Yura Hatsuki & Paspal - Fairlady:Reincarnation / Ideal

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Suissie
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PoNo

Suissie wrote:

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Realazy

PoNo wrote:

Suissie wrote:

🥖
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Topic Starter
Xenok

Suissie wrote:

hello my baby 55

so delete fairy from tags. yes

I would suggest you to lower overall hitsound volume. I played it on 50% 50% and it still was too loud. Parts like 00:48:517 - were hard to acc due to loud hitsounds. I've been asked to up them because they were too low, I think that the player can easily adjust it himself with alt+scroll. If some other tell that I will lower them I guess

I still find those sliders 00:41:850 (1,1) - look better like this http://puu.sh/xnoY3/c257f0a6a1.jpg http://puu.sh/xnoYn/c6c3ef6677.jpg changed

00:52:517 (1,2,3,4,1,2,3,4) - I dont get why this is the only weird movement in the stream section. I don't find it really weird...

01:01:850 (1,2,3,1,2,3) - This flows kinda weird and the movement always feels always so awkward to me. Just copy and ctrl+H would make a better flow imo because it feels similar like the voice is also pretty similar there. The concept in this part is that the triangles have to not have a real link between them, I made it on purpose. Since this part is incredibly slow I think this is not a problem

01:05:406 (1,2,3,1,2,3) - same here ^

01:08:961 (1,2,3,1,2,3) - you even do it there like I said. ^

01:16:961 (3) - slider there feel kinda weird to me. Replacing it with two 1/2 circles stacked would feel better to me. To me it gives me a better drum feeling and more contrast to the next downbeat since it would make a stop motion and circle to slider also gives more emphasize. the fact is that there is no kick at the slider end, it's why I make it as a slider. A note here would be pure overmap

01:24:517 (1,2,1,2,1,2,1,2) - To make this pattern more consistent would I Copy and ctrl+h 01:24:850 (1,2) - and replace 01:25:517 (1,2) - with it. The angles would fit more together. I see what you mean here but if I would be that much "structured" on those, it would be inconsistent with the next part in the song where I make that, because I can't do that ctrl+h thing since their structure are different. I also dont really like having things that much "symetric" and "the same"

01:28:961 (1) - would look like this http://puu.sh/xnpFd/988f7629c5.jpg better imo I prefer how I made it :/

01:32:073 (1,2) - this always confuses me while playing. like you hear the drums there 01:31:628 (1) - and then this idk just weird. It seems like you want to build up pressure but for me that kinda doesn't work well there. Everything sounds similar in this part. It doesn't even support this circle 01:32:739 (3) - . http://puu.sh/xnq3D/4fac092245.jpg this would make more sense to me. Its more predictable and mapped better to the song imo. I know there is some overmap in this part but this is rhythm simplify here. also, the song is way more calm at this part this is why I start with a reverse and do a build up to the little 4 note stream. I also put a reverse because it will give player rhythm since 135 1/4 isn't the simpliest thing to stream after a part that fast. your rhythm idea sound pretty cool but it don't fit my concept here

01:38:443 (2,3) - Dont understand that little spacing. It still sounds same important as 01:37:406 (1,2,3,4) - because 01:37:406 (1,2,3,4) -
are full of snare drums and the 01:38:591 (3) - of 01:38:295 (1,2,3) - is a kick. in my concepts, snares are more powerful that a kick, it's why the spacing get lower here. you can see that I made the same in all the similar parts


01:41:739 (2,3) - Thats not consistent to the rest I think. Map it like 01:40:850 (2,3,4) -. Well you do it more then once actually but I dont get why. Variation ? Exactly, variation. I want those patterns to altern without much logic but that they always follow this syncope made by the rhythm. I altern a lot with those patterns because the rhythm is really constent in those parts

02:08:184 (2,3,4,1) - I think you could do more with this. Kinda sad not to emphasize those drums. Changed, I made this little section look a bit messy because of the kick comming instead of snares, good idea you told me

02:09:628 (1) - I think placing circle on the sliderend would make more sense since its the same as here 02:10:184 (2,1) -. It gives less emphasize without reason imo. Also this replacing with a 1/2 circle would be more consistent since you emphasize drums with sliders. Tbh I find that whole rhythm here 02:08:517 (1,2,1,2,1,2,1,2,1,2,3,4,1) - kinda weird tbh. But yeah nothing to be too bothered because its mapped well I guess. I put a sliderend on this note this way the player will start with his main finger and finishing with his main finger after the pattern. I also don't really like to play triples after sliders with a 1/4 gap, so I don't put it on the map. this pattern you tell me happen in the map Nobore and I don't like to play it.

02:14:517 (2,1) - that spacing leads confusion there 02:14:961 (1,1) - because its the same distance but other rhythm. it's because the kickslider will make the player rush to the next pattern, so the distance isn't a real problem here. the following pattern is hard to read on purpose so this slider is like the prepattern of this one

not sure if that spacing there 02:16:517 (3) - makes sense even if it would be mapped to the violin which I doubt makes sense because the rest is mapped to vocal I think. this is just following the build up, the drum is more and more loud in this section and the 3 is more spaced than 2 for that

02:23:628 (1,2,3,1,2,3) - yep you know what I mean. 02:24:739 (2,3) - ctrl+g ^

02:27:184 (1,2,3,1,2,3) - ... dont have to mention it anymore I think ^

02:38:684 (3,1) - I think this is a bit hard to read. a lot of things are hard to read in this map I guess :thonk:

02:41:628 (2,3) - Kinda weird since rhythm is same as here 02:40:961 (1,1,2) - true this pattern was weird and inconsistent, changed it
Meh always so confused because Im so used to prioritize vocals.

