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Sky Motion - Autumn Dreams (SoundLift Remix) [OsuMania]

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Topic Starter
Razorflamekun
This beatmap was submitted using in-game submission on Saturday, October 03, 2015 at 2:50:50 PM

Artist: Sky Motion
Title: Autumn Dreams (SoundLift Remix)
Source: Blue Soho Records
Tags: trance remix "autumn dreams" marathon
BPM: 140
Filesize: 11155kb
Play Time: 07:25
Difficulties Available:
  1. Autumn Dreams - 4Key (3.49 stars, 3347 notes)
Download: Sky Motion - Autumn Dreams (SoundLift Remix)
Information: Scores/Beatmap Listing
---------------
This beatmap is of a song that I really enjoy listening to and want to share my experience with the song through mapping it. I've already done an edit of this in Stepmania, so I used some of the same timing and note placement as I did there with several tweaks and fixes for quality assurance in Osu!Mania!

Thanks and I hope you enjoy this map!

Help received:
Timing: [ S a k u r a ], chikitani, DJPop, Starry- (x2), Blocko
Modding: DJPop, Draftnell, chikitani, sdglalon, Blocko, Eternalie, Jole (x2), Pharos21, Reikosaka, Harbyter, Steinstwo
Advice: iJinJin, gusto -_-, Starry-, Blocko
KDS: Pharos21, Reikosaka (x2)

Difficulties:

(OM) Autumn Dreams - Done (HS/Map) (This is an HD+ to MX difficulty map) 8 mods

Change Log:

12/19/14: Changed beat timing, combo placement, removed all hitsounds after 30 seconds into the song, added spinners, changed difficulty settings, changed stream placement, changed dot timing.

12/20/14: Started on the 4K E Osu!Mania! beatmap.

12/22/14: Finished 4K E Osu!Mania! beatmap.

12/27/14: Fixed timing with the help of [ S a k u r a], redid 4K E, scrapped Marathon difficulty.

12/30/14: 4K NM done.

1/1/15: Fixed 4K HD, finished 4K MX, added background, moved to Pending Beatmaps.

1/2/15: Fixed 4K NM.

1/3/15: Scrapped 4K MX, started redoing 4K HD, fixed timing issues with help from chikitani.

1/4/15: Redid 4K HD, updated 4K HD.

1/7/15: Temporarily scrapped 4K HD, done 5K HD, redid 4K HD as per 5K HD, redid parts of 4K NM.

1/9/15: Fixed parts of 4K and 5K HD.

1/12/15: Added 5K NM, redid parts of 4K NM, updated note placement on all difficulties.

1/17/15: Went back to just 4K NM and HD, changed timing to inherited timing, resnapped objects.

1/31/15: Removed 4K NM+, changed 4K HD to 4K Marathon, ready for modding, updated scroll speed based on advice from iJinJin.

2/2/15: Changed 4K Marathon to 4K Autumn Dreams, changed a LOT with this map based on Blocko's mod, changed kbps of MP3 to 192.

2/6/15: Reworked timing points with the help of Starry- and redid parts of the map.

2/7/15: Removed some LNs and reworked parts of the map again.

2/11/15: Tweaked Autumn Dreams per the mods I got.

2/12/15: Tweaking it more, updated hitsounding for entire map.

2/14/15: After much thought, I've decided that hitsounds for this map ruin the atmosphere of the map, so I removed all the hitsounds, readded some of the hitsounds, added in a few chords in strategic locations.

2/19/15: Changed things around, including another offset change and some SV changes. Ready for more modding!

2/20/15: Removed all clap hitsounds. Doesn't fit with the song.

2/21/15: Updated hitsound volume during Kiai segment, changed the offset for the final time.

2/24/15: Updated hitsound volume during Kiai segment, updated rest of the song per the mod received.

2/28/15: Reworked parts of the map as per Reiko's, Harbyter's, and Steinstwo's mods.

3/10/15: Reworked the ending, addressed some minor balancing issues, fixed the intro.

3/15/15: Hitsounded the map as much as I feel is necessary to hitsound.

3/22/15: Changed first SV to be in line with the start of the map, updated the hitsounding throughout the entire map. It now has hitsounding throughout the entire map, several minor changes.

8/07/15: Changed intro to make it less sudden jump into 4th notes.

10/03/15: Changed note placement towards the beginning and modified the hitsounding in the same area. Also reworked the part right after the first slow portion of the song. Even more changes during the second slow portion.
BerryJellyXD
Hello just a random modder from #modreqs here.
Sure is a nice song indeed, for sure one of my favorites now.

As you already implied the beatmap lacks a few things:
A background/wallpaper, video,
Spinners,
More then 1 break in a 5 minute map,
Sliders instead of jumps on some spots,
Combo cutting,
Hitsounds past 30 sec in the map,
Note beatsnap timing,
stack leniency and last up
Suprisingly more difficulty as the jumps and streams arent easy but they are just 3/3.5 star level and the map shows 4 star.

Now im not here to just say change that and this so ill give you a full detailed guide on how to improve all this.
So lets just start off with the most important thing.

SPOILER
Note beatsnap also known as the beat on wich the notes fall is decided on the grid snap and note snap.
Sounds complicated but its not, the beat is depending on the bpm (speed of the songs metronome)and changes in that.
So to make sure all works well we will do stack leniency first.

Stack leniency is a fancy word for how much can you place circles on top of eachother.
Seeing a stream like the one @ 05:03:414 (1,2,3,4,5,6,7,8,9,10,11,12,13) -
you can clearly say they are on top of eachother.
So go to the edit screen, then song setup on the top then advanced tab and then the bar on the top wich says stack leniency should be slided all the way to the right.
Once you done that go to file save it and you should be all done with stack leniency. :)

Once you followed wat is in the colapsed text you can move on to the next thing wich is beat note snapping.

SPOILER
Beat note snapping is just a fancy word for getting the beat right.
And making sure the circles hit on the beat.
To do this you need to time the song first to get the bpm of the song.
wich you already got yourself. (So you can just skip this step and move str8 to placing the notes.)
Placing notes is fairly easy but remember that 2 or 3 notes also can be replaced by a slider iff they arent on the same spot.
this doesnt count for streams though as it makes them nearly impossible to hit.
Ever finding yourself with this 02:11:986 (1,1,1) - its a wide open space with just a few notes to cover it.
on top 02:14:986 (1,1,2,3,4,5,6) - is only 1 combo further till you get a break.
Wich makes this spot a perfect place to fit in a spinner.
(Spinners without notes at the end of them are easy and fun points to get, as players sometimes get more points then others depending on how fast they can draw circles.
This will also make sure that even iff people hit everything 100% that some players get more score and win in the process, as a so called tie breaker.)
Still confused on how to place notes then be sure to check out t/17785 for a whole list on how to place stuff in a way wich makes it more easy or harder depending wich mapping techniques you use.

