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ARForest - Colors

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Topic Starter
Renaylria
This beatmap was submitted using in-game submission on Sunday, April 10, 2022 at 3:13:19 AM

Artist: ARForest
Title: Colors
Tags: Oriental Future Electronic
BPM: 180
Filesize: 4150kb
Play Time: 01:22
Difficulties Available:
  1. Aureolin (3.72 stars, 250 notes)
  2. Azure (2.1 stars, 136 notes)
  3. Crimson (4.8 stars, 338 notes)
  4. Palette (5.83 stars, 369 notes)
  5. Verdant (1.74 stars, 92 notes)
Download: ARForest - Colors
Information: Scores/Beatmap Listing
---------------


Since the song is named colors, each diff name a type of color they're usually associated with. Easy is verdant or green, normal is azure or blue, hard is aureolin or yellow, and insane is crimson or red.
The expert difficulty I named palette since it represents all colors.




So, it's been a while, and I decided to rework the entire mapset.
I originally created this back in 2017, however while getting feedback I found that I have many things to learn. As a result, I decided to remap basically the entire thing. However I ended up leaving osu around 2018, and this has been picking up dust ever since.

That being said, I've built up the motivation to try again, and I thought "why not?"
Let's go for gold, it's time to get this ranked


[Current Status]
We're looking to get the hype train going!
Any touch up suggestions are greatly appreciated!
No BN yet


[Modders]
-Gardeviance
-Carpe Diem
-h4d0uk3n1
-Nakagawa-Kanon
-Moh_Magdy
-[ Yui ]
-cosmic
-UniqueBlock11
-Metaku
-Saltssaumure
-Firebool
(5 year break)
-Hideh
-Aurorance
-Hideh
-TrollMrRicky
-Flux3on
-Chizu-Kun
-Whistle_Python
-xZyn17x
Hectic
Hi! m4m here

  1. check aimod on every diff
palette:
  1. i didn't quite get whys there are 2 red bookmarks, you totally could go with one, but i noticed that second one changes offset by 1 ms which.. doesn't really make any difference
  2. i believe offset should be about -5 ms (try to listen on 25%)
  3. set combo colours. Even if your aim is not rank, combo colours matter imo, they are signifant part of overall feel and without them map seems incomplete
  4. 00:10:135 (4,1) - blanket could be improved
  5. 00:27:302 (2) - in previous section you used exact same looking sliders, but they were fast. i personally misread that, and while it still is just a beginning of the map and players are able to retry, you totally could avoid that misreading by making those sliders look different
  6. 00:31:802 (1,2,3,4,1) - listen to this thing on 25%, i mean without hitsounds. Theres a sound between first 2 circles, on 1/8 tick
  7. 00:35:635 (1,1,1) - those ncs make it really hard to read. Maybe it was your intension tho
  8. 00:36:135 (1,1,2,3,4,5) - and this is hard to read to, because its so pressed, and ncs..
  9. 00:39:802 (1,2) - why not reverses? even 1/12 or 1/16, it would cooly represent those sounds
  10. 00:40:802 - i really think you should not leave this place empty. Because there is actually a sound, and it shouldn't feel empty
  11. 00:42:135 (1,1,1,1) - same as above - try 1/12 or 1/16 buzzslider
  12. 00:44:301 (1) - whys there a nc?
  13. 00:44:802 (1,2,3,4,1,2,3,4,5) - listen on 25%. I believe it should be redone so it follows music
  14. 00:45:885 (6,7) - try this. Cool emphasis on choppy sounds imo
  15. 00:55:635 (1) - theres even a bookmark telling theres sound in the middle of this thing :D
  16. 01:05:135 (5) - it overlaps hp bar drastically
  17. 01:13:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - make more drastic space graduation. Thats just my opinion, would be cooler if final notes were really spaced out
  18. 01:20:135 (1,1,1,1,1,1,1,1) - try toying with sv (gradually lower it)
  19. 01:26:802 (4,1) - swap ncs
  20. 01:32:802 (1) - circle+slider is better imo. Shows nature of these sounds better (i mean imagine how it is played on piano)
    01:40:552 - note please
crimson:
  1. 00:52:468 - i don't think you should leave this empty

    Um, not much to say in addition, concerns are pretty much the same as previous diff. And diff itself looks a lot like upper one
aureolin:
  • i honestly don't know how to treat this difficulty since you are not aiming for rank (and it doesn't look like its trying to look like ranked "hard" diff) D: ill try something :cry:
  1. 00:49:802 (2,3) - take these 6 sounds, slider part for each. first 4 sounds are connected - they have same pitch same instrument. 5 and 6 are also connected - the same way. 1-2-3-4 is connected with 5-6 - its the same instrument, but pitches are different. Do you really think 2 reverse sliders fit it this case?
  2. 01:21:468 (1,1,1,1) - you better continue your idea like 01:20:134 (1,1,1,1) - with these one
azure:
  1. 00:36:968 (1,2) - it doesn't really look good. Try to organize consistent visual distance between your objects
  2. 01:04:801 (1,2,3,4) - this stuff seems out of place with overall look of the map
Ok, my points start to get repeated, i hope you got my ideas and find them helpful. Good luck!
Nakagawa-Kanon
tag : remove artcore plz
this is not artcore song

[Renquiem]
00:08:134 (2) - https://osu.ppy.sh/ss/9021122 i think beginners can be confused on this part.
01:03:801 (2,1) - It would be fine if it had a high degree of difficulty, but it would be hard for a beginner to read.
01:06:801 (1,2,3,4) - I think it is more convenient to understand the beat than to replace the circle with a slider.

