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posted
This beatmap was submitted using in-game submission on Wednesday, October 04, 2017 at 7:16:16 PM

Artist: Silver Forest feat. Aki
Title: Sakura Uta
Source: 東方神霊廟 ~ Ten Desires.
Tags: Sweet Little Lily Touhou Project Shinreibyou Toho Track 07 ZUN Reimu Hakurei 死霊の夜桜 Night Sakura of Dead Spirits Kana Ijuin Stage 1 theme
BPM: 132
Filesize: 6522kb
Play Time: 03:23
Difficulties Available:
  1. Easy (1.28 stars, 206 notes)
  2. Hard (2.76 stars, 428 notes)
  3. Lunatic Lite (3.27 stars, 617 notes)
  4. Lunatic (3.92 stars, 711 notes)
  5. Normal (1.84 stars, 300 notes)


Download: Silver Forest feat. Aki - Sakura Uta
Information: Scores/Beatmap Listing
---------------
Ranked Beatmap #2



Track 7 of the album 'Sweet Little Lily'.
Original: 死霊の夜桜 ('Night Sakura of Dead Spirits), from Touhou 13.
Arranged by KaNa, one of my favourite progressive house producers.



Difficulties:
Easy, Normal, Hard, Lunatic Lite, Lunatic

All difficulties arranged and hitsounded by me.



Modifications
Mod-1: Uploaded 19/03/2017
- Added Easy
- Added Normal
- Added Hard

Mod-2: Uploaded 22/03/2017
- Changed the title; removed 'Arranged by KaNa' as that is not in the official metadata.
- Changed stack leniency in normal from 0.2 to 0.3. This is done to remove perfect stacking for 1/2 notes.

Mod-3: Uploaded 09/04/2017
- Update (Kujinn)
- Renamed Easy to Normal.
- Renamed Normal to Advanced.
- Edited tags

Mod-4: Uploaded 14/04/2017
- Update (Hobbes2)

Mod-5: Uploaded 16/04/2017
- Update (Hytex)

Mod-6: Uploaded 20/04/2017
- Update (Aximes)

Mod-7: Uploaded 22/04/2017
- Update (Kisses and - Yoshimaro -)

Mod-8: Uploaded 25/04/2017
- Changed mp3 from 128 to 192 Kbps
- Update (Zunv)

Mod-9: Uploaded 26/04/2017
- Update (CucumberCuc)

Mod-10: Uploaded 27/04/2017
- Updated Hard

Mod-11: Uploaded 29/04/2017
- Update (Doormat and Krowzin)

Mod-12: Uploaded 29/04/2017
- Update (Fursum012)

Mod-13: Uploaded 30/04/2017
- Update (pkhg)

Mod-14: Uploaded 02/05/2017
- Updated Hard
- Fixed Tags

Mod-15: Uploaded 02/05/2017
- Update (Kaine)
- Fixed timing points

Mod-16: Uploaded 03/05/2017
- Changed 'Source' to '東方神霊廟 ~ Ten Desires'
- Fixed tags

Mod-17: Uploaded 03/05/2017
- Edited the Source

Mod-18: Uploaded 18/05/2017
- Updated Normal

Mod-19: Uploaded 19/05/2017
- Update (30201102)

Mod-20: Uploaded 21/05/2017
- Removed unecessary timing points on Normal and Advanced.

Mod-21: Uploaded 29/05/2017
- Added a new difficulty: Lunatic Lite

Mod-22: Uploaded 02/06/2017
- Update (Wishmaker980)

Mod-23: Uploaded 04/06/2017
- Update (Wishmaker980)

Mod-24: Uploaded 18/06/2017
- Update (MaridiuS)

Mod-25: Uploaded 18/06/2017
- Changed the colour of combo 1 to (255,62,197)
- Update (tatatat)

Mod-26: Uploaded 20/06/2017
- Update (lucciachan)

Mod-27: Uploaded 12/07/2017
- Updated Lunatic lite.

Mod-28: Uploaded 20/07/2017
- Renamed Advanced to Hard
- Renamed Hard to Lunatic Lite
- Renamed Lunatic Lite to Lunatic
- Update (Naotoshi)

Mod-29: Uploaded 21/07/2017
- Update (Naotoshi)

Mod-30: Uploaded 22/07/2017
- Update (Naotoshi)

Mod-31: Uploaded 28/07/2017
- Update (Naotoshi)

Mod-32: Uploaded 10/09/2017
- Removed Lunatic
- Update (Delis)

Mod-33: Uploaded 22/09/2017
- Readded and updated Lunatic

Mod-34: Uploaded 23/09/2017
- Updated Lunatic

Mod-35: Uploaded 28/09/2017
- Updated Lunatic

Mod-36: Uploaded 29/09/2017
- Updated Lunatic (Naotoshi)

Mod-37: Uploaded 30/09/2017
- Fixed missing hitsounds (All difficulties)
- Removed unnecessary hitsounds

Mod-38: Uploaded 01/10/2017
- Updated all difficulties (Delis)
- Fixed hitsounds (All difficulties)
- Removed unnecessary hitsounds

Mod-39: Uploaded 01/10/2017
- Added Easy

Mod-40: Uploaded 02/10/2017
- Update (Delis)
- Removed even more hitsounds

Mod-41: Uploaded 03/10/2017
- Updated Hard
Thank you!
Delis - Mod + Bubble
Naotoshi - Mod + Bubble + Qualify

Naitoshi - Hitsounding Consultant
IamKwaN - Metadata Check
Pishifat - Changing Title Text

Bor - Testplay & Timing check
Halfslashed - Testplay
celerih - Testplay
Kujinn - Mod
Hobbes2 - Mod
Hytex - Mod
Aximes - Mod
Kisses - Mod
- Yoshimaro - - Mod
Zunv - Mod
srijanfromsd - Testplay
CucumberCuc - Mod
Doormat - Mod
Krowzin - Testplay
Mutran1 - Feedback (Lunatic Lite)
Fursum012 - Mod
pkhg - Mod
Kaine - Mod
30201102 - Mod
Betastar - Small check.
Wishmaker980 - Mod.
MaridiuS - Mod
tatatat - Mod
lucciachan - Mod
Kocari - Feedback (Easy)
posted
m4m ~

just letting you know that I suck at modding low diffs, especially when low bpm so don't give kudosu if you find mods useless.

[Hard]
  1. 00:02:018 (1) - remove nc or 00:05:655 (4) - nc just to remove inconsistency.
  2. 00:03:155 (3,4) - can be stacked
  3. 00:09:291 (4) - you're mapping to vocals, so why not a 1/1 slider?
  4. 00:21:337 (4) - pitch is higher here, you can do something to emphasize that
  5. 00:26:337 (3,4,5) - weird flow
  6. 00:37:473 - strong sound mapped on slider end, I think the correct rhythm is obvious, slider - circle - slider would fix this.
  7. 00:44:064 (1,2) - you could make this a triple, music supports it.
  8. 00:44:746 (3,4) - ctrl g for correct rhythm
  9. 00:48:382 - strong sound here also, but I guess this is acceptable
  10. 00:52:928 (7,1) - 1/1 slider since strong sound on red tick
  11. 01:03:837 (8) - same here
  12. 01:12:018 - remove kiai 01:13:155 - kiai
  13. 01:35:882 (1) - try having just one repeat following up with a triple
  14. 02:59:064 (2,3,4,5) - really weird flow, try stacking the circles
  15. 03:02:246 (1,2) - replace with slider, too make circles before hand, and 03:02:246 - needs more emphasis
  16. 03:08:609 (4,5,6,7,8,9,10) - try lowering down, hard should really have 5 circle stream max
  17. 03:11:109 (6,7,1) - this did a good job emphasizing the vocal but I think you should either remove 03:12:928 (6) - or replace with triple like you did before to emphasize the rest
  18. 03:23:609 (8) - strong sound, place repeat slider here
[Normal]
  1. The biggest problem with this diff is that you have continuous notes that hardly have a 1/1 break between them, this really isn't good for those who play normal diffs and can be really tiring. I'd suggest looking through the map where you can create some 1/1 caps to make it easier on the player.
[Easy]
  1. This diff plays a lot like a normal diff at some sections of the map
  2. 00:20:882 (4) - you could flip this horizontally, would look better
  3. 00:29:518 (1,2,3) - an easy map should have notes placed on white ticks, having rhythms like this causes confusion for the beginner player. I'd suggest make it an extended repeat slider
  4. 00:34:746 - :thinking: I think I'll finish off here
I would strongly suggest remapping both Normal & Easy. It would be best for the set to be Normal, Advanced & Hard instead. The way you've mapped normal is too difficult for the average player playing maps at this sr, and the song uses too many strong sounds on red ticks to have an easy map. This is completely up to you of course.

Good Luck!
posted

Kujinn wrote:

m4m ~

just letting you know that I suck at modding low diffs, especially when low bpm so don't give kudosu if you find mods useless. You found some very important points, and oversights that I have made.

[Hard]
  1. 00:02:018 (1) - remove nc or 00:05:655 (4) - nc just to remove inconsistency. 2nd part was an oversight, so fixed that one.
  2. 00:03:155 (3,4) - can be stacked Current one seems fine imo.
  3. 00:09:291 (4) - you're mapping to vocals, so why not a 1/1 slider? Got it
  4. 00:21:337 (4) - pitch is higher here, you can do something to emphasize that The hitsounds take care of that
  5. 00:26:337 (3,4,5) - weird flow I introduce different angles between the notes; this forces the player to change directions a bit to make the map more interesting, and it looks cool too.
  6. 00:37:473 - strong sound mapped on slider end, I think the correct rhythm is obvious, slider - circle - slider would fix this. Fixed by making it into notes
  7. 00:44:064 (1,2) - you could make this a triple, music supports it. Just single notes feel nice for this part. A lot of other places which support triples only have single notes in them because this diff is supposed to be nice and light.
  8. 00:44:746 (3,4) - ctrl g for correct rhythm Sorted
  9. 00:48:382 - strong sound here also, but I guess this is acceptable The thing with the song is that the strong sounds are not consistent, so I have to use different rhythms at times.
  10. 00:52:928 (7,1) - 1/1 slider since strong sound on red tick Doesn't sound nice.
  11. 01:03:837 (8) - same here 01:04:064 Unfortunately is also a strong beat. So making 1:03:837 into a slider will negate 01:04:064
  12. 01:12:018 - remove kiai 01:13:155 - kiai Nice Idea. Will apply to all diffs, and I sorted the last kiai too.
  13. 01:35:882 (1) - try having just one repeat following up with a triple Current one fits the best
  14. 02:59:064 (2,3,4,5) - really weird flow, try stacking the circles Weird flow is nice at times.
  15. 03:02:246 (1,2) - replace with slider, too make circles before hand, and 03:02:246 - needs more emphasis I did the two circles to keep the square pattern before hand. What I did do is converted 03:02:700 (3) into 2 notes, and did a triangle pattern for the nice movement.
  16. 03:08:609 (4,5,6,7,8,9,10) - try lowering down, hard should really have 5 circle stream max Not necessarily. 7 notes streams have been done on hard difficulties before.
  17. 03:11:109 (6,7,1) - this did a good job emphasizing the vocal but I think you should either remove 03:12:928 (6) - or replace with triple like you did before to emphasize the rest Made the latter into a triple to fix this part, and also to make sure that I maintain 888 combo
  18. 03:23:609 (8) - strong sound, place repeat slider here Applied
[Normal]
  1. The biggest problem with this diff is that you have continuous notes that hardly have a 1/1 break between them, this really isn't good for those who play normal diffs and can be really tiring. I'd suggest looking through the map where you can create some 1/1 caps to make it easier on the player.
    The difficulty will be changed to an advanced/hard? I will be buffing up some patterns and smoothing out any errors.
[Easy]
  1. This diff plays a lot like a normal diff at some sections of the map I tried combining both parts. Unfortunately the song does not work if I only did 1/1 sliders and notes.
  2. 00:20:882 (4) - you could flip this horizontally, would look better
  3. 00:29:518 (1,2,3) - an easy map should have notes placed on white ticks, having rhythms like this causes confusion for the beginner player. I'd suggest make it an extended repeat slider
  4. 00:34:746 - :thinking: I think I'll finish off here


The last 3 points will be ignored as they will be reworked into my new normal difficulty
I would strongly suggest remapping both Normal & Easy. It would be best for the set to be Normal, Advanced & Hard instead. The way you've mapped normal is too difficult for the average player playing maps at this sr, and the song uses too many strong sounds on red ticks to have an easy map. This is completely up to you of course.
My original idea was to have an insane, 2 hards and a normal. The insane map worked for a bit (but due to 0 stack) was very very hard to play (the 2nd half of the song was mapped poorly), so I partly made an easy and removed the insane. The 2nd hard I wanted to make did not work as well as I hoped, and I thought that only having 2 diffs would not be enough, so I resurrected the easy.

Considering what you have said, I will:
- Change easy to normal
- Change normal to advanced


Good Luck! Thanks

I will edit the mod as I go along.


Edit: Updated
posted
[Normal]

00:34:746 - It's kinda awkward to skip this drum but then map 00:34:973. Perhaps make a slider starting on 00:34:746 - that ends on 00:35:428 - ?
00:45:882 (4,5,6) - I've found these kinda patterns to be a bit tricky for newer players. Better if you make them lead into each other more naturally instead of putting them beside each other.
00:58:837 - Perhaps make this synth clickable? it's quite prominent and high pitched. Try this rhythm http://puu.sh/viaKL/ef78e8d0c5.jpg
^basically this for the kiai, making that synth clickable whenever possible would make the rhythm consistent and easy to follow as a new player
01:51:337 (4,5) - While the sliders do lead into each other, they overlap each other quite a bit, which may make this hard to read.
02:02:019 (4,5) - new ranking criteria forbids stacking 1/2 circles under slidertails like this on a normal diff
02:11:337 (1,2,3,4,5) - bit too dense imo


Solid diff, just keep what I mentioned about making the high pitched synths clickable. I think that would improve the rhythm and make it more interesting for new players as they tend to play maps hearing only the most important parts of the song.

[Advanced]

I'll edit this with the rest, dont kds yet
posted

Hobbes2 wrote:

[Normal]

00:34:746 - It's kinda awkward to skip this drum but then map 00:34:973. Perhaps make a slider starting on 00:34:746 - that ends on 00:35:428 - ? Good catch
00:45:882 (4,5,6) - I've found these kinda patterns to be a bit tricky for newer players. Better if you make them lead into each other more naturally instead of putting them beside each other. It gives them a challenge and makes it interesting. If other people share your sentiments though I will change it.
00:58:837 - Perhaps make this synth clickable? it's quite prominent and high pitched. Try this rhythm http://puu.sh/viaKL/ef78e8d0c5.jpg
^basically this for the kiai, making that synth clickable whenever possible would make the rhythm consistent and easy to follow as a new player Changed where applicable. I cannot do it for all parts because some of the combo chains will become too long and dense, thereby making the difficulty a lot more harder.
01:51:337 (4,5) - While the sliders do lead into each other, they overlap each other quite a bit, which may make this hard to read. If other people share the same sentiments, then I will change it.
02:02:019 (4,5) - new ranking criteria forbids stacking 1/2 circles under slidertails like this on a normal diff Didn't know that. Fixed
02:11:337 (1,2,3,4,5) - bit too dense imo Changed the 2nd set of 2 notes into a slider


Solid diff, just keep what I mentioned about making the high pitched synths clickable. I think that would improve the rhythm and make it more interesting for new players as they tend to play maps hearing only the most important parts of the song. Thanks.

