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Manami Numakura - Climber's High!

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Topic Starter
Owens
This beatmap was submitted using in-game submission on mercredi 17 janvier 2018 at 01:44:25

Artist: Manami Numakura
Title: Climber's High!
Source: 風夏
Tags: fuuka anime climbers opening tv size Realazy Meg Pachiru Kyuukai Yaleufeu
BPM: 179
Filesize: 13478kb
Play Time: 01:27
Difficulties Available:
  1. Extra (5,28 stars, 383 notes)
  2. Hard (3,38 stars, 263 notes)
  3. Kyuukai's Easy (1,47 stars, 102 notes)
  4. Meg's Wind (5,37 stars, 385 notes)
  5. Pachiru's Normal (2,24 stars, 172 notes)
  6. Real's Insane (4,62 stars, 349 notes)
Download: Manami Numakura - Climber's High!
Download: Manami Numakura - Climber's High! (no video)
Information: Scores/Beatmap Listing
---------------



Easy by Kyuukai
Normal by Pachiru
Hard By me
Insane by Realazy
Extra by me
Wind by Meg
Timing / Mp3 stolen from Kyle73's mapset
Hitsounds by Meg
Bubbled by Kurai
Rebubbled by Chewin
Ranked by Kurai
Kyuukai
discord voice chat mod
2017-04-18 02:21 Owens: Tu peux fast check ?
2017-04-18 02:21 Owens: ACTION is editing [https://osu.ppy.sh/b/1270292 Manami Numakura - Climber's High! [Hard]]
2017-04-18 02:24 Owens: juste
2017-04-18 02:24 Owens: seemsgood or seemsbad
2017-04-18 02:31 Kyuukai: 00:06:064 (2,3) -
2017-04-18 02:31 Kyuukai: 00:07:405 (2,3,4) -
2017-04-18 02:33 Kyuukai: 00:11:427 (4,5) -
2017-04-18 02:35 Kyuukai: 00:12:264 (1,5) -
2017-04-18 02:36 Kyuukai: 00:20:645 (6,7) -
2017-04-18 02:37 Kyuukai: 00:34:053 (4,1,2) -
2017-04-18 02:38 Kyuukai: 00:38:243 (2,3) -
2017-04-18 02:41 Kyuukai: 00:55:002 (4,5,6) -
2017-04-18 02:42 Kyuukai: 01:05:058 (4,5,6) -
2017-04-18 02:42 Kyuukai: 01:05:896 (1,2,3) -
2017-04-18 02:44 Kyuukai: 00:20:812 (7,8) -
2017-04-18 02:44 Kyuukai: 01:11:259 (1,2,3) -
2017-04-18 02:45 Kyuukai: 01:13:103 - 01:13:773 -
2017-04-18 02:46 Kyuukai: 01:14:779 (1,2,3) -
2017-04-18 02:48 Kyuukai: 01:16:120 (5,1) -
2017-04-18 02:48 Kyuukai: 01:16:120 (5,6,7) -
JeZag
for m4m
my map is in the queue

easy (not done yet)
00:05:058 (5,1) - its good that you're not done yet because rhythm like this might be "bad" due to polarity. if you can avoid it, try this rhythm instead:

it might be too dense but im just putting it out there as an alternative to consider while mapping the rest
00:06:399 (2,3) - all the rest like this too just keep heads up

hard
00:05:058 (4,1) - this blanket can be improved if you're into that stuff
00:11:427 (4,1) - this is just a bit awk because i feel that for a hard, if you have a 1/1 gap, you either stack it or you make it pretty far. the .95x DS just feels off somehow (maybe its due to the flow too, but i cant explain why its bothering me :? )
00:17:293 (3,4,5,6) - im confused as to what you're exactly following here. if you're doing vocals, put a hitcircle on 00:17:125. if you're doing instruments (guitar, drum, etc) then 00:18:298 (6) feels a bit off
00:36:902 (3,4,5) - personally, i feel 00:37:069 (4) should not be stacked with 00:36:902 (3) , but instead with 00:37:405 (5) . stacking 1/1 is a pretty good way to go for hard/insanes for reading and playing imo. also 00:37:069 (4) is a bit too strong to stack with previous note.
00:44:947 (7) - aside from rhythm diversity, this repeat is a lot worse than not using a repeat because its tail is a strong (and thus clickable) beat.
00:46:790 (3,4) - this should be hitcircle THEN slider, as it better parallels 00:45:952 (1,2) in terms of music and rhythm.
01:20:142 (8,1) - overlapping this makes it harder to read rather than easier tbh (because right now it looks like 01:20:645 (1) is immediately after rather than 1/2 after)

insane
00:06:734 (5,1) - looking at the music, there should be more emphasis (so try to use a jump here or smth)
00:07:740 (3,1) - looking here, you see that the emphasis is almost not there because 00:08:075 is a slidertail without much active emphasis AND 00:08:243 (1) - is too close to the previous object anyway (which is more bad here cause the previous object is a slidertail, which you can afford more DS just because slidertails are more lenient)
00:09:248 (5,1) - for the same reason as before, things like this isnt very expressive of the music.
00:10:757 (5,1) - this is good and the rest are too
00:45:952 (1) - this would play better as hitcircles
00:46:790 (3) - same with this
00:53:159 (3) - the tail should be clicked
01:01:874 (1,3) - this looks pretty meh to me
01:12:600 (1,3,5) - hmm, this feels like it should have a tiny bit of curve. looks off straight

extra
00:08:075 (3,1) - this flow isnt terrific because the sliderbody of 00:08:243 (1) is almost perpendicular to where its coming from
00:36:231 (1,2,3,4,5,6) - this feels too intense coming from the slow 00:35:226 (6,7,8). at least nerf 00:36:231 (1,2,3), which are quiter than 00:36:567 (3,4,5,6).
00:37:740 (3,1) - this jump should be about the same as the previous ones.
01:13:941 (5) - this "s" slider looks toooo curvy for the typical "s" slider
01:18:466 (1,2,1,2,1,2) - these jumps really do feel way too small compared to typical ones like 01:21:650 (5,6,1). if you pattern jumps in repetition like this, you can afford higher distance
01:20:477 (9) - this could be curved to match the stream curve

wind
00:15:114 (1) - i would normally advise against such a strong spinner end (cause playing-wise, its way too passive), but idk what to suggest otherwise here.
00:34:220 (3,4) - this looks off for some reason... try lowering DS to the point of almost stacking, or not having an overlap at all
00:48:298 (3,4) - i would not stack them, but put them in similar position just further apart or shifted a tiny bit
01:13:606 (5,1) - you're so close, might as well blanket these two

