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# FREDERIC - Kanashii Ureshii

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Topic Starter
This map has been deleted on the request of its creator. It is no longer available.
hi from modqueue o/

Ohh your first post! Uhh I'll make it a good one, please don't take anything I say too much to heart. In the end it's only circles. This is already a really good first map, and actually a lot better than my first map.

[Normal]

Basic Spacing

Okay first off we need the basics down. In Easy and Normal diffs we follow a principle called time-distance equality. This means that the velocity the cursor is travelling at should be constant. This may seem illogical but in Easy and Normal diffs the focus should be on playability as they are targeted at players who have between 1-10 hours of playtime.

We can follow this principle simply by having distancesnap enabled. (this little fellow: https://puu.sh/xawJr/60c902edec.png ) Another thing which interrupts the time-distance principle is green lines, as they scale the speed of sliders (the movement on the sliderbody), and the length between objects with the SV-muliplier.

TL;DR: In Easy and Normal diffs we should follow time-distance equality and thus avoid using greenlines for SV-changes

Oh and another thing. You can see the distance between objects in the top right corner after having an object selected. ( https://puu.sh/xawRH/d2ca79e48e.png ) note that greenlines multiply this with their multiplier.

Okay next up: *drumroll* ... Basic Emphasis.

In Easy and Normal difficulties we go for the most basic of emphasis. This means that we follow only the strongest of sounds. These beats are generally white-ticks, with red-ticks (and blue-ticks in harder maps) as fillerrhythm. This means that clickable objects should be on strong sounds (/read white-ticks) and passive objects (sliderbody, sliderend) should be on sounds that are of equal or less importance than the objects clicked. A great example of doing this correctly can be found at 00:00:421 (1,2,3,4,5) - where you emphasise the strong beats (/read as "white-ticks") with sliders, end the sliders on equally important notes to the ones where we clicked, and add cirles as fillerrhythm on the less important beats (/read as "red ticks").

Where it goes wrong is when we start to do this in reverse. Eg. 00:08:660 (3) - here we start our slider on a weak beat and map the strong beat on 00:08:871 (4) - passively along with all of the other red ticks. We can fix this by moving slider to start on the white tick, shortening the reverse in the process and adding fillerrhythm for the red-tick here 00:08:660 (3) -

You've probably hear of other more complex ways of emphasising beats, but in Easy/Normal Diffs we value playability higher as the maps should be geared towards players with little to no experience in osu!

TL;DR: Follow the strongest sounds and end sliders on beats of equal or less importance than the heads.

For harder diffs you also need to get the hang of other types of emphasis. Eg. spacing emphasis https://www.youtube.com/watch?v=rAYm50d6XMw

[Hard]

In the hard diff there are the same emphasis problems. I won't write the same paragraph twice, look above, but I'll give you some examples instead:

00:04:963 (4) - Here you're ignoring a big white tick. The slider should start here
00:07:181 (1) - In the middle of this slider you're ignoring the strong drumbeat
00:11:195 (4) - Here you emphasise in reverse which makes for awkward tapping
00:12:040 (7) - ^
00:14:575 (3) - ^

There are lots more, but you'll learn it better if you're not handed all of them. Good luck though!

Another thing. Try to not use so many different slidershapes as it quickly becomes chaotic, and what we want in maps is structure. If there's the same sound or sequence it's perfectly fine to reuse slider and/or rotate them/squish them together into other patterns or only changing it a little. As long as it's structured logically. (This also goes for the Normal, but I don't want to overwhelm you with too many different things at once.)

Eg. 00:13:942 (1,2,3) - Here you could've used the same thing for this 00:15:632 (1,2,3) - or just changed it a bit by either rotating it/Ctrl+H'ing it/Ctrl+J'ing it and changing its position.

[Insane]

Here there are also emphasis and slider-problems.

For an Insane-diff it's completely okay to use more fillerrhythm, and I actually think it needs to be there to reflect the song. You don't really reflect the intensity of the song with a lot of passive mapping (non-clickable)

Eg. 00:14:575 (3) - ^
00:16:266 (3) - ^
00:19:012 (3,1,2,3,4) - Here the stronges instrument quickly switches to the guitar. Even though you have the triples - what you have at the moment doesn't reflect the intensity of the section. One way to fix this is to make 00:19:012 (3) - into all circles. You're also missing a guitarsound on 00:19:963 (2) - and overmapping (mapping where there are no sounds from the instrument we are following) 00:20:068 (2) -

[General]

Okay I think that's everything, but I'll just say this. This is way better than my first couple of maps. There's no reason not to be proud of yourself, even though there are things that need fixing. Rome wasn't built in a day, and neither will the best beatmaps. A tip for staying on track with mods and applying them: Focus on one area at a time. Apply one section to the entire map before moving on. I wish you the best of luck with your map!
Topic Starter
Thank you for responding to my request o/

I will try and fix these issues you have pointed out
**Cough, Not his first map**
Topic Starter

#### Lunar Eclipse wrote:

**Cough, Not his first map**
first finished map, my first map ever was a f*cking mess
Topic Starter

#### Pennek wrote:

hi from modqueue o/

Ohh your first post! Uhh I'll make it a good one, please don't take anything I say too much to heart. In the end it's only circles. This is already a really good first map, and actually a lot better than my first map.

[Normal]

Basic Spacing

Okay first off we need the basics down. In Easy and Normal diffs we follow a principle called time-distance equality. This means that the velocity the cursor is travelling at should be constant. This may seem illogical but in Easy and Normal diffs the focus should be on playability as they are targeted at players who have between 1-10 hours of playtime.

We can follow this principle simply by having distancesnap enabled. (this little fellow: https://puu.sh/xawJr/60c902edec.png ) Another thing which interrupts the time-distance principle is green lines, as they scale the speed of sliders (the movement on the sliderbody), and the length between objects with the SV-muliplier.

TL;DR: In Easy and Normal diffs we should follow time-distance equality and thus avoid using greenlines for SV-changes

Oh and another thing. You can see the distance between objects in the top right corner after having an object selected. ( https://puu.sh/xawRH/d2ca79e48e.png ) note that greenlines multiply this with their multiplier.

Okay next up: *drumroll* ... Basic Emphasis.

In Easy and Normal difficulties we go for the most basic of emphasis. This means that we follow only the strongest of sounds. These beats are generally white-ticks, with red-ticks (and blue-ticks in harder maps) as fillerrhythm. This means that clickable objects should be on strong sounds (/read white-ticks) and passive objects (sliderbody, sliderend) should be on sounds that are of equal or less importance than the objects clicked. A great example of doing this correctly can be found at 00:00:421 (1,2,3,4,5) - where you emphasise the strong beats (/read as "white-ticks") with sliders, end the sliders on equally important notes to the ones where we clicked, and add cirles as fillerrhythm on the less important beats (/read as "red ticks").

Where it goes wrong is when we start to do this in reverse. Eg. 00:08:660 (3) - here we start our slider on a weak beat and map the strong beat on 00:08:871 (4) - passively along with all of the other red ticks. We can fix this by moving slider to start on the white tick, shortening the reverse in the process and adding fillerrhythm for the red-tick here 00:08:660 (3) -

You've probably hear of other more complex ways of emphasising beats, but in Easy/Normal Diffs we value playability higher as the maps should be geared towards players with little to no experience in osu!

TL;DR: Follow the strongest sounds and end sliders on beats of equal or less importance than the heads.

For harder diffs you also need to get the hang of other types of emphasis. Eg. spacing emphasis https://www.youtube.com/watch?v=rAYm50d6XMw

[Hard]

In the hard diff there are the same emphasis problems. I won't write the same paragraph twice, look above, but I'll give you some examples instead:

00:04:963 (4) - Here you're ignoring a big white tick. The slider should start here
00:07:181 (1) - In the middle of this slider you're ignoring the strong drumbeat
00:11:195 (4) - Here you emphasise in reverse which makes for awkward tapping
00:12:040 (7) - ^
00:14:575 (3) - ^

There are lots more, but you'll learn it better if you're not handed all of them. Good luck though!

