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posted

Rem is my waifu wrote:

Yo, I'm from the queue, this is a mod for your Normal difficulty.

00:27:382 (3) - I think that this slider is more appropriate as a 1/2 beat one that reverses like so: https://osu.ppy.sh/ss/8965995 it just fits the song better imo. yah
00:44:477 (4) - a similar case here. https://osu.ppy.sh/ss/8966011 fixed
01:21:348 (6) - This slider should move up a bit as the previous sliders are overlapping more than it is right now and it should be consistent (see next screenshot). I think you should start a new combo here as well. Yah
01:21:851 (2) - Again, this object should be below the slider tail not above if you want it to be consistent: http://osu.ppy.sh/ss/8966038 fixed

There wasn't much that was wrong (as far as I could tell), I hope that this was useful and good luck!
posted
Feedback

Easy Map:
00:18:668 (1) - Note: Make it more smoother like a ''( Shape''.
Why: It doesn't feel right

01:40:119 (1) - Note: Make it more smoother like a "S or ) Shape''.
Why: It doesn't feel right


Normal Map
01:21:851 (7) - Note: The hit Object is too close, Make more room/space. Like put in more South/West from viewpoint off the last slider.


Advanced map
01:21:181 (7) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo.

00:06:097 (6) - Note: The color off the hit Object isn't right. Make the hit Object Orange instead.
Why: Because its part a of the orange combo.

00:37:103 (1) - Note: The color off the hit Object isn't right. Make the hit Object White instead.
Why: Because its a part of the white combo

01:01:069 (5) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo

01:06:600 (6) - Note: The color off the hit Object isn't right. Make the hit Object White instead.
Why: Because its a part of the white combo


Hard map
00:06:097 (7) - Note: The color off the hit Object isn't right. Make the hit Object Orange instead.
Why: Because its a part of the orange combo

00:08:779 (7) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo

01:50:175 (2) - Note: Place it more visible.
Why: people may not see the hit object.


Light Insane map
01:11:377 (2) - Note: Around here its hard too see what kind of combo it is (not the color). Place it more visible instead.
Why: (It could be a choke point (only if its in the beginning or ending.)) People may be confused.


Insane map
Good endings as always


My opinion
I think you make very good maps with good music too! But I'm not sure with some drum/bass sounds in Easy & Normal because it sounds off, but I'm not sure and I'm not that experienced to say its true or not.

Thank you to be my first costumer in my Queue ! I hope you found it useful. I also hope I would get some feedback or Response back about my ''Modding Skills'' to help me improve. Anyways thank you very much!

With kind regards,


(beginner Mod) RonaldVN





ppy powered 2007-2017
posted

RonaldVN wrote:

Normal Map
01:21:851 (7) - Note: The hit Object is too close, Make more room/space. Like put in more South/West from viewpoint off the last slider.
cannot do that ;-; its distance snapped lol


Insane map
Good endings as always

(beginner Mod) RonaldVN


if everything seems fine to you that's good , there are still a lot more things you need to learn about mapping in general for example new combo and object placements , but since this is your first mod its fine lol , didn't expect someone to map when they got the game 15 days ago XD . Thanks
posted
NM From my "Modding Madness!" queue!
Since this map already looks great and plays even better I'll simply be giving you some Aesthetic/Visual advice :)
[]

Insane
00:10:287 (1) - Lower SV here so you can both represent the low sound better and decrease it's length so that you can move it a little more up to fit the blanket better.
00:11:293 (1) - This does not fit, not only does it break flow but it does so with high SV even if the sound is a long held one with just increase in pitch, oh and I almost forgot to mention it does a iffy overlap with 00:11:628 (1)
00:20:175 (3,5) 00:20:343 (4,5,1) 00:29:728 (4,5) - Iffy overlaps again, there are a ton of overlaps I'm skipping through but that's because I'm only highlighting the worst offenders haha
00:20:510 (5,1,2) - Questionable rythm choice, what would fit the song best here would be a 1/4 slider to replace 00:20:510 (5) that and then a circle on 00:20:678 with a kickslider on 00:20:762 these three ticks.
00:21:013 (1) - I feel like this shouldn't end on a white tick, a drum clap (Slider end) is a louder sound than the Bass (Slider Head)
00:27:047 (3,4) 00:27:885 (6,7) - By far the ugliest overlap because not only does the slider end and head overlap but the bodies as well. I mean this in the most insulting way possible (no i dont lol)
00:29:058 (1) - Fix ze blanket
00:41:628 (2,1) - This overlap isn't ASS bad as the others but why not blanket instead?
00:43:639 (4,1,4,6,7,1) 00:53:862 (1,3,4,1) - Ayy overlap fiesta
01:01:572 00:58:555 - Sound missing under this little slider, should be mapped with 1/8 or 1/16 kickslider, preferably 1/8.
01:05:259 (4) - boi this slider skips over TWO important bass sounds 01:05:427 01:05:594 then ENDS ON NO SOUND 01:05:678 fixerino this.
01:05:762 (1,1) - These two are almost the same as above, but instead both start on non-important vocals and red commits the absolute act of sin by ending on a extremely strong sound 01:06:600 for the blue slider it misses sound on 01:05:929
01:10:455 (2,1) 01:28:723 (4,5) - Fix visual flow leading into the stream.
01:29:393 (1) - New combo here isn't necessary, unless you lower the volume of 01:29:058 (5,6,7,8) because if you listen to the song the last note is the strongest one in terms of volume, so if volume would lead into it it would make more sense to emphasise with new combo.
01:31:237 (7) - Eeeeeeehhhhhhh don't use 3/4th of length, also don't use a slider here at all imo because this sound 01:31:404 is stronger than 01:31:237 this sound.
01:32:075 (3,1) - You should use some additional distinction to these note so that it's easier for players to read the full beat gap.
01:33:248 (2,3) - Don't go from using sharp angles to this wide angle with massive distance and ESPECIALLY not in this case where it leads into a stream.
01:42:382 (1) - Howbow another 1/8 or 1/16 kickslider here
[]

