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Team "Hanayamata" - Yorokobi Synchronicity [CatchTheBeat]

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Topic Starter
Xinely

[Sc4v4ng3r] wrote:

Hello there~ Modding as requested via forum PM~
Sorry the mod got overdue :/

[General]
  1. Disable widescreen support on Salad, Platter and Rain.
[Cup]
  1. 00:48:779 (4,1) - The distance here might be intimidating for beginners, as the previous flow was all directing the catcher to the left; and they will have a hard time altering their movement towards the right, and they will also have a hard time catching the fruit itself as it is far away. Nerfing the distance might be a little bit better off for beginners, just like you did in 02:07:325 (4,1) - . This relates to the below point :
  2. Somehow I feel that the second part of the song(from 01:47:143 - here to 02:52:961 - here)had easier 'jumps' than the first part. To be exact the DS was ~2.0x-ish in the first part, while the second part had ~1.7x-ish, which does make much difference in the gameplay. I do feel the need of nerfing those 2.0x distances to 1.7x, as 2.0x anti-flow distance increment is pretty intimidating for beginners, it might not be that intuitive for them. yep i tried to make easier since already a bit long until 3 mins and probably they are tired already lol
  3. 03:33:688 (1,2) - I can see that you are trying to give a little bit of variety in rhythm here, but missing out the snare on 03:34:779 - this white tick sounds a bit weird as the previous white tick(I mean 03:31:870 - ) was indeed emphasized. You should consider following the consistency here, so the easiest way would be just adding a circle at the white tick, or you could change up the rhythm completely; I found this to be playing out much better, and it doesn't require much change if you decide to make an anti-flow between (1) and (2).
  4. 03:40:234 (2) - While the kick here isn't that strong over the cymbals in this part, giving a higher emphasis than them feels... Kinda weird IMO. And it's not like the white tick is specially strong or anything, so you might want to reduce the distance down for this one.
  5. 04:12:234 (4,1) - I'm not saying I'm totally against vertical sliders, but it feels unnecessary as no other kiai did this for any emphasis on the song, and it kinda creates a unnecessary stop in motion IMO. Might be just me, but if you still insist to keep this, you should at least make the flow go towards the right, even by a bit, for beginners to 'expect' where the next fruit will be falling better.
  6. Overall the difficulty is nice, although the patterns are pretty repetitive, they are well-managed and since this is a full song and a Cup, guess there's no helping it.
[Salad]
  1. 00:32:961 (2,3) - It might be just me that finds this too hard, but dashing to the opposite direction after a 1/2 slider seems way too 'fast' IMO, as they don't have enough recovery time after the slider. By that, I mean that the time-frame that the newbies have to possibly dash(it's catchable by just walking but it's pretty hard in my opinion) towards the other direction may not be enough. It might be because all the 1/2 notes in this section was pretty close together, so you may want to make the distance a bit more closer(but not all the way) for them to easily catch (3)'s head.
  2. 00:48:961 (6,1) - Here as well, it might be just me, but when I first tested this out I've caught (1)'s head just on the edge of the plate ;-; The anti-flow on this dash might be a little bit intimidating. Even if they practise this part out, (6) is pretty far out itself, so the catcher's plate may not be able to catch it because of that. Just moving (6) closer to (5) would work as they can catch the following note with more ease.ah yeah, make it a bit further for dash since it's supposed to be like that
  3. 03:28:597 (2) - While it does flow fine, newbies might have a hard time catching all the object in this slider, as the slider is placed on the borderline, and they might feel uncomfortable moving the catcher there as they tend to move the catcher according to the falling fruit's flow. Well looking at your reply on Tyrell's mod, you made straight sliders to emphasize on the guitars, so I don't really have a 'way' to fix this flow :/
  4. 04:43:143 (5) - The circle here sounds a little bit weird, as 04:42:415 (2,3,4) - these were emphasizing the drumroll in the background in some way, but since this is emphasizing the trumpet, it feels kinda out of place tbh. Again, it might be just me, but the drumroll that is 'supposed to land' at 04:43:143 - here feels like it is taking place a little bit more earlier which makes the circle sound a bit weird :/
  5. I have nothing much to say on this Salad, it's well done :D Well I found some things bit weird, but maybe I'm thinking too subjectively lol
[Platter]
  1. 00:09:688 (7,1) - I'm not totally against far 1/1 dashes in Platter, but seeing that this is the most calm part of the song, you may want to reduce it down a bit. And yes, I'm aware the vocals are at the highest pitch here, but players might not expect that far of a dash as no other 1/1 dashes in this part was that far.
  2. 00:46:052 (3,1) - IMO you could use a H-Dash here, as you could give emphasis to the hi-hat in the background which can actually be heard, so giving a 'special' emphasis may reflect on that fact. And also doing this will make a consistency in downbeat H-Dashes, which looks like its placed every 2 combos. the music isnt cymbal so i dont do hdash here, i usually do it for cymbal ones lol
  3. 00:50:415 (6,1) - The H-Dash here doesn't really fit, as the red tick is not anything specially strong, and that red tick wasn't emphasized as a H-Dash in the next part(which are 02:08:961 (1,2) - these 2 notes). Personally I would just remove the H-Dash as the red tick isn't anything strong. i think it's fine for starting a new pattern so lemme keep ><
  4. 00:51:506 (6,7) - Similarly, this H-Dash is not used in the next part(these 02:10:052 (7,8) - 2 notes) when they are of the similar strength. It does feel a little bit weird to under-emphasize the 'cymbals' in 02:10:052 (7,8) - these 2 notes, so you might want to consider to add a H-Dash there. yep i understand but that 3/4 slider fits a lot for the rhyhtm and i cant make 1/4 hdash so i'd go with this
  5. 01:12:052 (3,1) - It may be just me, but the direction change after the H-Dash here is quite sharp I would say, you might want to modify the curve on (1) so that it will be lesser harsh, something like this can still emphasize on the strong instrument and the vocals just fine.
  6. 01:28:597 (1) - I would add a H-Dash here, as there is that vocal mini-build-up on 01:25:688 (1,2,3,4,1,2,3,4) - these notes(in terms of pitch), and this is the 'pinnacle' of the build-up. And it kinda brings justification to the finish hitsound you've added onto the head of this slider lol
  7. 02:26:052 (1,1) - The H-Dash here, while not a borderline flow, it is still really far apart, considering that 01:07:870 (2,1) - these weren't emphasized with a H-Dash. Players might not expect a far 1/1 H-Dash there as the previous part didn't, and speaking only the movement, it's pretty hard to catch the note. It may be just me, but you should still change it up for the consistency's sake. nah for variation, this spot is possible for hdash so i do ><
  8. 03:34:961 (1,2) - This distance might confuse some players as the 1/4 rhythm in 03:33:688 (1,2) - here had basically the similar distance between them. And rhythmically it looks a little bit weird as the snare here is kinda under-emphasized(I believe this is the only part that the notes are this close, except the traps), not like the others. You might want to at least use 1.3x on this to at least vary the distances between them. Or it might be just me, I don't know.
  9. Well other than that, I had no problem for the later parts of the song, good difficulty overall :D But IMO I felt that the H-Dashes were kinda 'inconsistent' in certain parts.
Let me leave it as it is right now, I'll definitely come back to mod Rain. Couldn't keep you waiting for the mod :o
no reply means fixed, thanks for mod :D

Sey wrote:

Hi m4m as requested!

[General]
  1. Preferably use a 1366x768 (16:9 ratio) background size because that is more common nowadays. the original pic size is impossible to be resized in 16:9 so i just make to 4:3
[Cup]
  1. 00:34:779 (1) - Move this slider a bit more to the right, the movement before feels a little too rough. 3-4 grids are fine enough.
  2. 00:38:052 (2) - (See what I mentioned at 01:56:597 (2) - )
  3. 01:05:325 (3) - Sure you can map it like this but a long slider like this one is tricky for a Cup, easy to miss droplets for a Newbie. Replacing this with a spinner is much better. if spinner then they only have 2 white beats for recover that im sure some fresh newbies might have problem for it, so i just make long slider that easy to catch, the flow only goes to left w/o turn to rightward
  4. 01:56:597 (2) - Give this slider 2 repeats to better follow these 'bell' voices in the background, I think they are more outstanding here than the drums.
  5. 02:50:052 (1,2,3,1) - No, just no. Not in Cup. This is too drastic for the vocals given here. Keep a spinner here which follows the lenghtened voice and that's about it. same as long slider one, easy flow to catch so i'll keep im reducing the spacing instead to make easier
  6. 02:55:143 (5) - make this the same rotation angle as the two previous sliders, this one feels a little too rough in compare of them. Keep it simple.
  7. 03:53:325 (1,2) - Either map 3 single notes or a slider with reverse arrow, but not slider and single note. That's too complicated for a Cup.
  8. 04:47:143 (1,1) - Dafuq no, not in a Cup. This distance is awful, let the spinner start at least at 04:47:506 - ! lol never know if need 1 beat for starting, ok then
[Salad]
  1. 00:12:234 (6,7,1) - This whole pattern looks kinda awkward, try something more simple as this, please (the pattern on the screenshot is not that clean as well, in worst case that you cannot find a tidy pattern skip the 1/4 ticks):
  2. 00:26:234 (1) - Let this spinner start at 00:26:415 - . The previous distance feels very short for a Salad.
  3. 00:38:052 (1) - Same as mentioned in Cup, can also be emphasized with single notes instead, whereby I would prefer this. (Bell voices) i think this works fine so lemme keep
  4. 00:51:506 (6,1) - Potential place for a dash.
  5. 00:57:688 (7,1) - ^
  6. 01:30:415 (5,1) - ^
  7. 01:56:597 (2) - Same with the bell voices here as before.
  8. 02:26:415 (2,1) - For a better Kiai interlude this should be a dash as well.
  9. I recommend you to erase 02:38:234 (9) - and create another dash movement between the two remaining notes 02:38:052 (8,1) - , because it repeats the stanza at this point.
  10. 02:42:597 (3) - Slightly more to the right, please. It can be caught without dash.
  11. 02:48:961 (6,1) - Potential enough for a dash
  12. 03:13:325 (1,2,3) - Clearly not recommandable for a Salad, please map this on vocals again because they are by far more outstanding. Example for a timeline that can be used: i mainly map drums instead of vocal
  13. 03:16:961 (2,3,4) - Very monotone, you used sliders like these throughout these whole Salad, just for some variety map on the 1/4 ticks used by the drum beats and use an easy stream pattern. For example: i wont map until that specific drums since i have to keep gap rhythms from cup to salad to platter, but changed this as my way
    However, since this is a Salad, try to make it easy and accessible for a newer players. Do not fear of using a stream in a Salad, it is absolutely fine as long as they are not too hard.
  14. 03:22:779 (2,3,4) - Really awkward flow with all these different rotations and almost-stacks. Try a pattern as this one:
  15. 03:30:779 (1) - Why fully vertical? T_T Same for 03:36:597 (1) - because it plays exactly like a vertical slider, the curve in editor does not affect the gameplay at all. since no space again and make a easier flow after do a jump
  16. 03:53:325 (1) - For some variety from your Cup try a timeline like this one:
  17. 04:47:143 (1,1) - No, not in a Salad.
[Platter]
  1. 00:23:688 (4,5) - Explain me what this Hyper exactly follows? I cannot find anything that suit it really. Please wipe it, feels too unexpected. bell or whatever it called's pitch on 00:24:052 -
  2. 00:50:415 (6,1) - Dat Hyper. Really, what does it follow again? There is nothing outstanding. Keep the stream distance constant and simple. like i told in previous reply, i will change this if someone says again
  3. 00:54:961 - Add a note here and connect it with another Hyper to 00:55:143 (1) -
  4. 00:57:688 (4,1) - Hyper is necessary here.
  5. 00:58:961 - Optionally do the same at this part as I suggested at 00:54:961 -
  6. 01:00:779 (6,1) - Just awkward to have this Hyper on the screen wall. Select 01:00:597 (4,5,6) - in a whole and CTRL+G it. If you still want a Hyper so badly re-arrange 01:00:961 (1) - more to the left afterwards.
  7. 01:13:870 (8,1) - It would be great to have another Hyper at the end of this stream because it improves the pattern a lot, keep in mind we're in the kiai!
  8. 01:28:234 (4,1) - Why is this no Hyper?
  9. 02:09:870 (6,7) - Potential enough for a HDash. Optionally you can add another HDash to 02:10:415 (8) - but be careful because double Hypers can be a pain in the neck in Platters. This is totally up to you though, just add at least one Hyper.
  10. 02:23:688 (5,6,1) - Very questionable pattern. Please do not include a Hyper just before a spinner starts since it's really hard afterwards to react on the spinner in time! I suggest you to leave it out or let the spinner start a little later to give the player more time to prepare. i think no problem for it as the break is 1/2 and we dont need to catch the very first banana
  11. 02:45:325 (4,1) - Potential enough for another HDash. no need since only a vocal
  12. 02:46:779 (4,1) - ^
  13. 02:50:052 (1) - I think to better follow the vocals do a long slider without repeats which ends at 02:51:143 - . changed to a note only
  14. 03:10:415 (1) - Plays like a fully vertical slider, just boring. Make it curvier, please.
  15. 03:11:870 (1) - ^ they on purpose to make easy after dashes, player might be tired with long song yeah so im a bit kind xD
  16. 03:27:143 (4,5) - This jump feels a little rough, decrease distance slightly please.
  17. 03:31:506 (2,1) - This jump is kinda tough as well, either make it a HDash or decrease distance, though I'd prefer to see a Hyper at this point.
  18. 03:53:325 (1,2,1) - Using more density here as I already suggested in your Salad, wouldn't hurt this pattern. just follow the vocals :(
  19. 04:41:143 (4,5) - I don't understand why you used a Hyper at this point, there is nothing particular that gives it a possiblity.
[Cherry Blossom]
  1. In my very honest opinion, AR/OD9 feels too high on this song. It's exteme, sometimes really forced. It just doesn't work very well on this song. Please try and see if you still like this Rain with AR/OD8,5-8,7 (see for yourself what you favor the most). 8,8 then
  2. 00:16:597 (3,4) - Decrease distance, this jump is way too rough!
  3. 00:21:143 (4,5,6,7,8) - Why do you always use so boring steams which go constantly in one direction? Try something like this:
  4. 00:25:870 (6,1,1) - Omg no, please don't do this. Hyper before spinner and then just a 1/4 tick to prepare for it. That's a big nope. Highly suggested to fix it!
  5. 01:04:961 (4,1,1) - Same as above, fix that, please! both with 1/2 then
  6. 01:24:597 (2) - Far more lopsided to the right, please. A vertical slider as this one after some Hyper is never a really good idea.
  7. 01:34:234 (3,4) - The very last Hyper on this pattern feels awkward, rough. Gladly there comes a break after it because you drift off from it that much that you wouldn't even be able to catch the next note. However, this can easily be fixed by doing the following: lemme keep mine, it's easy enough for me to catch
    This will erase the Hyper but believe me, it's really not necessary here, the pattern is already difficult enough without a Hyper.
  8. 01:55:688 (3,4,5) - Geez, why? Just look at this pattern in compare of the vocals. Are you seriously mapping with double hypers even though the music is extremely calm at this? It doesn't fit at all. Just wipe it out, do something simple like this (01:56:597 (2,3) - is very unfitting, too):
  9. 01:56:779 (3,4,5) - Same with this, let this be calm. The drums start at 01:57:688 - , at this point you can go on with extreme patterns, but don't do it here! At all! still prefer to keep the 1/6 ><
  10. 02:19:325 (6,7,1) - Awkward patterning, try the following: rip hyper well i keep the wall jump but remove all hdashes
  11. 02:23:506 (4,5,1) - At least here the spinner is catchable after the Hyper, but still.. I really dislike using Hypers just before a spinner, so you may wanna consider at least increasing the distance between previous note and spinner a little.
  12. 02:48:415 (6,7,1,2) - Nuuuh, not again a Wall Hyper. Please do this: rip hdash then
  13. 02:52:415 (3,4) - Ensure that the distance between these 2 notes is a bit lower, the jump is very forced and it is hard to catch the Hyper at (4) in time.
  14. 03:41:688 (1) - Eh... In a rain? Nah...: vocaaaaaaaaaaaaaaaal
  15. 04:19:143 (2) - Move it a little more to the right, the previous jump feels too forced.
  16. 04:29:325 (2,3,4) - That's pretty lame, try the following to emphasize the music a little better:
  17. 04:43:234 (2,3,1) - Nope nope nope, same reason as above. Fix this :o
The difficulties are okay, but I know you can do better. You mapped it relatively monotone and used safe patterns overall your whole difficulty. The Rain is a little questionable, especially in terms of these spinner note distances combined with some really crazy Hyperdashes directly before them. Otherwise, it's okay. For now, focus on finding more modders on this set and we will see where this goes in future.

