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Toshio Masuda - Wakiagaru Toushi

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xChorse
Hello, m4m from my queue.

Normal

00:12:131 (4) - short sliders that return more than once are hard to read for newer players, I'd suggest making them into 2 1/3 sliders instead.

00:18:988 (4) - ^

00:32:702 (4) - ^

00:46:417 (4) - ^

01:20:702 (4) - ^

01:27:560 (4) - ^

00:48:560 (1,2,3) - these ones are fine because they have enough room between them to make it easier to read.

00:59:988 (2) - this one could be used as a gimmick before the kiai, but if you decide to change the previous ones, you might need to remove this as well to keep it consistent.

00:26:274 (1,2) - could be blanketted better I think

00:27:988 (1) - could be less curved so it's tail pointed at 00:28:845 (2) -

00:41:702 (1) - could be slightly less curved. Same with 00:42:560 (2) - but it's copy pasted.

01:10:845 (1,2) - might be a bit too curved, but I guess it's okay.

Hard

00:06:560 (3) - This could be mapped in hitcircles since it's almost the same sound as 00:08:702 (4,5,6) - and 00:12:131 (4,5,6) -

00:20:274 (1,2,3) - might be a bit too difficult for a hard, maybe make 00:20:274 (1,2) - a 1/6 slider instead?

00:45:131 (1,2,3) - imo you should map them like 00:31:417 (1,2,3) -

00:48:560 (1,2,3,4) - maybe you could to this: https://puu.sh/v4yuC/7e6253cf86.png because currently it ignores 00:49:274 - which is almost the same sound as 00:48:560 (1,2,3) -

00:49:417 (1,2,3,4) - ^

00:50:274 (1,2,3,4) - ^

01:01:131 (3,4) - maybe rotate these slightly?

01:14:845 (3,4) - ^

01:02:131 (2,1) - maybe make the spacing the same as between the sliders 01:02:274 (1,2) -

01:04:631 (2) - I feel like the sound is stronger on 01:04:702 - than anywhere else, so maybe changing this into a hitcircle placed on 01:04:702 - would be a good idea if someone else points this out.

same with all 1/6 repeat sliders in kiai ^

Kancho

00:06:631 - I don't really hear a sound here so I'm not sure this part calls for a 1/6 slider.

00:17:845 (2,3) - I think this overlap could be avoided since it doesn't look very good.

00:31:131 (6) - Why is this one mapped differently from the others? You even mapped it with hitcircles in the next section 00:44:702 (6,7,8,1,2,3,4,5,6) -

00:47:845 (1,2) - this part could be mapped with this rhythm: https://puu.sh/v4zcc/12e26b438e.png

01:07:845 (1,2,3,4,5,6,7) - there's no sound on 01:08:060 - so you could remove 01:08:060 (2) - and move the burst accordingly

Msg me ingame if I messed something up or you don't understand something. Good luck!
Topic Starter
Nostalgic

xChorse wrote:

Hello, m4m from my queue.

Normal

00:12:131 (4) - short sliders that return more than once are hard to read for newer players, I'd suggest making them into 2 1/3 sliders instead.

00:18:988 (4) - ^

00:32:702 (4) - ^

00:46:417 (4) - ^

01:20:702 (4) - ^

01:27:560 (4) - ^ all fixed

00:48:560 (1,2,3) - these ones are fine because they have enough room between them to make it easier to read.

00:59:988 (2) - this one could be used as a gimmick before the kiai, but if you decide to change the previous ones, you might need to remove this as well to keep it consistent.

00:26:274 (1,2) - could be blanketted better I think done

00:27:988 (1) - could be less curved so it's tail pointed at 00:28:845 (2) - done

00:41:702 (1) - could be slightly less curved. Same with 00:42:560 (2) - but it's copy pasted.won't change this one

01:10:845 (1,2) - might be a bit too curved, but I guess it's okay. i think it's okay too

Hard

00:06:560 (3) - This could be mapped in hitcircles since it's almost the same sound as 00:08:702 (4,5,6) - and 00:12:131 (4,5,6) - nah reverse slider fits better

00:20:274 (1,2,3) - might be a bit too difficult for a hard, maybe make 00:20:274 (1,2) - a 1/6 slider instead? triples are fine imo

00:45:131 (1,2,3) - imo you should map them like 00:31:417 (1,2,3) - u r right

00:48:560 (1,2,3,4) - maybe you could to this: https://puu.sh/v4yuC/7e6253cf86.png because currently it ignores 00:49:274 - which is almost the same sound as 00:48:560 (1,2,3) - k i changed them into what i did in insane diff

00:49:417 (1,2,3,4) - ^

00:50:274 (1,2,3,4) - ^

01:01:131 (3,4) - maybe rotate these slightly? no they are meant to be stacked

01:14:845 (3,4) - ^

01:02:131 (2,1) - maybe make the spacing the same as between the sliders 01:02:274 (1,2) - fixed

01:04:631 (2) - I feel like the sound is stronger on 01:04:702 - than anywhere else, so maybe changing this into a hitcircle placed on 01:04:702 - would be a good idea if someone else points this out.you are not wrong but i intend to keep the repeat slider

same with all 1/6 repeat sliders in kiai ^

Kancho

00:06:631 - I don't really hear a sound here so I'm not sure this part calls for a 1/6 slider. fixed

00:17:845 (2,3) - I think this overlap could be avoided since it doesn't look very good. nah i think it's fine

00:31:131 (6) - Why is this one mapped differently from the others? You even mapped it with hitcircles in the next section 00:44:702 (6,7,8,1,2,3,4,5,6) - done

00:47:845 (1,2) - this part could be mapped with this rhythm: https://puu.sh/v4zcc/12e26b438e.png changed with sliders

01:07:845 (1,2,3,4,5,6,7) - there's no sound on 01:08:060 - so you could remove 01:08:060 (2) - and move the burst accordingly except there is a sound

Msg me ingame if I messed something up or you don't understand something. Good luck!
Thank you for your mod :D
squirrelpascals
Hi, mod from SM8

Insane
• 00:05:702 (1,2,3,1,2,3) - space this less because these notes arent as intense as the rest of the song?

• 00:17:988 (3,4,5,6) - giving this a more recognizable square shape will give it structure https://osu.ppy.sh/ss/7740949

• 00:24:560 (1) - x426 y117 (then adjust the shape :p )? this will make this pattern neater 00:23:702 (5,6,7,8,1) -

• 00:32:274 (1) - why the stop in flow here? the guitar is stronger sou this should probably be spaced

• 00:34:845 (1) - x66 y237 for a nicer curve from the enxt pattern?

• 00:47:702 - put something here?

• 00:54:131 (1) - move to 00:53:988 - since youre mapping to guitar

• 01:04:631 (2) - telling by the angles objects are at, this would look nicer if it pointed more to the right imo

• 01:11:488 (2) - be consistent with the last pattern i mentioned?

• 01:16:274 (3,5) - didnt you use an offset stack for these in the past? the sudden appearance of a perfect overlap like this will probably confuse the player. Either way is fine, but do it one way throughout your entire map

• 01:23:131 (3,5,6) - 01:26:560 (3,6) - same^

• 01:25:274 (6) - x48 y103 will give this pattern symmetry, so it will structure it more

i sliderbroke and choked fc in testplay ah
cool map, just some structural errors here and there but real fun to play

Hard
• 00:12:988 (2,1) - 00:13:846 (2,1) - Make the spacing in these patterns more even?

• 00:20:417 (3,4) - imo something like this looks nicer, where the slidertail points toward the next pattern and adds visual flow https://osu.ppy.sh/ss/7740998

• 00:48:988 (4,1) - 00:49:845 (5,1) - 00:50:702 (5,1) - you should space these patterns more. at the moment they are close together, and should be easier to discern between 1/4 and 1/2 jumps. The spacing you used at 00:50:988 (1,2,1,2,1,2,1,2) - is fine

• 00:54:131 (1) - Point the reverse arrow to the right to avoid clutter https://osu.ppy.sh/ss/7741012

• 01:01:131 (3,4) - 01:14:845 (3,4) - Remove the perfect overlap, might me hard to read for a hard player

• 01:02:274 (1) - 01:03:988 (5) - Give these the same curvature as 01:02:702 (2,3,4) - to make it look more uniform?

