forum

Yuki Yumeno - Minority

posted
Total Posts
47
show more
Topic Starter
ArThasCD

Tomoka Rin wrote:

都打過了一輪試試看之後,總體上沒什麼問題感XD

[Insane]

01:27:287 (2,3) - 除了這邊以外其他類似的節奏都是順手的排列,要不要修一下。雖然短滑條按一下就好XD 好啊,改單點

[Minority]

00:16:210 (1) - 背景有明顯的單音在這,像 Insane 那樣放單點會比較符合節奏 這邊我想要用變速滑條針對背景音樂中特別的聲音做強調,這樣的不同變化也能比較好區別Insane和top diff之間的難度

00:51:633 (4,1) - 這邊如果是刻意做的話就ok XD 不過第一次打到這的時候遲疑了一下 是故意的沒錯,不過我間距改近一點,應該就還好了:D


ps.

看了profile原來也是大前輩等級的玩家 (8 years)

AFK很大段時間的,不是大前輩xD (不過我老圖玩比較多)。你才是真正大前輩啊 !

ACOMG wrote:

這首我好像在哪聽過xd

Easy

00:16:672 (1) - 尾巴好像沒對準 故意的~
00:25:903 (2) - 怎麼突然變形了xd 這個其實沒關係lol但是我討厭別人之後又吐槽這個,就改圓弧吧
00:32:364 - 人聲都出來了,覺得可以map這個drum sound,也可以避免2/1,1/1,1/2 gap在同一個combo都出現的情況。加個圓或者將(1)改成reverse
00:35:133 (1) - ^ 故意空出來的。因為這段是soft part,只跟鼓聲效果會很好
01:01:903 - 加個圓?
01:02:826 - 加個圓? 同上
01:23:133 (1,2) - 覺得之前的pattern比較好e.g. 01:17:595 (4,5),不用強行轉。01:23:133 (1)這裏的held sound用圓不是很妥 並不是一定要held,也能空出來。我想空出來讓節奏有更多變化~
01:43:441 (3) - 很多sound在裏面...要不轉成兩條1/1 這個滑條是因為這段的整體音樂有一塊突然消失了,用長滑條帶過連續音而且也讓soft part難度大幅下降,我覺得這樣最合音樂,也最合Easy
01:55:903 (1) - 以為你是在Easy故意避免1/2 reverse的 怎麼最後又出來了? 因為這裡的節奏很特別,我不覺得這裡的三連音用其他擺放方式會更簡單,又更合音樂

Normal
呃有空再補

AIR wrote:

hi~ from q
Insane
  1. 00:01:903 - 开场部分连续折返是不是有点简单了,比三个低难度还要简单 你是指Light Insane ? 我覺得間距、滑條速度和滑條形狀比較特別,應該說的過去xD
  2. 00:13:326 (2,3) - 可以修改堆叠值4→5,效果如下 好啊

  3. 01:27:287 (2,3) - 在最高难度里此处是单点,虽然难度上差不多但是稍微平衡一下怎样
  4. 01:55:209 (2) - 请挪一下,没对齐 看不出是哪裡沒對齊,對齊哪裡lol
Minority
  1. 00:55:672 (2,3,4) - 建议这里调整为向上,延续连续1/4滑条的逆时针flow,像前面两处类似部分所做的一样 還是偏向轉換flow。而且其他類似的地方也有逆時針轉順時針flow的~
  2. 01:19:441 (1,2,3,4) - 首先这里没有问题,只是一点个人的想法看看就好。在我的角度看不太推荐使用单点来表达歌曲这一部分的内容,一方面voice得不到恰当的表现,01:34:441 - 01:36:749 - 有种无处施力的感觉,另一方面kiai部分整体也有强调voice的考量,像这些01:15:749 (1,2,1,2) - 。所以大概可以有另一种选择比如
    還是偏向原來的節奏。空拍部分是為了很好的跟人聲,而且我很喜歡這樣有「節奏遊戲」的感覺。kiai的部分我也想沿用「人聲為主,聲音為輔」的方式做,想盡量以人聲clickable為優先。謝謝你闡述的想法:)
祝早飞
謝謝你們的mod ! 也謝謝ACOMG和AIR的星 :)
kwk
~
top
00:20:133 (5,1) - could space this further, 00:18:287 (5,1) - compared to this its a bit small
00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - i think you should seperate each NC out a bit more so its a jump, doesnt have to be a big jump but something more noticeable would be better. i think in comparison to 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1) - its very underwhelming.
00:33:633 (2) -00:37:325 (2) - etc i think skipping over the drum beat is a bit unnecessary? maybe http://puu.sh/A8Bye/870ccc030b.png
00:44:364 (1,2) - i think taking this into consideration 00:42:518 (1,2) - maybe this rhythm is better,since 1 vocal beat per slider http://puu.sh/A8BJX/a316d6737a.png
00:47:133 (1,2) - maybe can keep same pattern as 00:46:672 (1,2) - so when vocal starts here 00:47:595 (1) - its different
00:48:749 (4) - 00:52:441 (4) - etc i think it would be cool if you made this into a reverse slider, atm i feel like 00:49:210 (5,6,7) - this bit is very off since its a sudden change in the instrumental layer that you are following.like this --> http://puu.sh/A8BWW/d326dfbb89.png
00:51:633 (4,1) - maybe increase spacing a bit more?
01:28:210 (4) - maybe a reverse slider here instead since 01:28:672 - no vocals here so circle feels a bit out of place imo
01:42:056 - map circle here instead? i think better to keep all vocals clickable, and its different to 01:42:287 (2) -