Good luck!
no reply means fixed thanks for mod :D
IamKwaN
Genre should be video game instead of anime.
Kagari
sorry for the late m4m ;_; *slaps myself*

i'll be doing cherry blossom for now since it took me more than 4 hours just to mod that diff rip *slaps myself again*
I already have a look into cup, salad and platter, and it seems fine to me (i guess), tho i will be doing another round of mod if possible in the near future (inb4 I suck at modding easier diffs rip)

these are only suggestions from me, don't kd me if none of my suggestions isnt helping the map to improve

[Cherry Blossom]
  1. 00:00:597 (1) - why not making this end-slider a single note instead? x:456 would be nice
  2. 00:09:143 (2,3) - increase the distance a bit (or make them a dash in between)
  3. 00:10:597 (2,3) - ^ with more distance
  4. 00:14:052 (2,1) - increase the distance in between here as well (or just leave it as it is if you're okay with it)
  5. 00:14:779 (2,1) - a hyper towards (1) would be nice (or increase the distance to make the dash even sharper than the previous one)
  6. 00:15:143 (1,2,3,4) - the stream flow here is very nice, but I want to see 00:15:688 (4) - at the right side to make the stream looks even fun IMO (but you have to move 00:15:870 (1) - too in that case). try ctrl+h 00:15:688 (4,1) - and move them to x:412
  7. 00:17:325 (1) - move to the left side, my suggestion would be x:88. and move this 00:17:688 (2) - to x:72 if you accepted the suggestion above
    OR
    if you choose to remain like the previous one, increase the distance in between 5 and 1 in 00:17:143 (5,1) - and also in between 2 and 3 in 00:17:688 (2,3) -
  8. 00:21:143 (4,5,6,7,8) - try to make this stream a bit curvy at the end (I suggest 00:21:506 (8) - at x:156)
  9. 00:44:779 (6,1) - i feel like these two notes need more distance in between them than the previous distance. try to increase the distance.
  10. 00:46:052 (3,1) - a hyper here would be nice IMO
  11. 01:07:506 (1) - move this to the right, but dont move it beyond 01:08:234 (1) - 's position
  12. 01:30:779 (3,4) - ctrl+g
  13. 01:33:688 (1,2,3,4) - for some reason, this part is kinda tough for me (even tho I can execute it on my first try lol :v)
  14. 02:26:052 (1) - move this to the left, but dont move it beyond 02:26:779 (1) - 's position
  15. 02:43:870 (6,7,8) - make them a little bit curvy (recommended)
  16. 02:48:961 (2,3) - ctrl+g them
  17. 02:53:688 (3,4,1) - increase the distance between (3) and (4), and (4) and (1), or you can move 02:54:234 (4) - to x:460 instead to create a hyper to (1)
  18. 02:56:415 (2,3) - make them a normal dash in between the notes (or increase the distance)
  19. 02:57:870 (2,3) - ^
  20. 03:00:961 (3) - try ctrl+g (for this one you have to move 03:00:052 (1,2,3) - to the furthest right (x:500) and move 03:01:325 (4) to the left but be careful not to damage the hyper towards 03:01:688 (1) - )
  21. 03:05:325 (2,3,1) - the same as the one that I've mentioned before in 02:53:688 (3,4,1) -
  22. 03:09:506 (2,3) - make them a normal dash in between the notes (or increase the distance)
  23. 03:13:325 (1,2,3,1,2,3) - feels a bit bland IMO, try ctrl+g 03:14:415 (3) - and see if this can spice up that part a bit :D (if you can make a hyper to 03:14:779 (1) - , that would be awesome)
  24. 03:55:325 (3,1) - i feel like increasing the distance a bit, but maybe not... your call
  25. 03:56:415 - to add, or not to add, that's your decision (i do feel like you didnt map the vocal in the first place lol :p )
  26. 03:56:961 (1,2) - increase the distance a bit, or just leave it as it is
  27. 03:58:234 (4,1) - ^
  28. 04:29:325 (2,3) - ctrl+g
  29. 04:38:597 (4,5,6,7,8) - try to make this a bit curvy at the end of the stream without damaging the hyper afterwards
overall it's a lovely diff :3

gl on ranking~ /o/
Topic Starter
Xinely
Having a serious problem on my laptop so i cant check it right now but thanks for mod all ~
I will try to reply when possible

edit :

@KwaN : i'd like to change it by myself if i could lol

Kagari wrote:

sorry for the late m4m ;_; *slaps myself*

i'll be doing cherry blossom for now since it took me more than 4 hours just to mod that diff rip *slaps myself again*
I already have a look into cup, salad and platter, and it seems fine to me (i guess), tho i will be doing another round of mod if possible in the near future (inb4 I suck at modding easier diffs rip)

these are only suggestions from me, don't kd me if none of my suggestions isnt helping the map to improve

[Cherry Blossom]
  1. 00:00:597 (1) - why not making this end-slider a single note instead? x:456 would be nice lol razor told to repeat slider, actually i prefer your suggestion so changed :D
  2. 00:09:143 (2,3) - increase the distance a bit (or make them a dash in between) i'd like keep normal spacing for weak music and vocal ><
  3. 00:10:597 (2,3) - ^ with more distance
  4. 00:14:052 (2,1) - increase the distance in between here as well (or just leave it as it is if you're okay with it) i'd like to do if there is wider spot lol
  5. 00:14:779 (2,1) - a hyper towards (1) would be nice (or increase the distance to make the dash even sharper than the previous one) lemme keep to make easy since i have 1/4 hdash for next one ><
  6. 00:15:143 (1,2,3,4) - the stream flow here is very nice, but I want to see 00:15:688 (4) - at the right side to make the stream looks even fun IMO (but you have to move 00:15:870 (1) - too in that case). try ctrl+h 00:15:688 (4,1) - and move them to x:412 that would be cruel from (3) to (4) so lemme keep as this diff is only a rain ><
  7. 00:17:325 (1) - move to the left side, my suggestion would be x:88. and move this 00:17:688 (2) - to x:72 if you accepted the suggestion above
    OR
    if you choose to remain like the previous one, increase the distance in between 5 and 1 in 00:17:143 (5,1) - and also in between 2 and 3 in 00:17:688 (2,3) -
  8. 00:21:143 (4,5,6,7,8) - try to make this stream a bit curvy at the end (I suggest 00:21:506 (8) - at x:156)
  9. 00:44:779 (6,1) - i feel like these two notes need more distance in between them than the previous distance. try to increase the distance.
  10. 00:46:052 (3,1) - a hyper here would be nice IMO i can see your reason but no spot ;_;
  11. 01:07:506 (1) - move this to the right, but dont move it beyond 01:08:234 (1) - 's position
  12. 01:30:779 (3,4) - ctrl+g
  13. 01:33:688 (1,2,3,4) - for some reason, this part is kinda tough for me (even tho I can execute it on my first try lol :v) [color=#0000FFthis was mistake LOL[/color]
  14. 02:26:052 (1) - move this to the left, but dont move it beyond 02:26:779 (1) - 's position
  15. 02:43:870 (6,7,8) - make them a little bit curvy (recommended)
  16. 02:48:961 (2,3) - ctrl+g them
  17. 02:53:688 (3,4,1) - increase the distance between (3) and (4), and (4) and (1), or you can move 02:54:234 (4) - to x:460 instead to create a hyper to (1)
  18. 02:56:415 (2,3) - make them a normal dash in between the notes (or increase the distance)
  19. 02:57:870 (2,3) - ^
  20. 03:00:961 (3) - try ctrl+g (for this one you have to move 03:00:052 (1,2,3) - to the furthest right (x:500) and move 03:01:325 (4) to the left but be careful not to damage the hyper towards 03:01:688 (1) - ) lemme keep as my goal is making a normal jump for (4) because the drum
  21. 03:05:325 (2,3,1) - the same as the one that I've mentioned before in 02:53:688 (3,4,1) -
  22. 03:09:506 (2,3) - make them a normal dash in between the notes (or increase the distance)
  23. 03:13:325 (1,2,3,1,2,3) - feels a bit bland IMO, try ctrl+g 03:14:415 (3) - and see if this can spice up that part a bit :D (if you can make a hyper to 03:14:779 (1) - , that would be awesome)
  24. 03:55:325 (3,1) - i feel like increasing the distance a bit, but maybe not... your call fixed
  25. 03:56:415 - to add, or not to add, that's your decision (i do feel like you didnt map the vocal in the first place lol :p ) true, i map more for the music beats tak tak tak here lol
  26. 03:56:961 (1,2) - increase the distance a bit, or just leave it as it is
  27. 03:58:234 (4,1) - ^
  28. 04:29:325 (2,3) - ctrl+g
  29. 04:38:597 (4,5,6,7,8) - try to make this a bit curvy at the end of the stream without damaging the hyper afterwards
overall it's a lovely diff :3

gl on ranking~ /o/
thanks for mod :D
no reply means fixed :D
BoberOfDarkness
Hiya, M4M for Nightwish heu

Cup
  1. 00:12:961 (1,2) - I highly suggest you to reduce difficulty of this pattern. Try this shape for (2): http://puu.sh/mwOws/ebf2793b17.jpg Then drag 00:15:143 (3) - to something like x:120 so whole pattern will look kinda like that https://osu.ppy.sh/ss/4340108.
  2. 00:31:325 (4) - shortening this slider to 1/2 will fit vocals better I think also 1/2 jump to 00:31:870 (1) - feel uncomfortable on this BPM for novice level of playing
  3. 01:16:052 (4,1) - moving both by 4/5 grids would make pattern a lot simper. Its pretty uncomfortable pattern as for Cup I think
  4. 01:57:688 (3) - maybe move to x:252 to keep same distance between the note and both sliders head and tail
  5. 02:14:961 (2) - moving it to x:256 will clear the small difficulty spike and pattern will fit better to your mapping style used here
  6. 03:19:143 - the whole guitar solo part (until break) is just monotonic left right walk, I can say that nothing flows there, please use your magic and add some fresh patterns there, this part a that stand out of the song so its place something innovative
  7. 03:40:961 - here there is nice spot for spinner consider adding here one
  8. 04:11:325 (3) - tail of the slider ends out of screen move one or two grids right
  9. 04:14:415 (3,4,1) - for this pattern I would suggest some changes. Firstly stacking a bit (3) and (4) would fit nicely to vocals (for some reason lol) and after then change the shape of (1).


Salad
  1. 00:12:597 (7,1) - this jump is a trap! Its very unclear pattern like "dash or not dash", also the slider makes hard anti-flow so I suggest you to make more distance between notes and change the sliders shape to something like "C"
  2. 01:00:961 (1,2) - that pattern is too basic I think, try too make it more creative, I can suggest using mine. If you will used it you should 01:02:779 (4) - change too
  3. 01:58:779 (9,1) - ctrl + h, (9) flows much pattern on the right side of stream
  4. 03:19:143 - this time on that part you use only simple jumps and you don't even use them often

    Generally very good diff but very basic as for salad just with some jumps and only few density inflows like streams. Moreover I think that some 1/2 should be less used for some longer 1/1 jumps instead 1/2 walk
Platter
  1. 00:12:234 (3,4) - I highly recommend you to decrease distance between them, the best way is too put (3) at x:232
  2. 01:07:870 (2,1) - hyper dash would be nice here since you dont use them much and there is not hypers at the beginning of kiai time
  3. 01:25:143 (3,4,5,6,7,8) - I think that more curved stream is better
  4. 01:34:052 (4,5,6,7,8) - maybe ctrl + g? It will make the pattern more interesting
  5. 03:15:506 (2,3,4,5,6,7,8) - I think that stream works nicely on STD map but not here in CTB
  6. 03:27:870 (1,2) - I think that this jump is pretty surprising, nerf it a bit or make it hyper
  7. 04:06:415 (2,3,4,5,6,1) - maybe once again introduce the kiai with hyper dash?
  8. 04:09:870 (5,1) - that is too sudden, I think you can hyper it to make it less
I like how you made the platter beginners friendly but a bit challenging at same.


The hardest diff looks very fine to me.

I have to admit that you are using too much std mapping style here

Good luck with ranking!
koliron


General
  1. I cant understand why is necessary add "hanayamata" in tags because is part of the source, you can find all diffs without this, also why so few tags? you can add more, for example "Hana N. Fountainstand" because she is in the background (and if you want "ハナ・N・フォンテーンスタンド" because is her Japanese name).
  2. Nice spread, but maybe the Cup is a bit hard compared to the distance between the other three difficulties, in my opinion it has patterns with too much movement for new players, for example 00:31:325 (4,1) - or 01:04:597 (2,3) - (specially this last, obviously is not a dash, but the distance is a little strong, even taking into account the strength of the sound, you only can catch the next note almost with the edge of the plate, I think it would be better if in the cups all notes are possible to catch without much effort).
  3. AR 5-7-8-8.8? why not AR 6 in the cup to make a more consistent spread? same with the CS, 3-3-3.5-4, 3 maybe is too much in a cup, also for the previous suggestion, if you use 2.5 in the cup would be much easier for new players and do a 100% consistent difference in cs.
  4. About new combos, you were inconsistent in some times with all dificulties, specially with the cup, for example 00:00:597 - 00:02:961 , or in 00:12:961 - 00:15:870 , etc, I will not suggest all, dont want to be irritating, maybe just a few that note for as long plus of course those who feel they are not different stanzas.

Cup
  1. 00:03:688 (5,1) - Maybe you can add a bit more distance, the voice is really strong in (1), like 00:05:143 (2,3) - .
  2. 00:03:688 (5,1) - The nc is not in 00:04:234 - ? i suggest replace that slider with 2 circles and then you can add.
  3. 00:10:052 (3,4,5,6) - 4 notes with same distance can be a bit boring, i suggest reduce a little distance between each note, something like
    Also fit good with the song because these sounds reduce with each one (dont ask for the background).
  4. 00:21:143 (4,1) - nc is better in 00:21:688 - to be consistent with 00:15:870 (1) - and 00:18:779 (1) - .
  5. 00:27:506 (4,1) - Nice distances until here but maybe this is a lot, 00:28:961 (1) - is not reaally strong, i suggest reduce at least to x 340, also because the next section is too relax, in my opinion deserve less distance.
  6. 00:38:052 (2) - Until here almost all patterns are in the same direction, why not ctrl+g here and then x 396 again? is not so hard for new players and can be more fun.
  7. 00:44:961 (3) - Why you follow the instruments only here? can be better if you put this slider 00:44:779 - and finish in 00:45:506 - to follow the voice, can be better for new players, also because since all objects have the same distance since 00:31, this can be frustrating for the players because it is a very long map, so vary with these can be recommendable to be more fun.
  8. 00:49:143 (1,2,3,4) - These sounds increace each a note, why you add less distance to 00:51:506 (4) - ? feels weird for me, maybe with a ctrl+g and then reduce a bit all distances around here to not make a so hard pattern, also why you add less volume 00:50:779 - here? you only can follow the drum and that is so strong, in any case can be better if you add! more volume. To be honest 70% since 00:42:052 - its fine? because since 00:43:506 - all sounds deserves less volume, at least in my opinion x: then if you reduce 00:42:052 - you can add a more in 00:50:779 - .
  9. 01:05:325 (3) - The flow is nice but this sound is really strong? maybe can be better with something like
    (i mean less horizontal).
  10. 01:30:052 (4,1) - Whoo! as i said in the general, some distance like this can be really hard for new players, even if is a really strong sound, i suggest reduce at least a bit the distance.
  11. 02:11:870 (2,3) - Why this short distance? I think can be more, 02:12:961 (3) - has a strong voice and instrument.
  12. 02:12:961 (3,4,1) - For the reason as above, you can add a bit more distance to (1) to highlight that strong sound, also to break these 3 notes with same distance ):
  13. 03:27:143 (5,1) - In my opinion the nc fit better in 03:27:870 - to following better the stanza of the guittar and drum.
  14. 03:41:688 (3) - Maybe replace this slider with 3 circles or slider + circle and then add a bit more distance to 03:42:415 - , this sound is a bnit more strong, and specially to the finish of the section and a good start of break, would be really better, i hope you can understand my complicated ideas (:
  15. 03:53:325 (1) - ^ maybe same here.
  16. 03:54:415 (2,3,4,5,1) - Hum, to be honest feels weird, you change too the following of the voice and instruments, even in a complicated pattern, i suggest
  17. 04:05:688 (1,2) - I know that strong distance here feels bad, is an short "break"(? but maybe a distance which forces the Ryuuta to moving, for example x 132 feels better for me.
  18. 04:21:325 (6,1) - Definitely this distance is too, please readuce a lot here, you can catch (1) only with the edge of the plate, and not forget that new pleyers have bad reflexes.
  19. 04:29:325 (5,1) - In my opinion the nc is better in (5) following the voice, unless im dumb, for me the new stanza is here 'o´
  20. 04:33:688 (2,3) - Maybe a bit more distance to highlight the sound in (3) can be nice.

