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YESUNG - Paper Umbrella

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bob80905
Hey m4m request here
Modding Easy difficulty

Here's that spicy mod.
Easy

  1. I also think that the hitsounds come just a bit early, try listening to the first 3 hitsounds at 25% speed.
  2. 00:12:400 (2) - Personal pet peeve, but you should aim this slider so that the tail lies in a direction that goes directly towards the next object, which in my mind is a little more important for the easiest difficulty. Like this.
  3. 00:24:713 (4) - This is difficult. There is no indication that there is an extra time interval here, which may be difficult for beginners to recognize just by looking at the approach circle. So maybe make circle 3 a slider head which ends at the time of circle 4? I recommend either extending the distance 4 is away from 3 or making 3 a slider that ends at 4, because circle 4 is likely going to be difficult to hit.
  4. 00:36:132 (1,2) - Why don't you horizontally invert these? You can create circular flow if you do so. then move the next slider a bit to the right, and bam, you've got something spicy. Like this. (also moving the next slider to the right more makes the next slider a bit closer, which I think is better because before it was a little too far for my sense of "easy."
  5. 00:57:624 (1) - I think this is a little short in terms of time.
  6. 03:20:460 (3) - I think this is a better way to come back from the break, although it may be a little too difficult for easy, maybe consider it?
    Here's a screenshot: https://osu.ppy.sh/ss/8439065
  7. 03:44:863 (2,1) - I think these are off in terms of time, Here's my timeline.
Topic Starter
Xiaolin

-Mo- wrote:

General
- soft-hitclap2.wav has a >5ms delay at the start of the file. I clipped it for you here. Thank you very much! <3
- It may be worth using a silent file to replace the slider-slide since this calm song would suit better with silent sliders. Forgot to add it. xP

Downpour
- 00:18:445 - You could map this vocal beat here by turning the slider into a reverse slider. I re-adjusted it differently because there's a part that starts at 1/16.
- 00:32:549 - Were you supposed to continue prioritising the piano over the vocals for this combo? I've seen you map for the vocals in the other sections before this when they came up and it becomes inconsistent here. He starts singing continuously from this part, so basically this slider is more-like preparing for that part.
- 00:39:266 (4,1) - You might as well avoid this overlap by moving the 4 to the right by a couple of units.
- 00:44:639 - You could continue mapping the guitar by placing a circle here.
- 00:46:430 - Similar to before, you could map this vocal beat with a reverse arrow.
- 00:54:042 (1,2) - You could start increasing the spacing between these notes to highlight the louder string instruments that start playing here. I don't really plan on increasing spacings in this map.
- 01:03:445 (2) - I'd probably NC this since this is the first note after the silence and there is an SV change on the slider after this.
- 01:15:535 (1) - You could split this into 2 1/4 sliders to map the vocals more accurately. It doesn't really make sense to start prioritising the held piano note all of a sudden when you've been mapping for vocals.
- 01:27:624 - The vocal note actually lands on this red tick rather than the yellow. I understand that this might make playing the next note that starts on yellow kind of difficult, but I'd say it's important to try and map to the music accurately since there isn't anything significant on the yellow tick for it to be mapped on its own. Perhaps try chaining sliders together? - 03:10:162 - AIMod is angry about this unsnapped kiai end.
- 03:13:743 - Is it really worth placing a break here? I think it would be worth it to continue mapping especially since the music still continues on at a decent intensity. After that high note and the long pause, the music becomes more softer, I think a break here fits perfectly because of that. Also,players could warm up a bit.
- 03:44:863 - Maybe consider moving the slider to start here since this is where (my) percieved impact of the sound is at. Maybe also consider removing 03:45:199 (3) because of the awkward rhythming here. Re-adjusted this. Ended the slider at 03:44:863 - and added a circle at the yellow tick because of the "ko" sound.

Mini Gaunt wrote:

Easy
Overall Difficulty / HP Drain Rate should be between 1 and 3.
Change your OD xd
00:24:714 (4) - This is an unexpected rhythm and should be mapped differently for new players. It was like that at first because he sang at the red tick after (3), so I wanted to make a pause there, and add (4). I added a red tick, should be good now.
00:28:968 (1,2,1,2,3,1,2,1,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,1) - Find a way to use more circles, as someone already pointed out, avoid slider only sections, and this is almost half a minute of sliders only I used sliders here only because first at the beginning he started singing continously, adding circles would be harder for players at that part, after that, there're some long sounds, so I used sliders to emphasise that. And from what I've heard, using slider only sections aren't really an issue.
01:14:639 (3) - Why is this slider different from the ones in the rest of the section? I don't understand what you're trying to say here, there're also straight sliders like this in the section. Also, I think a straight slider is perfect to emphasise the violin + long note.
01:53:147 (3,4,5,1) - Make it flow better here, more in a circle IMO it's fine.
02:11:057 (2,3,4,1) - Same here ^
02:16:430 (1,2) - This slider should flow into (2) There's a pause at the slider end, and a finish at (2), in my opinion they don't really have to flow smoothly.
02:23:594 (1,2) - Fix the flow here as well Fine IMO.
02:24:042 (2) - Also don't use more than one reverse on this slider, it is confusing to new players, find a different way to map that
02:33:445 (4,1,2) - Make this flow better -
03:33:445 (3,1) - This should flow better as well -
Normal
I would recommend a larger CS for this diff, 3 or 3.5 is better Going to keep CS for spread.
00:11:057 (1,2) - This looks messy, make (1) flow to (2) better
00:17:997 (5) - Exactly what I said in Easy as well, this kind of rhythm starting on a blue tick in unexpected and should be mapped a different way I really don't see how's this unexpected, I emphasised the beginning of the vocals.
01:33:445 (1,2,3) - This is a really cool use of slidershapes :) uwu
02:01:878 (7,1) - You should make (7) flow better into (1) and don't overlap the circle with the slider body of (1) I like it like this though.
02:24:490 (3,4,5,6) - This is a little confusing for new players, you switch between 1/1 and 1/2 stacks and it might throw off a lot of people Might change if more people complained.
Downpour
From AIMod: 03:10:162 - Kiai time is not snapped!
00:02:997 (8) - NC
00:58:296 (2,3) - This might make people think that this is a 1/2 stack like all the others before it even though it is a 1/4 stack I don't know, there's a sound at 1/8. I'll consider this later.
01:29:191 (5,6,1) - This looks weird What's weird about it though? IMO looks fine.
02:28:520 (4) - NC
02:54:042 (5) - NC