Insane
00:33:287 (1) - 00:36:518 (4) - 00:36:979 (1) - wish you emphasized these vocals in some way...
00:48:749 (3,4,5,6) - same suggestion as top diff with the reverse slider
01:03:979 (2,3,4,5) - 01:11:364 (2,3,4,5) - these jumps are bigger than top diff
01:20:595 (5,6) - 01:35:364 (5,6) - 1 slider instead? 01:20:826 (6) - feels out of place with no vocal support
01:43:556 (2,3,4) - i think this transition into following the background sound would work better if it started from 01:42:979 (3) - instead. though personally i would just not map it at all and do like http://puu.sh/A8CD3/74289f6152.png

light
00:15:749 (1,2) - maybe stack these? since first note is different sound
00:33:287 (1,2) - dont really understand why you follow the vocals here but not like at 00:35:364 - ? i think it fits the entire section a lot better if just map this as a 1/1 slider imo or fill in 00:35:364 -
01:07:441 (1,2) - follow vocals instead is better imo http://puu.sh/A8CVj/8854a7f4a5.png
01:24:287 - really should be clickable imo since its different vocal pattern to 01:23:133 (1) - maybe something like http://puu.sh/A8CXT/26b3815c9e.png

hard
ok

normal
ok

easy
01:23:133 (1,2,3,4,5,6) - 01:37:903 (1,2,3,4,5,6) - i think rhythm like this is simpler while following vocals a bit better http://puu.sh/A8Des/931a60387f.png


~
probably wont need me w
Topic Starter
ArThasCD

kwk wrote:

~
top
00:20:133 (5,1) - could space this further, 00:18:287 (5,1) - compared to this its a bit small because of the music, it is sometimes strong, sometimes weak. That's what I try to follow xD
00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - i think you should seperate each NC out a bit more so its a jump, doesnt have to be a big jump but something more noticeable would be better. i think in comparison to 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1) - its very underwhelming.
because of intro again, the music in 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - is stronger than 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) -
00:33:633 (2) -00:37:325 (2) - etc i think skipping over the drum beat is a bit unnecessary? maybe http://puu.sh/A8Bye/870ccc030b.png
I made the kind rhythm choice because the parts in 00:31:441 (1,2,3,4,5) - and 00:46:210 (1,2,1,2,1,2,1,2) - shows they are mainly intro basic ; The parts in 00:36:518 (4,5,1,2,3) - and 00:48:056 (1,2,3,4) - the vocals are obviously stronger here. Then see 00:48:979 - 00:52:672 - there is only intro can be mapped. So that's how I mapped for these parts though.
00:44:364 (1,2) - i think taking this into consideration 00:42:518 (1,2) - maybe this rhythm is better,since 1 vocal beat per slider http://puu.sh/A8BJX/a316d6737a.png I prefer to use 1 circle to make the stop rhythm here
00:47:133 (1,2) - maybe can keep same pattern as 00:46:672 (1,2) - so when vocal starts here 00:47:595 (1) - its different I prefer what it works now
00:48:749 (4) - 00:52:441 (4) - etc i think it would be cool if you made this into a reverse slider, atm i feel like 00:49:210 (5,6,7) - this bit is very off since its a sudden change in the instrumental layer that you are following.like this --> http://puu.sh/A8BWW/d326dfbb89.png I'll keep considering it but I still think the rhythm now matches the intro way better
00:51:633 (4,1) - maybe increase spacing a bit more? well I did it further before but players tell me it looked kinda confusing so I'll reduce the spacing like this
01:28:210 (4) - maybe a reverse slider here instead since 01:28:672 - no vocals here so circle feels a bit out of place imo I know the beat here is weak so I reduced its spacing. I am still fine with it and I don't really wanna do the reverse slider here
01:42:056 - map circle here instead? i think better to keep all vocals clickable, and its different to 01:42:287 (2) - I am going to keep consistency for the long slider in the kiai time, also I think the long slider fits the vocal well

