forum

Aimer - Akane Sasu

posted
Total Posts
25
Topic Starter
SeaRasp
This beatmap was submitted using in-game submission on Sunday, March 24, 2019 at 11:23:24 PM

Artist: Aimer
Title: Akane Sasu
Source: 夏目友人帳 伍
Tags: エメ ED everlasting snow Natsume Yūjin-chō Go Natsume's Book of Friends season 5 Ending
BPM: 74
Filesize: 10505kb
Play Time: 05:22
Difficulties Available:
  1. Youkai (4.43 stars, 761 notes)
Download: Aimer - Akane Sasu
Information: Scores/Beatmap Listing
---------------
Aimerrr

BG Source
Rieri
Hello~ M4M from my queue

General
  1. official metadata here just in case
  2. Try to find a better quality audio source
  3. I'd have the source as 夏目友人帳 伍, which is the same thing only in kanji. If you choose not to, you should erase natsume yuujinchou go on tags since you have it on sources.
  4. Disable countdown, there isn't one anyways

Yokai
  1. 00:07:733 (1) - Starting from this part here, I can't really tell what the base distance you're using. A lot of notes have 1.5~1.7 distance in between but it feels really unstable
  2. 00:13:409 (3,4) - I don't understand how these two have big spacing and 00:13:814 (4,1) - these two are so close to each other. The loud finish is on 00:14:219 (1) - which calls for emphasis. If you were going to add distance at all, it should have been here.
  3. 00:20:706 (1) - This gets partially covered by the hp bar. move it down a bit
  4. 00:49:084 (3) - curve the opposite direction for the circular flow
  5. 00:50:706 (3,1) - try to blanket?
  6. 01:30:841 (2,3) - I wouldn't say that it's really hard to read, but the spacing here is bit of a problem in this case since these two notes have a 1/1 beat distance from each other. I'm not sure how you would fix this but my suggestion is to move 01:30:841 (2) - to x:144 y:264
  7. 01:40:774 (2,4) - stack
  8. 01:43:206 (3,1) - ^
  9. 01:51:922 (2,3) - the flow here is just not that great.
  10. 03:02:868 (1,2) - these two are too close in comparison of other similar parts ex) 03:06:111 (1,2) -
  11. 03:33:476 (3,1) - stack
  12. 03:39:355 (3) - ctrl-g for flow?
  13. 04:03:679 (2) - I would nc here instead of 04:03:949 (1) - here because the start of the 1/3 rhythms is actually 04:03:679 (2) - here and that way players can read it better.
  14. 04:06:111 (3) - nc here and disable nc 04:06:922 (1) - here to keep your nc pattern consistent
  15. 04:22:733 (2,3,4) - I liked how you started to build up here until I saw 04:23:949 (1) - this. That part should have the highest distance but the way you mapped it, you butchered the intensity you built up on the last three sliders.
  16. 04:49:490 (4,1) - confusing distance. players can easily mistake it for another jump. either add a note somewhere else on 04:49:692 - or 04:49:895 (1) - slightly overlap this on 04:49:490 (4) - to improve readability
  17. 04:53:747 (2,3) - also a distance error.
  18. 04:58:409 (2) - I'd nc here. It normally should have been on 04:56:382 (1) - the tail of this slider but since it's not mapped with a circle just nc on 04:58:409 (2) - and you'll be fine
  19. 05:16:044 (1) - needs a new combo? xd delete this and just make it again.

good map, just a few more mods and I think you can call a bn to check it
good luck
William K
Hi~ from my queue.

[Yokai]

Btw, I don't think "Yokai" is the word you mean for, Is it "Youkai"? Because their meaning is so different. According to the background, I think the word that you mean is "Youkai"

  1. 00:02:868 (3) - I'm a bit confused, why didn't you map the piano at 00:03:274 - with a 1/2? You passed an instrument that you map at 00:01:247 (1,2) - which doesn't really make sense. Consider making 2 1/2s for the piano?
  2. 00:13:409 (3,4) - I think there's no reason for doing a pretty big spacing here, if you wanted to emphasize the drum there, you should've emphasized 00:13:409 (3) - too.
  3. 01:00:030 (2) - same reason ^
  4. 01:46:449 - Should've mapped this too, since you follow the vocals from the beginning.
  5. 02:04:490 (1,1) - The pattern seems pretty random to me, Try making a pattern here like you did at 03:41:787 (1,2,1,2) - . Both of them seems similar in vocals. The only difference is the drums. You did some small patterning at 04:36:922 (1,2,1,2) - So it'll be inconsistent if you pass the first one.
  6. 03:05:301 (3) - You emphasized 01:24:760 (3) - . I think they're pretty much the same on music... Please emphasize 03:05:301 (3) - .
  7. 03:10:976 (1,2,3,4,5) - The spacing here is a bit tricky imo. They have a similar spacing but different time gaps.
  8. 02:40:976 (3) - I think a big spacing from 02:40:976 (3,4) - is unecessary due to the calm music? How about CTRL+G-ing 02:40:976 (3) - ? It'd make the flow at 02:40:571 (2,3) - better too.
  9. 04:41:787 (1) - Are you following the holding sound here? If yes, I think it's not a problem. If you're intended to follow the vocals here, it'd be better to end the slider at 04:42:192 - since it ended there, and add a note at 04:42:395 - for the drums.

That's all from me, GL! Btw try not passing any dominant instruments, like drums etc since this diff seems to empty in rhythm.~
Topic Starter
SeaRasp
ProEzreal

ProEzreal wrote:

Hello~ M4M from my queue

General
  1. official metadata here just in case
  2. Try to find a better quality audio source I'll see what I can do about that but for now will stick with this one
  3. I'd have the source as 夏目友人帳 伍, which is the same thing only in kanji. If you choose not to, you should erase natsume yuujinchou go on tags since you have it on sources. Changed
  4. Disable countdown, there isn't one anyways Oh yeah forgot

Yokai
  1. 00:07:733 (1) - Starting from this part here, I can't really tell what the base distance you're using. A lot of notes have 1.5~1.7 distance in between but it feels really unstable Most of the time it's for better aesthetics but if there are any other of the same opinions I'll see what I can do
  2. 00:13:409 (3,4) - I don't understand how these two have big spacing and 00:13:814 (4,1) - these two are so close to each other. The loud finish is on 00:14:219 (1) - which calls for emphasis. If you were going to add distance at all, it should have been here. Changed
  3. 00:20:706 (1) - This gets partially covered by the hp bar. move it down a bit Lowered
  4. 00:49:084 (3) - curve the opposite direction for the circular flow In a slow BPM song like this I believe it is fine, looks better
  5. 00:50:706 (3,1) - try to blanket? You can't really see it while playing and it would change DS so no change here
  6. 01:30:841 (2,3) - I wouldn't say that it's really hard to read, but the spacing here is bit of a problem in this case since these two notes have a 1/1 beat distance from each other. I'm not sure how you would fix this but my suggestion is to move 01:30:841 (2) - to x:144 y:264 Yeah, I actually just Ctrl+g 01:31:247 (3) -
  7. 01:40:774 (2,4) - stack Oh yeah didn't realize
  8. 01:43:206 (3,1) - ^ ^
  9. 01:51:922 (2,3) - the flow here is just not that great. I've played it a couple times and it didn't bother me even in DT, I'll change if someone else brings it up
  10. 03:02:868 (1,2) - these two are too close in comparison of other similar parts ex) 03:06:111 (1,2) - They are but it doesn't make it that much harder to read IMO, I mean you'd probably be used to this type of pattern as the map goes on because there are many of the same patterns for same parts in the music.
  11. 03:33:476 (3,1) - stack Ok
  12. 03:39:355 (3) - ctrl-g for flow? Actually sounds good
  13. 04:03:679 (2) - I would nc here instead of 04:03:949 (1) - here because the start of the 1/3 rhythms is actually 04:03:679 (2) - here and that way players can read it better. I think the slider really needs to be emphasized as it covers both vocals, 1/3 rhythm and strong instrumental sounds. The circle you mentioned isn't that important I think.
  14. 04:06:111 (3) - nc here and disable nc 04:06:922 (1) - here to keep your nc pattern consistent Ok, sure
  15. 04:22:733 (2,3,4) - I liked how you started to build up here until I saw 04:23:949 (1) - this. That part should have the highest distance but the way you mapped it, you butchered the intensity you built up on the last three sliders. I mean, it doesn't sound like a big problem I feel like the intensity still builds up with all these consecutive sliders, and it flows pretty nicely as it is.
  16. 04:49:490 (4,1) - confusing distance. players can easily mistake it for another jump. either add a note somewhere else on 04:49:692 - or 04:49:895 (1) - slightly overlap this on 04:49:490 (4) - to improve readability Although I don't find it to confusing, I undertand how it could be so I just Ctrl+g 04:49:287 (3,4) -
  17. 04:53:747 (2,3) - also a distance error. Not too sure since 04:53:747 (2,3,1) - have the same distance on the timeline and you can feel the music losing it's intensity so it is more predictable
  18. 04:58:409 (2) - I'd nc here. It normally should have been on 04:56:382 (1) - the tail of this slider but since it's not mapped with a circle just nc on 04:58:409 (2) - and you'll be fine Ok, I actually was hesitating on that but since you brought it up I'll change
  19. 05:16:044 (1) - needs a new combo? xd delete this and just make it again. ...

