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YUC'e - Cinderella Syndrome

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insane
  1. I thought it was a bit weird that you mapped the 1/8 bits at 00:28:415 (9,10) but not at 01:03:031 (4,5,6). This would go for 02:10:231 (4,5,6) as well
  2. 02:14:281 (4,1) - I adding this to my mod only because I really want kds from this. feels a bit unnecessary to stack this when 01:07:081 (4,1) is unstacked. It think it looks prettier unstacked. I know you have others stacked elsewhere through out the map and it really doesn't matter but I want dat kds
I really like the insane diff, GL!
BitCritterSpyro
Was going to put this in the post, but then I realized you might've already been one for a while:

SPOILER
[b]WHOA, DUDE![/b] You weren't even a Nominator by the time [url=https://osu.ppy.sh/forum/p/5831504]you requested a mod![/url]

[img]https://imgur-archive.ppy.sh/iYfsrHM.png[/img]

[b]but now look at you![/b]

[img]https://imgur-archive.ppy.sh/wmjB7Yu.png[/img]

[size=150][b]GG!!!!![/b][/size]

Still gotta hold up to my modding queue tho, so here goes my moddd!!

-EASY-
  1. I was going to write a concern about 01:24:631 (3) - regarding 4:3 players, but I already tested out this slider in that aspect ratio and still found it readable, so you don't need to worry about this.
  2. 02:15:031 - Optional, in order to make it somewhat easier for Flashlight players: add another hitcircle before the new combo.

    (yes, this is my skin, but it's a prototype. I still need to work on its readability for harder difficulties, a "Restart" button in the pause menu, etc.)
  3. 03:03:631 - Was it your intention to switch up the hit-object rhythm that's present from 02:54:031 - to 02:58:831 - and once more from 02:58:831 - to 03:03:631 - in the 03:03:631 - to 03:10:831 - section? I'm sure you know what I mean, since you're a beatmap nominator now, but it's a little 50/50 for me here, because even though this difficulty is systematically Normal, you wanted to label it as "Easy," and I feel as though switching it up in this particular difficulty would kind of be a little unfair for some people who play Easy maps and would expect consistent, same-gameplay-per-measure-in-one-chord hit objects.

-NORMAL-
  1. 00:10:831 (1) - This is just one example out of many, but I thought extended sliders - you know, sliders extended to blue ticks - weren't supposed to exist in Normal. Even though I see your concern for next-hitobject proximity, the rhythm seems to be just fine with at least this slider retracted to its previous red tick, or extended to its respective white tick. The latter should be preferred if you want to bring the difficulty down to be systematically Normal, so the label would actually tell truth to the difficulty.
  2. 00:12:931 (5) - Okay, this is a bit more of an excusable slider, but I see this as another factor of systematically influencing the difficulty to be Hard, even though you labelled it as "Normal." Maybe replace this and some others like it with a few hit circles? idk.
  3. 00:38:131 (3) - Yeah, this is kind of what I mean about my first point. I was trying to believe that you wanted to make this difficulty play like a Normal, as you labelled it, but this object kind of affirmed me that this difficulty has been playing more like a Hard, coupled with the fact that its shape and angle is similar to that of 00:27:181 (3) -'s, with regards to that same object sitting on blue ticks that starts after a hit-circle that goes on a white tick (excuse me for the run-on sentence). Regular/incoming "Normal" players would hit this slider with the mentality that they'd only have to hold onto it until the next blue tick. The last two sliders before it at 00:37:231 (1,2) - definitely also play a factor in this, so consider fixing those, too.
  4. 00:47:731 (3,4) - Wanted to point out this slider pair because it seems more excusable than a majority of sliders up to that point, since it definitely shows an intention of calmly following the vocal line, whereas I feel as though the hitobject rhythm before it is a little too aggressive for Normal. I'd still exercise caution when fixing everything before it, though. If you keep this slider pair after that, it could throw off some people, but it'd be a somewhat safe choice implementation after that.
  5. 00:58:231 (5,6) - Definitely an easier slider pair for a Normal player to follow than 00:37:231 (1,2) -, but it's meant to be played at a faster rate, so it's also a bit questionable..
Actually, you know what? Seems like you might have to work on another difficulty that actually is systematically Normal, and then rename this difficulty "Advanced." I decided to keep my points here anyway because I decided that it could be a good starting point for fixing it to be systematically Normal, but I'm not going to give any more tips, because the way this difficulty works confuses me a little too much to make me think it's a Normal difficulty. You're a beatmap nominator, and I respect your effort, but I'm sorry to say that it doesn't really feel like a Normal difficulty.

-HARD-
  1. AiMod mentions a lotta jumps here, even though they're small and could be tolerated by a Hard player. Even goes close to being a Light Insane in some cases. Of course, I don't mind, but it's a little quick saying.
  2. 00:13:231 (1,2) - Since this difficulty does seem like a challenging Hard map, maybe realign these two so the angle of them doesn't get confused with the similarly angled-if-aligned-more-vertically-like-the-highlighted-combo combo pair at 00:15:631 (1,2) -, especially since they're the same color. Maybe do something like this. Of course, the flow shape change may confuse others who have test-played your map, but it'd still be very playable.
  3. 01:36:931 (2,3) - You did introduce transitioning 2-circle stacks that go into sliders before this point, but the majority of them also eventually have slider start circles that appear at the same point by the next measure (big white tick, if you forgot). I do acknowledge that you at least use them again at the buildup starting at 02:06:031 -, but it's more frequent at that point than what I highlighted, plus 30 seconds is a little bit of a stretch for some people's subconscious osu! memory. It's just a small concern, since 30 seconds isn't that long, but if need fix be, you may want to try placing circle 3 on top of the start of the next slider.
  4. 01:39:331 (2) - I'd be careful when keeping this placed there. Obviously very gimmicky, since a slider that follows the rhythm of drums that play right after a piano play like that only appears once, but I do see that you just want to add flair to this particular part. Your choice, really. You're the nominator, but I'd just still be careful.

I was going to do Insane, but I accidentally got engaged with making my own skin, so my skills with maps higher than 4.5 stars have dwindled a bit. Also, it's obvious I may have a few mod flaws, and I'm sorry if I have more mod flaws than valid suggestions, but good luck otherwise!
Topic Starter
Kibbleru
SPOILER
WHOA, DUDE! You weren't even a Nominator by the time you requested a mod!



but now look at you!



GG!!!!!


lol the nominator badge doesn't show in the modding queue forums :)


Alheak wrote:

hi from modding discord

[General]
  1. https://imgur-archive.ppy.sh/LIQ0LYG.png your mp3 is saturated af, better look into that to have a better audio quality
    normalising your audio file by ~ -0.5dB before converting to mp3 should get rid of most of the clipping
  2. small bg >:(
    just use http://waifu2x.udp.jp/ if there isn't anything larger
[Affection]
  1. OD8.5?
  2. 00:15:668 (1,4,6,10,1,2,4,6,9) - and 00:15:631 (1,2,3,4,5,6,7,1,2,3,4,5) - not sameconsistent im confused u linked like the same thing lo
  3. 00:17:431 (6) - NC
  4. 00:24:431 (3,1) - the flow is previously suggesting to go straight for the next slider instead of holding a bit, which causes this transition to feel very awkward, and that's why it doesn't happen with 00:34:031 (3,1) - for example because the player has to control the mouvement and is more prepared for the transition im kinda confused, i think they play similarly tbh and i just wanted some variety so i did it like this
    btw i think you should make those both just like you did the other ones (01:31:231 (1,2,3,1,2,3) - ) for consistency
  5. 01:10:381 (3) - 01:19:981 (3,4) - not consistent i just wanted a bit of variety here, ik its not exactly the same :d but i think they are similar
  6. 01:17:431 (1,2,1,2) - those are really excessively spaced despite not much happening in the song, and the transition to the more intense 01:18:031 (1) - is a bit underwhelming in comparison and quite off-throwing i dont think its too spaced out when u compare the rest of the kiai, but i did it like this for build up because for the kiai fountain effect
  7. 01:39:031 (1) - i feel like this could have more emphasis on it, like greater spacing or ctrl+g because it's quite an interesting sound and it could benefit a lot
    also kinda nazi but it just overlaps a bit with 01:40:081 (2) - and im triggered
  8. 02:24:631 (1,2,1,2,1) - like earlier
  9. 03:22:231 (1,2,1,2,1) - ^, furthermore the angle on 03:22:681 (2,1) - is really awkward to hit
  10. 03:24:781 (3,4) - not consistent with the previous parts
[Insane]
  1. 01:39:031 (1) - like Affection
  2. 02:57:931 (2) - you seem to be following the synth in this part so this slider should be two 1/4 sliders unless i'm missing something i think the hold effect works nicely too for the synth
  3. 03:07:531 (2) - ^
  4. 03:03:631 (1,2) - 03:08:431 (1,2,3) - not consistent
[Hard]
  1. 00:18:781 (4,1) - no jump like previously?
  2. 00:22:231 (4) - 00:27:181 (5) - not consistent, the first one was good imo because the stop acted like an emphasis, whereas 00:27:181 (5,1) - has nothing and doesn't accentuate the new bar at all these parts have different snares so i did them differnetly o-o
  3. 00:37:081 (6,1) - ^, more about the emphasis than consistency tho
  4. 00:38:581 (1) - emphasis i dont think its too necessary here and i dont really want to jump from a circle since it tends to be harder.
  5. 01:34:381 (5,1) - like earlier, actually the map has lots of inconsistencies with emphasis that seem quite random, and kiai doesn't have any at all
rest's fine

kinda want to get back into modding but im not very good, don't hesitate to tell me what i did wrong or right

good luck, YUC'e is nice
Kisses: fix all ty

no comment = fix
Gloria Guard
Okay, I'm back


[Easy]

■ 00:10:531 (2,3,1) - nazi, Can you try the sliders symmetry? I just think it's good shape
■ 01:56:431 - Add note here? The whistle is emphasized here.
■ 02:17:431 (3,1) - I think the patterns shape a little bad, but if the patterns shape your style I don't say anymore. but I recommend symmetry this pattern shape. and 00:36:631 (3,1) the same
■ 03:10:981 ~ 03:12:931 - I understand this part is so calm mood, But it is so empty. I just a suggestion to add spinner here. (if you add spinner here, start -> 03:10:981 end -> 03:12:331 is better)
■ 03:27:931 (1) - The symmetry a little bad. slider end move to x:298 y:79 here.


[Normal]

■ 00:50:431 (4,5) - it is enough a nice rhythm. but a little empty here. so 00:50:431 this point add note is better. i guess, and 00:52:831 - 00:55:231 the same
■ 01:09:331 (3) - The slider end remove Sampleset normal sound. It's not a combination of good sounds. so 01:11:731 (3) the same
■ 01:30:031 (1) - I just suggestion this straight line slider to more improved shape.
■ 01:47:281 (2,3) - idk, What is the intention of this rhythm? it's a little confused reading. and 01:47:131 this part also has a rhythm.(lyrics or drum) I hope to you try the change this rhythms


[Hard]

■ 00:15:931 (2) - The slider to try opposite direction? I think it's fun symmetry pattern flow
■ 01:01:981 (3) - The spacing is your intended? or not?
■ 01:55:831 (3,4,5,1) - uh yeah, this patterns shape and flow is not problem. but I want to improved this patterns flow and shape. Can you try this?


[Insane]

AR - 0.3 -> The setting spread to balance isn't good. and The players is enough reading AR 9 setting this difficulty.



Great map Kibbu zz and Sorry my bad description with this modding T^T
Anyways Good luck for ranking ! :)
Topic Starter
Kibbleru

Gloria Guard wrote:

GG zz

Will mod soon later :P
woah thanks :)


BitCritterSpyro wrote:

Was going to put this in the post, but then I realized you might've already been one for a while:

SPOILER
[b]WHOA, DUDE![/b] You weren't even a Nominator by the time [url=https://osu.ppy.sh/forum/p/5831504]you requested a mod![/url]

[img]https://imgur-archive.ppy.sh/iYfsrHM.png[/img]

[b]but now look at you![/b]

[img]https://imgur-archive.ppy.sh/wmjB7Yu.png[/img]

[size=150][b]GG!!!!![/b][/size]

Still gotta hold up to my modding queue tho, so here goes my moddd!!

-EASY-
  1. I was going to write a concern about 01:24:631 (3) - regarding 4:3 players, but I already tested out this slider in that aspect ratio and still found it readable, so you don't need to worry about this.
  2. 02:15:031 - Optional, in order to make it somewhat easier for Flashlight players: add another hitcircle before the new combo. since the music calmed down here by alot i prefer to leave it empty :) i think HL players can do it by the follow points cuz of the large gap

    (yes, this is my skin, but it's a prototype. I still need to work on its readability for harder difficulties, a "Restart" button in the pause menu, etc.)
  3. 03:03:631 - Was it your intention to switch up the hit-object rhythm that's present from 02:54:031 - to 02:58:831 - and once more from 02:58:831 - to 03:03:631 - in the 03:03:631 - to 03:10:831 - section? I'm sure you know what I mean, since you're a beatmap nominator now, but it's a little 50/50 for me here, because even though this difficulty is systematically Normal, you wanted to label it as "Easy," and I feel as though switching it up in this particular difficulty would kind of be a little unfair for some people who play Easy maps and would expect consistent, same-gameplay-per-measure-in-one-chord hit objects. uhm, im not really sure what ur talking about here :/ they are consistent o-o so im a bit confused

-NORMAL-
  1. 00:10:831 (1) - This is just one example out of many, but I thought extended sliders - you know, sliders extended to blue ticks - weren't supposed to exist in Normal. Even though I see your concern for next-hitobject proximity, the rhythm seems to be just fine with at least this slider retracted to its previous red tick, or extended to its respective white tick. The latter should be preferred if you want to bring the difficulty down to be systematically Normal, so the label would actually tell truth to the difficulty.
  2. 00:12:931 (5) - Okay, this is a bit more of an excusable slider, but I see this as another factor of systematically influencing the difficulty to be Hard, even though you labelled it as "Normal." Maybe replace this and some others like it with a few hit circles? idk.
  3. 00:38:131 (3) - Yeah, this is kind of what I mean about my first point. I was trying to believe that you wanted to make this difficulty play like a Normal, as you labelled it, but this object kind of affirmed me that this difficulty has been playing more like a Hard, coupled with the fact that its shape and angle is similar to that of 00:27:181 (3) -'s, with regards to that same object sitting on blue ticks that starts after a hit-circle that goes on a white tick (excuse me for the run-on sentence). Regular/incoming "Normal" players would hit this slider with the mentality that they'd only have to hold onto it until the next blue tick. The last two sliders before it at 00:37:231 (1,2) - definitely also play a factor in this, so consider fixing those, too.
  4. 00:47:731 (3,4) - Wanted to point out this slider pair because it seems more excusable than a majority of sliders up to that point, since it definitely shows an intention of calmly following the vocal line, whereas I feel as though the hitobject rhythm before it is a little too aggressive for Normal. I'd still exercise caution when fixing everything before it, though. If you keep this slider pair after that, it could throw off some people, but it'd be a somewhat safe choice implementation after that.
  5. 00:58:231 (5,6) - Definitely an easier slider pair for a Normal player to follow than 00:37:231 (1,2) -, but it's meant to be played at a faster rate, so it's also a bit questionable..
Actually, you know what? Seems like you might have to work on another difficulty that actually is systematically Normal, and then rename this difficulty "Advanced." I decided to keep my points here anyway because I decided that it could be a good starting point for fixing it to be systematically Normal, but I'm not going to give any more tips, because the way this difficulty works confuses me a little too much to make me think it's a Normal difficulty. You're a beatmap nominator, and I respect your effort, but I'm sorry to say that it doesn't really feel like a Normal difficulty.

i think you are a bit misunderstanding something, you shouldn't really look at the colour of the ticks to tell what seems appropriate for the difficulty. this song is 100 bpm, but in fact, should be more accurately mapped as a 200 bpm song, hence why there are alot of blue tick rhythms. also if you notice the easy diff have alot of red tick and 1/2 rhythms, which is the equivalent to 1/1 rhythms in a 200 bpm song. this diff the 1/4 are equivalent to 1/2.

i hope we can learn form this :) we aren't bn's for no reason xD

-HARD-
  1. AiMod mentions a lotta jumps here, even though they're small and could be tolerated by a Hard player. Even goes close to being a Light Insane in some cases. Of course, I don't mind, but it's a little quick saying.
  2. 00:13:231 (1,2) - Since this difficulty does seem like a challenging Hard map, maybe realign these two so the angle of them doesn't get confused with the similarly angled-if-aligned-more-vertically-like-the-highlighted-combo combo pair at 00:15:631 (1,2) -, especially since they're the same color. Maybe do something like this. Of course, the flow shape change may confuse others who have test-played your map, but it'd still be very playable. i don't really think how i angle the sliders change how hard the map is o-o. they still play very similarly
  3. 01:36:931 (2,3) - You did introduce transitioning 2-circle stacks that go into sliders before this point, but the majority of them also eventually have slider start circles that appear at the same point by the next measure (big white tick, if you forgot). I do acknowledge that you at least use them again at the buildup starting at 02:06:031 -, but it's more frequent at that point than what I highlighted, plus 30 seconds is a little bit of a stretch for some people's subconscious osu! memory. It's just a small concern, since 30 seconds isn't that long, but if need fix be, you may want to try placing circle 3 on top of the start of the next slider. 2 circle stacks are appropriate for hard diffs, they are used quite often in hard diffs these days i use them when the song seems to stop or there are 2 notes to be emphasized
  4. 01:39:331 (2) - I'd be careful when keeping this placed there. Obviously very gimmicky, since a slider that follows the rhythm of drums that play right after a piano play like that only appears once, but I do see that you just want to add flair to this particular part. Your choice, really. You're the nominator, but I'd just still be careful. its not perfectly hidden, you can see the slider end, and i do use quite a few of these kinds of things so ive already established the usage so the user can expect it.

I was going to do Insane, but I accidentally got engaged with making my own skin, so my skills with maps higher than 4.5 stars have dwindled a bit. Also, it's obvious I may have a few mod flaws, and I'm sorry if I have more mod flaws than valid suggestions, but good luck otherwise!

Gloria Guard wrote:

Okay, I'm back


[Easy]

■ 00:10:531 (2,3,1) - nazi, Can you try the sliders symmetry? I just think it's good shape im not really sure what u mean by symmetry here xD i dont think the current is bad tho
■ 01:56:431 - Add note here? The whistle is emphasized here. i like to leave it as the start of the break instead, i think this way works well as well. same as i did in normal
■ 02:17:431 (3,1) - I think the patterns shape a little bad, but if the patterns shape your style I don't say anymore. but I recommend symmetry this pattern shape. and 00:36:631 (3,1) the same did something
■ 03:10:981 ~ 03:12:931 - I understand this part is so calm mood, But it is so empty. I just a suggestion to add spinner here. (if you add spinner here, start -> 03:10:981 end -> 03:12:331 is better) i don't think i would have enough spinner recovery time for that
■ 03:27:931 (1) - The symmetry a little bad. slider end move to x:298 y:79 here.


[Normal]

■ 00:50:431 (4,5) - it is enough a nice rhythm. but a little empty here. so 00:50:431 this point add note is better. i guess, and 00:52:831 - 00:55:231 the same emphasize drum notes only on this part, also simplifying it like this cuz its a calm part
■ 01:09:331 (3) - The slider end remove Sampleset normal sound. It's not a combination of good sounds. so 01:11:731 (3) the same intended here, i just copy HS from extra and i use alot of additive hitsounds, i think it sounds pretty cool :)
■ 01:30:031 (1) - I just suggestion this straight line slider to more improved shape.
■ 01:47:281 (2,3) - idk, What is the intention of this rhythm? it's a little confused reading. and 01:47:131 this part also has a rhythm.(lyrics or drum) I hope to you try the change this rhythms


[Hard]

■ 00:15:931 (2) - The slider to try opposite direction? I think it's fun symmetry pattern flow my intention is to emphasize the next 2 circles here so keep like this
■ 01:01:981 (3) - The spacing is your intended? or not?
■ 01:55:831 (3,4,5,1) - uh yeah, this patterns shape and flow is not problem. but I want to improved this patterns flow and shape. Can you try this?


[Insane]

AR - 0.3 -> The setting spread to balance isn't good. and The players is enough reading AR 9 setting this difficulty.



Great map Kibbu zz and Sorry my bad description with this modding T^T
Anyways Good luck for ranking ! :)


tyvm :3 no comment is fixed
Winnie
Pretty Good
no problems here
Lasse


affection
00:29:656 - how about making the 1/8 here clickable? rhythm here is a bit more unique and I think only sliders doesn't really bring that out well. (1) would still be nice melody on 00:29:581 - . for example http://lasse.s-ul.eu/7At6s4NE.jpg
00:32:131 (1,2,3) - one of the few cases where I think spamming nc would really help people read rhythm here to make clear it's different from before (or a way more drastic spacing increase, but I think that won't fit well here)
00:59:281 (3) - spacing seems a bit too much here lol didn't really use huge jumps for melody + weak drum before. maybe it could be stacked on 00:58:531 (2) - tail?
01:00:781 (2) - this also doesn't really fit, it's just a weak hihat and you make it feel as/nearly as important as vocal/stronger drums 01:00:631 (1,3) - . the one before is kinda similar, but at least not nearly as spaced, though 01:00:331 (1,1) - might even be nicer as sliders lol
01:02:881 (2) - basically my issue with this whole part until the chorus, so many jumps feel pretty unjustified, especially with this kind of spacing
01:06:481 - could make rhythm here more interesting to play and make it stand out more by doing something like http://lasse.s-ul.eu/sYnB8GDN.jpg I think, having a repeat there just feels so undermapped for what song provides
01:09:181 (2) - seems like the chorus has the same thing again

I don't think we will be able to reach some agreement with these since they seem to be a core part of the map, so gl lol

I'll just leave some other things here I noticed while quickly looking over the other parts of the map:
01:31:431 (2) - seems a bit weird to ignore the buzz here as it stands out so much and you mapped it in the same pattern on 01:41:831 (3) -
02:34:531 (5) - lower sv would be nice here on this since music gets calmer (also nc might be nice cause music changes so much and 01:27:331 (1) - )
02:54:031 - kinda similar issue with how spacing is utilized in this part is it feels pretty random at times where only reasoning might be visuals, which also could be solved differently. things like 02:54:931 (2) - compared 02:59:581 (1) - where suddenly your jumps focus on something totally different (having it on 02:59:731 (2) - would make more sense with similar things before)
03:01:231 (1) - compared to 02:56:431 (1) -
03:03:631 (1) - compared to 02:58:831 (1) - 03:08:431 (1) -
this also doesn't reallyl allow you to put some noticeable jump/overall spacing/rhythm buildup through this part, which would be great considering the background sound builds up so much over this part
Topic Starter
Kibbleru

Lasse wrote:



affection
00:29:656 - how about making the 1/8 here clickable? rhythm here is a bit more unique and I think only sliders doesn't really bring that out well. (1) would still be nice melody on 00:29:581 - . for example http://lasse.s-ul.eu/7At6s4NE.jpg i want to keep the slider structure here
00:32:131 (1,2,3) - one of the few cases where I think spamming nc would really help people read rhythm here to make clear it's different from before (or a way more drastic spacing increase, but I think that won't fit well here)
00:59:281 (3) - spacing seems a bit too much here lol didn't really use huge jumps for melody + weak drum before. maybe it could be stacked on 00:58:531 (2) - tail?
01:00:781 (2) - this also doesn't really fit, it's just a weak hihat and you make it feel as/nearly as important as vocal/stronger drums 01:00:631 (1,3) - . the one before is kinda similar, but at least not nearly as spaced, though 01:00:331 (1,1) - might even be nicer as sliders lol
01:02:881 (2) - basically my issue with this whole part until the chorus, so many jumps feel pretty unjustified, especially with this kind of spacing
01:06:481 - could make rhythm here more interesting to play and make it stand out more by doing something like http://lasse.s-ul.eu/sYnB8GDN.jpg I think, having a repeat there just feels so undermapped for what song provides
01:09:181 (2) - seems like the chorus has the same thing again for the chorus i kinda wanted to make the effect of slowdown on the long held vocal and then speed up the momentum alot, i think it fits for this part

I don't think we will be able to reach some agreement with these since they seem to be a core part of the map, so gl lol

I'll just leave some other things here I noticed while quickly looking over the other parts of the map:
01:31:431 (2) - seems a bit weird to ignore the buzz here as it stands out so much and you mapped it in the same pattern on 01:41:831 (3) -
02:34:531 (5) - lower sv would be nice here on this since music gets calmer (also nc might be nice cause music changes so much and 01:27:331 (1) - )
02:54:031 - kinda similar issue with how spacing is utilized in this part is it feels pretty random at times where only reasoning might be visuals, which also could be solved differently. things like 02:54:931 (2) - compared 02:59:581 (1) - where suddenly your jumps focus on something totally different (having it on 02:59:731 (2) - would make more sense with similar things before)
03:01:231 (1) - compared to 02:56:431 (1) -
03:03:631 (1) - compared to 02:58:831 (1) - 03:08:431 (1) -
this also doesn't reallyl allow you to put some noticeable jump/overall spacing/rhythm buildup through this part, which would be great considering the background sound builds up so much over this part
Shad0w1and
[Affection]
00:05:881 (4) - overdone spacing imo
00:28:906 (1) - cancel nc?
00:57:631 (3,4,5) - I expect more movement here instead of stacking
01:03:181 - to me better as
01:51:781 - want give an emphasis on this beat
01:56:131 - 01:58:831 - why no clickable

[insane]
01:03:481 - prefer a click
02:10:681 - same
anna apple
why is top diff not "Down Syndrome"
Kencho
[General]
  1. 100 / 200 BPM maps using 1200ms offset can increase the star rating obviously, I guess it is because of some star algorithm bugs. If you want it you can try and change mp3. I regret it I had a ranked map with 100 BPM but didn't use 1200ms offset. https://osu.ppy.sh/s/295946 you can try to change the highest diffs offset to 1200ms and the star rating will be 5.45 -> 5.55. Crazy

[Easy]
  1. 01:27:331 - 02:34:531 - 03:32:131 - Useless green lines
  2. 03:50:731 (1) - The spinner seems too short in easy diffs. You can start it from 03:49:231 - or delete it as well.

[Normal]
  1. 01:22:231 (5) - DS a little off
  2. 01:28:231 (2) - 01:54:031 (1) - Same as ^
  3. 02:30:481 (2,3) - Stack a bit off

[Hard]
  1. 00:32:131 (1) - NC this for the rhythm change is better.
  2. 01:07:831 (2,1) - Stack a bit off
  3. 03:44:131 (2) - NC, same reason mentioned above.

[Insane]
  1. 01:36:781 (4,1,2,1) - This pattern quite confused me in playability, how about move 01:37:081 (2) - downward like x209 y246.

[Affection]
  1. 01:07:231 - I think make it clickable is better. You can reduce a reverse arrow from 01:07:081 (2) - and add a circle on 01:07:231 -
  2. 02:14:281 (2) - ^
High in quality in my requirement
Topic Starter
Kibbleru

Shad0w1and wrote:

[Affection]
00:05:881 (4) - overdone spacing imo
00:28:906 (1) - cancel nc?
00:57:631 (3,4,5) - I expect more movement here instead of stacking works better with the kick rhythm here imo also so much movement not too necessary here imo
01:03:181 - to me better as nah i don't really want to use overmapping here yet
01:51:781 - want give an emphasis on this beat i think its fine, its consistent with the section and cuz its a calm section
01:56:131 - 01:58:831 - why no clickable gives a nice dropdown effect on the next circle

[insane]
01:03:481 - prefer a click this makes it a bit easier with the 1/16 sldiers and all
02:10:681 - same

Kencho wrote:

[General]
  1. 100 / 200 BPM maps using 1200ms offset can increase the star rating obviously, I guess it is because of some star algorithm bugs. If you want it you can try and change mp3. I regret it I had a ranked map with 100 BPM but didn't use 1200ms offset. https://osu.ppy.sh/s/295946 you can try to change the highest diffs offset to 1200ms and the star rating will be 5.45 -> 5.55. Crazy
    what? xD
    hmm i don't really care too much about wanting to raise star rating o-o since it's not really intended for pp farming.

    edit: it only went from 5.92 > 5.94, not much point tbh lol ><

[Easy]
  1. 01:27:331 - 02:34:531 - 03:32:131 - Useless green lines
  2. 03:50:731 (1) - The spinner seems too short in easy diffs. You can start it from 03:49:231 - or delete it as well. in normal 200 bpm this would be more than 1 measure so i think it's probably enough time? auto can get a whole 7000 on it

[Normal]
  1. 01:22:231 (5) - DS a little off
  2. 01:28:231 (2) - 01:54:031 (1) - Same as ^
  3. 02:30:481 (2,3) - Stack a bit off

[Hard]
  1. 00:32:131 (1) - NC this for the rhythm change is better.
  2. 01:07:831 (2,1) - Stack a bit off
  3. 03:44:131 (2) - NC, same reason mentioned above.

[Insane]
  1. 01:36:781 (4,1,2,1) - This pattern quite confused me in playability, how about move 01:37:081 (2) - downward like x209 y246.

[Affection]
  1. 01:07:231 - I think make it clickable is better. You can reduce a reverse arrow from 01:07:081 (2) - and add a circle on 01:07:231 - i am not a big fan of having things 1/16 (1/8) gaps from each other imo, also the piano sound is alot weaker than the drums before so i dont think its necessary imo, i want to keep the simplicity for this part
  2. 02:14:281 (2) - ^
High in quality in my requirement
no comment = fixed
Kencho

Kibbleru wrote:

[Easy]
  1. 01:27:331 - 02:34:531 - 03:32:131 - Useless green lines
  2. 03:50:731 (1) - The spinner seems too short in easy diffs. You can start it from 03:49:231 - or delete it as well. in normal 200 bpm this would be more than 1 measure so i think it's probably enough time? auto can get a whole 7000 on it
    Yea, it is certainly true that auto can get 7000 on it. But what I focus on is the spinner starting very close to prev object 03:50:131 (2) - , they just have a 1/4 empty beat. In addition, for a newbie player, they would see the spinner first and probably need to wait a moment because they have to think what is it and start spinning. Therefore, I suppose they may wait for 1 beat (03:50:731 - to 03:51:331 - ). It means that they would probably start spinning on 03:51:331 - . Then you can see the spin time is very limited. So, for a safety reason, that's why I don't recommend you put the spinner here.
Edit : alright fixed.
Now looks good for me.
Bubbled!
Plaudible
This is super minor and maybe you could fix it in the next BN check if it is somethin', but in Affection shouldn't 02:15:031 (2) - be snapped to the blue tick right before? It sounds off on the 1/6 :(

this map is 10/10 gj kibbs o//
Topic Starter
Kibbleru

Plaudible wrote:

This is super minor and maybe you could fix it in the next BN check if it is somethin', but in Affection shouldn't 02:15:031 (2) - be snapped to the blue tick right before? It sounds off on the 1/6 :(

this map is 10/10 gj kibbs o//
oh ur actually right, thanks for pointing that out
Kencho
Since fixed snap problem
Rebubbled!
Aeril
still dont know how to pronounce artist name, i swear its pronounced yucky
Topic Starter
Kibbleru

Aeril wrote:

still dont know how to pronounce artist name, i swear its pronounced yucky
isnt it just Yuce (Yuse)
Pentori

bor wrote:

why is top diff not "Down Syndrome"
[Affection]
00:21:181 (5,1) - 00:23:581 (5,1) - 00:35:581 (5,1) - eh spacing here barely gives any emphasis, u have stuff like 00:25:981 (5,1) - that work really well in contrast to the slow sv, but the others just seem like basic linear movement. same for other sections too if u agree 01:27:631
00:45:031 (3,1) - consistency 00:40:231 (3,1) - 00:42:631 (3,1) - 00:47:431 (3,1) .
01:56:281 (4) - dont think putting 01:56:431 - on a slider end is nice tbh, with stuff like 01:56:881 (2,3,1) - ur following piano so skipping the transition is pretty awkward :d http://puu.sh/v0PwV/c8b8d2e3f4.jpg
02:54:031 - i hope u realise this section is actually ridiculously hard http://puu.sh/v0PSE/3846135615.png singletapping 200 bpm for that long is death, especially because you mix in the 1/4s (or 1/8s watever). tbh u should just put reverses at 02:55:831 (4,5,6,7) - 02:58:231 (4,5,6,7) - etc. to give people break points. u'll still achieve the same effect, but its less cancerous
03:18:031 (1,2,3,1,2,3,1,2,3) - something about these is so confusing, prob cos you built your map on patterns like 01:10:381 (3,4,5) - 03:19:831 (3,4,5) - but then here you have the same pattern with a different rhythm, so its kinda unintuitive. also cus u have feedback on these ticks 03:18:331 (3) - 03:18:781 (3) - 03:19:231 (3) - but not on the yellow ticks, so u can't actually tell if ur hitting the 1/8s or not. its still playable because of the approach circles, but could be more intuitive imo. hopefully u can figure something out

nothing else worth mentioning.
Topic Starter
Kibbleru

Pentori wrote:

bor wrote:

why is top diff not "Down Syndrome"
because using the song's title in the diff name is aids

[Affection]
00:21:181 (5,1) - 00:23:581 (5,1) - 00:35:581 (5,1) - eh spacing here barely gives any emphasis, u have stuff like 00:25:981 (5,1) - that work really well in contrast to the slow sv, but the others just seem like basic linear movement. same for other sections too if u agree 01:27:631 ok i fixed the majority but i didnt for some because i really couldnt think of any better pattern that could go there.
00:45:031 (3,1) - consistency 00:40:231 (3,1) - 00:42:631 (3,1) - 00:47:431 (3,1) . im really not understanding whats inconsistent about this part lol
01:56:281 (4) - dont think putting 01:56:431 - on a slider end is nice tbh, with stuff like 01:56:881 (2,3,1) - ur following piano so skipping the transition is pretty awkward :d http://puu.sh/v0PwV/c8b8d2e3f4.jpg ok
02:54:031 - i hope u realise this section is actually ridiculously hard http://puu.sh/v0PSE/3846135615.png singletapping 200 bpm for that long is death, especially because you mix in the 1/4s (or 1/8s watever). tbh u should just put reverses at 02:55:831 (4,5,6,7) - 02:58:231 (4,5,6,7) - etc. to give people break points. u'll still achieve the same effect, but its less cancerous when i designed this part, i imagined the song to be envisioned by something like a continuous flow of circles due to the non ending piano (or w/e u call it) i know it's very draining on stamina, but at this level of difficulty i really don't think it's a problem here, any besides, i think it gives somewhat a new 'challenge' to the map that other maps don't have. but mostly because i think it fits the music the best. i just don't think sliders would be very fitting
03:18:031 (1,2,3,1,2,3,1,2,3) - something about these is so confusing, prob cos you built your map on patterns like 01:10:381 (3,4,5) - 03:19:831 (3,4,5) - but then here you have the same pattern with a different rhythm, so its kinda unintuitive. also cus u have feedback on these ticks 03:18:331 (3) - 03:18:781 (3) - 03:19:231 (3) - but not on the yellow ticks, so u can't actually tell if ur hitting the 1/8s or not. its still playable because of the approach circles, but could be more intuitive imo. hopefully u can figure something out I'm still a bit confused about whats too confusing about this part, nevertheless, because the song has a different finish pattern here, i decided to emphasize that because it stood out the most to me, despite being different from the majority of the kiais, i believe the song also sounds different here so the rhythming is ok? it still follows the triplet usage and stuff, as for the feedback issue, i guess i could add whistles on the 1/8 ticks? if u think that's the problem here o-o?
as for 03:19:831 (3) - the only difference is that i changed it from 2 1/8 sliders to 1 with repeats, and the purpose of that is because it fit the theme of the extended sliders in this section better


