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posted
This beatmap was submitted using in-game submission on 19 Aralık 2017 Salı at 20:40:50

Artist: F-777
Title: Dance Of The Violins
Tags: error_exe777 jessevalentinemusic ambient breakbeat dance electronic orchestral trance edmonton newgrounds
BPM: 130
Filesize: 8319kb
Play Time: 01:28
Difficulties Available:
  1. Easy - 4Key (1,42 stars, 321 notes)
  2. error's Hard - 4Key (2,68 stars, 655 notes)
  3. Normal - 4Key (2,19 stars, 493 notes)


Download: F-777 - Dance Of The Violins
Information: Scores/Beatmap Listing
---------------
osu needs less anime op's
Hitsounds by 1164530434
- Protastic101
- Asherz007
posted
Hello! From my Modding queue

Note: these are all suggestions. if i made a mistake or you disagree do not apply it.

I am going to have to be honest, this map has many major problems. i will try to rule out as many as i can

Major problems
Now, i will not mention note placement, as that in itself will take a while

First. is about kiai time. you've snapped them with timing points. you only use these red lines when setting a BPM. you need to change kiai time to be snapped to inherited timing points, which are the green lines.

next, for both difficulties, is that the whole song has notes snapped to wrong intervals. if you didn't know, the interval is the bar at the top right, called the "beat snap divisor". the lines represent the amount within one beat. now, most of your notes are snapped wrongly, due to your interval being set at 1/8. one easy way to fix this is to change the interval to 1/2, then go to the timing tab at the top right of the screen, and press "re-snap all notes". this will not fix them all, so adjust the ones that are wrong, until all the notes are fixed.

next, the section after kiai time isn't mapped.

and finally, the difficulty spread is poor. i understand this is work in progress, so i'll give you some suggestions with the spread. There should be an easy difficulty, a normal difficulty and a hard difficulty. due to the nature of the song anything above that would be impossible to map.

also, maybe put the preview point here 00:51:692 . if not at the start of kiai time.


for a first map, the note placements aren't bad. however, it will take a lot of work to get this anywhere. sorry for the rudeness, i hope i didn't come across that way.

if your intention is to get this ranked, which is totally understandable, you should maybe consider using this as a practise map. that doesn't mean stop improving it, maybe just use this to get a grasp of where the problems lie and to make sure they don't occur on your next map. The next modders will probably say similar things to me, so just take it all as constructive criticism. best of luck in the future! :)
posted
NM req from imtdb1's modding queue
1|2|3|4
Easy
00:00:865 (865|3,1788|0,1788|3) - no idea why this notes are snapped to 1/8 when they are all 1/4 snap
yeah no idea why every single note is snapped to 1/8, snap all notes to 1/4
00:02:711 (2711|3) - move to 2 for balance
00:22:153 (22153|1) - move to 1 since its a higher pitch
00:24:692 (24692|0) - move to 00:24:461 - because the violin sound starts there
00:28:442 (28442|0) - no idea why you stopped that LN at 00:29:250 - just extend it to 00:29:538 -
00:29:538 (29538|2,29942|2) - avoid those patterns in easy difficulty beacuse they are really boring to play
00:59:076 - there is no BPM change here (the red line) so remove it and add a SV (Green line) and make it a kiai
01:04:603 - missing double
01:19:372 - ^
01:24:449 (84449|2,84911|2,85372|2) - avoid
NM
same as in easy snap all notes to 1/4
00:11:480 (11480|1) - move to 1
00:13:673 (13673|3) - move to 2 or 3 because its a diffrend pitch from 00:13:384 (13384|3) -
00:24:000 (24000|2) - move to 3 or 2
00:24:000 (24000|2) - no idea why 4th column is empty here lol so move some notes to 4
00:52:442 (52442|2,52557|2) - avoid this please
01:08:065 (68065|1) - move to 1
01:11:065 (71065|2) - to 4

btw remove the green line that is at 2 minute mark as song is not that long
Good Luck!
posted

OwenF04 wrote:

Hello! From my Modding queue

Note: these are all suggestions. if i made a mistake or you disagree do not apply it.

I am going to have to be honest, this map has many major problems. i will try to rule out as many as i can

Major problems
Now, i will not mention note placement, as that in itself will take a while

First. is about kiai time. you've snapped them with timing points. you only use these red lines when setting a BPM. you need to change kiai time to be snapped to inherited timing points, which are the green lines.

next, for both difficulties, is that the whole song has notes snapped to wrong intervals. if you didn't know, the interval is the bar at the top right, called the "beat snap divisor". the lines represent the amount within one beat. now, most of your notes are snapped wrongly, due to your interval being set at 1/8. one easy way to fix this is to change the interval to 1/2, then go to the timing tab at the top right of the screen, and press "re-snap all notes". this will not fix them all, so adjust the ones that are wrong, until all the notes are fixed.

next, the section after kiai time isn't mapped.

and finally, the difficulty spread is poor. i understand this is work in progress, so i'll give you some suggestions with the spread. There should be an easy difficulty, a normal difficulty and a hard difficulty. due to the nature of the song anything above that would be impossible to map.

also, maybe put the preview point here 00:51:692 . if not at the start of kiai time.


for a first map, the note placements aren't bad. however, it will take a lot of work to get this anywhere. sorry for the rudeness, i hope i didn't come across that way.

if your intention is to get this ranked, which is totally understandable, you should maybe consider using this as a practise map. that doesn't mean stop improving it, maybe just use this to get a grasp of where the problems lie and to make sure they don't occur on your next map. The next modders will probably say similar things to me, so just take it all as constructive criticism. best of luck in the future! :)
I wasn't really thinking about adding a hard difficulty since I'm not really good at 3* maps,so I could ask for a GD or just leave it at 2 diffs.

The 1/2 snap took away the bursts,so I just went with 1/4.

I've applied the other suggestions,though. Thanks for the help!

imtdb1 wrote:

NM req from imtdb1's modding queue
1|2|3|4
Easy
00:00:865 (865|3,1788|0,1788|3) - no idea why this notes are snapped to 1/8 when they are all 1/4 snap
yeah no idea why every single note is snapped to 1/8, snap all notes to 1/4
00:02:711 (2711|3) - move to 2 for balance
00:22:153 (22153|1) - move to 1 since its a higher pitch
00:24:692 (24692|0) - move to 00:24:461 - because the violin sound starts there
00:28:442 (28442|0) - no idea why you stopped that LN at 00:29:250 - just extend it to 00:29:538 -
00:29:538 (29538|2,29942|2) - avoid those patterns in easy difficulty beacuse they are really boring to play
00:59:076 - there is no BPM change here (the red line) so remove it and add a SV (Green line) and make it a kiai
01:04:603 - missing double
01:19:372 - ^
01:24:449 (84449|2,84911|2,85372|2) - avoid
NM
same as in easy snap all notes to 1/4
00:11:480 (11480|1) - move to 1
00:13:673 (13673|3) - move to 2 or 3 because its a diffrend pitch from 00:13:384 (13384|3) -
00:24:000 (24000|2) - move to 3 or 2
00:24:000 (24000|2) - no idea why 4th column is empty here lol so move some notes to 4
00:52:442 (52442|2,52557|2) - avoid this please
01:08:065 (68065|1) - move to 1
01:11:065 (71065|2) - to 4

btw remove the green line that is at 2 minute mark as song is not that long
Good Luck!
Done it all. Thanks for the help!
posted
Normal:

a big thing i noticed while playing/listening to the map is that some of the notes feel a bit off-beat.
This will be my main focus of this mod.

00:00:692 (692|2) - should be moved to 00:00:807 -
00:13:615 (13615|3) - should be moved to 00:13:730 -
00:15:115 (15115|0) - should be moved to 00:15:234 -
00:18:807 (18807|2) - should be moved to 00:18:946 -
00:22:500 (22500|0) - should be moved to 00:22:615 -

.....
there is so many of this instance of just having the note on the wrong time of the map, go back and look over the difficulty where any more of this happen
if you can fix this then maybe i can do a follow up and look at the exact pattern choices you decided to go on. seriously.
posted

KcHecKa wrote:

Normal:

a big thing i noticed while playing/listening to the map is that some of the notes feel a bit off-beat.
This will be my main focus of this mod.

00:00:692 (692|2) - should be moved to 00:00:807 -
00:13:615 (13615|3) - should be moved to 00:13:730 -
00:15:115 (15115|0) - should be moved to 00:15:234 -
00:18:807 (18807|2) - should be moved to 00:18:946 -
00:22:500 (22500|0) - should be moved to 00:22:615 -

.....
there is so many of this instance of just having the note on the wrong time of the map, go back and look over the difficulty where any more of this happen
if you can fix this then maybe i can do a follow up and look at the exact pattern choices you decided to go on. seriously.
Fixed all the mentioned parts found a few more off-beat notes and fixed them.
Thanks for your help!
posted
Hi Newbandpro!
Here your req!

Sorry for delaying..



|1|2|3|4|





General
Check your AiMod.. there have some problem you must fix.
Easy
00:37:384 (37384|0) - Move those note to col 3 ( you too many placed a note at col 1 )
01:16:846 (76846|0) - move tol col 2
Hard
00:04:153 (4153|2) - Move 1 note at col 3 to col 1
00:13:384 (13384|3) - Move 1 note at col 4 to col 1
00:33:692 (33692|3) - Move tol col 2
00:38:538 (38538|2) - Move to col 4
00:44:307 (44307|2) - Move 1 note at col 3 to col 1




Done!
GL~ :D:D:D:D
posted
Howdy
1|2|3|4

Easy
00:15:692 - If your slider is corresponding to the violin please extend it to the white line
00:17:076 - ^
00:20:653 - This slider should start here 00:20:769 and end here 00:21:115
00:41:076 (41076|3) - Move this tick to the 1st coloumn
00:54:346 (54346|2) - Extend this slider to here 00:55:384
00:57:692 (57692|2) - Extend this slider to here 00:58:038
and have the other slider start at 00:58:038 as well
00:59:076 - Would make this a double note
posted

Envory wrote:

Hi Newbandpro!
Here your req!

Sorry for delaying..



|1|2|3|4|





General
Check your AiMod.. there have some problem you must fix.
Easy
00:37:384 (37384|0) - Move those note to col 3 ( you too many placed a note at col 1 )
01:16:846 (76846|0) - move tol col 2
Hard
00:04:153 (4153|2) - Move 1 note at col 3 to col 1
00:13:384 (13384|3) - Move 1 note at col 4 to col 1
00:33:692 (33692|3) - Move tol col 2
00:38:538 (38538|2) - Move to col 4
00:44:307 (44307|2) - Move 1 note at col 3 to col 1




Done!
GL~ :D:D:D:D

Chibitania wrote:

Howdy
1|2|3|4

Easy
00:15:692 - If your slider is corresponding to the violin please extend it to the white line
00:17:076 - ^
00:20:653 - This slider should start here 00:20:769 and end here 00:21:115
00:41:076 (41076|3) - Move this tick to the 1st coloumn
00:54:346 (54346|2) - Extend this slider to here 00:55:384
00:57:692 (57692|2) - Extend this slider to here 00:58:038
and have the other slider start at 00:58:038 as well
00:59:076 - Would make this a double note
Thanks for helping!
posted
Hello, mod from The RRM Modding Queue

Ill mod the easy as stated in your request


Key
1 | 2 | 3 | 4
Green: Mostly just a simple suggestion, can be ignored but consider it.
Orange: A concern, might want to revise and check it through.
Red: Critical point, revise thoroughly and implement changes.



