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Ghost Bath - The Sleeping Fields

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Topic Starter
Potatoe751
This beatmap was submitted using in-game submission on Monday, April 3, 2017 at 6:48:54 PM

Artist: Ghost Bath
Title: The Sleeping Fields
Tags: Atmospheric black metal slow instrumental
BPM: 150
Filesize: 6173kb
Play Time: 00:49
Difficulties Available:
  1. Easy (1.79 stars, 66 notes)
  2. Hard (3.12 stars, 118 notes)
  3. Normal (2.45 stars, 107 notes)
Download: Ghost Bath - The Sleeping Fields
Information: Scores/Beatmap Listing
---------------
If you want proper keysounds change all the hitclaps to hitnormals and remove claps in the editor.
ReinnLol
Hello!

Overall
You start the Kiai at the right moment, when the music intesifies, but you stop it when it intensifies again. Basically do a longer kiai, there was no need to end it there.
Hard
Overall - The beatmap is really repetitive and not fun to play. Its like a 40 seconds CTRL + C - CTRL + V. You may need to re-map from scratch.

00:11:979 (1) - That spin doesn't fit. Basically a spin appears where the main sound is a really prolonged one. In this case you have a prolonged sound, but it is not the most important element in the song at that moment.
00:27:979 (3) - You're missing a beat (red tick) and you might wanna do the white ticks clickeable (not slider tails). Same happens here 00:42:979 (4)
00:28:579 (1) - No sounds here. Delete that circle.
00:31:179 (1,2,3,4,5,6,1,2) - Maybe those jumps are just too intense to hard. When you do jumps on hard a diff. try to do them simple.
Medium
Overall - Sliders are too fast.
Like the hard diff, repetitive and no fun. Normal usually are a little repetitive because they're meant to new players, so you basically set an easy and fun pattern and repeat it; but this is too much.

00:28:580 (4,1,2,3) - Parts like that are too fast maybe, use sliders instead. They're easier than single tapping the circles for new players.
Easy
Overall - Basically same stuff again.

Basically remember those tips and try to avoid doing those mistakes again :).
Topic Starter
Potatoe751
Overall
You start the Kiai at the right moment, when the music intesifies, but you stop it when it intensifies again. Basically do a longer kiai, there was no need to end it there.

Yeah I was afraid of making the kiai too long, just looked at Haitai and seems fine so fixed.

Hard
Overall - The beatmap is really repetitive and not fun to play. Its like a 40 seconds CTRL + C - CTRL + V. You may need to re-map from scratch.

Consistency is good to have and fun is subjective. There's nothing wrong with similar patterns especially when the song is this repetitive in itself.

00:11:979 (1) - That spin doesn't fit. Basically a spin appears where the main sound is a really prolonged one. In this case you have a prolonged sound, but it is not the most important element in the song at that moment.

I know how spinners work xd I extended it to match the whole thing so it doesn't awkwardly transition between the new sound and the old ones.

00:27:979 (3) - You're missing a beat (red tick) and you might wanna do the white ticks clickeable (not slider tails). Same happens here 00:42:979 (4)

Those notes are basically inaudible compared to every other beat I've mapped. Especially since there's a sound layered on top of it, going to leave them as it is.

00:28:579 (1) - No sounds here. Delete that circle.

Yes there is, and it's a lot more noticeable than the ones in your last comment.

00:31:179 (1,2,3,4,5,6,1,2) - Maybe those jumps are just too intense to hard. When you do jumps on hard a diff. try to do them simple.


The DS is fine, I reorganized it to make the jumps flow better.

Medium
Overall - Sliders are too fast.

Not really

Like the hard diff, repetitive and no fun. Normal usually are a little repetitive because they're meant to new players, so you basically set an easy and fun pattern and repeat it; but this is too much.

I understand what diffs are supposed to be for. See previous comment about repetition.

00:28:580 (4,1,2,3) - Parts like that are too fast maybe, use sliders instead. They're easier than single tapping the circles for new players.

