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Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy

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Topic Starter
Curisu
This beatmap was submitted using in-game submission on 2017年3月29日 at 13:02:49

Artist: Futaba Anzu (CV: Igarashi Hiromi)
Title: Slow Life Fantasy
Source: アイドルマスター シンデレラガールズ
Tags: the idolm@ster cinderella girls master beyond the starlight imas monaca 田中秀和 tanaka hidekazu
BPM: 123
Filesize: 18303kb
Play Time: 02:00
Difficulties Available:
  1. Master (3.08 stars, 391 notes)
  2. Pro (2.13 stars, 209 notes)
  3. Regular (1.15 stars, 98 notes)
Download: Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy
Information: Scores/Beatmap Listing
---------------
良い夢を見たんだ。

Topic Starter
Curisu
self repost
FYI Map info extension

Metadata Check
Artist
I've got a copy of the single and the track artist on the booklet is just the character name, while having their VA name underneath. There've been 3 different forms to indicate the relationship of VA/Character (no division between the "CV" indicator and VA Name (Original single), whitespace as division (1st Character song single, the initial source of the VA/Character relationship) , colon as division (Websites of the single on Nippon Columbia)), and I pick the last one as my Artist field.

Romanised Artist
Though the order of romanised character name in the original game is in the order of "Firstname Surname" (Western name order) , I would keep it in original order in consistent with current CGM@S ranked character song maps.

Romanised Title
Currently there are no official romanised title for it, and I would romanise it by directly transfer it into English (not translate, because the original title is kinda English, in the form of katakana.)

Reference
THE IDOLM@STER CINDERELLA GIRLS STARLIGHT MASTER 08 BEYOND THE STARLIGHT - Cover & Booklet
THE IDOLM@STER CINDERELLA GIRLS CINDERELLA MASTER 002 双葉杏 - Cover & Booklet
Columbia
Amazon Japan, "not so official"
s/430590 CM Master 011 Miho
s/513122 CM Master 017 Miria
s/478558 CM Master 018 Nana
HS Arrangement
Hit, Whis, Fin, Clap

#1 Drum Kit
S Hithat, Kick, Cymbal, -
N Hithat, Tom drum H, Tom drum L, Tom drum F
D Hithat, Kick, Snare, Snare L

#2 Drum Kit Lite only w/ bass drum + Chord Set 1 + Piano Set 1
S Hithat, Kick, A#5 6b, C#6 2b
N - , Kick, C6 2b, G#5 2b
D - , Kick, P-C#7, A5 4b

#3 Drum Kit Lite only w/ bass drum + Chord Set 2 + Piano Set 2
S Hithat, Kick, C#6 4b, D#6 4b
N - , P-G#6, Cymbal, D6
D - , Kick, P-C7, F5 2b

#4 Special Sound Effect
S Mute, Percussion, Beep 1, Beep 2
N - , Ring, Synth 1, Synth 2
D -

#5 Music Box, Melody
S Mute, D#5, G#5, A#5
N Mute, -, -, D#6
D Snare 2, -, -, -

#6 Default w/o sliderslide
Abe Nana

Hi. From PM M4M

Red : Unrankable issue / must fix.
Blue : Should be fixed / highly suggested.
Black : Just suggestion.
[General]
unused hitsound : normal-sliderslide, normal-sliderslide5you used silenced this to emphasize for hitsound(ex:soft-hitnormal4). I think some of these can be tolerated(00:02:096 - ), but some do not imo (00:04:169 - )
Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.
from https://osu.ppy.sh/wiki/Ranking_Criteria
[Master]
00:37:340 (9,10,1,2,3) - I felt so very confused here. 00:37:340 (1,3) - if you swap new combo we will not get confused00:46:852 (4,1) - maybe this needs a swap the new combo00:47:828 (2,3,4) - 00:55:632 (2,3,4) - it didn't matter for playing to me. but i don't know if this is the right pattern for 3.1 difficult stars00:54:657 (1,2,3,4) - i don't understand why this is necessary here. this does not match the atmosphere of this song and get confusing to playing01:15:389 (1) - remove new combo01:44:657 (1,2) - 00:46:120 (1,2) - about these two things, i didn't feel nice. it is visually confused and the flow is bad02:00:998 - this music should end here. of course Regular likewise


good luck

i cheer a IM@S fan :3
Topic Starter
Curisu
Edit: 20160318

Abe Nana wrote:

[General]
  1. unused hitsound : normal-sliderslide, normal-sliderslide5 Oops fixed
  2. you used silenced this to emphasize for hitsound(ex:soft-hitnormal4). I think some of these can be tolerated(00:02:096 - ), but some do not imo (00:04:169 - ) Yep I knew that completely muting a object is unrankable now in RC, and I've considered it when I'm building my hs. In the current version nothing is not audible excepted slider end(just like you said), while I'm using mute because 1) RC allows if that make sense and 2) On those muted timing points the music itself is very quiet. For example, on 00:04:169, one location that you concerned, not even any instrument sounds. I'm gonna review on this mute-related topic again and see if there are more ppl mentioning it.

[Master]
  1. 00:37:340 (9,10,1,2,3) - I felt so very confused here. 00:37:340 (1,3) - if you swap new combo we will not get confused Tho 2 different colors are distinguishing logically different structure on this stream (like what I've done on 00:52:706 (5,6,1,2,3)), seems that I should swap it from player's perspective. I fix it by nc on 00:37:340 to keep consistent with 00:45:145 (1,2,3,4,5).
  2. 00:46:852 (4,1) - maybe this needs a swap the new combo Yep do make sense
  3. 00:47:828 (2,3,4) - 00:55:632 (2,3,4) - it didn't matter for playing to me. but i don't know if this is the right pattern for 3.1 difficult stars Actually I am going to rearrange the first one cuz that one have really gone too far lol. For the second one I would keep it - Actually This diff is designed as a Hard+ ~ Light Insane (Yep I have a 3.1 sr for this tho, limited by the style that I've been adapting on this map and bpm/difficulty/etc. while Reg/Pro = Light Normal/Light Hard, similarly.) and I think it would be fine based on this :P
  4. 00:54:657 (1,2,3,4) - i don't understand why this is necessary here. this does not match the atmosphere of this song and get confusing to playing meh nope. If you are considing too difficult see ^; while a 1/6 hithat could be heard here so that makes sense imo Make it a slider
  5. 01:15:389 (1) - remove new combo Keep by not understanding the logic behind this suggestion with limited explanation Mistaken it to another note lol fixed
  6. 01:44:657 (1,2) - 00:46:120 (1,2) - about these two things, i didn't feel nice. it is visually confused and the flow is bad I've known that this slider is controversial. While I do admitted that it is visually challenging (actually the map itself is very visually challenging cuz I've done that on purpose lol), the flow itself do not have problem from my perspective. May replaced it if something better comes out in my mind maybe :P Already fixed
  7. 02:00:998 - this music should end here. of course Regular likewise I've considered ending the map here initially, but one thing you may have observed is that I've been emphasising a melody that appears over and over within the song from the start to the end by 1) Ctrl C/V and Ctrl H+J 00:00:511 ~ 00:07:828 to the end not because I'm too lazy to come up with second pattern, but the song start to develop itself by continuously repeating this melody, and I should represent it as well in my map; 2) I've spending a lot of efforts to hitsounds this melody (Sample on Custom-Soft5-C/F/W and Custom-Normal5-C, you can see the second post for more information) And finally, I omit 00:02:950 (2) by end the map at 00:02:950 (2) is just for emphasis this theme that goes around the whole diff for one last time. Should be fixed in next update

good luck

i cheer a IM@S fan :3 Yes osu! cgP alliance 8-)
Thanks a lot for modding :)
Nakano Itsuki
m4m
其實我不是很能摸到什麼。。

[Master]
00:30:998 (1,2,3) - spacing just feels a bit uneven even though i see that you are mapping to the intensity changes.. space 2 out a little bit? https://puu.sh/uHmnm/64a936fc36.png
00:47:096 (1) - nc doesnt rly feel needed here x.x
01:01:974 (4,5) - feels weird to stack this considering that it could have the same spacing as these 01:01:242 (1,2,3,4) - since these isnt much to justify that stack imo (not rly a problem but just an opinion
01:23:193 (5,2) - 強逼症
01:05:389 (4,1) - ^
01:47:096 (4,1) - this could be blanketed a bit better..
02:00:998 - you could actually map something here, feels quite empty and weird not to map the final sound imo

老實說不知慢歌有什麼可以摸的。。gl
Topic Starter
Curisu

StarrStyx wrote:

m4m
其實我不是很能摸到什麼。。 Stress

[Master]
00:30:998 (1,2,3) - spacing just feels a bit uneven even though i see that you are mapping to the intensity changes.. space 2 out a little bit? https://puu.sh/uHmnm/64a936fc36.png Rejected (in consistent with 00:46:364 (2,3,1,2))
00:47:096 (1) - nc doesnt rly feel needed here x.x See last post I've changed after Abe Nana's mod
01:01:974 (4,5) - feels weird to stack this considering that it could have the same spacing as these 01:01:242 (1,2,3,4) - since these isnt much to justify that stack imo (not rly a problem but just an opinion Hmm actually I use different spacing on 1~4/5 cuz 1) Vocal on different pitch 2) Using different hitsounds. Then when I saw this suggestion imo it would be better if not stacking that however I found no more space to adjust it :(
01:23:193 (5,2) - 強逼症
01:05:389 (4,1) - ^ 其實唔系特別明白講緊咩
01:47:096 (4,1) - this could be blanketed a bit better.. ...yep I'd try my best to adjust it >:( slightly rearranged some anchor point again and hoping some blanket master would help me rofl
02:00:998 - you could actually map something here, feels quite empty and weird not to map the final sound imo See my response to Nana's mod. Reconsidering about this one cuz 2 different ppl were mentioning it

