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TeddyLoid feat. Bonjour Suzuki - Pipo Password

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Topic Starter
Froskya

Revialink wrote:

Revialink wrote:

m e o w
w h e r e ' s _ b n ? ¿
Winnie
Hello from modding queue



Sorry took me a while
[Pata-Mon' Insane]
00:14:415 (4,5) - Is it possible to change rhythms here? Sliderend is mapped to similar sounds as sliderhead of 00:13:415 (1) and 00:18:082 (6,1) - My suggestion would be something more like https://puu.sh/xGk81/1c643df5fe.png Plays off the vocal cuts and clickable sound
00:19:915 (4,5) - Same as ^ can be done here as well but it's up to you
Good

[kotachi's Hard]
00:15:415 (6,7) - Could balance the spacing to give more of an effect but this is nitpicking
00:41:248 - A note here can add a lot previously similar to 00:39:915 (5) - since it sounds almost the same, but I see it's for vocals up to you
Good

[Norma]
01:03:415 (3,4,5) - May or may not be hard for beginners because it's 3 singles note can be misread should be OK tho
Easy is good as well

Nothing wrong with the map should be OK to go imo 8-)
Topic Starter
Froskya

Kocari wrote:

Hello from modding queue



Sorry took me a while it's okay 8')

[Norma]
01:03:415 (3,4,5) - May or may not be hard for beginners because it's 3 singles note can be misread should be OK tho
Easy is good as well hm I think you're right. Fixed

Nothing wrong with the map should be OK to go imo 8-)
Ty <3
_kotachi_

Kocari wrote:

Hello from modding queue



[kotachi's Hard]
00:15:415 (6,7) - Could balance the spacing to give more of an effect but this is nitpicking i couldn't find to fix, so fix it myself
00:41:248 - A note here can add a lot previously similar to 00:39:915 (5) - since it sounds almost he same, but I see it's for vocals up to you ok
Good

Nothing wrong with the map should be OK to go imo 8-)
thank you for mod~! :)
code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63998
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.8
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.050002

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Revialink
Version:kotachi's Hard
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize pata-mon _kotachi_
BeatmapID:1267925
BeatmapSetID:548459

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
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Video,-260,"music.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Pata-Mon

Underforest wrote:

[Pata-Mon's Insane]
00:21:248 - add a circle here maybe not need imo
01:00:748 (3) - new combo ok

Kocari wrote:

[Pata-Mon' Insane]
00:14:415 (4,5) - Is it possible to change rhythms here? Sliderend is mapped to similar sounds as sliderhead of 00:13:415 (1) and 00:18:082 (6,1) - My suggestion would be something more like https://puu.sh/xGk81/1c643df5fe.png Plays off the vocal cuts and clickable sound I followed the drum
sound 00:14:582 - 00:14:915 - and make them clickable

00:19:915 (4,5) - Same as ^ can be done here as well but it's up to you same^
Good
Thanks for mod!
@Revialink add a nc at 01:00:748 (3) - for me plz, thx
Topic Starter
Froskya

Pata-Mon wrote:

@Revialink add a nc at 01:00:748 (3) - for me plz, thx
@Pata-Mon done~
Yusomi
hii m4m from your queue

easy
Check AIMod, seems there is 6 issues with distance snap
00:55:415 (2,3) - blanket could be better, up to you tho
01:22:748 (1) - cute

normal
00:49:415 (3,4) - u can improve blanket if u want
00:57:415 (4) - ds is a little off here
01:07:748 (3) - hm, why map 1/4 here? especially when stronger 1/4 beats are left unmapped like between these 01:06:082 (4,1) -

kotachi's hard
00:17:748 (5) - uneven spacing either side of this slider
00:24:082 (1) - spacing is uneven, next obj is 1.51x and previous is 1.44x
00:36:415 (4,1) - can make a nice blanket here if u want
01:09:082 (7,3) - maybe avoid this overlap?

Pata-mon's insane
nothing to talk about

really clean mapset, hard to find anything to talk about ; w;

good luck !
Nikrodiss

easy

  1. 00:17:748 – Не вижу причин не ставить тут ноту. Тем более здесь начало слов.
  2. 00:25:415 (2) – Мапаешь на войсе, но ударный «О» находится на белом тике, и мапать эхо (несколько тиков дальше) не вижу смысла
  3. 00:24:415 (1) – НК?
  4. 00:29:415 (5) – Возможно стоит укоротить в два раза, так как вторая половина слайдера не содержит ничего (из войса)
  5. 00:40:082 (1) – Тоже самое, но в 4 раза.
  6. 00:41:415 – А сюда слайдер 1/1
  7. 01:05:748 и 01:16:415 – В отличии от предыдущего такого момента, здесь пропуск оправдан

normal


  • Понятия не имею как модить нормалы, вроде изи, но сложнее… Черт его знает, поэтому только формы
  1. 00:15:082 (2,3,1) – поправь треугольник
  2. 00:56:748 (3,4,5) - ^ , если суть была «на одной линии с направлением реверса» то и реверс наклони на точку, когда поправишь. Двух зайцев, как говорится
  3. 00:13:415 (1,2,3) – полагаю тут должна была быть на одной линии
  4. 00:58:748 (1,2,3) - ^
  5. 00:23:415 (4,5,1,2) – когда делаешь подобные повороты, используй одинаковые углы. Например, 60 градусов. Так гораздо элегантней будет выглядеть
  6. 00:29:748 (2) – убрал бы
Мои замечания идут вразрез ранкнутой карты, но никто не сказал, что ранк = идеал. Я это к тому, что «Так было в ранкнутой карте» не аргумент. А так здорово. Успехов
Topic Starter
Froskya

