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Miku Itou, Azumi Waki, Miyu Komaki, Maria Nagan...

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Topic Starter
LeQuack
This beatmap was submitted using in-game submission on Saturday, 1 February 2020 at 2:27:29 PM

Artist: Miku Itou, Azumi Waki, Miyu Komaki, Maria Naganawa, Kanon Takao, Rie Suzuki
Title: Cheer for you
Source: あにトレ!XX
Tags: Anitore! XX Anime de training ex
BPM: 132
Filesize: 3166kb
Play Time: 01:42
Difficulties Available:
  1. Exercise (4.16 stars, 319 notes)
  2. Hard (2.7 stars, 260 notes)
  3. Normal (1.92 stars, 165 notes)
Download: Miku Itou, Azumi Waki, Miyu Komaki, Maria Naganawa, Kanon Takao, Rie Suzuki - Cheer for you
Information: Scores/Beatmap Listing
---------------
Metadata source: http://anime-training.com/category/goods
Einja
from m4m queue
how dare you make me mod this song :^)

[exercise is healthy]
00:02:705 (3) - slider should curve the other way since the notes after flow circularly

00:05:887 (1,2,3) - make this a perfect triangle (copy and paste notes 1 and 2 and rotate them by 120 degrees and delete one of the circles)

00:16:569 (6,2) - stack perfectly

00:48:842 (4,3) - blanket slider 3's end with 4

01:09:751 (2) - move this a little to the right since it's right after a downbeat, the player should snap their cursor to the next note harder

01:23:842 (7,1) - these notes should be evenly spaced like the previous jumps

01:25:660 (5,1) - ^

01:33:160 (1,2,3) - stack?


[hard]
00:07:251 (5) - kinda funny how this is a 3/4 slider in the lower diff and the other slider is 1/2 in the top diff

00:33:160 (1,2) - blanket with 00:32:705 (6) -

00:47:705 (1,2) - why are these sliders bent

01:07:478 (1,5) - blanket slider 5's tail with slider 1

01:16:342 (5) - curve this the opposite way



good luck with your map xd
LowAccuracySS
hey from your queue

m4m my end

[easy]
  1. 00:00:433 (1) - angling this down 10 deg makes the flow to (2) much better imo
  2. 00:08:842 (2) - i disagree with the placement of this slider on the timeline. you out right ignore the beat at 00:08:614 and new players are going to follow the rythmn you have going on so far.
  3. 00:16:796 (3) - you are following the drums up until this point and you suddenly switch to vocals and then go back after that slider. i'd say just for consistency purposes follow the drums.
  4. 00:33:160 (1) - you missed a really good opportunity to blanket on the sliderend of (3)
  5. 00:45:887 (3) - i would ctrl+g and remove the reverse. it's not needed and then you could do something to repeat the rythmn to have at 00:44:069 (1,2,3) (visual respresentation since I'm bad at explaining: https://puu.sh/vXq0v/ad0c4312ad.png)
  6. 01:20:433 (1) - this actually tilts me a lot and I don't know why. I guess I'm so used to wider curves on wave sliders lo
  7. 01:28:842 (2) - same reason as 00:08:842 (2)
[normal]

  • Please increase your ds - The starting patterns are really cluttered and all it does is make stuff look less neat and harder to read.
  1. 00:10:205 (2) - avoid 1/4 anything in a normal.
  2. 00:16:342 (3) - couldn't you just stack that to (4)?
  3. 00:17:705 - there is an obvious, loud beat here. I would like to see a hitcircle here somewhere, maybe stacked on (6)
  4. 00:24:978 - ^
  5. 00:47:705 (1) - fix this https://puu.sh/vXqua/0f5b0f340d.png
  6. 00:48:614 (2) - ^
  7. 01:04:069 - same reason as 00:17:705
  8. 01:07:251 - ^
good luck!
TyrantsEye2014
from m4m queue

a
[Exercise]
  1. 00:16:569 (6,1) - you can expand the spacing
  2. 00:38:387 (6,1) - ^
  3. 00:39:296 (3,4,5) - same here
  4. 00:32:023 (3,4) - spacing is not the same as 00:31:342 (1,2) -
  5. 00:36:569 (5,1,2) - you can make this a perfect triangle
  6. 00:39:069 (2) - put a clap
  7. 00:57:478 (3,4,5,6,7) - very close. you should make make the spacing like this 00:57:023 (1,2,3) -
  8. 01:01:569 (5) - you can place this on x:286 y:320 or x:299 y:359
  9. 01:02:933 (3,6) - blanket?
  10. 01:04:296 (2,3) - expand spacing
  11. 01:16:342 (6,7) - too long spacing
  12. 01:40:660 (2,3,4) - use DS 1.3x here
[Hard]
  1. 00:21:114 (2) - make this a 1/4 slider
  2. 00:35:660 (3) - same here and adjust the next 1/1 slider
  3. 01:00:205 (5) - can blanket this with 00:59:296 (3) -
  4. 01:24:751 (3,4) - inconsistent spacing
[Easy]
  1. 01:15:887 (3) - place on x:34 y:76
  2. 01:38:614 (1) - spinner should end here 01:41:796 -

good luck! :>
Topic Starter
LeQuack

Einja wrote:

from m4m queue
how dare you make me mod this song :^)

[exercise is healthy]
00:02:705 (3) - slider should curve the other way since the notes after flow circularly Moved slider up to better fit with flow

00:05:887 (1,2,3) - make this a perfect triangle (copy and paste notes 1 and 2 and rotate them by 120 degrees and delete one of the circles)

00:16:569 (6,2) - stack perfectly Whole point of this pattern is to increase in spacing so i'm keeping it like that

00:48:842 (4,3) - blanket slider 3's end with 4 Cause ugly overlap with 00:50:888 (6,3) - so i can't

01:09:751 (2) - move this a little to the right since it's right after a downbeat, the player should snap their cursor to the next note harder Prefer keeping the overlap with 01:08:160 (2) -

01:23:842 (7,1) - these notes should be evenly spaced like the previous jumps

01:25:660 (5,1) - ^ DS increases throught jumps after this so this has to be the lowest DS of them all