老實說不知慢歌有什麼可以摸的。。gl 是但睇下咯ww same 4 your map :P
Yay Thanks for modding :P


Would update after adjusting hs/some pattern on Mas
Nao Tomori
some minor talking about spread, and aesthetics
SPOILER
09:14 Curisu: hi nao :D may I ask some question about dat Gabriel map
09:14 Curisu: wcx's
09:15 Nao Tomori: hi
09:15 Nao Tomori: sup
09:16 Curisu: wanna know the status of dat map actually
09:16 Curisu: is it ready to icon/qua or not
09:18 Nao Tomori: didn't it get quali'd already?
09:19 Curisu: lol you don't know dat
09:19 Curisu: unqua'd
09:19 Curisu: rofl
09:19 Nao Tomori: yea
09:19 Nao Tomori: but, why is my input needed lol
09:19 Curisu: time sig issue
09:19 Curisu: just curious lol
09:19 Nao Tomori: hmm
09:19 Nao Tomori: can't just copy from doormats?
09:19 Nao Tomori: tbh i have no idea about the timing stuff
09:20 Nao Tomori: since all i saw was he got 2 dq's over his red line stuff
09:20 Curisu: hmm actually already copied
09:20 Curisu: than drama again
09:20 Curisu: lol
09:20 Nao Tomori: rip
09:20 Curisu: ok let wcx dealing with dat
09:20 Curisu: just asking :P
09:21 Nao Tomori: tbh, that drama is kind of dumb
09:21 Nao Tomori: though i could understand both side's argument
09:21 Curisu: seems you were not focusing dat
09:22 Curisu: no comment on that drama :)
09:22 Nao Tomori: nah i read through i
09:22 Nao Tomori: t
09:22 Nao Tomori: regarding the map itself
09:22 Nao Tomori: with sergi, nozhomi, then gaia
09:22 Nao Tomori: i didn't see stuff about timing though.
09:23 Curisu: p/5868883
09:24 Curisu: yep imo timing has no problem
09:24 Curisu: but 9/8 do have better performance in NC tho
09:24 Nao Tomori: hmm
09:26 Curisu: ah maybe just let wcx dealing with this
09:26 Curisu: seems round 2 drama has been ended hahaha
09:26 Nao Tomori: ya
09:27 Curisu: yay thx for you ans
09:27 Curisu: btw
09:27 Curisu: btw may I ask for a quick glance on my new set if not busy atm
09:27 Curisu: not modding actually
09:28 Curisu: cuz haven't mapping for some years and may encountering some problem
09:28 Nao Tomori: hmm yeah sure
09:28 Curisu: wow thanks
09:28 *Curisu is listening to [https://osu.ppy.sh/b/1236022 Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy]
09:28 Curisu: TV size(?
09:29 Curisu: worrying about spread issue
09:30 Nao Tomori: eek this looks hard to read
09:31 Curisu: got same response from test player lol
09:31 Nao Tomori: what spread issue
09:31 Nao Tomori: hmm
09:31 Curisu: dunno should make a 2.5~ diff
09:32 Curisu: cuz I made top diff as a hyper actually
09:33 Curisu: and pro=light hard reg=easy~normal
09:34 Nao Tomori: hmm
09:34 Nao Tomori: issue i think is with 01:50:998 (4,1) -
09:34 Nao Tomori: this pattern which you repeated
09:35 Curisu: on which diff
09:35 *Nao Tomori is editing [https://osu.ppy.sh/b/1236979 Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy [Pro]]
09:35 Curisu: too difficult?
09:35 Nao Tomori: hmm
09:36 Nao Tomori: tbh, it may not be
09:36 Curisu: ?
09:36 Nao Tomori: personally i think it would not be an issue
09:36 Nao Tomori: but some other nominators may
09:36 Curisu: oh i know
09:37 Curisu: that 0.5x/1x switching
09:37 Curisu: right?
09:37 Nao Tomori: yea
09:37 Curisu: should be 0/0.5/1 lol
09:37 Curisu: ok got it
09:38 Curisu: hmm in fact I also want to remap it
09:38 Nao Tomori: however
09:38 Curisu: too hard to read as a Normal+ tbh
09:39 Nao Tomori: yeah.
09:39 Nao Tomori: but if you remove it, i think it would be needed to add a new diff
09:39 Nao Tomori: to introduce the non time-distance equality concept
09:39 Nao Tomori: since the highest diff uses it extensively
09:40 Curisu: seems that I'm in a dilemma
09:41 Curisu: facepalm
09:41 Nao Tomori: i think best solution is then to just add a diff with small 1/4 use and small use of this .5x > 1.0x concept
09:42 Nao Tomori: alternatively, you could buff the two lower diffs
09:42 Curisu: yeah
09:42 Curisu: maybe buffing lowest diff
09:43 Curisu: also worried about the quality
09:44 Curisu: not sure that it can be ranked actually lol
09:45 Nao Tomori: hmm
09:45 Nao Tomori: looking at lower diff, it might actually be a problem indeed
09:45 Curisu: which problem
09:45 Nao Tomori: with regard to rhythm, it seems fine
09:45 Nao Tomori: but it looks rather ugly to me
09:46 Curisu: u mean shape of slider or what
09:46 Nao Tomori: ya
09:46 Nao Tomori: or, angles between object
09:46 Nao Tomori: or angle of object itself
09:47 Nao Tomori: 00:20:023 (1,2) - where thing like this
09:47 Nao Tomori: have different visual spacing between the bodies
09:47 Curisu: lowest one right?
09:47 Curisu: lowest diff
09:47 Nao Tomori: ya
09:48 Curisu: ah do not really get it
09:49 Nao Tomori: hmm
09:49 Nao Tomori: let me draw something
09:49 Nao Tomori: it is really subjective though
09:50 Curisu: yea
09:51 Nao Tomori: http://puu.sh/uK2oe/40a08a982f.jpg
09:51 Nao Tomori: let me explain this
09:51 Nao Tomori: those black lines represent some "plane" that the slider is on
09:51 Nao Tomori: basically where it would be if it was straight line
09:51 Nao Tomori: since that "plane" is at an angle, we can see that the space between the slider boy
09:51 Nao Tomori: represented by orange lines
09:52 Nao Tomori: is different at different part
09:52 Curisu: oh I see
09:53 Nao Tomori: however if you adjust 00:20:023 (1) - a bit you could make it evenly spaced
09:53 Curisu: is it similar to blanket problem o.o?
09:53 Nao Tomori: yeah, basically
09:54 Nao Tomori: 00:21:974 (2,1) -
09:54 Nao Tomori: similar thing happens here
09:54 Nao Tomori: since 1 is very curved, there is not one point where every part of slider body is same distance
09:54 Nao Tomori: from 2 slider
09:54 Nao Tomori: while something like https://osu.ppy.sh/ss/7571357
09:55 Nao Tomori: can rectify this visual issue
09:55 Nao Tomori: imo
09:55 Curisu: ok I think I've got your idea :3
09:55 Nao Tomori: mhm
09:55 Curisu: really helpful since havn't making low diff for a LONG while
09:56 Nao Tomori: another example regarding placement then
09:56 Nao Tomori: 01:02:950 (1,2) -
09:56 Curisu: yes already observed it lol
09:56 Nao Tomori: you can see 2 head is different spacing from 1 head and tail
09:56 Nao Tomori: xd
09:56 Nao Tomori: stuff like this
09:56 Curisu: based on your theory xD
09:56 Nao Tomori: could just improve the visual aspect
09:56 Nao Tomori: without changing much in terms of playability or rhythm
09:57 Curisu: yes not a error or what
09:57 Curisu: just having low performance on visual
09:57 Nao Tomori: mhm
Topic Starter
Curisu