Starfy's Light Insane
00:01:572 (1,1) - Stack these two slider ends, this looks more visually pleasing and adds some additional distance to the next note which gives more emphasis to the sound.
00:09:449 (2,3,6,7) - For the sake of consistency you should add some distinction between those depending on beatgap, first one looks identical to the second yet one is 1/2 the other is 1/4.
00:09:617 (3,4,1,2) - Overlap fiesta
00:59:728 (4,6) - A little iffy overlap
01:02:745 (2) 01:05:427 (2) - Even if nothing is technically wrong with this, would use double tap or just a jump here instead of this slider, it sounds out of place both starting and ending at important sounds.
01:07:438 (4,2) - Repeat arrows needs to be more visible
01:06:767 (2,4,2) - Have to question your rythm choice, the repeating end of a slider should be considered a passive note yet it's on the most important white ticks of this section. Hitsounding with a clap isn't enough here my man
01:10:957 (5,6) - Another questionable rythm choice, these do not appear to serve any purpose exept vaguely, and I mean vaguely following the vocals, even though the vocal is a held note with just a very SLIGHT change in pitch not warranting these slider jumps and especially not in the middle of a streamy 1/4 section.
01:20:008 (1,2,3,4,1,2,3,4) - I feel like these should be formed in some pattern or shape because having them sorta stacked like all your bursts makes it hard to read that it's actually a 1/2 pattern. Also a pattern would add better emphasis to the sounds.
01:32:075 (1,2) - The new combo on 1 has same problem as diff above, and 2 needs to have some sort of destinction so you can easily tell the beat gap.
01:31:739 (3,4) - It would fit with a kickslider here
01:49:170 (6,1) - Maybe fix flow/visual flow to lead better into the stream?
[]

Yo couldn't find much wrong with Starfy's map, I wish I could mod more diffs but judging from what I already wrote you should be able to fine tune the others yourself! I've got a terrible workload from my queue so GL
posted

Maxylan wrote:

Insane
00:10:287 (1) - Lower SV here so you can both represent the low sound better and decrease it's length so that you can move it a little more up to fit the blanket better. Fixed
00:11:293 (1) - This does not fit, not only does it break flow but it does so with high SV even if the sound is a long held one with just increase in pitch, oh and I almost forgot to mention it does a iffy overlap with 00:11:628 (1) Fixed
00:20:175 (3,5) 00:20:343 (4,5,1) 00:29:728 (4,5) - Iffy overlaps again, there are a ton of overlaps I'm skipping through but that's because I'm only highlighting the worst offenders haha I think its fine here
00:20:510 (5,1,2) - Questionable rythm choice, what would fit the song best here would be a 1/4 slider to replace 00:20:510 (5) that and then a circle on 00:20:678 with a kickslider on 00:20:762 these three ticks. I can reconsider
00:21:013 (1) - I feel like this shouldn't end on a white tick, a drum clap (Slider end) is a louder sound than the Bass (Slider Head) Fixed
00:27:047 (3,4) 00:27:885 (6,7) - By far the ugliest overlap because not only does the slider end and head overlap but the bodies as well. I mean this in the most insulting way possible (no i dont lol) Plays fine in game
00:29:058 (1) - Fix ze blanket Fixed
00:41:628 (2,1) - This overlap isn't ASS bad as the others but why not blanket instead? I think its fine , I did it here too 00:30:902 (1,1) -
00:43:639 (4,1,4,6,7,1) 00:53:862 (1,3,4,1) - Ayy overlap fiesta its not impossible or hard to read, and this is for the asthestic
01:01:572 00:58:555 - Sound missing under this little slider, should be mapped with 1/8 or 1/16 kickslider, preferably 1/8. huh?
01:05:259 (4) - boi this slider skips over TWO important bass sounds 01:05:427 01:05:594 then ENDS ON NO SOUND 01:05:678 fixerino this. its just following the vocals lol
01:05:762 (1,1) - These two are almost the same as above, but instead both start on non-important vocals and red commits the absolute act of sin by ending on a extremely strong sound 01:06:600 for the blue slider it misses sound on 01:05:929 I think its fine
01:10:455 (2,1) 01:28:723 (4,5) - Fix visual flow leading into the stream. Fixed
01:29:393 (1) - New combo here isn't necessary, unless you lower the volume of 01:29:058 (5,6,7,8) because if you listen to the song the last note is the strongest one in terms of volume, so if volume would lead into it it would make more sense to emphasise with new combo.Fixed
01:31:237 (7) - Eeeeeeehhhhhhh don't use 3/4th of length, also don't use a slider here at all imo because this sound 01:31:404 is stronger than 01:31:237 this sound. It is for players to stop completely, since the instruments also stopped
01:32:075 (3,1) - You should use some additional distinction to these note so that it's easier for players to read the full beat gap. Not sure what else to do here lol
01:33:248 (2,3) - Don't go from using sharp angles to this wide angle with massive distance and ESPECIALLY not in this case where it leads into a stream.This whole map is about changing distance 00:21:348 (4,5,6,7) - 01:13:304 (1,2,3,4) -
01:42:382 (1) - Howbow another 1/8 or 1/16 kickslider here I think the slider right now is fine
posted

RonaldVN wrote:

Feedback

Easy Map:
00:18:668 (1) - Note: Make it more smoother like a ''( Shape''. its fine to me
Why: It doesn't feel right

01:40:119 (1) - Note: Make it more smoother like a "S or ) Shape''. ditto
Why: It doesn't feel right
posted
Hello from My Modding Queue!
You need 4.2-4.6 star insane!
Grats!
Semi-Grats.
I think about its hard for new players.
Looks like Hard.
00:16:991 (1) - I'm think about its stupid idea,maybe you remake it,and get 4 circles?
This difficulty looks like wired.
Grats!
Looks good.
Good.
posted

Stormiverse wrote:

[Deppy's Advanced]
01:40:036 (3) - Why the hell is this doing here? This should be on 01:40:119 lol im bad
Wow this is short :/

RonaldVN wrote:

Advanced map
01:21:181 (7) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo.

00:06:097 (6) - Note: The color off the hit Object isn't right. Make the hit Object Orange instead.
Why: Because its part a of the orange combo.

00:37:103 (1) - Note: The color off the hit Object isn't right. Make the hit Object White instead.
Why: Because its a part of the white combo

01:01:069 (5) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo

01:06:600 (6) - Note: The color off the hit Object isn't right. Make the hit Object White instead.
Why: Because its a part of the white combo

na they are already correct

YashaPlay wrote:

[Deppy's Advanced]00:16:991 (1) - I'm think about its stupid idea,maybe you remake it,and get 4 circles? nope
This difficulty looks like wired.
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 72801
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.5

[Metadata]
Title:Arousing
TitleUnicode:Arousing
Artist:DJ TOTTO feat. Sunao Yoshikawa
ArtistUnicode:DJ TOTTO feat. 吉河順央
Creator:- Matha -
Version:Deppy's Advanced
Source:jubeat saucer
Tags:REFLEC BEAT colette spring GIDZ Starfy Deppyforce Bite you death
BeatmapID:1398469
BeatmapSetID:652525

[Difficulty]
HPDrainRate:4.6
CircleSize:3.7
OverallDifficulty:5.1
ApproachRate:6.1
SliderMultiplier:1.11
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
2,48029,57520
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 255,255,255
Combo3 : 255,105,180
Combo4 : 255,128,64

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posted

YashaPlay wrote:

You need 4.2-4.6 star insane!
I'm pretty sure this diff spread is no problem :D
posted
Link Easy

  1. 00:33:751 (2,1) - fix this unnoticeable thing

Normal

  1. You have to follow DS on normals strictly - 00:04:589 (3,4) - 00:04:756 (4,5) -00:11:293 (3) - 00:13:639 (3,1) - 00:35:259 (3) - Here are DS errors i found.
  2. 00:16:991 (1,2) - Imo these are a bit too quiet. It may confuse normal diffs players
  3. 00:23:527 (2,3,4) - As above
posted

Blan_C wrote:

Link Easy

  1. 00:33:751 (2,1) - fix this unnoticeable thing blan_cet
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posted
  • [I]
  1. 00:04:589 (5) - keep consistent spacing with 00:03:918 (2,3,4) - ? no reason for the spacing changed imo
  2. 00:19:170 (1,2) - might want to make the spacing larger so the player can read the gap between 00:13:639 (1,2) - and here
  3. 00:24:700 - map the sound here would be better cuz i think ur trying to express every weird sound, making a gap here doesnt rly make sense
  4. 00:47:494 - lol, isnt it suppose to be like this?
  5. 00:49:086 - 00:50:091 - undermapped
  6. 00:53:862 (1) - unnecessary NC, should be here 00:54:365 (3) - instead since here is where vocal changed
  7. 00:57:214 - lol where is the NC here then, should be 00:57:047 (5) -
  8. 01:22:186 (1) - unnecessary NC
  9. 01:29:393 (9) - 01:18:667 (1) - inconsistent NC usage
  10. 01:32:075 (3) - umm ill make a 3/4 slider to express the vocal instead, like all other similar part 01:31:237 (7,1) - 01:27:885 (1,2) - etc, is weird to make a small pause here, since there isnt any impact
  11. 01:32:745 (1,1) - unnecessary NC, id ur NC for structure then u should NC 01:33:415 (3) - either
  12. 01:36:097 (5) - NC
  13. 01:50:175 (1,2) - the spacing of 1/1 gap here should get larger since its similar to 01:50:846 (1,2) - 1/2 gap
  14. 01:52:857 - i thought ull make sth like this lol https://puu.sh/xo10H/e20dbd7905.jpg
  • [L I]
  1. 00:18:499 (2,3) - ur using the sliderend to express the stronger sound which i dont think is a good choice, this should work better https://puu.sh/xo17u/211282ff26.jpg
  2. 00:56:712 (4,5) - larger spacing probably? rn it looks like the same spacing as 1/2 gap
posted

SnowNiNo_ wrote:

  • [I]
  1. 00:04:589 (5) - keep consistent spacing with 00:03:918 (2,3,4) - ? no reason for the spacing changed imo I think this is what you wanted
  2. 00:19:170 (1,2) - might want to make the spacing larger so the player can read the gap betweenFixed 00:13:639 (1,2) - and here I don't think this should be spaced larger cuz the gap in between is not as wide
  3. 00:24:700 - map the sound here would be better cuz i think ur trying to express every weird sound, making a gap here doesnt rly make sense Fixed
  4. 00:47:494 - lol, isnt it suppose to be like this? yes lol I'm bad xd
  5. 00:49:086 - 00:50:091 - undermapped Fixed
  6. 00:53:862 (1) - unnecessary NC, should be here 00:54:365 (3) - instead since here is where vocal changed Fixed
  7. 00:57:214 - lol where is the NC here then, should be 00:57:047 (5) - Fixed
  8. 01:22:186 (1) - unnecessary NC Fixed
  9. 01:29:393 (9) - 01:18:667 (1) - inconsistent NC usage Fixed
  10. 01:32:075 (3) - umm ill make a 3/4 slider to express the vocal instead, like all other similar part 01:31:237 (7,1) - 01:27:885 (1,2) - etc, is weird to make a small pause here, since there isnt any impact Fixed
  11. 01:32:745 (1,1) - unnecessary NC, id ur NC for structure then u should NC 01:33:415 (3) - either Fixed
  12. 01:36:097 (5) - NC Fixed
  13. 01:50:175 (1,2) - the spacing of 1/1 gap here should get larger since its similar to 01:50:846 (1,2) - 1/2 gap Fixed
  14. 01:52:857 - i thought ull make sth like this lol https://puu.sh/xo10H/e20dbd7905.jpg Thanksss!

Blan_C wrote:

Link Easy

  1. 00:33:751 (2,1) - fix this unnoticeable thing

Normal

  1. You have to follow DS on normals strictly - 00:04:589 (3,4) - 00:04:756 (4,5) -00:11:293 (3) - 00:13:639 (3,1) - 00:35:259 (3) - Here are DS errors i found. Fixed all DS problems thanks!
  2. 00:16:991 (1,2) - Imo these are a bit too quiet. It may confuse normal diffs players I think this is fine, the slider shape is not that hard to understan
  3. 00:23:527 (2,3,4) - As above
posted
[Easy]
  1. 00:19:506 (1) - I don't think half beat sliders fit in easy maps
  2. 01:34:086 (1,1,2) - 3 consecutive repeat sliders feel weird
  3. 01:50:846 (1,2,3,4) - Same as first point


[Normal]
  1. 00:32:745 (1,2,3,4,1,2,3,4,5,6,7) - Whole part seems too complex for Normal
  2. 00:43:471 (1,2,3,4,5,6,1,2,3,4,5) - ^


[Advanced]
  1. 00:16:991 (1) - Even amount of repeats feel weird
  2. 00:22:355 (1) - ^
  3. 01:05:259 Sound here feels too important to be a sliderend
  4. 01:26:712 (1) - Same as first point
  5. 01:42:801 (1) - ^ I feel like this should be circles instead of a slider
  6. 01:48:164 (1) - Even amount of repeats

[Hard]
  1. 01:28:555 (3,4,5,6) - Inconsistent spacing, hella confusing
  2. 01:53:527 (1,2) - I feel like this part should be more emphasized.


