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Girls' Generation - Mr.Mr.

posted
Total Posts
6
Topic Starter
Tear Rain_old
This beatmap was submitted using in-game submission on 10 марта 2014 г. at 23:24:47

Artist: Girls' Generation
Title: Mr.Mr.
Tags: mr mr. kpop k-pop 소녀시대 snsd
BPM: 113
Filesize: 19448kb
Play Time: 03:47
Difficulties Available:
  1. Hard (4,76 stars, 481 notes)
  2. Normal (2,93 stars, 246 notes)
Download: Girls' Generation - Mr.Mr.
Download: Girls' Generation - Mr.Mr. (no video)
Information: Scores/Beatmap Listing
---------------
Thanks, Desperate-kun :3
FoShizzle
Is this your first time mapping? Because this is really good. :)
Topic Starter
Tear Rain_old
omg thanks <3
my 1st map
Myxo
Mod by Request~

[General]

  1. The preview point can be moved here 00:42:915 to be more at the beginning of the song. Because it is basically the same chorus.
  2. Your so-called "kiai-fountains" don't fit the song very much. I suggest this kiai-pattern:
  3. Kiai 1: from 00:42:915 to 00:59:907
  4. Kiai 2: from 01:59:376 to 02:16:367
  5. Kiai 3: from 03:13:712 to 03:47:694
[Normal]

  1. Avoid different spacings. As the easiest diff in your mapset the normal difficulty needs to have a consistent spacing to be readable for newbies. In it's current state, this diff is not rankable and not good to go, because the spacings are completely messed up. Highly consider to remap it with those things in mind:
  2. Choose a spacing that fits your style. I suggest you to use 1.1x. It's not too high, so the normal players can play it, but it's not too low, so the normal players can read it and there aren't ugly overlaps.
  3. Map your difficulty without grid snap enabled, or with grid snap tiny. Any higher grid sizes will mess up your spacing: If you use a consistent spacing throughout the whole difficulty, then it doesn't look very good if there are unconsistencys over + or - 0.03. That means, if you use 1.1x, everything between 1.07x and 1.13x is allowed. I suggest you to recheck the map after you made it, if there are any distance variantions not according to that limit.
  4. Also, consider to delete the velocity variations in your normal diff (00:25:924 + 00:25:924). They do fit for a hard diff, but in a normal diff, they will make it unreadable for the newbies and are not necessary. Also, they would mess up your distance spacing.
  5. Avoid having to click on a blue tick, or blue-tick-polarity issues. Here are examples:
  6. 00:21:145 (1,2,3) - Here, you force the player to click on a blue tick. That's never a good idea in normals, because it's unreadable for newbies. What you can do, is this:
    With that slider, the normal players wouldn't have to click on the blue tick, but it would be mapped by the reverse.
  7. 00:23:800 (3,4) - Here, it's better than the previous one, because there's no need to click on the blue tick. Anyways, this is also not good, because the gap between (3) and (4) has the length of a 3/4 slider. The players of your map are used to gaps like this 00:25:924 (1,2) or that 00:34:420 (1,2), so they might get confused from this. Again, the right way is this:
[Mister]

  1. Difficulty names like "mister" or anything else aren't allowed anymore. Change the difficulty name to Hard.
  2. Here, the spacing doesn't have to consistent, but it's good in some phrases to give the map more structure. For example, for streams like 00:49:818 (3,4,5,6,1), it would be better if they had consistent spacing. Or for 1/2 patterns like here 00:50:349 (1,2,3) or here 00:51:411 (1,2,3), it would be much better if they had consistent distance spacing.
  3. 00:12:915 (2,1) - In Hard difficultys, avoid big gaps like this. You can map the vocals, but you can also map the beat if there are no vocals currently.
  4. 00:52:473 (3,4) - Avoid things like this, it's unreadable.
Well, those are the main problems. I highly suggest you to remap both difficulties completely, keeping my advices in mind to be sure it will be better. If you want, you can ask me for an ingame check if you remapped them.

Also, if you don't understand my mod or have problems, just ask me ingame ^^
Topic Starter
Tear Rain_old
thanks :)

Desperate-kun wrote:

Mod by Request~

[General]

  1. The preview point can be moved here 00:42:915 to be more at the beginning of the song. Because it is basically the same chorus.
  2. Your so-called "kiai-fountains" don't fit the song very much. I suggest this kiai-pattern:
  3. Kiai 1: from 00:42:915 to 00:59:907
  4. Kiai 2: from 01:59:376 to 02:16:367
  5. Kiai 3: from 03:13:712 to 03:47:694
[Normal]

  1. Avoid different spacings. As the easiest diff in your mapset the normal difficulty needs to have a consistent spacing to be readable for newbies. In it's current state, this diff is not rankable and not good to go, because the spacings are completely messed up. Highly consider to remap it with those things in mind:
  2. Choose a spacing that fits your style. I suggest you to use 1.1x. It's not too high, so the normal players can play it, but it's not too low, so the normal players can read it and there aren't ugly overlaps.
  3. Map your difficulty without grid snap enabled, or with grid snap tiny. Any higher grid sizes will mess up your spacing: If you use a consistent spacing throughout the whole difficulty, then it doesn't look very good if there are unconsistencys over + or - 0.03. That means, if you use 1.1x, everything between 1.07x and 1.13x is allowed. I suggest you to recheck the map after you made it, if there are any distance variantions not according to that limit.
  4. Also, consider to delete the velocity variations in your normal diff (00:25:924 + 00:25:924). They do fit for a hard diff, but in a normal diff, they will make it unreadable for the newbies and are not necessary. Also, they would mess up your distance spacing.
  5. Avoid having to click on a blue tick, or blue-tick-polarity issues. Here are examples:
  6. 00:21:145 (1,2,3) - Here, you force the player to click on a blue tick. That's never a good idea in normals, because it's unreadable for newbies. What you can do, is this:
    With that slider, the normal players wouldn't have to click on the blue tick, but it would be mapped by the reverse.
  7. 00:23:800 (3,4) - Here, it's better than the previous one, because there's no need to click on the blue tick. Anyways, this is also not good, because the gap between (3) and (4) has the length of a 3/4 slider. The players of your map are used to gaps like this 00:25:924 (1,2) or that 00:34:420 (1,2), so they might get confused from this. Again, the right way is this:
[Mister]

  1. Difficulty names like "mister" or anything else aren't allowed anymore. Change the difficulty name to Hard.
  2. Here, the spacing doesn't have to consistent, but it's good in some phrases to give the map more structure. For example, for streams like 00:49:818 (3,4,5,6,1), it would be better if they had consistent spacing. Or for 1/2 patterns like here 00:50:349 (1,2,3) or here 00:51:411 (1,2,3), it would be much better if they had consistent distance spacing.
  3. 00:12:915 (2,1) - In Hard difficultys, avoid big gaps like this. You can map the vocals, but you can also map the beat if there are no vocals currently.
  4. 00:52:473 (3,4) - Avoid things like this, it's unreadable.
Well, those are the main problems. I highly suggest you to remap both difficulties completely, keeping my advices in mind to be sure it will be better. If you want, you can ask me for an ingame check if you remapped them.

Also, if you don't understand my mod or have problems, just ask me ingame ^^
Raiku
il inbox you my queue :) thanks
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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