good luck for ranked!
FiddleBlue
Hello from my queue!
Nice song here. owo
M4M: https://osu.ppy.sh/s/613519
Hard
00:21:148 (8) - I think this should be nearer to the slider before as going from a 3/4 slider to this may be hard for players with the spacing.
00:23:829 (8) - ^
00:26:511 (8) - ^
01:17:293 (1) - Why don't you stack this properly?
Real's Insane
00:47:963 (3,4,6) - Perhaps more spacing between these as it looks like it's cluttered.
01:09:081 (4,7,8,9,10) - I think it's better if the circle before is stacked over circle 7 as because of stacking leniency it looks weird.
01:18:634 (3) - Very picky, but I think this circle should be in the line of 01:18:969 (5,6) - as it look random.
Extra
00:06:064 (2) - Maybe stack the slider end with the head of 00:05:393 (8) - ?
00:10:421 (3) - I think the circle should be placed in the middle of the sharp slider point, so that I can mimic a blanket.
00:29:528 (6,4) - Perhaps stacking the circle with the slider's end?
00:33:215 (5,6,7) - Maybe placed this in the middle of the triangle to make it not randomly placed.
00:42:936 (3) - I think you should spaced this more than 00:42:600 (1) - as it's a much stronger sound.
00:50:310 (1,3) - I think you should make this as if 00:49:639 (4) - is stacked above circle 1 instead of circle 3 to make it seem like a perfect stacking rather than looking a bit different.
00:59:528 (1,2) - I think it's better to make this as a 1/2 slider instead, as the other section with the same thing sounds different. 01:00:198 (1,2,1,2) - These two are more supportive with the vocal instead of 00:59:528 (1,2) - . So I think it's better to make it a 1/2 slider to emphasize these parts.
01:01:539 (4) - Perhaps moving the NC here since the vocal starts strong here.
01:04:053 (3) - More spacing from the previous slider as it's a strong sound.
01:08:913 (2,3,4,5) - Perhaps stacking the tripe on the slider's head?
01:09:919 (3,4,5) - I think you should remove the slider and put a circle on both placement in the bar above, and stack them. Like this: https://i.gyazo.com/c2f36b995e27d509ca4 ... 54b21d.gif
If I didn't explain correctly or improper, perhaps this video will help: https://youtu.be/64GoHv31K-o
I think this suits the section because the music is paused and there's a tension in them. So by removing the slider, the player will be more tense and the spacing from 01:10:254 - to 01:10:421 - will help to make the transition to the kiai time more impact. It feels powerful and a tense. I think it suited the section more than just merely a slider.
01:17:628 (2) - I think this should two circles instead because of the vocal. Since it's a bit less intense than the rest perhaps making the spacing smaller than the rest.
01:26:008 (1) - Start spinner from the blue tick before instead of the red tick.
Meg's Wind
00:09:081 (4,1) - Fix blanket. The circle is not centered.
00:12:097 (5,1) - Idk if the curve from the slider is supposed to be a blanket for the circle, but if it is I think the slider need to be more curved. Perhaps like this?
https://i.gyazo.com/52fe3d42447747ef70a ... 8a50c5.png
00:14:444 (4,5,6,7) - Perhaps make NC every 2 circles since every 2 circles the sound are similar. So putting NC to emphasize those similarities?
00:22:991 (1) - Maybe underlap the slider tail with the previous slider tail?
00:29:025 (4,5,6) - Perhaps making the overlapping on the first circle of the triple under 00:28:019 (4) - , since because of stacking it looks as if the placement of those triples are different. Something like this: https://i.gyazo.com/02fe0b865d1a82dc239 ... be99f7.gif
01:10:086 - Remove kiai time here. Because I think the next kiai time, 01:10:589 - , will have a larger emphasize on it.
01:20:310 (7,3,4,5) - ^
00:34:053 (2,6) - Maybe stack these?
00:40:589 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Nice isometric grid lmao.
00:52:321 (1,5) - Maybe stack the circle with the slider head?
01:19:304 (7,2) - Maybe stack circle seven with circle two instead, to make it a back to front jump?
Good luck with your mapset!
Topic Starter
Owens

JeZag wrote:

for m4m
my map is in the queue

easy (not done yet)
00:05:058 (5,1) - its good that you're not done yet because rhythm like this might be "bad" due to polarity. if you can avoid it, try this rhythm instead:

it might be too dense but im just putting it out there as an alternative to consider while mapping the rest
00:06:399 (2,3) - all the rest like this too just keep heads up ok thx c:


hard
00:05:058 (4,1) - this blanket can be improved if you're into that stuff ok i think i fixed xD
00:11:427 (4,1) - this is just a bit awk because i feel that for a hard, if you have a 1/1 gap, you either stack it or you make it pretty far. the .95x DS just feels off somehow (maybe its due to the flow too, but i cant explain why its bothering me :? ) ??? xD
00:17:293 (3,4,5,6) - im confused as to what you're exactly following here. if you're doing vocals, put a hitcircle on 00:17:125. if you're doing instruments (guitar, drum, etc) then 00:18:298 (6) feels a bit off Fixed
00:36:902 (3,4,5) - personally, i feel 00:37:069 (4) should not be stacked with 00:36:902 (3) , but instead with 00:37:405 (5) . stacking 1/1 is a pretty good way to go for hard/insanes for reading and playing imo. also 00:37:069 (4) is a bit too strong to stack with previous note. tried another way :p
00:44:947 (7) - aside from rhythm diversity, this repeat is a lot worse than not using a repeat because its tail is a strong (and thus clickable) beat.Yep, changed
00:46:790 (3,4) - this should be hitcircle THEN slider, as it better parallels 00:45:952 (1,2) in terms of music and rhythm. Fixed
01:20:142 (8,1) - overlapping this makes it harder to read rather than easier tbh (because right now it looks like 01:20:645 (1) is immediately after rather than 1/2 after) Yeah because that's what i did before xd forgot to change

extra
00:08:075 (3,1) - this flow isnt terrific because the sliderbody of 00:08:243 (1) is almost perpendicular to where its coming from Fixed
00:36:231 (1,2,3,4,5,6) - this feels too intense coming from the slow 00:35:226 (6,7,8). at least nerf 00:36:231 (1,2,3), which are quiter than 00:36:567 (3,4,5,6). Fixed
00:37:740 (3,1) - this jump should be about the same as the previous ones.Yeah, wtf i'm doing xD Fixed
01:13:941 (5) - this "s" slider looks toooo curvy for the typical "s" slider Looks good to me
01:18:466 (1,2,1,2,1,2) - these jumps really do feel way too small compared to typical ones like 01:21:650 (5,6,1). if you pattern jumps in repetition like this, you can afford higher distance Changed, looks way better
01:20:477 (9) - this could be curved to match the stream curve Changed


good luck for ranked! Thx man !
Meg

JeZag wrote:

wind
00:15:114 (1) - i would normally advise against such a strong spinner end (cause playing-wise, its way too passive), but idk what to suggest otherwise here.
00:34:220 (3,4) - this looks off for some reason... try lowering DS to the point of almost stacking, or not having an overlap at all
00:48:298 (3,4) - i would not stack them, but put them in similar position just further apart or shifted a tiny bit
01:13:606 (5,1) - you're so close, might as well blanket these two

