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Kda5h - Sunset March

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Topic Starter
josh1024
Quick mod geez. thanks for the mod! will return this weekend.
tin frog
hi! m4m from my queue :D

vocaloid DansGame
march is the only diff above 3*
general:
USE LESS SQUARES

00:00:597 - extremely mappable sounds from here to the actual start of the map, i would map here
00:15:366 - sv feels a bit too fast for a relatively calmer part of the song than 00:22:750 for example, which has the same sv
00:17:904 - there's a sound here that should be mapped, would also help this part feel less "awkward"
01:51:366 - same as beginning
Topic Starter
josh1024
Hi! Thanks for the mod!
Box.

xiqingwa wrote:

USE LESS SQUARES
lol, that's all this map is about.
00:00:597 - extremely mappable sounds from here to the actual start of the map, i would map here
01:51:366 - same as beginning
Well I'm just lazy mostly, pius I don't want too many calm sections.
00:15:366 - sv feels a bit too fast for a relatively calmer part of the song than 00:22:750 for example, which has the same sv
Good point. The idea here is to build up tension. so I choose to lower DS instead of SV to lower the intensity while keeping it somewhat engaging.
00:17:904 - there's a sound here that should be mapped, would also help this part feel less "awkward"
Will consider.
coke bottle
general
SQUARES WHERGFBWRKUYFHBFIUFGBVRHJ
太多四方形了
please map beginning and end. those sounds are very mappable
why did i type that in chinese idk

Easy
00:30:135 (1,2,3) - could you out this in a more straightforward way? beginners might bet confused by this asd may click 3 rather than 2
01:18:135 (1) - spinners in easy must have at least 4 beats of rest time before the next note. so yours in only 3 1/2 so please shorten the spinner

March
for the starting part the sv is 1. then the part starting from 00:22:750 - is also sv1. this part is cleraly not as calm aas the start so i recommend either up the sv from 00:22:750 - or lower the sv at the staRT.
00:51:135 (2,3,5) - i'd recommend nc these notes cause the sounds just stand out so much
01:31:751 (3) - blanket can be improved. lemme help you out(not perfect, but better) sliderhead anchor->x359 y46. middle anchor->x392 y93 slidertail anchor->x390 y147

my friend complained to me "how is this only 3 stars?"
Topic Starter
josh1024
There. Thanks for the mod!
Box.

Reynolduh wrote:

general
SQUARES WHERGFBWRKUYFHBFIUFGBVRHJ
太多四方形了
lol
please map beginning and end. those sounds are very mappable
Nope. Sorry.
why did i type that in chinese idk
It's all gud.

Easy
00:30:135 (1,2,3) - could you out this in a more straightforward way? beginners might bet confused by this asd may click 3 rather than 2
kay
01:18:135 (1) - spinners in easy must have at least 4 beats of rest time before the next note. so yours in only 3 1/2 so please shorten the spinner
well this is so low BPM, 1/2 beat prbbly wouldn't hurt

March
for the starting part the sv is 1. then the part starting from 00:22:750 - is also sv1. this part is cleraly not as calm aas the start so i recommend either up the sv from 00:22:750 - or lower the sv at the staRT.
Remapped to 0.8
00:51:135 (2,3,5) - i'd recommend nc these notes cause the sounds just stand out so much
Done on 2, 345 works together I suppose
01:31:751 (3) - blanket can be improved. lemme help you out(not perfect, but better) sliderhead anchor->x359 y46. middle anchor->x392 y93 slidertail anchor->x390 y147
Oh thanks

my friend complained to me "how is this only 3 stars?"
ikr rip 130BPM songs
mantasu
o/ from q
[March]
Why do you make those numbers (like CS or HP/OD) 0.1 etc :D just make them integers
00:00:597 - seems the beginning is not mapped, you should consider doing it since music itself sounds important
Not all sliders at the beginning are mapped correctly to music. Take this for example 00:17:789 (3,4) - more important sound starts 00:17:904 - here instead of 00:17:789 - here, so slider should start on more important one and end on less important, It's basic 123
00:28:289 (1,2,3,4,1) - some 1/4 circles could be mapped in between objects as for the highest diff
00:31:520 (1,2) - stream would better represent different sound
00:35:212 (3,4) - if you mapped earlier (^) such sounds, map here as well these 1/4s
00:35:674 (1) - pls try to avoid to put spinner on higher diffs that represents getting more intese music bc actually it doesn't; you should map it with objects instead
01:05:212 - 3 rather important sounds are missed even though you map vocals, this is the highest diff and imo sound is clearly hearable it feels strange when it's not mapped
01:35:674 (1) - avoid overlap or if so, then overlap 01:36:135 (2) - this with 01:35:212 (2) - that as well
01:49:520 (1,2) - what about 2 1/4 repeated silent sliders instead? :D
01:51:366 - ending should be also mapped
Overall vocals are mapped pretty well 8-)
GL
Topic Starter
josh1024
Thanks for the mod! And according to Pishi we suck.
Box.

seselis1 wrote:

[March]
Why do you make those numbers (like CS or HP/OD) 0.1 etc :D just make them integers
00:00:597 - seems the beginning is not mapped, you should consider doing it since music itself sounds important
No plz
Not all sliders at the beginning are mapped correctly to music. Take this for example 00:17:789 (3,4) - more important sound starts 00:17:904 - here instead of 00:17:789 - here, so slider should start on more important one and end on less important.
Well if a redtick has no sound there's no point sticking to the rule I guess.
It's basic 123
Watched that c:
00:28:289 (1,2,3,4,1) - some 1/4 circles could be mapped in between objects as for the highest diff
00:24:597 (1,2,3,4) Consistency
00:31:520 (1,2) - stream would better represent different sound
00:30:135 (1,2,3) Stream = flowing 00:31:520 (1,2) Movement = jagged sound. Works fine.
00:35:212 (3,4) - if you mapped earlier (^) such sounds, map here as well these 1/4s
00:35:674 (1) - pls try to avoid to put spinner on higher diffs that represents getting more intese music bc actually it doesn't; you should map it with objects instead
00:35:674 Only noise and drum are mappable, and I chose the noise.
01:05:212 - 3 rather important sounds are missed even though you map vocals, this is the highest diff and imo sound is clearly hearable it feels strange when it's not mapped
A break from a section. Will consider changing tho.
01:35:674 (1) - avoid overlap or if so, then overlap 01:36:135 (2) - this with 01:35:212 (2) - that as well
01:35:674 (1)Overlap for t-dE
01:49:520 (1,2) - what about 2 1/4 repeated silent sliders instead? :D
Will consider remapping
01:51:366 - ending should be also mapped
Nope.
Overall vocals are mapped pretty well 8-)
GL
Thanks G
FunnyA
Hello ^^ From FunnyA's q

General
For all difficulty levels, remove the checklist on 'widescreen support' [click Song Setup> Design> remove the checklist]. It is used when it has its storyboard elements.
Flow that is on your map pretty, but here the pattern that you kreasikan a bit monotonous (boring). For example on Easy & Normal, the object you created in the first Kiai time 01:21:828 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8) is the same as the object in the second time Kiai 01:36:597 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3) . IMO you also cover it by changing the rotation (degree) of the previous objects ><

Tips from me = try to see several beatmaps from the best mapper while looking at the pattern they are compiling, then try to imitate their mapping style even if not only 100% you sample. The point is to be as creative as possible

Easy

01:09:828 (1,1) - To me, this is a bit confusing to beginner players when playing this, try to give you the distance between the two objects (like the other objects). Usage like this can be for Hard and level up on it, and sometimes stacked it for songs that have a rap section of it or a quick beat of music.

01:10:751 (1) - Why here's New Combo? And this part is not the beginning of the sentence of the song lyrics
01:47:674 (1,2,1,2,3) - The Color Combo section here should be the same as this one 01:32:905 (1,2,3,4,5) . Simply align you to remove this 01:45:828 (1)

For beats above 100 BPM, you should set and change the distance between the taps even farther (slightly) than the current one. I recommend for the use of distance snapping of 1.2 x

Normal
00:28:289 (5,1) - There is a shadow like overlaps. Take a good look and change the object position of this section 00:30:135 (1) to avoid overlaps. And this is quite confusing players.
01:32:213 (4,1) - Again .. Why is it stacked. Whereas in this part of the vocal beat a little slow.
01:46:981 (4,1) - ^

Hard
00:41:212 (1,2,3,4) - This music's snap must be consistent with this 00:37:520 (1,2,3,4)

Maybe that's all I can do for you. Sorry for Insane Diff I can not modify it because I need to understand it. Lastly, I hope your map will be ranked.

Good Luck ;)
Topic Starter
josh1024
Thanks for the mod!
Box.

ulfanirahmi wrote:

General
For all difficulty levels, remove the checklist on 'widescreen support' [click Song Setup> Design> remove the checklist]. It is used when it has its storyboard elements.
Ok. pretty sure that does nothing.
Flow that is on your map pretty, but here the pattern that you kreasikan a bit monotonous (boring). For example on Easy & Normal, the object you created in the first Kiai time 01:21:828 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8) is the same as the object in the second time Kiai 01:36:597 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3) . IMO you also cover it by changing the rotation (degree) of the previous objects ><
Well I'm born boring I guess
Tips from me = try to see several beatmaps from the best mapper while looking at the pattern they are compiling, then try to imitate their mapping style even if not only 100% you sample. The point is to be as creative as possible
Tips from me = improve ur English lol jk
Easy
01:09:828 (1,1) - To me, this is a bit confusing to beginner players when playing this
Fixed
01:10:751 (1) - Why here's New Combo? And this part is not the beginning of the sentence of the song lyrics
Removed combo on 01:09:828 (3)
01:47:674 (1,2,1,2,3) - The Color Combo section here should be the same as this one 01:32:905 (1,2,3,4,5) . Simply align you to remove this 01:45:828 (1)
Not necessary?
For beats above 100 BPM, you should set and change the distance between the taps even farther (slightly) than the current one. I recommend for the use of distance snapping of 1.2 x
Well, you could call that a wider spread I guess.

Normal
00:28:289 (5,1) - There is a shadow like overlaps. Take a good look and change the object position of this section 00:30:135 (1) to avoid overlaps. And this is quite confusing players.
Raised AR lol
01:32:213 (4,1) - Again .. Why is it stacked. Whereas in this part of the vocal beat a little slow.
01:46:981 (4,1) - ^
I don't get what u mean?

Hard
00:41:212 (1,2,3,4) - This music's snap must be consistent with this 00:37:520 (1,2,3,4)
Again what do u mean by "music's snap" = =

Maybe that's all I can do for you.
Sure.
_sponez
Hello!


  • [March]
  1. 01:23:674 (1,2,3) - Looks bad. Better https://osu.ppy.sh/ss/9556771
  2. 01:36:597 (1,2,3) - Looks bad.
  3. 01:45:827 (1,3) - https://osu.ppy.sh/ss/9556793.

    [Hard]
  4. 00:41:558 - Add circle.
Topic Starter
josh1024
Thanks for the mod! tho it's kinda short ;P
Box.

_sponez wrote:


  • [March]
  1. 01:23:674 (1,2,3) - Looks bad. Better https://osu.ppy.sh/ss/9556771
  2. 01:36:597 (1,2,3) - Looks bad.
  3. 01:45:827 (1,3) - https://osu.ppy.sh/ss/9556793.
    Sure. Adopted.

    [Hard]
  4. 00:41:558 - Add circle.
    How about 00:43:289 and 00:45:712 etc. I'm trying not to map weaker sounds
Plus4j
M4M

Easy
00:19:058 (1) - spinner end here
00:33:827 (1) - ^same
01:31:058 (1) - remove NC
01:45:828 (1) - ^
01:50:443 (3) - change to this rythem?

Normal
00:33:827 (1) - spinner end here
01:16:289 (1) - remove NC
01:29:212 (1) - out of play ground..https://osu.ppy.sh/ss/9564557
01:50:443 (3) - change to this rythem too?

Hard
01:05:904 (1,2) - I think stack would be better
01:07:751 (1,2) - ^
01:09:597 (1,2) - ^
01:11:904 (1) - remove NC
01:12:597 (2) - NC
01:13:751 (1) - remove NC and I think there is no reason sv change
01:35:674 (3,1) - bad follow

March
spame square jump isn't well..make some square change follow?
00:24:135 (1) - make a sv change?
00:27:827 (1) - ^
00:31:520 (1) - ^
01:23:212 (1) - ^
01:30:597 (1) - ^
01:37:981 (1) - ^
01:45:366 (1) - ^

GL!
Topic Starter
josh1024
Heyy. Thanks for the mod!
Box.

Hey lululu wrote:

M4M

Easy
00:19:058 (1) - spinner end here
00:33:827 (1) - ^same
Spinner recovery time
01:31:058 (1) - remove NC
01:45:828 (1) - ^
Might help with rhythm change?
01:50:443 (3) - change to this rythem?
Sure.

Normal
00:33:827 (1) - spinner end here
Same as in Easy. I could end w/ 2 beat left but that just seems odd
01:16:289 (1) - remove NC
Don't like long combos
01:29:212 (1) - out of play ground..https://osu.ppy.sh/ss/9564557
Actually it's still on screen even with 4:3 but yeah it wouldn't hurt to change
01:50:443 (3) - change to this rythem too?
Ok.

Hard
01:05:904 (1,2) - I think stack would be better
01:07:751 (1,2) - ^
01:09:597 (1,2) - ^
01:09:828 (2,1) It's just for the pattern rly
01:11:904 (1) - remove NC
01:12:597 (2) - NC
Changed NC around here
01:13:751 (1) - remove NC and I think there is no reason sv change
Dead point lel. Removed
01:35:674 (3,1) - bad follow
It's meant to be emphasis on the slider end

March
spame square jump isn't well..make some square change follow?
it's kinda what this map it's all about though.. those squares
00:24:135 (1) - make a sv change?
00:27:827 (1) - ^
00:31:520 (1) - ^
01:23:212 (1) - ^
01:30:597 (1) - ^
01:37:981 (1) - ^
01:45:366 (1) - ^
NC and increased spacing should do the job imo
GL! c:
Plus4j
突然發現其實可以用中文摸www
Topic Starter
josh1024
(´・ω・`)
leo16834
英文大師 josh1024


距離上次摸這張圖好像有一些時間了 改的還蠻多的

最近如果有空的話我可能會摸第二次吧(主要是最近經過bn的摸 在看看我之前的摸 好像少了甚麼

願意的話 可以讓我摸第二次試試看嗎?


josh1024 wrote:

感覺你打這篇打很久 換我摸圖打這麼長至少要花兩個小時吧...
不會 其實摸圖很快xd 我曾經摸圖過一篇超級長的中文論文(誤
花了將近3小時半左右 上次那篇還算短w :)
Topic Starter
josh1024
喔 當然可以啊
然後恭喜qualify捏 c:
DeletedUser_10209520
Hello!

From my M4M queue - sorry for the late response, I've been busy!

March
00:55:981 (1,2) - Make slider 1 hit the middle of slider 2 perfectly, and rotate slider 2 counter-clockwise a bit so it looks less wonky.
00:56:904 (3,4) - Same here, but without the rotation.
00:59:674 (1,2) - This looks kind of awkward - if you rotate 2 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.
01:00:597 (3,4) - Same here.
01:01:520 (1,2) - Make sure slider hits middle of slider 2 again.
01:06:135 (1,2,3) - This looks a little cramped - try spacing these notes out more.
01:07:982 (2,3,4) - ^
01:10:751 (1,2,3) - ^
01:12:597 (1,2,3) - ^
01:17:212 (1,2) - Could blanket these.
01:23:674 (1,3) - Rotate 1 by 40 degrees -> blanket these notes.
01:38:443 (1,3) - This looks kind of awkward - if you rotate 3 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.

Hard
who's hype for extreme aesthetic modding wheeeeeeee
00:15:366 (1,2,3,4) - Select 2,3,4 and move down + right a bit so that notes 1,3,4 kind of "point" towards note 2.
00:19:058 (1,2,3,4) - Maybe make it so that 1,3 and 2,4 run in straight lines instead of being slightly off center?
01:30:597 (3,1) - Rotate 3 so that it's perpendicular to 1, or in a straight line with 1. Right now, it looks like it's in an awkward position between the two.
01:42:597 (2,3) - Might be able to blanket, but don't worry if you can't here - it should be fine anyway.

Normal
00:15:366 (1,2,3) - Make these a straight line.
00:17:212 (4,5,6) - Make these a straight line, and make parallel with 1,2,3 for a better aesthetic.

The rest of the map isn't wrong according to ranking criteria, but the map's structure, especially in the kiai with long 1/2 beat sections, may be extremely unintuitive for new players. Specifically, constantly moving in a straight line with no changes in direction may confuse new players and cause reading issues.