It's only 150 BPM with super small DS, a lot of normals are harder and faster.
William K
IRC MOD
16:50 William K: Hi
16:50 *William K is editing [https://osu.ppy.sh/b/1210625 Ghost Bath - The Sleeping Fields [Hard]]
16:50 Potatoe751: hi :D
16:51 Potatoe751: that was really fast lol
16:51 William K: let's start with hard
16:51 Potatoe751: okie
16:51 William K: lol I'm farming kds :V
16:52 Potatoe751: nice xd
16:52 William K: 00:03:179 (2,2,2) - any reason why the spacing increases while there's no actual song changes?
16:53 Potatoe751: the pitch increases a little bit every time
16:53 William K: oh yea xd i didn't notice that
16:53 Potatoe751: yeah it's kind of subtle
16:54 William K: 00:11:979 (1) - I don't think a spinner would work here
16:54 William K: since the instrument at 00:02:379 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - are pretty much the same as the spinner
16:55 William K: yeah there's another holding sound but best not to do that? xd
16:55 Potatoe751: I was trying to map the hum differently
16:55 Potatoe751: would be weird to have the same pattern when theres a new sound
16:55 William K: then you could do some variation while maintaining the consistency
16:56 Potatoe751: mmk
16:56 William K: how does that sounds xD
16:56 Potatoe751: I'll try lol
16:56 Potatoe751: lemme go grab my tablet really quick, brb
16:57 William K: okie Imma mention some things while you're taking it
16:58 William K: 00:31:179 (1,2,3,4,5,6,1,2) - Actually, this's encouraged in Hards. It's a large jump that may cause reading issues as they're all even spaced.
16:58 William K: 00:35:979 (1,2,3,4,5,6,1,2) - Here too.
16:59 Potatoe751: do you mean it's discouraged?
16:59 William K: yeah xD
16:59 William K: not recommended*
17:01 Potatoe751: hmmm so it would be better if they were more randomly placed/
17:01 William K: nooo lol
17:01 Potatoe751: ??
17:01 William K: that won't fix the problem
17:01 Potatoe751: what do then D:
17:01 William K: you could use 1/2 sliders
17:02 William K: 00:31:179 (1,2,3,4,5,6,1,2) - the pattern here are mainly used for insane, not for hards
17:02 Potatoe751: that would be really inconsistent with the rest of the song though
17:02 William K: and enormous jumps are also mainly used for inconsistent
17:02 William K: oops
17:02 Potatoe751: those same types of notes are repeated through like the entire thing and I always use singles :v
17:02 William K: used for insane*
17:03 William K: 00:33:579 (1,2,3) - here
17:03 William K: 00:35:979 (1,2,3,4,5,6,1,2) - here
17:03 William K: then you should fix the inconsistency :3
17:04 Potatoe751: then the map would be 90% sliders xd
17:04 William K: 00:41:779 (4,1) - jumps are also a no-no in Hards (large one)
17:05 William K: hmm maybe?
17:05 William K: we could take a look at another hard diffs
17:05 *William K is editing [https://osu.ppy.sh/b/391521 Suzuki Konomi - This game (TV Size) [Sekai's Hard Game]]
17:05 William K: do you have this?
17:06 Potatoe751: just got it
17:06 William K: okay, open the hard :3
17:06 *Potatoe751 is editing [https://osu.ppy.sh/b/391521 Suzuki Konomi - This game (TV Size) [Sekai's Hard Game]]
17:06 William K: 01:10:521 (1,2,3) -
17:07 Potatoe751: 00:15:623 (2,3) -
17:07 William K: actually, it could be some jumps here
17:07 William K: but the mapper, kept it simple
17:08 William K: yup, but 00:15:623 (2,3) - are much more easier than pressing 3 notes, or even enormous jumps
17:08 Potatoe751: true true
17:08 William K: pressing many consecutive notes, with enormous jumps are a no go for Hards
17:08 Potatoe751: wait so do you want me to change all of the 3 note patterns on my hard too?
17:08 William K: lol it's completely up to you
17:09 Potatoe751: okie do you think it would be best if I did
17:09 Potatoe751: also 00:35:827 (6,1) -
17:10 William K: 00:36:235 (3) - used for the cymbals
17:10 William K: the mapper wanted to emphasize the cymbals there
17:11 Potatoe751: I was emphasizing the high notes in mine qq
17:12 William K: 00:31:379 (2) - even this?
17:12 William K: well high/not is according to the map tbh
17:12 William K: if your map has 100% high pitched piano, then are you going to make those all a single notes xD
17:13 William K: and also 00:27:379 (4,1) - the jumps may be too high for hard players
17:15 Potatoe751: ok nvm on the high notes, I was doing it on repeated notes
17:15 Potatoe751: like 00:31:179 (1,3) - are the same
17:15 Potatoe751: and 00:31:979 (5,1) -
17:15 Potatoe751: idk about 00:31:979 (5,6) -
17:16 William K: 00:31:779 (4) -
17:17 William K: lol no that's not the problem lol
17:18 Potatoe751: ?
17:18 William K: the main problem is that the Hard is too Hard for Hard players
17:18 Potatoe751: mmmmk
17:18 William K: since it's filled with large jumps
17:18 William K: and consecutive clickings (1/2 clicks)
17:20 William K: if we compare a 1/2 slider and 2 1/2 notes, the 2 1/2 notes will be harder
17:20 William K: since it requires 2 clicks
17:20 Potatoe751: yeah i realize lol
17:21 William K: and in lower diffs, such as Easy, Normals and Hards. We should keep the rhythmings pretty simple
17:22 William K: yup that's how mapping lower diffs should be
17:22 Potatoe751: mhm
17:22 William K: you could look at rankable maps, and maybe ask someone to explain it to you if you don't understand something
17:23 Potatoe751: lol I understand what you're saying
17:23 William K: nice lol I can't explain what's in my mind ;w;
17:26 William K: Maybe you could refer to
17:27 William K: [https://osu.ppy.sh/wiki/Ranking_Criteria Ranking Criteria] [https://osu.ppy.sh/wiki/Difficulty_appropriate_gameplay_elements Difficulty Spread]
17:27 William K: well yeah that's the main thing in mapping
17:27 William K: oh and
17:28 William K: https://osu.ppy.sh/forum/t/513842
17:28 William K: some forums worth reading
17:29 Potatoe751: mmmm
17:30 William K: About the Normal, it has some inconsistent distance snapping issues
17:30 William K: and some tricky parts which shouldn't be at usual normals
17:30 Potatoe751: you mean at the beginning of the kiai?
17:30 William K: and the main problem is the same as Hard, the rhythm is too dense
17:31 William K: not only in the beginning xD
