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posted
add "yaleufeu" and "Kyuukai" in the tags, ty
posted
M4M from my queue, 2 extras as you wish :)

Background dimensions are more than allowed maximum - exceed rankable limitation of 1366x768:
Kyuukai's Easy: 772763.jpg (1500x1200)
Pachiru's Advanced: 772763.jpg (1500x1200)
Hard: 772763.jpg (1500x1200)
Real's Insane: 772763.jpg (1500x1200)
Extra: 772763.jpg (1500x1200)
Meg's Wind: 772763.jpg (1500x1200)


Unused file : thumb-1920-784978.png



Hitsound file is not 100 ms length:
soft-sliderslide.wav 5.99ms

https://osu.ppy.sh/wiki/Ranking_Criteria#Audio

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file. NOTE: Due to a technical issue having any files that are 0 bytes in size in the beatmap folder will cause files after the(first) 0-byte file to be missing.Please do NOT use any 0-byte files.
00:04:891 (4,1) - its not well blanketed
00:17:963 (3) - sliderend has stronger sound than sliderhead, it isnt allowed
00:27:181 (2) - new SV, strong sound, NC here
00:58:354 - unsnapped preview point
01:20:645 (1) - blanket maybe?
01:24:668 (2,1) - this is the same as 01:25:170 (1,2) - so NC on 01:24:668 (2) - and remove NC on 01:24:500 (1) -

Good diff but so many overlaps, im not sure about them.
00:09:583 (1) - i think 1px to the right on slider end to make perfect blanket
00:27:852 (3,4) - not better like https://osu.ppy.sh/ss/8611723 this?
00:42:768 (6,7,8) - angle is so wide
01:03:382 (1,2) - bad entry to circle
01:10:086 (1) - there is no sound on blue tick, shorten it to the red or at least make green line with 5% volume at sliderend
01:24:667 (7,1) - after this jump 01:24:835 (1,2) - its so close and can be misread, so i'd recommend NC on 01:25:170 (2,4) -


Very good map :)
posted
M4M from my queue~ (check this post for the return)
Kyuukai's Easy
  1. Fine with me except the overall rhythmical choices here kinda bother me, some places seem like they wouldn't feel too intuitive to play at all, but I'm not really in the targeted player audience so can't say for sure
Pachiru's Advanced
  1. 00:00:366 (1) - end this on 00:01:706 - instead (like, okay, where it currently ends is the first sounds, but it makes no sense to end there if you don't map the rest of the sounds, since the sound at 00:01:706 - is clearly the strongest - the one that should be mapped)
  2. 01:01:874 (1,2) - line them so that both are positioned like the end of 01:01:874 (1) - is currently compared to 01:02:879 (2) - (like, basically you could "blanket" them if you can call it that with slidershapes like this)
  3. Couple more overall things bothering me with this one (too). First of all, it's hella dense compared to the last diff. Depends on the harder diffs then if it's slightly too dense for good consistent mapset structure. Then secondly, since it's pretty dense like this, you could try to have some emphasis there so it's not just wall of objects. Like for example places like 01:09:919 (1,2,3) - feel exactly the same as everything else, while it really could use some clear emphasis in some way. Just because it's low diff doesn't mean it has to be mapped blandly
Hard
  1. 00:03:047 (8) - NC (then you can either remove the NC from 00:04:555 (1) - , keep it or move it to 00:04:723 (3) - all are fine with me
  2. 00:06:399 (3,1) - fix blanket (00:06:902 (1) - basically this is too little curved and the middle of the slider is closer to the blanketed object that the head and tail. Use approach circle to check these)
  3. I'm not sure what you are trying to structure with these NCs like 00:09:081 (1) - or 00:11:762 (1) - since imo musically more logical would be to NC 00:09:583 (4) - and remove NCs from 00:09:081 (1,1,1) - but I guess these can be taken subjectively at some level so not gonna begin arguing bout these. Still recommend you to stick to mostly NCing the first emphasised sounds of a measure (in this case it's not necessarily 1st white tick, there are lot of places where it's the classic "1/2 before" on the red tick, like 00:09:583 (4) - for example)
  4. 00:27:516 (2,3) - blanket is cool nvm that needs fixing too, but what caught my eye is that you could rotate 00:27:516 (2) - slightly anti-clockwise so it's not cutting in the direction of the blanketing object 00:27:852 (3) - (like, imagine 00:27:852 (3) - continuing as a straight line from the head towards the direction it's pointing, and you see what I mean. It looks better if 00:27:516 (2) - "isn't cutting that line")
  5. 00:30:701 (4,5) - fix blanket
  6. 00:38:578 (3,4) - I guess if I'd want to nazi, here as well. Tbh just go through this yourself and fix what you see, since there seems to be some mistakes left over
  7. 00:56:678 (1,1) - looks hella short break time after spinner, all the while this spinner feels unnecessarily extended to sounds that aren't so important-feeling
Real's Insane
  1. 00:15:114 (1,1) - another really short-looking spinner breaktime, but tbh I don't remember the guidelines so dunno what it should be. Maybe it's okay (atleast the sounds it uses are pretty legit this time). Looks uncomfortable though
  2. 00:42:935 (4,5,1) - for short ones like this, it'd be better to just have it perfectly in the middle (as in straight line) since it's not like you can create any proper curves with 3 points, 2 of which being sliders
  3. 01:10:589 (2,1) - fix stack
Extra
  1. 00:36:231 (1,2,3,4,5,6) - this could use slightly less spacing for more emphasis (smth between the current and 00:34:556 (2,3,4,5) - )
  2. 00:49:639 (4,1,3) - okay, so all of these are supposed to stack. But since 00:50:310 (1,3) - are close to each other, they aren't stacked properly. This leads to 00:50:310 (1) - not being at the location where the stack is supposed to be, making it look like bad overlap with 00:49:639 (4) - Two ways to fix the situation: move the "automatic" stack of 00:50:310 (1,3) - so that 00:50:310 (1) - is positioned at 00:49:639 (4) - or alternatively move 00:50:645 (3) - just away so that it's not bothering the stack pattern ¯\_(ツ)_/¯
  3. 01:02:879 (4,1) - double blanket? Would look cool. Also while at it, remove the overlap with 01:03:717 (2) -
  4. 01:20:477 (9,1) - kinda wanted to comment on one of these similar patterns earlier too, but this doens't flow that well. Basically with the current patterning, the flow would be more like leading upwards from the head of 01:20:645 (1) - instead of where it's currently going (see how from 01:20:477 (9) - on it turns the other way than the stream was)
Meg's Wind
  1. 00:12:097 (5,1) - that ending curve of 00:12:265 (1) - could be lil' move curved if you wanted it to look like a proper blanket-type pattern
  2. 00:56:595 (1) - I'd highly recommend doing smth like in Insane or Extra (basically end spinner at 00:58:019 - and then map smth build-up inducing). A lot better option than this, even tho the break time after the spinner is okay in this level of diff lul
Good luck!
posted

