u's - Bokura wa Ima no Naka de (TV Size) [Osu|Taiko]

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Topic Starter
_Meep_

hanif1711 wrote:

00:21:321 (1) - this was the vocal get harder if you mind remove the slider and place 3 circle at Ko! Ko! Ro! Fixed
00:33:719 (1) - decrease the slider, sound better than before I understand she stops her vocals earler,but it sounds better if i just let the slider play to the main beat
01:17:801 (1) - i feel weird from this time until 01:18:413 moved one or two sliders,idk if that helps
01:25:607 (1,2,3,4,5) - Nice Ending, Lol thanks xd
00:49:331 - 00:50:709 i think not all player at that skill can 300 all of this pattern.. what about makes star pattern and remove the stream 00:50:097 (1,2,3) Its pretty easy for a player who plays 4.7* well and can fc iirc, I had no problems playing it and most of the testplayers could that were below 50k. The notes are pretty close and this is actually easy compared to your 2k17 pp maps
00:34:331 - decrease the length slider to 00:34:255, i dont know why, maybe better than before doesnt sound right ;/
01:02:343 (1,2) - remove this two circle and drag the slider to this time, i have bad feeling of that stream 01:03:413 - this note would be ignored if i do that so cant

I'm still beginner so Good Luck!
just to say, 3 notes isn't called a stream,its called a triple, a stream is when there are more than 5 notes
Thanks for the mod! I'll edit this later and reply to your mod accordingly!
Pachiru
:thinking:


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Title:Bokura wa Ima no Naka de (TV Size)
TitleUnicode:僕らは今のなかで (TV Size)
Artist:u's
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Creator:_Meep_
Version:Pachiru's Easy
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DendyHere
H e l l o T h e r e!

00:11:219 (5,1) - seems pretty uncomfortable when you playing it, maybe you can just make it spaced a bit?
00:08:923 (3,1) - maybe you will stack them, like on 00:05:250 (3,1)?
00:13:515 (3,4,5) - make 1/2 beats little bit spaced and make them look like triangle, as the rhythm go on its very changed on 00:15:811 (2,3,4,5,6) but sound is clearly the same
00:18:260 (2,3) - suggestion, maybe you can make it oval flow?
00:31:882 (2,3,4) - make them less stack, like in 00:32:342 (6,7)
01:19:025 (1,2) - you can improve your flow
00:54:536 (1,2) - ^
01:08:617 (3,4) - make it blanket

gl in further mapping :)
Kami-senpai
moddu desu

naisu qt bg

00:02:954 (1) - might look a little less weird if you did it like this


00:21:627 (2) - might be better flow if ctrl g

00:32:342 (6,7,1) - maybe straighten this out. the curve right now makes 7 sort of seem out of place

00:37:699 (2) - NC here maybe to help with 1/1 gap, 00:38:005 (1) - NC off here and 00:38:617 (3) - NC on here

00:42:903 (3) - 1/1 gap here seems really sudden and feels sort of weird, there's also a guitar sound on the red tick so i think it would be better as 1/2 slider

00:44:434 (6,1,2) - small gap plus stack makes it play sort of weird and cramped, I would just unstack. Also 00:44:587 (1) - NC off here and 00:44:740 (2) - NC on here

00:46:270 (2,2) - stack maybe

00:52:240 (2,3,4) - such a sudden big jump OwO maybe just make 00:52:087 (1,2) - bigger so its not too big of a shock

00:55:607 (1) - maybe move this so the slider head isnt covered by 00:54:995 (1) - ? sort of messy looking rn

01:20:556 (2,3) - ctrl g these maybe. i don't really like how the linear jumps play at this part since it's still kiai time and pretty intense