Didn't fix NCs because I want to keep NCs on every downbeat.

Cool song!
Good luck with the mapset!

bob80905 wrote:

Hey m4m request here
Modding Easy difficulty

Here's that spicy mod.
Easy

  1. I also think that the hitsounds come just a bit early, try listening to the first 3 hitsounds at 25% speed. They're fine now.
  2. 00:12:400 (2) - Personal pet peeve, but you should aim this slider so that the tail lies in a direction that goes directly towards the next object, which in my mind is a little more important for the easiest difficulty. Like this.
  3. 00:24:713 (4) - This is difficult. There is no indication that there is an extra time interval here, which may be difficult for beginners to recognize just by looking at the approach circle. So maybe make circle 3 a slider head which ends at the time of circle 4? I recommend either extending the distance 4 is away from 3 or making 3 a slider that ends at 4, because circle 4 is likely going to be difficult to hit. Explained this in the previous mod.
  4. 00:36:132 (1,2) - Why don't you horizontally invert these? You can create circular flow if you do so. then move the next slider a bit to the right, and bam, you've got something spicy. Like this. (also moving the next slider to the right more makes the next slider a bit closer, which I think is better because before it was a little too far for my sense of "easy." There's a pause in between, so IMO I don't think a circular flow would fit.
  5. 00:57:624 (1) - I think this is a little short in terms of time. His vocals pause at 1/8, but I don't want to use 1/8 since it could be a bit complicated for easy players, ending at the white tick would make it weirder.
  6. 03:20:460 (3) - I think this is a better way to come back from the break, although it may be a little too difficult for easy, maybe consider it? Yep, todifficult for easy.
    Here's a screenshot: https://osu.ppy.sh/ss/8439065
  7. 03:44:863 (2,1) - I think these are off in terms of time, Here's my timeline. Will consider this.
No reply = fixed

Thanks for the mods!
MagicDragon
hi

this is going to be hard because looking at your map style and your ranked maps you are probably better than me at mapping

downpour
object spacing: i think maybe trying to put stacks where the same note repeats would be a good idea (except for triples, because spacing triples here would be too intense)
00:14:639 (1,2,3) - good
02:29:639 (7,8) - also good

most places are good, actually, but a few should change...
00:11:505 (2,3) - i think its more apropriate to not stack them but space them out like the others, because the note changes
00:47:326 (2,3) - same here
01:07:251 (6,7) - same here
01:09:042 (2,3) - this is the same note so it should be stacked
01:24:266 (4,5) - here it should be spaced
01:35:908 (4,5) - both changes note and has loud drum sound, should be spaced out
02:54:042 (5,6) - maybe space these out like the rest of the drum sounds
03:01:878 (5,6) - slightly different notes, so they should be spaced
those are all the ones i noticed that i thought should be changed

there are some that can sort of break this pattern and are good for specific reasons
00:17:997 (6,1) - this has same vocal sound but different piano so you could do it either way
01:48:669 (2,3) - since it's a long time between the notes it's fine to stack these even though they are different notes
02:23:594 (1,2,3,4,5) - this is ok for me becasue it's the same drum sound and a long time between each note


03:13:744 (1) - why a break after here? i think you could map that part because the rest of the map isn't super intense and doesn't need a break right there.

i really like you use of sv change here 01:00:759 (1) and on the kiai

sorry i couldn't do more, i like doing really in-depth mods but this is a really good map and there wasn't much i could see that needed improving. i guess that's a good thing though
ARenaissance
I'm experiencing issues with accessing the beatmap. osu! isn't processing any of it. Can you let me know when you think you've found and resolved the issue so that I can mod your map?
Topic Starter
Xiaolin

MagicDragon wrote:

hi

this is going to be hard because looking at your map style and your ranked maps you are probably better than me at mapping

downpour
object spacing: i think maybe trying to put stacks where the same note repeats would be a good idea (except for triples, because spacing triples here would be too intense)
00:14:639 (1,2,3) - good
02:29:639 (7,8) - also good

most places are good, actually, but a few should change...
00:11:505 (2,3) - i think its more apropriate to not stack them but space them out like the others, because the note changes I think it's better to keep a stack here, I personally like it when I stack a low beat with a strong beat in pianos.
00:47:326 (2,3) - same here ^
01:07:251 (6,7) - same here ^
01:09:042 (2,3) - this is the same note so it should be stacked (3) starts with a long note, I think it's better not to stack.
01:24:266 (4,5) - here it should be spaced Sure.
01:35:908 (4,5) - both changes note and has loud drum sound, should be spaced out Fixed.
02:54:042 (5,6) - maybe space these out like the rest of the drum sounds Because this is the beginning of the drums and it's repetitive, a stack would be perfect here.
03:01:878 (5,6) - slightly different notes, so they should be spaced Fixed.
those are all the ones i noticed that i thought should be changed

there are some that can sort of break this pattern and are good for specific reasons
00:17:997 (6,1) - this has same vocal sound but different piano so you could do it either way
01:48:669 (2,3) - since it's a long time between the notes it's fine to stack these even though they are different notes There's a pause in between, so a stack is good.
02:23:594 (1,2,3,4,5) - this is ok for me becasue it's the same drum sound and a long time between each note I personally like it too~


03:13:744 (1) - why a break after here? i think you could map that part because the rest of the map isn't super intense and doesn't need a break right there. A small warm up would be nice.

i really like you use of sv change here 01:00:759 (1) and on the kiai

sorry i couldn't do more, i like doing really in-depth mods but this is a really good map and there wasn't much i could see that needed improving. i guess that's a good thing though
Thanks for the mod!
ARenaissance
M4M time, let's do this.

Link to my map for your convenience: https://osu.ppy.sh/s/527546

[Downpour]

00:07:923 (2) - I don't really like this choice: the slider tail is on a pretty strong sound compared to the slider head.

00:54:042 - I would do something to mark the change in the song's tonality here. It largely gets louder, and yet the SV stays the same, the hitsound volume stays the same, and the distance snapping emphasis doesn't change.

01:27:176 - This rhythm seems more appropriate, and more intuitive (barring the slider tail of (4)):

02:05:236 (6,1) - Slight overlap is kinda ugly. I would either add more overlap or pull it back.

02:21:803 (6) - I'd put some sort of hitsound on this, like a finish or a whistle at least. In fact, the kiai section sounds like it could use a few more soft whistles in places, like 02:28:072 (3) 02:29:863 (8) etc.

03:44:639 (2,3,1) - I think it'd actually be worth it to change the timing to get these notes precisely where you want them to be, or being more precise under distance snap. Rhythm game and all, you want to be exact.

[Normal]

02:23:594 (1,2,3,4,5,6) - This is a dubious pattern because stacks like this are very ambiguous to new players. I would suggest remapping these so that they don't stack. According to SRC: Stacks are acceptable, but avoid switching between 1/1 and 1/2 stacks repeatedly. This may cause reading issues for new players, since two different rhythms are visually the same.

Aside from that minor qualm, my biggest issue with this difficulty is the several strings of notes that are separated by 1/4 gaps. Things like 02:04:788 (5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2) and 02:34:341 (1,2,3,4,5,6,7,8,1,2,3) seem a bit too excessive and tiring for newer players. Find some places to break these strings up if they get too long.

[Easy]

00:05:236 (2,1) - I know there's no way to blanket these, but I think you could make the head of (1) equidistant from the slider head and slider tail of (2) for aesthetics purposes. There are similar spots where I have the same comment that I won't mention.

02:28:968 (3,4) - Sorry for being a perfectionist, but these objects aren't congruent. You can easily get the same shape for (4) by copying (3), rotating 180 degrees, then ctrl+g-ing.

03:31:206 (3,1) - Sorry again for perfectionism, but this is an imperfect blanket.

________________

Good map and good luck!
Topic Starter
Xiaolin

ARenaissance wrote:

M4M time, let's do this.

Link to my map for your convenience: https://osu.ppy.sh/s/527546

[Downpour]

00:07:923 (2) - I don't really like this choice: the slider tail is on a pretty strong sound compared to the slider head.

00:54:042 - I would do something to mark the change in the song's tonality here. It largely gets louder, and yet the SV stays the same, the hitsound volume stays the same, and the distance snapping emphasis doesn't change. I think it's fine..

01:27:176 - This rhythm seems more appropriate, and more intuitive (barring the slider tail of (4)): I only ended (3) at the red tick. If you hear clearly, the ge sound (which starts at (4)) starts at the yellow tick.

02:05:236 (6,1) - Slight overlap is kinda ugly. I would either add more overlap or pull it back.

02:21:803 (6) - I'd put some sort of his sound on this, like a finish or a whistle at least. In fact, the kiai section sounds like it could use a few more soft whistles in places, like 02:28:072 (3) 02:29:863 (8) etc. I think a drum itself is fine.

03:44:639 (2,3,1) - I think it'd actually be worth it to change the timing to get these notes precisely where you want them to be, or being more precise under distance snap. Rhythm game and all, you want to be exact.

[Normal]

02:23:594 (1,2,3,4,5,6) - This is a dubious pattern because stacks like this are very ambiguous to new players. I would suggest remapping these so that they don't stack. According to SRC: Stacks are acceptable, but avoid switching between 1/1 and 1/2 stacks repeatedly. This may cause reading issues for new players, since two different rhythms are visually the same.

Aside from that minor qualm, my biggest issue with this difficulty is the several strings of notes that are separated by 1/4 gaps. Things like 02:04:788 (5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2) and 02:34:341 (1,2,3,4,5,6,7,8,1,2,3) seem a bit too excessive and tiring for newer players. Find some places to break these strings up if they get too long. I think this part is fine as it is, it mainly follows vocals. Might consider changing this if there're more complaints about this.

[Easy]

00:05:236 (2,1) - I know there's no way to blanket these, but I think you could make the head of (1) equidistant from the slider head and slider tail of (2) for aesthetics purposes. There are similar spots where I have the same comment that I won't mention.

02:28:968 (3,4) - Sorry for being a perfectionist, but these objects aren't congruent. You can easily get the same shape for (4) by copying (3), rotating 180 degrees, then ctrl+g-ing.

03:31:206 (3,1) - Sorry again for perfectionism, but this is an imperfect blanket.

________________

Good map and good luck!
Thank you for modding!
Stack
poor attempt at m4m

Easy

00:09:266 (3) - what is this sliderhead placed on, it feels like it's mapped to nothing

02:33:445 (4) - Wouldn't this be better as a 1/2 slider beacause you still catch the vocal on the red tick that way

Normal

00:44:415 (3) - imo you shouldn't map this note as right after it you have another guitar sound that is even louder but doesn't get mapped at all, So you could go full vocals and completely ignore the guitar which may work better than this

01:09:713 (4) - not a big fan of this slider as tail is more prominent than the sliderhead

02:54:042 (5,6,7,8,9,1) - Would try to symplify this rhythm some more as it's quite dense for a 1.66 star diff and this ar also makes that they are almost all on the screen at once

Would also say something about other chains of objects but ARenaissance alreasy pointed that out and I agrre with him

downpour

00:03:445 (10) - Feels like 1/8 slider and a circle would fit better as the sliderend currently is really loud
also is that a piano sound on the 1/16 tick? lol

00:46:206 (10) - 1/4 instead of 1/2 would make it end on the vocal instead of nothing

01:29:191 (5) - The rhythm here would be better handled like, so the slider starts where the guitar starts

02:17:326 (2,3) - Why not map this the same as 01:48:669 (2,3) -, as stacking these also feels better

02:41:281 (10,1) - Why does the kiai stop between these 2?

03:13:744 (1) - I could kind of understand not mapping this on the lower diffs for a break but I don't see why you wouldn't here as there are still vocals and instruemntals going on

Combining my bad modding skills on enh spread and on low bpm you get this q_q, if you could point out some things on my map then that would be enough
Link: https://osu.ppy.sh/s/623776
Sorry this took so long before I posted it

Gl with the map
Topic Starter
Xiaolin

gottagof4ast wrote:

poor attempt at m4m

Easy

00:09:266 (3) - what is this sliderhead placed on, it feels like it's mapped to nothing This slider is to emphasise the fading sound.

02:33:445 (4) - Wouldn't this be better as a 1/2 slider beacause you still catch the vocal on the red tick that way I think it'd be better if I just emphasised the finish here.

Normal

00:44:415 (3) - imo you shouldn't map this note as right after it you have another guitar sound that is even louder but doesn't get mapped at all, So you could go full vocals and completely ignore the guitar which may work better than this Huh? But the previous guitar is mapped? There's a note on it..

01:09:713 (4) - not a big fan of this slider as tail is more prominent than the sliderhead I don't really see the problem here though.
02:54:042 (5,6,7,8,9,1) - Would try to symplify this rhythm some more as it's quite dense for a 1.66 star diff and this ar also makes that they are almost all on the screen at once Well, I mean if drums weren't like this.. might consider changing if someone else pointed it out.

Would also say something about other chains of objects but ARenaissance alreasy pointed that out and I agrre with him

downpour

00:03:445 (10) - Feels like 1/8 slider and a circle would fit better as the sliderend currently is really loud
also is that a piano sound on the 1/16 tick? lol

00:46:206 (10) - 1/4 instead of 1/2 would make it end on the vocal instead of nothing The first slider is to emphasise the loud vocal, and a reverse was to switch to the low vocal.

01:29:191 (5) - The rhythm here would be better handled like, so the slider starts where the guitar starts This is fine.

02:17:326 (2,3) - Why not map this the same as 01:48:669 (2,3) -, as stacking these also feels better Because there're drums after this.

02:41:281 (10,1) - Why does the kiai stop between these 2? For the a e s t h e t i c s

03:13:744 (1) - I could kind of understand not mapping this on the lower diffs for a break but I don't see why you wouldn't here as there are still vocals and instruemntals going on I think it'd be better to add a break after a high note since the song becomes more calmer.

Combining my bad modding skills on enh spread and on low bpm you get this q_q, if you could point out some things on my map then that would be enough
Link: https://osu.ppy.sh/s/623776
Sorry this took so long before I posted it

Gl with the map
no reply = fixed

Thank you for mapping!
Skylish
Requested timing check here:

> 03:42:400 - add an extra red timing point with BPM=66 can solve the problem onwards at all. 03:46:036 - / 03:46:187 - the last two vocal sound will fall on 1/6 beat snapper. You may need to change the reversed slider to a simple slider in the top diff.
Topic Starter
Xiaolin
Updated, thank you!
riffy
henlo!

General
  1. 03:42:400 - the green line here contradicts the red one on the same point. The volume level and sampleset differ. Just remove the green one as it doesn't really do anything?
  2. 00:07:475 (1,2,3) - this part sounds off in the easiest difficulty and even in the harder ones, probably it's more about the timing rather than snapping, so an extra check could help.
Easy
  1. With the existing timing and speed of the song I would lower Overall Difficulty and Approach Rate to 2.
  2. 01:27:848 (2) - probably should be snapped on the white tick on 01:28:072 - as to match the music better.
  3. 02:24:042 (2) - I would rather use a single long slider with sharp angles to make the thing easier to read. As beginners will not expect a second reverse to show up.
  4. 02:32:102 (2) - this one feels extra for the easiest difficulty. The song has just some weak instruments here, that we can skip.

    Pretty cool.
Normal
  1. 01:51:356 (1,2) - these 1/4 sliders are fine, though I feel like a lot of those can be replaced with 1/2 snapped circles to slightly reduce the density of the non-kiai parts. This would make the kiai stand out more.
  2. 03:25:833 (3,4,5) - this probably needs to be tested for playability to make sure players are comfortable with reading this in a dense pattern.
  3. 03:35:012 (7) - this circle doesn't seem to be following any strong beat. So, removing that would actually emphasise the stronger sounds around it and reduce the stress on players.

    I'd slightly tone down the long and dense patterns in the non-kiai parts, but apart from that it is pretty nice.
Downpour
  1. 03:12:624 (3) - sounds just a bit too early. Probably just something with the timing, or even just my ears.
  2. 03:41:505 (6,7,8,9,1) - minor - Ctrl+Shift+D should help you to create a better polygonal pattern (star) as the current one seems a bit uneven.

    I like the way it works wit hthe song.
An extra check for the timings wouldn't hurt, but apart from that I like just about everything. So yeah, get back to me later, please.

edit1: sj is duplicated in the tags
Topic Starter
Xiaolin
Out for a while, so I won't have my laptop for a few days.

Placeholder


Bakari wrote:

henlo!

General
  1. 03:42:400 - the green line here contradicts the red one on the same point. The volume level and sampleset differ. Just remove the green one as it doesn't really do anything?
  2. 00:07:475 (1,2,3) - this part sounds off in the easiest difficulty and even in the harder ones, probably it's more about the timing rather than snapping, so an extra check could help. In my opinion this sounds fine to me. Maybe because I skipped the sound before it sounds off?
Easy
  1. With the existing timing and speed of the song I would lower Overall Difficulty and Approach Rate to 2.
  2. 01:27:848 (2) - probably should be snapped on the white tick on 01:28:072 - as to match the music better. I hear the vocals starting at the blue tick.. well, actually 1/8. But I snapped this to white tick and it sounded off as that "ge" sound is being ignored. It doesn't really have to be on 1.8 since this is Easy, it could work on a 1/4 too. So, I'm keeping it.
  3. 02:24:042 (2) - I would rather use a single long slider with sharp angles to make the thing easier to read. As beginners will not expect a second reverse to show up.
  4. 02:32:102 (2) - this one feels extra for the easiest difficulty. The song has just some weak instruments here, that we can skip.

    Pretty cool.
Normal
  1. 01:51:356 (1,2) - these 1/4 sliders are fine, though I feel like a lot of those can be replaced with 1/2 snapped circles to slightly reduce the density of the non-kiai parts. This would make the kiai stand out more.
  2. 03:25:833 (3,4,5) - this probably needs to be tested for playability to make sure players are comfortable with reading this in a dense pattern. I guess I'll just change it since I realized that this is pretty complicated for normal players...
  3. 03:35:012 (7) - this circle doesn't seem to be following any strong beat. So, removing that would actually emphasise the stronger sounds around it and reduce the stress on players.

    I'd slightly tone down the long and dense patterns in the non-kiai parts, but apart from that it is pretty nice.
Downpour
  1. 03:12:624 (3) - sounds just a bit too early. Probably just something with the timing, or even just my ears. Probably your ears.. xP
  2. 03:41:505 (6,7,8,9,1) - minor - Ctrl+Shift+D should help you to create a better polygonal pattern (star) as the current one seems a bit uneven.

    I like the way it works wit hthe song.
An extra check for the timings wouldn't hurt, but apart from that I like just about everything. So yeah, get back to me later, please.

edit1: sj is duplicated in the tags
no reply = fixed

Thanks for modding!
Wafu
Red = Not allowed/potentionaly causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[General]
  1. I would refrain from using your current soft-hitclap.wav. In this song, it sounds a bit weird. It is not a lively or swingy song to which you would snap your fingers. It is calm, emotional, romantic, so having some party finger snaps doesn't seem like the best choice to me. The song is using a drum rim here—it creates a much better feeling than finger snaps. If you want, I can provide you a hitsound of this kind. Just PM me and I'll be happy to do that.
  2. Hitsounds from 02:05:684 - to 02:16:206 - don't make sense. The clap hitsound here is really off, you are using it for piano and kick drums—these aren't even close to finger snaps. Plus, people snap their fingers to even beats (usually snare), so it sounds unnatural if it's reversed.
    1. You can fix this by simply removing claps from this part and making more sensible whistles + things like 02:08:370 - can have Sampleset: Drum or Normal and Additions: Soft. Can make a bit nicer feeling to the map.
    2. Or you can make me happy and ask me to give you some nice hitsounds that you can use in this part.
  3. You make a lot of freestyle whistles. They seem to fit but are a lazy way to do hitsounds. You could make them a bit better by using more volume changes.
    For example 00:23:594 - should be lower volume than 00:21:803 - or 00:43:968 - should be lower volume than 00:43:296 - . The hitsounds are very simple and I think following the song's volume more would make them better.
[Downpour]
  1. 01:45:982 (5) - There should be a drum sampleset as you had it at 01:42:400 - . If you added the whistle to emphasis the violin, you should still use drum sampleset and soft additions.
  2. 02:22:027 - A clap is missing, you've used it for snares in the map, so it should be used here as well.
  3. 02:39:713 (5) - I don't think you intended to use a clap here, it sounds quite a lot bassy to me and it seems like the only place where you used this kind of hitsounds together.. If it is intended, feel free to keep as is.
  4. 01:27:960 (4) - Here, I don't like two things. I don't mind mapping to vocals, but this place seems very vague. There's a lot of breath, it's hard to tell where the voice actually lands and you try to end the slider on a piano anyway. And the delay feels a bit unpleasant to play, because a lot of the map actually fits with the piano, just here it follows vocals where it is more harmful than necessary. I recommend you to simply start the slider at 01:27:848 - and end at 01:28:743 - for that reason.
  5. 01:29:191 (5,6,1) - This part doesn't match the song almost at all. 01:29:751 (6) - Does have a cymbal in the background, so that's alright, but both sounds at 01:29:639 - and 01:29:191 - are inaudible and off (intentionally, by composition). You, however, have a nice opportunity at 01:28:967 - . There's a bass and it fits well if you fix the above issue. You can and it at 01:29:639 - even if it lands on nothing, prolonged sliders are alright.
  6. 03:05:908 - 03:06:131 - 03:06:355 - could use some hitsounds, maybe? It feels like the drums are quite significant to not be hitsounded. Up to you.
  7. 03:44:672 (2,3,1) - This whole pattern is mostly of and doesn't really represent anything in the song. 03:44:672 (2) - Has really undeterminable start. The word really starts a lot earlier than the slider, but that's just its beginning, the whole syllable starts at about 03:44:900 - and ends at about 03:45:240 - , so this is definitely not how it should be mapped. 03:46:036 (1) - on the other hand swaps to piano, which is fine, but ends on vocals, which creates an absolutely insensible ending, because you are splitting the voice, which still continues. My recommendation is to have just two sliders.
    1. 1st at 03:44:900 - , ending at 03:45:240 - (1/8)
    2. 2nd at 03:46:036 - , ending at 03:46:187 - (1/12)
[Normal]
  1. 01:33:221 (8) - Mapping the triplet for Hard is okay, because it simulates the guitar's arpeggio (chord where every note is played separately, but in a quick succession—inaccurately, that's why it's fine to have these note bursts mapped as 1/4 or similar in some difficulties). However, mapping only one note here is not simulating anything, it adds redundancy that doesn't represent anything in the song. I recommend you to simply remove the note.
  2. 02:25:385 (3,4,5,6) - I believe these might be too impulsive and surprising, hence easier to miss. I would map 02:25:385 (3,4) - as a slider and that would get it fixed. Mostly up to you, but keep it in mind.
  3. 02:54:042 (5,6) - This change in rhythm (the polarity is swapped, only time in the map—I can give more information on this if you need explanation) is really difficult to expect—honestly, even I stumbled upon this because I didn't expect anything like this if I compare the rest of the map which is pretty consistent. The idea is nice, but it's not appropriate for a Normal difficulty in this situation, especially when rest of the map is completely different. The pattern bellow felt much better to play and is not so unexpectable.
  4. 03:44:672 (2,3,1) - Same problem as the Downpour difficulty.
  5. Hitsound issues at 01:27:960 (4) - and 01:45:982 (5) - apply to this difficulty as well. Also the recommendation for 03:06:132 (7,8) - .
  6. 01:29:191 (6) - Same problem as above difficulty.
[Easy]
  1. 00:20:908 (4,1) - Minor, but you can improve the spacing here to make it look nicer.
  2. 00:23:594 (3,4,5) - The rhythm is very unexpectable and breaks any flow that the map has. And is very demanding on accuracy, especially for newcomers. My recommendation is to add slider starting at 00:23:594 - , ending at 00:24:713 - . It is much nicer to play, doesn't introduce inconsistent rhythm and fits well with the next pattern.
  3. 00:46:878 (1,2) - Minor spacing error again.
  4. 03:44:672 (2,1) - Same as the other difficulties.
  5. Hitsound issues for 01:45:982 (5) - 03:05:908 - 03:06:131 - 03:06:355 - apply to this difficulty as well.
[Timing]
  1. Timing of this song is a little bit more complicated. A lot of the song might be recorded, so there are some offset changes and other uncertain timings. For this reason, using more timing points is absolutely necessary to make this map rankable. All of the below listed points are serious issues, if you are uncertain about any of them, please, talk to me so that we can fix it properly.
    Timing points (from .osu file)
    [TimingPoints]
    311,895.522388059701,4,2,1,30,1,0
    3001,895.522388059701,4,2,1,30,1,0
    3428,895.522388059701,4,2,1,30,1,0
    3927,895.522388059701,4,2,1,30,1,0
    7042,895.522388059701,4,2,1,30,1,0
    7265,895.522388059701,4,2,1,30,1,0
    7513,895.522388059701,4,2,1,30,1,0
    10162,895.522388059701,4,2,1,30,1,0
    11057,895.522388059701,4,2,1,30,1,0
    12440,895.522388059701,4,2,1,30,1,0
    14191,1000,4,2,1,30,1,0
    14691,869.565217391304,4,2,1,30,1,0
    16460,895.522388059701,4,2,1,30,1,0
    16891,895.522388059701,4,2,1,30,1,0
    17362,895.522388059701,4,2,1,30,1,0
    18265,967.741935483871,4,2,1,30,1,0
    19160,895.522388059701,4,2,1,30,1,0
    20017,895.522388059701,4,2,1,30,1,0
    20952,895.522388059701,4,2,1,30,1,0
    21871,895.522388059701,4,2,1,30,1,0
    22740,895.522388059701,4,2,1,30,1,0
    23661,845.070422535211,4,2,1,30,1,0
    24083,895.522388059701,4,2,1,30,1,0
    24736,1034.48275862069,4,2,1,30,1,0
    25408,895.522388059701,4,2,1,30,1,0
    26290,895.522388059701,4,2,1,30,1,0
    29029,895.522388059701,4,2,1,30,1,0
    29904,882.352941176471,4,2,1,30,1,0
    31444,895.522388059701,4,2,1,30,1,0
    31691,909.090909090909,4,2,1,30,1,0
    32595,895.522388059701,4,2,1,30,1,0
    34372,895.522388059701,4,2,1,30,1,0
    36171,895.522388059701,4,2,1,30,1,0
    39767,895.522388059701,4,2,1,30,1,0
    42443,937.5,4,2,1,30,1,0
    43326,895.522388059701,4,2,1,30,1,0
    46891,895.522388059701,4,2,1,30,1,0
    50481,895.522388059701,4,2,1,30,1,0
    52023,895.522388059701,4,2,1,30,1,0
    52272,895.522388059701,4,2,1,30,1,0
    54071,895.522388059701,4,2,1,30,1,0
    55172,895.522388059701,4,2,1,30,1,0
    55631,895.522388059701,4,2,1,30,1,0
    56758,937.5,4,2,1,30,1,0
    57641,1000,4,2,1,30,1,0
    59464,895.522388059701,4,2,1,30,1,0
    60838,895.522388059701,4,2,1,30,1,0
    63524,895.522388059701,4,2,1,30,1,0
    63949,895.522388059701,4,2,1,30,1,0
    64844,895.522388059701,4,2,1,30,1,0
    66615,895.522388059701,4,2,1,30,1,0
    67252,895.522388059701,4,2,1,30,1,0
    67489,895.522388059701,4,2,1,30,1,0
    68206,895.522388059701,4,2,1,30,1,0
    68390,895.522388059701,4,2,1,30,1,0
    69119,895.522388059701,4,2,1,30,1,0
    69278,967.741935483871,4,2,1,30,1,0
    69944,895.522388059701,4,2,1,30,1,0
    71960,895.522388059701,4,2,1,30,1,0
    73765,895.522388059701,4,2,1,30,1,0
    74468,895.522388059701,4,2,1,30,1,0
    74656,895.522388059701,4,2,1,30,1,0
    75552,1000,4,2,1,30,1,0
    76448,895.522388059701,4,2,1,30,1,0
    77340,895.522388059701,4,2,1,30,1,0
    79121,895.522388059701,4,2,1,30,1,0
    81801,937.5,4,2,1,30,1,0
    82696,895.522388059701,4,2,1,30,1,0
    83605,895.522388059701,4,2,1,30,1,0
    84487,895.522388059701,4,2,1,30,1,0
    86300,895.522388059701,4,2,1,30,1,0
    87885,895.522388059701,4,2,1,30,1,0
    89891,895.522388059701,4,2,1,30,1,0
    90314,895.522388059701,4,2,1,30,1,0
    90757,895.522388059701,4,2,1,30,1,0
    91664,895.522388059701,4,2,1,30,1,0
    92329,789.473684210526,4,2,1,30,1,0
    93315,895.522388059701,4,2,1,30,1,0
    93462,895.522388059701,4,2,1,30,1,0
    95239,895.522388059701,4,2,1,30,1,0
    95912,895.522388059701,4,2,1,30,1,0
    97041,895.522388059701,4,2,1,30,1,0
    97930,895.522388059701,4,2,1,30,1,0
    100618,895.522388059701,4,2,1,30,1,0
    102417,895.522388059701,4,2,1,30,1,0
    104200,895.522388059701,4,2,1,30,1,0
    107776,909.090909090909,4,2,1,30,1,0
    108441,895.522388059701,4,2,1,30,1,0
    109126,895.522388059701,4,2,1,30,1,0
    111363,895.522388059701,4,2,1,30,1,0
    112250,895.522388059701,4,2,1,30,1,0
    114056,895.522388059701,4,2,1,30,1,0
    114943,895.522388059701,4,2,1,30,1,0
    115846,895.522388059701,4,2,1,30,1,0
    118534,895.522388059701,4,2,1,30,1,0
    120313,895.522388059701,4,2,1,30,1,0
    121216,895.522388059701,4,2,1,30,1,0
    122112,895.522388059701,4,2,1,30,1,0
    124798,967.741935483871,4,2,1,30,1,0
    125271,1153.84615384615,4,2,1,30,1,0
    125694,895.522388059701,4,2,1,30,1,0
    130163,895.522388059701,4,2,1,30,1,0
    132855,895.522388059701,4,2,1,30,1,0
    136437,895.522388059701,4,2,1,30,1,0
    137780,895.522388059701,4,2,1,30,1,0
    138686,895.522388059701,4,2,1,30,1,0
    139113,923.076923076923,4,2,1,30,1,0
    140015,895.522388059701,4,2,1,30,1,0
    140924,895.522388059701,4,2,1,30,1,0
    141607,895.522388059701,4,2,1,30,1,0
    141800,895.522388059701,4,2,1,30,1,0
    145621,895.522388059701,4,2,1,30,1,0
    146058,895.522388059701,4,2,1,30,1,0
    147186,895.522388059701,4,2,1,30,1,0
    152321,895.522388059701,4,2,1,30,1,1
    153006,895.522388059701,4,2,1,30,1,1
    157019,895.522388059701,4,2,1,30,1,0
    157926,895.522388059701,4,2,1,30,1,0
    167766,895.522388059701,4,2,1,30,1,0
    168661,895.522388059701,4,2,1,30,1,1
    169574,895.522388059701,4,2,1,30,1,0
    172249,895.522388059701,4,2,1,30,1,0
    174032,895.522388059701,4,2,1,30,1,0
    175838,882.352941176471,4,2,1,30,1,0
    176510,895.522388059701,4,2,1,30,1,0
    177649,882.352941176471,4,2,1,30,1,0
    179424,895.522388059701,4,2,1,30,1,0
    182996,895.522388059701,4,2,1,30,1,0
    190172,895.522388059701,4,2,1,30,1,0
    192151,895.522388059701,4,2,1,30,1,0
    193718,909.090909090909,4,2,1,30,1,0
    195093,909.090909090909,4,2,1,30,1,0
    197333,909.090909090909,4,2,1,30,1,0
    198669,895.522388059701,4,2,1,30,1,0
    200002,895.522388059701,4,2,1,30,1,0
    200927,895.522388059701,4,2,1,30,1,0
    205381,895.522388059701,4,2,1,30,1,0
    208085,895.522388059701,4,2,1,30,1,0
    215238,895.522388059701,4,2,1,30,1,0
    220377,895.522388059701,4,2,1,30,1,0
    220604,895.522388059701,4,2,1,30,1,0
    221507,909.090909090909,4,2,1,30,1,0
    222402,895.522388059701,4,2,1,30,1,0
    224918,697.674418604651,4,2,1,30,1,0
    226050,1111.11111111111,4,2,1,30,1,0
  2. These are only the timing points, I recommend you to remove current timing (red) points and add this to your .osu file, then justify the volumes and position of inherited (green) points.
  3. I tried to make it as accurate as possible and through several test plays, I'm getting -3 to +3 millisecond deviation, which is most likely my natural inaccuracy. The timing should still be thoroughly checked and confirmed by someone else.
  4. Timing point with offset 107776 has an issue with the slider, you'll probably have to make a different choice or manually fix the slider in .osu file (PM me for that)
Topic Starter
Xiaolin
@Wafu

Downpour

  1. 02:39:713 (5) - To my ears, I hear a strong sound with the piano sound, that's why a drum was added here.
  2. 01:29:191 (5,6,1) - I don't really understand what you mean on this point, since you're saying there's a bass sound at that time but I can't hear anything. For now, I'll keep this, and ask you about it in-game.
  3. 03:44:672 (2,3,1) - After adding those timing points, I couldn't add the sliders at the exact points you mentioned. But, I added the 1st slider at 3:44:640 - and that's where to my ears where the vocal starts, and ended the slider at 03:44:918 - on a 1/16 tick (and that's where also you added a timing point, so I believe you wanted me to end the slider there?). The note after it lands on 1/8 which is also to my ears is where the vocal exactly starts at, and that is 03:45:179 - and the slider after it is a 1/4 slider which starts at 03:46:050 - and ends at 03:46:327 -
Normal

  1. 02:25:385 (3,4,5,6) - I do realize that this is quite hard, but the fact that the gap between Downpour and Normal is quite big, I decided to make chorus harder than prechorus.
  2. 02:54:042 (5,6) - Decided to keep 7 and 8 as sliders, and changed slider positions for the sliders to emphasise the change in drum sounds.
Fixed everything in Easy. Hitsounds are still not fixed, going to rework on them a bit after you give me a custom hitsound. The points that were not replied in Normal and Downpour were fixed according to how you explained.

Thanks for the mod!
Wafu
We had a little bit of explaining and fixing IRC. We also made a manual change because of timing, anyone who bubbles this should be aware of that! It's an object at 145382, the slider wouldn't end at the timing point if this change wasn't made. This is an allowed change of .osu file.

88,232,145382,2,0,L|96:268,1,34.7,8|8,0:0|0:0,0:0:0:0:
Bonsai
Hi, I (finally) checked the timing as Wafu asked me to do, so here's a few points directed at Wafu:
  1. Generally, every single note that is mapped in the highest diff sounds perfectly accurate (except the few I point out in the next points), but the timing is filled with un-smooth transitions where the timing sections don't connect. In many other cases that's just a thing of formality, but here it is also super weird for gameplay very often as the objects are giving a false sense of rhythm or are simply off. For example at 00:05:270 (5,6,7,8,1) the tail of (5) is overmapped, so it doesn't matter where it ends musically, but since the hitsound of the tail is still audible it gives the information of where the 1/4 before the next note is, and since the next timing section at (6) comes earlier than the slidertail indicates it's very irritating. (8) isn't snapped to any distinctive note in the song either but simply a filler-note representing the arpeggio there, making it not in the middle of (7) and (9) is irritating too and can lead to a 100 for hitting it too late, since nobody can read the exact placement of (8).
    A few more examples would be 00:09:080 (6,7) - 00:12:440 (4,5) - etc etc yadda yadda, also stuff like 02:21:607 (4,5,6) is technically accurate but again just bad for gameplay like this
    And one note that is just off in general because of the unsmooth timing is 00:59:141 (3) which should - assuming that it's supposed to represent the vocals - be much later. Also I don't really get what the tail of 00:58:391 (2) is supposed to represent lol
  2. 00:03:428 (10) - should have no reverses, just another note on the blue tick
  3. 01:32:625 - This tail is too early, should be around the 1/12 at 01:32:657
  4. that's it lol, good work
Basically there's a ton of minor issues due to the timing not being smooth, so if you just smooth everything out they should fix themselves (and ofc I can check again afterwards just to be sure).
MBomb
hello xiao
Topic Starter
Xiaolin

- Magic Bomb - wrote:

hello xiao
henlo frien o/
Firetruck
when
Topic Starter
Xiaolin
wafu soon tm
Topic Starter
Xiaolin
i lived
BanchoBot
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