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Yusadesu - Now Loading!!!!

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Topic Starter
realy0_
This beatmap was submitted using in-game submission on jeudi 15 mars 2018 at 18:34:05

Artist: Yusadesu
Title: Now Loading!!!!
Source: NEW GAME!
Tags: fourfolium ed Dubturt FruityEnLoops CucumberCuc tohooz pacsu Toruchii
BPM: 193
Filesize: 5516kb
Play Time: 01:30
Difficulties Available:
  1. Cuc's Advanced! (2,85 stars, 201 notes)
  2. Dubturt's Light Insane! (4,09 stars, 312 notes)
  3. Dyl's Normal!!!! (2,29 stars, 24 notes)
  4. Easy! (1,59 stars, 110 notes)
  5. Fruity's Extra! (5,51 stars, 416 notes)
  6. Hard! (3,67 stars, 279 notes)
  7. hitsounds (3,31 stars, 545 notes)
  8. pacsu's Beginner! (1,22 stars, 69 notes)
  9. tohooz's Insane! (4,88 stars, 383 notes)
  10. Toruchii's Play NOW!!!! (5,86 stars, 378 notes)
Download: Yusadesu - Now Loading!!!!
Information: Scores/Beatmap Listing
---------------
haaa

Song/Metadata taken from Emilia's version

GD list :
Beginner : pacsu
Easy : Me
Normal : Dyl-Byl
Advanced : CucumberCuc
Hard : Me
Light Insane : Dubturt
Insane : tohooz
Extra : FruityEnLoops
Play NOW!!! : Toruchii
Hitsounds :
Clap by LordRaika
SameSkinButNoRingHitCirclesWeirdNamev2 skin for every others hitsounds


sorry but i'm gonna give up on last diff
old play now!!!!
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 0
SampleSet: Soft
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3342,13290,16709,23160,33186,48108,55570,56502,75544,85414,90388
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.300005

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Play NOW!!!!
Source:NEW GAME!
Tags:fourfolium ed July-San Dubturt FruityEnLoops CucumberCuc tohooz pacsu Toruchii
BeatmapID:1505723
BeatmapSetID:685360

[Difficulty]
HPDrainRate:7.5
CircleSize:4.2
OverallDifficulty:9
ApproachRate:9.6
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"3.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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2720,-83.3333333333333,4,2,1,40,0,0
3342,-90.9090909090909,4,2,1,60,0,0
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53082,-50,4,1,1,70,0,0
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55570,-62.5,4,2,1,70,0,1
63031,-200,4,2,1,70,0,1
64274,-125,4,2,1,70,0,1
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85414,-125,4,2,1,75,0,0
89456,-66.6666666666667,4,2,1,5,0,0
89611,-66.6666666666667,4,2,1,70,0,0


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Combo4 : 234,149,196

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257,58,47020,6,0,P|232:75|205:87,1,60,8|0,0:1|0:0,0:0:0:0:
17,267,47331,1,8,0:1:0:0:
8,69,47487,2,0,P|12:32|37:-5,1,60,8|0,0:1|1:0,0:0:0:0:
204,87,47798,1,0,1:0:0:0:
186,364,47953,1,0,0:0:0:0:
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481,255,48419,1,8,0:1:0:0:
267,381,48575,1,0,0:0:0:0:
144,123,48730,2,0,P|180:152|219:163,1,82.5000025177003,0|0,1:0|0:0,0:0:0:0:
461,188,49041,1,8,0:1:0:0:
297,3,49196,1,0,0:0:0:0:
41,331,49352,5,0,1:0:0:0:
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471,331,49974,1,0,1:0:0:0:
411,68,50129,1,0,0:0:0:0:
221,200,50285,2,0,L|236:110,1,82.5000025177003,8|0,0:1|0:0,0:0:0:0:
384,214,50595,5,0,0:0:0:0:
293,173,50751,1,0,0:0:0:0:
217,236,50906,1,0,0:0:0:0:
126,195,51062,1,0,0:0:0:0:
272,0,51217,5,0,0:0:0:0:
204,132,51373,1,0,0:0:0:0:
293,249,51528,1,0,0:0:0:0:
225,381,51684,1,0,0:0:0:0:
179,75,51839,5,0,0:0:0:0:
333,309,51994,1,0,0:0:0:0:
339,27,52150,1,0,0:0:0:0:
173,357,52305,1,0,0:0:0:0:
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428,323,52616,1,0,0:0:0:0:
450,67,52772,1,0,0:0:0:0:
62,300,52927,1,0,0:0:0:0:
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390,298,53704,2,0,L|322:164,1,150,8|8,0:0|0:0,0:0:0:0:
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193,364,55259,1,8,0:1:0:0:
193,364,55414,1,8,0:1:0:0:
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105,95,55880,6,0,P|140:76|165:55,1,60,8|0,1:0|0:0,0:0:0:0:
322,27,56036,2,0,P|307:53|289:76,1,60,2|0,0:0|0:0,0:0:0:0:
179,204,56191,1,0,1:0:0:0:
440,81,56347,1,2,0:0:0:0:
265,330,56502,1,8,1:0:0:0:
488,231,56658,1,2,0:0:0:0:
371,365,56813,5,0,1:0:0:0:
74,322,56968,1,2,0:0:0:0:
365,134,57124,5,8,1:0:0:0:
68,94,57279,1,2,0:0:0:0:
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288,368,58057,5,0,1:0:0:0:
288,368,58212,1,0,0:0:0:0:
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271,249,58523,2,0,P|246:264|202:273,1,60,2|0,0:0|0:0,0:0:0:0:
6,263,58678,1,0,1:0:0:0:
227,119,58833,1,2,0:0:0:0:
86,357,58989,1,8,1:0:0:0:
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395,44,59300,5,0,1:0:0:0:
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95,17,60077,1,0,0:0:0:0:
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272,150,61165,5,0,1:0:0:0:
283,369,61320,1,2,0:0:0:0:
488,137,61476,1,8,1:0:0:0:
477,356,61631,1,2,0:0:0:0:
374,277,61787,6,0,P|288:292|223:271,1,120,0|0,1:0|0:0,0:0:0:0:
2,125,62098,1,8,1:0:0:0:
310,171,62253,1,2,0:0:0:0:
121,347,62409,2,0,P|207:362|272:341,1,120,0|2,1:0|0:0,0:0:0:0:
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187,258,62875,1,2,0:0:0:0:
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102,159,63497,1,2,0:0:0:0:
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438,251,64118,1,2,1:0:0:0:
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240,205,65518,6,0,P|202:150|199:83,1,120,0|0,1:0|0:0,0:0:0:0:
436,60,65829,2,0,P|401:41|376:20,1,60,8|0,1:0|0:0,0:0:0:0:
215,5,65985,2,0,P|230:31|248:54,1,60,2|0,0:0|0:0,0:0:0:0:
361,176,66140,1,0,1:0:0:0:
50,82,66296,1,2,0:0:0:0:
259,301,66450,1,8,1:0:0:0:
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119,366,66762,5,0,1:0:0:0:
439,319,66917,1,2,0:0:0:0:
147,135,67072,5,8,1:0:0:0:
444,94,67228,1,2,0:0:0:0:
360,328,67384,6,0,B|361:293|361:293|389:248|389:248|389:202,1,120,0|0,1:0|0:0,0:0:0:0:
196,98,67694,2,0,B|158:98|158:98|133:84,1,60,8|0,1:0|0:0,0:0:0:0:
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200,344,68160,1,2,0:0:0:0:
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295,272,68472,2,0,P|266:264|241:249,1,60,2|0,0:0|0:0,0:0:0:0:
511,253,68627,1,0,1:0:0:0:
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426,85,69715,1,2,0:0:0:0:
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215,217,70025,1,2,0:0:0:0:
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395,97,70647,1,2,0:0:0:0:
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118,140,70958,1,2,0:0:0:0:
467,250,71113,1,0,1:0:0:0:
431,165,71269,1,2,0:0:0:0:
177,235,71424,1,8,1:0:0:0:
213,320,71580,1,2,0:0:0:0:
409,310,71735,6,2,P|371:200|265:123,1,240,0|8,1:0|1:0,0:0:0:0:
148,297,72202,5,2,0:0:0:0:
198,219,72357,1,0,1:0:0:0:
432,133,72512,1,2,0:0:0:0:
468,218,72668,1,8,1:0:0:0:
111,217,72823,5,2,0:0:0:0:
55,170,72901,1,0,0:0:0:0:
48,98,72979,1,0,1:0:0:0:
328,81,73134,1,2,0:0:0:0:
328,263,73290,6,0,P|308:211|313:144,1,120,8|2,1:0|0:0,0:0:0:0:
117,137,73601,1,0,1:0:0:0:
213,10,73756,1,2,0:0:0:0:
283,27,73834,1,0,0:0:0:0:
328,81,73911,1,8,1:0:0:0:
288,317,74067,1,2,1:2:0:0:
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168,248,74844,1,0,0:0:0:0:
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378,133,75233,1,0,1:0:0:0:
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390,18,75388,1,0,1:0:0:0:
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304,260,75777,6,0,L|226:289,1,82.5000025177003,8|2,1:0|0:0,0:0:0:0:
64,336,76087,1,0,1:0:0:0:
108,159,76243,2,0,B|119:119,2,41.2500012588501,2|0|8,0:0|0:0|1:0,0:0:0:0:
237,49,76554,6,0,P|312:50|345:31,1,82.5000025177003,2|0,0:0|1:0,0:0:0:0:
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392,120,77176,2,0,P|397:79|387:39,1,82.5000025177003,2|0,0:0|0:0,0:0:0:0:
212,114,77486,1,2,0:0:0:0:
467,73,77642,1,8,1:0:0:0:
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428,187,77953,6,0,P|412:134|369:115,1,82.5000025177003,0|2,1:0|0:0,0:0:0:0:
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257,141,79974,1,2,0:0:0:0:
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217,201,80285,1,2,0:0:0:0:
0,278,80440,1,0,1:0:0:0:
88,113,80595,5,2,0:0:0:0:
380,198,80751,2,0,P|440:194|476:176,1,82.5000025177003,2|2,1:2|0:0,0:0:0:0:
254,97,81062,1,0,1:0:0:0:
222,316,81217,1,2,0:0:0:0:
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Jonis221
  • [Easy]
  1. AR 5 is a bit too much on easy difficulties.
  2. Distance inconsistensies, some objects are snaped on 1.2x, some on 1.1x. Distance snap between objects must be consistent.
  3. Don't manipulate with SV on easy difficulties, just make all green line on 1.0x.
  4. 00:15:466 (4,1) - Lot's of 1/1 objects are overlaping each other a bit.
  5. 00:19:196 (2) - Make all slider outline visible, so new players will not get confused.
  6. 00:23:549 (2,4) - Again make slider shapes more simplistic. Here's some examples https://imgur.com/a/zYMso
  7. 00:15:466 (4) - 00:16:088 (1) - 00:27:901 (8) - ^
  8. 00:08:316 (1,2) - It looks like slider bodies are too close each other.
  9. 00:37:538 (7) - Slider overlaps too much with 00:36:761 (6) -
  10. 00:48:108 (1,2,3) - How about to make symmetrical design here?
  11. 00:55:880 (2) - This slider is pretty cool, but you could make this more symmetrical.
  12. 00:58:057 (1) - ^ same, improve this a bit.
  13. 01:09:248 (3,2) - Slider is overlapped.
  14. 01:08:005 (1,3) - You can improve these sliderwave shapes.