[Azure]
00:31:801 (1) - you don't need to use new combo here
00:44:801 (1) - this too
00:51:801 (6) - It's better to overlap this position. 00:50:801 (3) -
01:01:468 (1) - It's better to overlap this position. 00:59:468 (1) -
01:07:134 (3,1,2) - make perfect squre shape https://osu.ppy.sh/ss/9021295
01:12:801 (3) - It's better to overlap this position. 01:11:468 (5) - (this sliders end)

[Aureolin]
00:27:302 (1,2,1,2,1,1) - this part.... It is very difficult to grasp the beat. Please use a more orderly distance.
00:29:468 (1,2) - , 00:32:135 (2,3) - Sudden changes in distance cause confusion for the player.
00:32:135 (2,3,4,5,1,2,3) - It is very difficult to grasp the beat. Please use a more orderly distance.
00:34:468 (1,2,3) - Please use a orderly distance.
00:36:634 (3,1,2,3,4) - this too
00:38:801 (1) - you don't need to use new combo here
00:44:468 (1) - this too
00:51:134 (1) - too
00:58:468 (1,2) - how about try use ctrl+g?
01:02:468 (3) - It's better to overlap this position. 01:01:801 (1) - (this sliders start point)
01:04:968 (1) - you don't need to use new combo here

[Crimson]
00:10:802 (1,1) - It's better to overlap this position. 00:10:135 (4) - (this sliders start point)
00:35:635 (2,3) - I think it's better change each positions.
01:01:134 (1,1) - you don't need to use new combo here
01:09:468 (1) - this too
01:11:802 (1,1) - this too
01:22:469 (1) - If you think about the flow of this pattern, you better put it more down.

[Palette]
00:50:135 (4) - add new combo here
01:06:302 (1) - remove new combo here
01:09:802 (1,1,2) - I can not read this pattern.
01:27:135 (1,2) - It's better to overlap this position. 01:26:802 (4) -
Topic Starter
Renaylria

h4d0uk3n1 wrote:

Hi! m4m here

  1. check aimod on every diff
palette:
  1. i didn't quite get whys there are 2 red bookmarks, you totally could go with one, but i noticed that second one changes offset by 1 ms which.. doesn't really make any difference
    Whoops thats my bad. I orginally didn't have the spinner at the start of the map so I had to make another red bookmark. I must have forgotten to get rid of the 2nd one :P. Fixed
  2. i believe offset should be about -5 ms (try to listen on 25%) Adjusted best I could.
    I could hear what you were saying.
  3. set combo colours. Even if your aim is not rank, combo colours matter imo, they are signifant part of overall feel and without them map seems incomplete
    Added!
  4. 00:10:135 (4,1) - blanket could be improved
    Fixed
  5. 00:27:302 (2) - in previous section you used exact same looking sliders, but they were fast. i personally misread that, and while it still is just a beginning of the map and players are able to retry, you totally could avoid that misreading by making those sliders look different
    I adjusted the SV from .25x to .50x. Hope that helps?
  6. 00:31:802 (1,2,3,4,1) - listen to this thing on 25%, i mean without hitsounds. Theres a sound between first 2 circles, on 1/8 tick
    While I'm glad about your attention to detail, mapping to such a minor sound would appear to be overmapping to many people. The sound is very faint and isn't noticeable at 100% speed except for some people. Also adding a 1/8 note in that kind of rhythm just adds a layer of difficulty I don't think is needed.
  7. 00:35:635 (1,1,1) - those ncs make it really hard to read. Maybe it was your intension tho
    I honestly never saw this part as hard to read... I'll run this by some people how haven't seen the map over this section. I've never had a problem with it but maybe that's because I mapped it...
  8. 00:36:135 (1,1,2,3,4,5) - and this is hard to read to, because its so pressed, and ncs..
    Keeping this the way it was for now since that was the intention. I brought the triple closer though since that was over spaced... Maybe that helps lol
  9. 00:39:802 (1,2) - why not reverses? even 1/12 or 1/16, it would cooly represent those sounds
    Uhhhhhhh... This song is in 4/4 time? Those aren't triplets either. And if I used a revers I would have to fill that 1 beat left with a hit circle which doesn't fit with the 1/4 slider style of this map. Sorry but no :/
  10. 00:40:802 - i really think you should not leave this place empty. Because there is actually a sound, and it shouldn't feel empty
    I mean yes there is the bell and tight snare... But I'm following the guitar here. I'll consider it but in these little break areas I'm following the string instruments.
  11. 00:42:135 (1,1,1,1) - same as above - try 1/12 or 1/16 buzzslider
    They aren't triplets...
  12. 00:44:301 (1) - whys there a nc?
    The notes are going up a chromactic scale of sorts here for the first 2 sliders and settle on the following ones. I represented this through The slider velocity and Red anchors as well. (Tbh I forgot to NC the 2nd slider lol
  13. 00:44:802 (1,2,3,4,1,2,3,4,5) - listen on 25%. I believe it should be redone so it follows music
    Uh... Am I missing something? The part that stands out the most is that climbing bell part?
  14. 00:45:885 (6,7) - try this. Cool emphasis on choppy sounds imo
    Adding a 1/8 rhythm there feels a bit outlandish imo...
    However I did not hear the cowbell where you placed that slider end. I've added that part in ^^
  15. 00:55:635 (1) - theres even a bookmark telling theres sound in the middle of this thing :D
    I did try to map to that sound at first but since I was doing these "getting slower" sliders, in the end it just felt smoother. The curve in the slider could represent that little "whoosh" sfx
  16. 01:05:135 (5) - it overlaps hp bar drastically
    Oh whoops, fixed that XD
  17. 01:13:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - make more drastic space graduation. Thats just my opinion, would be cooler if final notes were really spaced out
    Personally I thought I over did it with the spacing already ^^; I'm fine with how they are now, as I don't want this to become a 6*...
  18. 01:20:135 (1,1,1,1,1,1,1,1) - try toying with sv (gradually lower it)
    Yup yup~
  19. 01:26:802 (4,1) - swap ncs
    I did this so there would be a follow point in such a slow, but widely spaced section.
  20. 01:32:802 (1) - circle+slider is better imo. Shows nature of these sounds better (i mean imagine how it is played on piano)
    Changed to doubles
    01:40:552 - note please Uh.... there is one? lol

