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Tina Hierstetter - Sailor Moon (Sag das Zauberwort) Piano So

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Topic Starter
gtfo
This beatmap was submitted using in-game submission on Donnerstag, 26. Oktober 2017 at 16:28:42

Artist: Tina Hierstetter
Title: Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
Source: Bishoujo Senshi Sailor Moon
Tags: Bishoujo Senshi Sailor Moon Zauberwort Mondstein Flieg und Sieg Pilesos
BPM: 68
Filesize: 1859kb
Play Time: 01:26
Difficulties Available:
  1. Easy (0,97 stars, 55 notes)
  2. Hard (2,88 stars, 168 notes)
  3. Normal (1,76 stars, 117 notes)
Download: Tina Hierstetter - Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
Information: Scores/Beatmap Listing
---------------
Enjoy.
Deramok
hard
  1. might want to check aimod for unsnapped objects
  2. 00:06:391 (2,3,4,5) - maybe rather than constant pace divide the notes into groups of two https://puu.sh/xEi3o/3d7cd23779.png since especially three is significantly weaker and thus would support a division, kinda like 00:16:111 (2,3,4,5) - . could also say the same about 00:17:879 (6,7,8,9) - just that the division comes through vocals https://puu.sh/xEi1h/5d98c0437e.png. not that it's wrong the way it is
  3. 00:04:624 (1,1) - with these it's a little odd how the helt note on the end of them is the only thing about it not being actually held. by which "held" is pushing it anyway, so again it's fine as is as well.
  4. 00:21:413 (5,1) - could add another note between these for the vocal. if you for example place it on the end of 5 it would also improve the emphasis on the downbeat note. but i guess it's fine as is too since you don't really seem to follow vocals aynmore afterwards, which is also a bit odd as it comes at noone's benefit really and i don't see lowering the desnity having any purpose as it is neither an earlier part as the previous, which would work for progression, nor a calmer part.
  5. 00:54:334 (1) - having this one be part of the curve that follows it doesn't seem quite appropriate. if you don't like the idea of using stacks for same pitch sounds something like https://puu.sh/xEikV/94fcb944d5.png would do the job too. could also move the nc to 2 to both imply the explained and keeping the two same sounds in the same combo, by which you don't do the latter in later iterations either, so it would either take a change in multiple places or you just keep them at pace changes as is
  6. 00:58:717 (1,2,3,1,2,3) - for the sake of not having those two different sounding triples look and play the same, you could make 1 & 2 of the second triple low spacing as that works withe the set of notes having an emphasis on the last note and it's not like you strick to ds as strictly as to disallow that. or well, any other aberration also works ofc like playing with angles.
  7. 01:03:726 (1,1,1,1,1) - why would you nc spam that
  8. 01:22:089 (1,1,1,1,1,1) - because you use an nc on every one of these, though at least here i see why with teh bpm change at least, the ones that actually matter between 01:22:089 (1,1) - and 01:23:584 (1,1) - loses it's value completely in both readability and pacing
normal
  1. 00:01:089 (1,2) - blanketing a note after a slider with the slider itself is not very appropriate for normal difficulties as it encourages new players that are just getting used to slider mechanics to let go of the slider too early as well as starting the next one early in turn. reinforced by the first one being quick
  2. 00:17:879 (4) - also more than one repeat is heavily discourages in normals. especially at a pace higher than 1/2. again because players at this level can't do sliders very well yet and get thrown into confusion very easily by this kind of thing. not even sure if any 1/4 at all like 00:14:344 (3) - is even allowed either. might slip since it's a low pace song
  3. 00:32:901 (1,2,1) - might not even be rankable without at least using regular stacking. 1/1 perfect stacks are usually a nono, but again i'm not entirely sure with the low bpm, might be safe
  4. 00:50:580 (1,1) - this is most certainly unrankable. spinners at normal level need at least 2 beats recovery time, which is impossible with this time gap, so just delete the spinner as it should also be at least 3 beats long in a normal
  5. 01:06:646 (4,5,6,7) - it's a step up in the pace already, and there are longer chains surrounding it. i don't think having something as complex as this is feasible. especially concidering the 1/4 sliders are critical on their own already again with the potential saving point of the low bpm (went asked two bns about this, few 1/4 should be fine in your case but something as complex and in a chain like this not as much. 00:58:716 (2,3,4) - is probably fine though). the guideline is that the longer a chain of objects gets the simpler it should be. so you might have to skip some notes if you want to sell this higher than usual cs map as a normal. maybe removing the note and making the first slider a repeat helps the case since it easier to comprehend that way.
  6. sv changes are also heavily discouraged directly by the ranking criteria btw. but it might also slide since you have an easy as well
easy
for the easy just check aimod again, unsnapped objects everywhere. the rest seems fine on it's own. but the gap to the normal is a bit large concidering the elements they use so you may want to concider eithe rbuffing the easy or nerfing the normal slightly.
Chuiya
[General]
  1. I really like your flower theme the +endslider on the hard diff (props to pile for that one too)
[Easy]
  1. didn't see much there but I tried to hitsound the first part a bit
    (maybe it helps you to figure out better how you don't want to hitsound the map :^))
[Hard]
  1. 00:23:181 (2,3,4,5,6)- the only thing that caught my eye yet not sure maybe you wanted to break this like that
  2. when highlighting your diff with crtl+a it seemed a bit too centered to me

