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Hanasaka Yui(CV: M.A.O) - Harumachi Clover

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ZekeyHache

Error- wrote:

another one but its ok since last diff is an X

no OneRoom BG? :d that's new finally someone who understands the difference between my set and all the others! :D

all diffs except ReFaller
00:00:284 - please lower the volume? I think is fine

[Easy]
00:21:622 (1) - make the red tick somewhere around x:394 maybe? seems to look better imo You got the coordinate of the whole slider, but I moved the point to make it look better

[Normal]
00:07:890 (1) - un NC this
00:08:101 (2) - NC this nice catch! fixed
(for consistency with 00:20:566 (5,6,1) - )
00:09:791 (1) - I think you want the red tick to be right in the center of the slider. You're a picky one, huh? :3 applied

[Hard]
00:08:524 (2,3,4) - blanked I did the best I could. Here you shouldn't judge based on the approach circle (if that's the case) since it's a stack and it won't be precise unlike the approach circle in non-stacked objects

[Power Maximum Clover]
nice anti-pp CS6.5 are you irreversible v2 want pp? take the whole challenge! mwahahaha
00:15:496 (4) - move it somewhere so it doesn't looks kinda odd with 00:14:650 (5,6) - I think is fine enoguh as it is
Thanks again Error-kun! >w<
Nao Tomori
as discussed
[maximum clover power]
00:03:876 (4,5,6) - since this is following quiet strings in the background that are echoing 00:03:031 (1,2,3) - this part you could make it a similar pattern but lower spacing

00:06:411 (1,2) - ctrl g on 1 to make a flow direction change would be nice for a bit of differentiation on the new part

00:07:890 (8,9,1) - using same pattern for 00:07:045 (3,4,5) - and 00:07:890 (8,9) - seems a bit weird cuz of how different the parts are, how about http://osu.ppy.sh/ss/8918947 or something so that there's a clear separation?

00:12:221 - u could totally do one of those random super spaced nc'd triples that irre likes here
but actually a triple would be nice

00:13:383 (2) - persnally the claps here sound kinda weird too, like overmapped? or too intense or something... but might be cuz they arent in mine lol

00:18:242 (1) - also would b nice to make these patterns rotate the other way cuz the previous jumps 00:15:707 (5,6,7) - etc are clockwise already

00:23:101 (1,2) - ok these were my only real issue with the map, they feel super sudden and unintuitive cuz the sv suddenly gets super fast and there's a 1/4 jump. it looks like a 1/1 slider so i missed here repeatedly cuz 3/4 sliders are never introuced before. i suggest just doing a 1/1 slider for all of these the slowdown in tapping fits the song anyway.

also side note the things with finishes like 00:08:101 (1) - are missing whistles / you should add them if its intentional to keep the whistle thing going

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -

00:28:383 (1) - the fuck is this supposed to be

00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead

also lower the od to 8

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!

[insane]
lowkey it bugs me that there isnt a symmetrical slider to 00:23:101 (1) - lol

fine
[mk light insane]
00:02:925 - triple here is pretty clear imo, nice emphasis for 00:03:031 - the downbeat here

00:06:622 - not a fan of this extended slider, kinda skips over a strong vocal. imo ctrl g on 00:06:411 (1,2,3) - or just 1/2 slider > circle > 1/1 slider works better here

00:11:376 - very clear triple here too, also helps to emphasize the finish

00:21:200 (1,2) - uhh 1 and 2 clearly have different sounds, 2 starts a new phrase. definitely shouldnt be in the same pattern as 1 here.

[refaller]
00:00:918 (1) - nc here doesnt make too much sense considering the first vocals are all the same sequence / grouping i guess

00:09:686 - i think a triple here to switch over to the drums nicely from the vocal focus would be cool

fine diff
[normal]
00:02:820 (3,4) - this pixel overlap created by auto stacking looks kinda bad, could you adjust it a bit >.>

00:22:467 (2) - tbh i think you should start going clockwise from here cuz youve been going counterclockwise for quite a while now and it would be nice to show the different section with different flow direction

also im gonna make a judgement call here and say that the bg is too unrelated to this song / anime / whatever, it fits haitai a lot better. if you really want to keep furries try and find one that is related to clovers or something? i guess? i just don't think this'll work at all, i mean people will already be bitching about it and a completely unrelated bg will just attract more negative attention.

[]

anyway lmk when y'all respond, sharkie feel free to pm me if you have questions about what i wrote
Sharkie

Naotoshi wrote:

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
adsf
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ArtistUnicode:花坂結衣(CV:M・A・O)
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Nao Tomori

Sharkie wrote:

Naotoshi wrote:

[sharkie]
00:04:087 (6,7,8) - you shouldn't put this big of a jump here, yes there's a kick but the main melody (vocals) is off here so having the largest jumps in the pattern be on this part is bad
I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.

00:07:467 (7,8) - pretty much same

00:17:925 (8) - delet plz sounds a lot better without it imo
I disagree, there is a very strong bass guitar note on that offbeat. Similarly, there are other parts where the bass guitar is emphasized. 00:20:566 (4,5,6) - 00:07:045 (4,5,6) -
it also fucks up the echo structure between 00:16:763 (2,3,4) - and 00:17:397 (5,6,7) -
I have no idea what this means
00:28:383 (1) - the fuck is this supposed to be
At first it was supposed to be a clover LOL (I'm bad at slider art) but then it looked more like a butt and with the furry haitai bg it seemed fitting. I'll change it.
00:27:749 (6,7) - this also feels kinda overdone, i think you should move the stream to be angled down into the ending slider instead
I disagree, there is (very) similar spacing here (00:13:805 (2,3) -) for the same concept and instrumental part. Furthermore, if I used a slider instead of a stream for that (with the exact same shape) it still plays just fine in my opinion. I would argue it plays very similar to 00:09:791 (1,2,3) - and that plays fine as well.
also lower the od to 8
But the pp :'( okay fine I'll change it

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
Djulus
omg another one
Sharkie

Naotoshi wrote:

[sharkie]

I disagree, although yes the vocalist has a held note throughout this note but I didn't follow vocals... at all in the entirety of the map. I don't think following vocals albeit a bit randomly then following instruments is a good idea, other modders would be confused as to what I'm doing if I did that and therefore, would lack emphasis. Also that's a snare hit, baka.
changing your spacing while maintaining a similar rhythm is not switching instruments randomly / confusing / whatever, it's necessary since the song itself is changing. yes you can argue "oh but there's a constant 1/2 drum sound so i should just map the entire thing the same" but that kind of stuff is really not interesting mapping at all. since the layers are changing in the song at this part, the map should also be changing. you can still emphasize stuff, you'd just need to scale it down to a level that isn't the same with parts with both vocals and the instrument layer.

overall i think you should try and differentiate the sections with vocals from the ones without a bit more (aka use significantly smaller spacing / different pattern / separate the patterning when the vocals turn off), adding contrast even between patterns would hugely improve the diff since atm its more or less stereotypical anime pp jumps. more contrast = better, especially on a song as ridiculously homogenous as this one!
I disagree. Although I know ktgster and others like to map that way, I don't. I like following instruments (obviously) and even though it might seem boring in the editor, its not. There is also clear emphasis (on certain instrumental notes) and very well set structure.
following exclusively a constant 1/2 rhythm in the instruments is not a good representation of the song. there are several songs that have constant 1/4 tracks, or constant 1/2 tracks. that does not mean to map that background track exclusively. by doing so, you ignore all the variation in the song (as slight as it may be.) i cannot support completely ignoring song composition changes and mapping the exact same patterns in parts that have different layers and melodies going on, it doesn't make sense. all i'm asking is for you to nerf the parts without vocals a bit, so that they are differentiated from the parts with vocals.
Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.
Mekki
need to be hitsounded
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Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
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Nao Tomori

Sharkie wrote:

Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.

Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support

00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same

00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals

etc

i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
Topic Starter
ZekeyHache

Naotoshi wrote:

as discussed
[maximum clover power]
00:03:876 (4,5,6) - since this is following quiet strings in the background that are echoing 00:03:031 (1,2,3) - this part you could make it a similar pattern but lower spacing I prefer my current pattern over that, I like the way it plays now :c

00:06:411 (1,2) - ctrl g on 1 to make a flow direction change would be nice for a bit of differentiation on the new part hmm ok

00:07:890 (8,9,1) - using same pattern for 00:07:045 (3,4,5) - and 00:07:890 (8,9) - seems a bit weird cuz of how different the parts are, how about http://osu.ppy.sh/ss/8918947 or something so that there's a clear separation? They're not the same, one has bigger spacing than the other (separated from the previous note) and the other ends with a slider instead of a circle

00:12:221 - u could totally do one of those random super spaced nc'd triples that irre likes here
but actually a triple would be nice but I don't hear anything :c

00:13:383 (2) - persnally the claps here sound kinda weird too, like overmapped? or too intense or something... but might be cuz they arent in mine lol well, they're intense in the song, so for me it's good to hitsound them as well

00:18:242 (1) - also would b nice to make these patterns rotate the other way cuz the previous jumps 00:15:707 (5,6,7) - etc are clockwise already I don't see why that's an issue

00:23:101 (1,2) - ok these were my only real issue with the map, they feel super sudden and unintuitive cuz the sv suddenly gets super fast and there's a 1/4 jump. it looks like a 1/1 slider so i missed here repeatedly cuz 3/4 sliders are never introuced before. i suggest just doing a 1/1 slider for all of these the slowdown in tapping fits the song anyway. The high sv increase is my way of interpreting the song here because of the strength in the long vocals; however, I agree that the spacing may be confusing, so I've reduced the 1/4 spacing in the sv increased areas to the regular 1/4 spacing so that shouldn't be an issue anymore~

also side note the things with finishes like 00:08:101 (1) - are missing whistles / you should add them if its intentional to keep the whistle thing going when I add a finish I don't mind about the whistle cuz it doesn't make much of a difference for me, so yeah, if there's finish I just don't add whistle



[insane]
lowkey it bugs me that there isnt a symmetrical slider to 00:23:101 (1) - lol well the best I could do was making a note symmetrical to the tail 00:24:369 (6) - xpxpxpx

fine

[normal]
00:02:820 (3,4) - this pixel overlap created by auto stacking looks kinda bad, could you adjust it a bit >.> umm fixed I think o.o

00:22:467 (2) - tbh i think you should start going clockwise from here cuz youve been going counterclockwise for quite a while now and it would be nice to show the different section with different flow direction ok applied

also im gonna make a judgement call here and say that the bg is too unrelated to this song / anime / whatever, it fits haitai a lot better. if you really want to keep furries try and find one that is related to clovers or something? i guess? i just don't think this'll work at all, i mean people will already be bitching about it and a completely unrelated bg will just attract more negative attention. Well, I think the bg actually fits somehow since the music has a cute voices and you could even imagine those cute furries singing it; however, I gotta agree with you on the fact that people with be bitching about it and won't let me rest in peace, so I've put an anime bg. BUT, I preserved my original bg for the highest diff only. It should be acceptable I guess~

[]

anyway lmk when y'all respond, sharkie feel free to pm me if you have questions about what i wrote
Thanks Nao! \:3/
Sharkie

Naotoshi wrote:

Sharkie wrote:

Again, there are changes in the song (Like I said before in my mod reply, bass guitar parts) that I mapped. Of course, I play percussion and the whole point of a "Groove" is to play the same thing over and over for 4, 8, or 16 measures then change it when its a new phrase. I understand that its the same thing over and over. However, the point of mapping is how one interprets the song. This is how I interpreted the song. And I'm not sure what you mean by mapping the exact same patterns in parts that have different layers and melodies going on. Additionally, this seems like forcing a style onto my map. There is no part of the "Quality mapping" definition that says I must do this. I've been mapping 3 years, you know as well as I do. In my opinion, to be forced to do such a thing where there aren't any other problems with quality is wrong.

Some examples of what I mean:
00:03:031 (1,2,3,4) - pattern, based on drum rhythm, with vocal layer on top
00:03:876 (5,6,7,8) - exact same pattern, based on drum rhythm, without vocal layer support

00:16:341 (7,8,1,2,3,4) - pattern, based on drum rhythm, with vocal layer
00:17:397 (5,6,7,8,9) - pattern, based on instrumental / drum layer (and a random bass on the blue tick that you don't follow anywhere else..?) - exact same

00:19:932 (1,2,3,4) - pattern with vocals
00:20:777 (6,7,8,9) - pattern without vocals

etc

i'm not trying to force any style onto your map. i'm saying, if one part has 3 layers and one part has two layers, and the layer being removed is the most clear vocal layer, the spacing should not be the same. you did fine differentiating stuff in other places, like 00:13:172 (1,2,1,2) - to depict the climax, or 00:23:101 (1) - this part with the extended vocals. completely refusing to consider one layer at all when constructing the patterns in the map is not a good representation of the song. even if you interpreted the song as a purely drum based one, it is not.
okay I changed all those patterns.
Thanks!

diff
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TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
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Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie
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Topic Starter
ZekeyHache
I'll update soon
Ultima Fox
irc with my man fiery

d
17:03 Ultima Fox: irc
17:03 Ultima Fox: wait what mode is this suppose to be
17:03 fieryrage: std
17:03 fieryrage: y
17:03 Ultima Fox: o
17:03 Ultima Fox: i meant diff
17:04 Ultima Fox: w/e
17:04 fieryrage: O
17:04 fieryrage: fiery
17:04 Ultima Fox: i meant is it hard, insane, extra
17:05 Ultima Fox: hntgurijafsdftbhnuiojardshog
17:05 fieryrage: its
17:05 fieryrage: EXT
17:05 Ultima Fox: oK
17:05 fieryrage: ex
17:05 fieryrage: EX
17:05 fieryrage: cuz i want
17:05 fieryrage: pp
17:05 fieryrage: and u want pp
17:05 fieryrage: Everyone Wants PP
17:06 Ultima Fox: 00:00:284 (1,2,3,4,5) -
17:06 Ultima Fox: u could make this a star that ends in 5
17:06 Ultima Fox: so it also wont have a 180 degree turn back to 4
17:06 Ultima Fox: idk thats just imo
17:07 fieryrage: Holy shit u right
17:08 Ultima Fox: 00:15:284 (2,3,4) -
17:08 Ultima Fox: 2 and 4 are the only ones it seems that are completely overlapped
17:08 Ultima Fox: all the other ones were like slightly off
17:09 fieryrage: o
17:10 fieryrage: i mean idk
17:10 fieryrage: theres really no other way to overlap that w/o it looking ugly
17:10 Ultima Fox: mm
17:10 Ultima Fox: i guess
17:11 Ultima Fox: 00:26:481 (1) - lo this shape is kinda random considering all the other ones were super basic
17:13 fieryrage: ye
17:13 fieryrage: change
17:13 Ultima Fox: 00:27:115 (2,3,4,5) - another thing about that part is this jump seems kinda small, especially since this is kind of the climactic part per say and there were jumps in the normal parts that were bigger than this
17:13 fieryrage: O
17:13 fieryrage: woops
17:13 fieryrage: i meant to
17:13 fieryrage: make that biger
17:13 fieryrage: big brain fiery
17:13 Ultima Fox: :thinking:
17:15 Ultima Fox: the last thing id really say is 00:28:383 (1) - this nc seems kind of off, maybe i just dont like finishing ncs but i feel like it would do better on the (5) or (6) cause it would split the part it two
17:15 fieryrage: i only did that cuz like
17:15 fieryrage: literally every diff has it
17:15 fieryrage: so
17:15 Ultima Fox: ooo
17:15 Ultima Fox: you should probably keep it then LOL
17:16 Ultima Fox: i think thats it..
17:17 fieryrage: ok
17:17 fieryrage: post on forum fo r kdusou
17:17 fieryrage: i wil tell zeke
17:17 Ultima Fox: okk
fieryrage
sorry for late addition because im actually autistic weeeeeeeeeeeee

update from hobbes mod and irc with jace about minor things gonna see if anyone else is even online atm lo l

ok i self modded a bunch too

y
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Topic Starter
ZekeyHache
Everything updated :D

We need a bit more feedback in fiery's diff and waiting for ReFaller to reply
meii18
aaaa ezek mapped harumachi clover aaaa
[LastOrder]
if this gets ranked :thinking:
ReFaller

Naotoshi wrote:

as discussed
[notice]
[refaller]
00:00:918 (1) - nc here doesnt make too much sense considering the first vocals are all the same sequence / grouping i guess NC helps me with reading low spacing used here. Less important reason for NC is difference in spacing between 00:00:284 (1,2,3) and 00:00:918 (1,2,1) .

00:09:686 - i think a triple here to switch over to the drums nicely from the vocal focus would be cool My brain somehow is saying "no" because sound on blue tick is not enough loud to place a beat. I compare with 00:07:996 (7) and 00:11:376 (7)

fine diff i'm always going to doing maps which will be like this
seems no changes
Nao Tomori
[sharkie]
00:13:172 (1,2,3,4,5) - dude what the fuck
no

[fiery]
ok first off
00:00:284 (1,2,3,4,5) - starting the calm vocal intro with almost fullscreen jumps is a no-no..

this diff basically has similar issues as sharkie had. very poor differentiation between parts. your base spacing is more or less just a half screen jump and the entire map is mapped at that spacing, so there's no contrast between things...

while it's technically rankable... idk. feels like blatant pp mapping. getting this kind of a song to 4.7 stars without really small just feels extremely overdone to me. not the kind of thing i want to support.

about the map itself, not much to say. would be cool to have a flow direction change at 00:26:481 (1) - to fit with what you've been doing.

00:13:172 (1,2,3,4,5,6) - making a star pattern for something that's basically 3 pairs of sounds doesn't really make sense either

yea.. good luck.
fieryrage
tl;dr fixed emphasis issues that i could find and reduced spacing by a bit in some areas to accommodate that, fixed repeating star pattern in favor of a more dynamic jump pattern that intensifies (albeit generic) and start is now not cancer

also adjusted OD to fit

SR didn't change much due the change in the star pattern but basically everything was tweaked to emphasize the drums properly and the intensity of them

honestly I wasn't expecting the map to get close to 4.7 stars at all especially at cs 3.5, I'm open to nerfing basically everything and the nerfs I did apparently did nothing to SR so ???????

e
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guess i'm gonna need more opinions on it as it stands right now

this is what i get for mapping in less than 30 minutes zzz
Topic Starter
ZekeyHache
Updated~
Thanks for rechecking, Nao :D
Sharkie

Naotoshi wrote:

[sharkie]
00:13:172 (1,2,3,4,5) - dude what the fuck
okay I nerfed it
no
asdf
osu file format v14

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TitleUnicode:春待ちクローバー
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ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
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Topic Starter
ZekeyHache
Updated~
Some BN should come and bubble 👀
Seolv
WHY
Topic Starter
ZekeyHache

[ L u k a s ] wrote:

WHY
just because
cosmic
i am
Monstrata
Harumachi Nominator here~

Maximum Clover Power

00:14:862 (1,2,3,4,5,6,7,8,9,1) - This pattern could be set up a bit better. If you notice. 1>4>7 and 5>6>8 aren't equidistant in spacing. 5>8 visually looks bigger than 8>6. Try and clean up this pattern a bit or use better copy pasta xD.
00:24:791 (1,2,3,4,5,6,7) - Angles here are just really poor imo. 00:24:791 (1,2) - Sets up a really strong counter-clockwise motion.
00:26:481 (1) - I still think this slider is way too fast and will cause breaks xP. You're using a really high CS too. I just don't think this is a good idea.

