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M2U & NICODE - Myosotis (feat. Guriri & Lucy) [Taiko|Osu]

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Hi

horunge wrote:

Hey M4M here
:?: : Suggestions
:!: : Problem

FlameL's Normal
:?: 00:10:510 (1) - Could move this so that it doesnt overlap without changing how it plays. More clarity for Normal diff. Moving it would change a lot so I will stay with it. Its not so hard to read it tho, so It shouldn't be problem.
:?: 00:23:260 (2) - Suggest mirroring the slider before (this one 00:22:510 (1) -) Sure
:?: 00:34:135 (3,4) - Blanket Changed
:?: 01:25:510 (3,4) - Blanket Changed
Thanks!

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43510
Countdown: 1
SampleSet: Soft
StackLeniency: 0.8
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1510,13510,19510,30010,33010,43510,54010,55510,66010,69010,70510,72010,75010,78010,102010,109510,117010,124510,130510,136510,141010
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Myosotis
TitleUnicode:Myosotis
Artist:M2U
ArtistUnicode:M2U
Creator:Akareh
Version:FlameL's Normal
Source:Deemo
Tags:mobile collection vol. 2 rayark NICODE guriri lucy M2UStudio FlameLancer MaridiuS
BeatmapID:1364701
BeatmapSetID:643513

[Difficulty]
HPDrainRate:3.5
CircleSize:3.5
OverallDifficulty:3.5
ApproachRate:5.5
SliderMultiplier:0.899999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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481,151,114010,2,0,L|363:144,1,89.9999999999999,2|8,0:0|0:0,0:0:0:0:
303,165,114760,1,8,0:0:0:0:
329,79,115135,1,8,0:0:0:0:
241,99,115510,6,0,P|171:73|133:-1,1,135,2|2,0:0|0:0,0:0:0:0:
110,60,116260,1,8,0:0:0:0:
20,71,116635,1,8,0:0:0:0:
74,142,117010,1,2,0:0:0:0:
2,307,117760,1,8,0:0:0:0:
179,277,118510,6,0,L|298:292,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
319,213,119260,2,0,P|289:168|285:115,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
319,50,120010,2,0,P|364:20|417:16,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
482,46,120760,1,2,0:0:0:0:
511,131,121135,1,2,0:0:0:0:
452,199,121510,6,0,L|362:187,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
285,232,122260,2,0,P|315:277|319:330,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
263,381,123010,2,0,P|209:384|161:361,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
145,286,123760,2,0,P|169:237|213:207,1,89.9999999999999,2|0,0:0|0:0,0:0:0:0:
284,231,124510,6,0,P|359:186|380:101,1,180,2|2,0:0|0:0,0:0:0:0:
317,36,125635,1,0,0:0:0:0:
232,65,126010,6,0,P|296:123|380:101,1,180,2|2,0:0|0:0,0:0:0:0:
256,192,127510,12,0,130510,0:0:0:0:
83,88,132010,5,2,0:0:0:0:
261,63,132760,1,2,0:0:0:0:
193,229,133510,1,2,0:0:0:0:
83,88,135760,5,2,0:0:0:0:
172,76,136135,1,2,0:0:0:0:
261,63,136510,2,0,P|341:115|432:112,1,180,2|2,0:0|0:0,0:0:0:0:
355,281,138010,5,2,0:0:0:0:
245,139,138760,1,2,0:0:0:0:
423,114,139510,1,2,0:0:0:0:
423,114,141010,5,2,0:0:0:0:
MaridiuS

horunge wrote:

Hey M4M here
:?: : Suggestions
:!: : Problem

ExtradiuS
:?: 00:10:510 (3) - Could look abit better/interesting if it were rotated to the left a bit. Like how it looks since the sliderend is blanketed
:?: 00:22:322 (6) - Maybe rotate clockwise for better flow. Flow is perfect here, don't know what you're talking about. Rotating it a bit more will ruin the inversion, and will just slightly more go in the direction of the previous object.
:?: 00:23:447 (2) - Strange flow, suggest something like this https://puu.sh/yviDr/48bbc63ab8.png wooosh flow doesn't exist, I don't intend on doing minimal flow adjustments, I like having small imperfections when it comes to that.
:!: 00:30:947 (3,4,1) - Not sure if the music justifies this. You'd have to say why it doesn't or compare it to something. I think it's fine since it suits 00:17:447 (9,10,1) -
:?: 00:39:760 (1,2,3,4) - Abit overmapped I would say overmap = using beats that don't exist in the song. This might be considered as overscaling, but I think it's fairly justified since the orchestral sound happens only on that part. Squares usually look harder more spaced then they really are.
:?: 00:49:041 (1) - Better looks/flow with moving it up so it's a straight line into and through the slider.As I said, I like these minor imperfections in flow, it forces the player to do a rather pleasant small snap.
:?: 00:55:041 (5,6) - Abit extreme with these, feels like ur forcing difficulty when the song is relatively calm during this whole section. I wouldn't say it's pretty extreme, its 3 heavy kicks, similar intensity of 3kicks that happen in the wub section.
:?: 01:23:541 (3,4) - Same as above (but rotate slider slightly), doing this also makes the slider fit with 01:23:822 (5) - better. Minor imperfections, having it flow exactly as the line from the previous object gives no impact to the player.
:?: 01:33:572 (3,1) - Flows/looks better with this arrangement https://puu.sh/yviVF/eebfebb057.png Inversion is also a completely viable aesthetical choice which I tend to use often in the section. And you know about flow.
:!: 01:35:260 (1,2,3,4) - Not straight (guessing that's what ur going for), extend the first slider all the way and align the rest on that. I'm sorry, but I don't understand what are you suggesting here.
:?: 01:36:760 (4) - Flip horizontally hey I like this suggestion.
:?: 02:10:510 - May wanna consider putting an outro section here like the other diffs. meh I don't like doing outros, I like when something is playing when I finish the map.
Hey that's a pretty sweet mod design, polite wording, keep it up. With better knowledge of mapping you might have a really nice modding career.
Topic Starter
Akareh
Updated with both ~
ailv
Maradius

i don't see a reason for 00:52:510 (1,2) - to be split into two circles and not part of the main triangle like the 00:51:010 (1,2,3,4) - just before it.

00:14:447 (1,2) - spacing here looks too large, the piano after is higher intensity so this jump is out of place

00:33:385 (2,3) - this is the only 1/4 after a slider that's perfectly stacked, move it down a bit it looks misleading since you have a 1/2 00:34:510 (1,2) - here
00:36:010 (1,2) - same issue here
and you use 00:42:010 (1,2) - spaced here anyways.

01:01:322 (3,4) - this spacing is way too high, its higher that a lot of other doubles, even when compared to the wub part, espcially since the strings aren't even that loud here

00:57:760 (4,5) - this spacing is weird here its too low in contrast to anything else, and it doesn't really have a reason to be. I also don't see a reason why these aren't 1/2 sliders, the vocal ends on the red tick.

theres some rhythm inconsistency here, 01:00:010 (1,2,3,4) - where you ignore the 1/4 piano, but map it 01:01:041 (1,2,3,4) - here after.

i think this section here needs a rework, 01:06:010 (1,2,1,2,1,2,1,2) - because of the way you're doing 1/2 emphasis is off. 01:07:885 (2) - has an extremely intense vocal with a lot of tension but requires almost no movement from the previous circle because of slider leinency, 01:06:010 (1,2) - the jumps 01:06:760 (1,2) - are correlated to each vocal, but 01:08:260 (1,2) - 2 should have a jump too since it's also a different vocal.

01:14:635 (7,8,9,10,1) - The 1/4 here is nearly inaudible, i think 1/4 kickslider are a better representation of the rhyhtm here, if not, it's still very strange that the more audible 01:14:447 (5,6,7) - are given lower spacing.

n01:31:228 (1,2,1,2,3) - ncing here is weird esp since it's the same synth as 01:33:760 (1,2,3) -

01:37:135 (6) - i don't know what this is mapped to. The rhythm is syncopated here, and it begins on 01:37:228 - , not 01:37:135 - . there is no sound whatsoever on the white tick.

01:20:541 - missing 1/4 here that you mapped later on 01:26:447 (5,6,7) -

01:30:760 (1,2) - this rhythm choice is extrmely strange to me. this laser synth rhythm is a triplet, but the way you have it mapped, the first slider takes 2, and the second sliders tail is mapping nothing.