02:42:739 (1,2) - I just rly find vocals stands out way more but whatever I think that following drums is a better choice

02:55:184 (1,1,2,1,2,3,4) - same weird thing ^

Idk but ideal sounds like this https://www.youtube.com/watch?v=-F3_Cj-fMWw to me xd I see some similarity but not much tbh :thonk:

Im prepared for redwall Maybe Kappa
Topic Starter
Xenok

Linada wrote:

hoy random mod


  • Cursed Reincarnation

  1. 00:11:446 (1,2) - je pige pas pourquoi tu silence un sliderend et l'autre est audible, silence les deux vu que y'a pas le violon sur les sdend big fail lmao
  2. 00:27:073 (2,3,4,5,6) - 5 & 6 niveau playability je sens que c'est un peu trop harsh, vaut mieux que tu mettes un autre triple 1/6 imo Le problème c'est qu'après y'a juste une triple en 1/8 et et un spacing 1/4 et je trouve ça un peu chaud à jouer pour le style de la map
  3. 00:47:184 (1) - hitsounds bcp trop fort je trouve dans cette section Changed bud
  4. 01:01:406 - j'ai l'impression que ton offset est mega off au niveau des vocals la, j'pense faut mettre une redline a 01:01:394 (1) - (et remettre une a 01:10:739 (1) - ) changé, blame loup doré :thonk:
  5. 01:13:850 (1,2,3,4,5) - jcp a entendre c'est trop chelou, si tu silence les sdend ça fait vide mais si tu silence pas ça fait trop :thinking: Ouai je trouve ça un peu chelou aussi mais c'est mieux que l'autre option imo
  6. 01:36:295 (2,3) - c'est weird car ici y'a un triple et pas un double, donc imo soit tu met juste un slider qui cover tout soit tu fais une triple, la ton double fait trop out of place imo ouai je sais que y'a une triple mais le problème c'est qu'elle commence sur un tic jaune (LUL) du coup bah le rythme est vraiment imprévisible si je map cette note je pense, je préfère undermap comme ça tbh
  7. 01:50:961 (5,6) - pareil que le premier samu
  8. 01:54:739 (1) - met un clap sur le premier tic en plus du finish (et sur tout les autre de cette section) le truc c'est que le drummer il joue une snare tellement pas forte à ce moment, que si je met un clap il sera obligé de sonner fort à cause du finish qui pop en même temps, et si je veux qu'on entends le finish bah je met les hs plus forts à ce moment là. en gros je fais un choix entre le snare et la cymbale et le choix est assez logique je pense
  9. 02:14:961 (1,1) - les nc font trop spam imo C'est pour bien indiquer que c'est un rythme 1/6 :c
  10. 02:22:517 (1) - tbh unnecessary NC same
  11. 02:23:167 - si jamais tu trouve qu'il y a un shift pour le premier, du coup ici aussi met une redline et resnap ici 02:32:073 (1) - yeeee
  12. 02:59:850 (2,3) - saAame same :c
  13. 03:03:406 (1) - tbh unnecessary NC same
  14. 03:07:184 (1,2,3) - ton rythme est chelou, si tu follow la guitare ce devrait etre comme ça, la ton triple kicksliders fait pas trop de sens imo J'suis presque sur que le guitariste joue un triolet, à confirmer
  15. 03:11:184 (1,2) - je pense que tu pourrais sortir ce pattern du triange d'avant car la y'a 0 emphasis sur le crash
  16. 03:14:517 (2,3,1) - par exemple celui ci est ok car t'es dans la même section de la musique je trouve que les deux ont autant d'intensité,
    c'est vrai que pour mieux emphasis j'pourais les bouger les deux mais après je casse toute la structure du pattern, et c'est pas si grave imo. en plus la part est déjà assez dure comme ça LUL
  17. 04:12:739 (2,3) - saem eeeeeeeeeeee
  18. 04:27:406 (5,6) - lalalala uuuuuuuuuuuu
  19. 05:46:230 - tu pourrais add un circle ici :thinking: même si ça change rien bah vu que je follow la guitare uniquement... :thonk:

also enleve "female voice" des tags ça a pas trop de sens imo Comment ça mes tags ils sont chelous

cool map tu peux enfin bouger ton q et rank une map !!! J'esper mek
chainpullz

loliforz wrote:

good stuff
Pulse


hey!
from my queue


[Cursed Reincarnation]

  1. 00:41:850 (1,1,2,3) - Not big deal but you could move this more to left. There's a 3/4 beat apart from (2) to NC'd (1), but we have almost the same DS from previous (1) to (2), and it feels like we don't have a proper "cursor movement progression" following vocals with this "same" DS.
  2. 00:53:850 (1) - Huge %Volume drop, it doesn't feels great while playing, seems like something on your headset/fone went wrong.
  3. 00:50:628 - wtf this -15% section even crashes osu
  4. 01:00:961 (1) - This slider looks better Ctrl+G'd
  5. 01:01:837 (1,2,3,1,2,3) - Why there's no hitsounding on these patterns? It sounds really poor. The same goes to next similiar patterns, try some whistles.
  6. 01:01:394 (1) - This note is 1ms off, fix snapping.
  7. 01:11:184 (1) - This slider also looks better Ctrl+G'd
  8. 01:31:628 (1,1,2,1,2,3,4) - Hey that's pretty cool, but 01:32:073 (1,2) - should be a little more spaced and (2) should overlap (1) more, because reaching this second slider and going to next combo right after isn't a easy move to perform, so you should make part of movement lighter.
  9. 01:33:406 (1,2,3) - That's a hard move too, I think that (1) should be less spaced to promote less stress than necessary on player.
  10. 01:36:295 (2,3) - If you move a little bit up and right you get a better cursor flow while playing.
  11. 01:47:628 (1) - You could do a curved shape like this. A straight slider with previous movement could force some combo breaks due aim tension.
  12. 01:47:961 (2,3,4) - Would be great a smaller spacing here from (1) with the slider shape change
  13. 02:23:167 (1) - Two points with different volume and sample cannot exist.
  14. 02:35:184 (1) - Minor suggestion but Ctrl+G here looks a little better to me here. Really optional since actual disposal also works fine.
  15. 02:42:073 (2) - Why not Ctrl+G? Movement flows way lighter on this way. I mean, imo that's a unnecessary flow "break". You could also increase spacing between 1 and 2.
  16. 02:55:628 (1,2) - Decrease spacing a little and increase overlap for smoother transition between combos.
  17. 03:05:739 (2) - Straight spaced doesn't feels great, move this a little bit to right.
  18. 03:13:405 (2) - This is not snapped.
  19. 04:08:517 (1,2) - Overlap on this movement seems fine but you could do the same for patterns consistency. Reduce snaping too. You probably should reduce spacing on 04:08:739 (2,1) - too.
  20. 04:24:073 (1) - You could do a curved shape and move a little up to prevent unwanted combo breaks.


