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Chelsy - I will

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Kibbleru
umm tell me when uve sorted out shurelia's concerns and such
Kibbleru
k lets take a proper look this time

fant
pretty good

hard
00:09:101 (2,3,4) - cud make a better triangle here
00:19:887 (2,3) - tbh i would rotate it slightly, just so its not perfectly horizontal
00:24:269 (1,2,3) - consider silencing these ends
00:35:056 (1,2,3) - ^
00:50:898 (5,6,1) - i would lower the spacing for triplets, otherwise its kinda hard, try 0.5 ish
00:52:247 (2,3,4) - ^

normal
00:16:179 (1) - remove nc, inconsistent
Shortthu
hi, sorry for late mod :p
General
  1. Hitsound sample 20 seems legit

Normal
  1. 00:15:168 (3,4) - the flow isn't look good here, you can make 00:15:505 (4) - straight and 00:15:168 (3,4) - have a straight flow
  2. 00:17:865 (3,1) - check DS
  3. 00:50:562 (8,2) - I'd avoid overlapping like this in normal diff because the hit300s or something will cover the 00:52:247 (2) - a little bit
  4. 01:07:415 (5,6,7) - player will misread with this flow I think because 01:07:415 (5) - and 01:08:764 (7) - have a very good flow but 01:07:415 (5,6) - not.
  5. 01:17:528 (2) - why put the reverse arrow in the downbeat? That downbeat have stronger sound than the sliderhead lol. I'd place a circle at 01:17:528 - and make a 1/1 slider at 01:18:202 -
  6. 01:39:101 (2) - like before
  7. 01:24:943 (5,1) - hmm fix blanket?

Hard
  1. 00:50:898 (5,6,1) - 00:52:247 (2,3,4) - Any reason for not stacking here? You stacked other 1/4 section but not here
  2. 01:21:910 (2) - why not use the same rhythm with the first kiai? 01:22:247 - have a stronger sound than 01:21:910 -
  3. 01:25:617 (5,6,1) - blanket looks off with stack
  4. 01:44:494 (3) - the overlap here feel unclean, if you don't wanna move it far because rhythm you can just make 01:43:820 (2) - reverse and place a note at 01:44:831 -

Blizs
  1. 00:31:011 (3,4) - I think the slider would fit. Example: 00:38:426 (3) -
  2. 00:59:325 (1,2) - You can extend 00:59:325 (1) - to 01:00:000 - , and place a circle at 01:00:337 - to make a better rhythm because the vocal at 01:00:337 - sound stronger than 01:00:000 - . Same goes to another kiai and other parts after
  3. 01:31:685 - you could end kiai here like other diffs, the music is pretty calm here
good luck~
Topic Starter
Uta

Kibbleru wrote:

k lets take a proper look this time

fant
pretty good

hard
00:09:101 (2,3,4) - cud make a better triangle here
00:19:887 (2,3) - tbh i would rotate it slightly, just so its not perfectly horizontal
00:24:269 (1,2,3) - consider silencing these ends
00:35:056 (1,2,3) - ^
00:50:898 (5,6,1) - i would lower the spacing for triplets, otherwise its kinda hard, try 0.5 ish
00:52:247 (2,3,4) - ^

normal
00:16:179 (1) - remove nc, inconsistent
Applied all

Shortthu wrote:

hi, sorry for late mod :p
General
  1. Hitsound sample 20 seems legit

Normal
  1. 00:15:168 (3,4) - the flow isn't look good here, you can make 00:15:505 (4) - straight and 00:15:168 (3,4) - have a straight flow straight, kinda
  2. 00:17:865 (3,1) - check DS whats the problem?
  3. 00:50:562 (8,2) - I'd avoid overlapping like this in normal diff because the hit300s or something will cover the 00:52:247 (2) - a little bit many complain about this. i did some overlaps
  4. 01:07:415 (5,6,7) - player will misread with this flow I think because 01:07:415 (5) - and 01:08:764 (7) - have a very good flow but 01:07:415 (5,6) - not. triangles
  5. 01:17:528 (2) - why put the reverse arrow in the downbeat? That downbeat have stronger sound than the sliderhead lol. I'd place a circle at 01:17:528 - and make a 1/1 slider at 01:18:202 - ill rather having a calming map especially in normal
  6. 01:39:101 (2) - like before ^
  7. 01:24:943 (5,1) - hmm fix blanket? fixed

Hard
  1. 00:50:898 (5,6,1) - 00:52:247 (2,3,4) - Any reason for not stacking here? You stacked other 1/4 section but not here almost kiai, reduced to 0.5x
  2. 01:21:910 (2) - why not use the same rhythm with the first kiai? 01:22:247 - have a stronger sound than 01:21:910 - reconsidered, well when the song does A, Ii choose to dovariety here
  3. 01:25:617 (5,6,1) - blanket looks off with stack woops
  4. 01:44:494 (3) - the overlap here feel unclean, if you don't wanna move it far because rhythm you can just make 01:43:820 (2) - reverse and place a note at 01:44:831 - id love some slider like this
Thanks!
Blizs