01:33:160 (1,2,3) - stack? Keeping to represent the synth change at 01:33:387 (2,3) -


[hard]
00:07:251 (5) - kinda funny how this is a 3/4 slider in the lower diff and the other slider is 1/2 in the top diff But it's not

00:33:160 (1,2) - blanket with 00:32:705 (6) - Movement isn't going that direction hence why it isn't blanketed

00:47:705 (1,2) - why are these sliders bent

01:07:478 (1,5) - blanket slider 5's tail with slider 1 The look of 01:08:614 (4,5) - is more important and that's why it is placed like it is currently, also the blanket you suggest won't be seen in play so i s therefore less important

01:16:342 (5) - curve this the opposite way Keeping how it is because makes movement to 01:16:796 (1) - more awkward and i like the look of the pattern



good luck with your map xd

[ Space ] wrote:

hey from your queue

m4m my end

[easy]
  1. 00:00:433 (1) - angling this down 10 deg makes the flow to (2) much better imo
  2. 00:08:842 (2) - i disagree with the placement of this slider on the timeline. you out right ignore the beat at 00:08:614 and new players are going to follow the rythmn you have going on so far. It's the strongest sound in this section and tyhat's what should be mapped in an eaasy diff, however i have changed 00:10:433 (4) - to be consistent
  3. 00:16:796 (3) - you are following the drums up until this point and you suddenly switch to vocals and then go back after that slider. i'd say just for consistency purposes follow the drums. Play becomes super boring and repetitive so i'm keeping as is for now
  4. 00:33:160 (1) - you missed a really good opportunity to blanket on the sliderend of (3) Slider flows away from the supposed blanket so that's why i avoided it
  5. 00:45:887 (3) - i would ctrl+g and remove the reverse. it's not needed and then you could do something to repeat the rythmn to have at 00:44:069 (1,2,3) (visual respresentation since I'm bad at explaining: https://puu.sh/vXq0v/ad0c4312ad.png)
  6. 01:20:433 (1) - this actually tilts me a lot and I don't know why. I guess I'm so used to wider curves on wave sliders lo look s fine lo
  7. 01:28:842 (2) - same reason as 00:08:842 (2)
[normal]

  • Please increase your ds - The starting patterns are really cluttered and all it does is make stuff look less neat and harder to read. I think its fine as is, normals should have overlaps for 1/2 gaps
  1. 00:10:205 (2) - avoid 1/4 anything in a normal.
  2. 00:16:342 (3) - couldn't you just stack that to (4)? Not stacked because 00:14:978 (1,2) - is and represents a different gap
  3. 00:17:705 - there is an obvious, loud beat here. I would like to see a hitcircle here somewhere, maybe stacked on (6) In the context of the song this is where the sound is and therefore why i have the sliders as they are
  4. 00:24:978 - ^^
  5. 00:47:705 (1) - fix this https://puu.sh/vXqua/0f5b0f340d.png Shape is fine as is because curve starts where the sound changes
  6. 00:48:614 (2) - ^
  7. 01:04:069 - same reason as 00:17:705 Only following vocal phrases which is present where you have suggested
  8. 01:07:251 - ^
^

good luck!

TyrantsEye2014 wrote:

from m4m queue

a
[Exercise]
  1. 00:16:569 (6,1) - you can expand the spacing
  2. 00:38:387 (6,1) - ^
  3. 00:39:296 (3,4,5) - same here
  4. 00:32:023 (3,4) - spacing is not the same as 00:31:342 (1,2) -
  5. 00:36:569 (5,1,2) - you can make this a perfect triangle
  6. 00:39:069 (2) - put a clap
  7. 00:57:478 (3,4,5,6,7) - very close. you should make make the spacing like this 00:57:023 (1,2,3) -
  8. 01:01:569 (5) - you can place this on x:286 y:320 or x:299 y:359
  9. 01:02:933 (3,6) - blanket?
  10. 01:04:296 (2,3) - expand spacing
  11. 01:16:342 (6,7) - too long spacing
  12. 01:40:660 (2,3,4) - use DS 1.3x here
[Hard]
  1. 00:21:114 (2) - make this a 1/4 slider It doesn't sound good to mee so i'm keeping it how it is
  2. 00:35:660 (3) - same here and adjust the next 1/1 slider ^
  3. 01:00:205 (5) - can blanket this with 00:59:296 (3) -
  4. 01:24:751 (3,4) - inconsistent spacing
[Easy]
  1. 01:15:887 (3) - place on x:34 y:76
  2. 01:38:614 (1) - spinner should end here 01:41:796 -