    [Normal]
  15. You could keep SV 1.0x, but on kiai you can slightly increase it. (up to 1.05 or 1.10)
  16. 00:00:699 (1) - You can begin spinner on the white tick and also you could probably finish it on 00:02:720 - because this will allow to place object on 00:03:342 -
  17. 00:13:29 - It looks a bit odd that on normal difficulty this part is not mapped, but on easy diff it does.
  18. 00:26:968 (8) - For easier reading you can place this circle somewhere else to not overlap with 00:26:347 (6) -
  19. 00:31:943 (3) - 00:50:285 (6,1) - 01:03:652 (3) - 01:09:248 (8) - You can replace this double repeat slider into something else, because double repeat would be harder to read for newer players.
  20. 01:17:642 (4,5,6) - 01:29:766 (1,2) - 1/2 rhythm is rarely used in this difficulty, so you can change into something different for consistensy.
  21. 00:55:259 - recovery time for spinners should be at least 2 bars on normal difficulties.
anna apple
Making a quick pass through ~

General, I find the normal-hitnormal, and the normal-hitfinish don't have any relation to the music (since they are pingpong sounds) thus they are unsuitable custom hitsounds for this map.
Also you might want to look into reading up on hitsounding guides. Right now hitsounds seem a bit random and the samples you are using (listed above) are inappropriate to the music. In general hitsounding should be more about emphasizing the music, and a large part of that is representing the music strong beats For example, in places like 00:13:290 (1) - there is a large crash cymbal in the music, this would go really well with a default soft-hitfinish or default normal-hitfinish. There are many places in the music lacking hitsounds like that one so I recommend taking a second look through. Here is a guide on hitsounding you might find useful: https://osu.ppy.sh/forum/t/306177
Also if you are going to theme some difficulty names you should theme them all, what I mean is right now July's normal says "July's Normal!" where as the Easy and Hard are missing the "!"
Another this is the artist name should be ゆさです and the Romanised Artist should be Yusadesu (so just change the unicode one)
In your tags you must indicate the usernames of the people who made GDs.

Easy
first there is a general issue, if you press ctrl+a it becomes more apparent, but the map is too cramped. This is an issue because the player is only actively playing in a rather small portion of the screen.

00:04:430 (3,4) - This is an issue because of how easy players play, basically an easy players tries to follow sliders as closely as possible so they will follow (3) until the end, reverse their movement to reach (4), and then reverse that movement to play (4). All of this reversing movement is really uncomfortable for newer players. This applies in a few other places in your map such as 00:06:917 (3,4) - 00:36:761 (6,7,1) - 00:45:621 (3,4) - 01:03:031 (1,2) -
00:05:829 (1,2) - this is the same rhythm in the music as 00:03:342 (1,2) - but you mapped them with different rhythm. You should make them the same rhythm.
00:08:316 (1) - since your rhythm more accurately is following the guitar sounds as shown by the previous two combos, I would suggest also more accurately following the guitar here as well. Basically this rhythm is skipping sounds on 00:08:782 - and 00:08:937 - so to help compensate for that (since you can't have 1/2 rhythms) you should make this slider a 2/1 slider with a 1/1 circle after it (the 1/1 circle will represent 00:09:404 - .) This also applies to 00:09:559 (2) - and the rhythm should end up looking like this when you are done: https://bor.s-ul.eu/TFJYT6GK.png
00:19:196 (2) - This slider shape turns on it self and looks really cramped which can be really confusing for easy players, I realized you had the bounces for the rhythm in the vocals (intentionally or not) but you can still keep those and uncramp the slider. Also this might tie into how you can use more of the screen, you could have the slider look more like this: https://bor.s-ul.eu/6y6YUjXQ.png (also to get the bumps as accurate as possible, you can notice in the picture I changed the tickrate to 2 to line up the red points with the slider ticks where the rhythm is.
00:23:238 - Notice in this section you start to New Combo (NC) every fourth measure, but in the section before it at 00:13:290 - you were only NCing every two measures. At 00:23:238 -the song is really close to identical to at 00:13:290 - but it adds in some other instrument making it the more intense section. Because of that, you NCs don't seem to reflect that well and you should either make them the same (per section here) or reverse them. I personally would prefer if you reversed them to where 00:13:290 - you only NC'd on 00:13:290 - and 00:18:575 - these two beats, then for 00:23:238 - you NC'd on 00:23:238 - 00:25:725 (1) - 00:29:145 - and 00:30:699 - .
00:25:725 (5,6) - I not really sure what you are going for in this section rhythm wise since you compliment the vocals in some places and ignore them in others, this is one of the places you chose to ignore the vocals where as 00:23:238 (1,2) - was you complimenting them. You should stick to 1 main instrument to follow in this section since it won't bring up much rhythmic ambiguity. I suggest changing (5,6) to something like this instead to match the vocals more: https://bor.s-ul.eu/S8I6m24M.png
00:29:145 (1,2) - you should unstack these notes and move 2 the appropriate distance away because this will be fairly difficult for newer players to read (which you should avoid) The reason it will be difficult for newer players to read is because 00:13:290 (1,2) - , here you have a stack that is 1/1, and it tells the newer players that something that is stack will be a 1/1 gap. Because the rhythm you have isn't drastically different in the first example, newer players will click it like it is a 1/1 gap. This is applicable to 00:46:399 (4,5) -
00:33:186 - NC's work here don't change these
01:13:290 (5) - You should NC this because for this section you have been doing 2 measure new combos and without this NC it would be a 4 measure new combo.
01:17:642 (1,2) - You should do something called swapping NCs here. That's where you remove the NC from 01:17:642 (1) - and then add an NC on 01:17:951 - . I suggest this because 01:17:953 - is the downbeat and you have been NCing based on downbeats so you should make that consistent.
01:20:440 (1) - This rhythm is really long but it doesn't really accurately reflect anything in the music because the instruments you were following before this (the guitar) still has beats on 01:20:906 - 01:21:062 - 01:21:373 - 01:21:839 -and 01:21:994 - so to match a previous suggestion I made you should make the rhythm like https://bor.s-ul.eu/HFV8g1Jl.png.
01:25:414 - This is kind of lame because spinners don't really reflect any rhythm well until they are finished and a strong beat is right here. You should make a circle happen here for the large crash in the music and then move the spinner a bit afterwards to accomodate for the circle.

July's Normal
Rhythm is a general issue in this difficulty, For example 00:08:316 (1,2,3,4,5) - this section rhythm seems really randomized, because for the combo prior, you followed the guitar roughly, but this completely ignores it. The guitar hits are on 00:08:782 - 00:08:937 - 00:09:404 - 00:09:559 - 00:10:025 - 00:10:181 - but only two of these points are clickable and only 3 (including the two) are even mapped. If you are going to make most of the strong white tick beats clickable, you should make them all clickable for consistency. (00:09:559 - this would be clickable then) Then there is a part like 00:28:212 (1,2,3,4) - where if you pressed ctrl+g the rhythm would make more sense.
This difficulty suffers from being cramped much more than the Easy difficulty, read what I wrote up there for explanation. Also there are other points in I listed in about the other difficulty you will probably find useful so check it out.