FiddleBlue wrote:

Meg's Wind
00:09:081 (4,1) - Fix blanket. The circle is not centered.
00:12:097 (5,1) - Idk if the curve from the slider is supposed to be a blanket for the circle, but if it is I think the slider need to be more curved. Perhaps like this?
https://i.gyazo.com/52fe3d42447747ef70a ... 8a50c5.png
00:14:444 (4,5,6,7) - Perhaps make NC every 2 circles since every 2 circles the sound are similar. So putting NC to emphasize those similarities?
00:22:991 (1) - Maybe underlap the slider tail with the previous slider tail?
00:29:025 (4,5,6) - Perhaps making the overlapping on the first circle of the triple under 00:28:019 (4) - , since because of stacking it looks as if the placement of those triples are different. Something like this: https://i.gyazo.com/02fe0b865d1a82dc239 ... be99f7.gif
01:10:086 - Remove kiai time here. Because I think the next kiai time, 01:10:589 - , will have a larger emphasize on it.
01:20:310 (7,3,4,5) - ^
00:34:053 (2,6) - Maybe stack these?
00:40:589 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Nice isometric grid lmao.
00:52:321 (1,5) - Maybe stack the circle with the slider head?
01:19:304 (7,2) - Maybe stack circle seven with circle two instead, to make it a back to front jump?
no changed
thank you for modding
Topic Starter
Owens

FiddleBlue wrote:

Hello from my queue!
Nice song here. owo
M4M: https://osu.ppy.sh/s/613519
Hard
00:21:148 (8) - I think this should be nearer to the slider before as going from a 3/4 slider to this may be hard for players with the spacing. looks good to me
00:23:829 (8) - ^
00:26:511 (8) - ^
01:17:293 (1) - Why don't you stack this properly?fixed

Extra
00:06:064 (2) - Maybe stack the slider end with the head of 00:05:393 (8) - ?
00:10:421 (3) - I think the circle should be placed in the middle of the sharp slider point, so that I can mimic a blanket.
00:29:528 (6,4) - Perhaps stacking the circle with the slider's end?
00:33:215 (5,6,7) - Maybe placed this in the middle of the triangle to make it not randomly placed.
00:42:936 (3) - I think you should spaced this more than 00:42:600 (1) - as it's a much stronger sound.
00:50:310 (1,3) - I think you should make this as if 00:49:639 (4) - is stacked above circle 1 instead of circle 3 to make it seem like a perfect stacking rather than looking a bit different.
00:59:528 (1,2) - I think it's better to make this as a 1/2 slider instead, as the other section with the same thing sounds different. 01:00:198 (1,2,1,2) - These two are more supportive with the vocal instead of 00:59:528 (1,2) - . So I think it's better to make it a 1/2 slider to emphasize these parts.
01:01:539 (4) - Perhaps moving the NC here since the vocal starts strong here.
01:04:053 (3) - More spacing from the previous slider as it's a strong sound.
01:08:913 (2,3,4,5) - Perhaps stacking the tripe on the slider's head?
01:09:919 (3,4,5) - I think you should remove the slider and put a circle on both placement in the bar above, and stack them. Like this: https://i.gyazo.com/c2f36b995e27d509ca4 ... 54b21d.gif
If I didn't explain correctly or improper, perhaps this video will help: https://youtu.be/64GoHv31K-o
I think this suits the section because the music is paused and there's a tension in them. So by removing the slider, the player will be more tense and the spacing from 01:10:254 - to 01:10:421 - will help to make the transition to the kiai time more impact. It feels powerful and a tense. I think it suited the section more than just merely a slider.
01:17:628 (2) - I think this should two circles instead because of the vocal. Since it's a bit less intense than the rest perhaps making the spacing smaller than the rest.
01:26:008 (1) - Start spinner from the blue tick before instead of the red tick.ok i dont remember what i changed or not, but changed some things xd, was helpful


Good luck with your mapset!
thanks for modding
laura-
hello there

[easy]

00:03:047 (3) - this slider should end on 00:04:220 (4) - because such a strong sound shouldn't stay unmapped

00:06:399 (2,3) - spacing in these pattern is a bit confusing imo. should be slightly larger

[hard]

00:34:053 (4,1) - shouldn't be stacked. if u want to stack it end the slider on 00:34:472 (5) - so it makes sense with the spacing

00:37:069 (4,5) - spacing feels pretty small

01:24:500 (4) - hitsound on the sliderend should be removed because it doesn't really fit with the other sliders

01:24:835 (1,2,3,4,5) - it's the last pattern. i think you should give it some more spacing

[real's insane]

00:13:103 (3,4) - why is this stacked

01:12:600 (1,2,3,4,5,6) - u had NC spam on some jump sections why is no NC spam here, where it is actually needed

[extra]

00:33:550 (1,2,3,4) - should be stacked with the other triangle, not more spacing because the sound is exactly the same

01:25:170 (1,2,1,2) - shouldnt be stacked imo. atleast a little bit spacing?

01:25:924 (1) - plz sliderart

gl with the map (っ・∀・)っ
Topic Starter
Owens

-Tatsuo wrote:

hello there helloooo


[hard]

00:34:053 (4,1) - shouldn't be stacked. if u want to stack it end the slider on 00:34:472 (5) - so it makes sense with the spacing I like it this way, gonna change if someone else tell me to

00:37:069 (4,5) - spacing feels pretty smallTrue, changed

01:24:500 (4) - hitsound on the sliderend should be removed because it doesn't really fit with the other sliders Man you know me... hitsounds.. xD ! Changed tho !

01:24:835 (1,2,3,4,5) - it's the last pattern. i think you should give it some more spacingNah i don't think it's needed tbh


[extra]

00:33:550 (1,2,3,4) - should be stacked with the other triangle, not more spacing because the sound is exactly the same NO, the song is actually getting more resonant here !

01:25:170 (1,2,1,2) - shouldnt be stacked imo. atleast a little bit spacing? Changed

01:25:924 (1) - plz sliderart https://osu.ppy.sh/ss/8180946

gl with the map (っ・∀・)っthaaaanks ♥
Arutsuki
hi hi m4m

Wind
•00:01:706 (3,4,5,1,2,3,1,2) - sounds like the drums get gradually lower on intensity, would be pretty cool to do the same via spacing
•00:04:974 - missed a sound
•00:05:058 (5,6,7,8,9,10,1) - stream could use some rising spacing to reflect the song imo, and to make it more fun :v
•00:06:399 (5,6,7) - you did spacing emphasis here correctly, you should do it on other jumps as well: 00:07:740 (3,4,5) - 00:09:081 (4,5,6) - 00:13:103 (3,4,5) - etc. generally just look out for derps in emphasis
•00:14:109 (2,3,4,5,6,7) - uh why exactly does this go from small spacing to fullscreen? nothing in the music supports a gradual rise in spacing, so you should keep it around the same instead of ppmapping
•00:28:690 (2,3,4) - another emphasis problem
•00:42:433 (4) - no sound :v
•00:59:528 (2,3,4,5,6,1,2,3,4) - I see there's slight emphasis here but it's way too slight imo, make it apparent in both visuals and gameplay, which sound is louder or more instense
•01:03:382 - no distinct sound on here, I don't really see why you wouldnt just start the slider at 01:03:215 - and end it at 01:03:550 -
•01:10:086 (1) - I think something like this would leave a much cooler effect
•01:12:600 (1,2,3,4,5) - what exactly are you following here? no drums or sounds distinct enough for the jumps, so a rhythm like this to follow the vocals that stand out above the rest would be better
•01:14:779 (3,4,5,6,7,8,9,10,1) - so much you could do with this stream to make it represent the music better and play more fun instead of the boring simple curve: For example, 01:15:030 (6) - has no sound so you could make 01:14:947 (5) - a kickslider leading to a stream with lower spacing cuz quieter drums play starting 01:15:114 - . be creative and emphasize the music properly pls
•01:19:639 - missed a pretty distinct sound here
•01:20:477 (8) - try to make this a single circle and stack it with 01:20:645 (1) - , would leave a cool effect as well as emphasize the music stopping and resuming again via movement
•01:24:667 (7,1,2,3,4,5) - all of these are the same sounds, don't get why they're completely different spacing..

Extra
•00:04:555 (1,2,3,4,5,6) - I dont think this works well since the first 3 land on different sounds than the second 3. use some variety according to how the music changes
•Why not make 00:07:740 (1,2,3) - 00:08:913 (3,4,5,6) - the same as 00:06:399 (1,2,3) - in terms of spacing? emphasis should be kept consistent with the same sound sets
•00:11:762 (1,2,3) - ^this just does the exact opposite of what spacing emphasis should be :<
•00:33:047 (4,5,6,7) - listen to the drums closely, it's actually this rhythm
•00:36:231 (1,2,3,4,5,6) - I get the voice gets intense and it works well for build-up, but relative to 00:37:405 (1,2,3,1) - I'd say they should be like half the spacing of the bigger triangle
•00:44:779 (1,2,3,4,5,6) - seeing as you map to the vocals intensity here, 00:44:947 (2,3) - shouldnt be bigger than 00:45:449 (5,6) - imo
•00:47:964 (3,4,1) - why not just do something like you did here 00:34:556 (2,3,4,5,6) - that was pretty cool compared to just the sliders
•00:59:192 (3,1) - swap NC
•00:59:863 (3,1,3,1) - ^
•01:09:248 (1) - no sound here, would work better if you made 01:09:081 (3) - a 1/2 slider and started the burst from 01:09:332 -
•01:09:919 (3,4,1) - try something like this, looks and feels way better imo
•01:24:835 (1,1,2,1,2) - same sounds yet different spacing why :<

Insane
•the SV seems to be too fast with the spacing imo. doesnt flow good nor does it look good
•00:04:555 (1,2,3,4,5,6) - I dont think this works well since the first 3 land on different sounds than the second 3. use some variety according to how the music changes
•00:09:248 (5) - strong sound on slidertail, pretty uncomfy
•00:10:421 (3,4,5) - spacing of this should be the same as 00:06:399 (3,4,5) - . Same sounds, same intensity -> same kind of spacing emphasis
•00:11:762 (3,4,5) - ^
•00:33:215 (4,5,6) - should be this rhythm instead, listen closely to the drums
•00:36:902 (2,3) - would be cool to move (3) like this imo
•00:56:343 (1) - no need for NC
•00:59:528 (2,3,4) - pretty much reversed spacing emphasis :<
•01:00:198 (5,6,1) - while there's none here
•01:00:868 (2,3,4) - and reversed again.. work on that pls, the problem appears all over the kiai. listen to the actual song to know which sounds are stronger, then space those more from the weaker sounds

Didnt find anything much on the Hard except I don't like how it looks :v Just use more 1/4s and space 01:24:835 (1,2,3,4,5) - more from each other cuz timeline gaps still play a role in Hards.

Good luck~
Topic Starter
Owens

Arutsuki wrote:

hi hi m4m


Extra
•Why not make 00:07:740 (1,2,3) - 00:08:913 (3,4,5,6) - the same as 00:06:399 (1,2,3) - in terms of spacing? emphasis should be kept consistent with the same sound sets
•00:11:762 (1,2,3) - ^this just does the exact opposite of what spacing emphasis should be :<
•00:33:047 (4,5,6,7) - listen to the drums closely, it's actually this rhythm
•00:44:779 (1,2,3,4,5,6) - seeing as you map to the vocals intensity here, 00:44:947 (2,3) - shouldnt be bigger than 00:45:449 (5,6) - imo
•00:47:964 (3,4,1) - why not just do something like you did here 00:34:556 (2,3,4,5,6) - that was pretty cool compared to just the sliders
•00:59:192 (3,1) - swap NC
•00:59:863 (3,1,3,1) - ^
Changed all theses points

Didnt find anything much on the Hard except I don't like how it looks :v Just use more 1/4s and space 01:24:835 (1,2,3,4,5) - more from each other cuz timeline gaps still play a role in Hards.