good map, just a few more mods and I think you can call a bn to check it
good luck Thanks for the mod ! Will get to your map soon

William K

William K wrote:

Hi~ from my queue.

[Yokai]

Btw, I don't think "Yokai" is the word you mean for, Is it "Youkai"? Because their meaning is so different. According to the background, I think the word that you mean is "Youkai"

  1. 00:02:868 (3) - I'm a bit confused, why didn't you map the piano at 00:03:274 - with a 1/2? You passed an instrument that you map at 00:01:247 (1,2) - which doesn't really make sense. Consider making 2 1/2s for the piano? In a slow part like this I'd rather keep this for now but if someone else says the same I'll change
  2. 00:13:409 (3,4) - I think there's no reason for doing a pretty big spacing here, if you wanted to emphasize the drum there, you should've emphasized 00:13:409 (3) - too. Already modified
  3. 01:00:030 (2) - same reason ^ The spacing isn't even that big here and about equal for 00:59:625 (1,2,3) -
  4. 01:46:449 - Should've mapped this too, since you follow the vocals from the beginning. There are no vocals here though
  5. 02:04:490 (1,1) - The pattern seems pretty random to me, Try making a pattern here like you did at 03:41:787 (1,2,1,2) - . Both of them seems similar in vocals. The only difference is the drums. You did some small patterning at 04:36:922 (1,2,1,2) - So it'll be inconsistent if you pass the first one. Exactly, the drum makes the difference. The music is a bit less intense and is moving towards a break so slowing down seems appropriate
  6. 03:05:301 (3) - You emphasized 01:24:760 (3) - . I think they're pretty much the same on music... Please emphasize 03:05:301 (3) - . there isn't much of a difference in both patterns honestly and there isn't much to emphasize
  7. 03:10:976 (1,2,3,4,5) - The spacing here is a bit tricky imo. They have a similar spacing but different time gaps. Ok I changed it
  8. 02:40:976 (3) - I think a big spacing from 02:40:976 (3,4) - is unecessary due to the calm music? How about CTRL+G-ing 02:40:976 (3) - ? It'd make the flow at 02:40:571 (2,3) - better too. Why not
  9. 04:41:787 (1) - Are you following the holding sound here? If yes, I think it's not a problem. If you're intended to follow the vocals here, it'd be better to end the slider at 04:42:192 - since it ended there, and add a note at 04:42:395 - for the drums. Kind of both but I find it nice like. Will change if brought up by somebody else

That's all from me, GL! Btw try not passing any dominant instruments, like drums etc since this diff seems to empty in rhythm.~ Thanks !
-Nya-
Heyo~ M4M here.

Yokai:
  1. There are some places in the beginning of the song/diff where you can add soft-whistles since there are piano sounds and you have to be consistent. Here are a few examples: 00:01:247 (1) – (tail) 00:02:057 (2) – (head) 00:02:868 (3) – (tail) 00:04:084 (4) – (this one especially) 00:04:490 (1) – (tail) Basically everywhere where a piano sound is cause it would be a good idea to place hitsounds where these strong sounds are. If you’re scared of overusing the whistle, don’t be. You’re placing them where they are needed. There are actually other places as well in the rest of the map where there are strong piano sounds that are not accompanied by whistles, like 00:08:544 (3,4) – I highly advise you to place hitsounds here.
  2. 00:07:733 (1) –It would be nice to add a jump here to emphasize that strong finish sound and it’ll help showing that the music is getting more upbeat now and less calm.
  3. 00:24:355 (2,3) –Personally I would create a blanket here by curving (3). Flow might also be better and not linear. But up to you.
  4. 00:29:625 (3) –Rather placing a jump here and not here: 00:29:422 (2) – would make more sense imo since the beat is stronger at (3).
  5. 00:29:422 (2,1) –Please improve this stack. It’s hurting my eyes, lol.
  6. 00:33:679 (1,2) –This is probably fine, but it is so close to not being fine, almost a no-no since the tail is being hidden and the song is calm. May throw players off... I suggest waiting for other opinions and fixing this if too many modders argue.
  7. 00:40:976 (1,2) –The song/music is not really getting intenser here. It still has the same level as intensity as here: 00:40:774 (2) – so jumps like that doesn’t really fix. The intensity starts building up here: 00:41:382 (3) – so these jumps are fine.
  8. 00:43:409 (1) –Again, the beat is much stronger here than here: 00:43:206 (3) – so why place a big jump like that on (3).
  9. 00:45:841 (3) -^, strong beat is here and not here: 00:45:638 (2) –
  10. 00:51:314 (4) –This jump I can understand a bit more since there is a strong, distinctive vocal on it. I would still add a bit more distance on 00:51:517 (1) – though.
  11. 00:49:692 –You can place a note here, there is a beat in the background and would be nice if it’s clickable.
  12. 00:52:328 –Every time I hear this “click” I want to click it, lol. Would be nice to make this sound clickable since you can clearly hear it. The other ½ sliders that you placed previously didn’t have a strong beat like this in their bellies.
  13. 00:56:990 (2) –Quite a big spacing for an object that doesn’t have a strong beat. Consider nerfing it. Perhaps stack it on 00:56:179 (4) –
  14. 00:59:625 (1) –I suggest unstacking this. The reason is to emphasize it more by even placing a small jump.
  15. 01:02:868 (1,2,3) –Rather keep spacing consistent here. Looks weird, especially the (2). The pattern also flows a bit weird because of the two straight sliders. Perhaps try something like this instead:
    Something like that. Just not the current very stiff linear flow that you currently have.
  16. 01:03:679 (3,4) –Very big spacing here and the song still has a level of calmness so definitely nerf that jump.
  17. 01:05:503 (3) –The way this slider is placed doesn’t guarantee the best flow, so something like this would be much better:
    Just Ctrl+H the slider and uncurve it a bit.
  18. 01:08:341 (2) –This shouldn’t be snapped to 1/12. It should be 1/8. No one even uses any snapping beyond 1/8. Listen to this at 25% after snapping it to 1/8 and you’ll hear it sounds better and more on beat. I’m not the best when it comes to this so perhaps wait for more opinions or ask a BN in-game.
  19. 01:21:314 (3) -^, etc
  20. 01:26:382 (2,3,1) –Consistent spacing here or remove the jump on (3) and add a jump on (1).
  21. 01:28:814 (1) –Very strong sound on the head so a bit of a jump would be nice and also a bit of a curve for nicer flow.
  22. 01:34:490 (1) –The beat on this circle is so strong so I wouldn’t stack it beneath 01:33:679 (6,7) – Rather space it out and add a jump to emphasize it more.
  23. 01:35:301 (5) –The beat is so strong here so I don’t really understand why the jump here is bigger: 01:34:895 (3,4) – than the jump at (5) since (5) has to be emphasized more.
  24. 01:38:240 (5) –I don’t hear a beat in the background here, so rather remove this circle.
  25. 01:40:165 (1,2,3) –Consistent spacing here and if you want a jump the jump should rather be on (3).
  26. 04:03:983 (1) - This slider should be snapped to 1/8 as well imo. If you listen to it at 25% it sounds as if the finish comes before the vocal but the vocal is snapped to 1/8. Also just doublecheck this with others.
  27. 04:54:760 (1,2,1) - Keep spacing consistent here. It'll look neater.
  28. 05:16:044 (1) - Consider silencing the spinner's end.

There are a few places where I feel jumps are necessary more than in other places, for example: 00:23:949 (1) - 00:25:571 (1) - 00:36:922 (1) – and so on. Rather focus on adding those jumps where the beat suggests them. Objects like these: 00:26:787 (3) - 00:34:895 (3) - 00:40:976 (1,2) – don’t really ask for more spacing, so it’s not better not to emphasize them unnecessarily.

I ended my mod since I’m mostly just gonna repeat myself regarding the jumps/placements. Improvements are still possible regarding the hitsounding mostly at the beginning of the diff and the end where the piano's are (those whistles), the jumps (places where jumps should be added and places where they should rather not be added), the snapping to 1/8 (the song isn’t meant to be snapped to 1/12 at all, you’ll notice that you snapped your streams to 1/8 so that’s also proof that your fast sliders should be snapped to 1/8 as well),aesthetically the diff looks fine, just perfect some of those stacks on the tails/heads since they look a bit bad.

Other than the stuff mentioned above this map looks good. Also if you have a question about my mod catch me in-game.
Good Luck~! :D
Topic Starter
SeaRasp

-Nya- wrote:

Heyo~ M4M here.

Yokai:
  1. There are some places in the beginning of the song/diff where you can add soft-whistles since there are piano sounds and you have to be consistent. Here are a few examples: 00:01:247 (1) – (tail) 00:02:057 (2) – (head) 00:02:868 (3) – (tail) 00:04:084 (4) – (this one especially) 00:04:490 (1) – (tail) Basically everywhere where a piano sound is cause it would be a good idea to place hitsounds where these strong sounds are. If you’re scared of overusing the whistle, don’t be. You’re placing them where they are needed. There are actually other places as well in the rest of the map where there are strong piano sounds that are not accompanied by whistles, like 00:08:544 (3,4) – I highly advise you to place hitsounds here. Sounds good I actually never was good at hitsounding
  2. 00:07:733 (1) –It would be nice to add a jump here to emphasize that strong finish sound and it’ll help showing that the music is getting more upbeat now and less calm. Tried something
  3. 00:24:355 (2,3) –Personally I would create a blanket here by curving (3). Flow might also be better and not linear. But up to you. Sure why not
  4. 00:29:625 (3) –Rather placing a jump here and not here: 00:29:422 (2) – would make more sense imo since the beat is stronger at (3). Tried to do something
  5. 00:29:422 (2,1) –Please improve this stack. It’s hurting my eyes, lol. Changed the pattern so it's fine now xD
  6. 00:33:679 (1,2) –This is probably fine, but it is so close to not being fine, almost a no-no since the tail is being hidden and the song is calm. May throw players off... I suggest waiting for other opinions and fixing this if too many modders argue. Yeah I'll wait for more opinions but I did that so the spacing wasn't too big
  7. 00:40:976 (1,2) –The song/music is not really getting intenser here. It still has the same level as intensity as here: 00:40:774 (2) – so jumps like that doesn’t really fix. The intensity starts building up here: 00:41:382 (3) – so these jumps are fine. Changed pattern even though it isn't as good
  8. 00:43:409 (1) –Again, the beat is much stronger here than here: 00:43:206 (3) – so why place a big jump like that on (3). Made the jump larger for (1)
  9. 00:45:841 (3) -^, strong beat is here and not here: 00:45:638 (2) – Made the distance equal
  10. 00:51:314 (4) –This jump I can understand a bit more since there is a strong, distinctive vocal on it. I would still add a bit more distance on 00:51:517 (1) – though. Ctrl+g 00:51:517 (1) -
  11. 00:49:692 –You can place a note here, there is a beat in the background and would be nice if it’s clickable. Ok
  12. 00:52:328 –Every time I hear this “click” I want to click it, lol. Would be nice to make this sound clickable since you can clearly hear it. The other ½ sliders that you placed previously didn’t have a strong beat like this in their bellies. I do prefer mapping to vocals here but if brought up again will try to change it
  13. 00:56:990 (2) –Quite a big spacing for an object that doesn’t have a strong beat. Consider nerfing it. Perhaps stack it on 00:56:179 (4) – Changed pattern
  14. 00:59:625 (1) –I suggest unstacking this. The reason is to emphasize it more by even placing a small jump. Sounds good
  15. 01:02:868 (1,2,3) –Rather keep spacing consistent here. Looks weird, especially the (2). The pattern also flows a bit weird because of the two straight sliders. Perhaps try something like this instead:
    Something like that. Just not the current very stiff linear flow that you currently have. Yeah changed pattern
  16. 01:03:679 (3,4) –Very big spacing here and the song still has a level of calmness so definitely nerf that jump. Changed pattern
  17. 01:05:503 (3) –The way this slider is placed doesn’t guarantee the best flow, so something like this would be much better:
    Just Ctrl+H the slider and uncurve it a bit. It's not that bad and it would be awkward to change since it blankets the following slider
  18. 01:08:341 (2) –This shouldn’t be snapped to 1/12. It should be 1/8. No one even uses any snapping beyond 1/8. Listen to this at 25% after snapping it to 1/8 and you’ll hear it sounds better and more on beat. I’m not the best when it comes to this so perhaps wait for more opinions or ask a BN in-game. It actually sounds like 1/12 to me but if mentionned again I will consider changing but keep in mind that this is a 74 BPM song
  19. 01:21:314 (3) -^, etc ^
  20. 01:26:382 (2,3,1) –Consistent spacing here or remove the jump on (3) and add a jump on (1). Changed a bit
  21. 01:28:814 (1) –Very strong sound on the head so a bit of a jump would be nice and also a bit of a curve for nicer flow. Didn't curve slider but made a slight jump
  22. 01:34:490 (1) –The beat on this circle is so strong so I wouldn’t stack it beneath 01:33:679 (6,7) – Rather space it out and add a jump to emphasize it more. changed
  23. 01:35:301 (5) –The beat is so strong here so I don’t really understand why the jump here is bigger: 01:34:895 (3,4) – than the jump at (5) since (5) has to be emphasized more. changed
  24. 01:38:240 (5) –I don’t hear a beat in the background here, so rather remove this circle. I do hear something maybe not a beat but something is there
  25. 01:40:165 (1,2,3) –Consistent spacing here and if you want a jump the jump should rather be on (3). I wouldn't really call it a jump ...
  26. 04:03:983 (1) - This slider should be snapped to 1/8 as well imo. If you listen to it at 25% it sounds as if the finish comes before the vocal but the vocal is snapped to 1/8. Also just doublecheck this with others.
  27. 04:54:760 (1,2,1) - Keep spacing consistent here. It'll look neater. ?
  28. 05:16:044 (1) - Consider silencing the spinner's end. reduced to 5

There are a few places where I feel jumps are necessary more than in other places, for example: 00:23:949 (1) - 00:25:571 (1) - 00:36:922 (1) – and so on. Rather focus on adding those jumps where the beat suggests them. Objects like these: 00:26:787 (3) - 00:34:895 (3) - 00:40:976 (1,2) – don’t really ask for more spacing, so it’s not better not to emphasize them unnecessarily.

I ended my mod since I’m mostly just gonna repeat myself regarding the jumps/placements. Improvements are still possible regarding the hitsounding mostly at the beginning of the diff and the end where the piano's are (those whistles), the jumps (places where jumps should be added and places where they should rather not be added), the snapping to 1/8 (the song isn’t meant to be snapped to 1/12 at all, you’ll notice that you snapped your streams to 1/8 so that’s also proof that your fast sliders should be snapped to 1/8 as well),aesthetically the diff looks fine, just perfect some of those stacks on the tails/heads since they look a bit bad.

Other than the stuff mentioned above this map looks good. Also if you have a question about my mod catch me in-game.
Good Luck~! :D
Thanks very much for this mod. Helped a lot !
-Nya-
The reason why 1/12 looked so odd to me is because in the editor it also states that you should rather not use this kind of snapping. The BPM doesn't matter in this case.
Topic Starter
SeaRasp

-Nya- wrote:

The reason why 1/12 looked so odd to me is because in the editor it also states that you should rather not use this kind of snapping. The BPM doesn't matter in this case.
I mean, I know the BPM doesn't matter however it is a 74 BPM song that is mapped like it was 148 BPM. In that case 1/12 is considered 1/6 just like 1/8 is 1/4.
Naxess
From PM request


  • [General]
  1. Tags
    1. fifth season five 5 (in case someone searches "Natsume's Book of Friends season 5 ending", since there are multiple seasons and endings respectively)
    2. Yūjin-chō (hepburn: Natsume Yūjin-chō Go)
    [Yokai]
  2. I'll have to disagree with the above mod and say that the whistle hitsounds should preferably be used scarcely and meaningfully. Placing them on sounds of greater emphasis such as 00:01:247 - 00:02:868 - 00:04:490 - 00:06:111 - would make these stand out more audibly, in accordance to the song. Additionally some kind of pattern such as keeping the hitsound before an emphasized note could work as well, 00:02:463 - 00:04:084 - 00:05:706 - .
  3. It's fine keeping them when the pace picks up at 00:07:733 - , though, since a greater intensity in the song calls for more feedback.
  4. 00:16:652 (2,3,1) - Like the above mod mentioned, there are places where spacing can further reflect the song. I'd suggest you space 00:17:260 (3,1) - a bit, for example by creating a triangle.
  5. 00:29:625 (3,4) - It would look neater if these were symmetrical. Additionally if 00:30:030 (4,1) - (4) blanketed the tail of (1), etc.
  6. 00:34:287 (2,3) - Not quite sure I agree with this much spacing for a comparatively weak sound. Similarly to how 00:32:057 (1,2) - were stacked, you could try stacking these as well, for less spacing and more aesthetic consistency.
  7. 00:39:557 - Ignoring this feels very strange considering that you've been trying to follow vocals and piano since the beginning. Try stacking 00:39:355 (3) - on the tail of 00:38:341 (1) - and adding a stacked circle on the head of 00:39:760 (4) - .
  8. 00:41:179 (2) - Personally I'd have NCed this instead, as to reflect that this is where the bass begins.
  9. 00:49:692 - Just want to note that you replied with blue text on the previous mod but this was never applied. Personally I'd not have added a circle here, to emphasize the next vocal, but also to make the analogous measure's respective vocal stand out more, 00:56:179 - .
  10. 00:51:517 (1,2,3) - You don't have to make 00:52:328 - clickable, but at least cover it somehow. 00:52:733 - is also a bit strange considering that vocals have been prioritized more throughout the song than the bass guitar. I would've mapped the rhythm like this, placing more of the clickables on vocals, since this is what we're trying to emphasize.
  11. 00:57:598 (4,1) - You'd probably want to stack this.
  12. 00:57:192 - I feel like a hitsound is missing here, how about a whistle? I've not payed very close attention so might be others as well.
  13. 01:01:247 (1,2,1) - Seems to be more stacking issues here, try stacking 01:02:057 (2,1) - first and then stack 01:01:247 (1,2) - . This compared to this. Btw might want to check this blanket afterwards 01:01:044 (4,1) - .
  14. 01:07:733 (1) - Try using Ctrl+J on this and stacking it again with 01:06:719 (2) - . This way the flow will continue to go clockwise from 01:07:328 (4) - to 01:08:341 (2) - .
  15. 01:08:341 (2) - Just wanted to say that I can hear 4 distinctive impacts here, which means 1/12 would be correct.
  16. 01:14:219 - 01:13:409 - I think it's a bit strange how these both have the same fundamental sounds, yet they don't even have the same hitsounds. Normally when you hear frequent strumming from the guitar like this, you'd try to reflect it, often with whistles.
  17. 01:21:314 (3) - Similarly to the other one I can also hear 4 impacts here, from the bass guitar in this case. These, 01:08:341 - 01:21:314 - , are also exactly a whole hypermeasure apart, which makes it analogous.
  18. 01:28:003 - Quite certain that someone is going to come along and tell you to make this clickable, since it's stronger than the sound the slider started on.
  19. 01:34:692 (2,3) - I find it a bit odd that 01:34:692 (2,3) - have lower spacing than 01:33:071 (3,4,5,6) - , yet being stronger in the song because of the snares. Try spacing 01:34:490 (1,2,3) - slightly more if possible. Refer to 01:36:111 (1,2,3,4) - as well, for instance.
  20. 01:40:165 (1) - Try spacing this downbeat a bit more from 01:39:963 (4) - to reflect the intensity the song is trying to give it. Could move (4) up slightly, for example.
  21. 01:44:219 (3,4,1) - Some more spacing here, try spacing 01:44:219 (3,4) - comparatively less than 01:44:625 (4,1) - , since 01:45:030 - is quite powerful. You'll notice most of the downbeats are strong beats, so mind your spacing a bit around those (large white ticks on the timeline, in case you didn't know).
  22. 01:46:449 - Ignoring this drum here isn't something I'd have done. Might as well add a circle and stack it under 01:45:638 (2) - . This way a jump will be made towards 01:46:652 (1) - , emphasizing it more.
  23. 01:49:895 (1) - Aesthetically you could try blanketing this slider around the other slider, both for aesthetics, but also to create a jump accenting the beat more.
  24. 01:52:936 (4,1) - I know you want these as a blanket, but spacing is still important. You could try widening the curve a bit to still accept the blanket, but have the circle be farther away.
  25. 01:53:949 (3,4,1) - Again, I'd suggest comparatively less spacing on 01:53:949 (3,4) - than 01:54:355 (4,1) - .
  26. I'll skip over some of the previous stuff mentioned, such as 02:02:057 (3,4,1) - being the same as 00:16:652 (2,3,1) - , etc. so check things like these in your map.
  27. 02:05:706 - I think you should try mapping these sounds, for example like this. Seems strange considering that 02:07:125 (2,3) - was mapped denser even though the sounds weren't as strong.
  28. 02:30:436 (1,2) - The shape of (1) seemed like the perfect opportunity to blanket (2), but up to you. I'd have moved it to (151; 167) and done the same for 02:31:855 (4,1) - . Refer to 02:54:760 (1,2) - , for instance.
  29. 02:36:922 (1,2) - Why is (2) spaced so far? It is a vocal, but it's not that strong. Generally you'll find that sounds on blue ticks are weaker than red ticks, red ticks weaker than white ticks, regular white ticks weaker than larger white ticks, etc. because of how songs are usually structured. If anything, parts like 02:40:571 (2,3) - would be further apart.
  30. 02:48:882 (2) - Since this doesn't have any clear sound of impact, spacing it this far seems a bit uncalled for in relation to what the song is suggesting. I'd recommend you keep things without clear impact relatively close to the previous note.
  31. Comparing 01:36:719 (4,1) - 03:14:017 (5,6) - , you'll notice that the second one has quite insane spacing in comparison with the rest of the map. Even the most intense buildup towards the third kiai, 04:07:733 (1,2,3,4,5,1,2,3,4,5,6,7,8) - , doesn't have this large spacing, and that's not good.
  32. Again, a lot of things repeat, for example how 03:23:747 - is skipped yet 03:17:260 - isn't, even weaker sounds like 03:18:071 (2) - are mapped, so I'll stop here.

    Overall there seems to be a lot of patterns centered around a concept that doesn't take the strength of the beats into account, for example creating dense rhythms out of faint sounds, stacking sliders on top of each other with blanketed circles, etc. like 03:16:652 (3,4,1) - , where (1) would be spaced further according to the song, due to it being stronger. I realize this is still only a 3.8* difficulty, but at least keep consistent and reasonable with what is to be emphasized in accordance to the song and what isn't. Hitsounds could also use a check, as some parts seemed a bit inconsistent, didn't look too much into it though.

    Other than that it's actually pretty good. The general section looks really clean, for example. Get a hang of the details mentioned above and I'd say it's already well on it's way to ranking.
Good luck!
Zekks
From my queue.

00:25:571 (1) - Remove the repeated end of this slider, and at 00:25:976 - Place a hitcircle there.

Besides that, I'm really in love with your mapping style, I can see this getting ranked.
Topic Starter
SeaRasp

Naxess wrote:

From PM request


  • [General]
  1. Tags
    1. fifth season five 5 (in case someone searches "Natsume's Book of Friends season 5 ending", since there are multiple seasons and endings respectively) Oh, yeah
    2. Yūjin-chō (hepburn: Natsume Yūjin-chō Go Added)
    [Yokai]
  2. I'll have to disagree with the above mod and say that the whistle hitsounds should preferably be used scarcely and meaningfully. Placing them on sounds of greater emphasis such as 00:01:247 - 00:02:868 - 00:04:490 - 00:06:111 - would make these stand out more audibly, in accordance to the song. Additionally some kind of pattern such as keeping the hitsound before an emphasized note could work as well, 00:02:463 - 00:04:084 - 00:05:706 - . I'd have to agree with you also as that is what I did in the first place.
  3. It's fine keeping them when the pace picks up at 00:07:733 - , though, since a greater intensity in the song calls for more feedback.
  4. 00:16:652 (2,3,1) - Like the above mod mentioned, there are places where spacing can further reflect the song. I'd suggest you space 00:17:260 (3,1) - a bit, for example by creating a triangle. Good Idea
  5. 00:29:625 (3,4) - It would look neater if these were symmetrical. Additionally if 00:30:030 (4,1) - (4) blanketed the tail of (1), etc. Sure why not.
  6. 00:34:287 (2,3) - Not quite sure I agree with this much spacing for a comparatively weak sound. Similarly to how 00:32:057 (1,2) - were stacked, you could try stacking these as well, for less spacing and more aesthetic consistency. Was thinking about doing that
  7. 00:39:557 - Ignoring this feels very strange considering that you've been trying to follow vocals and piano since the beginning. Try stacking 00:39:355 (3) - on the tail of 00:38:341 (1) - and adding a stacked circle on the head of 00:39:760 (4) - . Hum not bad idea
  8. 00:41:179 (2) - Personally I'd have NCed this instead, as to reflect that this is where the bass begins. Ok
  9. 00:49:692 - Just want to note that you replied with blue text on the previous mod but this was never applied. Personally I'd not have added a circle here, to emphasize the next vocal, but also to make the analogous measure's respective vocal stand out more, 00:56:179 - . Exactly what I was thinking lol
  10. 00:51:517 (1,2,3) - You don't have to make 00:52:328 - clickable, but at least cover it somehow. 00:52:733 - is also a bit strange considering that vocals have been prioritized more throughout the song than the bass guitar. I would've mapped the rhythm like this, placing more of the clickables on vocals, since this is what we're trying to emphasize. Sounds good
  11. 00:57:598 (4,1) - You'd probably want to stack this. Looks like it already was but restacked anyway
  12. 00:57:192 - I feel like a hitsound is missing here, how about a whistle? I've not payed very close attention so much be others as well. Must have forgotten it
  13. 01:01:247 (1,2,1) - Seems to be more stacking issues here, try stacking 01:02:057 (2,1) - first and then stack 01:01:247 (1,2) - . This compared to this. Btw might want to check this blanket afterwards 01:01:044 (4,1) - . I think I fixed everything
  14. 01:07:733 (1) - Try using Ctrl+J on this and stacking it again with 01:06:719 (2) - . This way the flow will continue to go clockwise from 01:07:328 (4) - to 01:08:341 (2) - . Why didn't I do that to begin with xD ?
  15. 01:08:341 (2) - Just wanted to say that I can hear 4 distinctive impacts here, which means 1/12 would be correct. Ah ty ! I was pretty sure it was 1/12
  16. 01:14:219 - 01:13:409 - I think it's a bit strange how these both have the same fundamental sounds, yet they don't even have the same hitsounds. Normally when you hear frequent strumming from the guitar like this, you'd try to reflect it, often with whistles. Added whistle, my hitsounding is probably a bit inconsistent on some parts, will have to check.
  17. 01:21:314 (3) - Similarly to the other one I can also hear 4 impacts here, from the bass guitar in this case. These, 01:08:341 - 01:21:314 - , are also exactly a whole hypermeasure apart, which makes it analogous.
  18. 01:28:003 - Quite certain that someone is going to come along and tell you to make this clickable, since it's stronger than the sound the slider started on. Might as well change it now then
  19. 01:34:692 (2,3) - I find it a bit odd that 01:34:692 (2,3) - have lower spacing than 01:33:071 (3,4,5,6) - , yet being stronger in the song because of the snares. Try spacing 01:34:490 (1,2,3) - slightly more if possible. Refer to 01:36:111 (1,2,3,4) - as well, for instance. Changed pattern even though it looks pretty random :/ Also changed NC a bit
  20. 01:40:165 (1) - Try spacing this downbeat a bit more from 01:39:963 (4) - to reflect the intensity the song is trying to give it. Could move (4) up slightly, for example. Moved up a bit
  21. 01:44:219 (3,4,1) - Some more spacing here, try spacing 01:44:219 (3,4) - comparatively less than 01:44:625 (4,1) - , since 01:45:030 - is quite powerful. You'll notice most of the downbeats are strong beats, so mind your spacing a bit around those (large white ticks on the timeline, in case you didn't know).Ctrl+g 01:44:625 (4) - and problem solved :)
  22. 01:46:449 - Ignoring this drum here isn't something I'd have done. Might as well add a circle and stack it under 01:45:638 (2) - . This way a jump will be made towards 01:46:652 (1) - , emphasizing it more. Sounds better actually
  23. 01:49:895 (1) - Aesthetically you could try blanketing this slider around the other slider, both for aesthetics, but also to create a jump accenting the beat more. Ok
  24. 01:52:936 (4,1) - I know you want these as a blanket, but spacing is still important. You could try widening the curve a bit to still accept the blanket, but have the circle be farther away. That's totally fine
  25. 01:53:949 (3,4,1) - Again, I'd suggest comparatively less spacing on 01:53:949 (3,4) - than 01:54:355 (4,1) - . Changed
  26. I'll skip over some of the previous stuff mentioned, such as 02:02:057 (3,4,1) - being the same as 00:16:652 (2,3,1) - , etc. so check things like these in your map.
  27. 02:05:706 - I think you should try mapping these sounds, for example like this. Seems strange considering that 02:07:125 (2,3) - was mapped denser even though the sounds weren't as strong. Added slider
  28. 02:30:436 (1,2) - The shape of (1) seemed like the perfect opportunity to blanket (2), but up to you. I'd have moved it to (151; 167) and done the same for 02:31:855 (4,1) - . Refer to 02:54:760 (1,2) - , for instance. Looks blanketed already
  29. 02:36:922 (1,2) - Why is (2) spaced so far? It is a vocal, but it's not that strong. Generally you'll find that sounds on blue ticks are weaker than red ticks, red ticks weaker than white ticks, regular white ticks weaker than larger white ticks, etc. because of how songs are usually structured. If anything, parts like 02:40:571 (2,3) - would be further apart. Fixed
  30. 02:48:882 (2) - Since this doesn't have any clear sound of impact, spacing it this far seems a bit uncalled for in relation to what the song is suggesting. I'd recommend you keep things without clear impact relatively close to the previous note. Reduced spacing
  31. Comparing 01:36:719 (4,1) - 03:14:017 (5,6) - , you'll notice that the second one has quite insane spacing in comparison with the rest of the map. Even the most intense buildup towards the third kiai, 04:07:733 (1,2,3,4,5,1,2,3,4,5,6,7,8) - , doesn't have this large spacing, and that's not good. Reduced
  32. Again, a lot of things repeat, for example how 03:23:747 - is skipped yet 03:17:260 - isn't, even weaker sounds like 03:18:071 (2) - are mapped, so I'll stop here. yes I tried to map the kiai parts similar

    Overall there seems to be a lot of patterns centered around a concept that doesn't take the strength of the beats into account, for example creating dense patterns out of faint sounds, stacking sliders on top of each other with blanketed circles, etc. like 03:16:652 (3,4,1) - , where (1) would be spaced further according to the song, due to it being stronger. I realize this is still only a 3.8* difficulty, but at least keep consistent and reasonable with what is to be emphasized in accordance to the song and what isn't. Hitsounds could also use a check, as some parts seemed a bit inconsistent, didn't look too much into it though. I tried to fix as many spacing inconsistencies as I could, even by sacrificing blankets :(

    Other than that it's actually pretty good. The general section looks really clean, for example. Get a hang of the details mentioned above and I'd say it's already well on it's way to ranking.
Good luck!
Haha this is like the first time I literally almost agreed with everyting. Thanks a lot !

- Zekks -

[ - Zekks - ] wrote:

From my queue.

00:25:571 (1) - Remove the repeated end of this slider, and at 00:25:976 - Place a hitcircle there. It's pretty ok to me

Besides that, I'm really in love with your mapping style, I can see this getting ranked.

Giving you kudo for taking a look at the map at least even thouhg it's a bit short
Lobelia
[ Yokai ]
00:17:260 (3) - move it to X213 Y239?i think it will have a better flow~
00:20:706 (1) - jump?there have a obvious downbeat,i think you can emphasize it
00:28:409 (3,1,2) - how about try like this rhythm,i think it follow the piano more better00:38:341 (1) - make it jump large to emphasize this downbeat~~
01:06:111 (1,2,3) - you can make this blanket better~
01:15:841 (1) - ctrl+g?
01:45:841 (3) - i think somewhere obviously rise the pitch like this one should make a jump or make a antiflow rather than just follow the ds
02:00:436 (3) - ↑
03:20:706 (1) - ↑
03:23:138 (3) - ↑
03:37:733 (3) - ↑
04:25:571 (1) - ↑
01:58:003 (1,2,3) - just in my opinion,i think this flow is bad
04:03:949 (1) - ctrl+g to emphasize this downbeat and 1/3 rhythm
04:18:274 (3,1) - i think it's too close for a 1/1 rhythm though you make a nc here but you just make such a small distance at this place with the whole map.

good luck~~really a cool map
Topic Starter
SeaRasp

[ Abhor ] wrote:

[ Yokai ]
00:17:260 (3) - move it to X213 Y239?i think it will have a better flow~ Didn't do your pattern but did change for better flow
00:20:706 (1) - jump?there have a obvious downbeat,i think you can emphasize it Ok, Increased spacing
00:28:409 (3,1,2) - how about try like this rhythm,i think it follow the piano more better Not bad actually
00:38:341 (1) - make it jump large to emphasize this downbeat~~ Changed pattern
01:06:111 (1,2,3) - you can make this blanket better~ Slightly better
01:15:841 (1) - ctrl+g? Sure
01:45:841 (3) - i think somewhere obviously rise the pitch like this one should make a jump or make a antiflow rather than just follow the ds Fixed all spacing issues !
02:00:436 (3) - ↑
03:20:706 (1) - ↑
03:23:138 (3) - ↑
03:37:733 (3) - ↑ Don't know how to change :/
04:25:571 (1) - ↑
01:58:003 (1,2,3) - just in my opinion,i think this flow is bad Not the best but I'll keep it for now
04:03:949 (1) - ctrl+g to emphasize this downbeat and 1/3 rhythm done
04:18:274 (3,1) - i think it's too close for a 1/1 rhythm though you make a nc here but you just make such a small distance at this place with the whole map. Forgot to add circle there so not a problem anymore

good luck~~really a cool map
TY for the mod !!
Left
from q

[The only diff here]
- where did purple combocolor come from?
- i think OD is slightly low. 7.5 is suitable for this difficulty i think
- can you explain where ur diffname 'Yokai' came from?

- 00:02:868 (3) - isn't two 1/2 better? actually i can't find difference between 00:01:247 (1,2) - . additionally, it reduces effect of this 00:04:490 (1) - 1/1 slider, cuz there's same one before.
- 00:20:503 (4) - position is kinda ambiguous. maybe you intended emphasis of 00:20:706 (1) - with spacing but that's not obvious and even flow is almost straight. as a result, that spacing gives only unstability here i think. maybe you can try https://osu.ppy.sh/ss/6811075 or just staight flow with same DS.
- 02:10:976 (1) - is this NC necessary?
you can use spinner or sth to express that vocal after this note.
- 03:18:679 (4,1) - unrankable, don't cover reverse arrow with note.


nice song and decent quality map. good luck!
Topic Starter
SeaRasp

Left wrote:

from q

[The only diff here]
- where did purple combocolor come from? Hum.. I made it a bit more red
- i think OD is slightly low. 7.5 is suitable for this difficulty i think Ok, changed
- can you explain where ur diffname 'Yokai' came from? Anime about spirits ... : Yokai

- 00:02:868 (3) - isn't two 1/2 better? actually i can't find difference between 00:01:247 (1,2) - . additionally, it reduces effect of this 00:04:490 (1) - 1/1 slider, cuz there's same one before. Changed
- 00:20:503 (4) - position is kinda ambiguous. maybe you intended emphasis of 00:20:706 (1) - with spacing but that's not obvious and even flow is almost straight. as a result, that spacing gives only unstability here i think. maybe you can try https://osu.ppy.sh/ss/6811075 or just staight flow with same DS. Used same DS I guess
- 02:10:976 (1) - is this NC necessary? I wouldn't say necessary but I prefer having it
you can use spinner or sth to express that vocal after this note. Good Idea
- 03:18:679 (4,1) - unrankable, don't cover reverse arrow with note. Really ?


nice song and decent quality map. good luck!
Thanks for the mod !
Winnie
Hello from Modding Queue


[Yokai]
You don't need my help for this. It's really solid work and should be evaluated by the "higher ups" GL with this I'll give you 12 sp so the BNs can come and take a look at it.
Izzywing
last time i modded one of your maps i had a hard time finding things to mention, so I think I might have a hard time here lol

[general]

looks fine, maybe you can move the combo colors around so that red and purple aren't right next to each other since they look pretty similar

[the map]

00:06:719 - The drum here makes me feel this should be clickable, what do you think?

00:09:963 (2,3) - Fix blanket, if this is supposed to be one.

00:27:192 (1,3) - ctrl+right ctrl+down 3 to fix the stack

00:32:665 - I think this can be mapped

00:34:287 (2) - Gonna sound super nazi but ctrl+left this so that the tail is perfectly stacked under 00:33:679 (1) - 's body

00:38:341 (1) - Nothing too wrong with the spacing, but it might catch the player off guard since this spacing has usually be reserved for 1/2 gaps

00:41:787 (1) - i think this should have the most spacing in this pattern, 00:41:584 (3) - has more right now

01:48:882 - should be mapped imo

01:50:098 - Should be clickable. The drum here is pretty notable.

02:00:436 (3) - consider positioning this so that it's tail is completely overlapped by 01:59:625 (1) -

02:03:071 - clickable?

02:29:625 (3,1) - Fix stack

03:14:219 (6) - NC should be here

03:18:274 (3) - Sounds like it deserves more spacing than this. You are a bit limited by the pattern here so this might be fine. Consider swapping 03:18:274 (3,4) - on the timeline

03:56:382 (1) - ctrl+right to fix the stack

03:59:422 - hard vocal here worth mapping imo

04:03:679 (2,1) - Spacing should be forgiving here do to switch to 1/3 imo.

04:39:355 (2,3,1) - nerf this jump, its way too big for this part

05:03:476 - Clickable?

05:15:942 - might be better for the slider to end on the finish in the music (05:15:942 - i think?) and then put a finish hitsound on it, feels underwhelming to have nothing mapped to this finish

Fantastic map, very neat and structured. Hope I could help, and good luck! Definitely ready for BNs in my opinion.
Topic Starter
SeaRasp

Kocari wrote:

[Yokai]
You don't need my help for this. It's really solid work and should be evaluated by the "higher ups" GL with this I'll give you 12 sp so the BNs can come and take a look at it.
Well thanks for the stars :)

Hobbes2 wrote:

last time i modded one of your maps i had a hard time finding things to mention, so I think I might have a hard time here lol

[general]

looks fine, maybe you can move the combo colors around so that red and purple aren't right next to each other since they look pretty similar Hum, OK

[the map]

00:06:719 - The drum here makes me feel this should be clickable, what do you think? I think sense I'm focusing mainly on piano here it is fine but I will change if really necessary

00:09:963 (2,3) - Fix blanket, if this is supposed to be one. Looked fine already but I guess improved a bit

00:27:192 (1,3) - ctrl+right ctrl+down 3 to fix the stack can't do much better than now

00:32:665 - I think this can be mapped I could but for consistency with the rest of the map, I'll leave it the way it is

00:34:287 (2) - Gonna sound super nazi but ctrl+left this so that the tail is perfectly stacked under 00:33:679 (1) - 's body Looks already fine on my screen ><

00:38:341 (1) - Nothing too wrong with the spacing, but it might catch the player off guard since this spacing has usually be reserved for 1/2 gaps Reduced a bit

00:41:787 (1) - i think this should have the most spacing in this pattern, 00:41:584 (3) - has more right now I can agree but I feel like 3 should be emphasized for the high piano, They're both still emphasized though

01:48:882 - should be mapped imo I guess but for now I'll leave it like this

01:50:098 - Should be clickable. The drum here is pretty notable. Same, will change if necessary but for now I'd rather keep it like this

02:00:436 (3) - consider positioning this so that it's tail is completely overlapped by 01:59:625 (1) - Ok changed

02:03:071 - clickable? Left it like this but if brought up again, will change

02:29:625 (3,1) - Fix stack Fixed

03:14:219 (6) - NC should be here Oh yah

03:18:274 (3) - Sounds like it deserves more spacing than this. You are a bit limited by the pattern here so this might be fine. Consider swapping 03:18:274 (3,4) - on the timeline I'll leave it like this for now but will change if really necessary

03:56:382 (1) - ctrl+right to fix the stack I don't really see a problem for stacks, maybe it's my computer, idk

03:59:422 - hard vocal here worth mapping imo OK even though I wanted to focus on drums

04:03:679 (2,1) - Spacing should be forgiving here do to switch to 1/3 imo. Didn't really got what you meant but Made it more clear that is was 1/3

04:39:355 (2,3,1) - nerf this jump, its way too big for this part Lol what happened here lol, should not have been there

05:03:476 - Clickable? I'd rather keep it like this but if mentionned again, will change

05:15:942 - might be better for the slider to end on the finish in the music (05:15:942 - i think?) and then put a finish hitsound on it, feels underwhelming to have nothing mapped to this finish Agreed

Fantastic map, very neat and structured. Hope I could help, and good luck! Definitely ready for BNs in my opinion.
Thanks for the mod !!
PoNo

NM from my queue


Yokai


00:04:490 (1) - in my opinon, it's better to do that style of slider shape with that points https://imgur-archive.ppy.sh/0TKzdb8.png

00:07:530 (7) - You can stack this on 00:07:328 (6) - could be easier to read, cause an object behin a slider with low ar is kinda difficult to read

00:41:584 (3) - This is not too spaced ? maybe you can reduce a bit the DS

00:51:517 (1,2) - Rythm look kinda strange, just personnal opinon

02:49:287 (3,4,5) - I think you can make a better visual triangle like this https://imgur-archive.ppy.sh/cMnFbU9.png just visuals, nothing important ^^'

03:01:855 (3) - Move a bit on the left/down to reduce the DS différence between 03:01:652 (2,4) -
Didn't found a lot of things, this is a very clean and relaxing mapping, really good map !
Shooted 1
Dammond
Hi! Requested a mod in Black Vultures Clan Modding Queue
Pretty short one, can't say much, just some suggestions:

  1. 00:07:530 (7) - put it in the sliderend 00:06:922 (5) ? For consistency with 00:05:706 (2,4) and it flows better with 00:07:733 (1)
  2. 00:34:287 (2) - move it to the X=267 to hide the sliderend perfectly behind 00:33:679 (1)
  3. 01:52:328 (3) - Y=337 for perfect stack of 01:51:922 (2)
  4. Since the main thing that you follow is the vocal, would you like to map from here? 02:22:936
  5. 03:18:679 (4,1) - probably unrankable cuz hidden reverse arrow
  6. 03:41:584 (6) - I would like to just forget about stacking and place it like this https://osu.ppy.sh/ss/6822833 atm 03:40:976 (3,4,5,6) spacing is too weird
  7. 05:06:719 (2,3) - blanket a bit off
  8. Hitsounds (some missed snare drums):
  9. 01:28:003 (3) - missed Clap on sliderhead
  10. 01:31:247 (3) - Clap applied to the slider
  11. 03:11:787 (3) - Clap
  12. 05:06:922 (3) - what about Clap?
  13. 05:10:165 (3) - ^
  14. Afterword: pretty awkward flow in some parts of choruses like 04:25:368 (4,1) - 04:17:260 (4,1) - 03:25:571 (1,2) But map is pretty easy and plays well, so I didn't notice that. So let BN's decide is it ok or not.
Nice song, nice map.
Good luck ;)
Topic Starter
SeaRasp

Ponoyoshi wrote:


NM from my queue


Yokai


00:04:490 (1) - in my opinon, it's better to do that style of slider shape with that points https://imgur-archive.ppy.sh/0TKzdb8.png Maybe but in this case it doesn't make much of a difference

00:07:530 (7) - You can stack this on 00:07:328 (6) - could be easier to read, cause an object behin a slider with low ar is kinda difficult to read Didn't do that but placed it on 00:06:922 (5) - sliderend it is easier to read and keeps the emphasis

00:41:584 (3) - This is not too spaced ? maybe you can reduce a bit the DS It seems ok for this part to emphasize the piano

00:51:517 (1,2) - Rythm look kinda strange, just personnal opinon I like it :/

02:49:287 (3,4,5) - I think you can make a better visual triangle like this https://imgur-archive.ppy.sh/cMnFbU9.png just visuals, nothing important ^^' I just rotated a tiny bot

03:01:855 (3) - Move a bit on the left/down to reduce the DS différence between 03:01:652 (2,4) - Supposed to be spaced a bit more to emphasize drums
Didn't found a lot of things, this is a very clean and relaxing mapping, really good map !

Shooted 1
Thanks for mod and star !!

Dammond wrote:

Hi! Requested a mod in Black Vultures Clan Modding Queue
Pretty short one, can't say much, just some suggestions:

  1. 00:07:530 (7) - put it in the sliderend 00:06:922 (5) ? For consistency with 00:05:706 (2,4) and it flows better with 00:07:733 (1) Ok why not
  2. 00:34:287 (2) - move it to the X=267 to hide the sliderend perfectly behind 00:33:679 (1) Done
  3. 01:52:328 (3) - Y=337 for perfect stack of 01:51:922 (2) Done
  4. Since the main thing that you follow is the vocal, would you like to map from here? 02:22:936 Thought about that before, I mapped the drums
  5. 03:18:679 (4,1) - probably unrankable cuz hidden reverse arrow Will have to verify that because I don't really know how to change pattern right now
  6. 03:41:584 (6) - I would like to just forget about stacking and place it like this https://osu.ppy.sh/ss/6822833 atm 03:40:976 (3,4,5,6) spacing is too weird Yeah I guess
  7. 05:06:719 (2,3) - blanket a bit off Fixed
  8. Hitsounds (some missed snare drums): Fized all
  9. 01:28:003 (3) - missed Clap on sliderhead
  10. 01:31:247 (3) - Clap applied to the slider
  11. 03:11:787 (3) - Clap
  12. 05:06:922 (3) - what about Clap?
  13. 05:10:165 (3) - ^
  14. Afterword: pretty awkward flow in some parts of choruses like 04:25:368 (4,1) - 04:17:260 (4,1) - 03:25:571 (1,2) But map is pretty easy and plays well, so I didn't notice that. So let BN's decide is it ok or not.
Yeah will see with BNs if I can actually get some to take a look at it xD

Nice song, nice map.
Good luck ;)
Thanks !
fieryrage
low bpm and anime so i probably am going to be awful at modding this

e
  • 00:19:084 (1,2) - wouldn't it be better if you just ctrl+h ctrl+g the first slider and place it where the 2nd one is right now?
    00:28:611 (1,2) - pretty bland movement, maybe ctrl+g 2?
    00:33:476 (3,1) - y stack here, kills like all momentum especially with a huge downbeat after it lol
    00:39:557 (4,5) - ^ this even moreso, i get its to follow the vocals but the sudden jump into stack just feels so awkward to play
    00:51:517 (1) - i'd ctrl+g this tbh which would probably lead to ctrl+ging 00:52:125 (2) - this as well
    01:05:503 (3) - ctrl+h? kind of weird you make sliders follow the followpoints but not this one
    01:08:341 (2) - this is 1/8 not 1/6 if i'm hearing correctly (there's a note on the first 1/8 tick that's pretty noticeable)
    01:28:814 (1,2) - space out a bit more?
    01:30:841 (2,3) - having a stack that's 1/2 gap here and then having a 1/4 gap stack right after is misleading i'd just make this patterns like 01:28:611 (4,1) - what you did here
    02:04:490 (1) - i'd add more of a curve to the first white node like this, looks kind of better
    02:07:733 (1) - i don't think there should be a whistle on the end here
    02:22:936 (1,2,3) - pretty hard to read at this low of an ar but it's low bpm so idk????
    02:48:882 (2) - same as 01:08:341 (2)
    02:53:949 (3,4) - pattern looks pretty weird cuz of the different slider angles, if you were to do this i'd space out 4 a bit more from the sliderhead of 02:54:760 (1) - imo
    03:01:855 (3) - yea u get the gist of it at this point
    03:22:936 (2,3) - stack maybe?
    03:53:544 (2) - would move this down a bit more, maybe have sliderhead overlap sliderend of 03:52:328 (2) - instead of sliderend/sliderend
    04:01:044 (2,1) - doing this kills momentum i'd rather just make this a jump lol
    04:09:760 (2,3,4) - honestly was expecting 04:10:368 (4) - to be a bit more to the right, while the pattern plays fine rn just kind of unexpected with the flow you set up previously
    04:14:219 (1) - this is one ugly curve slider lol, uneven on both sides
    04:34:490 (3) - would move this a bit more to the right so it's not directly in the same line as 04:34:084 (2) - tbh
    04:54:760 (1,1) - silence sliderticks?
    05:14:219 (1) - ^
Topic Starter
SeaRasp

fieryrage wrote:

low bpm and anime so i probably am going to be awful at modding this

e
  • 00:19:084 (1,2) - wouldn't it be better if you just ctrl+h ctrl+g the first slider and place it where the 2nd one is right now? Hum don't get how that makes sense
    00:28:611 (1,2) - pretty bland movement, maybe ctrl+g 2? Maybe but I'll leave it like this to keep the proper emphasis
    00:33:476 (3,1) - y stack here, kills like all momentum especially with a huge downbeat after it lol Ok, unstacked
    00:39:557 (4,5) - ^ this even moreso, i get its to follow the vocals but the sudden jump into stack just feels so awkward to play I actually like this stack it emphasizes the vocals
    00:51:517 (1) - i'd ctrl+g this tbh which would probably lead to ctrl+ging 00:52:125 (2) - this as well I think the current pattern is good
    01:05:503 (3) - ctrl+h? kind of weird you make sliders follow the followpoints but not this one Well didn't do that but fixed the flow by stacking
    01:08:341 (2) - this is 1/8 not 1/6 if i'm hearing correctly (there's a note on the first 1/8 tick that's pretty noticeable)
    01:28:814 (1,2) - space out a bit more? Ok
    01:30:841 (2,3) - having a stack that's 1/2 gap here and then having a 1/4 gap stack right after is misleading i'd just make this patterns like 01:28:611 (4,1) - what you did here I guess unstacked the following stack so you can see the difference
    02:04:490 (1) - i'd add more of a curve to the first white node like this, looks kind of better Sure
    02:07:733 (1) - i don't think there should be a whistle on the end here Yeah I guess it removes the emphasis of the following whistle so removed
    02:22:936 (1,2,3) - pretty hard to read at this low of an ar but it's low bpm so idk???? Don't find it that hard to read but will change if really necessary
    02:48:882 (2) - same as 01:08:341 (2)
    02:53:949 (3,4) - pattern looks pretty weird cuz of the different slider angles, if you were to do this i'd space out 4 a bit more from the sliderhead of 02:54:760 (1) - imo Looks fine IMO
    03:01:855 (3) - yea u get the gist of it at this point
    03:22:936 (2,3) - stack maybe? NO, for emphasis
    03:53:544 (2) - would move this down a bit more, maybe have sliderhead overlap sliderend of 03:52:328 (2) - instead of sliderend/sliderend Actually like it the way it is
    04:01:044 (2,1) - doing this kills momentum i'd rather just make this a jump lol Ok I ctrl+ged the slider
    04:09:760 (2,3,4) - honestly was expecting 04:10:368 (4) - to be a bit more to the right, while the pattern plays fine rn just kind of unexpected with the flow you set up previously Will leave it
    04:14:219 (1) - this is one ugly curve slider lol, uneven on both sides Tried to fix lol
    04:34:490 (3) - would move this a bit more to the right so it's not directly in the same line as 04:34:084 (2) - tbh SUpposed to
    04:54:760 (1,1) - silence sliderticks? I would but it's unrankable if you silence both sliderend and slidertick
    05:14:219 (1) - ^^
Thanks for the mod ! and yeah changed all the 1/8 sliders
Kalibe
nice, btw why no preview point on kiai? it's so amazing duh
Topic Starter
SeaRasp

Kalibe wrote:

nice, btw why no preview point on kiai? it's so amazing duh
Yeah I guess but I don't feel like ranking this so I'll just leave it to the graveyard lol
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply