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supercell - The Bravery

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on March 13, 2015 at 3:52:03 PM

Artist: supercell
Title: The Bravery
Source: マギ
Tags: ryo the bravery magi the labyrinth of magic full ending 2 aladdin koeda
BPM: 189
Filesize: 8144kb
Play Time: 05:55
Difficulties Available:
  1. Depravity (5.54 stars, 1353 notes)
Download: supercell - The Bravery
Information: Scores/Beatmap Listing
---------------


Osu needs more Supercell!!

First bubble: HabiHolic!!!



Second bubble: Pereira006!!!



Approved: Alarido!!!



Arigatouu~~ to everyone who modded & testplayed & supported me ^___^
crabovan
Hello, this is part of our m4m.

Your mp3 file have 278 kbps. I've compressed it to 192 kbps to reduce filesize of song (also for ranking criterias). http://puu.sh/fJ4eN/e3b50dfe9f.mp3
Don't forget to recheck offset after mp3 changing.
There are suggested points for kiai fountain:
00:12:015
01:48:682
03:17:571
04:31:063
Just IMO, but u can change combo colours to something other than blue tones.

From 00:00:746 to 00:10:587 you could use drum whistles instead soft.
From 00:39:909 to 00:47:730 I hear hat samples in song. You could place soft whistles on them.
From 02:06:460 to 02:16:301 you could use drum whistles instead soft.
From 03:55:666 to 04:10:587 you could use drum claps instead soft.

00:37:571 (1) - I don't understand this slider, you can shorten it to 00:37:730 or just replace with normal slider.
00:53:047 - add here note or enlarge 00:52:650 (1) slider to this point.
01:00:666 - add note.
01:17:412 (7) - change clap on repeat to finish and add drum clap to slider end.
02:02:809 (6) - make start of this slider on 02:02:809 (6), delete 02:02:492 (5) and place note instead on 02:02:492.
02:47:095 (1,2,3,4,5,6,7) - you can make smooth octagon from this.
03:31:698 (5) - as on 02:02:809 (6).
03:38:444 - add note.
04:53:365 - add note.
05:00:428 (1) - I guess 0.2x isn't good for this part. You could use 0.4-0.6x.

Overall, this is nice map. Enjoyed to play it as I can with my poor skill.
Leiwa
M4M

[General]
  1. Your mp3 is over 192kbps. Use this crabovan's one
  2. Remove "Supercell" from source and tags
  3. Add "マギ" in source
  4. Add "ryo" in tags
  5. Turn off "Enable Countdown"
  6. Add Audio leadin around 1000~2000
[Bravery]
  1. 00:10:269 (5) - Ctrl+g makes better flow
  2. 00:16:301 (3) - Suddenly SV change confuse players. How about this

  3. 00:33:603 (5) - What sound this slider follows to? You should remove this

    and put 1/2s like you did.
  4. 00:37:015 (10) - Remove this
  5. 00:42:492 (12) - Put here somthing
  6. 01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - Wrong rhythm. Correct rhythm is

  7. 02:01:142 (7,9) - Remove these.
  8. 03:17:015 (13) - Remove this
  9. 04:15:984 (1,2,3,4,5,1,2,3,4,5) - What sound they follow to?
  10. 04:46:460 (1,1,1) - They really needs 0.25x? 0.5x is enough slow IMO.
  11. 05:00:428 (1) - ^
  12. 05:38:523 (1) - spinner?
All the reasons of "Remove this" are because They are overmapped.

Good luck
Topic Starter
Monstrata

crabovan wrote:

Hello, this is part of our m4m.

Your mp3 file have 278 kbps. I've compressed it to 192 kbps to reduce filesize of song (also for ranking criterias). http://puu.sh/fJ4eN/e3b50dfe9f.mp3
Don't forget to recheck offset after mp3 changing. Thanks
There are suggested points for kiai fountain:
00:12:015 Pass
01:48:682Added!
03:17:571Added
04:31:063 Pass on this.
Just IMO, but u can change combo colours to something other than blue tones.

From 00:00:746 to 00:10:587 you could use drum whistles instead soft. Considering...
From 00:39:909 to 00:47:730 I hear hat samples in song. You could place soft whistles on them. okay.
From 02:06:460 to 02:16:301 you could use drum whistles instead soft.Kay
From 03:55:666 to 04:10:587 you could use drum claps instead soft. Okay.

00:37:571 (1) - I don't understand this slider, you can shorten it to 00:37:730 or just replace with normal slider. It's for the riff.
00:53:047 - add here note or enlarge 00:52:650 (1) slider to this point. This is fine.
01:00:666 - add note. I didn't like the triplet here. If i added a triplet, I would have to add it to the pattern that follows for consistency, but a triplet plays really poorly with the pattern I want to keep.
01:17:412 (7) - change clap on repeat to finish and add drum clap to slider end.K
02:02:809 (6) - make start of this slider on 02:02:809 (6), delete 02:02:492 (5) and place note instead on 02:02:492. The hold is for when shen sings "Te" only.
02:47:095 (1,2,3,4,5,6,7) - you can make smooth octagon from this. It is, the 8th point is at 02:48:364 (1) - blending into the star.
03:31:698 (5) - as on 02:02:809 (6).Will pass.
03:38:444 - add note. Keeping, triplet isn't that noticeable and having a triplet would really mess up the jump patterns i want here.
04:53:365 - add note. Niiice.
05:00:428 (1) - I guess 0.2x isn't good for this part. You could use 0.4-0.6x. 0.5 isnt slow enough D:.

Overall, this is nice map. Enjoyed to play it as I can with my poor skill.
Thanks for the mod and the mp3 ^^

unrankables:
this beatmap was stolen! (3 points)
hitcircle.png is invisible (2 points)
approachcircle.png is too big (2 points)
sliderendcircle.png and sliderstartcircle.png is missing (3 points)
sliderborder and slidertrackoverride are too similar (2 points)
fruit-catcher-fail.png, fruit-catcher-idle.png, and fruit-catcher-kiai.png should face right (5 points)
unicodetitle is incorrect (2 points)
kiai is on for the first redline (3 points)
ctb platter isn't 302 pixels in width (1 point)
skin overlay circle isn't 118 pixels (1 point)



traps:
most of the mp3 isn't mapped (-2 points)
03:16:878 (1) - spinnerhead is snapped to 1/16 beat (-1 point)
approachcircle.png is the same file as hitcircleoverlay.png (-1 point)
previewpoint is unsnapped (-2 points)
previwpoint is at the end of the mp3 (-1 point)
ctb skin elements when there isn't a ctb diff (-1 point)


---

Unrankables:

creator name is H0bbes2 not Hobbes2 (2)
The timing is completely fucked, should just be 158 bpm 4/4 (2)
The metadata is completely wrong. Made up artist and song title. Actual metadata is Louise Dowd, Jeremy Abbott - Payday Holidays. (1)
hitclap has a delay (1)
hitwhistle also has a delay (4)
01:10:812 (2) - wrongly snapped (4)
nsfw drugs wallpaper (3)

intentional traps:

osb is unused (-2)
If anyone says something like "you forgot to continue resetting the metronome" please just auto fail them (-5)
kiais aren't snapped (-1)
The blatant copy paste (-1)
All the drum-hitclap issues (too quiet, innappropriate, doesn't fit the song) (-1)
00:15:578 - you can't just edit urself talking into the song mp3 file (-2)
Red and green lines are inconsistent (-2)
Topic Starter
Monstrata

Urushi38 wrote:

M4M

[General]
  1. Your mp3 is over 192kbps. Use this crabovan's one
  2. Remove "Supercell" from source and tags K
  3. Add "マギ" in sourceK
  4. Add "ryo" in tagsK
  5. Turn off "Enable Countdown"K
  6. Add Audio leadin around 1000~20001500 is good.
[Bravery]
  1. 00:10:269 (5) - Ctrl+g makes better flow Flows better as it currently is.
  2. 00:16:301 (3) - Suddenly SV change confuse players. How about this I prefer this pattern, also those jumps are a bit too big for the intro imo...