Such a great map, good luck!
Topic Starter
Xenok

Pulse wrote:



hey!
from my queue


[Cursed Reincarnation]

  1. 00:41:850 (1,1,2,3) - Not big deal but you could move this more to left. There's a 3/4 beat apart from (2) to NC'd (1), but we have almost the same DS from previous (1) to (2), and it feels like we don't have a proper "cursor movement progression" following vocals with this "same" DS. changed but not much since the left border of the map
  2. 00:53:850 (1) - Huge %Volume drop, it doesn't feels great while playing, seems like something on your headset/fone went wrong. upped a bit
  3. 00:50:628 - wtf this -15% section even crashes osu ok dayum wtf did I did
  4. 01:00:961 (1) - This slider looks better Ctrl+G'd I want it this way :c
  5. 01:01:837 (1,2,3,1,2,3) - Why there's no hitsounding on these patterns? It sounds really poor. The same goes to next similiar patterns, try some whistles. well since all the notes she sings are the same intensities nothing is fitting tbh
  6. 01:01:394 (1) - This note is 1ms off, fix snapping. it's normal, there is a red line in this part because the voice is shifted a bit
  7. 01:11:184 (1) - This slider also looks better Ctrl+G'd Same I prefer it this way :c
  8. 01:31:628 (1,1,2,1,2,3,4) - Hey that's pretty cool, but 01:32:073 (1,2) - should be a little more spaced and (2) should overlap (1) more, because reaching this second slider and going to next combo right after isn't a easy move to perform, so you should make part of movement lighter. tbh I thing it flow pretty easy this way
  9. 01:33:406 (1,2,3) - That's a hard move too, I think that (1) should be less spaced to promote less stress than necessary on player. changed
  10. 01:36:295 (2,3) - If you move a little bit up and right you get a better cursor flow while playing. true, changed
  11. 01:47:628 (1) - You could do a curved shape like this. A straight slider with previous movement could force some combo breaks due aim tension.Yeah true, changed
  12. 01:47:961 (2,3,4) - Would be great a smaller spacing here from (1) with the slider shape change well tbh with an held 1/1 slider spacing can be a bit higher without disturbing player
  13. 02:23:167 (1) - Two points with different volume and sample cannot exist. lol true
  14. 02:35:184 (1) - Minor suggestion but Ctrl+G here looks a little better to me here. Really optional since actual disposal also works fine. since the kick act like a stronger note than the two before, I want the flow to be "broken"
  15. 02:42:073 (2) - Why not Ctrl+G? Movement flows way lighter on this way. I mean, imo that's a unnecessary flow "break". You could also increase spacing between 1 and 2. Well I use this pattern each time this part appear in the song, and I want to emphasis the kick this way :c
  16. 02:55:628 (1,2) - Decrease spacing a little and increase overlap for smoother transition between combos. same as the first kiai, I want it to be like this
  17. 03:05:739 (2) - Straight spaced doesn't feels great, move this a little bit to right. ? I didn't understand
  18. 03:13:405 (2) - This is not snapped. now it is :D
  19. 04:08:517 (1,2) - Overlap on this movement seems fine but you could do the same for patterns consistency. Reduce snaping too. You probably should reduce spacing on 04:08:739 (2,1) - too. well those sliders are so stacked it should act like a "break" for the flow, you just should wait at the same place with your cursor so this flow like a stacked double but it's mapped differently
  20. 04:24:073 (1) - You could do a curved shape and move a little up to prevent unwanted combo breaks. Changed!


Such a great map, good luck! Thanks mate! :)
Sotarks
xenok always here this da good song

[cursed reincarnation]
00:29:628 (2,3) - can you put like a 1/8 slider instead, beat is not so intense
00:30:517 (1,1) - why spamming nc here ?
01:32:961 (1) - moreeeeeeee sv a
01:32:073 (1) - stuff like this would be prefered to have 2 circles to emphasis on clap
01:32:739 (3,4) - this can be 1/4 slider
02:55:628 (1) - same this can be 2 circles for the claps
03:02:147 (3) - rip hitsound
03:38:183 - a slider here could be nice
03:46:073 (2,3) - the transition here is pretty hard, how about making 03:46:184 (3,4) - this a 1/8 slider?
04:23:628 (1,2,3) - rhythm choice here is meh, 04:23:628 (1,2) - this should be ctrl g
at some places the ncs makes literally no sense to me but eh who cares

nice map!
gl with that
Topic Starter
Xenok

Sotarks wrote:

