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posted
This beatmap was submitted using in-game submission on Tuesday, September 19, 2017 at 11:52:42 AM

Artist: scop
Title: Yubikiri
Source: 初音ミク -Project DIVA- F 2nd
Tags: Ayyri Vocaloid F2nd Hatsune Miku HELL YA TRAINS Pinky Promise Swear thousand needles Light and Shadow Love Songs 〜Girls Side〜 Days ~Best of Scop~ BALLOOM BEST Yuri ムラサキ Murasaki violet Purple Arcade Future Tone Sound Colorful Deluxe DX
BPM: 195
Filesize: 23316kb
Play Time: 02:38
Difficulties Available:
  1. Advanced (2.61 stars, 348 notes)
  2. Ayyffy's Fated Normal (2.24 stars, 264 notes)
  3. Ayyri's Hari Senbon (4.56 stars, 791 notes)
  4. Ayyri's Promise (4.7 stars, 513 notes)
  5. Easy (1.62 stars, 164 notes)
  6. Hard (3.36 stars, 435 notes)
  7. Insane (4.16 stars, 481 notes)
  8. Muzukashii (3.57 stars, 582 notes)


Download: scop - Yubikiri
Download: scop - Yubikiri (no video)
Information: Scores/Beatmap Listing
---------------

With you, it's special.

Easy, Advanced, Hard, Insane, and Muzu by Noffy
Promise, Hari Senbon, and Hitsounds by Ayyri
Normal by both

Normal bg by Yuuki | Ayyri's bg by 72 | Noffy's bg by Mikuni




August 11th, 2017: Starred by - Monstrata
September 13th, 2017: Bubbled by - Taikocracy
September 16th, 2017: Qualified by - Monstrata
September 18th, 2017: Dis- and re-qualified by - IamKwaN so I could fix the source
September 19th, 2017: Dis- and re-qualified by - Nardoxyribonucleic so I could fix taiko sv
posted
Here M4M

Hard

Please change AR8
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^
01:18:828 (1,2) - You missed a lot of hits here

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
posted

Ward74 wrote:

Here M4M

Hard

Please change AR8 Nah, I think that'd be too high.
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^ These two I'll keep in mind. For now I prefer the curved slider to represent how the piano is so fast it's almost one continual sound.
01:18:828 (1,2) - You missed a lot of hits here changed this and 00:41:905 (1,2) - as well.

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
thanks for looking :) !
posted
omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)
posted

Renumi wrote:

omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)
yoooo you mapped it too? what a coincidence! best music taste, I agree 8-)
posted
idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS
posted

Renumi wrote:

idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS
hmm i think that will stay the same volume, it's balanced well with the other hitsounds. I think they're an itsy bit louder than normal overall, but that if someone is playing and finds this uncomfortable, it's easier to lower too-loud hitsounds than to raise computer volume + lower in-game music volume for if they're too quiet.
Sooo... yeah~ !

Thank you so much for the stars ! \ o / Will do my best to GET THIS RANKD
posted
Hey! Ayyri requested so im gonna take a look
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high.
  1. 00:06:828 - imo this is stronger than 00:07:136 - and should be mapped instead, the latter can be ignored. also 00:08:059 - 00:08:367 - these high pitch piano notes deserves a slider too. suggestion https://osu.ppy.sh/ss/8509400
  2. 00:12:675 - a break here seems questionable since its just 13s into the map and map length is pretty long. Also that part is just as intensive and is no different. A break somewhere in the middle and in a calmer part is more feasible imo. 01:52:367 - like here?
  3. 01:50:828 (2) - maybe this is too simplified for an intense piano part and the downbeat deserves to be clickable than released. something like https://osu.ppy.sh/ss/8509496?
  4. 00:48:059 - rhythm this part of the kiais are pretty sparse consider that you follow vocals mostly and vocals there are pretty strong and unique. 00:43:136 (1,2,3) - if this vocal part is dense then the latter deserves to be denser too. At least put circles between your 2/1 sliders like this 00:48:982 - since if you listen again those notes are actually a lot louder than others. my suggestion https://osu.ppy.sh/ss/8509574
  5. 00:52:367 - i'd add a 1/1 slider here as the vocals have no reason to be ignored
  6. Same with 00:54:828 - you used circles to build 2/1 rhythm as vocals suggest but leaving the last one out is extremely questionable. https://osu.ppy.sh/ss/8509601
  7. 02:37:598 (3,4) - ^ https://osu.ppy.sh/ss/8509618

Note that if you follow my suggestions pls fix all other occurrences as well
Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal
  1. 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure?
  2. 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this
  3. 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song

Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective
Advanced
  1. 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs
  2. 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one
  3. 02:38:521 (4) - nc for emphasis?

Other than those diff is just repeating so...
Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes.
Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also)
For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>)
[]
That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~
posted

Astarte wrote:

Hey! Ayyri requested so im gonna take a look hello there~
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high. I'll consider for the SV, but that depends on whether normal would be changed as well. I think its current speed is best with fitting into the set overall. Additionally, I did a test and the difference made by changing the sv to .8 and adjusting objects accordingly was only .1 of a star, which is hardly anything.
  1. 00:06:828 - imo this is stronger than 00:07:136 - and should be mapped instead, the latter can be ignored. also 00:08:059 - 00:08:367 - these high pitch piano notes deserves a slider too. suggestion https://osu.ppy.sh/ss/8509400 Changed the first bit as suggested, didn't add anything for the piano notes since these are comparitively softer compared to the .. the.. .. louder higher instrument idunno its name, which has mostly stopped at this time.
  2. 00:12:675 - a break here seems questionable since its just 13s into the map and map length is pretty long. Also that part is just as intensive and is no different. A break somewhere in the middle and in a calmer part is more feasible imo. 01:52:367 - like here? i'm confused why this is in easy if it applies to every single std difficulty. But, uh, it's because it's literally the same section a second time. So first you get thrown into it, then have a chance to actually listen to it before continuing. Also lets the credits in the video roll. The calm part you mentioned in the middle is comparatively easy in the maps enough to give the players a rest without stopping gameplay entirely.
  3. 01:50:828 (2) - maybe this is too simplified for an intense piano part and the downbeat deserves to be clickable than released. something like https://osu.ppy.sh/ss/8509496? but this 01:42:213 entire section is following the guitar, which is dying out at this point.
  4. 00:48:059 - rhythm this part of the kiais are pretty sparse consider that you follow vocals mostly and vocals there are pretty strong and unique. 00:43:136 (1,2,3) - if this vocal part is dense then the latter deserves to be denser too. At least put circles between your 2/1 sliders like this 00:48:982 - since if you listen again those notes are actually a lot louder than others. my suggestion https://osu.ppy.sh/ss/8509574 I'll keep this in consideration, because that was what I thought of at first, but I felt going from what had a lot of 4/1 and 3/1 time inbetween notes to constant 1/1 would be too much of a difficulty spike, and that having constant 2/1 for the second half of the chorus here already makes it pretty intense.
  5. 00:52:367 - i'd add a 1/1 slider here as the vocals have no reason to be ignored Okay, makes sense. Added this to the other two kiais as well.
  6. Same with 00:54:828 - you used circles to build 2/1 rhythm as vocals suggest but leaving the last one out is extremely questionable. https://osu.ppy.sh/ss/8509601 added a 1/1 slider here in all 3 kiais, similar to the above suggestion.
  7. 02:37:598 (3,4) - ^ https://osu.ppy.sh/ss/8509618 changed as suggested

Note that if you follow my suggestions pls fix all other occurrences as well i'll do my best
Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal i'll try to talk about it with ayyri
  1. 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure? generally the pattern is that for the most part it's every downbeat, but every other measure of the calmer sections where the singing goes without stopping. This is to contrast how 00:23:136 (1,1) - these vocal patterns start and stop, but 00:25:598 (1) - these just keep on going.
  2. 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this changed these both a bit.
  3. 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song it's the first occurence of three. it's less intense so that there is some degree of increasing difficulty as the map goes on. I agree that this part is the strongest of the vocals, that's why I intentionally arranged it in a pattern that will take a bit more focus to read correctly. It's also different because I mapped the first kiai and ayyri did the other two so.....

Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective
Advanced
  1. 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs ahaha.. i wasn't sure about this one anyways. changed
  2. 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one that's because the music totally stopped here, so the map doesn't start again until the vocals do. It's even stacked to further emphasize this.
  3. 02:38:521 (4) - nc for emphasis?sure

Other than those diff is just repeating so...
Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes. I went through and changed some of the rhythms which followed the piano.
Otherwise...

