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Aqours - Mirai no Bokura wa Shitteru yo

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bite you death
how the fudck does this have 12 favourites in 2 days
Topic Starter
Planecakes

bite you death wrote:

how the fudck does this have 12 favourites in 2 days
people love love live so much they gotta use their favorite on this map
bite you death

Mari Ohara wrote:

people love love live so much they gotta use their favorite on this map
time to map love live
CXu
[Mirai]
  1. 00:02:023 (1,2,3) - I can't tell exactly what you're following with these two sliders, as they don't land on vocals and the piano sound afterwards is skipped, and 00:03:018 - lands on nothing. Since the whole beginning section follows vocals, why not do that for this too? Something like https://i.imgur.com/9nmTAEl.png. You could also add in 1/2s at 00:03:349 - 00:03:847 - if you want to follow the piano as well, but it might be a bit too much for a rather calm beginning.
  2. 00:06:664 (1,2) - Swap NC.
  3. 00:09:648 - Add a short 5-note stream here?
  4. 00:14:786 (3) - I assume that's an unintentional whistle on the sliderbody. It might mess with the hitsounding using some skins.
  5. 00:18:764 (6,7) - These two notes are comparably powerful to 00:17:935 (1,2) - yet they're spaced much closer. Consider spreading them out more to be more consistent with spacing emphasis.
  6. 00:19:924 (1) - Why NC? The triple into sliders seem to be following the same sound, and it's odd to break it up like that. Also, your combos in general are kind of all over the place. Try to be consistent and use them to indicate patterns or musical parts. For example, why have an NC at 00:34:344 (1) - when it's essentially the same as 00:23:570 (2) - , where you don't have an NC, etc.
  7. 00:20:587 (1,2) - So in general, you have a lot of strange decisions in terms of spacing in the map. Here for example, the song begins the verse and it's basically the "baseline" of how powerful the song is (where calm sections will be calmer and climaxes such as kiai's will be stronger). There's nothing really significant about this specific note, yet there is quite a big jump. Yet at 00:22:907 (4,5,1) - the spacing is much smaller even though the vocal pitch is higher, and there's a stronger downbeat present. There's a lot of similar things where the spacing is kind of "all over the place" (I'm using this quite loosely, it's basically inconsistent), such as 00:23:902 (3,4) - vs 00:24:233 (5,1) - , 00:26:222 (2,3,1,2,3,4) - vs. 00:27:217 (1,2) - , you get the point.
  8. 00:27:217 (1) - Whistle on sliderbody. Unless intentional, remove it.
  9. 00:29:703 (5,1) - Maybe add an anti-jump here? The music kind of stop, so having the player stop their movement woudl fit pretty well imo.
  10. 00:31:692 (2) - You should avoid placing 1/2's so close to the sliderend, as they look very similar in spacing to 1/4 rhythms like 00:34:841 (4,5) - , 00:36:167 (4,1) -
  11. 00:42:963 (3) - I would stack this on the head of 00:43:128 (1) - . This way, you keep the stacks at sliderends to 1/4s only, and it also makes sure you're not clicking in place when the vocal is fairly strong.
  12. 00:43:128 - I would personally add a slower SV section here, to better contrast the calmer bit here to what's before and after.
  13. 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - While I'm all for big jumps and whatnot, the most intense part seems to be 00:53:736 (1,2,3,1,2,3,1) - , where you actually let up on the jumps at 00:54:233 (1,2,3) - . At 00:51:416 - , while it is a fairly intense section, not every 1/2 beat there is stronger than the surroundings, so mapping it as one section of 1/2 jumps don't really work that well imo.
  14. 00:56:388 (1,2,3,1,1,2,1,2) - These are very strong beats too, yet they're smaller than 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - . They're actually also smaller than the same jumps in your Extra diff. Consider making them bigger.
  15. 00:59:040 (1,1) -, 01:01:692 (1,3) - , 01:09:648 (1,1) - , 01:12:300 (1,1) - Check your NCs.
  16. 01:01:360 (6,7) - Make this a 1/2 slider? It follows the vocal, and also reflects the song better by not making you click the weaker beat at 01:01:526 - .
  17. 01:02:852 (3) - 01:04:178 - I would go with something like this: https://i.imgur.com/5emNSLU.png . You transition into the vocals at 01:00:200 (1,2,3) - , so it makes sense to do the same here as well, and it also makes for a bit more interesting rhythms than just 1/2 beats imo.
  18. 01:04:675 (3,4) - Similar to before, making this a 1/2 slider instead puts the focus at 01:04:675 - as well as contrasts the weaker 01:04:841 - much better with the 1/2 finish-spam notes at 01:05:007 (1,2,3,4) - .
  19. 01:11:305 (3,4) - Make this a 1/2 slider for consistency with 01:00:697 (3) -
  20. 01:12:963 (2) - Remove whistle on sliderbody.
  21. 01:16:278 (1,2,3,1) - Fairly low spacing considering how powerful this part is compared to something like for example 01:17:935 (2,3,4) - . I would increase the spacing a bit.
  22. 01:18:101 (3,4,1,2) - As a side note, some of the flows into streams are a bit derpy, where you're kind of making the player go in a 90 degree right angle motion, and the curve is going against the rotation of the jumps before (clockwise while the jumps are counter clockwise)
  23. 01:26:057 (3,1) - These are very close together compared to 01:25:559 (1,2,3) - yet they're more or less the same intensity (The intensity falls off after 01:26:554 - )
There are some points that relates to other places in the map as well, which I might not have written down in the mod. And while it looks like there's a lot of work to do (which it kind of is I guess), it's overall not a bad map, it's just very inconsistent/rough and needs some touch ups before it's ready for ranking.