xenok always here this da good song

[cursed reincarnation]
00:29:628 (2,3) - can you put like a 1/8 slider instead, beat is not so intense yeah but since the map is based on finger technic and this pattern isn't that hard to hit, I will let it like this
00:30:517 (1,1) - why spamming nc here ? true, too much nc without sense, changed
01:32:961 (1) - moreeeeeeee sv a changed
01:32:073 (1) - stuff like this would be prefered to have 2 circles to emphasis on clap I see what you mean but it's not how I want to build up this section
01:32:739 (3,4) - this can be 1/4 slider same, the big 1/4 spacing is wanted here, I think that putting a 1/4 slider would destroy this gimmick
02:55:628 (1) - same this can be 2 circles for the claps same D:
03:02:147 (3) - rip hitsound It's made on purpose, there is no snare but a kick at this circle especialy, it's why it's spaced lower also
03:38:183 - a slider here could be nice I want to map on kick and snare here, not cymbals :c
03:46:073 (2,3) - the transition here is pretty hard, how about making 03:46:184 (3,4) - this a 1/8 slider? I don't really see how I could make that with still having a circular flow how I made for the other 1/8 sliders in the map, I see how this section is a bit harder than the others 1/8 triplets in the map but I don't really see how to organise them in this pattern, I prefer let it like this for the moment
04:23:628 (1,2,3) - rhythm choice here is meh, 04:23:628 (1,2) - this should be ctrl g I see what you mean, you say that for emphasising claps but tbh passing from a 1/6 rhythm into a 1/4 without sliders to help is freeeaking hard to play, I prefer simplifying this rhythm choice for playing purpose
at some places the ncs makes literally no sense to me but eh who cares :c

nice map!
gl with that Thanks a lot :)
-Space-
placeholder, hit me up if i dont put a mod here by tomorrow night

hey, from my Q

I'm still fairly new to modding higher difficulties although I have done a few, so sorry if my mod is a bit opinionated and subjective at times.

[General]
  1. Your BPM at the start is a bit odd. You've tried too hard to time the strings even though they're not leading the beats, it's the bell things (idk what they're called).. Anyway, I found it sounded better at 80bpm at the beginning with roughly 935 as the offset. Then, 135bpm at roughly 16,960 offset.
[Cursed Reincarnation]
    1. 00:15:165 (1,2,3,4) - I don't think this part compliments the part 00:15:726 (1,2) well, because you'd expect a more speedy transition, and the stacks kind of mislead the user. What I mean by this is that you've stacked two on 1/4 then made 00:15:389 (3,4) - spaced. Feels kind of odd especially with the buildup into a 1/2.
    2. 00:17:295 (2,3,4,2,3) - I believe you should keep the same rhythm types on these parts for a better consistency leading into the heavier part of the song.
    3. 00:28:295 (3,1) - Maybe consider blanketing here for a slightly better aesthetic?
    4. 00:30:295 (8,9,1) - I think you can make a better circular flow which would match the style you're mapping potentially better as well as reinforcing fluid cursor movement, maybe try something like this:
    5. 01:00:961 (1,1) - Nazi blanket
    6. 01:03:615 (1,2,1,2,1,2) - I feel you could make a more coherent and crisp pattern here, right now it doesn't feel like it holds much character the way it is,maybe try something like this:
    7. 01:07:171 (1,2,1,2,1,2) - ^
    8. 01:37:406 (1,2,3,4,1,2,3) - Whilst being comfortable and nice to hit, just like above I don't feel they have any synergy with eachother or your style of mapping (I personally believe from what I see you excel at mapping neatly) and I believe that giving actual shapes to these jumps would make a nicer overall look for the player.
    9. 01:53:184 (2,6) - Potential stack?
    10. 02:13:184 (1) - This wave slider is inconsistent as the curve at the end is way more subtle than the curve at the beginning, making the end curve more pronounced would fix this and create a good opportunity to blanket 02:13:739 (2,1) inside said curve.
    11. 02:17:850 (1,2,3,4,5,6) - Perhaps make this a perfect star for the same reasons as above about synergy and whatnot :P
    12. 02:25:389 (1,2,1,2,1,2) - Same as 01:03:615 (1,2,1,2,1,2) .
    13. 02:39:517 - Add a note, there is quite a strong emphasis with vocals here and the spacing is also a bit inconsistent around this part with 02:39:628 (2,3) being spaced further away whilst being a 1/4.
    14. 03:00:961 (1,2,3,4) - I think this works and looks better as a cross square jump, as shown:
    15. 03:02:147 (3) - x:416 y:88 so it's central in the previous two notes, again just my aesthetic-based opinion :P

Might as well stop here, since I will be repeating a lot of the same suggestions. Basically just focus on the shapes and patterns you're making I believe your map will heavily benefit if you use more precise and coherent shapes in your jump that work well with eachother. Remember to take in vocal and music emphasis as well so you're not over/under mapping and part!

Really fun map, would love to see this get ranked and your hitsounds are great!
Lama Poluna
its maped so cool
- Frontier -
q
most are subjective
[General]
  1. what's the point on having color 1 here? i can't see any orange color in the background?
  2. since there is no storyboard so using widescreen is unnecessary. tick out please
  3. Wave hitsound with possible delay > 5ms: soft-hitfinish2.wav
  4. i think color 3 is quite dark. it could be difficult for players to read in gameplay. maybe try to lighten up little bit?


