BLACKPINK - WHISTLE [Osu|Taiko]

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Topic Starter
UniqueBlock11

Mking wrote:

Hey there M4M from my modding queue ~ heyyyy
[Insane]
00:26:339 (4,5) - blanket is off (ending anchor needs to be fixed)
00:39:300 (4) - move to x96 y184 ? (to make the 2 sliders fit into eachother more)
01:10:319 (3) - ctrl g for flow?
01:33:766 (9) - NC to mark the SV change
02:09:300 (1,2,3) - move 2 up to get a more straight line pattern here? moved (1) slider repeat because it looks a bit neater
02:37:552 (2,3,4) - are these supposed to be the same sliders? cause 3 feels a little bit off probably doesn't look parallel... i recreated the slider

[Hard]
00:18:766 (4,5) - why are these 2 spaced so close when everything else is spaced further? maybe space it more :p
00:21:533 (1,2) - blanket is a bit off
00:51:533 (3) - this is only a hard diff so flow like this is something I wouldnt recommend doing, its only 3.3 stars sure, moved (3) further to the left so that it's visible
03:01:727 (3,4) - move 4 more to 3 cause its overlapped more with the next object
03:04:057 (3,4) - have these spaced the same as ^
03:13:378 (1) - ctrl g for flow

[Normal]
00:33:183 (1) - ctrl g? in Normal diffs sliders should face the next object
02:18:620 (1) - ctrl g? looks ok to me. seems to follow a flow from the top to the bottom
02:18:620 (1,2) - blanket
The difficulty name my need to be changed to "advanced" cause this is way harder than a regular normal diff

Im not good at Easy diffs myself so I'll end it here xD its cool :arrow:
Hope I helped and GL! thanks for the mod!
Renquiem
Hello Hello~
From M4M

First thing I noticed was the Purple slider edges. Don't you think these are a little hard to read with a dimmed background?

00:12:212 (3,4,5,1) - Object 3 doesn't quite lead into the triple. Push the triple down or nudge object 3 up?
00:15:562 (2,1) - Could be stacked
00:25:028 (2) - Possible to blanket The slider head.
00:26:193 (1,2) - Slider tail pointed a bit to high?
00:27:212 (1,2,3,4,5) - For a hard diff this may prove a bit to much. 1/2 sliders would do.
00:33:183 (1,2,3), 00:35:513 (1,2,3), 00:36:970 (3,4,5) - your triple spacing has been very variable. I suggest choosing a certain distance and sticking to it for a Hard diff.
00:40:756 (1,2,3,4) - Stick to either triples or now single tap jumps
00:44:688 (4,1) - could stack
00:47:018 (2,3) - For hard, should lead off slider end.
00:48:329 (1,2,1) - We'll call this issue spacing for now
00:51:096 (2,3) - Spacing
00:51:824 (4,5,1) - Spacing
00:52:989 (2,3,1,2,3) - Spacing
01:07:844 (1,2,3) - Triangle could be improved... But spacing :/ (Use the shape tool ctrl+shift+D)
01:08:717 (1) - Nudge a bit to the right for better blanket
01:12:795 (6,7,1,2,3,4) - Spacing
01:15:708 (1,2,3) - triangle could be improved, spacing
01:17:164 (2,3,4) - spacing
01:18:620 (2,3,1) - Spacing
01:20:659 (2) - Spacing
01:21:533 (2,3,4) - Spacing

So I think you get the spacing issue by now. For hard, you should decide if they are to be triples or single taps. personally I think they should stay as triples throughout the map. I'll stop listing these now and focus on other aspects of the map.

01:24:445 (3,3) - Could be stacked
01:28:232 (3,4,1) - Slider isn't quite in the middle nor perpendicular to the circles.
01:30:562 (1,2) - It might be better to stack object 1's slider head into the middle of object 2
01:43:086 (1,2) - Could be stacked
01:44:251 (2,1) - Could be stacked
01:50:659 (1,2) - They aren't quite parallel. If this is intentional, make it more apparent.
01:52:407 (6) - Improve blanket by enlarging the curve on this slider
01:57:649 (1,1) - Could be stacked
01:57:941 (2,4) - Could be stacked
01:58:814 (1,3) - Slightly not parallel
01:59:251 (2,3) - The follow point isn't quite parallel with object 3
02:02:892 (3,6,1) - Could be stacked
02:04:057 (6,7) - Not quite parallel
02:07:552 (3,4) - Not quite parallel
02:16:000 (4,2) - Could be stacked
02:22:552 (1,2,3,4,1) - Could improve the triangle?
02:23:281 (1,2) - Could be stacked
02:44:543 (2,4) - Could be stacked
03:01:727 (3,4,5,6) - When introduced to this rhythm, don't stack them. Use Time Distance Equality to show the player that they are 1/2, and not 1/1 notes
03:06:387 (1,2) - Could be stacked
03:06:678 (2,1) - Could be stacked
03:11:921 (1) - Follow point not quite parallel
03:13:086 (5) - Lower a little. Make follow point parallel
03:14:543 (1,2,3) - Might be better to make 2 be right inbetween? It's only half blanketed on object 1 :/
03:16:581 (3,1) - Blanket feels a little cramped

Honestly if you chose to go with single taps, this would be a pretty solid map. I loved the SV changes being subtle and not over used. however there are those small things than need to be adjusted. This mod took longer than I thought being 3:30 so I hope you understand if I only mod this difficulty >_< (My map[ is like 1 minute per diff...)
Fleure De Lapin
Hi~! ^^

From Team Frontline Modding Queue


Taiko

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
General : Did kiai time is right? :\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[Muzukashii]
I think this diff more like Oni than Muzukashii
02:51:678 (453,454) - Ctrl + G
02:54:009 (461,462) - ^
02:56:339 (470,471) - ^
02:58:669 (479,480) - ^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




[Oni]
I think this diff more like Inner Oni than Oni
00:16:581 (64,65) - delete? no sound here
00:25:902 (102,103) - ^
00:30:562 (126) - ^
00:32:892 (133) - ^
00:34:785 (140,141) - ^

00:52:407 (213) - remove finish plz. stream meet big circle
01:01:290 (246) - move to >> 01:00:999 -
01:57:212 (19) - delete
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Hope this will help :)
Good luck~! :)
tatatat
hi! C:
Topic Starter
UniqueBlock11
hello
Rhytoly
Hi,in M4M Q
HP 7 OD 3
02:26:484 dk I think this better
fine for me
HP 6 OD 4
fine for me too :)
HP 5 OD 5
00:56:678 and 00:56:873 add k
fine too

I think futsuu-oni this fine :)
just fix futsuu
good luck
Topic Starter
UniqueBlock11
lets hit the taiko mods first
hello everyone :3

Franklin_DeJavu wrote:

Hi~! ^^

From Team Frontline Modding Queue


Taiko

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
General : Did kiai time is right? :\ was a bit worried that toggling Kiai on and off in Taiko would be distracting.
i'll change it

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[Muzukashii]
I think this diff more like Oni than Muzukashii
02:51:678 (453,454) - Ctrl + G
02:54:009 (461,462) - ^
02:56:339 (470,471) - ^
02:58:669 (479,480) - ^ these rhythms represents the clap and kick hitsounds, so i'll keep them the same
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




[Oni]
I think this diff more like Inner Oni than Oni
00:16:581 (64,65) - delete? no sound here it flows pretty well into the stream. i'll wait for a response on that
00:25:902 (102,103) - ^ huh, someone said i was missing a vocal syllable. removed
00:30:562 (126) - ^ ^
00:32:892 (133) - ^ ^
00:34:785 (140,141) - ^ ^

00:52:407 (213) - remove finish plz. stream meet big circle
01:01:290 (246) - move to >> 01:00:999
01:57:212 (19) - delete
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Hope this will help :) yep, was helpful!
Good luck~! :) thanks!