Easy Link
https://puu.sh/xEiok/7e6f41c3bd.osz (there should be only one diff but since my osu is broken that link might won't work)

ps. sorry for yesterday about the timing, seems correct
Topic Starter
gtfo

Deramok wrote:

hard
  1. might want to check aimod for unsnapped objects Snapped everything thanks for telling me.
  2. 00:06:391 (2,3,4,5) - maybe rather than constant pace divide the notes into groups of two https://puu.sh/xEi3o/3d7cd23779.png since especially three is significantly weaker and thus would support a division, kinda like 00:16:111 (2,3,4,5) - . could also say the same about 00:17:879 (6,7,8,9) - just that the division comes through vocals https://puu.sh/xEi1h/5d98c0437e.png. not that it's wrong the way it is I see your point but I think 00:06:391 (2,3,4,5) - is really calm which is why i decided to go with low spacing. 00:16:111 (2,3,4,5) - Feels more intense to me thus I used bigger spacing. You know that piano playing those chords and stuff. I think this was gibberish but ima keep it anyways ahahaha.
  3. 00:04:624 (1,1) - with these it's a little odd how the helt note on the end of them is the only thing about it not being actually held. by which "held" is pushing it anyway, so again it's fine as is as well. Well atleast I was consitent with my weird -viable- choices hahaha.
  4. 00:21:413 (5,1) - could add another note between these for the vocal. if you for example place it on the end of 5 it would also improve the emphasis on the downbeat note. but i guess it's fine as is too since you don't really seem to follow vocals aynmore afterwards, which is also a bit odd as it comes at noone's benefit really and i don't see lowering the desnity having any purpose as it is neither an earlier part as the previous, which would work for progression, nor a calmer part. As I started mapping this song I noticed how hard it is to map both voice and piano so I focused on piano and thus every clickable circle in the map came to be one emphasizing piano. I'd rather not change that.
  5. 00:54:334 (1) - having this one be part of the curve that follows it doesn't seem quite appropriate. if you don't like the idea of using stacks for same pitch sounds something like https://puu.sh/xEikV/94fcb944d5.png would do the job too. could also move the nc to 2 to both imply the explained and keeping the two same sounds in the same combo, by which you don't do the latter in later iterations either, so it would either take a change in multiple places or you just keep them at pace changes as is. I really liked those patterns but I see that they do not 100% emphasize it correctly... Gonna keep though cause I really like the patterns...
  6. 00:58:717 (1,2,3,1,2,3) - for the sake of not having those two different sounding triples look and play the same, you could make 1 & 2 of the second triple low spacing as that works withe the set of notes having an emphasis on the last note and it's not like you strick to ds as strictly as to disallow that. or well, any other aberration also works ofc like playing with angles.
  7. 01:03:726 (1,1,1,1,1) - why would you nc spam that You're right doesn't make sense. Also fixed 01:17:080 (1,1,1,1,1) -
  8. 01:22:089 (1,1,1,1,1,1) - because you use an nc on every one of these, though at least here i see why with teh bpm change at least, the ones that actually matter between 01:22:089 (1,1) - and 01:23:584 (1,1) - loses it's value completely in both readability and pacing. I don't really know how you want me to fix it but I'm also concerned with this part. For starters I took away NC from 01:24:101 (1) -