  3. 00:33:603 (5) - What sound this slider follows to? You should remove this Remapped. This follows the bass, but i guess only the part after the repeat...

    and put 1/2s like you did.
  4. 00:37:015 (10) - Remove this This fits well.
  5. 00:42:492 (12) - Put here somthing I left a gap so the cross-screen movement is more acceptable and doesn't feel like a jump here.
  6. 01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - Wrong rhythm. Correct rhythm is My rhythm is correct. It is only slightly overmapped, if you compare it to 02:51:222 (3,4,5,6,7,8,9,10,11) - where I only used triplets instead. I will keep and wait for more mods.

  7. 02:01:142 (7,9) - Remove these. They fit.
  8. 03:17:015 (13) - Remove this Also fits.
  9. 04:15:984 (1,2,3,4,5,1,2,3,4,5) - What sound they follow to? The bass and guitar.
  10. 04:46:460 (1,1,1) - They really needs 0.25x? 0.5x is enough slow IMO. Not slow enough :D
  11. 05:00:428 (1) - ^
  12. 05:38:523 (1) - spinner?Would be way too long. Might add a slider at the end though.
All the reasons of "Remove this" are because They are overmapped.

Good luck
Thanks for the mod~
Echoy
Hi, from your M4M queue~

Just some advice, mainly on spacing and hitsounds:
00:11:539 (4) - How about change the slider’s speed? 0.5 maybe.
00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - this part, I suggest the spacing a little more closer, since the music here is really soft and peaceful.
00:42:492 - I guess you ignore this sound on purpose...but somehow i think add one note here will be better, up to you :3
00:46:301 (6) - how about a speed change here? I just thought it may be fun, up to you
01:03:603 - the vocal begins here..
01:08:047 (1,2,3,4) - too much short sliders here, maybe replace some into notes or one with a reverse arrow.
01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - those clap sounds a little bit wired, and the drum of the music is covered, try use default drumclap and drumfinish for a change
01:25:190 (3) - a drum clap is missed here
02:04:079 (2,2,2,2) - change into drum finish?
00:00:746 (1) - and 02:06:460 (1) - should the two be the same? So is 02:07:412 (3) - and some others of this part.
00:02:650 (5) - you add a whistle at the beginning, but removed them at 02:08:365 (5) -
03:43:444 (4,5,6,7) - 03:42:968 (1,2,3) - I think the drum here is the same.
04:33:603 (1,2) - It’s..really far.
04:44:872 (3) - end at 04:45:190 - may be better and add a note at 04:45:349 -
04:46:619 (1) - darling, this might be unrankable...and why not the slider end at 04:47:412 - ?
05:23:444 (1,2,1,2) - too far...and a really caustic angle...
Sky Trias
Hi! From -[Trias's STD Modding Queue]-

  • [General]
  1. Audio Lead-in : There is only 746 ms of audio lead-in, which is less than the minimum of 2000 ms.
  2. MP3 Bitrate : The bitrate for Magi_-_The_Bravery.mp3 is 278 kb/s, which is above the maximum of 192 kb/s.
  3. Background : magi-the-labyrinth-of-magic-cute-aladdin-wallpaper.jpg is 1365x768, which differs from the recommended size of 1366x768 / 1024x768.
  4. Size : This folder's size is 12.4 MB, which is greater than the allowed size of 10.0 MB without video and SB.
  5. Audio : I see many Audio is 50% . Why not using creativity audio ?
  6. Remove : letterbox during break (Cause this map doesn't have break)
  7. Combo : Why using Combo Colour blue ? The background already blue lol
  8. Artist : The artist is "supercell" not "Supercell"
  9. Title : Depravity ? why you choose this title ?
  10. Are you using DS ?
  11. Stop give random new combo
  • [Snapping]
  1. 03:09:317 (7) - Unsnapped slider (end).
  2. 03:09:634 (8) - Unsnapped slider (end).

    Unsnapped inherited (green) sections at:
  3. 04:43:924 - snap to 04:43:920
  • [ Depravity]
  1. 00:10:269 (5) - Ctrl+G?
  2. 00:48:999 (5) - fix the curve please ?
  3. 01:12:015 (6) - ^
  4. 01:13:444 (2) - Ctrl+G
  5. 01:14:079 (4) - ^
  6. 01:34:396 (5) - ^
  7. 01:46:936 (6,8) - ^
  8. 02:30:270 (5) - Silent ? where's the clap?
  9. 04:19:158 (2,3) - blanked
  10. 04:22:809 (5) - make same like 04:22:492 (4) - ??
  11. 04:54:714 (2,3) - spacing please
  12. 05:06:777 (8) - Ctrl+G
Sorry Short modding ~ i hope this helpful ..
GL! monstrata :D
Topic Starter
Monstrata

Echoy wrote:

Hi, from your M4M queue~

Just some advice, mainly on spacing and hitsounds:
00:11:539 (4) - How about change the slider’s speed? 0.5 maybe. Nice idea~
00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - this part, I suggest the spacing a little more closer, since the music here is really soft and peaceful. This is already spaced pretty closely relative to the rest of the map haha.
00:42:492 - I guess you ignore this sound on purpose...but somehow i think add one note here will be better, up to you :3 This is feint. I ignored it so i can transition to the other side of the screen without creating a big jump.
00:46:301 (6) - how about a speed change here? I just thought it may be fun, up to you Hmmmmmmm. Yea I like this idea, but I think i'll maybe change the slider shape instead, and maybe SV... Will think about it :D.
01:03:603 - the vocal begins here.. THey begin early, though it's whispered and really soft. Beginning on the red tick is more congruent with the patterns preceding it too.
01:08:047 (1,2,3,4) - too much short sliders here, maybe replace some into notes or one with a reverse arrow. I like your idea of repeat slider + circle. I will try and integrate it into the first series of 1/2 slider spam.
01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - those clap sounds a little bit wired, and the drum of the music is covered, try use default drumclap and drumfinish for a change True. I changed to drum claps.
01:25:190 (3) - a drum clap is missed here Added
02:04:079 (2,2,2,2) - change into drum finish? Okay.
00:00:746 (1) - and 02:06:460 (1) - should the two be the same? So is 02:07:412 (3) - and some others of this part. Nah. Some variety is fine. Also, they sound different, (higher pitch vs, low pitch and bass-intensive)
00:02:650 (5) - you add a whistle at the beginning, but removed them at 02:08:365 (5) - Good catch,. Added
03:43:444 (4,5,6,7) - 03:42:968 (1,2,3) - I think the drum here is the same. This is fine.
04:33:603 (1,2) - It’s..really far. Slider leniency.
04:44:872 (3) - end at 04:45:190 - may be better and add a note at 04:45:349 - Not sure about this one. I don't like the 1/1 gap this creates, and having a note in between doesn't play well with all these sliders imo.
04:46:619 (1) - darling, this might be unrankable...and why not the slider end at 04:47:412 - ? Not unrankable, but I don't know why I put those circles there anyways xD. Extended the sliders.
05:23:444 (1,2,1,2) - too far...and a really caustic angle...Very fitting for the final jumps of the map imo :D. I mapped these jumps for the express purpose of making them difficult to land and increasing'y sharper in angle. However, because they are mapped in a clear pattern, the player can prepare for the jumps beforehand. You just gotta be brave and take the next step! :D
Thanks for the mod :) I'll return the mod soon~
Topic Starter
Monstrata

