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posted

M4M

Extravaganza


01:13:092 (1,2,3) - I would move the 1st circle upward like a perfect pyramid
01:16:521 (2,1) - srsly
01:19:521 (1,2,3,1,2,3) - this part seems very confusing
00:09:878 (4) - you can clearly hear a triple here like this part 00:10:735 (3) -
00:35:164 (1) - clap sound like in kiai time ??
00:38:164 (1,2) - aren't you going too far with the ds ??
01:03:021 (1) - it would be cool if you did something with this cool sound like in kiai time
01:09:878 (1) - ^
01:05:057 (4,1) - jumping from 0.75 to 1.50 woa isn't that a little bit too much, this part isn't even that intense

Insane


Change OD to 7.5 ??
00:09:878 (4) - you did the same thing here avoiding the triple how about decreasing the slider velocity before the next part ?
01:03:021 (3) - i really want to hold this circle, same here 01:09:878 (3) -

That's a really cool map i would definitely play it when it gets ranked good luck
posted

Mari Ohara wrote:

M4M

Extravaganza


01:13:092 (1,2,3) - I would move the 1st circle upward like a perfect pyramid nope, im emphasising the sound on 3 with a bigger spacing here 01:13:200 (2,3) - than the first two notes
01:16:521 (2,1) - srsly fixed the overlap lmao
01:19:521 (1,2,3,1,2,3) - this part seems very confusing it flows reall well for me, but this is one of the patterns that im not to sure on so if i get a better suggestion for these later on then ill change it
00:09:878 (4) - you can clearly hear a triple here like this part 00:10:735 (3) - nope, not really, it could be interpreted either way
00:35:164 (1) - clap sound like in kiai time ?? go listen to the hitsounds without music, this is used reguarly at this point in the map
00:38:164 (1,2) - aren't you going too far with the ds ?? nah, the song calls for it imo
01:03:021 (1) - it would be cool if you did something with this cool sound like in kiai time the whole point of the map is to have the calm part of the chorus flow well and the intense part (kiai parts) to require alopt of snapping, so im not doing this in the kiai
01:09:878 (1) - ^ ^
01:05:057 (4,1) - jumping from 0.75 to 1.50 woa isn't that a little bit too much, this part isn't even that intense point of the map, it may be a tiny bit too hig so i might reduce it to like 1.2 in the future

Insane


Change OD to 7.5 ?? done
00:09:878 (4) - you did the same thing here avoiding the triple how about decreasing the slider velocity before the next part ? having a note here or not is quite subjective, there is a noise here but i want the clean break for more emphasis on the start tof hte new measure
01:03:021 (3) - i really want to hold this circle, same here 01:09:878 (3) - yeah, but the gimick of the chorus is that the calm part doesnt have sliders, so it transitions with the kiai part better, so im not chnging this

That's a really cool map thanks! uwu i would definitely play it when it gets ranked good luck gl with your map too!
Thanks for the mod! :):):)
posted
nm
Extravaganza
- 00:13:307 (3) - i think this slider is a little bit too away from 00:13:092 (2) - and these ones 01:36:235 (2,3) -
- 01:06:235 (1,2,3) - these three circles break the flow of the map; 01:13:092 (1,2,3) - these are fine, since theres a empty tick before them

Insane
- i would ctrl+g these two cirlces 01:13:092 (1,2) - to get a better flow
- 01:27:450 (3,4,5,6) - i would change these type of sliders because they are a little bit hard to read

Hard
- hard players would be confused with these type of sliders 00:10:307 (1,2,3,4) -
- i would decrease the ar to AR7 or even AR6,5
posted

Nekoraw wrote:

nm
Extravaganza
- 00:13:307 (3) - i think this slider is a little bit too away from 00:13:092 (2) - and these ones 01:36:235 (2,3) - lowered spacing
- 01:06:235 (1,2,3) - these three circles break the flow of the map; 01:13:092 (1,2,3) - these are fine, since theres a empty tick before them ive lowered a bit of the spacing here, but kept the rhythm the same

Insane
- i would ctrl+g these two cirlces 01:13:092 (1,2) - to get a better flow nope, this pattern 01:13:092 (1,2,3) - is the opposite flow of this triangle 01:12:664 (4,5,6) - to help emphasise the start of the kiai section here
- 01:27:450 (3,4,5,6) - i would change these type of sliders because they are a little bit hard to read this looks bad in the editor but its easily readable when playing the map

Hard
- hard players would be confused with these type of sliders 00:10:307 (1,2,3,4) - i think that because its at the start of the map, if its hard to read then players can retry once or twice to get the concept down, whic is somewhat of a theme throughout the map and in the kiai like here 01:17:807 (1,2,3,4,5,6) - and here 01:24:664 (1,2,3,4,5,6) -
- i would decrease the ar to AR7 or even AR6,5 nah, hard diffs usually have 7.5 to 8, and i like ar8 on this diff
thanks for the mod uwu :):):):):):)
posted
Hi !