good luck! :>
Thank you all for the mods, will get to you maps ASAP
-LynX-
m4m from queue :)
Normal
  1. 00:05:433 (5,1) - my suggestion is to make this a 1/1 slider instead, since there isn't really a change in the music
  2. 00:10:205 (2) - there's a strong drum beat on slider-tail. maybe make it click-able like how you did in 00:08:842 (2) - ?
  3. 00:43:614 - there's a very strong sound here, maybe map this 00:43:387 (2) - as a circle followed by a 1/2 slider?
  4. 00:58:614 - similarly, there's a strong drum kick here. i know you're following the vocals, but personally it feels very weird not being able to click the drum beat. i notice that this has been done throughout the kiai, so if you do decide to change it here remember to change it elsewhere too.
  5. 01:08:842 (5) - there's a strong sound on the slider-tail, maybe map this part like this https://puu.sh/vYSCE/bd07b6684d.png ? you do this later here 01:22:023 (2,3,4,5) - too
  6. 01:13:387 (1) - perhaps break this down into a 1/2 slider followed by a 1/1 slider to follow the vocals better
  7. 01:15:887 (4) - similarly to the previous point, strong sound on slider-tail
  8. 01:30:433 (3) - repeated point too, but not a fan of this as there's a strong sound in the middle of this slider.. this 01:36:796 (1,2,3) - is slightly better but yeah you get my point
Hard
  1. 00:14:296 (5,6) - either space them further for emphasis, or stack them as how you did before here 00:12:478 (3,4) - 00:08:842 (4,5) - (personally prefer the former)
  2. 00:14:978 (1) - maybe ctrl+g this to show that it's a different sound compared to 00:15:433 (2,3) - (alternatively you can ctrl+g 00:15:887 (3) - )
  3. 00:21:569 (3) - 00:36:114 (4) - just a suggestion, but maybe you can make these 1/2 repeat sliders to correspond with the music
  4. 00:51:796 (2,3) - hmm the sound on slider-head of 3 is weaker than the tail, perhaps you should map it like how you did previously 00:44:523 (2,3) -
  5. 00:54:978 (1) - the song is increasing intensity, but imo the slider doesn't really represent this well.. maybe something like this https://puu.sh/vYVCd/4f7a827fb2.png ?
  6. 01:08:160 (2,3,1) - the overlaps are not really aesthetically pleasing; maybe something like this would be better https://puu.sh/vYVMs/219bc6af01.png
  7. 01:14:751 (1) - this slider looks.. off-putting to me hahahh im not a slider artist so idk how to make it nicer, just pointing it out xd
  8. 01:32:023 (4,5) - 01:39:296 (4,5) - similarly, the sound on slider-head of 5 is weaker than the tail
  9. 01:34:523 (5) - i can understand if you feel like the previous points i made are just nitpicking, but this must be changed imo, the sound on the slidertail is too strong for it to not be a clickable beat. maybe a 3/4 slider followed by a circle on the downbeat will be appropriate
Exercise
  1. i hope there are lots of jumps in this map to justify the diff name xd (get it hahahhha nvm i'll show myself out)
  2. 00:01:796 (5,1,2) - spacing from 5 -> 1 should be larger than 1 -> 2 to emphasize the change in music
  3. 00:08:842 (4,5,6) - maybe you should so something like this instead https://puu.sh/vYWBJ/53d713559f.png ? emphasizes the drums more and there's nothing on 6 that justifies the increase in spacing you had
  4. 00:44:069 - 00:54:751 - this part is really neat i think, i really like the gradual increase in spacing
  5. 00:57:705 (4,5,6) - i don't hear a 1/4 sound, dk if this is justified (maybe its just me)

that's all from me, really nice mapset, unfortunately i don't really know how to map easy's so i skipped it, hope you don't mind xd
Topic Starter
LeQuack

-LynX- wrote:

m4m from queue :)
Normal
  1. 00:05:433 (5,1) - my suggestion is to make this a 1/1 slider instead, since there isn't really a change in the music
  2. 00:10:205 (2) - there's a strong drum beat on slider-tail. maybe make it click-able like how you did in 00:08:842 (2) - ?
  3. 00:43:614 - there's a very strong sound here, maybe map this 00:43:387 (2) - as a circle followed by a 1/2 slider?
  4. 00:58:614 - similarly, there's a strong drum kick here. i know you're following the vocals, but personally it feels very weird not being able to click the drum beat. i notice that this has been done throughout the kiai, so if you do decide to change it here remember to change it elsewhere too. In a normal i think it's acceptable to map only the vocals as that is the strongest sound in this sectionb and therefore what should be followed in lower diffs, doin it in an easy tho is not as acceptable for this song as the vocals mainly fall on the red tiocks (offbeat) which should be avoided ion easy diffs
  5. 01:08:842 (5) - there's a strong sound on the slider-tail, maybe map this part like this https://puu.sh/vYSCE/bd07b6684d.png ? you do this later here 01:22:023 (2,3,4,5) - too
  6. 01:13:387 (1) - perhaps break this down into a 1/2 slider followed by a 1/1 slider to follow the vocals better
  7. 01:15:887 (4) - similarly to the previous point, strong sound on slider-tail
  8. 01:30:433 (3) - repeated point too, but not a fan of this as there's a strong sound in the middle of this slider.. this 01:36:796 (1,2,3) - is slightly better but yeah you get my point
Hard
  1. 00:14:296 (5,6) - either space them further for emphasis, or stack them as how you did before here 00:12:478 (3,4) - 00:08:842 (4,5) - (personally prefer the former) Not stacking cus this is following synth and not drums, and not spacing cus map is entirely correct DS
  2. 00:14:978 (1) - maybe ctrl+g this to show that it's a different sound compared to 00:15:433 (2,3) - (alternatively you can ctrl+g 00:15:887 (3) - ) Ctrl-j'd to show some difference yet still keep the pattern
  3. 00:21:569 (3) - 00:36:114 (4) - just a suggestion, but maybe you can make these 1/2 repeat sliders to correspond with the music
  4. 00:51:796 (2,3) - hmm the sound on slider-head of 3 is weaker than the tail, perhaps you should map it like how you did previously 00:44:523 (2,3) -
  5. 00:54:978 (1) - the song is increasing intensity, but imo the slider doesn't really represent this well.. maybe something like this https://puu.sh/vYVCd/4f7a827fb2.png ?
  6. 01:08:160 (2,3,1) - the overlaps are not really aesthetically pleasing; maybe something like this would be better https://puu.sh/vYVMs/219bc6af01.png Not noticeable in gameplay so i put the flow at higher importance
  7. 01:14:751 (1) - this slider looks.. off-putting to me hahahh im not a slider artist so idk how to make it nicer, just pointing it out xd
  8. 01:32:023 (4,5) - 01:39:296 (4,5) - similarly, the sound on slider-head of 5 is weaker than the tail Makes sense in the context of the section as it is following the piano [/color]
  9. 01:34:523 (5) - i can understand if you feel like the previous points i made are just nitpicking, but this must be changed imo, the sound on the slidertail is too strong for it to not be a clickable beat. maybe a 3/4 slider followed by a circle on the downbeat will be appropriate I feel the synth is the most important and interesting part of the song in this section and that's why i'm following it like i am currently, there are also other maps which choose to not have a strong beat mapped in the name of playability, so i'm keeping as is
Exercise
  1. i hope there are lots of jumps in this map to justify the diff name xd (get it hahahhha nvm i'll show myself out)
  2. 00:01:796 (5,1,2) - spacing from 5 -> 1 should be larger than 1 -> 2 to emphasize the change in music
  3. 00:08:842 (4,5,6) - maybe you should so something like this instead https://puu.sh/vYWBJ/53d713559f.png ? emphasizes the drums more and there's nothing on 6 that justifies the increase in spacing you had
  4. 00:44:069 - 00:54:751 - this part is really neat i think, i really like the gradual increase in spacing
  5. 00:57:705 (4,5,6) - i don't hear a 1/4 sound, dk if this is justified (maybe its just me) Definately drums that are 1/4

that's all from me, really nice mapset, unfortunately i don't really know how to map easy's so i skipped it, hope you don't mind xd
Thanks for the mod :D, Will get to modding your map as soon as i canNo reply = Fixed
Lobelia
M4M from your queue~~
[ Easy ]
01:29:523 (3) - i think you can keep following the drum , do the same rhythm like 00:09:523 (3,4,1) -
nothing i can find anymore~nice diff