Now that you have some properly timed notes it is time to explain the next thing wich is known as combo useage.(or also known as combo-cutting in the list.)

SPOILER
Combo's are just the colour of the notes or slider, but they are also so much more then that.
Combo's also grant hp at the end of each combo depending on how well a player did during that combo.
It also decides how much fruits in Catch The Beat are hold until they fall off.
Last up is in coop mode people all take turns to just complete 1 combo as they just tag the next combo to the next player.
So in general you want to avoid combo's that hit longer then 8 as they might kill people faster cause players to have longer turns,
Or even making Catch the Beat (CTB) just unclear to see iff you already caught a fruit or not.
In general Easy maps hold a combo count for 3/5 notes/sliders each
Normal maps 5/8 notes
Hard 8/11 (exception cos of streams)
Insane maps (wich this one is included in)also 8/11 notes
extreme/extra has 8/15 notes as some of these maps have streams crossing the whole screen.
it is also to not let the player think during the game as counting aiming with mouse and timing is already 3 things at once.
so useally the combo's and the numbers on them dont go that high.
streams like 00:53:129 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - in your song seem good at first sight.
But a quick conclusion leads to the fact that it could be 3 combo's with 2 of 4 and 1 of 6.
they are lined up in a straight line anyway so its not that people have to look for a new combo.
of course a long combo can be anoying, but 100x a combo of 1x can also be a pain.
for example 02:10:271 (1,1,1,1) - (yes these 4 again.)
These all have their own combo and as a result will not show a line between them like notes do on combo's.
Making these pop out random, now as they dont pop up fast its not a big problem but on approach rate 10 in wich you only have 0.2 seconds to react on them.
That is another story and you will be gratefull the line shows you where to go then.
of course im not going to make a whole list of each combo that can be cut short but iff you understand why they should be then you already are well on your way.

After learning how and more important why to combo cut, it is time to learn about breakes why and when to use them.

SPOILER
Same as long combo's having a lower difficulty in a high level map can leave players to drain their hp.
for example:02:10:271 (1,1,1,1) (yes these again.) clearly hitting these wont give as much hp as a stream because they are far and few from eachother.
but there were there is a part that could be draining (or just slowing down for that part) you can place in a break to make sure people can reposition their hands, resit, take a sip of drink, take a break from that long spinner or of course look at the ingame interface to see on their progress and how well they did. (Or scoreboard in multiplayer for tryhards.)
All these things make a break an important thing and especially in a marathon (song of 4 min+) its important to at least get the change to grab the mouse different.
(Example i was typing while game starts and i barely grab my mouse i can hit circles but its uncomfortable like crazy.
For these kind of things you dont expect to be like that for 4/12 minutes on some marathons till you get the 1st break.
Of Course the goal of a marathon is also to keep going that is why it is called like that clearly.
but keep in mind that for about each 1min and 30 sec a player is going to need a break for on the least 3/5 sec.
Last up before or right after a break are also ideal places to put a spinner because they can rest after or before the spinner.
This leaves you also with a window about when to place spinners and how to not make the note (circle) pattern to repetitive.

Of course people will still have trouble with the song because we arent all born 100% pro and for that we have hitsounds.

SPOILER
Hitsounds basicly are just flat anoying sounds that litterly sound when you hit the circle start of a slider on a slidertick (the small dots in the slider) end of a slider or end of a spinner.
Anoying as they are they do give feedback on the song, Meaning iff you hit to late or to early you will hear that it doesnt match the actual song.
Just that gives hitsounds the power to make or break a game, So think carefull wich note gets wich hitsound.
In general most sounds have the drum of the song on the white lines so consider using drum or claps on those while sliderticks generally use soft-wistle hitsounds wich sound like a soft tambourine.
As it pains me to say hitsounds are suppossed to be repetitive to give constand feedback to the player so he can already know the click pattern in advance.
even iff he still has no clue on where to note are going to appear.
This in general explains why hitsounds are important but not everyone has a keep sense for placing these so you also might ask a mod (including me.)
iff the hitsounds are ok.
Last up, you can actually change the soft-whitle or any other hitsound for custom ones.
simply press f6 for the timing panel and go audio on the top left of the timing window to get there.
in there is also this link t/729 to show you how you should name the custom files in the beatmap folder of the game.
in order to replace them you do need to change the default wich is on the left to custom/custom2/custom3 wich only indicate wich sound is used when.
Example:a timing set with custom 1 will use all custom sounds for that whole timing part till the next timing part says otherwise.
iff it lasts till the end of the song then you will just hear the custom sounds till the end when you click a note slider or spinner.

So now it should sound awsome but still shows that dull boring blue background.

SPOILER
So to get rid of the blue background just pick a picture you like (Or think you find fitting to the song.)
and just drag it in the editor.
However not everyone settles for a dull picture for 5/30 minutes long of marathon.
movie's can actually be made by other software like movie maker or even photoshop iff you are good enough.
Iff you dont know how to make those yourself you can always ask others, or just make a storyboard like everyone does.
Iff you wanna know how to make one there are plenty of guides on that even one on the osu site.

Once all that is done it is early enough to ask for a mod again to list out eventual other things.
Like ranking criteria, or are the jumps not to far away ect.

Iff you thought it was helpfull please just let me know.
Of course iff you need a mod again you can always ask me.
And i hope this cleared up wat you wanted to know.
Topic Starter
Razorflamekun
Thanks! It was very helpful indeed and I will be sure to take these into consideration when I re-edit this map tomorrow! Cheers!

Changed a lot of stuff as mentioned in the change log.
Birdy
I can't really help with o!m stuff, but OMG SOUNDLIFT ON osu! FINALLY. <3

One of my old favourite artists, should start listening to again.
Topic Starter
Razorflamekun

Static Noise Bird wrote:

I can't really help with o!m stuff, but OMG SOUNDLIFT ON osu! FINALLY. <3

One of my old favourite artists, should start listening to again.
Yep, it's one of my favorite songs as well from this artist. I'll PM you with another request that I have for this beatmap shortly.
DJPop
This song needs only 1 red timing section, 140 BPM with offset -23.
If you want to change speed, use green timing instead (tick inherit previous timing settings).

