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Mika Kobayashi - Bios (MK + nZK ver.)

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YTYuyu
haha i haven't forgotten about this map :P. i promised you that i'll mod this, so let's get started :D.

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.

[General]
consider adding which diff represents which so that people might not get confused over this. for example, Sunrise = Normal, Sunest = hard, etc...
add "小林美香" on the artist because this is her name in kanji, and because osu can read Japanese characters, but i'm sure you know about this ;).

[Sunrise]
00:00:431 (1,1) - personally, i can see these 2 wave sliders become even smoother. right now it flows awkward and it doesn't belong in with this part IMO. perhaps you can adjust these sliders so that it can give off a smooth feeling to the diff?
00:07:853 (1) - perhaps you can add a whistle at the repeat for emphasis in the guitar? i think it'll be more effective if you add a whistle here during gameplay.
00:20:224 (1) - keep the hitfinish, but replace the sample set to normal because it'll give off enough emphasis in the cymbals. the custom finish doesn't show emphasis IMO.
00:30:121 (1) - ^
00:36:307 (3,4) - i think that if you did this instead, the transition to the next note would feel a lor smoother to follow for players during gameplay IMO.
00:39:400 (2) - consider adding a drum clap at the beginning because it sounds similar to the drums in the BGM during gameplay IMO.
00:41:874 (3) - you should flip this slider vertically like this. right now the transition to the next note feels awkward to follow during gameplay.
00:46:204 (3) - for consistency with the current whistle pattern, you should add a whistle at the end of this slider. it feels as if the pattern suddenly stopped because of this note.
00:56:101 (3) - ^
01:07:235 (1) - for this one, the spinner appears too sudden for players and during the middle of the kiai. even though it's following the hold, the flow is broken during gameplay. you should map this part, but follow the vocals first, and then the BGM. it'll keep the flow steady for players during gameplay.
01:29:503 (1) - perhaps you could move this around so that it'll give off a somewhat smoother feeling to the diff? something like this is fine. if you do this, then you should do a copy+paste for (3) for a symmetric pattern IMO.
01:51:771 (1,3) - make these sliders symmetrical. right now, they look unfitting to play and it doesn't give off that smooth feeling to the diff IMO.
02:18:678 (4) - i feel that the transition feels awkward to follow as it stands, so i suggest moving this note down, slightly aligning to (3) for that smooth feeling to the diff during gameplay. it should look like this, or you can make (4) a straight slider for a symmetric pattern from (2,3). up to you.
02:22:080 (3) - add a whistle here. it feels empty without a hitsound pattern here IMO.
02:23:318 (6) - ^
02:25:173 (3) - a whistle should be added here for consistency with the current whistle pattern in this part during gameplay.
02:27:647 (2) - same as above, but at the beginning.
02:29:503 (2) - you should move this note up because the overlap from the previous (2) looks bad to look at during gameplay.
02:30:431 (4) - remove the repeat on this slider. i feel that the flow here plays inconsistently and it breaks the sense of rhythm in this quiet part.
02:39:090 - consider adding a 1/2 slider here to continue the transition so that it'll follow the drums. it feels as if the flow suddenly stopped for some odd reason IMO.
02:41:255 (1) - same as 00:20:224.
02:42:492 (3) - make the slider look like this. you just need to move the points around and voila, you got a symmetrical wave slider :D.
02:44:039 (4,5,6) - i'm highly suggesting a shape out of these 3 sliders, a trapezoid to be specific. that way the flow in this part is steady and easy to follow during gameplay. it looks like this and the code is in the box if you want to apply it.
SPOILER
324,244,164039,2,0,B|272:160,1,90
215,101,164657,2,0,L|119:101,1,90
64,168,165276,2,0,B|20:256,1,90
02:49:606 (2) - perhaps you can blanket this note around (1) so that it'll give off a smooth feeling to the song during gameplay? it should look like this.
02:57:028 (5) - the repeat slider in this part breaks the flow in this part because this starts at the drums and not at the vocals, so it might be a bit of a problem for players when they play this IMO. for this one, remove this slider, and add a circle in its place to follow the drums, next add a 2/1 repeat or move the 2/1 repeat up by 1/1 to where the spinner, then move the spinner up and reduce it by 1/2. i think doing this would make a lot of sense in this part IMO. if you don't understand, it should look like this.
03:09:090 (2) - what do you think of Ctrl+G on this slider? i think that it'll look fun for players to play during gameplay since it's going in a back and forth motion IMO.
03:13:729 (5) - you stopped the flow suddenly on this slider and the vocals are still going here, so add a repeat on this slider to keep the flow steady in this part during gameplay.
03:20:224 (6) - same as 00:20:224, but at the end of this slider.
03:30:740 (3) - this note sounds too loud to fit with the BGM and vocals, so add a timing point so that you can decrease the volume to 15% so that it'll fit the mood of the song and there would be no distractions in this part.
03:55:482 (1) - i think i can hear cymbals here, so add a finish at the beginning for emphasis in the cymbals in this part.
04:12:183 (4) - if you flip it the other way like this, the transition would be a lot easier to follow as it creates a path to get to from the previous slider during gameplay IMO.

[Sunset]
00:00:894 (3) - i think it'll sound more effective if you add a whistle at the beginning so that it'll go along with the BGM during gameplay in this part.
00:03:369 (3) - ^
00:05:843 (3) - ^
00:08:317 (2) - ^
00:32:595 (1) - keep your spacing consistent and the shape of the diamond pattern as well. it doesn't look nice to follow during gameplay for me. the pattern should look something like this so that the shape is easier to follow during gameplay in this part.
00:56:565 (7) - i think a stack on the end of (3) looks a lot neater and somewhat smoother to play during gameplay IMO.
01:20:688 (4) - this slider breaks the whole flow in the vocals considering that the vocals start 1/2 ahead and this is where the drums are, so for this part, you should replace this for a circle and a 1/1 slider so that it'll give off that smooth feeling to the vocals, as well is to keep the flow steady during gameplay.
01:25:637 (4) - ^
01:35:070 (3) - get rid of that red point and blanket around (1) because it'll look nicer and it should give off a smoother transition to follow during gameplay.
03:08:936 (2) - maybe you can move this to the left instead to the right for a smoother flow in the diff during gameplay?
03:14:503 (4) - same as 01:20:688.
03:46:204 (3,4,5) - you should consider on re-adjusting the position on these notes because right now, it feels a bit awkward to follow for me. something like this should work IMO.

[Void]
00:06:461 (5) - make this slider look like (3) because it'll be a symmetric pattern and it'll look smoother to follow during gameplay. you can do this, or something similar to this pattern.
00:08:162 (2,3) - it sounds unfitting to hear the whistle at (3), so move it to the end of (2) because i feel that it follows the BGM a lot better during gameplay.
00:19:296 (1) - you should add a finish here because it'll show emphasis in the cymbals in the BGM. right now it feels empty without the finish IMO.
00:20:998 (3,4,5) - to me, this rhythm doesn't fit with the vocals during gameplay. i feel that it breaks the flow if someone follows this IMO. i suggest something like this because i feel that it follows the BGM and vocals a lot smoother during gameplay.
00:31:513 (6) - stack this note on (1) because it'll keep the flow steady and it'll be easier to follow as well. right now it feels as if the flow in this part stopped so suddenly because of the stack.
00:34:142 (5) - consider removing the clap at the beginning because to me, it sounds unfitting to play when this note is hit during gameplay.
00:51:152 (1) - maybe you can replace this for a 1/2 slider because i can hear vocals at the empty 1/2 tick. i feel that if you add this, the flow would be smoother and possibly fun to follow during gameplay.
01:13:266 (5,6,7) - move these notes down, slightly aligning to the previous slider because right now, this pattern feels somewhat awkward to follow during gameplay.
01:57:956 (1) - for this one, consider adjusting this slider so that the ends don't overlap with the middle of (3). to me, something like that may bother other players IMO. something like this should work.
02:11:410 (8) - same as 00:31:513.
02:18:523 (6) - perhaps you can remove the slight overlap on (4)? players may find that distracting and it looks bad during gameplay IMO.
02:25:173 (6) - you have to be consistent in the hitsounding on this, so add a whistle at the beginning so that it'll be consistent with 02:22:699 (5) - since it follows a similar phrase in the vocals.
02:36:616 (4) - perhaps a NC here because of the change in the vocals in this part?
02:42:956 (2) - the flow from (1) feels really uncomfortable to follow for players considering that the direction (1) is taking, makes it even harder to give off that smooth feeling to the song. you should move this down, slightly aligning to the end of 910 to give off that smooth feeling and steady flow to this part of the song. it should look like this. if you do this, then it should be aligned to (5) for a symmetric pattern.
02:46:822 (3,4,5) - replace this for a 1/2 slider because i feel that the triplet doesn't fit with this part during gameplay. it breaks the flow in this part of the song during gameplay IMO.
03:01:049 (1) - ik you can make a smoother slider then this. it doesn't give off that smooth feeling to the diff at all IMO. you should make it look like this so that it'd give off a somewhat smooth feeling to the diff during gameplay IMO. if you can't do it, then the code is in the box.
SPOILER
212,72,181049,6,0,B|284:72|260:120|236:172|324:172,1,160
03:52:699 (6) - same as 01:57:956, this time, move this note up for that purpose.
03:53:472 (2) - doing a linear pattern like this feels boring to follow, so for this one, move this to the right, so that it'd form a triangular pattern. i think doing this would look fun for players to do during gameplay.
03:55:482 (1) - i highly consider that you add a finish at the beginning because not only it shows emphasis in the vocals, but i can hear the cymbals in this part of the song during gameplay.

and that's it. the map is almost ready, you just need a few more mods and i think it'll be ready to go. for now here's a star from me and GL :D.

Topic Starter
meiikyuu

Byakugan249 wrote:

haha i haven't forgotten about this map :P. i promised you that i'll mod this, so let's get started :D.

Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.