Good luck~ thx for modding bro, yours coming soon
Realazy

JeZag wrote:

01:12:600 (1,3,5) - hmm, this feels like it should have a tiny bit of curve. looks off straight personal preference here, i prefer it that way

FiddleBlue wrote:

00:47:963 (3,4,6) - Perhaps more spacing between these as it looks like it's cluttered. they look fine enough here lol, look at the visual distance between 2-6-4
01:18:634 (3) - Very picky, but I think this circle should be in the line of 01:18:969 (5,6) - as it look random. it's fine as is, it shows the progression in spacing well enough here

-Tatsuo wrote:

00:13:103 (3,4) - why is this stacked why not, i want to follow the guitar pitch here which sounds similar enough to me

Arutsuki wrote:

•the SV seems to be too fast with the spacing imo. doesnt flow good nor does it look good
•00:04:555 (1,2,3,4,5,6) - I dont think this works well since the first 3 land on different sounds than the second 3. use some variety according to how the music changes listen to the drums
•00:33:215 (4,5,6) - should be this rhythm instead, listen closely to the drums i don't want to make this too complicated for an insane so id rather keep the triple for now, will fix if other people mention it
•00:59:528 (2,3,4) - pretty much reversed spacing emphasis :< lol how
•01:00:868 (2,3,4) - and reversed again.. work on that pls, the problem appears all over the kiai. listen to the actual song to know which sounds are stronger, then space those more from the weaker sounds most of the kiai is fine when it comes to spacing emphasis lol, there's more than the drums when it comes to a song
no reply means changed in some way
bob80905
Hey, this is the m4m request.
I'm going to do the Extra difficulty

00:14:947 (2) - The starting angle for this slider should be more horizontal imo. Like this. https://osu.ppy.sh/ss/8298376
00:16:790 (2,1) - This is well done. I want you to remember this.
00:19:136 (1,2,3,1) - For this pattern, I would recommend the following. https://osu.ppy.sh/ss/8300209 . Note how I changed the object position to allow for circle 3 to be over slider 1. This indicates a pause in the song, just like you did above.
00:21:818 (1,2,3,1) - I did the same thing for these, check this out. https://osu.ppy.sh/ss/8300215
00:24:499 (1,2,3,1) - Same as above, recommend this pattern: https://osu.ppy.sh/ss/8300235 and https://osu.ppy.sh/ss/8300242
00:36:231 (1,2,3,4,5,6,1,2,3) - For the same reasons above, I moved 6 over 1, to indicate a pause in the song, and changed the pattern to set up for it. (recommended). https://osu.ppy.sh/ss/8300242
00:59:528 (2,3,1) - I moved 00:59:528 (2,3,1) - to the right more, because the chorus just started, and I think the distance was a little short for those jumps. I also moved Slider 1 to the right a little to separate more from circle 3, for more distance again. https://osu.ppy.sh/ss/8300264
This slider is super well placed 01:12:600 (1) - :)
Welp, that's just about it for me


P.S. Also, consider making the circles bigger for less of a difficulty gap between real's insane and more of a gap between Meg's Wind. Maybe cs 3.3?
Good luck!
Topic Starter
Owens

bob80905 wrote:

Hey, this is the m4m request.
I'm going to do the Extra difficulty

00:14:947 (2) - The starting angle for this slider should be more horizontal imo. Like this. https://osu.ppy.sh/ss/8298376
00:16:790 (2,1) - This is well done. I want you to remember this.
00:19:136 (1,2,3,1) - For this pattern, I would recommend the following. https://osu.ppy.sh/ss/8300209 . Note how I changed the object position to allow for circle 3 to be over slider 1. This indicates a pause in the song, just like you did above.
00:21:818 (1,2,3,1) - I did the same thing for these, check this out. https://osu.ppy.sh/ss/8300215
00:24:499 (1,2,3,1) - Same as above, recommend this pattern: https://osu.ppy.sh/ss/8300235 and https://osu.ppy.sh/ss/8300242
00:36:231 (1,2,3,4,5,6,1,2,3) - For the same reasons above, I moved 6 over 1, to indicate a pause in the song, and changed the pattern to set up for it. (recommended). https://osu.ppy.sh/ss/8300242
00:59:528 (2,3,1) - I moved 00:59:528 (2,3,1) - to the right more, because the chorus just started, and I think the distance was a little short for those jumps. I also moved Slider 1 to the right a little to separate more from circle 3, for more distance again. https://osu.ppy.sh/ss/8300264
This slider is super well placed 01:12:600 (1) - :)
Welp, that's just about it for meno changed, good suggestions but it doesnt fit to my mapping style :<



P.S. Also, consider making the circles bigger for less of a difficulty gap between real's insane and more of a gap between Meg's Wind. Maybe cs 3.3? if i do this, it i wouldnt get the "Extra" logo in the mapset but "Insane" logo, the cap is 5.25 stars ^^ and i think its fine like this anyway
Good luck!
thans for modding owo
Kyuukai
add "yaleufeu" and "Kyuukai" in the tags, ty
Minorsonek
M4M from my queue, 2 extras as you wish :)

General
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.

Extra
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.

Meg
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 :)
TheKingHenry
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!
Topic Starter
Owens

Minorsonek wrote:

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

General
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 :<
Extra
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!
Botan
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!
Kyuukai
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.
loli
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 58312
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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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]
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Botan
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.
Kyuukai

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.
Botan

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.
Topic Starter
Owens

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

Kyuukai's Easy
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

Pachiru's Advanced
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.

Hard
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)?
Irohas
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!!
Kyuukai

rohasshiki wrote:

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

Kyuukai's Easy
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:
fapping at fine ladys
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
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Topic Starter
Owens

rohasshiki wrote:

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



Hard
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 ♥♥♥
Kurai
[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
Topic Starter
Owens

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♥
Meg

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.
code
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

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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[code][/code]
Pachiru

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

[Editor]
DistanceSpacing: 1.3
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:Pachiru's Advanced
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
BeatmapID:1309538
BeatmapSetID:589638

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:4
ApproachRate:6
SliderMultiplier:1
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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Realazy

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
Mir
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) - ?
[ ]
Good luck!
Kyuukai

Mir wrote:

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.
Good luck!
all fixed
osu file format v14

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Title:Climber's High!
TitleUnicode:Climber's High!
Artist:Manami Numakura
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Creator:Owens
Version:Kyuukai's Easy
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
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Topic Starter
Owens

Mir wrote:

hi m4m return
NO REPLY = FIXED
[General]
Tags are not consistent
thumb-1920-784978.png is unused.