Insane
00:33:287 (1) - 00:36:518 (4) - 00:36:979 (1) - wish you emphasized these vocals in some way... I think it is enough since this is a calm part. Or do you have any suggestion ?
00:48:749 (3,4,5,6) - same suggestion as top diff with the reverse slider so same as top diff I wrote
01:03:979 (2,3,4,5) - 01:11:364 (2,3,4,5) - these jumps are bigger than top diff it's because the doubles in top diff need movement so it needs to carefully handle (when play it). So I don't intend to make too large jump for it ; since we can easily play the doubles which are overlaps, I think I can make the spacing more larger. Also I can highlight it by this way
01:20:595 (5,6) - 01:35:364 (5,6) - 1 slider instead? 01:20:826 (6) - feels out of place with no vocal support I think I can put a circle to follow that drum right ? xD
01:43:556 (2,3,4) - i think this transition into following the background sound would work better if it started from 01:42:979 (3) - instead. though personally i would just not map it at all and do like http://puu.sh/A8CD3/74289f6152.png the background music here 01:43:441 - is only one sound repeated so the stream should be properly followed to me. The rhythm you made has a sudden stop and the single circle followed just one sound, then randomly you followed the whole sounds by using 01:43:903 (5) - . I think it is not really make sense.

light
00:15:749 (1,2) - maybe stack these? since first note is different sound but I wanna make a jump between 00:15:749 (1,2) - since the sound at 00:15:979 (2) - should be highlighted to me
00:33:287 (1,2) - dont really understand why you follow the vocals here but not like at 00:35:364 - ? i think it fits the entire section a lot better if just map this as a 1/1 slider imo or fill in 00:35:364 - same as what I explain above. And I think following every beat would lose the mainly rhythm I wanna make. That would become a kind of overmapped.
01:07:441 (1,2) - follow vocals instead is better imo http://puu.sh/A8CVj/8854a7f4a5.png ok I did it to Hard too
01:24:287 - really should be clickable imo since its different vocal pattern to 01:23:133 (1) - maybe something like http://puu.sh/A8CXT/26b3815c9e.png
I think it is fine. I am not making every vocals clickable in this difficulty.

hard
ok

normal
ok

easy
01:23:133 (1,2,3,4,5,6) - 01:37:903 (1,2,3,4,5,6) - i think rhythm like this is simpler while following vocals a bit better http://puu.sh/A8Des/931a60387f.png
I prefer mine and I think 2 short sliders are harder though lol


~
probably wont need me w why w
Thank you for mod ! :D
Eir_DELETED
from my modding queue but i seem bns appeared on this forum so i wont mod anything cuz mod quantities should be gathered enough in my view. but if u need my mod, feel free to call me again. i will drop my suggestions a few after that. gl☆
Ryuusei Aika
:) Hello!
As request.

Annotation

Words in red means that is an unrankable issue (= violates the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. Your default whistle hitsound doesn't fit the song quite well. You use them on every "kick" drum beat, however the default whistle hitsound doesn't give a "kick" feeling, which may influence playing experience (cannot give a proper feedback while playing).
    My suggestion: change your default whistle sound into a "kick" hitsound. You can either search a proper kick hitsound in some ranked maps (for example, the normal-hitwhistle.wav in this map will work quite well imo), or download a hitsound pack (you can find it in LKs' or Lasse's userpage. Once you download it, search in the "kicks" folder and find your favorite "kick" hitsound).
  2. Timing at the end part is a little missing. You can add a red line on 01:45:285 - and resnap objects at the end part for all your diffs. (For convenience, you can fix that after checking my mods because all my following mods are written as this new red line isn't added.)