A few mods (looking through HD diff):
00:42:405 (42405|3,42405|0) - these LNs don't fit to anything
00:55:905 (55905|3,55905|2,56227|1,56227|2) - weird rhythm, doesn't play along with either synth or drums
01:47:977 (107977|2,107977|1,108191|0,108191|2,108512|3,108512|2,108834|0,108834|2,109155|2,109155|3,109477|0,109477|2) - ^
02:17:997 (137997|2,138854|0,139711|2) - these notes don't fit to anything
02:34:282 - this room is not the good place to start with high amount of notes, this section is still relaxing
02:37:711 - not even get along the music, best fit is to use only single LN
02:41:140 - should use single tap note on each drum sound
02:44:568 - overmap with 1/16 notes
03:11:977 - and go on, doesn't fit with the song
...
06:49:698 (409698|3,409806|0,409913|1,410020|2,410234|1,410341|0,410448|1,410663|2,410770|3,410877|2,411091|1,411198|0) - compare to overall of this section, this room suddenly gets harder while the song has doesn't has any strong sounds (like drums)

Each note have its reason for existence (a note simulate a sound) in osu!mania, unlike StepMania.
You need to make sure it presents the feelings of the song through playing. And it still does even you play it with song muted/removed.
Topic Starter
Razorflamekun

DJPop wrote:

Denied Changes
Accepted and Fixed Changes

This song needs only 1 red timing section, 140 BPM with offset -23.
If you want to change speed, use green timing instead (tick inherit previous timing settings). I feel as though this song needs the actual time changes because if I change it to only a single 140BPM section and use green timing instead, the actual timing of the notes already placed don't fit any longer. Each of the timing changes are completely synced with each other and are absolutely correct.

A few mods (looking through HD diff):
00:42:405 (42405|3,42405|0) - these LNs don't fit to anything (partially accepted and fixed) I removed some of the notes to make it clearer of which notes belong to which sounds. The single notes on the white lines go with the drums and the two other notes go with the synth in the background.
00:55:905 (55905|3,55905|2,56227|1,56227|2) - weird rhythm, doesn't play along with either synth or drums The notes go with the synth in the background. Fairly easy to tell which notes go with which sounds.
01:47:977 (107977|2,107977|1,108191|0,108191|2,108512|3,108512|2,108834|0,108834|2,109155|2,109155|3,109477|0,109477|2) - ^ Changed the arrangement of these notes to make sense.
02:17:997 (137997|2,138854|0,139711|2) - these notes don't fit to anything Removed the notes.
02:34:282 - this room is not the good place to start with high amount of notes, this section is still relaxing Changed the arrangement to be more relaxing.
02:37:711 - not even get along the music, best fit is to use only single LN Changed to single tap notes.
02:41:140 - should use single tap note on each drum sound Changed to single tap notes.
02:44:568 - overmap with 1/16 notes These are an integral part of the song and they go with the very obvious patterns in the prominent part of the sounds.
03:11:977 - and go on, doesn't fit with the song Fixed to make sense with the sounds of the song.
...
06:49:698 (409698|3,409806|0,409913|1,410020|2,410234|1,410341|0,410448|1,410663|2,410770|3,410877|2,411091|1,411198|0) - compare to overall of this section, this room suddenly gets harder while the song has doesn't has any strong sounds (like drums) Changed to make sense with the sounds of the song.

Each note have its reason for existence (a note simulate a sound) in osu!mania, unlike StepMania.
You need to make sure it presents the feelings of the song through playing. And it still does even you play it with song muted/removed.
Draftnell
Hi Razor ^^
okey here my simple mod

NM
00:13:275 (13275|0,13275|3) - this is NM...so delete this ><
00:28:704 - add note
00:30:418 - ^
00:32:132 - ^
00:33:847 - ^
00:35:561 - ^
00:37:275 - ^
00:38:990 - ^
00:40:704 - ^
00:43:704 - add
00:45:418 - ^
00:47:132 - ^
00:54:847 (54847|3,54847|2) - still diff NM xD....so delete
01:08:561 (68561|3,68561|0) - ^
01:22:275 (82275|3,82275|0) - ^
02:34:925 (154925|0,154925|1,155568|2,155997|0,156640|2,156640|1,157282|0,158354|3,158354|2,158997|2) - what a sound ? delete ><
02:40:068 (160068|0,160068|3,160711|3,161782|0,161782|1,162425|3,162854|1,163497|0,163497|3) - ^
03:12:854 (192854|0,192854|3,193711|3,193711|1,194568|3,194568|0,196282|3,196282|2,197140|3,197140|1) - ? delete
03:19:711 (199711|2,199711|1,201425|3,201425|2,203140|1,203140|0,203997|1,203997|3,204854|3,204854|0,206568|3,206568|0,208282|1,208282|0) - ? Deletee because no heavy sound
04:07:656 - add note
04:09:371 - ^
04:14:513 - ^
04:16:228 - ^
04:17:942 - ^
04:18:799 - ^
04:19:656 - ^
04:21:371 - ^
04:23:085 - ^
04:28:228 - ^
04:29:942 - add
04:48:799 - ^
04:50:513 - ^
04:52:228 - ^
04:53:942 - ^
04:55:656 - ^
04:57:371 - ^
05:04:228 - add ><
05:05:942 (305942|1,306799|1) - ? Fix it please ^^
05:07:656 - add note
05:09:371 - ^
05:11:085 - ^
05:17:942 - ^
05:21:371 - ^
05:23:085 - ^
05:24:799 - ^
05:26:513 - ^
05:40:308 (340308|3,340308|2) - delete
06:10:270 (370270|3,370270|0) - delete
06:23:984 (383984|3,383984|0) - well xD delete ^^
06:37:698 (397698|3,397698|0) - ^
06:51:413 (411413|2,411413|3) - ^
07:05:127 (425127|2,425127|1) - ^

sorry i cant modd HD and MX
this map should can be marathon....try to check this map ( ctrl + shift + A )
Topic Starter
Razorflamekun

Draftnell wrote:

Hi Razor ^^
okey here my simple mod

Denied Changes
Accepted and fixed Changes

NM
00:13:275 (13275|0,13275|3) - this is NM...so delete this >< Changed to two note key combo.
00:28:704 - add note Added.
00:30:418 - ^ Added.
00:32:132 - ^ Added.
00:33:847 - ^ Added.
00:35:561 - ^ Added.
00:37:275 - ^ Added.
00:38:990 - ^ Added.
00:40:704 - ^ Added.
00:43:704 - add Added.
00:45:418 - ^ Added.
00:47:132 - ^ Added.
00:54:847 (54847|3,54847|2) - still diff NM xD....so delete Changed to three note key combo.
01:08:561 (68561|3,68561|0) - ^ Changed to three note key combo.
01:22:275 (82275|3,82275|0) - ^ Changed to three note key combo.
02:34:925 (154925|0,154925|1,155568|2,155997|0,156640|2,156640|1,157282|0,158354|3,158354|2,158997|2) - what a sound ? delete >< Deleted.
02:40:068 (160068|0,160068|3,160711|3,161782|0,161782|1,162425|3,162854|1,163497|0,163497|3) - ^ Sound it follows is the duh-duh duh-duh-duh in the background.
03:12:854 (192854|0,192854|3,193711|3,193711|1,194568|3,194568|0,196282|3,196282|2,197140|3,197140|1) - ? delete Removed.
03:19:711 (199711|2,199711|1,201425|3,201425|2,203140|1,203140|0,203997|1,203997|3,204854|3,204854|0,206568|3,206568|0,208282|1,208282|0) - ? Deletee because no heavy sound Changed to single tap notes.
04:07:656 - add note Added.
04:09:371 - ^ Added.
04:14:513 - ^ Added.
04:16:228 - ^ Added.
04:17:942 - ^ Added.
04:18:799 - ^ Added.
04:19:656 - ^ Added.
04:21:371 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:23:085 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:28:228 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:29:942 - add I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:48:799 - ^ Added.
04:50:513 - ^ Added.
04:52:228 - ^ Added.
04:53:942 - ^ Added.
04:55:656 - ^ Added.
04:57:371 - ^ Added.
05:04:228 - add >< Added.
05:05:942 (305942|1,306799|1) - ? Fix it please ^^ Changed.
05:07:656 - add note Added.
05:09:371 - ^ Added.
05:11:085 - ^ Added.
05:17:942 - ^ Added.
05:21:371 - ^ Added.
05:23:085 - ^ Added.
05:24:799 - ^ Added.
05:26:513 - ^ Added.
05:40:308 (340308|3,340308|2) - delete It follows the piano sound in the background.
06:10:270 (370270|3,370270|0) - delete Changed to three note key combo.
06:23:984 (383984|3,383984|0) - well xD delete ^^ Changed to three note key combo.
06:37:698 (397698|3,397698|0) - ^ Changed to three note key combo.
06:51:413 (411413|2,411413|3) - ^ Changed to two note key combo.
07:05:127 (425127|2,425127|1) - ^Changed to three note key combo.

sorry i cant modd HD and MX
this map should can be marathon....try to check this map ( ctrl + shift + A )
I don't know how to mark this map as a marathon. I would if I knew how.
Draftnell

Razorflamekun wrote:

Draftnell wrote:

Hi Razor ^^
okey here my simple mod

Denied Changes
Accepted and fixed Changes

NM
00:13:275 (13275|0,13275|3) - this is NM...so delete this >< Changed to two note key combo.
00:28:704 - add note Added.
00:30:418 - ^ Added.
00:32:132 - ^ Added.
00:33:847 - ^ Added.
00:35:561 - ^ Added.
00:37:275 - ^ Added.
00:38:990 - ^ Added.
00:40:704 - ^ Added.
00:43:704 - add Added.
00:45:418 - ^ Added.
00:47:132 - ^ Added.
00:54:847 (54847|3,54847|2) - still diff NM xD....so delete Changed to three note key combo.
01:08:561 (68561|3,68561|0) - ^ Changed to three note key combo.
01:22:275 (82275|3,82275|0) - ^ Changed to three note key combo.
02:34:925 (154925|0,154925|1,155568|2,155997|0,156640|2,156640|1,157282|0,158354|3,158354|2,158997|2) - what a sound ? delete >< Deleted.
02:40:068 (160068|0,160068|3,160711|3,161782|0,161782|1,162425|3,162854|1,163497|0,163497|3) - ^ Sound it follows is the duh-duh duh-duh-duh in the background.
03:12:854 (192854|0,192854|3,193711|3,193711|1,194568|3,194568|0,196282|3,196282|2,197140|3,197140|1) - ? delete Removed.
03:19:711 (199711|2,199711|1,201425|3,201425|2,203140|1,203140|0,203997|1,203997|3,204854|3,204854|0,206568|3,206568|0,208282|1,208282|0) - ? Deletee because no heavy sound Changed to single tap notes.
04:07:656 - add note Added.
04:09:371 - ^ Added.
04:14:513 - ^ Added.
04:16:228 - ^ Added.
04:17:942 - ^ Added.
04:18:799 - ^ Added.
04:19:656 - ^ Added.
04:21:371 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:23:085 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:28:228 - ^ I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:29:942 - add I purposely left some of these notes out to leave some contrast between the upcoming parts of the song so that there is some differentiation between the two sections.
04:48:799 - ^ Added.
04:50:513 - ^ Added.
04:52:228 - ^ Added.
04:53:942 - ^ Added.
04:55:656 - ^ Added.
04:57:371 - ^ Added.
05:04:228 - add >< Added.
05:05:942 (305942|1,306799|1) - ? Fix it please ^^ Changed.
05:07:656 - add note Added.
05:09:371 - ^ Added.
05:11:085 - ^ Added.
05:17:942 - ^ Added.
05:21:371 - ^ Added.
05:23:085 - ^ Added.
05:24:799 - ^ Added.
05:26:513 - ^ Added.
05:40:308 (340308|3,340308|2) - delete It follows the piano sound in the background.
06:10:270 (370270|3,370270|0) - delete Changed to three note key combo.
06:23:984 (383984|3,383984|0) - well xD delete ^^ Changed to three note key combo.
06:37:698 (397698|3,397698|0) - ^ Changed to three note key combo.
06:51:413 (411413|2,411413|3) - ^ Changed to two note key combo.
07:05:127 (425127|2,425127|1) - ^Changed to three note key combo.

sorry i cant modd HD and MX
this map should can be marathon....try to check this map ( ctrl + shift + A )
I don't know how to mark this map as a marathon. I would if I knew how.
Well u can ask Spy about your map ><
chikitani
mod by request.

4K
0 | 1 | 2 | 3

Reduce audio bitrate to reduce file size.
HD
Your notes seem very much randomly placed. Frankly,I can not mod the first half (and other parts) since I can't tell what you're attempting to map.
Throughout the song, your four note chords, don't ever really quite deserve four notes (but... mapper preference).

For the rest of the song, my very general notes are as follows:
1.) Re-map the entire thing. Or almost all of it.
2.) The strong beat is at the quarter note (white line), which is where the drum consistently plays throughout the song. This is where your chords should be.
3.) You don't need new timing points - the entire song can be easily mapped at 140 BPM, with inherited timing points at the current locations to reduce approach rate.

Delete LN's from beginning to 00:27:077. There's no background note to map the LN's to.

Delete two LN's 00:42:398 (42398|3,42720|0). Replace with LN starting at 00:44:541 (44541|0).

00:53:112 (53112|1) - Add note to 1

Delete LN's from 02:03:398 to 02:17:112.

LN's from 02:20:540 to 03:39:398 need to be moved up 143 ms (1/6 beat)

In the section from 02:37:683 to 03:39:398, you're adding all sorts of ghost notes to the song (wherever you map 1/16 notes).

All of a sudden at 06:51:403, the notes drop into nothing. Add notes here, the song isn't any weaker.
Topic Starter
Razorflamekun

chikitani wrote:

mod by request.