Nao Tomori wrote:

some minor talking about spread, and aesthetics
SPOILER
09:14 Curisu: hi nao :D may I ask some question about dat Gabriel map
09:14 Curisu: wcx's
09:15 Nao Tomori: hi
09:15 Nao Tomori: sup
09:16 Curisu: wanna know the status of dat map actually
09:16 Curisu: is it ready to icon/qua or not
09:18 Nao Tomori: didn't it get quali'd already?
09:19 Curisu: lol you don't know dat
09:19 Curisu: unqua'd
09:19 Curisu: rofl
09:19 Nao Tomori: yea
09:19 Nao Tomori: but, why is my input needed lol
09:19 Curisu: time sig issue
09:19 Curisu: just curious lol
09:19 Nao Tomori: hmm
09:19 Nao Tomori: can't just copy from doormats?
09:19 Nao Tomori: tbh i have no idea about the timing stuff
09:20 Nao Tomori: since all i saw was he got 2 dq's over his red line stuff
09:20 Curisu: hmm actually already copied
09:20 Curisu: than drama again
09:20 Curisu: lol
09:20 Nao Tomori: rip
09:20 Curisu: ok let wcx dealing with dat
09:20 Curisu: just asking :P
09:21 Nao Tomori: tbh, that drama is kind of dumb
09:21 Nao Tomori: though i could understand both side's argument
09:21 Curisu: seems you were not focusing dat
09:22 Curisu: no comment on that drama :)
09:22 Nao Tomori: nah i read through i
09:22 Nao Tomori: t
09:22 Nao Tomori: regarding the map itself
09:22 Nao Tomori: with sergi, nozhomi, then gaia
09:22 Nao Tomori: i didn't see stuff about timing though.
09:23 Curisu: p/5868883
09:24 Curisu: yep imo timing has no problem
09:24 Curisu: but 9/8 do have better performance in NC tho
09:24 Nao Tomori: hmm
09:26 Curisu: ah maybe just let wcx dealing with this
09:26 Curisu: seems round 2 drama has been ended hahaha
09:26 Nao Tomori: ya
09:27 Curisu: yay thx for you ans
09:27 Curisu: btw
09:27 Curisu: btw may I ask for a quick glance on my new set if not busy atm
09:27 Curisu: not modding actually
09:28 Curisu: cuz haven't mapping for some years and may encountering some problem
09:28 Nao Tomori: hmm yeah sure
09:28 Curisu: wow thanks
09:28 *Curisu is listening to [https://osu.ppy.sh/b/1236022 Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy]
09:28 Curisu: TV size(?
09:29 Curisu: worrying about spread issue
09:30 Nao Tomori: eek this looks hard to read
09:31 Curisu: got same response from test player lol
09:31 Nao Tomori: what spread issue
09:31 Nao Tomori: hmm
09:31 Curisu: dunno should make a 2.5~ diff
09:32 Curisu: cuz I made top diff as a hyper actually
09:33 Curisu: and pro=light hard reg=easy~normal
09:34 Nao Tomori: hmm
09:34 Nao Tomori: issue i think is with 01:50:998 (4,1) -
09:34 Nao Tomori: this pattern which you repeated
09:35 Curisu: on which diff
09:35 *Nao Tomori is editing [https://osu.ppy.sh/b/1236979 Futaba Anzu (CV: Igarashi Hiromi) - Slow Life Fantasy [Pro]]
09:35 Curisu: too difficult?
09:35 Nao Tomori: hmm
09:36 Nao Tomori: tbh, it may not be
09:36 Curisu: ?
09:36 Nao Tomori: personally i think it would not be an issue
09:36 Nao Tomori: but some other nominators may
09:36 Curisu: oh i know
09:37 Curisu: that 0.5x/1x switching
09:37 Curisu: right?
09:37 Nao Tomori: yea
09:37 Curisu: should be 0/0.5/1 lol
09:37 Curisu: ok got it
09:38 Curisu: hmm in fact I also want to remap it
09:38 Nao Tomori: however
09:38 Curisu: too hard to read as a Normal+ tbh
09:39 Nao Tomori: yeah.
09:39 Nao Tomori: but if you remove it, i think it would be needed to add a new diff
09:39 Nao Tomori: to introduce the non time-distance equality concept
09:39 Nao Tomori: since the highest diff uses it extensively
09:40 Curisu: seems that I'm in a dilemma
09:41 Curisu: facepalm
09:41 Nao Tomori: i think best solution is then to just add a diff with small 1/4 use and small use of this .5x > 1.0x concept
09:42 Nao Tomori: alternatively, you could buff the two lower diffs
09:42 Curisu: yeah
09:42 Curisu: maybe buffing lowest diff
09:43 Curisu: also worried about the quality
09:44 Curisu: not sure that it can be ranked actually lol
09:45 Nao Tomori: hmm
09:45 Nao Tomori: looking at lower diff, it might actually be a problem indeed
09:45 Curisu: which problem
09:45 Nao Tomori: with regard to rhythm, it seems fine
09:45 Nao Tomori: but it looks rather ugly to me
09:46 Curisu: u mean shape of slider or what
09:46 Nao Tomori: ya
09:46 Nao Tomori: or, angles between object
09:46 Nao Tomori: or angle of object itself
09:47 Nao Tomori: 00:20:023 (1,2) - where thing like this
09:47 Nao Tomori: have different visual spacing between the bodies
09:47 Curisu: lowest one right?
09:47 Curisu: lowest diff
09:47 Nao Tomori: ya
09:48 Curisu: ah do not really get it
09:49 Nao Tomori: hmm
09:49 Nao Tomori: let me draw something
09:49 Nao Tomori: it is really subjective though
09:50 Curisu: yea
09:51 Nao Tomori: http://puu.sh/uK2oe/40a08a982f.jpg
09:51 Nao Tomori: let me explain this
09:51 Nao Tomori: those black lines represent some "plane" that the slider is on
09:51 Nao Tomori: basically where it would be if it was straight line
09:51 Nao Tomori: since that "plane" is at an angle, we can see that the space between the slider boy
09:51 Nao Tomori: represented by orange lines
09:52 Nao Tomori: is different at different part
09:52 Curisu: oh I see
09:53 Nao Tomori: however if you adjust 00:20:023 (1) - a bit you could make it evenly spaced
09:53 Curisu: is it similar to blanket problem o.o?
09:53 Nao Tomori: yeah, basically
09:54 Nao Tomori: 00:21:974 (2,1) -
09:54 Nao Tomori: similar thing happens here
09:54 Nao Tomori: since 1 is very curved, there is not one point where every part of slider body is same distance
09:54 Nao Tomori: from 2 slider
09:54 Nao Tomori: while something like https://osu.ppy.sh/ss/7571357
09:55 Nao Tomori: can rectify this visual issue
09:55 Nao Tomori: imo
09:55 Curisu: ok I think I've got your idea :3
09:55 Nao Tomori: mhm
09:55 Curisu: really helpful since havn't making low diff for a LONG while
09:56 Nao Tomori: another example regarding placement then
09:56 Nao Tomori: 01:02:950 (1,2) -
09:56 Curisu: yes already observed it lol
09:56 Nao Tomori: you can see 2 head is different spacing from 1 head and tail
09:56 Nao Tomori: xd
09:56 Nao Tomori: stuff like this
09:56 Curisu: based on your theory xD
09:56 Nao Tomori: could just improve the visual aspect
09:56 Nao Tomori: without changing much in terms of playability or rhythm
09:57 Curisu: yes not a error or what
09:57 Curisu: just having low performance on visual
09:57 Nao Tomori: mhm
Thanks for a quick check and thoses advices :) Gonna look through those lower diff later
Really having an enjoyable conversation :)
Nakano Itsuki

Curisu wrote:

其實唔系特別明白講緊咩
其實我是看到那些只在circle的邊緣overlap就覺得不是很好看而已 x.x
Topic Starter
Curisu

StarrStyx wrote:

Curisu wrote:

其實唔系特別明白講緊咩
其實我是看到那些只在circle的邊緣overlap就覺得不是很好看而已 x.x
k 睡醒check下


Edit: Fixed some blanket issues with help of StarrStyx and Nao Tomori :) ty
SPOILER
Mas
01:04:657
01:23:925

Reg
00:21:974
00:26:852
00:31:242
00:33:681
00:43:437
01:08:803
01:24:413
01:36:120
01:41:974
01:43:925


officially ready for mod now
-Mo-
General
- Widescreen Storyboard is inconsistent on Master.
- The combo colours look too similar to me I feel.
- These hitsounds are throwing errors at me; I can't play them, nor can I open them in Audacity, so they may need replacing:
drum-sliderslide.wav
normal-hitnormal5.wav
soft-hitnormal4.wav
soft-hitnormal5.wav
soft-sliderslide.wav
soft-sliderslide2.wav
soft-sliderslide3.wav
soft-sliderslide4.wav
soft-sliderslide5.wav
soft-sliderslide6.wav

Regular
- 00:21:974 (2) - This seems to be just completely ignoring the piano beats. I'm guessing you did this for variety, but now this doesn't feel like it's following anything in the music properly.
- 00:28:803 (1) - I expected this to be on 00:28:559 because of the constant white-red-white rhythm you do. This is where all of the sounds are anyway.
- 00:31:730 (1,2,3,1,2,3) - I don't think I can recommend these sort of stacks for the lowest difficulty in the set since beginners may have issues reading these.
- 00:37:584 (2) - Maybe end this on 00:38:315?
- 00:43:437 (1) - Similar to before with the long slider.
- 00:46:364 (3) - Similar to before with placing on the red.
- 00:47:340 (1,2) - This overlap is kinda eh. It's the only one in the map and it just looks really unpolished.
- 01:18:559 (1) - The S curve doesn't look balanced, the first curve is noticably larger than the second. Place the red node in the very middle of the slider to adjust for this.
- 01:32:218 (1) - I understand you slowing the SV down for the calmer part of the song, but I feel like this is too much of a change and may surprise newer players too much.
- 01:36:120 (2) - Completely covering the reverse arrow is unrankable as per the new Ranking Criteria. It's probably not a good idea to do this in an Easy anyway.

Pro
- 00:01:730 (4,1,2) - 00:05:632 (4,1,2) - 01:50:998 (4,1,2) - 01:54:900 (4,1,2) - I would highly recommend following time-distance equality since this would be very hard for new beginners to understand to play. Also as per the new Ranking Criteria this is unrankable unless you can provide a very good explanation as to why you did this anyway.
Also applies to when you do 00:07:340 (4,1,1) etc too I guess.
- 00:30:267 (5) - Nazi blanket thing.
- 00:45:389 (1) - This seems to be ingoring too many beats to be suitable to me, and sticks out too much.
- 00:57:096 (1,2,3) - The stack kinda does something weird.
- 01:08:803 (1) etc - I don't recommend using these double 1/2 reverses since it's very difficult to read the second reverse arrow in time, especially for lower level players.