crimson:
  1. 00:52:468 - i don't think you should leave this empty
    But there's no sound there? I'm sure people playing insane can handle 1 double :P
    Um, not much to say in addition, concerns are pretty much the same as previous diff. And diff itself looks a lot like upper one Alrighty
aureolin:
  • i honestly don't know how to treat this difficulty since you are not aiming for rank (and it doesn't look like its trying to look like ranked "hard" diff) D: ill try something :cry: Um... I am making this mapset for rank?... Is my map that bad? D:
  1. 00:49:802 (2,3) - take these 6 sounds, slider part for each. first 4 sounds are connected - they have same pitch same instrument. 5 and 6 are also connected - the same way. 1-2-3-4 is connected with 5-6 - its the same instrument, but pitches are different. Do you really think 2 reverse sliders fit it this case?
    I see your point here, honestly I thought the same thing. What made me settle with this idea is the 4th sound is a hit circle, so it holds some impact before dropping. Tbh whats holding me back from changing it is just cuz I like how it looks atm lol. If I get more complaints on that I'll change it.
  2. 01:21:468 (1,1,1,1) - you better continue your idea like 01:20:134 (1,1,1,1) - with these one Adjusted
azure:
  1. 00:36:968 (1,2) - it doesn't really look good. Try to organize consistent visual distance between your objects
    Sir I have Distance Snap on pretty much this whole map. That has Time Distance Equality I assure you ^^;
  2. 01:04:801 (1,2,3,4) - this stuff seems out of place with overall look of the map That was meant to be a little warning to players of what was to come shorty after. I can see your argument of it being a bit "out of place" though... I'll keep it for now but I'll keep it in mind.
Ok, my points start to get repeated, i hope you got my ideas and find them helpful. Good luck!
Thank youi!~
Topic Starter
Renaylria

Nakagawa-Kanon wrote:

tag : remove artcore plz
this is not artcore song Derp my bad. The composer labels himself as writing artcore and electronic so I assumed it was so ^^;

[Verdant]
00:08:134 (2) - https://osu.ppy.sh/ss/9021122 i think beginners can be confused on this part.
Adjusted to the Object 1 leads into 2
01:03:801 (2,1) - It would be fine if it had a high degree of difficulty, but it would be hard for a beginner to read.
you are right... Why did I stack that lol. Fixed
01:06:801 (1,2,3,4) - I think it is more convenient to understand the beat than to replace the circle with a slider.
Adjusted to slider shapes? I hope this is what you meant ^^;

[Azure]
00:31:801 (1) - you don't need to use new combo here
Indeed I don't. Whoops
00:44:801 (1) - this too
This is why you don't map 2 diffs in 3 hours lol. fixed
00:51:801 (6) - It's better to overlap this position. 00:50:801 (3) -
Fixed by adjusting Stack latency
01:01:468 (1) - It's better to overlap this position. 00:59:468 (1) -
fixed
01:07:134 (3,1,2) - make perfect square shape https://osu.ppy.sh/ss/9021295
Yup the stacking latency fixed that.
01:12:801 (3) - It's better to overlap this position. 01:11:468 (5) - (this sliders end)
Stacking pls. Fixed XD

[Aureolin]
00:27:302 (1,2,1,2,1,1) - this part.... It is very difficult to grasp the beat. Please use a more orderly distance.
Adjusted so the main rhythm isn't stacked. Hope this helps?
00:29:468 (1,2) - , 00:32:135 (2,3) - Sudden changes in distance cause confusion for the player.
Changed to lead straight
00:32:135 (2,3,4,5,1,2,3) - It is very difficult to grasp the beat. Please use a more orderly distance.
Apparently I turned off Distance snap here... Fixed
00:34:468 (1,2,3) - Please use a orderly distance.
This one is in a grey area for me due to being a pause in a phrase. I'll keep this one for now but I'll keep it in mind.
00:36:634 (3,1,2,3,4) - this too
Adjusted.
00:38:801 (1) - you don't need to use new combo here
00:44:468 (1) - this too
00:51:134 (1) - too
All NC issues adjusted.
00:58:468 (1,2) - how about try use ctrl+g?
I like what your saying but I will have to decline here. The notes have always been returning to that middle position and Object 3 has a bit more weight to it. While this could be classified as a "jump" The spacing is still small enough that I think it works in a Hard diff.
01:02:468 (3) - It's better to overlap this position. 01:01:801 (1) - (this sliders start point)
Fixed
01:04:968 (1) - you don't need to use new combo here
Adjusted~

[Crimson]
00:10:802 (1,1) - It's better to overlap this position. 00:10:135 (4) - (this sliders start point)
Fixed
00:35:635 (2,3) - I think it's better change each positions.
I agree~
01:01:134 (1,1) - you don't need to use new combo here
The NC's are there to represent a lowering of pitch. There's also a SV drop here as well. I forgot the red anchors so thank you for allowing me to fix that ^^;
01:09:468 (1) - this too
Fixed
01:11:802 (1,1) - this too
Same thing as last time. Added Red anchors and all
01:22:469 (1) - If you think about the flow of this pattern, you better put it more down.
Whoops, adjusted

[Palette]
00:50:135 (4) - add new combo here
Fixed
01:06:302 (1) - remove new combo here
Fixed
01:09:802 (1,1,2) - I can not read this pattern.
Adjusted to The 1/4 slider starts the jump
01:27:135 (1,2) - It's better to overlap this position. 01:26:802 (4) -
Fixed
Thank you so much! ^^
Moh_Magdy
Hi o/ M4M

Crimson:
00:18:135 (1) - Not overlapping well with the slider before instead
00:22:135 - I think you should use 1/8 sliders here (and other similar parts)
00:36:135 (1,1,2,3,4,5) - This part is hard to read, there's a stream before 00:36:135 (1) - and they're all stacked, so the pause is hard to read, causing the player to just continue streaming during the pause
00:32:302 - This sound needs to be emphasized more (The kick)
00:35:468 (1,2,3,4) - Space them equally away from each other (The heads)
00:34:468 (1) - Overlap this with the one before it
00:40:802 - Map the sound here
00:41:635 (4) - A 1/4 slider here, because the sound feels like it's a held sound more than 2 separate sounds
00:44:802 (1,2,3,4) - Maybe make those a slider stream
00:45:885 (2,3) - Use a 1/8 slider on 2, and a 1/2 slider on 3
00:51:802 - Use a different slider shape to indicate the different sound (Maybe a straight slider)
00:52:468 - Map the kick here(?)
00:54:635 (1,1,1) - These would look better if the slider ends were overlapping
00:56:468 (3,7) - Move 3 under 7
00:57:135 (7,1,1,2) - Try doing something like this instead of using a stack to make it look better (The circles go down)
00:58:802 - 3/4 slider
01:01:576 - use 1/2 sharp sliders like the ones you use at 01:01:134 (1,1) -
01:18:135 (1) - I think this should overlap with the slider at 01:18:468 (1,2) - instead of the circle

Aureolin:
00:27:802 (2,1) - I think those shouldn't overlap as this leads the player to think it's a full beat gap like other non-stack overlaps
00:30:135 (2) - This should be spaced more
00:34:801 - The stream here is very confusing, you put 1/4 circles followed by a 3/4 slider then 1/8 kick-sliders with 1/4 time spacing between one (so the player clicks every 1/2 beat) something like this is much better imo
00:40:801 - Sound here
00:51:968 (4) - Make this a 1/2 slider because there's a sound on the down tick, and it's confusing with the slider after it, especially with the fact that they're spaced like other 1/2 rhythms
00:52:301 - consider adding a reverse to this to simplify the rhythm

Azure:
00:15:468 - Not the best thing to add in a normal difficulty
00:37:801 (1,2) - Players at this level follow the slider body, so this would be confusing for them
00:43:134 (5) - This is confusing since the previous 1/2 repeat sliders have 2 repeats, and this one has 3, maybe map it with 2 repeats and add a circle at the end
consider adding a spinner from 01:13:551 - to 01:14:801 -

Verdant:
00:32:134 (3) - I think this slider shape might be hard for new people to read since it's overlapping itself in some parts, make it something like this
00:26:801 (1,2,3) - Overlap their slider ends
Topic Starter
Renaylria

Moh_Magdy wrote:

Hi o/ M4M

Crimson:
00:18:135 (1) - Not overlapping well with the slider before instead
Fixed
00:22:135 - I think you should use 1/8 sliders here (and other similar parts)
Er... They rhythm is in 1/2? I don't here a sound that would refelct 1/8 sliders
00:36:135 (1,1,2,3,4,5) - This part is hard to read, there's a stream before 00:36:135 (1) - and they're all stacked, so the pause is hard to read, causing the player to just continue streaming during the pause
The repreat sliders are set this way to make it harder to read. And I don't see that issue with the stream, as the approach rate hides it long enough.
00:32:302 - This sound needs to be emphasized more (The kick)
It's no different from the white ticks surrounding it. While I see what your saying with strong sounds being empahsised, here we're coming off of a high intensity burst and dropping down. This reflects that.
00:35:468 (1,2,3,4) - Space them equally away from each other (The heads)
Good catch. Fixed
00:34:468 (1) - Overlap this with the one before it
Fixed
00:40:802 - Map the sound here
For these little string sections I'm mapping specifically to the strings. I know about the snare drum there but I don't want to map to multiple tracks of sounds at the same time.
00:41:635 (4) - A 1/4 slider here, because the sound feels like it's a held sound more than 2 separate sounds
tbh I heard it more as a "trickle" of sound. So they were repeated but conjoined... I'll keep your suggestion in mind.
00:44:802 (1,2,3,4) - Maybe make those a slider stream
I wanted to represent the notes getting higher in frequency as a stream going upwards
00:45:885 (2,3) - Use a 1/8 slider on 2, and a 1/2 slider on 3
I don't see a need for a 1/8 note here as that would be overmapping
i did forget to map to that "cangettinghit" sound so I added a slider on 3
00:51:802 - Use a different slider shape to indicate the different sound (Maybe a straight slider)
I'm already increasing the SV
00:52:468 - Map the kick here(?)
The strongest sound here is the synth. That bass drum in't easily heard.
00:54:635 (1,1,1) - These would look better if the slider ends were overlapping
AGGGGH IKR!? But slider ends apparently don't want to snap so I kind of gave up on them whilst mapping... Are they better now? ;w;
00:56:468 (3,7) - Move 3 under 7
tbh I'm debating this as well. Object 1 2 3, and 4 5 6 are in a group. They are copy pasted and rotated triangles. This does cause 3 to be a little off center. I want to keep this triangle feel so... I made a tweak but I don't know if I'm happy with it...
00:57:135 (7,1,1,2) - Try doing something like this instead of using a stack to make it look better (The circles go down)
I took a different approach due to the lack of space in this section. I stacked the notes separately.
00:58:802 - 3/4 slider
Er... Theres no sound on the blue tick?
01:01:576 - use 1/2 sharp sliders like the ones you use at 01:01:134 (1,1) -
Those red anchors and NC's are meant to represent the notes dropping in frequency.
01:18:135 (1) - I think this should overlap with the slider at 01:18:468 (1,2) - instead of the circle
I'll consider it but for now, I want to keep the player moving as little as possible here.

Aureolin:
00:27:802 (2,1) - I think those shouldn't overlap as this leads the player to think it's a full beat gap like other non-stack overlaps
The note hasn't even fully appeared at this time. I also avoided stacking due to it being hard to read.
00:30:135 (2) - This should be spaced more
It follows Time Distance Equality so... I don't see why?
00:34:801 - The stream here is very confusing, you put 1/4 circles followed by a 3/4 slider then 1/8 kick-sliders with 1/4 time spacing between one (so the player clicks every 1/2 beat) something like this is much better imo
While I agree it is confusing (It was meant to be but I know its a bit much) I disagree with doing away the 1/4 notes as this is clearly a 1/4 pattern.
00:40:801 - Sound here
Strings
00:51:968 (4) - Make this a 1/2 slider because there's a sound on the down tick, and it's confusing with the slider after it, especially with the fact that they're spaced like other 1/2 rhythms
Er... I don't hear that sound on the white tick apparently...
I adjusted the 1/4 shenanigans so it's easier to read.
00:52:301 - consider adding a reverse to this to simplify the rhythm
I'm confused how I would do that with such isolated sounds...

Azure:
00:15:468 - Not the best thing to add in a normal difficulty
I agree~. Fixed
00:37:801 (1,2) - Players at this level follow the slider body, so this would be confusing for them
Hm... I don't completely agree but I'll keep it in mind
00:43:134 (5) - This is confusing since the previous 1/2 repeat sliders have 2 repeats, and this one has 3, maybe map it with 2 repeats and add a circle at the end
Actually I'm remapping this part since I shouldn't have a reverse slider with this many reverses...
consider adding a spinner from 01:13:551 - to 01:14:801 -
I did at first as well, however there would note be enough time for the player to recover by the ranking criteria for Normal

Verdant:
00:32:134 (3) - I think this slider shape might be hard for new people to read since it's overlapping itself in some parts, make it something like this
Adjusted
00:26:801 (1,2,3) - Overlap their slider ends
AGGGH WHY ARE SLIDER ENDS SO HARD ;w;
Fixed best I could
[ Yui ]
Palette:

Generic note for the whole map. Try rethinking the design of sliders and how you approach them. They should give hints
to the players of their speed and how they should be treated throughout the map. I honestly recommend going through the
whole map again and checking out the sliders and come up with a theme for SV and Slider shaping. It will really help
improve the map and your way of approaching a map. I won't comment on the slider shaping and SV to much in this because
I want you to find a good system to go with because right now it seems to be more random than a thought. If you do have a
pattern that you use let me know because to me it isn't really apparent. I just find the identifiers for the map to be missing.

00:05:802 (1,2) - I think the sliders a bit too abrasive. The note is really smooth and the slider does not do it justice.
I think just curved sliders will have a greater impact here. I also do hear a bit of a sharp note for these, but it just
doesn't seem enough to justify the movement the slider makes.

00:21:468 (1,2,3,4) - The spacing here is really awkward. The last 3 notes are almost dead even in spacing, but the
initial hit is really out of place in comparison. Try either evening out the spacing or even make it increase in size, but
the way it currently is seems very awkward.

00:43:968 (1,1) - I don't think the second note here should be similar to the first. The sounds in the song sound around the
same tone and don't have any type of progression. I think this part should have all the notes be the same shape. The start
is fine with it being different, but the rest should match.

00:52:552 (1,2) - With the way the notes are formatted. I personally have no idea of what rhythm you are trying to go for
with this. If you listen to the song there is a bit more going with this and I recommend reviewing it to change it around.
I keep trying to play a triple here and the double is not represented well with the music.

01:14:468 (1,2,3,4,5) - Smooth out the end of this stream. I say let the size have progression and have it be a
smooth curve. The second note in the stream seems really out of place here and if you change anything in the stream it is it because
it really stands out.

01:27:135 (1) - I highly recommend you have the player play these notes that come out here. Having the slider really ruins
the effect of the staccato notes that are in the music.

01:32:801 (1,2) - It would be nice to have something a little more to this section. Like a really slow progressing slider
would really allow the notes to shine here.

Crimson:

00:37:802 (1,2,3,4) - This is a bit too brutal here. Try closing the gap a bit. There is not much justification to make it
this size without flow to be able to adjust to. Maybe cut it by a fourth or an eighth in length. Not too much, but for the
difficulty, this seems to be overly difficult for no reason.

00:52:385 (2,1,2) - Same pattern that was found in Palette. This honestly has a better representation than Palette, but may
still be a bit confusing.

This map is overall beautiful in my opinion. It is really nice to play and probably the best thing in the map set.

Aureolin:

I highly recommend remapping this. The stacking is a bit too extreme for the difficulty and will not be something lower rank
players will enjoy. Just try to go for flow. If you want to do a read heavy map. Go for a higher difficulty, so that it is
apparent to the player that what I am playing is not going to be easy.


General:

The map set overall still needs some work, but I think that the current is overall really nice except for Aureolin. Good luck with the map set and hopefully I see it ranked soon. :) Good Luck!
Topic Starter
Renaylria

[ Yui ] wrote:

Palette:

Generic note for the whole map. Try rethinking the design of sliders and how you approach them. They should give hints
to the players of their speed and how they should be treated throughout the map. I honestly recommend going through the
whole map again and checking out the sliders and come up with a theme for SV and Slider shaping. It will really help
improve the map and your way of approaching a map. I won't comment on the slider shaping and SV to much in this because
I want you to find a good system to go with because right now it seems to be more random than a thought. If you do have a
pattern that you use let me know because to me it isn't really apparent. I just find the identifiers for the map to be missing.

00:05:802 (1,2) - I think the sliders a bit too abrasive. The note is really smooth and the slider does not do it justice.
I think just curved sliders will have a greater impact here. I also do hear a bit of a sharp note for these, but it just
doesn't seem enough to justify the movement the slider makes.
I tried to make them flow more whilst holding similar shape to before. I wanted to keep this kind of shape as it's kind of "plucking" the harp strings. But yes the majority of the notes are more "flowy" than" plucked".

00:21:468 (1,2,3,4) - The spacing here is really awkward. The last 3 notes are almost dead even in spacing, but the
initial hit is really out of place in comparison. Try either evening out the spacing or even make it increase in size, but
the way it currently is seems very awkward.
I've removed the star so a "hexagon" shape starts below the previous hit circle. A jump distances were changed as well

00:43:968 (1,1) - I don't think the second note here should be similar to the first. The sounds in the song sound around the
same tone and don't have any type of progression. I think this part should have all the notes be the same shape. The start
is fine with it being different, but the rest should match.
As discussed on discord, this one is a little wierd since the 2nd note actually has a note change but isn't well defined... I've adjusted the 2nd note to blend in more through the NC, however I've left the SV and red anchor.

00:52:552 (1,2) - With the way the notes are formatted. I personally have no idea of what rhythm you are trying to go for
with this. If you listen to the song there is a bit more going with this and I recommend reviewing it to change it around.
I keep trying to play a triple here and the double is not represented well with the music.
There are many parts going on here yes. The main two are the wubs and the xylophone, however the wubs are the ones that have been mapped up to this point. Suddenly switching would feel a bit wierd.
As discussed in discord, a page was taken from Crimson and an "abrupt" notion to the double was added


01:14:468 (1,2,3,4,5) - Smooth out the end of this stream. I say let the size have progression and have it be a
smooth curve. The second note in the stream seems really out of place here and if you change anything in the stream it is it because
it really stands out.
Fixed (Ya the more I looked at it... The more that 2nd note stood out...

01:27:135 (1) - I highly recommend you have the player play these notes that come out here. Having the slider really ruins
the effect of the staccato notes that are in the music.
Adjusted as needed

01:32:801 (1,2) - It would be nice to have something a little more to this section. Like a really slow progressing slider
would really allow the notes to shine here.
Added "paint strokes"

Crimson:

00:37:802 (1,2,3,4) - This is a bit too brutal here. Try closing the gap a bit. There is not much justification to make it
this size without flow to be able to adjust to. Maybe cut it by a fourth or an eighth in length. Not too much, but for the
difficulty, this seems to be overly difficult for no reason.
Cut it down to be a similar size to the previous 1/2 jumps

00:52:385 (2,1,2) - Same pattern that was found in Palette. This honestly has a better representation than Palette, but may
still be a bit confusing.
The doubles are a bit ambiguous. but ya, the abrupt change helps keep it noticeable that it's a double.

