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Hanasaka Yui(CV: M.A.O) - Harumachi Clover

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Dashyy-

Voli wrote:

[Normal]

  1. 00:06:411 (3) - is 1/4 vocal mapping but 00:08:946 (2) - isn't? consistency pls ?????? there's vocals on this note
  2. 00:12:960 - might wanna make this strong vocal clickable, feels kinda weird if it isnt g
  3. 00:17:186 (6,1) - looks kinda sloppy aesthetically, maybe something like this https://voli.s-ul.eu/VEh4XAZu.png nah it's fine
  4. 00:18:242 (1,3) - slight overlap, maybe not intended thx
  5. 00:19:932 (4,6) - look kinda sloppy aswell coz theyre so close to each other, maybe https://voli.s-ul.eu/pVBlwWxK.pngok
ty!!!!!!!!!!!!!

https://puu.sh/va4DT/e37c3f505b.osu
https://puu.sh/va4DT/e37c3f505b.osu
https://puu.sh/va4DT/e37c3f505b.osu
https://puu.sh/va4DT/e37c3f505b.osu
Ayumiita
I'll be skipping the easy diff. since I am not to comfortable with them.

Dash's Normal:

  1. 00:13:172 (2,3,4,5) - they are all not snapped
  2. 00:09:369 (3,4,5) - I would consider changing the rhythm here, since it feels really heavy under mapped maybe something like this here

bor's Hard:

  1. 00:00:284 (1,2) - the stack doesn't make too much sense to me, maybe you could make a longer build up together with 00:00:707 (3,4,5) - . So maybe like this here ?
  2. 00:07:045 (4) - I would do a different shape, since this one doesn't fit to the other sliders. (something like this 00:20:566 (4) -)
  3. 00:10:848 (4,5) - i would not stack this, since it could slow nicely if you would continue the movement.
Edit: Maybe like this
Loli's Insane:

  1. I would just use CS 4 instead. Everything seems to be a bit smoother with that imo.

    00:25:742 (3,4) - this stack doesn't look blank to me, i would consider making it perfectly blank, since the rest of the map is looking really nicely polished
wow this map looks in an aesthetic way really awesome

pishi's Extra:

  1. This map is hard to read so maybe making the AR higher to like 8,4 or so, could make it abit better with that.( At testplaying AR was close to unreadable imo.)
  2. All the triples like this one 00:02:820 (1,2,1) - should be changed in a more readable way, there are barely noticeable through visuals. Especially this one 00:27:960 (1,2,3,4,1) -
This map set is really nice would love to see it ranked :3

Lucy ~(o.o~)

Sorry for this bad quality mod, but I didn't mod since quite a while. Maybe check the AiMod about the Title stuff.
anna apple

Lucyyyyyyy wrote:

bor's Hard:[/size][/b]
  1. 00:00:284 (1,2) - the stack doesn't make too much sense to me, maybe you could make a longer build up together with 00:00:707 (3,4,5) - . So maybe like this here ? I don't want to make the ds go super high
  2. 00:07:045 (4) - I would do a different shape, since this one doesn't fit to the other sliders. (something like this 00:20:566 (4) -) it does kind of fit with other sharp angle sliders.
  3. 00:10:848 (4,5) - i would not stack this, since it could slow nicely if you would continue the movement.I explained this last mod, I'm looking for stopping motion before the vocal section

Edit: Maybe like this I don't want to make anything that could look like 1/4 like this can. hard players will read as 1/4 and not 1/2.
no change again
Nao Tomori
btw loli's diff needs a space after the : in CV: M.A.O

this was m4m btw
xLolicore-
yeet
u forgot to remove the tags from kurante's mapset ROFL
metadata is also fukd btw
zev
  1. modding assitant stuff
    SPOILER
    Difficulties end time is not consistent:
    00:30:284 - Easy
    00:30:284 - Dash's Normal
    00:30:073 - bor's Hard
    00:30:284 - Loli's Insane
    00:30:284 - pishi's Extra

    Easy: doki.jpg (2133x1200)
    Dash's Normal: doki.jpg (2133x1200)
    bor's Hard: VLxzv9H.jpg (2134x1199)
    Loli's Insane: doki.jpg (2133x1200)
    pishi's Extra: VLxzv9H.jpg (2134x1199)

    max is 1920x1080

    pishi
  2. 00:02:820 (1,2) - drum-hitfinish for those cool here, cus r mapping the bass line
  3. 00:06:834 (4) - x86 y240


    dash
  4. 00:13:172 (3) - fix dis pls

    loli
  5. no idea whats hapening but anime neds no structure so is good map.
  6. 00:20:777 (1) - remov nc
    bor
  7. 00:13:805 (3,4,5) - nerf not rly nice in hard, stacks
  8. nc cus is not followng vocals indicate snare? 00:14:228 (1) -

anna apple

zev wrote:


  • bor
  1. 00:13:805 (3,4,5) - nerf not rly nice in hard, stacks I don't understand what you are asking me to change, nor any problem you may see.
  2. nc cus is not followng vocals indicate snare? 00:14:228 (1) - nc is to downbeats.
as for diff not ending at the exact same time: Uber you can change it if its unrankable. otherwise its up to interpretation of sound. To me the sound seems like the string instruments release at the time my spinner finishes, while the sound coming from them resonates in the recording room until the next red tick.
Dashyy-
Rizen
Easy
  1. 00:02:186 (2,3) - looks like u were tryin to blanket. move slider 3 down a little bit to make the blanket cleaner like so. same applies to 00:15:707 (2,3) -
  2. 00:19:932 (3,4,5) - any reason why the change in rhythm here vs. 00:06:411 (3) - ? the music at both of these parts are pretty much the same x_x
  3. is lack of kiai time intentional?
Dash's Normal
  1. 00:03:665 (5,1) - were u tryin to blanket this? if so, move slider 1 to the right a bit more so it's at the slider focal point
  2. 00:20:566 (6,1) - DS
  3. is lack of kiai time intentional?
  4. tags in this diff are broken, please fix and when u give the .osu to the map owner, paste the entire code within a [/box] on forum as uploading the .osu file would cause this problem
bor's Hard
  1. 00:00:284 (1,2) - not unrankable but this is touching the hp bar
  2. 00:18:875 (4,5) - this is like the only tiem you don't space these out when this pattern comes up vs. 00:05:354 (4,5) - , 00:15:495 (4,5) - , etc.
  3. 00:09:580 (1,1,1) - I know you are following vocals with these sliders, but I feel as though the drum crash at these parts should be clickable. they're a lot different to 00:23:101 (1,1,1) - where the drum crashes are actually in sync with the vocals
  4. 00:10:848 (4,5) - you usually keep those three circles unstacked so stacking there here is kinda inconsistent (e.g. 00:24:369 (4,5) - , 00:22:679 (4,5) - , etc.)
  5. 00:28:489 (1) - extend to the red tick? just like every other diff
Loli's Insane
  1. 00:13:594 (1) - feels a bit excessive imo, the pattern is perfectly readable without the additional NC
  2. 00:20:777 (1) - remove nc, inconsistency with 00:07:256 (6) -
  3. nothing else rly
I actually can't pass the extra with a decent score so I'll skip that one x(

gl!
anna apple

Rizen wrote:

bor's Hard
  1. 00:00:284 (1,2) - not unrankable but this is touching the hp bar :^)
  2. 00:18:875 (4,5) - this is like the only tiem you don't space these out when this pattern comes up vs. 00:05:354 (4,5) - , 00:15:495 (4,5) - , etc. slightly increased spacing
  3. 00:09:580 (1,1,1) - I know you are following vocals with these sliders, but I feel as though the drum crash at these parts should be clickable. they're a lot different to 00:23:101 (1,1,1) - where the drum crashes are actually in sync with the vocals I disagree, if too many different sounds are clickable then what's my rhythm
  4. 00:10:848 (4,5) - you usually keep those three circles unstacked so stacking there here is kinda inconsistent (e.g. 00:24:369 (4,5) - , 00:22:679 (4,5) - , etc.) You are mistaken to compare 00:22:467 (3,4,5) - with anything other than 00:08:946 (3,4,5) - with that mentioned, 00:24:369 (4,5) - this is now stacked.
  5. 00:28:489 (1) - extend to the red tick? just like every other diff To me the sound seems like the string instruments release at the time my spinner finishes, while the sound coming from them resonates in the recording room until the next red tick.


gl!
update the rizen way
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TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:Uber
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Tags:opening Kantoku カントク TYPHOON GRAPHICS ワンルーム One Room xlolicore- pishifat bor dashyy-
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Topic Starter
Uber

Rizen wrote:

Easy
  1. 00:02:186 (2,3) - looks like u were tryin to blanket. move slider 3 down a little bit to make the blanket cleaner like so. same applies to 00:15:707 (2,3) - fixed both
  2. 00:19:932 (3,4,5) - any reason why the change in rhythm here vs. 00:06:411 (3) - ? the music at both of these parts are pretty much the same x_x changed rhythm
  3. is lack of kiai time intentional? no
Dash's Normal
  1. tags in this diff are broken, please fix and when u give the .osu to the map owner, paste the entire code within a [/box] on forum as uploading the .osu file would cause this problem swear I fixed tags before but its good now
xLolicore-

Rizen wrote:

Loli's Insane
  1. 00:13:594 (1) - feels a bit excessive imo, the pattern is perfectly readable without the additional NC
  2. 00:20:777 (1) - remove nc, inconsistency with 00:07:256 (6) -
  3. nothing else rly
gl!
Ty for modding
d
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TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:Uber
Version:Loli's Insane
Source:OneRoom
Tags:opening Kantoku カントク TYPHOON GRAPHICS ワンルーム One Room xlolicore- pishifat bor dashyy-
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Kaifin
hi from queue

General

  1. check and fix ai mod in all diffs

Easy

  1. 00:00:284 (1,1) - this might be kind of a dumb nitpick but why isn't this object just straight from the slider, it's a little bit off and that looks off
  2. 00:03:031 (3,1) - from the end of the 3 slider, it is not exactly clear where the player is supposed to go, at this level of difficulty the player still has a hard time differentiating between slider ends and slider heads so this lack of direction could lead to some confusion. A solution to this is flipping 00:03:031 (3) - as shown in the screenshot so there is a clear direction to the next slider for the player, this will kill your blanket but you can make a new one with end of 00:04:721 (1) - and the flipped 00:03:031 (3) -
  3. 00:06:411 (3) - another slider that would flow better into the next one having been flipped, however this flow isn't as egregiously misleading as the last, flipping this one never the less would make for better flow + consistency barring you change the above point
  4. 00:14:017 (4,1) - blanket
  5. 00:15:707 (2,3) - you could clean this one up too
  6. 00:16:552 (3,1) - for the record i think this flow is fine, it's mirrored so it's pretty clear pattern wise where the player is supposed to go so it works
  7. 00:21:622 (1,2) - same complaint as 00:00:284 (1,1)

Dash's Normal

  1. 00:03:031 (3,5) - blanket i NCd in the screenshot to make it easier to see
  2. 00:03:665 (5,1) - same lol
  3. 00:13:172 (3,4,5,6) - what kind of pattern are you trying to make here? can you make it more distinct? just looks like four vertical sliders in a vague shape
  4. 00:14:862 (1,2,3) - this flow is super fucky for normal, i dont know how a normal player would make heads or tails of this, regardless of the map being 30 seconds long

skipping hard to avoid getting all declined (jk it seems fine)

Loli's Insane

  1. 00:00:284 (1,3) - this might be a bitch with your structure but can you make the line between these two objects straight because it's barely off
  2. 00:27:960 (1,2,3,4,5) - this isn't really a specific problem but the only spaced stream in your map is at the very end and it's on this kinda off angle, maybe adjust this angle for it to look a bit nicer?

pishi's Extra

  1. 00:27:960 (1,2,3,4,1) - okay so you want the player to move like this: but in reality the player moves like this: so stacking 00:28:383 (1) - on 00:27:960 (1) - will both give you the flow you want and also have the map end in the center of the screen and u know thats just cute
    alternatively you could have it stack on 00:28:172 (3) - but i think that would encourage a wiggle more than a circular movement which seems to be what you want

Your beatmap is shorter than 45 seconds. Consider making it longer.
Topic Starter
Uber

Kaifin wrote:

hi from queue

General

  1. check and fix ai mod in all diffs fixed

Easy

  1. 00:00:284 (1,1) - this might be kind of a dumb nitpick but why isn't this object just straight from the slider, it's a little bit off and that looks off now straight
  2. 00:03:031 (3,1) - from the end of the 3 slider, it is not exactly clear where the player is supposed to go, at this level of difficulty the player still has a hard time differentiating between slider ends and slider heads so this lack of direction could lead to some confusion. A solution to this is flipping 00:03:031 (3) - as shown in the screenshot so there is a clear direction to the next slider for the player, this will kill your blanket but you can make a new one with end of 00:04:721 (1) - and the flipped 00:03:031 (3) - i did it
  3. 00:06:411 (3) - another slider that would flow better into the next one having been flipped, however this flow isn't as egregiously misleading as the last, flipping this one never the less would make for better flow + consistency barring you change the above point same
  4. 00:14:017 (4,1) - blanket fixed
  5. 00:15:707 (2,3) - you could clean this one up too fixed
  6. 00:16:552 (3,1) - for the record i think this flow is fine, it's mirrored so it's pretty clear pattern wise where the player is supposed to go so it works
  7. 00:21:622 (1,2) - same complaint as 00:00:284 (1,1) also straight now
thanks for the mod
_handholding

Easy
  1. 00:08:101 (1,3) - imo you should keep the rhythm in these 2 parts the same since the rhythm of the song being mapped are very, very similar in the 2 places. So either make 00:08:101 (1) a 1/1 slider or make 00:09:791 (3) a 2/1 slider.
  2. 00:24:158 (1) - delete NC

