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Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato Remix)

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Topic Starter
Akareh
This beatmap was submitted using in-game submission on domingo, 19 de noviembre de 2017 at 14:18:34

Artist: Masayoshi Minoshima
Title: Bad Apple!! feat.nomico (Nhato Remix)
Source: 東方幻想郷 ~ Lotus Land Story
Tags: Touhou Gensoukyou 東方Project Fantastic Home Village of the East Alstroemeria Records EDM 10th Anniversary Antlia- Reitaisai 14 アルストロメリアレコーズ
BPM: 138
Filesize: 18572kb
Play Time: 06:04
Difficulties Available:
  1. Limbo (4,29 stars, 1382 notes)
Download: Masayoshi Minoshima - Bad Apple!! feat.nomico (Nhato Remix)
Information: Scores/Beatmap Listing
---------------
From Alstroemeria Record's 10th Anniversary Bad Apple!! cd
For approval ~

Second ranked map!
Had a blast making this one, the last part was really fun to do!

Huge thanks to Antlia- for that cool storyboard, to MaridiuS for all his support and to all modders for checking this out. Enjoy!
-Aerith-
# Short Hitsound Modding from my Modding Queue #

As i said this is a short mod so.... here it is :


Rotten

As your request u need help on the last part so i'll try to focus just on that one : )
-05:46:041 add whistle
-05:46:258 add whistle
-05:46:476 ^
-05:46:693 ^
-06:01:910 add whistle too
-06:02:345 ^
-06:04:302 change the costum hitsound to default normal and add finish for circle 1 on the last part

Done !!! Good luck for Approval :)
Topic Starter
Akareh

-Aerith- wrote:

# Short Hitsound Modding from my Modding Queue #

As i said this is a short mod so.... here it is :


As your request u need help on the last part so i'll try to focus just on that one : )
-05:46:041 add whistleyes
-05:46:258 add whistle4 whistles next to each other seems kinda overdone, so I'm going to skip this one
-05:46:476 ^ yes
-05:46:693 ^ yes
-06:01:910 add whistle too yes
-06:02:345 ^ yes
-06:04:302 change the costum hitsound to default normal and add finish for circle 1 on the last part yes

Done !!! Good luck for Approval :)
Thanks! :)
Mombei
From my modding queue :)

[Rotten]
  1. 00:06:041 (1) - Shouldn't this slider have more emphasis on it because of the hitfinish? It's a rather distinct sound from what there's been in the song so far. I suggest you space it further apart from 8
  2. Similiar issues pop up @ 00:12:997 (1)
  3. 00:07:780 (4,8) - You should NC either of these, 00:06:041 (1,2,3,4,5,6,7,8,9,10) - doesn't feel like a single pattern, plus 10 combo is pretty high for a 1/2 rhythm structure
  4. Similiar issues pop up @ 00:14:737 (4,8) - 00:21:693 (8) - 00:28:650 (8) -
  5. 00:16:476 (1,2,3) - I believe 2 should stand out more because of the snare. I get the aesthetic you're going for, but I think blanketing 2 into 1 and making it overlap with 3 would be the best of both worlds. Something like this should suffice (keep in mind, this is just an example to give you and idea of how objects should be arranged. Change it around to fit the particular spot you're going to put it in)
  6. Similiar issues pop up @ 00:18:215 (8,9,10) - 00:23:432 (1,2,3) - 00:25:171 (8,9,10) - etc.
  7. 00:29:954 (1,1,1) - Here, instead, are too many NCs. The map does change up a bit, but it does so only once at the start of the pattern. There's no need to meddle with the map's total HP drain here
  8. 01:03:215 (8,9,1) - I don't have much to say about this section since it's very well done, and I'm sure this thing here is intended, but it just looks unintentional. You could probably tilt 1 a bit upwards (as well as 2 downwards) to make it look more "aesthetic". Preview (I think this looks gr8 tbh)
  9. 01:18:106 (4,5,6,7) - This pattern relies heavily on time-distance equality and the ability of the player to tell 6-7 is a 1/4 gap. 4-5-6 is not evenly spaced, so unless you're going to make 6-7 close I suggest you even out the spacing for 4-5-6
  10. Something similiar happens @ 03:09:410 (4,5,6,7) -
  11. 01:24:302 (1,2,3,4,5) - Emphasis here should be on 01:24:302 (1,3,5) because of the snares, which are more prominent that just drums. One could argue that you're emphasizing the sound being jumped from rather than the one being jumped through, but you've already displayed emphasis of snares, so it would be inconsistent
  12. 01:39:954 (1,2,3,4) - These patterns are unpolished. In order to make a perfect triangle with a centered hiticrcle, make any 2 circles, copy and paste them, rotate by 120 degrees and overlap the 2s. Rinse and repeat, until you have something like this (So about one more time). Delete the overlapped 2s. There.
    I considered the possibility the triangles were not perfect for emphasis, but then the emphasis you give 2 would be different from the emphasis you give 4, even though they're the same exact sound. Either normalize the emphasis on 2 and 4 or even out the spacing with the technique I mentioned, either way should be fine.
  13. Of course this applies to 01:41:693 (1,2,3,4) - 01:43:432 (1,2,3,4) - 01:46:910 (1,2,3,4) - 01:48:650 (1,2,3,4) - 01:50:389 (1,2,3,4) -
  14. 01:52:780 (4,8) - I believe these should either overlap completely or not overlap at all. Like this, it just looks like an unpolished quirk of the map. Changing it up would make it look like it has thought put into it, which I know this map has plenty of.
  15. 02:00:823 (1) - Tilt to the right for aesthetics
  16. 02:06:476 (2,3,4,5,6) - This looks handmade. Perhaps it's best you remake it with a slider (Using the command slider > stream in the Compose section)
  17. 02:21:693 (1) - This looks out of the line with all other instances of this in this section (02:23:432 (1,2) - 02:25:171 (1,2) - 02:26:041 (4,5) ). I suggest you add a 2. It's not like the sound's not there.
  18. 02:46:041 (1) - This is a borderline burai slider, which are not rankable, so make the curve stand out a little more
  19. 03:15:606 (1,2,3,4,5) - I know this is going for aesthetics, but these spacings are completely irregular and arbitrary, You should rearrange them so that 1,3 and 5 are properly emphasized.
  20. 03:30:823 (1) - Move slightly to the right for slightly better flow
  21. 04:14:410 (4) - This is very hard to guess as a blue tick since it's spaced like all other 1/2 gaps. It would stand out more if you placed it under 3's slidertail, kinda like you did with 04:24:302 (3,4) etc. (adjust the following patterns accordingly).
  22. 04:55:715 (4,5,6,7) - I don't think you meant to give any sort of emphasis here, normalize spacing (it's uneven, I'd be best to use a slider to remake that pattern)
  23. 05:15:606 (1) - This has no reason to be spaced further apart from 3 than 3 from 2, or than 2 from 1. 05:01:258 (2,3,1) - played fine because of linear momentum, which flings the player into 3, but here that's not really the case. Eiither rearrange the pattern to make it more like 05:01:258 (2,3,1) or normalize the spacing
  24. 05:32:889 (6,1) - This 1/4 gap is larger than anything you've used in any pattern up to now, and it's not even a kiai. Unjustified difficulty spike. Normalize spacing
  25. 05:51:693 (7) - This is awkward to read and play because you don't really use sliders with multiple reverses like this in this map. I believe a better choice game-play wise (and that makes sense rhythm-wise) would be something like this. You may also rearrange objects in a similiar fashion to this so they play into each other a little better (and it doesn't disrupt 05:51:258 (5) - 's implied cursor movement too much)

Wew, what a ride. Great map. After this, you can definitely start asking for BN checks. I find it to be more than ready.
I noticed some inconsistencies with hitsounds in later parts of the map, I believe I could further aid you if you wish, but I'll refrain from doing so unless you directly ask me since you got an hitsound mod and I'll assume everything is as intended.