01:43:510 (1,2) - stack

01:44:635 (4) - curve more to match the previous slider and the one after

02:04:885 (2,3,4,5,1,2,3,4,1,2,3,4) - this stream has a couple notes 02:05:447 (3,4,1,2) - that are extremely quiet, that are mapped as if they were the same velocity as their adjacent notes. Its strange to see that 02:07:135 (3,4,5,6,1) - which contains higher velocity notes, but significantly lower spacing, even if the intent is to slow down the section in preperation for the ending of the map.


Edit: I read the previous mods, 00:55:041 (5,6) - has higher spacing than some of the wub kicks, and it feels out of place in comparision to the rest of the kiai's relatively calmer parts. While i understand it helps to introduce the concept, it's still overdone in my opinion.

01:37:885 (1,2,3,4,5) - i'd raise the spacing of the 4/5 here and prolly the sv of the slider 2

01:39:760 (5) - unsnapped object

insane this difficulty is well mapped :)

01:40:697 (1,2,3) - fix this stack a bit?, actually you have a couple stacks that look like this that i guess you could make look slightly better, 01:56:635 (2,3,1) - prolyl can just manually stack em or something if you have to.

01:22:603 (5) - prolyl should start nc here since 01:21:760 (1,2,3,4) - is one phrase and 5 marks another. you can remove 01:23:541 (1) - nc or keep it tho doesn't matter

01:20:635 (1,2) - and 01:32:635 (7) - and 01:26:635 (7,8) - and 01:38:635 (1) - could you standardize how this sound is mapped?
i think either 3/4 slider or 2x 1/4 work the best personally.

I don't see much issues with the lower diffs, but I personally don't lik, or am qualified to judge the simplification of the wub rhythms. :arrow:

Good luck with your set!
MaridiuS

ailv wrote:

Maradius

i don't see a reason for 00:52:510 (1,2) - to be split into two circles and not part of the main triangle like the 00:51:010 (1,2,3,4) - just before it. The single taps are mostly stacked on 1/2 that aren't snares in the section, I don't see a reason for me to break it in order to fit it with more generic patterning.

00:14:447 (1,2) - spacing here looks too large, the piano after is higher intensity so this jump is out of place I find this to be higher intensity like white ticks currently are in this part

00:33:385 (2,3) - this is the only 1/4 after a slider that's perfectly stacked, move it down a bit it looks misleading since you have a 1/2 00:34:510 (1,2) - here fixed the 1/2 instead
00:36:010 (1,2) - same issue here
and you use 00:42:010 (1,2) - spaced here anyways. >only here >proceeds to point more examples of the same case :?:
Anyways the latter part which you linked is spaced because the intensity of the song is higher.


01:01:322 (3,4) - this spacing is way too high, its higher that a lot of other doubles, even when compared to the wub part, espcially since the strings aren't even that loud here I don't know to which doubles are you comparing it to, but others in the sections actually have bigger spacing like 00:49:041 (1,2) - for example.

00:57:760 (4,5) - this spacing is weird here its too low in contrast to anything else, and it doesn't really have a reason to be. I also don't see a reason why these aren't 1/2 sliders, the vocal ends on the red tick. I don't get why you pick that example and not the previous one 00:45:760 (4,5) - when they're basically on same musical parts. The vocals are backed up by extending orchestral sounds which suggest 3/4 sliders as a nice contrast to other lightweight 1/2's. This is a fair spacing for 3/4.

theres some rhythm inconsistency here, 01:00:010 (1,2,3,4) - where you ignore the 1/4 piano, but map it 01:01:041 (1,2,3,4) - here after. the example you linked doesn't have really dominant piano, and it is consistent with 01:01:041 (1,2,3,4,1) - anyways, not fully because I'd like some variation on interesting sounds to show more patterning options that represent the song in a similar fashion.

i think this section here needs a rework, 01:06:010 (1,2,1,2,1,2,1,2) - because of the way you're doing 1/2 emphasis is off. 01:07:885 (2) - has an extremely intense vocal with a lot of tension but requires almost no movement from the previous circle because of slider leinency, 01:06:010 (1,2) - the jumps 01:06:760 (1,2) - are correlated to each vocal, but 01:08:260 (1,2) - 2 should have a jump too since it's also a different vocal. I agree, I will remake the pattern to better follow the vocals.

01:14:635 (7,8,9,10,1) - The 1/4 here is nearly inaudible, i think 1/4 kickslider are a better representation of the rhyhtm here, if not, it's still very strange that the more audible 01:14:447 (5,6,7) - are given lower spacing. relating spacing, I'd rather make pianos spaced and drums stacked, relating audability and representation, I think the stream suits much better since jumping from that intensity to a long held slider is a very nice contrast on a section ending.

n01:31:228 (1,2,1,2,3) - ncing here is weird esp since it's the same synth as 01:33:760 (1,2,3) - oops noticed some inconsistencies, will adjust.

01:37:135 (6) - i don't know what this is mapped to. The rhythm is syncopated here, and it begins on 01:37:228 - , not 01:37:135 - . there is no sound whatsoever on the white tick. though of fililng it up, but I guess adjusted with some 3stacks.

01:20:541 - missing 1/4 here that you mapped later on 01:26:447 (5,6,7) - this kick is not as dominant at all on that part so I decided to contrast it by not mapping it.

01:30:760 (1,2) - this rhythm choice is extrmely strange to me. this laser synth rhythm is a triplet, but the way you have it mapped, the first slider takes 2, and the second sliders tail is mapping nothing. the sliderend doesn't sound that noticeable to me, having this current structure fits in mroe ways, since I based it symmetryical sliders which are grouped of at least 2.

01:43:510 (1,2) - stack sur

01:44:635 (4) - curve more to match the previous slider and the one after seems like it blankets perfectly atm

02:04:885 (2,3,4,5,1,2,3,4,1,2,3,4) - this stream has a couple notes 02:05:447 (3,4,1,2) - that are extremely quiet, that are mapped as if they were the same velocity as their adjacent notes. Its strange to see that 02:07:135 (3,4,5,6,1) - which contains higher velocity notes, but significantly lower spacing, even if the intent is to slow down the section in preperation for the ending of the map. Relating same spacing, I don't think varying the spacing suits the structure of the map, there are number of places where I could've changed stream spacing based on pitch height which could often be interpeted as subjective to what is the most intense. Relating the ending, I think it's fine to slow it down, it leaves a nice touch for ending a map.


Edit: I read the previous mods, 00:55:041 (5,6) - has higher spacing than some of the wub kicks, and it feels out of place in comparision to the rest of the kiai's relatively calmer parts. While i understand it helps to introduce the concept, it's still overdone in my opinion. it's pretty simple man,
160bpm and a peaceful 2stack without transitioning into more complex patterns or dense rhythm, player has a lot of space to hit it.


01:37:885 (1,2,3,4,5) - i'd raise the spacing of the 4/5 here and prolly the sv of the slider 2 I wouldnt xd its consistent with other counterparts atm.

01:39:760 (5) - unsnapped object fixd
How do people manage to mispell my name to maradius number of times lol. Thanks for modding. Givin code tomorrow.
Topic Starter
Akareh

ailv wrote:

insane this difficulty is well mapped :) thanks :)

01:40:697 (1,2,3) - fix this stack a bit?, actually you have a couple stacks that look like this that i guess you could make look slightly better, 01:56:635 (2,3,1) - prolyl can just manually stack em or something if you have to. I don't know why it does that lmao. Fixed?

01:22:603 (5) - prolyl should start nc here since 01:21:760 (1,2,3,4) - is one phrase and 5 marks another. you can remove 01:23:541 (1) - nc or keep it tho doesn't matter ye i guess

01:20:635 (1,2) - and 01:32:635 (7) - and 01:26:635 (7,8) - and 01:38:635 (1) - could you standardize how this sound is mapped?
i think either 3/4 slider or 2x 1/4 work the best personally. changed 01:26:822 (8) - to 2x sliders. 01:32:635 (7) - stays the same because the intensity isn't the same and 01:38:635 (1) - is not the same as the rest, has more growl.

I don't see much issues with the lower diffs, but I personally don't lik, or am qualified to judge the simplification of the wub rhythms. :arrow:

Good luck with your set!
Thanks!
faygo
nm helo
why havent i thought of modding like kupo does
its awesome holy shit

:?: Personal suggestions / minor issues
:!: Major concerns

[FlameLancer]
imo the map feels somewhat unclean, ill just point out major issues and certain patterns i found especially bad for noob players, cuz i barely map lower diffs let alone modding one xd

:!: Under the current ranking standards i dont think its legal to manipulate svs in a 1.8* diff yet
:!: 00:01:510 (1,2,3,4,5) - Even if its just a normal u could have made some emphasis :? mapping in circles just doesn work here as theres many things going on already in this part
:!: 01:24:010 (1,2,3) - i dont like to comment on aesthetics but hell this is honestly ugly lol, plus (2) is not quite a comfortable shape for a 1.8* diff, makes me wanna release the slider early
:!: 01:34:322 (3) - same, uncomfortable slider


[Hard]
:?: 00:03:010 (2) - space it further from (1) maybe, having to move the cursor so slowly to the next position plays weird
:!: 00:29:260 (2) - extend by 1/2
:?: 00:59:260 (3) - rotate clockwise by 5 for slightly better aesthetics?
:?: 01:11:635 (1) - kinda weird how you randomly decided to NC this snare while others u ignore lol
:?: 01:12:572 + 01:14:072 - im not a hitsounding guy but double snares feels weird
:!: 01:25:416 (4,5) - fix stack, goes inside slider in game unless u meant for it to look really ugly Lo
:?: 01:39:572 - personally think the growl is represented better using sliders instead of circles as the sound is prolonged, plus circles ruins that roughness

[Insane]
some NCing inconsistencies during dubstep part, those listed below are those i noticed cuz i didn check one by one zz

:?: 00:30:947 (3,4,5) - very minor suggestion, but something like this https://i.imgur.com/Aghc9Kz.jpg represents the chord progression better imo rather than just placing sliders at random place with reasonable ds
:?: 00:48:947 (8,9) - uhh NC maybe cuz the sound is sth different
:?: 01:00:947 (9,10,11) - same, NC maybe
:?: 01:19:322 (3) - place this circle closer to the following slider maybe, plays slightly better
:?: 01:26:635 (7) - missing NC, u NCed the same thing before
:?: 01:34:510 - NC inconsistencies with 01:22:603

nice little map, honestly cant complain much other than the fact that the aesthetics are not my taste i like how u emphasis or represent certain stuff like 01:28:697 or 01:55:885 d

[Extradius]
:!: Unsnapped object, check AIMod
:?: 00:20:260 (4) - maybe make the slider points to the right instead for snare emphasis?
:?: 00:23:635 (3,4,5,6,1) - placing it like this flows slightly better imo https://i.imgur.com/Q2O84EH.jpg
:?: 00:39:010 (3,4) - this pattern is very interesting and i appreciate it, but i would use a different slider shape for this overlapping pattern as what u did currently feels rather overdramatic compared with the actual vocals, for example https://i.imgur.com/JRiM7tT.jpg . also NC pls
:?: 00:55:135 (6) - suggestion, these circles can be placed more interestingly like https://i.imgur.com/IyvWVmu.jpg , it also helps emphasize the snares
:!: 01:01:041 - one thing ive learned in mapping is that 1/4 slider followed with 2 1/4 circles in a linear fashion is extremely unintuitive and aids to play
:?: 01:11:822 (4) - not sure what sound are you trying to represent with this circle
:!: 01:34:885 (4,5,6,1,2,3,4) - also not intuitive to play but as this part is faster its even a bigger of a problem, what u did in 01:23:072 is much better

quite a lot of interesting concepts u introduced, like how the sliders in 01:41:260 builds on the tension of the sound well. and the dubstep part was pretty nice, tho map feels rather like "new mapper aesthetics" lol

_
still noob at modding, sorry if its not useful : //
good luck~
Topic Starter
Akareh

Faygor wrote:

[Hard]
:?: 00:03:010 (2) - space it further from (1) maybe, having to move the cursor so slowly to the next position plays weird sure
:!: 00:29:260 (2) - extend by 1/2 nope. It follows the drums, but I want to end it there so there's space before the spinner
:?: 00:59:260 (3) - rotate clockwise by 5 for slightly better aesthetics? ye
:?: 01:11:635 (1) - kinda weird how you randomly decided to NC this snare while others u ignore lol ah, that's mostly to emphasize visually the low spacing compared to the previous sliders, also because the song slows down (eventhough I don't ingame since I don't really tend to use SV changes for hards that much) and I wanted to reflect that somehow. I may remove it, but for now let's keep it like that.
:?: 01:12:572 + 01:14:072 - im not a hitsounding guy but double snares feels weird ye changed to whistles
:!: 01:25:416 (4,5) - fix stack, goes inside slider in game unless u meant for it to look really ugly Lo I don't know how to manually stack but I tried lmao
:?: 01:39:572 - personally think the growl is represented better using sliders instead of circles as the sound is prolonged, plus circles ruins that roughness ye

[Insane]
some NCing inconsistencies during dubstep part, those listed below are those i noticed cuz i didn check one by one zz

:?: 00:30:947 (3,4,5) - very minor suggestion, but something like this https://i.imgur.com/Aghc9Kz.jpg represents the chord progression better imo rather than just placing sliders at random place with reasonable ds it's not random though, it's a back and forth pattern. Pretty much the same thing you suggest but using higher spacing because I want to emphasize 00:31:135 (4,5) - transition
:?: 00:48:947 (8,9) - uhh NC maybe cuz the sound is sth different doesn't seem relevant enough for me to break the 1 NC every measure tbh
:?: 01:00:947 (9,10,11) - same, NC maybe ^
:?: 01:19:322 (3) - place this circle closer to the following slider maybe, plays slightly better shuffled it a bit ye
:?: 01:26:635 (7) - missing NC, u NCed the same thing before yee
:?: 01:34:510 - NC inconsistencies with 01:22:603 fix'd 01:22:603

nice little map, honestly cant complain much other than the fact that the aesthetics are not my taste i like how u emphasis or represent certain stuff like 01:28:697 or 01:55:885 d I like slowing down ye xddd

_
still noob at modding, sorry if its not useful : //
good luck~
It was helpful, thanks!
FL37

Faygor wrote:

nm helo
why havent i thought of modding like kupo does
its awesome holy shit

:?: Personal suggestions / minor issues
:!: Major concerns

[FlameLancer]
imo the map feels somewhat unclean ?, ill just point out major issues and certain patterns i found especially bad for noob players, cuz i barely map lower diffs let alone modding one xd

:!: Under the current ranking standards i dont think its legal to manipulate svs in a 1.8* diff yet I changed sv for entire section that ends with a little break (spinner), so there is no sudden change that new player could have a problem with. Besides even BN said that I should do that to emphasize the tempo.
:!: 00:01:510 (1,2,3,4,5) - Even if its just a normal u could have made some emphasis :? mapping in circles just doesn work here as theres many things going on already in this part ?????? I don't really get your point here. Whats wrong with arranging those objects this way. They emphasize vocal and piano as they should imo.
:!: 01:24:010 (1,2,3) - i dont like to comment on aesthetics but hell this is honestly ugly lol, plus (2) is not quite a comfortable shape for a 1.8* diff, makes me wanna release the slider early. Sliders are differently shaped ("ugly") to emphasize this intense wub part. They might be uncomfortable because you are used to cutting sliders short (and high AR maps).
:!: 01:34:322 (3) - same, uncomfortable slider ^



still noob at modding, sorry if its not useful : //
good luck~
Thanks
MaridiuS

Faygor wrote:

nm helo
why havent i thought of modding like kupo does
its awesome holy shit

[Extradius]
:!: Unsnapped object, check AIMod fixd
:?: 00:20:260 (4) - maybe make the slider points to the right instead for snare emphasis? ctrl+gd
:?: 00:23:635 (3,4,5,6,1) - placing it like this flows slightly better imo https://i.imgur.com/Q2O84EH.jpg yeah it does I guess, but I like to have minor flow imperfections.
:?: 00:39:010 (3,4) - this pattern is very interesting and i appreciate it, but i would use a different slider shape for this overlapping pattern as what u did currently feels rather overdramatic compared with the actual vocals, for example https://i.imgur.com/JRiM7tT.jpg . also NC pls Think curved sliders much better express vocals as well as the flow implying the movement towards the sliderhead too. ncd
:?: 00:55:135 (6) - suggestion, these circles can be placed more interestingly like https://i.imgur.com/IyvWVmu.jpg , it also helps emphasize the snares did something.
:!: 01:01:041 - one thing ive learned in mapping is that 1/4 slider followed with 2 1/4 circles in a linear fashion is extremely unintuitive and aids to play that goes for bpm over 190 I guess
:?: 01:11:822 (4) - not sure what sound are you trying to represent with this circle uhm, it was structured in the kiai that way too, hihat +
+ piano lo.

:!: 01:34:885 (4,5,6,1,2,3,4) - also not intuitive to play but as this part is faster its even a bigger of a problem, what u did in 01:23:072 is much better i'd say they both play fine, on 160bpm this kind of patterning is intuitive to play imo.

quite a lot of interesting concepts u introduced, like how the sliders in 01:41:260 builds on the tension of the sound well. and the dubstep part was pretty nice, tho map feels rather like "new mapper aesthetics" lol
>offers compliments first
>then brings down the hammer
Btw when bringing down the hammer, you better do an exhaustive mod relating that issue otherwise you just come out as rude, it's never helpful. Adding "lol" furthermore make you seem like an asshole xd.

_
still noob at modding, sorry if its not useful : //
good luck~
Thanks for mod. Also I might consider remapping this. Will probably do some aesthetics and patterning overhaul since I believe I can do it much better now since the diff is fairly old.

SPOILER
osu file format v14

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WidescreenStoryboard: 1

[Editor]
Bookmarks: 77916,79791,85791,91791,97791,101916,118416,124416,130510
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Myosotis
TitleUnicode:Myosotis
Artist:M2U
ArtistUnicode:M2U
Creator:Akareh
Version:ExtradiuS
Source:Deemo
Tags:mobile collection vol. 2 rayark NICODE guriri lucy M2UStudio FlameLancer MaridiuS
BeatmapID:1366373
BeatmapSetID:643513

[Difficulty]
HPDrainRate:6.6
CircleSize:4.5
OverallDifficulty:8.3
ApproachRate:9.2
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 128,128,128
Combo3 : 0,128,192
Combo4 : 192,192,192

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178,128,86447,1,2,0:0:0:0:
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133,104,87385,2,0,L|210:112,1,61.7499971733095,8|0,0:0|0:0,0:0:0:0:
328,143,87572,1,0,0:0:0:0:
339,164,87666,1,0,0:0:0:0:
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170,171,88510,1,2,0:0:0:0:
276,6,88697,6,0,P|282:62|304:128,1,95,2|0,0:0|0:0,0:0:0:0:
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309,225,89166,1,2,0:0:0:0:
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279,228,105666,1,0,0:0:0:0:
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Topic Starter
Akareh
Updated both Flame's and MaridiuS's diffs
b00
M4M from your queue

ExtradiuS

00:01:510 (1,2) - I think this flow could be better. Try using this instead? https://i.imgur.com/YuEjsXj.png That way you can also avoid the slanted wave slider which I think looks kinda ugly.
00:13:885 (2) - Put this here instead? 00:14:072 -
00:18:760 (1,2,3,4) - Maybe lower the sv here to empathise the slow part of the song leading ot of the stream?
00:55:041 (5,6) - Might be kinda hard to read
01:11:822 (4) - See no need for this to be an active note. Perhaps use a 1/2 slider on the white tick before to passivly map this
01:33:010 (1) - Slider seems a little boring for the sound?
01:44:635 (4) - curve a bit more at the end to match 1?
02:04:885 (2,3,4,5,1,2,3,4,1,2,3,4,1,2) - Im confused as to why you mapped this as 1/4. I can't hear any notes significant to following the 1/4 rhythm and the vocals here take higher priorty. Mapping them with sliders would be a better fit here.
02:06:385 (3,4,5,6) - I think this whole section is pretty overmapped. Maybe if you used slower 1/1 sliders it could have a better effect?
P cool map tho

Insane

OD on this map is quite low. Try OD 8 instead
00:03:010 (1) - messed up stack
00:19:510 (1) - Maybe make this an extended 1/1 slider and use a circle on the white tick. I feel this sound has quite significant importance and mapping it passivly feels underwhelming.
00:21:760 (3) - Map this with two 1/4 sliders? I think that would be a cool way to express the sound on the slider end.
00:22:978 (5) - Not sure why your changing direction on this note.
00:27:385 (2) - Same thing here. Map the end activly please.
00:30:010 (1,2,3) - This is pretty hard to read
01:04:510 (1,2,3,4) - Maybe map this with sliders? Seems overmapped
Kiai is pretty sweet. Nothing major to note. Looks clean and flows well
01:24:291 (2) - You could extend this to the blue tick. Feels weird otherwise
01:32:260 (4,7) - overlap

Hard

I think AR8 OD7 would be more appropriate on this diff
01:33:010 (1,2) - Map end actively?
Sorry im not the best at modding low diffs but I honestly think this is pretty good as it is. Not much I can point out apart from odd diff choices

FlameL's Normal

Calling this a normal might be too hard. I'd consider this an easy imo
I think you could use a slightly higher base SV so the objects don't overlap in the beginning? Maybe 1 would be a good choice
00:10:135 (5,1) - Players might get confused with what object to click first.
00:44:260 (2,3) - I think you could blanket 3 into 2 for a cleaner pattern.
P cool map. Gl dude!
Topic Starter
Akareh

b00 wrote:

Insane

OD on this map is quite low. Try OD 8 instead sure, let's try
00:03:010 (1) - messed up stack ye
00:19:510 (1) - Maybe make this an extended 1/1 slider and use a circle on the white tick. I feel this sound has quite significant importance and mapping it passivly feels underwhelming. sure
00:21:760 (3) - Map this with two 1/4 sliders? I think that would be a cool way to express the sound on the slider end. nah, I prefer this rhythm here and also I don't want to break the pattern
00:22:978 (5) - Not sure why your changing direction on this note. mainly, aesthetics. Also the piano has more strength here towards the end IMO
00:27:385 (2) - Same thing here. Map the end activly please. ye
00:30:010 (1,2,3) - This is pretty hard to read not really, it's just a normal stack
01:04:510 (1,2,3,4) - Maybe map this with sliders? Seems overmapped nah, I want to amp intensity there and there are definite cymbal-ish sounds, plus voice, to award these.
Kiai is pretty sweet. Nothing major to note. Looks clean and flows well thanks!
01:24:291 (2) - You could extend this to the blue tick. Feels weird otherwise I cut it short because otherwise the jump would feel really sudden, but sure let's try it
01:32:260 (4,7) - overlap fix'd

Hard

I think AR8 OD7 would be more appropriate on this diff AR ye, OD seems fine to me as is
01:33:010 (1,2) - Map end actively? nah, not for this kind of hard
Sorry im not the best at modding low diffs but I honestly think this is pretty good as it is. Not much I can point out apart from odd diff choices


P cool map. Gl dude!
Thanks ~
I'll wait for gders before updating this
FL37

b00 wrote:

M4M from your queue

FlameL's Normal

Calling this a normal might be too hard. I'd consider this an easy imo It's in the 1.50-2.25 star range and it uses rhythm density that occurs in most normal diff so I think its right.
I think you could use a slightly higher base SV so the objects don't overlap in the beginning? Maybe 1 would be a good choice The way they overlap is almost "unnoticeable" and they don't play nor look worse that way. Changing SV would also bust star diff and I don't want to do it.
00:10:135 (5,1) - Players might get confused with what object to click first. I think circular flow and constant spacing should be enough for a player to tell which to hit first.
00:44:260 (2,3) - I think you could blanket 3 into 2 for a cleaner pattern. I could but like it the way it is.
Thanks
No Changes
MaridiuS

b00 wrote:

M4M from your queue

ExtradiuS

00:01:510 (1,2) - I think this flow could be better. Try using this instead? https://i.imgur.com/YuEjsXj.png That way you can also avoid the slanted wave slider which I think looks kinda ugly. Never say good flow, use uncomfortable instead, and no It's not uncomfortable because its 1/1 timing.
00:13:885 (2) - Put this here instead? 00:14:072 - I'd rather leave 1/1 timing for patterning that's about to come, and prefer this anways.
00:18:760 (1,2,3,4) - Maybe lower the sv here to empathise the slow part of the song leading ot of the stream? I don't agree that it's really slow, the piano is quite loud smh.
00:55:041 (5,6) - Might be kinda hard to read Might, but it most often isn't.
01:11:822 (4) - See no need for this to be an active note. Perhaps use a 1/2 slider on the white tick before to passivly map this it's a hihat like I was doing till now + it has a violin (or piano), I see nothing wrong with it being active.
01:33:010 (1) - Slider seems a little boring for the sound? I'm afraid I can't do anything really special, but maybe I'll think of something.
01:44:635 (4) - curve a bit more at the end to match 1? fixd
02:04:885 (2,3,4,5,1,2,3,4,1,2,3,4,1,2) - Im confused as to why you mapped this as 1/4. I can't hear any notes significant to following the 1/4 rhythm and the vocals here take higher priorty. Mapping them with sliders would be a better fit here. I'd rather make it spicy with the piano tbh, vocals are not even that impactful here.
02:06:385 (3,4,5,6) - I think this whole section is pretty overmapped. Maybe if you used slower 1/1 sliders it could have a better effect? I used to think it was undermapped until I've put on headphones, that's when I realized whats going on with the piano.
Think it's pretty cool plays cool and follows the song well tbh.