Denied Changes
Accepted and fixed Changes

4K
0 | 1 | 2 | 3

Reduce audio bitrate to reduce file size. Audio quality is paramount for this song, as there are a lot of subtle background noises that some of my notes are mapped to.
HD
Your notes seem very much randomly placed. Frankly,I can not mod the first half (and other parts) since I can't tell what you're attempting to map.
Throughout the song, your four note chords, don't ever really quite deserve four notes (but... mapper preference).

For the rest of the song, my very general notes are as follows:
1.) Re-map the entire thing. Or almost all of it. I don't see any reason to remap the entire song at this point in time.
2.) The strong beat is at the quarter note (white line), which is where the drum consistently plays throughout the song. This is where your chords should be.
3.) You don't need new timing points - the entire song can be easily mapped at 140 BPM, with inherited timing points at the current locations to reduce approach rate. As I stated in private messages to you, the current timing points are needed because there is noticeable slowdown that occurs as these points, which is why it HAS to change at each of these points.

Delete LN's from beginning to 00:27:077. There's no background note to map the LN's to. (Partially accepted and fixed) I've taken the liberty of reworking these notes into a much more simple note pattern here.

Delete two LN's 00:42:398 (42398|3,42720|0). Replace with LN starting at 00:44:541 (44541|0). (Partially accepted and fixed) Changed notes to a place where the background sound these are mapped to are more pronounced.

00:53:112 (53112|1) - Add note to 1 Added.

Delete LN's from 02:03:398 to 02:17:112. These notes follow background noise that go back and forth. It's very obvious where they are.

LN's from 02:20:540 to 03:39:398 need to be moved up 143 ms (1/6 beat)

In the section from 02:37:683 to 03:39:398, you're adding all sorts of ghost notes to the song (wherever you map 1/16 notes). These are not actually ghost notes, but part of the same background sound that starts with the tribal sound in the background as well as the other background sounds later on.

All of a sudden at 06:51:403, the notes drop into nothing. Add notes here, the song isn't any weaker. Notes added.
In terms of the movement of a lot of notes up 143ms from 2:20:540 to 3:39:398, why do you think I should do this? Is it because the timing is off? Thanks for the help!
Ikaros-
in-game mod~

SPOILER
21:55 sdglalon: so look
21:55 sdglalon: this also counts
21:55 sdglalon: as a mod
21:55 Razorflamekun: ok
21:55 sdglalon: after we're done
21:55 sdglalon: u just do
21:55 sdglalon: -/savelog
21:55 sdglalon: no actually
21:55 sdglalon: ill do that
21:55 sdglalon: and then it'll count as a mod
21:56 Razorflamekun: ya
21:56 sdglalon: so
21:56 Razorflamekun: yep
21:56 Razorflamekun: kk
21:56 sdglalon: 00:27:398 -
21:56 sdglalon: why arent u mapping that?
21:56 Razorflamekun: which dif?
21:56 sdglalon: 4k hd
21:57 Razorflamekun: ah, I didn't map that because I thought it'd be a bit too difficult for people to do a chord into the two notes after it
21:58 sdglalon: its 4k HD
21:58 Razorflamekun: Same with all the other notes afterwords
21:58 Razorflamekun: kk
21:58 sdglalon: well its already 3 stars
21:58 sdglalon: but its a strong sound and it feels a little weird not mapping it
21:58 sdglalon: idk
21:59 Razorflamekun: nah, I'll add chords on the big claps in the background
21:59 Razorflamekun: and SLNs at the regular bumps
21:59 Razorflamekun: like the one you pointed out
21:59 sdglalon: 00:51:612 (51612|2) -
21:59 sdglalon: and here
21:59 sdglalon: i have no idea whats the meaning of this note
21:59 sdglalon: XD
22:00 Razorflamekun: The background synth
22:00 Razorflamekun: that goes da-da-da-da
22:00 sdglalon: ohh nvm
22:00 sdglalon: yeah yeah
22:00 Razorflamekun: Not prominent enough for a chord
22:02 sdglalon: wo u even have
22:02 sdglalon: sv's
22:02 sdglalon: lol nice
22:03 Razorflamekun: Yes, there is noticable slowdown at that point
22:05 sdglalon: yeah
22:05 sdglalon: u map is good
22:05 sdglalon: actually
22:05 sdglalon: i dont have the skill enough
22:05 sdglalon: to map it
22:05 sdglalon: i thought u'd make more mistakes
22:05 sdglalon: but that one at the beginning is the only one i can see for now
22:05 Razorflamekun: XD
22:05 Razorflamekun: ok :)
Topic Starter
Razorflamekun
Thanks for the mod sdglalon :)

EDIT: Timing changed to inherited timing for the entire map.
Ichigaki
Well, you need at least a diff which have below 2 stars
Topic Starter
Razorflamekun

Ichigaki wrote:

Well, you need at least a diff which have below 2 stars
I think that 2.03 is pretty close to 2, so I don't think it should be that much of an issue. Furthermore, through modding, the star rating will probably decrease ;)
Ayachi-
There MUST be a diff below 2.0 stars unless it is a marathon map which this one is not
above 5 min, this is ok
Topic Starter
Razorflamekun

[ S a k u r a ] wrote:

There MUST be a diff below 2.0 stars unless it is a marathon map which this one is not
I was actually considering making this a marathon. I didn't know how to do it.
Blocko
Yo, Razorflame!
Here's my mod as requested.




[General]
Tags: Add 'marathon' to tags as this song is over 5 minutes.
Kiai: Snap the Kiai timing point from 05:01:683 - .
Audio Bitrate: Audio bitrate is over 192kbps, which is an unrankable issue. Try to convert the audio bitrate to 192kbps with programs such as Audacity.
Timing and Offset: Use DJPop's suggestion about the offset here. Right now, they're a little offbeat if I'm hearing it right with the metronome ticks. Apply the mod first before applying the timing suggestion!


4K Column:
| 1 | 2 | 3 | 4 |
[4K Autumn Dreams]
Be prepared. This has a lot of reading.
- Remove 4K from the difficulty name, as this map only has 1 keymode, so there's no need to indicate that.



Alright, now about the patterns...

The patterns here can become quite repetitive and boring for the player when a big chunk of the map is mostly a combination, but not separate portions, of LNs, streams and chords. That can't be helped because of how the song works, but try to creatively think of some interesting patterns that will add a lot of variety to the mapset.