Cocoaaa wrote:

Hi,in M4M Q
HP 7 OD 3 HP 7? whoa... OD 3 sounds fine though.
02:26:484 dk I think this better
fine for me
HP 6 OD 4 HP 6 is fine, not too sure about OD 4 though.
fine for me too :)
HP 5 OD 5 probably too little for oni
00:56:678 and 00:56:873 add k
fine too

I think futsuu-oni this fine :)
just fix futsuu
good luck thanks!
unmentioned = fixed. i'll hit the STD mods in a bit
Aloda
Hi, taiko M4M. This took a few days later than I thought it would, sorry :o

It looks like you've updated the map since I started writing this, so disregard any comments that are no longer applicable.

[Unrankable Issues]
There are several unrankable finishers in the map: 02:55:902 (469) - in the Muzukashii and 01:11:047 (292) - 01:43:669 (474) - 01:57:649 (22) - 02:02:309 (42) - 02:06:970 (64) - 02:25:610 (143) - 02:55:902 (301) and 03:00:562 (323) in the Oni.

[Futsuu]
00:09:882 (14) - feels really weird as a finisher. I suggest changing it to a regular note.

There are several notes throughout the map that aren't mapped to any sound (00:41:630 (66) - 00:45:416 (72) - 00:50:950 (83) - etc). Having notes like this is fine when using it to bridge between two distinct sounds, but using it like this, especially in a futsuu, feels very strange to play.

I really don't understand your use of SV here. You have reasonably large changes like 00:19:785 - when there's no dramatic change in the music, then at 00:57:067 - where you would expect the sv to start increasing there's a huge drop that makes no sense whatsoever. I recommend toning down your SV use and trying to consider flow and consistency more when using SV. The same goes for the other diffs.

The rest of this diff is pretty good. It's fairly repetitive, but that's fine for a song like this, and especially for a futsuu.

[Muzukashii]
Most of the time, muzukashii diffs will only use short (up to 5 notes long) 1/4 patterns, and usually only monocoloured patterns. Since the song is so slow, it's okay to have slightly more difficult patterns, like the dual-coloured doublets like at 00:01:581 - and 00:06:242 - but you've taken it way too far. The 1/4 triplets at 00:36:096 were hard enough before mixing them with 1/3 and bizarre SV at 00:54:737 - and then you have the 9-length patterns like 01:13:378 which are just too much for a muzu. You really need to simplify these patterns throughout the map to make it more appropriate for this difficulty level. That said, the overall structure is pretty good, so if you can fix the difficulty and SV, I think you'd have a pretty good diff here.

[Oni]
This diff is insanely overmapped. Like, this would still be overmapped even without the exorbitant 1/8 use throughout the map. There are tons of nonsense 1/4 patterns that are mapped to nothing like 00:02:601 - and 01:38:135. There are a few that compliment the vocals like 00:21:533 that are okay, but for the most part you really need to tone down the 1/4 use. As for the 1/8 you've used, remove all of it. I understand that there are 1/8 sounds there that you're mapping to, but these patterns are so out of line with what is reasonable to use in a map like this, and what feels good to play. Honestly, the only sections of this map that don't feel way over the top are 00:57:067 - 01:15:708 and 02:11:630 - 02:30:271.
Maxylan
Better late than never, hehe... But I'm back from my vacation and ready to mod!
NM From my "Modding Madness!" queue!

[]

Hard

Hehe, the tables have turned! When you did the video mod on my map this was the map you said was better, back then I didn't have time to mod this but now that I do, I won't go easy on you ;)
I know we settled the beef in my beat maps thread but I still got a little salt to get out of my system lol
[General]
It plays, really weirdly. I don't even know where to begin with this, the rhythm choices are questionable, distance is rarely emphasised because of distance snap, there are overlaps o' plenty, flow is off here and there, slider ends are on strong sounds. I mean if I wanted to I could just stop writing the mod right here and let you find all the problems listed above on your own but since I'm such a niceguy I'll point them out anyways :)
I ususally don't put my mods in boxes like this but since I knew this was going to a looong one I did it, enjoy ~

"Easy" and "Unamashi's Normal" has different drain time from all other diffs. 3.06 minutes and 3.08 minutes respectively while "Hard" and "Insane" has 3.07 minutes.
"Easy" is not an easy, it's a "Normal".
The song on all diffs should start here 00:01:145 -

[Rhythm choice]

00:09:882 (1,2,3) - "Sliders should start on strong sounds and end on sounds with equal or relatively less strength". The slider end is a passive note and should therefore not end on a sound that's better emphasised with something that's clickable. This is part of the Ranking Criteria Guidelines
00:15:708 (3) - ^^
00:18:911 (5) - ^^
00:23:717 (3) - ^^
00:33:475 (3) - ^^
00:40:756 (1) - ^^
00:43:523 (2) - ^^
00:45:416 (1) - ^^
00:57:358 (1) - ^^
01:10:319 (3) - ^^

00:12:649 (4,5) - 00:12:212 (3) - This slider doesn't end on a sound strong than its head, but rather it ends on a held vocal, since you map the vocal on (4,5) it's clear that you prioritize vocals hence making (3) ending on a sound that would be better emphasised with a clickable object like a circle or 1/4 slider.
00:12:649 (4,5) - Overmapped, (4) is a held sound and should therefore not be a burst, clicking on (5) is like clicking on nothing, like clicking on a sound in the song that doesn't even exist or vanished into the aether.

00:13:669 (4,1) - What's happening here?! For a start, the tiny sound on 00:14:251 - does not warrant making (1) a repeating slider. 00:14:543 (2) - This focus on vocals but both (4) and (1) don't because (4) ends on a strong vocal that (1) isn't mapping, and (2) is the exact same sound as 00:13:960 - yet mapped entirely opposite of (4). And (4)'s slider head starts on 00:13:669 - which is such an insignificant sound it's barely audible.

00:14:834 - Undermapped, if you wanted to capture the ticking sound here there should be a circle on yellow instead of the timegap, othervise with the low pitch of the sound people don't even know that 00:14:979 (3,4) - is following it, and once again it feels like the clicking the burst is like clicking nothing.
00:17:018 (4) - Exactly the same as 00:17:455 (1,2,3) - on all accounts other than histsounding, distance is the same, shape is the same, pattern is the same, even though (4) is a vocal sound that has absolutely nothing to do with (1, 2, 3). Adding a new combo is not enough to differ a sound if it's mapped the way it is.
00:27:212 (1) - Streams are quite uncomfortable in 103 BPM, but that's not a big problem because it's subjective, although what is a problem is that this stream follows no logic because even though it follows vocals it's inconsistant with the rest of the map that uses repeat sliders or regular sliders to emphasise the same thing and also it misses sounds worth emphasizing like 00:27:358 (2,3)
00:30:708 - Missed a sound. And the repeat arrow on a repeat slider is a passive note just like the slider end and should therefor not be used to emphasise 00:31:144
00:32:018 - Same, slider head has no sound while the repeat arrow emphasise the important sound.
00:33:620 - Vocal sound is on blue tick here.
00:34:348 - ^^
00:35:805 (3) - Held sound, also it's inconsistant with how you mapped it earlier here 00:17:018 (4)
00:47:455 (1,2,3) - Not only does (1) end on a strong vocal sound which you clearly should emphasise since you've been emphasising vocals only up until that but also the sound on (1) is very different from (2, 3) yet there is no distinction in the pattern used to show for that.
01:08:572 (4,5,1) - Don't know if I missed any but I think this is the first 1/8 beat-snap devisor burst used so far in the song, not only does it add inconsistency but it's also blatant over mapping, given that there ain't no sound worth emphasising on 01:08:644 (5) -, it's only a held sound on (4).
01:10:975 (6) - Wow okay, on this there actually is a sound, but if you couldn't tell this is so insignificant that it might as well be treated like a held sound once again from (5) instead of blatantly overmapping like this.
01:16:144 (3,1) - After reading everything I already mentioned above this is self explanatory, also I've mentioned this much and I'm only 36% through the entire song so I think this is a good a time as any to move on to the next topic!

[Aesthetics]

00:10:611 (2,2) - A few overlaps here and there for the sake of gameplay does not equal bad, but consistently overlapping almost all the time does equal bad. With more thought put behind object placements, a mapper can avoid overlaps almost altogether in most cases.
00:17:455 (1,3) - ^^
00:22:552 (1,3) - ^^
00:23:717 (3,4) - ^^
00:24:009 (4,1) - ^^
00:29:979 (3,4) - ^^
00:29:979 (3,4) - ^^
00:36:970 (3,4,1) - ^^
00:40:174 (2,3) - ^^
00:45:416 (1,3,1) - ^^
00:48:911 (1,2,1) - ^^
00:50:368 (2,2,3) - ^^
00:54:154 (3,3) - ^^
01:06:387 (1,3) - ^^

00:13:232 (3,4,1,2) - Overlap fiesta! Good thing I saw this because big clusters of objects overlapping each other are the worst offenders in terms of aesthetics/visuals which is similar to what I already mentioned above.
00:26:484 (2,1,2,3,1,2,1) - ^^
00:43:523 (2,3,4,5,1) - ^^
00:45:999 (3,2,3,2,3) - ^^
00:57:358 (1,2,3,1,2) - ^^
01:15:125 (1,3,1,3,4) - ^^

00:14:543 (2,3) - Stack slider end to slider head instead of overlapping.
00:15:562 (2,1) - Stack this as well.
00:16:290 (1,1) - ^^
00:28:523 (1,3) - ^^
00:39:300 (3,2) - ^^
00:42:358 (2,3) - ^^
00:50:950 (1,4) - ^^
00:51:096 (2,1) - ^^
01:14:543 (1,1) - ^^

00:15:125 (1,2) - Hard visual flow break, slider implies movement somewhere else even though with slider leniency abuse it doesn't break flow, regardless sliders should imply movement. This is also even more important for curved sliders.
00:21:533 (1,2) - ^^
00:28:523 (1,1) - ^^
00:40:174 (2,1) - ^^
00:45:416 (1,2) - ^^
00:49:494 (3,1) - ^^
00:52:407 (1,2) - ^^

00:25:028 (2,3) - You did a good job on blanketing, I couldn't find alot of blankets that where off but this is one of them.
00:18:911 (5) - And this one as well ^^
00:48:329 (1) - This should be moved to x267 y119 to be symmetrical with 00:47:455 (1)

Once again I'll stop at 36% into the song because as much as I love writing wall-of-text mods such as this it's taking forever and it's extremely unnecessary lol
Let's move on!

[Distance Snap]
Distance snap is a double edged sword in that it is both a massively helpful tool to give a map consistent spacing with time/distance equality, but the problem here lies that a song is never "monotone", meaning that different sounds stand out by having different volumes, pitches, and parts of the song always differs in intensity like the intro is usually not as rhythmically intense as the chorus, etc. I'm sure you've heard the word "Distance Emphasis" before, but if you havn't, let me tell you what it is.

"Distance Emphasis" is essentially the opposite of distance snap, meaning you put strain on a player by increasing distance between two objects depending on the intensity of the sound. Not only does this give off a satisfying psychological (aesthetic) response to the player but it also helps keep the map less stale and repetetive by adding a little bit of veriety, which is something this map lacks. Because around 90% of this map is distance snapped, I will only mention a few sounds that deserves more intense emphasis through distance, the rest is up to you to find.

00:21:533 (1) - Because SV on (1) is higher, distance between 00:21:533 (1,2) - should be increased to match said SV change.
00:26:193 (1,2) - ^^
00:10:611 (2,3) - Increase distance to emphasise sound on 00:11:047
00:11:921 (2,3) - Incre.. ^^ sound on 00:12:212
00:12:722 (5,1) - ^^ 00:12:795
00:12:795 (1,2) - ^^ 00:13:086
00:13:378 - sound on..
You get the idea.

Also while we're on the topic of distance, the low distance snap couppled with the wierd movements/angles makes the map extremely iffy to play, because at parts like 00:12:212 (3,4,5,1,2,3) - and 00:09:882 (1,2,3) - where you take all these factors into account movement is very odd.

More on that here!

[Gameplay and Object placements]

00:09:882 (1,2,3) - What is going on here? Too many uncomfortable movements.. (See picture "1" in the bottom of this post)*
00:15:125 (1,2,3) - ^^
00:15:708 (3,1,2) - ^^


00:12:649 (4,5,1) - 00:14:979 (3,4,1) - Bursts at 1/8 beatsnap divisor doesn't fit at all with the rest of the song. And most of the time they don't even serve a purpose because, like I already mentioned in the rhythm section of this mod, the sound they emphasise is so insignificant.
00:18:766 (4,5) - Takes me back to what I already mentioned but distance here is so tiny, even tinier than what was previously used 00:17:892 (2,3) - which not only contradicts the distance snap you've been using up until that point but is the exact opposite of what should be used to clearly emphasise the sounds.
00:20:659 (2,1,2) - Avoid wide angles, not only does the angle it's currently at implying different movement but even if this was angled correctly it'd still break the flow. (See picture "2" in the bottom of this post)*
00:16:290 (1,2) - 00:25:028 (2,3) - While anti-jumps like these (which are frequently used) is not a bad thing, overuse of them is a bad thing because they put unnecessary strain on the player.
00:27:212 (1) - I already mentioned what I think of 103BPM streams but aside from that, it leads poorly into 00:27:941 (1,2)
00:28:523 (1,1) - This has the same distance as almost everything else yet it has a much bigger timegap, making this essentially a guaranteed 100/50 points or even combo breaker.
00:29:979 (3,4) - Awkward flow
00:30:853 (4,1,2) - ^^
00:35:513 (1,2,3) - Very unfomfortable to play mainly because of the flow break here 00:34:640 (2,1) -
00:38:135 (1,1) - When breaking flow try and use stationary movement, slow movement or linear movement, instead of breaking expectation like this. Although I wil ladmit because of the time gap I had no real issue playing this.
00:40:174 (2) - Flow break but done well because it follows linear movement, although what isn't done well is that this does not lead into 00:40:174 (2,1) - good at all and (1) the repeat slider actually breaks movement even more.
1.

2.



[Summary]

Sorry for being a dick and sorry for being nit-picky but I can at least finally say we're square <3
Before you dismiss my highlights as unnecessary nit-pick just know that I only highlighted issues that are important and issues which the mapping community all can agree on. Also know that doing something on purpose doesn't make said thing good, for example, I can clearly see repeated elements in your song such as the anti-jumps or the distance snap but they could be done in a much better way and if they couldn't, I wouldn't point them out.

Regardless if you listen to what I say, sorry for this mod in advance, I wouldn't want to receive a mod this big and if I did I would be pissed, but I hope you learnt something!
Good luck getting this to ranked ~

[]
Gabe
ohh blackpink
Topic Starter
UniqueBlock11

Gabe wrote:

ohh blackpink
hopefully natsu doesn't take it :|
Milar001
Hi, from my queue

[Insane]
I focus on rhythm cause it's most basic, but thare are lot's of aesthetics things
00:10:902 (3,4) - Improve blanket
00:11:921 (2,3) - ^
00:12:577 - This point should be filled
00:14:106 (1,2) - It is the same part as 00:14:543 (3) - so they shouldn't be mapped differently
00:14:907 - This point should be filled
00:21:824 (3) - End on 00:22:407 - to be like others
00:24:445 (1) - Start on 00:24:300 -
00:25:319 - Put a slider from here to 00:25:756 -
00:26:484 (5) - End on blue tick
00:28:232 (2) - It's like 1 so it should be reversed 1/8, same on 00:28:523 - and 00:28:814 -
00:30:708 - Fill
00:30:999 - ^
00:31:144 - Put a slider from here to 00:31:436 -
00:33:038 - Fill
00:33:475 (3) - 3/8 slider here
00:35:805 (3) - ^
00:40:465 - Fill
00:46:727 - ^
00:49:931 - ^
00:50:513 - ^
00:54:300 - ^
00:54:591 - ^
01:02:819 (4) - Start on white tick
01:42:795 (2) - It's like 1 so it should be reversed 1/8, same on 01:43:086 - and 01:43:378 -
02:11:047 (1) - 3/8 slider here
02:22:916 - Fill

Good luck with mapset :)
Topic Starter
UniqueBlock11
:o longest forum post ever besides that one time someone modded every diff on Tokyo (Innovaderz Remix)
hello everyone!

Saltssaumure wrote:

Hi, M4M from your modqueue.

[General]
Your map could make better use of the space available. It's very crowded around the centre, make sure to go into the sides and the corners.
https://i.imgur.com/pnjqWtE.jpg


[Insane]
Since this is Insane diff, you can make less use of distance snap and put jumps to emphasise strong notes more. Like 00:11:921 (2,3) - where 3 is a very strong note with drum and whistle at the same time.
00:20:222 (2,1,2,3) - Not quite in a straight line. If it's supposed to be straight, make it perfect. If it's curved, then make the curve more obvious.
00:31:727 (2,3,4) - ^
00:22:552 (1,2,3,4) - flow from 3 to 4 is a little uncomfortable, move 4 so that it's more a part of the arc.
00:24:009 (6,1) - slight overlap like this looks untidy, either overlap more so it looks deliberate, or remove overlap.
00:39:591 (1,3) - ^
01:46:581 (1,2) - ^
02:30:417 (2,3,1) - ^
00:27:067 (6,1) - blanket
00:35:805 (3,1,2,3) - stack 3 circle under 3 sliderend.
00:39:009 (3,4) - nudge 4 to the right a little to make it symmetrical and blanketing 3.
00:41:339 (4,5,1,2,3,4,5,6) - I like the flow in this section! thanks!
00:47:746 (3,4) - copy paste to make these sliders the same shape pls
00:49:785 (1,2,3) - ^
00:49:785 (1,2,3,4,1,2) - 2 circle in second combo would look better stacked under 1 sliderend in first combo.
01:02:601 (3,4) - make sliderbody 4 in line with 3.
01:08:717 (1,2,3) - Would look better if this pattern was rotationally symmetrical. yeah, but if i did do that, it would make the transition into the next combo feel difficult to map.
01:10:319 (3,4,5,1) - move 5 so that 3,5,1 make an equliateral triangle
01:15:708 (1) - move to x:163 y:279 (rly picky comment I know...)
01:24:882 (5,6,1,2) - move 5,6,1, so that it forms a smooth arc with 2
01:26:630 (4,5,6) - ^ move 5 but also make sure it blankets 6 from a distance
01:50:659 (1,2,3,4,5) - would look better if 5 was parallel with 1
01:53:863 (4,1) - really uncomfortable flow here bc lots of direction changes. consider changing? made flow a bit easier
02:02:164 (6,1,2,3) - looks like a bow and arrow, would look even better if it was more symmetrical. bow and arrow :3 improve the symmetry
02:11:047 (1) - make slider shape more unique to telegraph slow slider speed?
02:25:611 (1,2,3,4,5,6,7,8,1,2,3,4) - Ayy this is nice! thanks!
02:29:689 (1) - move end anchor to x:216 y:349 (picky comment again :v)
03:07:552 (1,2,3,4,5,6,7,8,9) - could increase spacing from start to end of stream, as the song increases in intensity
03:18:620 (3,4,5,1) - would look better if symmetrical

[Hard]
HP7 seems excessive. Turn it down to 5, as even Insane only has HP6.
Lots of untidy blanketing in this diff eg. 00:21:533 (1,2) and 00:22:552 (1,2)
00:12:212 (3,4,5,1,2) - stuff not quite in a straight line wanted a curve here, i added an anchor on (1) to make that obvious
00:29:979 (3,4) - weird overlap (I'm not going to point out more of these, it's just places where the overlap doesn't fit the rhythm and doesn't make a cool shape)
00:28:523 (1,1) - 1/2 spacing looks too similar to 1/4 spacing (and vice versa) most likely the slider velocity changes, i spaced them 1.4x
01:18:620 (2,3) - ^
01:16:144 (3,1,2) - ^ ^
01:55:319 (1,2) - ^ ^
02:28:378 (2,3,4,1) - ^ ^
03:11:921 (1,2,3,4,5,1) - ^
00:57:358 (1,2,3,4) - looks strange and uncomfortable flow. make 1 point to 2 more, and better blanketing

01:02:601 (2,3) - this rhythm is unreadable, just have the slider in time with drum on white tick. was trying to hit the vocals but that was confusing, moved slider to white tick.
01:41:047 (2,1,2,3) - move stream so that 3 in stream is under 2 sliderend. stack leniency won't let me, so i stacked them instead
02:11:047 (1) - make slider shape more unique to telegraph slow slider speed?
02:21:824 (3,1) - 3/4 beat pause is unintuitive, find a better way to express this rhythm.
03:02:164 (4,5) - ^
03:19:203 (1,2) - ^ for these two, it just felt nicer the way were. fixed 02:21:824 (3,1) though.
02:49:494 (1,2) - blanket
03:08:135 (3,4,5,6,7) - make stream zigzag more obvious
03:21:387 (3,4,1,2,3) - don't switch between 1/8 stack and 1/4 stack, it's too hard to read

[Normal]
00:09:882 (1,2) - 3/4 beat pause is unintuitive, find a better way to express this rhythm. i already started off with a slider, so this woudl be difficult.
00:19:785 (1,1) - ^ since this is mapped to the vocals, this would sound awkward if added.
00:27:795 (2,3) - ^ the slider stays reduced like this so that i don't unnecessarily increase the difficulty.
00:33:766 (1,2) - ^ (I'm not going to point out more of these) at this part, generally that was the only thing i could map to.
00:21:824 (1,1,2) - remove overlap (new players can't read overlaps true, however normal difficulties nowadays overlap all the time,
for example, the normal diff on
this map has tons of overlaps and is ranked.) they aren't overlapping, but it does look better so i'll move it
01:05:513 (2,1) - ^
00:41:630 (2,3,4,5,1,2,3,4,5,6) - remove all unnecessary overlaps in this section unnecessary?
00:53:572 (3,4,1) - distance snap they are distance snapped, 1.3x.
00:54:737 (1,2) - blanket
01:22:698 (1,2,3) - too hard to read. 02:37:261 (1,2,3) this is better.
02:49:494 (1,2,3,4,5) - would look better if symmetrical
03:04:348 (4,5) - make these parallel
03:09:882 (1,2,3,4,1,2,3,4,5,1,2,3,4) - remove all unnecessary overlaps in this section, add more blankets. added more blankets, i'll wait for feedback on overlaps.

[Easy]
00:20:659 (3,1) - 1 1/2 rhythm is unintuitive at this level, find a better way to express this rhythm. ok, but at this section this is generally all that i can map to.
01:35:222 (3,1) - ^ ^
01:44:543 (2,1) - ^ fixed
00:49:785 (1,2) - make these rotationally symmetrical
01:19:203 (1) - slider shape is too confusing for new players, esp. with reverse. removed the curvy anchor and left a red anchor
01:26:193 (2,3) - make these parallel
01:55:319 (1,2,3) - this pattern looks untidy, maybe find a way to blanket not too sure what you mean, (1) is blanketing a slider before it,
and (3) is quite curvy

02:18:038 (3,1,2) - ^
02:01:144 (2,1) - remove overlap
02:33:766 (1,1,2) - ^
03:13:377 (1,1,2) - ^


Gl with your map! thanks!
[/box]

Renquiem wrote:

Hello Hello~
From M4M

First thing I noticed was the Purple slider edges. Don't you think these are a little hard to read with a dimmed background? maybe, i'll consider changing it.

00:12:212 (3,4,5,1) - Object 3 doesn't quite lead into the triple. Push the triple down or nudge object 3 up?
00:15:562 (2,1) - Could be stacked
00:25:028 (2) - Possible to blanket The slider head.
00:26:193 (1,2) - Slider tail pointed a bit to high?
00:27:212 (1,2,3,4,5) - For a hard diff this may prove a bit to much. 1/2 sliders would do. the song is considerably slow, and so is the stream, so it will stay the same.
00:33:183 (1,2,3), 00:35:513 (1,2,3), 00:36:970 (3,4,5) - your triple spacing has been very variable. I suggest choosing a certain distance and sticking to it for a Hard diff. for streams, i'll always use 0.8x, however if there's a triple but there is only one circle by itself, spacing it as 1.4x would be ok.
00:40:756 (1,2,3,4) - Stick to either triples or now single tap jumps i'll just change the rhythm to look neater
00:44:688 (4,1) - could stack
00:47:018 (2,3) - For hard, should lead off slider end.
00:48:329 (1,2,1) - We'll call this issue spacing for now
00:51:096 (2,3) - Spacing
00:51:824 (4,5,1) - Spacing
00:52:989 (2,3,1,2,3) - Spacing these are spaced 1.4x though
01:07:844 (1,2,3) - Triangle could be improved... But spacing :/ (Use the shape tool ctrl+shift+D)
01:08:717 (1) - Nudge a bit to the right for better blanket
01:12:795 (6,7,1,2,3,4) - Spacing
01:15:708 (1,2,3) - triangle could be improved, spacing
01:17:164 (2,3,4) - spacing is 1.4x spaced though
01:18:620 (2,3,1) - Spacing
01:20:659 (2) - Spacing
01:21:533 (2,3,4) - Spacing

So I think you get the spacing issue by now. For hard, you should decide if they are to be triples or single taps. personally I think they should stay as triples throughout the map. I'll stop listing these now and focus on other aspects of the map. i sort of get it, but i'm confused about some spacing issues that you list, since some rhythms are spaced 1.4x, the way they should be.

01:24:445 (3,3) - Could be stacked
01:28:232 (3,4,1) - Slider isn't quite in the middle nor perpendicular to the circles.
01:30:562 (1,2) - It might be better to stack object 1's slider head into the middle of object 2 yea, that was what i was trying to get there.
01:43:086 (1,2) - Could be stacked
01:44:251 (2,1) - Could be stacked can't stack them without breaking DS
01:50:659 (1,2) - They aren't quite parallel. If this is intentional, make it more apparent.
01:52:407 (6) - Improve blanket by enlarging the curve on this slider i would have to increase the slider velocity to increase the curve,
and that would break DS

01:57:649 (1,1) - Could be stacked
01:57:941 (2,4) - Could be stacked (4) looks nice between behind (3)'s sliderhead.
01:58:814 (1,3) - Slightly not parallel
01:59:251 (2,3) - The follow point isn't quite parallel with object 3
02:02:892 (3,6,1) - Could be stacked
02:04:057 (6,7) - Not quite parallel
02:07:552 (3,4) - Not quite parallel
02:16:000 (4,2) - Could be stacked
02:22:552 (1,2,3,4,1) - Could improve the triangle? unfortunately, the stacked objects forces me to make the shape slightly ugly :(
02:23:281 (1,2) - Could be stacked
02:44:543 (2,4) - Could be stacked
03:01:727 (3,4,5,6) - When introduced to this rhythm, don't stack them. Use Time Distance Equality to show the player that they are 1/2, and not 1/1 notes
03:06:387 (1,2) - Could be stacked
03:06:678 (2,1) - Could be stacked
03:11:921 (1) - Follow point not quite parallel
03:13:086 (5) - Lower a little. Make follow point parallel
03:14:543 (1,2,3) - Might be better to make 2 be right inbetween? It's only half blanketed on object 1 :/ wasn't what i was looking for,
i ended up changing (1) a bit with the previous mods.

03:16:581 (3,1) - Blanket feels a little cramped

Honestly if you chose to go with single taps, this would be a pretty solid map. I loved the SV changes being subtle and not over used. however there are those small things than need to be adjusted. This mod took longer than I thought being 3:30 so I hope you understand if I only mod this difficulty >_< (My map[ is like 1 minute per diff...) eh, that's fine!

Aloda wrote:

Hi, taiko M4M. This took a few days later than I thought it would, sorry :oeh, it's all good

It looks like you've updated the map since I started writing this, so disregard any comments that are no longer applicable.

[Unrankable Issues]
There are several unrankable finishers in the map: 02:55:902 (469) - in the Muzukashii and 01:11:047 (292) - 01:43:669 (474) - 01:57:649 (22) - 02:02:309 (42) - 02:06:970 (64) - 02:25:610 (143) - 02:55:902 (301) and 03:00:562 (323) in the Oni. yea, i thought those were ok since some modders said they were fine. fixed all.

[Futsuu]
00:09:882 (14) - feels really weird as a finisher. I suggest changing it to a regular note. ok

There are several notes throughout the map that aren't mapped to any sound (00:41:630 (66) - 00:45:416 (72) - 00:50:950 (83) - etc). Having notes like this is fine when using it to bridge between two distinct sounds, but using it like this, especially in a futsuu, feels very strange to play. sure,
fixed some notes that weren't mapped to anything


I really don't understand your use of SV here. You have reasonably large changes like 00:19:785 - when there's no dramatic change in the music, then at 00:57:067 - where you would expect the sv to start increasing there's a huge drop that makes no sense whatsoever the intensity of the song is considerably less at this section, however i do emphasize the buildup with ever-so-slightly faster slider velocities.. I recommend toning down your SV use and trying to consider flow and consistency more when using SV. The same goes for the other diffs. ok!

The rest of this diff is pretty good. It's fairly repetitive, but that's fine for a song like this, and especially for a futsuu.

[Muzukashii]
Most of the time, muzukashii diffs will only use short (up to 5 notes long) 1/4 patterns, and usually only monocoloured patterns. Since the song is so slow, it's okay to have slightly more difficult patterns, like the dual-coloured doublets like at 00:01:581 - and 00:06:242 - but you've taken it way too far. The 1/4 triplets at 00:36:096 were hard enough before mixing them with 1/3 and bizarre SV at 00:54:737 - and then you have the 9-length patterns like 01:13:378 which are just too much for a muzu. You really need to simplify these patterns throughout the map to make it more appropriate for this difficulty level. That said, the overall structure is pretty good, so if you can fix the difficulty and SV, I think you'd have a pretty good diff here. i thought the 1/4 triplets were easy enough since they are the same the entire map and there's a short pause between each triplet. the 9-note combo feels difficult,
so
i'll change it to a slider instead, however the triplets feel ok to me. i adjusted the 1/4 mix with 1/3 with more readable slider velocity too.

[Oni]
This diff is insanely overmapped. i actually looked at the oni taiko diff in the map Soleily - Renatus and the super long streams pressured me to do this as well :| Like, this would still be overmapped even without the exorbitant 1/8 use throughout the map. There are tons of nonsense 1/4 patterns that are mapped to nothing like 00:02:601 - and 01:38:135. There are a few that compliment the vocals like 00:21:533 that are okay, but for the most part you really need to tone down the 1/4 use. As for the 1/8 you've used, remove all of it. I understand that there are 1/8 sounds there that you're mapping to, but these patterns are so out of line with what is reasonable to use in a map like this, and what feels good to play. Honestly, the only sections of this map that don't feel way over the top are 00:57:067 - 01:15:708 and 02:11:630 - 02:30:271. nice advice! the end result is i kept 1/8 rhythms during sections such as 00:27:941 since these are only triplets and would represent the music well. i removed every other 1/8 rhythm.

Milar001 wrote:

Hi, from my queue

[Insane]
I focus on rhythm cause it's most basic, but thare are lot's of aesthetics things
00:10:902 (3,4) - Improve blanket
00:11:921 (2,3) - ^
00:12:577 - This point should be filled you're right, but i don't want to stack so many notes on top of each other.
00:14:106 (1,2) - It is the same part as 00:14:543 (3) - so they shouldn't be mapped differently i just wanted to follow the whistle sound in the song.
00:14:907 - This point should be filled ^
00:21:824 (3) - End on 00:22:407 - to be like others huh, someone told me to make it this way...
00:24:445 (1) - Start on 00:24:300 - why? it starts on the drum sound in the song.
00:25:319 - Put a slider from here to 00:25:756 -
00:26:484 (5) - End on blue tick
00:28:232 (2) - It's like 1 so it should be reversed 1/8, same on 00:28:523 - and 00:28:814 - it is, i just kept it a 1/4 slider for variety.
00:30:708 - Fill there's no sound here.
00:30:999 - ^ ^
00:31:144 - Put a slider from here to 00:31:436 -
00:33:038 - Fill no sound here
00:33:475 (3) - 3/8 slider here i kept it so the next slider could emphasize both the drums and vocals.
00:35:805 (3) - ^ kept it for the repeat sliders and 1/4 notes to play properly.
00:40:465 - Fill
00:46:727 - ^
00:49:931 - ^ this one and the one right below it don't have sounds there.
00:50:513 - ^
00:54:300 - ^ going for vocals here
00:54:591 - ^
01:02:819 (4) - Start on white tick
01:42:795 (2) - It's like 1 so it should be reversed 1/8, same on 01:43:086 - and 01:43:378 - you're right, i just kept it for variety though
02:11:047 (1) - 3/8 slider here it emphasizes the drums better in a 1/3 rhythm.
02:22:916 - Fill

Good luck with mapset :)thanks! didn't take all suggestions, but they were still pretty helpful nonetheless.
thanks for modding everyone! Maxylan your mod was a bit long so i'll hit that last
no reply = fixed!
cosmiccc
sorry this took a while, but i'm here now lol

INSANE


In the beginning, the rhythim is kinda unruly, personally I would try to focus on the whistling or Lisa singing.

00:14:979 (4,5) - doesn't fit rhythym and doesn't work as overmap either, I think you should take it out.
00:20:222 (2) - Since you're mainly focusing on Rose's vocals, you should take this out bc she doesn't sing anything here.
00:23:717 (5,6) - move this over a tick, there's no vocals or sounds on the blue tick
00:25:756 (1,2) - this is mapping nothing so you should delete. try lowering the sv of this slider 00:25:319 (4) , so that is represents the slowed sound in the background, and have it end here 00:26:047

ok i'm gonna stop here bc the rest of the map goes pretty much the same, and if I were to point out everything I thought needed changing, that would be unnecessary when I can just sum it up to explain.

Diff in General

This diff is decent for you being a newer mapper, but you should try cleaning up patters because they are kinda awkward to play, and making sure you cover the entire play area, bc like Saltssaumure said, the objects are mostly concentrated to the center, which can cause a lot of confusing overlaps and make gameplay repetitive and boring. Focus more on mapping the songs sounds, rather than overmapping, especially in places where not much is going on. If you need reference, I suggest you look at ranked insane diffs in the editor and just study how they work. You should start with maps that have a similar bpm as this song, so it is easier to compare. http://osusearch.com lets you search for maps by bpm, and other specifications that the osu website doesn't allow. But all in all, you did a pretty good job for being new. Good Luck and hopefully you can get this ranked soon!
Topic Starter
UniqueBlock11
lol

Maxylan wrote:

Better late than never, hehe... But I'm back from my vacation and ready to mod! yep, i'm ready :3
NM From my "Modding Madness!" queue!

[]

Hard

Hehe, the tables have turned! When you did the video mod on my map this was the map you said was better well the song is probably better :3, back then I didn't have time to mod this but now that I do, I won't go easy on you ;)
I know we settled the beef in my beat maps thread but I still got a little salt to get out of my system lol bring it on :arrow:
[General]
It plays, really weirdly shit. I don't even know where to begin with this, the rhythm choices are questionable, distance is rarely emphasised because of distance snap, there are overlaps o' plenty, flow is off here and there, slider ends are on strong sounds. I mean if I wanted to I could just stop writing the mod right here and let you find all the problems listed above on your own but since I'm such a niceguy I'll point them out anyways :)<3
I ususally don't put my mods in boxes like this but since I knew this was going to a looong one I did it, enjoy ~

"Easy" and "Unamashi's Normal" ... has different drain time from all other diffs. 3.06 minutes and 3.08 minutes respectively while "Hard" and "Insane" has 3.07 minutes. ...really? they all start with a slider on 00:09:882 and end with a spinner on 00:09:882. either way,
it probably wouldn't be a big deal, since after all its literally a 1 second difference.
this map's easy and normal difficulties have 3:02 drain and the other difficulties are 3:01 drain and is ranked.
"Easy" is not an easy, it's a "Normal". maybe, but its fine to have an easy difficulty that has the normal icon on it. this map has an easy diff in the normal rating threshold and is also ranked.
The song on all diffs should start here 00:01:145 taiko and std are different, i'll consider.

[Rhythm choice]

00:09:882 (1,2,3) - "Sliders should start on strong sounds and end on sounds with equal or relatively less strength". The slider end is a passive note and should therefore not end on a sound that's better emphasised with something that's clickable. This is part of the Ranking Criteria Guidelines makes sense but i'll keep this one the same since after all it leads into a pretty hefty section of the introduction.
00:15:708 (3) - ^^ yes sir!1!11!!1!
00:18:911 (5) - ^^ i'll keep this one since it's the same across all difficulties and it's a transition into the next part of the song.
00:23:717 (3) - ^^ yes sir@2@22@@2@
00:33:475 (3) - ^^ yes sir#3#33##3#
00:40:756 (1) - ^^ was going for the vocals here, so i'll keep it the same.
00:43:523 (2) - ^^ i mean, that was all i could map in a 1/4 rhythm am i rite????
00:45:416 (1) - ^^ i want a slider here, and if i had to shorten it, i'd have a sliderend on nothing.
00:57:358 (1) - ^^ in this part of the song, i map loosely to the vocals. at 01:06:387 is when i start to add in the instruments in the song.
01:10:319 (3) - ^^ here i was focusing on the clap sounds in the song. i fixed the issue in the insane diff if you're interested :D:D:D

00:12:649 (4,5) - 00:12:212 (3) - This slider doesn't end on a sound strong than its head, but rather it ends on a held vocal, since you map the vocal on (4,5) it's clear that you prioritize vocals hence making (3) ending on a sound that would be better emphasised with a clickable object like a circle or 1/4 slider.
00:12:649 (4,5) - Overmapped, (4) is a held sound and should therefore not be a burst, clicking on (5) is like clicking on nothing, like clicking on a sound in the song that doesn't even exist or vanished into the aether. nope, there's some sweet ol' subtle hi-hats in the song.

00:13:669 (4,1) - What's happening here?! For a start, the tiny sound on 00:14:251 - does not warrant making (1) a repeating slider. do you mean the hi-hats? the hi-hats sound throughout the entire section of the song from 00:09:882 to 00:17:455, and since they constantly sound in a 1/4 rhythm a repeat slider would be ok. 00:14:543 (2) - This focus on vocals it doesn't, it's focusing on the whistle sounds in the song. but both (4) and (1) don't because (4) ends on a strong vocal that (1) isn't mapping, and (2) is the exact same sound as 00:13:960 - yet mapped entirely opposite of (4). And (4)'s slider head starts on 00:13:669 - which is such an insignificant sound it's barely audible. there isn't a note (4)?

00:14:834 - Undermapped, if you wanted to capture the ticking sound here there should be a circle on yellow instead of the timegap, othervise with the low pitch of the sound people don't even know that 00:14:979 (3,4) - is following it, and once again it feels like the clicking the burst is like clicking nothing. moving the burst onto the previous yellow tick they would be too close to the slider before it and would have to be stacked or overlapped,
which don't look really neat.

00:17:018 (4) - Exactly the same as 00:17:455 (1,2,3) - on all accounts other than histsounding, distance is the same, shape is the same, pattern is the same, even though (4) is a vocal sound that has absolutely nothing to do with (1, 2, 3). Adding a new combo is not enough to differ a sound if it's mapped the way it is. it flows nicely into the repeat sliders following it.
00:27:212 (1) - Streams are quite uncomfortable in 103 BPM, but that's not a big problem because it's subjective, although what is a problem is that this stream follows no logic because even though it follows vocals it's inconsistant with the rest of the map that uses repeat sliders or regular sliders to emphasise the same thing and also it misses sounds worth emphasizing like 00:27:358 (2,3) i used streams and sliders just for variety but i'll make it consistent
00:30:708 - Missed a sound. And the repeat arrow on a repeat slider is a passive note just like the slider end and should therefor not be used to emphasise 00:31:144 missed a sound? sounds ok to me fixed the slider you're talking about
00:32:018 - Same, slider head has no sound while the repeat arrow emphasise the important sound. there are vocal syllables, that's why the slider starts there
00:33:620 - Vocal sound is on blue tick here. yeah, but there really isn't any way to map that sound right? the repeat slider is doing fine
00:34:348 - ^^ sounds like its on white tick
00:35:805 (3) - Held sound, also it's inconsistant with how you mapped it earlier here 00:17:018 (4) does that mean i add a circle or extend the slider?
00:47:455 (1,2,3) - Not only does (1) end on a strong vocal sound which you clearly should emphasise since you've been emphasising vocals only up until that but also the sound on (1) is very different from (2, 3) yet there is no distinction in the pattern used to show for that. well (1) is perpendicular to (2,3) and sounds similar to (2,3) so that would work as distinction
01:08:572 (4,5,1) - Don't know if I missed any but I think this is the first 1/8 beat-snap devisor burst used so far in the song, not only does it add inconsistency but it's also blatant over mapping, given that there ain't no sound worth emphasising on 01:08:644 (5) -, it's only a held sound on (4). you're missing the hi-hats
01:10:975 (6) - Wow okay, on this there actually is a sound, but if you couldn't tell this is so insignificant that it might as well be treated like a held sound once again from (5) instead of blatantly overmapping like this. it isn't 'blatant overmapping'... there are hi-hat sounds here. plus how is 00:14:834 undermapped when this and 00:14:834 are almost the same rhythm?
01:16:144 (3,1) - After reading everything I already mentioned above this is self explanatory, also I've mentioned this much and I'm only 36% through the entire song so I think this is a good a time as any to move on to the next topic!

[Aesthetics]

00:10:611 (2,2) - A few overlaps here and there for the sake of gameplay does not equal bad, but consistently overlapping almost all the time does equal bad. With more thought put behind object placements, a mapper can avoid overlaps almost altogether in most cases. i mean the first (2) disappears well before the second (2) appears. not too sure if this one matters
00:17:455 (1,3) - ^^ fixed
00:22:552 (1,3) - ^^ ^
00:23:717 (3,4) - ^^ ^
00:24:009 (4,1) - ^^ ^
00:29:979 (3,4) - ^^ ^
00:29:979 (3,4) - ^^ the power of copy and paste is very powerful :3
00:36:970 (3,4,1) - ^^ well (1) is supposed to blanket with (5) so i'll keep this
00:40:174 (2,3) - ^^ fixed
00:45:416 (1,3,1) - ^^ they still overlap, but i stacked the two (1) to make it look neat
00:48:911 (1,2,1) - ^^ the second (1) looks nice being in the middle of the entire combo
00:50:368 (2,2,3) - ^^ i mean that's kinda the only thing i could do here without breaking DS
00:54:154 (3,3) - ^^ second (3) is so far out of first (3)'s timeframe, doing this feels redundant
01:06:387 (1,3) - ^^ fixed

00:13:232 (3,4,1,2) - Overlap fiesta! Good thing I saw this because big clusters of objects overlapping each other are the worst offenders in terms of aesthetics/visuals which is similar to what I already mentioned above. overlap fiesta, must mean its good! lol jk, fixed
00:26:484 (2,1,2,3,1,2,1) - ^^ here the objects appear a while after the object over it disappears, doesn't feel like a problem here
00:43:523 (2,3,4,5,1) - ^^ they're like 2 seconds apart, well out of the (5,1) timeframe, its like having to remove an overlap that's 3 minutes apart, then i would have to remap (i won't make any terrible jokes like these anymore)
00:45:999 (3,2,3,2,3) - ^^ fixed
00:57:358 (1,2,3,1,2) - ^^ fixed
01:15:125 (1,3,1,3,4) - ^^ partially fixed

00:14:543 (2,3) - Stack slider end to slider head instead of overlapping. fixed
00:15:562 (2,1) - Stack this as well. ^
00:16:290 (1,1) - ^^ difficult to stack regarding DS complications
00:28:523 (1,3) - ^^ not really important since they both blanket something else and are far away from each other in the timeline
00:39:300 (3,2) - ^^ not sure how to stack these since (2) is already blanketing (1) right before it.
00:42:358 (2,3) - ^^ fixed (please be careful when copy-pasting timeframes, since you selected (2,3) and i thought you were talking about the (3) directly after (2) this is a bit misleading)
00:50:950 (1,4) - ^^ fixed
00:51:096 (2,1) - ^^ ^
01:14:543 (1,1) - ^^ ahh which second (1) are you talking about?

00:15:125 (1,2) - Hard visual flow break, slider implies movement somewhere else even though with slider leniency abuse it doesn't break flow, regardless sliders should imply movement. This is also even more important for curved sliders. huh, does that mean i make the repeat more visible or just improve the flow? the terminology/wording here is a bit confusing
00:21:533 (1,2) - ^^
00:28:523 (1,1) - ^^
00:40:174 (2,1) - ^^
00:45:416 (1,2) - ^^
00:49:494 (3,1) - ^^
00:52:407 (1,2) - ^^

00:25:028 (2,3) - You did a good job on blanketing, I couldn't find alot of blankets that where off but this is one of them. yeah (2) was really short so it's kinda difficult here but i fixed it best i could
00:18:911 (5) - And this one as well ^^ ^
00:48:329 (1) - This should be moved to x267 y119 to be symmetrical with 00:47:455 (1) ^

Once again I'll stop at 36% into the song because as much as I love writing wall-of-text mods such as this it's taking forever and it's extremely unnecessary lol don't you like writing wall-of-text mods but hate responding to them
Let's move on!

[Distance Snap]
Distance snap is a double edged sword in that it is both a massively helpful tool to give a map consistent spacing with time/distance equality, but the problem here lies that a song is never "monotone", meaning that different sounds stand out by having different volumes, pitches, and parts of the song always differs in intensity like the intro is usually not as rhythmically intense as the chorus, etc. I'm sure you've heard the word "Distance Emphasis" before, but if you havn't, let me tell you what it is.

"Distance Emphasis" is essentially the opposite of distance snap, meaning you put strain on a player by increasing distance between two objects depending on the intensity of the sound. Not only does this give off a satisfying psychological (aesthetic) response to the player but it also helps keep the map less stale and repetetive by adding a little bit of veriety, which is something this map lacks. Because around 90% of this map is distance snapped, I will only mention a few sounds that deserves more intense emphasis through distance, the rest is up to you to find.

00:21:533 (1) - Because SV on (1) is higher, distance between 00:21:533 (1,2) - should be increased to match said SV change. yeah,
i use 2.6/2.7x so that (2) is a bit further regarding the SV

00:26:193 (1,2) - ^^ ^
00:10:611 (2,3) - Increase distance to emphasise sound on 00:11:047
00:11:921 (2,3) - Incre.. ^^ sound on 00:12:212
00:12:722 (5,1) - ^^ 00:12:795
00:12:795 (1,2) - ^^ 00:13:086
00:13:378 - sound on.. changed some that you listed ^^
You get the idea.

Also while we're on the topic of distance, the low distance snap couppled with the wierd movements/angles makes the map extremely iffy to play, because at parts like 00:12:212 (3,4,5,1,2,3) - and 00:09:882 (1,2,3) - where you take all these factors into account movement is very odd.