P cool map tho
thanks.
Mykaterasu
I heard you like storyboards

MaridiuS

Mykaterasu wrote:

I heard you like storyboards

sorry but kudosu shouldn't be awarded to storyboards, it is tied to modding only. You will have your name in tags and description.
Dokatu
<3 map
Topic Starter
Akareh
<3 map but doesn't fav :thinking:

Thanks for the kds! :D
Fixed some minor things in hard/insane and some unsnapped green lines in the wub sections of insane/dius's

Edit: he faved the absolute madman
Nakano Itsuki
hey

[MaridiuS]
00:14:260 - I don't really think this should be left unmapped, consider a circle or starting a 1/2 circle here
00:30:760 (2) - since the sounds dont really sound that different how about just changing this to circles just like 00:31:135 (1,2) - , or changing these two circles to a slider
00:33:760 (3,4,5,6,1) - small suggestion, how about doing a pentagon for these considering the music is quite calm here and might support it https://starrstyx.s-ul.eu/F7MX51Ic (preferable to use polygon circles but u get the idea)
00:35:072 (2,3,4,5,6) - suggesting the same about for this as well (a ds-oriented pattern kinda works)
00:48:572 (4,5) - jump is a bit too large imo
01:11:822 (4) - how about a 1/4 slider leading into the next object? (or just change (3,4) to sliders, but this suggestion seems cooler)
01:25:697 (4) - ctrl+g this? (kinda matching the concept of 01:19:322 (1,2,3,4) - that both sliders are facing the same direction, idk how to say it)
02:04:322 (4) - this jump is way too far lol

[Insane]
00:30:010 (1) - tbh why not just end this slider on the blue tick before and just use a 1/4 slider here, considering it matches the rhythm of the 3 sliders afterwards in the song
00:34:510 (1) - ctrl+g, in regards to the upwards movement of the objects before
Not too much to say about this honestly, pretty good diff

gl
Topic Starter
Akareh

StarrStyx wrote:

hey

[Insane]
00:30:010 (1) - tbh why not just end this slider on the blue tick before and just use a 1/4 slider here, considering it matches the rhythm of the 3 sliders afterwards in the song Ending in blue feels really awkward to me, also 00:30:853 (2) - sounds clear enough to warrant being clickable imo
00:34:510 (1) - ctrl+g, in regards to the upwards movement of the objects before no need to change tho, flows perfectly well and the direction change helps me emphasize the sound at 00:34:510 (1) - and the whole 00:34:510 (1,2,1,2) - pattern.
Not too much to say about this honestly, pretty good diff thank you! :)

gl
No changes on my part, but thanks for checking! :)
MaridiuS

StarrStyx wrote:

hey

[MaridiuS]
00:14:260 - I don't really think this should be left unmapped, consider a circle or starting a 1/2 circle here I really see no importance in this note which I don't even hear to map it.
00:30:760 (2) - since the sounds dont really sound that different how about just changing this to circles just like 00:31:135 (1,2) - , or changing these two circles to a slider it has a higher pitch therefore a slider to emphasize it.
00:33:760 (3,4,5,6,1) - small suggestion, how about doing a pentagon for these considering the music is quite calm here and might support it good idea https://starrstyx.s-ul.eu/F7MX51Ic (preferable to use polygon circles but u get the idea)
00:35:072 (2,3,4,5,6) - suggesting the same about for this as well (a ds-oriented pattern kinda works) alright will try some things out
00:48:572 (4,5) - jump is a bit too large imo tbh it varies a bit based on structure, its not the biggest just and there are plenty like this,
the structure is based on jumps as large as this.

01:11:822 (4) - how about a 1/4 slider leading into the next object? (or just change (3,4) to sliders, but this suggestion seems cooler) I don't find the pitch prominent enough to use 1/4 sliders here.
01:25:697 (4) - ctrl+g this? (kinda matching the concept of 01:19:322 (1,2,3,4) - that both sliders are facing the same direction, idk how to say it) 01:25:322 (1,2,3,4) - they are the same so I see no problem here.
02:04:322 (4) - this jump is way too far lol arguably the most prominent beat in the song so I think it's warranted. Especially since the movement is quite comfy.
thanks ;p
Noffy
sb mod below (?) after looking at it while discussing it with ayyri a bit

Disable the map background, it's ever under your storyboard and is raising the sb load needlessly.

Some ideas to optimize the storyboard some more:

Format: a box containing an image of what I'm referring to, and a suggestion below.

For the ring of flowers, instead of having ~50+ individual flower images all with tons of movement commands, have a single image of the entire ring with a single looping rotation command. This alone would cut down your line count by like 8000....

you have the lyrics rendered per character, but they dont move seperately from eachother. Maybe have solid images for each lyric line instead.

instead of having a bazillion commands to have all these individual little boop squares to make the big black transition, instead have ONE boop image with a vector scale command. This would use BottomCentre as its origin, and be as wide as the screen. The vector scale would stretch its y axis to gradually cover the screen. You would then have the individual boop images along the top edge of it to maintain your current kind of "eating away" effect. (like a set of 20 that would move without tweening to their new positions each time)

edit:
another note about that transition, you still have the stars and their commands active underneath it, further adding to sb load. disable them once they're covered.

Why is it that your music notes fade both in and out later than the lyrics in the intro?

Instead of having each piece of each music note and the intro lyrics be seperate images, consider making one long horizontally scrolling image instead. You could then have a white to transparent gradient image that would go over that, keeping the fade-in and fade-out effects w/ far fewer active sprites and lines.

Also, because the background is a solid color, this suggestion could have the image as opaque instead of transparent, with it being the second to last layer (so you could save as a size-efficient jpg or somesort).


01:19:135 - round up the scaling used on this boop image here, it's currently slightly too thin and has visible white on the edges in 16:9


holy cow. how many sprites does this even use D:? I can't even count it. This is like, one of the most processing-intense parts of the storyboard with relatively little visual payoff, because the spectrums changing in size aren't even super noticeable.
A similar effect could be achieved by making a solid image of the circle (not including the solid circle overlay) and dividing it into, say, 10 parts. You would then use looping fade commands with slightly different timings for each of the 10 pieces, like, a wave around the circle. This could be similar without killing non-top-of-the-line-pcs. Or maybe have a spinning flower image inside the circle instead.. i'd think that'd be cute and would fit with the storyboard overall.



o/
Topic Starter
Akareh
Thanks for checking, noffy :)
Myka's waiting on mari's remap and ayyri's diffs before updating SB.

Changed metadata after discussing with ayyri in discord. Actually my original metadata was okay but I guess we'll go with the most common naming scheme. Added source for new metadata to map description.
Vulkin
Ayyri sent me here

IMO there should be a rearrangement of SB elements in the taiko diffs, because the bar is blocking everything imo
proof: https://osu.ppy.sh/ss/10295865
But since i saw "before updating SB", idk how it will turn out so...
also 00:41:635 - where it says "Si Nos Amas, Serva Nos", If its spanish, pretty sure its "Sálvanos" but idk

-Ayyri's Muzukashii-
00:11:635 (20,21) - you could ctrl+g these, pitch is reflected a bit better imo
00:33:010 - could have used a slow down sv effect, the song is far less dense here, and the change could contrast it better, and then make it from 00:42:760 - gradually increase back
00:36:385 (10,11) - why not a ctrl+g? the k could make a better contrast with the pitch change of the voice
01:07:510 (123,125) - could make these a k too? would follow the voice instead of just the instruments
01:10:885 (137) - and why not a k? could do an inverse pattern with the d ddd
01:15:010 (153) - this could really fit as a D, because it would make a good contrast with the voice's pitch change, specially since it'll go along with 01:15:760 (154) -
02:07:510 (202) - ^
https://osu.ppy.sh/ss/10295977 wut

-Ayyri's Oni-
00:36:385 (153,154) - Could ctrl+g these, the pitch change is better represented if done so imo
00:33:010 - could make a slow down here, and then speed up at 00:42:760 - , would be a nice touch following the density of the song
01:07:510 (317,319) - why not k on these? would follow the voice instead of just the instruments
01:15:010 (356) - could really fit as D, would follow the voice's pitch a bit more accurately imo, specially with the contrast with the next K
02:07:510 (654) - ^
Realazy

Vulkin wrote:

Ayyri sent me here

IMO there should be a rearrangement of SB elements in the taiko diffs, because the bar is blocking everything imo
proof: https://osu.ppy.sh/ss/10295865
But since i saw "before updating SB", idk how it will turn out so...
also 00:41:635 - where it says "Si Nos Amas, Serva Nos", If its spanish, pretty sure its "Sálvanos" but idk

-Ayyri's Muzukashii-
00:11:635 (20,21) - you could ctrl+g these, pitch is reflected a bit better imo
00:33:010 - could have used a slow down sv effect, the song is far less dense here, and the change could contrast it better, and then make it from 00:42:760 - gradually increase back
00:36:385 (10,11) - why not a ctrl+g? the k could make a better contrast with the pitch change of the voice
01:07:510 (123,125) - could make these a k too? would follow the voice instead of just the instruments
01:10:885 (137) - and why not a k? could do an inverse pattern with the d ddd
01:15:010 (153) - this could really fit as a D, because it would make a good contrast with the voice's pitch change, specially since it'll go along with 01:15:760 (154) -
02:07:510 (202) - ^
https://osu.ppy.sh/ss/10295977 wut

-Ayyri's Oni-
00:36:385 (153,154) - Could ctrl+g these, the pitch change is better represented if done so imo
00:33:010 - could make a slow down here, and then speed up at 00:42:760 - , would be a nice touch following the density of the song
01:07:510 (317,319) - why not k on these? would follow the voice instead of just the instruments
01:15:010 (356) - could really fit as D, would follow the voice's pitch a bit more accurately imo, specially with the contrast with the next K
02:07:510 (654) - ^
Topic Starter
Akareh

Vulkin wrote:

also 00:41:635 - where it says "Si Nos Amas, Serva Nos", If its spanish, pretty sure its "Sálvanos" but idk
Actually, "Sírvenos" would be closer to what's being sung. But anyway lyrics are in latin, not spanish so xdd.
SB will be updated after mari finishes remapping extra, that way myka only has to update once (hopefully). I already told him about taiko lyrics/musical note stuff.

Ayyri sent me the files, changes updated.
FrenZ
Hi from my queue :)

:?: Suggestion
:!: Problem

(taking that directly from one the posts above lol)

ExtradiuS

:!: 00:13:885 (2,1) - Why is the white tick not mapped? There is a piano sound there if you listen closely. I would place a circle where 00:14:822 (3) - is, and then properly combo that pattern so it changes a combo every four notes, or two white ticks.
:?: 00:55:041 (5,6) - I know you're trying to emphasize the kick, but I would decrease the spacing (based on distance snap) from 2 to 1.5 for these two circles. Feels excessive.
:?: 01:01:041 (1,2,3,4,1) - WOAH. Ok, same thing as before. I would decrease the spacing (again, based on DS) from 01:01:041 (1,2) - to 2 and 01:01:135 (2,3,4,1) - to 1.6.
:?: 01:01:510 (1) - To improve flow, rotate this 15 degrees counterclockwise.
:?: 01:56:822 (8,1,2,3,4) - This is kind of hard to explain with words, so here's a picture of what I did: https://gyazo.com/f1a96c8f7a539ffb38a4cd23c5b975a8 | The slider (1) has been rotated 20 degrees counterclockwise to improve flow and is now snapped to 01:55:885 (2) -

Nice difficulty :D

Insane

There's nothing wrong with it, holy shit amazing difficulty man

Hard

I don't anything that should be changed, nice job

Normal
:?: 00:30:010 (3) - I would avoid irregular slider shapes in normals since inexperienced players might not know how to follow them.
:?: 01:10:510 (3) - Same thing as above.
:!: 01:15:010 (2) - Yeah it's an aesthetic shape, but players at this level probably can't follow this!

Good diff otherwise!

General

Be careful about where you guys are ending your difficulties. I don't believe it's unrankable for some difficulties in this specific scenario to be longer than others, but you might want to be consistent about it.

Good luck!
Topic Starter
Akareh

Akareh wrote:

Please, don't mod extra. Remap is coming
*mods extra*
:thinking:

FrenZ396 wrote:

General

Be careful about where you guys are ending your difficulties. I don't believe it's unrankable for some difficulties in this specific scenario to be longer than others, but you might want to be consistent about it.

Good luck!
Afaik that rule was put in place since way back when there were maps with 3min Insanes and like 1min/2 easy and normal diffs. So yeah, this case shouldn't really be unrankable since it's just a few seconds on the outro and the majority of the song is mapped in all diffs.

Glad you liked my diffs, thanks for checking!
Mykaterasu

Noffy wrote:

sb mod below (?) after looking at it while discussing it with ayyri a bit I think it would have been better to discuss it with me instead, but oh well.

Disable the map background, it's ever under your storyboard and is raising the sb load needlessly. sb load isn't an accurate representation of anything. It's a remnant of an era of the editor that is long gone, and it doesn't actually say anything about performance. I think that you can agree that 5 images that cover the screen is a lot less performance intensive than 5000 particles moving about the screen, yet the first example would be sb load 5.0x and the 2nd would be close to 1.0x.
That said; how? I haven't got the map background in the sb?


Some ideas to optimize the storyboard some more:

Format: a box containing an image of what I'm referring to, and a suggestion below.

For the ring of flowers, instead of having ~50+ individual flower images all with tons of movement commands, have a single image of the entire ring with a single looping rotation command. This alone would cut down your line count by like 8000.... I have no means to generate that image intrinsically other than man-power. Going this route isn't a big deal since the cmd/s is still pretty low so I don't have to change it, but I will look into it regardless.

you have the lyrics rendered per character, but they dont move seperately from eachother. Maybe have solid images for each lyric line instead. Similar response as before, but per character lyrics are actually far more optimised than line lyrics simply by the re-use of characters. There is a give and take at play, memory for performance, but the memory saved and the performance dip is so marginally low that it is almost always seen as better to use the easier option until you are forced to save one or the other because of limits. So that's what I did.

instead of having a bazillion commands to have all these individual little boop squares to make the big black transition, instead have ONE boop image with a vector scale command. This would use BottomCentre as its origin, and be as wide as the screen. The vector scale would stretch its y axis to gradually cover the screen. You would then have the individual boop images along the top edge of it to maintain your current kind of "eating away" effect. (like a set of 20 that would move without tweening to their new positions each time) I will work on this

edit:
another note about that transition, you still have the stars and their commands active underneath it, further adding to sb load. disable them once they're covered.

Why is it that your music notes fade both in and out later than the lyrics in the intro? Looks like a delay variable isn't working correctly, looking into it.

Instead of having each piece of each music note and the intro lyrics be seperate images, consider making one long horizontally scrolling image instead. You could then have a white to transparent gradient image that would go over that, keeping the fade-in and fade-out effects w/ far fewer active sprites and lines. SB image size limits and scaling text to fit like that would mean that you'd get stretchy unreadable text or 50% of the space would be empty. There's no need to go and pull hair out trying to do that and make it work when you can use smaller and more manipulable objects instead.

Also, because the background is a solid color, this suggestion could have the image as opaque instead of transparent, with it being the second to last layer (so you could save as a size-efficient jpg or somesort).


