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FLOWxGRANRODEO - 7 -seven- -TV SIZE -

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Topic Starter
MGM
This map has been deleted on the request of its creator. It is no longer available.
Nikakis
Hard's difficulty :

00:02:313 (3,4) - : Those notes have weird placing,fix it

00:04:166 (3) - : This slider is too long,crop it just like the other sliders that you have placed

00:06:989 (3) - : This slider is kinda akward,make it smaller and add a reverse section just like this https://puu.sh/sWYdl/5a6c0382b8.png

00:07:519 (4) - : This note is akward too,add a simple slider

00:11:931 (1) - : Why New Combo?You have already placed NC on the previous note

00:16:431 (2,3) - Weird placing,Go to View --> Grid level --> and pick the 4th one,then place them exactly under the slider

00:18:813 (5) - : Place the right gray spot like this : https://puu.sh/sWYM6/3b0b0ef765.png

00:55:342 (1) - : Why NC,you have already placed on the previous note

00:56:578 (1) - : ^

01:05:225 (1) - : ^

01:24:813 (1) - : ^

01:27:460 (1) - : ^

01:27:107 (1,1,1) - : ...^


Insane's difficulty :

00:02:313 (2,3) - : Place them exactly under the slider

00:17:048 (3,4,5,6,7) - : Add two more notes on the stream line

00:21:989 (1) - : Why NC?

00:23:048 (7) - : Place this note somewhere else,not on the slider

00:30:284 (9) - : Add NC

00:32:225 (1) - : You have already placed NC on the previous note

00:42:460 (4) - : This note is out of rhythm,add a tiny reverse slider

00:51:813 (5) - : Add NC

00:53:578 (1,2,3,4,5,6,7) - : Weird form line,fix it

00:58:519 (5) - : This reverse slider does not have any rhythm,replace it with two simple notes

01:01:166 (4,1,2) - : The 4th note doesnt follow the vocal and the next slider is too long without any rhythm,so replace those notes with 3 sliders just like this https://puu.sh/sX0w6/bc8d7de3ea.png

01:04:342 (10) - : Add NC

01:10:342 (8,9,10) - : This triple doesnt have any rhythm at all.There's a drum sound after the triple so you have to replace the triple with a simple note,then add a stream line https://puu.sh/sX1b7/bb7e7f42e6.png

01:11:225 (14) - : Add NC

01:18:813 (1) - : No need to NC here..

Extra's difficulty :

00:18:813 (1) - : This slider is too long without any rhythm,make it smaller and add a reverse section https://puu.sh/sX1pG/336de5a242.png

00:20:931 (1) - : Why NC?

00:21:284 (1) - : ^

00:22:166 (1) - : ^

00:22:519 (1) - : ^

00:25:519 (6) - : There is noticeable drum sound here,make it smaller and add a reverse section https://puu.sh/sX1Ir/ddf1cee22a.png

00:30:284 (7) - : Add NC

00:31:695 (9) - : ^

00:34:166 (1) - : Why NC?

00:35:225 (1) - : ^

00:40:342 (1) - : ^

00:42:460 (4) - : There is noticeable drum sound here,replace this note with a tiny reverse slider https://puu.sh/sX28U/9f6372bf26.png

00:45:460 (1) - : Why NC?

00:53:578 (11) - : Add NC

00:55:519 (1) - : Why NC?

01:08:225 (1) - : ^

01:08:578 (1) - : ^

01:10:519 (2) - : Theres a drum sound here,replace this note with a small reverse slider https://puu.sh/sX2tm/222e9c95a0.png

01:14:931 (6,7,8,9,10,11,12) - : Fix the form of this stream line

01:21:813 (1) - : Why NC?

What i want to tell you about the combo changes,is that you should always start a new combo when the tempo of the song is changing.