• 01:04:845 (3,1) - 01:08:274 (3,1) - 01:16:845 (3,1) - space these objects plz, especially the last pattern

• 01:16:845 (3,1,2) - space these

• 01:26:274 (1,2,3) - give these the same amount of overlap

This diff is overall is good, but its just that. it just needs a lot of cleaning up

Normal
• 00:06:560 (3,4,1) - make this ds more consistent pzl

• 00:12:131 (4,5) - i would recommend 2 circles here. This might look very fast paced to the player, even if its not

• 00:12:702 (1,2,1) - Please use linear flow. linear flow is very much preferred in normal/easy diffs because the readability of patterns for new players is very limited

• 00:15:131 (3,4,1) - overlap aesthetics need work here https://osu.ppy.sh/ss/7741055

• 00:16:845 (3) - paralleling this to 00:17:702 (1,2) - will add structure https://osu.ppy.sh/ss/7741063

• 00:18:988 (4,5) - just circles here. I would do this for all of these patterns too

• 00:19:560 (1,2) - and linear flow too. Same also goes for reworking all of these patterns

• 00:33:274 (1,1) - space

• 01:00:560 (1,2,3) - I would recommend making this a reverse slider, because this is a new kind of rhythm that occurs in the song, so the player would probably end up reading this like a normal 1/3 pattern. like you did at 01:14:274 (1) -

• 01:10:845 (1,2) - recommend spacing the sliderhead from the slidertails for readability

• 01:11:702 (2,1) - counts as non-linear flow because of the direction of slidertail 2

• 01:16:845 (3,4,1,2,3,4) - i see what you were trying to do here, but this loop doesnt work imo because the structure of 01:18:131 (2,3,4) - is very different from that of 01:16:845 (3,4,1) - . I would visually separate the two patterns here

Aesthetics get in the way of structuring patterns here, which is what makes easier diffs so hard to map. Your restrained in terms of flow and rhythm choice for these diffs and as a result it can be just as hard to map an easy diff as it would be a top diff. Same comment as the hard diff here.

Good luck! :)
mindmaster107
LAST EDITED 11/4/2017!!!!!
Modded oncetwice!

Guest difficulty 5.43 stars!

Mapping skill increased by 1 level.
-1 to 0

Map focuses on managing overlaps, and making reading fun, yet challenging. The HP 5 is there to gauge how difficult I think it may be. Tone it down if it is too forgiving.

Mindmaster107's Extra
osu file format v14

[General]
osu file format v14

[General]
AudioFilename: The Raising Fighting Spirit.mp3
AudioLeadIn: 0
PreviewTime: 20751
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5702,21845
DistanceSpacing: 1
BeatDivisor: 6
GridSize: 8
TimelineZoom: 2.5

[Metadata]
Title:Wakiagaru Toushi
TitleUnicode:沸き上がる闘志
Artist:Toshio Masuda
ArtistUnicode:増田俊郎
Creator:Nostalgic
Version:Mindmaster's Extra
Source:NARUTO-ナルト-
Tags:The Raising Fighting Spirit
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:3
OverallDifficulty:8
ApproachRate:9.5
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"naruto.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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mindmaster107
Updated guest diff with mods
Topic Starter
Nostalgic

squirrelpascals wrote:

Hi, mod from SM8

Insane
• 00:05:702 (1,2,3,1,2,3) - space this less because these notes arent as intense as the rest of the song? done

• 00:17:988 (3,4,5,6) - giving this a more recognizable square shape will give it structure https://osu.ppy.sh/ss/7740949 k

• 00:24:560 (1) - x426 y117 (then adjust the shape :p )? this will make this pattern neater 00:23:702 (5,6,7,8,1) - nah unnecessary

• 00:32:274 (1) - why the stop in flow here? the guitar is stronger sou this should probably be spaced k done

• 00:34:845 (1) - x66 y237 for a nicer curve from the enxt pattern? fixed

• 00:47:702 - put something here? done

• 00:54:131 (1) - move to 00:53:988 - since youre mapping to guitar k

• 01:04:631 (2) - telling by the angles objects are at, this would look nicer if it pointed more to the right imo done

• 01:11:488 (2) - be consistent with the last pattern i mentioned? fixed

• 01:16:274 (3,5) - didnt you use an offset stack for these in the past? the sudden appearance of a perfect overlap like this will probably confuse the player. Either way is fine, but do it one way throughout your entire map

• 01:23:131 (3,5,6) - 01:26:560 (3,6) - same^ i did use in the previous part and these patterns look fine to me

• 01:25:274 (6) - x48 y103 will give this pattern symmetry, so it will structure it more done

i sliderbroke and choked fc in testplay ah
cool map, just some structural errors here and there but real fun to play

Hard
• 00:12:988 (2,1) - 00:13:846 (2,1) - Make the spacing in these patterns more even? this is intended

• 00:20:417 (3,4) - imo something like this looks nicer, where the slidertail points toward the next pattern and adds visual flow https://osu.ppy.sh/ss/7740998 k fixed

• 00:48:988 (4,1) - 00:49:845 (5,1) - 00:50:702 (5,1) - you should space these patterns more. at the moment they are close together, and should be easier to discern between 1/4 and 1/2 jumps. The spacing you used at 00:50:988 (1,2,1,2,1,2,1,2) - is fine true, fixed

• 00:54:131 (1) - Point the reverse arrow to the right to avoid clutter https://osu.ppy.sh/ss/7741012 done

• 01:01:131 (3,4) - 01:14:845 (3,4) - Remove the perfect overlap, might me hard to read for a hard player k

• 01:02:274 (1) - 01:03:988 (5) - Give these the same curvature as 01:02:702 (2,3,4) - to make it look more uniform? done

• 01:04:845 (3,1) - 01:08:274 (3,1) - 01:16:845 (3,1) - space these objects plz, especially the last pattern changed

• 01:16:845 (3,1,2) - space these

• 01:26:274 (1,2,3) - give these the same amount of overlap

This diff is overall is good, but its just that. it just needs a lot of cleaning up

Normal
• 00:06:560 (3,4,1) - make this ds more consistent pzl fixed

• 00:12:131 (4,5) - i would recommend 2 circles here. This might look very fast paced to the player, even if its not i nc them instead

• 00:12:702 (1,2,1) - Please use linear flow. linear flow is very much preferred in normal/easy diffs because the readability of patterns for new players is very limited

• 00:15:131 (3,4,1) - overlap aesthetics need work here https://osu.ppy.sh/ss/7741055 fixed

• 00:16:845 (3) - paralleling this to 00:17:702 (1,2) - will add structure https://osu.ppy.sh/ss/7741063 fixed

• 00:18:988 (4,5) - just circles here. I would do this for all of these patterns too

• 00:19:560 (1,2) - and linear flow too. Same also goes for reworking all of these patterns

• 00:33:274 (1,1) - space fixed

• 01:00:560 (1,2,3) - I would recommend making this a reverse slider, because this is a new kind of rhythm that occurs in the song, so the player would probably end up reading this like a normal 1/3 pattern. like you did at 01:14:274 (1) - done

• 01:10:845 (1,2) - recommend spacing the sliderhead from the slidertails for readability done

• 01:11:702 (2,1) - counts as non-linear flow because of the direction of slidertail 2

• 01:16:845 (3,4,1,2,3,4) - i see what you were trying to do here, but this loop doesnt work imo because the structure of 01:18:131 (2,3,4) - is very different from that of 01:16:845 (3,4,1) - . I would visually separate the two patterns here but i think they are good

Aesthetics get in the way of structuring patterns here, which is what makes easier diffs so hard to map. Your restrained in terms of flow and rhythm choice for these diffs and as a result it can be just as hard to map an easy diff as it would be a top diff. Same comment as the hard diff here.

