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M2U - Myosotis [CatchTheBeat]

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Topic Starter
Hunter Howl

SYAHME wrote:

SYAHME diff is so fun >L_<
Yeah. Way fun >_<
Xinnoh
https://osu.ppy.sh/b/845200 Just double check if your metadata is right, since the ranked version of this set is different

Platter
00:12:007 (3) - Why does this slider get a dash but none of the other important sounds in the intro do
00:22:319 (3,1) - Spaced a bit small
00:27:757 (2) - slider doesn't really reflect what you're trying to do in game
Can't mod low diffs because i am dead inside right now

Rain
Imo if you added curve when needed to some 1/1 sliders, it would improve droplet flow a bit. Just a mapping style thing
00:02:632 (2,2) - Just move these towards the center a bit so they're walkable without stopping
00:07:132 (2,1) - Not sure this should be a small dash when 00:08:632 (2,1) - is almost walkable.
Just re-adjust some of the spacings on the opening sections so that high notes -> more spacing, low notes -> less distance
00:19:132 (2) - Flows better if moved right a bit, still walkable
00:23:444 (5,6,7) - Could move 6 left a little so it's a more obvious curve
00:27:757 (3) - Could use more spacing to emphasise the sound. I'd also suggest curving the slider so the tail is vertical, improves readability because droplets follow the fruit better
00:42:007 (1,2,3) - Move 2 closer to 1 but keep the distance of 2,3 the same. By doing this it emphasises the vocal better. A bit like 00:49:507 (1,2,3) -
00:50:257 (3,4) - Ok but this one is too close because there's little dash leniency
00:46:507 (1,2,3,4,5,6,7,8) - This really needs larger spacing between circles in general
00:52:507 (1,2,3,4) - This pattern doesn't really follow anything in the music. I'd suggest that remapping it a little. You could change it so that the notes are in pairs so the voice is mapped better
00:55:507 (1,2,3) - Just as a general spacing rule, snares/claps that are on small white ticks should have more spacing than the beats on large white ticks, as they are usually louder and are more important to have larger spacing
01:00:757 (3,4,5,6) - Increase circle spacing
01:03:382 (2) - Voice pitch is stressed here, add more distance to map it better
01:04:132 (4,1) - That change in distance is unreadable because of the last pattern
01:09:569 (4,5) - Hyperdash could be added
01:00:757 (3) - stream thing I think you got it by now, just apply to any future ones
01:10:882 (5) - Not bad but could be improved if the streams had more variety than just left/right
01:12:569 (3,4,5) - Spacing is kinda going out the window here. 5 is a really quiet sound and shouldn't have much distance.
I really like the next section
01:19:132 (2,3) - Rotate a bit for better slider leniancy
01:21:382 (3) - Move right a bit, since you emphasised that sound in future parts
01:29:069 (3,4) - I feel spacing is becoming a bit too large for these to be caught reasonably
01:42:382 (2) - pls do not stack it's really hard to read those. Easy fix is to just ctrl-h everything after here
01:45:569 (2,3,4) - Oddly enough, the way these are positioned implies that flow is going left. ctrl-< them once and the pattern should flow right.
02:07:507 (1) - uaaa rotate this since the slider droplets are in an ugly pattern right now

Sorry but some of the things on overdose are really difficult to read. Generally when on slow parts of hard songs it's best to use flow that always goes in a left/right pattern. It's predictable and much easier to read
SYAHME

Sinnoh wrote:

https://osu.ppy.sh/b/845200 Just double check if your metadata is right, since the ranked version of this set is different

Platter
00:12:007 (3) - Why does this slider get a dash but none of the other important sounds in the intro do - I like it.
00:22:319 (3,1) - Spaced a bit small - Large the distance a little bit.
00:27:757 (2) - slider doesn't really reflect what you're trying to do in game - Daaa, it doesn't matter.
Can't mod low diffs because i am dead inside right now - It is okay.

Sorry but some of the things on overdose are really difficult to read - I agree, some pattern is confusing imo. Generally when on slow parts of hard songs it's best to use flow that always goes in a left/right pattern. It's predictable and much easier to read
Thanks for the mod.

@raianshimuzu, please move 00:22:694 (1,2,3,4,5,6,7) - this stream to x:344, thanks.
Topic Starter
Hunter Howl

Sinnoh wrote:

https://osu.ppy.sh/b/845200 Just double check if your metadata is right, since the ranked version of this set is different Gonna call KwaN for this

Rain
Imo if you added curve when needed to some 1/1 sliders, it would improve droplet flow a bit. Just a mapping style thing
00:02:632 (2,2) - Just move these towards the center a bit so they're walkable without stopping 'kay
00:07:132 (2,1) - Not sure this should be a small dash when 00:08:632 (2,1) - is almost walkable. if i ever make the distance between 00:06:007 (1,2) - closer it might break the movement :/ also readjusted the next one
Just re-adjust some of the spacings on the opening sections so that high notes -> more spacing, low notes -> less distance
00:19:132 (2) - Flows better if moved right a bit, still walkable that's enough imo. no need to increase as it maybe looke like dash needed
00:23:444 (5,6,7) - Could move 6 left a little so it's a more obvious curve sure
00:27:757 (3) - Could use more spacing to emphasise the sound. I'd also suggest curving the slider so the tail is vertical, improves readability because droplets follow the fruit better allright tilted
00:42:007 (1,2,3) - Move 2 closer to 1 but keep the distance of 2,3 the same. By doing this it emphasises the vocal better. A bit like 00:49:507 (1,2,3) - vocal level seems same. but i'll consider to change it if there's enough demand
00:50:257 (3,4) - Ok but this one is too close because there's little dash leniency somewhat tilted the tail lol
00:46:507 (1,2,3,4,5,6,7,8) - This really needs larger spacing between circles in general no need to put more distance as the vocal demands some small and catchy pattern
00:52:507 (1,2,3,4) - This pattern doesn't really follow anything in the music. I'd suggest that remapping it a little. You could change it so that the notes are in pairs so the voice is mapped better might look dull so i'll keep this
00:55:507 (1,2,3) - Just as a general spacing rule, snares/claps that are on small white ticks should have more spacing than the beats on large white ticks, as they are usually louder and are more important to have larger spacing flipped 00:56:257 (3) - maybe . . . . .
01:00:757 (3,4,5,6) - Increase circle spacing it looks good with the flow of lower synth :/
01:03:382 (2) - Voice pitch is stressed here, add more distance to map it better increased the distance and tilted the tail
01:04:132 (4,1) - That change in distance is unreadable because of the last pattern i felt like it should be natural after the jump like that. tilted temporaly
01:09:569 (4,5) - Hyperdash could be added don't wanna makes the movement get worse
01:00:757 (3) - stream thing I think you got it by now, just apply to any future ones ????
01:10:882 (5) - Not bad but could be improved if the streams had more variety than just left/right no need to make some variety on streams like these as it serves as simple stream HDash :/
01:12:569 (3,4,5) - Spacing is kinda going out the window here. 5 is a really quiet sound and shouldn't have much distance. flipped 01:12:944 (5,6) -
I really like the next section
01:19:132 (2,3) - Rotate a bit for better slider leniancy sure
01:21:382 (3) - Move right a bit, since you emphasised that sound in future parts too far it could be a pixel jump :/
01:29:069 (3,4) - I feel spacing is becoming a bit too large for these to be caught reasonably reduced the distance
01:42:382 (2) - pls do not stack it's really hard to read those. Easy fix is to just ctrl-h everything after here i wanna keep those so moved 01:42:007 (1) - between instead :/
01:45:569 (2,3,4) - Oddly enough, the way these are positioned implies that flow is going left. ctrl-< them once and the pattern should flow right. should be natural to determine that the next note is at right side. considering
02:07:507 (1) - uaaa rotate this since the slider droplets are in an ugly pattern right now straightened instead

