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SUPER JUNIOR-KYUHYUN - Celebration~Kimi ni Kakeru Hashi~

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Topic Starter
Cerulean Veyron
This beatmap was submitted using in-game submission on Tuesday, December 12, 2017 at 7:17:57 PM

Artist: SUPER JUNIOR-KYUHYUN
Title: Celebration~Kimi ni Kakeru Hashi~
Tags: エイベックス トラックス Avex Trax スーパージュニア 슈퍼주니어 SJ 규현 キュヒョン One Voice J-pop
BPM: 88
Filesize: 28989kb
Play Time: 03:57
Difficulties Available:
  1. Easy (1.3 stars, 215 notes)
  2. Hard (3.09 stars, 480 notes)
  3. Normal (2.01 stars, 329 notes)
Download: SUPER JUNIOR-KYUHYUN - Celebration~Kimi ni Kakeru Hashi~
Download: SUPER JUNIOR-KYUHYUN - Celebration~Kimi ni Kakeru Hashi~ (no video)
Information: Scores/Beatmap Listing
---------------


"A song doesn't have to be a ballad to be emotional or have meaning. But that doesn't mean they lack substance, those things often have deep sentimentality attached to them. That's what makes my songs special~"


Harmango
Hey! NM from queue - osu.ppy.sh/forum/p/5906201

Haven't ever heard the song, but it sounds amazing and i'll mod 2 difficulties for you :D

[Normal]
  1. Doesn't circle size seem a bit too small for a Normal map?
  2. 00:24:953 (2) - Flip this note so it starts from the right side instead of left, this will help with the flow of this note and the one after it
  3. 00:28:703 (1,2) - Remove overlap
  4. 02:59:385 (2) - Make this slider the same angle as the one before it, would look more aesthetically nice
  5. 03:31:431 - Whats up with the 3 timing points around this area?
  6. This difficulty in general looks great!

[Hard]
  1. 00:04:158 (1,2,3) - This overlap looks like a mess and hard to read
  2. 00:14:726 (6,1) - Avoid this overlap unless its a pattern that you're using in your whole map
  3. 00:54:271 (4) - Make this slider the same shape as the one before it to make better flow
  4. 01:46:260 (4) - Move this farther away from the one before it
  5. 02:34:669 (2) - Make this curve around the end of the slider before it?
  6. 03:15:067 (1,3) - Avoid this kinda overlap, gets confusing sometimes
  7. 03:17:794 (1,3) - Stack the head of slider 3 to the end of slider 1
  8. You seem to have some random timing points that aren't really doing anything

Hope I helped! Good luck with your map :)
Topic Starter
Cerulean Veyron

harmanjit102 wrote:

Hey! NM from queue - osu.ppy.sh/forum/p/5906201

Haven't ever heard the song, but it sounds amazing and i'll mod 2 difficulties for you :D

[Normal]
  1. Doesn't circle size seem a bit too small for a Normal map? Isn't circle size of 4.5 is also a normal size of the setting? As long as it doesn't really make a huge impact of a super-tiny circles in an average difficulty of the set~
  2. 00:24:953 (2) - Flip this note so it starts from the right side instead of left, this will help with the flow of this note and the one after it Well, wouldn't be bad to try it out~
  3. 00:28:703 (1,2) - Remove overlap Why though? The overlap itself is pretty solid and probably the two sliders are still distinguishable. There wouldn't be anything wrong with the overlap.
  4. 02:59:385 (2) - Make this slider the same angle as the one before it, would look more aesthetically nice I kinda dislike keeping up linear flowing as a structure, and leaving out a hardy straight sliders going in the same direction of the position in angle. So it wouldn't be the best thing to do even for aesthetics. So yeah, quite a subjective issue.
  5. 03:31:431 - Whats up with the 3 timing points around this area? It's technically the kiai time adjustments for these three inherited points, in order to stress the post-chorus' strongest downbeat. So I've done it for the fountain of stars during the start of spinner. So it's that one for sure.
  6. This difficulty in general looks great! Thank you~ ;p

[Hard]
  1. 00:04:158 (1,2,3) - This overlap looks like a mess and hard to read Since it's a hard difficulty, things around it should be a little more challenging than any difficulties on the set. So as for this, the readability doesn't seem to be bad at audience view and it directly goes to the next notes at structural flow. So there's nothing to be called a "mess" with the intended overlaps.
  2. 00:14:726 (6,1) - Avoid this overlap unless its a pattern that you're using in your whole map Nearly the same thing as above, but I really do am using overlaps through many parts on this difficulty.
  3. 00:54:271 (4) - Make this slider the same shape as the one before it to make better flow You mean, curve it? That would fine for me I guess.
  4. 01:46:260 (4) - Move this farther away from the one before it Probably just a few bit, but sure.
  5. 02:34:669 (2) - Make this curve around the end of the slider before it? I would probably do that, but it would be a little repetitive emphasizing curvy sliders way too much, so at least one straightened slider should fit the structure to keep a little bit of it's slider shape visible and smoothly flowing.
  6. 03:15:067 (1,3) - Avoid this kinda overlap, gets confusing sometimes Not a lot of times since overlaps are one of the objectives of this difficulty. So I've made many kinds of overlaps similar to this, as you've seen before, over all of the parts you may and may not notice. Well for short, it leaves a good consistency with most tracks.
  7. 03:17:794 (1,3) - Stack the head of slider 3 to the end of slider 1 Probably the same reasoning as above.
  8. You seem to have some random timing points that aren't really doing anything Ehmmm They do have some benefits to do some effects of the elements in the difficulty, no? I mean, changing up the volume, hitsound sampleset, slider velocity... probably all that. So it should be pretty obvious it's being used for something.

Hope I helped! Good luck with your map :)
Thank you for the mod! Appreciated~
Harmango
How come this map doesn't have a lot of mods? Its so good :D
Topic Starter
Cerulean Veyron
I certainly requested at some mod queues to get mods for this map, so hopefully it'd be pretty much sooner or later. Thank you again by the way ;3/
Harmango

Cerulean Veyron wrote:

I certainly requested at some mod queues to get mods for this map, so hopefully it'd be pretty much sooner or later. Thank you again by the way ;3/
No problem :D
-Nya-
Hi, from queue.

General:
  1. Just pointing out that the preview time starts right on top of the start of the vocal so when the preview starts playing it might sound abrupt, so it will be better to place the preview time here instead: 00:46:601 – Remember to fix this in all diffs.
  2. Hmm, the sliderslide sounds are a bit irritating, so please add a sliderslide hitsound file to silence them >.<

Hard:
  1. 00:02:453 (2,3,4) – Here, the objects aren’t overlapping each other, but in the next part: 00:04:158 (1,2,3,4,6,1) – etc. they do. It looks very inconsistent since there are no slider velocity changes happening between the two sections. So, either overlap 00:02:453 (2,3,4) – too for consistency, or avoid the overlaps. Imo avoiding the overlaps would be best since this is the hardest diff and I believe the gap won’t be an issue at all since the song is very slow so it won’t be too difficult. Also, the diff will look much cleaner if it’s spaced out and not overlapping. Overlaps like that is more for a Normal imo. I realized at some places you did add jumps but it looks more inconsistent and random since you didn’t add jumps at other strong beats too, like 00:06:885 (1) – 00:10:635 (3) - and also, if you want to follow the approach that only some objects should be emphasized with jumps then 00:03:135 (4) – shouldn’t have a jump since the beat isn’t strong at all. So just doublecheck your spacings in this diff and ensure that the patten you decide to follow remains consistent throughout the diff. Take note that I’m not referring to kiai times but to the other sections before and after the kiai times. Just make the spacings between the objects smaller than the spacings between the objects in the kiai times.
  2. 00:11:317 – Why did you lower the volume to 20%? The beat on the tail of the slider is rather loud (louder than 00:10:806 - ) so the volume should actually be kept the same or be raised a bit. This applies to the other diffs too.
  3. 00:12:340 (1) – I think a whistle should be added on the tail of this slider too to be consistent with 00:14:044 (5) – .
  4. The whistle hitsound (the ping) that you use you used a lot to be honest. At some places I feel it’s a bit unnecessary, like: 00:13:703 (3,4) - 00:14:726 - 00:17:453 (7) – etc. You can try only placing them on the claps since that’s where the impact sounds are, but it’s up to you. I just advise you to use them less since they get so overpowering later on and it’s not really a soft sound or a sound that you can’t really hear. This applies to other diffs too.
  5. 00:20:521 (1,4) –For aesthetics you can try stacking this or avoid the stack.
  6. 00:48:817 (2,3,4) –The spacing here is 1.60 while the spacings in the other parts, like here: 00:50:521 (1,2,3,4,5,6,7) – and 00:53:249 (1,2,3,4) – and 01:04:840 (2,3,4,5) – is 1.30. The tone of the vocal actually remains the same mostly in the kiai so I don’t really understand why you decided to use two different spacings. I suggest just sticking to 1.30.
  7. 00:58:703 (1,3) –This overlap really bothered me. It looks untidy imo so rather avoid the overlap.
  8. 01:01:090 (8,1) –This slight overlap also bothered me. You can either avoid the overlap or overlap the objects more so it looks tidier and also not accidental.
  9. 01:28:703 (1,4) –Same as 00:20:521 (1,4) –
  10. 01:36:203 (6,7) –Hmm, I don’t really understand the purpose of this jump. The beat on the head of (6) isn’t really strong so it don’t require emphasis. I suggest making the spacing similar to 01:35:862 (5,6) – to avoid making a jump. I think it occurs somewhere else in the previous part of the diff too.
  11. 03:02:794 –You missed a really important beat here. I suggest mapping it out. So something like this would be nice:
  12. 03:03:987 –There’s a beat here too, so you can add a short slider here to catch that beat:
  13. The spacing in the last kiai is inconsistent too. Some are very small while the others are bigger, so it’s just a consistency issue again. So, these I would use normal spacing for and not the current, very small spacing: 03:12:340 (1,2,3,4,5,6,7,8,1,2,3,4,5) – etc.

I will continue with the other diffs later.

Normal:
  1. I suggest raising the OD of this diff a bit since Hard's OD is 6 and the OD for Normal can be a bit higher tbh. Something like 4.5 or 5 would be great.
  2. 00:03:817 (5,6,1) – You used the exact same pattern in Hard (the triple) so it would be better to make the pattern in Normal a bit easier to support the gap between the two diffs and to show that there is a gap between the two, so something like this will be nice:
    Just change the two circles into a ¼ slider.
  3. 00:09:271 (5,6,1) -^, there may be more similar cases like this further on, so just keep a lookout for them if you decide to follow my suggestion.
  4. 00:17:112 (3,1) –The flow here is a bit uncomfortable since both sliders are placed in the same position. I suggest doing something like this:
    Just Ctrl+H the second slider.
  5. 00:30:067 –This is a rather important beat and it’s weird to leave it out cause you just want it to be clickable while playing, so rather map it out to emphasize that vocal, so something like this:
    There are other similar cases like this. I’m not gonna point them out but you can decide for yourself which ones you think should be mapped out and which ones isn’t necessary.
  6. 00:46:431 (1) –Hmm, usually a single repeat slider is 100% fine, but three repeats can be crossing the boundaries a bit since newbies might be thrown off guard. A pattern like this will be more normal-like:
  7. 01:54:612 (1) -^
  8. 03:06:885 (1,2) –The combo’ing you used here is inconsistent with the new comboing here: 00:46:431 (1) - 01:54:612 (1) – So for consistency remove the new combo here: 03:06:885 (1) – and add new combo here: 03:08:249 (2) –
  9. 03:52:567 –Add a circle here to map out the beat. Would be a nice way to end that pattern off.

Easy:
  1. Why did you decide to map this diff like a Normal? There are so many ½ rhythms so it can’t really be called an Easy… (Look right at the bottom of this mod)
  2. 00:28:703 (1,2) – and 00:30:749 (3,4) – It’s better to make the shape of the slider completely visible otherwise players might get confused. So rather do this to ensure that beginners don’t have visualization issues:
    Picture
    and
    There are a lot of similar cases like this in the rest of the diff.
  3. 00:39:271 (6,1) –This is also same as above since the circle is covering almost the entire middle of the slider making it difficult to see the path of the slider clearly.
  4. 00:47:794 (1,2) –Rather avoid this slight overlap. It looks more accidental and not that good. You can just flip (2) to prevent the overlap or change the shape.
  5. 02:30:067 (6,1) -^

Since the Easy is mapped like a Normal I feel it would be better to rename the diffs so they fit in better with the difficulty of the diff. So like this: Custom name -> Hard -> Normal. If you decide to do this, you can ignore my suggestion about the triples in the Normal’s mod since it’ll be a Hard so it’s fine.