[ Normal ]
00:02:251 (1) - i can't see the reason why you choose to ignore the piano voice when you follow these sounds before 00:01:114 (2,3,4) -
00:58:614 - i sugget you add a note here , i feel confused when i play this place and you follow the drum before the kiai time like 00:25:887 (1,2) - 00:29:523 (1) - 00:30:887 (4,1) - , so i think you can do the same to keep a more consistant rhythm
i suggest you add circles on every long white line which is really a important drum for the music and you follow this before the kiai time so i think there is no reason for you to make a more easier rhythm in the kiai time

[ Hard ]
00:01:114 (3,4) - i think this stack is not fit in music,the downbeat is on the 4 so the sense of click will be weak.
00:05:887 (1) - i think you can remove this NC and NC to 00:06:114 (2) -
00:35:660 (3) - change to 1/2 slider since the vocal is end at 00:35:887 -
nothing much to say~

[ Exercise ]
00:05:887 (1,2) - same as the hard
00:57:023 (1,2,3) - why jump so large?the music is really soft in this part and for the huge distance so that the downbeat for these → 00:57:705 (4,5,6,7) - not get a good feeling ,i think you emphasize the wrong notes
01:00:205 (1,2,3,4) - personal view,i think this flow is not good between 3 to 4
01:10:660 (4,5) - ctrl+g?i think this rhythm is better for the vocal
01:25:205 (4,5) - ↑

i think the normal diff still need more works but the others i think they are good enough,GL!
Topic Starter
LeQuack

[ Abhor ] wrote:

M4M from your queue~~
[ Easy ]
01:29:523 (3) - i think you can keep following the drum , do the same rhythm like 00:09:523 (3,4,1) -
nothing i can find anymore~nice diff

[ Normal ]
00:02:251 (1) - i can't see the reason why you choose to ignore the piano voice when you follow these sounds before 00:01:114 (2,3,4) - I'm trying to avoid to to much 1/2 rhythms because it can be tiring for newer players, however i have changed it to properly follow a sound now
00:58:614 - i sugget you add a note here , i feel confused when i play this place and you follow the drum before the kiai time like 00:25:887 (1,2) - 00:29:523 (1) - 00:30:887 (4,1) - , so i think you can do the same to keep a more consistant rhythm
i suggest you add circles on every long white line which is really a important drum for the music and you follow this before the kiai time so i think there is no reason for you to make a more easier rhythm in the kiai time

[ Hard ]
00:01:114 (3,4) - i think this stack is not fit in music,the downbeat is on the 4 so the sense of click will be weak. I think it is fine as the idea is that the piano plays the same note on both points which is why it is stacked
00:05:887 (1) - i think you can remove this NC and NC to 00:06:114 (2) -
00:35:660 (3) - change to 1/2 slider since the vocal is end at 00:35:887 -
nothing much to say~

[ Exercise ]
00:05:887 (1,2) - same as the hard
00:57:023 (1,2,3) - why jump so large?the music is really soft in this part and for the huge distance so that the downbeat for these → 00:57:705 (4,5,6,7) - not get a good feeling ,i think you emphasize the wrong notes
01:00:205 (1,2,3,4) - personal view,i think this flow is not good between 3 to 4 I don't think a triangle is bad flow
01:10:660 (4,5) - ctrl+g?i think this rhythm is better for the vocal
01:25:205 (4,5) - ↑

i think the normal diff still need more works but the others i think they are good enough,GL!
Thanks for the mod, will mod yours ASAP No Reply = Fixed
MujouSekai
m4m
General

OFFSET IS WAY OFF:
Should be around 409

Exercise


  • 00:00:433 (1) - Prefer to use two notes as you used two notes here 00:02:251 (1,2) -
    00:11:342 (1,2,3,4) - this pattern is kinda awkward, considering the patterns before are snappy. Suggesting to change
    00:58:842 (2,3,4,1) - Sliders on red tick is really weird, I know you are trying to follow vocals, but when this is combined to some sliders starting on white ticks like 01:10:887 (5) - it really messes with the player's timing. Depends on u
    01:02:478 (2) - replace with two notes maybe?
    01:04:296 (2) -^

    01:13:387 (2,3,4) - ctrl-J, would feel much better.
    *I played it myself and find it extremely weird with the sliders starting on red ticks
Hard


  • 00:05:433 (5) - Blanket? https://osu.ppy.sh/ss/8316092
    00:06:342 (2) - would be better if these are notes, or just1/2 repeating sliders.
    00:22:251 (1,2) - blanket?
    00:19:069 (3,4,5) - i think in this case parallel sliders would work better, imo those patterns are only appealing when the sliders are further apart.
    00:24:069 (2,4,6) - ^ along with others.
    00:58:842 (2,3,4) - again same thing with the diff above, just adding that when the drums are so heavy, putting them on red ticks really messes it up.
Normal


  • 00:01:796 (4,1) - would work better imo https://osu.ppy.sh/ss/8316124
    00:08:842 (2) - Why not too circles ?00:10:660 (3,4) -
    00:12:478 (2) - ^ such strong beats
I'll skip easy.
Regou
finally got some time for m4m, sorry for being late ;w;
from your queue!

Exercise
OD8 sounds pretty harsh for a low-bpm map. consider reducing it to 7~7.5?

