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Hanazawa Kana - Renai Circulation

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Topic Starter
rock time
This beatmap was submitted using in-game submission on Wednesday, January 17, 2018 at 11:36:35 PM

Artist: Hanazawa Kana
Title: Renai Circulation
Source: 化物語
Tags: bakemonogatari monogatari anime opening tv size tvsize japanese old memes
BPM: 120
Filesize: 2109kb
Play Time: 01:28
Difficulties Available:
  1. Expert (4.83 stars, 302 notes)
  2. Hard (2.56 stars, 201 notes)
  3. Insane (3.91 stars, 291 notes)
  4. Normal (1.41 stars, 89 notes)
  5. satori's Light Insane (2.97 stars, 240 notes)
Download: Hanazawa Kana - Renai Circulation
Information: Scores/Beatmap Listing
---------------
old meme

changed mp3. redownload if you downloaded before 3/11/2017

1/17/18 - added light insane
pheonixlord98
imo this map i good maybe rank material
Irohas
insane
  1. 00:00:271 (1) - no hitsounds will fit better
  2. 00:08:521 - there's a beat on it, i highly recommend to map it
  3. 00:29:021 - beat is missing above too
  4. 00:30:021 - same as above
  5. 00:31:021 - what about mapping this, to follow vocal
  6. 00:35:271 (3,4,5,6,7) - rhythm inconsistent with 00:33:271 (1,2,3,4,1) -
  7. 00:35:021 (1,2,3,4,5,6,7) - same as above
  8. 01:04:771 (2) - better to end the slider on the redtick, it feels a bit weird currently
[]
gl
Topic Starter
rock time

Irohas wrote:

insane
  1. 00:00:271 (1) - no hitsounds will fit better i have it set to drums, which in my skin is quiet. i will add custom hitsounds
  2. 00:08:521 - there's a beat on it, i highly recommend to map it eh. i like this because it gives player chance to rest and is a better build up into the next section
  3. 00:29:021 - beat is missing above too following vocals here
  4. 00:30:021 - same as above ^
  5. 00:31:021 - what about mapping this, to follow vocal ive tried mapping it and im not happy with anything i do, considered tho
  6. 00:35:271 (3,4,5,6,7) - rhythm inconsistent with 00:33:271 (1,2,3,4,1) - the vocals are not the same in these two places
  7. 00:35:021 (1,2,3,4,5,6,7) - same as above ^
  8. 01:04:771 (2) - better to end the slider on the redtick, it feels a bit weird currently agree. thank you
[]
gl
thank you for the mod. I am without my laptop for some time so i cannot check your suggestions, im sorry. I will make sure it is the first thing i do when i get my laptop back.

e: ty for mod!
anadia
You currently have one of the circle color as white, it's kind of hard to see especially in insane so consider maybe changing it to another color since it blends too well with some parts of the light background.

Easy:
00:45:217 (1,2,1,2) - I was under the impression that easy should not have short sliders like these, so maybe turn them into regular circles?
00:53:271 (1,2,1,2) - Same

Insane:
I felt like OD was set too high (It was 9) I got 90% accuracy on the map on first try, even though I know the song by heart and the map itself didn't really feel or look that difficult compared to other insane maps around this level. I tried it on OD 8 and it felt much better and it felt a bit more closer to my own experience with insane maps around this level.
And just a personal opinion, I dislike circle size 4, it just feels weird. 5 is much nicer especially considering you have some really fast 1/4 jumps.

00:01:021 (1,2,3) - Right at the start the first notes are really fast though, still far away from each other so the speed doesn't seem natural. I noticed you had multiple jumpy 1/4 beats of three during the map and it feels much more doable after I realize that these are the fast notes since I know to expect it (Even though it still seems a bit too big jumps)
I would suggest you add the first notes on a new part of the song in a similar stack like on 01:13:021 (1,2,3) where the fast notes are stacked to tell the player to expect that this part and the following other similar will be fast, and the player can expect them all to be fast. Maybe have the notes distance get bigger on the parts that repeat if you want to keep the distance jumpy?
For example, 00:01:021 (1,2,3) have the stacked close, then on 00:03:021 (1,2,3) have them slightly further away from each other. and then 00:05:021 (1,2,3) slightly further away. (And in a similar way in the other parts in the song where this same pattern repeats.

Also one more opinion, I think the end comes a bit too soon, since she repeats the word at the end, but you only have one note there. My suggestion would be for you to add two sliders replacing that one last note which is on 01:27:271, first slider ending on 01:27:646 and second slider starting on 01:27:896 and ending on 01:28:271. Either way since it is the end I think its fine to skip the sliders and just leave it as it is if you don't like the idea. :)
Topic Starter
rock time

anadia wrote:

You currently have one of the circle color as white, it's kind of hard to see especially in insane so consider maybe changing it to another color since it blends too well with some parts of the light background. fixed

Easy:
00:45:217 (1,2,1,2) - I was under the impression that easy should not have short sliders like these, so maybe turn them into regular circles?
00:53:271 (1,2,1,2) - Same both fixed. replaced each slider with a circle

Insane:
I felt like OD was set too high (It was 9) I got 90% accuracy on the map on first try, even though I know the song by heart and the map itself didn't really feel or look that difficult compared to other insane maps around this level. I tried it on OD 8 and it felt much better and it felt a bit more closer to my own experience with insane maps around this level.
And just a personal opinion, I dislike circle size 4, it just feels weird. 5 is much nicer especially considering you have some really fast 1/4 jumps. OD is now 8 and thank you for complementing the CS :3

00:01:021 (1,2,3) - Right at the start the first notes are really fast though, still far away from each other so the speed doesn't seem natural. I noticed you had multiple jumpy 1/4 beats of three during the map and it feels much more doable after I realize that these are the fast notes since I know to expect it (Even though it still seems a bit too big jumps)
I would suggest you add the first notes on a new part of the song in a similar stack like on 01:13:021 (1,2,3) where the fast notes are stacked to tell the player to expect that this part and the following other similar will be fast, and the player can expect them all to be fast. Maybe have the notes distance get bigger on the parts that repeat if you want to keep the distance jumpy?
For example, 00:01:021 (1,2,3) have the stacked close, then on 00:03:021 (1,2,3) have them slightly further away from each other. and then 00:05:021 (1,2,3) slightly further away. (And in a similar way in the other parts in the song where this same pattern repeats. good idea. In all songs where there are 1/4 circle,circle,slider style jumps i applied the increasing-in-distance idea. thank you so much, i feel much better about the map now

Also one more opinion, I think the end comes a bit too soon, since she repeats the word at the end, but you only have one note there. My suggestion would be for you to add two sliders replacing that one last note which is on 01:27:271, first slider ending on 01:27:646 and second slider starting on 01:27:896 and ending on 01:28:271. Either way since it is the end I think its fine to skip the sliders and just leave it as it is if you don't like the idea. :) replaced with 3 1/2 sliders instead, your idea had a weird timing (ending on a 3/4 and starting 1/2 later) but ty anyway <3
seriously one of the best mods ive ever gotten. TY SO MUCH
Crissa
Hey from Q
I can't find anything to mod your map, just change Insane name to Light Insane, it's not even 4*, also i think this could have a harder diff
PD: Even if i modded this properly, it doesn't reach my map's drain so M4M is declined obviously
Good Luck!
Topic Starter
rock time

[-Crissaegrim-] wrote:

Hey from Q
I can't find anything to mod your map, just change Insane name to Light Insane, it's not even 4*, also i think this could have a harder diff
PD: Even if i modded this properly, it doesn't reach my map's drain so M4M is declined obviously
Good Luck!
thank you for your time anyway, kds for u

will look into making harder difficulty, cs6 could be fun
Zonthem
Hi ! M4M from my queue :)

[Insane]
  1. HP 7 is quite high, the map doesn't have a high object density so you die easily
  2. 00:01:021 (1, 2, 3) : when comparing to 00:03:021 (1, 2, 3) and 00:05:021 (1, 2, 3), i don't see the meaning of inceasing DS, it's exactly the same sound. So if you really want to keep this increase, put a bigger DS to make it more uniform
  3. 00:30:896 : map this part because you chose to map the vocals and there we have, and also 00:31:271 (1, 2, 3) doesn't fit the music at all
  4. 00:35:021 (1, 2, 3) : the only one stacked triplet on the map, should be more like 00:27:021 (1, 2, 3)
  5. 00:44:896 (1, 2, 3, 4) : exactly the same spacing as for the previous 1/2 pattern, but it's a 1/4, at first look we can't see the difference between those 2 rhythms, so you sould decrease spacing or increase spacing of 00:44:271 (1, 2, 3, 4)
  6. 00:53:271 (1, 2, 3, 4) : same
  7. 01:13:021 (1, 2, 3) : same as the first point, and also 01:21:021 (1, 2, 3)
[Hard]
  1. 00:11:021 : i would put a circle there to directly fit the song
  2. 00:19:021 : there too
  3. 00:29:646 (2) : i think a slider would be better there, because this part is mapped over 1/2 rhythm and put a circle at 3/4 is quite unexpected (but it correspond to the music so..). A slider would avoid this rhythm issue by deleting the 100 or 50 player could do.
  4. 00:30:646 (2) : and, yeah there too
  5. 00:25:271 : except the pattern i talkabout previously, it's a boring repetitive part made by slider x 2 + circle x 3, some variety would be great
  6. 01:27:271 : End ? You could have map 2 more beats. And if it's because you follow the instrumental, well no because 01:27:021 (3)

That's a cool calm song, not hard to play, i like it ^^
gl hf, see ya
Topic Starter
rock time

Zonthem wrote:

Hi ! M4M from my queue :)

[Insane]
  1. HP 7 is quite high, the map doesn't have a high object density so you die easily changed to 6
  2. 00:01:021 (1, 2, 3) : when comparing to 00:03:021 (1, 2, 3) and 00:05:021 (1, 2, 3), i don't see the meaning of inceasing DS, it's exactly the same sound. So if you really want to keep this increase, put a bigger DS to make it more uniform nah i think the increases are cool :3
  3. 00:30:896 : map this part because you chose to map the vocals and there we have, and also 00:31:271 (1, 2, 3) doesn't fit the music at all mapped, ty
  4. 00:35:021 (1, 2, 3) : the only one stacked triplet on the map, should be more like 00:27:021 (1, 2, 3) spaced now
  5. 00:44:896 (1, 2, 3, 4) : exactly the same spacing as for the previous 1/2 pattern, but it's a 1/4, at first look we can't see the difference between those 2 rhythms, so you sould decrease spacing or increase spacing of 00:44:271 (1, 2, 3, 4) changed 1/2 circles to sliders
  6. 00:53:271 (1, 2, 3, 4) : same ^
  7. 01:13:021 (1, 2, 3) : same as the first point, and also 01:21:021 (1, 2, 3) same as first point
[Hard]
  1. 00:11:021 : i would put a circle there to directly fit the song ty
  2. 00:19:021 : there too ty
  3. 00:29:646 (2) : i think a slider would be better there, because this part is mapped over 1/2 rhythm and put a circle at 3/4 is quite unexpected (but it correspond to the music so..). A slider would avoid this rhythm issue by deleting the 100 or 50 player could do. i think after the opening two sections and 30 seconds in, players can recognize a note that is 1/4 away from a slider, these should be no issues with players and if they are, get better
  4. 00:30:646 (2) : and, yeah there too ^
  5. 00:25:271 : except the pattern i talkabout previously, it's a boring repetitive part made by slider x 2 + circle x 3, some variety would be great repetition is important in easier difficulties
  6. 01:27:271 : End ? You could have map 2 more beats. And if it's because you follow the instrumental, well no because 01:27:021 (3) meant to fix this rip, ty

That's a cool calm song, not hard to play, i like it ^^
gl hf, see ya
I'll get to modding garyou tensei
-CD
Expert
00:08:521 - There is a slight noise here, maybe emphasize it more?

00:10:271 (1,1) - Weird stack, maybe space it out? Here too. 00:20:271 (1,2) -

00:54:271 (1,2,3,4) - Blanketing.

01:11:271 (1) - Make this slider fatter.

01:27:521 (2,3,4,5) - These have different timing, so make them sliders.

Insane
00:05:646 (4,5) - Weird Spacing.

00:06:646 (2,3) - Make the three closer.

00:08:021 (3,4,5) - Fix Spacing.

00:30:896 (1,2,3,4) - Make these notes more of a stream.
Rad-
hello, from my eueuq

General: You should use an mp3 with less than 192kbps, please find a way to reduce it.
Actual timing is 1271, if you really wanna map the part before it then add a new timing point to where i said.
Disable widescreen support on all difficulties.

Easy?
Seems like this is more an Easy than a Normal, but even the fact that it would be a normal, the difficulty settings are way too high, reduce them more appropriately.
Reduce the number of New combos by 2, there are way too many 1-2 combos on this map so increase them a bit, Ideal would just be 4 object combos. (like this 00:13:271 (1,2,3,4) )
Make sure you maintain the same slider speed thru all of the map for easys and normals, which means also keeping the same spacing.
00:30:271 (1) - Remove New combo
If you wanna be more correct with hitsoundings, the claps should be on 2/4 and 4/4 of the song tempo, you placed them on 1/4 and 3/4 (mostly on start of sliders) so change it to end of sliders.
This map is way too repetitive with its 1/2 sliders, make more creative patterns to avoid a map being too monotone.

So taking care of this difficulty, i recommend changing its name to Easy, and ofc reducing to a number alot lower its difficulty settings, and creating a new Normal, which uses red ticks a bit more often.

Hard
Again, really high difficulty settings for a Hard with low bpms, reduce them.
00:09:271 (1,2,3) - These spacings on these sliders are way too high, reduce them to make them less confusing and look more like a transition from blue tick to white tick, etc
00:25:271 (1,2,3) - An example of the previous spacing was confusing is now i thought these were going to be 1/4 distanced like before
00:45:521 (2,2) - Actually these sliders to follow the rhythm right need to be placed on the following blue ticks, not the red tick, as they are supposed to be doubles, and then fix spacing on these 00:45:896 (3,4,3,4) - because its a hard.
00:53:271 (1,2,3,4,1,2,3,4) - same as before
Overall you should reduce the slider speed on this hard's kiai time, as it is way too high and becomes inconsistent for it's supposed difficulty.
01:00:771 - At least add an object here so it doesnt awkwardly end on a blue tick when there is a beat on the song here, you could add circle or slider
01:08:771 - same as before
01:09:271 (1,2) - Fix spacing and don't overlap
01:11:271 (1,1) - Really close for a Hard, i suggest deleting spinner and mapping the blank space.
01:27:271 (1,2,3) - This is the kind of spacing that should be maintianed on the other areas that i mentioned

Insane
I don't mind low CS maps, the problem is in this case it's just badly executed, in fact the difficulty settings should balance more for it's light insane nature as it looks more like it, reduce all difficulty settings, specially cs to 4
00:05:021 (1,2,3) - This is also the case where low cs and very high spacing means it's unbalanced difficulty spread, from hard to this and to expert, so try to make it fit more without making it too hard.
00:05:271 (3,5) - fix overlaps
00:12:271 (6,1) - Fix spacing, and remove combo of circle 1 and give new combo to slider 2
00:31:771 (5,6) - Give these a more consistent spacing
00:45:271 (1,2,3,4,5,1,2,3,4,5) - These are just too much spaced, reduce them to fit the rest of the map

Not gonna mod Expert because it looks very overdone and unnecessairly difficulty, where very short parts are alot more difficult than the rest, there are still alot of spacing issues which are inconsistent, like 01:14:646 (2,1) - patterns that need more space between them. Also i another reason why i don't think CS6 fits the map is because it jumps way too much from the previous insane which looked like a light insane to this, unless you rename previous difficulty to Light Insane and create a new difficulty called Insane to smooth the difficulty spread of all the mapset, then i suggest reducing difficulty settings (AR9.5 doesn't fit such a slow song and map already, CS6 is unnecessary unless it was mapped for it carefully) on this and avoiding these patterns 00:53:271 (1,2,3,4) - as it doesn't fit the rest of a very calm map.

Good Luck!
Topic Starter
rock time

JayJay-San wrote:

Expert
00:08:521 - There is a slight noise here, maybe emphasize it more? nah

00:10:271 (1,1) - Weird stack, maybe space it out? Here too. 00:20:271 (1,2) - i think its fine

00:54:271 (1,2,3,4) - Blanketing. what??

01:11:271 (1) - Make this slider fatter. it looks better skinny imo

01:27:521 (2,3,4,5) - These have different timing, so make them sliders. this is expert, expert-level players can handle some doubles

Insane
00:05:646 (4,5) - Weird Spacing. fix

00:06:646 (2,3) - Make the three closer. kk

00:08:021 (3,4,5) - Fix Spacing. not sure what u mean by "fix" but i lowered spacing if thats what you were asking

00:30:896 (1,2,3,4) - Make these notes more of a stream. good idea. looks and plays much better now imo. ty

Rad- wrote:

hello, from my eueuq

General: You should use an mp3 with less than 192kbps, please find a way to reduce it.
Actual timing is 1271, if you really wanna map the part before it then add a new timing point to where i said.
Disable widescreen support on all difficulties. will fix bitrate, added second timing point, disabled WSS ok_hand

Easy?
Seems like this is more an Easy than a Normal, but even the fact that it would be a normal, the difficulty settings are way too high, reduce them more appropriately. named "normal" because you cant have an EHI set, must be either ENHI or NHI. I'll look for a GD or something. for now i reduced all settings (except CS) by 1.
Reduce the number of New combos by 2, there are way too many 1-2 combos on this map so increase them a bit, Ideal would just be 4 object combos. (like this 00:13:271 (1,2,3,4) ) added more 1-4 combos
Make sure you maintain the same slider speed thru all of the map for easys and normals, which means also keeping the same spacing. will do
00:30:271 (1) - Remove New combo kk
If you wanna be more correct with hitsoundings, the claps should be on 2/4 and 4/4 of the song tempo, you placed them on 1/4 and 3/4 (mostly on start of sliders) so change it to end of sliders. done
This map is way too repetitive with its 1/2 sliders, make more creative patterns to avoid a map being too monotone. i'm sure this is exciting enough for beginners. it isnt supposed to be flashy or anything

So taking care of this difficulty, i recommend changing its name to Easy, and ofc reducing to a number alot lower its difficulty settings, and creating a new Normal, which uses red ticks a bit more often. i'll look into getting a GD

Hard
Again, really high difficulty settings for a Hard with low bpms, reduce them. reduced sum stuff
00:09:271 (1,2,3) - These spacings on these sliders are way too high, reduce them to make them less confusing and look more like a transition from blue tick to white tick, etc done on all 1/4 gap sliders
00:25:271 (1,2,3) - An example of the previous spacing was confusing is now i thought these were going to be 1/4 distanced like before yeah
00:45:521 (2,2) - Actually these sliders to follow the rhythm right need to be placed on the following blue ticks, not the red tick, as they are supposed to be doubles, and then fix spacing on these 00:45:896 (3,4,3,4) - because its a hard. ty!
00:53:271 (1,2,3,4,1,2,3,4) - same as before ^
Overall you should reduce the slider speed on this hard's kiai time, as it is way too high and becomes inconsistent for it's supposed difficulty. i saw the 1.5x and i was like wtf was i thinking, thanks for pointing it out
01:00:771 - At least add an object here so it doesnt awkwardly end on a blue tick when there is a beat on the song here, you could add circle or slider ye
01:08:771 - same as before ^
01:09:271 (1,2) - Fix spacing and don't overlap ye
01:11:271 (1,1) - Really close for a Hard, i suggest deleting spinner and mapping the blank space. added a yuge slider
01:27:271 (1,2,3) - This is the kind of spacing that should be maintianed on the other areas that i mentioned mhm

Insane
I don't mind low CS maps, the problem is in this case it's just badly executed, in fact the difficulty settings should balance more for it's light insane nature as it looks more like it, reduce all difficulty settings, specially cs to 4 cs4 is boring, if you cant play it get better.
00:05:021 (1,2,3) - This is also the case where low cs and very high spacing means it's unbalanced difficulty spread, from hard to this and to expert, so try to make it fit more without making it too hard. i'll mention difficulty spread later in the mod
00:05:271 (3,5) - fix overlaps ye
00:12:271 (6,1) - Fix spacing, and remove combo of circle 1 and give new combo to slider 2 ye
00:31:771 (5,6) - Give these a more consistent spacing remapped this part
00:45:271 (1,2,3,4,5,1,2,3,4,5) - These are just too much spaced, reduce them to fit the rest of the map i think they are fine

Not gonna mod Expert because it looks very overdone and unnecessairly difficulty, where very short parts are alot more difficult than the rest, there are still alot of spacing issues which are inconsistent, like 01:14:646 (2,1) - patterns that need more space between them. Also i another reason why i don't think CS6 fits the map is because it jumps way too much from the previous insane which looked like a light insane to this, unless you rename previous difficulty to Light Insane and create a new difficulty called Insane to smooth the difficulty spread of all the mapset, then i suggest reducing difficulty settings (AR9.5 doesn't fit such a slow song and map already, CS6 is unnecessary unless it was mapped for it carefully) on this and avoiding these patterns 00:53:271 (1,2,3,4) - as it doesn't fit the rest of a very calm map.

lets talk about the difficulty spread
this song is incredibly bland and its very reserved, no crazy timing changes or anything like that. i completely agree that its a calm song. But i chose high CS with high spacing because i feel the song has more potential than an average cs4 tv size opening.
my second point i'd like to raise is how my spread isnt "smooth." On a song like this, it's really hard to map difficulties inbetween the hard-insane and insane-expert. As shiirn points out in his Routing mapset:
"It's ridiculously hard to make a diff between Normal and Hard, and between Extra and Comfort, without it being utterly shit."
However, routing is, as he also points out, an "unpredictable at times" kind of song, which isnt the case with mine. In that case, lets take a look at Flower's calamity fortune mapset, which earned its spot in the top 10 best of 2013: In Hard, players are challenged with simple 1/2 200bpm single taps, nothing too crazy. However, in the stepup to Lunatic, players encounter a barrage of triplets and burst streams. And then from Lunatic, which only incorporated burst streams, to Extra, players are tasked with passing a full on 20 second deathstream. Obviously there could be a smoother difficulty spread, but for the same reasons shiirn points out, there isnt.

As of now i have no plans on making a second Insane. If this spread is unrankable though, i will see what i can do.


Good Luck!
Rad-
Ahem: http://osuskills.tk/user/Rad-/skill/precision

Low CS is my specialty mah boi, im just saying your map doesn't fit well with it ;)
Now where is YOUR skill with low Circle Size :D

On the other note, yes it is urankable to not have a good map spread, all difficulties must be balanced between each other and not have a jump too big between them, otherwise another difficulty between them is necessary.

Also just because one cannot make a difficulty between doesn't make it impossible, specially since Shiirn doesn't really make low diffs at all nowadays, so either get someone to do them or map it yourself and try your best at it. Also, there has been ranked mapsets of this song already (alot of them) so you cannot possibly have that as an excuse.

High CS isn't that its bad because tiny circles, it's bad because patterns don't fit with it, you didn't map as a true cs6 map rather it has typical cs4 patterns on lower circle size, which are due to the spacings of your map, unless you practice more often with playing AND mapping, you won't really know the difference.

Hope that clears out a bit of what i was trying to say.
Topic Starter
rock time

Rad- wrote:

Ahem: http://osuskills.tk/user/Rad-/skill/precision

Low CS is my specialty mah boi, im just saying your map doesn't fit well with it ;)
Now where is YOUR skill with low Circle Size :D

On the other note, yes it is urankable to not have a good map spread, all difficulties must be balanced between each other and not have a jump too big between them, otherwise another difficulty between them is necessary.

Also just because one cannot make a difficulty between doesn't make it impossible, specially since Shiirn doesn't really make low diffs at all nowadays, so either get someone to do them or map it yourself and try your best at it. Also, there has been ranked mapsets of this song already (alot of them) so you cannot possibly have that as an excuse.

High CS isn't that its bad because tiny circles, it's bad because patterns don't fit with it, you didn't map as a true cs6 map rather it has typical cs4 patterns on lower circle size, which are due to the spacings of your map, unless you practice more often with playing AND mapping, you won't really know the difference.