Violin candy
General

• Okay.. so the major problem i see with this diffculty is a couple of incosistencies and thats its extremely undermapped... Adding some notes here and there wouldn't pump the SR to such a level and will actually make the map more fun to play. Here im just gonna list suggestions for what you can do to fix this.

  1. Inconsistency
  2. Unrankeable elements
  3. A lot of undermapping


• Somethng i noticed that i dont still get to comprehend.. Why is the slider velocity to 0.40x? i suggest you to change it back to its default velocity.
[Easy]

Priority | • From 00:00:000 - to 00:14:769 - Here i do want to know why you don't use constant 1/1 for the claps you can hear at 00:00:461 - , 00:01:384 - and so on.. I seriously suggest you to map that since just mapping the kicks as jump doesn't add any real sense of difficulty to that would be enjoyable to play on an Easy.

In any case you reject the suggestion above, ill throw in stuff you'd might want to change to make the diff more appealing and visually better: 00:02:653 (2653|3) - Move this to [2] so it doesn't stack with 00:01:846 (1846|3) - wince they're no similar sounds whatsoever.

Priority | • 00:08:192 (8192|3) - Same thing with this one, move to [3].

Priority | • 00:09:230 (9230|2) - This one to [4].

Priority | • 00:10:038 (10038|2,11076|2,11884|1,12923|1) - To save up a bit of time and to move to the next section, avoid stacking these.

Priority | • 00:15:692 - Here it is why I'm saying the maps is pretty much undermapped.. I'll give you the suggestions on what to add and why.. In that point, make a LN in [3] up to 00:16:615 - .

Priority | • 00:17:076 - LN up to 00:17:423 - in [1].

Priority | • 00:18:461 - LN up to the next one in [2], move 00:19:384 (19384|3) - to [1] for a more friendly pattern.

Priority | • 00:20:769 (20769|1) - If applied the suggestion above, move this LN to [3]

Priority | • 00:20:307 - LN up to 00:20:769 (20769|1) - in [4].

To save some time and space in the mod, you should do the same with the upcoming section 00:29:538 - .

Priority | • 00:33:230 (33230|0,33692|0,34615|0,35538|0,36230|0,36923|0) - Watch your stacks, change some of those notes to other columns for more hand balance.

Here comes the unrankeable elements i mentioned before..

Priority | • 00:30:230 (30230|0,30346|1) - Stuff such as this on an Easy is unrankeable unless the BPM is less or equal to 120 which in those cases (not in all) you can make an exception and use 1/4. Totally recommend you to delete all the 1/4 notes you have and re arrange the patterns make more friendly ones for someone that is playing this.

Said this i strongly recommend you add this change; furthermore, ill just mod the remaining patterns.

Priority | • 00:50:653 (50653|2,51692|2) - Don't stack this, move 00:50:653 (50653|2) - to [1].

Priority | • From 00:51:692 - to 00:59:076 - What i mentioned above with this violin section and the not mapped LNs.

Priority | • 01:07:846 (67846|0,68769|0,69461|0) - Remember to care about your stacks, move couple of notes to the other columns.

Priority | • 01:14:307 (74307|0,75230|0,76153|0) - (Read above)

Priority | • 01:16:153 (76153|3,77076|3) - Don't find the need to stack these since they're not the same sound at all. Might want to move 01:17:076 (77076|3) - to [1].

Priority | • 01:19:384 (79384|1,79846|0) - Switch the LN to [1] and the single to [2] so it doesn't stack with 01:18:923 (78923|1) - .

Priority | • 01:24:230 (84230|1,84923|1) - Same thing i said about the stacks again.


Well.. That's pretty much it, gl on ranking! Drop me some kudos (or not) if this mod was slightly helpful!
posted

Antalf wrote:

Hello, mod from The RRM Modding Queue

Ill mod the easy as stated in your request


Key
1 | 2 | 3 | 4
Green: Mostly just a simple suggestion, can be ignored but consider it.
Orange: A concern, might want to revise and check it through.
Red: Critical point, revise thoroughly and implement changes.



Violin candy
General

• Okay.. so the major problem i see with this diffculty is a couple of incosistencies and thats its extremely undermapped... Adding some notes here and there wouldn't pump the SR to such a level and will actually make the map more fun to play. Here im just gonna list suggestions for what you can do to fix this.

  1. Inconsistency
  2. Unrankeable elements
  3. A lot of undermapping


• Somethng i noticed that i dont still get to comprehend.. Why is the slider velocity to 0.40x? i suggest you to change it back to its default velocity.
[Easy]

Priority | • From 00:00:000 - to 00:14:769 - Here i do want to know why you don't use constant 1/1 for the claps you can hear at 00:00:461 - , 00:01:384 - and so on.. I seriously suggest you to map that since just mapping the kicks as jump doesn't add any real sense of difficulty to that would be enjoyable to play on an Easy.

In any case you reject the suggestion above, ill throw in stuff you'd might want to change to make the diff more appealing and visually better: 00:02:653 (2653|3) - Move this to [2] so it doesn't stack with 00:01:846 (1846|3) - wince they're no similar sounds whatsoever.

Priority | • 00:08:192 (8192|3) - Same thing with this one, move to [3].

Priority | • 00:09:230 (9230|2) - This one to [4].

Priority | • 00:10:038 (10038|2,11076|2,11884|1,12923|1) - To save up a bit of time and to move to the next section, avoid stacking these.

Priority | • 00:15:692 - Here it is why I'm saying the maps is pretty much undermapped.. I'll give you the suggestions on what to add and why.. In that point, make a LN in [3] up to 00:16:615 - .

Priority | • 00:17:076 - LN up to 00:17:423 - in [1].

Priority | • 00:18:461 - LN up to the next one in [2], move 00:19:384 (19384|3) - to [1] for a more friendly pattern.

Priority | • 00:20:769 (20769|1) - If applied the suggestion above, move this LN to [3]

Priority | • 00:20:307 - LN up to 00:20:769 (20769|1) - in [4].

To save some time and space in the mod, you should do the same with the upcoming section 00:29:538 - .

Priority | • 00:33:230 (33230|0,33692|0,34615|0,35538|0,36230|0,36923|0) - Watch your stacks, change some of those notes to other columns for more hand balance.

Here comes the unrankeable elements i mentioned before..

Priority | • 00:30:230 (30230|0,30346|1) - Stuff such as this on an Easy is unrankeable unless the BPM is less or equal to 120 which in those cases (not in all) you can make an exception and use 1/4. Totally recommend you to delete all the 1/4 notes you have and re arrange the patterns make more friendly ones for someone that is playing this.

Said this i strongly recommend you add this change; furthermore, ill just mod the remaining patterns.

Priority | • 00:50:653 (50653|2,51692|2) - Don't stack this, move 00:50:653 (50653|2) - to [1].

Priority | • From 00:51:692 - to 00:59:076 - What i mentioned above with this violin section and the not mapped LNs.

Priority | • 01:07:846 (67846|0,68769|0,69461|0) - Remember to care about your stacks, move couple of notes to the other columns.

Priority | • 01:14:307 (74307|0,75230|0,76153|0) - (Read above)

Priority | • 01:16:153 (76153|3,77076|3) - Don't find the need to stack these since they're not the same sound at all. Might want to move 01:17:076 (77076|3) - to [1].

Priority | • 01:19:384 (79384|1,79846|0) - Switch the LN to [1] and the single to [2] so it doesn't stack with 01:18:923 (78923|1) - .

Priority | • 01:24:230 (84230|1,84923|1) - Same thing i said about the stacks again.


Well.. That's pretty much it, gl on ranking! Drop me some kudos (or not) if this mod was slightly helpful!
I've done almost all of it,but I'm not sure about changing the 1/4 notes. I'll keep them for now and see if any other modders point that out.
Thanks for the mod!
posted
Hey, my modding queue's back on track... kinda. Antalf needs to check more throughly /runs

It does have to be said, there's a lot more that can be done with this map; stopping at a Normal difficulty seems a little silly. Either you can make the difficulties yourself, or you can ask other people to help you with GDs.

[General]
AIMod: There is an audio preview time conflict between the difficulties. Make sure they're in exactly the same place.

The bitrate for the audio file is 272kbps (what?). The maximum rankable is 192kbps, so make sure you change this.

Metadata: Copy tags from here (except the first one because that's someone's name). Might also want to mention it's a shortened version somewhere.

Hitsounds: My my. This hitsounding feels very backwards. I wouldn't be worrying about hitsounds just yet. Get the chart sorted out first. in the meantime, please reduce the hitsound volume to around 40%, as it's quite loud at the moment. (Make sure the hitsounds are more or less identical across the difficulties when they are done.) I wouldn't double up on additions, as those can be extremely overpowering as well.

Offset: Unfortunately for you, I feel that the offset is at around -30 to -35. This means your first note is essentially going to disappear. Thus, you may want to put a little bit of silence in at the start of the audio file, which can be done through software such as Audacity. (Note the mod will not take into account this suggested offset change).

Background: What is with that resolution? Find a background that's 1920*1080 in size. And perhaps something slightly more relevant while you're at it, as that will help.

Alright, that's that bit done. Time to throw lots of glossary/feedback things atcha. Some of it is more relevant than others, but it's a good idea to know about it.

Mania General
First thing's first. I'm going to say mapping notes to vocals or the lead is often strongly discouraged and should be avoided. There's nothing technically wrong with it, but with following sounds for mania (what you should be doing, might I add), it can get a little cluttered, particularly for 4K and following vocals is the first thing to be dropped.

Going off of that, unlike standard, there are no filler notes in mania. That means that, if there aren't any sounds about, there shouldn't be anything there. Vocals aren't really considered as sounds for this as they're not as clear-cut as something like percussion. If there are notes where there aren't sounds, then those are ghost notes.

Avoid "anti-ghosting" as well, which is not mapping something that should be. For example, something like a snare sound shouldn't be missed. It's more often than not a problem for easier difficulties, as you can't really map many things that appear on 1/4s at high BPMs. The easy solution is to "cover the sound" with a long note (LN). A good place where people use this is in drum fills.