[General stuff]
Please avoid using pure white and dark as combo colours.
Avoid using combo colors, slider borders or hitcircleoverlays with ~50 luminosity or lower. Dark colors like these impact readability of approach circles with low background dim and the other elements partially give up their functions as borders.
Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.
https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!

[Extravaganza]
00:04:735 (4,1) - Things like this are unrankable.
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous cannot be used, such as burai sliders and hold sliders without straightforward slider borders. When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in.
https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!
00:15:021 (5) - I know there is a sound on that blue tick but there's no point mapping it, players won't even notice it. It is inconsistent by the way, because you ignore that same sounds on ticks like 00:14:271 - 00:09:128 - etc. Just make that slider 00:15:021 (5) - 1/2 like these 00:14:592 (3,3) - and it will play much much better.
00:16:307 (1,1) - This is super annoying tbh. With that shape 00:16:307 (1) - you compell the player to move his cursor slower but the next slider has high spacing which makes the pattern completely paradoxal. You may want to change either the spacing or the shape of the slider.
00:19:735 (1) - Giving that much impact to the violin with such long slider feels really awkward when you slightly map it just before 00:17:164 (1,1) - .
00:24:878 (2) - Shouldn't this slider be extended to blue tick ?
00:33:879 (4,5,1,2,3,4,1) - They feel a bit clustered, mind spacing them a bit more ?
00:35:164 (1) - CTRL+G, that anti-flow doesn't seem to make any sense
00:59:592 - NCs are super weird here. You give priority to the violin according to your mapping but your NCs are following the piano.
01:00:664 (1,1) - Deserves more spacing to keep flow smooth.
01:02:378 (1,2) - Same.
01:05:807 (1,2,1,2,3) - Not sure of how it is supposed to play, those angles look really sharp. You may want to rework those circles 01:06:235 (1,2,3) -
01:12:664 (4,1,2) - Could look better, move (2) a bit

Good luck.
posted

6th wrote:

Hi !

[General stuff]
Please avoid using pure white and dark as combo colours.
Avoid using combo colors, slider borders or hitcircleoverlays with ~50 luminosity or lower. Dark colors like these impact readability of approach circles with low background dim and the other elements partially give up their functions as borders.
Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.
https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!

ive changed the luminosity to fill the ranking criteria

[Extravaganza]
00:04:735 (4,1) - Things like this are unrankable.
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous cannot be used, such as burai sliders and hold sliders without straightforward slider borders. When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in.
https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu! fixed
00:15:021 (5) - I know there is a sound on that blue tick but there's no point mapping it, players won't even notice it. It is inconsistent by the way, because you ignore that same sounds on ticks like 00:14:271 - 00:09:128 - etc. Just make that slider 00:15:021 (5) - 1/2 like these 00:14:592 (3,3) - and it will play much much better. done
00:16:307 (1,1) - This is super annoying tbh. With that shape 00:16:307 (1) - you compell the player to move his cursor slower but the next slider has high spacing which makes the pattern completely paradoxal. You may want to change either the spacing or the shape of the slider. ive made this long slider end on the red tick instead, so more time is given to hit the next slider
00:19:735 (1) - Giving that much impact to the violin with such long slider feels really awkward when you slightly map it just before 00:17:164 (1,1) - . the sound at 00:17:164 (1,1) - clearly has a steady 1/2 rythmn, but the sound at 00:19:735 (1) - has no beats, so ive emphasized the lull in sound by using one extended slider
00:24:878 (2) - Shouldn't this slider be extended to blue tick ? theres a held violin sound on this slider 00:24:021 (2) - that continues onto the next note but the violin sound on this note 00:24:878 (2) - stops before the blue tick
00:33:879 (4,5,1,2,3,4,1) - They feel a bit clustered, mind spacing them a bit more ? done
00:35:164 (1) - CTRL+G, that anti-flow doesn't seem to make any sense its used for emphasis to show the end of this section, i know its a tiny bit too hard/unreadable so i might change it soon, im not too sure
00:59:592 - NCs are super weird here. You give priority to the violin according to your mapping but your NCs are following the piano. the NC's are there for a specific reason, as you said they specify the piano, ive mapped the violin here with high increases in spacing for whenever a piano note is played (at all NCs), for example theres no reason for this big spacing here without the piano 01:02:164 (3,1) - but ive used this way of mapping to use both instruments at the same time
01:00:664 (1,1) - Deserves more spacing to keep flow smooth.
01:02:378 (1,2) - Same. my reasoning for these last two points is that im only using big spacing when theres a piano note, so keeping spacing small here is the point
01:05:807 (1,2,1,2,3) - Not sure of how it is supposed to play, those angles look really sharp. You may want to rework those circles 01:06:235 (1,2,3) - done
01:12:664 (4,1,2) - Could look better, move (2) a bit done, maybe?