Hope that clears out a bit of what i was trying to say.
you didn't map as a true cs6 map
I'll look at this first
How often do we see cs6 maps being ranked? not very often, im sure we can all agree that cs6 isnt generally mapped too much.
When we talk about CS that is higher than 5, most people associate it with Irreversible's guest difficulties.
To briefly describe them, they are mostly generic, Hard-style difficulties, but are put as Insane because of their high cs

a cs6 map is a map with cs6. that is final. The cs of a map should not determine it's style of mapping at all. Irreversible does not own high cs. It is an option for a reason.
Telling me that i "didnt map a true cs6 map" because it doesnt look like Irre's difficulties is like telling someone that if they map cs3, their map must look like a Hard, Easy, or Normal, since any difficulties above that dont generally use cs3.
The sole purpose of cs6 in this map is to have it layed out as a cs4, but with cs6. What kind of challenge would it be if i just threw out a generic Hard-styled level with high cs? That isnt fun, exciting, or unique. It's just slapping cs6 on a map to get a reaction out of people.

I'm not preaching that the mapping meta should change to accommodate higher cs or anything, but this should not be unrankable simply because it doesnt look like other cs6 maps. Where is the creativity if all maps looked the same?

Low CS is my specialty mah boi
You're absolutely right. Comparing your precision to mine i can definitely say you play higher CS maps than i do.

But you tell me the high CS doesnt fit well? is that because the song is generic tv size?
Just because it's a generic tv size doesnt mean it can't work well.
As i brought up earlier, where is the creativity if everyone does the exact same stuff? i dont want to do cs4 generic mapping because i believe this song has more potential than that.

As for the patterns and actual content of the map, i think they are all fine. I'm not throwing anything complex (aside from the CS) at players and i did my best to simplify timing as much as possible.
The aesthetics work nicely and arent ugly at all imo (although, there are probably some visuals i havent noticed that i could fix)

If you think it is under or overmapped then map it yourself. this is my style.

Regardless, i will look into a GD.
Stamby
Hi, m4m! My map: t/520060

General

These maps are fun, I found the circles too small in general which I didn't see fit the overall difficulty of some maps, especially the higher levels of this song.

Don't use Japanese characters in the source, use Roman characters instead; either that or don't mention a source. This is for compatibility, because song titles are the only field that supports such characters. https://osu.ppy.sh/ss/10035851

I've noticed that, on every difficulty, there are new combos that don't start on downbeats (longer lines on the timeline), but are set somewhere in between them. I would remove them if I were you, to make the maps more predictable. Examples: 00:01:021 (1) - 00:02:271 (1) - 00:03:021 (1) - (Expert), 00:19:021 (1) - 00:21:021 (1) - (Insane).

Normal

The icon and the amount of circles/sliders in this map make it look like an Easy map rather than a normal one, I suggest you to change the map's name to Easy. You would need a Normal difficulty later.

Because this is the lowest difficulty in the set, it should have an AR of no more than 5 (Ranking Criteria), and this actually depends on the map's specific level of difficulty. Personally, I'd set it to 3.

This map needs some polishing. Some patterns could look better! Examples below.

00:01:271 (1,2) - Put these items in a way so that they fit together. https://osu.ppy.sh/ss/10035506

00:04:271 (4,1) - I'm sure there is a better possible shape for these sliders. Avoid straight lines if you can.

00:06:271 (2) - Too many sliders are straight in this map. For more variety, I would curve the one at this time.