normal
  1. 00:01:089 (1,2) - blanketing a note after a slider with the slider itself is not very appropriate for normal difficulties as it encourages new players that are just getting used to slider mechanics to let go of the slider too early as well as starting the next one early in turn. reinforced by the first one being quick I don't really know about mapping Normal so i'm going to rely on you for that one. Fixed.
  2. 00:17:879 (4) - also more than one repeat is heavily discourages in normals. especially at a pace higher than 1/2. again because players at this level can't do sliders very well yet and get thrown into confusion very easily by this kind of thing. not even sure if any 1/4 at all like 00:14:344 (3) - is even allowed either. might slip since it's a low pace song Fixed 00:17:879 (4) - looks very weird now lol. Gonna leave the reverse slider for now
  3. 00:32:901 (1,2,1) - might not even be rankable without at least using regular stacking. 1/1 perfect stacks are usually a nono, but again i'm not entirely sure with the low bpm, might be safe Used conventional stacking now and fixed the rest.
  4. 00:50:580 (1,1) - this is most certainly unrankable. spinners at normal level need at least 2 beats recovery time, which is impossible with this time gap, so just delete the spinner as it should also be at least 3 beats long in a normal Already thought about that thanks for confirming it.
  5. 01:06:646 (4,5,6,7) - it's a step up in the pace already, and there are longer chains surrounding it. i don't think having something as complex as this is feasible. especially concidering the 1/4 sliders are critical on their own already again with the potential saving point of the low bpm (went asked two bns about this, few 1/4 should be fine in your case but something as complex and in a chain like this not as much. 00:58:716 (2,3,4) - is probably fine though). the guideline is that the longer a chain of objects gets the simpler it should be. so you might have to skip some notes if you want to sell this higher than usual cs map as a normal. maybe removing the note and making the first slider a repeat helps the case since it easier to comprehend that way. Oh god this will be so much fixing I'm going to leave it in the hope it will slide due to the low bpm... Probably not... One more person to complain and I'll redo it sigh.
  6. sv changes are also heavily discouraged directly by the ranking criteria btw. but it might also slide since you have an easy as well SLIDE IT!
for the easy just check aimod again, unsnapped objects everywhere. the rest seems fine on it's own. but the gap to the normal is a bit large concidering the elements they use so you may want to concider eithe rbuffing the easy or nerfing the normal slightly. Will go and buff it slightly. Thanks a lot for this quality mod!.
Topic Starter
gtfo

Froschi wrote:

[General]
  1. I really like your flower theme the +endslider on the hard diff (props to pile for that one too) 00:16:111 (2,3,4,5,6) - Are those flowers? Your flower standard is low ahaha
[Easy]
  1. didn't see much there but I tried to hitsound the first part a bit
    (maybe it helps you to figure out better how you don't want to hitsound the map :^))It motivated me to actually start hitsounding it so thanks for that (also took some from you.)
[Hard]
  1. 00:23:181 (2,3,4,5,6)- the only thing that caught my eye yet not sure maybe you wanted to break this like that You see, the jumps are only when the piano plays a whole chord and there is no such thing thus no jumps.
  2. when highlighting your diff with crtl+a it seemed a bit too centered to me. Yes it kind of is but I still think this should not be a problem. Also https://osu.ppy.sh/b/1319206
    Thanks for the mod!

Easy Link
https://puu.sh/xEiok/7e6f41c3bd.osz (there should be only one diff but since my osu is broken that link might won't work)

ps. sorry for yesterday about the timing, seems correct
David-
  1. General

    At first glance I noticed some timing points with decimal numbers in it (e.g 67.9, 71.88)
    and as far as I know it isn't that "clean", so I made a timing diff with "clean" timing points in it
    and fixed some offset issues (e.g the first timing point).

    .osu file with timing
    osu file format v14

    [General]
    AudioFilename: audio.mp3
    AudioLeadIn: 0
    PreviewTime: 52053
    Countdown: 1
    SampleSet: Normal
    StackLeniency: 0.7
    Mode: 0
    LetterboxInBreaks: 0
    WidescreenStoryboard: 1

    [Editor]
    DistanceSpacing: 1.2
    BeatDivisor: 8
    GridSize: 16
    TimelineZoom: 1

    [Metadata]
    Title:Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
    TitleUnicode:Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
    Artist:Tina Hierstetter
    ArtistUnicode:Tina Hierstetter
    Creator:gtfo
    Version:timing
    Source:Bishoujo Senshi Sailor Moon
    Tags:Bishoujo Senshi Sailor Moon Zauberwort Mondstein Flieg und Sieg Pilesos
    BeatmapID:1419343
    BeatmapSetID:670945

    [Difficulty]
    HPDrainRate:4
    CircleSize:5
    OverallDifficulty:5
    ApproachRate:1
    SliderMultiplier:1.2
    SliderTickRate:1