can't find anything with hard diff cuz im a noob

osu needs more love live
DTM9 Nowa
20:57 *DTM9 Nowa is editing [https://osu.ppy.sh/b/1243280 u's - Bokura wa Ima no Naka de (TV Size) [Expert]]
20:57 DTM9 Nowa: Here we go baybe
20:58 *_Meep_ is editing [https://osu.ppy.sh/b/1243280 u's - Bokura wa Ima no Naka de (TV Size) [Expert]]
20:58 _Meep_: negative offset
20:58 *_Meep_ ok_hand:
20:58 _Meep_: xd
20:58 DTM9 Nowa: :ok_hand:
20:59 DTM9 Nowa: Not sure if the expert as a difficulty name is fitting since it's more like an insane/another for what the song/BPM suggests
20:59 _Meep_: safest mapping 2k17
20:59 _Meep_: lolo
20:59 _Meep_: nono
20:59 _Meep_: look at beatmap desc
20:59 _Meep_: u will know why
20:59 DTM9 Nowa: I should educate myself more with these fucking game difficulties
20:59 DTM9 Nowa: kms
21:00 _Meep_: XD
21:00 _Meep_: its fine
21:02 DTM9 Nowa: 00:03:872 (1) - I personally don't think the NC fits here.. Maybe you could NC 00:04:178 (2) - as it would be more fitting for it by begin mapped on a cymbal or just leave out the NCs once and for all for that pattern?
21:02 _Meep_: hmm
21:02 _Meep_: removed then xd
21:02 _Meep_: and nc'd 00:01:729 (3) -
21:03 _Meep_: q00:04:178 (3) - this too
21:03 DTM9 Nowa: 00:02:954 (1,1,2) - I'd personally see these as a single pattern thus a single combo but you do what you do
21:04 _Meep_: whatevs ;/ rankable in both ways xd
21:05 DTM9 Nowa: https://www.youtube.com/watch?v=-7MJdeIZb3w Prepare your holes and put that song to play on the background since...
21:05 DTM9 Nowa: 00:02:954 (1,2) - the first bump(s) are not exactly in the same spot
21:05 _Meep_: LOL
21:06 _Meep_: moved down some pixels to fit
21:06 DTM9 Nowa: xd
21:06 _Meep_: lele
21:07 DTM9 Nowa: Just a thought but these 00:19:025 (2,3) - could follow similar style of repeating the movement like here 00:17:801 (1,2) -
21:07 _Meep_: hmm
21:07 _Meep_: true but
21:07 _Meep_: how ;/
21:09 DTM9 Nowa: Just some way that the player has to go roughly back to where they started the slider from, for (bad) example https://osu.ppy.sh/ss/7622834
21:10 _Meep_: ok done
21:10 _Meep_: idk if this makes it more confusing :thinking:
21:11 DTM9 Nowa: It uses a similar style that you did for similar stylish vocals
21:12 _Meep_: yea
21:12 _Meep_: kk then,will do
21:12 DTM9 Nowa: If you don't want to move them that much back you could try something like this https://osu.ppy.sh/ss/7622858 since it still keeps the reverting movement but just not as much
21:12 _Meep_: yea i'll go with 2nd one
21:12 _Meep_: xd
21:12 DTM9 Nowa: =w=b
21:14 DTM9 Nowa: 00:33:413 (2) - This could be a little bit more curved to meet the curveture of the slider before it
21:14 _Meep_: done xd
21:17 DTM9 Nowa: 00:31:117 (1,2,3,4,5,6,7,1) - I know that this can be played just fine but some of the movement you have used here you did not suit here 00:40:913 (1,1,2,3,4,5,6,1) - for some reason
21:18 DTM9 Nowa: so maybe you could choose to do the little bit harder version (first one) or the version utilizing straight flow (second one) for both of the patterns?
21:18 DTM9 Nowa: 00:40:913 (1,1) - Also a double NC which you did not do on the first one
21:18 _Meep_: ok moved 00:32:189 (5) - to the right so as to not make the pattern to hard
21:19 _Meep_: I think I rather do the 2nd version
21:19 _Meep_: straight flow seems more fitting
21:19 DTM9 Nowa: Umm i'd personally say that moving the 5 doesn't really help
21:19 _Meep_: oshit
21:19 DTM9 Nowa: One minute i'll show what i exactly mean
21:21 _Meep_: https://osu.ppy.sh/ss/7622938
21:21 _Meep_: changed to this
21:21 _Meep_: placed the triple topleft of the wave slider
21:21 _Meep_: placed note 5 above it
21:21 DTM9 Nowa: I guess that would work
21:22 DTM9 Nowa: I'll draw you something still so you understand why i pointed it out
21:22 _Meep_: its plays well i guess
21:22 _Meep_: sure
21:24 DTM9 Nowa: The placement of the 2|3|4 may force the player into a circular flow so the movement would end up looking like this http://puu.sh/uTqO9/a1f3cbc0cf.png
21:24 DTM9 Nowa: The transition from 4 to 5 and 5 to 6 would be quite awkwardly feeling after that
21:24 _Meep_: Yea,kinda get what you mean,saw testplayers had some trouble with it
21:25 DTM9 Nowa: Personally i'd say that people who understand they do not need circular flow do it just fine but it usually tricks people to do that
21:26 _Meep_: I mean,the whole map is pretty much in smooth flow
21:26 _Meep_: until that point
21:26 _Meep_: therefore it may feel mroe confusing
21:26 DTM9 Nowa: Pretty much yeah
21:27 DTM9 Nowa: Another indirect concern was the quick constant changing in the straight flow on here 00:32:189 (5,6,7,1) - but it's not like that bad
21:27 DTM9 Nowa: Doable, may not be the optimal choice but doable
21:28 _Meep_: it would be hard to make it aesthetically pleasing and because I wanted that kind of 'reverse flow because its a new part' kind of thing
21:28 DTM9 Nowa: Yeah and it works nicely by that way
21:29 _Meep_: any other bigger issues?
21:30 DTM9 Nowa: I'm trying to message three people at the same time .-.
21:30 DTM9 Nowa: It takes a sec to write stuff down
21:30 _Meep_: oshit LOL
21:30 _Meep_: actually i gtg go XD
21:30 DTM9 Nowa: fak
21:31 DTM9 Nowa: I'll cont to the thread
21:31 _Meep_: so if you have any issues,post em on the thread when ur free XD
21:31 _Meep_: nvm then
21:31 _Meep_: next time xd
21:31 _Meep_: dw i have it all savelogged

Cont from IRC mod

00:44:434 (6,1) - 00:46:576 (3,4) - 00:49:331 (4,5) - I don't really see a reason to use this kind of low DS on a respectively dense part (exceptionally the last pair of objects since the 5 is mapped on a damn cymbal), maybe you could open the ideology little bit more behind these

00:50:709 (1,2,1) - Maybe space these all equally?

00:56:831 (1,2,3) - and 01:06:627 (1,2,3) - You could even out the spacing here aswell since the second slider is much closer to the donut slider than the outer curved slider Spacing differences shouldn't matter, just make it look like a nice wi-fi icon

01:25:607 (1,2) - Since these two are mapped on a similar vocal beat wouldn't it be a good idea to stack them and after that start some kind of a jumpy pattern?

That's all i found from the expert xd GL my man
Topic Starter
_Meep_

DendyMudak wrote:

H e l l o T h e r e!

00:11:219 (5,1) - seems pretty uncomfortable when you playing it, maybe you can just make it spaced a bit? If I do people may confuse it with a 3/4 slider so no
00:08:923 (3,1) - maybe you will stack them, like on 00:05:250 (3,1)? they are twp dofferent things tho ._.
00:13:515 (3,4,5) - make 1/2 beats little bit spaced and make them look like triangle, as the rhythm go on its very changed on 00:15:811 (2,3,4,5,6) but sound is clearly the same Fixed
00:18:260 (2,3) - suggestion, maybe you can make it oval flow? idk what that is and feels weird ==
00:31:882 (2,3,4) - make them less stack, like in 00:32:342 (6,7) The less stacking on the first one is because I wanted to emphasize more on the 2nd triple than the first,making them both the same would be boring and would not reflect the song well
01:19:025 (1,2) - you can improve your flow Intended
00:54:536 (1,2) - ^ ^
01:08:617 (3,4) - make it blanket No reason to do so, the previous jumps are pretty high in DS and if i were to blanket this one it would feel out of place.

gl in further mapping :)

Kami-senpai wrote:

moddu desu

naisu qt bg

00:02:954 (1) - might look a little less weird if you did it like this nah ;/


00:21:627 (2) - might be better flow if ctrl g people would be confused about where the next slider would be if I do that,so rather not

00:32:342 (6,7,1) - maybe straighten this out. the curve right now makes 7 sort of seem out of place Fixed

00:37:699 (2) - NC here maybe to help with 1/1 gap, 00:38:005 (1) - NC off here and 00:38:617 (3) - NC on here fixed

00:42:903 (3) - 1/1 gap here seems really sudden and feels sort of weird, there's also a guitar sound on the red tick so i think it would be better as 1/2 slider vocals

00:44:434 (6,1,2) - small gap plus stack makes it play sort of weird and cramped, I would just unstack. Also 00:44:587 (1) - NC off here and 00:44:740 (2) - NC on here moved a tiny bit, no NC changes because the sudden NC on the red tick is to show a new 'part' of the vocals.

00:46:270 (2,2) - stack maybe Fixed... lol

00:52:240 (2,3,4) - such a sudden big jump OwO maybe just make 00:52:087 (1,2) - bigger so its not too big of a shock Fixed a bit -.-

00:55:607 (1) - maybe move this so the slider head isnt covered by 00:54:995 (1) - ? sort of messy looking rn Fixed

01:20:556 (2,3) - ctrl g these maybe. i don't really like how the linear jumps play at this part since it's still kiai time and pretty intense Fixed

can't find anything with hard diff cuz im a noob

osu needs more love live

DTM9 Nowa wrote:

20:57 *DTM9 Nowa is editing [https://osu.ppy.sh/b/1243280 u's - Bokura wa Ima no Naka de (TV Size) [Expert]]
20:57 DTM9 Nowa: Here we go baybe
20:58 *_Meep_ is editing [https://osu.ppy.sh/b/1243280 u's - Bokura wa Ima no Naka de (TV Size) [Expert]]
20:58 _Meep_: negative offset
20:58 *_Meep_ ok_hand:
20:58 _Meep_: xd
20:58 DTM9 Nowa: :ok_hand:
20:59 DTM9 Nowa: Not sure if the expert as a difficulty name is fitting since it's more like an insane/another for what the song/BPM suggests
20:59 _Meep_: safest mapping 2k17
20:59 _Meep_: lolo
20:59 _Meep_: nono
20:59 _Meep_: look at beatmap desc
20:59 _Meep_: u will know why
20:59 DTM9 Nowa: I should educate myself more with these fucking game difficulties
20:59 DTM9 Nowa: kms
21:00 _Meep_: XD
21:00 _Meep_: its fine
21:02 DTM9 Nowa: 00:03:872 (1) - I personally don't think the NC fits here.. Maybe you could NC 00:04:178 (2) - as it would be more fitting for it by begin mapped on a cymbal or just leave out the NCs once and for all for that pattern?
21:02 _Meep_: hmm
21:02 _Meep_: removed then xd
21:02 _Meep_: and nc'd 00:01:729 (3) -
21:03 _Meep_: q00:04:178 (3) - this too
21:03 DTM9 Nowa: 00:02:954 (1,1,2) - I'd personally see these as a single pattern thus a single combo but you do what you do
21:04 _Meep_: whatevs ;/ rankable in both ways xd
21:05 DTM9 Nowa: https://www.youtube.com/watch?v=-7MJdeIZb3w Prepare your holes and put that song to play on the background since...
21:05 DTM9 Nowa: 00:02:954 (1,2) - the first bump(s) are not exactly in the same spot
21:05 _Meep_: LOL
21:06 _Meep_: moved down some pixels to fit
21:06 DTM9 Nowa: xd
21:06 _Meep_: lele
21:07 DTM9 Nowa: Just a thought but these 00:19:025 (2,3) - could follow similar style of repeating the movement like here 00:17:801 (1,2) -
21:07 _Meep_: hmm
21:07 _Meep_: true but
21:07 _Meep_: how ;/
21:09 DTM9 Nowa: Just some way that the player has to go roughly back to where they started the slider from, for (bad) example https://osu.ppy.sh/ss/7622834
21:10 _Meep_: ok done
21:10 _Meep_: idk if this makes it more confusing :thinking:
21:11 DTM9 Nowa: It uses a similar style that you did for similar stylish vocals
21:12 _Meep_: yea
21:12 _Meep_: kk then,will do
21:12 DTM9 Nowa: If you don't want to move them that much back you could try something like this https://osu.ppy.sh/ss/7622858 since it still keeps the reverting movement but just not as much
21:12 _Meep_: yea i'll go with 2nd one
21:12 _Meep_: xd
21:12 DTM9 Nowa: =w=b
21:14 DTM9 Nowa: 00:33:413 (2) - This could be a little bit more curved to meet the curveture of the slider before it
21:14 _Meep_: done xd
21:17 DTM9 Nowa: 00:31:117 (1,2,3,4,5,6,7,1) - I know that this can be played just fine but some of the movement you have used here you did not suit here 00:40:913 (1,1,2,3,4,5,6,1) - for some reason
21:18 DTM9 Nowa: so maybe you could choose to do the little bit harder version (first one) or the version utilizing straight flow (second one) for both of the patterns?
21:18 DTM9 Nowa: 00:40:913 (1,1) - Also a double NC which you did not do on the first one
21:18 _Meep_: ok moved 00:32:189 (5) - to the right so as to not make the pattern to hard
21:19 _Meep_: I think I rather do the 2nd version
21:19 _Meep_: straight flow seems more fitting
21:19 DTM9 Nowa: Umm i'd personally say that moving the 5 doesn't really help
21:19 _Meep_: oshit
21:19 DTM9 Nowa: One minute i'll show what i exactly mean
21:21 _Meep_: https://osu.ppy.sh/ss/7622938
21:21 _Meep_: changed to this
21:21 _Meep_: placed the triple topleft of the wave slider
21:21 _Meep_: placed note 5 above it
21:21 DTM9 Nowa: I guess that would work
21:22 DTM9 Nowa: I'll draw you something still so you understand why i pointed it out
21:22 _Meep_: its plays well i guess
21:22 _Meep_: sure
21:24 DTM9 Nowa: The placement of the 2|3|4 may force the player into a circular flow so the movement would end up looking like this http://puu.sh/uTqO9/a1f3cbc0cf.png
21:24 DTM9 Nowa: The transition from 4 to 5 and 5 to 6 would be quite awkwardly feeling after that
21:24 _Meep_: Yea,kinda get what you mean,saw testplayers had some trouble with it
21:25 DTM9 Nowa: Personally i'd say that people who understand they do not need circular flow do it just fine but it usually tricks people to do that
21:26 _Meep_: I mean,the whole map is pretty much in smooth flow
21:26 _Meep_: until that point
21:26 _Meep_: therefore it may feel mroe confusing
21:26 DTM9 Nowa: Pretty much yeah
21:27 DTM9 Nowa: Another indirect concern was the quick constant changing in the straight flow on here 00:32:189 (5,6,7,1) - but it's not like that bad
21:27 DTM9 Nowa: Doable, may not be the optimal choice but doable
21:28 _Meep_: it would be hard to make it aesthetically pleasing and because I wanted that kind of 'reverse flow because its a new part' kind of thing
21:28 DTM9 Nowa: Yeah and it works nicely by that way
21:29 _Meep_: any other bigger issues?
21:30 DTM9 Nowa: I'm trying to message three people at the same time .-.
21:30 DTM9 Nowa: It takes a sec to write stuff down
21:30 _Meep_: oshit LOL
21:30 _Meep_: actually i gtg go XD
21:30 DTM9 Nowa: fak
21:31 DTM9 Nowa: I'll cont to the thread
21:31 _Meep_: so if you have any issues,post em on the thread when ur free XD
21:31 _Meep_: nvm then
21:31 _Meep_: next time xd
21:31 _Meep_: dw i have it all savelogged

Cont from IRC mod

00:44:434 (6,1) - 00:46:576 (3,4) - 00:49:331 (4,5) - I don't really see a reason to use this kind of low DS on a respectively dense part (exceptionally the last pair of objects since the 5 is mapped on a damn cymbal), maybe you could open the ideology little bit more behind these Fixed the first two pairs,the third one is staying since I wanted to copy the previous sliders, the part isn't THAT intense compared to the next few jumsp and I see no need to simply raise the DS because its a clap

00:50:709 (1,2,1) - Maybe space these all equally? Fixed,but blame stacking for that one pixel off error ==

00:56:831 (1,2,3) - and 01:06:627 (1,2,3) - You could even out the spacing here aswell since the second slider is much closer to the donut slider than the outer curved slider Spacing differences shouldn't matter, just make it look like a nice wi-fi icon eh.... done

01:25:607 (1,2) - Since these two are mapped on a similar vocal beat wouldn't it be a good idea to stack them and after that start some kind of a jumpy pattern? hmm,I wanted the song to end in the middle, and going with the 120 angles would be best because its comfortable for players to play

That's all i found from the expert xd GL my man
Thanks for the mod guys!
-NanoRIPE-
aaaaaaaaa

e
00:01:729 (2,1,2) - im prefer you put 1/2 reverse slider cause 3 circle on red tick its hard to read it/click it for newbie
00:12:597 (1) - circle here and 1/1 slider on the next white tick (the rhtyhm a bit awkward here cause its not really fit with the music)
00:22:393 (1) - ^
00:28:668 - the slider should be started here cause the vocal and drum looks strong here
00:30:046 (1,2,3) - try this rhythm http://prnt.sc/enhc6b for emphatize the intrument well
00:39:689 (1,2) - newbie player will confused if you put the slider on red tick suddenly
00:46:576 (1,2) - reverse it for make it a bit easier to read it
00:49:485 - the slider should be start here (listen carefully,the vocal and intrument strong here)
00:56:372 (1) - 3/2 reverse slider here for emphatize the vocal and cymball more
01:06:168 (1) - 3/2 reverse slider here (for vocal and intrument too at the red tick)
01:10:301 - the vocal and intrument looks strong here
01:12:903 (3) - 3/2 reverse slider here for better rhythm (the vocal seems strong for this one)
01:17:801 (3) - ^
01:19:025 (1,2,3) - try this rhythm http://prnt.sc/enhfml
01:21:474 (1) - i think you tried to emphatize the intrument here but its really accurate.the second cymbal at - 01:22:546 and the third cymbal at 01:23:770
01:24:536 (2) - reverse slider here for emphatize the drum roll at 01:25:454 -
01:26:372 (1) - the slider should be ended on big white tick (the vocal stop there)

gl
Pachiru

-NanoRIPE- wrote:

aaaaaaaaa

e Next time please at least write "ez" to know, because I was searching for the mod during ages...
00:01:729 (2,1,2) - im prefer you put 1/2 reverse slider cause 3 circle on red tick its hard to read it/click it for newbie It's impossible to do a reverse for this type of rhythm, don't worry I tried before your mod.
00:12:597 (1) - circle here and 1/1 slider on the next white tick (the rhtyhm a bit awkward here cause its not really fit with the music)
00:22:393 (1) - ^ Not fixed, because I tried, and I didn't liked the rhythm. And also because I want to keep this note 00:23:617 (3) - clickable.
00:28:668 - the slider should be started here cause the vocal and drum looks strong here That would be to hard and unpredictable for a player to click on this slider, since this part is pretty full of clickable white ticks.
00:30:046 (1,2,3) - try this rhythm http://prnt.sc/enhc6b for emphatize the intrument well Didn't changed, because I wanted to keep that 00:30:964 (3) - reverse slider, due to the background sound, and to me it looks good like that.
00:39:689 (1,2) - newbie player will confused if you put the slider on red tick suddenly
00:46:576 (1,2) - reverse it for make it a bit easier to read it I didn't fixed the slider for the moment. But I think I'll fix it if further mods ask me to.
00:49:485 - the slider should be start here (listen carefully,the vocal and intrument strong here) I want to avoid 1/2 gap as much as possible, so no.
00:56:372 (1) - 3/2 reverse slider here for emphatize the vocal and cymball more Nope, because I don't want to use hard rhythm, because I think that the diff is hard enough.
01:06:168 (1) - 3/2 reverse slider here (for vocal and intrument too at the red tick) Same.
01:10:301 - the vocal and intrument looks strong here Yes, but that would be very hard to play for an Easy diff.
01:12:903 (3) - 3/2 reverse slider here for better rhythm (the vocal seems strong for this one)
01:17:801 (3) - ^ No, because there is no reason to do it, since I used a basic 1/1 rhythm, and that fit pretty good.
01:19:025 (1,2,3) - try this rhythm http://prnt.sc/enhfml I prefer my rhythm since it's easier, and it fit good with this situation, since it's calm.
01:21:474 (1) - i think you tried to emphatize the intrument here but its really accurate.the second cymbal at - 01:22:546 and the third cymbal at 01:23:770 Kept this slider, because I like it the way how is it emphasize the song, with the slider curves, and since it's an calm part, I dont' want to make something hard here.
01:24:536 (2) - reverse slider here for emphatize the drum roll at 01:25:454 -
01:26:372 (1) - the slider should be ended on big white tick (the vocal stop there)

gl
Thanks for modding, but next time, try to use a better form (like lists) for mods, because it was pretty hard to answer to it, also try to go further in your mods to make the mapper understand well you wanna say, because sometimes I was like "meh what he wants me to change ;-;" you see? Otherwise, there was a lot of interesting stuffs.
Arigato~

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70,220,69229,6,0,L|174:220,2,100,0|8|0,0:0|0:0|0:0,0:0:0:0:
0,290,70148,1,8,0:0:0:0:
70,360,70454,2,0,L|296:360,1,200,0|0,0:0|0:0,0:0:0:0:
340,289,71372,1,0,0:0:0:0:
288,204,71678,6,0,P|276:148|292:96,1,100,0|8,0:0|0:0,0:0:0:0:
386,107,72291,2,0,P|396:155|383:203,1,100,0|8,0:0|0:0,0:0:0:0:
340,289,72903,2,0,L|180:288,1,150,0|8,0:0|0:0,0:0:0:0:
40,288,73821,1,0,0:0:0:0:
40,188,74127,6,0,P|32:132|52:60,2,100,0|8|0,0:0|0:0|0:0,0:0:0:0:
128,236,75046,1,8,0:0:0:0:
204,172,75352,2,0,P|276:152|352:176,1,150
460,272,76270,1,8,0:0:0:0:
400,356,76576,6,0,B|348:368|348:368|292:356,1,100,0|8,0:0|0:0,0:0:0:0:
224,280,77189,2,0,B|178:270|178:270|126:282,1,100,0|8,0:0|0:0,0:0:0:0:
48,204,77801,2,0,L|36:92,2,100,0|8|0,0:0|0:0|0:0,0:0:0:0:
125,281,78719,1,8,0:0:0:0:
196,196,79025,6,0,P|208:128|196:88,1,100,0|8,0:0|0:0,0:0:0:0:
311,98,79638,2,0,P|303:147|315:195,1,100,0|8,0:0|0:0,0:0:0:0:
343,301,80250,2,0,B|294:287|257:337|257:337|211:285|167:305,1,200,0|0,0:0|0:0,0:0:0:0:
74,249,81168,1,8,0:0:0:0:
81,139,81474,6,0,B|161:79|161:79|255:114|255:114|350:83|350:83|429:143,2,400,4|0|0,0:0|0:0|0:0,0:0:0:0:
180,336,84536,2,0,P|256:360|320:336,2,150,0|4|0,3:0|0:0|0:0,0:0:0:0:
180,206,85760,2,0,L|280:206,2,100
256,192,86525,12,0,88668,0:0:0:0:
Nardoxyribonucleic
Hi, here is the Oni guest difficulty as requested. (no kd)

https://puu.sh/vcuRO.rar

Please add my name to tags, thank you :3
Kibbleru
I know you want to make the diff names according to the actual game, but naming the "insane" diff as Expert will cause alot of confusion here :/

expert
00:31:117 (1) - cud be more symmetrical at the end
00:39:076 (3,1) - this stack :(
00:51:015 (2,1) - ^
00:45:046 (3,5) - its better to stack these 2 instead?

easy
ok. some rhythms are skipping over strong beats here..
01:21:474 (1) - the repeat and end of the slider doesn't really follow the music at all here, please do something different
00:27:597 (1,2) - try
00:30:658 (2,3,4) -
00:45:352 (2,3) - try 3/2 repeat slider here
00:56:372 (1,2) - ^
01:12:903 (3,4) - ^
01:17:801 (3,4) - ^
00:55:301 - u can add circle
01:04:331 (1,2,3) - rhythm inconsistent 00:54:536 (1,2) -
01:06:168 (1,2) - 3/2 slider and circle - ok 01:06:168 (1,2,3,4) - this entire part is kinda inconsistent with the first part.
01:09:229 (1,2,3) -
01:19:025 (1,2,3) -
JeirYagtama
H E L L O T H E R E
00:16:270 (3,1) - sounds undermapped
00:26:066 (3,1) - ^
00:46:882 (7,1) - ^
01:18:260 (4) - move this alittle bit upward
00:43:362 (3,4) - blanket?
Idk your hard diff is soo clean cant really fnd that much mistakes xd
00:02:954 (1) - weird slider
00:36:780 (1) - ^
00:05:250 (3,1) - why not overlap this with the sliderend?
00:12:138 (3,1,2) - stack?
00:31:882 (2,3,4) - stack this
00:32:342 (6,7,1) - ^
00:41:678 (1,2,3) - ^
00:42:138 (5,6,1) - ^
00:42:903 (3,4) - overlap this
00:53:311 (1,2) - ^
01:03:107 (1,2) - ^
00:48:719 (2,3) - put some flow into this I guess?
00:49:485 (1,2) - blanket?
Gudluck and also dunt forget that M4M xd
Swell
Hey there, random mod cause I'm bored. Only doing the Expert diff cause I'm bad at explaining things for other diffs rn lol.

Expert

00:21:321 (1) - 00:36:780 (1) - Regarding 00:21:321 (1) - Here is weird cause you have the first slider, and the same sound happens for the next 2 but they are represented through simple shapes and kinda messes with the cursor movement. As 1 is slower due to how the slider has to travel compared to 2 and 3.
Next is 00:36:780 (1) - This slider is weird cause you end up sitting at the base of the slider for a bit without any real reason to do so. You end up ignoring other vocals for intensity. So why try to do so for the backup all of sudden? I think removing the red points near the sliderhead would feel better to play

00:30:658 (4,5,1) - So I'm unsure about this one. But 4 covers up the reverse tail of 1, this may lead to people breaking as they head for 5 and not notice the reverse in time by the time they reach that point. Could warrant some discussion imo.

00:53:311 (1,2) - 01:03:107 (1,2) - I'm guessing you have the sudden stop in motion here for the bells? The issue here is that the bells happen more than one time. So you can either A.) Try to emphasize the bell more than just the single hit-circle here. You don't follow up on that second bell at all so it kinda feels awkward to play through the map expecting the hit for the next bell but it never happens since you go back to vocals. Or B.) You just focus completely on the vocals. I think you could get away with this as the vocal is extended and it would feel more natural to be moving as it's just what we've been doing the whole time up until this point.
Free Hong Kong
kds pls

General

  1. nice Source/ Tags
  2. hitsounding is below basic in most sections because you don't have a kick sound, you mainly just clap every now and then.

Expert

  1. 00:16:423 (6) - this should be NC because of how you do other ncs, for a song like this it would make most sense if you just used regular downbeat NCs since there isn't much special with the red ticks you decided to nc.
  2. 00:13:362 (2,3,4,5) - comparing this rhythm to 00:14:127 (2,3,4) - one is just filler to the drum sounds on one ONLY maps the vocals you shouldn't switch ideas like this. also in future parts you focus on vocals so you should proabbly change the first part.
  3. 00:29:434 (6,7) - you have tended to make vocals clickable so putting them to slider ends in this part doens't match with prior parts.
  4. 00:31:117 (1) - I don't think 4 disapears quickly enough for the reverse arrow of 1 to be visible in time for the player to be able to read it.
  5. 00:32:342 (6,7,1) - this looks like you didn't notice it, so what happens is the green point that changes SV affects what the actual distance numbers mean, so for lower sv, a distance of 1.0 could be a distance of .5 in the sv used prior. make these even u fuk
  6. 00:33:719 (1) - if you are going for the vocals focus you shouldn't skip over beats like 00:34:178 - 00:37:087 - and 00:37:240 -
  7. 00:36:780 (1) - this shape has a negative impact on gameplay and doesn't match overall slider designs
  8. 00:39:689 (1) - why does this have a bump, there is no change where your bump is.
  9. 00:42:903 - why stop motion for a 1/1 gap when the song is still continuing
  10. 00:53:311 (1) - 01:03:107 (1) - there shouldn't be a stop in motion here since the vocal here is the same vocal 00:53:617 (2) - . Also if you are "stopping because of the bells" you failed to execute this on the other bell sounds that occur 00:53:923 - 00:54:536 - 00:54:995 - etc

Hard

  1. why don't you use the same custom hitsound as in top diff? soft-hitclap.wav
  2. 00:11:525 (1,2,3) - you can make a jump to this, but I would avoid making it look so similar to the 1/1 gap you have here 00:12:138 (3,1) -
  3. 00:49:944 (2,3) - how come you only really make 2 spots with noticeable spacing empahsis like this

Pachiru's Easy

  1. 00:12:597 (1) - you make the pickup beat clickable and then the strong downbeat indicating a new phrase on the repeat of this slider. 00:12:903 - should be clickable.
  2. 00:28:515 (2) - you should make the gap to this 3/2 instead of 1/1 because the strong beat of vocals and instrumentals exists on the red tick here 00:28:668 -
  3. 00:30:964 (3) - similarly this slider ends up skipping strong beats on red ticks also to map weaker sounds even though it seems in your interest to map these stronger sounds after referencing the way you made your intro
  4. 00:47:495 - 00:47:189 - 00:55:301 - forcing symmetry causes you to skip strong sounds like these.
Topic Starter
_Meep_

