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mantasu
o/ from #modreq
m4m if you can
https://osu.ppy.sh/s/673857
[General]
mb remove widescreen support
Easy
00:22:419 (6) - maybe it's nitpicking but this slider looks closer 00:20:919 (4) - to this so make distance more even between these 00:20:919 (4,5,6,7) -
00:32:544 (5) - idk about this whistle sound, song doesn't support it
00:50:169 (2,3,1,2) - looks confusing I suggest:

01:35:919 (1,1) - it's not bad but I think as for easy diff just spinner would be enough or at least it should be moved to 01:36:294 -
Normal
00:13:419 (1,2) - confusing, make it one slider
00:30:669 (3) - imao no need for repeat
00:31:794 (5) - ^
01:10:419 (4,5) - make it one slider
01:36:106 (1) - mb move spinner also
Hard
00:32:169 (7) - I think it'd be more comfortable if curve would go up (and then slider also should be shifted up
00:45:856 (3) - you should make this slider 2 circles bc this slider's tail emphasizes a stronger sound (it shouldn't be like that)
00:48:669 (3) - you can make this slider further bc of the stronger sound. For example

01:12:669 (3) - ^
01:23:919 (1,2,3) - these three are in the same pattern (stacked) and only 01:24:106 (2,3) - these two can be stacked bc song does support it (they are same sounds)
01:32:919 (1,2,3) - ^
01:38:919 - you could do the ending :D
Insane
00:20:919 (1,2,3) - same pattern as 00:20:356 (4,5,6) - as for insane you should NC these two also 00:21:106 (2,3) - .But it'd be better if it was different pattern
00:35:544 (2) - imo it'd be better if you stacked it with slider's tail
00:37:981 (7) - a 1/4 slider would be better instead
01:12:669 (3) - same as in hard diff
01:23:919 (1,2,3) - ^^
01:32:918 (1,2,3) - ^ I really doubt about this
Well that's all :D Good luck!

Edit:
I see you're very high rank,pls tell me if my map's 7* is "beatable" xd
Topic Starter
Sakurauchi Riko

seselis1 wrote:

o/ from #modreq
m4m if you can
https://osu.ppy.sh/s/673857
[General]
mb remove widescreen support yes
Easy
00:22:419 (6) - maybe it's nitpicking but this slider looks closer 00:20:919 (4) - to this so make distance more even between these 00:20:919 (4,5,6,7) - did
00:32:544 (5) - idk about this whistle sound, song doesn't support it remov
00:50:169 (2,3,1,2) - looks confusing I suggest: think its ok since you dont see the stack at slidertail while palying

01:35:919 (1,1) - it's not bad but I think as for easy diff just spinner would be enough or at least it should be moved to 01:36:294 - moved
Normal
00:13:419 (1,2) - confusing, make it one slider theres this sound on sliderhead i map at next object too
00:30:669 (3) - imao no need for repeat high pitched sound i map
00:31:794 (5) - ^ i agree here, there isnt the high pitched sound
01:10:419 (4,5) - make it one slider did
01:36:106 (1) - mb move spinner also good spread now to keep red tick here
Hard
00:32:169 (7) - I think it'd be more comfortable if curve would go up (and then slider also should be shifted up did
00:45:856 (3) - you should make this slider 2 circles bc this slider's tail emphasizes a stronger sound (it shouldn't be like that) oki
00:48:669 (3) - you can make this slider further bc of the stronger sound. For example 00:47:919 (1,3) - represent same sound, so i want them to look together, it looks like both slider are in one slider and i like that, it supports the strong sounds imo

01:12:669 (3) - ^
01:23:919 (1,2,3) - these three are in the same pattern (stacked) and only 01:24:106 (2,3) - these two can be stacked bc song does support it (they are same sounds) i did same concept in insane, they are together imo
01:32:919 (1,2,3) - ^
01:38:919 - you could do the ending :D it fades out and volume decreases which is bad to map, ending is perfect imo!
Insane
00:20:919 (1,2,3) - same pattern as 00:20:356 (4,5,6) - as for insane you should NC these two also 00:21:106 (2,3) - .But it'd be better if it was different pattern nc good idea
00:35:544 (2) - imo it'd be better if you stacked it with slider's tail maybe, i consider it
00:37:981 (7) - a 1/4 slider would be better instead tru
01:12:669 (3) - same as in hard diff
01:23:919 (1,2,3) - ^^
01:32:918 (1,2,3) - ^ I really doubt about this
Well that's all :D Good luck!

Edit:
I see you're very high rank,pls tell me if my map's 7* is "beatable" xd
Thank you for the mod! :D
tatemae
soo good ><
also insane
00:14:919 (1) - ctrl+g pls for better flow
Topic Starter
Sakurauchi Riko

Loreley wrote:

soo good ><
also insane
00:14:919 (1) - ctrl+g pls for better flow
i think current flow is better, the jumps go horizontally to the bottom so the slider flows also downside,
And Thank You! :)
Grrum
Hi. Here for M4M. Hope this helps!

[Easy]

00:47:919 (1) – One thing I like about this slider is that the finish hitsound on the reverse makes it really obvious what sound you're going for which lets me better understand the expression the map has of the song. I feel like you could use that technique at 00:38:919 (1) – etc. Is there a custom hitsound that would nicely reflect that string instrument you're going with?

00:51:669 – Skipping this note was bit complex/unintuitive which isn't the most appropriate for someone just starting to play osu. Maybe I'm being too strict because the melody is nice here, but an Easy diff isn't the best place to capture all the subtle transitions between drums and melodies, and that's best saved for Normals and above.
00:56:919 (1,2) – here too and wherever else this happens

01:28:419 (4) – Consider putting the red anchor at 01:29:169 - like http://puu.sh/xYONc/89c111e2e2.jpg . The change in flow at that location makes it feel like the beat there is what's causing the flow change, which is a detail I like. The map I learned this from is the Normal of https://osu.ppy.sh/s/55644 at 01:16:248 (2) –, and so if you're not convinced, give that a play.
01:19:419 (4) – also this one

[Normal]

00:15:294 (2) – Try rotating this by 15 degrees so that the flow/aesthetic into it from (1) is more smooth: http://puu.sh/xYNrD/98a0931258.png

