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PinocchioP - I'm glad you're evil too

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Topic Starter
AruOtta
This beatmap was submitted using in-game submission on mardi 11 juillet 2017 at 14:33:14

Artist: PinocchioP
Title: I'm glad you're evil too
Tags: hatsune miku 初音ミク hatsune_miku vocaloid ボーカロイド Yuma Saito kimi mo warui hito de yokatta
BPM: 88
Filesize: 28180kb
Play Time: 05:54
Difficulties Available:
  1. Kimi o Suki de Yokatta (4,49 stars, 1009 notes)
Download: PinocchioP - I'm glad you're evil too
Download: PinocchioP - I'm glad you're evil too (no video)
Information: Scores/Beatmap Listing
---------------

I'm glad you're evil too


plz redownload after 06/23/17 (new bg)

To modders : I mainly need help about visuals and structures of the map ! (and a bit about spacing emphasizing)

better version than Monstrata's
TheKingHenry
Hello mod from my queue~
Lunatic
  1. from AiMod: object end not snapped at 04:07:534 (7) -
  2. the darkest combo colors here don't work too well on high BG dims. Perhaps make em lighter.
  3. 00:21:853 (8) - could NC
  4. 00:43:841 (9,10,11) - doesn't look too good, could just use the same curve for all 4
  5. lots of overlaps, some of which look intended, but for example overlaps like 02:14:864 (2,3,4) - just don't look too good, intended or not
  6. 02:31:228 (3,4) - while it is blanketed, it doesn't look too good due the slider being strongly curved
  7. here and there there were some weirdly flowing patterns you could give a look to. For example 02:41:626 (1,2,3) - 04:37:535 (7,8,1) - 05:30:035 (1,2,1) - or just overall places where you have randomly different spacing/direction/both.
  8. 03:51:853 (1,2,1,2,1) - this is 1/8 not 1/12 (and actually only 7 of em so not even the whole beat of 1/8) Basically it's 176bpm stream so you can just map it so
  9. 03:58:671 (9) - NC here, perhaps at 04:00:717 (13) - too.
  10. 04:16:739 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - break this into smaller combos as well
  11. Visually early parts were cool, but later on it looks a lot less polished imo, and the large amount of straightish long sliders doesn't work too well if you don't visually pattern them with other objects so they make sense. Also lot of places where blanketing would make it look a lot better like 02:25:773 (3,4) - 03:08:557 (9,1) - for example. There were also some that were kinda done but needed fixing also like 01:42:137 (2,3) -
Good luck!
Topic Starter
AruOtta

TheKingHenry wrote:

Hello mod from my queue~
Lunatic
  1. from AiMod: object end not snapped at 04:07:534 (7) -
  2. the darkest combo colors here don't work too well on high BG dims. Perhaps make em lighter.
  3. 00:21:853 (8) - could NC I only NC on big white ticks
  4. 00:43:841 (9,10,11) - doesn't look too good, could just use the same curve for all 4
  5. lots of overlaps, some of which look intended, but for example overlaps like 02:14:864 (2,3,4) - just don't look too good, intended or not It's this map's style, people will like it or not, but I'll keep it, sorry :3 (it doesn't affect the gameplay)
  6. 02:31:228 (3,4) - while it is blanketed, it doesn't look too good due the slider being strongly curved It wasn't intended to be blanketed
  7. here and there there were some weirdly flowing patterns you could give a look to. For example 02:41:626 (1,2,3) - 04:37:535 (7,8,1) - 05:30:035 (1,2,1) - or just overall places where you have randomly different spacing/direction/both. Flow is important, but too much flow isn't fun, it adds more challenge when breaking the flow sometimes (and it's never random, it's always a pattern)
  8. 03:51:853 (1,2,1,2,1) - this is 1/8 not 1/12 (and actually only 7 of em so not even the whole beat of 1/8) Basically it's 176bpm stream so you can just map it so I thought the pattern was well with 1/12 but yeah it's not following the song. Though I really want to keep this pattern, so I used 1/16 instead (there's a larger gap to make the jumps). I won't keep it of too much people tell me to change it
  9. 03:58:671 (9) - NC here, perhaps at 04:00:717 (13) - too. noooo my whiiiiiite (it'd be strange to change with the video bg
  10. 04:16:739 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - break this into smaller combos as well ^
  11. Visually early parts were cool, but later on it looks a lot less polished imo, and the large amount of straightish long sliders doesn't work too well if you don't visually pattern them with other objects so they make sense. Also lot of places where blanketing would make it look a lot better like 02:25:773 (3,4) - 03:08:557 (9,1) - for example. There were also some that were kinda done but needed fixing also like 01:42:137 (2,3) - Except the last one, I want to keep it like this because it's not intended to be a blanket. Blankets everywhere are kinda odd imo. And I disagree with the "less polished at the end", plus it looks like an "explosion" in the song, this is why everything looks a bit chaotic
Good luck!
Thanks for the mod :3 (was fixed if there's not red text)
Cosmolade
Hello!
M4M :3
sorry if my mod is short, you have a really well mapped thing here ; v;

[Lunatic]
I don't remember very well, but I read somewhere that the white/black pure colors in combocolours are unrankeable, so I suggest make the white a little more grey
I feel the combopattern is too long ;w; maybe add NC in every (6) note will be fine, like > 01:03:444 (6) - here & > 01:08:898 (6) - here, etc
  1. 00:04:467 (5) - I think this slider is fine curved, but it will flow better if the curver is in the other way pic
  2. 00:12:137 (2,3) - Ctrl+G this two? for the circular movement
  3. 00:33:443 (1,1) - I don't know why you dont mapped this part :'c
  4. 01:01:910 (3) - here is a note, and > 01:03:273 - here not, and the two parts have the same sound, I suggest put a note or remove the note.
  5. 01:08:728 - ^ same here
  6. 01:14:182 - ^
  7. 01:36:171 (1) - I thing the rhythm can be better followed in this pattern