17:31 William K: 00:43:579 (3,4,1) - here too
17:31 William K: 00:23:179 (3,1) - here
17:32 William K: 00:07:179 (1) - The reversed arrow is covered by the slider head
17:32 William K: easy^
17:34 Potatoe751: ?
17:35 William K: At Easy
17:35 William K: 00:07:179 (1) - the reversed arrow is covered by the head of the slider, which is unrankable. Please change this
17:37 Potatoe751: wut, hows that unrankable
17:37 William K: https://osu.ppy.sh/wiki/Ranking_Criteria
17:38 Potatoe751: thanks for linking the entire page
17:38 William K: the main problem for easy is that 1/2 shouldn't be used, at this bpm
17:39 William K: xD ur welcome
17:39 Potatoe751: where does it say thats unrankable -.-
17:39 William K: there is
17:39 William K: not there lol
17:39 William K: https://osu.ppy.sh/wiki/Standard_Ranking_Criteria
17:39 William K: here
17:40 Potatoe751: it isn't covered when the actual note is played :|
17:40 William K: covered lol
17:41 Potatoe751: also not sure that ruleset is up to date considering is says " even the paths/ends of sliders"
17:41 William K: ofc
17:41 William K: burai sliders aren't allowed
17:41 Potatoe751: have you ever played tsubaki?
17:41 William K: where
17:42 William K: show it to me :V
17:42 *Potatoe751 is listening to [https://osu.ppy.sh/b/800237 Ocelot - TSUBAKI]
17:42 William K: btw where does the criteria said ends
17:42 Potatoe751: second bullet point in general
17:42 Potatoe751: All repeat arrows on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering the repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable. However, very short repeating sliders (e.g. 1/4 or 1/8 sliders, generally called "kick" sliders) only require the first repeat arrow to be visibl... (message truncated)
17:43 William K: well paths aren't allowed
17:43 William K: and ends aren't allowed too (burai sliders
17:44 Potatoe751: you mean like this
17:44 Potatoe751: 01:10:633 (1,2,3,4) -
17:44 Potatoe751: in tsubaki
17:44 William K: 00:36:714 (5,6) - if you're talking about this, the end is visible
17:44 Potatoe751: lol no
17:44 William K: 01:10:633 (1,2,3,4) - this's also visible lol
17:45 William K: well just some gimmicks
17:45 Potatoe751: 01:11:086 (4) -
17:45 Potatoe751: is visible
17:45 William K: it may be tricky, but it's visible
17:45 Potatoe751: how is that visisle
17:45 Potatoe751: literally the entire slider
17:45 Potatoe751: is cover
17:45 Potatoe751: d
17:45 Potatoe751: except two tiny little triangles
17:45 William K: nope
17:45 Potatoe751: are you high?
17:46 William K: what do you mean by high :v
17:46 Potatoe751: have you taken any mind altering substances recently
17:46 *William K is editing LeaF - Evanescent [Aspire]
17:46 William K: alright
17:46 William K: you have this?
17:46 Potatoe751: thats not submitted :v
17:47 William K: https://osu.ppy.sh/s/227126
17:47 William K: seems explaining is hard without examples
17:47 *William K is listening to [https://osu.ppy.sh/b/529285 LeaF - Evanescent]
17:47 Potatoe751: how is an aspire map going to help lol
17:47 William K: ofc
17:48 William K: we're dealing with unrankable issues, right
17:48 Potatoe751: 00:36:143 (1,2,3,4,5,6,7,8) - oh hey literally what tsubaki did
17:48 William K: yeah it should be rankable
17:48 William K: 01:58:722 (1) - this
17:48 Potatoe751: mhm
17:48 William K: take a look
17:48 Potatoe751: yeah thats a burai slider
17:49 William K: yeah
17:49 William K: the end isn't even visible when we click for the first time
17:49 Potatoe751: "make sure the hitburst from PREVIOUS NOTES are not covering the... paths/ends of sliders"
17:49 Potatoe751: literally in the rules
17:50 Potatoe751: not talking about burai
17:50 William K: ends
17:50 Potatoe751: yes
17:50 Potatoe751: in tsubaki the ends arent visible
17:50 Potatoe751: and that map is ranked
17:51 William K: let me poke someone to solve this
17:51 Potatoe751: ok
17:51 Potatoe751: also in my map
17:51 Potatoe751: 00:05:979 (4) - is completely gone
17:51 Potatoe751: before you can even click 00:07:179 (1) -
17:52 Potatoe751: also I updated hard :v
17:53 William K: surely it's so hard explaining to you lol
17:54 Potatoe751: no you're explanations are fine
17:54 Potatoe751: i just think it's wrong
17:57 *William K is editing [https://osu.ppy.sh/b/800237 Ocelot - TSUBAKI [EX EX]]
17:57 William K: 01:10:633 (1,2,3,4) - do you think the movements are predictable?
17:58 William K: https://osu.ppy.sh/ss/7303011
17:59 William K: https://osu.ppy.sh/ss/7303017 okay this solves the problem
18:00 Potatoe751: mmk now ask him if the reverse arrow needs to be covered when the note is played
18:00 William K: it must be visible
18:00 Potatoe751: it is
18:00 William K: https://osu.ppy.sh/ss/7303024 this can't be ranked either
18:00 Potatoe751: when the note it played
18:00 Potatoe751: in my map
18:01 Potatoe751: there is literally nothing covering it
18:01 Potatoe751: https://puu.sh/tZEEQ/c535ba421e.jpg
18:02 William K: https://osu.ppy.sh/ss/7303046 it's completely covered
18:03 Potatoe751: not when it's played, no
18:03 William K: yeah it is @_@
18:03 William K: oh about the tsubaki, direct yourself to the forum. There're many issues talked there
18:03 Potatoe751: yes i realize
18:04 Potatoe751: and the moment you click the circle in my map
18:04 Potatoe751: it is no longer being covered
18:04 William K: for example
18:04 William K: if you play
18:04 William K: do you predict the next movement?
18:04 Potatoe751: the slider before it goes away before 7:079
18:05 Potatoe751: which is an entire 1/4 before it
18:05 William K: what if the reversed is cover? doesn't the prediction of yours be useless
18:06 Potatoe751: it isn't tho
18:06 Potatoe751: by the time you actually play the note
18:06 Potatoe751: it is not covered
18:07 William K: okay then
18:07 William K: do you find any ranked maps with their 1/2 reversed slider covered?
18:08 William K: it's mentioned in many mods
18:08 Potatoe751: off the top of my head no
18:08 Potatoe751: but mine
18:08 Potatoe751: is not covered
18:09 Potatoe751: when the note is played
18:09 William K: hmm
18:09 William K: you may ask a BN irc
18:09 William K: whether it's covered or not

