forum

Silver Forest feat. Aki - Sakura Uta

posted
Total Posts
71
show more
Topic Starter
RVMathew

ReFaller wrote:

Idk what other people, but Hard difficulty even after re-DL shows update button and "updatied diff" still requires to update.
I have been having the same problem. If I update the beatmap (after doormat's mod) and it shows the same problem then I will contact someone.
Topic Starter
RVMathew
Updated (Mod-11)

Thank you Doormat, and Krowzin for your mod and testplay respectively.


The hard diff 'update' problem should be fixed by now.

Edit: Confirmed it has been fixed.
Fursum
Hello from my queue.

[Normal]

00:14:973 (1,2) - You can fit a blanket here.

00:25:882 (1,2) - ^

[Advanced]

02:21:791 (10,1) - Maybe blanket this too.

[Hard]

00:34:291 (4,1) - You can blanket this.

02:21:337 (5,6) - ^

01:09:518 (1,2,3) - You can adjust 2 to blanket 1 and 3.

01:44:064 (1,2,3) - ^

01:25:655 (1,2) - Looks a bit weird.

02:55:428 (6,7,8) - Adjust these so it flows better. Maybe move them a bit to the left.
Topic Starter
RVMathew

Fursum012 wrote:

Hello from my queue.

[Normal]

00:14:973 (1,2) - You can fit a blanket here. Doesn't work imo; doesn't look nice.

00:25:882 (1,2) - ^ Made it a blanket. Also solves something mentioned in a much earlier mod.

[Advanced]

02:21:791 (10,1) - Maybe blanket this too.Again, don't like the idea of a blanket.

[Hard]

00:34:291 (4,1) - You can blanket this. Doesn't look nice

02:21:337 (5,6) - ^ Doesn't look nice

01:09:518 (1,2,3) - You can adjust 2 to blanket 1 and 3. This was done intentionally.

01:44:064 (1,2,3) - ^ See above point

01:25:655 (1,2) - Looks a bit weird. Fixed to a much more friendly pattern

02:55:428 (6,7,8) - Adjust these so it flows better. Maybe move them a bit to the left. Sure
Thanks for the mod, but I don't really like blankets anymore :s

Updated (Mod-12)
ReFaller
Update is fixed.
Topic Starter
RVMathew

ReFaller wrote:

Update is fixed.
Yep. Must have been a conflict with something. Glad that is over. :D
pkhg
[Hard]
  1. 00:00:428 (1) - looks kinda ugly cuz it isnt symmetric
  2. 00:37:473 (3) - i dont think normal sampleset on the reverse is intentional right?
  3. 00:18:609 (1,3) - agree with doormat
  4. 00:51:791 (2,3,4,5,6,7) - i dont see a reason to make all these beats clickable. theyre only taking off emphasis from the ones that actually need to be emphasised
  5. 02:52:928 (1,2,3) - introducing a new gameplay element on such a late instance of the song isnt the best idea. id prefer a 3/4 slider for playability like u did everywhere else on the map
  6. 02:53:837 (4,5,6,7,8) - starting reverse sliders on redticks is very misleading. its a lot more intuitive if u start them on white ticks. this rhythm does it better imo http://puu.sh/vAL3F/262edc31c1.jpg also the last 3 beats of the stream are very different sounds compared to the previous ones so using another slider like i did on the screenshot helps to highlight the music change
[Advanced]
  1. 01:27:928 (1) - ending it on the same spot makes more sense to me, the current one is kinda random. same goes for normal diff
normal is fine gl
Topic Starter
RVMathew
A wild pkhg appeared.

pkhg wrote:

[Hard]
  1. 00:00:428 (1) - looks kinda ugly cuz it isnt symmetric Fixed
  2. 00:37:473 (3) - i dont think normal sampleset on the reverse is intentional right? Intentional
  3. 00:18:609 (1,3) - agree with doormat Will find an alternative
  4. 00:51:791 (2,3,4,5,6,7) - i dont see a reason to make all these beats clickable. theyre only taking off emphasis from the ones that actually need to be emphasised Follows the synths, and you get symmetry.
  5. 02:52:928 (1,2,3) - introducing a new gameplay element on such a late instance of the song isnt the best idea. id prefer a 3/4 slider for playability like u did everywhere else on the map As of now it is fine, but if others share the same sentiment I will choose the alternative.
  6. 02:53:837 (4,5,6,7,8) - starting reverse sliders on redticks is very misleading. its a lot more intuitive if u start them on white ticks. this rhythm does it better imo http://puu.sh/vAL3F/262edc31c1.jpg also the last 3 beats of the stream are very different sounds compared to the previous ones so using another slider like i did on the screenshot helps to highlight the music change. 5 Note streams are still easy to handle, and even if the slider starts on the red tick it should not really be a problem; so far noone else has found any problem with it. I will consider changing it if it is brought up again though.

    Edit: Also in the final point, the first 2 notes don't have any addition, but the last 5 (incl. the repeat slider) has a different sound.
[Advanced]
  1. 01:27:928 (1) - ending it on the same spot makes more sense to me, the current one is kinda random. same goes for normal diff Made the spinner end at the same point, and is consistent with all the difficulties now.
normal is fine phew

gl
Thanks for the mod. Updated (Mod-13)
Kaine
just practising modding, sry in advance for bad mod (from #modreqs)

Hard's offset isn't the same as the other two diffs

Normal
00:24:973 (4) - don't really get why the slider is a sharp-angled one here... the only instance of such a slider before this is 00:22:246 (1) - and it emphasizes the new sound very well.. tbh i would change this one to a simple curve
01:31:337 - extend spinner to this point? it would show the fading out of the "beeping sound", and if you decrease the volume of the spinner with green lines then you could make it even better... but the break being shorter could be a problem too so bear that in mind

Advanced
00:28:609 (9,10) - how about stacking these two to emphasize the sound on 10?
01:27:928 (1) - spinner thing in easy
02:52:928 (5,6,7) - would be much more readable if these were all NCed
03:24:178 (1) - move this to the white tick and do a fading out thing here as well :O

Hard
01:19:518 (5) - why not make this a 3/4 slider instead? would accentuate the long drawn out sound that starts here i think
01:55:882 (4,5) - replace with doubles? u already use kicksliders before this in the previous diffs, and u have double rhythms later on in the song as well
02:10:200 (3,4,5,6,7) - i understand the effect ur going for here, but this looks untidy as the spacing + the bpm is too slow for the effect to be fully realized.

nice song! nice map too,
Topic Starter
RVMathew

Kaine wrote:

just practising modding, sry in advance for bad mod (from #modreqs)

Hard's offset isn't the same as the other two diffs Idk why that is being shown. The timing points are fine. Edit: found the reason why and it has been fixed

Normal
00:24:973 (4) - don't really get why the slider is a sharp-angled one here... the only instance of such a slider before this is 00:22:246 (1) - and it emphasizes the new sound very well.. tbh i would change this one to a simple curve Made it into a simple curve
01:31:337 - extend spinner to this point? it would show the fading out of the "beeping sound", and if you decrease the volume of the spinner with green lines then you could make it even better... but the break being shorter could be a problem too so bear that in mind Extended the spinner, and at the previous point where I ended the spinner, I added a 50% volume point. Will be applied to all diffs.

Advanced
00:28:609 (9,10) - how about stacking these two to emphasize the sound on 10? Current thing is fine.
01:27:928 (1) - spinner thing in easy Spinner has been fixed
02:52:928 (5,6,7) - would be much more readable if these were all NCed won't make any difference
03:24:178 (1) - move this to the white tick and do a fading out thing here as well :O Nice catch. The spinner volume is now 36% and consistent with all diffs.

Hard
01:19:518 (5) - why not make this a 3/4 slider instead? would accentuate the long drawn out sound that starts here i think Very hard to notice the 3/4 sound. I tried it a long time ago with a very old diff (removed) and it did not really work that well.
01:55:882 (4,5) - replace with doubles? u already use kicksliders before this in the previous diffs, and u have double rhythms later on in the song as well I think the 1/4 sliders look really cool compared to doubles on the playfield
02:10:200 (3,4,5,6,7) - i understand the effect ur going for here, but this looks untidy as the spacing + the bpm is too slow for the effect to be fully realized. [b]I reduced the zig-zag pattern by quite a bit./b]

nice song! nice map too , (Thanks)
Thanks for the mod. I just need to check over something before I update the map.

Edit: Updated (Mod-15)
Topic Starter
RVMathew
After going through the website and the touhou wiki, I found out that the song is based on the stage 1 theme from touhou 13, not 12. The Silver forest website is wrong as it shows the correct original theme (but not the correct game).

Therefore the metadata has been changed accordingly. Redownload.
Ashton
mmm
30201102
[General]
  1. Your hitsounds are way too quiet. The BGM overpowers the hit samples and I can't get any feedback from them, especially when playing on DT or NC. I would recommend only using the soft sampleset in quiet parts of the song, and not for the entire thing. For example, the chorus should definitely not be using soft sampleset
  2. Background image is larger than 1366x768
  3. Possibly too much kiai (over 1/3). You don't have to kiai every chorus, I would recommend removing the kiai on the 1st chorus since it's quieter than the other 2
[Normal]
  1. Mainly just small nitpicky things. For example these 2 sliders 00:45:882 (4) - 00:46:791 (6) - could be the same, and with patterns such as 00:48:609 (3,4) - ,
    it looks better when the note is in line with the slider. It occurs a few other times too (eg. 00:54:064 (6,7) - 01:35:428 (2,3) - 01:41:337 (5,6) - etc).
  2. 01:22:928 (6,7) - I think this rhythm would work better if 01:22:928 (6) - was moved to the previous white tick and 01:23:155 (7) - was moved to the previous red tick and extended to still end at the same place it ends currently. There's clearly a note in the BGM that plays at 01:22:700 - so it's odd that there's nothing to click there
  3. Same thing at 02:06:564 (5,6) - 02:13:837 (6,7) - 02:21:109 (6,7) - 02:57:473 (6,7) - 03:04:746 (6,7) - 01:08:382 (6,7) - 01:15:655 (6,7) - 01:22:928 (6,7) -
[Hard]
  1. When you have this pattern 01:55:882 (4,5) - I would space out the sliders a bit to make the rhythm easier to read. You already use higher DS in a few other places so it would be out of the blue.
  2. 02:14:518 (6,7,1,2,3) - I think this run would look better if you continued the zig zag pattern with 02:15:428 (3) - , or at least put 02:15:656 (4) - at (415,98)
    and adjust 02:15:428 (3) - so that the spacing is consistent
  3. 03:12:928 (6,7,1) - Adjust these notes so that they snap with 03:12:018 (4) - l they are currently off by a few pixels
Topic Starter
RVMathew

30201102 wrote:

[General]
  1. Your hitsounds are way too quiet. The BGM overpowers the hit samples and I can't get any feedback from them, especially when playing on DT or NC. I would recommend only using the soft sampleset in quiet parts of the song, and not for the entire thing. For example, the chorus should definitely not be using soft sampleset The soft sampleset works throughout the whole song, therefore I won't change to a normal sampleset. What I did do, however, was up the volume, save for the parts after the last kiai, by 10%.
  2. Background image is larger than 1366x768 The newer ranking criteria allows a BG up to 1920*1200
  3. Possibly too much kiai (over 1/3). You don't have to kiai every chorus, I would recommend removing the kiai on the 1st chorus since it's quieter than the other 2 Removing the kiai would not work here. Even though there may be a lot of kiai, the amount is just a guideline.
[Normal]
  1. Mainly just small nitpicky things. For example these 2 sliders 00:45:882 (4) - 00:46:791 (6) - could be the same (Made the slider the same shape (though it was the same), and with patterns such as 00:48:609 (3,4) - ,
    it looks better when the note is in line with the slider (Sometimes yes, sometimes no). It occurs a few other times too (eg.
    00:54:064 (6,7) Fixed
    01:35:428 (2,3) Unchanged
    01:41:337 (5,6) Unchanged- etc).
  2. 01:22:928 (6,7) - I think this rhythm would work better if 01:22:928 (6) - was moved to the previous white tick and 01:23:155 (7) - was moved to the previous red tick and extended to still end at the same place it ends currently. There's clearly a note in the BGM that plays at 01:22:700 - so it's odd that there's nothing to click there Problem is that I wanted to emphasize the 1/2 distance between 6 and 7; ie. trying to follow the synth sound. While I do agree that I may miss a prominent beat, moving the note will mean that I will miss another prominent beat as well. In addition, adding a note will make the combo chain too long. Therefore I will not change it.
  3. Same thing at 02:06:564 (5,6) - 02:13:837 (6,7) - 02:21:109 (6,7) - 02:57:473 (6,7) - 03:04:746 (6,7) - 01:08:382 (6,7) - 01:15:655 (6,7) - 01:22:928 (6,7) - See above
[Hard]
  1. When you have this pattern 01:55:882 (4,5) - I would space out the sliders a bit to make the rhythm easier to read. You already use higher DS in a few other places so it would be out of the blue. Current one is spaced out properly.
  2. 02:14:518 (6,7,1,2,3) - I think this run would look better if you continued the zig zag pattern with 02:15:428 (3) - , or at least put 02:15:656 (4) - at (415,98) I wanted to alternate from the zig zag to the diamond pattern. Moving 4 and the subsequent notes would destroy the pattern.
    and adjust 02:15:428 (3) - so that the spacing is consistent Fixed
  3. 03:12:928 (6,7,1) - Adjust these notes so that they snap with 03:12:018 (4) - l they are currently off by a few pixels Osu is not being friendly in terms of snapping. Fixed by unstacking
Thank you so much for the Mod. Updated (Mod-19)
Topic Starter
RVMathew
In the next update (Mod-21):

I may upload an insane/lunatic diff in to make the mapset a lot more fun. The difficulty was actually the first diff I made for the set, but due to the difficulty not meeting up to high standards I scrapped the difficulty. After some people asked whether there would be an insane/lunatic type difficulty, I decided to give the difficulty another go.

I do hope that I can get it to work, especially considering that I have great difficulty in making insane difficulties.

Edit: Updated (Mod-21). The new difficulty is known as 'Lunatic Lite'. Redownload
Wishmaker980
Yoyo
Free Mod~

Lunatic Lite

Firstly, Please change your OD to 7, maybe your hard to OD 6

00:39:518 (5) - you may wanna stack on 00:40:200 (8) -
00:44:064 (1) - Snap timing point
00:44:064 (1) - There is a strong vocal point here, you might wanna emphasize on it instead of putting it as an end of a triple. Maybe replace it with a 1/2 slider
01:34:746 (2,3,1) - The triples spacing and 01:35:655 (3,4,5) - is different, you might wanna readjust some of their distances to make it the same
01:10:428 (5) - You can definitely improve the slider flow here
02:03:609 (8,9,1,2) - The pattern here can be improved
02:04:973 (4,5,6,7,1) - Improve the flow here, 01:04:518 (3,4,5,6,7) - something like that
02:10:428 (5,6,7,8,9) - You should make it a stream instead of just stacking it, like what you did here 02:54:064 (5,6,7,8,9,10,11) -
02:33:155 (1) - Snap timing point
02:40:428 (1) - Snap timing point
03:01:564 (7) - Check your ds

Basically, you got the rhythm and notes down well, but i highly recommend you remap the flow of the map, its a little to messy now in terms of distance snaps and the neatness. You can call me back for another mod once you improved the flow!
Topic Starter
RVMathew

Wishmaker980 wrote:

Yoyo
Free Mod~

Lunatic Lite

Firstly, Please change your OD to 7, maybe your hard to OD 6 7 feels a bit too easy for this. Changed anyway

00:39:518 (5) - you may wanna stack on 00:40:200 (8) - Fixed
00:44:064 (1) - Snap timing point Fixed
00:44:064 (1) - There is a strong vocal point here, you might wanna emphasize on it instead of putting it as an end of a triple. Maybe replace it with a 1/2 slider Sure
01:34:746 (2,3,1) - The triples spacing and 01:35:655 (3,4,5) - is different, you might wanna readjust some of their distances to make it the same When polishing the diff later I will be going through all of this.
01:10:428 (5) - You can definitely improve the slider flow here Will fix it
02:03:609 (8,9,1,2) - The pattern here can be improved ok
02:04:973 (4,5,6,7,1) - Improve the flow here, 01:04:518 (3,4,5,6,7) - something like that ok
02:10:428 (5,6,7,8,9) - You should make it a stream instead of just stacking it, like what you did here 02:54:064 (5,6,7,8,9,10,11) - Will see what I can do
02:33:155 (1) - Snap timing point Fixed
02:40:428 (1) - Snap timing point Fixed
03:01:564 (7) - Check your ds Fixed

Basically, you got the rhythm and notes down well, but i highly recommend you remap the flow of the map, its a little to messy now in terms of distance snaps and the neatness. You can call me back for another mod once you improved the flow!
Thank you so much for the mod.
Edit: Updated (Mod-22)
Wishmaker980
Yo i am back

Lunatic Lite

First off, flow is MUCH better now, good job on that, i will still point out certain parts tho

00:58:382 (7,8,1) - Really unnecessary triple here, esp since this is on the long white tick
01:12:700 (7,8) - Honestly, it sounds way better with just a circle (with clap) on 01:12:700 (7) -
01:27:018 (6,7,8) - you can consider making it a 5 notes stream instead of putting the repetitive triple with slider, more varieties
02:05:428 (7) - Put this at 208, 172
02:24:518 (3) - This slider, make it such that it follows the stream afterwards, like make it point towards the stream so it looks connected and nice
03:01:791 (8,1) - Blanket it!


Good job so far, it can still be improved but its way better than what i saw before




Do you still remember the mod you gave me when i was still a complete scrub at mapping xD
Topic Starter
RVMathew

Wishmaker980 wrote:

Yo i am back Thank you again

Lunatic Lite

First off, flow is MUCH better now, good job on that, i will still point out certain parts tho Thanks. I still need to figure out how to make it really sexy

00:58:382 (7,8,1) - Really unnecessary triple here, esp since this is on the long white tick Fixed
01:12:700 (7,8) - Honestly, it sounds way better with just a circle (with clap) on 01:12:700 (7) - I want to keep the pentagon 1/4 pattern though. I won't change it.
01:27:018 (6,7,8) - you can consider making it a 5 notes stream instead of putting the repetitive triple with slider, more varieties Changed to a triple + note.
02:05:428 (7) - Put this at 208, 172 Done
02:24:518 (3) - This slider, make it such that it follows the stream afterwards, like make it point towards the stream so it looks connected and nice Will See what I can do
03:01:791 (8,1) - Blanket it! Got it


Good job so far, it can still be improved but its way better than what i saw before




Do you still remember the mod you gave me when i was still a complete scrub at mapping xD
I remember the multiple mods like it was yesterday mate

Thank you so much for the mod. Updated (Mod-23)
MaridiuS
m4m, we're buddies? Aren't we? :)

[Lunatic lite]

General conceptual issues: I shall address them all in the map, and how to improve them.
  1. You can make the map more fun, by emphasizing certain sounds in a different way, this is, as I see it, the hardest beatmap of the set, and some interesting patterns could use work.
  2. There are some structural issues, as in you don't represent same sounds in the music the same way.
  3. Aesthetical issues, which are simple to explain and I think won't need much work.
Emphasis:
00:02:018 (1) - this sound is very interesting, and loud compared to everything else, it needs to have some special emphasis be it spacing or placement. Best option that I would advise to use this sound is by placing a circle on its tail, and then jump on the head: http://i.imgur.com/hxI8Bx9.jpg alternatively you can do flow such as this, rather than linear boring flow http://i.imgur.com/zwuR31o.jpg
00:09:291 (4) - Now here it is a plain circle, it is stronger than any other beat in the section and should take priority.
00:12:928 (6) - you could use more spacing for this one.
00:18:041 (6) - you can make this more fun by making it 1/2 and place a circle after it, reason to do this is because compared to 00:16:223 (4) - it has a stronger sounding beat on the blue tick.
00:20:882 (3) - you give the least emphasis on the only beat that might resemble a sound that needs emphasis.
00:29:518 (1) - This starts a completely new section, the problem is that it gets 0 emphasis since it looks identical to a ending slider of a previous section. You should always try to change up the shape for this stuff.
00:30:200 (3) - Personally i'd always make this beat stand out to make the map more spicy, it could be done with some change of flow or spacing. Your choice.
00:34:291 (4) - this shouldn't be slider as its end is stronger than its head, either make 2 circles or reverse previous slider
00:45:655 (6,7,1) - as the pitch is noticeably more intense then its other counterparts, feels like the map should follow it with more spacing.
00:58:496 - make use of this note please.
02:10:768 (8) - really weird stuff, don't do this, not even extras utilize this kind of patterns on the most wubby and technical maps/songs.

Aesthetics:
00:07:700 (1,3) - please fix the blanket
00:20:428 (1,2,3,4,5) - I say make a square and do such flow, right it doesn't look good, as the map is mostly distance snapped, meaning everything has same spacing between each other, therefore this kind of things really break the map
00:24:064 (1,2,3) - This kind of aesthetics, are kinda outdated, today they don't really look good. You should make them blanket and fill the empty spaces.
00:22:246 (1,3) - please this blanket
00:22:700 (2,4) - visual spacing error i mentioned why is this an issue a bit upper ^
00:25:314 (5) - you can make this slider look good by adding an anchor : http://i.imgur.com/cuRJBbM.jpg
00:57:473 (3,5) - visual spacing error
00:59:518 (5,1) - should be copy pasted and rotated
01:09:291 (7,2,4) - I strongly suggest putting (4) and (7) right in the middle of pattern, not so close to 2
01:16:337 (8,2) - ^
02:10:882 (9) - this slider doesn't look good, improve the shape by adding an anchor, makin it symmetrical: http://i.imgur.com/52PC16I.jpg
02:14:291 (7,8,1) - visual spacing and also straighten them up
02:16:564 (1,2) - make same shape and rotate stuff
02:34:064 (4,1) - overlap

Structure:
00:14:974 (1,2,3) - You included this kind of patterning only on the start of section. When you start the section you want to introduce usual patterning in the section to the player, this does nothing.
00:18:609 (1,2,3,4,5) - Started doing a lot of circles without much change in music
00:44:064 (1) - starting from this slider it is expected for other sliders in the section to be similar. 00:44:973 (4) - as this follow similar sounds it should have same shape, it gives some more of a harmony to the player.
00:49:518 (1) - with no particular reason you start using 1/2 circles without planning to stop, i suggest making use of some sliders to ease up the pattern.
00:58:609 (1,2) - So basically you starting the chorus, and the problem is, I wouldn't have known that if I was a player, because it was given no differentiation from the previous section. You end last section with circles 00:57:928 (5,6,7,1) - and start the chorus the same way as the last section ended.
01:35:655 (3,4,5) - in the same section you decided to start it with spaced 3 stacks, but soon went back to stsacked 01:37:473 (4,5,6) - choose one. Actually this appears more often, settle for one type of stacking or make some sick structuring where you emphasize different sounds, one with spaced, the other one with stacked.

Overall, I think the map lacks something special. The song is using this really strong kick quiet often, which i think is what makes the song really special. 01:56:791 (1,4) - Yet you do not ever emphasize it. Therefore everything kinda feels the same. I hope you understand my points, and if you disagree that you can provide good answers, good luck.
Topic Starter
RVMathew

MaridiuS wrote:

m4m, we're buddies? Aren't we? :)

[Lunatic lite]

General conceptual issues: I shall address them all in the map, and how to improve them.
  1. You can make the map more fun, by emphasizing certain sounds in a different way, this is, as I see it, the hardest beatmap of the set, and some interesting patterns could use work. Still trying to figure out how to go about it, but I think I have an idea after looking at other beatmaps (insane diffs around 3.5-4.3 stars)
  2. There are some structural issues, as in you don't represent same sounds in the music the same way. Wanted some variety in the rhythm
  3. Aesthetical issues, which are simple to explain and I think won't need much work.
Emphasis:
00:02:018 (1) - this sound is very interesting, and loud compared to everything else, it needs to have some special emphasis be it spacing or placement. Best option that I would advise to use this sound is by placing a circle on its tail, and then jump on the head: http://i.imgur.com/hxI8Bx9.jpg alternatively you can do flow such as this, rather than linear boring flow http://i.imgur.com/zwuR31o.jpg Applied the first suggestion
00:09:291 (4) - Now here it is a plain circle, it is stronger than any other beat in the section and should take priority. Did the same thing as above
00:12:928 (6) - you could use more spacing for this one. Applied
00:18:041 (6) - you can make this more fun by making it 1/2 and place a circle after it, reason to do this is because compared to 00:16:223 (4) - it has a stronger sounding beat on the blue tick. Applied where applicable
00:20:882 (3) - you give the least emphasis on the only beat that might resemble a sound that needs emphasis. Changed that part to a star pattern, so naturally the distances between the notes are emphasized
00:29:518 (1) - This starts a completely new section, the problem is that it gets 0 emphasis since it looks identical to a ending slider of a previous section. You should always try to change up the shape for this stuff. Changed
00:30:200 (3) - Personally i'd always make this beat stand out to make the map more spicy, it could be done with some change of flow or spacing. Your choice. Small spacing increase but that is it.
00:34:291 (4) - this shouldn't be slider as its end is stronger than its head, either make 2 circles or reverse previous slider Changed
00:45:655 (6,7,1) - as the pitch is noticeably more intense then its other counterparts, feels like the map should follow it with more spacing. Redid that section
00:58:496 - make use of this note please. Added
02:10:768 (8) - really weird stuff, don't do this, not even extras utilize this kind of patterns on the most wubby and technical maps/songs. Fixed

Aesthetics:
00:07:700 (1,3) - please fix the blanket Not supposed to be a blanket.
00:20:428 (1,2,3,4,5) - I say make a square and do such flow, right it doesn't look good, as the map is mostly distance snapped, meaning everything has same spacing between each other, therefore this kind of things really break the map Star pattern + triangle pattern used instead
00:24:064 (1,2,3) - This kind of aesthetics, are kinda outdated, today they don't really look good. You should make them blanket and fill the empty spaces. Changed
00:22:246 (1,3) - please this blanket Ruins the parallelogram pattern above
00:22:700 (2,4) - visual spacing error i mentioned why is this an issue a bit upper ^ Fixed
00:25:314 (5) - you can make this slider look good by adding an anchor : http://i.imgur.com/cuRJBbM.jpg Done
00:57:473 (3,5) - visual spacing error Fixed
00:59:518 (5,1) - should be copy pasted and rotated Changed
01:09:291 (7,2,4) - I strongly suggest putting (4) and (7) right in the middle of pattern, not so close to 2 Kept the same. I think it would not be a hassle to play
01:16:337 (8,2) - ^ Will change
02:10:882 (9) - this slider doesn't look good, improve the shape by adding an anchor, makin it symmetrical: http://i.imgur.com/52PC16I.jpg Changed
02:14:291 (7,8,1) - visual spacing and also straighten them up Fixed
02:16:564 (1,2) - make same shape and rotate stuff Fixed
02:34:064 (4,1) - overlap Fixed

Structure:
00:14:974 (1,2,3) - You included this kind of patterning only on the start of section. When you start the section you want to introduce usual patterning in the section to the player, this does nothing.Changed to a new pattern
00:18:609 (1,2,3,4,5) - Started doing a lot of circles without much change in music Changed
00:44:064 (1) - starting from this slider it is expected for other sliders in the section to be similar. 00:44:973 (4) - as this follow similar sounds it should have same shape, it gives some more of a harmony to the player. Changed
00:49:518 (1) - with no particular reason you start using 1/2 circles without planning to stop, i suggest making use of some sliders to ease up the pattern. I utilise some 1/4 sliders to replace some of the triples, making it a lot easier to play
00:58:609 (1,2) - So basically you starting the chorus, and the problem is, I wouldn't have known that if I was a player, because it was given no differentiation from the previous section. You end last section with circles 00:57:928 (5,6,7,1) - and start the chorus the same way as the last section ended. Fixed
01:35:655 (3,4,5) - in the same section you decided to start it with spaced 3 stacks, but soon went back to stsacked 01:37:473 (4,5,6) - choose one. Will be redoing some of the patternsActually this appears more often, settle for one type of stacking or make some sick structuring where you emphasize different sounds, one with spaced, the other one with stacked. Got it

