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Hai Nan - Ai La La

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ASPIRIN

hello there



Extra

Metadata and BG


You forgotten add source

And few words about bg - you should change it becouse... it is too sexy, it just can cause a unranked
Anyway, i'll save it, hehe

Mapping


00:19:476 (2,3,1) - here is a bit sharp angle


00:23:476 (2,3,1) - Here is broken flow

00:35:476 (2,3,1) - ^

01:20:726 (3,1) - here is gap between parts
00:32:726 (3) - ^
00:48:726 (3) - ^ (strange angle)
01:24:976 (1) - ^

01:57:226 (2,3,4,5) - make it more coherent
01:57:976 (1,2,3) - ^
Nice song, good luck!
Solitaire

Yusomi wrote:

Solitaire wrote:

here from ur m4m queue yeet yeet

Extra
00:08:476 (1,2,3) - In the way beginning of the map you expressed that circles of this spacing are half beat rhythms, but for some reason these three circles are 1/4th beat rhythms. Either make the spacing smaller or find another way to express this rhythm. no the sound is louder,
so larger spacing is more fitting to the music.

00:10:226 (6) - ^ (Kinda)
00:32:476 (1,2,3) - ^
(There are a couple more of these, but I won't point them out in case you don't want to change what you currently have)

00:12:976 (1,2,3,4,1,2,3) - This part is really well mapped, good job! thanks

00:16:226 (1) - Why start a new combo on a red tick? this slider breaks away from the previous pattern, it is a new pattern, so a new combo is appropriate imo

00:17:726 (3,4) - I think these two circles should be placed directly on top of the slider head or placed closer to the slider head. Clears up any confusion if the rhythm is 1/4th beat or 1/2 beat. why would i want to clear up confusion? reading challenges are fun, and it's justified in the music
00:21:726 (3,4) - ^
00:23:851 (3) - ^ (I'll stop pointing them out after this one)

00:52:476 (1,2,3,4,1) - I think these circles would work better either in a stream or placed closer together. well yeah.. they would be easier that way, but then they would make no sense within this map considering these loud sounds get larger spacing

01:41:476 (1) - This object is placed the same space away from the previous object than the next object, but is 1 beat away from the previous object (rather than half a beat) pause in vocals here, slower player movement to reflect that

01:57:476 (3,4) - Maybe reverse the order of these objects nope
01:57:976 (1,2,3) - ^

02:50:851 (1,1) - Delete the last circle and make the repeating slider 1/4 beat longer nope

Overall, needs some work on spacing. Interesting rhythm and slider shapes!
thanks for mod
Reading challenges are interesting, but it becomes a problem if it interferes with rhythm. If you want to see an example of hard reading done really well, Monstrata's Kuroko diff of Can Do is good.
ima shut up about this now
and also for future mods, can you give a reason for denying them? i have no reason why you denied the last two suggestions :?
intiaz
Hello! Here I am with the mod, thanks for using our queue! :D
So, I'm definitely not the best at mods, and I really can't bring value to the WHOLE mapset, so i'll be modding the "Normal" difficulty since I have experience in that area :D
Since you requested M4M, I ask that you mod Revi's mapset! :D
https://osu.ppy.sh/s/548459

00:01:976 - Maybe curve this slider a little less? q-q
00:22:976 (1,2,3,4) - Maybe try the first two curved, and the next two straight so the patterns aren't repetitive.
00:36:476 (4) - try this:

00:40:976 - Maybe swirl this slider like you did at 00:33:976 :D
01:06:976 - Maybe make this slider straight :D
01:11:976 - This overlays with 01:09:976 which in all doesn't really look pretty. Maybe try to fix?
01:20:976 - There should probably be a Kiai Time here.
02:32:976 (1) - Maybe do a curve instead?
02:33:976 (3) - ^^

I think it's a good mapset, however the BG may be unrankable. Please look into this, and GL with your mapset! :)
Topic Starter
Yusomi
ASPIRIN

ASPIRIN wrote:

hello there



Metadata and BG


You forgotten add source there is no source

And few words about bg - you should change it becouse... it is too sexy, it just can cause a unranked bg is ok

Mapping


00:19:476 (2,3,1) - here is a bit sharp angle yeah


00:23:476 (2,3,1) - Here is broken flow intentional

00:35:476 (2,3,1) - ^ intentional

01:20:726 (3,1) - here is gap between parts
00:32:726 (3) - ^
00:48:726 (3) - ^ (strange angle)
01:24:976 (1) - ^

01:57:226 (2,3,4,5) - make it more coherent prefer make it fun. does it fit music? yes. is it consistent with the map? yes.
01:57:976 (1,2,3) - ^
Nice song, good luck!

Nyantiaz

Nyantiaz wrote:

Hello! Here I am with the mod, thanks for using our queue! :D
So, I'm definitely not the best at mods, and I really can't bring value to the WHOLE mapset, so i'll be modding the "Normal" difficulty since I have experience in that area :D
Since you requested M4M, I ask that you mod Revi's mapset! :D ok !
https://osu.ppy.sh/s/548459

00:01:976 - Maybe curve this slider a little less? q-q but it's blanket
00:22:976 (1,2,3,4) - Maybe try the first two curved, and the next two straight so the patterns aren't repetitive. but i like keeping it consistent
00:36:476 (4) - try this:fixed

00:40:976 - Maybe swirl this slider like you did at 00:33:976 :D but i like different shape here
01:06:976 - Maybe make this slider straight :D it's ok how it is
01:11:976 - This overlays with 01:09:976 which in all doesn't really look pretty. Maybe try to fix?only noticeable in editor
01:20:976 - There should probably be a Kiai Time here. nope
02:32:976 (1) - Maybe do a curve instead? i like this shape
02:33:976 (3) - ^^

I think it's a good mapset, however the BG may be unrankable. Please look into this, and GL with your mapset! :) thanks, but bg is fine, it's just cute not sexual. there are much more suggestive bgs already ranked

thanks for mods

Solitaire wrote:

Reading challenges are interesting, but it becomes a problem if it interferes with rhythm. If you want to see an example of hard reading done really well, Monstrata's Kuroko diff of Can Do is good.
ima shut up about this now
and also for future mods, can you give a reason for denying them? i have no reason why you denied the last two suggestions :?
read my responses to other mods. also you didn't provide a reason for your suggestions :roll:
Seni
To be fair, you have to have a very high IQ to understand technical mapping. The SV changes are extremely subtle, and without a solid grasp of music theory most of the quality will go over a typical player's head. There's also Monstrata's triangular outlook, which is deftly woven into his mapping - his personal philosophy draws heavily from Pishifat literature, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the Depths of these patterns, to realize that they're not just high quality- they say something deep about MAPPING. As a consequence people who dislike technical maps truly ARE idiots- of course they wouldn't appreciate, for instance, the quality in Sotarks' existencial catchphrase "this needs more overdone jumps," which itself is a Cryptic reference to Monstrata's map quaver. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Natsu's genius unfolds itself on their computer screens. What fools... how I pity them. 😂 And yes by the way, I DO have a Monstrata slider butterfly tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 PP points of my own (preferably lower) beforehand.
blobdash
M4M from my queue.

[Extra]
I'll be pretty clear :

NO.
00:02:976 (1,2,3) - you introduce a clear spacing indication for 1/2 here (and through the whole map) but do 1/4 like this : 00:08:476 (1,2,3) - .
Come on.
00:17:726 (3,4,5) - this pattern is also bad, it overlaps with no real structure or blankets or anything.

00:19:976 (1) - 1.5x is too much, even in kiai you don't go over 1.3 lol
00:35:476 (2,3,1) - spacing...

and it's the same for the whole diff. Spacing is a real mess, doesn't correlate between rythms. And don't tell me it's to emphasize, because the song is calm everywhere and there's nothing to really emphasize.

[Insane]
00:19:976 (1) - like in extra, too fast (same for the rest of the map)
00:36:726 (2,1) - spacing is too high, there's nothing to emphasize
01:40:976 (1) - why 1/1 and not 1/2 like the rest of the map
02:03:476 (2) - wtf is that noise

there are a lot of inconsistencies on your map : sv changes are mostly too high, spacing is sometime too high for nothing.

Extra needs a lot of rework. You can make an extra (or at least this tier of difficulty) very easily without overmapping and without cancerous 1/4

note : i've done this mod 3 days ago so not sure if everything's still bad
Topic Starter
Yusomi

FruityEnLoops wrote:

M4M from my queue.

[Extra]
I'll be pretty clear :

NO.
00:02:976 (1,2,3) - you introduce a clear spacing indication for 1/2 here (and through the whole map) but do 1/4 like this : 00:08:476 (1,2,3) - . changes in song can affect changes in spacing. those 3 loud claps get 3 spaced objects, really simple to understand right?
Come on.
00:17:726 (3,4,5) - this pattern is also bad, it overlaps with no real structure or blankets or anything. so?

00:19:976 (1) - 1.5x is too much, even in kiai you don't go over 1.3 lol you realise sv affects those spacing number right?
00:35:476 (2,3,1) - spacing...

and it's the same for the whole diff. Spacing is a real mess, doesn't correlate between rythms. And don't tell me it's to emphasize, because the song is calm everywhere and there's nothing to really emphasize. use ears

[Insane]
00:19:976 (1) - like in extra, too fast (same for the rest of the map)
00:36:726 (2,1) - spacing is too high, there's nothing to emphasize
01:40:976 (1) - why 1/1 and not 1/2 like the rest of the mapit's not 1/1. it's 3/4, like every other instance of this sound 02:28:476 (5,1) - ,
02:36:476 (5,1) - , 00:16:476 (6,1) -

02:03:476 (2) - wtf is that noise

there are a lot of inconsistencies on your map : sv changes are mostly too high, spacing is sometime too high for nothing.

