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Yunomi - Somato Rabirinsu (w momobako & miko)

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Topic Starter
rick0922
This beatmap was submitted using in-game submission on 2018年11月25日 at 上午 02:52:24

Artist: Yunomi
Title: Somato Rabirinsu (w momobako & miko)
Tags: 走馬灯ラビリンス (w 桃箱 & miko)
BPM: 160
Filesize: 5047kb
Play Time: 03:13
Difficulties Available:
  1. Easy (1.76 stars, 179 notes)
  2. Hard (3.17 stars, 455 notes)
  3. Normal (2.33 stars, 292 notes)
Download: Yunomi - Somato Rabirinsu (w momobako & miko)
Information: Scores/Beatmap Listing
---------------
This beatmap was submitted using in-game submission on 2017年6月26日 at 20:46:36

Artist: Yunomi
Title: Somato Rabirinsu (w momobako & miko)
Source: yunomi
Tags: 走馬灯ラビリンス (w 桃箱 & miko)
BPM: 160
Filesize: 5046kb
Play Time: 03:13
Difficulties Available:
  1. Easy (1.75 stars, 152 notes)
  2. Hard (3.2 stars, 448 notes)
  3. Normal (2.19 stars, 293 notes)
Download: yunomi - Somato Rabirinsu (w momobako & miko)
Information: Scores/Beatmap Listing
---------------
Topic Starter
rick0922

rick0922 wrote:

This beatmap was submitted using in-game submission on 2017年6月26日 at 20:46:36

Artist: yunomi
Title: Somato Rabirinsu (w momobako & miko)
Source: yunomi
Tags: 走馬灯ラビリンス (w 桃箱 & miko)
BPM: 160
Filesize: 5046kb
Play Time: 03:13
Difficulties Available:
  1. Easy (1.75 stars, 152 notes)
  2. Hard (3.2 stars, 448 notes)
  3. Normal (2.19 stars, 293 notes)
Download: yunomi - Somato Rabirinsu (w momobako & miko)
Information: Scores/Beatmap Listing
---------------
This is my first map, please enjoy~
BaAR_Vendel
Hi there. I'll put my thoughts~

・Artist「Yunomi」and no need yunomi in Source
・Set preview point
・NC's are sometimes inconsistent. NC every 4 or 8 beats is safest way as someone says
・Use blankets, and the patterns will look better easily

Easy

・lower SV like 0.8~1.0. It's too fast
・00:24:415 (3) - Avoid 1/1 sliders with multiple reverses by guideline in Easy
・00:21:415 (3,4) - blanket?
・01:54:040 (3) - reverses shouldn't be used
・01:55:915 (1) - ^
・01:57:415 (3) - ^
・02:00:415 (3) - ^
・02:15:040 (2) - delete it and 02:15:415 - put a circle. (2)'s slider head doesn't have strong sound
・02:23:290 (1) - ^^
・02:25:915 (1,2,3) - maybe unreadable for new players, move (2,3) down?
・02:30:415 (3) - ^^^^
・02:42:415 (2) - ^
・02:47:290 (6) - ^
・03:07:915 (1,2,3,4) - looks good but unreadable for new players. map in another way?
・03:01:915 (1,2,3,4) - ^

Normal

・00:12:415 (1) - Spinner recovery time should be at least 2 beats by guideline in Normal. Idk how but pls fix
・00:22:915 (1) - Avoid 1/2 sliders with multiple reverses by guideline
・00:24:415 (5) - ^
・00:29:665 (3,4,5,6,7) - this rhythm is better imo https://i.imgur.com/ke2JYF7.png
・00:47:477 (5) - ^^
・00:52:165 (7) - ^
・00:59:665 (3) - ^
・01:21:602 (4) - ^
・01:30:415 (5) - ^
・01:36:790 (6) - ^
・01:40:165 (7) - ^
・01:46:165 (6,1,2,3) - ^
・02:42:602 (5) - ^
・02:45:602 (4) - ^
・03:00:415 (5) - ^

Hard

・Overall Difficulty should be between 5 and 7
・00:25:165 (7,8,9) - equilateral triangle?
・00:55:915 (1,2,3) - fix blanket
・01:20:477 (2,3,4,5) - this follows the song better https://i.imgur.com/1WUhRUT.png
・02:37:915 (1,2) - blanket
・02:39:227 (3,4) - ^
・03:01:915 (1,2) - too far, decrease spacing
・03:07:915 (1,2) - ^


