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a_hisa - Snow Light

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Topic Starter
Lunala
This beatmap was submitted using in-game submission on 2017年10月29日 at 20:17:06

Artist: a_hisa
Title: Snow Light
Tags: SingleCollection
BPM: 120
Filesize: 4574kb
Play Time: 02:00
Difficulties Available:
  1. Hard (2.76 stars, 214 notes)
  2. Normal (2 stars, 167 notes)
Download: a_hisa - Snow Light
Information: Scores/Beatmap Listing
---------------
anna apple
Hey I was snooping around some modding queues and felt like posting some information for you to look at:

General
The timing is incorrect. You need to make your uninherited timing point start on 00:00:500 - because as it is right now, the downbeats are on the wrong beat , so moving it to where I suggested it would line up all the beats. (and fix nightcore lol)
Right now your background is not working properly, what you need to do is go into your .osu file (for each difficulty) and in "[Events]" you need to change the name of the background image to match the actual name of the background image that exists in the song folder.

Normal
If you press ctrl+a you will notice you have most of your objects in the center of the screen, this can make the map feel a bit cluttered when playing it, and potentially less fun because there are sections of the screen you don't move to.
Overall your 1/2 spacing is a bit high, I think you should have a certain spacing where the objects in 1/2 overlap eachother.
00:03:500 (1) - you should lower the overall New Combo (NC) density for this section since its much calmer
00:00:500 (1,2) - the issue here is, after the player(at this skill level) reaches 00:01:000 - the next slider appears 00:02:000 (2) - and (2)'s tail is closer to the tail of (1). This means that the player will attempt to hit (2)'s tail instead of moving on to (2)'s head. I suggest you move 00:02:000 (2) - up more, and ctrl+g it.
This is a general issue throughout the map, though here are a few points withing the first section: 00:07:500 (2,3) - 00:10:000 (2) - 00:15:000 (4) - 00:19:000 (2,3,4) - 00:25:500 (2,3,4) - the issue here is, the direction at which the cursor is required to move after slider (2) and the direction the cursor is required to move during the slider (3) is inverted. This is uncomfortable for newer players and rather difficult.you should ctrl+g 00:08:500 (3) - ( and fix spacing accordingly)
This is a general issue throughout the map, though here are a few points withing the first section: 00:08:500 (3) - 00:10:000 (2) - 00:15:000 (4) - 00:20:500 (4) - 00:22:000 (2) - I found skipping the sound at 00:08:750 - to be an issue because you followed the same sound accurately with the previous two sliders at 00:06:500 (1,2) -
00:13:500 (2) - 00:25:500 (2) - You can more accurately represent the flute here by making a 1/2 slider starting at 00:13:750 - , note if you agree with this comment you should extend the previous slider to the white tick
00:17:000 (2) - you should put this circle more to the left, so that the previous slider points more directly at it. In its current state, it also inverts the movement and can be uncomfortable for newer players.
00:35:000 (3) - It looks like you are trying to get the slider ball to bounce to the beat here, to do that more accurately you need to move the red anchor on top of the slider tick (here is an example: https://bor.s-ul.eu/Ek5Driow.png)
01:24:250 (1,2) - This is clearly a NC mistake, because you use a 2 measure rule where every two measures there is a NC, this NC lands on the red tick prior to the end of the second measure that it's in. I would swap the NC here.
01:45:000 (6,1,2,3,4,5,1,2,3,4,5,6,1) - 01:45:000 (6,1,2,3,4,5,1,2,3,4,5,6,1) - This is a really long chain of 1/2 objects, according to the ranking criteria this is unrankable because the players at this skill level will find it extremely difficult to maintain holding down keys for a extended period of time like this.
01:54:500 - you should map until this point since this is the end of the song and there are instruments on 01:54:000 - 01:54:250 - and 01:54:500 - that you have mapped to previously and because they are not mapped here it is inconsistent.

Hard
I'm just going to say some general issues here that you should consider:
1. the rhythm density of the intro is the exact same as the later part, but the intro is much calmer, so you should have lower rhythm density (and or spacing) to account for that.
00:13:750 (3) - the visual spacing between 2 and 4 with this object imply that there is a 1/2 beat inbetween both objects, this will cause a reading issue in hard players because the 1/4 rhythm gap will look like a 1/2 rhythm gap. I suggest lowering (3) close to the head of (4) like this https://bor.s-ul.eu/Hb2eHAkC.png so that issue doesn't happen
00:00:500 (1,2,3) - 00:03:500 (1,2,3) - 00:15:500 (1,2,3,4,5,6,1,2,3) - 00:43:500 (2,3,4,5) - (etc.) the sliders here are much harder to play at this level than you probably intened, because hard players tend to follow the sliders more. This creates much more difficult sections in calmer points of the music than some of the sections in the more intense parts of the music. I find this to be an inaccurate representation of the music.



if you have some issues feel free to pm me and I can try to help you resolve them :D best of luck!
MrMan
hey o/ from my queue

For timing you need to move your timing point to here 00:00:500 - (which is 500 offset) As the downbeats are landing in the wrong beats as mentioned in the other modder's post.
It's never a good idea to have a timing point at 0 offset.

Hard
00:08:001 (3,4,5,6) - This could flow better, it's rather uncomfortable to play.

00:12:501 (1) - This slider looks bad.

00:30:500 - Maybe put an inherit point to speed the Slider Velocity just a little bit, This section of the music is a lot more intense so maybe increase the spacing of the objects as well.

00:40:001 (3,6) - maybe overlap 6 onto 3 to keep things neat.

00:42:500 - If you took my advice on the inherit point, this would be a good spot to slow down the slider velocity.

00:53:001 (2,3,4) - I get that you're mapping the background music and separated that with a new combo, but it was really hard to tell at first, this is the point where your maps need hitsounding to address the different sounds you're trying to follow in the music. Download some hitsounds Here

01:15:001 (5) - I think a triple or repeat slider would fit this better

01:30:001 - maybe speed up the slider velocity again here. Its a bit awkward when the entire map is the same speed and have the same spacing when some sections of the music are more intense, try to keep this in mind for next time.

01:57:501 - Maybe put more inherit points here to lower the volume of the hitsounds here.

Your map is also lacking Kiai time which I think would fit some sections of the song.

Good Luck o/
Topic Starter
Lunala

_83 wrote:

Hey I was snooping around some modding queues and felt like posting some information for you to look at:

General
The timing in its current state is unacceptable! You need to make your uninherited timing point start on 00:00:500 - because as it is right now, the downbeats are on the wrong beat right now, so moving it to where I suggested it would line up all the beats. (and fix nightcore lol)
Right now your background is not working properly, what you need to do is go into your .osu file (for each difficulty) and in "[Events]" you need to change the name of the background image to match the actual name of the background image that exists in the song folder.

Normal
If you press ctrl+a you will notice you have most of your objects in the center of the screen, this can make the map feel a bit cluttered when playing it, and potentially less fun because there are sections of the screen you don't move to.
Overall your 1/2 spacing is a bit high, I think you should have a certain spacing where the objects in 1/2 overlap eachother.
00:03:500 (1) - you should lower the overall New Combo (NC) density for this section since its much calmer
00:00:500 (1,2) - the issue here is, after the player(at this skill level) reaches 00:01:000 - the next slider appears 00:02:000 (2) - and (2)'s tail is closer to the tail of (1). This means that the player will attempt to hit (2)'s tail instead of moving on to (2)'s head. I suggest you move 00:02:000 (2) - up more, and ctrl+g it.
This is a general issue throughout the map, though here are a few points withing the first section: 00:07:500 (2,3) - 00:10:000 (2) - 00:15:000 (4) - 00:19:000 (2,3,4) - 00:25:500 (2,3,4) - the issue here is, the direction at which the cursor is required to move after slider (2) and the direction the cursor is required to move during the slider (3) is inverted. This is uncomfortable for newer players and rather difficult.you should ctrl+g 00:08:500 (3) - ( and fix spacing accordingly)
This is a general issue throughout the map, though here are a few points withing the first section: 00:08:500 (3) - 00:10:000 (2) - 00:15:000 (4) - 00:20:500 (4) - 00:22:000 (2) - I found skipping the sound at 00:08:750 - to be an issue because you followed the same sound accurately with the previous two sliders at 00:06:500 (1,2) -
00:13:500 (2) - 00:25:500 (2) - You can more accurately represent the flute here by making a 1/2 slider starting at 00:13:750 - , note if you agree with this comment you should extend the previous slider to the white tick
00:17:000 (2) - you should put this circle more to the left, so that the previous slider points more directly at it. In its current state, it also inverts the movement and can be uncomfortable for newer players.
00:35:000 (3) - It looks like you are trying to get the slider ball to bounce to the beat here, to do that more accurately you need to move the red anchor on top of the slider tick (here is an example: https://bor.s-ul.eu/Ek5Driow.png)
01:24:250 (1,2) - This is clearly a NC mistake, because you use a 2 measure rule where every two measures there is a NC, this NC lands on the red tick prior to the end of the second measure that it's in. I would swap the NC here.
01:45:000 (6,1,2,3,4,5,1,2,3,4,5,6,1) - 01:45:000 (6,1,2,3,4,5,1,2,3,4,5,6,1) - This is a really long chain of 1/2 objects, according to the ranking criteria this is unrankable because the players at this skill level will find it extremely difficult to maintain holding down keys for a extended period of time like this.
01:54:500 - you should map until this point since this is the end of the song and there are instruments on 01:54:000 - 01:54:250 - and 01:54:500 - that you have mapped to previously and because they are not mapped here it is inconsistent.

Hard
I'm just going to say some general issues here that you should consider:
1. the rhythm density of the intro is the exact same as the later part, but the intro is much calmer, so you should have lower rhythm density (and or spacing) to account for that.
00:13:750 (3) - the visual spacing between 2 and 4 with this object imply that there is a 1/2 beat inbetween both objects, this will cause a reading issue in hard players because the 1/4 rhythm gap will look like a 1/2 rhythm gap. I suggest lowering (3) close to the head of (4) like this https://bor.s-ul.eu/Hb2eHAkC.png so that issue doesn't happen
00:00:500 (1,2,3) - 00:03:500 (1,2,3) - 00:15:500 (1,2,3,4,5,6,1,2,3) - 00:43:500 (2,3,4,5) - (etc.) the sliders here are much harder to play at this level than you probably intened, because hard players tend to follow the sliders more. This creates much more difficult sections in calmer points of the music than some of the sections in the more intense parts of the music. I find this to be an inaccurate representation of the music.



if you have some issues feel free to pm me and I can try to help you resolve them :D best of luck!
Really grateful for your mod!!
Will try best to edit them:D
Topic Starter
Lunala

-CerealBox- wrote:

hey o/ from my queue

For timing you need to move your timing point to here 00:00:500 - (which is 500 offset) As the downbeats are landing in the wrong beats as mentioned in the other modder's post.
It's never a good idea to have a timing point at 0 offset.

Hard
00:08:001 (3,4,5,6) - This could flow better, it's rather uncomfortable to play.

00:12:501 (1) - This slider looks bad.

00:30:500 - Maybe put an inherit point to speed the Slider Velocity just a little bit, This section of the music is a lot more intense so maybe increase the spacing of the objects as well.

00:40:001 (3,6) - maybe overlap 6 onto 3 to keep things neat.

00:42:500 - If you took my advice on the inherit point, this would be a good spot to slow down the slider velocity.

00:53:001 (2,3,4) - I get that you're mapping the background music and separated that with a new combo, but it was really hard to tell at first, this is the point where your maps need hitsounding to address the different sounds you're trying to follow in the music. Download some hitsounds Here

01:15:001 (5) - I think a triple or repeat slider would fit this better /maybe a triple is a little hard?Will consider./

01:30:001 - maybe speed up the slider velocity again here. Its a bit awkward when the entire map is the same speed and have the same spacing when some sections of the music are more intense, try to keep this in mind for next time. /Will consider speeding up 00:30:500 and slowing down 00:42:500 but I feel that the kiai is not more intense - it's just more emotional, so in my view there's not much need to speed up here?/

01:57:501 - Maybe put more inherit points here to lower the volume of the hitsounds here.

Your map is also lacking Kiai time which I think would fit some sections of the song.

Good Luck o/
Thank you for your mod!
Will edit them :)
DeletedUser_6181859
Hi-hi, analysis from queue.
No kudosu, please, it's not a mod.
[General]
  1. Disable coultdown and widesceen support in Normal, you haven't storyboard and CD is a bit 2010, but now is 2017... maybe.
  2. Difficulties end time is not consistent. (yep, i still use assistant). And I agreed with it, because Normal-diff looks empty with nothing.
  3. Set preview-point on both diffs (in Timing tab).
  4. BG in .png, seriously? At first, it have big size so you can convert it to .jpg. And at second, I consider to change BG because this looks as resized low-quality screen from random anime (maybe Spice and Wolf, but idk).
  5. If you change something global (volume, kiai, etc) on your map, you should to change it in all diffs. Yep, i'm about greenlines in last diff.
[Normal]

  • Looks as the very first diff. (ehh, no, not very first, for example, my first diff was random sliders, but it was on rhythm). And it have a lot of problems.
  1. At first, rhythm. Listen the song. Then check your map. You highlight wrong places, or just don't highlight it at all. Examples - 00:07:500 (2) you placed in right place, but 00:13:500 (2) in almost empty - i hear only start of 1/8 pattern on 00:13:750 . Also 00:20:500 (4,5,6) sound variable, but i don't hear objects on this places - you can start slider from 00:20:000 (3) , end it in 00:20:750 and start another (repeat, or kick with circle) in 00:21:000 . 00:25:500 (2) is same sound as i mentioned before, but objects around isn't identical that looks awful. 00:35:000 (3) - 00:41:000 (4,5) - identical too, but at the same rhythm you have different patterns.
  2. At second, identity. Do you know what is copy-paste system? Yea, i think your keyboard have "Ctrl", "C" and "V", even it's not standart Windows-compatibility keyboard. Different patterns breaks symmetry between it, so it looks awful too. (hmm, you can turn on counter of "awful" word? :D ) Examples - 01:15:500 (1,2) - 01:21:500 (1,2) - looks like they should be symmetrical, but it's false. Same situation on some others places.
  3. At third, placement. Oh, visual component of diff is awful. No blankets, creepy curves, some overlaps. Examples - 00:16:000 (5) have bad curve (seriously, it can me something other, just straight line or one curve slider (maybe with blanket with 00:15:000 (4) ), 00:24:500 (1) - 00:28:000 (5) - etc can be with one point too (check previous), 00:27:000 (4) - here is red-sliderpoint in end of slider, 00:29:000 (6,7,8) - 00:50:000 (3,4,5) - here is non-reasonable angle change, 00:40:000 (2) can be rotated on 180 degrees for better pattern with 00:39:500 (1) , 00:46:500 (2,1) have non-flow randomish overlap. And others, others, others. It's one of main problems.
  4. At fourth, flow and movements. Do you really think that players can read it? This problem almost on all map, and it's main problem of map. Examples - ...huh, you really need examples? 00:00:500 (1,2) - here should be blanket, 00:07:500 (2,3,4,5,6) - here players can move cursor on 360 degrees and have strange angles between, 00:13:500 (2) - if you end slider with sharp turn, next circle should be in right part of screen, not in left, 00:16:000 (5,6,7) - here is FULLY antiflow inherent for higher diffs, not for normals.
  5. And, at last, diff settings. Do you know that you can make different settings for different diffs of one map? No? Well, you can change slider velocity and distance spacing (Alt+mouse wheel) at this diff in order to Hard-diff have harder settings.
[Hard]
Hmm, looks a bit better. Maybe after mods? But anyway, it have problems, generally on patterns.
But hey, do you know about Edit tab? Click on random slider/circle/group of objects and click on this tab. Then you can rotate patterns. Great, really? It should helps you to make some patterns, 00:17:000 (3,4,5) for example.

Hope it helps. But... eh, hardly possible.
Good luck!
Reazen
#From Modding Queue
General
Open Aimod (Ctrl+Shift+A) and try to fix some stuff.
You have to work on the aesthetic side, on both diffs.
No Hitsounds
Rhythm sometimes is messy.
Normal
I think a lower CS is better, it's the easiest diff in mapset afterall.
00:00:500 (1,2) - Something like this is not good, https://puu.sh/y9XLw/cd04ffef2c.png Player (New player) most likely will try to click the end of the slider instead of the beginning because the distance is smaller. This is normal you should avoid confusion like this. Everything should be clean and easy to see.
You should try to catch this problem throughout the rest of map.
00:07:500 (2) - https://puu.sh/y9Y5s/9e99e58d1c.png I think you should avoid finishing sliders on big tick, they tends to feel more clickable https://puu.sh/y9YdZ/896f5638e5.png I think something like this sounds better.
Well.. I will end here, because most of the map have the same issues, there is no logic behind slider shapes/circle placement ( not everywhere but still most of the map) It's just too random.
Hard
The same as normal, a lot aesthetic issues, and rhythm as well
01:15:000 (5) - please.. xDD I know what you want to achieve here but it's poorly made. I think you should just replace it with stacked stream https://puu.sh/y9Zc2/2e96efc430.png or reverse slider like that 01:37:000 (3) -
00:25:750 (3,4) - the same
01:49:500 (2,3) - this should looks more like this pattern 00:28:500 (3,4,5,6) - actually you should try to use this more often.
Yea you should mostly work on aesthestics, and sometimes you missed sounds like 01:26:500 (6) - in the middle of slider, this one should be clickable, missing something like this is fine on low difficulty because you are kinda nerfing the song but on the highest diff is not recommended.
I wrote you only general stuff because this map need some work on basic things. If you want more indepth help you can call me ingame ;P
Useful links
Beatmapping/Modding: Guide Compendium t/441929
Flow t/86329
Sliders t/208596

Good luck :)
mantasu
o/ from my q
ok I'll mod both
[General]
Look for an HD background :D
disable countdown
set preview point

[Normal]
In general you should do some more sensible placement and don't use so many slidershapes
As this is low bpm I'd suggest you to lower slider velocity
00:08:500 (3) - this can confuse newbie players and they might click sliderend first
00:15:000 (4) - ^
00:17:500 (7) - ^
01:30:500 (1) - ^
00:22:000 (7,8) - this could be a blanked somehow xd
00:28:000 (5) - ^
00:30:500 - You could set a kiai time here
00:40:000 (2,4) - this overlap looks bad
00:45:000 (3,2) - ^
01:07:500 (3,5) - ^
01:25:500 (4,7) - ^
01:21:500 (1,2) - you could make them similar

[Hard]
Circle size for hard could be 3 or 4
CS 4+ are mostly used in Insane+ diffs
Again imao too many slidershapes
objects could also be arranged in some more aesthetic way
00:02:000 (3,1) - overlap
00:09:500 (1,3) - ^
00:18:000 (5,2) - ^ etc
00:15:250 (6,1) - between these and 00:15:500 (1,2) - these there are same spaces but rhythm in the first case is 1/2 and in the second - 1/1. This cannot be
00:30:500 - again put kiai part
00:41:000 (6) - NC
01:57:500 - volume of the hitobjects should be lower

GL~
Smokeman
NM form my q

Hard

Since this song doesnt allways have precussion sounds you end up having some wierd off-beat melodic notes from the flute or guitar etc. I would highly recommend getting someone with a lot of timing experience to judge whether this song is accaptable to rank like this or not.

I will focus on small gimmicks you can do to emphasie the song better/more accurate. You use a very unorthodox flow style and kept it a fair amount consistent aswell..
00:08:000 (3) - This should be a 1/1 slider to match the rythm of the melody which you mainly focus on in this map.
00:12:000 (4) - changing this into a a single note for etter effect (see: (*)00:24:000 - )
00:18:500 (1) - changing this to a single note would break the monotone 1/2 slider spam. You did indicate the change by contrasting the arrangement of your objects. I think the single note instead of the 1/2 has a much greater effect because of what the sound you are mapping on is. 00:16:500 (2,3,4,5) - the flute continuously drops in pitch with each passing slider and hit its lowest at 00:18:500 (1) - where is also abruptly ends and thus makes it feel like the transitiong between these musical phrases more abrupt rather than smooth (you made them smooth by having a 7 1/2 slider double pattern)
00:21:000 (6) - having these kind of sliders as 2 normal circles would be more effective to show and emphasise the different kind of sounds
(*)00:24:000 - since the last note on the flute ends here leading to a white tick gab between the next time we hear it, it would nice have the song reflect that by breaking the continuous 1/2 gabs between objects and introducing a 1/1 gab between 00:24:000 - 00:24:500 - to emphasise the silence by changing 00:24:000 (6) - into a single note
00:36:000 (6) - i would recommend you put this objects in such a manner that the player feels a rough angle when going into 00:36:500 (1,2,3) - (just like you did at 00:30:000 (6,1,2,3) - 00:33:000 (6,1,2) - ) My example https://puu.sh/yaUlS/6424a1eced.png
00:42:500 - From this point on lowering your spacing to what it was before 00:30:500 -. This 00:48:500 (1,2,3,4,5,6,7) - pattern for example feels way too much spaced than the song fits relative to how you mapped the rest of the map.
00:53:750 (3) - I think you would get a better effect if you deleted this object and just leftthe melody sink in.
00:58:500 (3) - Could change this to 2 notes aswell (regardless, the shape of this slider is made out of 4 white anchors which is kinda wierd since all the other sliders in this section are simple curves and not bezier)
00:54:000 (4) - I like how you started using linear slider with the change of the instrumental, but i would hav eloved to see you keep it up a bit longer in the map than just the first 2 patterns : (
01:26:500 (6) - this kida misses the notes in the song. You would want to hit 01:26:750 - which has the
note of the melody instead of 01:26:500 -
01:47:000 (4,5) - avoid randomly throwing in heavy overlaps like this in an otherwise clean map.
01:54:500 (1,2,3,4,1,2,3,4,5,6,7) - have the volume continuously go down with every object so match the fade out of the song (very important to get this right!)

I looked at the normal and i think most of what i said on the Hard applies on it aswell ( I also trust _83 to have something of value on it since his post loks pertty logn aswell)
just avoid completly wierd movements like 00:13:500 (2,3,4) - . Those arent very nice to look at or play imo
00:23:000 (8) - this is outside of the playfield (check when playing the map cause the editor doesnt 1 : 1 correlate to the playfield

hope this helps you improve this : )

hf mapping
Topic Starter
Lunala

100bit wrote:

Hi-hi, analysis from queue.
No kudosu, please, it's not a mod.
[General]
  1. Disable coultdown and widesceen support in Normal, you haven't storyboard and CD is a bit 2010, but now is 2017... maybe.
  2. Difficulties end time is not consistent. (yep, i still use assistant). And I agreed with it, because Normal-diff looks empty with nothing.
  3. Set preview-point on both diffs (in Timing tab).
  4. BG in .png, seriously? At first, it have big size so you can convert it to .jpg. And at second, I consider to change BG because this looks as resized low-quality screen from random anime (maybe Spice and Wolf, but idk). It's a screenshot(/I think it's the origin size because this is a very old anime made in 2005)from Mushishi, and I just thought it fit the song so I applied it. /
  5. If you change something global (volume, kiai, etc) on your map, you should to change it in all diffs. Yep, i'm about greenlines in last diff.
    /Others will be improved./
[Normal]

  • Looks as the very first diff. (ehh, no, not very first, for example, my first diff was random sliders, but it was on rhythm). And it have a lot of problems.
  1. At first, rhythm. Listen the song. Then check your map. You highlight wrong places, or just don't highlight it at all. Examples - 00:07:500 (2) you placed in right place, but 00:13:500 (2) in almost empty - i hear only start of 1/8 pattern on 00:13:750 . Also 00:20:500 (4,5,6) sound variable, but i don't hear objects on this places - you can start slider from 00:20:000 (3) , end it in 00:20:750 and start another (repeat, or kick with circle) in 00:21:000 . 00:25:500 (2) is same sound as i mentioned before, but objects around isn't identical that looks awful. 00:35:000 (3) - 00:41:000 (4,5) - identical too, but at the same rhythm you have different patterns./Will improve. Wasn't sure how to map the song at first./
  2. At second, identity. Do you know what is copy-paste system? Yea, i think your keyboard have "Ctrl", "C" and "V", even it's not standart Windows-compatibility keyboard. Different patterns breaks symmetry between it, so it looks awful too. (hmm, you can turn on counter of "awful" word? :D ) Examples - 01:15:500 (1,2) - 01:21:500 (1,2) - looks like they should be symmetrical, but it's false. Same situation on some others places./I know about copy-paste but was not sure how to use it appropriately to reach the aesthetic requirement to be ranked.Will improve./
  3. At third, placement. Oh, visual component of diff is awful. No blankets, creepy curves, some overlaps. Examples - 00:16:000 (5) have bad curve (seriously, it can me something other, just straight line or one curve slider (maybe with blanket with 00:15:000 (4) ), 00:24:500 (1) - 00:28:000 (5) - etc can be with one point too (check previous), 00:27:000 (4) - here is red-sliderpoint in end of slider, 00:29:000 (6,7,8) - 00:50:000 (3,4,5) - here is non-reasonable angle change, 00:40:000 (2) can be rotated on 180 degrees for better pattern with 00:39:500 (1) , 00:46:500 (2,1) have non-flow randomish overlap. And others, others, others. It's one of main problems./Will improve./
  4. At fourth, flow and movements. Do you really think that players can read it? This problem almost on all map, and it's main problem of map. Examples - ...huh, you really need examples? 00:00:500 (1,2) - here should be blanket, 00:07:500 (2,3,4,5,6) - here players can move cursor on 360 degrees and have strange angles between, 00:13:500 (2) - if you end slider with sharp turn, next circle should be in right part of screen, not in left, 00:16:000 (5,6,7) - here is FULLY antiflow inherent for higher diffs, not for normals./Will improve./
  5. And, at last, diff settings. Do you know that you can make different settings for different diffs of one map? No? Well, you can change slider velocity and distance spacing (Alt+mouse wheel) at this diff in order to Hard-diff have harder settings./Considering./
[Hard]
Hmm, looks a bit better. Maybe after mods? But anyway, it have problems, generally on patterns.
But hey, do you know about Edit tab? Click on random slider/circle/group of objects and click on this tab. Then you can rotate patterns. Great, really? It should helps you to make some patterns, 00:17:000 (3,4,5) for example./Will try to fix patterns./

Hope it helps. But... eh, hardly possible./It helped,and thank you for your analysis!/
Good luck!
Topic Starter
Lunala

Reazen wrote:

#From Modding Queue
General
Open Aimod (Ctrl+Shift+A) and try to fix some stuff.
You have to work on the aesthetic side, on both diffs.
No Hitsounds
Rhythm sometimes is messy.
Normal
I think a lower CS is better, it's the easiest diff in mapset afterall.
00:00:500 (1,2) - Something like this is not good, https://puu.sh/y9XLw/cd04ffef2c.png Player (New player) most likely will try to click the end of the slider instead of the beginning because the distance is smaller. This is normal you should avoid confusion like this. Everything should be clean and easy to see.//Will improve./
You should try to catch this problem throughout the rest of map.
00:07:500 (2) - https://puu.sh/y9Y5s/9e99e58d1c.png I think you should avoid finishing sliders on big tick, they tends to feel more clickable https://puu.sh/y9YdZ/896f5638e5.png I think something like this sounds better./It really sounds better!/
Well.. I will end here, because most of the map have the same issues, there is no logic behind slider shapes/circle placement ( not everywhere but still most of the map) It's just too random.
Hard
The same as normal, a lot aesthetic issues, and rhythm as well
01:15:000 (5) - please.. xDD I know what you want to achieve here but it's poorly made. I think you should just replace it with stacked stream https://puu.sh/y9Zc2/2e96efc430.png or reverse slider like that 01:37:000 (3) - /Considering how to map it well./
00:25:750 (3,4) - the same /Considering./
01:49:500 (2,3) - this should looks more like this pattern 00:28:500 (3,4,5,6) - actually you should try to use this more often./Will improve./
Yea you should mostly work on aesthestics, and sometimes you missed sounds like 01:26:500 (6) - in the middle of slider, this one should be clickable, missing something like this is fine on low difficulty because you are kinda nerfing the song but on the highest diff is not recommended./Got it.Will improve./
I wrote you only general stuff because this map need some work on basic things. If you want more indepth help you can call me ingame ;P
Useful links
Beatmapping/Modding: Guide Compendium t/441929
Flow t/86329
Sliders t/208596

Good luck :)
Thank you for ur mod!
Topic Starter
Lunala

seselis1 wrote:

o/ from my q
ok I'll mod both
[General]
Look for an HD background :D
disable countdown
set preview point

[Normal]
In general you should do some more sensible placement and don't use so many slidershapes
As this is low bpm I'd suggest you to lower slider velocity /Will consider./
00:08:500 (3) - this can confuse newbie players and they might click sliderend first
00:15:000 (4) - ^
00:17:500 (7) - ^
01:30:500 (1) - ^
/Will improve them./
00:22:000 (7,8) - this could be a blanked somehow xd
00:28:000 (5) - ^
/Will try to realize them./
00:30:500 - You could set a kiai time here/Improved./
00:40:000 (2,4) - this overlap looks bad
00:45:000 (3,2) - ^
01:07:500 (3,5) - ^
01:25:500 (4,7) - ^
/Will try to fix the arrangement./
01:21:500 (1,2) - you could make them similar/Improved./

[Hard]
Circle size for hard could be 3 or 4
CS 4+ are mostly used in Insane+ diffs/Thought about it,but feel that CS4 makes it a little ugly for the song,can't explain why.../
Again imao too many slidershapes /Is many slidershapes unsuitable?I didn't know that.../
objects could also be arranged in some more aesthetic way
00:02:000 (3,1) - overlap /Improved./
00:09:500 (1,3) - ^ /Do you mean their tails?Will improve./
00:18:000 (5,2) - ^ etc
00:15:250 (6,1) - between these and 00:15:500 (1,2) - these there are same spaces but rhythm in the first case is 1/2 and in the second - 1/1. This cannot be /Improved./
00:30:500 - again put kiai part /Improved./
00:41:000 (6) - NC /I NC every 6 beats in this song.Is it appropriate to NC here?/
01:57:500 - volume of the hitobjects should be lower/Improved./

GL~
Thank you for your mod!
Cheri
From my Queue - Modding only the top difficulty

  • General
  1. (Make sure to check your Aimod)Turn off Countdown on all difficulties
  2. Set a preview point in the song on all difficulties
  3. You will need a difficulty at least below 2* for ranking - the normal is map in a way that I really shouldn't called the lowest tbh and it just better to have an easy even if you do manage to get the normal below 2*
  • Hard
  1. 00:08:500 (4) - Move this at around X: 185 Y:241 to flow a bit better
  2. 00:16:250 - I find this pause a bit unnecessary and I felt it better to just add a note here since it something going on
  3. 00:40:000 (3,6) - you should just stack these on top of each to make it clean
  4. 01:40:500 (4) - this is stronger than the previous notes so I suggest moving it a bit forward to emphasis it a bit more
  5. 01:59:000 (3,4,5,6) - the music is getting much quiet here and I felt that the spacing should be a bit lower like this example down below

that be all

pretty cool so far :)


GL
Topic Starter
Lunala

Smokeman wrote:

NM form my q

Hard

Since this song doesnt allways have precussion sounds you end up having some wierd off-beat melodic notes from the flute or guitar etc. I would highly recommend getting someone with a lot of timing experience to judge whether this song is accaptable to rank like this or not.

I will focus on small gimmicks you can do to emphasie the song better/more accurate. You use a very unorthodox flow style and kept it a fair amount consistent aswell..
00:08:000 (3) - This should be a 1/1 slider to match the rythm of the melody which you mainly focus on in this map.
00:12:000 (4) - changing this into a a single note for etter effect (see: (*)00:24:000 - )
00:18:500 (1) - changing this to a single note would break the monotone 1/2 slider spam. You did indicate the change by contrasting the arrangement of your objects. I think the single note instead of the 1/2 has a much greater effect because of what the sound you are mapping on is. 00:16:500 (2,3,4,5) - the flute continuously drops in pitch with each passing slider and hit its lowest at 00:18:500 (1) - where is also abruptly ends and thus makes it feel like the transitiong between these musical phrases more abrupt rather than smooth (you made them smooth by having a 7 1/2 slider double pattern)
00:21:000 (6) - having these kind of sliders as 2 normal circles would be more effective to show and emphasise the different kind of sounds
(*)00:24:000 - since the last note on the flute ends here leading to a white tick gab between the next time we hear it, it would nice have the song reflect that by breaking the continuous 1/2 gabs between objects and introducing a 1/1 gab between 00:24:000 - 00:24:500 - to emphasise the silence by changing 00:24:000 (6) - into a single note
00:36:000 (6) - i would recommend you put this objects in such a manner that the player feels a rough angle when going into 00:36:500 (1,2,3) - (just like you did at 00:30:000 (6,1,2,3) - 00:33:000 (6,1,2) - ) My example https://puu.sh/yaUlS/6424a1eced.png
00:42:500 - From this point on lowering your spacing to what it was before 00:30:500 -. This 00:48:500 (1,2,3,4,5,6,7) - pattern for example feels way too much spaced than the song fits relative to how you mapped the rest of the map.
00:53:750 (3) - I think you would get a better effect if you deleted this object and just leftthe melody sink in.
00:58:500 (3) - Could change this to 2 notes aswell (regardless, the shape of this slider is made out of 4 white anchors which is kinda wierd since all the other sliders in this section are simple curves and not bezier)
00:54:000 (4) - I like how you started using linear slider with the change of the instrumental, but i would hav eloved to see you keep it up a bit longer in the map than just the first 2 patterns : (
01:26:500 (6) - this kida misses the notes in the song. You would want to hit 01:26:750 - which has the
note of the melody instead of 01:26:500 -
01:47:000 (4,5) - avoid randomly throwing in heavy overlaps like this in an otherwise clean map.
01:54:500 (1,2,3,4,1,2,3,4,5,6,7) - have the volume continuously go down with every object so match the fade out of the song (very important to get this right!)

I looked at the normal and i think most of what i said on the Hard applies on it aswell ( I also trust _83 to have something of value on it since his post loks pertty logn aswell)
just avoid completly wierd movements like 00:13:500 (2,3,4) - . Those arent very nice to look at or play imo
00:23:000 (8) - this is outside of the playfield (check when playing the map cause the editor doesnt 1 : 1 correlate to the playfield

hope this helps you improve this : )

hf mapping
All improved!
Thank you for your mod!
Topic Starter
Lunala

Hailie wrote:

From my Queue - Modding only the top difficulty

  • General
  1. (Make sure to check your Aimod)Turn off Countdown on all difficulties
  2. Set a preview point in the song on all difficulties
  3. You will need a difficulty at least below 2* for ranking - the normal is map in a way that I really shouldn't called the lowest tbh and it just better to have an easy even if you do manage to get the normal below 2*
  • Hard
  1. 00:08:500 (4) - Move this at around X: 185 Y:241 to flow a bit better
  2. 00:16:250 - I find this pause a bit unnecessary and I felt it better to just add a note here since it something going on
  3. 00:40:000 (3,6) - you should just stack these on top of each to make it clean
  4. 01:40:500 (4) - this is stronger than the previous notes so I suggest moving it a bit forward to emphasis it a bit more
  5. 01:59:000 (3,4,5,6) - the music is getting much quiet here and I felt that the spacing should be a bit lower like this example down below

that be all

pretty cool so far :)


GL
Improved!
Thank you for your mod!
Nokie-
Here from my queue

General
Maybe set a kiai? 01:30:500 - to 01:53:500 - seems like a good place

People have said this before, but since you have't done it, here's a reminder to remove countdown on both diffs (you have it on on normal).

The combo colours are fairly similar. I recommend changing either of the two, maybe to a grey-ish sort of colour, since white doesn't really work.

maybe add some tags, so the song is easier to find

remove widescreen support on normal

Normal
Not really sure how to mod this :?

The difficulty settings are kinda high, considering it's the sets lowest difficulty, especially cs 4 seems a bit much

The slider velocity also seems a bit too fast for a normal, again especially if it's your lowest diff.

00:00:500 (1,2,3,4) - this is not exactly the most beautiful arrangement I can imagine. Also, since you can't really follow all the short sounds going on here, consider removing them all together and start your map here 00:06:500 (1) - , which makes sense since it is the first sound with a clearly audible impact that you can properly follow in a normal.

00:08:750 - I don't think skipping this sound works well with the rest of your map. The flute is clearly the most prominent instrument here, and you followed it before too. I'd suggest either making 00:08:500 (3) - a 1/2 reverse slider if you really wanna keep the white tick clickable, or to a normal 1/2 slider and the move it to 00:08:750 - There are several occasions where this occurs.
Here's all I found
  1. 00:10:000 (5) -
  2. 00:15:000 (4) -
  3. 00:20:500 (4) -
  4. 00:22:000 (7) -
  5. 00:27:000 (4) -
00:13:500 (2) - / 00:25:500 (2) - make this a reverse to follow the flute better.

00:28:000 (5) - shorten this to a 1/1 slider and move to 00:28:250 - to follow the flute better

00:43:500 (2) - split this into two sliders to follow the flute: a 1/2 slider here 00:43:500 - and a 1/1 slider here 00:44:000 -

00:49:250 (2) - split into a circle here 00:49:250 - and a 1/2 here to follow the flute, and connect to your next pattern smoothly.

01:03:000 (5) - not sure why you chose to map this as a circle when you mapped these 01:01:500 (2,3,4) - as 1/2 sliders

01:07:500 (3) - / 01:10:500 (3) - remove reverse

01:22:500 (3,4) - remove both and replace with a 1/1 slider starting here 01:22:500 - for consistency

01:31:500 (3) - I think this section calls for higher rhythmic density. replace this with a 1/2 slider and a 3/2 slider like this

In general, A E S T H E T I C S seem to be a point this map is really lacking in. I can't really give a lot of good tips, the only thing I can do is link a guide for neat sliders, which are a core element for beautiful maps.

Also try to have a sliders' curvature lead naturally into the next object, unless the music calls for something else. This will improve both aesthetics and flow of a map greatly.

Hard
00:21:000 (6) - why not make this into two circles instead? Considering both the fact that there are equally strong impacts on both head and tail, and that you used 1/2 sliders up to this point in a different context, make me think that two circles would work better. If not, at least give them a shape, that clearly displays that distinction from the other 1/2 sliders.
Here's a list of all additional objects this concerns
  1. 00:28:500 (3) -
  2. 00:43:500 (2) -
  3. 00:58:500 (3) -
  4. 01:18:000 (5) -
  5. 01:21:000 (5) -

00:41:000 (6) - nc?

