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ZUN - Pierrot of the Star-Spangled Banner

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Topic Starter
frogyfro
This beatmap was submitted using in-game submission on Monday, August 14, 2017 at 12:17:09 PM

Artist: ZUN
Title: Pierrot of the Star-Spangled Banner
Source: 東方Project
Tags: America United States USA Touhou 東方紺珠伝 Legacy of Lunatic Kingdom クラウンピース Clownpiece
BPM: 180
Filesize: 1901kb
Play Time: 00:41
Difficulties Available:
  1. Freedom (5.2 stars, 198 notes)
  2. Hard (3.17 stars, 141 notes)
  3. Lunatic (4.06 stars, 159 notes)
  4. Normal (1.86 stars, 77 notes)
Download: ZUN - Pierrot of the Star-Spangled Banner
Information: Scores/Beatmap Listing
---------------
Dedicated to the greatest nation of all time.
Kurashina Asuka
'murica

[Normal]

00:16:529 (1,2,3,4) and 00:17:863 (1,2,3,4) are misaligned?

00:29:863 (1,2,1,2) - this is not a pentagon :angery:

[Hard]

00:13:863 (1,2,3,4,5) - rotate so that it aligns with the incoming and outgoing sliders (that's 19° clockwise by the way)

00:41:863 (1) - this should either align with the previous (1) or be placed on top of 00:40:529 (1) it looks awkward in its current position

[Freedom]

00:25:196 (2,3,1) - this is a really weird angle. consider aligning this directly as it looks nicer and makes it a LITTLE more comfortable to transition to the next slider

00:30:863 (1,1) - considering the jumps directly prior to this, this seems like poor spacing on a downbeat, consider spacing this a little more or moving it over to align with the next 2 sliders

speaking of the next 2 sliders
00:31:779 (2) - maybe NC to indicate the change up in rhythm, don't know what reading ability is expected at this level though so I dunno

00:36:529 (1) - move this to 42,321 for 72° alignment with the preceding star pattern

00:36:529 (1) - this feels really awkward to play

good luck with this set, fun to play
ProgressiveStar
Second MOD~

Normal
00:04:529 (2,1) - you used 4 whisle sound here,which I think is too many
00:19:196 (1,2) - could you put them in a same line?
00:37:529 (1) - this NC is a little confusing
because the strict Distance Snap and the equilateral polygon shape, this diff don't have many things to change

Hard
I think the AR is a bit low
00:04:529 (2,3,1,2,1,2) - I don't think the small overlap is nessesary
00:15:863 (1) - a little overmapped
00:19:696 (4,5) - these two is too close
You have a note here 00:29:363 (1) - so hope you could have a note at 00:24:029
by the way, you really make the combo color like the nation flag

Freedom
I felt clownpiece's lunatic in your jumping (lol)
00:06:863 (1,2) - why not change their position?
00:12:196 (1,2) - put these sliders together is not enough beautiful
00:16:363 (1,2,1) - I don't understand the NC here
00:18:529 (1,2,3,4,5,1,2,1) - Confusing, hope you could use the same tempo like 00:17:196 (1,2,1,2,3,4,1) -
00:25:863 (1,1) - too close, easy to misread
00:37:196 (2,1,1,1) - though you want to color like the flag, the quickly color changing may cause problems
Topic Starter
frogyfro

aidanbh123 wrote:

'murica

[Normal]

00:16:529 (1,2,3,4) and 00:17:863 (1,2,3,4) are misaligned? i was going to do a horizontal flip thing but it looked like shit, fixed

00:29:863 (1,2,1,2) - this is not a pentagon :angery: in this part of the song at higher diffs, i switch between straight sliders and star movement. so for this one, its a straight move then a move as if it was a pentagon, then a straight move, etc. angles are still 144 so its all good :ok_hand:

[Hard]

00:13:863 (1,2,3,4,5) - rotate so that it aligns with the incoming and outgoing sliders (that's 19° clockwise by the way) done

00:41:863 (1) - this should either align with the previous (1) or be placed on top of 00:40:529 (1) it looks awkward in its current position done

[Freedom]

00:25:196 (2,3,1) - this is a really weird angle. consider aligning this directly as it looks nicer and makes it a LITTLE more comfortable to transition to the next slider remapped jump section slightly

00:30:863 (1,1) - considering the jumps directly prior to this, this seems like poor spacing on a downbeat, consider spacing this a little more or moving it over to align with the next 2 sliders remapped with 5 note burst to dodge spacing issue and emphasize downbeat

speaking of the next 2 sliders
00:31:779 (2) - maybe NC to indicate the change up in rhythm, don't know what reading ability is expected at this level though so I dunnoi have nc spammed so much in this map players wouldn't even bat an eye at this

00:36:529 (1) - move this to 42,321 for 72° alignment with the preceding star pattern done

00:36:529 (1) - this feels really awkward to playso for both instances of this melody i use a change in rotation for the downbeat. i dont think it plays poorly and i dont think its unjustified, but if more people comment on it im open to changing it

good luck with this set, fun to play

ProgressiveStar wrote:

Second MOD~

Normal
00:04:529 (2,1) - you used 4 whistle sound here,which I think is too many custom hitsounds change whistle to bassdrum which fits with what the song is doing so i think its fine. if i was actually using a whistle sound i would agree but bassdrum is a lot less distracting
00:19:196 (1,2) - could you put them in a same line? nice catch, thanks
00:37:529 (1) - this NC is a little confusing i agree but i have to have it in order to keep up the visual style of the map. if more people comment on this being a serious problem i might try to remap this pattern to work nicer with nc but i definitely can't remove this new combo without ruining the aesthetic
because the strict Distance Snap and the equilateral polygon shape, this diff don't have many things to change

Hard
I think the AR is a bit low right, i meant to increase it a bit, thanks
00:04:529 (2,3,1,2,1,2) - I don't think the small overlap is nessesary thank you for noticing this i hate when maps do that
00:15:863 (1) - a little overmapped i think its fine
00:19:696 (4,5) - these two is too close no its still a 1/2 gap between them like every other object
You have a note here 00:29:363 (1) - so hope you could have a note at 00:24:029 very good point, fixed
by the way, you really make the combo color like the nation flag

Freedom
I felt clownpiece's lunatic in your jumping (lol)
00:06:863 (1,2) - why not change their position? the melody changes note slightly so i moved their position
00:12:196 (1,2) - put these sliders together is not enough beautiful i need to keep them like that for symmetry
00:16:363 (1,2,1) - I don't understand the NC here nice catch. changed a pattern here slightly earlier and forgot that NC would no longer make sense
00:18:529 (1,2,3,4,5,1,2,1) - Confusing, hope you could use the same tempo like 00:17:196 (1,2,1,2,3,4,1) - you gotta do what the song supports though
00:25:863 (1,1) - too close, easy to misread changed from earlier mod
00:37:196 (2,1,1,1) - though you want to color like the flag, the quickly color changing may cause problems actually fits fine here because it emphasizes the snare drum sounds

thanks everyone!!!!!!
Zallies
m4m

background instrumental sucks
[general]
  1. Might need to Improve Background Picture
  2. I don't like the clap on it, makes weird when playing on it
  3. 3* to 5* have a big gap stars on it, suggesting having a 4 (another insane maybe)
  4. would suggesting that 00:21:779 - preview point is here
[extra]