Here are some suggestions increase the creativity in your map, or overall, make it better:
1. You can have constant 1/4 streams to some portions of the map to give a noticeable change of pace to the map. Add it in one of the parts where you think it fits best. For example, the Kiai is one of the most suitable places to put 1/4 streams in, as 1/4 jumpstream patterns such as this would give the player a lot more freedom to move their fingers around instead of having LNs combined with streams. It would also make the map as a whole a lot better if a wide variety of comfortable and fun patterns are used.
2. Because this is a 4K map, adding LNs into chords and streams is generally not preferred to do, as it leads into left and right-hand bias depending on the LN's position. This makes the playing experience to this map a bit uncomfortable and cramped. Instead, use LNs when there aren't much sounds to map to give it that relaxing feeling and atmosphere.
3. Try to avoid having dense patterns in the map, such as LNs and streams/chords combined. I also see some minijacks that were used in the map, which shouldn't be really used unless those jacks have a reason to be jacks. Even with the somewhat slow BPM, it ruins the relaxing and ambient concept of the song if those patterns are present.
4. Arrange the notes based on pitch relevancy, or at least try to. When you come across a situation where mapping them strictly based on pitch makes uncomfortable patterns, take playability in priority over it so the map is much more enjoyable.
5. Ask people around for testplays and see what they think of the map. If they suggested anything, think about their suggestions and see if they help the map.

Keep in mind that you can ignore some background noises to make the playing experience better for the player. Some notes and LNs don't have to be present to be enjoyable.



Okay, on to the actual mod.

00:17:541 (17541|3) - Move this note to 1 for hand balance

00:27:398 to 00:51:398 - The triplets here feel sort of off since at the end of those triplets, there's a mappable sound there.
I would suggest fully completing the triplets into one whole constant 1/4 stream, with a 2-note chord on every other white line for the clap, as this is one of the good portions of the song to have a constant 1/4 stream in. (kicks/claps on the white, red and blue for the stream)

00:43:255 (43255|0) - I'm not sure about this LN here. This doesn't have a sound or background noise to accent this.

00:53:112 to 00:54:827 - Rearrange this pattern based on pitch relevancy. The notes should go down like 4,3,2,1,4,3,2,1 and so on when they're mapped based on pitch.

00:54:827 (54827|1,54827|0,54827|3,54827|2) - A 4-note chord for the kick and crash itself is a bit much, considering that it's not that strong. Reduce them by 1 note to normalize the intensity.
Also, having a 3-note chord will complete the 1/4 stream after here, which would provide better pattern flow.

00:54:827 to 01:20:541 - I'm not sure what you're trying to follow here, as this portion seems to have a weird rhythm going in it.
Maybe try to map the most audible instrument here and the kick as well so the synth here is easy to follow.
Also, 3-note chords just for the kick alone is a bit much. Reduce their note count by 1 so they're emphasized correctly.

01:20:541 to 01:22:255 - Same suggestion about the pitch here. The pattern should be descending in pitch, like 4,3,2,1,4,3,2,1. Having them as reflecting stairs will feel weird for the player if they don't follow the pitch of the instrument.

01:22:255 (82255|2,82255|3,82255|1,82255|0) - Same suggestion about the 4-note chord here.

01:29:112 (89112|2,89327|0) - Move to 4,3 respectively to give a better flow

01:35:970 (95970|2,95970|1,95970|3,95970|0) - Same suggestion about the 4-chords

01:42:827 to 01:49:684 - Same suggestion as above, and another suggestion.
I don't think the LNs fit this part as we're not in the more calm section, which happens after 01:49:684 - . Even though you mapped them as background noise, they'll feel cramped based on playability when it has the kick and the other sound mapped in.

01:49:684 to 02:17:112 - The current patterns here might prove a bit intense even though the song is getting calmer and calmer.
Again, same suggestion as above with the note structure. You can also use it for this portion, but just without the kick on the white lines, and with the LN in the columns.

02:17:112 to 02:41:112 - Reduce the volume of the notes here since we're in the calmest parts of the song. Also, rearrange the LNs here to match the pitch relevancy.

02:41:112 - Add a note for the sound heard here.

02:41:112 to 02:44:541 - There are a LOT of ghost notes here that don't really have a reason or sound to be there. I highly recommend removing them. I pointed them out below for convenience:
02:41:327 (161327|2,161434|3,161541|1,161755|1,161970|3,161970|2,162291|3,162612|2,162827|1,163041|3,163148|2,163255|1,163470|3,163684|2,163684|1,164005|2,164327|1) -

02:44:541 to 03:11:970 - 2-note chords for the drum alone is too much when they're sort of quiet, especially when we're still in the relaxing part. I highly recommend removing 1 note on each of the 2-note chords.
The triplets here don't really fit the calm section here. As present as they are, they might be too intense for this moment.
Also, there are a lot of ghost notes for this portion. If the notes don't have a reason to be there, they should be removed.

02:55:684 (175684|1,175684|0,175684|3) - This particular 3-note chord is too much for one single piano note. Again, highly recommend to remove 2 of them.

03:11:970 - Add a note here to accent the transition.

03:11:970 to 03:39:398 - I don't think mapping 1/4 triplets for this whole portion suit the sounds in the music as to when they are heard. Try listening to this part in 25% playback and map the notes based on audibility.

03:39:398 to 03:42:827 - I suggest mapping the kicks here as 2-note chords and every other red line to contain just one note. This is to accentuate the kicks here better.

03:46:255 to 03:49:684 - Same suggestion as above

04:03:398 (243398|2) - Highly suggested to remove this LN as it gives out right-hand bias, which can be a bit uncomfortable.
If you applied the suggestion above, spread the patterns around so the 3rd column is used more.

04:06:827 to 05:01:684 - For this one, well, it'll feel like I'll suggest what I already suggested about the patterns. See if my suggestions work to make the map itself better.

04:59:970 (299970|3,299970|0,299970|1) - 3-note chord is too much to emphasize for a single piano note. Reduce to one note.

05:01:684 to 05:29:112 - As I suggested before, this portion is a suitable place to put 1/4 streams in, as 1/4 jumpstream patterns such as this would give the player a lot more freedom to move their fingers around. It would make the map a lot better if the LNs were removed so the playability for this part doesn't feel cramped, but that's up to you to decide.

05:06:505 (306505|2,306559|1,306612|0,306666|1,306720|2,306773|3) - The 1/6 stream here will catch some players off guard, as technically mapped as they be. Better to use an LN for the bagpipe instead to keep the feeling going.
If you still want to keep that, consider using a 1/4 stream instead to give it a good flow.

05:29:112 to 05:54:827 - This particular section should be calmer than the previous section (kiai) to make it feel like the notes are with the music. Reduce some notes here to make it more fitting.

05:34:041 (334041|3,334095|1,334148|2,334202|3) - Notes should be in 1/4, but they're snapped in 1/8, which sort of ruins the ambient feeling to this portion.

05:40:255 (340255|0,340255|1,340255|2) - Again, using 3-note chords for a single piano note is not good in intensity. Reduce to 1 note since it's one piano note after all.