01:15:000 (5) - you may use 1/4 in a hard, so why use a weird slider shape like this to express those sounds, when a 4 circle 1/4 burst does a much better job?

01:43:500 (3,4) - this covers the same sound you previously mapped with two circles, which I think you should stick to.

01:59:000 (3,4,5,6,7) - this is way too intense, considering the song is about to end and probably at ~10% volume.
Also place a green line to change the hitsound volume for at least these last objects.

Concerning aesthetics, I can only quote myself:
In general, A E S T H E T I C S seem to be a point this map is really lacking in. I can't really give a lot of good tips, the only thing I can do is link a guide for neat sliders, which are a core element for beautiful maps.

Also try to have a sliders' curvature lead naturally into the next object, unless the music calls for something else. This will improve both aesthetics and flow of a map greatly.

I really like the chill song, and hope my mod was somehow helpful.
Good luck on your journey!
Mithia
H-Hi xdxd... Here from my modding queue
Normal
00:00:500 (1,2) - thought it looks better like that
00:05:000 (4) - ungly slider inc
00:16:000 (5) - improve it
00:16:000 (5) - NC?
00:23:000 (8) - improve it
00:24:500 (1,5) - same
00:57:000 (5) - stack it with 00:55:500 (3) -
00:59:500 (4,1) - Very simple
01:12:500 (1,2,3) - Triangle owo

01:35:000 (4) - improve it
01:40:500 (2) - stack it with 01:35:000 (4) -
01:41:000 (3) - improve it
01:52:500 (4) - This slider does not feel good with the end of the song, I do not know .. I do not feel the rhythm, try to apply something else
Hard
00:04:000 (2) - stack it with 00:03:000 (4) -
00:12:500 (1) - improve it
00:23:000 (4,5) - the slider points up, instead of pointing to the next circle, it does not look very good

00:36:000 (6,1) - breaks the flow a little
00:41:000 (6) - stack it well with 00:40:000 (3) -
00:41:000 (6) - nc?
00:49:500 (4,6) - NC?
01:15:000 (5) - I do not like xD
01:24:250 (6,1) - distance between these two is equal to 01:24:000 (5,6) - considering that 01:24:250 (6,1) - are more glued where you put the notes, the distance between these two should not be as big as 01:24:000 (5,6) - try to paste them more
01:35:000 (4) - improve it
01:51:500 (1) - same
01:53:000 (4) - stack it with the end of 01:51:500 (1) -
From here 01:54:500 - to here 02:00:000 - audio in 25%
Important
improves sliders, flow, and distance :) will you place kiai?
I do not like the image very much, change it for a more HD, if you want tell me the type of image and I can help you, example... https://konachan.com/sample/d87012c02f7 ... sample.jpg or https://konachan.com/sample/d944e5e7be5 ... sample.jpg
I hope I've been helpful :cry: :cry: :cry:
Topic Starter
Lunala

WasserIstGut wrote:

Here from my queue

General
Maybe set a kiai? 01:30:500 - to 01:53:500 - seems like a good place Accepted

People have said this before, but since you have't done it, here's a reminder to remove countdown on both diffs (you have it on on normal).Forgot that in Normal...Thanks for reminder!

The combo colours are fairly similar. I recommend changing either of the two, maybe to a grey-ish sort of colour, since white doesn't really work. Will consider

maybe add some tags, so the song is easier to find

remove widescreen support on normalMay I ask...what is it?


Normal
Not really sure how to mod this :?

The difficulty settings are kinda high, considering it's the sets lowest difficulty, especially cs 4 seems a bit much

The slider velocity also seems a bit too fast for a normal, again especially if it's your lowest diff.

00:00:500 (1,2,3,4) - this is not exactly the most beautiful arrangement I can imagine. Also, since you can't really follow all the short sounds going on here, consider removing them all together and start your map here 00:06:500 (1) - , which makes sense since it is the first sound with a clearly audible impact that you can properly follow in a normal. Not sure if it would be better to skip the beginning...Will consider.

00:08:750 - I don't think skipping this sound works well with the rest of your map. The flute is clearly the most prominent instrument here, and you followed it before too. I'd suggest either making 00:08:500 (3) - a 1/2 reverse slider if you really wanna keep the white tick clickable, or to a normal 1/2 slider and the move it to 00:08:750 - There are several occasions where this occurs.
Here's all I found
  1. 00:10:000 (5) -
  2. 00:15:000 (4) -
  3. 00:20:500 (4) -
  4. 00:22:000 (7) -
  5. 00:27:000 (4) -
Will try to fix

00:13:500 (2) - / 00:25:500 (2) - make this a reverse to follow the flute better. Accepted

00:28:000 (5) - shorten this to a 1/1 slider and move to 00:28:250 - to follow the flute better Accpeted

00:43:500 (2) - split this into two sliders to follow the flute: a 1/2 slider here 00:43:500 - and a 1/1 slider here 00:44:000 - Accepted

00:49:250 (2) - split into a circle here 00:49:250 - and a 1/2 here to follow the flute, and connect to your next pattern smoothly. Accepted

01:03:000 (5) - not sure why you chose to map this as a circle when you mapped these 01:01:500 (2,3,4) - as 1/2 sliders I'm not sure either...Just map it as a circle at the first sight...Will consider.

01:07:500 (3) - / 01:10:500 (3) - remove reverse I feel the reverse works not bad here?...Will consider.

01:22:500 (3,4) - remove both and replace with a 1/1 slider starting here 01:22:500 - for consistency Also put a circle here at the first sight...Will consider

01:31:500 (3) - I think this section calls for higher rhythmic density. replace this with a 1/2 slider and a 3/2 slider like this Will edit.It expresses the rhythm better!

In general, A E S T H E T I C S seem to be a point this map is really lacking in. I can't really give a lot of good tips, the only thing I can do is link a guide for neat sliders, which are a core element for beautiful maps.

Also try to have a sliders' curvature lead naturally into the next object, unless the music calls for something else. This will improve both aesthetics and flow of a map greatly.

Hard
00:21:000 (6) - why not make this into two circles instead? Considering both the fact that there are equally strong impacts on both head and tail, and that you used 1/2 sliders up to this point in a different context, make me think that two circles would work better. If not, at least give them a shape, that clearly displays that distinction from the other 1/2 sliders.
Here's a list of all additional objects this concerns
  1. 00:28:500 (3) -
  2. 00:43:500 (2) -
  3. 00:58:500 (3) -
  4. 01:18:000 (5) -
  5. 01:21:000 (5) -
.Maybe sliders can express consistency?Will consider how would make it better..

00:41:000 (6) - nc? Accepted

01:15:000 (5) - you may use 1/4 in a hard, so why use a weird slider shape like this to express those sounds, when a 4 circle 1/4 burst does a much better job? Accepted

01:43:500 (3,4) - this covers the same sound you previously mapped with two circles, which I think you should stick to. I thought it need to be intense at the end of kiai so I mapped it as two sliders...Will consider.

01:59:000 (3,4,5,6,7) - this is way too intense, considering the song is about to end and probably at ~10% volume.
Also place a green line to change the hitsound volume for at least these last objects. Will edit.

Concerning aesthetics, I can only quote myself:
In general, A E S T H E T I C S seem to be a point this map is really lacking in. I can't really give a lot of good tips, the only thing I can do is link a guide for neat sliders, which are a core element for beautiful maps.

Also try to have a sliders' curvature lead naturally into the next object, unless the music calls for something else. This will improve both aesthetics and flow of a map greatly. Studying to do that XD

I really like the chill song, and hope my mod was somehow helpful. Thank you!
Good luck on your journey!
Marmorexx
Hey there \o/

Im coming from my modding queue


First off, add some hitsounds to make your map ready for ranking! Usually i don't mod maps that aren't up for ranking, but i like what you did so far!
Note that i can't really map your normal diff though, because i don't see anything thats wrong with it. I'm better at finding things on higher difficulties... But i think that there are a lot of modders out there to give you more feedback on the lower diff too :)

Hard ---

Really solid mapping. Most of the things i pointed out are just minor improvements or suggestions. Nothing really feels bad here! Good job!

00:01:000 (2) - Since this is the first jump of the map and the song is relatively slow, consider moving this closer to (1)
00:12:000 (4) - This is just for the aesthetics: Turn it CCW a little and move it up. Looks nicer, doesnt change the difficulty
00:24:000 (6) - Move this up a little so it doesnt cut the connection line below
00:41:000 (6) - Make this a new combo to avoid high object counts
00:54:500 (1) - I feel like this should be a long slider with a circle 00:55:250 - here.
01:06:500 - Here the song starts building up a little. Why don't you use the opporunity and mape the map a bit harder by placing some jumps here and there like you did in this part: 00:30:500
01:15:000 (5) - I like this ! c:
01:26:500 (6) - I'd go for a slider here and circle 01:27:000 - Here and 01:27:250 - here.

Good Luck!
Topic Starter
Lunala

OsuDans wrote:

H-Hi xdxd... Here from my modding queue
Normal
00:00:500 (1,2) - thought it looks better like that
00:05:000 (4) - ungly slider inc
00:16:000 (5) - improve it
00:16:000 (5) - NC?
00:23:000 (8) - improve it
00:24:500 (1,5) - same
00:57:000 (5) - stack it with 00:55:500 (3) -
00:59:500 (4,1) - Very simple
01:12:500 (1,2,3) - Triangle owo
Improved.
01:35:000 (4) - improve it
01:40:500 (2) - stack it with 01:35:000 (4) -
01:41:000 (3) - improve it
01:52:500 (4) - This slider does not feel good with the end of the song, I do not know .. I do not feel the rhythm, try to apply something else
Hard
00:04:000 (2) - stack it with 00:03:000 (4) -
00:12:500 (1) - improve it
00:23:000 (4,5) - the slider points up, instead of pointing to the next circle, it does not look very good

00:36:000 (6,1) - breaks the flow a little
00:41:000 (6) - stack it well with 00:40:000 (3) -
00:41:000 (6) - nc? Will NC here
00:49:500 (4,6) - NC? I make NC every six beats so I think maybe continue combo here will be better?
01:15:000 (5) - I do not like xD I will think about it xD
01:24:250 (6,1) - distance between these two is equal to 01:24:000 (5,6) - considering that 01:24:250 (6,1) - are more glued where you put the notes, the distance between these two should not be as big as 01:24:000 (5,6) - try to paste them more Hmm I'm sorry that I didn't get the meaning of glued...Can you explain a little more about it?
01:35:000 (4) - improve it
01:51:500 (1) - same
01:53:000 (4) - stack it with the end of 01:51:500 (1) -
From here 01:54:500 - to here 02:00:000 - audio in 25%
Important
improves sliders, flow, and distance :) will you place kiai?
I do not like the image very much, change it for a more HD, if you want tell me the type of image and I can help you, example... https://konachan.com/sample/d87012c02f7 ... sample.jpg or https://konachan.com/sample/d944e5e7be5 ... sample.jpg
I hope I've been helpful :cry: :cry: :cry:
Really sorry that I've been busy these days and couldn't focus on mapping...
Well,everything about stacks have been improved and shapes will be curved~

I think my ideal image is a snowscape with cold colors(but not a photo).
Could you help me find pictures like that? :)

Thank you very much!
Topic Starter
Lunala

Marmorexx wrote:

Hey there \o/

Im coming from my modding queue


First off, add some hitsounds to make your map ready for ranking! Usually i don't mod maps that aren't up for ranking, but i like what you did so far!
Note that i can't really map your normal diff though, because i don't see anything thats wrong with it. I'm better at finding things on higher difficulties... But i think that there are a lot of modders out there to give you more feedback on the lower diff too :)

Hard ---

Really solid mapping. Most of the things i pointed out are just minor improvements or suggestions. Nothing really feels bad here! Good job!

00:01:000 (2) - Since this is the first jump of the map and the song is relatively slow, consider moving this closer to (1) Will approve it
00:12:000 (4) - This is just for the aesthetics: Turn it CCW a little and move it up. Looks nicer, doesnt change the difficulty Maybe approved in previous mods :D
00:24:000 (6) - Move this up a little so it doesnt cut the connection line below Will approve it
00:41:000 (6) - Make this a new combo to avoid high object counts Will approve it
00:54:500 (1) - I feel like this should be a long slider with a circle 00:55:250 - here. That really makes it better!
01:06:500 - Here the song starts building up a little. Why don't you use the opporunity and mape the map a bit harder by placing some jumps here and there like you did in this part: 00:30:500 I see...Will consider
01:15:000 (5) - I like this ! c: Glad to hear that owo
01:26:500 (6) - I'd go for a slider here and circle 01:27:000 - Here and 01:27:250 - here. Will consider...I'm trying to compare the two arrangement.

Good Luck!
I'm really sorry that I replied after so long...
In previous days I couldn't focus on improving my map...
Thank you for your mod and I'll try my best to improve!
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