Thank you very much afb~~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
- Add: 初音未来 (Alias of Hatsune Miku) Okie
- Add: RE-NDZ , Daison-P (Alias of kz) Okie
- Add: Electropop (Song genre) Okie
- 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
- 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
- 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.
- 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
- 00:30:626 (4,1) - ^ ok
- 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?
- 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
- 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.
- 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
- 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.
- 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.- 00:15:826 (2,1) - ^, most of them are ambiguous distances. reworked, distances
- 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.
- 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:
- 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
- Other jumps you found trouble with same as above.
- 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
- 00:15:226 (1,2,3) - ^ same
- 00:16:826 (5,1,2) - ^ same
- 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
- 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
- 00:16:626 (4,1) - ^ this isn't hyperdash atm, also both parts aren't similar.
- 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
- 00:21:826 (1,2,3) - The distances among them can be much larger. Didn't dash in this part. done
- 00:53:226 (4,5,6) - I expected something intense as the ending here, how about this: okie
*Screenshot
Tell me after the update.