forum

Jun Senoue - Green Hill (Modern)

posted
Total Posts
44
Topic Starter
Invert Tails Prower
This beatmap was submitted using in-game submission on Sunday, October 21, 2012 at 9:58:57 PM

Artist: Jun Senoue
Title: Green Hill (Modern)
Source: Sonic Genrations
Tags: SEGA remix New Masato Nakamura and Naofumi Hataya
BPM: 80
Filesize: 7136kb
Play Time: 02:00
Difficulties Available:
  1. Act 1 (1.77 stars, 88 notes)
  2. Act 2 (3.69 stars, 140 notes)
  3. Act 3 (4.33 stars, 163 notes)
  4. Beginner Zone (0.78 stars, 68 notes)
  5. Moway's Boss (5 stars, 365 notes)
Download: Jun Senoue - Green Hill (Modern)
Information: Scores/Beatmap Listing
---------------
Beginner to Act 3 by Me
Boss by Moway

Modern Green Hill from Sonic Generations that im working on, any help with testing or tips is well appreciated. Thanks :3

~ Invert Tails

[August 9th 2012]
- Added Minor Story-boarding
- Tweaked Beginner & Normal
- Planned for Hard and Insane

[August 10th 2012]
- Began and Semi-Finished Hard Difficulty
- Hard is availible to play but needs review

[August 13th 2012]
- Looking for a mapper for a Insane diffuculty done from scratch!
- Edits Requested by user below applied to the difficulties.

sCam wrote:

Normal
-----------------
00:17:606 Move circle (1) to 00:16:856

Hard
------------------------
00:46:293 place (3) here
01:39:730 add circle if you want
01:40:667 remove circle
Also, since this is last difficulty, put AR +1

That's al for now, good luck!
LOOKING FOR MAPPER TO DO INSANE DIFFICULTY!

[August 17th 2012]
- 70% of SephWalker's suggestions have been applied
- Difficulties have become zones and acts.
- An update later today will include some fixes in Act 3 ("Hard") [Completed]

STILL LOOKING FOR MAPPER TO DO INSANE DIFFICULTY!

[August 18th 2012]
- New Sound effects added for the speed up sections in Normal and Hard

STILL LOOKING FOR MAPPER TO DO INSANE DIFFICULTY!

[August 20th 2012]
- Made the music a slight bit more audiable in the .mp3
- Fixed a major spacing problem around the middle of the Act 3 Difficulty

STILL LOOKING FOR MAPPER TO DO INSANE DIFFICULTY!

[August 22nd 2012]
- Planning to fix audio due to quietness
- Tweeked spacing in Hard (Act 3)
- Added a few custom items, please comment if you like or do not like them.
- Tweeked the beatmap info and the mp3 for simpler download.
- Real quickly fixed timing but still need advice on timing after finding out the Mp3 update de-sync'd the beatmaps!
- Moway's Boss Level (Insane) has been added, making this a complete submission but i wont move to pending till i get more community modding.
- More timing and tweaking throughout the entire day.

[August 25th 2012]
- Went through each difficulty with AI mod and applies a few increases in difficulty reccomended by Chaotic_iak
- Now ready for one more mod before moving to pending!
- Tweeks to the [Act 3] Speed up section have been made
- More Spacing fixes through AI mod in [Act 3]

[August 29th 2012]
- Changed a lot in Beginnner
- Finally found true author to song and edited accordingly.
- More Changes soon way later today.

[August 30th 2012]
- Worked on making Beginner more fluid.
- All difficulties will be worked on on my days off. :3

[August 31st 2012]
- Beginner tweeked hitsownds
- Act 1 Fixed spacing and other issues dignified in the last 2 posts on page 2 of the topic.
- Act 1 Changed a few hitsounds.
- Act 2 Fixed spacing and other issues dignified in the last 2 posts on page 2 of the topic.
- Act 2 Changed a few hitsounds.

[September 2nd 2012]
- Act 3 Fixed spacing and other issues
- Act 3 Increased Slider Velocity dignified in the last 2 posts on page 2 of the topic.
- Act 3 Changed a few hitsounds.
- Planning to move to pending very soon.

[September 4th 2012]
- A much higher res background has been added and is now 4:3. Your welcome... *turns away*
- New Health bar assuming that your format is genrally around the default
- Act 1 tweaked slightly at the beginning
- Act 3 a break before the 1st speed up was added. So people dont die quickly.
- Added preview points to all beatmaps
- Modified tags

[September 5th 2012]
- Moway updated his boss level!
- Begninner was tweaked
- Act 1's approach rate was increased to 4
- Possibly moving to pending today or tomorrow

[September 11th 2012]
- Act 3 has a new warning system for the bigger speed up sections. Opinions?

[September 13th 2012]
- Result Screen update

[September 18th 2012]
- Moved to Pending!

[October 21st 2012]
- Unkown update to Beginner Zone. Probably forgot to update again.
Link2006
I tried it in solo and used mods, It is easy without them and gives a really good challenge with them. I love it .

Also tried it with you in multi, It was fun.
Topic Starter
Invert Tails Prower
Thanks, why do beatmaps submitted never get attention to be tested, i swear the system is backwards.
Topic Starter
Invert Tails Prower
I dunno if its legal to multi-post but i added a normal. Still would like more opinions on it and such so feel free to comment and all. :3
SephyFoxx
I think it's a great beatmap. You're doing a great job. :3
sCam
Hi from mod req!

first I wanna suggest some difficulty name ideas? Since it's Sonic, wouldn't it be fun to call Beginner(Act 1) like in all the sonic games there's like 3 acts, then the Final Boss. You have 4 difficulties, so this could work. Just an idea. It's prolly stupid of me to think this way <.<

Anyways!

Beginner
------------------
Got nothing, looks fine to me.

Easy
-----------------
got nothing either. so far so good.

Normal
-----------------
00:17:606 Move circle (1) to 00:16:856

Hard
------------------------
00:46:293 place (3) here
01:39:730 add circle if you want
01:40:667 remove circle
Also, since this is last difficulty, put AR +1

That's al for now, good luck!
Topic Starter
Invert Tails Prower
Thanks for the pointers, I've applied it to my beatmaps. :3
SephWalker

sCam wrote:

Hi from mod req!

first I wanna suggest some difficulty name ideas? Since it's Sonic, wouldn't it be fun to call Beginner(Act 1) like in all the sonic games there's like 3 acts, then the Final Boss. You have 4 difficulties, so this could work. Just an idea. It's prolly stupid of me to think this way <.<
Greetings -- sCam referred me here when I asked for video game music to mod. Excited to mod this map, I love Sonic and the music is always great -- although, I like it better in the older games, it's still great.
[General]
I agree wholeheartedly with sCam. Beginner - Act 1, Easy - Act 2, Normal - Act 3, Hard - Final Boss. I think this would work really well. Naming the difficulty levels, for me at least, makes me compelled to complete them all. Especially when they're from a video game. It also just plain out adds a lot of flavour to the beatmap, makes it stand out in peoples' lists.

Onwards to the modes:

[Beginner]
The only thing I can say about this is that you should probably avoid stacking beats the way you do. It would probably confuse a new player, especially one playing on "Beginner".

[Easy]
The same as above. Lots of stacking in this one, should avoid it on easier difficulties.

[Normal]
Oi, I can tell I'm gonna have a lot of recommendations on this one. So, as a general rule of thumb, in the easier difficulties (ie Normal and lower) you should pretty much always have distance snap turned on. I honestly might suggest that you even remake this map entirely with distance snap turned on. The reason it is kept on is because the spacing of the beats needs to be intuitive to the player. If you space all the beats by hand, you might make mistakes that result in the player being very confused.
  1. 00:15:356 (4) - This doesn't match with the beat at all. The beat actually is "1 2 X 4" instead of "1 2 3 4". Take a look at my screenshot: http://osu.ppy.sh/ss/405243
  2. 00:16:856 (1) - Wrong timing. Move one blue tick to the right. http://osu.ppy.sh/ss/405245
  3. 00:21:918 (4) - Turn this from a slider into a circle. It makes no sense being a slider. If you really want it as a slider, extend it to the red tick next to the next note.
  4. 00:26:231 (1,2,3) - This section is really boring to play. Not a horribly big deal, but might want to consider changing it to something more interesting.
  5. 00:30:918 (4) - Same problem as before. Turn from a slider to a circle.
  6. 00:33:356 (1) - This spinner is really out of place. Remove it, and put a pattern in here.
  7. 00:35:793 (1,2) - These need to be remapped entirely. Remove them, and make a new section here.
  8. 00:43:106 (4,5) - These two need to go.
  9. 00:46:293 (3) - Move this two grids up, and two grids to the left. This is why we leave distance snap on. ;)
  10. 00:48:918 (4) - You can add some more notes here to finish off this section of the song. See: http://osu.ppy.sh/ss/405255
  11. 01:01:481 (1) - The spacing here is really bad. Stacking the notes like this is confusing. See for improvement: http://osu.ppy.sh/ss/405260
  12. 01:05:793 (2) - Move one up, three to the right.
  13. 01:06:356 (4) - Turn from a slider into two circles.
  14. 01:07:106 (1) - Get rid of entirely.
  15. 01:08:793 (2) - Two grids to the right.
    etc. etc. etc. I think you get the jist. If you go through and fix all the problems like this (stacked circles, bad distances) I'll gladly re-mod the map for you.
[Hard]
Hard suffers from many similar problems to Normal. If you go through and check to make sure each beat actually corresponds to SOMETHING in the map, I'll gladly mod it, but for now I'm going to leave it alone.
Topic Starter
Invert Tails Prower

SephWalker wrote:

sCam wrote:

Hi from mod req!

first I wanna suggest some difficulty name ideas? Since it's Sonic, wouldn't it be fun to call Beginner(Act 1) like in all the sonic games there's like 3 acts, then the Final Boss. You have 4 difficulties, so this could work. Just an idea. It's prolly stupid of me to think this way <.<
Greetings -- sCam referred me here when I asked for video game music to mod. Excited to mod this map, I love Sonic and the music is always great -- although, I like it better in the older games, it's still great.
[General]
I agree wholeheartedly with sCam. Beginner - Act 1, Easy - Act 2, Normal - Act 3, Hard - Final Boss. I think this would work really well. Naming the difficulty levels, for me at least, makes me compelled to complete them all. Especially when they're from a video game. It also just plain out adds a lot of flavour to the beatmap, makes it stand out in peoples' lists.

Onwards to the modes:

[Beginner]
The only thing I can say about this is that you should probably avoid stacking beats the way you do. It would probably confuse a new player, especially one playing on "Beginner".

[Easy]
The same as above. Lots of stacking in this one, should avoid it on easier difficulties.

[Normal]
Oi, I can tell I'm gonna have a lot of recommendations on this one. So, as a general rule of thumb, in the easier difficulties (ie Normal and lower) you should pretty much always have distance snap turned on. I honestly might suggest that you even remake this map entirely with distance snap turned on. The reason it is kept on is because the spacing of the beats needs to be intuitive to the player. If you space all the beats by hand, you might make mistakes that result in the player being very confused.
  1. 00:15:356 (4) - This doesn't match with the beat at all. The beat actually is "1 2 X 4" instead of "1 2 3 4". Take a look at my screenshot: http://osu.ppy.sh/ss/405243
  2. 00:16:856 (1) - Wrong timing. Move one blue tick to the right. http://osu.ppy.sh/ss/405245
  3. 00:21:918 (4) - Turn this from a slider into a circle. It makes no sense being a slider. If you really want it as a slider, extend it to the red tick next to the next note.
  4. 00:26:231 (1,2,3) - This section is really boring to play. Not a horribly big deal, but might want to consider changing it to something more interesting.
  5. 00:30:918 (4) - Same problem as before. Turn from a slider to a circle.
  6. 00:33:356 (1) - This spinner is really out of place. Remove it, and put a pattern in here.
  7. 00:35:793 (1,2) - These need to be remapped entirely. Remove them, and make a new section here.
  8. 00:43:106 (4,5) - These two need to go.
  9. 00:46:293 (3) - Move this two grids up, and two grids to the left. This is why we leave distance snap on. ;)
  10. 00:48:918 (4) - You can add some more notes here to finish off this section of the song. See: http://osu.ppy.sh/ss/405255
  11. 01:01:481 (1) - The spacing here is really bad. Stacking the notes like this is confusing. See for improvement: http://osu.ppy.sh/ss/405260
  12. 01:05:793 (2) - Move one up, three to the right.
  13. 01:06:356 (4) - Turn from a slider into two circles.
  14. 01:07:106 (1) - Get rid of entirely.
  15. 01:08:793 (2) - Two grids to the right.
    etc. etc. etc. I think you get the jist. If you go through and fix all the problems like this (stacked circles, bad distances) I'll gladly re-mod the map for you.
[Hard]
Hard suffers from many similar problems to Normal. If you go through and check to make sure each beat actually corresponds to SOMETHING in the map, I'll gladly mod it, but for now I'm going to leave it alone.

Would you be interested in doing the 5th difficuly Insane. I need someone to do it.
SephWalker

Invert Tails Prower wrote:

Would you be interested in doing the 5th difficuly Insane. I need someone to do it.
I'm sorry, I don't really have the time right now. :(
Topic Starter
Invert Tails Prower

SephWalker wrote:

Invert Tails Prower wrote:

Would you be interested in doing the 5th difficuly Insane. I need someone to do it.
I'm sorry, I don't really have the time right now. :(
No worries then man. Thanks again for the mod advice
Moway
A few quick things.

Audio bitrate is too high. Reduce to 192.

Background image must be 4:3, commonly 800x600 and 1024x768 are used, so those should be sizes you should go for.

Overall beatsounds are too loud, try experimenting with different volumes on your timing points.

Mp3 is way too long for the play time. Cut the mp3 so that it ends when the mapping ends.


Source should be Sonic Generations.

None of your tags are necessary since all of the words are in either Artist or Title.

I'll do a full mod eventually, but these are things you either absolutely need to fix or I highly recommend you fix.

Working on my diff right now.
Topic Starter
Invert Tails Prower

Moway wrote:

A few quick things.

Audio bitrate is too high. Reduce to 192.

Background image must be 4:3, commonly 800x600 and 1024x768 are used, so those should be sizes you should go for.

Overall beatsounds are too loud, try experimenting with different volumes on your timing points.

Mp3 is way too long for the play time. Cut the mp3 so that it ends when the mapping ends.


Source should be Sonic Generations.

None of your tags are necessary since all of the words are in either Artist or Title.

I'll do a full mod eventually, but these are things you either absolutely need to fix or I highly recommend you fix.

Working on my diff right now.
Thanks for the input though the audio bit rate is only a 128 for i use audacity to record this, the background image seems to work fine on my osu but that may be because i use an HD resolution. Though I attempted to once again increase the volume of the music so that the hit circles doesn't overpower the music. As well as cutting down the mp3 to stop at 2:15 so hope you don't go too far in the insane difficulty, made the mp3 a bit smaller in size.
Moway
Here's the diff. No hitsounds though, because I'm not exactly sure what you want to do with the other diffs. For now though, here's the rough format, see if you like it or not.

http://puu.sh/XPDZ

copy paste text in notepad then save as a .osu file in the song folder then full upload
Topic Starter
Invert Tails Prower

Moway wrote:

Here's the diff. No hitsounds though, because I'm not exactly sure what you want to do with the other diffs. For now though, here's the rough format, see if you like it or not.

http://puu.sh/XPDZ

copy paste text in notepad then save as a .osu file in the song folder then full upload

Sir you have outdone yourself. This is perfect XD...ill just adjust the offset to the new map cause its a bit different now that Ive redone the audio file for some reason....it DE-synced all my maps.
Moway

Invert Tails Prower wrote:

Moway wrote:

Here's the diff. No hitsounds though, because I'm not exactly sure what you want to do with the other diffs. For now though, here's the rough format, see if you like it or not.

http://puu.sh/XPDZ

copy paste text in notepad then save as a .osu file in the song folder then full upload

Sir you have outdone yourself. This is perfect XD...ill just adjust the offset to the new map cause its a bit different now that Ive redone the audio file for some reason....it DE-synced all my maps.
Also, the timing points weren't snapped, probably due to bpm/offset changes, so make sure to check those again. Glad that you like the diff.
Topic Starter
Invert Tails Prower
I recently went through and re snapped each and every beatmap and had to go though the first through to fix about a few of the last notes cause they snapped the wrong way but as far as i know its fixed again.
Moway
At least for my diff all of the notes need to be moved one tick to the right. I think the note resnap set them to the wrong location. I also think the timing point works better at 13542.

EDIT: It appears to be that way for all of the diffs.

I'm also mapping out the whole break that I put in, I think it will be nicer if the whole thing was mapped. I'll work on the beatsounds, I think i have a good idea of how to make it fit with the maps you did.

EDIT2: Offset needs to be changed. I have it on 13570 and that sounds about right.
Topic Starter
Invert Tails Prower
Hmm possibly i need to re upload everything a full beatmap submission. I'm pretty sure i not just 15 minutes ago just fixed everything. For the most part ill fix it all up...should have one mass update probably midnight -8 PST for I will take a break on this, cause i have been working on this all day.
Topic Starter
Invert Tails Prower

Moway wrote:

At least for my diff all of the notes need to be moved one tick to the right. I think the note resnap set them to the wrong location. I also think the timing point works better at 13542.

EDIT: It appears to be that way for all of the diffs.

I'm also mapping out the whole break that I put in, I think it will be nicer if the whole thing was mapped. I'll work on the beatsounds, I think i have a good idea of how to make it fit with the maps you did.

EDIT2: Offset needs to be changed. I have it on 13570 and that sounds about right.

To all of them or just your map?
NaomiMinette
Ah, how badly I wanted to play this game (the 3DS version is just bleh :()... Anyway:

[General]
I'm not a fan of the hit skins. Shouldn't they use... I dunno... something coming from the game? Still, you don't have to change this if you don't want to.

[Beginner Zone], [Act 1], and [Act 2]
* Okay, I'm just gonna say this now: the distance snapping is really inconsistent in these difficulties; stick to one.

[Act 1], [Act 2], and [Act 3]
* Did you just basically copy the previous difficulty and make a few changes? Because that's all that I'm seeing for these three. Try to make these difficulties stand out more; use more note patterns/slider shapes/etc.

[Moway's Boss]
I can't find anything wrong, though when the storyboard says "Speed UP!" the first time (around 1:24), this threw me off since the song breaks down here, and the same slider velocity is maintained. The second time "Speed UP!" is used (which seems to be hidden behind a spinner; around 1:50), the sliders aren't going faster or anything.

Uhh... yeah... That's about it for now. All I can say is work on Beginner Zone and Acts 1-3. (Don't give this post kudosu, either.)
chaotic_iak
Modding time! (Because you posted in #modreqs.)

[General]
I'd say a BPM of 160 instead of 80.
Hit skins are rather weird (Sonic's image shouldn't be pixelated like that), and custom sounds (pass/fail, extra spins) sound rather annoying.
Sweet and Speed Up images are rather annoying (Sweet appears at pretty much random time and Speed Up doesn't actually indicate speeding up).
Set a preview point.
Change background so it's 4:3.

[Beginner]
Make countdown normal speed (80 BPM).
Many spacing violations. I'm pretty sure AIMod shows many.
Many beats on half-beat; beginners need plenty of time before such a beat (because it's usually not rhythmic). 00:58:945 (1,2) is a particularly extreme example that it has a half-beat gap between them.

[Act 1]
Spacing violations again. Beats on half-beat again, although that's a little bit more tolerable seeing that it's Normal.
00:43:195 (2,3,1) - Stacking?

[Act 2]
Remove lead in.
AR +2 (to 6)
OD +2 (to 6)
Why does it feel similar to Act 1?
Spacing violations again. When timing of beats is irregular, make sure spacing is consistent.

[Act 3]
Remove lead in.
Make slider speed consistent.
AR +3 (to 7)
Spacing violations again.

[Moway's Boss]
Remove lead in.
I like this difficulty much more than the others; when spacing is irregular, timing is regular (all objects are separated by half-beat or something), and when timing is irregular, spacing is regular.
00:51:070 (1) - Repeat hidden by previous 3.

Yeah, you need quite some improvement, mostly about spacing (make them regular for Easy/Normal, and make them regular if timing is irregular for all) and beat timing (don't put half-beats on Easy, put only a small amount of half-beats on Normal, etc).
Topic Starter
Invert Tails Prower

Blazevoir wrote:

Ah, how badly I wanted to play this game (the 3DS version is just bleh :()... Anyway:

[General]
I'm not a fan of the hit skins. Shouldn't they use... I dunno... something coming from the game? Still, you don't have to change this if you don't want to.

[Beginner Zone], [Act 1], and [Act 2]
* Okay, I'm just gonna say this now: the distance snapping is really inconsistent in these difficulties; stick to one.

[Act 1], [Act 2], and [Act 3]
* Did you just basically copy the previous difficulty and make a few changes? Because that's all that I'm seeing for these three. Try to make these difficulties stand out more; use more note patterns/slider shapes/etc.

[Moway's Boss]
I can't find anything wrong, though when the storyboard says "Speed UP!" the first time (around 1:24), this threw me off since the song breaks down here, and the same slider velocity is maintained. The second time "Speed UP!" is used (which seems to be hidden behind a spinner; around 1:50), the sliders aren't going faster or anything.

Uhh... yeah... That's about it for now. All I can say is work on Beginner Zone and Acts 1-3. (Don't give this post kudosu, either.)
There isnt really much to work with here since the song doesn't have a vocal line here so i mix between the two main audible rhythm. And well anyone who suggests anything to my beatmaps deserves Kudosu. Sorry if you don't believe in that but your getting it. :P, For the most part the speed ups are a distraction. The only difficulties they are remotely consistent with are Normal and Hard.


chaotic_iak wrote:

Modding time! (Because you posted in #modreqs.)

[General]
I'd say a BPM of 160 instead of 80.
Hit skins are rather weird (Sonic's image shouldn't be pixelated like that), and custom sounds (pass/fail, extra spins) sound rather annoying.
Sweet and Speed Up images are rather annoying (Sweet appears at pretty much random time and Speed Up doesn't actually indicate speeding up).
Set a preview point.
Change background so it's 4:3.

[Beginner]
Make countdown normal speed (80 BPM).
Many spacing violations. I'm pretty sure AIMod shows many.
Many beats on half-beat; beginners need plenty of time before such a beat (because it's usually not rhythmic). 00:58:945 (1,2) is a particularly extreme example that it has a half-beat gap between them.

[Act 1]
Spacing violations again. Beats on half-beat again, although that's a little bit more tolerable seeing that it's Normal.
00:43:195 (2,3,1) - Stacking?

[Act 2]
Remove lead in.
AR +2 (to 6)
OD +2 (to 6)
Why does it feel similar to Act 1?
Spacing violations again. When timing of beats is irregular, make sure spacing is consistent.

[Act 3]
Remove lead in.
Make slider speed consistent.
AR +3 (to 7)
Spacing violations again.

[Moway's Boss]
Remove lead in.
I like this difficulty much more than the others; when spacing is irregular, timing is regular (all objects are separated by half-beat or something), and when timing is irregular, spacing is regular.
00:51:070 (1) - Repeat hidden by previous 3.

Yeah, you need quite some improvement, mostly about spacing (make them regular for Easy/Normal, and make them regular if timing is irregular for all) and beat timing (don't put half-beats on Easy, put only a small amount of half-beats on Normal, etc).

All i can say is i really hope you know that isnt sonic in any of the hits, otherwise ill take into consideration most of the edits here.

One question...what are all the acroyms
NaomiMinette

Invert Tails Prower wrote:

One question...what are all the acroyms
AR = Approach Rate
OD = Overall Difficulty

They're the options under Song Setup -> Difficulty.
chaotic_iak

Invert Tails Prower wrote:

For the most part the speed ups are a distraction. The only difficulties they are remotely consistent with are Normal and Hard.
WHAT? You better use something that's not a text so people are not tricked of thinking it's going to actually speed up.

Invert Tails Prower wrote:

All i can say is i really hope you know that isnt sonic in any of the hits, otherwise ill take into consideration most of the edits here.
Uh what? I don't get what "any of the hits" means.
Topic Starter
Invert Tails Prower

chaotic_iak wrote:

Invert Tails Prower wrote:

For the most part the speed ups are a distraction. The only difficulties they are remotely consistent with are Normal and Hard.
WHAT? You better use something that's not a text so people are not tricked of thinking it's going to actually speed up.
By remotely i meant that the timing section is multiplies by x2 or x3 BPM. If you actually looked at the timing sections for those difficulties in timing you would have known that. For the most part it IS a speed up by BPM in Hard and Normal in the speed up sections. Do i have to make it THAT obvious to the point where all the beats are spaced out to hurt your hands?


Also i meant the custom hit images.
chaotic_iak
Uh sorry if I sounded rude.

I mean if you have Speed Up text but gameplay doesn't actually speed up (aka Easy, Insane, and Extra), it distracts the player. The purpose of osu! is not to distract the player to the point that it no longer becomes fun to play (say, when you have irregular timing+spacing I immediately got confused; do this several times in a row and I become annoyed; compare with Moway's Boss where things got intuitive save for occasional objects hidden under hit bursts, but that doesn't come in a bunch at the same time).

Also, x2 or x3 is not "remotely"; it is actually a speed up.
Topic Starter
Invert Tails Prower
To be honest i kept forgetting to remove the images for the boss difficulty if its a consolation XP
TheVileOne
Edit: I'm getting an Error Loading Audio error off of your map. It didn't seem to upload properly.


Okay here's your mod


General

Title: Green Hill: Act 2 (Normal) would be a more official name http://vgmdb.net/album/29979
Artist should be Jun Senoue.
Add Masato Nakamura and Naofumi Hataya to tags. Also SEGA and remix too. (and new, so if someone types in new sonic it will be a top listing)
Remove the tags that are already there. You don't need to include the artist, source, or title of the song in the tags.
(Keep modern as a tag)
Your mapset needs a preview point to be ranked. The option is located in the timing menu. Find a point that is a good representation of the song and select Set Preview Point. Do this for each difficulty. These points should be the same in every difficulty.

Your kiais should start and end on white ticks. All of your kiai start and end on unsnapped green lines?

00:37:452 - Bad place to have a kiai. Kiai should be saved for a climax part of the song and preferably on a downbeat (long white tick). If you have to map the kiai with a slow down, it's not a climax area of the song. I would move first kiai to here 01:01:570 -. End it here 01:13:570 - If you do this, add the kiai point to Beginner too.
Start second kiai here 01:37:570 -
End second kiai here 01:49:570 -

You end your difficulties on weird parts in the song. Try mapping until this 02:03:070 - in all difficulties.


Beginner Zone

Hitsounds patterns are largely consistent. The pattern and spacing consistency aren't much better. I feel there is little reason to space notes differently than 0.8 distance snap. Some pattern designs you made look nicer at a higher snap, but IMO, a well designed map wouldn't use patterns that don't work with a single snap if possible. If you see a part that isn't spaced at 0.8 and there is room to space it differently, try using 0.8 snap and see how it works.

00:25:570 (1,2,3,4,1,2,3,4) - Combos are spaced differently. Shouldn't they be the same since there are supposed to be mirrored?
00:34:570 (2,3) - 0.8 snap would be better.
00:51:070 (2) - Add whistle?
00:51:445 (3) - Add finish to end?
00:51:445 (3) - End on the blue tick, because the sound is there. After that move the next notes over to fix the snap you were using.
00:56:320 (1) - Create a better curve for this. Adjust the points until you achieve a better curve, preferably one that has it's end pointing towards the next note.
00:57:445 (1) - Remove new combo to be consistent with other combos.
00:59:132 (1) - It sounds bad when you have two claps like this. Try using different hitsounds to represent each note or just have one hitsound like you had for other parts.
01:01:570 (1,2,3) - I have several issues with this. The first is that it's a bad place to start the next combo. Try to remove as much overlap as possible from your maps. And 2, the design is unappealing to look at. It could be a lot better. 3. The claps don't sound good. Add some hitsound variation. I don't see why it has to be entirely claps through this part. Lastly, the offbeat start of 3, is probably going to be hard to pickup. It's a bit much for the easiest difficulty. you could try this. http://osu.ppy.sh/ss/416085 I highly recommend start the combo there, but how you place the notes is a bit up to you. My design might not be the most creative, and you could choose to keep your double mini slider pattern if you want, but please increase the snap to 1.0 to make it slightly more readable.
01:05:132 (1,2,3) - Make these spacings equal. 1.14 looks good to me. Turn grid snap and distance snap off. Then move 3 until it looks like the spacing is equal. Turn both back on afterwards. (or use 0.8 to be more consistent)
01:12:070 (2) - I expected a clap here.
01:13:007 (1) - Claps are more distracting than helpful IMO. I suggest replacing the end clap with a whistle.
01:13:007 (1,2) - 0.8 would be better here IMO. the whole part after is 0.8 so it would make sense.
01:22:570 (1) - Points are evenly distributed, but does this look symmetrical to you? Here's a tip for making complex sliders. Use a smaller grid size. The toggle is G or access from the menu. This shape requires grid level 4 (most accurate grid level). Place the points exactly as shown in the screenshot.
01:37:570 (1,2,3,4,5,1,2,3) - Lacking a consistent hitsound rhythm. You shouldn't leave random gaps in this type of song. You also shouldn't change the hitsound rhythm constantly.

Here's some things I think you should do to fix this part.

01:37:570 (1) - Clap doesn't sound great on this. Remove it.
01:38:320 (2,3) - Whistles on the white ticks would be a more complete hitsound rhythm. Although a lot of your other version of this rhythm have only a hitsound of one or the other of these sounds. Now at some point you might want to agree on a proper way to hitsound similar mappings of this. I suggest you have a whistle on at least the second white tick.
01:40:570 - Don't skip this sound if you plan to have a super close spacing gap. Either space 01:40:007 (5,1) - more reasonably or add a note here. I suggest using 0.8 spacing. Afterwards give a slight curve to the red combo and when you get to 01:42:820 (3) -. I think it sounds good if you made this a slider that ends on the long white tick. Adjust all the spacing through here to follow 0.8. http://osu.ppy.sh/ss/416113
01:47:132 (1) - Whistle on repeat?
01:48:070 (2,3) - 0.8 spacing.

Act 1

It would be easier if you used a smaller grid size.

00:13:570 (1) - Whistle on end.
00:14:882 (3) - I 50'd here on a sightread. Space the same as 1,2 to make it less awkward.
00:15:445 (4) - Remove clap from the repeat?
00:16:570 - I don't recommend skipping this. It is an important beat.
00:17:132 (1,2) - Plays badly. It's not starting on a primary note, rather starting in the middle of a rhythm in progress. Don't start on an offbeat unless it contributes to the rhythm in a meaningful way. I suggest deleting 1 and starting 2 half beat earlier. Move it here 00:16:945 - . 00:17:320 - < ignore this, it's unmappable for the rhythm you're going for IMO. Complete the rhythm with a note here 00:17:695 - or here 00:17:507 -. The blue tick option might be better since you did the same thing with the next pattern. http://puu.sh/ZIov < Mapping tip: Keeping the patterns consistent creates a better quality map.
00:20:320 (1,2) - Maybe whistles on the starts?
00:21:445 (3) - Isn't completely centered between 1,2.
00:23:320 (1,2,3) - Spacing should be equal. Use 1.4 snap.
00:27:445 (3,4) - I'm not sure about going straight down. Perhaps try this instead? What do you think? http://puu.sh/ZIMn
00:29:320 (1) - Whistle?
00:29:320 (1,2,3,4,1,2,3,4,5,1,1,2) - Move up 1 grid 2 unit (your selected grid level) to center. Please do so.
00:29:320 (1,2,3,4) - Keep spacing consistent. Don't go below 0.8 snap. I think you should do this. http://osu.ppy.sh/ss/416157 Notice the timeline change. I felt that 00:30:445 - didn't play that well in a lower snap, but when it's following the blue tick rhythm, it's perfectly playable.
00:31:007 (4,1) - At least 1.0 snap for this gap. 0.8 is a bit slow for the transition.
00:32:695 (2) - Clap.
00:35:882 (1) - Remove new combo.
00:40:570 (1,2,3,1) - Looks bad. I suggest making the transition more like the previous one, instead of the triples. In order to make the transition work you can respace 00:37:570 (1,2,1,2,1) - to 0.9. http://osu.ppy.sh/ss/416164 I highly recommend you do this.
You might want to try for a more interesting pattern in general than a bunch of slowdown sliders. They play alright with the exception of the end transition, but it could be so much better.
00:46:570 (1) - Replace with a spinner? There's just no non awkward way to play this slider and it looks bad. End it here 00:49:570 -
01:06:445 (4,1) - Spacing shouldn't be this close.
01:09:445 (4) - Remove repeats and add note here 01:10:007 - ? Whistles on blues ticks.
01:11:132 (1,1,2) - Bad looking pattern. I think it needs to be more consistent with other patterns you have made. And please start it somewhere else on the screen.
01:12:445 (2) - Suggest you do the same thing as 1:09.
01:13:570 (1) - Bad looking spiral. May I suggest a multi repeating one? http://osu.ppy.sh/ss/416195
Delete the sliders you had through this part and paste this into your .osu.
SPOILER
234,83,73570,6,4,B|178:130|161:199|147:284|271:384|356:300|394:269|424:208|384:128|328:80|272:96|240:160|256:208|296:216|304:200,3,560
Finish the part with a spinner that starts 01:22:757 - and ends here 01:25:195 -
01:31:570 (1,1,1,1) - I don't suggest you start on the ends of the sliders in a Normal level difficulty. But if you want to. 01:33:070 (1) - needs to be properly on the end. I suggest you space out, and don't repeat up with the first slider. There's no reason to have overlap. A possible fix. http://osu.ppy.sh/ss/416206
01:37:570 (1,2,3,1,1) - Needs hitsounds.
01:41:695 (1,1) - More randomly placed than actually following a proper beat IMO. BTW how is this pace you're mapping any different than beginner stage? It might actually be easier than beginner stage.
01:45:445 (3,4,1) - Why do you have an angled approach here? It would be better if it were directly to the right of 3 instead. Move it there?
01:46:945 (1,2,3,4,1) - Missing hitsounds.
01:49:382 (1) - Start here 01:49:570 - End here 01:51:820 -
01:52:195 (1) - Start here 01:52:570 - End here 01:54:820 -
01:55:382 (1) - Start here 01:55:570 - End here 01:57:820 -

Act 2

00:13:570 (1) - Whistle on the end.
00:16:007 (5,1) - Too close.
00:16:570 - What do you have against mapping this sound? IMO thjs would be a much better timeline. http://puu.sh/ZKW1
00:17:320 (3) - Whistle on both ends to follow first hitsound pattern.
00:20:320 (3,4,5,6,7) - I don't know why your hitsounds aren't consistent.
00:22:007 (6) - Line up with 5 by moving down 1 unit.
00:22:007 (6,7) - 1.4 snap. Should be directly below 6.
00:34:007 (5,6,1) - Would look better if this formed a straight line.
00:35:882 (1) - Remove new combo.
00:46:195 (2,3,1) - Spacing should be equal here. Also consider doing this. http://puu.sh/ZLjX It's a lot cleaner than a random curve.
01:01:570 (1,1) - At least 0.8.
01:02:507 (2) - Whistle?
01:06:445 (4,1) - Too close. I'm not sure why this is a recurring pattern in your difficulties.
01:10:195 (1,1,1) - A change in the timeline should mean a change in spacing.
01:12:445 (2) - Remove the repeats and add a note here 01:13:007 - and here 01:13:382 - ? It's better than skipping over those sounds.
01:13:570 (1) - Another bad looking slider. I'm not sure what slider you should use. Try to use wide curves that don't go too near to other curves. I'm really not an expert in this field. Change what you're comfortable changing.
01:26:320 (3,1,2,3) - Unappealing spacing change. How about this? http://puu.sh/ZO8x It's not perfect, but that's another mod to suggest you a more perfect pattern.
01:30:070 (1,2,1) - Got to stack these better. Also you should start on the horizontal line.
01:31:570 (1) - Curve would be better if it followed the zigzag pattern that you created by stacking the slider ends. Notice the angle is very different?
01:31:101 - Move to the next red tick.
01:43:570 - Add note and stack with 1,2
01:43:757 - ^
01:44:695 - Add note and stack with 1,2
01:44:882 (4) - Sounds better here 01:45:097 - IMO
01:52:570 (3,4,5) - Consider increasing all of these sliders by 1/4th. right now I'll just leave this idea as a light suggestion. I will elaborate on this idea during the recheck. If you like use, otherwise wait for me to refine it.
01:55:757 (1) - Start 1/4th earlier.
01:58:570 (2) - You can't have a slider that overlaps in a way that makes it hard to tell which direction it goes.

I will mod the other difficulties tomorrow.
TheVileOne
Okay. A Recheck since my last mod was mainly to point out possible flawed areas and actual flawed areas. this mod will be how I think they can be fixed.

General

Remember to choose a preview time

Tags

Remove
Sonic Generations
Green Hill
Modern
"and"
Add
SEGA
remix
new


Second kiai needs to start here 01:37:570 -
Second kiai needs to end here 01:49:570 -


Beginner Zone

The major complaint I have with this difficulty is that major beats in the song are skipped for little reason, and there are multiple occasions where there are sections that are only slightly mapped to the beat. I'm not a personal fan of creating rhythm from pieces of larger rhythms. If you feel you like something better the way it is, then feel free to keep it. But I really suggest you only do so if you find my point in error. Otherwise I'm pointing out areas for improvement and you should try to make these parts better in someway.

00:25:570 - Hear this sound, you might want to try a finish or a whistle whenever this sound is mapped. I will suggest you map a few more of these notes, so make sure they are hitsounded.

00:25:570 (1,2,3,4,1,2,3,4) -

Problems with pattern currently
It's not centered, and 0.7 seems too slow for this part. Try 0.8. Also the second four pair uses the same hitsound pattern, but it's shifted 1/1 later than the previous 4 pattern. It would be ideal if you started both 4 patterns on long white ticks. However you may want to try a slightly different way of mapping it that uses more primary tones here.

My Suggestion

I'll start off with the timeline. This is what I think is the optimal beat here. http://puu.sh/106gH
To remove any uncertainties you may have of mapping it this way, I found a pretty good placement on the screen. Everything is perfectly snapped to 0.8.

Hitsounds for that part: Long white ticks are finishes, red ticks are claps except for this one 00:30:445 (3) - .

The combo after I also remapped a bit. the green combo here looks like this. http://puu.sh/106z1 I felt a longer slider would be a welcomed change here.

~~~~~~~~
00:49:570 - Consider a note here?
00:53:320 (1) - Replace finish with a whistle.
00:54:820 (3) - there is definitely a better arrangement that would follow the beat better. Although just a slider here technically works, personally I would have tried to follow the beat more closely. Up to you though. There's plenty of options.
00:56:320 (1) - Move 2nd point here x 304 y 152 and last point x 328 y 184
00:57:820 (3) - Sounds like it should go 1/4th later. End slider on long white tick.
01:02:320 (1,2) - Doesn't sound right. When I'm hitting these I expect the sounds to go together. But they feel like they are parts of unrelated tones. I don't recommend mixing tones.

My Suggestion

01:01:570 - Add note here. It will be the start of a simpler rhythm. (Add whistle). Delete your sliders, because my idea will use only notes.
Have a note here 01:02:320 - , and here 01:03:070 - instead. I have them placed like this on the screen and it plays a lot closer to the beat IMO. http://puu.sh/1085l

01:05:132 (1,2,3) - Looks kind of ugly and not perfectly following the beat. I think a simpler way can be mapped that wouldn't require a greater than 0.8 snap. http://puu.sh/108hg (You don't need to fix spacing with combo after. The gap is large enough to support most snaps.

If you don't choose to change, I suggest you figure a better way to place that combo that looks a bit nicer. I suggest more horizontal movement.

01:09:820 (3) - Is there someway these notes could be placed that would center this? http://puu.sh/108rW (Notice both sides of the pattern are 3 units away from the edges of the screen)
01:13:007 (3) - Delete and add a note here 01:13:195 - instead? It's definitely a lot simpler. That mini slider going into another slider, with those hitsounds is a bit much for an Easy IMO. (No hitsounds to this note would be perfect)
01:37:570 (1,2,3,4,5) - I'm not sure about this. I can tell this isn't entirely mapped accurately, and there is a simpler way it could be mapped. Maybe you should go for the simpler. Simpler looks better IMO. http://puu.sh/108K1 (Notice that the position of the notes is the predominant beat through this entire song).
01:41:320 (1,2,3) - Lets improve upon this pattern I gave you. http://puu.sh/1092P 3,4 of the second combo could be a single slider if you wanted to simplify it more. If you like, great, if you don't try to improve it in other ways I guess.

Act 1

I will mod it when this part is ready.

Act 2

I will mod it when this part is ready.

Act 3

Backup your difficulty before doing this.

Raise the slider velocity. Some parts of this is so awkward. Try increasing the slider velocity to 1.6. Unfortunately you will need to resize all your sliders manually. If your sliders don't scale when you change slider velocity, it's a bug. You sliders will stop scaling if it finds another green line. Although it will may look like the sliders are snapped right on the timeline, really the ends are unsnapped. Select recalculate slider lengths from the timing menu to fix. Make sure the spacing stays 1.0. You can change the 2.0x sections into 1.5x sections. I don't want to mod this until this is done, there's a major flow issue that's going to interfere with my mod.

Moway's Boss

Not much wrong, just a few design flaws.

00:51:070 (1) - Repeat is hidden. Unrankable. It plays so good though. :/
01:00:070 (1,2,3,4,5) - This is just awkward being notes for me. Probably just me.
01:04:195 (4,5,1,2,3,4,5,6,7,8) - Confusing IMO. I do not like the spacing changes. Also when I come off this 01:03:632 (2,3,4) - you have to guess what the beat is going to be like. So it's vital that the spacing not be in a confusing manner, because there are no beat indicators.
01:13:476 - Add note?
01:15:820 (3,4,5) - sounds like it should be moved 1/4th later. That's where the triple is.
01:18:070 (3,4) - Don't change snaps? Flow over symmetry?
01:22:570 (1,2,3,1,2,3,1,2,3) - Just random transitions off the triples. Doesn't flow that well. I came up with this. http://osu.ppy.sh/ss/417219 Looks better in game than it does in the editor.
01:24:070 (3,1,2,3) - Spacing feels random for this part. I don't think you should have to head backwards to hit 01:24:632 (2) - . It should be more below 1 IMO.
01:27:820 (3,4) - I'm getting a 1.5 snap vibe from this.
01:29:320 (3,1) - I really don't think this is a fitting transition. You're adding an anti jump just because you're skipping over this 01:29:882 - instead of following the rhythm you started here 01:28:570 (1,2,3) - . If you want an anti jump do this. http://osu.ppy.sh/ss/417227
01:31:007 (5,6) - Sound better 1/4th later. Please move them there.
01:46:570 (1,2) - Please make them parallel.
01:54:820 (5) - I expected this to repeat twice. Add an extra repeat?
01:57:632 (5) - IMO I would have added an extra repeat to this and continue the stream.
show more
Please sign in to reply.

New reply