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Gesu no Kiwami Otome. - DARUMASAN

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Topic Starter
celerih
This beatmap was submitted using in-game submission on July 18, 2017 at 2:21:26 PM

Artist: Gesu no Kiwami Otome.
Title: DARUMASAN
Tags: Daruma Ringo 達磨林檎 dsco hip hop progressive indie
BPM: 168
Filesize: 5745kb
Play Time: 01:36
Difficulties Available:
  1. dsco's EXTREME (5.41 stars, 491 notes)
  2. dsco's HYPNOSIS (5.6 stars, 511 notes)
  3. EXTRA (4.82 stars, 391 notes)
  4. HARD (3.06 stars, 243 notes)
  5. INSANE (3.96 stars, 342 notes)
  6. NORMAL (1.88 stars, 149 notes)
Download: Gesu no Kiwami Otome. - DARUMASAN
Information: Scores/Beatmap Listing
---------------

Beatmap #23

I love Gesu no Kiwami Otome. and dsco maps.
Going for rank on this one.
daruma san ga koron da
akkanbe aakkanbe tte
NORMAL by me
HARD by me
INSANE by me
EXTRA by me
EXTREME by dsco
HYPNOSIS by dsco

defiance
first
Sulfur
second

modding only low diffs coz i succ at extras

normal
  1. 00:21:810 (1) - would be better to make a 6/4 slider from 00:21:632 - instead, imo this way it follows the song a bit better. also i dont get why you rhythm choise in 00:21:275 (5,1,2,3) - part is so different with 00:55:560 (1,2,3) -
  2. 01:31:453 (1) - i think you should make this slider have the same sv as the rest of the map coz that happens only once and might be confusing for the new players, might want to add a green line to match sv on this one with sv everywhere else or something
hard
  1. 00:02:346 (4,1) - 00:08:060 (4,1) - maybe nerf spacing between 00:02:346 (4,1) - a bit coz now spacing between first two nearly doubles spacing between the second two even tho its pretty much same sound/intensity/whatever.
  2. 00:12:078 - dont see any reasons to skip this drum sound, you mapping it 00:13:149 (2) - here anyway
  3. 00:16:006 (2,2) - those two is sorta overmapped tho, vocal starts at the red tic before and theres not drum or any othere instruments
  4. 00:22:167 (4,5,6,7) - and 00:56:453 (3,4) - same as in normal diff, i dont get why rhythm coises is so different, id suggest making 1/4 stack into slider like in first one instead of a second one t b H
  5. also not a big fan of stack leniency 4, coz of perfect stacks like 00:56:989 (4,1) - imo its not a good idea for a 3* hard diff, stack leniency 5 should be just fine
  6. 00:52:167 (3,4) - id suggest making circle into 1/2 slider instead, this way it better follows guitar
  7. 01:16:810 (1) - maybe 1/1 slider and circle instead to emphasize piano at 01:17:346 - ?
  8. 01:36:096 (3,4) - 1/4 repeat instead of those two would be a bit better
insane
  1. is it just me or 01:11:632 (2) - reverse should be snapped to 1/6 tick at 01:11:751 - . same with 01:11:989 (3) -

Hope it helps, gl~
Topic Starter
celerih

Su1fu7 wrote:

second thirst


modding only low diffs coz i succ at extras same

normal
  1. 00:21:810 (1) - would be better to make a 6/4 slider from 00:21:632 - instead, imo this way it follows the song a bit better. also i dont get why you rhythm choise in 00:21:275 (5,1,2,3) - part is so different with 00:55:560 (1,2,3) - made the section to be ore consistent with 00:55:560 (1,2,3) - since I liked how I did it there more
  2. 01:31:453 (1) - i think you should make this slider have the same sv as the rest of the map coz that happens only once and might be confusing for the new players, might want to add a green line to match sv on this one with sv everywhere else or something done
hard
  1. 00:02:346 (4,1) - 00:08:060 (4,1) - maybe nerf spacing between 00:02:346 (4,1) - a bit coz now spacing between first two nearly doubles spacing between the second two even tho its pretty much same sound/intensity/whatever. Changed the slider 00:02:346 (4) - so that the spacing isn't as high
  2. 00:12:078 - dont see any reasons to skip this drum sound, you mapping it 00:13:149 (2) - here anyway done
  3. 00:16:006 (2,2) - those two is sorta overmapped tho, vocal starts at the red tic before and theres not drum or any othere instruments I hate it when ur right because then I actually have to change things :angery:
  4. 00:22:167 (4,5,6,7) - and 00:56:453 (3,4) - same as in normal diff, i dont get why rhythm coises is so different, id suggest making 1/4 stack into slider like in first one instead of a second one t b H huck fards t B hH
  5. also not a big fan of stack leniency 4, coz of perfect stacks like 00:56:989 (4,1) - imo its not a good idea for a 3* hard diff, stack leniency 5 should be just fine nothing some manual stacking can't fix
  6. 00:52:167 (3,4) - id suggest making circle into 1/2 slider instead, this way it better follows guitar I don't want to have 3 circles there since it's a calm section and I'm trying to keep note density on the low
  7. 01:16:810 (1) - maybe 1/1 slider and circle instead to emphasize piano at 01:17:346 - ? piano's kinda weak there, my style
  8. 01:36:096 (3,4) - 1/4 repeat instead of those two would be a bit better The important piano here isn't 1/4 and that's what I'm following.
insane
  1. is it just me or 01:11:632 (2) - reverse should be snapped to 1/6 tick at 01:11:751 - . same with 01:11:989 (3) - I think this is a mistake by the pianist. I think it's a better idea to simplify it

Hope it helps, gl~
Thanks for the mod!
dsco
normal
AR feels too high for the diff, 5 or even 4.5 would be better imo. or i think it could be made a little more rhythmically dense in a few small places which i think would be better for spread
00:06:453 (5) - 1/2 slider? (or see: 00:46:454 (5,6) - // 01:36:453 (2) - which also should be consolidated to one choice imo)
00:12:168 (5) - 1/1 slider?
00:18:417 (1,2,3,4) - if you move all of this left more you can avoid 00:19:846 (3,1) - overlap
00:22:167 (2,3) - angle messed up
00:26:810 (7) - dont think this should be clickable, i think focusing more heavily on vocals would be better
00:31:274 (4,5) - should be a circle in between i think
01:05:560 (4,5) - ^
01:17:882 (3) - maybe 1/2 repeat slider?
01:19:846 (3,4) - i think circle in between would be better
01:25:560 (1,3) - visual spacing much closer than elsewhere in map

hard
diff feels a litttle heavy on 1/4 for the spread. mainly 00:11:811 (2,3,4,5,1,2,3,4) - 00:16:096 (2,3,4,5,6,7) - pretty straining for this diff range / bpm, and not seen anywhere else in diff. simplification with more sliders would make more sense i think
01:36:453 (1) - 1/4 repeat slider

insane/extra
honestly not really anything to say here, would be nitpicking. i really like your mapstyle the more i look at it

also i fixed shit on my extra!! pm'ing u osu on discord
Topic Starter
celerih

dsco wrote:

normal
AR feels too high for the diff, 5 or even 4.5 would be better imo. made to AR5 or i think it could be made a little more rhythmically dense in a few small places which i think would be better for spread The reason why I kept the note density here on the down low is because even though it's still a normal it remains the lowest diff of the spread, so it needs to be much less dense than a regular normal would
00:06:453 (5) - 1/2 slider? (or see: 00:46:454 (5,6) - // 01:36:453 (2) - which also should be consolidated to one choice imo) Changed it to a 1/2 slider so it's consistent () also changed 00:46:453 (5) -
00:12:168 (5) - 1/1 slider? I kept the 1/1 gaps in this section since I wanted to have small breaks for the start of the map. I want to keep it that way and not just change right at the end
00:18:417 (1,2,3,4) - if you move all of this left more you can avoid 00:19:846 (3,1) - overlap It overlaps for such a small amount of time I don't think this is that important
00:22:167 (2,3) - angle messed up ur an angle messed up
00:26:810 (7) - dont think this should be clickable, i think focusing more heavily on vocals would be better I'm still unsure as to if I want to change this or not, since I think that 1/2 works well here. If other people mention it I'll change it, but for now I'll keep
00:31:274 (4,5) - should be a circle in between i think done
01:05:560 (4,5) - ^ done and did it here too 01:29:131 (3,4) -
01:17:882 (3) - maybe 1/2 repeat slider? done
01:19:846 (3,4) - i think circle in between would be better done
01:25:560 (1,3) - visual spacing much closer than elsewhere in map fixed

hard
diff feels a litttle heavy on 1/4 for the spread. mainly 00:11:811 (2,3,4,5,1,2,3,4) - 00:16:096 (2,3,4,5,6,7) - pretty straining for this diff range / bpm, and not seen anywhere else in diff. simplification with more sliders would make more sense i think
01:36:453 (1) - 1/4 repeat slider
Applied everything here, reduced density where I could and did the 1/4 repeat

insane/extra
honestly not really anything to say here, would be nitpicking. i really like your mapstyle the more i look at it
thanks a lot my dude


also i fixed shit on my extra!! pm'ing u osu on discord
Updated with your changes
Ultima Fox
first