Master
- 00:10:023 (3,4,1) - The intro is the only place you use these offset triples, and I can't really see any reason to have these like that. I would either make these a normal stacked triple, or begin incorporating them throughout your whole difficulty.
- 00:10:998 (2,3) - These piano keys have been mapped to triple circles so far, so you might as well continue it rather than use 1/4 sliders randomly.
- 00:42:462 (6,1) - This is probably a bit confusing too read so I would just avoid it.
- 00:46:120 (1,2) - 01:44:657 (1,2) - Similar to before about using 1/4 sliders for these pianos. Moreover, curving the slider in this manner just looks confusing and unattractive to me.
- 00:54:657 (1,2,3,4) - This is the only 1/6 stream in the whole map, and there's no indication this is coming up at all, since the spacing is too similar to the 1/4 streams. I would stick to using sliders if you want to map the 1/6.
- 01:17:828 - You might aswell map this beat as well for this difficulty in my opinion.
- 01:41:974 (1,2) - Probably not a good idea to perfect stack these if these are 1/4 and all of the other perfect stacks have been 1/2.
- 01:59:535 (1) - I guess this counts as obstructing the reverse arrow.

Good luck.
Topic Starter
Curisu

-Mo- wrote:

General
- Widescreen Storyboard is inconsistent on Master. ...dunno know why is it happening fixed
- The combo colours look too similar to me I feel. Hmm currently I would keep it (in consistent with s/554259)
- These hitsounds are throwing errors at me; I can't play them, nor can I open them in Audacity, so they may need replacing:
drum-sliderslide.wav
normal-hitnormal5.wav
soft-hitnormal4.wav
soft-hitnormal5.wav
soft-sliderslide.wav
soft-sliderslide2.wav
soft-sliderslide3.wav
soft-sliderslide4.wav
soft-sliderslide5.wav
soft-sliderslide6.wav Fixed. Meant to using blank hitsounds oops small mistakes everywhere :<

Regular
- 00:21:974 (2) - This seems to be just completely ignoring the piano beats. I'm guessing you did this for variety, but now this doesn't feel like it's following anything in the music properly. Keep.
- 00:28:803 (1) - I expected this to be on 00:28:559 because of the constant white-red-white rhythm you do. This is where all of the sounds are anyway. k
- 00:31:730 (1,2,3,1,2,3) - I don't think I can recommend these sort of stacks for the lowest difficulty in the set since beginners may have issues reading these. Would keep it based on I have establish this rhythm concept before
- 00:37:584 (2) - Maybe end this on 00:38:315? kinna like following 1/1 beat. Keep
- 00:43:437 (1) - Similar to before with the long slider. ^
- 00:46:364 (3) - Similar to before with placing on the red. Would keep this one by 00:45:389 (2,3,1)
- 00:47:340 (1,2) - This overlap is kinda eh. It's the only one in the map and it just looks really unpolished. fixed
- 01:18:559 (1) - The S curve doesn't look balanced, the first curve is noticably larger than the second. Place the red node in the very middle of the slider to adjust for this. lol it is on purpose
- 01:32:218 (1) - I understand you slowing the SV down for the calmer part of the song, but I feel like this is too much of a change and may surprise newer players too much. Hmm 0.75x would be acceptable considering the length of this slider imo.
- 01:36:120 (2) - Completely covering the reverse arrow is unrankable as per the new Ranking Criteria. It's probably not a good idea to do this in an Easy anyway. oops

Pro
- 00:01:730 (4,1,2) - 00:05:632 (4,1,2) - 01:50:998 (4,1,2) - 01:54:900 (4,1,2) - I would highly recommend following time-distance equality since this would be very hard for new beginners to understand to play. Also as per the new Ranking Criteria this is unrankable unless you can provide a very good explanation as to why you did this anyway.
Also applies to when you do 00:07:340 (4,1,1) etc too I guess. Since this complicated pattern is in the start of the diff, it would at least better than appearing in the middle of the diff, and I want to introduce time-distance equality concept here as a transition to Master diff. I've realized that this pattern is highly controversial but I would leave it as it is and wait for more opinion atm.
- 00:30:267 (5) - Nazi blanket thing. k
- 00:45:389 (1) - This seems to be ingoring too many beats to be suitable to me, and sticks out too much. Fixed
- 00:57:096 (1,2,3) - The stack kinda does something weird. ...fixed blame osu lol
- 01:08:803 (1) etc - I don't recommend using these double 1/2 reverses since it's very difficult to read the second reverse arrow in time, especially for lower level players. Keep. They had better performance in following the vocal to me tbh

Master
- 00:10:023 (3,4,1) - The intro is the only place you use these offset triples, and I can't really see any reason to have these like that. I would either make these a normal stacked triple, or begin incorporating them throughout your whole difficulty. For emphasising 00:10:267 (1). btw it is not the only place (00:13:925 (3,4,1))
- 00:10:998 (2,3) - These piano keys have been mapped to triple circles so far, so you might as well continue it rather than use 1/4 sliders randomly. You might be noticing that I use a complete different idea from 00:08:315 to 00:15:876 (different hitsound and rhythm). Actually they are mapped to a quiet sound effect instead of piano keys.
- 00:42:462 (6,1) - This is probably a bit confusing too read so I would just avoid it. 00:44:657 (5,1)
- 00:46:120 (1,2) - 01:44:657 (1,2) - Similar to before about using 1/4 sliders for these pianos. Moreover, curving the slider in this manner just looks confusing and unattractive to me. And once again these are not following piano (tho from hitsound perspective, the first one does) but a special sound effect. Anyway I would change it cuz they are not visually attracting indeed.
- 00:54:657 (1,2,3,4) - This is the only 1/6 stream in the whole map, and there's no indication this is coming up at all, since the spacing is too similar to the 1/4 streams. I would stick to using sliders if you want to map the 1/6. k.
- 01:17:828 - You might aswell map this beat as well for this difficulty in my opinion. Following cymbal. Also I would like to have some transition between 2 similar section.
- 01:41:974 (1,2) - Probably not a good idea to perfect stack these if these are 1/4 and all of the other perfect stacks have been 1/2. yep it is valid
- 01:59:535 (1) - I guess this counts as obstructing the reverse arrow. I also had same concern actually but it would be fine imo if 01:57:584 (1,2,3,4) and 01:59:535 (1,2,3,4) are identical. Currently I would keep it and wait for more suggestion. Fixed. Unrankable

Good luck.
Thanks for you modding :)
Affirmation
Q

[Master]
00:09:047 (2,3,4,1) - DS looks hard, 00:09:047 (2,3,4) - 00:10:023 (3,4,1) - is same distance? make consistency.
00:17:096 (4,5,6,1,2) - ^
01:00:998 (1) - why this is short slider. Jsut making triple is better cfoi consistency.
01:01:242 (1) - Dwelete NC
01:34:901 (2,3,1) - 01:36:852 (2,3) - what intention about stack?

GL, Sorry, I think this map is not match with me, so I can't mod it well.
Topic Starter
Curisu

Neoskylove wrote:

Q

[Master]
00:09:047 (2,3,4,1) - DS looks hard, 00:09:047 (2,3,4) - 00:10:023 (3,4,1) - is same distance? make consistency. It is consistent with 00:13:925 (3,4,1). 00:10:998 (2,3,4,5) follows differnt rhythm which leads to different spacing, and I'm considering of those slight sound effect.
00:17:096 (4,5,6,1,2) - ^ The concept is consistently used within this session.
01:00:998 (1) - why this is short slider. Jsut making triple is better cfoi consistency. Nope. Actually there should be nothing clickable at 01:01:120 (Hmm you can see there is 5% volume to nerf this point) and I can just put a circle at 01:00:998, but I make this one a short slider cuz 1) Making it little bit dynamic; 2) Making a very harsh direction change to emphasis 01:00:998 (1), and use a short slider to lead this change. Besides, 01:00:998 (1,1) are not parallel cuz they present dramaticly different element in the music.
01:01:242 (1) - Dwelete NC Nah also emphasis 01:00:998 (1)
01:34:901 (2,3,1) - 01:36:852 (2,3) - what intention about stack? kinda like gimmick here xD but I would change 01:35:632 (3,1) this one cuz it is not consistent with 01:37:584 (3,1).

GL, Sorry, I think this map is not match with me, so I can't mod it well. dat is all right you had your own judgment :)
ty :3
PandaHero
Hello, NM from my q~

[Regular]
00:21:974 (2,1) - make a blanket here :)
00:31:730 (1,2,3) - this can confuse newbies ><
00:35:632 (1,2) - this two sliders looks inaccurate together
01:24:413 (2) - make this slider a bit curve? Smth like this.
01:40:023 (3) - ctrl+h? This slider is break flow imo.

[Pro]
00:31:486 (3,1) - nazi blanket stuff
01:08:071 (3,4,5) - make these notes with the same curve as here - 01:04:413 (4,5,6)? It looks better.
01:18:559 (1,2,3,1) - hm, you can make blanket here o.o
01:24:413 (1,2) - sliders with multiple reverses are confusing me, maybe will be better if you remove one repeat and add note here - 01:25:145 and here - 01:26:120.
02:00:998 - add note here?