Good Luck~
Topic Starter
Cerulean Veyron

-Nya- wrote:

Hi, from queue.

General:
  1. Just pointing out that the preview time starts right on top of the start of the vocal so when the preview starts playing it might sound abrupt, so it will be better to place the preview time here instead: 00:46:601 – Remember to fix this in all diffs. The audio doesn't really sound that bad while the preview point is pinned on the start of the vocal line, where you could hear the exact timestamp rather than before it. It doesn't really happen very often to people too, so this might not be a highly necessity issue.
  2. Hmm, the sliderslide sounds are a bit irritating, so please add a sliderslide hitsound file to silence them >.< "Irritating"? I don't know why would it be better silencing the sliderslides. But if doing so, I would probably need to increase the volume settings since most of the custom hitsounds are nearly soft and quiet to be fit with the song track. It might sound a little empty when dealing with longer sliders by adding those silenced sliderslide, especially the Easy difficulty pretty much. So I'd like to keep it for some few audibility.

Hard:
  1. 00:02:453 (2,3,4) – Here, the objects aren’t overlapping each other, but in the next part: 00:04:158 (1,2,3,4,6,1) – etc. they do. It looks very inconsistent since there are no slider velocity changes happening between the two sections. So, either overlap 00:02:453 (2,3,4) – too for consistency, or avoid the overlaps. Imo avoiding the overlaps would be best since this is the hardest diff and I believe the gap won’t be an issue at all since the song is very slow so it won’t be too difficult. Also, the diff will look much cleaner if it’s spaced out and not overlapping. Overlaps like that is more for a Normal imo. I realized at some places you did add jumps but it looks more inconsistent and random since you didn’t add jumps at other strong beats too, like 00:06:885 (1) – 00:10:635 (3) - and also, if you want to follow the approach that only some objects should be emphasized with jumps then 00:03:135 (4) – shouldn’t have a jump since the beat isn’t strong at all. So just doublecheck your spacings in this diff and ensure that the patten you decide to follow remains consistent throughout the diff. Take note that I’m not referring to kiai times but to the other sections before and after the kiai times. Just make the spacings between the objects smaller than the spacings between the objects in the kiai times.
    Let's see... I kinda agree with putting more jumps on great downbeats, but some parts you mentioned... doesn't really sound that much of an impact, pretty much this 00:06:544 (8,1) - while the vocals did not land a high note or increase it's pitch, it can barely sound slight too. Also, the point of creating overlaps are technically intended as for a new objective to be at the highest difficulty. Well, really... This is a Hard difficulty, no? With some complexity obstacles to be entitled as "hard", like dense overlaps or bigger spacings etc, it would be pretty much suitable rather than avoiding overlaps and create some difficulty spikes as how your suggestion sounds like.

    Well, of course you can create a general intensity for a part that the song track asks for it, but that's different from emphasizing with obvious jumps. As long as the whole foremost patterns create enough intensity for both of the song track intensity and note density of the objects, the balanced emphasis is still there. I probably figured because of the song and the presence of a Hard difficulty is okay even in gameplay. Compared to the rest of the difficulty, in terms of sheer circles, but the kiai times does up the density a bit and not needing to increase the others a lot more than them since it's one of the most important sections. But for adding jumps on verses, it can be a little smaller if fitting. But at some downbeats over the verses making similar sounds as the upbeats before it, it doesn't really fit much for overadding jumps in each one of them. So at least using the same formula as for mapping out usually by distance spacing, there won't be anything wrong and won't affect the gameplay to the players' too much for spacing out parts. And thus, maintained the consistency.

  2. 00:11:317 – Why did you lower the volume to 20%? The beat on the tail of the slider is rather loud (louder than 00:10:806 - ) so the volume should actually be kept the same or be raised a bit. This applies to the other diffs too. I lowered it to 20% because the piano and strings are landed on beat with lower sounding too. I've probably done nearly the same thing on 02:17:794 -, so there's the consistency in audibility and in other difficulties as well.
  3. 00:12:340 (1) – I think a whistle should be added on the tail of this slider too to be consistent with 00:14:044 (5) – . Ahh, didn't noticed that.
  4. The whistle hitsound (the ping) that you use you used a lot to be honest. At some places I feel it’s a bit unnecessary, like: 00:13:703 (3,4) - 00:14:726 - 00:17:453 (7) – etc. You can try only placing them on the claps since that’s where the impact sounds are, but it’s up to you. I just advise you to use them less since they get so overpowering later on and it’s not really a soft sound or a sound that you can’t really hear. This applies to other diffs too. Ever since you don't clearly understand the hitsounding, it actually follows some guitar strings on the song track, so those whistles are added on the audible ones. So with that, it could sounds much more filling than just leaving it an empty blank of a circle where at least one hitsound should fit for the objects to be perceptible.
  5. 00:20:521 (1,4) –For aesthetics you can try stacking this or avoid the stack. Looks a bit far to barely notice regarding the approach rate setting. But I'd rather overlap, this counts though.
  6. 00:48:817 (2,3,4) –The spacing here is 1.60 while the spacings in the other parts, like here: 00:50:521 (1,2,3,4,5,6,7) – and 00:53:249 (1,2,3,4) – and 01:04:840 (2,3,4,5) – is 1.30. The tone of the vocal actually remains the same mostly in the kiai so I don’t really understand why you decided to use two different spacings. I suggest just sticking to 1.30. Well, that kind of sounding doesn't seem the same to me though. Since the vocal seems to go like some continuous 1/4 based mainstream, it would be quite too much fitting for spiking. Ehh... I probably did the same thing on 01:56:999 (2,3,4) - and further on kiai time around if you haven't known already. Still couldn't notice the consistency before telling that so?
  7. 00:58:703 (1,3) –This overlap really bothered me. It looks untidy imo so rather avoid the overlap. Nearly the same reasoning from 00:02:453 (2,3,4) – for the overlaps. In addition for that, solid aesthetics/patterns are already shown to the full audience. So why not creating something different to give them a second look? The same thing will be marked with -
  8. 01:01:090 (8,1) –This slight overlap also bothered me. You can either avoid the overlap or overlap the objects more so it looks tidier and also not accidental. -
  9. 01:28:703 (1,4) –Same as 00:20:521 (1,4) – -
  10. 01:36:203 (6,7) –Hmm, I don’t really understand the purpose of this jump. The beat on the head of (6) isn’t really strong so it don’t require emphasis. I suggest making the spacing similar to 01:35:862 (5,6) – to avoid making a jump. I think it occurs somewhere else in the previous part of the diff too. It's probably worth a jump though, even in the closest landing on downbeat. The high note is great, pitch is a little high, mmm... Seems fine for a small jump like this one. It wouldn't be too hard in my viewpoint of it, so yeah.
  11. 03:02:794 –You missed a really important beat here. I suggest mapping it out. So something like this would be nice:
    Alrighty~ kinda did similar, yeah.
  12. 03:03:987 –There’s a beat here too, so you can add a short slider here to catch that beat: Well, from here. I don't really think mainstreaming the vocals are one of the best options here. It's probably a calm part where low notes land, so increasing the density by putting more 1/4s is pretty overdone.
  13. The spacing in the last kiai is inconsistent too. Some are very small while the others are bigger, so it’s just a consistency issue again. So, these I would use normal spacing for and not the current, very small spacing: 03:12:340 (1,2,3,4,5,6,7,8,1,2,3,4,5) – etc.

I will continue with the other diffs later.

Normal:
  1. I suggest raising the OD of this diff a bit since Hard's OD is 6 and the OD for Normal can be a bit higher tbh. Something like 4.5 or 5 would be great. Why that? I've made a little balance in between difficulties of the whole set with the settings doubled the harder it goes. Just like this ENH set, it balances out 2 -> 4 -> 6 or so on. With increasing the OD, that might be a little harsh to be honest.
  2. 00:03:817 (5,6,1) – You used the exact same pattern in Hard (the triple) so it would be better to make the pattern in Normal a bit easier to support the gap between the two diffs and to show that there is a gap between the two, so something like this will be nice:
    Just change the two circles into a ¼ slider.
    At least it's a full-stacked triplets rather than spaced out big in hard difficulty. It's much easier while clicking in one grid continuously to input triple 1/4 circles and stack, rather than a sliderkick. But really, sliderkicks in Normal difficulty? heh... Repeatable sliderkicks are okay as long as the cursor holds it still. But that... It's probably going to be a little hard for normal players to clearly track them.
  3. 00:09:271 (5,6,1) -^, there may be more similar cases like this further on, so just keep a lookout for them if you decide to follow my suggestion. -
  4. 00:17:112 (3,1) –The flow here is a bit uncomfortable since both sliders are placed in the same position. I suggest doing something like this:
    Just Ctrl+H the second slider.
    Sure, no problem.
  5. 00:30:067 –This is a rather important beat and it’s weird to leave it out cause you just want it to be clickable while playing, so rather map it out to emphasize that vocal, so something like this:
    Isn't that also similar to 00:21:544 - 01:29:726 - 01:37:908 - in rhythm composition? For your information, this part and the similar ones are the parts that I actually don't mainstream the vocals, but the strings instead. I didn't want to increase the density by making more complex rhythms in these kinds of parts. If it were to be an issue for the Hard difficulty, I would agree. But unluckily, it's a Normal. So there's that.

    There are other similar cases like this. I’m not gonna point them out but you can decide for yourself which ones you think should be mapped out and which ones isn’t necessary.
  6. 00:46:431 (1) –Hmm, usually a single repeat slider is 100% fine, but three repeats can be crossing the boundaries a bit since newbies might be thrown off guard. A pattern like this will be more normal-like:
    Not bad. Since it's a slow song, but the base of snapping is like a double bpm of it, I don't really think it's a normal-like patterning by the looks of it. It's not close to hard as well, so this is just simply increasing the note density or extending the substance of gameplay/rhythm composition. It's not bad, but implementing it wouldn't be right though.
  7. 01:54:612 (1) -^ -
  8. 03:06:885 (1,2) –The combo’ing you used here is inconsistent with the new comboing here: 00:46:431 (1) - 01:54:612 (1) – So for consistency remove the new combo here: 03:06:885 (1) – and add new combo here: 03:08:249 (2) – Okay, sure.
  9. 03:52:567 –Add a circle here to map out the beat. Would be a nice way to end that pattern off. It is already the end of it. The song leaves a piano playing through along with the vocals, and nothing else than those two tracks. So adding a circle here might also need me to add others as the rest of it. But, maybe that wouldn't be a good way to show distinct on the rhythm composition.

Easy:
  1. Why did you decide to map this diff like a Normal? There are so many ½ rhythms so it can’t really be called an Easy… (Look right at the bottom of this mod) It's a slow song, yeah... you already know that since the beginning. But hey, easy difficulties aren't always hitting up mainly the white ticks just for a solid rhythm or pattern or anything to make things easier. This is also considered an Easy because it doesn't represent a lot of 1/2 notes like the Normal difficulty. Since the time in submission of this map, it was probably all objects on white ticks. It played a little bit dull when I asked a newbie player for a testplay because the rhythm doesn't have a distinctive rhythm and interesting things on it. Thus, added 1/2 notes on many parts in order to keep up the variation than solid.
  2. 00:28:703 (1,2) – and 00:30:749 (3,4) – It’s better to make the shape of the slider completely visible otherwise players might get confused. So rather do this to ensure that beginners don’t have visualization issues:
    Picture
    and
    Well, alright~

    There are a lot of similar cases like this in the rest of the diff.
  3. 00:39:271 (6,1) –This is also same as above since the circle is covering almost the entire middle of the slider making it difficult to see the path of the slider clearly. If you say so...
  4. 00:47:794 (1,2) –Rather avoid this slight overlap. It looks more accidental and not that good. You can just flip (2) to prevent the overlap or change the shape. Ahh, this one's intentional though. Just like any other overlaps in the whole set... at least most of it's borders and position is visible.
    So yeah... Kinda acceptable for beginners to read and bypass it on gameplay.
  5. 02:30:067 (6,1) -^ -

Since the Easy is mapped like a Normal I feel it would be better to rename the diffs so they fit in better with the difficulty of the diff. So like this: Custom name -> Hard -> Normal. If you decide to do this, you can ignore my suggestion about the triples in the Normal’s mod since it’ll be a Hard so it’s fine.

Good Luck~
I highly thank you for looking deeply through the mapset. There are some explanations you might wanna read why I haven't changed it, but ehh... Thanks again for the great efforts you've made on this mod! ;)
Rizen
I'll give this a NM some time tonight o/
Pira
Hi from your M4M queue! I didn't know I was supposed to mod first until now fucking end me adfsdfpifj

[Easy]
  1. 00:34:158 (1) - No reason not to blanket, IMO, even if the next slider is identical since it's not directly symmetric.
  2. 00:47:794 (1,2) - The overlap would be more aesthetic if it was more than just barely the tip. This isn't necessary considering you have a lot of slight overlaps in this, though, but considering this overlaps the slider body instead of a circle, it wouldn't hurt to change.
  3. 00:47:794 (1,2) - I personally disagree with the rhythm choice for 1/1 gaps like this and 00:53:249 (1,2) due to not perfectly matching up with the vocals like 00:50:521 (4,5), but more importantly, the drum and the bass guitar note also change exactly on the blue tick 1/4 right before, so the second slider is essentially mapped to nothing. I'd suggest making these 1/2 gaps with the second slider still extended to a 1/2 gap after so that it at least makes the changing vocal pitch clickable. I know this is heavily recurring throughout the map, but do think about changing it.
  4. 01:06:885 (4) - Consider making this exactly symmetrical like 01:07:908 (5).
  5. 02:31:431 (1) - Perhaps overlap this more too since 02:34:158 (3,4) - is much more so as well.
  6. 02:32:794 (2) - Speaking of which, please blanket with this. heil blanket mods
  7. 03:02:453 (6) - This is somewhat subjective, but I think this slider (and this applies to most 4 point sliders) looks better if the middle segment was shorter so that the slider looks longer as opposed to wider.
  8. 03:25:294 (7) - This overlap's a bit too much, on the other hand, considering it covers more than half of the slider body compared to the majority of your overlaps being at the tips of sliders.
  9. 03:51:203 (5) - Feels a bit boring (well, passive may be a better word in an Easy) due to ignoring the last bit of the vocal. Perhaps make 03:50:521 (4) - a repeat and make the vocal clickable after a 1/2 gap? After looking at other difficulties, though, I realize this is mapped to the synthesizer, so I guess it's fine in that case (still would map the vocals since you can't map the synthesizer clearly without 3/4)
[Normal]
  1. CS 4.5 Normal and CS 5 Hard? That's unrankbul wat a trahss map reEeEeEEEeEeee
  2. I actually appreciate this as it's unique and fits well with the slow BPM, though!
  3. 00:12:340 (1,2) - Rhythm choice feels a bit odd as vocals don't start on 00:12:340 (1), but they're still on the repeat and the end, unlike 00:15:067 (1) where it's sustained throughout the whole slider. I think a circle, a 1/2 slider, a circle, and then a repeated 1/2 slider at 00:13:703 would fit much better due to the descending vocal that still stays the same in tone.
  4. 00:29:726 (2) - This time, the overlap does seem inconsistently too small. Perhaps make it a bit more?
  5. 00:40:635 (2,3) - This would be more fun and be more consistent as another triple like 00:39:271 (4,5,1).
  6. 00:51:885 (3,4) - IMO, the angle of these sliders look a bit weird/askew, so consider blanketing with 00:52:567 (4), or just use a straight slider as you did with 00:51:203 (2) to make the progression consistent.
  7. 01:02:453 (2) - Same thing regarding overlaps. Doesn't have to be too much, but slight ones like these right after something like 01:00:749 (5,6,1) seems visually inconsistent.
  8. 01:27:339 (3) - Blanket 01:28:703 (1) - properly. I'm going to hell for this
  9. 01:51:544 (2) - Consider making the curve of this slider identical to 01:50:521 (1) since it looks a bit random right now.
  10. 02:27:340 (3) - Maybe just make this identical with the last two, considering you did so in the last pattern. If not, make the second one flipped instead of the third one so it looks visually consistent.
[Hard]
  1. After looking at this diff, I think you could lower the AR of the whole mapset since it's actually rather high for such a slow BPM compared to other maps of their difficulty. So, perhaps something like AR 3 > 5 > 7 instead of 4 > 6 > 8.
  2. 00:10:124 (2) - Blanket kds and kms pls
  3. 00:31:090 (6) - Consider making the blue-tick vocal clickable; two circles, perhaps.
  4. 00:39:612 (1) - Heil loctav (on the bright side, you know a map's good when the majority of things you said about it so far are only blankets)
  5. 00:46:431 (1,2,3,4,5) - There's nothing wrong with this, but I feel as though difficulty spikes a bit too much, considering you haven't spaced 1/4's out at all aside from slider/circle combinations. Perhaps buff spacing a bit more before so newer players won't be caught off guard immediately.
  6. 01:01:431 (1) - This overlap also needs to be significantly more since you can barely call it that right now. Px
  7. 01:28:703 (1) - You even blanketed 01:27:681 (6) I came
  8. 01:50:521 (1) - Wave sliders (all sliders in fact) don't look too good when diagonal by themselves due to feeling askew/lopsided, so consider making it more horizontal.
  9. 01:52:908 (5) - Like this, for instance, but how about making this a 120 degree rotation of 01:52:567 (4) (since it's already pretty close to it, so not sure how you got this slider) and putting 01:53:249 (6) for a triangle pattern?
  10. 01:54:612 (1,2,3,4,5) - These linear jumps would look more appealing if combo'ed by 2 instead of 5, despite being inconsistent with 00:46:431 (1,2,3,4,5).
  11. 02:02:794 (5) - This is so nazi, but make the middle segment of the wave slider bit of this slider shorter to make the curves softer like this.
  12. 02:04:669 (2,3) - I think this might be the first time you didn't stack a 1/4 aside from the drum jumps before each kiai, so stack it for consistency.
  13. 02:22:737 (5,6) - Consider spacing these from 02:22:567 (4) since vocals start here.
  14. 02:30:067 (4,5,6,7) - I'd suggest making these 1/4 jumps as they're the exact same snare sound before each kiai, or something similar to it for consistent intensity.
  15. 02:33:135 (5,6) - Don't really like this overlap as the sliderhead of 5 and 6's edge are barely touching, so I'd suggest pulling them slightly apart more.
  16. 03:08:249 (2) - Guess you forgot to NC this?
  17. 03:08:249 (2,3,4,5,6) - Also, speaking of these jumps: I've said this already, but you should really try to bring intensity up in other areas of the map since spacing anywhere else doesn't come close to this. When all these jumps before each kiais are removed, the SR goes from 3.04* to 2.37*, and that's not a very nice diff spike.

Good luck with the mapset! I actually really enjoyed analyzing it, and I've never said that before about lower difficulties. Hope some of this was helpful to you!
Left
u got my mod
M4M with Eromanga

[Easy]
03:47:453 (6) - looks like circle in 03:48:817 - is better. cuz high sound there and used 03:43:362 (2) - before.

[Normal]
00:46:431 (1) - looks like too hard for noobs but ok if u insist
01:04:840 (2) - why not like this? sound supports https://osu.ppy.sh/ss/7917902
02:13:021 (2,3) - ^
02:10:635 (2,3,4) - can make it perfect triangle as u did before? 02:10:635 (2,4) - also too close with stack of triplet.
02:17:794 (5) - , 01:09:612 (1) - clickable and nonclickable's gap looks quite big. can u make it consistent? (i mean circle-spiner pattern)

[Hard]
00:20:521 (1,3) - too close not good in look i think
00:54:271 (4) - HS in tail and head, but 00:54:612 (5) - no sound in head, even no HS wut.. at least put some symbols in head, i recommend changing rhythm
02:08:931 (7,8) - isn't DS too suddenly/randomly high?
01:09:612 (1) - same with Normal, clickable

Good Luck!
Topic Starter
Cerulean Veyron

Opsi wrote:

Hi from your M4M queue! I didn't know I was supposed to mod first until now fucking end me adfsdfpifj llo d

