toby fox - sans. [Osu|CatchTheBeat]

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Total Posts
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elena2705
Hi~
Just mod it...
Everithing is primitively...?
Why do you not use yellow combo colour?

Hard

Why at the beginning usual clap and 00:01:875 (1) - here also. It is strange...

Normal

00:31:875 (1) - why it is in one combo? 00:35:625 (1) - here not in one combo...

Easy

Good, very good)

So... Good luck :):):)
Topic Starter
-Keitaro

elena2705 wrote:

Hi~
Just mod it...
Everithing is primitively...? what no :<
Why do you not use yellow combo colour? not match with BG

Hard

Why at the beginning usual clap and 00:01:875 (1) - here also. It is strange... ? its like that and no probs about it.

Normal

00:31:875 (1) - why it is in one combo? 00:35:625 (1) - here not in one combo... ?? I dont get it

Easy

Good, very good)

So... Good luck :):):)
elena2705
So...
When i said primitively, i told about song>< So don't woory)
Yellow colour will be good! (Yellow eye in BG) And contrast is good! Just try, it fits:

probs??? About what you?
But now i can't see about what i told you....Maybe it's my computer lags? So, sorry :o
Topic Starter
-Keitaro

elena2705 wrote:

So...
When i said primitively, i told about song>< So don't woory) oh lool
Yellow colour will be good! (Yellow eye in BG) And contrast is good! Just try, it fits: sorry but the yellow color is not dominant enough to be used as combo colour.

probs??? About what you?
But now i can't see about what i told you....Maybe it's my computer lags? So, sorry :o
Free Hong Kong

Error- wrote:

M4M: https://osu.ppy.sh/s/600882

[notice]

General

[list]
[*]The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
[*]Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..

Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
;)

why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.

anyway thanks for modding!
Because the guidelines say you should set it according to the song, if you think the tick rate will be too high on one diff it will be too high on the other's also, thus you should lower all tick rates to one. otherwise they should all be 2.

As for the base SV, it should go up progressively, though right now the Base SV is higher than the Hard diff,


Difficulty Spread
Generally star rating is a value which is calculated based on the objects in a map in order to estimate how difficult the map is. Hence, it should be treated as such and it should be noted that it cannot be used to determine how difficult a map actually is with 100% accuracy.
As a nominator, you may want to value linear spreads. This means that the difficulty progression throughout the mapset is approximately even. Gameplay wise this will never be perfectly possible so one difficulty will be further apart from another in most if not all cases. However, if you encounter a really large gap in comparison to the rest of the set, it should be addressed properly. Common issues in this sector are:
Large increase in density from one difficulty level to the next: If one difficulty is twice as dense as the previous one, while the density increase otherwise is much smaller, you may want to investigate if adding another difficulty between the two makes sense.
Large increase in complexity of the spacing concept from one difficulty level to the next: If one difficulty is completely snapped to one distance and the difficulty that follows it is consisting mostly of jump patterns, reducing the amount of jumps in the jumpy difficulty can be used to balance out the spread, provided that it does not impact the difficulty gap to other difficulties in a harmful way.
Large differences in difficulty spikes between two difficulties. If a difficulty has a difficulty spike which makes it significantly harder, it should also be present in some form in the preceding and following difficulties.
this would be considered a Large difference in difficulty spikes created by the SV change (for slider speed) and the increase in spacing. Also consider making base SV for the easy higher, since the difference in slider speed and speed between objects is so drastically different for no reason.
Julie
[General]

I mostly mention it in Normal. But look how you spread your rhythm
Easy : all 1/1
Normal : all 1/2
Hard : all 1/2 (maybe 2-3 1/4)
I'm pretty sure you could do a bit more of 1/1 in the Normal, just because you are adding more slider and less tapping notes doesn't necessarily mean is going to be easier. Holding a slider or tapping, still mean you have your finger on your keyboard instead of resting.