Yusomi wrote:

hii m4m from your queue hi

easy
Check AIMod, seems there is 6 issues with distance snap oh ty so much
00:55:415 (2,3) - blanket could be better, up to you tho it's okay
01:22:748 (1) - cute ye ik Chaoslitz is God of Hearts

normal
00:49:415 (3,4) - u can improve blanket if u want it's okay
00:57:415 (4) - ds is a little off here fixed
01:07:748 (3) - hm, why map 1/4 here? especially when stronger 1/4 beats are left unmapped like between these 01:06:082 (4,1) - well 1/4 is under the rhythm. About 01:06:082 (4,1) - added

really clean mapset, hard to find anything to talk about ; w;

good luck !
Thanks ;3

Nikrodiss wrote:

easy

  1. 00:17:748 – Не вижу причин не ставить тут ноту. Тем более здесь начало слов. ту хард фо ньюбайс
  2. 00:25:415 (2) – Мапаешь на войсе, но ударный «О» находится на белом тике, и мапать эхо (несколько тиков дальше) не вижу смысла на конце трунь
  3. 00:24:415 (1) – НК? не нужно
  4. 00:29:415 (5) – Возможно стоит укоротить в два раза, так как вторая половина слайдера не содержит ничего (из войса) и так сойдет
  5. 00:40:082 (1) – Тоже самое, но в 4 раза. что?
  6. 00:41:415 – А сюда слайдер 1/1 можно
  7. 01:05:748 и 01:16:415 – В отличии от предыдущего такого момента, здесь пропуск оправдан

normal


  • Понятия не имею как модить нормалы, вроде изи, но сложнее… Черт его знает, поэтому только формы
  1. 00:15:082 (2,3,1) – поправь треугольник к
  2. 00:56:748 (3,4,5) - ^ , если суть была «на одной линии с направлением реверса» то и реверс наклони на точку, когда поправишь. Двух зайцев, как говорится не была
  3. 00:13:415 (1,2,3) – полагаю тут должна была быть на одной линии бланкет
  4. 00:58:748 (1,2,3) - ^ ^
  5. 00:23:415 (4,5,1,2) – когда делаешь подобные повороты, используй одинаковые углы. Например, 60 градусов. Так гораздо элегантней будет выглядеть ну такое
  6. 00:29:748 (2) – убрал бы >бы
Мои замечания идут вразрез ранкнутой карты, но никто не сказал, что ранк = идеал. Я это к тому, что «Так было в ранкнутой карте» не аргумент. А так здорово. Успехов
Спасибо o/
Nikrodiss

normal

  1. 00:13:415 (1,2,3) – полагаю тут должна была быть на одной линии бланкет
Одно другому не мешает. Поставить на одну линию и повернуть пару градусов до бланкета не такая сложна задача
Topic Starter
Froskya

Nikrodiss wrote:

normal

  1. 00:13:415 (1,2,3) – полагаю тут должна была быть на одной линии бланкет
Одно другому не мешает. Поставить на одну линию и повернуть пару градусов до бланкета не такая сложна задача
оно тут не нужно
_kotachi_

Yusomi wrote:

hii m4m from your queue

kotachi's hard
00:17:748 (5) - uneven spacing either side of this slider
00:24:082 (1) - spacing is uneven, next obj is 1.51x and previous is 1.44x
00:36:415 (4,1) - can make a nice blanket here if u want
01:09:082 (7,3) - maybe avoid this overlap?

all fixed! thanks :)

really clean mapset, hard to find anything to talk about ; w;

good luck !
thank you for mod!
( ´∀`)b
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Topic Starter
Froskya
not ded
Topic Starter
Froskya
:v
Mir
my map: https://osu.ppy.sh/s/681410

Pata-Mon's Insane
- 00:26:582 (7,1) - Only thing really is I don't get when you use these custom stacks and when not. It feels a bit random.

kotachi's Hard
- 00:12:082 (5,6) - Angle the same or curve 5?
- 00:34:082 (4,5,1) - You never overlap like this again so perhaps don't do it here.
- 00:36:415 (4,1) - Could space 1 further away.
- 00:42:082 (4,1) - Could be misread as 1/2 since you spaced all your 1/2 like this, just overlap it a bit. https://i.imgur.com/ytj1fPV.png
- 01:10:082 (3,4) - 4 looks like it's going somewhere random, try to flip it so it leads into 5. Also make 2 the same angle as 01:11:748 (7) - ?

Could be a lot cleaner, feels very unorganized...

Normal
- 00:30:748 (3) - Maybe more unique shape for this since vocal is quite drawn out? 01:25:082 (1) - too?
- 00:40:082 (1,2,3,4) - Could hex this by moving 4 like this https://i.imgur.com/E0lhNOT.png might look nicer.
- 00:43:748 (2,3,4) - For vocals on 2 and drum on 3 a 1/2 slider could work to keep density in this part lower since it's not kiai yet and this is a bit straining already. You also don't do this again so...

Easy
Main concern is the amount of 1/2 used here is basically like the normal just slightly less. If you wanted to make an actual Easy it would probably not use this much 1/2 and a lot of it is overlapping because of that. Just simplifying this diff more would work or deleting it entirely and sticking with the Normal would be fine too I think.