Good luck! :)
Sorry for my belated reply. Thank you so much!
Rotmas
Extra

00:05:560 (1,2,3) - Overmap 00:05:560 (1,2) - this tick no have a bit
00:06:845 (5) - overmap star next slider on this tick
00:12:631 (5) - Overmap
00:13:488 (2) - ^
00:14:131 (1,2) - ^
00:19:488 (5) - ^
00:33:202 (4) - ^
00:45:202 (2) - ^
00:46:917 (2) - ^
00:47:774 (2) - ^
01:21:202 (2) - ^
01:22:059 (2) - ^
01:22:773 (2) - ^
01:28:059 (2) - ^
01:28:916 (2) - ^

All overmap notes better delete
mindmaster107

Rotmas wrote:

Extra

00:05:560 (1,2,3) - Overmap 00:05:560 (1,2) - this tick no have a bit You can overmap to reflect major sounds.
00:06:845 (5) - overmap star next slider on this tick Understandable. Changed to half screen.
00:12:631 (5) - Overmap
00:13:488 (2) - ^
00:14:131 (1,2) - ^ This I can agree is overmapped carelessly
00:19:488 (5) - ^
00:33:202 (4) - ^
00:45:202 (2) - ^It was overmapped and done incorrectly. Fixed
00:46:917 (2) - ^
00:47:774 (2) - ^
01:21:202 (2) - ^
01:22:059 (2) - ^

01:22:773 (2) - ^ This is overmapped. Fixed
01:28:059 (2) - ^
01:28:916 (2) - ^


All overmap notes better delete[/color]From what I know, over-mapping to showcase major sounds, is acceptable. I would say the remaining overmapping cases were not overused, but if they are complained about again, I will consider removing it
mindmaster107
Don't kudosu this.
[My diff]
00:20:845 (1) - The kickslider does nothing. The notes under it are barely audible. This is overmapping for no reason.
Lulu-
Hey there, m4m from #modreqs! (i think)

[General]
Use the same combo colors throughout every diff. Your combo color choice does also not fit well with your BG choice, so I suggest you to look for lighter colors. You could use white and some shades of blue for this BG

The spread is really loose, the difficulty gaps are pretty huge, so please find a way to reduce the gaps

[Extra]

Raise HP to 7,6 is kinda low

00:05:560 (1,2) - Why are these there, there's no sound to justify them

00:19:488 - Overmapped

00:27:560 (1,1) - This flow is weird

00:31:845 (4) - Why is there no NC here while you NCed the first circle of all the other triangles?

00:33:274 (1) - Remove NC

00:54:845 (4) - I would replace this with 2 circles to make the strong drum on the white beat clickable

00:55:845 (3,4,5,6) - They would look better if they weren't this extreme. I would just reduce the SV here instead of playing with complex shapes

00:57:560 (1) - This slider feels out of place

00:59:274 - This part breaks the flow so often, it's a pain to play

01:00:560 (1,1,1,1) - Space them more consistently, the sounds all have the same strength, but 01:01:131 (1) - this suddenly has a way lower DS than all the other objects. Also remove NC on the last 3 circles

01:02:702 - Why are the jumps here copy pasted? They don't play really well, because you break all the movement you get from the sliders in this part.

01:14:274 (1,1,1,1) - Same as above

01:29:702 (1,1,1,1,1,1,1) - ^

This diff has plenty of issues with structure and flow, but you can fix them easily if you check the flow by playing the map in the editor and moving your mouse loosely as if you're playing with relax. For structure you should decide on 2-3 ways of arranging overlaps and putting some more logic into your object placement, because right now most overlaps feel random and inconsistent.

[Insane]

00:09:131 (1,2,3,1,2,3) - These angles are pretty sharp, you should make them smoother

00:14:274 (1,2,3) - Rotate by -30 or something, so you don't run out of place on the right side

00:32:560 (2,3,4,5,6,1) - This curve seems a bit lazy to me

01:04:417 (1,2,3) - This overlap could be better

01:11:274 (1,2,3) - ^

[Hard]

00:09:988 (3,4) - Patterns like this one could look much nicer if you made the sliders parallel to each other

00:20:274 (1,2,3) - This triple should be arranged differently, it looks the same as regular singletaps here and would be hard to read

00:48:560 - I would use sliders in this part, because newer players aren't used to alternating patterns with an even amount of circles yet

[Normal]

00:12:702 (1,2) - Same thing as mentioned in Hard.

This diff is really lacking in terms of visuals, so please try to arrange your sliders in a more intuitive way and use blankets and more organized overlaps to make it more consistent.

The diffs are pretty fun to play, but I highly recommend you to look into the issues I mentioned, because the map has potential to be better if it had more structure to it

Good luck with your set!
DreaM117er
give me this floor :)
mindmaster107
[Extra]

Raise HP to 7,6 is kinda low I think 7 is a bit too harsh. Leaving at 6.5, due to the abundance of NCs.

00:05:560 (1,2) - Why are these there, there's no sound to justify them
Like I said before, overmapping is allowed if there is a large sound. I will change this one due to it not being a large sound.
00:19:488 - Overmapped This one however does

00:27:560 (1,1) - This flow is weird
Changed pattern.
00:31:845 (4) - Why is there no NC here while you NCed the first circle of all the other triangles? Small mistake. Fixed.

00:33:274 (1) - Remove NC
TY

00:54:845 (4) - I would replace this with 2 circles to make the strong drum on the white beat clickable Made only the drum clickable, but I created a repeat slider to cover the note I left behind.

00:55:845 (3,4,5,6) - They would look better if they weren't this extreme. I would just reduce the SV here instead of playing with complex shapes I think the sliders do a good job already.

00:57:560 (1) - This slider feels out of place Fixed it by changing the next section.

00:59:274 - This part breaks the flow so often, it's a pain to play Replaced with what it used to be.

01:00:560 (1,1,1,1) - Space them more consistently, the sounds all have the same strength, Yup Fixed.
but 01:01:131 (1) - this suddenly has a way lower DS than all the other objects. Also remove NC on the last 3 circles In my map, I use NCs to show a gap in rhythm and intensity. This part fits this label.

01:02:702 - Why are the jumps here copy pasted? They don't play really well, because you break all the movement you get from the sliders in this part. While I want to keep the overlapping jumps consistent, to maintain the gimmick, I agree this part needs some remapping. I replaced some parts of the section which doesn't fit in. I replaced one of the jump sets so it feels more interesting, but I am keeping the final jump set to have a sharp angle change to show end of the section.

01:14:274 (1,1,1,1) - Same as above Reasoning like above.

01:29:702 (1,1,1,1,1,1,1) - ^ ^

This diff has plenty of issues with structure and flow, but you can fix them easily if you check the flow by playing the map in the editor and moving your mouse loosely as if you're playing with relax. For structure you should decide on 2-3 ways of arranging overlaps and putting some more logic into your object placement, because right now most overlaps feel random and inconsistent.

My gimmick is not executed extremely well, but I believe since the song uses many repeating patterns in music, I would reflect that by using many repeated patterns in gameplay. Flow is one of the things I am aiming for, so flow is one of the major things I fixed.
mindmaster107
Quick checkup.