Salad
  1. 00:12:597 (7,1) - In my opinion refrain of dash in the beginning of the map can be better in a salad, also because this beginning is rrreelax, i mean until 00:15:870 - because since here the song is much more intense.
  2. 00:34:415 (4,1) - I suggest do this jump a bit more "obvious" because is not really necessary use dash here, this can be confunsing for salad players (new players yet), but not much, to not do hard movement, maybe something like x 208.
  3. 00:50:779 (5,6) - Maybe not a dash, but more distance is recommendable, as i said in the cup, to highlight the voice (also has a strong instrument).
  4. 00:52:961 (3,4) - Until here I not saw many dash, I understand that in salad should be few, but I think that in yours can be a few more, this is a good place for it, voice+instrument.
  5. 00:53:325 (4,5,6,7,8) - In salads you can do more zig zags ): this pattern has only one direction, why not for example change the direction to the left 00:54:415 - here? is a strong and different sound, can be a nice flow.
  6. 00:54:779 (8,1) - I dont know if you wanted to add dash here, but the distance is confusing, i suggest do a convencing dash here, for example x 132 or a bit less, if you not wanted, try to reduce the distance, without dash you need catch (1) with the edge, same 01:58:779 (9,1) - here, specially because the previous part is so relax and the player can be accustom for a short period of time there is no dash, with more reason is recommendable make a distance in which the player is sure of its need.
  7. 01:58:052 (4,5,6,7,8,9) - Only one direction? ): why not for example to the right since 01:58:415 - , also because then you can a more convencing dash to 01:59:143 (1) - .
  8. 02:35:325 (1,2,3,4,5,6) - As i suggest above, why not more directions? is just a left and a right, can be really more fun, for example 02:36:415 (3) - in x 228, then +2 movements.
  9. 03:02:234 (2,3,4) - Whoo! the voice and instrument here are really strong, why not a dash to 03:02:961 (4) - ? would be nice!
  10. 03:04:234 (6,1,2) - Yeah the distance to (1) is more than (2) but can be better with a bit more, that sound has also a finish, even a dash can fit here! uuuo
  11. 03:40:234 (5,6) - Hm, for me is beter if you replace (6) with 2 notes and then use this distance to 03:40:779 - because is the real strong sound.
  12. 03:41:688 (1) - Remove this nc to be consistent with the cup or add there. edit: yeah, the other diffs have nc here :b
  13. 04:02:052 (7) - 04:03:506 (3) - 04:21:688 (1,2) - This is not standard lol, in game are like normal sliders o
  14. 04:03:506 (3,4,5) - The more strong here is (4) but has less distance than to (5), mh (4) in for example x 336 feels better for me.
  15. 04:05:325 (7,1) - Only in the salad has this distance? even in the rain is not necessary to use o.o yeah that sound is strong, but to be consistent i suggest reduce the distance here or add in the other diffs.
  16. 04:28:597 (3,4,5) - Why the distance to (5) is less than to (4)? following voice or instruments, (5) is more strong, i suggest do a convencing dash to (5) and maybe reduce a bit the distance to (4) to not do almost 2 dash in row.
  17. 04:33:325 (1,2) - I suggest use at least a bit distance here, even the cup has more here, same 04:39:143 (1,2) - here.

Platter
  1. 00:15:506 (1,2,3,4,5) - This suggestion is really exaggerated, i know (: this stream can be better if you put 00:15:779 (4,5) - x 232 to be consistent with 00:15:506 (1,2) - , dont hate me.
  2. 00:33:143 (3,1) - Why not a dash here? I really expected when I played
  3. 00:44:415 (3,1) - As i suggest in some points in the salad, i suggest do this dash more obvious, just for aesthetics and flow.
  4. 00:50:415 (6,1) - This hyper really fits well? until now and a brief period after here, I notice that you used hyper basically to sounds containing finish, but this is not the case, its not strong in drum, is equal to the others, maybe with the rest of the instruments, but in that case I recommend to reduce this to a normal dash.
  5. 00:51:870 (7,1) - I understand that 1/4 hypers are not recommendable in platters, at least with 165 of bpm, but why not at least a normal dash? fit perfect here.
  6. 01:00:779 (6,1) - And maybe hyper here to be consistent?
  7. 01:34:052 (4,5,6,7,8) - About this, mh i cant hear any sound in 01:34:325 - , at least in game is not possible (yeah even in 25% pr i cant), i suggest remove this note, also then you can do a hyper to 01:34:415 (8) - , that sound is really different and strong, would be nice! (maybe +circle in 01:33:961 - to follow better the drum).
  8. 02:08:961 (1,2) - I suggest a dash here, fit good with the song for the strong sound, and to do more jumps around here, there are 8 circles without ):
  9. 02:27:506 (3,4,1) - Do not feel the voice around here, even considering that you followed with notes, i suggest add a convencing jump to 02:28:052 (4) - following the voice, as you did near here, for example 02:26:052 (1,1) - 02:29:506 (5,1) - .
  10. 03:09:688 (3,1) - Hum, maybe this jump can be so hard for platter players, its assumed that they already "dominated" the normal dash, so they can start with hypers, but this dash is close to being a pixel-jump, just a bit less can be much better, for example x 104.
  11. 03:18:597 (4,5,6,7,8,9,1) - You cant do a curve here? ): would be much better! are exactly same distances.
  12. 04:18:415 (4,1) - Hyper here to be consistent?
  13. 04:29:325 (2,3,4,1) - I think that (1) is really more strong that the others, a normal dash here can be a better option.
    Nice platter, seriously, i love it.

Cherry Blossom
  1. 00:01:688 (3,1) - I suggest do a normal dash as you did in the platter.
  2. 00:03:870 (3,1,2) - In my opinion if you do a jump to (1), can fit other to (2) because that sound is more strong.
  3. 00:05:506 (1) - I suggest remove the nc to be consistent with the other diffs.
  4. 00:11:506 (4,1) - Is the first hyper in this diff, is necessary do almost wall to wall? and that sound deserve hdash but is not sooo strong, please reduce a lot the distance here.
  5. 00:17:143 (5,1) - Hyper here can be nice and fit with the song, if you not agree please reduce a bit the distance, is hard to catch.
  6. 00:50:234 (5,6,7) - I cant hear a strong or different sound in (6), maybe you can add a hyper to 00:50:597 (7) - and remove to (6), 00:51:143 (3,4,5) - same here, to (5) following the voice (but personally i prefer just remove that hyper).
  7. 01:18:779 (2,3) - Maybe a hyper here is much, there are a lot around here, mh, i suggest add here and remove to 01:19:506 (5) - , because until now you only follow the sounds of finish to add hdash, exept some exceptions with the voice, but none of that is here, something like
  8. 01:31:143 (4,1) - As i said in the platter, dash here feels better for me.
  9. 01:52:779 (3,4) - This part of the song is toooo relax, if you want to add hypers around here, please without strong distance like this, same in 01:54:597 (4,1) - 01:56:597 (2,3) - 01:57:870 (2,3) - 01:58:234 (4,5) - .
  10. 01:56:597 (2,3) - Really that sound deserve hyper? is even hard to listen in game, maybe to 01:56:597 (2) - can fit, i suggest put 01:56:597 (2) - close to (3) to fix this.
  11. 02:08:779 (5,6,7) - Same as 00:50:234 (5,6,7) -.
  12. 02:10:052 (5,6) - I suggest add hyper to be consistent with 00:51:325 (4,5,6,1) - .
  13. 02:19:143 (4,5,6,7,1) - Whoo! nice idea, but this pattern is really hard, please reduce a bit all distances between 02:19:143 (4,5,6,7) - .
  14. 02:37:325 (2,3,4,5) - Same as 01:18:779 (2,3) -.
  15. 03:14:415 (3,1) - In my opinion a dash here can be nice, also to highlight the strong sound in (1).
  16. 03:30:052 (3,4,5,6,7,8,9,10) - Why that stroooong distance? please reduce.

I love this song and map! (seriously, nice map) and sorry if my mod is too objetive and short, almost all is about distances, nc and flow, i have not much time x:

Good luck :P and sorry for late x2
Topic Starter
Xinely

BoberOfDarkness wrote:

I have to admit that you are using too much std mapping style here
ah you read my style :P

gonna check mods when koliron finishes his mod :D
Ascendance
poke me after koliron apply <33
Yuii-
This song is... fucking good and amazing abnd etc etc
Topic Starter
Xinely

Yuii- wrote:

This song is... fucking good and amazing abnd etc etc
I know it :D

Gonna reply mods soon
Topic Starter
Xinely

BoberOfDarkness wrote:

Hiya, M4M for Nightwish heu

Cup
  1. 00:12:961 (1,2) - I highly suggest you to reduce difficulty of this pattern. Try this shape for (2): http://puu.sh/mwOws/ebf2793b17.jpg Then drag 00:15:143 (3) - to something like x:120 so whole pattern will look kinda like that https://osu.ppy.sh/ss/4340108.
  2. 00:31:325 (4) - shortening this slider to 1/2 will fit vocals better I think also 1/2 jump to 00:31:870 (1) - feel uncomfortable on this BPM for novice level of playing
  3. 01:16:052 (4,1) - moving both by 4/5 grids would make pattern a lot simper. Its pretty uncomfortable pattern as for Cup I think
  4. 01:57:688 (3) - maybe move to x:252 to keep same distance between the note and both sliders head and tail i'd keep my spacing for now
  5. 02:14:961 (2) - moving it to x:256 will clear the small difficulty spike and pattern will fit better to your mapping style used here
  6. 03:19:143 - the whole guitar solo part (until break) is just monotonic left right walk, I can say that nothing flows there, please use your magic and add some fresh patterns there, this part a that stand out of the song so its place something innovative remapped a bit
  7. 03:40:961 - here there is nice spot for spinner consider adding here one just a slider is fine imo since follow vocal xD
  8. 04:11:325 (3) - tail of the slider ends out of screen move one or two grids right
  9. 04:14:415 (3,4,1) - for this pattern I would suggest some changes. Firstly stacking a bit (3) and (4) would fit nicely to vocals (for some reason lol) and after then change the shape of (1).


Salad
  1. 00:12:597 (7,1) - this jump is a trap! Its very unclear pattern like "dash or not dash", also the slider makes hard anti-flow so I suggest you to make more distance between notes and change the sliders shape to something like "C"
  2. 01:00:961 (1,2) - that pattern is too basic I think, try too make it more creative, I can suggest using mine. If you will used it you should 01:02:779 (4) - change too change on my own
  3. 01:58:779 (9,1) - ctrl + h, (9) flows much pattern on the right side of stream
  4. 03:19:143 - this time on that part you use only simple jumps and you don't even use them often need dash here imo so yeah

    Generally very good diff but very basic as for salad just with some jumps and only few density inflows like streams. Moreover I think that some 1/2 should be less used for some longer 1/1 jumps instead 1/2 walk
Platter
  1. 00:12:234 (3,4) - I highly recommend you to decrease distance between them, the best way is too put (3) at x:232
  2. 01:07:870 (2,1) - hyper dash would be nice here since you dont use them much and there is not hypers at the beginning of kiai time hard to find spot to do hdash really 8(
  3. 01:25:143 (3,4,5,6,7,8) - I think that more curved stream is better
  4. 01:34:052 (4,5,6,7,8) - maybe ctrl + g? It will make the pattern more interesting
  5. 03:15:506 (2,3,4,5,6,7,8) - I think that stream works nicely on STD map but not here in CTB
  6. 03:27:870 (1,2) - I think that this jump is pretty surprising, nerf it a bit or make it hyper
  7. 04:06:415 (2,3,4,5,6,1) - maybe once again introduce the kiai with hyper dash? same 8(
  8. 04:09:870 (5,1) - that is too sudden, I think you can hyper it to make it less
I like how you made the platter beginners friendly but a bit challenging at same.


The hardest diff looks very fine to me.

I have to admit that you are using too much std mapping style here

Good luck with ranking!
thanks 4mod ~

check koliron's mod in next time xD

koliron wrote:



General
  1. I cant understand why is necessary add "hanayamata" in tags because is part of the source, you can find all diffs without this, also why so few tags? you can add more, for example "Hana N. Fountainstand" because she is in the background (and if you want "ハナ・N・フォンテーンスタンド" because is her Japanese name). hana only used in bg and this song sung by 5 members. i dont know all of them so no need to add xd.. hanayamata in tags because the artist is "Hanayamata" not Hanayamata
  2. Nice spread, but maybe the Cup is a bit hard compared to the distance between the other three difficulties, in my opinion it has patterns with too much movement for new players, for example 00:31:325 (4,1) - or 01:04:597 (2,3) - (specially this last, obviously is not a dash, but the distance is a little strong, even taking into account the strength of the sound, you only can catch the next note almost with the edge of the plate, I think it would be better if in the cups all notes are possible to catch without much effort). sure, nerf them
  3. AR 5-7-8-8.8? why not AR 6 in the cup to make a more consistent spread? same with the CS, 3-3-3.5-4, 3 maybe is too much in a cup, also for the previous suggestion, if you use 2.5 in the cup would be much easier for new players and do a 100% consistent difference in cs. i dont really care with them.. as long each settings work nicely then i use xD
  4. About new combos, you were inconsistent in some times with all dificulties, specially with the cup, for example 00:00:597 - 00:02:961 , or in 00:12:961 - 00:15:870 , etc, I will not suggest all, dont want to be irritating, maybe just a few that note for as long plus of course those who feel they are not different stanzas. ok

Cup
  1. 00:03:688 (5,1) - Maybe you can add a bit more distance, the voice is really strong in (1), like 00:05:143 (2,3) - .
  2. 00:03:688 (5,1) - The nc is not in 00:04:234 - ? i suggest replace that slider with 2 circles and then you can add.
  3. 00:10:052 (3,4,5,6) - 4 notes with same distance can be a bit boring, i suggest reduce a little distance between each note, something like
    Also fit good with the song because these sounds reduce with each one (dont ask for the background).
  4. 00:21:143 (4,1) - nc is better in 00:21:688 - to be consistent with 00:15:870 (1) - and 00:18:779 (1) - . for this time, since the stanza is slider's tail so i have to nc in next object, also it fits for marking as new pattern ><
  5. 00:27:506 (4,1) - Nice distances until here but maybe this is a lot, 00:28:961 (1) - is not reaally strong, i suggest reduce at least to x 340, also because the next section is too relax, in my opinion deserve less distance.
  6. 00:38:052 (2) - Until here almost all patterns are in the same direction, why not ctrl+g here and then x 396 again? is not so hard for new players and can be more fun.
  7. 00:44:961 (3) - Why you follow the instruments only here? can be better if you put this slider 00:44:779 - and finish in 00:45:506 - to follow the voice, can be better for new players, also because since all objects have the same distance since 00:31, this can be frustrating for the players because it is a very long map, so vary with these can be recommendable to be more fun.
  8. 00:49:143 (1,2,3,4) - These sounds increace each a note, why you add less distance to 00:51:506 (4) - ? feels weird for me, maybe with a ctrl+g and then reduce a bit all distances around here to not make a so hard pattern, also why you add less volume 00:50:779 - here? you only can follow the drum and that is so strong, in any case can be better if you add! more volume. To be honest 70% since 00:42:052 - its fine? because since 00:43:506 - all sounds deserves less volume, at least in my opinion x: then if you reduce 00:42:052 - you can add a more in 00:50:779 - . about volume, blame setz lol. and sure fixed
  9. 01:05:325 (3) - The flow is nice but this sound is really strong? maybe can be better with something like fixed my flow but yep the sound is strong because cymbal ><
    (i mean less horizontal).
  10. 01:30:052 (4,1) - Whoo! as i said in the general, some distance like this can be really hard for new players, even if is a really strong sound, i suggest reduce at least a bit the distance.
  11. 02:11:870 (2,3) - Why this short distance? I think can be more, 02:12:961 (3) - has a strong voice and instrument.
  12. 02:12:961 (3,4,1) - For the reason as above, you can add a bit more distance to (1) to highlight that strong sound, also to break these 3 notes with same distance ):
  13. 03:27:143 (5,1) - In my opinion the nc fit better in 03:27:870 - to following better the stanza of the guittar and drum. yeah but slider's tail 8(
  14. 03:41:688 (3) - Maybe replace this slider with 3 circles or slider + circle and then add a bit more distance to 03:42:415 - , this sound is a bnit more strong, and specially to the finish of the section and a good start of break, would be really better, i hope you can understand my complicated ideas (:
  15. 03:53:325 (1) - ^ maybe same here.
  16. 03:54:415 (2,3,4,5,1) - Hum, to be honest feels weird, you change too the following of the voice and instruments, even in a complicated pattern, i suggest ah this one im totally following instruments since i want to avoid mapping 1/2 vocals ><
  17. 04:05:688 (1,2) - I know that strong distance here feels bad, is an short "break"(? but maybe a distance which forces the Ryuuta to moving, for example x 132 feels better for me. yep a short break.. the distance is fine imo as you dont need to move ryuuta while waiting ><
  18. 04:21:325 (6,1) - Definitely this distance is too, please readuce a lot here, you can catch (1) only with the edge of the plate, and not forget that new pleyers have bad reflexes.
  19. 04:29:325 (5,1) - In my opinion the nc is better in (5) following the voice, unless im dumb, for me the new stanza is here 'o´ but new stanza is in 04:30:415 - www
  20. 04:33:688 (2,3) - Maybe a bit more distance to highlight the sound in (3) can be nice.