Sorry but some of the things on overdose are really difficult to read. Generally when on slow parts of hard songs it's best to use flow that always goes in a left/right pattern. It's predictable and much easier to read it could be the AR is relativy high. i might reduce it to 9.3 if some BN's say so
too many nerfes mod lol

thanks a lot Sinnoh :)

updated with SYAHME's mod
Topic Starter
Hunter Howl
metadata confirmed by KwaN that the ranked ones are the correct. going to update once exam has mod this
Aerene
#modreq actually works now
General of General: syahme and hunter howl diffs have different kiai’s (is that allowed), I prefer syahme kiai
I can’t mod lowest diff I’m sorry ;w;.
(my second serious mod attempt)
Farewell:
- The ar feels too fast imo, I would just reduce to ar9.3
- I suggest on the first part before 00:13:507 (1) – to reduce the movement, since the song is still calm
- 00:14:819 (7) – strong sound here, why don’t you hyper this
- 00:18:757 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) – reduce the volume here
- 00:21:757 (3) – hyper or strong dash to emphasize the strong sound
- 00:26:257 (3) - ^
- 00:40:507 (1,2,3) – hyper them ;w;
- 01:04:507 (1,3) – reduce the distance by two (grid level 2)
- 01:30:007 (1,2) – hyper them
- 01:48:007 (1) – hyper again
- 02:06:007 (1,2,3,4,5,6,7,8) – these kind of streams are uncomfortable to play imo
Rain:
- 00:20:257 (3) – add a strong dash here
- 00:21:757 (3) – hyper this and make it more curvy
- 00:38:257 (3) – too harsh for a rain, reduce this one
- 00:39:007 (1) –If you followed my third suggestion, put the slider in the same note.
- 00:40:507 (1,3) – again, too harsh. Reduce them
- 00:45:007 (1) – Curve them, atleast a little
- 01:13:694 (2,4) –Reduce the distance by 1 (grid level 2), for to have the same distance as 01:14:257 (5,6,7,8)
- 01:30:382 (2) – reduce?
- 01:15:007 (1) –you can make this more neat looking
- 02:01:507 (1,2,3,4) – this kind of patterns are awkward to play imo, consider using a simpler patterns. The song is dying .
Platter:
- 00:27:757 (2) – apply movement pls ;w;
- 01:36:475 (1) – this doesn’t look good
- 01:36:757 (2,3,4,5) – make this stream a tad bit closer
- 02:06:007 (1,2,3,4,5) – Ctrl + h this one

Here is my cup
just kidding
SYAHME

-Nicotine wrote:

#modreq actually works now - Good
General of General: syahme and hunter howl diffs have different kiai’s (is that allowed), I prefer syahme kiai - Ayyy
I can’t mod lowest diff I’m sorry ;w;. - It is okay
(my second serious mod attempt)

Platter:
- 00:27:757 (2) – apply movement pls ;w; - Well, let see what other modders opinion.
- 01:36:475 (1) – this doesn’t look good - Why? what should I do?
- 01:36:757 (2,3,4,5) – make this stream a tad bit closer - Sorry, it already in good position.
- 02:06:007 (1,2,3,4,5) – Ctrl + h this one - Sorry, I like the repetitive pattern.

Here is my cup
just kidding
Thanks for the mod.
Yumeno Himiko
m4m as requested~

[General]
The HP of Rain diff is 5.7, though I don't know why it's this number, but isn't 5.5 or 6 better?
SYAHME's diffs are not hitsounded, don't be lazy.
Artist should be M2U & NICODE feat. Guriri & Lucy.
Preview point should be at 00:43:507.

[SYAHME's Salad]
00:21:382 (6,1) - Actually you need a much larger ds to emphasize the finish.
00:28:319 (4,5) - same, no reason to use same distance here.
00:40:132 (3) - make it only a circle?
00:49:319 (3,1) - dash here instead of 00:49:038 (2,3).
00:49:319 (3) - I guess this note should be at 00:49:413?
00:54:382 (1,2,3,1) - A bit confusing here, few dashes are used in other parts but suddenly apeears an antiflow and 3 large dashes here, feeling a bit uncomfortable. My suggestion is reconsider 00:54:944 (2).
01:01:413 - since you make similar patterns before, add a note here?
Generally this diff has nice flows and patterns, but I think you can make more dashes and moves. In most parts it feels more like a Cup diff.

[SYAHME's Platter]
00:04:507 (6) - NC? imo you need to emphasize this by adding ds, while decreasing some ds in other parts.
00:07:507 (4) - NC too, and dash.
00:55:319 (3) - Not feeling good here, I prefer you split into two sliders and make sure at least a dash is used on 00:55:507.
01:04:132 (4,1) - similar, you should use a dash.
01:11:632 - make a unique circle here? The current pattern can't express the clap here.
01:20:257 (2) - ctrl+G and only make a HDash at 01:20:257 (2,3)?
01:22:600 (1) - Not going well with the flow, make it a horizontal slider and heading left. Also move to x:168 to make this easier.
01:26:069 (1,2,3,4) - I don't think it's a good flow, try to use curves like other patterns.
01:31:788 (11) - I can't see the meaning of its existence, you may delete this and make a 1/2 pattern here.
01:36:475 (1) - similar as above, horizontal
01:37:787 (7) - delete this too
01:38:632 (7) - make this a slider, extends it to 01:38:913, then delete this reverse 01:38:819 (1) and make a new 1/2 slider at
01:39:007.
01:43:132 (6) - A bit far away, x:88
01:51:006 (4) - 01:51:756 (8) - dashes
01:54:006 (4) - 01:54:756 (8) - dashes
02:02:257 (1,2,3,4,5,6) - dashes suddenly abused here, reduce some

[Rain]
00:04:507 (1) - To emphasize this, what about moving 00:04:132 (2) to x:344?
00:08:632 (2) - similar, x:184
00:13:507 (1) - can't be moved more further but I wish this could be at x:512 XD
00:23:069 (4) - I don't think put drum on a slider tail is a nice choice. You may move this slider 1 beat later, or just make two circles and make a dash here.
00:26:069 (4) - same ^ 00:29:069 (2,3) - take this for reference.
00:36:757 (3) - I think this sudden whistle deserves HDash, you may make 00:35:819 (6,1) a normal dash and make a HDash at 00:36:569 (2,3).
00:40:319 - why no element here? I think you're following the vocal.
00:58:132 (3,1) - Not a clear dash, I think you can make it an HDash here.
01:04:132 (4,1) - also not clear, make this slider heading left instead.
01:13:132 (6,1) - dash is definitely needed, as you have larger spacing at 01:13:507 (1,2).
01:20:538 (6) - x:152 for artistic.
01:29:819 (5,1) - x:256 for more moving space.
01:56:257 (5,6,7) - I don't know but I wish you can get the spacing larger ;w;
02:06:007 (1,2,3,4,5,6,7,8) - to make this straight pattern a little different, add some reverses here?
the kiai part is excellently made, I love it

[Farewell]
00:03:382 (2) - x:240
00:15:944 (6) - This angle fits the flow better 00:21:569 (2,3) - I suggest HDash
00:24:757 (1,2) - way too large after HDash, I think move 2 to x:192 will be better
00:36:757 (3) - similar suggestion as in Rain diff, change or not depends on yourself
00:40:319 - also a note?
00:38:632 (4) - - seems that you use HDash in Rain and no HDash in Overdose?
00:44:069 (2) - to make the flow more clear, Increase the ds between 00:44:069 (2,3) a bit.
00:46:507 (1,2,3,4) - Sudden large jumps, cut down ds a bit.
01:04:507 (1,2,3,4) - edge jumps? cut down ds too
01:15:007 (1) - HDash?
01:20:069 (4) - easy to miss here, 01:20:069 (4,5) move to x:256
01:22:132 (4) - Not good to see only a 1/2 slider here, I may suggest some pattern like this 01:29:069 (2) - x:368, 01:29:444 (4) - x:80, all use 0.58x and you'll find better flow :D.
01:35:819 (8,1) - HDash? Current flow also feels a bit awkward
01:40:132 (4) - x:144
01:40:694 (2) - lean a bit, you can also consider HDash at 01:40:694 (2,3).
01:42:757 (3,4,5,6) - try move this to x:272 to increase two HDashes and a more confortable flow.
Other parts seems fine to me.

Nice map with clean and beautiful patterns. Good luck with this set~
Aerene

SYAHME wrote:

-Nicotine wrote:

#modreq actually works now - Good
General of General: syahme and hunter howl diffs have different kiai’s (is that allowed), I prefer syahme kiai - Ayyy
I can’t mod lowest diff I’m sorry ;w;. - It is okay
(my second serious mod attempt)

Platter:
- 00:27:757 (2) – apply movement pls ;w; - Well, let see what other modders opinion.
- 01:36:475 (1) – this doesn’t look good - Why? what should I do? oh sorry, tilt this even just a little. I personally don't like vertical patterns, but I left some behind cuz they look okay.
- 01:36:757 (2,3,4,5) – make this stream a tad bit closer - Sorry, it already in good position.
- 02:06:007 (1,2,3,4,5) – Ctrl + h this one - Sorry, I like the repetitive pattern. I want the stream facing to the next note just like 02:04:507 (1,2,3,4,5) - . It is still a repetitive pattern imo. so xdxd

Here is my cup
just kidding
Thanks for the mod.
SYAHME
Okay, I will try to tilt it a little.
Topic Starter
Hunter Howl
wip.