[Advanced]

I'll edit this with the rest, dont kds yet
I will reply to the other diffs (when you get to them) in a separate post
posted
heloo nm from queeu
only normal and adv cuz hard is gud

[normal]
00:14:973 (1) - why NC instantly?
00:21:337 (4) - is pointing at the top while 00:22:246 (1) - is in bottom maybe move a lil bit?
00:45:882 (4,5,6) - maybe make a clearer pattern if possible
02:40:655 (1) - why NC instantly?
02:49:291 (4) - fix slider shape

[adv]
you should NC every 2 downbeats like what you did in normal because theres only like 1-4 in every NC

00:14:973 (1) - same w/ normal
00:35:655 (2,3,4,5,6) - maybe make a clearer pattern if possible
00:41:791 (3,1) - blanket properly
02:12:246 (4,5,6,7) - clearer pattern maybe

sorry for short shitmod
couldnt really find problems
posted

Hytex wrote:

heloo nm from queeu
only normal and adv cuz hard is gud Yippeeeeeeeeeee!

[normal]
00:14:973 (1) - why NC instantly? Starting on a new downbeat
00:21:337 (4) - is pointing at the top while 00:22:246 (1) - is in bottom maybe move a lil bit? Curved 4 a tiny bit should fit lead onto slider 1 more easily.
00:45:882 (4,5,6) - maybe make a clearer pattern if possible Made changes to it, and any other patterns that have the same issue
02:40:655 (1) - why NC instantly? Oversight. Fixed
02:49:291 (4) - fix slider shape I like the uneven slider :o

[adv]
you should NC every 2 downbeats like what you did in normal because theres only like 1-4 in every NC Will do that. It works for the earlier parts of the song. In the kiai thought it grows to 1-12 at times.

00:14:973 (1) - same w/ normal Starting on a new downbeat
00:35:655 (2,3,4,5,6) - maybe make a clearer pattern if possible Fixed to a much more easier pattern.
00:41:791 (3,1) - blanket properly There is not much I could do, but I think I fixed it now.
02:12:246 (4,5,6,7) - clearer pattern maybe The player hits the notes via a clockwise triangular movement. It should be pretty clear since there are no sudden back and forth ones, unlike the pattern at 00:35:655 (2,3,4,5,6) which I have changed.

sorry for short shitmod
couldnt really find problems
Thanks for the Mod. Updated (Mod-5)
posted
Hello from Modreqs.
Reply for your NM request.

Normal: AR could be too high with 6.
If you look in the guideline it says for normal:

Setup

HP Drain Rate: 5 or below
Circle Size: 3 or 4
Approach Rate: 5 or below
Overall Difficulty: 5 or below

Your AR is too high for normal. Its just a guideline, so you dont have to mind that one, but I just wanted to point that out.

00:52:018 (2,3) - With an AR of 6 this could be hard to read for beginners and since thats an 1/2 note, i could be happen too fast.
00:55:655 (2,3) - ^
01:02:928 (3,4) - ^

Actually that happens alot so if they can do it once, the other will be fine.

01:34:973 (1) - You could bend that in the other direction. Maybe its just me, but it looks smoother for me.
03:20:428 (1,2,3) - Could hard to read from a new players perspective.

Advance: Could'nt find anything to change. Seems fine to me.

Hard: OD 8 Looks a bit harsh. I barely can pass the spinners in my test, for example: 01:27:814 (1) -
But I have to say... I knew that there was a Spinner and so could start spinning before the spinner even came. I just passed it. Didnt even got 1000. Players would'nt react that fast and would get 100. I tested OD 7.5. Its fine then.

Everything else seems fine too me... Sorry for shortmod, could'nt find anything else.
posted

Aximes wrote:

Hello from Modreqs.
Reply for your NM request.

Normal: AR could be too high with 6.
If you look in the guideline it says for normal:

Setup

HP Drain Rate: 5 or below
Circle Size: 3 or 4
Approach Rate: 5 or below
Overall Difficulty: 5 or below

Your AR is too high for normal. Its just a guideline, so you dont have to mind that one, but I just wanted to point that out. Changed to 5; it also doesn't seem to make it too cluttered and should be slow enough.

00:52:018 (2,3) - With an AR of 6 this could be hard to read for beginners and since thats an 1/2 note, i could be happen too fast.
00:55:655 (2,3) - ^
01:02:928 (3,4) - ^

Actually that happens alot so if they can do it once, the other will be fine.

01:34:973 (1) - You could bend that in the other direction. Maybe its just me, but it looks smoother for me. Fixed
03:20:428 (1,2,3) - Could hard to read from a new players perspective. As of now I think it fine.

Advance: Could'nt find anything to change. Seems fine to me.

Hard: OD 8 Looks a bit harsh. I barely can pass the spinners in my test, for example: 01:27:814 (1) -
But I have to say... I knew that there was a Spinner and so could start spinning before the spinner even came. I just passed it. Didnt even got 1000. Players would'nt react that fast and would get 100. I tested OD 7.5. Its fine then. I will keep the 8 for now, but chances are I will have an onslaught of people complaining about OD8

Everything else seems fine too me... Sorry for shortmod, could'nt find anything else.
I appreciate any mod, and this was helpful.

Updated: Mod-6
posted

Normal

  • I feel like AR 5 is a bit too fast for the lowest diff given the bpm and object density. How about 4?
  1. 00:26:791 (2) - I know this is slightly objective but I'm really not keen with how close the body is to the tail. How about flipping it?
    https://osu.ppy.sh/ss/7877743
  2. 00:42:018 (4,5) - I'm not really too keen on this rhythm tbh with how 00:42:700 (5) is clickable and 00:42:473 is when the former is a minor beat and the latter isn't
  3. 01:40:541 - I really don't like how this beat is the only unmapped beat in the section, feels rather empty, couldn't you try mapping it as a slider? yes the gap is 3/4 but I feel it's appropriate here with such a predominant beat and rhythm on the sruface http://puu.sh/vqKA3/649811215e.jpg
  4. 01:41:337 (5) - suggestion http://puu.sh/vqKDQ/5b6a601720.jpg
  5. 01:44:064 (4) - I'm sort of confused as to why you started the slider here when both the drum beat and vocals are on 01:43:837 . If you do decide to make changes here then make sure to apply where appropriate to 01:47:700 (4) -
  6. 01:51:337 (4) - ^
[]Only have time to mod 1 diff, GL!
posted

Kisses wrote:

Normal

  • I feel like AR 5 is a bit too fast for the lowest diff given the bpm and object density. How about 4? Need to keep at 5, because anything below it and parts such as 01:47:700 (4,5,6,7,8) become really cluttered.
  1. 00:26:791 (2) - I know this is slightly objective but I'm really not keen with how close the body is to the tail. How about flipping it? I like to keep this, because the upwards curvature looks cool
    https://osu.ppy.sh/ss/7877743
  2. 00:42:018 (4,5) - I'm not really too keen on this rhythm tbh with how 00:42:700 (5) is clickable and 00:42:473 is when the former is a minor beat and the latter isn't Separated into notes
  3. 01:40:541 - I really don't like how this beat is the only unmapped beat in the section, feels rather empty, couldn't you try mapping it as a slider? yes the gap is 3/4 but I feel it's appropriate here with such a predominant beat and rhythm on the sruface http://puu.sh/vqKA3/649811215e.jpg Applied
  4. 01:41:337 (5) - suggestion http://puu.sh/vqKDQ/5b6a601720.jpg Doesn't work imo, but I did alter the position of the 2 sliders so it is easier to read.
  5. 01:44:064 (4) - I'm sort of confused as to why you started the slider here when both the drum beat and vocals are on 01:43:837 . If you do decide to make changes here then make sure to apply where appropriate to 01:47:700 (4) - For the former, made the note into a slider. For the latter, changed to notes
  6. 01:51:337 (4) - See above point^
[]Only have time to mod 1 diff, GL!
Thanks for the mod. The song is a bit hard to map because there are strong beats in a lot of places, but if I map them some of the combo chains get a bit too long.
posted
hi im m4m modder c:

what the hell is your avatar hahaha
[Advanced]
  1. this difficulty doesn't even break 3*, it really shouldn't be on stack leniency 2. its just going to confuse everyone who's learning how to play
  2. 01:55:882 (7,8) - i haven't mapped enough advanced diffs too know myself whether or not this is allowed, so double check if 1/4 is ok to be used like this in a low level diff
  3. 02:04:064 (1) - this 100% stack will blow noob minds
[Hard]
  1. 00:23:496 (5) - bugged slider
  2. 01:21:337 (4,1) - for a cool visual effect, you could have 01:22:246 (1) - ctrl+H+J stack on 01:21:337 (4) - and it would be the reciprocated flow of 01:21:337 (4) -
  3. 02:19:405 - on your other parts, this was a triple note
tbh these are all really nice diffs but it's confusing that the stacking leniency is 2 on Advanced and Hard, it really will negatively impact players imo. I think stack leniency 2 on hard diff is ok but definitely not the advanced diff lol, anyway this could go really far imo... keep going and GL!
posted

- Yoshimaro - wrote:

hi im m4m modder c:

what the hell is your avatar hahaha Nice Arse
[Advanced]
  1. this difficulty doesn't even break 3*, it really shouldn't be on stack leniency 2. its just going to confuse everyone who's learning how to play Upped to 3
  2. 01:55:882 (7,8) - i haven't mapped enough advanced diffs too know myself whether or not this is allowed, so double check if 1/4 is ok to be used like this in a low level diff Should be fine. The sliders are 1/4, so you can play them as a single note. In addition the spacing between the sliders is 1/2
  3. 02:04:064 (1) - this 100% stack will blow noob minds I am counting on the flow of the previous sliders. This should not be a problem
[Hard]
  1. 00:23:496 (5) - bugged slider Fixed
  2. 01:21:337 (4,1) - for a cool visual effect, you could have 01:22:246 (1) - ctrl+H+J stack on 01:21:337 (4) - and it would be the reciprocated flow of 01:21:337 (4) - Need to maintain my distance snap
  3. 02:19:405 - on your other parts, this was a triple note I want to keep this so I can keep my symmetry
tbh these are all really nice diffs but it's confusing that the stacking leniency is 2 on Advanced and Hard, it really will negatively impact players imo. I think stack leniency 2 on hard diff is ok but definitely not the advanced diff lol, anyway this could go really far imo... keep going and GL!
Thanks for the mod. Updated (Mod-7)
posted
Hi, NM from #modreqs