Extra needs a lot of rework. You can make an extra (or at least this tier of difficulty) very easily without overmapping and without cancerous 1/4 nothing is overmapped. i've already explained the spacing between the broken triple things

note : i've done this mod 3 days ago so not sure if everything's still bad
Senery
Hi! m4m

[Normal]
  1. 00:15:476 (2) - you should have this as a circle, its the same phrase as 00:13:976 (3,4) - and it fits better with that part
  2. 02:47:476 (2) - this one is a little less noticable but for consistency if you agree with the above then you should change this one aswell
[Hard]
  1. 00:19:976 (1) - you should make this another shape aswell like 00:27:976 (1) -
  2. 00:23:976 (1) - ^
  3. 01:41:976 (2,3,4,5) - make these the same, the circle is a bit off
  4. 01:44:476 (8) - make this a slider? for the vocal on the red tick
[Insane]
  1. 00:53:476 (2,3,1,2,3,4,1,2) - you should make this section the same as the previous one, where the notes on each end phrase is stacked. Lyrics wise they are different but the structure of it is not
  2. 01:07:976 (1) - make this flow a bit better, it pretty awkward to move to that slider from (2)
  3. 01:11:976 (1) - ^
[Extra]
  1. 00:06:976 (1) - why is only this one emphasized? 00:05:976 (3,4,6) - these objects are the same but with less spacing, if one should be emphasized it should be (5) because of the weird splatter(?) sound
  2. 00:17:726 (3,4,5) - okay so for this, i really like the idea but its really awkward to move towards the slider itself, so i would suggest you move it a bit, doesnt need to be much, towards the slider so there is atleast some movement to it, right now the player is locked in place on that position and its just pretty awkward to move to. So it just breaks the flow
  3. 00:47:976 (6) - you should make this a slider so its consistent with the rest
  4. 01:35:976 (6) - ^
  5. 01:58:476 (4,5,6) - any reason for this to be different? i dont really see a lot of difference in this one and the others, even if there is a slight difference i missed it should be the same so there is no confusion between these objects
  6. 02:00:101 (6,7) - ^
  7. 02:02:226 (6) - maybe move this a bit further so (4) and (5) dont look like 1/2 jumps
  8. 02:41:726 (3,4) - any reason why these are different in this section then the rest?
  9. 02:50:851 (1) - you should make this a normal kickslider instead of a reverse it isnt really good to put a 1/12 gab between 2 object especially not on a 4* map
Good luck!

My map
Topic Starter
Yusomi

Senery wrote:

Hi! m4m hi !

[Normal]
  1. 00:15:476 (2) - you should have this as a circle, its the same phrase as 00:13:976 (3,4) - and it fits better with that part 00:10:976 (1,2,3,4) - it's to match this tho
  2. 02:47:476 (2) - this one is a little less noticable but for consistency if you agree with the above then you should change this one aswell 02:42:976 (1,2,3,4) - here's the same pattern again, i'm consistent with what i chose to follow c:
[Hard]
  1. 00:19:976 (1) - you should make this another shape aswell like 00:27:976 (1) - ah ok
  2. 00:23:976 (1) - ^ ok
  3. 01:41:976 (2,3,4,5) - make these the same, the circle is a bit off fixed ! i dont know how you even saw that
  4. 01:44:476 (8) - make this a slider? for the vocal on the red tickfixed
[Insane]
  1. 00:53:476 (2,3,1,2,3,4,1,2) - you should make this section the same as the previous one, where the notes on each end phrase is stacked. Lyrics wise they are different but the structure of it is not i really don't think that pattern works with the different lyrics, also it's not very exciting to play if it's that repetitive :c
  2. 01:07:976 (1) - make this flow a bit better, it pretty awkward to move to that slider from (2) fixed !
  3. 01:11:976 (1) - ^ flow is good here
[Extra]
  1. 00:06:976 (1) - why is only this one emphasized? 00:05:976 (3,4,6) - these objects are the same but with less spacing, if one should be emphasized it should be (5) because of the weird splatter(?) sound haha fixed !
  2. 00:17:726 (3,4,5) - okay so for this, i really like the idea but its really awkward to move towards the slider itself, so i would suggest you move it a bit, doesnt need to be much, towards the slider so there is atleast some movement to it, right now the player is locked in place on that position and its just pretty awkward to move to. So it just breaks the flow im glad, that's what exactly the feeling i want. slight movement doesn't give the feeling i wanted. flow breaking is good it maps the drums well here, and is fun to play for me. i want people to see what i enjoy playing.
  3. 00:47:976 (6) - you should make this a slider so its consistent with the rest but the musics different here
  4. 01:35:976 (6) - ^ this is consistent with previous pattern u mentioned since it's similar in music
  5. 01:58:476 (4,5,6) - any reason for this to be different? i dont really see a lot of difference in this one and the others, even if there is a slight difference i missed it should be the same so there is no confusion between these objects it's just a new pattern
  6. 02:00:101 (6,7) - ^
  7. 02:02:226 (6) - maybe move this a bit further so (4) and (5) dont look like 1/2 jumps ah you're right, fixed !
  8. 02:41:726 (3,4) - any reason why these are different in this section then the rest? new sounds in this ending section, so spacing increase to reflect them. also now the pause or "player locked in place" you are talking about would not make sense, since there's constant rhythm, so slight movement is justified. It should also be like this in the start section but i wanted to introduce these awkward movements more slowly
  9. 02:50:851 (1) - you should make this a normal kickslider instead of a reverse it isnt really good to put a 1/12 gab between 2 object especially not on a 4* map it's extra diff so the mapping decides the star rating, not the other way around. the sounds in the music are genuinely 1/12 here, and it's only 2.13x spacing to that note
Good luck! thanks so much for mod !

My map see you soon w
Otosaka-Yu
M4M Form my q
sry too late, and bad English
star for Chinese songs!
my map: https://osu.ppy.sh/s/671166

Normal

  1. 00:01:976 (3,4) - blanket
  2. 00:01:976 (3,4,1) - maybe the flow is not easy, since the flow direction is not down, but oblique
  3. 00:04:976 (1,2,3) - i think the triangle flow is not desirable because it is not easy for new players
  4. 00:08:476 (4) - normal to avoid three 1/4
  5. 00:09:976 (3,4) - maybe move to x:70 y:147 is a good flow
  6. 00:11:476 (2,3) - too close. even if there is no overlap, but it doesn't look beautiful
  7. 00:15:476 (2) - down bend is a good flow, and let the slider look more beautiful
  8. 00:24:976 (1,2,3) - not a good flow, flow is too complicated
  9. 00:28:976 (1,2,3) - ^
  10. 00:32:476 (5) - normal to avoid three 1/4
  11. 00:35:726 (2) - maybe move to x:492 y:118 is a good flow, and looks not ugly
  12. 00:35:976 (3,4) - the vertical slider will make the flow get better results, and increase the appearance. like this: https://puu.sh/xPGOF/6e979d7fe9.jpg
  13. 00:36:976 (1,2) - flow is too difficult, because (1) is down, and circle in the top of the slider, I suggest (1) ctrl + h + j + g, then move to x: 408 y: 355
  14. 00:40:976 (1,2,3) - not a good flow, flow is too complicated
  15. 00:44:976 (1,2,3) - ^
  16. 00:48:476 (6) - normal to avoid three 1/4
  17. 00:49:226 - 00:50:226 - 00:51:226 - 00:53:226 - 00:54:226 - 00:55:226 - where the rhythm is too simple, I think normal should not ignore these rhythms, normal not like easy, rhythm need to be rich, especially the kiai segment
  18. 00:56:476 (9) - normal to avoid three 1/4
  19. 01:09:976 (3,3) - overlap is too ugly :o
  20. 01:16:976 (1,2,3) - not a good flow, flow is too complicated
  21. 01:20:476 (5) - normal to avoid three 1/4
  22. 01:24:976 (1,2,3,4,1,2) - these items make the players know what to do, flow is too complicated
  23. 01:28:976 (1,2,3) - too ugly, and flow for the new players too difficult, and with the reverse overlap will be make reverse see is not clear, is unrankable
  24. 01:36:476 (4) - normal to avoid three 1/4
  25. 01:46:726 (4,1) - blanket
  26. 01:45:976 (3,3) - overlap
  27. 01:52:476 (4) - normal to avoid three 1/4
  28. 01:53:976 (3,4) - maybe copy looks better
  29. 01:57:976 (3,6) - too close
  30. 02:08:976 (1,2,3) - not a good flow, flow is too complicated
  31. 02:12:476 (5,1) - overlap
  32. 02:12:976 (1,2,3) - not a good flow, flow is too complicated
  33. 02:25:726 - 02:26:726 - 02:27:726 - 02:29:226 - 02:30:226 - 02:31:226 - as i have just said, kiai needs more rhythm, like 02:32:976 (1) - to 02:40:976 -
  34. 02:41:476 (2,3,4,1) - not a good flow, flow is too complicated, and flow for the new players too difficult
  35. 02:45:476 (2,3,4,1) - ^

Hard

  1. 00:00:976 (1,2,3) - maybe blanket? XD
  2. 00:02:976 (1,2) - blanket
  3. 00:10:476 (4,1) - the distance here should be bigger, here is a new paragraph, 00:09:476 (2,3) - here is not, but the distance is too large
  4. 00:14:476 (6,1) - ^
  5. 00:23:226 (7,8) - blanket
  6. 00:26:476 (4) - suddenly 3/4 is too weird
  7. 00:29:476 (2,3) - where the tone is higher than 00: 30: 226 (4,5) - , so here 00: 30: 226 (4,5) - should be small spacing
  8. 00:33:476 (2,3) - blanket
  9. 00:42:476 (4) - suddenly 3/4 is too weird
  10. 00:48:476 (3,4,5,1) - blanket
  11. maybe the kiai part needs two sliders in the same direction, like 00:48:976 (1,2) - 00:49:976 (3,4) - 00:50:976 (5,6) - looks more beautiful
  12. 00:50:976 (5) - nc, since 00:54:976 (1) - is nc
  13. 00:51:476 (6,7) - blanket
  14. 00:52:476 (9) - here you can hear "Ai Wo" two voices, so you don't need 3/4
  15. 00:56:976 (1) - here is cymbal, because the sound is louder, so you can stack to 00:55:976 (4) -
  16. 01:05:476 (2,3) - blanket
  17. 01:08:976 (1,2,3) - blanket
  18. 01:10:476 (4,5,1,2) - overlap is too ugly
  19. 01:15:476 (2,1) - ^
  20. 01:21:976 (3,4,1,2) - ^
  21. 01:43:476 (5,8) - ^
  22. 01:52:476 (5,6,7,1) - maybe big spacing is needed
  23. 01:59:226 (2,3) - blanket
  24. 02:10:476 (4) - suddenly 3/4 is too weird
  25. 02:14:976 (1) - ctrl+h+j+h and move to x:396 y:352
  26. 02:26:976 (5) - nc, since 02:30:976 (1) - is nc
  27. 02:24:976 - as I have just said, kiai part needs two sliders in the same direction and looks more beautiful
  28. 02:34:976 (1,2) - blanket
  29. 02:38:476 (5,1) - ^

Insane

  1. 00:02:976 (1,2) - down flow is not easy
  2. 00:12:976 (1,2,1,2,1,2) - maybe you can use six 1/4 slider? lol idk
  3. 00:27:226 (2,1) - block the slider is unrankable
  4. 00:41:476 (2,3) - too close
  5. 00:40:976 (1,4) - blanket
  6. 00:42:476 (4,3) - ^
  7. 00:52:476 (5) - here you can hear "Ai Wo" two voices, so you don't need 3/4
  8. 01:23:976 (1,2) - blanket
  9. 01:49:476 (2,3) - too close
  10. 01:22:976 (1,2) - maybe copy looks better
  11. 02:11:976 (1,1) - blanket
  12. 02:27:976 (3,4) - suddenly too close

Extra

I saw hw's Nanatsu Issenzakura
  1. 00:07:976 (6) - maybe follow the vocal
  2. 00:11:976 (5) - "come on" voices can use 1/4
  3. 00:18:976 (1,3) - stack
  4. 00:22:726 (7,1) - too close
  5. 00:52:476 (1,2,3,4) - normal-hitfinish?? too noisy
  6. 00:56:476 (1,2,3) - ^
  7. 01:29:976 (4,5) - overlap is too ugly
  8. 01:33:976 (5,6) - too close
  9. 01:12:976 (1,2) - ^
  10. 01:58:476 (4,5,6) - looks like two 1/4 + 1/1note
  11. 01:59:976 (5,6,7) - ^
  12. 02:00:726 (3,4,1) - too large
  13. 02:08:976 (1,2) - too close
  14. 02:28:476 (1,2,3,4) - too noisy
  15. 02:32:476 (1,2,3) - ^
  16. 02:36:476 (1,2,3,4) - ^
  17. 02:48:976 - here you can use spinner like your other diff
good luck~!
i luv this song
Solitaire

Yusomi wrote:

FruityEnLoops wrote:

M4M from my queue.

