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Hai Nan - Ai La La

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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 !
2zz
lil 4m4

xtr

00:08:476 (1,2,3) - it was really unexpectedly. You can make it smaller for first time
00:04:476 (6) - one repeat less maybe? Yeah, here sound, but it ez to 100s. 00:27:976 (1) - same
00:24:476 - different sound, so try out clickable alternative. 00:39:976 (1) - same again. Part of diversity and better fit to music i guess
00:24:976 (1) - broken blanket
02:00:601 (2,4) - if you ctrl+g it spacing will increase with music [yes, I see star-flow here]
02:40:726 (1,1) - huge overlap comparing to others

nsn

a lot of anti-clockwise flow and literally no clockwise. Mousedrifting bless you

hrd


also here same situation with flow. Little better and sometimes clockwise exist, but anyway anti-clockwise flow much more. ctrl+h something


wanted shoot star cause of short mod and nice song, but here enough already.

Kyousukee wrote:

rank please .
Topic Starter
Yusomi

2zz wrote:

lil 4m4

xtr

00:08:476 (1,2,3) - it was really unexpectedly. You can make it smaller for first time simplifying difficult patterns at the beginning of the map for the sake of the making the map easier is something that's good for the lower diffs, but this is extra. safety net is off c:
00:04:476 (6) - one repeat less maybe? Yeah, here sound, but it ez to 100s. 00:27:976 (1) - same if you think about it that gap is just 180 bpm 1/4 gap, not fast at all
00:24:476 - different sound, so try out clickable alternative. 00:39:976 (1) - same again. Part of diversity and better fit to music i guess prefer to follow the high pitch sound here, since it's much stronger than the claps imo
00:24:976 (1) - broken blanket yeah, i like it
02:00:601 (2,4) - if you ctrl+g it spacing will increase with music [yes, I see star-flow here] i think that's too awkward to play, prefer to keep nice flow here since this is difficult enough already
02:40:726 (1,1) - huge overlap comparing to others yeah, that's to emphasize climax, also higher SV and normal whistle here too

nsn

a lot of anti-clockwise flow and literally no clockwise. Mousedrifting bless you i'm sorry mouse players><

hrd


also here same situation with flow. Little better and sometimes clockwise exist, but anyway anti-clockwise flow much more. ctrl+h something this diff is slow enough for players to adjust their grip anyways i think


wanted shoot star cause of short mod and nice song, but here enough already. aww thanks for the thought ! :)

Kyousukee wrote:

rank please .
thank you for mod !
UndeadCapulet
hella late m4m:

extra

this diff isn't rly an extra, everything in it is very doable by insane-level players, since it's just simple 240bpm jumps

00:23:476 (2,3,1,2) - really overly cumbersome to play this part compared to most of the map imo, you have heavy sliderleniency abuse to reach the 3 circle followed by a janky motionchange to the next sliderhead, and then a directionchange in the other direction to follow that sv speedup, and then finally the next circle is placed by the repeat arrow, making for another leniencyabusing directionchange. it's a lot stacked onto each other and feels really unsatisfying to play. please rework to something else, like moving the 00:23:851 (3) - circle to https://puu.sh/yiHE9/7ff4aa6472.png, or something along those lines

01:42:476 (1,2,3,4) - think you start expanding the spacing too soon here, this part of the song still comes across as the supercalmstuff, the transition will feel much nicer if you stick to the smalltrianglearrange here and start spacing increase at 01:43:476 (1,2,3,4) - (or even just have the increase at 01:44:476 (1,2,1) - where the drums actually come in, which would be my preference)

ok well that was my attempt to mod this normally, assuming the map concept was solid, but... tbh i think your concept atm is rather flawed. the supersnappystuff like 00:17:726 (3,4,5) - draws a ton of attention to the beat the player snaps to, but this song really doesn't have any superstrong beats like that to draw attention to, so things can feel... overdone i guess (tho i'd prefer not to use that word).. stuff like 00:13:476 (3,4,1) - is much more acceptable bc a smoother motion like that fits the song's tone a lot better than the snappier stuff.