We had some talk, and mostly about ranking criteria. GL! :3
Grafs
Hello,
Easy:
Think all is fine
Normal:
00:28:580 (4) - its very easy to lost the rhytm, this circle simply doesn't fit
00:42:980 (4) - easier than this one before but similar situation
Hard:
00:28:579 (4) - similar situation to normal, this circle is not necessery
00:42:979 (4) - ^
That's all i think all those 4 circles really doesn't fit well, its much better without them, nice map.
Electoz
Someone just showed me this map so I might as well point out some quick stuff:

[Easy]

  1. 00:02:379 (1) - You know you can't just use the same rhythm over 20 seconds, true the rhythm is repetitive but you need to have some rhythm variations so gameplay-wise won't be too boring.
  2. 00:31:579 (2,3) - 00:36:379 (2,3) - Using reverse sliders with different number of repeats is not really predictable.
  3. If this is supposed to be Easy then 1/2 rhythms(aka objects on red ticks) should not be mapped so frequently, objects shouldn't be denser than 1/1 rhythms so you need to come up with some rhythm that can simplify the main melody rather than mapping every single beat of them.
[Normal]

  1. 00:13:179 (1,1) - Aren't these sliders supposed to be straight ones like what you did in other measures?
  2. Personally I would NC the intro part on every 2 or 4 downbeats, the current ones look like a spam but personal preference I guess
    1. 00:20:379 (3) - Missing NC? According to how you NC stuff on every downbeats.
  3. 00:28:580 (4) - 00:42:979 (4) - The main melody is there so if you're following only that sound then these should be removed.
I can give you more detailed stuff but I'm in a rush atm so
poke me up in game if you have any questions or need further explanation on this
good luck~
JiruPiru
Hello there! Her is your mod from my queue (p/5814470#p5814470)

Easy
00:21:579 (1) - Sliders going this fast is too hard for an Easy difficulty, try something like this: https://osu.ppy.sh/ss/7306134
00:31:179 (1,2,3) - Way too hard for an Easy! This would be much easier: https://osu.ppy.sh/ss/7306157
You get the idea, those patterns need changing.