The hard is the dealbreaker here, too disorganized for me to comfortable clear it, but the rest of the diffs seem alright (except the Easy).
meii18
from my q sorry for late ;w;

general

  1. the spread feels somehow that it was structured chaotically mainly i am speaking about easy and normal. easy consists most of 1/2 chains like a regular 1/2 kickslider or 1/2 kickslider with reverse arrow and too much 1/1 slider + 1/2 note + 1/1 slider (practically polarity rhythm) rhythm usage which results in too much clicking for a newbie player, especially at 00:32:415 (1,2,3,4,1,2,3,4,1,2,3,1,2) - (there are also present doublets like 00:18:082 (3,4) - ) and it gives the impression that this is actually a normal diff
    about normal diff, there's too much 1/2 and 1/4 usage and too much usage of complex rhythms like 00:43:748 (2,3,4,5,6) - and 01:03:415 (3,4) - and so on which gives the impression that this is an advanced diff or a light hard and still there's too much as it is supposed to be for newbie players and also for advanced players to fix the spread you can reduce the note density of both diffs to make both of them more friendly to newbie and advanced players speaking of playability
  2. 01:25:414 - Easy
    01:26:082 - Normal
    01:25:081 - kotachi's Hard
    01:26:415 - Pata-Mon's Insane
    every diffs ends on different spot what do you think about ending on the same spot in all diffs for example on 01:25:415 -?
  3. soft-hitwhistle is pretty hard to be noticed during gameplay tbh it's like there's no any hitwhistle so consider increasing the volume of the hitsound as it would be more noticeable as its volume will get raised
easy
  1. OD 4 feels a bit high for this diff and also as it is mapped tune it down to OD3 it will suit the note density of the diff here more than OD4
  2. 00:10:748 (1,2,3) - this 1/2 polarity rhythm is meant to contrast more the vocal layer and the instruments aswell but speaking about the 1/2 note, 00:12:415 -, i suggest to remove it as the newbie player isn't used to polarity rhythms yet // 00:21:415 (1) - same // 00:37:748 (1,2,3) - and so on. in addition, 00:12:748 (2) - can be replaced by a 1/1 note and mapping an 1/1 slider on 00:13:415 - because it would give more contrast to the both vocal layer and cymbal than the sliderend [url]puu.sh/y6I8Y/f1df3a47b4.jpg[/url] (don't forget to remove 00:14:082 (3) - aswell)
  3. 00:18:082 (3,4) - i don't think a newbie player would be able to aim the doublets because he isn't used to doublets yet and he has to start learning how to play with simple rhythms at first consider removing 00:18:415 (4) -
  4. 00:18:748 (5) - try to re-arrange the slider by moving the last grey anchor to 180|37, the fourth one to left on 213|198 and then move the red anchor a bit to right in order to get something like this https://puu.sh/y6Irj/2a9480243b.jpg as the current one feels pretty sloopy
  5. 00:27:748 (2,3) - i know these are meant to give more contrast to the instruments as you're following them but as it is an easy diff and the newbie player might not be used to kicksliders, i suggest to nerf this pattern a bit like in this image http://puu.sh/y6IIR/913bfc2381.jpg but beware because you'll start from 00:28:082 - (1/1 tick) as the newbie player won't distinguish the note pretty well as being on 1/2
  6. 00:31:415 - maybe add an 1/1 note here? it will give more contrast to the vocal layer
  7. 00:32:415 (1,2,3,4,1,2,3,4,1,2,3,1,2) - as i stated in general, there's too much clicking for a newbie player they can't click and click the hitobjects without even take a break a little bit between two hitobjects or so the only solution for solving this problem would be to nerf this section like in this picture for instance http://puu.sh/y6IYe/154800b962.jpg in order to reduce the clicking here
  8. 00:47:082 (5) - same as i stated for 00:18:082 (3,4) - // 01:06:415 (3,4) - same // 01:16:748 (3,4) - and so on
  9. 00:52:082 (4,5) - using a kickslider with reverse arrow in easy and normal while the song has a low bpm is somehow fine, but using a kickslider + note isn't fine the newbie player may get a miss from the note after aiming the kickslider as he's not used to kickslider + note rhythms you can either remove 00:52:748 (5) - and add a repeat to the kickslider or remove both of them and add an 1/1 slider instead
  10. 00:56:082 (3) - remove the hitclap and add the hitfinish instead as it is likely a cymbal here
  11. 01:06:748 (5,6) - the flow can be more smoothly here if it would be moved to 467|222 because the current flow feels a bit crampy
  12. 01:09:415 (1,2) - as you are mainly concentrated on following the vocal here, it would be a good idea to ctrl+G the rhythm to give more contrast to the vocal layer and on 01:11:415 - an 1/1 note would give more contrast to the snare than the sliderend
  13. 01:20:082 (1) - maybe keep the circular flow by making 01:21:415 (2) - curved? it would improve the flow overall and will look more better visually speaking. you can move 01:21:415 (2) - to 260|170 for instance if you want to keep the straight slider
  14. 01:22:748 (1) - this heartshaped slider can be a little bit improved as it doesn't look pretty good visually speaking https://puu.sh/y72Sx/37efb6cc4f.jpg
normal