00:50:919 (1,2,3,4,5,6,7,8) – I want to say that the rhythm in the previous bookmarked section of the song was well done. This part I start to disagree with. I think it's because you're starting to acknowledge melody notes, but this intention was not clear to me and it led to some confusing/disagreeable rhythms. I think I would have expected 00:51:669 (3) – to be a circle instead of a slider to provide rest and keep the map calm, especially since this is starting to get note dense. Really that's my issue, I thought the map ought to be more calm. A different way to address that might be to make 00:50:919 (1) – into a 3/2 slider and delete (2).
00:53:169 – The drum/guitar is really strong here, and I really didn't like that this wasn't clickable. I realize your goal is to transition to the melody, but there has to be a more clear and intuitive way to do this, because right now 00:52:606 (6) – is going so strong with the drum which puts all my expectations on the drum sound at 00:53:169 –
00:57:856 (3) – Consider ½ reverse slider?
00:58:419 (4,5) – Ctrl + G this rhythm. The whistle admits that 00:58:793 – is a strong note, so that's where I think the click should be.
01:02:919 (1) – This section didn't feel bad in terms of note density, but if you want to add rest, again consider turning this into a 3/2 slider.
01:09:856 (3) - This makes me focus on the melody, so that made me want to hold the note at 01:10:419 (4) – with a 1/1 slider.
[Hard]

00:58:794 (7) – and 01:10:606 (7) - That whistle hitsound is a bit odd for two reasons. One is that an actual whistle sound is more for party music while your song has a calm, reflecting tone. Using a custom hitsound like a bell or a ding would fit better (let me know if you want a .wav file of one). The other reason it felt odd was that it was a one time thing throughout the majority of this section of the map. It kind of made me ask “why did it come here, and why did it leave. What is the mapper trying to express with the whistle?” If you're going with the drums, then I'm confused why you didn't put whistles on 01:07:044 (4,6) - . If there really aren't other places for this kind of hitsound, that's all the more reason you should the hitsound more unique with a chime.

01:07:231 (5,6) – This spacing felt slightly odd to me. It's not the most obvious thing for me to expect a jump just by listening to the song. One way you could make it clear to me that there definitely ought to be a jump is to not only change spacing, but to change the flow as well. The changes in both will compliment each other more and make the jump more agreeable. A quick, not-thought-out example: http://puu.sh/xYN6L/8cf8c8c061.jpg

01:19:794 (2,3,4,5,6,7,1) – I don't have enough perspective on what Hard players actually think, but it might be difficult for them to read this with all the overlaps. I personally would say it's fine, but try getting more opinions on this.

[Insane]

You do a great job with the rhythm and using slider ends to provide rest.

00:01:419 (1,1) – This felt too fast for what I perceived as something calm. There's not a lot of time between the end of the spinner, and I spin mostly at the center, so the big DS and low time felt like a fast way to introduce the map.

00:20:919 (1,1,1) – Does this have to be the same spacing as ¼? You can achieve a very similar effect by doing something like http://puu.sh/xYKEt/e83d5d22f4.jpg without confusing the player.
01:23:919 (1,1,1) -

00:17:919 (1,2,3) – This is nice to map because both the melody and and drums are doing the same thing, so there's no conflict. At 00:14:919 (1,2,3) - , the current mapping could kind of go either way. So to me, a lot of the kiai went with the melody (especially when you use unique spacings like 00:20:919 (1,1,1) – to really emphasize the melody), which is why it was a bit surprising that at 00:22:419 (1,2,3,4) – it doesn't go with the melody. Particularly, not hitting the 00:23:356 – note to go with the increased tempo was a let down, so consider making the (4) slider into two circles.
01:35:169 (4) -

00:37:794 (5,6) – This felt more intuitive when they overlapped like http://puu.sh/xYMuy/27fa3da4a2.jpg

01:16:981 (2) – This felt fine by itself, but it set up low expectations for the note density later. So at 01:19:231 (5,6,1) - , I was like “oh crap, we're going fast now.” For this reason, I think making 01:16:981 (2) – a triple puts the player in a frame of mind closer to the intensity of the map.

01:29:169 (1,2,3,4,1) – This felt just a bit too much, particularly the (4,1) jump. Scaling it down by .95 would be nice. Don't get me wrong, I love that this is a big jump, but compare it to places like 01:32:169 (3,4,5,6,7) – and 01:34:981 (3,4,5,6,1) – which also feel pretty strong. These other moments are pretty small in comparison. It's just a little too out of sync for me. In fact, that would be one way to address the concern. Instead of nerfing 01:29:731 (4,1) – , you could buff up a lot of these other parts a bit more. Another small factor that contributed to me thinking 01:29:731 (4,1) – was big was that (4) is in the bottom corner of the screen. Usually, the corners are hard to reach for the tablet and mouse, so they are actually a bit more difficult then if they were at the center of the map.

Nice mapset, have a star. Good luck!
Topic Starter
Sakurauchi Riko

pinataman wrote:

Hi. Here for M4M. Hope this helps!

[Easy]

00:47:919 (1) – One thing I like about this slider is that the finish hitsound on the reverse makes it really obvious what sound you're going for which lets me better understand the expression the map has of the song. I feel like you could use that technique at 00:38:919 (1) – etc. Is there a custom hitsound that would nicely reflect that string instrument you're going with? i dont have good source of hitsounds, im already happy i found these i used here ..