  8. 01:47:080 (1) - ^ same here
  9. 01:49:807 (1,2) - The transition between (1,2) is not very good, I suggest something like this for the flow:
  10. 01:51:171 (4) - btw, this note is up so much D: it touchs the hp-bar!
  11. 03:14:012 (9,1) - You can make a nice overlap, like this:
  12. 03:33:444 (1,2,3,4,5,6,7,8) - For this, you can copy (1,2,3,4) and paste them to be the new (5,6,7,8), ctrl+G them and rotate -15, and move the objects up a little, I think looks better
  13. 03:38:217 (10) - I suggest in this notes, every (10) can have a NC, like you did > 03:51:853 (1) - here
  14. 03:58:671 (9) - NC for the start of a new phrase
  15. 04:17:762 (4,8,12) - maybe add NCs here?
  16. 04:32:421 (9,1) - you can make the same nice overlap I suggest in > 03:14:012 (9,1)
  17. 04:43:330 (8,1) - ^
  18. 04:40:262 (6) - Maybe you can delete 1 of the reverse, for make the path to the next (1,2) more nice
  19. 05:10:944 (1) - I know is not bad, but when the slider-reverse have more than one, in longsliders... ugh... I don't like them, I think they looks ugly :( but is fine
  20. 05:31:057 (1) - Maybe make this slider a slider-art too? It feels empty xD
  21. 05:48:614 (6,7,8) - Make them a equal DS triangle-jump :3
  22. 05:51:853 (1) - omg <3 I love it
Welp, that's all!
I hope I have been helpful XD
Nice map btw~
GL o3o)/
Topic Starter
AruOtta

Cosmolade wrote:

Hello!
M4M :3
sorry if my mod is short, you have a really well mapped thing here ; v;

[Lunatic]
I don't remember very well, but I read somewhere that the white/black pure colors in combocolours are unrankeable, so I suggest make the white a little more grey
I feel the combopattern is too long ;w; maybe add NC in every (6) note will be fine, like > 01:03:444 (6) - here & > 01:08:898 (6) - here, etc
  1. 00:04:467 (5) - I think this slider is fine curved, but it will flow better if the curver is in the other way pic I wanted to "blanket" with the previous slider, and if I change it it'll not break the flow with the next circle, and I want to keep it broken because it's the start of another part (so it's more emphasized)
  2. 00:12:137 (2,3) - Ctrl+G this two? for the circular movement Very good idea !
  3. 00:33:443 (1,1) - I don't know why you dont mapped this part :'c I really feel a break is perfect here. 1st part I mapped the piano notes, then the voice comes, and there's a break from the voice here.
  4. 01:01:910 (3) - here is a note, and > 01:03:273 - here not, and the two parts have the same sound, I suggest put a note or remove the note. It's following the voice and the emphasized piano notes on white ticks, this is why this little piano note isn't mapped (actually the 2 next ones are more noticeable, but I still think it's not as strong as the voice, so I'll let as it is, even if it's a tough choice)
  5. 01:08:728 - ^ same here
  6. 01:14:182 - ^
  7. 01:36:171 (1) - I thing the rhythm can be better followed in this pattern I don't think 01:36:853 - is more emphasized than the previous notes (even less), and this pattern makes a good difference for the next pattern to emphasize it (I don't know if I'm enough clear, but having a slider with a reverse is making the player have a little movement without clicking twice or more, and then the next pattern is the opposite, you have to click 2 times, so it emphasize the voice which is unusually on a 1/4 tick alone)

  8. 01:47:080 (1) - ^ same here
  9. 01:49:807 (1,2) - The transition between (1,2) is not very good, I suggest something like this for the flow: fixed another way (this one is overlaping a bit weirdly, I changed the previous slider instead :3
  10. 01:51:171 (4) - btw, this note is up so much D: it touchs the hp-bar! (actually no xD It's not a problem I think)
  11. 03:14:012 (9,1) - You can make a nice overlap, like this: Arf I don't really like it sorry ;w;
  12. 03:33:444 (1,2,3,4,5,6,7,8) - For this, you can copy (1,2,3,4) and paste them to be the new (5,6,7,8), ctrl+G them and rotate -15, and move the objects up a little, I think looks better I don't know why I did this tbh xD But I even have a better idea, I'll make a symmetrical wing shape, because it's also when she starts having big wings in the video
  13. 03:38:217 (10) - I suggest in this notes, every (10) can have a NC, like you did > 03:51:853 (1) - here Yeah but the color pattern will be 1 (2) 3 (4), and I also want 2 and 4 not to be for the little 4 sliders
  14. 03:58:671 (9) - NC for the start of a new phrase But being only white fits with the video and fits with the sudden lack of melody
  15. 04:17:762 (4,8,12) - maybe add NCs here? Same, not having NC emphasize the lack of energy of this part
  16. 04:32:421 (9,1) - you can make the same nice overlap I suggest in > 03:14:012 (9,1) Same as above
  17. 04:43:330 (8,1) - ^
  18. 04:40:262 (6) - Maybe you can delete 1 of the reverse, for make the path to the next (1,2) more nice There's a little sound here, and I want the player to hold the slider as long as there's the sound, and then the sudden jump would emphasize the next voice
  19. 05:10:944 (1) - I know is not bad, but when the slider-reverse have more than one, in longsliders... ugh... I don't like them, I think they looks ugly :( but is fine I can understand, I agree a bit too, but here it's okay, and it feels great with the voice
  20. 05:31:057 (1) - Maybe make this slider a slider-art too? It feels empty xD The emptiness is breaked by th previous big jump. Plus the voice is quite constant here :3
  21. 05:48:614 (6,7,8) - Make them a equal DS triangle-jump :3
  22. 05:51:853 (1) - omg <3 I love it This is an evil heart >:3
Welp, that's all!
I hope I have been helpful XD
Nice map btw~
GL o3o)/
Thanks you very much for the mod !
Even if there's a lot of red on it, it was really helpful, it made me think hardly about why I did made pattern like this :3
I'll mod your map at the end of the week I think :3
Lama Poluna
hai. random mod

[Lunatic]

  • soft-hitnormal - unrankable.
    05:51:853 (1) - ^ not seen the beginning and the end.
  1. 00:00:717 - No two uninherited or two inherited timing sections should be placed at the same point.
    01:26:626 (1) - 1/12?
    01:57:989 (1) - triplet ->
    03:36:171 - At this time, notes do not fall to bits. I think you need to add the bpm section. 216195 - offset.
    03:51:683 (8,9) - Оvermaped.
    02:11:285 (1) - 1/6.
    02:16:739 (6) - ^ 02:22:194 (1) - .
    02:27:478 (9) - ignore ^ this beats.
    02:41:285 (8) - 1/6 better.