If you don't know what blanket is

Fit other note's approach circle on the slider body like this https://i.imgur.com/p7OYOmB.png
Or on slider anchors https://i.imgur.com/OB09lrc.png
Topic Starter
rick0922

BaAR_Vendel wrote:

Hi there. I'll put my thoughts~

・Artist「Yunomi」and no need yunomi in Source
・Set preview point
・NC's are sometimes inconsistent. NC every 4 or 8 beats is safest way as someone says
・Use blankets, and the patterns will look better easily

Easy

・lower SV like 0.8~1.0. It's too fast
・00:24:415 (3) - Avoid 1/1 sliders with multiple reverses by guideline in Easy
・00:21:415 (3,4) - blanket?
・01:54:040 (3) - reverses shouldn't be used
・01:55:915 (1) - ^
・01:57:415 (3) - ^
・02:00:415 (3) - ^
・02:15:040 (2) - delete it and 02:15:415 - put a circle. (2)'s slider head doesn't have strong sound
・02:23:290 (1) - ^^
・02:25:915 (1,2,3) - maybe unreadable for new players, move (2,3) down?
・02:30:415 (3) - ^^^^
・02:42:415 (2) - ^
・02:47:290 (6) - ^
・03:07:915 (1,2,3,4) - looks good but unreadable for new players. map in another way?
・03:01:915 (1,2,3,4) - ^

Normal

・00:12:415 (1) - Spinner recovery time should be at least 2 beats by guideline in Normal. Idk how but pls fix
・00:22:915 (1) - Avoid 1/2 sliders with multiple reverses by guideline
・00:24:415 (5) - ^
・00:29:665 (3,4,5,6,7) - this rhythm is better imo https://i.imgur.com/ke2JYF7.png
・00:47:477 (5) - ^^
・00:52:165 (7) - ^
・00:59:665 (3) - ^
・01:21:602 (4) - ^
・01:30:415 (5) - ^
・01:36:790 (6) - ^
・01:40:165 (7) - ^
・01:46:165 (6,1,2,3) - ^
・02:42:602 (5) - ^
・02:45:602 (4) - ^
・03:00:415 (5) - ^

Hard

・Overall Difficulty should be between 5 and 7
・00:25:165 (7,8,9) - equilateral triangle?
・00:55:915 (1,2,3) - fix blanket
・01:20:477 (2,3,4,5) - this follows the song better https://i.imgur.com/1WUhRUT.png
・02:37:915 (1,2) - blanket
・02:39:227 (3,4) - ^
・03:01:915 (1,2) - too far, decrease spacing
・03:07:915 (1,2) - ^


If you don't know what blanket is

Fit other note's approach circle on the slider body like this https://i.imgur.com/p7OYOmB.png
Or on slider anchors https://i.imgur.com/OB09lrc.png

All the things are fixed, thank you for modding and would you mind to have a look plz?
And What does NC mean?
Leoncio01
01:04:540 (8,9,1,2,3,4,5,6) - add new combo on 8, delete new combo on 1, and change positon of 1,2,4,5,7,8 for better read, these stacks are terrible
Topic Starter
rick0922

Leoncio01 wrote:

01:04:540 (8,9,1,2,3,4,5,6) - add new combo on 8, delete new combo on 1, and change positon of 1,2,4,5,7,8 for better read, these stacks are terrible

ok, fixed. I change the position of 1 to 9.
thank you.
BaAR_Vendel
Hi again!
If possible, I want you to add comments on each suggestion if fixed or not accepted (and why) by using colors XD

・Capitalize 'Y' of Yunomi in Artist
・Use Japanese in title as you did in tags.

[Hard]
・00:55:915 (1) - blanket fixed but odd slider shape. maybe you should delete and put it again
・03:01:915 (1,2) - too far, decrease spacing.
・03:07:915 (1,2) - ^

[Normal]
・00:52:165 (7,8) - I think you can do better > <
・01:36:790 (6,7) - ^
Topic Starter
rick0922

BaAR_Vendel wrote:

Hi again!
If possible, I want you to add comments on each suggestion if fixed or not accepted (and why) by using colors XD

・Capitalize 'Y' of Yunomi in Artist
・Use Japanese in title as you did in tags.

[Hard]
・00:55:915 (1) - blanket fixed but odd slider shape. maybe you should delete and put it again
- fixed. I think it is better now.

・03:01:915 (1,2) - too far, decrease spacing.
- fixed. I change the Distance Spacing from 1.5 to 1.2 to make it easier

・03:07:915 (1,2) - ^
- ^

[Normal]
・00:52:165 (7,8) - I think you can do better > <
- fixed. I change the direction of bending.

・01:36:790 (6,7) - ^
- fixed. I change the position of the 5,6,7 and 1


Thank for the double check.
Kyle Y

#modding queue.

Easy

  1. 00:13:915 (1,2) - If you consider remap your diff, please use a higher ds about 1.0x, it is easier to place objects and create patterns like blanketing.
  2. 00:18:415 (3,1) - 00:18:415 (3,1) - As low diffs required a clear map for new players to play, overlapping should be avoided. Some mappers still use overlap in Easy, just make sure you can clearly show the slider head, slider end, and slider body.
  3. 00:25:915 - here is not correct place to have break. For generally maps, a tv-size map do not have break (just general), and full version maybe have breaks after kiai time, or for the clam parts.

    just like 01:01:915 - this break, it should be mapped. As you hear that this part is much more clam than the previous part, it is suitable to use long slider, with less circle denser.

    like 02:01:915 - , here is the suitable place to place break because it nearly got no sounds and extremely clam.
  4. 01:57:040 - 1/2 slider is not that suitable in Easy, new players probably cannot catch it. So the best solution is mapping on 1/1 spacing. If it is 3/2 slider followed by 1/1 slider, I guess 1/2 spacing still acceptable for a strong sound followed by. 1/2 reversed slider as well, 02:16:540 - , not really suitable for new mapper.
  5. another issue is about spinner, like 03:04:915 (1) - , using a spinner should give enough recovery time after spinning. New player cannot really spinning in the center, but cross-screen and the path is very mess. For Easy diff, 4 beats is need to let them rest (and find the mouse position) , while normal needs 2 beats and hard need 1 beat. This is just generally, if you map 300 bpm maps, probably 4 beats is not enough.

    Spinning length should not be too short also, 02:48:415 (1) - it is better to use for more than 4 beats, like 8 beats, because new player need time to react to the spinner and then spin.
  6. good things in you map:
    1) New combo placed on every 2 big white lines, it is consistence, and it is good.
    2) You follow a constant ds, which is required to do in Easy, which is also good.
  7. Easy diff is just following the rules, I guess you can do it.

Normal
  1. 00:16:540 (5,6) - Mostly big white line contain strong sound or beat, it is better to use clickable object (slider head or circles), some songs got strong sound on red line 1/2 beat before. So, better ctrl+g the rhythm.
  2. 00:27:415 (4,5,6) - 00:41:290 (2,3) - Normal diff also need clear objects, stack slider end is not that suitable. But stacking circle is okay.
  3. 00:48:415 (1) - this spinner probably too short for even an insane-player. Spinner better use a long spinner like 6 beats, 8 beats or more, and two beats recovery time is required in normal, which you have.
  4. 00:52:165 (7) - In normal diff, it is suggested not to use a long object chain. If there are some place suitable for breaking the object chain, please leave a 1/1 spacing for players. you can replace 00:52:165 (7) - by a circle such that you got a 1/1 space for player to rest.
  5. 01:49:540 (1) - new combo (nc) are nearly correct. New combo should placed on somewhere strong, so correct position for nc is 01:49:915 (2) - instead.
  6. 02:01:915 - still break problem, break usually placed for clam parts.
  7. You still followed constant ds, which is also required in Normal diff :> nice.
  8. SV is little above general normal diff. If you consider to remap it, it is suggested to lower it to 1.0~1.4.
Hard
  1. SV is quite high in Hard diff. If you consider to remap it, it is suggested to lower it to 1.4~1.6. (I usually use 1.5 with constant ds 1.2x, this pair is easy to place object, you can try it)
  2. 01:06:415 (8) - reversing 1/2 slider for more than once is really old style mapping, which I guess you are not purpose to use that kind of mapping. You can break it down to slider and circles. Because players cannot reach too fast for the second reverse arrow.

Little knowledge on rhythm:

rhythm in a song usually repeats, like 00:25:915 - is similar to 00:31:915 - , another pair is 00:37:91 - and 00:43:915 - , when you map the similar part, it is better to use similar rhythm for consistence. Of course there may be little variation, between two rhythm. A lazy method is that copying the same part can just have little change on pattern, like ctrl+h, ctrl+j, or ctrl+r, etc.
Topic Starter
rick0922

Kyle Y wrote:


#modding queue.

