time
2017-02-24 22:58 bor: the introduction of this song isn't following "normal" strength rules regarding placement within the measure
2017-02-24 22:58 bor: especially since its shifting from down beat to up beat
2017-02-24 22:59 bor: you can notice the raw rhythm works around the red ticks (upbeat) https://bor.s-ul.eu/gEyUqicy
2017-02-24 22:59 bor: do you understand what I'm saying or naw
2017-02-24 22:59 Shino Inuzuka: not really https://puu.sh/uiPiG/e850c1a8c9.png
2017-02-24 23:00 bor: I'm talking about purely the intro
2017-02-24 23:00 Shino Inuzuka: nope
2017-02-24 23:00 bor: it changes at that point
2017-02-24 23:00 Shino Inuzuka: what i just screenshoted is part of the intro
2017-02-24 23:00 bor: yeah i just saw it
2017-02-24 23:00 bor: but you see that my part is different
2017-02-24 23:00 bor: for the first measure the rule you said doesn't apply
2017-02-24 23:01 bor: and in the third measure it does apply
2017-02-24 23:01 bor: (roughly)\
2017-02-24 23:01 bor: "second half of second measure"
2017-02-24 23:01 Shino Inuzuka: but you replaced 2 with circles :/
2017-02-24 23:01 bor: I did that
2017-02-24 23:01 bor: for learning purposes
2017-02-24 23:01 bor: so there is no confusing about what the rhythm on the instrument is
2017-02-24 23:02 Shino Inuzuka: well im keeping that as a slider. it just sounds better
2017-02-24 23:02 bor: the point I'm trying to make is, strength of a note is realiant on the properties of the sounds made more than "common musical structure"
2017-02-24 23:02 bor: that's fine
2017-02-24 23:02 bor: I just think if you are going to use distance emphasis you should increase the spacing between 4 and 5
2017-02-24 23:02 Shino Inuzuka: okay, but even so, i cant keep 3 any closer without making it an overlap
2017-02-24 23:02 bor: which is why I think you should change the shape of 2
2017-02-24 23:03 Shino Inuzuka: sigh- okay done
2017-02-24 23:03 bor: or maybe make the circles above the slider
2017-02-24 23:03 bor: its a lot of work I know
2017-02-24 23:03 Shino Inuzuka: or i can do this http://osu.ppy.sh/ss/7418298
2017-02-24 23:03 bor: sure
2017-02-24 23:03 bor: just be careful with the spacing
2017-02-24 23:03 bor: because you don't want to raise SR for no real reason
2017-02-24 23:03 Shino Inuzuka: it evens out the spacing
2017-02-24 23:04 bor: in that case
2017-02-24 23:04 Shino Inuzuka: the more mods i get for the the lower the sr goes tbh XD
2017-02-24 23:04 bor: I think you should stack 5 on 1
2017-02-24 23:04 bor: just to make the spacing more obvious
2017-02-24 23:05 bor: in case some people try to click 1/2
2017-02-24 23:05 Shino Inuzuka: okaaaay
2017-02-24 23:05 Shino Inuzuka: done
2017-02-24 23:05 bor: 00:01:926 (1,2,3,4) -
2017-02-24 23:05 bor: it would be swag
2017-02-24 23:05 bor: if you change the angles these point at
2017-02-24 23:05 bor: so you can make a square
2017-02-24 23:06 bor: out of the parts of them
2017-02-24 23:06 Shino Inuzuka: what...? you mean like this https://osu.ppy.sh/ss/7418312 ?
2017-02-24 23:06 bor: I was thinking like https://bor.s-ul.eu/908YXmrd
2017-02-24 23:07 bor: hm
2017-02-24 23:07 bor: btw
2017-02-24 23:07 bor: do you know how to rotate sliders using the editor commands?