~Good try overall
Topic Starter
MGM

Nikakis wrote:

Hard's difficulty :

00:02:313 (3,4) - : Those notes have weird placing,fix it

00:04:166 (3) - : This slider is too long,crop it just like the other sliders that you have placed

00:06:989 (3) - : This slider is kinda akward,make it smaller and add a reverse section just like this https://puu.sh/sWYdl/5a6c0382b8.png

00:07:519 (4) - : This note is akward too,add a simple slider

00:11:931 (1) - : Why New Combo?You have already placed NC on the previous note

00:16:431 (2,3) - Weird placing,Go to View --> Grid level --> and pick the 4th one,then place them exactly under the slider

00:18:813 (5) - : Place the right gray spot like this : https://puu.sh/sWYM6/3b0b0ef765.png

00:55:342 (1) - : Why NC,you have already placed on the previous note

00:56:578 (1) - : ^

01:05:225 (1) - : ^

01:24:813 (1) - : ^

01:27:460 (1) - : ^

01:27:107 (1,1,1) - : ...^


Insane's difficulty :

00:02:313 (2,3) - : Place them exactly under the slider

00:17:048 (3,4,5,6,7) - : Add two more notes on the stream line

00:21:989 (1) - : Why NC?

00:23:048 (7) - : Place this note somewhere else,not on the slider

00:30:284 (9) - : Add NC

00:32:225 (1) - : You have already placed NC on the previous note

00:42:460 (4) - : This note is out of rhythm,add a tiny reverse slider

00:51:813 (5) - : Add NC

00:53:578 (1,2,3,4,5,6,7) - : Weird form line,fix it

00:58:519 (5) - : This reverse slider does not have any rhythm,replace it with two simple notes

01:01:166 (4,1,2) - : The 4th note doesnt follow the vocal and the next slider is too long without any rhythm,so replace those notes with 3 sliders just like this https://puu.sh/sX0w6/bc8d7de3ea.png

01:04:342 (10) - : Add NC

01:10:342 (8,9,10) - : This triple doesnt have any rhythm at all.There's a drum sound after the triple so you have to replace the triple with a simple note,then add a stream line https://puu.sh/sX1b7/bb7e7f42e6.png

01:11:225 (14) - : Add NC

01:18:813 (1) - : No need to NC here..

Extra's difficulty :

00:18:813 (1) - : This slider is too long without any rhythm,make it smaller and add a reverse section https://puu.sh/sX1pG/336de5a242.png

00:20:931 (1) - : Why NC?

00:21:284 (1) - : ^

00:22:166 (1) - : ^

00:22:519 (1) - : ^

00:25:519 (6) - : There is noticeable drum sound here,make it smaller and add a reverse section https://puu.sh/sX1Ir/ddf1cee22a.png

00:30:284 (7) - : Add NC

00:31:695 (9) - : ^

00:34:166 (1) - : Why NC?

00:35:225 (1) - : ^

00:40:342 (1) - : ^

00:42:460 (4) - : There is noticeable drum sound here,replace this note with a tiny reverse slider https://puu.sh/sX28U/9f6372bf26.png

00:45:460 (1) - : Why NC?

00:53:578 (11) - : Add NC

00:55:519 (1) - : Why NC?

01:08:225 (1) - : ^

01:08:578 (1) - : ^

01:10:519 (2) - : Theres a drum sound here,replace this note with a small reverse slider https://puu.sh/sX2tm/222e9c95a0.png

01:14:931 (6,7,8,9,10,11,12) - : Fix the form of this stream line

01:21:813 (1) - : Why NC?

What i want to tell you about the combo changes,is that you should always start a new combo when the tempo of the song is changing.

~Good try overall
Done, thanks! :D
Hytex

modding queue~


mods
[Normal]