More on that here!

[Gameplay and Object placements]

00:09:882 (1,2,3) - What is going on here? Too many uncomfortable movements.. (See picture "1" in the bottom of this post)* ah,
i assume the flow is too sharp, i tried to make it a bit more comfortable

00:15:125 (1,2,3) - ^^ shoot not too sure how to fix this one, i'll leave it for now
00:15:708 (3,1,2) - ^^ i think i fixed it


00:12:649 (4,5,1) - 00:14:979 (3,4,1) - Bursts at 1/8 beatsnap divisor doesn't fit at all with the rest of the song. And most of the time they don't even serve a purpose because, like I already mentioned in the rhythm section of this mod, the sound they emphasise is so insignificant. you keep mentioning this; since i have a reason for keeping it i'll start considering remodeling the 1/8 bursts in the map
00:18:766 (4,5) - Takes me back to what I already mentioned but distance here is so tiny, even tinier than what was previously used 00:17:892 (2,3) - which not only contradicts the distance snap you've been using up until that point but is the exact opposite of what should be used to clearly emphasise the sounds. yeah, probably was the SV, increased the DS to make it equal
00:20:659 (2,1,2) - Avoid wide angles, not only does the angle it's currently at implying different movement but even if this was angled correctly it'd still break the flow. (See picture "2" in the bottom of this post)* made the flow more comfortable
00:16:290 (1,2) - 00:25:028 (2,3) - While anti-jumps like these (which are frequently used) is not a bad thing, overuse of them is a bad thing because they put unnecessary strain on the player. i changed them earlier ^
00:27:212 (1) - I already mentioned what I think of 103BPM streams but aside from that, it leads poorly into 00:27:941 (1,2) sure, but how what do you think would make the flow better?
00:28:523 (1,1) - This has the same distance as almost everything else yet it has a much bigger timegap, making this essentially a guaranteed 100/50 points or even combo breaker. fixed
00:29:979 (3,4) - Awkward flow is a sliderwave ok?
00:30:853 (4,1,2) - ^^ ^
00:35:513 (1,2,3) - Very unfomfortable to play mainly because of the flow break here 00:34:640 (2,1) i changed it earlier, hopefully its ok then
00:38:135 (1,1) - When breaking flow try and use stationary movement, slow movement or linear movement, instead of breaking expectation like this. Although I wil ladmit because of the time gap I had no real issue playing this. noted!
00:40:174 (2) - Flow break but done well because it follows linear movement, although what isn't done well is that this does not lead into 00:40:174 (2,1) - good 'well' not good :3 at all and (1) the repeat slider actually breaks movement even more. improved the flow here
1.

2.



[Summary]

Sorry for being a dick and sorry for being nit-picky but I can at least finally say we're square <3 that was fun man :3
Before you dismiss my highlights as unnecessary nit-pick just know that I only highlighted issues that are important and issues which the mapping community all can agree on. Also know that doing something on purpose doesn't make said thing good, for example, I can clearly see repeated elements in your song such as the anti-jumps or the distance snap but they could be done in a much better way and if they couldn't, I wouldn't point them out.

Regardless if you listen to what I say, sorry for this mod in advance, I wouldn't want to receive a mod this big and if I did I would be pissed, but I hope you learnt something!
Good luck getting this to ranked ~ and thanks for modding!

[]

cosmiccc wrote:

sorry this took a while, but i'm here now lol

INSANE


In the beginning, the rhythim is kinda unruly, personally I would try to focus on the whistling or Lisa singing.

00:14:979 (4,5) - doesn't fit rhythym and doesn't work as overmap either, I think you should take it out. the music contains subtle hi-hats that you probably notice, i think those are ok.
00:20:222 (2) - Since you're mainly focusing on Rose's vocals, you should take this out bc she doesn't sing anything here. huh... a ton of people suggested me to switch between adding a note or extending the slider here because i was missing a syllable. i'll just fix it.
00:23:717 (5,6) - move this over a tick, there's no vocals or sounds on the blue tick ^ same, fixed
00:25:756 (1,2) - this is mapping nothing so you should delete. try lowering the sv of this slider 00:25:319 (4) , so that is represents the slowed sound in the background, and have it end here 00:26:047

ok i'm gonna stop here bc the rest of the map goes pretty much the same, and if I were to point out everything I thought needed changing, that would be unnecessary when I can just sum it up to explain.

Diff in General

This diff is decent for you being a newer mapper, but you should try cleaning up patters because they are kinda awkward to play, and making sure you cover the entire play area, bc like Saltssaumure said, the objects are mostly concentrated to the center, which can cause a lot of confusing overlaps and make gameplay repetitive and boring. Focus more on mapping the songs sounds, rather than overmapping, especially in places where not much is going on. If you need reference, I suggest you look at ranked insane diffs in the editor and just study how they work. You should start with maps that have a similar bpm as this song, so it is easier to compare. http://osusearch.com lets you search for maps by bpm, and other specifications that the osu website doesn't allow. But all in all, you did a pretty good job for being new. Good Luck and hopefully you can get this ranked soon!
Tiff

UniqueBlock11 wrote:

woops i kudosed your second mod
i thought it was someone else on my m4m list xd
I just realized u gave me another kudosu but sadly idk how to denied it
well I am really welcome to have a extra kudosu thanks! :D
XDD
Ralcore
Hello!

M4M from my queue:

00:12:795 (1,2,3) - Move slider 3 in line with 1 and 2 for better aesthetics.
00:40:174 (3) - Slider is a little wonky, move red anchor further to the right.
02:04:057 (6,7,1,2) - Awkward flow here, try angling slider 1 towards slider 2 more for more intuitive flow.

Really nicely mapped, love the overall flow in this diff!
00:58:814 (1,2,3) - Slightly strange jerk in movement here - move slider 1 up or notes 2 and 3 down to fix this.

Generally, I'd say the 1/8th stacks are risky (e.g. 00:14:979 (3,4,1)), but since the song is only 100 bpm it might be fine.
Also, some of the sudden changes in slider velocity might be a little extreme for a Hard diff, but you might want a second opinion on that.
Again, 1/4 gaps in place might be risky for a Normal, but should be okay since it's only 100bpm.

Other than that, looks perfect to me :)


Easy also looks perfect :)

Sorry I couldn't find much - after 3 pages of mods, it's slim pickings for improvements to make!

Really well made map, excited to see it get ranked!

(Also, I'd go looking for a BN queue about now - I'd say your map is ready for a fine-comb check.)

GL, HF!
Topic Starter
UniqueBlock11

SuperCSGO wrote:

Hello!

M4M from my queue:

00:12:795 (1,2,3) - Move slider 3 in line with 1 and 2 for better aesthetics.
00:40:174 (3) - Slider is a little wonky, move red anchor further to the right.
02:04:057 (6,7,1,2) - Awkward flow here, try angling slider 1 towards slider 2 more for more intuitive flow.

Really nicely mapped, love the overall flow in this diff!
00:58:814 (1,2,3) - Slightly strange jerk in movement here - move slider 1 up or notes 2 and 3 down to fix this.

Generally, I'd say the 1/8th stacks are risky (e.g. 00:14:979 (3,4,1)), but since the song is only 100 bpm it might be fine.
Also, some of the sudden changes in slider velocity might be a little extreme for a Hard diff, but you might want a second opinion on that. a lot of people mentioned this, i'll lift the SV for this difficulty
Again, 1/4 gaps in place might be risky for a Normal, but should be okay since it's only 100bpm.

Other than that, looks perfect to me :)


Easy also looks perfect :)

Sorry I couldn't find much - after 3 pages of mods, it's slim pickings for improvements to make!

Really well made map, excited to see it get ranked!

(Also, I'd go looking for a BN queue about now - I'd say your map is ready for a fine-comb check.)

GL, HF!
i took everything that you wrote. thanks for modding!
bluti
id love to see this beatmap continued and maybe ranked! :)
Topic Starter
UniqueBlock11
i'd love to, but i can't get any nominator attention yet.
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