Normal
  1. 00:13:172 (3,4,5,6) - It would be ideal if you could represent 00:13:172 (3,4,5) in a different way to 00:14:439 (6) in the use of rhythm or slider shapes or flow etc. The sound at 00:14:439 (6) is a whole lot different than the other 3 sounds so it doesn't feel fitting to group it up.
  2. 00:09:369 (3,4,5,6,7) - This whole rhythm just feels wrong and empty. You've missed out 00:09:791 and 00:11:481 which is fine because you are following the vocals but you've prioritized mapping sounds such as 00:11:059 (6) with a clickable object yet omitted equally intense sounds. Try something like this http://puu.sh/vpBWR/13e8a9df25.jpg

Bor
  1. 00:01:341 (1,2,3,4,5) - see below xd
  2. 00:07:045 (4) - I can always count on you to be edgy in the simplest of songs :^)
  3. 00:28:489 (1) - end this on the red ticks like normal and easy
[]gl
Eroge_master225
NM

Easy
maybe ar2

slider tick should be 2

00:08:101 (1) - move this down

00:10:636 (4,1) - i don't think 4 should overlap 1 here

00:28:383 (1) - extend this to next white tick


Dash's Normal
i think cs3 and ar5 are better here

Slider tick rate should be 2

00:13:172 (3,4,5,6) - i don't think this is very beginner friendly

00:15:707 (2) - maybe move this too x:160 y:320

bor's hard
00:14:862 (1) - why such a short kiai time


00:01:341 (1,2,3,4) - wtf is this overlap. this belongs in a insane diff

00:04:721 (1,2,3,4) - same as above

00:14:862 (1,2,3,4) - same as above

00:18:242 (1,2,3,4) - same as above

00:07:045 (4) - i don't think this slider is a good idea

00:20:566 (4) - same as above

00:28:489 (1) - start this spinner on the next red tick

ar7 please

Loli's insane
00:13:172 (1) - remove NC

00:12:960 (5) - put NC here

I like this diff
Dashyy-
r

Dash's Normal

  1. 00:03:031 (3,5) - blanket i NCd in the screenshot to make it easier to see can't fix since that would breajk the other blanket ):
  2. 00:03:665 (5,1) - same lol same lol
  3. 00:13:172 (3,4,5,6) - what kind of pattern are you trying to make here? can you make it more distinct? just looks like four vertical sliders in a vague shape it's four vertical sliders in a vague shape
  4. 00:14:862 (1,2,3) - this flow is super fucky for normal, i dont know how a normal player would make heads or tails of this, regardless of the map being 30 seconds long fixd


Normal
  1. 00:13:172 (3,4,5,6) - It would be ideal if you could represent 00:13:172 (3,4,5) in a different way to 00:14:439 (6) in the use of rhythm or slider shapes or flow etc. The sound at 00:14:439 (6) is a whole lot different than the other 3 sounds so it doesn't feel fitting to group it up. ok changed 6 to circles
  2. 00:09:369 (3,4,5,6,7) - This whole rhythm just feels wrong and empty. You've missed out 00:09:791 and 00:11:481 which is fine because you are following the vocals but you've prioritized mapping sounds such as 00:11:059 (6) with a clickable object yet omitted equally intense sounds. Try something like this http://puu.sh/vpBWR/13e8a9df25.jpg done!!!!!!!!!!!!!!!!!!!!!!

Dash's Normal

i think cs3 and ar5 are better here idk what's wronmg with the ones i9 have now

Slider tick rate should be 2

00:13:172 (3,4,5,6) - i don't think this is very beginner friendly nah it's fine

00:15:707 (2) - maybe move this too x:160 y:320

ty!!!!!!!!!!!!

uploaded the rizen way
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 73
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ã¡ã‚¯ãƒ­ãƒ¼ãƒãƒ¼
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花å‚çµè¡£(CV:M・A・O)
Creator:Uber
Version:Dash's Normal
Source:OneRoom
Tags:opening Kantoku カントク TYPHOON GRAPHICS ワンルームOne Room xlolicore- pishifat bor dashyy- pyroflayer
BeatmapID:1257235
BeatmapSetID:594207

[Difficulty]
HPDrainRate:3
CircleSize:3.6
OverallDifficulty:4
ApproachRate:5.2
SliderMultiplier:1.2
SliderTickRate:2

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

[TimingPoints]
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Combo2 : 39,114,14
Combo3 : 233,17,12
Combo4 : 0,92,185

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anna apple

Eroge_master225 wrote:

NM

bor's hard

00:14:862 (1) - why such a short kiai time its called kiai flash.

00:01:341 (1,2,3,4) - wtf is this overlap. this belongs in a insane diff tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:04:721 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:14:862 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:18:242 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:07:045 (4) - i don't think this slider is a good idea I think this slider is a good idea

00:20:566 (4) - same as above I think this slider is a good idea

00:28:489 (1) - start this spinner on the next red tick its readable.

ar7 please AR is for fitting spread and its low density. enough to read without clickable 1/4
anna apple

Kisses wrote:

Bor
  1. 00:01:341 (1,2,3,4,5) - see below xd
  2. 00:07:045 (4) - I can always count on you to be edgy in the simplest of songs :^) bor bor bor
  3. 00:28:489 (1) - end this on the red ticks like normal and easy I already explained my reasoning behind this twice, can you read those and respond to those replies to this difference, otherwise still no change.
[]gl
Topic Starter
Uber

Kisses wrote:

Easy
  1. 00:08:101 (1,3) - imo you should keep the rhythm in these 2 parts the same since the rhythm of the song being mapped are very, very similar in the 2 places. So either make 00:08:101 (1) a 1/1 slider or make 00:09:791 (3) a 2/1 slider. Want 00:09:369 (2) to stand out and making 00:08:101 (1) 1 beat long would kinda destroy that and I want 00:10:636 (4) to be clickable and making 3 2 beats would destory that too
  2. 00:24:158 (1) - delete NC Fixed
[]gl thank

Eroge_master225 wrote:

NM

Easy
maybe ar2 nah

slider tick should be 2 Don't like the full beat sliders having ticks

00:08:101 (1) - move this down Why, it doesn't go off screen or anything lol

00:10:636 (4,1) - i don't think 4 should overlap 1 here overlap as well is to try to make it stand out since it's such a strong sound

00:28:383 (1) - extend this to next white tick Want 00:27:960 (2) to be clickable
polka

[General:]
  • Cool to see a different concept for insane. Good luck with that.
[Easy:]
  • 00:11:481 (1) - Touches HP bar. Not sure if you care.
    00:24:158 (3) - The lyrics and pitch are very different, so i don't think using the exact same slider is a good way to represent this part.
[Hard:]
  • 00:00:284 (1,2) - Starting off way on the HP bar is not only a reduction of quality, but is also confusing. Start more in the playfield.
    00:18:242 (1,2,3,4) - Watching this difficulty, I thought these were pretty edgy, but they're also really cool. Nice job.
    00:24:158 (3,4,5) - These are more intense than 00:22:467 (3,4,5) - and I think they deserve to be unstacked.
[Afteword:]
  • This set's hard and insane have some cool concepts that will really set this map apart from the billions of others. Plus no anime bg so points there.
    GOOD LUCK
anna apple

PolkaMocha wrote:

[Hard:]
  • 00:00:284 (1,2) - Starting off way on the HP bar is not only a reduction of quality, but is also confusing. Start more in the playfield. disagree, plus not unrankable.
    00:18:242 (1,2,3,4) - Watching this difficulty, I thought these were pretty edgy, but they're also really cool. Nice job.
    00:24:158 (3,4,5) - These are more intense than 00:22:467 (3,4,5) - and I think they deserve to be unstacked. they are pretty close to the same for what they offer for intensity, though they are different, like the previous happening of this phrase, so I made them noticeably different similar to the previoius happening of this phrase.
Topic Starter
Uber

PolkaMocha wrote:


[Easy:]
  • 00:11:481 (1) - Touches HP bar. Not sure if you care. i dont
    00:24:158 (3) - The lyrics and pitch are very different, so i don't think using the exact same slider is a good way to represent this part. changed a thing
emilia
ok i try
[pishi]
  1. firstly not very fond of the idea of having an unintuitive "structure" (weirdly spaced triplets indicated by combo colours) for an anime <TVsize since its rather annoying to play, at least from the players perspective. it isnt really interesting in any visual sense and only incorporates awkward movement which isnt necessarily well reflected in that intensity of the song. now that we have that out of the way:
  2. suggest changing the green combo colour to something light as well, because i had to check the editor to see what they did in the map, since it deviated the original idea in my head that "light combo colour = weird spaced stream".
  3. also last i remembered fully 255,255,255 white isnt rankable
  4. 00:12:115 (1,2,1) - theres also actually no triplet here
  5. 00:23:946 (1,2,1) - also i can't tell if theres a triplet here because the drum might be overlapping with the "sh" in the vocal (which also actually only starts on white). also for your reference, the top diff of one of the ranked sets doesnt have a triplet at this point (if it matters)

    meh, sorry for being really unable to mod this objectively
[loli]
  1. 00:07:679 (7,8,1) - this felt a little awkward to play because of the perceived flow, but its really no biggie

    plain, nothing i could see that was bad
[bor]
  1. 00:00:284 (1,2) - is this not too close to the hp bar
  2. 00:10:848 (4,5) - random stack?
  3. 00:24:369 (4,5) - ^, makes no sense to keep them if you've never had them for similar lyrics/song structure

    i think theres nothing i can objectively mod about this map. i'd just like to say that i feel like the structure of this map is very haphazard and messy for a hard. things like random overlaps, weird slider shapes, inconsistent DS with no emphasis whatsoever and etc. i think the rhythmic choices and aesthetics can be further brushed up, though me pointing them out and having them being rejected would be very pointless.
[dash]
  1. why is the whole map so soft?? why dont you just take the volume points of the other diffs?
  2. the distances are way too big for a normal, and the cs is probably too small as well. theres no need to have such a difficult normal if the song doesnt allow for it anyways (ranked set at 1.6~1.65 for reference)
  3. 00:00:284 (1,2) - consider flipping the rhythm (hitcircle first then slider)

    emphasis for your map is a little messy, i think the rhythm needs remapping. you can emphasise multiple tracks, but dont overstep or you'll exceed the limits of what a normal can let you do
[uber]
  1. o so u only mapped an easy nice lo
  2. is the volume meant to be like that?

    nothing to complain

confusing set, gl
anna apple

Emilia wrote:

ok i try

[bor]
  1. 00:00:284 (1,2) - is this not too close to the hp bar it barely touches, and is not unrankable.
  2. 00:10:848 (4,5) - random stack? this is as random as the song.
  3. 00:24:369 (4,5) - ^, makes no sense to keep them if you've never had them for similar lyrics/song structure refer to this because these are the same because the song is the same here, though the song is different in other parts.

    i think theres nothing i can objectively mod about this map. i'd just like to say that i feel like the structure of this map is very haphazard and messy for a hard. things like random overlaps, weird slider shapes, inconsistent DS with no emphasis whatsoever and etc. i think the rhythmic choices and aesthetics can be further brushed up, though me pointing them out and having them being rejected would be very pointless. you should look more into the map if you don't understand it, though if you find something that doesn't make sense, you should say why you don't think it makes sense
[/notice]

confusing set, gl
emilia

borborygmos wrote:

Emilia wrote:

stuff
i guess it might be better to explain my perspective

most hards i've seen contain consistent distance snap and covers the song fairly well in terms of rhythm choices. what i've been seeing in your map is rather distances that dont really make much sense with respect to the song and rhythm choices that arent very optimal for representing the song. here i think i can point out a few examples

distance:
  1. 00:01:763 (3,4,5) - not sure why there was a sudden increase in distance when nothing in the music was very indicative of anything worth emphasising. and yea, it does repeat itself, but that isnt a good enough way to justify yourself just because its repetitive and that its an "intended structure". it, in my opinion, really doesnt fit with the song
  2. 00:07:045 (4,5) - stack when 00:03:665 (4,5) - this isnt? i noticed that this repeats itself as well, but similarly to above, calling it a "structure" and justifying it is very meaningless, though its a lot milder in this case because its a stack which is applicable to hards
  3. 00:01:129 (5,1) - it would probably be understandable if something like this was a jump instead, since the instruments are a strong lead in and are worthy of emphasis
  4. 00:09:580 (1,2) - another needless massive jump
  5. 00:11:270 (1,2,3) - vs 00:24:791 (1,2,3) - perhaps require more "structured" consistency?

    its more how your distances are randomly "structured" and you're just hiding behind that to make a "different" hard, and what is really the point of that? why go out of your way trying to rank a hard that can be made more consistent and simpler to a hard player? justifying anything by calling it structure seems to be too much of a cop out in my eyes
rhythm:
  1. 00:02:608 (6,1) - triplets are 100% allowed on hards, so why dont you map them? your whole map doesnt contain any triplets which makes the rhythm feel very very plain. why not just map them in anyways?
  2. 00:14:228 (5) - as with here, you're mapping to both the instruments and vocals, so why not make it more consistent
  3. 00:03:665 (4) - vocals dont actually end here, its just trailing off at this point, so why not make the white tick a clickable drum beat instead?

    accommodating multiple rhythmic tracks in a hard is 100% possible, and it seems like you're trying to stick to mapping to only vocal which is really unintuitive for playing. highly highly recommend you map to the drums as well but if you're sticking to what you want then i guess no matter how much more i type it wont change anything
tl;dr if you think sticking to your style is more important, then you really dont need to read this, which was why i said it was pointless to begin with
anna apple