00:51:669 – Skipping this note was bit complex/unintuitive which isn't the most appropriate for someone just starting to play osu. Maybe I'm being too strict because the melody is nice here, but an Easy diff isn't the best place to capture all the subtle transitions between drums and melodies, and that's best saved for Normals and above.
00:56:919 (1,2) – here too and wherever else this happens i tihnk as long as the gap (here its 1/1) stays the same i dont see an issure

01:28:419 (4) – Consider putting the red anchor at 01:29:169 - like http://puu.sh/xYONc/89c111e2e2.jpg . The change in flow at that location makes it feel like the beat there is what's causing the flow change, which is a detail I like. The map I learned this from is the Normal of https://osu.ppy.sh/s/55644 at 01:16:248 (2) –, and so if you're not convinced, give that a play.
01:19:419 (4) – also this one neat idea, changed

[Normal]

00:15:294 (2) – Try rotating this by 15 degrees so that the flow/aesthetic into it from (1) is more smooth: http://puu.sh/xYNrD/98a0931258.png

00:50:919 (1,2,3,4,5,6,7,8) – I want to say that the rhythm in the previous bookmarked section of the song was well done. This part I start to disagree with. I think it's because you're starting to acknowledge melody notes, but this intention was not clear to me and it led to some confusing/disagreeable rhythms. I think I would have expected 00:51:669 (3) – to be a circle instead of a slider to provide rest and keep the map calm, especially since this is starting to get note dense. Really that's my issue, I thought the map ought to be more calm. A different way to address that might be to make 00:50:919 (1) – into a 3/2 slider and delete (2). i think the density in the calmer section will be a problem compared to lower density in the kiais, i will see for a solution
00:53:169 – The drum/guitar is really strong here, and I really didn't like that this wasn't clickable. I realize your goal is to transition to the melody, but there has to be a more clear and intuitive way to do this, because right now 00:52:606 (6) – is going so strong with the drum which puts all my expectations on the drum sound at 00:53:169 – true
00:57:856 (3) – Consider ½ reverse slider? too dense imo
00:58:419 (4,5) – Ctrl + G this rhythm. The whistle admits that 00:58:793 – is a strong note, so that's where I think the click should be. i want downbeat to be emphasized, also i dont empahsize that sound anywhere else by ignoring smth else
01:02:919 (1) – This section didn't feel bad in terms of note density, but if you want to add rest, again consider turning this into a 3/2 slider.
01:09:856 (3) - This makes me focus on the melody, so that made me want to hold the note at 01:10:419 (4) – with a 1/1 slider.
[Hard]

00:58:794 (7) – and 01:10:606 (7) - That whistle hitsound is a bit odd for two reasons. One is that an actual whistle sound is more for party music while your song has a calm, reflecting tone. Using a custom hitsound like a bell or a ding would fit better (let me know if you want a .wav file of one). The other reason it felt odd was that it was a one time thing throughout the majority of this section of the map. It kind of made me ask “why did it come here, and why did it leave. What is the mapper trying to express with the whistle?” If you're going with the drums, then I'm confused why you didn't put whistles on 01:07:044 (4,6) - . If there really aren't other places for this kind of hitsound, that's all the more reason you should the hitsound more unique with a chime. yes, removed in all diffs

01:07:231 (5,6) – This spacing felt slightly odd to me. It's not the most obvious thing for me to expect a jump just by listening to the song. One way you could make it clear to me that there definitely ought to be a jump is to not only change spacing, but to change the flow as well. The changes in both will compliment each other more and make the jump more agreeable. A quick, not-thought-out example: http://puu.sh/xYN6L/8cf8c8c061.jpg did liek in the picture

01:19:794 (2,3,4,5,6,7,1) – I don't have enough perspective on what Hard players actually think, but it might be difficult for them to read this with all the overlaps. I personally would say it's fine, but try getting more opinions on this. me neither, will se how this turns out, something has to put the sr above 3* xD

[Insane]

You do a great job with the rhythm and using slider ends to provide rest.

00:01:419 (1,1) – This felt too fast for what I perceived as something calm. There's not a lot of time between the end of the spinner, and I spin mostly at the center, so the big DS and low time felt like a fast way to introduce the map. thats true, first cirlce is rather centered now

00:20:919 (1,1,1) – Does this have to be the same spacing as ¼? You can achieve a very similar effect by doing something like http://puu.sh/xYKEt/e83d5d22f4.jpg without confusing the player.
01:23:919 (1,1,1) - will keep current pattern, i really like it because the player actually has to be careful and pay attention what hes playing to in the music, the NC spam indication is enough i think

00:17:919 (1,2,3) – This is nice to map because both the melody and and drums are doing the same thing, so there's no conflict. At 00:14:919 (1,2,3) - , the current mapping could kind of go either way. So to me, a lot of the kiai went with the melody (especially when you use unique spacings like 00:20:919 (1,1,1) – to really emphasize the melody), which is why it was a bit surprising that at 00:22:419 (1,2,3,4) – it doesn't go with the melody. Particularly, not hitting the 00:23:356 – note to go with the increased tempo was a let down, so consider making the (4) slider into two circles.
01:35:169 (4) - but the clap sound is consistent in whole kiai except here, so i wanna map this sudden change, it would be wasted to ignore it imo. also its a nice transition and makes the map a bit more exciting if the emphasis suddenly changes

00:37:794 (5,6) – This felt more intuitive when they overlapped like http://puu.sh/xYMuy/27fa3da4a2.jpg

01:16:981 (2) – This felt fine by itself, but it set up low expectations for the note density later. So at 01:19:231 (5,6,1) - , I was like “oh crap, we're going fast now.” For this reason, I think making 01:16:981 (2) – a triple puts the player in a frame of mind closer to the intensity of the map. i dont like circles after a break, the player has no chance to acc it according to the music, he has to pay attention on approach circle or fading if you play with HD, that way the palyer doesnt get trapped - might be just personal preference of me

01:29:169 (1,2,3,4,1) – This felt just a bit too much, particularly the (4,1) jump. Scaling it down by .95 would be nice. Don't get me wrong, I love that this is a big jump, but compare it to places like 01:32:169 (3,4,5,6,7) – and 01:34:981 (3,4,5,6,1) – which also feel pretty strong. These other moments are pretty small in comparison. It's just a little too out of sync for me. In fact, that would be one way to address the concern. Instead of nerfing 01:29:731 (4,1) – , you could buff up a lot of these other parts a bit more. Another small factor that contributed to me thinking 01:29:731 (4,1) – was big was that (4) is in the bottom corner of the screen. Usually, the corners are hard to reach for the tablet and mouse, so they are actually a bit more difficult then if they were at the center of the map. i tried nerfing it a bit, i agree that this feels a bit too much

Nice mapset, have a star. Good luck!

unmentiuoned is changed
thank you for the mod, was really helpful! :)
Gordon123
hello nm mod by my queue
[general]
  1. turm off : widescreen support(only for SB) and latterbox during breaks
  2. what about use sliderslide?
  3. tags???
[easy]
  • 00:50:919 (1,2) - for beginners this place will be quite difficult to understand, since there is a crossing of the rhythm and you put a slider from a red tick to another red tick, I think you can do it a lot easier > http://puu.sh/xZHVk/5da5fde65c.jpg
    00:56:919 (1,2) - same too ^
    01:08:919 (1,2) - ^
    looks good ;3
[normal]
00:19:044 (3) - in most cases I do not like these places, since they do not show where the slider goes. maybe you make it a bit crooked?