Overall, I think the map lacks something special. The song is using this really strong kick quiet often, which i think is what makes the song really special. 01:56:791 (1,4) - Yet you do not ever emphasize it. Therefore everything kinda feels the same. I hope you understand my points, and if you disagree that you can provide good answers, good luck. Making the map more special as we speak
Thanks for the mod!
Edit: Updated (Mod -24)
tatatat
Kiai time is toggled on and off too frequently and over 1/3 of the map is kiai time. In general you should only be toggling kiai time on once every minute.
You should consider making Combo 1 and Combo 3 more noticeably different, especially since you sometimes have the a combo with one color link into the other.
You may want to consider increasing the CS of the normal diff a little, it can get hard to read at times.
You may want to consider decreasing the HP drain of the lunatic lite diff, as it is still considered a Hard difficulty.
In the Lunatic Lite diff you have a lot of unsnapped objects, you may want to consider running AIMod to find these, (there is too many to list). You can run AIMod by pressing CTRL+SHIFT+A
Topic Starter
RVMathew

tatatat wrote:

Kiai time is toggled on and off too frequently and over 1/3 of the map is kiai time. In general you should only be toggling kiai time on once every minute. Kiai time is fine as that is the chorus. In the middle of the choruses there is an area which I do not want to use kiai time on
You should consider making Combo 1 and Combo 3 more noticeably different, especially since you sometimes have the a combo with one color link into the other. Got it. Changed colour 1 to 255, 62 and 197
You may want to consider increasing the CS of the normal diff a little, it can get hard to read at times. I will keep for now but if other people share the same sentiments I may change it
You may want to consider decreasing the HP drain of the lunatic lite diff, as it is still considered a Hard difficulty. Reduced Drain to 6
In the Lunatic Lite diff you have a lot of unsnapped objects, you may want to co[/b]nsider running AIMod to find these, (there is too many to list). You can run AIMod by pressing CTRL+SHIFT+A Fixed. How did I miss this?
Thanks for the mod. Updated (Mod-25)
aotti
M4M here :> t/586111

[Normal]
02:05:655 (4,5,6) - is this something that called overlap?

[Advanced]
00:21:337 (6) - i think will be better if u do 1/1 slider, https://osu.ppy.sh/ss/8382561

[Hard]
00:37:700 (3) - the sound is better if u change the sampleset to Auto/Soft like here 00:41:337 (3)

thats all is what i can do....
hope this mods help :<
Topic Starter
RVMathew

lucciachan wrote:

M4M here :> t/586111 I will get it done, but I don't have much time during the summer.

[Normal]
02:05:655 (4,5,6) - is this something that called overlap? Removed the overlap

[Advanced]
00:21:337 (6) - i think will be better if u do 1/1 slider, https://osu.ppy.sh/ss/8382561 Nope. The 3/4 slider works for the pattern.

[Hard]
00:37:700 (3) - the sound is better if u change the sampleset to Auto/Soft like here 00:41:337 (3) eh? It is already auto/auto at 41.337.

thats all is what i can do....
hope this mods help :<

Thanks for a very quick mod! Updated (Mod-26)
aotti

RVMathew wrote:

lucciachan wrote:

M4M here :> t/586111 I will get it done, but I don't have much time during the summer.

[Normal]
02:05:655 (4,5,6) - is this something that called overlap? Removed the overlap

[Advanced]
00:21:337 (6) - i think will be better if u do 1/1 slider, https://osu.ppy.sh/ss/8382561 Nope. The 3/4 slider works for the pattern.

[Hard]
00:37:700 (3) - the sound is better if u change the sampleset to Auto/Soft like here 00:41:337 (3) eh? It is already auto/auto at 41.337.

thats all is what i can do....
hope this mods help :<

Thanks for a very quick mod! Updated (Mod-26)
Well, i will wait m4m :x :)
Nao Tomori
[lunatic lite]
ok i know its a hard diff but its stll the top diff so lunatic is fine >.>

00:06:337 (2) - this is kind of not following anything, i think deleting it to focus only on vocals works better
00:08:382 (2) - same here

00:15:428 - if u wanted to be edgy you could use a rhythm like https://osu.ppy.sh/ss/8603809 if you wanted to echo 00:16:109 (5,6) - . could be cute

00:26:337 (3,4,5) - seems like strangely low spacing

00:28:837 (5,6,7) - it isnt lined up going into the slider >:(

00:29:518 (1,2) - think u should just make this a 1/1, the density feels kinda high

00:35:200 (2,3,4,5) - same here, feels a bit overdone. also the spacing is similar to more intense parts, but this part is really calm, s i suggest nerfing it a lot

00:39:064 (3,4,5) - definitely put a slider here, highlight the extended vocal

00:55:314 - triple?

01:13:155 - this part is still kinda underspace imo, not really different from stuff like 00:50:428 (5,6,7,8) - or 00:55:882 (4,5,6,1) - in the non kiai parts

01:38:382 - would be nice to follow the offbeat synth imo

01:55:882 (4,5,6) - this really really looks like 1/4 snap
i suggest making them real doubles instead of this boring stuff and spacing them nicely so that it's more readable

02:06:564 (4,5,6) - omg it isnt lined up again

02:08:155 (2,3,4,5) - wtf random giant wide angle jump lol

[hard]
00:08:382 (2) - this note is still kinda lame

00:31:109 - this section is a bit too dense imo. stick some 1/1 sliders in (like on 00:33:155 (1,2) - would be a decent place) so that it isnt cnstant 1/2 spam

01:03:837 (8,1) - red tick slider plz

01:13:155 - this part doesnt feel different, the spacing and rhythm density is completely identical even though the song is totally different. plz buff

01:51:109 (5,1) - slider?

02:02:246 (1,2,3) - also slider, the melody stops but you just keep going with 1/2 circles ._.

03:23:837 - just put the triple lol

anyway the differentiation stuff applies to all kiais

[advanced]
00:35:882 (6,7,8,9) - would b nice to separate this somehow cuz different instrument

01:03:837 - a

01:13:155 - how about raising sv to like 1.2 or so to make this part differen from earlier?

01:37:246 (5) - sounds betteer without a repeat

hmm

overall i think the amount of 1/2 spam is too high, try and add in some 1/1 gaps by deleting filler notes and adding 1/1 sliders.
not every sound needs an object on it.

yea, lmk when this stuff is addressed
Topic Starter
RVMathew
I will reply to the mod in multiple parts so I will be multi-posting.