[Metadata]
  1. i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo.
  2. since the song is from Queen A'rcadia album. why don't you add this in tags.
  3. i don't think adding "high bpm" in tags would be nice idea cuz the song itself isn't too fast. i think it would fit with speedcore maps instead. (like https://osu.ppy.sh/s/381103)


[Cursed Reincarnation]
  1. 04:34:211 - having 2 green lines is unrankable.
  2. 00:16:738 (2,1) - i think ds between here is quite too far. they are just 1/8-beat apart from each other. maybe try to make them closer.
  3. 00:20:517 (1) - why blank here? i can't hear any significant stop sound here. making 1/4-beat slider like the others might be better.
  4. 00:27:628 (1,2,3,1,2,3,4) - these have as same rhythm as 00:16:962 (1,2,3,4,1,2,3) - but why they are mapped differently? consider making them the same plz.
  5. 00:32:517 (3) - since there is a slow sv here, adding nc here might be better for players.
  6. 00:57:184 (1,1) - why don't you make streams here like you did on 00:53:850 (1,2,3,4) -?
  7. 01:10:739 (1,1) - i think the movement is quite lack here because 01:10:739 (1) -'s flow likely to go right side but 01:11:184 (1) - is forcing players to go back left slide again.
  8. 02:15:628 (1,2,3) - i think you could enlarge this part bigger so that players may not confused between 1/4 and 1/6.
  9. 02:19:628 (1,2,3,4,5,6,7,8) - since this part here is crescendo like 02:16:073 (1,2,3,4,5,6,7,8) -. so making them the same could be great idea imo.
  10. 02:34:739 (1,1) - :cry:
  11. 03:07:184 (1,1,1) - aren't they should snap like this? i heard this part closely and i noticed that the notes didn't follow the song correctly.


i think your map nc too frequent, like every 2-3 hitobjects lol. i think reducing them could be better, also the map is quite ambiguous cuz you can't tell that which is 1/4-beat apart or 1/2.
GL~
Topic Starter
Xenok

-Space- wrote:

placeholder, hit me up if i dont put a mod here by tomorrow night

hey, from my Q

I'm still fairly new to modding higher difficulties although I have done a few, so sorry if my mod is a bit opinionated and subjective at times.

[General]
  1. Your BPM at the start is a bit odd. You've tried too hard to time the strings even though they're not leading the beats, it's the bell things (idk what they're called).. Anyway, I found it sounded better at 80bpm at the beginning with roughly 935 as the offset. Then, 135bpm at roughly 16,960 offset. Since it's GoldenWolf that timed the song I won't pronounce myself on that, but I'm pretty confiant with his timing so I will just poke him about that. Also, I want to follow violins here, it's clearly what the player will hear the most, and I think it's the leading sound of this part.
[Cursed Reincarnation]
    1. 00:15:165 (1,2,3,4) - I don't think this part compliments the part 00:15:726 (1,2) well, because you'd expect a more speedy transition, and the stacks kind of mislead the user. What I mean by this is that you've stacked two on 1/4 then made 00:15:389 (3,4) - spaced. Feels kind of odd especially with the buildup into a 1/2. Well if I wanted to reprensent this part how I hear it, it would be a 1 (23) 4 pattern, with 2 and 3 stacked, but since it's unplayable I made it this way. Still think it reprensent well the part, and if it would be "missleading", the player would just restart at this point...
    2. 00:17:295 (2,3,4,2,3) - I believe you should keep the same rhythm types on these parts for a better consistency leading into the heavier part of the song. Would be very boring. Since there are 3-4 rythmical patterns, it's just a mix up of representing the same rythm differently.
    3. 00:28:295 (3,1) - Maybe consider blanketing here for a slightly better aesthetic? It's not mean to be a blanket at all :/
    4. 00:30:295 (8,9,1) - I think you can make a better circular flow which would match the style you're mapping potentially better as well as reinforcing fluid cursor movement, maybe try something like this: I never use circularflow in this part of the song, each time this part happen in the song.
      I want it to not be like the other parts since the cymbal does (hit blank hit), so I try to follow that

    5. 01:00:961 (1,1) - Nazi blanket Fixed
    6. 01:03:615 (1,2,1,2,1,2) - I feel you could make a more coherent and crisp pattern here, right now it doesn't feel like it holds much character the way it is,maybe try something like this: Your proposition is just not following my thought about this part of the song. I want it to looks how I did it,
      and it's totally subjectiv at this point

    7. 01:07:171 (1,2,1,2,1,2) - ^ ^
    8. 01:37:406 (1,2,3,4,1,2,3) - Whilst being comfortable and nice to hit, just like above I don't feel they have any synergy with eachother or your style of mapping (I personally believe from what I see you excel at mapping neatly) and I believe that giving actual shapes to these jumps would make a nicer overall look for the player. Meant to be this way. I want those jumps to not have polygonal jumps since those jumps cover a triplet snare part in the song, remembering like a military rhythm. Those snare aren't the most regular sounds and I want the jumps to represent that.
    9. 01:53:184 (2,6) - Potential stack? It would make that harder to read without no reason. Also, I don't stack this kind of things during the whole map
    10. 02:13:184 (1) - This wave slider is inconsistent as the curve at the end is way more subtle than the curve at the beginning, making the end curve more pronounced would fix this and create a good opportunity to blanket 02:13:739 (2,1) inside said curve. You are true, this curve wasn't really well made, changed
    11. 02:17:850 (1,2,3,4,5,6) - Perhaps make this a perfect star for the same reasons as above about synergy and whatnot :Psame, I want to represent the snare sound by "unstructure" here
    12. 02:25:389 (1,2,1,2,1,2) - Same as 01:03:615 (1,2,1,2,1,2) . same
    13. 02:39:517 - Add a note, there is quite a strong emphasis with vocals here and the spacing is also a bit inconsistent around this part with 02:39:628 (2,3) being spaced further away whilst being a 1/4. but this part is mapped to drums
    14. 03:00:961 (1,2,3,4) - I think this works and looks better as a cross square jump, as shown: same, snare thing
    15. 03:02:147 (3) - x:416 y:88 so it's central in the previous two notes, again just my aesthetic-based opinion :PHere, the note is more approched from the 2 than the 1 since it's a kick resouning behind this note, being less powerful than a snare

