forum

SakiZ - osu!favourites

posted
Total Posts
11
Topic Starter
Nowaie
This beatmap was submitted using in-game submission on Tuesday, 6 June 2017 at 20.23.23

Artist: SakiZ
Title: osu!favourites
Tags: Too many tags please help me
BPM: 200
Filesize: 18496kb
Play Time: 10:26
Difficulties Available:
  1. All Stars (5,97 stars, 3031 notes)
Download: SakiZ - osu!favourites
Information: Scores/Beatmap Listing
---------------
Speedmapped this in 3 days w


Warning: Extremely slow SV used right after inferno

WHEN YOU HEAR REMOTE CONTROL PREPARE TO PLAY 240 BPM







Meep mapped ?, Nowa mapped rest

Hitsounds wip
_Meep_
hime hime
hime
sukisuki daisuki hime
hime
A r M i N
http://puu.sh/v96ZA/91810593f9.png


Some...



...body once told me
Topic Starter
Nowaie
Kyouren
Good luck!
TheKingHenry
Hello mod from my queue~
All Stars
  1. I think the artist should include "Various Artists" since that's how this basically is. Not too familiar with how it actually should go but smth like "SakiZ feat. Various Artists" or "Various Artists feat. SakiZ" seems plausible. Check that with someone more knowledgeable.
  2. For the ending timing I think 10:16:760 (4) - is audibly late atm, could slighlty tune it even tho it's slider. Also sliderend of 10:17:622 (1) - and 10:25:016 (1,2) - could use some love too, first of all it's 4 sounds instead of 3, and 10:25:100 (2) - is slightly too early. I recommend just adding one red points more to time it properly (and perhaps another one if you want to tie it up neatly to the next one like I personally like to do). You can also then think if you want to map it with kickslider or circles. Circles can work too with burst like that even if the timing changes due how it's played anyways, but if you want to be sure of things, use kickslider
  3. This could use some more advanced hitsounding if you want also. For example in the beginning the normal hitsounds weren't that fitting imo, too loud and sharp for example.
  4. 00:43:209 (1,2,3) - I wouldn't pattern triples like this, it reminds very much of the occasional 1/2 mapped similarly such as 00:45:909 (2,3) - and some kind of stream type spacing would look neater too imo
  5. 01:09:909 (2,3) - is there any reason to suddenly have 0 spacing to circle from slider? Maybe there's more of these later on
  6. 01:44:109 (2) - NC this instead of 01:44:034 (1) - currently player can think that 01:44:034 (1) - is on white tick since you can comprehend it exactly after a slider and thus patterning it accordingly will make it less confusing
  7. 01:44:334 (5,1) - this is kinda okay still but I think you should tune 01:49:134 (6,1) - down a bit, it's larger gap than the last and the simultaneous direction change makes it even harder. Also why no similar pattern at 01:51:534 (4,1) - when there's the same sound?
  8. 02:19:209 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think there was something similar before (and will probably be after too). Since both streams of 8 base on the same sound, it would make more sense to have the latter with the larger spacing, since that's when the intensity is "picking up" due the repetition. Tho it's not like current one is bad either, it works perfectly fine as well.
  9. 02:39:534 (10,1) - intentional? doesn't look too good. Same with following one 02:41:934 (8,1) - which is already more fitting tho since the stream body itself is already not smooth
  10. 03:17:634 - and 03:17:934 - you could map these sounds to form 2 triples?
  11. 03:58:209 (6) - should NC this and have the gap to from 5 to this instead of from this to the next. Current patterning indicates different rhythm than the actual (as in it indicates that slider begins at white tick)
  12. 04:10:134 - missing sound again, and would recommend mapping this with circles only, it would create more fitting feel imo for the musical pattern going on here
  13. 08:36:100 - kinda wrong rhythms for these streams/bursts/whatever, but on the other hand I think mapping them like this is the most intuitive way for the player since it seems like for some reason there are 1/4, 1/3 and 1/2 in those so that it wouldn't really work that smoothly mapped as it is
  14. 09:28:850 (4,1) - why are these stacked when the rest where with small moving spacing?
  15. either NC 09:44:100 (5) - or don't NC 09:44:350 (1) - lol
  16. I guess what most bothered me was kinda common problem with compilation marathons. They are usually lacking in contrasts that still are in the music. Or when the map has contrasts, they aren't constant or logical. As in for example, here the density is about the same, ofc depending on the density of the current song. But every song was interpreted about the same density-wise. Spacing differences, however, were not only kinda lacking for the most part (which can work), but they were also inconsistent musically. There were stacked 1/2 and small spacing and jumps, but I couldn't grasp how they were used in comparison to the music and at some places where jumps would make sense musically there was even only sliders, and with small spacing. Then for streams, similarly I didn't notice any too distinct logic in the spacing, identical sound could have all kind of difference spacings. There is no real reason to have build-up or inter-song relatable difficulty curves, but being logical with choices when the music is similar could still be done.
  17. Despite that it was pretty clean and enjoyable, perhaps due that it was also kinda simple mapping-wise for the most part. I woulda given this more nitpicking check but unfortunately I'm lacking in time atm.
Good luck!
Kyouren
SakiZ arranger or mashup or whatever is name that, so we prefer used SakiZ as artist!
Topic Starter
Nowaie