00:01:114 (3,4,5) - using 1/2 slider at (3) then use circle afterwards should be a good idea imo since it allows you to emphasize heavy beat on (3) as well as reflect the short piano sound afterwards (it also keeps consistency with 00:08:387 (3,4,5,6) - )
00:06:796 (3,4,5) - this one feels slightly overdone regarding it's a lead-in to a section with larger spacing. Personally I'll use much smaller spacing here.
00:11:342 (1,2,3,4) - you might have to tidy this up as mentioned above. If you want to keep consistency with previous pattern you should be using smaller spacing at 00:11:796 (3,4) -
00:14:296 (4) - add finish here?
00:24:523 (2,3,4,5) - these jumps looks pretty weird since there's nothing in particularly strong in the music to support this. consider changing this pattern?
00:40:887 (3,4,5) - use jumps here as what you did before 00:26:342 (3,4,5) -
00:45:205 (4) - replace it with 1/2 reverse slider? the percussion at the middle of the slider is pretty obvious.
00:46:683 - add a note here?
00:48:842 (4) - same as 00:45:205 (4) -
00:50:319 - add a note here?
00:55:205 (2,3,4) - this feels slightly uncomfortable to play since the angle of movement is too large. something like this might work. you may also want to clean 00:55:887 (5,6,7,8,9) - up by preventing them from overlapping with 00:55:205 (2) - .
kiai is pretty good.
01:27:478 (8,1) - make this into a huge jump maybe? feels like the jump pattern should end at (1) instead of (8).

Hard
00:14:296 (5) - same as insane
00:30:887 (5,1) - spacing
00:31:342 (2,4) - the marrow spacing between these two makes the pattern kinda unclean here. try to increase the spacing between them like this
00:36:114 (4) - use 1/2 reverse slider here? it's pretty obvious that the sound in the middle is being skipped.
00:42:478 (2,3,4) - maybe you can do something like this to fit the vocal better.current snapping puts too little emphasis on the vocal at 00:42:933 - .
01:01:796 (4) - 01:02:933 (3) - same as 00:31:342 (2,4) -. isn't as obvious as the previous one but is still visible

Normal
00:58:614 (2) - NC at here instead of 00:58:842 (1) - ?
Topic Starter
LeQuack

Regou wrote:

finally got some time for m4m, sorry for being late ;w;
from your queue!

Exercise
OD8 sounds pretty harsh for a low-bpm map. consider reducing it to 7~7.5? As an acc player myself want to reward players who can get good acc on the map

00:01:114 (3,4,5) - using 1/2 slider at (3) then use circle afterwards should be a good idea imo since it allows you to emphasize heavy beat on (3) as well as reflect the short piano sound afterwards (it also keeps consistency with 00:08:387 (3,4,5,6) - ) (4) and (5) have the same sound thats why i have mapped them both as sliders, it also doesn't need to be consistent with that other bit because there is percussion in that section but only piano here
00:06:796 (3,4,5) - this one feels slightly overdone regarding it's a lead-in to a section with larger spacing. Personally I'll use much smaller spacing here. I think its fine because of the intensity of the synth
00:11:342 (1,2,3,4) - you might have to tidy this up as mentioned above. If you want to keep consistency with previous pattern you should be using smaller spacing at 00:11:796 (3,4) -
00:14:296 (4) - add finish here?
00:24:523 (2,3,4,5) - these jumps looks pretty weird since there's nothing in particularly strong in the music to support this. consider changing this pattern? Follows the intensity of the vocals
00:40:887 (3,4,5) - use jumps here as what you did before 00:26:342 (3,4,5) - they are just curved instead
00:45:205 (4) - replace it with 1/2 reverse slider? the percussion at the middle of the slider is pretty obvious.Vocal is more important and makes the map more unique to the song
00:46:683 - add a note here? following the synth not the percussion
00:48:842 (4) - same as 00:45:205 (4) - Same
00:50:319 - add a note here? same as b4
00:55:205 (2,3,4) - this feels slightly uncomfortable to play since the angle of movement is too large. something like this might work. you may also want to clean 00:55:887 (5,6,7,8,9) - up by preventing them from overlapping with 00:55:205 (2) - .
kiai is pretty good.
01:27:478 (8,1) - make this into a huge jump maybe? feels like the jump pattern should end at (1) instead of (8). Having DS smaller from (8) to (1) is so that players don't overshoot the stack, plus i think it suits because of the drop off in intensity

Hard
00:14:296 (5) - same as insane
00:30:887 (5,1) - spacing
00:31:342 (2,4) - the marrow spacing between these two makes the pattern kinda unclean here. try to increase the spacing between them like this
00:36:114 (4) - use 1/2 reverse slider here? it's pretty obvious that the sound in the middle is being skipped.
00:42:478 (2,3,4) - maybe you can do something like this to fit the vocal better.current snapping puts too little emphasis on the vocal at 00:42:933 - . Did something similar
01:01:796 (4) - 01:02:933 (3) - same as 00:31:342 (2,4) -. isn't as obvious as the previous one but is still visible Not really seen in play so i think its fine no

Normal
00:58:614 (2) - NC at here instead of 00:58:842 (1) - ? Used the NC to show players that in kiai time whilst following the vocals NC will start on red ticks

MujouSekai wrote:

m4m
General

OFFSET IS WAY OFF:
Should be around 409

Exercise


  • 00:00:433 (1) - Prefer to use two notes as you used two notes here 00:02:251 (1,2) - I think mixing it ups is fine because all the sounds are so similar any type of pattern works so i want something that isn't too repetitive
    00:11:342 (1,2,3,4) - this pattern is kinda awkward, considering the patterns before are snappy. Suggesting to change
    00:58:842 (2,3,4,1) - Sliders on red tick is really weird, I know you are trying to follow vocals, but when this is combined to some sliders starting on white ticks like 01:10:887 (5) - it really messes with the player's timing. Depends on u plenty of other maps have it plus thats how the music gos so thats how im mapping it
    01:02:478 (2) - replace with two notes maybe? I understand this but because the kiai has alot of notes already i want to break it up for players so its not just 1/2 jump spam, plus the rule is slider ends must have a lesser or equal sound to the slider head and the sound is equal so it suits it
    01:04:296 (2) -^ Same

    01:13:387 (2,3,4) - ctrl-J, would feel much better.
    *I played it myself and find it extremely weird with the sliders starting on red ticks
Hard


  • 00:05:433 (5) - Blanket? https://osu.ppy.sh/ss/8316092
    00:06:342 (2) - would be better if these are notes, or just1/2 repeating sliders. I think it fits the music well now
    00:22:251 (1,2) - blanket? i like the look without the blanket
    00:19:069 (3,4,5) - i think in this case parallel sliders would work better, imo those patterns are only appealing when the sliders are further apart. Changed but i don't think it looks much different
    00:24:069 (2,4,6) - ^ along with others. I think it works well here tho with the notes
    00:58:842 (2,3,4) - again same thing with the diff above, just adding that when the drums are so heavy, putting them on red ticks really messes it up. I think this comes down to differences in mapping styles because i find it fine plus i think it follows the music better
Normal


  • 00:01:796 (4,1) - would work better imo https://osu.ppy.sh/ss/8316124 I think its fine right now because it fits in the grid better and the sharpo movement fits with the down beat and the sound at that saection
    00:08:842 (2) - Why not too circles ?00:10:660 (3,4) - Going from red to white ticks in lower difficulties can be confusing for players to play accurately (unless they are next to each other) so having it as a slider means that they don't have to hit accurately, whereas in the next part you mentioned its red tick to red tick so its easier to play and hit at the correct time
    00:12:478 (2) - ^ such strong beats same reasoning
Thank you both for mods No Reply = Fixed

I'll skip easy.
Affirmation
m4m

[Easy]
00:07:685 (1,2,3,4) - 00:11:322 (1,2,3) - I think this parts have similar drums, but different rhythm? and 1/2 can be hard to play in Easy diff, imo. 00:08:822 - you don't need to emphasize this part, So I suggest you 00:07:685 (1,2,3,4) - into this rhythm.
00:34:958 (3) - don't stack reversearrow, can be hard to read, and newbies cannot see well this arrow.
00:44:049 (1,2,3,4,1,2,3,4) - As you know , this part is weak part, but you didn't expressed it, I mean, this part's intense is same with others, you should make lower intense, delete some unnecessary beats like 00:47:231 (4) - 00:49:958 - 00:50:867 -
00:59:276 - add vocal beat, kiai part should have more more rhythms than other parts,
01:28:822 (2,3,4) - same as first mod.

[Normal]
00:02:231 (1) - why you ignored sounds? looks bad for consistency, and this part is quiet, but you have too much 1/2 parts,
00:07:685 (1,2) - 00:09:503 (1,2,3,4) - set same rhythm for consistency.
00:20:413 (3,4) - this overlap looks weird,,,
01:02:231 - 01:04:049 - add beats, this part have downbeat strong beats.
totally, You just followed vocals? weird imo...

[Hard]
00:55:867 (1) - unnecessary NC
01:02:231 (1,3) - try to avoid this linear overlap

[Exercise]
00:11:776 (3,4) - DS should be higher than 00:11:549 (2,3) -
00:56:322 (9,1) - looks hard to read,

GL
Topic Starter
LeQuack

Neoskylove wrote:

m4m

[Easy]
00:07:685 (1,2,3,4) - 00:11:322 (1,2,3) - I think this parts have similar drums, but different rhythm? and 1/2 can be hard to play in Easy diff, imo. 00:08:822 - you don't need to emphasize this part, So I suggest you 00:07:685 (1,2,3,4) - into this rhythm.
00:34:958 (3) - don't stack reversearrow, can be hard to read, and newbies cannot see well this arrow.
00:44:049 (1,2,3,4,1,2,3,4) - As you know , this part is weak part, but you didn't expressed it, I mean, this part's intense is same with others, you should make lower intense, delete some unnecessary beats like 00:47:231 (4) - 00:49:958 - 00:50:867 - I think all the beats i have chosen are necessary and it sounds off if i try and alter it to be less intense, so whilst i understand what you mean i think changing it would only make the map worse
00:59:276 - add vocal beat, kiai part should have more more rhythms than other parts,
01:28:822 (2,3,4) - same as first mod.

[Normal]
00:02:231 (1) - why you ignored sounds? looks bad for consistency, and this part is quiet, but you have too much 1/2 parts,
00:07:685 (1,2) - 00:09:503 (1,2,3,4) - set same rhythm for consistency. purposefully done this so when it ends on white and starts on red its a slider so players wont lose acc trying to time it correctly, and when its red to red its notes because its easier to play the i note gap
00:20:413 (3,4) - this overlap looks weird,,, i like it
01:02:231 - 01:04:049 - add beats, this part have downbeat strong beats.
totally, You just followed vocals? weird imo...

[Hard]
00:55:867 (1) - unnecessary NC
01:02:231 (1,3) - try to avoid this linear overlap

[Exercise]
00:11:776 (3,4) - DS should be higher than 00:11:549 (2,3) - i disagree, i think going to the snare is the most intense part which is why its spaced as it is
00:56:322 (9,1) - looks hard to read, NC should represent that the (1) is played on the downbeat but ive increased spacing as well

GL
Thanks for the mod :D No Reply = Fixed
Saileach
M4M From your queue !