Might as well stop here, since I will be repeating a lot of the same suggestions. Basically just focus on the shapes and patterns you're making I believe your map will heavily benefit if you use more precise and coherent shapes in your jump that work well with eachother. Remember to take in vocal and music emphasis as well so you're not over/under mapping and part! Well, most of the things you said were meant to be this way. If you want to see a more visually structured map by me to prove that everything in this map is choice and not incapacity, here's a map: https://osu.ppy.sh/s/665744

Really fun map, would love to see this get ranked and your hitsounds are great! Thx dude :)
Topic Starter
Xenok

- Frontier - wrote:

q
most are subjective
[General]
  1. what's the point on having color 1 here? i can't see any orange color in the background? It's because of my autism, I changed background but not combo color :cry: , changed
  2. since there is no storyboard so using widescreen is unnecessary. tick out please yes
  3. Wave hitsound with possible delay > 5ms: soft-hitfinish2.wav looks like it was having some delay, changed
  4. i think color 3 is quite dark. it could be difficult for players to read in gameplay. maybe try to lighten up little bit? tried to remove darker


[Metadata]
  1. i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo. sure
  2. since the song is from Queen A'rcadia album. why don't you add this in tags. It's in now
  3. i don't think adding "high bpm" in tags would be nice idea cuz the song itself isn't too fast. i think it would fit with speedcore maps instead. (like https://osu.ppy.sh/s/381103) I see, changed!


[Cursed Reincarnation]
  1. 04:34:211 - having 2 green lines is unrankable. but the other one is a red line? https://i.imgur.com/glKQue5.png
  2. 00:16:738 (2,1) - i think ds between here is quite too far. they are just 1/8-beat apart from each other. maybe try to make them closer. Since it's an held slider and the next element is in the same direction of the slider, slider leniency will just do the work pretty easily[/color]
  3. 00:20:517 (1) - why blank here? i can't hear any significant stop sound here. making 1/4-beat slider like the others might be better. At this special part, the crash cymbal hits, so I want to do like a stop, but you are directly leaded to the next object that isn't at the same place as this note. I do it aswell at
  4. 00:27:628 (1,2,3,1,2,3,4) - these have as same rhythm as 00:16:962 (1,2,3,4,1,2,3) - but why they are mapped differently? consider making them the same plz. Because this whole part is a part where I mix up a lot of rhythm pattern fitting with the song rhythm.
  5. 00:32:517 (3) - since there is a slow sv here, adding nc here might be better for players. Ok
  6. 00:57:184 (1,1) - why don't you make streams here like you did on 00:53:850 (1,2,3,4) -? Was unconsistent, changed :)
  7. 01:10:739 (1,1) - i think the movement is quite lack here because 01:10:739 (1) -'s flow likely to go right side but 01:11:184 (1) - is forcing players to go back left slide again. Man this spacing is so small LUL
  8. 02:15:628 (1,2,3) - i think you could enlarge this part bigger so that players may not confused between 1/4 and 1/6. The gimmick here was to do that it's the same length of the 1/6 but at 1/4, like if there is 8cm for 4 1/6 notes there is 8cm for 3 1/4 notes. I can understand that it's hard to read so if someone else tell me that I will change that.
  9. 02:19:628 (1,2,3,4,5,6,7,8) - since this part here is crescendo like 02:16:073 (1,2,3,4,5,6,7,8) -. so making them the same could be great idea imo. true, the crescendo was not marked at all in this part
  10. 02:34:739 (1,1) - :cry::joy:
  11. 03:07:184 (1,1,1) - aren't they should snap like this? i heard this part closely and i noticed that the notes didn't follow the song correctly. Possible. I will quickly ask goldenwolf about that he has a nice rhythm ear, will change if he agree


i think your map nc too frequent, like every 2-3 hitobjects lol. i think reducing them could be better, also the map is quite ambiguous cuz you can't tell that which is 1/4-beat apart or 1/2. Reading is a entire part of this map. I want the map to have some hard to read parts. The rhythm is pretty tricky in the song so fingercontrol and reading is something I want the player to use a lot in the map. About the NCs, it's mostly because it's an "highbpm map" and I try to nc every downbeat so if I use long sliders the downbeat will just be 3 items after. You can check this highbpm map that has a lot of small combos: https://osu.ppy.sh/b/701018
GL~ Thank you :D
Topic Starter
Xenok
Looks like I forgot to update the map yesterday, will do it as soon as possible :o

edit: done :)
Nozhomi
K flemme d'anglais.

[Cursed Reincarnation :]
  1. Le timing me semble un peu bizarre au début, genre on sent que le violon est décalé à 00:00:749 - , ou encore le tic à 00:01:704 - . Ce ne sont que de petits ajustements mais nécessaire.
  2. Les combo colors ne sont pas assez différents les un des autres je trouve. Dans certains cas, comme pour les 1/6 (00:23:406 (1,2,3,1) - ) ça manque un peu de lisibilité sur le NC. Essaye quelque chose comme ça https://puu.sh/xJCeU/9d1a3a66aa.png .
  3. 00:16:738 (2) - L'extend sonne super mal ici (les hitsounds n'aident pas aussi). Je pense qu'un simple 1/4 ou un circle est bien suffisant pour la transition, ça fera moins violent après l'accélération.
  4. 00:27:406 (5,6) - C'est hardcore à cette vitesse ce genre de rythme, alors que tu es encore dans la phase de découverte, je trouve que c'est brutal ce genre de pattern. Un reverse serait bien assez pour faire découvrir au joueur le genre de chose qu'il pourrait voir.
  5. 01:17:628 (1,2,1,2) - Ils sont vachement plus violent que 01:24:517 (1,2,1,2,1,2,1,2) - alors qu'ils sont dans la même section musicale, mais eux ne sont pas avant le kiai qui pourrait expliquer pourquoi ils sont comme ça pour donner l'emphasis à la section suivante. Nerf donc.
  6. 01:35:517 (3,4,5) - Je trouve ce genre de flow un peu bizarre. Tu le casse entre 01:35:739 (4,5) - alors qu'il n'y a pas vraiment de raison. Et à ce BPM ça devrait rester fluide.
  7. 01:36:516 - Overall je trouve que cette partie est extrêmement en bordel. Tout s'overlap de manière pas très propre et détruit la lisibilité de tes patterns,
    genre 01:36:517 (1,1,1) - ça c'est pas beau, et ça non plus 01:37:406 (1,2,3,4) - .
  8. 01:38:295 (1,2,3) - Pk le spacing serait différent alors que c'est 3 fois un snare ? Je veux dire t'as mis plus d'emphasis entre 01:38:295 (1,2) - que 01:38:591 (3,1) - c'est pas normal ^^' et c'est valable pour les autres fin de kiai évidement.
  9. 01:36:295 (2,3) - Je trouve que faire jouer le 1/8 n'est pas worth, c'est déjà une partie compliqué, et un simple 1/4 slider fait amplement le travail pour couvrir la voix + drum ici. C'est valable pour les autrs kiai bien sur.
  10. Je suppose que tu as une raison de skip les beats de vocal genre 02:09:850 - ou d'instru 02:11:627 - ?
  11. Au passage tes NCs sont bizarre dans cette section, genre 02:10:295 (1) - ça n'a pas de raison d'être NC, on est en fin de phrase vocal, et ça n'a pas le mérite d'être emphasis par un NC. Je pense que revoir ça ici ne serait pas de trop.
  12. 02:46:628 - Tu laisses la voix vide mais pas pour 02:44:850 (3) - ? :thinking:
  13. 03:03:628 (1) - Ça fini sur la lifebar XD
  14. 03:14:073 (2,3,1) - Le fait que ce soit du 1/8 devrait être plus évident et moins brutal en terme de spacing. Le petit gap est mortel à cette vitesse.
  15. 04:39:011 - Pourquoi c'est le seul à être skip ? En fait je ne sais pas pourquoi tu skip certaines notes de l'instru tout court sur cette partie genre 04:48:611 - ou 04:43:811 - .
  16. 05:00:030 (1,2,3) - The spacing.

Voilà, je pense que du hard modding pour esthétique ne serait pas de trop.
Mukyu~
Topic Starter
Xenok

Nozhomi wrote:

K flemme d'anglais.