  • 00:27:669 (3) - slightly to the side for a better flow > https://puu.sh/xZIr4/67bed4f3b7.jpg
    00:40:981 (5,6) - (5) to make a little crooked?
    00:52:419 (4) - NC
    00:55:419 (4) - ^
    01:07:419 (5,6) - not a very convenient moment for clicking on a note, could you move the slider a little lower under the circle?
    01:17:919 (1) - starting from this place, all of the following notes go only to one side (counter-clockwise) - I was slightly crouched LOL. you can not diversify this place, not only in one direction, but also in another.
[hard]

  • 00:10:419 (8) - it seems to me that this slider is very close to the circles standing before it. when pressing circles it is possible to accidentally touch the tail of the slider!
    00:58:419 (6) - NC
    01:07:419 (6) - ^
    01:10:419 (6) - ^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
Topic Starter
Sakurauchi Riko

Gordon123 wrote:

hello nm mod by my queue
[general]
  1. turm off : widescreen support(only for SB) and latterbox during breaks
  2. what about use sliderslide? i accidently silenced sliderticks, i wanted to silence sliderslide because unnecessary
  3. tags??? no idea what to put there except my old username xD
[easy]
  • 00:50:919 (1,2) - for beginners this place will be quite difficult to understand, since there is a crossing of the rhythm and you put a slider from a red tick to another red tick, I think you can do it a lot easier > http://puu.sh/xZHVk/5da5fde65c.jpg
    00:56:919 (1,2) - same too ^
    01:08:919 (1,2) - ^ for beginners the most noticeable sounds matter imo. since the rhythm gap between objects stay 1/1 (like always) and the loudest sound is on the red tick the player wont get confused by much. i think this is rather an advantage for beginners so they already get the diversity the song has and the map will have in harder diffs.
    looks good ;3
[normal]
00:19:044 (3) - in most cases I do not like these places, since they do not show where the slider goes. maybe you make it a bit crooked?

  • 00:27:669 (3) - slightly to the side for a better flow > https://puu.sh/xZIr4/67bed4f3b7.jpg i like the perfect lineup of slider and circle, the alternative just looks messy to me .. ><
    00:40:981 (5,6) - (5) to make a little crooked? dont see a necessity
    00:52:419 (4) - NC
    00:55:419 (4) - ^ i nc on every 2nd downbeat except special cases
    01:07:419 (5,6) - not a very convenient moment for clicking on a note, could you move the slider a little lower under the circle?
    01:17:919 (1) - starting from this place, all of the following notes go only to one side (counter-clockwise) - I was slightly crouched LOL. you can not diversify this place, not only in one direction, but also in another. thats perfect then :D this is a nice way to emphasize things in low difficulties without making something too confusing
[hard]

  • 00:10:419 (8) - it seems to me that this slider is very close to the circles standing before it. when pressing circles it is possible to accidentally touch the tail of the slider! yea.. good point
    00:58:419 (6) - NC
    01:07:419 (6) - ^
    01:10:419 (6) - ^ same thing like normal, i nc every 2nd downbeat here. sometzimes its less dense and sometimes more dense rhythm thats why combo goes up to 11, but i want to keep it consistent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
unmentioned changed

Thank you for the mod!! :)
Gordon123
Yea, if u changed ur username in past u need to put it in tags,butt idk its worked only for maps after rank ur first map with old username :roll: :roll: :roll:
Icekalt
o/

[Insane]

- 00:13:044 (6,2) - maybe make that overlap in the same shape as 00:12:481 (3,5) - / 00:12:481 (3,5) -
- 00:32:731 (6,1) - this dont flow too well to each other - flow could be improved there ~
- is it just me or could the overlaps be cleaner at 00:59:919 (1,3) - / 01:00:669 (3,1) - like they dont feel equal
- i feel like 01:17:544 - should be clickable ~
- 01:34:606 (2,4) - this pattern looks a bit uhh - thrown in cause you use it here the first time and the music dont give that there need to be sth new - mybe use an older pattern rearanged ^^
- 01:35:544 (5,6) - i would nc both of theese cause the pattern has similarities to this pattern: 01:23:919 (1,1,1) - (could prevent for unnecessary misreads)

[Hard]

- 00:11:919 (1,2,3,4,1,2,3,4,1) - idk but i feel like this a huge diffspike for such an low intensity
- 01:15:640 - thowing an overlap there feels kinda random to me - maybe try this: https://puu.sh/y3v1q/0fb9d778df.jpg

[Normal]

- 00:31:419 (4,5) - idk but you can do this nicer like this:

Nothing found in the Easy

~ Gl mate ~ :)
Topic Starter
Sakurauchi Riko

IceKalt wrote:

o/

[Insane]

- 00:13:044 (6,2) - maybe make that overlap in the same shape as 00:12:481 (3,5) - / 00:12:481 (3,5) -
- 00:32:731 (6,1) - this dont flow too well to each other - flow could be improved there ~
- is it just me or could the overlaps be cleaner at 00:59:919 (1,3) - / 01:00:669 (3,1) - like they dont feel equal
- i feel like 01:17:544 - should be clickable ~ i dont want this to be intense
- 01:34:606 (2,4) - this pattern looks a bit uhh - thrown in cause you use it here the first time and the music dont give that there need to be sth new - mybe use an older pattern rearanged ^^ did something else, probably not what you wanted to happen but
- 01:35:544 (5,6) - i would nc both of theese cause the pattern has similarities to this pattern: 01:23:919 (1,1,1) - (could prevent for unnecessary misreads) but its different sounds and a different reason i'd nc it

[Hard]

- 00:11:919 (1,2,3,4,1,2,3,4,1) - idk but i feel like this a huge diffspike for such an low intensity
- 01:15:640 - thowing an overlap there feels kinda random to me - maybe try this: https://puu.sh/y3v1q/0fb9d778df.jpg i use many overlaps, dont see necessity to change