Kibbleru wrote:

I know you want to make the diff names according to the actual game, but naming the "insane" diff as Expert will cause alot of confusion here :/

expert
00:31:117 (1) - cud be more symmetrical at the end TRIED
00:39:076 (3,1) - this stack :(:(
00:51:015 (2,1) - ^ :(
00:45:046 (3,5) - its better to stack these 2 instead? fixed

JeirYagtama wrote:

H E L L O T H E R E

00:02:954 (1) - weird slider
00:36:780 (1) - ^
00:05:250 (3,1) - why not overlap this with the sliderend?
00:12:138 (3,1,2) - stack?
00:31:882 (2,3,4) - stack this
00:32:342 (6,7,1) - ^
00:41:678 (1,2,3) - ^
00:42:138 (5,6,1) - ^
00:42:903 (3,4) - overlap this
00:53:311 (1,2) - ^
01:03:107 (1,2) - ^
00:48:719 (2,3) - put some flow into this I guess?
00:49:485 (1,2) - blanket?
Gudluck and also dunt forget that M4M xd
i dont see any reason to change any of this lol,u gotta see the mapper's intention in doing something rather than trying to force your style into others

Swell wrote:

Hey there, random mod cause I'm bored. Only doing the Expert diff cause I'm bad at explaining things for other diffs rn lol.

Expert

00:21:321 (1) - 00:36:780 (1) - Regarding 00:21:321 (1) - Here is weird cause you have the first slider, and the same sound happens for the next 2 but they are represented through simple shapes and kinda messes with the cursor movement. As 1 is slower due to how the slider has to travel compared to 2 and 3.
Next is 00:36:780 (1) - This slider is weird cause you end up sitting at the base of the slider for a bit without any real reason to do so. You end up ignoring other vocals for intensity. So why try to do so for the backup all of sudden? I think removing the red points near the sliderhead would feel better to play

The first 3/4 slider should be fine,I didnt want to go for any consistency in tg that part and I dont see a need to.
The second slider however you do have a point, however I wanted the pause at the start of the slider because the vocals felt slow and I wanted to emphasize that part.


00:30:658 (4,5,1) - So I'm unsure about this one. But 4 covers up the reverse tail of 1, this may lead to people breaking as they head for 5 and not notice the reverse in time by the time they reach that point. Could warrant some discussion imo.

eh if kibbie doesn thave any problem with it I dont :D

00:53:311 (1,2) - 01:03:107 (1,2) - I'm guessing you have the sudden stop in motion here for the bells? The issue here is that the bells happen more than one time. So you can either A.) Try to emphasize the bell more than just the single hit-circle here. You don't follow up on that second bell at all so it kinda feels awkward to play through the map expecting the hit for the next bell but it never happens since you go back to vocals. Or B.) You just focus completely on the vocals. I think you could get away with this as the vocal is extended and it would feel more natural to be moving as it's just what we've been doing the whole time up until this point.

I mapped to the vocals(purely)[Other than the parts that come after that weird slider and kickslider] and therefore I want to have a pause so i can emphasize both the bells AND the vocals more.

bor wrote:

kds pls

General

  1. nice Source/ Tags lel
  2. hitsounding is below basic in most sections because you don't have a kick sound, you mainly just clap every now and then. lel

Expert

  1. 00:16:423 (6) - this should be NC because of how you do other ncs, for a song like this it would make most sense if you just used regular downbeat NCs since there isn't much special with the red ticks you decided to nc.fixed
  2. 00:13:362 (2,3,4,5) - comparing this rhythm to 00:14:127 (2,3,4) - one is just filler to the drum sounds on one ONLY maps the vocals you shouldn't switch ideas like this. also in future parts you focus on vocals so you should proabbly change the first part. Its 'spam of notes -> sliders to emphasize vocals -> spam of notes -> sliders to emphasize vocals', I think its consistent enough and doesn't need to be changed
  3. 00:29:434 (6,7) - you have tended to make vocals clickable so putting them to slider ends in this part doens't match with prior parts. mapped to the instruments because the notes after it are mainly to the instruments that ignore the vocals
  4. 00:31:117 (1) - I don't think 4 disapears quickly enough for the reverse arrow of 1 to be visible in time for the player to be able to read it. if kibbie is ok with it im ok with it ;/
  5. 00:32:342 (6,7,1) - this looks like you didn't notice it, so what happens is the green point that changes SV affects what the actual distance numbers mean, so for lower sv, a distance of 1.0 could be a distance of .5 in the sv used prior. make these even u fuk nu, why should I adapt to an sv change XD It doesn't matter whether the player is able to hit it or not lol
  6. 00:33:719 (1) - if you are going for the vocals focus you shouldn't skip over beats like 00:34:178 - 00:37:087 - and 00:37:240 - if you do realise, this part is one of the parts where their vocals had a pause and therefore it is difficult to predict the rhythm. therefore I used a reverse slider to play thuis so players won't have much emphasize the slider therefore it is fine why am i using so many therefore lol
  7. 00:36:780 (1) - this shape has a negative impact on gameplay and doesn't match overall slider designs emphasize them vocals
  8. 00:39:689 (1) - why does this have a bump, there is no change where your bump is. why not >_>
  9. 00:42:903 - why stop motion for a 1/1 gap when the song is still continuing how I felt the song should play, and also my style
  10. 00:53:311 (1) - 01:03:107 (1) - there shouldn't be a stop in motion here since the vocal here is the same vocal 00:53:617 (2) - . Also if you are "stopping because of the bells" you failed to execute this on the other bell sounds that occur 00:53:923 - 00:54:536 - 00:54:995 - etc vocals and my style