gl~
Topic Starter
AruOtta

Lama Poluna wrote:

hai. random mod

[Lunatic]

  • soft-hitnormal - unrankable. It's only used on slider tails so nope
    05:51:853 (1) - ^ not seen the beginning and the end.
  1. 00:00:717 - No two uninherited or two inherited timing sections should be placed at the same point. Except if the inherited point is useful (here to change the SV)
    01:26:626 (1) - 1/12? Yep it follows the song
    01:57:989 (1) - triplet -> Same as above
    03:36:171 - At this time, notes do not fall to bits. I think you need to add the bpm section. 216195 - offset. Fixed the whole timing
    03:51:683 (8,9) - Оvermaped. Yep but the rhythm follows the previous pattern so I'll keep it
    02:11:285 (1) - 1/6.
    02:16:739 (6) - ^ 02:22:194 (1) - .
    02:27:478 (9) - ignore ^ this beats. but follows the voice
    02:41:285 (8) - 1/6 better. It's not 1/6 :/
gl~
Thanks :3
Naxess
Greetings

Found this in a queue, so thought I'd take a look.


  • [General]
  1. Try increasing the "Lum" of combo color 4 to ~60 to make sure approach circles are visible, especially at 100% background dim.
  2. Your drum-hitclap.wav is less than 100 ms long, which will cause technical problems with some sound cards. I'd suggest you find another similar hitsound to use instead, as the current one is unrankable.

    [Lunatic]
  3. Is the difficulty name a reference or is it just indicating what difficulty it is? In the latter case you could always try something custom relating to the song if you have anything in mind.
  4. 00:00:731 - The first inherited line is conflicting with the uninherited in pretty much all settings. Consider keeping volume, hitsound samplesets and customs the same for overlapping lines. This is to avoid technical problems in the beatmap.
  5. 00:15:731 - The reverse-like sound impacts here, and piano changes pitch, so having piano take priority here instead of 00:15:901 - might work better. That way the circles will also be in groups of 4. Try moving 00:15:560 (3) - to 00:15:390 - and shortening 00:14:878 (2) - , then adding a circle here as part of 00:15:901 (4,5,6) - . Both ways work, though, so up to you.
  6. 00:16:412 (7,8,9,10) - Would probably be reflected better if it were spaced from 00:15:901 (4,5,6) - , similarly to how 00:04:821 (1,2,3,4,5,6,7,8) - was arranged. Could also be applied to 00:21:867 (8,9,10,11) - , 00:43:685 (8,9,10,11) - , etc.
  7. 00:26:640 - This vocal is rather distinct, and more prominent than 00:26:469 - from what I can hear. Try swapping 00:26:299 (4,5) - rhythmically (re-positioning them in the process, ofc).
  8. 00:31:924 (5,6,7) - Missing the pitch change at 00:32:094 - by using that 1/1 slider, I'd suggest you use the method you did at 00:21:015 (4,5) - instead, with a 1/4 into a circle.
  9. 00:32:775 (8,9,10,11) - Since piano changes pitch at 00:32:776 - , I'd think this would be where the spike would be, instead of 00:32:946 - ? Either way, possible to space them here as well otherwise.
  10. 00:44:878 (2) - Turning this into two circles would probably reflect the vocals better, like was done at 00:39:424 (2,3) - , since these are pretty much the same anyway.
  11. 00:52:890 (1,2,3) - Try keeping the spacing between these consistent, for the sake of visuals. Currently (1) is stacked under the previous slider, which is probably the cause of this. If you don't already have it on, View > Stacking.
  12. 01:05:162 - Currently 01:04:992 - and 01:05:333 - are done the same way, despite being different in the song. Rather than having this be a slider leading into another slider going in the same direction, you could make this a circle stacked on top of it. I think it brings for a fitting pause in momentum as well.
  13. 01:16:242 - No direct impact here, unlike the others. Removing this circle would thereby improve the coherence with the song. Similar thing occurs at 01:53:060 (2) - .
  14. 01:33:458 (1,3) - 01:35:503 (5,1) - I'd be careful about ending sliders over repeats like this, since they leave a 300 hitburst which could potentially obscure the repeat. Try ending the slider slightly further away. Same for the others like 01:40:276 (5,6) - . Just to avoid edge cases, since it's part of the RC atm.
  15. 01:49:821 - Would've otherwise reduced the SV here to prevent sliders from being this large so frequently. Generally when density sinks, SV would kind of follow, right? This section isn't very long anyway, so re-positioning things shouldn't be too hard.
  16. 01:57:321 (4,5,1) - Since these are already overlapping anyway, why not have them consistent in spacing? Looks a bit odd atm.
  17. 02:02:606 - This isn't as prominent as 02:02:776 - , so would've moved 02:02:606 (5) - there. It's also right after a slider going in the same direction, which makes the flow a bit awkward due to the backwards acceleration. Unlike the other clickables around here, there's no impact, so skipping it, or making it a repeat like 02:07:549 (5) - , might be a good idea.
  18. 02:10:276 (5,6,7) - I don't see why (6) has comparatively more spacing from (5) than (7) has to (6). It's not like it warrants emphasis or anything. Could otherwise just keep consistent spacing here.
  19. 02:14:878 (2,3,4) - This part looks pretty strange in the default skin. Probably due to (4), which is sort of missing the impact at 02:15:731 - , despite being rather strong. I know you're following the vocals, but it's always possible to switch instrumental priority when it goes idle like this, as long as it's indicated well, for example through ending a slider on a strong sound of the previous instrumental layer, for instance. Slider's a bit unnecessarily long atm. Try some rhythm choice like this, for example. Otherwise possible to fill this out with circles, like was done for 00:59:367 (4,5,6,7,8,9,10,11) - .
  20. 02:19:821 - Would expect this to be clickable. From what I could tell, you were following vocals pretty closely, in which case covering this would make sense. Either by having 02:19:821 - be a 1/4 or a 1/2, depending on what kind of density you want here.
  21. 02:43:003 - Usually you had these clickable, so could swap 02:42:833 (4,5) - rhythmically. However, it kind of depends on if you're following the drums or the hit-hat, so in the end you can choose whichever.
  22. 02:57:321 (4,5) - If you want to indicate that these have a different gap compared to the other circles, you could always just stack them, instead of spacing it a few pixels differently, which wouldn't be very noticeable as is.
  23. 03:18:969 (6,7) - Rather odd that this would have higher spacing than 03:18:287 (4,5) - in my opinion. Former has an additional snare, which makes it stand out more than the latter.
  24. 03:46:583 (11,13) - This part is pretty risky, might look better if 03:46:753 (12,13,1) - were moved aside slightly.
  25. 03:51:867 (1,2,1,2) - Unless the song is actually playing 1/16, it's a good idea to avoid them, since if they (should have) reached their repeat at the time of clicking, you'll break regardless of whether it was part of the hitwindow of the initial click or not. So basically it impedes on the gameplay aspect unnecessarily. Could instead just use 1/8 sliders like 03:43:685 (10,11,12,13) - , or just circles like 03:49:140 (13,14,15,16) - .
  26. 04:24:083 (2) - This is pretty questionable tbh lol. Only reason why stuff like notch hell was able to get away with it was because it gradually introduced this concept throughout the map and used it as a part of the gameplay concept. Here it's a bit sudden without any prior hints towards it, which would cause players to be caught off-guard, likely not knowing that they can just hover the cursor over the slider ticks instead of following the whole thing through. So in the end, it might just be better to have it be a spinner instead.
  27. 04:31:753 (7,8) - 04:42:662 (6,7) - The spacing concept could probably be made more apparent by keeping consistency in what is spaced and what isn't. Generally you'd want high spacing for intense sounds and low spacing for less intense sounds, since it makes it harder respectively easier to play. That way it reflects the song through stressing certain notes in gameplay. The way it's done here, on the other hand, seemingly contradicts all that. So it's worth reconsidering, at least for this last series of kiais, where the song is most intense.
  28. 04:34:139 - Making strong sounds clickable is important for the same reason, reflecting the song through stressing notes in accordance to the song. Try making this a circle, and then swapping 04:34:310 (4,5) - rhythmically, if you're prioritizing vocals, that is.
  29. 05:10:958 (1) - Using more than one repeat in an intense section of the song would generally be found counter-intuitive by many, since it reflects multiple sounds through simply holding down a button. It's especially strange because the sound at 05:10:958 - is not the same as 05:11:639 - , so it's actually possible to just start a new slider there instead, to reflect the song more accurately.
  30. 05:19:992 - Isn't quite audible so starting a new note from 05:19:821 - would make more sense. Same kind of thing applies to 05:20:674 - , 05:25:446 - , 05:26:810 - , 05:27:833 - , etc. The density basically drops at 05:19:139 - , so keeping the whole 1/4 pattern going here wouldn't really reflect what the song is doing.
  31. 05:21:526 - This is rather distinct, and not really a lengthened sound from 05:20:844 - , so could instead end 05:20:844 (4) - on 05:21:185 - and then start a new slider from 05:21:526 - .
  32. 05:31:071 (1) - Probably no need to have this be a new combo. It's still in the same musical group as the previous one, so might as well remove it.
  33. 05:30:901 (2,3) - Spacing is still a pretty big concern here at the last sections, so definitely something to look into. This one is comparatively larger than pretty much anything else around here despite being a less prominent vocal compared to others in the same section.
  34. Rest is basically just things mentioned earlier, like 05:47:435 (4,5) - .