    [Events]
    //Background and Video events
    0,0,"Bishoujo.Senshi.Sailor.Moon.full.1371118771.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]
    1111.4434811271,882.352941176471,4,1,0,10,1,0
    16993,895.522388059701,4,1,0,10,1,0
    17888,882.352941176471,4,1,0,10,1,0
    18770,882.352941176471,4,1,0,10,1,0
    34652,895.522388059701,4,1,0,10,1,0
    35547,882.352941176471,4,1,0,10,1,0
    36429,882.352941176471,4,1,0,10,1,0
    46134,895.522388059701,4,1,0,10,1,0
    47029,419.58041958042,4,1,0,10,1,0
    52063,416.666666666667,4,1,0,10,1,0
    82063,937.5,4,1,0,20,1,0
    82531,1034.48275862069,4,1,0,10,1,0


    [HitObjects]

    00:47:029 - I'm using pretty large numbers from there on, but they can be changed (divided by 2) so it doesnt affect your map that much.
  1. Easy
    It feels centered and I think that the amount of stacks is making it look kinda uninteresting.
    You could fix both issues just by placing notes with some spacing in them instead of using stacks.
    (New players may have problems with stacks because of readability but I'm not so sure about that)

  2. Normal
    (You might press ctrl+a and move everything a bit to the left)
    00:04:624 (1,2,3,4,5) - Looks weird to me, might go for nc on 00:07:275 (4) - and remove nc on 00:08:158 (1) -
    00:17:879 (4,5,1) - 00:35:552 (3,4,5) - 1/4 sliders in normal nope
    00:23:181 (2,3,4,5,6) - Did you.. make this by hand? (Add some rotation maybe)
    00:43:063 (3,1) - Nc on 3 and remove nc on 1
    Kiai and rest seems clean to me.

  3. Hard
    I'd lower the AR, atm it looks kinda snappy and unfitting to the tempo of the song
    Spread is kinda centered but you could move some stuff in kiai maybe
    Can't spot any problems here.

May good luck and cringe guide you on your way! (∩ ͠°ᴥ °)⊃━☆゚.*
Topic Starter
gtfo

David- wrote:

  1. General

    At first glance I noticed some timing points with decimal numbers in it (e.g 67.9, 71.88)
    and as far as I know it isn't that "clean", so I made a timing diff with "clean" timing points in it
    and fixed some offset issues (e.g the first timing point). Thanks I'll apply those even though only the timing points would have been enough. No need to send the whole file.

    .osu file with timing
    osu file format v14

    [General]
    AudioFilename: audio.mp3
    AudioLeadIn: 0
    PreviewTime: 52053
    Countdown: 1
    SampleSet: Normal
    StackLeniency: 0.7
    Mode: 0
    LetterboxInBreaks: 0
    WidescreenStoryboard: 1

    [Editor]
    DistanceSpacing: 1.2
    BeatDivisor: 8
    GridSize: 16
    TimelineZoom: 1

    [Metadata]
    Title:Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
    TitleUnicode:Sailor Moon (Sag das Zauberwort) Piano Soft Mix - Ending
    Artist:Tina Hierstetter
    ArtistUnicode:Tina Hierstetter
    Creator:gtfo
    Version:timing
    Source:Bishoujo Senshi Sailor Moon
    Tags:Bishoujo Senshi Sailor Moon Zauberwort Mondstein Flieg und Sieg Pilesos
    BeatmapID:1419343
    BeatmapSetID:670945

    [Difficulty]
    HPDrainRate:4
    CircleSize:5
    OverallDifficulty:5
    ApproachRate:1
    SliderMultiplier:1.2
    SliderTickRate:1

    [Events]
    //Background and Video events
    0,0,"Bishoujo.Senshi.Sailor.Moon.full.1371118771.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]
    1111.4434811271,882.352941176471,4,1,0,10,1,0
    16993,895.522388059701,4,1,0,10,1,0
    17888,882.352941176471,4,1,0,10,1,0
    18770,882.352941176471,4,1,0,10,1,0
    34652,895.522388059701,4,1,0,10,1,0
    35547,882.352941176471,4,1,0,10,1,0
    36429,882.352941176471,4,1,0,10,1,0
    46134,895.522388059701,4,1,0,10,1,0
    47029,419.58041958042,4,1,0,10,1,0
    52063,416.666666666667,4,1,0,10,1,0
    82063,937.5,4,1,0,20,1,0
    82531,1034.48275862069,4,1,0,10,1,0


    [HitObjects]

    00:47:029 - I'm using pretty large numbers from there on, but they can be changed (divided by 2) so it doesnt affect your map that much. Why didn't you do that yourself?
  1. Easy
    It feels centered and I think that the amount of stacks is making it look kinda uninteresting.
    You could fix both issues just by placing notes with some spacing in them instead of using stacks.
    (New players may have problems with stacks because of readability but I'm not so sure about that) I might move stuff around but im really not sure atm. I don't know if I really care about it being centered though.

  2. Normal
    (You might press ctrl+a and move everything a bit to the left) Don't really see the point but did it anyway.
    00:04:624 (1,2,3,4,5) - Looks weird to me, might go for nc on 00:07:275 (4) - and remove nc on 00:08:158 (1) - I think due to almost every other NC being on the downbeat white line I'd rather keep it the way it is. Don't really think it's all that weird.
    00:17:879 (4,5,1) - 00:35:552 (3,4,5) - 1/4 sliders in normal nope Those were buzz sliders before. I think they are very easily readable even for new players due to the low bpm. If BNs complain I'll fix it. For now it stays.
    00:23:181 (2,3,4,5,6) - Did you.. make this by hand? (Add some rotation maybe) Do you have stacking enabled? I'ts minimally off and I'll fix that but I dont think any rotation is necessary.
    00:43:063 (3,1) - Nc on 3 and remove nc on 1 Well I see it would emphasize the voice better but I once again don't think it's necessary. I rather think it would be more confusing to put Nc on 3.
    Kiai and rest seems clean to me. There are so many 1/4 sliders and you're not going to complain? what?

  3. Hard
    I'd lower the AR, atm it looks kinda snappy and unfitting to the tempo of the song I don't really know about that but if you think so I'll put it 0.2 down
    Spread is kinda centered but you could move some stuff in kiai maybe Move where? Move what? If you want me to consider changing things tell me where you'd do something else.
    Can't spot any problems here. Thanks for the mod and the timing man!

May good luck and cringe guide you on your way! (∩ ͠°ᴥ °)⊃━☆゚.*
Pilesos
Hellu.

Those mods were already pretty good so there is not a whole lot to say^^

Easy:

The spinner at 00:47:435 - might be a bit too much for a newer player due to its length and only 2 beat distance to the next cirlce.
I'd suggest completely removing it which gives a bit of break time.

The second spinner might be a problem because it only consists of 3 beats but could be ok due to the bpm being so low.

The rest is solid. Especially the normal improved drastically.


The hitsounds for Normal are finished, too.

SPOILER
http://puu.sh/xFvKN/c8e92c4aa5.osz
Summerleopard
I was told this map need a mod,I guess this is beginning would be main things I would said ;

[GENERAL :]

Timing : IT is constantly stable and had no late timed. GOOD
DIFF spread : Alright
Sources : Seems like similar slightly to tags,I think you need to find the real information about the song source(metadata)
Circle Size : Main issues,it is supposed to be playable and constantly stable as regular set but it turn to be little awkward? 3,4,5 as spreads would be better.
Approach rate : Well,I can't say much but try to balancing those about as it looks odd slightly. Make it spreading about

:arrow: Easy(AR5),Normal(AR6.5),Hard(AR7.1 or AR7.5) Other than that,you may tweaks a little so it would be fit well. :idea:

Suggestions for the settings...

For EASY : Put CS3 plz,the pattern would be good to play for beginner to begin with and pleasant : )
Normal : Put CS3.5 I guess : ) looks better since it not too small or too big but if you want 4 alright :o .
Then, Hard : Go for CS4.5 or 5.1 at minimum,I think above is unrankable in RC(Ranking Criteria) even if is for Hard diff. I know what you aiming for,it is the flows or clarity. You choose wisely okey?

Since I just started to look at this,it seems a lot to considered but I will not saying much but other modder would told you the same things twice. Once I done full mod,it is going to be lot better. Anyway,have a look at the AiMod as guidance on Distance Snap(plz clicked on). It should help you organised the EASY n NORMAL properly. HARD diff,maybe you might need to look tho.

:?: If you had doubts,ask me when you encountered me and I had thought if you wanna look at this map,
SPOILER
https://osu.ppy.sh/s/628302
IF you want to m4m it. It is ready for it,I know graveyarded but I also need some motivations. Then,you would received my 2nd mods if you able to help me too :o
KUDOSU if useful for you :)
Topic Starter
gtfo

Pilesos wrote:

Hellu.