[Easy]

00:07:968 (6,7) - Check AI mod, seem like the spacing here is a bit too far from each other https://puu.sh/vJdsA/80ee78db9d.png. Is only a few pixel, can move it easily xD.

[Normal]

00:06:562 - This is the only difficulty that is using soft-slidertick3.wav. While on the same part in hard, you're using another hitsound and is both by the same creator. Is it normal? Feel kinda unconsistent and the other one seem to fit more.
And the other weird thing is 00:06:328 (2) - your slider is having a half empty slider slide, and the middle of the slider, you can hear a slider slide if you use default skin.

00:10:078 (2) - ^

00:19:687 (3,1) - Hey look the first break here, while the rhythm is nearly the same as the part before. I know is going to be a pain in the ass removing some pattern and all, due to spacing consistent, but hey, right now beginning till this point, the rhythm look a lots like hard. Probably better if you add a bit more break.

Adding break can be quite easy, for example here 00:25:312 - try not putting anything here and have a note here 00:25:546 -. You're leaving a 1/1 break with no tapping or holding for normal player, instead of always have to keep the same rhythm nearly the same as Hard.

00:43:125 (1,2,3,4) - Weird that it have to be the only part with reverse, but anyway that's not the main issue. 00:43:359 (2,3) - Look at these 2, same pattern, symmetrical placement, why? Doesn't really fit the song if you ask me, in the song it feel like these 2 part should really feel different.
00:44:062 - Same as 00:44:531 -
00:44:296 - same as 00:44:765 - . Not the same as 00:43:359 - in the song.


[Hard]

00:14:765 (6,1) - Pretty sure you could do some nice jump, it feel too plain and same distance nearly the whole diff, then at this part 00:17:343 (3,4) - you make a huge jump, nearly triple what the rest of the jump are before that. So probably better make some few jump before that part as well.

00:19:687 (4) - I'm pretty sure you snap the end for that weird double fast sound, the thing is that double sound is pretty quick and is on a 1/16 snap at 00:20:126 - .

00:20:625 (1,2,3,4) - I saw these kind of mapping style a lots, where you want to keep notes near to each other so it look good, but does it really fit the song?
00:20:625 (1,2,3,4) - Like you're making the jump more and more big mostly starting at (2). While for me, it seem like the song is going lower and lower pitch, even the volume, here 00:20:859 - is the loudest, so a higher jump here 00:20:625 (1,2) - would make more sense no?

00:28:593 (3,4) - You make a normal spacing here, while here 00:17:343 (3,4) - which should give nearly the same vibe in the song, have a huge spacing.

00:31:875 (1,2,3,4) - Same reason as 00:20:625 (1,2,3,4) -

00:42:187 (3) - Same reason as 00:19:687 (4) -, the end should be snap at 00:42:626 - .

00:43:125 (1,2,3) - Why is this spacing suddenly so close?! Feel to me is an important sound, mostly there a huge double sound at 00:43:359 - , you don't need to map the double, since it might be hard to be accurate here, but at least make the spacing that fit the song and give the same intensity as the song.
Topic Starter
-Keitaro

borborygmos wrote:

Error- wrote:

M4M: https://osu.ppy.sh/s/600882

[notice]

General

[list]
[*]The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
[*]Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..

why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.

anyway thanks for modding!
Because the guidelines say you should set it according to the song, if you think the tick rate will be too high on one diff it will be too high on the other's also, thus you should lower all tick rates to one. otherwise they should all be 2.

As for the base SV, it should go up progressively, though right now the Base SV is higher than the Hard diff,


this would be considered a Large difference in difficulty spikes created by the SV change (for slider speed) and the increase in spacing. Also consider making base SV for the easy higher, since the difference in slider speed and speed between objects is so drastically different for no reason.
Okay I already contact Julie for their opinion about SV, Im going to remap with 1.2 SV or something around it, Julie says its recommended to use SV between Hard and Easy, just like you say also, even so its "necessaraly unrankable." as Julie said.
So expect me finish this around some daysz even this is a less than a minute map, becouse I have so much task in real life, school, etc.

Also thanks Julie for the mod and your suggestions :3
FruityEnLoops
hello
i was stalking your profile and saw you were trying to rank a toby fox song and i like undertale too hehe

[hard]
00:09:843 (5,6) - spacing, reduce it by moving (5) between (2) and (4)

[normal]
00:19:687 (3) - make it linear
00:42:187 (3,1) - add a circle on the red tick
00:07:500 (4) - new combo
ignore if you're remapping, but yeah sv is kinda high
though i don't think you need to remap, just lower the SV while checking the scaling box and after that resnap everything, it's better than remapping

[easy]
00:07:500 (5) - New combo

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side?

start looking for beatmap nominators, there's no major issues on this map.
MBomb

FruityEnLoops wrote:

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side? - In CtB, the direction followed by the sound isn't as important as the emphasis put on by distancing and stuff, as if all HDashes to the note were on the same side, it would end up feeling quite repetitive.

start looking for beatmap nominators, there's no major issues on this map.
Thanks for the mod.
Topic Starter
-Keitaro
Normal remapped, but applying mod this wednesday.

FruityEnLoops wrote:

hello
i was stalking your profile and saw you were trying to rank a toby fox song and i like undertale too hehe

[hard]
00:09:843 (5,6) - spacing, reduce it by moving (5) between (2) and (4) no bc stack

[normal]
00:19:687 (3) - make it linear
00:42:187 (3,1) - add a circle on the red tick
00:07:500 (4) - new combo
ignore if you're remapping, but yeah sv is kinda high
though i don't think you need to remap, just lower the SV while checking the scaling box and after that resnap everything, it's better than remapping

[easy]
00:07:500 (5) - New combo

[MBomb's splatter]
can't mod CtB, and i don't know how but from what i've tested
sometimes 00:03:750 (1) - this sound gets either on the left, or on the right. Wouldn't it be easier to just stay on the same side?

start looking for beatmap nominators, there's no major issues on this map.
sorry for no kds due to only apply the new combo.
thanks for mod
celerih
I'm here because MBomb is a slut and I love memes
[
MBomb's Platter
]

  1. 00:00:000 (1) - Kind of mean to have a note all the way to the left for the first.
  2. 00:06:328 (4) - Hiving a reverse here doesn't really represent the song well. Either you have one continuous slider for the bass, or you use a circle on 00:06:328 - and a 1/2 slider on 00:06:562 - since a slider middle for 00:06:562 - is kind of weak
  3. 00:10:078 (3) - I find it weird this is the only place you use a curved slider like this in the map. You could make it straight, or use curved sliders on 00:14:531 (4) - and 00:20:156 (4) - for more diversity
  4. 00:21:796 (4,5) - Reduce the distance here a bit so it's more easily walkable
  5. 00:28:828 (4) - Same thing as on 00:06:328 (4) -
MBomb

celerih wrote:

I'm here because MBomb is a slut and I love memes
[
MBomb's Platter
]

  1. 00:00:000 (1) - Kind of mean to have a note all the way to the left for the first. - Don't really see it as an issue, even if it's not predicted, it's literally the first note in the map. I also like it there to have a better lead-in into the following patterns.
  2. 00:06:328 (4) - Hiving a reverse here doesn't really represent the song well. Either you have one continuous slider for the bass, or you use a circle on 00:06:328 - and a 1/2 slider on 00:06:562 - since a slider middle for 00:06:562 - is kind of weak - This is intended to have the effect of a continous slider, whilst acknowledging the note on the 1/1 tick there.
  3. 00:10:078 (3) - I find it weird this is the only place you use a curved slider like this in the map. You could make it straight, or use curved sliders on 00:14:531 (4) - and 00:20:156 (4) - for more diversity - Added a few more curved sliders, not in those places though.
  4. 00:21:796 (4,5) - Reduce the distance here a bit so it's more easily walkable - Done.
  5. 00:28:828 (4) - Same thing as on 00:06:328 (4) - - Same as there.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton frisk character magic bomb mbomb
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,468.75,4,2,2,65,1,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