Easy

  1. 00:59:133 (4,5) - Subjective, but how about change this pattern into something like this? Will make this overlap looks a little bit better imo.
  2. 01:45:287 - From here till the end, I suggest to use the same rhythm arrangement with the beginning. In an Easy difficulty, we pay more attention on the consistency issue (in order to minimize the playing difficulty for new players). However, in these parts (means beginning / end) where the music is nearly the same, using different rhythm and "buff" the density of the rhythm at the end will kinda confuse new players.

Normal

  1. 01:35:364 (3) - How about anti-clockwise rotate it for 30 degrees? That will not break the time-distance equality and improve the flow of the pattern 01:35:364 (3,4) - at the same time.

Hard

  1. 00:31:440 (1,2,3,4) - You can move this entire part with x+11|y+11 for a better look (because of stacking, your equal ds part: 00:30:749 (4,5,6,1) - will be ruined - actually, the equal ds part becomes 00:30:749 (4,5,6) - + 00:32:826 (4) - , so you may need to manually adjust this part to "recover" the original equal ds part.)
  2. 00:57:979 (3,4) - I think it would be better if you change these two notes into a long 1/1 slider, as we have a long vocal sound from 00:57:979 - to 00:58:441 - . (Currently 00:57:749 (2,3,4,5) - formed a nice pattern, but the note 00:58:441 (4) - actually represent nothing in the song.

Light Insane

  1. Looks fine to me.

Insane

  1. 01:04:672 (1,2) - How about change this into 4 notes too? Because the vocal intensity changes in part 01:00:979 (1,2,3,4) - and 01:04:672 (1,2) - is nearly the same, so using same pattern can represent better such repetitiveness at density of vocal (That means, you can also keep this pattern and change 01:00:979 (1,2,3,4) - into 2 sliders - just do what you like!)

Minority

  1. 00:16:210 (1) - I know you want to use sv-buffed slider here to represent the "reverse" sound here, but personally I think it would be better if you change this into 2 notes to represent those special piano sounds, like what you have done in Insane diff (for me those piano sounds are stronger then the reverse sound and have cute effects, so I think maybe they are more valuable to represent.)
  2. 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This pattern feels kinda overkill. Even it's a relatively low bpm song, such divided and large-spaced streams are really hard to FC (require a quite high aiming skill). Besides, this part has nearly the same intensity on music with part 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - , so I think it would be better if you use the same distance setting (i.e. same stream pattern) with the part 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. That will make this part much more easier to FC, which will improve this diff's playability.

Generally nice mapset, I like your rhythm choices of kiai part in higher diffs.
Call me back once you finish replying my mods.

To next BN: all modders before bossandy are actually modded CTB diffs (which have the same name with current STD diffs so that may cause confusion) but those diffs are not in this set now, so I think all mods have been properly replied.
Eir_DELETED

Hitsound

  1. 00:16:210 - u are definitely missing clap here cuz there is buzzdrum same as every upbeats.
  2. 01:11:479 - i really feel weird there is whistle since u dont always add it on blue tick considering your hitsounding pattern and there isnt main melodies sound obviously by default whistle.
  3. 01:15:056 (1,3) - almost same mention as above, the default whistle doesnt support vocals at all in terms of your hitsounding pattern as before.
  4. 01:22:095 (4) - ...oh wait, why do u decide to follow vocals with default whistle sounds from kiai part suddenly? it's really questionable thing for me. i insist strongly that hitsound should be added through the whole consistency with main melody sound is following in the diff at least. 01:35:018 (3) - same.
  5. 01:43:672 (3,5,1,3) - same mention as above. u would make more sense to replace the default whistle on every white ticks or every upbeat sounds by the reasons
    []
    if u apply aika's mod about changing the default whistle to kickdrum, u should take more care of the hitsounding cuz following vocals by kickdrums are really felt uncomfortable. moreover dont forget to add custom whistle(kick drums) on most white ticks and remove whistle on following only vocals in the case.

