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ReaL - Kagerou

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Topic Starter
Troponoop
This beatmap was submitted using in-game submission on Monday, May 08, 2017 at 3:29:49 PM

Artist: ReaL
Title: Kagerou
Source: 銀魂
Tags: Gintama 2017
BPM: 164
Filesize: 5437kb
Play Time: 01:25
Difficulties Available:
  1. Altana (4.91 stars, 367 notes)
  2. Hard (2.6 stars, 204 notes)
  3. Insane (3.95 stars, 325 notes)
  4. Normal (1.69 stars, 127 notes)
Download: ReaL - Kagerou
Information: Scores/Beatmap Listing
---------------
Mission accomplished:
Get pooped on (in a good way) by mods
Realize the map is a wreck
Graveyard B O Y S














Inspired by pkhg's offset, metadata, bpm, and mp3 :^)
Djulus
if you want m4m, link: https://osu.ppy.sh/s/609273
Altana
00:02:687 (1) - nc?
00:04:150 (1) - owo CTRL+G?
00:07:443 (2) - stack with 00:06:345 (1) -
00:47:687 (1,2,1,2) - so far
00:54:638 (8) - nc?
00:54:912 (1) - don't nc
00:59:028 (8) - ^
00:59:394 (1) - nc lul
01:22:809 (1) - nc, i think
01:25:187 (1) - change this slider.
insane

01:02:229 (1) - nc
nice map, gl :D
peaceGiant
Noobie Mod

[Altana]
00:34:882 (9,1,2,3) - I wouldn't keep this horizontal flow you got, doesn't fit overall
01:24:455 (1,2,1,2) - Increase spacing to give emphasis to the overall map flow
00:47:687 (1,2,1,2) - Reduce spacing just a little
00:10:735 (7) - NC here
00:14:211 (1) - Why NC here?? Remove?
00:16:589 (6) - NC
00:20:613 (1) - Remove Nc 00:20:979 (2) - Add NC
00:22:077 (1) - Remove NC
00:52:443 (5,6) - Ctrl + G one of the sliders and readjust them, fits the map better
{Blue means optional}
[Hard]
00:10:735 (3,4) - These have to go
00:27:565 (4,5) - Too difficult for hard, place at least 00:27:931 (6) - stacked with them
00:35:613 (1,2,3) - This can stay
00:42:931 (1,2,3,4) - Make a square at least
00:49:516 (7,8) - this can stay, other (2 stacked circles cant)
00:03:418 (1) - Slider
This diff is over the place, there isn't one consistent difficulty, first its easy, then its difficult, the point of hard is to introduce to more difficult patterns, but not overusing them, from my early hard experience and from a friend of mine i know those 2 stacked circles are not good, but still your opinion
[Normal]
00:06:345 (1) - 2 sliders, not repeat
00:07:809 (2) - I dont know how i feel about this {not on the sounds it should be}
Normal is fine, needs sprucing up as in adjustments to sliders to make them look better
[Easy]
00:06:345 (1) - 2 Slid..... oh wait.. the fak
(ps: its the same !!)
Overall if it was just for the atlana diff id would've been 7.5/10, but the other diffs are holding the map down!

GL!!
Topic Starter
Troponoop

DefendeRDjulus wrote:

if you want m4m, link: https://osu.ppy.sh/s/609273
Altana
00:02:687 (1) - nc? done
00:04:150 (1) - owo CTRL+G? i think its easier to read the way it is
00:07:443 (2) - stack with 00:06:345 (1) - done
00:47:687 (1,2,1,2) - so far i like my kneesocks jumps :D
00:54:638 (8) - nc? done
00:54:912 (1) - don't nc done
00:59:028 (8) - ^ ^
00:59:394 (1) - nc lul i think this one is fine
01:22:809 (1) - nc, i think done
01:25:187 (1) - change this slider. why? :( i did my best to blanket it with the star pattern
insane

01:02:229 (1) - nc done
nice map, gl :D
Thanks for the mod! you really got me on the NC's


pecegiant wrote:

Noobie Mod

[Altana]
00:34:882 (9,1,2,3) - I wouldn't keep this horizontal flow you got, doesn't fit overall i was doing this to emphasize the music with a sharp snap back
01:24:455 (1,2,1,2) - Increase spacing to give emphasis to the overall map flow i think it plays alright
00:47:687 (1,2,1,2) - Reduce spacing just a little i like my troll jumps :D
00:10:735 (7) - NC here
00:14:211 (1) - Why NC here?? Remove?
00:16:589 (6) - NC
00:20:613 (1) - Remove Nc 00:20:979 (2) - Add NC
00:22:077 (1) - Remove NC did all that NC stuff ^
00:52:443 (5,6) - Ctrl + G one of the sliders and readjust them, fits the map better i think it flows ok so far
{Blue means optional}

[Hard]
00:10:735 (3,4) - These have to go i dont think the linear flow is too bad / difficult to play
00:27:565 (4,5) - Too difficult for hard, place at least 00:27:931 (6) - stacked with them my main reasoning for this rhythm was that the songs BPM is quite low, so it can be allowed to have a denser section of notes (at least i think haha)
00:35:613 (1,2,3) - This can stay
00:42:931 (1,2,3,4) - Make a square at least if more people comment on it, then i'll change it
00:49:516 (7,8) - this can stay, other (2 stacked circles cant) done
00:03:418 (1) - Slider done
This diff is over the place, there isn't one consistent difficulty, first its easy, then its difficult, the point of hard is to introduce to more difficult patterns, but not overusing them, from my early hard experience and from a friend of mine i know those 2 stacked circles are not good, but still your opinion yeah im really bad at lower difficulties in general. If my reasoning of lower bpm = higher note density is shut down by others, then i'll do some major rework on this diff

[Normal]
00:06:345 (1) - 2 sliders, not repeat i think its fine for a normal diff
00:07:809 (2) - I dont know how i feel about this {not on the sounds it should be} yeah im not sure about it either haha
Normal is fine, needs sprucing up as in adjustments to sliders to make them look better
[Easy]
00:06:345 (1) - 2 Slid..... oh wait.. the fak
(ps: its the same !!)
Overall if it was just for the atlana diff id would've been 7.5/10, but the other diffs are holding the map down!

GL!!
yeah the mapset is in need of major tuning, but thats what mods are for :D
Thanks for the mod!
Baack
M4M Link

Hello from #modreqs :D

[General]
  • I think the blankets could be adjusted to be more circular (i think that's the word).
    The flow on this is pretty weird, but i kinda like it :P
[Normal]
  • I'm not so sure about the kiai timings. 00:50:248 - To somewhere about 01:15:126 - would be good for kiai.
    Again, some blankets.
[Hard]
  • Same thing with kiai.
    00:48:876 (6) - Could be extended one more repeat.
    01:01:955 (1,3,5,1,3) - Why are these ending on the blue tick? On the white it sounds and plays better.
[Insane]
  • Kiai.
    00:04:882 (1,2,1,2,1,2,1,2) - These could be straight sliders.
    00:17:687 (4) - This doesn't go with the flow of the next slider. 00:22:077 (4) - This one does.
    01:22:260 (1,2,3,4,5,1,2,3,4,5,6) - This stream could start at 01:22:443
[Altana]
  • Kiai as well.
    00:17:687 (4,5) - These are too far apart. This is better
    00:18:601 (3,4) - ^
    00:44:394 (1) - You can make more interesting shapes on these streams.
    01:06:345 (1) - ^
    00:47:687 (1,2,1,2) - Make these jumps shorter.
Aaaand that's it! Sorry I couldn't find any more stuff, and/or if I pointed out stuff that you already fixed.