[generla]
  1. put comBO COLors iN
[INSANE]

  1. 00:11:989 (3,4,5,6,7,8,9) - I'm not really a fan of this stationary stream, you should probably at least have it with a little ds
  2. 00:18:417 (1) - This shape is kinda ugly, and i think should should have the red anchor in the middle of the slider
  3. 00:19:846 (1,3) - Odd choice, i think i would personally prefer if you picked one or the other though
  4. 00:23:953 (2) - This seems close up against 1, so i think you should separate them more
  5. 00:46:274 (3,4,5,6,7,8,9) - Same as before
  6. 00:48:417 (1) - this slider seems too scrunched, i think something like this would be better (kind of sloppy but you get the idea)
  7. 01:17:882 (3,4,5) - I'm really not a fan of these jumps, i think a more angled jump would work better here
  8. 01:24:845 (3,4,5,1,2) - This pattern could be spread out a lot more because the overlapping on itself is kind of weird
  9. 01:36:453 (8,1) - Since these are the final notes, they could be spread out more to put more emphasis
[EXTRA]
  1. 00:01:096 (5) - I think this looks better ctrl Hd
  2. 00:14:132 (1,2) - https://osu.ppy.sh/ss/8477506
  3. Other than that it's just style things which I don't really want to touch upon so yeahjghgfjugasfdbnhjkdfsajlmnbdvsanblkm
emoji movie coming out july 28
Topic Starter
celerih

Ultima Fox wrote:

first 8th

[generla]
  1. put comBO COLors iN no change my style (added them)
[INSANE]

  1. 00:11:989 (3,4,5,6,7,8,9) - I'm not really a fan of this stationary stream, you should probably at least have it with a little ds since these are pretty long streams for an insane I left out all movement to make it easier on players.
  2. 00:18:417 (1) - This shape is kinda ugly, and i think should should have the red anchor in the middle of the slider changed
  3. 00:19:846 (1,3) - Odd choice, i think i would personally prefer if you picked one or the other though chose the second
  4. 00:23:953 (2) - This seems close up against 1, so i think you should separate them more done
  5. 00:46:274 (3,4,5,6,7,8,9) - Same as before Same as before
  6. 00:48:417 (1) - this slider seems too scrunched, i think something like this would be better (kind of sloppy but you get the idea) changed the slider but to something else
  7. 01:17:882 (3,4,5) - I'm really not a fan of these jumps, i think a more angled jump would work better here gave it more of an angle
  8. 01:24:845 (3,4,5,1,2) - This pattern could be spread out a lot more because the overlapping on itself is kind of weird spaced things out a bit more so it doesn't overlap itself
  9. 01:36:453 (8,1) - Since these are the final notes, they could be spread out more to put more emphasis okie dokie
[EXTRA]
  1. 00:01:096 (5) - I think this looks better ctrl Hd done
  2. 00:14:132 (1,2) - https://osu.ppy.sh/ss/8477506 fixed
  3. Other than that it's just style things which I don't really want to touch upon so yeahjghgfjugasfdbnhjkdfsajlmnbdvsanblkm
emoji movie coming out july 28
Thanks for the reminder, I almost forgot!
defiance
rusty mod


[Easy]
  1. Fuck easies

[Normal]

  • mostly aesthetic opinions
  1. 00:01:274 (1,2,3,4) - currently not a fan of these kind of placements, personally think it would look nicer if 3,4 was moved down more because the pattern as a whole visually looks a bit ugly because of the placement of sliders 1,3. moving it down to somewhere like x:107 y:274 would be a lot cleaner imo.
  2. 00:18:417 (1,2) - could you try to make these parallel? or at least have 2 try and blanket it? it looks quite off considering the shape of 1
  3. 00:38:418 (1,2,3,4) - you should try to tilt 4 so that it makes a cute visual in relation to 1. something like would add some more structure imo
  4. 00:42:704 (4) - ctrl+h and ctrl +g would make the pattern work a lot nicer.
  5. 01:15:739 (1,2) - having this sliders like this seems a bit messy. some parallelism would probably give more strucutre.

