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Katakiri Rekka - KOISURU*HIYOKO

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Topic Starter
xDololow

MasterHerobrine wrote:

From MH's STD Modding & Guest Difficulties Queue!



Кто там любит спакеты? :o
:>>

[General]
Убери Widescreen Support во всех диффах, разве здесь есть сториборд? - Убрал
Названия сложностей лучше не изменять, можно только последнюю, и то по желанию, ppSane, ppXtra, farmXtra переименуй в Insane, Expert и Extreme! - Названия дифф можно менять, но что бы было понятно что эта сложность сложнее той. Если кто-то ещё предложит поменять, то сделаю.

[Fimoree's Normal]
00:03:837 (1) - Лучше не стоит ставить ноты под слайдером в Нормалах...
00:06:197 (3) - ^
00:11:758 (3) - ^
00:16:983 (3) - ^
00:22:207 (2) - ^ тут не сразу поймёшь ноту.
00:27:432 (1,1) - Лучше сделай один спиннер, раз уж это первая диффа в списке.

[Hard]
00:27:432 (1,1) - Может быть так сделать, для удобства и красоты? https://puu.sh/tSysS/5f2c37af7c.png - Сделал
00:08:219 (4,5) - ^ https://puu.sh/tSyzc/809ec558fb.png - ^

[ppSane]
00:26:758 (1,2,3,4,5,6,7,8,9) - Стрим сделай другой, более закруглённый. - +

[ppXpert]
00:09:736 (1) - Слайдер можно сделать получше. - +

[nao's Extra]
All seems good! / Всё выглядит хорошо!

[farmXtra]
00:00:130 (1,2,3,4,1) - Стрим полукруглым сделай. - +

[mother-iт-law]
Всё выглядит хорошо.

Удачи с картой. Спакеты! Спакеты! Па-Па!
Спасибо ;>>>>>>>>>>>
Flare-kun
From OSUWOT Modding q!

In general, wow. 30 seconds. Next Haitai? (^:

Mod
Fimoree's Normal

00:02:489 (1,2) - Make the 1 in line with the 2, it looks better that way imo. Currently it looks messy.
00:08:388 (3) - Start this on the red tick, it's not mapped to any audible important sound

Hard

Nitpicky because the map seems fine so far

00:22:545 (2,3,4,5) - Space these out more and make them look neater. Unless they're meant to be 'hard' to read, just make them neater.
00:27:095 (4,5) - literally just barely move this so it's same spacing as 00:26:758 (3,4) -

ppSane

Nothing, seems fine.

ppXtra

00:11:253 (1,2,1,2,1,2,1,2) - Reading , if it's meant to be like that then by all means but man that's trippy

That's all, seems fine

Nao's Extra

00:02:489 (1,2) - Maybe rotate these so spacing is equal to what's shown on the timeline?
00:03:500 (2,3,4) - this ain't a perfect triangle #triggered
00:06:534 (6,7,8) - ^
00:13:275 (1,2) - maybe space these out a bit more from the previous 00:12:769 (1,2) - to make it easier to read

Farmxtra

Seems fine

mother-in-law

that diff name lol

00:01:056 (2,3,4,5,6,7,8,1) - not a good looking stream imo, maybe redo that. needs more curve (^:
00:13:275 (1,2,3,4,5) - wayy too loud. lower volume pls
00:22:545 (3) - NC here to show pace change?
00:23:556 (6,7) - ^
00:26:758 (3,4,5,6,1,2,3,4) - wtf ヘ(。□°)ヘ

End

wow. Gl ranking this!
Topic Starter
xDololow

Flare-kun wrote:

From OSUWOT Modding q!

In general, wow. 30 seconds. Next Haitai? (^: Yep :^)

Hard

Nitpicky because the map seems fine so far

00:22:545 (2,3,4,5) - Space these out more and make them look neater. Unless they're meant to be 'hard' to read, just make them neater.+
00:27:095 (4,5) - literally just barely move this so it's same spacing as 00:26:758 (3,4) - +

ppSane

Nothing, seems fine.

ppXtra

00:11:253 (1,2,1,2,1,2,1,2) - Reading , if it's meant to be like that then by all means but man that's trippy - i like these triangles :>, changed NC's to 1234-1234

That's all, seems fine

Nao's Extra

00:02:489 (1,2) - Maybe rotate these so spacing is equal to what's shown on the timeline?
00:03:500 (2,3,4) - this ain't a perfect triangle #triggered
00:06:534 (6,7,8) - ^
00:13:275 (1,2) - maybe space these out a bit more from the previous 00:12:769 (1,2) - to make it easier to read

Farmxtra

Seems fine

mother-in-law

that diff name lol - this diff about Misato Wakana - mother of Ui Wakana :3

00:01:056 (2,3,4,5,6,7,8,1) - not a good looking stream imo, maybe redo that. needs more curve (^: - +
00:13:275 (1,2,3,4,5) - wayy too loud. lower volume pls - +
00:22:545 (3) - NC here to show pace change? - without NC more easier to read
00:23:556 (6,7) - ^ - ^
00:26:758 (3,4,5,6,1,2,3,4) - wtf ヘ(。□°)ヘ - ( ͡° ͜ʖ ͡°)

End

wow. Gl ranking this![/box]
Thanks for mod :o
makisokk

Flare-kun wrote:

From OSUWOT Modding q!

In general, wow. 30 seconds. Next Haitai? (^: May be, May be :P

Fimoree's Normal

00:02:489 (1,2) - Make the 1 in line with the 2, it looks better that way imo. Currently it looks messy. Yes indeed, I did not notice it when doing
00:08:388 (3) - Start this on the red tick, it's not mapped to any audible important sound I fix it
Переделанное ГД в 2
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 130
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.300003

[Metadata]
Title:Koisuru Hiyoko
TitleUnicode:恋する☆ひよこ
Artist:Rekka Katakiri
ArtistUnicode:Rekka Katakiri
Creator:xDololow
Version:Fimoree's Normal
Source:Okusama ga Seitokaichou!
Tags:Okusama ga Seitokaichou! anime pp farm fimoree Naoka
BeatmapID:1190831
BeatmapSetID:561221

[Difficulty]
HPDrainRate:3
CircleSize:3
OverallDifficulty:3
ApproachRate:4
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"lewds10.png",0,0
Video,0,"vid.mp4"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
130,337.078651685393,4,1,0,100,1,0
2995,337.078651685393,4,1,0,100,1,0
11253,337.078651685393,4,1,0,100,1,0
11253,-83.3333333333333,4,1,0,100,0,0
13781,337.078651685393,4,1,0,100,1,0
23893,-133.333333333333,4,1,0,100,0,0
24736,337.078651685393,4,1,0,100,1,0
24736,-133.333333333333,4,1,0,100,0,0
27769,-133.333333333333,4,2,0,100,0,0
28443,-133.333333333333,4,1,0,100,0,0
29960,-133.333333333333,4,2,0,5,0,0


[HitObjects]
104,156,2489,6,0,P|139:196|212:220,1,99.9999999999999
226,230,2995,2,0,B|314:251|357:296|411:269|401:189,1,200
408,168,3837,5,0,0:0:0:0:
368,72,4174,1,0,0:0:0:0:
368,72,4343,2,0,L|260:104,1,99.9999999999999
128,148,5186,6,0,P|94:186|86:244,1,99.9999999999999
84,284,5691,2,0,L|215:303,1,99.9999999999999
232,308,6197,1,0,0:0:0:0:
328,302,6534,6,0,L|368:234,1,50
380,216,6871,1,0,0:0:0:0:
395,168,7039,2,0,P|385:111|329:84,1,99.9999999999999
258,55,7714,5,0,0:0:0:0:
193,131,8051,1,0,0:0:0:0:
308,272,8556,2,0,L|360:120,1,150
391,35,9399,6,0,L|451:55,1,50
484,70,9736,2,0,L|445:321,1,250
345,321,10916,6,0,L|272:329,1,50
235,325,11253,2,0,L|111:310,1,119.999996337891
56,300,11758,1,0,0:0:0:0:
20,188,12095,5,0,0:0:0:0:
40,68,12432,2,0,P|132:36|220:40,1,179.999994506836
323,67,13275,6,0,L|340:133,1,59.9999981689453
365,221,13781,2,0,L|142:256,1,200
68,267,14792,5,0,0:0:0:0:
133,342,15129,2,0,L|318:312,1,150
379,300,15972,6,0,P|412:250|420:199,1,99.9999999999999
420,161,16477,2,0,P|360:132|276:156,1,150
204,212,17320,1,0,0:0:0:0:
144,129,17657,5,0,0:0:0:0:
144,129,17825,2,0,L|94:288,1,150
88,371,18668,6,0,P|154:354|185:292,1,99.9999999999999
206,293,19174,2,0,L|403:233,1,200
455,153,20185,5,0,0:0:0:0:
455,153,20354,1,0,0:0:0:0:
455,153,20522,2,0,L|208:72,1,250
116,68,21702,6,0,L|88:12,2,50
136,112,22207,1,0,0:0:0:0:
108,208,22545,1,0,0:0:0:0:
204,232,22882,1,0,0:0:0:0:
205,332,23219,5,0,0:0:0:0:
302,311,23556,1,0,0:0:0:0:
302,311,23724,1,0,0:0:0:0:
302,311,23893,2,0,B|389:317|412:238|357:182|357:182|442:77|368:49|368:49|288:65,1,412.500015735626
204,77,26084,6,0,L|137:196,1,112.500004291534
132,208,26758,2,0,P|132:280|172:324,1,112.500004291534
256,192,27432,12,0,29960,0:0:0:0:
Nao Tomori
shitty memes are shitty.
https://osu.ppy.sh/s/527942 my map for m4m

[mother in law]
why is this even the diff name it has nothing to do with the song and even if it did it should be capitalized

00:00:382 (4,1,2,3) - there isn't really any reason for a jump stream here, you don't do those at any other part in the map anyway.
if you wanted to represent the change in instruments, a spacing increase on the stream would have fit better.

00:00:635 (3,4,5,1,2,3,4) - these stream shapes don't really fit together and look pretty ugly imo.

00:04:006 (4,5,1) - the emphasis here is clearly wrong, you have high spacing on 4 and 5 but they're really quiet, and low spacing on 1 even though it's a strong vocal

00:05:523 (5) - this is ridiculously overspaced since there is nothing on this note, and then 1 has no spacing cuz of that even though 1 has a lot more emphasis in the song

00:13:275 (1,2,3,4,5) - you followed this sound with circles earlier in the first pattern of the song, why is it kickslider now?

00:14:792 (4,5,1) - same thing with emphasis.

00:26:758 (3,4,5,6,1,2,3,4) - nothing in the song indicates a jump or spacing increase should occur

this entire diff looks really random as if you put notes down without listening to the song at all
i get you're memeing but don't waste people's time actually modding this shit lmao

[farmxtra]
00:01:478 (4) - this one should be nc'd since triangle emphasis thingy like the previous one.

00:03:837 - the rhythm here is bad, since you put clickable objects on nearly inaudible drum ticks and make the actually strong vocals on a slider repeat and end.

00:10:916 (1,2,1,2,1,2,1,2,1,2) - there is absolutely nothing in the song intensity wise suggesting you put fullscreen back and forths here and even if there was, there is no pattern they are just randomly placed on each side of the screen

00:16:140 (4,5,1) - the emphasis on the vocal is much lower than on 4 and 5 which are random almost inaudible drum ticks.

this diff has many of the same issues as the top one but at least looks a bit more polished...

[nao's extra]
lol nice name

00:07:545 (10,1) - would be nice if you used this stacking consistently, other times it was just a jump to the vocal. i'd pick one, preferably the stack to distinguish it from all the other generic jump patterns you used, and use that type of thing on all the vocal emphasis places.

not much to say it's just super overspaced and only sharp angles with no emphasis other than rhythm lol... probably rankable nowadays with some modding i guess.

[ppxtra]

00:01:478 - shouldn't there be nc here?

00:03:837 (3,4,5) - why do these things have more emphasis than the strong vocal downbeat that is much louder and clearer

00:07:882 (4,5,6) - this pattern is horrifically annoying and uncomfortable to play due to the straight line with deceleration.

00:09:399 (3,4,1) - 4 has more emphasis than 1 due to the wide angle into it.

00:10:242 (2) - the spacing on this note is way too small

00:10:579 (3,4) - why are these really quiet drum ticks with no vocals spaced so high randomly

00:11:253 (1,2,3,4,1,2,3,4) - lol

00:20:016 (3,4,5,1) - same issue as before with the wide angle, even though you did it consistently i don't think it works out that well due to 5 having more emphasis than 1.

00:27:432 (5) - this should also have a wide angle into it since it's a vocal

don't feel like modding more..
Topic Starter
xDololow

Nao Tomori wrote:

shitty memes are shitty. - but all memes shitty ;>
https://osu.ppy.sh/s/527942 my map for m4m

[mother in law]
why is this even the diff name it has nothing to do with the song and even if it did it should be capitalized - this diff about Misato Wakana - mother of Ui Wakana

00:00:382 (4,1,2,3) - there isn't really any reason for a jump stream here, you don't do those at any other part in the map anyway.
if you wanted to represent the change in instruments, a spacing increase on the stream would have fit better. - ok unjumped

00:00:635 (3,4,5,1,2,3,4) - these stream shapes don't really fit together and look pretty ugly imo.

00:04:006 (4,5,1) - the emphasis here is clearly wrong, you have high spacing on 4 and 5 but they're really quiet, and low spacing on 1 even though it's a strong vocal - inc 5 to 1

00:05:523 (5) - this is ridiculously overspaced since there is nothing on this note, and then 1 has no spacing cuz of that even though 1 has a lot more emphasis in the song - dec

00:13:275 (1,2,3,4,5) - you followed this sound with circles earlier in the first pattern of the song, why is it kickslider now? - follow some piano

00:14:792 (4,5,1) - same thing with emphasis. - ^^

00:26:758 (3,4,5,6,1,2,3,4) - nothing in the song indicates a jump or spacing increase should occur - just

this entire diff looks really random as if you put notes down without listening to the song at all
i get you're memeing but don't waste people's time actually modding this shit lmao - Make pp farm great again?

[farmxtra]
00:01:478 (4) - this one should be nc'd since triangle emphasis thingy like the previous one. - don't get this

00:03:837 - the rhythm here is bad, since you put clickable objects on nearly inaudible drum ticks and make the actually strong vocals on a slider repeat and end. - changed

00:10:916 (1,2,1,2,1,2,1,2,1,2) - there is absolutely nothing in the song intensity wise suggesting you put fullscreen back and forths here and even if there was, there is no pattern they are just randomly placed on each side of the screen - like in hai tai

00:16:140 (4,5,1) - the emphasis on the vocal is much lower than on 4 and 5 which are random almost inaudible drum ticks. - changed

this diff has many of the same issues as the top one but at least looks a bit more polished...

[nao's extra]
lol nice name

00:07:545 (10,1) - would be nice if you used this stacking consistently, other times it was just a jump to the vocal. i'd pick one, preferably the stack to distinguish it from all the other generic jump patterns you used, and use that type of thing on all the vocal emphasis places.

not much to say it's just super overspaced and only sharp angles with no emphasis other than rhythm lol... probably rankable nowadays with some modding i guess.

[ppxtra]

00:01:478 - shouldn't there be nc here? - no reason to do this

00:03:837 (3,4,5) - why do these things have more emphasis than the strong vocal downbeat that is much louder and clearer - changed

00:07:882 (4,5,6) - this pattern is horrifically annoying and uncomfortable to play due to the straight line with deceleration.

00:09:399 (3,4,1) - 4 has more emphasis than 1 due to the wide angle into it. - changed

00:10:242 (2) - the spacing on this note is way too small - inc

00:10:579 (3,4) - why are these really quiet drum ticks with no vocals spaced so high randomly - dec

00:11:253 (1,2,3,4,1,2,3,4) - lol - Monstratas spicy triangles

00:20:016 (3,4,5,1) - same issue as before with the wide angle, even though you did it consistently i don't think it works out that well due to 5 having more emphasis than 1. - changed

00:27:432 (5) - this should also have a wide angle into it since it's a vocal - don't get this

don't feel like modding more..
Thanks for mod :)
I Must Decrease
wow really nice map goodluck!
Topic Starter
xDololow

Xexxar wrote:

wow really nice map goodluck!
Thanks :) :) :) :) :)
_DT3
Hey! I wanted to give a short mod on the highest diff because I noticed it somewhere (lol)

[General]
  1. The diff still is most likely unrankable, the spinner here 00:28:780 (1) - (highest diff) is mapped to nothing, there has been a bubble pop due to this issue before. You can fix it by adding a sound up to the end to the spinner by editing the mp3 (you can ask someone to do this íf you don't know how to fix it)
  2. Correct offset is -881

[mother-in-law]
  1. Is there a specific reason for it to be called mother-in-law and not Mother-In-Law? If there is no reason, I suggest you fix this
  2. You seem to be placing the angles between objects randomly in this diff. Higher/sharper angles are supposed to give emphasis to certain objects, wide angles less emphasis. Wider angles also feel less comfortable to play because you can't "snap" so good to them. For example, this 00:05:523 (5,1) - has a pretty wide angle and thus gets less emphasized, but the sound is pretty strong. A good example of what you did is here 00:05:186 (3,4,5) - where you emphasized 00:05:354 (4) - which is also a strong note. I suggest you look over your diff again and check which notes should be emphasized through sharp angles and fix those. This also means that you should look at the flow again, the map isn't that good playable (and doesn't represent the music that good) without it.
  3. Another issue here is the fact that you ignore spacing emphasis, just like above, higher spacing means more emphasis, less spacing means less emphasis. An example for example is here 00:05:523 (4,5,1) - where you choose to emphasize 00:05:354 (4,5) - more than 00:05:523 (5,1) - although the first one is stronger. Look over your diff and recheck your spacing emphasis again
  4. 00:10:916 (1,2,1,2,1,2,1,2,1,2) - This is an example of what you rather shouldn't do in cases like this. These are fullscreen jumps, yet nothing in the diff really leads into these jumps and don't fit into the structure of the diff. You should also work on your structure here, since the objects look "randomly" placed without having intentions for the placement. Remember, you should map to a song and represent it, which means you should make the map fit the song more.
  5. TL;DL: Your diff lacks a bit in intentions and objects feel randomly placed. You should rework the map more to fit the song a bit more appropriately.

I hope I could help and didn't look like a douche.
GL!
Topic Starter
xDololow

_DT3 wrote:

Hey! I wanted to give a short mod on the highest diff because I noticed it somewhere (lol)

[General]
  1. The diff still is most likely unrankable, the spinner here 00:28:780 (1) - (highest diff) is mapped to nothing, there has been a bubble pop due to this issue before. You can fix it by adding a sound up to the end to the spinner by editing the mp3 (you can ask someone to do this íf you don't know how to fix it) - I added this spiner only for make drain more than 30 sec.
  2. Correct offset is -881 - current offset is correct

[mother-in-law]
  1. Is there a specific reason for it to be called mother-in-law and not Mother-In-Law? If there is no reason, I suggest you fix this - fixed
  2. You seem to be placing the angles between objects randomly in this diff. Higher/sharper angles are supposed to give emphasis to certain objects, wide angles less emphasis. Wider angles also feel less comfortable to play because you can't "snap" so good to them. For example, this 00:05:523 (5,1) - has a pretty wide angle and thus gets less emphasized, but the sound is pretty strong. A good example of what you did is here 00:05:186 (3,4,5) - where you emphasized 00:05:354 (4) - which is also a strong note. I suggest you look over your diff again and check which notes should be emphasized through sharp angles and fix those. This also means that you should look at the flow again, the map isn't that good playable (and doesn't represent the music that good) without it.
  3. Another issue here is the fact that you ignore spacing emphasis, just like above, higher spacing means more emphasis, less spacing means less emphasis. An example for example is here 00:05:523 (4,5,1) - where you choose to emphasize 00:05:354 (4,5) - more than 00:05:523 (5,1) - although the first one is stronger. Look over your diff and recheck your spacing emphasis again
  4. 00:10:916 (1,2,1,2,1,2,1,2,1,2) - This is an example of what you rather shouldn't do in cases like this. These are fullscreen jumps, yet nothing in the diff really leads into these jumps and don't fit into the structure of the diff. You should also work on your structure here, since the objects look "randomly" placed without having intentions for the placement. Remember, you should map to a song and represent it, which means you should make the map fit the song more.
  5. TL;DL: Your diff lacks a bit in intentions and objects feel randomly placed. You should rework the map more to fit the song a bit more appropriately
Accepted some stuff above.

I hope I could help and didn't look like a douche.
GL!
Thanks ;)
_DT3
Hi again, just wanted to clear up on the stuff that got denied because they still are kinda big issues for the map and won't make it rankable (ofc no kudos)

xDololow wrote:

_DT3 wrote:

Hey! I wanted to give a short mod on the highest diff because I noticed it somewhere (lol)

[General]
  1. The diff still is most likely unrankable, the spinner here 00:28:780 (1) - (highest diff) is mapped to nothing, there has been a bubble pop due to this issue before. You can fix it by adding a sound up to the end to the spinner by editing the mp3 (you can ask someone to do this íf you don't know how to fix it) - I added this spiner only for make drain more than 30 sec. That still means that you mapped it to nothing which also isn't good because it's overmapped like that (which is considered unrankable). By asking someone to extend the mp3 of the map and put a sound on the spinner end, you don't have to remove the spinner because it won't be unrankable anymore (and again, there was a bubble pop because of this issue before)
  2. Correct offset is -881 - current offset is correct The reason I mentioned this is because the downbeats aren't correctly placed throughout the diff like that. In general, you should have snares on beats 2 + 4 and kicks on beat 1 + 3. I see you reset your downbeats on places like 00:02:995 - but by doing that, your kicks and snares land on red ticks (which shouldn't happen). It's fine to have no sounds on downbeats btw if that's why you placed the red lines.
Thanks ;)
Hope I could clarify things more, this is a nice song so I'm happy to see this go for rank :D
Topic Starter
xDololow

_DT3 wrote:

Hi again, just wanted to clear up on the stuff that got denied because they still are kinda big issues for the map and won't make it rankable (ofc no kudos) - PP mapping is the one BIG issue. I don't want to make PP map looks like a "normal" map.

_DT3 wrote:

Hey! I wanted to give a short mod on the highest diff because I noticed it somewhere (lol)

[General]
  1. The diff still is most likely unrankable, the spinner here 00:28:780 (1) - (highest diff) is mapped to nothing, there has been a bubble pop due to this issue before. You can fix it by adding a sound up to the end to the spinner by editing the mp3 (you can ask someone to do this íf you don't know how to fix it) - I added this spiner only for make drain more than 30 sec. That still means that you mapped it to nothing which also isn't good because it's overmapped like that (which is considered unrankable). By asking someone to extend the mp3 of the map and put a sound on the spinner end, you don't have to remove the spinner because it won't be unrankable anymore (and again, there was a bubble pop because of this issue before) -
    mp3 editing is bad (making tvsize dnb songs or cutting a Red Like Roses like a scrub) and this is make offset changes.
  2. Correct offset is -881 - current offset is correct The reason I mentioned this is because the downbeats aren't correctly placed throughout the diff like that. In general, you should have snares on beats 2 + 4 and kicks on beat 1 + 3. I see you reset your downbeats on places like 00:02:995 - but by doing that, your kicks and snares land on red ticks (which shouldn't happen). It's fine to have no sounds on downbeats btw if that's why you placed the red lines. - :?
Thanks ;)
Hope I could clarify things more, this is a nice song so I'm happy to see this go for rank :D
:| :| :| :| :| :|
VINXIS
>pp mapping

General

  1. map is too short for rank drain time is 28 seconds cuz u didnt map the first 2 seconds of silence !!! a map needs at least 30 sec of drain time to rank
  2. Very New Mapper Mapset plz dont expect this to get ranked even if u fix the drain time issue Lol cuz it is very Rusty
  3. no combo colours for almost any diff
  4. makis normal is the only diff with widescreen supp turned on
  5. also the video is missing on some diffs
  6. every single diff looks like a new mapper diff, Y? thts mostly because ur ideas rnt consistent, the aesthetics rnt polished, the technicalities rnt fixed, and the concept is badly executed. u need to practice mapping more to get a hang of these things before u try 2 actualy rank anything

maki

  1. is this ur first time mapping a normal because it seems like thers no DS holding the map at all wich is unrankable,, plus u also have huge sv changes Lol
  2. ur ncs r also quite inconsistent cuz ur basing them off of pattern aeshtetics and not off of the song's rhythmic structure/concept Lol
  3. yea if u change those 2 things throughout the whole map (most probably by remapping) ull prolyl get a fine/rankable normal

hard

  1. this litaerly looks like an insane tho
  2. 00:03:500 (2,1) - 00:00:130 (1,3) - avoid doing overlaps liek these no1 likes them and the rfukjcing ugly assssssssssss Shi t and evry1 ull come across in th emappping community will also say so
  3. 00:01:478 (3,1,2) - 00:12:264 (2,1,2,1,2) - tbh its kinda weird in both cases how the first note in both timestamps r starting on a weakasssss note and then ending on a L O NG strong note wihch just looks lik its p FUKD up and stuff but yea, also kinda weird how at one part u chose to put just 2 sliders and the other part u decided to put 2 1-2 circle patterns to emphasize the same thing
  4. the map si also rly lackluster in emphasizing ltiarly anything cuz it all feels disjointed based on how u map and space things out alongside the constant 1/2 rhythms mapped the same way to everything with almost the same kind of feelng and umf to it, but with a bit of 1/1 for the vocals,
  5. 00:27:432 (5,1,2) - also rly weird but thats mostly because of the spacing, simply stacking 5 and 1 wud fix that Lol

ppsane or wotevr

  1. probablyu the cleanest diff and the most mundane diff Lol
  2. 00:02:152 (5,1,2,1) - beware misreads because of the spacing Lol, the 5 to 1 and 2 to 1 can easily be misread to 1/2 instead of 1/1
  3. 00:10:916 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - where is this coming from and y Lol u were ltiaerly mapping to the vocals rite before this
  4. 00:12:432 (2,1) - same misread spacing problem here btw except Worse (plus this happens a few more times in the map as well but yea)
  5. 00:15:634 (2,3,4,5,1) - very sure u knew ppl would point this out because of the nature of the pattern, u never use rhtythm or spacing like this anywhere else in the map which just makes u go : / WTf!!!!
  6. 00:16:983 (2,3) - super curved 1/2 sliders placed for no reason or wot cuz the vocals dont sound any different here than anywher else
  7. if ur gunna forcefully pp map u sud at least kno wot jumps paly nice and wot play garbo >: /

ppXtra

  1. 00:04:848 (2,4,6) - did u taek into consideration tht patterns like these look lik Shiet
  2. 00:01:646 (4) - y is this not ncd but 00:00:972 (1) - is
  3. 00:06:197 (2,3) - the fact that these 2 sliders dont have the same curve 2 it is rly offputting
  4. 00:06:197 (2,1) - DED
  5. 00:07:882 (4,5,6,7,1,2,3,4,1,2,3,4,1,2,1,2,3,4,1,2,3,4) - explain how this plays well and not terribad
  6. 00:27:432 (5) - players wud expect this under 4 not to the right of

nao

  1. 00:02:995 (1,4) - u c thers a reason u dont see overlaps like these anywher in almost any map and that is because of a few things, it looks retarde,d it play reads lik sht, and it has no contextual reasoning behind it
  2. 00:00:972 (4) - wheres the nc
  3. 00:04:006 (1) - 00:05:186 (1) - 00:07:714 (1) - 00:10:242 (1) - 00:13:781 (3) - 00:14:792 (1) - how r u ncing things in ur map because i dont rly understand y u wud place ncs here and not in other places its rly weird and inconsistent
  4. 00:11:758 (2,2,2) - have u evern considered that the barely touching circle overlaps here look bad
  5. 00:24:736 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4) - isnt the spacing increase here too dRASTIC like : /
  6. 00:27:516 (1,1,1) - this is like almost 0 recovery time for the palyer to touch the circle mite as well just end the 00:27:516 (1) - spinner where the circle is Rofl same goes for the higher diffs as well
im gunna stop here but i can tell u straight up tht unless if it gets super polished | pattern combinations r less forced | the rhythm/nc/ideas become more consistent, ur gunna have a Rly hard time finding a bn tht wud actualy want to bubble/heart this trying to rank this

EDIT: nvm i forgot about xexxars mapping taste XP
Topic Starter
xDololow

VINXIS wrote:

>pp mapping - most popular

General

  1. map is too short for rank drain time is 28 seconds cuz u didnt map the first 2 seconds of silence !!! a map needs at least 30 sec of drain time to rank - http://prntscr.com/eurdnu where? and the real drain time is 30.044
  2. Very New Mapper Mapset plz dont expect this to get ranked even if u fix the drain time issue Lol cuz it is very Rusty - still trying
  3. no combo colours for almost any diff - 99% use combo colors from skin, but i set this
  4. makis normal is the only diff with widescreen supp turned on - w8 for remap
  5. also the video is missing on some diffs - checked all is fine. Mb bug?
  6. every single diff looks like a new mapper diff, Y? thts mostly because ur ideas rnt consistent, the aesthetics rnt polished, the technicalities rnt fixed, and the concept is badly executed. u need to practice mapping more to get a hang of these things before u try 2 actualy rank anything - just pp map, nothing more

maki

  1. is this ur first time mapping a normal because it seems like thers no DS holding the map at all wich is unrankable,, plus u also have huge sv changes Lol
  2. ur ncs r also quite inconsistent cuz ur basing them off of pattern aeshtetics and not off of the song's rhythmic structure/concept Lol
  3. yea if u change those 2 things throughout the whole map (most probably by remapping) ull prolyl get a fine/rankable normal

hard

  1. this litaerly looks like an insane tho
  2. 00:03:500 (2,1) - 00:00:130 (1,3) - avoid doing overlaps liek these no1 likes them and the rfukjcing ugly assssssssssss Shi t and evry1 ull come across in th emappping community will also say so - this is isnt overlaps u
  3. 00:01:478 (3,1,2) - 00:12:264 (2,1,2,1,2) - tbh its kinda weird in both cases how the first note in both timestamps r starting on a weakasssss note and then ending on a L O NG strong note wihch just looks lik its p FUKD up and stuff but yea, also kinda weird how at one part u chose to put just 2 sliders and the other part u decided to put 2 1-2 circle patterns to emphasize the same thing - fixed the first one
  4. the map si also rly lackluster in emphasizing ltiarly anything cuz it all feels disjointed based on how u map and space things out alongside the constant 1/2 rhythms mapped the same way to everything with almost the same kind of feelng and umf to it, but with a bit of 1/1 for the vocals,
  5. 00:27:432 (5,1,2) - also rly weird but thats mostly because of the spacing, simply stacking 5 and 1 wud fix that Lol - why stack wtf no reason to do this

ppsane or wotevr

  1. probablyu the cleanest diff and the most mundane diff Lol
  2. 00:02:152 (5,1,2,1) - beware misreads because of the spacing Lol, the 5 to 1 and 2 to 1 can easily be misread to 1/2 instead of 1/1 - this reads great
  3. 00:10:916 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - where is this coming from and y Lol u were ltiaerly mapping to the vocals rite before this - ?????
  4. 00:12:432 (2,1) - same misread spacing problem here btw except Worse (plus this happens a few more times in t - moveds well but yea) - moved
  5. 00:15:634 (2,3,4,5,1) - very sure u knew ppl would point this out because of the nature of the pattern, u never use rhtythm or spacing like this anywhere else in the map which just makes u go : / WTf!!!! - reduced
  6. 00:16:983 (2,3) - super curved 1/2 sliders placed for no reason or wot cuz the vocals dont sound any different here than anywher else
  7. if ur gunna forcefully pp map u sud at least kno wot jumps paly nice and wot play garbo >: /

ppXtra

  1. 00:04:848 (2,4,6) - did u taek into consideration tht patterns like these look lik Shiet
  2. 00:01:646 (4) - y is this not ncd but 00:00:972 (1) - is - removed nc from 4
  3. 00:06:197 (2,3) - the fact that these 2 sliders dont have the same curve 2 it is rly offputting - symmetry suk
  4. 00:06:197 (2,1) - DED - THIS IS ISNT OVERLAP
  5. 00:07:882 (4,5,6,7,1,2,3,4,1,2,3,4,1,2,1,2,3,4,1,2,3,4) - explain how this plays well and not terribad - Plz Enjoy Game FC'ed this on stream(sliderbreat at the end)
  6. 00:27:432 (5) - players wud expect this under 4 not to the right of - mb idk

nao

  1. 00:02:995 (1,4) - u c thers a reason u dont see overlaps like these anywher in almost any map and that is because of a few things, it looks retarde,d it play reads lik sht, and it has no contextual reasoning behind it
  2. 00:00:972 (4) - wheres the nc
  3. 00:04:006 (1) - 00:05:186 (1) - 00:07:714 (1) - 00:10:242 (1) - 00:13:781 (3) - 00:14:792 (1) - how r u ncing things in ur map because i dont rly understand y u wud place ncs here and not in other places its rly weird and inconsistent
  4. 00:11:758 (2,2,2) - have u evern considered that the barely touching circle overlaps here look bad
  5. 00:24:736 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4) - isnt the spacing increase here too dRASTIC like : /
  6. 00:27:516 (1,1,1) - this is like almost 0 recovery time for the palyer to touch the circle mite as well just end the 00:27:516 (1) - spinner where the circle is Rofl same goes for the higher diffs as well
im gunna stop here but i can tell u straight up tht unless if it gets super polished | pattern combinations r less forced | the rhythm/nc/ideas become more consistent, ur gunna have a Rly hard time finding a bn tht wud actualy want to bubble/heart this trying to rank this - there no ideas or something, this is just PP map

EDIT: nvm i forgot about xexxars mapping taste XP - xdddddddd
Fursum
Hello from my queue.

Here are my replays for some of the difficulties, ppSane was my first try, others were my second.

[Mother-in-Law]

00:03:669 (3,5) - Blanket here.

00:07:039 (1,2,3) - This circular motion could be polished.

00:18:500 (3,1,2,3) - ^

00:21:702 (5,6,1) - This jump looks weird and uncomfortable.

[Farmxtra]

00:15:129 (1,2) - I see no reason to break the circular flow.

00:01:646 (1,1,2,1) - Weird jumps, but they are used in other difficulties too, so I guess its okay.

[maki's Advanced]

AR is too low, it creates a mess of approach circles.

Can't point it out but theres someting wrong with the way it is mapped.
Topic Starter
xDololow

Fursum012 wrote:

Hello from my queue.

Here are my replays for some of the difficulties, ppSane was my first try, others were my second.

[Mother-in-Law]

00:03:669 (3,5) - Blanket here. - ok

00:07:039 (1,2,3) - This circular motion could be polished. - good

00:18:500 (3,1,2,3) - ^ - ^

00:21:702 (5,6,1) - This jump looks weird and uncomfortable. - a little bit moved

[Farmxtra]

00:15:129 (1,2) - I see no reason to break the circular flow. - there is'nt flow

00:01:646 (1,1,2,1) - Weird jumps, but they are used in other difficulties too, so I guess its okay. - classic pp jumps

[maki's Advanced]

AR is too low, it creates a mess of approach circles. - +0.5

Can't point it out but theres someting wrong with the way it is mapped.
Thanks :)
_DT3
I just got the chance to look at the mapset again, I still saw that the stuff is unrankable
Sorry if I seem annoying though, the song sounds nice and having it ranked would be great ;-;

xDololow wrote:

_DT3 wrote:

Hey! I wanted to give a short mod on the highest diff because I noticed it somewhere (lol)

[General]
  1. The diff still is most likely unrankable, the spinner here 00:28:780 (1) - (highest diff) is mapped to nothing, there has been a bubble pop due to this issue before. You can fix it by adding a sound up to the end to the spinner by editing the mp3 (you can ask someone to do this íf you don't know how to fix it) - I added this spiner only for make drain more than 30 sec. That still means that you mapped it to nothing which also isn't good because it's overmapped like that (which is considered unrankable). By asking someone to extend the mp3 of the map and put a sound on the spinner end, you don't have to remove the spinner because it won't be unrankable anymore (and again, there was a bubble pop because of this issue before)
  2. Correct offset is -881 - current offset is correct The reason I mentioned this is because the downbeats aren't correctly placed throughout the diff like that. In general, you should have snares on beats 2 + 4 and kicks on beat 1 + 3. I see you reset your downbeats on places like 00:02:995 - but by doing that, your kicks and snares land on red ticks (which shouldn't happen). It's fine to have no sounds on downbeats btw if that's why you placed the red lines.
Thanks ;)
1. The fact that you mapped the song is shorter than 30 seconds makes it unrankable. This means that you can only map the song for less than 30 seconds and that is unrankable. As I said, the spinner is overmapped (=> mapped to nothing) and shouldn't be there. The drain time now might be over 30 seconds, but the spinner shouldn't be part of the map and seems like a lame excuse to make the map "rankable". If you look at the first Harumachi Clover ever (t/552615/start=30) for example, you can see in the thread that the map was dq'ed because the song was shorter than 30 seconds. The mapset creator could have added a spinner in the end and it still would have been unrankeble. Also, mp3 editing is not unrankable unlike the song being less than 30 seconds, it might cause offset changes but it's not unrankable, so you should ask someone to edit the mp3 to make it longer than 30 seconds.
2. You still didn't fix this, you should put the offset to -881 since that is the correct place for the offset. Then you should remove all other red timing points because they are not necessary. Also, it might mess up the SV on 00:13:781 - so you should place a x1.00 SV green line there
VINXIS
how r those not overlaps btw Wtf
Topic Starter
xDololow
ww
defiance
Good OSu MApping
Stack
NM from my queue

I saw quite a few experienced mappers/modders (Vinxis / Naotoshi (*grumble grumble* I can't find bn's) / _dt3) passing by this map but you still want to rank this without remapping the song with what you learned, so I am going to try to convince you of that

I would also appreciate it if you would read everything first and reply at the end of the post instead of replying after each point I make beacause I mostly want to hear your opinion on these questions, as I am quite curious about what you think about this:
1) Does this map reflect the song well?
2) Is the top diff there to make a cool addition to the set or is it just the same as the other diffs but with larger spacing?
3) Is this map in your opinion rankable in this state?

Mother-In-Law

I am just going to give some basic explanations about this map rather than mod it as I feel that this would be more useful

So first spacing, it's obvious that this map was made with "how can I create the largest possible distance between these notes" in mind

You can do this well and get an in my opinion okay map like mostrata's quaver which increases in intensity each time the song gets intenser and eventually ending up at the cross-screen jumps. I don't think quaver is great but the logic behind it is understandable

but here it's like everytime you had to place as jump it had to be across the entire screen
ex: 00:13:998 (1,2,1,2,1,2,1,2,1,2) - You hear an increase in the instrumentals but beacause you space everything with this stupidly high spacing it ends up feeling the same as 00:41:638 (1,2,1,2,1,2,1,2,1,2,1) - ... although the later part is obviously more intense. the only difference is that the second section lasts longer

This makes it feel like you mapped this song wanting it to be overjumped (which I know was your goal) but this just makes it a monotone boring map,
maps are fun beacause of spacing emphasis, if there was no spacing emphasis and everything would be equal distance then we would be mapping like in 2010 again and that is just boring.

When you map a song use spacing to your advantage to reflect a song and not to make jumpspam beacause there is a sound on all the 1/2 beats

I also don't want to see the excuse of "it's a jump map" or "it's a pp map" beacause:
-If your map is a jump map then it should not be ranked, look at all the jump training maps people made. They are fun to play sometimes but aren't ranked beacause a lot of them reflect the song poorly and the creators of the maps know this
-if it's a pp map then that should not be an excuse to reflect a song poorly just beacause you want that sick 300pp for an SS, you don't make a pp map. You map a song and if you see your chance to put some ez jumps in when it fits then you can do that but not like what happenned here, where you just put random jumps in the map beacause there are 1/2 sounds

I would have to say things about flow problems (ex:00:37:256 (1,2,1) - ), rhythm problems (ex:00:18:885 (3) - has a strong sound on the tail and no sound on the head) or just ugly aesthatics due to overlaps and such but I feel that the biggest problem is your mentality while mapping the song.
You could have made a cool map with some jumps that emphasize the intensity of the song at the end well, but you went to far with your jumps and ended up with your everyday jump map

The spots in the other diffs where the jumps were much more limited/non-existent like in the hard an the insane are imo way better as it feels more reflective of the music

If this looked like a rant then don't take it that way as it's more my intent to change the way you think about mapping jumps than anything else, as the lower diffs were better and it was just the higher diffs that tilted me with the spacing
Gl with the map :)

don't give kudosu for this unless you really feel like this was helpful
Topic Starter
xDololow

gottagof4ast wrote:

NM from my queue

I saw quite a few experienced mappers/modders (Vinxis / Naotoshi (*grumble grumble* I can't find bn's) / _dt3) passing by this map but you still want to rank this without remapping the song with what you learned, so I am going to try to convince you of that

I would also appreciate it if you would read everything first and reply at the end of the post instead of replying after each point I make beacause I mostly want to hear your opinion on these questions, as I am quite curious about what you think about this:
1) Does this map reflect the song well? - Not a 100% like this but mostly parts as well
2) Is the top diff there to make a cool addition to the set or is it just the same as the other diffs but with larger spacing? - both :^)
3) Is this map in your opinion rankable in this state? - i think yes. a lot of maps mapped like that(jumps for pp)

Mother-In-Law

I am just going to give some basic explanations about this map rather than mod it as I feel that this would be more useful

So first spacing, it's obvious that this map was made with "how can I create the largest possible distance between these notes" in mind - u're right

You can do this well and get an in my opinion okay map like mostrata's quaver which increases in intensity each time the song gets intenser and eventually ending up at the cross-screen jumps. I don't think quaver is great but the logic behind it is understandable - good idea

but here it's like everytime you had to place as jump it had to be across the entire screen
ex: 00:13:998 (1,2,1,2,1,2,1,2,1,2) - You hear an increase in the instrumentals but beacause you space everything with this stupidly high spacing it ends up feeling the same as 00:41:638 (1,2,1,2,1,2,1,2,1,2,1) - ... although the later part is obviously more intense. the only difference is that the second section lasts longer

This makes it feel like you mapped this song wanting it to be overjumped (which I know was your goal) but this just makes it a monotone boring map,
maps are fun beacause of spacing emphasis, if there was no spacing emphasis and everything would be equal distance then we would be mapping like in 2010 again and that is just boring. - 2010 mapping are fun :P

When you map a song use spacing to your advantage to reflect a song and not to make jumpspam beacause there is a sound on all the 1/2 beats

I also don't want to see the excuse of "it's a jump map" or "it's a pp map" beacause:
-If your map is a jump map then it should not be ranked, look at all the jump training maps people made. They are fun to play sometimes but aren't ranked beacause a lot of them reflect the song poorly and the creators of the maps know this
-if it's a pp map then that should not be an excuse to reflect a song poorly just beacause you want that sick 300pp for an SS, you don't make a pp map. You map a song and if you see your chance to put some ez jumps in when it fits then you can do that but not like what happenned here, where you just put random jumps in the map beacause there are 1/2 sounds

I would have to say things about flow problems (ex:00:37:256 (1,2,1) - ), rhythm problems (ex:00:18:885 (3) - has a strong sound on the tail and no sound on the head) or just ugly aesthatics due to overlaps and such but I feel that the biggest problem is your mentality while mapping the song.
You could have made a cool map with some jumps that emphasize the intensity of the song at the end well, but you went to far with your jumps and ended up with your everyday jump map
I get your opinion. Remaped some jump parts.
The spots in the other diffs where the jumps were much more limited/non-existent like in the hard an the insane are imo way better as it feels more reflective of the music

If this looked like a rant then don't take it that way as it's more my intent to change the way you think about mapping jumps than anything else, as the lower diffs were better and it was just the higher diffs that tilted me with the spacing
Gl with the map :)
Thanks for Mod ;)
don't give kudosu for this unless you really feel like this was helpful
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