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u's - Angelic Angel (Movie Edit) [CatchTheBeat]

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Topic Starter
Xetopia
This beatmap was submitted using in-game submission on 12 апреля 2018 г. at 2:04:30

Artist: u's
Title: Angelic Angel (Movie Edit)
Source: ラブライブ! The School Idol Movie
Tags: love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse Sinnoh Sanyi
BPM: 160
Filesize: 4618kb
Play Time: 02:00
Difficulties Available:
  1. Angel (4,47 stars, 351 notes)
  2. Cup (1,47 stars, 232 notes)
  3. Platter (3,08 stars, 335 notes)
  4. Salad (1,9 stars, 240 notes)
  5. Sinnyi's Rain (3,53 stars, 327 notes)
Download: u's - Angelic Angel (Movie Edit)
Information: Scores/Beatmap Listing
---------------
eke 1st ranked what a mess

sanyi & sinnoh rain
Dilectus
Cup
Turn off widescreen support since you dont use storyboard
Rename diff name to "Ivashka's Cup" or something like that as you have to disclose who mapped the guest difficulty in the diff name.
00:01:822 (2) - How about this rhythm instead? https://puu.sh/vkXUM/a124593810.jpg A pause doesnt seem appealing imo.
00:16:447 (5) - x244 for consistent spacing
01:07:634 (3) - Extend slider to next white tick (01:08:197 (2) - ) Because this 1/4 slider doesn't really follow anything atm.
01:43:072 (2,3) - Select and move to x240 for consistent spacing
01:44:572 (5,6) - ^ x244

Diff is fine. But, I feel like you could've followed vocals better in chorus.

Salad
Turn off widescreen support since you dont use storyboard
00:02:384 (3,4) - Ctrl+g follows the music better
00:07:822 (1,2) - I think that (1) should be emphasized more than (2) since (1) is the start of a new section in the song, making it the more important beat.
00:20:947 (3,4) - These are close to being edge dashes, which are unrankable. I'd nerf the distance slightly so that it wont be much of a stress for newer players.
00:32:572 (4,5,6) - ^
01:04:634 (1,2,3,4) - These stairs may be too hard for beginners as you may require dashing to be precise (especually after this jump 01:04:447 (7,1) - ). I noticed that while playtesting this myself (maybe its just me being bad so perhaps theres no issue)

Platter
Turn off widescreen support since you dont use storyboard
00:01:447 (1) - Make it into a hyperdash? The beat is strong enough so it should be ok
00:02:384 (3,1) - I would've just used the same rhythm used here (00:05:384 (4,5) - ) mostly because it follows the music better.
00:18:322 (2) - Make it into a hyperdash. This beat is stronger than 00:18:509 (3) -
00:35:384 - Add a note with hyperdash for this strong vocal beat?
00:47:103 - Missing beat
01:54:697 - This part has a bit too much intense movement for such a calm part. Maybe nerf it a bit?

Angelic Rain
Turn off widescreen support since you dont use storyboard

I have no complaints about this diff other than you should've used hyperdashes properly. Imo, they should be used on major and strong beats. But yours at times seemed randomly placed. 00:25:634 - this being a stronger beat than 00:25:822 (2) - . 00:28:634 - couldve been a hyperdash etc etc.


--

Other than that it's a decent set. Good luck!
Topic Starter
Xetopia

DavidEd wrote:

Cup
Turn off widescreen support since you dont use storyboard - how to do it? i don't know Kappa
Rename diff name to "Ivashka's Cup" or something like that as you have to disclose who mapped the guest difficulty in the diff name. - fixed
00:01:822 (2) - How about this rhythm instead? https://puu.sh/vkXUM/a124593810.jpg A pause doesnt seem appealing imo. - yea, i think
00:16:447 (5) - x244 for consistent spacing - fixed
01:07:634 (3) - Extend slider to next white tick (01:08:197 (2) - ) Because this 1/4 slider doesn't really follow anything atm. - ^
01:43:072 (2,3) - Select and move to x240 for consistent spacing - ^
01:44:572 (5,6) - ^ x244 - ^

Diff is fine. But, I feel like you could've followed vocals better in chorus.

Salad
Turn off widescreen support since you dont use storyboard
00:02:384 (3,4) - Ctrl+g follows the music better - ok
00:07:822 (1,2) - I think that (1) should be emphasized more than (2) since (1) is the start of a new section in the song, making it the more important beat. - ok, i agree.
00:20:947 (3,4) - These are close to being edge dashes, which are unrankable. I'd nerf the distance slightly so that it wont be much of a stress for newer players. - fixed
00:32:572 (4,5,6) - ^ - ^
01:04:634 (1,2,3,4) - These stairs may be too hard for beginners as you may require dashing to be precise^ (especually after this jump 01:04:447 (7,1) -). I noticed that while playtesting this myself (maybe its just me being bad so perhaps theres no issue) agree. i think what this jump badly for flow, fixed

Platter
Turn off widescreen support since you dont use storyboard
00:01:447 (1) - Make it into a hyperdash? The beat is strong enough so it should be ok - yea, good idea, added
00:02:384 (3,1) - I would've just used the same rhythm used here (00:05:384 (4,5) - ) mostly because it follows the music better. - ok
00:18:322 (2) - Make it into a hyperdash. This beat is stronger than 00:18:509 (3) - fixed
00:35:384 - Add a note with hyperdash for this strong vocal beat? - I add in this moment just jump, not hyperdash, i think this better.
00:47:103 - Missing beat - added note in this beat
01:54:697 - This part has a bit too much intense movement for such a calm part. Maybe nerf it a bit? - ok, np

Angelic Rain
Turn off widescreen support since you dont use storyboard

I have no complaints about this diff other than you should've used hyperdashes properly. Imo, they should be used on major and strong beats. But yours at times seemed randomly placed. 00:25:634 - this being a stronger beat than 00:25:822 (2) - that's true, fixed . 00:28:634 - couldve been a hyperdash etc etc. - added hyperdash


--

Other than that it's a decent set. Good luck!
Thanks for mod~!
LiousPL

  • General
  1. Colours of the map are little mix-up with a background, change it.

    Angel Rain

  2. 00:02:384 - There is a characteristic guitar sound, make a 1/1 slider here~ ( from 00:02:384 to 00:02:759 )
  3. 00:07:447 (1) - End of these slider is at 00:07:634
  4. 00:09:134 (2) - Maybe transfer it into a 1/1 slider?
  5. 00:09:978 - Missing note
  6. 00:15:322 (1,2) - Delete this hdash, for better start a slower part
  7. 00:16:259 (3,1) - Delete this hdash too, becouse 1 doesn't have any characteristic sound
  8. 00:16:634 - Make here a 1/1 slider, for a vocal ( from 00:16:634 to 00:17:009 )
  9. 00:17:759 (4,1) - Don't overuse a Hdash in this section, delete this Hdash too
  10. 00:20:759 - Missing note, change the slider lenght
  11. 00:26:009 - ^
  12. 00:36:322 (1) - Do here a 1/1 slider
  13. 00:36:697 (2) - Delete this slider, for a 1/1 slider from ^ point
  14. 00:37:072 - Start here a new slider ( from 00:37:072 to 00:37:447 )
  15. 00:37:259 (3) - Delete this slider, for a 1/1 slider from ^ point
  16. 00:38:009 - Missing note, change the slider lenght again
  17. 00:38:478 - Missing note
  18. 00:39:040 (4,5,6) - There isn't any sound, delete this...
  19. 00:44:384 - Missing note
  20. 00:46:072 (3) - Transfer it into a 1/1 slider, for a vocal sound
  21. 00:47:103 - Missing note
  22. 00:51:884 (2) - Transfer it into a 1/1 slider, for a vocal sound again
  23. 00:55:447 (3) - ^
  24. 00:56:759 (4) - Delete reverse here, for break in the song
  25. 01:01:822 - Missing note
  26. 01:13:634 (4) - Transfer it into a 1/1 slider for vocal sound again v.2 OwO
  27. 01:17:384 (5) - ^
  28. 01:18:040 - 01:18:040 - Missing notes
  29. 01:28:259 - Missing note
  30. 01:30:134 (3) - Delete this, for break
  31. 01:30:322 (1) - Transfer it into a 1/1 slider for vocal sound again v.3 OOwwOO
  32. 01:31:447 (1,2) - Transfer into slider
  33. 01:45:134 (4) - Delete this, and set 1/2 slider on 01:45:322
  34. 01:55:822 (3) - Delete reverse
  35. 01:56:384 (4,5) - Do here 1/1 slider again!!!!!

    01:54:697 - 02:00:134 - Look at your notes (in timeline) again, and repair it...
    Too overused hdashes in this diff~

    You must to work on your patterns, flow, and at hdashes! Thats all already, sorry for only Rain mod :( But you are missing lots of notes! You can check the same places from a rain mod in other diffs, to search a missing notes...
Topic Starter
Xetopia

LiousPL wrote:


  • General
  1. Colours of the map are little mix-up with a background, change it. ok~

    Angel Rain

  2. 00:02:384 - There is a characteristic guitar sound, make a 1/1 slider here~ ( from 00:02:384 to 00:02:759 ) - ok
  3. 00:07:447 (1) - End of these slider is at 00:07:634 - ok
  4. 00:09:134 (2) - Maybe transfer it into a 1/1 slider? - no, tnx
  5. 00:09:978 - Missing note - This sound is very quite, and he hears on 1/8
  6. 00:15:322 (1,2) - Delete this hdash, for better start a slower part - 2 - strong beat, so what this need gdash and nothing what it slow part.
  7. 00:16:259 (3,1) - Delete this hdash too, becouse 1 doesn't have any characteristic sound - 1 is have characteristic sound, lul
  8. 00:16:634 - Make here a 1/1 slider, for a vocal ( from 00:16:634 to 00:17:009 ) - 00:16:822 have sound and i don't think that is good idea
  9. 00:17:759 (4,1) - Don't overuse a Hdash in this section, delete this Hdash too - in this moment everything is fine, i don't know
  10. 00:20:759 - Missing note, change the slider lenght - my version more suitable for music
  11. 00:26:009 - ^ - ^
  12. 00:36:322 (1) - Do here a 1/1 slider - i think this more suitable for map(in terms of flow)
  13. 00:36:697 (2) - Delete this slider, for a 1/1 slider from ^ point - moment 00:36:697 - 00:37:447 goes well with the music, i don't see the problem here
  14. 00:37:072 - Start here a new slider ( from 00:37:072 to 00:37:447 ) - ^
  15. 00:37:259 (3) - Delete this slider, for a 1/1 slider from ^ point - ^
  16. 00:38:009 - Missing note, change the slider lenght again - my version more suitable for music
  17. 00:38:478 - Missing note - ok, added note
  18. 00:39:040 (4,5,6) - There isn't any sound, delete this... - this notes is more suitable in meaning for music, i think this is bad idea :c
  19. 00:44:384 - Missing note - ok
  20. 00:46:072 (3) - Transfer it into a 1/1 slider, for a vocal sound - i think this more suitable for music.
  21. 00:47:103 - Missing note - ok
  22. 00:51:884 (2) - Transfer it into a 1/1 slider, for a vocal sound again - fixed
  23. 00:55:447 (3) - ^ - ^
  24. 00:56:759 (4) - Delete reverse here, for break in the song - why do need this break?
  25. 01:01:822 - Missing note - ok
  26. 01:13:634 (4) - Transfer it into a 1/1 slider for vocal sound again v.2 OwO - this beat is more suitable in meaning for music
  27. 01:17:384 (5) - ^ - ok, i agree
  28. 01:18:040 - 01:18:040 - Missing notes - oh, really big thanks for this, :*
  29. 01:28:259 - Missing note - my version more suitable for music
  30. 01:30:134 (3) - Delete this, for break - this break will spoil flow
  31. 01:30:322 (1) - Transfer it into a 1/1 slider for vocal sound again v.3 OOwwOO - reverse is more suitable in meaning for music
  32. 01:31:447 (1,2) - Transfer into slider - i don't think that is good idea
  33. 01:45:134 (4) - Delete this, and set 1/2 slider on 01:45:322 - this slider looks pretty good :\
  34. 01:55:822 (3) - Delete reverse - this reverse more suitable for music
  35. 01:56:384 (4,5) - Do here 1/1 slider again!!!!! - ok

    01:54:697 - 02:00:134 - Look at your notes (in timeline) again, and repair it... - ???
    Too overused hdashes in this diff~

    You must to work on your patterns, flow, and at hdashes! Thats all already, sorry for only Rain mod :( But you are missing lots of notes! You can check the same places from a rain mod in other diffs, to search a missing notes...
Thanks for mod~! (and sorry for my bad eng)
CLSW
Sorry for late :o

[Rain]
00:14:947 (4) - It seems good to have a long distance here due to the drum sounds
00:25:447 (3,4) - Not meaningful walk, it shall be deserved as longer distance
00:26:947 (1,2) - There's no beats in 00:27:040, so it shall be considered as overmap. Better remove the slider on 00:26:947 (1) - and replace to a single circle
00:45:322 (1,2,3,4,5,1,2,1) - I think this part is a calm section compared with the other parts, so the HDash flows on there seems not really a good choice to make it
01:03:322 (1,2,3) - This one could be more intense flow like this one : try this if you are like it
01:21:884 (5) - ctrl + g and replace on the ideal position. This seems better flow for me

:idea:
Topic Starter
Xetopia

CLSW wrote:

Sorry for late :o

[Rain]
00:14:947 (4) - It seems good to have a long distance here due to the drum sounds
00:25:447 (3,4) - Not meaningful walk, it shall be deserved as longer distance
00:26:947 (1,2) - There's no beats in 00:27:040, so it shall be considered as overmap. Better remove the slider on 00:26:947 (1) - and replace to a single circle
00:45:322 (1,2,3,4,5,1,2,1) - I think this part is a calm section compared with the other parts, so the HDash flows on there seems not really a good choice to make it
01:03:322 (1,2,3) - This one could be more intense flow like this one : try this if you are like it
01:21:884 (5) - ctrl + g and replace on the ideal position. This seems better flow for me

:idea:
Everything was fixed, thank you~! <3
and big thanks for this idea:
autofanboy


Howdy!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty Spread
  1. Feels a bit edgy to have AR8.1 for Platter and AR9.1 for Rain. Also for better difficulty spread, it is recommended to keep a constant gradient among the difficulties. Consider using AR values of 5.5 (or 6), 7, 8, 9 for ENHI difficulties respectively.
  2. The HP value of The Last's Salad is the same as that of Platter, which is 6. I am quite sure this is just some kind of unaware so please reduce the HP value of Salad to 5. Also, just as the above-mentioned, maybe you want to have a constant increase in HP from Cup to Rain, so it would be nice if the HP values of ENHI difficulties are 4, 5, 6, 7 respectively.

    Design
  3. Uncheck Widescreen Support in all your difficulties. It is usually used when the map has storyboard.

    Title
  4. Need some clarification about this, I am not a metadata expert but in the ranked version (*Link), the song title is with (Movie Edit), which is different from this one. It is better to check carefully about the metadatas.

    Tags
  5. Remove: ラブライブ!(Included in the beginning of the source already)
  6. Remove: love (Included in the beginning of the word 'lovelive') , the school idol movie (Included in the source)
  7. You may want to add the old names of the mappers, such as your old name majoyyyy, as people may recognize your old name and try to find the mapset. However it is fine if you are not changing it, this is pretty minor.

    ???
  8. Not sure how this happens, I guess it is bugged or whatever? The word 'Ange' missed a 'l' :thinking:

[ Ivashka's Cup]

  • Gameplay
  1. 00:05:197 (2) - This doesn't match the audio in my opinion, though the end just fit the beat, because it missed out quite some beats. It would be nice if you can use 1/1 slider here, just to echo with 00:01:822 (2) - in the first part of the intro. One of the timelines you may want to use would be: *Screenshot, for the main beats.
  2. 00:11:947 (3,1) - The distance between (3) and the spinner should be at least 1/1 beat wide in order to ensure readability for the beginners, as stated in the Ranking Criteria. You have to change this part in order to satisfy such requirement while matching the rhythm well.
  3. 00:12:134 (1,1) - The bananas of the spinner ends at the left, which is a bit far from the next note 00:14:572 (1) - , and can be challenging to some beginners. I highly recommend to start the next note at the left so it favors the current position of bananas.
  4. 00:22:447 (3,1) - A bit strange here to leave this part blank. I think you can add one circle at 00:23:009 - so it will be more interesting to play.
  5. 00:29:384 (4) - The slider bends too outward here, the inexperienced players may struggle here and may miss a few droplets. I believe it would be better if you can curve it less-outward. This problem may be due to the large SV used throughout the map, next time you should use a smaller SV value when mapping a Cup.
  6. 00:37:259 (2,3,4) - Better shorten the distances between (2,3) and (3,4), the one now is quite far and players have to hold their movement keys to get this.
  7. 01:28:634 (1) - Please slant this more. In gameplay this is quite horizontal and players are required to hold their movement keys to get this one, which is way too demanding.
  8. 01:47:384 (6) - Same problem just because of the preset SV. The curve here is quite large in movement, so new players may have trouble catching this. Please reduce the curvature of this one during gameplay.
  9. 01:49:072 (2,3) - The movement here is not so great in my opinion, because players have to move back and forth here, I mean the slider pattern here is pretty advanced. It would be improved if you are not using sliders pointing towards the same direction here, maybe Ctrl+H (3) and place it at original place, then change the later notes?
  10. 01:52:634 (4) - , 01:53:384 (6) - SV is quite high, resulting that these two sliders are quite horizontal when displayed in gameplay, so please slant them more to make it a bit easier.
  11. 01:54:322 (1) - Shouldn't this spinner ends at 02:00:134 - ? The audio ends there and in other difficulties, the spinners also end here. For consistency, it would be nice to change like that.

    In overall you did a nice try on mapping Cup, but I think most of the problems arose because of the high SV set before mapping. The map is also a bit messy during gameplay as I can't really find some patterns that are consistent throughout the map, I think you can improve by using some patterns in the later parts to echo with the previous parts.

