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Shibayan feat. 3L - Lunar 11.3 Candle Magic [Osu|Taiko]

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Topic Starter
11t
This beatmap was submitted using in-game submission on Sunday, May 04, 2014 at 5:43:00 PM

Artist: Shibayan feat. 3L
Title: Lunar 11.3 Candle Magic
Source: Touhou
Tags: 10nya tennya OnosakiHito C79 ココロバイブレーション Heart Vibration ShibayanRecords やまざきさやか Yamazaki Sayaka ラクトガール 少女密室 Locked Girl Secret Room 東方紅魔郷 Embodiment Scarlet Devil パチュリー ノーレッジ Patchouli Knowledge
BPM: 128
Filesize: 18495kb
Play Time: 01:50
Difficulties Available:
  1. 10nya's Easy (1.71 stars, 87 notes)
  2. Hard (4.91 stars, 342 notes)
  3. Lunatic (5 stars, 426 notes)
  4. Normal (4.42 stars, 197 notes)
  5. Ono's Taiko Muzukashii (4.74 stars, 421 notes)
  6. Ono's Taiko Oni (4.89 stars, 587 notes)
Download: Shibayan feat. 3L - Lunar 11.3 Candle Magic
Information: Scores/Beatmap Listing
---------------
*本マップには表現上意図的にサークル等が含まれています。

月齢11.3のキャンドルマジック

Vocals: 3L
Arrangement: Shibayan
BPM: 128
Length: 6:34

Credits

Taiko by OnosakiHito
10nya's Easy by 10nya
neurosis
time for pumpkin muffins
Unsfamiliar
=w=/
10nya
3L saikou da <3 need more 3L <3

EDIT: so can I make easy diff? if its ok for you :D
kisata
[General]
8.0 SB load lololol

[Lunatic]
HP -1
00:05:635 (1,2,3,4,5,6,7,8,9,10) - asdasdasfdasd spaced streams, I guess it sort of works since it's so low bpm but ehhhhh
00:22:744 (1) - Really don't like the way this is positioned, think it would work better stacked on 00:22:978 (2) -
00:24:853 (3) - yikes this jump is kind of big, angle kind of weird too
00:27:666 (6,7) - imo reverse 6 & 7's spot on the timeline
00:37:158 (3,4) - ugh I don't like this at all; this slow slider plays weird and then there's this big weird 1/4 jump there
00:39:033 (7) - this anti-jump is really bad, awkward angle coming back from 6
00:39:970 (4) - this one kind of sucks too lol
00:44:775 (7,1) - wouldn't stack here, give it more space imo
00:51:572 (5,6,7,1,2,3,4,1) - nononononono, this plays so weird; the map has a jumpy feel and now we go back to 128 bpm .6 snapped streams - would be better if it was jump sliders like 00:35:635 (1,2,3,4,5) -
00:54:853 (3) - this angle is kind of questionable; imo switch 3 & 4's spot on the timeline (you may have to move 5 as well)
00:56:025 (8,9,1) - i'm going to stop mentioning stuff like this (too many) but just know that i'm not the biggest fan of it
01:06:572 (1,2,3,1,2,3,4,1) - much like the part earlier, this just feels weird to me
01:07:510 (1,2,3,4,5,6,7,8) - oooo, I like this
01:15:713 (3,1,2,3,1,2,3) - kind of hard to tell what's going on here
01:34:931 (5,6,7,8,9,1) - this kind of ruins the pacing
01:51:806 (6,7,8,9,10,11,1) - asdasdasfdsasdf ugh

kind of feels like a slower no,39; quality map, would play again
Topic Starter
11t
Thanks apaffy~

I'm too busy messing around with SB things atm though ;_;
I'll fix those things soon!

EDIT:
apaffy mods
HP -1
00:05:635 (1,2,3,4,5,6,7,8,9,10) - asdasdasfdasd spaced streams, I guess it sort of works since it's so low bpm but ehhhhh
asdafsafa

00:22:744 (1) - Really don't like the way this is positioned, think it would work better stacked on 00:22:978 (2) -
This sort of needs to be stacked on (4) because of the 1/2 timing gap.

00:24:853 (3) - yikes this jump is kind of big, angle kind of weird too
I changed the previous objects to a repeat so I don't think this is a problem anymore.

00:27:666 (6,7) - imo reverse 6 & 7's spot on the timeline
Um, (6,7) doesn't exist anymore so I don't know what this means!

00:37:158 (3,4) - ugh I don't like this at all; this slow slider plays weird and then there's this big weird 1/4 jump there
Hopefully the change in NCing fixes this!

00:39:033 (7) - this anti-jump is really bad, awkward angle coming back from 6
idkkkkk any suggestions?

00:39:970 (4) - this one kind of sucks too lol
I changed this to a 1/2 slider.

00:44:775 (7,1) - wouldn't stack here, give it more space imo
But this is how I do stacks!

00:51:572 (5,6,7,1,2,3,4,1) - nononononono, this plays so weird; the map has a jumpy feel and now we go back to 128 bpm .6 snapped streams - would be better if it was jump sliders like 00:35:635 (1,2,3,4,5) -
But the whole map is jump sliders! I need some hitcircle spam to make this part different to follow the drums.

00:54:853 (3) - this angle is kind of questionable; imo switch 3 & 4's spot on the timeline (you may have to move 5 as well)
Switching (3,4) on the timeline wouldn't fit the vocals.

00:56:025 (8,9,1) - i'm going to stop mentioning stuff like this (too many) but just know that i'm not the biggest fan of it
Okaaaay.

01:06:572 (1,2,3,1,2,3,4,1) - much like the part earlier, this just feels weird to me
idk!

01:07:510 (1,2,3,4,5,6,7,8) - oooo, I like this
I like you

01:15:713 (3,1,2,3,1,2,3) - kind of hard to tell what's going on here
These numbers don't make any sense!

01:34:931 (5,6,7,8,9,1) - this kind of ruins the pacing
I think I sort of want to ruin the pacing here, but I'll see what other people say about it.

01:51:806 (6,7,8,9,10,11,1) - asdasdasfdsasdf ugh
adsafasf
neurosis

apaffy wrote:

[Lunatic]
HP -1
i think besides the slow beginning part lowering the hp drain would make it too easy to clear
hoLysoup
interesting song + map huhu :>!
very nice
kisata
edit: oops
Natsu
HI~ 11t

General:
  1. soft-hitnormal4 is complety silenced making the game play really worse inaudibles hitsounds are not rankables
  2. you need a easy diff your normal is too hard to be the easy diff of the set
  3. Unused Image Files:

    sb\lyrics\4-3-0.png
    sb\lyrics\4-3-1.png

Lunatic:
  1. Tick rate 2 fit diff better also is consistent with the others diffs
  2. 00:06:455 (6,7) - This is hard to play and hard to do in first play when you map try to it intuitive
  3. 00:07:041 (10,11) - how a player will be able to read this big jump I highly suggest you to reduce the distance here
  4. 00:07:041 (10) - How a player can read this sv change It dont have NC warning you about it also the ticks get hidden by 00:06:806 (8,9) - making it alot harder to read and after the slowdown the you do a 3.65 jumps that is kinda anticlimatic IMO also 00:07:041 (10) - should finish in 00:07:275 the extended 1/4 just make it harder to read since is better to follow the music.
  5. 00:07:744 (1) - the end of the slider really feel overmapped maybe adding a single circle on the upbeat would be better
  6. 00:08:447 Ignoring the downbeats with a very important sound in the music is really weird 00:08:681 (4) - I suggest you to change your rhythm maybe like this to follow the music better:
  7. or example this slider end 00:08:799 and nothing in the music there
  8. 00:08:564 same as above
  9. 00:09:267 ^
  10. 00:10:322 same here you are ignoring the strong sounds in the music and mapping inaudibles sounds like 00:10:439
  11. 00:10:908 (7) - better remove this beat is mapping in nothing you can listen it to 25%
  12. 00:11:260 (1,2) - this slider ends are mapped in nothing try to add a 1/2 slider starting in 00:11:260 and ending in 00:11:494 will fit better what the music bring you to map
  13. 00:12:197 same as 00:10:322
  14. 00:12:783 this is mapped in nothing in the music
  15. 00:13:369 (2) - slider like this will fit alot better as singles circles the end of it is mapped in nothing and make the game play really unconfortable and forced imo
  16. 00:14:072 same as 00:10:322
  17. 00:14:658 (7) - sound really overmapped better remove it
  18. 00:16:181 (5,6,7) - for example what this jumps are following? the music is not intese at all so I dont find a justification to suggest this use of the jumps in all the map
  19. 00:16:650 (7) nothing in the music on the tail of the slider is not etter if you follow the music like it is?
  20. 00:17:822 same as 00:10:322
  21. 00:18:408 (7) - nothing in the music support this beat
  22. 00:19:697 same as 00:10:322
  23. 00:20:283 (7) - yeah this sound really overmapped too
  24. 00:20:635 (1,2,3,4,5) - I ask two really nice player to test the map just to check this part and they both fail and get combos break in this part me also the middles points of the slider (red points) mannipulate the slider velocity so bad making this not nice to pay and no intuitive I recomed you to use a normal shapes the currents ones are not rankables
  25. 00:23:095 (3) - this slider feel off you are starting here without music yeah a really lowlow vocal I know but it play really bad what about to do 1/2 slider starting 00:22:978 (2) - and finishing in 00:23:213 will sound better and play better
  26. 00:23:447 same as 00:10:322
  27. 00:23:916 (6,7) - symilar case as 00:23:095
  28. 00:24:385 man dont ignore the strong beats in the music dont make so much sense try to map this beats cuz they are really necessary
  29. 00:24:736 nothing in the music here why you extended the slider to this point? and alot of them are mapped like that in this diff making a really unconfortable gameplay IMO
  30. 00:25:322 this beat should be mapped imo
  31. 00:27:197 same as above
  32. 00:28:135 ^ and alot of symilars one
  33. 00:29:424 (6,7) - stack this perfect is really confuse to do in the first play a perfect stack with brng more sense and readability to it that manual stack make me think it is an antijump when not
  34. 00:30:478 (3) - what is the repeat following? it don sound good should be a 1/2 slider instead.
  35. 00:33:994 (1) - this slider is really hidden and overlapped I highly suggest you to make another pattern there is not like all the players use transparent sliders to notice it so for the sake of the playability make it in another way instead
  36. 00:36:572 (5,6,7,1,2,3,4) - this is not readable at all also why you add a NC here 00:37:041 (1) - dont make much sense the 3/4 is continue here better add the nc here 00:36:806 adding more readability and emphatize with the song
  37. 00:38:330 well this slider dont make so much sense with the music 1º youn start them with a really slow vocal on slider start 2º you ignore the strong sound in the middle of it (and imo it would required an clickeable action) and 3º u finish that kind of slider in nothing in the music making it more weirds imo
  38. 00:39:267 (1) - ^
  39. 00:39:853 (3,4) - this should be a 1/2 slider nothing in the music in the (4) start
  40. 00:40:205 (5) - symilar to 00:38:330
  41. 00:42:080 (2) - same as above
  42. 00:43:017 (1) - ^
  43. 00:41:025 (8,9) - this manual stack is not readable or stack it perfect or use a properly distance better
  44. 00:44:424 (6,7) - same as above
  45. 00:45:713 why you ignore this beat with sound 00:46:064 and you map this with nothing?
  46. 00:46:767 (1) - same as 00:38:330
  47. 00:47:353 (3) - this should be a circle following the music correctly actually that sliders just make the players mads
  48. 00:48:994 (1) - this slider get totattly hidden by previous 2 sliders is not rankable so better think in another slider shape here
  49. 00:52:510 (1) - this slider shape dont fit with the curve of the stream shape try to redo this slider following the properly curve it requerid to make a better gameplay
  50. 00:58:955 (4) - same as 00:38:330
  51. 01:09:267 (1,2) - man I was looking it with captin1 too and we both agree this dont flow well and is really forced to make an unatural movement there
  52. 00:57:080 (3) - same as 00:38:330 well I stop point them it will be really long if i do I hope you can considered change the rhythm of some parts of the map
  53. 01:00:244 (1) - this should be a single circle it dont make sense as slider with the music
  54. 01:01:416 (2,3) - this manual stack is jut confuse
  55. 01:12:666 (1) - this is unrankable the repeat arrow get totally overlaped by previous slider try to move it to other place
  56. 01:18:525 (7,1) - this is really cuestionable previous 7 overlap maybe the 85% of the slider way making this unreadable better change it
  57. 01:36:572 (5,6,7,8,9,10,11) - this slider 7 dont flow good to the stream is like a forced gameplay try to somethink else instead
  58. 01:42:549 (1,1) - this sv changes dont play well form 0.50 to 1.50 really need to be like that? try to use less gap in both speed changes for make this playable
  59. 01:52:041 (1,1,1,1) - I dont agree with your combo spam here it dont make it ore readable also dont make emphatize with the music