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352,192,46875,5,2,0:0:0:0:
152,192,47343,1,0,0:0:0:0:
384,192,47812,1,2,0:0:0:0:
184,192,48280,1,0,0:0:0:0:
Topic Starter
-Keitaro

Julie wrote:

[General]

I mostly mention it in Normal. But look how you spread your rhythm
Easy : all 1/1
Normal : all 1/2
Hard : all 1/2 (maybe 2-3 1/4)
I'm pretty sure you could do a bit more of 1/1 in the Normal, just because you are adding more slider and less tapping notes doesn't necessarily mean is going to be easier. Holding a slider or tapping, still mean you have your finger on your keyboard instead of resting.

[Easy]

00:07:968 (6,7) - Check AI mod, seem like the spacing here is a bit too far from each other https://puu.sh/vJdsA/80ee78db9d.png. Is only a few pixel, can move it easily xD.

[Normal]

Remapped


[Hard]

00:14:765 (6,1) - Pretty sure you could do some nice jump, it feel too plain and same distance nearly the whole diff, then at this part 00:17:343 (3,4) - you make a huge jump, nearly triple what the rest of the jump are before that. So probably better make some few jump before that part as well.

00:19:687 (4) - I'm pretty sure you snap the end for that weird double fast sound, the thing is that double sound is pretty quick and is on a 1/16 snap at 00:20:126 - . how about change 00:19:687 (4) - to 3/4 slider? okay then

00:20:625 (1,2,3,4) - I saw these kind of mapping style a lots, where you want to keep notes near to each other so it look good, but does it really fit the song?
00:20:625 (1,2,3,4) - Like you're making the jump more and more big mostly starting at (2). While for me, it seem like the song is going lower and lower pitch, even the volume, here 00:20:859 - is the loudest, so a higher jump here 00:20:625 (1,2) - would make more sense no?

00:28:593 (3,4) - You make a normal spacing here, while here 00:17:343 (3,4) - which should give nearly the same vibe in the song, have a huge spacing. uhh, that is following 00:06:093 (2,3) -

00:31:875 (1,2,3,4) - Same reason as 00:20:625 (1,2,3,4) - no, this way much different, the pitch is way higher and getting higher (or maybe the same pitch, but higher than 00:31:406 (4,5,1) - ) at 00:32:109 (2,3,4) - so I create a triangle jump here.

00:42:187 (3) - Same reason as 00:19:687 (4) -, the end should be snap at 00:42:626 - .

00:43:125 (1,2,3) - Why is this spacing suddenly so close?! Feel to me is an important sound, mostly there a huge double sound at 00:43:359 - , you don't need to map the double, since it might be hard to be accurate here, but at least make the spacing that fit the song and give the same intensity as the song.
About hitsound with C3, well thats becouse the Hard that uncosistent xD well fixed anyway
no reply = fixed

Thanks for the mod~
gary00737
came from your std queue
m4m (? ((sorry unauthorized mod it first , (((my ENG not good XD

00:15:000 (1) - https://osu.ppy.sh/ss/8049363 i think it can do that ->https://osu.ppy.sh/ss/8049365


00:36:797 (2,1,2,1) - i think it not good for flow f2fef5576e.png, i think it can do that -> https://osu.ppy.sh/ss/8049412




^ hard


easy i think the sv too slow :o

normal i think no problem :)



i hope it can help you! :):)
Topic Starter
-Keitaro

gary00737 wrote:

came from your std queue
m4m (? ((sorry unauthorized mod it first , (((my ENG not good XD

00:15:000 (1) - https://osu.ppy.sh/ss/8049363 i think it can do that ->https://osu.ppy.sh/ss/8049365 Hmm, nah I dont even get what you're trying to say :(


