ClariS - SHIORI - TV size mix -

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yo, m4m reply ! <3

Story of the End

00:01:287 (5) - Ctrl+G for more consistency, it will match slider 3 this way and make a better circular flow. Also, Ctrl+G 00:01:628 (1) if you do agree

00:01:628 (1) - Unsure if this overlap is intentional, just an aesthetic suggestion.

00:01:287 (5,2) - ^

00:05:378 (4) - Feels like overmap for the bass guitar, I would make this a slider with no reverse, but maybe slow the velocity down to reflect it because atm the 1/4 isn't mapped to any 'real' sound.

00:08:446 (1) - Move this to x:288 y:320 so it is centered between the two notes, again aesthetic suggestion:)

I am hearing vocals at 00:13:219 , 00:13:390 , and a guitar sound at 00:13:560 . All are quite big parts to this buildup, I think mapping them all out would make this part feel more difficult (which would be more suitable for this diff) as well as being responsive to these notes.

00:12:196 (6,2) - Also, put the 6 on this slider so it matches your map style more! :)

00:18:333 (2) - Ctrl+G so it has a contrast just like 00:17:310 (3,4) do.

00:22:765 (3) - Sliderend isn't central in this other slider so it kind of looks strange, maybe moving it up a touch will see some aesthetic improvement.

00:23:105 (4,3) - Stack?

00:49:867 (2,3) - The stacking here causes the note go overlap the blanket, and I am sure this is unintended, you should enable overlapping in the editor by default, because in gameplay the player will see this:



00:57:367 (5,1) - ^

01:04:355 (1,5) - Stack sliderend, dont know, just cleans stuff up a bit xD

01:14:242 (3,7) - Stack these so it's consistent with the other stack you've made.


kiry's Insane

00:01:799 (2,4,1) - Again, as in the extra make sure you've enabled stacking in the editor so you can see where osu is automatically stacking notes, because in gameplay it looks like this.



00:10:662 (1,2,3) - Spacing here is inconsistent with the distance snap. I appreciate the underjumps you've done early in the map though, but this feels a bit odd. You could try placing note 2 at x:136 y:20 for a similar mapping effect to before, but it's up to you.

01:20:037 (2) - Similar to above, this could be a bit jarring, even with it being introduced it just feels odd with the spacing.

01:27:537 (1) - Could make the velocity a higher so it ends on the red tick, so it's consistent with all the other diffs.

owo love the map style on this!

Mcen314's Hard

00:00:265 (1,1) - Hello mapping? XD

00:05:719 (1,2,1,2,1,2,1,2) - I don't get the aesthetic here, again it feels quite undermapped. A lot of copy paste is here, I would try and incorporate more variation just so the player is kept more engaged.

00:14:412 (2,4) - Overlap here, unsure if this was intentional or not though, maybe stack it or try and blanket it with slider 2.

00:15:435 (4,5,6) - Spacing here isn't consistent, but it really feels like it should because there is no change in the music to break distance snap for.

00:17:992 (5) - Stack this where the end of slider 1 is, because like above it's not snapped.

00:21:060 (2,3,4) - Blankets here are off, which in turn ruins the triangle effect I believe you're trying to go for, blanketing them would yield a cleaner result like so:



00:25:833 (4,5) - Make is so the end of slider 4 is in the middle of the next slider, just for consistency.

00:42:537 (1,3) - ^

00:46:628 (1) - At 00:46:969 , there is a strong beat you don't seem to be mapping on, which breaks the rhythm that you've set since it's a large and prominent beat within the song. It worked at 00:35:719 (1) because the vocals were slow and extended on one word, I would make the slider in question 1/1 to make it more uniform with the rest of your rhythm choices.

00:49:867 (2,3,4) - One of them isn't blanketed and kind of looks unappealing considering you're going for a blanket pattern straight after.

00:53:105 (3,1) - Curving the new combo slider would make a blanket here too, looks more aesthetically appealing imo. (If you agree make sure to reblanket 00:54:128 (2) too!) :)



00:55:833 - Add a note here?

00:56:685 - ^, as a suggestion you could make the note at 00:56:174 (4) a reverse slider that starts its reverse on the timing point.

01:00:776 (3,6,1) - Like the above two diffs, enable stacking in the editor to avoid stuff like this (which is shown in gameplay)



01:12:878 (3,4,5) - Spacing isn't consistent here.

01:27:622 (1) - End on the downbeat

J a c k Normal

00:21:401 (4) - Move this to x:388 y:184 so the slider end makes a nice triangle shape like so:



00:24:469 (6) - X:228 Y:340 for a more circular flow.

01:05:719 (1,3) - Don't think these work too well together due to the angle at which each slider is positioned at, I would make them go in a single direction so it looks more aesthetically pleasing and consistent.

01:13:730 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Could be a little difficult considering for the most part you've been doing 1/1 with only isolated parts being 1/2. I would maybe tone this part down a little bit by adding more 1/1 sliders.


Easy
I'm unsure on how you've structured your combos on this map, they don't appear to be following a measure set. For example you're using 2 measure every new combo, then changing to 3 measures and even putting combos on every note following. Just feel it needs a little touch up to establish some consistency in the combos.

00:13:901 (1,1,1,1,1) - A bit heavy on the new combos in my opinion, the fact 00:15:435 (1) ends on a downbeat and is going through a lot of heavy beats in the song (yes I appreciate the slider is curved to the beats) means that you're going to be using a large amount of new combo's offsetting the drain and overall consistent of the combos. I would consider revising this part and the slider in particular so you're engaging proper use of the songs beats.

00:35:719 (5) - This slider is off the screen in game play, and goes against the ranking criteria. Move this up a touch.

01:04:696 (4,5) - I'd be fine with this, even in the easy. It's just that it's really sudden and the player hasn't been given any previous indication that you're going to be using 1/2 as a main part to hit. I would probably just keep a 1/1 on this part since it still matches the vocals ups and downs here.

01:07:424 (4,5) - ^

01:10:492 (4,4) - Small issue with stacking here

01:15:265 (4,5) - This is a really good way to introduce the 1/2. Since the player is still actively clicking 1/1 but they can hear that you're introducing 1/2. Trying something like this at the 1/2 part mentioned above.

01:19:355 (1,2,3,4) - The vocals here are the same, as well as the beats backing them. I would keep the pattern idea consistent here for a better reflection of the music.

01:24:895 (1,1) - I'd be careful on the length here, as well as the spinner leading into other spinner idea as new players aren't fully grasped with the concept of spinners, nevermind double spinners.


best of luck! <3
Topic Starter
Stormiverse

-Space- wrote:

yo, m4m reply ! <3

Story of the End

00:01:287 (5) - Ctrl+G for more consistency, it will match slider 3 this way and make a better circular flow. Also, Ctrl+G 00:01:628 (1) if you do agree i'm planning on changing circular flow here, so no

00:01:628 (1) - Unsure if this overlap is intentional, just an aesthetic suggestion. what overlap?

00:01:287 (5,2) - ^ they barely touch each other :/

00:05:378 (4) - Feels like overmap for the bass guitar, I would make this a slider with no reverse, but maybe slow the velocity down to reflect it because atm the 1/4 isn't mapped to any 'real' sound. true af, fixed

00:08:446 (1) - Move this to x:288 y:320 so it is centered between the two notes, again aesthetic suggestion:) rotational symmetry at 00:07:594 (2,3,4,1) -

I am hearing vocals at 00:13:219 , 00:13:390 , and a guitar sound at 00:13:560 . All are quite big parts to this buildup, I think mapping them all out would make this part feel more difficult (which would be more suitable for this diff) as well as being responsive to these notes. i neglected the vocals because there're no instruments being played, and i neglected the guitar because i want to map that last vocal before the drop. does it make any sense to you?

00:12:196 (6,2) - Also, put the 6 on this slider so it matches your map style more! :)done

00:18:333 (2) - Ctrl+G so it has a contrast just like 00:17:310 (3,4) do. ok

00:22:765 (3) - Sliderend isn't central in this other slider so it kind of looks strange, maybe moving it up a touch will see some aesthetic improvement. i'm following the same pattern as the beginning here, so i want 00:22:765 (3) - to blanket the sliderhead of 00:23:787 (2) -

00:23:105 (4,3) - Stack? why did i place it there in the first place?

00:49:867 (2,3) - The stacking here causes the note go overlap the blanket, and I am sure this is unintended, you should enable overlapping in the editor by default, because in gameplay the player will see this:


yes, i have been aware of that during my test plays, dunno how to fix it tho. i'll see what i can do

00:57:367 (5,1) - ^ fixed

01:04:355 (1,5) - Stack sliderend, dont know, just cleans stuff up a bit xD i'm following a different pattern here (triangles)

01:14:242 (3,7) - Stack these so it's consistent with the other stack you've made. ok


Easy
I'm unsure on how you've structured your combos on this map, they don't appear to be following a measure set. For example you're using 2 measure every new combo, then changing to 3 measures and even putting combos on every note following. Just feel it needs a little touch up to establish some consistency in the combos.
NC every 4 measures. If contains long-ass sliders, 2~4 active notes per combo. If contain unusual long pauses (ex. 00:30:265 (4,1) - ), NC after the pause. If contain irregular rhythms (ex. 00:13:901 (1,1,1,1) - ), NC all of them.

00:13:901 (1,1,1,1,1) - A bit heavy on the new combos in my opinion, the fact 00:15:435 (1) ends on a downbeat and is going through a lot of heavy beats in the song (yes I appreciate the slider is curved to the beats) means that you're going to be using a large amount of new combo's offsetting the drain and overall consistent of the combos. I would consider revising this part and the slider in particular so you're engaging proper use of the songs beats.

Stormiverse wrote:

If contain irregular rhythms (ex. 00:13:901 (1,1,1,1) - ), NC all of them.
00:35:719 (5) - This slider is off the screen in game play, and goes against the ranking criteria. Move this up a touch. it only appeared to be off-screen in the editor due to the low CS

01:04:696 (4,5) - I'd be fine with this, even in the easy. It's just that it's really sudden and the player hasn't been given any previous indication that you're going to be using 1/2 as a main part to hit. I would probably just keep a 1/1 on this part since it still matches the vocals ups and downs here. doing so would decrease note density, and this is Kiai, where the intensity should be the highest

01:07:424 (4,5) - ^ ^

01:10:492 (4,4) - Small issue with stacking here fixed

01:15:265 (4,5) - This is a really good way to introduce the 1/2. Since the player is still actively clicking 1/1 but they can hear that you're introducing 1/2. Trying something like this at the 1/2 part mentioned above. these are two different sections of the Kiai, sadly. if i put the 3/2 slider here, the slidertail of 01:05:208 (5) - would have nothing, and that's a strong sound

01:19:355 (1,2,3,4) - The vocals here are the same, as well as the beats backing them. I would keep the pattern idea consistent here for a better reflection of the music. ok

01:24:895 (1,1) - I'd be careful on the length here, as well as the spinner leading into other spinner idea as new players aren't fully grasped with the concept of spinners, nevermind double spinners. a measure is long enough for players to recover from the first spinner (double spinners usually refers to spinners that are spaced 1/4 or less tho)


best of luck! <3
luck is has already came *wink *wink
Kirylln

-Space- wrote:

yo, m4m reply ! <3

kiry's Insane

00:01:799 (2,4,1) - Again, as in the extra make sure you've enabled stacking in the editor so you can see where osu is automatically stacking notes, because in gameplay it looks like this.kill me



00:10:662 (1,2,3) - Spacing here is inconsistent with the distance snap. I appreciate the underjumps you've done early in the map though, but this feels a bit odd. You could try placing note 2 at x:136 y:20 for a similar mapping effect to before, but it's up to you. ended up decreasing the spacing but not too much since i want to properly emphasize the drum, which does not appear until now
01:20:037 (2) - Similar to above, this could be a bit jarring, even with it being introduced it just feels odd with the spacing. yes,make more sense to change it here

01:27:537 (1) - Could make the velocity a higher so it ends on the red tick, so it's consistent with all the other diffs. sure, wanted to change this slider anw :3

owo love the map style on this! <3




best of luck! <3
thx!