[Extra]
I'll be pretty clear :

NO.
00:02:976 (1,2,3) - you introduce a clear spacing indication for 1/2 here (and through the whole map) but do 1/4 like this : 00:08:476 (1,2,3) - . changes in song can affect changes in spacing. those 3 loud claps get 3 spaced objects, really simple to understand right?
yes, changes in the music can be reflected by using larger spacing. but by using the same spacing but with half the time in between, players can easily get the rhythm confused. don't blame it on "lol hard reading is fun" because there is a big difference between fun and unplayable.

like in here:
00:22:726 (7,1) - why do you use 1/2 beat rhythm in this yet u use 1/4 beat rhythm in 00:23:851 (3,1) -
again, don't blame it on hard reading. If you don't consistently use hard reading (or there is no musical queue to do so) you have no reason to use it.
there is a pretty easy compromise. if you use easy to understand rhythm on the first few times that rhythm occurs, players will get used to it and be able to read that rhythm with harder spacing. sort of like what kazumikos uses in https://osu.ppy.sh/s/118661

i don't get why you are resisting a change that multiple users think will benefit your map.
Topic Starter
Yusomi

Suzuki_1112 wrote:

M4M Form my q
sry too late, and bad English it's ok !
star for Chinese songs! omg thank you :D
my map: https://osu.ppy.sh/s/671166

Normal

  1. 00:01:976 (3,4) - blanket ok
  2. 00:01:976 (3,4,1) - maybe the flow is not easy, since the flow direction is not down, but oblique changed this part a little
  3. 00:04:976 (1,2,3) - i think the triangle flow is not desirable because it is not easy for new players oh really? ok i didn't know. fixed
  4. 00:08:476 (4) - normal to avoid three 1/4 oh i thought this is ok since ranked liangv587's normal diff uses this
  5. 00:09:976 (3,4) - maybe move to x:70 y:147 is a good flow ok !
  6. 00:11:476 (2,3) - too close. even if there is no overlap, but it doesn't look beautiful made it beautiful
  7. 00:15:476 (2) - down bend is a good flow, and let the slider look more beautiful oh you're right, fixed !
  8. 00:24:976 (1,2,3) - not a good flow, flow is too complicatedok fixed
  9. 00:28:976 (1,2,3) - ^ fixed
  10. 00:32:476 (5) - normal to avoid three 1/4 i think its ok
  11. 00:35:726 (2) - maybe move to x:492 y:118 is a good flow, and looks not ugly fixed
  12. 00:35:976 (3,4) - the vertical slider will make the flow get better results, and increase the appearance. like this: https://puu.sh/xPGOF/6e979d7fe9.jpg yeah that looks a lot better, fixed
  13. 00:36:976 (1,2) - flow is too difficult, because (1) is down, and circle in the top of the slider, I suggest (1) ctrl + h + j + g, then move to x: 408 y: 355 done
  14. 00:40:976 (1,2,3) - not a good flow, flow is too complicated fixed
  15. 00:44:976 (1,2,3) - ^ fixed
  16. 00:48:476 (6) - normal to avoid three 1/4
  17. 00:49:226 - 00:50:226 - 00:51:226 - 00:53:226 - 00:54:226 - 00:55:226 - where the rhythm is too simple, I think normal should not ignore these rhythms, normal not like easy, rhythm need to be rich, especially the kiai segment oh i used liangs map for reference here. but i agree with you, rich rhythm is more fun. fixed
  18. 00:56:476 (9) - normal to avoid three 1/4
  19. 01:09:976 (3,3) - overlap is too ugly :o its not seen in gameplay i think, but fixed anyway
  20. 01:16:976 (1,2,3) - not a good flow, flow is too complicated actually this is ok flow
  21. 01:20:476 (5) - normal to avoid three 1/4
  22. 01:24:976 (1,2,3,4,1,2) - these items make the players know what to do, flow is too complicated fixed
  23. 01:28:976 (1,2,3) - too ugly, and flow for the new players too difficult, and with the reverse overlap will be make reverse see is not clear, is unrankable D: fixed !
  24. 01:36:476 (4) - normal to avoid three 1/4
  25. 01:46:726 (4,1) - blanketfixed
  26. 01:45:976 (3,3) - overlap cleaned this up
  27. 01:52:476 (4) - normal to avoid three 1/4
  28. 01:53:976 (3,4) - maybe copy looks better oops, fixed
  29. 01:57:976 (3,6) - too close impossible to fix without breaking ds or breaking the geometry :c it's not overlap so i think it's ok
  30. 02:08:976 (1,2,3) - not a good flow, flow is too complicated fixed
  31. 02:12:476 (5,1) - overlap fixed
  32. 02:12:976 (1,2,3) - not a good flow, flow is too complicated fixed
  33. 02:25:726 - 02:26:726 - 02:27:726 - 02:29:226 - 02:30:226 - 02:31:226 - as i have just said, kiai needs more rhythm, like 02:32:976 (1) - to 02:40:976 - fixed
  34. 02:41:476 (2,3,4,1) - not a good flow, flow is too complicated, and flow for the new players too difficult fixed
  35. 02:45:476 (2,3,4,1) - ^ fixed

Hard

  1. 00:00:976 (1,2,3) - maybe blanket? XD aw i liked that without blanket, but if you you think it's better, i'll agree. c:
  2. 00:02:976 (1,2) - blanket fixed
  3. 00:10:476 (4,1) - the distance here should be bigger, here is a new paragraph, 00:09:476 (2,3) - here is not, but the distance is too large fixed
  4. 00:14:476 (6,1) - ^ fixed
  5. 00:23:226 (7,8) - blanket it is?
  6. 00:26:476 (4) - suddenly 3/4 is too weird aw but it's highest pitch vocals in whole verse, and held vocals too. i think it's suitable
  7. 00:29:476 (2,3) - where the tone is higher than 00: 30: 226 (4,5) - , so here 00: 30: 226 (4,5) - should be small spacing you're right,
    fixed.. i think
  8. 00:33:476 (2,3) - blanket fixed, although im not sure i like it more
  9. 00:42:476 (4) - suddenly 3/4 is too weird
  10. 00:48:476 (3,4,5,1) - blanket prefer to keep this slider far from the previous notes, since it's introduction to kiai
  11. maybe the kiai part needs two sliders in the same direction, like 00:48:976 (1,2) - 00:49:976 (3,4) - 00:50:976 (5,6) - looks more beautiful i like current pattern :c maybe i dont understand
  12. 00:50:976 (5) - nc, since 00:54:976 (1) - is nc you're right, fixed !
  13. 00:51:476 (6,7) - blanket it looks like blanket to me?
  14. 00:52:476 (9) - here you can hear "Ai Wo" two voices, so you don't need 3/4 following those new sounds, feels even more awkward if i ignore them
  15. 00:56:976 (1) - here is cymbal, because the sound is louder, so you can stack to 00:55:976 (4) - oh, good idea !
  16. 01:05:476 (2,3) - blanket fixed
  17. 01:08:976 (1,2,3) - blanket fixed
  18. 01:10:476 (4,5,1,2) - overlap is too ugly oh you think so? i liked it, but it's not important, so fixed !
  19. 01:15:476 (2,1) - ^ fixed
  20. 01:21:976 (3,4,1,2) - ^ this overlap is nice and even, i think it's ok
  21. 01:43:476 (5,8) - ^ fixed
  22. 01:52:476 (5,6,7,1) - maybe big spacing is needed you're right, fixed !
  23. 01:59:226 (2,3) - blanket fixed
  24. 02:10:476 (4) - suddenly 3/4 is too weird
  25. 02:14:976 (1) - ctrl+h+j+h and move to x:396 y:352 oh good idea !
  26. 02:26:976 (5) - nc, since 02:30:976 (1) - is nc yep, my mistake. fixed
  27. 02:24:976 - as I have just said, kiai part needs two sliders in the same direction and looks more beautiful i like the pattern i made in kiai
  28. 02:34:976 (1,2) - blanket fixed
  29. 02:38:476 (5,1) - ^ fixed

Insane

  1. 00:02:976 (1,2) - down flow is not easy but it's just generic 120 degree pattern?
  2. 00:12:976 (1,2,1,2,1,2) - maybe you can use six 1/4 slider? lol idk i like this idea, but i think too hard for 3.6* :c
  3. 00:27:226 (2,1) - block the slider is unrankable oops fixed
  4. 00:41:476 (2,3) - too close moved as much as i could
  5. 00:40:976 (1,4) - blanket i think blanket here would be too disruptive to the pattern
  6. 00:42:476 (4,3) - ^ fixed
  7. 00:52:476 (5) - here you can hear "Ai Wo" two voices, so you don't need 3/4 following those new sounds, adds some nice variety to the kiai i think c:
  8. 01:23:976 (1,2) - blanket fixed
  9. 01:49:476 (2,3) - too close fixed
  10. 01:22:976 (1,2) - maybe copy looks better yeah you're right
  11. 02:11:976 (1,1) - blanket fixed
  12. 02:27:976 (3,4) - suddenly too close yeah i want it to half spacing of full size jump, since in previous patterns these notes are stacked.
    so just slight spacing here to show different vocals but not too different emphasis

Extra

I saw hw's Nanatsu Issenzakura big fan owo;;
  1. 00:07:976 (6) - maybe follow the vocal fixed !
  2. 00:11:976 (5) - "come on" voices can use 1/4 it's good idea ! but i think i prefer to follow long held sound here
  3. 00:18:976 (1,3) - stack i always wanted to stack this but i worried it was too hard to see the note. but if you think it's good idea then i'm happy to stack it :D
  4. 00:22:726 (7,1) - too close fixed !
  5. 00:52:476 (1,2,3,4) - normal-hitfinish?? too noisy i like it a lot w, if bn disagree i'll change to soft
  6. 00:56:476 (1,2,3) - ^
  7. 01:29:976 (4,5) - overlap is too ugly oh ok :c fixed
  8. 01:33:976 (5,6) - too close fixed
  9. 01:12:976 (1,2) - ^ fixed
  10. 01:58:476 (4,5,6) - looks like two 1/4 + 1/1note fixed by moving increasing surrounding 1/1 spacings
  11. 01:59:976 (5,6,7) - ^
  12. 02:00:726 (3,4,1) - too large i think it's justified, spacing isn't much different from some other 1/4 jumps, but this is the most intense part of the song, so i wanted this to be the biggest
  13. 02:08:976 (1,2) - too close fixed
  14. 02:28:476 (1,2,3,4) - too noisy uwu, i really do like this. but if unrankable or if bns disagree i'll make soft
  15. 02:32:476 (1,2,3) - ^
  16. 02:36:476 (1,2,3,4) - ^
  17. 02:48:976 - here you can use spinner like your other diff i used to have spinner but it made the 1/12 slider at the end too awkward
good luck~! thanks !
i luv this song <3
thank you so much, this mod was really helpful!
Senery

Solitaire wrote:

Yusomi wrote:

M4M from my queue.