[Master]
Hm, maybe it will be better if you make distance between 00:10:023 (3,4) and 00:10:267 (1) same as here 00:10:023 (3,4)? It's really hard for reading, especially with dt ><
00:13:925 (3,4,1) - and same here ^
00:31:242 (2,3) - why spacing here is so big? :o
00:31:730 (1,2,3,4,5,6,7) - aaah, this is so hard to read ;w; Maybe it will be better, if you move this thing - 00:32:462 (4,5,6,7) a little bit left, for exmaple in this way. (I'm so afraid to ruin your concept here ><)
00:33:681 (2,3,4,5,6,7,8) - same sutiation here, but you need to move this - 00:34:413 (5,6,7,8) down, of course if you agree with me.
And same for two next places.
00:37:584 (3) - I suggest you to add nc here.
00:41:242 (6,1,2,3) - nazi blanket stuff.
00:42:706 (1,2) - hm, usually you stack these notes, for example here - 00:20:754 (3,4).
00:47:340 (1,2,3,4) - I can't understand spacing in this place :o
00:55:632 (2,3) - maybe stack them?
01:38:071 (1,2) - nazi blanket stuff again
01:38:803 (2,3) - stack note and the end of slider?
02:00:998 (5) - add note here? o.o
Topic Starter
Curisu

PandaHero wrote:

Hello, NM from my q~

[Regular]
00:21:974 (2,1) - make a blanket here :) Seems already blanketed (compared to initial version)
00:31:730 (1,2,3) - this can confuse newbies >< See last post. Maybe calling bn/some more mappers to confirm it
00:35:632 (1,2) - this two sliders looks inaccurate together fixed
01:24:413 (2) - make this slider a bit curve? Smth like this. May not consistent with 01:26:364 (1)
01:40:023 (3) - ctrl+h? This slider is break flow imo.
Hmm current flow could be improved but dunno ctrl+h is a good idea

[Pro]
00:31:486 (3,1) - nazi blanket stuff Not that sure of your meaning by blanket
01:08:071 (3,4,5) - make these notes with the same curve as here - 01:04:413 (4,5,6)? It looks better. indeed
01:18:559 (1,2,3,1) - hm, you can make blanket here o.o ^
01:24:413 (1,2) - sliders with multiple reverses are confusing me, maybe will be better if you remove one repeat and add note here - 01:25:145 and here - 01:26:120. Explained in last post.
02:00:998 - add note here? Explained in first post (yep the explaination on Mas diff is applicable to this diff in this case).

[Master]
Hm, maybe it will be better if you make distance between 00:10:023 (3,4) and 00:10:267 (1) same as here 00:10:023 (3,4)? It's really hard for reading, especially with dt ><
00:13:925 (3,4,1) - and same here ^ Explained in last post.
00:31:242 (2,3) - why spacing here is so big? :o Emphasizing 00:31:486 (3) - though it was hitsounded by the drum, it actually follow a sound effect in the music. That jump is just based on that.
00:31:730 (1,2,3,4,5,6,7) - aaah, this is so hard to read ;w; Maybe it will be better, if you move this thing - 00:32:462 (4,5,6,7) a little bit left, for exmaple in this way. (I'm so afraid to ruin your concept here ><) Hmm I understand you concern, however that overlapping (00:31:730 (1,6) etc.) was also a significant part of my concept so nope as long as it is enough readable imo
00:33:681 (2,3,4,5,6,7,8) - same sutiation here, but you need to move this - 00:34:413 (5,6,7,8) down, of course if you agree with me.
And same for two next places.
00:37:584 (3) - I suggest you to add nc here. You idea just conflict with Abe Nana's one lol actually I use a NC here first for making different structure of the music, but I removed from player's perspective
00:41:242 (6,1,2,3) - nazi blanket stuff. it's acceptable imo
00:42:706 (1,2) - hm, usually you stack these notes, for example here - 00:20:754 (3,4). Actually it is consisted with 00:44:657 (5,1)
00:47:340 (1,2,3,4) - I can't understand spacing in this place :o Fixed. Let me clarify this btw: Actually it is consistent with 00:51:242 (1,2,3,4), but after Nana's mod the later one was simplified. Then I forgot to consider this one orz
00:55:632 (2,3) - maybe stack them? Maybe not cuz this is a 1/6
01:38:071 (1,2) - nazi blanket stuff again 01:39:535 (4) adjusted
01:38:803 (2,3) - stack note and the end of slider? nope cuz blanket with 01:39:779 (1)
02:00:998 (5) - add note here? o.o See the very first mod
Thanks for moding and really sorry for accidentally breaking the q rule :(
PandaHero

Curisu wrote:

Thanks for moding and really sorry for accidentally breaking the q rule :(
It was not a rule, just recommendation :) oh, and sorry if my mod was useless
Topic Starter
Curisu

PandaHero wrote:

Curisu wrote:

Thanks for moding and really sorry for accidentally breaking the q rule :(
It was not a rule, just recommendation :) oh, and sorry if my mod was useless
Nope that was useful indeed but I find myself not quite sure about those blanket suggestion
PandaHero

Curisu wrote:

Nope that was useful indeed but I find myself not quite sure about those blanket suggestion
Oh, it's pretty minor aestetic thing, when I write this I want to see smth like this:
1. https://osu.ppy.sh/ss/7587285
2. https://osu.ppy.sh/ss/7587323

(btw I'm not good at this shit xd)
Topic Starter
Curisu

PandaHero wrote:

Curisu wrote:

Nope that was useful indeed but I find myself not quite sure about those blanket suggestion
Oh, it's pretty minor aestetic thing, when I write this I want to see smth like this:
1. https://osu.ppy.sh/ss/7587285
2. https://osu.ppy.sh/ss/7587323

(btw I'm not good at this shit xd)
ok let me recheck this later 2 am now lol

Edit: Ready to mod again
polka


[General:]
  • fanservice background 0/10
    No blue or green or orane combo colors?
    COOL HIT SAMPLES :00
[Regular:]
  • Rename to easy
    00:08:315 (3) - This stack is too confusing for your target audience. Stacks should be 100% avoided in earlier difficulties. With that said, maybe try this: http://imgur.com/a/gFL0w

    All throughout, there are way too many spacing issues with stacking. Turn on distance snap everywhere, never stack, and it may help to reduce your circle size a bit.
    00:35:632 (1,1) - Blanket needs work
    01:06:852 (1) - This goes off screen by about a pixel which sadly, is unrankable.
    01:17:584 (1,1) - Kind of affects the quality of the map. Try something different.
    01:47:828 (1) - Shape is kind of unsightly. Maybe try something more simple?
[Pro:]
  • Rename to normal.

    Hoorah the spacing is a mess. How is your target audience supposed to know when to play something? Remap keeping your distance snap checked the whole time.
[Afteword:]

  • Unless you are a very experienced mapper, keep distance snap checked when mapping. Additionally, it should ALWAYS be on when mapping Easy and Normals. Good luck tho!!
Topic Starter
Curisu

PolkaMocha wrote:



[General:]
  • fanservice background 0/10 :/
    No blue or green or orane combo colors? Nope (for meme purpose)
    COOL HIT SAMPLES :00 ty :P
[Regular:]
  • Rename to easy For the diff name you may check https://osu.ppy.sh/s/513122 etc. cuz it is acceptable for 1) "Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player." quoted from RC and 2) The diff name set had also made a reference of the original source. And it could be kinda conflict to your mapping since you'd also use similar diff naming method in your map :?
    00:08:315 (3) - This stack is too confusing for your target audience. Stacks should be 100% avoided in earlier difficulties. With that said, maybe try this: http://imgur.com/a/gFL0w
    All throughout, there are way too many spacing issues with stacking. Turn on distance snap everywhere, never stack, and it may help to reduce your circle size a bit. You may find a inside logic behind the whole diff - only 3/2 beat time gap are overlapped for 1) This 3/2 gap is widely used in the diff, while I would like to directly show 3/2 gap by putting circles instead of hiding it in a slider because I would like to repeatly emphasize it (like that melody pattern in top diff) and 2) I believe that remixing 3/2 and 1/1 would not be better than mark 3/2 by overlapping it every time it appeared. 3) That overlap also have different purpose like a) 00:08:315 (1,2) - simply emphasize the kick drum and b) 00:17:340 (2,1) - mark the end of a combo, while let the player to realize that the instrument and vocal temporary stop at that point (by actually stopping it at that point, and using different hitsounds)
    00:35:632 (1,1) - Blanket needs work slightly adjusted
    01:06:852 (1) - This goes off screen by about a pixel which sadly, is unrankable. oops fixed :3 should be fine now
    01:17:584 (1,1) - Kind of affects the quality of the map. Try something different. tbh 'd developed the rhythm slightly and would keep it as it is
    01:47:828 (1) - Shape is kind of unsightly. Maybe try something more simple? Actually that sharp angle was following increasing synth sound in the music (starting from 01:48:803) Hmm I would simplify it cuz that is not visually appealing indeed
[Pro:]
  • Rename to normal. ^

    Hoorah the spacing is a mess. How is your target audience supposed to know when to play something? Remap keeping your distance snap checked the whole time. That controversial snapping section (00:00:511 ~ 00:08:315 etc.) had been discussed in previous post (besides that section, everything is following 1.0x ds which might be not "a mess" based on your standard). This diff is designed as a Normal+/Advanced (you may had observed it by its note density) and imo this variety in spacing could be acceptable (can see my explanation in previous post), especially when the top diff is not a very "formal" hard diff, this would be a bridge to that "distance/timing weak relation" concept. Thus, please reconsider asking for remap before reading those previous discussion. In a nutshell - the target audience (I would use your word here) that we find in this map have some difference.
[Afteword:]

  • Unless you are a very experienced mapper, keep distance snap checked when mapping. Additionally, it should ALWAYS be on when mapping Easy and Normals. Good luck tho!!
Thanks for mod :3
Updated
Santtu
Hello! Came from your queue. So here we go!