Easy

  1. 00:06:863 (3) - Could possibly make this a 1/1 slider with no repeat and have a circle on where the tail of the slider would be to emphasise the higher pitch of the synth
  2. 00:10:044 (3,4,1) - it seems you switch from mapping the beat to the synth but it kind of awkward when you ignore the synth during the end half of 00:10:499 (4) -
  3. 00:31:863 (3) - I feel this slider is too slow to really make a shape like this out of it, i would make it a more basic shape as this S is kinda halfway there and a little awkward at least to me
  4. 01:02:772 (1,2) - I feel like this should be more dense since this is a kiai and its more simplified than some of your beginning sections
  5. 01:39:135 (1) - Add a cymbal

Normal

  1. 00:10:726 (2) - Drum addition whistle doesnt sound like it fits to me
  2. 00:14:817 (4) - clearly hitsounded as something else but represented as the synths before hand? Could be 2
  3. 00:21:635 (4,5) - Since you clearly move to the synth sound after, the beginning of the synth should be clickable imo
  4. 00:16:863 (3,4,5,6) - The sections like this, only mapping vocals really seems a little weird, i feel you should be prioritizing beat a little more
  5. 01:18:681 (4,7) - Overlap here seems very messy

Hard

  1. 00:21:863 - Just ignored for no reason?
  2. 00:37:772 (3,4,5) - Maybe try and maintain visual spacing between these objects for a better aesthetic?
  3. 00:42:999 (2) - The vocal here is more dense than that on 00:43:454 (3,4) - two circles would be more fitting
  4. 00:45:726 (4,1,2,3,4) - So you map the first strong vocal thats fine but you completely ignore another strong vocal on the end of 2 where a 1/1 may be more fitting since this is a pretty calm section for the song.
  5. 01:04:817 (2) - There is a similar vocal here than there was on the previous measure yet you choose to ignore it where a 1/1 slider would fit better.
  6. Also since this is a hard level difficulty, you are not constrained to distance snapping and you could use this to emphasise some strong beats or vocals

Exercise(LUL)

  1. 00:17:772 (2) - Since 6 and 1 in the previous combo are stacked, why not just stack this one on top of the others
  2. 00:21:635 (3,4,5) - This wide angle was a little awkward when i was playing, since this is intense, perhaps just using sharp angles might suit it better
  3. 00:46:408 (1,2,3,4,5,6) - Just like in the lower diffs, you prioritise the strong vocal once and forget about it in the next combo
  4. 00:56:408 (5,6,7,8) - You might as well just keep this straight to be honest, the bump in the burst makes it look worse imo
  5. 01:02:090 (5,6,7) - This near 90 degree angle is pretty awkward to play, i would make this much sharper as beforehand you have really sharp angles
  6. 01:06:635 (2,3,4) - While this may look really nice, you actually dont need to follow the sliders to the end meaning that the amount of movement required for this section is minimal even though the music supports bigger movement
  7. 01:11:863 (1,2,3,4,5,6,7,8) - These sections actually just feel so forced
  8. Same problem you had on lower diffs, 01:13:908 (2,3,4) - 2 is a completely different vocal structure yet you map it the same as the others
  9. 01:28:226 (1,2,3) - These feel like they lack emphasis, they are basically just 1/2 stacks with stuff like 01:29:363 (2) - this kick getting absolutely no emphasis
Rakuen
M4M from your moodding queue

My map: CLIFF EDGE feat. Nakamura Maiko - The Distance

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

Metadata

  • The source should be あにトレ! XX (please make the xx capital)
  1. One of the vocal's name is mispelled, please use this "Maria Naganawa"
  2. You've missed the 6th vocal Rie Suzuki
    Here is the official site for the anime (put it on description just to prove you've doubled checked XD) http://anime-training.com/category/goods

Timing

  1. The offset is late (use 25%/50% playback and you'll hear the difference). I'd recommend you to move ALL the timed offset and notes by -34 (automatically 920 for the first red tick). Remember to snap em back to the beat.
  2. I'll mod all the difficulties based on the current (unchanged) offset so you can decide the change later
  3. Consider adding a quiet slider slide to get rid of the sliding noise, you can get it easily from any other ranked maps
  4. Why not set the preview point here 00:58:908 - , imo it sounds better with a starting vocal instead of snare

Easy

  1. 00:08:681 (2,3,4,1) - Could soft of copy paste one another, rotate 180* (Ctrl+Shift+R) and make them mirror so the sliders have the same curvature
  2. 01:29:590 - Clap

Normal

  1. 00:28:454 (1) - Try moving it a little bit nearer to the slider head of 00:27:544 (4) - for easier reading (spacing)
  2. 01:40:954 (1,2) - ^ same, the distance between the slider tails is too close

Hard

  1. 00:38:681 (5) - Minor, but you can make the spacing balanced between 00:37:772 (3,4) -

    Well done c:

Exercise

  1. 00:15:044 (5) - This one should have more jump distance than 00:14:817 (4) - , like you did here 00:07:772 (5) -
  2. 00:20:954 (1) - Try Ctrl+G
  3. 00:28:226 (1) - There's nothing significant here after 00:26:863 (3,4,5) - and there's only vocal here 00:28:454 (2) - , please minimise the jump distance, make it like 00:41:408 (3,4,5,1) -
  4. 00:32:317 (2,3,4,5) - This one's too crowded compared to the other parts in this difficulty, even 00:34:135 (3,4,5) - has further spacing technically

Good luck!
Topic Starter
LeQuack

- Rain - wrote:

M4M From your queue !

Easy

  1. 00:06:863 (3) - Could possibly make this a 1/1 slider with no repeat and have a circle on where the tail of the slider would be to emphasise the higher pitch of the synth Prefer having something on each synth note
  2. 00:10:044 (3,4,1) - it seems you switch from mapping the beat to the synth but it kind of awkward when you ignore the synth during the end half of 00:10:499 (4) - As it's an easy i want to avoid mapping red ticks, this is the best way to map the synth with the white ticks
  3. 00:31:863 (3) - I feel this slider is too slow to really make a shape like this out of it, i would make it a more basic shape as this S is kinda halfway there and a little awkward at least to me I think it makes movement both from the previous slider to the next slider more comfortable so i'm keeping it
  4. 01:02:772 (1,2) - I feel like this should be more dense since this is a kiai and its more simplified than some of your beginning sections
  5. 01:39:135 (1) - Add a cymbal

Normal

  1. 00:10:726 (2) - Drum addition whistle doesnt sound like it fits to me Just an oversight when hitsound copying
  2. 00:14:817 (4) - clearly hitsounded as something else but represented as the synths before hand? Could be 2 Hitsounds are always following drums and there is a drum part here like previously, thats why this is hitsounded as it is
  3. 00:21:635 (4,5) - Since you clearly move to the synth sound after, the beginning of the synth should be clickable imo
  4. 00:16:863 (3,4,5,6) - The sections like this, only mapping vocals really seems a little weird, i feel you should be prioritizing beat a little more I think for a normal it is fine because only the important sounds should be mapped, and the percussion is pretty repetitive and boring
  5. 01:18:681 (4,7) - Overlap here seems very messy Not seen in play, so it is fine

Hard

  1. 00:21:863 - Just ignored for no reason?
  2. 00:37:772 (3,4,5) - Maybe try and maintain visual spacing between these objects for a better aesthetic?
  3. 00:42:999 (2) - The vocal here is more dense than that on 00:43:454 (3,4) - two circles would be more fitting
  4. 00:45:726 (4,1,2,3,4) - So you map the first strong vocal thats fine but you completely ignore another strong vocal on the end of 2 where a 1/1 may be more fitting since this is a pretty calm section for the song.Don't want to get too musically technical but basically this section has a phrase of 2 bars and usually in music at the end of a phrase there is variation, i have chosen the variation to be following the synth at the end (the same happens in the next 2 combos)
  5. 01:04:817 (2) - There is a similar vocal here than there was on the previous measure yet you choose to ignore it where a 1/1 slider would fit better.Understand what you mean but i want to follow the synth as they build up here, shose to remove the repeat slider tho because it didn't really fit the music
  6. Also since this is a hard level difficulty, you are not constrained to distance snapping and you could use this to emphasise some strong beats or vocals

Exercise(LUL)

  1. 00:17:772 (2) - Since 6 and 1 in the previous combo are stacked, why not just stack this one on top of the others Meant to be increasing in spacing as the vocals are similar but more intense
  2. 00:21:635 (3,4,5) - This wide angle was a little awkward when i was playing, since this is intense, perhaps just using sharp angles might suit it better
  3. 00:46:408 (1,2,3,4,5,6) - Just like in the lower diffs, you prioritise the strong vocal once and forget about it in the next combo Explained it before and it is done with purpose
  4. 00:56:408 (5,6,7,8) - You might as well just keep this straight to be honest, the bump in the burst makes it look worse imo Makes it easier to hit coming off of the (4)
  5. 01:02:090 (5,6,7) - This near 90 degree angle is pretty awkward to play, i would make this much sharper as beforehand you have really sharp angles
  6. 01:06:635 (2,3,4) - While this may look really nice, you actually dont need to follow the sliders to the end meaning that the amount of movement required for this section is minimal even though the music supports bigger movement
  7. 01:11:863 (1,2,3,4,5,6,7,8) - These sections actually just feel so forced Most intesnse part of the song plus hardest difficulty of the map therefore i think it makes sense
  8. Same problem you had on lower diffs, 01:13:908 (2,3,4) - 2 is a completely different vocal structure yet you map it the same as the others Changed shape of the slider to make it different but wanted to keep a slider to give players a rest after the jumps
  9. 01:28:226 (1,2,3) - These feel like they lack emphasis, they are basically just 1/2 stacks with stuff like 01:29:363 (2) - this kick getting absolutely no emphasis The intensity drops quite dramatically and that is why i have only placed emphasis on the synth in this ending part

Rakuen wrote:

M4M from your moodding queue

My map: CLIFF EDGE feat. Nakamura Maiko - The Distance

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

Metadata

  • The source should be あにトレ! XX (please make the xx capital)
  1. One of the vocal's name is mispelled, please use this "Maria Naganawa"
  2. You've missed the 6th vocal Rie Suzuki
    Here is the official site for the anime (put it on description just to prove you've doubled checked XD) http://anime-training.com/category/goods

Timing

  1. The offset is late (use 25%/50% playback and you'll hear the difference). I'd recommend you to move ALL the timed offset and notes by -34 (automatically 920 for the first red tick). Remember to snap em back to the beat.
  2. I'll mod all the difficulties based on the current (unchanged) offset so you can decide the change later
  3. Consider adding a quiet slider slide to get rid of the sliding noise, you can get it easily from any other ranked maps
  4. Why not set the preview point here 00:58:908 - , imo it sounds better with a starting vocal instead of snare

Easy

  1. 00:08:681 (2,3,4,1) - Could soft of copy paste one another, rotate 180* (Ctrl+Shift+R) and make them mirror so the sliders have the same curvature
  2. 01:29:590 - Clap

Normal

  1. 00:28:454 (1) - Try moving it a little bit nearer to the slider head of 00:27:544 (4) - for easier reading (spacing)
  2. 01:40:954 (1,2) - ^ same, the distance between the slider tails is too close

Hard

  1. 00:38:681 (5) - Minor, but you can make the spacing balanced between 00:37:772 (3,4) - Moved (3) so movement is still how i want it but visually looks more appealing

    Well done c:

Exercise

  1. 00:15:044 (5) - This one should have more jump distance than 00:14:817 (4) - , like you did here 00:07:772 (5) -
  2. 00:20:954 (1) - Try Ctrl+G
  3. 00:28:226 (1) - There's nothing significant here after 00:26:863 (3,4,5) - and there's only vocal here 00:28:454 (2) - , please minimise the jump distance, make it like 00:41:408 (3,4,5,1) -
  4. 00:32:317 (2,3,4,5) - This one's too crowded compared to the other parts in this difficulty, even 00:34:135 (3,4,5) - has further spacing technically

Good luck!
Thanks for the mods No Reply = Fixed
Saltssaumure
M4M from mod queue :V


Sorry for not having much to say, I'm quite new to modding.


[General]
Combo 4 colour seems far too dark compared to the others. Maybe replace it with a light grey colour?

[Easy]
00:08:192 (1,2,3,4) - Make 3,4 the same as 1,2 rotated 180 degrees.
01:02:738 (1,2) - 1/2 beat is too difficulty for new players, according to Easy ranking criteria.

[Normal]
Nothing to say, it looks fine to me :)

[Hard]
00:22:738 (1,2) - Blanketing between sliders?

[Exercise]
00:04:101 (2,3) - Something could be done to emphasise sounds like these, eg. different slider speed/shape.
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