[General]
consider adding which diff represents which so that people might not get confused over this. for example, Sunrise = Normal, Sunest = hard, etc... sure
add "小林美香" on the artist because this is her name in kanji, and because osu can read Japanese characters, but i'm sure you know about this ;). lol ok

[Sunrise]
00:00:431 (1,1) - personally, i can see these 2 wave sliders become even smoother. right now it flows awkward and it doesn't belong in with this part IMO. perhaps you can adjust these sliders so that it can give off a smooth feeling to the diff?
00:07:853 (1) - perhaps you can add a whistle at the repeat for emphasis in the guitar? i think it'll be more effective if you add a whistle here during gameplay.
00:20:224 (1) - keep the hitfinish, but replace the sample set to normal because it'll give off enough emphasis in the cymbals. the custom finish doesn't show emphasis IMO.
00:30:121 (1) - ^
00:36:307 (3,4) - i think that if you did this instead, the transition to the next note would feel a lor smoother to follow for players during gameplay IMO.
00:39:400 (2) - consider adding a drum clap at the beginning because it sounds similar to the drums in the BGM during gameplay IMO.
00:41:874 (3) - you should flip this slider vertically like this. right now the transition to the next note feels awkward to follow during gameplay.
00:46:204 (3) - for consistency with the current whistle pattern, you should add a whistle at the end of this slider. it feels as if the pattern suddenly stopped because of this note.
00:56:101 (3) - ^
01:07:235 (1) - for this one, the spinner appears too sudden for players and during the middle of the kiai. even though it's following the hold, the flow is broken during gameplay. you should map this part, but follow the vocals first, and then the BGM. it'll keep the flow steady for players during gameplay.
01:29:503 (1) - perhaps you could move this around so that it'll give off a somewhat smoother feeling to the diff? something like this is fine. if you do this, then you should do a copy+paste for (3) for a symmetric pattern IMO.
01:51:771 (1,3) - make these sliders symmetrical. right now, they look unfitting to play and it doesn't give off that smooth feeling to the diff IMO.
02:18:678 (4) - i feel that the transition feels awkward to follow as it stands, so i suggest moving this note down, slightly aligning to (3) for that smooth feeling to the diff during gameplay. it should look like this, or you can make (4) a straight slider for a symmetric pattern from (2,3). up to you.
02:22:080 (3) - add a whistle here. it feels empty without a hitsound pattern here IMO.
02:23:318 (6) - ^
02:25:173 (3) - a whistle should be added here for consistency with the current whistle pattern in this part during gameplay.
02:27:647 (2) - same as above, but at the beginning.
02:29:503 (2) - you should move this note up because the overlap from the previous (2) looks bad to look at during gameplay.
02:30:431 (4) - remove the repeat on this slider. i feel that the flow here plays inconsistently and it breaks the sense of rhythm in this quiet part.
02:39:090 - consider adding a 1/2 slider here to continue the transition so that it'll follow the drums. it feels as if the flow suddenly stopped for some odd reason IMO.
02:41:255 (1) - same as 00:20:224.
02:42:492 (3) - make the slider look like this. you just need to move the points around and voila, you got a symmetrical wave slider :D.
02:44:039 (4,5,6) - i'm highly suggesting a shape out of these 3 sliders, a trapezoid to be specific. that way the flow in this part is steady and easy to follow during gameplay. it looks like this and the code is in the box if you want to apply it.
SPOILER
324,244,164039,2,0,B|272:160,1,90
215,101,164657,2,0,L|119:101,1,90
64,168,165276,2,0,B|20:256,1,90
02:49:606 (2) - perhaps you can blanket this note around (1) so that it'll give off a smooth feeling to the song during gameplay? it should look like this.
02:57:028 (5) - the repeat slider in this part breaks the flow in this part because this starts at the drums and not at the vocals, so it might be a bit of a problem for players when they play this IMO. for this one, remove this slider, and add a circle in its place to follow the drums, next add a 2/1 repeat or move the 2/1 repeat up by 1/1 to where the spinner, then move the spinner up and reduce it by 1/2. i think doing this would make a lot of sense in this part IMO. if you don't understand, it should look like this.
03:09:090 (2) - what do you think of Ctrl+G on this slider? i think that it'll look fun for players to play during gameplay since it's going in a back and forth motion IMO.
03:13:729 (5) - you stopped the flow suddenly on this slider and the vocals are still going here, so add a repeat on this slider to keep the flow steady in this part during gameplay.
03:20:224 (6) - same as 00:20:224, but at the end of this slider.
03:30:740 (3) - this note sounds too loud to fit with the BGM and vocals, so add a timing point so that you can decrease the volume to 15% so that it'll fit the mood of the song and there would be no distractions in this part.
03:55:482 (1) - i think i can hear cymbals here, so add a finish at the beginning for emphasis in the cymbals in this part.
04:12:183 (4) - if you flip it the other way like this, the transition would be a lot easier to follow as it creates a path to get to from the previous slider during gameplay IMO.