[Hard]
  1. HP 4 seems really forgiving, HP 5 would better match the difficulty.
  2. 00:12:168 (3,4) - personally believe that this should be changed to a reverse slider to match the rhythm better and have a better effect, the rhythm you have is way too simplified imo. this might have to rework some spacing if you add this
  3. 01:19:846 (1,2,3) - don't really like being nazi or modding blankets but i'd prefer if you curve 1 more so the blanket seems more apparent
  4. 01:36:096 (3,4) - i think more distance on these notes would better emphasize the strength of the drums, and 3 should definetly have more distance from 2.

    Not much I can really say about this diff.

[Insane]

  • when you are hsing this diff add a soft-sliderslide for 00:22:703 (1) - because no one wants to hear the sound on the ticks
  1. 00:11:989 (3,4,5,6,7,8,9) - i have to agree with ultima, i am not a fan of the stationary stream, even a little ds wouldn't hurt the player that badly. also I personally believe the movement from 9 to the next slider is much harsher than having just a stream that would possibly lean into the slider.
  2. 00:34:846 (3,4,5,6,7) - why don't you just stack the triple and 7? it looks really messy as it is.
  3. 00:56:453 (1,2,3,4) - these are quite dangerously close and need a bit more distance imo
  4. 01:17:882 (3,4,5) - this jump pattern seems fairly ugly and 5 has quite the distance i don't agree with. reducing 5's distance would be nice.
  5. 01:20:560 (3) - this drum sound is a lot stronger than the piano i mentioned earlier though you don't use that much distance.

[Extra]

  • The finishes are quite loud personally, they overpower the song to where it's hard to actually hear if there is a finish.
  1. 00:02:524 (9,1) - personally think these should be the same angle, would look a lot cleaner. like how you did on 00:03:953 (9,1) -
  2. 00:50:739 (4) - i don't see why you added so much distance to this slider, it would probably be better just to keep the same distance and flow from 00:50:382 (2,3) -
  3. 01:01:274 (1) - ctrl + hing this slider would make the entry a lot better, because the one you have now is awkward considering the slidershape.
  4. 01:03:239 (2,3,4,5,6,7,8) - the pattern you currently have makes the stream really pop out in terms of spacing, to make it more predictable something like is more predictable. which you do make it more predictable on 01:27:524 (2,3,4,5,6,7,8) -

[dsco's Extreme]
  1. Only real concern I have with this diff is 01:20:649 (1) - which is quite harsh and the extra has it ending on 01:22:346 - and I personally believe your diff should do the same.

    Very clean and clear concept you have on this diff, same for hypnosis.

Good luck!!
Topic Starter
celerih

osuskrub wrote:

rusty mod


[Easy]
  1. Fuck easies agree. An easy on this song is pretty much impossible

[Normal]

  • mostly aesthetic opinions
  1. 00:01:274 (1,2,3,4) - currently not a fan of these kind of placements, personally think it would look nicer if 3,4 was moved down more because the pattern as a whole visually looks a bit ugly because of the placement of sliders 1,3. moving it down to somewhere like x:107 y:274 would be a lot cleaner imo. done
  2. 00:18:417 (1,2) - could you try to make these parallel? or at least have 2 try and blanket it? it looks quite off considering the shape of 1 They are parallel right now
  3. 00:38:418 (1,2,3,4) - you should try to tilt 4 so that it makes a cute visual in relation to 1. something like would add some more structure imo I don't really see how ctrl-h the 4 would improve the visuals
  4. 00:42:704 (4) - ctrl+h and ctrl +g would make the pattern work a lot nicer. I don't like how it ends up looking that way. I prefer to have the red anchor towards the start
  5. 01:15:739 (1,2) - having this sliders like this seems a bit messy. some parallelism would probably give more strucutre. They are on the same angle, I did line them up a bit more tho

[Hard]
  1. HP 4 seems really forgiving, HP 5 would better match the difficulty. done
  2. 00:12:168 (3,4) - personally believe that this should be changed to a reverse slider to match the rhythm better and have a better effect, the rhythm you have is way too simplified imo. this might have to rework some spacing if you add this 1/2 reverse feels wonky, 1/4 reverse doesn't have a nice way of being ended with a slider. I prefer the 1/1 for now as it works best
  3. 01:19:846 (1,2,3) - don't really like being nazi or modding blankets but i'd prefer if you curve 1 more so the blanket seems more apparent fixed blanket
  4. 01:36:096 (3,4) - i think more distance on these notes would better emphasize the strength of the drums, and 3 should definetly have more distance from 2. done

    Not much I can really say about this diff.

[Insane]

  • when you are hsing this diff add a soft-sliderslide for 00:22:703 (1) - because no one wants to hear the sound on the ticks done I think
  1. 00:11:989 (3,4,5,6,7,8,9) - i have to agree with ultima, i am not a fan of the stationary stream, even a little ds wouldn't hurt the player that badly. also I personally believe the movement from 9 to the next slider is much harsher than having just a stream that would possibly lean into the slider. done
  2. 00:34:846 (3,4,5,6,7) - why don't you just stack the triple and 7? it looks really messy as it is. It's the way I overlap things in the map 00:39:310 (5,1) - 00:51:274 (1,3) - still tried to clean it up a bit
  3. 00:56:453 (1,2,3,4) - these are quite dangerously close and need a bit more distance imo done
  4. 01:17:882 (3,4,5) - this jump pattern seems fairly ugly and 5 has quite the distance i don't agree with. reducing 5's distance would be nice. done
  5. 01:20:560 (3) - this drum sound is a lot stronger than the piano i mentioned earlier though you don't use that much distance. done

[Extra]

  • The finishes are quite loud personally, they overpower the song to where it's hard to actually hear if there is a finish. Tried reducing the volume a bit, not sure if I need to reduce it more
  1. 00:02:524 (9,1) - personally think these should be the same angle, would look a lot cleaner. like how you did on 00:03:953 (9,1) - done
  2. 00:50:739 (4) - i don't see why you added so much distance to this slider, it would probably be better just to keep the same distance and flow from 00:50:382 (2,3) - because I'm dumb
  3. 01:01:274 (1) - ctrl + hing this slider would make the entry a lot better, because the one you have now is awkward considering the slidershape. The current slider shapes keeps circluar flow with how you enter the slider. ctrl-h would create a much sharper movement and not work with how sliders are used
  4. 01:03:239 (2,3,4,5,6,7,8) - the pattern you currently have makes the stream really pop out in terms of spacing, to make it more predictable something like is more predictable. which you do make it more predictable on 01:27:524 (2,3,4,5,6,7,8) - done

[dsco's Extreme]
  1. Only real concern I have with this diff is 01:20:649 (1) - which is quite harsh and the extra has it ending on 01:22:346 - and I personally believe your diff should do the same. dsco asked me to apply this for him, so done

    Very clean and clear concept you have on this diff, same for hypnosis.

Good luck!!
Updated all, thanks a lot for the mod! (:
Foxy Grandpa
anime

anime?

anime

  • [General]
  1. every diff other than extra needs combo colors + hitsounds
  • [hypnosis]
  1. 00:31:274 (7) - here u dont NC the strong vocal but u do for every other strong vocal beat
  2. 01:32:574 (2) - shouldn't this be nc'd also

    how the fuck do u make ur maps so good
  • [x tream]
    cs5.9 ar8.9 od7.9 hp5.9

    5.41*
    step up ur meme game

    this is flawless jesus
  • [x-tra]
  1. 00:24:132 (2) - nc cuz start of the chorus
  2. 00:43:417 (3,4,5,6,7,8,9,1) - this stream kinda goes against the idea u have with the map with the placement of 1, you should move it behind 9 to follow the same idea you used for all of the other previous streams.
  • [insayn]
  1. 00:01:096 (5,6,1) - overmapped
set is cute, best of luck cel and disco :)
Mombei
From my modding queue :)

You queued for a Full NM

Normal


  1. 00:09:847 (1,2) - As far as I could gather you've been using CCW motion for basically everything in this little section but 00:05:561 (4,5) - and 00:11:097 (3,4,5) - for emphasis. That 1 doesn't really stand out, as doesn't 2. You may want to curve 1 lower so it plays into 2 a little more.
  2. 00:45:560 (4,5) - One could argue that 00:39:668 (3,4,5) - technically reverses circular motion on 5, but here 4 plays straight into 5. I think you should stick to your concept of reverting motion on those bits.
  3. According to the ranking criteria, You must use hitsounds. Since it's a rule and you wouldn't be able to break it even if you had "your reasons", hitsounds fit this song perfectly even without adding any customs in, so just use some Drum additions, will you?
    Passable otherwise. Not the prettiest normal, but again, not the prettiest song. Guess it fits :^)

Hard


  1. Please use hitsounds
    I'm legitimately at a loss of words, I don't know how to improve this. Don't get me wrong, it's far from perfect - and agruably from good - but I can't actually come up with suggestions to make this better. It's just ugly.

Insane


  1. 00:01:096 (5,6,1) - 6 is filler, there's no hint of it existing in the song whatsoever. I believe this drumline provides you with plenty of tools to fill this map with 1/4 rhythms, so I suggest you remove this filler.
  2. 00:14:132 (1,2,3) - This pattern at this time doesn't quite fit in the same map as 00:19:846 (1,2,3) - . You may want to rethink when objects play uncomfortably, and how much.
  3. 00:22:435 - and 00:22:614 - missing a beat. Don't go simplifying patterns and then adding filler where there shouldn't be.
  4. 00:57:346 (1,2,3) - This is the same pattern as the hard. I believe it wouldn't hurt at all to scale it to better fit an insane, perhaps like this. You're not allowed to disregard this suggestion entirely if you don't like the example; my point still stands - instead, attempt to make up your own "upscale" for this pattern.
  5. Please add hitsounds.
    Not bad. Definitely more enjoyable that the other two so far. I felt it was a little simplistic though

Extra


  1. Oh, so you do use hitsounds. As for the combo colours, add them to the lower difficulties too, they should be consistent in diffs made by the same person.
  2. 00:01:810 (2) - missing hitclap
  3. 00:02:167 (5) - extra hitclap
  4. Rinse and repeat through all instances of this section, for the whole section.
  5. 00:58:417 - Oh nevermind
  6. 00:59:668 (4,1) - I don't think this bit does anything to deserve a spacing substantially larger than everything else in the map

    Couldn't find much to say. I guess pay attention to relative intensity and finish hitsounding.

dsco's Extreme


  1. 00:46:542 (6,7,8,9,10,1) - This is a weird technical map and I barely know anything about them, but this bit seems too spaced for 1/4
  2. 01:36:363 (5,1) - a
  3. Please use hitsounds
    As a technical map I find the concept interesting and the execution annoying to play. As all techincal maps, after all. Wanna see this ranked

dsco's Hypnosis


  1. 00:12:971 (2,3,4,5,1) - This bit is very messy, both rhythm-wise and as far as object placement goes. The existence of 2 is confusing in and of itself, emphasis on blue tick on 5 is incorrect. I suggest anything like this.
  2. 01:30:382 (2) - For whatever weird bug, there isn't any sound on thiis note, at least for me. Replacing the circle works. Moving it on the timeline doesn't.
  3. Of course, add hitsounds.
    Otherwise fine. Not a big fan of the concepts but at least they are executed consistently. I believe you can start asking for BN checks after this.

That's all. Thanks for using my queue!

dsco

Mombei wrote:

From my modding queue :)

You queued for a Full NM

dsco's Extreme


  1. 00:46:542 (6,7,8,9,10,1) - This is a weird technical map and I barely know anything about them, but this bit seems too spaced for 1/4 i think its fine contextually
  2. 01:36:363 (5,1) - a slider leniency makes thsi super easy to hit but i nudged each corner in a bit
  3. Please use hitsounds
    As a technical map I find the concept interesting and the execution annoying to play. As all techincal maps, after all. Wanna see this ranked

dsco's Hypnosis


  1. 00:12:971 (2,3,4,5,1) - This bit is very messy, both rhythm-wise and as far as object placement goes. The existence of 2 is confusing in and of itself, emphasis on blue tick on 5 is incorrect. I suggest anything like this.hmm, i think this rhythm is fine in context of the full vocal line since all of the 4,5 is one word
  2. 01:30:382 (2) - For whatever weird bug, there isn't any sound on thiis note, at least for me. Replacing the circle works. Moving it on the timeline doesn't. fixed!
  3. Of course, add hitsounds.
    Otherwise fine. Not a big fan of the concepts but at least they are executed consistently. I believe you can start asking for BN checks after this.