Sharkie's Extra

00:13:172 (1,2,3) - The angle felt really sharp here.

fiery's Extra

00:01:129 (5,1) - The way you space your opening jumps makes this not seem as impactful since its the same spacing as stuff like 00:00:284 (1,2) - which is just vocals without instrumental backing.

Insane

Clean.

Mk's Light Insane

00:03:453 (2,3) - This is the only 1/2 stack you ever use... maybe make this a jump instead?
00:19:087 (1) - Doesn't seem like a necessary NC.

ReFaller's Light Insane

00:14:122 (2) - overmapped xP. It's a 7 note stream not a 9-note one, the instrument doubles on the red tick. Maybe use a kickslider instead if you want to maintain density?

Hard

00:19:932 (1,3) - Wish they overlapped perfectly. Also blanket is kinda off.

Normal

OD 4? 5 is kinda high tbh...

Easy

HP OD 2 HP 2 please. Current settings, especially OD are way too high.
Topic Starter
ZekeyHache

Monstrata wrote:

Harumachi Nominator here~

Maximum Clover Power

00:14:862 (1,2,3,4,5,6,7,8,9,1) - This pattern could be set up a bit better. If you notice. 1>4>7 and 5>6>8 aren't equidistant in spacing. 5>8 visually looks bigger than 8>6. Try and clean up this pattern a bit or use better copy pasta xD. I'm not a machine to be 100% accurate, but I tried my best to improve that :eyes:
00:24:791 (1,2,3,4,5,6,7) - Angles here are just really poor imo. 00:24:791 (1,2) - Sets up a really strong counter-clockwise motion. ok, I followed your suggestions~
00:26:481 (1) - I still think this slider is way too fast and will cause breaks xP. You're using a really high CS too. I just don't think this is a good idea. k I reduced the speed to 1.5 like the other one xp

Hard

00:19:932 (1,3) - Wish they overlapped perfectly. Also blanket is kinda off. Made them overlap perfectly but I can't make one good blanket without ruining the other cuz of the stack xp

Normal

OD 4? 5 is kinda high tbh... applied

Easy

HP OD 2 HP 2 please. Current settings, especially OD are way too high. applied both
Thanks Monstritos!! :D
Bunnrei
w o w g o o d b g ,
ReFaller
@Monstrata There is a bass sound. I can take soft sampleset on it, deal?
fieryrage
fixed monstrata's concern wew
also made 00:13:172 (1,2,1,2,1,2) - these jumps flow a bit better which apparently increased SR somehow nice pp system
i still think top diff should be od 9 cuz of sharkie's diff

fix
osu file format v14

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TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
Version:Fiery's Extra
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Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie fieryrage
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Monstrata
Yea agree with fieryrage. OD 9 on top diff?

@Refaller - fine sure.
Topic Starter
ZekeyHache
k
~updated fiery's diff
~applied OD9 on the highest diff
~updated ReFaller's diff

*waiting for Sharkie and MkGuh's updates
ReFaller
I told ezek to do it so.
Lilyanna
wait wtf is happening XD ezek did u map this while u were drunk lmao
Topic Starter
ZekeyHache

Lilyanna wrote:

wait wtf is happening XD ezek did u map this while u were drunk lmao
I mapped it while sleepwalking
Mekki
stack is fine
Topic Starter
ZekeyHache
fixed the nc for mkguh

now just waiting for shark boi
Sharkie

Monstrata wrote:

Sharkie's Extra

00:13:172 (1,2,3) - The angle felt really sharp here.
agree

im gay
osu file format v14

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Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:ezek
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Tags:tvsize tv size kantoku カントク one room ワンルーム MkGuh ReFaller Sharkie fieryrage
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Topic Starter
ZekeyHache
thnx u r the best gay shark in zawarudo

updated~
Lilyanna
sleepmapping
show more
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