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Hanatan - Kagaribi

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Total Posts
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Topic Starter
Mirash
This beatmap was submitted using in-game submission on 15 июля 2017 г. at 13:53:47

Artist: Hanatan
Title: Kagaribi
Tags: den0saur Bonfire YURiCa Kagamine Rin Append Junky IKUO Atsushi 淳士 Junky_BOX
BPM: 109
Filesize: 10320kb
Play Time: 05:12
Difficulties Available:
  1. Extra (5,7 stars, 1242 notes)
Download: Hanatan - Kagaribi
Information: Scores/Beatmap Listing
---------------
intro and outro from den0saur
song and meta provided by Lama Poluna
Kaifin
this isn't meramipop!

eviltan

  1. i am a fan of low ar, but consider raising the ar to 9.4 or even just 9.3? the high bpm plus the patterns like 00:33:922 (1,2,3,4) - that you use make it quite the challenge at this lower ar and it feels almost a little off to read/play because of it
  2. 00:38:601 - i would suggest using another sample for this drum sound, your current hitsound sounds really weird and almost bubbly more than drum like? thats the best way i can describe how it sounds to me
  3. 00:52:362 (3,4,5,6) - your line isn't straight which ruins the effect of the line D:
  4. 00:59:243 (4,5) - blanket
  5. 01:07:225 (3,4) - imo this pattern would look a lot cooler/more consistent with 01:06:124 (1,2) - if you just stacked 01:08:050 (4) - on the slider end of 3
  6. 01:09:977 (1) - wouldn't it be better to make this note a slider like 01:09:151 (6) - since you're following the vocals here? making it two clicks is a little odd
  7. 01:44:518 (1) - if you remove NC on this and put it on 01:44:656 (2) - it will be 100000x more clear that this starts on the blue tick, its really misleading right now
  8. 01:49:610 (1,2,3) - consider nerfing this spacing VERY slightly to make it a bit more readable, this could really easily be read as 1/4 spacing with stuff like 01:47:959 (1,2,3) - being so close
  9. 02:13:968 (1,2) - maybe make this a ctrl h'd 02:13:693 (1,2) - for better aesthetic/playability? is there a reason it is how it is right now that i'm missing? it seems a little off both playing wise and how it looks
  10. 02:24:381 (1,2,3,4,5,6,7,8,9,10,11) - slightly slighty buff spacing so it wont be confused for 1/8?
  11. 02:50:986 (6) - might seem like an odd suggestion, but try ctrl ging this for the circular flow with 02:50:161 (3,4,5) - imo it would be really satisfying to play
  12. 02:54:564 (6,4) - you should just stack these tbh since you stack 02:54:564 (6,2) - it'll be much cleaner this way
  13. 02:56:491 (1,1,2) - use a softer sample set for this without the loud loud drums, it sounds super off time because you're following the guitar with drum hitsounds where there aren't drum notes
  14. 03:21:261 - gonna ignore this drum roll here? sounds really juicy and mappable especially considering you map them all here 03:27:867 -
  15. 04:35:732 (2,3,4) - make the distance between these even

nice map! i really like the last 20 seconds
Topic Starter
Mirash

Kaifin wrote:

01:07:225 (3,4) - imo this pattern would look a lot cooler/more consistent with 01:06:124 (1,2) - if you just stacked 01:08:050 (4) - on the slider end of 3 it is there because vocals are in combination with next slider not previous xd
01:09:977 (1) - wouldn't it be better to make this note a slider like 01:09:151 (6) - since you're following the vocals here? making it two clicks is a little odd slider would be too weak for her voice
02:50:986 (6) - might seem like an odd suggestion, but try ctrl ging this for the circular flow with 02:50:161 (3,4,5) - imo it would be really satisfying to play nonono i prefer current flow here because guitar seems harsh and circular flow isn't
02:54:564 (6,4) - you should just stack these tbh since you stack 02:54:564 (6,2) - it'll be much cleaner this way but then two circles 3 and 4 will look worser:(
02:56:491 (1,1,2) - use a softer sample set for this without the loud loud drums, it sounds super off time because you're following the guitar with drum hitsounds where there aren't drum notes there are drum sounds but they seem off, maybe needs additional timings idk, but i like how it sounds with current loud loud drums so i'll keep
03:21:261 - gonna ignore this drum roll here? sounds really juicy and mappable especially considering you map them all here 03:27:867 - yeee i like how crashes highlighted here. and a sudden undermapping seems cool here

nice map! i really like the last 20 seconds den0saur :pray:
applied everything not mentioned here, thanks for your work !

o and i'll think about drum hs, i like current, but will see
EijiKuinbii
крутая мапа
eviltan
00:08:598 (3) - мне кажется тут не настолько сильный звук чтобы выделять его нотой, сюда бы больше подошел слайдеренд, либо у меня просто науши говно
01:01:858 (1) - я придираюсь может, но выделять вокал спинером в таком моменте не лучшая идея
03:09:427 (1) - может тут лучше слайдер поставить чтоб и тарелку и вокал выделить?
04:01:445 (2) - сюда или 04:01:720 (6) - сюда нк может чтоб как-то резкий переход выделить?
05:02:408 (4,5) - лучше поменьше спейсинг, например поставь на х=172 у=304
05:12:351 (1) - тут опять же больше подошел бы слайдеренд
lcfc
(mod by neilperry and me, good luck with the map!)

General:
Unused hitsounds:
drum-hitwhistle.wav
04:46:311 - your timing and inh points should have same volume

Some ideas: Will be cool to rotate volumes at intro cuz you emphzed keysounds. in song keysounds volume change, so you can follow it.

Map:

00:28:965 (1) - snap this slider to white tick?
00:32:683 - try this here https://puu.sh/wCiVA/918ce21597.jpg
00:34:885 - same
01:29:794 - better not slider end here and use note
02:09:977 (1,2,3,4,5) - weird and unconsistence rythmic, check some tackts before this part. this variation of rythmic useless
02:30:482 (5) - emphaze it with another shape. sounds rly different to this 02:30:894 (6) -
03:18:096 (2) - start slider here to emphaze vocal

So. This map really unique with cool concept. Tryed find some mistakes based on rythmic. Visualy it's looks ok. Best of luck my friend o/
tatemae
00:20:983 (5) - тут начинается новый парт, так что выделать бы спейсингом, ну или поставить нк, вот как тут, например 00:12:175 (1,2,3,4) -
00:05:570 (5) - 00:49:610 (5) - они должны были быть консистентными?
00:56:216 (1,2,3,4) - 00:20:983 (5,6,7,8) - разные нк, ну и спейсинг, хотя моменты идентичные.
04:06:532 (8) - стрим же заканчивается здесь, а тут 04:06:619 (9) - совем другой звук, но все это выдается за часть стрима :/ нк поставить, что ли, но я бы вообще убрал эту ноту
Trynna
bad hanatan
  1. 00:05:020 (3,4) - o maybe you can reduce it a bit since song gets heavy on 00:05:570 (5) -, creating a similar idea as you did on 00:08:873 (1,2,3,4) -
  2. 00:28:965 (1) - actually this sound ending as 1/8 isn't that good, you can also hear it extending a bit more than just 00:29:170 -, i'd just end it with the vocal on 00:29:239 -, seems cool
  3. 01:01:858 (1) - spinner is kinda small, it would be more appropriate to follow the vocal i suppose, judging by your previous sliders and the spinner location, also creating a better timing to complete the spinner and stuff
  4. 02:24:839 (6) - no changes on the stream? even though the vocal doesn't get really stronger, i was expecting something as 02:07:225 (1) - (or 03:19:885 (1) - xD) since the vocal also changes a bit and your hs makes it heavy
  5. 01:44:518 (5,1) - going a bit against kaifin here, swapping NCs looks more appropriate for that part, since 01:44:518 (5) - being on a blue tick is just the same thing as a random red one on a standard map, it helps people to understand 01:44:518 (5,1,2,3,4,5) - properly since actually it looks like 01:44:518 (5) - has no relation to 01:44:656 (1,2) - for example, causing confusion
  6. 02:33:234 - it's notable that the 1/8 stream starts here, it's a bit weird to ignore it :(
  7. 02:39:908 - hm there's also a sound here, even being a bit weaker than the others, you also covered 02:40:734 - so idk, it would create a cool pattern imo
  8. 04:05:436 (5) - are you sure about timing here? sounds late by some ms to me
  9. 04:17:292 (2,1) - oo movement is hskshjshj ingame as the other transitions are large, your counter flow here might emphasize it well but idk if it will play as good as your 1-2 transition system (04:16:879 (1,2,1) - 04:16:742 (2,2,2) - these are pretty cool btw)
  10. 04:17:704 (1,2) - movement feels a bit unnatural, maybe you can improve it moving 04:18:117 (2) - a bit to the left, would create a more direct flow on 04:17:704 (1,2,3) - imo
  11. 04:45:504 (1,2,3,4,5,6) - it does look as your 1/8 streams patterns, I couldn't find something similar to these 1/6 before, maybe make it larger would be cool
also love this map
PandaHero
Мимо проходила.

