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Orange Heart(cv:Honda Mariko) Neptune(cv:Tanaka Rie) - Mouso

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Topic Starter
Shurelia
This beatmap was submitted using in-game submission on 2016年12月29日 at 7:22:06

Artist: Orange Heart(cv:Honda Mariko) Neptune(cv:Tanaka Rie)
Title: Mousou Katharsis
Source: 新次元ゲイム ネプテューヌVⅡ
Tags: Shin Jigen Game Hyperdimension Neptunia Victory 2 VII 7 Dimension H Opening Uzume Tennouboshi Adult 天王星うずめ _underjoy SHIKI Megadimension
BPM: 82
Filesize: 9088kb
Play Time: 04:30
Difficulties Available:
  1. _UJ's MX - 7Key (3.06 stars, 1936 notes)
  2. _UJ's HD - 7Key (2.24 stars, 1396 notes)
  3. Hard (2.48 stars, 415 notes)
  4. Normal (1.97 stars, 310 notes)
Download: Orange Heart(cv:Honda Mariko) Neptune(cv:Tanaka Rie) - Mousou Katharsis
Information: Scores/Beatmap Listing
---------------


"Her smile hides away how much P̷̷̛̱͚͓͓̯̾̀̄ͤ̅ͬ̓ͣͫ̐́̀̚̕͝ͅa̢̝̞̩̳͔̜͈ͫ̓̌ͤ̌ͮ̚͟i̓͋̐n̸̰̺̥̩͓͉͕̽̌̉̐̓͐ͭ̆͊̉̎̒̚͡͠͡ that she went through in that world. Yeah, you're a cool girl, Uzume."


#1 | #2




I tried so hard, yet. . .
Lily Bread
1st! :)
YTYuyu
IRC mod....thank god i still got it ;___;

SPOILER
04:17 Shurelia: actually please give it a try now. :D
04:17 Shurelia: a feedback from old legend would be nice
04:18 YTYuyu: ok 1 sec i need to close my editing
04:18 YTYuyu: software
04:19 *YTYuyu is playing [https://osu.ppy.sh/b/1133804 Orange Heart(cv:Honda Mariko) Neptune(cv:Tanaka Rie) - Mousou Katharsis [Cool]]
04:25 Shurelia: seems you enjoyed it. :d
04:25 YTYuyu: actually no i felt more uncomfortable playing than enjoyed ;w;
04:26 Shurelia: hm?
04:26 Shurelia: probably the sudden SV jumps , I think.
04:28 YTYuyu: 00:53:925 (2,3,4) - the flow here feels off. i felt no link between the pattern and vocals x_x
04:28 YTYuyu: 3,4 mainly
04:28 Shurelia: true
04:28 Shurelia: I felt that too.
04:28 Shurelia: any suggestion?
04:29 YTYuyu: hold on give me a sec
04:30 YTYuyu: https://osu.ppy.sh/ss/6644326 <---- that
04:30 YTYuyu: it feels more comfortable and links to the song nicely
04:30 YTYuyu: the last 2 notes are 5,6
04:30 Shurelia: make it straight then. Alright.
04:31 YTYuyu: 00:59:779 (2) - missing a clap?
04:32 Shurelia: right
04:32 YTYuyu: 01:09:291 (1) - this i do not like. i see what you're following but the speed up makes it surprising to follow considering the shape
04:32 Shurelia: hmm
04:33 Shurelia: i'd really to keep this as the map's symbol.
04:33 Shurelia: but I've received a lot of complains already.
04:33 Shurelia: the thing is.
04:33 Shurelia: I'm bad on making slider ;w;
04:33 YTYuyu: if you can make it smaller it could work
04:33 Shurelia: 1.2 SV could be better?
04:33 Shurelia: current is 1.5
04:34 Shurelia: *would
04:34 YTYuyu: yea 1.2 works
04:34 YTYuyu: it has a nice flow to the vocals
04:35 YTYuyu: 01:22:462 (1) - err hitsound mistake?
04:35 Shurelia: new looks : https://osu.ppy.sh/ss/6644346
04:35 Shurelia: better?
04:36 YTYuyu: mhm better
04:36 Shurelia: what do you mean HS mistake?
04:36 YTYuyu: you have the whistle on the slider border
04:36 YTYuyu: causinfg both ends to make a whistle
04:37 YTYuyu: causing*
04:37 Shurelia: oh lol
04:37 Shurelia: sorry
04:37 YTYuyu: 01:45:876 (1,2) - stack this...it's all in 1 word and it's repeating the same character "koko"
04:38 Shurelia: true
04:38 YTYuyu: 01:49:534 (1,2,3,4,5) - err you can't do better?
04:38 Shurelia: stacked but made the jump from 2 > 1 higher.
04:38 Shurelia: right hmm
04:38 Shurelia: since I want to DS changing so..
04:38 Shurelia: let's see..
04:40 Shurelia: how's this ? https://osu.ppy.sh/ss/6644365
04:40 YTYuyu: no it still feels off o.o...i thought it'd be fine as well
04:40 YTYuyu: try a star
04:41 YTYuyu: https://osu.ppy.sh/ss/6644371
04:44 Shurelia: naah not possible.
04:44 Shurelia: did this instead https://osu.ppy.sh/ss/6644383
04:45 Shurelia: repeat zig-zag or whatecer it called.
04:45 Shurelia: looks visually ok for me
04:45 YTYuyu: yea i get it
04:45 YTYuyu: should be fine
04:45 YTYuyu: 01:55:753 (2,3) - is the spacing intentional?
04:45 Shurelia: yep.
04:45 YTYuyu: there's a slight pitch in the vocals
04:45 Shurelia: All of the similar parts too.
04:45 Shurelia: on the 3 right?
04:46 Shurelia: but I prefer to make it all go lower.
04:47 YTYuyu: ahh i get it...this doesn't look visually appealing though...not in general but this part
04:47 Shurelia: hmm if you say so
04:48 YTYuyu: https://osu.ppy.sh/ss/6644389 try that
04:49 Shurelia: done
04:49 Shurelia: followed yours
04:50 YTYuyu: 02:33:254 (4,3,6,3) - why not some variety in this?
04:51 YTYuyu: for the 1st and 3rd slider switch to 2 notes to make it more appealing....just a suggestion
04:51 Shurelia: like what?
04:51 Shurelia: aah
04:51 Shurelia: not want player to suddenly doing 1/8 triplet
04:51 YTYuyu: ok fair point we'll leave it
04:52 YTYuyu: 02:51:729 (2,5) - missing hitsounds?
04:52 YTYuyu: claps to be specific
04:53 Shurelia: lol
04:53 Shurelia: ncie catch
04:53 YTYuyu: 02:53:925 (1) - end it at 02:55:388. you'd be following that beat instead of forcing the player to continue spinning
04:54 Shurelia: and leave it empty?
04:54 Shurelia: yeah, good thing
04:55 YTYuyu: 02:56:851 (1) - it's to setup for this note
04:55 Shurelia: indeed
04:55 YTYuyu: 03:29:046 (6) - space this out. you'd keep the flow going instead of halting it
04:57 Shurelia: right
04:57 YTYuyu: 03:34:534 (4,5) - i can see what you're doing but can you space it out to make it more appealing. it looks cluttered ;w;
04:57 Shurelia: it's suddenlt triplet .
04:58 YTYuyu: ahh ok then i see
04:58 Shurelia: space it out hmm
04:59 Shurelia: https://osu.ppy.sh/ss/6644420 ?
04:59 YTYuyu: yea that works
05:00 YTYuyu: that's all i can find
05:00 YTYuyu: if you want i can post for an irc mod
05:01 Shurelia: go for it.
05:01 YTYuyu: .savelog
05:02 YTYuyu: wait how do you save the long? D:
05:02 YTYuyu: i haven't done this in a while x_x
05:02 Shurelia: lol
05:02 Shurelia: " /savelog'
05:02 Shurelia: hahaha XD
Topic Starter
Shurelia
Thank you YTY !
Topic Starter
Shurelia
_underjoy's 7k Mania set is now available!
Lily Bread
as request

[Normal]
AR5.6? really? 0 0 i suggest OD4 at most. this song's BPM is very low, and OD4 is common OD for a Normal diff.

00:34:169 (3,4) - make these into one 1/1 slider and make - 00:34:901 (5) - into 2 1/1 circles to map vocal?

02:46:242 (3) - 1/4 shouldn't exist in the lowest diff. what about changing into a long slider?
02:49:169 (3) - ^

03:31:973 (3,1) - this kind of overlap may be too hard for a lowest diff. (hiding under a slider's tail). try to move them away.
03:55:388 (3,1) - ^

[Cool]
i suggest OD6 ;w;

00:51:730 (5) - i suggest to use a 1/2 slider, because - 00:52:096 - there is a beat in music.
00:57:584 (5) - ^
and many more.

01:47:339 (2,3,4) - make them in one distance?
01:53:559 (3,4) - ^
03:11:120 (3,4) - ^

01:59:047 (2,3,4) - this pattern is ok.

03:12:949 (6) - you forgot NC here.

03:45:510 (1,2,3) - this angle is not perfect. try to ctrl+shift+r on - 03:45:876 (3) - to get a better angle.

good luck!
Topic Starter
Shurelia

Lily Bread wrote:

as request

[Normal]
AR5.6? really? 0 0 i suggest OD4 at most. this song's BPM is very low, and OD4 is common OD for a Normal diff. since I don't really know what OD for. That's why I always need people's suggestions.

00:34:169 (3,4) - make these into one 1/1 slider and make - 00:34:901 (5) - into 2 1/1 circles to map vocal? right

02:46:242 (3) - 1/4 shouldn't exist in the lowest diff. what about changing into a long slider? right but I used 1/2 repeats intead 1/1 slider to keep the rhythm in balance
02:49:169 (3) - ^ ^

03:31:973 (3,1) - this kind of overlap may be too hard for a lowest diff. (hiding under a slider's tail). try to move them away. naah, player have quite a time to read that one. Should be okay.
03:55:388 (3,1) - ^ ^

[Cool]
i suggest OD6 ;w; sure

00:51:730 (5) - i suggest to use a 1/2 slider, because - 00:52:096 - there is a beat in music. naah, I prefer the stop and go , thingy.
00:57:584 (5) - ^ ^
and many more.

01:47:339 (2,3,4) - make them in one distance? nope, trying to emphasize the vocal more at here
01:53:559 (3,4) - ^
03:11:120 (3,4) - ^

01:59:047 (2,3,4) - this pattern is ok. alright

03:12:949 (6) - you forgot NC here. awwwh

03:45:510 (1,2,3) - this angle is not perfect. try to ctrl+shift+r on - 03:45:876 (3) - to get a better angle. done , moved it about 10 degree

good luck!
Thanks
Lily Bread
make od high will result in the timing zone of "300" becomes short, harder to get a "300".

std doesn't lsimilar to ctb, so you can take OD and AR from other ranked std song. :D
LinkTaylord
Mania ''mod'' ._.
1 | 2 | 3 | 4 | 5 | 6 | 7

_underjoy Uryu~
WTF is this? 00:59:047 (59047|2,59047|0,59047|6,59047|3,59047|4) - , 01:20:998 (80998|6,80998|3,80998|5,80998|0,80998|4) - , 00:47:340 (47340|4,47340|6,47340|3,47340|0,47340|2) - , 01:46:608 (106608|3,106608|0,106608|1,106608|6,106608|5) - , 01:46:608 (106608|3,106608|0,106608|1,106608|6,106608|5) - ... What???????????????????????????????
01:58:315 (118315|4,118315|2,118315|0,118315|3,118315|6,118315|5) - D:
02:07:827 (127827|2,128559|5,128559|6,128559|0,128559|4,128559|3) - ????
02:53:925 (173925|3,174290|2,174656|1,175022|0,175388|4,175388|5) - ???? X2
02:58:315 (178315|3,178315|0,178315|6,178315|2,178315|4) - ????????
I recommend to ctrl+a and delete. Remap. (? Okno, but this is overmapped af, please, those exagerated notes are... shit. Hard isn't bad, but some noodles are </3

No Kudos pls.
_underjoy

LinkTaylord wrote:

Mania ''mod'' ._.
1 | 2 | 3 | 4 | 5 | 6 | 7

_underjoy Uryu~
WTF is this? 00:59:047 (59047|2,59047|0,59047|6,59047|3,59047|4) - , 01:20:998 (80998|6,80998|3,80998|5,80998|0,80998|4) - , 00:47:340 (47340|4,47340|6,47340|3,47340|0,47340|2) - , 01:46:608 (106608|3,106608|0,106608|1,106608|6,106608|5) - , 01:46:608 (106608|3,106608|0,106608|1,106608|6,106608|5) - ... What???????????????????????????????
01:58:315 (118315|4,118315|2,118315|0,118315|3,118315|6,118315|5) - D:
02:07:827 (127827|2,128559|5,128559|6,128559|0,128559|4,128559|3) - ????
02:53:925 (173925|3,174290|2,174656|1,175022|0,175388|4,175388|5) - ???? X2
02:58:315 (178315|3,178315|0,178315|6,178315|2,178315|4) - ????????
I recommend to ctrl+a and delete. Remap. (? Okno, but this is overmapped af, please, those exagerated notes are... shit. Hard isn't bad, but some noodles are </3

No Kudos pls.
someone here can't play inversions
waiting for some real suggestions instead of overmapped af
because to me it's not really
[ D Myung ]
Yohoo! o/ From My Modding Queue

-Normal-
03:15:510 single note here maybe¿?
03:33:071 same
-Cool-
00:25:389 Here could be better an slider wich ends at 00:26:120 and adding a single note here 00:26:486
00:31:242 Same
01:23:925 Same

Sorry for this noob mod I can't suggest anymore
I hope that my mod has been helpful :|
Rivals_7
Yo. Mod for Mania requested via PM by shurelia
tbh this is the longest nep game i ever played xD

[General]

Dont think you need another "orange" in tags since its already part of the artist

You dont need to add "7K" on the diffname since both diff already 7K

[Timing]

Are you guys really need these additional 2 Red line? i removed those and The metronome still start perfectly at downbeat. so I dont think those red's is really needed.

1|->|7

[UJ_'s 7K Uryu]

Yoshilove from poland uwu
Wonder what is "uryu" means. doesnt seem really related to this

OD 6? are you sure now? Hard have 7. I dont think there's no reason for having the judgement hit timing windows easier from "Hard" diff

00:01:608 (1608|1) - Move this to col 1 or either col 3. Is have a different pitch with - 00:01:242 (1242|1) - . If you want it PR related then maybe move it to 1

00:10:754 (10754|4,10754|3,10937|5,11120|4,11120|2,11303|1,11486|2) - nice dollar pattern

00:09:291 (9291|6,9291|4) - might move it to ctrl+left arrow 1x to perfectlly indicate pitch lowering

why is this opening section are harder than the kiai :/

00:16:059 (16059|5) - sounds like a ghost? idk

00:23:193 (23193|5,23193|1) - think this could be extended to - 00:23:925 - for those buildup cymbals?

00:52:462 (52462|0,52462|1,52462|3,52462|5) - sounds a lil bit harsh for this kind of noise to have 4 noter. delete - 00:52:462 (52462|3) - ?

00:53:742 (53742|2) - 00:55:023 (55023|0) - I saw you use double for this deep kick( - 00:47:889 (47889|5,47889|2) - 00:49:169 (49169|4,49169|6) - ). so why not for this?

02:15:144 (135144|0) - around this area, there's still some noises can be hearded but you leave it blank. Recommended to add some notes on it

03:04:168 (184168|3) - The intensity of crash doesn't seem big so probably delete one note

03:50:266 - add a note on 1? for this kind of noise, you mostly use 4 noter

03:53:193 - add a note on 6 for snare

04:15:144 (255144|5) - move to 7? aesthetical purposes i guess since all the other use "spaced notes" (what I mean is this kind of pattern - 04:16:241 (256241|5,256241|2) - 04:12:949 (252949|2,252949|6) - etc. they all spaced, rite? idk what to call it xd)

[UJ_'s 7K Hard]

HP 7,5 maybe?
Disable widescreen i think

00:55:937 (55937|3) - I think its more better to approach it if its placed on the red line below (1/2)

04:29:412 (269412|1,269412|5) - not triple like the other bell+piano nearby?

Cant give you much, LN inversion style 7K is beyond my skills :u
GL :D
Draftnell
some req from creator

ok lets do this underjoy o/

[7K Hard]
00:11:120 - why double ? looks same with before pitch...delete one please
00:18:803 (18803|5,18803|2) - move to col 2 & 4
00:22:462 - here and 00:22:828 - its not cymbal btw...so double note is enough
00:29:047 - add for piano's
00:40:754 - ^
00:55:754 - add on col 3
01:04:535 - add on col 1
01:52:095 - add on col 6
01:56:120 - for the clap sound is better add this
01:58:681 - add
03:20:997 - add in col 1 for the finish
03:45:144 (225144|2) - move to col 4 please for hand balance

maybe that's it
call me back if u already update your mod and then i'll continue for last diff
_underjoy

Rivals_7 wrote:

Yo. Mod for Mania requested via PM by shurelia
tbh this is the longest nep game i ever played xD

[General]

Dont think you need another "orange" in tags since its already part of the artist

You dont need to add "7K" on the diffname since both diff already 7K

[Timing]

Are you guys really need these additional 2 Red line? i removed those and The metronome still start perfectly at downbeat. so I dont think those red's is really needed.

1|->|7

[UJ_'s 7K Uryu]

Yoshilove from poland uwu
Wonder what is "uryu" means. doesnt seem really related to this direct pun on funwari

OD 6? are you sure now? Hard have 7. I dont think there's no reason for having the judgement hit timing windows easier from "Hard" diff Uryu has way harder LN releases, hence it's lower. Will change only after more people point it out.

00:01:608 (1608|1) - Move this to col 1 or either col 3. Is have a different pitch with - 00:01:242 (1242|1) - . If you want it PR related then maybe move it to 1 after a little thought it might be okay

00:10:754 (10754|4,10754|3,10937|5,11120|4,11120|2,11303|1,11486|2) - nice dollar pattern $$$

00:09:291 (9291|6,9291|4) - might move it to ctrl+left arrow 1x to perfectlly indicate pitch lowering good one

why is this opening section are harder than the kiai :/ kiai difficulty progresses with each repetition, opening isn't that hard though.

00:16:059 (16059|5) - sounds like a ghost? idk hihat

00:23:193 (23193|5,23193|1) - think this could be extended to - 00:23:925 - for those buildup cymbals? didn't notice those, sure thing

00:52:462 (52462|0,52462|1,52462|3,52462|5) - sounds a lil bit harsh for this kind of noise to have 4 noter. delete - 00:52:462 (52462|3) - ? it's consistent with previous 4-chords. But I noticed some inconsistency later hehee

00:53:742 (53742|2) - 00:55:023 (55023|0) - I saw you use double for this deep kick( - 00:47:889 (47889|5,47889|2) - 00:49:169 (49169|4,49169|6) - ). so why not for this? overlooked it

02:15:144 (135144|0) - around this area, there's still some noises can be hearded but you leave it blank. Recommended to add some notes on it lmao forgot to do it

03:04:168 (184168|3) - The intensity of crash doesn't seem big so probably delete one note idk why did I put a 5 chord

03:50:266 - add a note on 1? for this kind of noise, you mostly use 4 noter y

03:53:193 - add a note on 6 for snare y

04:15:144 (255144|5) - move to 7? aesthetical purposes i guess since all the other use "spaced notes" (what I mean is this kind of pattern - 04:16:241 (256241|5,256241|2) - 04:12:949 (252949|2,252949|6) - etc. they all spaced, rite? idk what to call it xd) oke

[UJ_'s 7K Hard]

HP 7,5 maybe? okay
Disable widescreen i think

00:55:937 (55937|3) - I think its more better to approach it if its placed on the red line below (1/2) it's way more audible on the blue line

04:29:412 (269412|1,269412|5) - not triple like the other bell+piano nearby? wanted to do symmetry and not thumb pattern at the same time, but eh I guess i have to change

Cant give you much, LN inversion style 7K is beyond my skills :u
GL :D

Draftnell wrote:

[7K Hard]
00:11:120 - why double ? looks same with before pitch...delete one please symmetry purposes.. also it's actually quite strong
00:18:803 (18803|5,18803|2) - move to col 2 & 4 rearranged a bit
00:22:462 - here and 00:22:828 - its not cymbal btw...so double note is enough ^
00:29:047 - add for piano's i map only vocal, kick and bell in this part, piano is quite silent
00:40:754 - ^
00:55:754 - add on col 3 i changed my mind, putting that note here
01:04:535 - add on col 1 ok
01:52:095 - add on col 6
01:56:120 - for the clap sound is better add this k
01:58:681 - add
03:20:997 - add in col 1 for the finish
03:45:144 (225144|2) - move to col 4 please for hand balance no, it's meant to be shielded to be easier to press

maybe that's it
call me back if u already update your mod and then i'll continue for last diff
thanks for mods guys
Topic Starter
Shurelia

MyAngelHye wrote:

Yohoo! o/ From My Modding Queue

-Normal-
03:15:510 single note here maybe¿? Naah, I want to give a bit of rest to the player
03:33:071 same same
-Cool-
00:25:389 Here could be better an slider wich ends at 00:26:120 and adding a single note here 00:26:486 but it'll make 00:26:120 - won't be a clickable thing which is I don't prefer
00:31:242 Same same
01:23:925 Same same

Sorry for this noob mod I can't suggest anymore
I hope that my mod has been helpful :|
Well, there's always room to trying and practicing!


Another update :
- Removed "Orange" tag

Note :
@Rivals_7 : Hmm, tapi kalau ga digituiin rada aneh sama lagunya ntar, toh juga ga ngefek banget sama gameplay kok.
KantanDez
from my queue w

[Normal]
00:01:974 (3,4,5,6,1) - make this look like more of a pentagon and/or fix it to make it more visually appealing(important for low diff maps) then make sure to adjust 00:04:169 (2) 's position so it doesnt mess up the distance snap
00:12:950 (2) - move this down a bit
00:41:486 (1,2,3,4) - 4 is too far from the spinner center, do this instead https://imgur-archive.ppy.sh/I5UQh7I.png
00:56:852 (2) - ctrl+h
01:28:316 (1) - you should reshape this slider, it looks bad
01:47:340 (2) - do this instead https://imgur-archive.ppy.sh/nVzwWIm.png
01:56:852 (3) - fix blanket
02:08:559 (7) - NC
02:52:827 (4,5) - https://imgur-archive.ppy.sh/6MJjKWH.png
03:14:413 (3) - shape is too weird

[Cool]
01:09:291 (1) - decrease the speed a bit, and the same for others
02:32:339 (2,3) - make 2 a reverse slider and 3 a hit circle since strong sounds should be clickable
03:28:315 (2,3,4,5) - over mapping

the gap between the two over difficulties(not by star) is too great, to rank this, you probably have to create a new diff between the two
Topic Starter
Shurelia

KantanDez wrote:

from my queue w

[Normal]
00:01:974 (3,4,5,6,1) - make this look like more of a pentagon and/or fix it to make it more visually appealing(important for low diff maps) then make sure to adjust 00:04:169 (2) 's position so it doesnt mess up the distance snap hope it's good enough
00:12:950 (2) - move this down a bit okay ?
00:41:486 (1,2,3,4) - 4 is too far from the spinner center, do this instead https://imgur-archive.ppy.sh/I5UQh7I.png didn't make it like your example but it should be better now.
00:56:852 (2) - ctrl+h sure
01:28:316 (1) - you should reshape this slider, it looks bad done
01:47:340 (2) - do this instead https://imgur-archive.ppy.sh/nVzwWIm.png snake'd
01:56:852 (3) - fix blanket yes
02:08:559 (7) - NC right
02:52:827 (4,5) - https://imgur-archive.ppy.sh/6MJjKWH.png uuhh.. sure
03:14:413 (3) - shape is too weird fixed

[Cool]
01:09:291 (1) - decrease the speed a bit, and the same for others Naah, I wanted to keep this.
02:32:339 (2,3) - make 2 a reverse slider and 3 a hit circle since strong sounds should be clickable actually , I made it into 1/6 stream instead to emphasize the drum thing
03:28:315 (2,3,4,5) - over mapping no?

the gap between the two over difficulties(not by star) is too great, to rank this, you probably have to create a new diff between the two 1.9x > 2.5 couldn't be called a large gap imo
Thanks!

note for the modder : Would be great if you could also put your reasoning about why you suggesting stuff. Blatantly just putting image or "NC" or "CTRL + H" may confuse the mapper since they're probably won't know why you asking them to do that.
Narcissu
I played this game

same continuous color is unrankable, so i suggest use pale pink(cool diff 01:09:291 (1) - ) and orange not successive orange.

widescreen support is useless, but it's need unified …… all close better

[Normal]

00:16:608 - sound like miss whistle or drum finish, defult durm finish loud than your SC2 whistle so 00:00:511 - use defult durm finish is bad, prelude should quiet than verse …… and about kiai 01:46:608 - i prefer also use defult soft whistle and drum. only whistle a bit single, what's more, use drum in kiai more suitable than whistle because "clickable" …… i see your Cool diff use drum, why Normal diff use whistle ..

00:23:559 (6,1) - i suggest separate all 1/2 because you stack many 1/1 like 02:07:827 (6,1) - 02:37:827 (2,1) - . then players can determine stack = 1/1 need‘t careful reading

03:51:729 (2,5) - stack ..

[Cool]

00:35:632 (1,2,3,4) - 01:34:169 (1,2,3,4) - these four slider is beautiful, but consider the music it's not compatible http://puu.sh/sI1DD/0761027b43.png, 02:21:729 (1,2,3,4) - is good but vertical a bit dull

02:08:559 (1) - 03:43:680 (1) - 100% copy a bit lazy …… try the same feeling is not the same way better

02:12:034 (2) - 02:14:961 (1) - 1/8 overmap over the line

03:28:315 (2,3,4,5) - 03:34:168 (2,3,4,5) - separate 1/4 note a bit hard

mania diff very nice and without Hitsound
Topic Starter
Shurelia

Narcissu wrote:

I played this game

same continuous color is unrankable, so i suggest use pale pink(cool diff 01:09:291 (1) - ) and orange not successive orange. I don't think this kind of issue could make a map un-rankable. But let's see.

widescreen support is useless, but it's need unified …… all close better ayy

[Normal]

00:16:608 - sound like miss whistle or drum finish, defult durm finish loud than your SC2 whistle so 00:00:511 - use defult durm finish is bad, prelude should quiet than verse …… and about kiai 01:46:608 - i prefer also use defult soft whistle and drum. only whistle a bit single, what's more, use drum in kiai more suitable than whistle because "clickable" …… i see your Cool diff use drum, why Normal diff use whistle ..

00:23:559 (6,1) - i suggest separate all 1/2 because you stack many 1/1 like 02:07:827 (6,1) - 02:37:827 (2,1) - . then players can determine stack = 1/1 need‘t careful reading right

03:51:729 (2,5) - stack .. aww sorry

[Cool]

00:35:632 (1,2,3,4) - 01:34:169 (1,2,3,4) - these four slider is beautiful, but consider the music it's not compatible http://puu.sh/sI1DD/0761027b43.png, 02:21:729 (1,2,3,4) - is good but vertical a bit dull I'm following the flute's sound at here that's why it's kinda repetitive.

02:08:559 (1) - 03:43:680 (1) - 100% copy a bit lazy …… try the same feeling is not the same way better I know but it's the symbol of the map so... oh well, I'll wait other's opinion then

02:12:034 (2) - 02:14:961 (1) - 1/8 overmap over the line I don't understand this one, mind to explain more?

03:28:315 (2,3,4,5) - 03:34:168 (2,3,4,5) - separate 1/4 note a bit hard Naah, it's the last and the most intense kiai afterall. It plays fine since it's a hard diff and only 82bpm.

mania diff very nice and without Hitsound soon
xie xie
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an DQ worthy/Unrankable issue has been found

[General]
  1. Bg Colours - Your shades of orange not only are really hard to tell apart from them being one or the other but also they match the bg too much which causes it too fade in too much which is really confusing to newer players and considering that these maps are made for the lower player case I suggest you change them to something else (or make the shades more darker that will make them stand out more), or even changing it to this would do the trick imo, Considering there is also red on the hair tips of the figure in bg that you just ignored i strongly recommend you change those combo colours to those i sent
  2. Unsapped objects - You have a lot of unsnapped objects in the difficulty that has the same name as me, i.e. Cool :p, I figured I'd mention them here to avoid repeating myself afterwards.
  3. You have inconsistencies in combo colours in your Cool diff, kinda weird and unecessary imo since the bg is the same, but anyway 2 colours should do the trick here and no need for a 3rd even harder to read combo colour to be involved, if you use my suggestion from above use the combo colours here too
[Timing]
  1. Check! I would have given it -~3 but it's in the acceptable range so it's fine i guess
[Hitsounds]
  1. You seem to be using more or less the same hitsound for all notes at all times, if i were you I'd use a soft sample set that is like really soft not a fake soft you have here, since you're only using custom soft hitsounds for other hitsounds like claps and all, but you do realise that in doing so the normal sound for the normal is the same as the default normal sound right?, If i were you I'd use this hitsound for sounds that are not in the kiai so the calmer sections and for the kiai you could use the normal hitsounds to fit it much accuretely in intensity and sounds
  2. I would not use 80% volume on a song like this tbh, I'd limit myself to using max 65% on stronger sections and maybe like 35-40 % on calmer sections since all i hear is clicky sounds which cancels out the nicer sounds that the music has to offer

[Normal]

  • Side Note: Your settings for your map are kinda cruel imo, like ar 5,7 for a 2* map :/ also nearly HP 5, it's kinda too hard imo. If i were you I'd change the Ar to 5.2 or 5 and nerf the HP to like 4, 1. It's a really calm song so players might lose a lot of hp when playing and missing which might get them worried quickly and not perform as well later in the map, really unecessary imo
  1. 00:00:511 (1,2) - so you do first 2 sliders like this but imo the snapping here is kinda odd since the dominant sounds are hearable at every 2/1 beat yet you placed the slider which stands out more in the map on the 1/1 gap imo that doesn't represent the song that well and if you done something like this, this would result in the sounds being more unique and distinguishable between one another, so one section with circles would get the smaller intensity of the song down and the rest of the sldiers would represent the drastic change in music
  2. 00:07:096 (2,3) - fix blanket
  3. 00:10:023 (2) - if i were you I'd ctrl + j this slider to go with a nicer flow since as of now the player has to kinda change his movement really awkwardly towards the next notes, and imo the music doesn't really support that sort of snapping difficulty, seeing that this is the first time you used anti-flow spacing/snapping i really suggest you change this
  4. 00:12:950 (2) - same here i see that you done a similar pattern to this here 00:19:535 (3) - but the awkward anti-flow kinda isn't necessary aa
  5. 00:18:803 (2,3) - since these sliders are following different sounds all together and different sound intensity if i were you I'd make 00:19:535 (3) - these 2 notes and maybe a perpendicular angle to the 00:20:266 (4,5) - to go with the beat so that the sound change is noticable at 00:20:266 (5) - the dominant note that's where the direction change should occur
  6. 00:34:900 (4,5) - as far as I'm aware this is the first time you've used stacks in this map which imo could be really offputting to players considering how you spaced things out in the remainder of the map, I'd just keep this spaced out as usual since earlier in the map there were faint sounded notes yet they were spaced out 00:22:461 (3,4) - like here for example imo that's really faint yet still spaced out the same manner as the rest
  7. 00:47:340 (1) - I feel like here onwards in the kiai some really awkward flow is used for example here 00:50:267 (1,2) - or 00:56:120 (1,2) - might be jsut me, but at the same time it might not be since you don't place anti-flow patterns to any sort of structure like i'd understand if one section of the kiai it was anti-flow one another but it's not its' "random", why I think it's random? you may think it's because there's no particular pattern to the note placement for example here 00:47:340 (1) - here onwards you start of using normal flow really nice after each sldier end all good but then you get to 00:50:267 (1) - here which would indicate that oh maybe a pattern is being change here now it might be anti-flow, (keep in mind the last section was flowing nicely for 4/1 bars, i.e a full measure) so it all goes good and all with a pattern to it until here 00:59:047 (1) - after that it's all flowing nicely again till the end of the kiai.
  8. 00:53:925 (2) - I feel like although this slider is somewhat following the vocals it should still end at the white tick where the instruments and the vocals are stronger, this could falll under overmapping. What you could do to maintain the vocal strength imo is this
  9. 01:01:242 (4,1) - blanket fix
  10. 01:29:780 (3) - hmm imo making a slider more similar if not the same as 01:28:315 (1) - would represent the vocals better imo since they are really similar so chaning up the sldiers for no reason doesnt fit imo, since both sliders start with the vocal "chi" if that makes sense
  11. 01:47:340 (2) - This sldier kinda doesn't go with anything like it should end on the vocal and instrument at the white tick so that it's a 1/1 slider yet you decided to make it longer, but why? The vocal you are ending it on is nowhere near as strong as the one on the white tick. I could go on and say this is a overmap since the sldier doesn't go with more dominant sounds, so I would strongly suggest you change this slider to a 1/1 slider and just map a note on the red tick, I know you done this previously on the other kiai but this one imo is kinda worse in the sense of it's vocals are nowhere strong as the one on 00:53:925 (2) - but i still think you should do the same with that one as mentioned above, or even apply the same suggestion here to what i said earlier, it would work much better imo both ways
  12. 01:50:999 (3) - I think this sldier may be rather confusing to new players, because of the weird sharp angle at the end of it and since it's a new shape to the player they could think that slider could like extend into something more like harder to hit(i hope that makes sense god sorry if it doesn't i don't know how to explain it xd), what you could is just make it a circular slider since the player expects it to happen since he hit similar sliders before so they won't get confused
  13. 01:54:291 (3,4) - blanket lo
  14. 01:57:950 (4,1) - idk imo this overlap is really unecessary, you could avoid it ormove the slider up a littleto keep the overlap but to make it look more polished at the same time(doing this will also maintain the circular motion from the previous (3) (4) notes ), ormove it downto avoid the overlap completely to again make it look more polished and less random
  15. 01:58:316 (1) - you could polish this slider up a little so that it has even angles on both of the curves
  16. 02:27:583 (1,2) - i was told once that using more than one repeat sliders is really hard to hit for new players and really bad to map to, just passing what i heard, correct me if I'm wrong here. It does make sense though since the players need to get used to easier shapes before they move onto harder ones to hit
  17. 02:45:876 (2,3) - this sort of angle is really hard to hit imo
  18. 02:49:169 (3,4) - blanekt fix z
  19. 02:52:095 (3) - imo this slider doesn't fit it's given sounds, since the more dominant sound starts at it's slider end or the white tick, and i think you should have mapped it like thisto make the stronger sounds more dominant, which imo would really fit too since it would make the last 2/1 beats really stand out. If you do this make the last 2 sliders identical also to match the music well since the sounds are pretty much the same
  20. 03:10:754 (2) - you done it here and it matches so well with the music, why did you do it so differently in the other kiais aaaa
  21. 03:14:413 (3) - using the same slider as you did here 03:10:754 (2) - is kinda meh imo, since both of the sliders have differnet vocals and sounds assigned so making them the same is really questionable
  22. 03:15:876 (1) - you could ctrl+h and rotate by 20 for better flow
[C00L]

  • Side Note: Any reason behinnd why this diff has it's name?
  1. 00:01:242 (3) - you could make the angle of this slider the same as the angle of the notes here 00:00:511 (1,2) - so that they are both parallel to each other
  2. 00:02:705 (6) - imo this sldier has a too strong sound on it's slider end to be mapped this way, if i were you I'd just map it as circles it would go well with 00:01:974 (4,5) - since at (4) is kinda where the sound change occurs and towards (1) it's all more or less the same so it would fit nicely
  3. 00:04:901 (3) - see again imo this has a too strong sound to be a repeat slideryou could map it like this and it would fit so much more better imo already because the sound will stand out more. This from what i see applies to a lot things in the song so I guess i'll just say this here to avoid repeating myself
  4. 00:16:608 (5,6) - easily avoidable overlap, why even keep that sort of stuff here it's kinda unecessary it just makes your map look really unpolished, considering that you break spacing a lot anyway and since the spacing of that sldier is closer to 1.3x than to 1.2x then just make it 1.3x and just move it down a little then apply that same thing towards the following notes to even things out a little
  5. 00:34:535 (3) - same for this note spacing here would really be nice if you stacked the note on the end of the slider since the only notes that actually have noticable sounds assigned to them are (4) and (5), since (3) is really faint
  6. 00:46:608 (1) - see the thing is about your kiai, you use 1.2x DS but in previous less intense sections you use 1.3x at some points, it's really weird and not fitting imo unless this was a mistake somewhere when you were mapping, at some points you use 1.5x which represents the sounds nicely but 1.2x idk maybe it's just me but it seems really inconsistent and random
  7. 00:55:389 (5,6) - I don't understand why you stack these notes, the vocals here are really strong and representing them with a stack is a really bad idea imo
  8. 00:58:315 (6) - could you mute this slider end towards the next one, the click is kinda unwanted here and it doesn't go with anything and also it would sound so much better with it that way
  9. 00:59:779 (2,3) - moving them out a little woudn't be a bad idea, just a little bit to the right with (3) since in the current state they look really cramped
  10. 01:07:828 (1) - 15* rotate would increse flow a lot here
  11. 01:09:291 (1) - tbh the use of the sv of 1.2x is way too hgh, no matter how you look at it the player will not expect it coming because of the constant usage of 0.7x in the entire kiai, even i didn't see that coming and i would consider myself rather experienced at playing maps. Tbh what i was expecting wasn't a faster slider but a slower one instead since the vocals seem to be kinda dying out slowly towards the calmer section so to represent that there should be a slower slider there, what you did is mapped it as if the vocals are really getting more intenser yet they aren't
  12. 01:26:852 (1) - hmmm maybe it;s just a me thing but nc'ing this would add so much more emphasis onto the vocals and the change in sounds, keep the nc at 01:28:316 (1) - here ofc just that more of a nc would be nice imo
  13. 01:33:071 (8) - about this note, same suggestion as above about the spacing to stack (8) at the slider end and only let (9) and (10) be spaced out since sounds, there's a lot of this too i mentioned it a lot too so i'll try to avoid repeating myself
  14. 01:42:950 (1) - I seen you doing this in the other diff which was fine but here imo you could gradually increase the spacing from 01:41:486 (3) - since the vocals are growing in intensity and except of starting this spinner where it starts, i wouldplace a note there and start the spinner a bit later It might seem that a 1/4 gap is wrong here to do but it's only a spinner it wouldn't really matter that much since it's basically the same amount of time the player would have to spin if that note wasn't there and since players are more advanced playing a 3* diff this shoudn't be much of a issue for them
  15. 01:46:608 (1) - ok i need to say this, your usage of sliders is really weird,random and uncoordinated it feels like sometimes they feel really nice and fit to the music really well the next time similar sounds appear you use differnt shapes for no reason, which just makes it random and since you could just use the same shape for the same sounds it would make it far polished and better imo than it is atm (you don't need to overcomplicate a diff like this yeno, it could even be simple shapes that could go with what sound you map it to). I guess I didn't mention this at all here but I think that would be my main concern about these diffs is the sldier shapes. I really suggest you to go over your maps again and look for sliders that you want to map to this sound and this sound and stick to them to make the map really well done. So for example 00:53:925 (2) - these vocals are pretty strong here they seem differnt that everything else so i'll map this 00:54:657 (4) - to a circular motion too since it will fit the intensity really well since mapping a straight slider at (4) woudn't fit that well since i done it here 00:53:193 (1) - and sounds don't match so it would make it weirder to do so. Or you could select straight/circular sliders for stronger/more standing out sounds or vice versa and stick to doing so through out the map, as i said before there's no need to overcomplicate stuff here
  16. 01:51:729 (6) - hmm either make this a 1/2 slider since there's a noticable sound at the red tick or mute the slider end since it sounds kinda weird when the sldier makes a clicky sound at nothing
  17. 01:56:851 (5) - You could place a note after this at 02:03:071 - since there's a sound here that you are missing out, stacking it on top of (7) would do the trick nicely
  18. 01:57:583 (6) - ^ literally for the above thing same applies but not rly, either change the other one to 1/2 to keep conistency (it's more or less the same sounds here ) or change this slider to a 3/4 slider to keep consistency
  19. 02:08:559 (1) - what I mentioned previously about this slider
  20. 02:12:034 (2) - this isn't 1/8, it's just a simple 1/4, you could just place a 1/4 slider here and that would follow the beat much better
  21. 02:17:888 (2) - ^
  22. 02:40:571 - I find it weird why you miss out this sound considering it's still dominant and you mapped it previously
  23. 03:34:168 (2,3,4,5) - using a pattern like this for the very first time in a map near the end it really really bad imo, just make it 1/4 sliders than introducing new 1/4 spaced streams, also I'm almost certain using that sort of advanced map technique in a Hard difficulty is more or less not allowed since players are still in the process of learning that sort of stuff later on, in like Insanes i'd say earliest
  24. 03:43:680 (1) - you seem to like this sldier a lot but same applies ^
  25. 03:49:534 (5,6) - i don't see any reason in making these 3/4 sliders since there a re really strong sounds on the red ticks that you usually don't miss out, and the sounds on the slider start aren't that strong to be continued like that
  26. 04:07:095 (1) - palce a note in the place of that spinner so that the spinner doesn't start at a strong sound

[Final Words]

Yea I guess that's more or less all from me, I see a lot of repeated "Mistakes" (imo) all across the 2 diffs that you mapped and most of the stuff i mentioned once here most likely applies to the rest of the map too I just didn't want to mention it to avoid repetition. Imo this mapset needs a lot of working on to get it to a fairly good standard, since at the current state i don't see it. Sorry to say that D: I don't know how the mania diffs are coming along since i vaguely have any knowledge on mania maps, so i missed them out but as far as I'm concerned the std diffs need working on.

Good Luck!!
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