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Arata Iiyoshi & Ishizuna Atsuhiro - Exploration Team Theme [

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Topic Starter
Zedther
This beatmap was submitted using in-game submission on Wednesday, November 21, 2018 at 6:48:02 PM

Artist: Arata Iiyoshi & Ishizuna Atsuhiro
Title: Exploration Team Theme
Source: ポケモン不思議のダンジョン
Tags: Pokemon Mystery Dungeon
BPM: 130
Filesize: 1997kb
Play Time: 01:18
Difficulties Available:
  1. Coryn's Oni (4.12 stars, 392 notes)
  2. Hard (2.47 stars, 155 notes)
  3. Muzukashii (2.96 stars, 234 notes)
Download: Arata Iiyoshi & Ishizuna Atsuhiro - Exploration Team Theme
Information: Scores/Beatmap Listing
---------------
Pokemon Mystery Dungeon
OPENING THEME




Thanks for playing!
Dizick
[Guildmaster]
I think for this map Bear Snap Division - 1/6
https://puu.sh/wQfB1/2c653a5a02.png - fix it
00:02:406 (2,3,4,5,6) - do the same spacing
00:29:175 (2,1,2) - https://puu.sh/wQfO8/5d75c31b98.png
01:07:944 (5) - remake this slider pls, do like this 01:08:405 (6) -
Topic Starter
Zedther

My Angel DanyL wrote:

[Guildmaster]
I think for this map Bear Snap Division - 1/6
https://puu.sh/wQfB1/2c653a5a02.png - fix it
Being that this is essentially my first attempt at getting a map ranked,
I'm not sure what all of those errors in Aimod mean, or how to fix them.

EDIT: nvm, I did some quick googling - I think I somewhat know what I'm doing now 8-)

So far, you've been a massive help - I resolved those other issues, I'm just going to fix all of that junk that Aimod picked up on before I submit the updated version.
Topic Starter
Zedther

Zedther wrote:

My Angel DanyL wrote:

[Guildmaster]
I think for this map Bear Snap Division - 1/6
https://puu.sh/wQfB1/2c653a5a02.png - fix it
Being that this is essentially my first attempt at getting a map ranked,
I'm not sure what all of those errors in Aimod mean, or how to fix them.

EDIT: nvm, I did some quick googling - I think I somewhat know what I'm doing now 8-)

So far, you've been a massive help - I resolved those other issues, I'm just going to fix all of that junk that Aimod picked up on before I submit the updated version.
Updated: I have successfully resolved every single error which AIMod had previously picked up, and as I said before, I have fixed the spacing on some quads
(including the one bit you pointed out) throughout the map.
Also, I feel as though 1/8 is a far better snap division, as 1/6 just feels out of rhythm.

Huge thanks for your help! :D
Kami North
Timing
  1. I noticed right off the bat you have Offset 0. This 99% of the time makes for an off-timed map! Going around a bit, I found offset 1,496 to work well.
  2. There are no Kiais within the map! Use green timing ticks to toggle Kiai in the most important parts of the song :0
Easy

SPOILER
Hitsounds feel a bit odd. Be sure to correlate specific rhythm into specific hitsounds! Summing up the below list, try to make curves more smooth and use no more than 3-4 points! It makes odd shapes with so many of them. Also, try getting more basic straightforward rhythms for the kicksliders, e.g. 1/1 Sliders.