[Easy]
  1. 00:34:158 (1) - No reason not to blanket, IMO, even if the next slider is identical since it's not directly symmetric. And no reason to redo this just for the aesthetics as well. As long as there is structure on this part rather than blanketing, that would probably be a subjective issue in my point of view.
  2. 00:47:794 (1,2) - The overlap would be more aesthetic if it was more than just barely the tip. This isn't necessary considering you have a lot of slight overlaps in this, though, but considering this overlaps the slider body instead of a circle, it wouldn't hurt to change. If it is only for visibility and distance spacing, I wouldn't really do that for solid reasons. But if that's your call...
  3. 00:47:794 (1,2) - I personally disagree with the rhythm choice for 1/1 gaps like this and 00:53:249 (1,2) due to not perfectly matching up with the vocals like 00:50:521 (4,5), but more importantly, the drum and the bass guitar note also change exactly on the blue tick 1/4 right before, so the second slider is essentially mapped to nothing. I'd suggest making these 1/2 gaps with the second slider still extended to a 1/2 gap after so that it at least makes the changing vocal pitch clickable. I know this is heavily recurring throughout the map, but do think about changing it.
    Okay... I tried that rhythm out by lengthen the slider and adjusting it on timeline. It seems to completely ignore the snare on 00:49:158 - which is probably focuses on secondary background music over the main track of the song, more specifically as for the vocal pitch. Shouldn't objects in an Easy difficulty follow most downbeats? Because the rhythm you're suggesting seems a bit vague, which is a little tricky to understand the rhythm on gameplay whenever a beginner player attempts to bypass this one. So having the little more simpler rhythm composition than complex, the current ones should at least suffice the rhythm it follows. After all, nothing seems to change other than becoming an offbeat.
  4. 01:06:885 (4) - Consider making this exactly symmetrical like 01:07:908 (5). Ehh, why is that? I don't intend to create curvy flows or a symmetry as it is already polished pretty much. It wouldn't really fit making these two sliders exactly the same thing as well for this part too. So, I guess this one's not necessary.
  5. 02:31:431 (1) - Perhaps overlap this more too since 02:34:158 (3,4) - is much more so as well. Sure thing.
  6. 02:32:794 (2) - Speaking of which, please blanket with this. heil blanket mods Well, since the default distance spacing doesn't allow me (as of which, it makes the distance spacing too small) to blanket, I guess that is also a subjective issue. But hey, blanket mod doesn't show quality ;p
  7. 03:02:453 (6) - This is somewhat subjective, but I think this slider (and this applies to most 4 point sliders) looks better if the middle segment was shorter so that the slider looks longer as opposed to wider. Hmm doesn't sound like the best option just to make it "look nice" in my perspective.
    Sometimes, wider sliders give better visual structure than giving out shorter in turns. Visibility would literally be important over some parts like this one though. So yeah...
  8. 03:25:294 (7) - This overlap's a bit too much, on the other hand, considering it covers more than half of the slider body compared to the majority of your overlaps being at the tips of sliders. It's most likely close to being called "half" as an overlap, but somehow the slider head is still visible and approach rate is low as well, no? I wouldn't agree more if it were only for something that represents something out of context or whatever.
  9. 03:51:203 (5) - Feels a bit boring (well, passive may be a better word in an Easy) due to ignoring the last bit of the vocal. Perhaps make 03:50:521 (4) - a repeat and make the vocal clickable after a 1/2 gap? After looking at other difficulties, though, I realize this is mapped to the synthesizer, so I guess it's fine in that case (still would map the vocals since you can't map the synthesizer clearly without 3/4) Hehhh, I wish I could... But technically, if I do really create a repeat slider here, it would overfill the space I'm intending to do for the spinner. Even so, the song track after this doesn't play a lot in pursuit,
    or it's getting a little more calmer and softer. So flooding out the space with more rhythms may be quite too much and will be primitive after. I'd better keep it for that to be honest.
[Normal]
  1. CS 4.5 Normal and CS 5 Hard? That's unrankbul wat a trahss map reEeEeEEEeEeee
  2. I actually appreciate this as it's unique and fits well with the slow BPM, though! xd
  3. 00:12:340 (1,2) - Rhythm choice feels a bit odd as vocals don't start on 00:12:340 (1), but they're still on the repeat and the end, unlike 00:15:067 (1) where it's sustained throughout the whole slider. I think a circle, a 1/2 slider, a circle, and then a repeated 1/2 slider at 00:13:703 would fit much better due to the descending vocal that still stays the same in tone. Sounds more like, "redo the rhythm with more circles only to follow vocal/background music" or something like that. It doesn't really look intriguing as of the structure or in gameplay to be honest. Currently it's mapped on some downbeats to keep it less confusing and not to crowd the rhythm composition as well to fit as a Normal difficulty.
  4. 00:29:726 (2) - This time, the overlap does seem inconsistently too small. Perhaps make it a bit more? Overlap more? Won't argue with that ;p
  5. 00:40:635 (2,3) - This would be more fun and be more consistent as another triple like 00:39:271 (4,5,1). I kinda prefer adding those triples more closely to the longer white ticks rather than in the middle of the track, which is a lot more easier to click on while there's a new track or a strong beat that's coming up after. I would add it if it were a part of chorus in kiai, but seems like it isn't.
  6. 00:51:885 (3,4) - IMO, the angle of these sliders look a bit weird/askew, so consider blanketing with 00:52:567 (4), or just use a straight slider as you did with 00:51:203 (2) to make the progression consistent. Ehh, I'm not used to making concreted patterns if you meant by making some symmetry or creating more linear sliders on parts like these. So doing that would be indefinite in aesthetics or patterning.
  7. 01:02:453 (2) - Same thing regarding overlaps. Doesn't have to be too much, but slight ones like these right after something like 01:00:749 (5,6,1) seems visually inconsistent. Would overlap just a little bit because of the distance spacing. But yeah.
  8. 01:27:339 (3) - Blanket 01:28:703 (1) - properly. I'm going to hell for this Same reason for blanketing. And indeed you are.
  9. 01:51:544 (2) - Consider making the curve of this slider identical to 01:50:521 (1) since it looks a bit random right now. I kinda tried that though, and I did. Because of the red anchor on this slider, it would not really be exactly as the previous curved slider. So this isn't really a necessity for some differing pattern issues.
  10. 02:27:340 (3) - Maybe just make this identical with the last two, considering you did so in the last pattern. If not, make the second one flipped instead of the third one so it looks visually consistent. Is this because of the patterning, or the slider head placements? If it's that, the distance spacing over the whole difficulty would break here, even if they're identical visually. So this should simply be a little bit self-explanatory though.
[Hard]
  1. After looking at this diff, I think you could lower the AR of the whole mapset since it's actually rather high for such a slow BPM compared to other maps of their difficulty. So, perhaps something like AR 3 > 5 > 7 instead of 4 > 6 > 8. mmmm I might agree on this, but changes may be temporary.
  2. 00:10:124 (2) - Blanket kds and kms pls no
  3. 00:31:090 (6) - Consider making the blue-tick vocal clickable; two circles, perhaps.
  4. 00:39:612 (1) - Heil loctav (on the bright side, you know a map's good when the majority of things you said about it so far are only blankets) HEIL WHO???? A BIG NO!!!!!!!!!!!!!
  5. 00:46:431 (1,2,3,4,5) - There's nothing wrong with this, but I feel as though difficulty spikes a bit too much, considering you haven't spaced 1/4's out at all aside from slider/circle combinations. Perhaps buff spacing a bit more before so newer players won't be caught off guard immediately. Uhh,
    I've probably do that on most parts on every choruses... Isn't that more than enough? Buffing up the distance spacing would be a little penetrating and also creates a bigger spike than the current one. So this one should be okay for players that are seemingly want a jumpy start of chorus.
  6. 01:01:431 (1) - This overlap also needs to be significantly more since you can barely call it that right now. Px Alright
  7. 01:28:703 (1) - You even blanketed 01:27:681 (6) I came hi blanket, now scram
  8. 01:50:521 (1) - Wave sliders (all sliders in fact) don't look too good when diagonal by themselves due to feeling askew/lopsided, so consider making it more horizontal. Hmm kinda did on other wavy sliders slightly, but not this one since it looks already polished, but probably done fine.
  9. 01:52:908 (5) - Like this, for instance, but how about making this a 120 degree rotation of 01:52:567 (4) (since it's already pretty close to it, so not sure how you got this slider) and putting 01:53:249 (6) for a triangle pattern? I don't really think triangles would work perfectly here unlike the others being used in ways of structuring the aesthetics over this one. I do admit triangles are okay to implement, but overusing it would make me feel a bit uncomfortable along with the gameplay. So maybe it's that.
  10. 01:54:612 (1,2,3,4,5) - These linear jumps would look more appealing if combo'ed by 2 instead of 5, despite being inconsistent with 00:46:431 (1,2,3,4,5). At least the obstacles and distance spacing isn't inconsistent, which is more likely imminent than visual. But with making new combos, that would be a little exaggerating due the HP drain rate being a bit low as a Hard difficulty. I don't really think adding a lot more over these for that.
  11. 02:02:794 (5) - This is so nazi, but make the middle segment of the wave slider bit of this slider shorter to make the curves softer like this. Okay
  12. 02:04:669 (2,3) - I think this might be the first time you didn't stack a 1/4 aside from the drum jumps before each kiai, so stack it for consistency. If you haven't noticed, I didn't stack those alike on 00:56:487 (2,3) - similar part of tone. Yet, there's still consistency over the structure here, so stacking it will start breaking it so.
  13. 02:22:737 (5,6) - Consider spacing these from 02:22:567 (4) since vocals start here. No problem.
  14. 02:30:067 (4,5,6,7) - I'd suggest making these 1/4 jumps as they're the exact same snare sound before each kiai, or something similar to it for consistent intensity. Makes sense.
  15. 02:33:135 (5,6) - Don't really like this overlap as the sliderhead of 5 and 6's edge are barely touching, so I'd suggest pulling them slightly apart more. Ehh, not really though. At least the slider (5) appears just before slider (6) for visibility of the slider body regardless of the overlap in my perspective. And it's barely noticeable in gameplay either.
  16. 03:08:249 (2) - Guess you forgot to NC this? Maybe, lol
  17. 03:08:249 (2,3,4,5,6) - Also, speaking of these jumps: I've said this already, but you should really try to bring intensity up in other areas of the map since spacing anywhere else doesn't come close to this. When all these jumps before each kiais are removed, the SR goes from 3.04* to 2.37*, and that's not a very nice diff spike. Nearly the same reason for the jumps, not as long as they're quite small. But since it's 1/4 with a little higher distance spacing. It can somehow be challenging for readability and structure, but it is possible to realistically be passable to be called a Hard difficulty. I can spike it up, but that would create a spread gap, so hopefully jumps like these stay.

Good luck with the mapset! I actually really enjoyed analyzing it, and I've never said that before about lower difficulties. Hope some of this was helpful to you!
Thanks Opsi for checking out my map! Some were useful at least xD Will mod back pretty much in time~

Left wrote:

u got my mod
M4M with Eromanga

[Easy]
03:47:453 (6) - looks like circle in 03:48:817 - is better. cuz high sound there and used 03:43:362 (2) - before. Adding a circle there for consistency/vocals? Well, I'm not actually following those. But probably the rhythm wise with a few variety in each track most of all.

[Normal]
00:46:431 (1) - looks like too hard for noobs but ok if u insist Yeah, literally that
01:04:840 (2) - why not like this? sound supports https://osu.ppy.sh/ss/7917902 Because most triples in the whole difficulty you see are followed to hi-hats and some snares that's after it. The vocal is a secondary track of the song, which is pretty subjective at times to follow up their complex landing beats for the rhythm composition. So that's the reason I haven't added one here.
02:13:021 (2,3) - ^
02:10:635 (2,3,4) - can make it perfect triangle as u did before? 02:10:635 (2,4) - also too close with stack of triplet. A slight change,
sure.

02:17:794 (5) - , 01:09:612 (1) - clickable and nonclickable's gap looks quite big. can u make it consistent? (i mean circle-spiner pattern) There's a huge differences here, with and without spinner. On 01:09:612 (1) -, there is a potential ride sound that's pretty much worth a rapid spinning. And for the other one on 02:17:794 (5) -, there's only the synth percussion playing, and no rides at all. So a little break should be suitable.

[Hard]
00:20:521 (1,3) - too close not good in look i think And it's intentional of course.
00:54:271 (4) - HS in tail and head, but 00:54:612 (5) - no sound in head, even no HS wut.. at least put some symbols in head, i recommend changing rhythm Only added a clap on head, no need for the rhythm change since it's already following the song track much more correct.
02:08:931 (7,8) - isn't DS too suddenly/randomly high? Uhmm, they're probably spaced in-between by 1.6x as a usual aspect of the distance spacing in every kiai times. I don't see it being "too sudden" o_o
01:09:612 (1) - same with Normal, clickable The same thing to be said here too.

Good Luck!
Thank you~ will mod your map if I could. Maybe soon enough heh
Rizen
Easy
  1. 00:54:612 (2) - add whistle to slider end? because you did at counterparts like 02:02:794 (2) - , 03:16:431 (2) -
  2. 03:00:749 (4,5) - this pattern is like one of few times where the slider tails touch each other. perhaps you can readjust this a little so they don't touch?. another one at 03:17:794 (4,5) -
  3. 03:43:362 (2) - I feel as though this circle should be at 03:44:726 - instead because you didn't map it at the next instance at 03:47:794 (1,2) - but instead at 03:50:181 (3) -
Normal
  1. 00:03:476 (4) - move a little lower for "curved flow" at 00:02:794 (3,4,5) - ? you rarely use this "linear flow" in the diff so making them all curved would tie the diff up a bit better. The only other time this occurs is at 00:44:385 (3) -
  2. 00:08:249 (3) - try curving this so the flow feels more natural to 00:08:931 (4) - ?
  3. 02:22:567 (4) - move to x:354 y:48? with stacking turned on, this circle is a lot closer to circle 5 than intended. same at 02:28:021 (4) -
  4. 03:28:703 (1,2) - readjust slider 2 so slider 1 tail is equidistant to each slider end of slider 2? you tend to do this for else type of overlaps, such as the one at 00:40:976 (3,1) -
Hard
  1. 00:10:635 (3) - besides to make that pattern, the increased spacing here doesn't fit in too well with the music as the red tick is rather weak.
  2. 00:50:521 (1,2,3,4,5) - be a bit more careful with spacing here because auto-stacking caused this
  3. 01:51:544 (2) - move to somewhere like x:137 y:115? would flow better here
  4. 02:23:931 (3,4) - ingame auto-stacking is causing these two to overlap
  5. 02:25:976 (1,2,3) - make these all the same shape like this? I don't really get why these slider shapes have to be different for this pattern when 02:20:521 (1,2,3) - wasn't
  6. 03:23:249 (1,2) - same thing as at 02:23:931 (3,4) -
relaxing song, good luck!
Topic Starter
Cerulean Veyron
Sorry for the late response, life occupied me pretty hard ;-;

Rizen wrote:

Easy
  1. 00:54:612 (2) - add whistle to slider end? because you did at counterparts like 02:02:794 (2) - , 03:16:431 (2) - good catch
  2. 03:00:749 (4,5) - this pattern is like one of few times where the slider tails touch each other. perhaps you can readjust this a little so they don't touch?. another one at 03:17:794 (4,5) - Ehh, someone after mentioned this too, so.. Maybe gonna make the slider body a little more clearer over the slider position. No problem
  3. 03:43:362 (2) - I feel as though this circle should be at 03:44:726 - instead because you didn't map it at the next instance at 03:47:794 (1,2) - but instead at 03:50:181 (3) - I probably add some circles like those on the pitched vocals, or something that lands pretty intense. So for the sake of not increasing the note density too much, I'd like to keep it for the cleansed playability on objects.
Normal
  1. 00:03:476 (4) - move a little lower for "curved flow" at 00:02:794 (3,4,5) - ? you rarely use this "linear flow" in the diff so making them all curved would tie the diff up a bit better. The only other time this occurs is at 00:44:385 (3) - Alright, I can do that.
  2. 00:08:249 (3) - try curving this so the flow feels more natural to 00:08:931 (4) - ? Hmm, maybe not. Since I've applied a change for a curved flow on the previous part, then this one should be the same throughout of the intro section in case of consistency in patterning.
  3. 02:22:567 (4) - move to x:354 y:48? with stacking turned on, this circle is a lot closer to circle 5 than intended. same at 02:28:021 (4) - That's probably a bit too sharp in terms of cursor movement at flow, especially when it comes to stacking. But the leniency isn't that much of an effect over the gameplay setting, distance spacing can at least represent the objects more clearer than being touched closely. So, this may be a little change, but not very much though.
  4. 03:28:703 (1,2) - readjust slider 2 so slider 1 tail is equidistant to each slider end of slider 2? you tend to do this for else type of overlaps, such as the one at 00:40:976 (3,1) - Well, the aesthetics doesn't seem to be that far worse though. I also wouldn't redo the due overlap and make it look too similar over some parts, which should probably be called a "variation", no?
Hard
  1. 00:10:635 (3) - besides to make that pattern, the increased spacing here doesn't fit in too well with the music as the red tick is rather weak. Alright, spaced it out a little lower.
  2. 00:50:521 (1,2,3,4,5) - be a bit more careful with spacing here because auto-stacking caused this Regardless of the distance spacing being perfectly spaced out in-between notes, those kind of stacks are technically intended as for sure.
    Because when I manually stack them out, it would appear a bit sloppy on the gameplay field as the stacking se be at least readable by having itself a bit away from each than being completely stacked. So that's why I've done some stacking like the current one.
  3. 01:51:544 (2) - move to somewhere like x:137 y:115? would flow better here Moved it closer to your suggested grid in placement.
  4. 02:23:931 (3,4) - ingame auto-stacking is causing these two to overlap The same reason as before. But with that kind of overlap, I say that should pretty much be intentional since auto-stack is a bit overrating the objects nowadys.
  5. 02:25:976 (1,2,3) - make these all the same shape like this? I don't really get why these slider shapes have to be different for this pattern when 02:20:521 (1,2,3) - wasn't The pattern that's being done here is that the slider position gets straighten, something in short like sharp > curve > linear strategy that implies to be a differential pattern. So rather than copy-paste and rotate 120deg each of one-three sliders should get to be a little varied.
  6. 03:23:249 (1,2) - same thing as at 02:23:931 (3,4) - -
relaxing song, good luck!
Thanks, Rizen!!! ;D//
Topic Starter
Cerulean Veyron
Added video to the map. Will find a better one, smaller and better perhaps.

Time to continue finding mods for the set.
ABD007
Hey , I'm from my queue to mod this map ><

General:
  1. You BG should be fine on 1900 x 1080 . But nvm ! :)
Hard
  1. 00:13:362 (2) - after this circle , it have a guitar sound . I think you can stacked a new circle on this . If you purposely do that , then it's fine ><
  2. 00:24:612 (4) - this slider not suitable at here i think . In my opinion , maybe you can make this slider become reverse which is follow the rhythm
  3. 01:44:044 (5) - add circle after this circle and stacked on 01:44:385 (6) - ?
  4. 02:00:749 (7) - i think this circle is not suitable with the vocal , maybe you should make slider to the blue tick

Normal
  1. 02:37:908 (2,3,4) - I think it's bad flow at here , maybe you can remove one of the circle and stacked it ><
  2. 02:39:271 (5,6,1) - Here too

Easy
  1. Hmm , I dont see any problem at here imo ^^

Conclusion:
  1. I think your map is good ! :)
  2. I hope it'll be ranked in the future xD
Goodluck with the mapset ! :D
Topic Starter
Cerulean Veyron

Kyousukee wrote:

Hey , I'm from my queue to mod this map ><

General:
  1. You BG should be fine on 1900 x 1080 . But nvm ! :) I even tried to find a bigger one lol. But it seems that I couldn't find anything better, so I ended up with using the current.
Hard
  1. 00:13:362 (2) - after this circle , it have a guitar sound . I think you can stacked a new circle on this . If you purposely do that , then it's fine >< Yeah, I probably did it on purpose to follow the melody on the song track. For the guitar sound, it's a little further part from here, because yeah... It's an Intro in any way ;p
  2. 00:24:612 (4) - this slider not suitable at here i think . In my opinion , maybe you can make this slider become reverse which is follow the rhythm But the beat here, technically, on 00:25:294 - sounds really primitive. It should really need to be clickable for some musical reason, so it's that.
  3. 01:44:044 (5) - add circle after this circle and stacked on 01:44:385 (6) - ? Oh, sure thing~
  4. 02:00:749 (7) - i think this circle is not suitable with the vocal , maybe you should make slider to the blue tick Mhm alright~

Normal
  1. 02:37:908 (2,3,4) - I think it's bad flow at here , maybe you can remove one of the circle and stacked it >< Hmm, It's not really that bad aesthetically, even in visuals of the gameplay. The flowing doesn't really broke out from it's cursor movement, so I guess that should be a thing. Removing it would make the structure a little worse though ;-;
  2. 02:39:271 (5,6,1) - Here too The same thing as above.

Easy
  1. Hmm , I dont see any problem at here imo ^^ \;D/

Conclusion:
  1. I think your map is good ! :)
  2. I hope it'll be ranked in the future xD
Goodluck with the mapset ! :D
Thanks!!
Fursum
small IRC
18:00 Fursum: what brings you to a beginners mod queue :p
18:01 Cerulean Veyron: good question
18:01 Cerulean Veyron: im a beginner too
18:02 Fursum: :thinking:
18:03 Cerulean Veyron: i want sp for my map pls mod thnx
18:03 Fursum: lets see if i can even mod it xd
18:04 Cerulean Veyron: thnx thnx thnxxx
18:04 Cerulean Veyron: ur da best
18:04 Cerulean Veyron: :ok_hand:
19:33 Fursum: its your turn now xd
19:33 Fursum: ah i was hoping for something that i could testplay
19:43 Fursum: isnt 01:09:612 - this break is a bit unnecessary
19:43 Fursum: 03:36:885 - this too
19:43 Fursum: on other breaks there are no instruments but these do have it
19:43 Fursum: on hard diff
19:44 Cerulean Veyron: Probably using it consistently on all diffs iirc
19:44 Fursum: hmm
19:44 Fursum: is it unrankable though
19:45 Cerulean Veyron: Not really, though
19:45 Cerulean Veyron: I mean, it's alright when mapping a long song with having more breaks
19:46 Cerulean Veyron: So players could take a little rest, no?
19:46 Fursum: yeah
19:47 Fursum: well
19:47 Fursum: 02:47:794 - this break is okay for example because it is calmer
19:47 Fursum: but the other breaks have the tune going
19:47 Fursum: and i think its long enough to compensate for other breaks
19:48 Cerulean Veyron: the continuous ones, yes
19:48 Cerulean Veyron: But it doesn't sound deserving for some adding notes
19:48 Cerulean Veyron: like, at some point, after the kiai times... should necessary have a break
19:48 Cerulean Veyron: IMO
19:48 Fursum: dunno
19:49 Cerulean Veyron: It's be the same rhythm structure all the way
19:49 Cerulean Veyron: nearly the same as the kiai
19:49 Fursum: but the first break is more intense than the part that comes after it :d
19:52 Fursum: eh, im fine with having no breaks but i cant speak for newer players
19:52 Cerulean Veyron: Alrighty
19:56 Fursum: thats all i guess
19:57 Cerulean Veyron: Thanks for looking over!
Topic Starter
Cerulean Veyron
Thank you once again, Fursum! :)
Jennifer

  • as requested, sorry there wasnt much i found.
    very nice map, heres a star from me :)

    [hard]
  1. 00:06:885 (1) - i think this would go smoother as carved, or if you want to keep the red joint, i suggest moving it to middle & adjust
  2. 01:00:749 (7) - make straight to match 00:59:385 (3,4,8) -
  3. 01:09:271 - you should consider adding a circle here
  4. 01:27:681 (6) - straight
  5. 01:28:703 (1,4) - intentional overlap?
  6. 02:41:658 (8) - 02:41:999 - theres a 'yohh' sound, consider making 8 into a slider?
Topic Starter
Cerulean Veyron

Jennglebells wrote:


  • as requested, sorry there wasnt much i found.
    very nice map, heres a star from me :) THANKS ;3/ appreciated it~

    [hard]
  1. 00:06:885 (1) - i think this would go smoother as carved, or if you want to keep the red joint, i suggest moving it to middle & adjust Wouldn't really move it exactly in the middle of the slider body. But made the red point of the turn a little clear in path by moving it more left.
  2. 01:00:749 (7) - make straight to match 00:59:385 (3,4,8) - Good idea, blankets are meh
  3. 01:09:271 - you should consider adding a circle here Decided to not add a circle here, though. Even if it's a hard difficulty, I would still keep a little break for the appearing spinner. So I'd not want to increase the note density, unless told so of course. So yeah, this might be temporary or not.
  4. 01:27:681 (6) - straight Oh, uhhh... These two sliders on 01:27:340 (5,6) - including the slider you pointed out is bare curved. Not very clear,
    but it's noticeable. So it's kind of like, for a pattern consistency which can be used as the same patterning... idk w/e you might get it.
  5. 01:28:703 (1,4) - intentional overlap? Yes, overlap can hardly be seen in gameplay as far as I can see. So, it's literally intentional.
  6. 02:41:658 (8) - 02:41:999 - theres a 'yohh' sound, consider making 8 into a slider? Hmm alright
Thank you for the mod and star~ ;p

+12SP FINALLY
Affirmation
Q
okay only for sp(?)

[General]
Artist=규현?

[Hard]
00:45:067 (5) - Add NC here?
00:54:612 (5) - set consistent DS, looke weird imo.
01:22:908 (6,1) - avoid overlap, you avoided overlaps after 1/4 slider,
01:36:544 (7,1) - ^
01:54:783 (2,4) - swap, current pattern looks little bit hard to read.
02:17:794 (9) - NC here
02:42:169 - has sound, how about add beat?
02:57:681 - how about end breadk here?

GL!
Topic Starter
Cerulean Veyron

Neoskylove wrote:

Q
okay only for sp(?) lol ya, and to find some weird bn to bub xdd

[General]
Artist=규현? Hmm, I gotta double check the metadata and make a confirmation if a Korean name is allowed in a Japanese song. Might consider this...

[Hard]
00:45:067 (5) - Add NC here? Sure.
00:54:612 (5) - set consistent DS, looke weird imo. Made this jump quite intentional for the downbeat, and maybe vocals. Unlike the rest on the whole section. It's really primitive, so a little higher spacing should do well for the intensity.
01:22:908 (6,1) - avoid overlap, you avoided overlaps after 1/4 slider, All overlaps are intended for your information. While this is just one 1/4 slider before the downbeat, the spacing might need to be low at some point since the song track here doesn't sound too rapid as 01:38:931 (5,6,1) - and 01:25:976 (1,2,3) - . So that should probably be the reason why I overlapped this.
01:36:544 (7,1) - ^
01:54:783 (2,4) - swap, current pattern looks little bit hard to read. Not really THAT hard to read. Swapping the two circles also keeps the pattern the same thing. As I can tell, the placement haven't changed and only occurs a back-and-forth flowing. Didn't want to reduce the distance spacing as well.
02:17:794 (9) - NC here Hmm, not that necessary though. Haven't added one on the other difficulties after this chorus, so maybe not.
02:42:169 - has sound, how about add beat? Alright
02:57:681 - how about end breadk here? Not very intriguing, but uhmmm.. if that's what you want.

GL!
THANKS NEO
[Nemesis]
M4M

General

Goddamn these hitsounds hurt my ears .-.

Easy

00:24:612 (2,3,4) - make them a nice straight line, it will look way better
00:42:340 (4) - I didn't get an earrape on this one, means it lacks a hitsound
01:32:794 (2) - looks a little ugly, straighten the curve
00:46:431 (2) - , 01:54:612 (2) - , 03:08:249 (2) - NC maybe? You can leave it as it is tho
03:02:453 (6) - this shape looks out of place and too hard for such a calm beatmap
03:53:249 - lacks a circle imo

Normal

Thank god these earrape hitsounds aren't there
00:12:340 - goddamn it.
00:19:158 (3) - rotate it a little, it will flow much smoother like so: https://osu.ppy.sh/ss/8353476
02:58:703 (1,2,3,4) - I think this spacing is pretty inconsistent. I know that there's a circle in between (2) and (4), but that doesn't mean you can't lower the distance between (1) and (2)

Hard (I'm utterly terrible at modding hards so you can ignore my opinions on this one)

00:12:340 - aaaaaaaaa this one has even more earrapes gawd why ;-;
01:26:658 (3,4,5) - unaesthetic edgestacks in this moment make me frustrated for some reason
02:02:794 (5) - meh, this shape isn't too appealing to the eye
02:17:794 - where's the spinner lol
03:08:249 (1,2,3,4,5) - star looked and flowed better

That's all from me. I'm not really too good at maps of this type so I can't really judge them too well soz.

Good luck!
Lilyanna
m4m from ur queue owo

General

note: i wrote general after i modded and went through the difficulies
i notice easy seem like normal in playability and structure and normal seem like hard or advanced because of the triples of 1/4 stacks and the cs so maybe consider changing the names

Easy

00:10:294 (5,1) - this stack can be confusing for new player as for an easy diffictly these better be avoided
00:45:067 (1,2) - same for here new players dont know when to react and click when the objects are stacked like that
00:47:453 (3,1) - ^
01:42:340 (1,2) - maybe try smoother transition smth like http://puu.sh/wlevw/948c740ea6.jpg
02:08:931 (4,5) - these placement could be more simplified for an easy difficulty the slider 5 path should be recognisable it look like a pattern for more advanced difficuly
02:17:794 (7) - nc maybe
02:30:067 (6,1) - the slider 1 tail can be missread as head since its closer to slider 6's trail try to space them in a way the readability is clear and simple
03:06:885 (1) - i suggest u remobe this and add break since there no clickable beat its just vocal also it highlight that part better if u remove it

Normal

cs 4.5 ? xd is there any particular reason for

i dont see any wrong here only the cs and the fact u used lot of 1/4 in ways that doesnt suit a normal difficulty but rather than that the rythm and structure are fine x)

Hard

00:22:226 (4) - maybe move to x187 y176 so that no weird overlap on 00:20:521 (1,3) -
00:23:249 (1) - can change this to 2 hitcircles one here 00:23:249 - under the 00:22:908 (5,6) - as a triple and one cicle on the vocals 00:23:590 - to make it clickable
00:58:703 (1,2,3,4,5,6,7,8) - the aesthatic here can be little improved maybe try something more neat like this http://puu.sh/wlfI2/87a48878ab.jpg
01:30:408 (4) - same as first
01:31:431 (1) - same here since they mapped same i guess
01:40:806 - can add note here there is a beat
01:53:249 (6) - i dont see reason for this to be clickable i hear nothing the last beat stops here 01:53:078 - there is nothing on downbeat making it clickabe is kinda wrong
02:13:533 (3) - try blanket the head of 02:14:044 (4) - in way that the head of 02:13:533 (3) - doesnt touch the body slide of 4 it doesnt look appealing much that way
02:17:794 (9) - nc maybe for consistency
03:06:885 (1) - same as i said 01:53:249 (6) - there
03:14:215 (6) - why u get to last kiai a little bit more intens then other and u use lower ds the other kiais u used 1.3 and this kiai u use 1.0 i mean its even visualy obviouse better stay consistent
03:31:090 - maybe map vocal here like u did here 01:09:271 (7) -

other of what i said above everything else seem fine.

good luck!
Topic Starter
Cerulean Veyron

[Nemesis] wrote:

M4M

General

Goddamn these hitsounds hurt my ears .-. Thank you!

Easy

00:24:612 (2,3,4) - make them a nice straight line, it will look way better Pretty minor, did a little bit of change tho
00:42:340 (4) - I didn't get an earrape on this one, means it lacks a hitsound Ehhhmm, hitsounds don't mainly follow melodies as what I could do here. So instead left it a bit empty because there's no actual sound effect on the downbeat the slider is on.
01:32:794 (2) - looks a little ugly, straighten the curve Done a little different.
00:46:431 (2) - , 01:54:612 (2) - , 03:08:249 (2) - NC maybe? You can leave it as it is tho Alright
03:02:453 (6) - this shape looks out of place and too hard for such a calm beatmap I could try doing a wave one instead.
03:53:249 - lacks a circle imo Don't really think it should need a circle already. Since it's literally an easy difficulty by now, it kinda needs a little bit of break for beginner players to catch up with the spinner. I've told this quite a lot, so there's no reasons why I should change this.

Normal

Thank god these earrape hitsounds aren't there Whoops! thanks for telling me!
00:12:340 - goddamn it. xddd
00:19:158 (3) - rotate it a little, it will flow much smoother like so: https://osu.ppy.sh/ss/8353476 Slightly rotated one of the sliders.
02:58:703 (1,2,3,4) - I think this spacing is pretty inconsistent. I know that there's a circle in between (2) and (4), but that doesn't mean you can't lower the distance between (1) and (2) Uhhh, the distance spacing is... still 1.2x... even on the triples you mentioned... Maybe you haven't seen how it's spaced out? o.O

Hard (I'm utterly terrible at modding hards so you can ignore my opinions on this one)

00:12:340 - aaaaaaaaa this one has even more earrapes gawd why ;-; See above
01:26:658 (3,4,5) - unaesthetic edgestacks in this moment make me frustrated for some reason "Edgestacks"? Is that a thing now? Wouldn't mind changing something, but that.. ? Might keep it since I've kinda done a few consistency with this kind of stacking
02:02:794 (5) - meh, this shape isn't too appealing to the eye It shouldn't always be appealing if it's for the structure. I know it's not the best option for a slider like this one, but at least it gives a good glance on gameplay.
02:17:794 - where's the spinner lol Do I ever add a spinner here on the other difficulties as well? Adding a very short spinner here wouldn't make sense, as the song track doesn't sound really that wavy, or no rides added there.
03:08:249 (1,2,3,4,5) - star looked and flowed better Creating polygons are kinda too casual, might wanna try something different here as a variation. Like a bit of back-and-forth for example. So yeah.. You might get it later~

That's all from me. I'm not really too good at maps of this type so I can't really judge them too well soz.

Good luck!
It's alright, you did your best at least. Thank you! Will mod yours back soon enough!

--

Lilyanna wrote:

m4m from ur queue owo

General

note: i wrote general after i modded and went through the difficulies
i notice easy seem like normal in playability and structure and normal seem like hard or advanced because of the triples of 1/4 stacks and the cs so maybe consider changing the names

Easy

00:10:294 (5,1) - this stack can be confusing for new player as for an easy diffictly these better be avoided Wouldn't be VERY hard since the slider (5) completely disappears during the silent. Which will make the slider (1)'s head highly visible, so a stack shouldn't be a big problem due to approach rate.
00:45:067 (1,2) - same for here new players dont know when to react and click when the objects are stacked like that
00:47:453 (3,1) - ^
01:42:340 (1,2) - maybe try smoother transition smth like http://puu.sh/wlevw/948c740ea6.jpg Will try a bit similar to yours.
02:08:931 (4,5) - these placement could be more simplified for an easy difficulty the slider 5 path should be recognisable it look like a pattern for more advanced difficuly You sure about that? I've did a little consistency patterning with this one on the previous kiai, if you haven't seen it already. As long as it's not very confusing in aesthetics and design of the sliders, they won't be complicating.
02:17:794 (7) - nc maybe Alright then
02:30:067 (6,1) - the slider 1 tail can be missread as head since its closer to slider 6's trail try to space them in a way the readability is clear and simple Mhm you asked for it
03:06:885 (1) - i suggest u remobe this and add break since there no clickable beat its just vocal also it highlight that part better if u remove it Oh that's right!!! AH

Normal

cs 4.5 ? xd is there any particular reason for

i dont see any wrong here only the cs and the fact u used lot of 1/4 in ways that doesnt suit a normal difficulty but rather than that the rythm and structure are fine x)

Alright, since the song is kinda like... slow not by the sound of it, but the percussion pretty much. I may think using a few bits of 1/4 snapping would help create an actual normal difficulty. As long as it's not some random stream, it can be readable and noticeable to the players on gameplay.
Shouldn't that be one of the obvious reasons?


Hard

00:22:226 (4) - maybe move to x187 y176 so that no weird overlap on 00:20:521 (1,3) - Well, that one's intentional. Overlapped it for aesthetical reasons, like manual stacking for example. Mhm.. What I can say here is-
00:23:249 (1) - can change this to 2 hitcircles one here 00:23:249 - under the 00:22:908 (5,6) - as a triple and one cicle on the vocals 00:23:590 - to make it clickable Would suffice, but it's not the best rhythm to use over this part since the vocal isn't that really intensive as 00:24:612 (4,5) - in-between the red ticks, which are the white ticks that should probably be emphasized with slider heads.
00:58:703 (1,2,3,4,5,6,7,8) - the aesthatic here can be little improved maybe try something more neat like this http://puu.sh/wlfI2/87a48878ab.jpg Mhmmm Not actually creating patterns for mainstreaming aesthetics over structure and flow. So to be in equal with it, I would probably do something as similar as the current one but different. But the thing you suggested me is a little further away than fit.
01:30:408 (4) - same as first
01:31:431 (1) - same here since they mapped same i guess
01:40:806 - can add note here there is a beat Would turn it to a slider instead
01:53:249 (6) - i dont see reason for this to be clickable i hear nothing the last beat stops here 01:53:078 - there is nothing on downbeat making it clickabe is kinda wrong Uhh, is it me that the last hit of the snare just landed here in a very low tune? Or is your volume setting of music too low?
02:13:533 (3) - try blanket the head of 02:14:044 (4) - in way that the head of 02:13:533 (3) - doesnt touch the body slide of 4 it doesnt look appealing much that way Not a big fan of blankets, and in either way... It doesn't seem to overlap the slider border though, if you look a bit closer to it.
Or it may be your custom skin that may be the problem imo. In the default skin, the head did not overlap as well. So visuals here are technically fine

02:17:794 (9) - nc maybe for consistency Already did llo
03:06:885 (1) - same as i said 01:53:249 (6) - there
03:14:215 (6) - why u get to last kiai a little bit more intens then other and u use lower ds the other kiais u used 1.3 and this kiai u use 1.0 i mean its even visualy obviouse better stay consistent Ehh your wording is a little... bit in "need of improvement" as well... But as far as I know about what you're trying to say here is that the last kiai is the most intense section. So increasing the note density here looks pretty necessary for a hard difficulty.
03:31:090 - maybe map vocal here like u did here 01:09:271 (7) - Okay

other of what i said above everything else seem fine.

good luck!
Thank you~ will try my best to mod back asap
LimePixel
NM from my queue.
In general, I think hitsounds are a bit too varied.

[Easy]
-00:55:976 (4,5) - Lead into the next slider better by moving #5 down
-01:37:908 (2) - Why is there a doubled anchor in this slider? Unnecessary imo
-02:06:885 (1) - The hitsound is too loud, and it isn't used again at 02:08:249 (3) . So either use it again or remove it
-02:32:794 (2,3) - Fix blanket?
-02:42:340 End spinner here. Suits the song better imo

[Normal]
-00:51:885 (3) - Lead into next slider or curve towards the right so it flows better?
-01:08:760 (3,4) - Stack under slider end of 01:07:908 (2)
-01:09:612 (1) - This should end at 01:11:317 and maybe add more objects and start another spinner. This spinner is way too long and has some important sounds during it that should be mapped
-01:22:226 (2) - Rotate 15 degrees from Selection Centre. Looks better
-02:21:203 (2) - Suggestion. Ctrl+G this.

[Hard]
-00:56:999 (4,5) - This is really weird. Why would you map silence with 00:57:340 (5) and map the strong sound on the end of 00:56:999 (4) ?
I suggest adding a circle at 00:56:999 and starting a slider at 00:57:169.
-01:54:612 (1,2,3,4) - Make a start pattern like you did before. This pattern is more suited towards bigger jumps than this
-02:25:976 (1,2,3) - All 3 sliders have a different shape. Is this intended?

Hope this helps
Topic Starter
Cerulean Veyron

LimePixel wrote:

NM from my queue.
In general, I think hitsounds are a bit too varied.

[Easy]
-00:55:976 (4,5) - Lead into the next slider better by moving #5 down Alright
-01:37:908 (2) - Why is there a doubled anchor in this slider? Unnecessary imo Dunno what you mean here, but it's actually a flipped slider of 01:36:885 (1) - which also have this "doubled anchor" you're saying. You know... for patterning consistency... w/e
-02:06:885 (1) - The hitsound is too loud, and it isn't used again at 02:08:249 (3) . So either use it again or remove it Unlike the rest of the cymbal sounds in the song track, I don't really think adding another one on the other downbeat would be the best option. It wouldn't actually correlate quite well hearing by the hitsound and the cymbal. So it's that.
-02:32:794 (2,3) - Fix blanket? I don't intend to do blankets.
-02:42:340 End spinner here. Suits the song better imo That's seriously way too long as far as I can see. I wouldn't mind implementing it,
but I'm guess it would be a little repetitive just to cover the whole track with one spinner. So a break time here is necessary.


[Normal]
-00:51:885 (3) - Lead into next slider or curve towards the right so it flows better? I never tried mainstreaming flow too much around the chorus though, but at least the structure doesn't turn out the cursor movement really sharp.
-01:08:760 (3,4) - Stack under slider end of 01:07:908 (2) Why though? I'd really prefer something that would keep the stacked circles a lot more visible rather than manually stacking them under a slider tail. I should be a little clear to read the notes~
-01:09:612 (1) - This should end at 01:11:317 and maybe add more objects and start another spinner. This spinner is way too long and has some important sounds during it that should be mapped Implying that in the Easy difficulty's spinner should be lengthen longer and here, not. It's actually worth adding a spinner here on the post-chorus for the ride sound. Adding too much continuous notes after it just for the beats is kinda tiresome, you know. So spinners are technically a common sense for differing scores and w/e, the usual stuff anyways.
-01:22:226 (2) - Rotate 15 degrees from Selection Centre. Looks better Rotated it slightly for the distance spacing, but applied it anyways.
-02:21:203 (2) - Suggestion. Ctrl+G this. Ehh... This is a normal difficulty... It doesn't really need a jump like that though...

[Hard]
-00:56:999 (4,5) - This is really weird. Why would you map silence with 00:57:340 (5) and map the strong sound on the end of 00:56:999 (4) ?
I suggest adding a circle at 00:56:999 and starting a slider at 00:57:169. But the downbeat on 00:57:340 - sounds really promising, which should probably be clickable. And besides, I'd rather follow them other than vocals a lot. I've probably done them on most parts.
-01:54:612 (1,2,3,4) - Make a start pattern like you did before. This pattern is more suited towards bigger jumps than this I'd like to create varieties for the patterns' spotlights rather than sticking to one thing. Like the first part is a polygon, and the second is a back-and-forth. Well, just as long as it's still readable and nearly the same distance spacing, there wouldn't be anyone doubting by now.
-02:25:976 (1,2,3) - All 3 sliders have a different shape. Is this intended? Yes, a triangle shape. With three different sliders.

Hope this helps
Well... Thanks for the mod by any way!!
anna apple
quick pass since things are more general and if you understand why I say these things you can apply to the rest of the map (if you agree to them also)


[Hard]
00:04:158 (1,2,3,4,5) - its weird you have such a strong vocal focus here, but the vocal hold at 00:02:624 - is not relevant since you mapped a filler rhythm over it.
00:12:681 - skipping vocal here and skipping guitar 00:13:533 - here, not sure which one you are following
00:32:624 - skipping vocal and guitar here.
00:47:112 (5) - I want to say this is really good, because there is a sound on this slider end, and the player is suggested to finish the slider end to help them play the next note then this slider end has good strength behind it. I cannot say the same for 01:55:294 (5) - and 03:08:931 (5) -
01:08:590 (5,6,7) - how come you simplify the rhythm all of a sudden lol
01:54:612 (1,2,3,4) - how come this one is super messy and overlappy when 00:46:431 (1,2,3,4) - and 03:08:249 (1,2,3,4) - are very pretty and structured lol.
03:15:067 (1) - how come this slider end is mapped to a vocal but 03:15:749 (3) - this slider end is mapping to nothing(nothing worth mapping to at least) I think you should have another 1/2 slider since those work well with these vocals

I think you have a good sense of visual set up and arrangement and nc, but rhythm is lacking clarity for the most part because of how you use filler sometimes and not others in similar parts.
Topic Starter
Cerulean Veyron

borborygmos wrote:

quick pass since things are more general and if you understand why I say these things you can apply to the rest of the map (if you agree to them also)


[Hard]
00:04:158 (1,2,3,4,5) - its weird you have such a strong vocal focus here, but the vocal hold at 00:02:624 - is not relevant since you mapped a filler rhythm over it. Maybe it does closely. So it's rather not just following the lead vocal instead. So just in case not to skip that beat mentioned, I filled it up with a slider tail, as considered sufficient for the rhythm composition.
00:12:681 - skipping vocal here and skipping guitar 00:13:533 - here, not sure which one you are following Added, yeah.
00:32:624 - skipping vocal and guitar here. Sure
00:47:112 (5) - I want to say this is really good, because there is a sound on this slider end, and the player is suggested to finish the slider end to help them play the next note then this slider end has good strength behind it. I cannot say the same for 01:55:294 (5) - and 03:08:931 (5) - And giving too much impact by replacing the three sliders to circles just for the build-up takes way too much emphasis. Like heck, I even tried it and it doesn't seem to play comfortably as it should suppose to be. Thus, added a slider to keep structure as equal as a Hard difficulty.
01:08:590 (5,6,7) - how come you simplify the rhythm all of a sudden lol Because there's nothing to amplify the rhythm around here, even the 1/4 blue ticks has no literal beats at all. So, there's no point in filling up more notes or use slider ends leading into overmapping.
01:54:612 (1,2,3,4) - how come this one is super messy and overlappy when 00:46:431 (1,2,3,4) - and 03:08:249 (1,2,3,4) - are very pretty and structured lol. The first and last actually don't look pretty in my point of view, if you ask me. Thanks for reminding me to overlap those notes for consistency though!
03:15:067 (1) - how come this slider end is mapped to a vocal but 03:15:749 (3) - this slider end is mapping to nothing(nothing worth mapping to at least) I think you should have another 1/2 slider since those work well with these vocals Ehh, I've kinda done that... A LOT in some parts of the sections. At least you haven't noticed this 00:53:931 (3) - lol. Oh well, maybe it's just to follow some strings on the background music or a hi-hat w/e what instrument it could be landing on that blue tick there.

I think you have a good sense of visual set up and arrangement and nc, but rhythm is lacking clarity for the most part because of how you use filler sometimes and not others in similar parts.
Thank you~
Sulfur
Greetings from my q

Easy
  1. 00:16:431 (5) - I think it would be better to move this slider to 00:16:090 - since vocal and guitar here are much more prominent. Same thing applies to 00:27:340 (5) -
Normal
  1. 02:20:521 (1,2,3) - In my opinion rhythm like this or like this would be more suitable for this part, this way we dont skip prominet drums at 02:21:544 - Same with 02:25:976 (1,2,3,4) -


Hard
  1. 00:10:635 (3,4) - Maybe try something like this to make strong guitar sounds at 00:10:806 - 00:10:806 - clickable? Same applies too 03:51:544 (3,4) -
  2. 00:43:362 (2,3) - I'd suggest you change those to a 1/2 into slider becuse now you have 00:43:703 - clickable, even tho theres barely anything, but skipping strong guitar at 00:44:044 -
  3. Also could please increase volume on green lines at 00:46:431 - and 01:54:612 - to at least 60%, since now its barely provide any feedback to a player on patterns like 00:46:431 (1,2,3,4) - where you have a bunch of clickable objects in a row
  4. 00:47:794 (1,2) - Optional but maybe something like this?
  5. 02:06:203 (7,8,1) - Perhaps you can change it to something like this so flow on those is somewhat similar to flow you have on 02:07:396 (2,3,4,5) -
  6. 02:21:203 (2,3) - 02:26:658 (2,3) - Same thing with drums as in normal diff
  7. 03:15:067 (1,2,3) - A bit nitpicky but maybe something like this so its somewat consistent with 03:17:794 (1,2,3) -

Hope it heps, good luck c:
Topic Starter
Cerulean Veyron

Su1fu7 wrote:

Greetings from my q

Easy
  1. 00:16:431 (5) - I think it would be better to move this slider to 00:16:090 - since vocal and guitar here are much more prominent. Same thing applies to 00:27:340 (5) - Might not be sure about the emphasis here regarding that I'd recommend following most downbeats than red ticks. But we'll give this a try.
Normal
  1. 02:20:521 (1,2,3) - In my opinion rhythm like this or like this would be more suitable for this part, this way we dont skip prominet drums at 02:21:544 - Same with 02:25:976 (1,2,3,4) - Okay so, mainstreaming the vocals over common rhythm beats in the song track? I honestly think your suggestion is fine to apply, but I wouldn't wanna try adding another triplet just way too sudden for the hi-hats or start sliders on red ticks. I'd rather stick with the current for something else, though I wouldn't mind applying this later.


Hard
  1. 00:10:635 (3,4) - Maybe try something like this to make strong guitar sounds at 00:10:806 - 00:10:806 - clickable? Same applies too 03:51:544 (3,4) - Sounds seriously awkward at the end of it, and doesn't seem to be fitting after the piano note landed and the last blue tick doesn't actually have any sound effects or something. Might keep it for the rhythm at the moment.
  2. 00:43:362 (2,3) - I'd suggest you change those to a 1/2 into slider becuse now you have 00:43:703 - clickable, even tho theres barely anything, but skipping strong guitar at 00:44:044 - Okay
  3. Also could please increase volume on green lines at 00:46:431 - and 01:54:612 - to at least 60%, since now its barely provide any feedback to a player on patterns like 00:46:431 (1,2,3,4) - where you have a bunch of clickable objects in a row I doubt it's inaudible as a custom hitsounding. I did what I could here, and adjusted the volume that would technically correlate the pitch and volume of the song track, so it's that. I wouldn't want to increase the object volume which would nearly cover up the sound of the snares in the song track. That will be a no-no to me at least.
  4. 00:47:794 (1,2) - Optional but maybe something like this? Ahh, curve the slider? I'll do them alright~ Did what I tried.
  5. 02:06:203 (7,8,1) - Perhaps you can change it to something like this so flow on those is somewhat similar to flow you have on 02:07:396 (2,3,4,5) - Well, ehh... as far as I can see visually, the flow doesn't really affect the structure of this pattern somehow, like it's only changing the side of the slider's curve into the opposite. Oh well, I wouldn't mind trying something else than blanketing.
  6. 02:21:203 (2,3) - 02:26:658 (2,3) - Same thing with drums as in normal diff
  7. 03:15:067 (1,2,3) - A bit nitpicky but maybe something like this so its somewat consistent with 03:17:794 (1,2,3) - Hmm, yeah sure. Will overlap a bit more if can.

Hope it heps, good luck c:
yes it HEPS! eya
ty lol
Mir
heelllllooooooooooo

[Easy]
- 00:10:294 (5,1) - on this difficulty i would avoid a stack like this
- 00:28:703 (1,2,3,4,6) - too many different kinds of sliders in the same pattern makes it a bit messy aesthetically
- 00:30:749 - could be a circle instead to avoid a long chain of 1/2 gaps // 01:38:931 (3) - lots of similar places
- 01:03:476 (7) - ^ and to emphasize the next slider?
- 01:21:885 - really sounds like a whistle should go here
- 01:31:431 (1,2) - hmm - implied flow is a bit awkward, how about http://i.imgur.com/KjDpor6.png
- 01:42:340 (1,2) - oh this is a bit weird flow-wise.. idk about having these so obviously break flow on a diff this low
- 03:51:203 (5) - there's a cool bass sound on the blue here you could capitalize on http://i.imgur.com/HfaO5r0.png

the main thing i'm not too certain on is the obvious flow breaking sliders along with the amount of different slider shapes used in quick succession. makes the design look a bit too varied

[Normal]
- 00:35:181 (2,3) - could be misread as 1/4 maybe since 00:31:260 (4,1) - was used (happens again in similar places like 01:38:930 (3,4,1) - 01:42:339 (1,2,3) - etc) 00:35:521 (3) - would sound better on 00:35:351 - imo tho.
- 01:20:521 (1,2) - wanna blanket these maybe?
- 02:04:157 (1,2,3) - triangle is a bit off assuming you wanted to make one // 02:10:635 (2,3,4,5,1) -
- 02:31:090 (4,5,1) - stacked triple with a blanket :( (please fix)

what concerns me here is this spread is just... no, it's way too dense compared to the easy and stuff like 00:55:635 (5,6,1) - could easily be 1/2 sliders to lower the density and fit the spread more. 3 1/4 clicks in a row is more like an advanced diff

[Hard]
- 00:46:431 (1,2,3,4,5) - is it just me or does this feel overemphasized for such weak sounds // 01:54:612 (1,2,3,4) - sam
- 00:54:442 - 00:57:169 - i feel like this would follow what the song is doing better were it clickable
- 01:52:567 (4,5,6) - this pattern looks almost random and i know it isn't, so maybe something like this http://i.imgur.com/uBOgFJw.png might work a bit better?
- 02:06:203 (7,8,1) - what is this flow LOL that 8 looks so out of place :? // 02:07:567 (3,4,5) -
- 02:08:249 (5,7,8) - ow visual distance
- 02:22:567 (4) - how do you feel about deleting this note and making 02:22:737 (5,6) - a triple? Might follow vocals more actively
- 03:15:067 (1,2,3) - this overlap doesn't look very nice imo :( // 03:17:794 (1,2,3) -
- 03:51:544 (3,4) - how do you feel about making these circles or something like http://i.imgur.com/zniLlaE.jpg instead (ignore placements)?

thats all from me~

good luck!
Topic Starter
Cerulean Veyron

Mir wrote:

heelllllooooooooooo

[Easy]
- 00:10:294 (5,1) - on this difficulty i would avoid a stack like this a
- 00:28:703 (1,2,3,4,6) - too many different kinds of sliders in the same pattern makes it a bit messy aesthetically ... If only there's another way around at these kinds of parts. Rather than sticking with linear or curve aesthetic sliders by overusing it at once may be a little... "overdone". So using a view variation may help the structure a bit.
- 00:30:749 - could be a circle instead to avoid a long chain of 1/2 gaps // 01:38:931 (3) - lots of similar places Sure thing. I hope the emphasis wouldn't have a doubt in spite of following vocals here.
- 01:03:476 (7) - ^ and to emphasize the next slider?
- 01:21:885 - really sounds like a whistle should go here Nice catch!
- 01:31:431 (1,2) - hmm - implied flow is a bit awkward, how about http://i.imgur.com/KjDpor6.png I don't really mainstream flow in many ways like that one to be honest. I'd probably stick with dense structures to keep up smoothly. So currently, it might stay for now.
- 01:42:340 (1,2) - oh this is a bit weird flow-wise.. idk about having these so obviously break flow on a diff this low If you say so,
- 03:51:203 (5) - there's a cool bass sound on the blue here you could capitalize on http://i.imgur.com/HfaO5r0.png Alright

the main thing i'm not too certain on is the obvious flow breaking sliders along with the amount of different slider shapes used in quick succession. makes the design look a bit too varied

[Normal]
- 00:35:181 (2,3) - could be misread as 1/4 maybe since 00:31:260 (4,1) - was used (happens again in similar places like 01:38:930 (3,4,1) - 01:42:339 (1,2,3) - etc) 00:35:521 (3) - would sound better on 00:35:351 - imo tho. I'm guessing this is more like adding more triples just for the sake of following vocals. I doubt the note density would still be alright by adding more notes for it, but It feels really forced for difficulty. So I don't really think adding more notes would be a good option for a Normal.
- 01:20:521 (1,2) - wanna blanket these maybe? I discourage blanketing sliders. Quite too casual.
- 02:04:157 (1,2,3) - triangle is a bit off assuming you wanted to make one // 02:10:635 (2,3,4,5,1) - Moved some notes to reform a triangle, yeah.
- 02:31:090 (4,5,1) - stacked triple with a blanket :( (please fix) Will fix triplets or anything, but not blanketing.

what concerns me here is this spread is just... no, it's way too dense compared to the easy and stuff like 00:55:635 (5,6,1) - could easily be 1/2 sliders to lower the density and fit the spread more. 3 1/4 clicks in a row is more like an advanced diff

[Hard]
- 00:46:431 (1,2,3,4,5) - is it just me or does this feel overemphasized for such weak sounds // 01:54:612 (1,2,3,4) - sam Aren't the drum line here highly audible as the vocals? I'd literally follow it in order not to skip those potential beats.
- 00:54:442 - 00:57:169 - i feel like this would follow what the song is doing better were it clickable Might give this a try
- 01:52:567 (4,5,6) - this pattern looks almost random and i know it isn't, so maybe something like this http://i.imgur.com/uBOgFJw.png might work a bit better? Sigh... fine
- 02:06:203 (7,8,1) - what is this flow LOL that 8 looks so out of place :? // 02:07:567 (3,4,5) - Already done something else to fix this flow from the previous mod, and forgot to update. I'll apply this by the way!!!
- 02:08:249 (5,7,8) - ow visual distance Well, there was a bigger one previously, maybe you've missed them? idk lol
- 02:22:567 (4) - how do you feel about deleting this note and making 02:22:737 (5,6) - a triple? Might follow vocals more actively I would make a Ctrl + G on this in an altered way rather than deleting notes. Applied it anyways.
- 03:15:067 (1,2,3) - this overlap doesn't look very nice imo :( // 03:17:794 (1,2,3) - Redone this one.
- 03:51:544 (3,4) - how do you feel about making these circles or something like http://i.imgur.com/zniLlaE.jpg instead (ignore placements)? a

thats all from me~

good luck!
Thanks for a good mod, Mir! Will mod your map back soon probably during stream p much xd ~
Voli
  1. your soft-hitwhistle.wav is such an ear piercing sound wtf can u find a more subtle one for this song coz it HURTS its like BEEP BEEP BEEP unlike cho kyuhyuns sm00th voice right
[Easy]
  1. 00:04:158 (4) - Point this slider a bit more upwards so the tail isn't so close to 00:02:794 (2) - , that's more straight forward to read for newbies. You might wanna adjust 00:05:521 (5) - after to match the change then
  2. 00:22:567 (7,1) - Angle looks a bit too harsh here for an easy. How about this? https://osu.ppy.sh/ss/8733178
  3. 00:36:885 (4) - move it up a bit too maybe to avoid clutter: https://osu.ppy.sh/ss/8733753
  4. 01:50:521 (4) - it'd probably be more straight forward if the slider was on the top side of 01:49:158 (3) - rather than the bottom side
  5. 02:40:635 (4,5) - bring these up a bit to avoid people accidentally clicking 02:40:635 (4) - 's sliderend because 02:39:612 (3) - points halfway in that direction
  6. 03:15:067 (1,2) - i think the movement is really harsh there D: perhaps change up the shape of 03:16:431 (2) - a bit?
  7. 03:25:294 (7) - that one's too unclear for new players too,
    people won't tell the difference between slider end and start because theyre overlapped a lot: try something like this https://osu.ppy.sh/ss/8733781

[Normal]

  1. 00:35:181 (2,3) - , 00:41:999 (4,1) -, 01:43:362 (2,3) -, 01:50:180 (4,1) - etc. I'd avoid stacking these 1/2s - most of your stacks are 1/4 in this difficulty and mixing them up can be quite confusing for newer players
  2. rest looks fine to me!

[Hard]

  1. 00:11:317 (6) - making this end on just a note instead of an 1/4 slider makes it a more powerful break between these parts (theres nothing on the blue tick, so a sudden stop feels rly nice)
  2. 00:32:794 (4) - wouldn't you just copy 00:31:942 (2) - instead of making it slightly different - this makes the visuals a bit cleaner
  3. 01:04:669 - hmm skipping this beat feels weird since there's a vocal + drum beat which you mapped to earlier. same goes for 01:37:396 - and 03:26:487 - (and maybe others that i missed)
  4. 01:47:112 (5,6,1) - small thingy, but you can make this pattern look a tad more appealing by making the visual distance the same for all of them cuz 01:47:794 (1) - looks closer atm
  5. 02:08:931 (7,8,1) - same here, moving them like this looks a bit more polished: https://osu.ppy.sh/ss/8732987
  6. 03:10:976 (3,4) - coudl you overlap it so that the sliderends don't touch ;-;
  7. 03:09:612 - so, for your final kiai you use a faster slider speed which is pretty neat, but you use a lower (relative) spacing instead which causes a lot of patterns to feel kinda cluttered and the movement in between these faster sliders feels a bit jarring because it constantly stops in between because of the lower spacing. Aside from that, it makes patterns look unpretty due to a lot of the objects barely touching each other now. Because of that, I'd really recommend you use 1,3/1,4x spacing in this kiai to match the faster movement.
Cute mapset! call me back :D
Topic Starter
Cerulean Veyron

Voli wrote:

  1. your soft-hitwhistle.wav is such an ear piercing sound wtf can u find a more subtle one for this song coz it HURTS its like BEEP BEEP BEEP unlike cho kyuhyuns sm00th voice right ...gdi
[Easy]
  1. 00:04:158 (4) - Point this slider a bit more upwards so the tail isn't so close to 00:02:794 (2) - , that's more straight forward to read for newbies. You might wanna adjust 00:05:521 (5) - after to match the change then fine, moved it higher ofc
  2. 00:22:567 (7,1) - Angle looks a bit too harsh here for an easy. How about this? https://osu.ppy.sh/ss/8733178 m
  3. 00:36:885 (4) - move it up a bit too maybe to avoid clutter: https://osu.ppy.sh/ss/8733753 Well, as far as I see how broadened the notes are, that kind of grip wouldn't affect structure a lot other than aesthetics by the looks of it. I'd rather say for short, it's not seriously going to cluster or something as long as it's still perceptible.
  4. 01:50:521 (4) - it'd probably be more straight forward if the slider was on the top side of 01:49:158 (3) - rather than the bottom side Okay, I kinda don't know what I did here. Probably just moved it up slightly and... bah
  5. 02:40:635 (4,5) - bring these up a bit to avoid people accidentally clicking 02:40:635 (4) - 's sliderend because 02:39:612 (3) - points halfway in that direction Well, at least they could be able to notice the distance spacing visually over structural flowing. Players' readability wouldn't be that dump to be honest. It wouldn't be much harder to read either in terms of visibility.
  6. 03:15:067 (1,2) - i think the movement is really harsh there D: perhaps change up the shape of 03:16:431 (2) - a bit? idk might give a try i guess
  7. 03:25:294 (7) - that one's too unclear for new players too,
    people won't tell the difference between slider end and start because theyre overlapped a lot: try something like this https://osu.ppy.sh/ss/8733781
    if that's what you want - _-

[Normal]

  1. 00:35:181 (2,3) - , 00:41:999 (4,1) -, 01:43:362 (2,3) -, 01:50:180 (4,1) - etc. I'd avoid stacking these 1/2s - most of your stacks are 1/4 in this difficulty and mixing them up can be quite confusing for newer players But it's done consistently, no? I'm certain that the visibility here isn't that difficult to read due to approach rate or whatever. The 1/2 stacked notes are kinda distinguishable enough to indicate the snapping of a stack. So unstacking them would just be some another continuous dense objects the keeps moving until the next verse.
  2. rest looks fine to me!

[Hard]

  1. 00:11:317 (6) - making this end on just a note instead of an 1/4 slider makes it a more powerful break between these parts (theres nothing on the blue tick, so a sudden stop feels rly nice) okay
  2. 00:32:794 (4) - wouldn't you just copy 00:31:942 (2) - instead of making it slightly different - this makes the visuals a bit cleaner Wow,
    this is more likely an alternative way of saying "blanket pls to make it cleaner" by the looks of it. But onto the point of that, I wouldn't actually do a lot of curvy sliders over the screen, but I don't mind making it so. I'd rather just do a slight one than sticking to one thing.

  3. 01:04:669 - hmm skipping this beat feels weird since there's a vocal + drum beat which you mapped to earlier. same goes for 01:37:396 - and 03:26:487 - (and maybe others that i missed) Huh? A solid beat on 01:04:669 -? Really? The only thing I could hear around this part and the others similar to this does not have a drum landed on those blue ticks, or even the vocals either. All I could possibly hear over this are just some low-volumed piao notes which I don't intend to follow for density.
  4. 01:47:112 (5,6,1) - small thingy, but you can make this pattern look a tad more appealing by making the visual distance the same for all of them cuz 01:47:794 (1) - looks closer atm a
  5. 02:08:931 (7,8,1) - same here, moving them like this looks a bit more polished: https://osu.ppy.sh/ss/8732987 w
  6. 03:10:976 (3,4) - could you overlap it so that the sliderends don't touch ;-; overlap? oh sure
  7. 03:09:612 - so, for your final kiai you use a faster slider speed which is pretty neat, but you use a lower (relative) spacing instead which causes a lot of patterns to feel kinda cluttered and the movement in between these faster sliders feels a bit jarring because it constantly stops in between because of the lower spacing. Aside from that, it makes patterns look unpretty due to a lot of the objects barely touching each other now. Because of that, I'd really recommend you use 1,3/1,4x spacing in this kiai to match the faster movement.
    That might buff up the difficulty... but it's worth a try /shrug
Cute mapset! call me back :D
brb pH okay back
Topic Starter
Cerulean Veyron
Voli
changed artist name to be consistent with official sources, modified some hitsounds. gl c:
DeRandom Otaku
[Easy]
  1. 03:06:885 - This should really have a circle since theres a circle in previous spots like this one. Secondly the beats on 01:53:249 - 00:45:067 - Were much weaker than 03:06:885 - yet you ignored it. Same for the rest of the difficulties
[Normal]
  1. 00:35:181 (2,3,4,5,1) - Let's not have 1/2 and 1/4 stacks appear 'next to each other' since its just a normal difficulty
[Hard]
  1. 01:09:612 - 03:31:431 - 03:53:249 - The beats are pretty significant, And for the top difficulty atleast i expect them to be clickable. You can start the spinner 1/2 gap later
ok
Topic Starter
Cerulean Veyron

DeRandom Otaku wrote:

ok
DeRandom Otaku
[All difficulties]
  1. 03:06:885 - And what the hell 10% volume????? sounds here are a LOT louder than 01:53:249 - this beat and the circle here has 30% Atleast 35% for 03:06:885 - is gonna be gg
[Easy]
  1. 03:06:885 (4) - 01:53:249 (1) - 00:45:067 (1) - NC consistency where
[Hard]
  1. 00:45:067 (1) - 01:53:249 (6) - 03:06:885 (7) - Also NC consistency where
  2. 03:53:249 (1) - Put some cute hitsound on this for the piano
Topic Starter
Cerulean Veyron
The soundwave of 03:06:885 - is not as distinctive as the other previous two in terms of audibility and vocal track. Therefore, switched it with 10% volume set to correlate the stances of music change, and besides it's clearly not even that loud too.

Cerulean Veyron wrote:

DeRandom Otaku wrote:

ok
DeRandom Otaku
ok
Topic Starter
Cerulean Veyron
Cho Kyuhyun
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