I do hope my service was worth your time to write up a request, and the wait.
Thanks for using my queue! :)
Topic Starter
Akareh

Mombei wrote:

From my modding queue :)

[Rotten]
  1. 00:06:041 (1) - Shouldn't this slider have more emphasis on it because of the hitfinish? It's a rather distinct sound from what there's been in the song so far. I suggest you space it further apart from 8 I feel like the strong emphasis here should come mainly at 00:05:606 (8) - and then die down at 00:06:041 (1), that's why I spaced 8 further and 1 came a little closer in these. If I had both of these with high spacing that emphasis would be lost I think. I can't really move 1 too much either because I'm patterning a triangle between 00:04:954 (6,7,1) -
  2. Similiar issues pop up @ 00:12:997 (1) ^
  3. 00:07:780 (4,8) - You should NC either of these, 00:06:041 (1,2,3,4,5,6,7,8,9,10) - doesn't feel like a single pattern, plus 10 combo is pretty high for a 1/2 rhythm structure yep, + a few others in this section.
  4. Similiar issues pop up @ 00:14:737 (4,8) - 00:21:693 (8) - 00:28:650 (8) - ^
  5. 00:16:476 (1,2,3) - I believe 2 should stand out more because of the snare. I get the aesthetic you're going for, but I think blanketing 2 into 1 and making it overlap with 3 would be the best of both worlds. Something like this should suffice (keep in mind, this is just an example to give you and idea of how objects should be arranged. Change it around to fit the particular spot you're going to put it in) This is still a really calm part, the song hasn't started to build up, that's why I chose these particular patterns for the 1/4's. Introducing 1/4 jumps here to the player would be kinda weird IMO, that's why I held off until the rhythm becomes more complex at 00:28:650 (1) - to do so. Those sliders you mention here could have a bit more emphasis, but I think it's not a matter of spacing here, maybe slider shape? I'll think on that.
  6. Similiar issues pop up @ 00:18:215 (8,9,10) - 00:23:432 (1,2,3) - 00:25:171 (8,9,10) - etc. ^
  7. 00:29:954 (1,1,1) - Here, instead, are too many NCs. The map does change up a bit, but it does so only once at the start of the pattern. There's no need to meddle with the map's total HP drain here reduced the NC usage here, but I'm keeping 00:29:954 (1) - for the SV change/readability
  8. 01:03:215 (8,9,1) - I don't have much to say about this section since it's very well done, and I'm sure this thing here is intended, but it just looks unintentional. You could probably tilt 1 a bit upwards (as well as 2 downwards) to make it look more "aesthetic". Preview (I think this looks gr8 tbh) sure, why not
  9. 01:18:106 (4,5,6,7) - This pattern relies heavily on time-distance equality and the ability of the player to tell 6-7 is a 1/4 gap. 4-5-6 is not evenly spaced, so unless you're going to make 6-7 close I suggest you even out the spacing for 4-5-6 Made that equal, also reduced a bit the gap between 6-7
  10. Something similiar happens @ 03:09:410 (4,5,6,7) - ^
  11. 01:24:302 (1,2,3,4,5) - Emphasis here should be on 01:24:302 (1,3,5) because of the snares, which are more prominent that just drums. One could argue that you're emphasizing the sound being jumped from rather than the one being jumped through, but you've already displayed emphasis of snares, so it would be inconsistentthe sounds at 01:24:519 (2,4,6) - seem much, much stronger to me, though. This is just an extension of drum patterns like 00:21:693 (1,2,3,4,5,6,7,8) - and those I've always mapped with the red ticks having more emphasis. They've all been mapped in a similar fashion, so I don't know where the inconsistency lies, if you could explain further that would be appreciated, because I really don't see an error :? . Similar spots: 03:15:606 (1,2,3,4,5,6,7,8) - 04:04:302 (1,2,3,4,5) - 04:11:258 (1,2,3,4,5,6,7,8) -
  12. 01:39:954 (1,2,3,4) - These patterns are unpolished. In order to make a perfect triangle with a centered hiticrcle, make any 2 circles, copy and paste them, rotate by 120 degrees and overlap the 2s. Rinse and repeat, until you have something like this (So about one more time). Delete the overlapped 2s. There.
    I considered the possibility the triangles were not perfect for emphasis, but then the emphasis you give 2 would be different from the emphasis you give 4, even though they're the same exact sound. Either normalize the emphasis on 2 and 4 or even out the spacing with the technique I mentioned, either way should be fine. Nah, I just fucked up making these, they were supposed to be equal. I tried to fix it using that technique, should be better now.
  13. Of course this applies to 01:41:693 (1,2,3,4) - 01:43:432 (1,2,3,4) - 01:46:910 (1,2,3,4) - 01:48:650 (1,2,3,4) - 01:50:389 (1,2,3,4) - ^
  14. 01:52:780 (4,8) - I believe these should either overlap completely or not overlap at all. Like this, it just looks like an unpolished quirk of the map. Changing it up would make it look like it has thought put into it, which I know this map has plenty of. moved 01:52:780 (4) -
  15. 02:00:823 (1) - Tilt to the right for aesthetics yup
  16. 02:06:476 (2,3,4,5,6) - This looks handmade. Perhaps it's best you remake it with a slider (Using the command slider > stream in the Compose section) wops
  17. 02:21:693 (1) - This looks out of the line with all other instances of this in this section (02:23:432 (1,2) - 02:25:171 (1,2) - 02:26:041 (4,5) ). I suggest you add a 2. It's not like the sound's not there. this part suffered so many remaps, that some things like this were bound to slip by me :o
  18. 02:46:041 (1) - This is a borderline burai slider, which are not rankable, so make the curve stand out a little more should be clearer now
  19. 03:15:606 (1,2,3,4,5) - I know this is going for aesthetics, but these spacings are completely irregular and arbitrary, You should rearrange them so that 1,3 and 5 are properly emphasized. I guess. Tried a new pattern here, but emphasis I'm keeping on the red ticks for the reasons mentioned above
  20. 03:30:823 (1) - Move slightly to the right for slightly better flow sure
  21. 04:14:410 (4) - This is very hard to guess as a blue tick since it's spaced like all other 1/2 gaps. It would stand out more if you placed it under 3's slidertail, kinda like you did with 04:24:302 (3,4) etc. (adjust the following patterns accordingly). tried this
  22. 04:55:715 (4,5,6,7) - I don't think you meant to give any sort of emphasis here, normalize spacing (it's uneven, I'd be best to use a slider to remake that pattern) yup, I had eyeballed them, woops
  23. 05:15:606 (1) - This has no reason to be spaced further apart from 3 than 3 from 2, or than 2 from 1. 05:01:258 (2,3,1) - played fine because of linear momentum, which flings the player into 3, but here that's not really the case. Eiither rearrange the pattern to make it more like 05:01:258 (2,3,1) or normalize the spacing normalized the distance between 05:01:258 (2,3,1) - but not between 05:14:737 (1,2,3) - since the momentum builds up and I feel like I need to map that. 3 should fling you to 1 anyway, at least I do it while testplaying.
  24. 05:32:889 (6,1) - This 1/4 gap is larger than anything you've used in any pattern up to now, and it's not even a kiai. Unjustified difficulty spike. Normalize spacing control+g'd 05:32:997 (1,2) - should be of now
  25. 05:51:693 (7) - This is awkward to read and play because you don't really use sliders with multiple reverses like this in this map. I believe a better choice game-play wise (and that makes sense rhythm-wise) would be something like this. You may also rearrange objects in a similiar fashion to this so they play into each other a little better (and it doesn't disrupt 05:51:258 (5) - 's implied cursor movement too much) fixed in a different way

Wew, what a ride. Great map. After this, you can definitely start asking for BN checks. I find it to be more than ready.
I noticed some inconsistencies with hitsounds in later parts of the map, I believe I could further aid you if you wish, but I'll refrain from doing so unless you directly ask me since you got an hitsound mod and I'll assume everything is as intended.

I do hope my service was worth your time to write up a request, and the wait.
Thanks for using my queue! :)
If you feel like you can have a go at the hitsounds (and specially at 04:54:302 onwards, since it was hell to make) any help would be appreciated.
Only if you feel like it though, you've done more than enough here.

Regarding BNs, I still have to meet the SP requirements and get some more mods (no way this is going to fly with just 2 ;) ).
Thanks for the kind words and your mod, was really helpful!

Updated ~
Justysuwu
Hi :D
Rotten
SPOILER
1. 02:35:932 (2) - get this circle higher
* <-- something like that
2. 01:52:997 (5,6,7,8) - [5] get higher and [7] get lower and make something like X with this sliders
**

It's all what i find :)
[lucky:1337]Good Luck![/lucky:1337]

Edit1: Images is working?

First image *http://imgur.com/a/LDu5s
Second image **http://imgur.com/a/OY47L
Topic Starter
Akareh

MyAngelMeinter wrote:

Hi :D
Rotten
SPOILER
1. 02:35:932 (2) - get this circle higher moved 02:35:606 (1) - instead
<-- something like that
2. 01:52:997 (5,6,7,8) - [5] get higher and [7] get lower and make something like X with this sliders nope, it's already making the "x"
I want it to ;D


It's all what i find :)
[lucky:1337]Good Luck![/lucky:1337]

Edit1: Images is working?
Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
Justysuwu

Akareh wrote:

Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
I place links to images in last post
Topic Starter
Akareh

MyAngelMeinter wrote:

Akareh wrote:

Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
I place links to images in last post
Rechecked, still keeping it the same as last updated.

at 02:35:932 (2) - flow is better if I leave it as I have it now (though I did move 1 to space the pattern better)
at 01:52:997 (5,6,7,8) - I'm basically already making that, but with not so random spacing :)

Thank you! ;)
_Crow
Hi! From my queue

00:04:302 (4) - NC to be consistent with the comboing afterwards
00:45:171 (5,6,7) - This plays a bit weird, to have this sudden spacing decrease from 6 to 7, you could do something like this to also make it look better. Just a suggestion tho
00:51:041 (8,1) - same concept as before, but it plays good regardlessly
01:25:823 (8) - Move it to 179|213 to make it equidistant from 4 and 6, it looks more clean this way imo
01:53:215 (6) - These two drum sounds shouldn't be mapped like all the other kicksliders since they aren't equal. I think it's better to replace it with circles instead
02:27:345 (3,4) - Players will se this as a 1/4 gap like 02:26:910 (1,2) - , since the distance is way too similar
02:35:606 (1,2,3) - This is a bit painful to play, mainly because 2 is kinda hidden
02:55:932 (6,7) - This plays very very cool, but imo the spacing is a bit too much since it's a 1/4 jump, maybe reduce it a bit
03:09:845 (6) - Move it to 409|192 to make it equidistant from 7 and 8, imo it looks better
03:16:476 (5) - I think this deserves more emphasys because of the stronger drum sound
03:34:302 (1) - I think it would be way better if you made it 1/4 shorter and made the white tick clickable. Got a bit confused when i played it too
03:41:258 (1) - same
03:48:215 (6,7) - I understand you're following the vocals here, but I feel like drums should be higlighted here. I suggest a circle-1/2slider rhythm, like you do here after a few seconds 03:55:171 (1,2) -
03:57:345 (1) - You should make this a circle imo because there's like a stop in the music at this point
05:32:889 (6) - 1/4 jump seems unnecessary here imo
05:49:519 (5,6) - 1/4 and 1/8 sliders should be inverted
06:00:606 (1) - Tail on a strong sound, I'd make it two circles instead
06:03:432 (1,2) - These should be 1/6
06:04:084 (4) - Just a suggestion: make it 1/16 so that there's some kind of build-up through rhythm: 1/6 -> 1/8 -> 1/16. The gap with 06:04:302 (1) - should still be 1/8 obv, because of playability

That's all, good luck!
Very fun map! Except when you choke on 1600 combo lmao rip
Vanillas
nm from my Q
General
  1. OD -> 8 ?

Rotten
  1. 00:07:780 (1,2,3,4,5,6,7) - it's not a good idea to start jump at the beginning of the song. it seems you want to give emphasis to drum but this is still calm part, so using circle is enough.
  2. 00:14:737 (1,2,3,4,5,6,7) - ^
  3. 00:22:563 (5,6,7,8) - so large distance, still calm part so decrease distance but jump is OK.
  4. 01:04:193 (4,5) - replace with kick to follow drum ?
  5. 01:20:606 (8) - Ctrl + G
  6. 01:46:476 (6,7) - decrease distance to give emphasis to jump between 01:46:693 (7,1) -
  7. 01:52:345 (2,3,4) - calm part so decrease distance
  8. 02:32:454 add a circle stack with 02:32:563 (2) -
  9. 03:57:345 (1) - a circle is better than a slider to emphasize the stop.
  10. 05:23:867 (4) - stack with 05:24:084 (5) - maybe better
  11. 05:25:606 (4) - ^
  12. 06:03:432 (1,2) - 1/6 not 1/4
Nice map. GL~
Topic Starter
Akareh

walter85 wrote:

Hi! From my queue

00:04:302 (4) - NC to be consistent with the comboing afterwards yep
00:45:171 (5,6,7) - This plays a bit weird, to have this sudden spacing decrease from 6 to 7, you could do something like this to also make it look better. Just a suggestion tho Nah, I'd like to keep this
00:51:041 (8,1) - same concept as before, but it plays good regardlessly yep, same as ^
01:25:823 (8) - Move it to 179|213 to make it equidistant from 4 and 6, it looks more clean this way imo sure :)
01:53:215 (6) - These two drum sounds shouldn't be mapped like all the other kicksliders since they aren't equal. I think it's better to replace it with circles instead sure
02:27:345 (3,4) - Players will se this as a 1/4 gap like 02:26:910 (1,2) - , since the distance is way too similar I stacked every circle in this section under its correspondent slider in every place except here. By seeing a different stack and a shorter slider players should be able to notice that there's a change in rhythm here.
02:35:606 (1,2,3) - This is a bit painful to play, mainly because 2 is kinda hidden changed the pattern
02:55:932 (6,7) - This plays very very cool, but imo the spacing is a bit too much since it's a 1/4 jump, maybe reduce it a bit yep
03:09:845 (6) - Move it to 409|192 to make it equidistant from 7 and 8, imo it looks better yep
03:16:476 (5) - I think this deserves more emphasys because of the stronger drum sound nope, emphasis and jumps in these patterns are always placed at red ticks since those are way more prominent sounds for me. Also I need that there to set the pattern.
03:34:302 (1) - I think it would be way better if you made it 1/4 shorter and made the white tick clickable. Got a bit confused when i played it too sure
03:41:258 (1) - same yep
03:48:215 (6,7) - I understand you're following the vocals here, but I feel like drums should be higlighted here. I suggest a circle-1/2slider rhythm, like you do here after a few seconds 03:55:171 (1,2) - oh, right. For some reason I thought the drums were like this only at 03:55:171, sure changed
03:57:345 (1) - You should make this a circle imo because there's like a stop in the music at this point I considered it initially, but it played hella weird, so I simplified it with a 1/2
05:32:889 (6) - 1/4 jump seems unnecessary here imo Well, I haven't really used straight streams for rhythms like these anywere, so I opted for a small 1/4 jump both for emphasis at 05:32:997 (1) - and because it seemed the most consistent with the diff
05:49:519 (5,6) - 1/4 and 1/8 sliders should be inverted yep
06:00:606 (1) - Tail on a strong sound, I'd make it two circles instead sure
06:03:432 (1,2) - These should be 1/6 yep
06:04:084 (4) - Just a suggestion: make it 1/16 so that there's some kind of build-up through rhythm: 1/6 -> 1/8 -> 1/16. The gap with 06:04:302 (1) - should still be 1/8 obv, because of playability yep

That's all, good luck!
Very fun map! Except when you choke on 1600 combo lmao rip
Thank you :)
I've choked so many times on the wub drops while testplaying that I've lost count :o

Vanillas wrote:

nm from my Q
General
  1. OD -> 8 ? sure

Rotten
  1. 00:07:780 (1,2,3,4,5,6,7) - it's not a good idea to start jump at the beginning of the song. it seems you want to give emphasis to drum but this is still calm part, so using circle is enough. I'm keeping these, though. All the rhythms in the diff that are like this follow this patterning, and It's 7 seconds in and not on the first NC so I'm already introducing concepts that will come later to the player here. It's 7 seconds, you can retry and know it's going to be there throughout the song, I don't think that should be an issue. Plus there's maps out there that begin with even crazier jumps so I don't know lol.
  2. 00:14:737 (1,2,3,4,5,6,7) - ^ see ^
  3. 00:22:563 (5,6,7,8) - so large distance, still calm part so decrease distance but jump is OK. Should be okay. Again, introduces jumps to the player while building up the distance bit by bit in pairs of two circles.
  4. 01:04:193 (4,5) - replace with kick to follow drum ? I don't understand what you mean here. If by kick you mean a 1/2 slider I don't think it fits since I'm following synths here mostly, and hitsounds should be fine here?
  5. 01:20:606 (8) - Ctrl + G changed pattern in last mod, I think the back and forth is better here now
  6. 01:46:476 (6,7) - decrease distance to give emphasis to jump between 01:46:693 (7,1) - sure
  7. 01:52:345 (2,3,4) - calm part so decrease distance nope, drums build here and it's the end of this section so it should have bigger spacing for emphasis
  8. 02:32:454 add a circle stack with 02:32:563 (2) - sure
  9. 03:57:345 (1) - a circle is better than a slider to emphasize the stop. I considered it initially, but it played really weird, so I simplified it with a 1/2
  10. 05:23:867 (4) - stack with 05:24:084 (5) - maybe better nope, same rhythms as 05:25:171 (3,4) - 05:26:910 (3,4) - and so on, stacking at tail end helps emphasize 05:24:084 (5) -
  11. 05:25:606 (4) - ^^
  12. 06:03:432 (1,2) - 1/6 not 1/4 yep
Nice map. GL~
Thanks!
Updated ~
MaridiuS
m4m hello

Personal thoughts:
I really like this song, like its one of my favorites, the nhato remix also to me sounds at least as good as the original, so I have my patterning opinions about the song, and would like to share them. You can disagree/agree or apply/not apply, but applying them might be a bit troublesome since it mostly parries your concepts, in fact i might end up mapping this song lol.
So bad apple is primarily a vocal driven song. Vocals land right on white/red and end mostly in a 1/2 interval. Which means that a lot of notes are included, and nomico did very variable intensity through out the vocals that follow some kind of a melody. And my concern is that it isn't really shown in the map. While playing, I didn't feel anything except consistent rhythm and nice aesthetics by playing. Will now explain my thoughts:
00:58:215 (1,3) - these two are like the peak of the vocals. And i'd scale everything else related to that. If you follow vocals it gets really spicy, and less repetitive . Intensity goes up and down. This is basically the mod i received not long ago from Naxess, and when I tried it, the sections had so much more life. I mean you probably know that you were following the pitches and such.
02:21:693 - if you listen to this section, i think that you should understand how emphasized the double drum hits really sound. Since everything is really kinda quiet and trippy, the drums are strong and really stand out, they happen on regular intervals. Which is why I think they should have bigger spacing and much more emphasis than you already did. And what's more, you even sliders on such notes, which i don't find apporpriate for this song. http://i.imgur.com/EawTEP7.jpg this is the kind of patterning that I would use.

I shall now proceed to mod less subjective things.
00:04:519 (2,3) - would be cool if you used this slider shape only when there will be 1/4 after slider, 00:06:041 (1,2) - and this when there's 1/2 after slider.
00:08:650 (5) - would prefer if you place it here, having the most comfy flow really makes jumps on this bpm actually feel nice imo xd http://i.imgur.com/6kFdWMZ.jpg
00:17:345 - following 1/8 feels really nice on such sounds. http://i.imgur.com/uvliHUt.jpg. Now that I think about it, maybe making (3) not stacked to the two sliders actually fits? Think it could be justified that way, since it sounds like it would need more emphasis. That goes for all similar patterns in the section.
00:22:997 (7,8) - feels really overspaced, please nerf, i hit always 100's on testplay ;d
00:41:910 (6,8) - 1/12? Both will end on same beat, so i think its fine.
00:45:389 (6,7) - mm i'm a bit skeptical about this. It doesn't fit your usual structuring of no overlaps, so I suggest not an overlap this dense. http://i.imgur.com/nbaM585.jpg something like this should fit your structuring more.
00:47:128 (6) - I see no particular reason to make this slidershape different from others.
00:50:389 (5) - ^, if you're emphasizing the third beat, you should also do for previous pattern 00:47:345 (7) - , not second beat.
01:07:128 (2,3) - obligatory blanket fix
01:06:802 (9,1) - this spacing is a bit random. If you want to make bigger spacing on (1) to stand out, i suggest something like this http://i.imgur.com/ganOheq.jpg
01:01:258 (6,7) - as these two have same shape so should these 01:08:215 (6,7) -
01:12:889 (5) - placing it here should look better http://i.imgur.com/aZpzrwQ.jpg
01:16:910 (7,8) - Wish that your patterning system was a bit more planned tbh, it all looks nice but I think it should have the same shape as other finishing 2 kicksliders.
01:18:541 (6,7) - One play i think its 1/24 the other I think its 1/2. So i suggest you do something about it, like stacking xd
01:22:128 (7,8) - wish you'd do some huge spacing for these two, just listen to the vocals, they're screaming for justice ;d. Also slidershape is not identical, so i suggest copy paste inverse you know.
01:24:737 (3) - Ugh, think this deserves the biggest spacing, imo it is the most intense.
01:25:606 (7,8) - same for here, needs more emphasis.
01:57:237 (6,1) - another example where you could add to the intensity of the song. Since both the blue ticked circle and the downbeat are of similar intensity, so should they be followed by something s p a c e d
01:55:280 (5) - also its probably okay to have this also have bigger spacing to make contrast with the section. You're keeping slow sliders, which the section deserves, but it is also a nice option to make contrast, making it more fun, I believe it would be a nice idea to make this also a bit spaced.
02:37:345 - so here i basically don't understand at all when it should be stacked and when spaced, i get no intuition.
02:38:215 (5,6) - http://i.imgur.com/MJUUMP1.jpg doing some inversion and rotation, it seems you could make a better lookin pattern.
Also, I think you should make some kind of a rule in this map for kickslider shape choices. I agree it all looks nice, but I don't recognize patterns.
03:15:171 (7,8) - it is kinda spottable that they're not the same shape. Use rotation inversion etc to make such shapes look identical, I don't think that its much of a chore.
03:16:041 (3) - Like i mentioned on a similar sounding pattern, this also needs more spacing imo, it sounds like the strongest note, at least stronger than 03:16:258 (4) - .
03:33:215 - hm since you mostly focus on techno part, following this wub would be a nice addition 03:33:650 - if you can think of somethink.
03:38:976 (5,6) - blanket a bit messed up
03:57:563 (2,4) - also following this in form of 3stacks should suit your rhythm choices in the song.
04:09:084 (4,5) - please the vocals, i'm crying, more emphasis, if it were me, i'd do this xd http://i.imgur.com/z29ibXa.jpg
05:01:476 (3) - think that this broke my headphones, reduce volume?
05:17:128 (7,1) - blanket fixy
05:22:563 (1,2) - ^
05:12:997 (7,8,9) - this seems curved, think it needs to be straight.
05:22:128 (7,1) - hm the overlap, think i mentioned it on start.
05:36:476 - i'm a bit sad that you didn't make the rhythm denser, making use of 05:36:910 - , instead you always skip it. Suggest in making denser rhythm ;v
Well this ended up a bit longer than i wanted it to be, love the hitsounding, and aesthetics. Other things are probably just subjective, so good luck, seeing another bad apple ranked is good. Oh yeah, one more thing, "Rotten" is a rather crude name for a difficulty i suggest putting something from bad apple lyrics idk.
Topic Starter
Akareh

MaridiuS wrote:

m4m hello

Personal thoughts:
I really like this song, like its one of my favorites, the nhato remix also to me sounds at least as good as the original, so I have my patterning opinions about the song, and would like to share them. You can disagree/agree or apply/not apply, but applying them might be a bit troublesome since it mostly parries your concepts, in fact i might end up mapping this song lol.
So bad apple is primarily a vocal driven song. Vocals land right on white/red and end mostly in a 1/2 interval. Which means that a lot of notes are included, and nomico did very variable intensity through out the vocals that follow some kind of a melody. And my concern is that it isn't really shown in the map. While playing, I didn't feel anything except consistent rhythm and nice aesthetics by playing. Will now explain my thoughts:
00:58:215 (1,3) - these two are like the peak of the vocals. And i'd scale everything else related to that. If you follow vocals it gets really spicy, and less repetitive . Intensity goes up and down. This is basically the mod i received not long ago from Naxess, and when I tried it, the sections had so much more life. I mean you probably know that you were following the pitches and such.
02:21:693 - if you listen to this section, i think that you should understand how emphasized the double drum hits really sound. Since everything is really kinda quiet and trippy, the drums are strong and really stand out, they happen on regular intervals. Which is why I think they should have bigger spacing and much more emphasis than you already did. And what's more, you even sliders on such notes, which i don't find apporpriate for this song. http://i.imgur.com/EawTEP7.jpg this is the kind of patterning that I would use.

Okay, so it's clear we have completely opposite points of view regarding this song. I'm not going to change emphasis from the instrument melody to the vocal melody made by nomico. You explained your reasons, so I feel like it's only appropiate that I explain my reasoning for mapping this song the way I've mapped it.

I agree that the original song is mostly a vocal oriented song, but not so much this nhato remix. For me the high point here is not on the vocals of nomico,
but on the rhythm and melody line created by nhato to support it. I feel like the melody is easily as important here as nomico's vocals, and the highest point of the song for me it's at 04:54:737 (1) - where nhato finally unleashes himself and let's the melody run wild. That, and of course, the main melody remix in nhato style that comes at 05:36:476 (1) - after being teased by both nomico and the rest of the instrumental lines throughout 5 whole minutes. It's the main instrumental melody of the original, yet nhato only brings it up here because he builds to it and plays with the listener's expectations during all of the mix.