[Metadata]
Change CS to 3
HP to 2.5

[Timing]
Reduce the volume to 60%

[Composition]
00:01:342 (2,4) - these slider looks a bit too curved, make it look like the (1) slider
00:04:166 (2) - recommend curving this, a straight line looks bad :/
00:04:872 (3,4,5,6,7) - jumps are confusing for beginner players
00:06:636 (1) - make these look like the first slider pls
00:08:048 (3,4,5,6,1) - please arrange the pattern to something acceptable
00:09:460 (1) - arrange the hooks pls
00:11:931 (2) - make this a curved slider
00:13:342 (1) - the jumps might be a bit hard for beginners. ^
00:14:754 (4,5) - make these into something else like curved sliders, because overlapping slider arent allowed :p
00:18:284 (3) - make this a curved slider?
00:19:342 (5) - ^
00:20:578 (7) - NC (new combo)
00:21:107 (2,3,4,5) - please arrange the patterns to something acceptable
00:22:166 (5) - make this a curved slider instead
00:23:225 (1,2,3,4) - the repititive pattern doesnt look good
00:26:048 (1,2) - make these into curved sliders?
00:27:460 (3,4,5,6) - please arrange the patterns to something acceptable
00:28:872 (1,2) - make these curved
00:37:342 (1,2,3) - overlapping sliders and terrible sliderart, please make these into something acceptable :p
00:48:636 (1,1,1) - why NC so quick? please remove the NC from the second and third slider pls.
00:53:578 (7,8) - id put this somewhere else, like the (7) under the (6) slider, and the (8) stack it on (9)
00:54:636 (9,11) - curve please!
00:55:342 (10) - NC please
00:56:401 (1,2,3,4) - please arrange these in a "fancier" way
01:06:284 (2,3,4,5,6,7,8,9) - ^
01:18:284 (1,2,3,4,5,6,7) - ^

[Hard]
About the Hard, uhh....... the hitobjects are too close to each other, and....... there are too many triplets.
Plus, make the CS size to 3.8
Topic Starter
MGM
Open for NM or M4M
-rage
from my queue. most of the things i point out in certain difficulties i'll only say them once, just because i wouldn't want to repeat myself over and over. so whatever i say, try to keep in mind when you make the changes or when you make a new beatmap.
keep in mind i will be talking a lot about big whiter tics, when you go on your timing tab and listen to the song with the metronome, notice how there are big and small white tics. the big white tics are the most important part to a beatmap because it help you follow a good rhythm of any song.

[Normal]
To have a better rhythm choice, try to start your sliders on the big white tics.
  1. 00:04:166 (2) - avoid having sliders that are too curved like that, makes it seem very clustered.
  2. 00:04:872 (3,4,5,6,7) - you could have a better patern here rather than just a square, try to avoid those (in all difficulties) unless somehow it really fits.
  3. 00:06:284 (7,1) - this breaks the flow, the combo before this you have the squares moving clockwise and then you have to switch to counter-clockwise all of a sudden and it doesn't make sense, try to keep a steady flow and change direction of movement when it feels necessary (don't keep all the notes moving in 1 direction though, try to keep things interesting).
  4. 00:09:460 (1) - don't put any complex looking sliders in easy difficulties, keep it simple.
  5. 00:10:519 (2) - this is a little confusing since this note is so close to the previous slider so it kinda makes it seem like it's a 1/4? since you keep this difficulty in all 1/2 try to make your objects all equally spaced so everything is easy to read.
  6. 00:11:578 (1,2,3,4,1,2,3) - take notice of your combos, this should be 1 full combo and there's no need for them to be seperated like that.
  7. 00:12:636 (4,1) - again, flow breaker. i'm not gonna point out all of the flow breakers i see but just try to follow the notes with your mouse and see if it feels weird to have it change from clockwise to counter clockwise all of sudden, makes it slightly uncomfortable to play.
  8. 00:14:048 (3,4) - these 2 notes are seperated by a 1/1, yet they are stacked, that is something you shouldnt do. it makes it a little confusing to play for noob players.
  9. 00:20:578 (1) - keep in mind that you should NOT start sliders on a red tic, they should always be on a white tic unless necessary. something like this would work better, because it follows the beat rather than the vocals
  10. 00:27:460 (3,4,5,6) - you could have a better usage of pattern here, the notes feel too close together.
  11. 00:33:813 (1) - this difficulty shouldn't have any spinners honestly, you still have a good beat to place some notes on this perticular part.
  12. 00:37:342 (1,2,3) - confusing rhythm choice, make sure you follow the beat of the song with a good usage of sliders here.
  13. 00:47:225 (1) - map something here rather than a spinner.
  14. 01:03:460 (1) - ^
  15. 01:17:225 - never leave empty spaces like that, especially on the start of the kiai, map something there, and don't put overly long sliders either.
[Hard]
This difficulty has a lot of problems with spacing. as you can see here, all the notes are like in the middle of the playfield, make sure you try to use the whole playfield to make your difficulty.

also, this difficulty has a lot of confusing rhythm choices. take 00:00:637 (1,2,3,4,1,2,3,4,1,2,3,4,5) - for example. 00:02:048 (2) - is starting on a big white tic and it makes it very confusing to follow a proper rhythm. also 00:03:284 (5) - the slider finishes on the white tic, which you should avoid.

and i would like to point out 00:04:519 (4,5,6,1,2) - , the 6 is on the big white tic and it makes is incredibly confusing.

so yeah i would probably suggest a re-map for this difficulty sionce there seems to be a lot of rhythm problems.

[Light Insane]
as you can see, 00:01:872 (6,1,2) - is a proper way to use rhythm because you started the new combo at the big white tic and the reverse slider follows well the guitar beat.

  1. 00:01:519 (4,5,6) - this difficulty has a lot of back and fourth like that, try to avoid that for readability purposes.
  2. 00:12:460 (4) - like the normal difficulty, avoid having too curved sliders like that.
  3. 00:29:048 (1,2,3,4,5,6,7,1,2,3,4,5) - the notes seem very clustered together, make sure you have proper spacing, and also try to avoid having too many notes in a row like that, put a slider in there somewheres.
  4. 00:34:607 (1) - avoid spinners
  5. 00:37:342 (1,2) - doesn't make sense to have 2 of the same sliders like that when the rhythm doesn't call for it.
  6. 00:42:989 (1,2,3,4,5,6) - confusing rhtythm choice.
  7. 00:53:578 - after this part, it would be better to follow the beat rather than the vocals, because the short breaks in between makes it very boring and not interesting.
I won't touch insane and extra because you could pretty much take the points ive said and apply them to the 2 other difficulties

If you want to learn more about mapping, i would suggest watching these videos so you can get a better understanding with your mapping.

good luck with future mapping!
rock time
hi! from my q

Extra
00:16:342 (9,10,11) the other triples have whistle sounds, add whistles here too
00:17:578 feels weird that there is no note after (8) plz add note after (8)
00:18:636 since there is a sound here, extend (5) to be a repeat slider
00:31:960 (2,3) the notes overlay rlly weird. plz rearrange :s
00:52:607 (10) this slider starts on blue tick, very bad! its hard to correctly hit this, maybe remove (9) and move 10 to the white tick and extend it to the next white tick
01:00:284 (2) this slider overlay is very weird. it can be confusing and hard to read, and it takes a lot of energy out of this very energetic section of the song

i can see youre a new mapper, which is why its a short mod. You have much to improve on, but it seems you have a good grasp on the basics! :)

if you havent already, i suggest watching through pishifat's mapping guides or his mapping commentaries to learn more about how to map

good luck with this, and future maps!
Skairul
From #modreqs

General
  1. The star difficulty gap between your Normal and Hard difficulty is too wide. Consider adding an Advanced difficulty (About 2.6-2.7*)
  2. I feel that the part you added kiai time shouldn't have kiai time. It isn't the climax of the song. Usually, you would put it at the chorus of the song which just so happens to be from 00:54:284 (3) - to 01:04:166 (1) - and from 01:05:578 (2) - to 01:15:460 (1) - . These two parts should have kiai time instead.
  3. Your notes are all concentrated in the center of the play field. You have the entire playfield to utilise, so consider using it
Normal
  1. In a Normal difficulty, the distance spacing between your notes must be proportional to the arrangement of the notes, that is, the notes must not be too far or too close to each other. Check the Distance Spacing in AIMod (Ctrl + Shift + A) as there are several disproportional spacings.
  2. Also, in a Normal difficulty, Slider Velocity must be constant throughout the map. So it's is not advisable to have 2 different slider velocities. In any case, the shift from x0.6 multiplier to x1.0 multiplier is too much of a jump for a Normal. Sticking to one slider velocity multiplier is required.
  3. Combos are also an issue in this difficulty. Usually, you would start a new combo on a big white tick. Take the first 12 objects in the difficulty as an example.

    You seem to start a new combo after the big white tick (which orange circle 6 falls on). However, if you listen to the song, the music "repeats" itself at the big white tick. This is a prime spot to start a new combo. So it would look like this:

    NCs would usually depict a new or repeated part of the music, and the best way to find this is to use the big white ticks to help you. Of course, you don't always start a new combo on a big white tick in every case. You will just have to listen to the music and start your combos in the right places.
  4. Aesthetically, your map may require more polishing. I can't explain so much because it would take quite awhile. Main issues would be flow (object placement), wonky slider shapes, blanketing. Look at some mapping techniques in osu!wiki and just as said above, watch some of pishifat's instructional videos.
  5. Overall, this map needs quite some work. You just have to keep trying! Don't give up :D
Hard
  1. Oh yeah, might as well use CS 3.5 or 4.0 instead of 3.8
  2. AR should be lower at around 6 imo
  3. Not much else to say about this difficulty, take note of the Normal difficulty mod as most of the points there also apply here. (Except for the first two, where it is recommended, instead of required)
I'm not good at modding anything above Hard, but the above mod can used to check on your higher difficulties too (especially aesthetics and combos)
Hope this helps. Good Luck!

P.S. I am seeing people saying that you should remap. Even though I cannot say they are wrong, if you find it too troublesome, you could always find others to help you make it, or in summary, a Guest Difficulty. Use the Beatmap Projects forum or #modreqs if you want to. (But do follow the rules)
Hytex

Skairul wrote:

Hard
  1. Oh yeah, might as well use CS 3.5 or 4.0 instead of 3.8
  2. AR should be lower at around 6 imo
    [[/list]
Hards have 7-8ar, 6 is a bit too slow
Yeah I recommend putting cs 4 instead, 3.5 is normal btw
Nevo
from #modreq

I am shit modder bare with me

Extra

Before I start the diff in all honesty is bad, now i go into more detail and try to point out big issues in my mod but th biggest issues I think is how you use grid snap on such a big setting -
For lower diffs its fine but in a extra the grid snap messes with things such as flow
Moving on most of the jumps on this map seem like you just randomly placed them on the play field
For Example 00:19:342 (2,3,4,5,6) - sounds exactly (kinda) the same as 00:27:636 (1,2,3,4,5,6) - but are completely different
You do however emphasis jumps like 00:21:813 (1,2,1,2,1,2,3,4) - but these jumps are so much bigger than the rest it seems out of place and comes off over mapped
I agree with what FuruSatori said I recommend not mapping extras and what not until you are familiar with mapping other diffs or understand more basic concepts I also recommend watching pishifat and looking at mapping guides


00:16:342 (2,3,4) - The distance from 00:16:166 (1) - to here seems fairly small compare to the other 1/4 jumps // like how 00:16:695 (1,2) - these are spaced out much more
00:17:048 (3,4,5,6,7,8,9) - This stream comes out kinda ugly mainly do to the grid snap I would recommend making a slider and using ctrl+f to convert to stream.
00:34:519 (1,2,3,4) - all of these sliders seem to have different angles would say copy them and flip them / turn them using the keyboard shortcuts
00:35:931 (1,2,3,4) - I think these should be slider because they sound exactly the same as the slider prior
00:36:636 (5,6,7) - Leave these as circles though // NC 00:36:636 (5) -
00:37:342 (1) - This slider seems like really slow which isn't exactly a problem but the sudden switch from 1x to 0.6x is really big. maybe make it a faster slider and change the shape.
00:38:931 (5) - NC // Most maps do new combos after the big white ticks while or on notes that have more emphasis.
00:51:813 (1,2,3,4,5,6,7,8,9) - This Stream doesn't really make sense like why is it at 00:52:166 (5) - it goes straight into a slider that ends up pointing directly back into it.
00:53:578 (1) - A stream should start here and end 00:54:195 (8) -
00:54:284 (9) - Should be a 1/4 forth slider
So it ends up looking like 00:54:284 (9) - NC
01:00:284 (2) - this slider seems likes its close in comparison to the jumps all around it make them further
01:01:519 (5) - this slider is ugly // because it seem to be there for no reason maybe make it curved but not with red ticks

There's some random thing I would like to point out


01:15:636 (1,2,1,2,1,2,1,2) - Try to not overlap jumps like this it comes out hard to read and weird to play
01:21:107 (1,2,3,4,5,6,7,8) - jumps like this become out of place because they are so much bigger than the rest of the jumps in the map
The kiai(orange part) Should be extended i say it ends 01:23:048 (1) -
The kiai is also supposed to be the most intense part of the song having the most jumps and furthest jumps (without being ridiculous)
Saileach
From #modreqs, Sorry i dont have much time so i will be modding 3 random difficulties

Change Advanved to Advanced since this is a clear typo :P

Extra
You can use the whole editor, mapping like this only makes the map feel very enclosed
00:00:637 (1,2) - The spacing between this is fine but 00:02:048 (1,2) - is representing the same sound and should use the same spacing
00:07:695 () - You are skipping some very noticable beats in which an extra would normally be mapped, i would recommend placing notes to fill these gaps
00:34:519 (1,2,3,4) - These are a very awkward hit, maybe something like this?
00:37:342 (1) - This slider is a bit wonkey, maybe touch up the white points on the slider to make it look less so
00:38:225 (2,3,4,5,6,7,8,9) - Again, i do not recommend mapping to the vocals, in an extra everything must be taken into priority,
00:47:401 (2,3,4) - These whistles feel very out of place
Please rethink your use of the whistles in the outro, im not sure about you but they give me a headache
Also maybe try making a new combo on every Big white tick rather than just random places

Normal
This difficulty really confuses me, You actually map to more beats in this than you did your Extra
Also this is an easy level difficulty, just because the spacing and the website might say normal, its an easy since it only uses 1/1 beats
00:06:989 (2) - Ending a slider on a big white tick, aka a downbeat is usually a big problem since down beats 99% of the time contain a beat that is stronger than what the slider started on meaning it feels very off to play if you start one a weaker sound and end on a stronger one

Note placement feels very random for this diff and the notes just feel like they were placed on every 1/1 beat rather than thoughts about what the note that was placed was supporting

Map could be made much more aesthetically pleasing

Light Insane
00:10:695 (1,2,3) - You are missing a note after the repeat slider as there is a very clear beat on the white tick
00:11:578 (4) - Remove this note, the Go lands between the blue tick and the white tick and isnt on a 1/4 snap to be mapped
00:23:401 (10) - Only checked for here but this is overmapped, there is nothing on the middle repeating tick, however there is a note inbetween 00:22:872 (7,8) -
00:26:225 (1) - The big white tick before this, please stop skipping very noticable beats, they will feel very off when skipped by a player
Sometimes you overmap sometimes y ou undermap, you may need to work on your consistency with the song and decide if you are just plain and simple going to overmap or under.

You go between the vocals and the instruments like a hot potato, please choose one and be consistent with your choice

It is clear that you are a new mapper, maybe checking out this guy's youtube channel might help, his name is pishifat and he is a QAT (Quality Assurance Team) Member and is really big in the community and has some great videos that help new mappers and experienced ones alike.
kodokawai
Hi from my queu!


EASY

00:00:637 (1,2) - do this sliders more curve.00:03:813 (2,4) - ,00:03:813 (2,4) - ,00:11:931 (1,3) - must be more symetrical.00:17:931 (1) - do this one more curve.00:46:166 (2) - Not pretty change to curve and symetric right and left part of slider.00:46:166 (2) - distance must litle bitt greater.01:18:284 (1,2) - not pretty,let's do more curve.01:18:284 (1,2) - How I think this 2 need symetric.In end of map you can place spiner.


NORMAL

00:01:342 (2) - dot this slider like this 00:00:637 (1) - .00:14:754 (6) - place new combo.00:14:754 (6,7) - need symetrical.00:18:284 (2) - move little bitt right and do slider symetric.00:23:931 (2,3) - do this 2 like this 00:23:225 (1) - .00:33:107 (4) - do it direct.00:36:636 (5) - move up.00:38:048 (2,3,4) - do this like this https://osu.ppy.sh/ss/6906976 .00:39:107 (5) - do this grid.Do this 00:39:107 (5) - like this https://osu.ppy.sh/ss/6906996 .00:42:989 (1,2,3,4) - do this like this https://osu.ppy.sh/ss/6907012 .00:44:401 (4) - whistle it's bad idea.00:50:401 (4) - do this https://osu.ppy.sh/ss/6907048 .I like symetric.But in your mapping so much asymetrically objects I can't call all wrongs.Try find this wrongs.


ADVANCED


00:04:519 (3,4) - 00:05:048 (4,5) - 00:05:048 (4,5) - 00:05:401 (6,7) - 00:05:401 (6,7) - 00:07:519 (4,5) - 00:07:519 (4,5) - 00:07:519 (4,5) - 00:08:048 (5,6) - 00:09:460 (2,3) - 00:09:813 (3,4) - 00:13:519 (2,3) - 00:13:519 (2,3) - 00:13:872 (3,4) - 00:14:225 (4,5) - 00:14:931 (2,3) - 00:15:284 (3,4) - in all this objects and more i can't understand spacing 1 time too far 1 time too near.Can't understand rhytm.How I think first half of map so mach objects (overmaping) try
decrease number of objects.Again problems with symetry...Why you don't do this 00:29:048 (1,2) - symetric? It seens not pretty.Sound FINISH incorrect in this 00:59:931 (1,2) - .Next time do this lvl with "Distance Snap" but if you want longest jumps just do space greater.Press ALT and twist mouse wheelh up you can chage default spacing.


HARD

First question:Why AR 8 ? With this spacing and AR 8 too hard for "HARD".I think AR 7.5 look pretty good on this diff.How I say early,I can't understand rhytm with this distance.Look on this distance 00:06:989 (3,4,5) - I think distance 3 = distance 4 = distance 5 because so they place on the "Time Scale".Sorry i can't say all your wrongs because I don't have free all day.


LIGHT INSANE

OD 8 bad idea.OD 7 good for "Light Insane".00:17:048 (4,5,6,7,8) - all who play on Insane know jump can't have 4 circles in 1 place always only 3.Read this 00:17:048 (4,5,6,7,8) - with this distance very hard.00:24:636 (1,2,3) - slider and 2 circles after slider it's very very hard.Because 1st I can't see this 2 clicks and 2nd when I folow slider after long click,I must do 2 fast clicks.When I start play Light Insane I don't wait this jumps 01:14:578 (4,5,6,7,8,9,10,11,12,13,14,15,16) - 16 jumps?Realy?On Extrem I see only few times jumps higer then 15 jumps.01:24:195 (2,3) - don't need Whistle.This map need so much changes.1st for this difficulty too much object,2nd too much jumps,3rd many incorrect hit sounds.

INSANE

You need balance sliders and circles.Again problems with spacing,how I say early 1 time too greate 1 time too small distance.I think on this diff need more streams.Same mistakes as in Light Insane.Its all what I can say about this.

GENERAL

kiai time must start in 54:284 and end in 1:16:872 . On high difficulties use small grid lvl press G to choose size of grid.




P.S:Good Luck!Hope 1 time you will be good mapper :D
Hollow Delta
From the Black Vultures Clan Modding Queue

Extra
00:07:518 (5,1) - Generally speaking, you wanna put the hit sounds on the very strong notes. Putting them on random, weak notes like this can mis-guide the player.
00:38:931 (1,2,3) - For weaker parts like this, you want them to be weaker, or simpler / easier than the similar parts. For this one, you've increased the spacing, but the previous pattern had more emphasis.
00:46:519 (7,8,9,10) - When it comes to back-and-forth patterns like these, there's only a few places these could possibly fit. Generally speaking, you use these types of patterns when you have consecutive strong notes. The proper emphasis will make it play better.
00:54:284 (1,2) - You don't wanna do such sharp turns on weak notes. Save patterns like these for the really abstract, / unique / really strong notes. It'll compliment the song better.
00:54:636 (2,3,4,5,6,7,1) - Here you're mapping to the instruments, but at 7 you stop with the vocals. You don't wanna change the player's focus unless it's on a strong note. If it's on a weak note, this sudden change will throw them off. For the Kiai, I suggest going either full vocal or full instruments.
I suggest you go back and apply these changes to any similar parts, and same with the Insane and the Light Insane, as those are generally looked at as easier versions of Extra.

Hard
00:24:460 (5,1) - These patterns aren't the best for Hard, because this song has a very unique beat, so you don't wanna use snaking patterns. I suggest using slightly sharper patterns, especially for Hard.
00:33:813 (4,5) - It also looks really nice to 'blanket' notes. Blanket means to make a slider perfectly curve around a note, or have the same curvature as the hit circle, and then line them up.

Normal
00:05:225 (4,5,1,2) - Especially for easier diffs like this and Easy, you want some circular motion in your patterns so they play better. Having none, or changing directions suddenly, or on weak notes won't play well.
00:53:578 (3) - You don't wanna end sliders on strong notes, because you remove the possibility of emphasizing that with a hit circle, or another slider.
Apply what I said here to Easy as well.

It's still a WIP, but I still wish you the best of luck.
Pachiru
[General]
  1. In the source, add the original name, in Japanese, this one: 七つの大罪
[Normal]
  1. 00:06:636 (1,2,3) - This pattern is not good, there is no flow, I mean, look at the position of the end of your slider, and the position of the circle 3, it's completly at the opposite side, so the player will not have the capacity to play that, you see what I mean? Since it's a Normal diff, you have to do a simple mapping, because beginners can't play random things.
  2. 00:38:048 (2,5) - Avoid those kind of overlap, it's not good for an Normal diff. In my opinion, you should rework some patterns of your map, because it's like it's always the same thing, it's turning in round. And it's not enjoyable, since you're a new mapper, that's okay, because you have to learn :)
  3. 00:47:225 (4,5,6,7) - For exemple, here, you can really hear that there is a beat on the 1/2 tick. Try a beat like this: https://puu.sh/t7DoC/1f68b225db.png
    Since it's a normal diff, you can use simple 1/2 patterns, but obviously don't abuse of those things, because the BPM is quite high.
  4. 00:49:342 (3) - Here, why you decided to put the slidertail near the 00:48:636 (1) - ? Why not putting it on the bottom of the grid, like this : https://puu.sh/t7Dsp/8005b90e3d.png?
  5. I will do an overview of the map, because I've got some things to say to improve this map :3
    So! First of all, why you don't use curving sliders? On the Normal diff, you only used one, and it's not enough at all. Your map has to be beautiful, so it can give some enjoyment to the player, because a beatmap without art style isn't nice. I don't mean that you can't use straight sliders, but don't abuse of it. The feel I had when I played your map first was like I thought you placed notes randomly, I know that you didn't do that, but it's the feeling I had, so it means that there is an issue somewhere. Don't hesitate to play your beatmap once you have finished, then you can see where you had problems with it, or else.
    Now, let's talk about hitsounds. Why you don't use custom hitsounds? Without it, it ruins the originality of your own beatmap style, so please, add them, and if you don't know how to use it, or how to do hitsounds, you can go to some topics that can help, like this one: t/306177 (if you want to use basic hitsounds), or this one: https://osu.ppy.sh/wiki/Adding_custom_hitsounds (if you want to use custom hitsounds).
    Otherwise, that feels good to me, instead that this need rework, but don't give up, because I'm sure that you can do it, because the song is cool, and you seems to have some knowledge in this.
Good luck for it! :)
BanchoBot
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