00:00:699 (1,1) - The usage of this spinner is inappropriate because you end up skipping 00:03:342 - this first measure, which is in the same musical phrase as the next measure. Because in Normal difficulties you can have a 2/1 gap between a slider end and the next object just end the spinner on 00:02:720 - and map the following measure
00:06:139 (4,5) - This is a problem because to play this, the normal player has to invert their movement after hitting (4) to hit the head of (5) and then invert their movement again to play (5). This is bad because this inversion of movement is difficult for newer players. This also applies to 00:06:450 (5,6) - 00:08:005 (7,1) - 00:08:316 (1,2) - 00:26:347 (6,7,8) - 00:37:538 (5,6) - 00:48:730 (3,4) - 00:59:922 (2,3) - 01:02:409 (1,2,3) - 01:06:761 (3,4) - 01:14:533 (2,3) -
00:10:803 - not mapping this measure does not make any sense because its still the same phrase as before but even more intense.
00:31:943 (3) -
00:53:082 (1,1) - This is considered unrankable because the end of the spinner is 1/1 gap away from the next object when in a normal difficulty it must be at least 2/1
01:17:642 (4,5,6) - because you haven't used a single 1/2 rhythm before this, this is unfitting. Same with 01:29:766 (1,2) -
Topic Starter
realy0_

EggsGone wrote:

  • [Easy]
  1. AR 5 is a bit too much on easy difficulties.
    reduced to 4
  2. Distance inconsistensies, some objects are snaped on 1.2x, some on 1.1x. Distance snap between objects must be consistent.
    it's fine when there is a small distance snap change, from the ranking criteria.
  3. Don't manipulate with SV on easy difficulties, just make all green line on 1.0x.
  4. 00:15:466 (4,1) - Lot's of 1/1 objects are overlaping each other a bit.
    fixed with the DS increase and the SV increase
  5. 00:19:196 (2) - Make all slider outline visible, so new players will not get confused.
    pattern changed
  6. 00:23:549 (2,4) - Again make slider shapes more simplistic. Here's some examples https://imgur.com/a/zYMso
  7. 00:15:466 (4) - 00:16:088 (1) - 00:27:901 (8) - ^
    simplifed some of them, these sliders shapes justify the sync with the vocals
  8. 00:08:316 (1,2) - It looks like slider bodies are too close each other.
    fixed
  9. 00:37:538 (7) - Slider overlaps too much with 00:36:761 (6) -
    fixed with the SV changes
  10. 00:48:108 (1,2,3) - How about to make symmetrical design here?
    they are already symmetrical
  11. 00:55:880 (2) - This slider is pretty cool, but you could make this more symmetrical.
    there is actually a pattern on it.
  12. 00:58:057 (1) - ^ same, improve this a bit.
    ?
  13. 01:09:248 (3,2) - Slider is overlapped.
    idk how to fix that without making the flow weird
  14. 01:08:005 (1,3) - You can improve these sliderwave shapes.
    tried to improve them

_83 wrote:

Making a quick pass through ~

General, I find the normal-hitnormal, and the normal-hitfinish don't have any relation to the music (since they are pingpong sounds) thus they are unsuitable custom hitsounds for this map.
Also you might want to look into reading up on hitsounding guides. Right now hitsounds seem a bit random and the samples you are using (listed above) are inappropriate to the music. In general hitsounding should be more about emphasizing the music, and a large part of that is representing the music strong beats For example, in places like 00:13:290 (1) - there is a large crash cymbal in the music, this would go really well with a default soft-hitfinish or default normal-hitfinish. There are many places in the music lacking hitsounds like that one so I recommend taking a second look through. Here is a guide on hitsounding you might find useful: https://osu.ppy.sh/forum/t/306177 i'll see
Also if you are going to theme some difficulty names you should theme them all, what I mean is right now July's normal says "July's Normal!" where as the Easy and Hard are missing the "!" k
Another this is the artist name should be ゆさです and the Romanised Artist should be Yusadesu (so just change the unicode one)
In your tags you must indicate the usernames of the people who made GDs. fixed

Easy
first there is a general issue, if you press ctrl+a it becomes more apparent, but the map is too cramped. This is an issue because the player is only actively playing in a rather small portion of the screen. when you map easy-normals difficulties, you avoid mapping in the corner to prevent overlapping like this 01:09:248 (3,1,2) - which for me is hardly fixable without making a weird flow/pattern.

00:04:430 (3,4) - This is an issue because of how easy players play, basically an easy players tries to follow sliders as closely as possible so they will follow (3) until the end, reverse their movement to reach (4), and then reverse that movement to play (4). All of this reversing movement is really uncomfortable for newer players. This applies in a few other places in your map such as 00:06:917 (3,4) - 00:36:761 (6,7,1) - 00:45:621 (3,4) - 01:03:031 (1,2) -
all fixed exept the third one because the flow here was intended
00:05:829 (1,2) - this is the same rhythm in the music as 00:03:342 (1,2) - but you mapped them with different rhythm. You should make them the same rhythm. they sound slightly different if you listen closely
00:08:316 (1) - since your rhythm more accurately is following the guitar sounds as shown by the previous two combos, I would suggest also more accurately following the guitar here as well. Basically this rhythm is skipping sounds on 00:08:782 - and 00:08:937 - so to help compensate for that (since you can't have 1/2 rhythms) you should make this slider a 2/1 slider with a 1/1 circle after it (the 1/1 circle will represent 00:09:404 - .) This also applies to 00:09:559 (2) - and the rhythm should end up looking like this when you are done: https://bor.s-ul.eu/TFJYT6GK.png
fixed
00:19:196 (2) - This slider shape turns on it self and looks really cramped which can be really confusing for easy players, I realized you had the bounces for the rhythm in the vocals (intentionally or not) but you can still keep those and uncramp the slider. Also this might tie into how you can use more of the screen, you could have the slider look more like this: https://bor.s-ul.eu/6y6YUjXQ.png (also to get the bumps as accurate as possible, you can notice in the picture I changed the tickrate to 2 to line up the red points with the slider ticks where the rhythm is.
i changed the pattern
00:23:238 - Notice in this section you start to New Combo (NC) every fourth measure, but in the section before it at 00:13:290 - you were only NCing every two measures. At 00:23:238 -the song is really close to identical to at 00:13:290 - but it adds in some other instrument making it the more intense section. Because of that, you NCs don't seem to reflect that well and you should either make them the same (per section here) or reverse them. I personally would prefer if you reversed them to where 00:13:290 - you only NC'd on 00:13:290 - and 00:18:575 - these two beats, then for 00:23:238 - you NC'd on 00:23:238 - 00:25:725 (1) - 00:29:145 - and 00:30:699 - . There was a NC errors in both parts (combo up to 6-7), fixed to have a constant 3-4 combo
00:25:725 (5,6) - I not really sure what you are going for in this section rhythm wise since you compliment the vocals in some places and ignore them in others, this is one of the places you chose to ignore the vocals where as 00:23:238 (1,2) - was you complimenting them. You should stick to 1 main instrument to follow in this section since it won't bring up much rhythmic ambiguity. I suggest changing (5,6) to something like this instead to match the vocals more: https://bor.s-ul.eu/S8I6m24M.pngdidn't read the whole issue here but i tried to fix the rhythm here.
00:29:145 (1,2) - you should unstack these notes and move 2 the appropriate distance away because this will be fairly difficult for newer players to read (which you should avoid) The reason it will be difficult for newer players to read is because 00:13:290 (1,2) - , here you have a stack that is 1/1, and it tells the newer players that something that is stack will be a 1/1 gap. Because the rhythm you have isn't drastically different in the first example, newer players will click it like it is a 1/1 gap. This is applicable to 00:46:399 (4,5) - fixed with above
00:33:186 - NC's work here don't change these
01:13:290 (5) - You should NC this because for this section you have been doing 2 measure new combos and without this NC it would be a 4 measure new combo.fixed
01:17:642 (1,2) - You should do something called swapping NCs here. That's where you remove the NC from 01:17:642 (1) - and then add an NC on 01:17:951 - . I suggest this because 01:17:953 - is the downbeat and you have been NCing based on downbeats so you should make that consistent.
fixed
01:20:440 (1) - This rhythm is really long but it doesn't really accurately reflect anything in the music because the instruments you were following before this (the guitar) still has beats on 01:20:906 - 01:21:062 - 01:21:373 - 01:21:839 -and 01:21:994 - so to match a previous suggestion I made you should make the rhythm like https://bor.s-ul.eu/HFV8g1Jl.png.
it's a rhythm simplification here, the guitar play a note every 1/2 ticks here
01:25:414 - This is kind of lame because spinners don't really reflect any rhythm well until they are finished and a strong beat is right here. You should make a circle happen here for the large crash in the music and then move the spinner a bit afterwards to accomodate for the circle.
fixed i guess Whoah, wall of text, next time plz use bold for titles/diffs
Thanks for mod !
YoWuzUp
You can have this diff, if you choose to accept it that is (and i'm okay with any minor changes you want to make, if any.)

Wuz's Beginner!
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Editor]
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DistanceSpacing: 1.1
BeatDivisor: 1
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Wuz's Beginner!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:1
CircleSize:2
OverallDifficulty:1
ApproachRate:2
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//Break Periods
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256,192,85414,12,0,89766,0:0:0:0:

Oh, and also a mod, cause why not?

mod
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Easy!


00:16:088 (1) - This is a very weird slider, consider making it simpler.
00:33:808 (2) - Have a feeling that this is too high... But i don't know...
01:25:414 (6,1) - Having the circle a half-beat before the spinner starts doesn't seem very good. I'd either start the spinner on the circle, or remove the spinner alltogether.

Other than that, not bad. There's a few more weird slider shapes, but I guess they're good enough.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
July's Normal!


00:12:046 (7) - This slider should be changed. I don't know how'd you want to change it, but I'd make the slider start on the next red tick, and end where does already, with no reverses.
00:28:212 - I think there should be something here.
00:34:741 - I'd also map this sound.
00:43:756 (2) - :thinking:
00:45:932 (5) - Just a suggestion, I'd blanket this with 4.
00:49:041 - The way the 5 and 3 overlaps here doesn't look very good.
00:49:507 - Also here with 4 and 6.
00:50:595 - This sounds like a strong sound that should be mapped. I'd start the slider on this sound and put a circle when the slider currently starts, and make sure the slider still ends where it ends.
01:11:269 - https://osu.ppy.sh/ss/9471888 - The circle needs to be equally distant from the slider before it and the slider after it, here, it's a bit too close to the slider after it.
01:24:171 (1) - Just a suggestion, this slider should also just be 1 whole slider instead of a shorter reverse slider.

Alright, moving on.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cuc's Advanced!


00:05:051 (7) - Looks weird next to the circle, I'd put a curve on it, to the right side of course. Then I guess you can move it down a bit so it actually kinda blankets the circle.
00:35:984 (4,5,6,7) - This part is a bit weird, might be hard to read for some players...
00:57:279 (6,1) - Hmm, that's a bit low, but i don't know...

Hmm, I found this difficulty overall kinda weird, despite not very many notes. Consider combing through it and touching it up or something.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hard!