and i'm not too sure about stuff like 00:32:476 (1,2,3) - , it's such a drastic snappy feeling that it hella emphasizes the beats it's attached to. and yes there are sharp snappy drums there, but they still tie closely to the rest of the instrumental that using such a motion still feels like they're being overemphasized. if you use the triangletriple arrange you used at 00:49:726 (3,4,5) - for these instead, these would still stand out nicely but fit with the rest of the not-1/4-snappy cursor motions a lot better.

idk, really just feels like you're trying to throw some random concept onto any song and say it fits, without really keeping the actual song in mind x:

---

insane

00:05:726 (3,4) - only triple you skip in this whole section, ends up feeling underwhelming to just play 1/2 here

01:41:476 (2,3,4,5,1) - no reason to stray away from your previous rhythm concept here, this section will feel much nicer if you stick with what you used for 01:37:476 (2,3,4,5,1,2,3) -

think it's a shame you lose the pairing of circles at 01:45:976 (3,4,5,6) - in future jump arranges. like you could shift 01:49:976 (3,4,5,6) - or 01:50:976 (1,2,3,4) - into this layout for a really nice conceptual feeling imo

---

normal

use ar5 or 6, 4 is super low, causing instances of even 5 objects on the screen at a time, which is really dense and not advisable ^^'

---
sorry again for mod being so late, best of luck with the set s:
Topic Starter
Yusomi

UndeadCapulet wrote:

hella late m4m:

extra

this diff isn't rly an extra, everything in it is very doable by insane-level players, since it's just simple 240bpm jumps the climax of the song has patterns which aren't so simple

00:23:476 (2,3,1,2) - really overly cumbersome to play this part compared to most of the map imo, you have heavy sliderleniency abuse to reach the 3 circle followed by a janky motionchange to the next sliderhead, and then a directionchange in the other direction to follow that sv speedup, and then finally the next circle is placed by the repeat arrow, making for another leniencyabusing directionchange. it's a lot stacked onto each other and feels really unsatisfying to play. please rework to something else, like moving the 00:23:851 (3) - circle to https://puu.sh/yiHE9/7ff4aa6472.png, or something along those lines yeah you're right, changed pattern. but that next circle is always placed near repeat arrow for these throughout whole map

01:42:476 (1,2,3,4) - think you start expanding the spacing too soon here, this part of the song still comes across as the supercalmstuff, the transition will feel much nicer if you stick to the smalltrianglearrange here and start spacing increase at 01:43:476 (1,2,3,4) - (or even just have the increase at 01:44:476 (1,2,1) - where the drums actually come in, which would be my preference) hmm idk i can definitely feel a change in the vocals between 01:41:476 (1,2,3,4) - and 01:42:476 (1,2,3,4) -

ok well that was my attempt to mod this normally, assuming the map concept was solid, but... tbh i think your concept atm is rather flawed. the supersnappystuff like 00:17:726 (3,4,5) - draws a ton of attention to the beat the player snaps to, but this song really doesn't have any superstrong beats like that to draw attention to, so things can feel... overdone i guess (tho i'd prefer not to use that word).. stuff like 00:13:476 (3,4,1) - is much more acceptable bc a smoother motion like that fits the song's tone a lot better than the snappier stuff. at 00:17:726 (3,4,5) - the first sound in the triple is weakest, but the next two sounds on the blue tick and white tick are much stronger, this is why the space lies between these two notes. in other parts such as 00:35:851 (3,1) - the first sound in the triple is mapped by a sliderend, so there's no need to stack the blue tick note under it since the unclickable sliderend already shows that this sound is weaker than the following two notes in the triple

and i'm not too sure about stuff like 00:32:476 (1,2,3) - , it's such a drastic snappy feeling that it hella emphasizes the beats it's attached to. and yes there are sharp snappy drums there, but they still tie closely to the rest of the instrumental that using such a motion still feels like they're being overemphasized. if you use the triangletriple arrange you used at 00:49:726 (3,4,5) - for these instead, these would still stand out nicely but fit with the rest of the not-1/4-snappy cursor motions a lot better. triangletriple arrange is reserved for chorus, and i don't think this is overemphasised since these sounds are much different that the ones i mapped with the triangletriple. I think these sounds deserve to stand out this much

idk, really just feels like you're trying to throw some random concept onto any song and say it fits, without really keeping the actual song in mind x: it's ok if you feel that way, but I don't. All the reasons for the concepts are things I feel/hear in the song.