Easy

  1. 00:13:915 (1,2) - If you consider remap your diff, please use a higher ds about 1.0x, it is easier to place objects and create patterns like blanketing.
    - adjusted all to 1.0 ds
  2. 00:18:415 (3,1) - 00:18:415 (3,1) - As low diffs required a clear map for new players to play, overlapping should be avoided. Some mappers still use overlap in Easy, just make sure you can clearly show the slider head, slider end, and slider body.
    - I change the position that make sure no overlapping
  3. 00:25:915 - here is not correct place to have break. For generally maps, a tv-size map do not have break (just general), and full version maybe have breaks after kiai time, or for the clam parts.
    - mapped

    just like 01:01:915 - this break, it should be mapped. As you hear that this part is much more clam than the previous part, it is suitable to use long slider, with less circle denser.
    - mapped

    like 02:01:915 - , here is the suitable place to place break because it nearly got no sounds and extremely clam.
    - knowledge increased
  4. 01:57:040 - 1/2 slider is not that suitable in Easy, new players probably cannot catch it. So the best solution is mapping on 1/1 spacing. If it is 3/2 slider followed by 1/1 slider, I guess 1/2 spacing still acceptable for a strong sound followed by. 1/2 reversed slider as well, 02:16:540 - , not really suitable for new mapper.
    - fixed. change it to 1/1 slider
  5. another issue is about spinner, like 03:04:915 (1) - , using a spinner should give enough recovery time after spinning. New player cannot really spinning in the center, but cross-screen and the path is very mess. For Easy diff, 4 beats is need to let them rest (and find the mouse position) , while normal needs 2 beats and hard need 1 beat. This is just generally, if you map 300 bpm maps, probably 4 beats is not enough.

    Spinning length should not be too short also, 02:48:415 (1) - it is better to use for more than 4 beats, like 8 beats, because new player need time to react to the spinner and then spin.
    - fixed. didn't notice this spinner b4.
  6. good things in you map:
    1) New combo placed on every 2 big white lines, it is consistence, and it is good.
    2) You follow a constant ds, which is required to do in Easy, which is also good.
    - I will keep going on this.
  7. Easy diff is just following the rules, I guess you can do it.


Normal
  1. 00:16:540 (5,6) - Mostly big white line contain strong sound or beat, it is better to use clickable object (slider head or circles), some songs got strong sound on red line 1/2 beat before. So, better ctrl+g the rhythm.
    - fixed.
  2. 00:27:415 (4,5,6) - 00:41:290 (2,3) - Normal diff also need clear objects, stack slider end is not that suitable. But stacking circle is okay.
    - move 5,6 near the end (not stacking).
  3. 00:48:415 (1) - this spinner probably too short for even an insane-player. Spinner better use a long spinner like 6 beats, 8 beats or more, and two beats recovery time is required in normal, which you have.
  4. 00:52:165 (7) - In normal diff, it is suggested not to use a long object chain. If there are some place suitable for breaking the object chain, please leave a 1/1 spacing for players. you can replace 00:52:165 (7) - by a circle such that you got a 1/1 space for player to rest.
    - fixed
  5. 01:49:540 (1) - new combo (nc) are nearly correct. New combo should placed on somewhere strong, so correct position for nc is 01:49:915 (2) - instead.
    - fixed.
  6. 02:01:915 - still break problem, break usually placed for clam parts.
    - Break is inserted.
  7. You still followed constant ds, which is also required in Normal diff :> nice.
  8. SV is little above general normal diff. If you consider to remap it, it is suggested to lower it to 1.0~1.4.
    - I will do it next time.

Hard
  1. SV is quite high in Hard diff. If you consider to remap it, it is suggested to lower it to 1.4~1.6. (I usually use 1.5 with constant ds 1.2x, this pair is easy to place object, you can try it)
    - I will try it next time. And I change the diff to Hard+ at this time
  2. 01:06:415 (8) - reversing 1/2 slider for more than once is really old style mapping, which I guess you are not purpose to use that kind of mapping. You can break it down to slider and circles. Because players cannot reach too fast for the second reverse arrow.
    - fixed.(include 01:54:415 (7) & 02:00:040 (4))
    Question: Should I insert break at 02:01:915 (1)?


Little knowledge on rhythm:

rhythm in a song usually repeats, like 00:25:915 - is similar to 00:31:915 - , another pair is 00:37:91 - and 00:43:915 - , when you map the similar part, it is better to use similar rhythm for consistence. Of course there may be little variation, between two rhythm. A lazy method is that copying the same part can just have little change on pattern, like ctrl+h, ctrl+j, or ctrl+r, etc.
- knowledge increased.

Thank for modding.
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