Emilia wrote:

i guess it might be better to explain my perspective

most hards i've seen contain consistent distance snap and covers the song fairly well in terms of rhythm choices. what i've been seeing in your map is rather distances that dont really make much sense with respect to the song and rhythm choices that arent very optimal for representing the song. here i think i can point out a few examples

distance:
  1. 00:01:763 (3,4,5) - not sure why there was a sudden increase in distance when nothing in the music was very indicative of anything worth emphasising. and yea, it does repeat itself, but that isnt a good enough way to justify yourself just because its repetitive and that its an "intended structure". it, in my opinion, really doesnt fit with the song in this case I would say since I'm vocal mapping identifying vocal phrases is pretty important when trying to create patterns and such, in this case I identified these two beat phrases being made by the vocalist in which an audible pitch increase happens at this point where the spacing increase occurs.
  2. 00:07:045 (4,5) - stack when 00:03:665 (4,5) - this isnt? i noticed that this repeats itself as well, but similarly to above, calling it a "structure" and justifying it is very meaningless, though its a lot milder in this case because its a stack which is applicable to hards this is a good point
  3. 00:01:129 (5,1) - it would probably be understandable if something like this was a jump instead, since the instruments are a strong lead in and are worthy of emphasis its a gradual spacing increased to show the progression being made by the vocalist
  4. 00:09:580 (1,2) - another needless massive jump pitch goes up here, also slider leniency technically reduces the strength of normative spacing so I increased this to show that effect
  5. 00:11:270 (1,2,3) - vs 00:24:791 (1,2,3) - perhaps require more "structured" consistency? I can adjust the spacing of the latter one to match the former

    its more how your distances are randomly "structured" and you're just hiding behind that to make a "different" hard, and what is really the point of that? why go out of your way trying to rank a hard that can be made more consistent and simpler to a hard player? justifying anything by calling it structure seems to be too much of a cop out in my eyes
rhythm:
  1. 00:02:608 (6,1) - triplets are 100% allowed on hards, so why dont you map them? your whole map doesnt contain any triplets which makes the rhythm feel very very plain. why not just map them in anyways? just because you are permitted to use a certain rhythm does not require it.
  2. 00:14:228 (5) - as with here, you're mapping to both the instruments and vocals, so why not make it more consistent its a hold to highlight the 1/4 sounds that occur when there is vocal. Its similar to song in consistency so it can't be "consistent" to something that doesn't exist at all or yet.
  3. 00:03:665 (4) - vocals dont actually end here, its just trailing off at this point, so why not make the white tick a clickable drum beat instead? this is true for all parts with sliders like this. the movement I create with these are quite valueable and prove emphasis to the beats you think require clicking.

    accommodating multiple rhythmic tracks in a hard is 100% possible, and it seems like you're trying to stick to mapping to only vocal which is really unintuitive for playing. highly highly recommend you map to the drums as well but if you're sticking to what you want then i guess no matter how much more i type it wont change anything
tl;dr if you think sticking to your style is more important, then you really dont need to read this, which was why i said it was pointless to begin with
sometimes it can be rude to call things random/pointless, but this was a much better approach to a mod than the thing you originally said. thanks for your thoughts and I appreciate your discussion!

update
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ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:Uber
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xLolicore-

Eroge_master225 wrote:

00:13:172 (1) - remove NC hmmm nah

00:12:960 (5) - put NC here ^

I like this diff thank
also applied all mods from kaifin, emilia and monstrata
ass
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ArtistUnicode:花坂結衣(CV:M・A・O)
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pishifat
replies

Kibbleru wrote:

holy pishi's diff is so infuriating to play on ar 8
8.5 now

Lucyyyyyyy wrote:


pishi's Extra:

  1. This map is hard to read so maybe making the AR higher to like 8,4 or so, could make it abit better with that.( At testplaying AR was close to unreadable imo.)
  2. All the triples like this one 00:02:820 (1,2,1) - should be changed in a more readable way, there are barely noticeable through visuals. Especially this one 00:27:960 (1,2,3,4,1) -
did both

zev wrote:

pishi
[*]00:02:820 (1,2) - drum-hitfinish for those cool here, cus r mapping the bass line leaving drum additions for 00:14:651 (1,2) - so they sounddifferenta aa
[*]00:06:834 (4) - x86 y240 remapped stuff so g

Kaifin wrote:

pishi's Extra

  1. 00:27:960 (1,2,3,4,1) - okay so you want the player to move like this: but in reality the player moves like this: so stacking 00:28:383 (1) - on 00:27:960 (1) - will both give you the flow you want and also have the map end in the center of the screen and u know thats just cute
    alternatively you could have it stack on 00:28:172 (3) - but i think that would encourage a wiggle more than a circular movement which seems to be what you want
did the alt

Emilia wrote:

ok i try
[notice][pishi]
  1. firstly not very fond of the idea of having an unintuitive "structure" (weirdly spaced triplets indicated by combo colours) for an anime <TVsize since its rather annoying to play, at least from the players perspective. it isnt really interesting in any visual sense and only incorporates awkward movement which isnt necessarily well reflected in that intensity of the song. now that we have that out of the way: fixed
  2. suggest changing the green combo colour to something light as well, because i had to check the editor to see what they did in the map, since it deviated the original idea in my head that "light combo colour = weird spaced stream". pink now
  3. also last i remembered fully 255,255,255 white isnt rankable only in kiai time
  4. 00:12:115 (1,2,1) - theres also actually no triplet here removed
  5. 00:23:946 (1,2,1) - also i can't tell if theres a triplet here because the drum might be overlapping with the "sh" in the vocal (which also actually only starts on white). also for your reference, the top diff of one of the ranked sets doesnt have a triplet at this point (if it matters) pretty sure there is one here :(

    meh, sorry for being really unable to mod this objectively

https://dl.dropboxusercontent.com/u/751 ... tra%5D.osu
why wont you upload with the clickbait thumbnail
Dashyy-
hi mod

Dash's Normal:

fix ur fukin volume lol!!!!!!!!!!!
Dashyy-

Dashyy- wrote:

hi mod

Dash's Normal:

fix ur fukin volume lol!!!!!!!!!!! no fix
https://pastebin.com/9SB8QikF
Topic Starter
Uber
trying to make thumbnail jailbait
Izzywing
pishi diff was more fun at ar 8, I don't see how it was unreadable. It was okay for me even without combo colors. get gud tbh

remapped version is a lot of fun, and i guess its fine at ar 8.5 too. great map tbh
Strategas
pishi
00:14:651 (1) - reads easier if no nc here, the white color is much easier to tell that it's the stream instead of the first time appearing new color

bor
00:22:890 (5,1) - 00:24:580 (5,1) - more spacing pls since strong sound, something like 00:21:411 (5,1) - would be cool
00:30:284 - end spinner here pls since the instrument ends here, and you need the extra time to make it rankable, it's below 30 seconds rn

Dash
00:09:580 (4,6) - you can easily avoid this unnecessary overlap if you just moved it down http://i.imgur.com/1D22ZVH.jpg
00:14:017 (5,6) - moving these more to the right would make your pattern look better http://i.imgur.com/ViRYyVQ.jpg
00:18:242 (1,2,3) - ds
Monstrata
pishi

00:22:256 (1,2,1,2,3,1) - Do something symmetrical here instead of copying the pattern again? That way you can transition from Left > center > Right and use more of the screen area. You had the right idea making 00:23:101 (1) - in the center.
00:28:277 (4,1) - This breaks flow and momentum xP. Take advantage of the momentum and do something like this instead:

Loli's Insane

00:05:989 (3,4,1) - Make 4>1 bigger than 3>4 smaller for better emphasis control
00:14:439 (4,5,1) - Make the spacing more even between 4>5 and 5>1?

bor's Hard

00:10:848 (4,5) - I wouldnt stack cuz of pitch change, and because you didnt stack earlier. do a triangle?
00:24:369 (4,5) - ^
00:26:481 (1) - Ctrl+G flows so nice tho

Dash's Normal

00:09:580 (4,6) - Can you avoid overlaps like this, makes the pattern feel unpolished
00:14:862 (1,2,3) - Not good. Your flow is counter intuitive to the way you've set up your pattern. 1>2 creates a clockwise motion going up and rightward, so 3 is in a very unexpected location, and the direction of 3 is also not very expected imo.
00:18:242 (1,2) - Spacing is inconsistent

Easy

00:02:186 (2,3) - Your visual spacing could be better. do stuff like 00:19:087 (2,3) - so the slider flows better coming out of the previous slider.
00:03:031 (3,1) - I'd really try to avoid this kind of set up because it creates a flowbreak betweem 3>1. your flow is going downward and maybe a bit leftward depending on the slidershape, but 1 is way to the left and requires a rightward movement so it doesn't fit the flow you set up with your sliders.
00:05:566 (2,3) - Same idea.
pishifat
anna apple

Strategas wrote:

bor

Monstrata wrote:

bor's Hard
00:26:481 (1) - Ctrl+G flows so nice tho subjective
I think it plays alright regardless plus if I ctrl g rip quadrant map
otherwise fix

https://bor.s-ul.eu/E5dctHkz.osu
Topic Starter
Uber

Monstrata wrote:

Easy
fixed all thank mr. monstrata
7ambda
255,255,255 is unrankable. Use a dimmer white.
anna apple

F1r3tar wrote:

255,255,255 is unrankable. Use a dimmer white.
Its only unrankable during kiai times, which there are no kiai times during this color so its rankable, pishi already explained this in an earlier post
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