-Nicotine wrote:

#modreq actually works now
General of General: syahme and hunter howl diffs have different kiai’s (is that allowed), I prefer syahme kiai
I can’t mod lowest diff I’m sorry ;w;.
(my second serious mod attempt)
Farewell:
- The ar feels too fast imo, I would just reduce to ar9.3 ok
- I suggest on the first part before 00:13:507 (1) – to reduce the movement, since the song is still calm the vocal stays the same level. so the movement has to be the same
- 00:14:819 (7) – strong sound here, why don’t you hyper this way too early. also the piano isn't that strong to make this HDash
- 00:18:757 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) – reduce the volume here reduced
- 00:21:757 (3) – hyper or strong dash to emphasize the strong sound strong dash
- 00:26:257 (3) - ^ just a little for this one. i don't wanna make the next one as pixeljump
- 00:40:507 (1,2,3) – hyper them ;w; wanna keep those as consistency of rain on this one ;w;
- 01:04:507 (1,3) – reduce the distance by two (grid level 2) i wanna make this more challenging so nope
- 01:30:007 (1,2) – hyper them again, consistency from rain
- 01:48:007 (1) – hyper again the song intensity is lower so HDash isn't needed
- 02:06:007 (1,2,3,4,5,6,7,8) – these kind of streams are uncomfortable to play imo really, but it's fine for others. gonna consider
Rain:
- 00:20:257 (3) – add a strong dash here it isn't already huh. applied
- 00:21:757 (3) – hyper this and make it more curvy no need to put this as HDash as i want dashing for those notes. anyway curved
- 00:38:257 (3) – too harsh for a rain, reduce this one meh, feels good with current distance
- 00:39:007 (1) –If you followed my third suggestion, put the slider in the same note. it's slider isn't it?
- 00:40:507 (1,3) – again, too harsh. Reduce them again. current distance is fine
- 00:45:007 (1) – Curve them, atleast a little you got a point
- 01:13:694 (2,4) –Reduce the distance by 1 (grid level 2), for to have the same distance as 01:14:257 (5,6,7,8) those were still catchable. consider
- 01:30:382 (2) – reduce? would like to. but i want to keep the consistency of dash at this point
- 01:15:007 (1) –you can make this more neat looking neat, huh
- 02:01:507 (1,2,3,4) – this kind of patterns are awkward to play imo, consider using a simpler patterns. The song is dying . nope. the current one seems ok for now. but eh, i'll consider
Here is my cup
just kidding kek
thanks for answering my request on that channel

examination wrote:

m4m as requested~ thanks

[General]
The HP of Rain diff is 5.7, though I don't know why it's this number, but isn't 5.5 or 6 better? 5.5 lol. i forgot to change this aftermoved it as my own mapset
SYAHME's diffs are not hitsounded, don't be lazy. it's his diff. i can't change them ;w;
Artist should be M2U & NICODE feat. Guriri & Lucy. KwaN confirmed this as the ranked ones (in the map description) has the correct artist
Preview point should be at 00:43:507. changed

[Rain]
00:04:507 (1) - To emphasize this, what about moving 00:04:132 (2) to x:344? seems way to early for Dash in rain. besides the vocals seems same imo
00:08:632 (2) - similar, x:184 ^
00:13:507 (1) - can't be moved more further but I wish this could be at x:512 XD too edgy xd. so moved at 496
00:23:069 (4) - I don't think put drum on a slider tail is a nice choice. You may move this slider 1 beat later, or just make two circles and make a dash here. changed into 2 notes. and dash
00:26:069 (4) - same ^ 00:29:069 (2,3) - take this for reference. ^
00:36:757 (3) - I think this sudden whistle deserves HDash, you may make 00:35:819 (6,1) a normal dash and make a HDash at 00:36:569 (2,3). oh yeah right. the HDash stanza lol
00:40:319 - why no element here? I think you're following the vocal. the vocal do stoped at 2's tailso no need to add note on this
00:58:132 (3,1) - Not a clear dash, I think you can make it an HDash here. might surprise some players to make HDash in here. so i'll keep this
01:04:132 (4,1) - also not clear, make this slider heading left instead. this was temporarily changefrom sinnoh's mod so i'll remap this
01:13:132 (6,1) - dash is definitely needed, as you have larger spacing at 01:13:507 (1,2). ok
01:20:538 (6) - x:152 for artistic. why not? xd
01:29:819 (5,1) - x:256 for more moving space. too edgy for (1) so rearranged a little instead
01:56:257 (5,6,7) - I don't know but I wish you can get the spacing larger ;w; okay then
02:06:007 (1,2,3,4,5,6,7,8) - to make this straight pattern a little different, add some reverses here? it's like a mirror one ;w; also it's intended
the kiai part is excellently made, I love it

[Farewell]
00:03:382 (2) - x:240 i was about to say "this'll be awkward but this brings it the good one lol
00:15:944 (6) - This angle fits the flow better tilted
00:21:569 (2,3) - I suggest HDash might be overused of HDash so no change
00:24:757 (1,2) - way too large after HDash, I think move 2 to x:192 will be better it's like the reverse pattern from rain. and intended
00:36:757 (3) - similar suggestion as in Rain diff, change or not depends on yourself keep. it's already same as rain
00:40:319 - also a note? same reason as rain
00:38:632 (4) - - seems that you use HDash in Rain and no HDash in Overdose? there isn't any HDash in both diff aren't they?
00:44:069 (2) - to make the flow more clear, Increase the ds between 00:44:069 (2,3) a bit. right. that's too close
00:46:507 (1,2,3,4) - Sudden large jumps, cut down ds a bit. just a little
01:04:507 (1,2,3,4) - edge jumps? cut down ds too ^
01:15:007 (1) - HDash? why not?
01:20:069 (4) - easy to miss here, 01:20:069 (4,5) move to x:256 it could be just me that wasn't miss at here. anyway reduced the distance
01:22:132 (4) - Not good to see only a 1/2 slider here, I may suggest some pattern like this might be overmapped. i'll consider
01:29:069 (2) - x:368, 01:29:444 (4) - x:80, all use 0.58x and you'll find better flow :D. right. i don't need to put more tense of forcing players keep pressing dash
01:35:819 (8,1) - HDash? Current flow also feels a bit awkward no room to make HDash for this and next one :/
01:40:132 (4) - x:144 you really love to reduce the tense for these kind of notes huh :D
01:40:694 (2) - lean a bit, you can also consider HDash at 01:40:694 (2,3). leaned(?) and added HDash
01:42:757 (3,4,5,6) - try move this to x:272 to increase two HDashes and a more confortable flow. don't wanna put HDash on this :/
Other parts seems fine to me.

Nice map with clean and beautiful patterns. Good luck with this set~ thanks a lot <3
thanks exam. i might gonna do m4m again in the future :D
SYAHME

examination wrote:

m4m as requested~
[General]
The HP of Rain diff is 5.7, though I don't know why it's this number, but isn't 5.5 or 6 better?
SYAHME's diffs are not hitsounded, don't be lazy. - I'm lazy
Artist should be M2U & NICODE feat. Guriri & Lucy.
Preview point should be at 00:43:507.
[SYAHME's Salad]
00:21:382 (6,1) - Actually you need a much larger ds to emphasize the finish. - I don't want to make such a larger dash on this anti-flow pattern, might be hard for salad players.
00:28:319 (4,5) - same, no reason to use same distance here. - Okay, change into a new pattern to emphasize the strong beat on 5.
00:40:132 (3) - make it only a circle? - Why?
00:49:319 (3,1) - dash here instead of 00:49:038 (2,3). - Okay, make 00:49:038 (2) - this note closer to 00:49:319 (3) - this note.
00:49:319 (3) - I guess this note should be at 00:49:413? - It doesn't make sense.
00:54:382 (1,2,3,1) - A bit confusing here, few dashes are used in other parts but suddenly apeears an antiflow and 3 large dashes here, feeling a bit uncomfortable. My suggestion is reconsider 00:54:944 (2). - Okay, make 00:54:944 (2) - this note completely horizontal.
01:01:413 - since you make similar patterns before, add a note here? - Nice, added note here.
Generally this diff has nice flows and patterns, but I think you can make more dashes and moves. In most parts, it feels more like a Cup diff. - Thanks for the advice, I will try to add more dashes and moves on the suitable part.

Update link: https://puu.sh/txUWr/7e278a2d5f.txt
[SYAHME's Platter]
00:04:507 (6) - NC? imo you need to emphasize this by adding ds, while decreasing some ds in other parts. - You don't need a dash to catch this note on slow section.
00:07:507 (4) - NC too, and dash. - ^.
00:55:319 (3) - Not feeling good here, I prefer you split into two sliders and make sure at least a dash is used on 00:55:507. - I agree with you, change into a new pattern by splitting the slider.
01:11:632 - make a unique circle here? The current pattern can't express the clap here. - I don't have any idea how to express the clap here, can you can suggest one to me?
01:20:257 (2) - ctrl+G and only make a HDash at 01:20:257 (2,3)? - Sorry, I like the current pattern.
01:22:600 (1) - Not going well with the flow, make it a horizontal slider and heading left. Also move to x:168 to make this easier. - Okay but move at x:152.
01:26:069 (1,2,3,4) - I don't think it's a good flow, try to use curves like other patterns. - Let say I want to make some varieties.
01:31:788 (11) - I can't see the meaning of its existence, you may delete this and make a 1/2 pattern here. - Why? I can hear a beat here.
01:36:475 (1) - similar as above, horizontal - I think I will keep this because the vertical slider didn't have a hyperdash.
01:37:787 (7) - delete this too - Why?
01:38:632 (7) - make this a slider, extends it to 01:38:913, then delete this reverse 01:38:819 (1) and make a new 1/2 slider at 01:39:007. - Sorry, I think this is the suitable timeline to express the sound.
01:43:132 (6) - A bit far away, x:88 - I actually avoid from making a 1/4 dash on platter even though the sound is strong.
01:51:006 (4) - 01:51:756 (8) - dashes - I followed the beat sound in the background.
01:54:006 (4) - 01:54:756 (8) - dashes - ^.
02:02:257 (1,2,3,4,5,6) - dashes suddenly abused here, reduce some - Okay, reduce a little bit.

Update link: https://puu.sh/ty0j6/69032bf616.txt

Nice map with clean and beautiful patterns. Good luck with this set~ - Ayyy, thanks.
Thanks for the mod.
Topic Starter
Hunter Howl
updated (removed the widescreen support & epilepsy warning)
Kyouren
Actually used only M2U as Artist is valid because they following from Deemo Soundtrack :3

Following from the game or soundtrack it's valid
SYAHME

KittyAdventure wrote:

Actually used only M2U as Artist is valid because they following from Deemo Soundtrack :3

Following from the game or soundtrack it's valid
Time to re-qualified :p
wonjae
placeholder
wonjae
salad
just some random things about distance and emphasis with the music.

00:09:007 (1) - increase the distance because of the increased pitch of the vocals?

00:12:007 (3) - same thing as last time, i would increase the distance because of the louder noise this part has. also has some weird piano noise in the background lol

00:21:757 (1) - Honestly, it might just be me but i think the slider goes to the rhythm more if it ended at 00:22:132

00:36:757 (3) - also should have increased distance because of the loud vocals.

00:40:507 (4) - same thing as above

00:43:507 (4) - same as above (this one because its the start of when the drums are getting noticable.)

01:25:319 (4,5) - i think it would look better if they were both vertical sliders or both horizontal. not one vertical and one horizontal

01:32:632 (3) - feels off when you have a random vertical slider. cuts off flow in my opinion.

wew

platter
00:12:007 (3,4) - I think you can increase the distance between these two sliders.

00:27:757 (2) - ehhhh this feels really weird and out of place for me because it has no movement.

00:40:132 (3,4) - Maybe increase the distance here to a required dash?

00:50:257 (2,1) - i think that one of these hypers should be lost, having two hypers this close might make the diff a bit hard or disorientating.

I also think that the kiai might be a little bit too hard as there is alot of hyperdashes. Remember that the platters are supposed to be an intro to hypers so i would advise using them in moderation in places where it is absolutely needed.

rain
00:05:257 (2,3) - increase the distance between these for consistancy

00:18:757 (1,2) - tbh i think that the distance between these two should be increased. maybe make (2) to x=400

01:06:007 (1) - make a hyper to this note?

01:41:632 (5,1) - increase distance?

01:50:819 (7,1) - aaa i dont think a hyper should be here.

wew. good rain
Topic Starter
Hunter Howl

Paranoid Grapes wrote:

rain
00:05:257 (2,3) - increase the distance between these for consistancy yea sure

00:18:757 (1,2) - tbh i think that the distance between these two should be increased. maybe make (2) to x=400 might cause miss for some rain players out there so no need to give Dash between

01:06:007 (1) - make a hyper to this note? there's no room atm :/

01:41:632 (5,1) - increase distance? had to re-arrange previous notes lol

01:50:819 (7,1) - aaa i dont think a hyper should be here. HDash stanza stuff so i'll keep this :/

wew. good rain weww. thanks
Thanks PG. waiting for SYAHME to apply your mod before update this
SYAHME
Will reply later because I have to fix on exam's mod. I actually send a wrong update to you then I have to fix that again(platter only).
Topic Starter
Hunter Howl

SYAHME wrote:

Will reply later because I have to fix on exam's mod. I actually send a wrong update to you then I have to fix that again(platter only).
Ok then. Take your time to fix your diff :) meanwhile i'm gonna play granblue fantasy

updated rain diff for now
Setomi
Stumbled across this map and felt like I wanted to mod this
[SYAHME's Salad]

Seems like all good to me
[Rain]

00:17:632 (1,2,3,4) - Don't think there should be a jump here considering the music doesn't really allow it, connect this part back to the previous pattern and save the jump for this 00:18:007 (1) -
00:52:507 (1,2,3,4,5,6,7,8) - Consider reducing spacing slightly on these considering 00:46:507 (1,2,3,4,5,6,7,8) - was a bit calmer pattern
00:59:069 (4) - Don't think this should be spaced as much considering the low sound it's on
01:12:007 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - A bit awkward movement here, make sure you're following the music appropriately

For the kiai time I suggest you read the kiai part on the Farwell mod and use the same mindset on the kiai here
[Farwell]

00:04:132 (4) - x:144
00:07:882 (2) - x:208
00:09:007 (1,2,3) - Since you're following vocals for patterning I'd suggest you convert these into slider, either ending at (3) or the red tick before keeping three
00:14:257 (4,5,6,7) - Consider moving this pattern a bit more to the left x:240~ since the piano sounds are quite low here
00:15:944 (6) - Since the previous circles has been very vertical (1,2,3,4,5) I think it would fit good with (6) having a horizontal angle from left to right
I think you could make a full stream between 00:22:649 - 00:23:257 - since you've just that over here 00:24:007 (1,2,3,4,5,6,7,1) - which creates a nice consistency pattern

00:54:757 (3,4) - Make this more vertical, something like this could work
01:10:507 (1,2,3,4,5,6,1,2,3,4,5) - I would consider making this stream more vertical consider how horizontal the previous pattern was 01:09:007 (1,2,3,4,5,6,7,8) - and it would make a good contrast between the two

In the kiai time is where it falls apart a bit and let me explain why. The kiai time lacks emphasize which is very important in songs like this or else it falls flat and becomes bland.
The reason for this is that you're mostly just using one type of movement which is back and forth horizontal patterns. In ctb you use vertical movement, horizontal movement, anti-flows & short to long spacing to create emphasize between patterns because it adds new movement to the song.
If done correctly you'll have an amazing map which feels and flows great for the players and would in most cases be considered 'well done' by your mapping peers. You mostly use only one of these emphasization techniques which creates the feeling that you play the same thing over and over again.
I'll go over a few points in the kiai and give you suggestion but I would suggest you look over the map yourself and train on adding different movements.

01:19:413 (3) - I'd suggest moving this to x:203~ to break flow creating 'anti-flow' and it also creates a slightly more difficult pattern forcing the player to have precise movement with the dash
01:22:507 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Currently this whole pattern consists of only horizontal back and forths creating 0 emphasize for the song. I'd suggest you going over this yourself but here are some suggestions

01:22:694 (2) - Could be a vertical slider (and moved appropriatly ofc)
01:23:444 (5) - This could be ctrl + g and moved to x:260~
01:24:757 (4,5,6) - These could be mapped vertical with a slight tilt to create a stop movement similar to the vertical slider which is also a way to emphasize. A lot of movement vs low movement can be used a good contrast to create emphasize
I think you should add circle at 01:25:038 & 01:25:600 because they are both synth heavy sounds and you could use the circles to create new movements
01:27:007 (1) - Think this is a bit too far away consider moving more to the right and bring the pattern with you if needed
01:29:444 (4) - Could ctrl + g this and have it around x:108~
01:30:757 (3,4,5,6,1,2,3) - This pattern only consists of back and forths, consider adding new movement here

I mapped a bit on the kiai myself so I'll provide .osu file you can download and insert and see how I did it for some inspiration here

You can call me back if you found the mod helpfull and I'll come back and mod it once again at a later time. Good luck!
SYAHME
I will reply and give you the updated diffs today, thanks

Paranoid Grapes wrote:

salad
just some random things about distance and emphasis with the music. - Okay

00:09:007 (1) - increase the distance because of the increased pitch of the vocals? - Actually, I want this part free of dashes, so I will keep it until another modders mention this.