TheKingHenry wrote:

Hello mod from my queue~
All Stars
  1. I think the artist should include "Various Artists" since that's how this basically is. Not too familiar with how it actually should go but smth like "SakiZ feat. Various Artists" or "Various Artists feat. SakiZ" seems plausible. Check that with someone more knowledgeable. I went with SakiZ as "mrspazzaneve17" was used as the artist for the osu!megamix, i'll keep it as SakiZ until someone presents a reason why it should or why it shouldn't be SakiZ/various artists
  2. For the ending timing I think 10:16:760 (4) - is audibly late atm, could slighlty tune it even tho it's slider Imo it follows the drum beats quite nicely


    Also sliderend of 10:17:622 (1) - and 10:25:016 (1,2) - could use some love too, first of all it's 4 sounds instead of 3, and 10:25:100 (2) - is slightly too early. I recommend just adding one red points more to time it properly (and perhaps another one if you want to tie it up neatly to the next one like I personally like to do). You can also then think if you want to map it with kickslider or circles. Circles can work too with burst like that even if the timing changes due how it's played anyways, but if you want to be sure of things, use kickslider
    It actually worked just by changing the BSD from 1/12 to 1/16, i made it a circle because it's a burst and doesn't have that kind of a harder polarity change

  3. This could use some more advanced hitsounding if you want also. For example in the beginning the normal hitsounds weren't that fitting imo, too loud and sharp for example. http://puu.sh/vfxWM/9f40d2f84f.png

