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posted

Celektus wrote:

Overall


I often Quoted the official osu!Standard Ranking Criteria so here's a Link to it since most of the mappers on this set will need it. (as in you can use it to see I'm not just Quoting nothing)

Also this Background is already used by a ranked map https://osu.ppy.sh/s/204159 and the new standard for resolution of Backgrounds is 1920x1080p yours is 1366x768p. Two good reasons to look for a new more fitting Background, tho be aware that this is just a suggestion and ranking this map with this Background should otherwise be 100% fine. Fixed

I hope all of you can approach my suggestion as unbiased as possible and I hope it isn't too much.
[Asuka_-'s Easy]

  1. this whole section has strong sounds on each slider end since the song prioritizes the "HOI!" 01:30:586 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - in case you see a consistency problem with that feel free to ignore this suggestion.

  2. I feel like you should only use repeat sliders when something special happens in the song like here 01:43:711 (3) - yet you also used one here 01:47:461 (3) - which is slightly unjustified shouldn't be too hard to fix or maybe you have a good reason for it.
[Normal]

  1. it's kinda inconsistent to use a 1/1 repeat slider here 00:03:399 (3) - but a 2/1 slider here as they are mapped to the same rhythm 00:10:899 (3) - Fixed

  2. 00:10:899 (3,5) - 00:38:086 (3,1,2,3,4) - and so on look for those yourself Fixed

    osu!Standard Ranking Criteria wrote:

    1. Avoid 1/2 hitobjects after sliders which appear underneath the previous slider’s path. Players at this level fully follow sliders’ paths, so placing a hitobject directly after the slider is more intuitive. This also includes stacks underneath slider ends.
  3. this repeat slider starts and end on equally Strong sounds and equally strong ticks 01:17:461 (7) - tho this one 01:18:164 (1) - has a strong sound on the repeat which is considered both less emphasized since it's not actively clicked and it's inconsistent with the repeat first mentioned and it starts on a less intuitive to play tick without being justified by having a strong sound on that tick. Fixed

    If this suggestion make not enough sense the way I phrased it I'll refer both to the Ranking criteria and also a Video by Pishifat

    osu!Standard Ranking Criteria wrote:

    1. Sliders should begin on stronger beats and end on equal or weaker sounds. Stressing important sounds through clicking is more natural to play than stressing unimportant sounds.

    osu!Standard Ranking Criteria wrote:

    1. Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.
    osu!mapping: basic rhythm

    osu!mapping: 1 3 2 4
[Moei's Hard]

  1. try and avoid Overlapping sliders as much as possible unless you have a justification for it 00:02:930 (2,3,4) - same goes for slightly overlapping Objects in general 00:06:680 (2,3,4) - in case.

  2. this is the only slider 00:17:461 (4) - in this group 00:15:586 (1,2,3,4,5) - that has strong sounds (Vocals) on both the Head and end, it would be more consistent to have the Vocal be clicked if possible. For example you could split it into a 1/1 slider and a circle by scaling the slider down with ctrl + shift + S

  3. make the Vocal on this sliderend clicked to emphasize it 00:39:023 (3) -

  4. there's a change in both rhythm and intensity here which you didn't map in a clearly recognizable way I feel like 00:43:242 (4,1,2,3) - consider making every strong sound clicked and stand out in a connected pattern. If my explanation wasn't enough ask for more reasoning.

  5. try to not make the sliders Overlaps since that's ugly 00:49:336 (1,2) - and it's not justified through a gimmick or something

  6. people usually make jumps into 1/4 (streams and such) spaced less since these are more straining that average. You don't seem to do that so I thought I'd point it out 01:18:867 (5,6,7) - would be a bit more tedious to fix this in the entire map and it's at least consistent, so either change all the spacing into stacks slightly or just keep it in mind for future maps. (even in case you wanna break that idea on purpose)

  7. You could add slight SV changes to all the "HOI!" sounds. this is like a totally subjective suggestion so thinking about it or ignore it idc.
[Insane]

  1. these 2 notes are strong sounds but 2 isn't 00:00:586 (1,3) - so spacing into 2 should be smaller then into 3. This is just one example on how you could emphasize through spacing since the map pretty much never uses any common spacing emphasis. I would suggest finding a more experienced Modder when it comes to uncommon spacing concepts before asking a BN, since they will be able to give you better tips on how to alternatively order your spacing... In case you want that, if not you'd probably need to remap this Fixed

  2. try and remove this Overlap 00:14:883 (7,1) - same here 00:20:977 (1,2) - 00:35:274 (1,3,5) - I'll stop mentioning them so look for them yourself Fixed

  3. it's unnecessary to use this many white anchors for a slider 00:21:211 (2) - also really small sharp curves usually are considered bad looking. Fixed

    similar here, but also the more complex stuff you do with smaller sliders the higher your chances are that it will just look overdone or have no affect except it being gross looking 00:29:649 (6) - Fixed

  4. you can do really sharp curves like this 00:34:336 (4) - but they mostly only make sense if they follow a concept in your entire map or are there in a geometric group to emphasize a special moment in the song. Fixed

  5. similar to the slider mentioned above this one is too special and doesn't seem justified 00:42:071 (3) - again something like this is an idea where you'd need to design your map around it or it's idea.

  6. try and make this one appear in the same place as the last one 01:07:618 (8) - or make them both cross each other in some kind of ratio.

  7. through my Hitsounding and the song Overall this section becomes more intense than the last one and for example like in your Extra diff spacing increases too 01:45:586 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) - [Fixed/*:m:1337]
[Extra]

  1. these jumps don't really make sense to me 00:01:054 (3,4) - could you try and explain why you made these that way and for what reason For early the song, and the song still in quiet i maybe high spacing no need

    and for example why is this one close to twice as big 00:10:428 (4,1) - Fixed

  2. why are these jumps bigger? to me it seems more like this section is less intense and thus should be smaller than usual 01:29:414 (6,7,8,9) - Fixed
[MAI's IYAHOI!!]

  1. I think this is a pretty big In crease in spacing and difficulty compare to everything before it 00:06:914 (5,6,7) - thus it should get better introduction,
    for example you could use spacing like this earlier instead of repeat sliders. In case you still wanna use them make every 2nd triplet a repeat or this pattern and switch between them.

  2. mapping this section like this 00:53:555 (1,2,3,4,1,2,3,4,1,2,3,4) - I think is inconsistent with the patterns you used before for the same sounds. and also using 1/8 without any musical reasoning or introduction seems very unjustified. I'd suggest re-mapping that section without 1/8 snapped notes at least.

    honestly I'm not trying to attack you as a mapper so view this as just criticism on your map please... I think this diff has pretty much no chances of getting ranked as it is, since the spacing is pretty much is nearly just full screen and doesn't really emphasize anything in the song, in terms of intensity. I personally like the idea and some players will clearly enjoy this, yet it's not for ranking. I'll finish this by Quoting the osu!Standard Ranking Criteria

    osu!Standard Ranking Criteria wrote:

    1. Avoid major composition differences in similar sections of a song. The basic spacing and rhythm should be similar, while patterning can vary. This ensures that rhythm and intensity in all similar sections reflect a song similarly.

    osu!Standard Ranking Criteria wrote:

    1. Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.

    osu!Standard Ranking Criteria wrote:

    1. Difficulty should be appropriately expressed to represent the intensities of different sections in the music. More complex/denser rhythms and more complex/quicker movements should be appropriately used to produce feedback through difficulty.
Thanks for helping so much :3
posted

F1r3tar wrote:

You're gonna need a remap on every diff, except Moei's and Asuka's. It's nowhere close to being rankable in its current state. I get that you're trying to incorporate old mapping style, but rhythm suffers terribly as a result; aesthetics are lackluster too.

[Moei]
  1. 00:36:211 (1,3) - Perfectly-overlapping slider bodies are unrankable, unless the first slider has completely faded by the time the second slider appears.
  2. 00:51:211 (3) - 00:52:148 (4) - Don't use whistle on slidertail, it sounds horrible.
  3. 00:54:023 (2) - tbh, this shape doesn't reflect the music
  4. 01:11:367 (6) - I would just change this to a circle on the white tick if I were you. Having the slidertail on an active sound makes for confusing rhythm, especially for intermediate players.
  5. 01:11:953 (1) - Doesn't fit the music since there are multiple instruments occurring on these ticks.