[Cursed Reincarnation :]
  1. Le timing me semble un peu bizarre au début, genre on sent que le violon est décalé à 00:00:749 - , ou encore le tic à 00:01:704 - . Ce ne sont que de petits ajustements mais nécessaire. Je demande à GoldenWolf vu que c'est lui qui a timé :c
  2. Les combo colors ne sont pas assez différents les un des autres je trouve. Dans certains cas, comme pour les 1/6 (00:23:406 (1,2,3,1) - ) ça manque un peu de lisibilité sur le NC. Essaye quelque chose comme ça https://puu.sh/xJCeU/9d1a3a66aa.png . Changé!
  3. 00:16:738 (2) - L'extend sonne super mal ici (les hitsounds n'aident pas aussi). Je pense qu'un simple 1/4 ou un circle est bien suffisant pour la transition, ça fera moins violent après l'accélération. Justement, le fait que le slider se tient plus longtemps est un avantage pour le joueur à mon avis,
    de plus, la slider leniency est bien assez permissive vu que le prochain élément dans la même direction que le slider.
    J'ai cependant mute le slider-end qui n'avait aucune raison d'être mute effectivement :D
  4. 00:27:406 (5,6) - C'est hardcore à cette vitesse ce genre de rythme, alors que tu es encore dans la phase de découverte, je trouve que c'est brutal ce genre de pattern. Un reverse serait bien assez pour faire découvrir au joueur le genre de chose qu'il pourrait voir. J'ai fais testplay la map à 5-6 personnes facilement, aucun n'a eu de soucis sur ce pattern car il a carrément le même rythme que 00:23:850 (2,3) - mais un des deux éléments est un slider 1/8 à la place d'une simple note, du coup c'est le même pattern en terme de jouabilité... Je pense sincèrement que c'est pas un soucis à ce moment de la map. De plus, ça me dérangerais de changer ce pattern car ça serait le seul qui différencierait des autres dans la même part plus loin dans la musique
  5. 01:17:628 (1,2,1,2) - Ils sont vachement plus violent que 01:24:517 (1,2,1,2,1,2,1,2) - alors qu'ils sont dans la même section musicale, mais eux ne sont pas avant le kiai qui pourrait expliquer pourquoi ils sont comme ça pour donner l'emphasis à la section suivante. Nerf donc. Si ce pattern est si "puissant", c'est parce que de un, les drums frappent sur des chinese cymbals, ce qui marque une puissance extrême a mon avis, mais en plus, il change le patterning des snares qui donne une sorte de syncope bousculée, marquant fortement les 01:17:628 (1,1) - . De deux, la voix prend un ton particulièrement intense, ce qui, additionné au deux, justifie l'intensité de ce passe à mon avis. En vrai, je ne pense pas que ce pattern soit plus intense que l'autre que tu a link, car celui-ci fait un pattern "(break)mouvement(break)mouvement(break)", alors que le deuxième fait un "mouvement-mouvement(break)mouvement-mouvement(break)etc... ce qui demande beaucoup plus d'effort de reading et de technique
  6. 01:35:517 (3,4,5) - Je trouve ce genre de flow un peu bizarre. Tu le casse entre 01:35:739 (4,5) - alors qu'il n'y a pas vraiment de raison. Et à ce BPM ça devrait rester fluide. M'ouai, je trouve ce flow assez basique, et puis il peut suivre cette direction sans soucis vu que c'est littéralement le dernier pattern de la part. Le pattern se joue de manière assez fluide imo. Si c'est un réel problème j'aviserai de le changer
  7. 01:36:516 - Overall je trouve que cette partie est extrêmement en bordel. Tout s'overlap de manière pas très propre et détruit la lisibilité de tes patterns,
    genre 01:36:517 (1,1,1) - ça c'est pas beau, et ça non plus 01:37:406 (1,2,3,4) - . 01:36:517 (1,1,1) - j'ai réorganisé ces 3 sliders pour qu'ils overlappent de manière plus lisible. Cependant, cette part utilise des jumps non-"geométriques" car le batteur utilise un rythme ternaire sur la caisse claire qui rappelle cet effet "militaire", et donc un genre de musique un peu vieillot. De plus, le coup d'une caisse claire est moins régulier que le son produit par un coup de grosse caisse, ce qui rappelle l'irrégularité dans le son d'un enchaînement de caisse claire.
  8. 01:38:295 (1,2,3) - Pk le spacing serait différent alors que c'est 3 fois un snare ? Je veux dire t'as mis plus d'emphasis entre 01:38:295 (1,2) - que 01:38:591 (3,1) - c'est pas normal ^^' et c'est valable pour les autres fin de kiai évidement. Justement, écoute bien, c'est un coup de grosse caisse à chaque fois, c'est pour ça que la note est placée plus proche :? 01:38:591 (3) - 01:39:480 (3) - 03:02:147 (3) - 03:03:036 (3) - 04:15:036 (3) - 04:15:924 (3) - Il y'a un kick ici à chaque fois
  9. 01:36:295 (2,3) - Je trouve que faire jouer le 1/8 n'est pas worth, c'est déjà une partie compliqué, et un simple 1/4 slider fait amplement le travail pour couvrir la voix + drum ici. C'est valable pour les autrs kiai bien sur. Le son à 01:36:350 - est extrêmement puissant, ce qui me ferait du mal à ne pas le mapper, mais j'avoue que ce pattern peut être assez compliqué à engager si on ne s'y attend pas. Je me demande si il y a un moyen de mieux taper ce pattern en gardant un clic du joueur à 01:36:350 - ? Je n'arrive pas vraiment à trouver un pattern qui fit bien, c'est pourquoi j'ai mappé cela de cette manière. Si tu pouvais me donner une proposition qui fit bien là dessus je serai ravis de l'appliquer :D
  10. Je suppose que tu as une raison de skip les beats de vocal genre 02:09:850 - ou d'instru 02:11:627 - ? Oui, cette part est mappée sur les drums! je met bien en avant les pauses avec des longs sliders, c'est pour ça que j'ignore les vocals, les drums utilisent beaucoup de cymbales et de manière très marquée, c'est pour ça que je pense que les drums sont l'élément principal de la part
  11. Au passage tes NCs sont bizarre dans cette section, genre 02:10:295 (1) - ça n'a pas de raison d'être NC, on est en fin de phrase vocal, et ça n'a pas le mérite d'être emphasis par un NC. Je pense que revoir ça ici ne serait pas de trop.Vu que la part est mappée sur les drums, j'ai décidé d'NC à chaque fois que le drummer tape sur une cymbale, c'est pour ça que j'ai NC si souvent. Si tu penses que c'est too much, je vais reNC cette part
  12. 02:46:628 - Tu laisses la voix vide mais pas pour 02:44:850 (3) - ? :thinking: drum mapping dans ces parts too :/
  13. 03:03:628 (1) - Ça fini sur la lifebar XD Changed LUL
  14. 03:14:073 (2,3,1) - Le fait que ce soit du 1/8 devrait être plus évident et moins brutal en terme de spacing. Le petit gap est mortel à cette vitesse. J'ai space plus et stacké le 1/8
  15. 04:39:011 - Pourquoi c'est le seul à être skip ? En fait je ne sais pas pourquoi tu skip certaines notes de l'instru tout court sur cette partie genre 04:48:611 - ou 04:43:811 - . Parce que la boite à musique joue des notes aiguës (celles que je follow sur cette outro, 04:38:411 - , 04:39:611 - ) et des notes graves (jouées toutes les croches, 04:39:011 - , 04:43:811 - , 04:44:411 - , 04:48:611 - , etc...) D'ailleurs, dans la partie qui suit (04:54:622 - ) je follow la guitare, qui remplace les notes hautes jouées par la boite à musique dans la partie précédente.
  16. 05:00:030 (1,2,3) - The spacing. C'est un réel problème à cette vitesse? :(

Voilà, je pense que du hard modding pour esthétique ne serait pas de trop. Bah, concrètement, la plus part des esthetic choices de la map sont des choix et non des maladresses, je pense notamment à 00:47:184 - qui possède des unpolished streams, lié au fait que la partie est jouée à la caisse claire, donnant cet effet d’inconsistance du son, et aussi à 01:36:961 - , 03:00:961 - , 03:20:517 - et 04:13:406 - pour les exactes mêmes raisons. Si tu veux voir comment je peux appliquer des patterns full polished et suivant des patterns géométriques, je t'invite à aller voir cette map qui contient énormément de patterns snappés et géométriques: https://osu.ppy.sh/s/665744
Mukyu~ c:
AyanokoRin

- Frontier - wrote:

i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo.
I'm not sure if that's allowed, would rather ask kwan/doyak

also add these this and this to tags ( from album cover )
Lama Poluna
Also i think
Artist: 葉月ゆら×世の漆黒×Symholic & Paspal or 葉月ゆら & Paspal
Romanised Artist: Hatsuki Yura x Toki no Shikkoku x Symholic & Paspal or Hatsuki Yura & Paspal

http://queenarcadia.12-i.net/

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