Normal
00:03:580 (1) - Slider should be curved to reflect the bend in the note it is reflecting.
00:05:980 (1) - Opposite thing as the above
00:21:580 (1,2,3,4,1,2,3) - Too hard for a Normal, try using the patterns you used in the Easy difficulty in this difficulty
00:28:580 (4) - Why overmap a Normal?

Hard
00:05:579 (2) - Move this back a few squares as it is too spaced out

Other than that, the hitsounding really needs to be worked on!
Topic Starter
Potatoe751

Grafs wrote:

Hello,
Easy:
Think all is fine
Normal:
00:28:580 (4) - its very easy to lost the rhytm, this circle simply doesn't fit
00:42:980 (4) - easier than this one before but similar situation
Hard:
00:28:579 (4) - similar situation to normal, this circle is not necessery
00:42:979 (4) - ^
That's all i think all those 4 circles really doesn't fit well, its much better without them, nice map.
There's actually a beat at each of those points, albeit a quiet one. Since they aren't really noticeable I guess I'll remove them :c
Topic Starter
Potatoe751

Electroz wrote:

Someone just showed me this map so I might as well point out some quick stuff:

[Easy]

  1. 00:02:379 (1) - You know you can't just use the same rhythm over 20 seconds, true the rhythm is repetitive but you need to have some rhythm variations so gameplay-wise won't be too boring.

    Alright fixed
  2. 00:31:579 (2,3) - 00:36:379 (2,3) - Using reverse sliders with different number of repeats is not really predictable.

    Yeah I kind of guessed that :v I'll fix it along with the other 1/2s
  3. If this is supposed to be Easy then 1/2 rhythms(aka objects on red ticks) should not be mapped so frequently, objects shouldn't be denser than 1/1 rhythms so you need to come up with some rhythm that can simplify the main melody rather than mapping every single beat of them.
[Normal]

  1. 00:13:179 (1,1) - Aren't these sliders supposed to be straight ones like what you did in other measures?

    Yeah fixed. Originally I had a spinner there and didn't go through the map thoroughly when I changed it :c
  2. Personally I would NC the intro part on every 2 or 4 downbeats, the current ones look like a spam but personal preference I guess
    1. 00:20:379 (3) - Missing NC? According to how you NC stuff on every downbeats.
    Changed to every 4 downbeats
  3. 00:28:580 (4) - 00:42:979 (4) - The main melody is there so if you're following only that sound then these should be removed.
Fixed

I can give you more detailed stuff but I'm in a rush atm so
poke me up in game if you have any questions or need further explanation on this
good luck~
Thanks for the mod :D
Topic Starter
Potatoe751

DilPil111 wrote:

Hello there! Her is your mod from my queue (p/5814470#p5814470)

Easy
00:21:579 (1) - Sliders going this fast is too hard for an Easy difficulty, try something like this: https://osu.ppy.sh/ss/7306134
00:31:179 (1,2,3) - Way too hard for an Easy! This would be much easier: https://osu.ppy.sh/ss/7306157
You get the idea, those patterns need changing.

Fixed that in the last mod :3

Normal
00:03:580 (1) - Slider should be curved to reflect the bend in the note it is reflecting.
00:05:980 (1) - Opposite thing as the above

Fixed

00:21:580 (1,2,3,4,1,2,3) - Too hard for a Normal, try using the patterns you used in the Easy difficulty in this difficulty

I'll change it if more people comment on it

00:28:580 (4) - Why overmap a Normal?

There's a beat there, it wasn't overmapped :v fixed in a different mod too

Hard
00:05:579 (2) - Move this back a few squares as it is too spaced out

I think it's find atm. DS increases alil bit every 3 white ticks up until that.

Other than that, the hitsounding really needs to be worked on!

Yeahhhhhhhh I have no idea how to hitsound this properly qq
Thanks for the mod :D
Dammond
Hey! ;)
Black Vultures Clan Modding Queue request.
Nice to see somethig ABMish mapped, really like it

<another comment about boring and repetitive things OK nvm You've read it a hundred times> :)