00:36:797 (2,1,2,1) - i think it not good for flow f2fef5576e.png, i think it can do that -> https://osu.ppy.sh/ss/8049412 it flows good and fine :/




^ hard


easy i think the sv too slow :o

normal i think no problem :)



i hope it can help you! :):)
Sinnoh
free kdank
honestly this just plays like a rain but it's low bpm. would make it a lot more playable if more vertical sliders were used, gives the player a bit of a rest
that + a lot of small sounds are overemphasised, feels like you're trying to map for difficulty rather than following the song. if you want a harder platter i'd just suggest high cs + fewer dash spams instead

00:06:093 (3) - Really don't think this sound deserves a dash, only difference is a slgiht 'tch' in the background, which isn't something worth a dash on it's own. Main melody is also lower pitched, so didn't make sense why it was like until i went over it a couple times in editor
00:22:031 (5) - except this one has smaller spacing here with the same tch sound, pitch is lower but it's also lower above. just a bit inconsistent
00:08:906 (4,1,2) - does 1 and 2 both deserve the same amount of emphasis
00:15:000 (1) - same finish sound as 00:00:000 (1) - , often not done. could add more finishes throughout
00:43:125 (1,2) - something something anti flow into hyperdash platter
MBomb

Sinnoh wrote:

free kdank
honestly this just plays like a rain but it's low bpm. would make it a lot more playable if more vertical sliders were used, gives the player a bit of a rest - I'd say this is definitely easier than most platters though...
that + a lot of small sounds are overemphasised, feels like you're trying to map for difficulty rather than following the song. if you want a harder platter i'd just suggest high cs + fewer dash spams instead

00:06:093 (3) - Really don't think this sound deserves a dash, only difference is a slgiht 'tch' in the background, which isn't something worth a dash on it's own. Main melody is also lower pitched, so didn't make sense why it was like until i went over it a couple times in editor - Synth is definitely stronger here. I didn't even notice that sound until you pointed it out.
00:22:031 (5) - except this one has smaller spacing here with the same tch sound, pitch is lower but it's also lower above. just a bit inconsistent - 4 and 6 are clearly stronger synth sounds, I didn't follow that at all, I followed volume and pitch changes of the synth.
00:08:906 (4,1,2) - does 1 and 2 both deserve the same amount of emphasis - I follow the dash to that downbeat throughout for the strength of that synth and how low pitch it is considering all other notes around it, and then 2 is definitely louder, so it makes sense to use dashes to both.
00:15:000 (1) - same finish sound as 00:00:000 (1) - , often not done. could add more finishes throughout - Not really a fan of the finish hitsound here, I've used a clap for all similar sounds, I only used a finish for the section resets because that's the only place they really sound nice to me. The song just doesn't really seem to fit finishes, in my opinion.
00:43:125 (1,2) - something something anti flow into hyperdash platter - Not really antiflow due to the slider having enough leniency here, so it's fine.
Thanks for the mod!
JapanYoshiTheGamer
Hello from my mod queue!

Personally, it was hard for me to see any faults in the map. However, I do have one minor nitpick: There's no kiai time in this map, which may make this map unrankable. If I had to choose a spot, I'd put it from 00:37:500 to 00:45:000, just so we can have some kind of final stretch.
Topic Starter
-Keitaro

JapanYoshiTheGamer wrote:

Hello from my mod queue!