Shortthu wrote:

hi, sorry for late mod :p
Blizs
  1. 00:31:011 (3,4) - I think the slider would fit. Example: 00:38:426 (3) - they aren't that similar so we don't really need to put a similar pattern here. And also I don't want to destroy the pentagon circle pattern here so I'll keep mine.
  2. 00:59:325 (1,2) - You can extend 00:59:325 (1) - to 01:00:000 - , and place a circle at 01:00:337 - to make a better rhythm because the vocal at 01:00:337 - sound stronger than 01:00:000 - . Same goes to another kiai and other parts after. I think it's fine. Even if I didn't give a click for the vocal there, I still give a click for the vocal emphasis on the next white tick which has a stronger sound than it. Besides, those slider usages are intentional. I express the long vocal with 3/4 slider continued with that 1/2 slider because of the vocal pitch change on the white tick.
  3. 01:31:685 - you could end kiai here like other diffs, the music is pretty calm here Well, yeah, everyone have a different opinion about kiai end. And I think it's fine to be different since it's a GD diff
good luck~
sorry no fix ;w;
but thanks for the mod anyway ><
Topic Starter
Uta

Kibbleru wrote:

umm tell me when uve sorted out shurelia's concerns and such
fk i kds this by accident. bn deny plz
Kibbleru
get a rebubble cuz quite alot of stuf were changed
Shurelia
@kibb naah, he didn't but i'll recheck by myself then


[nm]
  1. 00:21:573 - reduce the volume to around 20-25% cause currently it's too dominating since the sudden fade out from the music
  2. 00:59:325 (1) - clear cymbal sound can be heard at the head so might want to add a finish at here
  3. 01:06:067 (3) - use normal sample set on the head for consitencies
  4. 01:08:764 (7) - the normal sample on both the repeat and the tail are pretty meeh to me, migh want to just throw it.
  5. 01:20:224 (4) - should use normal sample (the drum sound thingy) instead to emphasize the drum on the BG more.
  6. 01:46:516 - dunno why you suddenly increasing the volume at here while the song is actually fading out


[h]
  1. huge improvement, i see. Great job
  2. basically every HS suggestion that i made on normal diff should be applied on other diffs in this set
  3. 00:55:955 (1,4,2) - might want to clean this up to improve the prettiness of this map
  4. 00:59:325 (1) - missing finish, (basically same like normal diff)
  5. no idea why this diff doesn't use any kind of drum sound like the other diffs actually.

@Beatmap Nominator, can you ask the mapper to properly fix the HS on hard diff? It's basically just some whistles spam without any actual works at all. Maybe he can just copy-pasted the HS from F Ant's diff (and some suggestions of mine) and things should be all good from me. I'd veto this set until the hard diff is actually fixed if I'm a BN myself.
Topic Starter
Uta
aight. ill talk with shure about the hs on hard diff
Shiranai
To Uta, can I do the hitsound on normal and hard diff?
Topic Starter
Uta

Shiranai wrote:

To Uta, can I do the hitsound on normal and hard diff?
halo kak! ummz, boleh aja sih. yg normal
_handholding
ok just to be clear this would need quite a bit of work before I consider rebubbling. After looking back over the set I think it could and should do with a bit of improvement before being pushed, this is mostly directed towards the hard diff. Also I'll only be modding the hard for now since that's where most of the work is required

Hard
AR 4.5/5 would be much better.

00:42:471 (3,1) - Stacks on tails are generally weird. When listening to the song, there doesn't seem to be any special reason for this other than "i felt like it". This is the only place you stack on the tail as well, so yh

00:45:168 (4) - try this rhythm https://i.imgur.com/XU2gfkX.png

00:50:898 (5,6,1,2,3,4) - These are the only spaced triplets in the map. A bit unfitting imo that you have spaced triplets in the verse when you have non kiai

A lot of your strong beats aren't really emphasised and there are some minor beats that are for example 01:04:044 (4,5) - 01:07:078 (7) - etc. I wouldn't have mind so much but there are really strong beats that you don't give extra spacing towards or a change of direction so there isn't really any emphasis on those beats when playing along, eg 01:10:112 (1) - 01:20:898 (1) - etc.

01:05:393 (2,3,4,5,6,7) - This is hardest part in the map and the pattern feels quite random. You've used all circles which can be quite hard in itself because of all the clickable objects but you've used really high spacing for them all too. It's really overkill.

I would like to see some consistency in for parts of the song that are similar, such as 01:06:067 (4,5,6,7) - and 01:24:943 (3,4,5,6) - .00:59:325 (1,2,3) - and 01:20:898 (1,2,3) -

01:32:696 (3,4) - and 01:34:044 (6,1) - Use triplets here like you did for 00:50:898 (5) -

01:45:168 (1,2,1) - in the map all your 1/4 spacing overlapped so no one is going to expect these to be double reverse sliders. Also players at this level may not even have the skill to snap between spaced 1/4 snaps
[]
@Shurelia I read the first part of your mod where you talked about difficulty settings and started suggesting some for the diffs. You based your suggestions most on the guidelines; the guidelines are mostly built around 180 bpm and where normal is the 2nd diff in the spread. This isn't the case here since it's half bpm and the normal is the lowest diff. The AR you're suggesting would make it so only 2 objects are on screen at one time maximum which isn't necessary, a lower AR than specified in the guidelines would make it much more beginner friendly. I'll also look through the rest of your mod and see what stuff I strongly agree with and try to reinforce it.