Sky Trias wrote:

Hi! From -[Trias's STD Modding Queue]-

  • [General]
  1. Audio Lead-in : There is only 746 ms of audio lead-in, which is less than the minimum of 2000 ms. Changed.
  2. MP3 Bitrate : The bitrate for Magi_-_The_Bravery.mp3 is 278 kb/s, which is above the maximum of 192 kb/s. On it.
  3. Background : magi-the-labyrinth-of-magic-cute-aladdin-wallpaper.jpg is 1365x768, which differs from the recommended size of 1366x768 / 1024x768. Will have to pay a visit to that background improvement queue xD.
  4. Size : This folder's size is 12.4 MB, which is greater than the allowed size of 10.0 MB without video and SB. I think it's because of the audio, will change.
  5. Audio : I see many Audio is 50% . Why not using creativity audio ? Creative audio?
  6. Remove : letterbox during break (Cause this map doesn't have break) Alright!
  7. Combo : Why using Combo Colour blue ? The background already blue lol I don't see a problem~ Background might change anyways. I just like mapping with blue colors xD.
  8. Artist : The artist is "supercell" not "Supercell" Oh. kk.
  9. Title : Depravity ? why you choose this title ? Big theme in Magi is "Falling into Depravity"
  10. Are you using DS ? Only for some slow parts, and jump patterns.
  11. Stop give random new combo I think they are warranted, but i'll go over map again i guess~ (Aside from the jump patterns, all of which imo require the NC.
  • [Snapping]
  1. 03:09:317 (7) - Unsnapped slider (end). Oops, snapped to 1/16, fixed.
  2. 03:09:634 (8) - Unsnapped slider (end).

    Unsnapped inherited (green) sections at:
  3. 04:43:924 - snap to 04:43:920 Damn good eyes.


  • [ Depravity]
  1. 00:10:269 (5) - Ctrl+G? This is fine. Using slider leniency to achieve flow.
  2. 00:48:999 (5) - fix the curve please ? Whats wrong with it? :S
  3. 01:12:015 (6) - ^ Did you mean spacing? (If so, spaced it more evenly)
  4. 01:13:444 (2) - Ctrl+G Done on purpose.
  5. 01:14:079 (4) - ^
  6. 01:34:396 (5) - ^ This is fine imo.
  7. 01:46:936 (6,8) - ^ Would make the jump from 5, 6 way too short for the pattern. This is fine imo.
  8. 02:30:270 (5) - Silent ? where's the clap? There's a clap there :S
  9. 04:19:158 (2,3) - blanked It's blanketed.
  10. 04:22:809 (5) - make same like 04:22:492 (4) - ?? I wanted to make 5 parallel to 4, But i guess i can still achieve that with the same shape xD. Changed.
  11. 04:54:714 (2,3) - spacing please This is fine.
  12. 05:06:777 (8) - Ctrl+G Ehh, it would lose it's star pattern imo.
Sorry Short modding ~ i hope this helpful ..
GL! monstrata :D
Thanks for the mod :D.
Zetera
Hi, you gave the most creative answer in my last puzzle, so you won a bonus mod.

[General]

I think the diffname conflicts with the song name, because Bravery is positive and Depravity is deeply negative. What about something more mood-fitting like "Fearless" ? Just a question of interpretation, though.

[Depravity]

|I suggest you to get a custom hitsuond for silenced slider bridges (the connection between the actual hit points), because they just sound bad. You don't really here them in the map, but they are quite dominant in the beginning, so silencing those at that point might already help enough.
|00:11:539 (4) - NC this because it is decreased in speed but looks as quick as the other sliders. For me, it caused 1 100.
|00:22:174 (5) - I don't quite see why this should be a slider instead of a circle. You don't use the second hitsound from the slider and it doesn't support any kind of movement, so you might just as well make this a circle.
|00:37:571 (1) - I assume this slider is supposed to empathize the high guitar, but it doesn't sound like it does. I suggest to use a simple triple.
|03:55:666 - Over here, you use a simple 1/2 beat, but the music suggests using double structures, like extended sliders. This might be the first opportunity for using those for a reason.
|05:23:920 (1,2) - , 05:35:825 (1,2,1,2) - are pretty harsh jumps.. They are FCable, don't worry, but I am wondering if everyone can do that. If it's possible without killing your map's structure, try to decrease the patterns' spacing a bit.

Yeah, nothing really here to take into detail. The set is rather solid and might need some polishment concerning slider shapes and blankets, but there shouldn't be that many problems. Good luck.
Topic Starter
Monstrata

Sala- wrote:

Hi, you gave the most creative answer in my last puzzle, so you won a bonus mod.

[General]

I think the diffname conflicts with the song name, because Bravery is positive and Depravity is deeply negative. What about something more mood-fitting like "Fearless" ? Just a question of interpretation, though. That's very true xD. Depravity is mainly because of the theme in Magi, but of I should probably think this through some more xD.

[Depravity]

|I suggest you to get a custom hitsuond for silenced slider bridges (the connection between the actual hit points), because they just sound bad. You don't really here them in the map, but they are quite dominant in the beginning, so silencing those at that point might already help enough. Ah! Added.
|00:11:539 (4) - NC this because it is decreased in speed but looks as quick as the other sliders. For me, it caused 1 100. Alright, added.
|00:22:174 (5) - I don't quite see why this should be a slider instead of a circle. You don't use the second hitsound from the slider and it doesn't support any kind of movement, so you might just as well make this a circle. Mmm... I get what you mean, the end of the slider doesn't support anything. I think i'll mute the slider-end though. Will think about this~
|00:37:571 (1) - I assume this slider is supposed to empathize the high guitar, but it doesn't sound like it does. I suggest to use a simple triple. I think this slider works fine. Tried the triplet idea, but if I go with that, I would make it a 5 stack instead. Will keep for now though, since I use this 1/8 repeat slider a few other times in the map to emphasize the same guitar sound.
|03:55:666 - Over here, you use a simple 1/2 beat, but the music suggests using double structures, like extended sliders. This might be the first opportunity for using those for a reason. I totally agree. Will remap this section.
|05:23:920 (1,2) - , 05:35:825 (1,2,1,2) - are pretty harsh jumps.. They are FCable, don't worry, but I am wondering if everyone can do that. If it's possible without killing your map's structure, try to decrease the patterns' spacing a bit. Hmm... Ill decrease the slider jumps you mentioned, but i'm keeping the circles, they're meant to be harsh, but I reason that they aren't as difficult to land because the previous jumps set them up.