Personally, it was hard for me to see any faults in the map. However, I do have one minor nitpick: There's no kiai time in this map, which may make this map unrankable. If I had to choose a spot, I'd put it from 00:37:500 to 00:45:000, just so we can have some kind of final stretch.
hi~
no kiai doesnt meant its unrankable.
also since this is repeating songs, so there isn't a kiai here ^^
Shortthu
o/ #modreqs Hi i'm a random modder

General


  1. 00:45:000 - You can make this note clickable in every diff.
  2. Seems like i'm modding the flows lol
  3. The difficulty spread between Easy and Normal is just... too far away...? The SV of Normal is just x2 of Easy and the whole map is like x2 of Easy too.
  4. Turn of DS to apply this mod xd (especially in hard)

Easy


  1. The setting in this diff is pretty low make this map wayyyyy easier with low bpm and half rhythm. I would bump OD to 1.5 and OD to 2.
  2. 00:03:750 (1,2) - This will look better with circular flow. Just move it down for a bit https://puu.sh/vOEVf/0c47fb4971.png
  3. 00:18:750 (1,2,3) - Move 00:20:625 (3) - up for a bit and you will have a perfect triangle :>
    If you decide to, move it together with 00:21:562 (4,1) - move change the slider tail of 00:22:500 (1) - down a bit to prevent overlap
  4. 00:21:562 (4,1) - The linear flow is a little bit... off? https://puu.sh/vOFbT/d003ab8fdb.png
  5. 00:30:000 (1) - This look like an 2010 slider hoyl https://puu.sh/vOFeB/a17925a6e5.png. You can redraw this slider to make it look nicer.
  6. 00:36:562 (4,1) - Move the slider head a bit to the right and good flow here we come https://puu.sh/vOFis/1273ee7bbd.png

Normal


  1. 00:00:000 (1,2) - Linear flow https://puu.sh/vOFBo/acb3729323.png
  2. 00:01:640 (4,1) - Circular flow https://puu.sh/vOFF6/52ddcc24a8.png
  3. 00:02:578 (2) - You can make this slider go straight or adjust it to make the circular flow with 00:01:875 (1) - (it will look nicer if you apply the mod before) It's like something you did at 00:05:625 (1,2) -
  4. 00:20:390 - Why you skip this beat
  5. 00:27:187 (3,4) - Fix blanket x d
  6. 00:27:890 (4,4) - Those are kinda overlap https://puu.sh/vOFSI/e2ad5a9a69.png
  7. 00:30:937 (3,4) - Circular flow. Select 00:31:640 (4,1) - and move them up, not only the flow at 00:30:937 (3,4) - look nicer, it can make the flow at 00:31:875 (1,2) - look nicer, too.
  8. 00:38:203 (2,3,4) - F l o w. You can rotate 00:38:437 (3) -6 degree, move them like This so you can have a good flow + an extra blanket at 00:39:140 (4,1) -
  9. 00:39:140 (4,3) - Look kinda overlap https://puu.sh/vOGb6/ce018a48c7.png
  10. 00:42:890 - Why skip this beat lul

Hard


  1. 00:00:468 (2,3,4) - I don't like how you make 00:00:468 (2,3) - go straight so imo just make them like this.
  2. 00:05:390 (4,2) - Make them overlap with 00:07:031 (4) - 's slider tail. (you can pick 00:05:390 (4,1,2) - and move them)
  3. 00:12:890 (4,1,2,1,2,3,4) - Monstrata when (well they look just fine)
  4. 00:31:406 (4,5,1,2,3,4) - ^
  5. 00:36:093 (1,2,1,2,1,2) - ^
  6. 00:15:703 (3) - Like the beginning of this diff, move 00:15:703 (3) - up.
  7. 00:17:343 (3,4) - Isn't they look toooo far away in a Hard diff?
  8. 00:19:687 (4,5) - To make them more readable move 00:20:156 (5) - down for a bit.
  9. 00:21:562 (1,2,3,4) - Hoyl far jump (but keep them is fine imo)
  10. 00:43:125 (1,2,3,4,5,1,2,3) - ^
  11. 00:28:828 (4,5) - Circular flow.
  12. 00:36:562 (1,2,1) - Circular flow, rotate 00:37:500 (1) - around 20 degree
    You can move 00:38:203 (2) - to make the blanket with 00:37:500 (1) - if you rotated 00:37:500 (1) -
  13. 00:42:656 (4) - Move to the right a bit to make it more readable.
Maybe that's all! Good luck!
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