    Would be careful with how spacing is used for specific sounds, and how that relates to the song and other notes in the map, starts becoming a problem at 02:36:696 (2,3) - . Some rhythm choices are also a bit questionable, for example the overmapping at the end, as it's not really part of the song, yet implied by the map. Aesthetically it seems to be lacking a bit, but I'm not very good at that myself so I doubt I can give much advice in that regard.
It has good section differentiation and difficulty progression, but I doubt it's ready for BN checking, like your profile suggests, just yet. There's some things to consider among the things I mentioned, and I would highly recommend you gather more mods before pushing this forward. (you'll also need at least 12 SP before being able to have it iconed, for instance)

I'll be sure to see how it goes. Good luck!
Topic Starter
AruOtta

Naxess wrote:

Greetings

Found this in a queue, so thought I'd take a look.


  • [General]
  1. Try increasing the "Lum" of combo color 4 to ~60 to make sure approach circles are visible, especially at 100% background dim. Fixed, and I also fixed the other colors to have around the same luminosity difference
  2. Your drum-hitclap.wav is less than 100 ms long, which will cause technical problems with some sound cards. I'd suggest you find another similar hitsound to use instead, as the current one is unrankable. I found another one which looks even better (and more than 100ms long)

    [Lunatic]
  3. Is the difficulty name a reference or is it just indicating what difficulty it is? In the latter case you could always try something custom relating to the song if you have anything in mind. It was just refering to the moon (and also Touhou) but you're right, another name could be better
  4. 00:00:731 - The first inherited line is conflicting with the uninherited in pretty much all settings. Consider keeping volume, hitsound samplesets and customs the same for overlapping lines. This is to avoid technical problems in the beatmap. I didn't know it could create problems, thanks for noticing !
  5. 00:15:731 - The reverse-like sound impacts here, and piano changes pitch, so having piano take priority here instead of 00:15:901 - might work better. That way the circles will also be in groups of 4. Try moving 00:15:560 (3) - to 00:15:390 - and shortening 00:14:878 (2) - , then adding a circle here as part of 00:15:901 (4,5,6) - . Both ways work, though, so up to you.
  6. 00:16:412 (7,8,9,10) - Would probably be reflected better if it were spaced from 00:15:901 (4,5,6) - , similarly to how 00:04:821 (1,2,3,4,5,6,7,8) - was arranged. Could also be applied to 00:21:867 (8,9,10,11) - , 00:43:685 (8,9,10,11) - , etc.
  7. 00:26:640 - This vocal is rather distinct, and more prominent than 00:26:469 - from what I can hear. Try swapping 00:26:299 (4,5) - rhythmically (re-positioning them in the process, ofc).
  8. 00:31:924 (5,6,7) - Missing the pitch change at 00:32:094 - by using that 1/1 slider, I'd suggest you use the method you did at 00:21:015 (4,5) - instead, with a 1/4 into a circle.
  9. 00:32:775 (8,9,10,11) - Since piano changes pitch at 00:32:776 - , I'd think this would be where the spike would be, instead of 00:32:946 - ? Either way, possible to space them here as well otherwise.
  10. 00:44:878 (2) - Turning this into two circles would probably reflect the vocals better, like was done at 00:39:424 (2,3) - , since these are pretty much the same anyway.
  11. 00:52:890 (1,2,3) - Try keeping the spacing between these consistent, for the sake of visuals. Currently (1) is stacked under the previous slider, which is probably the cause of this. If you don't already have it on, View > Stacking. Yeah you're right, I don't know why I didn't use it, maybe because it overlaps with manual stacks ?
  12. 01:05:162 - Currently 01:04:992 - and 01:05:333 - are done the same way, despite being different in the song. Rather than having this be a slider leading into another slider going in the same direction, you could make this a circle stacked on top of it. I think it brings for a fitting pause in momentum as well. And as well it emphasizes the piano note at 01:05:162 - , even if it doesn't follow the voice (but the piano seems more important here)
  13. 01:16:242 - No direct impact here, unlike the others. Removing this circle would thereby improve the coherence with the song. Similar thing occurs at 01:53:060 (2) - .
  14. 01:33:458 (1,3) - 01:35:503 (5,1) - I'd be careful about ending sliders over repeats like this, since they leave a 300 hitburst which could potentially obscure the repeat. Try ending the slider slightly further away. Same for the others like 01:40:276 (5,6) - . Just to avoid edge cases, since it's part of the RC atm. I think it's still visible with the 300 hitburst, but it's better to avoid it then I won't have more notices about it
  15. 01:49:821 - Would've otherwise reduced the SV here to prevent sliders from being this large so frequently. Generally when density sinks, SV would kind of follow, right? This section isn't very long anyway, so re-positioning things shouldn't be too hard. This section is also part of the refrain, so I think it should keep the same SV. Moreover I don't think long sliders are a problem with this SV. I mainly use SV changes when the whole music changes, not for density, it would be weird in my opinion
  16. 01:57:321 (4,5,1) - Since these are already overlapping anyway, why not have them consistent in spacing? Looks a bit odd atm.
  17. 02:02:606 - This isn't as prominent as 02:02:776 - , so would've moved 02:02:606 (5) - there. It's also right after a slider going in the same direction, which makes the flow a bit awkward due to the backwards acceleration. Unlike the other clickables around here, there's no impact, so skipping it, or making it a repeat like 02:07:549 (5) - , might be a good idea.
  18. 02:10:276 (5,6,7) - I don't see why (6) has comparatively more spacing from (5) than (7) has to (6). It's not like it warrants emphasis or anything. Could otherwise just keep consistent spacing here.
  19. 02:14:878 (2,3,4) - This part looks pretty strange in the default skin. Probably due to (4), which is sort of missing the impact at 02:15:731 - , despite being rather strong. I know you're following the vocals, but it's always possible to switch instrumental priority when it goes idle like this, as long as it's indicated well, for example through ending a slider on a strong sound of the previous instrumental layer, for instance. Slider's a bit unnecessarily long atm. Try some rhythm choice like this, for example. Otherwise possible to fill this out with circles, like was done for 00:59:367 (4,5,6,7,8,9,10,11) - . I usually want to follow voices when it's a long sound, but I think you're right here, too weird. Btw I already changes the pattern without looking at your exemple, and it cames out to be exactly the same :3