    In addition, after your fix, please make sure the pattern of New Combos are good to go. For now I have seen some inconsistency of the NCs and most of them are not matching the rhythm. Mostly NC will be placed every 2 or 4 white ticks. You may try adding NC based on such tip. Hopefully it will help!

[ The Last's Salad]

  • Gameplay
    At first sight, the map is quite messy as the mapping cannot match the rhythm strongly. There are also strange patterns which is a bit challenging to newcomers.
  1. 00:00:322 - 00:07:634 - The intro here is FC'able without dashing, though you have enlarged some of the distances so it seems like dashing is required. I think you should try to add some dashes that most of the players will instantly know that they have to dash at such point. One of the ways to demonstrate this is to find the minimum distance of dashing and test it for few times. And then, the most ideal places to add dashes would be before a main beat. For example, you may want to add dashes at 00:01:447 (5,1) - , 00:04:447 (9,1) - , 00:05:947 (3,1) - and 00:07:634 (6,1) - to emphasize the main beats and their strong cymbal hitsounds. All in all, it would be nice if you rework on this part to make it done.
  2. More about dashes - The main purpose of dashes is to emphasize the prominent beats, that's why I suggest adding them before a strong beat like the notes with Finish hitsounds, or notes that begin the stanzas. However in your map, there are quite many dashes that are not placed properly, the emphasis is not as good. For example, 00:08:572 (3,4,5) - there are some dashes between (3,4) and (4,5) but they are actually not emphasizing any notable beats but some minor rhythm beats. I would rather add dash at 00:10:447 (3,4) - to emphasize the next note that opens a new stanza. Check the entire map to fix it.
  3. 00:11:947 (6,1) - I appreciate that you put dash at right place but the distance is quite big. Inexperienced players may not be able to catch on time and miss here, as they have to dash when they just caught the tail of 00:11:384 (5) - to actually be able to reach (1). You should reduce the distance here to make it easier for beginners to follow.
  4. 00:12:134 (1,2,3) - Quite difficult for players to hit here, as they often need to turn at (2) after the dash at (1,2), and the distance of (2,3) is too big, so players will have to dash in order to reach (3) afterwards. I suggest reducing the distance of (2,3).
  5. 00:37:259 (2,3,4) - Distances in between are quite wide, would be better if you shorten them.
  6. 00:51:322 (1) - This pattern is too strange here, inexperienced ones will also find this very difficult to catch because of such wiggling movements. Additionally, this part is also not consistent with the previous part at 00:39:322 (1,2) - which is just the same rhythm. You may want to keep them consistent by having the similar timeline.
  7. 01:04:447 (4,1) - HDash is prohibited in Salad! Keep in mind about this! Please remove it.
  8. 01:07:634 (3) - Perhaps you can map this with more notes? Since it is already in the intense part (Kiai Time), why not mapping with denser notes?
  9. 01:31:072 (3) - Not really matching the rhythm here because you missed out a main beat at 01:31:447 - . In addition, it already delved deep into the chorus part so you may want to change this with notes that are more rhythmical and with denser notes.
  10. 01:40:447 (4,1) - Similar to Cup, it is actually unrankable to leave a 1/2 space between the spinner and the note before it.


    I feel like this difficulty needs more improvements to make it through. With obstacles such as the rhythm for dashing, spacing and patterns, it would be nice if you can remap the difficulty so the problems can be fixed in the second go. Not a rude idea but it would definitely help as you will try to stick with the Ranking Criteria and the advice when placing the notes.

    Don't feel too discouraged! Mapping is the progress that mappers have to change over time to better it.

[ Platter]

  • Gameplay
    When I testplay your map, I found out some unrankable issues and strange places for the HDashes. These need to be fixed.
  1. 00:01:447 (1,2) - 1/4 HDashes are not allowed in a Platter if you check up the Ranking Criteria. Please don't include them unless the song BPM is under 120.
  2. 00:01:822 - 00:07:728 - For the intro here, few HDashes are noticed, which are good places to emphasize the important beats. However I think they may be too much. Also, you have missed out 00:02:759 (2,3) - which is a potential place for HDashes. Since adding this add up the number of HDashes in the intro, which will become too hard, I suggest adding HDashes every 2 stanzas, i.e. only leave HDash at 00:01:447 (1,2) - (after removing 1/4 HDash), 00:04:447 (7,1) - and 00:07:447 (4,5,1) - (if you wish to remove (5) and add HDash between (4,1), which is quite essential for the start of the new stanza).
  3. 00:12:134 (1,2) - Same thing, I am not going to go over it again for the later ones. Check the whole map for such 1/4 HDashes and fix them.
  4. There are so many strange HDash positions which cannot really match the rhythm in my opinion. For instance, at 00:26:947 (1,2,3,1) - , HDash should be placed to emphasize the main beat 00:27:322 (3) - but not 00:27:697 (1) - . As 1/4 HDashes are prohibited, maybe you can remove 00:27:228 (2) - and place HDash between 00:26:947 (1,3) - . For 00:37:259 (1,2) - , where HDash should be placed here but there aren't. Another one is 00:38:853 (7,1,2) - , shouldn't HDash be placed at 00:38:947 (1,2) - (after changing (1) to a 1/2 slider)? There are some parts later on which have the same problem so I believe you can find them out yourself.
  5. 00:31:072 (3,4,5) - The pattern here is quite challenging as players have to turn after reaching (4) with a dash, which is too hard in overall for such pattern. Please change this to make it easier to follow.
  6. 01:23:197 (1,2,3) - The flow is poor here, because (3) curves towards (2) which is quite bad in the movement. Would be better if you Ctrl+H (3) and put it at the original place. The movement will be much better.

    I deem the major problem in this difficulty are those HDashes. Definitely you have to step the map up for these. Apart from that, some of the patterns are also quite boring, for example you used so many reversed sliders like 01:22:447 (6) - which repeated for too long. I think you can use more note patterns instead of these reversed sliders to showcase a wider variety of notes and your own creativity. It would be great if you can rework on those parts or even map a new one to compare with this, so the problems can be reduced significantly.

[ Angelic Rain]

  • Gameplay
  1. 00:02:947 (4,5,1) - This movement is not that good... Why not just bend (1) to the opposite side?
  2. 00:24:322 (1) - Maybe use another pattern if you are going for reversed slider, like *Screenshot. The one now has too little movements and it doesn't look good in gameplay as well.
  3. You used so many HDashes in some parts as far as I have saw, which is not really that good as a Rain. For instance, 00:15:697 - 00:20:947 - this part used HDashes like every red tick, which is way too dense for a Rain. I would say it is better if you just add HDash every 2 white ticks at most. Right now there are HDashes every red tick (1/2 white tick) and some with consecutive HDashes, which are too complicated for a Rain. Another example would be 00:27:322 - 00:32:947 - which is also with loads of HDashes! Please revise these parts.
  4. 00:54:322 (4,5,1) - This part can be challenging to players as they may overshoot at (4,5), and miss (1) due to not being able to make the quick turn. How about shortening the distance of (5,1)?
  5. 00:54:884 (1,2) - Again. This doesn't look good in flow though it is less annoying, because (2) curves towards (1) while there is a HDash in between. Players are required to make more movements here, which is not so good for a Rain actually. Please change it by Ctrl+H'ing (20 and put it at the original position.

    Others are fine in my opinion, I am just pointing out the parts that I feel an eyesore with.

Good luck!
Topic Starter
Xetopia

alienflybot wrote:



Howdy!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty Spread
  1. Feels a bit edgy to have AR8.1 for Platter and AR9.1 for Rain. Also for better difficulty spread, it is recommended to keep a constant gradient among the difficulties. Consider using AR values of 5.5 (or 6), 7, 8, 9 for ENHI difficulties respectively.
  2. The HP value of The Last's Salad is the same as that of Platter, which is 6. I am quite sure this is just some kind of unaware so please reduce the HP value of Salad to 5. Also, just as the above-mentioned, maybe you want to have a constant increase in HP from Cup to Rain, so it would be nice if the HP values of ENHI difficulties are 4, 5, 6, 7 respectively.

    Design
  3. Uncheck Widescreen Support in all your difficulties. It is usually used when the map has storyboard.

    Title
  4. Need some clarification about this, I am not a metadata expert but in the ranked version (*Link), the song title is with (Movie Edit), which is different from this one. It is better to check carefully about the metadatas.

    Tags
  5. Remove: ラブライブ!(Included in the beginning of the source already)
  6. Remove: love (Included in the beginning of the word 'lovelive') , the school idol movie (Included in the source)
  7. You may want to add the old names of the mappers, such as your old name majoyyyy, as people may recognize your old name and try to find the mapset. However it is fine if you are not changing it, this is pretty minor.

    ???
  8. Not sure how this happens, I guess it is bugged or whatever? The word 'Ange' missed a 'l' :thinking:

[ Ivashka's Cup]

  • Gameplay
  1. 00:05:197 (2) - This doesn't match the audio in my opinion, though the end just fit the beat, because it missed out quite some beats. It would be nice if you can use 1/1 slider here, just to echo with 00:01:822 (2) - in the first part of the intro. One of the timelines you may want to use would be: *Screenshot, for the main beats.
  2. 00:11:947 (3,1) - The distance between (3) and the spinner should be at least 1/1 beat wide in order to ensure readability for the beginners, as stated in the Ranking Criteria. You have to change this part in order to satisfy such requirement while matching the rhythm well.
  3. 00:12:134 (1,1) - The bananas of the spinner ends at the left, which is a bit far from the next note 00:14:572 (1) - , and can be challenging to some beginners. I highly recommend to start the next note at the left so it favors the current position of bananas.
  4. 00:22:447 (3,1) - A bit strange here to leave this part blank. I think you can add one circle at 00:23:009 - so it will be more interesting to play.
  5. 00:29:384 (4) - The slider bends too outward here, the inexperienced players may struggle here and may miss a few droplets. I believe it would be better if you can curve it less-outward. This problem may be due to the large SV used throughout the map, next time you should use a smaller SV value when mapping a Cup.
  6. 00:37:259 (2,3,4) - Better shorten the distances between (2,3) and (3,4), the one now is quite far and players have to hold their movement keys to get this.
  7. 01:28:634 (1) - Please slant this more. In gameplay this is quite horizontal and players are required to hold their movement keys to get this one, which is way too demanding.
  8. 01:47:384 (6) - Same problem just because of the preset SV. The curve here is quite large in movement, so new players may have trouble catching this. Please reduce the curvature of this one during gameplay.
  9. 01:49:072 (2,3) - The movement here is not so great in my opinion, because players have to move back and forth here, I mean the slider pattern here is pretty advanced. It would be improved if you are not using sliders pointing towards the same direction here, maybe Ctrl+H (3) and place it at original place, then change the later notes?
  10. 01:52:634 (4) - , 01:53:384 (6) - SV is quite high, resulting that these two sliders are quite horizontal when displayed in gameplay, so please slant them more to make it a bit easier.
  11. 01:54:322 (1) - Shouldn't this spinner ends at 02:00:134 - ? The audio ends there and in other difficulties, the spinners also end here. For consistency, it would be nice to change like that.

    In overall you did a nice try on mapping Cup, but I think most of the problems arose because of the high SV set before mapping. The map is also a bit messy during gameplay as I can't really find some patterns that are consistent throughout the map, I think you can improve by using some patterns in the later parts to echo with the previous parts.

    In addition, after your fix, please make sure the pattern of New Combos are good to go. For now I have seen some inconsistency of the NCs and most of them are not matching the rhythm. Mostly NC will be placed every 2 or 4 white ticks. You may try adding NC based on such tip. Hopefully it will help!

[ The Last's Salad]

  • Gameplay
    At first sight, the map is quite messy as the mapping cannot match the rhythm strongly. There are also strange patterns which is a bit challenging to newcomers.
  1. 00:00:322 - 00:07:634 - The intro here is FC'able without dashing, though you have enlarged some of the distances so it seems like dashing is required. I think you should try to add some dashes that most of the players will instantly know that they have to dash at such point. One of the ways to demonstrate this is to find the minimum distance of dashing and test it for few times. And then, the most ideal places to add dashes would be before a main beat. For example, you may want to add dashes at 00:01:447 (5,1) - , 00:04:447 (9,1) - , 00:05:947 (3,1) - and 00:07:634 (6,1) - to emphasize the main beats and their strong cymbal hitsounds. All in all, it would be nice if you rework on this part to make it done.
  2. More about dashes - The main purpose of dashes is to emphasize the prominent beats, that's why I suggest adding them before a strong beat like the notes with Finish hitsounds, or notes that begin the stanzas. However in your map, there are quite many dashes that are not placed properly, the emphasis is not as good. For example, 00:08:572 (3,4,5) - there are some dashes between (3,4) and (4,5) but they are actually not emphasizing any notable beats but some minor rhythm beats. I would rather add dash at 00:10:447 (3,4) - to emphasize the next note that opens a new stanza. Check the entire map to fix it.
  3. 00:11:947 (6,1) - I appreciate that you put dash at right place but the distance is quite big. Inexperienced players may not be able to catch on time and miss here, as they have to dash when they just caught the tail of 00:11:384 (5) - to actually be able to reach (1). You should reduce the distance here to make it easier for beginners to follow.
  4. 00:12:134 (1,2,3) - Quite difficult for players to hit here, as they often need to turn at (2) after the dash at (1,2), and the distance of (2,3) is too big, so players will have to dash in order to reach (3) afterwards. I suggest reducing the distance of (2,3).
  5. 00:37:259 (2,3,4) - Distances in between are quite wide, would be better if you shorten them.
  6. 00:51:322 (1) - This pattern is too strange here, inexperienced ones will also find this very difficult to catch because of such wiggling movements. Additionally, this part is also not consistent with the previous part at 00:39:322 (1,2) - which is just the same rhythm. You may want to keep them consistent by having the similar timeline.
  7. 01:04:447 (4,1) - HDash is prohibited in Salad! Keep in mind about this! Please remove it.
  8. 01:07:634 (3) - Perhaps you can map this with more notes? Since it is already in the intense part (Kiai Time), why not mapping with denser notes?
  9. 01:31:072 (3) - Not really matching the rhythm here because you missed out a main beat at 01:31:447 - . In addition, it already delved deep into the chorus part so you may want to change this with notes that are more rhythmical and with denser notes.
  10. 01:40:447 (4,1) - Similar to Cup, it is actually unrankable to leave a 1/2 space between the spinner and the note before it.


    I feel like this difficulty needs more improvements to make it through. With obstacles such as the rhythm for dashing, spacing and patterns, it would be nice if you can remap the difficulty so the problems can be fixed in the second go. Not a rude idea but it would definitely help as you will try to stick with the Ranking Criteria and the advice when placing the notes.

    Don't feel too discouraged! Mapping is the progress that mappers have to change over time to better it.

[ Platter]

  • Gameplay
    When I testplay your map, I found out some unrankable issues and strange places for the HDashes. These need to be fixed.
  1. 00:01:447 (1,2) - 1/4 HDashes are not allowed in a Platter if you check up the Ranking Criteria. Please don't include them unless the song BPM is under 120.
  2. 00:01:822 - 00:07:728 - For the intro here, few HDashes are noticed, which are good places to emphasize the important beats. However I think they may be too much. Also, you have missed out 00:02:759 (2,3) - which is a potential place for HDashes. Since adding this add up the number of HDashes in the intro, which will become too hard, I suggest adding HDashes every 2 stanzas, i.e. only leave HDash at 00:01:447 (1,2) - (after removing 1/4 HDash), 00:04:447 (7,1) - and 00:07:447 (4,5,1) - (if you wish to remove (5) and add HDash between (4,1), which is quite essential for the start of the new stanza).
  3. 00:12:134 (1,2) - Same thing, I am not going to go over it again for the later ones. Check the whole map for such 1/4 HDashes and fix them.
  4. There are so many strange HDash positions which cannot really match the rhythm in my opinion. For instance, at 00:26:947 (1,2,3,1) - , HDash should be placed to emphasize the main beat 00:27:322 (3) - but not 00:27:697 (1) - . As 1/4 HDashes are prohibited, maybe you can remove 00:27:228 (2) - and place HDash between 00:26:947 (1,3) - . For 00:37:259 (1,2) - , where HDash should be placed here but there aren't. Another one is 00:38:853 (7,1,2) - , shouldn't HDash be placed at 00:38:947 (1,2) - (after changing (1) to a 1/2 slider)? There are some parts later on which have the same problem so I believe you can find them out yourself.
  5. 00:31:072 (3,4,5) - The pattern here is quite challenging as players have to turn after reaching (4) with a dash, which is too hard in overall for such pattern. Please change this to make it easier to follow.
  6. 01:23:197 (1,2,3) - The flow is poor here, because (3) curves towards (2) which is quite bad in the movement. Would be better if you Ctrl+H (3) and put it at the original place. The movement will be much better.

    I deem the major problem in this difficulty are those HDashes. Definitely you have to step the map up for these. Apart from that, some of the patterns are also quite boring, for example you used so many reversed sliders like 01:22:447 (6) - which repeated for too long. I think you can use more note patterns instead of these reversed sliders to showcase a wider variety of notes and your own creativity. It would be great if you can rework on those parts or even map a new one to compare with this, so the problems can be reduced significantly. - okay I'll try

[ Angelic Rain]

  • Gameplay
  1. 00:02:947 (4,5,1) - This movement is not that good... Why not just bend (1) to the opposite side?
  2. 00:24:322 (1) - Maybe use another pattern if you are going for reversed slider, like *Screenshot. The one now has too little movements and it doesn't look good in gameplay as well.
  3. You used so many HDashes in some parts as far as I have saw, which is not really that good as a Rain. For instance, 00:15:697 - 00:20:947 - this part used HDashes like every red tick, which is way too dense for a Rain. I would say it is better if you just add HDash every 2 white ticks at most. Right now there are HDashes every red tick (1/2 white tick) and some with consecutive HDashes, which are too complicated for a Rain. Another example would be 00:27:322 - 00:32:947 - which is also with loads of HDashes! Please revise these parts.
  4. 00:54:322 (4,5,1) - This part can be challenging to players as they may overshoot at (4,5), and miss (1) due to not being able to make the quick turn. How about shortening the distance of (5,1)?
  5. 00:54:884 (1,2) - Again. This doesn't look good in flow though it is less annoying, because (2) curves towards (1) while there is a HDash in between. Players are required to make more movements here, which is not so good for a Rain actually. Please change it by Ctrl+H'ing (20 and put it at the original position.