  1. 00:32:415 (2) - you can curve this slider (by adding a new grey archor by holding CTRL button and then click the left button of the mouse) if you wish to keep the circular flow together with 00:33:082 (3,4) -. in addition, it will improve the flow as this one feels a bit weird
  2. 00:33:082 (3,4) - for a better flow, you can make a blanket with these sliders like in this picture http://puu.sh/y7R0v/764d8928ef.jpg
  3. 00:42:748 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - the first measure of this section has the note density a bit low as there's no really much clicking because of 1/1 sliders from 00:42:748 (1) - and 00:45:415 (1) -, but starting from 00:48:082 (1) - which represents the beginning of the second measure is too much clicking because of big 1/2 chain, even if there are few circles for breaking the 1/2 chain, you can replace 00:48:082 (1) - which is an 1/2 slider with reverse arrow, with an 1/1 slider like in this picture http://puu.sh/y7RLU/f33a73434a.jpg
  4. 00:53:415 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - here's also too much clicking because of many 1/2 chains you can break the chain by putting a 1/1 slider on 00:56:082 (1,2,3) - https://puu.sh/y7RZ1/59b79329f6.jpg
  5. 01:18:082 (2,3,4) - this 1/2 chain can be also broken by replacing 01:18:582 (3,4) - with an 2/4 slider like this http://puu.sh/y7S8p/bf669aa484.jpg you don't have to worry about that you might not following the synth properly because still it follows it properly

    actually a good diff
kotachi_'s hard

  1. 00:21:748 (2,3) - this 1/2 spacing can be easily confused with 2/4 spacing as the spacing is pretty similar to patterns like 00:15:415 (6,7,1,2,3) - spacing them more, for instance as you did for 00:21:415 (1) - , would make the 1/2 spacing more distinguishable
  2. 00:52:082 - you can add a 1/1 note here for giving more contrast to the synth layer leaving an 4/4 gap it's a bit weird as the synth layer is pretty noticeable and needs some contrast aswell
patamon's insane

  1. 00:16:082 (1,2) - talking about the 2/4 stack, you can unstack 00:16:582 (2) - from 00:16:082 (1) -'s slidertail as it might be confusing while playing that pattern and the player might miss 00:16:582 (2) -. that can be due to low stack leniency aswell // 00:18:748 (1,2) - same but this is clearly confusing as 00:18:582 (7) - is stacked on 00:18:748 (1) - 's slidertail aswell
  2. 00:33:582 - might add an 1/4 note here to fullfill the 1/2 gap? you did the same with 00:35:915 (4,5,6) - so that would be mostly for consistency // 00:38:915 - same
  3. 01:21:248 (4) - the hitburst of 01:20:082 (1) - and 01:20:582 (2) - completely covers the reverse arrow of this slider which can result into not distinguish the reverse arrow really well and the player might get a sliderbreak here as he wouldn't know that there's a kickslider (1/4 slider with reverse arrow)because its reverse is completely covered. consider moving the slider to 252|121 in order to make the reverse arrow more readable (or distinguishable w/e)

    <3
gl!
Topic Starter
Froskya

Mir wrote:

my map: https://osu.ppy.sh/s/681410

Normal
- 00:30:748 (3) - Maybe more unique shape for this since vocal is quite drawn out? 01:25:082 (1) - too? fixed for first. On 01:25:082 (1) -
I tried to do pattern that is 01:22:748 (1,1) - so i don't think I should add any shapes o -o

- 00:40:082 (1,2,3,4) - Could hex this by moving 4 like this https://i.imgur.com/E0lhNOT.png might look nicer. fixed
- 00:43:748 (2,3,4) - For vocals on 2 and drum on 3 a 1/2 slider could work to keep density in this part lower since it's not kiai yet and this is a bit straining already. You also don't do this again so... Oh, yeah, you're right exactly :D

Easy
Main concern is the amount of 1/2 used here is basically like the normal just slightly less. If you wanted to make an actual Easy it would probably not use this much 1/2 and a lot of it is overlapping because of that. Just simplifying this diff more would work or deleting it entirely and sticking with the Normal would be fine too I think. Fixed all and made it easier than it was xD
Thank you very much!!

ByBy wrote:

continue later
okey
_kotachi_

Mir wrote:

my map: https://osu.ppy.sh/s/681410

kotachi's Hard
- 00:12:082 (5,6) - Angle the same or curve 5?
- 00:34:082 (4,5,1) - You never overlap like this again so perhaps don't do it here.
- 00:36:415 (4,1) - Could space 1 further away.
- 00:42:082 (4,1) - Could be misread as 1/2 since you spaced all your 1/2 like this, just overlap it a bit. https://i.imgur.com/ytj1fPV.png
- 01:10:082 (3,4) - 4 looks like it's going somewhere random, try to flip it so it leads into 5. Also make 2 the same angle as 01:11:748 (7) - ?

Could be a lot cleaner, feels very unorganized...

The hard is the dealbreaker here, too disorganized for me to comfortable clear it, but the rest of the diffs seem alright (except the Easy).
all fixed
thank you for mod!
code
osu file format v14

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AudioLeadIn: 0
PreviewTime: 63998
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
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LetterboxInBreaks: 0
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TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Revialink
Version:kotachi's Hard
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize pata-mon _kotachi_
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434,280,73082,1,0,0:0:0:0:
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448,260,83748,1,0,0:0:0:0:
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Pata-Mon
@Mir
00:23:415 (5,6,7,1) - 00:26:082 (5,6,7,1) - 00:34:082 (7,8,9,1) - 00:36:748 (7,8,9,1) - 00:39:415 (5,6,7,1) - they are following the same instrument, in fact I think I can either unstack all of them or keep the stacks now, both are fine imo. And it's easy to read so I don't see any issue here 0.0
Thanks for mod!
Topic Starter
Froskya