[Normal]

- 00:31:419 (4,5) - idk but you can do this nicer like this:

Nothing found in the Easy

~ Gl mate ~ :)
unmentioned fixed,
Thanks!! :)
newton-
nm from q

come back to live mapping project :c

[general]
  1. consider adding a diff between normal and hard? i'm unsure about spread rankability
[easy]
  1. 00:11:919 (5) // 00:05:919 (1) - curved slider would fit here, song sounds too calm in this section to have any aggressive red anchor sliders
  2. 00:14:919 (1,2) - ctrlged rhythm would fit more nicely here, ending the slider on that snare thing feels odd when its more intense than the 2nd white tick
  3. 01:19:419 (4) // 01:28:419 (4) - i really feel that youre sacrificing song representation with these sliders. maybe this could be replaced with 2 1/1s? kiai by nature should be more intense than nonkiai so this should be different from 00:16:419 (4) - rhythmically
[normal]
  1. 00:46:419 (4,5,6) // 00:53:919 (1,2,3) etc - sth like 00:59:919 (1,2,3) - would fit here nicely i think, 00:46:981 (5) - currently is pretty awkward since it ends on a pretty important drum sound
  2. 00:52:419 (4,5) - ctrlged rhythm would fit here nicely. unlike 00:13:606 (2) - there isnt any notable sound on the redtick so it doesnt deserve clickabilliy at the price of mapping 00:52:794 - passively
[hard]
  1. feels more like light insane imo
  2. 00:20:919 (1,2,3) - space these out? feels more appropriate since stacking these gives the unwanted emphasis as theyre the only objects arranged this way in the section. also this makes this different from the more intense second kiai so it makes the second kiai more special
  3. 00:28:419 (5,6) // 00:34:419 (5,6) etc - considering you used lots of jumps like 00:03:294 (2,3,4) - before i feel like stacking these would be a better way to signify 1/1 since this might be misread as 1/2
  4. 00:39:481 (2) - white tick is much stronger than red tick imo
[insane]
  1. 00:20:919 (1,1,1) - stack these to make the ones in the second kiai stand out more?
  2. 00:46:981 (2) - would be better as 2 circles, the snare on the sliderend warrants clickability
  3. 01:01:794 (2,3,4) - make these linear so the bend in the accelerating pattern happens on 4, to better emphasize the drum thing on it
cool map

good luck!
ShinodaYuu
Hi, from my queue

[Hard]
00:13:981 - This gap is really confusing, you can fill it
00:17:919 (1,2) - This sound is same as the one from 00:18:481 - to 00:18:856 - , so maybe map it as two reversing sliders
00:36:481 - Fill
01:29:919 (1,2,3,4) - ^^

[Insane]
00:19:606 - Fill?
00:19:981 - ^
01:31:419 (1,2) - ^

That all I think, nice map :)
Hope will be helpful
Topic Starter
Sakurauchi Riko

newton- wrote:

nm from q

come back to live mapping project :c rude people there :(

[general]
  1. consider adding a diff between normal and hard? i'm unsure about spread rankability i nerfed the hard by A LOT
[easy]
  1. 00:11:919 (5) // 00:05:919 (1) - curved slider would fit here, song sounds too calm in this section to have any aggressive red anchor sliders
  2. 00:14:919 (1,2) - ctrlged rhythm would fit more nicely here, ending the slider on that snare thing feels odd when its more intense than the 2nd white tick i think 00:14:919 (1,3) - thse 2 sounds are special and sound kinda different and intense, so i want to make them as cirlces, especially the downbeat is good with one circle since it is very strong and the melody actually starts and the following white tick
  3. 01:19:419 (4) // 01:28:419 (4) - i really feel that youre sacrificing song representation with these sliders. maybe this could be replaced with 2 1/1s? kiai by nature should be more intense than nonkiai so this should be different from 00:16:419 (4) - rhythmically rhythmically its not the best, yes. but i think it gives a special emphasis if the really fast and intense part is covered by one slider - so the player gets that the sounds are all together ("together in the slider")
[normal]
  1. 00:46:419 (4,5,6) // 00:53:919 (1,2,3) etc - sth like 00:59:919 (1,2,3) - would fit here nicely i think, 00:46:981 (5) - currently is pretty awkward since it ends on a pretty important drum sound i mena i follow this red tick sound a lot, in every difficulty (since you adviced me the same thing in the others diffs too) i try to map these red ticks sound since they are different from the default melody - so i want to map them. probably more personal preference here
  2. 00:52:419 (4,5) - ctrlged rhythm would fit here nicely. unlike 00:13:606 (2) - there isnt any notable sound on the redtick so it doesnt deserve clickabilliy at the price of mapping 00:52:794 - passively and thats the point, i dont want to map these red ticks passively, imo they deserve emphasis because they are only in these few sections whereas the other sounds are throughout the whole song
[hard]
  1. feels more like light insane imo nerfed it
  2. 00:20:919 (1,2,3) - space these out? feels more appropriate since stacking these gives the unwanted emphasis as theyre the only objects arranged this way in the section. also this makes this different from the more intense second kiai so it makes the second kiai more special but this emphasis IS wanted xD I like to stack objects when they represent the exact same sound, and thats the case here imo
  3. 00:28:419 (5,6) // 00:34:419 (5,6) etc - considering you used lots of jumps like 00:03:294 (2,3,4) - before i feel like stacking these would be a better way to signify 1/1 since this might be misread as 1/2 thats true, i consider this - but for now i think it is okay because its a completely different section and the player wont make any relations between those sections
  4. 00:39:481 (2) - white tick is much stronger than red tick imo ^
[insane]
  1. 00:20:919 (1,1,1) - stack these to make the ones in the second kiai stand out more? would be an idea, but this pattern is so missreadable i rather wanna have it 100% consistent to avoid any possible confusion
  2. 00:46:981 (2) - would be better as 2 circles, the snare on the sliderend warrants clickability its the same concept 00:45:481 (2) - here, so i wanna have this consistent (the red tick emphasis)
  3. 01:01:794 (2,3,4) - make these linear so the bend in the accelerating pattern happens on 4, to better emphasize the drum thing on it i really do like current state .. it just feels right
cool map

good luck!
Thank you for the mod! much appreciated :)

Milar001 wrote:

Hi, from my queue

[Hard]
00:13:981 - This gap is really confusing, you can fill it
00:17:919 (1,2) - This sound is same as the one from 00:18:481 - to 00:18:856 - , so maybe map it as two reversing sliders i think the intensity would get much lower with reverses (you click less) so this looks kind of inappropriate to me ><
00:36:481 - Fill
01:29:919 (1,2,3,4) - ^^ all the gaps are for the sake of rhythm filtering to create difficulty spread, filling any of these would result in inconsistencies

[Insane]
00:19:606 - Fill?
00:19:981 - ^
01:31:419 (1,2) - ^ without the gap the emphasis would get lost on the short sliders

That all I think, nice map :)
Hope will be helpful
didnt change any here, but I really appreciated that you took a look on my map!! :)
nextplay
surprise mod but only 1 diff tho

[easy]
  1. maybe it's just me but 0.70x sv feels too slow what about 0.80x instead?
  2. 00:08:919 (1,2) - make 1 a 1/1 slider and then ctrl+g sounds better. The current one ignores the melody here and the change would show what the song actually offers here
  3. 00:19:044 - imo you don't need a gap here it sounds pretty empty and it's the kiai so having a gap here is kinda useless i guess?
  4. 01:22:044 - ^
  5. I'm not sure about the 2 circles in a row in the non-kiais something like this 00:30:669 (2,3) - doesn't work here. If you use that as a build-up it would be useless too because the music/melody doesn't increase at all while this 00:38:169 (4,5) - is okay tho
  6. 01:14:169 (5) - idk what i should think about this. it doesn't fit with the music and the overall diff imo but on the other hand side this is okay because there is a sound which Supports the 1/2 reverse but sound isn't really that noticeable I think
It's a good diff already I came from newton-'s modding q btw
Gl with the map
Topic Starter
Sakurauchi Riko

My Angel Kanan wrote:

surprise mod but only 1 diff tho

[easy]
  1. maybe it's just me but 0.70x sv feels too slow what about 0.80x instead?
  2. 00:08:919 (1,2) - make 1 a 1/1 slider and then ctrl+g sounds better. The current one ignores the melody here and the change would show what the song actually offers here
  3. 00:19:044 - imo you don't need a gap here it sounds pretty empty and it's the kiai so having a gap here is kinda useless i guess?
  4. 01:22:044 - ^
  5. I'm not sure about the 2 circles in a row in the non-kiais something like this 00:30:669 (2,3) - doesn't work here. If you use that as a build-up it would be useless too because the music/melody doesn't increase at all while this 00:38:169 (4,5) - is okay tho
  6. 01:14:169 (5) - idk what i should think about this. it doesn't fit with the music and the overall diff imo but on the other hand side this is okay because there is a sound which Supports the 1/2 reverse but sound isn't really that noticeable I think it would not fit with the music if there are no sounds that support the objects (which is 100% the case), imo these sounds really do stand out and are noticeable
It's a good diff already I came from newton-'s modding q btw
Gl with the map
everything else changed, helpful mod - thank you! :)
Lasse
normal-slidertick.wav unused

00:23:919 (1) - could use some finish

yea normal-hitfinish2 is the default one but that one has like 5ms delay, use:
http://puu.sh/y61Mx/9e1ad2adf7.wav

easy
00:50:919 (1,2) - this just looks a bit unorganized, I think same shape on both would be really cute
01:19:419 (4,5,6) - this one can be a bit misleading since same visual spacing and 4 leads more into 6. easy fix: https://i.imgur.com/DCZZc0S.jpg
01:36:294 (1) - would start earlier to make it feel more connected with the last click as there no distinct sound on start

normal
00:53:169 (6) - would be nice as just a circle since rhythm gets a bit dense for a less intense part


hard
00:11:919 (1,2,3,4,1,2,3,4,1,2) - something like https://i.imgur.com/Iq8e7XH.jpg should feel a bit more organized
00:21:481 (4,5) - tone this down a bit it looks easy to misread as 1/2 (~2ds maybe)
00:36:294 (2) - but why. something like https://i.imgur.com/0VcpJk0.jpg would work much better
00:50:544 (8,9,1) - could be less linear to make the spacing change nicer to play, like https://i.imgur.com/d6vA8ZS.jpg


insane
i think slightly lower ar would be really nice to play, like 8.5-8.7
00:30:294 (2,3,4,5) - kinda overdone in a less intense part considering piano is 1/1
01:20:919 (1) - feels like it lacks some connection to your other visuals with how you rotated it etc something like https://i.imgur.com/UiUk1Xo.jpg looks nicer imo and plays the same
00:22:419 (1,2,3,4) - 01:34:419 (1,2,3,4,5) - dont really get rhythm choice here since song doesnt emphasize red ticks, something like https://i.imgur.com/GHE2V6Z.jpg looks reasonable


yea
Mir
my map: https://osu.ppy.sh/s/681410

Insane
- 01:12:669 (3,5) - I think these finishes could have more emphasis on them since comparing them to 01:10:981 (5,6) - they feel very weak.
- 01:13:419 - If you're trying to follow drums I think ctrl g 01:13:419 (5,6) - would work nicely. Atm 01:13:419 (5) - covers two very strong sounds and 01:13:794 (6) - isn't really on anything. Fixing that would leave less filler.
- 01:16:981 (2,3) - Idk about you but in-game I felt these were quite weak. Maybe do two circles for 3?

Hard
- 00:16:794 (2,3,4,5,6,7) - What about doing something like https://i.imgur.com/hMHxvTP.png? If you agree, apply to all areas like this eg. 01:19:794 (2,3,4,5,6,7) -
- 00:36:294 (2) - Contrary to what Lasse said I feel like removing this entirely and doing a rhythm like this would fit the piano much better: https://i.imgur.com/jxOeT2l.png
- 01:16:981 - Same, could have two circles for the snares instead of a slider since Normal has denser rhythm for this lol.

If you can provide a metadata link that would be nice.

I spoke to Lasse beforehand and we're both fine with pushing this forward. Do let us know when you're ready!
Icekalt
the bn collapse
:o
Topic Starter
Sakurauchi Riko

Lasse wrote:

normal-slidertick.wav unused removed

00:23:919 (1) - could use some finish

yea normal-hitfinish2 is the default one but that one has like 5ms delay, use:
http://puu.sh/y61Mx/9e1ad2adf7.wav

easy
00:50:919 (1,2) - this just looks a bit unorganized, I think same shape on both would be really cute
01:19:419 (4,5,6) - this one can be a bit misleading since same visual spacing and 4 leads more into 6. easy fix: https://i.imgur.com/DCZZc0S.jpg
01:36:294 (1) - would start earlier to make it feel more connected with the last click as there no distinct sound on start

normal
00:53:169 (6) - would be nice as just a circle since rhythm gets a bit dense for a less intense part


hard
00:11:919 (1,2,3,4,1,2,3,4,1,2) - something like https://i.imgur.com/Iq8e7XH.jpg should feel a bit more organized
00:21:481 (4,5) - tone this down a bit it looks easy to misread as 1/2 (~2ds maybe)
00:36:294 (2) - but why. something like https://i.imgur.com/0VcpJk0.jpg would work much better
00:50:544 (8,9,1) - could be less linear to make the spacing change nicer to play, like https://i.imgur.com/d6vA8ZS.jpg


insane
i think slightly lower ar would be really nice to play, like 8.5-8.7 8.7 sounds great
00:30:294 (2,3,4,5) - kinda overdone in a less intense part considering piano is 1/1 i nerfed the spacing by a tiny bit, i still think the piano sounds are kinda of strong, especially with the increasing pitch
01:20:919 (1) - feels like it lacks some connection to your other visuals with how you rotated it etc something like https://i.imgur.com/UiUk1Xo.jpg looks nicer imo and plays the same
00:22:419 (1,2,3,4) - 01:34:419 (1,2,3,4,5) - dont really get rhythm choice here since song doesnt emphasize red ticks, something like https://i.imgur.com/GHE2V6Z.jpg looks reasonable since 01:34:606 - this is the only red tick "clap" (idk how else to call it) in the kiai's i think emphasizing this sound makes sense because it is special and unique. also i think switching up the emphasis at the end of the kiai (i mapped a long the melody in the kiai and the last measure i mapped to the claps) is a neat addition for the variety in the map.


yea

Mir wrote:

my map: https://osu.ppy.sh/s/681410 ill mod next 24h!

Insane
- 01:12:669 (3,5) - I think these finishes could have more emphasis on them since comparing them to 01:10:981 (5,6) - they feel very weak.
- 01:13:419 - If you're trying to follow drums I think ctrl g 01:13:419 (5,6) - would work nicely. Atm 01:13:419 (5) - covers two very strong sounds and 01:13:794 (6) - isn't really on anything. Fixing that would leave less filler.
- 01:16:981 (2,3) - Idk about you but in-game I felt these were quite weak. Maybe do two circles for 3?

Hard
- 00:16:794 (2,3,4,5,6,7) - What about doing something like https://i.imgur.com/hMHxvTP.png? If you agree, apply to all areas like this eg. 01:19:794 (2,3,4,5,6,7) - great idea, i like it a lot
- 00:36:294 (2) - Contrary to what Lasse said I feel like removing this entirely and doing a rhythm like this would fit the piano much better: https://i.imgur.com/jxOeT2l.png this spot is basically the same as 00:26:919 (1,2,1,2,1,2) - these. if i change rhythm there i should do it for all of them for the sake of consistency. but i feel like having a less dense rhythm and skip sounds in the Hard fits more to the overall spread
- 01:16:981 - Same, could have two circles for the snares instead of a slider since Normal has denser rhythm for this lol.

If you can provide a metadata link that would be nice. i cant find any offical sources for this track .. i can only relate to the ranked version of this song .. https://osu.ppy.sh/s/30956 but i know that this is no serious source :(

I spoke to Lasse beforehand and we're both fine with pushing this forward. Do let us know when you're ready!
everything unmentioned got changed,
Thank You so much both of you!! :)
Mir
this is a bubble
Mir
p/5137523 and this is a pop
Mir
this is called a rebubble
Asaiga
you don't add ''vietnamese'' to tags? :'(
ASPIRIN

hello there



the mod
[Insane]
01:23:919 (1,1,1) - and 01:32:918 (1,1,1) - has a spacing like triplets, this can confusing.

In the rest there is nothing to complain about, this is the perfect difficulty!

[Hard]
01:15:856 (4,5,6) - just visual thing - on my opinion this looks strange

Yeap, nothing to add, everything is fine.

Perfect mapset, good luck in ranking! ;)
Topic Starter
Sakurauchi Riko

Asaiga wrote:

you don't add ''vietnamese'' to tags? :'(
oh, you are right! i will add it before qualification for sure

ASPIRIN wrote:

hello there



the mod
[Insane]
01:23:919 (1,1,1) - and 01:32:918 (1,1,1) - has a spacing like triplets, this can confusing. NC's indicate that this has different rhythm than the triple before, i wanna keep this because it forces the player to actually pay attention to the song (since the sounds are special)

In the rest there is nothing to complain about, this is the perfect difficulty!

[Hard]
01:15:856 (4,5,6) - just visual thing - on my opinion this looks strange dont think its a reason to change when it only comes up to personal perference

Yeap, nothing to add, everything is fine.

Perfect mapset, good luck in ranking! ;) Thank You! :D
Lasse
fix tags and I'll qualify
Topic Starter
Sakurauchi Riko
tags fixed
Lasse
this is a heart
Topic Starter
Sakurauchi Riko
thank you very much both of you, Mir and Lasse! :)
Incomp
The mapset is really good, but the Insane leaves a bad taste in my mouth in a few ways.

00:07:794 (1,1,1) - Why are these all new combos?
00:10:231 (6,7) - There is no sound here.
00:20:919 (1,1,1) - The three 1/2 notes you have like this are, in my opinion, obnoxious. The spacing is the same as for the triplet that occurs a beat before this, and I can't see how the song supports it, let alone the new combo spam. Please consider revising.
00:23:544 (1,1) - Why are these both new combos?
00:37:794 (5,6) - Why did you stray from using the triplets/kicksliders that you've already introduced? Unless I'm mistaken, this pattern isn't used anywhere else in the map, and there's no reason to change it up here. Hell, you even use a different pattern on the same sound at 00:31:794 (3) - .