Those mods were already pretty good so there is not a whole lot to say^^

Easy:

The spinner at 00:47:435 - might be a bit too much for a newer player due to its length and only 2 beat distance to the next cirlce.
I'd suggest completely removing it which gives a bit of break time. In the ranking criteria it is stated that 4 beats of recovery time is needed so you're right... BUT the ranking criteria applies to 180 bpm songs. My bpm there is less tha, which are as long as 4 180 bpm beats, 180 bpm beats, should be enough... I think.

The second spinner might be a problem because it only consists of 3 beats but could be ok due to the bpm being so low. Now you get it!

The rest is solid. Especially the normal improved drastically. Thanks


The hitsounds for Normal are finished, too. Thanks for those I'll gladly take them

SPOILER
http://puu.sh/xFvKN/c8e92c4aa5.osz
I'm not sure if this is worth Kudos so be ready to get denied ahahaha.
Topic Starter
gtfo

SangKrazF1nal3 wrote:

I was told this map need a mod,I guess this is beginning would be main things I would said ;

[GENERAL :]

Timing : IT is constantly stable and had no late timed. GOOD I'm not too sure about that ahahaha.
DIFF spread : Alright This was a concern many people had but I guess some are fine with it too huh.
Sources : Seems like similar slightly to tags,I think you need to find the real information about the song source(metadata) I don't exactly know how to fix this issue if it is one but I'll try asking around.
Circle Size : Main issues,it is supposed to be playable and constantly stable as regular set but it turn to be little awkward? 3,4,5 as spreads would be better. Well one theme of the mapset is to have higher sv than usual as I went for an 'old map' kind of feeling for my friend that really likes those old maps. Thus the high cs for each diff.
Approach rate : Well,I can't say much but try to balancing those about as it looks odd slightly. Make it spreading about

:arrow: Easy(AR5),Normal(AR6.5),Hard(AR7.1 or AR7.5) Other than that,you may tweaks a little so it would be fit well. :idea: I don't see the point in the 0.1 change in hard and Normal but I'll take the easy change.

Suggestions for the settings...

For EASY : Put CS3 plz,the pattern would be good to play for beginner to begin with and pleasant : ) As stated above all the maps have slightly higher sv than usual. I'd go down to 3.8 if it weren't for the change in the distance snap.. It kind of bothers me.
Normal : Put CS3.5 I guess : ) looks better since it not too small or too big but if you want 4 alright :o . Same reasons as above but I might actually put it down a bit as it doesnt really 'destroy' the diff and makes it a bit easier which would be nice. If other people share your opinion after hearing my reasoning for the lower cs I'll do it.
Then, Hard : Go for CS4.5 or 5.1 at minimum,I think above is unrankable in RC(Ranking Criteria) even if is for Hard diff. I know what you aiming for,it is the flows or clarity. You choose wisely okey? This is the diff I can basically not change the cs as it destroys pattern through ugly overlaps with lower cs such as 01:03:729 (1,2,3,4,1) - . Also same reasoning as above.

Since I just started to look at this,it seems a lot to consiered but I will not saying much but other modder would told you the same things twice. Once I done full mod,it is going to be lot better. Anyway,have a look at the AiMod as guidance on Distance Snap(plz clicked on). It should help you organised the EASY n NORMAL properly. HARD diff,maybe you might need to look tho. AiMod doesn't consider stacking. Easy has no differnce in spacing at all. Normal has some but all intended and well readable ( 00:05:523 (2,3,4,5,1) - ). Hard doesn't really need to have the same distance snap as it's more a very slow insane and only thus a hard.

:?: If you had doubts,ask me when you encountered me and I had thought if you wanna look at this map,
SPOILER
https://osu.ppy.sh/s/628302
IF you want to m4m it. It is ready for it,I know graveyarded but I also need some motivations. Then,you would received my 2nd mods if you able to help me too :o
KUDOSU if useful for you :) It helped me organize my thoughts so thanks for that! I'll have a look at your map. If you want me to I can also mod it irc.
Summerleopard
It helped me organize my thoughts so thanks for that! I'll have a look at your map. If you want me to I can also mod it irc.
Well,I guess I will accept it then if you really wanted to helping me in those. As a result,I might change my mind and doing another mods if it is neccesary..
I really lack of emphasis,I will be happy if you can help me to be better in it 8-)
greeeeeeeeg
Random mod by a random mapper number

.
Easy

00:18:770 (1,2) - If you made the slidershape more round you'd be able to blanket these nicely

00:36:429 - fix the volume on control point

Normal

Idk why but the beat snap divisor was set to 1/12 by default

00:01:111 (1,2) - maybe blanket these two as you blanketed 00:04:640 (1,2) - ?

