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posted
This beatmap was submitted using in-game submission on lunes, 04 de diciembre de 2017 at 15:40:02

Artist: livetune feat. Hatsune Miku
Title: Tell Your World
Tags: Electropop EP Daison-P RE-NDZ 初音未来 vocaloid vocaloid2 kz Nicovideo chrome shini xinely
BPM: 150
Filesize: 12732kb
Play Time: 00:58
Difficulties Available:
  1. Cup (1,18 stars, 59 notes)
  2. Platter (2,55 stars, 143 notes)
  3. Salad (1,86 stars, 112 notes)
  4. Sh1n1's Rain feat. Xinely (3,43 stars, 167 notes)


Download: livetune feat. Hatsune Miku - Tell Your World
Download: livetune feat. Hatsune Miku - Tell Your World (no video)
Information: Scores/Beatmap Listing
---------------
#21
Cup by me
Salad by me
Platter by me
Sh1n1's Rain feat. Xinely by Xinely and me
posted
collapsed text
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 24026
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 24226,50626
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Tell Your World
TitleUnicode:Tell Your World
Artist:livetune feat. Hatsune Miku
ArtistUnicode:livetune feat. 初音ミク
Creator:-Sh1n1-
Version:Sh1n1's Rain feat. Xinely
Source:
Tags:vocaloid vocaloid2 kz Nicovideo shini xinely
BeatmapID:1281914
BeatmapSetID:606859

[Difficulty]
HPDrainRate:6
CircleSize:4.3
OverallDifficulty:8.6
ApproachRate:8.6
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,50625,53367
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1026,400,4,2,1,40,1,0
25026,-100,4,2,1,40,0,1
37726,-100,4,2,1,40,0,0
37826,-100,4,2,1,40,0,1
50626,-100,4,2,1,40,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 145,236,197
Combo3 : 255,255,128
Combo4 : 255,128,255

[HitObjects]
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posted
well... hi (m4m req from pm)
err.. i can't mod ctb but...it worth for trying

[General]
- why not use 1366x768 BG it's standard size
- no hitsounds please add some hitsounds

[Cup]
00:37:826 (1) - x:80 (move closer for a bit for easy to catch)
00:24:226 (2) - x:200
00:23:426 (1) - Remove NC
00:25:026 (1) - Remove NC

[Salad]
00:10:626 (1) - x:440
00:02:626 (1) - remove NC
00:23:426 (3) - ^


[Platter]
00:23:426 (1) - Remove NC
00:26:626 (8) - NC


this map is good for me by the way 00:54:026 - 00:56:426 - i feel something weird about spinner. why not put spinner at 00:56:626 - to 00:58:426 -
i already told you i can't mod ctb
good luck
posted

bank78952 wrote:

well... hi (m4m req from pm)
err.. i can't mod ctb but...it worth for trying

[General]
- why not use 1366x768 BG it's standard size I didn't notice omg, I found a better one, thanks
- no hitsounds please add some hitsounds yeah, added, I was waiting for Xinely's part :3

[Cup]
00:37:826 (1) - x:80 (move closer for a bit for easy to catch) 2.00 is an easier distance considering my previous distances
00:24:226 (2) - x:200 keep consistency with your previous suggestion, I'm using 2.00x to strong sounds due the low BPM
00:23:426 (1) - Remove NC Okie
00:25:026 (1) - Remove NC Nope, is the beginning of Kiai mode and deserve an enphasis with NC

[Salad]
00:10:626 (1) - x:440 I did something similar
00:02:626 (1) - remove NC nope, keeping consistency with next patterns
00:23:426 (3) - ^ Okie


[Platter]
00:23:426 (1) - Remove NC Nice catch
00:26:626 (8) - NC fixed


this map is good for me by the way 00:54:026 - 00:56:426 - i feel something weird about spinner. why not put spinner at 00:56:626 - to 00:58:426 - 00:53:826 - have a strong sound with a long echo, also the spinner sound starts here, I think that is good to add more enphasis on the strong sound with echo
i already told you i can't mod ctb
good luck


Thank you very much :)
posted
IRC mod
2017-05-01 10:58 -Sh1n1-: Hola
2017-05-01 10:58 -Sh1n1-: me ayudas con un mod?
2017-05-01 10:58 -Sakurasaki: tengo stars
2017-05-01 10:58 -Sakurasaki: te doy
2017-05-01 10:59 -Sakurasaki: pero en modear
2017-05-01 10:59 -Sakurasaki: nai nai
2017-05-01 10:59 -Sh1n1-: escucha ps
2017-05-01 10:59 -Sh1n1-: anda hazle el intento uwu
2017-05-01 10:59 -Sh1n1-: necesito el mod
2017-05-01 11:00 -Sakurasaki: solo la platter
2017-05-01 11:04 -Sakurasaki: 00:50:626 (1,2) - mmm
2017-05-01 11:04 -Sakurasaki: no crees que deberias usar
2017-05-01 11:04 -Sakurasaki: la misma distancia que 00:51:826 (4,5) -
2017-05-01 11:04 -Sakurasaki: o 00:52:626 (1,2) -?
2017-05-01 11:04 -Sh1n1-: verdad se me habia pasado
2017-05-01 11:05 -Sh1n1-: gracias
2017-05-01 11:05 -Sakurasaki: que tal si le bajas el volumen al final del ultimo slider?
2017-05-01 11:05 -Sh1n1-: Ok suena mejor
2017-05-01 11:05 -Sh1n1-: crees que 20 este bien?
2017-05-01 11:06 -Sakurasaki: pues creo que si
2017-05-01 11:06 -Sakurasaki: como el volumen anterior fue 40
2017-05-01 11:06 -Sakurasaki: la mitad le vendria bien
2017-05-01 11:08 -Sh1n1-: sep
2017-05-01 11:08 -Sh1n1-: muy de acuerdo
2017-05-01 11:10 -Sakurasaki: bueno creo que eso es todo
2017-05-01 11:10 -Sakurasaki: buena suerte
2017-05-01 11:10 -Sh1n1-: vale
2017-05-01 11:11 -Sh1n1-: gracias bro