[Void]
00:06:461 (5) - make this slider look like (3) because it'll be a symmetric pattern and it'll look smoother to follow during gameplay. you can do this, or something similar to this pattern. ok
00:08:162 (2,3) - it sounds unfitting to hear the whistle at (3), so move it to the end of (2) because i feel that it follows the BGM a lot better during gameplay.good point!
00:19:296 (1) - you should add a finish here because it'll show emphasis in the cymbals in the BGM. right now it feels empty without the finish IMO. i put a whistle instead, a cymbal is too loud for me
00:20:998 (3,4,5) - to me, this rhythm doesn't fit with the vocals during gameplay. i feel that it breaks the flow if someone follows this IMO. i suggest something like this because i feel that it follows the BGM and vocals a lot smoother during gameplay. i think ill keep lol
00:31:513 (6) - stack this note on (1) because it'll keep the flow steady and it'll be easier to follow as well. right now it feels as if the flow in this part stopped so suddenly because of the stack. sure
00:34:142 (5) - consider removing the clap at the beginning because to me, it sounds unfitting to play when this note is hit during gameplay. ok removed
00:51:152 (1) - maybe you can replace this for a 1/2 slider because i can hear vocals at the empty 1/2 tick. i feel that if you add this, the flow would be smoother and possibly fun to follow during gameplay. oh i think i remapped that part
01:13:266 (5,6,7) - move these notes down, slightly aligning to the previous slider because right now, this pattern feels somewhat awkward to follow during gameplay. ok
01:57:956 (1) - for this one, consider adjusting this slider so that the ends don't overlap with the middle of (3). to me, something like that may bother other players IMO. something like this should work. ok i did something, made less curvy
02:11:410 (8) - same as 00:31:513. ok idk for some reason i just like the current stack better, it goes with the silence blah cant explain
02:18:523 (6) - perhaps you can remove the slight overlap on (4)? players may find that distracting and it looks bad during gameplay IMO.
02:25:173 (6) - you have to be consistent in the hitsounding on this, so add a whistle at the beginning so that it'll be consistent with 02:22:699 (5) - since it follows a similar phrase in the vocals.
02:36:616 (4) - perhaps a NC here because of the change in the vocals in this part?
02:42:956 (2) - the flow from (1) feels really uncomfortable to follow for players considering that the direction (1) is taking, makes it even harder to give off that smooth feeling to the song. you should move this down, slightly aligning to the end of 910 to give off that smooth feeling and steady flow to this part of the song. it should look like this. if you do this, then it should be aligned to (5) for a symmetric pattern.
02:46:822 (3,4,5) - replace this for a 1/2 slider because i feel that the triplet doesn't fit with this part during gameplay. it breaks the flow in this part of the song during gameplay IMO.
03:01:049 (1) - ik you can make a smoother slider then this. it doesn't give off that smooth feeling to the diff at all IMO. you should make it look like this so that it'd give off a somewhat smooth feeling to the diff during gameplay IMO. if you can't do it, then the code is in the box.
SPOILER
212,72,181049,6,0,B|284:72|260:120|236:172|324:172,1,160
03:52:699 (6) - same as 01:57:956, this time, move this note up for that purpose.
03:53:472 (2) - doing a linear pattern like this feels boring to follow, so for this one, move this to the right, so that it'd form a triangular pattern. i think doing this would look fun for players to do during gameplay.
03:55:482 (1) - i highly consider that you add a finish at the beginning because not only it shows emphasis in the vocals, but i can hear the cymbals in this part of the song during gameplay.

and that's it. the map is almost ready, you just need a few more mods and i think it'll be ready to go. for now here's a star from me and GL :D.

still working
Topic Starter
meiikyuu

Yuki-kun wrote:

Hi~
From my queue~

> General <
Nothing here. LoL Almost a perfect map.

> My mod <

[Void]
00:00:431 (1) - Unecessary timing point here.

[Sunset]
00:22:699 (7) - NC.
00:32:595 (1) - Remove NC.
00:33:833 (3) - NC.
01:06:616 (7) - Make it smoother please.
01:51:152 (7) - No need red point at end of slider. Back it to white point?
02:10:946 (5) - You forgot clap on start of slider? xD
02:33:833 (1) - Use this code.
496,288,153833,6,0,B|480:356|404:368,1,120,4|0,0:0|0:0,0:0:0
No need to use 2 point to create nice curve slider anymore :p
03:23:317 (1) - Another ugly slider.

[Sunrise]
01:22:699 (2) - Ugly slider...
02:38:781 (4) - Move to x: 207, y: 164
02:50:534 (3) - Another ugly slider... LoL make it smoother. This slider is only nice if you use it more symmetric like this part: 01:59:193 (1,2) -

That's all i can found. Hope it can help you somehow. :3
Nice map, good luck for ranking~
thanks !!
joro_old
I think Preview Point is 03:39:709 ?
How about this ?

And this song's title is '' βios (MK + nZK ver.) ''.

Sorry for short mod...

I love this song and map!!
This map should be ranked!!!
Topic Starter
meiikyuu

joro wrote:

I think Preview Point is 03:39:709 ?
How about this ?

And this song's title is '' βios (MK + nZK ver.) ''.

Sorry for short mod...

I love this song and map!!
This map should be ranked!!!
oh ur right lol, i should change title unicode thing. and about the preview point im sure its not a big deal about which is the right place to put it xD
thanks for the fave and star !!
THS
nice song~
star! (〜 ̄▽ ̄)〜
Topic Starter
meiikyuu
thanks ! ;_;
- ArC -

meiikyuu wrote:

thanks ! ;_;
i want this to be ranked Q_Q
Few Problems: combobursts (shu and inori in white dress) should be reflected)
Nyquill

Byakugan249 wrote:

[Sunset]
03:08:936 (2) - maybe you can move this to the left instead to the right for a smoother flow in the diff during gameplay? Actually, this works out fine because you can drop off into the note anyways.
03:46:204 (3,4,5) - you should consider on re-adjusting the position on these notes because right now, it feels a bit awkward to follow for me. something like this should work IMO. again, this works because the slider drops off straight into the note + slider. Made the next slider more curvy though so it feels more natural.
Yupyup everything else was done.

http://puu.sh/2h3Ea
UnderminE
Rank is near~
those
[General]
  1. BPM doubled. Use 97.00.
[Void]
  1. 00:35:843 (2,3,4,5) - Not so great beat placement here. Probably something like http://puu.sh/2hhu1 where sliders start on beats are much better.
  2. 01:01:977 (4) - and 01:10:946 (5) - these two 3/4 are the only ones of its kind. Beat is strongly 1/2 and should be mapped that way, considering you don't use these ever again.
  3. 02:14:967 (4,5,6,7,8) - Rhythmmm
  4. 02:17:286 (2,3,4,5,6) -
[Sunset]
  1. Tiny problem, 01:03:214 (4,5) - shows follow point between objects whereas the majority of map doesn't for this spacing. Make a runthrough in Auto or something and catch every one of these things to be best visuals uguu
Mikarunoel131_DELETED
I love this beatmap and song x3
Get it ranked soon (~^o^)~
Topic Starter
meiikyuu

those wrote:

[General]
  1. BPM doubled. Use 97.00. i'll be working on this for a little..~ ok im wondering, the bios map thats already ranked is also 194, so why can't we just keep consistent. and this remix is pretty much the same thing
    - and it could be either bpm i suppose but i rly feel the song is kinda intense, etc so i feel comfortable with 194 ...? o_e
[Void]
  1. 00:35:843 (2,3,4,5) - Not so great beat placement here. Probably something like http://puu.sh/2hhu1 where sliders start on beats are much better. fixed
  2. 01:01:977 (4) - and 01:10:946 (5) - these two 3/4 are the only ones of its kind. Beat is strongly 1/2 and should be mapped that way, considering you don't use these ever again.
  3. 02:14:967 (4,5,6,7,8) - Rhythmmm
  4. 02:17:286 (2,3,4,5,6) -
[Sunset]
  1. Tiny problem, 01:03:214 (4,5) - shows follow point between objects whereas the majority of map doesn't for this spacing. Make a runthrough in Auto or something and catch every one of these things to be best visuals uguu
CodeBreaker Hao
I have a video for this song, do you need it? ;)
Topic Starter
meiikyuu

CodeBreaker Hao wrote:

I have a video for this song, do you need it? ;)
may i see it though? thanks ~ :)
CodeBreaker Hao
Can you download? Have cropped up, I hope you like it! If you understand Chinese, please tell me. :)
http://pan.baidu.com/share/link?shareid ... =573843836
Topic Starter
meiikyuu
yeah i got it thanks

i already have a storyboard for this map though, but i wanted to see the video anyway lol

file很大 x_x
LunarSakuya
hes stealing all my easter eggs fck

General
Cool

Sunrise
00:00:442 (1,2,1) - Highlight these and center using y-axis http://osu.ppy.sh/ss/686877, ofc then adjust the couple notes ahead
00:46:215 (3) - Whistle on tail
01:07:246 (1) - i suggest you delete and map out this part like your other kiai time, plus avoids spinner spam kinda
01:30:442 (2,3) - Try this rhythm instead http://osu.ppy.sh/ss/686901
01:38:792 (4) - Add a reverse with Finish on tail? i think there's enough emphasis in the bg music for it
01:55:493 (1,2,3,4,5) - you can definitely center this http://osu.ppy.sh/ss/686905
02:32:297 (2) - Finish
02:58:586 (1) - ^
03:30:751 (3) - maybe use soft sample set whistle since there's no beat in the bg
03:55:493 (1) - Finish on head?
04:16:215 (3) - try clap on head, will match 04:12:194 (4) -

Sunset
00:19:617 (3) - Normal sample set on head
00:20:854 (3) - Angle it something like this? http://osu.ppy.sh/ss/686916 to make the jump from this to (4) less dramatic compared to the rest of the combo
00:57:349 (9) - NC? for a similar feel as 00:10:338 (1) -
01:28:122 (4) - Clap on tail
01:31:369 (5) - Clap on head
03:40:648 (2) - NC, i think the speed change on "chocolate" is noticable enough, also similar to the first kiai