  1. 'instrumental' in tags?
[Hard]
  1. first of all, an offer for some big changes:
    1. 00:02:379 - Not really fun to see the same slider-circle pattern for 19 seconds of the map (which is almost 40% of it). Since there 00:03:579 (3,5) - guitar makes a slide, you can replace 00:02:379 (1) - and 00:05:979 (7) - for 2 circles each. It represents every type of guitar picking, and the most important - more diversely and fun to play
    2. ...and yeah, you should save this one 00:11:979 (1) - because it seems cool with the arising sound
  2. Compare spacing 00:24:779 (4,1) - and 00:29:579 (4,1) -
  3. 00:25:179 (1,2,1) - 00:29:979 (1,2,1) -
  4. 00:31:979 (3,4) - guitar makes a slider, so I feel like this could be a slider, and these 00:31:179 (1,2) - 4 circles
  5. 00:50:379 - 00:55:179 - could be one more repeat of the riff, cuz still 100% volume
  6. Overall, using DS for melodies in Hard is not very cool ( 00:38:379 (1,2,3,4) and basically everywhere) especially when some sounds are much more stronger than others. You're mapping this diff like "advanced normal", but Hard is something else... (imo, at least)
[Normal]
  1. 00:45:580 (1,1) - unnecessary overlap, there's enough of room to work with
Easy is fine
Topic Starter
Potatoe751

Dammond wrote:

Hey! ;)
Black Vultures Clan Modding Queue request.
Nice to see somethig ABMish mapped, really like it

Thanks :D I've been thinking about doing Death and the Maiden or something by Skyforest too

<another comment about boring and repetitive things OK nvm You've read it a hundred times> :)

Same

  1. 'instrumental' in tags?
Fixed

[Hard]
  1. first of all, an offer for some big changes:
    1. 00:02:379 - Not really fun to see the same slider-circle pattern for 19 seconds of the map (which is almost 40% of it). Since there 00:03:579 (3,5) - guitar makes a slide, you can replace 00:02:379 (1) - and 00:05:979 (7) - for 2 circles each. It represents every type of guitar picking, and the most important - more diversely and fun to play

      Okie fixed, hard to make a suuuuuuuper repetitive part play differently :v
    2. ...and yeah, you should save this one 00:11:979 (1) - because it seems cool with the arising sound

      :D

  2. Compare spacing 00:24:779 (4,1) - and 00:29:579 (4,1) -
  3. 00:25:179 (1,2,1) - 00:29:979 (1,2,1) -

    Fixed
  4. 00:31:979 (3,4) - guitar makes a slider, so I feel like this could be a slider, and these 00:31:179 (1,2) - 4 circles

    Good catch, fixed.
  5. 00:50:379 - 00:55:179 - could be one more repeat of the riff, cuz still 100% volume

    I like the ending where it's at, it's the only part in the song like it so eh.
  6. Overall, using DS for melodies in Hard is not very cool ( 00:38:379 (1,2,3,4) and basically everywhere) especially when some sounds are much more stronger than others. You're mapping this diff like "advanced normal", but Hard is something else... (imo, at least)

    Originally the map was 3.3* and had different jump sizes, but they were too much :v well fixed now so it's a bit more variable.
[Normal]
  1. 00:45:580 (1,1) - unnecessary overlap, there's enough of room to work with

    Fixed
Easy is fine
Misery
Hi! from the OSUWOT modq. Sorry for late, I was out on the weekdays. These are mostly aesthetics so it's fine if you don't follow :3

General
-Combo colors seems to look close to each other. Maybe consider changing.

Easy
-HP to 2.5 or 3?
-00:26:379 (1,2,3,4,5,6) - tbh this is kinda bit confusing since the stack, this is not a problem though but I'm pretty sure this could be mapped better. Also slider 5 is out of the grid.
-Everything else seems good for me.

Normal
-HP to 4 or 4.5?
-00:03:579 (3) - needs to have less curve on it to lead to circle 4 (like 1 and 2 before it)
-00:05:980 (7) - I prefer if this slider looks symmetric to slider 1 (00:07:179 (1) - )
-00:11:579 (8) - would put this directly in front of the end of slider 7, same with 00:16:379 (8)
-00:17:580 (2) - same as the case in 00:11:579 (8), should be in front
-AIMod note: 00:33:981 (3,4) - both are unsnapped, please fix.

Hard
-OD to 7? HP to 6.5 or even 7? since there are a lot of health boosts around NCs
-00:49:979 (5) - I prefer this to be a bigger jump

Good luck further! :)
Topic Starter
Potatoe751

[- Mizki -] wrote:

Hi! from the OSUWOT modq. Sorry for late, I was out on the weekdays. These are mostly aesthetics so it's fine if you don't follow :3

General
-Combo colors seems to look close to each other. Maybe consider changing.

Yeah that was intentional, I darkened them to make it alil better though.

Easy
-HP to 2.5 or 3?

Fixed

-00:26:379 (1,2,3,4,5,6) - tbh this is kinda bit confusing since the stack, this is not a problem though but I'm pretty sure this could be mapped better. Also slider 5 is out of the grid.

Going to leave the pattern but fixed 5

-Everything else seems good for me.

:D

Normal
-HP to 4 or 4.5?

Fixed
-00:03:579 (3) - needs to have less curve on it to lead to circle 4 (like 1 and 2 before it)

I'd rather keep the blanket + if the slider was straight instead of curved it would be the same as 1,2

-00:05:980 (7) - I prefer if this slider looks symmetric to slider 1 (00:07:179 (1) - )

I changed the note placement after, but not going to make it parallel.

-00:11:579 (8) - would put this directly in front of the end of slider 7, same with 00:16:379 (8)
-00:17:580 (2) - same as the case in 00:11:579 (8), should be in front

Made everything consistent, but didn't change it to be straight.

-AIMod note: 00:33:981 (3,4) - both are unsnapped, please fix.

Fixed

Hard
-OD to 7? HP to 6.5 or even 7? since there are a lot of health boosts around NCs



-00:49:979 (5) - I prefer this to be a bigger jump

Fixed
Blobbability
m4m

Easy
Not much to say about the mapping. The basic principle of an easy map is followed. Simple stuff, simple map. Only general comments:

Since the drain time is only 49 seconds, you might want to increase your HP Drain rate to 4. Same with OD.

You may also need a little more hitsounding. It seems you have started hitsounding a little, but this has some work to be done regarding hitsounds. It does not seem complete.

This difficulty is very promising. I think it's mostly ready for ranking.

Normal
General: Even though it is a pretty low level difficulty, you are not limited by spacing at 2.46*. Changing the spacing up a little will help.

00:22:779: Push this way from circle 4 at 00:22:579. This is a pretty strong beat, so space it more from the previous combo.

00:27:579: ^

00:31:579 (2, 3): I'll mention it once, but you have to make spacing larger, even though it's a 2.4* map. This applies for most of the combos that utilize this pattern. Once in a while, it's okay. But it becomes repetitive if you use it too much, which doesn't make it enjoyable.

Interesting flow patterns.


Hard
You experiment with the flow of the hitobjects, but sometimes, it's awkward. But its quite different, so change it accordingly while keeping the style.


00:31:179 - 00:31:979: This is awkward flow. Notice how your zigzag is a really weird shape. This is fine under normal circumstances, but since the rest of the map is very uniform, this glares out. Before you change it, go to my comment at 00:35:979.

00:33:579: This is me being OCD but that 3rd hitcircle is not in a perfect triangle and is getting on my nerves :x

00:35:979: Recall how I said that this combo has awkward flow. Since you have repeated its use in the same fashion, it may be fine. Your choice on this.

00:37:179: My cursor was going in the clockwise direction at 00:36:779, and you're forcing me to go counter clockwise here. This needs to be changed because it is an example of uncomfortable flow that does not belong here.
Topic Starter
Potatoe751

srijanfromsd wrote:

m4m

Easy
Not much to say about the mapping. The basic principle of an easy map is followed. Simple stuff, simple map. Only general comments:

Since the drain time is only 49 seconds, you might want to increase your HP Drain rate to 4. Same with OD.

I'll consider it

You may also need a little more hitsounding. It seems you have started hitsounding a little, but this has some work to be done regarding hitsounds. It does not seem complete.

Yeah this map is realllllllllllly hard to hitsound since there aren't any drums.

This difficulty is very promising. I think it's mostly ready for ranking.

Normal
General: Even though it is a pretty low level difficulty, you are not limited by spacing at 2.46*. Changing the spacing up a little will help.

00:22:779: Push this way from circle 4 at 00:22:579. This is a pretty strong beat, so space it more from the previous combo.

00:27:579: ^

00:31:579 (2, 3): I'll mention it once, but you have to make spacing larger, even though it's a 2.4* map. This applies for most of the combos that utilize this pattern. Once in a while, it's okay. But it becomes repetitive if you use it too much, which doesn't make it enjoyable.



Like 99% of 3-3.5* maps will only have 2 or 3 notes total that aren't the exact same spacing. Making it change in something this low sr would be weird.

Interesting flow patterns.

?


Hard
You experiment with the flow of the hitobjects, but sometimes, it's awkward. But its quite different, so change it accordingly while keeping the style.


00:31:179 - 00:31:979: This is awkward flow. Notice how your zigzag is a really weird shape. This is fine under normal circumstances, but since the rest of the map is very uniform, this glares out. Before you change it, go to my comment at 00:35:979.

I think the music justifies the flow honestly + the angles are sharp enough that it isn't horrible.

00:33:579: This is me being OCD but that 3rd hitcircle is not in a perfect triangle and is getting on my nerves :x

Every 3 note pattern is like that :v

00:35:979: Recall how I said that this combo has awkward flow. Since you have repeated its use in the same fashion, it may be fine. Your choice on this.

00:37:179: My cursor was going in the clockwise direction at 00:36:779, and you're forcing me to go counter clockwise here. This needs to be changed because it is an example of uncomfortable flow that does not belong here.

00:35:979 (1,2,1,2,1,1,2) - This entire zigzag pattern is like that, the 1,2 are just at a slightly different angle
TequilaWolf
mod
Hard-

00:02:379 (1,2,3) - in hard difficulties, most of the time it's preferable to follow distance snap spacing. players who play hards are mostly newer players, so it's not suitable to introduce jumps with random spacing too fast

00:04:379 (5,6) - such a jump is too big for a hard.

really in a hard diff you want to keep everything tight and very neat so it's not an issue to read anything at all. you're allowed to put small jumps only once in a while if it's really needed according to the music. I'm going to link a decent hard here so you can look at it and use it as reference: https://osu.ppy.sh/b/434439&m=0

00:35:979 (1,2,1,2,1,1,2,3,1,2,3) - patterns like these are really difficult to read for newer players because they're unevenly spaced

this has too many elements here that are too difficult, use more sliders, reverse sliders, and follow distance snap most of the time. refer to more hard difficulties on ranked maps
#
Topic Starter
Potatoe751

TequilaWolf wrote:

mod
Hard-

00:02:379 (1,2,3) - in hard difficulties, most of the time it's preferable to follow distance snap spacing. players who play hards are mostly newer players, so it's not suitable to introduce jumps with random spacing too fast

00:04:379 (5,6) - such a jump is too big for a hard.

Only thing I disagree with here, it's a 1/1 jump at 150 BPM. I think it's fine

really in a hard diff you want to keep everything tight and very neat so it's not an issue to read anything at all. you're allowed to put small jumps only once in a while if it's really needed according to the music. I'm going to link a decent hard here so you can look at it and use it as reference: https://osu.ppy.sh/b/434439&m=0

00:35:979 (1,2,1,2,1,1,2,3,1,2,3) - patterns like these are really difficult to read for newer players because they're unevenly spaced

this has too many elements here that are too difficult, use more sliders, reverse sliders, and follow distance snap most of the time. refer to more hard difficulties on ranked maps
#
Alright so originally the entire map (except the beginning patterns) were evenly spaced. I ended up changing it at the recommendation of someone else, but after looking at other maps I realized that I should've kept it :v will fix
voynich
#modreq

Hard
Overall,I think the map has far too much spacing in parts that really don't need that much spacing.It doesn't exactly fit the tone of the song nor does it fit a hard difficulty.
Also,the slider velocity is way too long.0.90x is a lot nicer and compliments the mood of the song.
A bit weird then at 00:21.579 then that the spacing gets smaller as the song starts to get a bit more intense.
00:25:979 (2) - Way too far from 00:25:179 (1) .
00:33:579 (1,2,3) - An angle here would be nice.
00:38:379 (1,2,3,4) - This type of spacing should be consistent throughout most of the song,but feel free to increase it after 00:21.579 .Just don't deviate too much from this spacing.
00:48:379 (3,4) - The way these two sliders are oriented is a bit bizarre.
00:49:979 (5) - A finish and an NC would be nice here.

Normal
Overall,the biggest issue is with NCs.
00:27:380 (4,1,2) - Like at here.This would usually confuse newer players,and a better fit would be giving 00:27:380 (4) an NC and removing the NC from 00:27:580 (1) .
00:29:580 (4) - Should be placed closer to the slider after it without deviating from the pattern already made.Either that,or move the slider and beat on 00:30:780 (2) .
00:32:379 (1,2) - This section would work much better if 00:32:379 (1) was instead a triple repeating slider,like this:

00:34:379 (4,1,2) - Same situation as 00:29:580 (4) .
00:39:579 (1,2,1,2,3,4,1,2,3) - A lot of confusing patterns in this section,especially with this approach rate.
00:49:979 (5) - NC and a finish.

Easy
00:23:579 (4) - Very weird placement.
00:23:979 (5) - This should have an NC.
00:33:579 (7) - ^
00:37:179 (4) - Since this breaks away a bit from the pattern made by 00:35:979 (1,2,3) it should have an NC.
00:31:179 (1,2,3,4,5,6) - Consider changing this a bit;might be challenging for new players.
That's about it! Good luck with rank! :)
Luna Flina
m4m

General
This is subjective but i feel like the SVs are a bit high for a calm song. Try using 0.8/1.0/1.2 for each diffs.

Easy
Nothing to say, seems good

Normal
00:42:379 (3) - its position has sudden flow change. Maybe something like this to keep the circular flow? https://osu.ppy.sh/ss/7430361
00:47:980 (1) - try to put it at x:76 y:84 (or somewhere near it if you want to change the SV)

Hard
00:22:579 (4,1,2) - https://osu.ppy.sh/ss/7430386
00:31:179 (1,2,1,2) - turn this to a zigzag pattern
00:43:579 (3) - https://osu.ppy.sh/ss/7430412
00:46:779 (1,2) - https://osu.ppy.sh/ss/7430427
00:49:979 (5) - https://osu.ppy.sh/ss/7430439

I'm just helping with the flow. Hope this helps and GL!
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