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ichigo - YU-MU

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Total Posts
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Topic Starter
Vass_Bass
This beatmap was submitted using in-game submission on 4 сентября 2012 г. at 0:35:19

Artist: ichigo
Title: YU-MU
Source: Touhou
Tags: Reiji-RJ IceBeam Collab Collaboration Yuuka Kazami OnosakiHito ryuu Kishida Kyoudan The Akeboshi Rockets
BPM: 160
Filesize: 8582kb
Play Time: 04:04
Difficulties Available:
  1. Hard (4,83 stars, 536 notes)
  2. Insane (5 stars, 745 notes)
  3. Normal (2,95 stars, 274 notes)
  4. Ono's Taiko Oni (5 stars, 1341 notes)
Download: ichigo - YU-MU
Information: Scores/Beatmap Listing
---------------
Normal by [Ryuu]
Hard by Vass
Insane by Vass, IceBeam and Reiji-Rj
Taiko by OnosakiHito

Thanks Rena-chan for SB help
(re-dl 02/09)
Reiji-RJ
EPIC! >:3
ryuu
нян ~
я в одном мапсете с охуенными маппетами ;_;

Download: ichigo - YU-MU (Vass_Bass) [Normal].osu
rockleejkooo
привет :о простите ._.

[General]
• там в инсике киай отличается от всех остальных ._. посмотри

[Normal]
• все шикарно, рюша :3 поэтому попридираюсь к слайдерам, лол
• 00:44:671 (3) - вот тут не перфект стак с (1). может, это так задумано :о не знаю
• 01:13:171 (1) - третий поинт на 248;16
• 02:35:671 (2) - второй поинт на 72;56
• 03:39:421 (4) - первый на 192;228
• 04:04:171 (1) - может, финиш на спиннер? :о

[Hard]
• 00:13:921 (3,4,5) - офк не принципиально, но будет милее смотреться, если их выделить по 1 комбо .___.
• 00:51:421 - какая-то вот тут пустота чувствуется ;_; может, добавить шарик, сделать там ромб какой-нибудь :с
• 01:07:171 (3,1) - вот тут стек такой задуман? очень маленький спейсинг о.о так странно, стандартный стек и то больше
• 01:08:296 (3) - может, на синий тик поставить? :о как-то звучит лучше, что ли :о (ну и спейсинг подровнять тогда)
• 01:34:827 (4) - может, тут нк? ;_; очень легко можно продолжить тыкать после 3
• 01:35:671 (1,2,3,4,5) - и может тут что-нибудь сделать? :о со спейсингом там. или тоже с нк. ну или оставь, как есть
• 03:08:671 (5) - классненько звучит, если поставить на начало и репит клапы, а на конец финиш :3
• 03:33:796 (5) - м-может, этот слайд стэкнуть с (4)? ;___; красиво выглядеть будет с последующим слайдером
• 04:04:171 (1) - может, финиш на спиннер? :о

[Insane]
• идеально. я не знаю, что тут делать. разве что Unsnapped inherited (green) timing point(s) at: 01:10:271
:о (и можно еще финиш на спиннер ._.)
ryuu
спасибо за мод, милый ♥

SPOILER
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Topic Starter
Vass_Bass
Спасибо за мод, Рок :3 в общем-то почти все профиксила
Reiji-RJ
04:03:983 - where is my note here D:
xiceyx
Wooo awesome job!! Yay there is a full version of this song :D I hope this gets ranked!!
Poggo
привет) попробую конечно что-нить найти но как-то сомневаюсь что получится :oops:

Hard

00:10:921(3,1) - стакни лучше
00:42:233(2,3) - ^
00:46:358 - (1,2) - сделай их параллельными друг другу
01:06:421(1,3) - стакни лучше
01:10:921(3,1) - ^
01:13:171(1,2) - ^
01:22:921(3,4) - ^
01:42:421 - может нотку сюда?

И это увы всё) удачи с ранком ~~
Topic Starter
Vass_Bass
спасибо, апдейтнула
Rena-chan
Hello, my name is Rena, and I'm here to tell you how to improve your storyboard.

There are two easy steps to this:
1) Cut your sprites appropriately.
2) Don't be a lazy cunt while making it.

You have a lot of really large sprites all at the same time, of which most of the images either aren't seen or consists of transparent pixels that only serve to add to the SB load. This is bad. In this case, it's especially bad because your SB load is way, WAY higher than it should be.