---

insane

00:05:726 (3,4) - only triple you skip in this whole section, ends up feeling underwhelming to just play 1/2 here oops you're right, this was mistake made during remap after applying a previous mod, fixed !

01:41:476 (2,3,4,5,1) - no reason to stray away from your previous rhythm concept here, this section will feel much nicer if you stick with what you used for 01:37:476 (2,3,4,5,1,2,3) - i don't think they have such similarity. same reason there's difference between these vocals in the kiai too

think it's a shame you lose the pairing of circles at 01:45:976 (3,4,5,6) - in future jump arranges. like you could shift 01:49:976 (3,4,5,6) - or 01:50:976 (1,2,3,4) - into this layout for a really nice conceptual feeling imo oh yes, good idea. changed !

---

normal

use ar5 or 6, 4 is super low, causing instances of even 5 objects on the screen at a time, which is really dense and not advisable ^^' oh i just copied liangv587's settings from their ranked normal. but I think you're right, slightly higher would be nicer. fixed !

---
sorry again for mod being so late, best of luck with the set s: it's ok don't worry about it :) and thanks
thanks for mod !
CucumberCuc
Hello
M4M
[Normal]
00:02:476 (4) i think be better if u move this circle slightly right for the same distance
00:40:976 missed NC
00:46:476 (2) move to x:397 y:201 for better distance
01:10:976 (1,2,3) slightly different range
01:23:976 (3,4) - 01:27:976 (3,4) different range
01:30:476 (2) maybe move to x:68 y:149?
02:45:476 (2,3) this distance can change
02:47:976 (3) move slightly right and slider 4 move a bit up for better distance
[Hard]
00:27:976 (1,2) i think it's slightly far distance, maybe do like for 00:39:976 (1,2)? and this distance look like for kiai time
01:36:226 (2,3) maybe do far?
01:45:476 (2) start slider move up for the same distance
01:53:351 here piano sound have too

sorry if not enough, I'm just not well versed in the difficulties above hard and as for me Insane and Extra look good, gj

♪ Nice pantsu art ♪
Topic Starter
Yusomi

CucumberCuc wrote:

Hello
M4M
[Normal]
00:02:476 (4) i think be better if u move this circle slightly right for the same distance ok, fixed
00:40:976 missed NC fixed
00:46:476 (2) move to x:397 y:201 for better distance fixed
01:10:976 (1,2,3) slightly different range 0.01x is ok
01:23:976 (3,4) - 01:27:976 (3,4) different range fixed first one
01:30:476 (2) maybe move to x:68 y:149? fixed
02:45:476 (2,3) this distance can change it's 1.3x like everywhere else ?
02:47:976 (3) move slightly right and slider 4 move a bit up for better distance fixed
[Hard]
00:27:976 (1,2) i think it's slightly far distance, maybe do like for 00:39:976 (1,2)? and this distance look like for kiai time fixed !
01:36:226 (2,3) maybe do far? it's fine here
01:45:476 (2) start slider move up for the same distance fixed
01:53:351 here piano sound have too i think it's best to ignore that sound for the sake of simplicity, even making previous slider into a 3/4 slider would be too complicated I feel

sorry if not enough, I'm just not well versed in the difficulties above hard anything is appreciated !

♪ Nice pantsu art ♪ uwu
thanks for mod !
Uta
let me mod this later
Topic Starter
Yusomi

Uta wrote:

let me mod this later
ok ! c:
lit120
get rid of that bg since i've confirmed from a QAT about this

Topic Starter
Yusomi

lit120 wrote:

get rid of that bg since i've confirmed from a QAT about this

pantsu is unrankable? ok, changing now

thanks very much for checking for me !
Uta
Hello there! >w</ (sorry this took so long)

General
  1. Good Mapset ;)

Normal
  1. 00:11:976 (3,4) - the flow on this is a bit weird, by weird i mean inconsisten. use this instead 00:09:976 (3,4) -
  2. 00:49:976 (3) - ctrl h. or do something similar

Hard
  1. 00:32:976 (1) - thats a possible off screen object, rotate it a bit counter clockwise
  2. 01:16:976 (1,2) - i would make this a full nice triangle tbh https://i.imgur.com/4ZeH3pq.png
  3. 01:23:976 (1) - there is no reason for that slider to be different from 01:27:976 (1) - (tbh i would use the same slider every two same part and after that changed it, not changing it everytime the sound comes)
  4. 01:37:726 - circle?
  5. 01:38:726 - another circle and stack the circle with 01:38:476 (3) - ?
  6. 01:39:476 (5) - 01:39:727 - same goes here and the rest goes. it will be too easy and weird if you use a stop)

Extra
  1. 00:12:726 (6) - stack that with this slider head 00:11:976 (5) - it has the same spacing with 00:15:476 (3,4) - but they are literally the same, you probably want to change that a bit.
Looks good to me ;

Yusomi wrote:

pantsu is unrankable? ok, changing now
and yes pantsu is unrankable (*crying)

(edit: can you name the top diff with custom name because its not an exra lol, how about "La La La" or something)
Topic Starter
Yusomi

Uta wrote:

Hello there! >w</ (sorry this took so long) hii !

General
  1. Good Mapset ;) thanks !

Normal
  1. 00:11:976 (3,4) - the flow on this is a bit weird, by weird i mean inconsisten. use this instead 00:09:976 (3,4) - it follows the circular flow created by the previous 3 sliders. Also there is no reason for it to be consistent since music is different
  2. 00:49:976 (3) - ctrl h. or do something similar i don't like how that looks

Hard
  1. 00:32:976 (1) - thats a possible off screen object, rotate it a bit counter clockwise oops you're right, fixed
  2. 01:16:976 (1,2) - i would make this a full nice triangle tbh https://i.imgur.com/4ZeH3pq.png i think off centre overlap looks better. also i can't have the overlap centred while following ds
  3. 01:23:976 (1) - there is no reason for that slider to be different from 01:27:976 (1) - (tbh i would use the same slider every two same part and after that changed it, not changing it everytime the sound comes) oh i hate that slider shape, so i changed. but i'm still using variety for each slider on these types of sounds, since there's no reason for the sliders to be the same either
  4. 01:37:726 - circle? simplified rhythm to emphasize calm music
  5. 01:38:726 - another circle and stack the circle with 01:38:476 (3) - ? ^
  6. 01:39:476 (5) - 01:39:727 - same goes here and the rest goes. it will be too easy and weird if you use a stop) it won't be

Extra
  1. 00:12:726 (6) - stack that with this slider head 00:11:976 (5) - it has the same spacing with 00:15:476 (3,4) - but they are literally the same, you probably want to change that a bit. ah spacing is an issue here, but i don't like stack idea. fixed with ds instead
Looks good to me ;

Yusomi wrote:

pantsu is unrankable? ok, changing now
and yes pantsu is unrankable (*crying) ;w;

(edit: can you name the top diff with custom name because its not an exra lol, how about "La La La" or something) i don't want custom name, so i'm sticking with default names. it's an Extra because if a player who regularly plays 4.6* maps stumbles upon this map they will struggle a lot and wonder "why?". so diff name reflects the increase in difficulty relative to other songs of same star rating. there are many 'Extra' difficulty maps in this game which are under 5.25*
thanks for modding ! I really appreciate the random nm out of nowhere haha :)
Uta
how about an "expert" instead? (I don't know why but I like to mod some map randomly)
Topic Starter
Yusomi

Uta wrote:

how about an "expert" instead? (I don't know why but I like to mod some map randomly)
Extra is a nicer word to me cx
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