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


[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 i prefer it that way
- 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 actually thats how i mapped it at first, but it looks better to me like this,
i don't want this part to be intense with triplpes etc

- 00:30:030 (2) - Strong vocal on the end here might be worth making clickable, sucks about the pattern though that might ruin it :( yes :/
- 00:34:472 - Possibly triple? Not necessary but it's really noticeable. i did it too but someone told me that sliderend + 2 circles to make a triple isnt allowed in hard diff
- 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 fixed for the first one but i didnt mapped this kind of triples in the whole map, i like it this way for an hard diff

[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 i did but the previous BN mod told me it wasn't good,
and it looks fine to me now so..

- 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? this isnt stronger imo, the clap on the "1" looks stronger to me
- 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.

[ ]
Good luck! Yeah, thank you.
Kurai
[Extra]
  1. 00:02:544 (1,2,3,1) - Trop de va et vient au même endroit. C'est pas vraiment optimum ici et ça ne reflète pas vraiment la musique non plus. J'éviterais surtout d'avoie 00:03:047 (1) - stack sur les cercles bleus.
  2. 00:09:583 (1) - Tu n'as que des sliders incurvés pour représenter ce son (avant et après). Il serait peut-être préférable de continuer dans cette logique.
  3. 00:18:382 (5,1) - Espace les peut-être un peu plus. Le stack n'est pas vraiment très beau ici, mais surtout, la lisibilité de celui-ci est assez bof. En effet tu as un cercle gris clair sur un cercle rouge plutôt foncé. Le gris clair se fond assez bien avec l'arrière plan qui est lui aussi clair, ce qui veut dire que l'oeil aura tendance à plus se focaliser sur le cercle rouge et potentiellement ne pas voir le gris (qui est aussi sous la fin du slider précédent). Le fait de les espacer permettrait de rendre ce pattern beaucoup plus lisible.
  4. 00:30:198 (4) - Je pense que le flow n'en serait que meilleur si tu le ctrl+G.
  5. 00:33:215 (5) - Tu suis un mauvais rythme ici. Ça devrait être plus comme ça :
  6. 00:44:276 (6,7) - C'est pas parfaitement aligné ça
[Real's Insane]
  1. 01:09:248 (1,2,3,4,5,6) - Fanchement le slider en plein milieu du stream me dérange. Il est pas intuitif car il est en plein milieu de deux stacks 1/4.
[Hard]
  1. 00:50:142 (1) - Essaye de faire en sorte que le spacing avant et après ce cercle soit le même.
[Pachiru's Advanced]
  1. Pourquoi "Advanced". Advanced se réfère plus à une "Hard" non ? (et je vois pas vraiment le besoin d'utiliser un nom de difficulté provenant d'un autre jeu alors que c'est une musique d'anime). Il vaudrait mieux que tu restes sur "Normal".
  2. 00:33:550 (3) - Si ce cercle suit le piano, alors la note de piano précédente (00:33:047 - ) doit aussi être mappée, sinon tu as une incohérence musicale et ça se ressent dans le gameplay.
  3. 01:06:399 (5) - C'est vraiment borderline offscreen, remonte un peu ce cercle.
[Kyuukai's Easy]
  1. 00:16:287 (1) - Il y a 4/1 de distance entre ce slider et celui d'avant. Aucune raison de les coller, tu as tout l'écran pour toi. Surtout que niveau lisibilité, c'est un peu déroutant à ce niveau.
  2. 00:21:818 (1) - Même si je comprends la logique qui te fait terminer ce slider sur le tick rouge, bah en vrai ça sonne pas super bien à l'oreille. Je pense que tu devrais plus le terminer sur le tick blanc d'avant, au moins tu as un bon battement bien audible alors que là, bah c'est as très clair.
  3. 00:32:544 (1,2) - Pourquoi ne pas plutôt suivre le piano qui domine la musique ici au lieux de suivre des rythmes moins importants ? (00:33:047 - 00:33:550 - ).
Kyuukai

Kurai wrote:

[Kyuukai's Easy]
  1. 00:16:287 (1) - Il y a 4/1 de distance entre ce slider et celui d'avant. Aucune raison de les coller, tu as tout l'écran pour toi. Surtout que niveau lisibilité, c'est un peu déroutant à ce niveau.
  2. 00:21:818 (1) - Même si je comprends la logique qui te fait terminer ce slider sur le tick rouge, bah en vrai ça sonne pas super bien à l'oreille. Je pense que tu devrais plus le terminer sur le tick blanc d'avant, au moins tu as un bon battement bien audible alors que là, bah c'est as très clair.
  3. 00:32:544 (1,2) - Pourquoi ne pas plutôt suivre le piano qui domine la musique ici au lieux de suivre des rythmes moins importants ? (00:33:047 - 00:33:550 - ). J'ai suivi les drums depuis le début, du coup j'pense qu'il serait mieux de continuer a suivre les drums ici xd
fixed le reste

hihi
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 58312
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Editor]
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BeatDivisor: 4
GridSize: 4
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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 anime climbers opening tv size Realazy Meg Pachiru Kyuukai Yaleufeu
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Topic Starter
Owens

Kurai wrote:

[Extra]
  1. 00:02:544 (1,2,3,1) - Trop de va et vient au même endroit. C'est pas vraiment optimum ici et ça ne reflète pas vraiment la musique non plus. J'éviterais surtout d'avoie 00:03:047 (1) - stack sur les cercles bleus. J'ai changé ça, j'pense que c'est mieux mtn
  2. 00:09:583 (1) - Tu n'as que des sliders incurvés pour représenter ce son (avant et après). Il serait peut-être préférable de continuer dans cette logique.C'est vraiment nécessaire ? :/
  3. 00:18:382 (5,1) - Espace les peut-être un peu plus. Le stack n'est pas vraiment très beau ici, mais surtout, la lisibilité de celui-ci est assez bof. En effet tu as un cercle gris clair sur un cercle rouge plutôt foncé. Le gris clair se fond assez bien avec l'arrière plan qui est lui aussi clair, ce qui veut dire que l'oeil aura tendance à plus se focaliser sur le cercle rouge et potentiellement ne pas voir le gris (qui est aussi sous la fin du slider précédent). Le fait de les espacer permettrait de rendre ce pattern beaucoup plus lisible. Changé !
  4. 00:30:198 (4) - Je pense que le flow n'en serait que meilleur si tu le ctrl+G. Changé !
  5. 00:33:215 (5) - Tu suis un mauvais rythme ici. Ça devrait être plus comme ça :
    Je viens de changer en m'inspirant du rythme de la GD ranked de Kibbleru, j'pense que maintenant c'est bon !
  6. 00:44:276 (6,7) - C'est pas parfaitement aligné ça fixé !