Salad
  1. 00:12:597 (7,1) - In my opinion refrain of dash in the beginning of the map can be better in a salad, also because this beginning is rrreelax, i mean until 00:15:870 - because since here the song is much more intense. music is relax but the cymbal isnt so i think make a first dash would be great :D
  2. 00:34:415 (4,1) - I suggest do this jump a bit more "obvious" because is not really necessary use dash here, this can be confunsing for salad players (new players yet), but not much, to not do hard movement, maybe something like x 208. yep x:212 enough to make dash :D
  3. 00:50:779 (5,6) - Maybe not a dash, but more distance is recommendable, as i said in the cup, to highlight the voice (also has a strong instrument).
  4. 00:52:961 (3,4) - Until here I not saw many dash, I understand that in salad should be few, but I think that in yours can be a few more, this is a good place for it, voice+instrument.
  5. 00:53:325 (4,5,6,7,8) - In salads you can do more zig zags ): this pattern has only one direction, why not for example change the direction to the left 00:54:415 - here? is a strong and different sound, can be a nice flow.
  6. 00:54:779 (8,1) - I dont know if you wanted to add dash here, but the distance is confusing, i suggest do a convencing dash here, for example x 132 or a bit less, if you not wanted, try to reduce the distance, without dash you need catch (1) with the edge, same 01:58:779 (9,1) - here, specially because the previous part is so relax and the player can be accustom for a short period of time there is no dash, with more reason is recommendable make a distance in which the player is sure of its need.
  7. 01:58:052 (4,5,6,7,8,9) - Only one direction? ): why not for example to the right since 01:58:415 - , also because then you can a more convencing dash to 01:59:143 (1) - .
  8. 02:35:325 (1,2,3,4,5,6) - As i suggest above, why not more directions? is just a left and a right, can be really more fun, for example 02:36:415 (3) - in x 228, then +2 movements.
  9. 03:02:234 (2,3,4) - Whoo! the voice and instrument here are really strong, why not a dash to 03:02:961 (4) - ? would be nice!
  10. 03:04:234 (6,1,2) - Yeah the distance to (1) is more than (2) but can be better with a bit more, that sound has also a finish, even a dash can fit here! uuuo
  11. 03:40:234 (5,6) - Hm, for me is beter if you replace (6) with 2 notes and then use this distance to 03:40:779 - because is the real strong sound.sure but cant make dash for 2nd circle.. it might be hard lol
  12. 03:41:688 (1) - Remove this nc to be consistent with the cup or add there. edit: yeah, the other diffs have nc here :b lol make it consistent
  13. 04:02:052 (7) - 04:03:506 (3) - 04:21:688 (1,2) - This is not standard lol, in game are like normal sliders o lmao mapping ctb with standard style is unique :P
  14. 04:03:506 (3,4,5) - The more strong here is (4) but has less distance than to (5), mh (4) in for example x 336 feels better for me.
  15. 04:05:325 (7,1) - Only in the salad has this distance? even in the rain is not necessary to use o.o yeah that sound is strong, but to be consistent i suggest reduce the distance here or add in the other diffs.
  16. 04:28:597 (3,4,5) - Why the distance to (5) is less than to (4)? following voice or instruments, (5) is more strong, i suggest do a convencing dash to (5) and maybe reduce a bit the distance to (4) to not do almost 2 dash in row.
  17. 04:33:325 (1,2) - I suggest use at least a bit distance here, even the cup has more here, same 04:39:143 (1,2) - here.

Platter
  1. 00:15:506 (1,2,3,4,5) - This suggestion is really exaggerated, i know (: this stream can be better if you put 00:15:779 (4,5) - x 232 to be consistent with 00:15:506 (1,2) - , dont hate me. LOL why would i hate you
  2. 00:33:143 (3,1) - Why not a dash here? I really expected when I played
  3. 00:44:415 (3,1) - As i suggest in some points in the salad, i suggest do this dash more obvious, just for aesthetics and flow.
  4. 00:50:415 (6,1) - This hyper really fits well? until now and a brief period after here, I notice that you used hyper basically to sounds containing finish, but this is not the case, its not strong in drum, is equal to the others, maybe with the rest of the instruments, but in that case I recommend to reduce this to a normal dash. yep this is intentionally, hdash for noticing a new pattern. also circles after this hdash is easy to catch w/o movement so player may get a little break if they confuse lol
  5. 00:51:870 (7,1) - I understand that 1/4 hypers are not recommendable in platters, at least with 165 of bpm, but why not at least a normal dash? fit perfect here.
  6. 01:00:779 (6,1) - And maybe hyper here to be consistent?
  7. 01:34:052 (4,5,6,7,8) - About this, mh i cant hear any sound in 01:34:325 - , at least in game is not possible (yeah even in 25% pr i cant), i suggest remove this note, also then you can do a hyper to 01:34:415 (8) - , that sound is really different and strong, would be nice! (maybe +circle in 01:33:961 - to follow better the drum). i can see your reason but drums from 01:34:052 - until (8) are continuing and related each other which means would be weird if i remove (7) to make hdash and i cant make hdash 1/4 in platter so i decided to end my idea with this. hope this makes sense ><
  8. 02:08:961 (1,2) - I suggest a dash here, fit good with the song for the strong sound, and to do more jumps around here, there are 8 circles without ):
  9. 02:27:506 (3,4,1) - Do not feel the voice around here, even considering that you followed with notes, i suggest add a convencing jump to 02:28:052 (4) - following the voice, as you did near here, for example 02:26:052 (1,1) - 02:29:506 (5,1) - .
  10. 03:09:688 (3,1) - Hum, maybe this jump can be so hard for platter players, its assumed that they already "dominated" the normal dash, so they can start with hypers, but this dash is close to being a pixel-jump, just a bit less can be much better, for example x 104. i decided to make hdash for catch (1) :D
  11. 03:18:597 (4,5,6,7,8,9,1) - You cant do a curve here? ): would be much better! are exactly same distances. i tried, not really sure if it works nice so let me know if you have better idea sir
  12. 04:18:415 (4,1) - Hyper here to be consistent?
  13. 04:29:325 (2,3,4,1) - I think that (1) is really more strong that the others, a normal dash here can be a better option.
    Nice platter, seriously, i love it.

Cherry Blossom
  1. 00:01:688 (3,1) - I suggest do a normal dash as you did in the platter.
  2. 00:03:870 (3,1,2) - In my opinion if you do a jump to (1), can fit other to (2) because that sound is more strong.
  3. 00:05:506 (1) - I suggest remove the nc to be consistent with the other diffs. for rain diff i always NC every stanza ><
  4. 00:11:506 (4,1) - Is the first hyper in this diff, is necessary do almost wall to wall? and that sound deserve hdash but is not sooo strong, please reduce a lot the distance here. reduced, hope it's fine now
  5. 00:17:143 (5,1) - Hyper here can be nice and fit with the song, if you not agree please reduce a bit the distance, is hard to catch.
  6. 00:50:234 (5,6,7) - I cant hear a strong or different sound in (6), maybe you can add a hyper to 00:50:597 (7) - and remove to (6), 00:51:143 (3,4,5) - same here, to (5) following the voice (but personally i prefer just remove that hyper).
  7. 01:18:779 (2,3) - Maybe a hyper here is much, there are a lot around here, mh, i suggest add here and remove to 01:19:506 (5) - , because until now you only follow the sounds of finish to add hdash, exept some exceptions with the voice, but none of that is here, something like
  8. 01:31:143 (4,1) - As i said in the platter, dash here feels better for me.
  9. 01:52:779 (3,4) - This part of the song is toooo relax, if you want to add hypers around here, please without strong distance like this, same in 01:54:597 (4,1) - 01:56:597 (2,3) - 01:57:870 (2,3) - 01:58:234 (4,5) - . last two i didnt fix since those hypers bring up challenge for next patterns and they play nicely for me 2 things from begining, i reduced the dashes
  10. 01:56:597 (2,3) - Really that sound deserve hyper? is even hard to listen in game, maybe to 01:56:597 (2) - can fit, i suggest put 01:56:597 (2) - close to (3) to fix this.
  11. 02:08:779 (5,6,7) - Same as 00:50:234 (5,6,7) -.
  12. 02:10:052 (5,6) - I suggest add hyper to be consistent with 00:51:325 (4,5,6,1) - .
  13. 02:19:143 (4,5,6,7,1) - Whoo! nice idea, but this pattern is really hard, please reduce a bit all distances between 02:19:143 (4,5,6,7) - .
  14. 02:37:325 (2,3,4,5) - Same as 01:18:779 (2,3) -.
  15. 03:14:415 (3,1) - In my opinion a dash here can be nice, also to highlight the strong sound in (1).
  16. 03:30:052 (3,4,5,6,7,8,9,10) - Why that stroooong distance? please reduce.

I love this song and map! (seriously, nice map) and sorry if my mod is too objetive and short, almost all is about distances, nc and flow, i have not much time x:

Good luck :P and sorry for late x2
no reply means fixed as well

thanks 4 very helpful mod :D
Equim
Requested by myself.

[General]
No issue.

[Cup]
no... no issue

[Salad]
AR7 is a bit high for this song. Try AR6.5 or AR6?
Good diff! I'm not good at modding lower diffs >.<

[Platter]
00:54:597 (4,5) - It is wide and werid. 00:54:779 (5) - x336 is fine
01:32:688 - Too wide. Move 01:32:779 (1,2,3,4,5,6,7,8) - to x320
01:51:597 - Wide and unnecessary. 01:51:688 (4) - x344.
03:24:052 - It is boring to have no movement here. Solution:
  1. 03:24:234 (2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,7,8,9,10,1) - ctrl+H
  2. 03:28:597 (3) - x128
04:29:325 (2,3,4,1) - x384


[Cherry Blossom]
00:36:052 (4) - Here it is a bit awkward, try this: https://osu.ppy.sh/ss/4394728
00:42:506 - It may be a bit wide, try to move 00:42:597 (2,3) - to x296
00:45:961 - ^ move 00:46:052 (3) - to x288
00:45:506 (2) - The slider looks strange, ctrl+H and ctrl+G and move to x360
01:10:961 (5) - Just a suggestion, move to x56
01:25:415 (5) - x120, to make it trim.
01:33:325 (2,3,4,5,6,7) - A bit loud for me, maybe reduce to 70% here?
02:32:052 (5) - x224
03:15:688 (5) - x296 to nerf the distance
03:33:415 - A bit wide for such pattern, move 03:33:143 (3,4) - to x208
04:06:415 (2,3,4) - It is a good idea, but the current pattern is not a good expression. After several tests, my solution is:
  1. 04:06:415 - SV->1.0x
  2. 04:06:415 (2,3,4) - Resnap the lengths with the initial points no change. Especially, make (3) and (4) horizontal.
  3. 04:06:506 - Snap the tail to x152
  4. 04:06:597 (3) - x264
  5. 04:06:779 (4) - x96
04:17:967 - A bit wide, for an anti-flow. Move 04:18:052 (4) - to x272
04:19:052 - ^, but for this case it is just a suggetion, 04:19:143 (2) - x264
04:19:779 - ;_; 04:19:506 (3) - x440
04:20:325 - Well, it's... too wide. And whereas 04:20:779 (3,4) - is HDash, try 04:20:415 (2,3,4) - x240 and 04:21:506 (5) - x24
04:29:325 (2,3,4) - Too plain. 04:29:688 (3) - ctrl+H, 04:30:052 (4) - x80

I made it! The longest set I've ever modded!
Topic Starter
Xinely

Equim wrote:

Requested by myself.

[General]
No issue.

[Cup]
no... no issue

[Salad]
AR7 is a bit high for this song. Try AR6.5 or AR6? AR 7 works fine for my patterns so i'll keep ><
Good diff! I'm not good at modding lower diffs >.<

[Platter]
00:54:597 (4,5) - It is wide and werid. 00:54:779 (5) - x336 is fine 352 instead, supposed for dash
01:32:688 - Too wide. Move 01:32:779 (1,2,3,4,5,6,7,8) - to x320
01:51:597 - Wide and unnecessary. 01:51:688 (4) - x344.
03:24:052 - It is boring to have no movement here. Solution:
  1. 03:24:234 (2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,7,8,9,10,1) - ctrl+H
  2. 03:28:597 (3) - x128
04:29:325 (2,3,4,1) - x384 this jump works fine so i'll keep


[Cherry Blossom]
00:36:052 (4) - Here it is a bit awkward, try this: https://osu.ppy.sh/ss/4394728 still fine imo
00:42:506 - It may be a bit wide, try to move 00:42:597 (2,3) - to x296
00:45:961 - ^ move 00:46:052 (3) - to x288
00:45:506 (2) - The slider looks strange, ctrl+H and ctrl+G and move to x360 but i think this one works fine with both flow and jump so lemme keep
01:10:961 (5) - Just a suggestion, move to x56 nice idea if for overdose but as rain i wont abuse hdash too much >< that's why i mostly use for cymbals / strong drums
01:25:415 (5) - x120, to make it trim.
01:33:325 (2,3,4,5,6,7) - A bit loud for me, maybe reduce to 70% here?
02:32:052 (5) - x224
03:15:688 (5) - x296 to nerf the distance
03:33:415 - A bit wide for such pattern, move 03:33:143 (3,4) - to x208
04:06:415 (2,3,4) - It is a good idea, but the current pattern is not a good expression. After several tests, my solution is:
  1. 04:06:415 - SV->1.0x
  2. 04:06:415 (2,3,4) - Resnap the lengths with the initial points no change. Especially, make (3) and (4) horizontal.
  3. 04:06:506 - Snap the tail to x152 followed until this point but i wont fix for two below since i dont really like the flow. prefer this current flows
  4. 04:06:597 (3) - x264
  5. 04:06:779 (4) - x96
04:17:967 - A bit wide, for an anti-flow. Move 04:18:052 (4) - to x272
04:19:052 - ^, but for this case it is just a suggetion, 04:19:143 (2) - x264
04:19:779 - ;_; 04:19:506 (3) - x440 cant see reason why ;_; here
04:20:325 - Well, it's... too wide. And whereas 04:20:779 (3,4) - is HDash, try 04:20:415 (2,3,4) - x240 and 04:21:506 (5) - x24
04:29:325 (2,3,4) - Too plain. 04:29:688 (3) - ctrl+H, 04:30:052 (4) - x80 it's just like anti jump for std because cant jump on 1/1 and weak vocals

I made it! The longest set I've ever modded!
thanks 4 mod ~
Ascendance
Hi :3 I'll mod today when I wake up, sorry for wait placeholder? :3

why do you make such clean diffs moenely ;w;

General

Tags

  1. https://osu.ppy.sh/s/356823 maybe steal from here~
Metadata

  1. \:D/
Spread/Other

  1. Try changing AR/OD to 4 6 8 8.8 ? :3
  2. Be sure to check some recent discussion on note - spinner distances, I'm not sure about the ending spinners completely.

Cup

General

  1. 00:01:325 (1) - I think removing the repeat and adding a circle at 00:01:325 - and an NC'd slider at 00:01:688 - would be best :3
  2. 00:56:961 (3) - tilt this a bit more to the left? It plays a bit better in that pattern
  3. 00:56:961 (3) - move these a bit more to the right to place some emphasis !
  4. 03:30:779 (1) - I think this note is too far away from the previous one o:
seems good =w=

Salad

General

  1. 00:21:688 (1) - I think you could force a dash here, it's a good sound to add it onto!
  2. 02:04:961 (1) - You can catch this without dashing, I think you should add a dash since you gave it this much distance anyways
  3. 02:36:779 (5) - Adding a dash here works well with the back-forth pattern you created.
  4. 02:48:052 (3,4) - this vertical stack seems a bit weird to have, I'd suggest to make a diagonal line, like this maybe?

Platter

General

why is this difficulty perfect

  1. 02:22:415 (1) - ctrl+g maybe and then maybe ctrl+h this 02:23:143 (2,3,4,5,6) - ?
  2. 03:02:597 (3,4) - the distance here is a bit weird because it forces the player to hold a bit too long at (3). I'd consider moving (3) to the right so it doesn't play like this.
  3. 03:18:052 (2,3,4) - This tripped me up the first time, I would find a way to arrange this so it doesn't seem so jagged and hard to play
  4. 03:19:143 (1) - add a small dash to this?

ok... I expected to write much more but this is so good o-o
Sc4v4ng3r
Ahh I'll mod the Rain when Ascendance finishes the mod Never thought Ascendance wouldn't mod Rain lol