It honestly reminds me of a section in Scrambled Eggman, it's confusing structure and just how many attempts it took me to clear as a new player (it's still one of my most played beatmaps at ~70 attempts.)

https://youtu.be/0SeSM-ijGzU?t=1m1s

It's definitely not as bad in this map, but I'd still recommend some changes:

-> Spread out the rhythm density. Try adding one or two full beat gaps in these long chains of half beats, to give players a chance to catch up and to make reading simpler in some areas.

-> Add some symmetry, and recognisable patterns. This would reduce the load on the player's reading, and allow them to predict rhythm. For example, instead of using 01:21:828 (1,2,3,4), why not add some symmetry to make reading easier, e.g. like this?



-> Increase SV or DS. Obviously it still needs to meet ranking criteria, but a simple DS increase can make differentiating between notes and sliders 10x easier for newer players.

Fix these 1/2 chains, and the map should work well.

Easy
Mostly perfect diff, but consider:

00:49:981 (2) - New players are introduced to 1/2 beat sliders generally at Normal level. Try replacing these with single notes on the white tick.
01:04:751 (2) - ^ (change any other 1/2 sliders too in case i missed them)
01:27:366 (3,4,1) - Maybe add some symmetry here by making 3 sharp instead of curved?

In case you forgot, the map to mod can be found here!

Solid mapset, should be rankable soon!

GL, HF!
Topic Starter
josh1024
There, finally.

SuperCSGO wrote:

March
00:55:981 (1,2) - Make slider 1 hit the middle of slider 2 perfectly, and rotate slider 2 counter-clockwise a bit so it looks less wonky.
00:56:904 (3,4) - Same here, but without the rotation.
00:59:674 (1,2) - This looks kind of awkward - if you rotate 2 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.
01:00:597 (3,4) - Same here.
01:01:520 (1,2) - Make sure slider hits middle of slider 2 again.
01:06:135 (1,2,3) - This looks a little cramped - try spacing these notes out more.
01:07:982 (2,3,4) - ^
01:10:751 (1,2,3) - ^
01:12:597 (1,2,3) - ^
01:17:212 (1,2) - Could blanket these.
01:23:674 (1,3) - Rotate 1 by 40 degrees -> blanket these notes.
01:38:443 (1,3) - This looks kind of awkward - if you rotate 3 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.
01:01:520 - 01:07:289 Changed a bit, nothing else.
Hard
who's hype for extreme aesthetic modding wheeeeeeee
00:15:366 (1,2,3,4) - Select 2,3,4 and move down + right a bit so that notes 1,3,4 kind of "point" towards note 2.
00:19:058 (1,2,3,4) - Maybe make it so that 1,3 and 2,4 run in straight lines instead of being slightly off center?
01:30:597 (3,1) - Rotate 3 so that it's perpendicular to 1, or in a straight line with 1. Right now, it looks like it's in an awkward position between the two.
01:42:597 (2,3) - Might be able to blanket, but don't worry if you can't here - it should be fine anyway.
Tweaked Some.
Normal
00:15:366 (1,2,3) - Make these a straight line.
00:17:212 (4,5,6) - Make these a straight line, and make parallel with 1,2,3 for a better aesthetic.
Nope, but changed.
The rest of the map isn't wrong according to ranking criteria, but the map's structure, especially in the kiai with long 1/2 beat sections, may be extremely unintuitive for new players. Specifically, constantly moving in a straight line with no changes in direction may confuse new players and cause reading issues.
Simplified.
-> Add some symmetry, and recognisable patterns. This would reduce the load on the player's reading, and allow them to predict rhythm. For example, instead of using 01:21:828 (1,2,3,4), why not add some symmetry to make reading easier, e.g. like this?

Horrible.
-> Increase SV or DS. Obviously it still needs to meet ranking criteria, but a simple DS increase can make differentiating between notes and sliders 10x easier for newer players.
Increased AR lol
Fix these 1/2 chains, and the map should work well.
Easy
Mostly perfect diff, but consider:
00:49:981 (2) - New players are introduced to 1/2 beat sliders generally at Normal level. Try replacing these with single notes on the white tick.
No notes afterward + low BPM, not necessary?
01:04:751 (2) - ^
Changed.
01:27:366 (3,4,1) - Maybe add some symmetry here by making 3 sharp instead of curved?
Nope.
vocalSakura39
I love this song, and you put a lot of effort. But you didn't use the full version.
That's okay, I'm not mad at you all. ^^
Topic Starter
josh1024
Well, thanks! and welcome to osu!
leo16834
嗨~ 不好意思來晚了 最近我去考日文檢定 (要爆了xD

事不宜遲 來摸圖

因為之前有給過一個kds了 這一篇文章可以依據我有沒有給你幫助再看要不要給吧~



[General]

幫你check一些unrank issue有找到一些 可以改掉

Widescreen Support在某一些難度沒有關掉 假設這首歌沒有StoryBoard的話 建議關掉 (Normal沒有關掉)



[Normal]

話說 我看到這個的NC比較頻繁一點(主要是看到NC的數字很少超過4 其實只要不要超過10的話 基本上Normal還是可以用2個8拍做一個NC的節奏 因為顏色的變換容易對新手會有 "色彩疲勞" 的狀況發生)

個人比較建議2個4拍換一個NC比較好 跟Easy一樣 不過這個看你好了


(註: 色彩疲勞 因為主要你NC的顏色比較少啦 所以只有幾個顏色的變換 初心者比較容易不耐煩 因為在調配顏色上顏色反差較大 雖然說是還好)


[March]


Too much square (誤xD


話說我發現不知道算不算是問題的問題 是關於這首的ds

正方形的部分ds最小可以到ds1 而有些可以到1.4

像是這個 00:19:058 (1,2,3,4,1,2,3,4) - 聲音還蠻大聲的 不過只有ds1有點不過癮耶(誤

另外也可以不只有正方形 可以做一些對角的方式 類似 "X"的圖案也不錯 他也是正方形 不過是Flow做了點更動 但是可以使得這個最難的難度多元化 不至於難度升不上去

00:24:135 (1,2) - 短暫滑條 在玩的視覺上是有加速的效果 這邊正巧就是這種效果 不過你有沒有發現甚麼呢? 既然有加速的效果的話 那麼這個距離就不是一個好距離了 通常我們在做短滑條在高難度的時候 會把短滑條視為一個 "點"來看待 因為滑條的miss率是極低的 通常短滑條點到一下 就會是300了 (有在玩的話應該是很清楚的) 也就是說 既然把他視為"點"來判斷的話 那麼滑條的尾端就不會是你的ds考量 應該要用的是滑條的開頭做為ds的判斷 那麼 以這個做為基礎來看的話 00:24:135 (1,2) - 有沒有發現疑點了呢? 我想有解釋了一些效果了 因為以滑條頭來看 1跟2 ds是低於1的 但是用尾端來看 你會發現是ds 1.74

那麼我再指一組滑條給你看~

00:23:904 (6,1) - 這個滑條有應該發現了吧 就在上面那組的前面而已 但是這個的距離 我就覺得不會是 ds3.65 你知道為什麼嗎? 因為 00:24:135 (1,2) - 的聲音明顯的比 00:23:904 (6,1) - 6開頭的聲音還要大聲 00:23:904 (6) - 這個只有重音的聲音 00:24:135 (1) - 這裡開始是重音加上效果音的呈現 以做圖的來判斷 我覺得 00:24:135 (1) - 這邊開始的兩個滑條應該要被強調 00:23:904 (6) - 這個的ds應該要短一些


那麼 這裡難度有蠻多的短滑 可以試著先存一個備份(很重要 怕改到你不喜歡 備份很重要) 來調整相關距離



啊 另外 正方形的部分 可以試試看做一些 "對角線"的呈現 flow 看起來會比較多元 比較不會是"一連串"的距離限制(想說之前在第一篇你有說Why 3.29* 這樣的改動應該可以在升個0.1~0.25星左右 主要取決於你的擺放)


01:34:751 (1,2,1,2) - 話說我覺得這個呈現 應該可以在好一點 01:35:212 (2,2) - 用1/12有點超過 不過我覺得還是在可行的範圍

01:45:827 (1,2,3) - 這整組來看 2到3的 逆Flow不是很好 2到3的flow只有人聲支援 怕這個逆flow會壞了感覺




恩~ 好吧 先到這裡好了xD

最近我的考試太多了 可能我腦漿已經用完了


先這樣囉 如果有問題的話 可以直接找我沒問題(如果我在線上的話) 不過我的經驗也是比較少 可以多方比較一下 再呈現你想要的感覺


josh1024 wrote:

然後恭喜qualify捏 c:
謝謝xD 我也是走的很辛苦


rk一張圖要有耐心跟一點運氣 還要看bn喜不喜歡你的歌 :o

最後祝你能夠rk~ 加油~


GL 然後一顆星給你 新人當然要要鼓勵才是
Neta
hi m4m here
[Easy]
  1. 00:25:520 (4,1) - just this kind of overlap doesn't look good for easy diff
[Normal]
looks nice

[Hard]
  1. 00:16:981 - 00:18:827 - feel really empty for me
  2. 01:24:135 (2,5) - maybe overlap note 5 with slider 2's end
  3. 01:38:904 (2,5) - ^
[March]
  1. 00:15:943 - 00:16:866 - add some beats here? just sounds better for me
  2. 01:15:366 (1) - move to x:8 so it looks perfect xd
  3. 01:33:366 (2) - match this slider with 01:32:674 (6) - looks better imo (make blanket or something)
nothing much, nice mapset :)

GL
CucumberCuc
Hello again

[Easy]
00:56:904 (2) - fix this
01:06:135 (1) - u can ignore thi, but i think can add Finish-sound
01:21:828 (1) - maybe remove NC? or change 01:21:366 (1) on the same color
[Normal]
00:30:135 (1) - slightly strange see this flow here
00:50:674 can ignore, but can do this: https://osu.ppy.sh/ss/9687069 (then on red ticks add Whistle-sound)
u miss loud (01:07:058), do this: https://osu.ppy.sh/ss/9687139 (and then slider 01:07:981 (3) move a bit down for better distance)
01:21:366 (1) - Finish-sound
01:31:750 (2) - start slider move a bit up-right and 01:34:289 (4) - move a bit down for better distance
01:39:366 (3) - 01:40:981 (2) can a bit fix too (but it's ur choice, u can leave)
01:43:981 (1,2) - in 1st time i see different distance in 0.03x, but other in 0.01-0.02x
[Hard]
00:39:827 (2) - 1,39x or 1,4x?
00:45:366 (2) - ^
00:47:674 (3,4,5) - a bit different range
00:53:674 (4,1,2) - 00:59:674 (1,2,3) - strange see this distance moments, maybe fix them?
01:07:058 - why miss sound?
01:14:212 (3,1,2) - what with distance?
01:29:097 miss sound
Topic Starter
josh1024
Done. Thanks for the mod*3 lel
General

leo16834 wrote:

Widescreen Support在某一些難度沒有關掉 假設這首歌沒有StoryBoard的話 建議關掉 (Normal沒有關掉)

已關
Easy

Neta wrote:

  1. 00:25:520 (4,1) - just this kind of overlap doesn't look good for easy diff
Fixed

CucumberCuc wrote:

00:56:904 (2) - fix this
Fixed
01:06:135 (1) - u can ignore thi, but i think can add Finish-sound
Considering
01:21:828 (1) - maybe remove NC? or change 01:21:366 (1) on the same color
Necessary for reading the measure start? Not sure how new players see this tho
Normal

leo16834 wrote:

話說 我看到這個的NC比較頻繁一點(主要是看到NC的數字很少超過4 其實只要不要超過10的話 基本上Normal還是可以用2個8拍做一個NC的節奏 因為顏色的變換容易對新手會有 "色彩疲勞" 的狀況發生)

個人比較建議2個4拍換一個NC比較好 跟Easy一樣 不過這個看你好了
kk 因為也不知道該換什麼顏色了ww
Edit: 後來有加新顏色了w 還是用2個4拍

(註: 色彩疲勞 因為主要你NC的顏色比較少啦 所以只有幾個顏色的變換 初心者比較容易不耐煩 因為在調配顏色上顏色反差較大 雖然說是還好)

CucumberCuc wrote:

00:30:135 (1) - slightly strange see this flow here
Remapped
00:50:674 can ignore, but can do this: https://osu.ppy.sh/ss/9687069 (then on red ticks add Whistle-sound)
yup, no thanks
u miss loud (01:07:058), do this: https://osu.ppy.sh/ss/9687139 (and then slider 01:07:981 (3) move a bit down for better distance)
Remapped N H
01:21:366 (1) - Finish-sound
Nope.
01:31:750 (2) - start slider move a bit up-right and 01:34:289 (4) - move a bit down for better distance
01:39:366 (3) - 01:40:981 (2) can a bit fix too (but it's ur choice, u can leave)
01:43:981 (1,2) - in 1st time i see different distance in 0.03x, but other in 0.01-0.02x
All changed.
Hard

Neta wrote:

  1. 00:16:981 - 00:18:827 - feel really empty for me
    Remapped
  2. 01:24:135 (2,5) - maybe overlap note 5 with slider 2's end
  3. 01:38:904 (2,5) - ^
    Fixed stack

CucumberCuc wrote:

00:39:827 (2) - 1,39x or 1,4x?
00:45:366 (2) - ^
00:47:674 (3,4,5) - a bit different range
Fixed
00:53:674 (4,1,2) - 00:59:674 (1,2,3) - strange see this distance moments, maybe fix them?
Don't get waht u mean
01:07:058 - why miss sound?
Remapped
01:14:212 (3,1,2) - what with distance?
It's due to SV change, DS have to change for the actual distance to stay the same
01:29:097 miss sound
maybe not in Hard
March

leo16834 wrote:

話說我發現不知道算不算是問題的問題 是關於這首的ds

正方形的部分ds最小可以到ds1 而有些可以到1.4

像是這個 00:19:058 (1,2,3,4,1,2,3,4) - 聲音還蠻大聲的 不過只有ds1有點不過癮耶(誤

跟著歌調了

另外也可以不只有正方形 可以做一些對角的方式 類似 "X"的圖案也不錯 他也是正方形 不過是Flow做了點更動 但是可以使得這個最難的難度多元化 不至於難度升不上去

試著加,但是彎滑條太多暫時還不知道該怎麼改QQ

00:24:135 (1,2) - 短暫滑條 在玩的視覺上是有加速的效果 這邊正巧就是這種效果 不過你有沒有發現甚麼呢? 既然有加速的效果的話 那麼這個距離就不是一個好距離了 通常我們在做短滑條在高難度的時候 會把短滑條視為一個 "點"來看待 因為滑條的miss率是極低的 通常短滑條點到一下 就會是300了 (有在玩的話應該是很清楚的) 也就是說 既然把他視為"點"來判斷的話 那麼滑條的尾端就不會是你的ds考量 應該要用的是滑條的開頭做為ds的判斷 那麼 以這個做為基礎來看的話 00:24:135 (1,2) - 有沒有發現疑點了呢? 我想有解釋了一些效果了 因為以滑條頭來看 1跟2 ds是低於1的 但是用尾端來看 你會發現是ds 1.74

那麼我再指一組滑條給你看~

00:23:904 (6,1) - 這個滑條有應該發現了吧 就在上面那組的前面而已 但是這個的距離 我就覺得不會是 ds3.65 你知道為什麼嗎? 因為 00:24:135 (1,2) - 的聲音明顯的比 00:23:904 (6,1) - 6開頭的聲音還要大聲 00:23:904 (6) - 這個只有重音的聲音 00:24:135 (1) - 這裡開始是重音加上效果音的呈現 以做圖的來判斷 我覺得 00:24:135 (1) - 這邊開始的兩個滑條應該要被強調 00:23:904 (6) - 這個的ds應該要短一些

有 重音拉開就順多了 可以跟著轉

那麼 這裡難度有蠻多的短滑 可以試著先存一個備份(很重要 怕改到你不喜歡 備份很重要) 來調整相關距離

硬幹(誤

啊 另外 正方形的部分 可以試試看做一些 "對角線"的呈現 flow 看起來會比較多元 比較不會是"一連串"的距離限制(想說之前在第一篇你有說Why 3.29* 這樣的改動應該可以在升個0.1~0.25星左右 主要取決於你的擺放)

直接想到這張的Insane 滿喜歡Doormat的圖的 但學不來w

01:34:751 (1,2,1,2) - 話說我覺得這個呈現 應該可以在好一點 01:35:212 (2,2) - 用1/12有點超過 不過我覺得還是在可行的範圍

想想還是不要跟小鼓跟那麼緊好了

01:45:827 (1,2,3) - 這整組來看 2到3的 逆Flow不是很好 2到3的flow只有人聲支援 怕這個逆flow會壞了感覺

為了裝短滑條此段大改阿( `д´)也不知道好不好 現在是試著讓他回轉不要直接切銳角

恩~ 好吧 先到這裡好了xD

我也先改到這裡好了(´∀`)
- Frontier -
sorry for late ;w; here i come
red = highly suggested to fix
[General]
  1. The gap between March and Hard difficulties are pretty high in terms of rhythm density. Hard difficulty has rarely used 1/4 rhythm and consistently use distance snap thorough the difficulty. While March diff has used lots of 1/4 rhythm and spaced jumps. (If you want more accurate, difficulty gap between March and Hard is approximately 0.9, while the other difficulties gap is around 0.5-0.6.) So, in order to fix this, you need a difficulty between Hard and March difficulties, which is harder than Hard but easy than March.
  2. Add "EDM" in tags as it appears in the official video in niconico.
  3. Looks like this map is a short version tho. So it is necessary to add "short version" in tags also.
[Easy]
  1. 01:07:058 - Might not be much appropriate to make this part a slider end which isn't clickable, since this sound has more prominent than 01:06:135 -. So I'd like to recommend the way you could represent the sound better. Why don't you try something like this pattern? So it can represent the continuous 1/2 sounds between 01:06:135 and 01:07:058, and also 01:07:058 - will be clickable.
  2. 01:51:366 - Since this sound at this point is the final sound that you'll hear and the last part you will play, it might not be quite suitable to on'y be a slider end. It'll be better to be a circle or active hitobjects here to represent the song better. So you might try to add a circle at here instead of slider end.
I'd recommend to add some 2/1 sliders thorough the kiai parts. Because using only 1/1 sliders in kiai parts might be sloppy and become boring while playing. So adding 2/1 sliders could make a contrast between kiai parts.

[Normal]
  1. 00:44:904 (1,2,3) - So these part has nothing different as 00:37:520 (1,2,3) - in terms of instrumental rhythm, but why they are mapped differently? Consider making them the same for consistency.
  2. 01:50:443 (7) - As same as the thing I had mentioned in Easy difficulty.
[Hard]
  1. 00:41:212 (1,2) - I think these should instead be 2 3/4 sliders instead of being circles. As there are prominent vocals land on 00:41:558 - and 00:42:020 -. So you should probably better make 3/4 sliders so that it could represent the vocals sound better.
  2. 01:50:443 (3) - As same as the thing I had mentioned in Easy and Normal difficulty.
[March]
  1. 01:31:745 - This inherited point isn't snapped properly!
  2. 01:07:058 - The sound here is quite prominent and pretty audible for players to notice it. Skipping this sound might make players becoming confused with this note 01:06:827 (3) - and might not be appropriate with the song. I understand what you're trying to follow the vocal sound, but... yeah. You might try to make some patterns like this to represent the song better.
  3. 01:14:443 (1,2,3) - Let's compared these jumps with the other following hitobjects, especially 01:14:904 (2,3) - with 01:15:828 (2,3) - and 01:16:751 (2,3) -. You could see the second ones and the last one don't make quite much jump, but the first ones make a pretty big jump, causing inconsistency between these parts. You might consider lowering this jump on 01:14:904 (2,3) - for consistency between map. I'd like to recommend to place 01:14:904 (2) - at x:80 y: 168, appearing the slider 01:15:366 (1) - will blanket the circle 01:14:904 (2) - and the jump ill not be too high also. Also fix this one 01:37:520 (4,1) - if you agree with the suggestion.
  4. 01:22:751 (4,1) - You could easily noticed that the jump here is pretty big even tho it's 1/4 jump. Players could easily confused and their first intuition could tell that this is 1/2 jump for sure. I'd recommend to reduce this jump, to make it nearer. To avoiding players from misunderstanding.
  5. 01:28:289 (5,8) - If you look at these hitobjects placement thoroughly, you could see that the slider 01:28:981 (8) - has already been appearing while the circle 01:28:289 (5) - hasn't been fully disappeared, appearing an ugly-looking overlap. You might consider moving this slider 01:28:981 (8) - far enough to avoid having an overlap again. Also fix this one 01:43:058 (5,8) - if you agree with this suggestion.
There's a lot more I'd like to suggest to. But I'm going to stop at here.
If you have anything concern about my mod, feel free to ask though forum private message.
Good luck~ Pretty nice song.
Topic Starter
josh1024
Done. Thanks for the wall of text!
Box.

- Frontier - wrote:

[General]
  1. The gap between March and Hard difficulties are pretty high in terms of rhythm density. Hard difficulty has rarely used 1/4 rhythm and consistently use distance snap thorough the difficulty. While March diff has used lots of 1/4 rhythm and spaced jumps. (If you want more accurate, difficulty gap between March and Hard is approximately 0.9, while the other difficulties gap is around 0.5-0.6.) So, in order to fix this, you need a difficulty between Hard and March difficulties, which is harder than Hard but easy than March. Buffed Hard a bit by introducing some varied spacing as well as increasing spacing overall; March got some minor spacing nerf (took out the 1/4 4xDS stuff and such) Hope that helps
  2. Add "EDM" in tags as it appears in the official video in niconico.
  3. Looks like this map is a short version tho. So it is necessary to add "short version" in tags also. Tags added
[Easy]
  1. 01:07:058 - Might not be much appropriate to make this part a slider end which isn't clickable, since this sound has more prominent than 01:06:135 -. So I'd like to recommend the way you could represent the sound better. Why don't you try something like this pattern? So it can represent the continuous 1/2 sounds between 01:06:135 and 01:07:058, and also 01:07:058 - will be clickable.
    Changed to clickables
  2. 01:51:366 - Since this sound at this point is the final sound that you'll hear and the last part you will play, it might not be quite suitable to on'y be a slider end. It'll be better to be a circle or active hitobjects here to represent the song better. So you might try to add a circle at here instead of slider end.
    A slider matches the 1/6 drums better tho imo
I'd recommend to add some 2/1 sliders thorough the kiai parts. Because using only 1/1 sliders in kiai parts might be sloppy and become boring while playing. So adding 2/1 sliders could make a contrast between kiai parts. Changed. Not sure if I did alright

[Normal]
  1. 00:44:904 (1,2,3) - So these part has nothing different as 00:37:520 (1,2,3) - in terms of instrumental rhythm, but why they are mapped differently? Consider making them the same for consistency. I suppose that the vocals give me slightly different feelings. Still, changed
  2. 01:50:443 (7) - As same as the thing I had mentioned in Easy difficulty. Nope.
[Hard]
  1. 00:41:212 (1,2) - I think these should instead be 2 3/4 sliders instead of being circles. As there are prominent vocals land on 00:41:558 - and 00:42:020 -. So you should probably better make 3/4 sliders so that it could represent the vocals sound better. Sure
  2. 01:50:443 (3) - As same as the thing I had mentioned in Easy and Normal difficulty. Neigh
[March]
  1. 01:31:745 - This inherited point isn't snapped properly! Fixed
  2. 01:07:058 - The sound here is quite prominent and pretty audible for players to notice it. Skipping this sound might make players becoming confused with this note 01:06:827 (3) - and might not be appropriate with the song. I understand what you're trying to follow the vocal sound, but... yeah. You might try to make some patterns like this to represent the song better. Remapped
  3. 01:14:443 (1,2,3) - Let's compared these jumps with the other following hitobjects, especially 01:14:904 (2,3) - with 01:15:828 (2,3) - and 01:16:751 (2,3) -. You could see the second ones and the last one don't make quite much jump, but the first ones make a pretty big jump, causing inconsistency between these parts. You might consider lowering this jump on 01:14:904 (2,3) - for consistency between map.
    Shifted previous objects to reduce gap
    I'd like to recommend to place 01:14:904 (2) - at x:80 y: 168, appearing the slider 01:15:366 (1) - will blanket the circle 01:14:904 (2) - and the jump ill not be too high also. Also fix this one 01:37:520 (4,1) - if you agree with the suggestion.
  4. 01:22:751 (4,1) - You could easily noticed that the jump here is pretty big even tho it's 1/4 jump. Players could easily confused and their first intuition could tell that this is 1/2 jump for sure. I'd recommend to reduce this jump, to make it nearer. To avoiding players from misunderstanding.
    Players should be able to read newcombos at this point I suppose, but yeah remapped
  5. 01:28:289 (5,8) - If you look at these hitobjects placement thoroughly, you could see that the slider 01:28:981 (8) - has already been appearing while the circle 01:28:289 (5) - hasn't been fully disappeared, appearing an ugly-looking overlap. You might consider moving this slider 01:28:981 (8) - far enough to avoid having an overlap again. Also fix this one 01:43:058 (5,8) - if you agree with this suggestion. Fixed
There's a lot more I'd like to suggest to. But I'm going to stop at here.
If you have anything concern about my mod, feel free to ask though forum private message. oh. thanks c:
Good luck~ Pretty nice song. Sure
HabiHolic
m4m! late T.T

[All diff]
01:19:981 (1) - Finish. add here

[March]

00:27:827 (1) - that is like here?

anither for fine for me. GL!
Topic Starter
josh1024

HabiHolic wrote:

[All diff]
01:19:981 (1) - Finish. add here
Prefer the sort of ethereal feeling here.

[March]

00:27:827 (1) - that is like here?
larger gaps are consistently used on these wub noises; there's no point of keeping the sliders evenly spaced

anither for fine for me. GL!
To be fair, I don't care if your English isn't perfect. However, the fact that you didn't even check your spelling suggests your haste and disrespect, and I'm not entirely happy about this.
CrystilonZ
Do you have any link that the artist uses Kda5h as the romanization? btw social tags like twitter @something don't count
If not imo just use kdash.

http://www.nicovideo.jp/watch/sm29054322
https://www.youtube.com/channel/UCjVlugL3wyf5BFm43KKqOeg?&ab_channel=%E3%81%91%E3%83%BC%E3%81%A0%E3%81%A3%E3%81%97%E3%82%85%2Fkdash

[Easy]
  1. 00:19:058 (1) - this feels rather weird cuz players don't need to do anything in the much intenser part (1/4 stuff)
  2. 00:33:827 (1) - same thing ^
  3. 01:05:674 - imo it's better to add a circle here. The music drops sharply at 01:07:058 (1) - so uuh to represent the drop i guess
[Normal]
  1. 00:19:058 (1) - 00:33:827 (1) - same
  2. 00:49:981 (2) - fyi this slider stands out cuz rest of the map is kinda linear. This slider blanket doesn't fit well. If you want this for emphasizing something that's fine but if not imo it's better to change it.

    imo overall the map feels kinda cramped with all these overlaps. Keep in mind that this is my subjective thought. I'll do my best to explain it but i'm not good at explaining stuff orz. Here goes nothing.
  3. 01:40:289 (1,2,3) - overlapping accompanied with strong curves feel cramped. Each circle has a huge portion covered.
  4. With small DS and a lot of overlapping you need to seriously consider the visual flow. Compare these two https://crys.s-ul.eu/w3SKekNV | https://crys.s-ul.eu/dQH614Sh
  5. 00:15:366 (1,2,3,4,5,6) - I know this might look good in theory with the geometry stuff and parallel stuff but uh nop it's not. This feels rather like it is from the very early maps (before 2010)
  6. 01:03:366 (1,2,3,4) - Making stuff regular seems like a irrelevant thing but in reality it has a huge impact on how your map looks. compare what you have and https://puu.sh/yQStj/89bc32ed5e.jpg
    etc etc
    tl;dr imo you need to work on your aesthetics
For hard and insane i'll just say that your rhythm is pretty okayish overall. There are some questionable spots but nothing horribly wrong (i think). But patterning and emphasis need a lot of work

Best of luck with your mapset o/
Topic Starter
josh1024
(Placeholder of Eternity)
BanchoBot
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