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Hai Nan - Ai La La

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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
Uta
I mean spread is a bit unbalance because insane is not even have 4+ SR
ask a gd above 4?
Topic Starter
Yusomi

Uta wrote:

I mean spread is a bit unbalance because insane is not even have 4+ SR
ask a gd above 4?
what? the spread is totally fine, less than 1 star gap.
Nyukai
Spread is totally fine, personally I would just rename Extra diff to something like Expert or anything related to song :) I know you prefer to set it as an Extra, but I swear it doesn't really fit on this kind of mapset.

~Extra~

  1. It looks a bit weird having a lower OD than Insane's. Consider reducing OD on Insane, otherwise I suggest to increase AR and OD in this diff.
  2. 00:17:976 (5) - I see your straight pattern, but the inconsistency on spacing is triggering me. Just move this a bit to the right.
  3. 00:29:976 (5) - Same here.
  4. 01:57:476 (3,4,5) - I accept higher spacing on triplets but I can't see the point on this one. You never made a pattern like this, why not just incrasing spacing between them or just making a normal triplet by adding Ctrl+G on 01:57:476 (3,4) - without any jump?
  5. 01:57:976 (1,2,3,4,5,6,5,6,7,1,2,3,4,1) - This is kind of weird too according to what I said before. If you keep the jumps at least try to avoid unclean overlaps such as 02:00:476 (1,2,3,4) - and so on.
~Insane~

  1. 01:17:476 (2) - Flow feels a bit broken for me, add Ctrl+G here to improve it, you will see the slider is going to be better followed by the previous one.
~Hard~

  1. 01:53:476 (2,3,4,5,5,6,7,8) - The only thing that I don't like about the diff is this. I was thinking it was cool for DT farm and when I saw this I wasn't sure if I was checking Insane or Hard diff. What I'm suggesting is that a good idea could be nerfing a bit patterns like this, since the rest of this diff looks good for me.
~Normal~

  1. Looks good for me.
Moe song <3
Topic Starter
Yusomi

Nyukai wrote:

Spread is totally fine, personally I would just rename Extra diff to something like Expert or anything related to song :) I know you prefer to set it as an Extra, but I swear it doesn't really fit on this kind of mapset. aw ok if both you and Uta think it would be better as Expert then i'll change

~Extra~

  1. It looks a bit weird having a lower OD than Insane's. Consider reducing OD on Insane, otherwise I suggest to increase AR and OD in this diff. ok ! i changed this diff to OD8, don't want to change AR though
  2. 00:17:976 (5) - I see your straight pattern, but the inconsistency on spacing is triggering me. Just move this a bit to the right. ok i hope it's fixed
  3. 00:29:976 (5) - Same here. fixed !
  4. 01:57:476 (3,4,5) - I accept higher spacing on triplets but I can't see the point on this one. You never made a pattern like this, why not just incrasing spacing between them or just making a normal triplet by adding Ctrl+G on 01:57:476 (3,4) - without any jump? piano solo here, music changes a lot so i wanted a different pattern here to reflect that.
  5. 01:57:976 (1,2,3,4,5,6,5,6,7,1,2,3,4,1) - This is kind of weird too according to what I said before. If you keep the jumps at least try to avoid unclean overlaps such as 02:00:476 (1,2,3,4) - and so on. this is most intense part of the song to me. the pattern fits the music nicely to me :o i also think small overlaps like that are pretty
~Insane~

  1. 01:17:476 (2) - Flow feels a bit broken for me, add Ctrl+G here to improve it, you will see the slider is going to be better followed by the previous one. alright fixed !
~Hard~

  1. 01:53:476 (2,3,4,5,5,6,7,8) - The only thing that I don't like about the diff is this. I was thinking it was cool for DT farm and when I saw this I wasn't sure if I was checking Insane or Hard diff. What I'm suggesting is that a good idea could be nerfing a bit patterns like this, since the rest of this diff looks good for me.i originally had easier pattern but people told me it was undermapped T_T ok nerfing it now. i left the next 5 note stream as it is though as i think it's suitable for that part of the song
~Normal~

  1. Looks good for me.
Moe song <3 agree <3
thanks for mod ! was very helpful :)
Uta
see, i told u expert is way more cuter ;w;
Topic Starter
Yusomi

Uta wrote:

see, i told u expert is way more cuter ;w;
i didn't like it at first but now i do :oops:
Uta
seriously tho, why the top diff mapping style is different from the insane. I'm not complaining but.
where did you get this idea XD
Topic Starter
Yusomi

Uta wrote:

seriously tho, why the top diff mapping style is different from the insane. I'm not complaining but.
where did you get this idea XD
top diff was the first diff i made. the ideas in it are what i actually wanted to express in this map. The other diffs are just there to fit ranking criteria, i don't like them.

the idea came from looking at rustbell and hollow wings maps
lit120

Uta wrote:

seriously tho, why the top diff mapping style is different from the insane. I'm not complaining but.
where did you get this idea XD
just learn why he made that for the first place kid xd

lu tinggal perlu pelajari semua konsep mapping orang gitu aja

btw modding this soon tonight
lit120
[general]
  1. i'd suggest u to add Easy diff to make it more friendly play for beginner players than the current Normal
[x]
  1. 01:25:976 (5,7,1) - in aesthetic view, this should be better to have both blanketed on both sides
  2. 01:29:976 (4,5) - excuse me, i can hear a slider whistle there that should be removed. including 00:41:976 (5,6) -
  3. 01:36:976 - get ur NCs correct like http://puu.sh/yC9gX/56ab4dfc53.jpg based on vocal's repeating part here
  4. 01:53:976 (5) - isn't this supposed to be a 1/4 note instead of 1/2 slider here from a piano note?
  5. 01:54:476 (7) - now with a note only
  6. 01:57:476 (3,4,5,1,2,3,4,5,6) - i honestly have no idea about these notes, but on my play, it's kinda a bit awkward though. somehow, u could try something with this for example https://osu.ppy.sh/ss/9718784 (u can make whatever pattern with this)
  7. 01:59:976 (5,6,7) - this feels too force for 02:00:101 (6,7) - . perhaps a triangle pattern won't hurt there, or do the same thing as from above
  8. 02:00:476 (1,2,3,4) - this is kinda a bit inconsistent for a note placement, as it is not the same as 00:52:476 (1,2,3,4,1) - for a build up part from a piano
  9. 02:09:976 (4,5) - why is this so ugly unlike 00:41:976 (5,6) - :(
  10. 02:42:976 (1,2,3,4,5,1) - this looks way too easy to play for such flow rather than 00:10:726 (8,1,2,3) - like imagine that those 1/4 sliders are a note
  11. 02:50:851 (1,1) - no. just, no. don't use normal hitsounds here, wtf. use soft instead
[i]
  1. 00:12:976 (1,2,1,2,1,2) - stacking these would be misleading to 3/4 note there. separating those would work to avoid it
  2. 00:48:976 - why is this part rly different from 00:52:976 - based on NC choice? 02:24:976 - 02:32:976 - too
  3. 01:18:226 (4) - move it to 65|209 to avoid such awkward flow
  4. 01:50:976 (1,2,3,4,5,1,2,3,4) - 2 choices for NC. http://puu.sh/yCyD8/1d2258e27b.jpg or http://puu.sh/yCyDr/2242cddd03.jpg
  5. 01:53:976 (6) - u missed a note for a blue tick there
[h]
  • sv 1.9 on hard diff. what...? usually should be lower than 1.6 for friendly play for amateur players
  1. 00:01:976 (3,4,5,6,1) - notice the flow here for both with mods or not is awkward to play with. smh, u can use this for better to avoid such awkward flow http://osu.ppy.sh/ss/9722821
  2. 01:16:976 (1) - move away a bit from overlapping those tails, even a bit. or just aim it lower for the tail. or do sth with 01:17:476 (2) -
  3. 01:59:976 (4) - try not to overlap between 02:00:476 (5,6,7,8,1) -
  4. 02:40:976 (1,2,3,4) - this somehow looks way too easy for this part tbh
  5. 02:48:226 (1,2,3) - can i call this as an insane diff for these 3?
[n]
  1. SV 1.9, but with 0.7x slider speed :thinking:
  2. 01:56:976 (1,2,3,4,5,6,7,8) - why is this so easy to play, as u didn't do the same thing as the rest, such as adding some 1/2 sliders around or some notes
check ur hitsound all over again man

gl
Topic Starter
Yusomi

lit120 wrote:

[general]
  1. i'd suggest u to add Easy diff to make it more friendly play for beginner players than the current Normal spread is fine as discussed in previous mods
[x]
  1. 01:25:976 (5,7,1) - in aesthetic view, this should be better to have both blanketed on both sides yeah, fixed
  2. 01:29:976 (4,5) - excuse me, i can hear a slider whistle there that should be removed. including 00:41:976 (5,6) - it's always on this vocal throughout whole map, why should it be removed?
  3. 01:36:976 - get ur NCs correct like http://puu.sh/yC9gX/56ab4dfc53.jpg based on vocal's repeating part here the 'ai' sound is the beginning tho. i can't hear the 'nu' as beginning.
  4. 01:53:976 (5) - isn't this supposed to be a 1/4 note instead of 1/2 slider here from a piano note? hmmm i debated this a lot :s the held note makes for better play imo, and that 1/4 is much quieter than the previous ones so i prefer to ignore it.
  5. 01:54:476 (7) - now with a note only no, those 1/12 (?) clicking sounds always get mapped with a slider see : 02:30:476 (5) - , 00:54:476 (5) -
  6. 01:57:476 (3,4,5,1,2,3,4,5,6) - i honestly have no idea about these notes, but on my play, it's kinda a bit awkward though. somehow, u could try something with this for example https://osu.ppy.sh/ss/9718784 (u can make whatever pattern with this) prefer how it is, those would look very out of place on this map.
  7. 01:59:976 (5,6,7) - this feels too force for 02:00:101 (6,7) - . perhaps a triangle pattern won't hurt there, or do the same thing as from above triangle 1/4s are reserved for chorus only. want to keep these 3 notes the same as the previous ones too.
  8. 02:00:476 (1,2,3,4) - this is kinda a bit inconsistent for a note placement, as it is not the same as 00:52:476 (1,2,3,4,1) - for a build up part from a piano it's not mapped that same as that bit tho, spacing and overlaps are different. the other 1/4s in this piano section are also similar to other patterns used in the map.
  9. 02:09:976 (4,5) - why is this so ugly unlike 00:41:976 (5,6) - :( i like both :o
  10. 02:42:976 (1,2,3,4,5,1) - this looks way too easy to play for such flow rather than 00:10:726 (8,1,2,3) - like imagine that those 1/4 sliders are a note ok i remapped it
  11. 02:50:851 (1,1) - no. just, no. don't use normal hitsounds here, wtf. use soft instead normal whistle is loud and annoying to match loud and annoying sound here
[i]
  1. 00:12:976 (1,2,1,2,1,2) - stacking these would be misleading to 3/4 note there. separating those would work to avoid it players have plenty of time to read on this bpm and ar. and even if they misread as 3/4 it won't cause any issues, no chance of slider break or 100.
  2. 00:48:976 - why is this part rly different from 00:52:976 - based on NC choice? 02:24:976 - 02:32:976 - too the NCs are on vocal cues.
    the first pattern is repetitive vocals, starting with the 'ai' sound. the next set of vocals isn't repetitive so i can't do that.
  3. 01:18:226 (4) - move it to 65|209 to avoid such awkward flow ah yeah, good idea
  4. 01:50:976 (1,2,3,4,5,1,2,3,4) - 2 choices for NC. http://puu.sh/yCyD8/1d2258e27b.jpg or http://puu.sh/yCyDr/2242cddd03.jpg neither?
    can't nc 5 cus it's the end of the piano notes. and i cant have 01:51:976 (5,1) - in the same combo because that makes no sense. The 1 being NC'd makes most sense to me since it's after the end of the piano combo and the beginning of the small clap combo
  5. 01:53:976 (6) - u missed a note for a blue tick there i was tempted to agree with you on the expert diff. but not here, the 1/4 you mention is much quieter than surrounding 1/4s, so mapping it with a kickslider like the others would overemphasize it. mapping it with slider body feels much better,
    since there is that held piano note just before it anyway
[h]
  • sv 1.9 on hard diff. what...? usually should be lower than 1.6 for friendly play for amateur players take it easy, it's just a number :)
    gameplay is fine
  1. 00:01:976 (3,4,5,6,1) - notice the flow here for both with mods or not is awkward to play with. smh, u can use this for better to avoid such awkward flow http://osu.ppy.sh/ss/9722821 flow is fine here ? your pattern is harder for me
  2. 01:16:976 (1) - move away a bit from overlapping those tails, even a bit. or just aim it lower for the tail. or do sth with 01:17:476 (2) - oh ok moved it a little
  3. 01:59:976 (4) - try not to overlap between 02:00:476 (5,6,7,8,1) - it looks fine, and if i spaced those any further away it will hurt gameplay
  4. 02:40:976 (1,2,3,4) - this somehow looks way too easy for this part tbh yeah went for simplified outro
  5. 02:48:226 (1,2,3) - can i call this as an insane diff for these 3? ok changed, 3 definitely should not have been so spaced
[n]
  1. SV 1.9, but with 0.7x slider speed :thinking: they are numbers. gameplay is fine
  2. 01:56:976 (1,2,3,4,5,6,7,8) - why is this so easy to play, as u didn't do the same thing as the rest, such as adding some 1/2 sliders around or some notes just a different pattern for different music
check ur hitsound all over again man ok looked though but can't see any issue.

gl
thanks for modding p sure i give up now tho
Uta
yea SV is totally fine because of the low bpm
Mafumafu
Some comments on top diff:

00:11:476 (3) - According to what you followed, you might consider rhythm like https://puu.sh/yFkp9/2369b8bb30.png

00:15:226 (2,3) - Ought to have larger spacing for consistency with 00:13:226 (2,3) - and 00:14:226 (2,3) - .

00:24:976 (1,2) - Maybe larger spacing for it will be misread as 1/4 easily.

00:35:476 (2,3,1) - Jump should be between 3 and 1 instead of 2 and 3 for proper emphasis on music.

00:39:476 (2,3,1) - ^

01:53:976 (5) - 1/4 pianos should be mapped out too.

02:00:476 (1,2,3,4,1) - This pattern looks meh and imbalanced. Maybe try some polygons.

I did not repeat the issues on similar sections.
Topic Starter
Yusomi

Regraz wrote:

Some comments on top diff:

00:11:476 (3) - According to what you followed, you might consider rhythm like https://puu.sh/yFkp9/2369b8bb30.png that is a great idea,
fixed


00:15:226 (2,3) - Ought to have larger spacing for consistency with 00:13:226 (2,3) - and 00:14:226 (2,3) - . oops you're right, fixed

00:24:976 (1,2) - Maybe larger spacing for it will be misread as 1/4 easily. ok fixed

00:35:476 (2,3,1) - Jump should be between 3 and 1 instead of 2 and 3 for proper emphasis on music. i agree that makes sense with the music but i also think it's too awkward. so i just made spacing equal, so it plays well now and isn't incorrectly emphasizing something. i also want to keep spacing consistent with patterns like this 01:31:851 (5,1) -

00:39:476 (2,3,1) - ^ fixed like before

01:53:976 (5) - 1/4 pianos should be mapped out too. aw i liked that. but since both you and lit120 mentioned it i guess i am wrong. changed !

02:00:476 (1,2,3,4,1) - This pattern looks meh and imbalanced. Maybe try some polygons. it plays nice to me, and i actually like how that looks. prefer to express my idea of pretty patterns

I did not repeat the issues on similar sections. ok scanning through and fixing similar issues where i see them
thanks for modding !
Person
Thanks for the mod!
I hope this helps

~Insane~
00:31:976 (5,6,7) - spacing seems a bit large for 6 when playing. might be because the space from 6 to 3 and 4 aren't even. moving 6 further to the left to line up with 5 to 1, or to the right to have even spacing with 4 and 3 might play better
00:41:476 (2,3) - kindof awkward flow from 2 to 3 due to slider paths and rotating clockwise, maybe something like this http://puu.sh/yTNLf/34611f2846.jpg
00:45:976 (3,4) - spacing is fine but also a little weird due to clockwise motion. might not be need to change
00:51:976 (3,4) - larger spacing might play better into 5 since 5 is pretty far
01:07:976 (1,2,1) - 2nd 1 is a little too close to the slider body. moving it away to the right so that it is the same distance as 2 to the slider body could help a little readability http://puu.sh/yTO7n/dd9801f885.jpg
01:10:976 (1,2) - angle might be too sharp, perhaps ctrl+g 2 and move it under 1
01:32:976 (1,2,3,4) - flow from 3 to 4 doesnt flow consistently with the up/down motion of 1 2 3, maybe ctrl+g 4 and reposition 3 and 4 for similar flow as 1 and 2. or maybe see if another way of placing all 4 works too
01:40:476 (6) - missing clap hitsound
01:41:476 (2) - ^
01:49:476 (2,3,4,5,6) - 2 to 3 looks a little close in terms of the general pattern. try moving 3 and 4 to the left a little and see if you like it
02:21:476 (2,3,4,5,6) - 5 and 6 slider bodies feel a little cramped when playing from the previous 3. flows fine but maybe spread them out a little for the aesthetic
02:24:726 (4,1) - playing into 1 after the jumps from 4 flows kinda weird cause 1 makes like a little "bump" or something in cursor movement, maybe try ctrl+h on 1 and moving it to the same position to make for a more circular flow
02:27:976 (3,4) - same as 00:51:976 (3,4) - larger spacing from 3 to 4 might play better into 5
02:28:476 (5,1) - weird angle from 5 to 1. maybe rotating 5 counterclockwise a little might work since moving 1 horizontally would mess up the next spacing (rotated 5 by -17 degrees and moved 1 up a little)
02:36:476 (5,1) - ^ same thing but try rotating 5 clockwise. 5 was awkwardly close to blanketing 3 anyways

~Hard~
01:54:976 (1,2,3,4) - making this curve more, uh, curvy might improve flow since currently it doesn't imply or play too well like a smooth, wavy path, but looks like it's trying to. also keeps it consistent with all other consecutive hit circle patterns in the map since they have sharper angles http://puu.sh/yTPK1/267b900a9f.jpg
02:26:476 (4,1) - angle is really steep compared to the rest of the straight sliders in the map, try making them more vertical

Nice song and bg btw lol
GL on ranking!
Aeo
Hitsounds
Consider adding some mute hitsounds for the sliders that end on blue ticks?

Insane
00:47:726 (2,3,4) - spacing here isn't consistent
00:52:476 (5) - why not just make this slider two note since you seem to be following the vocals here?
01:07:476 (2,1) - this feels a bit awkward to play
01:10:976 (1,2) - maybe have a blanket here and put 01:11:976 (1) at the area where 01:11:476 (2) is? Flow would be better imo
01:14:476 (4) - Just some nitpicking but this slider doesn't really follow the outside border of 01:13:476 (2) if that's what you were going for
01:17:476 (2,3) - flow here is a bit weird
01:19:476 (3,4,5) - why not just keep spacing same as 01:18:976 (1,2) ?
01:33:976 (3,4) - why not keep the same flow like 01:32:976 (1,2)
01:44:476 (5) - i think if you flipped this vertically it would play better
02:24:726 (4,1) - angle here feels weird to play
02:36:476 (5,1) - have the 1 more towards to the right?

Expert
not too good modding these type of maps

00:50:476 (1,2,3,4) - Why not have the same rhythm as 00:49:476 (2,3,4,5,6)
01:26:726 (7,1) - has the same rhythm as 01:25:726 (3,4,5) i think
01:40:226 (4,1) - i think the ds might be a bit too large here
01:45:726 (4) - have the slider here face downwards for aesthetic?
Topic Starter
Yusomi
6 digit

6 digit wrote:

Thanks for the mod!
I hope this helps

~Insane~
00:31:976 (5,6,7) - spacing seems a bit large for 6 when playing. might be because the space from 6 to 3 and 4 aren't even. moving 6 further to the left to line up with 5 to 1, or to the right to have even spacing with 4 and 3 might play better nah, it's just a star pattern but with 5 and 6 spaced out since there's strong beats on them
00:41:476 (2,3) - kindof awkward flow from 2 to 3 due to slider paths and rotating clockwise, maybe something like this http://puu.sh/yTNLf/34611f2846.jpg i actually like flows like this, the little awkward movement helps emphasize the beat
00:45:976 (3,4) - spacing is fine but also a little weird due to clockwise motion. might not be need to change it's fine
00:51:976 (3,4) - larger spacing might play better into 5 since 5 is pretty far this mimics the previous patterns where there would usually be a stack here. but since this is the final one and the lyrics change it's spaced out just a little
01:07:976 (1,2,1) - 2nd 1 is a little too close to the slider body. moving it away to the right so that it is the same distance as 2 to the slider body could help a little readability http://puu.sh/yTO7n/dd9801f885.jpg you're right, fixed
01:10:976 (1,2) - angle might be too sharp, perhaps ctrl+g 2 and move it under 1 yeah i like the awkward movement. it's not that
awkward, but it's just subtle enough to cause a noticeable effect on gameplay. like i said before it's too emphasize the beat on 01:11:476 (2) -