05:54:827 to 05:59:970 - This section feels cramped, and the LNs on the 1st and 4th columns drown out the impact that's transitioning to the ending.
Also, on 05:56:541 - this is a good place to have a 4-note chord to accentuate the transition to the ending, but it's not as impactful because the LNs are there.
I would highly suggest at least reducing the LNs' length to give more movement freedom to the next part, and to make the 4-note chord possible to map.

06:05:541 (365541|2) - Move to 4 for less repetition on the 3rd column.

06:12:827 (372827|1) - Move to 3 to have a 2-note chord close patterning to go on briefly

06:18:398 (378398|0) - Move to 2 for pattern flow

06:22:041 (382041|3) - Move to 1, same reason as above

06:22:470 (382470|1,382470|0,382898|3,382898|2,383327|0,383327|1,383755|3,383755|2) - 2-note chords might be a bit much if you're following a single instrument here. Reduce to singles?

06:23:970 to 06:49:684 - Just a consistency suggestion, but you could fill in the rest of the empty red lines with 1 note for consistency, as well as having the kicks as 2-note chords.

06:37:684 (397684|1,397684|0,397684|3,397684|2) - Same suggestion about the 4-chords. If taking technicality into account, they should only be 3 to accent the kick and crash itself

06:49:898 (409898|1,409898|2,410327|0,410327|3,410755|2,410755|1,411184|0,411184|1) - Same suggestion about the 2-note chords

06:51:398 (411398|1,411398|0,411398|3,411398|2) - Same suggestion about the 4-chords. Here too 07:05:112 (425112|3,425112|0,425112|1,425112|2) -

07:17:327 (437327|0,437327|1,437755|3,437755|1,438184|1,438184|0,438612|3,438612|1) - Same suggestion about the 2-note chords, again. The sounds here are drowned out and quiet, and 1 note should be enough to express those sounds well.



And last but not the least...

You are the best modder to your own mapset. With enough self-mods and suggestions from other people, I believe that this map could become a lot better.


This song is pretty relaxing.
I hope my suggestions helped the map! Good luck on approval.
Topic Starter
Razorflamekun

Blocko wrote:

Yo, Razorflame!
Here's my mod as requested.

Accepted and fixed changes
Denied changes

[General]
Tags: Add 'marathon' to tags as this song is over 5 minutes. Added
Kiai: Snap the Kiai timing point from 05:01:683 - . Fixed.
Audio Bitrate: Audio bitrate is over 192kbps, which is an unrankable issue. Try to convert the audio bitrate to 192kbps with programs such as Audacity. Changed to 192kbps.
Timing and Offset: Use DJPop's suggestion about the offset here. Right now, they're a little offbeat if I'm hearing it right with the metronome ticks. Apply the mod first before applying the timing suggestion!
Done


4K Column:
| 1 | 2 | 3 | 4 |
[4K Autumn Dreams]
Be prepared. This has a lot of reading.
- Remove 4K from the difficulty name, as this map only has 1 keymode, so there's no need to indicate that. Done



Alright, now about the patterns...

The patterns here can become quite repetitive and boring for the player when a big chunk of the map is mostly a combination, but not separate portions, of LNs, streams and chords. That can't be helped because of how the song works, but try to creatively think of some interesting patterns that will add a lot of variety to the mapset.

Here are some suggestions increase the creativity in your map, or overall, make it better:
1. You can have constant 1/4 streams to some portions of the map to give a noticeable change of pace to the map. Add it in one of the parts where you think it fits best. For example, the Kiai is one of the most suitable places to put 1/4 streams in, as 1/4 jumpstream patterns such as this would give the player a lot more freedom to move their fingers around instead of having LNs combined with streams. It would also make the map as a whole a lot better if a wide variety of comfortable and fun patterns are used.
2. Because this is a 4K map, adding LNs into chords and streams is generally not preferred to do, as it leads into left and right-hand bias depending on the LN's position. This makes the playing experience to this map a bit uncomfortable and cramped. Instead, use LNs when there aren't much sounds to map to give it that relaxing feeling and atmosphere.
3. Try to avoid having dense patterns in the map, such as LNs and streams/chords combined. I also see some minijacks that were used in the map, which shouldn't be really used unless those jacks have a reason to be jacks. Even with the somewhat slow BPM, it ruins the relaxing and ambient concept of the song if those patterns are present.
4. Arrange the notes based on pitch relevancy, or at least try to. When you come across a situation where mapping them strictly based on pitch makes uncomfortable patterns, take playability in priority over it so the map is much more enjoyable.
5. Ask people around for testplays and see what they think of the map. If they suggested anything, think about their suggestions and see if they help the map.

Keep in mind that you can ignore some background noises to make the playing experience better for the player. Some notes and LNs don't have to be present to be enjoyable.



Okay, on to the actual mod.

00:17:541 (17541|3) - Move this note to 1 for hand balance Already fixed in a previous update.

00:27:398 to 00:51:398 - The triplets here feel sort of off since at the end of those triplets, there's a mappable sound there.
I would suggest fully completing the triplets into one whole constant 1/4 stream, with a 2-note chord on every other white line for the clap, as this is one of the good portions of the song to have a constant 1/4 stream in. (kicks/claps on the white, red and blue for the stream) (partially fixed) Changed the first few seconds to a different pattern, then after some time, started the 1/4th note stream, which ends at the LN mentioned in the next mod.

00:43:255 (43255|0) - I'm not sure about this LN here. This doesn't have a sound or background noise to accent this. Goes with the osft synth sound in the background.

00:53:112 to 00:54:827 - Rearrange this pattern based on pitch relevancy. The notes should go down like 4,3,2,1,4,3,2,1 and so on when they're mapped based on pitch. Done

00:54:827 (54827|1,54827|0,54827|3,54827|2) - A 4-note chord for the kick and crash itself is a bit much, considering that it's not that strong. Reduce them by 1 note to normalize the intensity.
Also, having a 3-note chord will complete the 1/4 stream after here, which would provide better pattern flow. Done

00:54:827 to 01:20:541 - I'm not sure what you're trying to follow here, as this portion seems to have a weird rhythm going in it.
Maybe try to map the most audible instrument here and the kick as well so the synth here is easy to follow. These notes actually follow the synth :)
Also, 3-note chords just for the kick alone is a bit much. Reduce their note count by 1 so they're emphasized correctly. Fixed

01:20:541 to 01:22:255 - Same suggestion about the pitch here. The pattern should be descending in pitch, like 4,3,2,1,4,3,2,1. Having them as reflecting stairs will feel weird for the player if they don't follow the pitch of the instrument. Fixed, but switched the stairs around from the previous mod suggestion.

01:22:255 (82255|2,82255|3,82255|1,82255|0) - Same suggestion about the 4-note chord here. Fixed.

01:29:112 (89112|2,89327|0) - Move to 4,3 respectively to give a better flow Fixed.