00:22:497 (2,3) - этот джамп тут адово не подходит, такой резкий прыжок и такая спокойная музыка, я бы поставила 3 поближе к 2.
00:25:662 (1) - будьте готовы, что вас будут тыкать носом в гуйдлайны, где написано, что так делать нельзя.
00:30:378 (2) - отодвинула бы на край экрана, удар-то сильный.
01:37:775 (4) - я бы ctrl+g ему сделала, так хоть вокал подчеркнёшь.
01:44:518 (5,1) - я бы нк свапнула, чтобы паттерн отделить.
01:56:216 (1) - может нк, чтобы оно лучше читалось?
01:58:875 (8,1) - я бы не стала это стакать, наверное, но дело твоё.
02:57:317 (2) - а ты тут нк не мисснул случайно?
03:06:124 (1,2,3,4,1,2,3,4) - квадраты смерти! (всегда тут умираю :с)
03:14:794 (1,2,3) - может единичку ровно между 2 и 3 поставить, красиво будет ._.
03:21:261 - такое чувство, что ты тут 1/6 стрим проебал. Ну как стрим, трипл.
03:25:757 - и вот тут двоечку.
03:28:142 (4,8) - вот тут я бы нкшками поспамила.
04:03:509 (6,7,8) - вот это можно спутать с 1/6, уменьши спейсинг, плз.
04:46:311 - у тебя тут разная громкость у ред и грин лайна выставлена, 60 и 65%, лучше бы пофиксить.

И хитсаунды:
00:17:680 (1) - вот тут бы убрала вистл с жопы, странно звучит.
00:34:060 (2,3) - вот тут бы сэмплсеты свапнуть, чтобы звучал как вот здесь - 00:31:858 (4,5,6,7).
01:38:326 (5,7) - может лучше убрать вистлы с них?
02:29:243 (3,4) - а этим можно наверное драм сеплсэт включить.
Мне лень модить твои хсы xd

Карта и песня нравятся до мурашек. Удачи.
Topic Starter
Mirash
replies

EijiKuinbii wrote:

крутая мапа
00:08:598 (3) - мне кажется тут не настолько сильный звук чтобы выделять его нотой, сюда бы больше подошел слайдеренд, либо у меня просто науши говно там ремапнуто все уже
01:01:858 (1) - я придираюсь может, но выделять вокал спинером в таком моменте не лучшая идея по-моему клево
03:09:427 (1) - может тут лучше слайдер поставить чтоб и тарелку и вокал выделить? так по всей карте и сделано, тут самая интенсивная часть по этому я захотел внести вариети и выделить ее!
04:01:445 (2) - сюда или 04:01:720 (6) - сюда нк может чтоб как-то резкий переход выделить? ок
05:02:408 (4,5) - лучше поменьше спейсинг, например поставь на х=172 у=304
05:12:351 (1) - тут опять же больше подошел бы слайдеренд сейм ремапнуто

LowComboFC wrote:

(mod by neilperry and me, good luck with the map!)

General:
Unused hitsounds:
drum-hitwhistle.wav
04:46:311 - your timing and inh points should have same volume

Some ideas: Will be cool to rotate volumes at intro cuz you emphzed keysounds. in song keysounds volume change, so you can follow it. imo it is so unnoticeable in slow parts that it is not worthy

Map:

00:28:965 (1) - snap this slider to white tick? ya
00:32:683 - try this here https://puu.sh/wCiVA/918ce21597.jpg mh idk 1/8 slider starting from yellow tick sounds like a bad idea for me also skipping blue tick highlighting reverse slider
00:34:885 - same
01:29:794 - better not slider end here and use note nah
02:09:977 (1,2,3,4,5) - weird and unconsistence rythmic, check some tackts before this part. this variation of rythmic useless no this map is double bpm'd so it is regular red tick slider and variations are fun also offbeats emphasizing next drum part
02:30:482 (5) - emphaze it with another shape. sounds rly different to this 02:30:894 (6) - tried something but ended up not liking anything, i'll keepo
03:18:096 (2) - start slider here to emphaze vocal eeee no

So. This map really unique with cool concept. Tryed find some mistakes based on rythmic. Visualy it's looks ok. Best of luck my friend o/

Loreley wrote:

00:20:983 (5) - тут начинается новый парт, так что выделать бы спейсингом, ну или поставить нк, вот как тут, например 00:12:175 (1,2,3,4) - ремапнуто все
00:05:570 (5) - 00:49:610 (5) - они должны были быть консистентными?
00:56:216 (1,2,3,4) - 00:20:983 (5,6,7,8) - разные нк, ну и спейсинг, хотя моменты идентичные. в первом случае на фоне еще барабаны есть, во втором спейсинга меньше очевидно из-за отсутствия фона
04:06:532 (8) - стрим же заканчивается здесь, а тут 04:06:619 (9) - совем другой звук, но все это выдается за часть стрима :/ нк поставить, что ли, но я бы вообще убрал эту ноту ооо, убрал

Trynna wrote:

bad hanatan extra
  1. 00:05:020 (3,4) - o maybe you can reduce it a bit since song gets heavy on 00:05:570 (5) -, creating a similar idea as you did on 00:08:873 (1,2,3,4) - mapper remapped it
  2. 00:28:965 (1) - actually this sound ending as 1/8 isn't that good, you can also hear it extending a bit more than just 00:29:170 -, i'd just end it with the vocal on 00:29:239 -, seems cool yeee
  3. 01:01:858 (1) - spinner is kinda small, it would be more appropriate to follow the vocal i suppose, judging by your previous sliders and the spinner location, also creating a better timing to complete the spinner and stuff o nice
  4. 02:24:839 (6) - no changes on the stream? even though the vocal doesn't get really stronger, i was expecting something as 02:07:225 (1) - (or 03:19:885 (1) - xD) since the vocal also changes a bit and your hs makes it heavy true
  5. 01:44:518 (5,1) - going a bit against kaifin here, swapping NCs looks more appropriate for that part, since 01:44:518 (5) - being on a blue tick is just the same thing as a random red one on a standard map, it helps people to understand 01:44:518 (5,1,2,3,4,5) - properly since actually it looks like 01:44:518 (5) - has no relation to 01:44:656 (1,2) - for example, causing confusion actually i agree, but kaifin idea seems reasonable, so i made something in the middle:P
  6. 02:33:234 - it's notable that the 1/8 stream starts here, it's a bit weird to ignore it :( i am idiot
  7. 02:39:908 - hm there's also a sound here, even being a bit weaker than the others, you also covered 02:40:734 - so idk, it would create a cool pattern imo ok players will hate me for this
  8. 04:05:436 (5) - are you sure about timing here? sounds late by some ms to me ye it is, hope denosauros will fix it
  9. 04:17:292 (2,1) - oo movement is hskshjshj ingame as the other transitions are large, your counter flow here might emphasize it well but idk if it will play as good as your 1-2 transition system (04:16:879 (1,2,1) - 04:16:742 (2,2,2) - these are pretty cool btw) it seems like hskshjshj(why did i typed it) but it actually plays nicely
  10. 04:17:704 (1,2) - movement feels a bit unnatural, maybe you can improve it moving 04:18:117 (2) - a bit to the left, would create a more direct flow on 04:17:704 (1,2,3) - imo ok
  11. 04:45:504 (1,2,3,4,5,6) - it does look as your 1/8 streams patterns, I couldn't find something similar to these 1/6 before, maybe make it larger would be cool ooooooooookkkk
also love this map