00:20:845 (1) - I forgot to delete this.
01:22:702 (1,2) - This triple needs to be reduced.
paydayzcool
Hi there from t/579994/start=15, NM as requested,

Normal
00:12:131 (1,2) - Change this to reverse slider + circle. https://puu.sh/vmEPe/f6b05f0760.png
00:13:560 (2) - Looks better if changed to ctrl+h of 00:12:702 (1).
00:13:560 (2,1) - Keep your spacing consistent. These notes are too far away from each other.
00:14:702 (2) - I don't recommend going directly back the other way.
00:18:988 (1,2) - 4^
00:27:988 (1,2) - I can tell that these sliders are different. Please keep them the same shape. (Not position or rotation)
00:30:560 (2) - Symmetry missing from this slider. Change this to ctrl+j of 00:29:702 (1).
00:32:702 (1,2) - 3^
00:37:417 (2) - Feels a bit random. Maybe make this a ctrl+h ctrl+j of 00:36:560 (1)?
00:46:417 (1,2) - 2^
00:47:845 (2) - Move this further down so that it is almost inline with 00:46:988 (1).
01:20:702 (1,2) - 2^
01:22:131 (2) - Make this a ctrl+j of 01:21:274 (1).
01:27:560 (1,2) - 2^
01:28:131 (1,2) - Directions are random again. Please keep these parallel.

Hard
00:20:274 (1) - Overmap. Keep it simple.
00:20:845 (4) - ^
01:01:845 (1) - ^
01:04:631 (2) - ^
01:06:345 (3) - ^
01:08:060 (2) - ^
01:27:560 (1) - ^
01:29:702 (1,2,3,4,5,6,7) - Jumps like these aren't necessary for hard diffs.


Insane
00:58:845 (1,2,3,1,2,3,1,2,3,1,2,3) - At this moment, the diff feels like an extra diff. Stop with the 1/3 jumps! XD
01:17:702 (1,2,3,4,5,6) - Increased spacing on a similar part to 00:21:560 (2). Doesn't really make sense.
01:22:845 (1,2,3,4,5,6) - Confusing. You might wanna clear this up.

Extra seems good.

Alright, this map is good, but it has room for improvement! ;)
Topic Starter
Nostalgic

paydayzcool wrote:

Hi there from t/579994/start=15, NM as requested,

Normal
00:12:131 (1,2) - Change this to reverse slider + circle. https://puu.sh/vmEPe/f6b05f0760.png it barely makes any difference but i will think about it
00:13:560 (2) - Looks better if changed to ctrl+h of 00:12:702 (1). ok
00:13:560 (2,1) - Keep your spacing consistent. These notes are too far away from each other. done
00:14:702 (2) - I don't recommend going directly back the other way. changed
00:18:988 (1,2) - 4^
00:27:988 (1,2) - I can tell that these sliders are different. Please keep them the same shape. (Not position or rotation)
00:30:560 (2) - Symmetry missing from this slider. Change this to ctrl+j of 00:29:702 (1).
00:32:702 (1,2) - 3^
00:37:417 (2) - Feels a bit random. Maybe make this a ctrl+h ctrl+j of 00:36:560 (1)?
00:46:417 (1,2) - 2^
00:47:845 (2) - Move this further down so that it is almost inline with 00:46:988 (1). kinda changed the whole part
01:20:702 (1,2) - 2^
01:22:131 (2) - Make this a ctrl+j of 01:21:274 (1).
01:27:560 (1,2) - 2^
01:28:131 (1,2) - Directions are random again. Please keep these parallel.

Hard
00:20:274 (1) - Overmap. Keep it simple.
00:20:845 (4) - ^
01:01:845 (1) - ^
01:04:631 (2) - ^
01:06:345 (3) - ^
01:08:060 (2) - ^
01:27:560 (1) - ^ lol how are these overmap
01:29:702 (1,2,3,4,5,6,7) - Jumps like these aren't necessary for hard diffs. Maybe, but the sr is still rather low so I'd keep this pattern


Insane
00:58:845 (1,2,3,1,2,3,1,2,3,1,2,3) - At this moment, the diff feels like an extra diff. Stop with the 1/3 jumps! XD renamed it to another XD
01:17:702 (1,2,3,4,5,6) - Increased spacing on a similar part to 00:21:560 (2). Doesn't really make sense. cuz they are not similar?
01:22:845 (1,2,3,4,5,6) - Confusing. You might wanna clear this up.it's confusing only in editor

Extra seems good.

Alright, this map is good, but it has room for improvement! ;)
Thanks for the help :)
- Frontier -
q

General
  1. Add "火影忍者 air" as the ranked mapset does.
  2. I don't see that combo colors are fit with the background.
  3. I don't think soft-hitnormal99.wav is necessary. It's silent wtf. You could use green line with 5% volume instead.
  4. You map needs Insane diff thanks.
[Normal]

Guidelines for Normal about Distance Snap in Normal diff wrote:

Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process.

It is also highly recommended to avoid these:
  1. spacing inconsistencies (close AND far placed notes within the same combo(s))
Lots of ds issues. ;(

  1. 00:05:702 (1,2,3,4,1) - at the beginning. you use DS below 1.2x. you should use ds 1.2x for consistency.
  2. 00:16:845 (3,4) - DS 1.27x? that's pretty much.
  3. 00:25:417 (1) - It's unnecessary to nc here.
  4. 00:27:131 (2,1) - maybe blanket?
  5. 00:21:131 (1,2) - DS 1.08x
  6. 00:33:274 (1,2) - DS 1.34x
  7. 00:36:560 (1,2) - DS 1.38x
  8. 00:42:560 (2,1) - wow DS 1.76x
  9. 01:00:560 (1,2) - THIS DS IS 1.41x
  10. 01:01:417 (2,1) - DS 1.35x
  11. 01:13:417 (2,2) - I'd recommend not to overlap here. It may causes players to confused about it and it looks bad too.
  12. 01:28:131 (1,2) - DS 1.38x
  13. 01:28:988 (2,1) - DS 1.34x
  14. Distance Snap in this diff is inconsistent. I'd highly recommend to fix them.
[Mindmaster's Extra]
  1. Use default combo colors.
I'm quit.
GL then~
Topic Starter
Nostalgic

- Frontier - wrote:

q

General
  1. Add "火影忍者 air" as the ranked mapset does. no cuz he's wrong. 火影忍者 is naruto in CHINESE. I don't see the necessary of putting every single language of naruto into the tag just to please everybody
  2. I don't see that combo colors are fit with the background. me neither. but do they have to?
  3. I don't think soft-hitnormal99.wav is necessary. It's silent wtf. You could use green line with 5% volume instead. uhm if you are not deaf you should definitely be fully aware of the fact that 5% is audible. Silent hitsound is extremely common and I don't see why I need to remove it.
  4. You map needs Insane diff thanks. LIGHT INSANE WIP EXCUSE YOU???
[Normal]

Guidelines for Normal about Distance Snap in Normal diff wrote:

Spacing should be mostly consistent to teach beginners the correlation between timing and distance. It is not recommended to change the distance spacing during the mapping process.

It is also highly recommended to avoid these:
  1. spacing inconsistencies (close AND far placed notes within the same combo(s))
Lots of ds issues. ;( i do know about this guideline but it can be ocassionally used for justifiable reasons. this is something that you shd know. Go check those ranked normal diffs and you will see wut i m talking bout

  1. 00:05:702 (1,2,3,4,1) - at the beginning. you use DS below 1.2x. you should use ds 1.2x for consistency.
  2. 00:16:845 (3,4) - DS 1.27x? that's pretty much. srsly 0.07 ds difference matters to whom?
  3. 00:25:417 (1) - It's unnecessary to nc here. fixed
  4. 00:27:131 (2,1) - maybe blanket? k
  5. 00:21:131 (1,2) - DS 1.08x fixed
  6. 00:33:274 (1,2) - DS 1.34x yes this is intended for emphasis
  7. 00:36:560 (1,2) - DS 1.38x ^
  8. 00:42:560 (2,1) - wow DS 1.76x fixed
  9. 01:00:560 (1,2) - THIS DS IS 1.41x again for emphasis
  10. 01:01:417 (2,1) - DS 1.35x k
  11. 01:13:417 (2,2) - I'd recommend not to overlap here. It may causes players to confused about it and it looks bad too. except the fact that this is intended?
  12. 01:28:131 (1,2) - DS 1.38x
  13. 01:28:988 (2,1) - DS 1.34xno and no
  14. Distance Snap in this diff is inconsistent. I'd highly recommend to fix them.
[Mindmaster's Extra]
  1. Use default combo colors.


I'm quit.
GL then~
Honestly your mod can be encapsulated into two words: check aimod. Anyway Kop khun krub :)
DreaM117er
OK, I'm here. Sorry for late

[General]
  1. Mindmaster's Extra have no colour, you can check again and add it.
[Normal]
  1. Although a beatmap have a lower than 2 stars diff is fine, but I think it should be more easier here.
    00:12:560 - I think you can miss this sound here, then add reverse on slider 00:12:131 (1) - ; this is a good rhythm imo, and the rhythm can reduce stars and difficulty, it will be ranked easily. Same 00:18:988 (1,2) - 00:32:702 (1,2) - etc.
    00:16:417 (2) - DS??
    00:40:845 (2) - try it: http://puu.sh/vn33T/d1a956adea.jpg
    00:53:702 (1) - why don't you add reverse on it??
  2. good
[Hard]

  • 00:20:274 (1,2,3,4) - too hard rhythm in Hard diff, try to use more easier rhythm.
    00:34:560 (3) - I think this slider is unused. coz I can't hear anything sounds here.
    00:40:988 - I hope you don't miss this drum ; Same here 00:44:560 -
    01:22:560 (3,4) - too hard here again. You use a big jump on 01:22:131 (1,2) - , then majority of players can't pass 2 circles after jump 01:22:560 (3,4) - ; I suggest you change to use slider here
[Another]
  1. I think you can try to learn how to array notes, so well rhythm in Another diff.

Good lucka
Shurelia
late m4m

[GeneraL]
  1. fine for now



[Normal]
  1. What's with DS changes? It's not really recommended to do that in a Normal difficulty. You should only use 1 kind DS (or 2 if it's really necessary). Right now , the sudden changes of DS on the early part are not an encouragements for the players. Also please do mind about the mini DS inconsistents happens through the map such as : https://shurelia.s-ul.eu/q3C1B7Tv.png
  2. 00:12:131 (1,2) - A bit too dense for a normal diff. You should just try to use the repeats instead if you want to map the 1/4 sounds at here , also the NC at here are pretty unnecessary.
  3. 00:15:988 (1,2) - oh my..
  4. 00:17:274 (4) - DS
  5. 00:18:988 (1,2) - same suggestions like the similar thing that I mentioned
  6. 00:20:417 (2,1) - An overlap like this isn't something that can be called a good "overlaps" imo. Since it cover the second slider body too much that might confuse the players. Also could make the map less pretty
  7. 00:35:702 (2,2) - This also could be a sign that it's map that not on the "clean" state.
  8. 00:48:560 (1) - A four times repeat like this aren't really something that people could enjoy while playing a normal diff, since most of the players only know about the normal 3 times repeat. So changing these into a repeat and a circle , like this : https://shurelia.s-ul.eu/CzBMcnnI.png , could help the players to enjoy this diff more better
  9. 00:53:702 (1,2,3,4) - I can't call this a good flow and design tbh. Probably by moving 3 and 4 a bit upper , it may fix it
  10. 01:11:702 (2,1,2) - 2 > 1 , is a bad flow since it gives quite a too sharp movements to the flower . 2 > 2 , are overlapping on each other that makes things looks bad
  11. 01:15:131 (2) - DS

Please do in mind that I didn't mention ALL of the problems that occured in this diff since I want you to find "What's wrong" on your diff based on my mods by yourself. I recommend you to check the recent ranked normal diff and see how they play and created and try to implement it on your diff.


[Hard]
  1. 00:06:988 (1,3) - a stack on 1 would make things prettier
  2. 00:20:274 (1,2,3,4) - This is too hard to be played on a normal diff since you never did this before on the previous section which gonna give pplayers a lot of surprise because they won't know that this kind of thing happen
  3. 00:49:274 (1,2,3,4,5) - The sudden stack that you didn't make it before gonna make things a bit confusing for a hard diff

Alright , the main problem from this diff comes from your DS uses on the kiai and the general concept design which are still kinda random to me. Also some of your rhythm choices are kinda meh to me , but it's your call

gonna only mod the early diffs cause you probably need to do a lot of reworks on that. Goodluck
PandaHero
Hello. HS check as you requested. Sorry for delay, I was busy.
Your hitsounds are simple and it works well, but not very consistent, I'll try to fix it.

[Mindmaster's Extra]
I didn't like your soft-hitnormal, I think it will be better, if you'll use soft-hitnormal from this mapset.
00:06:988 (6) - I would add clap on slider's head.
00:08:274 (1) - ^
00:09:131 (1,1) - ^
00:11:702 (1) - ^
00:15:131 (1) - ^
00:15:988 (1,1) - ^
00:18:560 (1,4) - ^
00:22:845 (1) - ^
00:31:845 (1,5) - ^
00:45:131 (1,1,1,5) - ^
00:53:988 (1,2) - add whistles on these notes, you added whistles on simular sounds before.
00:54:560 (4) - add whistle on slider's head (same reason ^)
00:55:274 (1) - ^
00:57:560 (1) - ^
00:57:988 - ^
00:58:274 (1,1) - ^
00:52:417 (2,1,2,6) - add claps
00:55:845 (3) - add clap on slider's head
00:56:702 (5) - ^
00:57:560 (1) - ^
00:59:274 (2) - ^
00:59:988 (4,5,6,7) - I think you should change sampleset on softs, beacuse drum sampleset sounds strange here.
00:59:988 (4,6,7) - if you did it ^, remove claps from these notes.
01:15:988 (1) - same as in the beginning, you missed some claps here.


Hm, looks like you guys can copy your hitsounds from diff to diff, because you mapped same instruments in both insanes, I can just advice you to be consistent with this.
So, if you add clap on every downbeat (or some strong sound in the music, I dunno), keep adding it in whole music section. Same about whistles, if you use it to emphasize some instrument in the music, keep adding it when you hear this instrument.

If my checking isn't useful, don't give me kd :o
Hectic
Hello there. From queue

Mindmaster's Extra
  1. Lower AR (9.2 would be better)
  2. 00:12:560 (4,5,6,7) - no nc for this part but very short combos like 00:10:845 (1,2,3,1,2,3) - that's weird (yup, after kiai you did ncs for this pattern for some reason)
  3. 00:24:560 (1) - is there really any objective reason for this sv change? (and all next ones like this)
  4. 00:26:702 (2,1) - not nice looking overlap, at least make this like 00:27:560 (1,1)
  5. 00:27:131 (1,1) - nc there and no nc 00:26:274 (1,2). nc needs to be put only if sv change is significant, i don't think it fits in this case
  6. 00:57:560 (1) - second repeat is impossible to predict
  7. 01:27:559 (1,2) - i can hear drum doing triple here
  8. 01:32:202 - i would end spinner when guitar sound ends
Hope that you'll find something useful. Good luck!
mindmaster107
h4d0uk3n1 I will do your mod when the hitsounds are updated, and when I get home.
mindmaster107
Quick reply to mods. This will be updated soon.

Again, Red for ignored, Green for accepted, Yellow for kinda.

This mod will be uploaded soon, so new modders, PLEASE WAIT FOR NOW AND MOD THE OTHER DIFFS!


Mod feedback in a box!

DreaM117er wrote:

OK, I'm here. Sorry for late

[General]
  1. Mindmaster's Extra have no colour, you can check again and add it.
Fixed!

PandaHero wrote:

Hello. HS check as you requested. Sorry for delay, I was busy.
Your hitsounds are simple and it works well, but not very consistent, I'll try to fix it.

[Mindmaster's Extra]
I didn't like your soft-hitnormal, I think it will be better, if you'll use soft-hitnormal from this mapset.
00:06:988 (6) - I would add clap on slider's head.
00:08:274 (1) - ^
00:09:131 (1,1) - ^
00:11:702 (1) - ^
00:15:131 (1) - ^
00:15:988 (1,1) - ^
00:18:560 (1,4) - ^
00:22:845 (1) - ^
00:31:845 (1,5) - ^
00:45:131 (1,1,1,5) - ^
00:53:988 (1,2) - add whistles on these notes, you added whistles on simular sounds before.
00:54:560 (4) - add whistle on slider's head (same reason ^)
00:55:274 (1) - ^
00:57:560 (1) - ^
00:57:988 - ^
00:58:274 (1,1) - ^

00:52:417 (2,1,2,6) - add claps I changed some of them, but some didn't fir right in.
00:55:845 (3) - add clap on slider's head
00:56:702 (5) - ^
00:57:560 (1) - ^
00:59:274 (2) - ^

00:59:988 (4,5,6,7) - I think you should change sampleset on softs, beacuse drum sampleset sounds strange here.
00:59:988 (4,6,7) - if you did it ^, remove claps from these notes.

01:15:988 (1) - same as in the beginning, you missed some claps here. All fixed!


Hm, looks like you guys can copy your hitsounds from diff to diff, because you mapped same instruments in both insanes, I can just advice you to be consistent with this.
So, if you add clap on every downbeat (or some strong sound in the music, I dunno), keep adding it in whole music section. Same about whistles, if you use it to emphasize some instrument in the music, keep adding it when you hear this instrument.

If my checking isn't useful, don't give me kd :o

h4d0uk3n1 wrote:

Hello there. From queue

Mindmaster's Extra
  1. Lower AR (9.2 would be better)
  2. 00:12:560 (4,5,6,7) - no nc for this part but very short combos like 00:10:845 (1,2,3,1,2,3) - that's weird (yup, after kiai you did ncs for this pattern for some reason) I fixed the NC inconsistency on my end and forgot to upload it sorry!
  3. 00:24:560 (1) - is there really any objective reason for this sv change? (and all next ones like this) I have changed most of the dumb SV changes I made. I have kept some of them which reflect the music well.
  4. 00:26:702 (2,1) - not nice looking overlap, at least make this like 00:27:560 (1,1) I would say the constricted shapes of the sliders reflect the relativly calm part of this section.
  5. 00:27:131 (1,1) - nc there and no nc 00:26:274 (1,2). nc needs to be put only if sv change is significant, i don't think it fits in this case I agree! Fixed!
  6. 00:57:560 (1) - second repeat is impossible to predict Yeah, but since there are no circles imediatly afterwards, players would hold down the repeat slider untill one apears to show how long it is. If someone else complains, then I know it this may confuse a significant number of people.
  7. 01:27:559 (1,2) - i can hear drum doing triple here Fixed! Dunno how I didn't hear that XD
  8. 01:32:202 - i would end spinner when guitar sound ends I would too!
Hope that you'll find something useful. Good luck!
Topic Starter
Nostalgic

DreaM117er wrote:

OK, I'm here. Sorry for late

[General]
  1. Mindmaster's Extra have no colour, you can check again and add it.
[Normal]
  1. Although a beatmap have a lower than 2 stars diff is fine, but I think it should be more easier here.
    00:12:560 - I think you can miss this sound here, then add reverse on slider 00:12:131 (1) - ; this is a good rhythm imo, and the rhythm can reduce stars and difficulty, it will be ranked easily. Same 00:18:988 (1,2) - 00:32:702 (1,2) - etc.
    00:16:417 (2) - DS??
    00:40:845 (2) - try it: http://puu.sh/vn33T/d1a956adea.jpg
    00:53:702 (1) - why don't you add reverse on it??
  2. good
fixed all except 00:40:845 (2) - cuz I still wanna make the rhythm as simply as possible
[Hard]

  • 00:20:274 (1,2,3,4) - too hard rhythm in Hard diff, try to use more easier rhythm.
    00:34:560 (3) - I think this slider is unused. coz I can't hear anything sounds here.
    00:40:988 - I hope you don't miss this drum ; Same here 00:44:560 -
    01:22:560 (3,4) - too hard here again. You use a big jump on 01:22:131 (1,2) - , then majority of players can't pass 2 circles after jump 01:22:560 (3,4) - ; I suggest you change to use slider here
[Another]
  1. I think you can try to learn how to array notes, so well rhythm in Another diff.
Hard/Another fixed all

Good lucka
Thank you so much :)

Shurelia wrote:

late m4m

[GeneraL]
  1. fine for now



[Normal]
  1. What's with DS changes? It's not really recommended to do that in a Normal difficulty. You should only use 1 kind DS (or 2 if it's really necessary). Right now , the sudden changes of DS on the early part are not an encouragements for the players. Also please do mind about the mini DS inconsistents happens through the map such as : https://shurelia.s-ul.eu/q3C1B7Tv.png
  2. 00:12:131 (1,2) - A bit too dense for a normal diff. You should just try to use the repeats instead if you want to map the 1/4 sounds at here , also the NC at here are pretty unnecessary.
  3. 00:15:988 (1,2) - oh my..
  4. 00:17:274 (4) - DS
  5. 00:18:988 (1,2) - same suggestions like the similar thing that I mentioned
  6. 00:20:417 (2,1) - An overlap like this isn't something that can be called a good "overlaps" imo. Since it cover the second slider body too much that might confuse the players. Also could make the map less pretty
  7. 00:35:702 (2,2) - This also could be a sign that it's map that not on the "clean" state.
  8. 00:48:560 (1) - A four times repeat like this aren't really something that people could enjoy while playing a normal diff, since most of the players only know about the normal 3 times repeat. So changing these into a repeat and a circle , like this : https://shurelia.s-ul.eu/CzBMcnnI.png , could help the players to enjoy this diff more better I know 4 times repeat slider may be hard for new players but what you suggested is making it even more difficult to play. So I'd rather keep it the same.
  9. 00:53:702 (1,2,3,4) - I can't call this a good flow and design tbh. Probably by moving 3 and 4 a bit upper , it may fix it
  10. 01:11:702 (2,1,2) - 2 > 1 , is a bad flow since it gives quite a too sharp movements to the flower . 2 > 2 , are overlapping on each other that makes things looks bad not sure if you noticed that, but the '2' circle is placed in the middle of three sliders. That is why I put the circle in this way
  11. 01:15:131 (2) - DS

Please do in mind that I didn't mention ALL of the problems that occured in this diff since I want you to find "What's wrong" on your diff based on my mods by yourself. I recommend you to check the recent ranked normal diff and see how they play and created and try to implement it on your diff.

most of the problems were mentioned in the previous mods so basically fixed all the ds inconsistency and some problemtic rhythm choice, though I can't agree some of the above

[Hard]
  1. 00:06:988 (1,3) - a stack on 1 would make things prettier
  2. 00:20:274 (1,2,3,4) - This is too hard to be played on a normal diff since you never did this before on the previous section which gonna give pplayers a lot of surprise because they won't know that this kind of thing happen
  3. 00:49:274 (1,2,3,4,5) - The sudden stack that you didn't make it before gonna make things a bit confusing for a hard diff

fixed all

Alright , the main problem from this diff comes from your DS uses on the kiai and the general concept design which are still kinda random to me. Also some of your rhythm choices are kinda meh to me , but it's your call

gonna only mod the early diffs cause you probably need to do a lot of reworks on that. Goodluck
Thank you so much :)
mathew1123
玩war 3 揮個手先
Normal
Avoid slider-only sections
↑osu!Standard Ranking Criteria
Avoid overlapping circles, slider heads, and slider tails
↑ osu!Standard Ranking Criteria.normal最好唔好咁多overlap
WOW 105 slider 39 circle
00:34:845 (1) - 呢個落少少?
00:44:274 (2) - 上少少
將其中一部分slider個尾換circle?
Hard
00:19:274 (6) - 我覺得就咁circle就OK
00:58:417 (2) - 呢個既方向有D奇怪
01:01:417 (4) - 落D
Extra
00:24:988 (2,3,4) - The music is remain same at this three note but the 4 have the larger jump didn't make sense
01:17:273 (1,2,3) - ^
And i play the extra difficulty it feel pretty good XD just some jump is so big that the music not quit support
when i play i feel like
00:24:560 (1,2,3,4,1,2,3,4) - jump here no need to be so big? reason is same as top :P
mindmaster107
Thanks for the short mod

Extra
00:24:988 (2,3,4) - The music is remain same at this three note but the 4 have the larger jump didn't make sense These jumps are the same size as 00:21:560 (2,3,4) and so on. If you want more contrast I will make the final set of jumps larger to compensate.
01:17:273 (1,2,3) - ^
And i play the extra difficulty it feel pretty good XD just some jump is so big that the music not quit support
when i play i feel like
I understand some low intensity parts may have gotten to large of a spacing. I have groomed over some of the low intensity to shrink the larger spacing.
00:24:560 (1,2,3,4,1,2,3,4) - jump here no need to be so big? reason is same as top :P Same reasoning as before.
CircleFairy
Hey, I came from my mod queue but I can't find a single thing to mod in all the difficulties, everything looks good to me, hopefully someone with more mapping experience can help :-)
mindmaster107
Kudosu this, and see if I get denied or not.

[Normal]
00:58:417 (3,1) - This seems inappropriate. The spacing throughout the song has been distanced snapped, including the jump right before object 3. Distance snapping would make the most sense here. If you argue for emphasis, I beg to differ, since the music offers no reason to be this reckless.
Fursum
Hello from my queue.

Sorry for the short mod. Looks solid, good luck on ranking!

[General]

I am not good at alternating, single tap bpm was really high, felt no way near 140 bpm, so naturally I couldn't clear this. Spacing for single taps were too big for me to alternate.

[Normal]

00:12:131 (4,1) - Spacing looks misleading, consider relocating 1. 00:53:702 (1,2) this is a good way to do it.

00:18:988 (4,1) - ^

00:32:702 (4,1) - ^

00:46:417 (4,1) - ^

01:27:560 (4,1) - ^

[Hard]

01:15:560 (1) - Slider end could point to the next slider better.

[Mindmaster's Extra]

00:26:702 (2,1) - Polish blanket.

00:27:560 (2,1) - ^
mindmaster107

Fursum012 wrote:

Hello from my queue.

Sorry for the short mod. Looks solid, good luck on ranking!

[General]

I am not good at alternating, single tap bpm was really high, felt no way near 140 bpm, so naturally I couldn't clear this. Spacing for single taps were too big for me to alternate.


[Mindmaster's Extra]

00:26:702 (2,1) - Polish blanket.

00:27:560 (2,1) - ^
Both fixed!
mindmaster107
Maybe mention that "this song is mapped in 1/6, so it plays like 210 BPM" in description, since people go directly off the BPM number.
Topic Starter
Nostalgic

mindmaster107 wrote:

Maybe mention that "this song is mapped in 1/6, so it plays like 210 BPM" in description, since people go directly off the BPM number.
Why? there's already tons of ranked maps with 1/3 snapping that didn't even bother to include such a caption. I mean, it shouldn't take you more than 5 secs to realize it's a 1/3 snapped song...
mindmaster107
Ok just that fursum012's comment made me assume they needed to be said.
gronek08
Hi, from my queue

Mindmaster's Extra
  1. 00:29:702 (1,2) - There is a strong sound on the tick between the reverse arrow and end of the slider 2. Mb lengthen the first slider and shorten the second, or replace with triplet?
  2. 00:43:845 (2,3) - ^
  3. 01:04:560 (2,3) - Same, you're missing strong sound between 2 and 3. Add circle and make it a triplet?
  4. 01:11:417 (3,4) - ^
  5. 01:08:274 (4,5,6,1,2,3,1,2,3,1,2,3) - NC on 4? Also I would place NC every 6 notes here, not every 3.
  6. 00:53:988 (1,2) - Shouldn't there be a slider? I don't hear any sound on 2.
  7. 00:55:417 (2,3,4,5,6) - This one is ok, but mb shortening the sliders and adding circles
    on current sliderends will be better?
Overall very good and fun to play map, I like singletapping high bpms xD
Insane
  1. 00:30:274 (2,3) - Strong sound between those two, I would make a triplet
  2. 00:44:131 (4,5) - ^
  3. 00:53:988 (3) - I feel like a 1/3 slider and a circle would be better here
  4. 00:05:702 (1,2,3,4,5,6) - this is almost the same as 00:09:131 (1,2,3,1,2,3) yet in one place there is NC after 6 notes, and in other after 3 notes. Mb make is consistent?
As in extra, good map, and I point out the same thing. Mb it's smth wrong with me xD

Hopefully this helps. Good luck!
mindmaster107

gronek08 wrote:

Hi, from my queue

Mindmaster's Extra
  1. 00:29:702 (1,2) - There is a strong sound on the tick between the reverse arrow and end of the slider 2. Mb lengthen the first slider and shorten the second, or replace with triplet? I looked over it and I have no clue what you are talking about. I understand the flute noise sounds like it is on the red tick, but it is still closer to the ticks I set the slider at.
  2. 00:43:845 (2,3) - ^ If you can hear it, I can't. Compared to the sounds which I am trying to map to, these can be ignored. I can't hear them at all.
  3. 01:04:560 (2,3) - Same, you're missing strong sound between 2 and 3. Add circle and make it a triplet? Ok I fixed this kinda. The middle sound is not very strong, but still prominent, so I used a slider tail to add filler for it.
  4. 01:11:417 (3,4) - ^ Same again. Due to it being repeated like this, I think it stays readable.
  5. 01:08:274 (4,5,6,1,2,3,1,2,3,1,2,3) - NC on 4? Also I would place NC every 6 notes here, not every 3. I agree with having NC only every 6th object.
  6. 00:53:988 (1,2) - Shouldn't there be a slider? I don't hear any sound on 2. Ok what the deaf. I am using the separate column to signify the drum sound. I know there isn't a string sound here, so I used visual differences to show this.
  7. 00:55:417 (2,3,4,5,6) - This one is ok, but mb shortening the sliders and adding circles
    on current slider ends will be better?
    Ok this is a genuine complaint, which needs explaining to why I am declining. I have tried that, but I think using extended sliders better reflect the string here, considering their importaints in this segment of the song.
Overall very good and fun to play map, I like singletapping high bpms xD
Thanks for the mod, although most was questionable.
You did fix something, rest assured. Maybe your headset was throwing a tantrum when you were modding my map I dunno.
Bokkie
Hello from my modding queue c:

Collab Insane

  1. 00:11:702 (1,2) - change it to reverse slider like here 00:18:560 (1); it fits the song better
  2. 00:16:845 (1,2) - earlier you didn't overlap sliders; keep it consistent
  3. 00:29:702 (1,2) - this blanket could be better
  4. 00:39:988 (1) - stack sliderend with 00:41:274 (2)
  5. 00:44:273 (1) - I don't like this slider shape; if you want this to stand out from other sliders, make it sharp one with red dot somewhere in the middle if it (like this)
  6. 00:46:417 - I know this is just an Insane difficulty and 1/6 stream would be too much but you should map those notes; something like this will be just fine
  7. 01:08:631 - there's no sound, so you should end the reverse slider here 01:08:560
  8. 01:08:702 (2) - there's no notes on slider reverses; change it to 3 1/3 circles (pattern example)
  9. 01:09:131 (1) - I know it might be pain in the ass but you could change this slider so that it forms blanket with 01:09:988 (1) looks cool imo (if you used my previous suggestion, this will also fix flow issue)
  10. 01:14:274 (1,2,3) - use ctrl+shift+D to form proper triangle here (the distance between (1) and (3) is lower); also, I think you should stack 01:14:845 (3) with 01:13:988 (3) sliderend
  11. 01:15:131 (4) - all 4 sounds are equally strong; why this has less distance?
  12. 01:31:560 (1) - even tho the rule says 1000 on spinner is enough for rank, I think this a bit too short; It's okay if you keep it, but I'd map it as an slider (obviously starting here 01:31:417 (4))
  13. Other: Check the AiMod because few objects aren't snapped

Expert

  1. 00:05:987 (3,4,5,6) - keep it in line
  2. 00:07:417 (1,2,3,4,5,6), 00:10:845 (1,2,3,4,5,6) - both patterns are cool but you should keep it consistent and use one of them to avoid confusion
  3. 00:29:702 (7) - stack sliderend with 00:28:845 (5)
  4. 00:31:845 (4,5,6) - keep angle between circles the same as here 00:31:417 (1,2,3)
  5. 00:48:560 (1,2,3,4) - stack it with 00:48:274 (3) sliderend to make pattern consistent with 00:49:274 (1,2,3,4,5) and others in this section
  6. 01:07:845 (1,2,3,4,5,6,7) - this is the rhythm that should be here
  7. 01:14:274 (1,2,3,4) - equal strenght of the sounds, distance should be equal too


Good luck c:
mindmaster107
Thanks for the checkup!

Catshy wrote:

Expert

  1. 00:05:987 (3,4,5,6) - keep it in line I dunno what you are talking about. someone explain this to me please
  2. 00:07:417 (1,2,3,4,5,6), 00:10:845 (1,2,3,4,5,6) - both patterns are cool but you should keep it consistent and use one of them to avoid confusion Agree. Scanning through my map to weed them all out.
  3. 00:29:702 (7) - stack sliderend with 00:28:845 (5) Sure. I wanted a bit of variation. I agree, but slightly differently. I changed the pattern which suggested this problem
  4. 00:31:845 (4,5,6) - keep angle between circles the same as here 00:31:417 (1,2,3) No since that would go against my pattern gimmick
  5. 00:48:560 (1,2,3,4) - stack it with 00:48:274 (3) sliderend to make pattern consistent with 00:49:274 (1,2,3,4,5) and others in this section Thanks for noticing my stacking error
  6. 01:07:845 (1,2,3,4,5,6,7) - this is the rhythm that should be here I argue it isn't. The drum beats in this section are ambiguous at best. My choice of simply using a solid stream helps me to guide the player into the following stream. This may be unjustified on it's own, but there are still sounds the stream 1/6 notes are snapped to and I think the argument for play-ability is as strong. Could be wrong, and may change if someone gives a more valid reason.
  7. 01:14:274 (1,2,3,4) - equal strenght of the sounds, distance should be equal too I also noticed this. However, I decided against it and used an exclusive single combo note to signify the intensity. This imo outweighs spacing emphasis as it is only used for this specific drum sound.
Bokkie

mindmaster107 wrote:

Thanks for the checkup!

Catshy wrote:

Expert

  1. 00:05:987 (3,4,5,6) - keep it in line I dunno what you are talking about. someone explain this to me please I meant that you should rotate 00:06:131 (4,5,6) - to match 00:09:131 (1,2,3,4,5,6) but now I see that the issue is within the 2nd pattern; the angle between 00:09:416 (3,4) isn't the same as 00:05:987 (3,4)
  2. 00:31:845 (4,5,6) - keep angle between circles the same as here 00:31:417 (1,2,3) No since that would go against my pattern gimmick Alright, in that case you're against your own gimmick in those places: 01:19:417 (1,2,3,4,5,6) -, 01:24:559 (1,2,3,4,5,6) -, 00:45:131 (1,2,3,4,5,6) since they're all just copied and rotated instead of gimmicked
  3. 01:07:845 (1,2,3,4,5,6,7) - this is the rhythm that should be here I argue it isn't. The drum beats in this section are ambiguous at best. My choice of simply using a solid stream helps me to guide the player into the following stream. This may be unjustified on it's own, but there are still sounds the stream 1/6 notes are snapped to and I think the argument for play-ability is as strong. Could be wrong, and may change if someone gives a more valid reason.
    1) you're overmapping it
    2) it's 1/3 stream made of 6 circles which is already unconfortable to play
    3) the stream goes right after the slider which means the player has to use their non dominant finger to start the stream
    4) there's no sound that 01:08:202 (4) could resemble
    5) you're changing the instrument which you're mapping to mid-stream (flute > drums)
    Isn't it enough to use the rhythm I've suggested earlier? It fixes all the issues I've pointed out
mindmaster107
While the first two complaints miss the point, the final one made a bit of sense.

Catshy wrote:

mindmaster107 wrote:

Thanks for the checkup!


Expert

  1. 00:05:987 (3,4,5,6) - keep it in line I dunno what you are talking about. someone explain this to me please I meant that you should rotate 00:06:131 (4,5,6) - to match 00:09:131 (1,2,3,4,5,6) but now I see that the issue is within the 2nd pattern; the angle between 00:09:416 (3,4) isn't the same as 00:05:987 (3,4) No. Why? Lemme explain. I am using concentric equilateral triangles to show off the rolling 3 drum beats, with the second one being bigger to show a more intense second run. I have the triangle rotated away from the inner triangle to emphasize the strong beat. If I were not to do this, it would A - go against the rest of the map, and B - not show off the first circle in the second triangle.

    You may have the older version of the map, but in the current one i am making, my patterns are alot more consistent and reflect the intensity with the triangles' sizes.
  2. 00:31:845 (4,5,6) - keep angle between circles the same as here 00:31:417 (1,2,3) No since that would go against my pattern gimmick Alright, in that case you're against your own gimmick in those places: 01:19:417 (1,2,3,4,5,6) -, 01:24:559 (1,2,3,4,5,6) -, 00:45:131 (1,2,3,4,5,6) since they're all just copied and rotated instead of gimmicked That IS the pattern. That IS what I am using to structure my jumps.
  3. 01:07:845 (1,2,3,4,5,6,7) - this is the rhythm that should be here I argue it isn't. The drum beats in this section are ambiguous at best. My choice of simply using a solid stream helps me to guide the player into the following stream. This may be unjustified on it's own, but there are still sounds the stream 1/6 notes are snapped to and I think the argument for play-ability is as strong. Could be wrong, and may change if someone gives a more valid reason.
    1) you're overmapping it
    2) it's 1/3 stream made of 6 circles which is already unconfortable to play
    3) the stream goes right after the slider which means the player has to use their non dominant finger to start the stream
    4) there's no sound that 01:08:202 (4) could resemble
    5) you're changing the instrument which you're mapping to mid-stream (flute > drums)
    Isn't it enough to use the rhythm I've suggested earlier? It fixes all the issues I've pointed out
Response:
1) In this case, it is barely overmapped, and if it is, it's overmapped acceptably as there are still beats each circle is mapped to.
2) This I may agree with, I may replace it with some kick sliders.
3) The stream follows after a 1/3 gap. Why would you follow with your non-dominant finger.
4) No there is. I can hear it. It is relatively small, so I think a kick slider would fit this section alot better.
5) This could be fixed using a kick slider for the flute, and solid streams for the next section

Overall, I think I will use active and passive mapping to my advantage. There are still beats my stream was mapped to, but after looking at your argument, I think I may be emphasizing notes which don't deserve it. I am still using the stream on 01:08:702 (1,2,3,4,5,6) to build intensity into the next section from the kick slider.
mindmaster107


Your mod was for expert not extra. Pardon my blindness.

Thanks anyways. You still solves errors in my map

¯\_(ツ)_/¯
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