Star *
cual editado hijo e alskdhlahfs
posted

-Sakurasaki wrote:

IRC mod
2017-05-01 10:58 -Sh1n1-: Hola
2017-05-01 10:58 -Sh1n1-: me ayudas con un mod?
2017-05-01 10:58 -Sakurasaki: tengo stars
2017-05-01 10:58 -Sakurasaki: te doy
2017-05-01 10:59 -Sakurasaki: pero en modear
2017-05-01 10:59 -Sakurasaki: nai nai
2017-05-01 10:59 -Sh1n1-: escucha ps
2017-05-01 10:59 -Sh1n1-: anda hazle el intento uwu
2017-05-01 10:59 -Sh1n1-: necesito el mod
2017-05-01 11:00 -Sakurasaki: solo la platter
2017-05-01 11:04 -Sakurasaki: 00:50:626 (1,2) - mmm
2017-05-01 11:04 -Sakurasaki: no crees que deberias usar
2017-05-01 11:04 -Sakurasaki: la misma distancia que 00:51:826 (4,5) -
2017-05-01 11:04 -Sakurasaki: o 00:52:626 (1,2) -?
2017-05-01 11:04 -Sh1n1-: verdad se me habia pasado
2017-05-01 11:05 -Sh1n1-: gracias
2017-05-01 11:05 -Sakurasaki: que tal si le bajas el volumen al final del ultimo slider?
2017-05-01 11:05 -Sh1n1-: Ok suena mejor
2017-05-01 11:05 -Sh1n1-: crees que 20 este bien?
2017-05-01 11:06 -Sakurasaki: pues creo que si
2017-05-01 11:06 -Sakurasaki: como el volumen anterior fue 40
2017-05-01 11:06 -Sakurasaki: la mitad le vendria bien
2017-05-01 11:08 -Sh1n1-: sep
2017-05-01 11:08 -Sh1n1-: muy de acuerdo
2017-05-01 11:10 -Sakurasaki: bueno creo que eso es todo
2017-05-01 11:10 -Sakurasaki: buena suerte
2017-05-01 11:10 -Sh1n1-: vale
2017-05-01 11:11 -Sh1n1-: gracias bro


Star *
cual editado hijo e alskdhlahfs hahaha


Gracias por el mod bro
posted
General


Tags
  1. Good!


Metadata
  1. Good!


Spread/Other
  1. Good! But I got a better looking version of your current bg for you. P L E A S E use it: http://i.imgur.com/Ll6he4b.jpg


Hitsounds

  • General Hitsounding
  1. Lovely <3
Cup


General



  1. 00:17:026 (1,2,3) - The steep and then shallow slider mix doesn't really work that well in this case, it doesn't look too nice and plays kind of weirdly :(
  2. 00:44:226 (1,1) - Kind of boring to have these two sliders going the exact same direction... maybe try something more unique :D
Salad


General



  1. 00:05:026 (3) - I wish you curved this slider like this one: 00:05:626 (1) - :(
Platter


General



  1. ...literally couldn't find anything I didn't like. Great job here!
Sh1n1's Rain feat. Xinely


General



  1. 00:06:426 (4,1) - Make the distance here a little larger. It'll play nicer!
  2. 00:09:826 (2,3) - These are too tight together, try expanding the distance to make it more fun / look nicer
  3. 00:21:626 (6,1) - Hyper here please... :'( The sound calls for one, and you mapped a hyper on similar sounding parts just a few notes earlier
  4. 00:49:826 (3,1) - Either put a hyper here or reduce the distance. It's pretty painful as it is
I have a love/hate relationship with modding your maps! Barely anything to find, but they're always so pretty and fun to mod!
posted

-wwwww wrote:

General


Tags
  1. Good!


Metadata
  1. Good!


Spread/Other
  1. Good! But I got a better looking version of your current bg for you. P L E A S E use it: http://i.imgur.com/Ll6he4b.jpg okie


Hitsounds

  • General Hitsounding
  1. Lovely <3
Cup


General



  1. 00:17:026 (1,2,3) - The steep and then shallow slider mix doesn't really work that well in this case, it doesn't look too nice and plays kind of weirdly :(uwu changed this part.
  2. 00:44:226 (1,1) - Kind of boring to have these two sliders going the exact same direction... maybe try something more unique :DOkie, added curve to the second one.
Salad


General



  1. 00:05:026 (3) - I wish you curved this slider like this one: 00:05:626 (1) - :(was made to add more variety cause if you take a look to the first one, I'm using curve, now on this pattern I tried a slant slider with another slider with curve
Platter


General



  1. ...literally couldn't find anything I didn't like. Great job here! Thank you very much
Sh1n1's Rain feat. Xinely


General



  1. 00:06:426 (4,1) - Make the distance here a little larger. It'll play nicer! Okie, +10
  2. 00:09:826 (2,3) - These are too tight together, try expanding the distance to make it more fun / look nicer my intention here is make something walkable and with less distance than pattern on next section, cause this part is still intro
  3. 00:21:626 (6,1) - Hyper here please... :'( The sound calls for one, and you mapped a hyper on similar sounding parts just a few notes earlier true,
    done
  4. 00:49:826 (3,1) - Either put a hyper here or reduce the distance. It's pretty painful as it is it's a normal dash imo
I have a love/hate relationship with modding your maps! Barely anything to find, but they're always so pretty and fun to mod!

Thank you very much
posted
>.<
posted
First mod in a while

M4M Harumachi
[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : Okay!
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : I think maybe the non-kiai sections are a tiny bit too loud. Consider dropping their volume by 5-10%!
  10. Unused Files / Other : Okay!
[
Cup
]

General



  1. 00:33:826 (5,6,1) - Even though it's not a huge issue, the back and forth could be quite difficult for a new player. That being said, I think it's fine, but maybe reducing the distance between 00:34:226 (6,1) - would be a bit more helpful here (breaks your 2.0x emphasis consistency though)
  2. 00:44:226 (1) - Not much movement in this slider for the extended vocal, maybe you could make a more dynamic slidershape like an S or something?
  3. 00:47:426 (1) - Same goes for here I think, just not much interesting there :<
[
Salad
]

General



  1. 00:01:026 (1,2,3,4,1) - I think your timeline is a bit messed up here, I think the sliders should land on beats with extended sounds (such at 00:01:626 - )
    and the circles should be the filler to those. Hopefully you can agree with me on that.
  2. 00:13:026 (3,1) - Is this meant to be a dash? If not, I'd reduce it. The antiflow here plus the larger distance makes it a bit of a tricky one.
  3. 00:27:826 (3,1) - Strong vocal downbeat here, maybe add a small dash?
  4. 00:37:026 (3,4) - I really think adding a dash between these two would be great. The hitsound adds a lot of emphasis and adding a dash would only further the playability of it. That being said, if you think it might be too dense, turning 00:37:426 (4) - into a single circle would be a good solution for that.
  5. 00:39:826 (2) - Maybe make this vertical or tilt it more towards 00:40:226 (3) - ? Newer players have a tendency to move their catcher in the direction of the slant so this could mislead them slightly.
[
Platter
]

General



  1. 00:08:826 (3,1) - Doesn't the held sound start on 00:08:826 - ? Starting 00:09:026 (1) - there might be much better in terms of rhythm.
  2. 00:27:826 (4,5,6) - I like the idea, but I don't think a triple is really supported here. I think removing the 1/4 note in the middle and giving more jump emphasis to 00:28:026 (6) - would be great, as it's the highest vocal sound here and it would give a much nicer leadin to the hyper to 00:28:226 (1) - .
  3. 00:31:026 (4,1) - Technically considered antiflow which isn't allowed in platters :<
  4. 00:53:826 (5) - Since it's a higher difficulty, I think adding an NC here for a cool fruit splash effect would be really neat. Also maybe make it a hyper? Not sure if you want it though.
[
Sh1n1's Rain feat. Xinely
]

General



  1. 00:24:026 (1,2,3) - I really would have liked to see more movement here, especially as leadin to the kiai section.
  2. 00:36:226 (1,2) - These play a bit weird. Maybe I could suggest something like this? Fits the music a bit better by hitting the 1/2 hits and also it plays much less sharp and abrupt.
Ok wow thanks for letting me mod a clean set lol
posted
Sorry it took longer than expected, here's the return mod for the M4M.

[General]
  1. For every difficulty I would bring the last spinner back to start at 00:56:426 - or later depending on the difficulty. It doesn't seem right to ignore those extra piano sounds at the very end of the song with a longer spinner, especially when they are mappable - feels rather lazy lol
  2. Is it just me or the claps during the kiai sound a little too soft? I would amplify their volume a lil bit.


[Sh1n1's Rain feat. Xinely]
  1. lul what a long diff name, could have been shorter but this works too I guess
  2. 00:03:426 (4,5) - Because how the piano sounds here are quite similar to the previous 4-plets, this movement should be somewhat identical to the previous ones, or if you still want to keep that extra emphasis on (5), they should be dashes.
  3. 00:07:426 (1) - Feels like you missed out on a whistle here, considering the piano stress you can hear.
  4. Also it can be just me but the dashes from 00:01:026 - to 00:09:026 - feels quite underwhelming tbh, it almost feels like you could walk to them but at most, it just feels ambiguous. To make it clear I would increase the distance on every dash intended notes.
  5. 00:10:626 - to 00:21:826 - I tried to grasp what are the hyper/dashes are really following... but it's really hard to tell. If you are following the instrument that matches the clap hitsound, clearly there wasn't dashes or hypers done on the places where they were there, example like 00:10:826 (2,3) - or 00:10:826 (2,3) - . If rather you are following the vocals, some places were left heavily underemphasized like 00:16:626 (4,1) - (in contrast to 00:16:226 (3,4) - ) and 00:18:426 (5,1) - (there's a vocal syllabus here but having a full on movement that doesn't require moving at all doesn't seem right). I know you can do better than this - try to follow only 1 instrument, and follow them consistently. Another thing that I found is how this part really lacks dashes. Other than places like 00:16:626 (4,1) - where a use of dash was very clear, other intended places like 00:19:826 (5,6) - were easily reached.
    So in any case I won't list down everything that requires fixing cause I need you to decide on what you want to follow, and the lack of dashes can be compensated once that has been decided. tl;dr just get that emphasis consistent and this part will be better.
  6. 00:27:026 (2,3) - The chorus of this song also lacks quite a bit of dashes and this could a nice place to add them. The high pitch of the vocals here can really support 1 for the emphasis. Same applies for all other similar notes like 00:30:226 (2,3) - .
  7. 00:38:625 (3,4) - This second part of the chorus however, feels more plain than all the previous parts because more 1/2 sliders were used in mainly, bringing down the variety. Adding a dash between these snares could lift that, as this part also lacks dashes where it most fits. Same goes for notes like 00:42:026 (4,5) - and 00:45:026 (3,4) - .
  8. Well other than those lacking of dashes and what not, everything else seems quite solid tbh, Nice.


[Platter]
  1. Due to the low AR of this difficulty the 1/2 dashes feel shorter than it should be. For example 00:03:826 (4,1) - , the verticality might show that this needs to be stood still so that the following movement can be something intended, but cause of the weird angle it can also look quite horizontal at the same time - inducing more movement than it should, so in the end the movement becomes easily walkable. 2.6x seems like a good distance to use for those dashes, and I suggest increasing all your intended dashes to that distance. (For dashes involving vertical 1/2 sliders though, you can get off with lower)
  2. 00:34:626 (1,2,3,4) - Whether the dashing distance is enough or not, the sliders' angles are making this movement kinda awkward cause you have to stop in the middle a little bit. Would make the sliders more horizontal.
  3. 00:46:426 (2,3) - This seems like a very nice place to have a dash, due to the high pitched vocals. Feels really empty considering the similar vocals at 00:45:826 (1) - was a dash.
  4. 00:49:626 (2,3) - This too, but instead a dash would show the contrast between the strong vocals previously and the weaker vocals here.
  5. Other than that I feel the difficulty is fine. Can't really complain how vertical everything is anyway xd


[Salad]
  1. 00:07:426 (1,2,3) - This whole rhythm doesn't really make sense as nothing's landing on (3)'s head - it would be much better if (2) was made to be a 3/4 slider with a repeat to follow the vocals like you did a combo back.
  2. 00:09:826 (2,3,1) - Double dash on a vocal that isn't notably strong really doesn't make sense here, coupled with the fact that this is still the calm part of the song. Even if they were designed to be walkable they are wayyyy to far to be walks. Putting a double dash means that the sole vocals during (2) and (3) are on the same strength with (1) - which isn't the case here as (1)'s clearly a strong downbeat, so I suggest reducing the distance between (2) and (3), then making a clearer dash towards (1).
  3. 00:27:826 (3,1) - Ok I know this salad's supposed to be more easier than the average, having dashes only once in a while, but in an energetic chorus like this, having no dashes on this kinds of strong vocals just feels off. In fact these constant spacings on the important beats make the whole difficulty (and possibly other diffculties) very dull. I highly suggest adding a dash here, and I would suggest the same for 00:29:026 (3,1) - , 00:39:826 (2,3) - , 00:46:226 (2,3) - and 00:49:426 (2,3) - .
  4. 00:35:426 (3,1) - Idk if this is an intended dash or not, but if it is, it's distance is way too low, that a salad player might just overshoot it. Would try to see if increasing the distance is possible. (maybe making (3) vertical to the right instead)
  5. 00:49:826 (3,1) - Pretty sure this is supposed to be a dash, but again this is a tad bit too short to be a clear one. For this one I would make (3) a 'L' shaped slider so the distance can be increased.


[Cup]
  1. 00:33:826 (5,6) - If you wanted to increase the distance here, maybe do it more aggressively cause this isn't symbolising anything 'strong'. Would suggest to have a distance of 1.4x for (4) > (5), then a distance of 1.5x for (5) > (6).
  2. 00:36:226 (3,4,1) - I can see that the distance between (3) and (4) are increased but it is not really enough considering the gap between (4) and (1) is much bigger, and the fact that (3) > (4) basically plays out like 1.0x distance, it doesn't really mean anything. Would suggest you to have the gap between (3) and (4) 1.6x or some distance close to that so the transition is more smooth.
  3. 00:39:826 (2,3) - I recommend increasing the distance here due to that crowd cheer thing (why is it even there lel)
  4. 00:44:226 (1) - You can flip this around so that it goes to the other side, because all these long sliders are ending up in the same side and it doesn't promote variety at all. Same goes 00:47:426 (1) - here, you will notice both of these sliders will make different type of pattern.
  5. 00:49:426 (2) - Losing the emphasis by having the repeat cover up that vocal doesn't seem right, especially for the pinnacle of the song. Would separate into 1 circle + 1 slider and make a 2.0x distance gap between them for that emphasis.
  6. All in all seems fine but potential emphasis spots have been kinda left out. Feels very monotonous that way :(


Tl;dr All the difficulties could have used some buffing especially during the kiai but those opportunities were missed. Hopefully you could try to buff some stuff here and there with my mod.
Good luck :)
posted

Ascendance wrote:

First mod in a while

M4M Harumachi ninja baka
[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : Okay!
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : I think maybe the non-kiai sections are a tiny bit too loud. Consider dropping their volume by 5-10%! okie
  10. Unused Files / Other : Okay!
[
Cup
]

General



  1. 00:33:826 (5,6,1) - Even though it's not a huge issue, the back and forth could be quite difficult for a new player. That being said, I think it's fine, but maybe reducing the distance between 00:34:226 (6,1) - would be a bit more helpful here (breaks your 2.0x emphasis consistency though) it's fine imo, otherwise, I increased the distance of previous notes to make this pattern more agresive. Rawr~~
  2. 00:44:226 (1) - Not much movement in this slider for the extended vocal, maybe you could make a more dynamic slidershape like an S or something? less movement is what newbies need imo, S could be too hard.
  3. 00:47:426 (1) - Same goes for here I think, just not much interesting there :< Okie, I'll add more movement here but not S :p
[
Salad
]

General



  1. 00:01:026 (1,2,3,4,1) - I think your timeline is a bit messed up here, I think the sliders should land on beats with extended sounds (such at 00:01:626 - )
    and the circles should be the filler to those. Hopefully you can agree with me on that. Ohh you are totally right, fixed.
  2. 00:13:026 (3,1) - Is this meant to be a dash? If not, I'd reduce it. The antiflow here plus the larger distance makes it a bit of a tricky one. nerfed a bit
  3. 00:27:826 (3,1) - Strong vocal downbeat here, maybe add a small dash? done
  4. 00:37:026 (3,4) - I really think adding a dash between these two would be great. The hitsound adds a lot of emphasis and adding a dash would only further the playability of it. That being said, if you think it might be too dense, turning 00:37:426 (4) - into a single circle would be a good solution for that. I understand but double dash will be kinda difficult imo.
  5. 00:39:826 (2) - Maybe make this vertical or tilt it more towards 00:40:226 (3) - ? Newer players have a tendency to move their catcher in the direction of the slant so this could mislead them slightly. Okie, tilted a bit.
[
Platter
]

General



  1. 00:08:826 (3,1) - Doesn't the held sound start on 00:08:826 - ? Starting 00:09:026 (1) - there might be much better in terms of rhythm. okie
  2. 00:27:826 (4,5,6) - I like the idea, but I don't think a triple is really supported here. I think removing the 1/4 note in the middle and giving more jump emphasis to 00:28:026 (6) - would be great, as it's the highest vocal sound here and it would give a much nicer leadin to the hyper to 00:28:226 (1) - . yeah but it's clearly audible imo.
  3. 00:31:026 (4,1) - Technically considered antiflow which isn't allowed in platters :< ups :3 fixed.
  4. 00:53:826 (5) - Since it's a higher difficulty, I think adding an NC here for a cool fruit splash effect would be really neat. Also maybe make it a hyper? Not sure if you want it though. agreed with NC, about jump, current distance is enough imo.
[
Sh1n1's Rain feat. Xinely
]

General



  1. 00:24:026 (1,2,3) - I really would have liked to see more movement here, especially as leadin to the kiai section. Okie
  2. 00:36:226 (1,2) - These play a bit weird. Maybe I could suggest something like this? Fits the music a bit better by hitting the 1/2 hits and also it plays much less sharp and abrupt. I feels that Xinely was trying to enphasize vocal here, I think the same as you when I saw at first time but then I noticed that is cool at game-play
Ok wow thanks for letting me mod a clean set lol


Thank you very much bro and sorry for long delay on my reply.
posted

Sc4v4ng3r wrote:

Sorry it took longer than expected, here's the return mod for the M4M. Yahallo.

[General]
  1. For every difficulty I would bring the last spinner back to start at 00:56:426 - or later depending on the difficulty. It doesn't seem right to ignore those extra piano sounds at the very end of the song with a longer spinner, especially when they are mappable - feels rather lazy lol I'm lazy as fu** haha but the main reason of the spinner is because the sound of 00:53:826 - is too strong compared with the rest, so I wanted to add more enphasis on it,
    also while more spin, more fun :3 people will fight for the first place xd
  2. Is it just me or the claps during the kiai sound a little too soft? I would amplify their volume a lil bit. it's fine to me tbh.


[Sh1n1's Rain feat. Xinely]
  1. lul what a long diff name, could have been shorter but this works too I guess haha it's a trend now :3
  2. 00:03:426 (4,5) - Because how the piano sounds here are quite similar to the previous 4-plets, this movement should be somewhat identical to the previous ones, or if you still want to keep that extra emphasis on (5), they should be dashes. I prefer dashes, consistency of the first 4-plet is 00:04:226 (1,2,3,4) -
  3. 00:07:426 (1) - Feels like you missed out on a whistle here, considering the piano stress you can hear. bell sound is enough imo
  4. Also it can be just me but the dashes from 00:01:026 - to 00:09:026 - feels quite underwhelming tbh, it almost feels like you could walk to them but at most, it just feels ambiguous. To make it clear I would increase the distance on every dash intended notes. sure, I didn't add long distances cause intro should be with less intensity but I decided to increase +20
  5. 00:10:626 - to 00:21:826 - I tried to grasp what are the hyper/dashes are really following... but it's really hard to tell. If you are following the instrument that matches the clap hitsound, clearly there wasn't dashes or hypers done on the places where they were there, example like 00:10:826 (2,3) - or 00:10:826 (2,3) - . If rather you are following the vocals, some places were left heavily underemphasized like 00:16:626 (4,1) - (in contrast to 00:16:226 (3,4) - ) and 00:18:426 (5,1) - (there's a vocal syllabus here but having a full on movement that doesn't require moving at all doesn't seem right). I know you can do better than this - try to follow only 1 instrument, and follow them consistently. Another thing that I found is how this part really lacks dashes. Other than places like 00:16:626 (4,1) - where a use of dash was very clear, other intended places like 00:19:826 (5,6) - were easily reached.
    So in any case I won't list down everything that requires fixing cause I need you to decide on what you want to follow, and the lack of dashes can be compensated once that has been decided. tl;dr just get that emphasis consistent and this part will be better. re-arranged this part keeping in mind consistency, also I'm following instruments.
  6. 00:27:026 (2,3) - The chorus of this song also lacks quite a bit of dashes and this could a nice place to add them. The high pitch of the vocals here can really support 1 for the emphasis. Same applies for all other similar notes like 00:30:226 (2,3) - . mmm I'm still in doubt but I increased the distances of such patterns.
  7. 00:38:625 (3,4) - This second part of the chorus however, feels more plain than all the previous parts because more 1/2 sliders were used in mainly, bringing down the variety. Adding a dash between these snares could lift that, as this part also lacks dashes where it most fits. Same goes for notes like 00:42:026 (4,5) - and 00:45:026 (3,4) - . this part is fine imo, 00:38:626 (3,4) - is keeping consistency with 00:37:826 (1,2) -, increased a little bit distances of other examples
  8. Well other than those lacking of dashes and what not, everything else seems quite solid tbh, Nice. Thanks


[Platter]
  1. Due to the low AR of this difficulty the 1/2 dashes feel shorter than it should be. For example 00:03:826 (4,1) - , the verticality might show that this needs to be stood still so that the following movement can be something intended, but cause of the weird angle it can also look quite horizontal at the same time - inducing more movement than it should, so in the end the movement becomes easily walkable. 2.6x seems like a good distance to use for those dashes, and I suggest increasing all your intended dashes to that distance. (For dashes involving vertical 1/2 sliders though, you can get off with lower) Increased to 2.30x I can't use more cause this is intro and my dashes on kiai are closer to these ones, I'll increase to 2.60 in kiai.
  2. 00:34:626 (1,2,3,4) - Whether the dashing distance is enough or not, the sliders' angles are making this movement kinda awkward cause you have to stop in the middle a little bit. Would make the sliders more horizontal. I can't see any problem here, the current slider give enough movement.
  3. 00:46:426 (2,3) - This seems like a very nice place to have a dash, due to the high pitched vocals. Feels really empty considering the similar vocals at 00:45:826 (1) - was a dash. I prefer to keep consistency with my previous patterns.
  4. 00:49:626 (2,3) - This too, but instead a dash would show the contrast between the strong vocals previously and the weaker vocals here. Increased distance of 00:48:626 (4,1) - instead
  5. Other than that I feel the difficulty is fine. Can't really complain how vertical everything is anyway xd xd


[Salad]
  1. 00:07:426 (1,2,3) - This whole rhythm doesn't really make sense as nothing's landing on (3)'s head - it would be much better if (2) was made to be a 3/4 slider with a repeat to follow the vocals like you did a combo back. done
  2. 00:09:826 (2,3,1) - Double dash on a vocal that isn't notably strong really doesn't make sense here, coupled with the fact that this is still the calm part of the song. Even if they were designed to be walkable they are wayyyy to far to be walks. Putting a double dash means that the sole vocals during (2) and (3) are on the same strength with (1) - which isn't the case here as (1)'s clearly a strong downbeat, so I suggest reducing the distance between (2) and (3), then making a clearer dash towards (1). dunno where is double dash cause 00:09:826 (2,3) - is 1.50x and I'm using it as a normal transition lik the rest of the map.
  3. 00:27:826 (3,1) - Ok I know this salad's supposed to be more easier than the average, having dashes only once in a while, but in an energetic chorus like this, having no dashes on this kinds of strong vocals just feels off. In fact these constant spacings on the important beats make the whole difficulty (and possibly other diffculties) very dull. I highly suggest adding a dash here, and I would suggest the same for 00:29:026 (3,1) - , 00:39:826 (2,3) - , 00:46:226 (2,3) - and 00:49:426 (2,3) - . yeah increased distances following vocal on places like 00:31:026 (3,1) - 00:34:226 (3,1) - etc
  4. 00:35:426 (3,1) - Idk if this is an intended dash or not, but if it is, it's distance is way too low, that a salad player might just overshoot it. Would try to see if increasing the distance is possible. (maybe making (3) vertical to the right instead) it's not dash, reduced distance here.
  5. 00:49:826 (3,1) - Pretty sure this is supposed to be a dash, but again this is a tad bit too short to be a clear one. For this one I would make (3) a 'L' shaped slider so the distance can be increased. increased distance between 00:49:426 (2,3) - instead for consistency with previous patterns.


[Cup]
  1. 00:33:826 (5,6) - If you wanted to increase the distance here, maybe do it more aggressively cause this isn't symbolising anything 'strong'. Would suggest to have a distance of 1.4x for (4) > (5), then a distance of 1.5x for (5) > (6). okie
  2. 00:36:226 (3,4,1) - I can see that the distance between (3) and (4) are increased but it is not really enough considering the gap between (4) and (1) is much bigger, and the fact that (3) > (4) basically plays out like 1.0x distance, it doesn't really mean anything. Would suggest you to have the gap between (3) and (4) 1.6x or some distance close to that so the transition is more smooth. I didn't increase my distances here, it's 1.20 as other ones and I'm adding more distance on important beats only like 00:37:826 -
  3. 00:39:826 (2,3) - I recommend increasing the distance here due to that crowd cheer thing (why is it even there lel) not necessary imo cause the strongest crowd in on 00:37:826 - and I want to add more enphasis to general sounds only, not add different distances for every sound cause doesn't looks good imo
  4. 00:44:226 (1) - You can flip this around so that it goes to the other side, because all these long sliders are ending up in the same side and it doesn't promote variety at all. Same goes 00:47:426 (1) - here, you will notice both of these sliders will make different type of pattern. I feel that I fixed it with previous mods
  5. 00:49:426 (2) - Losing the emphasis by having the repeat cover up that vocal doesn't seem right, especially for the pinnacle of the song. Would separate into 1 circle + 1 slider and make a 2.0x distance gap between them for that emphasis. this is similar as 00:39:826 (2,3) -, I wanted to enphasize the most important sounds only as I told you before, that's why I considered having 1.00x between each fruit of 00:49:426 (2) - cause it's a full horizontal slider
  6. All in all seems fine but potential emphasis spots have been kinda left out. Feels very monotonous that way :(it's a basic Cup imo considering the BPM,
    I don't like to enphasize lot of sounds on lower diffs cause it could confuse players, I prefer to have at least 2 different distances, first one, normal transition that could be around 1 and 1.20 and distances to enphasize high pitches / new sections that should be around 2.00


Tl;dr All the difficulties could have used some buffing especially during the kiai but those opportunities were missed. Hopefully you could try to buff some stuff here and there with my mod. Yeah I buffed salad and platter and spread looks better too, thank you
Good luck :)


Thanks for your time.
posted
Holy shit

Placeholder for moddin for free cos classic miku
posted
Hatsune Miku in 2017 lul
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • Tags
  1. Add: 初音未来 (Alias of Hatsune Miku)
  2. Add: RE-NDZ , Daison-P (Alias of kz)
  3. Add: Electropop (Song genre)
  4. Add: EP (Tell Your World EP is the album including this song, and Tell Your World is duplicated, so it remains EP)
[ Cup]

  • Gameplay
  1. 00:09:826 (2,1) - The distance can be slightly smaller as the movement here may drag players to the right after catching (2), which need some time to recover here.
  2. 00:24:226 (1,1) - Reduce the distance here, it is quite uncomfortable to catch as players have to stop at the tail of 00:24:226 (1) - before moving on to the Kiai Time, which can be difficult to most beginners.
  3. 00:27:426 (4,1) - Same as 00:09:826 (2,1) - , a grid or two would suffice.
  4. 00:30:626 (4,1) - ^
  5. 00:34:226 (6,1) - ^, I think the distance can be reduced and maybe increase constant distance from 00:33:026 (3) - to this note as a better pattern?
  6. 00:36:226 (3,4,1) - Perhaps moving (4) to the middle of the distance (3,1)? Same problem as 00:24:226 (1,1) - which require beginners to pause in the middle.
  7. 00:37:426 (4,1) - Not a good flowing transition, can be weird in Cup. How about this: *Screenshot
  8. 00:40:226 (3,1) - Reduce the distance slightly. In fact you may want to change the pattern of 00:43:026 (2,3,1) - if you did change like the above, so patterns look more diverse. One example would be: *Screenshot

    A pretty clean difficulty, can't find much flaws here.
[ Salad]

  • Gameplay
  1. 00:03:426 (2,1) - , 00:06:626 (3,1) - Both distance can be enlarged slightly, they are also reachable without dashing. To hit two birds with one stone, how about this: Move 00:04:226 (1,2,3,1,2,3) - altogether to the right?
  2. 00:11:826 (4,1) - , 00:13:026 (3,1) - ^
  3. 00:15:826 (2,1) - ^, most of them are ambiguous distances.
  4. 00:21:826 (1,2,3) - Maybe place a dash at (2,3)? You can achieve this without making the transition at 00:23:426 (3,1) - harder by something like this: *Screenshot
  5. 00:40:226 (3,4,1) - This can be really difficult to those beginners! If you want to use this, at least reduce the distance of (3,4).

    Check the other distances that you want to place dash on it, most of them are reachable without dashing, so maybe you can modify them so dashes are guaranteed.
[ Platter]

  • Gameplay
    Ambiguous distances as well. Check them up! For example:
  1. 00:02:226 (6,1) - , 00:03:826 (4,1) - Reachable without dashing, you can move 00:02:626 (1,2,3,4) - altogether to the right to fix this.
  2. Other jumps you found trouble with
  3. 00:13:826 (1,2,3,4) - Okay, this is a very unclear pattern, cannot really judge which part requires dash or not. You can reduce the distances that are supposed to have simple walks and increase the ones for dashing, so players can follow easily and tap dash based on rhythm.
  4. 00:15:226 (1,2,3) - ^
  5. 00:16:826 (5,1,2) - ^
  6. 00:48:026 (2,3,4) - Strange patterning. Consider changing the placement of notes to form a better flowing pattern. It is odd to see a sudden change in movement at (3,4).
[ Sh1n1's Rain feat. Xinely]

  • Gameplay
  1. 00:10:226 (3,1,2,3,4,5) - I think you can remove the hyperdash at 00:10:226 (3,1) - , and change it to a normal dash instead. In this way you can emphasize the strong claps at 00:11:026 (3) - and the head of 00:11:426 (5) - , which follows the rhythm better.
  2. 00:16:626 (4,1) - ^
  3. 00:17:826 (3,4,5,1,2) - How about grouping (3,4) and (5,1,2) in terms of patterning? So you can add dash at 00:18:426 (4,5) - and emphasize the prominent clap at (5). 2 triplets would do.
  4. 00:21:826 (1,2,3) - The distances among them can be much larger. Didn't dash in this part.
  5. 00:53:226 (4,5,6) - I expected something intense as the ending here, how about this:
    *Screenshot
Tell me after the update.
posted

alienflybot wrote:

Hatsune Miku in 2017 lul It was a personal goal, I discover osu because of hatsune miku and I always wanted to map one of her songs :3
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • Tags
  1. Add: 初音未来 (Alias of Hatsune Miku) Okie
  2. Add: RE-NDZ , Daison-P (Alias of kz) Okie
  3. Add: Electropop (Song genre) Okie
  4. Add: EP (Tell Your World EP is the album including this song, and Tell Your World is duplicated, so it remains EP) I understand but 2 letters on tags don't work as far as I know, anyways I'll add, let's see what happens
[ Cup]

  • Gameplay
  1. 00:09:826 (2,1) - The distance can be slightly smaller as the movement here may drag players to the right after catching (2), which need some time to recover here. Okie, current distance is just to mark the beginning of a new section wich is more intense than the previous one, reduced -30
  2. 00:24:226 (1,1) - Reduce the distance here, it is quite uncomfortable to catch as players have to stop at the tail of 00:24:226 (1) - before moving on to the Kiai Time, which can be difficult to most beginners. ok, I can reduce the distances just to be safe.
  3. 00:27:426 (4,1) - Same as 00:09:826 (2,1) - , a grid or two would suffice. rip 2.00 distances, I don't think is bad but It won't make the map worst so ok
  4. 00:30:626 (4,1) - ^ ok
  5. 00:34:226 (6,1) - ^, I think the distance can be reduced and maybe increase constant distance from 00:33:026 (3) - to this note as a better pattern?
  6. 00:36:226 (3,4,1) - Perhaps moving (4) to the middle of the distance (3,1)? Same problem as 00:24:226 (1,1) - which require beginners to pause in the middle. It will rest less enphasize on the high pitch, I'll reduce all my current 2.00x of distances into 1.80x to be make the movement more confortable for beginners
  7. 00:37:426 (4,1) - Not a good flowing transition, can be weird in Cup. How about this: *Screenshot I don't like these kind of sliders, considering the low bpm and because it doesn't require a huge movement to catch everything propertly, I'll keep this one, I think the current slider adds more variation to the map, also It reminds me of "that day" from syahme, that has some interesting sliders like this one.
  8. 00:40:226 (3,1) - Reduce the distance slightly. In fact you may want to change the pattern of 00:43:026 (2,3,1) - if you did change like the above, so patterns look more diverse. One example would be: *Screenshot I'll reduce all 2.00 distances into 1.80 just to avoid controversial movements.

    A pretty clean difficulty, can't find much flaws here.
[ Salad]

  • Gameplay
  1. 00:03:426 (2,1) - , 00:06:626 (3,1) - Both distance can be enlarged slightly, they are also reachable without dashing. To hit two birds with one stone, how about this: Move 00:04:226 (1,2,3,1,2,3) - altogether to the right? I'm totally agree with this one.
  2. 00:11:826 (4,1) - , 00:13:026 (3,1) - ^ you are right about distances but at this case, I think that I'm not planning to add dash on every 1/1 break,
    so to avoid ambiguos distances I prefer to reduce it so they can be catchable without problems, I'll try to enphasize only high pitches.
  3. 00:15:826 (2,1) - ^, most of them are ambiguous distances. reworked, distances
  4. 00:21:826 (1,2,3) - Maybe place a dash at (2,3)? You can achieve this without making the transition at 00:23:426 (3,1) - harder by something like this: *Screenshot Okie.
  5. 00:40:226 (3,4,1) - This can be really difficult to those beginners! If you want to use this, at least reduce the distance of (3,4). it's fine imo, it's keeping consistency with other distances, it gives more variation to the map.

    Check the other distances that you want to place dash on it, most of them are reachable without dashing, so maybe you can modify them so dashes are guaranteed. Okie.
[ Platter]

  • Gameplay
    Ambiguous distances as well. Check them up! For example:
  1. 00:02:226 (6,1) - , 00:03:826 (4,1) - Reachable without dashing, you can move 00:02:626 (1,2,3,4) - altogether to the right to fix this. increased distances +40
  2. Other jumps you found trouble with same as above.
  3. 00:13:826 (1,2,3,4) - Okay, this is a very unclear pattern, cannot really judge which part requires dash or not. You can reduce the distances that are supposed to have simple walks and increase the ones for dashing, so players can follow easily and tap dash based on rhythm. you are right, decreased distances into 1.80x for normal transitions and 2.60 to jumps
  4. 00:15:226 (1,2,3) - ^ same
  5. 00:16:826 (5,1,2) - ^ same
  6. 00:48:026 (2,3,4) - Strange patterning. Consider changing the placement of notes to form a better flowing pattern. It is odd to see a sudden change in movement at (3,4). it's fine imo but ok.
[ Sh1n1's Rain feat. Xinely]

  • Gameplay
  1. 00:10:226 (3,1,2,3,4,5) - I think you can remove the hyperdash at 00:10:226 (3,1) - , and change it to a normal dash instead. In this way you can emphasize the strong claps at 00:11:026 (3) - and the head of 00:11:426 (5) - , which follows the rhythm better. 00:10:626 - is the beginning of a new section, that's why I can't remove the hyper dash, also there is a sound similar as a cymbal that deserve hdash imo
  2. 00:16:626 (4,1) - ^ this isn't hyperdash atm, also both parts aren't similar.
  3. 00:17:826 (3,4,5,1,2) - How about grouping (3,4) and (5,1,2) in terms of patterning? So you can add dash at 00:18:426 (4,5) - and emphasize the prominent clap at (5). 2 triplets would do. done
  4. 00:21:826 (1,2,3) - The distances among them can be much larger. Didn't dash in this part. done
  5. 00:53:226 (4,5,6) - I expected something intense as the ending here, how about this: okie
    *Screenshot
Tell me after the update.


Thank you very much afb~~
posted
Recheck
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ Salad]

  • Gameplay
  1. 00:49:826 (3,1) - Increase the distance to guarantee a dash there, by moving 00:50:626 (1,2,1,2,3,4,1,2) - altogether to x:376.
[ Platter]

  • Gameplay
  1. 00:50:626 (1,2,3,1,2,3,1,2,3,1,2) - NC pattern here is a bit messy and seems not to match the song rhythm. Try this: *Screenshot
[ Sh1n1's Rain feat. Xinely]

  • Gameplay
  1. 00:49:826 (3,1) - How about adding a hyperdash here? It seems a bit inconsistent if you just add one at 00:53:426 (1,2) - , considering that both bell drop sounds are equal at particular spots.
  2. 00:50:626 (1,2,3,4,1,2,3,1,2,3,1,2) - NC pattern issue like the one stated in Platter. Fix it the same way.
Should be it. Call me back.
posted

alienflybot wrote:

Recheck
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ Salad]

  • Gameplay
  1. 00:49:826 (3,1) - Increase the distance to guarantee a dash there, by moving 00:50:626 (1,2,1,2,3,4,1,2) - altogether to x:376. x:381 instead for consistency with my previous distances
[ Platter]

  • Gameplay
  1. 00:50:626 (1,2,3,1,2,3,1,2,3,1,2) - NC pattern here is a bit messy and seems not to match the song rhythm. Try this: okie
    *Screenshot
[ Sh1n1's Rain feat. Xinely]

  • Gameplay
  1. 00:49:826 (3,1) - How about adding a hyperdash here? It seems a bit inconsistent if you just add one at 00:53:426 (1,2) - , considering that both bell drop sounds are equal at particular spots. Ok
  2. 00:50:626 (1,2,3,4,1,2,3,1,2,3,1,2) - NC pattern issue like the one stated in Platter. Fix it the same way. sure
Should be it. Call me back.


Thanks again <3
posted
chrome is your world

Bubbled!
posted
Thank you afb :3
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