PandaHero wrote:

Мимо проходила. :crocodile:

00:22:497 (2,3) - этот джамп тут адово не подходит, такой резкий прыжок и такая спокойная музыка, я бы поставила 3 поближе к 2. мапир переделол
00:25:662 (1) - будьте готовы, что вас будут тыкать носом в гуйдлайны, где написано, что так делать нельзя. и это тоже
00:30:378 (2) - отодвинула бы на край экрана, удар-то сильный. сейм
01:37:775 (4) - я бы ctrl+g ему сделала, так хоть вокал подчеркнёшь. мне нравится когда тут мало спейсинга, так лучше выделяется по мне!
01:44:518 (5,1) - я бы нк свапнула, чтобы паттерн отделить. да
01:56:216 (1) - может нк, чтобы оно лучше читалось? да
01:58:875 (8,1) - я бы не стала это стакать, наверное, но дело твоё. оставлю, там такой резкий переход в музыке, по-моему клево хайлатнуть так его
02:57:317 (2) - а ты тут нк не мисснул случайно? хз, но поставил, выглядит круто
03:06:124 (1,2,3,4,1,2,3,4) - квадраты смерти! (всегда тут умираю :с) гет гуд!
03:14:794 (1,2,3) - может единичку ровно между 2 и 3 поставить, красиво будет ._. это так надо
03:21:261 - такое чувство, что ты тут 1/6 стрим проебал. Ну как стрим, трипл. чтобы подчеркнуть конец интенсивной части алсо по-моему клево тарелки на фоне под слайдеры заходят
03:25:757 - и вот тут двоечку. та же история
03:28:142 (4,8) - вот тут я бы нкшками поспамила. а мне наоборот нравится без них
04:03:509 (6,7,8) - вот это можно спутать с 1/6, уменьши спейсинг, плз. а, ок
04:46:311 - у тебя тут разная громкость у ред и грин лайна выставлена, 60 и 65%, лучше бы пофиксить. ага

И хитсаунды:
00:17:680 (1) - вот тут бы убрала вистл с жопы, странно звучит. да, также думаю
00:34:060 (2,3) - вот тут бы сэмплсеты свапнуть, чтобы звучал как вот здесь - 00:31:858 (4,5,6,7). точно
01:38:326 (5,7) - может лучше убрать вистлы с них? это я перед началом следующей секции в музке решил нагнать немного напряжения хсами, получилось клево по-моему
02:29:243 (3,4) - а этим можно наверное драм сеплсэт включить. лол, да
Мне лень модить твои хсы xd :((

Карта и песня нравятся до мурашек. Удачи.
aaa thx for mods guys!
also thanks for the stars panda and trynna
den0saur

Trynna wrote:

bad hanatan
>:(



________
пожалуй тоже звездочку брошу
Trynna
8-)
Delis
https://delisha.s-ul.eu/n5R7GJjt third eye ya


im gitting gud but 1/3s are my counters

also preview point currently feels not the best

im not pishi so I could be wrong ofc but there's an issue about timing
offset is being delayed for around +14 overall, 04:05:410 - i don't think this was needed because the slider end snapped to nothing in the music. 04:46:311 - better it sticks to this offset after change the timing, its timed correctly to the drums
https://delisha.s-ul.eu/bUslS4Q2 add red lines to follow the piano in ending since using 1/16 snap is only for mania or something idk other modes, not for standard.

00:06:946 (2) - whistle would be nice rather than just being CONSISTENT here because only 00:06:670 (1) - has somehow incredibly lower pitch than 00:06:946 (2,3,4) - yea idk 00:08:046 (2,1) - would switch the whistle here as well the same reason goes. maybe apply to everywhere related here if u think my nice suggestion is good.
00:17:680 (1) - prepare yourself for nazi!! its curved too much imo
00:23:184 (3) - blanket in 2017? wtf
00:28:964 (1) - pretty sure it's unnoticeable but soft whistle on sliderbody fits nic
00:29:606 (1,2,3) - this snap is not ok lol, I mean, the (1) and (3) both are on correct snaps, but 00:29:698 (2) - is, uh, should've snapped in 1/8 and at the yellow tick, which is stupid. maybe only catch the vocal at 00:29:514 - to avoid unnecessary troubles? that's still weird though.
00:38:417 (8,9,1,2,3,4,5,6,1,2,3,4,5,6) - ok, still very clear to read it as 1/3s for average players like me, well i went fine through this on first play. the thing that would be main problem for most of players that would be having hard time to read it is, since you've been placing reverse sliders for 1/4 sounds then a bit long stream in 1/3 appeared. well I don't mind, maybe start the stream with a circle (00:38:326 - ) so when you're singletap you can start stream with your finger for singletap, much easier to handle with.
00:41:697 (8,9,10,1) - and now, you started mapping 1/4s with circles, ok still not really hard, I think I'm gonna write something later so this column is pointless haha thank you for the read arigato gozaimasu~
01:05:573 (7,8) - consistency? spacing?? emphasis???
01:28:142 (3) - isn't this normal whistle on body because beep
01:31:032 - i expected a 1/2 slider and skip the piano but yeah, no pls for consistency otherwise i rek you
01:58:417 (3,4,5,6,7,8) - ok this. this is where I fucked up several times when playing the map because 01:54:358 (6,7,8,1) - I expected 1/4 here as well ofc and then got rekt. maybe use larger spacing or something.
02:00:206 (2,3) - I think this flows meh :( I'd do something more triangle-ish with 02:00:069 (1,2) - https://osu.ppy.sh/ss/8544526 prob better unless you disliek it.
02:39:633 (4) - but itz overmapped
02:39:885 (6,7,8,9) - https://delisha.s-ul.eu/dEUN23kX is the correct way of snapping here haha drums and 02:40:734 is 02:40:757 - enjoy ur life aside that this is ok as is for playability lol.
03:44:656 (1) - does this whistle really fit
04:11:100 (1) - woulda hitsounded the tail
04:49:063 (2) - hello im a consistency cop why is not stacked???? 04:50:164 (2) -
04:52:641 (3) - uh, stack doesn't feel cool
05:00:344 - why did you even skip the piano

od 9 is too much when timing is a bit complicated (i mean the piano in ending, random drums), mixed 1/3s and 1/4s pretty much tbh lol

and you should gather opinions about the play ability on the 1/3s and 1/4s as well, since they pretty looked hard in playing through the single 5 min diff with no break, spacing is pretty confusing like both 1/3s and 1/4s are using really close distance which look fucking hard to distinguish sometimes especially in the parts where are intense in aiming wise because both 1/3s and 1/4s are dense in spacing wise, not as clear as larger spacing.
consistency
ok im tilted a bit since drummer was drunk af
Topic Starter
Mirash
Delis