01:32:976 (1,2,3,4) - flow from 3 to 4 doesnt flow consistently with the up/down motion of 1 2 3, maybe ctrl+g 4 and reposition 3 and 4 for similar flow as 1 and 2. or maybe see if another way of placing all 4 works too yea, remapped it
01:40:476 (6) - missing clap hitsound oops fixed
01:41:476 (2) - ^ fixed
01:49:476 (2,3,4,5,6) - 2 to 3 looks a little close in terms of the general pattern. try moving 3 and 4 to the left a little and see if you like it nah its fine
02:21:476 (2,3,4,5,6) - 5 and 6 slider bodies feel a little cramped when playing from the previous 3. flows fine but maybe spread them out a little for the aesthetic spreading it out would break the symmetry :o
02:24:726 (4,1) - playing into 1 after the jumps from 4 flows kinda weird cause 1 makes like a little "bump" or something in cursor movement, maybe try ctrl+h on 1 and moving it to the same position to make for a more circular flow rotated 1 a little
02:27:976 (3,4) - same as 00:51:976 (3,4) - larger spacing from 3 to 4 might play better into 5 it follows the same logic i talked about earlier
02:28:476 (5,1) - weird angle from 5 to 1. maybe rotating 5 counterclockwise a little might work since moving 1 horizontally would mess up the next spacing (rotated 5 by -17 degrees and moved 1 up a little) like i said, i like these flow breaks, they emphasize the beat on the slider
02:36:476 (5,1) - ^ same thing but try rotating 5 clockwise. 5 was awkwardly close to blanketing 3 anyways same

~Hard~
01:54:976 (1,2,3,4) - making this curve more, uh, curvy might improve flow since currently it doesn't imply or play too well like a smooth, wavy path, but looks like it's trying to. also keeps it consistent with all other consecutive hit circle patterns in the map since they have sharper angles http://puu.sh/yTPK1/267b900a9f.jpg ok made the curve more curvy :)
02:26:476 (4,1) - angle is really steep compared to the rest of the straight sliders in the map, try making them more vertical they're fine.
just 120degree rotation of previous straight sliders. changing their angle would break the geometry


Nice song and bg btw lol
GL on ranking!
thanks for modding !

Aeo wrote:

Hitsounds
Consider adding some mute hitsounds for the sliders that end on blue ticks?considered it in a previous mod,
but i think it's not necessary

Insane
00:47:726 (2,3,4) - spacing here isn't consistent oops you're right, fixed
00:52:476 (5) - why not just make this slider two note since you seem to be following the vocals here? prefer to not ignore the little high pitch piano(?) sounds here
01:07:476 (2,1) - this feels a bit awkward to play feels fine to me :o
01:10:976 (1,2) - maybe have a blanket here and put 01:11:976 (1) at the area where 01:11:476 (2) is? Flow would be better imo i tried it and it's good idea, but i prefer current arrangement
01:14:476 (4) - Just some nitpicking but this slider doesn't really follow the outside border of 01:13:476 (2) if that's what you were going for yeah i was going for that, but that was gross, changed the slider instead
01:17:476 (2,3) - flow here is a bit weird holy, that pattern was terrible. i think i broke it during a previous mod. fixed.
01:19:476 (3,4,5) - why not just keep spacing same as 01:18:976 (1,2) ? didn't want it to be too cluttered. at this bpm the spacing difference isn't too much of a difficulty increase anyways
01:33:976 (3,4) - why not keep the same flow like 01:32:976 (1,2) fixed
01:44:476 (5) - i think if you flipped this vertically it would play better fixed
02:24:726 (4,1) - angle here feels weird to play fixed
02:36:476 (5,1) - have the 1 more towards to the right? nope, the flow break adds emphasis