This is what made me focus on the musical melody instead of vocals, plus the fact that if I would only map and give intensity to the vocals I'd rather map the original song where those are clearer and there's less things in the way of them that a mix that literally changes everything except vocals, lol. I'm afraid we'll have to agree to disagree on this.

The rhythm you propose at 02:21:693 - is great... if you're following the vocals, but I'm placing the emphasis on practically everything but them, and there's no real instrumental sound that deserves changing my 3/4 sliders into 1/2's since the drums don't hit there or do it so faintly that it doesn't really deserve a hit for me there.

Feel free to map a version of the song with the vocals as a main point if you'd like, and call me when you do for a mod 'cause I'll be glad to give a hand where I can. This song is amazing and I think both of our interpretations can be as equally valid and powerful for a map, right?


I shall now proceed to mod less subjective things.
00:04:519 (2,3) - would be cool if you used this slider shape only when there will be 1/4 after slider, 00:06:041 (1,2) - and this when there's 1/2 after slider. I use one or the other for aesthetics, mostly. It should be allright anyway since time-equality spacing is consistent here.
00:08:650 (5) - would prefer if you place it here, having the most comfy flow really makes jumps on this bpm actually feel nice imo xd http://i.imgur.com/6kFdWMZ.jpg nah, my reasoning for all of these parts is "from white to red, big space. From red to white, smaller space"
since IMO that fits the intensity on the drums better. Moving 5 there would completely destroy that and also leave me no room for the kind of pattern I'm creating with these.

00:17:345 - following 1/8 feels really nice on such sounds. http://i.imgur.com/uvliHUt.jpg. Now that I think about it, maybe making (3) not stacked to the two sliders actually fits? Think it could be justified that way, since it sounds like it would need more emphasis. That goes for all similar patterns in the section.Where do you hear a 1/8 sound there :? ? I could maybe change for a 1/4 repeating slider since there's drum hits at 00:17:345 - 00:17:454 - 00:17:563 and 00:17:671, but 1/8? I can't really hear that lol. Anyway, I'll think on it but I'm keeping this as it is for now. I'm not going to unstack 3, though,
this is a really calm part of the song and I don't want to introduce 1/4 jumps to the player until 00:28:867 (2,3) - where the rhythm becomes more complex and it's more justifiable for me to.

00:22:997 (7,8) - feels really overspaced, please nerf, i hit always 100's on testplay ;d nerfed
00:41:910 (6,8) - 1/12? Both will end on same beat, so i think its fine. sure
00:45:389 (6,7) - mm i'm a bit skeptical about this. It doesn't fit your usual structuring of no overlaps, so I suggest not an overlap this dense. http://i.imgur.com/nbaM585.jpg something like this should fit your structuring more. sure
00:47:128 (6) - I see no particular reason to make this slidershape different from others. aesthetics, would be kinda boring to have 3 curved sliders so I changed one while not really impacting gameplay. I do this all the time, kinda my thing I guess?
00:50:389 (5) - ^, if you're emphasizing the third beat, you should also do for previous pattern 00:47:345 (7) - , not second beat. sure,
I'll change third beat in the previous pattern to match here, I guess. Wasn't really my intention tho, I wanted to avoid visual boredom.

01:07:128 (2,3) - obligatory blanket fix yep
01:06:802 (9,1) - this spacing is a bit random. If you want to make bigger spacing on (1) to stand out, i suggest something like this http://i.imgur.com/ganOheq.jpg nah, I eyeballed this and I fucked up, they were supposed to have the same spacing.
01:01:258 (6,7) - as these two have same shape so should these 01:08:215 (6,7) - sure
01:12:889 (5) - placing it here should look better http://i.imgur.com/aZpzrwQ.jpg yep
01:16:910 (7,8) - Wish that your patterning system was a bit more planned tbh, it all looks nice but I think it should have the same shape as other finishing 2 kicksliders. yep
01:18:541 (6,7) - One play i think its 1/24 the other I think its 1/2. So i suggest you do something about it, like stacking xd moved 6 a bit,
should clear things a bit I hope

01:22:128 (7,8) - wish you'd do some huge spacing for these two, just listen to the vocals, they're screaming for justice ;d. Also slidershape is not identical, so i suggest copy paste inverse you know. But my focus is not on the vocals D: yes to fixing the shape tho
01:24:737 (3) - Ugh, think this deserves the biggest spacing, imo it is the most intense.
01:25:606 (7,8) - same for here, needs more emphasis. nope, emphasis for me is on the red ticks since that's where the big drum hits, same concepts as 00:08:650 (5) -
01:57:237 (6,1) - another example where you could add to the intensity of the song. Since both the blue ticked circle and the downbeat are of similar intensity, so should they be followed by something s p a c e d nah, it's not really an intense section, this spacing is just fine
01:55:280 (5) - also its probably okay to have this also have bigger spacing to make contrast with the section. You're keeping slow sliders, which the section deserves, but it is also a nice option to make contrast, making it more fun, I believe it would be a nice idea to make this also a bit spaced. the way I see it, 01:55:280 (5) - has almost no intensity where as 01:55:497 (6,1) - receive all the intensity, and that's why 5's are placed real close and then we make a high jump (not that high since, you know, this part is not that intense, but you get what I mean I hope) towards 6.
02:37:345 - so here i basically don't understand at all when it should be stacked and when spaced, i get no intuition. I thought 02:35:606 (1,2,3,4,5) - deserved a lot of energy since we came from a build up and it was the start of this section, so I used spaced 1/4's. Then that energy dies down, and so do these 1/4's. 02:39:845 (4,5,6,7,8) - somehow slipped by me though, fixed
02:38:215 (5,6) - http://i.imgur.com/MJUUMP1.jpg doing some inversion and rotation, it seems you could make a better lookin pattern. I guess
Also, I think you should make some kind of a rule in this map for kickslider shape choices. I agree it all looks nice, but I don't recognize patterns. that's cause I wasn't going for patterns with them but visuals, lol
03:15:171 (7,8) - it is kinda spottable that they're not the same shape. Use rotation inversion etc to make such shapes look identical, I don't think that its much of a chore. ye
03:16:041 (3) - Like i mentioned on a similar sounding pattern, this also needs more spacing imo, it sounds like the strongest note, at least stronger than 03:16:258 (4) - . same reasoning as above
03:33:215 - hm since you mostly focus on techno part, following this wub would be a nice addition 03:33:650 - if you can think of somethink. nah, for rhythm purposes I'll keep it as a slidertail. It's not totally ignored and it's hitsounded, should be ok
03:38:976 (5,6) - blanket a bit messed up pesky blankets I swear
03:57:563 (2,4) - also following this in form of 3stacks should suit your rhythm choices in the song. I don't understand what you mean here,
sorry

04:09:084 (4,5) - please the vocals, i'm crying, more emphasis, if it were me, i'd do this xd http://i.imgur.com/z29ibXa.jpg okay, I'll give you this one since here the vocals have priority I guess. Not with that suggestion though, but my solution should follow both the drumline and give a little more emphasis here.
05:01:476 (3) - think that this broke my headphones, reduce volume? hai
05:17:128 (7,1) - blanket fixy blankets and me I swear
05:22:563 (1,2) - ^ this one is just sad
05:12:997 (7,8,9) - this seems curved, think it needs to be straight. uh, I touched it a bit but that's straight I think?
05:22:128 (7,1) - hm the overlap, think i mentioned it on start. I don't see no overlap I'm sorry :?
05:36:476 - i'm a bit sad that you didn't make the rhythm denser, making use of 05:36:910 - , instead you always skip it. Suggest in making denser rhythm ;v I'll think on it, but I skipped it because I wanted to stick to the recognizable bad apple instrumental melody


Well this ended up a bit longer than i wanted it to be, love the hitsounding, and aesthetics. Other things are probably just subjective, so good luck, seeing another bad apple ranked is good. Oh yeah, one more thing, "Rotten" is a rather crude name for a difficulty i suggest putting something from bad apple lyrics idk.
Well, Rotten was always a placeholder name while I thought of something better so... huh.
Guess I'll go with Limbo for now, since the song talks about being and disappearing and it's also a nifty reference to another nhato song? I'm open for any suggestions though lmao.