  • AR: 9 too slow for insane difficulty; HP: 8 too easy for inanse dif
  1. 00:01:196 (1,1) - close ds
  2. 00:02:863 (1,2) - nc should be 00:03:196 - here; section is 0.5x and you dont have any sliders?
  3. 00:07:696 (1,2) - switch nc weird beat
  4. 00:06:696 (2,2) - overlap making weird patterns
  5. 00:06:696 (2,2,3) - feels out of place for consistency after you made a 00:06:196 (1,2,1,2,2) -
  6. 00:09:196 - you start to make high ds consistency on 00:08:529 -
  7. 00:11:029 (2,1) - Emphasis on notes here could be improved imo
  8. 00:10:863 (1,1) - weird lapping
  9. 00:09:696 (2,2) -; also after 00:10:529 (1,2) - their patterns are arent my type, just my opinion though
  10. 00:11:196 - can be improve emphasis since they are still the same consistency 00:00:530 - change it
  11. 00:15:946 (3,3,1) - overlapping on new pattern is harsh
  12. 00:20:196 (1,2,1,2) - aesthetics, messy for me
  13. 00:21:029 - you cant ignore the music's instrument, wait till bn mods come through
  14. 00:22:529 - im confuse, why did you have section 1.5x here although its the same music as 00:21:863 - ?
  15. 00:25:863 (1) - consistency on 00:23:196 (1) - so reverse, make sense
  16. 00:37:196 (2,1,1,1) - why did change? consistency on 00:26:529 (1) - (well although its low structure for me) should be the same since the music arent changing hype sections
  17. 00:29:529 (1) - didnt see any section using kicksliders, do 5 circles for consistency
  18. 00:31:529 (1,2) - fine ds, 00:31:779 (2,1) - how about this? i didnt see any hype sections
  19. a low structure 00:38:529 (1,1,1) - did a big ds, lower for consistency
  20. 00:41:863 - still have this pattern suggesting end it 00:43:196 - heer
[hard]
  1. 00:04:363 (1,2) - change nc
  2. 00:06:529 (1,1) - there's no need to change nc, its a low difficulty makes players havea confused
  3. 00:07:529 (1,2,3,4,5,6) - idk if this rankable or not or im just lazy
  4. 00:24:196 (1) - remove nc
  5. 00:29:363 (1) - remove nc for consistency
  6. 00:32:529 - sections still the same, why enlarged ds
  7. 00:43:196 - end song
[hard]
  1. 00:03:196 (2,1,2) - 1, 2 aesthetic need to be improve
  2. 00:08:529 (1) - remove nc its easy
  3. 00:14:529 (1) - remove nc
  4. 00:23:196 (1) - remove nc
lazy to mod, and not of liking the map imo

ignoring is a good policy. k?
gl on rank
Topic Starter
frogyfro

Zallies wrote:

m4m

background instrumental sucks can't really fix that lol
[general]
  1. Might need to Improve Background Picture maybe
  2. I don't like the clap on it, makes weird when playing on it im open to changing it if it turns out to be a serious problem but i dont think it is
  3. 3* to 5* have a big gap stars on it, suggesting having a 4 (another insane maybe) ill try out mapping an insane diff but i worry that its going to be way too similar to the current highest diff
  4. would suggesting that 00:21:779 - preview point is here much better
[extra]

  • AR: 9 too slow for insane difficulty; HP: 8 too easy for inanse dif low ar helps to draw more attention to the patterns. hp8 is a bit ridiculous imo
  1. 00:01:196 (1,1) - close ds makes sense given how the song loses intentsity after the note stops playing
  2. 00:02:863 (1,2) - nc should be 00:03:196 - here; section is 0.5x and you dont have any sliders? combo on 2 would mess up the color scheme. sliders would not reflect the bass drum as well as circles
  3. 00:07:696 (1,2) - switch nc weird beat fits with melody
  4. 00:06:696 (2,2) - overlap making weird patterns ive seen a lot of maps do similar overlaps like this and im pretty sure its readable
  5. 00:06:696 (2,2,3) - feels out of place for consistency after you made a 00:06:196 (1,2,1,2,2) - its different because the melody is no longer going back and forth, its ascending
  6. 00:09:196 - you start to make high ds consistency on 00:08:529 - valid, ill space those 4 notes
  7. 00:11:029 (2,1) - Emphasis on notes here could be improved imo i think its fine, not sure how i'd improve it at all
  8. 00:10:863 (1,1) - weird lapping not sure what you mean with this one
  9. 00:09:696 (2,2) -; also after 00:10:529 (1,2) - their patterns are arent my type, just my opinion though yeah ill agree that they can be kinda difficult to read but its nothing too out of the ordinary and it fits the theme of the map so i'm fine with it
  10. 00:11:196 - can be improve emphasis since they are still the same consistency 00:00:530 - change it again im not sure if im reading this right but i dont think any of these notes need to be emphasized over any of the other. the consistent spacing between all 3 is perfectly fine in regards to emphasis imo
  11. 00:15:946 (3,3,1) - overlapping on new pattern is harsh i knew it would be harder to read this part because of the streams so these stack things were already further apart. ive spaced them more now, it shouldn't be too hard to read now
  12. 00:20:196 (1,2,1,2) - aesthetics, messy for me changed slightly
  13. 00:21:029 - you cant ignore the music's instrument, wait till bn mods come through i really dont think the snare drum roll in the back is the most important thing here at all. i considered changing this to jumping sliders but imo thats going to look extremely messy and ruin the theme of the map.
    im open to changing this but i think its fine to just focus on the melody for this part
  14. 00:22:529 - im confuse, why did you have section 1.5x here although its the same music as 00:21:863 - ? put that in the wrong place thanks for noticing
  15. 00:25:863 (1) - consistency on 00:23:196 (1) - so reverse, make sense the note with the reverse is held a lot longer than the note without
    this held note is released at 26:363, so it wouldn't make much sense to have the slider continue
  16. 00:37:196 (2,1,1,1) - why did change? consistency on 00:26:529 (1) - (well although its low structure for me) should be the same since the music arent changing hype sections combo colors are used to keep the american flag design going. they land on the snare drum sounds that weren't there in the previous repeat of the chorus, so i think in all regards they're justified
  17. 00:29:529 (1) - didnt see any section using kicksliders, do 5 circles for consistency kick sliders help to keep the focus on the melody here.
    in regards to consistency you might have a point in the reverse, that is it would have made more sense to use kick sliders at 00:15:863 (2) - instead of streams.
  18. 00:31:529 (1,2) - fine ds, 00:31:779 (2,1) - how about this? i didnt see any hype sections idk what i was thinking, this is now fixed
  19. a low structure 00:38:529 (1,1,1) - did a big ds, lower for consistency yeah this was way too spaced, fixed
  20. 00:41:863 - still have this pattern suggesting end it 00:43:196 - heer
i kinda like the idea of ending the map on the melody's last note, since most of the map is melody focused

[hard]
  1. 00:04:363 (1,2) - change nc can't without compromising the theme of the map
  2. 00:06:529 (1,1) - there's no need to change nc, its a low difficulty makes players havea confused ^
  3. 00:07:529 (1,2,3,4,5,6) - idk if this rankable or not or im just lazy i also do not know if this is rankable or not, when i get a BN mod that'll probably clear this up. it's pretty hard but it certainly fits the song
  4. 00:24:196 (1) - remove nc cant without compromising the theme
  5. 00:29:363 (1) - remove nc for consistency can't without compromising the theme
  6. 00:32:529 - sections still the same, why enlarged ds nice catch, earlier part should have been same ds as this
  7. 00:43:196 - end song
[hard]
  1. 00:03:196 (2,1,2) - 1, 2 aesthetic need to be improve fixed
  2. 00:08:529 (1) - remove nc its easy
  3. 00:14:529 (1) - remove nc
  4. 00:23:196 (1) - remove nc same deal as above, don't really have a choice over when i nc if i want the combo colors to line up right
lazy to mod, and not of liking the map imo

ignoring is a good policy. k?
gl on rank
thanks for mod!
Zallies
i love my kds thanks
-Zeraora
lolk \:D/
I really really like how you made the objects and combo colors per difficulty resemble, in a way, the US flag.

[General]
  1. Minor stuff. Make sure to turn off all the countdown and widescreen support across all difficulties.
[Freedom]
  1. 00:21:863 (1,2,3,4) - With their angle from a horizontal axis, I think these four could be just colored red.
  2. 00:27:863 (1,1,2) - The flow here, considering how 00:22:529 (1,2,1) - was executed (also 00:33:196 (1,1,1) - and the one after), is kinda bothering me. Will be nice if there is only a single movement / rotation for 00:27:863 (1,1,2) - . Also, emphasis consistency was kinda broken here (00:28:529 (2) - now being the one far spaced, instead of the slider prior).
  3. 00:33:196 (1,1,1) - Spacing inconsistency with the first pattern established.
  4. 00:41:863 (1) - I think this should be placed a bit farther from where it is. 00:41:196 (1) - kinda received a great emphasis by being place far from 00:40:863 (1) - , shouldn't 00:41:863 (1) - too?
[Lunatic]
  1. 00:02:863 - I find it weird that the bass-y drum beat isn't hittable here while the others on 00:03:196 (1,2) - are. This could be fixed by making 00:02:529 (1) - a 1/2 slider.
  2. 00:05:196 (3,1) - I don't usually point this out... But... There is a slight overlap here that could be avoided.
  3. 00:08:362 (4,1) - Wait, shouldn't 00:08:196 (3,4) - be the one that are stacked, basing from 00:07:529 (2,3) - ?
  4. 00:27:196 (1,2,3,4) - Um, red combo color? Or, if you want to follow the color pattern from 00:21:863 (1,2,3,4) - , have some angles in 00:27:196 (1,2,3,4) - .
  5. 00:28:529 (1,2,1) - 00:23:196 (1,2,3) - Stacking inconsistency. Just place 00:24:029 (2) - as a stack for 00:23:196 (1) - or stack 00:29:363 (2) - onto 00:29:529 (1) - .
[Hard]
  1. 00:02:863 (3,1) - Assuming you were following the drums, the objects will be able represent it more by having a reverse slider at 00:02:863 (3) - ... I think.
  2. 00:05:863 (1,2) - Would be nice if these were, in a way, different from the previous ones. Considering the change in the song.
  3. 00:25:529 (1) - 00:27:529 (3) - 00:29:529 (2) - 00:29:863 (1) - You forgot claps here.
Nothing much.

[Normal]
  1. 00:33:196 (3) - An NC should be here... right? (References: 00:22:529 (1) - , 00:27:863 (1) - , 00:37:863 (1,2,1,2) - )
  2. 00:35:529 (2,1) - Really minor stuff. Stack the slider-end of 00:36:529 (1) - on to 00:35:529 (2) - .
All that being said, I think all difficulties here are pretty clean and there seems to be no glaring issues regarding the set.

I hope this helps. Good luck!
Topic Starter
frogyfro

-Harpuia- wrote:

lolk \:D/ :D
I really really like how you made the objects and combo colors per difficulty resemble, in a way, the US flag.

[General]
  1. Minor stuff. Make sure to turn off all the countdown and widescreen support across all difficulties.
[Freedom]
  1. 00:21:863 (1,2,3,4) - With their angle from a horizontal axis, I think these four could be just colored red. starting from the chorus i only use perfectly horizontal red so that would break consistency. pattern is fine as blue, i've used it like this before 00:19:863 (1,2,1,2) and 00:09:196 (1,2,1,2)
  2. 00:27:863 (1,1,2) - The flow here, considering how 00:22:529 (1,2,1) - was executed (also 00:33:196 (1,1,1) - and the one after), is kinda bothering me. Will be nice if there is only a single movement / rotation for 00:27:863 (1,1,2) - . Also, emphasis consistency was kinda broken here (00:28:529 (2) - now being the one far spaced, instead of the slider prior). extremely valid concern. i reworked a couple of these sections. 2 in the first section is still spaced further away than the other sections, but the difference in spacing is much less, especially when considering slider leniency. obviously flow here has been reworked as well to stay more consistent with the first iteration.
  3. 00:33:196 (1,1,1) - Spacing inconsistency with the first pattern established. see above
  4. 00:41:863 (1) - I think this should be placed a bit farther from where it is. 00:41:196 (1) - kinda received a great emphasis by being place far from 00:40:863 (1) - , shouldn't 00:41:863 (1) - too? moved to upper left corner because america (and also because emphasis)
[Lunatic]
  1. 00:02:863 - I find it weird that the bass-y drum beat isn't hittable here while the others on 00:03:196 (1,2) - are. This could be fixed by making 00:02:529 (1) - a 1/2 slider. i messed around with this and i couldn't find a way to lay out a 3 circle pattern that i was happy with. i'm open to changing this but currently i think the way i have it is better than any alternative ive been able to find
  2. 00:05:196 (3,1) - I don't usually point this out... But... There is a slight overlap here that could be avoided. thank you for pointing this out.
    very serious pet peeve of mind when maps do this, i missed this one
  3. 00:08:362 (4,1) - Wait, shouldn't 00:08:196 (3,4) - be the one that are stacked, basing from 00:07:529 (2,3) - ? the star pattern is made to reflect the melody, so the 5 notes in the star are 3, 1, 2, 3, 4. thats why its stacked as is.
  4. 00:27:196 (1,2,3,4) - Um, red combo color? Or, if you want to follow the color pattern from 00:21:863 (1,2,3,4) - , have some angles in 00:27:196 (1,2,3,4) - . the angles in those notes is actually 36 degrees so i'm counting it as a star pattern (lol). i rotated it slighly to better differentiate it from the stripes
  5. 00:28:529 (1,2,1) - 00:23:196 (1,2,3) - Stacking inconsistency. Just place 00:24:029 (2) - as a stack for 00:23:196 (1) - or stack 00:29:363 (2) - onto 00:29:529 (1) - . good point, fixed
[Hard]
  1. 00:02:863 (3,1) - Assuming you were following the drums, the objects will be able represent it more by having a reverse slider at 00:02:863 (3) - ... I think. current circle slider pattern emphasizes chord on the downbeat
  2. 00:05:863 (1,2) - Would be nice if these were, in a way, different from the previous ones. Considering the change in the song. changed to circle circle slider to emphasize the change
  3. 00:25:529 (1) - 00:27:529 (3) - 00:29:529 (2) - 00:29:863 (1) - You forgot claps here. one of them was intentional but fixed the rest
Nothing much.

[Normal]
  1. 00:33:196 (3) - An NC should be here... right? (References: 00:22:529 (1) - , 00:27:863 (1) - , 00:37:863 (1,2,1,2) - ) i wanted to have 4 blue here to make the upper left blue. redid some comboing later to make this more consistent
  2. 00:35:529 (2,1) - Really minor stuff. Stack the slider-end of 00:36:529 (1) - on to 00:35:529 (2) - . nice catch
All that being said, I think all difficulties here are pretty clean and there seems to be no glaring issues regarding the set.

I hope this helps. Good luck!
Thanks a ton, this was a very very helpful mod
Amaikai
Sorry for latte

Extra
Dunno if indicated by combo colors but 00:01:196 (1) - has no visual cue about sharp SV change.

These 2 are repeats of same melody 00:00:530 (1,1) - 00:01:863 (1,1) - but you map stop 2nd slider of 2nd part early because of drum at 00:02:863 (1) - . I didn't know the song beforehand so that was pretty surprising while playing, could try hinting player a bit like: "ok this slider is in seperate pattern, its special, don't assume it to be same".

Visually im coining this 00:13:529 (1) - to be in same pattern as 00:13:863 (1,2,1,2) - which it isn't in the song.

Missing a note at 00:21:029 (2) - . I hear section as 1,2 -> 1,2 -> 1,1,1,1 melody wise, 2 repeats of 1/2 notes then 4 equally "strong" notes. I also feel like these 00:21:196 (1,2,3,4) - should be more in linear flowto transition to have some contrast between earlier jump style notes which were back and forths.
Lunatic
Not doing NC on 00:40:863 (1) - and 00:41:529 (1) - would make more sense, the 2 earlier notes are leading to this "finish" sound.

EDIT; Fixed goofed message
Ongaku
from queue, apologize for the delay

Freedom:
  1. 00:15:196 (1,2,3,4,5,6) - Spacing here feels underwhelming, especially in an ar8.5 map. Also, 00:15:863 (2,3,4,5,6) - could use some more activity, meaning i could be turned or bent, to follow part of the piano.
  2. 00:21:029 - Wouldn't there be a triple here? The really awkward pause kills it.
  3. 00:37:363 (1,1,1) - Why the unnecessary NCs? You didn't do it for 00:26:696 (2,3,4) - either.
  4. 00:41:863 (1) - wait, why stop here? The piano part technically didnt end till 00:43:196 - and you still have the background instruments to map. I really suggest you map the rest until 00:43:196 - . This also includes the other difficulties.
Lunatic:
  1. 00:17:863 (5) - NC?
  2. 00:24:529 (1,2,1,2) - Why should this be any different than 00:35:196 (1,2,3,1,2,3,1,2) - ? They're rhythmically the same.
  3. 00:26:863 (2,2) - Slightly overlapping.
  4. 00:29:863 (3) - NC?

    You kind of went overboard with the NCs here. Its understandable, but only makes sense in the Freedom difficulty. For now, I suggest you avoid mass NCs like 00:11:196 (1,1,1,1,1,1) - and 00:20:863 (1,1) - , etc.
Hard:
  1. 00:02:529 (2,3,1) - DS isn't the same so it looks weird.
  2. 00:06:196 (3,1) -
  3. 00:07:529 (1,2,3,4,5,6) - I don't know about this, could use a slider somewhere in here.

    The Hard could use more varied DS. At the moment, everything looks very cramped, especially 00:05:863 (1,2,3,1,2,1) - here. Maybe some stacking would help.
Normal:
  1. 00:33:196 (3,4) - Wouldn't this be a slider, following the consistency of 00:21:863 (1,2,1) - and 00:27:196 (1,2,1) - ?
  2. 00:38:529 (3,4) - Same situation as above.
Topic Starter
frogyfro

Ongaku wrote:

from queue, apologize for the delay

Freedom:
  1. 00:15:196 (1,2,3,4,5,6) - Spacing here feels underwhelming, especially in an ar8.5 map. Also, 00:15:863 (2,3,4,5,6) - could use some more activity, meaning i could be turned or bent, to follow part of the piano. i can't turn or bend streams without breaking the theme of the map
  2. 00:21:029 - Wouldn't there be a triple here? The really awkward pause kills it. somehow deleted this note without noticing in an earlier revision, it was a jump and it has been fixed
  3. 00:37:363 (1,1,1) - Why the unnecessary NCs? You didn't do it for 00:26:696 (2,3,4) - either. goes vertical now so ncs are necessary to keep the flag aesthetic going.
  4. 00:41:863 (1) - wait, why stop here? The piano part technically didnt end till 00:43:196 - and you still have the background instruments to map. I really suggest you map the rest until 00:43:196 - . This also includes the other difficulties.an earlier mod suggested this and my viewpoint was that mapping background instruments doesn't make sense since this map is 99% melody focused. what i've done is added a 4/1 slider here just to bring it to the actual end of the piano part, i think this is the best of both worlds
Lunatic:
  1. 00:17:863 (5) - NC? tried both and liked the look of this one better. yes NC usually on downbeats but i need to keep the red / white stripe thing going and it looks better counting that whole block of 5 as landing in the same stripe
  2. 00:24:529 (1,2,1,2) - Why should this be any different than 00:35:196 (1,2,3,1,2,3,1,2) - ? They're rhythmically the same. variety. 9 jumps in a row is a bit much for an insane diff so i opted to only use the block of jumps in the second repeat of the chorus where the player is already familiar with the melody and the song is much more intense.
  3. 00:26:863 (2,2) - Slightly overlapping. damn i do this way too much, fixed
  4. 00:29:863 (3) - NC? i try to get NC on downbeats wherever i can, couldn't for this one on my first try. changed the coloring slightly to make it work

    You kind of went overboard with the NCs here. Its understandable, but only makes sense in the Freedom difficulty. For now, I suggest you avoid mass NCs like 00:11:196 (1,1,1,1,1,1) - and 00:20:863 (1,1) - , etc. turn on combo colors and it should make sense. : )
Hard:
  1. 00:02:529 (2,3,1) - DS isn't the same so it looks weird. difference in distance snap here is 0.08x, i don't think its apparent at all
  2. 00:06:196 (3,1) - aaaaaaa not again
  3. 00:07:529 (1,2,3,4,5,6) - I don't know about this, could use a slider somewhere in here. threw one in at the start

    The Hard could use more varied DS. At the moment, everything looks very cramped, especially 00:05:863 (1,2,3,1,2,1) - here. Maybe some stacking would help. i reword the chorus to utilize slightly higher ds on the chorus. the part you mentioned is mostly unchanged because i feel that the cramped nature of it envokes the way freedom is mapped at that part
Normal:
  1. 00:33:196 (3,4) - Wouldn't this be a slider, following the consistency of 00:21:863 (1,2,1) - and 00:27:196 (1,2,1) - neither rhythm is incorrect and i need the full pentagon here?
  2. 00:38:529 (3,4) - Same situation as above.

Amaikai wrote:

Sorry for latte

Extra
Dunno if indicated by combo colors but 00:01:196 (1) - has no visual cue about sharp SV change. right at the beginning of the map, so players can reset if it actually catches them off guard. plus, this extremely fast slider helps to warm players up to the idea of dealing with these fast sliders before they actually start to appear in bulk in the chorus. i'm fine with as is, but obviously i will change this if it turns out to be a serious problem

These 2 are repeats of same melody 00:00:530 (1,1) - 00:01:863 (1,1) - but you map stop 2nd slider of 2nd part early because of drum at 00:02:863 (1) - . I didn't know the song beforehand so that was pretty surprising while playing, could try hinting player a bit like: "ok this slider is in seperate pattern, its special, don't assume it to be same". changed slightly to make it more clear that the bass drum enters on an upbeat, which i think is the problem you're referring to

Visually im coining this 00:13:529 (1) - to be in same pattern as 00:13:863 (1,2,1,2) - which it isn't in the song. the idea was to make that slider appear to be visually in both the earlier and the later patterns, which helps better the switch from one to the other

Missing a note at 00:21:029 (2) - . I hear section as 1,2 -> 1,2 -> 1,1,1,1 melody wise, 2 repeats of 1/2 notes then 4 equally "strong" notes. I also feel like these 00:21:196 (1,2,3,4) - should be more in linear flowto transition to have some contrast between earlier jump style notes which were back and forths. yeah im a moron and somehow accidentally deleted that note without noticing, its back now. also in regards to the later jump section, i think that the star gives contrast to the earlier stripes, no?
Lunatic
Not doing NC on 00:40:863 (1) - and 00:41:529 (1) - would make more sense, the 2 earlier notes are leading to this "finish" sound. can't without ruining the theme

EDIT; Fixed goofed message

thanks for mods!
_Crow
Hi! From my queue, sorry for being so late

[General]

Audio bit rate is too high (199kbps), you have to reduce it to 192kbps
Every diff ends with a slider, but I think a spinner would fit much better for two reasons:
1. It doesn't break the "only straight sliders" gimmick (lunatic and freedom only)
2. It adds score variety, this way leaderboards won't be "locked" when there are many SS

[Normal]

00:15:196 (2,2) - These two make a bad overlap, you can fix it by rotating all the pentagon patterns 00:16:529 (1,2,3,4,1,2,3,4) - a bit
00:27:196 (1,2) - and 00:28:529 (1) - Overlap in a kinda messy way. You could try something like this and adjust the patterns afterwards
00:41:863 (1) - If you're keeping the slider, fix the overlap with 00:40:863 (2) -

[Hard]

00:02:863 (3,1) - I understand you wanna keep this pattern 00:00:530 (1,1,1) -, but that overlap looks a bit ugly ;_;
00:11:029 (4,1) - Overlap :v
00:13:863 (1,2,3,4,5) - This can look much cleaner if you ctrl+h it, overlap 2 with 00:13:529 (3) - and order it like 3,4,5,1,2. screenshot if it sounds confusing
00:17:863 (1,2) - Move these a bit on the left so that 1 doesn't overlap these 00:16:529 (1,2) -
00:19:696 (4,5,6,7) - You could continue the pentagon pattern better, 4,5,6 look almost aligned. Here are a few ideas 1 - 2
00:28:529 (1) - Move this a bit up and overlap with 00:26:863 (2) -
00:29:363 (1,2) - same with this
00:31:196 (1,1) - Bad overlaps with 00:30:529 (1,2) -
00:33:196 (1) - Bad overlap with 00:32:529 (1) -

[Lunatic]

00:11:696 (1) - Overlap with 00:10:529 (1) -
00:17:529 (1,2,3,4,5) - overlap with 00:17:196 (1) -
00:25:196 (2,1,2,1) - Space these a bit, they look too closer
00:33:196 (1) - Overlap with 00:32:196 (3) -
00:35:196 (1,2,3,1,2,3,1,2,1) - If you move all of this a bit to the right, you can make it look cleaner by creating a nice triangle here

[Freedom]

00:03:196 (1) - Move it up pls
00:16:696 (4,1,2,1,2) - Spacing from 2 to 1 should be larger that spacing from 1 to 2. There's clap sound on every 1 that makes it stronger, therefore it sould have bigger spacing
00:17:863 (1,2,1,2,1) - Same here
00:20:529 (1,2,1,2,1) - Kinda same here too
00:27:529 (3,1,1) - Overlapsssss, you can fix it by rotating the star pattern a bit counterclockwise
00:39:946 (2,3,4,1,1) - Make these parallel for a better look

That's all! Yeah I know I sounded like an overlap nazi, I think the map and its gimmick are great but little things like that ruin aesthetics a bit.
Take a star ~★, good luck!
Topic Starter
frogyfro

walter85 wrote:

Hi! From my queue, sorry for being so late

[General]

Audio bit rate is too high (199kbps), you have to reduce it to 192kbps fixed
Every diff ends with a slider, but I think a spinner would fit much better for two reasons:
1. It doesn't break the "only straight sliders" gimmick (lunatic and freedom only) stars fit perfectly well with this gimmick as well
2. It adds score variety, this way leaderboards won't be "locked" when there are many SS spinner would be so short that it wouldn't actually add all that much score variety (auto gets 4000), and it couldn't even be utilized on lower diffs. imo slider just fits better (drawing attention to the held note at the end of the song, and allows me to put in a star slider which adds to the map imo

[Normal]

00:15:196 (2,2) - These two make a bad overlap, you can fix it by rotating all the pentagon patterns 00:16:529 (1,2,3,4,1,2,3,4) - a bit fixed
00:27:196 (1,2) - and 00:28:529 (1) - Overlap in a kinda messy way. You could try something like this and adjust the patterns afterwards this one looks fine to me
00:41:863 (1) - If you're keeping the slider, fix the overlap with 00:40:863 (2) - stacked perfectly

[Hard]

00:02:863 (3,1) - I understand you wanna keep this pattern 00:00:530 (1,1,1) -, but that overlap looks a bit ugly ;_; yeah, its worth it for the pattern imo. overlap doesn't look too terribly bad
00:11:029 (4,1) - Overlap :v fixed
00:13:863 (1,2,3,4,5) - This can look much cleaner if you ctrl+h it, overlap 2 with 00:13:529 (3) - and order it like 3,4,5,1,2. screenshot if it sounds confusing i like this, fixed
00:17:863 (1,2) - Move these a bit on the left so that 1 doesn't overlap these 00:16:529 (1,2) - you may have had an older version where the overlaps were much worse, i'm fine with how this looks now
00:19:696 (4,5,6,7) - You could continue the pentagon pattern better, 4,5,6 look almost aligned. Here are a few ideas 1 - 2 fixed
00:28:529 (1) - Move this a bit up and overlap with 00:26:863 (2) - done
00:29:363 (1,2) - same with this this one is fine, moving it would kinda break the spacing
00:31:196 (1,1) - Bad overlaps with 00:30:529 (1,2) - reworked this section to cut down on the clutter in the lower right
00:33:196 (1) - Bad overlap with 00:32:529 (1) - fixed

[Lunatic]

00:11:696 (1) - Overlap with 00:10:529 (1) - fixed
00:17:529 (1,2,3,4,5) - overlap with 00:17:196 (1) - im fine with this one
00:25:196 (2,1,2,1) - Space these a bit, they look too closer fixed
00:33:196 (1) - Overlap with 00:32:196 (3) - fixed
00:35:196 (1,2,3,1,2,3,1,2,1) - If you move all of this a bit to the right, you can make it look cleaner by creating a nice triangle here its supposed to look like the american flag. stars must go in the upper left

[Freedom]

00:03:196 (1) - Move it up pls fixed
00:16:696 (4,1,2,1,2) - Spacing from 2 to 1 should be larger that spacing from 1 to 2. There's clap sound on every 1 that makes it stronger, therefore it sould have bigger spacing imo the difference in spacing here is negligible. players will interpret this as groups of two objects of equal emphasis,
which is the goal.

00:17:863 (1,2,1,2,1) - Same here
00:20:529 (1,2,1,2,1) - Kinda same here too
00:27:529 (3,1,1) - Overlapsssss, you can fix it by rotating the star pattern a bit counterclockwise this one is fine to me
00:39:946 (2,3,4,1,1) - Make these parallel for a better look fixed

That's all! Yeah I know I sounded like an overlap nazi, I think the map and its gimmick are great but little things like that ruin aesthetics a bit.
Take a star ~★, good luck!
thanks for mod and thanks for star!
TheKingHenry
Hello M4M from my queue~
General
  1. Since the song is so short, you could really make some other diffs. (looking at you, Easy)
  2. Just realized after modding that you had very fitting combo colors as well
Normal
  1. 00:00:560 (1,1) - I don't think NCing every object like this is necessary. Also done later on
  2. 00:01:893 (1,1,2) - would make more sense to have 00:02:893 (1) - in the same combo as 00:01:893 (1) - rather than the other way. (basically do the same way as you did later on, like 00:19:226 (1,2,1,2) - )
  3. 00:25:893 (1,1) - kinda other places like this too, not really that problematic tbh. But the visual distance is a lot smaller than the DS, which makes this pattern seem like it's closer to each other than, say, 00:24:559 (1,2,3,4) - for example. Both visually and gameplay-wise
  4. 00:37:559 (1) - god bless, maybe remove the NC here? Basically in line with what I said earlier 'bout these
Hard
  1. 00:04:393 (1) - would be better in the last combo instead, bringing the NC to the emphasised sound
  2. 00:10:559 (1,2,3,4,1) - not proper pentagon are we? Fix
  3. 00:29:893 (1,2,1,1,2,1) - why not just 2 combos instead?
  4. Kinda lot overlaps that didn't look too good in this diff imo, but since there were also some that were clearly intended, maybe it's just what it is. Not gonna nazi on it then (since it looks like someone did that before me already anyways)
Lunatic
  1. 00:24:059 (1,2) - I don't think this combo is necessary
  2. This one actually looked pretty nice. Similarly to Hard, some stuff I wasn't particularly fan of but all in all fairly good-looking one
Freedom
  1. 00:37:226 (2,1,1,1) - really weird comboing. If you want to NC them all (why? but it's okay I guess), why is 00:37:226 (2) - and this isn't really going for some common NCing choices either
  2. 00:22:559 - btw kinda overdone feeling SV, the music isn't really shifting up that drastically
  3. Overall (not only this diff too that is), the most problematic aspects were the structuring with the random NC logics here and there and then the visual aspects which weren't always so appealing. Visuals are most subjective issues, however, and thus it could just be that your visual ideas didn't look very polished to me. (Not meaning the older maps type visuals these map have)
Good luck!
Euny

omg sorry for late.. i had some accident so i didnt log in osu while 7days.. anyways came from my queue


  • Freedom
  1. this diff have much jumps but it feels like turn on same part. because of, too much overlaps with 1/2 objects. try to avoid overlaps for 1/2
  2. 00:00:560 (1,1) - less volume for these tails. around 5~10% will be fit.
  3. 00:02:559 (1) - ^same.
  4. 00:17:559 (1,2,3,4,1,2,1,2,1,2,3,4,5) - i said this at the first time. also if i can say one more, like this overlaps make tired to read
  5. 00:37:393 (1,1,1) - there is any reason for this new combos?
  • Lunatic
  1. 00:04:393 (2) - bit up will looks better than now.
  2. 00:03:893 (1,1,2,1,1,2,3,1,1) - try to put new combo with correct rule or tell me this have some special reason?
  3. 00:19:726 (4,5,1,2,3) - better to swap new combo. because of 1/2 after triple can make people too confuse when play. i mean like this, >> https://osu.ppy.sh/ss/8807479
  4. 00:24:059 (1,2) - ctrl G will help better flow since 00:23:226 (1,1) - they too close.
  5. 00:30:893 (1) - why did you ignore this drum sound? i think better to put triple
  • Hard
  1. 00:01:893 (1,3) - not that good choice for hard diff. try to replace for avoid overlap
  2. 00:06:893 (1) - no need to put new combo for here in my opinion.
  3. 00:14:893 (4) - i compared with other diffs for check this sound. and i dont think you need to put finish on here.
  4. 00:15:226 (5) - if i were you, i'll put 1/1 slider like other diffs. because of 00:15:559 - this sound.
  • Normal
  1. first of all, you should know lowest diff need to keep new combo term for newest players. you know new combo give us HP while play. so you have to fix current new combo with correct rule(term). i recommend to you put new combo for every 2 big white tics.
  2. lowest diff must be keep for distance. off the grid snap and try to replace for few of parts. because of too random distance between objects. >> https://puu.sh/x6lQM/e24c389bab.jpg
  3. 00:18:226 (2) - i compared with other diffs for check this sound. and i dont think you need to put finish on here.
Faputa
Was thinking of M4M here, but I'll wait till you fix the mod by Euny :D
This is a placeholder post, ill edit the post to list the mods later then

black colour = opinions
blue colour = suggestions, consider them, really..

[General]
You can add kiai parts.
Only one custom name of difficulty is allowed, from RC.
Actually I didnt understand there's a gimmick here until checking your previous posts :cry:

[Normal]
Normal and easy difficulties focus more on the structure of the song, here are the first few seconds of the song,
quickly you can notice that in fact you can make sliderhead of 00:05:226 (1) - to stick with sliderend of 00:00:560 (1) - , which can make the map tidier.

00:10:559 (3,1,1) - These three sliders can surely be better placed. I mean, they don't affect the playing experience, but Normal difficulties focus a lot on the structure of the song, when rhythm choices are in big restriction.

00:27:226 (1) - you can make this a better place, if you apply this, you would well also tune the position of 00:27:559 (2) -

00:27:559 (2) - to 00:28:559 (1) - Here it is not obvious, but players can actually see the overlapping of 00:27:559 (2) and slider 00:28:559 (1). Although it may not affect the playing experience that much, to make this difficulty well polished, I suggest you to rethink about this section.

[hard]
00:01:893 (1,2,3) - bad overlapping of 1 and 3.

00:02:893 (3,1) - same as above

00:06:893 (1) - you can move this so that 00:06:559 (1,2,1) - forms a straight line, just as 00:05:893 (1,2,3) - .

00:26:559 (1,2,1) - make 00:27:226 (1) - straight from 00:26:559 (1,2) - so that the structure is tidier with 00:25:559 (1,2,3) - ,which has a straight pattern.

[Lunatic]
00:15:893 (1) - This reverse slider is confusing, when players just experienced 3-note-reverse sliders before, at least I testplayed twice and I still not get used to this note.

00:41:893 (1) - not sure if it is appropriate even players have snaking slider option checked.

[freedom]
00:20:226 (1,2,1,2) - idk. It feels strange when the flow turns suddenly in this way, to the least I think they should have 90 degrees/ same direction

00:22:559 (1,2,1) - These sliders are fastttt, the map would feel like 2012 without proper transitioning, I mean, 00:22:893 (2,1) - they are visually close, so I can't really tell visually if it is a climax and have a faster SV.

00:24:059 (2) - I don't like overlap like this. :cry:

00:34:726 (2) - same as above.

00:37:393 (1,1,1,1) - Please, don't make some straight line quadruples with circles!! :!:

I hope that at least I can provide you some good things to improve your map :?
Good luck with your map!
Simuzax
M4M from your queue

[General]
Offset is a lot off, is somewhat between 524 and 530, try something along these and move green lines on every diffs
Also add a kiai from here 00:32:559 (1) to 00:41:893 (1) - since its the part of the chorus youre emphasizing the most during your maps
Overall your NC usage is kinda weird, im not the best to judge that aspect so i suggest you to ask someone to help you with that
Only the hardest diff in mapset should have a custom name, so rename Lunatic to Insane

[Normal]
Looks clean to me, just change things mentioned in General

[Hard]
00:10:559 (1,2,3,4,1) - this is a bit hard to play and read compared with how the song is mapped until that point, maybe something like that would be better


00:24:726 (2) - this plays weirdly, 2 circles here insted would fill better the spot imo
00:25:226 (2) - ^

[Lunatic]
00:29:559 (2) - i'd turn that into a stream, this reverse seems out of place imo since you already mapped a couple streams before this

[Freedom]
There's a lot of spacing inconsistencies like, 00:04:226 (1,2,1,2,3) - which is perfectly fine, but then you overspace in some places like
00:05:393 (3,1) -
00:07:059 (2,1) - just reduce the spacing in these to make it more consistent
Topic Starter
frogyfro
Before I respond to these mods, an overall statement. this map is designed to look like the american flag, which is the reason the comboing gets chaotic at times (need to change colors to keep the red/white stripes looking as they should). i've looked at all points where mods comment on ncs, but most of them have been denied.

TheKingHenry wrote:

Hello M4M from my queue~
General
  1. Since the song is so short, you could really make some other diffs. (looking at you, Easy) there's a possibility of an easy GD later down the road so gonna keep the spread as is for now
  2. Just realized after modding that you had very fitting combo colors as well
Normal
  1. 00:00:560 (1,1) - I don't think NCing every object like this is necessary. Also done later on
  2. 00:01:893 (1,1,2) - would make more sense to have 00:02:893 (1) - in the same combo as 00:01:893 (1) - rather than the other way. (basically do the same way as you did later on, like 00:19:226 (1,2,1,2) - )
  3. 00:25:893 (1,1) - kinda other places like this too, not really that problematic tbh. But the visual distance is a lot smaller than the DS, which makes this pattern seem like it's closer to each other than, say, 00:24:559 (1,2,3,4) - for example. Both visually and gameplay-wise reworked the spacing on this and other similar parts, good observation
  4. 00:37:559 (1) - god bless, maybe remove the NC here? Basically in line with what I said earlier 'bout these this one in particular has been mentioned in a lot of mods so i reworked the pattern to be able to remove the NC while still keeping the aesthetics looking correct
Hard
  1. 00:04:393 (1) - would be better in the last combo instead, bringing the NC to the emphasised sound
  2. 00:10:559 (1,2,3,4,1) - not proper pentagon are we? Fix whoops
  3. 00:29:893 (1,2,1,1,2,1) - why not just 2 combos instead?
  4. Kinda lot overlaps that didn't look too good in this diff imo, but since there were also some that were clearly intended, maybe it's just what it is. Not gonna nazi on it then (since it looks like someone did that before me already anyways) yeah most of the egregiously bad ones have been fixed, and its really difficult to have this gimmick without overlaps lol. the ones that are in here rn i don't think are all that bad
Lunatic
  1. 00:24:059 (1,2) - I don't think this combo is necessary i was able to pretty easily rework this one so i fixed this
  2. This one actually looked pretty nice. Similarly to Hard, some stuff I wasn't particularly fan of but all in all fairly good-looking one
Freedom
  1. 00:37:226 (2,1,1,1) - really weird comboing. If you want to NC them all (why? but it's okay I guess), why is 00:37:226 (2) - and this isn't really going for some common NCing choices either
  2. 00:22:559 - btw kinda overdone feeling SV, the music isn't really shifting up that drastically just for the record the high SV is an aesthetic choice to make the sliders cross the entire screen and thus more closely appear like the american flag. comparing this to lunatic should make clear how big of an effect it has on the look of the map.
  3. Overall (not only this diff too that is), the most problematic aspects were the structuring with the random NC logics here and there and then the visual aspects which weren't always so appealing. Visuals are most subjective issues, however, and thus it could just be that your visual ideas didn't look very polished to me. (Not meaning the older maps type visuals these map have)
Good luck!

Euny wrote:


omg sorry for late.. i had some accident so i didnt log in osu while 7days.. anyways came from my queue


  • Freedom
  1. this diff have much jumps but it feels like turn on same part. because of, too much overlaps with 1/2 objects. try to avoid overlaps for 1/2
  2. 00:00:560 (1,1) - less volume for these tails. around 5~10% will be fit. fixed
  3. 00:02:559 (1) - ^same.
  4. 00:17:559 (1,2,3,4,1,2,1,2,1,2,3,4,5) - i said this at the first time. also if i can say one more, like this overlaps make tired to read these overlapping linear jumps is just one of the concepts im using in the map, i think they're fine.
  5. 00:37:393 (1,1,1) - there is any reason for this new combos?
  • Lunatic
  1. 00:04:393 (2) - bit up will looks better than now. fixed
  2. 00:03:893 (1,1,2,1,1,2,3,1,1) - try to put new combo with correct rule or tell me this have some special reason? looking at this section it really doesn't do what i had in mind, i reworked it and now the nc are more consistent. obviously read the top of this post to see what i was going for.
  3. 00:19:726 (4,5,1,2,3) - better to swap new combo. because of 1/2 after triple can make people too confuse when play. i mean like this, >> https://osu.ppy.sh/ss/8807479 yup i should have never done the nc there, completely breaks the map's theme
  4. 00:24:059 (1,2) - ctrl G will help better flow since 00:23:226 (1,1) - they too close. lower spacing makes sense there since there's no melody note on 2.
  5. 00:30:893 (1) - why did you ignore this drum sound? i think better to put triple i agree. fixed
  • Hard
  1. 00:01:893 (1,3) - not that good choice for hard diff. try to replace for avoid overlap i think this overlap is fine for hard, if this was normal i'd agree with you
  2. 00:06:893 (1) - no need to put new combo for here in my opinion.
  3. 00:14:893 (4) - i compared with other diffs for check this sound. and i dont think you need to put finish on here. sorry moved those notes around and forgot to fix hitsounding
  4. 00:15:226 (5) - if i were you, i'll put 1/1 slider like other diffs. because of 00:15:559 - this sound. good point, hopefully the new pattern i put in works
  • Normal
  1. first of all, you should know lowest diff need to keep new combo term for newest players. you know new combo give us HP while play. so you have to fix current new combo with correct rule(term). i recommend to you put new combo for every 2 big white tics.
  2. lowest diff must be keep for distance. off the grid snap and try to replace for few of parts. because of too random distance between objects. >> https://puu.sh/x6lQM/e24c389bab.jpg you were checking hard i think, my normal distance snap is extremely consistent (there's a few points where distance snap is changed, but never does it affect playability imo
  3. 00:18:226 (2) - i compared with other diffs for check this sound. and i dont think you need to put finish on here. copied note and forgot to change hitsounding
I'll get around to replying to simuzax later today, after i catch up on some mods i need to do.

thanks for mods!
Topic Starter
frogyfro

Simuzax wrote:

M4M from your queue

[General]
Offset is a lot off, is somewhat between 524 and 530, try something along these and move green lines on every diffs changed audio file and that's why the offset is now 560, try redownloading and it should fix the problem
Also add a kiai from here 00:32:559 (1) to 00:41:893 (1) - since its the part of the chorus youre emphasizing the most during your maps i was gonna say no but i kinda like this, changed.
Overall your NC usage is kinda weird, im not the best to judge that aspect so i suggest you to ask someone to help you with that see earlier post by me
Only the hardest diff in mapset should have a custom name, so rename Lunatic to Insane actually, the mapset can have custom diff names for every diff so long as they accurately communicate difficulty. the highest diff is allowed to have a custom name unrelated to difficulty. the common theme here is touhou difficulty names (lunatic instead of insane), so it's well within the ranking criteria.

[Normal]
Looks clean to me, just change things mentioned in General

[Hard]
00:10:559 (1,2,3,4,1) - this is a bit hard to play and read compared with how the song is mapped until that point, maybe something like that would be better
i'm surprised i didn't do this in the first place, this is much better

00:24:726 (2) - this plays weirdly, 2 circles here insted would fill better the spot imo emphasis is still correct and i dont want to use pentagon movement for this part until the second chorus
00:25:226 (2) - ^

[Lunatic]
00:29:559 (2) - i'd turn that into a stream, this reverse seems out of place imo since you already mapped a couple streams before this open to changing this but i dont think its a problem at all

[Freedom]
There's a lot of spacing inconsistencies like, 00:04:226 (1,2,1,2,3) - which is perfectly fine, but then you overspace in some places like
00:05:393 (3,1) -
00:07:059 (2,1) - just reduce the spacing in these to make it more consistent this is spacing emphasis. im drawing out what believe to be the important sounds of the melody with the spacing here. both of these were deliberate.



jack1817 wrote:

Was thinking of M4M here, but I'll wait till you fix the mod by Euny :D
This is a placeholder post, ill edit the post to list the mods later then

black colour = opinions
blue colour = suggestions, consider them, really..

[General]
You can add kiai parts. done
Only one custom name of difficulty is allowed, from RC. see above
Actually I didnt understand there's a gimmick here until checking your previous posts :cry: its ok, seems like no one does. :cry:

[Normal]
Normal and easy difficulties focus more on the structure of the song, here are the first few seconds of the song,
quickly you can notice that in fact you can make sliderhead of 00:05:226 (1) - to stick with sliderend of 00:00:560 (1) - , which can make the map tidier. these are way too far apart for this to make any difference.

00:10:559 (3,1,1) - These three sliders can surely be better placed. I mean, they don't affect the playing experience, but Normal difficulties focus a lot on the structure of the song, when rhythm choices are in big restriction. i think this works perfectly fine. 3 flows properly into 1 from the pentagon and then i have a ctrl+h structure thing going

00:27:226 (1) - you can make this a better place, if you apply this, you would well also tune the position of 00:27:559 (2) - i think this one is perfectly fine too

00:27:559 (2) - to 00:28:559 (1) - Here it is not obvious, but players can actually see the overlapping of 00:27:559 (2) and slider 00:28:559 (1). Although it may not affect the playing experience that much, to make this difficulty well polished, I suggest you to rethink about this section. someone commented on this before, most overlaps ive avoided but i think this one looks perfectly fine

[hard]
00:01:893 (1,2,3) - bad overlapping of 1 and 3.

00:02:893 (3,1) - same as above i think both of these are perfectly fine

00:06:893 (1) - you can move this so that 00:06:559 (1,2,1) - forms a straight line, just as 00:05:893 (1,2,3) - . that structure is a pentagon, works perfectly fine.

00:26:559 (1,2,1) - make 00:27:226 (1) - straight from 00:26:559 (1,2) - so that the structure is tidier with 00:25:559 (1,2,3) - ,which has a straight pattern.

[Lunatic]
00:15:893 (1) - This reverse slider is confusing, when players just experienced 3-note-reverse sliders before, at least I testplayed twice and I still not get used to this note. very good point, this has been changed to a stack now.

00:41:893 (1) - not sure if it is appropriate even players have snaking slider option checked. you can visually see the direction to go, and the slider continues the circular flow of the jump section, so i consider this perfectly fine

[freedom]
00:20:226 (1,2,1,2) - idk. It feels strange when the flow turns suddenly in this way, to the least I think they should have 90 degrees/ same direction so this jump section opens with circular flow. then, there's the back and forth star jumps that ive used earlier (so players will be able to anticipate that). notice that 00:20:059 (2,1,2,1) - forms a back and forth jump pattern, which i use to prepare the transition into 00:20:559 (1,2,1,2,1). i was going for jumps that looked clearly chaotic but still with flow and structure allowing people to anticipate them and read them.

00:22:559 (1,2,1) - These sliders are fastttt, the map would feel like 2012 without proper transitioning, I mean, 00:22:893 (2,1) - they are visually close, so I can't really tell visually if it is a climax and have a faster SV. ive had people playtest this and none of them have problems anticipating these super fast sliders. you do make a good point though, i didn't put nearly as much thought into preparing players for this as i probably should have. i'm going to sleep on it and think through if i want to change anything in the morning

00:24:059 (2) - I don't like overlap like this. :cry: i like these though, it helps make that circle visually unimportant.
it causes a complete halt in cursor movement which syncs with the melody dropping out for a beat there. i think these work great


00:34:726 (2) - same as above.

00:37:393 (1,1,1,1) - Please, don't make some straight line quadruples with circles!! :!: yeah this one is really hard to play but it builds up really effectively into the downbeat so i want to keep this

I hope that at least I can provide you some good things to improve your map :?
Good luck with your map! thanks!
thanks for mods everyone, i'll be able to return the m4m tomorrow i think.
Geek1001
[Normal]
While the slight variations in spacing don't affect playability, they do affect aesthetics(For example, http://puu.sh/x9aRy/d859acf7c6.jpg would look better with constant spacing). Redo sections with variable spacing and replace with constant spacing.

[Hard]
00:29:893 (1,2) - 00:30:559 (1,2) - Once you've started the red and white stripes, avoid blue combos except the upper left quadrant or star patterns
00:41:893 (1) - You could probably make this slider a star slider like in the lunatic and freedom diffs

[Lunatic]
00:27:226 (1,2,3,4) - Alternate red and white instead of blue
00:41:893 (1) - This slider doesn't look too healthy. Make it slightly bigger and rotate clockwise 36 degrees.
Topic Starter
frogyfro

LordGeek101 wrote:

[Normal]
While the slight variations in spacing don't affect playability, they do affect aesthetics(For example, http://puu.sh/x9aRy/d859acf7c6.jpg would look better with constant spacing). Redo sections with variable spacing and replace with constant spacing. minor aesthetic things have been touched up but im not making spacing constant, there's a lot of points where higher DS is needed.

[Hard]
00:29:893 (1,2) - 00:30:559 (1,2) - Once you've started the red and white stripes, avoid blue combos except the upper left quadrant or star patterns my idea was to, while still fitting the theme, break the established structure to give the end of these phrases some needed intensity.
00:41:893 (1) - You could probably make this slider a star slider like in the lunatic and freedom diffs sv too low

[Lunatic]
00:27:226 (1,2,3,4) - Alternate red and white instead of blue cant because not perfectly horizontal
00:41:893 (1) - This slider doesn't look too healthy. Make it slightly bigger and rotate clockwise 36 degrees. done
Plaudible
ok

ZUN - Pierrot of the Star-Spangled Banner

General
  1. Why not make the first half of the ending a kiai too? The chorus just sort of repeats on itself, don't see much reason to make the second instance stand out more.



Normal

  1. So I noticed you do this in all your diffs, but why do you switch from 10 degree rotation to 0? Feels a bit random to switch later.
  2. Also quick run-down on how you structured NCs would be nice since I'm struggling to grasp it a bit, though I like how it fits your American flag theme :)
  3. 00:03:226 (2) - Reverse slider here instead for the drum?
  4. 00:19:226 (1,1) - Could be nice to make these reverses as well to give a little more intense buildup into the next section.
  5. 00:40:893 (2,1) - Shouldn't be covered here


Hard

  1. 00:30:892 (1) - You include the 1/4 pretty heavily, here too maybe?
  2. 00:35:226 (1,2,3,1,2,3,1,2) - This is pretty damn strong in terms of difficulty compared to the rest of the song, and kinda hurts the difficulty balance (it's 3.09 -> 3.17 with just this pattern.) I'd suggest making the rhythm more in line with 00:24:559 (1,2,1,2,1,2,1) - .


Lunatic

  1. 00:19:143 - note here?
  2. 00:27:226 (1,2,3,4) - Doesn't fit your star pattern gimmick for blue color.
  3. 00:29:559 (2) - Could just be a stream here, it's the insane after all.
  4. 00:30:559 (1,2,3,4,5) - Same issue here. In your hard the angle changed to still maintain that star pattern representation but this doesn't fit.
  5. 00:30:559 (1,1) - I noticed you do this a lot in your diffs, is there any particular reason to overlap like this?
  6. 00:35:226 (1,2,3,1,2,3,1,2) - Again with this pattern, I feel making the rhythm consistent with 00:24:559 (1,2,1,2,1,2,1) - would be preferable.


Freedom

  1. I really, really don't think this difficulty is necessary for this song. It just doesn't feel like the song calls for something this difficult. Flying across the screen with high SV sliders for a cute song like this feels a bit excessive, and personally I think this set would be much better as 3 difficulties as opposed to adding an extra. I'd be more comfortable nominating this if this difficulty wasn't included, though it's your prerogative. I'll mod it as if you'll include it though I want you to get some more opinions on it.
  2. 00:04:226 (1) - 7 seconds of circle only rhythms here - feels a bit dense to me. You could definitely find a way to cut back here a bit.
  3. 00:11:059 (2) - triple?
  4. 00:11:726 (1,1) - Could you include these 1/2 rhythms on the white ticks somehow :( Reverse sliders would work.
  5. 00:26:559 (1,2,3,4) - Design works for the difficulty's concept but you could make it more interesting by separating 1,2 and 3,4 by the drum rhythm patterns.
  6. 00:35:726 (1,2,3) - Same thing about rhythm, and the white combo color doesn't really suit these star jump patterns based on how you mapped the rest.
  7. 00:37:226 (2,1,1,1) - Same dealio here, could separate based on drums or something to make this more interesting/fun.

Great concepts behind this map though I still don't entirely agree with the extra being included since it is pretty over the top, so if you could rethink it being in the set or get a few more opinions on it and decide off of that I'd appreciate it :) once you do that I might nitpick a few more rhythm-y things but set looks good so call me back!
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