01:19:135 - round up the scaling used on this boop image here, it's currently slightly too thin and has visible white on the edges in 16:9 I don't see them. What the editor sees and what the player sees are separate sizes, just as in mapping - but it wouldn't hurt


holy cow. how many sprites does this even use D:? I can't even count it. This is like, one of the most processing-intense parts of the storyboard with relatively little visual payoff, because the spectrums changing in size aren't even super noticeable.
A similar effect could be achieved by making a solid image of the circle (not including the solid circle overlay) and dividing it into, say, 10 parts. You would then use looping fade commands with slightly different timings for each of the 10 pieces, like, a wave around the circle. This could be similar without killing non-top-of-the-line-pcs. Or maybe have a spinning flower image inside the circle instead.. i'd think that'd be cute and would fit with the storyboard overall.will look into.



o/
o
FL37

FrenZ396 wrote:

Normal
00:30:010 (3) - I would avoid irregular slider shapes in normals since inexperienced players might not know how to follow them.
01:10:510 (3) - Same thing as above.
01:15:010 (2) - Yeah it's an aesthetic shape, but players at this level probably can't follow this!
All of those have pretty simple movement pattern and they are really slow, so I don't think they are that big of a problem.
No changes
Kilabarus
From Illuminati

General

  1. Turn on epilepsy warning in Taiko diffs
FlameL's Normal

  1. Maybe set up DS as 1.1 - 1.2 in the beginning?? With your DS objects are really close and it's kinda ehh tho it's not hard to fix
  2. 00:55:135 (5,6,1) - Not sure if it's allowed in the lowest diff, maybe put 1/2 slider here?
  3. 01:02:822 - Following your previous patterns ( 00:36:760 (2,3,4) - 00:41:260 (5,6,1) - ) here should be a circle
  4. 01:06:010 (1) - This is really embarassing for new players and practically never used in low diffs nowadays
Hard

  1. 00:29:260 (2) - Try out this rhythm instead https://puu.sh/zuPnB/043ef4b90f.png
  2. 00:54:010 (1) - I don't get your idea with stacks here but this should definitely be spaced out as strong sound
  3. 01:08:260 (3) - Why don't you just use 2 1/2 sliders here as everywhere?
  4. 01:25:416 (4,5) - Is it supposed to be like that?
  5. 01:41:260 (3) - I think this can be separated in 2 1/4 sliders for better emphasizing
Insane

  1. 01:00:947 (9) - Put NC here?
GL
Topic Starter
Akareh

MashaSG wrote:

From Illuminati I welcome our new triangle overlords

General

  1. Turn on epilepsy warning in Taiko diffs
woops, fixed


Hard

  1. 00:29:260 (2) - Try out this rhythm instead https://puu.sh/zuPnB/043ef4b90f.png yep
  2. 00:54:010 (1) - I don't get your idea with stacks here but this should definitely be spaced out as strong sound Nah, I think it's fine as is.
    I'm not really using 1/4 spaced patterns except on kiai, so I stacked for distance-time equality here.

  3. 01:08:260 (3) - Why don't you just use 2 1/2 sliders here as everywhere? you know what, might as well tbh
  4. 01:25:416 (4,5) - Is it supposed to be like that? It was, to fix stacking, but I don't know how the fuck to do that properly and honestly doesn't seem like a huge deal so meh
  5. 01:41:260 (3) - I think this can be separated in 2 1/4 sliders for better emphasizing yeah
Insane

  1. 01:00:947 (9) - Put NC here? Nah, I'm sticking to NC every new measure.
GL
Thanks! :) Waiting on Lancer for update
FL37

MashaSG wrote:

From Illuminati

FlameL's Normal

  1. Maybe set up DS as 1.1 - 1.2 in the beginning?? With your DS objects are really close and it's kinda ehh tho it's not hard to fix Changed to 1.05 xD
  2. 00:55:135 (5,6,1) - Not sure if it's allowed in the lowest diff, maybe put 1/2 slider here? It's allowed
  3. 01:02:822 - Following your previous patterns ( 00:36:760 (2,3,4) - 00:41:260 (5,6,1) - ) here should be a circle This vocal is not as powerful as the others and I want to focus mostly on strong sounds in this section
  4. 01:06:010 (1) - This is really embarassing for new players and practically never used in low diffs nowadays It fits the music tho