[Cherry Blossom]
  1. 00:11:506 (4,1) - Even if you did reduce down the distance from koliron's mod, I still do feel that the dash is almost wall to wall - and the dash is pretty much on the same strength with the next H-dash. Reducing down the dash a little bit more(like, 0.8x?) to somewhat match with the second H-dash would be better for players. But of course if you want a little bit more emphasis on this you can reduce the distance just a tiny bit like 0.4x, at least to ease out the movement in the beginning.
  2. 00:18:779 (1,2) - Just my personal opinion as a standard mapper, you could try to reduce down the distance between these notes so that there's a little movement between them(just like you did in 00:07:870 (3,1) - ) to ease out the movement after a H-dash.
  3. 00:42:052 (1) - There is a missing clap on the tail of this slider... unless that's intentional, that is.
  4. 00:44:961 (1) - Not sure why is this downbeat under-emphasized when others were emphasized with H-dashes... Even 00:46:415 (1) - this note which had a high pitch of the vocal on the downbeat wasn't emphasized with a H-dash. Might be better off with all of them having H-dashes as that(IMO) is a little bit more comfortable to play. Or alternatively you can just remove all H-dashes on downbeats(except cymbals and strong drums).
  5. 01:10:234 (3,4) - Honestly I feel the H-dash should be on (3) instead of (4) if only considering the consistency between 01:08:961 (3,3) - these 2 notes, and 01:21:506 (2,3) - these notes. And well tbh I'm not sure what are these H-dashes following exactly... I mean, H-dashes like these should be done consistently to avoid any misjudgement between players as they might expect the H-dash on a wrong place.
  6. 01:14:779 (3) - And similarly, this note could have a H-dash for the consistency. Should be fine as it is the most excited part of the song so a little bit of intense movement could make up for that.
  7. 01:22:779 (1,2) - A H-dash is potential here as the vocals are on their highest pitch - well actually just give them a normal dash if you feel that H-dash is overdoing the emphasis.
  8. 01:25:143 (4,5) - Looking at other similar synths, these and 02:32:052 (5,6) - these notes are the only ones not having 1/4 H-dashes between them. They are of the similar synth and strength and with the same instrument, so why not unify the usage of H-dash between them?
  9. 01:26:415 (3,3) - Similar to the point made at 01:10:234 (3,4) - , this place could have H-dashes for consistency.
  10. 01:32:779 (1) - You could give a little bit more emphasis on the weak crash here with a normal dash, if its catchable by walking that will under-emphasizing it.
  11. 01:51:506 (3) - I don't know why some of the snares are having H-dashes while some don't(and one isn't even a single object; I'm referring to 01:49:870 (3) - ). I mean, the snares are of the same strength in this part, so why vary the emphasis between them? It may be more comfortable to play with consistent H-dashes on them(except for 01:49:870 (3) - this note where you decided to follow vocals, but maybe making the snare on the tail of the slider H-dash as well could be good) as they are... well... consistent.
  12. 01:52:961 (4) - IMO this note could be a slider to emphasize that open hi-hat, or alternatively 01:53:325 (1) - this note could be moved closer to this note for that same emphasis.
  13. 02:08:961 (6,7,1,2) - While (7) follows the consistency from the first similar build-up(which are 00:49:143 (1,2,3,4,5,6,7,1,2,3,4) - these notes), not sure why (2) is emphasized with a H-dash as well. I mean, they are the same replication of the build-up, so maybe it will be better to keep things consistent here to reflect on that fact. You could try to follow the same H-dash scheme from the second build-up and implicate onto the first, or vice versa.
  14. 02:12:415 (2) - I feel that this red tick is overly emphasized with a far H-dash, it's nothing really special here really - there's no cymbals or snares or those 'bells' that you were following the H-dashes with. It should be brought down so that it's catchable by walking to reflect on that.
  15. 02:29:688 (1) - Relating to the point above, this note could be having a H-dash to emphasize on the 'bell' sound which is kinda 'loud' and can be heard clearly in the game.
  16. 02:44:234 (1,2,3,4,1,2,3,4) - This part in general feels a little bit plain to play out as the previous kiai had H-dashes at least between the downbeats to emphasize the vocals. At least try to make a H-dash at 02:45:688 (1) - this note to keep the consistency between those 2 kiais and to make this part a little bit more enjoyable to play.
  17. 02:58:415 (4,1) - I don't really agree with the far-off H-dash here as the cymbal here isn't quite strong over the others that you were following; and the general mood of this part is quite 'calm' over the others as well. Would reduce down the H-dash's distance at least to prevent players getting surprised.
  18. 03:37:870 (5) - IMO the NC should be placed here instead of 03:38:052 (1) - as it is more prominent than that note - the odd timing on the fruit splash can be a little bit 'odd' for players.
  19. 03:39:506 (1) - After hearing carefully for like 10 times I am certain there is a cymbal in the background, there should be a finish on the head of the slider and a H-dash should be added for that emphasis.
  20. 03:59:325 (2,1) - Similar point like I made in 02:58:415 (4,1) - , the H-dash feels a little bit too far off, and this is even more of a calmer part than the previous one ;-; You could possibly reduce down the distance to around 2.7x to reflect on that.
  21. 04:06:779 (4) - I don't know what is the slider tail following really; for me I don't hear any sound of any sort on it - and it kinda feels weird during gameplay due to that being a 'ghost note'. Preferably make this a circle instead if the slider tail actually follows nothing.
Well overall the difficulty sure does play out nicer than before, I only could focus on consistencies due to that o.o
Anyways, GL!
Ascendance
I never thought I'd forget to mod a difficulty. wow... umm ok I'll be back
Topic Starter
Xinely

Ascendance wrote:

Hi :3 I'll mod today when I wake up, sorry for wait placeholder? :3

why do you make such clean diffs moenely ;w; just my mapping style ><

General

Tags

  1. https://osu.ppy.sh/s/356823 maybe steal from here~
hanayamata already taken, that japanese word and ueda reina are artist name of that map, song character series, idk what they come about, lemme ask the mapper, rest are gd-er names lol oh http://puu.sh/mRfHb/5566c977cb.jpg he helped me to give tags so i add them :D

Metadata

  1. \:D/
Spread/Other

  1. Try changing AR/OD to 4 6 8 8.8 ? :3 lowered cup salad to 4,5 and 6,8 :D
  2. Be sure to check some recent discussion on note - spinner distances, I'm not sure about the ending spinners completely.yep checked already lol

Cup

General

  1. 00:01:325 (1) - I think removing the repeat and adding a circle at 00:01:325 - and an NC'd slider at 00:01:688 - would be best :3
  2. 00:56:961 (3) - tilt this a bit more to the left? It plays a bit better in that pattern
  3. 00:56:961 (3) - move these a bit more to the right to place some emphasis !
  4. 03:30:779 (1) - I think this note is too far away from the previous one o:
seems good =w=

Salad

General

  1. 00:21:688 (1) - I think you could force a dash here, it's a good sound to add it onto!
  2. 02:04:961 (1) - You can catch this without dashing, I think you should add a dash since you gave it this much distance anyways
  3. 02:36:779 (5) - Adding a dash here works well with the back-forth pattern you created.
  4. 02:48:052 (3,4) - this vertical stack seems a bit weird to have, I'd suggest to make a diagonal line, like this maybe?

Platter

General

why is this difficulty perfect

  1. 02:22:415 (1) - ctrl+g maybe and then maybe ctrl+h this 02:23:143 (2,3,4,5,6) - ? need a dash / at least a bit spacing for 02:22:415 (1) - so yeah i'd like to keep first
  2. 03:02:597 (3,4) - the distance here is a bit weird because it forces the player to hold a bit too long at (3). I'd consider moving (3) to the right so it doesn't play like this. moved (3) to left to make hdash for (4) instead
  3. 03:18:052 (2,3,4) - This tripped me up the first time, I would find a way to arrange this so it doesn't seem so jagged and hard to play i think it's good for now as you just need to dash at (3) and nope for (4), well i reduced spacing a bit for catch (4) to make easier
  4. 03:19:143 (1) - add a small dash to this?

ok... I expected to write much more but this is so good o-o
no reply means fixed as well
thanks 4 mod ~

[Sc4v4ng3r] wrote:

Ahh I'll mod the Rain when Ascendance finishes the mod Never thought Ascendance wouldn't mod Rain lol he is just too baka lol

[Cherry Blossom]
  1. 00:11:506 (4,1) - Even if you did reduce down the distance from koliron's mod, I still do feel that the dash is almost wall to wall - and the dash is pretty much on the same strength with the next H-dash. Reducing down the dash a little bit more(like, 0.8x?) to somewhat match with the second H-dash would be better for players. But of course if you want a little bit more emphasis on this you can reduce the distance just a tiny bit like 0.4x, at least to ease out the movement in the beginning.
  2. 00:18:779 (1,2) - Just my personal opinion as a standard mapper, you could try to reduce down the distance between these notes so that there's a little movement between them(just like you did in 00:07:870 (3,1) - ) to ease out the movement after a H-dash.
  3. 00:42:052 (1) - There is a missing clap on the tail of this slider... unless that's intentional, that is. oh my... lol
  4. 00:44:961 (1) - Not sure why is this downbeat under-emphasized when others were emphasized with H-dashes... Even 00:46:415 (1) - this note which had a high pitch of the vocal on the downbeat wasn't emphasized with a H-dash. Might be better off with all of them having H-dashes as that(IMO) is a little bit more comfortable to play. Or alternatively you can just remove all H-dashes on downbeats(except cymbals and strong drums).
  5. 01:10:234 (3,4) - Honestly I feel the H-dash should be on (3) instead of (4) if only considering the consistency between 01:08:961 (3,3) - these 2 notes, and 01:21:506 (2,3) - these notes. And well tbh I'm not sure what are these H-dashes following exactly... I mean, H-dashes like these should be done consistently to avoid any misjudgement between players as they might expect the H-dash on a wrong place.
  6. 01:14:779 (3) - And similarly, this note could have a H-dash for the consistency. Should be fine as it is the most excited part of the song so a little bit of intense movement could make up for that.
  7. 01:22:779 (1,2) - A H-dash is potential here as the vocals are on their highest pitch - well actually just give them a normal dash if you feel that H-dash is overdoing the emphasis. mostly i just hdash for cymbals unless in weak part.. yep agree to use normal dash here
  8. 01:25:143 (4,5) - Looking at other similar synths, these and 02:32:052 (5,6) - these notes are the only ones not having 1/4 H-dashes between them. They are of the similar synth and strength and with the same instrument, so why not unify the usage of H-dash between them? just afraid too hard for 1/4 hdash continuously lol
  9. 01:26:415 (3,3) - Similar to the point made at 01:10:234 (3,4) - , this place could have H-dashes for consistency. normal dash instead, yep hard to find spot for hdash, as i told before, i dont like hdash just for vocal :p
  10. 01:32:779 (1) - You could give a little bit more emphasis on the weak crash here with a normal dash, if its catchable by walking that will under-emphasizing it.
  11. 01:51:506 (3) - I don't know why some of the snares are having H-dashes while some don't(and one isn't even a single object; I'm referring to 01:49:870 (3) - ). I mean, the snares are of the same strength in this part, so why vary the emphasis between them? It may be more comfortable to play with consistent H-dashes on them(except for 01:49:870 (3) - this note where you decided to follow vocals, but maybe making the snare on the tail of the slider H-dash as well could be good) as they are... well... consistent. this 01:52:961 (4) - obligated for hdash because double drums first drum, hdash removed
  12. 01:52:961 (4) - IMO this note could be a slider to emphasize that open hi-hat, or alternatively 01:53:325 (1) - this note could be moved closer to this note for that same emphasis.
  13. 02:08:961 (6,7,1,2) - While (7) follows the consistency from the first similar build-up(which are 00:49:143 (1,2,3,4,5,6,7,1,2,3,4) - these notes), not sure why (2) is emphasized with a H-dash as well. I mean, they are the same replication of the build-up, so maybe it will be better to keep things consistent here to reflect on that fact. You could try to follow the same H-dash scheme from the second build-up and implicate onto the first, or vice versa.
  14. 02:12:415 (2) - I feel that this red tick is overly emphasized with a far H-dash, it's nothing really special here really - there's no cymbals or snares or those 'bells' that you were following the H-dashes with. It should be brought down so that it's catchable by walking to reflect on that.
  15. 02:29:688 (1) - Relating to the point above, this note could be having a H-dash to emphasize on the 'bell' sound which is kinda 'loud' and can be heard clearly in the game. consistency with 01:11:143 -
  16. 02:44:234 (1,2,3,4,1,2,3,4) - This part in general feels a little bit plain to play out as the previous kiai had H-dashes at least between the downbeats to emphasize the vocals. At least try to make a H-dash at 02:45:688 (1) - this note to keep the consistency between those 2 kiais and to make this part a little bit more enjoyable to play.
  17. 02:58:415 (4,1) - I don't really agree with the far-off H-dash here as the cymbal here isn't quite strong over the others that you were following; and the general mood of this part is quite 'calm' over the others as well. Would reduce down the H-dash's distance at least to prevent players getting surprised.lemme keep as the hdash is for cymbal, it sounds quite strong for me
  18. 03:37:870 (5) - IMO the NC should be placed here instead of 03:38:052 (1) - as it is more prominent than that note - the odd timing on the fruit splash can be a little bit 'odd' for players. i just follow NC at stanza ww
  19. 03:39:506 (1) - After hearing carefully for like 10 times I am certain there is a cymbal in the background, there should be a finish on the head of the slider and a H-dash should be added for that emphasis.
  20. 03:59:325 (2,1) - Similar point like I made in 02:58:415 (4,1) - , the H-dash feels a little bit too far off, and this is even more of a calmer part than the previous one ;-; You could possibly reduce down the distance to around 2.7x to reflect on that. same too here, lemme keep as it has cymbal
  21. 04:06:779 (4) - I don't know what is the slider tail following really; for me I don't hear any sound of any sort on it - and it kinda feels weird during gameplay due to that being a 'ghost note'. Preferably make this a circle instead if the slider tail actually follows nothing.ah true, nice catch
Well overall the difficulty sure does play out nicer than before, I only could focus on consistencies due to that o.o
Anyways, GL!
thank you guys for nice mods :D
WildOne94
Did some IRC work with Senpai Xinely >W<!