Hard

  1. why don't you use the same custom hitsound as in top diff? soft-hitclap.wav FIXED
  2. 00:11:525 (1,2,3) - you can make a jump to this, but I would avoid making it look so similar to the 1/1 gap you have here 00:12:138 (3,1) - NO BUT NC CHANGE
  3. 00:49:944 (2,3) - how come you only really make 2 spots with noticeable spacing empahsis like this UH IDK WHY AM I USING CAPS LOL UH BECAUSE THE MUSIC RISES
THANKS GUYZ
phox
was asked to testplay veyron's extra

00:51:321 (1,2,3,4,5,1) - i don't get what this part is mapped to? it's definitely not the vocals (the 'ta' is even completely skipped over in the slider body), it's not the bells in the background either (a bell sound is also skipped over in the slider body as well)

no kds pls
Free Hong Kong
You should explain what "your style" decides when to stop the motion then instead of just stating "its my style", because when i look its just random. For the similarities that exist in the music there should exist more 1/1 gaps without motion as I have stated, if there was a specific reason the song does something I missed you need to state it, otherwise you are just inconsistent.
Topic Starter
_Meep_

pyroflayer wrote:

You should explain what "your style" decides when to stop the motion then instead of just stating "its my style", because when i look its just random. For the similarities that exist in the music there should exist more 1/1 gaps without motion as I have stated, if there was a specific reason the song does something I missed you need to state it, otherwise you are just inconsistent.
Its how I intepret the song. People may have a view of 'oh this is the chorus better not put 1/1 gaps so that there is momentum and they dont stop moving',for me its because 'oh its the chorus,well who cares its still part of the song,because the vocals did stop so I'll stop it as well.
Free Hong Kong

_Meep_ wrote:

pyroflayer wrote:

You should explain what "your style" decides when to stop the motion then instead of just stating "its my style", because when i look its just random. For the similarities that exist in the music there should exist more 1/1 gaps without motion as I have stated, if there was a specific reason the song does something I missed you need to state it, otherwise you are just inconsistent.
Its how I intepret the song. People may have a view of 'oh this is the chorus better not put 1/1 gaps so that there is momentum and they dont stop moving',for me its because 'oh its the chorus,well who cares its still part of the song,because the vocals did stop so I'll stop it as well.
the vocal's clearly hold from 00:53 :158 - to 00:53:464 -

its the same logic with the vocal from 00:52:087 - to 00:52:852 - , in this case why not pause at the end of this vocal?

why not also pause in places like 00:54:689 - 00:55:148 -

its very clear in all these cases that each vocal is a hold


either ways its clear you are not only mapping the vocals, in case you are mapping more of a filler type rhythm, which would mean it would make most sense to map the sounds 00:53:464 - and 01:03:260 -

also with your logic maybe you should consider skipping more sounds where you could interpret pauses like 01:16:423 (5) - .

but as I said, there are held vocals at where you pause the music. just because there is no articulation there doesn't mean the sound isn't there. But again you are not mapping ONLY the vocals, you map a lot of drum/guitar sounds and sounds exist at those points. You can't just say "its how I interpret the song" because there are more locations in this song that are similar to the ones I point out and you chose to not create this 1/1 pause in movement and rhythm.
Topic Starter
_Meep_

pyroflayer wrote:

You should explain what "your style" decides when to stop the motion then instead of just stating "its my style", because when i look its just random. For the similarities that exist in the music there should exist more 1/1 gaps without motion as I have stated, if there was a specific reason the song does something I missed you need to state it, otherwise you are just inconsistent.
Its how I intepret the song. People may have a view of 'oh this is the chorus better not put 1/1 gaps so that there is momentum and they dont stop moving',for me its because 'oh its the chorus,well who cares its still part of the song,because the vocals did stop so I'll stop it as well.

the vocal's clearly hold from 00:53 :158 - to 00:53:464 -

its the same logic with the vocal from 00:52:087 - to 00:52:852 - , in this case why not pause at the end of this vocal?

why not also pause in places like 00:54:689 - 00:55:148 -

its very clear in all these cases that each vocal is a hold


either ways its clear you are not only mapping the vocals, in case you are mapping more of a filler type rhythm, which would mean it would make most sense to map the sounds 00:53:464 - and 01:03:260 -

also with your logic maybe you should consider skipping more sounds where you could interpret pauses like 01:16:423 (5) - .

but as I said, there are held vocals at where you pause the music. just because there is no articulation there doesn't mean the sound isn't there. But again you are not mapping ONLY the vocals, you map a lot of drum/guitar sounds and sounds exist at those points. You can't just say "its how I interpret the song" because there are more locations in this song that are similar to the ones I point out and you chose to not create this 1/1 pause in movement and rhythm.
fuk i cant explain this from phone i need to get on my comp :thinking:

gime a few weeeks to reply so I can sneak off to a gaming cafe or somethin
Topic Starter
_Meep_

pyroflayer wrote:

the vocal's clearly hold from 00:53 :158 - to 00:53:464 -

its the same logic with the vocal from 00:52:087 - to 00:52:852 - , in this case why not pause at the end of this vocal?

why not also pause in places like 00:54:689 - 00:55:148 -

its very clear in all these cases that each vocal is a hold


either ways its clear you are not only mapping the vocals, in case you are mapping more of a filler type rhythm, which would mean it would make most sense to map the sounds 00:53:464 - and 01:03:260 -

also with your logic maybe you should consider skipping more sounds where you could interpret pauses like 01:16:423 (5) - .

but as I said, there are held vocals at where you pause the music. just because there is no articulation there doesn't mean the sound isn't there. But again you are not mapping ONLY the vocals, you map a lot of drum/guitar sounds and sounds exist at those points. You can't just say "its how I interpret the song" because there are more locations in this song that are similar to the ones I point out and you chose to not create this 1/1 pause in movement and rhythm.
issue solved in irc on discord,so ok
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