Also, I'll mod the other 3 diffs tomorrow. I'm getting sleepy xd.
Topic Starter
Planecakes

CXu wrote:

[Mirai]
  1. 00:02:023 (1,2,3) - I can't tell exactly what you're following with these two sliders, as they don't land on vocals and the piano sound afterwards is skipped, and 00:03:018 - lands on nothing. Since the whole beginning section follows vocals, why not do that for this too? Something like https://i.imgur.com/9nmTAEl.png. You could also add in 1/2s at 00:03:349 - 00:03:847 - if you want to follow the piano as well, but it might be a bit too much for a rather calm beginning. sure it sounds so much better now
  2. 00:06:664 (1,2) - Swap NC. sure
  3. 00:09:648 - Add a short 5-note stream here? i can barely hear anything but sure
  4. 00:14:786 (3) - I assume that's an unintentional whistle on the sliderbody. It might mess with the hitsounding using some skins. fixed
  5. 00:18:764 (6,7) - These two notes are comparably powerful to 00:17:935 (1,2) - yet they're spaced much closer. Consider spreading them out more to be more consistent with spacing emphasis. fixed
  6. 00:19:924 (1) - Why NC? The triple into sliders seem to be following the same sound, and it's odd to break it up like that. Also, your combos in general are kind of all over the place. Try to be consistent and use them to indicate patterns or musical parts. For example, why have an NC at 00:34:344 (1) - when it's essentially the same as 00:23:570 (2) - , where you don't have an NC, etc.
  7. 00:20:587 (1,2) - So in general, you have a lot of strange decisions in terms of spacing in the map. Here for example, the song begins the verse and it's basically the "baseline" of how powerful the song is (where calm sections will be calmer and climaxes such as kiai's will be stronger). There's nothing really significant about this specific note, yet there is quite a big jump. Yet at 00:22:907 (4,5,1) - the spacing is much smaller even though the vocal pitch is higher, and there's a stronger downbeat present. There's a lot of similar things where the spacing is kind of "all over the place" (I'm using this quite loosely, it's basically inconsistent), such as 00:23:902 (3,4) - vs 00:24:233 (5,1) - , 00:26:222 (2,3,1,2,3,4) - vs. 00:27:217 (1,2) - , you get the point.
  8. 00:27:217 (1) - Whistle on sliderbody. Unless intentional, remove it.
  9. 00:29:703 (5,1) - Maybe add an anti-jump here? The music kind of stop, so having the player stop their movement woudl fit pretty well imo.
  10. 00:31:692 (2) - You should avoid placing 1/2's so close to the sliderend, as they look very similar in spacing to 1/4 rhythms like 00:34:841 (4,5) - , 00:36:167 (4,1) -
  11. 00:42:963 (3) - I would stack this on the head of 00:43:128 (1) - . This way, you keep the stacks at sliderends to 1/4s only, and it also makes sure you're not clicking in place when the vocal is fairly strong.
  12. 00:43:128 - I would personally add a slower SV section here, to better contrast the calmer bit here to what's before and after.
  13. 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - While I'm all for big jumps and whatnot, the most intense part seems to be 00:53:736 (1,2,3,1,2,3,1) - , where you actually let up on the jumps at 00:54:233 (1,2,3) - . At 00:51:416 - , while it is a fairly intense section, not every 1/2 beat there is stronger than the surroundings, so mapping it as one section of 1/2 jumps don't really work that well imo.
  14. 00:56:388 (1,2,3,1,1,2,1,2) - These are very strong beats too, yet they're smaller than 00:51:416 (2,3,4,5,6,7,1,2,3,4,5) - . They're actually also smaller than the same jumps in your Extra diff. Consider making them bigger.
  15. 00:59:040 (1,1) -, 01:01:692 (1,3) - , 01:09:648 (1,1) - , 01:12:300 (1,1) - Check your NCs.
  16. 01:01:360 (6,7) - Make this a 1/2 slider? It follows the vocal, and also reflects the song better by not making you click the weaker beat at 01:01:526 - .
  17. 01:02:852 (3) - 01:04:178 - I would go with something like this: https://i.imgur.com/5emNSLU.png . You transition into the vocals at 01:00:200 (1,2,3) - , so it makes sense to do the same here as well, and it also makes for a bit more interesting rhythms than just 1/2 beats imo.
  18. 01:04:675 (3,4) - Similar to before, making this a 1/2 slider instead puts the focus at 01:04:675 - as well as contrasts the weaker 01:04:841 - much better with the 1/2 finish-spam notes at 01:05:007 (1,2,3,4) - .
  19. 01:11:305 (3,4) - Make this a 1/2 slider for consistency with 01:00:697 (3) -
  20. 01:12:963 (2) - Remove whistle on sliderbody.
  21. 01:16:278 (1,2,3,1) - Fairly low spacing considering how powerful this part is compared to something like for example 01:17:935 (2,3,4) - . I would increase the spacing a bit.
  22. 01:18:101 (3,4,1,2) - As a side note, some of the flows into streams are a bit derpy, where you're kind of making the player go in a 90 degree right angle motion, and the curve is going against the rotation of the jumps before (clockwise while the jumps are counter clockwise)
  23. 01:26:057 (3,1) - These are very close together compared to 01:25:559 (1,2,3) - yet they're more or less the same intensity (The intensity falls off after 01:26:554 - )
    I did everything you said and i guess it's okay to avoid replying to all of the things you pointed out. Reading all of that text is really hard for me lmao. Thanks for modding my map it took me a several hours haha.