00:12:007 (3) - same thing as last time, i would increase the distance because of the louder noise this part has. also has some weird piano noise in the background lol - ^.

00:21:757 (1) - Honestly, it might just be me but i think the slider goes to the rhythm more if it ended at 00:22:132 - Okay, make the reverse slider ended 00:22:132 - here.

00:36:757 (3) - also should have increased distance because of the loud vocals. - Okay, increase the distance.

00:40:507 (4) - same thing as above - ^.

00:43:507 (4) - same as above (this one because its the start of when the drums are getting noticable.) - ^.

01:25:319 (4,5) - i think it would look better if they were both vertical sliders or both horizontal. not one vertical and one horizontal - Sorry, it is called variety.

01:32:632 (3) - feels off when you have a random vertical slider. cuts off flow in my opinion. - Why? I think the flow is better with the vertical slider.

wew - wew, perfect diff

platter
00:12:007 (3,4) - I think you can increase the distance between these two sliders. - Sorry, to me the vocal isn't that strong.

00:27:757 (2) - ehhhh this feels really weird and out of place for me because it has no movement. - I make it on purpose.

00:40:132 (3,4) - Maybe increase the distance here to a required dash? - It already have a dash movement.

00:50:257 (2,1) - i think that one of these hypers should be lost, having two hypers this close might make the diff a bit hard or disorientating. - Change into different pattern.

I also think that the kiai might be a little bit too hard as there is alot of hyperdashes. Remember that the platters are supposed to be an intro to hypers so i would advise using them in moderation in places where it is absolutely needed. - I think the hyperdashes is not too hard or a lot.

Setomi wrote:

Stumbled across this map and felt like I wanted to mod this
[SYAHME's Salad]

Seems like all good to me - Thanks

You can call me back if you found the mod helpfull and I'll come back and mod it once again at a later time. Good luck!
Thanks for the mod.
Topic Starter
Hunter Howl

Setomi wrote:

Stumbled across this map and felt like I wanted to mod this
[Rain]

00:17:632 (1,2,3,4) - Don't think there should be a jump here considering the music doesn't really allow it, connect this part back to the previous pattern and save the jump for this 00:18:007 (1) - there seems to be no problem with this as this helps player get the feeling OF HDash before the intense part of music comes. i'll keep this
00:52:507 (1,2,3,4,5,6,7,8) - Consider reducing spacing slightly on these considering 00:46:507 (1,2,3,4,5,6,7,8) - was a bit calmer pattern the tone of the first one that you pointed is higher than the second one you pointed so i decided increased the note of 1 and 7 a bit farther
00:59:069 (4) - Don't think this should be spaced as much considering the low sound it's on 'kay then. reduced
01:12:007 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - A bit awkward movement here, make sure you're following the music appropriately hope i rearranged it way better

For the kiai time I suggest you read the kiai part on the Farwell mod and use the same mindset on the kiai here
[Farwell]

00:04:132 (4) - x:144 sure
00:07:882 (2) - x:208 240 instead
00:09:007 (1,2,3) - Since you're following vocals for patterning I'd suggest you convert these into slider, either ending at (3) or the red tick before keeping three that was the mirrored pattern from previous :/
00:14:257 (4,5,6,7) - Consider moving this pattern a bit more to the left x:240~ since the piano sounds are quite low here sure. and moved the next one
00:15:944 (6) - Since the previous circles has been very vertical (1,2,3,4,5) I think it would fit good with (6) having a horizontal angle from left to right the movement might a bit awkward
I think you could make a full stream between 00:22:649 - 00:23:257 - since you've just that over here 00:24:007 (1,2,3,4,5,6,7,1) - which creates a nice consistency pattern i don't hear any piano at 00:22:600 - tbh. and i've added some more notes at 00:23:725 -

00:54:757 (3,4) - Make this more vertical, something like this could work it breaks the movement flow :/
01:10:507 (1,2,3,4,5,6,1,2,3,4,5) - I would consider making this stream more vertical consider how horizontal the previous pattern was 01:09:007 (1,2,3,4,5,6,7,8) - and it would make a good contrast between the two although you had the great idea, this stream would look boring and it makes more like a rain instead of overdose

In the kiai time is where it falls apart a bit and let me explain why. The kiai time lacks emphasize which is very important in songs like this or else it falls flat and becomes bland.
The reason for this is that you're mostly just using one type of movement which is back and forth horizontal patterns. In ctb you use vertical movement, horizontal movement, anti-flows & short to long spacing to create emphasize between patterns because it adds new movement to the song.
If done correctly you'll have an amazing map which feels and flows great for the players and would in most cases be considered 'well done' by your mapping peers. You mostly use only one of these emphasization techniques which creates the feeling that you play the same thing over and over again.
I'll go over a few points in the kiai and give you suggestion but I would suggest you look over the map yourself and train on adding different movements.

01:19:413 (3) - I'd suggest moving this to x:203~ to break flow creating 'anti-flow' and it also creates a slightly more difficult pattern forcing the player to have precise movement with the dash temporarily changed. if anyone has objection with this then i'll revert it
01:22:507 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Currently this whole pattern consists of only horizontal back and forths creating 0 emphasize for the song. I'd suggest you going over this yourself but here are some suggestions

01:22:694 (2) - Could be a vertical slider (and moved appropriatly ofc) nah it's already good
01:23:444 (5) - This could be ctrl + g and moved to x:260~ that'll be harsh imo
01:24:757 (4,5,6) - These could be mapped vertical with a slight tilt to create a stop movement similar to the vertical slider which is also a way to emphasize. A lot of movement vs low movement can be used a good contrast to create emphasize no. i intended to make the part you've pointed a dashy ones. but managed to tilt the previous slider to vertical ones. i think it suits better
I think you should add circle at 01:25:038 & 01:25:600 because they are both synth heavy sounds and you could use the circles to create new movements i hate overmapping so sorry
01:27:007 (1) - Think this is a bit too far away consider moving more to the right and bring the pattern with you if needed moved 01:27:007 (1,2) - a little to right
01:29:444 (4) - Could ctrl + g this and have it around x:108~ i hate harsh ones :/ so nope
01:30:757 (3,4,5,6,1,2,3) - This pattern only consists of back and forths, consider adding new movement here again temporarily changed at 01:31:225 (5,6) -

I mapped a bit on the kiai myself so I'll provide .osu file you can download and insert and see how I did it for some inspiration here

You can call me back if you found the mod helpfull and I'll come back and mod it once again at a later time. Good luck!
thanks. although you provide the great mod i had to reject some because you're intending to make this more challenging but all i want is a nice and has movement. i'll call you next time

Everything Updated. now i need to look for some modder to mod this again
Mamat

General

  1. Remove "boss" and "song" tags from every diff.
  2. Don't leave 02:10:600 - 02:29:472 empty, at least add some notes in it.

SYAHME's Salad


  1. 00:50:819 (2) - Unnecessary note.

SYAHME's Platter

  1. 00:36:569 (5) - Unnecessary note.
  2. 00:49:319 (4) - Make this as first new combo.

Rain


  1. 00:23:069 (4,5,6,7,8) - Relocate the objects to make a correct length of spacing.
  2. 00:42:569 (2) - Unnecessary note but if you want make it as conjugation of sliders, then it's okay.
  3. 00:46:507 (1) - Relocate this object to make same distance with next combo.
  4. 00:47:819 (8) - Relocate this object to make same distance with previous combo.
  5. 01:55:975 (2,3,4,5) - Respace these objects.

Farewell


  1. 00:15:569 (4,5) - Respace these notes to make it similar with previous combo.
  2. 01:27:663 (4) - Unnecessary note.
  3. 02:08:257 (1) - Remove this spinner and add more note stream for example croiX Overdose diff.

----------------------------------------------------------------------Mod Done----------------------------------------------------------------------
Topic Starter
Hunter Howl

willia02 wrote:

General

  1. Remove "boss" and "song" tags from every diff. need some confirmation before changing this
  2. Don't leave 02:10:600 - 02:29:472 empty, at least add some notes in it. this isn't required. the ending like this one can be avoided to make the ending like an applause

Rain


  1. 00:23:069 (4,5,6,7,8) - Relocate the objects to make a correct length of spacing. i don't see anymore needs to rearrange this
  2. 00:42:569 (2) - Unnecessary note but if you want make it as conjugation of sliders, then it's okay. it follows the vocal
  3. 00:46:507 (1) - Relocate this object to make same distance with next combo. it's pretty much HDash O_o
  4. 00:47:819 (8) - Relocate this object to make same distance with previous combo. ^
  5. 01:55:975 (2,3,4,5) - Respace these objects. temporarily curved heading right side

Farewell


  1. 00:15:569 (4,5) - Respace these notes to make it similar with previous combo. the tone of piano is lower so adding movement might bring awkwardness
  2. 01:27:663 (4) - Unnecessary note. listen carefully again. there's a synth-like sound
  3. 02:08:257 (1) - Remove this spinner and add more note stream for example croiX Overdose diff. the spinner is supposed to be the ending of this map. i don't see any reason to replace it with stream O_o

----------------------------------------------------------------------Mod Done----------------------------------------------------------------------
you should practice more of your modding skills and look at more aspects. don't just look in 1 part. thanks anyway
Kyouren
This song can play on Deemo after you finsihing playing Deemo until credit end and Myosotis is Boss chapter :3 (like Magnolia case)
SYAHME

willia02 wrote:

General

  1. Remove "boss" and "song" tags from every diff.
  2. Don't leave 02:10:600 - 02:29:472 empty, at least add some notes in it. - Not necessary to map here.

SYAHME's Salad


  1. 00:50:819 (2) - Unnecessary note. - I followed the vocal here.

SYAHME's Platter

  1. 00:36:569 (5) - Unnecessary note. - I followed the piano here.
  2. 00:49:319 (4) - Make this as first new combo. - Sorry, it already perfect.

----------------------------------------------------------------------Mod Done----------------------------------------------------------------------
Thanks for the mod.
JBHyperion
M4M

General
  1. SYAHME's diffs don't have hitsounds which makes me sad ):

SYAHME's Salad
  1. 00:19:507 (1,2,3,4,5,6) - Little variation in movement makes this kinda boring to play. Try varying up the flow and distancing here
  2. 00:28:507 (5) - This would be much better as slider and circle, so that you can add more movement for emphasis
  3. 00:37:132 (3) - NC here please, this goes over more than 2 measures
  4. 00:49:038 (2) - Odd choice to use a 1/4 kickslider here when you didn't map any 1/4 patterns before this. A 1/2 pattern here would be more fitting. Same applies to 01:01:038 (2) -
  5. 00:54:007 (4,1) - Swap NC to emphasise the downbeat more effectively
  6. 00:54:382 (1,2,3,1) - Dash into vertical pattern into walk into expected dash... but is actually another walk. The flow is really broken here and (1) needs to be emphasised much more. Try something like this - https://osu.ppy.sh/ss/7424319
  7. 01:13:507 (1) - NC seems unnecessary given your previous patterning
  8. 01:14:632 - I'd add a circle here, since the vocal is noticeably stronger than at 01:13:132 -
  9. 01:18:757 - Having increased density for the kiai is cool to reflect the wub section, but there are no dashes. At all. This is the most intense part of the song, and some sounds like 01:24:288 (1) - 01:28:694 (3) - 01:40:694 (1) - could really use more emphasis
  10. 01:18:757 (1) - Not sure why you ended this on 3/4, the sound clearly finishes on the white tick
  11. 01:42:382 (3,1) - Swap NC to emphasise kiai end better
  12. 01:51:007 (4,1) - Swap NC for better downbeat emphasis, same applies to 01:54:006 (4,1) - Note that for the second you'll have to NC 01:55:132 (5) - as well if you do this, to avoid that combo becoming unreasonably long
  13. 01:51:757 (3,4,5,6) - Try these as a wiggle instead of a straight line, since the music changes pitch quickly here, and 01:50:444 (1,2,3,4,5,1,2,3,4,5,6) - is currently quite repetitive
  14. 01:58:507 (1,2,3,4,5,6,1,2,3,4,5,6) - Not sure why you used such a high note density here, the similar calm vocal sections were mapped with mostly 1/1 e.g. 00:44:257 - so this feels very unfitting

SYAHME's Platter
  1. 00:11:257 (1,3) - Swap NC to maintain vocal sectioning from your previous patterns. The pitch increase is noticeable here
  2. 00:21:569 (1) - Why is the strong drum sound mapped to a slider end? The parity change is very confusing to play. 00:21:569 (1,2) - As circle and 1/2 repeat slider would follow much better
  3. 00:27:757 (2) - This curve offers no movement due to low SV. Making it linear and angled would create a cool wiggle pattern
  4. 00:30:569 (1) - This piano doesn't start until the blue tick at 00:30:663 -
  5. 00:33:944 (2,3,4) - Streamed dash is really unexpected in such a calm part. Consider making this walkable
  6. 00:37:694 (3,4) - Hyper into antiflow is unrankabkle in Platter difficulties. Please make (4) a ")" shape, or at least make the start of the slider more vertical
  7. 00:44:819 (1) - Why jump on the weaker red tick and not the drum+vocal white tick? This early jump is very unexpected
  8. 00:48:007 (5,1,2) - Suffers from a similar problem as 00:54:382 (1,2,3,1) in the Salad, but here also you confuse the player with a missing jump on 00:48:757 - for the strong drum sound. Split (2) into a pair of circles with dash between them instead
  9. 00:54:382 (1,2) - More parity issues, you're ignoring a strong sound, only to then add hdash to a weak one
  10. 00:54:382 (1,2,3,4) - Triple hyper in a Platter is a serious no-go. Make (1,2,3) regular dashes instead, and remove the sudden direction change at 00:55:507 (4,1) - also
  11. 00:55:507 (4,1) - Swap NC to emphasise the downbeat more
  12. 00:57:007 (3,1) - Weird comboing going on here, swap NC on these and add NC to 00:58:507 (3) - instead
  13. 01:19:319 (3,4,5,6,7,8) - Overmapped, there's no consecutive 1/4 rhythm here unless you're following both synth and drums, which seems unnecessary anyway. At the very least, (8) should be removed as it maps nothing
  14. 01:19:882 (1,2,3) - Double hyper, antiflow, yeah I shouldn't need to explain further why this needs to be changed. These antiflow hypers crop up a lot, and you'll need to fix them all - see 01:22:600 (1,2) - 01:29:069 (5,6) - for some examples
  15. 01:28:319 (4) - Really, why is 01:28:694 - so underemphasised? It's one of the strongest sounds in the entire song, yet you mapped it as a slider repeat?
  16. 01:31:132 (4,5,6,7,8,9,10,11,12) - Overmapped again. (4) maps nothing and following two rhythms at once is confusing to follow
  17. 01:34:038 (6,7,1) - Tap dash antiflow is really awkward to play here, Platter players will likely struggle with this a lot. Try something without one of the direction changes
  18. 01:37:225 (1,2,3,4,5,6,7,8) - ^
  19. 01:50:444 (1,2,3,4,5,6,7,8,9,10,11) - Lazy patterning that totally disregards the song. You could easily have given (4,8) jumps to emphasise their strength, which would mean you could NC (4) instead of 01:50:444 (1) - and maintain more sensible combo lengths as well
  20. 01:56:350 (6) - This isn't mapping anything either

Rain
  1. HP6 please - decimal HP values only round up in osu!catch, so this is kinda misrepresentative at the moment
  2. 00:17:538 (8,1) - 00:17:913 (4,1) - Unexpectedly strong for the music being mapped. Moving 00:17:632 (1,2,3,4) - to x-280 feels more fitting
  3. 00:19:132 (2) - Should be snapped to 1/6 if you're following the piano. Be aware that a 1/6 hyper between 00:19:132 (2,1) - is unrankable at this BPM, so you might want to map this with only 5 sounds instead of 6, or think of a different pattern here
  4. 00:21:007 (1,3) - Would certainly expect a hyper to (3) if there's one to (1), just based on sound intensity. Try reversing the spacing on these two
  5. 00:27:569 (2,3) - As above, expected hdash here
  6. 00:36:569 (2,3) - Hyper feels more fitting here than either 00:35:819 (6,1) - or 00:37:319 (4,1) -
  7. 01:00:944 (4,5) - Expected a 1/4 triplet here for consistency with 00:48:944 (4,5,6) -
  8. 01:03:007 (1,2,3) - As before, would expect (3) to have a hyper for the drum+vocal considering (2) has a hyper and is an equally prominent sound
  9. 01:13:507 (1,2,3,4) - Did not expect these to require dash after the hyper, especially considering the previous patterns were all walkable and this is a similar set of sounds. (2,4) could be moved left slightly to provide better flow
  10. 01:28:507 (1,2) - Would like to see a hyper here for the unique synth sound
  11. 01:36:007 (1,2,3) - Not having a direction change here makes these very easy to overshoot. Try moving (3) to the left side, or use a more horizontal pattern to maintain flow
  12. 01:40:507 (1) - ^ consider splitting this into two circles to give that synth sound more emphasis
  13. 01:49:507 (1,2) - Flowstop isn't exactly awkward, but does feel a bit unnecessary. I'd increase the spacing a bit here

Farewell
  1. 00:13:507 (1,2,3,4,5,6,7) - Firstly, this is kind of an awkward flowstop where barely anything happens, and secondly it's mapped to nothing. A spinner or long slider would fit better here, giving the piano at 00:15:007 (1) - more emphasis
  2. 00:16:319 - Any reason why you chose to skip this 1/2 piano sound? Seems a bit of a random pattern breaker
  3. 00:18:757 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - Should be snapped to 1/6, not 1/8
  4. 00:21:757 (3) - 1/2 beat is noticeable here, consider a 1/2 repeat slider or 3 circles to cover the sound
  5. 00:36:007 (1,2,3) - Similar concerns as on Platter, hdash parity is wrongly placed here
  6. 00:38:257 (3) - Fitting place for a hyper imo
  7. 00:51:382 (2,3) - Missing hyper, strength easily comparable to 00:51:007 (1,2) -
  8. 00:58:507 (1,2) - (2) is a weak sound, so I don't know why you'd have such a high spacing here
  9. 01:10:507 (1,2,3,4,5,6,1,2,3,4,5) - Strange jump placement here, the sounds follow a 4 beat pattern, but you chose to jump on weaker red ticks like 01:10:694 (2,6) - Jumps fit better to the white ticks for ease of following the rhythm and emphasis
  10. 01:28:507 (1) - Same advice as in Rain, this would sound so much better separated with a hyper to that synth sound. You could do something similar to the pattern you used at 01:40:507 (1,2) -
Hope these suggestions help. Good luck! (:
Topic Starter
Hunter Howl
WIP

JBHyperion wrote:

M4M

General
  1. SYAHME's diffs don't have hitsounds which makes me sad ): me too :'(


Rain
  1. HP6 please - decimal HP values only round up in osu!catch, so this is kinda misrepresentative at the moment hope this won't break HP spread
  2. 00:17:538 (8,1) - 00:17:913 (4,1) - Unexpectedly strong for the music being mapped. Moving 00:17:632 (1,2,3,4) - to x-280 feels more fitting right. piano is kinda lower
  3. 00:19:132 (2) - Should be snapped to 1/6 if you're following the piano. Be aware that a 1/6 hyper between 00:19:132 (2,1) - is unrankable at this BPM, so you might want to map this with only 5 sounds instead of 6, or think of a different pattern here imo 1/4 is good enough. if i ever put 1/6 it's kinda crowded
  4. 00:21:007 (1,3) - Would certainly expect a hyper to (3) if there's one to (1), just based on sound intensity. Try reversing the spacing on these two the piano at (1)'s tail is high and HDash kinda not needed
  5. 00:27:569 (2,3) - As above, expected hdash here ^
  6. 00:36:569 (2,3) - Hyper feels more fitting here than either 00:35:819 (6,1) - or 00:37:319 (4,1) - agreed. and reduced the distance of the rest
  7. 01:00:944 (4,5) - Expected a 1/4 triplet here for consistency with 00:48:944 (4,5,6) - sure
  8. 01:03:007 (1,2,3) - As before, would expect (3) to have a hyper for the drum+vocal considering (2) has a hyper and is an equally prominent sound i hope the Hypers weren't overused here
  9. 01:13:507 (1,2,3,4) - Did not expect these to require dash after the hyper, especially considering the previous patterns were all walkable and this is a similar set of sounds. (2,4) could be moved left slightly to provide better flow 'kay then. reduced
  10. 01:28:507 (1,2) - Would like to see a hyper here for the unique synth sound 'kay
  11. 01:36:007 (1,2,3) - Not having a direction change here makes these very easy to overshoot. Try moving (3) to the left side, or use a more horizontal pattern to maintain flow decided to tilt (2) horizontally 'cuz of synth(?)
  12. 01:40:507 (1) - ^ consider splitting this into two circles to give that synth sound more emphasis i'm confused of what should i do with this. i'll consider for now (tilted heading left side)
  13. 01:49:507 (1,2) - Flowstop isn't exactly awkward, but does feel a bit unnecessary. I'd increase the spacing a bit here increased to have move movement on (1)

Farewell
  1. 00:13:507 (1,2,3,4,5,6,7) - Firstly, this is kind of an awkward flowstop where barely anything happens, and secondly it's mapped to nothing. A spinner or long slider would fit better here, giving the piano at 00:15:007 (1) - more emphasis but i do hear some piano sound which goes higher on each note of this part si i feel neccesary to map it here
  2. 00:16:319 - Any reason why you chose to skip this 1/2 piano sound? Seems a bit of a random pattern breaker first time i mapped it, i didn't hear anything so now added a note
  3. 00:18:757 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - Should be snapped to 1/6, not 1/8 done
  4. 00:21:757 (3) - 1/2 beat is noticeable here, consider a 1/2 repeat slider or 3 circles to cover the sound barely hearable by me though. added anyway
  5. 00:36:007 (1,2,3) - Similar concerns as on Platter, hdash parity is wrongly placed here tilted (4) (previous stanza)
  6. 00:38:257 (3) - Fitting place for a hyper imo right. to keep consistency from rain
  7. 00:51:382 (2,3) - Missing hyper, strength easily comparable to 00:51:007 (1,2) - 'kay
  8. 00:58:507 (1,2) - (2) is a weak sound, so I don't know why you'd have such a high spacing here somehow i feel like the movement like this is kinda needed. but eh, i'll consider it
  9. 01:10:507 (1,2,3,4,5,6,1,2,3,4,5) - Strange jump placement here, the sounds follow a 4 beat pattern, but you chose to jump on weaker red ticks like 01:10:694 (2,6) - Jumps fit better to the white ticks for ease of following the rhythm and emphasis yeah i know but it's better to make a little variety on stream like this. don't wanna make it look dull and harsh
  10. 01:28:507 (1) - Same advice as in Rain, this would sound so much better separated with a hyper to that synth sound. You could do something similar to the pattern you used at 01:40:507 (1,2) - divided into slider and note with Hyper
Hope these suggestions help. Good luck! (:
Thanks a lot JBH! now i should start looking for BNs

updated Rain & Farewell. waiting for SYAHME before start looking BNs
SYAHME
I will respond this weekend, tbh my diffs need more mods before you call BNs lol. I need to finish the hitsound too, if hitsound is an optional, I will skip hitsounding my diff xp
Topic Starter
Hunter Howl

SYAHME wrote:

I will respond this weekend, tbh my diffs need more mods before you call BNs lol. I need to finish the hitsound too, if hitsound is an optional, I will skip hitsounding my diff xp
'kay then. just take your time for it
Pachiru
Good luck for rank! Nice song choice ^3^.

1 kudos :)
SYAHME

Pachiru wrote:

Good luck for rank! Nice song choice ^3^.

1 kudos :)
Thank you

Use the same slider tick rate on every difficulty as it is a property of the music rather than the mapping. However, lower difficulties may use lower tick rates to reduce accuracy requirements for newer players, providing they still follow the rhythm of the song.
I have to use the slider tick 1 for newer players, it means that you have to use the same slider tick too.
Topic Starter
Hunter Howl

Pachiru wrote:

Good luck for rank! Nice song choice ^3^.

1 kudos :)
thanks a lot!! :D

SYAHME wrote:

Use the same slider tick rate on every difficulty as it is a property of the music rather than the mapping. However, lower difficulties may use lower tick rates to reduce accuracy requirements for newer players, providing they still follow the rhythm of the song.
I have to use the slider tick 1 for newer players, it means that you have to use the same slider tick too.
i think Slider tick 2 is fine for my diffs since at some parts of the song since i could hear "lower piano" on 1/1 sliders (especially around 1/3+ and dnb parts). but i'll change both of my diffs' tick rate to 1 if it's unrankable atm
SYAHME

JBHyperion wrote:

M4M

General
  1. SYAHME's diffs don't have hitsounds which makes me sad ): - I'm happy

SYAHME's Salad
  1. 00:19:507 (1,2,3,4,5,6) - Little variation in movement makes this kinda boring to play. Try varying up the flow and distancing here - Nice, done.
  2. 00:28:507 (5) - This would be much better as slider and circle, so that you can add more movement for emphasis - I like this pattern, so no change for now.
  3. 00:37:132 (3) - NC here please, this goes over more than 2 measures - Nice, done.
  4. 00:49:038 (2) - Odd choice to use a 1/4 kickslider here when you didn't map any 1/4 patterns before this. A 1/2 pattern here would be more fitting. Same applies to 01:01:038 (2) - Okay, done.
  5. 00:54:007 (4,1) - Swap NC to emphasise the downbeat more effectively - Nice, done.
  6. 00:54:382 (1,2,3,1) - Dash into vertical pattern into walk into expected dash... but is actually another walk. The flow is really broken here and (1) needs to be emphasised much more. Try something like this - https://osu.ppy.sh/ss/7424319 - Nice, done.
  7. 01:13:507 (1) - NC seems unnecessary given your previous patterning - Nice, done.
  8. 01:14:632 - I'd add a circle here, since the vocal is noticeably stronger than at 01:13:132 - Nice, done but I add both vocal sound.
  9. 01:18:757 - Having increased density for the kiai is cool to reflect the wub section, but there are no dashes. At all. This is the most intense part of the song, and some sounds like 01:24:288 (1) - 01:28:694 (3) - 01:40:694 (1) - could really use more emphasis - I will fix this.
  10. 01:18:757 (1) - Not sure why you ended this on 3/4, the sound clearly finishes on the white tick - I hear the beat end before the white tick, so I need to think again.
  11. 01:42:382 (3,1) - Swap NC to emphasise kiai end better - Okay, done but fixed according to mine.
  12. 01:51:007 (4,1) - Swap NC for better downbeat emphasis, same applies to 01:54:006 (4,1) - Note that for the second you'll have to NC 01:55:132 (5) - as well if you do this, to avoid that combo becoming unreasonably long - Okay, done but fixed according to mine.
  13. 01:51:757 (3,4,5,6) - Try these as a wiggle instead of a straight line, since the music changes pitch quickly here, and 01:50:444 (1,2,3,4,5,1,2,3,4,5,6) - is currently quite repetitive - I will fix this.
  14. 01:58:507 (1,2,3,4,5,6,1,2,3,4,5,6) - Not sure why you used such a high note density here, the similar calm vocal sections were mapped with mostly 1/1 e.g. 00:44:257 - so this feels very unfitting - I will fix this.
SYAHME's Salad
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 43507
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
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LetterboxInBreaks: 0
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[Metadata]
Title:Myosotis
TitleUnicode:Myosotis
Artist:M2U
ArtistUnicode:M2U
Creator:Hunter Howl
Version:SYAHME's Salad
Source:Deemo
Tags:Magnolia 2nd Story rayark boss song piano dubstep violin latin symphonic dnb drum'n'bass drum and bass dubstep electronic SQUARE-MUSIQ TMDC @ SQ Lab NICODE Guriri Lucy SYAHME
BeatmapID:1177052
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288,104,110069,2,0,L|336:104,2,32.5
200,104,110444,1,0,0:0:0:0:
120,104,110632,5,0,0:0:0:0:
200,104,110819,1,0,0:0:0:0:
280,104,111007,1,0,0:0:0:0:
360,104,111194,1,0,0:0:0:0:
280,104,111382,5,0,0:0:0:0:
200,104,111569,1,0,0:0:0:0:
120,104,111757,5,0,0:0:0:0:
200,104,111944,1,0,0:0:0:0:
280,104,112132,1,0,0:0:0:0:
360,104,112319,1,0,0:0:0:0:
280,104,112507,6,0,L|144:104,1,130
224,192,113069,2,0,L|272:192,2,32.5
144,136,113444,1,0,0:0:0:0:
86,162,113631,5,0,0:0:0:0:
63,221,113819,1,0,0:0:0:0:
88,280,114006,1,0,0:0:0:0:
147,304,114194,5,0,0:0:0:0:
224,136,114382,1,0,0:0:0:0:
281,162,114569,5,0,0:0:0:0:
304,221,114757,1,0,0:0:0:0:
279,280,114944,1,0,0:0:0:0:
216,304,115132,2,0,L|80:304,1,130
256,192,115882,2,0,L|360:112,1,130
208,112,116632,6,0,L|136:112,1,65
208,112,117007,2,0,L|344:112,1,130
472,192,117757,2,0,L|336:192,1,130
216,192,118507,6,0,L|152:192,1,65
224,112,118882,2,0,L|296:112,1,65
360,112,119257,2,0,L|432:112,1,65
352,48,119632,2,0,L|280:48,1,65
216,48,120007,2,0,P|176:72|224:128,1,130
320,128,120757,2,0,P|360:152|312:208,1,130
192,192,121507,6,0,P|128:216|200:344,1,260
264,344,122444,2,0,L|328:344,1,65
400,344,122819,2,0,L|464:344,1,65
392,264,123194,2,0,L|320:264,1,65
258,264,123569,2,0,L|194:264,1,65
120,264,123944,2,0,L|192:264,2,65
261,88,124507,6,0,P|325:128|245:264,1,260
136,264,125632,1,0,0:0:0:0:
261,88,126007,6,0,P|325:128|245:264,1,260
376,264,127132,1,0,0:0:0:0:
176,264,127507,1,0,0:0:0:0:
256,192,128257,12,0,130507,0:0:0:0:

SYAHME's Platter
  1. 00:11:257 (1,3) - Swap NC to maintain vocal sectioning from your previous patterns. The pitch increase is noticeable here
  2. 00:21:569 (1) - Why is the strong drum sound mapped to a slider end? The parity change is very confusing to play. 00:21:569 (1,2) - As circle and 1/2 repeat slider would follow much better
  3. 00:27:757 (2) - This curve offers no movement due to low SV. Making it linear and angled would create a cool wiggle pattern
  4. 00:30:569 (1) - This piano doesn't start until the blue tick at 00:30:663 -
  5. 00:33:944 (2,3,4) - Streamed dash is really unexpected in such a calm part. Consider making this walkable
  6. 00:37:694 (3,4) - Hyper into antiflow is unrankabkle in Platter difficulties. Please make (4) a ")" shape, or at least make the start of the slider more vertical
  7. 00:44:819 (1) - Why jump on the weaker red tick and not the drum+vocal white tick? This early jump is very unexpected
  8. 00:48:007 (5,1,2) - Suffers from a similar problem as 00:54:382 (1,2,3,1) in the Salad, but here also you confuse the player with a missing jump on 00:48:757 - for the strong drum sound. Split (2) into a pair of circles with dash between them instead
  9. 00:54:382 (1,2) - More parity issues, you're ignoring a strong sound, only to then add hdash to a weak one
  10. 00:54:382 (1,2,3,4) - Triple hyper in a Platter is a serious no-go. Make (1,2,3) regular dashes instead, and remove the sudden direction change at 00:55:507 (4,1) - also
  11. 00:55:507 (4,1) - Swap NC to emphasise the downbeat more
  12. 00:57:007 (3,1) - Weird comboing going on here, swap NC on these and add NC to 00:58:507 (3) - instead
  13. 01:19:319 (3,4,5,6,7,8) - Overmapped, there's no consecutive 1/4 rhythm here unless you're following both synth and drums, which seems unnecessary anyway. At the very least, (8) should be removed as it maps nothing
  14. 01:19:882 (1,2,3) - Double hyper, antiflow, yeah I shouldn't need to explain further why this needs to be changed. These antiflow hypers crop up a lot, and you'll need to fix them all - see 01:22:600 (1,2) - 01:29:069 (5,6) - for some examples
  15. 01:28:319 (4) - Really, why is 01:28:694 - so underemphasised? It's one of the strongest sounds in the entire song, yet you mapped it as a slider repeat?
  16. 01:31:132 (4,5,6,7,8,9,10,11,12) - Overmapped again. (4) maps nothing and following two rhythms at once is confusing to follow
  17. 01:34:038 (6,7,1) - Tap dash antiflow is really awkward to play here, Platter players will likely struggle with this a lot. Try something without one of the direction changes
  18. 01:37:225 (1,2,3,4,5,6,7,8) - ^
  19. 01:50:444 (1,2,3,4,5,6,7,8,9,10,11) - Lazy patterning that totally disregards the song. You could easily have given (4,8) jumps to emphasise their strength, which would mean you could NC (4) instead of 01:50:444 (1) - and maintain more sensible combo lengths as well
  20. 01:56:350 (6) - This isn't mapping anything either
Hope these suggestions help. Good luck! (:
Thanks for the mod.
Topic Starter
Hunter Howl
Updated Salad for now
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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