  4. 00:43:209 (1,2,3) - I wouldn't pattern triples like this, it reminds very much of the occasional 1/2 mapped similarly such as 00:45:909 (2,3) - and some kind of stream type spacing would look neater too imo I'm trying to avoid what you have mentioned right after this one. These 00:43:209 (1,2,3,2,3) - can't really be compared to each other when on the other one the hitcircles are partially under the slider and on the other one they are stacked on top of the head and i barely use 1/2 notes directly or partially under sliders at all as those are pretty much always 1/4 spaced on the timeline (with the one expection that was a mistake). Stuff like this 01:51:609 (1,2) - is justified as there is nothing really represent through spacing as the slidertail of 1 and 2 are placed on really quiet notes
  5. 01:09:909 (2,3) - is there any reason to suddenly have 0 spacing to circle from slider? Maybe there's more of these later on Not here atleast imo (as the hitcircles were supposed to be stacked)
  6. 01:44:109 (2) - NC this instead of 01:44:034 (1) - currently player can think that 01:44:034 (1) - is on white tick since you can comprehend it exactly after a slider and thus patterning it accordingly will make it less confusing Done
  7. 01:44:334 (5,1) - this is kinda okay still but I think you should tune 01:49:134 (6,1) - down a bit, it's larger gap than the last and the simultaneous direction change makes it even harder. Also why no similar pattern at 01:51:534 (4,1) - when there's the same sound? Toned down a bit, 01:51:534 (4,1) - this is spaced normally so people can adjust to the next song bit more easily
  8. 02:19:209 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think there was something similar before (and will probably be after too). Since both streams of 8 base on the same sound, it would make more sense to have the latter with the larger spacing, since that's when the intensity is "picking up" due the repetition. Tho it's not like current one is bad either, it works perfectly fine as well. It may be picking up but having larger spacing on the stream kinda ruins it's intention to lower the intensity on spacing for gold dust which doesn't really support that high spacing after all
  9. 02:39:534 (10,1) - intentional? doesn't look too good. Same with following one 02:41:934 (8,1) - which is already more fitting tho since the stream body itself is already not smooth I'll try making it a bit better
  10. 03:17:634 - and 03:17:934 - you could map these sounds to form 2 triples? The single hitcircles work with the guitar better which is the most influential/significant instrument there
  11. 03:58:209 (6) - should NC this and have the gap to from 5 to this instead of from this to the next. Current patterning indicates different rhythm than the actual (as in it indicates that slider begins at white tick) Synthesizer is at the strongest here 03:58:284 (7) - so why the biggest cap should be on something that is not the strongest nor most significant change
  12. 04:10:134 - missing sound again, and would recommend mapping this with circles only, it would create more fitting feel imo for the musical pattern going on here Agreed, fixed
  13. 08:36:100 - kinda wrong rhythms for these streams/bursts/whatever, but on the other hand I think mapping them like this is the most intuitive way for the player since it seems like for some reason there are 1/4, 1/3 and 1/2 in those so that it wouldn't really work that smoothly mapped as it is Yeah i think you already explained why they are like so. So pretty much there aren't really any ways to make it follow the rhythm well and play comfortably at the same time so that's why i chose the 7 note bursts
  14. 09:28:850 (4,1) - why are these stacked when the rest where with small moving spacing? There isn't really a specific reason but they are part of the pattern 09:26:600 (1,2,3,4,1) - here, i'll try fixing it while still having the original pattern there
  15. either NC 09:44:100 (5) - or don't NC 09:44:350 (1) - lol 09:44:350 (1,2,3,4) - The drum hits change? (Also i will be heavily changing the DS on this update)
  16. I guess what most bothered me was kinda common problem with compilation marathons. They are usually lacking in contrasts that still are in the music. Or when the map has contrasts, they aren't constant or logical. As in for example, here the density is about the same, ofc depending on the density of the current song. But every song was interpreted about the same density-wise. Spacing differences, however, were not only kinda lacking for the most part (which can work), but they were also inconsistent musically. There were stacked 1/2 and small spacing and jumps, but I couldn't grasp how they were used in comparison to the music and at some places where jumps would make sense musically there was even only sliders, and with small spacing. Then for streams, similarly I didn't notice any too distinct logic in the spacing, identical sound could have all kind of difference spacings. There is no real reason to have build-up or inter-song relatable difficulty curves, but being logical with choices when the music is similar could still be done.

    Look, i'm not monstrata, skystar nor andrea. I have 1 ranked map at this point and 1 ranked guest difficulty. I am mostly experimenting my higher BPM/level difficulty mapping (and it's rankability) and i know that it's not perfect. Density wise i like to keep my map fairly consistant so you don't have a 5 star mapping for 9 minutes and 8 star mapping for a minute, also the lower difficulty level to allow more players to enjoy the map.