Thanks for your mod, was helpful even if we disagree on some things :)
Antlia-
NM from my queue <3

rotten

00:16:476 (1,2,3) space these a little bit (and every other overlap like this)
02:21:693 (1) use denser rhythm here, also move the previewpoint here, it sounds better in my opinion
03:38:215 (1) use higher spacing and sv in this section as it is more intense
05:12:997 (7) New combo here
05:34:737 (1,2,3) 1/16 sliders here
06:04:302 (1) end kiai here instead


Sorry for the short mod, I really like this map. PM if you want a storyboard (it'll be simple)
Topic Starter
Akareh

Antlia- wrote:

NM from my queue <3

rotten

00:16:476 (1,2,3) space these a little bit (and every other overlap like this) Nah, I want to use these since the rhythm is too calm for 1/4 spaced jumps here and I don't really like overlaps, I prefer stacking.
02:21:693 (1) use denser rhythm here, also move the previewpoint here, it sounds better in my opinion I can't really make the rhythm denser there though, the instrumental melody just doesn't leave me room for more :o For previewpoint I think keeping it at the actual chorus of the song is better?
03:38:215 (1) use higher spacing and sv in this section as it is more intense sure, I'll space these a little bit further. No to SV change, though.
Not that different from 03:31:258 (1) - for that IMO

05:12:997 (7) New combo here yep
05:34:737 (1,2,3) 1/16 sliders here changed these, but I think those are 1/6 not 1/16, so changed to that instead
06:04:302 (1) end kiai here instead sure, I don't know why I ended it earlier lol


Sorry for the short mod, I really like this map. PM if you want a storyboard (it'll be simple)
Thanks! :)
Cherry Blossom
Hi, from my modding queue.

Limbo

  1. 00:46:041 (1,2) - It's just my opinion but it looks weird and confusing when you have a 1/4 gap betwwen 00:45:606 (7,8) - and a 1/2 00:46:041 (1,2) -, when they have, visually, the same distance but not the same gap in timeline. AR9 helps a lot to read this kind of placement (it's just 138 BPM), but imo there should be more distance between 00:46:041 (1,2) - . Same for 02:26:910 (1,2,3,4,5) -
  2. 00:58:432 (3,4) - Just a suggestion, after the slow slider it would be easier, and maybe, more confortable to play a linear motion, by linear i mean the slider's direction is the next object and not its opposite, as this picture shows.
  3. 02:19:302 (6,7,8) - If you listen carefully to this section, you can hear that the most audible and distinguishable roll is covered by this slider 02:19:519 (7) - and not these reversed slider 02:19:302 (6,8) - . Consider using another kind of reversed slider (like 1/16) for 02:19:302 (6,8) -, but this 02:19:519 (7) - should be played as 1/8 and not 1/4. But it's okay if you keep the current pattern because i don't know if undermapping here is your intention.
  4. 03:28:650 (5) - This should not be a reversed slider, just a simple 1/4. It will introduce the next reversed sliders better, the sound on its start 03:28:650 - is not as powerful as the next ones.
  5. 03:57:997 (5,6,1,2,3,4) - This stream is easier to play than 03:44:302 (1,2,3,4,1,2,3,4) - just because they don't have the same spacing between each circles. It would be better if you make things a little consistent, and keep both streams "challenging", and not a stream easier than the other. Plus, this stream 04:52:997 (1,2,3,4,5,6,7,8) - is like 2 times more difficult. So the streams you used during kiai time 03:44:302 (1,2,3,4,1,2,3,4) - and 03:57:997 (5,6,1,2,3,4) - could be more challenging, you just you can make this stream 04:52:997 (1,2,3,4,5,6,7,8) - less difficult. But currently the way you manage spacing on the streams i mentioned is a little messy.
  6. 05:08:215 (1,2,3,4) - There is nothing clearly audible on each sliderend, using 1/8 sliders here is not really necessary. If you really want to emphasize this part, then, just replace with a simple stream with circle, but use a higher distance between them.
  7. 05:32:889 (6) - I don't really think it's a good idea to stack it on the sliderend, because you didn't do it previously, and this current section is not intense than section with kiai time. It could caught people off-guard because it doesn't really look intuitive to play if you add the context around. It would be better to stack it on 05:32:997 (1) - 's head instead.
  8. 05:49:737 (6) - Snapped wrongly, it's not 1/6 it's 1/8. And this slider is 1/3, not 1/8 (yellow ticks) 05:49:954 (1) -

Good luck ~
Topic Starter
Akareh

Cherry Blossom wrote:

Hi, from my modding queue.

Limbo

  1. 00:46:041 (1,2) - It's just my opinion but it looks weird and confusing when you have a 1/4 gap betwwen 00:45:606 (7,8) - and a 1/2 00:46:041 (1,2) -, when they have, visually, the same distance but not the same gap in timeline. AR9 helps a lot to read this kind of placement (it's just 138 BPM), but imo there should be more distance between 00:46:041 (1,2) - . Same for 02:26:910 (1,2,3,4,5) - I've moved 00:46:041 (1,2) around, but I'll keep 02:26:910 (1,2,3,4,5) - as they are because of the way I've set up that section and the way the pattern works.
  2. 00:58:432 (3,4) - Just a suggestion, after the slow slider it would be easier, and maybe, more confortable to play a linear motion, by linear i mean the slider's direction is the next object and not its opposite, as this picture shows. sure :)
  3. 02:19:302 (6,7,8) - If you listen carefully to this section, you can hear that the most audible and distinguishable roll is covered by this slider 02:19:519 (7) - and not these reversed slider 02:19:302 (6,8) - . Consider using another kind of reversed slider (like 1/16) for 02:19:302 (6,8) -, but this 02:19:519 (7) - should be played as 1/8 and not 1/4. But it's okay if you keep the current pattern because i don't know if undermapping here is your intention. I undermapped since the change of 1/16 to 1/8 to 1/16 again felt really weird for me testplaying, but I'll keep it and see how it goes with some more mods :D
  4. 03:28:650 (5) - This should not be a reversed slider, just a simple 1/4. It will introduce the next reversed sliders better, the sound on its start 03:28:650 - is not as powerful as the next ones. yep
  5. 03:57:997 (5,6,1,2,3,4) - This stream is easier to play than 03:44:302 (1,2,3,4,1,2,3,4) - just because they don't have the same spacing between each circles. It would be better if you make things a little consistent, and keep both streams "challenging", and not a stream easier than the other. Plus, this stream 04:52:997 (1,2,3,4,5,6,7,8) - is like 2 times more difficult. So the streams you used during kiai time 03:44:302 (1,2,3,4,1,2,3,4) - and 03:57:997 (5,6,1,2,3,4) - could be more challenging, you just you can make this stream 04:52:997 (1,2,3,4,5,6,7,8) - less difficult. But currently the way you manage spacing on the streams i mentioned is a little messy. I'm not sure if having a spaced stream is easier though? Changed 03:57:997 (5,6,1,2,3,4) - to a regular stream, but I don't really know why spacing it should be easier, if anything I figured it would make them more challenging? 04:52:997 (1,2,3,4,5,6,7,8) - should have more intensity and be more challenging since it's introducing the part where the wubs go wild.
  6. 05:08:215 (1,2,3,4) - There is nothing clearly audible on each sliderend, using 1/8 sliders here is not really necessary. If you really want to emphasize this part, then, just replace with a simple stream with circle, but use a higher distance between them. nope, I'm keeping this. I really really like that, and there are some sounds at slider ends, like 05:08:487 and 05:08:595, plus since sliderends are not really clicable it effectively works as a stream for the player. It adds so much intensity there that it would be a shame to remove it :?
  7. 05:32:889 (6) - I don't really think it's a good idea to stack it on the sliderend, because you didn't do it previously, and this current section is not intense than section with kiai time. It could caught people off-guard because it doesn't really look intuitive to play if you add the context around. It would be better to stack it on 05:32:997 (1) - 's head instead. sure
  8. 05:49:737 (6) - Snapped wrongly, it's not 1/6 it's 1/8. And this slider is 1/3, not 1/8 (yellow ticks) 05:49:954 (1) - wops :o

Good luck ~
Sorry I couldn't answer earlier, had some issues with my internet connection :D
Updated ~
Affirmation
Q

[asdf]
00:06:041 (1,2,3) - Hard to read
00:26:476 (4,1) - blanket
00:56:910 (1) - Unnecessary NC
01:54:737 (3,4,5) - set consistent DS with 01:56:476 (3,4,5) - 01:58:215 (3,4,5) -
02:14:737 (1) - from here, you changed your rhythm style, but I felt weird.
03:21:693 (3,4) - unstack like you did at others.
03:49:954 (7,1) - set parallel?
GL
Topic Starter
Akareh

Neoskylove wrote:

Q

[asdf]
00:06:041 (1,2,3) - Hard to read I don't see why that would be hard to read at all lol
00:26:476 (4,1) - blanket y
00:56:910 (1) - Unnecessary NC consistency with 02:48:650 (1,1,1) -
01:54:737 (3,4,5) - set consistent DS with 01:56:476 (3,4,5) - 01:58:215 (3,4,5) - ye
02:14:737 (1) - from here, you changed your rhythm style, but I felt weird. I changed it to smooth the build up that comes later, it's essentially the same tho
03:21:693 (3,4) - unstack like you did at others. ye
03:49:954 (7,1) - set parallel? I prefer these visuals tho
GL
Thanks ~
Please don't mind highlight problems with the SB for now, I'm waiting for some mods before telling Antlia- to update~
Amaikai
Hard map to find faults or even improvements at.