I'll start with the lyrics.
First off, you need to cut the lyrics.png sprite up as several sprites. One line of lyrics per sprite, nothing more. Fade them in and out as they appear/disappear instead of having one giant move command for one single sprite.

Second, you have the whole background with a small space cut out for the lyrics. This effectively doubles your SB load as is, and can fairly easily be done to make it add very little to the SB load. How, you might ask ?
It's simple: Instead of using the entire picture as an overlay, you can do one of two things.
1) You can cut two pieces out of the background that are the same size as the space you cut out, to put on top of the new lyrics sprites that you're going to cut, in a way that makes it look exactly the same. You use the same amount of scaling (0.625, if you're not using 0.625 already, you should change that, as it's both an easy number to work with, and it scales 1024x768-based sprites to fit the playfield), and place them cleverly over the background image so it looks like one picture.
2) You can keep your cut-out sprites, and instead cut just one part out of the background to put below the cut-out sprites. The principle is exactly the same, except that this method requires you to fade the "actual" background out as well.

Doing one of these two things along with cutting your lyrics.png into one line per sprite will lower your SB load dramatically.

Then there's white_point.png - this can easily be done far more efficiently as well. What you need to do here, is use one much smaller sprite with one white blob, and make as many instances as you need for that, using different scaling amounts and different speeds as they move across the screen. This will both end up looking better, and making your SB load lower. You also don't need more than, say, 100x100 for a blurry white blob, as it won't look any different than it does with a high-resolution sprite for this sort of thing.
I suggest you use loops to make this easily. This allows you to only make the movement for each sprite once, and then repeat it however many times you want. Don't know how to use loops in storyboards ? Refer to this handy guide.
If you've been using the editor's design tab for this whole SB and don't know how to code a storyboard at all, then refer to this guide for everything. Trust me, it's worth taking the time to learn it, and it's not all that complicated.

There's also your white.jpg which is just unnecessarily large. For this, a simple white PNG at 320x240 works just as well scaled to twice its own size, to make it 640x480. It doesn't matter how large it is since this will not look any different regardless of size either, as long as the image has no transparency at all.

If you apply all of this to your storyboard, you will see a significant decrease in SB load without sacrificing quality.
That is all.
TheVileOne
General

Who types out collaboration fully? I don't think a majority of osu players even know how to spell it correctly. For the sense of removing redundant tags, remove??

Storyboard gets in the red in areas. Also anything above 4 is really notable on my fairly old computer. I don't know anything about SBing or the processes involved. Luckily for you Rena was nice enough to post some helpful things for you. Please follow them and get your SBs down to at least 4 max, and preferably 3 or less.



Normal

I really like your mapping style. It's smooth and flowing for the most part. My only main concern is the SB load.

00:14:296 (3) - It would play nicer if you centered the red point in the slider.
Some nazi things here
SPOILER
These are all things that make the .osu cleaner. Extra move points add an extra line of code per move point, and unnecessary red points are unnecessary. Also it's a good practice to make your slider end points end in the center of the slider if possible. Some don't care about this point and my sliders aren't all perfect, but if you see some slider ends that are really going off, try to fix them.

00:58:171 (1) - Remove red point.
01:01:546 (1) - Does this need 5 move points?
01:03:796 (3) - Extra move point
01:04:546 (1) - Remove red point
01:05:671 (2) - Might get away with 4 move points for this slider, same for other sliders like this.
01:14:671 (3,4) - You know the drill.
01:57:421 (2) - Unnecessary point?
02:37:546 (2) - Sloppy slider point placement
03:37:921 (2,3) - Why red points at the end?
03:43:171 (3,1,2) - Straight sliders are the easiest sliders to end the points in the right place. You should at least make all your straight slider points end in the center of the slider end.

01:43:171 (4,5,6,1) - <3
02:52:171 - Load is too high. I actually missed because of it. High SB load and note heavy sections don't mix.
03:04:921 (3,4) - Curve of the slider isn't entirely compatible with the curve of the notes before it. Also I think down and to the right isn't the perfect spot for it. I would much rather have up and left of 3. I came up with this. http://osu.ppy.sh/ss/346403
03:15:796 - Storyboard load just gets higher and higher.
04:03:796 - Why not start the spinner here? It feels empty.

Hard

This map started off with some clever spacing segments, and then all the fun drains when that slow down hit me. It felt just like a high storyboard load only much worse. There's definitely flow problems with that IMO. High storyboard load is also making even 1.0x sections feel slow and I get lots of 100s. Notably here 01:17:671 (1,2,3,1,2,3,4) -. 70 FPS is just not enough to properly play the beat IMO. A slowdown is not entirely out of the question, but it's really interfering with my ability to read the beat. What makes things worse is that I have trouble realizing that the sliders are speeding up in any meaningful way because at the same time the storyboard load jumps by 1 and it makes even the 1.0x beat just as unreadable. The second slow down plays a lot more intuitive than the first one and I liked it a lot more.

I fully expected the spacing to increase when it went back to 1.0x. I recommend that you either increase snap after the slowdown, or not space the slow down notes the same way as the regular speed notes, because the pacing quickens and yet the distance between the notes stay the same, and that's awkward. Perhaps make all the beats after the first slowdown until here 01:34:171 - (or 01:32:671 - to save your pattern after this, which is pretty nice) have an average space of 1.4x spacing. It would make the notes feel a lot less bunched together and that the pacing after the slow down seems to be quicker than 1.0x.

00:10:921 (3,1) - IMO it looks better if it were properly stacked.
00:25:171 (1,2,3,4,5,6,7,8) - I have to say I liked the rhythm you made for the first part a lot better. This stretches the beat a bit. I suggest that you make it more like the first part.
00:33:421 (7) - I guess this part is technically fine, mapped to the beat, but perhaps it's a little unfitting for the soft relaxing nature of the song. It would still work if mapped to vocals IMO. Up to you.
00:38:483 (4,1) - I'm not sure if it's me and the load is getting to me, but this just doesn't play right. The sounds just don't indicated that kind of forward movement. It seems to play slightly better if you stacked 4 on 3 instead.
00:43:921 (1,2,1) - OMG at this. The flow just halts suddenly. 00:44:108 - The gap here is awkward. I think there should be a note here. If you add one to the stack, the awkwardness goes away.
00:45:796 (5) - Finish on start of slider instead?
01:06:046 (7) - I have 100'd every single time I play this song here. I highly suggest just moving it half beat forward, changing the combo, and respacing.
01:06:983 (2,3) - Usually lots of 100s here. Slowdown is really messing up my ability to read the beats.
01:08:671 (5) - New combo
01:08:671 (1,2) - I think this would make a nice jump. It would help indicate that the sliders have indeed sped up.
01:11:671 (1) - Slider end is obscured
01:13:171 (1,2,3,4) - It's impossible to tell that's spaced 1/4th and not 1/2th. Highly recommend making it more notable.
01:19:921 (3,4) - ^^^
01:17:671 (1,2,3,1,2,3,4,5,6,7,8,9) - Kind of awkward to slow down the flow with beat long sliders and then speed it up with half slider jumps. It's in the same combo too. You should at least keep the pacing similar within the combos, but really I think you should reconsider the flow here.
01:34:171 (1,2,3,1,2,3,4,1,2,3,4,5) - Plays better than it looks. Good job. Don't change anything here.
01:48:983 (6) - Stack with 5 please.
01:52:171 (7,1,2) - Maybe space out. I don't think slowdowns should have spontaneous movements from an anti stack.
02:32:296 (4,1) - I don't really like having a jump here.
02:36:233 (4) - Repeat on 1/2ths instead. That's where the sounds are. (You'll need to sacrifice that note after to get it repeating in the right direction after)
03:19:921 (3,4) - I would prefer it as regularly spaced.
03:34:171 (1,2) - It doesn't flow very well into the next stack IMO.

Insane

It's got decent flow. Although there's room for improvement and the storyboard load kind of killed my ability to play it in spots.

00:30:608 (10,11,12,1) - This just seems like it should all be spaced the same.
00:43:171 (1,2,3,4) - large spacing, similar vocals within the same combo 00:44:296 (5,6,7,8) - regular spacing. I think large spacing plays best for both sections. If you can make it work, I recommend you make the whole combo large spacing.
00:45:608 (11,12) - Sounds more like it should be stacked instead of a jump. I highly recommend you stack.
01:00:608 (5,6,7) - Stack kind of breaks flow don't you think? (I can't hear a sound on 1/4th anyways) Also 01:00:421 (4,5) - sounds like it should be a single slider. The beat doesn't transition well without a slider here. Then this would remove the need for that stack and you could map the beat as half notes. It plays better IMO.
01:05:671 (1,2) - Not stacked right.
01:48:046 (5,1,2,3) - This is awkward for me. 5,1 sounds like it should be a slider.
01:56:296 (6) - I don't like the overlap.
02:29:296 (3,4) - Feels like it should be a slider.
03:14:483 (5,6,1,2,3) - How are players supposed to tell the difference between half and 1/4th notes if you manually stack them to look the same? You shouldn't map expecting the player to know every nuance of the song.
03:33:796 - This slow down section is unplayable for me with the storyboard load so high
04:01:921 (4,5) - I suggest spacing out.

Conclusion

Although there's some parts I REALLY dislike and the storyboard is not worth the load IMO. It's worthy of a star from me.
Low

TheVileOne wrote:

General

Who types out collaboration fully? I don't think a majority of osu players even know how to spell it correctly. For the sense of removing redundant tags, remove??
those

Jacob wrote:

TheVileOne wrote:

General

Who types out collaboration fully? I don't think a majority of osu players even know how to spell it correctly. For the sense of removing redundant tags, remove??
And how many of these 68 have "collab" in the tags?
In game, "collab" is in the string "collaboration", so there is no need to search "collaboration".
Low
Now, when you put it like that..
Rena-chan
Hi !

Since your attitude is nice and you clearly care about your map, but can't figure out storyboard coding, I went ahead and improved your storyboard for you.
Here's a link to the code: Click me click me click me !
As well as a link to sprites: Click me as well !

If you don't know how to apply the new code, then I'll be happy to help you with that. Or you can get someone else to help you, that's up to you.

Also, I'm not entirely sure if I got the lyrics right since I don't know any Japanese, but I think they should be fine. If there are any problems, feel free to contact me.
ryuu

TheVileOne wrote:

Normal
I really like your mapping style. It's smooth and flowing for the most part.
thank u ;w;
_______________________

василиса-нян, я вернулась о/
так что...чтооо...что буду сама моддить о.о
Kert
kuuru sutuffu
Frozen Child
Normal ~ 01:02:296 (2,3,4,5) - i think that kind of pattern could be better than the 1/2 with reverse ~
02:04:546 - sound ? :c
02:09:421 - ^
02:12:421 - ^

Hard ~ it's nice to me.
Insane hp is too high ( imo) put on 6
Topic Starter
Vass_Bass
Thanks, Marshmall :3
riffy
хай
реквест через форум-пм :/

[General]
Исполнитель Ichigo разве нет? (с заглавной буквы ;_;)

[Normal]
как вариант можно попробвать +1 к HP Drain.
00:30:046 (4) - если я не ошибаюсь, то здесь можно поставить нк. вполне неплохо смотрится.
01:40:921 (6) - задевает хп бар, конечно ноту видно, но лучше бы подвинуть пониж (нази)
02:02:671 (1) - самая легкая сложность в мапсете. то лучше бы делать хотя бы 1/1 пропуск между спиннером и следующим за ним объектом. (как вариант можно заменить слайдер на ноту или укоротить спиннер) если укоротить спиннер, то можно еще клэп на спиннер добавить
02:26:858 (х) - нет ноты, но она есть на харде и инсэйне. Может быть добавить и сюда? да и полсекундный промежуток между нотами никого не убьет.
03:32:671 (2) - тут фонтан и киаи? может быть поставить новое комбо что-бы еще сильнее выделить эту часть?

[Hard]
в нормале Draining Time на 10 секунд больше, а ведь нормал самая легкая сложность. может замапать какой-то из брэйков?
01:36:140 (3,4,5) - подобно предыдущему подобному паттерну анстакнуть (5)? Легче же играться будет

[Insane]
чисто

~~~~~~~~~~~~~~~~~~~~~

аккуратная мапка, удачи.
Armin
[General]

*Are you sure you are using all SB files? for example files like light_left.png or light_right.png
*This map needs over 12 Star Priority BEFORE it should be considered for ranking/bubbling
*are you sure about the timing? I'm getting random 100x ç__ç

[normal]

01:10:171 (1) - would be nice to follow the vocal voice here but whatever
01:21:421 (5) - ugly overlap with the previous (2)
01:49:171 (1) - i bet an anchor point on the slidertick would be better

[Hard]

02:59:108 (3,4) - Can you distance more this pattern from the previous one? It would be more readable... same thing here 03:00:608 (3,4) -

[Insane]

03:24:983 (7,1) - Ughh despite their different spacing from triplettes I confused it with the triplettes themself :(
awesome

[Taiko]

Fine
Topic Starter
Vass_Bass
All fixed and uploaded D:
Timing seems fine :o
show more
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