osu file format v14

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Title:SHIORI (TV Size)
TitleUnicode:SHIORI (TV Size)
Artist:ClariS
ArtistUnicode:ClariS
Creator:Stormiverse
Version:kiry's Insane
Source:終物語
Tags:kirylln mcen314 owarimonogatari second season ed ending araragi koyomi senjougahara hitagi hachikuji mayoi oshino meme ougi shinobu hanekawa tsubasa gaen izuko shaft monogatari series anime tv size vampire crab snail monkey snake cat vampire
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193,103,75094,5,0,0:0:0:0:
259,255,75265,2,0,P|299:235|323:198,1,90,2|2,0:0|0:0,0:0:0:0:
200,118,75605,5,8,0:0:0:0:
101,251,75776,2,0,P|137:276|182:278,1,90,0|2,0:0|0:0,0:0:0:0:
25,112,76117,2,0,P|21:156|41:196,1,90,2|8,0:0|0:0,0:0:0:0:
205,130,76458,5,0,0:0:0:0:
101,251,76628,1,2,0:0:0:0:
121,163,76799,1,2,0:0:0:0:
187,224,76969,2,0,L|169:326,1,90,8|0,0:0|0:0,0:0:0:0:
259,255,77310,2,0,L|277:357,1,90,2|2,0:0|0:0,0:0:0:0:
354,345,77651,1,8,0:0:0:0:
354,345,77821,1,0,0:0:0:0:
361,230,77992,5,2,0:1:0:0:
354,345,78162,1,2,0:0:0:0:
385,207,78333,5,2,0:1:0:0:
381,337,78503,1,2,0:0:0:0:
409,184,78674,5,2,0:1:0:0:
408,329,78844,1,2,0:0:0:0:
433,161,79015,5,2,0:1:0:0:
435,321,79185,1,2,0:0:0:0:
493,114,79355,6,0,B|463:80|432:81|398:83|376:113|376:113|360:84|320:82,1,180,4|8,0:0|0:0,0:0:0:0:
181,64,80037,1,2,0:0:0:0:
269,103,80208,1,2,0:0:0:0:
256,192,80378,1,10,0:0:0:0:
256,196,80463,1,2,0:0:0:0:
256,200,80549,1,2,0:0:0:0:
256,204,80634,1,2,0:0:0:0:
255,208,80719,6,0,P|191:239|129:202,1,135,4|0,0:0|0:0,0:0:0:0:
0,170,81060,2,0,P|51:156|93:172,1,90,8|0,0:0|0:0,0:0:0:0:
118,303,81401,6,0,P|59:263|50:218,1,90,2|2,0:0|0:0,0:0:0:0:
198,295,81742,2,0,P|235:332|242:376,1,90,8|0,0:0|0:0,0:0:0:0:
300,290,82083,6,0,B|343:307|383:273|383:273|419:235|496:260,1,180,4|8,0:0|0:0,0:0:0:0:
329,224,82765,1,2,0:0:0:0:
250,170,82935,1,2,0:0:0:0:
327,137,83105,6,0,P|334:95|308:33,1,90,8|0,0:0|0:0,0:0:0:0:
309,43,83361,1,0,0:0:0:0:
296,37,83446,2,0,P|337:44|400:18,1,90,2|2,0:0|0:0,0:0:0:0:
250,170,83787,1,8,0:0:0:0:
158,138,83958,1,2,0:0:0:0:
66,170,84128,1,8,0:0:0:0:
66,170,84213,1,8,0:0:0:0:
66,170,84299,1,8,0:0:0:0:
158,246,84469,5,8,0:0:0:0:
158,138,84640,1,8,0:0:0:0:
158,138,84725,1,8,0:0:0:0:
158,138,84810,6,8,P|173:95|180:86,1,45,8|0,0:0|0:0,0:0:0:0:
158,246,84980,2,8,P|143:289|135:297,1,45,8|0,0:0|0:0,0:0:0:0:
66,170,85151,2,8,P|21:178|10:176,1,49.5000015106202,8|0,0:0|0:0,0:0:0:0:
250,170,85321,2,8,P|294:161|305:163,1,49.5000015106202,8|0,0:0|0:0,0:0:0:0:
83,90,85492,2,8,P|53:55|49:44,1,53.9999983520508,8|0,0:0|0:0,0:0:0:0:
233,250,85662,5,8,0:0:0:0:
259,274,85747,1,8,0:0:0:0:
292,287,85832,1,8,0:0:0:0:
328,285,85917,1,8,0:0:0:0:
360,271,86002,1,8,0:0:0:0:
385,244,86088,1,8,0:0:0:0:
394,226,86174,6,0,L|392:282,1,33.7500012874604,4|0,0:0|0:0,0:0:0:0:
400,64,86855,5,2,0:0:0:0:
400,64,87026,1,2,0:0:0:0:
149,216,87367,1,2,0:0:0:0:
149,216,87537,6,0,B|167:202|175:169|175:169|198:208|203:244|203:244|234:243|259:260|259:260|286:244|315:244|315:244|320:207|346:173|346:173|359:204|389:230,1,377.999988464356
bezbashn
[Easy]
00:28:219 - 1 tick up. To make a straight line with 2 and 3

[Jack's Normal]
00:25:833(2,3,1) - Higher all these 2 ticks up. ^
00:31:287(2) - 1 tick up
01:11:174(1,2,3,4,5) - Maybe smth like this ? Visuals are better.


[Mcsen314's Hard]
00:01:628 and 00:04:355 - I realy want circles to be there
00:06:401 - Sliderend 1 tick up
00:09:128 - SLiderend 1 tick down
00:10:492 - Sliderend 1 tick to right
00:43:049 - Stick to grid (size 4) and move 1 tick to right
00:43:219 - Move 2 ticks to right
01:01:458 - Stick to grid (size 4) and move 2 ticks to left

[Insane]
Complete your set man...

[kiry's Insane]
00:00:094 - Song starts here...
00:10:321(2,1) - Unstack
00:16:117(1,2,1,2) - Hot mess of circles
00:36:060 - Stack properly
00:40:662 - ^. Actually there is alot of examples for this. But if you don't want - then dont fix it.
00:52:992(2,3,1) - Mess again

[Story of the End]
00:00:094 - No NC
00:08:446 - Unstack. And 00:12:537(1,2)
00:41:174 and 00:45:265 etc. - ^
00:31:969 - A bit of overlap
00:32:821(5,6,1) - Stack properly
00:57:367(5,6,1) - ^

Good luck!
Topic Starter
Stormiverse
Nothing to see here, I just want to make this place a compilation of mods for Mcen314's GD because he hasn't been online for the last 3~4 days. And I don't want him scrolling everywhere to get his mods.
Yes, I'm that good.


Walshy wrote:

Mcen314's Hard:
00:05:719 (1,2,1,2,1,2,1,2) - The first note in each combo has a different beat than the second, maybe try and display that
00:35:378 (3,1) - Fix blanket? not sure if this is supposed to be a blanket or not
00:35:719 (1) - Repeat slider doesn't really fit here, doesn't match rhythm or lyrics

-Space- wrote:

Mcen314's Hard

00:00:265 (1,1) - Hello mapping? XD

00:05:719 (1,2,1,2,1,2,1,2) - I don't get the aesthetic here, again it feels quite undermapped. A lot of copy paste is here, I would try and incorporate more variation just so the player is kept more engaged.

00:14:412 (2,4) - Overlap here, unsure if this was intentional or not though, maybe stack it or try and blanket it with slider 2.

00:15:435 (4,5,6) - Spacing here isn't consistent, but it really feels like it should because there is no change in the music to break distance snap for.

00:17:992 (5) - Stack this where the end of slider 1 is, because like above it's not snapped.

00:21:060 (2,3,4) - Blankets here are off, which in turn ruins the triangle effect I believe you're trying to go for, blanketing them would yield a cleaner result like so:



00:25:833 (4,5) - Make is so the end of slider 4 is in the middle of the next slider, just for consistency.

00:42:537 (1,3) - ^

00:46:628 (1) - At 00:46:969 , there is a strong beat you don't seem to be mapping on, which breaks the rhythm that you've set since it's a large and prominent beat within the song. It worked at 00:35:719 (1) because the vocals were slow and extended on one word, I would make the slider in question 1/1 to make it more uniform with the rest of your rhythm choices.