Good luck. thanks!
thanks for the mod :):):):)
posted
Hi, m4m from #modreqs here

extravaganza:
  1. 00:14:592 (3,5) - 00:14:914 (4,2) - how about consistent visual spacing for these? would work better for visual aspect
  2. 00:14:914 (4,1) - i didn't get why you didn't put nc in the first case but did in the second, seems like an inconsistency
  3. 00:16:307 (1) - i usually expect some kind of impact from the music for such sliders, but there it seems like you just used this shape for aesthetical purposes, but is it a good idea considering the fact that it affects gameplay?
  4. 00:24:021 (2,3) - i honestly don't have any idea on how player could understand that (2) is an extended slider. Spacing doesn't tell much, this 1/4 gap look extremely similar to 1/2 from before (00:19:735 (1,1) - ,00:23:164 (4,1) - , etc.)
  5. 00:28:307 (4) - nc? cause musically this sound more belongs to next object rather than previous one. probably should delete nc on 00:28:735 (1) -
  6. 00:35:057 (4,1) - gap between these might be far too sudden
  7. 00:37:735 (1,2,1,2) - don't you think this spacing is pretty extreme for the calm part? o.o Previous section was far more intense but spacing was lesser
  8. 00:45:450 (1,1,1,1,1) - are these sounds that outstanding that they even deserve their own combo each?
  9. 01:05:164 (1) - 01:06:021 (2) - there are no snares in music on the heads of these things o.o


insane:
  1. 00:22:307 (1,2) - this may be hard to read
  2. 00:23:164 (1,3) - this is kinda ugly :c
  3. 00:39:878 (3,4,1) - this spacing is really unintuitive. 1/2 and 1/4 gaps look the same
  4. 01:16:307 (1,1) - rc says "don't make such stuff"
  5. 01:27:450 (3) - nc


hard:
  1. 00:16:092 (3,1) - uh, i'm pretty sure players at this skill level aren't able to play such stuff. 00:22:735 (3,1) - same
  2. 00:35:164 (3) - nc (at lleast you nced in "insane")
  3. 00:57:450 (4,2) - it doesn't look very nice..
  4. 00:59:592 - why undermapping violin(?) here?
  5. 01:05:164 (1,2,3,1,2,3) - this is not "hard" level, i'm quite sure..
  6. 01:18:021 (3,4,5,6) - unreadable for "hard" players


normal:
  1. 00:12:021 (3,1) - how about having 1.00x ds between these? equal visual spacing thing, works well for aaesthetics
  2. 00:29:164 - having 2/1 empty gaps in this section feels quite underwhelming cause music is rather intense
  3. 00:39:450 (1,2,3,1,2,3,1) - how about make something visually appealing here?
  4. 00:42:878 (1,2,3,1) - 01:34:307 (1,3) - oh, these are too close, try to keep visual spacing consistent all the time, this way map would look muh neater
  5. 01:24:878 (3,4,1) - blanket could be better
  6. 01:36:021 (3,4,1) - really unpolished. blanket is off, stack is off


Hope I helped. My map for m4m - https://osu.ppy.sh/s/673494. Good luck!
posted

h4d0uk3n1 wrote:

Hi, m4m from #modreqs here

extravaganza:
  1. 00:14:592 (3,5) - 00:14:914 (4,2) - how about consistent visual spacing for these? would work better for visual aspect done
  2. 00:14:914 (4,1) - i didn't get why you didn't put nc in the first case but did in the second, seems like an inconsistency fixed
  3. 00:16:307 (1) - i usually expect some kind of impact from the music for such sliders, but there it seems like you just used this shape for aesthetical purposes, but is it a good idea considering the fact that it affects gameplay? the sound here is a held sound which distorts a bit halfway through the slider, which is shown by the distortion in the slider
  4. 00:24:021 (2,3) - i honestly don't have any idea on how player could understand that (2) is an extended slider. Spacing doesn't tell much, this 1/4 gap look extremely similar to 1/2 from before (00:19:735 (1,1) - ,00:23:164 (4,1) - , etc.) not really the same sounds, and even if this is a 1/4 gap its perfectly playable thanks to the low bpm, also the music calls for it there
  5. 00:28:307 (4) - nc? cause musically this sound more belongs to next object rather than previous one. probably should delete nc on 00:28:735 (1) - fixed
  6. 00:35:057 (4,1) - gap between these might be far too sudden i really like this here, it emphasizes the stop in the music perfectly and slider leniency means that its not as hard to hit
  7. 00:37:735 (1,2,1,2) - don't you think this spacing is pretty extreme for the calm part? o.o Previous section was far more intense but spacing was lesser these two sections show intensity in different ways, yes the jumps are a bit high but its a different way of showing emphasis with the strong 1/2 beat here with no background sound
  8. 00:45:450 (1,1,1,1,1) - are these sounds that outstanding that they even deserve their own combo each? y e s, imo this fits well
  9. 01:05:164 (1) - 01:06:021 (2) - there are no snares in music on the heads of these things o.o im new to hitsounding but im using the hitsounds more to accompany the abrupt rise in intensity in these sections


insane:
  1. 00:22:307 (1,2) - this may be hard to read yea maybe, to me its fine though
  2. 00:23:164 (1,3) - this is kinda ugly :c fixed the overlap but apart from that im keeping this
  3. 00:39:878 (3,4,1) - this spacing is really unintuitive. 1/2 and 1/4 gaps look the same fixed this issue
  4. 01:16:307 (1,1) - rc says "don't make such stuff" "without putting a warning in the description" so im going to do that if your talking about the sv below .5x
  5. 01:27:450 (3) - nc nah this is fine


hard:
  1. 00:16:092 (3,1) - uh, i'm pretty sure players at this skill level aren't able to play such stuff. 00:22:735 (3,1) - same explained below
  2. 00:35:164 (3) - nc (at lleast you nced in "insane") nah, an NC here would make the previous combo a two note combo which doesnt work here
  3. 00:57:450 (4,2) - it doesn't look very nice.. it looks fine when you play it, the editor does make it look a bit bad though
  4. 00:59:592 - why undermapping violin(?) here? because i want a lot of emphasis on this note here 01:00:021 (1) - and a small gap here creates that emphasis
  5. 01:05:164 (1,2,3,1,2,3) - this is not "hard" level, i'm quite sure.. slightly nerfed but im keeping this in
  6. 01:18:021 (3,4,5,6) - unreadable for "hard" players moved the stack to a slight overlap to help readability


My intention for this diff was to make one between the insane and normal diffs, but i didnt map it specifically as a hard diff, i just mapped to what i thought the song called for, so the one or two elements i used that go above a "hard" players skill level fit the intensity of the song and are what the map calls for imo, if you want i could rename it to hyper to show that its a bit harder idk

normal:
  1. 00:12:021 (3,1) - how about having 1.00x ds between these? equal visual spacing thing, works well for aaesthetics nah this is ok for me
  2. 00:29:164 - having 2/1 empty gaps in this section feels quite underwhelming cause music is rather intense not too sure about this, i will change it if it is an issue later but right now im ok with leaving it as it is
  3. 00:39:450 (1,2,3,1,2,3,1) - how about make something visually appealing here? done
  4. 00:42:878 (1,2,3,1) - 01:34:307 (1,3) - oh, these are too close, try to keep visual spacing consistent all the time, this way map would look muh neater im keeping the first one the same but i fixed the second one
  5. 01:24:878 (3,4,1) - blanket could be better done
  6. 01:36:021 (3,4,1) - really unpolished. blanket is off, stack is off fixed


Hope I helped. My map for m4m - https://osu.ppy.sh/s/673494. Good luck!
thanks for modding uwu :):):):):):):)
posted
moved m4m placeholder here

gonna do this tmrw for real
posted
whoops took so much time

[general]
- no need for a dnb hitsound as a clap, probably using just a drum is fine

[normal]
00:30:450 - 00:32:164 - 00:33:878 - skipping these beats feels so awkward and lacks of emphasis in rhythm
00:36:664 (3,3,3,3) - remove these notes, this part has a very fast flow than the rest of the map

[hard]
00:03:450 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - why are you copying 2 times the pattern? it feels wrong because the piano is different each beat of this part, and not using also another flow to differ them makes the gameplay weird to play
00:16:307 (1) - this jump is too high, probably unrankable for a hard. i know it's part from this kind of mapping style but these just feels overmapped
00:18:664 (4,1) - CTRL+G because the jump skips emphasis
00:22:735 (3) - similar to second point
00:24:664 (2,3,4) - again, jump stuff
00:27:235 (3,4) - ^
00:28:307 (4) - if you plan to use 1/4 sliders instead of an arrow'd slider, then you use avoid a jump here. remember that the hard shouldn't be extremely hard, specially in this bpm
stopping here, idk but i don't feel that this diff is kinda ready yet. needs some rework in the distance

[insane]
00:03:450 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - same as hard and the final pattern
00:20:592 (1) - jump should be reduced
00:22:307 (1) - ^
the diff is fine, but try to avoid the stream jumps like 01:01:307 (1,2,3,4,1) - or 00:39:021 (1,2,3,4,1) - and etc.

[extravaganza]
nice pun
probably nothing to say here, but yeah, regulate jumps in kiai

gl~
posted
going to reply to this soon
posted
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