[Hard]
  1. 00:50:142 (1) - Essaye de faire en sorte que le spacing avant et après ce cercle soit le même. fixé !
Realazy
Pachiru

Mir wrote:

[Pachiru's Advanced]
Why Advanced? You don't have a Normal so just name it Pachiru's Normal lol I don't know why it's called Advanced, when I sent it to Owens, it was named "Pachiru's Normal" so maybe it's because it's harder than a Normal, I don't know. Anyway, I named it back to "Pachiru's Normal".

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. I'll rework all the NC, so thanks for the tip!

- 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. Indeed, I nerfed this part, so I deleted some 1/2 sliders, to make them back as a circle, to make it easier for players.
- 00:42:600 (7) - Could do a reverse here to capture 00:42:768 - Done.
- 00:46:622 (2) - Could delete this for more emphasis on the subsequent vocal if you wanted to. Sure.
- 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. Once again, I did some changes too here.
- 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. To avoid making this too hard, I deleted the long slider, and make it as two circles instead, so the snare isn't mapped, but I think it's better like this, otherwise that would add more complexity to the player.

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.
Thanks Mir for the mod :)

Kurai wrote:

[Pachiru's Advanced]
  1. Pourquoi "Advanced". Advanced se réfère plus à une "Hard" non ? (et je vois pas vraiment le besoin d'utiliser un nom de difficulté provenant d'un autre jeu alors que c'est une musique d'anime). Il vaudrait mieux que tu restes sur "Normal". Comme j'ai dis pour Mir, j'ai revert le nom en Normal, pour éviter d'avoir une inconsistance dans le spread. Mais d'ailleurs, pour moi Advanced, c'est juste le nom d'une diff entre Normal et Hard, pas un nom d'un autre jeu, si jamais tu peux m'éclairer sur ce sujet la ça m'interesse. :)
  2. 00:33:550 (3) - Si ce cercle suit le piano, alors la note de piano précédente (00:33:047 - ) doit aussi être mappée, sinon tu as une incohérence musicale et ça se ressent dans le gameplay. J'ai focus la guitare sur ce cercle-la, pas le piano.
  3. 01:06:399 (5) - C'est vraiment borderline offscreen, remonte un peu ce cercle. En effet, j'ai fix ça, et un autre cercle qui trainait en haut et qui touchait l'HP bar en skin par défaut.
Merci Kurai pour le mod ! T'es beau.

@Owens, si tu peux recheck les hitsounds, vu que j'ai retiré des objets de la map pour en mettre d'autres. Ca évitera un autre mod pour les hitsounds comme ça. Et aussi, je suis désolé pour le temps que j'ai mis a répondre au mod :(

Code pour ma 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: 1.2
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:Pachiru's Normal
Source:風夏
Tags:fuuka yuu anime climbers opening Realazy Meg Pachiru Kyuukai Yaleufeu
BeatmapID:1309538
BeatmapSetID:589638

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:4
ApproachRate:6
SliderMultiplier:1
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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144,320,77796,2,0,L|193:325,1,50,8|0,0:0|0:0,0:0:0:0:
239,371,78131,6,0,P|288:380|344:368,1,100,12|2,0:0|0:0,0:0:0:0:
396,344,78634,2,0,P|445:335|501:347,1,100,2|8,0:0|0:3,0:0:0:0:
496,280,79136,2,0,L|500:228,1,50,4|4,0:3|0:3,0:0:0:0:
76,8,80645,6,0,P|84:64|68:124,1,100,6|2,0:0|0:0,0:0:0:0:
40,160,81148,2,0,L|44:228,1,50,8|0,0:0|0:0,0:0:0:0:
100,240,81483,2,0,L|96:304,1,50,2|2,0:0|0:0,0:0:0:0:
48,332,81818,1,8,0:0:0:0:
96,376,81986,6,0,B|188:396|164:352|256:372,1,150,6|8,0:0|0:0,0:0:0:0:
289,323,82656,1,0,0:0:0:0:
242,276,82824,2,0,L|244:212,1,50,2|2,0:0|0:0,0:0:0:0:
289,179,83159,1,8,0:0:0:0:
243,133,83326,6,0,P|236:92|256:24,1,100,6|0,0:0|0:0,0:0:0:0:
304,4,83829,1,8,0:0:0:0:
395,95,84164,1,8,0:0:0:0:
289,179,84500,2,0,L|221:179,1,50,8|0,0:0|0:0,0:0:0:0:
192,225,84835,5,8,0:0:0:0:
76,164,85170,2,0,L|72:100,1,50,8|8,0:0|0:0,0:0:0:0:
184,44,85673,2,0,L|187:93,1,50,8|8,0:0|0:0,0:0:0:0:
256,192,86176,8,0,87852,0:0:0:0:
Kurai
Good luck!
Nozhomi
Fix tags on Pachiru's diff before qualify~
And clean some patterns like this one 00:18:131 (4,5,1) - (Extra)
Meg
:O
Topic Starter
Owens

Meg wrote:

:O
:O !!!
Nao Tomori
hi, i have just one question about extra diff of owens

00:59:192 (1,2,3,1,2,3,1) -

u could see that 00:59:863 (1) - has a lot of strength in the vocals, but it's very small and comfortable spacing to hit. so it actually feels very weak in gameplay. maybe you could consider buffing the spacing to here instead of a big jump to 3? since the rest of the section focuses on vocals very much (all the offbeat sliders) it makes sense to emphasize the vocals more here instead of the snare

01:02:879 (4,1) - same thing, rly small spacing o.o



also other minor suggestion: 01:19:472 (1) - as a circle with 1/1 gap would be kinda cool to show that the drums completely stop.
Pachiru

Nozhomi wrote:

Fix tags on Pachiru's diff before qualify~
I feel offensed... :(
Topic Starter
Owens

Naotoshi wrote:

hi, i have just one question about extra diff of owens

00:59:192 (1,2,3,1,2,3,1) -

u could see that 00:59:863 (1) - has a lot of strength in the vocals, but it's very small and comfortable spacing to hit. so it actually feels very weak in gameplay. maybe you could consider buffing the spacing to here instead of a big jump to 3? since the rest of the section focuses on vocals very much (all the offbeat sliders) it makes sense to emphasize the vocals more here instead of the snare

01:02:879 (4,1) - same thing, rly small spacing o.o



also other minor suggestion: 01:19:472 (1) - as a circle with 1/1 gap would be kinda cool to show that the drums completely stop.
thanks for theses suggestions, i got everything but i like the map this way tbh, i mean small spacing you noticed could be higher ofc but it feels comfortable if its not :s
Kurai
rebub
Chewin
checking old bubbles