    I want the map to be enjoyable, not rhythmically 100% accurate by every way. Even though most of the spacing does make sense

    Though generally your opinion here does cross with something that is pretty much what mapping is built around. Having a personal way to analyze and represent music. What should and shouldn't be mapped depends on the target difficulty and what the song offers you, additionally you follow the song through other variables like flow, placement, disctance, structure and such. These variables are completely subjective and depend on how the mapper "sees" the song


  17. Despite that it was pretty clean and enjoyable, perhaps due that it was also kinda simple mapping-wise for the most part. I woulda given this more nitpicking check but unfortunately I'm lacking in time atm.
Good luck!
Thanks for modding
_DT3
Lemme mod too, cool map

[General]
  1. Pretty sure that there is a guideline that says that you should avoid combo colors using 220-ish luminosity in the kiai because the flashes could hurt the eyes. I know you would like to keep the white color, so I think setting the RGB values to 205 - 215 could help a liitle bit with that
  2. 07:28:100 - There are two lines here with different samplesets (S:C1 and N:C1), since this can cause buggy behavior in-game, this is unrankable and the samplesets should be made the same on both lines
  3. I thought I gave you the tags already .-.
[All Stars]
  1. 00:31:209 (1,2,3) - Pretty unsure as to why this skips the vocal, even if this is results in a 1/1 gap, you follow the vocals in this part almost all the time and I don't see why you should follow it.
  2. 00:43:059 (5,1) - Should have more distance imo, I can see that you emphasized this with a DS raise, but when you compare this part to 00:40:659 (5,1) - it feels kinda lackluster imo
  3. 00:43:434 (2) - This note is not needed imo. At first I thought that it was overmapped but after listening closely I could hear some background sound here. Yet the sound is only very barely audible and this is the only clickable 1/4 in this song/part which makes this part kinda stand out - I don't think that this kinda emphasis like that is really deserved here so I'd remove this note
  4. 00:43:509 (3) - Uhh, not sure what the whistle is doing here, if I understood correctly, the whistle landed on stronger guitar which isn't on this note
  5. 00:44:109 (6,1) - I'm not sure about this but imo you should silence the tail since there is no sound on the tail and the hitnormal gives way to much feedback for 00:44:334 - . This also applies for other similar instances in the whole map if you accept this
  6. 00:48:909 (3) - I think you can make the slider shape a bit more different and unique, the straight slider feels pretty bland for this unique sound
  7. 01:15:309 (2) - Pretty sad that this slider belongs in the same pattern as 01:14:409 (1,2,1) - , the vocals get equalized with the instruments which doesn't express the vocal enough imo
  8. 01:34:359 (4) - 01:39:159 (4) - By your patterning this would be a 1/4 slider. It might be because it should be different from 01:34:509 (1,2) - but the raised SV is already enough imo and it plays just fine as 1/4 so you should change it to a 1/4 slider imo. Same goes for the other slider pointed out
  9. 01:41:709 (1) - All 1/3 sliders in this pattern 01:40:809 (1,1,1,1) - have sounds on every element of the slider (-> repeat, end, head) except for the one point it out. I get that you might be going for a consistent transition but it doesn't represent the music well making 01:41:709 (1) - similar to 01:40:809 (1,1,1) - . Something like this would work better
  10. 01:46:509 (3) - This is just personal but I feel like a slowdown via SV could work here because it's a pretty unique sound throughout the whole part and it having the same SV as the rest doesn't feel appropriate imo
  11. 01:58:209 (1,2) - This pattern feels like it skips part of the melody (it sounded like it was on the 1/2 but in fact was on the 3/4 where the slider tail was). You technically are correct with your pattern and it does not skip the melody but you make it pretty much identical patterning like 01:53:409 (1,1) - (apart from the shape, flow and NC ofc) and the patterns will feel the same although the player can hear that the two patterns have different melodies. You could use 1/4 sliders or sth similar here that would make the patterns 'more different' instead, that works better imo.
