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Chorogons - Ishukan Communication

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Total Posts
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Topic Starter
Pho
This beatmap was submitted using in-game submission on Sunday, 3 September 2017 at 20:50:49

Artist: Chorogons
Title: Ishukan Communication
Source: 小林さんちのメイドラゴン
Tags: 松井洋平 佐藤純一 rionos ending ed Kobayashi-san Chi no Meidoragon Miss Maid Dragon Elma エルマ Tooru トール Quetzalcoatl ケツァルコアトル Lucoa Kanna Kamui カンナカムイ kantoku ravioli
BPM: 107,95
Filesize: 23129kb
Play Time: 01:28
Difficulties Available:
  1. Hard (2,94 stars, 244 notes)
  2. Insane (3,93 stars, 333 notes)
  3. Normal (1,92 stars, 158 notes)
Download: Chorogons - Ishukan Communication
Download: Chorogons - Ishukan Communication (no video)
Information: Scores/Beatmap Listing
---------------
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Thank you Kyoto Animation.


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小林さんちのメイドラゴン ED
Metadata source: http://maidragon.jp/product/cd/ed.php

Favorite anime of Winter 2017
Thanks to Shironi for letting me borrow her mp3!

LMT
quick rhythm mod on insane

  1. 00:01:316 (4) - stress is still on the red tick so this doesn't feel nice. https://osu.ppy.sh/ss/7748284 try this?
  2. 00:09:279 (6,2) - overmapped -> https://osu.ppy.sh/ss/7748300 ?
  3. 00:09:927 - sounds like a strong tick to map.
  4. 00:18:631 (1,1,1,1) - i always read this as 1/6 :\ can't suggest you anything nor saying that it's bad, but that's what happened to me.
  5. 00:47:242 (1,1,1,1) - not intuitive enough since the sliderticks are completely superseded so the player just goes with the instinct of following the sliders, which is not really what you want here xd.
  6. 00:59:742 (2,3,4,1) - rhythm is suddenly too sparse here compared to the rest of the section. There are enough beats for doubles just in case you think there aren't.
  7. 01:05:483 (1,2) - more differentiation for snares ( + different beat? ) https://osu.ppy.sh/ss/7748366
  8. 01:05:854 (4) - for some reason you skipped that purple tick on the drums, you usually do it on this diff.
  9. 01:11:316 - why skipping this?
Asuka_-
good map.
bad my english.
from #modreqs

All suggestion ( *´艸`)

general

kiai plz

Normal
00:11:964 - 00:16:409 - 00:20:853 - 00:25:298 -
Because there are big vocals, Would you like put the circle?
I feel like you can rest the player by stacking it with the previous circle.

e.g.
https://gyazo.com/3bb4d79094f31ed0f3ee7b71addbf187.png
https://gyazo.com/9622508ddb864e02fb09c1e285993936.png

Hard

00:34:927 (3,4) - stackmiss? intentional?

Insane

00:17:150 (3,4) - change it like 00:12:705 (4,5,6,7) - ? it is fun , i think.
01:11:316 - add circle better. sound here.
(There is also an object in 01:13:538 - of the same melody)

go rank~

JierYagtama
Nice moe slider lmao also I suggest you start the kiai here 00:49:464 (1) - and end it here 01:16:131 (1) -
Normal
Normal
00:42:798 (1,2) - blanket this?
00:08:816 (4) - just wondering why is this the only wavy slider but 00:08:816 (4) - isnt
00:38:353 (1,2) - curve these two a little bit more
01:02:798 (1,2) - a little bit too close ust make a little bit of distance between these two
Hard
Hard
00:39:464 (5,7) - overlap?
00:58:909 (2,3) - overlap the slider ends?
01:19:927 (6) - move this a little bit more to the left
Cant really find that much mistakes cos you're a pro mapper xd
Goodluck!
Topic Starter
Pho
LMT

LMT wrote:

quick rhythm mod on insane

  1. 00:01:316 (4) - stress is still on the red tick so this doesn't feel nice. https://osu.ppy.sh/ss/7748284 try this? Can't see a problem with the rhythm here, red tick doesnt have higher stress in the music and the slider as it is works better with the vocals
  2. 00:09:279 (6,2) - overmapped -> https://osu.ppy.sh/ss/7748300 ?
  3. 00:09:927 - sounds like a strong tick to map.
  4. 00:18:631 (1,1,1,1) - i always read this as 1/6 :\ can't suggest you anything nor saying that it's bad, but that's what happened to me. Probably not the most intuitive pattern to tap, but it goes really well with vocals here.
  5. 00:47:242 (1,1,1,1) - not intuitive enough since the sliderticks are completely superseded so the player just goes with the instinct of following the sliders, which is not really what you want here xd. wasn't meant to be serious anw lol
  6. 00:59:742 (2,3,4,1) - rhythm is suddenly too sparse here compared to the rest of the section. There are enough beats for doubles just in case you think there aren't.
  7. 01:05:483 (1,2) - more differentiation for snares ( + different beat? ) https://osu.ppy.sh/ss/7748366 that'd make the pattern unnecessarily complex, want to keep it simple on this map.
  8. 01:05:854 (4) - for some reason you skipped that purple tick on the drums, you usually do it on this diff. Lower note density makes for a better transition into the next part, and that drum beat is not too significant to map it.
  9. 01:11:316 - why skipping this?
Asuka_-

Asuka_- wrote:

good map.
bad my english.
from #modreqs

All suggestion ( *´艸`)

general

kiai plz Not really necessary

Normal
00:11:964 - 00:16:409 - 00:20:853 - 00:25:298 -
Because there are big vocals, Would you like put the circle?
I feel like you can rest the player by stacking it with the previous circle.

e.g.
https://gyazo.com/3bb4d79094f31ed0f3ee7b71addbf187.png
https://gyazo.com/9622508ddb864e02fb09c1e285993936.png

Hard

00:34:927 (3,4) - stackmiss? intentional?

Insane

00:17:150 (3,4) - change it like 00:12:705 (4,5,6,7) - ? it is fun , i think. current pattern works better with kanna's voice
01:11:316 - add circle better. sound here.
(There is also an object in 01:13:538 - of the same melody)

go rank~

Thanks for the gif! :3
JeirYagtama

JeirYagtama wrote:

Nice moe slider lmao also I suggest you start the kiai here 00:49:464 (1) - and end it here 01:16:131 (1) - Don't really want to add one since it doesnt feel necessary in this song
Normal
00:42:798 (1,2) - blanket this? not really intended here
00:08:816 (4) - just wondering why is this the only wavy slider but 00:08:816 (4) - isnt don't really get what you mean here tbh ? :(
00:38:353 (1,2) - curve these two a little bit more flat-curved looks nicer
01:02:798 (1,2) - a little bit too close ust make a little bit of distance between these two

Hard
00:39:464 (5,7) - overlap? manually overlapped, is intended
00:58:909 (2,3) - overlap the slider ends? ^
01:19:927 (6) - move this a little bit more to the left

Cant really find that much mistakes cos you're a pro mapper xd
Goodluck!

Thanks for the mods guys/girls! No comment = fixed!
Milan-
wannabe lolicon
TheKingHenry
Hello mod from my queue~
General
  1. This mapset could use an Easy diff? I see no reason not to have one.
  2. You could also implement a kiai section here since there clearly is "chorus-type" section around here.
  3. As overall comment remember to make not-so-common rhythms work as intuitively as possible or they are just unnecessarily confusing. This map has a lot of beats landing on "random" ticks (mostly because the song is mostly based around 216 bpm 1/3 which occasionally ends up random with 108 bpm snapping, no problem by itself.) If player plays this like casual 108 bpm song tho, the snappings can end up like what I meant, I'll prob give some examples anyways
  4. You have the same green points in every diff I presume? Anyways on lower diffs due lower density the points end up occasionally on empty spots. You could clean them up so it would be slightly neater.
Normal
  1. 00:22:798 (1,2) - nazi blanket
  2. 00:35:020 (3,2) - since you have mostly avoided overlaps other than the obvious DS ones, perhaps remove this one as well since it's somewhat clear
  3. 00:37:242 (3,4) - another nazi blanket
  4. 00:54:927 (4,5) - ^
  5. 01:10:483 (3,4) - ^ (4 could be slightly more curved that is)
  6. 01:13:353 (4,2) - similar overlappy thingy to earlier
  7. 01:15:853 - could definitely use a circle here, definite sound for it and the break doesn't really fit the place when comparing to the musical intensity (it's like the ending part of kiai would be)
  8. pretty clean, so just some nazi over here
Hard
  1. Perhaps make this slightly less dense or map some of the objects with sliders and such, since currently it doesn't really differ that much from the top diff except spacing wise and when on the other hand comparing to lower diff I think this diff could use slight tuning for the spread
  2. 00:02:798 - You could map the strong sound here with circle instead (NC it instead of 00:02:983 (1) - then too). Like, unlike at 00:05:206 (1) - , here the vocals also begin on the white tick that is currently under sliderend.
  3. 00:10:020 (3,4) - doesn't work too well since you have before used the stack for things such as 00:04:372 (7,8) - where the space between is different. Also for that matter, why aren't 00:08:816 (7,8) - stacked too similarly to the earlier one? (granted the pattern isn't 100% the same rhythm-wise either)
  4. 00:11:687 - another emphasised sliderend. Actually looking at this there are actually hella lot of them. Considering this is Hard diff (and somewhat dense at that) I think it would be very much possible to map it so that you actually click the white ticks (when there's strong sound and they are emphasised that is)
  5. 00:16:131 (7) - yeah like this for example. Tho I would NC this instead of 00:16:409 (1) - but since I can see your logic too it's perfectly fine this way too
  6. 00:21:038 (2,3,2,3) - while it's cool you are mapping some variety here, I don't think this kind of patterning works so well, since it's making player click on the not-so-important sounds (that are located on not-so-intuitive snappings) and has the stronger sounds in the sliderends
  7. 00:24:464 (2) - would make more sense to NC this. Current NCing can even lead the player to think that 00:24:372 (1) - is on white tick
  8. 00:45:020 (1,1) - the visual distance between these 2, "blanket" could be better
  9. 01:03:538 (3) - is this supposed to be of the stacked variety or the slightly spaced out one? Since I presume it's supposed to be slighlty spaced like the other, it would look better if the spacing was upwards so that the circle doesn't end up under the sliderbody like this lol
  10. 01:11:687 (1,2,1,2) - I believe you did something similar in the Normal. Why would you have like zero density for one of the most intense parts? If you want to have a contrast in here, then make it logical in all of the diffs. Currently Normal and Hard have this, but Insane pattern doesn't really differ that much from the logic in the rest of the map. If you want the contrast in this part in the maps, make in constant in the mapset?
  11. Like Normal, it's pretty good already. There were few things I kinda didn't agree with here, but since you were pretty constant with most things I didn't comment that much on them, like visuals for example
Insane
  1. from AiMod: object end not snapped at 00:06:964 (6) - and 01:19:187 (2) -
  2. 00:18:631 (1,1,1,1) - doesn't really work, these no precedent and it's hard to decipher what this is. Already just having 00:18:631 (1,1) - as slider would work imo
  3. 00:36:038 (1,2) - unnecessary combo spam, 00:36:038 (1) - to the previous combo and 00:36:131 (2) - NC this, remove NC from 00:36:409 (1) -
  4. 00:45:020 (1,1,1) - good shit lol ^^
  5. 01:15:576 (3) - could NC
  6. 01:27:242 (1,2,3,1,2,3) - definitely space out more. You had spaced out already some of the 1/6 especially with sliders and this kinda feels like it would just be 1/6 spaced out for the final. Also since it is the final, these could use more emphasis with the spacing. Similar case for the reading is 01:06:687 (1,2) - but since it's just one circle and leading to slider it works better.
  7. Other than that also similar stuff I already mentioned in Hard, tho visually I liked this one more. Anyways the set's pretty good already I guess.
Good luck!
Topic Starter
Pho

TheKingHenry wrote:

Hello mod from my queue~
General
  1. This mapset could use an Easy diff? I see no reason not to have one. Not necessary as long as the lowest difficulty is still fair for new players, and i believe it is.
  2. You could also implement a kiai section here since there clearly is "chorus-type" section around here. There is, but it's not that significant to me to add kiais there.
  3. As overall comment remember to make not-so-common rhythms work as intuitively as possible or they are just unnecessarily confusing. This map has a lot of beats landing on "random" ticks (mostly because the song is mostly based around 216 bpm 1/3 which occasionally ends up random with 108 bpm snapping, no problem by itself.) If player plays this like casual 108 bpm song tho, the snappings can end up like what I meant, I'll prob give some examples anyways Making intuitive rhythms in 1/3-based songs is kinda difficult without sacrificing those that are characteristic for the song, and I already tried to find a compromise in that regard.
  4. You have the same green points in every diff I presume? Anyways on lower diffs due lower density the points end up occasionally on empty spots. You could clean them up so it would be slightly neater. Cleanup isn't necessary, and the gain from it would be minimal.
Normal
  1. 00:22:798 (1,2) - nazi blanket
  2. 00:35:020 (3,2) - since you have mostly avoided overlaps other than the obvious DS ones, perhaps remove this one as well since it's somewhat clear
  3. 00:37:242 (3,4) - another nazi blanket
  4. 00:54:927 (4,5) - ^
  5. 01:10:483 (3,4) - ^ (4 could be slightly more curved that is)
  6. 01:13:353 (4,2) - similar overlappy thingy to earlier
  7. 01:15:853 - could definitely use a circle here, definite sound for it and the break doesn't really fit the place when comparing to the musical intensity (it's like the ending part of kiai would be) I left it out to lower density at this point since it's a normal difficulty. Music isn't as intense as previously, so it shouldn't be a problem in this case.
  8. pretty clean, so just some nazi over here
Hard
  1. Perhaps make this slightly less dense or map some of the objects with sliders and such, since currently it doesn't really differ that much from the top diff except spacing wise and when on the other hand comparing to lower diff I think this diff could use slight tuning for the spread i thought object density spread is fairly even already, don't think it"s unbalanced but I might ask around.
  2. 00:02:798 - You could map the strong sound here with circle instead (NC it instead of 00:02:983 (1) - then too). Like, unlike at 00:05:206 (1) - , here the vocals also begin on the white tick that is currently under sliderend. I prefer the current rhythm.
  3. 00:10:020 (3,4) - doesn't work too well since you have before used the stack for things such as 00:04:372 (7,8) - where the space between is different. Also for that matter, why aren't 00:08:816 (7,8) - stacked too similarly to the earlier one? (granted the pattern isn't 100% the same rhythm-wise either) I don't think it's that confusing to play, unlike 00:04:372 (7,8) -, this one has a 1/4 pattern that leads into it. 00:08:816 (7,8) - aren't stacked because i wanted the movement here since this part of the music is intense.
  4. 00:11:687 - another emphasised sliderend. Actually looking at this there are actually hella lot of them. Considering this is Hard diff (and somewhat dense at that) I think it would be very much possible to map it so that you actually click the white ticks (when there's strong sound and they are emphasised that is) It's very much intended in this case. Mapping these beats out with circles would make the map kinda stiff to play in comparison to the 'swing' nature of this song.
  5. 00:16:131 (7) - yeah like this for example. Tho I would NC this instead of 00:16:409 (1) - but since I can see your logic too it's perfectly fine this way too
  6. 00:21:038 (2,3,2,3) - while it's cool you are mapping some variety here, I don't think this kind of patterning works so well, since it's making player click on the not-so-important sounds (that are located on not-so-intuitive snappings) and has the stronger sounds in the sliderends True, but as the rhythm focus of my maps here are mostly vocals, I don't see that much of an issue. It might leave emphasized beats unemphasized but it's intended to give a bit different gameplay feeling.
  7. 00:24:464 (2) - would make more sense to NC this. Current NCing can even lead the player to think that 00:24:372 (1) - is on white tick NCing has focus on vocal verses instead of going the regular "NC on white ticks' rule.
  8. 00:45:020 (1,1) - the visual distance between these 2, "blanket" could be better Not intended here tho
  9. 01:03:538 (3) - is this supposed to be of the stacked variety or the slightly spaced out one? Since I presume it's supposed to be slighlty spaced like the other, it would look better if the spacing was upwards so that the circle doesn't end up under the sliderbody like this lol I don't see much of an issue here tbh, it should still be readable
  10. 01:11:687 (1,2,1,2) - I believe you did something similar in the Normal. Why would you have like zero density for one of the most intense parts? If you want to have a contrast in here, then make it logical in all of the diffs. Currently Normal and Hard have this, but Insane pattern doesn't really differ that much from the logic in the rest of the map. If you want the contrast in this part in the maps, make in constant in the mapset? The patterns do progress throughout the difficulties (Hard has higher spacings between the important 1/2 beats, Insane additionally has more note density).
  11. Like Normal, it's pretty good already. There were few things I kinda didn't agree with here, but since you were pretty constant with most things I didn't comment that much on them, like visuals for example
Insane
  1. from AiMod: object end not snapped at 00:06:964 (6) - and 01:19:187 (2) -
  2. 00:18:631 (1,1,1,1) - doesn't really work, these no precedent and it's hard to decipher what this is. Already just having 00:18:631 (1,1) - as slider would work imo It doesn't need a precedent, the specialty about this part is the vocal having 1/4 beats instead of the usual 1/3 metronome and i wanted to highlight that more in the Insane difficulty with circles. It might not be the most intuitive one, but works really well with the music and the principle i follow.
  3. 00:36:038 (1,2) - unnecessary combo spam, 00:36:038 (1) - to the previous combo and 00:36:131 (2) - NC this, remove NC from 00:36:409 (1) - Doesn't feel that spammy to me
  4. 00:45:020 (1,1,1) - good shit lol ^^ :ok_hand:
  5. 01:15:576 (3) - could NC Not necessary
  6. 01:27:242 (1,2,3,1,2,3) - definitely space out more. You had spaced out already some of the 1/6 especially with sliders and this kinda feels like it would just be 1/6 spaced out for the final. Also since it is the final, these could use more emphasis with the spacing. Similar case for the reading is 01:06:687 (1,2) - but since it's just one circle and leading to slider it works better. It's meant to be low-spaced due to the shift from 1/6 to 1/4 in the final segment and I didn't want it to come off as too surprising. Might fix it if someone else points it out.
  7. Other than that also similar stuff I already mentioned in Hard, tho visually I liked this one more. Anyways the set's pretty good already I guess.
Good luck!
Thanks for the mod Henry! :) As always, no comment = fixed!
nextplay
Short Mod for Normal wwww

[General]

Why no Kiai :thinking:

[Normal]
00:09:835 - Place there a Circle because you are following the Rythm here 00:10:020 (3,4) - But it starts at 00:09:835 (2) - so it would be nice to represent the part/music better with the Circle here
00:11:964 (2) - I'm not sure if it would be too hard but make a Slider instead Circle too follow the Vocals better
00:13:353 (5) - Instead 2 circles I would do a Slider
00:25:298 (5) - Circle for Vocal
00:35:853 (4) - Place this Circle to x:444 y:67 for better Flow
00:39:187 (2) - Circle for Vocal
01:27:798 (2) - Add Circle
sorry for noob Mod wwwwwww
GL
Topic Starter
Pho

nextplay wrote:

Short Mod for Normal wwww

[General]

Why no Kiai :thinking: It doesn't feel that necessary to me

[Normal]
00:09:835 - Place there a Circle because you are following the Rythm here 00:10:020 (3,4) - But it starts at 00:09:835 (2) - so it would be nice to represent the part/music better with the Circle here Would make sense, but note density would be too high at this point and the tap on an irregular snap is difficult for newer players.
00:11:964 (2) - I'm not sure if it would be too hard but make a Slider instead Circle too follow the Vocals better can't see a good reason to, circles emphasize vocals better
00:13:353 (5) - Instead 2 circles I would do a Slider same as above
00:25:298 (5) - Circle for Vocal Slider is there for variation, and it does work with the vocal already
00:35:853 (4) - Place this Circle to x:444 y:67 for better Flow can't see much improvement from how it is right now
00:39:187 (2) - Circle for Vocal Prefer slider since density is low at this point
01:27:798 (2) - Add Circle It would emphasize nothing in the music though :(
sorry for noob Mod wwwwwww
GL
Any mods are appreciated, thanks! Didn't fix anything from it, but made me realize i had a snapping error. :)
Hectic
Hello there. From queue-oli

Insane
  • I personally would boost AR a bit, cause map is relatively fast
    Links are ok for tags?
  1. 00:10:205 (4) - bend this one too a little bit, would be nicer
  2. 00:15:853 (7,8) - blanket maybe?
  3. 00:18:631 (1,1,1,1) - y those ncs
  4. 00:31:131 (6,7) - i heard many times that every sv change should be accompanied by new combo, is it actually untrue? :o
  5. 00:36:038 (1,2) - this double brings imbalance because all others doubles in map are stacked or closer to each other
  6. 00:57:937 - this wants to be clickable (or maybe would work if you made slider angle at this point)
  7. 01:20:576 - unnecessary green timing point
Couldn't find anything wrong with other diffs (probably because of lack of experience). Hope that you'll something useful. Good luck!
davidminh0111
Placeholder
lit120
LOL looks like i found my loli kanna there wwwwwww

[general]
  1. ugh the mp3 quality .-. try to ask for the mp3 from https://osu.ppy.sh/s/574600
[insane]
  1. 00:23:816 (5) - did u intend to put a normal whistle on the end?
  2. 00:31:131 (6,7) - yo i see that u were trying to blanket them, but it ain't blanketed enough sadly
  3. 00:45:020 (1,1,1) - i rly laughed so hard after i saw this HAHAHAHAHHAHA
  4. 00:47:798 (1) - yo the slider normal there pls
  5. 00:55:576 (6) - clap this, clap that. kanna is watching u for not setting a hitsound properly :stare:
  6. 00:57:798 (1) - would be cool if u set a note here and a slider on 00:57:983 -
  7. 01:06:687 (1,2) - nice attempt. could use some work here
  8. 01:19:464 (1,4) - i tried to look closely on this blanket, but it ain't neat enough
  9. 01:21:594 (1,2) - fix the stack dude
  10. 01:28:353 (3) - up to u, u could add soft additions here with finish
[hard]
  1. 00:20:853 (1,2,3,4) - u could move (4) to 254|247 for a neat zigzag here (yep, i know. rework stuff)
  2. 00:22:520 (7) - missing hitsound
  3. 00:23:816 (4) - ok same reason about the whistle
  4. 00:26:038 (3) - that reverse slider could use some hitsound there
  5. 00:54:927 (4,5,6) - *cough* *cough* hitsounds *cough*
  6. 01:28:354 (2) - same reason
[normal]
  1. 00:01:687 (3) - the slider tail doesn't have any hitsound .-.
  2. 00:20:576 (1) - ^
  3. 00:22:520 (5) - again xd
  4. 00:22:520 (5) - ^
  5. 01:28:076 (1) - yeah same reason again
no problem at all! but the hitsounds could do some work and a recheck xd

just passing by
Topic Starter
Pho

h4d0uk3n1 wrote:

Hello there. From queue-oli

Insane
  • I personally would boost AR a bit, cause map is relatively fast I find lower AR a bit funnier to play.
    Links are ok for tags? Were meant to be put on CW, thanks lol
  1. 00:10:205 (4) - bend this one too a little bit, would be nicer
  2. 00:15:853 (7,8) - blanket maybe? Not intended here
  3. 00:18:631 (1,1,1,1) - y those ncs Rhythm switches to 1/4, NCs are an indicator for that.
  4. 00:31:131 (6,7) - i heard many times that every sv change should be accompanied by new combo, is it actually untrue? :o Not every SV change, only if it is a very drastic SV change
  5. 00:36:038 (1,2) - this double brings imbalance because all others doubles in map are stacked or closer to each other It's unstacked on purpose, i think it's a nice touch at this point of the song.
  6. 00:57:937 - this wants to be clickable (or maybe would work if you made slider angle at this point) big slider's for the trumpet, feels more fitting to me
  7. 01:20:576 - unnecessary green timing point
Couldn't find anything wrong with other diffs (probably because of lack of experience). Hope that you'll something useful. Good luck!

lit120 wrote:

LOL looks like i found my loli kanna there wwwwwww

[general]
  1. ugh the mp3 quality .-. try to ask for the mp3 from https://osu.ppy.sh/s/574600
done.

[insane]
  1. 00:23:816 (5) - did u intend to put a normal whistle on the end? nope
  2. 00:31:131 (6,7) - yo i see that u were trying to blanket them, but it ain't blanketed enough sadly this is actually not intended. i like the way it is right now.
  3. 00:45:020 (1,1,1) - i rly laughed so hard after i saw this HAHAHAHAHHAHA thanks lol
  4. 00:47:798 (1) - yo the slider normal there pls
  5. 00:55:576 (6) - clap this, clap that. kanna is watching u for not setting a hitsound properly :stare:
  6. 00:57:798 (1) - would be cool if u set a note here and a slider on 00:57:983 -I like the trumpet more tho
  7. 01:06:687 (1,2) - nice attempt. could use some work here
  8. 01:19:464 (1,4) - i tried to look closely on this blanket, but it ain't neat enough
  9. 01:21:594 (1,2) - fix the stack dude
  10. 01:28:353 (3) - up to u, u could add soft additions here with finish
[hard]
  1. 00:20:853 (1,2,3,4) - u could move (4) to 254|247 for a neat zigzag here (yep, i know. rework stuff) I think it's neat enough as it is.
  2. 00:22:520 (7) - missing hitsound
  3. 00:23:816 (4) - ok same reason about the whistle
  4. 00:26:038 (3) - that reverse slider could use some hitsound there
  5. 00:54:927 (4,5,6) - *cough* *cough* hitsounds *cough*
  6. 01:28:354 (2) - same reason
[normal]
  1. 00:01:687 (3) - the slider tail doesn't have any hitsound .-.
  2. 00:20:576 (1) - ^
  3. 00:22:520 (5) - again xd
  4. 00:22:520 (5) - ^
  5. 01:28:076 (1) - yeah same reason again
no problem at all! but the hitsounds could do some work and a recheck xd just copied hitsounds from insane but i'll look into that soon thanks

just passing by
Thanks for the mods guys, fixed everything not commented :)
Also thx for the star davidminh :)
davidminh0111
.
Reywateil
Insane


moe


00:01:580 (1,2) - can you make a slight overlap (not full), i think, it would be better, really.
---
00:13:253 (8) - according to sound nc maybe?
---
00:19:367 (1,2) -
00:27:796 (3,4) -
00:28:260 (5,6) -
same as
00:01:580 (1,2) - can you make a slight overlap (not full), i think, it would be better, really.
But you can keep it if you want, if map were mine, i would do like that^
---
00:23:257 (2,3,4,5) - to be honest, i don't like some overlaps here, but, i think, that's personal.
---
I'm sorry for a short mod, i'm not so good at modding <5*, but i tried my best!
Hope you'll get your map ranked! <3

I really like your mapping style, especially F.K.S. map, VERY uncommon mapping, you did great job! :D
---
I know, we both wanna rank our maps, so, i'd be very appreciated if you mod my map :3
Topic Starter
Pho

stickAcc wrote:

Insane


moe


00:01:580 (1,2) - can you make a slight overlap (not full), i think, it would be better, really. I did full overlaps of that kind throughout the map (after sliders that is, with exception to NCd circles), i believe it looks better this way.
---
00:13:253 (8) - according to sound nc maybe? NCing mainly follows the vocal verses in this map, it'd be unfitting here.
---
00:19:367 (1,2) - As explained above.
00:27:796 (3,4) - ^
00:28:260 (5,6) - ^
same as
00:01:580 (1,2) - can you make a slight overlap (not full), i think, it would be better, really.
But you can keep it if you want, if map were mine, i would do like that^
---
00:23:257 (2,3,4,5) - to be honest, i don't like some overlaps here, but, i think, that's personal. Yup.
---
I'm sorry for a short mod, i'm not so good at modding <5*, but i tried my best!
Hope you'll get your map ranked! <3

I really like your mapping style, especially F.K.S. map, VERY uncommon mapping, you did great job! :D
---
I know, we both wanna rank our maps, so, i'd be very appreciated if you mod my map :3 Thanks for the compliment :) I don't mod anymore with exception to a few cases, but feel free to ask about my opinion on maps in-game.
Thanks for the mod stickAcc, although I didn't fix anything from it :| Appreciate the effort though, thanks!