00:49:867 (2,3,4) - One of them isn't blanketed and kind of looks unappealing considering you're going for a blanket pattern straight after.

00:53:105 (3,1) - Curving the new combo slider would make a blanket here too, looks more aesthetically appealing imo. (If you agree make sure to reblanket 00:54:128 (2) too!) :)



00:55:833 - Add a note here?

00:56:685 - ^, as a suggestion you could make the note at 00:56:174 (4) a reverse slider that starts its reverse on the timing point.

01:00:776 (3,6,1) - Like the above two diffs, enable stacking in the editor to avoid stuff like this (which is shown in gameplay)



01:12:878 (3,4,5) - Spacing isn't consistent here.

01:27:622 (1) - End on the downbeat

best of luck! <3

bezbashn wrote:

[Mcsen314's Hard]
00:01:628 and 00:04:355 - I realy want circles to be there
00:06:401 - Sliderend 1 tick up
00:09:128 - SLiderend 1 tick down
00:10:492 - Sliderend 1 tick to right
00:43:049 - Stick to grid (size 4) and move 1 tick to right
00:43:219 - Move 2 ticks to right
01:01:458 - Stick to grid (size 4) and move 2 ticks to left
Kirylln

bezbashn wrote:

[kiry's Insane]
00:00:094 - Song starts here... yea but i want to start when the piano starts, it makes more sense to me
00:10:321(2,1) - Unstack why? it fits the drum quite well imo
00:16:117(1,2,1,2) - Hot mess of circles its not for me tho, it is 100% intentional, to capture the change in the music.00:16:117 (1,2) - this is solely for the drum and 00:16:287 (1,2,3,4) - is spaced out and changed direction because there a new instrument flies, not sure what it is called but you should be able to here it quite clearly with hitsounds off
00:36:060 - Stack properly intentional
00:40:662 - ^. Actually there is alot of examples for this. But if you don't want - then dont fix it. k..
00:52:992(2,3,1) - Mess again looks quite nice to me :v
Good luck!
Next time when you're modding, pls first try to understand what the mapper's intention is.It would be way more helpful to the mapper that way
thx for your effort anw and gl on your modding journey :3
Topic Starter
Stormiverse

bezbashn wrote:

[Easy]
00:28:219 - 1 tick up. To make a straight line with 2 and 3 you mean 1 pixel up? if that's what you mean, i say they're already aligned

[Insane]
Complete your set man...
want to join? I'm too lazy to finish this diff :D

[Story of the End]
00:00:094 - No NC its automatic NC bro :/
00:08:446 - Unstack. And 00:12:537(1,2) But... WHY?
00:41:174 and 00:45:265 etc. - ^ Have you ever think I stacked them 'on purpose'?
00:31:969 - A bit of overlap no, no it's not :/
00:32:821(5,6,1) - Stack properly I made them this way so they're 'not stacked'
00:57:367(5,6,1) - ^ Same as above

Good luck!
-Space-

Stormiverse wrote:

-Space- wrote:

00:35:719 (5) - This slider is off the screen in game play, and goes against the ranking criteria. Move this up a touch. it only appeared to be off-screen in the editor due to the low CS

[/color]
Yo, just here to show that on my resolution 1920x1080 fullscreen the slider is offscreen at the centre, just move it up a tiny bit and it will be rankable. I am aware that sliders can go out the map screen in the editor, but in gameplay this is also offscreen.

Topic Starter
Stormiverse

-Space- wrote:

fixed
Serizawa Haruki

-Space- wrote:

J a c k Normal

00:21:401 (4) - Move this to x:388 y:184 so the slider end makes a nice triangle shape like so:



00:24:469 (6) - X:228 Y:340 for a more circular flow.

01:05:719 (1,3) - Don't think these work too well together due to the angle at which each slider is positioned at, I would make them go in a single direction so it looks more aesthetically pleasing and consistent.

01:13:730 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Could be a little difficult considering for the most part you've been doing 1/1 with only isolated parts being 1/2. I would maybe tone this part down a little bit by adding more 1/1 sliders.
Thanks for your mod :D
I basically applied everything you said and also made some overall changes
Serizawa Haruki

bezbashn wrote:

[Jack's Normal]
00:25:833(2,3,1) - Higher all these 2 ticks up. ^
00:31:287(2) - 1 tick up
01:11:174(1,2,3,4,5) - Maybe smth like this ? Visuals are better.
Yeah it definitely looks better, thanks!
Mcen314

Walshy wrote:

Mcen314's Hard:
<Canceled> 00:05:719 (1,2,1,2,1,2,1,2) - The first note in each combo has a different beat than the second, maybe try and display that. Oh~ I changed rhythm in this
<√> 00:35:378 (3,1) - Fix blanket? not sure if this is supposed to be a blanket or not
<×> 00:35:719 (1) - Repeat slider doesn't really fit here, doesn't match rhythm or lyrics First, there has no lyric can catch. Second, I think the slider's return followed a major sound

-Space- wrote:

Mcen314's Hard

<√> 00:00:265 (1,1) - Hello mapping? XD

<√> 00:05:719 (1,2,1,2,1,2,1,2) - I don't get the aesthetic here, again it feels quite undermapped. A lot of copy paste is here, I would try and incorporate more variation just so the player is kept more engaged.

<√> 00:14:412 (2,4) - Overlap here, unsure if this was intentional or not though, maybe stack it or try and blanket it with slider 2.

<√> 00:15:435 (4,5,6) - Spacing here isn't consistent, but it really feels like it should because there is no change in the music to break distance snap for.

<×> 00:17:992 (5) - Stack this where the end of slider 1 is, because like above it's not snapped. I choose stack 00:17:140(2)

<×> 00:21:060 (2,3,4) - Blankets here are off, which in turn ruins the triangle effect I believe you're trying to go for, blanketing them would yield a cleaner result I think it needn't blanket

<×> 00:25:833 (4,5) - Make is so the end of slider 4 is in the middle of the next slider, just for consistency.

<√> 00:42:537 (1,3) - ^

<×> 00:46:628 (1) - At 00:46:969 , there is a strong beat you don't seem to be mapping on, which breaks the rhythm that you've set since it's a large and prominent beat within the song. It worked at 00:35:719 (1) because the vocals were slow and extended on one word, I would make the slider in question 1/1 to make it more uniform with the rest of your rhythm choices. e.. I don't want fix so much

<√> 00:49:867 (2,3,4) - One of them isn't blanketed and kind of looks unappealing considering you're going for a blanket pattern straight after.

<√> 00:53:105 (3,1) - Curving the new combo slider would make a blanket here too, looks more aesthetically appealing imo. (If you agree make sure to reblanket 00:54:128 (2) too!) :)I changed the 00:54:128(2) to straight line



<×> 00:55:833 - Add a note here?