Minorsonek wrote:

M4M from my queue, 2 extras as you wish :)

Background dimensions are more than allowed maximum - exceed rankable limitation of 1366x768: That changed. Now its 1920x1200 max
Kyuukai's Easy: 772763.jpg (1500x1200)
Pachiru's Advanced: 772763.jpg (1500x1200)
Hard: 772763.jpg (1500x1200)
Real's Insane: 772763.jpg (1500x1200)
Extra: 772763.jpg (1500x1200)
Meg's Wind: 772763.jpg (1500x1200)


Unused file : thumb-1920-784978.png



Hitsound file is not 100 ms length:
soft-sliderslide.wav 5.99ms

https://osu.ppy.sh/wiki/Ranking_Criteria#Audio

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file. NOTE: Due to a technical issue having any files that are 0 bytes in size in the beatmap folder will cause files after the(first) 0-byte file to be missing.Please do NOT use any 0-byte files. I have no idea what you're talking about, im pretty shit at hitsounding :<
00:04:891 (4,1) - its not well blanketed
00:17:963 (3) - sliderend has stronger sound than sliderhead, it isnt allowed
00:27:181 (2) - new SV, strong sound, NC here
00:58:354 - unsnapped preview point
01:20:645 (1) - blanket maybe?
01:24:668 (2,1) - this is the same as 01:25:170 (1,2) - so NC on 01:24:668 (2) - and remove NC on 01:24:500 (1) -
changed everythin', thanks !
Good diff but so many overlaps, im not sure about them.



Very good map :)
thx!
posted
EASY

Rhythm choices for multiple sections felt weird to play. I could see what the mapper tried to do with respect to the music but it felt awkward to play and I believe it may be too challenging for a beginner player. I'm mainly going to be focusing on fixing these awkward areas since ideally we want Easy to be very comfortable to play. Hopefully this explains what TheKingHenry mentioned.
---
00:05:561 (1) - Personally I would begin the map at this point. The intro is quite complex and feels like it doesn't need to be mapped for this difficulty. However, nothing is really wrong with this section so if mapper wishes to keep it mapped I suggest:
00:04:053 (2) - Removing this circle, there's no sound or anything on it and it feels weird to play after playing the first two sliders.
00:03:047 (1) - With ^ removed, turn this into a reverse slider.
---

00:17:963 (2) - Turn this into a reverse slider and move it to [00:17:796]. It feels a lot better to play and instinctively players will be wanting to press on that downbeat.
00:18:801 (3) - Remove this if ^^^ is changed.
00:19:136 (1) - Extend this so it ends on the white tick.
00:21:315 (3) - Move this to 00:21:483. The vocals that this circle mapped to isn't really that strong enough for a circle here especially when we can make it a lot more comfortable if we map it to the snare drum.
00:23:829 (4) - Change this into a slider. Empty white tick feels awkward since the rhythm is halted but there is a snare drum there! Alternatively you could add a circle on the empty white tick but I think a slider represents the vocals and guitar better.
00:24:500 (1) - With a circle at 00:25:840 we map the "kimi no". Original slider is slightly too long and it disconnects us from the rhythm.

00:35:226 (1) - Remove this and the second circle, replace with a slider. There is a strong vocal on the empty white tick in between that should be mapped. Either do 1-2-3 circles or a slider, I suggest slider.
00:36:399 (3) - Extend this reverse slider so it ends where the circle-4 is, feels better to play.
---
FROM 00:37:907 to 00:40:254 I highly suggest changing the pattern for the two identical measures to be like this one. 1) The song noticeably picks up from the previous section, you can hear the hihat/crash cymbal being hit consistently. 2) The kick drums are stronger in this section so we should map them. Try to imagine the rhythm in your mind, it should be going like: 1-2-123, 1-2-123. Alternatively you could just keep whatever you have and add a circle on those empty ticks but I think my suggestion feels better to play.
FROM 00:43:271 to 00:44:947 - Same as above!

---
00:42:265 (3) - Move to 00:41:930 and extend it to the next white tick.
00:42:935 - Add circle here if you do ^. Snare drum hits here and it keeps the rhythm going much like the music is.
00:49:639 (2) & 00:52:321 (2) - Change these into sliders for same reason as ^. The guitar is constantly wailing here so slider > adding a circle.
00:42:935 SPINNER - Spinner is a bit too short for Easy. Generally new players will have a delayed reaction and they might not be capable of getting rotations in right away either. The break after the spinner is a tad bit short but that's not too important. I would either remove the spinner and give the players a quick break or start the spinner at 00:55:338 and end it at 00:58:019.
---
I can see the mapper is trying to map the vocals but because Easy maps are generally simplified and the vocals on this song are happening on offbeats, the pauses really kill the rhythm. Why I recommend this pattern:
1) The first two reverse sliders: There are so many words being sung here, just reverse slider both of the damn lines.
2) The following 2 sliders and circle: We're putting emphasis on "aGA-tte" and "ikou ze"
3) I think a reverse slider here works better than slider and circle although this is just a personal preference.

---
01:06:399 (3) - Move this to 01:06:064 and extend it to the white tick.
01:08:410 (2) - Change this to a reverse slider (see box below) The vocal is stretched across here so a slider works really well here.
01:10:086 - There's a big booty shaker kick drop. Huge sound not to map, add a circle here! The slider before it should help emphasize this sound if we dedicate a circle to it between sliders. (see box below)

---
I am going to leave it at that since it's been like an hour and half since I started modding this. The second kiai and final section have similar issues as I've pointed out already above. Mainly awkward pauses. If there's something that I'll praise though is that I generally didn't find a lot of flow issues from note to note (awkward angles)!

Oh, and the spinner at the end might be a little bit too short. Try to make it at least 2 measures long!
posted
Changed some things, but Botan's mod is way too subjective and he is imposing me to map like he wanted to see the map, not to improve my diff.
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 58312
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.7

[Metadata]
Title:Climber's High!
TitleUnicode:Climber's High!
Artist:Manami Numakura
ArtistUnicode:Manami Numakura
Creator:Owens
Version:Kyuukai's Easy
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
BeatmapID:1309537
BeatmapSetID:589638

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2.5
ApproachRate:3
SliderMultiplier:0.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"772763.jpg",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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87684,-100,4,2,1,10,0,0
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Combo3 : 11,204,244
Combo4 : 215,215,215

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posted
The thing is, the map felt really awkward to play and I could not fall into the rhythm at all. To even play it I had to sightread the entire thing because of the weird rhythm choice that another user pointed out. Yeah it may seem imposing but nearly the entire thing felt weird so it was more to raise the question of entire remap.

Like I said in the post, I can see/understand what you did and why you did it, I'm just not sure it works for this difficulty and it addresses what another user mentioned as well.
posted

Botan wrote:

The thing is, the map felt really awkward to play and I could not fall into the rhythm at all. To even play it I had to sightread the entire thing because of the weird rhythm choice that another user pointed out. Yeah it may seem imposing but nearly the entire thing felt weird so it was more to raise the question of entire remap.

Like I said in the post, I can see/understand what you did and why you did it, I'm just not sure it works for this difficulty and it addresses what another user mentioned as well.
Rhythm on that music is complex, I had to make alot of breaks to simplify it, else the map would've been way too hard. Alot of main instrumentals are on red ticks and they swap with the white ones.
posted

Kyuukai wrote:

Botan wrote:

The thing is, the map felt really awkward to play and I could not fall into the rhythm at all. To even play it I had to sightread the entire thing because of the weird rhythm choice that another user pointed out. Yeah it may seem imposing but nearly the entire thing felt weird so it was more to raise the question of entire remap.

Like I said in the post, I can see/understand what you did and why you did it, I'm just not sure it works for this difficulty and it addresses what another user mentioned as well.
Rhythm on that music is complex, I had to make alot of breaks to simplify it, else the map would've been way too hard. Alot of main instrumentals are on red ticks and they swap with the white ones.
Yes, I know that. Just not sure if the way you chose to express it works. All of my suggestions kept the core of what you originally mapped, in some cases also simplifying the rhythm further, and got rid of the unnatural pauses. There were some pauses that felt good to play but a lot of them didn't. As long as my recommendations were considered then it's fine.
posted

TheKingHenry wrote:

M4M from my queue~ (check this post for the return)

