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Kaneko Chiharu - Zettai Reido

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Asahina Momoko

Vert wrote:

[moko]
00:21:863 (4,5) - distance of these objects is a bit large,00:22:796 (2,3) - change it like this one should be better 
00:55:882 (1) - it not comfortable to play for me , 138,329 is better to players ,or you can put it at 344,120 to make 00:55:308 (1,2,3,1) - these objects seem to be same

both are fixed thx

Eir wrote:

sex

  1. oof 直しました!
  2. 00:19:136 (1,2,3,4,5,6,7,8) - 00:19:136 - から実際1/8で音が鳴ってますし1/8kicksliderで音を取るのはどうでしょうか? 00:19:710 (1,2,3,4,5,6,7,8) - の強調が弱くなるのと1/8x16だとさすがにやりすぎ感あるのでこのままにしておきます

Ryuusei Aika wrote:

momoko's Expert

  1. 00:30:332 (2) - That is too cute owo
  2. 00:53:585 (1,2,3) - Considering let two previous sliders overlap a same area on 00:54:016 (3) - to make it looks more consistent? adjusted in another way
  3. 00:55:523 (2) - Ctrl+g to make it flow better with 00:55:308 (1) - ? Currently the slider leniency doesn't work quite well imo. agree
thanks! :oops:

https://puu.sh/Ad9Jh/114e3db11b.zip
Topic Starter
Karen

Vert wrote:

旧版好啊,我喜欢

[General]
add some tags to all diffs

[ex]
00:00:763 - add a spinner should be better spinner is the worst thing in mapping
00:01:624 - the slider is too long to players i think even holding the head only can get 300
00:28:322 (1,2,3,4,1) - too hard to play or read
00:37:509 (1,2) - change the rhythm here same as 00:37:796 (1,2,3,4) - ,they are the same rhythm following different sound

[insane]
00:06:217 (3,4,1) - blanket stack view

[hard]
it's too hard to normal diff
the spread is so bad from these 2 diffs

Eir wrote:

ay

General

  1. Unused hitsound: "soft-hitclap2.wav"
  2. add guest name into tags at least ty
  3. i really feel the diff spread has been concerned between Easy, Normal and Hard at the moment. there is bigger gap between E and N compared with N and H. for actual exmaple, u can buffer the problem by building up the part(01:53:298 - ~ 01:55:451 - ) like making Advanced difficulty on this Normal cuz the rhythm doesnt have enough difference with Easy despite there are really intense in hard compared with normal. can u build up the part by the way to use 1/2 sliders and put circles each 1/2 intervals for buffing last spurt at the end or smh in Normal? moreover u can build up other parts i guess.

Easy

  1. 00:54:734 (5) - u likely forget to add nc? consistency as putting these each 2 measures on this section

Normal

  1. 01:41:815 (1,2,3,4,5) - as mentioned general above, if u agreed with my suggestion about solving the diff spread, u can also build up this part by usage of 1/2 sliders or smh around here. there are sounds on blue ticks so it would be hard to do so

Hard

  1. 00:39:375 (3,4,5) - i would prefer the triplet stacked nearly toward flow's direction like this in lower diffs considering playable for newbies. 00:48:562 (3,4,5) - same i think it's more interesting
  2. 00:56:026 - ooffff u forget to insert break time here 01:01:050 - ya and 01:05:069 (3) - nc

Insane

  1. 00:21:863 (4) - add nc or 00:20:715 (1) - remove nc for c o n s i s t e n c y
  2. 00:24:303 (6) - i feel like weird rhythm pick here cuz u ignore the strong ring sound on 00:24:447 - despite 00:23:729 (1,2,3,4,5) - are following the ring sound as usual. can u catch up it by 1/2 reverse slider or smh? i'd like to keep the rhythm here simple as it's just an insane difficulty
  3. 00:38:083 (6) - i'd prefer to add nc for 00:38:083 (6,7,8,9) - is consist a kind of bunch of stream leaving from 00:37:796 (5) - obviously

sex

  1. oof
  2. 00:19:136 (1,2,3,4,5,6,7,8) - 00:19:136 - から実際1/8で音が鳴ってますし1/8kicksliderで音を取るのはどうでしょうか?

Ex

  1. i feel like OD setting kinda low considering balanced of momoko's diff. can u increase it to 8.5 ~ 9? high od makes no sense for this map, there is no notelock issue
  2. 00:19:997 (5,6,7,8) - this opinion is just my preference. why did u place the 1/8 kick sliders simply from 00:19:997 (5) - ? i'd like to suggest u can try to place the kick sliders like the previous pattern(00:19:710 (1,2,3,4) - ) cuz of keeping feeling of stir for them and 00:19:710 (1,2,3,4,5,6,7,8) - has been consisted sense of unity i guess. i don't really get what you mean but the flow here is smooth and comfortable to play
  3. 01:00:906 (6) - add nc for smh cuz u added nc on ur other diffs
  4. 01:05:356 (3,1) - swap NC? in your nc'd pattern u add them each stronger main melodies in this part i guess
  5. 01:56:169 (1,2,3,4,5,6,7,8,1) - i actually prefer to place the circled stream like this cuz it would make more sense to place the edge which is strong piano beat and i assume recent mapping streams are very often so that. piece of sh*t i will post the pic of example later cuz my puush really is fu*ked off... rip your puush

ay

Ryuusei Aika wrote:

ぽい
As request.

Annotation

Words in red means that is an unrankable issue (= violates the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. WARNING: This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
    Please focus your modding on maps which have higher star priorities first!
  2. Combo color 3 seems not fit the BG quite well, as BG does not contain color like that. Delete it would be better.
  3. Maybe add MUSECA to tags? Because the current Ú is a little bit hard to input.
    [/color]

Easy

  1. 00:34:064 - 00:38:657 - NC is a little bit mess up in this part. By following your logic (NC on every 2 long white lines), I suggest you to put NC on 00:34:064 (4) - / 00:36:361 (4) - and remove NC on 00:32:916 (1) - / 00:35:212 (1) - / 00:37:509 (1) - .
  2. 01:19:423 (2,3) - Move these two notes a little bit out, like this? Current flow is kinda weird as the previous note doesn't follow the slider 01:18:849 (1) - quite well.

Normal

  1. 00:38:657 - 00:45:260 - This part's NC is still a little bit messy. My suggestion (following the same rule, NC on every 2 long white lines), I suggest you to put NC on 00:40:954 (3) - / 00:43:251 (3) - and remove NC on 00:39:806 (1) - / 00:42:102 (1) - / 00:44:399 (1) - .
  2. 01:37:222 (1,2) - Make those two sliders parallel would make them look better owo
  3. Bold but quite proper choices on general spacing, really love that :3

Hard

  1. Aimod said that two objects are unsnapped. Please check that and fix them.
  2. 01:05:069 (3) - NC this so that the following two slider-based patterns can have the same NC setting. ?_? where
  3. 01:26:887 (1,2) - Change these two sliders' order to make the pattern 01:26:887 (1,2,3) - has similar spacing arrangement with 01:25:739 (1,2,3) - , which are represent the similar parts of the song?
  4. 01:44:686 (2) - Subjective, but instead of represent the relatively weak drum beats, how about put it on 01:44:614 - to show the strong instrumental sound out? (If you accept that then you may need to move all similar notes in part 01:44:112 - 01:53:298 - 1/4 earlier) i always ignore sounds on clue ticks and keep simple rhythms in lower diffs

Insane

  1. Aimod said that one object is unsnapped. Please check that and fix it.
  2. 00:27:748 (5) - Subjective, but you can NC this note to make that spacing-changed stream looks a little bit more regular (just like what you have done for 01:30:906 (1,2,3,4,1,2,3,4) - )
    - 00:38:083 (6) - / 00:47:270 (3) - ^ (similar patterns so same reason + solution for those two notes)
  3. 00:38:370 (1) - Can move that to 27|219 because currently 00:38:370 (1,2,3,4) - looks a liiiiiiiiiiiittle bit not linear.
  4. 01:38:801 (4) - Maybe change that into a 1/4 slider so that the instrumental sound on 01:38:879 - can be represented? (As in hard diff you has represented that)
  5. 01:54:806 (7) - Forgot NC here? Because 01:54:806 (7,8,9,10,11) - has the similar rhythm with previous two patterns.

Ex

  1. 00:38:370 (1,2,3,4) - Make this rotate in clockwise so that they can flow with the trend of previous slider pattern 00:37:796 (1,2,3,4) - better?
  2. 01:11:241 (3) - Change this into a 1/4 slider too? As the rhythm (preciously instrumental tunes arrangement) of this section actually changes at 01:11:385 - so I think maybe it's better to keep the previous rhythm consistency here. 前一半一种节奏后一半用另一种,同一种音乐用不同的节奏表达也是mapping的一环
  3. I really love the sv settings at part 01:44:112 - 01:52:150 - :>

òwó works as usual, let me know once you get all mods replied and think it's ready!

thank you!!
Shima Rin
Better alter your metadata as the following:
  1. Add "SOUND VOLTEX III GRAVITY WARS BEMANI KONAMI sdvx" into your tags
Good luck on ranking this amazing set!
Topic Starter
Karen
will do in the next update
Ryuusei Aika
Re:Check

Karen wrote:

i'll change the bg tho
Fix tags as Tofu says

Normal
01:53:298 (5,1) - swap NC? To make sure NC is on the long white line

Insane
00:38:370 (1) - idk but I made a typo in my mod... instead of 27|219 it should be at 32|218 for a linear stream sry ;w;

Ex
00:38:370 (1,2,3,4) - I actually mean change those notes like this

Call me back when you fix them :3
Topic Starter
Karen
dddone
Ryuusei Aika
絶対零度(ぜったいれいど、Absolute zero)とは、絶対温度の下限で、理想気体のエントロピーとエンタルピーが最低値になった状態、つまり 0 度を表す。理想気体の状態方程式から導き出された値によるとケルビンやランキン度の0 度は、セルシウス度で −273.15 ℃、ファーレンハイト度で −459.67 °Fである。
MrDorian
Hey, I'd like to raise some concers about the highest difficulty

  1. 01:21:145 (1,1) - what are these sliders representing? I tried to listen to the song if it has any distinguishable sound here or if it follows any logic in your structure, but I still cannot understand why they are here, You might have placed it for the harp, but it sounds off because not all the harp sounds have hitsound. In my opinion it would be better if you changed these sliders to circles.
  2. 01:44:973 (1) - I think this slider could be changed into 2 1/4th sliders because you can clearly hear sound on a red tick (01:45:117 -) and it will be nice to emphasize them considering the fact that the map supported many not really hearable sounds.
gl
Topic Starter
Karen

MrDorian wrote:

Hey, I'd like to raise some concers about the highest difficulty

  1. 01:21:145 (1,1) - what are these sliders representing? I tried to listen to the song if it has any distinguishable sound here or if it follows any logic in your structure, but I still cannot understand why they are here, You might have placed it for the harp, but it sounds off because not all the harp sounds have hitsound. In my opinion it would be better if you changed these sliders to circles. i want the rhythm be different from 01:21:719 (3,4,5,6) - this, the 1/4 sliders work as circles here when 01:21:145 (1,2) - the spacing is small enough
  2. 01:44:973 (1) - I think this slider could be changed into 2 1/4th sliders because you can clearly hear sound on a red tick (01:45:117 -) and it will be nice to emphasize them considering the fact that the map supported many not really hearable sounds. this is my favorite part in this map, mapping isn't just following sounds on those ticks, it's following the song, the melody. the sliders fit well with the main track and they emphasize the downbeats after them pretty well
gl
Lasse
i think i still owe you a mod from natsukoi hanabi lol

exexexexex
sure about od8? seems a bit low
00:25:667 - why suddenly completely ignored melody? should really be mapped imo
00:50:858 (2,3,4,5,1,2,3,4) - is kinda lame rhythm wise when the 3/4 melody is so prominent. how about some cute additive doubles like https://i.imgur.com/JltEiOK.jpg or the boring solution https://i.imgur.com/VG0kHT8.jpg (or just something similar to the kiai things like 01:20:571 (1,2,3,4) - )


momoko
00:01:983 (1,1) - seems so weird to start clicking again here instead of on the new measure. think you could delete and extend spinner to 00:06:217 - ?
00:36:361 (1,2,1,2,1,2,1,2) - there is so much going on in the song, simple 1-2 jumps feel really underwhelming, what other extras did worked better
00:50:715 (1,2,3,4,5,1,2,3,4,5) - same issue as top diff
01:52:724 (1,2,3,4,5) - repeat isn't really readable here https://i.imgur.com/LgABJbn.jpg just rotate the slider or change the stack or something


toybot
00:39:088 (2,3,4) -00:50:069 (6,1) - 01:18:849 (1,2,3) - enable stacking, looks really messed up ingame

insane
00:25:451 (3,4) - same as top diff

hard
01:13:681 (4,5) - actually feels like a kinda big diff spike with how you used 1/4 sliders in all other parts of the map. just change 01:13:681 (4,5) - to https://i.imgur.com/uM8cw3y.jpg ?
01:48:131 (3,4,5,6,7) - repeat is a bit hard to read here, rotate it like https://i.imgur.com/1jGJt5i.jpg ?
01:53:011 (7) - ^

normal
ar6 pls, you have some pretty dense 1/2 patterns at 209bpm

easy
ar4 for similar density reasons, and things like 01:44:112 (1,2,3,4,1,2,3) - can be kinda hard to read for beginners so higher ar should help a bit

[]
let me know when you're ready
Topic Starter
Karen

Lasse wrote:

i think i still owe you a mod from natsukoi hanabi lol

exexexexex
sure about od8? seems a bit low i don't know since when od8 becomes a low od lol, this diff has some slider gimmicks so a high od would increase an unnecessary difficulty for players to get 300s i guess
00:25:667 - why suddenly completely ignored melody? should really be mapped imo kinda hard to follow that sound properly but added a circle anyways
00:50:858 (2,3,4,5,1,2,3,4) - is kinda lame rhythm wise when the 3/4 melody is so prominent. how about some cute additive doubles like https://i.imgur.com/JltEiOK.jpg or the boring solution https://i.imgur.com/VG0kHT8.jpg (or just something similar to the kiai things like 01:20:571 (1,2,3,4) - ) did doubles and adjusted the next pattern

insane
00:25:451 (3,4) - same as top diff sure

hard
01:13:681 (4,5) - actually feels like a kinda big diff spike with how you used 1/4 sliders in all other parts of the map. just change 01:13:681 (4,5) - to https://i.imgur.com/uM8cw3y.jpg ?
01:48:131 (3,4,5,6,7) - repeat is a bit hard to read here, rotate it like https://i.imgur.com/1jGJt5i.jpg ?
01:53:011 (7) - ^
did everything

normal
ar6 pls, you have some pretty dense 1/2 patterns at 209bpm oh yea right

easy
ar4 for similar density reasons, and things like 01:44:112 (1,2,3,4,1,2,3) - can be kinda hard to read for beginners so higher ar should help a bit yes

[]
let me know when you're ready
also changed 01:55:523 - this in easy and normal because i didn't notice the sound is on a blue tick

thanks!
Lunala
感觉很棒啊,暂时没找到可改的地方...
先射一个吧)
Asahina Momoko

Lasse wrote:

momoko
00:36:361 (1,2,1,2,1,2,1,2) - there is so much going on in the song, simple 1-2 jumps feel really underwhelming, what other extras did worked better tried some patterns but still prefer the current one since the bass is the strongest beat here and it represents well to me

fixed the others!
thanks!! :)

https://puu.sh/AgyQh/4cb345d8ef.zip
Topic Starter
Karen
updated

changed sl to 7 on toybot diff
Lasse
qualified!
Bargeld
On Hard difficulty:

From 00:11:312 to 00:17:844

Can't it be optimized? It's very confusing to read, even at 4*, and did not manage to understand the correct sequence even after multiple play attempts. Only viewing that section in the editor helped me understand it right away, which I think is kinda bad considering most everyone will just straight up play the map first.

inv4 "git gud"
Topic Starter
Karen

Bargeld wrote:

On Hard difficulty:

From 00:11:312 to 00:17:844

Can't it be optimized? It's very confusing to read, even at 4*, and did not manage to understand the correct sequence even after multiple play attempts. Only viewing that section in the editor helped me understand it right away, which I think is kinda bad considering most everyone will just straight up play the map first.

inv4 "git gud"
this diff isn't a generic 'hard' diff, some difficult patterns are allowed, and the patterns are not very confusing as there are no stackings used, it should not be that hard to read by the hitcircles
-Mo-
00:30:045 to 00:38:657 - Feedback to me sounds kinda poor for this section since the bass kick hitsound seems to blend a bit too much with the music. For example 00:36:935 (1,2,3,4,1,2,3,4) doesn't really sound like a stream feedback wise since it's pretty hard to hear the soft hitnormal on the blue ticks.
-Mo-
Disqualifying so we have some time to address this. I do think it's worth taking a look at.
Kuron-kun
Yes, I highly agree with Mo on that, hitsound might be blending way too much since the normal sample is almost the same as the one used in the song. Making the volume higher doesn't really help so the better choice is just to swap samples and try something that doesn't blend too much.
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