    Others are fine in my opinion, I am just pointing out the parts that I feel an eyesore with.

Good luck!
I would write more, but my english is very bad. But I almost fixed everything that you pointed out.
Thank you afb <3
Sakary
As I promised...
M4M Request

Angelic Rain
  1. 00:02:197 (2) - ctrl+g? It feels better that way.
  2. 00:04:634 (7,1) - A strong sound here, move 1 away from 7 to make 7 hyperdash.
  3. 00:06:884 (6,7,8) - This pattern seems exaggerated, especially it was placed on the early part of the song. Make them compress a little bit, and I don't recommend it to have hdash.
  4. 00:10:353 - A note here sounds better.
  5. 00:14:947 (4) - Maybe move this a bit farther away from 00:14:572 (3) - to add stress to the players. Also it seems that this note should also be hdash with 00:15:322 (1) - since 4 is the last part of the instrumental break. (sorry, for poor wordings)
  6. 00:21:322 (1,2) - This pattern feels awkward. Adjust some notes here. Maybe copy this pattern 00:32:947 (4,5,1) - ?
  7. 00:37:259 (3,4) - I hear 'finish' sounds. Move 4 away from 3 to make 3 hdash.
  8. 00:38:572 (1,2) - This pattern is too hard for a Rain.
  9. 00:54:697 (5,1) - 5 should be hdash than 00:54:322 (4) - 's tail, based on the patterns here 00:51:322 (1,2,3) - . Move 5 next to 4's tail, then ctrl+g to 1.
  10. 01:12:322 (1,2) - Move 2 away from 1.
  11. 01:33:228 - Add note here?
  12. 01:33:884 (1) - Make this triple note.
  13. 01:50:853 - Add note here?
Platter
  1. NOTE: I'm not really into modding nor mapping platter diffs, but I'll try my best. These are mostly small suggestions:
  2. 00:17:009 (4) - Ctrl+g
  3. 00:17:572 (6) - Ctrl+g
  4. 00:27:228 - This part needs triplet note for it not to be boring. Why not add a note here?
  5. 00:50:384 (4,5,6) - Why not give them a whistle hitsound.
  6. 00:54:322 (2) - Ctrl+g
  7. 01:30:322 (1) - Too close to 01:30:228 (7) - . Add more distance to each other.
  8. 01:32:665 (4) - There should be a note here based on your patterns here -- 01:31:072 (3,4) - and 01:31:822 (1,2) - .
  9. 01:35:572 (6,7) - Triple notes again here.
Good luck with your map!
Topic Starter
Xetopia

Hi_Hello wrote:

As I promised...
M4M Request

Angelic Rain
  1. 00:02:197 (2) - ctrl+g? It feels better that way.
  2. 00:04:634 (7,1) - A strong sound here, move 1 away from 7 to make 7 hyperdash.
  3. 00:06:884 (6,7,8) - This pattern seems exaggerated, especially it was placed on the early part of the song. Make them compress a little bit, and I don't recommend it to have hdash.
  4. 00:10:353 - A note here sounds better.
  5. 00:14:947 (4) - Maybe move this a bit farther away from 00:14:572 (3) - to add stress to the players. Also it seems that this note should also be hdash with 00:15:322 (1) - since 4 is the last part of the instrumental break. (sorry, for poor wordings)
  6. 00:21:322 (1,2) - This pattern feels awkward. Adjust some notes here. Maybe copy this pattern 00:32:947 (4,5,1) - ?
  7. 00:37:259 (3,4) - I hear 'finish' sounds. Move 4 away from 3 to make 3 hdash.
  8. 00:38:572 (1,2) - This pattern is too hard for a Rain.
  9. 00:54:697 (5,1) - 5 should be hdash than 00:54:322 (4) - 's tail, based on the patterns here 00:51:322 (1,2,3) - . Move 5 next to 4's tail, then ctrl+g to 1. - i add this pattern to diversify rhythm. I think 00:51:322 (1,2,3) - quite a boring pattern. But maybe I did not understand what is required of me in this mod
  10. 01:12:322 (1,2) - Move 2 away from 1.
  11. 01:33:228 - Add note here? - this beat is weak, but if other modders would write the same thing, then I will add this note
  12. 01:33:884 (1) - Make this triple note.
  13. 01:50:853 - Add note here?- ^
Platter
  1. NOTE: I'm not really into modding nor mapping platter diffs, but I'll try my best. These are mostly small suggestions:
  2. 00:17:009 (4) - Ctrl+g
  3. 00:17:572 (6) - Ctrl+g
  4. 00:27:228 - This part needs triplet note for it not to be boring. Why not add a note here?
  5. 00:50:384 (4,5,6) - Why not give them a whistle hitsound.
  6. 00:54:322 (2) - Ctrl+g
  7. 01:30:322 (1) - Too close to 01:30:228 (7) - . Add more distance to each other.
  8. 01:32:665 (4) - There should be a note here based on your patterns here -- 01:31:072 (3,4) - and 01:31:822 (1,2) - .
  9. 01:35:572 (6,7) - Triple notes again here.
Good luck with your map!
everything else was fixed, Thanks!
my mod will be written within 1-2 days, i hope :D
Topic Starter
Xetopia
Ivashka's cup renamed in "Cup" because a full remap two times. (last remap was 2 months later, but I forgot renamed diff)
JierYagtama
M4M request from q
oooooooooo rabuu raibuu uwu
The last's salad
01:07:634 (3,4,5,6,7,8,9,10) - dont get what's this coming from care to explain?
01:15:134 - missing note since i can see you're emphasizing vocals in this part
01:22:447 (3) - skipping alot of vocal sounds suggesting to put this kind of rhythm

01:25:634 (3) - why a reverse slider? dun hear anything on the white tick to support it
01:40:822 (1) - kinda think the spinner starts too early since theres still sound that can be mapped try this rhythm
platter
plays and looks clean gj
Angelic Rain
00:01:447 (5) - atleast silence the blue tick since it sometimes sounds awkward to leave it unsilenced
same with the other sliders that ended in the blue ticks
00:13:072 (3,1,2) - move it to the last red tick and add a circle here 00:14:384 - cos 00:13:634 - this is where the guitar really starts but it ends on the multiple reverse slider which to me didnt sound too good when I played it
01:39:603 (2) - uhhh a stream starting in a blue tick? just add another circle in the red tick and ur gud to go
00:04:634 (7) - looks awkward to see and play suggesting this instead for better flow

hmm my concern for this diff is that theres some hyper dashes that are kind of uncomfortable to play like 00:01:259 (4,5,1) -
gl xd
Topic Starter
Xetopia

JeirYagtama wrote:

M4M request from q
oooooooooo rabuu raibuu uwu - <3 <3
platter
plays and looks clean gj thanks <3
Angelic Rain
00:01:447 (5) - atleast silence the blue tick since it sometimes sounds awkward to leave it unsilenced same with the other sliders that ended in the blue ticks - I'll think about it
00:13:072 (3,1,2) - move it to the last red tick and add a circle here 00:14:384 - cos 00:13:634 - this is where the guitar really starts but it ends on the multiple reverse slider which to me didnt sound too good when I played it - I remapped this moment, again :DDD
01:39:603 (2) - uhhh a stream starting in a blue tick? just add another circle in the red tick and ur gud to go - ok
00:04:634 (7) - looks awkward to see and play suggesting this instead for better flow - ok

hmm my concern for this diff is that theres some hyper dashes that are kind of uncomfortable to play like 00:01:259 (4,5,1) - - xmm, ok. I'll think :)
gl xd :*
Nelly
From my Modding Queue

  • General
  1. Убери love live.jpg так как он уже не используется в твоём мапсете.
  • Platter
  1. 01:58:822 (1) - Антифлоу в платтерах, где был стрим не нужен, переверни её при помощи Ctrl+H, а дальше ты сам знаешь.
  • Angelic Rain
  1. 00:03:884 (2,3,4) - На двойке можешь поставить короткий слайдер.
  2. 00:06:509 (2,3,4,5) - Подвинь на x:112
  3. 00:06:884 (6,7,8) - Можешь поставить стак. Флоу всё равно не изменится в этом стриме
  4. 00:40:634 (2,3,4,5) - Моё мнение, но антифлоу, я думаю, здесь не нужен. Вот как я сделал.
  5. 01:03:322 (1,2,3,4,5,6,7) - Подвинь на x:144
  6. 01:04:634 (1,2,3) - Срочно нужно здесь делать так как этот паттерн отвлекает столку. Я бы на твоём месте сделал бы вот так. Всё это до (5) ноты - Ctrl+H.
  7. 01:29:759 (5,6,7) - Подвинь на x:128
  8. 01:39:509 (2,3,4,5,6,7) - Такая-же ситуация с 01:04:634. Сделай так и (8) ноту до конца используй Ctrl+H.

В принципе, хороший сделанный мапсет. Я бы уже позвал BNов сюда, но это моё мнение. Удачи с ранком!
Topic Starter
Xetopia

Nelly wrote:

From my Modding Queue

  • General
  1. Убери love live.jpg так как он уже не используется в твоём мапсете. - Странно,
    у меня этого файла нету :thinking:
  • Platter
  1. 01:58:822 (1) - Антифлоу в платтерах, где был стрим не нужен, переверни её при помощи Ctrl+H, а дальше ты сам знаешь. -
    оки


  • Angelic Rain
  1. 00:03:884 (2,3,4) - На двойке можешь поставить короткий слайдер. - оки
  2. 00:06:509 (2,3,4,5) - Подвинь на x:112 - Сделал
  3. 00:06:884 (6,7,8) - Можешь поставить стак. Флоу всё равно не изменится в этом стриме - угу
  4. 00:40:634 (2,3,4,5) - Моё мнение, но антифлоу, я думаю, здесь не нужен. Вот как я сделал. - Сделал
  5. 01:03:322 (1,2,3,4,5,6,7) - Подвинь на x:144 - кк
  6. 01:04:634 (1,2,3) - Срочно нужно здесь делать так как этот паттерн отвлекает столку. Я бы на твоём месте сделал бы вот так. - оки Всё это до (5) ноты - Ctrl+H.
  7. 01:29:759 (5,6,7) - Подвинь на x:128 - Я так и не понял как мне его передвинуть, ибо этот стрим даже не смещается на это значение х, ибо упирается в ограничение экрана
  8. 01:39:509 (2,3,4,5,6,7) - Такая-же ситуация с 01:04:634. Сделай так и (8) ноту до конца используй Ctrl+H. - оки

В принципе, хороший сделанный мапсет. Я бы уже позвал BNов сюда, но это моё мнение. Удачи с ранком! - спасибо :)
Спасибо за мод! <3
Sanyi
no kudosu

I think this mapset would benefit from a Light Rain diff because the difficulty spike from Platter to Rain is quiet high If you want one I could try to make one

Also: The HP of some diffs is not good. Try to adjust it more to the ranking criteria. Example: 3-4-5-6 or with a Light Rain 3-4-5-6-7
Topic Starter
Xetopia

Sanyi wrote:

I think this mapset would benefit from a Light Rain diff because the difficulty spike from Platter to Rain is quiet high If you want one I could try to make one
xmmmm,ok. I search BN and if they too would say what it problem then I would write you and you make light rain :> or we can make collab diff

Sanyi wrote:

Also: The HP of some diffs is not good. Try to adjust it more to the ranking criteria. Example: 3-4-5-6 or with a Light Rain 3-4-5-6-7
LUL, I'm blind. I didn't even think about HP xddddddddd
Bursthammy
b
Xinnoh
b
[490]Yukarin
m4m (no kudos,very very short mod. sorry ;w;)

Angelic Rain
00:57:322 (1) - change to curve slider maybe?
01:10:634 (1) - delete the repeat slider and move 01:11:197 (2) - to 01:11:009 - then add reverse slider if you dont understand what i mean..
01:39:509 (2,3,4,5,6,7) - maybe a curve stream?
Cup
00:01:822 (1) - maybe moving it to x:304 will be better for a beginner player
00:35:759 (10) - ^
Topic Starter
Xetopia

Yukarin- wrote:

m4m (no kudos,very very short mod. sorry ;w;)

Angelic Rain
00:57:322 (1) - change to curve slider maybe? - my version I like more. But your version is also good ;3
01:10:634 (1) - delete the repeat slider and move 01:11:197 (2) - to 01:11:009 - then add reverse slider if you dont understand what i mean.. - hmm. Here is debatable, I need to think
01:39:509 (2,3,4,5,6,7) - maybe a curve stream?I think not D:
Cup
00:01:822 (1) - maybe moving it to x:304 will be better for a beginner player - denied. I think it will look awkward. and beginners it won't cause stress :ppp
00:35:759 (10) - ^ - ok
Thanks for the mod <333
Sanyi
Can you please add "Sanyi" and "Sinnoh" to the tags like we did it in "Sinnyi's Rain" ?
Topic Starter
Xetopia
I forgot about that. I'm sorry.

done
Sanyi

Xetopia wrote:

I forgot about that. I'm sorry.

done
don't sorry be happy :)
Jemzuu
hello from Q

Angel


00:02:759 (3) - this could get more spacing imo
00:07:072 (7) - i'd suggest to seperate this pls :ddd it feels better that way x232 if u want slight dash or x192 if u prefer hdash perhaps
00:07:822 (1) - could get more space since its a strong sound
00:12:134 (1) - ^ x96
00:38:947 (1) - make this slider look more slant adjust the sliderend
00:53:572 (2) - same here
00:54:884 (3) - could get more space imo x128 and 00:54:697 (2) - this as well x336
00:59:947 (4,5) - make this slider insted?
01:17:384 (3) - could get more space
01:22:447 (1) - i sugggest make this a 1/2 slider insted if ur going for vocals i mean u did it on 01:16:634 (1) - 01:19:634 (1) - and 01:21:322 (1) - so why not here to emphasis the vocal better. just adjust next notes after
01:23:197 (3,4) - i dont think this suits tbh 01:23:197 - id change this with circles insted something like this
01:25:822 (5,6) - move these to x 368 pls it plays better imo
01:26:197 (7,8) - seperate these insted and make hdash also nc 7 pls
01:28:259 (4,5,6) - these doesnt fit in imo change something else?
01:28:634 (1) - make this hdash it gives strong sound
01:39:509 (2,3) - ^ x192

das all gudluck
Topic Starter
Xetopia

AJamez wrote:

hello from Q

Angel


00:02:759 (3) - this could get more spacing imo - ok
00:07:072 (7) - i'd suggest to seperate this pls :ddd it feels better that way x232 if u want slight dash or x192 if u prefer hdash perhaps -i don't want to do here hyperdash
00:07:822 (1) - could get more space since its a strong sound - ok
00:12:134 (1) - ^ x96 - ok
00:38:947 (1) - make this slider look more slant adjust the sliderend -no, tnx :D
00:53:572 (2) - same here - ok
00:54:884 (3) - could get more space imo x128 and 00:54:697 (2) - this as well x336 - ok
00:59:947 (4,5) - make this slider insted? - ok
01:17:384 (3) - could get more space - nonono :c
01:22:447 (1) - i sugggest make this a 1/2 slider insted if ur going for vocals i mean u did it on 01:16:634 (1) - 01:19:634 (1) - and 01:21:322 (1) - so why not here to emphasis the vocal better. just adjust next notes after - but this 3 point doesn't have strong vocals. and 2/3 points do not have vocals. i'm so sorry but no
01:23:197 (3,4) - i dont think this suits tbh 01:23:197 - id change this with circles insted something like this - ok
01:25:822 (5,6) - move these to x 368 pls it plays better imo - imo not better :c
01:26:197 (7,8) - seperate these insted and make hdash also nc 7 pls - ok. but about nc - no :D
01:28:259 (4,5,6) - these doesnt fit in imo change something else? - but i like this pattern
01:28:634 (1) - make this hdash it gives strong sound - ok
01:39:509 (2,3) - ^ x192 - nonono :c

das all gudluck
Thanks for the mod!!! <3
Dapulezatos
From my NM queue :D

[Cup]
  • Nothing wrong. Good One
[The last's Salad]
  1. 00:34:634 (1) - It seems too curved. Make something like this?
  2. 00:37:259 (2,3,4) - Use reversed slider instead of circles?
  3. 00:59:572 (3) - Move it slighty to right so you can make a clear dash.
  4. 01:11:947 (4) - x : 320 suitable more IMO.
  5. 01:30:322 (1) - Put a dash in here? x : 304
  6. 01:30:322 (1) - Remove NC
  7. 01:30:697 (1) - Add NC
  8. 01:53:009 (1,2,3) - Reversed slider please 'w')
[Platter]
  1. 00:09:134 (1) - Curved slider after Hdash would make it better and catchable for new comer. Example for my curve slider here.
  2. If you agree. Move 00:08:759 (3) - to x : 72 and 00:09:134 (1) - curved slider to x : 448.
  3. 00:09:697 (2) - Curved slider because you put Hdash before. So it will make them easier to catch.
  4. 00:10:822 (1) - Make a curve shape for this slider.
  5. 00:25:634 (3) - x : 96. decrease the distance a bit
  6. 00:50:384 (3) - Curve pls :3
  7. 00:51:322 (1) - ^
  8. 00:54:322 (1) - ^
  9. 00:55:447 (3) - ^
  10. 01:49:634 (1) - Curve this
You may wonder why I ask for curve slider too much? Well, maybe because it's easier to catch after a HyperDash fruit catched. Put patterns like that on Rain diff should be okay.

[Sinyi's Rain]
  • OwO. Nothing wrong for me. Yey
Good Luck with ranking. A Star maybe deserve. I like the song >.>
Topic Starter
Xetopia

Skycreeper- wrote:

From my NM queue :D

[Cup]
  • Nothing wrong. Good One
- rip last, but okay.don't know what to do with this diff
[The last's Salad]
  1. 00:34:634 (1) - It seems too curved. Make something like this? - ok
  2. 00:37:259 (2,3,4) - Use reversed slider instead of circles? - ok
  3. 00:59:572 (3) - Move it slighty to right so you can make a clear dash. - ok
  4. 01:11:947 (4) - x : 320 suitable more IMO. - ok
  5. 01:30:322 (1) - Put a dash in here? x : 304 - I think it's hard for newbie players
  6. 01:30:322 (1) - Remove NC - why? >.< I do not think so
  7. 01:30:697 (1) - Add NC - ^
  8. 01:53:009 (1,2,3) - Reversed slider please 'w') - ok wwww
[Platter]
  1. 00:09:134 (1) - Curved slider after Hdash would make it better and catchable for new comer. Example for my curve slider here. - ughmmm, I think my slider "emphasizes song" better lul
  2. If you agree. Move 00:08:759 (3) - to x : 72 and 00:09:134 (1) - curved slider to x : 448.
  3. 00:09:697 (2) - Curved slider because you put Hdash before. So it will make them easier to catch. - I do not think that there need hdash
  4. 00:10:822 (1) - Make a curve shape for this slider. - "emphasizes song" again
  5. 00:25:634 (3) - x : 96. decrease the distance a bit - ok
  6. 00:50:384 (3) - Curve pls :3 - "emphasizes song" again
  7. 00:51:322 (1) - ^ - ^
  8. 00:54:322 (1) - ^ - ^
  9. 00:55:447 (3) - ^ - ^
  10. 01:49:634 (1) - Curve this - ohh, ok :DDDD
You may wonder why I ask for curve slider too much? Well, maybe because it's easier to catch after a HyperDash fruit catched. Put patterns like that on Rain diff should be okay.

[Sinyi's Rain]
  • OwO. Nothing wrong for me. Yey
Good Luck with ranking. A Star maybe deserve. I like the song >.> - thanks uwuwu

Thanks for the mod <3<3<3
Topic Starter
Xetopia
ok, last rip D:
renamed salad
-rage
m4m from sanyi

[Cup]
  1. 00:09:884 (4) - would suggest to move to x:320 to make all the notes equally distanced from each other.
  2. 00:26:384 (4,5) - feels a little too stacked, could move (5) a little more to the left to have enough movement.
  3. 01:21:322 (1,2,3) - feels like there's something missing between (1) and (2) rhythm wise... could add a note in between? feels a little empty right now. plus this current note placement feels like it doesn't follow the rhythm very well.
[Salad]
  1. 00:07:634 (6,1) - could have a better dash here since it goes to where the song gets a little more intense, so increase distance a little bit.
  2. 00:23:197 (1) - rhythm wise, you could map something else rather than a long reverse slider, you can have the opp;urtunity to map something along the vocals, would make it a little more interesting there.
  3. 00:50:009 (7) - why not ctrl-g and move a little to the right? would make for more fluent movement and it wouldnt be so hard to hit for beginners.
  4. 01:07:634 (3,4,5,6,7,8,9,10) - this doesn't really make sense honestly, could map something a little more interesting that would go well with the rhythm rather than a 1/2 note after note placement.
  5. 01:22:447 (3) - would be better if you cut this slider in 2 to emphasize the vocals like you did in 01:10:259 (3,1) -
  6. 01:53:759 - you can hear a beat at this point but there is nothing mapped to it, should consider placing a note or slider here.
[Platter]
  1. 00:00:322 (1) - why start all the way at the left? pretty un-expected and troll...
  2. 00:39:040 (1) - beginning of this slider is completely silent? should have noise here.
  3. 01:15:322 (1,2,3) - feels a little underwhelming rhythm wise, feels like there coould be a better rhythm to emphasize this part rather than sliders spaced out with 1/1.
  4. 01:25:072 (2,3,4,5) - this part could be re-worked to follow the vocals better, i feel like the long reverse slider doesnt cut it, plus at 01:26:009 - i feel like there's a note missing there.
  5. 01:59:009 - you can hear a beat underneath this slider, so maybe shorten this slider.
[Rain]
  1. 00:03:884 (2) - make this more horizontal for a little more movement.
  2. 00:07:634 (9) - maybe remove this kick slider and replace with just circles? feels very off rhythm wise and i feel like it doesn't fit.
  3. 00:56:384 (3,4,5,6) - movement feels a little restricted in this part, could have better movement considering how the map was playing beforehand.
Angel diff is fantastic so i won't touch it

good luck with ranking uwu
Sanyi

lulu lemon wrote:

m4m from sanyi

[Rain]
  1. 00:56:384 (3,4,5,6) - movement feels a little restricted in this part, could have better movement considering how the map was playing beforehand. I agree that it is playing a bit different than the rest so I changed it up
I will send the updated .osu file to Sinnoh so that he can send the final .osu file to Xetopia.

Thanks for modding :)
Topic Starter
Xetopia

lulu lemon wrote:

m4m from sanyi

[Cup]
  1. 00:09:884 (4) - would suggest to move to x:320 to make all the notes equally distanced from each other.
  2. 00:26:384 (4,5) - feels a little too stacked, could move (5) a little more to the left to have enough movement.
  3. 01:21:322 (1,2,3) - feels like there's something missing between (1) and (2) rhythm wise... could add a note in between? feels a little empty right now. plus this current note placement feels like it doesn't follow the rhythm very well.
Everything was fixed

[Salad]
  1. 00:07:634 (6,1) - could have a better dash here since it goes to where the song gets a little more intense, so increase distance a little bit.
  2. 00:23:197 (1) - rhythm wise, you could map something else rather than a long reverse slider, you can have the opp;urtunity to map something along the vocals, would make it a little more interesting there.
  3. 00:50:009 (7) - why not ctrl-g and move a little to the right? would make for more fluent movement and it wouldnt be so hard to hit for beginners.
  4. 01:07:634 (3,4,5,6,7,8,9,10) - this doesn't really make sense honestly, could map something a little more interesting that would go well with the rhythm rather than a 1/2 note after note placement.
  5. 01:22:447 (3) - would be better if you cut this slider in 2 to emphasize the vocals like you did in 01:10:259 (3,1) -
  6. 01:53:759 - you can hear a beat at this point but there is nothing mapped to it, should consider placing a note or slider here.
Everything was fixed

[Platter]
  1. 00:00:322 (1) - why start all the way at the left? pretty un-expected and troll... - XDD fixed
  2. 00:39:040 (1) - beginning of this slider is completely silent? should have noise here. - fixed
  3. 01:15:322 (1,2,3) - feels a little underwhelming rhythm wise, feels like there coould be a better rhythm to emphasize this part rather than sliders spaced out with 1/1. - fixed. if I understand correctly ofc lol
  4. 01:25:072 (2,3,4,5) - this part could be re-worked to follow the vocals better, i feel like the long reverse slider doesnt cut it, plus at 01:26:009 - i feel like there's a note missing there. - reworked pattern and add note
  5. 01:59:009 - you can hear a beat underneath this slider, so maybe shorten this slider.- fixed
Angel diff is fantastic so i won't touch it wow :>

good luck with ranking uwu thanks owo -///-
Thanks for moooodddd <3<3
Xinnoh

lulu lemon wrote:

[Rain]
  1. 00:03:884 (2) - make this more horizontal for a little more movement. low movement for better contrast with next section
  2. 00:07:634 (9) - maybe remove this kick slider and replace with just circles? feels very off rhythm wise and i feel like it doesn't fit. there needs to be a clear indicator that it changed to 1/4 imo, will change if others suggest
Sinnyi's Rain
osu file format v14

[General]
AudioFilename: angel.mp3
AudioLeadIn: 0
PreviewTime: 66228
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1822,15322,27322,39322,51322,66322,78322,90322,102322,120134
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:Angelic Angel (Movie Edit)
TitleUnicode:Angelic Angel (Movie Edit)
Artist:u's
ArtistUnicode:μ's
Creator:Shanofanboy
Version:Sinnyi's Rain
Source:ラブライブ! The School Idol Movie
Tags:love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse The Last
BeatmapID:1245055
BeatmapSetID:588051

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.7
ApproachRate:8.7
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"aa.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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263,327,42884,1,0,0:0:0:0:
133,284,43258,1,0,0:0:0:0:
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241,331,44197,1,0,0:0:0:0:
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213,161,44759,1,0,0:0:0:0:
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283,213,50759,1,0,0:0:0:0:
136,299,50947,1,0,0:0:0:0:
98,148,51040,1,0,0:0:0:0:
98,214,51134,1,0,0:0:0:0:
136,63,51228,1,0,0:0:0:0:
387,222,51322,6,0,P|470:182|422:86,1,200
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227,192,73259,1,0,0:0:0:0:
321,245,73447,1,0,0:0:0:0:
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196,180,74197,1,0,0:0:0:0:
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194,132,74759,2,0,L|323:136,1,110.000003356934
418,142,75134,1,0,0:0:0:0:
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150,75,76259,2,0,L|24:67,1,110.000003356934
354,277,76634,6,0,P|384:209|258:146,1,220.000006713867
383,79,77197,1,0,0:0:0:0:
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128,94,83572,1,0,0:0:0:0:
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124,274,84322,5,0,0:0:0:0:
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267,143,85259,5,0,0:0:0:0:
361,196,85447,1,0,0:0:0:0:
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236,177,86197,1,0,0:0:0:0:
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189,69,86572,1,0,0:0:0:0:
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140,100,88447,1,0,0:0:0:0:
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232,82,89197,1,0,0:0:0:0:
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204,240,90040,1,0,0:0:0:0:
153,263,90134,1,0,0:0:0:0:
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310,186,90697,2,0,L|320:67,1,110.000003356934
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310,58,91822,6,0,L|443:60,2,110.000003356934
183,65,92384,1,0,0:0:0:0:
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454,150,93322,6,0,L|475:259,1,110.000003356934
352,269,93697,1,0,0:0:0:0:
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202,155,94259,2,0,L|56:148,1,110.000003356934
365,331,94633,6,0,P|429:282|313:206,1,220.000006713867
247,194,95197,1,0,0:0:0:0:
140,194,95383,1,0,0:0:0:0:
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442,67,96229,1,0,0:0:0:0:
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271,153,96883,1,0,0:0:0:0:
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211,214,98197,2,0,L|220:97,1,110.000003356934
363,98,98572,2,0,L|486:94,1,110.000003356934
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215,97,99697,1,0,0:0:0:0:
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230,58,100259,1,0,0:0:0:0:
366,183,100447,1,0,0:0:0:0:
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291,67,101384,2,0,P|303:139|184:200,1,220.000006713867
30,196,101947,1,0,0:0:0:0:
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383,59,103447,1,0,0:0:0:0:
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206,216,104759,2,0,L|100:217,2,100
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380,237,105884,2,0,P|447:182|400:81,1,200
322,82,106447,1,0,0:0:0:0:
73,205,106634,6,0,P|51:148|90:117,1,100
203,75,107009,1,0,0:0:0:0:
73,74,107197,1,0,0:0:0:0:
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268,64,107947,1,0,0:0:0:0:
388,63,108134,1,0,0:0:0:0:
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233,130,110571,1,0,0:0:0:0:
350,127,110760,1,0,0:0:0:0:
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Nokashi

Hello!



General
  1. Metadata here!: http://www.lovelive-anime.jp/otonokizaka/release.html#cd57
  2. I think the offset is a bit off here. You should try something closer to 312-314. Sounds better to me

Cup
  1. 00:07:822 - I find the SV up until this point to be really lackluster in a sense that there is no emphasis through movement to be made here. Most sliders are vertical or almost vertical, making for a really bland opener
  2. 00:02:572 (2) - There's like no sound here to support this object. Whats more, you shouldnt group sounds with different synths/instruments together. Regarding this certain part of the song, I would recommend this rhythm. Ticker starting on 00:01:822 -. With this rhythm
    1. 00:02:947 - 00:02:759 - these sounds are differentiated
    2. The rhythm is overall more interesting
    3. You dont overmap.
      make sure you offer more movement between the objects in this pattern. The standstill you currently have is really unintuitive
  3. 00:04:072 (2,3) - Since you did place a triple in the previous pattern (wrongly so, if you read the above), I would expect a triple here instead, considering the strength of the tick here 00:04:259 -
  4. 00:05:947 (2,3) - Switching through layers in the middle of the measure makes for some really awkward rhythm. 00:05:947 (2) - going for the guitar here, then switching directly to background kicks 00:06:509 (3) - ( While layering all of them under a single slider) is somewhat questionable in my opinion and should be investigated
  5. 00:11:384 (2) - I would have hoped for this to be as tilted as 00:10:822 (1) - in order to encourage more movement
  6. 00:17:009 (5,6) - This doesnt retain the same choppy vocal as 00:16:447 (3,4) - so I wouldn't express it in a similar manner
  7. 00:19:447 (2,3,4,5) - Here you try to focus on too many layers at the same time resulting in a rhythmic mess. 00:19:447 (2,3) - I could justify this, but expressing 00:20:009 (4,5) - this in the same exact way even though its on the vocal layer seems offputting to me. Rhythm should vary here, it comes down to what you want to emphasize, so I wont delve into that.
  8. 00:28:447 (3,4,5,6) - Same point as 00:17:009 (5,6) -
  9. 00:35:759 (9,1) - Really weak movement here considering the strength of the current beat
  10. 00:37:634 (4) - Would work as a nice 1/1 slider up to here 00:38:009 - , will also differentiate this sound with the following 3 circles
  11. 00:39:322 (1) - Really strong vocal line its a pity that its placed as a vertical slider and as a result, no emphasis is placed
  12. 00:41:197 (4,5,6) - Since these are part of the same vocal line I would place them on a similar diection and then offer a direction change here 00:41:947 (6,1) -
  13. 00:44:197 (4) - This doesnt correspond to neither the vocal sound layer nor the instrumental one, Its like a slider that tried to be a little bit of both, resulting in something really awkward
  14. 00:53:197 (1,2,3) - Would have expected more movement here seems really bare at the moment
  15. 00:54:884 (2,3) - Would have worked so much better as a 1/1 slider to better accentuate the vocal
  16. 00:58:072 - This break in rhythm here isnt the ideal choice in my opinion, you are leaving so many notes unmapped even for a cup difficulty
  17. 01:05:759 - 1/2 slider would have been expected since you mostly play with 1/2 sliders on sounds like this one
  18. 01:09:322 - Regarding this section, you didnt really hit the mark with your rhythmic represantiation in this part. Therefore, heres the rhythm im proposing ticker starting on 01:09:322 -
    1. 01:21:322 (1,2,3) - Similar rhythm could be applied here!
  19. 01:12:322 - Wouldnt be wise to keep this on a sliderend considering how strong the sound on the downbeat is
    1. 01:23:947 (2) - Similar point here!
  20. 01:13:447 (3) - It would be more interesting to use a similar rhythm as 01:14:197 (4,5) - here
  21. 01:18:322 (1,2,3,4) - Not an optimal rhythm choice here. If you refer to your first stanza 01:06:322 (1,2,3) - here the rhythm is way more interesting and musically correct, I would expect a similar rhythm here as well
  22. 01:25:447 (5,6,7,8) - Even though you mainly map vocals, this here is too dense for the vocals present, should be reworked
  23. 01:39:322 (1,2,3,4) - I would suggest mapping the vocals here. Mapping something else doesnt really sound well cuz theres undermapping involved that isnt the best thing you could for, when vocals are so prominent
  24. 01:42:322 (1,2,3,4,5,6,1,2,3) - Rhythm could have been more diverse, as you do later in this section, plain 1/2 fails to give out the diversity of the current rhythm, and it kinda inconsistent to present a different rhythm later thats based on a similar sound
This diff needs some more mods in my opinion. Distancing still needs work, as well as some of the rhythm choices here and there

Salad
  1. It would be a neat idea to CTRL-H 00:00:322 (1,2) - These and 00:01:822 (1) - this to offer more impact on 00:00:697 (2,3) - 00:01:447 (5,1) - . However make sure there is adequate spacing 00:00:697 (2,3) - here so it isnt too awkward to play and 00:01:447 (5,1) - is a dash distance
  2. 00:02:947 (4,5) - Not sure why this jump has so much spacing, its supported on a relatively weak sound. If you wanted that sort of spacing I would have put it on 00:02:197 (2,3) - instead since it has a stronger guitar string
  3. 00:05:947 (3,1) - This definitely deserves a dash imo the guitar is too strong to be ignored. Also the NC should be removed as it is inconsistent wiht your current NC Structure
  4. 00:06:134 (1,2,3,4) - Not sure about your motives here, You distinctively map the drum yet you space according to guitar. seems awkward to play through. It would be a cool idea to differentiate the different sounds with more impactful spacing changes
  5. 00:07:822 (1,2,3) - Your rhythm is a bit off here, if you consider similar parts like 00:04:822 (1,2) - , using this new rhythm you tried seems musically awkward
    1. 01:51:322 (1,2,3,4) - Similar Point here!
  6. 00:11:947 (3,1) - Another strong sound for a dash
  7. 00:13:259 (4,5) - I find this spacing too large for the current sound. Such spacing I would expect on sounds such as this 00:14:572 (9,10) - but it seems its the other way around here. Consider changing this
  8. 00:15:322 - NC should have been here instead, to be consistent with your NC Structure
  9. 00:17:009 (5,6,7) - Vocal is not as snappy as you present it here. A rhythm such as 00:18:322 (1,2,3) - seems like a more reasonable choice
  10. 00:24:134 - Hmm circle could fit nicely here considering the vocal on this tick. Also consider making a dash right after this circle, song's asking for it
    1. 00:25:259 - Similar point as above, circle could fit here
  11. 00:33:322 (9,1) - This movement is too strong and kinda makes the previous jump to the downbeat have less impact. I suggest reworking this. Also swap NCs with 00:33:697 (1) -
    1. 01:12:322 (5,1) - Same point here
  12. And remove NC from here 00:34:634 (1) -
  13. 00:37:259 (2,1) - Not a fan of this rhythm pause since you are ignoring many strong sounds. Also remove the NC from 00:38:197 (1) -
  14. 00:39:322 (1,2,3) - About this rhythm, I feel like it would be better like this This way, 00:40:447 (3) - stands out more as a note. Make sure to adjust the distancing so as the (2)->(3) is a dash
    1. 00:42:322 (1,2,3) - Similar point here!
    2. 00:51:322 (1,2,3,4) - Same here!
  15. 00:49:072 (5,6,7) - Rhythm definitely could have been more dense here. salad is predominantly 1/2 rhythm and right here theres a lot of prominent ones so its awkward why you didnt go for the denser choice. Your current rhythm choices are more reminiscent of a cup rather than a salad
  16. 01:48:884 - Too strong of a sound to ignore here
After reading this you should have noticed 2 things
  1. The lack of distancing notes ( Create/Remove Dash - Increase/Decrease Spacing)
  2. The fact that my suggestions suddenly dissapear from 00:49 and jump to 1:48
Reason for this is that this salad has some Fundamental flaws I would like to adress. Firstly the diff's rhythm is more reminiscent of a cup rather than a salad. Dashes are either nonexistant or so lowly spaced that they are walkable. One of the reasons this happened is because you used only about 70% of the play area. Limiting yourself like that is a killer for distance arrangement, so this problem is to be expected, but the problem this remains. This diff definitely needs more mods and a large self mod from yourself, looking back through the map and improving distances and rhythm. Thats another reason why i stopped pointing out things. It's because the problems kept repeating.

Platter
  1. 00:01:447 (5,1) - Personally I would have expected more distancing here to better accentuate the strong drums
  2. 00:06:134 (4,5,6) - About the strong drums here, it would be cooler if there was some sort of direction change to differentiate them better from normal guitar notes
  3. 00:07:540 (8,9) - undermapping piano ticks doesnt really do the trick here as you mapped 2 out of the 8 or more piano ticks. And since there isnt any 1/4 drum present, this seems like a weird rhythm choice
  4. 00:08:384 (2,3,4,5,6) - Not too keen on this rhythm, for 2 main things
    1. 00:08:572 (3,4,5) - this is clearly overmapped
    2. The rhythm is completely random and doesnt conform with anything you were previously following
      I would suggest a more staple approach
  5. 00:11:384 (2,3) - You chose to map the 1/4 here, yet you didnt here 00:09:978 - . In my opinion, i dont think its nessary to map that. However if you really want to keep then you should map the other 1/4 as well
  6. 00:14:572 (1,2,1) - Would have expected something more intense distancing wise here, in my eyes the current distancing doesnt really bring out the intensity of the drums
  7. 00:16:072 (3,4) - Careful with the antiflow here, I'd say this this an unrankable issue
  8. 00:17:197 (5,6) - Similar point here!!! Careful !!
  9. 00:19:634 (4) - Not a fan of the sudden pause here, even though its a held sound, and its the same sound that was emphasized as 1/1 sliders in the past so it seems awkawrd to me to have a flow killer Here
    1. 00:31:634 (4,5) - Same point here!
  10. 00:22:072 (2,3) - CTRL-G the rhythm here so its slider -> circle instead, and place a dash between 00:21:697 (1,2) - for the extra emphasis on vocals !
  11. 00:23:759 (7,1) - antiflow!
  12. 00:28:072 (3,1) - Even more antiflow!
  13. 00:35:947 (7,8) - Yup, more antiflow
    Generally you should investigate all other instances of antiflow. Me doing so will clutter this mod even more and Im sure you can spot them yourself
  14. 00:34:072 (3,4) - You should have had a HDash here to be consistnt with your HDash structure.
  15. 00:36:322 (8) - Should have been NCed, instead of 00:37:634 (1) -
  16. 00:38:290 - I dont hear anything here that would justify a note. On the other hand 00:38:478 - this is a strong note that wasnt mapped so yeah, you should skim through this part again and fix the rhythm as well as the placements
  17. 00:44:947 (4,5) - You could turn this into a slider instead, in the basis that there isnt a piano sound on (5) so grouping it with the other piano notes in terms of placement is a bit awkward
  18. 00:58:634 (4) - I'd map this as a reverse instead on the basis that the vocal is more active here than how u express it, it isnt that held so that it would require 1/1
  19. 01:01:072 (3,4) - Really weak movement. Either make this a dash or a HDash, however I would recommend a HDash
  20. 01:07:447 (3,4) - Good place for a HDash imo
  21. 01:10:259 (2,3) - Same point here, either make this a Dash or HDash
  22. 01:17:197 (5,6) - Not a lot of impact here even though the song is asking for something more intense
  23. 01:28:447 (5,6) - Also HDash here since its a jump to the downbeat
  24. 01:29:572 (1) - You could NC this to avoid object clutter in the followup stream
  25. 01:31:634 (4) - This is overmapped.
  26. 01:31:072 (3) - This is unfit for the current rhythm. The whole section here is playing around 1/2 drums so have a 1/1 slider ruins the whole cohesion
  27. 01:34:072 (3,4) - HDash here!

    Rest fine if you exclude all the antiflow i didnt bring up

Sinnyi's Rain

Sinnoh
  1. 00:03:884 (2,3) - Here I would suggest a slight distance buff to emphasize the stronger drums here better
  2. 00:10:260 (6,7) - Well the snare here is particularly strong, to be honest it would nice to add a dash here to better emphasize that
  3. 00:13:635 (5,1) - I'd swap the NC here, since the 00:14:009 (1) - is the followup sound to 00:13:635 (5) - , Making (5) the most prominent note out of the two
  4. 00:16:447 (4,1) - Would have expected to have the HDash here instead. I get that you follow the vocal peak here, however on the similar drum tick here 00:19:072 (3,1) - , there was an HDash.
  5. 00:27:134 (5) - Would be nice to give this more of a tilt to give this movement more impact
  6. 00:44:197 (3,4) - Personally I would group these 2 sounds together as a 1/2 slider since its a more held piano sound, and then follow up with three distinct circles here 00:44:572 (5,6,7) - , as you did so, however in order to properly differentiate these 2 sets of sounds i would suggest a small direction change or a distance buff on (4) - > (5)
  7. 00:50:384 (3,4) - Consider making this a 1/1 slider as well to better match up 00:49:634 (1) - and add a HDash 00:50:197 (2,3) - instead to emphasize the cymbal
  8. 01:14:197 (2,3) - Dash would work nicely here as it is weaker version a previous vocal which was a HDash. If a dash feels too much for you then consider adding a direction change instead here!
  9. 01:31:822 (1,2) - I think just mapping the passive 1/2 here as 2 sliders is enough to express this part's vocal and also offer more snappy 1/2 movements!

    Sanyi
  10. 00:29:572 (4) - Would have expected more movement here, based on the fact that this sound is the same as 00:29:947 (5) - ( And both of them are pretty strong piano notes!). Naturally, 00:29:572 (4) - should retain the same movement as 00:29:947 (5) -
  11. 00:35:197 (2,3) - Cool place for a HDash considering both guitar and vocal strength. Right now it seems a bit underemphasized to me
  12. 00:38:665 (5,6,7) - Here you lower the DS even though the drum just keeps getting stronger. I feel like theres a better way to map the drums here
  13. 00:56:197 (2,3,4,5,6) - I find this really weak as a movement in the sense that the strong drum triple isnt accentuated as much as I would have liked
  14. 00:59:572 (4,5) - I feel like you mixed up your rhythm choices here. Let me explain!
    1. 00:57:322 (1,2) - Here you switched either on vocals or on the xylophone sound thats also present on 00:59:572 (4,5) - which you emphasized as sliders.
    2. However you didnt follow up on your idea of following either vocal or xylophone, and ended up following a weird mix of vocals and drums.
      How to fix this now!
    3. If you want to follow the xylophone, then the ideal rhythm would be this
    4. If you want to follow the vocals, then the ideal rhythm imo would be this, Which i dont really recommend since the vocals arent that impactful here
    5. Lastly if you want to follow the drums, the rhythm would be this, With dashes or HDashes on (5)->(6) and (8)->(9)
      All screenshots above start on 00:57:322 - !
  15. 01:01:634 (1,2,3,4) - Really barebones rhythm imo unfit for the buildup to the kiai. Here's what I would recommend with ticker starting on 01:02:197 - . Make sure to emphasize the snares correctly!
  16. 01:26:384 (3,4) - This is too impactful for the sound its representing and its also the first time a movment like this is introduced. Would have just kept it as normal triple
  17. 01:47:197 (3,4) - More emphasis would have been nice here! something like a dash
Cool rain actually!

Angel
  1. 00:00:697 (2,3) - This retains the same intensity in drums as 1->2 so it seems awkward to bump up the intensity that much. If i were you I would go for 00:01:259 (4,5) - just this HDash instead to properly emphasize the actual strong drum here!
  2. 00:01:822 (1,2) - Rather offputting rhythm here, considering all previous difficulties in which you ( or the GDers ) map the guitar so this whole rhythm seems way out of the ordinary. Consider doing this rhythm instead
  3. 00:03:884 (2,3,4,5,6) - Again i dont find this rhythm as the ideal rhythm here. What I would suggest suggest is something like this, with an HDash on (2) -> (3) and a dash on (3) -> (4). Dont forget to keep 00:04:447 (4,1) - as an HDash!!
  4. 00:10:072 (3,4,5,1) - 1/4 here feels way to forced, overemphasizing sounds that were previously rightfully expressed through 1/2 in the past stanza
  5. 00:15:322 (1,2) - Again with the overemphasizing 1/4s, Personally I would recommend using this as a technique as it makes the flow too forced to play on. Using simple 1/2 here would have carried on the same impact and also be more musically correct
  6. 00:21:697 (1) - Would express the vocals better if it was a 1/2 reverse slider instead of a 1/1 slider
  7. 00:27:322 (7,1) - Similar point about overemphasizing 1/4s snaps!
  8. 00:34:634 (4,5) - Rhythmically this would work better as a 1/1 slider, not only to be consistent with the rhythm you have already presented but also express the vocal better in this current instance
  9. 00:38:947 (1) - There isnt any direct indication of 1/4 sounds here, so I'd keep this as a 3/4 slider instead
  10. 00:46:634 (3,4,5) - You could rearrange the rhythm here in order to offer more emphasis on the drum here 00:47:103 - towards the next white tick here 00:47:197 - , through the form of a HDash!
  11. 00:53:572 (2,3) - I would at least expect a dash here instead, since the current movement feels incredibly underwhelming
  12. 00:54:884 (3) - Not really fitting to put a 1/2 reverse here. 1/1 sliders worked just fine to emphasize the vocals in this current section
  13. 01:04:634 (1,2,3) - I'd space these a tad bit less. Right now they are pretty awkward to adjust to cause of the sudden horizontal movement.
  14. 01:06:322 (1) - Straight up movement killer. Placing such a vertical slider after such a strainful part kills all of the accumulated momentum resulting in undermphasizing the kiai start. I'd suggest making this a tad bit more horizontal to account for this!
  15. 01:10:447 (4,1) - Huge jump out of nowhere, and on a sound that doesnt particularly demand such a strong jump. Definitely nerf this as this is overemphasizing the current pattern quite a bit
  16. 01:17:197 (2,3) - This is just asking for a HDash in my opinion. Its a vocal thats really strong and I Personally could have placed a HDash there
  17. 01:26:197 (5,6) - Not really hearing the 1/4 here, I'd say this is cleary overmapped
  18. 01:33:884 (4,5,6) - Again i dont think there's 1/4 here either
  19. 01:54:322 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5) - General point about this section. I find too overdone for the music at this specific section. The distancing is almost the same as all the other map and the patterns are also presents in parts like the kiai. I would suggest remapping this section to somehting fitting of the calmer instruments or rearranging the patterns so its more correct in terms of song intesity!

Best of luck!~
Xinnoh
Ankanogradiel
oof ouch owie my bones
Topic Starter
Xetopia

Nokashi wrote:

Hello!



General
  1. Metadata here!: http://www.lovelive-anime.jp/otonokizaka/release.html#cd57
  2. I think the offset is a bit off here. You should try something closer to 312-314. Sounds better to me

Cup
  1. 00:07:822 - I find the SV up until this point to be really lackluster in a sense that there is no emphasis through movement to be made here. Most sliders are vertical or almost vertical, making for a really bland opener - changed to 1.20
  2. 00:02:572 (2) - There's like no sound here to support this object. Whats more, you shouldnt group sounds with different synths/instruments together. Regarding this certain part of the song, I would recommend this rhythm. Ticker starting on 00:01:822 -. With this rhythm - fixed
    1. 00:02:947 - 00:02:759 - these sounds are differentiated
    2. The rhythm is overall more interesting
    3. You dont overmap.
      make sure you offer more movement between the objects in this pattern. The standstill you currently have is really unintuitive
  3. 00:04:072 (2,3) - Since you did place a triple in the previous pattern (wrongly so, if you read the above), I would expect a triple here instead, considering the strength of the tick here 00:04:259 - - welp, done
  4. 00:05:947 (2,3) - Switching through layers in the middle of the measure makes for some really awkward rhythm. 00:05:947 (2) - going for the guitar here, then switching directly to background kicks 00:06:509 (3) - ( While layering all of them under a single slider) is somewhat questionable in my opinion and should be investigated - tnx, I reviewed this pattern and it seems to has done something more interesting
  5. 00:11:384 (2) - I would have hoped for this to be as tilted as 00:10:822 (1) - in order to encourage more movement - done
  6. 00:17:009 (5,6) - This doesnt retain the same choppy vocal as 00:16:447 (3,4) - so I wouldn't express it in a similar manner - i agree!
    reworked pattern
  7. 00:19:447 (2,3,4,5) - Here you try to focus on too many layers at the same time resulting in a rhythmic mess. 00:19:447 (2,3) - I could justify this, but expressing 00:20:009 (4,5) - this in the same exact way even though its on the vocal layer seems offputting to me. Rhythm should vary here, it comes down to what you want to emphasize, so I wont delve into that. - Reworked. big thanks!
  8. 00:28:447 (3,4,5,6) - Same point as 00:17:009 (5,6) - - owo fixed
  9. 00:35:759 (9,1) - Really weak movement here considering the strength of the current beat - changed to x:176
  10. 00:37:634 (4) - Would work as a nice 1/1 slider up to here 00:38:009 - , will also differentiate this sound with the following 3 circles - done
  11. 00:39:322 (1) - Really strong vocal line its a pity that its placed as a vertical slider and as a result, no emphasis is placed - fixed!
  12. 00:41:197 (4,5,6) - Since these are part of the same vocal line I would place them on a similar diection and then offer a direction change here 00:41:947 (6,1) - - welp, done
  13. 00:44:197 (4) - This doesnt correspond to neither the vocal sound layer nor the instrumental one, Its like a slider that tried to be a little bit of both, resulting in something really awkward - reworked
  14. 00:53:197 (1,2,3) - Would have expected more movement here seems really bare at the moment - ok, fixed
  15. 00:54:884 (2,3) - Would have worked so much better as a 1/1 slider to better accentuate the vocal - ok
  16. 00:58:072 - This break in rhythm here isnt the ideal choice in my opinion, you are leaving so many notes unmapped even for a cup difficulty - ;w; fixed
  17. 01:05:759 - 1/2 slider would have been expected since you mostly play with 1/2 sliders on sounds like this one - welp, done
  18. 01:09:322 - Regarding this section, you didnt really hit the mark with your rhythmic represantiation in this part. Therefore, heres the rhythm im proposing ticker starting on 01:09:322 - - :D thanks. Done
    1. 01:21:322 (1,2,3) - Similar rhythm could be applied here!
    - ok
  19. 01:12:322 - Wouldnt be wise to keep this on a sliderend considering how strong the sound on the downbeat is - fixed
    1. 01:23:947 (2) - Similar point here!
    - fixed
  20. 01:13:447 (3) - It would be more interesting to use a similar rhythm as 01:14:197 (4,5) - here - yep
  21. 01:18:322 (1,2,3,4) - Not an optimal rhythm choice here. If you refer to your first stanza 01:06:322 (1,2,3) - here the rhythm is way more interesting and musically correct, I would expect a similar rhythm here as well - yep, done
  22. 01:25:447 (5,6,7,8) - Even though you mainly map vocals, this here is too dense for the vocals present, should be reworked -reworked
  23. 01:39:322 (1,2,3,4) - I would suggest mapping the vocals here. Mapping something else -ok
  24. 01:42:322 (1,2,3,4,5,6,1,2,3) - Rhythm could have been more diverse, as you do later in this section, plain 1/2 fails to give out the diversity of the current rhythm, and it kinda inconsistent to present a different rhythm later thats based on a similar sound
- reworked
This diff needs some more mods in my opinion. Distancing still needs work, as well as some of the rhythm choices here and there - yep,
I'll work on it

Salad
  1. It would be a neat idea to CTRL-H 00:00:322 (1,2) - These and 00:01:822 (1) - this to offer more impact on 00:00:697 (2,3) - 00:01:447 (5,1) - . However make sure there is adequate spacing 00:00:697 (2,3) - here so it isnt too awkward to play and 00:01:447 (5,1) - is a dash distance - reworked
  2. 00:02:947 (4,5) - Not sure why this jump has so much spacing, its supported on a relatively weak sound. If you wanted that sort of spacing I would have put it on 00:02:197 (2,3) - instead since it has a stronger guitar string - ok
  3. 00:05:947 (3,1) - This definitely deserves a dash imo the guitar is too strong to be ignored. Also the NC should be removed as it is inconsistent wiht your current NC Structure - yep
  4. 00:06:134 (1,2,3,4) - Not sure about your motives here, You distinctively map the drum yet you space according to guitar. seems awkward to play through. It would be a cool idea to differentiate the different sounds with more impactful spacing changes - ok!
  5. 00:07:822 (1,2,3) - Your rhythm is a bit off here, if you consider similar parts like 00:04:822 (1,2) - , using this new rhythm you tried seems musically awkward - yep
    1. 01:51:322 (1,2,3,4) - Similar Point here!
    - yep
  6. 00:11:947 (3,1) - Another strong sound for a dash - yep
  7. 00:13:259 (4,5) - I find this spacing too large for the current sound. Such spacing I would expect on sounds such as this 00:14:572 (9,10) - but it seems its the other way around here. Consider changing this - ok
  8. 00:15:322 - NC should have been here instead, to be consistent with your NC Structure - yep
  9. 00:17:009 (5,6,7) - Vocal is not as snappy as you present it here. A rhythm such as 00:18:322 (1,2,3) - seems like a more reasonable choice - don't even know. Let it be so, yet
  10. 00:24:134 - Hmm circle could fit nicely here considering the vocal on this tick. Also consider making a dash right after this circle, song's asking for it
    • - yep
    1. 00:25:259 - Similar point as above, circle could fit here
    - but then I disagree with you. I don't think this circle will be a good fit
  11. 00:33:322 (9,1) - This movement is too strong and kinda makes the previous jump to the downbeat have less impact. I suggest reworking this. Also swap NCs with 00:33:697 (1) - - yep
    1. 01:12:322 (5,1) - Same point here
    - okkk
  12. And remove NC from here 00:34:634 (1) -
  13. 00:37:259 (2,1) - Not a fan of this rhythm pause since you are ignoring many strong sounds. Also remove the NC from 00:38:197 (1) - fixed
  14. 00:39:322 (1,2,3) - About this rhythm, I feel like it would be better like this This way, 00:40:447 (3) - stands out more as a note. Make sure to adjust the distancing so as the (2)->(3) is a dash - done
    1. 00:42:322 (1,2,3) - Similar point here! - done
    2. 00:51:322 (1,2,3,4) - Same here! - done
  15. 00:49:072 (5,6,7) - Rhythm definitely could have been more dense here. salad is predominantly 1/2 rhythm and right here theres a lot of prominent ones so its awkward why you didnt go for the denser choice. Your current rhythm choices are more reminiscent of a cup rather than a salad - oh, then I will fix it
  16. 01:48:884 - Too strong of a sound to ignore here
- yep

After reading this you should have noticed 2 things
  1. The lack of distancing notes ( Create/Remove Dash - Increase/Decrease Spacing)
  2. The fact that my suggestions suddenly dissapear from 00:49 and jump to 1:48
Reason for this is that this salad has some Fundamental flaws I would like to adress. Firstly the diff's rhythm is more reminiscent of a cup rather than a salad. Dashes are either nonexistant or so lowly spaced that they are walkable. One of the reasons this happened is because you used only about 70% of the play area. Limiting yourself like that is a killer for distance arrangement, so this problem is to be expected, but the problem this remains. This diff definitely needs more mods and a large self mod from yourself, looking back through the map and improving distances and rhythm. Thats another reason why i stopped pointing out things. It's because the problems kept repeating.