[Light Insane]
  1. 00:13:220 There's a distinct sound here that I feel should be mapped
  2. 00:56:544 (3) - Looks weird imo maybe move to x: 360 Y: 336
  3. 01:20:343 (3,4,1,2,3,4) - Inconsistent stacking compared to 01:22:019 (3,4)
  4. 01:20:008 (1,2) - Weird spacing compared to 01:20:343 (3,4)
  5. 01:30:734 (1,2,3,4) - ^
  6. 01:44:980 (4,5) - Similar spacing to 01:44:980 (4,5) which can be confusing
  7. 01:50:175 (1,2) - ^



[Insane]
  1. 00:49:672 (7,1) - Can be confused for double (there's quite a few sliders like this, I think you can find it for yourself)

Great map in general. Here's my map for M4M t/528834
posted

PyroBear wrote:

[Easy]
  1. 00:19:506 (1) - I don't think half beat sliders fit in easy maps its fine
  2. 01:34:086 (1,1,2) - 3 consecutive repeat sliders feel weird changed
  3. 01:50:846 (1,2,3,4) - Same as first point its fine
ty for mod

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 72801
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 26532,41616,49660,52845,53348,58292,102538,16979,45806,112845
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:Arousing
TitleUnicode:Arousing
Artist:DJ TOTTO feat. Sunao Yoshikawa
ArtistUnicode:DJ TOTTO feat. 吉河順央
Creator:- Matha -
Version:Link's Easy
Source:jubeat saucer
Tags:REFLEC BEAT colette spring GIDZ Starfy Deppyforce Bite you death
BeatmapID:1389252
BeatmapSetID:652525

[Difficulty]
HPDrainRate:2
CircleSize:2
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.png",0,0
//Break Periods
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posted
I think this enough for cookie (maybe will consider more if you add milk at post)

normal
i see that you use hs copier to apply it on normal and advace, which as you can see theres a bunch of unused green lines that clovered such as on slider, no object, etc. so simply try to sweep those unused timing points
00:05:594 (5,8) - its really odd kind of overlapping actually, if it was polished to these days style maybe will be much like https://gyazo.com/1e10d09703664c86dccf6dc95fe7b653. makes it not just more well placed, it also easier to read
00:08:108 (2) - just copy and mirror 00:06:935 (8) - here, the angle not really fit with low beat emphs
00:15:650 (3,1) - is this overlap really necessary? i mean it simply can recognize as unconsist ds usage
00:26:544 - its really clear you try to emph the vocal, but it does make a little awkward since its too sudden. i get a little miss read as well at first. plyrs will prolly wish the intro rhytm more like this https://gyazo.com/9aebb9f1dec04d36854c1faa53e712f4
00:31:069 (5,6) - you still try to take priority on vocal right? so switch the rhytm by simply ctrl+g, the slider will catch the vocal vobration smoothly
01:12:801 (1) - it will actually give more impact to reff intro if it pulled downward instead, where the reverse will give an accelerate feeling to (2)
01:15:147 (6) - this hold just a bit nope for me, since you speratee 01:13:807 (3) - it will feel more natural to catch after section with same pattern which not stacked
01:18:667 (7) - instead of placing it on zero beat where the song get spesificly dropped, just follow the casual rhytm at your earlier section, which supposed to placed 01:18:499 -
01:23:527 (2) - as simple as before to give pulled feel, make like "\" symbol instead
01:25:874 (5,6) - same reason as early stacked at kiai section, i know its flexible but it is preferable
01:34:086 (4) - ctrl+h and replace to current potition, will decreace the solid flow from (3) tho
01:35:259 (2) - since the vocal is vibration you free to use such as light curve actually, where i suggest to add light right curve there
01:37:270 (5) - nothing wrong with this vocal emphs, but i just feel a bit plain to ignore the main rhytm itself, so try this insetead https://gyazo.com/5f9f73ea82b2a49516959a1c5e433fc8, by that you can also keep your hs flowing
01:38:611 (8) - too sharp if you ask me
01:42:801 - try this pattern https://gyazo.com/8dc77e12c0027aa2e5409ad8e2a48e00

insane
00:13:639 (1) - ctrl+h it and replace it to current potition, the angle will give better clutch for those kick sliders
00:15:315 (5) - it does penetrate the flow from (4) but not that smooth when entering the slider, maybe x160 y224 so not only make it entering slider smoothly, it also make (3,4,5) become triangle which pretier to look lol
00:18:332 (1) - this slider deserve left curve, then also mirror it again for (2). so the circular flow keep going on
00:20:510 (5) - why it does even there, try to at least place it on clear point, so it not bothering too much even if the jump get pressed
00:24:700 (1) - actually just a circle slider enough
00:31:572 (1) - since you make trips after why not play with 2 cirlce instead so theres more movement for cusor
00:37:103 (3,4) - ctrl+g? idk it feel a bit boring with stacked circle on slider head especially when it get NCed
01:08:108 (9) - isnt this supposed to NCed?
01:13:807 (3) - idk, its too short from (2) too sharp to (4) maybe put it somewhere else
01:20:929 (8) - welp, i would just stack (9) here instead tho, its a pain on dt
01:44:980 (1) - ctrl+g, just to make variant

afterall I could enjoy the insane from mid to end but the start just feel a bit pushed to fit. maybe some simple pattern will lead it better. goodluck
posted
Q

[Insane]
00:07:270 (6,1) - Unstack them? can be better for music.
00:08:946 (6) - NC
00:14:309 (1) - Make bigger DS for emphasize it. this part has strong drum sound.
00:25:371 (1,2,3,4) - DS looks too big many players can read it as 1/2.
00:27:885 (6,7) - make lower DS like others, consistency is more important than blanket.
00:29:058 (1,2) - Yea, too big Ds to read, too.
00:31:739 - make it clickable? for music.
00:41:293 (1,2) - why this part has stack? you didn't try stack at other parts.
00:53:695 (2,3) - Why this part doesn't have antijump? not so good for consistency.
01:14:309 (5,6) - make bigger DS for emphasize.
01:21:013 (9) - stack with 8 for better reading.

GL
posted

RonaldVN wrote:

Light Insane map
01:11:377 (2) - Note: Around here its hard too see what kind of combo it is (not the color). Place it more visible instead.
Why: (It could be a choke point (only if its in the beginning or ending.)) People may be confused.
I guess it is readable enough but anyway I separated them a bit to increase the readability

Maxylan wrote:

Starfy's Light Insane
00:01:572 (1,1) - Stack these two slider ends, this looks more visually pleasing and adds some additional distance to the next note which gives more emphasis to the sound. I separate them deliberately since it looks more messy if I do so. And I think the current stacking pattern is cool since stacking everything completely is quite boring imo
00:09:449 (2,3,6,7) - For the sake of consistency you should add some distinction between those depending on beatgap, first one looks identical to the second yet one is 1/2 the other is 1/4. The approach rate is able to indicate the distribution of sound clearly, even though they are in different rhythm. This kind of change of distance is really common and I believe players are able to read the pattern. And I also believe that people are able to play Insane, could be able to read the pattern fluently as well
00:09:617 (3,4,1,2) - Overlap fiesta I did the overlap deliberately because the pattern can keep the flow that I constructed before. And due to the lack of space of the playfield, this pattern is able to solve the problem and it will not badly affect the aesthetics
00:59:728 (4,6) - A little iffy overlap The current overlap is okay for me since it is not a complicated shape, and the flow of the slider goes comfortably
01:02:745 (2) 01:05:427 (2) - Even if nothing is technically wrong with this, would use double tap or just a jump here instead of this slider, it sounds out of place both starting and ending at important sounds. I will not consider making jumps or "double tap" here since they are still in the quiet part in the song. It would be really awkward for me to put challenging pattern in slow part since it can not emphasize and represent the feeling of this part well
01:07:438 (4,2) - Repeat arrows needs to be more visible This kind of stacking is acceptable since it is not fully covered. And according to the default skin, the arrow is extremely clear that players can be able to recognise that it is a reverse slider
01:06:767 (2,4,2) - Have to question your rythm choice, the repeating end of a slider should be considered a passive note yet it's on the most important white ticks of this section. Hitsounding with a clap isn't enough here my man My idea is that it is the transition part of the song. The quiet part is rising and going intense. In order to build up the feeling of the transition, I used simple circler and reverse slider pattern to represent that the song is going intense. And starting from 01:09:281 (1) - , the transition is going noticeably and I put large distance and intensive slider here. And the last part, 01:10:622 (1) - , will be the hardest since it is the climax of the transition. In order to achieve the step by step emphasis, I decided to use the current pattern to be the first part to emphasize and start the transition
01:10:957 (5,6) - Another questionable rythm choice, these do not appear to serve any purpose exept vaguely, and I mean vaguely following the vocals, even though the vocal is a held note with just a very SLIGHT change in pitch not warranting these slider jumps and especially not in the middle of a streamy 1/4 section. I explained this in the above point. Since the is the climax part of the transition, I will put harder and intenser rhythm and pattern here. Therefore, the current distance is already cool to emphasize the rhythm since the sound is worth to be emphasized in this distance
01:20:008 (1,2,3,4,1,2,3,4) - I feel like these should be formed in some pattern or shape because having them sorta stacked like all your bursts makes it hard to read that it's actually a 1/2 pattern. Also a pattern would add better emphasis to the sounds. The readability is not that low for an Insane difficulty. And I believe that the current pattern is also able to represent the sound well so I'm not going to change the pattern!
01:32:075 (1,2) - The new combo on 1 has same problem as diff above, and 2 needs to have some sort of destinction so you can easily tell the beat gap. But it violates my NC pattern. I add NC every downbeat unless there is any SV change. I will not NC it since there is no any SV change and not in the downbeat
01:31:739 (3,4) - It would fit with a kickslider here But it is an overmapping...
01:49:170 (6,1) - Maybe fix flow/visual flow to lead better into the stream? The distance is already clear enough imo. You can refer to the DS and you will find that the pattern is really clear and consistent

SnowNiNo_ wrote:

  • [L I]
  1. 00:18:499 (2,3) - ur using the sliderend to express the stronger sound which i dont think is a good choice, this should work better https://puu.sh/xo17u/211282ff26.jpg I found that putting circle in 00:18:499 (2) - is really hard to play in Light Insane because it required a lot of skills to alternate the fingers. In order to lower the difficulty, the current sound pattern will fit more
  2. 00:56:712 (4,5) - larger spacing probably? rn it looks like the same spacing as 1/2 gap The approach rate is already clear that players should be able to read the distance and rhythm

PyroBear wrote:

[Light Insane]
  1. 00:13:220 There's a distinct sound here that I feel should be mapped Not really noticeable and worth to be emphasized imo... It sounds awkward and overmapped if I do so
  2. 00:56:544 (3) - Looks weird imo maybe move to x: 360 Y: 336 Did some changes here
  3. 01:20:343 (3,4,1,2,3,4) - Inconsistent stacking compared to 01:22:019 (3,4)
  4. 01:20:008 (1,2) - Weird spacing compared to 01:20:343 (3,4)
  5. 01:30:734 (1,2,3,4) - ^
    Since they are in different pattern, I used different distance and way to emphasize them independently. Therefore, the distance will be used differently
  6. 01:44:980 (4,5) - Similar spacing to 01:44:980 (4,5) which can be confusing
  7. 01:50:175 (1,2) - ^
    Even though they are stacked, the approach rate is able to indicate the rhythm well. Players should be able to recognise the rhythm by approach circle


Thanks for mod!

Link: http://puu.sh/xoTir/86ff7006c3.rar
posted

RonaldVN wrote:

Hard map
00:06:097 (7) - Note: The color off the hit Object isn't right. Make the hit Object Orange instead.
Why: Because its a part of the orange combo ????

00:08:779 (7) - Note: The color off the hit Object isn't right. Make the hit Object Blue instead.
Why: Because its a part of the blue combo ????

01:50:175 (2) - Note: Place it more visible.
Why: people may not see the hit object. I distance snapped it for consistency so no change~

PyroBear wrote:


  • [Hard]
  1. 01:28:555 (3,4,5,6) - Inconsistent spacing, hella confusing I dun think so since they are distance snapped lol, I stacked 01:28:890 (5,6,1) - cuz of how the music pauses at 01:29:226 - .
  2. 01:53:527 (1,2) - I feel like this part should be more emphasized. I think this emphasizes the ending quite well on a Hard diff lol.
Tks for mods!~
posted

Time Capsule wrote:

I think this enough for cookie (maybe will consider more if you add milk at post)