The thing to come after this is consistency, which is essentially mapping the same sound with exactly the same number of notes, well, consistently. A common thing would be to map bass kicks for the harder difficulties as doubles, and this would be the same throughout the rest of the map. Occasionally this can be broken, but there needs to be a very good reason as to why.

"Variety is the spice of life", as they say. Remains true for this too, you know. It's not wrong to be repetitive, but being varied (while being consistent) can make a map interesting.

Another important factor is playability. Essentially, it's trying to ensure that the patterns you map are somewhat comfortable. Of course, you can go against this, but you're going to need a reason to the tons of modders who will point it out. It's important to playtest your map often and think about the players it will be aimed for. (The most common way most people do this is through spreading the notes out across all of the columns evenly.)

Lastly, progression. Easier difficulties should essentially be a more basic version of harder difficulties, rather than a different entity altogether. Simply, there shouldn't be anything in an Easy or Normal that would be absent in a Hard or an Insane, for example. The other thing is, there can't really be too much of a difference between difficulties, as the jump would be unreasonable to players trying to progress onto the harder difficulties.

If anything, practice will improve your mapping skills, as it does anyone. But knowing about these will certainly help, as it has for me. :)

Of course, if there's anything here that you don't understand, feel free to PM me somewhere.


Hopefully, this should highlight most of the issues present within the map. Most of the stuff I'll specifically point out (which won't be everything) will either be examples or stuff that I couldn't find how to categorise.

0|1|2|3 (because that's how they appear pasted from the editor)

Easy
  1. 00:00:807 (807|3,2653|3,4500|1) - These notes on the 1/4s... I understand where you're coming from for these, but it might be a tiny bit awkward for newer players. particularly at the start of the song, it might be a better idea to move these onto the 1/1s (white lines). You're better off following the basic drum pattern here. (Hey look I'm another modder pointing it out)
  2. 00:11:538 (11538|2,11884|1) - Perhaps switch these two notes around to avoid the stack in col 2.
  3. 00:15:692 (15692|2) - I'm not sure what exactly you want to follow here, since the violin changes 1/4 earlier.
  4. 00:19:384 (19384|0) - ^
  5. 00:21:115 (21115|3) - The violin starts 1/4 earlier. Might also want to move into col 0 or 1 for a little bit of hand balance; the way it is right now might be a little awkward for newer players.
  6. 00:28:500 (28500|0) - Violin starts 1/4 earlier here as well.
  7. 00:29:538 - It's not exactly clear what you're following here in this section.
  8. 00:30:230 (30230|0,30346|1) - Going to have to challenge things like this. (déjà vu, right?) What you could do would be to remove 00:30:230 (30230|0), which would still achieve the same effect, more or less.
  9. 00:31:384 (31384|0,31846|3) - Very confused as to what these are following, particularly the second one, which overlaps one and a half notes (conflicts with Normal). Have a think about this one.
  10. 00:37:384 (37384|2,37615|3,37730|2,38307|2) - A little unbalanced hand and column-wise for this measure.
  11. 00:59:769 (59769|3,59884|2) - Y'know, this thing again.
Normal
Why OD 9 HP 9? Reduce to 7.5 for both, please; 9 is way too much.

Not really consistent at all across both difficulties about where doubles land. Thus, I'm going to have to challenge consistency on the entire mapset as a whole.

I won't provide solutions for you, since no doubt the map will change a lot anyway and it'd be better if the idea came from yourself rather than me.

  1. 00:01:153 (1153|0,1384|0) - This stack looks seemingly random, especially since something like this doesn't appear for a good while afterwards.
  2. 00:28:500 (28500|2) - This feels inconsistent with the current LN pattern you have going on here.
  3. 00:29:538 (29538|2) - Any particular reason why there's just one note here?
  4. 00:59:884 (59884|2,60230|2,60692|2,60923|2) - Not much column balance here.


Kinda struggling to suggest things... but try and use the concepts up above to make your own judgements about it.


I can come back to look at this at a later date (give it a month or so) if you want me to. I'll see how this map has progressed then.

Hope this helps and best of luck! :)
posted
Adiopulse's Mod


Normal
the double at the start of the song are very inconsistent, doubles should be mapped to the claps. like at 00:01:384 00:02:307 00:03:230 00:04:153

00:16:615 (16615|3) extend this 2 ticks
00:17:076 should be a ln 2 ticks long
00:20:307 (20307|2) extend 1 tick
00:20:653 (20653|3) move up one and

00:24:000 should be ln here
00:24:461 (24461|3) extend by one tick
00:24:692 (24692|2) move up one and shorten by 1 tick
00:28:153 ln here

00:32:076 (32076|3) it sounds like this violin noise is played just a bit later

00:57:576 (57576|2,57692|0,57923|3,58038|1) you know what to do


map needs tags
posted

Adiopulse wrote:

Adiopulse's Mod


Normal
the double at the start of the song are very inconsistent, doubles should be mapped to the claps. like at 00:01:384 00:02:307 00:03:230 00:04:153

00:16:615 (16615|3) extend this 2 ticks
00:17:076 should be a ln 2 ticks long
00:20:307 (20307|2) extend 1 tick
00:20:653 (20653|3) move up one and

00:24:000 should be ln here
00:24:461 (24461|3) extend by one tick
00:24:692 (24692|2) move up one and shorten by 1 tick
00:28:153 ln here

00:32:076 (32076|3) it sounds like this violin noise is played just a bit later

00:57:576 (57576|2,57692|0,57923|3,58038|1) you know what to do


map needs tags

Asherz007 wrote:

Hey, my modding queue's back on track... kinda. Antalf needs to check more throughly /runs

It does have to be said, there's a lot more that can be done with this map; stopping at a Normal difficulty seems a little silly. Either you can make the difficulties yourself, or you can ask other people to help you with GDs.

[General]
AIMod: There is an audio preview time conflict between the difficulties. Make sure they're in exactly the same place.

The bitrate for the audio file is 272kbps (what?). The maximum rankable is 192kbps, so make sure you change this.

Metadata: Copy tags from here (except the first one because that's someone's name). Might also want to mention it's a shortened version somewhere.

Hitsounds: My my. This hitsounding feels very backwards. I wouldn't be worrying about hitsounds just yet. Get the chart sorted out first. in the meantime, please reduce the hitsound volume to around 40%, as it's quite loud at the moment. (Make sure the hitsounds are more or less identical across the difficulties when they are done.) I wouldn't double up on additions, as those can be extremely overpowering as well.

Offset: Unfortunately for you, I feel that the offset is at around -30 to -35. This means your first note is essentially going to disappear. Thus, you may want to put a little bit of silence in at the start of the audio file, which can be done through software such as Audacity. (Note the mod will not take into account this suggested offset change).

Background: What is with that resolution? Find a background that's 1920*1080 in size. And perhaps something slightly more relevant while you're at it, as that will help.

Alright, that's that bit done. Time to throw lots of glossary/feedback things atcha. Some of it is more relevant than others, but it's a good idea to know about it.

Mania General
First thing's first. I'm going to say mapping notes to vocals or the lead is often strongly discouraged and should be avoided. There's nothing technically wrong with it, but with following sounds for mania (what you should be doing, might I add), it can get a little cluttered, particularly for 4K and following vocals is the first thing to be dropped.

Going off of that, unlike standard, there are no filler notes in mania. That means that, if there aren't any sounds about, there shouldn't be anything there. Vocals aren't really considered as sounds for this as they're not as clear-cut as something like percussion. If there are notes where there aren't sounds, then those are ghost notes.

Avoid "anti-ghosting" as well, which is not mapping something that should be. For example, something like a snare sound shouldn't be missed. It's more often than not a problem for easier difficulties, as you can't really map many things that appear on 1/4s at high BPMs. The easy solution is to "cover the sound" with a long note (LN). A good place where people use this is in drum fills.

The thing to come after this is consistency, which is essentially mapping the same sound with exactly the same number of notes, well, consistently. A common thing would be to map bass kicks for the harder difficulties as doubles, and this would be the same throughout the rest of the map. Occasionally this can be broken, but there needs to be a very good reason as to why.

"Variety is the spice of life", as they say. Remains true for this too, you know. It's not wrong to be repetitive, but being varied (while being consistent) can make a map interesting.

Another important factor is playability. Essentially, it's trying to ensure that the patterns you map are somewhat comfortable. Of course, you can go against this, but you're going to need a reason to the tons of modders who will point it out. It's important to playtest your map often and think about the players it will be aimed for. (The most common way most people do this is through spreading the notes out across all of the columns evenly.)

Lastly, progression. Easier difficulties should essentially be a more basic version of harder difficulties, rather than a different entity altogether. Simply, there shouldn't be anything in an Easy or Normal that would be absent in a Hard or an Insane, for example. The other thing is, there can't really be too much of a difference between difficulties, as the jump would be unreasonable to players trying to progress onto the harder difficulties.

If anything, practice will improve your mapping skills, as it does anyone. But knowing about these will certainly help, as it has for me. :)

Of course, if there's anything here that you don't understand, feel free to PM me somewhere.


Hopefully, this should highlight most of the issues present within the map. Most of the stuff I'll specifically point out (which won't be everything) will either be examples or stuff that I couldn't find how to categorise.

0|1|2|3 (because that's how they appear pasted from the editor)

Easy
  1. 00:00:807 (807|3,2653|3,4500|1) - These notes on the 1/4s... I understand where you're coming from for these, but it might be a tiny bit awkward for newer players. particularly at the start of the song, it might be a better idea to move these onto the 1/1s (white lines). You're better off following the basic drum pattern here. (Hey look I'm another modder pointing it out)
  2. 00:11:538 (11538|2,11884|1) - Perhaps switch these two notes around to avoid the stack in col 2.
  3. 00:15:692 (15692|2) - I'm not sure what exactly you want to follow here, since the violin changes 1/4 earlier.
  4. 00:19:384 (19384|0) - ^
  5. 00:21:115 (21115|3) - The violin starts 1/4 earlier. Might also want to move into col 0 or 1 for a little bit of hand balance; the way it is right now might be a little awkward for newer players.
  6. 00:28:500 (28500|0) - Violin starts 1/4 earlier here as well.
  7. 00:29:538 - It's not exactly clear what you're following here in this section.
  8. 00:30:230 (30230|0,30346|1) - Going to have to challenge things like this. (déjà vu, right?) What you could do would be to remove 00:30:230 (30230|0), which would still achieve the same effect, more or less.
  9. 00:31:384 (31384|0,31846|3) - Very confused as to what these are following, particularly the second one, which overlaps one and a half notes (conflicts with Normal). Have a think about this one.
  10. 00:37:384 (37384|2,37615|3,37730|2,38307|2) - A little unbalanced hand and column-wise for this measure.
  11. 00:59:769 (59769|3,59884|2) - Y'know, this thing again.
Normal
Why OD 9 HP 9? Reduce to 7.5 for both, please; 9 is way too much.

