Monster Musume cast - Saikousoku Fall in Love (TV size)

posted
Total Posts
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Topic Starter
Weijie01
This beatmap was submitted using in-game submission on domenica 10 settembre 2017 at 23:34:40

Artist: Monster Musume cast
Title: Saikousoku Fall in Love (TV size)
Source: Monster Musume no Iru Nichijou
Tags: Monster Musume Op
BPM: 132
Filesize: 4254kb
Play Time: 01:28
Difficulties Available:
  1. Insane (4,69 stars, 307 notes)


Download: Monster Musume cast - Saikousoku Fall in Love (TV size)
Information: Scores/Beatmap Listing
---------------
My first ever beatmap (Star priority +13)


-Weijie01
mc2save
items that arnt snapped

00:20:106 (18)
00:21:478 (9)
00:22:849 (9)
00:24:221 (9)
00:25:592 (9)
00:26:217 (5)
00:26:860 (6)
01:20:825 (1)


00:18:770 - you switch from following vocals to the backtrack
00:25:627 (1) - its hard to tell what you are starting to follow here
00:40:712 (1,2,3,4,5,6,7,8) -following vocals again? its also quite hard to read

Hit sounds are way too loud, consider switching to soft or tuning them down
AMX
Hi! from my modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

General



Check AImod (ctrl+shift+A) 2 sliderends are not snapped.

Never use 100% audio throughout the whole song, it's horrible for the ears, I usually go to about 60% volume on the highest part of the song. Another thing is to do is to lower the volume on less intense sections and make it louder during more intense sections (usually the kiai time)

Which brings me to the next point, you should add kiai time. Personally I would do it from 01:04:027 (1) - to 01:23:227 (1) -

Insane



To start of, I don't want to crush your dreams but at this state this map isn't really ranked quality. I'm going to give some reasons and remember that if there's something that you don't understand you can always pm me in-game if i'm online. (i don't bite)

00:02:407 (1,1,2,3,4,1,1,2,3,4,5) - For a Insane difficulty this is really undermapped, I know you're following the vocals and you're doing it well too. However you could follow the general rythm of the song between the parts where she isn't singing, at this moment it's really empty. And you can hear that there's quite alot going on in the soundtrack. Try to fit as much notes as possible :)

Another point is to NC every now and then, a simple way of doing this is to NC on every big white tick.

00:20:484 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10) - This whole section is overmapped, meaning that you're placing notes when there's no sound supporting it. The music doesn't really support a 1/4 stream section here. I would instead map this as 1/2, meaning that u place notes on every white/red tick.

00:29:655 (5) - I don't really see the point in increasing the slider velocity here. This is not a intense section of the song, I would remove the green line tbh.

00:29:055 (1,3,7) - Okay so things like this are called overlaps, and usually when you're new to mapping you should avoid them. As believe it or not, even if your map plays well, if it's looking ugly it won't get ranked. Maps have to actually look polished and well done to get ranked.

This applies to the whole map: In your next map try to move every oject so that they don't touch each other (pro tip: Try to space every object equally to each other on the playfield) This is really, really, really bad example as I threw it together really fast and it's still quite messy but look at this: https://puu.sh/wPu0h/75a255c2f0.jpg <- See how I tried to space every circle equally to eachother. That's a good way of structuring your map, it doesn't have to be perfect but you'll get better at it by time.

00:32:312 (14) - Things like this also, another good rule is to try to keep sliderheads on white ticks and sliderends on red ticks, if you look at this for a while (I'll post some tutorials further which expands on this)

One thing you seem to have knowledge of is flow, which is good. Keep it up

There's alot more that makes this map pretty unrankable, but I really don't want to confuse you with overwhelming information so try to focus on these things for now.

Additional information



I'm going to link some awesome tutorials for you to look through, I highly recommend watching more if you like. They're really helpful and helped me alot when I started mapping.

Basic rythm tutorial: https://www.youtube.com/watch?v=3BC_I2ufqC8

Filler rythm: https://www.youtube.com/watch?v=87CX7bxov7o

End words



There's alot more to this map that I would want to go over, however it would be a really long post and it might be to much information. I try to focus on 1 or 2 things at once when teaching newer mappers. As I said you can PM me ingame if there's something on your mind
Topic Starter
Weijie01

AMX wrote:

Hi! from my modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

General



Check AImod (ctrl+shift+A) 2 sliderends are not snapped.

Never use 100% audio throughout the whole song, it's horrible for the ears, I usually go to about 60% volume on the highest part of the song. Another thing is to do is to lower the volume on less intense sections and make it louder during more intense sections (usually the kiai time)

Which brings me to the next point, you should add kiai time. Personally I would do it from 01:04:027 (1) - to 01:23:227 (1) -

Insane



To start of, I don't want to crush your dreams but at this state this map isn't really ranked quality. I'm going to give some reasons and remember that if there's something that you don't understand you can always pm me in-game if i'm online. (i don't bite)

00:02:407 (1,1,2,3,4,1,1,2,3,4,5) - For a Insane difficulty this is really undermapped, I know you're following the vocals and you're doing it well too. However you could follow the general rythm of the song between the parts where she isn't singing, at this moment it's really empty. And you can hear that there's quite alot going on in the soundtrack. Try to fit as much notes as possible :)

Another point is to NC every now and then, a simple way of doing this is to NC on every big white tick.

00:20:484 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10) - This whole section is overmapped, meaning that you're placing notes when there's no sound supporting it. The music doesn't really support a 1/4 stream section here. I would instead map this as 1/2, meaning that u place notes on every white/red tick.

00:29:655 (5) - I don't really see the point in increasing the slider velocity here. This is not a intense section of the song, I would remove the green line tbh.

00:29:055 (1,3,7) - Okay so things like this are called overlaps, and usually when you're new to mapping you should avoid them. As believe it or not, even if your map plays well, if it's looking ugly it won't get ranked. Maps have to actually look polished and well done to get ranked.

This applies to the whole map: In your next map try to move every oject so that they don't touch each other (pro tip: Try to space every object equally to each other on the playfield) This is really, really, really bad example as I threw it together really fast and it's still quite messy but look at this: https://puu.sh/wPu0h/75a255c2f0.jpg <- See how I tried to space every circle equally to eachother. That's a good way of structuring your map, it doesn't have to be perfect but you'll get better at it by time.

00:32:312 (14) - Things like this also, another good rule is to try to keep sliderheads on white ticks and sliderends on red ticks, if you look at this for a while (I'll post some tutorials further which expands on this)

One thing you seem to have knowledge of is flow, which is good. Keep it up

There's alot more that makes this map pretty unrankable, but I really don't want to confuse you with overwhelming information so try to focus on these things for now.

Additional information



I'm going to link some awesome tutorials for you to look through, I highly recommend watching more if you like. They're really helpful and helped me alot when I started mapping.

Basic rythm tutorial: https://www.youtube.com/watch?v=3BC_I2ufqC8

Filler rythm: https://www.youtube.com/watch?v=87CX7bxov7o

End words



There's alot more to this map that I would want to go over, however it would be a really long post and it might be to much information. I try to focus on 1 or 2 things at once when teaching newer mappers. As I said you can PM me ingame if there's something on your mind
I think i've corrected every error. The map is a lot more organized now but to correct the overlapping i had to move almost every object.
I'm not sure ut i think that the spacing is pretty weird now. When i played the old version i could get full combo easily, now i can't.
Any reason for it or i'm just bad?
Btw pishifat inspired me to make maps. I watched pretty much all of his videos 2 times. ¯\_(ツ)_/¯
871
Hi from my queue,

You'd better change audio file, this one's afwul. Just take it from here https://osu.ppy.sh/b/758807.

+ never use tiny grid for mapping, It's harder to organize map this way.

[Insane]

So...Overall this map is just "bunch of curved stream meets stars X back and forth jumps" ?

Flow is this map is so off. + It's composed quite poorly

00:18:770 (1,2,3,4,5,6,7,8,9,10,11,12) - just look at this stream, does this look attractive to you ? (I wonder if you know what ctr+shift+f does in the editor + I wonder if you even use commands in the editor)

01:01:284 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - ^

Also why every stream in your map has to be a simple curve ? I mean doesn't this look better ? 1st part of the stream https://osu.ppy.sh/ss/8663829, second part https://osu.ppy.sh/ss/8663839

+ you can easily finish this stream with this blanket > https://osu.ppy.sh/ss/8663862

Why won't you try doing something new with your map ? Variaty is one of the most important things in mapping (yet if you play with it a lot, it may backfire you) however, it's still better then map that repeats itself for the whole song ~ !

00:20:484 (1,2,3) - there several moments like this troughout the map, They are not enjoyable at all for players, they just make you move your cursor on one spot and wait, then move to the other and wait again. Why won't you replace them with streams (NOT with the curved ones) ? Yeah, it might be harder but, that way it's just not fun.
+ It makes transition between song worse, let me explain why.

00:18:770 - 00:25:627 - this moment in your map have reverse sliders and streams, however it doesn't requiere player to move his hands that much. And then comes this 00:25:627 (1,2,3,4) :/ This little jump is 4 times faster. This transition is handled poorly.

01:10:884 (1,1,1) - You know that's not pattern for insane diff at all.

01:21:855 (1,1,1) - ^

01:15:683 (4,5,6,7,8,9,10,11) - I wonder if you can make this place even more like a spam of notes.

01:09:512 (1,2,3,4) - Does this looks attractive to you ?

00:56:141 (4,5,6,7,8,9,10) - This part is handeled poorly.

Well, you see aesthetics are also important for map. I kinda agree with AXM's mod that your map is far beyod standarts of rankability.

Redesign might help this map ~ ! (I'd rework whole map tbh. It's just an anime op, it won't take that long)

--------------------------------------------------------------------------------------------------------------------------------

You can also question me in game about your map.

P.S. If you'll ever decide to open a modding queue, never go for 6 NM's in one day or you'll just want to kys.
Topic Starter
Weijie01

871 wrote:

Hi from my queue,

You'd better change audio file, this one's afwul. Just take it from here https://osu.ppy.sh/b/758807.

+ never use tiny grid for mapping, It's harder to organize map this way.

[Insane]

So...Overall this map is just "bunch of curved stream meets stars X back and forth jumps" ?

Flow is this map is so off. + It's composed quite poorly

00:18:770 (1,2,3,4,5,6,7,8,9,10,11,12) - just look at this stream, does this look attractive to you ? (I wonder if you know what ctr+shift+f does in the editor + I wonder if you even use commands in the editor)

01:01:284 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - ^

Also why every stream in your map has to be a simple curve ? I mean doesn't this look better ? 1st part of the stream https://osu.ppy.sh/ss/8663829, second part https://osu.ppy.sh/ss/8663839

+ you can easily finish this stream with this blanket > https://osu.ppy.sh/ss/8663862

Why won't you try doing something new with your map ? Variaty is one of the most important things in mapping (yet if you play with it a lot, it may backfire you) however, it's still better then map that repeats itself for the whole song ~ !

00:20:484 (1,2,3) - there several moments like this troughout the map, They are not enjoyable at all for players, they just make you move your cursor on one spot and wait, then move to the other and wait again. Why won't you replace them with streams (NOT with the curved ones) ? Yeah, it might be harder but, that way it's just not fun.
+ It makes transition between song worse, let me explain why.

00:18:770 - 00:25:627 - this moment in your map have reverse sliders and streams, however it doesn't requiere player to move his hands that much. And then comes this 00:25:627 (1,2,3,4) :/ This little jump is 4 times faster. This transition is handled poorly.

01:10:884 (1,1,1) - You know that's not pattern for insane diff at all.

01:21:855 (1,1,1) - ^

01:15:683 (4,5,6,7,8,9,10,11) - I wonder if you can make this place even more like a spam of notes.

01:09:512 (1,2,3,4) - Does this looks attractive to you ?

00:56:141 (4,5,6,7,8,9,10) - This part is handeled poorly.

Well, you see aesthetics are also important for map. I kinda agree with AXM's mod that your map is far beyod standarts of rankability.

Redesign might help this map ~ ! (I'd rework whole map tbh. It's just an anime op, it won't take that long)

--------------------------------------------------------------------------------------------------------------------------------

You can also question me in game about your map.

P.S. If you'll ever decide to open a modding queue, never go for 6 NM's in one day or you'll just want to kys.
Redesigning the whole map. Trying to have some variety is really difficult. Doing my best!
Gokateigo
from my queue, since you're new I'll try to teach you basic and nice things

  1. If you want this to be ranked, map full spread
  2. When you map something, visualize the pattern in your head and try to emphasise things, strong sound = large spacing/ weak = less spacing, your jumps will look random if you don't do this
  3. 00:06:043 (1,2,3,4) - this looks random, you just tried to do an equal spacing with grid snap, disablee it and use ds tool (alt to enable it and scroll to increase the ds), just do a jump with ds enabled, copy paste and place the copy pasted thing with ds like this https://puu.sh/wTGfX/0f837d4e04.jpg it's a simple pattern with a simple way to create a relation with the pevious pattern, just do a jump (x2.3 ds here cause the sv is pretty low), copy paste rotate by 120°, overlap with on of the 2 circles of the previous jump, you have a circle in a good place and an, useless one so delete it, copy paste your neew line, rotate by -30° and do the same thing, select the pattern place it where you want to (I suggest you to overlap the 2 with the head of the previous slider
  4. 00:25:970 (2,3,4,5) - same for this but avoid to reuse thheh same pattern
  5. 00:26:999 (1,2,3,4) - you can do it wit the tip above, it'll look better
  6. 00:27:855 (5) - overlap the tail with this 00:27:170 (2) -
  7. 00:28:198 (1,2,3,4) - looks random
  8. 00:32:827 (2,3,4,5,6,1,2,3,4) - you have no reason to map squares here, map something comfotable
  9. 00:34:198 (4,5) - a square + a rotation change is really uncomfortable, take care about your rotation
  10. 00:35:398 (7,8,9) - overlap with the tail of this 00:34:370 (5) -
  11. 00:39:341 (7) - nc + space this a bit more
  12. 00:57:170 (1,2,3,4) - avoid patterns like that, it looks bad
  13. 01:02:998 (9) - nc
  14. 01:05:397 (8) - nc
  15. 01:08:140 (7) - ^
  16. 01:23:226 (1) - circle + spinne here, the sv change is pretty suprising
  17. 01:27:340 (2,3) - same, all this section should be circle/spinner/circle etc
PotatoJet
Since this map is going for ranked, map a full spread of diffs. You can't just map an Insane and go for rank.

00:44:484 (9,1) nc on (9) and remove nc on (1)
00:45:170 (1) nc
01:17:054 (7) nc
00:57:170 (1,2,3,4) Doesn't need to be far apart like this
01:14:796 (11,1) this slider doesn't look pretty and (1) isn't in line with it. (1) needs to be moved more to the left
01:24:204 Pretty sure these spinners can end on the sounds and you don't need these extra circles at the end of it
01:08:890 (1,2,3) This doesn't look great visually


Good luck! :D
Topic Starter
Weijie01

PotatoJet wrote:

Since this map is going for ranked, map a full spread of diffs. You can't just map an Insane and go for rank.

00:44:484 (9,1) nc on (9) and remove nc on (1)k
00:45:170 (1) nc
01:17:054 (7) nc
00:57:170 (1,2,3,4) Doesn't need to be far apart like this
01:14:796 (11,1) this slider doesn't look pretty and (1) isn't in line with it. (1) needs to be moved more to the left
01:24:204 Pretty sure these spinners can end on the sounds and you don't need these extra circles at the end of it
01:08:890 (1,2,3) This doesn't look great visually


Good luck! :D
00:44:484 (9,1) nc on (9) and remove nc on (1)----- got it
0:45:170 (1) nc----- got it
01:17:054 (7) nc----- ^
00:57:170 (1,2,3,4) Doesn't need to be far apart like this----- i've made them so afar to describe the climax of the song. For me it's ok. If anyone can prove me wrong i'll change it anytime.
01:14:796 (11,1) this slider doesn't look pretty----- it's for the climax. Increased spacing and v-shaped slider that goes up. I think it's ok. I'll change it if it's wrong.
01:24:204 Pretty sure these spinners can end on the sounds and you don't need these extra circles at the end of it----- done
01:08:890 (1,2,3) This doesn't look great visually----- increased spacing for climax. If it's wrong i'll change

Ty for the mod!
Unrestricted
Hai, from my modding queue

Insane:
I can see what style of map you are going for, your patterns and streams are not random, and this is good. The main flaw currently is that circles and sliders, particularly slider ends, are not landing on audible parts of the song, where they normally really should be. This is only happens a few times so it is easily fixed. I also recommend lowering the hitsound volume from 100% in the louder parts of the song, 100% is normally always too loud.
00:21:170 (9) - If you listen to the music here, the streamy pattern is constant. The 3/4 slider doesn't really fit the pattern, and could either be replaced with a 1/2 slider, and objects after replaced, or replaced with a kickslider to keep the stream feel going. However, the 3/4 slider does make its own rhythm, and whilst this inst in the song, it does work on its own. This is the same for all streams up until 00:25:284 (9) .
00:26:655 (6) - All occurrences of the slider with timing like this sound slightly off. This is because the slider skips over the red tick, where the note is sung, and lands on the following blue tick, where no note is played at all. Re-snap these sliders to match the vocal line, mostly red ticks instead of blue.
00:58:541 (1) - The slider should probably end on the white tick instead of red, it will sound better and be easier to play the next stream.
01:04:026 - You do not need a red (uninherited) timing point here, the song does not change metre.
01:16:368 (6) - When placing long sliders like this, you should be careful that you aren't ignoring too many important sounds, such as the drums in the background. It may be okay in this instance, but could be mapped differently to still emphasise all sounds. You can do something like this to avoid missing the drum beat here : https://osu.ppy.sh/ss/8770357 .
01:23:397 (1,1,1,1) - Many people would say it is unrankable to simply place spinners over this section. There is still unique stuff going on in the music and this should be represented in the map, I feel like the spinners do kinda work, but you are ignoring all of the music, especially the vocal line, which should really be mapped to.
00:28:198 (1) - Remove NC here and 00:28:198 (1) - here. Place the NC on 00:28:370 (2) - instead.
00:32:827 (1) - Remove NC.
00:34:198 (1) - Remove NC.
00:42:427 (1) - Remove NC.
00:43:455 (6) - Place NC.
00:44:998 (3) - Place NC and remove NC on 00:45:170 (1) .
01:01:284 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - During this stream, NC at equal intervals, either every 4, 5 or 8.
Many of your patterns are thought out well in the creation process, but aren't necessarily placed well in the map, and seem to just be thrown in at points where they kinda fit.
Your streams appear to be very well made, and I am not sure whether you have used the slider to stream tool found in the editor. If you have not, I recommend you use it as it does the spacing for you.
00:31:798 (4,5,6,7,1,1,2,3,4,5) - When highlighting just a small amount of jumps here, you can see that there are many weird overlaps, some you can see whilst playing for a short amount of time : https://osu.ppy.sh/ss/8770479 . The map should work together in the long term, meaning many things slot together, rather than having overlaps like this, especially within small time periods. This is easily fixed by moving some objects by just a few pixels.
00:40:712 (1,2,3,4,5,6,7,8) - In this section I recommend rotating each slider by around ~5degrees each to add some variation, it is common in modern mapping to do this instead of using straight sliders like this.
I can see you have made use of many patterns, such as stars, instead of being random, this is good. But always remember to keep in mind that large sounds should have larger spacing to emphasise more. You have done this well here [ 00:54:255 (3,4) ], but not in other places.


Overall, it is a nice map as it is not randomly placed around circles like many beginners, I can see the patterns have been thought out and placed accordingly. However I recommend you check out a pishifat tutorial on circular flow. You can find it on top of his profile. It will teach you how to properly place the patterns in a way that feels natural to play. Good luck!
ShiiTsuin

Unrestricted wrote:

Overall, it is a nice map as it is not randomly placed around circles like many beginners, I can see the patterns have been thought out and placed accordingly. However I recommend you check out a pishifat tutorial on circular flow. You can find it on top of his profile. It will teach you how to properly place the patterns in a way that feels natural to play. Good luck!
I'd like to argue that when appropriate, circular flow should be ignored. Think of it like this, depending on what you map, you might want to emphasize certain elements in certain ways. A way of getting this emphasis can be done though unconventional flow/movement, or through straining movement. What do I mean? Having something that isn't intuitive to play generally means its not mapped correctly, however you can have something that isn't necessarily comfortable or natural, yet still be intuitive and have it match the song. You can see this used in higher difficulty maps most, since conventional, circular flow is pretty bland, boring and simple. That and snapping is also an effective way of conveying information without any form of flow at all. Sorry about the ranty bit :p
I am fine with you plugging Pishi, since his tutorials are a generally good way to help newer mappers, and gave me a hand at knowing what to look for when modding.


Anyhow, Hello from my Queue! Lets see what I can do to give you a helping hand!

00:06:043 (1,2,1,2) - I did mention above that circular flow isn't necessarily required, but this bit doesn't really play that well, though I will acknowledge that the positioning does look pretty nice when you select them all in the editor. I think going for a pattern with greater spacing and a more intuitive shape would benefit this a bit.
00:20:141 (6) - An awfully short amount of time to adjust your aim from the slider to tap it.
00:22:884 (10) - ^ Ditto to a lesser degree, though the slider velocity does make it a pain :(
00:27:512 (1,1) - Not a fan of this kind of thing at all. I get that there's minimal spacing, but the low slider velocity and the abnormally short timing gap between notes isn't ideal.
00:29:741 (1,2) - Pretty big spacing for a 1/12 timing gap? Not too sure how this all works since I never see vocals or anything like that mapped using a 1/12 beat snap.
00:30:598 (2) - If you're going to use this 1/12 timing thing, make sure that sliders like these line up better with the motion of the slider. In this case it's only slight, but I noticed it and shitmissed on it :|
00:30:941 (3,1) - Why have these as two seperate elements? I feel like it's just overcomplicating the map needlessly
00:38:141 (1,1,2) - Still not a fan of this kind of shit. I'm just going to stop bringing it up and chalk it down to the mapping style and song, two things that I can't really do anything about .3.
00:55:798 (3,4,5,6,1,2,3,4) - I would expect more comfortable movement and flow here, since it just feels like a cheap way to bump SR through jumps
01:04:711 (4,5,6,7) - Reasoning behind this pattern? It doesn't really work that feel in this case and doesn't really contribute to a fun map.
01:06:770 (1,2,3,4,5) - It's such a boring and generic star, it doesn't do the music any justice at all
01:18:426 (3,4,5,6) - Spacing doesn't need to be this big. Feels more like an attempt to bump difficulty when not necessary :3


All in all, not a huge fan of the song or how its mapped :/ Not really sure whether my mod is worth the kudosu either, but you can be the judge of that.

Good luck with mapping in the future!
Topic Starter
Weijie01

ShiiTsuin wrote:

Unrestricted wrote:

Overall, it is a nice map as it is not randomly placed around circles like many beginners, I can see the patterns have been thought out and placed accordingly. However I recommend you check out a pishifat tutorial on circular flow. You can find it on top of his profile. It will teach you how to properly place the patterns in a way that feels natural to play. Good luck!
I'd like to argue that when appropriate, circular flow should be ignored. Think of it like this, depending on what you map, you might want to emphasize certain elements in certain ways. A way of getting this emphasis can be done though unconventional flow/movement, or through straining movement. What do I mean? Having something that isn't intuitive to play generally means its not mapped correctly, however you can have something that isn't necessarily comfortable or natural, yet still be intuitive and have it match the song. You can see this used in higher difficulty maps most, since conventional, circular flow is pretty bland, boring and simple. That and snapping is also an effective way of conveying information without any form of flow at all. Sorry about the ranty bit :p
I am fine with you plugging Pishi, since his tutorials are a generally good way to help newer mappers, and gave me a hand at knowing what to look for when modding.


Anyhow, Hello from my Queue! Lets see what I can do to give you a helping hand!

00:06:043 (1,2,1,2) - I did mention above that circular flow isn't necessarily required, but this bit doesn't really play that well, though I will acknowledge that the positioning does look pretty nice when you select them all in the editor. I think going for a pattern with greater spacing and a more intuitive shape would benefit this a bit.Actually, this pattern was suggested by another moddder so....not sure what to do here, i guess i'll just leave it like that.
00:20:141 (6) - An awfully short amount of time to adjust your aim from the slider to tap it.This "slider to circle thing with a 1/4 gap" happens a lot during the map, i actually realy like this pattern during gameplay. I guess it's subjective
00:22:884 (10) - ^ Ditto to a lesser degree, though the slider velocity does make it a pain :(^
00:27:512 (1,1) - Not a fan of this kind of thing at all. I get that there's minimal spacing, but the low slider velocity and the abnormally short timing gap between notes isn't ideal. tha'ts actually the slider to circle thing, but with a blanket and toanother slider. subjective..i guess? Not sure
00:29:741 (1,2) - Pretty big spacing for a 1/12 timing gap? Not too sure how this all works since I never see vocals or anything like that mapped using a 1/12 beat snap.Reduced tha spacing!And the 1/12 thing is an error, i think i clivked something and it went from 1/4 to 1/12. Fixed!
00:30:598 (2) - If you're going to use this 1/12 timing thing, make sure that sliders like these line up better with the motion of the slider. In this case it's only slight, but I noticed it and shitmissed on it :|I'm not sure what do you mean.
00:30:941 (3,1) - Why have these as two seperate elements? I feel like it's just overcomplicating the map needlesslyIt's the slider to circle thing. I thought it was a nice place to utilizze it. And i think it does describe the song pretty well because even though(how is it spelled?) the slider tail doesn't end on any sound the i always prioritize the vocals doesn't end on any sound the vocals are both clicked. Not sure if i'm right.
00:38:141 (1,1,2) - Still not a fan of this kind of shit. I'm just going to stop bringing it up and chalk it down to the mapping style and song, two things that I can't really do anything about .3.^^
00:55:798 (3,4,5,6,1,2,3,4) - I would expect more comfortable movement and flow here, since it just feels like a cheap way to bump SR through jumpsi used these simple patterns so that the players could easily see the "climax". The first 4 notes have low spacing and the last 4 are really far apart. Just as the song has a jumpy in intnsity there is a jump on spacing.
01:04:711 (4,5,6,7) - Reasoning behind this pattern? It doesn't really work that feel in this case and doesn't really contribute to a fun map.I have no reasoning for it. Yep, just a boring jump pattern. As you can see i'm not that good of a mapper. ^^
01:06:770 (1,2,3,4,5) - It's such a boring and generic star, it doesn't do the music any justice at all^
01:18:426 (3,4,5,6) - Spacing doesn't need to be this big. Feels more like an attempt to bump difficulty when not necessary :3Yes it is pretty big spacing but it wasn't that unespected. Every "jump" part handles the spacing kinda gradually. From low to high. I will change it when another modder has problems with it.


All in all, not a huge fan of the song or how its mapped :/ Not really sure whether my mod is worth the kudosu either, but you can be the judge of that.

Good luck with mapping in the future!
Ty for your mod!
Topic Starter
Weijie01

Unrestricted wrote:

Hai, from my modding queue

Insane:
I can see what style of map you are going for, your patterns and streams are not random, and this is good. The main flaw currently is that circles and sliders, particularly slider ends, are not landing on audible parts of the song, where they normally really should be. This is only happens a few times so it is easily fixed. I also recommend lowering the hitsound volume from 100% in the louder parts of the song, 100% is normally always too loud.
00:21:170 (9) - If you listen to the music here, the streamy pattern is constant. The 3/4 slider doesn't really fit the pattern, and could either be replaced with a 1/2 slider, and objects after replaced, or replaced with a kickslider to keep the stream feel going. However, the 3/4 slider does make its own rhythm, and whilst this inst in the song, it does work on its own. This is the same for all streams up until 00:25:284 (9) .
00:26:655 (6) - All occurrences of the slider with timing like this sound slightly off. This is because the slider skips over the red tick, where the note is sung, and lands on the following blue tick, where no note is played at all. Re-snap these sliders to match the vocal line, mostly red ticks instead of blue.
00:58:541 (1) - The slider should probably end on the white tick instead of red, it will sound better and be easier to play the next stream.
01:04:026 - You do not need a red (uninherited) timing point here, the song does not change metre.
01:16:368 (6) - When placing long sliders like this, you should be careful that you aren't ignoring too many important sounds, such as the drums in the background. It may be okay in this instance, but could be mapped differently to still emphasise all sounds. You can do something like this to avoid missing the drum beat here : https://osu.ppy.sh/ss/8770357 .
01:23:397 (1,1,1,1) - Many people would say it is unrankable to simply place spinners over this section. There is still unique stuff going on in the music and this should be represented in the map, I feel like the spinners do kinda work, but you are ignoring all of the music, especially the vocal line, which should really be mapped to.
00:28:198 (1) - Remove NC here and 00:28:198 (1) - here. Place the NC on 00:28:370 (2) - instead.
00:32:827 (1) - Remove NC.
00:34:198 (1) - Remove NC.
00:42:427 (1) - Remove NC.
00:43:455 (6) - Place NC.
00:44:998 (3) - Place NC and remove NC on 00:45:170 (1) .
01:01:284 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - During this stream, NC at equal intervals, either every 4, 5 or 8.
Many of your patterns are thought out well in the creation process, but aren't necessarily placed well in the map, and seem to just be thrown in at points where they kinda fit.
Your streams appear to be very well made, and I am not sure whether you have used the slider to stream tool found in the editor. If you have not, I recommend you use it as it does the spacing for you.
00:31:798 (4,5,6,7,1,1,2,3,4,5) - When highlighting just a small amount of jumps here, you can see that there are many weird overlaps, some you can see whilst playing for a short amount of time : https://osu.ppy.sh/ss/8770479 . The map should work together in the long term, meaning many things slot together, rather than having overlaps like this, especially within small time periods. This is easily fixed by moving some objects by just a few pixels.
00:40:712 (1,2,3,4,5,6,7,8) - In this section I recommend rotating each slider by around ~5degrees each to add some variation, it is common in modern mapping to do this instead of using straight sliders like this.
I can see you have made use of many patterns, such as stars, instead of being random, this is good. But always remember to keep in mind that large sounds should have larger spacing to emphasise more. You have done this well here [ 00:54:255 (3,4) ], but not in other places.


Overall, it is a nice map as it is not randomly placed around circles like many beginners, I can see the patterns have been thought out and placed accordingly. However I recommend you check out a pishifat tutorial on circular flow. You can find it on top of his profile. It will teach you how to properly place the patterns in a way that feels natural to play. Good luck!
Ty for the amazing mod! It really did help me. I'm like 10 days late.
ylvy
hi! sorry for late mod
i noticed you're new to mapping so i'll try and include more of the reasoning behind my suggestions.

general:
the mp3 is a little quiet, and hitsounds are really loud and disruptive because of this. ignoring hitsounds you still probably need a higher quality mp3

now to the map!
00:09:679 (1,2,1,2,3,1,2) - the intensity of the song has been raised compared to 00:02:407 (1,2,1,2,1,2,1,2,1,2), so you should signify this somehow. easiest way would just be to increase spacing and SV.

00:23:227 (1,2,3,4,5,6,7,8) - there's no need for the clap spam here, there's nothing different about it compared to 00:21:855 (1,2,3,4,5,6,7,8) or 00:20:484 (1,2,3,4,5,6,7,8) to justify it.

00:38:141 (1,1) - no reason for NCs here, if anything it's more readable without them.

01:16:370 (6,7,8) - why is this mapped differently from places like 01:05:398 (1,2,3) or 01:19:112 (1,2,3)? there's nothing musically different about this, so it should be mapped similarly to the others.

00:35:398 (6,7,8) - you should consider NCing all three of these for readability. because there's nothing else to signal the change in rhythm and so adding NC will improve readability

01:11:570 (3) - this should be snapped to the downbeat/white tick, because since there's nothing else notable enough to map the sliderend to so it would be probably be best to just snap it to the beat of the song.

00:44:655 (2) - this is a strong sound. however, you have mapped a sliderend to it. this isn't a good idea because sliderends aren't clickable, so you've essentially de-emphasized this compared to all the other clickable objects even though this is just as important or even more important than those.

00:45:170 (4) - you don't really need the NC here, there's not really anything notable enough for that. 00:46:198 (7) should be NC'ed instead as it's on the downbeat.

00:47:570 (1,2) - the readability of this isn't that good because in the section just before, objects this close to each other had a 1/2 rhythm gap in between them. there's not been much change in the mood of the music which would cause the player to become more alert with their reading so it's very possible for players to assume it's 1/2 rhythm and click too early, resulting in a sliderbreak. (please note that im not saying its unreadable, im just saying its not optimal. you can probably read it yourself as you're the one who mapped it, but i hope you can understand the reasoning behind this suggestion.)

01:01:284 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - the NCing in this stream is a bit off. your current NCs are emphasizing some weak beats without any special reason to do this, so it would make more sense to change it to emphasize stronger beats. there are a few different ways you can do this but an example would be to have the NCs on 01:01:969 (4) and 01:02:655 (2).

good luck!
Topic Starter
Weijie01

MorrisC wrote:

hi! sorry for late mod
i noticed you're new to mapping so i'll try and include more of the reasoning behind my suggestions.

general:
the mp3 is a little quiet, and hitsounds are really loud and disruptive because of this. ignoring hitsounds you still probably need a higher quality mp3---Fixed!

now to the map!
00:09:679 (1,2,1,2,3,1,2) - the intensity of the song has been raised compared to 00:02:407 (1,2,1,2,1,2,1,2,1,2), so you should signify this somehow. easiest way would just be to increase spacing and SV.---Fixed! (didn't really feel the increase of intensity. Thank you for pointing that out).

00:23:227 (1,2,3,4,5,6,7,8) - there's no need for the clap spam here, there's nothing different about it compared to 00:21:855 (1,2,3,4,5,6,7,8) or 00:20:484 (1,2,3,4,5,6,7,8) to justify it.---Fixed(?). There wasn't any clap spam in my map. Maybe i've fixed it before your mod.

00:38:141 (1,1) - no reason for NCs here, if anything it's more readable without them.---Fixed!

01:16:370 (6,7,8) - why is this mapped differently from places like 01:05:398 (1,2,3) or 01:19:112 (1,2,3)? there's nothing musically different about this, so it should be mapped similarly to the others.---Another modder suggested that pattern instead of a reverse slider that i've used to map that section. It was so the map wouldn't feel too repetitive, but i guess that it was too different. (Was a cool pattern tho)
00:35:398 (6,7,8) - you should consider NCing all three of these for readability. because there's nothing else to signal the change in rhythm and so adding NC will improve readability---Fixed!

01:11:570 (3) - this should be snapped to the downbeat/white tick, because since there's nothing else notable enough to map the sliderend to so it would be probably be best to just snap it to the beat of the song.---Fixed!

00:44:655 (2) - this is a strong sound. however, you have mapped a sliderend to it. this isn't a good idea because sliderends aren't clickable, so you've essentially de-emphasized this compared to all the other clickable objects even though this is just as important or even more important than those.---Fixed! Changed the rythim(i have no idea how to speel this word)

00:45:170 (4) - you don't really need the NC here, there's not really anything notable enough for that. 00:46:198 (7) should be NC'ed instead as it's on the downbeat.---Fixed!

00:47:570 (1,2) - the readability of this isn't that good because in the section just before, objects this close to each other had a 1/2 rhythm gap in between them. there's not been much change in the mood of the music which would cause the player to become more alert with their reading so it's very possible for players to assume it's 1/2 rhythm and click too early, resulting in a sliderbreak. (please note that im not saying its unreadable, im just saying its not optimal. you can probably read it yourself as you're the one who mapped it, but i hope you can understand the reasoning behind this suggestion.)---Changed that section,now it's far better,and it looks better too!

01:01:284 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - the NCing in this stream is a bit off. your current NCs are emphasizing some weak beats without any special reason to do this, so it would make more sense to change it to emphasize stronger beats. there are a few different ways you can do this but an example would be to have the NCs on 01:01:969 (4) and 01:02:655 (2).---Fixed easily!

good luck!
Thank you really much for the mod!
TheBlackMirage
Hi Mirage here from NM Request

Insane

First of all, I noticed that the BG is pretty low resolution so here's a similar one at 1080p: https://anythingaboutanime.files.wordpr ... 8llzr1.png

As for Combo Colours, I would suggest adding your own custom colours to brighten up your beatmap aesthetically

Now for the map:
  1. The front section of the map is undermapped and pretty boring for an Insane difficulty and you can certainly fit in more notes based on the backtrack so although this is not all you can do, here are some suggestions
    -For example, at 00:03:408 (2,2,2,4) - Instead of just one Hit Circle use Triples instead: https://i.imgur.com/F3YEjjL.jpg
    -At 00:03:861, 00:05:679, 00:09:316, 00:12:952 - Add a Hit Circle to each to fill in rhythm
    -Also at 00:10:680 - You can do this https://i.imgur.com/p2yeC9B.jpg as well, hence this fits in with the backtrack
    -00:13:407 (7) - You should change this to something like Kick Sliders instead: https://i.imgur.com/Y9t6wMb.jpg This would add more variation in terms of pattern and is not as simple and boring as just a Repeating Slide

  2. 00:36:689 (1,2,3) - Consider changing a 4/4 Slider at 2x Speed by adding an Uninherited Timing Point with 2x Speed at 00:36:689 then adding another one at 00:37:032 at the 1x Speed to revert back to original speed, then add a Hit Circle here 00:37:203 to fill in the gap, like this: https://i.imgur.com/0kMhjvq.jpg - I feel that this would place emphasis on the cymbal at this part of the song

  3. 01:17:831 (1) - Change this to 2/4 Slider instead

  4. 01:23:403 (1,1,1) - I feel that these are kinda lazy and too easy for an Insane difficulty. Important beats are also being missed out as well so you can consider having Streams/Kick Sliders etc, something like this: https://i.imgur.com/Z6hU7ZJ.jpg at 01:23:318 and https://i.imgur.com/dpgjF2m.jpg at 01:24:689 (Same Sliders but inverted vertically and horizontally) and Stream at 01:26:061 till 01:27:261


Overall I think this beatmap is not bad but this is all I can scoop out since I wouldn't call myself experienced but I do hope my insight is useful :)
Good luck and well wishes! :)
Topic Starter
Weijie01

TheBlackMirage wrote:

Hi Mirage here from NM Request

Insane

First of all, I noticed that the BG is pretty low resolution so here's a similar one at 1080p: https://anythingaboutanime.files.wordpr ... zr1.png---Usefull! Thank you.

As for Combo Colours, I would suggest adding your own custom colours to brighten up your beatmap aesthetically---Have no idea how to.

Now for the map:
  1. The front section of the map is undermapped and pretty boring for an Insane difficulty and you can certainly fit in more notes based on the backtrack so although this is not all you can do, here are some suggestions
    -For example, at 00:03:408 (2,2,2,4) - Instead of just one Hit Circle use Triples instead: https://i.imgur.com/F3YEjjL.jpg
    -At 00:03:861, 00:05:679, 00:09:316, 00:12:952 - Add a Hit Circle to each to fill in rhythm
    -Also at 00:10:680 - You can do this https://i.imgur.com/p2yeC9B.jpg as well, hence this fits in with the backtrack
    -00:13:407 (7) - You should change this to something like Kick Sliders instead: https://i.imgur.com/Y9t6wMb.jpg This would add more variation in terms of pattern and is not as simple and boring as just a Repeating Slide---[/color]

  2. 00:36:689 (1,2,3) - Consider changing a 4/4 Slider at 2x Speed by adding an Uninherited Timing Point with 2x Speed at 00:36:689 then adding another one at 00:37:032 at the 1x Speed to revert back to original speed, then add a Hit Circle here 00:37:203 to fill in the gap, like this: https://i.imgur.com/0kMhjvq.jpg - I feel that this would place emphasis on the cymbal at this part of the song---I don't feel like it is a great change, it's too boring and placing emphasis on the instruments isn't the priority in the map,in fact I almost always prioritaze vocals.

  3. 01:17:831 (1) - Change this to 2/4 Slider instead---Why tho. It's such a cool pattern and it does describe the music.It's not perfect,but i like it how it is right now.

  4. 01:23:403 (1,1,1) - I feel that these are kinda lazy and too easy for an Insane difficulty. Important beats are also being missed out as well so you can consider having Streams/Kick Sliders etc, something like this: https://i.imgur.com/Z6hU7ZJ.jpg at 01:23:318 and https://i.imgur.com/dpgjF2m.jpg at 01:24:689 (Same Sliders but inverted vertically and horizontally) and Stream at 01:26:061 till 01:27:261
SOrry but as i said prioritizing instruments isn't the priority in the map, when i can i prioritize the vocals.

Overall I think this beatmap is not bad but this is all I can scoop out since I wouldn't call myself experienced but I do hope my insight is useful :)
Good luck and well wishes! :)
Thank you for your mod!
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