Minority

  1. 00:27:749 (1,2) - i'd like to suggest u can swap nc them since there is consistency of nc'd with 00:24:056 (3,1) - and 00:25:903 (6,1) - . however i would prefer that u swap nc on 00:24:056 (3,1) - and 00:25:903 (6,1) - rather than 00:27:749 (1,2) - cuz your most nc patterning consist each 1 measure without doubt.
  2. 00:57:056 (8,2) - it's kinda aesthetics issue. while i looked at it on editor with default skin, it will be looked better that the edge of the slider and circle stacked perfectly like this. please give it try!
  3. 01:43:903 (5) - add nc please. the reason why u always add nc each 0.5 measure to differentiate the unique streams like 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and so on... moreover, recent mappers tend to add nc on edge points considering general mapping style on long streams.

other lower diffs dont have much issues as i could see. i actually hope my mod is gonna help for your ranking process so much! Good Luck!!!
Topic Starter
ArThasCD

Eir wrote:


Minority

  1. 00:27:749 (1,2) - i'd like to suggest u can swap nc them since there is consistency of nc'd with 00:24:056 (3,1) - and 00:25:903 (6,1) - . however i would prefer that u swap nc on 00:24:056 (3,1) - and 00:25:903 (6,1) - rather than 00:27:749 (1,2) - cuz your most nc patterning consist each 1 measure without doubt.
  2. 00:57:056 (8,2) - it's kinda aesthetics issue. while i looked at it on editor with default skin, it will be looked better that the edge of the slider and circle stacked perfectly like this. please give it try!
  3. 01:43:903 (5) - add nc please. the reason why u always add nc each 0.5 measure to differentiate the unique streams like 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and so on... moreover, recent mappers tend to add nc on edge points considering general mapping style on long streams.

    yep applied all :D

other lower diffs dont have much issues as i could see. i actually hope my mod is gonna help for your ranking process so much! Good Luck!!!

Ryuusei Aika wrote:

:) Hello!
As request.

Annotation

Words in red means that is an unrankable issue (= violates the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".


Easy

  1. 01:45:287 - From here till the end, I suggest to use the same rhythm arrangement with the beginning. In an Easy difficulty, we pay more attention on the consistency issue (in order to minimize the playing difficulty for new players). However, in these parts (means beginning / end) where the music is nearly the same, using different rhythm and "buff" the density of the rhythm at the end will kinda confuse new players.

    I wanna make the different feeling to the song end. I did it for the other difficulties too but not only this one. Also a whole part 01:45:285 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - shows many times of the repeated pattern, so I think it is not really confusing to beginners.

Normal

  1. 01:35:364 (3) - How about anti-clockwise rotate it for 30 degrees? That will not break the time-distance equality and improve the flow of the pattern 01:35:364 (3,4) - at the same time. sure, but 30 degrees feels kinda much to me. I rotated it properly to improve the flow anyways

Hard

  1. 00:57:979 (3,4) - I think it would be better if you change these two notes into a long 1/1 slider, as we have a long vocal sound from 00:57:979 - to 00:58:441 - . (Currently 00:57:749 (2,3,4,5) - formed a nice pattern, but the note 00:58:441 (4) - actually represent nothing in the song.

    I made the rhythm because I was not going to follow vocals in 00:46:210 - the part for this difficulty. And since there is full of sounds here, they support 00:57:749 (2,3,4,5) - works to me


Minority

  1. 00:16:210 (1) - I know you want to use sv-buffed slider here to represent the "reverse" sound here, but personally I think it would be better if you change this into 2 notes to represent those special piano sounds, like what you have done in Insane diff (for me those piano sounds are stronger then the reverse sound and have cute effects, so I think maybe they are more valuable to represent.)
    I think it is more unique to express the rhythm by this way - NCed the speed-changed slider to highlight the special sounds. What I made is also because I don't wanna make the same things with the other difficulties since it is the top diff, which is almost everybody looks it at first.
  2. 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This pattern feels kinda overkill. Even it's a relatively low bpm song, such divided and large-spaced streams are really hard to FC (require a quite high aiming skill). Besides, this part has nearly the same intensity on music with part 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - , so I think it would be better if you use the same distance setting (i.e. same stream pattern) with the part 00:21:749 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. That will make this part much more easier to FC, which will improve this diff's playability.

    yes you're right. But to me, 00:29:133 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is actually stronger than 00:21:749 - because of their volume. I made the pattern here simpler so that it could be easily handled (FC). The emphasis work well here and there is no really large-spaced streams now ! :)

Generally nice mapset, I like your rhythm choices of kiai part in higher diffs.
Call me back once you finish replying my mods.

To next BN: all modders before bossandy are actually modded CTB diffs (which have the same name with current STD diffs so that may cause confusion) but those diffs are not in this set now, so I think all mods have been properly replied.

yey applied the rest I don't quote :) But I don't add more custom sound to this song. I gonna explain my whistle usage here



First is, I don't use any whistle to follow the drum at all. Whistles are used for the sounds like 00:01:903 - , 00:02:595 -, 00:31:441 -, 00:33:287 - , 00:33:979 - , 01:00:979 - , 01:01:903 - since They sound similar. To the part in 00:12:979 - , I used whistles to highlight the 3/4 rhythms and follow the sounds in the music. The difference of it is, I follow the vocals to use my whistle if they really need the emphasis. Like 01:06:518 - , there is the rhythm changed, so I applied whistle to it. To the kiai time, and yea since it is KIAI TIME which is also full of sounds (similar to 00:46:210 - ) in the music, I tried to follow vocals carefully and tried not to overuse whistles (you can find I don't use over 2 whistles by each 1/2 beat, like ooxo or oxoo). I did also apply the same usage as this map

To me to this song, using soft-hitclap for drums is enough tbh.


Hitsound

  1. 00:16:210 - u are definitely missing clap here cuz there is buzzdrum same as every upbeats.
  2. 01:11:479 - i really feel weird there is whistle since u dont always add it on blue tick considering your hitsounding pattern and there isnt main melodies sound obviously by default whistle.
  3. 01:15:056 (1,3) - almost same mention as above, the default whistle doesnt support vocals at all in terms of your hitsounding pattern as before.
    I did them for some reasons but it would take too much time to explain that if I want to keep them as it is now. Applied anyways lol

Thank you for mod :)
Garden
btw you should change romanized artist to Yuki Yumeno as it seems to be the preferred romanization according to her official site: http://neneneeen.wixsite.com/yumeno
Topic Starter
ArThasCD

Garden wrote:

btw you should change romanized artist to Yuki Yumeno as it seems to be the preferred romanization according to her official site: http://neneneeen.wixsite.com/yumeno


Sure. I'll fix it once I'm allowed to use my computer today later or tomorrow. Thank you for this !
Lunala
Hi, from my q~

Hard
00:55:903 (2,3) - - You used several overlaps like this, which I don't really think beautiful... Maybe you want to stack 00:55:903 (2) - on 00:54:518 (3) - , but there may exist other ways, such as stacking 00:56:133 (3) - instead like this ( https://osu.ppy.sh/ss/10790257 ) to make it more tidy.

01:27:287 (2,3) - Fix blanket with approaching circle. 01:30:979 (2,3) - 01:32:826 (2,3) - and many places need fixing like this ( https://osu.ppy.sh/ss/10790304 ).

Insane
00:41:364 (5) - Try some pattern like this ( https://osu.ppy.sh/ss/10790321 ) or this( https://osu.ppy.sh/ss/10790336 )?

I'm not familiar with map like this so I can't give much advice...Sorry about that.

Good luck!
Topic Starter
ArThasCD

Rin Sa wrote:

Hi, from my q~

Hard
00:55:903 (2,3) - - You used several overlaps like this, which I don't really think beautiful... Maybe you want to stack 00:55:903 (2) - on 00:54:518 (3) - , but there may exist other ways, such as stacking 00:56:133 (3) - instead like this ( https://osu.ppy.sh/ss/10790257 ) to make it more tidy. I think they look cool ;w;

01:27:287 (2,3) - Fix blanket with approaching circle. 01:30:979 (2,3) - 01:32:826 (2,3) - and many places need fixing like this ( https://osu.ppy.sh/ss/10790304 ). The way making a blanket is not the only using approaching circle. The way using approaching circle of blanket fits the quite curved sliders, but not for rarely curved ones. The blankets here look good enough to me.

Insane
00:41:364 (5) - Try some pattern like this ( https://osu.ppy.sh/ss/10790321 ) or this( https://osu.ppy.sh/ss/10790336 )?
I didn't use the special slider to follow the common vocals for this difficulty. So I'll keep it as it is now.

I'm not familiar with map like this so I can't give much advice...Sorry about that.

Good luck!
Thank you for mod ! Also I fixed the artist, please re-dl it again :)
Ryuusei Aika
Re:Check

- I checked the timing once again and I think the correct timing is a single red line with 1901 offset. So you can delete the red line on 01:45:285 - and move your first (and only now) red line to 00:01:901 - then resnap all your objects and all green lines (because I saw you haven't snap some of the 5% volume lines at the end part so their silence effect will not take place etc.)
- Turn off widescreen effect (for every diff)? Because in RC guideline it says we'd better use it when your mapset contains a widescreen storyboard.