  6. 01:16:406 (3,4) - At least stack with (1) slidertail. Isolated doubles are too hard for Hard.
  7. 01:23:906 (3,4) - ^
  8. 01:48:281 (3,4) - ^
  9. 01:50:156 (3,4) - ^
  10. 01:26:367 (5,6,7) - this hitsounding is so inconsistent that i'm sure it's noticeable to you too
  11. 01:27:304 (2) - This follows the same melody as your previous 1/2 sliders, so what are you emphasizing by giving it a much different shape from the other sliders?
  12. 01:43:711 (1,2,3,4) - you should follow time-distance equality and space your 1/1s out more
  13. 02:00:703 (1) - start on the red tick; the "hi" lands on it
Thanks, i would remap this asap
posted
アスカさんへ
00:52:617 (4) - とこっち00:45:117 (4) - flowの硬さがちょっと違う、同じにしたほうがいいかも https://gyazo.com/67839fa8f7459c44e60112311d8aa94e
そうするとこっち00:50:273 (2,4) - のoverlapきおつけて
00:56:836 (1,2) - ちょっと違う気がする
01:31:523 (2) - これも
01:41:836 (1) - 私なら00:31:523 (2) - こんな感じにする
01:52:617 (4,1) - 左へ行ったほうがいいじゃない?

Flowerbell's
00:04:218 - 00:11:718 - masuknya ghost beat ini, volume decreaso kamo mau. atau repetannya aja
00:01:993 (5,6) - sama 00:05:743 (5,6) - kalo gu sih lebih milih consistent ya karena masuknya juga masih intro
00:12:305 (2,3) - cie flownya www, kalo gu sih mungkin kek gini (5) nya maksa tapi https://gyazo.com/3617d77817e35b9bcf939673eaac604d
00:24:257 - variasi pattern bisa di spam, tapi kalo ritem agak ketat bro. ini vokalnya harus ke hit. mungkin harus dijadiin kayak gini sih dari 00:23:086 - https://gyazo.com/07fbe32caa0db038a12137e5ddb17e9a dan 00:26:836 (1,2) - dijadiin 1/2
atau kalo mau gampangnya 00:20:273 (3,4,5) - diganti sama 1/1 slider
00:37:851 (5) - ini di stack ke slider head aja, di beatnya naik kok dan ditambah ngeprivew stack yang 00:30:586 (1) -
00:52:851 - dan disinilah variasi rhytm bisa di apply, karena kalo ga ya terlalu monoton. jadi coba di pendekin ke 1/1 biar ada gapnya. kenapa? karena 00:52:617 - disini dimana drumnya ke hit dan itu bisa dimanfaatin buat ngasih efek impact yang lebih di 00:53:086 -
(padahal di 01:00:117 - di apply lho wwwwww)
01:00:586 (1,2,3,4,5) - moe 2k17 confrimed
01:08:554 (3) - ctrl+h replace
01:11:367 (6) - ctrl+j ctrl+g replace
01:14:648 - "iya hoi" nya mohon di ghost mapping, hambar w
01:25:898 (4) - kasih curve up dong biar dancing cusornya
01:30:000 - tick pertama habis angle di hapus aja
01:34:336 (1) - agak gimana gitu
01:39:726 (6) - stack di endnya 01:36:211 (1) - coba
01:44:882 - plss (3) dijadiin 1/2 slide
01:52:851 (6) - ga harus di stack sih sebenrnya
02:00:117 (1,2) - ga lurus

NO KDS
posted

F1r3tar wrote:

[Moei]
  1. 00:51:211 (3) - 00:52:148 (4) - Don't use whistle on slidertail, it sounds horrible. first off this was made with just reflecting the song in mind and mapping all its strong sounds in a clearly consistent way as in the top diffs. Another thing is that having whistles on slider ends is a totally legitimate thing that can happen since your hitsounding should be the same on all diffs to map the correct sounds in the song. There are even instances where you need to do that since a lot of songs just have offbeat elements that should be hitsounded. (this of course being only the case when the mapper decided that the downbeats have still stronger sounds which is the case here I think)

  2. 01:26:367 (5,6,7) - this hitsounding is so inconsistent that i'm sure it's noticeable to you too. yea I assume that you modded this while the hitsounds were still broken after copying them with hitsound copier. I fixed all of the diffs and sent them to the host.
posted

Celektus wrote:

[Asuka_-'s Easy]

  1. this whole section has strong sounds on each slider end since the song prioritizes the "HOI!" 01:30:586 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - in case you see a consistency problem with that feel free to ignore this suggestion.
    Sure there are voices, but i think it is better that downbeat is clickable in this case.
    Since the melody is the same as 01:15:586 (1,2,3,4,1,2,3,4) - , I can not keep consistency with it if this upbeat is clickable.

  2. I feel like you should only use repeat sliders when something special happens in the song like here 01:43:711 (3) - yet you also used one here 01:47:461 (3) - which is slightly unjustified shouldn't be too hard to fix or maybe you have a good reason for it.
    It is meaningful that upbeat is clickable 01:18:867 - only.
    By doing this, the next (1) is emphasized.

    In the case of "1/2 + 1/2 + 1/2 + circle + circle", there is a click before the click of the last upbeat, and the next (1) can not be emphasized.
    I thought that this is the best way.
    But I certainly use 1/2reverse a lot, so I may change it later. .
@Time Capsule
いくつか変更しました!!
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: -1
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 23086,75586
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Harajuku Iyahoi
TitleUnicode:原宿いやほい
Artist:Kyary Pamyu Pamyu
ArtistUnicode:きゃりーぱみゅぱみゅ
Creator:My Angel Kitten
Version:Asuka_-'s Easy
Source:きゃりーぱみゅぱみゅ / 原宿いやほい KYARY PAMYU PAMYU / HARAJUKU IYAHOI
Tags:O-Moei My Angel Izumi Kyary Pamyu Pamy Harajuku Iyahoi Iyahoi!!
BeatmapID:1282878
BeatmapSetID:606732

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

[Events]
//Background and Video events
0,0,"background.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]
586,468.75,4,2,1,70,1,0
45586,-100,4,2,1,70,0,0
75586,-100,4,2,1,70,0,1
88711,-100,4,2,1,70,0,0
90586,-100,4,2,1,70,0,1
103711,-100,4,2,1,70,0,0
105586,-100,4,2,1,70,0,1
120586,-100,4,2,1,70,0,0
121523,-100,4,2,1,70,0,0
122461,-100,4,2,1,70,0,0
122929,-100,4,2,1,5,0,0
123398,-100,4,2,1,5,0,0
124336,-100,4,2,1,5,0,0