Hard

Click
  1. 00:19:518 (3,4) - why idid you stack them here, but every where other is a 0.6 DS spaceing?( 00:15:882 (4,5,3,4,4,5,4,5,3,4,5,6) - ) consider spaceing this one too
  2. 00:25:882 (1,2,3,4) - since your map has a kinda Symmetric Theme to it i think it would look nicer if this i symmetric too. For example https://puu.sh/vv2Na/693e1c67ee.png
  3. 00:27:132 (6) - you use sliders shaped like this more often. But you created this kind of shape everytime from scratch. My suggestion would be to just create one of these and then copy paste it whenever you want to use this again. If you do this with every shape of slider you achieve a much cleaner look of your map.
  4. 00:37:700 (4) - There is no sound that justifies something to be clicked here. Make 00:37:473 (3) - a reverse slider like you did at 00:30:200 (3,3) - and you should be fine.
  5. 00:49:291 (4,5,1) - you always did stacks if there is 1/2 beat gap between each beat. and you did "streams" like this spaced out. consider spaceing this out for consistency and readability.
  6. 00:51:791 (2,3,4,5,6,7) - this can be done nicer looking. https://puu.sh/vv3YZ/2d69e0a2ba.png
  7. 00:56:564 (1,2,3,4,5,6,7) - also this can look nicer. Try to make the same distances to each object: https://puu.sh/vv4iR/89b57598f0.png Each arrow with same color should have had the same length.
  8. 01:00:882 (2,3,4,5) - ^same as above
  9. 01:17:473 (4,5,6,3,4,5,6,7) - also make these spaced like all the others you did.
  10. 01:27:814 (1) - end on the big white tick 01:29:518 -
  11. 01:35:882 (1) - repeating 2 times is to confusing. Especially for new players. You should only repeat it once. I would maybe do it like this https://puu.sh/vv4Nw/1c825f0783.png but be carefull the rhytm is pretty hard and confusing in that part you maybe have to skip serveral sound for the sake of playability since this is a hard difficulty. You maybe need some feedback from other modders for this part or ask in #modhelp maybe for help
  12. 01:43:837 (6,7,1) - also don't stack this
  13. 01:43:950 (7) - those high synth sounds you sometimes mapped them and sometimes not. Most of the time you followed the vocals. You should either always only follow the vocals or always follow vocals and also ALL of the synth sounds. But don't map only half of them and the other half you leave ignored.
  14. 02:18:609 (1,2,3,4,5) - this is nice. Here you did equal angles and equal spaceing. If you don't want to have it look like 2012 mapping select those 5 -> CTRL+R -> rotate by ~10° makes it look more modern.
  15. 02:43:382 (6) - make this also with 1 repeat, move the start to the white tick and put 2 circles infront: https://puu.sh/vv5NY/9dea5a07da.png
  16. 02:46:564 (4,5,4,5,6,6,7,1,6,7,1,5,6,1) - also get rid of these stacked streams
  17. 03:24:064 (2) - you can delete this since there is no sound that justifies a circle to be clicked here


Im not really good in modding lower Diffs so i hope this will still help you out.

Good Luck :)
posted

Zunv wrote:

Hi, NM from #modreqs

Hard

Click
  1. 00:19:518 (3,4) - why idid you stack them here, but every where other is a 0.6 DS spaceing?( 00:15:882 (4,5,3,4,4,5,4,5,3,4,5,6) - ) consider spaceing this one too Fixed
  2. 00:25:882 (1,2,3,4) - since your map has a kinda Symmetric Theme to it i think it would look nicer if this i symmetric too. For example https://puu.sh/vv2Na/693e1c67ee.png The pattern involves 00:25:882 (1,2,3,4,5), not just 00:25:882 (1,2,3,4); the sliderhead of 5 is reflected horizontally to note 1. Therefore the pattern is symmetric and will be kept the same.
  3. 00:27:132 (6) - you use sliders shaped like this more often. But you created this kind of shape everytime from scratch. My suggestion would be to just create one of these and then copy paste it whenever you want to use this again. If you do this with every shape of slider you achieve a much cleaner look of your map. Unique slider for every pattern
  4. 00:37:700 (4) - There is no sound that justifies something to be clicked here. Make 00:37:473 (3) - a reverse slider like you did at 00:30:200 (3,3) - and you should be fine. Applied
  5. 00:49:291 (4,5,1) - you always did stacks if there is 1/2 beat gap between each beat. and you did "streams" like this spaced out. consider spaceing this out for consistency and readability. I used to have them all stacked, but I want to alternate between stack and spaced. In addition, stack leniency should not be a problem; 1/2 stacks are perfectly hidden underneath each other, but 1/4 notes have a slight stack offset, so it is still distinguishable.
  6. 00:51:791 (2,3,4,5,6,7) - this can be done nicer looking. https://puu.sh/vv3YZ/2d69e0a2ba.png Won't be changed. If you look closely I did that pattern so there is symmetry; 00:51:791 (2,3,4,5,6,7,1) - If you look at the slider head of 1 and compare the y-coordinate to note 2 you will understand wat I mean.
  7. 00:56:564 (1,2,3,4,5,6,7) - also this can look nicer. Try to make the same distances to each object: https://puu.sh/vv4iR/89b57598f0.png Each arrow with same color should have had the same length. You can hear the music build up; to reflect that, I increased the distance between the notes using a ladder pattern
  8. 01:00:882 (2,3,4,5) - ^same as above The current one looks fine, but due to the way it is rotated it may seem off
  9. 01:17:473 (4,5,6,3,4,5,6,7) - also make these spaced like all the others you did. Again, I want to alternate between stacked and spaced for variety.
  10. 01:27:814 (1) - end on the big white tick 01:29:518 - The spinner ends on a synth. 1:29:518 is a muted sound.
  11. 01:35:882 (1) - repeating 2 times is to confusing. Especially for new players. You should only repeat it once. I would maybe do it like this https://puu.sh/vv4Nw/1c825f0783.png but be carefull the rhytm is pretty hard and confusing in that part you maybe have to skip serveral sound for the sake of playability since this is a hard difficulty. You maybe need some feedback from other modders for this part or ask in #modhelp maybe for help 2 repeats is not difficult for a hard diff. I do know that this is seldom done at all in almost any difficulty, but still the pattern should be easy. I will ask people in modhelp for further checks and if they share the same sentiments, I will change to an alternate pattern.
  12. 01:43:837 (6,7,1) - also don't stack this Still fine.
  13. 01:43:950 (7) - those high synth sounds you sometimes mapped them and sometimes not. Most of the time you followed the vocals. You should either always only follow the vocals or always follow vocals and also ALL of the synth sounds. But don't map only half of them and the other half you leave ignored. I will fix whenever applicable. Some of the synths are mapped using repeat sliders to make the diff a bit easier.
  14. 02:18:609 (1,2,3,4,5) - this is nice. Here you did equal angles and equal spaceing. If you don't want to have it look like 2012 mapping select those 5 -> CTRL+R -> rotate by ~10° makes it look more modern. 2012 Mapping it is
  15. 02:43:382 (6) - make this also with 1 repeat, move the start to the white tick and put 2 circles infront: https://puu.sh/vv5NY/9dea5a07da.png Fixed
  16. 02:46:564 (4,5,4,5,6,6,7,1,6,7,1,5,6,1) - also get rid of these stacked streams I think it is fine.
  17. 03:24:064 (2) - you can delete this since there is no sound that justifies a circle to be clicked here Applied to all difficulties


Im not really good in modding lower Diffs so i hope this will still help you out.

Good Luck :)
Thank you so much for the mod. I will try and get some feedback on the 2 repeat slider; I still think multiple repeats in a slider is much easier.

Post will be updated as I go along. When I update, I will also upload a 192 kbps version since the current one is 128.

Edit: Updated (Mod-8)
posted
Hi :3

Normal
check Distance Snap
01:00:882 put circle
01:25:200 ^
01:47:473 ^
01:59:064 ^
03:07:018 ^
03:23:837 (10) Too short a slider, so he could be at this difficulty
Advanced
Check Distance Snap
00:27:700 NC
00:35:882 ^
00:45:882 ^
00:50:428 ^
02:05:655 ^
02:10:428 ^
03:11:337 ^
03:18:609 ^
posted

CucumberCuc wrote:

Hi :3

Normal
check Distance Snap
01:00:882 put circle
01:25:200 ^
01:47:473 ^
01:59:064 ^
03:07:018 ^

For all the above points, I do agree that there I do omit strong beats. However, if I add them the combo chains will become too long, and if I change any other notes, the pattern will sound too awkward.

03:23:837 (10) Too short a slider, so he could be at this difficulty Changed to a note
Advanced
Check Distance Snap
00:27:700 NC I am using a new downbeat every 8 beats instead of 4. If anyone else complains, I will make the change
00:35:882 ^ See above
00:45:882 ^ See above
00:50:428 ^See above
02:05:655 ^See above
02:10:428 ^See above
03:11:337 ^See above
03:18:609 ^See above
Thanks for the check. Updated (Mod-9). I also changed a pattern in the hard difficulty.
posted
m4m as discussed

[General]
  1. 02:36:564 - you could put a finish on this tick here since there's cymbals


[Normal]
  1. 00:40:428 (1,2) - i'd consider using the same slider for these; it looks a bit weird seeing one more curved than the other
  2. 00:44:746 (2,3) - 00:48:382 (2,3) - why stack one but unstack the other? some consistency would be nice. actually you do this throughout the entire map, so it would be nice to know why you chose to stack some of these 1/2 patterns and unstacked others. it feels really random as it is right now
  3. 01:09:518 (1,2,3) - why does this have a different patterning from 01:05:882 (1,2,3,4) - 01:02:246 (1,2,3,4) - 00:58:609 (1,2,3,4) - when they're teh same musically?
  4. 01:00:200 (6,8) - i'd also consider making these the same shape for some nicer aesthetics
  5. 01:27:928 (1) - shouldn't this spinner end on 01:29:518 - instead? i'd argue that the sound there is more pronounced, and is where the reverb stops
  6. 01:41:337 (5,6,1,2,3,4,5,6) - i feel like the 1/2 density is too long. i'd consider breaking this up with some 1/1 gaps
  7. 01:47:700 (4,5,6,7,8,1,2,3,4,5,6,7) - especially here, this is definitely too long
  8. 02:11:791 (3,4) - shouldn't the rhythm be Ctrl + G here? it makes more sense musically to use the 1/2 slider before the 1/2 repeat slider
  9. overall i feel a lot of your 1/2 trains are overly long and should be shortened a bit. i'm also confused about the stacking vs unstacking thing you do because it feels really random throughout the map


[Advanced]
  1. just my opinion, but your kiai is entirely made up of 1/2 sliders and the occassional 3/4 slider or 1/4 repeat slider. i'd really consider adding in some 1/1 sliders or add some more variety to keep it from feeling monotonous
  2. 01:27:928 (1) - i think you should shorten this spinner to the downbeat
  3. 01:39:518 (3) - i'd argue that this should to split into two 3/4 sliders. the sound on the red tick 01:40:200 - is pretty emphasized so i think it should be on a click instead of on a repeat
  4. 02:03:155 (9,1) - slider for the (1) is hidden underneath the (9) during gameplay so it's a bit tricky to read for an Advanced diff. i'd consider either increasing the stack leniency or spacing this pattern out to make it more readable
  5. 02:52:928 (5,6) - maybe consider a 3/4 slider instead of two circles? polarity change like this might be tricky for players for this skill level


[Hard]
  1. why map out the intro here but not for the lower diffs? i get that this is supposed to be the "Hard" diff, but i don't really see a justification for not mapping this part out for the lower diffs
  2. 00:18:609 (1,3) - again, slider (3) is hidden underneath the (1) during gameplay and it can cause reading issues for players of this skill level
  3. 01:21:337 (4,1) - this isn't as big of a problem as the previous point, but i think you should look into this as well
  4. 01:27:814 (1) - this is different length from your previous diffs. why? also i think ending it on the downbeat is more ideal
  5. 01:35:882 (1) - i think this would work more effectively as two 3/4 sliders instead of a double repeat slider, since the red tick is really emphasized
  6. 02:55:655 (4,5) - looks really odd to break distance snap here
  7. 03:08:609 (4,5,6,7,8) - seems really odd to put the stream on a stack
  8. 03:23:155 (4,1) - i'd argue that the NC should be on the (4) instead


good luck with the set-
posted

Doormat wrote:

m4m as discussed

[General]
  1. 02:36:564 - you could put a finish on this tick here since there's cymbals Applied


[Normal]
  1. 00:40:428 (1,2) - i'd consider using the same slider for these; it looks a bit weird seeing one more curved than the other Fixed
  2. 00:44:746 (2,3) - 00:48:382 (2,3) - why stack one but unstack the other? some consistency would be nice. actually you do this throughout the entire map, so it would be nice to know why you chose to stack some of these 1/2 patterns and unstacked others. it feels really random as it is right now Will change where applicable
  3. 01:09:518 (1,2,3) - why does this have a different patterning from 01:05:882 (1,2,3,4) - 01:02:246 (1,2,3,4) - 00:58:609 (1,2,3,4) - when they're teh same musically? The problem is combo chain length. If I make them the same, then some chains will become more than 6-7 notes long, and that is way too long. I cannot cut some parts without it being awkward; the best I can do is try and make the rhythm sound the least awkward.
  4. 01:00:200 (6,8) - i'd also consider making these the same shape for some nicer aesthetics Sure
  5. 01:27:928 (1) - shouldn't this spinner end on 01:29:518 - instead? i'd argue that the sound there is more pronounced, and is where the reverb stops I disagree; there is a prominent (synth?) sound at the current location. This spinner will be kept the same length.
  6. 01:41:337 (5,6,1,2,3,4,5,6) - i feel like the 1/2 density is too long. i'd consider breaking this up with some 1/1 gaps Fixed
  7. 01:47:700 (4,5,6,7,8,1,2,3,4,5,6,7) - especially here, this is definitely too long Changed
  8. 02:11:791 (3,4) - shouldn't the rhythm be Ctrl + G here? it makes more sense musically to use the 1/2 slider before the 1/2 repeat slider Changed, though both ones work.
  9. overall i feel a lot of your 1/2 trains are overly long and should be shortened a bit. i'm also confused about the stacking vs unstacking thing you do because it feels really random throughout the map Variety, but that will probably change in some parts. I also cut some of the chains, but still there are parts where I have to keep the long chains


[Advanced]
  1. just my opinion, but your kiai is entirely made up of 1/2 sliders and the occassional 3/4 slider or 1/4 repeat slider. i'd really consider adding in some 1/1 sliders or add some more variety to keep it from feeling monotonous I have some notes there. The problem is that I cannot add any 1/4 notes or that will make the rhythm too difficult. In addition, you can get a variety of aesthetic patterns using sliders.
  2. 01:27:928 (1) - i think you should shorten this spinner to the downbeat Ends on a synth sound, and I did it so the spinner is long enough. This applies for all difficulties.
  3. 01:39:518 (3) - i'd argue that this should to split into two 3/4 sliders. the sound on the red tick 01:40:200 - is pretty emphasized so i think it should be on a click instead of on a repeat Will change; a lot of people have been complaining about the double repeat.
  4. 02:03:155 (9,1) - slider for the (1) is hidden underneath the (9) during gameplay so it's a bit tricky to read for an Advanced diff. i'd consider either increasing the stack leniency or spacing this pattern out to make it more readable Changed the whole pattern.
  5. 02:52:928 (5,6) - maybe consider a 3/4 slider instead of two circles? polarity change like this might be tricky for players for this skill level DS should take care of that imo


[Hard]
  1. why map out the intro here but not for the lower diffs? i get that this is supposed to be the "Hard" diff, but i don't really see a justification for not mapping this part out for the lower diffs I prefer to give them a beat to follow for the lower difficulties.
  2. 00:18:609 (1,3) - again, slider (3) is hidden underneath the (1) during gameplay and it can cause reading issues for players of this skill level Imo should be fine
  3. 01:21:337 (4,1) - this isn't as big of a problem as the previous point, but i think you should look into this as well See above
  4. 01:27:814 (1) - this is different length from your previous diffs. why? also i think ending it on the downbeat is more ideal Shifted it 1/4 to the right, but still ends at the same point.
  5. 01:35:882 (1) - i think this would work more effectively as two 3/4 sliders instead of a double repeat slider, since the red tick is really emphasized Got it Rip 888 combo. Changed the repeat slider
  6. 02:55:655 (4,5) - looks really odd to break distance snap here Fixed
  7. 03:08:609 (4,5,6,7,8) - seems really odd to put the stream on a stack Fixed
  8. 03:23:155 (4,1) - i'd argue that the NC should be on the (4) instead Removed the last combo


good luck with the set-
Thanks for the mod.
posted
Idk what other people, but Hard difficulty even after re-DL shows update button and "updatied diff" still requires to update.
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