Expert
not too good modding these type of maps

00:50:476 (1,2,3,4) - Why not have the same rhythm as 00:49:476 (2,3,4,5,6) 1/4 slider maps those weird clicky sounds, listen carefully c:
01:26:726 (7,1) - has the same rhythm as 01:25:726 (3,4,5) i think there's no 1/4s there
01:40:226 (4,1) - i think the ds might be a bit too large here think it's fine
01:45:726 (4) - have the slider here face downwards for aesthetic? it's fine
thanks for modding !
aru-
02:34:788 (2) - Not snapped correctly

00:07:226 (2,3,4,5,6) - This paatern seems a little bit randomly placed, like it has no connection to whats happening before


So it kinda shapes a diamond with whats happening before c:
Topic Starter
Yusomi

Shifu Touka wrote:

02:34:788 (2) - Not snapped correctly oops i broke that in a recent update;w;

00:07:226 (2,3,4,5,6) - This paatern seems a little bit randomly placed, like it has no connection to whats happening before hm ok


So it kinda shapes a diamond with whats happening before c:
_handholding
Expert
  1. 02:28:476 (1,2,3,4) - For all your patterns like this, soft whistles would fit much better imho. The normal finishes just sound jarring
  2. 00:17:726 (3,4,5) - You have a lot of patterns like this which flow quite uncomfortable because of the position of the slider from the circles. While you don't have to change it are you sure you want to keep it in your final vers? Patterns like 00:27:726 (4,5,1) flow a lot more comfortably
  3. 01:44:476 (1,2) - If you decrease the spacing between these 2 you would emphasise 01:44:976 (1) a lot more
  4. 01:56:976 (1) to 02:00:976 (1) - this section is structured a bit too weirdly for me to read and play as easy as I would like
  5. 02:24:476 (4) - minor but it would look a lot more structured if you had this as a normal curve to fit in with the other sliders 02:22:976 (1,2,3)
  6. 02:50:851 (1,1) - This would play a lot more comfortable https://i.imgur.com/cCTGphB.png The current snapping isn't that friendly, if you were to play it with DT it's like an instant rip
  7. 02:16:976 (1) - You can increase the spacing of the section a tiny bit more. The lower object density already serves its purpose of reflecting the calm part
Insane
  1. 00:12:976 (1,2,1,2,1,2) - This rhythm could be a bit more dense, it feels more like a hard.
  2. 02:48:226 (1,2) - spacing felt a bit too high imo
[]will mod other diffs later
Topic Starter
Yusomi

Kisses wrote:

Expert
  1. 02:28:476 (1,2,3,4) - For all your patterns like this, soft whistles would fit much better imho. The normal finishes just sound jarring alrightie fixed
  2. 00:17:726 (3,4,5) - You have a lot of patterns like this which flow quite uncomfortable because of the position of the slider from the circles. While you don't have to change it are you sure you want to keep it in your final vers? Patterns like 00:27:726 (4,5,1) flow a lot more comfortably breaking flow and making jerky movements is what I'm going for with this map. That being said I don't think any of them flow too poorly anyways
  3. 01:44:476 (1,2) - If you decrease the spacing between these 2 you would emphasise 01:44:976 (1) a lot more oo yeah you're right, fixed
  4. 01:56:976 (1) to 02:00:976 (1) - this section is structured a bit too weirdly for me to read and play as easy as I would like i think this section plays and looks just how i want it to
  5. 02:24:476 (4) - minor but it would look a lot more structured if you had this as a normal curve to fit in with the other sliders 02:22:976 (1,2,3) i used to have it as a normal curve but a previous mod told me to change ;w; i like normal curve more too. so fixed!
  6. 02:50:851 (1,1) - This would play a lot more comfortable https://i.imgur.com/cCTGphB.png The current snapping isn't that friendly, if you were to play it with DT it's like an instant rip i don't think i ever break combo at that with DT, but that's maybe cus i expect it. changed to your suggestion because it's cruel to have something like that right at the end
  7. 02:16:976 (1) - You can increase the spacing of the section a tiny bit more. The lower object density already serves its purpose of reflecting the calm part ah, yeah that improved things here. good idea
Insane
  1. 00:12:976 (1,2,1,2,1,2) - This rhythm could be a bit more dense, it feels more like a hard. yeah you're right, fixed
  2. 02:48:226 (1,2) - spacing felt a bit too high imo yep, fixed
[]will mod other diffs later
thanks so much for the mod so far !
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