<×> 00:56:685 - ^, as a suggestion you could make the note at 00:56:174 (4) a reverse slider that starts its reverse on the timing point.

<√> 01:00:776 (3,6,1) - Like the above two diffs, enable stacking in the editor to avoid stuff like this (which is shown in gameplay)

<√> 01:12:878 (3,4,5) - Spacing isn't consistent here.

<×> 01:27:622 (1) - End on the downbeat

bezbashn wrote:

<○> 00:01:628 and 00:04:355 - I realy want circles to be there There are slider's ends
<Canceled> 00:06:401 - Sliderend 1 tick up
<Canceled> 00:09:128 - SLiderend 1 tick down
<Canceled> 00:10:492 - Sliderend 1 tick to right
<×> 00:43:049 - Stick to grid (size 4) and move 1 tick to right
<×> 00:43:219 - Move 2 ticks to right
<×> 01:01:458 - Stick to grid (size 4) and move 2 ticks to left
Sorry. I can't understand what's "tick" mean. Could you please use "beat" not "tick"? For example, 1/4 Beat is between red-timeline and blue-timeline. (And you maybe don't know when should noun +s if noun with number that is not integer?)
Click here to download new diff
Don't forget hitsounds
Shortthu
UniqueBlock11
M4M from my queue
general

Combo color inconsistencies, kiry's insane contains custom colors but none of the other difficulties.
No images larger than 1366*768 or I and AIMod will yell at you.
easy

00:11:259 (1) - This spinner is too short, new players will mostly likely take a while to notice the spinner and then react fast enough to spin adequately.
Remove the spinner, or a better option would be to extend the spinner to 00:13:901 and move the objects accordingly so that players can have reasonable amount of recovery time.
01:24:895 (1,1) - Please merge these last two spinners, both of them are too short as well. Lower the volume of the spinner at 01:26:174 so that the sounds of the spinner won't be heard, and raise the volume again at 01:27:537.
jack's normal

00:11:174 (1,1) - Recovery time here breaks the Ranking Criteria, spinner recovery time should be at least 2 beats unless if the BPM is low enough, which isn't in this case.
00:57:963 (1,1) - ^
mcen314's hard

I like how you used note hitsounds
00:35:719 (1) - Why not convert this slider to a fancy shape? This slider doesn't fit in the short fancy sliders all around it. Try a sliderwave or something like that.
00:50:378 (3,4) - Blanket for appeal.
00:41:685 (3,4) - ^
01:11:855 (3,4) - ^
01:15:265 (1,2,3,4) - Space this combo properly, some notes have distance snapping of 1.3x and some have 1.2x.
01:16:969 (3,4,5,6) - ^
kiry's insane

00:43:219 (1) - Unsnapped slider
00:53:105 (3) - ^

Did I help somewhere xd
Topic Starter
Stormiverse

UniqueBlock11 wrote:

M4M from my queue
general

Combo color inconsistencies, kiry's insane contains custom colors but none of the other difficulties. stole borrowed his combo colors
No images larger than 1366*768 or I and AIMod will yell at you. fixed
easy

00:11:259 (1) - This spinner is too short, new players will mostly likely take a while to notice the spinner and then react fast enough to spin adequately.
Remove the spinner, or a better option would be to extend the spinner to 00:13:901 and move the objects accordingly so that players can have reasonable amount of recovery time. It's long enough actually, the Ranking Criteria said that Easy's spinners should be 4 beats long, but that's 180bpm. This song is only 176, so shorter is fine.
01:24:895 (1,1) - Please merge these last two spinners, both of them are too short as well. Lower the volume of the spinner at 01:26:174 so that the sounds of the spinner won't be heard, and raise the volume again at 01:27:537. Like I've said before, spinner's length is totally plausible, and the recovery time is without doubt enough too.
And about that hitsound, that was my bad. It turns out the drum was because I didn't snapped the SpinnerEnd. It was suppose to be a finish.

Did I help somewhere xd Idk, you'll have to wait!
Kirylln
The rules now allow a maximum bg res of 1920*1080 so theres no need for you to change
Also dont steal my combo colors xd, we use different bgs
placeholder for mod reply still
@UniqueBlock11 all fixed
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 62140
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 52083,88901
DistanceSpacing: 0.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 1.5

[Metadata]
Title:SHIORI - TV size mix -
TitleUnicode:SHIORI - TV size mix -
Artist:ClariS
ArtistUnicode:ClariS
Creator:Stormiverse
Version:kiry's Insane
Source:終物語
Tags:kirylln mcen314 j_a_c_k owarimonogatari second season ed ending araragi koyomi senjougahara hitagi hachikuji mayoi oshino meme ougi shinobu hanekawa tsubasa gaen izuko shaft monogatari series anime tv size vampire crab snail monkey snake cat
BeatmapID:1391995
BeatmapSetID:654941

[Difficulty]
HPDrainRate:6
CircleSize:4.2
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