"[lunatic lite]
ok i know its a hard diff but its stll the top diff so lunatic is fine >.>"

Regarding the difficulty naming, I have decided to make the following changes:

Advanced -----> Hard. The difficulty plays as a hard (but also works as an advanced diff) thanks to high usage of 1/2 notes and sliders + notes. Deleting the filler notes will make the beatmap a bit boring and there are very few opportunities to use 1/1 sliders (only the held vocals) and I have mapped most of them as 1/1. Therefore calling it a hard difficulty will suffice.

Hard -----> Lunatic Lite (still can be a hard). Sadly I cannot have 2 diffs with both of them named 'Hard'. Lunatic Lite sounds really cool as a Hard/Light Insane difficulty name, and it also allows me to justify using OD7.

Lunatic Lite -----> Lunatic: Looking at some of the things Naotoshi has said regarding my current Lunatic Lite difficulty, I will be polishing up the map and will buff areas of the map (ie. make some of the parts more difficult). This will bring the SR up, and when I do finish making the changes, the difficulty will be around 3.9-4.2 SR. After that I can call this diff 'Lunatic'.

Naotoshi wrote:

[advanced]
00:35:882 (6,7,8,9) - would b nice to separate this somehow cuz different instrument I like to keep the triangle pattern.

01:03:837 - a Made the change where applicable.

01:13:155 - how about raising sv to like 1.2 or so to make this part differen from earlier? In advanced diffs, I usually increase the SV on the last kiai to give a little bit of a challenge. Now that I have renamed the difficulty to 'Hard', I decided to make the 2nd part of the first 2 kiais 1.1 SV instead of 1.2, and keep the last kiai at 1.2x. Again this is because I like to have the last kiai a little bit more challenging than the first 2 kiais

01:37:246 (5) - sounds betteer without a repeat *better, and changed to a 1 x 1/2 slider followed by a note

hmm hmm?

overall i think the amount of 1/2 spam is too high, try and add in some 1/1 gaps by deleting filler notes and adding 1/1 sliders. I mentioned my reasoning at the beginning of the post
not every sound needs an object on it. If you are RVMathew, then yes every sound needs an object on it.
Thanks for the mod so far. Updated (Mod-27)

The difficulty names will be updated in this post, but no work will be done on the 'Lunatic Lite' and 'Lunatic' Diffs. That will be done on the next upload. In addition, the map will return to WIP
Topic Starter
RVMathew
Part 2 of the reply.

Naotoshi wrote:

[hard]
00:08:382 (2) - this note is still kinda lame Sorted it out

00:31:109 - this section is a bit too dense imo. stick some 1/1 sliders in (like on 00:33:155 (1,2) - would be a decent place) so that it isnt cnstant 1/2 spam
Changed some of the parts to allow for 1/1 sliders.

01:03:837 (8,1) - red tick slider plz Fixed and applied where applicable

01:13:155 - this part doesnt feel different, the spacing and rhythm density is completely identical even though the song is totally different. plz buff The song doesn't really change, and besides for diffs like this, I want to ensure perfect distance snap between each note. No change

01:51:109 (5,1) - slider? Fixed

02:02:246 (1,2,3) - also slider, the melody stops but you just keep going with 1/2 circles ._. Fixed

03:23:837 - just put the triple lol No sir. I like to have the 5 note stream but going on and the slider is like that because the sound ends at 03:23:950.

anyway the differentiation stuff applies to all kiais Got it. Made the kiais more consistent.
Updated (Mod-28). Only lunatic is left.
Topic Starter
RVMathew
Part 3

Naotoshi wrote:

[lunatic lite]
ok i know its a hard diff but its stll the top diff so lunatic is fine >.> Now known as Lunatic

00:06:337 (2) - this is kind of not following anything, i think deleting it to focus only on vocals works better
00:08:382 (2) - same here
Fixed both of the above; they have the same structure as in lunatic lite, albeit placed differently, because the rhythm in lunatic lite fits better.

00:15:428 - if u wanted to be edgy you could use a rhythm like https://osu.ppy.sh/ss/8603809 if you wanted to echo 00:16:109 (5,6) - . could be cute Mate, does not work whatsoever.

00:26:337 (3,4,5) - seems like strangely low spacing Fixed. Spaced it more.

00:28:837 (5,6,7) - it isnt lined up going into the slider >:( Curved it properly

00:29:518 (1,2) - think u should just make this a 1/1, the density feels kinda high Ok. Applied

00:35:200 (2,3,4,5) - same here, feels a bit overdone. also the spacing is similar to more intense parts, but this part is really calm, s i suggest nerfing it a lot Changed to some notes and sliders.

00:39:064 (3,4,5) - definitely put a slider here, highlight the extended vocal 1/2 slider will be fine here imo.

00:55:314 - triple? Added.

01:13:155 - this part is still kinda underspace imo, not really different from stuff like 00:50:428 (5,6,7,8) - or 00:55:882 (4,5,6,1) - in the non kiai parts For the kiais, buffing everything up.

01:38:382 - would be nice to follow the offbeat synth imo Eh? I already mapped this part.

01:55:882 (4,5,6) - this really really looks like 1/4 snap
i suggest making them real doubles instead of this boring stuff and spacing them nicely so that it's more readable changed to doubles.

02:06:564 (4,5,6) - omg it isnt lined up again fixed

02:08:155 (2,3,4,5) - wtf random giant wide angle jump lol I will fix it up so the jump is nice and proper, but I have decided to use this big jump near the end of all kiai sections so it is consistent throughout the map (people won't be thrown off by it if the pattern occurs throughtout the map). Since 5 is a strong beat I can justify the huge spacing from 4 to 5.

yea, lmk when this stuff is addressed Addressed
Thanks for the mod.
Updated (Mod-29), and now in pending again.
Nao Tomori
kk

lunatic lite
03:23:609 (8) - making this a circle and then a triple with a 1/4 gap makes a lot more sense with how the drums are doing things

lunatic
01:10:200 (4,5,6,7) - this pattern is ridiculously awkward to play, as a random line jump with a spacing increase into it and decrease on the 2nd note. making 6 at a sharp angle to the movement from 4-5 would make a lot more sense since atm it's quite hard to hit.
Topic Starter
RVMathew

Naotoshi wrote:

kk

lunatic lite
03:23:609 (8) - making this a circle and then a triple with a 1/4 gap makes a lot more sense with how the drums are doing things Fixed

lunatic
01:10:200 (4,5,6,7) - this pattern is ridiculously awkward to play, as a random line jump with a spacing increase into it and decrease on the 2nd note. making 6 at a sharp angle to the movement from 4-5 would make a lot more sense since atm it's quite hard to hit. changed the position of 5, which creates a sharp angle between 4, 5 and 6
Thx again. Updated
Nao Tomori
02:08:382 (3,4,5) - 01:10:200 (4,5,6) -
these are still wide angles tho ?_?

also 03:23:723 (9) - i meant a 1/2 gap, the triple should be at 03:23:837 - (and it's actually a double whoops)
Topic Starter
RVMathew

Naotoshi wrote:

02:08:382 (3,4,5) - 01:10:200 (4,5,6) -
these are still wide angles tho ?_? Fixed all

also 03:23:723 (9) - i meant a 1/2 gap, the triple should be at 03:23:837 - (and it's actually a double whoops)
Fixed
Topic Starter
RVMathew
After trying various ways to see if I could improve the lunatic difficulty, I have decided to remove the difficulty from the set. I do not have the experience yet for making a top tier lunatic difficulty, and when I look at the map, it just does not work (various places look a right mess).


Edit: Since Nao had reservations about bubbling my map with lunatic lite as the top difficulty, I resurrected the Lunatic and made several changes.
Nao Tomori
b
Topic Starter
RVMathew

Naotoshi wrote:

b
Thanks
Delis
normal-hitclap.wav is unused

03:27:075 - people nowadays generally try to have spinners getting accurately snapped to the sound in song so you might wanna try it as well
[top diff]
00:36:791 (1) - don't think the normal sample on the entire slider is supposed to be there, changing it affects to its head and tail thus you will need to set the sample to drum on the head again, just noting
00:43:837 (6,7) - either normal sample or clap, or anything would fit with the strong drums
00:48:382 (2,1) - would have less curve here since it flows quite awkward atm -_
01:12:928 (8) - are you sure with no hitsound here?
01:39:859 (1,2) - nc on (2) feels more reasonable as it's closer to the downbeat, it also can look neater in aesthetic
03:03:155 (5) - only if this had an opposite curve from current one.. :/ https://osu.ppy.sh/ss/9209388
03:23:950 (1) - I don't really see the reason of the nc as it's not on the downbeat or anything related to your newcombo logic here same goes for lunatic lite
you know the hitsounds apply to the rest of the mapset
[L lite]
modded on irc but heres an extra suggestion lul
00:00:428 (1) - u coulda copied it from the top diff it looks way more messy in this diff in comparison
02:52:928 (1,2,3) - I'd use higher spacing for this because this is the first 3/4 stuff in the diff ever and keeping the distance snap as it is is pretty lame for reading, +0.2x even works pretty nicer
[hard]
01:34:746 (2,1) - this stack feels out of place when it's not a triplet, just putting it like a triangle would be more fun to play
01:48:609 (3,4) - I kinda don't feel alright with this got an inaccurate rhythm when the vocals are like asking for 2 of 1/2 sliders instead of the reverse slider, at least to me the vocals sound that. 01:49:064 - is potentially the highest pitch of the vocals around here plus it calls a clap too, perhaps better having it started with a slider
02:12:928 (1) - tbh would straighten this slider to fit to the slider usage in this section and its flow more
02:52:928 (1,2,3) - same as lunatic lite
03:14:746 (1,2,3,4,5) - could rework with the rhythm a bit? the song goes way more calm yet the rhythm in the map is still spamming 1/2s which feels too lol would add more 1/1s for non vocal sections so 03:22:018 (1,2,3) - too.
03:23:723 - is a ghost note that you didn't even pick it in the other diffs
[normal]
this diff is kinda too hard to be the least diff in a set, next time you should consider having an easy or making a normal a bit easier. well let me explain why it is.
00:44:973 (3) - the overlap to the hp bar is avoidable
00:45:882 (4,5,6,7) - holding 3 short sliders in a row is tiring for newbies, replace 00:46:337 (5,6) - to a 1/1 slider might be a better way for making the diff more intuitively reasonable
00:53:610 (5,6) - same
00:59:064 (3,4) - this can use the same tactic above, also it can make a space to create more appropriate rhythm for 01:01:109 (7,8) - since 01:01:109 (7) - is pretty questionable choice for here as 01:01:337 (8) - is following the sound which is ignored at 01:00:882 - but at the same time it ignores the sound 01:01:564 - that you followed on 01:01:109 (7) - so should stick to provide good rhythm always. https://delisha.s-ul.eu/BXmiX5sg
01:02:018 (8,1,2,3,4) - this is a hard diff already, could replace one of them to a 1/1 slider or anything
01:08:382 (6,7) - same as 01:01:109 (7,8) -
01:22:928 (6,7) - ^
01:40:541 (4) - putting a clickable object on the blue tick feels stupid in the lowest diff, could be easier to catch how it plays https://delisha.s-ul.eu/LoPphHZR
01:59:291 (6,7) - 02:06:564 (5,6) - 02:13:837 (6,7) - 02:21:109 (6,7) - 02:57:473 (6,7) - 03:04:746 (6,7) - repeating myself
also i feel like the ending can be less stacks because they don't play nicer and don't also think they can play smh different
---
I promised to qualify it but before that the normal diff could improve a bit in rhythm, it might be too hard as the lowest diff in the mapset, can decrease 1/2 circles/sliders overall. maybe call me again when it's rebubbled and decided to have nerfs in normal diff.
Ascendance

Delis wrote:

03:27:075 - people nowadays generally try to have spinners getting accurately snapped to the sound in song so you might wanna try it as well
LMAO Delis I love you
Delis

Ascendance wrote:

Delis wrote:

03:27:075 - people nowadays generally try to have spinners getting accurately snapped to the sound in song so you might wanna try it as well
LMAO Delis I love you
follow the meta otherwise rito
Topic Starter
RVMathew

Delis wrote:

normal-hitclap.wav is unused Removed

03:27:075 - people nowadays generally try to have spinners getting accurately snapped to the sound in song so you might wanna try it as well
[top diff] Fixed, and applied to every diff: Now ends at 03:27:056

00:36:791 (1) - don't think the normal sample on the entire slider is supposed to be there, changing it affects to its head and tail thus you will need to set the sample to drum on the head again, just noting That was done on purpose, the normals are not supposed to be consistent at parts to give the map an interesting effect (syncopation)
00:43:837 (6,7) - either normal sample or clap, or anything would fit with the strong drums Drums added
00:48:382 (2,1) - would have less curve here since it flows quite awkward atm -_ Fixed
01:12:928 (8) - are you sure with no hitsound here? Yes. I don't add a hitsound there so that the next note is even more emphasized (much bigger contrast)
01:39:859 (1,2) - nc on (2) feels more reasonable as it's closer to the downbeat, it also can look neater in aesthetic Fixed
03:03:155 (5) - only if this had an opposite curve from current one.. :/ https://osu.ppy.sh/ss/9209388 Applied
03:23:950 (1) - I don't really see the reason of the nc as it's not on the downbeat or anything related to your newcombo logic here same goes for lunatic lite It was done for easier reading, but I can change it back

you know the hitsounds apply to the rest of the mapset Will be applied where applicable
[L lite]
modded on irc but heres an extra suggestion lul
00:00:428 (1) - u coulda copied it from the top diff it looks way more messy in this diff in comparison Fixed
02:52:928 (1,2,3) - I'd use higher spacing for this because this is the first 3/4 stuff in the diff ever and keeping the distance snap as it is is pretty lame for reading, +0.2x even works pretty nicer Tried it.

[hard]
01:34:746 (2,1) - this stack feels out of place when it's not a triplet, just putting it like a triangle would be more fun to play Done
01:48:609 (3,4) - I kinda don't feel alright with this got an inaccurate rhythm when the vocals are like asking for 2 of 1/2 sliders instead of the reverse slider, at least to me the vocals sound that. 01:49:064 - is potentially the highest pitch of the vocals around here plus it calls a clap too, perhaps better having it started with a slider Will fix to 2 sliders
02:12:928 (1) - tbh would straighten this slider to fit to the slider usage in this section and its flow more Fixed
02:52:928 (1,2,3) - same as lunatic lite For this difficulty I will not change ds; whenever I make hard difficulties I am very anal about distance snap; everything has to be the exact distance apart(apart from some 1/4 sections).
03:14:746 (1,2,3,4,5) - could rework with the rhythm a bit? the song goes way more calm yet the rhythm in the map is still spamming 1/2s which feels too lol would add more 1/1s for non vocal sections so 03:22:018 (1,2,3) - too. The sounds on the sliderhead are what I am following and 1/2 sliders work perfectly for that. Making them into 1/1 sliders or just notes won't work
03:23:723 - is a ghost note that you didn't even pick it in the other diffs Changed to make it consistent with the other difficulties

[normal]
this diff is kinda too hard to be the least diff in a set, next time you should consider having an easy or making a normal a bit easier. well let me explain why it is.
00:44:973 (3) - the overlap to the hp bar is avoidable Fixed
00:45:882 (4,5,6,7) - holding 3 short sliders in a row is tiring for newbies, replace 00:46:337 (5,6) - to a 1/1 slider might be a better way for making the diff more intuitively reasonable Fixed
00:53:610 (5,6) - same Done
00:59:064 (3,4) - this can use the same tactic above, also it can make a space to create more appropriate rhythm for 01:01:109 (7,8) - since 01:01:109 (7) - is pretty questionable choice for here as 01:01:337 (8) - is following the sound which is ignored at 01:00:882 - but at the same time it ignores the sound 01:01:564 - that you followed on 01:01:109 (7) - so should stick to provide good rhythm always. https://delisha.s-ul.eu/BXmiX5sg
01:02:018 (8,1,2,3,4) - this is a hard diff already, could replace one of them to a 1/1 slider or anything
01:08:382 (6,7) - same as 01:01:109 (7,8) -
01:22:928 (6,7) - ^
I fixed up the kiai bit by putting 1/1 rhythms and cutting out some notes. This should make the map a lot easier. Everything that has been highlighted in blue has been corrected via reworking the kiai

01:40:541 (4) - putting a clickable object on the blue tick feels stupid in the lowest diff, could be easier to catch how it plays https://delisha.s-ul.eu/LoPphHZR really neat idea, thanks

01:59:291 (6,7) - 02:06:564 (5,6) - 02:13:837 (6,7) - 02:21:109 (6,7) - 02:57:473 (6,7) - 03:04:746 (6,7) - repeating myself Again fixed the kiai

also i feel like the ending can be less stacks because they don't play nicer and don't also think they can play smh different It looks really cool to have those stacks mate. Won't change it
---
I promised to qualify it but before that the normal diff could improve a bit in rhythm, it might be too hard as the lowest diff in the mapset, can decrease 1/2 circles/sliders overall. maybe call me again when it's rebubbled and decided to have nerfs in normal diff. Reduced the patterns.

Done. Thanks for the mod. Updated and I will see if I can get an easy diff done asap.
Delis
you should set the stack leniency in easy, normal and hard diff to 7 because the complete stacking in 1/1 is sometimes too hard
additionally normal-hitwhistle.wav is also unused, forgot that uhc works better than modding assistant
[easy]
tbh some stacks such as 00:25:428 (4,1) -, 00:44:064 (1) - is something you better avoid it in easy diff, I mean the rhythm is quite repeated so the patterning might cause misreading. like 00:58:155 (5,1) - is good one that can represent the transition of the music but the rest seems to be randomly placed. 00:52:473 (2,3) - 00:56:564 (3,4) - 01:26:337 (4,5) - 01:50:655 (2,3) - 01:52:700 (5,1) - 02:10:882 (5,1) -this at least can go consistent with 01:12:700 (5,1) -*/ 01:26:337 (4,5) - 01:50:655 (2,3) - 01:52:700 (5,1) -
03:23:155 (5) - this overlaps to the slider when stack leniency is reset
again the ending is the hardest part of diff due to stacks and 1/2s despite song isn't really intense

idk but you didn't fix 01:01:109 (7,8) - and more in normal? these were actually what I thought most weird stuff from the diff

also 03:23:837 (6) - in hard looks dumbass lul try smh https://osu.ppy.sh/ss/9216485
Topic Starter
RVMathew

Delis wrote:

you should set the stack leniency in easy, normal and hard diff to 7 because the complete stacking in 1/1 is sometimes too hard
additionally normal-hitwhistle.wav is also unused, forgot that uhc works better than modding assistant Sorted

[easy]
tbh some stacks such as 00:25:428 (4,1) -, 00:44:064 (1) - is something you better avoid it in easy diff, I mean the rhythm is quite repeated so the patterning might cause misreading. like 00:58:155 (5,1) - is good one that can represent the transition of the music but the rest seems to be randomly placed. 00:52:473 (2,3) - 00:56:564 (3,4) - 01:26:337 (4,5) - 01:50:655 (2,3) - 01:52:700 (5,1) - 02:10:882 (5,1) -this at least can go consistent with 01:12:700 (5,1) -*/ 01:26:337 (4,5) - 01:50:655 (2,3) - 01:52:700 (5,1) - Will fix
03:23:155 (5) - this overlaps to the slider when stack leniency is reset Got it
again the ending is the hardest part of diff due to stacks and 1/2s despite song isn't really intense There may be 1/2 sliders, but there are 1/1 gaps, so the transition is not huge and therefore players should still hit it without any problem.

idk but you didn't fix 01:01:109 (7,8) - and more in normal? these were actually what I thought most weird stuff from the diff The reason why I have patterns like the one you mentioned, plus no note in 01:00:882 is that the combo chain will start becoming too long. In earlier iterations, a problem I had with normals was that the combo chains were too long.

also 03:23:837 (6) - in hard looks dumbass lul try smh https://osu.ppy.sh/ss/9216485 Made a small change but overall the pattern will stay the same. The reason behind this is because a signature style of mine is for either the last sliderend or a note will always be placed on the middle (256,256) in every diff (where applicable)
Updated (Mod-40)
Delis
still can't agree the hard having stack leniency at 0.3, 0.7 is the best for this kind of difficulty
Topic Starter
RVMathew

Delis wrote:

still can't agree the hard having stack leniency at 0.3, 0.7 is the best for this kind of difficulty
And Fixed (Made the change from 0.3 to 0.7).
Delis
.
Topic Starter
RVMathew

Delis wrote:

.
Arigatou Gozaiamasu Delis san
Nao Tomori
k
Topic Starter
RVMathew

Naotoshi wrote:

k
Thanks Mate!
Kujinn
Finally, gratz \o/
Topic Starter
RVMathew

Kujinn wrote:

Finally, gratz \o/
Thanks.
Please sign in to reply.

New reply