IRC
13:13 Xinely: if senpai want to check the map, it's fine too <3
13:13 WildOne94: ohohoho XD <3
13:14 Xinely: <3
13:14 WildOne94: I'll have a quick scan and testplay >w<!
13:14 Xinely: aaaa
13:14 Xinely: waaaaaaa
13:14 Xinely: arigatou ;w;
13:14 *Xinely is listening to [http://osu.ppy.sh/b/807541 Team "Hanayamata" - Yorokobi Synchronicity]
13:14 WildOne94: Tis fine >W</
13:14 Xinely: full ver is too painful :(
13:14 WildOne94: I can understand ;w;
13:15 Xinely: ;w;
13:15 Xinely: but the song is too good ;w;
13:15 WildOne94: >W<!
13:15 WildOne94: PFFFT not a perfectly straight slider (^: ! 00:00:597 (1) -
13:16 WildOne94: PFFT SAME 00:01:688 (2) - (^:
13:16 WildOne94: OCD help me!
13:16 WildOne94: XD
13:16 Xinely: wwwwww
13:16 WildOne94: Hue hue XDD
13:17 Xinely: but those sliders, first one fixed, second one is on purpose xD
13:17 WildOne94: 00:06:597 (5,1) - i think this is a little weird (cup) as it require weird movements
13:17 WildOne94: oh XD!
13:17 WildOne94: Something like this maybe ? http://puu.sh/mT2xB/a684c630c6.jpg
13:18 Xinely: sure <3
13:18 Xinely: move tail x:236 instead to decrease movement :D
13:18 WildOne94: Okay :D!
13:20 WildOne94: 00:56:415 (2,3) - i think (3) is just a tiny bit far to the right. Try move left a bit
13:20 WildOne94: Or even just use the DS
13:21 WildOne94: maybe x432
13:22 Xinely: lol previous modder said better to make far, but tbh i prefer this since dont want much movement, fixed :D
13:22 WildOne94: Yeah XD i thought it would be easier then
13:22 WildOne94: same with this one perhaps 01:23:325 (2) -
13:22 WildOne94: Just a little nudge left
13:22 WildOne94: like x156
13:23 Xinely: sure thing
13:24 WildOne94: dunno why this is spaced out O.o 01:57:688 (3,4) -
13:24 WildOne94: Should just use DS on (4) to go to x216
13:25 WildOne94: or even make these 01:57:688 (3,4) - into a reverse slider
13:25 Xinely: how about x:264 instead?
13:25 WildOne94: oh sorry!
13:25 WildOne94: yeah i messed up XD
13:25 WildOne94: i meant
13:25 Xinely: lol
13:25 WildOne94: x276 XD
13:25 WildOne94: but thats fine if you want that distance
13:26 Xinely: sure :D
13:27 WildOne94: nudge right a little >W<
13:27 WildOne94: like x400 maybe
13:28 Xinely: ah just move to 276 and 01:58:415 (5,6) - tweaked them a bit xD
13:28 WildOne94: OH I DIDN'T LINK XD
13:28 WildOne94: POO
13:28 WildOne94: 02:34:597 (4) -
13:28 WildOne94: XDD
13:28 WildOne94: BAKA ME ;W;
13:29 WildOne94: i think this one seems fine 02:41:325 (1,2) -
13:29 Xinely: LOL my baka senpai <3
13:29 WildOne94: ;W; <3
13:29 Xinely: 02:34:597 (4) - yep fixed
13:29 WildOne94: XD
13:29 Xinely: 02:41:870 (2) - x:352 for nerf a bit :D
13:30 WildOne94: Okay :D
13:30 WildOne94: maybe reduce a bit too 03:28:234 (1,2) -
13:31 Xinely: sure
13:31 WildOne94: These will be hard in a cup so reduce also XD 03:40:234 (2,3) -
13:31 WildOne94: (sorry so much reduce stuff for this diff but rest seems fine)
13:32 WildOne94: This is not really anything wrong but hows about putting these 2 things in the middle XD? it just seems nice to finish on that break in the middle instead of on the left side
13:32 WildOne94: 03:41:688 (4,1) -
13:33 Xinely: yep fixed
13:33 Xinely: both
13:33 Xinely: lol
13:33 WildOne94: also just for looks i would move the reverse end on this slider to stick out left a bit more as it looks nicer in play XD 04:00:234 (2) -
13:34 WildOne94: \:D/
13:34 WildOne94: like at x:60 or something
13:34 Xinely: ah ok, i wanted to reduce movement here but giving a bit wouldnt bad :D
13:35 Xinely: x:76 tho ><
13:35 WildOne94: Alright >W<
13:35 WildOne94: if you want to keep the same then by all means owo/
13:35 WildOne94: rest is fine
13:36 Xinely: ok :D
13:37 WildOne94: 00:21:143 (7,1) - (7) is kind of a stopper which does not keep you moving much. I would try something like this http://puu.sh/mT3np/bee1fb1c6b.jpg
13:38 WildOne94: (salad_
13:38 Xinely: 00:21:143 (7,1) - supposed for dash tho ><
13:38 WildOne94: ><
13:39 WildOne94: 00:25:325 (3,4) - DS (4) away from (3) and then adjust (5) >W<
13:39 Xinely: 00:20:779 (6,7) - make them near instead :D
13:39 WildOne94: okay :D!
13:39 WildOne94: just thought it looked quite nice in play too >W< http://puu.sh/mT3sv/f43eff8cce.jpg
13:39 Xinely: yep fixed :D
13:40 Xinely: hmm lemme try give a bit movement in slider
13:40 WildOne94: >w<
13:41 Xinely: ok done :D
13:41 WildOne94: Felt a bit uncomfy in play 00:35:688 (2,3) - try this maybe ? http://puu.sh/mT3yF/1e62807b51.jpg
13:41 WildOne94: yay :D
13:42 WildOne94: btw i can imagine you singing this XD
13:42 Xinely: waaaaaaaaaaaaaaaaaa
13:42 Xinely: fixed :D
13:42 WildOne94: XDD
13:43 *Xinely dies
13:43 WildOne94: I think you should move this right a little 00:49:143 (1) - it's a bit of an unexpected jump for the quieter part
13:43 WildOne94: OH NOES ;W;
13:43 WildOne94: DON'T DIE PLEASE ;W;
13:43 WildOne94: oh actually forget that quiet part thing
13:44 WildOne94: But still reduce XD
13:44 Xinely: sure
13:44 Xinely: die of shyness /3\
13:44 WildOne94: Nuuuuuuu ;w;!!
13:45 Xinely: hazukashii /3\
13:45 WildOne94: What ;w; ?
13:46 WildOne94: I think this could be moved left a little more for more impact into the break and the finish hitsound 01:34:415 (1) -
13:46 Xinely: shy bakaaa
13:46 Xinely: ok
13:46 WildOne94: maybe bring slider end down a bit too 01:33:325 (3) -
13:46 WildOne94: to like x388
13:46 WildOne94: And nooooooo ;w;
13:46 WildOne94: No baka ;w;
13:47 Xinely: ok ><
13:48 WildOne94: this part seems a bit all squished together ><. Try ctrl + H 01:58:415 (6,7,8) - and move all 3 to x296. Then moving 01:58:779 (9) - to x352
13:49 WildOne94: Forgetting to link again ;w;
13:49 WildOne94: but i think you get it anyways ;w;
13:49 WildOne94: 01:59:143 (1,2,3) - Way too close together imo
13:49 Xinely: sure
13:50 Xinely: yep fixed the spacing
13:50 WildOne94: :D
13:50 WildOne94: hmmm i think you can move this left a little as i think the jump is more of a platter jump 02:19:506 (1) - >w<
13:51 Xinely: ok reduced to x:464 ><
13:51 WildOne94: >W<
13:51 WildOne94: move (4) away a bit 02:48:234 (4) - to the left
13:52 WildOne94: did you make this slider the other way on purpose O: ? 03:28:597 (2) -
13:53 Xinely: ok, just 268. dont want much movement ><
13:53 Xinely: yep ><
13:53 WildOne94: Okay ><
13:53 WildOne94: Whoooa no movement here ;w; 03:30:779 (1) -
13:53 WildOne94: tilt left please \;w;/
13:54 WildOne94: ;w; same 03:36:597 (1) -
13:54 Xinely: im afraid if give movement after a dash, especially its been long time from last break so giving a bit break i guess ><
13:54 WildOne94: Okay ><
13:54 Xinely: and yep same reason ><
13:56 WildOne94: Could move right a little ;w; 04:29:688 (6) -
13:56 WildOne94: super close
13:57 WildOne94: Rest is supa :D
13:57 Xinely: okeee
13:57 Xinely: aaa my mouse is ded wait
13:57 WildOne94: Call the local Vet /;w;\
13:58 Xinely: wa ok it's ok now
13:58 WildOne94: Woohoooo :D!
14:00 WildOne94: 00:12:597 (4) - The slope that it's at is very awkward to hyper jump to (1). Try slope more right like x136 (may need to move 00:12:234 (3,4) - left a tiny bit to hyper again)
14:01 WildOne94: i think these could be moved left more for a better jump 00:21:143 (4,5,6,7,8,9,1) -
14:02 Xinely: just reduce 00:12:597 (4) - 's spacing from (3), wanted to put it in left for flow ww
14:02 WildOne94: www
14:02 Xinely: sure
14:03 WildOne94: perhaps move right to x344 ? 01:13:506 (4,5,6,7,8) -
14:04 Xinely: nice idea <3
14:04 WildOne94: :D
14:04 WildOne94: 01:30:052 (1,2,3,4) - i know you might not do this one but here i feel like you should really make these nice little jumps instead of cramped up short spaces >W<
14:05 Xinely: ah on purpose.. just like anti jump for std
14:05 Xinely: since would be weird if give movement for vocals only ><
14:05 Xinely: gomene senpai ><
14:06 WildOne94: >W< okay thought so
14:07 WildOne94: with these i wanted them to really be sloped more for no antislow (see what i did there (^: ?) something like this maybe? http://puu.sh/mT4Js/3085e400c1.jpg 01:34:052 (4,5,6,7,8) -
14:07 Xinely: sure
14:09 WildOne94: hmmm 01:57:325 (3,4,1) - i found this kinda akward in play
14:09 WildOne94: perhaps move (4) to x436
14:10 Xinely: ok :D
14:11 WildOne94: Mentioning these again only cause it's a standstill in a platter and not a salad this time ;w; 03:10:415 (1) -
14:13 Xinely: ah ok then lol
14:13 WildOne94: I would have thought a hyper would have been nice here 03:19:052 (9,1) - But dunno if too much power ;w;. Perhaps if so remove (9)
14:14 Xinely: cant do 1/4 hyper for platter ;_;
14:14 WildOne94: Yeah that's why i say maybe remove (9) ;w;
14:14 Xinely: and drum in 03:19:052 - is part of rest drums in previous, cant ignore it :(
14:14 WildOne94: Okay fair enough ;w;
14:15 Xinely: rain has hyper for it dw /run
14:15 WildOne94: Oh XDDD
14:17 WildOne94: ALthough yeah we can't really hyper these 04:06:415 (2,3,4,5,6) - try move them right more for a bigger jump anyways
14:17 Xinely: aa bit but yep :D
14:18 WildOne94: Fun PLatter \owo/
14:18 WildOne94: Just gonna have a little break then i will check Rain :D! like 10mins
14:19 Xinely: okay ><
14:19 Xinely: full ver takes much energy ><
14:19 WildOne94: I know how you mean ;w;
14:19 WildOne94: i am doing longer songs now too >W<
14:19 WildOne94: Doing a std spread too ;w;
14:19 Xinely: >w,
14:19 Xinely: :O
14:19 WildOne94: ctb + Std
14:19 Xinely: std <3
14:19 WildOne94: yeah ;w;
14:20 WildOne94: You want in (^: ? *runs*
14:20 Xinely: yaaaaaaaaay both my mode \:D/
14:20 Xinely: sure www
14:20 WildOne94: OWO!
14:20 WildOne94: if you like XD
14:20 *WildOne94 is listening to [http://osu.ppy.sh/b/887751 Nitro Fun - Cheat Codes]
14:20 WildOne94: I could really do with a hard diff >W<! Fort said he might do extra and coldtooth Insane. Normal and easy by me >W<
14:21 WildOne94: i have experience with easy and normal quite well :D!
14:21 WildOne94: If you want to check my experience with easy XD
14:21 *WildOne94 is listening to [http://osu.ppy.sh/b/775028 M2U - The Queen (Rhythm Attack Gathering Mix)]
14:22 Xinely: ah but my internet is bad until cant download atm ww
14:22 WildOne94: Ahhhh okay senpai ;w;!
14:23 Xinely: ;_;
14:23 Xinely: gimme a bit time to recheck a map
14:30 WildOne94: Okay >W<
14:30 WildOne94: sorry late reply >W<
14:30 WildOne94: didn't see ;w;
14:31 Xinely: it's ok ><
14:35 Xinely: ok done :D
14:35 WildOne94: Okay gimme a sec :D! just writting up a new feature request for ctb people >W<
14:36 Xinely: okay :D
14:38 WildOne94: Hmmm what should i add ;w; ? http://puu.sh/mT6p0/ba02051d04.jpg
14:39 Xinely: waaa yep agree
14:39 Xinely: hmmm.
14:39 Xinely: idk too, im bad for giving advice lol
14:40 WildOne94: It's alright XDD
14:40 WildOne94: Added a bit more XD http://puu.sh/mT6wG/3c84c3372d.png
14:41 Xinely: ok
14:42 Xinely: then ask other ppl opinion too?
14:42 WildOne94: Well i think i will just post and then people will give opinions that way so i can edit it and change XD
14:42 Xinely: yep :D
14:42 Xinely: ppl's opinion are important ><
14:43 WildOne94: Yep >W<!
14:44 Xinely: :3
14:44 WildOne94: Posted :DD!
14:44 WildOne94: Would you like to be the first to comment >W<?
14:44 Xinely: idk what to comment XDD
14:44 WildOne94: p/4863542#p4863542
14:44 Xinely: im shy to appear in public /3\
14:44 WildOne94: Just say errm... nice idea XD? or bad idea XD?
14:45 WildOne94: Awwwwwwww >W<
14:45 Xinely: ok :D
14:45 WildOne94: :DDD
14:46 Xinely: ok done :D
14:46 WildOne94: HUZZAH :DD!
14:46 WildOne94: Thank you >W<
14:46 WildOne94: Okay onto the rain :D!
14:46 Xinely: your welcome <333
14:46 WildOne94: <333
14:47 WildOne94: Cherry blossom i mean ><
14:47 Xinely: afraid if my english is weird to read ww
14:47 Xinely: it's rain baka ><
14:48 WildOne94: I know it's rain silly ;w;/ i am just calling it by it's proper name you gave >W<!
14:48 Xinely: www
14:49 Xinely: it's a good flower's name ww
14:49 WildOne94: I would rather have this at x508 instead 00:23:325 (2) -
14:49 WildOne94: Indeed >W<
14:49 WildOne94: You say you are shy when you have 3,746 posts ;w;!
14:50 Xinely: ok
14:50 WildOne94: :D
14:50 Xinely: etto most are mods xD
14:50 WildOne94: What XD?
14:50 WildOne94: oh
14:50 WildOne94: Oh
14:51 WildOne94: I KNOW WHAT YOU MEAN ;W: I AM NOT BAKA
14:51 WildOne94: 00:50:234 (5) - would feel and look better at x304
14:52 Xinely: sure
14:52 Xinely: WildBaka94 www
14:52 WildOne94: AHHHH ;w;
14:52 WildOne94: This is a pretty good rain so far :O
14:53 Xinely: aaaaaaaaaaaa
14:53 WildOne94: SHE'S GOING TO EXPLODE OAO!
14:54 Xinely: kaboooom
14:54 Xinely: OAO
14:54 WildOne94: 01:51:688 (4,1) - It's almost fairly a hyper. i would move hyper (4) >w<
14:54 WildOne94: OH NOES OAO
14:55 WildOne94: Same here 01:54:597 (4,1) - but defo almost a hyper. Move (1) to x188
14:56 Xinely: reduce distance for them ><
14:56 WildOne94: I would really recommend the 2nd a hyper though >w< 1st okay :D
14:57 WildOne94: Since it blasts into that nice vocal
14:57 Xinely: ok :D
14:57 WildOne94: :DD
14:57 Xinely: nice :D
14:58 WildOne94: move left a bit or else it would be a very weird and awkward double dash for the player after all them hypers before hand too 02:10:415 (6) -
14:59 Xinely: ok ><
14:59 Xinely: x:480 for it
14:59 WildOne94: okay owo!
15:01 WildOne94: 02:39:688 (1,2) - i think (1) would be nice if it's tail end was hypered so it does nice back and forth glides with (2). Try move (2) to x304
15:02 Xinely: sure, altho will be inconsistent with similar parts i did but it plays nice ><
15:02 WildOne94: ;w;
15:02 WildOne94: 03:18:961 (3,1) - This hyper is so hard to handle to stop when trying to get the straight up slider ;w;
15:02 WildOne94: Consider curving
15:03 WildOne94: i mean
15:03 WildOne94: sloping
15:03 Xinely: sloping?
15:03 WildOne94: I mean tilting XD
15:03 Xinely: example? since i think it's easy as i can catch xD
15:04 WildOne94: Oh well maybe it's fine then if you can catch XD. I ain't that good at rains you see \;w;/
15:05 WildOne94: Almost a hyper jump 03:21:870 (6,1) -
15:05 Xinely: sure reduced a bit
15:07 WildOne94: Annnd done. Rest looks good :D!
15:07 WildOne94: Hope this helped >W<! and hope i can post this IRC :D!

Hope it helped :D
Topic Starter
Xinely
thank you senpai for helpful mod :)
Qiyana


M4M and stuff.

[General]


[Cup]
00:08:597 (2) - NC
00:10:052 (3) - ^
00:11:870 (4) - ^
01:07:506 (4) - ^
02:26:052 (4) - ^
03:26:415 (3) - ^
03:41:688 (4) - ^
04:29:325 (5) - ^

Sorry, I don't have much time to mod all diffs. I hopre this is helpful anyways. :D :D :D :D Good luck with it.
Topic Starter
Xinely

Dyl-Byl wrote:



M4M and stuff.

[General]


[Cup]
00:08:597 (2) - NC
00:10:052 (3) - ^ yep
00:11:870 (4) - ^
01:07:506 (4) - ^ yep
02:26:052 (4) - ^ yep
03:26:415 (3) - ^
03:41:688 (4) - ^
04:29:325 (5) - ^

Sorry, I don't have much time to mod all diffs. I hopre this is helpful anyways. :D :D :D :D Good luck with it.
rest i didnt fix because i have to keep consistency of NC-ing in every 2 stanza

thank 4 mod :D
koliron


as requested

General
  1. As i said before, its not necessary use hanayamata in tags, you can find the song without it, because that word is present in the Romanised Artist, an example of this would be use "Yorokobi" in tags, it is not necessary.
  2. About the spinners, you finish the slider 00:26:052 (3) - (cup) in 00:27:143 - , so i think 00:26:234 (1) - this spinner would be better to finish in the same time (platter and rain), also between these diffs, in platter is since 00:26:052 - but in rain since 00:26:234 - ? i suggest start the spinner of the rain in 00:26:052 - because is the same sound as 00:27:506 - , but this has not a note, and add there would be confusing to the player, same in 04:43:506 (3,1,1) -
  3. About Inherited Points, first of all i cant understand why you added in 04:47:870 - 04:48:052 - 04:48:779 - , are in a spinner in all diffs, are not necessary, and why you used 20% in 00:27:688 - and 00:29:143 - ? aaaa are hard to listen! please add at least +10%
  4. Sorry again, AR 4,5 6,8 8,0 8,8? that is +1.3 +1.2 +0.8, i think is better be consistent between cup-salad-platter, like 5 6.5 8, then 9 or 8.8 for the rain (because obviously is not possible be consistent).

Cup
  1. 00:17:325 (3,1,2) - What do you think about use a bit more distance to 00:18:779 (1) - ? is more strong than 00:19:143 (2) - but has the exactly same distance, feels better for me
  2. 00:20:052 - Nc to be consistent with the other diffs
  3. 01:30:052 (4,1) - Nc in (4) to be consistent with the other diffs i think
  4. 01:33:688 (2,3) - I think a bit more distance feels better, that sound is really strong
  5. 02:30:779 (2,3) - A little more close? maybe this movement is a bit hard for a cup
  6. 02:43:506 (4,5,1) - Same distances as above ): try with a bit more to (1), fit better with the song and is more fun
  7. 03:03:688 (4,1) - For that finish sound i think deserves a bit more distance
  8. 03:41:688 (4,1) - Hum, you added the nc in 03:42:415 - only in the cup, salad platter and rain is in 03:41:688 - , i think is better here
  9. 04:14:052 (2,3) - as 03:03:688 (4,1)

Salad
  1. 00:01:325 (3,1) - The nc in (3) to be consistent with the other diffs
  2. 00:20:052 - And other nc here
  3. 00:25:325 (3,4,5) - Maybe not a dash, but at least a bit more distance to (5) for the strong/finish sound is a good option i think
  4. 00:54:779 (8,1) - I suggest make a convencing dash here, its a bit confusing, in salad the dash should be very obvious
  5. 01:34:415 (1) - Why you add nc here? o.o it is not in the other diffs
  6. 02:12:415 (4,5) - I think this sound is not enough strong for add a dash, specially an 1/2
  7. 03:15:506 (4,5,1) - Maybe a bit more distance to (1) for the strong sound
  8. 04:08:597 (4,5,6,7,1) - And finally with this pattern, the dash is really confusing, please reduce a bit the distance between 04:08:597 (4,5,6,7) - and add more distance to 04:10:052 (1) -

Platter
  1. 00:03:688 (5,1,2) - It's the beginning of the song, i think these strong dash feels weird, reduce a bit the distance between these sliders
  2. 00:15:870 (5,1) - The nc in (5) to be consistent with the other diffs
  3. 01:09:506 (4,1) - And nc in (4) to be consistent, also fit better here because is the real start of the voice stanza
  4. 01:22:234 (5,1) - I think this is one of the best place to add a hyper
  5. 01:50:961 (2,3,4,1) - This pattern is weird, because there are 2 dash but seems like 4, please use "obvious" distances ):
  6. 02:09:688 (5,6) - A dash here? mh, i prefer normal distance, (6) is even hard to listen
  7. 02:38:052 (4,1) - And what about an hyper here? for example with 02:38:415 (1) - a bit more vertical to not make a strong movement
  8. 03:18:597 (4,5,6,7,8,9,1) - This pattern specially with that jump to (1) is a bit hard, try to do that stream a bit less curved
  9. 03:20:415 (5) - Nc here for the stanza and to be consistent with rain i guess
  10. 04:08:415 (4) - Nc here to be consistent with rain and remove in 04:08:597 (1) - , same with 04:33:325 (8,1) -
  11. 04:29:325 (2,3,4,1) - I think feels better with a bit more distance to (1) for the strong sound (lol you accept this suggestion in my mod but not applied)

Rain
  1. 00:35:870 (3,4,1) - I think feels better if you ctrl+g in 00:36:052 (4) - and then to the right of 00:36:234 (1) - , because the movement between 00:35:870 (3,4) - is a bit uncomfortable
  2. 00:50:597 (7) - Nc here and remove in the next to be consistent? fit better than in 00:50:779 - as the platter.
  3. 01:32:597 (2,1) - I think it's a really good place to add an hyper
  4. Hard to listen, 01:56:052 (5) - this is 1/6 but if you listen well in 25% 01:57:506 (5) - this is 1/8, i can listen 4 beats
  5. 02:53:688 (3,4,1) - Another detalied suggesiton, maybe a bit more distance to (1) following the instrument or to (4) following the voice, you add notes for both here, if you not add diferent distance can be confusing what is really followed, as you did in 03:55:143 (2,3,1) -
  6. 03:00:961 (3,4) - This dash is a bit hard at playing, reduce in a bit please
  7. 03:04:506 (7) - That sound is not clear to add a note, at least in game, please remove this note, same in 03:16:143 - and 04:43:052 - , these feels weird and really i cant find any sound
  8. 04:25:688 (4,1) - And the last suggestion, maybe an hyper here?

In fact it is quite short compared to my mods, almost are suggestions are really detalied, not much important, nice job xinely!
Topic Starter
Xinely

koliron wrote:



as requested

General
  1. As i said before, its not necessary use hanayamata in tags, you can find the song without it, because that word is present in the Romanised Artist, an example of this would be use "Yorokobi" in tags, it is not necessary. you're right, removed
  2. About the spinners, you finish the slider 00:26:052 (3) - (cup) in 00:27:143 - , so i think 00:26:234 (1) - this spinner would be better to finish in the same time (platter and rain), also between these diffs, in platter is since 00:26:052 - but in rain since 00:26:234 - ? i suggest start the spinner of the rain in 00:26:052 - because is the same sound as 00:27:506 - , but this has not a note, and add there would be confusing to the player, same in 04:43:506 (3,1,1) -
  3. About Inherited Points, first of all i cant understand why you added in 04:47:870 - 04:48:052 - 04:48:779 - , are in a spinner in all diffs, are not necessary, and why you used 20% in 00:27:688 - and 00:29:143 - ? aaaa are hard to listen! please add at least +10% lol just copied from setz's mapset, removed
  4. Sorry again, AR 4,5 6,8 8,0 8,8? that is +1.3 +1.2 +0.8, i think is better be consistent between cup-salad-platter, like 5 6.5 8, then 9 or 8.8 for the rain (because obviously is not possible be consistent).ok then

Cup
  1. 00:17:325 (3,1,2) - What do you think about use a bit more distance to 00:18:779 (1) - ? is more strong than 00:19:143 (2) - but has the exactly same distance, feels better for me i tried to make a bit far as i can
  2. 00:20:052 - Nc to be consistent with the other diffs my salad 00:20:052 (4) - has no nc too there, it's just consistency for NC per 2 stanzas
  3. 01:30:052 (4,1) - Nc in (4) to be consistent with the other diffs i think ^
  4. 01:33:688 (2,3) - I think a bit more distance feels better, that sound is really strong
  5. 02:30:779 (2,3) - A little more close? maybe this movement is a bit hard for a cup
  6. 02:43:506 (4,5,1) - Same distances as above ): try with a bit more to (1), fit better with the song and is more fun
  7. 03:03:688 (4,1) - For that finish sound i think deserves a bit more distance
  8. 03:41:688 (4,1) - Hum, you added the nc in 03:42:415 - only in the cup, salad platter and rain is in 03:41:688 - , i think is better here
  9. 04:14:052 (2,3) - as 03:03:688 (4,1)

Salad
  1. 00:01:325 (3,1) - The nc in (3) to be consistent with the other diffs
  2. 00:20:052 - And other nc here still same with cup, just want to keep consistency NC-ing per 2 stanzas ><
  3. 00:25:325 (3,4,5) - Maybe not a dash, but at least a bit more distance to (5) for the strong/finish sound is a good option i think
  4. 00:54:779 (8,1) - I suggest make a convencing dash here, its a bit confusing, in salad the dash should be very obvious make them more far, yep looks as a dash now :D
  5. 01:34:415 (1) - Why you add nc here? o.o it is not in the other diffs im baka for sure
  6. 02:12:415 (4,5) - I think this sound is not enough strong for add a dash, specially an 1/2
  7. 03:15:506 (4,5,1) - Maybe a bit more distance to (1) for the strong sound
  8. 04:08:597 (4,5,6,7,1) - And finally with this pattern, the dash is really confusing, please reduce a bit the distance between 04:08:597 (4,5,6,7) - and add more distance to 04:10:052 (1) -

Platter
  1. 00:03:688 (5,1,2) - It's the beginning of the song, i think these strong dash feels weird, reduce a bit the distance between these sliders
  2. 00:15:870 (5,1) - The nc in (5) to be consistent with the other diffs
  3. 01:09:506 (4,1) - And nc in (4) to be consistent, also fit better here because is the real start of the voice stanza
  4. 01:22:234 (5,1) - I think this is one of the best place to add a hyper why i didnt add LOL
  5. 01:50:961 (2,3,4,1) - This pattern is weird, because there are 2 dash but seems like 4, please use "obvious" distances ):
  6. 02:09:688 (5,6) - A dash here? mh, i prefer normal distance, (6) is even hard to listen
  7. 02:38:052 (4,1) - And what about an hyper here? for example with 02:38:415 (1) - a bit more vertical to not make a strong movement
  8. 03:18:597 (4,5,6,7,8,9,1) - This pattern specially with that jump to (1) is a bit hard, try to do that stream a bit less curved
  9. 03:20:415 (5) - Nc here for the stanza and to be consistent with rain i guess lol i missed it
  10. 04:08:415 (4) - Nc here to be consistent with rain and remove in 04:08:597 (1) - , same with 04:33:325 (8,1) -
  11. 04:29:325 (2,3,4,1) - I think feels better with a bit more distance to (1) for the strong sound (lol you accept this suggestion in my mod but not applied) it means im baka lol fixed

Rain
  1. 00:35:870 (3,4,1) - I think feels better if you ctrl+g in 00:36:052 (4) - and then to the right of 00:36:234 (1) - , because the movement between 00:35:870 (3,4) - is a bit uncomfortable tried as i can
  2. 00:50:597 (7) - Nc here and remove in the next to be consistent? fit better than in 00:50:779 - as the platter.
  3. 01:32:597 (2,1) - I think it's a really good place to add an hyper
  4. Hard to listen, 01:56:052 (5) - this is 1/6 but if you listen well in 25% 01:57:506 (5) - this is 1/8, i can listen 4 beats became confuse with snap, decided 1/2 instead lol
  5. 02:53:688 (3,4,1) - Another detalied suggesiton, maybe a bit more distance to (1) following the instrument or to (4) following the voice, you add notes for both here, if you not add diferent distance can be confusing what is really followed, as you did in 03:55:143 (2,3,1) -
  6. 03:00:961 (3,4) - This dash is a bit hard at playing, reduce in a bit please
  7. 03:04:506 (7) - That sound is not clear to add a note, at least in game, please remove this note, same in 03:16:143 - and 04:43:052 - , these feels weird and really i cant find any sound
  8. 04:25:688 (4,1) - And the last suggestion, maybe an hyper here?

In fact it is quite short compared to my mods, almost are suggestions are really detalied, not much important, nice job xinely!
no reply means fixed as well. just declined which are red

thank you :D
koliron
Ok, the rest was discussed in chat, take my bubble virginity <3
Topic Starter
Xinely
thank you koliron :)
JBHyperion
Sorry for the lateness.

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: soft-hitwhistle2 has a large amount of null audio at the end of the waveform, and the soft-hitfinish hitsounds are a lot longer than necessary - whilst not unrankable, it's taking up unneeded space in the song folder, and hitsound overlaps may cause slowdown on older PCs, so we can clean them up a bit. Use these: whistle, finish - don't forget to replace both finish hitsounds, since they're the same
  6. AImod: No issues
Spread Comments:
Consider the current object spread: 768 > 868 > 1154 > 1243 - We see that:
  1. The Cup has quite a large number of objects (mostly due to the lack of rest spaces expected at this difficulty and regular use of 1/2 spaced sliders) - 've given some suggestion as to how you can reduce the max combo in the Cup slightly to provide a more balanced object spread
Difficulty-Specific Comments:

Cup
  1. 00:12:597 (4,1) - Considering the calm intro, this spacing might take a new player by surprise, I'd reduce it slightly by moving to (1) to x-200. You can curve the tail more to the left to keep the same spacing as before to 00:14:234 (2)
  2. 00:26:052 (3,4) - Why didn't you map a spinner here like in the other difficulties? It fits really well here for an easier diff imo
  3. 00:56:415 (2,3) - Here's an example of an unnecessary 1/2 pairing, since the beat at 00:56:961 is really weak - 1/1 slider and circle on (3)'s tail would make this more comfortable (and fitting) to play
  4. 01:08:961 (2,3,4,5,6) - Considering you have some strong sounds in the kiai here, it feels quite plain to just go right each time with no variation. Might be nice if you included a direction change here, e.g. stack (5) on (3)
  5. 01:11:143 (1,2,3,4) - Switching from instrument to vocals mid combo sounds really weird here, especially since the vocals are so prominent. I'd move 01:11:688 (2,3) back 1/2 to strictly follow the vocals for a much clearer rhythm, or do something similar to what you have at 01:22:779 (1,2) - 02:34:052 (3,4,1) - etc.
  6. 02:13:325 (4) - Removing this would give a nice rest moment and give more emphasis to 02:13:688 (1)
  7. 02:14:961 (2,3) - Given your previous patterns in the non-kiai section, a 3/2 slider and circle would be enough here, since sounds like 02:15:325 are weaker and haven't normally been mapped in this diff
  8. 02:29:688 (1,2) - Same suggestion as 01:11:143 (1,2,3,4)
  9. 02:53:325 (2) - 02:59:143 (2) - You've gone through the entire kiai without a pause and with constant movement, new players will be getting tired by this point. I'd leave these note out to give a short chance to rest, and it also gives more emphasis to the vocal at 02:53:688 (3) - 02:59:506 (3) - From 03:04:961 (2) onwards they can be kept due to the reintroduction of the snare drum rhythm
  10. 03:27:143 (6) - Why map such a strong guitar sound on the downbeat to a sliderend? You lose all emphasis in one of the most interesting parts of the song. 03:27:143 (6,1) can be rearranged as 3 1/1 sliders for better parity
  11. 03:56:779 (6) - There's no need to map this 1/2 kick in this difficulty, it just inflates the note density and difficulty in a really cam section, which is quite unfitting imo
  12. 04:10:052 (1,2) - Same suggestion as 01:11:143 (1,2,3,4)
  13. 04:38:597 (4) - Again, feels kinda odd that you mapped the strong downbeat note to a slidertail. Separating this into two circles would give the strong beat more emphasis
Salad
  1. 00:48:415 (5,6,1) - Spacing is a little confusing here, new players might feel they need to dash to (6) and (1) which will likely result in a miss. Reduce the spacing between (5,6) so it's clear that dash is only necessary between (6,1)
  2. 01:55:870 (6,1) - This could easily be mistaken for a dash motion, which will throw the player off in the calm section. Moving (6) to x-232 makes this spacing more readable
  3. 02:07:506 (6,1) - Antiflow 1/2 dash is kinda awkward to play here, recommend reducing the distance slightly, (6) to x-360 to avoid this
  4. 02:14:415 (3,4) - Is dash intended here? The spacing is smaller than expected and it's quite easy to overshoot. I'd bump this up a tiny bit, 02:14:234 (2,3) to x-288
  5. 02:43:143 (4) - This spacing might be a little uncomfortable after the strong dash from 02:41:870 (2,3) so consider reducing this distance slightly for easier walking, x-174 feels better
  6. 03:17:870 (4) - Curve/rotate this more to the left to emphasize the strong guitar sounds please
  7. 03:30:779 (1) - Rotate this inwards please, right now the lack of movement is just breaking the flow, and really underemphasizing the strong guitar rhythm
  8. 03:36:597 (1) - ^ The small curve currently is doing nothing at this low SV unfortunately, just plays like a purely vertical slider
  9. 04:16:961 (4,5) - This distance is really harsh for a Salad player when combined with the direction change, move 04:17:143 (5,6,7,8) to x-240 please
  10. 04:36:234 (1,2) - It's not like (2) is a weak note, why did you suddenly decide to stack these? Breaks consistency with previous patterns and ruins the flow for me, separating them would play better
  11. 04:44:961 (1) - Why did you map this with a spinner when you used a slider in the previous diff, and also, why does the spinner end at 04:46:415 when in the Cup, the corresponding slider ended at 04:46:234 - ? Two sliders with a dash between them would have fitted really nicely here
Platter
  1. 02:10:415 (8,1) - I was expecting more of a space to this for the strong cymbal sound, but the current lack of that kills the flow a little, since after the dash between (7,8) you have to stop to avoid overshooting (1). For a far more natural movement, there needs to be a direction change between 02:10:415 (8,1) and a jump to emphasize the strong vocal and cymbal sounds
  2. 02:12:961 (4,5,6) - This spacing right after a strong hyper is really unexpected here since the music is so calm, moving (5) to x-348 feels much more natural
  3. 03:27:870 (1,2) - Strong hyper against the wall is really uncomfortable to play, and on top of this, it's inconsistent with your previous patterns, since you didn't include hdash for the strong guitar sounds at 03:20:234 (4,1) - 03:27:688 (6,1) - Regular dash would be more fitting here and you can respace 03:28:234 (2,3) whilst doing this, since it's a horrible flow-breaker at the moment
  4. 03:30:052 (3,4,5,6,7,8,9,10) - This could be made much more interesting as a curved stream, right now the spacing means you have to walk it in steps which creates a stuttering effect that feels awkward to play in what should be a high-intensity rhythm
  5. 03:39:325 (5,1) - Why no hdash here when you included them on every other crash cymbal sound previously?
  6. 03:40:597 (5,6) - Dash into direction change + hyper felt really excessive here, recommend moving these to x-212 for a more fitting movement
  7. 04:24:052 (3,4,5,6,7,8,1) - Same as 03:30:052 (3,4,5,6,7,8,9,10)
  8. 04:33:325 (8) - Any reason why you didn't NC here when you did at 04:39:143 (1) - ?
  9. 04:33:325 (8,1) - Why no movement here to lead into the outro? The music is still quite intense here, so a lack of movement feels underemphasized compared to what you have at 04:39:143 (1,2) for example
  10. 04:43:506 (1,1) - And now you have a third spinner here? Why? What's it adding to the difficulty that you didn't feel the need to do in the previous diffs? There's even a 1/4 graced pattern at 04:44:597 that you could map here to make this so much more interesting to fit the climax to the song
Cherry Blossom
  1. 00:30:234 (3) - There's no instrument or vocal sound on the 1/6 here, so what's this repeat slider doing? Feels really unnecessary to me
  2. 00:36:052 (4) - ^
  3. 00:38:961 (3,4,5,2) - ^ Beginning to see a trend here...
  4. 00:53:325 (1,2,3,4,5) - Why hyper to (2) when there's literally no sound there at all besides the weak end of a previous vocal? Additionally, 00:54:234 (3,4,5) - Double hyper here is uncalled for and uncomfortable to play, (5) is a really weak beat. Something like this plays much better and is more fitting - https://osu.ppy.sh/ss/4472176 - ((5,7) are stacked)
  5. 01:50:234 (4,1) - This hyper is way too strong considering the antiflow you used here, not fitting the calm nature of the music at all. (1) itself isn't even a strong beat anyway due to the lack of vocal... Regular dash fits much better here
  6. 01:56:052 (5) - More overmapped and unnecessary 1/6 triplets
  7. 01:59:506 (2,3,4,5) - Music is still calm here, repeated hypers are unfitting and present an unexpected difficulty spike. Regular dashes work fine
  8. 02:02:597 (2,3) - There's no reason to hyper here for a kick drum sound, please >.>
  9. 02:12:961 (4,5) - Timing jump after hyper is annoying to play, please reduce the spacing here
  10. 03:24:597 (5,6,1) - Strong dash into hyper is likely to result in an annoying miss here, (6) to x-200 keeps the hyper but makes a much smoother transition
  11. 04:43:506 (1,1) - Same comment as Platter
Set is mostly fine, but there are some annoying points holding it back - namely the use of unnecessary 1/6 and unfitting hyper patterns in the Rain. Call me back one you're addressed the above.
Topic Starter
Xinely

JBHyperion wrote:

Sorry for the lateness.

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: soft-hitwhistle2 has a large amount of null audio at the end of the waveform, and the soft-hitfinish hitsounds are a lot longer than necessary - whilst not unrankable, it's taking up unneeded space in the song folder, and hitsound overlaps may cause slowdown on older PCs, so we can clean them up a bit. Use these: whistle, finish - don't forget to replace both finish hitsounds, since they're the same
  6. AImod: No issues
Spread Comments:
Consider the current object spread: 768 > 868 > 1154 > 1243 - We see that:
  1. The Cup has quite a large number of objects (mostly due to the lack of rest spaces expected at this difficulty and regular use of 1/2 spaced sliders) - 've given some suggestion as to how you can reduce the max combo in the Cup slightly to provide a more balanced object spread also i removed some objects (just like 5-10 i forgot) to reduce the density more.. 741 combo now.. hope looks much better for you
Difficulty-Specific Comments:

Cup
  1. 00:12:597 (4,1) - Considering the calm intro, this spacing might take a new player by surprise, I'd reduce it slightly by moving to (1) to x-200. You can curve the tail more to the left to keep the same spacing as before to 00:14:234 (2) x:220 instead
  2. 00:26:052 (3,4) - Why didn't you map a spinner here like in the other difficulties? It fits really well here for an easier diff imo i'd agree but yeah i have to end spin in 00:28:234 - because 1/1 gap after spin to next object would be too short for newbies imo. lemme try this way
  3. 00:56:415 (2,3) - Here's an example of an unnecessary 1/2 pairing, since the beat at 00:56:961 is really weak - 1/1 slider and circle on (3)'s tail would make this more comfortable (and fitting) to play
  4. 01:08:961 (2,3,4,5,6) - Considering you have some strong sounds in the kiai here, it feels quite plain to just go right each time with no variation. Might be nice if you included a direction change here, e.g. stack (5) on (3)
  5. 01:11:143 (1,2,3,4) - Switching from instrument to vocals mid combo sounds really weird here, especially since the vocals are so prominent. I'd move 01:11:688 (2,3) back 1/2 to strictly follow the vocals for a much clearer rhythm, or do something similar to what you have at 01:22:779 (1,2) - 02:34:052 (3,4,1) - etc. nice idea here, ofc fixed
  6. 02:13:325 (4) - Removing this would give a nice rest moment and give more emphasis to 02:13:688 (1) removed and removed in 00:54:779 - as well for consistency
  7. 02:14:961 (2,3) - Given your previous patterns in the non-kiai section, a 3/2 slider and circle would be enough here, since sounds like 02:15:325 are weaker and haven't normally been mapped in this diff
  8. 02:29:688 (1,2) - Same suggestion as 01:11:143 (1,2,3,4)
  9. 02:53:325 (2) - 02:59:143 (2) - You've gone through the entire kiai without a pause and with constant movement, new players will be getting tired by this point. I'd leave these note out to give a short chance to rest, and it also gives more emphasis to the vocal at 02:53:688 (3) - 02:59:506 (3) - From 03:04:961 (2) onwards they can be kept due to the reintroduction of the snare drum rhythm
  10. 03:27:143 (6) - Why map such a strong guitar sound on the downbeat to a sliderend? You lose all emphasis in one of the most interesting parts of the song. 03:27:143 (6,1) can be rearranged as 3 1/1 sliders for better parity
  11. 03:56:779 (6) - There's no need to map this 1/2 kick in this difficulty, it just inflates the note density and difficulty in a really cam section, which is quite unfitting imo
  12. 04:10:052 (1,2) - Same suggestion as 01:11:143 (1,2,3,4)
  13. 04:38:597 (4) - Again, feels kinda odd that you mapped the strong downbeat note to a slidertail. Separating this into two circles would give the strong beat more emphasis
Salad
  1. 00:48:415 (5,6,1) - Spacing is a little confusing here, new players might feel they need to dash to (6) and (1) which will likely result in a miss. Reduce the spacing between (5,6) so it's clear that dash is only necessary between (6,1)
  2. 01:55:870 (6,1) - This could easily be mistaken for a dash motion, which will throw the player off in the calm section. Moving (6) to x-232 makes this spacing more readable
  3. 02:07:506 (6,1) - Antiflow 1/2 dash is kinda awkward to play here, recommend reducing the distance slightly, (6) to x-360 to avoid this
  4. 02:14:415 (3,4) - Is dash intended here? The spacing is smaller than expected and it's quite easy to overshoot. I'd bump this up a tiny bit, 02:14:234 (2,3) to x-288
  5. 02:43:143 (4) - This spacing might be a little uncomfortable after the strong dash from 02:41:870 (2,3) so consider reducing this distance slightly for easier walking, x-174 feels better fixed in other way aka reduced since x:174 will make further
  6. 03:17:870 (4) - Curve/rotate this more to the left to emphasize the strong guitar sounds please
  7. 03:30:779 (1) - Rotate this inwards please, right now the lack of movement is just breaking the flow, and really underemphasizing the strong guitar rhythm
  8. 03:36:597 (1) - ^ The small curve currently is doing nothing at this low SV unfortunately, just plays like a purely vertical slider
  9. 04:16:961 (4,5) - This distance is really harsh for a Salad player when combined with the direction change, move 04:17:143 (5,6,7,8) to x-240 please
  10. 04:36:234 (1,2) - It's not like (2) is a weak note, why did you suddenly decide to stack these? Breaks consistency with previous patterns and ruins the flow for me, separating them would play better
  11. 04:44:961 (1) - Why did you map this with a spinner when you used a slider in the previous diff, and also, why does the spinner end at 04:46:415 when in the Cup, the corresponding slider ended at 04:46:234 - ? Two sliders with a dash between them would have fitted really nicely hereups, fixed the time for Cup, i just dont want use much spinner in Cup as i think newbie will confuse to catch much fruits in spinner, you know that they wont catch with fast like pro players so i decided to make them easier with sliders
Platter
  1. 02:10:415 (8,1) - I was expecting more of a space to this for the strong cymbal sound, but the current lack of that kills the flow a little, since after the dash between (7,8) you have to stop to avoid overshooting (1). For a far more natural movement, there needs to be a direction change between 02:10:415 (8,1) and a jump to emphasize the strong vocal and cymbal sounds no idea now, i just moved (1) a bit to right, yep im not gonna use 1/4 hdash so just be like this
  2. 02:12:961 (4,5,6) - This spacing right after a strong hyper is really unexpected here since the music is so calm, moving (5) to x-348 feels much more natural
  3. 03:27:870 (1,2) - Strong hyper against the wall is really uncomfortable to play, and on top of this, it's inconsistent with your previous patterns, since you didn't include hdash for the strong guitar sounds at 03:20:234 (4,1) - 03:27:688 (6,1) - Regular dash would be more fitting here and you can respace 03:28:234 (2,3) whilst doing this, since it's a horrible flow-breaker at the moment decided to move 03:28:234 (2) - x:108 instead
  4. 03:30:052 (3,4,5,6,7,8,9,10) - This could be made much more interesting as a curved stream, right now the spacing means you have to walk it in steps which creates a stuttering effect that feels awkward to play in what should be a high-intensity rhythm 03:30:325 (6,7,8,9,10) - increased a bit in here, dont really want use high spacing which let player to dash, i try to keep them caught w/o dash
  5. 03:39:325 (5,1) - Why no hdash here when you included them on every other crash cymbal sound previously?because im baka--- i mean i missed it
  6. 03:40:597 (5,6) - Dash into direction change + hyper felt really excessive here, recommend moving these to x-212 for a more fitting movement
  7. 04:24:052 (3,4,5,6,7,8,1) - Same as 03:30:052 (3,4,5,6,7,8,9,10)
  8. 04:33:325 (8) - Any reason why you didn't NC here when you did at 04:39:143 (1) - ? im baka
  9. 04:33:325 (8,1) - Why no movement here to lead into the outro? The music is still quite intense here, so a lack of movement feels underemphasized compared to what you have at 04:39:143 (1,2) for example
  10. 04:43:506 (1,1) - And now you have a third spinner here? Why? What's it adding to the difficulty that you didn't feel the need to do in the previous diffs? There's even a 1/4 graced pattern at 04:44:597 that you could map here to make this so much more interesting to fit the climax to the song well its same with 00:26:052 (1,1) - , just fit to be mapped with spinner for me
Cherry Blossom
  1. 00:30:234 (3) - There's no instrument or vocal sound on the 1/6 here, so what's this repeat slider doing? Feels really unnecessary to me
  2. 00:36:052 (4) - ^
  3. 00:38:961 (3,4,5,2) - ^ Beginning to see a trend here...
  4. 00:53:325 (1,2,3,4,5) - Why hyper to (2) when there's literally no sound there at all besides the weak end of a previous vocal? Additionally, 00:54:234 (3,4,5) - Double hyper here is uncalled for and uncomfortable to play, (5) is a really weak beat. Something like this plays much better and is more fitting - https://osu.ppy.sh/ss/4472176 - ((5,7) are stacked) yep but no stack for 5 and 7, basically i dont like to do zig zag more than 2 circles, also i prefer keep making to left for my flow's taste
  5. 01:50:234 (4,1) - This hyper is way too strong considering the antiflow you used here, not fitting the calm nature of the music at all. (1) itself isn't even a strong beat anyway due to the lack of vocal... Regular dash fits much better here
  6. 01:56:052 (5) - More overmapped and unnecessary 1/6 triplets yep removed here since a bit hard to notice with 100% speed
  7. 01:59:506 (2,3,4,5) - Music is still calm here, repeated hypers are unfitting and present an unexpected difficulty spike. Regular dashes work fine
  8. 02:02:597 (2,3) - There's no reason to hyper here for a kick drum sound, please >.>
  9. 02:12:961 (4,5) - Timing jump after hyper is annoying to play, please reduce the spacing here
  10. 03:24:597 (5,6,1) - Strong dash into hyper is likely to result in an annoying miss here, (6) to x-200 keeps the hyper but makes a much smoother transition
  11. 04:43:506 (1,1) - Same comment as Platteryep same ;_;
Set is mostly fine, but there are some annoying points holding it back - namely the use of unnecessary 1/6 and unfitting hyper patterns in the Rain. Call me back one you're addressed the above.
thanks 4 mod :3
no reply means fixed as well unless those 1/6 since waiting confirmation first
JBHyperion

Xinely wrote:

no reply means fixed as well unless those 1/6 since waiting confirmation first
Trying to get some discussion moving on this now as we discussed in PM, will try and get back to you ASAP. If anyone has any input, the snaps we're looking at are the 1/6 triplets at 00:30:234 (3,1) - 00:36:052 (4,1) - 00:38:961 (3,4,5,1,2,3) - 01:48:779 (4,1) - 01:56:052 (5,1) in the Cherry Blossom / Rain diff.

Is 1/6 the correct snapping? Are these sounds strong enough to justify mapping? If yes and once the snapping is correct, do they still sound/play okay?

Please discuss.
Riari
Currently occupied with other people, if jbh can catch me on discord in say an hour or two I will throw my opinion in.

EDIT:

00:30:234 (3,1) - This one sounds fine to me, its relatively clear and is snapped correctly.
00:36:052 (4,1) - However doesn't feel snapped correctly, 00:36:112 - feels empty, I would personally leave this as just a circle on the red tick, no sliders sound that nice to me and the circle covers the main point here.
00:38:961 (3,4,5,1,2,3) - Similar to the point above.
01:48:779 (4,1) - Same again.

01:56:052 (5,1) - This is snapped normally?

In conclusion, I think that the first one is the only one snapped correctly, the others feel odd.
I can only hear in my left ear right now
Setz
gonna throw my hat into the ring here since my std set for this song is ranked.

00:30:234 (3,1) - is correct, you can clearly hear the guitar strum at 100%
00:36:052 (4,1) - ^ likewise
00:38:961 (3,4,5,1) - here it is very ambiguous, to most accurately fit the guitar, you'd have to do something like this, using 1/8

and so I suggest just using a circle on the red tick here.
00:39:688 (2,3) - this one sounds fine as is
01:48:779 (4) - ^ same
01:56:052 (5,1) - as riari said, this is regular 1/4 as of me looking at the map.
Topic Starter
Xinely

Riari wrote:

Currently occupied with other people, if jbh can catch me on discord in say an hour or two I will throw my opinion in.

EDIT:

00:30:234 (3,1) - This one sounds fine to me, its relatively clear and is snapped correctly.
00:36:052 (4,1) - However doesn't feel snapped correctly, 00:36:112 - feels empty, I would personally leave this as just a circle on the red tick, no sliders sound that nice to me and the circle covers the main point here. i did hear this many times and yeah i feel they are totally like 1/6 so lemme keep and find other opinion
00:38:961 (3,4,5,1,2,3) - Similar to the point above. ^
01:48:779 (4,1) - Same again. ^

01:56:052 (5,1) - This is snapped normally? tbh i already changed it when checked jbh's mod lol

In conclusion, I think that the first one is the only one snapped correctly, the others feel odd.
I can only hear in my left ear right now
fixed that 00:38:961 (3,4,5,1) - since yeah i realized actually it's 1/8 but would be weird for ctb so changed

thank you 4 spending time for throwing your opinion :D
Deif
Xinely asked me to check those snaps quickly:

  1. 00:30:234 (3,1) - Quite tricky, to be honest. It'd be easier if you just used a 1/4 slider for that one, since the guitar drift is almost unnoticeable. I'm almost sure it's not 1/6 either, but a 1/4 rhythm. An additional note at 00:30:370 - on the 1/8 tick could make sense to cover the guitar drift, but not that necessary imo.
  2. 00:36:052 (4,1) - This is a 1/4 - 1/8 combination, clearer than in the previous case. You'd need beats at 00:36:052 - 00:36:143 - 00:36:188 - .
  3. 00:38:961 (3,4,5,1,2,3) - 1/6 without any doubt.
  4. 01:48:779 (4,1) - A similar case as 00:30:234 (3,1) - which just a 1/4 beat at 01:48:870 - would be enough, with the possibility of adding an extra 1/8 beat afterwards. Not recommendable due to the rather weak sound of the guitar.
  5. 01:56:052 (5,1) - You didn't see anything \:D/
I hope it helps!
Topic Starter
Xinely
yep at final removed those 1/6 bye bye </3

keep in 00:39:688 (2) - only since it's supposed for my jumps too and i think it plays well

thank you all for your opinions :)

edit : im lazy to spam posts

yep those 1/6 mostly removed (just keep 1 i mentioned in above), i replaced hitsounds files you gave to me either
JBHyperion
If we're happy with the snapping issues, I'll try to recheck this tomorrow, unless you want to get any more mods/testplays or whatever. If you replaced the hitsounds I mentioned in my mod, in combination with the snapping fixes this should probably get a rebubble before qualifying.

@koliron, if you (or anyone else for that matter) want to check and or/icon before I can take a look that's cool, just bear in mind what I said above (:
koliron
Ok, disscused just about few 1/4 overmapped notes in the platter and rain, all looking good \o/
JBHyperion
I need to find some motivation to map longer songs too - great work Xinely

Qualified~
Topic Starter
Xinely
Ayy thanks koliron and jbh :3
Also for all modders for you guys helpful mods :)
BoberOfDarkness
nice
Yumeno Himiko
moe moe ctb map <3
Sc4v4ng3r
CtB needs more moe maps
Gratz!
BoberOfDarkness

[Sc4v4ng3r] wrote:

CtB needs more moe maps
lol nope
Kagari

[Sc4v4ng3r] wrote:

CtB needs more moe maps
did someone said moe? :^)

BTW congratz again xinely~ :D
Topic Starter
Xinely
Yes we need more moe moe maps :p

Thanks all ~
-Sh1n1-

Xinely wrote:

Yes we need more moe moe maps :p
Also we need more longer maps, Gratz xinely
Surono
00:01 maps, just a redash, k.
MBomb
Welp never had time for this, I guess I owe you a mod for whenever you need one.
Topic Starter
Xinely

- Magic Bomb - wrote:

Welp never had time for this, I guess I owe you a mod for whenever you need one.
ah its fine

ranked now, thanks all modders and BNs for helping this ~
Modem
Congratz Moenely~! >w<
Doyak
Cup: 00:53:325 (2) - wut
vizzy
A big congrats!!
Spectator
00:53:325 (2) - this should be end on 00:53:870 - (cup diff)

else it's a great map, congrats!
Topic Starter
Xinely
holyshit no offset change no sv change but it happens :o
Deif
Shit happens... though it shouldn't have happened on the 1st place, so sorry for not realising about it at the right moment.

The only thing you can do at the moment is pretending that it's snapped properly, since the beatmap got ranked already *sigh*
Yuii-

Deif wrote:

Shit happens... though it shouldn't have happened on the 1st place, so sorry for not realising about it at the right moment.

The only thing you can do at the moment is pretending that it's snapped properly, since the beatmap got ranked already *sigh*
p/4581828/
-Sh1n1-
:O ranked maps are not safe lol
Topic Starter
Xinely
Sorry for inconvenience to deif, koliron, jbh and all who play this map because my careless :(
peppy
Disqualifying this from a ranked state on special request (serious issue with a slider). Sorry for the inconvenience!
Underforest
I don't see it disqualified still oh
Petit
oh, no :(
Underforest
Wait, it's disqualified but peppy forgot to move to Pending wwww
Equim
What happened?
Yuii-
Bring it back! Fiiiixed ~
Topic Starter
Xinely
fixed the snap and updated
Deif
From now on, I'll check every single beat twice, three times, and the needed times to avoid this in the future ;w;
JBHyperion
Checked everything again, and we also changed 01:56:234 (1,2) in Cherry Blossom diff to a regular 1/1 slider instead of 3/4+circle, let's try again

Requalified~
Topic Starter
Xinely
thanks deif and jbh for your help ~
Jonis221
.
Doyak
Oh regrats :3
Verniy_Chan
Gratz again~
Time-
wwat
koliron
ahhh i missed this xD
-Sh1n1-
Regratz :3
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