Hard
  1. 00:03:047 (8) - NC (then you can either remove the NC from 00:04:555 (1) - , keep it or move it to 00:04:723 (3) - all are fine with me
  2. 00:06:399 (3,1) - fix blanket (00:06:902 (1) - basically this is too little curved and the middle of the slider is closer to the blanketed object that the head and tail. Use approach circle to check these)
  3. I'm not sure what you are trying to structure with these NCs like 00:09:081 (1) - or 00:11:762 (1) - since imo musically more logical would be to NC 00:09:583 (4) - and remove NCs from 00:09:081 (1,1,1) - but I guess these can be taken subjectively at some level so not gonna begin arguing bout these. Still recommend you to stick to mostly NCing the first emphasised sounds of a measure (in this case it's not necessarily 1st white tick, there are lot of places where it's the classic "1/2 before" on the red tick, like 00:09:583 (4) - for example)
  4. 00:27:516 (2,3) - blanket is cool nvm that needs fixing too, but what caught my eye is that you could rotate 00:27:516 (2) - slightly anti-clockwise so it's not cutting in the direction of the blanketing object 00:27:852 (3) - (like, imagine 00:27:852 (3) - continuing as a straight line from the head towards the direction it's pointing, and you see what I mean. It looks better if 00:27:516 (2) - "isn't cutting that line")
  5. 00:30:701 (4,5) - fix blanket
  6. 00:38:578 (3,4) - I guess if I'd want to nazi, here as well. Tbh just go through this yourself and fix what you see, since there seems to be some mistakes left over
  7. 00:56:678 (1,1) - looks hella short break time after spinner, all the while this spinner feels unnecessarily extended to sounds that aren't so important-feeling
Extra
  1. 00:36:231 (1,2,3,4,5,6) - this could use slightly less spacing for more emphasis (smth between the current and 00:34:556 (2,3,4,5) - )
  2. 00:49:639 (4,1,3) - okay, so all of these are supposed to stack. But since 00:50:310 (1,3) - are close to each other, they aren't stacked properly. This leads to 00:50:310 (1) - not being at the location where the stack is supposed to be, making it look like bad overlap with 00:49:639 (4) - Two ways to fix the situation: move the "automatic" stack of 00:50:310 (1,3) - so that 00:50:310 (1) - is positioned at 00:49:639 (4) - or alternatively move 00:50:645 (3) - just away so that it's not bothering the stack pattern ¯\_(ツ)_/¯
  3. 01:02:879 (4,1) - double blanket? Would look cool. Also while at it, remove the overlap with 01:03:717 (2) -
  4. 01:20:477 (9,1) - kinda wanted to comment on one of these similar patterns earlier too, but this doens't flow that well. Basically with the current patterning, the flow would be more like leading upwards from the head of 01:20:645 (1) - instead of where it's currently going (see how from 01:20:477 (9) - on it turns the other way than the stream was)

Good luck!
did some change but i dont remember, thanks for modding :)
posted
Hello! M4M here! I believe you already have the map for it, so here's my mod for the first three diffs!

Just as a general thing I'm going to say because it's a pretty prevalent thing is that you're leaving a LOT of downbeats (big white ticks) unmapped. This is pretty counterintuitive in my opinion, and it makes it harder to read and react to. Typically downbeats are emphasized, but in the chorus you leave a lot of them blank.

Also, the timing between notes is often counterintuitive. I understand this is an easy diff, but the map should still be readable.
  1. 00:36:399 (3) - This note should be moved over half a beat to the red tick, it sounds better imo and can be used as a 1/2 slider bouncing 4 times to match the rhythm of the lyrics at the point.
  2. 00:41:595 (2,3) - Feels like there should be a note in between these two
  3. 00:44:276 (2,3) - Same as above
  4. 00:47:293 (3,4,5) - This isn't a problem but an example... It flows really well here so you should use it more
  5. Theres more of these but I think you get the idea; I won't list them all out for you
  6. 01:06:399 (3) - This doesn't feel like it's mapped to anything: no vocal hit here or prominent instrumental hit
  7. 01:09:751 (4,1) - Consider a kickslider or some not that emphasizes the hit on 1, as this is a big hit
  8. 01:14:779 (1) - Maybe change this? Doesn't map to anything and feels off
  9. 01:24:164 (2,3) - Consider adding a note between these, this space feels very unnatural
This one feels nice, good flow and pretty intuitive, so most of what I say will be sorta nitpicky
  1. 00:29:528 (9) - Nitpicky but move this to the right a bit so it overlaps equally on both surrounding notes
  2. 00:34:555 (6) - This might be better as a curved slider bending out towards the outer edge. It might also be better as a 1/2 beat slider with another hit at the end as it flows with the song better
  3. 00:36:399 (3) - Not a playability issue, but like the above diff this doesn't feel like it's mapped to the song correctly.
  4. 01:19:472 (4) - This note feels unnecessary if you're already gonna skip the drum fill here
  5. 01:25:170 (1,1) - Maybe space these out a bit more?

Honestly, quite a nice map, flows naturally and plays well. Not much for me to say here as far as playability and reading goes.
Again, nice flow here, just a few things I want to point out that seemed a bit off to me
  1. 00:04:220 (2,3) - Maybe space these a bit differently, uneven spacing idk not a big deal
  2. 00:04:723 (5) - This slider can bounce one more time, there's not actually a space in between these two and the instrumental goes through the whole time
  3. 00:14:779 (4) - Consider changing only this one to two circles instead of a slider, because in this specific part the slider end is also a bigger hit in the instrumental
  4. 00:30:030 (2,3,4) - At this part, the emphasis is on the sliderends, which makes the playing feel a bit weird.
  5. 00:34:053 (4,1) - Either space these two out a little bit or move them close together timing wise by making the slider longer. The space here in timing does not work with the spacing in distance.
  6. 00:40:589 (1,2,3,4) - Not a problem but using as an example of emphasis on sliderheads like my issue above
  7. 00:52:824 (1,2) - Same issue here with emphasized sliderend vs head
  8. 01:10:086 (3) - Don't think you have to reset kiai here, it feels fine to let it go through all the way
  9. 01:14:779 (1,2) - This doesn't really play well, feels awkward. Consider using slower sliders/less bounces since the song doesn't actually have that many hits in this part
  10. 01:15:449 (3,4,5) - This part is a little awkward because you've hitsounded focus onto slider ends again. Consider a pattern like slider circle slider slider here, each spaced 1/2 beat away. Part of why it feels off is because of the long slider amidst a pretty upbeat section so this would fix that.
  11. 01:20:142 (8) - Maybe let this bounce one more time? It fits the rhythm and makes the flow a bit better since the slider ends on the same side as the next note
  12. 01:25:170 (2,3,4,5) - Purely nitpicky but maybe space these out a bit more. Not as pretty compared to the rest of the flow the map has. Maybe do some stack/overlap with 01:24:164 (3,4)?
posted
cc manami numakura <3 how to mod

kyuukai
  1. 00:01:706 (2,2) - ça rend pas très bo dans l'editor essaie d'éviter ça stp
  2. 00:36:399 (3) - mmh ça parait un peu brusque jpense, essaie de le snap sur le downbeat à 00:36:567 - et l'extend jusque la red tick au lieu du reverse, un truc comme ça marcherait jpense?
  3. tu m'avais pas dit que tu savais pas faire les ez xd


pachiru
  1. 00:50:142 (4) - tu devrais tenter de suivre le vocals (comme tu l'as fait pour 00:50:645 (5,6) -) ici pour mettre une sorte de "pause" à ton pattern, un truc comme ça pourrait être pas mal :d
  2. c cool c cool


realazy
  1. 00:30:868 (5,1) - pk pas tenter d'increase le spacing ici, comme tu l'as fait pr les autres clap comme 00:26:008 (3,4,5,6) - par exemple
  2. 00:58:354 (1,2) - c cool ça mais tu devrais un peu diminuer le volume pck x_x
  3. ok_hand


extra
  1. 00:58:354 (1) - pareil que pour real
  2. ok rien d'autres à dire à part du nazi, je crois

[]
l'anime pu mais l'op est cool, glglgl les gars!!
posted

rohasshiki wrote:

Hello! M4M here! I believe you already have the map for it, so here's my mod for the first three diffs!

Just as a general thing I'm going to say because it's a pretty prevalent thing is that you're leaving a LOT of downbeats (big white ticks) unmapped. This is pretty counterintuitive in my opinion, and it makes it harder to read and react to. Typically downbeats are emphasized, but in the chorus you leave a lot of them blank.

Also, the timing between notes is often counterintuitive. I understand this is an easy diff, but the map should still be readable.
  1. 00:36:399 (3) - This note should be moved over half a beat to the red tick, it sounds better imo and can be used as a 1/2 slider bouncing 4 times to match the rhythm of the lyrics at the point. Using 1/2's on a Easy diff with that much BPM is too hard for a Easy, 4 bounces are hard to read for a Easy player aswell
  2. 00:41:595 (2,3) - Feels like there should be a note in between these two break made on purpose, I'm mapping the kicks
  3. 00:44:276 (2,3) - Same as above ^
  4. 00:47:293 (3,4,5) - This isn't a problem but an example... It flows really well here so you should use it more
  5. Theres more of these but I think you get the idea; I won't list them all out for you
  6. 01:06:399 (3) - This doesn't feel like it's mapped to anything: no vocal hit here or prominent instrumental hit it's mapped on the kick ?
  7. 01:09:751 (4,1) - Consider a kickslider or some not that emphasizes the hit on 1, as this is a big hit kicksliders on Easy diffs ? They are not allowed lol
  8. 01:14:779 (1) - Maybe change this? Doesn't map to anything and feels off it's mapped on the main instrumental + vocals
  9. 01:24:164 (2,3) - Consider adding a note between these, this space feels very unnatural added a note

Irohas wrote:

cc manami numakura <3 how to mod

kyuukai
  1. 00:01:706 (2,2) - ça rend pas très bo dans l'editor essaie d'éviter ça stp merd j'lé pavu wsh DD:
  2. 00:36:399 (3) - mmh ça parait un peu brusque jpense, essaie de le snap sur le downbeat à 00:36:567 - et l'extend jusque la red tick au lieu du reverse, un truc comme ça marcherait jpense? oe c fé
  3. tu m'avais pas dit que tu savais pas faire les ez xd Bah c'est vrai :thinking:
osu file format v14

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[Metadata]
Title:Climber's High!
TitleUnicode:Climber's High!
Artist:Manami Numakura
ArtistUnicode:Manami Numakura
Creator:Owens
Version:Kyuukai's Easy
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
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BeatmapSetID:589638

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posted

rohasshiki wrote:

Hello! M4M here! I believe you already have the map for it, so here's my mod for the first three diffs!



Again, nice flow here, just a few things I want to point out that seemed a bit off to me
  1. 00:04:220 (2,3) - Maybe space these a bit differently, uneven spacing idk not a big deal
  2. 00:04:723 (5) - This slider can bounce one more time, there's not actually a space in between these two and the instrumental goes through the whole time
  3. 00:14:779 (4) - Consider changing only this one to two circles instead of a slider, because in this specific part the slider end is also a bigger hit in the instrumental
  4. 00:30:030 (2,3,4) - At this part, the emphasis is on the sliderends, which makes the playing feel a bit weird.
  5. 00:34:053 (4,1) - Either space these two out a little bit or move them close together timing wise by making the slider longer. The space here in timing does not work with the spacing in distance.
  6. 00:40:589 (1,2,3,4) - Not a problem but using as an example of emphasis on sliderheads like my issue above
  7. 00:52:824 (1,2) - Same issue here with emphasized sliderend vs head
  8. 01:10:086 (3) - Don't think you have to reset kiai here, it feels fine to let it go through all the way
  9. 01:14:779 (1,2) - This doesn't really play well, feels awkward. Consider using slower sliders/less bounces since the song doesn't actually have that many hits in this part
  10. 01:15:449 (3,4,5) - This part is a little awkward because you've hitsounded focus onto slider ends again. Consider a pattern like slider circle slider slider here, each spaced 1/2 beat away. Part of why it feels off is because of the long slider amidst a pretty upbeat section so this would fix that.
  11. 01:20:142 (8) - Maybe let this bounce one more time? It fits the rhythm and makes the flow a bit better since the slider ends on the same side as the next note
  12. 01:25:170 (2,3,4,5) - Purely nitpicky but maybe space these out a bit more. Not as pretty compared to the rest of the flow the map has. Maybe do some stack/overlap with 01:24:164 (3,4)?
no changed, thx for modding

