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Silver Forest feat. Aki - Sakura Uta

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Total Posts
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Topic Starter
RVMathew
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)
Kujinn
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!
Topic Starter
RVMathew

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
Izzywing
[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
Topic Starter
RVMathew

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
Hytex
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
Topic Starter
RVMathew

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)
Aximes
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.
Topic Starter
RVMathew

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
_handholding

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!
Topic Starter
RVMathew

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.
Yoshimaro
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!
Topic Starter
RVMathew

- 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)
Zunv
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 :)
Topic Starter
RVMathew

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)
CucumberCuc
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 ^
Topic Starter
RVMathew

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.
Doormat
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-
Topic Starter
RVMathew

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.
ReFaller
Idk what other people, but Hard difficulty even after re-DL shows update button and "updatied diff" still requires to update.
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.
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