Yeah, nothing really here to take into detail. The set is rather solid and might need some polishment concerning slider shapes and blankets, but there shouldn't be that many problems. Good luck.
Thanks for the mod :D :D :D. I like lurking at your modding queue just to read the puzzles xD.
Squichu
Hi there!
sorry for the delay ~ >-<

General
  1. combo colours 1+2 and 2+3 are kinda similar, how about you make 1 a little lighter and switch 3 and 4? then it's a easier to differentiate between them while the colour scheme doesn't change much.
    screeeen
    [Colours]
    Combo1 : 61,68,216
    Combo2 : 26,215,255
    Combo3 : 18,124,255
    Combo4 : 0,255,210
  2. about SV changes:
    you can find a rule here - https://osu.ppy.sh/wiki/Ranking_Criteria#General - 3rd bullet point: "Do not manually edit anything in an .osu file that cannot be changed through the Editor." - which means you cannot go lower than x0.5 SV (or higher than x2.0 SV), everything below or above is not rankable.
    so you'll have to adjust these sections - 04:46:460 and 05:00:428 -
    I've confirmed this with few BNs and a QAT, but feel free to ask around about this if you're as confused as I was. @@
    also there is this guideline about having at max 3 SV changes.. I know it's not a rule so you're free to use as many different SVs as you wish, but it's there for a reason. atm you use sooo many different SVs and honestly, some of them play really confusing. the difficulty is far above my skill level, so it might play fine for others, but you should still think about if all of these changes are needed.
  3. about diffname - I've read the previous comments and while it's correct that diff- and song name are kinda contradictive to each other, it still matches, imo. especially because of this contrast you would expect a really hard difficulty, no? //just my two cents, doesn't really matter... xp
  4. oh, and here is a 1366 x 768 px version of yur background: http://puu.sh/fRzzn.jpg
depra.. diffname.
  1. 00:00:746 - there are two green lines, delete the unnecessary one?
  2. 00:01:222 (2,3,4) - because of the previous high ds from 00:00:746 (1) - to (2) this feels a little of, I think you should reverse (3). because it'd be the same for (3) and (4) then, I'd suggest to remove the reverse of (3) and add a circle instead (at 00:02:015 -), you could stack it above (4). that also goes a little better with the melody, imo, cause the sound on the downbeat is clearly louder than the one on the red tick and plays better when clickable.
  3. 00:03:761 (2,3) - similar to ^, I'd prefer if you reverse (3), removing reverse etc sounds better to me here, too, but to provide more variety you might as well leave that as it is, it's still fun to play :3
  4. 00:10:269 (5,1) - the distance here is very confusing, it's the same as eg 00:08:841 (2,3,4) - but it's 1/1 apart instead of the previous 1/2.
    to avoid that you could just add an object at 00:10:745 - (I'm not really sure why you left that blank anyway, considering the melody doesn't change), or place (1) even further from (5). or stack it below 5, that looks interesting, too.
    or, this works best imo, replace (5) with two circles on the white ticks. you slow the pace down a little, that goes well with the 'calm' part before the more intersting one starting at 00:12:015 (1) -
  5. 00:11:539 (1) - example for a confusing SV change. I didn't expect this to slow down this much, cause the volume increases slightly. also, the previous jumpy pattern works against the idea of 'slow-down' '_' . maybe you could use another combo colour for slowed down sliders? a very light grey looks pretty good. that's totally optional of course, but would definitely provide more clarity :3
    alternatively, three anti-jump circles have the same slow-down effect but are less confusing, try it out, might work better!
  6. 00:18:206 - the beat's so strong, why do you leave it blank? >: please add a circle?
    there are some more beats like this, I might miss some so please check for them yourself if you wanna change them!
    00:19:476 -
    00:20:745 -
    01:06:301 - not as loud as others, but still noticeable
    01:07:888 -
  7. 00:19:634 (1,2,3,4,5) - this pattern breaks the flow a little cause you move in the opposite direction suddenly. consider ctrl+g for 1+2 and then 3+4, that flows better.
  8. 00:20:904 (1,2,3,4,5) - plays fine, but to have the jumps more consistent, you could change the order of them.
  9. 00:22:650 - I think it would make more sense to use soft sampleset starting at 00:22:333 - as that is where the melody changes. also I don't think 00:22:650 (1) - should be clickable cause the sound is very very weak and might throw of some people. you could try another rhythm, that would mess up the previous pattern a little, but it's more natural to play -
  10. 00:29:952 (1,2,3,4) - low DS doesn't match here, imo. the part gets more lively so the objects should be further apart. you could also try this -
  11. 00:37:571 (1) - why 1/8 snap? there is nothing on the yellow ticks. better to use 1/4 or another stream like the previous one.
  12. 00:41:539 (7) - is the clap on slidertail intentional? sounds off. you also didn't use it on other '2s'/2nd beat (Idk what to call it orz)
  13. 01:11:063 (3,4,5,6) - gets a little monotonous, how about increasing the spacing continously?
  14. 01:17:095 (6,7,1,2) - the jump from (1) to (2) seems a little exaggerated, you could rotate (7) so it blankets (6)'s head and stack (1) above 01:19:158 (6,7) -
  15. 01:25:190 (3,4) - flow is meh '_' consider moving (4) to 282|92? you also could stack 01:25:666 (5) - above 01:25:825 (1) - plays nice, imo (and better in case you changed (3,4)..)
  16. 01:43:761 (2,3,4) - flow is better if you ctrl+g (3) and replace (4) with (also ctrl+g'd version of) 01:45:507 (4) -
  17. 02:02:809 (6) - mentioned up above, use 1/4?
  18. 02:03:444 (2,3,1,2,1,2,1,2,1,2,1,2) - I get the idea, but the music is calmer than the rest and the pace slows down drastically. so the distance between them should stay the same or decrease, that's what works better with the melody, imo.
aah, well. everything else is repetetive stuff, so you should be able to fix the rest of the diff yourself. (Yes, I'm lazy. ;w; ..)

but I hope I could help you a little!
The best of luck to you! :3
Topic Starter
Monstrata

Squirrel wrote:

Hi there!
sorry for the delay ~ >-<

General
  1. combo colours 1+2 and 2+3 are kinda similar, how about you make 1 a little lighter and switch 3 and 4? then it's a easier to differentiate between them while the colour scheme doesn't change much. Nice!
    screeeen
    [Colours]
    Combo1 : 61,68,216
    Combo2 : 26,215,255
    Combo3 : 18,124,255
    Combo4 : 0,255,210
  2. about SV changes: Damn... I really thought SV's below 0.5x were just guidelines. You could just accomplish this by reducing bpm to 94.5 too and stuff... I thought approval maps could get away with these kinds of things unlike normal ranked maps, but I'll prepare an alternative and ask a BN too~.
    you can find a rule here - https://osu.ppy.sh/wiki/Ranking_Criteria#General - 3rd bullet point: "Do not manually edit anything in an .osu file that cannot be changed through the Editor." - which means you cannot go lower than x0.5 SV (or higher than x2.0 SV), everything below or above is not rankable.
    so you'll have to adjust these sections - 04:46:460 and 05:00:428 -
    I've confirmed this with few BNs and a QAT, but feel free to ask around about this if you're as confused as I was. @@
    also there is this guideline about having at max 3 SV changes.. I know it's not a rule so you're free to use as many different SVs as you wish, but it's there for a reason. atm you use sooo many different SVs and honestly, some of them play really confusing. the difficulty is far above my skill level, so it might play fine for others, but you should still think about if all of these changes are needed.
  3. about diffname - I've read the previous comments and while it's correct that diff- and song name are kinda contradictive to each other, it still matches, imo. especially because of this contrast you would expect a really hard difficulty, no? //just my two cents, doesn't really matter... xp
  4. oh, and here is a 1366 x 768 px version of yur background: http://puu.sh/fRzzn.jpg Thank you so much!
depra.. diffname.
  1. 00:00:746 - there are two green lines, delete the unnecessary one? Deleted
  2. 00:01:222 (2,3,4) - because of the previous high ds from 00:00:746 (1) - to (2) this feels a little of, I think you should reverse (3). because it'd be the same for (3) and (4) then, I'd suggest to remove the reverse of (3) and add a circle instead (at 00:02:015 -), you could stack it above (4). that also goes a little better with the melody, imo, cause the sound on the downbeat is clearly louder than the one on the red tick and plays better when clickable. I played around with this but I prefer my current one honestly. I want to create a slight jump from 00:00:746 (1,2) - hence the higher ds. the same for 3, 4. I did make some adjustments to the 4th combo in this series since both 1 to 2, and 2 to 3, had the same DS (I only want 1 > 2, and 3 > 4, to be slightly jumps)
  3. 00:03:761 (2,3) - similar to ^, I'd prefer if you reverse (3), removing reverse etc sounds better to me here, too, but to provide more variety you might as well leave that as it is, it's still fun to play :3
  4. 00:10:269 (5,1) - the distance here is very confusing, it's the same as eg 00:08:841 (2,3,4) - but it's 1/1 apart instead of the previous 1/2. Fixed~.
    to avoid that you could just add an object at 00:10:745 - (I'm not really sure why you left that blank anyway, considering the melody doesn't change), or place (1) even further from (5). or stack it below 5, that looks interesting, too. Tried this. I fixed it slightly the spacing slightly but kept the rhythm consistent with the previous combo's. Imo circles don't really fit that well here since the notes are held a bit. I think having sliders works better because then the player can also "hold" the note instead of just clicking, even though rhythmically circles work just fine.
    or, this works best imo, replace (5) with two circles on the white ticks. you slow the pace down a little, that goes well with the 'calm' part before the more intersting one starting at 00:12:015 (1) -
  5. 00:11:539 (1) - example for a confusing SV change. I didn't expect this to slow down this much, cause the volume increases slightly. also, the previous jumpy pattern works against the idea of 'slow-down' '_' . maybe you could use another combo colour for slowed down sliders? a very light grey looks pretty good. that's totally optional of course, but would definitely provide more clarity :3 Damn good idea. Ill use another combo color :).
    alternatively, three anti-jump circles have the same slow-down effect but are less confusing, try it out, might work better!
  6. 00:18:206 - the beat's so strong, why do you leave it blank? >: please add a circle? Added
    there are some more beats like this, I might miss some so please check for them yourself if you wanna change them!
    00:19:476 - Added
    00:20:745 -Added
    01:06:301 - not as loud as others, but still noticeable This one is a deliberate skip so the player can transition to the other side of the screen without having to make a jump.
    01:07:888 - This one as well.
  7. 00:19:634 (1,2,3,4,5) - this pattern breaks the flow a little cause you move in the opposite direction suddenly. consider ctrl+g for 1+2 and then 3+4, that flows better. I wanted a flow break here, I think it's well-warranted in the music. I use this structure a few times too haha, I think it's quite fun, and If you use slider leniency the flow break is very minimal.
  8. 00:20:904 (1,2,3,4,5) - plays fine, but to have the jumps more consistent, you could change the order of them.
    screen
    Mmm... Only problem is I dont think it would flow well from 3 to 4 with your picture. I think this plays fine, The jumps aren't consistent, but they fit with the music imo, with sliders 4, 5 having the lowest DS because the music is "calming down".
  9. 00:22:650 - I think it would make more sense to use soft sampleset starting at 00:22:333 - as that is where the melody changes. also I don't think 00:22:650 Sure, shifted the inheriting section.(1) - should be clickable cause the sound is very very weak and might throw of some people. you could try another rhythm, that would mess up the previous pattern a little, but it's more natural to play - Tried this... I think having a slider on 00:22:333 - is just as misleading because the sound blends in too much with 5 (if I make 5 a circle instead of a slider) I get your point though.
  10. 00:29:952 (1,2,3,4) - low DS doesn't match here, imo. the part gets more lively so the objects should be further apart. you could also try this - UGHHHH. That is such a nice pattern x____x" I might just copy it and put it elsewhere on the map. Unfortunately I want the SV and DS to still be relatively low here. Yes it's a bit lively, but I want the player to feel a noticeable change once the drums kick in a bit later, hence the low SV and the gradual SV increases. (Idk, I really like maps that have build-ups xD)
  11. 00:37:571 (1) - why 1/8 snap? there is nothing on the yellow ticks. better to use 1/4 or another stream like the previous one. I think the 1/8 sliders fit with the guitar here. Not a fan of a cross-map stream even though it fits.
  12. 00:41:539 (7) - is the clap on slidertail intentional? sounds off. you also didn't use it on other '2s'/2nd beat (Idk what to call it orz) Just to keep consistent rhythm. Now that you bring this up, I think a custom hitsound might fit better for this section actually...
  13. 01:11:063 (3,4,5,6) - gets a little monotonous, how about increasing the spacing continously? Ooo. Nice. I like where you put slider 5 too. Ill change up 6, and 7 though, I don't want the jump to be too huge, but yea, The way they are now, the jumps appear too short because of slider leniency.
  14. 01:17:095 (6,7,1,2) - the jump from (1) to (2) seems a little exaggerated, you could rotate (7) so it blankets (6)'s head and stack (1) above 01:19:158 (6,7) - Nice. I followed what you did with blanketting 6, with 7. Changed the position of slider 1 though. I would still like to keep a slight jump without disrupting flow here.
  15. 01:25:190 (3,4) - flow is meh '_' consider moving (4) to 282|92? Nice!you also could stack 01:25:666 (5) - above 01:25:825 (1) - plays nice, imo (and better in case you changed (3,4)..)
  16. 01:43:761 (2,3,4) - flow is better if you ctrl+g (3) and replace (4) with (also ctrl+g'd version of) 01:45:507 (4) - I think this is fine, I think there is adequate slider leniency to transition from 3 to 4, Also Trying out your suggestion, I found it complicated the flow of the following pattern a bit more than I would have liked ;P.
  17. 02:02:809 (6) - mentioned up above, use 1/4? Not a fan of 1/4 repeats xD. I will admit, looking back, that the 1/8 sliders are probably a slight overmap, but the purpose of these sliders is simply to "hold" and because a "hold" definitely plays well here. The function of the slider is sound, and the players aren't interacting with any 1/8 beats anyways.
  18. 02:03:444 (2,3,1,2,1,2,1,2,1,2,1,2) - I get the idea, but the music is calmer than the rest and the pace slows down drastically. so the distance between them should stay the same or decrease, that's what works better with the melody, imo. It wouldn't fit with the other sections. Also i don't think the music is any calmer than the rest simply because of the loud drum beats that warrant the jumps. Yes, the pace slows down, but that's only after the jumps finish, at 02:06:142 - . Of course, I expect to get more mods on these jumps later on, because they are one of the high points of this map (and probably the only reason this map is Extra rated.).
aah, well. everything else is repetetive stuff, so you should be able to fix the rest of the diff yourself. (Yes, I'm lazy. ;w; ..) Yep~

but I hope I could help you a little!
The best of luck to you! :3
Thanks for an excellent mod with lots of helpful images :D.
Ozato Fumika
sorry for late
  1. HP8 extremely harsh because you have long combos. Please reduce to 7 or 6.5 so it's more accessible to players.
  2. Maybe add audio-leadin
  3. 00:01:231 - unnecessary green line + unsnapped
  4. 00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you really need to put more NC here, this part is really hard to read
    preferably 00:23:285 - 00:24:079 - 00:25:825 - 00:26:619 -
  5. 00:37:571 (1) - this is overmapped and really isn't fitting imo
  6. 00:46:301 (6) - NC for mood change
  7. 01:01:857 (2) - I think this clap is a mistake
  8. 01:06:460 (1,2,3,4,5,6,7) - you should have jumps or at least more spacing here to fit with the drum build up
  9. 01:18:523 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -
    02:47:412 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - I really want you to have jump instead of this pattern for drum build up, and also this kind of pattern are really hard to play (unless you intended)
  10. 01:39:793 (1) - stack with 01:38:523 (1) - ? the circular flow from the last 20 or something should be kept
  11. 01:44:238 (4) - I see what you're doing, but do this instead for better flow
  12. 02:02:809 (6) -
    03:31:698 (5) - again, it's not fitting and overmapped. just map the drum?
  13. 02:06:460 (1) - since you already did this 02:04:079 (2,2,2,2,2) - why not do it here too
  14. 03:34:872 (2) - this finish is in the wrong place
  15. 03:35:190 - this whole drum sample section, you are missing a lot of finish. Please check carefully
  16. 03:49:158 (1,2) - just make this one slider and blame the song.
  17. 04:17:095 (3,5) - they should end 1/2 earlier. no sound there
  18. 04:18:523 (1,2,3) - just map what's there. 3/2 sliders aren't really doing a great job here because you are missing too many guitar
  19. 04:31:539 (2,3,4,5,6,7) -
    04:34:079 (2,3,4,5,6,7) - you are really going to ignore the whole red tick?
  20. 04:35:667 (7,8) - have these more closer for better readability
  21. 04:56:301 - there's one more 1/3 part here, and you ignored this. it really doesn't feel good
  22. 05:21:698 (10,1,2,1,2,1,2,1,2,1,2) - I really recommend nerfing the spacing here. the jump gets way too bigger for no reason
  23. 05:33:126 - this sudden pause just makes everything awkward. please map this drum
  24. 05:38:523 (1,2,3,4) - NC my friend. fyi if you don't nc here, 05:48:682 (1) - impossible to pass unless you can spin 450 or something consistently with HR
  25. 05:48:682 (1) - seriously way too long and really tiring. try to find a better place to end.
    05:55:984 - I find here better. 3 of those melody repeat should be more than enough.

good luck
Topic Starter
Monstrata

No Dap wrote:

sorry for late
  1. HP8 extremely harsh because you have long combos. Please reduce to 7 or 6.5 so it's more accessible to players. Reduced to 6.5.
  2. Maybe add audio-leadin K
  3. 00:01:231 - unnecessary green line + unsnapped Removed.
  4. 00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you really need to put more NC here, this part is really hard to read I thought the spacing made it straightforward... Your NC's make sense but I don't think they are necessary if you follow the spacing. Will consider this tho.
    preferably 00:23:285 - 00:24:079 - 00:25:825 - 00:26:619 -
  5. 00:37:571 (1) - this is overmapped and really isn't fitting imo I want the player to click and hold here. I think this plays well even though it's a slight overmap. No, there are no notes snapped to the 1/8 repeat arrows, but yes, it achieves the effect of creating a "hold". I'll try and think of another way to accomplish this "hold" effect though. Tried 1/4th sliders but that felt too playable, like the player could actually move their cursor along and follow the repeats rather than being forced to hold in one spot.
  6. 00:46:301 (6) - NC for mood change K
  7. 01:01:857 (2) - I think this clap is a mistake My bad.
  8. 01:06:460 (1,2,3,4,5,6,7) - you should have jumps or at least more spacing here to fit with the drum build up Makes sense. Ill increase spacing for the first part, and make the current pentagon pattern a star jump instead.
  9. 01:18:523 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -
    02:47:412 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - I really want you to have jump instead of this pattern for drum build up, and also this kind of pattern are really hard to play (unless you intended) They are intended to be a long series of single-taps, but I also get what you mean with the jumps. I'm considering breaking the pattern earlier say at 01:20:745 - and going into a jump pattern, but keeping for now.
  10. 01:39:793 (1) - stack with 01:38:523 (1) - ? the circular flow from the last 20 or something should be kept Done.
  11. 01:44:238 (4) - I see what you're doing, but do this instead for better flow Alright, changed. I ended up using the slider to blanket 1 as well.
  12. 02:02:809 (6) -
    03:31:698 (5) - again, it's not fitting and overmapped. just map the drum?
  13. 02:06:460 (1) - since you already did this 02:04:079 (2,2,2,2,2) - why not do it here too I'm not sure what you mean here, srry x___x
  14. 03:34:872 (2) - this finish is in the wrong place Fixed.
  15. 03:35:190 - this whole drum sample section, you are missing a lot of finish. Please check carefully Going over.
  16. 03:49:158 (1,2) - just make this one slider and blame the song. LOL okay :).
  17. 04:17:095 (3,5) - they should end 1/2 earlier. no sound there 3 is mapping the held vocals. It is then interrupted by the beat at 4, and continues to 5. There's definitely a sound for the slider-end of 5 (the very soft "hi") I think in keeping with the rhythm I've mapped this section too, this extended slider should be fine. It just feels weird and inconsistent to have a 1/1 gap here but not anywhere else.
  18. 04:18:523 (1,2,3) - just map what's there. 3/2 sliders aren't really doing a great job here because you are missing too many guitar I just want to map the bass here and keep it really simple. Idk. I guess I've mapped this particular melody to the guitar for every other time this melody has occurred in the song, so since the melody is so calm and quiet in this section I figured simplifying it would be nice.
  19. 04:31:539 (2,3,4,5,6,7) -
    04:34:079 (2,3,4,5,6,7) - you are really going to ignore the whole red tick? Unfortunately, Yes D: I think this pattern emphasizes the white-ticks well.
  20. 04:35:667 (7,8) - have these more closer for better readability This is fine imo. Mainly because it's congruent with the other instances where I use this same pattern 04:33:127 (7,8) - . and 04:38:207 (7,8) - .
  21. 04:56:301 - there's one more 1/3 part here, and you ignored this. it really doesn't feel good Changed this a bit, but I'm going to keep it to 3 1/3 parts and use that slider to map the vocal. I think it still plays reasonably well.
  22. 05:21:698 (10,1,2,1,2,1,2,1,2,1,2) - I really recommend nerfing the spacing here. the jump gets way too bigger for no reason Kay. nerfed slightly so that the final jumps are only slightly bigger than the jumps at 03:34:714 (1,2) -
  23. 05:33:126 - this sudden pause just makes everything awkward. please map this drum Added a note there.
  24. 05:38:523 (1,2,3,4) - NC my friend. fyi if you don't nc here, 05:48:682 (1) - impossible to pass unless you can spin 450 or something consistently Hadn't even considered that. Thanks.
  25. 05:48:682 (1) - seriously way too long and really tiring. try to find a better place to end.
    05:55:984 - I find here better. 3 of those melody repeat should be more than enough. I agree!

good luck
Thanks again!! Great mod by great mapper.
Alheak
Hi, M4M :)

SPOILER
Maybe a better quality .mp3? Yours is only 168kbps, 192 could be better. Not really a problem though, do it if you can and if you think it's worth it.

I'll warn you, all the blankets I will list here are "Obsessive-Compulsive Disorder" tier ajustements, just to perfect your map's looks. They're obviously not very noticiable in game but for a well-made map like yours it would be a shame to let them like this.
Don't hesitate to change objects' timing, ctrl+g and all that stuff to get the approach circle where you want it to be to get a nice blanket on distant (in timing) objects.
There will probably be some duplicates since a slider sometimes blankets 2 differents stacked circles.

00:04:714 (4,5) - Blanket that could be slightly be improved.
00:06:777 (3,4) - ^
00:06:777 (3,5) - ^
00:09:793 (4,5) - ^
00:10:904 (1,2) - ^
00:18:365 (1,3) - ^
00:20:428 (4,1) - ^
00:20:587 (5,2) - ^
00:32:809 (2,4) - ^
00:42:650 (1,4) - ^
00:43:761 (6,7) - ^
00:50:587 (2,3) - ^
00:53:285 (2,4) - ^
00:55:825 (3,4) - ^
00:56:460 (5,6) - ^
00:56:777 (6,7) - ^
00:57:888 (1,3) - ^
01:04:079 (5,7) - ^
01:05:031 (9,1) - ^
01:23:285 (1,3) - ^
01:25:825 (1,2) - ^
01:31:063 (2,4) - ^
01:39:476 (5,2) - ^
01:41:380 (2,4) - ^
01:41:380 (2,5) - ^
01:45:190 (2,4) - ^
01:47:095 (6,1) - ^
01:47:888 (3,5) - ^
01:51:539 (2,5) - ^
01:53:285 (4,1) - ^
01:52:809 (2,5) - ^
01:55:984 (5,1) - ^
01:55:984 (5,2) - ^
02:06:460 (1,3) - ^
02:08:999 (1,3) - ^
02:09:476 (2,3) - ^
02:10:428 (4,5) - ^
02:12:015 (2,3) - ^
02:17:095 (2,3) - ^
02:23:603 (6,7) - ^

...And I'm giving up listing all of them, so basically, recheck all your blankets using the tip I gave you earlier (if you didn't already know it), there's quite a lot of them, if you think it's good enough and I'm just being a maniac just ignore it.

00:52:015 (7,8,9) - A little confusing since it looks like 00:52:650 (9) - is composed of 2 sliders instead of a long one because of 00:52:015 (7,8) - 's ends. I suggest maybe putting their ends on 00:52:650 (9) - 's end.
03:29:634 (5,6,7,8) - Jumps feel suddenly too much and unjustified since there isn't really much going on in the song here.
04:46:460 (1) - Unexpectedly slow, you could just make it 0.75x and longer in shape imo.

Apart from that, gameplay-wise it's really good, plays nicely and feels easier than 5.54 stars

01:48:603 - Don't really get what's going on here with the green timing points, it is to make kiai fountains?

And... shit I think that's all I can say.
Don't hesitate to PM or message in-game if you have questions, but I think everything I said is pretty much clear.

Fun, well made map, good luck with ranking!
Topic Starter
Monstrata

Alheak wrote:

Hi, M4M :)

SPOILER
Maybe a better quality .mp3? Yours is only 168kbps, 192 could be better. Not really a problem though, do it if you can and if you think it's worth it.

I'll warn you, all the blankets I will list here are "Obsessive-Compulsive Disorder" tier ajustements, just to perfect your map's looks. They're obviously not very noticiable in game but for a well-made map like yours it would be a shame to let them like this.
Don't hesitate to change objects' timing, ctrl+g and all that stuff to get the approach circle where you want it to be to get a nice blanket on distant (in timing) objects.
There will probably be some duplicates since a slider sometimes blankets 2 differents stacked circles.

00:04:714 (4,5) - Blanket that could be slightly be improved. This is fine.
00:06:777 (3,4) - ^ Fixed. No comment = fixed to save me time lol.
00:06:777 (3,5) - ^ Fine
00:09:793 (4,5) - ^ Fine
00:10:904 (1,2) - ^
00:18:365 (1,3) - ^
00:20:428 (4,1) - ^ Fine
00:20:587 (5,2) - ^ Fine
00:32:809 (2,4) - ^
00:42:650 (1,4) - ^
00:43:761 (6,7) - ^Fine
00:50:587 (2,3) - ^Fine
00:53:285 (2,4) - ^Fine
00:55:825 (3,4) - ^ All fine~
00:56:460 (5,6) - ^ ^
00:56:777 (6,7) - ^ ^
00:57:888 (1,3) - ^ ^
01:04:079 (5,7) - ^ Fixed, also fixed the stack with 2.
01:05:031 (9,1) - ^ Fine
01:23:285 (1,3) - ^
01:25:825 (1,2) - ^ Fine
01:31:063 (2,4) - ^
01:39:476 (5,2) - ^ Fixed, also fixed stack.
01:41:380 (2,4) - ^ Fine
01:41:380 (2,5) - ^ ^
01:45:190 (2,4) - ^ Idk how I managed to get this blanket so off.
01:47:095 (6,1) - ^ Fine
01:47:888 (3,5) - ^
01:51:539 (2,5) - ^
01:53:285 (4,1) - ^
01:52:809 (2,5) - ^Fine
01:55:984 (5,1) - ^^
01:55:984 (5,2) - ^^
02:06:460 (1,3) - ^^
02:08:999 (1,3) - ^^
02:09:476 (2,3) - ^
02:10:428 (4,5) - ^
02:12:015 (2,3) - ^
02:17:095 (2,3) - ^^
02:23:603 (6,7) - ^

...And I'm giving up listing all of them, so basically, recheck all your blankets using the tip I gave you earlier (if you didn't already know it), there's quite a lot of them, if you think it's good enough and I'm just being a maniac just ignore it.

Many of them are actually fine, literally 1 pixel off. I ended up going to 1/16 Beat Snap Divisors with a lot of them to get the AR just right, which i've noticed, lead to some irregularities between the borders of sliders that are being blanketted on both sides. 00:06:777 (3,4,5) - For example. I've gone over and fixed them so the blanket-borders are consistent between patterns.

00:52:015 (7,8,9) - A little confusing since it looks like 00:52:650 (9) - is composed of 2 sliders instead of a long one because of 00:52:015 (7,8) - 's ends. I suggest maybe putting their ends on 00:52:650 (9) - 's end. This is done on purpose since I want an equal distance spacing between 7, 8, 9, but have 9 be a longer slider. Also a pattern i enjoy playing xD.
03:29:634 (5,6,7,8) - Jumps feel suddenly too much and unjustified since there isn't really much going on in the song here. Imo the jumps fit, this is an intense part of the song, and the jumps before weren't as big.
04:46:460 (1) - Unexpectedly slow, you could just make it 0.75x and longer in shape imo. I like the 0.5x here. I was actually aiming for it to be unexpectedly slow. I think the player understands there will be a slow-down in the SV, the melody definitely suggests it, so I don't think there will be any problems of slider breaks occurring because of the SV change.

Apart from that, gameplay-wise it's really good, plays nicely and feels easier than 5.54 stars That was my goal :D

01:48:603 - Don't really get what's going on here with the green timing points, it is to make kiai fountains? Yep, :). It's to create another Kiai burst.

And... shit I think that's all I can say.
Don't hesitate to PM or message in-game if you have questions, but I think everything I said is pretty much clear.

Fun, well made map, good luck with ranking!
Thanks for the mod ^^.
Kibbleru
hey m4m

general
  1. i think this song has fked up timing too, listen to the first kiai could possibly need a few offset resets like here 01:28:346 -
diff
  1. how come u never use finishes? nvm u use them but ver rarely, listen to the symbal crashes in the music and apply finish whenever u hear one ie 02:57:253 - 03:02:333 - 03:05:984 - 03:06:619 - 03:07:412 -
  2. 00:11:539 (1) - im not too sure what this end is snapped to, but i hear a light drum on the blue tick 00:11:936 -
  3. 00:23:444 (4,7) - how bout nc here, i think that will help players read the 1/2 a bit more, although its spaced less it still caught me off a bit ><
    00:25:984 (5,8) - ^
  4. 01:06:301 - this gap was really awkward to play, you have this continuous going flow and then u suddenly stop it .-.
  5. 01:12:015 (6,8) - how bout dont overlap this
  6. 02:15:984 (5) - ctrl g?
  7. 02:19:793 (3) - this is just my opinion but this slider looks pretty bad lol
  8. 03:46:301 (4) - please map the drums instead of extending the slider =_=
  9. 03:54:872 (4,5) - tbh a triplet could fit well here
    04:50:111 - ^
  10. 04:54:714 (2,3) - damn why are they so close together
  11. 05:38:523 (1,1,1,1) - cool owo
  12. 05:55:984 - please silence the spinner end lol..
the hitsounding kinda makes me cry ;w; too simple man :C all u do is 2 4 clap and finishes =_=
Topic Starter
Monstrata

Kibbleru wrote:

hey m4m

general
  1. i think this song has fked up timing too, listen to the first kiai could possibly need a few offset resets like here 01:28:346 - Hmm... Imo the timing seems okay here :S. The vocals come up a few milliseconds after the drumhit if that matters.
diff
  1. how come u never use finishes? nvm u use them but ver rarely, listen to the symbal crashes in the music and apply finish whenever u hear one ie 02:57:253 - 03:02:333 - 03:05:984 - 03:06:619 - 03:07:412 - Kay added~
  2. 00:11:539 (1) - im not too sure what this end is snapped to, but i hear a light drum on the blue tick 00:11:936 - Fixed. Was supposed to snap to White tick.
  3. 00:23:444 (4,7) - how bout nc here, i think that will help players read the 1/2 a bit more, although its spaced less it still caught me off a bit ><
    00:25:984 (5,8) - ^ Hmm. Alright, it doesn't hurt to NC. I followed the NC guide that No Dap mentioned in his mod a while back
  4. 01:06:301 - this gap was really awkward to play, you have this continuous going flow and then u suddenly stop it .-. Alright. Remapped this part. No Dap mentioned this section earlier but I wasn't 100% keen on changing it at the time.
  5. 01:12:015 (6,8) - how bout dont overlap this Moved.
  6. 02:15:984 (5) - ctrl g? This is fine imo with slider leniency.
  7. 02:19:793 (3) - this is just my opinion but this slider looks pretty bad lol Fixed it up a bit.
  8. 03:46:301 (4) - please map the drums instead of extending the slider =_= Sure why not. More opportunities for jump patterns :3
  9. 03:54:872 (4,5) - tbh a triplet could fit well here Hmm true. Added.
    04:50:111 - ^ Triplet is less audible. More like a single drum hit. I'd prefer not mapping here since I want to keep a simpler rhythm.
  10. 04:54:714 (2,3) - damn why are they so close together The melody slows down further here, since there are no longer any acompanying drum beats. I'm trying to tone it down so there's a difference between this spacing and the jumps before.
  11. 05:38:523 (1,1,1,1) - cool owo
  12. 05:55:984 - please silence the spinner end lol.. Silenced. Also added a few inheriting sections before with decreasing volume to match the fade out.
the hitsounding kinda makes me cry ;w; too simple man :C all u do is 2 4 clap and finishes =_= Don't kill me D:. I'll try and improve the hitsounds~ especially finishes.
Thanks for the mod!! ;o. So fast >///<
HabiHolic


Ok go!

[General]

  1. not sure Supercell please change supercell http://www.supercell.jp/
[Depravity]

  1. 00:19:612 (1) - head add finish?
  2. 00:22:628 (1) - whistle?
  3. 00:28:660 (5) - OMG this is long combo now. please add NC here.
  4. 00:31:200 (5) - same (^)
  5. 00:37:549 - add grren line here and hitsound volume 30% please
  6. 00:41:358 (6) - NC
  7. 00:41:993 (9) - don't need this clap
  8. 00:43:739 (6) - NC
  9. 01:43:898 (3) - ok first this Ctrl+G after. placed slightly wider spacing?
  10. 02:17:866 (5) - NC
  11. 02:19:771 (3) - Slider to change the correct shape.
  12. 02:20:406 (5) - NC
  13. 02:25:327 (5) - same (^)
  14. 02:27:866 (5) - same (^)
  15. 02:30:565 (6) - same (^)
  16. 02:35:644 (7) - NC and hitsound volume 30 batter imo
  17. 03:27:708 (1) - Finish
  18. 04:33:105 (7,8) - constant distance please.
  19. 04:35:803 (8) - same (^)
  20. 04:38:185 (7,8) - same (^)
  21. 05:55:962 - change soft sound
  22. 05:58:501 - delete green line
ok that all. call me back
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