Hard

00:23:181 (2,3,4,5,6) - number two is misaligned, fix the pattern pls

kinda nazi but why is 00:58:729 (1,2,3) - mapped in the same way as 00:59:979 (1,2,3) - ? the second pattern should be different cause the piano plays higher sounds in the first pattern and lower sounds in the second one, maybe use smaller spacing? (same for 01:12:063 (1,2,3,1,2,3) - )

01:02:063 (3,4,5) - the curved slider goes in a weird way, it could flow better if you rotated it clockwise a little bit (same for 01:15:396 (1,2,3) - etc)
01:22:539 (1,1,1,1,1) - why did you NC every single note in the pattern here? makes no sense in terms of emphasis other than signalizing that the map is over, which is quite obvious anyway

good luck and gtfo
Topic Starter
gtfo

8eight8eight wrote:

Random mod by a random mapper number

.
Easy

00:18:770 (1,2) - If you made the slidershape more round you'd be able to blanket these nicely Made a better blanket.


00:36:429 - fix the volume on control point Idk how that happened.

Normal

Idk why but the beat snap divisor was set to 1/12 by default Not a problem lol.

00:01:111 (1,2) - maybe blanket these two as you blanketed 00:04:640 (1,2) - ? I really don't know what you mean but I noticed something to fix.

Hard

00:23:181 (2,3,4,5,6) - number two is misaligned, fix the pattern pls This is due to me wanting to have the second circle being in a blanket with the slider annd the third circle being on the beginning of the slider. Also not really a problem due to the bpm being so slow. It doesn't really destroy aesthetics when playing.

kinda nazi but why is 00:58:729 (1,2,3) - mapped in the same way as 00:59:979 (1,2,3) - ? the second pattern should be different cause the piano plays higher sounds in the first pattern and lower sounds in the second one, maybe use smaller spacing? (same for 01:12:063 (1,2,3,1,2,3) - ) I agree that it doesn't reflect the song 100% but I'm also very sure that it reflects the song well enough.

01:02:063 (3,4,5) - the curved slider goes in a weird way, it could flow better if you rotated it clockwise a little bit (same for 01:15:396 (1,2,3) - etc) 'Weird way?' what is this supposed to mean? Do you mean it's not flowing? If it's about flow I think it doesn't really make the map any worse if it's not rotated more. Also I don't want to do the clean up for something unnecessary in my eyes.
01:22:539 (1,1,1,1,1) - why did you NC every single note in the pattern here? makes no sense in terms of emphasis other than signalizing that the map is over, which is quite obvious anyway It's to indicate the bpm change (Deramok's mod)

good luck and gtfo mean!
bjlly
aaaaaaaaaaaaaaaaaaaaaaaaaaa
Topic Starter
gtfo
DON'T JUDGE
Dignan
hi here's a mod :)

Easy:
  1. 00:08:170 (1) - why isn't this slider symmetrical
  2. 00:10:817 (2,1) - It's an Easy, I don't think you should have multiple timings for a stack. Either stacked = 1/2 or stacked = 1/1
  3. 00:58:300 (1,2) - This follows the music but it's gonna be awkward to play for someone who can only play 1*. It's probably fine though.
  4. 01:14:550 (3) - blanket :d
Normal:
  1. 00:16:993 (3) - move it more to the left like https://i.imgur.com/MlMhyfN.png looks nicer
  2. 00:39:958 (1) - blanket
  3. 00:40:840 (2,3,1) - https://i.imgur.com/konRULz.pnglooks nicer, follows the curve of the first slider
  4. 00:55:383 (1,2,3,4,5,6) - nitpick but the higher pitch isn't really reflected in your object placement, i think you could accentuate it more
Hard:
  1. 00:25:828 (1) - just stack it like the rest of the map? why this wierd placement
really liked the Hard, nice map
Topic Starter
gtfo

Sylvarus wrote:

hi here's a mod :)