Thank you for taking the time to mod the set ~(you sure you don't want kds??)
[]
w ~
lit120
agreed on shu's mod, concerning about the hitsounds from Hard diff, as i have mentioned it before from my mod

u can call me for hitsound work on it or shurelia

or just copy paste it from f ant's. his hitsound work sounds fine tbh
Shurelia
mfw so many people offering HS works for this map yet Uta didn't take any of them.
_handholding
I think he said he was going to take Shiranai's offer. I could be wrong though, my Indonesian is limited to kalok, woakwoakwoak, and kontol
Niva
Hello there (*^-^) I was being asked to take a look at this map earlier in-game, so here you go :

[General]

  1. Regarding the main issue which has been around for a while, I do think that you're already having a pattern in your hitsounding here (you placed every whistles wherever the vocals were on), which is good as a basis already. What I haven't seen being mentioned though is that by doing so actually you're reducing the emphasis of the vocals instead of emphasizing it more. Take a look at 00:37:752 (1,2,3) for example, in which you have a whistle on every part of these objects : not every part of the vocals here is worth emphasizing for sure, and simply by removing the whistles on (1) and (2)'s end - leaving the whistles only on where the vocals are being strong - you can get a hitsounding pattern that blends in much better with the song already~
  2. Not a major issue but I don't really think that "Hard" would be a fitting difficulty name there considering that your Hard is made of mostly consistent spacing equivalent to many Normal diffs out there with occasional jumps and triples - I do think that renaming it into "Advanced" as being done in this map would fit the difficulty better, but this is your call ofc (:
[Normal]

  1. 00:15:168 (3,4) - Hmm, why not make them straight to each other for aesthetics? xD
  2. 00:21:574 (5) - While the slider's shape is completely usable, I don't really think that suddenly introducing a slider with a very jagged/linear W-shaped curve would be fitting to the flow and the song here as there's no part of the song that supports this shape. In many ways a slider that flows in more naturally would be better to accompany the calm flow here, for example something like this that you've done before in 00:34:382 (6,1) - :
  3. 00:23:595 (6) - In case you're doing the shape above here's a good, quick fix in order to get the spacing to your (6) be corrected :
  4. 00:28:314 (5) - Put in ~x:256 instead for balance? Also if you do this :
  5. 00:28:989 (6) - Would be nice imo if you can space this out from the next (1)'s end a bit so that this part here doesn't feel too cramped. Yes I know that the spacing won't be equal anymore here, but the difference is so tiny to the point of it being barely noticeable (1.2x -> 1.215x) so I would recommend to space this more personally~
  6. 00:44:494 (1) - Hmm, why the New Combo? I can very much envision a NC here in the higher diff(s) in order to emphasize the switch to guitar but in Normal I think it's better to aim for combo length consistency here as your objects' placements don't really reflect any change o.o
  7. 00:49:213 (6) - Would be much better to play (and visually as well) imo if you simply aim for a perfect blanket here instead of forcing this to have a similar curvature with (5)
  8. 00:50:561 (8,1) - The flow here is not the most comfortable to play as basically you're forcing Normal diff players to take a sudden sharp turn by your (1). It would be much better though if you can simply made the turn more progressive to let the flow build up more naturally, for example :
  9. 00:56:629 (7) - New Combo should be here instead of 00:57:978 (1) - (as everywhere else you're restarting your combo every 2 downbeats)
  10. 01:06:067 (3,4) - I'm quite sure that these two shouldn't be left unhitsounded - at the very least there should be a whistle here as well somewhere, preferably on both slider's end to accompany the high-pitched vocals
  11. 01:14:831 (7,2) - Again, you can simply move these two to the center (~x:256) for better aesthetics. Also I don't think there should be any particualr reason not to stack them both though o.o
  12. 01:19:550 (3,4) - Check your spacing here, these two are very noticeably being closer to each other compared to your other 1/2s
  13. 01:22:247 (3) - I don't really think it's wise to force (3)'s into an under-curved slider like that simply to let it be fitting to your next (4) spacing-wise... Perhaps try a slider wave instead here? It gives more or less the same effect but it feels way less forced visually :
  14. 01:39:101 (2) - Check the blanket here once more, as it's currently very noticeably uneven
[Hard]