There are things I personally disagree with, like the AR, HP, and some rhythm choices, but that stuff boils down to style, in most cases. Here, I just wanted to point out issues I think are pretty significant.
Rossi
wow congratz xD
Topic Starter
Sakurauchi Riko

Incomp wrote:

The mapset is really good, but the Insane leaves a bad taste in my mouth in a few ways.

00:07:794 (1,1,1) - Why are these all new combos? i skip sounds and use a rhythm that is different from to music to emphasize a special piece of the music (along with the decreasing spacing although its 1/1 snapped), to indicate that I use NC's so the player instantly knows that this part is something different and special
00:10:231 (6,7) - There is no sound here. of course there is, you dont exactly hear it at 25% (you still do hear it) but there is clearly the piano (? im not musician i tihnk its piano) sound - i can even count it while listening at full speed that there are 3 sounds
00:20:919 (1,1,1) - The three 1/2 notes you have like this are, in my opinion, obnoxious. The spacing is the same as for the triplet that occurs a beat before this, and I can't see how the song supports it, let alone the new combo spam. Please consider revising. the NC spam is the same concept i mentioned before, to indicate the player that he has to pay attention on what actually is going on in the song (and no blind sightread). along with that this is used to empahsize those 3 sounds (since they seem really important and unique to me) in a special way. I'm 100% sure you didnt missread this while playing, even on first time and since it is consistent throughout the map I dont see an issue using this method. Yes, you dont see same visual spacing for different rhythm in the same pattern in many maps, but who says its forbidden if its used in a neat way?
00:23:544 (1,1) - Why are these both new combos? i think both sounds (the first for the clap and the following clap, and second for strong finsih and end of section) deserve special empahsis through NC
00:37:794 (5,6) - Why did you stray from using the triplets/kicksliders that you've already introduced? Unless I'm mistaken, this pattern isn't used anywhere else in the map, and there's no reason to change it up here. Hell, you even use a different pattern on the same sound at 00:31:794 (3) - . they are not 100% the same sounds. yes, they both share the same sound but each spot has an individual addition to that sound, while 00:31:794 (3) - has sounds that are also on 00:31:419 (1,2) - (so you get what sound i mean), 00:37:794 (5,6) - has important sounds on the red and white tick (so i use sliderend for thje middle blue tick because its not improtant). Also i want to have 00:37:231 (2,3,4) - and 00:37:794 (5,6) - being different because 00:37:231 (2,3,4) - has the loud piano sounds on it which fit perfectly with triple, unlike the other spot which only supports clickable objects on the red and white tick

There are things I personally disagree with, like the AR, HP, and some rhythm choices, but that stuff boils down to style, in most cases. Here, I just wanted to point out issues I think are pretty significant.
Thank you for your concern, I hope I made things clear. Some points I already explained in earlier posts in this thread so you might wanna check them out too if smth isnt clear
Incomp
New combos are used to distinguish different parts of the song. Using them to emphasize different, individual sounds (on their own) is not effective. Use spacing for that instead.

Your answers are further from satisfying than I thought they would be. It seems like you care more about getting this set ranked rather than improving it. Or maybe you're seeing something that I'm not.

Either way, it's not like I'm in position to do anything more than I already have. Best of luck with your future mapsets.
Topic Starter
Sakurauchi Riko

Incomp wrote:

New combos are used to distinguish different parts of the song. Using them to emphasize different, individual sounds (on their own) is not effective. Use spacing for that instead.

Your answers are further from satisfying than I thought they would be. It seems like you care more about getting this set ranked rather than improving it. Or maybe you're seeing something that I'm not.

Either way, it's not like I'm in position to do anything more than I already have. Best of luck with your future mapsets.
Its not my fault that you dont agree with my interpretation of the song, seriously. Who says that NC can only be used to indicate sections of a song, and not in any other way? Also many of your complaints got considered before the map got qualified and I explained why I dont agree with a suggestion, apparently people understood what my point is.

Claiming that my one and only goal is to rank the mapset is very cheeky and disrespectful. How would you know what my goals are, you don't even know me? Not even a tiny bit. I'm really satisfied with how the mapset turned out (especially the Insane) and I don't see any improvements. Only because the mapset gets ranked quite quickly, it doesn't mean the mappers intention is to rank as fast as possible (Am I even in the position to claim that I can rush a mapset to ranked? I think not, to be honest).
Incomp
Its not my fault that you dont agree with my interpretation of the song, seriously.
Never said it was.

Who says that NC can only be used to indicate sections of a song, and not in any other way?
No one. At least, I never did. I just said it is more effective to use spacing for individual note emphasis. Moreover, you said that your usage of new combos help with readability by indicating that the new combo has a different timing, which is fine. The wiki supports that. However, you should not have had all three of those 1/2 notes be new combos -- just the first. With the way it is now, it is implying that each of them has a different timing than one another.

Though I can see why you thought I said new combos can't be used to distinguish sounds. The wording was pretty dodgy on my part, and I apologize for that. Something along the lines of "Using them to emphasize different, individual sounds (on their own) is not as effective" would have been better.

Claiming that my one and only goal is to rank the mapset is very cheeky and disrespectful.
Again, I never did. I said that it seems like you're focusing on ranking. Please do not put words into my mouth.

I'm really satisfied with how the mapset turned out (especially the Insane) and I don't see any improvements.
If you don't see improvements, cool. That's kind of the point of modding: to get others' opinions on the mapset. I could even argue that the point of qualification is to give the map some exposure to the playerbase and see if any issues (particularly issues that you can't see) make themselves clear.

Anyway, I'm done on this topic. I don't have as much time as I'd like to continue, and there's a concern in the back of my mind regarding the discussion between us devolving into flaming.

Best of luck to your future mapsets.
Topic Starter
Sakurauchi Riko
lol.. why am i wasting my time here xD
you are on my hidden list for sure
nextplay
Congrats~ :3
Pachiru
Please respect everyone's opinion.

Anyway, congratz for the map.
Asaiga
@Incomp : in a nutshell, the mapper used NC to indicate the difference between triplet and 1/2 circles. Why didnt he do appropriate spacing for 1/2? Because it emphasizes this part of the song better this way, from the mapper's perspective.
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