[Extra]
I'll be pretty clear :

NO.
00:02:976 (1,2,3) - you introduce a clear spacing indication for 1/2 here (and through the whole map) but do 1/4 like this : 00:08:476 (1,2,3) - . changes in song can affect changes in spacing. those 3 loud claps get 3 spaced objects, really simple to understand right?
yes, changes in the music can be reflected by using larger spacing. but by using the same spacing but with half the time in between, players can easily get the rhythm confused. don't blame it on "lol hard reading is fun" because there is a big difference between fun and unplayable. I do agree with you that the spacing is almost the same for both but changes in music doesnt need to be only reflected by larger spacing, clearly different patterning is also an option which in this case is done, because this pattern is clearly something different from the rest

like in here:
00:22:726 (7,1) - why do you use 1/2 beat rhythm in this yet u use 1/4 beat rhythm in 00:23:851 (3,1) - because there is a sound there?
again, don't blame it on hard reading. If you don't consistently use hard reading (or there is no musical queue to do so) you have no reason to use it. tbh you dont really need musical queue's to make hard reading patterns, there is also clear spacing differences between 1/2 and 1/4 objects and it has been used throughout the map
there is a pretty easy compromise. if you use easy to understand rhythm on the first few times that rhythm occurs, players will get used to it and be able to read that rhythm with harder spacing. sort of like what kazumikos uses in https://osu.ppy.sh/s/118661

i don't get why you are resisting a change that multiple users think will benefit your map. because people dont like things that are different,
i really like how Yusomi did this because its actually something different from the usual map. The map plays well even though there are awkward object placements but Yusomi has clear intentions as to why its like that(look at the respond Yusomi gave me on my mod when i mentioned it)
Just my opinion on this dont hurt me, also here is a star :D
Topic Starter
Yusomi

Senery wrote:

Solitaire wrote:

yes, changes in the music can be reflected by using larger spacing. but by using the same spacing but with half the time in between, players can easily get the rhythm confused. don't blame it on "lol hard reading is fun" because there is a big difference between fun and unplayable. I do agree with you that the spacing is almost the same for both but changes in music doesnt need to be only reflected by larger spacing, clearly different patterning is also an option which in this case is done, because this pattern is clearly something different from the rest

like in here:
00:22:726 (7,1) - why do you use 1/2 beat rhythm in this yet u use 1/4 beat rhythm in 00:23:851 (3,1) - because there is a sound there?
again, don't blame it on hard reading. If you don't consistently use hard reading (or there is no musical queue to do so) you have no reason to use it. tbh you dont really need musical queue's to make hard reading patterns, there is also clear spacing differences between 1/2 and 1/4 objects and it has been used throughout the map
there is a pretty easy compromise. if you use easy to understand rhythm on the first few times that rhythm occurs, players will get used to it and be able to read that rhythm with harder spacing. sort of like what kazumikos uses in https://osu.ppy.sh/s/118661

i don't get why you are resisting a change that multiple users think will benefit your map. because people dont like things that are different,
i really like how Yusomi did this because its actually something different from the usual map. The map plays well even though there are awkward object placements but Yusomi has clear intentions as to why its like that(look at the respond Yusomi gave me on my mod when i mentioned it)
Just my opinion on this dont hurt me, also here is a star :D
Thank you so much Senery <3
Solitaire

Senery wrote:

Solitaire wrote:

yes, changes in the music can be reflected by using larger spacing. but by using the same spacing but with half the time in between, players can easily get the rhythm confused. don't blame it on "lol hard reading is fun" because there is a big difference between fun and unplayable. I do agree with you that the spacing is almost the same for both but changes in music doesnt need to be only reflected by larger spacing, clearly different patterning is also an option which in this case is done, because this pattern is clearly something different from the rest
Yes, but players can't assume that if there is a change in patterning there must be a change in spacing. The problem isn't with emphasis, it's rhythm recognition and playability.

like in here:
00:22:726 (7,1) - why do you use 1/2 beat rhythm in this yet u use 1/4 beat rhythm in 00:23:851 (3,1) - because there is a sound there?
again, don't blame it on hard reading. If you don't consistently use hard reading (or there is no musical queue to do so) you have no reason to use it. tbh you dont really need musical queue's to make hard reading patterns, there is also clear spacing differences between 1/2 and 1/4 objects and it has been used throughout the map
Like I said, you don't have to have a musical queue if you use hard spacing consistently throughout the map. Much more hard reading is required than what Yusomi does if they want to make this an option.
there is a pretty easy compromise. if you use easy to understand rhythm on the first few times that rhythm occurs, players will get used to it and be able to read that rhythm with harder spacing. sort of like what kazumikos uses in https://osu.ppy.sh/s/118661

i don't get why you are resisting a change that multiple users think will benefit your map. because people dont like things that are different,
i really like how Yusomi did this because its actually something different from the usual map. The map plays well even though there are awkward object placements but Yusomi has clear intentions as to why its like that(look at the respond Yusomi gave me on my mod when i mentioned it)

I agree that he has bold intentions (maybe a bit too much for a beginner mapper like you and I) but he can't let that get in the way of playability. Remember, fun does not equal good.
Just my opinion on this dont hurt me, also here is a star :D
thanks for being friendly with the response (unlike me lol)
Senery

Senery wrote:

Solitaire wrote:

yes, changes in the music can be reflected by using larger spacing. but by using the same spacing but with half the time in between, players can easily get the rhythm confused. don't blame it on "lol hard reading is fun" because there is a big difference between fun and unplayable. I do agree with you that the spacing is almost the same for both but changes in music doesnt need to be only reflected by larger spacing, clearly different patterning is also an option which in this case is done, because this pattern is clearly something different from the rest
Yes, but players can't assume that if there is a change in patterning there must be a change in spacing. The problem isn't with emphasis, it's rhythm recognition and playability.
but that is the thing you dont need to change spacing if you use a clearly recognizable pattern that is clearly different from everything else.
That is where the rhythm recognition comes in, the pattern is clearly different so something else could be different aswell, in the kiai's (cant link it atm) Yusomi used a triangle pattern with almost the same spacing aswell with a 1/4 rhythm so if you say that this pattern is problematic why isnt that one then?


like in here:
00:22:726 (7,1) - why do you use 1/2 beat rhythm in this yet u use 1/4 beat rhythm in 00:23:851 (3,1) - because there is a sound there?
again, don't blame it on hard reading. If you don't consistently use hard reading (or there is no musical queue to do so) you have no reason to use it. tbh you dont really need musical queue's to make hard reading patterns, there is also clear spacing differences between 1/2 and 1/4 objects and it has been used throughout the map
Like I said, you don't have to have a musical queue if you use hard spacing consistently throughout the map. Much more hard reading is required than what Yusomi does if they want to make this an option.
but it is used consistently? of course there is variation in it but that is because of music intensity but spacing is used pretty consistent
there is a pretty easy compromise. if you use easy to understand rhythm on the first few times that rhythm occurs, players will get used to it and be able to read that rhythm with harder spacing. sort of like what kazumikos uses in https://osu.ppy.sh/s/118661

i don't get why you are resisting a change that multiple users think will benefit your map. because people dont like things that are different,
i really like how Yusomi did this because its actually something different from the usual map. The map plays well even though there are awkward object placements but Yusomi has clear intentions as to why its like that(look at the respond Yusomi gave me on my mod when i mentioned it)

I agree that he has bold intentions (maybe a bit too much for a beginner mapper like you and I) but he can't let that get in the way of playability. Remember, fun does not equal good.
we may be beginner mappers but so is Yusomi and why would something like this be "too much" if the intentions are clear? What would hold you back from making something like this even if youre a beginner? if youre intentions are clear, you use it consistent and its done well there is no real problem tbh and with playability the song is 120bpm on 1/4 (so 240bpm) so its easily singletappable

Just my opinion on this dont hurt me, also here is a star :D
thanks for being friendly with the response (unlike me lol)
Again spacing isnt everything
Cherry Blossom
Hi, M4M from my modding queue.

Normal

  1. 00:11:976 (3) - to improve the gameplay experience, it would be better if you reverse the curve of this slider to make something more circular with 00:10:976 (1,2,3,4) - . By circular, i mean something like this 00:14:976 (1,2,3) -
  2. 01:27:726 - this tick should be followed by a sliderend or played with a circle, but not skipped. It is strong enough and it would give a better impression if you make it followed or played. like you did here 00:22:976 (1,2,3,4) -


Hard

  1. 00:52:476 (5) - using a 3/4 slider here is not really a good idea because you skip vocals on the red tick. And each objects you put on this section follows vocals. I can suggest you to end this slider 00:52:476 (5) - on the red tick and make a jump between this slider and the circle after if you really want to emphasize the last note like you did here with a jump pattern 00:56:726 (8,1) - . same for 02:28:476 (5,1) - and 02:36:476 (5,1) -
  2. 01:48:726 (2,1) - Before each new patterns there was a jump with a circle->slider like 01:32:726 (2,1) - , so if you want to keep consistency you forgot this one.


Insane

  1. 00:52:476 (5) - same as i said for Hard diff.
  2. 01:18:476 (5,1) - i wonder why you didn't put a jump here like all your other patterns, it may be because you ran out of space, but it would be better if you keep the consistency between your patterns and add a jump here.
  3. 01:46:476 (5,6) - if you plan to do a de-crescendo with the distance, make it also with 01:46:226 (4,5) - compared to 01:45:976 (3,4) - . or make the distance consistent between 01:45:976 (3,4,5,6) - because it currently looks weird that (4) looks like an antijump when the context before doesn't justify it.