This map is overall beautiful in my opinion. It is really nice to play and probably the best thing in the map set.
Thank you ^^

Aureolin:

I highly recommend remapping this. The stacking is a bit too extreme for the difficulty and will not be something lower rank
players will enjoy. Just try to go for flow. If you want to do a read heavy map. Go for a higher difficulty, so that it is
apparent to the player that what I am playing is not going to be easy.
Was planning to remap anyways, and honestly might make this a hyper map

General:

The map set overall still needs some work, but I think that the current is overall really nice except for Aureolin. Good luck with the map set and hopefully I see it ranked soon. :) Good Luck!
Thank you!~

Discord Conversation
https://imgur.com/a/nhBmN








Firebool
Hello from my modding room. m4m here

General
Metadata: First thing I noticed were the difficulty names. As seen from [url=https://osu.ppy.sh/forum/t/187555]Here[url], custom names for difficulties as seen in your beatmap is not allowed except for the hardest difficulty. Hence, you'll have to change the difficulty names to "Easy", "Normal", "Hard" etc

Easy
ctrl+a, u should use all or most of all area
CS 2.5 is better
rhytmycal is good, but aestetic is noyt okay
You need to visually, arrange notes to show the beginner the rhythm

Normal
00:31:801 (1,2,3,4,5,6) - bad rhythmic here
00:32:134 (2,3) - reverse slider is good here
00:33:634 (6) - make it with 2 sliders with NC on first
00:42:801 (4) - same sound as here 00:41:801 (2) -
01:03:134 - miss note
01:13:801 - ^
01:06:468 (1,2) - reserve of starrait is aloow u to make this parts wherever they are

Hard
00:31:135 (2,1,2) - bad overlap here
00:45:468 (1,2,1) - not the same space between 2 sliders and note
best diff, for now

Insane
00:20:802 (4) - same sound as here 00:19:468 (1) - why did you leave him
00:52:468 - miss bit here
00:51:968 (1,2,1,2) - try 2 doubles without slider
00:51:968 (1) - and single here

Expert
00:40:135 (3,3,4,5) - best desicion to stack it
00:51:968 (1,2,1,2) - same as in insane, very hard to play double which starts from the end of slider
01:37:218 (1,1) - check timing here, that part is slower

Well set is good exept 2 first diff
GL with Rank
Saltssaumure
*throws ranking critera out the window*

I really enjoyed playing this mapset. It's one hell of a refreshing change after playing a million pp farm anime intros.

Tiny font = tiny changes for aesthetics. I'm assuming you want perfect circles and curves, but if not then feel free to ignore.

[Palette]
Note: I can only play/pass this with HT.
00:15:802 (1,2,3,4) - Could increase spacing between each circle to match increasing intensity.
00:27:302 (2) - It's not immediately clear that this is a slow slider. Add NC? The shape change works in theory, but the previous fast sliders' shapes are obscured by overlaps.
00:39:968 (2) - Ctrl+g for better emphasis when moving to 3.
00:42:302 (1) - Ctrl+g as it sounds more similar to previous slider than next slider.
00:45:885 (6,7) - Sounds like there's a note in the middle too, replace with a 1/8 reversing slider?
00:50:802 (1) - Sharper turn to make it look more similar to other sliders representing this sound.
00:51:802 (1) - Squiggly shape for squiggly sound? Or at least something different from previous sliders.
00:54:635 (1,1,1) - This thing looks rad af. (brb stealing concept :p)
01:01:135 (1,2) - Consider ctrl+g separately to make them stand out more.
01:06:802 (1) - The convex region between the two sliderticks looks a bit odd, and doesn't match the music much. It would be better to have the region after the 2nd slidertick to be convex, as it's a very different sound from the rest of the slider.
01:14:135 (1,2,3,4,1,2,3,4,5) - Might be an idea to zigzag the stream to represent the sound getting more "diffuse"?

00:05:802 (1) - middle white anchor to x:146 y:168
00:38:802 (2) - move to x:172 y:189
00:41:802 (2) - first sliderbody anchor to x:283 y:32, second sliderbody anchor to x:248 y:51
00:45:218 (2,3,4) - 2 to x:355 y:117, 3 to x:328 y:158, 4 to x:278 y:167
00:46:302 (1) - move to x:71 y:276
00:58:135 (2) - first white sliderbody anchor to x:388 y:282
00:58:635 (2) - first sliderbody anchor to x:391 y:148, second sliderbody anchor to x:446 y:148
01:03:135 (2) - slider head anchor to x:102 y:209


Might mod the other diffs later, this is a damn cool map but I don't have time rn :V
Topic Starter
Renaylria
Thank you both! I don't have the time to apply the changes atm so I'll address them once I'm free. As of now, this post will be a place holder lol.
(Also ya I'm probably remapping Easy-Hard lol)
Metaku
M4M

[Crimson]

  1. 00:05:468 - extra red line here compared to other diffs?
  2. 00:14:468 (1,2,3,4,5) - 00:21:468 (1,2,3,4,5) - etc. Tbh I think these jumps should be nerfed. They are one of the biggest jumps in the map while the section is still relatively calm so it kinda feels out of place to me
  3. 00:39:468 (5) - maybe ctrl g or change it a bit? Only slider to go counterclockwise in the pattern seems kinda odd to me
  4. 00:40:802 - 00:41:052 - ignoring these sounds make little sense. Even though you're not really focusing on these instruments they're still pretty strong sounds so ignoring them when there's nothing else going on just doesn't really make sense to me.
  5. 00:51:135 (1,1,1,1,1) - These are all very different sounds so mapping them all with same kind of sliders is kinda boring. You've already nced all of them so you could make each one of them more unique too
  6. 00:58:468 (1,2) - maybe ctrl g these? Kinda weird to change the pattern you setup with 00:57:468 (1,2,1,2) -
  7. 01:18:135 (1,1,2) - looks kinda weird with stacking enabled, also I think 01:18:468 (1) - would work better as 2 circles with the rhythm you used to keep the melody clickable
[Palette]

  1. 00:40:804 - same as insane, doesn't really make sense to ignore this sound here
  2. 00:46:302 (1,2,3,4) - could use consistent ncs with this and Crimson
  3. 00:50:135 (1,1) - not sure why you nced this
  4. 00:56:635 (1,2,3) - Jumps seem kinda overspaced to me, they're pretty much same spacing as 00:57:468 (1,2,1,2) - altho the sounds are very different in intensity
  5. 00:58:801 - Pretty strong note here so might not want to have it on slider end, could just make it a circle like on Crimson, and make 00:58:468 (1,2) - into 1/4 sliders
  6. 01:03:468 (1,2,1,2) - aren't these kinda the same sounds? You could try to make them more similar
  7. 01:13:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - tbh I think a stream here kinda reflects the music poorly, there's so much more in the music and there isn't really even a clear continuous 1/4 sounds there

Overall I think you should try to focus on each unique sound feeling more... Well unique. Sometimes it just kinda feels that same kind of stuff is mapped very differently from time to time but some more unique sounds still kinda feel the same when playing.
Not much to say, I'm not too good with songs like this ^^'
UniqueBlock11
I saw your request, sorry for the long response :(
general

Background doesn't fit Ranking Criteria, downscale the picture to 1366x768.
The difficulty 'Palette' uses custom combo colors but the other diffs don't, make sure those are consistent.
There are Kiai time inconsistencies, and since these are your own difficulties, you need to keep them the same.

crimson

Uninherited timing point conflicts... (check AIMod)

00:07:802 (2,3) - Perfect the blanket here.
00:16:135 (1) - This note would feel better if it weren't placed directly on the slider repeat. Snap it to 0.6x snap like you did in the previous stream.
00:19:802 (2,3) - Blanket isn't perfect.
00:30:968 (1,2,3,4) - Make this pattern symmetrical somehow, looks untidy the way it is.
00:38:802 (1,2,3,4,5,6,1,2) - God that feels good
00:42:802 (1) - Neaten this sliderwave:

00:57:135 (7,1) - This looks difficult to read, especially since the follow circle for (7) moves back and forth quickly, and it makes the approach circle for (1) difficult to see. Move (1) so that you can improve readability.
01:18:135 (1,1) - Why not perfectly stacked?
01:18:468 (1) - Convert this to two circles since players should be able to click on the melody.
01:27:135 (4) - Ctrl + G for flow?
01:29:468 (1,1,1,1) - Blankets aren't perfect.
01:33:135 - Maybe add breaks from here and forward to signify the lowering intensity.

palette

00:20:135 (3,4) - Convert these to two circles since players should be able to click on the melody.
00:40:801 - Missing a note here.
01:15:468 (1) - This isn't the NC rhythm you followed in the Crimson difficulty, NC two notes one by one, don't just leave this one note NCed itself.
cosmic
hi | from queue


Aureolin

There are a lot of overlaps in this map that aren't so clean, and seem confusing for a hard diff, so imo you should try separating the objects more so they are easier to read

00:33:968 (2,3,1,2) - there is a lot of objects in this space already, so stacking these on top of each other is extra confusing, even for a hard / very light insane
00:40:801 - sound here but not circle to represent it
00:52:301 (1) - imo this should be a repeating slider to cover the sound on the downbeat bc its pretty prominent
01:14:801 (1) - hard to read
01:22:801 to end - does this map end here? if you want to rank, all diffs have to end at the same place. Plus this part is really mellow so it just seems kinda weird to skip it if you're gonna map in higher diffs


Crimson


00:26:802 (1) - Quite difficult to read, maybe put the circle next, or delete the circle and make the slider repeat to downbeat instead
00:35:135 (1,2,3,4,1,2,3,4,1,1,2,3,4,5) - imo there's a little too much going on in this small section of the map, and seems a little hard to read for the sr, and weird to play
01:32:802 (1,2,1,2) - the sounds here are in 1/8. so there should be 2 groups of 3 1/8 circles


01:34:635 - the volume seems a little too high from here to the end
01:37:968 (1) - there is no sound here, the slider should end on the blue tick before the downbeat here


General


Pretty nice maps throughout, but I think you should make sure you try to use the whole grid to map because the circles and sliders are mostly concentrated towards the center, which can leave to repetitive gameplay or a lot of overlaps, but it's not too bad here. But yeah, pretty enjoyable to play and the rhythms are mapped well. The sv changes in the top diffs are nice as well. and Good luck with whatever you plan on doing with this set! - ranked - loved or just a small project.







.
Weedy
i dont really want to mod this map xd
you get a free nm ticket
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