nothing else worth mentioning.
Pentori
the inconsistency was just how it overlaps while others r spaced lol

with the tapping section: i mean yeah ur providing a unique challenge, but is it really right to do when nothing else in the map demands that much stamina? it just feels too demanding in context with the rest of the map. if u really wanna keep it can u get 1 or 2 opinions on how it plays? maybe im just bad (and i wasnt asking for it to all be sliders, just for u to include rest points)

and yeah adding whistles on the yellow 1/8 ticks could work for that part in the last kiai
Topic Starter
Kibbleru
so i got one from a more experienced mapper and a high ranked player

player
SPOILER
23:34 Kibbleru: yo dud do u think the stamina part in this map is okay?
23:34 *Kibbleru is listening to [https://osu.ppy.sh/b/1187506 YUC'e - Cinderella Syndrome]
23:35 Kocari: what do you mean by stamina part
23:35 Kibbleru: the part with all circles
23:35 Kibbleru: pentori is concerned about how it plays much harder than the rest of the map
23:35 Kibbleru: he wants to know how it plays
23:35 Kocari: gotta give me where its at
23:35 Kocari: because
23:35 Kocari: its really easy
23:36 Kibbleru: 02:54:031 -
23:36 Kocari: Its fine
23:36 Kocari: there really isn't a problem
23:37 Kibbleru: i assume the main concern is that its a huge difficulty spike?
23:37 Kibbleru: is it that hard?
23:37 Kocari: no
23:37 Kocari: this is more simple
23:37 Kocari: than the rest of the map
23:37 Kocari: the other in this map have shifts and stuff
23:37 Kocari: as a player there is a lot more to take in and transition from
23:38 Kocari: with all the spacing and different speeds
23:38 Kocari: the part with all the circles is simple and straight foward
23:38 Kibbleru: thanks for opinion
23:38 Kocari: if its 6 stars this is rather lenient since bpm isnt that fast as well
23:38 Kibbleru: ya
23:38 Kibbleru: k ill tell him this

mapper
SPOILER
23:33 Kibbleru: can u give me an opinion on a part in my map
23:33 *Kibbleru is editing [https://osu.ppy.sh/b/1187506 YUC'e - Cinderella Syndrome [Affection]]
23:35 Monstrata: sure ;o
23:36 Kibbleru: 02:54:031 -
23:36 Kibbleru: its there
23:36 Kibbleru: its just a bunch of 1/2 circles and streams
23:36 Kibbleru: for one section
23:36 Kibbleru: the argument i have going is it fits the map well with the constant flowy 1/2 piano
23:36 Kibbleru: but he is a bit concerned because it is a huge stamina spike
23:36 Kibbleru: i think it fits for a diff at this level tho
23:39 Monstrata: like, it kinda fits the piano, but because you map all those triplets and streams, it makes it feel like ur following the hihat instead lol
23:39 Monstrata: its kinda hard to keep track of all the instruments tbh
23:39 Monstrata: but i guess its okay
23:39 Kibbleru: mk
23:39 Kibbleru: thanks for ur time
23:39 Monstrata: 03:03:631 - here onward, piano rhythm isn't constant 1/2 anymore btw
23:40 Kibbleru: oh i guess ur right
23:40 Kibbleru: it still sounds similar tho and theres the hi hats i guess
23:40 Kibbleru: wait no i still hear the piano
23:40 Kibbleru: if u listen carefully
23:41 Kibbleru: just a bit quieter cuz it gets drowned out by the background
23:41 Monstrata: 03:05:581 (6,9) - a lot softer than the rest
23:41 Kibbleru: ya
23:41 Monstrata: like its still there if you listen really carefully
23:41 Monstrata: but ppl don't play at 25% speed xd
23:41 Monstrata: and yea
23:41 Kibbleru: well i dont think it really makes sense to change the rhythm there
23:41 Monstrata: it gets drowned out my other instruments
23:42 Kibbleru: yeah
23:42 Kibbleru: he was mostly concerned by how much of a stamina spike it was
23:42 Kibbleru: and suggeted i changed some 1/4 into slider
23:42 Kibbleru: but i think it kinda ruins the point of the section
23:42 Kibbleru: since i kinda envision a continuous flow of circles
23:42 Monstrata: o mmm i think its fine stamina wise, but rhythm-wise its probably not the best choice there


also for 6* maps i think the spike is something that u can expect, at least this is what we talked about in voice
also if you are good enough to FC this map i think this part is not the biggest problem


my own little rant lol
these days 6 star maps are degraded by cross screen jump bullshit and their difficulty becoming inflated so i wanted to make something that was actually hard and not just inflated as fuck even tho this map is still probably inflated as well lol
Pentori
qualified
Topic Starter
Kibbleru
thanks :)
Lama Poluna
congratulations! озо
schoolboy
grats!
very fun map x3
den0saur

Kibbleru wrote:

Aeril wrote:

still dont know how to pronounce artist name, i swear its pronounced yucky
isnt it just Yuce (Yuse)
Hm, probably it is just Uсe, like Use, as can be heard in Sengoku HOP at ~1:58, and in Future cider at 3:22, maybe in some other tracks but i didn't pay much attention.
/me hides now
Yuii-
Interesting, I like it!
Meg
great map :) :) :) :)
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