That's all. Thanks for using my queue!

thanks! sent celerih .osus
Topic Starter
celerih

FoxyGrandpa wrote:

anime

anime?

anime

anime is sin

  • [General]
  1. every diff other than extra needs combo colors + hitsounds time to stop being lazy and do it lmao
  • [x-tra]
  1. 00:24:132 (2) - nc cuz start of the chorus done
  2. 00:43:417 (3,4,5,6,7,8,9,1) - this stream kinda goes against the idea u have with the map with the placement of 1, you should move it behind 9 to follow the same idea you used for all of the other previous streams . fixed
  • [insayn]
  1. 00:01:096 (5,6,1) - overmapped ur face is overmapped
set is cute, best of luck cel and disco :)
Thanks for the mod (:

Mombei wrote:

From my modding queue :)

You queued for a Full NM

Normal


  1. 00:09:847 (1,2) - As far as I could gather you've been using CCW motion for basically everything in this little section but 00:05:561 (4,5) - and 00:11:097 (3,4,5) - for emphasis. That 1 doesn't really stand out, as doesn't 2. You may want to curve 1 lower so it plays into 2 a little more. changed the angle a bit but I have no idea what you're talking about with that first part
  2. 00:45:560 (4,5) - One could argue that 00:39:668 (3,4,5) - technically reverses circular motion on 5,why would anyone argue that it's pretty obvious that it doesn't at all but here 4 plays straight into 5. I think you should stick to your concept of reverting motion on those bits. You're looking into this normal waayyyyyyyyyy too much. The reverse circular movement on strong sounds thing is not at all used. That's just how the first two big sounds happened to be. You can pretty easily see it's not applied at all in the rest of the map.
  3. According to the ranking criteria, You must use hitsounds. Since it's a rule and you wouldn't be able to break it even if you had "your reasons", hitsounds fit this song perfectly even without adding any customs in, so just use some Drum additions, will you? I know I need hitsounds lmao I just haven't added them yet, just do like foxy, a simple hitsounds are missing works fine,
    no need to remind me at every corner of the mod. I won't forget even if you don't put it in 30 times

    Passable otherwise. Not the prettiest normal, but again, not the prettiest song. Guess it fits :^)

Hard


  1. Please use hitsounds
    I'm legitimately at a loss of words, I don't know how to improve this. Don't get me wrong, it's far from perfect - and agruably from good - but I can't actually come up with suggestions to make this better. It's just ugly.
    okay lol how fookin rood
    I find it quite hard that you think the map is this ugly yet not find anything on it but fine

Insane


  1. 00:01:096 (5,6,1) - 6 is filler, there's no hint of it existing in the song whatsoever. I believe this drumline provides you with plenty of tools to fill this map with 1/4 rhythms, so I suggest you remove this filler. fixed with Foxy's mod
  2. 00:14:132 (1,2,3) - This pattern at this time doesn't quite fit in the same map as 00:19:846 (1,2,3) - . You may want to rethink when objects play uncomfortably, and how much. Intensity starts to buildup from 00:19:846 (1,2,3) - that leads to the first kiai with the piano adding more to the song so that's why I had 00:19:846 (1,2,3) - as a larger jump. 00:14:132 (1,2,3) - is a smaller jump because at that time in the song it's not as intesne. As for how uncomfortable both of them are, I don't think the first pattern is more uncomfortable than the first. They are both pretty simple stuff
  3. 00:22:435 - and 00:22:614 - missing a beat. Don't go simplifying patterns and then adding filler where there shouldn't be. 00:22:078 -
    just doesn't feel important enough to be mapped, but added a note on 00:22:614 - .

  4. 00:57:346 (1,2,3) - This is the same pattern as the hard. I believe it wouldn't hurt at all to scale it to better fit an insane, perhaps like this. You're not allowed to disregard this suggestion entirely if you don't like the example; my point still stands - instead, attempt to make up your own "upscale" for this pattern. spaced it out a little more. But for an insane I don't think putting this much strain through triples to be a good idea
  5. Please add hitsounds.
    Not bad. Definitely more enjoyable that the other two so far. I felt it was a little simplistic though

Extra


  1. Oh, so you do use hitsounds. As for the combo colours, add them to the lower difficulties too, they should be consistent in diffs made by the same person. I was waiting for hitsounds to be complete before adding them to all the difficulties, added them now
  2. 00:01:810 (2) - missing hitclap but whistles are used on every similar note in the song :thinknggjfdj:
  3. 00:02:167 (5) - extra hitclap the hitclaps in the stream are used for emphasizing the drum hits that stand out in them
  4. Rinse and repeat through all instances of this section, for the whole section. yeah no, I don't think these changes to be helpful to the hitsounding, the hitclap on the stream is there for a reason and having claps instead of the whistles or in additon to the whistles doesn't work nicely. If you explained why these changes would be better that'd be fine but rn I'll keep it as is
  5. 00:58:417 - Oh nevermind 10/10 explanation
  6. 00:59:668 (4,1) - I don't think this bit does anything to deserve a spacing substantially larger than everything else in the map nerfed

    Couldn't find much to say. I guess pay attention to relative intensity and finish hitsounding.

That's all. Thanks for using my queue!

This mod was definitely weird. It had this weird aggressive tone to it, and the explanations we're either missing, lacking or simply bad. You really need to work on explaining your ideas better, and please do it in more concise ways. You start big explanations yet at the end you fail to clearly say what the issue is, why it's an issue and what can be changed
dsco
foxy's hypnosis mod,
[*]00:31:274 (7) - here u dont NC the strong vocal but u do for every other strong vocal beat fix

[*]01:32:574 (2) - shouldn't this be nc'd also removed NC on 3 and added break

how the fuck do u make ur maps so good[/list]
thank u papa
Izzywing
the infamous 2 month placeholder

[normal]

00:14:132 (3,4) - be careful with placements like these where the DS is fine but visually they are close, players might tend to let go of 3 early. 00:18:417 (1,2) - another example
00:58:417 - hey bn test here wheres ur hitsounds
01:09:132 (5) - think this makes sense if its extended to 1/1 like it is earlier in the map
hitsounds again 01:22:703 -
01:29:846 (5) - extend to 01:30:384 - for vocal? or copy the rhythm you did earlier (01:05:560 (4,5,6) - )

[hard]

00:12:167 (4) - guitar on 00:12:346 - makes me disagree with this rhythm selection. reverse 1/2 slider perhaps?
00:29:132 (3,4,1) - i think you should be connecting these in a hard diff, not a big deal tho but i recommend it for sure. apply where relevant
00:36:274 (3,4) - rhythm kinda falls apart here, earlier you were prioritizing guitar in the rhythms but opt not to do it here, which isn't inherently awful but you're not really following anything with the current rhythm. The drums, I guess, but would you say the drums are more important than the guitar here?
It's really noticeable on things like 00:41:989 (3,4) -

hitsound the second half

01:18:239 (4,1) - offset visually like you did with earlier 1/1 stacks?

[insane]

00:06:989 (1,2) - spacing this big is a bit odd considering stuff like 00:08:417 (1,2) - where its kinda smaller. id keep it smaller there too
00:25:560 (1) - i think 00:25:917 - should be clickable due to the vocal, considering how you are doing vocal rhythms
00:28:953 (2) - same with 00:29:132. Repeats later

[extra]

00:01:096 (5) - i think this is way overspaced
00:25:560 (1) - same with the insane, i think it follows the music much better if 00:25:917 - is clickable
00:36:274 (3,4) - whyd the streams increase in spacing with no big change in the music to justify? not the worst, its just kinda odd to me

[dsco lower]

symmetry gimmicks are fun to play, but they often force patterns and movements way too hard

My biggest issue with this map is that the difficulty spikes really suddenly after the first kiai. Compare everything before the first kiai to what starts happening 00:35:917 (2,3,4,5,6,1,2,3,4,5,6,1) - here for example; this is MUCH harder and with no clear change in the music to naturally justify such a thing. Having a difficulty progression across a repetitive song is fine, but I think you were a bit excessive in how quickly the difficulty ramps up in this map. A solution to this would be to remap the first section to make it more aligned with the postfirstkiai difficulty.

Also worth pointing out that theres some overmapping going on here with notes like 00:36:185 (4), even 00:35:917 (2) - doesnt really make sense as a 1/4 slider

00:49:489 (5) - should be 1/4 slider right? it has the guitar sounds that 00:47:703 (4,5,6) - have and that 00:48:239 (7,1,2,4) - all have. Same for 00:52:346 (5) -

01:19:757 (7,1) - seems a bit excessive of a jump. same for 01:36:363 (5,1).

Overall the diff is kinda cool but I think it's executed a bit off due to the difficulty imbalance, but the fix isn't hat hard so that's not the biggest issue I suppose. I think some of the patterns where there's a stream into a giant 1/4 jump are quite awkward to land and aren't really appropriate (i linked a couple above), but that's kinda subjective, so eh.

[dsco top]

I really like this

@celerih sorry again for being so late, before calling me back I recommend getting a few more mods. Remember to hitsound the whole thing!!
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