    I've learned many mistakes and mapping this map with high sv might be a bad idea, it might be too fast and it takes ages to do any changes.
There are some points that relates to other places in the map as well, which I might not have written down in the mod. And while it looks like there's a lot of work to do (which it kind of is I guess), it's overall not a bad map, it's just very inconsistent/rough and needs some touch ups before it's ready for ranking.


Also, I'll mod the other 3 diffs tomorrow. I'm getting sleepy xd.
Raytoly
Hi~~~
Can I GD taiko mode?:3
Topic Starter
Planecakes

Cocoaaa wrote:

Hi~~~
Can I GD taiko mode?:3
I'm sorry but i don't think you can, If did i have to find more taiko gds and mods and it will only slow me down.
Axhina
hello there, quick mod

Extra

SPOILER
hitsounding could take improvement

00:07:327 (1) - ctrl+g for better emphasis on note 1 and 2
00:09:979 (1) - feels too weak for a strong sound
00:14:454 (2) - imo there should be a stream instead of a jump triple since thats where the build up ends and the main part starts
00:21:001 (2) - this might work better: https://puu.sh/xZD2B/3fe665308e.jpg
00:24:565 (2) - maybe ctrl+g this for better emphasis
00:32:521 (1) - klimax changes between: 00:31:692 (3) - and 00:32:521 (1) - so i suggest use a ccw flow
00:50:918 (6) - note is missing
00:52:410 (1) - maybe use hitfinish to make this sound stronger
00:59:040 (1) - ctrl+g for better emphasis for two notes
01:12:300 (1) - ^
01:21:250 (1) - flow breaks too early this might works better: https://puu.sh/xZD8n/91de931566.jpg

great map, gl with ranking it ^^
(im also up for an insane diff gd)
Topic Starter
Planecakes

Sugumikoku wrote:

hello there, quick mod

Extra

SPOILER
hitsounding could take improvement

00:07:327 (1) - ctrl+g for better emphasis on note 1 and 2 sure
00:09:979 (1) - feels too weak for a strong sound true
00:14:454 (2) - imo there should be a stream instead of a jump triple since thats where the build up ends and the main part starts sure
00:21:001 (2) - this might work better: https://puu.sh/xZD2B/3fe665308e.jpg yeah
00:24:565 (2) - maybe ctrl+g this for better emphasis sure
00:32:521 (1) - klimax changes between: 00:31:692 (3) - and 00:32:521 (1) - so i suggest use a ccw flow sure
00:50:918 (6) - note is missing shit you're right
00:52:410 (1) - maybe use hitfinish to make this sound stronger sure
00:59:040 (1) - ctrl+g for better emphasis for two notes sure
01:12:300 (1) - ^ sure
01:21:250 (1) - flow breaks too early this might works better: https://puu.sh/xZD8n/91de931566.jpg sure

great map, gl with ranking it ^^
(im also up for an insane diff gd)