Gonna stop here because I don't have much more time, will mod the rest at a later point
emilia
this is ultra retard wtf
[smashmouth]
  1. 01:01:209 (1,2,1,2) - maybe make this part repeat like 00:58:809 (1,2,1,2) -
  2. 01:17:409 (1,2,3,4,5,6,7,8,1) - i dont hear a stream here tbh, but if you wanna keep it at least start it from 01:17:259 (4) -
  3. 01:27:309 (2,2) - no touch?
  4. 01:45:009 (1) - i hear something on 01:45:159 - , might wanna map it
  5. 01:58:209 (1) - would prefer the sound on 01:58:359 - to be mapped
  6. 01:58:659 - ^
  7. 02:07:059 (6,1) - the triplet sound is on here and not 02:07:209 (1,2,3) - , might wanna revise this part
  8. 02:12:534 - i hear something here, might wanna make it a triplet
  9. 02:16:209 (3) - triplet
  10. 02:31:809 (8,1) - why not stack like you've always done
  11. 02:40:059 (4) - would prefer end of 4 to be a clickbeat
  12. 02:42:684 - i hear something here, might wanna map
  13. 02:47:109 (2,3) - why not make these kicks to cover the ticks in the music
  14. 03:16:359 (4,1) - might be a little too close to each other
  15. 03:22:134 - u might wanna map this
  16. 03:53:259 - theres something on every red tick in this section, might wanna relook at the rhythm choices
  17. 03:57:909 (2,3,4,5,6,7) - why stream here when music doesnt support? you've mapped other rhythms that've worked better
  18. 04:03:009 (4) - suggest moving to 04:02:934 - this tick and extending by 1 tick
  19. 04:04:209 (5,6,7,8,9) - think its only triplet here. there are like a lot of instances of these so i'll stop pointing them out (repeated)
  20. 04:30:009 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - would be fun if you mapped these all as kick sliders so they actually say 12345678 xd
  21. 04:31:209 (1) - if this is an osu favourite i will kill myself
  22. 04:42:009 - imo this should be clickable (repeated)
  23. 04:42:609 (3,4) - i think it would play better if these were both just 1/2 sliders. it would make it more boring but its more structured and appears less messy imo (repeated)
  24. 04:51:309 (4) - this vocal is held just as much as 04:50:409 (1) - but why is it extended? not very structured in this section imo (repeated)
  25. 04:59:709 (8,9,10,11) - maybe NC this portion to show new song?
  26. 05:00:234 - this should be clickable and part of the stream imo
  27. 05:08:184 - the drums here are pretty jarring, might wanna map those too
  28. 05:08:634 - theres something here that you can just stack on 05:08:709 (2) -
  29. 05:29:859 (5,1,2,3) - might be misleading cuz the stack happens consecutively with different timing division. i suggest something similar to this
  30. 05:32:109 (4,5,1,2) - the rhythm here is a little boring
  31. 06:20:709 (2,3,4,1) - dont really like how this plays. would suggest using 1/1 sliders here. but if you do wanna keep it then make the pattern more regular
  32. 08:22:100 (1,1) - feels weird to play because its really only a jump with 2 hitcircles and not a buzz slider
  33. 08:25:475 (3,4,5) - dont hear anything that justifies triplet here
  34. 08:46:475 (2,3,4) - ^
  35. 08:46:850 (5,6,7,8,1) - dont hear quintuplet here (this whole section of the song is made to have no stream structure)
  36. 08:51:100 (1,2,3,4,5,6,7,8,1,2) - all i hear here is hitcircle-triplet-1/2 metronome rhythm, not a full stream
  37. 08:52:600 (4,5,1) - distances make no sense with respect to timing - similar visual distance but very different timing difference?
  38. 08:53:600 (3,4) - inconsistent spacing with the extended sliders in this section
  39. 08:55:600 (3) - similarly i hear nothing here
  40. 09:23:100 (11) - NC
  41. 09:39:350 (4,5) - personally i think one 1/1 reverse slider would be sufficient
  42. 10:08:600 (1) - i think the whole SV changing section is rather pointless
  43. 10:17:622 (1,1,2,3,4,1,2,3) - i prefer just a spinner, seems too cluttered and needlessly complicated for the end of the song

    your map structure is very basic i think you dont need many more mods to rank
gl
Topic Starter
Nowaie
Been quite busy overall with school stuff and clearing m4ms, hopefully have time to answer this weekend :|
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply