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posted
I'll reply to mods later or tomorrow, gotta prepare for final exams :DDDDDDDD

fk my life, gotta review XD
posted

Asuka_- wrote:

Im not good at english.
no kds

If the mapping has already finished, please move to Pending state
https://gyazo.com/8825d3763259fe0892db43ee7fa044ca.png

Meta
Title : はじまりの速度
Tag : remove "anime" (It will be added automatically when ranking)
add "みあ" "Mia" "ARCHITECT"
hitsoinds : please try to use custom hitsound https://puu.sh/uReJ7/e6453f1cde.rar -THANK YOU FOR THIS : DDDDDDDDDD
https://i.gyazo.com/6772852c233981cc3a7 ... f2cdd5.png
BG : Only 4:3 can be used. you have to adjust it.


Normal

check Aimod(ctri + shift + A)

You should not use slider velocity if possible. It is hard for bigginer.
Normal
Manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different pacings and should not be drastically variable. from std ranking criteria
- i used appropriate slider velocity changes
01:06:070 - wat sound you follow? i think nothing here. try → https://gyazo.com/d959db22590157f059aac917ce67fa74.png-fixed
01:25:835 (2,3,4,5,6) - why changed DS? plz keep (x0.9)-idk what happened here
01:20:365 - 01:20:894 - remove green line
-all fixed lmao

NC
00:15:600 (1,3) - swap NC
00:18:423 (1) - remove NC
00:22:659 (6,1) - swap NC
00:26:894 (1) - remove NC
00:32:541 (1,3) - swap NC
00:36:776 (3) - NC
00:46:659 (1) - remove NC
00:57:953 (1) - remove NC
01:05:012 (7) - NC
01:12:070 (1) - remove NC



Hard

check Aimod -i swear those weren't there befoire lol
00:33:070 (4) - you cannot follow sound here imo, change to like 00:31:659 (4,5,6) - ?? (same sound. you had better unify them.)- agree, idk why i did that lol
00:40:306 - clickable?-changed pattern
00:47:718 (4,1,2,3,4,5) - bad overlap xd there is more. plz check and fix them.-ffixed,but cant do anything with 4
01:02:894 - clickable?-changed pattern
01:07:835 (6,7,8) - ctrl+g (object)-hopefully fixed
01:10:659 (1,5) - overlap-check
01:18:600 (4) - should start in 01:18:776 - try https://gyazo.com/98597748afea15c412faedecf4444463.png^^

NC
00:03:600 (3) - or 00:04:482 (4) - NC
00:29:012 (1) - remove NC
00:15:776 (4) - NC
00:18:423 (5) - NC
00:26:894 (5) - NC
00:26:894 (5) - NC
00:52:306 (4) - NC
00:56:541 (5) - NC
01:00:776 (4) - NC
01:07:835 (6) - NC
01:11:894 (6) - NC
01:14:894 (5) - NC
01:26:188 (6) - NC


Insane

00:10:306 - 00:10:659 - 00:11:012 - should be clickable. try this → https://gyazo.com/88cf4c2f2b986720d7dc1a0e338377be.png-fixed
00:21:070 (7,1) - i think bad flow. need more distance than 00:20:894 (6,7) - because 00:21:247 (1) - is stromg sound.^^
00:22:306 (8,3) - stack?-ok
00:38:188 (1,2,3,4,5,6) - change to like 00:36:776 (1,2,3,4,5,6) - (same sound)-fixedddd
00:39:953 (2) - change to 2 circles? because i think should follow 00:40:129 - -fixed i guess
00:39:600 (1,3) - stack or avoid overlap-was changed
00:45:953 (4,2) - overlap-fixed
00:58:747 - circle-changed to become stream
01:23:718 (3,6) - why use 1/4slider? should use 1/2slider if no reason-editing error didnt see it ^^


Pain

00:05:012 (4,5,6) - bad flow https://gyazo.com/cc4b35b034684de484a6d666feee6139.png
please fix (6) -fixed
00:15:070 (5,1) - overlap -fixed
00:17:012 (1,4) - overlap-ill keep it as it is
00:17:365 (2,3,4) - bad flow https://gyazo.com/b6a9e24de1da6195dcac1afc882bd2a5.png
please try this https://gyazo.com/3fb504ab3c6d6c1ec3584661bdab0f32.png -i didnt see this lol, fixed
00:19:835 (1,4) - stack?-got ya
00:26:365 (4,5) - ctrl+g (object) because 00:25:835 (2,3) - and 00:26:365 (4,5) - are the same sound. unify better.-fixed
00:35:982 - sound here-keep
00:45:776 (4,5) - bad flow. please more distance.-added distance
00:47:718 (6,7,1) - stream part? xd-lol made didnt hear that part, fixed
00:49:747 (2,3,4,5) - stream part? xdxd-? lol
00:52:659 (2,3,4) - bad flow. https://gyazo.com/79c3be1af6fe2b689a93c756bdb86995.png
try this https://gyazo.com/44579ffa0902a65d5771e81e02ae008a.png-fixed
00:59:718 (2) - change to like 01:01:129 (2,3) - ?-changed
01:02:718 (4,5) - more distance!!- ok lol
01:11:894 (7,1) - ^
01:15:600 - i think should not put circle. 01:15:600 (4) - move to 01:15:953 - better-removed instead, i cant hear a sound at 01:15:953
01:19:129 (5) - NC-ok
01:16:306 (1,2,3) - https://gyazo.com/74d4728f9ca18ef8f24d2877177cf161.png-fixed lol

Nice Song and Mapset. plz Rank xD <3333333333333333333333
Good Luck!!
posted
hi, from queue
ok so your flow is mostly fine, it's your aesthetics and rhythm that i'm worried about
have some aesthetics/rhythm tips for free in the general header!
(also, the stuff i point out in a diff is present in more or less the entire diff. identify what's wrong, find it everywhere you can, then fix all of the stuff you found wrong.)

[general]
  1. mapping advice.
  2. end sliders on equally or less powerful sounds than they start.
  3. avoid overlaps when they aren't neat or part of a pattern, concept, or gimmick - they look ugly to most people. (eg 00:21:600 (4,2) - on normal diff)
  4. create good structure by arranging your objects in symmetrical patterns, using parallel lines, having consistent slider shapes (like having all straight sliders tilted a certain degree unless otherwise required by a pattern), equidistance, and arranging objects in regular polygons (generic triangles, squares, pentagons et al)
  5. avoid skipping important beats through sliders (like 00:00:600 (4) - on hard)
  6. make your patterns consistent
  7. prioritize one rhythm at a time, not all of them
  8. these are more or less what you need to do in your map


[ normal]
  1. lack of structure (refer to general) in this diff tbh
  2. turn up distance snap a bit so the hitobjects dont overlap, right now they overlap a bit (like only their outer borders) so it kinda looks ugly. i'd recommend 1.0x but ds is up to you
  3. 00:05:365 (3) - youre ending the slider on a more important sound than where it currently starts. for future reference i'd suggest ending sliders on equally strong or less strong sounds since pressing a slider gives more emphasis than releasing it, and more emphasis = stronger sounds.
  4. 00:15:600 (4,1) - ugly overlap
  5. 00:20:541 (2,3) - could be blanketed
    00:21:600 (4) - "this object is too far from the previous object!"
  6. 00:21:600 (4,2) - ugly overlap
  7. 00:25:482 (1,2,3,4,5) - could be pentagon
  8. 00:27:247 (6) - basically same as 00:05:365 (3) -. you're ending the slider on the vocal, and starting it on some background instrument. because you're prioritizing vocals in your rhythm, the vocal is stronger and thus is the one that should be clickable.
  9. 00:30:070 (3,4,1,2,3) - also pentagon
  10. 00:35:365 (1,2,1) - could be triangle
  11. 00:36:776 (1,2,3) - nice use of symmetry here but it's not actually symmetrical, nudge 2 a bit to the right to fix
  12. 00:36:776 (1,4) - ugly overlap. move 4 in the path of 3 to avoid this and also to change flow so that the overlap with 00:38:188 (3,1) - goes away
  13. the main things wrong with your map are what i listed above - fix all instances of these in the map and i think it would take a leap in quality. there are still things like this throughout the rest of the diff i didn't mod (since if i did write them down it would make for an even bigger wall of text xdddddd) so i suggest that you find and fix them yourself as an exercise.


[ hard]
  1. the structure problems i mentioned in the normal apply here too, you should fix them
  2. 00:00:600 (4) - skipping vocal on white tick. focus on one instrument at once instead of all at once for a coherent rhythm.
  3. 00:01:482 (1,2) - should be a slider instead - you're giving 2 (which is a less important sound) the same amount of importance as 1 (which is more important). by making this a slider, you give the sound on 1 more importance than the sound on 2, which is what you should be doing
  4. 00:01:659 (2,3,4) - triangle like what you did on 00:01:482 (1,2,3) -
  5. 00:01:835 (3,4) - fix blanket whether or not you do that
  6. 00:03:600 (3) - skipping vocals again
  7. 00:07:835 (5) - yeah i think you get it
  8. 00:11:365 (1,2,3,4) - equidistance (this is really more of a problem in higher diffs)
  9. 00:14:012 (6,1) - blanket
  10. 00:17:012 (1,3,1) - this is a nice example of parallelism.
  11. 00:31:129 (1,2,3,4,5) - lack of structure
  12. 00:32:541 (1,2,3,4,5) - same
  13. main problems with this diff are: structure, ignoring prioritized sounds (basically trying to map all things instead of just one thing at once), and blankets. as before, find and fix them.


[ insane]
  1. problems in the above diffs apply here too, especially prioritizing rhythm
  2. 00:00:423 (3) - i think you can spot what's wrong with this after reading the above
  3. 00:00:776 (4) - ^
  4. 00:05:541 (7) - stack on 6 instead for consistency with the previous stacks


[ pain]
  1. if youve read the above mods and advice, you should be able to spot what's wrong with this map


if stuff is still unclear for you feel free to pm me either ingame or thru forums and i can explain stuff to you.

good luck!
posted

newton- wrote:

hi, from queue
ok so your flow is mostly fine, it's your aesthetics and rhythm that i'm worried about
have some aesthetics/rhythm tips for free in the general header!
(also, the stuff i point out in a diff is present in more or less the entire diff. identify what's wrong, find it everywhere you can, then fix all of the stuff you found wrong.)

[general]
  1. mapping advice.
  2. end sliders on equally or less powerful sounds than they start.
  3. avoid overlaps when they aren't neat or part of a pattern, concept, or gimmick - they look ugly to most people. (eg 00:21:600 (4,2) - on normal diff)
  4. create good structure by arranging your objects in symmetrical patterns, using parallel lines, having consistent slider shapes (like having all straight sliders tilted a certain degree unless otherwise required by a pattern), equidistance, and arranging objects in regular polygons (generic triangles, squares, pentagons et al)
  5. avoid skipping important beats through sliders (like 00:00:600 (4) - on hard)
  6. make your patterns consistent
  7. prioritize one rhythm at a time, not all of them
  8. these are more or less what you need to do in your map


[ normal]
  1. lack of structure (refer to general) in this diff tbh
  2. turn up distance snap a bit so the hitobjects dont overlap, right now they overlap a bit (like only their outer borders) so it kinda looks ugly. i'd recommend 1.0x but ds is up to you -increased it to 1.1x
  3. 00:05:365 (3) - youre ending the slider on a more important sound than where it currently starts. for future reference i'd suggest ending sliders on equally strong or less strong sounds since pressing a slider gives more emphasis than releasing it, and more emphasis = stronger sounds. -changed
  4. 00:15:600 (4,1) - ugly overlap-fixed
  5. 00:20:541 (2,3) - could be blanketed-slider 3 changed to circle
    00:21:600 (4) - "this object is too far from the previous object!"-nothing wrong in AiMod
  6. 00:21:600 (4,2) - ugly overlap-fixed
  7. 00:25:482 (1,2,3,4,5) - could be pentagon -made pentagon
  8. 00:27:247 (6) - basically same as 00:05:365 (3) -. you're ending the slider on the vocal, and starting it on some background instrument. because you're prioritizing vocals in your rhythm, the vocal is stronger and thus is the one that should be clickable.-fixed
  9. 00:30:070 (3,4,1,2,3) - also pentagon-was modified
  10. 00:35:365 (1,2,1) - could be triangle-fixed?
  11. 00:36:776 (1,2,3) - nice use of symmetry here but it's not actually symmetrical, nudge 2 a bit to the right to fix- sadlyit wont look nice as it would be originally was since ds change, but i did move it still lol
  12. 00:36:776 (1,4) - ugly overlap. move 4 in the path of 3 to avoid this and also to change flow so that the overlap with 00:38:188 (3,1) - goes away -fixed
  13. the main things wrong with your map are what i listed above - fix all instances of these in the map and i think it would take a leap in quality. there are still things like this throughout the rest of the diff i didn't mod (since if i did write them down it would make for an even bigger wall of text xdddddd) so i suggest that you find and fix them yourself as an exercise.


[ hard]
  1. the structure problems i mentioned in the normal apply here too, you should fix them
  2. 00:00:600 (4) - skipping vocal on white tick. focus on one instrument at once instead of all at once for a coherent rhythm.-fixed
  3. 00:01:482 (1,2) - should be a slider instead - you're giving 2 (which is a less important sound) the same amount of importance as 1 (which is more important). by making this a slider, you give the sound on 1 more importance than the sound on 2, which is what you should be doing-fixed
  4. 00:01:659 (2,3,4) - triangle like what you did on 00:01:482 (1,2,3) - -kind of adjusted
  5. 00:01:835 (3,4) - fix blanket whether or not you do that
  6. 00:03:600 (3) - skipping vocals again-fixed
  7. 00:07:835 (5) - yeah i think you get it-vocals here
  8. 00:11:365 (1,2,3,4) - equidistance (this is really more of a problem in higher diffs)
  9. 00:14:012 (6,1) - blanket-fixed
  10. 00:17:012 (1,3,1) - this is a nice example of parallelism.
  11. 00:31:129 (1,2,3,4,5) - lack of structure-modified
  12. 00:32:541 (1,2,3,4,5) - same^
  13. main problems with this diff are: structure, ignoring prioritized sounds (basically trying to map all things instead of just one thing at once), and blankets. as before, find and fix them.


[ insane]
  1. problems in the above diffs apply here too, especially prioritizing rhythm
  2. 00:00:423 (3) - i think you can spot what's wrong with this after reading the above- got ya
  3. 00:00:776 (4) - ^-yes
  4. 00:05:541 (7) - stack on 6 instead for consistency with the previous stacks*^^]


[ pain]
  1. if youve read the above mods and advice, you should be able to spot what's wrong with this map


if stuff is still unclear for you feel free to pm me either ingame or thru forums and i can explain stuff to you. -thank for you time, thanks for the mod

good luck!
posted
Hello, from #modreqs

[Normal]
  1. 00:05:718 (4,3) - Kinda disturbing overlap.
  2. 00:11:365 (1) - End on white tick?
  3. 00:53:718 (1,4) - Stack
  4. 01:00:423 (2,1) - ^
  5. 01:05:012 (1) - The clap here sounds weird.
  6. 01:13:129 (6,2) - Stack
  7. 01:27:600 (1) - Spinner came in too fast?
  8. Hitsound can be improved. Like a Finish on this sliderhead 00:36:776 (1) - to emphasize the start of kiai and etc etc.


[Hard]
  1. 00:06:423 (3) - Better if you end on white tick
  2. 00:07:659 (4) - NC and remove nc on 00:08:541 (1) -
  3. 00:14:012 (6,1) - Blanket.
  4. 00:15:247 (3,7) - Stack.
  5. 00:20:894 (4,1) - Blanket.
  6. 00:24:776 (3,4) - Improve flow.
  7. 00:26:894 (1,2) - Switch nc
  8. 00:42:070 (10,1) - Improve flow.
  9. 00:56:541 (5,6,7) - Improve blanket.
  10. 00:58:659 (5,6) - Spacing inconsistency? Also improve flow.
  11. 01:00:070 (3) - What is this. It's offbeat.
  12. 01:01:482 (4,4) - Stack
  13. 01:05:541 (6,8,4) - ^
  14. 01:16:306 (1,3) - Atleast make them symmetrical.
  15. 01:27:600 (1) - Spinner came too fast?
  16. Improve hitsound.


Only 2 diffs, I'm lazy lmfao.

Goodluck!
posted

-Aqua wrote:

Hello, from #modreqs

[Normal]
  1. 00:05:718 (4,3) - Kinda disturbing overlap.-did slight change
  2. 00:11:365 (1) - End on white tick?-sounds better
  3. 00:53:718 (1,4) - Stack-editing mistake
  4. 01:00:423 (2,1) - ^^
  5. 01:05:012 (1) - The clap here sounds weird. -another editing mistake, forgot to change this
  6. 01:13:129 (6,2) - Stack ^
  7. 01:27:600 (1) - Spinner came in too fast? -keep, seems doable
  8. Hitsound can be improved. Like a Finish on this sliderhead 00:36:776 (1) - to emphasize the start of kiai and etc etc. -hitsounding was finished, but since there was some changes i'll have to redo it again, forgot about editing it awhile ago


[Hard]
  1. 00:06:423 (3) - Better if you end on white tick-seems better
  2. 00:07:659 (4) - NC and remove nc on 00:08:541 (1) - -why though
  3. 00:14:012 (6,1) - Blanket.-well it was, but tried my best to fix it
  4. 00:15:247 (3,7) - Stack.-check
  5. 00:20:894 (4,1) - Blanket.-fixed
  6. 00:24:776 (3,4) - Improve flow.-fixed
  7. 00:26:894 (1,2) - Switch nc
  8. 00:42:070 (10,1) - Improve flow.-fixed
  9. 00:56:541 (5,6,7) - Improve blanket.-donzo
  10. 00:58:659 (5,6) - Spacing inconsistency? Also improve flow.-fixed
  11. 01:00:070 (3) - What is this. It's offbeat.-lol wat, my mistake, fixed
  12. 01:01:482 (4,4) - Stack-this will make the spacing inconsistent
  13. 01:05:541 (6,8,4) - ^
  14. 01:16:306 (1,3) - Atleast make them symmetrical.-woops fixed
  15. 01:27:600 (1) - Spinner came too fast?-keep
  16. Improve hitsound.


Only 2 diffs, I'm lazy lmfao. -lol its fine thanks

Goodluck!
posted

Dubturt wrote:

-Aqua wrote:

Hello, from #modreqs


[Hard]
  1. 00:07:659 (4) - NC and remove nc on 00:08:541 (1) - -why though - Because downbeat
  2. 00:26:894 (1,2) - Switch nc - Same here


Goodluck!


No kd
posted
From Queue


  • [Normal]
  1. 00:00:071 (1,2,3) - Your mapping looks very complicated
    I will make symmetry like image
  2. 00:06:423 (1,2,3) - Objects are very close together
  3. 00:08:541 (4,5) - ^
  4. 00:10:306 (2) - This should pick up only the sound of the piano
    00:10:659 - add Circle
  5. 00:11:365 (1,4) - overlap
  6. 00:14:188 (1,2,4) - ^
  7. 00:33:953 (2) - 00:32:541 (6) - Copy reversal is better
  8. 00:36:776 (1,3) - overlap
  9. 01:07:835 (1,2,3) - bad is flow
  10. 01:17:718 (2) - The object is beyond the frame


Good luck!
posted

Yasaija 714 wrote:

From Queue


  • [Normal]
  1. 00:00:071 (1,2,3) - Your mapping looks very complicated
    I will make symmetry like image
  2. 00:06:423 (1,2,3) - Objects are very close together
  3. 00:08:541 (4,5) - ^
  4. 00:10:306 (2) - This should pick up only the sound of the piano
    00:10:659 - add Circle
  5. 00:11:365 (1,4) - overlap
  6. 00:14:188 (1,2,4) - ^
  7. 00:33:953 (2) - 00:32:541 (6) - Copy reversal is better
  8. 00:36:776 (1,3) - overlap
  9. 01:07:835 (1,2,3) - bad is flow
  10. 01:17:718 (2) - The object is beyond the frame


Good luck!


-ill try to fix everything, thanks for mod
posted

Normal

  1. 00:08:541 (4,5) - blanket is off, its askew like diagonally
  2. 00:10:659 (2,3,1) - this flow is super super super confusing for normal player: first the overlap of 00:09:953 (1,1) - is super cluttered and messy, second the doubling back motion of 00:11:012 (3,1) - is simply too complex for a low diff player especially when this is the lowest diff in the set: here is a suggestion for a potential new pattern (change to your taste)
  3. 00:13:482 (4,2) - this is also mindmeltingly complex for a normal player: the overlap of the slider bodies makes it basically unreadable and unfair for the player at this level: if there's one major rule you should be following when making lower diffs, its to keep things as SIMPLE as possible
  4. 00:23:718 (2,3) - these objects overlap the HP bar, which is inadvisable in lower diffs as the player 110% has it on and is probably paying attention to it most of the time, it makes your diff look cluttered and messy
  5. okay: so it's pretty clear from this diff that you are a new mapper, at least new to mapping lower diffs, so i'm just going to go over a couple points that you can apply to the rest of the diff because i think that would help you a lot more than specifics
  6. NCs: your NC structure is kind of broken, generally you NC once every amount of bars (once every 4 bars aka every big white tick 00:29:718 - 00:28:306 - for examples of big white tick or another amount) which you do not do here, that is a general rule for NCing that's pretty easy to follow except in cases where you are NCing for emphasis
  7. Keeping flow simple: pretty self explanatory, use the point i pointed out as an example: you want things to be incredibly basic and very very easy to understand for the player, making it always clear where the next object should be

    you have distance snapping down and your patterning is okay, but your aesthetics are messy and confusing + unclear

Hard

  1. i'm going to use this diff to illustrate another mapping concept: patterning
  2. this map has next to no patterns in it, despite clearly having a lot of objects, some of which are kind of related to each other
  3. here is an example of a successfully executed pattern: 00:40:659 (4,5,6,7,8) - it is simple, just a pentagon but it works for this analogy, as taken together, this makes a clear, concise pattern and shape
  4. now, here is an example of notes that just aren't a pattern: 00:00:071 (1,2,3,4,5) - when you highlight this, do you see a certain shape? do the notes relate to each other in any way? no, they're just kind of notes that have been placed on the timeline with no real distinct pattern or relation to one another: this applies to basically every pattern in this map barring the literal shapes
  5. note that patterns dont HAVE to be shapes, they just have to be notes that have some sort of relation to each other in other to make some sort of whole combined entity when they are all placed: patterns can be several combos/bars of notes long or just 3 or 2 notes, it is just relative to what the song requires and what kind of mapping style you use
  6. the number one issue with this diff is the lack of patterns, focusing on this will improve your structure, how fun your maps are, and most importantly make you a better mapper
from looking at your other diffs: this complaint about patterning is definitely the #1 thing you need to focus on right now

sorry i could not provide a more indepth mod for your map because it's simply not ready for modding: use this map as a learning experience and the next map you make will be 1000x better

don't give up! i hope this mini mapping lesson was helpful, if you want more help pm me in game :)
posted

Kaifin wrote:

Normal

  1. 00:08:541 (4,5) - blanket is off, its askew like diagonally
  2. 00:10:659 (2,3,1) - this flow is super super super confusing for normal player: first the overlap of 00:09:953 (1,1) - is super cluttered and messy, second the doubling back motion of 00:11:012 (3,1) - is simply too complex for a low diff player especially when this is the lowest diff in the set: here is a suggestion for a potential new pattern (change to your taste)
  3. 00:13:482 (4,2) - this is also mindmeltingly complex for a normal player: the overlap of the slider bodies makes it basically unreadable and unfair for the player at this level: if there's one major rule you should be following when making lower diffs, its to keep things as SIMPLE as possible
  4. 00:23:718 (2,3) - these objects overlap the HP bar, which is inadvisable in lower diffs as the player 110% has it on and is probably paying attention to it most of the time, it makes your diff look cluttered and messy
  5. okay: so it's pretty clear from this diff that you are a new mapper, at least new to mapping lower diffs, so i'm just going to go over a couple points that you can apply to the rest of the diff because i think that would help you a lot more than specifics
  6. NCs: your NC structure is kind of broken, generally you NC once every amount of bars (once every 4 bars aka every big white tick 00:29:718 - 00:28:306 - for examples of big white tick or another amount) which you do not do here, that is a general rule for NCing that's pretty easy to follow except in cases where you are NCing for emphasis
  7. Keeping flow simple: pretty self explanatory, use the point i pointed out as an example: you want things to be incredibly basic and very very easy to understand for the player, making it always clear where the next object should be

    you have distance snapping down and your patterning is okay, but your aesthetics are messy and confusing + unclear

Hard

  1. i'm going to use this diff to illustrate another mapping concept: patterning
  2. this map has next to no patterns in it, despite clearly having a lot of objects, some of which are kind of related to each other
  3. here is an example of a successfully executed pattern: 00:40:659 (4,5,6,7,8) - it is simple, just a pentagon but it works for this analogy, as taken together, this makes a clear, concise pattern and shape
  4. now, here is an example of notes that just aren't a pattern: 00:00:071 (1,2,3,4,5) - when you highlight this, do you see a certain shape? do the notes relate to each other in any way? no, they're just kind of notes that have been placed on the timeline with no real distinct pattern or relation to one another: this applies to basically every pattern in this map barring the literal shapes
  5. note that patterns dont HAVE to be shapes, they just have to be notes that have some sort of relation to each other in other to make some sort of whole combined entity when they are all placed: patterns can be several combos/bars of notes long or just 3 or 2 notes, it is just relative to what the song requires and what kind of mapping style you use
  6. the number one issue with this diff is the lack of patterns, focusing on this will improve your structure, how fun your maps are, and most importantly make you a better mapper
from looking at your other diffs: this complaint about patterning is definitely the #1 thing you need to focus on right now

sorry i could not provide a more indepth mod for your map because it's simply not ready for modding: use this map as a learning experience and the next map you make will be 1000x better

don't give up! i hope this mini mapping lesson was helpful, if you want more help pm me in game :)

-thank you for this, i'll review everything written in here and improve this mapset, maybe this wont go for ranked but maybe the next map will, thanks again
posted
yo

Normal

00:11:012 (3) - Personally I think having (2,3,4) be a perfect straight line is a really nice aesthetic, consider nudging this over slightly.

00:15:600 (4,5) - Not really important, but consider making these a perfect blanket

00:27:600 (1) - I can kind of understand why you have NC on 00:28:306 (1,1,1) - because of the heavy notes in the music it kind of fits, but those heavy notes don't actually start until 00:28:306 (1) - which makes the decision to have your NC spam start on 00:27:600 (1) - questionable. Unless there's something i'm missing, I would remove NC from this.

01:07:835 (1,3) - Really wouldn't recommend having these stacked, as it may confuse players around this level to think that the first slider is continuing while also having another note off to the side.

Hard

00:00:776 (5) - Consider bringing this up slightly to make the pentagon form look a little better: https://puu.sh/vAGqs/131b7b5890.png

00:07:129 (1,2,3,4,5) - I'm assuming your idea here was to have continually increasing spacing between each notes, but I don't think constant 1/2 differences in spacing is appropriate for hard, considering players around this level are only JUST starting to get experience in playing things without consistent distance snap, I would just make this a normally spaced pentagon pattern like you did previously in the map.

(Just now looking through the rest of this diff, I noticed most of the pentagon patterns you used are pretty inconsistent, i'm assuming you did most of these by hand? Consider going through the difficulty and using Create Polygonal Circles (Ctrl+Shift+D) to make some of these a bit more consistent with each other.)

00:26:894 (5,1,2,3) - The rhythm here seems a bit iffy, consider replacing it with this: https://puu.sh/vAGE2/66dc238e6a.png

01:20:365 (1) - Shorten this repeat by 2 repeats, it only needs to repeat once for the piano.

Good luck!
posted

Weber wrote:

yo

Normal

00:11:012 (3) - Personally I think having (2,3,4) be a perfect straight line is a really nice aesthetic, consider nudging this over slightly.

00:15:600 (4,5) - Not really important, but consider making these a perfect blanket

00:27:600 (1) - I can kind of understand why you have NC on 00:28:306 (1,1,1) - because of the heavy notes in the music it kind of fits, but those heavy notes don't actually start until 00:28:306 (1) - which makes the decision to have your NC spam start on 00:27:600 (1) - questionable. Unless there's something i'm missing, I would remove NC from this.

01:07:835 (1,3) - Really wouldn't recommend having these stacked, as it may confuse players around this level to think that the first slider is continuing while also having another note off to the side.

Hard

00:00:776 (5) - Consider bringing this up slightly to make the pentagon form look a little better: https://puu.sh/vAGqs/131b7b5890.png

00:07:129 (1,2,3,4,5) - I'm assuming your idea here was to have continually increasing spacing between each notes, but I don't think constant 1/2 differences in spacing is appropriate for hard, considering players around this level are only JUST starting to get experience in playing things without consistent distance snap, I would just make this a normally spaced pentagon pattern like you did previously in the map.

(Just now looking through the rest of this diff, I noticed most of the pentagon patterns you used are pretty inconsistent, i'm assuming you did most of these by hand? Consider going through the difficulty and using Create Polygonal Circles (Ctrl+Shift+D) to make some of these a bit more consistent with each other.)

00:26:894 (5,1,2,3) - The rhythm here seems a bit iffy, consider replacing it with this: https://puu.sh/vAGE2/66dc238e6a.png

01:20:365 (1) - Shorten this repeat by 2 repeats, it only needs to repeat once for the piano.

Good luck!
-thank you, illl go and check all of these
posted
Hi! From Aozora Jumping Heart Map, (I am the other insane)

^ means same thing as before comment

  • General

    You need an advanced to fill in the gap between normal and hard, it is too large. I can do an advanced gd if needed since I like this song so much. ( Do not worry I have improved a lot since that gd)

    Normal

    00:02:894 (5) should be nc to match song new phrase and erase next note's nc.
    00:09:600 (6) since you are treating this normal as an easy, this is too difficult.
    00:12:776 (2,3,4) I recommend changing to something like this. https://osu.ppy.sh/ss/8032111
    00:16:306 (5) ^ as first comment
    00:19:129 (4,5) Delete the note in front and extend slider to white tick, sorta confusing
    01:03:953 (5) placement not nice, bad flow and confusing. https://osu.ppy.sh/ss/8032132 fix to this maybe
    01:11:365 ^ fix plz by making geometrical triangle.
    01:14:894 (3,4) cannot suddenly put pattern like that. Copy and paste next slider onto the area which I am talking about and do control + j


    Hard

    Beginning jumps more fit for an insane. :). Plz make smaller. Actually all your pentagons are sorta large
    00:05:012 nc and delete subsequent nc
    00:11:894 ^
    00:16:306 ^
    Move slider at 00:21:776 (2) to blue tick to match rhythm
    Slider at 00:23:718 take previous slider and copy and paste it to this spot. Than Control + h this time.
    00:30:423 nc
    Note at 0:39:423 stack on top of next slider?
    Move note at 00:56:365 to left a bit?
    Four notes at 01:02:188 sudden change in pattern, maybe something like a square?
    Note at 01:16:129 delete over map

Sorry I couldn't mod all diff, I am lazy.

Good luck on this mapset!

Also doyou know how people make that cool modding list
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