Insane is already being mapped, thanks for the mod !!! !!
victorfernando
you accept an light insane ?
RJKuker
Sorry guys, I just play your BMs Bcoz I'm not a BM modder
I just played your BM and I think This is the good beatmap. Keep improve guys :D
Raihan_Ikeda
Keep It Up Dude , Your BM was AWSOME , Good Timing & Note Design , i really enjoyed it <3 , hope this map can being ranked someday :D
Topic Starter
Planecakes

victorfernando wrote:

you accept an light insane ?
That would be nice !!!! something around 3.75 - 4.25 ??
victorfernando
of course
Alexsander
you accept an advanced ?
yShadowXOP_

TheBenderGamer wrote:

you accept an advanced ?
viro a zuera de br agr?
Topic Starter
Planecakes

yShadowXOP_ wrote:

TheBenderGamer wrote:

you accept an advanced ?
viro a zuera de br agr?
uhh what's happening
-Master-

Mari Ohara wrote:

uhh what's happening
well these guys stalk him
Alexsander
Well I'm trying to make a map of this map.
if you want to :D
Topic Starter
Planecakes

TheBenderGamer wrote:

Well I'm trying to make a map of this map.
if you want to :D
That would be nice because there's a big jump between 1.8 - 3.7
thanks dude
Rasea
[Hard]

00:40:311 (8,1) - It's a hard, make time-distance spacing emphasis way more clear, at least after exiting a triple
00:45:780 (1,2,3) - this'd look nice blanketed (upside down)
00:59:703 (3,4,5) - not a perfect triangle :angery:
01:11:305 (2,3,4) - AR in a hard diff makes it harder to notice than it looks on paper.



[Victor's Light Insane]

00:09:648 (1,2) - For a Light Insane this spacing might seem a little odd. Even if it's not something compleeeeeetely bad, there's no time-distance equality here compared to the triples before. While for someone that's already good at the game this is not a problem at all, a Light Insane is quite closer to a hard difficulty than an insane, and we both know some insanes can get really insane.
00:42:631 (3) - :rage: >:( I know you aimed for this map to be beautiful but not at the expense of readability and intuitiveness.
00:54:565 (5,6) - while playing I really thought this was a 1/2 jump because of how close it was. You know why that is.

[ShadowX's Insane]

00:23:902 (3,4,5) - either make it progressively more spaced like in the objects before or make a triangle <3
00:55:725 (4) - I'm not an expert in hitsounding but this sounded off, I think a finish on sliderhead would fit.
01:23:239 (2,3,4) - Make triangles by copy pasting 2-3 then rotating 120º. just by eye I could notice this wasn't a perfect triangle but it wanted so hard to be.
really good diff, I like it, hard to mod since it's pretty well put together. Maybe a little bit of chaos in spacing that make spaces look odd like here 00:11:305 (1,2,3) - but overall, quite ok.

[Extra]
Wow holy compared to Mirai I really really like this difficulty. Just one quick thing

I think the kiai would benefit of having a jump-triple-jump, and since I usually explain myself like pure shit, here's an example https://puu.sh/yNDHG/84f3331d5d.png

[Mirai.]

00:21:250 (3) - Blanket the sliderend :eyes:
00:29:372 (1,2,3,4) - while playtesting I didn't exactly know if these were put manually or had an intention behind it, if you notice, they're slightly curved/irregular. https://puu.sh/yNDbP/0acc1e3b74.png - This is after they were made by copy/pasting the first two notes https://puu.sh/yNDck/6ee168f94b.png
00:30:035 (1,2,3,4,5) - 3x - 2.5x - 1.5x - 2.33x. I notice inconsistency with spacing as kind of a gimmick in this diff, but going up and down so arbitrarely kinda hurts.
00:34:510 (3,4) - This spacing conflicts a lot with the rest of the map, it'd help to stack them or make a jump out of it, since this will most likely lead to a player getting completely confused not only with this note but with the following.
00:47:769 (1,2,3) - Main issue I have with this difficulty is how these 2 jumps and a couple of them before the kiai are actually harder than the entire kiai section. That's something that either needs a nerf or a buff in said kiai section, but this diff is already kinda overmapped as it is, I'd consider a change of some sort.


have to leave but I think the mod is pretty complete <3
Topic Starter
Planecakes

Rasea wrote:

[Hard]

00:40:311 (8,1) - It's a hard, make time-distance spacing emphasis way more clear, at least after exiting a triple sure
00:45:780 (1,2,3) - this'd look nice blanketed (upside down) i'm a bit unsure what you want me to do but i think i did it right
00:59:703 (3,4,5) - not a perfect triangle :angery: ouch!! fixed
01:11:305 (2,3,4) - AR in a hard diff makes it harder to notice than it looks on paper. wow why did i even place it here



[Victor's Light Insane]

00:09:648 (1,2) - For a Light Insane this spacing might seem a little odd. Even if it's not something compleeeeeetely bad, there's no time-distance equality here compared to the triples before. While for someone that's already good at the game this is not a problem at all, a Light Insane is quite closer to a hard difficulty than an insane, and we both know some insanes can get really insane.
00:42:631 (3) - :rage: >:( I know you aimed for this map to be beautiful but not at the expense of readability and intuitiveness.
00:54:565 (5,6) - while playing I really thought this was a 1/2 jump because of how close it was. You know why that is.

[ShadowX's Insane]

00:23:902 (3,4,5) - either make it progressively more spaced like in the objects before or make a triangle <3
00:55:725 (4) - I'm not an expert in hitsounding but this sounded off, I think a finish on sliderhead would fit.
01:23:239 (2,3,4) - Make triangles by copy pasting 2-3 then rotating 120º. just by eye I could notice this wasn't a perfect triangle but it wanted so hard to be.
really good diff, I like it, hard to mod since it's pretty well put together. Maybe a little bit of chaos in spacing that make spaces look odd like here 00:11:305 (1,2,3) - but overall, quite ok.

[Extra]
Wow holy compared to Mirai I really really like this difficulty. Just one quick thing

I think the kiai would benefit of having a jump-triple-jump, and since I usually explain myself like pure shit, here's an example https://puu.sh/yNDHG/84f3331d5d.png i'll think about it

[Mirai.]

00:21:250 (3) - Blanket the sliderend :eyes: nah i think it's ok like this
00:29:372 (1,2,3,4) - while playtesting I didn't exactly know if these were put manually or had an intention behind it, if you notice, they're slightly curved/irregular. https://puu.sh/yNDbP/0acc1e3b74.png - This is after they were made by copy/pasting the first two notes https://puu.sh/yNDck/6ee168f94b.png yeah i've noticed that
00:30:035 (1,2,3,4,5) - 3x - 2.5x - 1.5x - 2.33x. I notice inconsistency with spacing as kind of a gimmick in this diff, but going up and down so arbitrarely kinda hurts. fixed
00:34:510 (3,4) - This spacing conflicts a lot with the rest of the map, it'd help to stack them or make a jump out of it, since this will most likely lead to a player getting completely confused not only with this note but with the following. fixed
00:47:769 (1,2,3) - Main issue I have with this difficulty is how these 2 jumps and a couple of them before the kiai are actually harder than the entire kiai section. That's something that either needs a nerf or a buff in said kiai section, but this diff is already kinda overmapped as it is, I'd consider a change of some sort. Hmm i'll see what i can do about it!!


have to leave but I think the mod is pretty complete <3
yShadowXOP_

Rasea wrote:

[ShadowX's Insane]

00:23:902 (3,4,5) - either make it progressively more spaced like in the objects before or make a triangle <3 Fixed
00:55:725 (4) - I'm not an expert in hitsounding but this sounded off, I think a finish on sliderhead would fit. ^
01:23:239 (2,3,4) - Make triangles by copy pasting 2-3 then rotating 120º.^
just by eye I could notice this wasn't a perfect triangle but it wanted so hard to be.
really good diff, I like it, hard to mod since it's pretty well put together. Maybe a little bit of chaos in spacing that make spaces look odd like here 00:11:305 (1,2,3) - but overall, quite ok. lol i did it this way because of the tonality of the song that was in this part

Thanks For Modding :)
Elzix
light insane:

01:15:946 (4,5) - put a slider, its a long note

00:30:035 (1,2,3) - there is no symmetry for 3 notes

hard:

00:14:620 (3,4,5) - its a hard map, dont overlap too much

00:35:504 (2,4) - not readable for 3* players

01:24:896 (3) - weird for 3* players
Topic Starter
Planecakes

- Nico wrote:

light insane:

01:15:946 (4,5) - put a slider, its a long note

00:30:035 (1,2,3) - there is no symmetry for 3 notes

hard:

00:14:620 (3,4,5) - its a hard map, dont overlap too much fixed

00:35:504 (2,4) - not readable for 3* players could you explain why because i don't know what's wrong????

01:24:896 (3) - weird for 3* players i think i made it better
victorfernando

Rasea wrote:

[Victor's Light Insane]

00:09:648 (1,2) - For a Light Insane this spacing might seem a little odd. Even if it's not something compleeeeeetely bad, there's no time-distance equality here compared to the triples before. While for someone that's already good at the game this is not a problem at all, a Light Insane is quite closer to a hard difficulty than an insane, and we both know some insanes can get really insane. (i think there's no problem, but if the bn see i will change)
00:42:631 (3) - :rage: >:( I know you aimed for this map to be beautiful but not at the expense of readability and intuitiveness. (changed place)
00:54:565 (5,6) - while playing I really thought this was a 1/2 jump because of how close it was. You know why that is. (i put a slider)
victorfernando
[quote="- Nico"]light insane:

01:15:946 (4,5) - put a slider, its a long note

00:30:035 (1,2,3) - there is no symmetry for 3 notes

ok
Juiceys
Normal:

Combos seem kinda inconsistent thoughout the song, Most last 2 downbeats but some last 3 or 4 and 00:06:664 (1,2,3,4) - this one lasts for 5
it would be better if you consistently kept them at 2 or 3

01:19:593 (4) - Remove reverse, rightnow the sliderend lands on no prominent sound

01:27:548 (2) - Make this a 1/2 slider so both important sounds are mapped

00:43:128 (4,5) - It would look nice if these 2 were blanketed

01:22:244 (1,2) - ^

01:24:233 (4,5,6) - A bit nitpicky but if these were in a perfectly straight line it would look nicer, ( coordinates for 6 in picture )


Advanced:



00:20:090 (5) - Once again I think it would be good if the reverse was removed.

Hard

00:26:222 (2,3,4) - Take the jumps off these and put it on 00:26:885 (5) - to emphasize the drum sound

00:30:366 (3) - Could just make this a circle

00:33:847 (1) - I'd make this a 1/2 slider and a circle, strong drum on sliderend here. The circle could be make into a 1 beat slider or a 1/2 beat slider as well if you wanted it to

Light Insane

00:30:035 (1,2,3) - Hella confusing to play. Opinion tho

00:42:134 (1,2,3) - Same concept here except as in the spot mentioned above, except theres a bigger time gap. People will get confused and think that the pattern here is the same as the one above, except it isn't i'd change one of these to be different.


This difficulty has a mapping style I really adore.


Good Luck! Hard to find things to mod!
Topic Starter
Planecakes

Juiceys wrote:

Normal:

Combos seem kinda inconsistent thoughout the song, Most last 2 downbeats but some last 3 or 4 and 00:06:664 (1,2,3,4) - this one lasts for 5
it would be better if you consistently kept them at 2 or 3 fixed

01:19:593 (4) - Remove reverse, rightnow the sliderend lands on no prominent sound oh you're right

01:27:548 (2) - Make this a 1/2 slider so both important sounds are mapped yea

00:43:128 (4,5) - It would look nice if these 2 were blanketed true

01:22:244 (1,2) - ^ fixed

01:24:233 (4,5,6) - A bit nitpicky but if these were in a perfectly straight line it would look nicer, ( coordinates for 6 in picture ) fixed


Advanced:



00:20:090 (5) - Once again I think it would be good if the reverse was removed.

Hard

00:26:222 (2,3,4) - Take the jumps off these and put it on 00:26:885 (5) - to emphasize the drum sound yeah i'll do that

00:30:366 (3) - Could just make this a circle uhh i'm not a big of having a circle instead of slider but okay

00:33:847 (1) - I'd make this a 1/2 slider and a circle, strong drum on sliderend here. The circle could be make into a 1 beat slider or a 1/2 beat slider as well if you wanted it to ok

Light Insane

00:30:035 (1,2,3) - Hella confusing to play. Opinion tho

00:42:134 (1,2,3) - Same concept here except as in the spot mentioned above, except theres a bigger time gap. People will get confused and think that the pattern here is the same as the one above, except it isn't i'd change one of these to be different.


This difficulty has a mapping style I really adore.


Good Luck! Hard to find things to mod!
Alexsander

Juiceys wrote:

Advanced:



00:20:090 (5) - Once again I think it would be good if the reverse was removed. Fixed
Thanks for mod

Alex's Advanced
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 58709
Countdown: 1
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 24565
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.999999

[Metadata]
Title:Mirai no Bokura wa Shitteru yo
TitleUnicode:Mirai no Bokura wa Shitteru yo
Artist:Aqours
ArtistUnicode:Aqours
Creator:Mari Ohara
Version:Alex's Advanced
Source:ラブライブï¼Âサンシャイン!! 2
Tags:
BeatmapID:1437588
BeatmapSetID:678518

[Difficulty]
HPDrainRate:4.5
CircleSize:3.6
OverallDifficulty:6
ApproachRate:6.5
SliderMultiplier:1.2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"839073.jpg",0,0
//Break Periods
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//Storyboard Layer 2 (Pass)
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Mitsuna-
[Hard]

00:07:327 (4) - nc ?
00:08:653 (7) - nc ? (if yes, remove nc on this 00:09:151 (1) and put nc on this 00:09:979 (2) - )


[ShadowX's Insane]

00:07:327 (1,2,1,2,1) - This part would looks better like this to me https://puu.sh/yVMlN.PNG https://puu.sh/yVMlS.PNG

[Extra]

00:07:825 (2) - look better like this to me ^^ https://puu.sh/yVMLT.PNG

i'm not experienced in modding/mapping but i hope i could help you :)
good luck !
Topic Starter
Planecakes

Mitsuna- wrote:

[Hard]

00:07:327 (4) - nc ? sure
00:08:653 (7) - nc ? (if yes, remove nc on this 00:09:151 (1) and put nc on this 00:09:979 (2) - ) sure


[ShadowX's Insane]

00:07:327 (1,2,1,2,1) - This part would looks better like this to me https://puu.sh/yVMlN.PNG https://puu.sh/yVMlS.PNG

[Extra]

00:07:825 (2) - look better like this to me ^^ https://puu.sh/yVMLT.PNG you're actually right that slider was quite ulgy lmao

i'm not experienced in modding/mapping but i hope i could help you :)
good luck !
victorfernando

Juiceys wrote:

Light Insane

00:30:035 (1,2,3) - Hella confusing to play. Opinion tho (ok tried)

00:42:134 (1,2,3) - Same concept here except as in the spot mentioned above, except theres a bigger time gap. People will get confused and think that the pattern here is the same as the one above, except it isn't i'd change one of these to be different. (okay ^)


This difficulty has a mapping style I really adore. <3 thank you


Good Luck! Hard to find things to mod!
diff
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Creator:Mari Ohara
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Source:ラブライブ!サンシャイン!! 2
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256,352,59703,2,0,L|264:240,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
192,192,60035,5,8,0:0:0:0:
128,264,60200,2,0,P|98:206|116:144,1,132.00000402832,2|0,0:0|0:0,0:0:0:0:
116,144,60532,1,2,0:0:0:0:
32,88,60697,2,0,P|80:104|200:56,1,176.000005371094,8|2,0:0|0:0,0:0:0:0:
280,24,61195,1,0,0:0:0:0:
336,152,61360,2,0,L|352:56,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
392,216,61692,6,0,P|336:240|296:232,1,88.000002685547,6|0,0:0|0:0,0:0:0:0:
248,168,62023,1,8,0:0:0:0:
248,168,62189,1,0,0:0:0:0:
160,72,62355,6,0,P|152:120|144:264,1,176.000005371094,2|8,0:0|0:0,0:0:0:0:
56,336,62852,2,0,P|56:272|48:152,1,176.000005371094
72,77,63349,2,0,P|120:77|168:69,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
224,16,63681,2,0,P|280:16|320:32,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
360,104,64012,1,8,0:0:0:0:
448,136,64178,6,0,P|384:192|288:160,1,176.000005371094,6|0,0:0|0:0,0:0:0:0:
208,192,64675,1,8,0:0:0:0:
208,192,64841,1,0,0:0:0:0:
128,64,65007,6,0,P|184:88|208:120,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
120,232,65338,2,0,P|120:168|136:136,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
25,87,65670,2,0,B|-9:67|-9:67|137:63,1,176.000005371094,6|8,0:0|0:0,0:0:0:0:
200,107,66167,2,0,B|272:112|272:112|320:96|320:96|400:99,1,176.000005371094,6|0,0:0|0:0,0:0:0:0:
432,176,66664,1,8,0:0:0:0:
432,176,66830,1,0,0:0:0:0:
360,232,66996,6,0,L|344:320,1,88.000002685547,8|2,0:0|0:0,0:0:0:0:
288,168,67327,2,0,L|272:264,1,88.000002685547,8|2,0:0|0:0,0:0:0:0:
208,312,67659,1,8,0:0:0:0:
200,192,67825,1,2,0:0:0:0:
112,256,67990,1,8,0:0:0:0:
208,312,68156,2,0,P|256:336|320:320,1,88.000002685547,4|2,0:0|0:0,0:0:0:0:
424,304,68488,5,2,0:0:0:0:
368,192,68653,1,2,0:0:0:0:
368,192,68736,1,0,0:0:0:0:
368,192,68819,1,2,0:0:0:0:
368,192,68902,1,0,0:0:0:0:
368,192,68985,2,0,P|376:136|368:96,1,88.000002685547
288,40,69316,5,8,0:0:0:0:
392,16,69482,1,0,0:0:0:0:
280,136,69648,2,0,P|208:88|208:0,1,176.000005371094,4|8,0:0|0:0,0:0:0:0:
288,40,70145,1,0,0:0:0:0:
280,136,70311,6,0,B|256:184|256:184|288:296,1,132.00000402832,2|0,0:0|0:0,0:0:0:0:
277,259,70642,1,8,0:0:0:0:
215,317,70808,2,0,B|207:301|183:205|183:205|167:269,1,176.000005371094,2|2,0:0|0:0,0:0:0:0:
0,247,71305,2,0,B|88:287|88:207|184:271,1,176.000005371094,12|2,0:0|0:0,0:0:0:0:
48,176,71802,5,0,0:0:0:0:
96,88,71968,1,8,0:0:0:0:
192,120,72134,1,0,0:0:0:0:
192,120,72217,1,0,0:0:0:0:
192,120,72300,2,0,B|264:136|264:136|376:104,1,176.000005371094,6|8,0:0|0:0,0:0:0:0:
432,40,72797,5,0,0:0:0:0:
370,194,72963,2,0,P|359:151|368:88,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
320,24,73294,1,8,0:0:0:0:
201,37,73460,2,0,B|169:-3|169:-3|193:125,1,176.000005371094,4|2,0:0|0:0,0:0:0:0:
363,195,73957,6,0,P|299:195|243:251,1,132.00000402832,8|0,0:0|0:0,0:0:0:0:
216,272,74289,2,0,P|176:288|104:256,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
64,208,74620,1,8,0:0:0:0:
117,122,74786,2,0,P|154:180|118:294,1,176.000005371094,6|0,0:0|0:0,0:0:0:0:
40,336,75283,5,8,0:0:0:0:
40,336,75449,1,0,0:0:0:0:
128,360,75615,2,0,L|216:352,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
292,320,75946,1,8,0:0:0:0:
432,128,76278,1,6,0:0:0:0:
432,128,76443,1,6,0:0:0:0:
256,56,76775,6,0,L|272:248,1,176.000005371094,6|0,0:0|0:0,0:0:0:0:
344,184,77272,2,0,L|336:84,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
418,232,77604,2,0,P|346:272|258:204,1,176.000005371094,6|8,0:0|0:0,0:0:0:0:
216,168,78101,2,0,P|136:144|56:216,1,176.000005371094,4|0,0:0|0:0,0:0:0:0:
120,304,78598,5,8,0:0:0:0:
152,232,78764,1,0,0:0:0:0:
64,193,78930,2,0,B|16:72|112:72|79:10|79:10|53:65,1,240,4|0,0:0|0:0,0:0:0:0:
59,51,79593,1,4,0:0:0:0:
200,24,79758,1,2,0:0:0:0:
256,192,80090,12,0,82244,0:0:0:0:
232,176,82576,6,0,L|168:256,1,88.000002685547,8|2,0:0|0:0,0:0:0:0:
112,72,82907,2,0,L|136:168,1,88.000002685547,2|2,0:0|0:0,0:0:0:0:
208,88,83239,1,8,0:0:0:0:
208,88,83570,2,0,L|304:88,1,88.000002685547,4|0,0:0|0:0,0:0:0:0:
392,32,83902,1,8,0:0:0:0:
296,88,84068,2,0,B|272:168|344:168|312:264,1,176.000005371094,4|0,0:0|0:0,0:0:0:0:
144,224,84565,6,0,P|192:208|248:224,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
314,257,84896,2,0,P|362:270|402:257,1,88.000002685547,2|0,0:0|0:0,0:0:0:0:
418,102,85228,1,8,0:0:0:0:
456,192,85394,1,0,0:0:0:0:
424,355,85559,6,0,P|352:315|408:259,1,176.000005371094,6|8,0:0|0:0,0:0:0:0:
456,192,86057,2,0,P|496:144|416:104,1,176.000005371094,6|0,0:0|0:0,0:0:0:0:
352,152,86554,6,0,B|288:144|288:56|288:56|232:112|232:112|176:56|176:56|168:144|96:160,1,400,8|0,0:0|0:0,0:0:0:0:
40,224,87548,5,8,0:0:0:0:
40,224,87714,1,8,0:0:0:0:
corninho
hi little mod on the insanes
Victor's light insane
00:14:454 (3,4,5,6) - you could make a stream here
00:25:891 (6) - things like this are difficult to read, especially in a low ar
00:29:372 (3) - https://osu.ppy.sh/ss/9975140 looks better
Shadowx's insane
00:21:581 (3,4) - change the position of the 4 to 3
00:36:084 (4) - http://osu.ppy.sh/ss/9975184 looks better
00:53:073 (4,1,2) - overlap
01:08:570 (2,3) - https://osu.ppy.sh/ss/9975255 on this https://osu.ppy.sh/ss/9975262 ?
yShadowXOP_

Mitsuna- wrote:

[ShadowX's Insane]

00:07:327 (1,2,1,2,1) - This part would looks better like this to me https://puu.sh/yVMlN.PNG https://puu.sh/yVMlS.PNG for me it's good the way it is

corninho wrote:

Shadowx's insane
00:21:581 (3,4) - change the position of the 4 to 3 if i do this will break the flow q-q
00:36:084 (4) - http://osu.ppy.sh/ss/9975184 looks better ^ same
00:53:073 (4,1,2) - overlap i'll leave it this way because flow seems better to me :v
01:08:570 (2,3) - https://osu.ppy.sh/ss/9975255 on this https://osu.ppy.sh/ss/9975262 ? Nop

Thanks For Modding Minna!! :)
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