01:35:970 (95970|2,95970|1,95970|3,95970|0) - Same suggestion about the 4-chords Fixed.

01:42:827 to 01:49:684 - Same suggestion as above, and another suggestion.
I don't think the LNs fit this part as we're not in the more calm section, which happens after 01:49:684 - . Even though you mapped them as background noise, they'll feel cramped based on playability when it has the kick and the other sound mapped in. Removed.

01:49:684 to 02:17:112 - The current patterns here might prove a bit intense even though the song is getting calmer and calmer.
Again, same suggestion as above with the note structure. You can also use it for this portion, but just without the kick on the white lines, and with the LN in the columns. Simplified and graduated the note structure down as the music calms.

02:17:112 to 02:41:112 - Reduce the volume of the notes here since we're in the calmest parts of the song. Also, rearrange the LNs here to match the pitch relevancy. Done to the best of my ability.

02:41:112 - Add a note for the sound heard here. Done.

02:41:112 to 02:44:541 - There are a LOT of ghost notes here that don't really have a reason or sound to be there. I highly recommend removing them. I pointed them out below for convenience:
02:41:327 (161327|2,161434|3,161541|1,161755|1,161970|3,161970|2,162291|3,162612|2,162827|1,163041|3,163148|2,163255|1,163470|3,163684|2,163684|1,164005|2,164327|1) - Changed the notes here to the map just based on sounds heard.

02:44:541 to 03:11:970 - 2-note chords for the drum alone is too much when they're sort of quiet, especially when we're still in the relaxing part. I highly recommend removing 1 note on each of the 2-note chords. Completely remapped this entire portion.
The triplets here don't really fit the calm section here. As present as they are, they might be too intense for this moment. Completely remapped this entire portion.
Also, there are a lot of ghost notes for this portion. If the notes don't have a reason to be there, they should be removed. Completely remapped this entire portion.

02:55:684 (175684|1,175684|0,175684|3) - This particular 3-note chord is too much for one single piano note. Again, highly recommend to remove 2 of them. Changed.

03:11:970 - Add a note here to accent the transition. Done

03:11:970 to 03:39:398 - I don't think mapping 1/4 triplets for this whole portion suit the sounds in the music as to when they are heard. Try listening to this part in 25% playback and map the notes based on audibility. Remapped.

03:39:398 to 03:42:827 - I suggest mapping the kicks here as 2-note chords and every other red line to contain just one note. This is to accentuate the kicks here better. Accentuated with clap hitsound.

03:46:255 to 03:49:684 - Same suggestion as above Accentuated with clap hitsound.

04:03:398 (243398|2) - Highly suggested to remove this LN as it gives out right-hand bias, which can be a bit uncomfortable.
If you applied the suggestion above, spread the patterns around so the 3rd column is used more. (partially) Moved LN to Column 4. Changed the patterns of the 1/4th stream to a simple stair based on pitch.

04:06:827 to 05:01:684 - For this one, well, it'll feel like I'll suggest what I already suggested about the patterns. See if my suggestions work to make the map itself better. Remapped.

04:59:970 (299970|3,299970|0,299970|1) - 3-note chord is too much to emphasize for a single piano note. Reduce to one note. Reduced.

05:01:684 to 05:29:112 - As I suggested before, this portion is a suitable place to put 1/4 streams in, as 1/4 jumpstream patterns such as this would give the player a lot more freedom to move their fingers around. It would make the map a lot better if the LNs were removed so the playability for this part doesn't feel cramped, but that's up to you to decide. (partial) LNs have to stay as it is clear that they are supposed to be there, but if more people suggest I remove them, I will remove them and save the version with them as an alternate download for players to choose to download if they wish in the description of the map. Made entire section 1/4th stream with jumps at every other white line.

05:06:505 (306505|2,306559|1,306612|0,306666|1,306720|2,306773|3) - The 1/6 stream here will catch some players off guard, as technically mapped as they be. Better to use an LN for the bagpipe instead to keep the feeling going.
If you still want to keep that, consider using a 1/4 stream instead to give it a good flow. Read above.

05:29:112 to 05:54:827 - This particular section should be calmer than the previous section (kiai) to make it feel like the notes are with the music. Reduce some notes here to make it more fitting. Reduced note density.

05:34:041 (334041|3,334095|1,334148|2,334202|3) - Notes should be in 1/4, but they're snapped in 1/8, which sort of ruins the ambient feeling to this portion. Changed to LN.

05:40:255 (340255|0,340255|1,340255|2) - Again, using 3-note chords for a single piano note is not good in intensity. Reduce to 1 note since it's one piano note after all. Changed.

05:54:827 to 05:59:970 - This section feels cramped, and the LNs on the 1st and 4th columns drown out the impact that's transitioning to the ending.
Also, on 05:56:541 - this is a good place to have a 4-note chord to accentuate the transition to the ending, but it's not as impactful because the LNs are there.
I would highly suggest at least reducing the LNs' length to give more movement freedom to the next part, and to make the 4-note chord possible to map.
Reduced length of LN, accentuated transition with 4 note chord.

06:05:541 (365541|2) - Move to 4 for less repetition on the 3rd column. Done

06:12:827 (372827|1) - Move to 3 to have a 2-note chord close patterning to go on briefly Done

06:18:398 (378398|0) - Move to 2 for pattern flow Done

06:22:041 (382041|3) - Move to 1, same reason as above Done

06:22:470 (382470|1,382470|0,382898|3,382898|2,383327|0,383327|1,383755|3,383755|2) - 2-note chords might be a bit much if you're following a single instrument here. Reduce to singles? Done

06:23:970 to 06:49:684 - Just a consistency suggestion, but you could fill in the rest of the empty red lines with 1 note for consistency, as well as having the kicks as 2-note chords.

06:37:684 (397684|1,397684|0,397684|3,397684|2) - Same suggestion about the 4-chords. If taking technicality into account, they should only be 3 to accent the kick and crash itself Done

06:49:898 (409898|1,409898|2,410327|0,410327|3,410755|2,410755|1,411184|0,411184|1) - Same suggestion about the 2-note chords Done

06:51:398 (411398|1,411398|0,411398|3,411398|2) - Same suggestion about the 4-chords. Here too 07:05:112 (425112|3,425112|0,425112|1,425112|2) - Done

07:17:327 (437327|0,437327|1,437755|3,437755|1,438184|1,438184|0,438612|3,438612|1) - Same suggestion about the 2-note chords, again. The sounds here are drowned out and quiet, and 1 note should be enough to express those sounds well. Done



And last but not the least...

You are the best modder to your own mapset. With enough self-mods and suggestions from other people, I believe that this map could become a lot better.


This song is pretty relaxing.
I hope my suggestions helped the map! Good luck on approval.
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