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

[TimingPoints]
265,340.909090909091,4,2,1,40,1,0
265,-166.666666666667,4,2,1,40,0,0
7594,-166.666666666667,4,2,2,40,0,0
9043,-166.666666666667,4,2,2,5,0,0
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10236,-125,4,2,5,40,0,0
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12196,-100,4,2,1,60,0,0
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12367,-100,4,2,1,60,0,0
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12537,-100,4,2,1,80,0,0
13560,-100,4,2,1,30,0,0
13645,-100,4,2,1,35,0,0
13730,-100,4,2,1,40,0,0
13816,-100,4,2,1,45,0,0
13901,-100,4,2,2,60,0,0
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40833,-200,4,2,2,40,0,0
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43134,-125,4,2,2,5,0,0
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43390,-111.111111111111,4,2,2,40,0,0
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326,327,57708,2,8,P|315:335|287:346,1,26.9999991760254,8|0,0:0|0:0,0:0:0:0:
316,285,57878,6,8,P|313:298|301:326,1,36,8|0,0:0|0:0,0:0:0:0:
196,285,58049,2,8,P|198:298|210:326,1,36,8|0,0:0|0:0,0:0:0:0:
316,231,58219,6,8,P|326:244|339:280,1,45,8|0,0:0|0:0,0:0:0:0:
196,231,58390,2,8,P|185:244|172:280,1,45,8|0,0:0|0:0,0:0:0:0:
322,193,58560,6,8,P|338:195|373:210,1,53.9999983520508,8|0,0:0|0:0,0:0:0:0:
190,193,58730,2,8,P|173:195|138:210,1,53.9999983520508,8|0,0:0|0:0,0:0:0:0:
336,145,58901,6,8,P|351:133|393:116,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
176,145,59071,2,8,P|160:133|118:116,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
341,100,59242,6,8,P|343:78|363:31,1,72,8|0,0:0|0:0,0:0:0:0:
171,100,59412,2,8,P|168:78|148:31,1,72,8|0,0:0|0:0,0:0:0:0:
391,116,59583,6,8,P|408:102|455:83,1,72,8|0,0:0|0:0,0:0:0:0:
121,116,59753,2,8,P|103:102|56:83,1,72,8|0,0:0|0:0,0:0:0:0:
258,191,59924,1,8,0:0:0:0:
258,80,60094,1,8,0:0:0:0:
260,302,60265,5,4,0:0:0:0:
260,302,60435,1,2,0:0:0:0:
416,192,60605,1,2,0:0:0:0:
162,248,60776,1,4,0:0:0:0:
162,248,60946,1,2,0:0:0:0:
350,248,61117,1,8,0:0:0:0:
165,360,61287,5,2,0:0:0:0:
128,333,61372,1,2,0:0:0:0:
84,326,61457,1,2,0:0:0:0:
42,339,61542,1,2,0:0:0:0:
9,370,61628,6,0,B|71:315|12:227|12:227|37:258|81:253,1,215.999993408203,4|0,0:0|0:0,0:0:0:0:
112,128,62651,2,0,L|16:128,1,80.9999975280763
16,128,62992,6,0,B|80:128|80:128|126:100|126:100|220:98,1,180,4|8,0:0|0:0,0:0:0:0:
208,260,63674,1,2,0:0:0:0:
154,175,63844,1,2,0:0:0:0:
254,170,64015,2,0,P|312:197|390:158,1,135,8|0,0:0|0:0,0:0:0:0:
380,161,64355,6,0,P|369:204|403:272,1,90,2|2,0:0|0:0,0:0:0:0:
471,157,64696,1,8,0:0:0:0:
426,97,64867,2,0,P|381:84|313:118,1,90,4|0,0:0|0:0,0:0:0:0:
140,56,65208,1,2,0:0:0:0:
185,116,65379,2,0,P|230:129|298:95,1,90,8|0,0:0|0:0,0:0:0:0:
277,106,65634,1,0,0:0:0:0:
269,94,65719,6,0,P|228:134|272:233,1,180,4|8,0:0|0:0,0:0:0:0:
415,268,66230,1,0,0:0:0:0:
352,209,66401,1,2,0:0:0:0:
338,291,66571,1,2,0:0:0:0:
434,183,66742,2,0,P|382:133|296:149,1,135,8|0,0:0|0:0,0:0:0:0:
312,143,67083,5,2,0:0:0:0:
337,53,67253,1,2,0:0:0:0:
200,143,67424,5,8,0:0:0:0:
175,53,67594,1,0,0:0:0:0:
256,96,67765,5,2,0:0:0:0:
256,0,67935,1,2,0:0:0:0:
225,233,68105,2,0,P|170:258|96:224,1,135,8|0,0:0|0:0,0:0:0:0:
109,220,68446,6,0,P|120:263|86:331,1,90,4|0,0:0|0:0,0:0:0:0:
278,371,68787,1,8,0:0:0:0:
224,319,68958,2,0,P|213:276|247:208,1,90,0|2,0:0|0:0,0:0:0:0:
306,280,69299,1,2,0:0:0:0:
434,268,69469,6,0,P|367:244|295:288,1,135,8|0,0:0|0:0,0:0:0:0:
306,280,69810,2,0,L|339:182,1,90,6|2,0:0|0:0,0:0:0:0:
462,182,70151,2,0,L|429:280,1,90,8|0,0:0|0:0,0:0:0:0:
334,194,70492,2,0,L|367:96,1,90,2|2,0:0|0:0,0:0:0:0:
490,96,70833,2,0,L|457:194,1,90,8|0,0:0|0:0,0:0:0:0:
323,39,71174,6,0,P|366:28|434:62,1,90,6|2,0:0|0:0,0:0:0:0:
194,69,71515,2,0,P|213:28|282:-1,1,90,8|0,0:0|0:0,0:0:0:0:
128,118,71855,2,0,P|131:163|157:200,1,90,2|2,0:0|0:0,0:0:0:0:
166,280,72196,2,0,P|206:299|250:295,1,90,8|0,0:0|0:0,0:0:0:0:
261,287,72452,1,0,0:0:0:0:
269,276,72537,5,12,0:0:0:0:
256,192,72708,1,2,0:0:0:0:
328,220,72878,5,12,0:0:0:0:
372,137,73049,1,2,0:0:0:0:
372,303,73219,1,8,0:0:0:0:
512,208,73390,5,8,0:0:0:0:
510,230,73475,1,8,0:0:0:0:
509,252,73560,1,8,0:0:0:0:
508,275,73645,1,8,0:0:0:0:
504,295,73730,2,0,L|484:240,1,45,8|8,0:0|0:0,0:0:0:0:
446,92,73901,5,2,0:0:0:0:
410,205,74071,1,2,0:0:0:0:
408,24,74242,1,8,0:0:0:0:
372,137,74412,1,0,0:0:0:0:
240,24,74583,1,2,0:0:0:0:
276,137,74753,1,2,0:0:0:0:
324,63,74924,1,8,0:0:0:0:
193,103,75094,5,0,0:0:0:0:
259,255,75265,2,0,P|299:235|323:198,1,90,2|2,0:0|0:0,0:0:0:0:
200,118,75605,5,8,0:0:0:0:
101,251,75776,2,0,P|137:276|182:278,1,90,0|2,0:0|0:0,0:0:0:0:
25,112,76117,2,0,P|21:156|41:196,1,90,2|8,0:0|0:0,0:0:0:0:
205,130,76458,5,0,0:0:0:0:
101,251,76628,1,2,0:0:0:0:
121,163,76799,1,2,0:0:0:0:
187,224,76969,2,0,L|169:326,1,90,8|0,0:0|0:0,0:0:0:0:
259,255,77310,2,0,L|277:357,1,90,2|2,0:0|0:0,0:0:0:0:
354,345,77651,1,8,0:0:0:0:
354,345,77821,1,0,0:0:0:0:
361,230,77992,5,2,0:1:0:0:
354,345,78162,1,2,0:0:0:0:
385,207,78333,5,2,0:1:0:0:
381,337,78503,1,2,0:0:0:0:
409,184,78674,5,2,0:1:0:0:
408,329,78844,1,2,0:0:0:0:
433,161,79015,5,2,0:1:0:0:
435,321,79185,1,2,0:0:0:0:
493,114,79355,6,0,B|463:80|432:81|398:83|376:113|376:113|360:84|320:82,1,180,4|8,0:0|0:0,0:0:0:0:
181,64,80037,1,2,0:0:0:0:
269,103,80208,1,2,0:0:0:0:
256,192,80378,1,10,0:0:0:0:
256,196,80463,1,0,0:0:0:0:
256,200,80549,1,0,0:0:0:0:
256,204,80634,1,0,0:0:0:0:
255,208,80719,6,0,P|191:239|129:202,1,135,4|0,0:0|0:0,0:0:0:0:
0,170,81060,2,0,P|51:156|93:172,1,90,8|0,0:0|0:0,0:0:0:0:
118,303,81401,6,0,P|59:263|50:218,1,90,2|2,0:0|0:0,0:0:0:0:
198,295,81742,2,0,P|235:332|242:376,1,90,8|0,0:0|0:0,0:0:0:0:
301,303,82083,6,0,B|355:311|389:282|389:282|430:257|497:273,1,180,4|8,0:0|0:0,0:0:0:0:
329,224,82765,1,2,0:0:0:0:
250,170,82935,1,2,0:0:0:0:
327,137,83105,6,0,P|334:95|308:33,1,90,8|0,0:0|0:0,0:0:0:0:
309,43,83361,1,0,0:0:0:0:
296,37,83446,2,0,P|337:44|400:18,1,90,2|2,0:0|0:0,0:0:0:0:
250,170,83787,1,8,0:0:0:0:
158,138,83958,1,2,0:0:0:0:
66,170,84128,1,8,0:0:0:0:
66,170,84213,1,8,0:0:0:0:
66,170,84299,1,8,0:0:0:0:
158,246,84469,5,8,0:0:0:0:
158,138,84640,1,8,0:0:0:0:
158,138,84725,1,8,0:0:0:0:
158,138,84810,6,8,P|173:95|180:86,1,45,8|0,0:0|0:0,0:0:0:0:
158,246,84980,2,8,P|143:289|135:297,1,45,8|0,0:0|0:0,0:0:0:0:
66,170,85151,2,8,P|21:178|10:176,1,49.5000015106202,8|0,0:0|0:0,0:0:0:0:
250,170,85321,2,8,P|294:161|305:163,1,49.5000015106202,8|0,0:0|0:0,0:0:0:0:
83,90,85492,2,8,P|53:55|49:44,1,53.9999983520508,8|0,0:0|0:0,0:0:0:0:
233,250,85662,5,8,0:0:0:0:
259,274,85747,1,8,0:0:0:0:
292,287,85832,1,8,0:0:0:0:
328,285,85917,1,8,0:0:0:0:
360,271,86002,1,8,0:0:0:0:
385,244,86088,1,8,0:0:0:0:
394,226,86174,6,0,L|392:282,1,33.7500012874604,4|0,0:0|0:0,0:0:0:0:
400,64,86855,5,2,0:0:0:0:
400,64,87026,1,2,0:0:0:0:
149,216,87367,1,2,0:0:0:0:
149,216,87537,6,0,B|167:202|175:169|175:169|198:208|203:244|203:244|234:243|259:260|259:260|286:244|315:244|315:244|320:207|346:173|346:173|359:204|389:230,1,377.999988464356
Topic Starter
Stormiverse