  1. 00:01:348 (1,2,1) - Although there's a clear slider velocity change here, the way you're positioning these three gives a really vague impression whether you're (1) trying to put out an accelerating spacing here or (2) trying to make these three equally spaced. I think it's better to make these three equally spaced, or (if you're going for the accelerated spacing one) space these three out more so that the players can clearly see the accelerated spacing you're using here (:
  2. 00:20:898 (3) - I don't really think the repeat here is a good idea as the most prominent part actually goes on 00:21:573 - (the downbeat). Personally I'd remove the repeat here and add up a jump here so that the sound 00:21:573 - can be better emphasized as following :
  3. 00:21:573 (4) - In case you're doing the above suggestion, the New Combo should be here actually (not on 00:23:595 (1) - )
  4. 00:23:595 (1) - Move this upwards to ~x:240 y:193 perhaps? I don't really think there's something from the song that fits the stack here, imo it would be much better if you're keeping a movement through (1,2,3) to get in sync with the song's flow
  5. 00:26:966 (1,2) - Again, there's nothing from the song that warrants a sudden cease in flow here. You can try something like this though for example :
  6. 00:29:662 (1,2,3,4,5,6) - Hmm, is this spacing intentional? I don't really think there's a reason to reduce the spacing here though o.o
  7. 00:43:820 (1) - Yet again here, the stack creates a sudden cease in flow which doesn't really fit with the song's beats and rhythms. You can simply move this to ~x:225 y:95 though for example (to create a diamond pattern) and then move the next (2) - just the next (2), not including the (3) - to ~x:24 y:272 to create a more lively flow and pattern here though xD
  8. 00:54:606 (2) - CTRL + G this slider to create a neat circular flow around (1,2,3) here perhaps?
  9. 00:55:955 (1) - Change this into a 3/4 slider in order to emphasize the build-up? Also
  10. 00:56:629 (1,2,3,4,1,2) - I think the jump here can be made more prominent though - right now the direction of your jumps are quite random, which don't really add up well to the build-up section. Personally I'd apply a back-and-forth jump here though, as it's a lot more organized than your current jump and it fits up really well with the build-up before the pause :
  11. 01:04:044 (4,5,1) - Personally I'd space these three away more from (3) to make it much less clustered - don't worry about the small jump that will happen though, the jump's perfectly fine and fitting :3
  12. 01:05:393 (2,3,4,5,6,7,1) - Hmm, I don't really get the idea behind this pattern orz - you should really consider turning these seven into a hexagon though, as it gives a clearer sense of pattern while not too deviating away from your current notes' positioning :
  13. 01:19:550 (3,4,5,1) - The jump here, if any, should be on (5) -> (1) actually (not on (3) -> (4)) as 01:20:898 (1) - (the downbeat) is actually the one worth emphasizing
  14. 01:27:640 (3) - Hmm, why the overlap? This overlap is really visible (and aesthetically unsettling) in play mode imo - you can simply turn this into a jump like this though :
  15. 01:28:314 (4,1) - ...which can the be followed with something like this (the (4)'s end is stacked to (2) by the way) :
  16. 01:37:078 (1,2,3,1,2,3) - The antijump on both (2) -> (3) don't really fit with the flow imo... Consider spacing the (3) out more perhaps?
[F Ant's Promise]

  1. Consider using AR7.5 to give player better readability and to give the map better AR progression (4.5 -> 6 -> 7.5) perhaps?
  2. Also consider using Tick Rate 2 if you mayl, as the note density here is better represented with Tick Rate 2 rather than 1 in my opinion~
  1. 00:05:393 (1) - Should've a whistle as well I believe, as your similar-sounding 00:16:179 (1) already have a whistle of its own
  2. 00:26:966 (1,2,3) - Small suggestion here but I personally don't think reducing the spacing on (2,3) to normal is a good idea here (as your previous jump on the blue (3) -> (1) gives a fantastic flow already there), so I think arranging these three into a constant small jump is a much better way to preserve the player's momentum as following :
  3. 00:29:325 (5) - Minor stuff here but it's not perfectly stacked to your previous (2) in its current state
  4. 00:37:752 (1,2,3,4) - - Another small suggestion here, I think it would be fancy if you can turn (3) out into two circles and then create an accelerated spacing pattern between the five circles. This helps to hinder you from using a jump between (3) -> (4) though, as (although it's playable as is) it doesn't feel right though because if you want to put out a single jump here it should be from (4) -> (1) instead ._.
  5. 00:45:674 (6) - Putting (6) this way works better imo because it gives a good parallel impression with your previous (4)'s direction :
  6. 00:53:932 (1,2,3) - Small stuff here but please really do consider adding a slight curve either by a clockwise/counter-clockwise direction here, as by doing it the flow from (3) -> (4) would be greatly improved
  7. 01:04:044 (5,6) - Switch these two's position? Yes, I very much understand what you're trying to do here but but by switching these two up you'll get a very natural circular flow here :
  8. 01:19:550 (4) - Umm, this should be placed lower compared to (3)'s end (in ~y:105 for example) in order to perfect the descending pattern I suppose...
  9. 01:43:146 (2,3,4) - Consider moving these three more to the bottom-right here as - due to the stacking's nature - with your current arrangement (2) will overlap (1)'s end in a way that ruins the visuals here
  10. 01:46:516 (1) - Considering the song's volume dynamics, I think you can apply a gradual volume increase here as well on the slider's body (leave the volume on the slider's start and end as is, by the way) - this is especially impactful if you're using the Tick Rate 2 that I mentioned above
There you go - I try not to focus on the hitsounding here as I see that you'll going to rework it soon. Basically I do agree with many voices here that the lower diffs could be improved more before being nominated - if you're lazy to fix the hitsound (and if Blizs don't mind) though you can simply copy the hitsounds from Blizs' diff using the Hitsound Copier (http://osu.ppy.sh/forum/t/353638/) to your lower diffs though hehe (*^-^)

Best of luck, I hope this helps~
Topic Starter
Uta
ill leave the hs on shurelia for now
Shurelia
since the mapper asked : https://shurelia.s-ul.eu/ILxosm5u.rar

basically using F Ant's HS idea but with some improvements
Topic Starter
Uta
alright. hitsound updated.
-Keitaro