General

  1. No video?
Kyuukai's Easy

  1. 00:04:723 (3) - I would feel more confident with the rhythm if you extended this slider of 1/2 for two reasons: the sound on the white tick is much more stronger than the red tick and the 1/2 snap with 00:04:723 (3,1) - would emphasize the upcoming section better;
  2. 00:21:818 (1,2,3,4) - Weird mix of 1/1 snapping between red and white tick. I would just use the same rhythm you used on the previous section at 00:16:287 (1,2) - since the melody is the same and the rhythm is more appropriated for the easiest diff of the mapset;
  3. 00:46:958 (2) - You forgot clap here, add it because the section looks empty without hitsounding on that circle since you already skipped the one at 00:46:287 - ;
  4. 00:52:321 (2) - Remove the addition:soft on this circle, it should have the same hitsounding than 00:49:639 (2) -;
  5. 00:59:192 (1) - Well I understand that this song is very hard to map for an easy diff but the rhythm is just totally random on here. Just apply this one that is much more better and easy and it's even a little more consistent with next kiai time start: https://puu.sh/yASPx.png
  6. 01:17:125 (3) - Clap should be on head not on the tail;
  7. 01:24:500 (3) - I would remove this circle to it would be consistent with previous patterns
Pachiru's Normal

  1. I will be honest to you, I find this diff really hard for a Normal lol (I asked some other BN opinion), so I will ask you to delete some circles to make a more acceptable spread and to make some changes (by following only higher vocal pitches so you don't have to spam circles and slider for every vocal starting..) I know I am asking you a lot and I hate that but I have to for an appropriated spread:
    00:18:969 (6) - Remove a repeat and move this slider 1/2 after so it starts on the downbeat and the tick at 00:18:969 - will be empty;
    00:24:332 (5) - Same this for this;
    00:27:684 (2) - Remove circle so the 00:27:852 (3) - will emphasize the vocal much more better because I can't ask you to delete the 00:28:354 (4) - because of clap/drum sound on bg music so remove it to have a break in the pattern;
    00:30:366 (2) - Remove circle;
    00:32:209 (1) - I know you following the vocal here but I would use just a circle on this and an 1/2 slider (or just a circle, even better) on 00:32:544 - to make the downbeat clickable;
    00:38:410 (2) - Remove one reverse;
    00:39:751 (5) - Delete circle;
    00:41:762 (4) - Delete circle;
    00:43:773 (2) - ^ 00:47:796 (4) -
    00:59:695 - Will ask you to add circle here instead, so you can delete it at 01:00:366 (3) - and 01:01:706 (6) - (do not forget to add clap on it)
    01:05:561 (3) - Change it with a circle;
    01:07:907 (3) - Remove this and use an 1/2 repeating slider at 01:08:075 - so you can make an easier rhythm by deleting 01:08:243 (4) - as well
    01:11:092 (4,8) - Delete these too;
    01:15:114 (6) - Remove slider here and use a circle on the red tick only instead;
    01:21:148 (2) - Just use a circle instead than slider;
    01:22:656 (2) - Delete this;
  2. 00:53:997 (1) - Add clap on head;
Hard

  1. 00:03:047 (1,2) - Confusing spacing because the circle is not directed to the same direction of 00:03:047 (1) - like you did for 00:00:366 (1) - . You could just ctrl + g it;
  2. 00:04:723 (3) - Add one more repeat since the last tick is on the opposite direction of next slider :\
  3. 00:10:924 (4) - There should be NC here for consistency and remove it from 00:11:762 (1) - instead;
  4. 00:56:008 (5) - It would be nice if you removed a repeat here so you can add a circle on the red tick to make the final part of the section clickable. It's much more intuitive than this long repeating slider;
  5. 01:08:578 (1) - Move it a bit down it's covered by hp bar and it's ugly;
  6. 01:09:583 - The vocal is starting here so I would just remove a repeat from 01:09:248 (3) - so you can add a circle stacked with 01:09:751 (4) - so that it will be hittable;
  7. 01:24:835 (1,2) - and 01:25:338 (3,4) - Unexpected antijump after played this whole map with constant spacing ew I would just place them with distance snap as well to make it more intuitive to play;
Real's Insane

  1. 00:18:131 (4) - I feel the cursor movement smoother if this circle was placed at 352|192 tbh;
  2. 00:28:857 (2) - I would just make a curved slider that blankets the 00:29:695 (5) - because it's kinda weird seeing a straight slider directed like that after the curved one at 00:28:522 (1) - mh..;
  3. 01:01:035 (3,4) - All previous pattern that follow the same vocal are unstacked, why is this pattern stacked instead?
  4. 01:09:751 (6) - Not perfectly aligned;
Meg's Wind

  1. 00:14:779 (6) - The jump would work and flow much more better if this circle is placed at 258|384;
  2. 00:25:002 (3) - The break should be here instead for consistency if you check previous part, so move this circle 1/2 later;
  3. 01:17:460 (3) - Use NC so the previous pattern keeps the (1)-(2) combo logic;
  4. 01:25:673 (4,5) - CTRL + G them, it's better to me;
  5. Very well made diff!
Extra

  1. 00:03:047 (1) - Same thing I said in the Hard diff. Just fix it by CTRL + G it and we are nice;
  2. 00:06:567 (2) - Why don't you stack this with 00:06:064 (2) - 's tail to make a come back cursor movement? More fun and smooth to play;
  3. 00:08:578 (2) - This stack looks random for me since you didn't use stacks on this whole section with same pitches and melody.. I would place it between 00:08:243 (1,3) - 's heads or idk just try to unstack it because the clap on the (3) needs to be emphasized with a different placement from the previous circle xP;
  4. 00:29:360 (4,5) - Switch their position with CTRL + G them to avoid this stack ew, stacks are used for same instrumental/same sound/ same vocal phrase/same whatever xD;
  5. 00:33:885 (3,4) - Exaggerated spacing imo, it's different from 00:33:215 (6,7,1) - since we have the (7) between them. I would try something different instead to keep the same triangle pattern tbh;
  6. 00:35:226 (6) - NC here;
  7. 01:08:913 (2,3,1) - Totally wrong spacing here. You are litterally using an 1/2 spacing for an 1/4 pattern in the same spot! Just move the 01:09:081 (3) - much more closer to (2) (it stays good at 128|232) and remove NC from 01:09:248 (1) - too;
let me know
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