00:06:917 (5,7,9) - This all looks weird, either move apart from each other, or stack on top of each other.
00:14:222 (3,5) - Another weird overlay here.
00:25:570 (2,4) - Not stacked, can you actually stack these?
00:40:128 - Hmm, that arrangement is kinda weird, can you change that?
01:04:274 (1,2,3,4) - oh my...
01:24:326 (4) - Personally would've made this a slider that extends to here: 01:25:103

Okay, I question more arrangement than I let on, but yeah, anyway...
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Fruity's Extra!


First and foremost, why the different picture? This is the only diff with this picture... I'd either put the picture on more diffs, or make this diff the normal picture... but that's just me, if you wanna leave, then whatever.

As you tend to go up on the difficulty scale, a lot more things are "allowed," or "okay," as far as mapping conventions go. Seriously though, I found nothing wrong with this difficulty, it was really good. :D
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Play NOW!!!!


(Mostly Observations this time.)
00:15:621 (1,2,3) - Wow, that extremely spaced stream...
00:20:440 (1,2,3) - again...
00:23:238 (1) - I don't know, I personally would've made this slider a 3-note stream... If you don't want to, that's fine, at least stack it with 00:22:772 (1) though.
00:32:564 (1,2,3,4,1,2,3,4,1) - that's a very interesting stream...
01:11:658 (8) - I'd delete this circle.
01:12:279 (3) - This one too.
01:25:103 (4,5,6) - Would personally replace with a 5-note stream.

Well that's that! This one was actually overall really good!
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Okay, there you go! That's my mod, and my Difficulty if you want it, if not, it's okay.
Bye! :D
Dokatu
M4M

His mod - MOD


HARD

  1. 00:01:321 (4) - Make a blanket.
  2. 00:01:787 (1) - ^
  3. 00:10:803 (1) - Finish the slider on 00: 11: 114 .
  4. 00:10:803 (1) - This slider is ugly & Finish the slider on 00:11:580 .
  5. 00:11:735 (3,4,1,2) - Try This. V


    :o
  6. 00:45:000 (5) - Copy/paste Slider (3) and CTRL + J
  7. 00:45:932 (2) - Ugly.
  8. 00:54:171 (3,4) - If you wanted to make a blanket then do the same.


  9. 00:57:746 (1,6) - Ugly.
  10. 01:14:222 (5,6) - ^ -.-
  11. 01:15:388 - Try This V
  12. 01:22:305 (6,7) - Ugly. Do not try to make beautiful 1/2 sliders with CS 3.

Fruity's Extra!

  1. It is better to replace the photo.


Play NOW!!!!

  1. 00:15:621 (1,2,3) - OMG. What is it? Do less spacing!
  2. 01:11:580 (7,8,1) - ^
  3. 01:12:202 (2,3,4) - ^
  4. 01:12:668 (6,7,1) - ^
  5. 01:13:290 (1,2,3) - ^
  6. 01:13:911 (1,2,3) - ^
  7. 01:15:155 (1,2,3,4,5) - ^
    If you want to make the level difficult, make CS on 4.5!

Easy!

  1. 01:25:414 (6) - Delete this.
  2. In Easy DS and the speed of the sliders should not change! (The speed of the sliders is x1.00)

Good Luck!
Topic Starter
realy0_

YO_WUZ_UP wrote:

You can have this diff, if you choose to accept it that is (and i'm okay with any minor changes you want to make, if any.)

Wuz's Beginner!
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3342,13290,23160,33186,48108,55570,75544,85414,90388
DistanceSpacing: 1.1
BeatDivisor: 1
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Wuz's Beginner!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:1
CircleSize:2
OverallDifficulty:1
ApproachRate:2
SliderMultiplier:0.400000005960464
SliderTickRate:1

[Events]
//Background and Video events
0,0,"cropped-1920-1080-718300.png",0,0
//Break Periods
2,33386,41574
2,75466,81367
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo1 : 191,191,191
Combo2 : 164,96,164
Combo3 : 159,159,159
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sorry, i didn't added it cuz the breaks seems just randoms, it have a lot repetitive loops which i don't really like and objects placement isn't
really uniform (ctrl+a to see it)

Oh, and also a mod, cause why not?okay lol

mod
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Easy!


00:16:088 (1) - This is a very weird slider, consider making it simpler.
simplier
00:33:808 (2) - Have a feeling that this is too high... But i don't know...
nah, it's fine when it doesn't touch the HP bar.
01:25:414 (6,1) - Having the circle a half-beat before the spinner starts doesn't seem very good. I'd either start the spinner on the circle, or remove the spinner alltogether.
removed from a precedent mod
Other than that, not bad. There's a few more weird slider shapes, but I guess they're good enough.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hard!


00:06:917 (5,7,9) - This all looks weird, either move apart from each other, or stack on top of each other.
good idea
00:14:222 (3,5) - Another weird overlay here.
intended
00:25:570 (2,4) - Not stacked, can you actually stack these?
how did you find this
00:40:128 - Hmm, that arrangement is kinda weird, can you change that?
fixed, idc about D-Snap
01:04:274 (1,2,3,4) - oh my...
nah i actually like this pattern with the flow here
01:24:326 (4) - Personally would've made this a slider that extends to here: 01:25:103
nah, it would unfit the cross pattern

Okay, I question more arrangement than I let on, but yeah, anyway...
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Play NOW!!!!


(Mostly Observations this time.)
00:15:621 (1,2,3) - Wow, that extremely spaced stream...
it's extremely spaced cuz i wanted to keep the DS here and 00:16:088 (1) 's placement is fine
00:20:440 (1,2,3) - again...
reduced
00:23:238 (1) - I don't know, I personally would've made this slider a 3-note stream... If you don't want to, that's fine, at least stack it with 00:22:772 (1) though.
it's fine and it's already stacked
00:32:564 (1,2,3,4,1,2,3,4,1) - that's a very interesting stream... thanks, i find that stream really bad visually lol
01:11:658 (8) - I'd delete this circle.
01:12:279 (3) - This one too.
these notes accentuate the now loading vocals
01:25:103 (4,5,6) - Would personally replace with a 5-note stream.
just no

Well that's that! This one was actually overall really good! wtf, i find it really really bad
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Okay, there you go! That's my mod, and my Difficulty if you want it, if not, it's okay.
Bye! :D

XFroceS wrote:

M4M

His mod - MOD


HARD

  1. 00:01:321 (4) - Make a blanket.
  2. 00:01:787 (1) - ^
    fixed
  3. 00:10:803 (1) - Finish the slider on 00: 11: 114 .
  4. 00:10:803 (1) - This slider is ugly & Finish the slider on 00:11:580 .
    to prepare to click 00:11:269 (2) -
  5. 00:11:735 (3,4,1,2) - Try This. V

    the pattern is actually good for now
  6. 00:45:000 (5) - Copy/paste Slider (3) and CTRL + J
    it's actually the same lol
  7. 00:45:932 (2) - Ugly.
    :thinking:
  8. 00:54:171 (3,4) - If you wanted to make a blanket then do the same.

    tried to fix
  9. 00:57:746 (1,6) - Ugly.
    to know where to go
  10. 01:14:222 (5,6) - ^ -.-
    :thinkingagain:
  11. 01:15:388 - Try This V
    ???
  12. 01:22:305 (6,7) - Ugly. Do not try to make beautiful 1/2 sliders with CS 3.
unjustified

Play NOW!!!!

  1. 00:15:621 (1,2,3) - OMG. What is it? Do less spacing!
    justification on the mod above
  2. 01:11:580 (7,8,1) - ^
  3. 01:12:202 (2,3,4) - ^
    idk how to make it better
  4. 01:12:668 (6,7,1) - ^
  5. 01:13:290 (1,2,3) - ^
  6. 01:13:911 (1,2,3) - ^
    intended
  7. 01:15:155 (1,2,3,4,5) - ^
    idk how to make it better without making visual weird
    If you want to make the level difficult, make CS on 4.5!
too small
Easy!

  1. 01:25:414 (6) - Delete this. fixed
  2. In Easy DS and the speed of the sliders should not change! (The speed of the sliders is x1.00)
idk where people read this on the ranking criteria
Good Luck!

instead of saying ugly, say why and try to justify it and how it can be inproved.
thanks for mod !
blobdash
no for the picture, it's my favorite endcard from new game. plus you can have multiple backgrounds, just that other gders and realy0_ doesn't want multiple background. i do

and thanks, i'd really didn't think it would be that good to do not get mods after 2 modders
YoWuzUp

realy0_ wrote:

YO_WUZ_UP wrote:

Play NOW!!!!


00:23:238 (1) - I don't know, I personally would've made this slider a 3-note stream... If you don't want to, that's fine, at least stack it with 00:22:772 (1) though.
it's fine and it's already stacked
What you have (Not Stacked):
https://osu.ppy.sh/ss/9473929

What I mean (Where the game snaps it to):
https://osu.ppy.sh/ss/9473937

Just for clarification...
Topic Starter
realy0_
What you have (Not Stacked):
https://osu.ppy.sh/ss/9473929

What I mean (Where the game snaps it to):
https://osu.ppy.sh/ss/9473937

Just for clarification...

for real, it's fixed
CucumberCuc

YO_WUZ_UP wrote:

Cuc's Advanced!


00:05:051 (7) - Looks weird next to the circle, I'd put a curve on it, to the right side of course. Then I guess you can move it down a bit so it actually kinda blankets the circle. i'm do slightly another
00:35:984 (4,5,6,7) - This part is a bit weird, might be hard to read for some players... maybe, but I don't think so, because at 00:33:808 (1,2,3) I made it clear what exactly will be the reduction of distance between objects and I do not see this point it is difficult to read for players ( and a similar thing with this is, at 00:15:777 (1,2,3,4,5) )
00:57:279 (6,1) - Hmm, that's a bit low, but i don't know... they are on the same level

Hmm, I found this difficulty overall kinda weird, despite not very many notes. Consider combing through it and touching it up or something. To be honest, I have almost no experience with advanced difficulties, so I hope that other people will say that I have exactly is wrong with her
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3342,10803,13290,15777,18264,20440,23238,33808,43756,48108,55570,62720,65518,70181,75466,85414,90388
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Cuc's Advanced!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
BeatmapID:1459857
BeatmapSetID:685360

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:5.5
ApproachRate:6.5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"cropped-1920-1080-718300.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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180,134,65984,1,0,0:0:0:0:
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July - San
YO_WUZ_UP
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
July's Normal!