?_? i already use sliders with a circle at the end or slider-slider for the vast majority of 1/3 gaps. the primary exception is the kiai, which is done that way because of how intense it is compared to the rest of the song. If there's specific rhythms more awkward or unfitting than others, I'll change it. Otherwise, if there's a problem spread wise, it would be advanced that needs to be harder rather than hard made easier.

Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also) I'll try to figure something out.. I prefer them this way so that they'd look like a solid mass, just like how the AAAA can be intterpreted as one held note.
For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>) in my opinion the 1/6 bursts in this map are easier than the spacier 1/3, I can play it pretty dang well and i'm, like, 135k. It's the top diff. I don't think this is the place for holding back!
[]
That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~ Thank you for the help, it was very insightful in a lot of ways!
posted
I'm here cuz some cutie that named Ayyri asked me :^)

[Muzukashii]
  1. 00:09:290 (20,21,22) - 00:19:136 (52,53,54) - Finisher is unnecessary imo. 02:15:751 (234,235,236) - for consistency.
  2. 00:25:188 (72,73) - 00:30:111 (92,93) - How about using simple pattern for here? kk fits perfectly and represents the sound at 00:25:290 - .
  3. 00:46:726 (153,154,155,156) - As I said, simple patterns.. dd would fit here. Actually you should review kd or dk doublets and change as kk or dd, whatever fit there.
  4. 01:39:752 - 01:46:521 - Why did you ignore these sounds? Looks awkward.


[Ayyri's Hari Senbon]
  1. 00:06:213 (13) - How about changing it to kat due to high pitch sound? It also make consistent to 00:03:751 (1,7) - and 00:08:674 (24) - . 00:16:060 (57) - and 02:31:444 (760) - for consistency.
  2. 00:40:367 (164,165,166,167,168,169,170) - You may represent piano by changing as kkkdddk. If you think it makes harder, you may keep it as well. 01:17:290 (348,349,350,351,352,353,354) - and 01:39:444 (486,487,488,489,490,491,492) - for consistency.
  3. 00:44:675 - Unsnapped greenline
  4. 00:59:649 (274,275) - That doublet is wrongly snapped. The sound is 1/8 this time. I also wonder why you didn't emphasize snare by using kk.
  5. 02:10:982 (635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650) - Don't you think it's pretty hard? It's not even used in hard maps I've seen.
    At least try with a slider or spinner to represent transition between these two parts.


That's it I guess uhuhuh, good luck :)
posted

zigizigiefe wrote:

I'm here cuz some cutie that named Ayyri asked me :^) i agree she a big qt

[Muzukashii]
  1. 00:09:290 (20,21,22) - 00:19:136 (52,53,54) - Finisher is unnecessary imo. 02:15:751 (234,235,236) - for consistency. No change, I think they're plenty necessary for how strong the sounds are here.
  2. 00:25:188 (72,73) - 00:30:111 (92,93) - How about using simple pattern for here? kk fits perfectly and represents the sound at 00:25:290 - . Changed accordingly! o:
  3. 00:46:726 (153,154,155,156) - As I said, simple patterns.. dd would fit here. Actually you should review kd or dk doublets and change as kk or dd, whatever fit there. fixed this as well, went through and checked for others and changed those too. hopefully I didn't miss any!
  4. 01:39:752 - 01:46:521 - Why did you ignore these sounds? Looks awkward.oops../... added notes to both times c:


That's it I guess uhuhuh, good luck :)thank you very much! :D
oni
ayyri's response from beyond the depths of hell
posted
I M S O L A Z Y


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png

02:38:521 (1) - Fix DS for this note, it's fairly noticeable.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream.

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties
posted

Weber wrote:

I M S O L A Z Y B O I


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^. If this continues to be a problem I'll change it as suggested, but I think the current set up here being a bit more challenging is fitting for how intense the song gets at this point.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png changed this timestamp in general some for a qt circle shape

02:38:521 (1) - Fix DS for this note, it's fairly noticeable. it's not noticable if i didn't notice~ *runs* fixed.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream. but it does match with the piano stream?

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious MMMmmmMMMmmmMMMM


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties thank you friendly frog
posted
[general]
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller

[easy]
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that

[ayyffy]
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff.
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them.
01:43:444 (3) - according to previous | next part HS, you need clap here
01:46:828 (6) - would have this addition-drum finish rather than clap
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there

[advanced]
- Its advanced diff, you should really map the break.
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part
01:51:443 (3) - ^

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics.

[hard]
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff!
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) -
01:07:033 (3,4) - and 01:02:110 (3,4) - .
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 -
02:03:033 (4) - ^
02:10:418 (5) - this is actually on 02:10:521 - ._.

[insane]
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing
01:17:290 (1) - ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l
01:27:752 (3) - addition-drum add finish
01:37:290 (1) - map the next part as it is just weird to leave it like this
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there.
01:58:110 (4) - ^
02:10:418 (5) - this is suppose to be at 02:10:521 -
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle.
posted

Sidetail wrote:

[general]
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller O.... I forgot to compress the images... will do this once I have access to my pc in a few days. ended up not posting my draft reply until I had access to my pc so, uhh, fixed! did not change normal's bg as the jpg compression was very noticable on its thin lines.

[easy]
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that mmm i see your point but it doesn't feel right to have it as a slider either.

[ayyffy]
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff. 1.) it's not a custom name. it does not take place of the difficulty name "normal". 2.) it is a thematic replacement of where the word "collab" would typically go. When two people are "fated" they are "joined together" by something that was inevitable, when two people collab they are "joined together" by making the map... and this collab was inevitable, so...~
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them. o_O?? there is no NC here to begin with though.
01:43:444 (3) - according to previous | next part HS, you need clap here added to all diffs with an object at this time
01:46:828 (6) - would have this addition-drum finish rather than clap fixeds
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there changed to soft whistle instead of normal

will ask ayyri about the other hitsound point mentioned.

[advanced]
- Its advanced diff, you should really map the break. no
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part changed as suggested
01:51:443 (3) - ^ for this one i think the current set up is fine as it helps reflect how.. like.. bouncy the piano sounds here :D.

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics. I see.. well I'll try to keep this in mind, and make changes as I see fit, since there's more that goes into deciding what to put down than just the presence of a syllable, such as how strong or strained the vocal may sound.

[hard]
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well. I would much prefer it to have a break here as it does in project diva, the source of the video. this additionally allows for a player to view the title card in the video (i'll ask a QAT to have the title/artist moved to the same time later as well) and so that there is 1 of the instrumental section at the start and 1 at the end which mirror eachother.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff! It is currently done this way to emphasize the distinct higher sound at 00:25:290 (4) - which is not present in the previous bar. Fixed 00:32:572 (7) - to be two circles since it is following similar, same goes for insane.
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) - overriding the song with a new beat was not my intention at all, I was just trying to figure out a non-awkward way to play what was present (the way i had it before was BAD) . I've changed this a different way as I'd like to avoid having 2x reverse sliders in the map.
01:07:033 (3,4) - and 01:02:110 (3,4) - . first linked has the weird glass/ice sound, second does not. See 01:03:444 (4) - and 01:07:136 (4) - and how they are given the same slider shape for these as well.
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 - I do not think the 2/3 is sudden when it's accompanied by the song getting drastically less intense, and had been present throughout the song prior..
02:03:033 (4) - ^ ^
02:10:418 (5) - this is actually on 02:10:521 - ._. Oops, fixed ^^;

[insane]
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing added a new combo color for distinguishing the sudden 2x sliders
01:17:290 (1) - ^ ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l nononononoo you see she says she's "falling in love" so the sliders are in a literal falling formation now the player's mouse is falling and it fits perfectly
01:27:752 (3) - addition-drum add finish fixed in all difficulties.
01:37:290 (1) - map the next part as it is just weird to leave it like this but I'm mapping the piano this entire section which totally stops for a second here? ;.;
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there. I feel having sliders 1/3 apart like the majority of the song would take away from how calm this part is in comparison to the rest of the song. Similar to how 01:54:521 (1,2,3,4) - is circles instead of 2/3 sliders one after the other like I did at 01:02:521 (1,2,3,4) - for example.
01:58:110 (4) - ^ ^
02:10:418 (5) - this is suppose to be at 02:10:521 - fixeds
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider yeaah.. but i felt just sticking to the vocal here in insane was unfitting as well, since the piano sound is so loud and occurs before the vocal does. the only alternative I could think of would to have JUST a circle at 02:11:136 - like hard does, but this seems wrong as well since in promise it even has 1/6 notes here to play. nothing->nothing->ALL THING vs. nothing->something->all thing in regards to how its mapped as the difficulty increases... i'm gonna leave this the same so that it's the latter q.q. Additionally, due to the long pause before it I do not think reading will be an issue even though it starts on a red tick.
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle. Changed to a 1/6 reverse slider like in promise.
posted
AAAA

INSANENESS

00:08:367 (5,1) - Since there are SOUNDS between these OBJECTS, perhaps change the NOTE into a 1/3 REVERSE SLIDER???
00:08:675 (1,2,3,4) - https://puu.sh/wT3LP/0afae08d9a.mp4 I have no IDEA why this recording took FIVE ATTEMPTS TO MAKE PERFECT but each slider here SLIGHTLY LOWERS which works nicely with the LOWERING PITCH N STUFF
00:11:136 (1,2,3,4) - These sound like 1/2 SOUNDS, seriously cahnge the sliders to 1/2 WHY
00:40:367 (1) - The START END END coordinate of this slider must be on the EXACT SAME Y LEVEL (120 each)
00:44:675 (1,2,3,4,5,6) - Perhaps make the last 3 sliders have a different LOOK or smth to the first 3 since they have different VOCAL SOUNDS
01:09:598 (3) - x:202 y:146 for super symettry cuteness
01:21:905 (2,3) - BLANKET
01:35:957 (3,1) - u Wh with READING THIS after that CONSISTENT DS STREAM how to DO IT (01:00:675 (3,4,5,6) - make it same DS as that pls)
01:40:982 (1) - MAKE JUMP

o hai page 2
posted

Arphimigon wrote:

AAAA

INSANENESS

00:08:367 (5,1) - Since there are SOUNDS between these OBJECTS, perhaps change the NOTE into a 1/3 REVERSE SLIDER??? MAYBE but when I tried it, it felt odd since it'd switch so rapidly between following the piano and the accordion that it felt really awkward so uhhh,, yeah i dunno about this
00:08:675 (1,2,3,4) - https://puu.sh/wT3LP/0afae08d9a.mp4 I have no IDEA why this recording took FIVE ATTEMPTS TO MAKE PERFECT but each slider here SLIGHTLY LOWERS which works nicely with the LOWERING PITCH N STUFF your suggestion here is very interesting and i''ll keep it in mind, but no change as I rather like how balanced visually the current pattern is, as it helps establish the attitude of this difficulty which is elegant, balanced, and pretty pretty
00:11:136 (1,2,3,4) - These sound like 1/2 SOUNDS, seriously cahnge the sliders to 1/2 WHY it's kinda odd since they sorta just fade into eachother, so I think it would be best to leave these as 1/3 like all their compatriots instead of SUDDENLY 1/2
00:40:367 (1) - The START END END coordinate of this slider must be on the EXACT SAME Y LEVEL (120 each) AIEEE fixed
00:44:675 (1,2,3,4,5,6) - Perhaps make the last 3 sliders have a different LOOK or smth to the first 3 since they have different VOCAL SOUNDS but they're already slightly different patterns jOINED TOGETHR
01:09:598 (3) - x:202 y:146 for super symettry cuteness great IDEA also ctrl+g'd 01:09:290 (2) - for CUTE LOOPDILOOP
01:21:905 (2,3) - BLANKET FIXED I THINK
01:35:957 (3,1) - u Wh with READING THIS after that CONSISTENT DS STREAM how to DO IT (01:00:675 (3,4,5,6) - make it same DS as that pls) changed as suggestedd
01:40:982 (1) - MAKE JUMP MAKES DS which is like a jump after the lower spaced stream but still DS praise be DS amen

o hai page 2 at long last
posted
nm from my queue!

easy

SPOILER
sv ahh this is really fast
00:12:367 - why is there a break here? sounds almost identical to the part before it that you mapped. if you do keep it though at least make it start at 00:13:598
00:39:444 (3) - this slider looks ehhh. the one at 00:25:905 (2) looks better.
00:40:674 (1,2,3) - i'd suggest rotating this triangle a bit more clockwise :/
00:55:444 (1,2,1) - pretty subjective but i don't like how any of these sliders look. maybe its the curvy part looking shorter than the straight part? idk.
01:34:828 (1,2) - position (2) more evenly between the slider head and tail

normal

SPOILER
same thing about the break
00:39:444 (3,2) - make this blanket
00:46:213 (3,1) - this doesn't blanket (but imo it looks better without blanketing so i guess don't change it)
00:55:444 (1,1) - these slider aren't ugly, but they don't really look good imo
01:06:213 (1,2) - fix the blanket
01:37:905 (1,2,3) - looks kinda bad with the light overlap stuff
01:49:598 (1,2,3) - this is the same thing basically, but it doesn't look bad here.

same thing about breaks on all diffs

nice set gl
posted

- titan wrote:

nm from my queue! hallo!

easy

SPOILER
sv ahh this is really fast c:
00:12:367 - why is there a break here? sounds almost identical to the part before it that you mapped. if you do keep it though at least make it start at 00:13:598 since there wouldn't be anything mapped inbetween for easy, that'd basically mean just having a lone circle one bar later, which imo is kinda weird, and would be rather forced.
00:39:444 (3) - this slider looks ehhh. the one at 00:25:905 (2) looks better. did a copypaste transplant
00:40:674 (1,2,3) - i'd suggest rotating this triangle a bit more clockwise :/ ehh..? that'd not make as much sense in the context of the pattern. horizontally balanced bird slider -> 1 and 2 are straight right under it > 3 goes under the middle of the bird.
00:55:444 (1,2,1) - pretty subjective but i don't like how any of these sliders look. maybe its the curvy part looking shorter than the straight part? idk. I suppose that's personal preference but I'll keep it in mind.
01:34:828 (1,2) - position (2) more evenly between the slider head and tail I couldn't even tell oops >o<, fixeds

normal

SPOILER
same thing about the break ):
00:39:444 (3,2) - make this blanket fixed the pattern a bit instead so it doesn't look like an off blanket
00:46:213 (3,1) - this doesn't blanket (but imo it looks better without blanketing so i guess don't change it) what what the heck this looks terrible how did i not notice. Fixed to at least be evenly spaced from the circle on both ends even if it's not an ultra snuggly blanket
00:55:444 (1,1) - these slider aren't ugly, but they don't really look good imo I think they're fantastic for representing the unique instrument present here c:
01:06:213 (1,2) - fix the blanket fixeddd
01:37:905 (1,2,3) - looks kinda bad with the light overlap stuff no change to the pattern, but I noticed the stack was a few pixels off, fixed that.
01:49:598 (1,2,3) - this is the same thing basically, but it doesn't look bad here.no change

same thing about breaks on all diffs the break is to
  1. Match the game the video is from
  2. perfectly display the title in the video
  3. give the player a chance to enjoy songo
  4. so that the start and end can mirror eachother


nice set gl thank you c:!
ayyri's mod from the grave so i can click timestamps

Ayyri wrote:

Muzukashii
-------------
  1. 00:13:598 - Finisher. There's a pretty clear cymbal here. changed
  2. 00:23:444 - ^ changed
  3. 00:27:136 - to 00:28:059 - There's really no definition to any of these notes. There are different sounds going on here, yet you chose to keep it monocoloured. Consider something like having 00:26:828 - to 00:28:367 - be something like, k d k k d K. So you get the emphasis of the vocal at 00:27:136 - and 00:28:059 - , while keeping the k's for the metallic sounds at 00:27:444 - and 00:27:752 - . (Also adding a finisher for, well, the cymbal there.) changed this some, though not exactly as suggested.
  4. 00:33:290 - Finisher. Already stated my reasoning for this. changed
  5. 00:35:752 - to 00:36:675 - Consider changing it to be k d k d. So there's more of a back and forth pattern when it comes to your movements, which would greater emphasis the vocals going on here. While also giving 00:36:675 - and 00:36:982 - the same colours, to add emphasis to the kk after it. changed as suggestion! that makes a lotta sense, thankya ^^
  6. 00:38:213 - Finisher. Previously stated reason. changed
  7. 00:39:136 - and 00:39:752 - Ctrl+G. Follows the vocals a bit better, and added emphasis to the vocal/finisher at 00:40:059 - . I'm not sure about this one because I would prefer to have the current ddk ddk pattern which is following the vocals ;
  8. 00:44:675 - and 00:44:982 - Ctrl+G. Having a k at 00:44:675 - , would better emphasis the change from the intense vocals/finishers, into the regular rhythm and would also follow the kick at that point. see below
  9. 00:45:290 - Change to d. Instead of having the same colour as 00:45:598 - , which is a higher sound, and adds more emphasis to it. taking these suggestions into account, 00:44:674 - starting here, changed these six notes to kkdkkd. so that it 1.)emphasizes the change from the finishers, 2.) emphasizes the following high note, 3.) goes k k d , k k d, following the vocals.
  10. 00:48:059 - It's odd that you start this with a finisher, yet you ignore this same rhythm at 00:49:290 - . Just something to think about. this is because the section already contains regular 1/3 doubles, fitting for the kiai, and I feel adding in regular finishes on top of that would just be.. brutal. Between the finishes or the 1/3 in the chorus for these points, I'd prefer to have the 1/3.
  11. 00:50:521 - Same as the above. ^
  12. 00:52:674 - There's no cymbal sound here indicating that there should be a finisher. Using one here to emphasis the drums, also takes away from the crash at 00:52:982 - . changed it to k so that it is still emphasized after the prior pattern without taking away from the impact of the finish.
  13. 00:57:905 - Nothing very powerful occurs here, other than this being the last verse of this phrase. But using finishers for it, is rather.. odd. Because it feels like they're being randomly placed here to try and emphasis that, but fail to do so. mm, I disagree. I think they accomplish emphasizing the very very VERY strong 1/1s, which is what they set out to do. In this, it is also very similar to 00:08:674 - this section here, albeit more dense.
  14. 01:00:367 - Finisher. Previously explained reason. changed
  15. 01:03:444 - to 01:05:290 - Like I stated for 00:27:136 - , having the same colour for different sounds, especially in a calm part, makes it rather boring and doesn't bring out the fact that there's more going on. For example, consider making 01:04:059 - a d, to emphasis the higher vocal, and the ending of the verse here. changed to a d as suggested, I hadn't considered using a d for a higher vocal, that seemed beyond me. that makes sense tho.. when put that way.. yess
  16. 01:05:290 - Finisher. Already explained this. changed
  17. 01:08:059 - and 01:08:367 - Ctrl+G. Emphasises the vocal better, in a building up manner. i'm not sure if i already changed this cause the way i have it right now emphasizes it better than the suggestion so now i'm confused
  18. 01:08:982 - Change to k. Emphasises the end of the vocal here, and provides more power to the oncoming notes. kk
  19. 01:09:290 - and 01:09:598 - Change to d. I can see why you made these finishers, but having 01:09:290 - to 01:09:905 - all as finishers, kind of takes away from the intensity that 01:09:905 - has on it's own. So it would be better to have only 01:09:905 - as the finisher, to better show the "thud" sound that's happening here. In the below point, (I didn't apply this in order oops) the change to K ended up helping to emphasize it already. Otherwise, I find it fitting to have all three as finishers, as they are all part of one heavy progression of sound, and made no change to those.
  20. 01:10:213 - Finisher. Here especially, it feels really lacking in play when you have a D at 01:09:905 - , and absolutely no finisher at 01:10:213 - , when there's a very audible cymbal there. If you did add one, preferrably make it a K, so it doesn't blend in with the D at 01:09:905 - . changed this to a finisher, made 01:09:905 - a K so that what its following is still ultra EMPHASIZED
posted
add silent soft sliderslide hitsound maybe

[Ayyri]

00:40:367 (1,2,3,4,5,6) - This is too much
01:09:905 (1) - shouldnt it go in that direction? http://puu.sh/x51ZO/fd682e99bf.jpg
01:17:290 (2,3,4,5,6,7) - same
01:39:444 (1,2,3,4,5,6,7) - ye
01:57:290 (1) - hs missing?
02:22:828 (1,2) - u didnt rlly use it in any other section of the map, maybe it gets confusing
u copy pasted that last part?

[Insane]

00:43:136 (1,2,3,4,5) - NC all?
01:00:982 (6) - that spacing is a bit too far, i know u wanna emphasize that but its a bit much
01:05:905 (6) - ^
01:20:059 (1) - nc all
02:16:675 (1) - ^

[hard]

00:40:674 (2) - nc?
00:48:367 (3,5) - remove overlap
01:16:982 (1) - remove nc
01:17:290 (2) - nc
01:17:597 (3) - nc

[advanced]

isnt od6 a bit high?

[normal]

remove the fated, it doesnt fit in with all the other diff names, or should it mean collab?
00:29:290 (1) - remove nc
00:58:828 - add circle
01:08:982 (1) - remove nc since u dont have one here either 01:04:059 (4) -


good luck :3
map: https://osu.ppy.sh/s/640064
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