Other things are fine, post me once you get those two issues replied.
Topic Starter
ArThasCD
fixed
Ryuusei Aika
A bubble is a globule of one substance in another, usually gas in a liquid. Due to the Marangoni effect, bubbles may remain intact when they reach the surface of the immersive substance.
Garden
100全出在单点上 :cry:

general:
apply higher hp to higher difficulties? it's now all hp5 from hard to top difficulty

light insane:
00:01:901 (1,2) - 00:09:285 (1,2) - could probably modify the shape to make them curve at the white tick, having a relation to the metronomes
01:45:285 - why is the rhythm density here even lower than hard?

insane:
00:49:208 (4,5,6) - etc. the switch to the instrument layer here seems kinda weird to me cuz you immediately switch back to vocal with 00:49:439 (6,7) - , I would prefer if you consistently go with vocal for this chain of combo e.g.https://puu.sh/Aa3uS/3dac46a5d6.png
01:00:054 (4,5,6) - imo it would be more interesting to play if you make this a flip of 00:59:477 (2,3) - , sth like https://puu.sh/Aa3kA/ae95578af7.png

minority:
01:08:362 (1,2,3,1,2,3,4) - the flow here is played quite differently from previous verses (mainly the flow at 01:09:516 (2,3,4,1) - ), any specific reasons?

有空的话也麻烦摸一下我的图: https://osu.ppy.sh/beatmapsets/770468/discussion
Topic Starter
ArThasCD

Garden wrote:

100全出在单点上 :cry:
簡易SS的世界,就用retry來抵達

general:
apply higher hp to higher difficulties? it's now all hp5 from hard to top difficulty raised LI, I, Minor to 6

light insane:
00:01:901 (1,2) - 00:09:285 (1,2) - could probably modify the shape to make them curve at the white tick, having a relation to the metronomes done
01:45:285 - why is the rhythm density here even lower than hard? although the rhythm density is lower than Hard, it doesn't mean the pattern is easier. I made anti-jump, which shows the more difficult to handle each single beat. Then I made the jump for every new pattern like 01:47:131 (1) - , 01:48:977 (1) - . It needs more experience to read the kind of rhythm and pattern. So that's why I applied the pattern like this to Light Insane.

insane:
00:49:208 (4,5,6) - etc. the switch to the instrument layer here seems kinda weird to me cuz you immediately switch back to vocal with 00:49:439 (6,7) - , I would prefer if you consistently go with vocal for this chain of combo e.g.https://puu.sh/Aa3uS/3dac46a5d6.png
I am still fine to the rhythm because I think the rhythm here is different from 00:34:670 - and 00:38:362 - because the sounds here sound obvious. Also the vocal disappeared at 00:56:593 -, which shows the intro basic here. I do think 00:49:439 (6,7) - is still fine to me.

01:00:054 (4,5,6) - imo it would be more interesting to play if you make this a flip of 00:59:477 (2,3) - , sth like https://puu.sh/Aa3kA/ae95578af7.png
but I prefer the wider jump here

minority:
01:08:362 (1,2,3,1,2,3,4) - the flow here is played quite differently from previous verses (mainly the flow at 01:09:516 (2,3,4,1) - ), any specific reasons? moved 01:09:054 (3) - to (281,206)

有空的话也麻烦摸一下我的图: https://osu.ppy.sh/beatmapsets/770468/discussion
OK !
thank you for mod ! :)
Garden
more yumeno yuki
bossandy
居然
Fushimi Rio
gratz
leo16834
怎麼你們最近Q圖都這麼快 ;w;

我老人了 推不動w



總之 恭喜rk xD
Loneight
你怎麼又Q圖了
不一起來打水嗎
Topic Starter
ArThasCD

bossandy wrote:

居然




Fushimi Rio wrote:

gratz


謝謝!


leo16834 wrote:

怎麼你們最近Q圖都這麼快 ;w;

我老人了 推不動w



總之 恭喜rk xD


我也在等j大Q,咱們一起加油不要認老!


Loneight wrote:

你怎麼又Q圖了
不一起來打水嗎


不要打水,待我倆的suki ranked啦!你個hype神,還沒做完圖就滿5個hype
Asuka_-
thanks for the mapping owo
Topic Starter
ArThasCD

Asuka_- wrote:

thanks for the mapping owo
Your taste of the songs seems to be kinda similar to me xD
Please sign in to reply.

New reply