GL
Thanks.
Also made some small changes to pattern aesthetic (probably no sb changes needed).
https://puu.sh/zvj7U.osu
Topic Starter
Akareh
Updated ~
Realazy
modded ayyri's diffs on irc
23:58 *Real is editing [https://osu.ppy.sh/b/1556685 M2U & NICODE - Myosotis (feat. Guriri & Lucy) [Ayyri's Muzukashii]]
23:58 *Ayyri is editing [https://osu.ppy.sh/b/1556685 M2U & NICODE - Myosotis (feat. Guriri & Lucy) [Ayyri's Muzukashii]]
23:58 Ayyri: o:
23:58 Real: 00:03:010 - i think d d k could be nice to emphasize the piano note on 00:03:760 -
23:59 Ayyri: 00:03:385 - high vocal tho
23:59 Ayyri: 00:03:760 - having this as a k would deemphasize 00:04:510 -
00:00 Real: i think the vocal is higher pitched on 00:03:760 - though
00:00 Real: and that note later would have the same emphasis as 00:03:760 - i guess
00:00 Real: since you're leaving a break before it
00:01 Ayyri: imo 00:03:760 - is lower pitched because the vocal continues
00:01 Ayyri: at the same pace
00:01 Ayyri: and goes down at 00:04:135 -
00:01 Real: fair
00:02 Real: 00:21:572 (8,9,10) - really think kkk fits that weird instrument better here
00:02 Real: also plays a tad better i gues
00:03 Ayyri: oke
00:03 Ayyri: the strings
00:03 Ayyri: also fits with the kick, i suppose
00:03 Ayyri: @ 00:21:760 -
00:04 Real: 00:27:385 (31,32,33) - i guess i get why there's a triple here but i think it's really faint in the music
00:04 Real: and it doesn't stand out as well as the doubles you hve
00:05 Ayyri: you mean the piano?
00:05 Real: yes
00:06 Ayyri: i'll just move it to 00:28:978 - then
00:06 Ayyri: so the density is consistent
00:06 Ayyri: and isn't like
00:06 Ayyri: going down at the very end
00:07 Ayyri: which feels off
00:08 Real: good
00:10 Real: 00:43:322 (36) - note feels a bit unnecessary, the finisher would have more emphasis if you deleted that note
00:12 Ayyri: i think the finisher would stick out like a sore thumb if it was all by itself
00:12 Ayyri: considering it would have a 1/1 break right before it
00:12 Ayyri: then a 2/1 break right after it
00:13 Ayyri: which is kinda.. lackluster
00:15 Real: fair
00:16 Real: 00:49:885 (60) - could delete this to be consistent with the start of the kiai, would also add another break which could be nice
00:17 Ayyri: idm either way
00:18 Ayyri: but the reason there's a note there
00:18 Ayyri: is difficulty progression
00:18 Ayyri: + so it's not exactly the same as the first time
00:18 Ayyri: which
00:18 Ayyri: as you did say
00:18 Ayyri: could also be taken as inconsistent
00:18 Real: i think difficulty progression is already kinda shown in the fact that the second kiai is more dense
00:18 Ayyri: fair
00:19 Real: 01:06:385 - could delete this note, this kiai is much denser and a break would be welcome. also, it'd make the buildup start alongside the vocals which is a pretty nice touch imo
00:20 Ayyri: imo
00:20 Ayyri: generally speaking
00:20 Ayyri: doing that feels weird
00:20 Ayyri: having a break at the start
00:20 Ayyri: i'd rather have one at the end
00:20 Ayyri: but i don't mind as much in this case
00:21 Real: i agree with that but i think here it fits much better to have it at the start
00:21 Ayyri: ye
00:22 Real: 01:10:885 - 01:11:072 - would be nice to ctrl+g them, would make the whole pattern play much better and fits the strings' pitch much better
00:24 Ayyri: oke
00:27 Real: 01:20:635 (10) - what about having d here for that wub sound? it'd fit kinda well considering the pitch of the melody is also going down imoi
00:28 Ayyri: 01:20:635 - d k d
00:28 Ayyri: bc 01:20:822 - & 01:21:010 - are not the same pitch
00:29 Ayyri: also contrasts better w/ 01:21:385 -
00:29 Real: fair
00:29 Real: how about d on 01:20:260 - then? i still think the decreasing pitch should be emphasized somehow
00:30 Ayyri: tbh they sound the same pitch to me
00:30 Ayyri: but
00:30 Ayyri: if you use a different line of reasoning, it makes more sense
00:30 Ayyri: 01:19:885 - kick
00:30 Ayyri: 01:20:260 - not a kick
00:30 Ayyri: :3
00:31 Real: !
00:31 Ayyri: !!
00:32 Real: 01:21:760 (16) - d could be nice here, this sounds much lower than the growl before it imo
00:33 Real: and if you apply that, changing 01:21:947 (17,18) - to kk would play and feel a lot better imo
00:33 Real: since the next double is on lower pitched wubs
00:33 Ayyri: ya i already did that
00:33 Ayyri: d dd dd
00:33 Ayyri: would be
00:33 Ayyri: uncomfy
00:34 Real: 01:22:885 (23,24,25) - it sounds like the pitch is higher on 24 than on 23 and 25 to me, maybe dkd?
00:36 Real: d k d
00:37 Ayyri: idm either way
00:37 Ayyri: so sure
00:37 Ayyri: xd
00:39 Real: 01:26:260 (37) - d just like previously
00:39 Real: 01:32:260 (63) - and here as well
00:41 Real: 01:34:885 (76,77,78) - aaaaaaaand d k d here
00:42 Ayyri: ok bb
00:42 Real: 01:50:072 (137,138,139) - kkk here would fit the instruments' pitches going up much better, and play more comfortably
00:42 Ayyri: oke b
00:48 *Real is editing [https://osu.ppy.sh/b/1555656 M2U & NICODE - Myosotis (feat. Guriri & Lucy) [Ayyri's Oni]]
00:48 Real: 00:14:635 (30) - i think d here fits better considering the higher pitch only really stands out on the next note
00:49 Ayyri: but my finisher
00:50 Real: wot finisher
00:51 Ayyri: oh i'm retarded
00:51 Ayyri: i didn't see that you switched
00:51 Ayyri: bc i was looking at discord
00:51 Ayyri: LOL
00:51 Ayyri: ya i can do wot you said
00:51 Ayyri: np
00:51 Real: ggggggg
00:53 Real: 00:22:322 (76,77,78) - i think kdk fits the pitch better here, and also how the piano is playing the same note as 00:22:135 (75) - on 86
00:53 Real: 76*
00:54 Ayyri: ok
00:54 Ayyri: now i can say
00:54 Ayyri: but my finisher
00:55 Real: pft
00:59 Ayyri: did you post anything before i died
00:59 Real: nop
01:00 Ayyri: aaa
01:06 Ayyri: ok we good now
01:06 Real: yay
01:07 Real: 00:29:447 - might wanna add a note here to fit the melody, you already have a break right after so it should be ifne
01:08 Ayyri: what was the last point
01:08 Ayyri: about the piano
01:08 Ayyri: tho
01:08 Real: what
01:09 Ayyri: the one before that one
01:09 Ayyri: before death
01:09 Real: iwanted you to have kdk on 00:22:322 (76,77,78) -
01:09 Real: but yuh finisher
01:09 Ayyri: i could also make it 1/6
01:09 Ayyri: :thonk
01:10 Real: muH SPREAD
01:11 Ayyri: it's
01:11 Ayyri: ok
01:11 Ayyri: it top diff.
01:12 Real: 00:56:353 (257) - i think that note is kinda unnecessary tbh, there's nothing in the song that really justifies a 5plet
01:12 Real: ,
01:13 Ayyri: held vocal w
01:13 Real: 00:56:072 (254,255,256,257,258,259,260,261) - OK WHY ISNT THIS A 9 NOTE STREAM THEN
01:13 Real: :rage:
01:14 Ayyri: but muh spread
01:14 Real: ok i stop modding
01:14 Ayyri: WTF
01:14 Real: 01:09:572 (325,326) - k k here would fit the strings pitch better imo
01:15 Ayyri: ok b
01:15 Real: 01:28:697 (439) - finisher would b Nice imo
01:16 Ayyri: sure
01:16 Real: i would say 01:40:697 (523) - same here but it's in a pretty dense chain so idk
01:17 Ayyri: i do it
01:17 Ayyri: !
01:17 Real: wow!
01:17 Real: that's it for meeee
01:19 Ayyri: oke
01:19 Ayyri: !!
Pachiru
[Maridius]
  1. 00:28:135 (3,4) - This pattern could be improved it this sound wasn't mapped with such a low spacing with the previous note. By increasing the spacing, it will give a better emphasis of the beat.
  2. 00:09:760 (2) - Ending this slider here instead 00:10:135 - would be better since there is an important vocal here.
  3. 00:19:135 - I'm not really fan of reducing the hitsounds so much here, cause I think it give less feedback of the piano sounds.
  4. 01:48:947 (2,1) - The flow of this pattern could be improved, cause actually the most difficult part of this pattern is here 01:48:947 (2,1) - due to the flow while the most intense sound is here: 01:49:322 (2) - so maybe simplify this flow in order to make the flow of this 01:49:135 (1,2) - harder.
  5. 01:54:010 (1) - Since the sound is strong here, add more spacing, something in the same way like this one 01:56:822 (4,1) - can be good (not the pattern shape but the distance).
  6. There is some places where strong beats aren't mapped with a jump, where sometimes it needs, especially during the kiai part.
Guess that's all, also, very nice work on the storyboard Myka :)
MaridiuS

Pachiru wrote:

[Maridius]
  1. 00:28:135 (3,4) - This pattern could be improved it this sound wasn't mapped with such a low spacing with the previous note. By increasing the spacing, it will give a better emphasis of the beat. This is actually a different kind of emphasis where 2 similar sounding sounds are grouped close as a form of emphasis.
  2. 00:09:760 (2) - Ending this slider here instead 00:10:135 - would be better since there is an important vocal here.u're right, fixed.
  3. 00:19:135 - I'm not really fan of reducing the hitsounds so much here, cause I think it give less feedback of the piano sounds. im too lazy to use my brains for hitsounds when akareh did them, please check this out akey.
  4. 01:48:947 (2,1) - The flow of this pattern could be improved, cause actually the most difficult part of this pattern is here 01:48:947 (2,1) - due to the flow while the most intense sound is here: 01:49:322 (2) - so maybe simplify this flow in order to make the flow of this 01:49:135 (1,2) - harder. I feel like grouping these two sounds is more important which I tried to accomplish with the movement to (1) while (2) still making the spacing (2) high enough,
    gradual difficulty increasment didn't feel as prominent as this, especially on 1/4 sliders.

  5. 01:54:010 (1) - Since the sound is strong here, add more spacing, something in the same way like this one 01:56:822 (4,1) - can be good (not the pattern shape but the distance). I've used reverse emphasis far too often and it contrasts nicely the drum jumps. however, I made the jump more difficult now.
  6. There is some places where strong beats aren't mapped with a jump, where sometimes it needs, especially during the kiai part.

    Ah nice, first mod and I already have the opportunity to explain. Basically the kiai is too energetic with various piano intensities done randomly while the kicks and snares are on metronome. If I were to emphasize only those with spacing I would get a quite stale section with only 1 out of 3 movements being spaced which was like in my old map. So I just decided to contrast the overall fast movement of 2 out of 3 with reversed emphasis to express those stronger sounds resulting in a section that follows both the energetic and exciting feeling of the song overall while also expressing individual sounds in a little bit unusual way.
Guess that's all, also, very nice work on the storyboard Myka :)
thanks.
Hollow Delta
Mod on MaridiuS' diff as requested

You left countdown on xp
Should ask the storyboarder to fix the little cursor thing that follows the notes in the other diffs.

  1. 00:57:666 - I think a more consistent rhythm would have the 1/4 mapped as at 00:56:166 (4) - this part is mapped as a 1/4 jump, which I feel would strain the player more. The same might apply 01:02:166 -
  2. 01:24:947 (4) - I feel the slider would be overwhelming to play, as the note it sounds like it's mapped to ends on the white tick, and the shape seems similar to 01:24:291 (1) - in complexity. I feel a better rhythm would be https://puu.sh/zx90l/0f258ba2a9.png with 2 having sv of .5 because it puts stress on 01:25:322 -
Not much I could find. gl xp
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