Irohas wrote:

cc manami numakura <3 how to mod
extra
  1. 00:58:354 (1) - pareil que pour real changed
  2. ok rien d'autres à dire à part du nazi, je crois

l'anime pu mais l'op est cool, glglgl les gars!! ??????, j'ai hesité à kd à cause de ça. L'anime est grave cool ;-;.
Merci pour le mod ♥♥♥
posted
[Meg's Wind]
  1. 00:32:377 (8,1) - This jump looks unjustifiably too large to me. It feels unnatural and it's hard to anticipate. Consider shortening it.
  2. 01:09:416 (5,6) - Here again is there a reason for having such a large 1/4 jump?
  3. 01:10:086 (1) - The vocals are snapped on the red tick so should this slider.
  4. 01:10:421 (1) - The jump should between 01:10:086 (1,1) - on the downbeat if you want to emphasize the cymbals.
  5. 01:19:304 (7,1) - The jumps used for 01:18:466 (2,3,4,5,6,7) - are here to emphasize the increasing intensity in the vocals. Therefore having a jump with 01:19:472 (1) - seems highly inappropriate as it assumes the there are still vocals when there is none.
  6. 01:20:310 (7,8) - Here again, is such a spacing necessary?


[Extra]
  1. 00:13:271 (3) - Ce slider devrait se terminer sur le tick blanc vu qu'il y a un battement, l'avoir sur un tick bleu n'a pas vraiment de sens et cela rend le pattern un peu bizarre.
  2. 00:29:276 (4) - Ce cercle est superflu et ne suit rien dans la musique.
  3. 00:33:131 (5) - Pareil pour celui-ci aussi. Cela gâche un peu l'effet donnée par le piano.
  4. 01:19:807 (2,3) - Qu'elle est la logique derrière ce jump?


[Hard]
  1. 00:02:209 (6,7) - Jump beaucoup trop large pour une Hard


[Normal]
  1. Pas de HS
posted

Kurai wrote:

[Extra]
  1. 00:13:271 (3) - Ce slider devrait se terminer sur le tick blanc vu qu'il y a un battement, l'avoir sur un tick bleu n'a pas vraiment de sens et cela rend le pattern un peu bizarre.
  2. 00:29:276 (4) - Ce cercle est superflu et ne suit rien dans la musique.
  3. 00:33:131 (5) - Pareil pour celui-ci aussi. Cela gâche un peu l'effet donnée par le piano.
  4. 01:19:807 (2,3) - Qu'elle est la logique derrière ce jump?

tout fix
[Hard]
  1. 00:02:209 (6,7) - Jump beaucoup trop large pour une Hard

Tout fix
thx♥
posted

Kurai wrote:

[Meg's Wind]
  1. 00:32:377 (8,1) - This jump looks unjustifiably too large to me. It feels unnatural and it's hard to anticipate. Consider shortening it.
  2. 01:09:416 (5,6) - Here again is there a reason for having such a large 1/4 jump?
  3. 01:10:086 (1) - The vocals are snapped on the red tick so should this slider.
  4. 01:10:421 (1) - The jump should between 01:10:086 (1,1) - on the downbeat if you want to emphasize the cymbals.
  5. 01:19:304 (7,1) - The jumps used for 01:18:466 (2,3,4,5,6,7) - are here to emphasize the increasing intensity in the vocals. Therefore having a jump with 01:19:472 (1) - seems highly inappropriate as it assumes the there are still vocals when there is none.
    :arrow:changed pattern
  6. 01:20:310 (7,8) - Here again, is such a spacing necessary?
all fixed, and i checked other mods, but i didn't find things that enough to makes me want to change.
i changed some patterns in myself
thank you for modding all.
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 58312
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5561,16455,37907
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.7

[Metadata]
Title:Climber's High!
TitleUnicode:Climber's High!
Artist:Manami Numakura
ArtistUnicode:Manami Numakura
Creator:Owens
Version:Meg's Wind
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
BeatmapID:1254973
BeatmapSetID:589638

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9.3
SliderMultiplier:1.7
SliderTickRate:1

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[code][/code]
posted

TheKingHenry wrote:

Pachiru's Advanced
  1. 00:00:366 (1) - end this on 00:01:706 - instead (like, okay, where it currently ends is the first sounds, but it makes no sense to end there if you don't map the rest of the sounds, since the sound at 00:01:706 - is clearly the strongest - the one that should be mapped) fixed
  2. 01:01:874 (1,2) - line them so that both are positioned like the end of 01:01:874 (1) - is currently compared to 01:02:879 (2) - (like, basically you could "blanket" them if you can call it that with slidershapes like this) its ok like this
  3. Couple more overall things bothering me with this one (too). First of all, it's hella dense compared to the last diff. Depends on the harder diffs then if it's slightly too dense for good consistent mapset structure. Then secondly, since it's pretty dense like this, you could try to have some emphasis there so it's not just wall of objects. Like for example places like 01:09:919 (1,2,3) - feel exactly the same as everything else, while it really could use some clear emphasis in some way. Just because it's low diff doesn't mean it has to be mapped blandly thats my pov about the song, everything can't please everyone - ʇᴉɹᴉds ɹǝddɐɯ llᴉʞ ʇuop

rohasshiki wrote:

This one feels nice, good flow and pretty intuitive, so most of what I say will be sorta nitpicky
00:29:528 (9) - Nitpicky but move this to the right a bit so it overlaps equally on both surrounding notes i dont understand, but i think i get it
00:34:555 (6) - This might be better as a curved slider bending out towards the outer edge. It might also be better as a 1/2 beat slider with another hit at the end as it flows with the song better indeed
00:36:399 (3) - Not a playability issue, but like the above diff this doesn't feel like it's mapped to the song correctly. i would think that would be ok, and apart from that, that would be very hard for this part
01:19:472 (4) - This note feels unnecessary if you're already gonna skip the drum fill here deleted
01:25:170 (1,1) - Maybe space these out a bit more? yepppp
Honestly, quite a nice map, flows naturally and plays well. Not much for me to say here as far as playability and reading goes. i hate anime

Irohas wrote:

pachiru
00:50:142 (4) - tu devrais tenter de suivre le vocals (comme tu l'as fait pour 00:50:645 (5,6) -) ici pour mettre une sorte de "pause" à ton pattern, un truc comme ça pourrait être pas mal :d en vrai, a la base, j'avais fais ça, mais je trouvais justement que le fait qu'il y ait une coupure casse le rythme et c'est pas ce que je voulais au final ;;
c cool c cool
osu file format v14

[General]
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AudioLeadIn: 0
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StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Editor]
DistanceSpacing: 1.3
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[Metadata]
Title:Climber's High!
TitleUnicode:Climber's High!
Artist:Manami Numakura
ArtistUnicode:Manami Numakura
Creator:Owens
Version:Pachiru's Advanced
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
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[Difficulty]
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posted

TheKingHenry wrote:

Real's Insane
  1. 00:15:114 (1,1) - another really short-looking spinner breaktime, but tbh I don't remember the guidelines so dunno what it should be. Maybe it's okay (atleast the sounds it uses are pretty legit this time). Looks uncomfortable though yeah i'd really want to keep this for now, it fits too well to be changed imo
https://real.s-ul.eu/VweTk00J.osu
posted
hi m4m return

[General]
Tags are not consistent
thumb-1920-784978.png is unused.

Hitsound file is not 100 ms length:
soft-sliderslide.wav 5.99ms

[Kyuukai's Easy]
- 00:19:974 (2) - This skips everything lol. 00:20:142 - Vocal 00:20:310 - drum 00:20:645 - drum 00:20:812 - drum and ends on a snare so ??? you could map it normally instead of using a slider to skip everything. 00:21:818 (1,2,3,4) - Is better imo
- 00:24:500 (1) - Same problem, the reverse lands on nothing important and the slider skips everything important.
- 00:55:338 (1) - NC seems inconsistent with the 2 downbeat thing you were doing so far.
- 00:56:846 (1) - This spinner is a bit questionable. Firstly, it's very short. Secondly, it starts instantly. Thirdly, it has a 3.5 beat gap before the next object instead of the recommended 4 beat gap. If you can find something else to use here like a slider or something it would be a lot safer.
- 01:12:600 (3) - 01:01:874 (1) - Rhythm inconsistency? As much as I get that "climbers high" should be in focus it has the same rhythm in both parts so it would make sense to be consistent with it imo.
- 01:16:790 - Adding a note here to keep up the intensity for the final climax seems appropriate here.
[Pachiru's Advanced]
Why Advanced? You don't have a Normal so just name it Pachiru's Normal lol

00:18:969 (6,1) - Eeeeehmm I think the NC should be swapped? Stronger note is 6 here. Similar to 00:21:818 (5,1) - and so on. 00:27:181 (3) - NC here cuz sound is stronger than 00:26:511 (1) - and the measure starts on 3 not 1. You should go through and make sure your NCs are okay.

- 00:26:511 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2) - Too much 1/2 in a row, use circles sometimes to break it up and give the player some breathing room.
- 00:42:600 (7) - Could do a reverse here to capture 00:42:768 -
- 00:46:622 (2) - Could delete this for more emphasis on the subsequent vocal if you wanted to.
- 00:50:645 (5) - A lot of 1/2 in a row again, breaking this whole section up with circles in places would be really good to give players some respite.
- 00:52:488 - Pretty strong snare here you could map with a sliderend probably or even a reverse if you wanted to since the downbeat isn't all that strong.