Delis wrote:

https://delisha.s-ul.eu/n5R7GJjt third eye ya


im gitting gud but 1/3s are my counters

also preview point currently feels not the best ye changed

im not pishi so I could be wrong ofc but there's an issue about timing
offset is being delayed for around +14 overall, 04:05:410 - i don't think this was needed because the slider end snapped to nothing in the music. 04:46:311 - better it sticks to this offset after change the timing, its timed correctly to the drums idk about timings iam not pishi too ~_~
https://delisha.s-ul.eu/bUslS4Q2 add red lines to follow the piano in ending since using 1/16 snap is only for mania or something idk other modes, not for standard. thaanks

00:06:946 (2) - whistle would be nice rather than just being CONSISTENT here because only 00:06:670 (1) - has somehow incredibly lower pitch than 00:06:946 (2,3,4) - yea idk 00:08:046 (2,1) - would switch the whistle here as well the same reason goes. maybe apply to everywhere related here if u think my nice suggestion is good. ok:)
00:17:680 (1) - prepare yourself for nazi!! its curved too much imo o then its likethis 00:15:479 (3) - so iam consistent
00:23:184 (3) - blanket in 2017? wtf eehehehe
00:28:964 (1) - pretty sure it's unnoticeable but soft whistle on sliderbody fits nic o it was there before the remap
00:29:606 (1,2,3) - this snap is not ok lol, I mean, the (1) and (3) both are on correct snaps, but 00:29:698 (2) - is, uh, should've snapped in 1/8 and at the yellow tick, which is stupid. maybe only catch the vocal at 00:29:514 - to avoid unnecessary troubles? that's still weird though.
00:38:417 (8,9,1,2,3,4,5,6,1,2,3,4,5,6) - ok, still very clear to read it as 1/3s for average players like me, well i went fine through this on first play. the thing that would be main problem for most of players that would be having hard time to read it is, since you've been placing reverse sliders for 1/4 sounds then a bit long stream in 1/3 appeared. well I don't mind, maybe start the stream with a circle (00:38:326 - ) so when you're singletap you can start stream with your finger for singletap, much easier to handle with. yes ok
00:41:697 (8,9,10,1) - and now, you started mapping 1/4s with circles, ok still not really hard, I think I'm gonna write something later so this column is pointless haha thank you for the read arigato gozaimasu~ wait i applied it
01:05:573 (7,8) - consistency? spacing?? emphasis??? emphasized now thanks for noticing my map is much better now OTZ
01:28:142 (3) - isn't this normal whistle on body because beep yes
01:31:032 - i expected a 1/2 slider and skip the piano but yeah, no pls for consistency otherwise i rek you lol i tried it but hell no, it is too intense then, fuck consistency
01:58:417 (3,4,5,6,7,8) - ok this. this is where I fucked up several times when playing the map because 01:54:358 (6,7,8,1) - I expected 1/4 here as well ofc and then got rekt. maybe use larger spacing or something. ok also nced first note
02:00:206 (2,3) - I think this flows meh :( I'd do something more triangle-ish with 02:00:069 (1,2) - https://osu.ppy.sh/ss/8544526 prob better unless you disliek it. o true
02:39:633 (4) - but itz overmapped esadasds
02:39:885 (6,7,8,9) - https://delisha.s-ul.eu/dEUN23kX is the correct way of snapping here haha drums and 02:40:734 is 02:40:757 - enjoy ur life aside that this is ok as is for playability lol. WHAT the FUCCICKCK
03:44:656 (1) - does this whistle really fit no
04:11:100 (1) - woulda hitsounded the tail hitsounded them all
04:49:063 (2) - hello im a consistency cop why is not stacked???? 04:50:164 (2) - it is different from previous and actually in relation with 04:49:613 (1,2,3,4) - It is music theory.
04:52:641 (3) - uh, stack doesn't feel cool O_о
05:00:344 - why did you even skip the piano

od 9 is too much when timing is a bit complicated (i mean the piano in ending, random drums), mixed 1/3s and 1/4s pretty much tbh lol od8 plays badly for me, it is easier to acc at higher od for some reason idk, 8.5ed it maybe i am wrong

and you should gather opinions about the play ability on the 1/3s and 1/4s as well, since they pretty looked hard in playing through the single 5 min diff with no break, spacing is pretty confusing like both 1/3s and 1/4s are using really close distance which look fucking hard to distinguish sometimes especially in the parts where are intense in aiming wise because both 1/3s and 1/4s are dense in spacing wise, not as clear as larger spacing. ok i'll ask some players maybe or c00l mappers, as for me it is a nice rhythmical challenge xd
consistency
ok im tilted a bit since drummer was drunk af same

thanks thanks thanks
Delis

Mirash wrote:

Delis wrote:

and you should gather opinions about the play ability on the 1/3s and 1/4s as well, since they pretty looked hard in playing through the single 5 min diff with no break, spacing is pretty confusing like both 1/3s and 1/4s are using really close distance which look fucking hard to distinguish sometimes especially in the parts where are intense in aiming wise because both 1/3s and 1/4s are dense in spacing wise, not as clear as larger spacing. ok i'll ask some players maybe or c00l mappers, as for me it is a nice rhythmical challenge xd yeah it is, I mean the concept is nice but it could be a bit easier to where players barely can deal with them by sight reading if they tryhard. it currently is more like intended to make players memorize them? not really sure though, so having feedback from players that are better than me would be cool 8-)
den0saur

Delis wrote:

00:29:606 (1,2,3) - this snap is not ok lol, I mean, the (1) and (3) both are on correct snaps, but 00:29:698 (2) - is, uh, should've snapped in 1/8 and at the yellow tick, which is stupid. maybe only catch the vocal at 00:29:514 - to avoid unnecessary troubles? that's still weird though. yes, i was thinking how to do it better, but regarding the dumb inconsistencies in timing through the whole track it seems to me that it was supposed to be 1/3 for a measure before that white tick. due to the nature of the instrument and human playing AND LACK OF MUSIC MASTERING SKILL, notes can be off when played in rapid successions and/or in complex patterns, like this one for example. I think it was meant to be played the way it is represented currently, and i hope the pattern i did makes sense placing-wise

05:00:344 - why did you even skip the piano to create a better feel of that small pattern and make a bit of artificial significance, so it will stand out a little in the whole section and not be that bland, as i did throughout intro at some places too. and imo the 1/2 rhythm all the way will be not so interesting. i hope we're cool now


ok im tilted a bit since drummer was drunk af
Topic Starter
Mirash

Delis wrote:

and you should gather opinions about the play ability on the 1/3s and 1/4s as well, since they pretty looked hard in playing through the single 5 min diff with no break, spacing is pretty confusing like both 1/3s and 1/4s are using really close distance which look fucking hard to distinguish sometimes especially in the parts where are intense in aiming wise because both 1/3s and 1/4s are dense in spacing wise, not as clear as larger spacing. ok i'll ask some players maybe or c00l mappers, as for me it is a nice rhythmical challenge xd yeah it is, I mean the concept is nice but it could be a bit easier to where players barely can deal with them by sight reading if they tryhard. it currently is more like intended to make players memorize them? not really sure though, so having feedback from players that are better than me would be cool 8-) nah not memorize, 1/4 are smaller then 1/3 through the map i think, there was some exceptions but i removed them so they are consistent. i'll definitely ask some

You may embed only 2 quotes within each other.
Deramok
just a mod on mostly rhythm choises and rhythm emphasis (vs keeping momentum - depending on which you deem more important there may be a lot of red replies by default) because i felt like it after testplaying. a bunch of points apply for several reoccurances as well, so if you do apply something, just stay aware of it while going through the rest

  1. 00:08:322 (1,1,2,1) - it escapes me how what these gaps are supposed to express as the piano quite clearly plays over them. if it's just for variety in rhythms, i don't think it should be done. those things are to be implemented via patterning. i know rather than being pleased by clicking differently in that part, i at least was more irritated not knowing what it is i'm playing there. i'd add a note above 00:08:322 (1) - on the first gap to get a mirrored form of 00:07:771 (1,2) - with lower spacing and just add another note to the stack of 00:08:322 (1,2) - for the second one to keep the emphasis on the louder notes as you do already.
  2. 00:24:560 (5,6) - 00:27:037 (3) - also here, i simply cannot tell what the long slider there does. it skips piano notes, it skips vocals, it skips drums. there's nothing it actually captures from my perspective. you could argue that there is a slightly stronger piano note on it, but then again it's on the decline of the previous note and the drum on it's end doesn't profit of it more than any other method of capturing it would either. in everything before here you just used sliderheads on vocals.. well with the exception of 00:04:469 (1,2) - and 00:11:624 (3) - which being on their own like that outside of any concrete concept seems arbitrary as well
  3. 00:31:995 (5) - overmapped. doesn't do a great job at filling for intensity either. would be profitable to represent the drums as well as the held vocal if you left it out and made a strong snap from 6 to 7 imo (similar approach with things like 00:37:225 (3) - )
  4. 00:32:271 (6,7) - since you map 00:31:858 (4) - you might as well map the bass note between those two objects. but i can see it if you want to leave the gap in order to give more space to teh cymbal crash. personally for the whole bit i'd chose a structure like http://puu.sh/wGjpN/17abfe6030.jpg as that would capture cymbals as well as bass btw
  5. 00:33:509 (2) - how about moving this closer to the previous slider end, enlarging the spacing to 3 in the process? would give the heavy hit on 3 more emphasis and a snappier stop motion (also goes for other occasions like 01:46:720 (2) - )
  6. 00:43:142 (4,5) - these are definitely faster than they are mapped. not sure if it's a 1/8 or 1/6 gap though, my call would be 1/6, which might be a 1/8 with humar error too though
  7. 00:43:555 (8) - i don't think a long slider does the rhythm here justice. it may be on a heavy snare, but i think that gets enough attention through the tripple already. the second tripple that leads up to the even heavier snare with a crash on top gets heavily undermined. the second tripple sounds off (like a double plus single) but i'm sure it's just human error and it's a tripple by composition and thus better to be mapped as a straight triple for both playability and intended rhythm.
  8. 00:45:757 (6,7,1,2) - a lot of missing notes. this is what i hear, which also complements the guitar http://puu.sh/wGjUu/055ff1441d.jpg . i can understand if you want a less dense transition though
  9. 00:47:408 (5) - it hink there's one repeat too much in the end. it sounds as though the drum stops quickly, also noticable by the emount of notes played rather than just a sound not being on the tick, which is everywhere in this part anyway due to the drummer's inaccuracy. 00:47:683 (1) - sounds like a pick up note too, so i think a gap there is intended by composition
  10. 01:01:858 (1) - i'd rather have a long slow slider but that's just me hating on spinners
  11. 01:05:573 (7,8) - i'd like to see an increase in intensity on those, they're above the others already with the slight increase in spacing and change in direction, but the increase in the song is just so strong that it clips, i still feel it's under-represented. nitpicky point
  12. 01:14:106 (2,3) - similar here but here the increase on 2 is even negative
  13. 01:20:298 (2) - you haven't really mapped any of the drums in this part at all except to cut some vocal sliders. but none of the other 1/4 occasions were mapped as they come up in places like 01:16:858 (1,2) - 01:17:133 (2,3) - 01:21:261 (1,2,3) - 01:25:665 (1,2,3) - and most importantly 01:30:069 (5,1) - . so it comes out of nowhere and seems out of place. it may be the only one with a snare on the end.. but imo that doesn't really justify anything as it's still the same set of instruments that is just not present in the part otherwise
  14. 01:34:060 (5) - overmapped, kind of. there is a sound on the next 1/8 but i wouldn't advice to map that either. instead i find a stop more appropriate to capture the vocals, which are the most dominant instument in the part. heck i myself would delete 4 as well as the note on it is close to inaudible, even more so than the 1/8 thingy, which would give even more spotlight to the slider itself, adding the 1/8 would be quite viable in that environment too
  15. 01:36:124 (4) - similar for this, here it's not even a note that's on it, but just the singer breathing to catch the next note, nothing compositionary. in fact going by musical standards that more than anything implies a break.
  16. 01:40:528 (1,2) - how about putting them into a shape like http://puu.sh/wGkEW/583ec00f06.jpg since they are quiet notes and give more emphasis to the following rhythm that way. i see how accellerating from 01:40:803 (1) - coming from a low spacing is a neat idea though, but it's weird to have 01:40:528 (1,2) - use higher spacing regardless. hence something like http://puu.sh/wGkMe/1561f245a7.jpg could also be an option
  17. 01:42:729 (4) - overmapped
  18. 01:56:491 (3) - also overmapped. can be used as a filler to keep a pace.. but again as with the previous occasions, i don't think this way is benefitial over a more snappy move using a gap. gaps like these are also interesting for a player rhythm wise, unless you go with modern mapping which unifies intensity and rhythm in every corner, which i don't think is the goal of this map by any means however
  19. 02:13:968 (1,2) - in this case i'd even recommend removing both and putting a 1/2 slider on 02:13:830 (2) - instead because the vocals are just that strong (and it complements the guitar) and imo deserve it. a jump to 02:14:243 (1) - with a direction change works wonders too in cutting the slider leniency and giving the crash and vocal on 02:14:381 (2) - the attention they deserve unlike how it's sort of removed by the current spacing of 02:14:243 (1) -. i imagine it in a fashion like http://puu.sh/wGlxG/2d1adc6351.jpg
  20. 02:27:592 (1,2,3,1,2,1,2,1,2,3,4,1,2) - in a pattern like this, the rhythm has to be accurate, otherwise it's just gonna cause dumb misreads and require memorization or reading on sight, which is not something you want to enforce. besides it's ofc also misrepresentative specifically 02:28:555 (1,2) - are to blame here as they are overmapped. arguably also 02:27:729 (2) - as you skip the guitar on the red between 02:28:280 (2,1) - and the blue between 02:28:693 (2,1) - so either of those needs a fix if you don't want the pattern to be a pure guessing game
  21. 02:39:495 (2,3,4,5,6,7,8,9,10,11,12) - uh, don't. please don't. as delis said, it's acceptable to simplyfy this.. i'd go farther, it's necessary for playability. it also makes sense due to something i've mentioned already, mapping on composition rather than humar error, it's just the drummer playing his notes inaccurately, doesn't mean the player has to do it in the same inaccurate, unpredictable way. so yeah, just go back to http://puu.sh/wGlSd/fa35517e67.jpg
  22. 02:44:931 (1) - overmapped or in the wrong place. you could put it a 1/4 earlier wich would make sense in this position as it stacks two comparably weak notes, but i could see if you wanted to just leave it away as well as you did on 02:42:454 (5) - (which i also don't quite understand btw as that slider isn't supported by anything quite strong or unique enoguh to skip that note imo). a change here would ofc also lead to a change with 02:45:069 (2,3,4,5) - but imo it's a worthwile thing to do.. espcially since i find the flow of that pattern not too appealing int he first place as is
  23. 02:46:170 (1,2,3,4) - sounds more like http://puu.sh/wGm6D/44781eddcf.jpg to me
  24. 02:47:958 (3,1) - this gap is highly irritating since it just skips the very same set of toms the entire pattern is based on for note particular apparent reason . besides that in the same pattern 02:48:234 (1) - kind of destroys the coherency of the individual toms used as it splits them off in a place where it still belongs together while also taking away emphasis of the next set. a version that captures the overlaps and transitions could look like http://puu.sh/wGmlS/fd6398f4db.jpg or whatever angle you want 4 to have. by which purple 2 and 4 could also form a pattern of a single unit of 4 with 1 and 2 of red instead of pairs of two
  25. 02:50:436 (4,5) - the only thing that is on the start of 5 is an unimportant hi-hat. i don't think it justifies using a slider head on it while the end is on a snare. the issue here is probably on the guitar that starts on 4. so an option would be to just make 4 longer to ignore the bass on it's end, which is viable because you skip drums in favour of the guitar various times here, or to make it a repeat slider
  26. 02:53:326 (6,7) - this is a tripple and 02:53:739 (1,2,3,4) - starts a 1/4 earlier
  27. 02:55:115 (1) - again an unimportant hi-hat introducing a pattern, which i see unfit. by which i hear the rhythm in the part different anyway, including 1/6. what i hear is something that could play out like http://puu.sh/wGmGc/b6f608b3d8.jpg . actually after thaking the shot 02:56:216 (2) - also sound to be 1/6 with a note after it (the guitar too). but i guess the 1/6 can be skipped since you build around 02:56:491 (1,1,1) - which skip drums entirely with 02:56:904 (1) - . however with that in place again 02:57:775 (1,2,3) - is out of order as that one is on drums again. so either of them needs a fix
  28. 03:04:335 (3,4) - i can see if you want to skip the triple on this, but i just wanted to have mentioned it's existence in thesong anyway just in case you merely didn't catch it
  29. 03:09:151 (3) - this sole note is overmapped. and it breaks the composition, so i definitely recommend removing it even with it's filler purpose. the drum and guitar take a stop there in order to give emphasis to the held vocal in the song, so from that i really thing a gap or slider would work better than a continuous straining circle pattern. besides you did something similar on 03:13:280 (3,1) - by which that gap emphasises the break off point of the vocals
  30. 03:15:619 (6,1) - this is a tripple just like 03:15:413 (4,5) -
  31. 03:23:463 (1,2) - is a drum tripple that should be mapped as the patterning indicates a focus on drums and 03:23:876 (2) - is a gap from both drums and vocals, by which the vocals kind of oddly reinstances on an uncertain tick, but it's not meant to be a new emphasis point in the song from the white tick i keenly believe. the second part of the pattern can be kept no problem but that little middlepart i'd recommend changing even if it messes up the neat double square. personally i'd put a slider on yellow 1 leading up to the new note sequence and put yellow 4 on where yellow 3 is
  32. 03:29:518 (2) - is the same as 03:29:243 (1) - while only being supported by one note, so to differentiate between the two as well as to give attention to the piano note, i'd make it a single note. goes for slightly different cases like 03:32:821 (4) - and especially 03:36:261 (4) - throughout the part as well
  33. 04:01:445 (1) - overmapped
  34. most of the chorus takes similar points as the ones i stated in the first one already, like kept momentum vs rhythm representation and spacing emphasis. so just make sure to look over those things if you applead them in the first chorus
  35. on more individual notes 04:30:640 (1,2) - has a 1/8 burst, not sure if you just overlooked it or if there is some intention behind skipping it. as well as 04:44:127 (5,6) - having a tripple starting from the yellow before it's end which would work great as a build for the following stream.
  36. 04:50:164 (2,3,4,5) - has a 1/6 quint in it as well using 1/12 ticks since it's starting on a blue, which may sound harder to pull of playability wise than it is since it's actually qite intuitive imo. but if you just want to decrease rhythm density by skipping it here, you're fine
  37. then about the gaps in the last piano part. it seems at first they follow a concept where the drums indicate when they will pop. but then after a while it gets riddled with arbitrary deviances there as well, so i don't think that's it either. so i suggest either using a concept as such which is clear or just mapping every piano note and using just patterning for variety as the beginning does. kind of nice to end a map as it started. like this it's just unclear what it's supposed to represent, just being more interesting to click doesn't really cut it imo to justify that, especially with the drum beats giving room for a lot of options
hopefully it's not all bogus i'm talking, good luck with the map, i'd certainly like seeing it get somewhere
Topic Starter
Mirash
ok i am including den0saur answers on first 2 points and the last one, so they are not by me xd

Deramok

Deramok wrote:

just a mod on mostly rhythm choises and rhythm emphasis (vs keeping momentum - depending on which you deem more important there may be a lot of red replies by default) because i felt like it after testplaying. a bunch of points apply for several reoccurances as well, so if you do apply something, just stay aware of it while going through the rest

  1. 00:08:322 (1,1,2,1) - it escapes me how what these gaps are supposed to express as the piano quite clearly plays over them. if it's just for variety in rhythms, i don't think it should be done. those things are to be implemented via patterning. i know rather than being pleased by clicking differently in that part, i at least was more irritated not knowing what it is i'm playing there. i'd add a note above 00:08:322 (1) - on the first gap to get a mirrored form of 00:07:771 (1,2) - with lower spacing and just add another note to the stack of 00:08:322 (1,2) - for the second one to keep the emphasis on the louder notes as you do already. i'm skipping notes on 00:08:322 (1,1,2,1) - because they are not strong enough, that's just it. also i dont want to fill the gaps because it will break the rhythm emphasis that i tried to create over these circles. if i do like you said, the emphasis will not completely go, but it will be different, and i don't want that.
  2. 00:24:560 (5,6) - 00:27:037 (3) - also here, i simply cannot tell what the long slider there does. it skips piano notes, it skips vocals, it skips drums. there's nothing it actually captures from my perspective. you could argue that there is a slightly stronger piano note on it, but then again it's on the decline of the previous note and the drum on it's end doesn't profit of it more than any other method of capturing it would either. in everything before here you just used sliderheads on vocals.. well with the exception of 00:04:469 (1,2) - and 00:11:624 (3) - which being on their own like that outside of any concrete concept seems arbitrary as well i used to map every syllable being clickable in some of my previous map, but i understand now that it can make the unnecessary higher rhythm density for section that dont always deserve it. about those sliders you talk later - i just put some sliders here and there to artificially lower the clickable density where i think it can become too high. im not saying making them chickable twice instead of once will make the map significantly harder, but in my vision it can be too much for that certain part of a song. i did put a slider on 00:09:698 (1) - now, i think it is even better so it matches the upcoming slider as a pattern, and gives a bit more balance to circle/slider ratio.
  3. 00:31:995 (5) - overmapped. doesn't do a great job at filling for intensity either. would be profitable to represent the drums as well as the held vocal if you left it out and made a strong snap from 6 to 7 imo (similar approach with things like 00:37:225 (3) - ) a, i made something nice
  4. 00:32:271 (6,7) - since you map 00:31:858 (4) - you might as well map the bass note between those two objects. but i can see it if you want to leave the gap in order to give more space to teh cymbal crash. personally for the whole bit i'd chose a structure like http://puu.sh/wGjpN/17abfe6030.jpg as that would capture cymbals as well as bass btw what i can say here is that even if i do it like in your picture blue tick is still not clickable and i'd soft-hitnormal it so it would sound same. i want to keep intensity at the center of a measure.
  5. 00:33:509 (2) - how about moving this closer to the previous slider end, enlarging the spacing to 3 in the process? would give the heavy hit on 3 more emphasis and a snappier stop motion (also goes for other occasions like 01:46:720 (2) - ) oo i like it. checked through the map for something like this.
  6. 00:43:142 (4,5) - these are definitely faster than they are mapped. not sure if it's a 1/8 or 1/6 gap though, my call would be 1/6, which might be a 1/8 with humar error too though it is 1/12 what the fuck how do drummer are that drunk or was it intentional lol
  7. 00:43:555 (8) - i don't think a long slider does the rhythm here justice. it may be on a heavy snare, but i think that gets enough attention through the tripple already. the second tripple that leads up to the even heavier snare with a crash on top gets heavily undermined. the second tripple sounds off (like a double plus single) but i'm sure it's just human error and it's a tripple by composition and thus better to be mapped as a straight triple for both playability and intended rhythm. don't like a triplet here, so placed a note under the slider so it's like dublet
  8. 00:45:757 (6,7,1,2) - a lot of missing notes. this is what i hear, which also complements the guitar http://puu.sh/wGjUu/055ff1441d.jpg . i can understand if you want a less dense transition though ye, i tried your suggestion and it is too intense
  9. 00:47:408 (5) - it hink there's one repeat too much in the end. it sounds as though the drum stops quickly, also noticable by the emount of notes played rather than just a sound not being on the tick, which is everywhere in this part anyway due to the drummer's inaccuracy. 00:47:683 (1) - sounds like a pick up note too, so i think a gap there is intended by composition yes, i like how it sounds
  10. 01:01:858 (1) - i'd rather have a long slow slider but that's just me hating on spinners i used to hate them too, but idk it just fits here perfectly for some reason
  11. 01:05:573 (7,8) - i'd like to see an increase in intensity on those, they're above the others already with the slight increase in spacing and change in direction, but the increase in the song is just so strong that it clips, i still feel it's under-represented. nitpicky point at first i increased it from delis mod, now i am increasing it even more xd
  12. 01:14:106 (2,3) - similar here but here the increase on 2 is even negative hm, i don't want to break pattern here, but i also find it emphasized enough
  13. 01:20:298 (2) - you haven't really mapped any of the drums in this part at all except to cut some vocal sliders. but none of the other 1/4 occasions were mapped as they come up in places like 01:16:858 (1,2) - 01:17:133 (2,3) - 01:21:261 (1,2,3) - 01:25:665 (1,2,3) - and most importantly 01:30:069 (5,1) - . so it comes out of nowhere and seems out of place. it may be the only one with a snare on the end.. but imo that doesn't really justify anything as it's still the same set of instruments that is just not present in the part otherwise hm i just heard something here and put an extra note, but eh you seem reasonable, removed it holy i just tried it and it sounds awful, as you said it probably because of the snare
  14. 01:34:060 (5) - overmapped, kind of. there is a sound on the next 1/8 but i wouldn't advice to map that either. instead i find a stop more appropriate to capture the vocals, which are the most dominant instument in the part. heck i myself would delete 4 as well as the note on it is close to inaudible, even more so than the 1/8 thingy, which would give even more spotlight to the slider itself, adding the 1/8 would be quite viable in that environment too removed that note, tried 1/8 and it is not something i want this section to be, 1/2 clicking seems nicer, also fixed inconsistency with nc and 01:34:197 (1) - this slider
  15. 01:36:124 (4) - similar for this, here it's not even a note that's on it, but just the singer breathing to catch the next note, nothing compositionary. in fact going by musical standards that more than anything implies a break. kinda following instruments here idk, i want to keep it
  16. 01:40:528 (1,2) - how about putting them into a shape like http://puu.sh/wGkEW/583ec00f06.jpg since they are quiet notes and give more emphasis to the following rhythm that way. i see how accellerating from 01:40:803 (1) - coming from a low spacing is a neat idea though, but it's weird to have 01:40:528 (1,2) - use higher spacing regardless. hence something like http://puu.sh/wGkMe/1561f245a7.jpg could also be an option wanted to change that pattern for something else for a long time, but i like your suggestion so yeah, changed
  17. 01:42:729 (4) - overmapped hmm no, i can hear something here, yes it is not same drum, but with it being mapped it sounds better
  18. 01:56:491 (3) - also overmapped. can be used as a filler to keep a pace.. but again as with the previous occasions, i don't think this way is benefitial over a more snappy move using a gap. gaps like these are also interesting for a player rhythm wise, unless you go with modern mapping which unifies intensity and rhythm in every corner, which i don't think is the goal of this map by any means however hm i don't feel like using gap here, vocal is so strong, imo it'd make things worser
  19. 02:13:968 (1,2) - in this case i'd even recommend removing both and putting a 1/2 slider on 02:13:830 (2) - instead because the vocals are just that strong (and it complements the guitar) and imo deserve it. a jump to 02:14:243 (1) - with a direction change works wonders too in cutting the slider leniency and giving the crash and vocal on 02:14:381 (2) - the attention they deserve unlike how it's sort of removed by the current spacing of 02:14:243 (1) -. i imagine it in a fashion like http://puu.sh/wGlxG/2d1adc6351.jpg in my view vocals are so strong that i can't map it with a slider, circle jumps are much better, also movement on 02:14:381 (2) - are emphasized by antiflow i guess, seems ok
  20. 02:27:592 (1,2,3,1,2,1,2,1,2,3,4,1,2) - in a pattern like this, the rhythm has to be accurate, otherwise it's just gonna cause dumb misreads and require memorization or reading on sight, which is not something you want to enforce. besides it's ofc also misrepresentative specifically 02:28:555 (1,2) - are to blame here as they are overmapped. arguably also 02:27:729 (2) - as you skip the guitar on the red between 02:28:280 (2,1) - and the blue between 02:28:693 (2,1) - so either of those needs a fix if you don't want the pattern to be a pure guessing game ok i listened to it many times in 25 50 75 100% and every time i hear only guitar rhythm i have, but yeah kinda hard to read so i guess i simplify it by stacking notes(inb4 deaf noob stop map xD)
  21. 02:39:495 (2,3,4,5,6,7,8,9,10,11,12) - uh, don't. please don't. as delis said, it's acceptable to simplyfy this.. i'd go farther, it's necessary for playability. it also makes sense due to something i've mentioned already, mapping on composition rather than humar error, it's just the drummer playing his notes inaccurately, doesn't mean the player has to do it in the same inaccurate, unpredictable way. so yeah, just go back to http://puu.sh/wGlSd/fa35517e67.jpg i got memed
  22. 02:44:931 (1) - overmapped or in the wrong place. you could put it a 1/4 earlier wich would make sense in this position as it stacks two comparably weak notes, but i could see if you wanted to just leave it away as well as you did on 02:42:454 (5) - (which i also don't quite understand btw as that slider isn't supported by anything quite strong or unique enoguh to skip that note imo). a change here would ofc also lead to a change with 02:45:069 (2,3,4,5) - but imo it's a worthwile thing to do.. espcially since i find the flow of that pattern not too appealing int he first place as is didn't even notice it, changed. also 02:42:454 (5) - i feel like such undermap gives nice highlight to coming end of the section and a jumpy things
  23. 02:46:170 (1,2,3,4) - sounds more like http://puu.sh/wGm6D/44781eddcf.jpg to me yes, i like it
  24. 02:47:958 (3,1) - this gap is highly irritating since it just skips the very same set of toms the entire pattern is based on for note particular apparent reason . besides that in the same pattern 02:48:234 (1) - kind of destroys the coherency of the individual toms used as it splits them off in a place where it still belongs together while also taking away emphasis of the next set. a version that captures the overlaps and transitions could look like http://puu.sh/wGmlS/fd6398f4db.jpg or whatever angle you want 4 to have. by which purple 2 and 4 could also form a pattern of a single unit of 4 with 1 and 2 of red instead of pairs of two but the your holy i love this
  25. 02:50:436 (4,5) - the only thing that is on the start of 5 is an unimportant hi-hat. i don't think it justifies using a slider head on it while the end is on a snare. the issue here is probably on the guitar that starts on 4. so an option would be to just make 4 longer to ignore the bass on it's end, which is viable because you skip drums in favour of the guitar various times here, or to make it a repeat slider ok
  26. 02:53:326 (6,7) - this is a tripple and 02:53:739 (1,2,3,4) - starts a 1/4 earlier yes lol
  27. 02:55:115 (1) - again an unimportant hi-hat introducing a pattern, which i see unfit. by which i hear the rhythm in the part different anyway, including 1/6. what i hear is something that could play out like http://puu.sh/wGmGc/b6f608b3d8.jpg . actually after thaking the shot 02:56:216 (2) - also sound to be 1/6 with a note after it (the guitar too). but i guess the 1/6 can be skipped since you build around 02:56:491 (1,1,1) - which skip drums entirely with 02:56:904 (1) - . however with that in place again 02:57:775 (1,2,3) - is out of order as that one is on drums again. so either of them needs a fix fixed rhythm there was actually a 1/8, but 02:57:775 (1,2,3) is following guitar as i can hear, i'll keep it
  28. 03:04:335 (3,4) - i can see if you want to skip the triple on this, but i just wanted to have mentioned it's existence in thesong anyway just in case you merely didn't catch it nah
  29. 03:09:151 (3) - this sole note is overmapped. and it breaks the composition, so i definitely recommend removing it even with it's filler purpose. the drum and guitar take a stop there in order to give emphasis to the held vocal in the song, so from that i really thing a gap or slider would work better than a continuous straining circle pattern. besides you did something similar on 03:13:280 (3,1) - by which that gap emphasises the break off point of the vocals hm, oo nice lol
  30. 03:15:619 (6,1) - this is a tripple just like 03:15:413 (4,5) - it sounds different, don't want it to be mapped because it fives nice effect to vocals here by jumping on 03:15:757 (1) -
  31. 03:23:463 (1,2) - is a drum tripple that should be mapped as the patterning indicates a focus on drums and 03:23:876 (2) - is a gap from both drums and vocals, by which the vocals kind of oddly reinstances on an uncertain tick, but it's not meant to be a new emphasis point in the song from the white tick i keenly believe. the second part of the pattern can be kept no problem but that little middlepart i'd recommend changing even if it messes up the neat double square. personally i'd put a slider on yellow 1 leading up to the new note sequence and put yellow 4 on where yellow 3 is reworked everything idk if its beautiful :/
  32. 03:29:518 (2) - is the same as 03:29:243 (1) - while only being supported by one note, so to differentiate between the two as well as to give attention to the piano note, i'd make it a single note. goes for slightly different cases like 03:32:821 (4) - and especially 03:36:261 (4) - throughout the part as well got you, tried this and i prefer what i have now
  33. 04:01:445 (1) - overmapped yes, i know, it just feels like circle is needed here also it plays better this way, so i'd like to keep it
  34. most of the chorus takes similar points as the ones i stated in the first one already, like kept momentum vs rhythm representation and spacing emphasis. so just make sure to look over those things if you applead them in the first chorus okay
  35. on more individual notes 04:30:640 (1,2) - has a 1/8 burst, not sure if you just overlooked it or if there is some intention behind skipping it. as well as 04:44:127 (5,6) - having a tripple starting from the yellow before it's end which would work great as a build for the following stream. 1/8 burst there is so quite lol
  36. 04:50:164 (2,3,4,5) - has a 1/6 quint in it as well using 1/12 ticks since it's starting on a blue, which may sound harder to pull of playability wise than it is since it's actually qite intuitive imo. but if you just want to decrease rhythm density by skipping it here, you're fine aaa i'll keep what i have
  37. then about the gaps in the last piano part. it seems at first they follow a concept where the drums indicate when they will pop. but then after a while it gets riddled with arbitrary deviances there as well, so i don't think that's it either. so i suggest either using a concept as such which is clear or just mapping every piano note and using just patterning for variety as the beginning does. kind of nice to end a map as it started. like this it's just unclear what it's supposed to represent, just being more interesting to click doesn't really cut it imo to justify that, especially with the drum beats giving room for a lot of options tbh i think you dig too deep no offense. was just taking in mind the strentgh of piano and how the notes are grouped and tried to represent it that way, and it happened so that they match with snares for bigger jumps between patterns.

    also i have changed a little that part with piano slowdown, now it looks better i think, because those straight lines of circles were a bit lame lol.

    thanks for your effort, but things turned out a bit easier than you have thought. nonetheless, i reconsidered some of moments on my parts as i said so now it corellates better with itself
hopefully it's not all bogus i'm talking, good luck with the map, i'd certainly like seeing it get somewhere

i'll go through second chorus later as i am too tired now. ok i've done it. thank you for very helpful mod, at first i thought it'd be style breaking mod but turned as style improving lol

ecksdeee
2017-07-10 12:22 Mirash: hello can i ask something about my hanatan map you've modded?
2017-07-10 12:22 Kaifin: sure
2017-07-10 12:23 Mirash: how playable is 1/6 and 1/8 stuff
2017-07-10 12:23 Mirash: like can you distinguish or need to memorize
2017-07-10 12:23 Mirash: ACTION is listening to [https://osu.ppy.sh/b/1350664 Hanatan - Kagaribi]
2017-07-10 12:23 Kaifin: can you np
2017-07-10 12:23 Kaifin: sightread
2017-07-10 12:23 Kaifin: ACTION is playing [https://osu.ppy.sh/b/1350664 Hanatan - Kagaribi [Extra]] +Hidden
2017-07-10 12:23 Kaifin: woops hiden
2017-07-10 12:23 Mirash: 1/8 is much closer then 1/6 so guess it should be ok but idk
2017-07-10 12:25 Kaifin: i am Vrey Tired
2017-07-10 12:25 Kaifin: but it seems fine for reading
2017-07-10 12:26 Kaifin: i remember looking at all the spacings when modding
2017-07-10 12:26 Kaifin: i think its reasonable
2017-07-10 12:26 Mirash: o
2017-07-10 12:26 Mirash: thanks
2017-07-10 19:45 Mirash: hey can i ask a testplay
2017-07-10 19:46 Mirash: want to know how 1/6 and 1/8 stuff plays
2017-07-10 19:46 Deramok: ouff, sounds above my capabilities but i can try if a slow player gives you enough data to work with already
2017-07-10 19:47 Mirash: ACTION is listening to [https://osu.ppy.sh/b/1350664 Hanatan - Kagaribi]
2017-07-10 19:47 Mirash: i think you'll be good
2017-07-10 19:47 Deramok: oh that one. passed that already at least
2017-07-10 19:52 Mirash: was it hard to distinguish 1/6 and 1/8, or is it just hard for you to hit 200+ bpms
2017-07-10 19:53 Deramok: it was distinguishable, i was just too slow
2017-07-10 19:53 Deramok: i don't think i've misread any
2017-07-10 19:53 Mirash: that is what i wanted to know!
2017-07-10 19:53 Mirash: thanks
2017-07-10 19:53 Deramok: i think i did before you changed the metadata at my first play
2017-07-10 19:54 Deramok: not sure if you changed things from then
2017-07-10 19:54 Deramok: maybe i just had a bad reading day back then. meaning if you're not reading on rhythm but more on sight it could be difficult
2017-07-10 19:55 Deramok: but if you do read mostly rhythm based it should be completely fine
also saw some testplays from accuracy nomod players and they are mostly fine(though some sucks at 200+ bpm streams but that isn't the case)
btw i can't imagine more appropriate way of doing those streams and not fuck up everything
tokiko
Well, let's analyze piecemeal the written)) It seems that you really shell-shocked, offended life imbitsil)) Can you in the eye and say, ready to come to listen?) All that garbage is a simple written thee pizdabolstvo, Rambo you room)) on you wrote a lot, your life becomes better not)) do not complain tossing bags, a lot of you in the spring thawed)) About like you say, Mom did not want dad did not try) Take heed to my message to you <try to analyze and draw conclusions for yourself)
Net0
Your map has a lot of different rhythm picks to fully get along with song. It was really interesting seeing how most of the map was done.
One thing that got my attention was this section tho 01:30:344 (1,2,3,4,1,2,3,4,1) -
Here there's a really noticiable different sound an the 1/4 polarity 01:31:032 - ~ 01:31:307 - that could easily be mapped as a 1/2 slider . This section could be used to give a warning about the transition for the next part 01:32:546 - . Just a little advice :>
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