Easy:
  1. 00:08:170 (1) - why isn't this slider symmetrical Symmetrical to what? Sorry I don't get it. Mind telling me ingame?
  2. 00:10:817 (2,1) - It's an Easy, I don't think you should have multiple timings for a stack. Either stacked = 1/2 or stacked = 1/1 You're right. Fixed
  3. 00:58:300 (1,2) - This follows the music but it's gonna be awkward to play for someone who can only play 1*. It's probably fine though. Well I cant really put a circle here 00:57:883 - as there is no sound there and putting one here 00:57:675 - would be even more awkward for the player.
  4. 01:14:550 (3) - blanket :d Sigh, it's really not that important but I fixed it anyways.
Normal:
  1. 00:16:993 (3) - move it more to the left like https://i.imgur.com/MlMhyfN.png looks nicer I wanted 00:16:993 (3) - to be starting where 00:11:699 (1) - ended and then I went for symmetry between those 2 00:15:229 (1,3) - I think its fine
  2. 00:39:958 (1) - blanket Ok I don't see that for me it looks perfectly fine.
  3. 00:40:840 (2,3,1) - https://i.imgur.com/konRULz.pnglooks nicer, follows the curve of the first slider Don't really think thats necessary. Due to the low bpm it's rather easy to adjust. Fixed it anyways.
  4. 00:55:383 (1,2,3,4,5,6) - nitpick but the higher pitch isn't really reflected in your object placement, i think you could accentuate it more. Well I could make a different angle like here 01:09:966 (4,6) - but I dont really think it's important enough to make me replace all the other object afterwards.
Hard:
  1. 00:25:828 (1) - just stack it like the rest of the map? why this wierd placement It's like here 00:04:640 (1,2) - here 00:36:429 (1,2) - and here 00:39:958 (1,2) - object the other way around but I think it still fits nicely.
really liked the Hard, nice map
Thanks a lot for the mod!
Nowaie
General

Check aimod stuff regarding timing

01:17:883 - You might want to increase the hitsound volume here a bit since the piano sound is notably louder than the hitsounds suggest


Easy

AR 5 for an easy difficulty is extremely high. Newer players simply do not have the capability to properly play something like that properly. Would recommend 2 or 3

The triple stacked objects in the first half might be way too hard or confusing to read for newer players. You really have to think through the eyes of a rank 2 million player when you are mapping easy difficulties. Though not only it would make the playability better it would make the map a lot more interesting aswell if they had some kind of a movement instead of just staying in a single place

00:28:917 (3) - Personal preference mostly but it would fit better to the rhythm if this were removed so the really strong piano sound would be really highlighted. (Also the start of the vocal would be highlighted over the end of it)

In the kiais i find the rhythm kinda not following the song entirely. I might just not share the same idea of what easy difficulties should contain of but i feel like the notably stronger sounds should be the clickables which would mean stuff like this 00:57:050 - 01:02:050 - 01:10:383 - 01:15:383 - and maybe stuff like 00:53:716 -


Normal

The AR is maybe just a bit too high here, maybe 5 or 5,5?

00:01:111 (1,2) - These could be placed a bit better in a circular pattern. Right now it's kinda clipping the movement

This is still a normal the time distance equality should be generally implemented which basically means you use a single distance for all of the objects. So basically nothing like this 00:05:523 (2,3,4) - even though the distance changes are clear

00:11:699 (1) - Even though this is eye candy, it might be confusing to have in a normal difficulty. I would recommend a straightforward slider instead of that kind of a change in movement just to keep it simple (and appropriate for a normal)

00:17:888 (4,5,1) - 00:35:547 (3,4,5) - Too difficult. Usually you should use easy to understand movement when you use that kind of sliders which this is definitely not https://osu.ppy.sh/ss/9447936

00:21:417 (4,1) - I would've liked to see some kind of a change in the patterning since the sound under the head of 1 is much more different than the other ones in the pattern

00:52:466 (2,3,5,6) - Don't mix 1/1 stacks and 1/2 stacks, it's not a good thing on this level of difficulty

00:56:633 (4,5,6) - Some of these 1/2 sliders and 1/1 sliders are a bit weird looking since the curvature of the 4 is already going inward instead of supporting the curvature of 6

00:59:966 (4,1) - I know this isn't really that big of an issue but i'd still not stack stuff under slidertails in normal difficulties when the slider is clearly visible. This, of course, hurts the readability and playability


Hard

I'd just want to see a lot more from this difficulty since it's actually really limited right now considering that this is the top difficulty. I mean like the song could have much better representation of the rhythm as there are a lot of changes in the strength of the sounds. Right now you have like used spacing to recognize the stronger sounds half the time 00:28:475 (4) - but you use this 00:24:064 (4,6) - kind of "usual" spacing a ton for similarly special sounds. Like for example the whole kiai part has exactly two occurrences of mentioned spacing usage when nearly anything could have some kind of spacing suited that would fit the strength of the piano sound

01:24:609 (1) - The first red anchor should be moved downwards a (tiny) grid or two just a bit so the slider doesn't resemble anything close to a burai slider at all


That's all from me, good luck!
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