Void
00:24:256 (7,8) - move (8,9,10) further away from (7), the spacing vs. ar is kinda funny and acts almost like an anti-jump when i play
00:39:411 (2) - Ctrl + J, looks kinda sexier imo http://osu.ppy.sh/ss/686929
00:44:978 (2) - Finish on head
01:14:668 (1,3) - Use the same shape for these 2
01:26:112 (7) - Stack the tail instead of the head of this on (8) http://osu.ppy.sh/ss/686934, so the spacing doesn't seemed forced (?)/clustered? idk totally optional they both play nice imo
01:28:431 (5) - Clap
01:57:349 (3,4,5) - I guess you could equalize the spacing a bit more
02:13:431 (6) - Move this further away from (5)
02:46:833 (3,4,5) - i don't head this triplet matching anything, you could replace with 1/2 slider instead
03:01:060 (1) - fugly, shape it up http://osu.ppy.sh/ss/686942
03:17:761 (1) - Clap
03:19:771 (10) - Clap on head
03:23:328 (1) - try Ctrl + G
03:28:277 (7) - NC, delete NC on 03:29:514 (1) -
03:44:204 (2) - Ctrl + G UHHhhuhh
03:52:246 (7) - Delete clap on head if this was unintentional

call me back maybe
Topic Starter
meiikyuu

LunarSakuya wrote:

hes stealing all my easter eggs fck

General
Cool

Sunrise
00:00:442 (1,2,1) - Highlight these and center using y-axis http://osu.ppy.sh/ss/686877, ofc then adjust the couple notes ahead
00:46:215 (3) - Whistle on tail
01:07:246 (1) - i suggest you delete and map out this part like your other kiai time, plus avoids spinner spam kinda
01:30:442 (2,3) - Try this rhythm instead http://osu.ppy.sh/ss/686901
01:38:792 (4) - Add a reverse with Finish on tail? i think there's enough emphasis in the bg music for it
01:55:493 (1,2,3,4,5) - you can definitely center this http://osu.ppy.sh/ss/686905
02:32:297 (2) - Finish
02:58:586 (1) - ^
03:30:751 (3) - maybe use soft sample set whistle since there's no beat in the bg
03:55:493 (1) - Finish on head?
04:16:215 (3) - try clap on head, will match 04:12:194 (4) - sounds wierd

Sunset
00:19:617 (3) - Normal sample set on head
00:20:854 (3) - Angle it something like this? http://osu.ppy.sh/ss/686916 to make the jump from this to (4) less dramatic compared to the rest of the combo
00:57:349 (9) - NC? for a similar feel as 00:10:338 (1) -
01:28:122 (4) - Clap on tail
01:31:369 (5) - Clap on head
03:40:648 (2) - NC, i think the speed change on "chocolate" is noticable enough, also similar to the first kiai

Void
00:24:256 (7,8) - move (8,9,10) further away from (7), the spacing vs. ar is kinda funny and acts almost like an anti-jump when i play
00:39:411 (2) - Ctrl + J, looks kinda sexier imo http://osu.ppy.sh/ss/686929
00:44:978 (2) - Finish on head
01:14:668 (1,3) - Use the same shape for these 2
01:26:112 (7) - Stack the tail instead of the head of this on (8) http://osu.ppy.sh/ss/686934, so the spacing doesn't seemed forced (?)/clustered? idk totally optional they both play nice imo
01:28:431 (5) - Clap
01:57:349 (3,4,5) - I guess you could equalize the spacing a bit more
02:13:431 (6) - Move this further away from (5)
02:46:833 (3,4,5) - i don't head this triplet matching anything, you could replace with 1/2 slider instead
03:01:060 (1) - fugly, shape it up http://osu.ppy.sh/ss/686942
03:17:761 (1) - Clap
03:19:771 (10) - Clap on head
03:23:328 (1) - try Ctrl + G
03:28:277 (7) - NC, delete NC on 03:29:514 (1) -
03:44:204 (2) - Ctrl + G UHHhhuhh
03:52:246 (7) - Delete clap on head if this was unintentional

call me back maybe
working
Nyquill
http://puu.sh/2sSiB
Fixed for the sake of licking chocolate from my drainage
Saiyuka_old
hope u get timing done soon :v ~
Strawberry
how about to try this offset:408 ?

nice work anyway.(no kd
Suave_old_1
Why did you have to make this? Now I have to watch guilty crown again. :X
Dive
hello ! i came from your modding queue

um, in my opinion this map has a problem on timing
if you dont think so, ignore this

00:19:307 (1) - to the end move all the notes -78 but i recommend to move -66 (reset offset + 12 )
do and make a decision

i don't think this map has any problem except timing

https://osu.ppy.sh/s/89021

if you don't mind mod this plz

thx!
UnderminE
Throwing my 2 cents

i only clicked on preview and listened to the song a bit
194 BPM for a song like this? it must have been slower, but hey probably new mapping style has changed this much or maybe i don't know anything about BPM.
Dunno, when i think of a 194BPM song, a fast-paced song like http://osu.ppy.sh/s/47078 this comes in my mind (which is 195bpm). But well anyways, people like it, it seems.
Frostmourne

Strawberry wrote:

how about to try this offset:408 ?

nice work anyway.(no kd
something like from what I got, but I got 412 (-40)
Plz check about offset again Meii , I think it might be something wrong there :o
Also correct bpm is actually 97 but I believe 194 can still work. Song is energetic in some sort and consistent with the previous ranked map.
Good Luck Meii :D star !!
Gloria Guard
Go Go meiikyuu =w=//
Topic Starter
meiikyuu
oh, sorry i havent checked this forum in a while! from Strawberry's post to the latest post, thanks for your help! timing is more clear now

UnderminE wrote:

Throwing my 2 cents

i only clicked on preview and listened to the song a bit
194 BPM for a song like this? it must have been slower, but hey probably new mapping style has changed this much or maybe i don't know anything about BPM.
Dunno, when i think of a 194BPM song, a fast-paced song like http://osu.ppy.sh/s/47078 this comes in my mind (which is 195bpm). But well anyways, people like it, it seems.
yep i understand you, but apparently all the other bios maps have 194 and i guess its just to keep consistency. theres a few other reasons too (like what frosty said) if u want, in case ur wondering xD

Strawberry wrote:

how about to try this offset:408 ?

nice work anyway.(no kd
thanks! im working with around 410-411 right now, will compare soon

Frostmourne wrote:

something like from what I got, but I got 412 (-40)
Plz check about offset again Meii , I think it might be something wrong there :o
Also correct bpm is actually 97 but I believe 194 can still work. Song is energetic in some sort and consistent with the previous ranked map.
Good Luck Meii :D star !!
ok awesome thanks for the star also, ill be updating soon :D

@Gloria Guard: thank you!

@MnMz: bahaha xD
Senritsu
lol just reminding you about the fail background..
don't forget to add it~
xdxd
Topic Starter
meiikyuu
thx xD
Makar
forever pending ._.
Topic Starter
meiikyuu
-_-
Sephibro
hi meiikyuu <3

[Void]

00:03:812 (3) - 210|248 for perfect overlap
00:08:915 (4) - 145|163
00:24:224 (7) - 402|235
00:28:090 (2,3,4) - how about this: http://puu.sh/5B7u3.jpg
- (2) perfect blanket on (3)
- ctrl+G (4)

00:37:523 (1) - 377|208
00:38:451 (3) - this slider's shape is a bit awkward, i would go for something like this instead
00:56:544 (6) - 209|233
01:17:729 (3) - 117|205
01:21:286 (6) - 227|97 - also i would ctrl+G this one
01:26:080 (7) - 437|154
01:26:389 (8) - 349|49
02:33:348 - why ignore this drum? you should put a hitcircle here
03:04:121 (3,5) - these two sliders could be much nicer imo
03:20:203 (1,2,3,4,1) - http://puu.sh/5B9xN.jpg
- 03:20:358 (2) - 192|228
- 03:20:513 (3) - 256|168
- 03:20:667 (4) - 320|228

03:44:791 (4,5,6,7) - bad rhythm imo - try this http://puu.sh/5B9K7.jpg

03:52:214 (7) - the clap on red tick just shouldn't be there - remove it or http://puu.sh/5B9Sd.jpg and put clap on reverse arrow
03:57:162 (5) - ^same
03:57:162 (5) - curved stream? http://puu.sh/5Ba4y.jpg
04:17:265 (8) - imo if you put clap on the beginning of the slider you should put on the end too



Sorry for the nazi mod :P
I hope you'll find something useful in it
Sephibro
oh also i forgot to mention bpm is 97
Piine
I found this may really good. Good luck in getting it ranked
jonathanlfj
its happening

Black is suggestion
Blue is highly recommended
Red is unrankable

[General]
"gc14.jpg" and "meii biosbg.jpg" in the SB folder are not being used, you should remove them
if you want try offset -4, feels more accurate for most of the map imo and i can get over 98% with that on OD10

[Normal]
00:56:081 (3) - add a whistle on the end? you have it at other similar locations
01:20:204 (2,3) - i have an urge to follow the vocals here when playing, maybe you can try this: 01:35:978 (3) - hmm the drum here actually lands on 01:35:823, you can delete this note and make 01:35:359 (2) into a slider ending there
02:01:648 - you have two green lines here, remove one of them
02:30:101 (3,4,1) - hmm to avoid confusion for newbies, i think you can try having their spacing "look" the same to rid the effect of changing sv
02:48:039 (4,1) - the flow on this is a bit skewed, move 02:48:658 (1) a little downwards
02:55:462 (4) - consider adding a NC here since the combo is quite long
03:54:843 (4) - forgot a clap here
03:59:173 (5,6) - maybe a clap pattern on this, or just simply add one on 03:59:792 (6) to keep your clap patterns consistent

[Nyquill's Hard]
00:22:679 (7) - NC here, combo is too long
00:35:050 (1) - this is actually really cool, rarely see multiple repeats fitting that well these days
01:38:142 (1) - there is an extra NC here, up to you if you want to remove it or not (maybe to limit combo numbering?)
02:10:926 (5) - forgot clap
02:18:349 (5) - ^
02:38:452 (8) - i think it would play alot cooler if you shortened this and added a note at 02:38:761 as well as NC to reflect the change in music:
03:20:204 (7) - clap?
03:30:720 - due to a change in timing the break is unsnapped, snap the start to 03:30:720
03:39:689 (1) - try the soft sampleset here instead, and maybe raise the volume to 20% as well to avoid "inaudible" debates

[Insane]
the red timing section needs to be changed to 411 to match with the other difficulties. don't forget to move your green lines as well
00:01:028 - wait why is there a green line here lol shouldn't it be with the red line?
00:33:812 (4) - normal sampleset the slider end
00:38:451 (3) - ^
01:29:172 (8,9,10,11,1) - i would scrap this stream and put it somewhere else in this section, the reason being that in this measure the music somehow decides to go really early, so it hinders playability of the stream since the time window is delayed
02:24:997 (5) - this is practically inaudible, swap this and 02:24:842 (4) for a slider instead would solve the issue
03:17:729 (1) - clap
03:20:203 (1,2,3,4) - use a clap pattern here? similar to Normal
03:28:245 (7) - NC here and remove at 03:29:482 (1) seems more cirrect
03:39:684 - unsnapped green line, also for this section maybe use soft sample and bump up the volume, similar to the suggestion on Hard
03:59:172 (6) - clap here, similar to 01:18:348 (5)

my electricity died twice while writing this mod, im so glad i saved backups on word
Let me know after you are done with this~
Topic Starter
meiikyuu

jonathanlfj wrote:

its happening

Black is suggestion
Blue is highly recommended
Red is unrankable

[General]
"gc14.jpg" and "meii biosbg.jpg" in the SB folder are not being used, you should remove them ok
if you want try offset -4, feels more accurate for most of the map imo and i can get over 98% with that on OD10 ok changed

[Normal]
00:56:081 (3) - add a whistle on the end? you have it at other similar locations ok
01:20:204 (2,3) - i have an urge to follow the vocals here when playing, maybe you can try this: changed pattern ok
01:35:978 (3) - hmm the drum here actually lands on 01:35:823, you can delete this note and make 01:35:359 (2) into a slider ending there ok
02:01:648 - you have two green lines here, remove one of them ok
02:30:101 (3,4,1) - hmm to avoid confusion for newbies, i think you can try having their spacing "look" the same to rid the effect of changing sv made easier pattern
02:48:039 (4,1) - the flow on this is a bit skewed, move 02:48:658 (1) a little downwards
02:55:462 (4) - consider adding a NC here since the combo is quite long
03:54:843 (4) - forgot a clap here
03:59:173 (5,6) - maybe a clap pattern on this, or just simply add one on 03:59:792 (6) to keep your clap patterns consistent
i fixed all

[Nyquill's Hard]
00:22:679 (7) - NC here, combo is too long ok
00:35:050 (1) - this is actually really cool, rarely see multiple repeats fitting that well these days ty (from him)
01:38:142 (1) - there is an extra NC here, up to you if you want to remove it or not (maybe to limit combo numbering?) keeping to maintain visibility
02:10:926 (5) - forgot clap ok
02:18:349 (5) - ^ ok
02:38:452 (8) - i think it would play alot cooler if you shortened this and added a note at 02:38:761 as well as NC to reflect the change in music:
fixed
03:20:204 (7) - clap? ok
03:30:720 - due to a change in timing the break is unsnapped, snap the start to 03:30:720 ok
03:39:689 (1) - try the soft sampleset here instead, and maybe raise the volume to 20% as well to avoid "inaudible" debates ok

[Insane]
the red timing section needs to be changed to 411 to match with the other difficulties. don't forget to move your green lines as well ok
00:01:028 - wait why is there a green line here lol shouldn't it be with the red line? oops
00:33:812 (4) - normal sampleset the slider end ok
00:38:451 (3) - ^
01:29:172 (8,9,10,11,1) - i would scrap this stream and put it somewhere else in this section, the reason being that in this measure the music somehow decides to go really early, so it hinders playability of the stream since the time window is delayed ok
02:24:997 (5) - this is practically inaudible, swap this and 02:24:842 (4) for a slider instead would solve the issue i increased the volume to 30% instead, sounds fine now
03:17:729 (1) - clap ok
03:20:203 (1,2,3,4) - use a clap pattern here? similar to Normal ok
03:28:245 (7) - NC here and remove at 03:29:482 (1) seems more cirrect ok
03:39:684 - unsnapped green line, also for this section maybe use soft sample and bump up the volume, similar to the suggestion on Hard ok
03:59:172 (6) - clap here, similar to 01:18:348 (5) ok

my electricity died twice (wahh srry) while writing this mod, im so glad i saved backups on word
Let me know after you are done with this~
thank you!
jonathanlfj
confirmed the new timing with some others, i think its finally time for this to go!
Technically a christmas map too considering the theme, hope it gets ranked before the 25th :3

Bubbled~
Satellite
go go go go go
LunarSakuya
UH?

Normal
Set stack leniency to 4 like the other diffs, just not 10 LOL

02:11:541 (1) - i feel like the reverse is emphasizing the wrong part of the song, do http://osu.ppy.sh/ss/1193155 or something similar


King/Peasant D@vid Hard
00:31:644 (3) - NC or move further away from (2), the spacing's between (2,3) is really similar to (3,4,5) and may trip ppl with the low AR
03:00:716 - maybe add note to follow the strong vocals here, (4) also looks lonely


Insane
00:24:685 - add note, i hear a scale going down in the bgm, continue the flow and stuff
00:31:489 (6,1) - bring these up for a neater circle http://osu.ppy.sh/ss/1193169
01:01:953 (4,5) - sounds kinda weird rhythm-wise, i'd prob just make (4) a 1/2 slider, this will create a stronger"drop" on the draiNage?
02:56:541 (2,3) - try this rhythm instead http://osu.ppy.sh/ss/1193186, again the 1/4 sounded kinda awkward here imo
03:30:716 (5) - Soft whistle?
03:57:623 (7) - Delete clap from tail and maybe replace with finish
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