ByBy wrote:

from my q sorry for late ;w; np dear~

general

  1. the spread feels somehow that it was structured chaotically mainly i am speaking about easy and normal. easy consists most of 1/2 chains like a regular 1/2 kickslider or 1/2 kickslider with reverse arrow and too much 1/1 slider + 1/2 note + 1/1 slider (practically polarity rhythm) rhythm usage which results in too much clicking for a newbie player, especially at 00:32:415 (1,2,3,4,1,2,3,4,1,2,3,1,2) - (there are also present doublets like 00:18:082 (3,4) - ) and it gives the impression that this is actually a normal diff
    about normal diff, there's too much 1/2 and 1/4 usage and too much usage of complex rhythms like 00:43:748 (2,3,4,5,6) - and 01:03:415 (3,4) - and so on which gives the impression that this is an advanced diff or a light hard and still there's too much as it is supposed to be for newbie players and also for advanced players to fix the spread you can reduce the note density of both diffs to make both of them more friendly to newbie and advanced players speaking of playability fixed some stuff cuz some don't actual more
  2. 01:25:414 - Easy
    01:26:082 - Normal
    01:25:081 - kotachi's Hard
    01:26:415 - Pata-Mon's Insane
    every diffs ends on different spot what do you think about ending on the same spot in all diffs for example on 01:25:415 -? tbh I would like when it ends on 01:26:082 - but idk what 'bout others so keep it for a time
  3. soft-hitwhistle is pretty hard to be noticed during gameplay tbh it's like there's no any hitwhistle so consider increasing the volume of the hitsound as it would be more noticeable as its volume will get raised okay xd
easy
  1. OD 4 feels a bit high for this diff and also as it is mapped tune it down to OD3 it will suit the note density of the diff here more than OD4 fixed
  2. 00:10:748 (1,2,3) - this 1/2 polarity rhythm is meant to contrast more the vocal layer and the instruments aswell but speaking about the 1/2 note, 00:12:415 -, i suggest to remove it as the newbie player isn't used to polarity rhythms yet // 00:21:415 (1) - same // 00:37:748 (1,2,3) - and so on. in addition, 00:12:748 (2) - can be replaced by a 1/1 note and mapping an 1/1 slider on 00:13:415 - because it would give more contrast to the both vocal layer and cymbal than the sliderend [url]puu.sh/y6I8Y/f1df3a47b4.jpg[/url] (don't forget to remove 00:14:082 (3) - aswell) not actual
  3. 00:18:082 (3,4) - i don't think a newbie player would be able to aim the doublets because he isn't used to doublets yet and he has to start learning how to play with simple rhythms at first consider removing 00:18:415 (4) - fixed
  4. 00:18:748 (5) - try to re-arrange the slider by moving the last grey anchor to 180|37, the fourth one to left on 213|198 and then move the red anchor a bit to right in order to get something like this https://puu.sh/y6Irj/2a9480243b.jpg as the current one feels pretty sloopy I don't like it q-q
  5. 00:27:748 (2,3) - i know these are meant to give more contrast to the instruments as you're following them but as it is an easy diff and the newbie player might not be used to kicksliders, i suggest to nerf this pattern a bit like in this image http://puu.sh/y6IIR/913bfc2381.jpg but beware because you'll start from 00:28:082 - (1/1 tick) as the newbie player won't distinguish the note pretty well as being on 1/2 not actual
  6. 00:31:415 - maybe add an 1/1 note here? it will give more contrast to the vocal layer well there's no vocal at all :D
  7. 00:32:415 (1,2,3,4,1,2,3,4,1,2,3,1,2) - as i stated in general, there's too much clicking for a newbie player they can't click and click the hitobjects without even take a break a little bit between two hitobjects or so the only solution for solving this problem would be to nerf this section like in this picture for instance http://puu.sh/y6IYe/154800b962.jpg in order to reduce the clicking here not actual
  8. 00:47:082 (5) - same as i stated for 00:18:082 (3,4) - // 01:06:415 (3,4) - same // 01:16:748 (3,4) - and so on fixed or not actual xD
  9. 00:52:082 (4,5) - using a kickslider with reverse arrow in easy and normal while the song has a low bpm is somehow fine, but using a kickslider + note isn't fine the newbie player may get a miss from the note after aiming the kickslider as he's not used to kickslider + note rhythms you can either remove 00:52:748 (5) - and add a repeat to the kickslider or remove both of them and add an 1/1 slider instead i think it's fixed or not actual too lol
  10. 00:56:082 (3) - remove the hitclap and add the hitfinish instead as it is likely a cymbal here ok but I'll keep clap xd
  11. 01:06:748 (5,6) - the flow can be more smoothly here if it would be moved to 467|222 because the current flow feels a bit crampy fixed
  12. 01:09:415 (1,2) - as you are mainly concentrated on following the vocal here, it would be a good idea to ctrl+G the rhythm to give more contrast to the vocal layer and on 01:11:415 - an 1/1 note would give more contrast to the snare than the sliderend remapped this part xd
  13. 01:20:082 (1) - maybe keep the circular flow by making 01:21:415 (2) - curved? it would improve the flow overall and will look more better visually speaking. you can move 01:21:415 (2) - to 260|170 for instance if you want to keep the straight slider it's okay
  14. 01:22:748 (1) - this heartshaped slider can be a little bit improved as it doesn't look pretty good visually speaking https://puu.sh/y72Sx/37efb6cc4f.jpg well imo it's still good
normal

  1. 00:32:415 (2) - you can curve this slider (by adding a new grey archor by holding CTRL button and then click the left button of the mouse) if you wish to keep the circular flow together with 00:33:082 (3,4) -. in addition, it will improve the flow as this one feels a bit weird fixed
  2. 00:33:082 (3,4) - for a better flow, you can make a blanket with these sliders like in this picture http://puu.sh/y7R0v/764d8928ef.jpg it's okay
  3. 00:42:748 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - the first measure of this section has the note density a bit low as there's no really much clicking because of 1/1 sliders from 00:42:748 (1) - and 00:45:415 (1) -, but starting from 00:48:082 (1) - which represents the beginning of the second measure is too much clicking because of big 1/2 chain, even if there are few circles for breaking the 1/2 chain, you can replace 00:48:082 (1) - which is an 1/2 slider with reverse arrow, with an 1/1 slider like in this picture http://puu.sh/y7RLU/f33a73434a.jpg mass clicks not actual, fixed 1/2 to 1/1 slider
  4. 00:53:415 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - here's also too much clicking because of many 1/2 chains you can break the chain by putting a 1/1 slider on 00:56:082 (1,2,3) - https://puu.sh/y7RZ1/59b79329f6.jpg fixed
  5. 01:18:082 (2,3,4) - this 1/2 chain can be also broken by replacing 01:18:582 (3,4) - with an 2/4 slider like this http://puu.sh/y7S8p/bf669aa484.jpg you don't have to worry about that you might not following the synth properly because still it follows it properly Well It can confuses player so no :D

    actually a good diff

    <3
gl!
Veryveryvery thank you for your BIG (omg really) mod!!! <3
_kotachi_
sorry i forget ;;

ByBy wrote:

from my q sorry for late ;w;

kotachi_'s hard

  1. 00:21:748 (2,3) - this 1/2 spacing can be easily confused with 2/4 spacing as the spacing is pretty similar to patterns like 00:15:415 (6,7,1,2,3) - spacing them more, for instance as you did for 00:21:415 (1) - , would make the 1/2 spacing more distinguishable It spread a little.
  2. 00:52:082 - you can add a 1/1 note here for giving more contrast to the synth layer leaving an 4/4 gap it's a bit weird as the synth layer is pretty noticeable and needs some contrast aswell ok
gl!
thank you for mod! and sorry to forget ;;
code
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 63998
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.8
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.050002

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Revialink
Version:kotachi's Hard
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize pata-mon _kotachi_
BeatmapID:1267925
BeatmapSetID:548459

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"maxresdefault.jpg",0,0
Video,-260,"music.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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riffy
yo, as requested

Easy

  • Я ожидал более плавных переходов, просто острые углы типа 00:18:748 (4,5,1) - или переходы вроде 00:52:082 (4,1) - как-то не вписываются в то, чего я ожидаю от такой песни.

    Еще, я бы попробовал избегать оверлапа на 01:21:415 (2,1) - куда-то в том направлении

    Вполне хороший изик, просто визуалочки бы ему подтянуть.
Normal
  1. 00:23:748 (5) - или тебе тут не нужен круг, или 00:26:415 - нужен тут. Ритм одинаковый, звуки тоже, а мапаешь по-разному. Я бы вообще поменьше слайдеров и 1/2 сделал, чтоб минимально ритма и побольше кликов. Часть же очень медленная, там приятнее будет что-то покликать.
  2. 00:27:082 (2) - а вот его на два круга заменить точно стоит, там и вокалы, и ритм звучат очень четко.
  3. 00:46:748 - не совсем понял почему ты не захватил вот этот бит. Какой-нибудь 1/4 с реверсом ведь мог вписаться. Дальше что-то похожее вообще не выделяется 00:49:082 (2,3), кстати.
  4. 01:18:582 (3) - и тут бы кружочками заменил. Там два удара у барабанов, а ты выделяешь кликом только один. 01:13:248 (4) - что-то такое же.
    У тебя по ритму в этом части можно больше 1/4, а ты впихиваешь много слайдеров, в итоге все стоит плотно, а кликами ничего почти не выделяется и все сливается.
kotachi's Hard

  • To be fair, I don't really get the rhythm ou follow. For isnstance, 00:54:915 (5) - here the first two ticks are obviously louder, but you use a slider, then the same rhythm is mapped with two circles 00:56:582 (2,3) - then it gets inconsistent again 00:57:248 (5,6) . Something simiilar goes for 01:03:082 (3) - when two clear drum beats are mapped with a slider, so that only 01:03:082 - is actually clickable.

    I'd probably ask you to explain the way you follow things because I fail to see any clear line for players to follow, instead you seem to mix everything at once without consistency.
Pata-Mon
  1. 00:28:082 (4) - I'd probably split into two circles since vocals are kind of intense here.

    That was pretty good!
Topic Starter
Froskya

Bakari wrote:

yo, as requested

Easy

  • Я ожидал более плавных переходов, просто острые углы типа 00:18:748 (4,5,1) - или переходы вроде 00:52:082 (4,1) - как-то не вписываются в то, чего я ожидаю от такой песни.

    Еще, я бы попробовал избегать оверлапа на 01:21:415 (2,1) - куда-то в том направлении

    Вполне хороший изик, просто визуалочки бы ему подтянуть. все пофиксено
Normal
  1. 00:23:748 (5) - или тебе тут не нужен круг, или 00:26:415 - нужен тут. Ритм одинаковый, звуки тоже, а мапаешь по-разному. Я бы вообще поменьше слайдеров и 1/2 сделал, чтоб минимально ритма и побольше кликов. Часть же очень медленная, там приятнее будет что-то покликать. сделал так тут 00:21:415 - 00:28:748
  2. 00:27:082 (2) - а вот его на два круга заменить точно стоит, там и вокалы, и ритм звучат очень четко. Думаешь, стоит? Если идти по одной структуре, как я сделал ^, то разве это не будет странно выглядеть? 00:49:415 (3) - делал по принципу 00:44:082 (3) потому не думаю, что там стоит круги ставить
  3. 00:46:748 - не совсем понял почему ты не захватил вот этот бит. Какой-нибудь 1/4 с реверсом ведь мог вписаться. Дальше что-то похожее вообще не выделяется 00:49:082 (2,3), кстати. Ту хард и слишком много 1/4 будет тут, а по выделению я следовал тому, как я начал эту часть
  4. 01:18:582 (3) - и тут бы кружочками заменил. Там два удара у барабанов, а ты выделяешь кликом только один. 01:13:248 (4) - что-то такое же. Допустим
    У тебя по ритму в этом части можно больше 1/4, а ты впихиваешь много слайдеров, в итоге все стоит плотно, а кликами ничего почти не выделяется и все сливается. На самом деле мне кажется, что 1/4 слишком быстро для нормала, хотя вполне оправдано это БПМом, но все равно для меня это выглядит как-то сложно, потому я и стараюсь избегать 1/4
Спасибо за мод!

IceBeam wrote:

привет!

придираться не люблю, поэтому длинного поста тут не будет. обычно обращаю внимание только на серьезные вещи, вроде ритма, спейсинга и хитсаунды.

с изи всё хорошо, хотя эта близкая дистанция немного даже сбивает, а не делает карту легче. мне вот все хотелось в два раза быстрее все жмакать по началу. я бы в следующих работах твоих все же делал ее чуть по-больше между 1/1 объектами. Хорошо, учту)

[Normal]

тут опять же все хорошо расставлено и хитсаунды на месте вроде, но тааак режет слух то, что ты не следуешь мелодии совсем почти. просто учитывая, что ты используешь здесь синие тики довольно часто - можно было бы в первую очередь следовать мелодии, а уже потом вокалу. причем не обязательно перегружать для этого объектами и ритмом, чтобы попадать на ноты на синих тиках.

приведу несколько примеров:

00:13:415 (1) - вот здесь можно было бы сделать довольно простой паттерн, используя биты на синем тике (показал на скрине). да, есть еще звук и на 00:14:915, но тогда наверное будет слишком сложновато для нормала. все же ритм должен быть проще, чем у харда, но расположив слайдер таким образом, ты и не заставишь кликать на синем и хотя бы один тик с битом захватишь и ритм станет куда более похож на тот,что в песне. вроде такого:

00:16:082 (1,2,3) - ну а здесь такой паттерн вообще идеально ложится под ритм:


00:19:415 (2) - ну и здесь так же можно сделать.

00:40:082 (1) - или вот можно ритм сделать немного более разнообразнее, и так даже будет веселее и приятнее выбивать, чем просто прятать тик в слайдер: сделал все, как сказал, ибо так и правда лучше о:


опять же, тут дистанция у тебя везде ровная и никаких проблем с выбиванием синего тика не должно быть, так что, думаю, это вполне позволительно на нормале. я не стал перечислять все вариации ритмов и паттернов, не стал выделять все, чтоб я изменил, потому что это почти пол карты ремапать надо. так что дело исключительно твое. просто на мой вкус ритм можно было бы сделать сочнее, вот как у тебя в конце, в киаи-части (но там у тебя более быстрая часть и ритм более сложный, а для более спокойных частей, опять же повторюсь - можно ставить меньше нот, но все равно подставлять под синий тик). Ух, я постараюсь хд

приятная песня и карта, молодец! в следующий раз, очень надеюсь, что сделаешь хард или инсейн сам.. потому что диффа китайца мне вообще не понравилась. овермап. Да, я постараюсь :D
Спасибо за мод и помощь c ритмом! <3
Pata-Mon

ByBy wrote:

patamon's insane

  1. 00:16:082 (1,2) - talking about the 2/4 stack, you can unstack 00:16:582 (2) - from 00:16:082 (1) -'s slidertail as it might be confusing while playing that pattern and the player might miss 00:16:582 (2) -. that can be due to low stack leniency aswell // 00:18:748 (1,2) - same but this is clearly confusing as 00:18:582 (7) - is stacked on 00:18:748 (1) - 's slidertail aswell This is the style of this diff lol. I use a lot of stack and they fit the song, maybe it's hard to read for some players but it's not a bad thing imo
  2. 00:33:582 - might add an 1/4 note here to fullfill the 1/2 gap? you did the same with 00:35:915 (4,5,6) - so that would be mostly for consistency // 00:38:915 - same 00:36:248 - is drum sound while 00:33:582 - has no sound, so I use this rhythm
  3. 01:21:248 (4) - the hitburst of 01:20:082 (1) - and 01:20:582 (2) - completely covers the reverse arrow of this slider which can result into not distinguish the reverse arrow really well and the player might get a sliderbreak here as he wouldn't know that there's a kickslider (1/4 slider with reverse arrow)because its reverse is completely covered. consider moving the slider to 252|121 in order to make the reverse arrow more readable (or distinguishable w/e) I know this rule, but I think 1/1 gap in 90bpm is long enough and I didn't see issue in test playing xD

    <3
gl!
@Bakari Vocal in this part is really soft, so I don't really want to use lots of circle. And I use sliders at 00:22:082 (3,4) - 00:24:748 (3,4) - ……too so I think keeping would make it more consistant.

Thanks for your mods!
IceBeam
привет!

придираться не люблю, поэтому длинного поста тут не будет. обычно обращаю внимание только на серьезные вещи, вроде ритма, спейсинга и хитсаунды.

с изи всё хорошо, хотя эта близкая дистанция немного даже сбивает, а не делает карту легче. мне вот все хотелось в два раза быстрее все жмакать по началу. я бы в следующих работах твоих все же делал ее чуть по-больше между 1/1 объектами.

[Normal]

тут опять же все хорошо расставлено и хитсаунды на месте вроде, но тааак режет слух то, что ты не следуешь мелодии совсем почти. просто учитывая, что ты используешь здесь синие тики довольно часто - можно было бы в первую очередь следовать мелодии, а уже потом вокалу. причем не обязательно перегружать для этого объектами и ритмом, чтобы попадать на ноты на синих тиках.

приведу несколько примеров:

00:13:415 (1) - вот здесь можно было бы сделать довольно простой паттерн, используя биты на синем тике (показал на скрине). да, есть еще звук и на 00:14:915, но тогда наверное будет слишком сложновато для нормала. все же ритм должен быть проще, чем у харда, но расположив слайдер таким образом, ты и не заставишь кликать на синем и хотя бы один тик с битом захватишь и ритм станет куда более похож на тот,что в песне. вроде такого:

00:16:082 (1,2,3) - ну а здесь такой паттерн вообще идеально ложится под ритм:


00:19:415 (2) - ну и здесь так же можно сделать.

00:40:082 (1) - или вот можно ритм сделать немного более разнообразнее, и так даже будет веселее и приятнее выбивать, чем просто прятать тик в слайдер:


опять же, тут дистанция у тебя везде ровная и никаких проблем с выбиванием синего тика не должно быть, так что, думаю, это вполне позволительно на нормале. я не стал перечислять все вариации ритмов и паттернов, не стал выделять все, чтоб я изменил, потому что это почти пол карты ремапать надо. так что дело исключительно твое. просто на мой вкус ритм можно было бы сделать сочнее, вот как у тебя в конце, в киаи-части (но там у тебя более быстрая часть и ритм более сложный, а для более спокойных частей, опять же повторюсь - можно ставить меньше нот, но все равно подставлять под синий тик).

[kotachi's Hard]

00:22:748 (4,5,1) - this rhytm is too simple, you should really follow the melody on the blue ticks. like this:

00:25:415 (4) - here too, I mean, I understand it's a soft slow part, but you were following the melody on 00:30:082 (2), and overall it sounds better and doesn't make it that much harder.

00:52:748 (6) - fix the distance here, it's really missleading. it should be like 2x farther


[Pata-Mon's Insane]

00:09:248 (1,2,3,4,1,2,3,4) - could you please simplify this pattern a little? I mean, you're starting the map with the jumpy pattern, and people have no idea about map's rhytm, spacing and velocity at this point. they could just hit retry as it's the very first pattern, but still, would be better if it was more clear.

01:22:748 (1,1,1) - sorry, but I just don't get patterns like these. uh :? anyway, I guess it's up to BNs. it seems readable on the test play, but covering slidertracks like this was unrankable in my times, at least. anyway I can't find a good reason to place 'em this way. if you could just curve them in some nice shapes and stack, but don't overlap like that - it would be just much better to me.

приятная песня и карта, молодец! в следующий раз, очень надеюсь, что сделаешь хард или инсейн сам.. потому что диффа китайца мне вообще не понравилась. овермап.

не знаю, почему до сих пор не ранкают это, но удачи в поисках БНа, вроде уже пора то.
_kotachi_

IceBeam wrote:

привет!

придираться не люблю, поэтому длинного поста тут не будет. обычно обращаю внимание только на серьезные вещи, вроде ритма, спейсинга и хитсаунды.

с изи всё хорошо, хотя эта близкая дистанция немного даже сбивает, а не делает карту легче. мне вот все хотелось в два раза быстрее все жмакать по началу. я бы в следующих работах твоих все же делал ее чуть по-больше между 1/1 объектами.

[kotachi's Hard]

00:22:748 (4,5,1) - this rhytm is too simple, you should really follow the melody on the blue ticks. like this:

00:25:415 (4) - here too, I mean, I understand it's a soft slow part, but you were following the melody on 00:30:082 (2), and overall it sounds better and doesn't make it that much harder.

00:52:748 (6) - fix the distance here, it's really missleading. it should be like 2x farther

не знаю, почему до сих пор не ранкают это, но удачи в поисках БНа, вроде уже пора то.
all fixed
thank you for mod!
sry for late
osu file format v14

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AudioLeadIn: 0
PreviewTime: 63998
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
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LetterboxInBreaks: 0
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[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Revialink
Version:kotachi's Hard
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize pata-mon _kotachi_
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237,175,69915,1,0,0:0:0:0:
237,175,70082,2,0,L|219:236,2,56.9999982604981,8|0|0,0:0|0:0|0:0,0:0:0:0:
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434,280,73082,1,0,0:0:0:0:
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289,120,80081,6,0,P|280:67|321:-10,1,113.999996520996,2|0,0:0|0:0,0:0:0:0:
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Topic Starter
Froskya
@IceBeam
Ответил в пост после Бакари
Topic Starter
Froskya
@_@
Topic Starter
Froskya
not dead
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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