General

  1. Really clean and neat difficulties!

Regular

  1. 00:40:267 (2) - You should stack this same way as you stacked all other objects. At least I'm missing the point of doing that since there isn't anything in the music that suggests to stack it like that.
  2. 00:42:218 (2) - ^
  3. 00:58:559 - I suggest to add circle here, since you have it in similar places before, e.g. 00:50:754 - 00:50:754 - . To me, the space between those two objects feels unmapped.
  4. 01:43:925 (2) - distance is bit too big

Pro

  1. 00:02:218 (1) - Since this object is hitting air (I mean it doesn't present any note from music) I recommend removing it.
  2. 00:03:437 (4) - Slider tail doesn't present any note from music so I suggest to take reverse off or something similar. Tbh I would sound even better without it since current one sounds to be out of the music. (you did it perfectly at 00:05:632 - )
  3. 00:08:315 (1,2,3) - Stacking looks like a mess. (make sure you got stacking on in editor) You can polish it when you have that turned on.
  4. 00:10:998 (2,1,2) - 00:12:950 (2,3,4) - 00:14:169 (1,2,3) - ^
  5. 00:38:559 (2) - To my mind, the rhythm could be improved a bit with this kind of rhythm below
  6. 00:59:047 - I think this sound be clickable since it's really strong note. So you could shorten the slider by taking reverse off and added a circle to this place.
  7. 01:31:242 (3,1) - Sliders aren't stacked perfectly.
  8. 01:51:486 (1) - Since this part is copy-pasted, if you made changes at the beginning, you should do them here too.

Master

  1. 00:33:193 (1) - I can't see a reason for having this NC, when a normal NC would work better imo at 00:33:681 (2) -
  2. 00:52:828 (8) - Object doesn't present any note from the music since there isn't a note/melody at at point. I recommend to remove it.
  3. 01:30:267 (1) - Imo you would replace the circle bit higher, since the object below it overlaps with it. It would look clearer and nice.
  4. 01:40:510 (2) - 01:42:462 (2) - Maybe you want to stack these for symmetrical blanket with 01:41:486 (5) -
Topic Starter
Curisu

Santtu wrote:

Hello! Came from your queue. So here we go! Actually I didn't mean M4M mod in that queue :3 Wow thanks for this unexpected mod :P (Maybe I should clarify it in my queue rules)

General

  1. Really clean and neat difficulties! :D

Regular

  1. 00:40:267 (2) - You should stack this same way as you stacked all other objects. At least I'm missing the point of doing that since there isn't anything in the music that suggests to stack it like that.
  2. 00:42:218 (2) - ^ yep indeed
  3. 00:58:559 - I suggest to add circle here, since you have it in similar places before, e.g. 00:50:754 - 00:50:754 - . To me, the space between those two objects feels unmapped. yep fixed
  4. 01:43:925 (2) - distance is bit too big fixed

Pro

  1. 00:02:218 (1) - Since this object is hitting air (I mean it doesn't present any note from music) I recommend removing it. Hmm it follows a sound effect in the music (very quiet one) hmm I would nerf it/assign that speical hitsound sample on it maybe (not sure it will works :?)
  2. 00:03:437 (4) - Slider tail doesn't present any note from music so I suggest to take reverse off or something similar. Tbh I would sound even better without it since current one sounds to be out of the music. (you did it perfectly at 00:05:632 - ) ^ Kinda like the above one. You can get my idea at top diff btw :P
  3. 00:08:315 (1,2,3) - Stacking looks like a mess. (make sure you got stacking on in editor) You can polish it when you have that turned on. opps ok I would stack it manually
  4. 00:10:998 (2,1,2) - 00:12:950 (2,3,4) - 00:14:169 (1,2,3) - ^
  5. 00:38:559 (2) - To my mind, the rhythm could be improved a bit with this kind of rhythm below Yep agree that
  6. 00:59:047 - I think this sound be clickable since it's really strong note. So you could shorten the slider by taking reverse off and added a circle to this place. actually I want to do so b4 but really worried about the rhythm being to complex ok fixed
  7. 01:31:242 (3,1) - Sliders aren't stacked perfectly. should be ok now
  8. 01:51:486 (1) - Since this part is copy-pasted, if you made changes at the beginning, you should do them here too. yep I got it lol

Master

  1. 00:33:193 (1) - I can't see a reason for having this NC, when a normal NC would work better imo at 00:33:681 (2) - k
  2. 00:52:828 (8) - Object doesn't present any note from the music since there isn't a note/melody at at point. I recommend to remove it. it represent a slight hit-hat sound in the music. You may find that I've nerf it by different volume
  3. 01:30:267 (1) - Imo you would replace the circle bit higher, since the object below it overlaps with it. It would look clearer and nice. yep your theory make sense while my idea is that making 01:29:047 (6,1,2) on the same curve (having 01:29:047 (6,1) overlapped) however I may consider changing it cuz 1) the whole section is lacking of these kinds of overlapping and 2) it doesn't not visually appealing in some degree
  4. 01:40:510 (2) - 01:42:462 (2) - Maybe you want to stack these for symmetrical blanket with 01:41:486 (5) - hmm a symmetrical would be nice but 1) having no place to do so seems that 2) considering the flow with 01:41:974 (1)
Thanks for your mod again :) really helps a lot by mentioning those issues in my blind zone
Stack
NM from my queue

Regular
01:04:901 (1,1) - Overlap

01:40:023 (2,1) - I don't like these intersecting slider in an easy map (probably subjective)

01:43:925 (2,1,2,3) - This part feels strange beacause the original gap you base it off is a 1/1 and then it gets followed up by 3/2's and then back to 1/1, not really that big of a problem but just so I have at least some things to write about lol

This diff is really solid and I don't have much to say about it, so I was searching for alternatives but its probably fine as is

Pro
00:01:730 (4,2) - I don't like this overlap

00:02:218 (1) - I would not place this note, the sound its on is just so quiet

00:10:998 (2,1) - I would space these a bit as it's not the same as the 1/1 gap which you stacked the notes before it for

00:11:730 (2) - I think you can also just do without this circle here

00:14:901 (2,3) - Same thing as the third point

00:31:486 (3,1) - I would use the spacing between these 2 just like the circles before this

01:19:047 (3) - This gap feels weird how about putting a 1/2 slider here instead

01:51:486 (1) - Same as at the start, this sound is barely noticeable in comparisson to the other sounds

Master
00:02:218 (1,2) - I don't think these bubble sounds should be mapped

00:03:925 (6) - This slider isn't also on didstinct sounds

00:07:828 (2,1) - Overlap

00:20:023 (1,2) - This isn't the same timing gap as the triple so I would space it a bit more

00:22:218 (2) - ^ (well this pattern happens alot, so you probably don't want to change it)

00:27:096 (4) - Same thing as above but other way round with the first note having too small of a gap

00:33:193 (8,1,2,3) - here is the exact same pattern with the same amount of spacing but different timing, I think this one is way better than the other version

00:37:340 (1,2,3,4,5) - I don't like this burst as the 2 first notes don't use the same instrument as 345

00:42:706 (1) - Space this further

00:44:657 (5,1) - Put some space between these

00:52:462 (5,6,7,8,1,2,3) - This stream goes from vocals to instument to vocals and feels weird to keep streaming

00:55:998 (3) - Put this note exactly between the 2 sliders

01:03:925 - There is a really strong vocal sound here that I would map, especially since you map the other parts of the "mawari"

01:06:608 (3,3) - Overlap

01:19:291 (5,1) - This needs mnore spacing

01:29:779 (2,1) - Overlap

01:32:218 (1) - Space this note the same as the others

01:41:242 (4) - You don't need to stack this note, its only a 1/2 gap

01:42:462 (2,2) - Overlap

01:45:632 (5) - Dont space this note further than the rest beacause only 01:45:876 (1) needs the emphasis put on it

And the ending is the same as the start

Alot of this is just maybe just your style of making maps that clashes hard with my style, who knows?

Gl with the map :)
Topic Starter
Curisu
Sry but not gonna reply every issue with "I like" / subjective / insignificant issue with zero reason explained. (i.e. no reply = no fix) Would recommend establishing your idea with clear explanation.

gottagof4ast wrote:

NM from my queue

Regular
01:04:901 (1,1) - Overlap

01:40:023 (2,1) - I don't like these intersecting slider in an easy map (probably subjective)

01:43:925 (2,1,2,3) - This part feels strange beacause the original gap you base it off is a 1/1 and then it gets followed up by 3/2's and then back to 1/1, not really that big of a problem but just so I have at least some things to write about lol yep but should not be overlapped due to 3 different significant hitsounds

This diff is really solid and I don't have much to say about it, so I was searching for alternatives but its probably fine as is
Pro
00:01:730 (4,2) - I don't like this overlap

00:02:218 (1) - I would not place this note, the sound its on is just so quiet read pre post plz

00:10:998 (2,1) - I would space these a bit as it's not the same as the 1/1 gap which you stacked the notes before it for 00:09:047 (2,3) -

00:11:730 (2) - I think you can also just do without this circle here ^^

00:14:901 (2,3) - Same thing as the third point

00:31:486 (3,1) - I would use the spacing between these 2 just like the circles before this emphasis

01:19:047 (3) - This gap feels weird how about putting a 1/2 slider here instead Emphasizing vocal w/ making consistency while 3 point with vocal on same pitch

01:51:486 (1) - Same as at the start, this sound is barely noticeable in comparisson to the other sounds
Master
00:02:218 (1,2) - I don't think these bubble sounds should be mapped carefully listen to the music

00:03:925 (6) - This slider isn't also on didstinct sounds

00:07:828 (2,1) - Overlap

00:20:023 (1,2) - This isn't the same timing gap as the triple so I would space it a bit more then you should point out all off these kind of spacing-timing inequality within the whole section.

