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Halozy - Koi No Sutajiamu

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Topic Starter
Neeyko
This beatmap was submitted using in-game submission on Mittwoch, 12. Juli 2017 at 01:27:40

Artist: Halozy
Title: Koi No Sutajiamu
Source: 東方Project
Tags: touhou th10 Mountain of Faith Stage 5 theme 東方風神録 少女が見た日本の原風景 Kotiya Sanae 水瀬ましろ VALLEYSTONE sumijun c90 c91 Grand Slam InuYasha383 ColaSoft0
BPM: 170
Filesize: 6849kb
Play Time: 04:08
Difficulties Available:
  1. ColaSoft0's Insane (4,2 stars, 779 notes)
  2. Normal (1,65 stars, 321 notes)
  3. Spicy (4,67 stars, 772 notes)
Download: Halozy - Koi No Sutajiamu
Information: Scores/Beatmap Listing
---------------
Ready to be modded
tatatat
Consider changing the color of Combo Color 1. Its kind of an ugly blue. Thats your call though.
You should probably make a hard difficulty
You need to include any guest difficulty mappers in the tags of your map
You may want to decrease the hitsound volume a little. Like 10-20% off all the timing points.
Normal:
The OD and HP drain are a little low, consider increasing them.
Unsnapped slider end at 02:47:551 (2) -
The overlapping slider and circle patterns at 00:05:905 (1,2,3,4,5) - are probably too hard for a normal difficulty.
Same with 00:11:552 (1,2,3,4,5,6) -
00:11:552 (1,2,3) - and 00:12:963 (4,5,6) - should probably be seperate combos
00:36:963 (1,3) - these two sliders should probably be curved similarly.
There isn't enough time to recover at the end of the slider at 00:36:963 (1,3) - Consider adding another beat of recovery time
Same as above with 00:36:963 (1,3) -
Another overlapping slider that probably shouldn't be overlapping. 02:06:257 (4,5) -
02:06:257 (4,5) - Another spinner. Needs more recovery time
02:06:257 (4,5) - Slider shape may be too complex for a normal difficulty
02:06:257 (4,5) - Needs more recovery time
Topic Starter
Neeyko

tatatat wrote:

Consider changing the color of Combo Color 1. Its kind of an ugly blue. Thats your call though.
You should probably make a hard difficulty
You need to include any guest difficulty mappers in the tags of your map
You may want to decrease the hitsound volume a little. Like 10-20% off all the timing points.
Normal:
The OD and HP drain are a little low, consider increasing them.
Unsnapped slider end at 02:47:551 (2) -
The overlapping slider and circle patterns at 00:05:905 (1,2,3,4,5) - are probably too hard for a normal difficulty.
Same with 00:11:552 (1,2,3,4,5,6) -
00:11:552 (1,2,3) - and 00:12:963 (4,5,6) - should probably be seperate combos
00:36:963 (1,3) - these two sliders should probably be curved similarly.
There isn't enough time to recover at the end of the slider at 00:36:963 (1,3) - Consider adding another beat of recovery time
Same as above with 00:36:963 (1,3) -
Another overlapping slider that probably shouldn't be overlapping. 02:06:257 (4,5) -
02:06:257 (4,5) - Another spinner. Needs more recovery time
02:06:257 (4,5) - Slider shape may be too complex for a normal difficulty
02:06:257 (4,5) - Needs more recovery time
Thanks a lot!!
iza-
rando mod :)

[general]
  1. MUST (or strongly recommend) making a 3* map (maybe a 2* as well just to be sure) to fill out the spread
  2. if you ctrl-a all your maps in the spread, you will see the distribution of your circles in the playfield. try mapping in the whole playfield and not just the center -- makes for a more interesting map
  3. for combo colors, you should take some colors off of the background (probably a light red or pink, a nice teal, a blue, a green) but you use a yellow, orange, red. strongly suggest changing this.
    if you need help, try (rgb values) 0 150 0, 0 183 183, 0 128 192, 253 190 179
    also, ordering matters (probably should go with rainbow order most of the time)

  4. for this mod, i'm not going to point out specific points that you need to fix, but more like general areas of improvement, because i'm sorry to say that i don't think this map is ready for rank in its current state. please prepare for a lot of information at a short time!
[spicy]
  1. stack leniency is pretty high for an insane, try 3 or 4 (i recommend 3)
  2. 00:03:963 (4,6) - overlaps like these are generally not that aesthetically pleasing. try something more along the lines of http://puu.sh/wtguf/fc4cfb13f6.jpg unless you have good reason, generally you want to either fully stack or fully separate items. this happens a LOT of the time in this map
  3. 00:10:846 (3,4,5,6) - during this, you use clockwise flow, so you probably should continue it in the next notes. try flipping 00:11:728 (3) - vertically. generally, you want to continue flow unless there is a large change in the music
    if you do not know what flow is, flow is the general movement of the cursor:
    SPOILER
    in the first image, you see the flow (follow the blue lines 1,2,3,4 etc) https://puu.sh/wthlF/06765f3581.jpg
    in the second image, you see the flow continue, so you basically have a few options: followin teh red movement or the orange (this is what you want to change)
    https://puu.sh/wthrE/fe0a1d2bc3.jpg
    there are other types of flow too but this one is the most basic and easiest to understand
    00:22:846 (1,2,3,4,1,2,3,4,5,6) - this is an example of clockwise flow that you use well
    00:26:022 (5,6,7) - but this is another example of breaking flow for no real reason
    01:11:905 (5,6,7) - i would consider this a better place to break flow because the music changes somewhat in this area
  4. 00:25:669 (4) - strongly consider new comboing here (this is a downbeat, so you want to emphasize it)
    generally, you want to either use nc's at downbeats (large white ticks in the editor timeline) or to separate patterns. for now, mostly nc on downbeats
    example: 00:28:493 (1) - this is good nc: this is a downbeat as well as a new phrase in the music
    00:35:375 (1) - this is an example of bad nc: this does not separate a pattern nor does it emphasize the music nor is it on a downbeat. move to 00:35:552 (2) - this note instead.
  5. 00:54:434 (3,1) - consider changing this so that the beginning of 1 matches the end of 3 and also 00:56:375 (3) - match this as well
  6. 00:56:375 (3) - this is a more intense section of the song, so perhaps a higher slider velocity might make that more clear in the map too
  7. 01:07:140 (6,7,8,9) - you change the rhythm here from straight 1/2 (1/2 a beat, or red ticks), to 1/1 (red tick to red tick or white tick to white tick, etc), but you keep the same flow and almost the same distance from notes.
    this is one example of a place where you could change flow to reflect the change in the map and make the player realize that there is a change in rhythm. or, you could make the distance spacing between 6 and 7 much higher
  8. 01:24:963 - there is a loud gong here but you don't map it! maybe put a jump here. Also, not sure why you didn't map this part because it doesn't really fit there being a break there.
  9. 01:47:552 - since this is a quieter section, maybe make the slider velocity smaller here as well as spacing
  10. 02:02:022 (2,3,4) - this time, there isn't really change in music but you make a huge distance in spacing for no reason. i would definitely try to map 4 farther apart, like http://puu.sh/wtiIw/0ce321f708.jpg
  11. 02:36:963 (1) - generally, i like to stay away from double reverse sliders because they are pretty hard to read. also, to put a triple after this is really hard to read too, especially with the stacking you are using here
  12. 02:40:493 (6) - i *THINK this is unrankable but it's pretty burai. i get what you're doing with the slider though. you have to check with a bn if you really want to know the answer
  13. 02:43:140 (3,4,5,6) - to me, the rhythm is actually not what you mapped here becuase the wubs in the song are much more audible than what you are mapping. consider changing
  14. 03:06:610 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - to me, this is pretty random placement of notes. usually you want to have a reason behind most notes that you are doing. i would seriously consider making them all the same distance snap at least from each other, and maybe forming a large pattern with them as well
    then, when you do this, 03:12:257 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - you might be able to follow the pattern or continue the pattern in a really cool way
  15. 04:08:728 (1) - cool.
  16. okay, i know it's a lot to take in, but i'm doing my best to try to make you a better mapper :) there are a lot of things that i didn't mention in particular, but just look for similar stuff to what i mentioned (you repeat a lot of patterns (which is good), so look in similar places to where i mention).
unfortunately, i don't have time to look at the other diffs much, but here's a few thoughts about both normal and colasofto:
nm:
i would look at the ranking criteria for osustd https://osu.ppy.sh/wiki/Standard_Ranking_Criteria and read it through for E and N (or maybe look at pishifat's video on it (it's a really really good source for this)
some things to mention is: i would use distance snap at about 1.0 or 1.1 for almost every single note in the difficulty, really try to avoid using stacks or overlaps, and only use red and white ticks. i actually would use a slightly higher SV so that 1/2 spacing does not overlap with distance snap because overlaps tend to be really confusing to new players.
spinners: try to leave room after spinners for the player to recover (a couple beats) becuase remember how you played spinners when you were a newbie player

cola:
i would glance at my comments for the spicy difficulty for some things to look for, but this is generally a fair map
some of your flow is really choppy so i would try to focus on that
00:39:081 (4,5,6,7) - patterns like these generally don't work that well and are kind of confusing but i leave this one up to you
some of your spacing does not really fit the music (usually you want to emphasize louder notes with longer spacing) and make sure that the spacing is exactly the same for the points where you want it to be exactly the same (example: 03:47:552 (1,2,3) - )
03:19:228 - why do you have space here
watch your overlaps (some of them are not that aesthetic like 03:51:963 (2,5) - )


if you have any other questions, pm me in game! i'm happy to help :V
Topic Starter
Neeyko
Thanks a lot iza-,

thats a lot of information :o I will check everything out and fix everything as i can
this deserved a lot of kudosu xD
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