Best apple
06:01:258 (3) - I feel like entirely focusing on 1/1 rhythm here would work better because the normal rhythm on 06:01:258 (3) - is present on every white tick 06:00:823 (1) - 06:01:693 (4) - 06:02:128 (6) - but it's only followed there.
If you do change above, 06:01:258 (3) - finish and 06:01:476 (4) - clap.

06:02:128 (6) - Remove hitfinish from sliderend it messes up with finish,clap alternating rhythm.

Having whistle+clap here 06:01:910 (6) - and 06:02:345 (8) - sounds bit overdone to my ears, maybe just clap?

From my queue, mod ended up being short so no kds if not helpful.
Topic Starter
Akareh

Amaikai wrote:

Hard map to find faults or even improvements at. hopefully that's because its good and not because its a mess :o

Best apple
06:01:258 (3) - I feel like entirely focusing on 1/1 rhythm here would work better because the normal rhythm on 06:01:258 (3) - is present on every white tick 06:00:823 (1) - 06:01:693 (4) - 06:02:128 (6) - but it's only followed there. sure
If you do change above, 06:01:258 (3) - finish and 06:01:476 (4) - clap.

06:02:128 (6) - Remove hitfinish from sliderend it messes up with finish,clap alternating rhythm. y

Having whistle+clap here 06:01:910 (6) - and 06:02:345 (8) - sounds bit overdone to my ears, maybe just clap?y

From my queue, mod ended up being short so no kds if not helpful.
Thank you~
Please don't mind highlight problems with the SB for now, I'm waiting for some mods before telling Antlia- to update~
Mykaterasu
Hey! I'm from over here!

Hitsounds
  1. soft-hitclap3 has some sort of in filter which isn't really advised since it doesn't give a strong and immediate response upon hitting which can be justified as unrankable in the criteria.

Limbo
  1. 00:43:704 (4,5,6,7) - I don't think a stack of this speed is appropriate for this difficulty rating, especially since we never see this pattern again.
  2. 01:03:215 (8,9,1) - This kinda pattern is very unorthodox when compared to what you've done before. Aesthetically it would mean that 8 and 9 are to be grouped together, then 1 is something different. This doesn't really convey the emphasis on 9 very well. Similar things happen to the curved triples e.g. 01:06:693 (8,9,1) - here because instead of looking like a curve, it looks like a line formed by 2 circles, then a slider head that doesn't lie on said line. If you're going to make it so that these don't stack, I think it would make a lot more sense to only apply one idea to make the themes congruent in the section instead of acting like individual outliers. There are many spacing or aesthetic choices that could be really good here. Something like this where 8 and 9 are ctrl+g'd will be a choice that would allow you to keep the kind of aesthetic you've chosen.
  3. 01:11:910 (5) - I don't think it's generally acceptable to have hitsounds that play longer than the duration of the object that they're emphasising (not including reverb). It carries over the bar too.
  4. 02:19:302 (6,8) - I fear these reverse sliders are too short. The arrow is completely under the head, which hasn't been well prepared since the spacing is so similar to 02:18:650 (3) - that the body is almost hidden by it.
  5. 00:55:171 (3,4,5) - or 03:42:563 (6,7,8) - You have to be careful with segments with flow like this, because this is probably the hardest part of this 4* diff. I don't believe it should appear so leisurely other than to really emphasise the highest intensity phrases in the piece. In this case, I think flow like this would be much better suited to the last kiai. When it's one-directional it's a lot harder than when it's non-linear e.g; 00:53:432 (3,4,5) - is pretty easy because the sharp change in movement accents the off-beat rhythm where the last note of the synth ends
  6. 04:54:302 (1,1) - This 3/4 slider is moderately deceptive and prone to slider breaks because it matches the prospective length of a 1/2 slider when referred to 04:52:128 (1,2,3,4) - the last rhythmically significant sliders. This problem is only compounded because it's a straight slider, so design-wise it seems like a normal 1/2 slider. All of your other 3/4 sliders have been a lot longer and easily identifiable, so giving this slider a special shape and bumping up the SV a tad should do wonders.
  7. 05:08:215 (1,2,3,4) - I recommend you drop the volume of the sliderends to something like 20%, it does wonders since there isn't actually any 1/8 rhythm here. Makes things a lot cleaner.

As far as storyboards go, I recommend blowing up a bar.png, black fading that to make the blackscreen fadeout effect, since your spectrum isn't fading with the background, which is kinda weird.

Good luck with the map~
Topic Starter
Akareh

Mykaterasu wrote:

Hey! I'm from over here!

Hitsounds
  1. soft-hitclap3 has some sort of in filter which isn't really advised since it doesn't give a strong and immediate response upon hitting which can be justified as unrankable in the criteria. I don't think it's unrankable, to be honest. Most of these sounds I've gotten from ranked mapsets, and at some cases (I don't really remember if this particular one it's one of them) they've been collected from LordRaika's sets. He's one of the most reputed hitsounders out there, so I don't think there will be serious issues with them. I'd like to keep until I receive more negative feedback on this, since I think it fits really well.

Limbo
  1. 00:43:704 (4,5,6,7) - I don't think a stack of this speed is appropriate for this difficulty rating, especially since we never see this pattern again. Well, it's more a rhythm issue than an spacing issue, IMO. The jump is the same as 00:48:215 (3,4) - and infact it should be easier to play since we both have a precedent in the same combo and also 5 flows to 6 with way more ease. We also do see similar patterns at 00:49:954 (3,4,5) - 00:51:693 (3,4,5) - It's the same concept, but the rhythm is noticeably different on the drums, so I have to note+slider instead of 2 1/2's like at these.
  2. 01:03:215 (8,9,1) - This kinda pattern is very unorthodox when compared to what you've done before. Aesthetically it would mean that 8 and 9 are to be grouped together, then 1 is something different. This doesn't really convey the emphasis on 9 very well. Similar things happen to the curved triples e.g. 01:06:693 (8,9,1) - here because instead of looking like a curve, it looks like a line formed by 2 circles, then a slider head that doesn't lie on said line. If you're going to make it so that these don't stack, I think it would make a lot more sense to only apply one idea to make the themes congruent in the section instead of acting like individual outliers. There are many spacing or aesthetic choices that could be really good here. Something like this where 8 and 9 are ctrl+g'd will be a choice that would allow you to keep the kind of aesthetic you've chosen. I really like that solution, but I think it's a bit to much to space a stream like that in a set of this difficulty. I'll bring the streams in line with 00:59:737 (8,9,1) - to make those not seem so special, I guess. I want to break from stacking both to break boredom for the player and to differentiate between the sounds of 00:58:215 (1,2,3) - and 00:59:737 (8,9,1) -
  3. 01:11:910 (5) - I don't think it's generally acceptable to have hitsounds that play longer than the duration of the object that they're emphasising (not including reverb). It carries over the bar too. I'll hold on changing this until more feedback is placed. I get why it could be an issue, but it really fits.
  4. 02:19:302 (6,8) - I fear these reverse sliders are too short. The arrow is completely under the head, which hasn't been well prepared since the spacing is so similar to 02:18:650 (3) - that the body is almost hidden by it. While I agree, I think having a repeating slider is wiser here than a 1/6th stream for the difficulty this is aiming at. I've only used one on the whole song and it was because intensity and rhythm didn't really admit anything else tbh.
    I can't prepare the player since we have no 1/6 rhythms I could build up from, and no matter how I put these, they will still be short.

  5. 00:55:171 (3,4,5) - or 03:42:563 (6,7,8) - You have to be careful with segments with flow like this, because this is probably the hardest part of this 4* diff. I don't believe it should appear so leisurely other than to really emphasise the highest intensity phrases in the piece. In this case, I think flow like this would be much better suited to the last kiai. When it's one-directional it's a lot harder than when it's non-linear e.g; 00:53:432 (3,4,5) - is pretty easy because the sharp change in movement accents the off-beat rhythm where the last note of the synth ends I agree these are probably one of the hardest parts.
    00:55:171 (3,4,5) - is a linear circular flow though, even if it's a bit widely spaced intensity really allows it IMO. 03:42:563 (6,7,8) - specially, both because of vocals and because of the background rhythm really deserved a pattern like that for intensity.
    I'll have a look and try to tone down some, but I'm going to mostly keep these as they are.
  6. 04:54:302 (1,1) - This 3/4 slider is moderately deceptive and prone to slider breaks because it matches the prospective length of a 1/2 slider when referred to 04:52:128 (1,2,3,4) - the last rhythmically significant sliders. This problem is only compounded because it's a straight slider, so design-wise it seems like a normal 1/2 slider. All of your other 3/4 sliders have been a lot longer and easily identifiable, so giving this slider a special shape and bumping up the SV a tad should do wonders. Sure, not much I can do shape-wise 'cause of the low SV tho
  7. 05:08:215 (1,2,3,4) - I recommend you drop the volume of the sliderends to something like 20%, it does wonders since there isn't actually any 1/8 rhythm here. Makes things a lot cleaner. sure, why not

As far as storyboards go, I recommend blowing up a bar.png, black fading that to make the blackscreen fadeout effect, since your spectrum isn't fading with the background, which is kinda weird.

Good luck with the map~
Thank you! :)
Sorry I couldn't get to answering this earlier :?
Chihara Minori

Akareh wrote:

Time Capsule wrote:

do you really want me to mod this?
I mean isn't it too painfull to sber when I just do like "ctrl+g" and you approve it lol

placeholder maybe
I mean... If you have input that can improve the map I want to hear it if possible lol. If it's a shit map I want to know why and fix it

Even if it's control+g this and blanket that if it helps and improves the map, why not?

I'm nowhere near approving this tho, I can't find BNs. Mod this if you want to :D
aright, ill take a peek once I'm home
Topic Starter
Akareh

Time Capsule wrote:

do you really want me to mod this?
I mean isn't it too painfull to sber when I just do like "ctrl+g" and you approve it lol

placeholder maybe
I mean... If you have input that can improve the map I want to hear it if possible lol. If it's a shit map I want to know why and fix it

Even if it's control+g this and blanket that if it helps and improves the map, why not?

I'm nowhere near approving this tho, I can't find BNs. Mod this if you want to :D
Asaiga
this is good.
Topic Starter
Akareh
Thanks! :oops:
Arduck

Akareh wrote:

Mykaterasu wrote:

00:43:704 (4,5,6,7) - I don't think a stack of this speed is appropriate for this difficulty rating, especially since we never see this pattern again. Well, it's more a rhythm issue than an spacing issue, IMO. The jump is the same as 00:48:215 (3,4) - and infact it should be easier to play since we both have a precedent in the same combo and also 5 flows to 6 with way more ease. We also do see similar patterns at 00:49:954 (3,4,5) - 00:51:693 (3,4,5) - It's the same concept, but the rhythm is noticeably different on the drums, so I have to note+slider instead of 2 1/2's like at these.
I think you misinterpreted this guy's comment. He was mentioning the 1/8 triplet 00:43:704 (4,5,6) - which is the reason I came here in the first place.

About that being appropriate or not, that's subjective but the point he made afterwards is what I completely agree with.


Mykaterasu wrote:

especially since we never see this pattern again


Rhyth-wise that's cool, but I think you chose the wrong objects.

If you still want to keep that 1/8 triplet for that part I suggest making those 3x sliders hitcircles instead 00:42:563 (1,2,3) - so the burst afterwards becomes easier to read and to hit as well. Triplets stacked right after a sliderend, especially if they are burst ones are not comfortable and really stand out in this case for the reason mentioned above.

Either that, or completely remove the 1/8 triplet and use a rhythm like this one:


Randomly found out about this mapset, gave it a try and wanted to share my thoughts.

You've done a pretty good job tbh, really nice song choice as well!

Bad Apple!! and all of it's remixes bring back memories since the original was one of the first songs besides the default ones that really got me into this game ;D
It would be nice to get one more Bad Apple!! song into the ranked section.

Go for it!

Good luck ;3
Topic Starter
Akareh

Arduck wrote:

I think you misinterpreted this guy's comment. He was mentioning the 1/8 triplet 00:43:704 (4,5,6) - which is the reason I came here in the first place.

About that being appropriate or not, that's subjective but the point he made afterwards is what I completely agree with.


Mykaterasu wrote:

especially since we never see this pattern again


Rhyth-wise that's cool, but I think you chose the wrong objects.

If you still want to keep that 1/8 triplet for that part I suggest making those 3x sliders hitcircles instead 00:42:563 (1,2,3) - so the burst afterwards becomes easier to read and to hit as well. Triplets stacked right after a sliderend, especially if they are burst ones are not comfortable and really stand out in this case for the reason mentioned above.

Either that, or completely remove the 1/8 triplet and use a rhythm like this one:


Randomly found out about this mapset, gave it a try and wanted to share my thoughts.

You've done a pretty good job tbh, really nice song choice as well!

Bad Apple!! and all of it's remixes bring back memories since the original was one of the first songs besides the default ones that really got me into this game ;D
It would be nice to get one more Bad Apple!! song into the ranked section.

Go for it!

Good luck ;3
Hey, thanks for your input, really appreciate it.
Okay, I've changed the 1/8 stream to a standard-ish 1/4 stream instead, which should be easier to play and pose no problems.
I'm not happy with it, because now that part sounds really empty, but I can get the reasoning so I'll cope.

Changing 00:42:563 (1,2,3) - to hitcircles instead of sliders is not an option for me, though. That kills all the mood and build up and makes that section extremely boring, both visually and gameplay-wise IMO.

I started playing this game solely because I saw a bad apple beatmap in youtube. I've come full circle from playing it to making one myself now lmao

Glad you liked the map, thanks!
Arduck

Akareh wrote:

Okay, I've changed the 1/8 stream to a standard-ish 1/4 stream instead, which should be easier to play and pose no problems.
I'm not happy with it, because now that part sounds really empty, but I can get the reasoning so I'll cope.
You don't have to make changes that you don't agree with and I'm with you on that one, ignoring the 1/8 part isn't a good choice either.

That's why I'll give you an example for the pattern that I had in mind that doesn't ignore this rhythm and it doesn't go against your mapping logic.

Simply add this .osu file as a new diff on this mapset's folder and check out 00:43:432 (3,4,5,6) -

Suggestion
Topic Starter
Akareh

Arduck wrote:

Akareh wrote:

Okay, I've changed the 1/8 stream to a standard-ish 1/4 stream instead, which should be easier to play and pose no problems.
I'm not happy with it, because now that part sounds really empty, but I can get the reasoning so I'll cope.
You don't have to make changes that you don't agree with and I'm with you on that one, ignoring the 1/8 part isn't a good choice either.

That's why I'll give you an example for the pattern that I had in mind that doesn't ignore this rhythm and it doesn't go against your mapping logic.

Simply add this .osu file as a new diff on this mapset's folder and check out 00:43:432 (3,4,5,6) -

Suggestion
I tested that pattern with your previous mod, but was unsure of breaking 00:43:432 (3) - since it's essentially the same sound as 00:42:563 (1,2) - and thus it shouldn't really be different from those, that's why I went with skipping the 1/8th. I know that it's not a good choice, but IMO breaking 00:43:432 (3) - isn't exactly a perfect solution either. I tried shortening the first two to keep consistency with 3 so I could go with the repeat, but the sound holds to those 1/2's so it was kinda awkward also.

I don't follow mod suggestions without serious thinking, though. I originally mapped this the way it was because it's such a hard point to decide about and I couldn't find an optimal solution, but I guess a 1/8th stream for the difficulty level this aims at was kinda overdoing it and it being (out of necessity) after a slider end doesn't really help it. I agree to that reasoning, and was actually considering doing something about it, I just didn't know what to do.

I guess in the end it's a matter of preferences. I'll go with your suggestion since I actually kinda prefer having 00:43:432 (3) - not be so consistent to skipping the 1/8th altogether.

Thanks! :)
Arduck

Akareh wrote:

I'll go with your suggestion since I actually kinda prefer having 00:43:432 (3) - not be so consistent to skipping the 1/8th altogether.

Thanks! :)

Glad I was able to help ^^
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