Kisses wrote:

and kontol
Uta what have you done
Blizs
pls don't change my hitsound :(

ok you can change it xd
but there's something I want to do with it

  1. 01:00:674 (3) - remove drum addition and the finish on the head and leave a normal sampleset instead. Just like 01:06:067 (3) - . And Also give whistle on the tail
  2. 01:27:640 (3) - Give whistle on the tail
Shurelia
alright, everything's ok from my side.
After Uta replied to Blizs' suggestion. @BN feel free to proceed.
lit120

Error- wrote:

Kisses wrote:

and kontol
Uta what have you done
what did u teach him boi? :eyes:
_handholding
:thonk:
Topic Starter
Uta

Error- wrote:

Kisses wrote:

and kontol
Uta what have you done
what did u teach him boi? :eyes:

I teach him nothing :U
Topic Starter
Uta

Blizs wrote:

pls don't change my hitsound :(

ok you can change it xd
but there's something I want to do with it

  1. 01:00:674 (3) - remove drum addition and the finish on the head and leave a normal sampleset instead. Just like 01:06:067 (3) - . And Also give whistle on the tail
  2. 01:27:640 (3) - Give whistle on the tail
Applied on F Ant

Niva wrote:

Hello there (*^-^) I was being asked to take a look at this map earlier in-game, so here you go :

[General]

  1. Regarding the main issue which has been around for a while, I do think that you're already having a pattern in your hitsounding here (you placed every whistles wherever the vocals were on), which is good as a basis already. What I haven't seen being mentioned though is that by doing so actually you're reducing the emphasis of the vocals instead of emphasizing it more. Take a look at 00:37:752 (1,2,3) for example, in which you have a whistle on every part of these objects : not every part of the vocals here is worth emphasizing for sure, and simply by removing the whistles on (1) and (2)'s end - leaving the whistles only on where the vocals are being strong - you can get a hitsounding pattern that blends in much better with the song already~ copied form f ant and then improve a bit with shurelia'smod
  2. Not a major issue but I don't really think that "Hard" would be a fitting difficulty name there considering that your Hard is made of mostly consistent spacing equivalent to many Normal diffs out there with occasional jumps and triples - I do think that renaming it into "Advanced" as being done in this map would fit the difficulty better, but this is your call ofc (:it's a low bpm song so, this isnt really a problem
[Normal]

  1. 00:15:168 (3,4) - Hmm, why not make them straight to each other for aesthetics? xD i'd like blankets here
  2. 00:21:574 (5) - While the slider's shape is completely usable, I don't really think that suddenly introducing a slider with a very jagged/linear W-shaped curve would be fitting to the flow and the song here as there's no part of the song that supports this shape. In many ways a slider that flows in more naturally would be better to accompany the calm flow here, for example something like this that you've done before in 00:34:382 (6,1) - : im not going to change anything i prefer mine because a reverse would make perfect sense since there is a sound at the revers.
    also slider shape is not a bad idea

  3. 00:23:595 (6) - In case you're doing the shape above here's a good, quick fix in order to get the spacing to your (6) be corrected : prefer mine xd
  4. 00:28:314 (5) - Put in ~x:256 instead for balance? Also if you do this : im not going to change some of the structure much if its isnt a big problem
  5. 00:28:989 (6) - Would be nice imo if you can space this out from the next (1)'s end a bit so that this part here doesn't feel too cramped. Yes I know that the spacing won't be equal anymore here, but the difference is so tiny to the point of it being barely noticeable (1.2x -> 1.215x) so I would recommend to space this more personally~ hmm changed a bit
  6. 00:44:494 (1) - Hmm, why the New Combo? I can very much envision a NC here in the higher diff(s) in order to emphasize the switch to guitar but in Normal I think it's better to aim for combo length consistency here as your objects' placements don't really reflect any change o.o the structure change there so i would prefer nc
  7. 00:49:213 (6) - Would be much better to play (and visually as well) imo if you simply aim for a perfect blanket here instead of forcing this to have a similar curvature with (5) not a big problem since i want a blanket and the flow is good imo
  8. 00:50:561 (8,1) - The flow here is not the most comfortable to play as basically you're forcing Normal diff players to take a sudden sharp turn by your (1). It would be much better though if you can simply made the turn more progressive to let the flow build up more naturally, for example :
  9. 00:56:629 (7) - New Combo should be here instead of 00:57:978 (1) - (as everywhere else you're restarting your combo every 2 downbeats)
  10. 01:06:067 (3,4) - I'm quite sure that these two shouldn't be left unhitsounded - at the very least there should be a whistle here as well somewhere, preferably on both slider's end to accompany the high-pitched vocals lel its hitsounded, well im going to ignore hs since you seem like didnt update the map xd
  11. 01:14:831 (7,2) - Again, you can simply move these two to the center (~x:256) for better aesthetics. Also I don't think there should be any particualr reason not to stack them both though o.o
  12. 01:19:550 (3,4) - Check your spacing here, these two are very noticeably being closer to each other compared to your other 1/2s whats the problem
  13. 01:22:247 (3) - I don't really think it's wise to force (3)'s into an under-curved slider like that simply to let it be fitting to your next (4) spacing-wise... Perhaps try a slider wave instead here? It gives more or less the same effect but it feels way less forced visually : updated
  14. 01:39:101 (2) - Check the blanket here once more, as it's currently very noticeably uneven did
[Hard]

  1. 00:01:348 (1,2,1) - Although there's a clear slider velocity change here, the way you're positioning these three gives a really vague impression whether you're (1) trying to put out an accelerating spacing here or (2) trying to make these three equally spaced. I think it's better to make these three equally spaced, or (if you're going for the accelerated spacing one) space these three out more so that the players can clearly see the accelerated spacing you're using here (: hmm yea
  2. 00:20:898 (3) - I don't really think the repeat here is a good idea as the most prominent part actually goes on 00:21:573 - (the downbeat). Personally I'd remove the repeat here and add up a jump here so that the sound 00:21:573 - can be better emphasized as following : i dont really want to emphasized this part much especially its still the beginning of the song, but i do emphasize it with straaight slider
  3. 00:21:573 (4) - In case you're doing the above suggestion, the New Combo should be here actually (not on 00:23:595 (1) - ) no
  4. 00:23:595 (1) - Move this upwards to ~x:240 y:193 perhaps? I don't really think there's something from the song that fits the stack here, imo it would be much better if you're keeping a movement through (1,2,3) to get in sync with the song's flow i prefer my flow
  5. 00:26:966 (1,2) - Again, there's nothing from the song that warrants a sudden cease in flow here. You can try something like this though for example : actually both is a prominent sound then before or the next object, also the next or the previous part that similar to this is just me being consistent a bit
  6. 00:29:662 (1,2,3,4,5,6) - Hmm, is this spacing intentional? I don't really think there's a reason to reduce the spacing here though o.o not really
  7. 00:43:820 (1) - Yet again here, the stack creates a sudden cease in flow which doesn't really fit with the song's beats and rhythms. You can simply move this to ~x:225 y:95 though for example (to create a diamond pattern) and then move the next (2) - just the next (2), not including the (3) - to ~x:24 y:272 to create a more lively flow and pattern here though xD n
  8. 00:54:606 (2) - CTRL + G this slider to create a neat circular flow around (1,2,3) here perhaps? prefer mine
  9. 00:55:955 (1) - Change this into a 3/4 slider in order to emphasize the build-up? i dont want to ignore clickable at 00:56:629 (1) - Also
  10. 00:56:629 (1,2,3,4,1,2) - I think the jump here can be made more prominent though - right now the direction of your jumps are quite random, which don't really add up well to the build-up section. Personally I'd apply a back-and-forth jump here though, as it's a lot more organized than your current jump and it fits up really well with the build-up before the pause : dont you think it would be overkill even its a low bpm song
  11. 01:04:044 (4,5,1) - Personally I'd space these three away more from (3) to make it much less clustered - don't worry about the small jump that will happen though, the jump's perfectly fine and fitting :3 its already have a slider leniency, also i made 3 to have a triangle pattern with the previous object so it would be fine
  12. 01:05:393 (2,3,4,5,6,7,1) - Hmm, I don't really get the idea behind this pattern orz - you should really consider turning these seven into a hexagon though, as it gives a clearer sense of pattern while not too deviating away from your current notes' positioning : 01:06:404 (4) - have the strongest sound here so i wouldnt mind
  13. 01:19:550 (3,4,5,1) - The jump here, if any, should be on (5) -> (1) actually (not on (3) -> (4)) as 01:20:898 (1) - (the downbeat) is actually the one worth emphasizing i always emphasized ds such as 01:20:898 (1) - and things that similar to this with a 1.5x DS
  14. 01:27:640 (3) - Hmm, why the overlap? This overlap is really visible (and aesthetically unsettling) in play mode imo - you can simply turn this into a jump like this though : well sad that you didnt update xd
  15. 01:28:314 (4,1) - ...which can the be followed with something like this (the (4)'s end is stacked to (2) by the way) :
  16. 01:37:078 (1,2,3,1,2,3) - The antijump on both (2) -> (3) don't really fit with the flow imo... Consider spacing the (3) out more perhaps? i dont like to emphasize ending since its just an ending in a low bpm song


Best of luck, I hope this helps~
Thanks NIVA o/
Surono
hahanjir haduh makin gila ini thread map, aduh si Kisses ngahahah ngakak. anjikn mau mati ketawa gw, haduh kelakuan indo teroler
bnyk kontraznya di ni map tapi setidaknya ngelibatin sesuatu yg upayanya gede sih gg buat aku, sib gudlak gud pipel sih. postif thingy nich mantab dengkoel
Topic Starter
Uta

Kisses wrote:

ok just to be clear this would need quite a bit of work before I consider rebubbling. After looking back over the set I think it could and should do with a bit of improvement before being pushed, this is mostly directed towards the hard diff. Also I'll only be modding the hard for now since that's where most of the work is required

Hard
AR 4.5/5 would be much better.

00:42:471 (3,1) - Stacks on tails are generally weird. When listening to the song, there doesn't seem to be any special reason for this other than "i felt like it". This is the only place you stack on the tail as well, so yh

00:45:168 (4) - try this rhythm https://i.imgur.com/XU2gfkX.png

00:50:898 (5,6,1,2,3,4) - These are the only spaced triplets in the map. A bit unfitting imo that you have spaced triplets in the verse when you have non kiai

A lot of your strong beats aren't really emphasised and there are some minor beats that are for example 01:04:044 (4,5) - 01:07:078 (7) - etc. I wouldn't have mind so much but there are really strong beats that you don't give extra spacing towards or a change of direction so there isn't really any emphasis on those beats when playing along, eg 01:10:112 (1) - 01:20:898 (1) - etc.

01:05:393 (2,3,4,5,6,7) - This is hardest part in the map and the pattern feels quite random. You've used all circles which can be quite hard in itself because of all the clickable objects but you've used really high spacing for them all too. It's really overkill.

I would like to see some consistency in for parts of the song that are similar, such as 01:06:067 (4,5,6,7) - and 01:24:943 (3,4,5,6) - .00:59:325 (1,2,3) - and 01:20:898 (1,2,3) -

01:32:696 (3,4) - and 01:34:044 (6,1) - Use triplets here like you did for 00:50:898 (5) -

01:45:168 (1,2,1) - in the map all your 1/4 spacing overlapped so no one is going to expect these to be double reverse sliders. Also players at this level may not even have the skill to snap between spaced 1/4 snaps
[]
@Shurelia I read the first part of your mod where you talked about difficulty settings and started suggesting some for the diffs. You based your suggestions most on the guidelines; the guidelines are mostly built around 180 bpm and where normal is the 2nd diff in the spread. This isn't the case here since it's half bpm and the normal is the lowest diff. The AR you're suggesting would make it so only 2 objects are on screen at one time maximum which isn't necessary, a lower AR than specified in the guidelines would make it much more beginner friendly. I'll also look through the rest of your mod and see what stuff I strongly agree with and try to reinforce it.

Thank you for taking the time to mod the set ~(you sure you don't want kds??)
[]
w ~
oh yeah applied
Blizs

Niva wrote:

Hello there (*^-^) I was being asked to take a look at this map earlier in-game, so here you go :

[F Ant's Promise]

  1. Consider using AR7.5 to give player better readability and to give the map better AR progression (4.5 -> 6 -> 7.5) perhaps? Nope. I've used 7.5 when I mapped this and then I realized that this AR feels too fast for those slow sliders and notes. I've also tried it with HR mod and it feels really terrible. That's why I reduced it into 6. And also I think 6 is readable enough.
  2. Also consider using Tick Rate 2 if you mayl, as the note density here is better represented with Tick Rate 2 rather than 1 in my opinion~ Nope. It sounds annoying for 3/4 sliders like 00:55:955 (4) - , 01:15:505 (1) - , etc.
  1. 00:05:393 (1) - Should've a whistle as well I believe, as your similar-sounding 00:16:179 (1) already have a whistle of its own ok stupid me xd
  2. 00:26:966 (1,2,3) - Small suggestion here but I personally don't think reducing the spacing on (2,3) to normal is a good idea here (as your previous jump on the blue (3) -> (1) gives a fantastic flow already there), so I think arranging these three into a constant small jump is a much better way to preserve the player's momentum as following : The jump on the blue (3) -> (1) is reasonable because it has an NC with emphasis. But for 00:27:640 (2,3) - , the effect seems too low to have that kind of spacing. I'm not really sure it would give a good feedback to the song. So I'll keep it as it be.
  3. 00:29:325 (5) - Minor stuff here but it's not perfectly stacked to your previous (2) in its current state osu's auto-stacking sometimes can be shitty ;w; fixed.
  4. 00:37:752 (1,2,3,4) - - Another small suggestion here, I think it would be fancy if you can turn (3) out into two circles and then create an accelerated spacing pattern between the five circles. This helps to hinder you from using a jump between (3) -> (4) though, as (although it's playable as is) it doesn't feel right though because if you want to put out a single jump here it should be from (4) -> (1) instead ._. Well, actually I'm tryin' to follow both vocal and guitar here. I give the clicks only for the guitars and I didn't ignore any vocal at all. And for the jump, I think it deserve it. It has a similar effect on the vocal with 00:27:640 (2,3) - , BUT it has a higher effect because of the previous guitar effect in the song on this part. That's why I gave this point a jump and not for the previous one.
  5. 00:45:674 (6) - Putting (6) this way works better imo because it gives a good parallel impression with your previous (4)'s direction : But it would goes further from my casual 1.6x 1/4 spacing :( . Will keep as it be.
  6. 00:53:932 (1,2,3) - Small stuff here but please really do consider adding a slight curve either by a clockwise/counter-clockwise direction here, as by doing it the flow from (3) -> (4) would be greatly improved didn't ever think about this cool idea xd . applied.
  7. 01:04:044 (5,6) - Switch these two's position? Yes, I very much understand what you're trying to do here but but by switching these two up you'll get a very natural circular flow here : Well, yeah, glad you understand xd . Actually I'm a bit hesitate about this one too. but after I considered about it. I'll use yours :3
  8. 01:19:550 (4) - Umm, this should be placed lower compared to (3)'s end (in ~y:105 for example) in order to perfect the descending pattern I suppose... Nope. I got this placement by doing this.
  9. 01:43:146 (2,3,4) - Consider moving these three more to the bottom-right here as - due to the stacking's nature - with your current arrangement (2) will overlap (1)'s end in a way that ruins the visuals here did something else
  10. 01:46:516 (1) - Considering the song's volume dynamics, I think you can apply a gradual volume increase here as well on the slider's body (leave the volume on the slider's start and end as is, by the way) - this is especially impactful if you're using the Tick Rate 2 that I mentioned above Since I didn't apply the tick rate mod and the slider's body hitsound is a silence sound, This thing would be a waste. So nope I think.
There you go - I try not to focus on the hitsounding here as I see that you'll going to rework it soon. Basically I do agree with many voices here that the lower diffs could be improved more before being nominated - if you're lazy to fix the hitsound (and if Blizs don't mind) though you can simply copy the hitsounds from Blizs' diff using the Hitsound Copier (http://osu.ppy.sh/forum/t/353638/) to your lower diffs though hehe (*^-^)

Best of luck, I hope this helps~
Thanks for the mod, Niva!! ><
Here's the update : https://pastebin.com/raw/31QWANsd

@Uta : you may need to re-copy the hitsound since I found some parts that shurelia missed (including two points that I mentioned before).
Topic Starter
Uta
updated F ant and re do the hs (basically blizs added some HS that shure miss and i just copy them into my diff ;D)
Kyouren
Nice :0
_handholding
General
is soft-sliderslide20.wav used at all?

Normal
AR 3

00:21:574 (5) - This slider doesn't really fit in with the rest of the map with all the redpoints. Try reshaping it into something more smooth

00:26:966 (4) - use two sliders like you did 00:37:753 (4,5) -

00:44:494 (1) - delete NC

00:57:978 (1) - Move NC to 00:56:629 (7) -

01:26:292 (1) - blanket could be a bit prettier

01:27:640 (3) - 2 sliders like you did 01:06:067 (3,4) -

01:46:516 (1) - can you make it more central? https://osu.ppy.sh/ss/9531540

Hard
AR 4.5
00:28:988 (5) - It'd be really nice if you didn't stack this on the slider tbh

00:43:820 (1,2) - why is the spacing between these so big?

00:56:629 (1,2,3,4) - because the first 4 notes are still calm I would prefer 1.3 DS on these. Oh and try not to have overlaps like these 00:57:640 (4,2) - . It makes it quite tricky to read.

01:05:730 (2,3,4,5,6,1) - I'd like to see some consistency in rhythm between this and 01:27:640 (3,4) -

01:21:910 (2,3) - ctrl g rhythm to match the vocals better

01:07:415 (1,2) - 1/1 slider + circle would fit better here with your overall rhythm choice https://i.imgur.com/6ne3pVp.png
[]
w ~
Topic Starter
Uta

Kisses wrote:

General
is soft-sliderslide20.wav used at all? plz kiss what are you smoking, there is no soft slider 20 anymore

Normal
AR 3

00:21:574 (5) - This slider doesn't really fit in with the rest of the map with all the redpoints. Try reshaping it into something more smooth

00:26:966 (4) - use two sliders like you did 00:37:753 (4,5) -

00:44:494 (1) - delete NC

00:57:978 (1) - Move NC to 00:56:629 (7) -

01:26:292 (1) - blanket could be a bit prettier

01:27:640 (3) - 2 sliders like you did 01:06:067 (3,4) -

01:46:516 (1) - can you make it more central? https://osu.ppy.sh/ss/9531540

Hard
AR 4.5
00:28:988 (5) - It'd be really nice if you didn't stack this on the slider tbh

00:43:820 (1,2) - why is the spacing between these so big?

00:56:629 (1,2,3,4) - because the first 4 notes are still calm I would prefer 1.3 DS on these. Oh and try not to have overlaps like these 00:57:640 (4,2) - . It makes it quite tricky to read.

01:05:730 (2,3,4,5,6,1) - I'd like to see some consistency in rhythm between this and 01:27:640 (3,4) -

01:21:910 (2,3) - ctrl g rhythm to match the vocals better

01:07:415 (1,2) - 1/1 slider + circle would fit better here with your overall rhythm choice https://i.imgur.com/6ne3pVp.png
[]
w ~
yee applied
_handholding
Normal
I would say hp 2.5 would be better (even if isn't linear with the spread) because this diff has longer combo lengths

Hard
hp 4 to make it lower than top diff
01:07:415 (5) - NC

F ant
00:12:808 (5) - delete clap on head
[]
I didn't really like the use of finishes in the beginning so I talked with shurelia and he agreed it was ok to delete them.

hitsound
delete finishes at 00:18:202 - 00:23:595 - 00:28:988 - 00:34:382 - 00:39:775 - 00:45:168 - 00:50:561- 00:55:955 - for all diffs
[]do all that and I rebubble ~
Topic Starter
Uta
Aight, updated all about the hs on kisses mod should be fine now
_handholding
you forgot to delete the finish on 00:55:955 (6) - in the normal
Topic Starter
Uta
lol
_handholding
improved the map quality a bit more after a succession of mods since the first bubble, let's try again ~
Topic Starter
Uta

Kisses wrote:

improved the map quality a bit more after a succession of mods since the first bubble, let's try again ~
Thanks >w</
Kibbleru
ok then. here we go
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