00:12:046 (7) - This slider should be changed. I don't know how'd you want to change it, but I'd make the slider start on the next red tick, and end where does already, with no reverses. fix
00:28:212 - I think there should be something here.
00:34:741 - I'd also map this sound. fix
00:43:756 (2) - :thinking: mmmm
00:45:932 (5) - Just a suggestion, I'd blanket this with 4. I did not understand
00:49:041 - The way the 5 and 3 overlaps here doesn't look very good. fix, i gueess
00:49:507 - Also here with 4 and 6.
00:50:595 - This sounds like a strong sound that should be mapped. I'd start the slider on this sound and put a circle when the slider currently starts, and make sure the slider still ends where it ends.fix
01:11:269 - https://osu.ppy.sh/ss/9471888 - The circle needs to be equally distant from the slider before it and the slider after it, here, it's a bit too close to the slider after it. fix i gueess
01:24:171 (1) - Just a suggestion, this slider should also just be 1 whole slider instead of a shorter reverse slider. fix

Alright, moving on.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Thanks, and sorry if I did not understand some things :c I do not speak fluent English

but, thanks for your mod ! :)[/b]
YoWuzUp

July - San wrote:

YO_WUZ_UP
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
July's Normal!


00:45:932 (5) - Just a suggestion, I'd blanket this with 4. I did not understand
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Thanks, and sorry if I did not understand some things :c I do not speak fluent English

but, thanks for your mod ! :)

Allow me to clarify then.

Change This: https://osu.ppy.sh/ss/9509702 to this: https://osu.ppy.sh/ss/9509699

I would also recommend after doing that, do this: https://osu.ppy.sh/ss/9509705

(Don't forget to adjust the circle after moving the slider in any case)
July - San

YO_WUZ_UP wrote:

July - San wrote:

YO_WUZ_UP
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
July's Normal!


00:45:932 (5) - Just a suggestion, I'd blanket this with 4. I did not understand
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Thanks, and sorry if I did not understand some things :c I do not speak fluent English

but, thanks for your mod ! :)

Allow me to clarify then.

Change This: https://osu.ppy.sh/ss/9509702 to this: https://osu.ppy.sh/ss/9509699

I would also recommend after doing that, do this: https://osu.ppy.sh/ss/9509705

(Don't forget to adjust the circle after moving the slider in any case)
oh thank you very much, I'll update the diff :D
Tralen
Hello


Here go the problem.... i saw the previus mods

The problem i am talking is the diff "PLAY NOW!!!!"

First of all, did u played the ranked versions of this song?

there is a some 6* near 6* in tv sizes

but i will talk about the problems and why they are a problems

00:02:798 (2,3,4,1,2,3,4) - Jumps in streams

they are uncomfortable

00:22:150 (1,2,1,2,1,2,3) -

why jumping in the start of the song, calm down also that part shoud be diferent

00:25:570 (1,2,3,4,1,2,3,4,1,2,3,4) - This part has no sense

I know u are emphasizing the 00:26:036 (4) - and another (4) but in gameplay is really uncomfortable

CALM DOWN with the jumps plz

00:32:875 (1,2,3,4) - i think this also is uncomfortable and unfair in the gameplay u cant predict those jumps

00:48:108 (1,2,3,4) - why those has different ds

and those 00:49:196 (2,1,2,3,4) -

well and the whole map need a hard change, there to many notes with ds with any sense

01:11:580 (7,8) -
01:12:202 (2,3,4) -

and more



u can pm ingame if u want to talk about this

check the Ranked versions, THEY HELP SO MUCH

https://osu.ppy.sh/b/1028954

https://osu.ppy.sh/b/1091903

Its that a baby singing?

Gl with the map :D
Topic Starter
realy0_

Tralen wrote:

Hello

probably a bug oh sorry, i'll maybe ask someone to do a even easier diff
Here go the problem.... i saw the previus mods

The problem i am talking is the diff "PLAY NOW!!!!"

First of all, did u played the ranked versions of this song?

there is a some 6* near 6* in tv sizes

but i will talk about the problems and why they are a problems

00:02:798 (2,3,4,1,2,3,4) - Jumps in streams
nerfed

they are uncomfortable

00:22:150 (1,2,1,2,1,2,3) -
that's because i mapped the guitar then the drum here and not the vocal which is not really intense here

why jumping in the start of the song, calm down also that part shoud be diferent

00:25:570 (1,2,3,4,1,2,3,4,1,2,3,4) - This part has no sense
nerfed
I know u are emphasizing the 00:26:036 (4) - and another (4) but in gameplay is really uncomfortable
i find really cool to play that part, idk
CALM DOWN with the jumps plz

00:32:875 (1,2,3,4) - i think this also is uncomfortable and unfair in the gameplay u cant predict those jumps
changed a bit the placement
00:48:108 (1,2,3,4) - why those has different ds
^
and those 00:49:196 (2,1,2,3,4) -
different ds cuz it make that cross pattern visually weird
well and the whole map need a hard change, there to many notes with ds with any sense

01:11:580 (7,8) -
01:12:202 (2,3,4) -
changed slightly the pattern here
and more



u can pm ingame if u want to talk about this

check the Ranked versions, THEY HELP SO MUCH

https://osu.ppy.sh/b/1028954

https://osu.ppy.sh/b/1091903
i did take inspiration for these map lol, even a third one that you didn't mentionned. i just tried to make it on my own taste
Its that a baby singing?
a cringe 8-year old dude lol

bruhhh let's try to buff the overall diff, gonna to be a hard work for me
Gl with the map :D
Plus4j
hello there!
mindmaster107
Here from my queue.
My map: https://osu.ppy.sh/s/688504

If my modding feels more like a paragraph, it means your map has more general issues than specific (large or minor), so using stuff like time stamps would be redundant.

[Play NOW!!!]
This will never get ranked. Visuals and flow are complete nonsense for a majority of the map, with hardly any or no strong visual connection in patterns, and between them. The map is a mess of ideas, if there even were any, and I would try and copy the other difficuulties for ideas, as they have a better grasp on how to make a coherent map.

That sounds a bit too harsh, but lemme explain in better detail why I believe this is true.

There is an easy trick to organizing a map, no matter what concept you are using.
1 - Decide on a clear idea. This could be conventional mapping (eg. jumps and streams in an easy to play structure.), or it could be one with a gimmick (like complex flow ideas). No matter what it is, please stay consistent with your idea, unless the song changes massivly, which on this map I would argue is not enough. An example of big change would be stuff like completely new instruments being used.
2 - Remember you are creating a map which matches the song. The easy way to manage this is to match rhythm and spacing to intense instruments. Maybe only use streams for drum rolls, and 1/4 sliders for other 1/4 beats. Maybe space everything with low spacing, but space drum beats with large spacing, and cymbals with even larger spacing.
3 - Hitsounding is meant to be complimenting, not overriding. If you think it isn't you may not be on default sound samples.

Really, watch any pishifat video, but I think explaining the easy way to map anything, and you trying to build from there would help best for you.

Example of 1 - 00:15:000 (7,8,9,1,2,3) - Keep spacing consistent between snappings.
Example of 2 - 00:02:564 (1,2,3,4,1,2,3,4) - Why are you spacing it this wide for the beginning? Keep in mind, spaced streams are supposed to be for massive intensities, and are normally found in 6 star maps due to their difficulty to play.
Example of 2 - 00:35:673 (1,2,3,4,5,6,7,8,9,10) - I can vaugly tell you are following vocals, but remember how rhythm works. The instrument (yes vocals are an instrument) is the one you wanna activly map, while less important sounds should be covered with low spacing, or slidertails. Slidertails are alot weaker than sliderheads, which makes me wonder why you used a slider like 00:36:450 (4) .
Example of 1 - 00:44:922 (6,7) - Please never use 1/4 jumps. They are a gimmick which need to be properly introduced to players, and way above the ability for a beginner to map properly. Just stack the stack on 00:45:000 (7) .
Example of 1 - 01:10:803 (2,3,4,5,6,7) - If you were to keep the map consistently badly flowing, it would make sense. If you used bad flow in a section where you used conventional spacing before ( 01:08:316 (2,3,4,5,6,7) ), and not much musical difference, it just feels likerandomly placed objects than one matching a song.

A rule of thumb to arguments, is that "can you make a valid argument against it"? If you can't then ur probs wrong. If there are ideas in here that I am contradicting, then explain why. If I can;t see a concept you are using, please make them clearer by being more consistent.

You can ask for a re-check if you remap it in PM.

[Fruity's extra]
Overall, not bad. Apart from the hitsounding, and jumps not being propperly spaced, you are on the right track.

The goal of hitsounding is to match a song. If the hitsounds begin to overpower the song, you are doing something wrong. Remember, map hitsounds to default hitsounds, or put the hitsounds you are using in your skin into the map's folder if you are not using default (you may be hearing it wrong, from skin related sounds).

00:04:119 (1,2,1,2,1,2,1,2) - Jumps like this give almost no contratst to the music. I would space them decreasing in spacing throughout the pattern to show the song's immediate changes.

00:05:206 (2,3,4) - Keep spacing consistent. There is not much in the song justifying that this should be spaced so differently.

How to use spacing for emphasis 101:
00:06:606 (1,2,1,2) - This is weaker than 00:07:228 (1,2,1,2) - , so should be spaced less.

00:08:316 (1,2,3,4,1,2,3,4) - Why are you using such a low intensity rhythm, when you used consecutive jumps earlier. Please keep intensity of objects and gameplay simular to the song. (eg, song intense, map intense, and never shall the twain cross)

00:15:621 (2) - sounds distinct from 00:16:243 (2,2) - , so why is it also mapped with a slider? If the song changes, change your mapping.