00:09:271 (1) - Make this slider surround the circle next to it, as shown in this picture: https://osu.ppy.sh/ss/10035530. Same applies to the sliders: 00:17:271 (1) - 00:19:271 (3) - 00:47:271 (3) - 01:09:271 (1) -

00:22:271 (2,3) - Make them look like it's shown in this picture: https://osu.ppy.sh/ss/10035589

00:25:271 (1,2,3) - The shape of these sliders could be improved. https://osu.ppy.sh/ss/10035744

00:29:271 (1,2) - You can make these two sliders parallel to each other and surround 00:30:271 (2) - with 00:28:271 (4) - . Screenshot: https://osu.ppy.sh/ss/10035751

00:33:271 (1,2,3,4,1,2,3,4) - There are too many sliders on this part, and they look too spread out. Make a pattern with them if you can. Same applies to 00:57:271 (1,2,3,4,1,2,3,4) - and 01:21:271 (1,2,3,4,1,2) -

00:47:271 (3,4) - Enclose the circle at 00:48:771 (4) - with the slider before it. https://osu.ppy.sh/ss/10035763

00:49:271 (1,2) - These sliders don't look bad, but they don't fit each other perfectly. Improve that if you can.

00:52:771 - Add a circle here, it looks empty otherwise. Same on 00:55:771 -

00:54:271 (1) - Remove the new combo on this circle. Same applies to 00:56:271 (1) -

01:11:271 (1) - Replace this spinner by a sequence of circles or sliders, that would look better.

01:16:271 (4,1,2) - Form a better pattern with these items. Possible solution: https://osu.ppy.sh/ss/10035799. Similar issue on 01:24:271 (4,1) -

01:27:271 (3,4) - I suggest you to modify the slider on 01:27:271 (3) - so that the end of the map looks like this: https://osu.ppy.sh/ss/10035810


I only modded the Normal difficulty because I thought it needed the most improvement, and my mod was getting too long. Sorry about that, good luck with this map! See ya
Usaha
hi m4m
metadata

artist unicode should be 花澤香菜
title unicode should be 恋愛サーキュレーション
Expert
this ar on this cs really feels like your playing whack-a-mole, i reduce it to around 8 as this cs requires more precision.
00:11:021 (1,2,3) - this 1/4 linear jump is really awkward to hit, i would reduce the spacing or make the angle sharper
00:15:271 (1,2) - this is really over spaced and it will cause players to misread the rhythm as it has the same spacing as 00:14:271 (1,2) - while that is 3/4 gap not 1/4.
00:25:271 (3,4,5,6,7) - this kick slider spam in this part in my opinion doesn't really reflect the vocals well, for example 00:25:771 (5,6) - would be better off just as 2 circles as there isn't sound on the ends.
00:27:521 (4) - should be 2 circles to match 00:25:021 (1,2) -
00:27:271 (3) - shouldn't be grouped with the other sliders as it isn't vocals.
00:45:271 (1,2,3,4) - these jumps you repeat throughout this section are too intense and doesn't follow the music that well as the vocals your mapping to isn't there on red ticks, i would suggest making 00:45:396 (2) - into a slider on all of them and make it less intense of movement
01:04:021 (4,5) - should be slider as there is no vocal on 01:04:271 (5) -
The slider velocity is really slow compared to how fast the movement is in the map, for example 00:05:021 (1,2,3,4,5) - 1,2,3 require this really fast and snappy movement to hit but the slider velocity is so slow compared to how fast the jumps that you have to slowdown awkwardly on the slider just to speed up again to hit 00:05:646 (4) - , having to slow down again and speed up to 5. this is a problem that repeats itself throughout the entire map. With that being said, you didn't seem to utilize cs 6 that well as pattern wise it seems almost similar to something cs 4.
Insane
Most of the issues in the expert repeat themselves in this diff, i wont reiterate myself and instead bring up other things.
00:15:646 (4) - i would reduce spacing a little bit.
00:27:146 (2,3) - should be ctrl+g for better rhythm and delete the note on the blue tick.
00:30:771 (4) - should be deleted as having what sound your mapping to switch in the middle of the burst sounds weird and following that drum isn't that important.
00:45:521 (3) - same thing as before with the red tick notes, should be deleted or on slider ends so your focusing on the vocals.
satori's light insane
00:55:271 (1) - i dont think starting spinner on white tick is that important, should just start it right after the slider on 00:55:146 -
hard
01:13:271 (1) - blanket is off
normal
00:41:271 (1) - no reason to break ds here tbh.
00:42:771 (2) - keep ds consistent
00:44:271 (3) - ^
00:50:771 (2) - ^
01:11:271 (1,1) - this is unrankable because spinners need 2 beats of recovery time at this level, not one. i would just use a slider instead.
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