Another thing. Try to not use so many different slidershapes as it quickly becomes chaotic, and what we want in maps is structure. If there's the same sound or sequence it's perfectly fine to reuse slider and/or rotate them/squish them together into other patterns or only changing it a little. As long as it's structured logically. (This also goes for the Normal, but I don't want to overwhelm you with too many different things at once.)

Eg. 00:13:942 (1,2,3) - Here you could've used the same thing for this 00:15:632 (1,2,3) - or just changed it a bit by either rotating it/Ctrl+H'ing it/Ctrl+J'ing it and changing its position.

[Insane]

Here there are also emphasis and slider-problems.

For an Insane-diff it's completely okay to use more fillerrhythm, and I actually think it needs to be there to reflect the song. You don't really reflect the intensity of the song with a lot of passive mapping (non-clickable)

Eg. 00:14:575 (3) - ^
00:16:266 (3) - ^
00:19:012 (3,1,2,3,4) - Here the stronges instrument quickly switches to the guitar. Even though you have the triples - what you have at the moment doesn't reflect the intensity of the section. One way to fix this is to make 00:19:012 (3) - into all circles. You're also missing a guitarsound on 00:19:963 (2) - and overmapping (mapping where there are no sounds from the instrument we are following) 00:20:068 (2) -

[General]

Okay I think that's everything, but I'll just say this. This is way better than my first couple of maps. There's no reason not to be proud of yourself, even though there are things that need fixing. Rome wasn't built in a day, and neither will the best beatmaps. A tip for staying on track with mods and applying them: Focus on one area at a time. Apply one section to the entire map before moving on. I wish you the best of luck with your map!
I have updated the map with everything you listed out and the things I found myself on the way, it sounds a lot better and fits the song more
From my queue.
Mapset is not rankable in it's current state. Your lowest difficulty must be under 2 stars. Also your Normal is not a Normal, it needs to be under 2.25 stars and if you choose to not make an Easy then it has to be under 2 stars as well.
hello my friend, i'm from modding queue(NM for Team Ririna diff)
Nice song, nice anime

• [Team Ririna]

1. 00:00:421 (1,2,3,4,5,6) - are you sure about different skeleton of the sliders?
2. 00:03:801 (1,2,3,4) - ^
3. 00:07:604 (2,3,4,5) - ^
4. 00:09:716 (2,1,2,3,4,5) - ^
5. 00:18:167 (4,1) - ^
and many more...
• 00:04:223 (2,4) - overlap
• 00:05:068 (4,1) - do blanket better
• 00:15:209 (1,1) - shitty pattern, looks not nice. Copy first and flip horizontally
• 00:30:843 (1,2) - ^
• 00:16:054 (2,1,2) - where distance snap?
• 00:26:829 (3,4) - mb blanket, or something?
• 00:32:533 (1,1,2,3,4,5,6,7,8) - wait, did you draw this stream with your hands? ok, tutorial: create slider with size like wanted stream, press ctrl+shift+f
• 00:57:885 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ^
• 00:34:223 (1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - nice patterns, but... Very often changes distance snap.
• 00:48:590 (4) - why is this slider slower? Oo
• 00:51:125 (1) - nice snake slider dude, but... very big slider.
• 00:53:132 (1) - move this tap to blue tick!
• 00:54:082 (4) - ^
• 00:54:082 (4,1) - where tap on red tick between 4 and 1?
• 01:01:266 (1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - very strange jumps.
• 01:14:998 (2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - ^ (copy-paste?)
• 01:03:167 (2,1,2,3) - please do stack
• 01:07:604 (3,3) - ^
• 01:04:646 (1,1,1) - nice overlaps, fix it.
• 01:18:167 (1,1,1) - ^
• 01:11:406 (1,2,3,4,3,4,5,1,2,3,4,2,3) - sorry i don't hear this taps.
• 01:14:576 (3,4,1) - ^
• 01:27:463 (1) - please end this slider on red tick

Topic Starter

#### PantyDev wrote:

hello my friend, i'm from modding queue(NM for Team Ririna diff)
Nice song, nice anime

• [Team Ririna]

1. 00:00:421 (1,2,3,4,5,6) - are you sure about different skeleton of the sliders?
2. 00:03:801 (1,2,3,4) - ^
3. 00:07:604 (2,3,4,5) - ^
4. 00:09:716 (2,1,2,3,4,5) - ^
5. 00:18:167 (4,1) - ^
and many more...

// What's the issue? Could you explain it to me, I don't see anything wrong. Is it bad to use different sliders that often?

• 00:04:223 (2,4) - overlap // Changed a bit
• 00:05:068 (4,1) - do blanket better // Done
• 00:15:209 (1,1) - shitty pattern, looks not nice. Copy first and flip horizontally // Done
• 00:30:843 (1,2) - ^ // Done
• 00:16:054 (2,1,2) - where distance snap? // I dont really think distance snap needs to be applied that much on 4* maps
• 00:26:829 (3,4) - mb blanket, or something? // Aight done
• 00:32:533 (1,1,2,3,4,5,6,7,8) - wait, did you draw this stream with your hands? ok, tutorial: create slider with size like wanted stream, press ctrl+shift+f // I used the slider and then changed it into stream
• 00:57:885 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ^ // ^
• 00:34:223 (1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - nice patterns, but... Very often changes distance snap. // Im gonna leave it like that
• 00:48:590 (4) - why is this slider slower? Oo // Changed
• 00:51:125 (1) - nice snake slider dude, but... very big slider. // Im gonna leave it like that
• 00:53:132 (1) - move this tap to blue tick! // Done
• 00:54:082 (4) - ^ // Done
• 00:54:082 (4,1) - where tap on red tick between 4 and 1? // Done
• 01:01:266 (1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - very strange jumps. // I think they fit
• 01:14:998 (2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3) - ^ (copy-paste?) // Yep, repeating the pattern to represent the same or somewhat the same sound
• 01:03:167 (2,1,2,3) - please do stack // I cant make it stack because it will be confusing because of the sudden pattern change
• 01:07:604 (3,3) - ^ // Done
• 01:04:646 (1,1,1) - nice overlaps, fix it. // Done
• 01:18:167 (1,1,1) - ^ // Done
• 01:11:406 (1,2,3,4,3,4,5,1,2,3,4,2,3) - sorry i don't hear this taps. // Will fix that later this week
• 01:14:576 (3,4,1) - ^ // ^
• 01:27:463 (1) - please end this slider on red tick // Done

Thank you for your time, it's appreciated

#### Barely Ari wrote:

• // What's the issue? Could you explain it to me, I don't see anything wrong. Is it bad to use different sliders that often?
To be honest there is no problem here, but for many mappers these sliders looks pretty bad. For example, if you a little scatter all the sliders, make more blankets and patterns will look much better.
1. 00:16:054 (2,1,2) - where distance snap? // I dont really think distance snap needs to be applied that much on 4* maps
No, if you think that the distance between objects should be small, where there are no jumps, you must have to use distance snap anyway.
Topic Starter

#### Barely Ari wrote:

• // What's the issue? Could you explain it to me, I don't see anything wrong. Is it bad to use different sliders that often?
To be honest there is no problem here, but for many mappers these sliders looks pretty bad. For example, if you a little scatter all the sliders, make more blankets and patterns will look much better.
1. 00:16:054 (2,1,2) - where distance snap? // I dont really think distance snap needs to be applied that much on 4* maps
No, if you think that the distance between objects should be small, where there are no jumps, you must have to use distance snap anyway.
Alright thank you for your help <3
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