I hope this helps. Good Luck!
JierYagtama
OH SHET GINTAMA
JierYagtama
M4M request taken also heres my map https://osu.ppy.sh/s/591320
yay gintama also fix ur damn stack leniency wew
Normal
00:00:492 (1) - "Avoid 1/2 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time."
- Standard Ranking Criteria
00:01:955 (2) - ^
00:06:345 (1) - ^
00:03:418 (1,2) - also avoid overlaps as much as possible because its in the ranking criteria
00:07:809 (2) - idk what this slider is following hmm maybe this rhythm should fix that

00:15:126 (1,2) - atleast make them aligned like this to make your aesthetics of the map look clean

00:16:223 (1,2) - fix blanket i suggest doing it like this
looks more neat doesnt it?
00:23:906 (1,2) - you can blanket this if ya want to
00:30:857 (2) - slightly fix the nodes on this slider to fix the blanket with 00:30:126 (1) -
00:41:467 (3,4) - fix blanket somewhat like this looks neater

00:42:931 (1) - again putting sliders with multiple reverses is not allowed in a normal diff putting circles instead should do the trick
01:07:443 (1,2) - fix your stack leniency boi odont put it to rarely stack since its a normal diff and new players wont be able to read overlaps that easy put your stack leniency into 5 instead so itll stack nicely instead of a complete overlap
01:11:101 (1) - slightly curve the slider a bit more for a better blanket to 01:10:735 (7) -
01:12:199 (2,3,4) - again dont do this in a normal diff
01:17:321 (4,5) - ^
01:20:248 (4,5) - ^
Hard
Yeah puttingg AR 6 in a hard diff is not intuitive(meaning natural) in a difficulty like this
00:03:418 (3) - NC
00:10:735 (3,4,5) - yeah dont do spaced triples cos its a hard diff xd just stack em instead
00:11:833 (6) - slider is missing a clickable not which is the white tick
00:12:565 (7,8,9) - again just stack
00:15:126 (1,2) - you can put flow into this and I mean circular flow
like this but e ill leave it up to you on how you're gonna arrange the other notes xd
00:26:284 - overmapped putting a triple will solve that instead
00:28:296 (1,2,3) - since you're emphasizing vocals at this part its undermapped
this kind of rhythm can fix italso Ill leave it unto you on how to fix the spacing on that xd
00:30:857 (1,2,3,4) - rhythm is wrong like 1 isnt really emphasizing anything imo and there are ticks that needs to be mapped i suggest going for this kind of rhythm instead

00:32:870 (1,2,3,4,5,6,7,8,9,10) - rhythm is kinda inconsistent and doesnt empasize the vocals well and move all of em into the red tick since thats where the vocals starts instead of the white tick
This rhythm for that part should do the trick to fix the inconsistency
sounds better doesnt it? but ill leave it up to you to fix the following rhythms
00:42:931 (1,2,3,4) - why the stack when you can make a pattern for this instead?
00:47:687 (1,2,3,4,5,6) - emphasizing vocals but suddenly goes for the drums welp fix that its inconsistent to do that why because in general it doesnt sound good at all
not modding the higher diffs cos to lazy rip also you need alot of work to improve the rhtythm and structure of the lower diffs anyways gudluk xd
eeezzzeee
hi from my queue

m4m would be great but you dont have to
heres my map if you wanna https://osu.ppy.sh/s/610254 (only 1 diff 1:23 drain time lol)

[Atlantis]
Ok there seems to be a lot of problems with this map. so mod will mostly cover the basic gameplay related stuff (rhythm, flow, etc.) and not the polishing stuff (aesthetics, hitsounds, etc)

  1. 00:10:004 (4,5) - i can see what you are trying to do with these 1/4 slider patterns but the main problem with this is that the strong drum that should be emphasized is actually on the blue tick in the middle 00:10:095 - but this rhythm choice strongly emphasizes the other ticks white and red making it not intuitive to play. a normal triple is far better for these cases or maybe you can try something like this instead http://puu.sh/vL8Hv/67673dce5a.jpg
  2. 00:11:467 (4,5) - ^
  3. 00:12:199 (1,2,3) - this style of spacing is really confusing because its entirely unexpected due to the sudden change in rhythm. before was mostly 1/2, now its using 3/4 slider with 1/4 time to the next note but with the same spacing as one would expect for 1/2
  4. 00:16:589 (6,1) - switch NC
  5. 00:16:589 (6,1) - spacing here is too large for no good reason imo
  6. 00:17:870 (5,1) - 00:18:784 (4,5) - 00:19:882 (2,3) - they are all stacks but why? each one is representing a different part of the music with the same mapping technique, making a stack is something unique for the map but using it randomly defeats the purpose
  7. 00:18:052 (1) - this rhythm is not very fitting for the music as you can hear the vocal starts at the red tick which gets skipped over 00:18:235 -
  8. 00:22:077 (5) - again skipping over vocal on the red. not great to use extended slider like this
  9. 00:23:540 (1,2) - if you are going to do this you should NC on 00:22:991 (4) - as well
  10. 00:26:833 - the rhythm here goes into a really boring 1/2 spam style but i think the music has much more than that.
    i can notice 00:27:199 (2,3,4) - the blue ticks here have distinct sounds so you can use 1/4 patterns here. this repeats in several parts 00:28:662 (3,4,5) - 00:30:309 (3,4,5) - etc.
    also you could use 3/4 or 1/1 slider to represent some of the longer vocals like 00:29:394 (6) - for example try this http://puu.sh/vLa7s/e56e331e57.jpg it works since the next section vocal starts on the red tick
  11. 00:27:199 (2,3) - i didnt want to cover aesthetics but this overlap just looks too sloppy lol. theres so much space everywhere you have a lot of other options where to put this!
  12. 00:31:223 (6,1) - switch NC
  13. 00:34:150 (6,1) - switch NC
  14. 00:35:613 - add NC
  15. 00:38:540 (2) - i would recommend shortening this to end on the white tick 00:38:906 - as that actually has a pretty significant sound there whereas the blue tick you extended it to doesnt so its sounds kinda bad
  16. 00:41:467 (6,1) - switch NC. im sure you know the basic rule of NC on the big white ticks cuz most of the map is following it correctly, just some places are weird like this
  17. 00:45:857 (3) - if you are going to do this, try changing 00:44:394 (1,2) - into a slider as well, since structurally these parts of the music are the same
  18. 00:50:613 (2,3) - uh this jump is pretty huge but more importantly its so random. what sound are you trying to emphasize with this? look at the next similar part 00:56:101 (1,2,3) - this is much better lol
  19. 00:51:985 (2,3) - see this one is kinda similar to my first suggestion at 00:10:004 (4,5) - but it works because we have a clickable object at the blue tick to get enough emphasis for the strong drum. though you should switch the place of the clap hitsound to be on the blue tick
  20. 00:52:443 (5,6) - this spacing is pretty large as well even though it has slider leniency i dont think it is very fitting for this part of the song
  21. 00:54:912 (2,3,4,5) - not only is the "random style" stacking a problem again 00:53:174 (1,2) - 00:55:187 (4,5) - 00:57:199 (5,6) - etc. but also this plays really weirdly due to the stack 5 loses all of its emphasis when it should be a powerful beat
  22. 00:57:839 (2,3) - same hitsound switcherooo
  23. 01:01:955 - this section is good! once again this song features some parts with strong drum at the blue tick so having clickable object at 01:02:229 (2) - makes it play nicely c:
  24. 01:09:821 (4,5,6,7) - urgh random stacking is especially bad when they are in the same combo lol
  25. 01:10:735 (8,1) - switch NC
  26. 01:13:296 (4,1) - no need to put them so close if there is 1/2 time between them
  27. 01:14:211 (2,3,4,1) - i understand why you used the stack at 3,4 but theres no reason to put the next slider 1 so close to them as well. i think it would work much better for the flow to have a jump from 4,1. so like this for example http://puu.sh/vLbM1/bb759c03ea.jpg
  28. 01:15:400 (2,3) - clap on blue tick, idk why the finish is there, technically 01:15:674 - could use a clap as well but i didn't want to talk too much about hitsounds in this mod. same for 01:16:132 (2,3) - 01:16:863 (2,3) - etc.
  29. 01:22:443 (1) - 01:22:809 (1) - no need to NC either of these really
that's all from me, good luck! :)
feel free to ask if you want more explain / didnt understand my point
Topic Starter
Troponoop
Forzaken4k

Forzaken4K wrote:

M4M Link

Hello from #modreqs :D

[General]
  • I think the blankets could be adjusted to be more circular (i think that's the word).
    The flow on this is pretty weird, but i kinda like it :P
[Normal]
  • I'm not so sure about the kiai timings. 00:50:248 - To somewhere about 01:15:126 - would be good for kiai.
    Again, some blankets. I get what you mean with the kiai time, but i think the most hype part is where i put the kiai time :D
[Hard]
  • Same thing with kiai.
    00:48:876 (6) - Could be extended one more repeat. done!
    01:01:955 (1,3,5,1,3) - Why are these ending on the blue tick? On the white it sounds and plays better. ehh the blue tick is the sound i wanted to emphasize
[Insane]
  • Kiai.
    00:04:882 (1,2,1,2,1,2,1,2) - These could be straight sliders. i like my goofy sliders haha
    00:17:687 (4) - This doesn't go with the flow of the next slider. 00:22:077 (4) - This one does. i think it plays alright
    01:22:260 (1,2,3,4,5,1,2,3,4,5,6) - This stream could start at 01:22:443 ehh then it'd be missing some sounds
[Altana]
  • Kiai as well.
    00:17:687 (4,5) - These are too far apart. This is better ehhh i dont really use those overlaps in this difficulty
    00:18:601 (3,4) - ^ i like what i did so far :d
    00:44:394 (1) - You can make more interesting shapes on these streams. for these streams i was just trying to keep it simple, nothing fancy
    01:06:345 (1) - ^ keeping it plain baby
    00:47:687 (1,2,1,2) - Make these jumps shorter. yeah they are overmapped, but i gotta think up a solution first
Aaaand that's it! Sorry I couldn't find any more stuff, and/or if I pointed out stuff that you already fixed.

I hope this helps. Good Luck!
ayy thanks a bunch for the mod!

JeirYagtama wrote:

M4M request taken also heres my map https://osu.ppy.sh/s/591320
yay gintama also fix ur damn stack leniency wew
Normal
00:00:492 (1) - "Avoid 1/2 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time."
- Standard Ranking Criteria yep got me here
00:01:955 (2) - ^
00:06:345 (1) - ^
00:03:418 (1,2) - also avoid overlaps as much as possible because its in the ranking criteria
00:07:809 (2) - idk what this slider is following hmm maybe this rhythm should fix that

00:15:126 (1,2) - atleast make them aligned like this to make your aesthetics of the map look clean

00:16:223 (1,2) - fix blanket i suggest doing it like this
looks more neat doesnt it?
00:23:906 (1,2) - you can blanket this if ya want to
00:30:857 (2) - slightly fix the nodes on this slider to fix the blanket with 00:30:126 (1) -
00:41:467 (3,4) - fix blanket somewhat like this looks neater

00:42:931 (1) - again putting sliders with multiple reverses is not allowed in a normal diff putting circles instead should do the trick
01:07:443 (1,2) - fix your stack leniency boi odont put it to rarely stack since its a normal diff and new players wont be able to read overlaps that easy put your stack leniency into 5 instead so itll stack nicely instead of a complete overlap
01:11:101 (1) - slightly curve the slider a bit more for a better blanket to 01:10:735 (7) -
01:12:199 (2,3,4) - again dont do this in a normal diff
01:17:321 (4,5) - ^
01:20:248 (4,5) - ^
Hard
Yeah puttingg AR 6 in a hard diff is not intuitive(meaning natural) in a difficulty like this
00:03:418 (3) - NC
00:10:735 (3,4,5) - yeah dont do spaced triples cos its a hard diff xd just stack em instead
00:11:833 (6) - slider is missing a clickable not which is the white tick
00:12:565 (7,8,9) - again just stack
00:15:126 (1,2) - you can put flow into this and I mean circular flow
like this but e ill leave it up to you on how you're gonna arrange the other notes xd
00:26:284 - overmapped putting a triple will solve that instead
00:28:296 (1,2,3) - since you're emphasizing vocals at this part its undermapped
this kind of rhythm can fix italso Ill leave it unto you on how to fix the spacing on that xd
00:30:857 (1,2,3,4) - rhythm is wrong like 1 isnt really emphasizing anything imo and there are ticks that needs to be mapped i suggest going for this kind of rhythm instead

00:32:870 (1,2,3,4,5,6,7,8,9,10) - rhythm is kinda inconsistent and doesnt empasize the vocals well and move all of em into the red tick since thats where the vocals starts instead of the white tick
This rhythm for that part should do the trick to fix the inconsistency
sounds better doesnt it? but ill leave it up to you to fix the following rhythms
00:42:931 (1,2,3,4) - why the stack when you can make a pattern for this instead?
00:47:687 (1,2,3,4,5,6) - emphasizing vocals but suddenly goes for the drums welp fix that its inconsistent to do that why because in general it doesnt sound good at all
not modding the higher diffs cos to lazy rip also you need alot of work to improve the rhtythm and structure of the lower diffs anyways gudluk xd
Yeah i'm quite the noob with the lower diffs haha. I basically did all your suggestions, thanks for taking time out of your day :D

eeezzzeee

eeezzzeee wrote:

hi from my queue

m4m would be great but you dont have to
heres my map if you wanna https://osu.ppy.sh/s/610254 (only 1 diff 1:23 drain time lol)

[Atlantis]
Ok there seems to be a lot of problems with this map. so mod will mostly cover the basic gameplay related stuff (rhythm, flow, etc.) and not the polishing stuff (aesthetics, hitsounds, etc)

  1. 00:10:004 (4,5) - i can see what you are trying to do with these 1/4 slider patterns but the main problem with this is that the strong drum that should be emphasized is actually on the blue tick in the middle 00:10:095 - but this rhythm choice strongly emphasizes the other ticks white and red making it not intuitive to play. a normal triple is far better for these cases or maybe you can try something like this instead http://puu.sh/vL8Hv/67673dce5a.jpg Am noob,
    so i didnt think it was that big of a deal haha, i'll change it
  2. 00:11:467 (4,5) - ^
  3. 00:12:199 (1,2,3) - this style of spacing is really confusing because its entirely unexpected due to the sudden change in rhythm. before was mostly 1/2, now its using 3/4 slider with 1/4 time to the next note but with the same spacing as one would expect for 1/2 i thought it was supported by the music and led into the next section fine
  4. 00:16:589 (6,1) - switch NC
  5. 00:16:589 (6,1) - spacing here is too large for no good reason imo ehh it is a bit large, but the map is like only 164 bpm, the jump is really easy, so i dont think its thaaaat big of a deal
  6. 00:17:870 (5,1) - 00:18:784 (4,5) - 00:19:882 (2,3) - they are all stacks but why? each one is representing a different part of the music with the same mapping technique, making a stack is something unique for the map but using it randomly defeats the purpose Yea ur right about the consistency stuff.
    My only reasoning was that it played alright lol
  7. 00:18:052 (1) - this rhythm is not very fitting for the music as you can hear the vocal starts at the red tick which gets skipped over 00:18:235 -
  8. 00:22:077 (5) - again skipping over vocal on the red. not great to use extended slider like this idk, i was just keeping to the rhythm to the best of my abilities. i dont really think switching to those vocals would match up with what ive been going for
  9. 00:23:540 (1,2) - if you are going to do this you should NC on 00:22:991 (4) - as well
  10. 00:26:833 - the rhythm here goes into a really boring 1/2 spam style but i think the music has much more than that. honestly, i didnt find this part that interesting, so i just treated it as filler. i'll try and think something up
    i can notice 00:27:199 (2,3,4) - the blue ticks here have distinct sounds so you can use 1/4 patterns here. this repeats in several parts 00:28:662 (3,4,5) - 00:30:309 (3,4,5) - etc.
    also you could use 3/4 or 1/1 slider to represent some of the longer vocals like 00:29:394 (6) - for example try this http://puu.sh/vLa7s/e56e331e57.jpg it works since the next section vocal starts on the red tick
  11. 00:27:199 (2,3) - i didnt want to cover aesthetics but this overlap just looks too sloppy lol. theres so much space everywhere you have a lot of other options where to put this! ehh i dont see the big deal, its just an average blanket, i guess i could have spaced it out more, but it doesnt seem like an emergency
  12. 00:31:223 (6,1) - switch NC
  13. 00:34:150 (6,1) - switch NC
  14. 00:35:613 - add NC
  15. 00:38:540 (2) - i would recommend shortening this to end on the white tick 00:38:906 - as that actually has a pretty significant sound there whereas the blue tick you extended it to doesnt so its sounds kinda bad
  16. 00:41:467 (6,1) - switch NC. im sure you know the basic rule of NC on the big white ticks cuz most of the map is following it correctly, just some places are weird like this
  17. 00:45:857 (3) - if you are going to do this, try changing 00:44:394 (1,2) - into a slider as well, since structurally these parts of the music are the same
  18. 00:50:613 (2,3) - uh this jump is pretty huge but more importantly its so random. what sound are you trying to emphasize with this? look at the next similar part 00:56:101 (1,2,3) - this is much better lol yeah i'll nerf it. i was going for different kinds of repetition. the first two sliders are the same,
    which emphasizes the vocals, and the second have the same direction. i guess one of em worked haha
  19. 00:51:985 (2,3) - see this one is kinda similar to my first suggestion at 00:10:004 (4,5) - but it works because we have a clickable object at the blue tick to get enough emphasis for the strong drum. though you should switch the place of the clap hitsound to be on the blue tick
  20. 00:52:443 (5,6) - this spacing is pretty large as well even though it has slider leniency i dont think it is very fitting for this part of the song
  21. 00:54:912 (2,3,4,5) - not only is the "random style" stacking a problem again 00:53:174 (1,2) - 00:55:187 (4,5) - 00:57:199 (5,6) - etc. but also this plays really weirdly due to the stack 5 loses all of its emphasis when it should be a powerful beat
  22. 00:57:839 (2,3) - same hitsound switcherooo
  23. 01:01:955 - this section is good! once again this song features some parts with strong drum at the blue tick so having clickable object at 01:02:229 (2) - makes it play nicely c:
  24. 01:09:821 (4,5,6,7) - urgh random stacking is especially bad when they are in the same combo lol
  25. 01:10:735 (8,1) - switch NC
  26. 01:13:296 (4,1) - no need to put them so close if there is 1/2 time between them
  27. 01:14:211 (2,3,4,1) - i understand why you used the stack at 3,4 but theres no reason to put the next slider 1 so close to them as well. i think it would work much better for the flow to have a jump from 4,1. so like this for example http://puu.sh/vLbM1/bb759c03ea.jpg
  28. 01:15:400 (2,3) - clap on blue tick, idk why the finish is there, technically 01:15:674 - could use a clap as well but i didn't want to talk too much about hitsounds in this mod. same for 01:16:132 (2,3) - 01:16:863 (2,3) - etc.
  29. 01:22:443 (1) - 01:22:809 (1) - no need to NC either of these really
that's all from me, good luck! :)
feel free to ask if you want more explain / didnt understand my point

i tried focusing on flow and gameplay, for example, all those random stacks were mainly used with the intention to make the map flow a bit easier, but i guess i spammed em in the wrong place

the stuff i didnt respond to was also fixed

Thanks a bunch for the mod, it really helped!

TIL i'm not good at stacking :D

also, i dont think i can mod that diff very well, it looks pretty good :(
peaceGiant
2 kudosu from noobie, gl, get ranked plis
aotti
Normal
01:12:199 (2,3,4) Can u fix this stack circle? feel hard to click with HD mods
Hard
00:27:199 (3,4,5,6) Spacing
00:29:704 (3,4,5,6) spacing
00:35:613 (1,2,3) spacing
00:42:931 (1,2,3,4) this stack circle disturbing, separate them
00:44:394 - 00:46:772 spacing and spacing :v

actually, there's many circles need spacing... almost from start to end, just give a proper space for all circles and sliders
hope this is help :) XD
BanchoBot
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