00:22:218 (2) - ^ (well this pattern happens alot, so you probably don't want to change it) yes you've guessed it right

00:27:096 (4) - Same thing as above but other way round with the first note having too small of a gap

00:33:193 (8,1,2,3) - here is the exact same pattern with the same amount of spacing but different timing, I think this one is way better than the other version

00:37:340 (1,2,3,4,5) - I don't like this burst as the 2 first notes don't use the same instrument as 345

00:42:706 (1) - Space this further

00:44:657 (5,1) - Put some space between these

00:52:462 (5,6,7,8,1,2,3) - This stream goes from vocals to instument to vocals and feels weird to keep streaming It only goes from instrument to another instrument actually (you may find that via hitsounds)

00:55:998 (3) - Put this note exactly between the 2 sliders causing inconsistency

01:03:925 - There is a really strong vocal sound here that I would map, especially since you map the other parts of the "mawari" but this whole section almost never follow the drum

01:06:608 (3,3) - Overlap

01:19:291 (5,1) - This needs mnore spacing

01:29:779 (2,1) - Overlap

01:32:218 (1) - Space this note the same as the others

01:41:242 (4) - You don't need to stack this note, its only a 1/2 gap

01:42:462 (2,2) - Overlap read -Mo-'s mod

01:45:632 (5) - Dont space this note further than the rest beacause only 01:45:876 (1) needs the emphasis put on it make sense

And the ending is the same as the start

Alot of this is just maybe just your style of making maps that clashes hard with my style, who knows?

Gl with the map :)
ty for mod
Stack
I redid a large part of the comments on the last diff as these were the easiest to justify my explanation on

Master
00:02:218 (1,2) - I don't think these bubble sounds should be mapped carefully listen to the music
I listened to the music here (thats why i knew that they were bubble sounds, its not like I didn't hear them) but they were so quiet that they were like background noise that shouldn't be mapped.

00:20:023 (1,2) - This isn't the same timing gap as the triple so I would space it a bit more then you should point out all off these kind of spacing-timing inequality within the whole section.
List of all these kind of spacing-timing inequalities within the whole section:

  • 00:17:828 (5,6,1)
    00:19:779 (5,6,1)
    00:21:730 (5,6,1)
    00:25:632 (5,6,1)
    00:27:096 (4,5,6,1)
The problem is that when you look at this pattern alot of people are just going to keep streaming 1/4 through all of it probably getting a sliderbreak, playing this pattern like they would play 00:33:193 (8,1,2,3)

00:42:706 (1) - Space this further
This looks like 4 notes with a 1/4 gap between them, if you want emphasis on 1 then don't put it right next to the triple or it will be played like just all those in the list above. So i would at least double the spacing between these to make sure that doesn't happen.

Since you like to also know the other cases of this 00:44:657 (5,1,2) is also one

00:55:998 (3) - Put this note exactly between the 2 sliders causing inconsistency
I really don't get this causing inconsistency, placing the circle inbetween these improves flow beacause you don't have to stop, and I also don't see a reason to stop like between 00:55:145 (1,2) as the timing is different. (ex of how to fix https://imgur-archive.ppy.sh/36LZnG3.png)

01:03:925 - There is a really strong vocal sound here that I would map, especially since you map the other parts of the "mawari" but this whole section almost never follow the drum
I really don't get what you are trying to say here. So i will list the 2 possibilities and solutions tot he problem here

  • If you are following the vocals here then leaving a gap at 01:03:925 is clearly wrong as the word starts there, so you fix this by just placing a note and done

    If you are following the drum which is suggested by the 01:03:437 (4), then you can leave a gap but you shouldn't make a 1/2 spacing gap between 01:03:681 (5,1) so then stack them instead and fix the spacing from there on
The problem here lies most with the fact that 01:03:437 (4) follows the drum and 01:01:242 (1,2,3,4,5,1,2,3,4) follows the vocals, so I don't know which you want to put the emphasis on

Ill just list overlaps here as they just don't look nice, I don't need to explain why overlaps can be bad
  • 01:05:389 (4,1)
    01:06:608 (3,3) (I am going to say something for this one or it'll just be ignored, 01:05:876 (1,3) if you stack these you keep the theme of stacking alot of notes and it will look less cluttered)
    01:29:779 (2,1) (edges overlap here with 01:30:267 (1) and half overlap with 01:29:047 (6))
01:07:584 (5,1) - just noitced here that that you should stack since it is a 1/1 gap and the amount of spacing you currently have is not enough to clearly distinguish it from a 1/2 gap

List of other cases like this:
  • 01:11:486 (5,1)
    01:19:291 (5,1) (based on this comment but I gave the wrong solution)
    01:19:291 (5,1) - This needs mnore spacing
    01:23:193 (5,1)
01:32:218 (1) - Space this note the same as the others
for this comment you can be right if u want to emphasise the note but even them i wouldn't put it there but would just continue the pattern with little spacing for the end https://imgur-archive.ppy.sh/qUCcWg5.png)

01:42:462 (2,2) - Overlap read -Mo-'s mod
Well ive read the mod and this wasn't mentioned so I don't know what you want to point to in that mod, the closest time point was about stacks but this is just basic overlapping and nothing about stacks.
These 2 sliders overlap, it doesn't look nice and thats about it.

There is a reasoning behind all these comments, which I don't always include into my post as it would take forever to mod anything this way.
You can just try the suggestion and if you don't like it ctrl+z and go to the next comment.
Topic Starter
Curisu
OK finished

tbh I've founded that there may 've been a little bit misunderstanding of your meaning of "overlap"

00:02:218 (1,2) - I don't think these bubble sounds should be mapped carefully listen to the music
I listened to the music here (thats why i knew that they were bubble sounds, its not like I didn't hear them) but they were so quiet that they were like background noise that shouldn't be mapped.

Yep but I would like to map it for rhythm variety and would be ok just from my perspective cuz the hitsound itself is enough to support this idea (kinda like reemphasize that slight background sounds via stronger hitsounds, and I believe this suggestion would be more valid if I'm not doing that imo.) The hitsounds are an important part of my concept on this diff, and should be combine with rhythm and spacing etc. when evaluating the diff.

00:20:023 (1,2) - This isn't the same timing gap as the triple so I would space it a bit more then you should point out all off these kind of spacing-timing inequality within the whole section.
List of all these kind of spacing-timing inequalities within the whole section:

  • 00:17:828 (5,6,1)
    00:19:779 (5,6,1)
    00:21:730 (5,6,1)
    00:25:632 (5,6,1)
    00:27:096 (4,5,6,1)
The problem is that when you look at this pattern alot of people are just going to keep streaming 1/4 through all of it probably getting a sliderbreak, playing this pattern like they would play 00:33:193 (8,1,2,3)

And when this idea is using in the whole diff it would be an key overall concept/clue of the diff. Via those ds change I've tried to present the rhythm and this concept (reading challenge? whatever) is kinda the main theme/style of the diff hmm (as the top diff, did not want to make a so formal one). Accidentally I've found that the 3/4 on 00:33:193 (8,1,2,3) is cuzing inconsistency and I would rather change that one :/

00:42:706 (1) - Space this further
This looks like 4 notes with a 1/4 gap between them, if you want emphasis on 1 then don't put it right next to the triple or it will be played like just all those in the list above. So i would at least double the spacing between these to make sure that doesn't happen.

Since you like to also know the other cases of this 00:44:657 (5,1,2) is also one

Kinda like the previous one. btw I'm doing this cuz they follow same elements in the music, not emphasis relationship

00:55:998 (3) - Put this note exactly between the 2 sliders causing inconsistency
I really don't get this causing inconsistency, placing the circle inbetween these improves flow beacause you don't have to stop, and I also don't see a reason to stop like between 00:55:145 (1,2) as the timing is different. (ex of how to fix https://imgur-archive.ppy.sh/36LZnG3.png) It actually consists with 00:47:828 (2,3), and that stop was kinda like making a slight skip between 00:55:998 (3,4) to present the vocal from my comprehension of the song

01:03:925 - There is a really strong vocal sound here that I would map, especially since you map the other parts of the "mawari" but this whole section almost never follow the drum
I really don't get what you are trying to say here. So i will list the 2 possibilities and solutions tot he problem here

  • If you are following the vocals here then leaving a gap at 01:03:925 is clearly wrong as the word starts there, so you fix this by just placing a note and done

    If you are following the drum which is suggested by the 01:03:437 (4), then you can leave a gap but you shouldn't make a 1/2 spacing gap between 01:03:681 (5,1) so then stack them instead and fix the spacing from there on
The problem here lies most with the fact that 01:03:437 (4) follows the drum and 01:01:242 (1,2,3,4,5,1,2,3,4) follows the vocals, so I don't know which you want to put the emphasis on

Starting from 01:02:950 I'm using same rhythm to represent drum(hit hat) on almost every downbeat in the chorus. (yep it would be super weird to follow the same logic in 01:01:242 (1,2,3,4) cuz there are almost zero drum sounds in that section, and by using different sounds on 01:02:218 (5) I've been making a kickstart to lead the whole logic of the chorus.)