Platter
  1. 00:01:447 (5,1) - Personally I would have expected more distancing here to better accentuate the strong drums - yep
  2. 00:06:134 (4,5,6) - About the strong drums here, it would be cooler if there was some sort of direction change to differentiate them better from normal guitar notes - yep
  3. 00:07:540 (8,9) - undermapping piano ticks doesnt really do the trick here as you mapped 2 out of the 8 or more piano ticks. And since there isnt any 1/4 drum present, this seems like a weird rhythm choice - removed drum, but i dont understand, why need emphasize the piano. This triple is quite good fits
  4. 00:08:384 (2,3,4,5,6) - Not too keen on this rhythm, for 2 main things
    1. 00:08:572 (3,4,5) - this is clearly overmapped
    2. The rhythm is completely random and doesnt conform with anything you were previously following
      I would suggest a more staple approach
    - yay, fixed. big thanks w
  5. 00:11:384 (2,3) - You chose to map the 1/4 here, yet you didnt here 00:09:978 - . In my opinion, i dont think its nessary to map that. However if you really want to keep then you should map the other 1/4 as well - I not sure about this. In my opinion this is 2 different moments in music, that have nothing to do. So I don't see any sense in removing/mapping other the 1/4
  6. 00:14:572 (1,2,1) - Would have expected something more intense distancing wise here, in my eyes the current distancing doesnt really bring out the intensity of the drums - welp, moved (2) to x:392
  7. 00:16:072 (3,4) - Careful with the antiflow here, I'd say this this an unrankable issue - ok, fixed
  8. 00:17:197 (5,6) - Similar point here!!! Careful !! - yep
  9. 00:19:634 (4) - Not a fan of the sudden pause here, even though its a held sound, and its the same sound that was emphasized as 1/1 sliders in the past so it seems awkawrd to me to have a flow killer Here - fixed
    1. 00:31:634 (4,5) - Same point here!
    - fixed
  10. 00:22:072 (2,3) - CTRL-G the rhythm here so its slider -> circle instead, and place a dash between 00:21:697 (1,2) - for the extra emphasis on vocals ! - yep
  11. 00:23:759 (7,1) - antiflow! - here I disagree. Antiflow is necessary to emphasize the long sound
  12. 00:28:072 (3,1) - Even more antiflow! - ^
  13. 00:35:947 (7,8) - Yup, more antiflow - ^
    Generally you should investigate all other instances of antiflow. Me doing so will clutter this mod even more and Im sure you can spot them yourself
  14. 00:34:072 (3,4) - You should have had a HDash here to be consistnt with your HDash structure. - yep
  15. 00:36:322 (8) - Should have been NCed, instead of 00:37:634 (1) - - done, but 00:37:634 (1) need nc too. In order not to overload the plate
  16. 00:38:290 - I dont hear anything here that would justify a note. On the other hand 00:38:478 - this is a strong note that wasnt mapped so yeah, you should skim through this part again and fix the rhythm as well as the placements - about deaf note - agree. But i don't like 1/4 nodash patterns in platter. so I'm not going to add a circle on 1/4
  17. 00:44:947 (4,5) - You could turn this into a slider instead, in the basis that there isnt a piano sound on (5) so grouping it with the other piano notes in terms of placement is a bit awkward - reworked patten
  18. 00:58:634 (4) - I'd map this as a reverse instead on the basis that the vocal is more active here than how u express it, it isnt that held so that it would require 1/1 - yep
  19. 01:01:072 (3,4) - Really weak movement. Either make this a dash or a HDash, however I would recommend a HDash - fixed
  20. 01:07:447 (3,4) - Good place for a HDash imo - yep
  21. 01:10:259 (2,3) - Same point here, either make this a Dash or HDash - yep
  22. 01:17:197 (5,6) - Not a lot of impact here even though the song is asking for something more intense - yep
  23. 01:28:447 (5,6) - Also HDash here since its a jump to the downbeat - I dont want to abuse hdash
  24. 01:29:572 (1) - You could NC this to avoid object clutter in the followup stream - yep
  25. 01:31:634 (4) - This is overmapped. - fixed
  26. 01:31:072 (3) - This is unfit for the current rhythm. The whole section here is playing around 1/2 drums so have a 1/1 slider ruins the whole cohesion - fixed
  27. 01:34:072 (3,4) - HDash here! - I don't think there needs hdash

    Rest fine if you exclude all the antiflow i didnt bring up

Angel
  1. 00:00:697 (2,3) - This retains the same intensity in drums as 1->2 so it seems awkward to bump up the intensity that much. If i were you I would go for 00:01:259 (4,5) - just this HDash instead to properly emphasize the actual strong drum here! - ok, agree
  2. 00:01:822 (1,2) - Rather offputting rhythm here, considering all previous difficulties in which you ( or the GDers ) map the guitar so this whole rhythm seems way out of the ordinary. Consider doing this rhythm instead - ok
  3. 00:03:884 (2,3,4,5,6) - Again i dont find this rhythm as the ideal rhythm here. What I would suggest suggest is something like this, with an HDash on (2) -> (3) and a dash on (3) -> (4). Dont forget to keep 00:04:447 (4,1) - as an HDash!! - all accepted, except hdash
  4. 00:10:072 (3,4,5,1) - 1/4 here feels way to forced, overemphasizing sounds that were previously rightfully expressed through 1/2 in the past stanza - fixed
  5. 00:15:322 (1,2) - Again with the overemphasizing 1/4s, Personally I would recommend using this as a technique as it makes the flow too forced to play on. Using simple 1/2 here would have carried on the same impact and also be more musically correct - fixed
  6. 00:21:697 (1) - Would express the vocals better if it was a 1/2 reverse slider instead of a 1/1 slider - fixed
  7. 00:27:322 (7,1) - Similar point about overemphasizing 1/4s snaps! - fixed
  8. 00:34:634 (4,5) - Rhythmically this would work better as a 1/1 slider, not only to be consistent with the rhythm you have already presented but also express the vocal better in this current instance - welp, done
  9. 00:38:947 (1) - There isnt any direct indication of 1/4 sounds here, so I'd keep this as a 3/4 slider instead - in any case, it's a good fit
  10. 00:46:634 (3,4,5) - You could rearrange the rhythm here in order to offer more emphasis on the drum here 00:47:103 - towards the next white tick here 00:47:197 - , through the form of a HDash! - I've thought about it and decided to rework the pattern
  11. 00:53:572 (2,3) - I would at least expect a dash here instead, since the current movement feels incredibly underwhelming - yep, fixed
  12. 00:54:884 (3) - Not really fitting to put a 1/2 reverse here. 1/1 sliders worked just fine to emphasize the vocals in this current section - ok,
    done
  13. 01:04:634 (1,2,3) - I'd space these a tad bit less. Right now they are pretty awkward to adjust to cause of the sudden horizontal movement. - in my opinion nothing needs to be changed. while playing, I have no trouble with this pattern
  14. 01:06:322 (1) - Straight up movement killer. Placing such a vertical slider after such a strainful part kills all of the accumulated momentum resulting in undermphasizing the kiai start. I'd suggest making this a tad bit more vertical to account for this! - yep ;3
  15. 01:10:447 (4,1) - Huge jump out of nowhere, and on a sound that doesnt particularly demand such a strong jump. Definitely nerf this as this is overemphasizing the current pattern quite a bit - fixed
  16. 01:17:197 (2,3) - This is just asking for a HDash in my opinion. Its a vocal thats really strong and I Personally could have placed a HDash there - done
  17. 01:26:197 (5,6) - Not really hearing the 1/4 here, I'd say this is cleary overmapped - made less distance
  18. 01:33:884 (4,5,6) - Again i dont think there's 1/4 here either - fixed!
  19. 01:54:322 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5) - General point about this section. I find too overdone for the music at this specific section. The distancing is almost the same as all the other map and the patterns are also presents in parts like the kiai. I would suggest remapping this section to somehting fitting of the calmer instruments or rearranging the patterns so its more correct in terms of song intesity! - you're right, I even didn't notice.
    Fixed!

Best of luck!~ ;3
Thanks for mod ;*
Nokashi

Xetopia wrote:

00:23:759 (7,1) - antiflow! - here I disagree. Antiflow is necessary to emphasize the long sound
00:35:947 (7,8) - Yup, more antiflow - ^
Apologies i might not have made myself clear. The bolded notes were unrankable issues, maybe I should have made that clear.
Either way, the o!catch RC states that

Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used

Emphasis on the bold line, these issues have to addressed before this is further pushed for ranking!
Topic Starter
Xetopia

Nokashi wrote:

Xetopia wrote:

00:23:759 (7,1) - antiflow! - here I disagree. Antiflow is necessary to emphasize the long sound
00:35:947 (7,8) - Yup, more antiflow - ^
Apologies i might not have made myself clear. The bolded notes were unrankable issues, maybe I should have made that clear.
Either way, the o!catch RC states that

Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used

Emphasis on the bold line, these issues have to addressed before this is further pushed for ranking!
Oh, thats true. I'll go fix it. Apologize for my stupidity ;w;Honestly, I knew about that rule but forgot about it (or I just like to ignore it) www
Nokashi
Offering a recheck on Platter to clear out all possible instances of Hyperdashes leading onto antiflow and avoid hindering the ranking process

[Platter]
  1. 00:28:062 (3,1) - Not that strong but should be on the safe side
  2. 01:01:062 (3,4) - This is pretty strong antiflow right here!
  3. 01:46:437 (4,5) - Also here!
  4. 01:49:249 (3,1) - Not that strong of an antiflow movement but you could tweak this to avoid ambiguity
and thats it!
Good luck yet again!
Topic Starter
Xetopia

Nokashi wrote:

Offering a recheck on Platter to clear out all possible instances of Hyperdashes leading onto antiflow and avoid hindering the ranking process

[Platter]
  1. 00:28:062 (3,1) - Not that strong but should be on the safe side - fixed
  2. 01:01:062 (3,4) - This is pretty strong antiflow right here! - fixed
  3. 01:46:437 (4,5) - Also here! - fixed
  4. 01:49:249 (3,1) - Not that strong of an antiflow movement but you could tweak this to avoid ambiguity - yep, fixed
and thats it! - thanks for recheck! ;3
Good luck yet again!
Thanks! <3
Divine Cake
a surprise mod :o but its and angelic song and im divine, so what to do :thinking:

Some of this mod was done before you updated last time so take the Cup and Salad mod with a grain of salt if something i say is mentioned before.

General
Uninherited timing point is inconcistent. Sinnyi's uses 322 as offset rest are at 312
Prolly a mistake somewhere down the line by Sinnyi's rain is missing an L in tags first tag says ove live project instead of Love Live Project

Cup
  1. 00:00:312 (1,2,3,4) - imo would reduce spacing of 1 2 and 3 a bit to make 4 stand out a bit more.
  2. 00:02:374 (2,3,1) - can be a bit uncofertable to play i would move 3 a bit closer to 00:03:124 (1) -
  3. 00:07:812 (1) - this slider sounds odd. i think you should use offset 322, same as Rain. not gona go trough more rythm, some places sounds a bit off but gona assume its from an offset error. (sounded better to me at 322 offset atleast)
  4. 00:12:134 (3,1) - atleast 1 bar between last note and start of spinner when bpm is 160. https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch
  5. 00:16:062 (2,3) - spacing a bit high imo.
  6. 00:17:562 (8,1) - i would reduce spacing since you already have to reverse direction to follow the slider.
  7. 00:34:072 (3,4) - same as above.
  8. 00:37:624 (4) - would extend this by 1/2 beat. also if you do be a bit care for curving the slider, as this is cup the sliders should generaly be pretty straight.
  9. 00:39:312 (1) - i like this reversing direction from 00:38:937 (7) - however i think its a bit to much left and right in this section so i would ctrl + h it and move it over to the right edge instead.
  10. 00:47:562 (4,1) - spacing a bit high imo. almost need to dash to make it.
  11. 00:54:312 - green line here might be 1 ms off. it might also just be a bug on my side, have some problems with that apperently >.< anyway 00:54:312 (1) - is unsnapped for me cause of the unsnapped green line. (dosnt rly matter if you think im right about offset with uninherited timing points, as you need to fix green lines too then)
  12. 00:54:312 (1) - is unsnapped for me. check ai mod.
  13. 00:55:812 (3,4) - should be some movement between these two i feel.
  14. 00:58:624 (1,2,3,4,5,6,7,8,9) - the fruit stacking on my catcher gets a bit high here, consider adding another combo somewhere inn here.
  15. 01:11:562 (7,8,9) - spacing a bit high, by the time you reach 9 you almost have to dash. i would just reduce distance beetween 8 and 9 a bit.
  16. 01:16:437 (10,1) - here you suddenly jump from following drum to following vocal. feel this would be more natural if made a 1/1 slider on 01:15:874 - (and delite 01:16:062 (9,10) - )
  17. 01:26:187 (7) - imo would just delite this. reduces relative strenght of 01:25:999 (6,8) -
  18. 01:40:624 (4,1) - same as last spinner https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch

Salad
there are alot of places where its unclear if you need to dash or not. try to have concistent spacing between objects so a player can more clearly identify a dash from a walk. i would try to keep a consistent snap distance for when you want them to walk and then find another snap distance for when you want them to jump and just keep those 2 values for most of the map.
  1. 00:01:437 (5,1) - first instance of an unclear dash, you can make it without dash if you are precise. Else you need to tap dash it, something you can't expect from players at this level.
  2. 00:02:749 (3,4) - imo would reduce spacing a bit.
  3. 00:04:249 (6) - would tilt this a bit more up.
  4. 00:17:937 (9,1) - i think this one is spaced pretty well, maybe a bit to low. I would try keeping jumps at about this distance from eachother.
    gona go over to other stuff now than the spacing.
  5. 00:44:562 (5) - would use a single note on 5 and a 1/2 beat slider on 00:44:749 - as the sounds are a bit diffrent. (maybe have diffrent spacings between the beats too)
  6. 00:59:562 (4,5) - would tilt 4 more towards 5 (but keep spacing between them about the same)
  7. 01:08:749 (6) - imo would either delite this or map 01:09:124 - too. (tho deliting fits with 01:11:187 (2,3,4) -)
  8. 01:25:999 (4) - would not repeat this and would move 01:26:562 (5) - 1/2 beat erlier and extend 1/2 a beat, as its on the red tick the vocal holds the note.
  9. 01:40:624 (6,1) - 1 beat between last note and spinner still holds for salad too.
  10. 01:40:812 (1,1) - same with end of spinners.
alot more solid here than on cup i would go trough and take a look at spacing in the map, and also redo the red line to 322 offset and move everything accordingly.

Platter
  1. 00:01:437 (5,1) - imo would reduce spacing a bit.
  2. 00:09:124 (1,2,3) - think this stair-ish pattern is a bit to hard for a platter. i would tilt 2 more downward so you dont have to go as far back and forth.
  3. 00:14:374 (8,1,2) - spacing a bit high imo, can be a bit hard to time right. i would have 2 at something like x:376
  4. 00:15:312 - 00:39:124 - found myself using alot of tap dashing here to keep up with the high spacing. Think that could be a bit challenging for a platter.
  5. 00:16:624 (4,5) - would decrease this spacing, sound on 5 isnt that strong.
  6. 00:17:187 (5,6,7) - same goes for this section, bit high spacing.
  7. 00:19:062 (3) - ctrl + g and move head back to x:152
  8. 00:19:624 (4,5) - would atleast til 5 a bit more to the left so you dont have to stop as much to hit the tail.
  9. 00:20:187 (5,6,7,8) - with this section done, the player has done alot of left-rights. i would reduce distance between 00:21:312 (8,1) - so the map can calm down a bit again.
  10. 00:35:187 (6,7) - spacing a bit high imo.
  11. 01:04:624 (1,2,3) - becomes a bit to tap dashy imo. i would tilt the sliders a bit more to the left and right so you can dash to each slider but you dont have to stop compleatly when you hit the slider head to hit the tail. i liked a pattern like this: https://osu.ppy.sh/ss/9611531
  12. 01:12:312 (8,1) - spacing a bit high imo.
  13. 01:29:187 (7,1,2) - with jumps and the like this the stream starting on 2 is pretty precise on how to catch it. i would reduce distance between 1 and 2.

Sinniy's Rain
  1. 00:01:447 (5) - i would have this more C-shaped, its a bit uncomfortable to hit the tail as it is now.
  2. 00:07:447 (5,6,7,8,9) - why not have this whole thing be a 1/8 stream? the slider on the end sticks a bit out. would alternatively move 9 to x:128 and tilt i more to the left so you make it stand out a bit more together with the percussion, but feel thats a bit hard for a rain.
  3. 00:27:134 (5) - imo tilt more to the left.
  4. 00:41:572 (4,5) - feel this spacing is a bit low compared to 00:41:197 (3,4) - would increase a bit.
  5. 00:44:384 (4,5,6,7) - why not have a wiggle starting on 5? something like 5 on x:256, 6 on x: 144 and 7 on x:291.
  6. 01:17:947 (4,5,6,7) - spacing might be a bit high? i felt it went a bit fast atleast.

Angel
with already higher than standard CS i feel AR 9.3 is a bit exessive. i wouldnt have it above 9.2 at a strech. preffer 9 myself. the map itself isn't that hard, but alot of players that could enjoy this map might get discuraged by a hard to read map.

other than that this seems like a pretty solid map.
Topic Starter
Xetopia

Divine Cake wrote:

a surprise mod :o but its and angelic song and im divine, so what to do :thinking:

Some of this mod was done before you updated last time so take the Cup and Salad mod with a grain of salt if something i say is mentioned before.

General
Uninherited timing point is inconcistent. Sinnyi's uses 322 as offset rest are at 312 - changed back to 322
Prolly a mistake somewhere down the line by Sinnyi's rain is missing an L in tags first tag says ove live project instead of Love Live Project

Cup
  1. 00:00:312 (1,2,3,4) - imo would reduce spacing of 1 2 and 3 a bit to make 4 stand out a bit more. - yup
  2. 00:02:374 (2,3,1) - can be a bit uncofertable to play i would move 3 a bit closer to 00:03:124 (1) - - done
  3. 00:07:812 (1) - this slider sounds odd. i think you should use offset 322, same as Rain. not gona go trough more rythm, some places sounds a bit off but gona assume its from an offset error. (sounded better to me at 322 offset atleast) - oh, i agree. I paid little attention to the offset(i checked mod in night time)
  4. 00:12:134 (3,1) - atleast 1 bar between last note and start of spinner when bpm is 160. https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch - oh, fixed
  5. 00:16:062 (2,3) - spacing a bit high imo. - fixed
  6. 00:17:562 (8,1) - i would reduce spacing since you already have to reverse direction to follow the slider. - fixed
  7. 00:34:072 (3,4) - same as above. - fixed
  8. 00:37:624 (4) - would extend this by 1/2 beat. also if you do be a bit care for curving the slider, as this is cup the sliders should generaly be pretty straight. - but that would be overmap
  9. 00:39:312 (1) - i like this reversing direction from 00:38:937 (7) - however i think its a bit to much left and right in this section so i would ctrl + h it and move it over to the right edge instead. - no :3 hard to explain, but I don't want to do so
  10. 00:47:562 (4,1) - spacing a bit high imo. almost need to dash to make it. - yup, fixed
  11. 00:54:312 - green line here might be 1 ms off. it might also just be a bug on my side, have some problems with that apperently >.< anyway 00:54:312 (1) - is unsnapped for me cause of the unsnapped green line. (dosnt rly matter if you think im right about offset with uninherited timing points, as you need to fix green lines too then) - fixed
  12. 00:54:312 (1) - is unsnapped for me. check ai mod. - yup
  13. 00:55:812 (3,4) - should be some movement between these two i feel. - yup
  14. 00:58:624 (1,2,3,4,5,6,7,8,9) - the fruit stacking on my catcher gets a bit high here, consider adding another combo somewhere inn here. - yup
  15. 01:11:562 (7,8,9) - spacing a bit high, by the time you reach 9 you almost have to dash. i would just reduce distance beetween 8 and 9 a bit. - yup
  16. 01:16:437 (10,1) - here you suddenly jump from following drum to following vocal. feel this would be more natural if made a 1/1 slider on 01:15:874 - (and delite 01:16:062 (9,10) - ) - yup
  17. 01:26:187 (7) - imo would just delite this. reduces relative strenght of 01:25:999 (6,8) - maybe but no ;3
  18. 01:40:624 (4,1) - same as last spinner https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch - fixed

Salad
there are alot of places where its unclear if you need to dash or not. try to have concistent spacing between objects so a player can more clearly identify a dash from a walk. i would try to keep a consistent snap distance for when you want them to walk and then find another snap distance for when you want them to jump and just keep those 2 values for most of the map.
  1. 00:01:437 (5,1) - first instance of an unclear dash, you can make it without dash if you are precise. Else you need to tap dash it, something you can't expect from players at this level. - fixed
  2. 00:02:749 (3,4) - imo would reduce spacing a bit. - fixed
  3. 00:04:249 (6) - would tilt this a bit more up. - welp
  4. 00:17:937 (9,1) - i think this one is spaced pretty well, maybe a bit to low. I would try keeping jumps at about this distance from eachother.
    gona go over to other stuff now than the spacing.
  5. 00:44:562 (5) - would use a single note on 5 and a 1/2 beat slider on 00:44:749 - as the sounds are a bit diffrent. (maybe have diffrent spacings between the beats too) - done
  6. 00:59:562 (4,5) - would tilt 4 more towards 5 (but keep spacing between them about the same) - yup
  7. 01:08:749 (6) - imo would either delite this or map 01:09:124 - too. (tho deliting fits with 01:11:187 (2,3,4) -) - it's different moments, why do I need to remove this circle?
  8. 01:25:999 (4) - would not repeat this and would move 01:26:562 (5) - 1/2 beat erlier and extend 1/2 a beat, as its on the red tick the vocal holds the note. - vocals anyway emphasized. I don't think it is necessary
  9. 01:40:624 (6,1) - 1 beat between last note and spinner still holds for salad too. - yup
  10. 01:40:812 (1,1) - same with end of spinners. - yup

alot more solid here than on cup i would go trough and take a look at spacing in the map, and also redo the red line to 322 offset and move everything accordingly.

Platter
  1. 00:01:437 (5,1) - imo would reduce spacing a bit. - yup
  2. 00:09:124 (1,2,3) - think this stair-ish pattern is a bit to hard for a platter. i would tilt 2 more downward so you dont have to go as far back and forth. - yup
  3. 00:14:374 (8,1,2) - spacing a bit high imo, can be a bit hard to time right. i would have 2 at something like x:376 - yup
  4. 00:15:312 - 00:39:124 - found myself using alot of tap dashing here to keep up with the high spacing. Think that could be a bit challenging for a platter. - hmm, I'm not sure, but I think that it is better to leave as is
  5. 00:16:624 (4,5) - would decrease this spacing, sound on 5 isnt that strong. - yup
  6. 00:17:187 (5,6,7) - same goes for this section, bit high spacing. - yup
  7. 00:19:062 (3) - ctrl + g and move head back to x:152 - yup
  8. 00:19:624 (4,5) - would atleast til 5 a bit more to the left so you dont have to stop as much to hit the tail. - welp, changed a bit
  9. 00:20:187 (5,6,7,8) - with this section done, the player has done alot of left-rights. i would reduce distance between 00:21:312 (8,1) - so the map can calm down a bit again. - yep
  10. 00:35:187 (6,7) - spacing a bit high imo. - changed a bit[
  11. 01:04:624 (1,2,3) - becomes a bit to tap dashy imo. i would tilt the sliders a bit more to the left and right so you can dash to each slider but you dont have to stop compleatly when you hit the slider head to hit the tail. i liked a pattern like this: https://osu.ppy.sh/ss/9611531 - I also came up with something
  12. 01:12:312 (8,1) - spacing a bit high imo. - I don't think so
  13. 01:29:187 (7,1,2) - with jumps and the like this the stream starting on 2 is pretty precise on how to catch it. i would reduce distance between 1 and 2. - yup[

Angel
with already higher than standard CS i feel AR 9.3 is a bit exessive. i wouldnt have it above 9.2 at a strech. preffer 9 myself. the map itself isn't that hard, but alot of players that could enjoy this map might get discuraged by a hard to read map. - welp, changed to ar 9.2

other than that this seems like a pretty solid map. -///-
thanks for mod <3 <3
Xinnoh

Nokashi wrote:

Sinnyi's Rain

Sinnoh
  1. 00:03:884 (2,3) - Here I would suggest a slight distance buff to emphasize the stronger drums here better prioritising simple flow, don't need much movement on intro
  2. 00:10:260 (6,7) - Well the snare here is particularly strong, to be honest it would nice to add a dash here to better emphasize that back and forth movement does that
  3. 00:13:635 (5,1) - I'd swap the NC here, since the 00:14:009 (1) - is the followup sound to 00:13:635 (5) - , Making (5) the most prominent note out of the two sure
  4. 00:16:447 (4,1) - Would have expected to have the HDash here instead. I get that you follow the vocal peak here, however on the similar drum tick here 00:19:072 (3,1) - , there was an HDash. 00:16:447 (4) - has a high pitch, it's more interesting to follow vocal for idol songs
  5. 00:27:134 (5) - Would be nice to give this more of a tilt to give this movement more impact simple is fine
  6. 00:44:197 (3,4) - Personally I would group these 2 sounds together as a 1/2 slider since its a more held piano sound, and then follow up with three distinct circles here 00:44:572 (5,6,7) - , as you did so, however in order to properly differentiate these 2 sets of sounds i would suggest a small direction change or a distance buff on (4) - > (5) current pattern makes a nice buildup to 00:44:947 (7) - . There's also sounds on 4, 6 and 7. Since there's a lot, it's imo better to just simplify to a curve and prioritise the important one.
  7. 00:50:384 (3,4) - Consider making this a 1/1 slider as well to better match up 00:49:634 (1) - and add a HDash 00:50:197 (2,3) - instead to emphasize the cymbal sure
  8. 01:14:197 (2,3) - Dash would work nicely here as it is weaker version a previous vocal which was a HDash. If a dash feels too much for you then consider adding a direction change instead here! vocals are becoming weaker here though
  9. 01:31:822 (1,2) - I think just mapping the passive 1/2 here as 2 sliders is enough to express this part's vocal and also offer more snappy 1/2 movements! changed rhythms

Divine Cake wrote:

[notice]Sinniy's Rain
  1. 00:01:447 (5) - i would have this more C-shaped, its a bit uncomfortable to hit the tail as it is now. sure
  2. 00:07:447 (5,6,7,8,9) - why not have this whole thing be a 1/8 stream? the slider on the end sticks a bit out. would alternatively move 9 to x:128 and tilt i more to the left so you make it stand out a bit more together with the percussion, but feel thats a bit hard for a rain. cuz there's percussion on the 1/4 and that undermaps it otherwise
  3. 00:27:134 (5) - imo tilt more to the left. sure
  4. 00:41:572 (4,5) - feel this spacing is a bit low compared to 00:41:197 (3,4) - would increase a bit. spacing is already bigger on the second lul
  5. 00:44:384 (4,5,6,7) - why not have a wiggle starting on 5? something like 5 on x:256, 6 on x: 144 and 7 on x:291. explained alr
  6. 01:17:947 (4,5,6,7) - spacing might be a bit high? i felt it went a bit fast atleast. this is walkable
thanks guys!

d
osu file format v14

[General]
AudioFilename: angel.mp3
AudioLeadIn: 0
PreviewTime: 66228
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1822,15322,27322,39322,51322,66322,78322,90322,102322,120134
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:Angelic Angel (Movie Edit)
TitleUnicode:Angelic Angel (Movie Edit)
Artist:u's
ArtistUnicode:μ's
Creator:Xetopia
Version:Sinnyi's Rain
Source:ラブライブ! The School Idol Movie
Tags:love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse Sinnoh Sanyi
BeatmapID:1393396
BeatmapSetID:588051

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.7
ApproachRate:8.7
SliderMultiplier:2
SliderTickRate:2

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

[TimingPoints]
322,375,4,2,1,50,1,0
322,-100,4,2,1,20,0,0
1259,-100,4,2,1,35,0,0
1728,-100,4,2,1,10,0,0
1822,-100,4,2,1,40,0,0
7822,-100,4,2,1,60,0,0
12134,-100,4,2,1,40,0,0
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39322,-100,4,2,1,55,0,0
45228,-100,4,2,1,25,0,0
45322,-100,4,2,1,45,0,0
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57322,-100,4,2,1,60,0,0
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65759,-100,4,2,1,55,0,0
65947,-100,4,2,1,60,0,0
66322,-90.9090909090909,4,2,1,75,0,1
102322,-100,4,2,1,60,0,0
114697,-100,4,3,1,55,0,0


[Colours]
Combo1 : 255,113,45
Combo2 : 255,0,0
Combo3 : 255,85,85
Combo4 : 255,128,0

[HitObjects]
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302,88,1072,1,0,3:0:0:0:
151,162,1259,1,2,0:1:0:0:
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168,234,1822,6,0,P|104:192|175:100,1,200,4|0,0:0|3:0,0:0:0:0:
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Sanyi
Sinnyi's Rain

Sanyi
  1. 00:29:572 (4) - Would have expected more movement here, based on the fact that this sound is the same as 00:29:947 (5) - ( And both of them are pretty strong piano notes!). Naturally, 00:29:572 (4) - should retain the same movement as 00:29:947 (5) - Applied, even though I needed to move around things quite a bit to keep the hyper afterwards
  2. 00:35:197 (2,3) - Cool place for a HDash considering both guitar and vocal strength. Right now it seems a bit underemphasized to me Added hyper
  3. 00:38:665 (5,6,7) - Here you lower the DS even though the drum just keeps getting stronger. I feel like theres a better way to map the drums here I understand your point but the current pattern is easy to read and catch while still emphasizing the drums with that remarkable stream shape, therefore I keep it for now. If another modder complains too about that the increasing drum intensity should be emphasized better I'll consider changing it
  4. 00:56:197 (2,3,4,5,6) - I find this really weak as a movement in the sense that the strong drum triple isnt accentuated as much as I would have liked Added more movement here
  5. 00:59:572 (4,5) - I feel like you mixed up your rhythm choices here. Let me explain!
    1. 00:57:322 (1,2) - Here you switched either on vocals or on the xylophone sound thats also present on 00:59:572 (4,5) - which you emphasized as sliders.
    2. However you didnt follow up on your idea of following either vocal or xylophone, and ended up following a weird mix of vocals and drums.
      How to fix this now!
    3. If you want to follow the xylophone, then the ideal rhythm would be this
    4. If you want to follow the vocals, then the ideal rhythm imo would be this, Which i dont really recommend since the vocals arent that impactful here
    5. Lastly if you want to follow the drums, the rhythm would be this, With dashes or HDashes on (5)->(6) and (8)->(9)
      All screenshots above start on 00:57:322 - ! I picked the xylophone
  6. 01:01:634 (1,2,3,4) - Really barebones rhythm imo unfit for the buildup to the kiai. Here's what I would recommend with ticker starting on 01:02:197 - . Make sure to emphasize the snares correctly! Applied
  7. 01:26:384 (3,4) - This is too impactful for the sound its representing and its also the first time a movment like this is introduced. Would have just kept it as normal triple I literally waited for someone to point this out so fixed xD
  8. 01:47:197 (3,4) - More emphasis would have been nice here! something like a dash Made it a hyper to make it similar to 01:53:197 (2,1) -
Cool rain actually! Thanks, always nice to hear that!
Huge thanks for your mod!

Sinnyi's Rain (with updates from Sinnoh included
osu file format v14

[General]
AudioFilename: angel.mp3
AudioLeadIn: 0
PreviewTime: 66228
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1822,15322,27322,39322,51322,66322,78322,90322,102322,120134
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:Angelic Angel (Movie Edit)
TitleUnicode:Angelic Angel (Movie Edit)
Artist:u's
ArtistUnicode:μ's
Creator:Xetopia
Version:Sinnyi's Rain
Source:ラブライブ! The School Idol Movie
Tags:love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse Sinnoh Sanyi
BeatmapID:1393396
BeatmapSetID:588051

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.7
ApproachRate:8.7
SliderMultiplier:2
SliderTickRate:2

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

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[Colours]
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Combo2 : 255,0,0
Combo3 : 255,85,85
Combo4 : 255,128,0

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autofanboy
Hello! As requested. No kudosu.

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Hitsounds
  1. Remove the "soft-sliderslide" hitsound.

[ Cup]

  • Gameplay
    In general, I think the usage of 1/2 patterns are quite a lot, maybe reduce most of them as to reduce the note density as a Cup. Moreover, the patterns are quite random, most likely because you used quite a lot of doublets in the Cup. I think they are fine in the chorus part but in the build-ups, it is more recommended to use mostly 1/1 patterning.
  1. 00:02:947 (3) - Maybe remove this and increase the distance between 00:02:384 (2) - and 00:03:134 (1) - ?
  2. 00:04:822 (1,2) - Shouldn't this mapped like 00:01:822 (1,2) - ? They are the same in rhythm. Also it is too late for 00:05:947 (2) - to end there, would sound more matching if it is placed on 00:05:759 - .
  3. 00:08:572 (2) - Too dense here, remove the reverse so to leave a 1/1 distance between this and the next note. In addition, 00:07:822 (1,2) - is also the same as 00:10:822 (1,2) - , so it is better to map similarly for both parts (with almost the same timeline)
  4. 00:17:384 (4) - Too dense, remove this?
  5. 00:29:009 (5) - ^ undo the reverse.
  6. I basically think that the 1/2 streams with 4 objects should be used sparingly, otherwise it is too dense to read by beginners. The 4-object 1/2 streams can be used on more important parts like 00:06:134 (1,2,3,4) - and ones in Kiai Time. I think they can be omitted as the map has quite a lot of doublets to be fair.
  7. 00:37:259 (2) - Make this inclined more to the vertical.
  8. 01:11:197 (2,3,4,1) - Maybe move (4) a bit more to the right, possibly x:368. I think it is weird that (3,4) is smaller than (2,3) in terms of spacing. And then move 01:10:447 (5,1,2,3,4) - altogether to the left slightly so the distance of 01:11:947 (4,1) - is not too far.
  9. 01:30:322 (1,2,1) - The pattern here is quite random, also it is unexpected to see a direction change at 01:31:072 (2,1) - . Maybe think of a pattern that has better flow than this.
  10. 01:36:322 (1,2) - Possibly map this like 01:39:322 (1,2,3) - ?
  11. 01:41:009 (1,1) - Since most bananas in the spinner are at the right, maybe you can start the coming note at the right, namely 01:42:322 (1) - . It will be too hard for beginners otherwise.
  12. 01:53:947 (6,7) - How about increasing the distance here a little, in order to emphasize the strong cymbal at (7)?

[ Salad]

  • Gameplay
    After testplaying, the Salad is actually quite challenging for newcomers, with the following reasons: high SV (sliders with dash afterwards), ambiguous distances (not sure whether to jump or not) and anti-flow.
  1. 00:00:322 (1,2,3,4,5) - Maybe flip (1,2) horizontally? Also, note that 00:01:447 (5,1) - is catchable without dashing, so you may want to move 00:00:322 (1,2,3,4,5) - entirely to the left until the dash is made.
  2. 00:01:822 (1,2,3,1) - Ambiguous distances in between every notes here, while they can be fetched without dashing, I think it is better to reduce the distances for walking, and increase the ones for dashing. In this case, this can be done: *Screenshot so 00:03:134 (1) - is actually emphasized by the dash. You will have to change the pattern at 00:03:884 (2,3) - in order to keep the dash at 00:04:259 (3,1) - while making the pattern simple.
  3. 00:04:259 (3,1) - It will be challenging to new players if the next note after dashing is a horizontal slider pointing backward like (1). Maybe curve (1) to make it easier, like *Screenshot The part after this, namely 00:05:384 (2,3) - will be changed as well for better flow.
  4. 00:08:572 (3,4) - ^
  5. 00:09:697 (5,6,7,1) - Ambiguous distance, would be better if you reduce the distances between (5,6,7) and then increase (7,1). Also, the movement like 00:10:072 (6,7,1) - is really difficult for players to turn, because players tend to move left after catching (6,7). Perhaps you can change the pattern that 00:10:072 (6) - is actually on the left.
  6. 00:10:822 (1,2) - These sliders have high SV during gameplay, I find myself holding the keys to catch them.
  7. 00:14:384 (8,9,10,1) - Really? Too many back and forth and it is quite confusing (not sure whether to dash or not). And usage of dash-holding in a Salad is highly NOT recommended.
  8. 00:16:072 (4,5,1,2,3) - Anti-flow example, would've expected (1) to begin at the right here, and then the movement at 00:16:634 (1,2,3) - is anti-flow like 00:10:072 (6,7,1) - mentioned.
  9. 00:20:009 (2,3,4,5,6,7,1) - Same thing as 00:14:384 (8,9,10,1) - though they can be caught without dashing, I think you should place the notes in better flow so players will know when to dash and it will be easier for them to follow the rhythm by tapping dash at correct beats. So in this way, 00:20:384 (4,5) - should have distance reduced, and then 00:20:947 (6,7) - should be the only dash in order to emphasize the instrumental sound at (7).

    I think Salad needs some more checking before pushing forward. Basically you can review it once and fix most of the issues with regard to the reasons listed.

[ Platter]

  • Gameplay
  1. 00:01:259 (4,5) - Probably not a good spot to put hyperdash, maybe just leave a dash? Or better, add hyperdash at 00:01:447 (5,1) - , but it is hard to do so because 1/1 hyperdash may be difficult to employ.
  2. 00:14:384 (8,1,2,1) - Can be difficult, maybe less left-righting? Or even better, remove the hyperdash, then make (8,1,2) simple and try to add the hyperdash at 00:14:947 (2,1) - instead.
  3. 00:20:197 (2,3,4,5) - Anti-flow x.x Make these easier? Actually a dash at 00:20:947 (4,5) - would be enough here, the others can be simpler.
  4. 00:39:322 (1,2,3,1) - ^, the pattern is too strange. Also the sharp turning at (2,3) is meh, change this pattern maybe.
  5. 00:42:322 (1,2,3) - ^
  6. 00:50:009 (2,3) - Maybe remove the hyperdash here, feels too dense with hyperdashes at this point.
  7. 01:05:384 (3,4,5,1) - Same thing, also why not hyperdash at (4,5)?
  8. 01:11:197 (2,3,4,1) - Reduce the distance after the hyperdash, so players don't always have to hold their dash key at certain time.
  9. 01:23:197 (2,3,4,1) - ^

[ Sinnyi's Rain]

  • Gameplay
  1. 00:01:072 (3,4) - How about lowering the distance here? Expected to walk and it turns out to be an edge case.
  2. 00:38:197 (2,3,4,5,6,7) - The shape of the stream is quite strange, maybe change it a little?
  3. 01:29:759 (5,6,7,8,9) - Better if it is made into a curve stream, (7,8,9) doesn't favor the hyperdash in my opinion.

    Good Rain.

[ Angel]

  • Gameplay
  1. 00:14:572 (8,9,1) - How about the distance of (9,1) is made larger than (8,9)? (1) is more prominent there.
  2. 00:22:634 (1,2,3) - How about (3) is placed at 00:22:634 - on the position of x:128 [position of (1)] while (1) is placed at 00:23:384 - on the position of (3)? It feels better in flow.
  3. 01:23:572 (3,4,1) - Same as 00:14:572 (8,9,1) - .

    I may do a recheck on this difficulty later, but currently it seems fine.

I think the Salad still need some polishing.
Good luck!
Xinnoh

alienflybot wrote:

[ Sinnyi's Rain]

  • Gameplay
  1. 00:01:072 (3,4) - How about lowering the distance here? Expected to walk and it turns out to be an edge case. Wanted a small jump for drum, but nerfed a little
  2. 00:38:197 (2,3,4,5,6,7) - The shape of the stream is quite strange, maybe change it a little? It's so cute though D: D: D:
    Good Rain.
Thank you for checking this!

@Sanyi move 00:00:321 (1,3) - to x288
Sanyi

alienflybot wrote:

[ Sinnyi's Rain]

  • Gameplay
  1. 00:38:197 (2,3,4,5,6,7) - The shape of the stream is quite strange, maybe change it a little? I don't see a problem with it since it plays well in my opinion, but if you think it is better to change it and provide a good alternative I might change it anyways.
  2. 01:29:759 (5,6,7,8,9) - Better if it is made into a curve stream, (7,8,9) doesn't favor the hyperdash in my opinion. Done

    Good Rain. Nice to hear that!
Thanks for the mod!

Updated diff with Sinnoh's change included
osu file format v14

[General]
AudioFilename: angel.mp3
AudioLeadIn: 0
PreviewTime: 66228
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1822,15322,27322,39322,51322,66322,78322,90322,102322,120134
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:Angelic Angel (Movie Edit)
TitleUnicode:Angelic Angel (Movie Edit)
Artist:u's
ArtistUnicode:μ's
Creator:Xetopia
Version:Sinnyi's Rain
Source:ラブライブ! The School Idol Movie
Tags:love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse Sinnoh Sanyi
BeatmapID:1393396
BeatmapSetID:588051

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.7
ApproachRate:8.7
SliderMultiplier:2
SliderTickRate:2

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

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Combo2 : 255,0,0
Combo3 : 255,85,85
Combo4 : 255,128,0

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263,327,42884,1,2,0:0:0:0:
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98,148,51040,1,0,0:0:0:0:
98,214,51134,1,0,0:0:0:0:
136,63,51228,1,0,0:0:0:0:
387,222,51322,6,0,P|470:182|422:86,1,200,4|8,0:0|0:0,0:0:0:0:
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452,47,53572,2,0,L|332:73,1,100,0|2,0:0|0:1,0:0:0:0:
227,299,53947,2,0,P|182:249|233:169,1,150,8|0,0:0|0:0,0:0:0:0:
388,169,54322,6,0,B|493:161|493:161|396:168,1,200,4|8,0:0|0:0,0:0:0:0:
124,169,54884,2,0,B|19:161|19:161|116:168,1,200,2|2,0:0|0:1,0:0:0:0:
370,195,55447,2,0,B|443:184|494:102|477:13,1,200,12|0,0:0|0:0,0:0:0:0:
385,47,56009,5,2,0:1:0:0:
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248,263,56384,1,0,0:0:0:0:
327,263,56477,1,0,0:0:0:0:
406,261,56571,1,0,0:0:0:0:
239,180,56759,1,2,0:1:0:0:
331,180,56947,1,2,0:1:0:0:
403,179,57134,1,0,0:0:0:0:
112,109,57322,6,0,P|68:214|128:301,1,200,4|8,0:0|0:0,0:0:0:0:
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233,121,60884,1,4,0:3:0:0:
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288,309,62197,1,8,0:0:0:0:
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433,177,65384,2,0,P|448:114|431:85,1,100,2|0,0:0|0:0,0:0:0:0:
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152,230,65947,2,0,P|124:167|192:94,1,150,6|0,3:0|0:0,0:0:0:0:
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321,245,73447,1,8,0:0:0:0:
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383,79,77197,1,8,0:0:0:0:
124,292,77384,2,0,P|35:244|65:146,1,220.000006713867,4|4,0:0|0:3,0:0:0:0:
198,111,77947,1,8,0:0:0:0:
147,89,78040,1,4,0:3:0:0:
96,68,78134,1,8,0:3:0:0:
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256,192,114509,12,12,120134,0:3:0:0:
Topic Starter
Xetopia

alienflybot wrote:

[ General]

  • Hitsounds
  1. Remove the "soft-sliderslide" hitsound - fixed

[ Cup]

  • Gameplay
    In general, I think the usage of 1/2 patterns are quite a lot, maybe reduce most of them as to reduce the note density as a Cup. Moreover, the patterns are quite random, most likely because you used quite a lot of doublets in the Cup. I think they are fine in the chorus part but in the build-ups, it is more recommended to use mostly 1/1 patterning.
  1. 00:02:947 (3) - Maybe remove this and increase the distance between 00:02:384 (2) - and 00:03:134 (1) - ? - yep, agree
  2. 00:04:822 (1,2) - Shouldn't this mapped like 00:01:822 (1,2) - ? They are the same in rhythm. Also it is too late for 00:05:947 (2) - to end there, would sound more matching if it is placed on 00:05:759 - . - fixed
  3. 00:08:572 (2) - Too dense here, remove the reverse so to leave a 1/1 distance between this and the next note. In addition, 00:07:822 (1,2) - is also the same as 00:10:822 (1,2) - , so it is better to map similarly for both parts (with almost the same timeline) - i agree
  4. 00:17:384 (4) - Too dense, remove this? - yea
  5. 00:29:009 (5) - ^ undo the reverse. - yep
  6. I basically think that the 1/2 streams with 4 objects should be used sparingly, otherwise it is too dense to read by beginners. The 4-object 1/2 streams can be used on more important parts like 00:06:134 (1,2,3,4) - and ones in Kiai Time. I think they can be omitted as the map has quite a lot of doublets to be fair.
  7. 00:37:259 (2) - Make this inclined more to the vertical. - yep
  8. 01:11:197 (2,3,4,1) - Maybe move (4) a bit more to the right, possibly x:368. I think it is weird that (3,4) is smaller than (2,3) in terms of spacing. And then move 01:10:447 (5,1,2,3,4) - altogether to the left slightly so the distance of 01:11:947 (4,1) - is not too far. - fixed
  9. 01:30:322 (1,2,1) - The pattern here is quite random, also it is unexpected to see a direction change at 01:31:072 (2,1) - . Maybe think of a pattern that has better flow than this. - yep, reworked
  10. 01:36:322 (1,2) - Possibly map this like 01:39:322 (1,2,3) - ? yea
  11. 01:41:009 (1,1) - Since most bananas in the spinner are at the right, maybe you can start the coming note at the right, namely 01:42:322 (1) - . It will be too hard for beginners otherwise. - moved to the right side and made slider a horizontal
  12. 01:53:947 (6,7) - How about increasing the distance here a little, in order to emphasize the strong cymbal at (7)? - it would be niceб i i guess

[ Salad]

  • Gameplay
    After testplaying, the Salad is actually quite challenging for newcomers, with the following reasons: high SV (sliders with dash afterwards), ambiguous distances (not sure whether to jump or not) and anti-flow.
  1. 00:00:322 (1,2,3,4,5) - Maybe flip (1,2) horizontally? Also, note that 00:01:447 (5,1) - is catchable without dashing, so you may want to move 00:00:322 (1,2,3,4,5) - entirely to the left until the dash is made. - fixed
  2. 00:01:822 (1,2,3,1) - Ambiguous distances in between every notes here, while they can be fetched without dashing, I think it is better to reduce the distances for walking, and increase the ones for dashing. In this case, this can be done: *Screenshot so 00:03:134 (1) - is actually emphasized by the dash. You will have to change the pattern at 00:03:884 (2,3) - in order to keep the dash at 00:04:259 (3,1) - while making the pattern simple. - reworked patterns
  3. 00:04:259 (3,1) - It will be challenging to new players if the next note after dashing is a horizontal slider pointing backward like (1). Maybe curve (1) to make it easier, like *Screenshot The part after this, namely 00:05:384 (2,3) - will be changed as well for better flow. - yep fixed
  4. 00:08:572 (3,4) - ^ - ^
  5. 00:09:697 (5,6,7,1) - Ambiguous distance, would be better if you reduce the distances between (5,6,7) and then increase (7,1). Also, the movement like 00:10:072 (6,7,1) - is really difficult for players to turn, because players tend to move left after catching (6,7). Perhaps you can change the pattern that 00:10:072 (6) - is actually on the left. - remaped pattern
  6. 00:10:822 (1,2) - These sliders have high SV during gameplay, I find myself holding the keys to catch them. - made sliders vertical
  7. 00:14:384 (8,9,10,1) - Really? Too many back and forth and it is quite confusing (not sure whether to dash or not). And usage of dash-holding in a Salad is highly NOT recommended. - I have no ideas how to fix this, but I will try
  8. 00:16:072 (4,5,1,2,3) - Anti-flow example, would've expected (1) to begin at the right here, and then the movement at 00:16:634 (1,2,3) - is anti-flow like 00:10:072 (6,7,1) - mentioned. - agree
  9. 00:20:009 (2,3,4,5,6,7,1) - Same thing as 00:14:384 (8,9,10,1) - though they can be caught without dashing, I think you should place the notes in better flow so players will know when to dash and it will be easier for them to follow the rhythm by tapping dash at correct beats. So in this way, 00:20:384 (4,5) - should have distance reduced, and then 00:20:947 (6,7) - should be the only dash in order to emphasize the instrumental sound at (7). - fixed

    I think Salad needs some more checking before pushing forward. Basically you can review it once and fix most of the issues with regard to the reasons listed.

[ Platter]

  • Gameplay
  1. 00:01:259 (4,5) - Probably not a good spot to put hyperdash, maybe just leave a dash? Or better, add hyperdash at 00:01:447 (5,1) - , but it is hard to do so because 1/1 hyperdash may be difficult to employ. - yes, difficult to make 1/1 hyperdash, but i'll think
  2. 00:14:384 (8,1,2,1) - Can be difficult, maybe less left-righting? Or even better, remove the hyperdash, then make (8,1,2) simple and try to add the hyperdash at 00:14:947 (2,1) - instead. - to make 1/1 hyperdash need to use full screen. So I don't think it's a good idea
  3. 00:20:197 (2,3,4,5) - Anti-flow x.x Make these easier? Actually a dash at 00:20:947 (4,5) - would be enough here, the others can be simpler.
    - ok, i'll try make easier
  4. 00:39:322 (1,2,3,1) - ^, the pattern is too strange. Also the sharp turning at (2,3) is meh, change this pattern maybe. - kyaa? I specifically refused to sliders, to better emphasize the strong sounds. I think it better conveys the music imo.
  5. 00:42:322 (1,2,3) - ^ - ^
  6. 00:50:009 (2,3) - Maybe remove the hyperdash here, feels too dense with hyperdashes at this point. - maybe, maybe, but i dunno
  7. 01:05:384 (3,4,5,1) - Same thing, also why not hyperdash at (4,5)? - nowhere to put hyperdash. If I put in the edge of the screen (5) then we get 1/1 hyperdash
  8. 01:11:197 (2,3,4,1) - Reduce the distance after the hyperdash, so players don't always have to hold their dash key at certain time. - ok
  9. 01:23:197 (2,3,4,1) - ^ - ok

[ Angel]

  • Gameplay
  1. 00:14:572 (8,9,1) - How about the distance of (9,1) is made larger than (8,9)? (1) is more prominent there. - ok
  2. 00:22:634 (1,2,3) - How about (3) is placed at 00:22:634 - on the position of x:128 [position of (1)] while (1) is placed at 00:23:384 - on the position of (3)? It feels better in flow. - ok
  3. 01:23:572 (3,4,1) - Same as 00:14:572 (8,9,1) - . - ok

    I may do a recheck on this difficulty later, but currently it seems fine.

I think the Salad still need some polishing.
Good luck! - Thanks!
Thanks for the mod! <3 <3
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