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116,44,71836,6,0,P|196:20|264:63,1,160,12|12,1:2|0:2,0:0:0:0:
294,127,73242,1,12,0:2:0:0:
254,196,73711,2,0,B|246:223|246:223|249:252|249:252|242:282,2,80,2|2|2,2:2|2:2|2:2,0:0:0:0:
294,127,75117,1,12,0:1:0:0:
351,71,75586,6,0,P|396:54|443:62,1,80,6|10,0:1|1:0,0:0:0:0:
494,100,76523,2,0,P|511:135|496:202,1,80,2|10,1:1|1:1,0:0:0:0:
458,237,77461,2,0,P|426:255|375:250,2,80,2|10|2,1:1|1:1|1:1,0:0:0:0:
509,175,78867,1,10,1:1:0:0:
463,109,79336,6,0,P|425:95|368:99,1,80,2|10,1:1|1:1,0:0:0:0:
315,133,80273,2,0,P|274:145|226:144,1,80,2|10,1:1|1:0,0:0:0:0:
164,110,81211,2,2,P|159:68|149:8,2,80,2|10|2,1:0|1:0|1:0,1:0:0:0:
118,175,82617,1,10,1:1:0:0:
57,227,83086,6,0,P|61:260|67:321,1,80,6|10,1:0|1:0,0:0:0:0:
120,365,84023,2,2,P|153:374|202:363,1,80,2|10,1:0|1:0,0:0:0:0:
255,310,84961,2,2,P|292:297|351:306,2,80,2|10|2,1:0|1:0|1:0,1:0:0:0:
197,365,86367,1,10,1:0:0:0:
128,324,86836,6,2,P|118:290|118:241,1,80,2|10,1:0|1:0,1:0:0:0:
153,174,87773,2,2,P|192:160|243:166,1,80,2|10,1:1|1:1,1:0:0:0:
289,215,88711,2,0,P|300:244|301:316,2,80,4|8|0,1:2|1:0|1:0,1:0:0:0:
229,161,90117,1,12,1:2:0:0:
260,87,90586,6,0,P|303:69|355:70,1,80,6|10,1:1|1:0,1:0:0:0:
412,89,91523,2,2,P|445:109|463:158,1,80,2|10,1:0|1:0,1:0:0:0:
467,225,92461,2,2,P|464:267|443:306,1,80,2|10,1:0|1:0,1:0:0:0:
389,355,93398,2,2,P|350:368|292:362,1,80,2|10,1:0|1:0,1:0:0:0:
251,313,94336,6,2,P|206:302|159:306,1,80,2|10,1:0|1:0,1:0:0:0:
96,328,95273,2,2,P|90:282|87:243,1,80,2|10,1:0|1:0,1:0:0:0:
115,173,96211,2,2,P|117:136|121:87,2,80,6|10|2,1:2|1:1|1:1,1:0:0:0:
87,248,97617,1,10,1:1:0:0:
129,315,98086,6,2,P|169:323|223:324,1,80,6|10,1:1|1:1,1:0:0:0:
288,327,99023,2,2,P|327:322|371:309,1,80,2|10,1:0|1:0,1:0:0:0:
441,282,99961,2,2,P|464:249|484:199,1,80,10|10,1:0|1:0,1:0:0:0:
493,133,100898,2,2,P|489:85|479:46,1,80,2|10,1:1|1:1,1:0:0:0:
411,14,101836,6,2,P|374:12|314:22,1,80,2|10,1:0|1:0,1:0:0:0:
269,68,102773,2,2,P|229:68|189:61,1,80,2|10,1:0|1:0,1:0:0:0:
114,35,103711,2,0,P|106:75|97:131,2,80,2|2|4,1:3|1:1|1:2,1:0:0:0:
189,64,105117,1,4,1:2:0:0:
261,31,105586,6,0,P|303:17|356:14,1,80,6|14,1:0|1:0,1:0:0:0:
398,66,106523,2,0,P|395:104|386:151,1,80,6|14,1:0|1:0,1:0:0:0:
337,208,107461,2,0,P|338:239|349:301,2,80,6|14|6,1:0|1:0|1:0,1:0:0:0:
387,145,108867,1,14,1:1:0:0:
348,75,109336,6,6,P|309:67|259:69,1,80,6|14,1:0|1:0,1:0:0:0:
215,127,110273,2,6,P|178:128|131:119,1,80,6|14,1:0|1:0,1:0:0:0:
62,88,111211,2,6,L|53:3,2,80,6|14|6,1:0|1:0|1:0,1:0:0:0:
135,120,112617,1,14,1:0:0:0:
205,157,113086,6,6,P|213:206|215:264,1,80,6|14,1:1|1:1,1:0:0:0:
142,271,114023,2,6,P|141:304|144:360,1,80,6|14,1:0|1:0,1:0:0:0:
217,380,114961,2,6,L|324:365,2,80,6|14|6,1:1|1:1|1:1,1:0:0:0:
143,350,116367,1,14,1:1:0:0:
68,319,116836,6,6,P|54:276|54:219,1,80,6|14,1:1|1:1,1:0:0:0:
82,167,117773,2,6,P|119:148|187:158,1,80,6|14,1:0|1:0,1:0:0:0:
221,193,118711,2,0,B|217:217|217:217|219:247|219:247|208:286,2,80,4|0|0,1:2|1:0|1:0,1:0:0:0:
271,130,120117,1,12,1:1:0:0:
256,192,120586,12,4,124336,2:1:0:0:
posted

Celektus wrote:

Overall


I often Quoted the official osu!Standard Ranking Criteria so here's a Link to it since most of the mappers on this set will need it. (as in you can use it to see I'm not just Quoting nothing)

Also this Background is already used by a ranked map https://osu.ppy.sh/s/204159 and the new standard for resolution of Backgrounds is 1920x1080p yours is 1366x768p. Two good reasons to look for a new more fitting Background, tho be aware that this is just a suggestion and ranking this map with this Background should otherwise be 100% fine.

I hope all of you can approach my suggestion as unbiased as possible and I hope it isn't too much.
[Asuka_-'s Easy]

  1. this whole section has strong sounds on each slider end since the song prioritizes the "HOI!" 01:30:586 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - in case you see a consistency problem with that feel free to ignore this suggestion.

  2. I feel like you should only use repeat sliders when something special happens in the song like here 01:43:711 (3) - yet you also used one here 01:47:461 (3) - which is slightly unjustified shouldn't be too hard to fix or maybe you have a good reason for it.
[Normal]

  1. it's kinda inconsistent to use a 1/1 repeat slider here 00:03:399 (3) - but a 2/1 slider here as they are mapped to the same rhythm 00:10:899 (3) -

  2. 00:10:899 (3,5) - 00:38:086 (3,1,2,3,4) - and so on look for those yourself

    osu!Standard Ranking Criteria wrote:

    1. Avoid 1/2 hitobjects after sliders which appear underneath the previous slider’s path. Players at this level fully follow sliders’ paths, so placing a hitobject directly after the slider is more intuitive. This also includes stacks underneath slider ends.
  3. this repeat slider starts and end on equally Strong sounds and equally strong ticks 01:17:461 (7) - tho this one 01:18:164 (1) - has a strong sound on the repeat which is considered both less emphasized since it's not actively clicked and it's inconsistent with the repeat first mentioned and it starts on a less intuitive to play tick without being justified by having a strong sound on that tick.

    If this suggestion make not enough sense the way I phrased it I'll refer both to the Ranking criteria and also a Video by Pishifat

    osu!Standard Ranking Criteria wrote:

    1. Sliders should begin on stronger beats and end on equal or weaker sounds. Stressing important sounds through clicking is more natural to play than stressing unimportant sounds.

    osu!Standard Ranking Criteria wrote:

    1. Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.
    osu!mapping: basic rhythm

    osu!mapping: 1 3 2 4
[Moei's Hard]

  1. try and avoid Overlapping sliders as much as possible unless you have a justification for it 00:02:930 (2,3,4) - same goes for slightly overlapping Objects in general 00:06:680 (2,3,4) - in case.

  2. this is the only slider 00:17:461 (4) - in this group 00:15:586 (1,2,3,4,5) - that has strong sounds (Vocals) on both the Head and end, it would be more consistent to have the Vocal be clicked if possible. For example you could split it into a 1/1 slider and a circle by scaling the slider down with ctrl + shift + S

  3. make the Vocal on this sliderend clicked to emphasize it 00:39:023 (3) -

  4. there's a change in both rhythm and intensity here which you didn't map in a clearly recognizable way I feel like 00:43:242 (4,1,2,3) - consider making every strong sound clicked and stand out in a connected pattern. If my explanation wasn't enough ask for more reasoning.

  5. try to not make the sliders Overlaps since that's ugly 00:49:336 (1,2) - and it's not justified through a gimmick or something

  6. people usually make jumps into 1/4 (streams and such) spaced less since these are more straining that average. You don't seem to do that so I thought I'd point it out 01:18:867 (5,6,7) - would be a bit more tedious to fix this in the entire map and it's at least consistent, so either change all the spacing into stacks slightly or just keep it in mind for future maps. (even in case you wanna break that idea on purpose)

  7. You could add slight SV changes to all the "HOI!" sounds. this is like a totally subjective suggestion so thinking about it or ignore it idc.
[Insane]

  1. these 2 notes are strong sounds but 2 isn't 00:00:586 (1,3) - so spacing into 2 should be smaller then into 3. This is just one example on how you could emphasize through spacing since the map pretty much never uses any common spacing emphasis. I would suggest finding a more experienced Modder when it comes to uncommon spacing concepts before asking a BN, since they will be able to give you better tips on how to alternatively order your spacing... In case you want that, if not you'd probably need to remap this

  2. try and remove this Overlap 00:14:883 (7,1) - same here 00:20:977 (1,2) - 00:35:274 (1,3,5) - I'll stop mentioning them so look for them yourself

  3. it's unnecessary to use this many white anchors for a slider 00:21:211 (2) - also really small sharp curves usually are considered bad looking.

    similar here, but also the more complex stuff you do with smaller sliders the higher your chances are that it will just look overdone or have no affect except it being gross looking 00:29:649 (6) -

  4. you can do really sharp curves like this 00:34:336 (4) - but they mostly only make sense if they follow a concept in your entire map or are there in a geometric group to emphasize a special moment in the song.

  5. similar to the slider mentioned above this one is too special and doesn't seem justified 00:42:071 (3) - again something like this is an idea where you'd need to design your map around it or it's idea.

  6. try and make this one appear in the same place as the last one 01:07:618 (8) - or make them both cross each other in some kind of ratio.

  7. through my Hitsounding and the song Overall this section becomes more intense than the last one and for example like in your Extra diff spacing increases too 01:45:586 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) -
[Extra]

  1. these jumps don't really make sense to me 00:01:054 (3,4) - could you try and explain why you made these that way and for what reason

    and for example why is this one close to twice as big 00:10:428 (4,1) -

  2. why are these jumps bigger? to me it seems more like this section is less intense and thus should be smaller than usual 01:29:414 (6,7,8,9) -
[MAI's IYAHOI!!]

  1. I think this is a pretty big In crease in spacing and difficulty compare to everything before it 00:06:914 (5,6,7) - thus it should get better introduction,
    for example you could use spacing like this earlier instead of repeat sliders. In case you still wanna use them make every 2nd triplet a repeat or this pattern and switch between them. Reduced the spacing before 1/4 patterns

  2. mapping this section like this 00:53:555 (1,2,3,4,1,2,3,4,1,2,3,4) - I think is inconsistent with the patterns you used before for the same sounds. and also using 1/8 without any musical reasoning or introduction seems very unjustified. I'd suggest re-mapping that section without 1/8 snapped notes at least. Replaced 1/8 kicksliders by circles

    honestly I'm not trying to attack you as a mapper so view this as just criticism on your map please... I think this diff has pretty much no chances of getting ranked as it is, since the spacing is pretty much is nearly just full screen and doesn't really emphasize anything in the song, in terms of intensity. I personally like the idea and some players will clearly enjoy this, yet it's not for ranking. I'll finish this by Quoting the osu!Standard Ranking Criteria
    It was a map for fun initially, I will try anyway, but if it's not rankable, it's okay to remove this from the mapset ! ^^

    osu!Standard Ranking Criteria wrote:

    1. Avoid major composition differences in similar sections of a song. The basic spacing and rhythm should be similar, while patterning can vary. This ensures that rhythm and intensity in all similar sections reflect a song similarly.

    osu!Standard Ranking Criteria wrote:

    1. Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.

    osu!Standard Ranking Criteria wrote:

    1. Difficulty should be appropriately expressed to represent the intensities of different sections in the music. More complex/denser rhythms and more complex/quicker movements should be appropriately used to produce feedback through difficulty.
Thanks for your mod ! :)
posted
I come from your modding queue for a M4M.

Harajuku Iyahoi : Normal

:arrow: First of all, you have to set a preview point for your beatmap in the timing section (where the song start when you select it in the beatmap list)
:arrow: 00:13:711 (1,3) - The circle shouldn't overlap the slider, it's written in the ranking criteria say : "Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players."
:arrow: 01:20:977 (1,2,3) - same here but a little overlap is allowed because it's a 1/2 gap : "1/2 overlaps due to distance snapping are an exception." you should just respect the distance snap.
:arrow: 01:24:727 (6,1,2) - same
:arrow: 01:28:477 (5,1,2,3,4,5,6) - this circle chain is too long for normal : "Avoid long chains of hitobjects with 1/2 gaps.". You could replace this by some reverse sliders.
:arrow: 01:31:054 (1,2,3,4,5) - just a suggestion : you could put a clap song everytime the vocals say "Hoy!"
:arrow: 01:43:711 (7,8) - overlap
And that's it for the mod!
Good luck ;)
posted
Okay, going to remap!
if you want modding this map, wait until finished remap!
posted
mungkin bisa direkomendasin buat bg
(trutama kalo nanti ada rencana nambah sb)

https://www.pixiv.net/member_illust.php ... d=63134299

https://puu.sh/wa9xM/c5908f6d3b.jpg

+kalo butuh hs checking poke aja, nanti mampir lagi
posted

Time Capsule wrote:

mungkin bisa direkomendasin buat bg
(trutama kalo nanti ada rencana nambah sb)

https://www.pixiv.net/member_illust.php ... d=63134299

https://puu.sh/wa9xM/c5908f6d3b.jpg

+kalo butuh hs checking poke aja, nanti mampir lagi
oke thanks sarannya, bagus :3
posted
hello, i'm from year 2018

My Angel Kitten wrote:

Okay, going to remap!
if you want modding this map, wait until finished remap!
have you done remapping?

btw, mod from your m4m queue:
[general]
01. let the source empty.
02. delete Kyary Pamyu Pamy Harajuku Iyahoi Iyahoi!! from tags (bcs it was written on artist / title already)

[asuka's easy]
clear!

[normal]
01. convert all sliders like this 00:01:524 (3) - to a 1-beat sliders.
just it.
also, maybe this diff need more 'curves'

[moei's hard]
01. 00:21:211 (7,8) - erase
02. put circle here -> 00:21:211 - x:143 y:108

[insane]
01. 00:30:118 (7) - delete
02. 00:30:117 (7) - instead, put a cirlce here

an alternative: if you want to remap your map only:
01. consider turning the grid snap off
02. consider avoid creating a square-ish map.
posted
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