  1. Difficulty aspects (CS, AR, OD, and HP) unbalanced. For an Easy, you want up to 3 on OD, AR, and HP.
  2. 00:01:959 (2) - Curve with slider is strong, try to make it flow more
  3. 00:02:882 (3) - Clap Sound suggested (opinion)
  4. 00:03:344 (4) - A strange curve shape, don't make it too detailed! Basic curves are mostly used.
  5. 00:07:959 (8) - Very irregular, giving a "dirty" look. The cleaner and easier the curves, the better.
  6. 00:09:343 (2) - ^
  7. 00:10:728 (4) - ^ try
  8. 00:14:420 (8) - ^ using (also object out of bounds)
  9. 00:15:805 (1) - ^ less (also object out of bounds)
  10. 00:18:574 (1) - ^ points
  11. 00:22:728 (6) - ^ here
  12. 00:23:650 (7) - ^ xd
  13. 00:25:498 (2) - ^
  14. 00:27:344 (4) - Clean curve but a bit sharp, flow reasoning. Also, object out of bounds.
  15. 00:28:267 (5) - Mix of dirty and sharp
  16. 00:30:112 (7) - Strange hook on slider?
  17. 00:34:728 (1) - Object out of bounds.
  18. 00:35:650 (2) - ^
  19. 00:36:574 (4) - "Dirty slider".
  20. 00:37:959 (6) - An advanced kickslider for an easy diff, try putting a 1/1 snap slider there instead?
  21. 00:39:805 (9) - ^
  22. 00:41:190 (2) - "Dirty slider".
  23. 00:43:036 (5) - Breaks common flow, which isn't represented in song
  24. 00:44:421 (6,7) - Objects out of bounds.
  25. 00:45:344 (8) - Advanced rhythm, and out of bounds.
  26. 00:48:574 (5) - Object out of bounds.
  27. 00:52:728 (3) - Advanced rhythm.
  28. 00:56:420 (1) - ^
  29. 00:57:805 (3) - "Dirty slider".
  30. 01:00:574 (7) - Try to get a cleaner result of the slider here, although fitting and okay in current state.
  31. 01:03:344 (1) - Advanced rhythm
  32. 01:04:267 (2) - "Dirty slider".
  33. 01:06:113 (5) - ^
  34. 01:07:498 (6) - ^
  35. 01:08:882 (8) - ^
  36. 01:09:806 (1) - ^
  37. 01:15:344 (3) - ^ Strange hook.
Topic Starter
Zedther

Nutik wrote:

Timing
  1. I noticed right off the bat you have Offset 0. This 99% of the time makes for an off-timed map! Going around a bit, I found offset 1,496 to work well.
  2. There are no Kiais within the map! Use green timing ticks to toggle Kiai in the most important parts of the song :0
Easy

SPOILER
Hitsounds feel a bit odd. Be sure to correlate specific rhythm into specific hitsounds! Summing up the below list, try to make curves more smooth and use no more than 3-4 points! It makes odd shapes with so many of them. Also, try getting more basic straightforward rhythms for the kicksliders, e.g. 1/1 Sliders.

  1. Difficulty aspects (CS, AR, OD, and HP) unbalanced. For an Easy, you want up to 3 on OD, AR, and HP.
  2. 00:01:959 (2) - Curve with slider is strong, try to make it flow more
  3. 00:02:882 (3) - Clap Sound suggested (opinion)
  4. 00:03:344 (4) - A strange curve shape, don't make it too detailed! Basic curves are mostly used.
  5. 00:07:959 (8) - Very irregular, giving a "dirty" look. The cleaner and easier the curves, the better.
  6. 00:09:343 (2) - ^
  7. 00:10:728 (4) - ^ try
  8. 00:14:420 (8) - ^ using (also object out of bounds)
  9. 00:15:805 (1) - ^ less (also object out of bounds)
  10. 00:18:574 (1) - ^ points
  11. 00:22:728 (6) - ^ here
  12. 00:23:650 (7) - ^ xd
  13. 00:25:498 (2) - ^
  14. 00:27:344 (4) - Clean curve but a bit sharp, flow reasoning. Also, object out of bounds.
  15. 00:28:267 (5) - Mix of dirty and sharp
  16. 00:30:112 (7) - Strange hook on slider?
  17. 00:34:728 (1) - Object out of bounds.
  18. 00:35:650 (2) - ^
  19. 00:36:574 (4) - "Dirty slider".
  20. 00:37:959 (6) - An advanced kickslider for an easy diff, try putting a 1/1 snap slider there instead?
  21. 00:39:805 (9) - ^
  22. 00:41:190 (2) - "Dirty slider".
  23. 00:43:036 (5) - Breaks common flow, which isn't represented in song
  24. 00:44:421 (6,7) - Objects out of bounds.
  25. 00:45:344 (8) - Advanced rhythm, and out of bounds.
  26. 00:48:574 (5) - Object out of bounds.
  27. 00:52:728 (3) - Advanced rhythm.
  28. 00:56:420 (1) - ^
  29. 00:57:805 (3) - "Dirty slider".
  30. 01:00:574 (7) - Try to get a cleaner result of the slider here, although fitting and okay in current state.
  31. 01:03:344 (1) - Advanced rhythm
  32. 01:04:267 (2) - "Dirty slider".
  33. 01:06:113 (5) - ^
  34. 01:07:498 (6) - ^
  35. 01:08:882 (8) - ^
  36. 01:09:806 (1) - ^
  37. 01:15:344 (3) - ^ Strange hook.
Updated: All objects have been moved in bounds, and all "dirty sliders" have been simplified. I have also properly utilized hit sounds throughout all difficulties and used a suitable offset, although I'm wondering whether this new offset (1496) either harms or doesn't harm the beat and rhythm of the map. Also, a lot of weird sharp curved sliders have been simplified :p
Thanks for the help! 8-)
NightOwl2023
Free NM because I felt like it ¯\_(ツ)_/¯

[Guildmaster]
00:08:361 (5,6) - This could be stacked better
00:08:880 (1) - Optional | I would recommend a slider starting at 00:08:707 to 00:08:880 so that it captures the drum sound and the note on the white tick
00:40:265 (6) - This slider could be neater
00:45:342 (4,5,6,7) - This stream could be neater
01:15:226 (5,1,2,3,1,2,3,4) - These triples and 1/4 reverse sliders don't actually reflect the singular note. Try replacing them with just circles

[Normal]
00:04:726 (2,3,4) - There are 4 drum sounds in total, but you only mapped the first one and last 2, skipping the one at 00:04:871
00:14:419 (4) - Slider shape could be neater
00:54:111 (5) - Could be neater here as well so it doesn't overlap with 00:56:726 (2,3)
01:17:034 (1,1,1,1) - I don't really think it's necessary to have these 4 circles all be new combos :/

[Easy]
01:18:111 (2) - Optional | For the sake of aesthetics you could move this circle on top of 01:16:265 (4) so the overlap isn't really noticeable

I hope this helps and GL with ranking this!
-Starz
P.S. Keep in mind that this is from the view of a 100k player with minimal modding experience :|
Topic Starter
Zedther

Starz15 wrote:

Free NM because I felt like it ¯\_(ツ)_/¯

[Guildmaster]
00:08:361 (5,6) - This could be stacked better
00:08:880 (1) - Optional | I would recommend a slider starting at 00:08:707 to 00:08:880 so that it captures the drum sound and the note on the white tick
00:40:265 (6) - This slider could be neater
00:45:342 (4,5,6,7) - This stream could be neater
01:15:226 (5,1,2,3,1,2,3,4) - These triples and 1/4 reverse sliders don't actually reflect the singular note. Try replacing them with just circles

[Normal]
00:04:726 (2,3,4) - There are 4 drum sounds in total, but you only mapped the first one and last 2, skipping the one at 00:04:871
00:14:419 (4) - Slider shape could be neater
00:54:111 (5) - Could be neater here as well so it doesn't overlap with 00:56:726 (2,3)
01:17:034 (1,1,1,1) - I don't really think it's necessary to have these 4 circles all be new combos :/

[Easy]
01:18:111 (2) - Optional | For the sake of aesthetics you could move this circle on top of 01:16:265 (4) so the overlap isn't really noticeable

I hope this helps and GL with ranking this!
-Starz
P.S. Keep in mind that this is from the view of a 100k player with minimal modding experience :|
Updated: Thanks for the help, I really do appreciate it! :D
Kami North
The easy diff is looking a lot nicer! There are still 2 dirty sliders at 00:15:803 (1) - (the strange hook) and 00:41:188 (2) - (the strange v-like curve, of which you can also use a red point to make a clean _/ shape). However, I do see that looking a lot nicer otherwise! Excellent work, I'd love to see this song ranked! :)

SPOILER
and now for the next diff, Normal.
  1. 00:05:649 (5,6) - Sliders overlapping
  2. 00:10:111 (6,7) - For these objects involving the Kickslider, I suggest instead using a pattern more like this: https://osu.ppy.sh/ss/8674613
  3. 00:11:957 (11,12) - ^
  4. 00:14:419 (4) - The angle on this slider feels a bit uneven and tilted, try to make it more even
  5. 00:15:649 (1,2) - The kickslider issue, see 10.111s above
  6. 00:23:188 (2) - Similar matters, kicksliders just seem for at least "Hard" difficulties.
  7. 00:25:034 (3) - ^
  8. 00:26:419 (1,2) - Opinion - I'd suggest direct overlapping instead of stack-maneuvering (the tiny bit to the down right) for these sliders.
  9. 00:33:342 (1) - Back to the dirty slider matter, I find lots of new mappers do this. Clean maps are much more likely to progress to ranked! :?
  10. 00:54:111 (5) - See 14.419s, uneven slider angles
  11. 01:05:496 (4) - Usually, especially on lower diffs, 1/3 or 1/4 sliders would never have more than 2 reverse arrows. Try to find another fitting rhythm example here.
  12. 01:09:342 (1) - Awkward curve angle, boomerang-like but curved.


Suggestions! :V

For the straight sliders, try adding a bit of curve to them, or try utilizing red points too. Those can be fun! :) Straight sliders make it seem dull when overused.
Fursum
hi

You shouldn't use red lines for kiais. Red lines reset the metronome so your timing would be wrong. Use green lines instead.

You shouldn't use countdown in the song setup>design tab as well. It doesn't have time to play anyways.


[Easy]

When mapping, try to think about which sounds should be clickable. For example, 00:50:419 - there is a bell at this point, but you click at 00:49:957 - which you did not make it clickable here 00:37:034 -
There are many other examples like this.

Also avoid rythm variations on similar sections in an easy diff.

00:19:957 (7) - Don't do multiple reverses unless its a long slider, maybe a 2/1 etc.

00:41:188 (2) - No need for many anchors, just keep the shape simple.

Visual spacing was fine though, nice work on that.

[Normal]

You shouldn't use multiple reverses in a 1/2 slider.

00:17:649 - This should be avoided as well. Don't use many 1/6 clicks back to back. This is almost a stream, doesn't have any place in a normal.

00:31:188 (1,1) - Currently the slider appears before the spinner finishes, also slider needs a bit more recovery time before the next object.

01:00:726 (1,1) - ^

[Guildmaster]

00:19:496 (2,3,4,5) - These patterns look hand placed most of the time, if you use slider to stream converting tool they will look much better.

00:08:361 - The map doesn't need any 1/8 notes, its essentially a 260 bpm triple lol

00:26:419 (1) - This slider isnt snapped to 1/6, not sure if there are any others.



I listed one point each for the issues but they apply to other objects on the map, no need to list every 1/2 multi-reverse slider or 1/2 circle rows.
Topic Starter
Zedther
Updated: Some dirty sliders fixed, and just some slight edits...

Thanks everyone for your feedback!
:D
Topic Starter
Zedther
Updated: 27/9/2017

Okay so I've updated the map again...
-Removed Normal Difficulty
-Improved hitsounds and placing of new combos on both difficulties
-Improved structuring on notes on both maps
-Song setup has been changed to better suite players in the ranges of the respective maps; things like OD, AR, HP Drain have been changed.
-Background has been horizontally flipped so that the focal point isn't being covered by the osu song list

That's all 8-)
DeletedUser_10209520
Hello!

From my queue:

This is gonna be a weird mod, because it's not pointing out problems with individual objects - it's a more a b s t r a c t problem overall with both maps.

That problem is slider flow.

I'm nowhere near experienced enough to properly explain slider flow, so here's a video explaining it instead:



Generally, I'm considering a slider's visual flow here, because it's awkward sometimes throughout your maps.

Here's some points around your maps you might want to consider reworking:

Easy
00:01:957 (2,3,4) - The note in the middle has potential for good flow, but doesn't follow either slider's visual or circular flow.
00:12:111 (5,1,2) - Flow bends off at a right angle. Pulling note 1 in and pushing note 2 out to follow a curve - and the slider's circular flow - would be advisable here.
00:23:649 (4,1,2) - More right angles - pushing the sliders further to the left would fix this easily.
00:39:803 (3,4,5) - right angles blahblahblah, moving note 4 down, angling slider 3 toward the note or moving slider 3 up would fix this.
00:52:726 (6,1,2,3) - Try turning 1 2 and 3 into a curve to follow circular flow.
01:14:880 (4,5) - Awkward right angle - try curving slider 5 to follow a smoother flow.

Guildmaster
00:01:496 (1,2) - Jerky angle, curve 2 more?
00:03:188 (5,6) - Slider heads in slightly weird direction, rotate just a couple degrees further counter-clockwise to fix.
00:04:265 (1,2,3,4,5) - More weird slider flow here.
00:14:419 (4,1,2,3,4) - This break in flow might be for emphasis, but I'll list it here anyway.
00:35:188 (5,6) - yeah this one's obvious
00:37:496 (4,5,6,7) - Move this stream in line with the slider to avoid an awkward jerk.
01:10:572 (9,10,11,12) - 90 degree turn - rotate 10 11 and 12 for a smoother flow.

Whilst slider flow should generally be followed, don't think that you're not allowed to break it. However, it should be broken to emphasise important notes, not midway through a melody.

Also why does Easy have the borders around the image as if there's a storyboard?

Anyway, good luck in future mapping!

GL, HF!
Topic Starter
Zedther

SuperCSGO wrote:

Hello!

From my queue:

This is gonna be a weird mod, because it's not pointing out problems with individual objects - it's a more a b s t r a c t problem overall with both maps.

That problem is slider flow.

I'm nowhere near experienced enough to properly explain slider flow, so here's a video explaining it instead:



Generally, I'm considering a slider's visual flow here, because it's awkward sometimes throughout your maps.

Here's some points around your maps you might want to consider reworking:

Easy
00:01:957 (2,3,4) - The note in the middle has potential for good flow, but doesn't follow either slider's visual or circular flow.
00:12:111 (5,1,2) - Flow bends off at a right angle. Pulling note 1 in and pushing note 2 out to follow a curve - and the slider's circular flow - would be advisable here.
00:23:649 (4,1,2) - More right angles - pushing the sliders further to the left would fix this easily.
00:39:803 (3,4,5) - right angles blahblahblah, moving note 4 down, angling slider 3 toward the note or moving slider 3 up would fix this.
00:52:726 (6,1,2,3) - Try turning 1 2 and 3 into a curve to follow circular flow.
01:14:880 (4,5) - Awkward right angle - try curving slider 5 to follow a smoother flow.

Guildmaster
00:01:496 (1,2) - Jerky angle, curve 2 more?
00:03:188 (5,6) - Slider heads in slightly weird direction, rotate just a couple degrees further counter-clockwise to fix.
00:04:265 (1,2,3,4,5) - More weird slider flow here.
00:14:419 (4,1,2,3,4) - This break in flow might be for emphasis, but I'll list it here anyway.
00:35:188 (5,6) - yeah this one's obvious
00:37:496 (4,5,6,7) - Move this stream in line with the slider to avoid an awkward jerk.
01:10:572 (9,10,11,12) - 90 degree turn - rotate 10 11 and 12 for a smoother flow.

Whilst slider flow should generally be followed, don't think that you're not allowed to break it. However, it should be broken to emphasise important notes, not midway through a melody.

Also why does Easy have the borders around the image as if there's a storyboard?

Anyway, good luck in future mapping!

GL, HF!
Slider flow has now (hopefully) been greatly improved. I was messing around with the idea of storyboarding but gave up as it seems far too ambitious for a new mapper like myself, and I must have forgotten to delete the .OSB file, this has been fixed.

Thanks :)
lit120
oh, new mapper hmm

[general]
  1. 01:04:265 - 01:18:111 - red lines are basically for timing that changes the metronome or the rhythm timing, but having those here is unnecessary here tbh. green lines are most suitable to have kiai setting only, including slider speed, volumes, custom hitsounds. to fix that, F6, then check mark "Inherit previous timing settings". it will be the same, dw (note that u might wanna check the snaps all over on that part only, cuz sometimes it might be off or not for some notes)
[guildmaster]
  1. 00:05:649 (6) - would be better to have a rhythm like this rather than the current one here http://puu.sh/zfVuY/22a17610e5.jpg . sometimes people might find it boring to play and the only thing that we want to map is to provide players for getting more fun to play with
  2. 00:41:649 (1) - 00:53:649 (8) - 00:58:726 (6) - pay attention to those slider snaps there. it's unrankable to have an off snap there
[easy]
  1. 00:15:803 (1) - removing an NC here should work for a fix
  2. 00:59:188 (5,6,7) - here's an unrankable one. consistency of using DS MUST be the same in order to make newbies able to play it more easier without such sudden spacing changes for a diff like this
i rly can't say much about the map, but this is the only thing i can tell you, since u're new in mapping. would be the best not going too far ehh?

u can always improve more in mapping by understanding the rhythm and the concepts by learning other maps if u want to get it ranked!

gl
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