normal
i see that you use hs copier to apply it on normal and advace, which as you can see theres a bunch of unused green lines that clovered such as on slider, no object, etc. so simply try to sweep those unused timing points Fixed for normal
00:05:594 (5,8) - its really odd kind of overlapping actually, if it was polished to these days style maybe will be much like https://gyazo.com/1e10d09703664c86dccf6dc95fe7b653. makes it not just more well placed, it also easier to read Fixed
00:08:108 (2) - just copy and mirror 00:06:935 (8) - here, the angle not really fit with low beat emphs Fixed
00:15:650 (3,1) - is this overlap really necessary? i mean it simply can recognize as unconsist ds usage I overlapped it with something else now it should be better to read
00:26:544 - its really clear you try to emph the vocal, but it does make a little awkward since its too sudden. i get a little miss read as well at first. plyrs will prolly wish the intro rhytm more like this https://gyazo.com/9aebb9f1dec04d36854c1faa53e712f4 I think its fine
00:31:069 (5,6) - you still try to take priority on vocal right? so switch the rhytm by simply ctrl+g, the slider will catch the vocal vobration smoothly Fixed
01:12:801 (1) - it will actually give more impact to reff intro if it pulled downward instead, where the reverse will give an accelerate feeling to (2) Fixed
01:15:147 (6) - this hold just a bit nope for me, since you speratee 01:13:807 (3) - it will feel more natural to catch after section with same pattern which not stacked Fixed
01:18:667 (7) - instead of placing it on zero beat where the song get spesificly dropped, just follow the casual rhytm at your earlier section, which supposed to placed 01:18:499 - Fixed
01:23:527 (2) - as simple as before to give pulled feel, make like "\" symbol instead Fixed
01:25:874 (5,6) - same reason as early stacked at kiai section, i know its flexible but it is preferable
01:34:086 (4) - ctrl+h and replace to current potition, will decreace the solid flow from (3) tho Fixed
01:35:259 (2) - since the vocal is vibration you free to use such as light curve actually, where i suggest to add light right curve there Fixed
01:37:270 (5) - nothing wrong with this vocal emphs, but i just feel a bit plain to ignore the main rhytm itself, so try this insetead https://gyazo.com/5f9f73ea82b2a49516959a1c5e433fc8, by that you can also keep your hs flowing -
01:38:611 (8) - too sharp if you ask me hmmm
01:42:801 - try this pattern https://gyazo.com/8dc77e12c0027aa2e5409ad8e2a48e00 failed to do so

insane
00:13:639 (1) - ctrl+h it and replace it to current potition, the angle will give better clutch for those kick sliders I think the current angle is already ok
00:15:315 (5) - it does penetrate the flow from (4) but not that smooth when entering the slider, maybe x160 y224 so not only make it entering slider smoothly, it also make (3,4,5) become triangle which pretier to look lol I did this in many places as well so this is pretty much the point of the map?
00:18:332 (1) - this slider deserve left curve, then also mirror it again for (2). so the circular flow keep going on but these 00:16:991 (1,2,3,4) - are all stright sliders , it would be weird to do a curved one right after those and there are no weird noises to fit it.
00:20:510 (5) - why it does even there, try to at least place it on clear point, so it not bothering too much even if the jump get pressed Fixed
00:24:700 (1) - actually just a circle slider enough Fixed
00:31:572 (1) - since you make trips after why not play with 2 cirlce instead so theres more movement for cusor I think this is fine
00:37:103 (3,4) - ctrl+g? idk it feel a bit boring with stacked circle on slider head especially when it get NCed personally I think the circle behind the stream is better XD
01:08:108 (9) - isnt this supposed to NCed? Fixed
01:13:807 (3) - idk, its too short from (2) too sharp to (4) maybe put it somewhere else I think thje current set is fine
01:20:929 (8) - welp, i would just stack (9) here instead tho, its a pain on dt lol if its stacked its harder to read
01:44:980 (1) - ctrl+g, just to make variant Its the same sound that repeats 3 times so I wanted it to be the same spacing and plays the same.

afterall I could enjoy the insane from mid to end but the start just feel a bit pushed to fit. maybe some simple pattern will lead it better. goodluck

Neoskylove wrote:

Q

[Insane]
00:07:270 (6,1) - Unstack them? can be better for music. This is because it is the calm part of the music , I did it consistently aswell on that section
00:08:946 (6) - NC Fixed
00:14:309 (1) - Make bigger DS for emphasize it. this part has strong drum sound. Fixed
00:25:371 (1,2,3,4) - DS looks too big many players can read it as 1/2. I think its fine
00:27:885 (6,7) - make lower DS like others, consistency is more important than blanket. yes but the DS is around the same for all three 00:27:885 (6,7,8) -
00:29:058 (1,2) - Yea, too big Ds to read, too. This is fine
00:31:739 - make it clickable? for music. Fixed
00:41:293 (1,2) - why this part has stack? you didn't try stack at other parts. it is because during the kiai time there will be a lot more of them stacked
00:53:695 (2,3) - Why this part doesn't have antijump? not so good for consistency. Just feels better
01:14:309 (5,6) - make bigger DS for emphasize. I think this is fine
01:21:013 (9) - stack with 8 for better reading. it would be weird for stacking it

GL

PyroBear wrote:

[Normal]
  1. 00:32:745 (1,2,3,4,1,2,3,4,5,6,7) - Whole part seems too complex for Normal I think its fine
  2. 00:43:471 (1,2,3,4,5,6,1,2,3,4,5) - ^


[Insane]
  1. 00:49:672 (7,1) - Can be confused for double (there's quite a few sliders like this, I think you can find it for yourself)If there are a few more like those that means its intentional and after players seeing the first one they will know how to act for the others as well
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