    well going to stop here if not this will be so long my thoughts about the diff are:
  60. the readability of the map in some parts is really questionable
  61. about the flow yeah alot of parts are kinda forced and dont flow good
  62. rhythm is kinda messed would be nice if you listen to the song at 25% and redo some parts
  63. Most of extended sliders dont fit the song in nothing and make alot of slider breaks in the game
  64. Also you are not consistent with the spacing this is a jump fest map and it dont fit this song try to make the jumps in a places it make sense with the music alot of random jumps make the map really weird to play

Hard:
  1. HP and OD -1 to fix a bit the spread
  2. 00:07:041 (1,1) - really nazi stack them perfec atually dont look good
  3. 00:12:197 move this a little to the left maybe 1 or 2 grids actually the space with previous slider look to close in game
  4. 00:24:619 (2) - this get overlaped by previous sliders look http://puu.sh/595f8.jpg maybe you can try to make it a little more clean
  5. 00:27:431 (4,5) - why this have 0.50 distance here when 00:26:845 (2) - this have 1.50 be consistent with the spacing in the timeline
  6. 00:28:369 (2,3) - turn off gridsnap and stack this one properly
  7. 00:29:424 (5,6) - same case as 00:27:431 consistent is a very cool think when you map
  8. 00:31:767 (1,2) - symilar case as above try to use more distance
  9. 00:33:174 (4,5,6,7) - not a fan of how it flow but can be fine I guess
  10. 00:32:119 (2) - the repeat get overlap by previous (5) hi its not rankkable try to move it to other place
  11. 00:36:806 (1,2,3,4) - this jumps are kinda difficult for a hard diff try to reduce the distance will be better
  12. 00:39:267 (1,2) - If you can avoid the overlap will be cool
  13. 00:39:619 (2,3) - why you use this distance there but you ae using different in 00:40:205 (4,5) - them are on the same timeline so in the current way make the gameplay really awkward IMO better try to be consistent with the spacing
  14. 00:57:080 (3,4) - this is not rankable you can see how the slider overlap the repeat of the next one
  15. 01:00:947 (1) - this NC is not necesary here cuz this beat is part of the same pattern try to remove it better
  16. 01:05:049 (5,6) - I will not agree with this kinds of jumps in a hard diff try to reduce the distance here instead
  17. 01:33:994 (1,2,3,4) - ^
  18. 01:42:549 (1,1) - man this is just a hard diff stuff like this dont fit with a ¨hard diff¨
  19. 01:51:572 (1,1,1,1,1,1,1,1,1) - Unnecesary NC spam remove them is not necesary and dont fit with the music IMO

    my thoughts about the diff
  20. In my opinion this is almost an Insane diff so you will need to reduce the difficult or map anothe hard to Fix the spread
  21. Some spacing are kinda incosistent and make the game play weird imo
  22. The diff is fine but is not really a hard diff