00:17:798 (3) - Why is this spaced so low for a cymbal?

00:21:683 (1,2) - Same with this ^

00:40:336 (5,6,1) - I would space 5 to 6 small, and 6 to 1 larger, as 1 is the downbeat (big white tick).

00:41:891 (1,2,3,4,5,6,7,8) - Intensity doesn't increase by this much. I would use sliders, as to not make the jumps in the kiai or elsewhere feel meaningless.

If you space like 00:49:197 (6,1) - for this sound, why didn't you continue spacing like that for 00:49:818 (3,4) ? Intensity changes should be gradual, while instrumental emphisis should be prominant object to object.

00:52:927 (8,1,2,3) - Stack properly for aesthetics

00:58:989 (6,1) - Spacing in the kiai feels random, as you seem to just space whenever you want. This is an example of a sound you space say here 00:57:901 (6,1) , and yet you space with blanket here. The easy way to space objects, is to choose an instrument to space to (like say large spacing for drums, and normal spacing for everything else). If you can do this, the map may actually reach rank standard :thinking:

01:11:114 (4,5) - I would try and keep my map consistent. If you change ideas with no appreciation to the changes in the song, it defeats the point of mapping in a rhythm game (don't look at haitai). Choose some ideas you find best in the map, and keep it the same when the music is about the same (eg low and high intensity).

01:29:611 (1,2,3,1,1,1) - As you have never used NCs like this anywhewre else in the map, I instinctivly played it in 1/3 (as there was no telling what else it could be). This is clearly not your intention, which is why I would ask you to keep this a regular combo.

[toohooz's insane]
Wow, a decent map.

(I will name parts parted by your bookmarks. 7 is kiai)
I would personally use higher contrast between intensities. Lower spacing in part 3, as it just feels way too intense. If you nerf the calm part, it will make the normal sections stand out more, and reflect the music better.

Also the kiai doesn't have the energy it needs to be a kiai.

I personally don't believe flow is much of an issue, so don't take this comment with urgancy, but it is here if u wanna improve.
00:58:057 (1,2,3,4) - Jumps like this, while not much of a pain to play, and bad on it's own, is inconsistent with jumps elsewhere in the kiai like 00:55:880 (2,3,4,5,6) . Keep flow generally the same. I personally will just not use flow emphasis until you know entierly what you are doing (eg few ranked maps). You can try changing flow from section to section, but don't go for object-object emphasis like spacing.
blobdash

mindmaster107 wrote:

[Fruity's extra]
Overall, not bad. Apart from the hitsounding, and jumps not being propperly spaced, you are on the right track. ty

The goal of hitsounding is to match a song. If the hitsounds begin to overpower the song, you are doing something wrong. Remember, map hitsounds to default hitsounds, or put the hitsounds you are using in your skin into the map's folder if you are not using default (you may be hearing it wrong, from skin related sounds). I just copied hitsounding lmao will modify things also I use default skin to hitsound just so you know

00:04:119 (1,2,1,2,1,2,1,2) - Jumps like this give almost no contratst to the music. I would space them decreasing in spacing throughout the pattern to show the song's immediate changes. it gives no contrast to the music as the guitar does the same chords lol

00:05:206 (2,3,4) - Keep spacing consistent. There is not much in the song justifying that this should be spaced so differently. ???

How to use spacing for emphasis 101:
00:06:606 (1,2,1,2) - This is weaker than 00:07:228 (1,2,1,2) - , so should be spaced less. it's not my way of emphasizing

00:08:316 (1,2,3,4,1,2,3,4) - Why are you using such a low intensity rhythm, when you used consecutive jumps earlier. Please keep intensity of objects and gameplay simular to the song. (eg, song intense, map intense, and never shall the twain cross) 1/4 chords = jumps and 1/2 chords = sliders

00:15:621 (2) - sounds distinct from 00:16:243 (2,2) - , so why is it also mapped with a slider? If the song changes, change your mapping.

00:17:798 (3) - Why is this spaced so low for a cymbal? just not my way on emphasizing things

00:21:683 (1,2) - Same with this ^

00:40:336 (5,6,1) - I would space 5 to 6 small, and 6 to 1 larger, as 1 is the downbeat (big white tick). y

00:41:891 (1,2,3,4,5,6,7,8) - Intensity doesn't increase by this much. I would use sliders, as to not make the jumps in the kiai or elsewhere feel meaningless. drums take the lead here and I emphasize jumps with the drums in the kiai and pretty much anywere in the map except for other jumps where I emphasize 1/4 guitar chords

If you space like 00:49:197 (6,1) - for this sound, why didn't you continue spacing like that for 00:49:818 (3,4) ? Intensity changes should be gradual, while instrumental emphisis should be prominant object to object. ok

00:52:927 (8,1,2,3) - Stack properly for aesthetics oops

00:58:989 (6,1) - Spacing in the kiai feels random, as you seem to just space whenever you want. This is an example of a sound you space say here 00:57:901 (6,1) , and yet you space with blanket here. The easy way to space objects, is to choose an instrument to space to (like say large spacing for drums, and normal spacing for everything else). If you can do this, the map may actually reach rank standard :thinking: just not my way of seeing things, I like how spacing is in the kiai.

01:11:114 (4,5) - I would try and keep my map consistent. If you change ideas with no appreciation to the changes in the song, it defeats the point of mapping in a rhythm game (don't look at haitai). Choose some ideas you find best in the map, and keep it the same when the music is about the same (eg low and high intensity). did you just compare my diff to haitai

01:29:611 (1,2,3,1,1,1) - As you have never used NCs like this anywhewre else in the map, I instinctivly played it in 1/3 (as there was no telling what else it could be). This is clearly not your intention, which is why I would ask you to keep this a regular combo. just felt like it looked good, but ok
update :
fruity's extra
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 1
SampleSet: Normal
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3342,13290,23160,33186,48108,55570,75544,85414,90388
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.999998

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Fruity's Extra!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
BeatmapID:1459200
BeatmapSetID:685360

[Difficulty]
HPDrainRate:6.6
CircleSize:4
OverallDifficulty:7.8
ApproachRate:9.1
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"fruitybg.jpg",0,0
//Break Periods
2,85614,89027
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo1 : 191,191,191
Combo2 : 164,96,164
Combo3 : 159,159,159
Combo4 : 234,149,196

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Topic Starter
realy0_

mindmaster107 wrote:

Here from my queue.
My map: https://osu.ppy.sh/s/688504

If my modding feels more like a paragraph, it means your map has more general issues than specific (large or minor), so using stuff like time stamps would be redundant.

[Play NOW!!!]
This will never get ranked. Visuals and flow are complete nonsense for a majority of the map, with hardly any or no strong visual connection in patterns, and between them. The map is a mess of ideas, if there even were any, and I would try and copy the other difficuulties for ideas, as they have a better grasp on how to make a coherent map. i'm trash at mapping high difficulties

That sounds a bit too harsh, but lemme explain in better detail why I believe this is true.

There is an easy trick to organizing a map, no matter what concept you are using.
1 - Decide on a clear idea. This could be conventional mapping (eg. jumps and streams in an easy to play structure.), or it could be one with a gimmick (like complex flow ideas). No matter what it is, please stay consistent with your idea, unless the song changes massivly, which on this map I would argue is not enough. An example of big change would be stuff like completely new instruments being used.
2 - Remember you are creating a map which matches the song. The easy way to manage this is to match rhythm and spacing to intense instruments. Maybe only use streams for drum rolls, and 1/4 sliders for other 1/4 beats. Maybe space everything with low spacing, but space drum beats with large spacing, and cymbals with even larger spacing.
3 - Hitsounding is meant to be complimenting, not overriding. If you think it isn't you may not be on default sound samples.

Really, watch any pishifat video, but I think explaining the easy way to map anything, and you trying to build from there would help best for you.
i did watched this channel, it doesn't really help me mapping high difficulties.

Example of 1 - 00:15:000 (7,8,9,1,2,3) - Keep spacing consistent between snappings.
emphasizing the drum here, represented by a spacing increase
Example of 2 - 00:02:564 (1,2,3,4,1,2,3,4) - Why are you spacing it this wide for the beginning? Keep in mind, spaced streams are supposed to be for massive intensities, and are normally found in 6 star maps due to their difficulty to play.
it's supposed to be a 6*+ map in the first place not a 5,5* one. the high spacing in the beginning prove it.i changed a bit the spacing for a reason that you didn't mention about emphazing.
Example of 2 - 00:35:673 (1,2,3,4,5,6,7,8,9,10) - I can vaugly tell you are following vocals, but remember how rhythm works. The instrument (yes vocals are an instrument) is the one you wanna activly map, while less important sounds should be covered with low spacing, or slidertails. Slidertails are alot weaker than sliderheads, which makes me wonder why you used a slider like 00:36:450 (4) .
the slider that you mentionned (4) start on a weak sound and end on a equal sound and follow the extended vocal here so it's ok. the reason why i placed a slider here is to impose a small loop flow.
Example of 1 - 00:44:922 (6,7) - Please never use 1/4 jumps. They are a gimmick which need to be properly introduced to players, and way above the ability for a beginner to map properly. Just stack the stack on 00:45:000 (7) .
changed a bit the placement, but need suggestions about this one.
Example of 1 - 01:10:803 (2,3,4,5,6,7) - If you were to keep the map consistently badly flowing, it would make sense. If you used bad flow in a section where you used conventional spacing before ( 01:08:316 (2,3,4,5,6,7) ), and not much musical difference, it just feels likerandomly placed objects than one matching a song.the pattern 00:55:880 (1,2,3,4,5,6) and 00:58:057 (1,2,3,4,5,6,7,8) for example are supposed to represent the same pattern music here, the reason why the pattern you did mentionned is different that because the part building up for the now loading vocals unlike the one that you mentionned 01:08:316 (2,3,4,5,6,7) so it's normal to represent it with a different pattern here. Also do you mean this part having a bad flow ? 01:09:248 (1,2,3,4) the part that you did mention seems to flow correctly for me.

A rule of thumb to arguments, is that "can you make a valid argument against it"? If you can't then ur probs wrong. If there are ideas in here that I am contradicting, then explain why. If I can;t see a concept you are using, please make them clearer by being more consistent.

You can ask for a re-check if you remap it in PM.
thanks for mod !
FiddleBlue
Hi! This is my difficulty! Hope you like it :)

OwO
osu file format v14

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Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:FiddleBlue's Extra!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
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My difficulty includes hitsounds, so if you wish to copy it to any diff, I'm ok with it.
Personally, I think the normal-hitnormal.wav should be removed but whatever.

I'm also using a custom bg
https://initiate.alphacoders.com/images/715/cropped-1366-768-715850.png?9446 Cuc already took it :cry:
New BG: https://initiate.alphacoders.com/images ... 5.png?9012
Plus4j
sorry for late

M4M
Easy!
00:01:787 (2,3) - bad follow
00:06:917 (3,4) - blanket?
00:10:803 (1,2,3,4) - this is a special rythem suggestion change to slider for new player
00:23:549 (2,3) - don't lap
00:25:414 (4,3) - ^
00:29:456 (1,2) - unrankable in Easy
00:46:399 (4,1) - ^
01:01:787 (4,2) - don't lap
01:08:005 (1) - ^
01:09:248 (3,2,3) - ^ this is unvisible for new player
01:24:326 (5,1) - add some note between those object
cute easy diff imo,but still need notice some part

July's Normal!
00:04:585 (1) - listen music careful,thay are same part,remove NC
00:05:829 (3) - this is different part,NC
00:10:803 (6) - NC
00:12:046 (7) - why you blanket this part...and 00:12:046 (7) - ~00:13:290 need some note
00:25:414 (5) - NC
00:28:523 (1) - remove NC
00:31:943 (3,4,5,1) - bad follow
00:59:922 (2,3) - don't lap
01:24:171 (1) - remove NC

Cuc's Advanced!
00:04:896 (6,7) - blanket?
00:19:507 (4,5) - stack

Hard!
00:07:538 (7,9) - don't lap
00:12:513 (1) - remove NC
00:15:466 (6,1) - don't lap on slider arrow that's unrankable
00:22:150 (1,2,3,4,5) - bad follow
00:56:813 (1,2,3,4) - overmap
00:59:300 (1,2,3,4) - ^
01:04:274 (1,2,3,4) - bad lap
01:06:761 (1,2,3,4) - overmap
01:09:248 (1,2,3,4) - ^
01:24:326 (4,1) - add some note

tohooz's Insane!
no hitsound?and I think volume can be higher
nice diff

Fruity's Extra!
00:05:206 (2,3) - put more far
00:10:803 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - jump too random,not pretty good
DS need more improve,your DS is irregular

Play NOW!!!!
00:02:953 (4,1) - WTF
00:10:336 (2,1) - DS too short
00:15:621 (1,2,3) - overmap...
00:20:673 (2,3) - ^
01:10:803 (2,3,4,5,6,7) - this is a counterclockwise,but 01:11:735 (1) - is a clockwise,that's pretty uncomfortable

GL
Shiranai
Hello from queue!
Most of my mod will be personal opinion,

General
  1. Double check your aimod
  2. Having variate BG for each diffs might be nice, but the overall BGs size is rather big for a map that doesn't have a video. So my sugestion you should compress or change the extension of the BGs from .png into .jpg as it can reduce the size of the .osz
Beginner
  1. 00:00:855 (1) - That slider can be stop on 00:02:720 - to make it fit with the drum
  2. 00:03:342 (2) - and 00:05:829 (5) - New combo as it have diffrent music on that part
  3. 00:04:430 (3,4,5,1,2) - Imo, your rhythm choice on that part is rather too hard for a beginner. I think you can try to follow the main drum instead the guitar since it should be played easier than the Easy diff
  4. 00:36:295 (4,2) - Unnecesary overlap imo, maybe you can try to rearrange the notes or something to make it neater
  5. 00:40:647 (4) - Touching the HP bar while testing, you can try to move it somewhere else I guess
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Easy
  1. 00:09:559 (3,1,2,3,4) - The placement too crowded I guess, also the overlap between 00:09:559 (3,3) - make the gameplay not intuituve or hard for an Easy
  2. 00:23:549 (2,3) - Could be neater if the slider border not touching each other
  3. 00:29:456 (1,2) - Stacking under a slider isn't recomended for an Easy, furthermore there's a similiar stacking like this one 00:46:399 (4,1) - which have diffrent time-distance. I think most new players will get confused when playing this diff
  4. 00:48:108 (2,4) - The shape could be paralel to make it neater https://osu.ppy.sh/ss/9616770
  5. 01:19:663 (4,1) - Try to fix the blanket perhaps osu.ppy.sh/ss/9616781
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Normal
  1. 00:28:212 (1,1,2) - Broken new combo
  2. 00:31:943 (3,4,5,1) - The placement not comfortable to play imo, it's like the movement on 00:33:186 (5,1) - just happen to be too sharp without a reason
  3. 00:37:849 (7) - The reverse almost hidden by the previous slider, it makes the gameplay not intuitive for a Normal diff
  4. 00:47:798 (1,2) - You can try to ctrl+g that two to produce a better rhythm, since the big tick here 00:48:108 - should be clickable https://osu.ppy.sh/ss/9616829
  5. 00:59:300 (1,2,3) - Could be a blanket perhaps osu.ppy.sh/ss/9616839
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Good luck on further process!
CucumberCuc

Hey lululu wrote:

Cuc's Advanced!
00:04:896 (6,7) - blanket? hm.... but here blanket okay o.o, okay, slightly changed
00:19:507 (4,5) - stack fixed
upd8
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 54404
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3342,10803,13290,15777,18264,20440,23238,33186,43756,48108,55570,62720,65518,70181,75466,85414,90388
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:Now Loading!!!!
TitleUnicode:Now Loading!!!!
Artist:Yusadesu
ArtistUnicode:ゆさです
Creator:realy0_
Version:Cuc's Advanced!
Source:NEW GAME!
Tags:fourfolium ed July-San FruityEnLoops CucumberCuc tohooz
BeatmapID:1459857
BeatmapSetID:685360

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:5.5
ApproachRate:6.5
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"cropped-1920-1080-715850.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
855,310.880829015544,4,2,0,35,1,0
3342,-100,4,1,1,55,0,0
13290,-111.111111111111,4,1,1,40,0,0
22150,-100,4,1,1,45,0,0
23238,-125,4,1,1,55,0,0
33186,-153.846153846153,4,1,1,50,0,0
39715,-153.846153846153,4,2,0,50,0,0
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55570,-83.3333333333333,4,1,1,60,0,1
85414,-133.333333333333,4,2,0,40,0,0
89456,-100,4,2,0,40,0,0


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Combo2 : 164,96,164
Combo3 : 159,159,159
Combo4 : 234,149,196

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350,155,50285,1,8,0:0:0:0:
373,255,50595,6,0,P|329:287|272:300,1,110
176,304,51217,2,0,L|56:304,1,110
20,216,51839,2,0,P|60:116|160:84,2,220
20,312,53238,38,0,L|16:372,2,55,2|4|8,0:0|0:0|0:0,0:0:0:0:
112,312,53704,2,0,L|120:376,2,55,2|4|8,0:0|0:0|0:0,0:0:0:0:
200,280,54171,1,4,0:0:0:0:
256,192,54326,12,0,55259,0:0:0:0:
480,116,55570,22,0,B|424:116|412:152|352:152,1,131.99999597168,10|4,0:0|0:0,0:0:0:0:
256,112,56036,1,0,0:0:0:0:
157,151,56191,2,0,P|93:131|61:75,1,131.99999597168,10|4,0:0|0:0,0:0:0:0:
164,48,56658,1,0,0:0:0:0:
157,151,56813,2,0,P|149:223|153:303,1,131.99999597168,10|4,0:0|0:0,0:0:0:0:
152,384,57279,1,0,0:0:0:0:
248,352,57435,2,0,P|284:348|320:352,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
408,384,57746,5,6,0:0:0:0:
488,324,57901,1,0,0:0:0:0:
439,236,58057,2,0,P|439:196|479:116,1,131.99999597168,10|8,0:0|0:0,0:0:0:0:
408,44,58523,1,0,0:0:0:0:
408,44,58678,2,0,P|348:68|280:64,1,131.99999597168,10|8,0:0|0:0,0:0:0:0:
184,36,59145,1,0,0:0:0:0:
184,36,59300,2,0,L|164:100,1,65.9999979858399,10|0,0:0|0:0,0:0:0:0:
64,108,59611,1,4,0:0:0:0:
64,108,59766,2,0,L|84:176,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
112,268,60077,1,0,0:0:0:0:
112,268,60233,6,0,P|144:276|176:268,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
256,212,60544,2,0,P|286:231|308:268,1,65.9999979858399
368,180,60855,1,0,0:0:0:0:
368,180,61010,2,0,P|348:153|320:136,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
230,98,61321,1,0,0:0:0:0:
230,98,61476,2,0,L|162:98,1,65.9999979858399
208,8,61787,2,0,P|276:8|340:36,1,131.99999597168,0|4,0:0|0:0,0:0:0:0:
420,88,62253,1,0,0:0:0:0:
420,88,62409,2,0,B|441:120|441:120|452:160,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
452,248,62720,5,6,0:0:0:0:
332,356,63031,2,0,P|320:296|244:296,1,131.99999597168,2|4,0:0|0:0,0:0:0:0:
88,288,63652,2,0,P|100:348|176:348,1,131.99999597168,2|4,0:0|0:0,0:0:0:0:
336,276,64274,2,0,P|368:244|388:152,1,131.99999597168,0|4,0:0|0:0,0:0:0:0:
348,68,64741,2,0,L|276:68,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
180,68,65051,2,0,L|180:140,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
84,332,65518,6,0,B|84:248|84:248|128:196,1,131.99999597168,4|0,0:0|0:0,0:0:0:0:
180,134,65984,1,0,0:0:0:0:
180,134,66139,2,0,P|208:192|200:264,1,131.99999597168
176,356,66606,1,0,0:0:0:0:
176,356,66761,2,0,B|252:356,1,65.9999979858399
344,356,67072,1,4,0:0:0:0:
344,356,67228,2,0,P|372:324|376:296,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
388,204,67538,1,0,0:0:0:0:
388,204,67694,6,0,L|456:192,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
452,92,68005,2,0,L|384:80,1,65.9999979858399
288,56,68316,1,8,0:0:0:0:
288,56,68471,2,0,P|284:112|272:132,1,65.9999979858399
220,200,68782,2,0,P|224:256|236:276,1,65.9999979858399,0|8,0:0|0:0,0:0:0:0:
176,352,69093,1,0,0:0:0:0:
176,352,69248,2,0,L|108:352,1,65.9999979858399
24,300,69559,1,4,0:0:0:0:
24,300,69715,2,0,P|20:260|20:228,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
24,132,70025,1,0,0:0:0:0:
24,32,70181,6,0,P|87:43|128:96,1,131.99999597168,4|10,0:0|0:0,0:0:0:0:
116,196,70647,1,0,0:0:0:0:
116,196,70803,2,0,P|152:220|244:216,1,131.99999597168,8|0,0:0|0:0,0:0:0:0:
324,168,71269,1,0,0:0:0:0:
324,168,71424,2,0,L|324:20,1,131.99999597168,8|0,0:0|0:0,0:0:0:0:
424,72,71891,1,0,0:0:0:0:
424,72,72046,2,0,L|424:204,1,131.99999597168,8|0,0:0|0:0,0:0:0:0:
396,352,72668,6,0,B|332:368|332:368|264:368,1,131.99999597168,8|0,0:0|0:0,0:0:0:0:
144,280,73290,1,0,0:0:0:0:
144,280,73601,2,0,P|107:225|107:161,1,131.99999597168,8|0,0:0|0:0,0:0:0:0:
256,124,74222,1,0,0:0:0:0:
256,124,74533,2,0,P|320:116|388:128,2,131.99999597168,8|10|0,0:0|0:0|0:0,0:0:0:0:
369,246,75466,6,0,P|393:214|385:126,1,131.99999597168
484,92,75932,1,0,0:0:0:0:
484,92,76088,2,0,P|504:136|504:168,1,65.9999979858399
504,256,76399,1,0,0:0:0:0:
504,256,76554,2,0,B|472:272|472:272|456:320,1,65.9999979858399
384,364,76865,2,0,L|316:364,1,65.9999979858399
240,300,77176,2,0,B|230:271|230:271|198:255,1,65.9999979858399,0|4,0:0|0:0,0:0:0:0:
108,208,77487,1,0,0:0:0:0:
108,208,77642,2,0,P|128:176|164:160,1,65.9999979858399,4|0,0:0|0:0,0:0:0:0:
248,148,77953,6,0,P|312:148|396:172,1,131.99999597168,4|0,0:0|0:0,0:0:0:0:
480,200,78419,1,0,0:0:0:0:
480,200,78575,2,0,P|484:156|436:76,1,131.99999597168
348,44,79041,2,0,L|276:44,1,65.9999979858399
184,68,79352,2,0,L|176:140,1,65.9999979858399
87,94,79663,1,0,0:0:0:0:
87,94,79818,2,0,L|80:160,2,65.9999979858399,4|0|4,0:0|0:0|0:0,0:0:0:0:
172,232,80440,6,0,P|236:244|304:228,1,131.99999597168,4|0,0:0|0:0,0:0:0:0:
424,128,81062,2,0,L|416:280,1,131.99999597168
360,338,81528,1,0,0:0:0:0:
360,338,81684,2,0,P|316:300|300:224,1,131.99999597168
304,128,82150,1,0,0:0:0:0:
304,128,82305,2,0,B|264:88|264:88|188:76,1,131.99999597168,0|4,0:0|0:0,0:0:0:0:
88,76,82772,1,0,0:0:0:0:
88,76,82927,6,0,L|44:212,1,131.99999597168,4|0,0:0|0:0,0:0:0:0:
100,292,83393,2,0,L|252:292,1,131.99999597168
296,208,83860,2,0,L|255:82,1,131.99999597168
336,12,84326,2,0,P|396:16|408:244,1,329.9999899292
352,300,85259,1,0,0:0:0:0:
256,192,85414,12,0,89456,0:0:0:0:
80,172,89766,6,0,L|85:227,1,55,2|2,0:0|0:0,0:0:0:0:
168,180,90077,1,2,0:0:0:0:
252,137,90232,2,0,L|257:193,1,55,4|0,0:0|0:0,0:0:0:0:

hm... interesting situation with BG's, but i like BG on my diff :3
Topic Starter
realy0_

Hey lululu wrote:

sorry for late

M4M
Easy!
00:01:787 (2,3) - bad follow
00:06:917 (3,4) - blanket?
00:10:803 (1,2,3,4) - this is a special rythem suggestion change to slider for new player
00:23:549 (2,3) - don't lap
00:25:414 (4,3) - ^
00:29:456 (1,2) - unrankable in Easy
00:46:399 (4,1) - ^
01:01:787 (4,2) - don't lap
01:08:005 (1) - ^
01:09:248 (3,2,3) - ^ this is unvisible for new player
01:24:326 (5,1) - add some note between those object
cute easy diff imo,but still need notice some part

July's Normal!
00:04:585 (1) - listen music careful,thay are same part,remove NC
00:05:829 (3) - this is different part,NC
00:10:803 (6) - NC
00:12:046 (7) - why you blanket this part...and 00:12:046 (7) - ~00:13:290 need some note
00:25:414 (5) - NC
00:28:523 (1) - remove NC
00:31:943 (3,4,5,1) - bad follow
00:59:922 (2,3) - don't lap
01:24:171 (1) - remove NC

Cuc's Advanced!
00:04:896 (6,7) - blanket?
00:19:507 (4,5) - stack

Hard!
00:07:538 (7,9) - don't lap
00:12:513 (1) - remove NC
00:15:466 (6,1) - don't lap on slider arrow that's unrankable
00:22:150 (1,2,3,4,5) - bad follow
00:56:813 (1,2,3,4) - overmap
00:59:300 (1,2,3,4) - ^
01:04:274 (1,2,3,4) - bad lap
01:06:761 (1,2,3,4) - overmap
01:09:248 (1,2,3,4) - ^
01:24:326 (4,1) - add some note

tohooz's Insane!
no hitsound?and I think volume can be higher
nice diff

Fruity's Extra!
00:05:206 (2,3) - put more far
00:10:803 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - jump too random,not pretty good
DS need more improve,your DS is irregular

Play NOW!!!!
00:02:953 (4,1) - WTF
00:10:336 (2,1) - DS too short
00:15:621 (1,2,3) - overmap...
00:20:673 (2,3) - ^
01:10:803 (2,3,4,5,6,7) - this is a counterclockwise,but 01:11:735 (1) - is a clockwise,that's pretty uncomfortable

GL

Shiranai wrote:

Hello from queue!
Most of my mod will be personal opinion,

General
  1. Double check your aimod
  2. Having variate BG for each diffs might be nice, but the overall BGs size is rather big for a map that doesn't have a video. So my sugestion you should compress or change the extension of the BGs from .png into .jpg as it can reduce the size of the .osz
Beginner
  1. 00:00:855 (1) - That slider can be stop on 00:02:720 - to make it fit with the drum
  2. 00:03:342 (2) - and 00:05:829 (5) - New combo as it have diffrent music on that part
  3. 00:04:430 (3,4,5,1,2) - Imo, your rhythm choice on that part is rather too hard for a beginner. I think you can try to follow the main drum instead the guitar since it should be played easier than the Easy diff
  4. 00:36:295 (4,2) - Unnecesary overlap imo, maybe you can try to rearrange the notes or something to make it neater
  5. 00:40:647 (4) - Touching the HP bar while testing, you can try to move it somewhere else I guess
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Easy
  1. 00:09:559 (3,1,2,3,4) - The placement too crowded I guess, also the overlap between 00:09:559 (3,3) - make the gameplay not intuituve or hard for an Easy
  2. 00:23:549 (2,3) - Could be neater if the slider border not touching each other
  3. 00:29:456 (1,2) - Stacking under a slider isn't recomended for an Easy, furthermore there's a similiar stacking like this one 00:46:399 (4,1) - which have diffrent time-distance. I think most new players will get confused when playing this diff
  4. 00:48:108 (2,4) - The shape could be paralel to make it neater https://osu.ppy.sh/ss/9616770
  5. 01:19:663 (4,1) - Try to fix the blanket perhaps osu.ppy.sh/ss/9616781
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Normal
  1. 00:28:212 (1,1,2) - Broken new combo
  2. 00:31:943 (3,4,5,1) - The placement not comfortable to play imo, it's like the movement on 00:33:186 (5,1) - just happen to be too sharp without a reason
  3. 00:37:849 (7) - The reverse almost hidden by the previous slider, it makes the gameplay not intuitive for a Normal diff
  4. 00:47:798 (1,2) - You can try to ctrl+g that two to produce a better rhythm, since the big tick here 00:48:108 - should be clickable https://osu.ppy.sh/ss/9616829
  5. 00:59:300 (1,2,3) - Could be a blanket perhaps osu.ppy.sh/ss/9616839
  6. 01:25:414 (1) - The spinner should be end here 01:30:233 - due to the music
Good luck on further process!
thanks for mod both but sadly i can't update/reply until probably mid-december, also for gds, if you dont really like yours bgs, just post it with the new bg
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