    (also the circle pattern you mentionned are only used for the beginning, so it wouldn't fit with this part if I used them)
  20. 02:19:821 - Would expect this to be clickable. From what I could tell, you were following vocals pretty closely, in which case covering this would make sense. Either by having 02:19:821 - be a 1/4 or a 1/2, depending on what kind of density you want here. I'll choose something kinda dense for this part. Plus it seems like she says "Yume-e" so it still a , which is cool
  21. 02:43:003 - Usually you had these clickable, so could swap 02:42:833 (4,5) - rhythmically. However, it kind of depends on if you're following the drums or the hit-hat, so in the end you can choose whichever. I prefer to emphasize 02:43:174 - so I'll keep the actual pattern
  22. 02:57:321 (4,5) - If you want to indicate that these have a different gap compared to the other circles, you could always just stack them, instead of spacing it a few pixels differently, which wouldn't be very noticeable as is.
  23. 03:18:969 (6,7) - Rather odd that this would have higher spacing than 03:18:287 (4,5) - in my opinion. Former has an additional snare, which makes it stand out more than the latter.
  24. 03:46:583 (11,13) - This part is pretty risky, might look better if 03:46:753 (12,13,1) - were moved aside slightly.
  25. 03:51:867 (1,2,1,2) - Unless the song is actually playing 1/16, it's a good idea to avoid them, since if they (should have) reached their repeat at the time of clicking, you'll break regardless of whether it was part of the hitwindow of the initial click or not. So basically it impedes on the gameplay aspect unnecessarily. Could instead just use 1/8 sliders like 03:43:685 (10,11,12,13) - , or just circles like 03:49:140 (13,14,15,16) - .
  26. 04:24:083 (2) - This is pretty questionable tbh lol. Only reason why stuff like notch hell was able to get away with it was because it gradually introduced this concept throughout the map and used it as a part of the gameplay concept. Here it's a bit sudden without any prior hints towards it, which would cause players to be caught off-guard, likely not knowing that they can just hover the cursor over the slider ticks instead of following the whole thing through. So in the end, it might just be better to have it be a spinner instead.
  27. 04:31:753 (7,8) - 04:42:662 (6,7) - The spacing concept could probably be made more apparent by keeping consistency in what is spaced and what isn't. Generally you'd want high spacing for intense sounds and low spacing for less intense sounds, since it makes it harder respectively easier to play. That way it reflects the song through stressing certain notes in gameplay. The way it's done here, on the other hand, seemingly contradicts all that. So it's worth reconsidering, at least for this last series of kiais, where the song is most intense.
  28. 04:34:139 - Making strong sounds clickable is important for the same reason, reflecting the song through stressing notes in accordance to the song. Try making this a circle, and then swapping 04:34:310 (4,5) - rhythmically, if you're prioritizing vocals, that is. Fixed but with a 3/8 slider instead of a 1/4
  29. 05:10:958 (1) - Using more than one repeat in an intense section of the song would generally be found counter-intuitive by many, since it reflects multiple sounds through simply holding down a button. It's especially strange because the sound at 05:10:958 - is not the same as 05:11:639 - , so it's actually possible to just start a new slider there instead, to reflect the song more accurately. I know it's counter-intuitive, and that's somehow the goal. If you check some of PinocchioP's song, you'll see how much they are different from this song, and this is also something I want people to feel by my mapping. This weirdly-shaped-reversed slider feels great with the voice, so I'll try to keep it, and I'll change it if it's really necessary
  30. 05:19:992 - Isn't quite audible so starting a new note from 05:19:821 - would make more sense. Same kind of thing applies to 05:20:674 - , 05:25:446 - , 05:26:810 - , 05:27:833 - , etc. The density basically drops at 05:19:139 - , so keeping the whole 1/4 pattern going here wouldn't really reflect what the song is doing. The song is less dense here, I agree, but it's still as "fast" as the previous part, so I'd like to keep those circles to keep this feeling, even if there's no drum thing in the song's background. It is actually a guideline in the new RC, and it says it could create some wrong rhythm, which is not the case here in my opinion since it follows the same rhythm than the previous part. Also, your suggestions with new notes would apply if I followed the drums in the song's background, but here I really want to follow the voice with those slider patterns. Like above, I'll fix this only if it's really necessary. I may be stubborn, but I want to keep this.
    (also 05:19:139 (1) - looks like the kanji "hito" :3)
  31. 05:21:526 - This is rather distinct, and not really a lengthened sound from 05:20:844 - , so could instead end 05:20:844 (4) - on 05:21:185 - and then start a new slider from 05:21:526 - . I won't change this slider, since it may be here that I want to follow the voice the most. If you check the two other refrain at 01:27:662 - and 03:00:731 - , you'll see how they end at the word "Yokatta". In the third refrain, it's not the case, and the voice suddenly turns in high pitch, and then (you've got awesome little high pitched voices in the background and) it continues with maybe the most beautiful lyrics in the whole song. I really want the player to feel this change in the voice, since it gives me chill everytime I listen to it
  32. 05:31:071 (1) - Probably no need to have this be a new combo. It's still in the same musical group as the previous one, so might as well remove it.
  33. 05:30:901 (2,3) - Spacing is still a pretty big concern here at the last sections, so definitely something to look into. This one is comparatively larger than pretty much anything else around here despite being a less prominent vocal compared to others in the same section.
  34. Rest is basically just things mentioned earlier, like 05:47:435 (4,5) - .

    Would be careful with how spacing is used for specific sounds, and how that relates to the song and other notes in the map, starts becoming a problem at 02:36:696 (2,3) - . Some rhythm choices are also a bit questionable, for example the overmapping at the end, as it's not really part of the song, yet implied by the map. Aesthetically it seems to be lacking a bit, but I'm not very good at that myself so I doubt I can give much advice in that regard.
    I tried to have good aesthetics, but I agree that it looks weird sometimes, but I don't see how I could fix some of them :/
It has good section differentiation and difficulty progression, but I doubt it's ready for BN checking, like your profile suggests, just yet. There's some things to consider among the things I mentioned, and I would highly recommend you gather more mods before pushing this forward. (you'll also need at least 12 SP before being able to have it iconed, for instance)

I'll be sure to see how it goes. Good luck!
Thank you so much for the mod <3
(when there's no comments it means fixed)
Sharu
Cool map!
Topic Starter
AruOtta

[ Sharuresu ] wrote:

Cool map!
Thanks \:D/


I was thinking of merging this map with Monstrata's set, but now I'd like to rank it.

EDIT : fixed every pattern that didn't looks well, so aesthetics should be good too (overlaps are done in purpose if you wonder)
Also spacing was fixed, so it clearly shows which beat it emphasizes and it's consistent through the part
yoshee4232
NM from my que

Kimi o Suki de Yokatta
  1. 00:47:094 (1) - make the curve sharper for a better blanket
  2. 00:56:640 (5,6) - blanket these two
  3. 01:28:515 (2,3) - ^
  4. 01:35:503 (5,6) - ^
  5. 02:07:549 (5) - have this slider more like this maybe? http://puu.sh/v7DpL.jpg
  6. 02:08:571 (6,1) - blanket
  7. 02:09:594 (3,4) - make the curve sharper for a better blanket
  8. 02:31:242 (3,4) - blanket maybe?
  9. 02:41:299 (8,1) - ^
  10. 02:53:231 (3,4) - definitely blanket
  11. 03:01:242 (2,3) - make this blanket a bit better
  12. 03:47:435 (2,6,10) - theres like no sounds that land on these circles at all
  13. 04:10:617 (10,11,12) - do something more like this http://puu.sh/v7DF7.jpg to keep the flow
  14. 04:13:344 (5,6,7) - this is kind of weird flow, the angle is super wide and it doesn't feel like that kind of emphasis is needed here
  15. 04:57:833 (2,3) - blanket?
  16. 05:10:958 (1) - pretty much every reverse slider up to this has had just 1 repeat in it, the two reverses could throw someone off, especially with the higher SV
  17. 05:39:253 (2,4) - blanket better
Topic Starter
AruOtta

cooldude4232 wrote:

NM from my que

Kimi o Suki de Yokatta
  1. 00:47:094 (1) - make the curve sharper for a better blanket
  2. 00:56:640 (5,6) - blanket these two
  3. 01:28:515 (2,3) - ^
  4. 01:35:503 (5,6) - ^
  5. 02:07:549 (5) - have this slider more like this maybe? http://puu.sh/v7DpL.jpg I like to have an angle and not having it linear
  6. 02:08:571 (6,1) - blanket
  7. 02:09:594 (3,4) - make the curve sharper for a better blanket
  8. 02:31:242 (3,4) - blanket maybe?
  9. 02:41:299 (8,1) - ^
  10. 02:53:231 (3,4) - definitely blanket
  11. 03:01:242 (2,3) - make this blanket a bit better
  12. 03:47:435 (2,6,10) - theres like no sounds that land on these circles at all There's sounds from the melody so it's also important to have a circle
  13. 04:10:617 (10,11,12) - do something more like this http://puu.sh/v7DF7.jpg to keep the flow Yeah good idea
  14. 04:13:344 (5,6,7) - this is kind of weird glow, the angle is super wide and it doesn't feel like that kind of emphasis is needed here It's a moment where there's a sound on every 1/4 tick and quite strong sounds, plus I want to emphasize it because it's before a calm part, and it makes a good feeling in my opinion
  15. 04:57:833 (2,3) - blanket?
  16. 05:10:958 (1) - pretty much every reverse slider up to this has had just 1 repeat in it, the two reverses could throw someone off, especially with the higher SV I'd like to keep it though, 2+ reversed sliders are not common and it's quite sad. I'll maybe see with some testplays if it's really that much annoying
  17. 05:39:253 (2,4) - blanket better
#NoBlanketIsFunToo
Maybe stop focusing only on blankets, especially when most of them aren't supposed to be blankets :3
Thanks for the mod \:D/
yoshee4232

Kenterz wrote:

cooldude4232 wrote:

NM from my que

Kimi o Suki de Yokatta
  1. 00:47:094 (1) - make the curve sharper for a better blanket
  2. 00:56:640 (5,6) - blanket these two
  3. 01:28:515 (2,3) - ^
  4. 01:35:503 (5,6) - ^
  5. 02:07:549 (5) - have this slider more like this maybe? http://puu.sh/v7DpL.jpg I like to have an angle and not having it linear
  6. 02:08:571 (6,1) - blanket
  7. 02:09:594 (3,4) - make the curve sharper for a better blanket
  8. 02:31:242 (3,4) - blanket maybe?
  9. 02:41:299 (8,1) - ^
  10. 02:53:231 (3,4) - definitely blanket
  11. 03:01:242 (2,3) - make this blanket a bit better
  12. 03:47:435 (2,6,10) - theres like no sounds that land on these circles at all There's sounds from the melody so it's also important to have a circle
  13. 04:10:617 (10,11,12) - do something more like this http://puu.sh/v7DF7.jpg to keep the flow Yeah good idea
  14. 04:13:344 (5,6,7) - this is kind of weird glow, the angle is super wide and it doesn't feel like that kind of emphasis is needed here It's a moment where there's a sound on every 1/4 tick and quite strong sounds, plus I want to emphasize it because it's before a calm part, and it makes a good feeling in my opinion
  15. 04:57:833 (2,3) - blanket?
  16. 05:10:958 (1) - pretty much every reverse slider up to this has had just 1 repeat in it, the two reverses could throw someone off, especially with the higher SV I'd like to keep it though, 2+ reversed sliders are not common and it's quite sad. I'll maybe see with some testplays if it's really that much annoying
  17. 05:39:253 (2,4) - blanket better
#NoBlanketIsFunToo
Maybe stop focusing only on blankets, especially when most of them aren't supposed to be blankets :3
Thanks for the mod \:D/
Focusing on blankets to me honestly means "there's isn't much I can find wrong with your map and I don't feel like I'm good enough to comment much on your flow or rhythm" :P
Jean-Michel Jr
Yo !

Encore une fois, je veux bien essayer de modder, mais j'ai un peu peur que ce soit inutile...

oui
HP8 c'est peut-être un peu beaucoup non ? Surtout avec autant de slow parts...

00:28:856 (3,4,5,6) - Ptet réduire le spacing ?
00:37:719 (2) - Je pense que ce slider serait mieux un tick 1/8 avant, pour faire comme 00:10:276 (1,2,3,4) -
00:54:765 (9,1) - C'est pas totalement superposé, je sais pas si c'était le but ou non
01:48:287 (3) - Je trouve le slider plus joli en changeant la première ancre de (217;268) à (211;264), mais c'est juste une proposition

// j'ai rien trouvé pendant 3min :L //

05:04:480 (7) - Ce slider c'est misread simulator je trouve, et j'ai pas l'impression qu'il soit spécialement justifié par la musique, comme tu veux
05:32:094 (1,2) - Les silents hitsounds sont unrankable

C'est super cool ! Mais j'ai jamais rien à dire :(
Bonne chance !
Topic Starter
AruOtta

Jean-Michel Jr wrote:

Yo !

Encore une fois, je veux bien essayer de modder, mais j'ai un peu peur que ce soit inutile...

oui
HP8 c'est peut-être un peu beaucoup non ? Surtout avec autant de slow parts...

00:28:856 (3,4,5,6) - Ptet réduire le spacing ? Non c'est le même spacing qu'avant :3
00:37:719 (2) - Je pense que ce slider serait mieux un tick 1/8 avant, pour faire comme 00:10:276 (1,2,3,4) - Ouais mais le son commence que là donc je peux pas décaller d'1/8 :/
00:54:765 (9,1) - C'est pas totalement superposé, je sais pas si c'était le but ou non Ah tnanks !
01:48:287 (3) - Je trouve le slider plus joli en changeant la première ancre de (217;268) à (211;264), mais c'est juste une proposition Yep

// j'ai rien trouvé pendant 3min :L //

05:04:480 (7) - Ce slider c'est misread simulator je trouve, et j'ai pas l'impression qu'il soit spécialement justifié par la musique, comme tu veux C'est un peu un hommage à NatsumeRin (puis le pattern est super cool je trouve)
05:32:094 (1,2) - Les silents hitsounds sont unrankable fixed !

C'est super cool ! Mais j'ai jamais rien à dire :(
Bonne chance !
Merci pour le mod \:D/
hi-mei
hello, from my queue

00:08:060 (4,5,6) - i think its a rhythm+flow issue, the thing is that hm... well ill better give an example: 00:05:332 (4,5) - this is good one, the spacing is cool and rhythm is nice. tho for this 00:08:060 (4,5,6) - one i think that slider end shud be a clickable note, and also these 3 00:08:401 - shud be emphasized with a proper spacing like u did before

i think that u got a general problem with new combos, its a rare thing to make a 9+ numbers in combos (it will also hurt players with custom skins that are using default.png numbers without hitcircles, u can try to find recia's skin if u dont know what im talking about), i think for example u could put nc here 00:15:731 (4) -
or here 00:18:287 (5) - for a new sound phrase
it occurs on thru the entire map

00:22:207 (10,11) - i think spacing here shud be higher, cuz 11 is a pitch
00:33:458 - not sure about this break, u put a circle on 00:33:458 - start of it, but then just skipped everything, and then mapped the ending of the sound phrase 00:37:549 (1,2) - here. i think its fundamentally wrong. and also this sound being skipped doent contribute to the map's quality 00:38:231 -

00:52:208 - here i think a rhythm issue
i think that 00:52:549 - is a start of new sound phrase, and the vocals are starting on 1/3 00:52:776 - here

00:56:128 (3) - i think this shud be further from 2 cuz its stronger than 00:55:617 (1) -
01:17:094 (1) - i think this shape doesnt represent the sounds behind it, u got a pitch on 01:17:435 - 01:17:776 - 01:18:117 - which can be represented with red anchors or/and the bends to change the slider path

01:37:945 - same,. this slider shape makes no sense, cuz the sound is plain there and i dont think u shud make any sharp angles as well.
03:36:696 (2,5,8) - i think they all shud have nc
etc
03:56:981 (7) - can u plz remap this slider, its ugly for me
03:58:685 (9) - nc
yea please fix combos

04:32:435 (9,1) - hm 1/8 gap?
04:33:799 (3,4) - ^ i dont think its possible in 4* maps tho, not quite sure tho

05:13:344 (7,8,1) - not sure about this flow break, i think (1) shud continue zig-zag flow tho.
05:17:094 (3,4) - this overlap is poorly done for sure, make some blankets like this atleast
05:24:594 (1,3,4) - im not a fan of this tripple-overlap
05:39:253 (2,3,4) - make 3 closer to 4? i think its too high right now

05:47:435 (4,5) - not a fan of this overlap


thats it, gl
Topic Starter
AruOtta

hi-mei wrote:

hello, from my queue

00:08:060 (4,5,6) - i think its a rhythm+flow issue, the thing is that hm... well ill better give an example: 00:05:332 (4,5) - this is good one, the spacing is cool and rhythm is nice. tho for this 00:08:060 (4,5,6) - one i think that slider end shud be a clickable note, and also these 3 00:08:401 - shud be emphasized with a proper spacing like u did before

i think that u got a general problem with new combos, its a rare thing to make a 9+ numbers in combos (it will also hurt players with custom skins that are using default.png numbers without hitcircles, u can try to find recia's skin if u dont know what im talking about), i think for example u could put nc here 00:15:731 (4) -
or here 00:18:287 (5) - for a new sound phrase
it occurs on thru the entire map

00:22:207 (10,11) - i think spacing here shud be higher, cuz 11 is a pitch
00:33:458 - not sure about this break, u put a circle on 00:33:458 - start of it, but then just skipped everything, and then mapped the ending of the sound phrase 00:37:549 (1,2) - here. i think its fundamentally wrong. and also this sound being skipped doent contribute to the map's quality 00:38:231 -

00:52:208 - here i think a rhythm issue
i think that 00:52:549 - is a start of new sound phrase, and the vocals are starting on 1/3 00:52:776 - here

00:56:128 (3) - i think this shud be further from 2 cuz its stronger than 00:55:617 (1) -
01:17:094 (1) - i think this shape doesnt represent the sounds behind it, u got a pitch on 01:17:435 - 01:17:776 - 01:18:117 - which can be represented with red anchors or/and the bends to change the slider path

01:37:945 - same,. this slider shape makes no sense, cuz the sound is plain there and i dont think u shud make any sharp angles as well.
03:36:696 (2,5,8) - i think they all shud have nc
etc
03:56:981 (7) - can u plz remap this slider, its ugly for me
03:58:685 (9) - nc
yea please fix combos

04:32:435 (9,1) - hm 1/8 gap?
04:33:799 (3,4) - ^ i dont think its possible in 4* maps tho, not quite sure tho

05:13:344 (7,8,1) - not sure about this flow break, i think (1) shud continue zig-zag flow tho.
05:17:094 (3,4) - this overlap is poorly done for sure, make some blankets like this atleast
05:24:594 (1,3,4) - im not a fan of this tripple-overlap
05:39:253 (2,3,4) - make 3 closer to 4? i think its too high right now

05:47:435 (4,5) - not a fan of this overlap


thats it, gl
I was finishing the answer when everything was deleted... I don't have enough faith to do it again (because it was really long) so I'll sum up the main ideas : NCs are following the song's construction (except 03:58:003 (8) - because I want white), I want to keep most vocal sliders with red anchors because aesthetics, There's many overlaps but I wanted to try it and turn it into an aesthetic thing.
(and people should change custom skin if it's bad for some maps :/)

I'm really sorry about this, I'm also annoyed (I nearly want to cry (mainly because I took the time to explain half of the suggestions))
(I'd say around 3/4 of the suggestions were denied)

Really sorry again :c
Fu Xuan
Hello, from my queue
[]
00:28:344 (1) - Missed stack?
00:28:515 (2) - I think you should ctrl g rhythmically with 00:28:344 (1) - to prioritize the white tick
00:44:878 (2,3,4) - pretty subjective, but maybe form a triangle shape with the heads
02:57:662 (5) - Perhaps stack them like how you stacked 02:55:276 (1,2,3,4) -
02:59:537 (2,3,4,1) - The flow here is a bit weird, you should emphasize 03:00:049 (1) - imo, the sound intensifies
03:46:924 (13) - ctrl g for so u can emphasize 03:47:094 (1) - ?
04:08:912 (1) - Same point with the weird flow
05:20:844 (5) - imo you should make 05:21:526 - clickable, too strong vocal.
[]
short mod orz, not rly a fan of vocaloids. gl~
Topic Starter
AruOtta

-Aqua wrote:

Hello, from my queue
[]
00:28:344 (1) - Missed stack?
00:28:515 (2) - I think you should ctrl g rhythmically with 00:28:344 (1) - to prioritize the white tick I mainly follow the vocals so nop
00:44:878 (2,3,4) - pretty subjective, but maybe form a triangle shape with the heads
02:57:662 (5) - Perhaps stack them like how you stacked 02:55:276 (1,2,3,4) - I don't want to make it similar to a 2/1 beat space, but I removed the stack
02:59:537 (2,3,4,1) - The flow here is a bit weird, you should emphasize 03:00:049 (1) - imo, the sound intensifies The flow for 02:59:878 (4,1) - is linear, whereas others objects have weird flow so it makes a difference and it emphasize a little bite (the sound is just a little bit louder)
03:46:924 (13) - ctrl g for so u can emphasize 03:47:094 (1) - ? It'd be unreadable (and I want to keep the pattern)
04:08:912 (1) - Same point with the weird flow emphasize the "drum" sounds
05:20:844 (5) - imo you should make 05:21:526 - clickable, too strong vocal. I already explained in Naxess' answer, the voice here is full of emotion and it makes me shiver. I wanted to make a really strong difference by not following sounds and only having one big (pretty) slider that follow how the voice is
[]
short mod orz, not rly a fan of vocaloids. gl~ but it's a beautiful song :'c
Thanks for the short mod :3
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