Extra

  1. 00:01:976 (3) - why the distance between 00:01:476 (2,3) - is lower and you didn't do the same thing here 00:05:476 (2,3) - ?
  2. 00:35:476 (2,3,1) - The difference concerning the distance between 00:35:851 (3,1) - and 00:35:476 (2,3) - on a straight flow make the objects difficult to handle, because it requires much aim. it would be more comfortable to play if there is an angle between 00:35:476 (2,3,1) - (on (3)), without changing the distance between each objects, to make this pattern more comfortable to play like you did here for example 00:39:476 (2,3,1) -
  3. 01:51:226 (2,3) - this isn't really natural to play and the slowdown looks forced to play, it would be better if you keep the distance consistent with 01:51:226 (2,5) -, and it is also a strong beat that can be emphasized with a jump or an equal distance, so that's another reason to not reduce the distance here.
  4. 01:54:351 (6,7) - The distance is too low compared to what you can see before, for a 1/4 gap, it would be better if you increase it.

Good luck ~
Topic Starter
Yusomi

Cherry Blossom wrote:

Hi, M4M from my modding queue. helo

Normal

  1. 00:11:976 (3) - to improve the gameplay experience, it would be better if you reverse the curve of this slider to make something more circular with 00:10:976 (1,2,3,4) - . By circular, i mean something like this 00:14:976 (1,2,3) - fixed !
  2. 01:27:726 - this tick should be followed by a sliderend or played with a circle, but not skipped. It is strong enough and it would give a better impression if you make it followed or played. like you did here 00:22:976 (1,2,3,4) - fixed


Hard

  1. 00:52:476 (5) - using a 3/4 slider here is not really a good idea because you skip vocals on the red tick. And each objects you put on this section follows vocals. I can suggest you to end this slider 00:52:476 (5) - on the red tick and make a jump between this slider and the circle after if you really want to emphasize the last note like you did here with a jump pattern 00:56:726 (8,1) - . same for 02:28:476 (5,1) - and 02:36:476 (5,1) - aw i really wanna follow the cute piano sounds here. feels very wrong to me to ignore them since they are the most climactic sounds of the chorus
  2. 01:48:726 (2,1) - Before each new patterns there was a jump with a circle->slider like 01:32:726 (2,1) - , so if you want to keep consistency you forgot this one. you're right, fixed !


Insane

  1. 00:52:476 (5) - same as i said for Hard diff. cute piano sounds take priority here again, as they show the climax of the chorus
  2. 01:18:476 (5,1) - i wonder why you didn't put a jump here like all your other patterns, it may be because you ran out of space, but it would be better if you keep the consistency between your patterns and add a jump here. oops yeah, that was lazy of me.. fixed !
  3. 01:46:476 (5,6) - if you plan to do a de-crescendo with the distance, make it also with 01:46:226 (4,5) - compared to 01:45:976 (3,4) - . or make the distance consistent between 01:45:976 (3,4,5,6) - because it currently looks weird that (4) looks like an antijump when the context before doesn't justify it. aw i liked the look of that pattern, but your idea makes more sense so i have to agree. fixed !


Extra

  1. 00:01:976 (3) - why the distance between 00:01:476 (2,3) - is lower and you didn't do the same thing here 00:05:476 (2,3) - ? oops my bad, fixed !
  2. 00:35:476 (2,3,1) - The difference concerning the distance between 00:35:851 (3,1) - and 00:35:476 (2,3) - on a straight flow make the objects difficult to handle, because it requires much aim. it would be more comfortable to play if there is an angle between 00:35:476 (2,3,1) - (on (3)), without changing the distance between each objects, to make this pattern more comfortable to play like you did here for example 00:39:476 (2,3,1) - i don't want things to be comfortable to play, the idea of this diff is aim challenge, the spacing is the same since the music is the same but the patterns vary quite a bit to keep the players on their toes
  3. 01:51:226 (2,3) - this isn't really natural to play and the slowdown looks forced to play, it would be better if you keep the distance consistent with 01:51:226 (2,5) -, and it is also a strong beat that can be emphasized with a jump or an equal distance, so that's another reason to not reduce the distance here. was trying to make spacing reflect the pianos pitch but that didn't really work cus of the strong beat you mentioned, so fixed !
  4. 01:54:351 (6,7) - The distance is too low compared to what you can see before, for a 1/4 gap, it would be better if you increase it. yeah you're right, my mistake. fixed !

Good luck ~
Thanks very much for mod !
moonlightleaf
today suddenly fine a chinese map !

star for it :)
Topic Starter
Yusomi

moonlightleaf wrote:

today suddenly fine a chinese map !

star for it :)
omg thank you so much ! :)
your map is the reason i'm here uwu
Bokkie
Hi!
M4M from my queue

[Normal]
  1. 00:15:976 (3) - consider change to 2 circles; it's the moment just before vocals start, I think it'd be proper to make those notes stand out (you can also just change the shape of the slider so there'd be a difference between this and previous two sliders); same with 00:22:976 (1,2) -
  2. 00:19:476 (2) - you probably should use the same pattern as 00:17:976 (3,4) - as they represent the same sound
  3. 00:50:726 - missing a note? changing the rhythm here doesn't make much sense
  4. 01:26:476 (4,2) - move (2) to the right so they don't overlap
  5. 01:46:976 (1) - put a reverse slider here as well to make it consistent
  6. 02:26:726 - missing a note again?
[Hard]
  1. 00:18:976 (5) - add NC here, remove it on 00:19:976 (1) - ; same with 00:22:976 (6,1) -
  2. 01:44:226 (7,8) - the DS here is the almost the same as 01:43:476 (5,6) - but it's 1/2; this might result with a newbie player thinking it's 1/1 too and make them miss that note; consider lowering the spacing here
  3. 02:38:976 (1) - I'd make it 2 circles instead to make it consistent with 02:37:476 (2,3,4) -
  4. 02:42:976 (3,4) - what's so different about this that you had to make the rhythm different? either make it 1/1 sliders or 1/2 sldier + circle (I advice 2nd option)
[Insane]
  1. 00:12:476 (6,7) - do you think this need a bigger jump than previous one? if you want to make an emphasis with a jump, make it here 00:12:226 (5,6) -
  2. 00:48:976 (1,2) - make a biger jump here for an emphasis
    01:32:726 (2) - you don't need such jump here; move this under the 01:31:976 (1) -
  3. 01:46:476 (5) - bigger jump here
  4. 02:20:976 (1,2) - the distance here looks like a 1/2 gap
[Extra]
  • Idk what happened. Other diffs look pretty good and this one is just overcomplicated imo
  1. I'd make AR at least 8.5
  2. 02:20:976 (1,2) - space them so they don't look like 1/2
  3. 01:48:726 (2,1) - is jump this big really necessary here?
  4. 01:57:476 - this part looks rather chaotic; I get it, you wanted to make a gimmick here, but you have to make it consistent; you use this kind of movement 01:57:476 (3,4,5) - where you go left, then fast movement back to the right, same for 01:57:976 (1,2,3) - and then you go for just a jump here 01:58:476 (4,5,6) -
    on top of that, I don't get it why 01:57:726 (5) - is a slider; it sounds the same as other triples
  5. 02:00:476 (1,2,3,4,1) - something like this is just too much for a 4.5* difficulty
Good luck c:
Topic Starter
Yusomi

Catshy wrote:

Hi!
M4M from my queue

[Normal]
  1. 00:15:976 (3) - consider change to 2 circles; it's the moment just before vocals start, I think it'd be proper to make those notes stand out (you can also just change the shape of the slider so there'd be a difference between this and previous two sliders); same with 00:22:976 (1,2) - 2 circles is too hard, i tried a slider but then it feels like too much 1/2 slider spam. so i prefer to keep it as it is
  2. 00:19:476 (2) - you probably should use the same pattern as 00:17:976 (3,4) - as they represent the same sound hmm i think a previous post told me to add variety to these patterns, but i cant find it now, so maybe it was an irc chat log or something. i'll think about this some more and decide if i wanna change
  3. 00:50:726 - missing a note? changing the rhythm here doesn't make much sense yeah i agree, fixed this one and the other ones
  4. 01:26:476 (4,2) - move (2) to the right so they don't overlap omg how did i never see this? fixed !
  5. 01:46:976 (1) - put a reverse slider here as well to make it consistent i prefer it how it is, the next pattern is consistent with this one too
  6. 02:26:726 - missing a note again? yep you're right, fixed !
[Hard]
  1. 00:18:976 (5) - add NC here, remove it on 00:19:976 (1) - ; same with 00:22:976 (6,1) - SV changes need an NC
  2. 01:44:226 (7,8) - the DS here is the almost the same as 01:43:476 (5,6) - but it's 1/2; this might result with a newbie player thinking it's 1/1 too and make them miss that note; consider lowering the spacing here these sounds are consisntely spaced higher than surrounding notes, see: 01:19:976 (1,2,3) - , 02:39:976 (3,4,5) - , 00:31:976 (1,2,3) -
  3. 02:38:976 (1) - I'd make it 2 circles instead to make it consistent with 02:37:476 (2,3,4) - those circles map drums, there's no drums where that slider is
  4. 02:42:976 (3,4) - what's so different about this that you had to make the rhythm different? either make it 1/1 sliders or 1/2 sldier + circle (I advice 2nd option)oh yeah you're right that stands out for no reason. made it 1/1 like the others
[Insane]
  1. 00:12:476 (6,7) - do you think this need a bigger jump than previous one? if you want to make an emphasis with a jump, make it here 00:12:226 (5,6) - you're right in fact those notes shoulda been a slider
  2. 00:48:976 (1,2) - make a biger jump here for an emphasis yeah you're right, fixed
    01:32:726 (2) - you don't need such jump here; move this under the 01:31:976 (1) - it's fine
  3. 01:46:476 (5) - bigger jump here already discussed this with Cherry Blossom, it's fine
  4. 02:20:976 (1,2) - the distance here looks like a 1/2 gap reduced spacing to show the pause in vocals
[Extra]
  • Idk what happened. Other diffs look pretty good and this one is just overcomplicated imo the other diffs are boring and generic, they only exist to allow for this diff. I would've tried something creative with them too, but i lack experience in low diff mapping
  1. I'd make AR at least 8.5 i value reading challenge
  2. 02:20:976 (1,2) - space them so they don't look like 1/2 but they are 1/2 ?
  3. 01:48:726 (2,1) - is jump this big really necessary here? oh you're right, reduced spacing
  4. 01:57:476 - this part looks rather chaotic; I get it, you wanted to make a gimmick here, but you have to make it consistent; you use this kind of movement 01:57:476 (3,4,5) - where you go left, then fast movement back to the right, same for 01:57:976 (1,2,3) - and then you go for just a jump here 01:58:476 (4,5,6) - they're just different patterns, they have the same concept tho. 2 close notes followed by a spaced note, they are consistent.
    on top of that, I don't get it why 01:57:726 (5) - is a slider; it sounds the same as other triples there's a drum beat on that slider end
  5. 02:00:476 (1,2,3,4,1) - something like this is just too much for a 4.5* difficulty the star rating doesn't decide the patterns, the patterns decide the star rating. This is extra diff, anything goes so long as it fits the music. buttt... i also believe i went a little overboard with this pattern, i previously remapped it a lot and it got harder everytime :c so now i made it much simpler and i think it's much more consistent with the previous patterns in this section
Good luck c:
Thank you very much for mod !
Hollow Delta
m4m from my queue

00:01:976 (3,4,5,6) - While this is structured okay, the problem with this pattern is there's no idea behind it. It serves no purpose other than to simply follow the rhythm. Ways you could be more interesting is to break the rhythm down even further. How could I make this more interesting? One thing I noticed is the shift at 00:02:476 - is something you could map this pattern with. I thought of these: https://puu.sh/y1dun/848d396293.jpg https://puu.sh/y1dvo/fa8f13b6f6.jpg The idea here is to compliment the song in more ways than just simply matching up with the sounds, you want ideas through visuals or movement to compliment the rhythm as well. While I don't expect you to use the examples I gave, I hope the idea gets across to what you need to do to make this more interesting.

00:04:601 (7,9) - I suggest using a soft whistle here for better feedback on the 1/4 notes. This will let them know what they're playing is 1/4 rhythm, and what to listen for with streams / patterns like this.

00:16:601 (3,4,5) - ^

02:24:476 (4) - I think if you 'highlight' this vocal here it'd make the start of the chorus a bit more interesting, and not just a copy of the first one. https://puu.sh/y1e5l/71e8400295.png I gave it a red anchor to contrast it to the curved sliders and an nc to draw attention. Doing this makes the start of the kiai more interesting as it compliments that strange vocal which makes the start of this kiai unique compared to the first.


Insane

00:13:976 (1,2,1,2) - I think the better correlate these two patterns you can connect them by using a straight slider for 00:14:976 - that is parallel to 00:14:476 - I think having them visually connect like this makes the patterns more interesting.

00:52:476 (5,1) - The finishes from the Extra diff would still fit here as this pattern serves as a 'closing' for this section. Considering how it repeats at 00:53:476 - I don't see any other reason to why the hitsounding idea used in Extra wouldn't apply here.
Same applies to the second chorus


Hard

00:01:976 (3,4,5,6) - I already explained my logic behind these in the first point made about Extra.

00:29:976 (3,4,5) - With the vocals being the layer of focus, these 2 circles seem out of place as there are no sounds on the layer we're supposedly focused on. While you can switch layers, switching at this particular moment makes no sense as you mapped the vocals of a similar section back at 00:26:476 -

The rest of the diffs looked good. Some aesthetics I thought could be improved, but nothing hindering your map, so I'll just leave it at this.

gl

mod this pls https://osu.ppy.sh/s/628857
Topic Starter
Yusomi

Bubblun wrote:

m4m from my queue

00:01:976 (3,4,5,6) - While this is structured okay, the problem with this pattern is there's no idea behind it. It serves no purpose other than to simply follow the rhythm. Ways you could be more interesting is to break the rhythm down even further. How could I make this more interesting? One thing I noticed is the shift at 00:02:476 - is something you could map this pattern with. I thought of these: https://puu.sh/y1dun/848d396293.jpg https://puu.sh/y1dvo/fa8f13b6f6.jpg The idea here is to compliment the song in more ways than just simply matching up with the sounds, you want ideas through visuals or movement to compliment the rhythm as well. While I don't expect you to use the examples I gave, I hope the idea gets across to what you need to do to make this more interesting. There is an idea behind them though. claps break the linear movement. just something simple to start the map with, since the song itself is very simple here

00:04:601 (7,9) - I suggest using a soft whistle here for better feedback on the 1/4 notes. This will let them know what they're playing is 1/4 rhythm, and what to listen for with streams / patterns like this. sounds nice, added the whistles

00:16:601 (3,4,5) - ^ samee

02:24:476 (4) - I think if you 'highlight' this vocal here it'd make the start of the chorus a bit more interesting, and not just a copy of the first one. https://puu.sh/y1e5l/71e8400295.png I gave it a red anchor to contrast it to the curved sliders and an nc to draw attention. Doing this makes the start of the kiai more interesting as it compliments that strange vocal which makes the start of this kiai unique compared to the first. i think red anchor was a good idea so i did that. but no NC


Insane

00:13:976 (1,2,1,2) - I think the better correlate these two patterns you can connect them by using a straight slider for 00:14:976 - that is parallel to 00:14:476 - I think having them visually connect like this makes the patterns more interesting. the shapes match the sounds here

00:52:476 (5,1) - The finishes from the Extra diff would still fit here as this pattern serves as a 'closing' for this section. Considering how it repeats at 00:53:476 - I don't see any other reason to why the hitsounding idea used in Extra wouldn't apply here.
Same applies to the second chorus added one finish per pattern to these. cant copy the idea from extra since there's not enough objects


Hard

00:01:976 (3,4,5,6) - I already explained my logic behind these in the first point made about Extra. same idea as extra. clap sticks out,
rest are linear


00:29:976 (3,4,5) - With the vocals being the layer of focus, these 2 circles seem out of place as there are no sounds on the layer we're supposedly focused on. While you can switch layers, switching at this particular moment makes no sense as you mapped the vocals of a similar section back at 00:26:476 - actually those 2 moments aren't similar. the strong drums aren't present in the earlier pattern. two clicks is how i map the drums in that later pattern for the rest of the map. see: 00:45:976 (3,4) - , 01:17:976 (3,4) - 01:33:976 (3,4) - etc.

The rest of the diffs looked good. Some aesthetics I thought could be improved, but nothing hindering your map, so I'll just leave it at this.

gl

mod this pls https://osu.ppy.sh/s/628857
thanks for mod !
Shii
o/ You've gotten a rather large amount of Star Priority and mods, yet no Bubble/Rank :/
I'll have a look at what I can do:
General
I get the feeling that there's exceptions to this rule but difficulties need to be correctly named. This includes changing the name of the Extra down to an Insane (which is what is classes as - 5.25*+ is Extra), and Insane should be renamed to Very Hard or Light Insane.
Whilst this also isn't a huge issue, the spread isn't particularly linear, as there seems to be a less consistent SR change between the Hard and Insane.

Extra
Off the bat, I was surprised to see CS5 used here, since I normally see it on 5*+, that and usually you have to be far more careful with rhythm and spacing choices, so it's not ideal for a "1st rank" mapset difficulty. I can also say that it makes inconsistencies with visual spacing a lot clearer, which is something I picked up quite a bit with slider bodies and hit objects nearby them.
HP4 is pretty damn low for something marketed as an Extra, and is really forgiving compared to other maps at this SR (HP5/6 is most common here, with Some lenience both ways).
Following on from this, I'd expect to maybe see a different AR/OD combination for this mapping style and the other difficulty settings.
I'm going to go out there and guess that the gimmick of this map is the readability/aim elements, since those are the two things that stuck out to me.
I'll only say this once, so that I don't have to repeat myself a dozen times in this mod: consider the distance between a slider body and another visual component, be it another slider body or hit object. This kinda visual inconsistency is something you wanna avoid on a small circle size, especially when comparing the examples 00:14:976 (1,2,3) - and 00:12:976 (1,2,3) .
Also in cases like 00:12:976 (1,2,3) - You wanna try and make it as obvious as possible that 00:13:476 (3) - has a different SV to 00:12:976 (1,2) . This isn't done with the use of a red anchor slider, since most users associate them with high intensity, fast movement, which contrasts the intended purpose of the slider. Additionally, using a new combo (and specific combo colour) can help distinguish between the different SVs, which is important with smaller CS' because of the smaller follow circle and thus less lenience.
00:15:976 (5) - Not a huge fan of the location of this note, being overlapped with 00:15:476 (3) . I assume this is supposed to mirror 3's slider head position on the other end of the slider, but I don't think it works particularly well with CS5 :/
00:17:726 (3,4) - I can tell this is done intentionally, but I don't quite understand why? Please explain it to me so I know why people do it in the future.
00:19:976 (1) - Pretty good use of New combo and Slider shape for change in SV. I'd possibly lower the SV slightly since it seems a little too fast for the music it is mapped to.
00:23:851 (3) - Half in the Slider body whilst in other cases like 00:21:726 (3,4) they barely overlap.
00:25:476 (2,3,4,5) - This looks disgusting with all the overlaps and tiny visual spacing. I understand that there's a change in the music and the vocals are slower, but it just doesn't work. I prefer how you do it with 00:41:851 (4,5,6) .
I was willing to ignore some of the other patterns, but 00:52:476 (1,2,3,4) - is just horrible. there's plenty of space that can be used or other patterns/alternatives, rather than using this hard to read, ugly pattern.
01:49:976 (1,2,3) - Try and avoid wide angles like these where possible, since even with the 1/2 gaps, it's still a pain to play.
01:53:226 (2,3,4) - Looks aesthetically unappealing.
01:53:976 (5,6,7,8) - Pattern doesn't look nice, nor does it play well with CS5. You have plenty of space to map to, use it!
01:57:976 (1,2,3,4,5,6) - What on Earth is this pattern? It's not visually appealing (the latter half), and isn't intuitive to read :/
02:00:476 (1,2,3,4,1) - Pretty weird pattern to have for a 1/4 gap set of notes.
02:24:476 (4) - Should really be a Bezier slider for consistency, and moreso since there's no change in SV, or in intensity.
02:25:476 (2,3,4,5) - Not a particularly easy to read pattern.
02:50:851 (1,1) - Goddamnit hahahahaha.
Good luck getting this mapset ranked!
Topic Starter
Yusomi

ShiiTsuin wrote:

o/ You've gotten a rather large amount of Star Priority and mods, yet no Bubble/Rank :/
I'll have a look at what I can do:
General
I get the feeling that there's exceptions to this rule but difficulties need to be correctly named. This includes changing the name of the Extra down to an Insane (which is what is classes as - 5.25*+ is Extra), and Insane should be renamed to Very Hard or Light Insane.
Whilst this also isn't a huge issue, the spread isn't particularly linear, as there seems to be a less consistent SR change between the Hard and Insane.
actually the diff name depends more on the techniques used within the map. The diff is actually an Extra despite it's star rating.

Extra
Off the bat, I was surprised to see CS5 used here, since I normally see it on 5*+, that and usually you have to be far more careful with rhythm and spacing choices, so it's not ideal for a "1st rank" mapset difficulty. I can also say that it makes inconsistencies with visual spacing a lot clearer, which is something I picked up quite a bit with slider bodies and hit objects nearby them. remember that the patterns decide the star rating, not the other way around
HP4 is pretty damn low for something marketed as an Extra, and is really forgiving compared to other maps at this SR (HP5/6 is most common here, with Some lenience both ways). the leniency is really needed. there are quite a few tricky patterns in this map, after many testplays I'm certain HP4 is the best HP for this
Following on from this, I'd expect to maybe see a different AR/OD combination for this mapping style and the other difficulty settings. they're fine
I'm going to go out there and guess that the gimmick of this map is the readability/aim elements, since those are the two things that stuck out to me.
I'll only say this once, so that I don't have to repeat myself a dozen times in this mod: consider the distance between a slider body and another visual component, be it another slider body or hit object. This kinda visual inconsistency is something you wanna avoid on a small circle size, especially when comparing the examples 00:14:976 (1,2,3) - and 00:12:976 (1,2,3) . i like it how it is
Also in cases like 00:12:976 (1,2,3) - You wanna try and make it as obvious as possible that 00:13:476 (3) - has a different SV to 00:12:976 (1,2) . This isn't done with the use of a red anchor slider, since most users associate them with high intensity, fast movement, which contrasts the intended purpose of the slider. Additionally, using a new combo (and specific combo colour) can help distinguish between the different SVs, which is important with smaller CS' because of the smaller follow circle and thus less lenience. but there are no SV changes here.
00:15:976 (5) - Not a huge fan of the location of this note, being overlapped with 00:15:476 (3) . I assume this is supposed to mirror 3's slider head position on the other end of the slider, but I don't think it works particularly well with CS5 :/ oh it wasn't suppose to mirror it, it's just a nice overlap,
and the movement matches the music to me

00:17:726 (3,4) - I can tell this is done intentionally, but I don't quite understand why? Please explain it to me so I know why people do it in the future. i think i've explained it quite a few times now in previous mods. but once more won't hurt. The first note is quiet, but the next two are strong drum beats. I emphasise the drum beats by spacing those notes and not the first quiet note.
00:19:976 (1) - Pretty good use of New combo and Slider shape for change in SV. I'd possibly lower the SV slightly since it seems a little too fast for the music it is mapped to. it's fine how it is imo
00:23:851 (3) - Half in the Slider body whilst in other cases like 00:21:726 (3,4) they barely overlap. the spacing and movement is good though, so prefer to keep it how it is, changing it for the sake of aesthetics might be damaging to gameplay
00:25:476 (2,3,4,5) - This looks disgusting with all the overlaps and tiny visual spacing. I understand that there's a change in the music and the vocals are slower, but it just doesn't work. I prefer how you do it with 00:41:851 (4,5,6) . it plays fine. and visuals are just preference, and i like it
I was willing to ignore some of the other patterns, but 00:52:476 (1,2,3,4) - is just horrible. there's plenty of space that can be used or other patterns/alternatives, rather than using this hard to read, ugly pattern. back and forths are much much easier to play than actually spacing out the note into a pattern.
01:49:976 (1,2,3) - Try and avoid wide angles like these where possible, since even with the 1/2 gaps, it's still a pain to play. nope
01:53:226 (2,3,4) - Looks aesthetically unappealing. i like it
01:53:976 (5,6,7,8) - Pattern doesn't look nice, nor does it play well with CS5. You have plenty of space to map to, use it! it plays fine,
and is similar to many other patterns in the map

01:57:976 (1,2,3,4,5,6) - What on Earth is this pattern? It's not visually appealing (the latter half), and isn't intuitive to read :/ im glad it has my desired effect. looks nice to me also
02:00:476 (1,2,3,4,1) - Pretty weird pattern to have for a 1/4 gap set of notes. thanks
02:24:476 (4) - Should really be a Bezier slider for consistency, and moreso since there's no change in SV, or in intensity. previous mod told me to do this, and i agree with it since there are the "come on!" vocals on this slider
02:25:476 (2,3,4,5) - Not a particularly easy to read pattern. intentional
02:50:851 (1,1) - Goddamnit hahahahaha.
Good luck getting this mapset ranked!
thanks for mod !
July - San
hii from mod req!
M4M
My map: https://osu.ppy.sh/s/597903

Okay let's see here...

NORMAL

00:08:976 (1) - (Add Hitsound "Finish", Will sound better)

02:24:976 (1) - (Add Hitsound "Finish")

Perfect Diff!

HARD

02:28:476 (5,1) - (could you change it for something like this?)


02:36:476 (5,1) - (This too)

INSANE

00:52:476 (5,1) - (Try to do the same thing I told you before)


02:28:476 (5,1) - (This too)

02:36:476 (5,1) - (Thiss too)

01:20:976 (1) - (Add hitsound "Finish")

EXTRA

It's Okay!

Em, That's all, sorry for the short mod
that's a good map Dude!
Good lucky! :)
Topic Starter
Yusomi

July - San wrote:

hii from mod req!
M4M
My map: https://osu.ppy.sh/s/597903

Okay let's see here...

NORMAL

00:08:976 (1) - (Add Hitsound "Finish", Will sound better) seems too out of place

02:24:976 (1) - (Add Hitsound "Finish") same as before

Perfect Diff!

HARD

02:28:476 (5,1) - (could you change it for something like this?)
nah prefer to have white tick clickable

02:36:476 (5,1) - (This too) same as before

INSANE

00:52:476 (5,1) - (Try to do the same thing I told you before)
same again, white tick is too important for passive mapping

02:28:476 (5,1) - (This too)

02:36:476 (5,1) - (Thiss too)

01:20:976 (1) - (Add hitsound "Finish") seems too out of place

EXTRA

It's Okay!

Em, That's all, sorry for the short mod anything is appreciated !
that's a good map Dude!
Good lucky! :)
thanks for mod !
Pandize
|M4M| This is the second mod I've ever done. Let me know how it is :)


Normal
00:08:976 (1,2) - I see how you do the same thing after this slider to have consistency, but wouldn't it be nice to have it blanket like this?
00:49:976 (3,1) - You do a full 1/1 slider here but continue to 00:53:976 (3,4) - do 1/2 sliders afterwards? It makes the first part underwhelming and will catch new players off guard as it gets harder. You choose
02:25:976 - Same as above.

This diff is pretty solid otherwise.

Hard
00:15:476 (3) - I haven't been looking at your previous mods, but this should be a slider for consistency. You choose.
02:46:976 (5) - this just shows the consistency thing. ^
00:50:976 (1,2) - you only break flow once in the kiai here. All the following is pretty smooth until this sharp jump.
02:26:976 (1,2) - same thing ^ [I notice you copy pasted ;)]
01:37:726 - why no hit here? I understand you're slowing it down because it's not as apparent as the kiai, but that's a signature vocal of the song.

Insane
The difficulty isn't exactly an insane from SR, but I'm not sure if that's a real problem.

00:38:726 (6) - You can definitely make this have more triangles made by moving it down a little.
01:18:976 (1) - I think my only problem with this diff is the shapes of jumps. You could move this slightly left to keep a nice triangle again.
01:46:226 (4) - I get the idea, but to follow the piano more, it'd be nice to move the 4 next to the 3 causing a jump to 5 to show the piano getting louder and higher pitched.

Looks really nice. I'd say rankable, but that's not my choice. :)

Extra
This is hard to mod haha

00:04:476 (6) - There's a definite 1/6th sound going on there, but I'm pretty sure this is a creative decision.
01:40:476 (1) - you map it here though? ^

I would say this difficulty is fine, but that SR vs actually difficulty haha

It seems like your spread is an entire star ahead, but it's displayed as a star behind. However, "that's really not a problem" - Kibbleru
Sorry if anything came off rude, good luck! <3
Topic Starter
Yusomi

Bandi wrote:

|M4M| This is the second mod I've ever done. Let me know how it is :) i found it very helpful, thank you !


Normal
00:08:976 (1,2) - I see how you do the same thing after this slider to have consistency, but wouldn't it be nice to have it blanket like this?
hmm i prefer the way it looks now, but you did make me realise a mistake in spacing here so i fixed that
00:49:976 (3,1) - You do a full 1/1 slider here but continue to 00:53:976 (3,4) - do 1/2 sliders afterwards? It makes the first part underwhelming and will catch new players off guard as it gets harder. You choose two 1/2 sliders because the vocals change, and there's new sounds in the music too
02:25:976 - Same as above. same

This diff is pretty solid otherwise.

Hard
00:15:476 (3) - I haven't been looking at your previous mods, but this should be a slider for consistency. You choose. nah they're fine, these notes are much stronger than the previous ones
02:46:976 (5) - this just shows the consistency thing. ^ these sections map aren't mapped the same way though, the music is different in each
00:50:976 (1,2) - you only break flow once in the kiai here. All the following is pretty smooth until this sharp jump. it's the same as 00:49:976 (3,4) -
02:26:976 (1,2) - same thing ^ [I notice you copy pasted ;)] nothing wrong with copy paste cx and same as before ^
01:37:726 - why no hit here? I understand you're slowing it down because it's not as apparent as the kiai, but that's a signature vocal of the song. hit here would ruin the feel of gentle rhythm

Insane
The difficulty isn't exactly an insane from SR, but I'm not sure if that's a real problem. yeah, it's fine there are many mapsets like this

00:38:726 (6) - You can definitely make this have more triangles made by moving it down a little. the note after this one is already very spaced i really don't wanna space it anymore
01:18:976 (1) - I think my only problem with this diff is the shapes of jumps. You could move this slightly left to keep a nice triangle again. moved it a little, it doesn't really affect gameplay so i'm not very bothered about this 'triangle style'
01:46:226 (4) - I get the idea, but to follow the piano more, it'd be nice to move the 4 next to the 3 causing a jump to 5 to show the piano getting louder and higher pitched. yep made it much better !

Looks really nice. I'd say rankable, but that's not my choice. :)

Extra
This is hard to mod haha

00:04:476 (6) - There's a definite 1/6th sound going on there, but I'm pretty sure this is a creative decision.
01:40:476 (1) - you map it here though? ^ you're right fixed, i wonder what i was thinking

I would say this difficulty is fine, but that SR vs actually difficulty haha

It seems like your spread is an entire star ahead, but it's displayed as a star behind. However, "that's really not a problem" - Kibbleru
Sorry if anything came off rude, good luck! <3
thank you for mod !
im cute
DUDUDUDUDUDUUDU MOD INCOMING NIBBA!

Insane
Not really a big issue but combo's don't follow pattern. AR8? Could try AR9 or AR8.5. OD is way to high.
00:06:726 (6) - would look nice if that was underneath 00:06:976 (1) -
00:07:476 (2,6) - could make it so that the jump would start/finish in the same place.
00:11:476 (2) - Doesn't flow well
01:16:976 (1,2) - these together don't look nice. could try and straighten 01:17:476 (2) -
02:04:726 (2) - Why is this so high up?


THIS MAP IS VERY MUCH RANKABLE!
Topic Starter
Yusomi

_-Super-_ wrote:

DUDUDUDUDUDUUDU MOD INCOMING NIBBA!

Insane
Not really a big issue but combo's don't follow pattern. AR8? Could try AR9 or AR8.5. OD is way to high. it's fine
00:06:726 (6) - would look nice if that was underneath 00:06:976 (1) - spacing wouldn't make sense
00:07:476 (2,6) - could make it so that the jump would start/finish in the same place. prefer overlap
00:11:476 (2) - Doesn't flow well it's fine
01:16:976 (1,2) - these together don't look nice. could try and straighten 01:17:476 (2) - i like them
02:04:726 (2) - Why is this so high up? same placement relative to the repeating slider as every other occurrence of this sound in the map


THIS MAP IS VERY MUCH RANKABLE!
thanks for mod !
Scarsnic
Short Stuff
Insane
Hitsounding: Imo you could use a finish on sounds like 00:16:976 (1) - because the whistle should be unique to this sound 00:19:976 (1) -

00:16:476 (6) - Do you want to silence this slider - end? and others similar to this if you

00:04:476 (6,7,8,9,1) - Used stream for this sound but in the kiai you slider it 00:52:476 (5) - . I think you usually used a slider to represent this sound though so idk.

00:56:976 (1) - You might be able to get away with moving this a little farther highlight the triple and the DS is smaller coming off the triple though the sound is stronger. See what you did here 01:36:976 (1) -

01:40:476 (6) - Could change to stream or silence the tail

Gl sry for short idk how to mod lul.
Topic Starter
Yusomi

Scarsnic wrote:

Short Stuff
Insane
Hitsounding: Imo you could use a finish on sounds like 00:16:976 (1) - because the whistle should be unique to this sound 00:19:976 (1) - added many finishes. But the whistles fit well on the smaller beats between claps, so i kept them too

00:16:476 (6) - Do you want to silence this slider - end? and others similar to this if you it's not necessary

00:04:476 (6,7,8,9,1) - Used stream for this sound but in the kiai you slider it 00:52:476 (5) - . I think you usually used a slider to represent this sound though so idk. oops you're right. changed to slider

00:56:976 (1) - You might be able to get away with moving this a little farther highlight the triple and the DS is smaller coming off the triple though the sound is stronger. See what you did here 01:36:976 (1) - oh, well spotted, move it down some more

01:40:476 (6) - Could change to stream or silence the tail it's fine

Gl sry for short idk how to mod lul.
thanks for mod ! :D
coco
hiya
[xtra]
00:23:851 (3,1) - feels uncomfortable
00:25:976 (4,5) - maybe this? imo it's more comfortable
00:31:476 (3,4) - 00:32:476 (1,2) - i think these look to similar it could confuse the player
01:27:476 (2,3,1) - uncomfortable
01:40:976 (1) - i dont think the nc is enough to indicate this is 1/1
01:38:976 (3,4) - stack makes it look like 1/1
02:00:476 (1,2,3,4) - hard to read with high ar
[insane]
02:33:976 (4,5) 02:34:976 (3,4) - different from the rest and stack makes it look 1/1
[hard]
:weary:

gl with set!
Topic Starter
Yusomi

cococolaco wrote:

hiya helo !
[xtra]
00:23:851 (3,1) - feels uncomfortable breaking flow here helps emphasise the sound in the music
00:25:976 (4,5) - maybe this? imo it's more comfortable oh really? i actually find the current arrangement more comfortable
00:31:476 (3,4) - 00:32:476 (1,2) - i think these look to similar it could confuse the player you're right fixed !
01:27:476 (2,3,1) - uncomfortable yeah, intentional
01:40:976 (1) - i dont think the nc is enough to indicate this is 1/1 1/1 spacing gives the player enough time to read approach circles anyway.
and the spacing here fits the music, so even if it was hard to read this would still be the best position for the note.

01:38:976 (3,4) - stack makes it look like 1/1 i'm don't think that's true
02:00:476 (1,2,3,4) - hard to read with high ar reading can be a challenge like any other aspect of the game. This pattern flows well so it is only a matter of reading and a little bit of aiming
[insane]
02:33:976 (4,5) 02:34:976 (3,4) - different from the rest and stack makes it look 1/1 it's actually the same as the others. like 00:49:976 (4,5) - and 00:50:976 (3,4) - for example c:
[hard]
:weary: cx

gl with set!
thanks for mod ! :)
ABD007
rank please .
Topic Starter
Yusomi

Kyousukee wrote:

rank please .
me try ; w;
Raiyn
hello! from #modreqs~

General

  1. Put the source up there
  2. Also the tags
  3. Try to add an easy diff, because normal isn't that much beginner friendly (unless you make the star rating 1.6-1.7 just like in the criteria)
  4. Disable widescreen support (unless you're planning to have a storyboard)

Normal
SPOILER
I suck at modding lower diffs but i'll try my best~

  1. Ar-3 feels better in this diff imo
  2. 02:36:976 (1) - Remove NC and move it to 02:37:476 (2)
  3. 02:41:976 (3) - Add NC
  4. 02:45:976 (3) - ^
And that's all i saw, though i as i said earlier try to add an easy since this diff already is almost in the 2* range, and normals without easy modes are usually 1.6-1.7*

Hard

SPOILER
A difficulty that I'm probably good at modding
Probably....
  1. 00:02:476 (5) - stack this on top of 00:02:226 (4)
  2. 00:02:726 (6) - stack this on top of 00:02:976 (1)
  3. 00:04:476 (4) - just a suggestion since the music here calls for it, try to make a really bumpy slider with enough red anchors so that the slider ball shakes
  4. 00:07:476 (2,3) - stacking them feels easier on this diff
  5. 00:23:976 (1,1) - the bump really isn't blanketing the tail that well, please fix?
  6. 00:35:476 (3) - why does this slider have a random anchor in the middle? just make it straight
  7. 00:40:976 (1,2) - mirror one instead so they'll look parallel to each other
  8. 01:44:226 (7,1) - too close for this blanket move it so they have the same distance like 01:43:976 (6,8)
  9. 01:45:476 (2,3) - when stacked on top of each other, they're not perfectly parallel 3's head is a bit higher than 2's tail

    just something else
  10. Use stack leniency of 7 or 6?
Good diff fun to use DT on


Insane
SPOILER
A diff where im used to modding

  1. Use AR 8.5 or Ar-9 most insanes do?
  2. 00:08:476 (7,2) - they're clipping to each other, try to move 2 a bit further back or have 00:09:851 (3,4) stacked on 7
  3. 00:50:976 (3,4,2) - move them a bit farther than each other?
  4. 00:51:476 (1,3,5) - i dont know if this is intentional or not so im just gonna call attention here
  5. 01:07:976 (1) - this shape looks out of place, try to use it to blanket 01:08:976 (1) (In my opinion)
  6. 01:57:976 (5,8) - add NC's here?
  7. 01:59:976 (5,8) - ^
A great difficulty, though in my opinion it's quite slow~
though that's just me

Extra

SPOILER
Let's see here~

  1. HP-4 on extra? increase it to which ever you like, but hp 4 on extra seems a bit too giving
  2. Increase AR to 9 since most insanes+ do
Other that them there's no problem~

Good map!
Good luck!
Ranked status soon?
Topic Starter
Yusomi

Zxozmo wrote:

hello! from #modreqs~

General

  1. Put the source up there there is no source
  2. Also the tags there are no tags
  3. Try to add an easy diff, because normal isn't that much beginner friendly (unless you make the star rating 1.6-1.7 just like in the criteria) it's fine
  4. Disable widescreen support (unless you're planning to have a storyboard)huh? it's already not enabled?

Normal
SPOILER
I suck at modding lower diffs but i'll try my best~

  1. Ar-3 feels better in this diff imo it's fine
  2. 02:36:976 (1) - Remove NC and move it to 02:37:476 (2) ncing large white ticks
  3. 02:41:976 (3) - Add NC nope, that's unnecessary
  4. 02:45:976 (3) - ^nope
And that's all i saw, though i as i said earlier try to add an easy since this diff already is almost in the 2* range, and normals without easy modes are usually 1.6-1.7*it's fine, this normal diff is really simple, i think even very beginner can play this. remember that normals can actually go up to 2.25*,
so this isn't a difficult normal

Hard

SPOILER
A difficulty that I'm probably good at modding
Probably....
  1. 00:02:476 (5) - stack this on top of 00:02:226 (4) that would disrupt flow
  2. 00:02:726 (6) - stack this on top of 00:02:976 (1) same as before
  3. 00:04:476 (4) - just a suggestion since the music here calls for it, try to make a really bumpy slider with enough red anchors so that the slider ball shakes good idea, but it's appearance is super out of place on this map
  4. 00:07:476 (2,3) - stacking them feels easier on this diff i don't think stacking fits those sounds
  5. 00:23:976 (1,1) - the bump really isn't blanketing the tail that well, please fix? i don't really care about blankets, but you made me realise i didn't like the shape very much, so it's changed a little now
  6. 00:35:476 (3) - why does this slider have a random anchor in the middle? just make it straight slight curves are pretty
  7. 00:40:976 (1,2) - mirror one instead so they'll look parallel to each other bored of parallelism
  8. 01:44:226 (7,1) - too close for this blanket move it so they have the same distance like 01:43:976 (6,8) yeah, you're right that looks better
  9. 01:45:476 (2,3) - when stacked on top of each other, they're not perfectly parallel 3's head is a bit higher than 2's tail hmm odd since i copy pasted, should be fixed now

    just something else
  10. Use stack leniency of 7 or 6? nah, no reason for that
Good diff fun to use DT on im glad it was fun !


Insane
SPOILER
A diff where im used to modding

  1. Use AR 8.5 or Ar-9 most insanes do? bpm is much too low for that kind of AR
  2. 00:08:476 (7,2) - they're clipping to each other, try to move 2 a bit further back or have 00:09:851 (3,4) stacked on 7 i don't wanna sacrifice good spacing for the sake of aesthetics
  3. 00:50:976 (3,4,2) - move them a bit farther than each other? oops you're right, shoulda been a triangle
  4. 00:51:476 (1,3,5) - i dont know if this is intentional or not so im just gonna call attention here you mean the overlaps? yeah, slight overlaps look ok to me if done in moderation
  5. 01:07:976 (1) - this shape looks out of place, try to use it to blanket 01:08:976 (1) (In my opinion) i like that shape actually
  6. 01:57:976 (5,8) - add NC's here? prefer only ncing large white ticks since that's where the strong beats are
  7. 01:59:976 (5,8) - ^same as before
A great difficulty, though in my opinion it's quite slow~
though that's just me

Extra

SPOILER
Let's see here~

  1. HP-4 on extra? increase it to which ever you like, but hp 4 on extra seems a bit too giving i don't think you seen the map when you wrote this w
  2. Increase AR to 9 since most insanes+ do AR is fine as it is
Other that them there's no problem~

Good map!thanks !
Good luck! Thanks and you too !
Ranked status soon? need some luck orz
thanks for mod !
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