Not really consistent at all across both difficulties about where doubles land. Thus, I'm going to have to challenge consistency on the entire mapset as a whole.

I won't provide solutions for you, since no doubt the map will change a lot anyway and it'd be better if the idea came from yourself rather than me.

  1. 00:01:153 (1153|0,1384|0) - This stack looks seemingly random, especially since something like this doesn't appear for a good while afterwards.
  2. 00:28:500 (28500|2) - This feels inconsistent with the current LN pattern you have going on here.
  3. 00:29:538 (29538|2) - Any particular reason why there's just one note here?
  4. 00:59:884 (59884|2,60230|2,60692|2,60923|2) - Not much column balance here.


Kinda struggling to suggest things... but try and use the concepts up above to make your own judgements about it.


I can come back to look at this at a later date (give it a month or so) if you want me to. I'll see how this map has progressed then.

Hope this helps and best of luck! :)
Added most of it. Thanks for the mod!
posted
Hi newband

NM Req from Chochoa's Queue

Feel Free to Reject My Mods

1|2|3|4

Mod Inside
General
- your bg need to fixed , you can take this

Easy

00:03:692 (3692|0) - move to col 2 to avoid this 00:03:230 (3230|0,3692|0) -
00:00:923 - & 00:13:846 - & 00:02:769 - & 00:04:615 - etc, idk why you not mapping kick sound?
00:15:576 - i think ln should end here 00:15:692 - and else
00:15:576 (15576|2) - move to 00:15:692 -
00:22:961 (22961|1) - move this to col 4 feel better for meh
00:27:692 (27692|3) - move to col 2
00:28:153 (28153|1) - move to col 1
00:28:384 (28384|0) - move to col 4
avoid this 00:29:538 (29538|2,30000|2) -
00:48:807 (48807|1) - move to col 2 , to make this 00:46:153 (46153|0,46961|3) - flow xd
00:49:846 (49846|2) - col 4 would be better
01:10:846 (70846|3,70961|3) - what?? delete that and add note here 01:11:076 - , or
if you want to keep it trying to avoid jack like that
01:14:307 (74307|3) - move to col 2
01:15:230 - col 1
01:18:000 (78000|3,78230|3) - & 01:25:384 (85384|1,85615|1) - avoid this on easy

Normal

00:17:307 (17307|0) - i think should start from 00:17:538 - ?
00:20:769 (20769|1) - don't need to follow that just layering a violin sound
01:12:000 (72000|3,72000|1,72230|2,72461|3,72692|1,72692|2,73153|1,73384|3,73615|1,73846|3,73846|2) - to heavy on right hand, re arranged plz
01:15:692 (75692|2) - maybe move to col 1?



sorry for late mods
goodluck~
posted

ChochoaLatte- wrote:

Hi newband

NM Req from Chochoa's Queue

Feel Free to Reject My Mods

1|2|3|4

Mod Inside
General
- your bg need to fixed , you can take this

Easy

00:03:692 (3692|0) - move to col 2 to avoid this 00:03:230 (3230|0,3692|0) -
00:00:923 - & 00:13:846 - & 00:02:769 - & 00:04:615 - etc, idk why you not mapping kick sound?
00:15:576 - i think ln should end here 00:15:692 - and else
00:15:576 (15576|2) - move to 00:15:692 -
00:22:961 (22961|1) - move this to col 4 feel better for meh
00:27:692 (27692|3) - move to col 2
00:28:153 (28153|1) - move to col 1
00:28:384 (28384|0) - move to col 4
avoid this 00:29:538 (29538|2,30000|2) -
00:48:807 (48807|1) - move to col 2 , to make this 00:46:153 (46153|0,46961|3) - flow xd
00:49:846 (49846|2) - col 4 would be better
01:10:846 (70846|3,70961|3) - what?? delete that and add note here 01:11:076 - , or
if you want to keep it trying to avoid jack like that
01:14:307 (74307|3) - move to col 2
01:15:230 - col 1
01:18:000 (78000|3,78230|3) - & 01:25:384 (85384|1,85615|1) - avoid this on easy

Normal

00:17:307 (17307|0) - i think should start from 00:17:538 - ?
00:20:769 (20769|1) - don't need to follow that just layering a violin sound
01:12:000 (72000|3,72000|1,72230|2,72461|3,72692|1,72692|2,73153|1,73384|3,73615|1,73846|3,73846|2) - to heavy on right hand, re arranged plz
01:15:692 (75692|2) - maybe move to col 1?



sorry for late mods
goodluck~
I added about half of it. I might consider applying more changes if more modders point that out.
Thanks for the mod!
posted
No hard diff? Music allows you to make it so why not
Easy:
00:00:461 (461|1,1384|2) - would be really cool if you place these notes on same column, should be smth like 00:00:000 - https://puu.sh/x2hGI/f29504d483.png

00:33:230 - 00:36:923 - 00:40:615 - i don't see reasons for doubles, there are not special sounds here like 00:29:538 - 00:44:307

01:10:846 (70846|3,70961|3) - please no. That 1/4 jack is too hard for easy diff

01:13:846 - should be double

01:28:615 - ^

Normal:
00:01:153 - should be single, 00:01:384 - double

01:01:615 - 01:05:307 - 01:09:000 - and etc. why doubles? explain
00:59:538 - 01:00:461 - 01:01:384 - and etc. - better to put doubles for these sounds
Good luck
posted

Mage wrote:

No hard diff? Music allows you to make it so why not (I was considering it,but I'm kinda close to get my map at least bubbled,however I'll definitely start asking for GD's in my future maps)
Easy:
00:00:461 (461|1,1384|2) - would be really cool if you place these notes on same column, should be smth like 00:00:000 - https://puu.sh/x2hGI/f29504d483.png (I'll just keep it,seems better like that)

00:33:230 - 00:36:923 - 00:40:615 - i don't see reasons for doubles, there are not special sounds here like 00:29:538 - 00:44:307 (Done)

01:10:846 (70846|3,70961|3) - please no. That 1/4 jack is too hard for easy diff (Forgot to upload the previous mod :p)

01:13:846 - should be double (Done)

01:28:615 - ^ (Again,forgot to upload previous mod but would do anyways)

Normal:
00:01:153 - should be single, 00:01:384 - double (Done)

01:01:615 - 01:05:307 - 01:09:000 - and etc. why doubles? explain (I was trying to follow the violin rather than the beat there,but I might consider a change)
00:59:538 - 01:00:461 - 01:01:384 - and etc. - better to put doubles for these sounds(I've added the first two,but
the 3rd one doesn't really follow the violin,so I'll pass)
Good luck
Thanks for the mod!
posted
hii newbandpro,, from my queue
let's do it !
free to reject

COLUMN
1|2|3|4

general
no tags in easy diff,
un-check widescreen support in easy diff
easy
00:12:000 (12000|2) - move to col 2
00:30:000 (30000|2) - move to col 4 for avoid jack 00:30:923 (30923|3) - to col 2 if accept 00:31:384 (31384|0) - to col 3
00:39:230 (39230|1) - move to col 1 for ^^
this LN 00:58:038 (58038|1) - start from here 00:57:923 - if accept https://osu.ppy.sh/ss/8775866
01:00:461 (60461|1) - move to col 4
01:10:153 (70153|1,70615|0) - move 1 col to right
01:12:461 (72461|2,73153|0) - what it this ? delete because Has not changed part yet
01:14:307 (74307|1) - move to col 1
01:18:923 (78923|1) - move to col 3
normal
00:00:000 (0|1) - i think move to col 4 is better
if accept 00:01:153 (1153|0) - move to col 2 00:01:384 (1384|2) - col 1 00:01:846 (1846|0) - col 2
=if you use jack, 00:04:846 (4846|3,5076|2) - ctrl+g 00:05:538 (5538|0) - move to col 3
=if not use jack, 00:06:000 (6000|0) - to col 3 00:10:038 (10038|3) - col 3 00:11:884 (11884|0) - col 2
00:15:230 (15230|0) - col 2
00:18:461 - why 1 note ? add in col 2 for consistency
00:21:000 - why not same with easy ? LN start from here
00:28:384 - ^^
00:36:230 - i suggest https://osu.ppy.sh/ss/8776015
00:38:307 (38307|0,38538|3) - ctrl+g 00:38:769 (38769|2) - move to col 4
00:39:923 (39923|3) - to col 1 00:40:384 (40384|2) - to col 4
00:43:615 - suggest again :3 https://osu.ppy.sh/ss/8776027
00:50:307 (50307|1) - move to col 1
00:54:000 - why not ? https://osu.ppy.sh/ss/8776033
00:58:384 - again :3 https://osu.ppy.sh/ss/8776039

ok that's all, i hope this helping :D:D

GL boi :):)
posted

atian540 wrote:

hii newbandpro,, from my queue
let's do it !
free to reject

COLUMN
1|2|3|4

general
no tags in easy diff,
un-check widescreen support in easy diff
easy
00:12:000 (12000|2) - move to col 2
00:30:000 (30000|2) - move to col 4 for avoid jack 00:30:923 (30923|3) - to col 2 if accept 00:31:384 (31384|0) - to col 3
00:39:230 (39230|1) - move to col 1 for ^^
this LN 00:58:038 (58038|1) - start from here 00:57:923 - if accept https://osu.ppy.sh/ss/8775866
01:00:461 (60461|1) - move to col 4
01:10:153 (70153|1,70615|0) - move 1 col to right
01:12:461 (72461|2,73153|0) - what it this ? delete because Has not changed part yet
01:14:307 (74307|1) - move to col 1
01:18:923 (78923|1) - move to col 3
normal
00:00:000 (0|1) - i think move to col 4 is better
if accept 00:01:153 (1153|0) - move to col 2 00:01:384 (1384|2) - col 1 00:01:846 (1846|0) - col 2
=if you use jack, 00:04:846 (4846|3,5076|2) - ctrl+g 00:05:538 (5538|0) - move to col 3
=if not use jack, 00:06:000 (6000|0) - to col 3 00:10:038 (10038|3) - col 3 00:11:884 (11884|0) - col 2
00:15:230 (15230|0) - col 2
00:18:461 - why 1 note ? add in col 2 for consistency
00:21:000 - why not same with easy ? LN start from here
00:28:384 - ^^
00:36:230 - i suggest https://osu.ppy.sh/ss/8776015
00:38:307 (38307|0,38538|3) - ctrl+g 00:38:769 (38769|2) - move to col 4
00:39:923 (39923|3) - to col 1 00:40:384 (40384|2) - to col 4
00:43:615 - suggest again :3 https://osu.ppy.sh/ss/8776027
00:50:307 (50307|1) - move to col 1
00:54:000 - why not ? https://osu.ppy.sh/ss/8776033
00:58:384 - again :3 https://osu.ppy.sh/ss/8776039

ok that's all, i hope this helping :D:D

GL boi :):)
Done a majority of the mods.
Thanks for the mod!
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