2017-02-24 23:08 Shino Inuzuka: yeah
2017-02-24 23:08 bor: ok so
2017-02-24 23:08 bor: you should make all those sliders from the original slider
2017-02-24 23:08 bor: and do some consistent rotation thingy
2017-02-24 23:08 bor: to make a little pattern
2017-02-24 23:08 Shino Inuzuka: why exactly?
2017-02-24 23:09 bor: mostly because that's just the visual standard maps are held at
2017-02-24 23:09 Shino Inuzuka: so you want it like this https://osu.ppy.sh/ss/7418314
2017-02-24 23:09 bor: that can work
2017-02-24 23:09 bor: but you want the head of 1 to be stacked with 5
2017-02-24 23:10 bor: also you should try to make the end of 4 point at the next 1
2017-02-24 23:10 Shino Inuzuka: what
2017-02-24 23:10 Shino Inuzuka: okay
2017-02-24 23:10 Shino Inuzuka: that was actually what i was going to say
2017-02-24 23:10 Shino Inuzuka: it messes up the spacign
2017-02-24 23:10 Shino Inuzuka: *spacing
2017-02-24 23:10 bor: https://bor.s-ul.eu/HSHaXH16
2017-02-24 23:10 bor: maybe like that?
2017-02-24 23:11 Shino Inuzuka: i kinda like this shape tbh https://osu.ppy.sh/ss/74183263
2017-02-24 23:11 Shino Inuzuka: https://osu.ppy.sh/ss/7418326
2017-02-24 23:12 bor: I can't really see the slider patterns in this
2017-02-24 23:12 bor: also make sure to avoid any overlaps you don't want to have
2017-02-24 23:13 Shino Inuzuka: 4 and 1 should be fine
2017-02-24 23:13 Shino Inuzuka: ppl use that jump pattern all the time
2017-02-24 23:14 Shino Inuzuka: https://osu.ppy.sh/ss/7418339
2017-02-24 23:14 Shino Inuzuka: here better?
2017-02-24 23:14 bor: so the intro to this is pretty crucial, because in the intro, you set up the spacing ideas you are going to use throughout the ap
2017-02-24 23:14 bor: map
2017-02-24 23:14 bor: yeah that's ok
2017-02-24 23:14 Shino Inuzuka: mhm
2017-02-24 23:14 Shino Inuzuka: 3
2017-02-24 23:14 Shino Inuzuka: 3
2017-02-24 23:15 bor: 00:03:801 (1,2) -
2017-02-24 23:15 Shino Inuzuka: sry ignore the constant 3s, keyboard is glitched out
2017-02-24 23:15 bor: couple of things with this
2017-02-24 23:15 Shino Inuzuka: okay that is a perfect blanket. im not changing that
2017-02-24 23:15 bor: ok wasn't going to mention the blanket
2017-02-24 23:15 bor: which it is not a good blanket because the slider is too closed
2017-02-24 23:15 bor: regardless
2017-02-24 23:16 bor: the issues that actually matter
2017-02-24 23:16 Shino Inuzuka: i had it more open before
2017-02-24 23:16 bor: 1. the spacing from the section before should be somewhat seen here
2017-02-24 23:16 Shino Inuzuka: and someone told me to close it
2017-02-24 23:16 bor: 2. those sliders shapes should be the same
2017-02-24 23:16 bor: so basically when you introduce a new slider
2017-02-24 23:16 bor: and you want to use a lot of those sliders
2017-02-24 23:17 bor: you should just copy and paste them
2017-02-24 23:17 Shino Inuzuka: fixed the slider shape
2017-02-24 23:17 bor: if you are super lazy
2017-02-24 23:18 bor: ( like me)
2017-02-24 23:18 bor: you can do 00:03:801 - to
2017-02-24 23:18 bor: 00:07:316 -
2017-02-24 23:18 bor: all the same shape
2017-02-24 23:18 bor: and then not copy the sliders from before
2017-02-24 23:18 Shino Inuzuka: what no
2017-02-24 23:18 bor: agre
2017-02-24 23:18 bor: you shouldn't be lazy
2017-02-24 23:18 Shino Inuzuka: that makes it harder :/
2017-02-24 23:19 bor: anyways, real point
2017-02-24 23:19 bor: if you have sliders that look the same
2017-02-24 23:19 bor: they should actually be the same slider
2017-02-24 23:19 bor: because a lot of the time it is very noticeable
2017-02-24 23:21 bor: tbh most of what I'm saying is pretty general to the map so pointing it out multiple times might not be helpful (?)
2017-02-24 23:21 Shino Inuzuka: okay ill see whats there to fix
2017-02-24 23:21 bor: I have a few more real things to point out though
2017-02-24 23:22 bor: 00:09:426 -
2017-02-24 23:22 bor: the rhythm in this measure should be indicative of what comes next
2017-02-24 23:22 bor: 00:11:301 - \
2017-02-24 23:22 Shino Inuzuka: yes?
2017-02-24 23:22 bor: in this measure
2017-02-24 23:22 bor: kind of
2017-02-24 23:22 bor: not exactly
2017-02-24 23:22 Shino Inuzuka: i dont understand?
2017-02-24 23:23 bor: of course the rhythm is different, but you lay it out pretty simply
2017-02-24 23:23 bor: its kind of weird
2017-02-24 23:23 bor: https://bor.s-ul.eu/awv7HNuC
2017-02-24 23:23 bor: but basically that is the rhythm for the second measure I want to suggest
2017-02-24 23:23 Shino Inuzuka: no because the vocals play one word on 2 and one word on 4, hence the reason the sliders are placed like that
2017-02-24 23:24 bor: your rhythm structure is fairly simple, so far, and that's fine, but it should stay the same
2017-02-24 23:24 Shino Inuzuka: i should probably tell you, i follow the vocals in this song.
2017-02-24 23:24 bor: I know what you are doing
2017-02-24 23:24 bor: I believe the thing I suggested better fits your mapping thus so far
2017-02-24 23:25 bor: I mean each 1/2 rhythm there is some kind of vocal sound/syllable
2017-02-24 23:25 Shino Inuzuka: 1 word with 2 sylables=slider. thats what ive been doing thoughout the entire map
2017-02-24 23:25 bor: I don't speak japanese
2017-02-24 23:26 bor: I'm just listening to the song and that is what I hear LOl
2017-02-24 23:26 Shino Inuzuka: you dont i do XD
2017-02-24 23:26 Shino Inuzuka: wellm im not changing any sliders (cept the shape) in this song so
2017-02-24 23:26 Shino Inuzuka: give that up
2017-02-24 23:27 bor: 00:24:777 (2,3,4,5,6,7) -
2017-02-24 23:27 bor: hoyl crap this songs vocals are so unsnapped tbh
2017-02-24 23:28 bor: I would say this looks like the rhythms intention https://bor.s-ul.eu/5k7z3rQb
2017-02-24 23:28 Shino Inuzuka: should probs be 1/3
2017-02-24 23:28 bor: no
2017-02-24 23:28 bor: this singer is staying in 1/4 rhythm
2017-02-24 23:28 bor: its just not snapped to your timing
2017-02-24 23:29 bor: anyways
2017-02-24 23:29 bor: 00:25:129 - and 00:27:004 - should be the same rhythm
2017-02-24 23:29 bor: since they are the same lyric
2017-02-24 23:30 Shino Inuzuka: https://puu.sh/uiR5l/dc6d7008a4.mp4
2017-02-24 23:30 bor: I'm saying that if it sounds like its written as a 1/4
2017-02-24 23:30 bor: you should map it as 1/4
2017-02-24 23:30 bor: its kind of a weird topic
2017-02-24 23:31 Shino Inuzuka: okay just saying, not all maps follow the same snap divisor thoughout the whole song
2017-02-24 23:31 bor: and you should get more opinions from good modders on the rhythm choice
2017-02-24 23:31 bor: I'm very away
2017-02-24 23:31 bor: aware
2017-02-24 23:31 Shino Inuzuka: srsly like
2017-02-24 23:31 Shino Inuzuka: ACTION is editing [https://osu.ppy.sh/b/1215842 livetune adding Fukase (from SEKAI NO OWARI) - Take Your Way -livetune Remix- [Light]]
2017-02-24 23:31 bor: 00:32:863 (4) - 00:34:738 (4) - anyways I think these two don't benefit from being reverse sliders
2017-02-24 23:31 Shino Inuzuka: tell me this doesnt become 1/3 here https://puu.sh/uiR5l/dc6d7008a4.mp4
2017-02-24 23:31 Shino Inuzuka: oops
2017-02-24 23:31 Shino Inuzuka: wrong link
2017-02-24 23:32 Shino Inuzuka: 01:47:382 (1) -
2017-02-24 23:32 Shino Inuzuka: okay anyway
2017-02-24 23:32 bor: oo
2017-02-24 23:32 bor: that's cool
2017-02-24 23:32 bor: it does
2017-02-24 23:33 Shino Inuzuka: okay fixed
2017-02-24 23:33 bor: 00:43:996 (5,6) -
2017-02-24 23:33 Shino Inuzuka: how is that cool it happens a TON
2017-02-24 23:33 bor: I don't really see 1/3 in buildups liek that
2017-02-24 23:34 bor: anyways that link
2017-02-24 23:34 bor: this map does not support 1/4 jumps
2017-02-24 23:34 Shino Inuzuka: what about it
2017-02-24 23:34 bor: and the song doesn't have some weird change to allow for them either
2017-02-24 23:34 Shino Inuzuka: fixed
2017-02-24 23:35 bor: that's kind of a re-appearing thing after that point I think
2017-02-24 23:35 bor: 00:44:465 (7) - this one too
2017-02-24 23:35 bor: 00:48:801 (1) -
2017-02-24 23:35 Shino Inuzuka: only happens in \2 places as i can see
2017-02-24 23:35 bor: the rhythm for this part
2017-02-24 23:35 Shino Inuzuka: i fixed those
2017-02-24 23:35 bor: should be more like https://bor.s-ul.eu/SDoKyHVT
2017-02-24 23:36 bor: eh
2017-02-24 23:36 Shino Inuzuka: i fixed them XD
2017-02-24 23:36 bor: 00:49:973 (4,5,6) - you can keep this
2017-02-24 23:36 bor: I mean you could argue there is a triple there
2017-02-24 23:36 Shino Inuzuka: ik...
2017-02-24 23:36 bor: xd
2017-02-24 23:36 bor: 00:45:871 (6,1) -
2017-02-24 23:37 bor: just to make sure
2017-02-24 23:37 bor: also the sv change
2017-02-24 23:37 Shino Inuzuka: ??
2017-02-24 23:37 bor: is cool
2017-02-24 23:37 bor: but I think it would work better
2017-02-24 23:37 bor: if the direction that the slider points
2017-02-24 23:37 bor: is the same direction that the cursor is coming in from
2017-02-24 23:38 bor: this way the player won't change direction going at a normal slider speed
2017-02-24 23:38 Shino Inuzuka: fixed
2017-02-24 23:38 bor: and then will have a better time adjusting to the new speed
2017-02-24 23:38 bor: 00:54:426 (1,2,3) -
2017-02-24 23:38 bor: pointing out just in case
2017-02-24 23:38 bor: most of this kiai looks visually ok
2017-02-24 23:39 bor: make sure this is DS'd 00:47:160 (2,3,4,5,6,7) -
2017-02-24 23:39 bor: 00:58:176 - here it just repeats itself
2017-02-24 23:40 Shino Inuzuka: okay done
2017-02-24 23:40 Shino Inuzuka: okay fixed
2017-02-24 23:40 bor: another general thing I tried to talk about before but y o l o
2017-02-24 23:41 bor: 00:50:676 (1,2,3) -
2017-02-24 23:41 bor: notice how the distance between the slider end of 1 and (2) is smaller than 3
2017-02-24 23:41 bor: that is the first thing
2017-02-24 23:41 bor: but then since 3 comes back around
2017-02-24 23:41 bor: you have to make the spacing from the slider end of 3 also try to match
2017-02-24 23:42 Shino Inuzuka: fixed
2017-02-24 23:42 Shino Inuzuka: play im keeping the general shape
2017-02-24 23:42 bor: the shape isn't the issue
2017-02-24 23:42 Shino Inuzuka: just moved 3 closer to 2
2017-02-24 23:42 Shino Inuzuka: fine
2017-02-24 23:42 bor: there is something called "structure" that applies to objects as a whole rather than just rhythm structure
2017-02-24 23:42 Shino Inuzuka: general direction
2017-02-24 23:43 Shino Inuzuka: sorry, but i just see those as blankets
2017-02-24 23:43 bor: where you want to keep objects relatively evenly spaced from eachother
2017-02-24 23:43 bor: even if you blanket
2017-02-24 23:43 bor: your blankets should be the same spacing
2017-02-24 23:43 bor: as eachother
2017-02-24 23:43 Shino Inuzuka: fixed that
2017-02-24 23:43 bor: 00:56:301 (6,7,8,9) - i like this
2017-02-24 23:44 bor: but
2017-02-24 23:44 bor: 00:02:863 (1,2,3,4) -
2017-02-24 23:44 bor: you made these jumps
2017-02-24 23:44 bor: and your map should reflect general intensity rules
2017-02-24 23:44 bor: the general intensity of the song
2017-02-24 23:44 Shino Inuzuka: -sigh-
2017-02-24 23:44 bor: so the spacing should make sense
2017-02-24 23:44 bor: yeah
2017-02-24 23:44 bor: its a lot of work
2017-02-24 23:44 bor: I know you said you didn't want to remap
2017-02-24 23:44 Shino Inuzuka: lilterally those are the only jumps in the entire map
2017-02-24 23:45 bor: that doesn't make it better
2017-02-24 23:45 bor: I mean those are regular 1/2 rhythms
2017-02-24 23:45 bor: so your rhythms throughout the map
2017-02-24 23:45 bor: 00:27:238 (3,4,5,6) -
2017-02-24 23:45 bor: rhythm spacing w/e
2017-02-24 23:45 bor: should be similar
2017-02-24 23:45 Shino Inuzuka: if you examine the entire map
2017-02-24 23:45 Shino Inuzuka: youd see that the spacing that is different is actually the jumps at the beginning
2017-02-24 23:46 bor: hm?
2017-02-24 23:46 Shino Inuzuka: and those are all strong notes with no vocals or other music going on in the background, so it has a good reason for being spaced like that
2017-02-24 23:46 bor: sure
2017-02-24 23:46 bor: but you marked the ending section kiai
2017-02-24 23:46 bor: or chorus
2017-02-24 23:47 Shino Inuzuka: what?
2017-02-24 23:47 bor: which should generally have some kind of difficulty difference
2017-02-24 23:47 bor: because you found it to be "more intense" to some degree
2017-02-24 23:47 Shino Inuzuka: generally
2017-02-24 23:47 bor: enough to mark it as kiai
2017-02-24 23:47 Shino Inuzuka: just try to make something harder with this map and it turns out overranked
2017-02-24 23:47 bor: over ranked?
2017-02-24 23:47 Shino Inuzuka: *overmapped
2017-02-24 23:47 bor: maybe
2017-02-24 23:48 Shino Inuzuka: basically, i only have it kiaied cus i have to have kiai time SOMEWHERE and thats the chorus
2017-02-24 23:48 bor: some people don't care what the song gives they just make the same map over their different songs LOL
2017-02-24 23:48 bor: actually
2017-02-24 23:48 bor: you can choose to not kiai
2017-02-24 23:48 bor: ALTHOUGH
2017-02-24 23:48 bor: i actually agree with your kiai placement
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