Normal:
  1. 00:17:822 (6,1) - antijumps in normal are really hard to read for newbies consider to use a properly space instead if not atleas stack 00:17:822 (6,1) - perfect
  2. 00:27:197 (2,3,1) - really hard to read for a normal diff im thiking this most hard diff than normal
  3. 00:36:338 (5,6) - Fix the spacing
  4. 00:47:822 (3) - try to do a normal shape the slider way is hard to read a curved one with fit better for a normal
  5. 00:51:572 (4,5) - Fix the spacing
  6. 00:52:744 (1,2,3,4) - I hope this is a mistake but if it is on purpose is not good for a normal a newbie cant read this spacing here :l
  7. 01:00:947 (4,1) - I know the gap is kinda long but try to use the properly distance better
  8. 01:04:228 (2) - this slider shape is really confuse a newbie will break combo there or will stop with the hold to early
  9. 01:06:338 (1,2,3,4) - also im not good with multiples stack on a normal it just make the newbies get confuse thats why is recomend not use alot of stacks in easy/normal diffs
  10. 01:15:478 (2,3) - Fix the distance
  11. 01:21:338 (2,3,4,5,6) - same as 00:52:744
  12. 01:22:510 (1,3) - stack perfect
  13. 01:39:853 (6,7) - why jumps on a normal also this jump is devil and don fit the song imo
  14. 01:42:197 (3,1) - the antijump fit but is not properly for a normal diff
  15. 01:47:353 (2,3) - why 2.10 jumpsin a normal this is not ok IMO try to use a properly distance instead
  16. 01:49:228 (2,3,1) - not a fan of jumps in normal this feel like a hard diff
  17. 01:50:400 (1) - the half of the repeat get covered by previous slider try to make the repeat more noticeable

    my thoughts about the diff
  18. the antijumps , stacks, big jumps rhythm and settings make this diff feel like a hard

These are my opinions and suggestions you are free to ignore them but atleast read them

GL btw I dont agree with the spread in this mapset but is my personal opinion
Topic Starter
11t
Hi Natsu, thanks for the mod!

General
  1. soft-hitnormal4 is complety silenced making the game play really worse inaudibles hitsounds are not rankables
    The reason this is completely silenced is because I use S:C4 only once in the entire map; specifically, at 01:42:549 (1) , because I only want the whistle hitsound to be audible. The reason I haven't just renamed soft-hitwhistle4 to soft-hitnormal4, and so the reason I need that silenced hitsound there, is because I need to be able to use whistle triggers in the storyboard at this point.

  2. you need a easy diff your normal is too hard to be the easy diff of the set
    Working on it! The spread of this mapset isn't actually NHI; it's HIX at the moment. The Normal is actually a Hard, the Hard is actually an Insane, and the Lunatic is more like an Extra, as you've noticed. I'm working on getting an Easy diff that's like a Normal, and so the spread then will be NHIX, which should be fine.

    I'll probably end up renaming the difficulties later.

    EDIT: 10nya made an Easy diff. The Easy plays like a Normal, the Normal plays like a Hard, and the Hard plays like an Insane so the spread should be fine now.

  3. Unused Image Files:

    sb\lyrics\4-3-0.png
    sb\lyrics\4-3-1.png

    Thanks for catching this!

Lunatic
Okay, you've had a lot to say here, so I think I should explain a bit about what I was trying to do with the mapping for this difficulty.

This map was mostly an experiment; I wanted to map fast SV slider-based jump patterns in a low-BPM setting so basically val-mapping with 128 bpm. My focus was on the vocal rhythm first, and on the percussion rhythm second. Every vocal syllable is mapped to a slider start, and every slider is extended to just before the next vocal syllable. I do this to
  1. Create a continuous 1/4 object flow: having 1/4 and 1/2 timings frequently mixed together in a jumpy map like this is not good for readability. So I try to keep everything spaced 1/4 beats apart, using 1/2 or 1/1 beat timings only at certain points to emphasize a pause in the music. This creates mapping patterns that are consistent rhythmically, which gives me a lot more freedom in terms of how I space my objects.

  2. Emulate vocal sustain: a hitcircle only requires the player to click; a slider requires the player to click and hold. Using 1/4 sliders on vocal beats instead of a hitcircle allows the mapping to capture the sustain in 3L's voice after she sings each syllable; the short length of the sliders allows slider leniency to turn the shorter sliders into hold sliders, sliders that the player only has to click and hold, without having to move their cursor at all.

  3. Simulate motion: at the same time, the fact that these sliders have a length at all gives me an expressive visual tool to work with. Every slider can be curved, bent, and oriented in a way that reflects the general motion of the music at that particular point. I actually have quite a lot of freedom when it comes to how I arrange my sliders—in what direction I point them in, what shapes I use, etc.—because, after all, the player only has to hold their cursor on the slider start, and slider leniency will take care of the rest. The reason this can simulate motion is because the sliderball moves along the path of the slider even if the cursor doesn't; this is actually fairly strong visual feedback and is something that I believe can be used as a means of expressing various elements in the music.
Combining this with variable spacing, my goal was to create an expressive jump map that was characterized less by continuous hitcircle clicks and more by rhythm-emphasized holds. With that in mind, many of the things you've pointed out, such as
  1. Slider ends mapped to nothing
  2. Skipped white ticks
are symptomatic of the particular style of mapping I was experimenting with here, and are not things that I can (or even want to, for that matter) address without changing the fundamental style. This sort of map isn't for everyone; single-tappers for example typically struggle with maps like this. My goal wasn't to create a map that would appeal to all players; my goal was to create a map that would express the musical elements of the song using the particular style outlined above. I realize that this will probably create some issues with rankability; however, nothing here is expressly unrankable, so I'm okay with that.

So anyway, the mod! I'll skip over the parts that I feel are adequately explained by the above.
  1. Tick rate 2 fit diff better also is consistent with the others diffs

    Okay, so I realize that Tick Rate 4 is sort of high but the reason I use it here is
    1. As you've noticed, I skip over some white ticks in order to better emphasize the vocal rhythm
    2. Unfortunately, snare drum hits in the music occur on white ticks
    3. I map Clap hitsounds to snare drum hits
    So basically there are times when I've skipped over a white tick that occurs in the middle of one of my sliders, and a snare drum hit in the music happens to occur on that white tick. With Tick Rate 4, I can use the slider tick as a Clap hitsound trigger. This isn't entirely necessary, but because I build up a steady stream of Clap hitsounds in the map, suddenly having a brief period of silence where a Clap hitsound is skipped is actually pretty disturbing during a playthrough.

    Why don't I just focus on mapping both the vocals and the percussion, rather than just the vocals? I personally think that doing this would de-emphasize the vocals and cause the two rhythms to be mixed together; rather than having sliders whose starts emphasize each vocal syllable, I'd have a lot of areas with hitcircle sequences where I try to map both the vocals and the percussion; this would make it harder for the player to separate the rhythms, which causes the vocal rhythm to be de-emphasized. This would be detrimental for the hold-based that flow I want to work with.

  2. 00:06:455 (6,7) - This is hard to play and hard to do in first play when you map try to it intuitive
    00:07:041 (10,11) - how a player will be able to read this big jump I highly suggest you to reduce the distance here


    I'll see what others have to say about this; since this is the beginning of the map I'm not too worried about it because the cost of retrying is lower. Putting something like 00:06:455 (6,7) at the beginning is also a good way to prepare the player for things like this later on, at 01:36:572 (5,6,7,8,9,10,11) for example.

  3. 00:07:041 (10) - How a player can read this sv change It dont have NC warning you about it also the ticks get hidden by 00:06:806 (8,9) - making it alot harder to read and after the slowdown the you do a 3.65 jumps that is kinda anticlimatic IMO

    I'll try to make the slowdown easier to read.

  4. 00:12:783 this is mapped in nothing in the music
    00:18:408 (7) - nothing in the music support this beat
    00:20:283 (7) - yeah this sound really overmapped too


    I'll probably just replace the two hitcircles with a 1/4 slider at these parts.

  5. 00:20:635 (1,2,3,4,5) - I ask two really nice player to test the map just to check this part and they both fail and get combos break in this part me also the middles points of the slider (red points) mannipulate the slider velocity so bad making this not nice to pay and no intuitive I recomed you to use a normal shapes the currents ones are not rankables

    I recently ranked a map that used these shapes. The SV manipulation caused by the red points here is really unnoticeable overall, I think, just because of how short these sliders are.

  6. 00:29:424 (6,7) - stack this perfect is really confuse to do in the first play a perfect stack with brng more sense and readability to it that manual stack make me think it is an antijump when not

    At the same time, using a perfect stack will mean I'd have to manual stack the 1/2 pause, which would confuse other players into thinking it's not an anti-jump when it actually is.

  7. 00:33:994 (1) - this slider is really hidden and overlapped I highly suggest you to make another pattern there is not like all the players use transparent sliders to notice it so for the sake of the playability make it in another way instead

    By the time the approach circle for this slider even appears, 00:33:174 (6) has already vanished, so transparency isn't an issue here, I think.

  8. 00:36:572 (5,6,7,1,2,3,4) - this is not readable at all also why you add a NC here 00:37:041 (1) - dont make much sense the 3/4 is continue here better add the nc here 00:36:806 adding more readability and emphatize with the song

    Fixed NC, this works much better now, thanks!

  9. 00:39:853 (3,4) - this should be a 1/2 slider nothing in the music in the (4) start

    You're right, this should be a 1/2.

  10. 00:41:025 (8,9) - this manual stack is not readable or stack it perfect or use a properly distance better
  11. 00:44:424 (6,7) - same as above

    See above.

  12. 00:45:713 why you ignore this beat with sound 00:46:064 and you map this with nothing?

    Actually there's a ん syllable here. Also this helps with flow I think.

  13. 00:48:994 (1) - this slider get totattly hidden by previous 2 sliders is not rankable so better think in another slider shape here

    It's perfectly readable with the default osu skin. 00:48:525 (7) disappears before the player is meant to click 00:48:994 (1).

  14. 00:52:510 (1) - this slider shape dont fit with the curve of the stream shape try to redo this slider following the properly curve it requerid to make a better gameplay

    I don't want it to fit the curve of the stream; I want it like this for contrast. Gameplay wise there's no difference in how I shape this slider, because the slider is so short.

  15. 01:09:267 (1,2) - man I was looking it with captin1 too and we both agree this dont flow well and is really forced to make an unatural movement there

    Yeah... I think I agree here. Changed 01:09:619 (2) to be straight downwards.

  16. 01:01:416 (2,3) - this manual stack is jut confuse

    Remapped this section to make it less confusing.

  17. 01:12:666 (1) - this is unrankable the repeat arrow get totally overlaped by previous slider try to move it to other place

    01:12:080 (4) - disappears before the repeat appears on the screen, so I think this is fine.

  18. 01:18:525 (7,1) - this is really cuestionable previous 7 overlap maybe the 85% of the slider way making this unreadable better change it

    See above.

  19. 01:36:572 (5,6,7,8,9,10,11) - this slider 7 dont flow good to the stream is like a forced gameplay try to somethink else instead

    This is mostly just for visual effect, since slider leniency makes it so that the player doesn't actually have to move for the 5 slider. If more people bring this up I'll change it.

  20. 01:42:549 (1,1) - this sv changes dont play well form 0.50 to 1.50 really need to be like that? try to use less gap in both speed changes for make this playable

    I remapped this part a bit but I kept the SV changes. I really don't want to get rid of the SV changes, so unless a lot more people bring this up, I'm keeping it like this.

  21. 01:52:041 (1,1,1,1) - I dont agree with your combo spam here it dont make it ore readable also dont make emphatize with the music

    I'll see what others have to say. I sort of just wanted a colorful ending orz

Hard
  1. HP and OD -1 to fix a bit the spread

    Yes, probably a good idea. Changed!

  2. 00:07:041 (1,1) - really nazi stack them perfec atually dont look good
  3. 00:12:197 move this a little to the left maybe 1 or 2 grids actually the space with previous slider look to close in game

    I'm going to remap this whole intro section because I don't like it currently.

  4. 00:24:619 (2) - this get overlaped by previous sliders look http://puu.sh/595f8.jpg maybe you can try to make it a little more clean

    I personally think this is fine. Usually I don't like overlaps like this, but this one doesn't bother me.

  5. 00:27:431 (4,5) - why this have 0.50 distance here when 00:26:845 (2) - this have 1.50 be consistent with the spacing in the timeline

    I switch between 0.50x and 1.50x a lot for these 1/4 spaced hitcircles. I don't think this is a problem considering the difficulty of this map.

  6. 00:28:369 (2,3) - turn off gridsnap and stack this one properly

    Done.

  7. 00:29:424 (5,6) - same case as 00:27:431 consistent is a very cool think when you map
  8. 00:31:767 (1,2) - symilar case as above try to use more distance

    See above. Consistency is safe, but isn't always the best choice in every mapping scenario.

  9. 00:33:174 (4,5,6,7) - not a fan of how it flow but can be fine I guess

    I'll keep it as it is now, then.

  10. 00:32:119 (2) - the repeat get overlap by previous (5) hi its not rankkable try to move it to other place

    Any trace of (5) disappears before the player hits (2) so I think this is fine.

  11. 00:36:806 (1,2,3,4) - this jumps are kinda difficult for a hard diff try to reduce the distance will be better

    Honestly I think of this map as more of a light Insane than a Hard difficulty, and I mapped it as such because I wanted a Hard that wouldn't be significantly easier than the Lunatic, in order to have a balanced spread. I think, with that in mind, these jumps are fine.

  12. 00:39:267 (1,2) - If you can avoid the overlap will be cool

    I like how this looks currently.

  13. 00:39:619 (2,3) - why you use this distance there but you ae using different in 00:40:205 (4,5) - them are on the same timeline so in the current way make the gameplay really awkward IMO better try to be consistent with the spacing

    See above.

  14. 00:57:080 (3,4) - this is not rankable you can see how the slider overlap the repeat of the next one

    A large part of the repeat is still visible though, so I think this is fine.

  15. 01:00:947 (1) - this NC is not necesary here cuz this beat is part of the same pattern try to remove it better

    I want this slider to have more impact, so I put a NC on it.

  16. 01:05:049 (5,6) - I will not agree with this kinds of jumps in a hard diff try to reduce the distance here instead
  17. 01:33:994 (1,2,3,4) - ^
  18. 01:42:549 (1,1) - man this is just a hard diff stuff like this dont fit with a ¨hard diff¨

    See above.

  19. 01:51:572 (1,1,1,1,1,1,1,1,1) - Unnecesary NC spam remove them is not necesary and dont fit with the music IMO

    Colorful ending ;_;


    my thoughts about the diff
  20. In my opinion this is almost an Insane diff so you will need to reduce the difficult or map anothe hard to Fix the spread
  21. Some spacing are kinda incosistent and make the game play weird imo
  22. The diff is fine but is not really a hard diff

    The Lunatic is harder than a regular Insane so I think it's appropriate that the Hard feels more like an Insane.

Normal
  1. 00:17:822 (6,1) - antijumps in normal are really hard to read for newbies consider to use a properly space instead if not atleas stack 00:17:822 (6,1) - perfect

    Fixed the stack.

  2. 00:27:197 (2,3,1) - really hard to read for a normal diff im thiking this most hard diff than normal
  3. 00:47:822 (3) - try to do a normal shape the slider way is hard to read a curved one with fit better for a normal
  4. 00:52:744 (1,2,3,4) - I hope this is a mistake but if it is on purpose is not good for a normal a newbie cant read this spacing here :l
  5. 01:04:228 (2) - this slider shape is really confuse a newbie will break combo there or will stop with the hold to early
  6. 01:06:338 (1,2,3,4) - also im not good with multiples stack on a normal it just make the newbies get confuse thats why is recomend not use alot of stacks in easy/normal diffs
  7. 01:21:338 (2,3,4,5,6) - same as 00:52:744
  8. 01:39:853 (6,7) - why jumps on a normal also this jump is devil and don fit the song imo
  9. 01:42:197 (3,1) - the antijump fit but is not properly for a normal diff
  10. 01:47:353 (2,3) - why 2.10 jumpsin a normal this is not ok IMO try to use a properly distance instead
  11. 01:49:228 (2,3,1) - not a fan of jumps in normal this feel like a hard diff

    These are all things that aren't issues if you think of the Normal as a Hard difficulty, rather than as an actual Normal difficulty. Because of the way the spread for this map was designed, it's appropriate that the Normal is as difficult as a Hard.

  12. 00:36:338 (5,6) - Fix the spacing

    I don't think 1.20x -> 1.30x makes any difference in actual gameplay, so I'll keep it like this because it looks neater.

  13. 00:51:572 (4,5) - Fix the spacing

    Again, I don't think 1.15x is much different from 1.20x to justify destroying the structure here.

  14. 01:00:947 (4,1) - I know the gap is kinda long but try to use the properly distance better

    The gap is long like you said; I really don't think any sort of distance snapping makes a difference at all.

  15. 01:15:478 (2,3) - Fix the distance

    See above.

  16. 01:22:510 (1,3) - stack perfect

    Fixed!

  17. 01:50:400 (1) - the half of the repeat get covered by previous slider try to make the repeat more noticeable

    I personally think that having half of the repeat visible is enough. I'll see if any other modders bring this up.


    my thoughts about the diff
  18. the antijumps , stacks, big jumps rhythm and settings make this diff feel like a hard

    Since the Hard feels like an Insane, it wouldn't be good for the spread if the Normal didn't feel like a Hard. So this is actually great, I think.

Still working! Currently really busy at the moment; I'll try to finish this up as soon as possible!
Finally done orz. I'm really sorry for the delay! And thanks again for the great mod!
10nya
www :3
Takei Hisa
OMG it's so coooooooooooooooool
Osu need more 3L ;)
Bweh
Never give up
Satellite
Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?
  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"
[General]
  1. Clear!
[10nya's Easy]
  1. 01:11:260 - I kinda want a regular add note here
  2. 01:17:822 - ^
  3. 01:20:166 (3,4,1) - 01:20:166 (3) - this slider more reverse, and adjusted along with it.
  4. 01:27:666 (1,2) - More better rhythm,follow with lyrics,like this.
[Normal]
  1. not used Inherited Points remove better ?
  2. 00:07:510 (1) - Missed finish on purpose? I think a finish fits better anyhow
  3. 00:18:760 (1) - stack is bit a danger Normal diff.
  4. 00:52:978 (2,3,4) - This spacing is really awkward. I say this because it could confuse players, it would be better to fix it please.
  5. 01:21:338 (2,3,4,5,6) - ^
  6. 01:34:463 (2) - Ctrl + G better?
  7. 01:42:900 (1) - OMG
  8. 01:47:353 (2) - overlap bit a danger. do you think ? :3
  9. 01:49:697 (3,1) - ^
[Hard]
  1. 00:33:525 (5,6,7) - Hummm... I guess use slider better lol
  2. 00:44:775 (5,6,7) - ^
  3. OMG really fun map <333
[Lunatic]
  1. really nice slider map. try OD+1 :P Nothing to Say! good job.
That's all. really nice mapset. take my star ;)
captin1

map is way better than when natsu showed me it during his mod lol, pretty nice now

curious as to why you didn't follow vocal a bit more during the last part of the kiai though, since it is the end of the map i think with all the longer 1/2 sliders it feels easier than some of the other sections. maybe try breaking up stuff like 01:45:947 (5) - and 01:49:697 (4) - into circle>slider sequences for something a bit more interesting

circles are the difficulty enhancers in maps like this, so using them wisely to control the pacing is what makes mapping double bpm so tricky

gl~
Topic Starter
11t
Thank you Satellite!
Satellite
Haai~ thanks M4M from my queue :3

[SB]
  1. you are code miss? "3-0-12" "3-0-13" "3-0-14" not use?

    (/ω\)

  2. 108994 <"ヂャンドルマジック" → "ャンドルマジック"
    (/ω\)(/ω\)(/ω\)(/ω\)(/ω\)(/ω\)(/ω\)
[General]
  1. Clear!
[Normal]
  1. not used Inherited Points remove better ?
    Yes, you're right, I was just being lazy (:3[_____]
    Fixed!


  2. 00:07:510 (1) - Missed finish on purpose? I think a finish fits better anyhow
    Um, this was totally a mistake. Thanks for catching this!

  3. 00:18:760 (1) - stack is bit a danger Normal diff.
    I think the NC makes it a bit easier to read. Also, I did want this map to be slightly harder than regular Normal difficulties. If more people mention this, I'll think about ways to change it.

  4. 00:52:978 (2,3,4) - This spacing is really awkward. I say this because it could confuse players, it would be better to fix it please.

    I really want to keep this, if possible. I think it fits the music well, and I don't think it's too confusing. It's definitely not 1/1 spacing, and if it's not 1/1 spacing, then the only possibility is 1/2 spacing, because 1/4s are just way way too fast for this map that I don't think players would even think about trying to tap 1/4s here. I actually really dislike zigzag hitcircle patterns like that (even though i use it at 01:00:244 (1,2,3,4) orz) though maybe especially because I use it at 01:00:244 (1,2,3,4) , I want to use it as little as possible!

  5. 01:21:338 (2,3,4,5,6) - ^
    See above! This one is slightly less um, sensical, but I'd still want to keep it, if that's possible.

  6. 01:34:463 (2) - Ctrl + G better?
    Yes, it would be better! This is nice, thanks for the suggestion!
    I'm sort of expecting modders to complain about the spacing here now though w

  7. 01:42:900 (1) - OMG
    Sorry, I'm crazy.
    Fixed!


  8. 01:47:353 (2) - overlap bit a danger. do you think ? :3
    It might be... I don't think it's a readability thing but maybe it just plays weirdly. I'll see if anyone else mentions this.

  9. 01:49:697 (3,1) - ^
    I like how this flows, so I want to keep it if possible!
[Hard]
  1. 00:33:525 (5,6,7) - Hummm... I guess use slider better lol
  2. 00:44:775 (5,6,7) - ^

    I'm going to keep these for now, mostly because I sorta don't like short slider repeats. If more people mention this though, I'll change it to what you have.

  3. OMG really fun map <333
    Thank you <3
[Lunatic]
  1. really nice slider map. try OD+1 :P Nothing to Say! good job.
    I think OD+1 might make the map too hard, and people would complain (even more) about the slow streams orz
    If more people suggest this though I'll change it!
That's all. really nice mapset. take my star ;)
Thank you so much for the wonderful mod and star~

captin1 wrote:

one slider break orz
( •̀ω•́ )

captin1 wrote:

map is way better than when natsu showed me it during his mod lol, pretty nice now

curious as to why you didn't follow vocal a bit more during the last part of the kiai though, since it is the end of the map i think with all the longer 1/2 sliders it feels easier than some of the other sections. maybe try breaking up stuff like 01:45:947 (5) - and 01:49:697 (4) - into circle>slider sequences for something a bit more interesting

circles are the difficulty enhancers in maps like this, so using them wisely to control the pacing is what makes mapping double bpm so tricky

gl~
So um when I was mapping this, tbh I was really just looking for an excuse to use the pattern at 01:47:353 (3,4,5) . Back then I thought that pattern was like, omg the coolest thing ever

That being said, I'm a bit afraid to seriously modify this map, because my mapping style is a lot different now, and it'd be hard to remap individual sections consistently. If I were to map this song again, I'd do things completely differently. This map is sort of in that awkward position where I know that I could probably map it better now, but at the same time there's something about the map that makes me not want to change it. It's definitely a gimmicky map, and isn't for everyone, but maybe for similar reasons it could be considered unique?

Anyway, I'll experiment a bit with the ending here when I can stop being lazy

Thanks for taking a look at the map~

Also, thank you so much for the support, Konata and Brian!
RatedNC17
Hello~

[Normal]
00:18:760 (1) - remove the finish. it doesn't really fit the music at this part.
00:45:478 (2) - this doesn't align with 3. move the slider end point about 1 grid up.
00:58:838 (2) - unappealing looking slider. i would suggest making a better looking one
01:04:228 (2) - the slider doesn't really need this bend since its at the very end of the slider. it would be better if you made a tilt slider
01:34:463 (2,3,4) - not sure if this is allowed since spacing changes drastically. normal players wouldn't really expect this. I'm not sure that changing spacing is even allowed in lower diffs. should get more opinions on this part
01:39:853 (6,7) - ^
01:41:260 (1,2) - ^
01:42:900 (1) - also pretty sure that slider velocity changes aren't allowed unless it's completely Unnoticeable but this is pretty noticeable. get more thoughts on this

Try to keep spacing consistent throughout the diff and placement is pretty messy.

[Hard]
01:19:931 (5,6) - take the whistle hitsound here. sounds misplaced here and does not coordinate with the music
01:34:931 (5,6) - ^
01:52:510 (1) - remove this. acts as an extra unneeded note.

Pretty fun :D

[Lunatic]
Omg -1 AR
other than that pretty nice insane :D
captin1
wow this would be unreadable at ar8 ._. why
Topic Starter
11t
I finally have some free time, sorry for taking so long to respond ;_;

RatedNC17
Hello~

[Normal]
00:18:760 (1) - remove the finish. it doesn't really fit the music at this part.
Okay, I changed this to a NC2 hit.

00:45:478 (2) - this doesn't align with 3. move the slider end point about 1 grid up.
I actually think I like it better like this. I've lowered the slider end instead, to make it seem more intentional.

00:58:838 (2) - unappealing looking slider. i would suggest making a better looking one
I thought this one was cool ;_;

01:04:228 (2) - the slider doesn't really need this bend since its at the very end of the slider. it would be better if you made a tilt slider
Okay, I've adjusted this one a bit.

01:34:463 (2,3,4) - not sure if this is allowed since spacing changes drastically. normal players wouldn't really expect this. I'm not sure that changing spacing is even allowed in lower diffs. should get more opinions on this part
Yes um, this was suggested by an earlier modder and I do sort of like the spacing change. I can see how it'd be an issue though. I'll get more opinions on it!

01:39:853 (6,7) - ^
01:41:260 (1,2) - ^
I don't think these are an issue, especially since this map has a pretty constant object rhythm.

01:42:900 (1) - also pretty sure that slider velocity changes aren't allowed unless it's completely Unnoticeable but this is pretty noticeable. get more thoughts on this
I plan on changing this part since I don't like it anyway. I need good ideas though orz

Try to keep spacing consistent throughout the diff and placement is pretty messy.
I'll keep that in mind!

[Hard]
01:19:931 (5,6) - take the whistle hitsound here. sounds misplaced here and does not coordinate with the music
01:34:931 (5,6) - ^
These are supposed to match the sort of um, high background vocals here. I think that they work well though maybe I'm just looking for an excuse to use the cryo triangle hitsound

01:52:510 (1) - remove this. acts as an extra unneeded note.
Eh? But it would be awkward to end the stream on a note just before the downbeat!

Pretty fun :D

[Lunatic]
Omg -1 AR
I think that this would hurt the readability of the map.

other than that pretty nice insane :D
Thank you!

Thank you for the mod!
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