@davidminh0111: Didn't apply the NCs since they go against the logic of my patterning in both difficulties. Thanks for putting some time into modding the set though.
Reywateil
I know, we both wanna rank our maps, so, i'd be very appreciated if you mod my map :3 Thanks for the compliment :) I don't mod anymore with exception to a few cases, but feel free to ask about my opinion on maps in-game.
I'm sorry, i'm adding this line in literally every mod, because a need a lot of help on my map c:
Asaiga


my first mod please don't eat me u lewd
Just pointing out random stuff and pretend that I'm good at modding :'x

[General]
Regarding metadata. Chorogonzu consists of 4 members, and they all cast the female dragons in the series. Might want to include to them to tags. Source : http://www.cdjapan.co.jp/person/700768467 . Adding respectively voice actresses is a pain you can decide if you want to do that on your own =A=/
Elma エルマ Tooru トール Quetzalcoatl ケツァルコアトル Lucoa Kanna Kamui カンナカムイ

AI mod being retarded weird.
btw, Shironi is a she, please correct that to show your respect. I know you have had awful experiences with genders before good times good times. But trust me on this owo!

[I think calling this diff ''Moe'' instead of Insane will distinguish your map from other set and legitimate concept on your sliders]
I think that AR is pretty low for such SV which can cause uncomfortable feelings while playing, maybe increase it to 8.5? I don't think it hurts the spread that much.
00:00:839 (2,3) - why are these unstacked and these 00:01:580 (1,2) - are stacked? They share the similar sound to me
00:00:839 (2,3,4) - And consider the visual distance they look like they have the same time distance, players would think 00:01:117 (3,4) - this as a jump. Luckily we are still in scorev1 era, but when scorev2 gets applied, this could be an unfair 100 for many (like me ecks deee).
00:03:341 (3) - I think this should be ctrl+g and adjust the pattern here somewhat because, it has normal-hitnormal on its head and the vocal goes higher on (3) then gets calmer on (4).
00:04:360 (4,5) - Is this stack simply for aesthetics? Because I feel like it has different concept than this stack 00:02:507 (4,1) - which is more obvious and reasonable. It should be unstacked like these 00:02:136 (3,4) - *2nazi4u*
00:20:293 (5,1) - oh I learned something here, thx
00:21:868 - I think it's played better if this is clickable
00:23:813 (5,6) - wut! why is this unstacked and this 00:19:367 (1,2) - isn't?
00:31:131 (6,7) - bee-el-ay-en-kay-ee-tee
00:35:022 (4,5) - can these curve less to slightly improve aesthetics?
00:37:801 (5,1) -

00:41:692 (1) - Since this switches to follow instrument because vocal ended a tick before, maybe make it straight slider?
00:49:751 (2,3) - This transition is pretty anoyying, players would swing whatever they use to play following this flow 00:48:361 (1,1,1,2) - but this spacing is small for this section. I think increasing a bit will make more sense
00:51:326 (4,5) - can you move these abit to the left so 00:51:418 (5,6) - spacing here get increased? Feel like this 00:51:696 - needs emphasis so bigger spacing! I think
01:01:608 (1,2) - this blanket needs serious fix, please
01:04:202 (2,3) - spacing feels like can be increased abit more here
01:06:703 (1,2) - Good job!
01:08:649 (2,1) - stack ):
01:10:223 (4,5) - can bring these to around x:383 y:307. Because ya, idk how to say, something about emphasizing stuff :v
01:12:817 - forgot your hitsound here?
and similar stuff I mentioned on the top, I think you are gonna deny them but in case you didn't apply the same on the last section

[Hard]
I hate this kind of maps when I was a noob at this game, so uncomfortable to read. But I guess it's fine (lazy excuse)

[Normal]
01:05:036 (1,2) - spacing?




100th kudosu !!!!! bad mod, sad life ;(
Topic Starter
Pho

Asaiga wrote:



my first mod please don't eat me u lewd what
Just pointing out random stuff and pretend that I'm good at modding :'x

[General]
Regarding metadata. Chorogonzu consists of 4 members, and they all cast the female dragons in the series. Might want to include to them to tags. Source : http://www.cdjapan.co.jp/person/700768467 . Adding respectively voice actresses is a pain you can decide if you want to do that on your own =A=/
Elma エルマ Tooru トール Quetzalcoatl ケツァルコアトル Lucoa Kanna Kamui カンナカムイ

AI mod being retarded weird.
btw, Shironi is a she, please correct that to show your respect. I know you have had awful experiences with genders before good times good times. But trust me on this owo! :c

[I think calling this diff ''Moe'' instead of Insane will distinguish your map from other set and legitimate concept on your sliders]
Sorry but I want to retain my dignity
I think that AR is pretty low for such SV which can cause uncomfortable feelings while playing, maybe increase it to 8.5? I don't think it hurts the spread that much. I believe the current AR is fine as it is, no need to change it.
00:00:839 (2,3) - why are these unstacked and these 00:01:580 (1,2) - are stacked? They share the similar sound to me They represent different sounds in the music, listen closer.
00:00:839 (2,3,4) - And consider the visual distance they look like they have the same time distance, players would think 00:01:117 (3,4) - this as a jump. Luckily we are still in scorev1 era, but when scorev2 gets applied, this could be an unfair 100 for many (like me ecks deee). I can't see much of an issue at this point. They might be visually close to each other, but the spacing between the object starts is pretty clear.
00:03:341 (3) - I think this should be ctrl+g and adjust the pattern here somewhat because, it has normal-hitnormal on its head and the vocal goes higher on (3) then gets calmer on (4). Did increase the spacing to this object, but ctrl+g feels too much for the beginning to me.
00:04:360 (4,5) - Is this stack simply for aesthetics? Because I feel like it has different concept than this stack 00:02:507 (4,1) - which is more obvious and reasonable. It should be unstacked like these 00:02:136 (3,4) - *2nazi4u* Stacked for vocal pitches since they're notorious and making them stack while other similar rhythms do not is one way to highlight it. And I did the same at the end as well.
00:20:293 (5,1) - oh I learned something here, thx
00:21:868 - I think it's played better if this is clickable it'd be too choppy to play, sliders are smoother and since the focus of this map are vocals anyway, this is the better choice.
00:23:813 (5,6) - wut! why is this unstacked and this 00:19:367 (1,2) - isn't?
00:31:131 (6,7) - bee-el-ay-en-kay-ee-tee not intended here, i made it clearer
00:35:022 (4,5) - can these curve less to slightly improve aesthetics? no
00:37:801 (5,1) - weeb

00:41:692 (1) - Since this switches to follow instrument because vocal ended a tick before, maybe make it straight slider? I can't see any significant gain from that tbh.
00:49:751 (2,3) - This transition is pretty anoyying, players would swing whatever they use to play following this flow 00:48:361 (1,1,1,2) - but this spacing is small for this section. I think increasing a bit will make more sense I testplayed this section more than a dozen times, current spacing is enough to catch the momentum from the previous dropoff flow.
00:51:326 (4,5) - can you move these abit to the left so 00:51:418 (5,6) - spacing here get increased? Feel like this 00:51:696 - needs emphasis so bigger spacing! I think
01:01:608 (1,2) - this blanket needs serious fix, please
01:04:202 (2,3) - spacing feels like can be increased abit more here current one is good as it is.
01:06:703 (1,2) - Good job! rude
01:08:649 (2,1) - stack ): There's no gain from it, objects are far awaz from each other in the timeline.
01:10:223 (4,5) - can bring these to around x:383 y:307. Because ya, idk how to say, something about emphasizing stuff :v Looks awful to me tbh. The emphasis in here mainly comes from the sharp angles, so not sure what's wrong with it.
01:12:817 - forgot your hitsound here?
and similar stuff I mentioned on the top, I think you are gonna deny them but in case you didn't apply the same on the last section

[Hard]
I hate this kind of maps when I was a noob at this game, so uncomfortable to read. But I guess it's fine (lazy excuse)

[Normal]
01:05:036 (1,2) - spacing?




100th kudosu !!!!! bad mod, sad life ;(
Fixed the non-commented stuff, thanks Asa!
Monstrata
Insane

00:12:697 (4,5,6,7) - These doublets felt a bit forced for me. I think its better to map them as sliders or something and only have 00:13:253 (8,9) - be a double because of the vocal. It helps keep your doublet rhythm more distinct.
00:31:131 (6,7) - I think you could emphasize 7 a bit more. Maybe flip it like 180 degrees and use some flow-break pattern here instead?
00:40:858 (2) - 00:41:970 (2,3) - These areas felt a bit uh, simple? In terms of rhythm they don't really express the vocal and really follow a rhythm that is surprisingly standard for the section.
00:45:027 (1,1,1) - haha
00:50:492 (1,2) - How about spacing this out more so it looks like 00:50:029 (3,4) - ? Creates a more consistent visual
01:28:380 (3) - Move the red node up and left just a bit. Looks a bit flat atm;

Hard

00:43:822 (5) - How about adding a circle on 00:43:822 - and beginning the slider on the white tick instead for the vocal?
00:48:825 - Was kinda expecting a circle here too.

Normal

00:36:134 (1,2) - This part felt rather empty, considering the vocals.
01:11:706 (1,2,3,4) - Same here. The rhythm just feels so much sparser than 01:13:929 (1,2,3,4,5) -

[]

Got metadata somewhere? Good set, you can call me back ^^
Okoayu
if you could make the e less reversing on itself thatd be neat
tickrate 2 doesnt fit this song well esp in low diffs have a lot of ticks there but invisible ingame
Topic Starter
Pho
i'll reply to the mod as soon as i have access to osu again, thanks for checking it out so quickly already :)

also hi oko
Sonnyc
Insane.
00:16:402 (1,2,3) - The spacings look too similar while the rhythms are different. Giving more space between (2,3) to indicate the 1/3 properly would work better.
00:18:625 (1,1,1,1) - Any special reason for this nc spam? Since the ar being 8, removing the combo every object is really confusing to read this as a square properly.
00:46:138 (1) - The rhythm of this slider feels forced since there is no clear beat at the start. Starting at 00:46:323 with a shorter length would work as your intention while following the song properly.
emilia
ko short song bles i try my best
[in]
  1. wow ok i can't play this diff at all, a lot of rhythm and distance choices i can't really agree with\

    distance:
  2. 00:00:839 (2,3,4) - too similar for different time difference
  3. 00:00:839 (2,3) - vs 00:01:580 (1,2) - inconsistent distance for same timing
  4. 00:27:796 (3,4,5,6,7) - was stuck with the idea that 1/3 meant stack, but then 7 suddenly transitioned into a nonstack and its very uncomfortable to play
  5. 00:32:706 (5,1,2,3,4) - slower SV but huge spacing? would prefer the spacing to be a lot smaller considering its 1/3 and its the slow section
  6. 00:34:188 (1,2) - the inconsistent spacing is really messing me up, do you want to stack all 1/3 or not because it gets very very messy
  7. 00:50:863 (2,3,4) - make the distance more different
  8. 00:54:197 (1,2) - vs 00:54:753 (3,4) - vs 00:54:939 (4,5) - , 1st and 2nd have the same timing difference but has very different distances, 2nd and 3rd have similar distances but very different timing
  9. 00:56:606 (2,3,1) - the stack and nonstack having the same timing here is very jarring and surprising to play
  10. 01:27:268 (1,2,3,1,2,3) - these are mapped on 1/4 shouldnt their distances be more different?

    turn on distance snap or something. mapping distances freely on 1/3 on an anime song with fairly consistent intensities is very very unintuitive to play. it just looks very messy since there is no consistency with how you handle 1/3 distances. a lot of the time i was confused as to whether it was a 1/3 or 1/4 or if it was a 1/6 or a 1/3 because of the weird way you used distances. these issues repeat throughout the map and if no consistency is achieved players cannot effectively play this map.

    rhythm:
  11. 00:05:008 - why are so many big white ticks missed as click beats?? what is the purpose of that?
  12. 00:11:400 (2) - what do you actually hear on the reverse cuz i hear nothing
  13. 00:18:625 (1,1,1,1) - would suggest you just map this as 1/3 instead, even though it doesnt sound like it, it fits better with the playing aspect of it
  14. 00:21:034 (2) - the slidertail is the strong beat here, i can never hit this on time because i keep thinking the slider starts on the drum. the vocal here shouldnt be required to be a clickbeat because imo its a lot less important than the drum, though you can map it with a slidertail
  15. 00:26:036 (1,2) - similarly^
  16. 00:39:654 - is there really a need to skip this? you've definitely mapped more intricate rhythms for held vocal notes before
  17. 00:43:544 (5) - similar to above with vocal-drum emphasis
  18. 00:44:656 - 00:44:749 - why not just map 00:44:471 (3) - as 2 sliders
  19. 00:45:027 (1,1,1,1,1,1) - this looks alright at best, and its also not doing a good job of mapping strong beats to the song. just dont
  20. 00:50:492 (1,2,3,4,5,6) - 00:52:715 (1,2,3,4,5) - for whatever reason you've chosen to map 2 similar song sections in very different ways which emphasise very different beats; sometimes its vocals, sometimes its drums, sometimes its a weird mix of both(??) this is bound to get players confused with when to tap
  21. 00:59:385 (1,2,3,4,5,6) - 01:01:608 (1,2,3,4) - similar^
  22. 01:05:684 (3,4) - what do you hear here exactly because yet again i hear nothing
  23. 01:27:268 (1,2) - 01:28:102 (1,2) - suggest mapping this as 1/3 as well or at least in sliders

    the way you did your rhythms was really messy. 80% of the time im not very certain of what you were trying to emphasise. consider revising your rhythm by adding clickbeats to only strong sounds (esp drums) and mapping the vocal through slidertails which is a lot more applicable in my opinion. often, the vocal is deemed inconsistent, so mapping them as clickbeats will only confuse the player. try getting more playthroughs and asking for opinions because maybe i'm just bad at the game looool
i'll only mod this one diff, its too tiring to look at and play
GRsama
For Insane
i hate this map, such as:
00:17:514 (4) -
00:19:737 (2) -
00:24:184 (6) -
this contraction speed is too fast + is not easy to find the drums(such as↑↑↑)
I wasn't particularly good, maybe I was too weak.(Wry smile ;) )
For map everything else is good(applause!!)XD

对于Insane
我不喜欢这个图的某些地方,比如:
00:1 7:514 (4) -
00:1 9:737 (2) -
00:2 4:184 (6) -
这种缩圈过快的谱面+ 不容易发现的滑条后承接单点(比如上面那三个鼓点为例)
对我这个新手的体验不是特别好,可能是我太弱了吧(苦笑)
地图整体还不错呢(鼓掌!!)XD
Topic Starter
Pho
Monstrata

Monstrata wrote:

Hard
00:48:825 - Was kinda expecting a circle here too. I feel a better emphasis on the start of the slider is more important here than on the previous ones.

Normal

00:36:134 (1,2) - This part felt rather empty, considering the vocals. Given how low the intensity the music is at this point, I think this should be appropriate.
01:11:706 (1,2,3,4) - Same here. The rhythm just feels so much sparser than 01:13:929 (1,2,3,4,5) - Undermapping feels really neat at this point though before bursting again at 01:13:929 - . It's kind of the same thing i did in Moesane

[]

Got metadata somewhere? Good set, you can call me back ^^

@Sonnyc: 00:46:138 (2) - The synth sound in the background has no 100% accurate point for snapping, and I'd rather go with the one that keeps the rhythm stable to play. Also i'd have to do the same for the lower diffs which is kinda unintuitive.

Emilia

Emilia wrote:

ko short song bles i try my best
[in]
  1. wow ok i can't play this diff at all, a lot of rhythm and distance choices i can't really agree with\

    distance:
  2. 00:00:839 (2,3,4) - too similar for different time difference
  3. 00:00:839 (2,3) - vs 00:01:580 (1,2) - inconsistent distance for same timing
  4. 00:27:796 (3,4,5,6,7) - was stuck with the idea that 1/3 meant stack, but then 7 suddenly transitioned into a nonstack and its very uncomfortable to play the spacing was chosen in a way that it's both fairly playable and highlighting the vocal pitch in this section. This one's a bit tricky yea, but I don't agree with the uncomfortable play, i tested it myself
  5. 00:32:706 (5,1,2,3,4) - slower SV but huge spacing? would prefer the spacing to be a lot smaller considering its 1/3 and its the slow section Spacings are bigger and flow more jarring due to irregular vocal notes.
  6. 00:34:188 (1,2) - the inconsistent spacing is really messing me up, do you want to stack all 1/3 or not because it gets very very messy
  7. 00:50:863 (2,3,4) - make the distance more different
  8. 00:54:197 (1,2) - vs 00:54:753 (3,4) - vs 00:54:939 (4,5) - , 1st and 2nd have the same timing difference but has very different distances, 2nd and 3rd have similar distances but very different timing
  9. 00:56:606 (2,3,1) - the stack and nonstack having the same timing here is very jarring and surprising to play disagree here, it might be a bit unexpected coming from 0 momentum to fastslider->sliderjump, but nothing that would be that uncomfortable to play and it fits the song well
  10. 01:27:268 (1,2,3,1,2,3) - these are mapped on 1/4 shouldnt their distances be more different? Given the way how I spaced things on this map, there's no good way to make it distinct from the 1/3 rhythms.. and I don't think it's necessary either. The current ones are fine.

    turn on distance snap or something. mapping distances freely on 1/3 on an anime song with fairly consistent intensities is very very unintuitive to play. it just looks very messy since there is no consistency with how you handle 1/3 distances. a lot of the time i was confused as to whether it was a 1/3 or 1/4 or if it was a 1/6 or a 1/3 because of the weird way you used distances. these issues repeat throughout the map and if no consistency is achieved players cannot effectively play this map. If you replace 1/3 with 1/2 in your first sentences you have basically the same issue that existed years ago before people decided to put DS off. This song is already based on 1/3 for about 96% of its duration, so variation in spacing should be appropriate to not make it monotonous and I tried do it in a fair and intuitive way - which also works. I really can't agree with you on that point, I tp'd the map myself several dozen times along with some other testplayers and I never got the complaint about unintuitive gameplay. Maybe it's because my focus of the map was primarily on vocals which makes it confusing to play for you?

    rhythm:
  11. 00:05:008 - why are so many big white ticks missed as click beats?? what is the purpose of that? Vocals are prioritized throughout the whole map, and this is reflected on the way i layed out my rhythm - so white beats were left out on purpose in order to emphasize the vocal layer better.
  12. 00:11:400 (2) - what do you actually hear on the reverse cuz i hear nothing it fits the sound well enough at this point
  13. 00:18:625 (1,1,1,1) - would suggest you just map this as 1/3 instead, even though it doesnt sound like it, it fits better with the playing aspect of it see 1st explanation on 'rhythm'
  14. 00:21:034 (2) - the slidertail is the strong beat here, i can never hit this on time because i keep thinking the slider starts on the drum. the vocal here shouldnt be required to be a clickbeat because imo its a lot less important than the drum, though you can map it with a slidertail see 1st explanation on 'rhythm'
  15. 00:26:036 (1,2) - similarly^ see 1st explanation on 'rhythm'
  16. 00:39:654 - is there really a need to skip this? you've definitely mapped more intricate rhythms for held vocal notes before Don't think it's necessary to map it out here and it adds more emphasis on the 00:40:024 - 00:40:302 - sounds this way
  17. 00:43:544 (5) - similar to above with vocal-drum emphasis see 1st explanation on 'rhythm'
  18. 00:44:656 - 00:44:749 - why not just map 00:44:471 (3) - as 2 sliders see 1st explanation on 'rhythm'
  19. 00:45:027 (1,1,1,1,1,1) - this looks alright at best, and its also not doing a good job of mapping strong beats to the song. just dont Sorry, but these are more interesting to follow and notorious than the 'stronger' beats of the drums.
  20. 00:50:492 (1,2,3,4,5,6) - 00:52:715 (1,2,3,4,5) - for whatever reason you've chosen to map 2 similar song sections in very different ways which emphasise very different beats; sometimes its vocals, sometimes its drums, sometimes its a weird mix of both(??) this is bound to get players confused with when to tap Overall logic behind this is: Make the first part tap-heavier because vocals are higher-pitched as is the intensity of the song, and decrease density on the second because pitch goes down.
  21. 00:59:385 (1,2,3,4,5,6) - 01:01:608 (1,2,3,4) - similar^ ^
  22. 01:05:684 (3,4) - what do you hear here exactly because yet again i hear nothing umm, I hear clear beats on those
  23. 01:27:268 (1,2) - 01:28:102 (1,2) - suggest mapping this as 1/3 as well or at least in sliders 1/3 would be completely wrong here. Sliders might be an alternative, but given how strong those beats are I prefer circles at this place.

    the way you did your rhythms was really messy. 80% of the time im not very certain of what you were trying to emphasise. consider revising your rhythm by adding clickbeats to only strong sounds (esp drums) and mapping the vocal through slidertails which is a lot more applicable in my opinion. often, the vocal is deemed inconsistent, so mapping them as clickbeats will only confuse the player. try getting more playthroughs and asking for opinions because maybe i'm just bad at the game looool I can't see how my rhythm choices are messy, you didn't seem to notice that a very major part of it is based on the vocals. I agree on vocals not being the best choice to set the foundation of your rhythm patterns on, but in this case they are very consistent in following the swing rhythm, with very few exceptions such as 00:18:625 (1,2,3,4) - or the final 1/4 patterns. Focussing on drumbeats can be an option too, but this is clearly not my intention here and would make the map generic as hell to play on a song that can deliver more than that - at least for me.
i'll only mod this one diff, its too tiring to look at and play Well, can't please everyone. I fixed some things that you mentioned to mitigate the problems that you see on the map, so thanks - really appreciate it.

@GRsama: Can't speak chinese, sorry. Not sure what you mean with your points, but they are fairly playable for me.

Thanks everyone for the mods! Fixed the uncommented stuff as always
Lasse
nice ravioli tags 👀

kick hitnormal seems to blend a bit much on its own, how about using https://puu.sh/wVwLz/85c1fd23ed.wav which is the same but has the default soft-hitnormal added

tickrate 2 on top diff works fine, but on hard+normal it becomes so weird since it adds a tick on sliders like 01:01:608 (3) - which also becomes invisible, it doesn't get rendered cause it overlaps t he tail

00:35:022 - some kind of additional sample would be nice on this (most likely softw)

insane
00:04:360 (4) - would be great to map a double here to not skip over snare+melody here
00:08:806 (4) - ^ think that would make rhythm much more intuitive
00:23:257 (2,3,4,5) - looks so unfitting with your other visuals in this part, mainly due to using so many different overlap spacings
01:28:380 (3) - would use like 15% volume cause ticks don't fit well

hard
00:04:360 (7,8) - I think these become a bit lol readability wise for this level of difficulty cause of the perfect stacking, might be nice to manually stack these or just overlap like similar 1/6 patterns
01:15:596 (1,2) - removing the normal samples on the tails here would make it much more intuitive to play I, they give so much feedback and the sounds in the song aren't that outstanding anyways

normal
00:37:245 (3) - would at least put a whistle or something on this. I mean rhythm isn't really optimal, the way you did it on higher diffs is nicer, but I can't come up with a good solution for that either
00:41:414 (2) - could just delete this, it's such an insignificant beat and takes way from the more important ones
or actually be consistent in what you follow on 00:40:580 (1,2,3,1,2,3) -
01:04:480 (5) - curving this a bit in either direction would look cute with the other objects here
01:17:264 (3) - would put a whistle here too, hitsounding is kinda empty cause you mapped different things on higher diffs and tail gives more feedback than head right now

should be all
Topic Starter
Pho

Lasse wrote:

nice ravioli tags 👀 :eyes:

kick hitnormal seems to blend a bit much on its own, how about using https://puu.sh/wVwLz/85c1fd23ed.wav which is the same but has the default soft-hitnormal added

tickrate 2 on top diff works fine, but on hard+normal it becomes so weird since it adds a tick on sliders like 01:01:608 (3) - which also becomes invisible, it doesn't get rendered cause it overlaps t he tail Hmm, didn't feel that wrong to me tbh but i guess i can adjust it for the lower diffs

00:35:022 - some kind of additional sample would be nice on this (most likely softw)

insane
00:04:360 (4) - would be great to map a double here to not skip over snare+melody here doesn't really work out for me at this point since i really want to highlight the vocals here
00:08:806 (4) - ^ think that would make rhythm much more intuitive ^. I'd rather stick to vocals here as well, it's my primary focus.
00:23:257 (2,3,4,5) - looks so unfitting with your other visuals in this part, mainly due to using so many different overlap spacings spaced the double away from the sliders, should be good now
01:28:380 (3) - would use like 15% volume cause ticks don't fit well

hard
00:04:360 (7,8) - I think these become a bit lol readability wise for this level of difficulty cause of the perfect stacking, might be nice to manually stack these or just overlap like similar 1/6 patterns
01:15:596 (1,2) - removing the normal samples on the tails here would make it much more intuitive to play I, they give so much feedback and the sounds in the song aren't that outstanding anyways

normal
00:37:245 (3) - would at least put a whistle or something on this. I mean rhythm isn't really optimal, the way you did it on higher diffs is nicer, but I can't come up with a good solution for that either
00:41:414 (2) - could just delete this, it's such an insignificant beat and takes way from the more important ones
or actually be consistent in what you follow on 00:40:580 (1,2,3,1,2,3) - did the 2nd, although not the most intuitive thing to do lol
01:04:480 (5) - curving this a bit in either direction would look cute with the other objects here
01:17:264 (3) - would put a whistle here too, hitsounding is kinda empty cause you mapped different things on higher diffs and tail gives more feedback than head right now

should be all
Fixed all the non-commented stuff, thanks lasse!
Shadowa Pinkman
Notes should be 3/16, not 1/6
/me runs
Topic Starter
Pho
1/6 should be accurate enough already since vocals are the focus of my maps. will discuss it with the BNs though.
Monstrata
Notes should be 1/6

Sry, forgot about this map (as usual). Ephemeral reminded me actually lol...
Lasse
wheres my kd :((((((

agree on 1/6 and the taiko map of this got unranked for using the other snapping so lol
just a few things before I qualify:
insane
00:19:042 (4) - sounds weird cause vocal seems to be on the next 1/3 tick

hard
00:18:903 (2) - similar here, should probably end on the next 1/3 tick

you also mapped it as 1/3 on normal lol

normal
00:37:245 (3) - sliderwhistle is probably not intentional


also this:

which is also what taiko version uses and it has been checked for that apparently
Shadowa Pinkman

Pho wrote:

1/6 should be accurate enough already since vocals are the focus of my maps. will discuss it with the BNs though.
Actually I was joking. You may snap by 3/16 or 1/6, which you want. I think it's more optional. If you want more opinion about snapping, see Unmei's post.
Topic Starter
Pho
Fixed the title and the broken hitsound. Left the snappings on Hard/Insane because 1/4 play intuitively to Kanna vocals and suddenly switching to 1/3 right in the pattern isn't very nice
Lasse
where is monstrata 👀

since bn tiers are not a thing anymore I'm just going to rebubble instead of waiting for him to do that
Monstrata
👀
Asuka_-
(^^♪
Shortthu
gratz Phở!
Bursthammy
inb4 skylish
Milan-
chorongos
Raiden
Hello. I would like to inquire as to why hasn't this map used the spliced 108 BPM timing that the staff provided on the other version...? I mean Ephemeral himself insisted on having that one.



(from p/6212001)
Topic Starter
Pho
I asked a QAT member to look into this set as I was made aware of the timing issue, the same day it was qualified. But it seems like it either wasn't too critical for a disqualification or they just forgot about it (and me as well tbh until you mentioned it again).
Not-Miraie
Oh my giddy aunt, I miss Maido Dragon. good beatmap btw
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