Kirylln wrote:

Also dont steal my combo colors xd, we use different bgs
welp, time to steal borrow your bg as well
(note: this is a joke, I'm going to change combo colors soon)
Milar001
Hi, from my queue

[Easy]
00:17:395 (1) - Stark on white tick (I know you probably overlooked :) )
00:22:083 (1) - This sound is like end of 00:15:435 (1) - or reversed end of 00:26:174 (7) - so there shouldn't be nc
00:32:992 (1) - ^ (there's nothing on00:30:265 (4) - )
00:49:355 (1) - ^

[Insane]
AR 8.4 is little for insane. I think 8.7 to 9 will be allright
00:01:628 (1) - I think you should add a reversion like in 00:00:265 (1,3) -
00:05:719 (1) - End on red tick, there's no special reason for it to be 1/4 gap
00:10:492 - Fill
00:30:265 (1,2) - Don't let it overlap (same to 00:31:628 (1) - )
00:35:719 (1,2) - ^
00:57:537 (1,2,3,1,2,3,1,2,3) - This pattern is very hard to read normally, but with AR lower than 9 it's disaster
01:20:378 (1) - Remove nc

[Story of the End]
00:43:901 (3) - End on red tick

Hope it will be helpful :)
Topic Starter
Stormiverse

Milar001 wrote:

Hi, from my queue

[Easy]
00:17:395 (1) - Stark on white tick (I know you probably overlooked :) )
00:22:083 (1) - This sound is like end of 00:15:435 (1) - or reversed end of 00:26:174 (7) - so there shouldn't be nc
00:32:992 (1) - ^ (there's nothing on00:30:265 (4) - )
00:49:355 (1) - ^
fixed all

-Faded- wrote:

[Easy]
00:13:901 (1,1,1) - While I understand that you wanted to prioritise irregular rhythms with NCs, this is a bit too much imo, especially for an easy. It'll confuse players since there will be no follow points, and it'll artificially inflate the hp drain on this map.
00:17:395 (1) - Why is this on a blue tick? This will cause players to lose their rhythm sense, so move it back one beat so that it starts and ends on white ticks.
fixed all
That misplaced slider at 00:17:310 (1) - was made while I was checking for unsnapped objects. (osu! is kinky and doesn't show when an object is 1ms offbeat)

Milar001 wrote:

[Insane]
AR 8.4 is little for insane. I think 8.7 to 9 will be allright ok
00:01:628 (1) - I think you should add a reversion like in 00:00:265 (1,3) - i want to emphasize 00:02:140 (3) - , also changing will break flow
00:05:719 (1) - End on red tick, there's no special reason for it to be 1/4 gap vocal ends on blue tick
00:10:492 - Fill follow background drums, similar to 00:07:594 (4,5,6) -
00:30:265 (1,2) - Don't let it overlap (same to 00:31:628 (1) - ) fixed
00:35:719 (1,2) - ^ fixed
00:57:537 (1,2,3,1,2,3,1,2,3) - This pattern is very hard to read normally, but with AR lower than 9 it's disaster ar changed to 8.7
01:20:378 (1) - Remove nc fixed

-Faded- wrote:

[Insane]
00:07:594 (4,5) - Players might read this as a 1/2, as a white tick is being skipped here. To make this rhythm clearer, I would place an NC on (5) so that the rhythm is much clearer to the player, Ramping up the spacing here also works, as players won't associate a large cross screen as a 1/2, fixed
00:10:321 (4,5) - It gets clearer here since the rhythm is already presented to the player, but you might want to repeat the above suggestion for consistency.
00:23:447 (1,2,3) - The style of flow within these three sliders is inconsistent. The last two sets of sliders (00:17:992 (1,2,3) - and 00:20:719 (1,2,3) - )
had the player moving in a circular motion, but then it suddenly changes here using flow that is comparatively more jerky, requiring the player to follow larger angles than the previous two sets of sliders. I would ctrl+g 00:23:788 (2) - and 00:24:129 (3) - to get the circular flow motion back. i want to make a new flow but it didn't work as intended, fixed by switching these two 00:23:446 (1,2) -

Milar001 wrote:

[Story of the End]
00:43:901 (3) - End on red tick fixed

Hope it will be helpful :)Yes, it was :)