Overall NCs could be more representative of the song's structure, and there are a lot of chains of massive 1/2 that really are difficult for players to keep on tapping so using circles here and there would help a lot.
[Hard]
- 00:00:366 (1) - How about ending this on a red and putting a circle on the white so the red tick triple doesn't feel so awkward?
- 00:02:377 - Not sure why you decided to skip this cuz 00:01:874 - is covered.
- 00:03:047 (1,2) - Again could end reverse thing on red, circle on white for easier transition.
- 00:03:047 (1,6) - I'm not entirely comfortable with these being two massively different SVs while still in the same combo, it could be really surprising to a player of this level. How about NCing on 00:04:723 (5) - ?
- 00:05:058 (6,3) - Overlap is kinda ehhhh
- 00:08:243 (4) - Differentiate the stronger sound here somehow? Either through a basic NC or somehow changing up the patterning/flow?
- 00:11:762 (1) - Why is this NC if 00:09:081 (6,7,8) - is not NC?
- 00:16:790 (2,3,4) - Possibly misleading, wouldn't recommend doing this on a Hard diff - Insane probably, but not Hard.
- 00:21:148 (8) - Having two circles for the drums here would be nice considering 00:21:483 (9) - has the same rhythm but no drum on the end. // 00:23:829 (8) - And consistently so
- 00:27:852 (3) - There's a triple on this you could map :( and on 00:29:025 (7) - etc the Normal diff is already dense enough you can use 1/4 here and you already introduced 1/4 like literally the first 3 seconds of the map lol
- 00:30:030 (2) - Strong vocal on the end here might be worth making clickable, sucks about the pattern though that might ruin it :(
- 00:34:472 - Possibly triple? Not necessary but it's really noticeable.
- 00:38:243 (2) - You can make two circles for vocals?
- 00:44:444 (4) - You can cover the downbeat with a reverse if you wanted cuz atm skipping it is weird imo, you also skip stuff on 00:49:639 (3) - as well where the downbeat isn't actually as important so yeah..
- 00:53:997 (1) - Wrongly snapped, should be 1/3.
- 01:00:198 (4) - Could also be two circles since you use 00:59:863 (3) - for only one vocal and having the same rhythm for two different vocal sets is kinda ??
- 01:19:639 (7) - 01:19:807 - Do you really wanna skip this super noticeable triple? :( // 01:21:399 - etc etc etc this is a Hard diff you can map triples!! or you can do 00:20:812 (7,8) - which you introduced fairly early
[Real's Insane]
- 00:27:852 (3) - You have this but don't cover 00:29:276 - ? feels kinda weird.
- 00:30:114 - These were covered in the Hard diff but why not in the Insane?
- 00:30:533 (3,4) - Skipped triple here too, like the most refreshing thing about this ANIME TV SIZE is that it has lots of triples in it and isn't single-tap heavy musically. So not really doing that is kinda undermapping what the song is giving you and I kinda don't really agree with that considering this is an Insane diff and you already have a Hard diff that introduces triples.. to a reasonable degree. So skipping everything like 00:31:706 (3) - and stuff kinda tilts me especially when it seems quite random considering 00:33:215 (4,5,6) - and etc get mapped
- 00:36:902 (2,3) - This sudden pause gets similar emphasis to 00:37:405 (1,2,3) - this entire series of jumps. In order to convey that the jumps are stronger you could probably increase their spacing.
- 00:38:243 (2) - Circles work for vocals here if you want 00:37:907 (1) - cuz this was mapped to vocals too but has nothing on the end so using the same rhythm for both is kinda under-representing also imma stop mentioning this because I already touched upon it like 109243138u19230 times since the Normal diff.
- 00:44:444 (6,1) - Can ctrl+g for more vocal-centric rhythm.
- 01:10:421 (1) - This feels massively lacking in emphasis, you can use way harsher movement to represent this by doing something similar to this. But essentially just emphasizing it a lot more would work.
- 01:14:946 (3,4,5) - Ctrl+Ging this makes more sense to me cuz you can get the vocal on the kickslider you can get a fast movement to emphasize the drum change on 01:15:114 - as well if you do something like this.
- 01:21:148 (2,3,4,5,6,7) - This doesn't really look all that well structured tbh, I can't see a pattern in this and the spacing between 01:21:148 (2,6) - is kinda too close considering the rest of the jumps.
[Extra]
- 00:08:578 (2,3) - Ctrl+g this would be a lot nicer imo to get the stronger stuff clickable.
- 00:14:779 (1,2) - Swapping the nc might be nice here since 00:14:947 (2) - is quite a sudden decrease in intensity. (also longer sliders look better nc'd imo xd)
- 00:16:790 (2,1) - So you have this stack which is cool but you don't stack 00:19:472 (3,1) - when they're practically the same? 00:22:153 (3,1) - same here etc, if you wanna stack that'd be cool but if not be consistent about it.
- 00:27:852 (1) - This NC doesn't really look necessary
- 00:33:215 (5,6) - Why the swap in rhythm? A triple would have worked fine o.o
- 00:45:784 (1,2,3) - This doesn't get any emphasis as a vocal tone change cuz it's in the same pattern and using the same flow the only difference is an NC, you can probably do something different for these to make them stand out.
- 00:47:963 (3) - This sounds stronger than 00:47:796 (2) - but has much less spacing?
- 01:01:203 (1) - This NC doesn't look necessary.
- 01:10:421 (1) - Making more spacing if anything would make this stand out a lot more but atm it kinda just blends in intensity wise despite being extremely prominent in the song.
- 01:13:941 (5) - NC here cuz downbeat? Consistency stuff.
- 01:16:958 (4) - Same here should be NC'd for the 3-group triangle pp jumps.
- 01:17:628 (2) - ^ building off of this I think this slider would fit more as a jump since the sv is so low that it just creates an awkward pause in an otherwise high intensity section.
- 01:25:170 (1,2,1,2) - These can totally be buffed more compared to 01:24:668 (2,3) - which is appropriate spacing imo considering their pause and intensity.
[Meg's Wind]
- 00:39:919 (5) - I don't get why this is a slider when you did stacked circles for 00:39:248 (1,2,3,4) - ?
- 00:40:589 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - This just ignores everything lol 00:41:930 (1,2,3,4) - 1/2 sliders here would be nice 00:41:259 (5,6) - here too probably, but like pure hexgrid jumps don't really fit here.
- 00:44:444 (5,1) - For vocal click emphasis ctrl+g this would be a lot better imo and it fits the whole 00:44:947 (2,3,4,5,6,7) - jump section afterwards better too.
- 01:24:500 (6,7) - You're gonna give these weaker guitar sounds more spacing than 01:25:170 (2,3) - ?
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Good luck!
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