Ill just list overlaps here as they just don't look nice, I don't need to explain why overlaps can be bad

And that would be quite subjective tbh

  • 01:05:389 (4,1)
    01:06:608 (3,3) (I am going to say something for this one or it'll just be ignored, 01:05:876 (1,3) if you stack these you keep the theme of stacking alot of notes and it will look less cluttered)
    01:29:779 (2,1) (edges overlap here with 01:30:267 (1) and half overlap with 01:29:047 (6))
01:07:584 (5,1) - just noitced here that that you should stack since it is a 1/1 gap and the amount of spacing you currently have is not enough to clearly distinguish it from a 1/2 gap would go against my mapping logic cuz I stack same sounds together (that is actually the true logic within the whole chorus)

List of other cases like this:
  • 01:11:486 (5,1)
    01:19:291 (5,1) (based on this comment but I gave the wrong solution)
    01:19:291 (5,1) - This needs mnore spacing
    01:23:193 (5,1)
01:32:218 (1) - Space this note the same as the others

for this comment you can be right if u want to emphasise the note but even them i wouldn't put it there but would just continue the pattern with little spacing for the end https://imgur-archive.ppy.sh/qUCcWg5.png)

blanket (01:30:267 (1,2,3,5,6,1)). And would be ok imo if using 1.11x cuz this note is kinda like an outro of the chorus and I'm not emphasizing 01:32:218 (1) cuz I was focusing on the whole structure.

01:42:462 (2,2) - Overlap read -Mo-'s mod
Well ive read the mod and this wasn't mentioned so I don't know what you want to point to in that mod, the closest time point was about stacks but this is just basic overlapping and nothing about stacks.
These 2 sliders overlap, it doesn't look nice and thats about it.

ok that's my fault for misunderstanding but technically the overlap here is unavoidable to me due to flow/overall logic

There is a reasoning behind all these comments, which I don't always include into my post as it would take forever to mod anything this way.
You can just try the suggestion and if you don't like it ctrl+z and go to the next comment.

But tbh the modding itself is working in this way - 1) Understanding the concept and logic of the mapper (really significant step); 2) Finding issues (objective errors/issues, inconsistency based on the logic that 've been established, other subjective ones and would be better if you also explain it from your own perspective cuz it is a subjective one); 3) clearly explain your thought unless the issue is very apparent, because the main duty of a modding is to find an issue within the mapper's blind spot, while the mapper would feel challenged to comprehend and accept the suggestion without a good explanation of it. I guess that is the reason that I'm a very slow modder btw, I've been most of my modding like that recent years. And that is the reason that I was omitting precise response on last post and I would apologize for that if that have been upsetting/offending you.

Thanks a lot for your recheck on this.


Edit: thx for Desperate-kun for deleting double post got a little bit dizzy for making this looooooong reply :3
Stack
I am not going to quote the above post as that would just make for a giant wall of text so,

There are some basics for modding I don't really understand as I have only been modding for exactly 1 week now so thank you for the reasoning and especially the recap at the end.
It was weird seeing it from my point of view as I couldn't really understand what you were trying to do for each of these patterns as when I make a map I keep it really basic with easy flow and normal patterns avoiding all overlap I can, but I should have looked at the map from a more objective stance like you said.
I now understand the choice for some of these patterns (not all but hey, everyone likes different things)

Ty for the reply

Ps: I wasn't really upset/offended, I just couldn't understand alot of the maps choice while taking a second look at the patterns and it started to frustrate me :P
Shad0w1and
我水个单难度跑路算了。。
主难度
combo color不容易分辨,颜色调开点
00:10:023 (3,4,1) - 放到一起去,这种梗适用于连打更多(5个以上)的时候切换音轨时用到,然而三连更多是作为对最后一个click的强调(未切换音轨),所以不应当拆分。
00:13:925 (3,4) - 一样
整个diff我不知道怎么说,对音轨的切换缺乏表现,scratch sound和琴声完全就是一样对待,一般这种在切换音轨的时候肯定要把note换滑条或者反着来,你现在这样打起来的感受太糟了 00:37:340 (1,2,3,4,5) - 这种地方就是例子。退一万步说,你也应该NC downbeat
00:42:218 (4,5,6,1) - 你这种难度下面,在没有某个特殊节奏出现并可以重复使用这种梗的时候肯定不允许这样放。你这句歌词和其他我听不出来有什么必要这么做
00:37:340 - 你现在的做法是,不去分辨音轨,不管哪个音轨都一个下法,下完之后根据你下的物件分组并排梗,这种是无视音乐的做法,因为你一开始就没对音轨进行拆分。这里要是我来会or
01:06:120 - missing
01:13:193 - 改成2个单点
01:17:828 - 没道理空着
后面整个很难读,但是combo color我改了之后就能读了,别用一个色系
Topic Starter
Curisu
@gottagof4ast
Thanks for star :)
Hmm would be my pleasure if my response above is helpful to you and actually that is just my own modding philosophy so that is subjective :P
Also 've review your mod again and fixed some more. Not gonna pointing out one by one again plz pardon my laziness lol


Shad0w1and wrote:

我水个单难度跑路算了。。 行行行 早说啊水en好了(
主难度
combo color不容易分辨,颜色调开点 ...玩梗purpose本来是真的真的非常不想改 唉算了那么多人说真有可能被找事 缩了 挑个中性的白色吧 图故意做的那么难读确实就不该在color恶心人了 fixed
00:10:023 (3,4,1) - 放到一起去,这种梗适用于连打更多(5个以上)的时候切换音轨时用到,然而三连更多是作为对最后一个click的强调(未切换音轨),所以不应当拆分。
00:13:925 (3,4) - 一样 只是自我感觉问题不大啊这样凸显最后一连的方式 会先放置
整个diff我不知道怎么说,对音轨的切换缺乏表现,scratch sound和琴声完全就是一样对待,一般这种在切换音轨的时候肯定要把note换滑条或者反着来,你现在这样打起来的感受太糟了 00:37:340 (1,2,3,4,5) - 这种地方就是例子。退一万步说,你也应该NC downbeat
  1. 先谈这一个小时间点 - 哇这个NC上面几post说了好久了 按照你的退一万步 最开始最开始 我就是downbeat NC(按照逻辑) 不过1st mod说不太好读就改了延续到现在 结果下面mod全部让我改回去 讲真我已经头炸了 要不还是改回去吧我相信我第一感觉好了
  2. 谈下这一个小section - 这一段东西是(显然)主体跟钢琴的不然hs为啥会这样 你也看出来了 不过呢 我其实意思是想试一下利用外轨的一些元素对这个轨的一部分地方进行一点浅修改/加工来做到variety(主要是 我自己认为啊 hs在做keysounding的时候这样子玩应该问题不会过大 因为相当于我已经重新establish了一个轨了) 主要思路是这样 这次这个逻辑和concept是过于神棍了点(本身就是想试一下非常规的东西 我做完之前就知道会有相当一部分人不喜欢)在你这里站不住脚也确实 不过想这样子玩一下
  3. 谈下整个diff - 我会希望听到你具体指哪里 因为有一小段我确实这样玩的(是按照: 重复的旋律+小变化 -> 其他的样式 -> 不稳定的状态 -> 更加稳定的副歌 -> Chillout -> 走回去旋律 这种想法发展整个structure的 整个00:31:730 ~ 00:59:047 都是这种类混沌态 具体怎么细分怎么操作的就不多说了因为你没挑) 但是整体在切音轨的时候应该是有做足够表现的(而且其他地方我没有再做大量的音轨混合/切换了) 但是如果你感觉是全diff普遍现象那我真得要认真看看 因为可能是quality issue
  4. 怎么说呢 我写那么长是因为你这个说法有点前面部分mod观点的集中体现的感觉 你这句话我在飞之前该吃透一下
00:42:218 (4,5,6,1) - 你这种难度下面,在没有某个特殊节奏出现并可以重复使用这种梗的时候肯定不允许这样放。你这句歌词和其他我听不出来有什么必要这么做 嘛这里整一小段东西vocal无关 恩这就是用上面那一条的逻辑 再仔细听一下 有一个其他轨上的3+1的音
00:37:340 - 你现在的做法是,不去分辨音轨,不管哪个音轨都一个下法,下完之后根据你下的物件分组并排梗,这种是无视音乐的做法,因为你一开始就没对音轨进行拆分。这里要是我来会or 这里我就是有点自己想放了 嘛确实如你所说有点无视音乐 后面那个方案还蛮有吸引力的不过就和我concept冲突了
01:06:120 - missing 我想下怎么改 其实本来是有点vocal的味道 嘛这个我想改蛮久了 算了我又想了想 stick to the plan
01:13:193 - 改成2个单点 这个我也想改来着 不过consistency上我会继续短条+cir
01:17:828 - 没道理空着 这个是真想反直觉的空着来凸显finish 我自己的想法也是上下半的chorus这样做小过渡
后面整个很难读,但是combo color我改了之后就能读了,别用一个色系 ...好好好
诶哟谢摸


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