-Faded- wrote:

[Story of the End]
00:59:412 (1,2,3,4,5,1,2,3,4,1,2,3,4) - Back and forth jumps aren't a good way to represent this part of the music, as some parts of the song are clearly more emphasised than others. This is most noticeable with the first set of jumps, where the singer's vocals change in pitch and strength. On the second and third set of jumps, the violin also changes in pitch throughout the pattern, and the strength of the notes also vary greatly. For example, 01:00:606 (3) - is stressed a lot more than the other notes in the song; yet, it is given the same amount of emphasis in the map as the other notes which doesn't express the music well. Back and forth jumps should only be used when each note has the same amount of stress in the song, otherwise they will feel jarring to play and unrepresentative of the music. I would go with a different kind of jump pattern here and get creative. Since this is one of the more intense parts of the song, you have leeway to make them quite big. i'm having hard time figuring out the pattern for this, too. I'll see what I can do.
01:26:174 (1) - I feel like this would look nicer if you make the beginning and end of the slider overlap each other perfectly. fixed

That's all I have to say. This is a pretty good map in itself, but you've just got these suggestions and a few unrankable issues to iron out. Good luck ~ Thanks!
-Faded-
Hey, m4m from my queue!

[General]
  1. Your soft-hitwhistle2 hitsound has a delay greater than 5ms, which is unrankable.

    Ranking Criteria wrote:

    Hitsounds must have an acceptable range of delay under 5ms, unless there's a special purpose. Every hitsound file should start in time, preferrably at 0ms. This is to ensure that every map doesn't sound mistimed, and therefore could provide acceptably synchronized rhythm feedback to players.

[Easy]
  1. 00:13:901 (1,1,1) - While I understand that you wanted to prioritise irregular rhythms with NCs, this is a bit too much imo, especially for an easy. It'll confuse players since there will be no follow points, and it'll artificially inflate the hp drain on this map.
  2. 00:17:395 (1) - Why is this on a blue tick? This will cause players to lose their rhythm sense, so move it back one beat so that it starts and ends on white ticks.


[Jack's Normal]
  1. This difficulty doesn't have any hitsounds. The ranking criteria says that:

    Ranking Criteria wrote:

    You must use hitsounds. Without these, things get way too monotonous as you are throwing away one of the main elements of variation present in mapping. You don't need to place them on every note (and are discouraged from doing so), but they must at least be frequently heard when playing.
  2. Where are the custom combo colours? This is done in every other difficulty except for Mcen's Hard, so I would add some to be consistent. It also enforces a good theme to your map, making it less boring.
  3. 00:11:174 (1,1) - I wouldn't do this. Firstly, this is a normal so players still need adequate recovery time. Having to hit another note just 1 beat after the spinner is just too much to expect of them. Secondly, the note appears right in the middle of the screen before the player is even half way through the spinner, which can be very disorientating to them, especially if you consider the approach circles of the spinner and the hit circle.
  4. 00:46:287 (5,3) - Hm, you could stack these so that the structure and overall presentation is nicer.
  5. 01:12:196 (4,5) - This blanket is off by a large margin and it can be noticed easily during gameplay. I would heighten the first curve on (5) so that it's parallel to the parameter of (4)


[Mcen314's Hard]
  1. Like I metnioned in the normal difficulty, I would definitely add some custom combo colours.
  2. 00:28:219 (2,4) - The reverse arrow on this slider is being overlapped by (2), which is unrankable. The rankiing criteria states that

    Ranking Criteria wrote:

    Reverse arrows on sliders must not be completely visually obstructed by other hit objects with the default or beatmap-specific skin. Covering up reverse arrows on sliders can result in sliders being ambiguous to read.
    This set of notes can be very hard to read if someone is using the default skin, or a skin with large 300's.
  3. 00:42:537 (1,3) - The structure here can be improved a bit. Make it so that the end of (1), and both ends of (3) are equidistant from one another. Right now, it can easily be noticed that two of them overlap, whilst the other one doesn't.
  4. 00:53:105 (3,1) - I would ramp up the curve on (1) to create a nicer blanket, enhancing the visuals on the map.
  5. 01:00:605 (2,3,4,5,6) - Likewise, the visuals on the map would also be increased by making this triangle perfect. It looks sloppy right now, and it can easily be noticed in gameplay.


[Insane]
  1. 00:07:594 (4,5) - Players might read this as a 1/2, as a white tick is being skipped here. To make this rhythm clearer, I would place an NC on (5) so that the rhythm is much clearer to the player, Ramping up the spacing here also works, as players won't associate a large cross screen as a 1/2,
  2. 00:10:321 (4,5) - It gets clearer here since the rhythm is already presented to the player, but you might want to repeat the above suggestion for consistency.
  3. 00:23:447 (1,2,3) - The style of flow within these three sliders is inconsistent. The last two sets of sliders (00:17:992 (1,2,3) - and 00:20:719 (1,2,3) - )
    had the player moving in a circular motion, but then it suddenly changes here using flow that is comparatively more jerky, requiring the player to follow larger angles than the previous two sets of sliders. I would ctrl+g 00:23:788 (2) - and 00:24:129 (3) - to get the circular flow motion back.


[kiry's Insane]
  1. This difficulty doesn't have a spinner. Not only is it inconsistent with every other diff, but it is also bad because there will be nothing to vary the scores when the map gets ranked - SS's with the same mods will always have the same score, which reduces the replaybiility of this diff by a lot.
  2. 00:57:537 (1,2,1,2,1,2,1,2) - They way you've chosen to express the order of these kicksliders are inconsistent. One would assume that a zig-zag motion would be done throughout the whole pattern, but this expectation is broken on 00:57:708 (2,1) - where the player goes straight up. I would just reverse the positions of these two notes so that the player expectation isn't broken. It'll play better that way too.


[Story of the End]
  1. 00:59:412 (1,2,3,4,5,1,2,3,4,1,2,3,4) - Back and forth jumps aren't a good way to represent this part of the music, as some parts of the song are clearly more emphasised than others. This is most noticeable with the first set of jumps, where the singer's vocals change in pitch and strength. On the second and third set of jumps, the violin also changes in pitch throughout the pattern, and the strength of the notes also vary greatly. For example, 01:00:606 (3) - is stressed a lot more than the other notes in the song; yet, it is given the same amount of emphasis in the map as the other notes which doesn't express the music well. Back and forth jumps should only be used when each note has the same amount of stress in the song, otherwise they will feel jarring to play and unrepresentative of the music. I would go with a different kind of jump pattern here and get creative. Since this is one of the more intense parts of the song, you have leeway to make them quite big.
  2. 01:26:174 (1) - I feel like this would look nicer if you make the beginning and end of the slider overlap each other perfectly.


That's all I have to say. This is a pretty good map in itself, but you've just got these suggestions and a few unrankable issues to iron out. Good luck ~
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