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Toshio Masuda - Wakiagaru Toushi

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Topic Starter
Nostalgic
This map has been deleted on the request of its creator. It is no longer available.
mindmaster107
[Hard]
Turn up the AR to 8.5 - You have a lot of jumps, so a lower AR would be harder to read. 8.5 is well within a 3 star player's abilities, so don't worry.
00:12:988 (2,1) - These 2 are so close together. Maybe have it begin on the other side of the screen.
00:14:274 (1,2,3,4,5,6) - 4 5 and 6 do not follow the slider heads.
00:17:702 (1,2,3,4,5,6) - Same /\
00:20:417 (1,2) - Have this further down to separate it from the previous jump.
00:20:845 (1) - Get rid of this. I believe it is ok to undermap the drum roll, as you did the same to 00:20:274
00:34:131 (1,2) - Move to separate.
00:46:845 (2) - This is covered partially by the kick slider.
00:47:845 (1,2) - Move to separate.
00:52:702 (1,2) - Bit to far away, considering the spacing between these > 00:50:988 (1,2,1,2,1,2,1,2) It may actually be correct, but it doesn't look like so. Fold the jump so this stack is closer to the middle of the play field.
01:20:702 (4,5,6) - Shouldn't this be in the middle of where the reverse of 01:19:417 (1,2,3) meet?
01:22:131 (1) - Separate.
01:24:131 (4,5,6) - Doesn't follow the pattern of the sliderheads before it.
Topic Starter
Nostalgic

mindmaster107 wrote:

[Hard]
Turn up the AR to 8.5 - You have a lot of jumps, so a lower AR would be harder to read. 8.5 is well within a 3 star player's abilities, so don't worry. was 8.5 before, but it's a low bpm 1/3 songs. Still, I agree with you, changed to 8.2
00:12:988 (2,1) - These 2 are so close together. Maybe have it begin on the other side of the screen.
00:14:274 (1,2,3,4,5,6) - 4 5 and 6 do not follow the slider heads.
00:17:702 (1,2,3,4,5,6) - Same /\ all fixed
00:20:417 (1,2) - Have this further down to separate it from the previous jump. nah
00:20:845 (1) - Get rid of this. I believe it is ok to undermap the drum roll, as you did the same to 00:20:274 deleted
00:34:131 (1,2) - Move to separate. I try not to make it too difficult
00:46:845 (2) - This is covered partially by the kick slider. fixed
00:47:845 (1,2) - Move to separate.
00:52:702 (1,2) - Bit to far away, considering the spacing between these > 00:50:988 (1,2,1,2,1,2,1,2) It may actually be correct, but it doesn't look like so. Fold the jump so this stack is closer to the middle of the play field. changed the pattern in my own way
01:20:702 (4,5,6) - Shouldn't this be in the middle of where the reverse of 01:19:417 (1,2,3) meet? pattern variation
01:22:131 (1) - Separate.
01:24:131 (4,5,6) - Doesn't follow the pattern of the sliderheads before it.
Big thanks :)
Blobbability
M4M #modreqs

from srijanfromsd:

In general, you used quite a few different combinations and creativity, which is good. However, some patterns are not intuitive, be it for rhythm, or for spacing (especially in Normal Difficulty). This mod will try to address those issues, and some other points that come to my attention.

Normal
00:12:702: This was one of the counter intuitive pattern I was talking about. To click on this slider at the precise moment requires memorization instead of following the rhythm. I would recommend simplifying the beat by decreasing the slider return at 00:12:131 to one return instead of 2 returns, then place the next slider from 00:12:702 to 00:12:560 (Like this: https://drive.google.com/file/d/0B34dX3Pb8MDLZGNZQUNBeDdhNlE/view?usp=sharing) Or you can space the slider at 00:12:702 a little further away from the previous slider. This would place more emphasis on the slider so players can more easily play it intuitively, and not get frustrated. I would personally prefer doing the former since Normal and Easy difficulties should have simple rhythms. But if you want to preserve the rhythm that you have, I would recommend the latter.

00:19:560: Same concept as at 00:12:702.

00:23:702: Remove the new combo here. Stay consistent with the rest of the song section.

00:31:417 - 00:32:131: Just to change things up, you may want to split this slider into two different sliders like this: https://drive.google.com/file/d/0B34dX3Pb8MDLaGJxTFBDdlVRazA/view?usp=sharing. That way, things don't become "bland" for a lack of better word. At the same time, the pattern isn't changed too much.

00:33:274: Same concept as at 00:12:702.

00:45:131: Again, maybe split it up into two?

01:14:274: I feel like this slider has one too many slider returns. The last beat is a strong one that you may want to end with a hitcircle. I would recommend reducing the slider from 2 slider returns to one, then placing a hitcircle at the center of the previous 3 sliders.

00:48:560 - 01:00:417: If you notice, your slider flow is consistently counter clockwise. There is nothing wrong with that kind of flow, but it might be better to change the direction of cursor movement from time to time.

Solid map :)

hard
Overall good stuff. The concept and flow are very similar to your other difficulty, which is excellent. I don't have much to say to this difficulty.

Just wanted to point out that between 00:21:131 and 00:27:560, the new combo should be on each slider, not on the hitcircle after. This is true for all combos similar to this since the sliders land on the downbeat of every measure/cycle.

Personal opinion: Hard difficulty is ready for ranking :)

Good luck mapping!!!!
Topic Starter
Nostalgic

srijanfromsd wrote:

M4M #modreqs

from srijanfromsd:

In general, you used quite a few different combinations and creativity, which is good. However, some patterns are not intuitive, be it for rhythm, or for spacing (especially in Normal Difficulty). This mod will try to address those issues, and some other points that come to my attention.

Normal
00:12:702: This was one of the counter intuitive pattern I was talking about. To click on this slider at the precise moment requires memorization instead of following the rhythm. I would recommend simplifying the beat by decreasing the slider return at 00:12:131 to one return instead of 2 returns, then place the next slider from 00:12:702 to 00:12:560 (Like this: https://drive.google.com/file/d/0B34dX3Pb8MDLZGNZQUNBeDdhNlE/view?usp=sharing) Or you can space the slider at 00:12:702 a little further away from the previous slider. This would place more emphasis on the slider so players can more easily play it intuitively, and not get frustrated. I would personally prefer doing the former since Normal and Easy difficulties should have simple rhythms. But if you want to preserve the rhythm that you have, I would recommend the latter. You are totally right. I didn't really consider this thoroughly. Yet I will adopt the second solution cuz I don't really wanna change this section rhythm-wise

00:19:560: Same concept as at 00:12:702.

00:23:702: Remove the new combo here. Stay consistent with the rest of the song section. fixed

00:31:417 - 00:32:131: Just to change things up, you may want to split this slider into two different sliders like this: https://drive.google.com/file/d/0B34dX3Pb8MDLaGJxTFBDdlVRazA/view?usp=sharing. That way, things don't become "bland" for a lack of better word. At the same time, the pattern isn't changed too much. nah this long repeated slider is exactly what I did in the beginning section

00:33:274: Same concept as at 00:12:702.

00:45:131: Again, maybe split it up into two?

01:14:274: I feel like this slider has one too many slider returns. The last beat is a strong one that you may want to end with a hitcircle. I would recommend reducing the slider from 2 slider returns to one, then placing a hitcircle at the center of the previous 3 sliders. good suggestion, done

00:48:560 - 01:00:417: If you notice, your slider flow is consistently counter clockwise. There is nothing wrong with that kind of flow, but it might be better to change the direction of cursor movement from time to time. yea you are right. I changed half of the slider flow into clockwise

Solid map :)

hard
Overall good stuff. The concept and flow are very similar to your other difficulty, which is excellent. I don't have much to say to this difficulty.

Just wanted to point out that between 00:21:131 and 00:27:560, the new combo should be on each slider, not on the hitcircle after. This is true for all combos similar to this since the sliders land on the downbeat of every measure/cycle.

Personal opinion: Hard difficulty is ready for ranking :)

fixed

Good luck mapping!!!!
Thank you so much!
Vanillas
Hi~ from my queue
Mod
Normal

  • normal的問題有點大,給幾個建議好了,可能這個難度需要remap。
  1. normal難度不建議用1/6來做,會比較難。
  2. 檢查一下DS normal難度確保DS相同: https://puu.sh/ua8k6/ed08ae8491.png
  3. normal難度下一般最大的折返次數是4次,超過的話unrankable,比如00:07:417 (1) - 00:09:131 (1) - 00:10:845 (1) - 00:14:274 (1) - 這種在normal難度下不允許。
  4. 00:08:702 (3,1,2) - normal難度下不一定每一個音都要跟,如果跟了每一個音同時兼顧DS的問題就容易造成Note擠在一起不好看也不好讀圖。Normal難度建議直接把一串折返換成一個滑條。Kiai time的節奏挺好的。
Hard

  • 同樣是給一些建議:
  1. 00:21:131 (1,2,3) - 發現整張圖大部分是這樣的節奏,這樣重複的話對於一個hard來說有點簡單。可以在不改變節奏型的情況下換用短條配置,擺放也可以多點變化,比如:https://puu.sh/ua9ln/484fdfe571.png
  2. 00:46:631這個位置沒有音,然後01:27:631和00:20:274這裡漏了音
  3. 總之節奏沒有什麼問題,就是擺放還需要多考慮下。畢竟是個hard diff盡量嘗試下多種擺放配置。
GL~
Kyuukai
NM from my modding queue

Normal
1/6 mapping is not allowed
AIMod Issues about spacing
00:07:417 (1,1,1,3,1,1,1,3) - Theses are not allowed in a normal diff
00:48:560 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Really hard to read
01:00:560 (1,2,3,4) - not allowed, 2 maximum stacks on a Normal diff
01:23:702 (2,3) - avoid theses kind of sliders, they look bad D:

Hard
00:44:845 (2,3,1,2,3,4,5,6,7,1,2,1,2) - This is too hard for a hard diff
00:48:560 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - ^
00:54:560 (2,3) - It feels bad to play this
00:58:274 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This is too hard for a hard diff
01:00:560 (1,2,3,4) - Distance is too high
01:29:702 (1,2,3,4,5,6,7) - ^

Gl
Topic Starter
Nostalgic

Vanillas wrote:

Hi~ from my queue
Mod
Normal

  • normal的問題有點大,給幾個建議好了,可能這個難度需要remap。
  1. normal難度不建議用1/6來做,會比較難。那裡????
  2. 檢查一下DS normal難度確保DS相同: https://puu.sh/ua8k6/ed08ae8491.png 據我所知即使是normal也不一定要全部constant ds
  3. normal難度下一般最大的折返次數是4次,超過的話unrankable,比如00:07:417 (1) - 00:09:131 (1) - 00:10:845 (1) - 00:14:274 (1) - 這種在normal難度下不允許。 這些slider全改了
  4. 00:08:702 (3,1,2) - normal難度下不一定每一個音都要跟,如果跟了每一個音同時兼顧DS的問題就容易造成Note擠在一起不好看也不好讀圖。Normal難度建議直接把一串折返換成一個滑條。Kiai time的節奏挺好的。
Hard

  • 同樣是給一些建議:
  1. 00:21:131 (1,2,3) - 發現整張圖大部分是這樣的節奏,這樣重複的話對於一個hard來說有點簡單。可以在不改變節奏型的情況下換用短條配置,擺放也可以多點變化,比如:https://puu.sh/ua9ln/484fdfe571.png 不了這個我是故意的
  2. 00:46:631這個位置沒有音,然後01:27:631和00:20:274這裡漏了音 fixed
  3. 總之節奏沒有什麼問題,就是擺放還需要多考慮下。畢竟是個hard diff盡量嘗試下多種擺放配置。
GL~

yaleufeu wrote:

NM from my modding queue

Normal
1/6 mapping is not allowed where?????
AIMod Issues about spacing
00:07:417 (1,1,1,3,1,1,1,3) - Theses are not allowed in a normal diff fixed
00:48:560 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Really hard to read nah it's fine
01:00:560 (1,2,3,4) - not allowed, 2 maximum stacks on a Normal diff k fixed
01:23:702 (2,3) - avoid theses kind of sliders, they look bad D: kinda adjusted

Hard
00:44:845 (2,3,1,2,3,4,5,6,7,1,2,1,2) - This is too hard for a hard diff
00:48:560 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - ^
00:54:560 (2,3) - It feels bad to play this
00:58:274 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This is too hard for a hard diff
01:00:560 (1,2,3,4) - Distance is too high
01:29:702 (1,2,3,4,5,6,7) - ^
all fixed

Gl
BitCritterSpyro
Yo. Picked you up from my modding queue.

-NORMAL-
  1. I find it odd that the whole map is filled with almost nothing but sliders. Granted, there's stop-and-hold sliders to compensate for the lack of normal hitcircles, but there's a few odd ones that don't seem to fit this difficulty, which I'll list below:
  2. 00:12:131 (4) - Normally, the osu! wiki suggests that you don't use triplets, and as such, putting a repeating slider that has two repeat arrows will throw off the osu! newcomers, since they would expect at most 1 repeating arrow for a slider of this length, but I do see that you're just trying to match the guitar that plays at this one point, especially since it seems as though the song itself relies more on triplets than normal quarter notes. Most of your other sliders are fair in this case, but if you want to keep this slider, retract its repeating length to 00:12:274 -, then place a hit circle at 00:12:417 -, about 1 medium grid space to the left of the end of the 4th slider in that combo.
  3. 00:18:988 (4) - Kind of the same deal here, but in this case, put a hit circle on top of the first slider of the new combo, to make the spacing consistent with the last combo-transition of this type.
  4. 00:32:702 (4) - Same deal. Stack a circle on the new combo.
  5. 00:48:560 (1) - Now you see, this is a good implementation of the repeating slider, since you literally introduce the combo with them, but after this combo, the repeating slider in the next combo at 00:52:845 (3) - is questionable at best, because the osu! newcomers could likely immediately brush off the repeating sliders from that combo and forget that more like it could be on the way. This is more of a suggestion than a must-fix, as it's a slider that serves a fair difficulty spike for a Normal map, and at least will keep their guard up for the similar repeating slider at 00:57:560 (6) -, but if you feel as though too many osu! newcomers would fail there, replace the slider with a hit circle at the same starting position.
  6. 00:58:845 (1) - This slider repeats exceedingly more times than all of the sliders before and after it, and is unbalanced with the amount of times the immediate next slider repeats. I ask that you cut down this slider's repeat-arrow amount by two, and extend the next slider's repeat arrows by two, with white-tick starting placements. I mean, come on. It even threw off a semi-rookie such as me.
  7. 01:03:988 (1) - The shape of this slider makes a fair indication that it needs to be held on longer, but you introduce it late in the song. Then again, you did introduce it in Kiai time, which is where the music's more intense than most other points in the song, so I'm not bothered with its purpose of serving another difficulty spike, if only for that and the immediate next slider.
  8. However, the curvature of the sliders at 01:07:417 (1,2) - are not the same as the ones at 01:03:988 (1,2) -. People would more likely assume that these are the same kinds of triplet sliders they've been dealing with for the first minute because of the shape, rather than the whole-note sliders introduced after the first minute. An easy fix would be to copy the sliders from 01:03:988 (1,2) - and paste them at 01:07:417 (1,2) -, with similar positioning to the old 01:07:417 (1,2) - sliders.
  9. 01:11:702 (1,2) - Kind of a similar ordeal, but at least you still signify the fairly abnormal hold length with a significant curve that's different than the rest of the sliders.
  10. 01:20:702 (4) - Whaddaya know? We're back to suggestion 1. :P

-HARD-
  1. You have a fair balance of hit circles and sliders here, at least in the first minute.
  2. 00:12:702 (1,2,1,2) - These two pairs of hit circles have a somewhat questionable jump distance for a Hard map. I think these two pairs of 2.4x-2-purple-tick-snapped notes make for something more worthy for an Insane difficulty than a Hard one, which is good if you want to rework this difficulty as an Insane one, but bad if you want to have this count as a Hard difficulty. It'll ask for skill a regular or new-coming Hard player wouldn't have. My advice: snap them to 1.6x at most.
  3. 00:19:560 (1,2) - Okay, if the OD was the max, this would instantly KILL the regular or new-coming Hard players, since the jump distance here is significantly greater. Definitely stick to the 1.6x snap for this one.
  4. 00:20:274 (1,2) - The reason I didn't put this with the last bullet point is because the slider in this part is more questionable than the jump itself. Unlike the last 3 jumps with the insane distance, this one starts on a white tick instead of the first 1/3 purple tick, which would overwhelm the regular or new-coming Hard player more than the jumps themselves. It could be fine to include it once you snap them to a 1.6x distance, but exercise caution when implementing this, if you choose to do so.
  5. 00:33:273 (1,2) - I think you know what'd I say.
  6. 00:46:417 (1) - You do introduce something that's half-like this slider at 00:20:274 (1) -, but since this is nearly halfway through the song, I think this 1/6th-repeating slider, with regards to how much more it repeats than the other one, is introduced a little too late. You may extend the length of the slider by 1 full purple tick to compensate for this, but if you do that, make sure to also get rid of the respective 2nd hit circle in the combo.
  7. 00:46:988 (1,2) -
  8. 00:58:417 (2,1) - You know that point I made about the two sliders for the normal difficulty at 00:58:845 (1,1) -? You may want to consider that for this pair of sliders. I personally actually think it's fine, but with regards to the repeating length of the end-combo slider vs the next-combo slider, it's just a little something that could be off-putting.
  9. If you want to keep the sliders at 00:58:417 (2,1) - how they are, at least detract the repeating length of 00:58:845 (1) - by one purple tick, to allow the player to be prepared for the stream at 00:59:987 (1,2,3,4,5) -.
  10. 01:00:560 (5) - You should probably make a new combo here, since this is another jump section, which is radically different than a stream.
  11. Also, since the jumps are vertical instead of horizontal at 01:00:560 (5,6,7,8) -, I guess the jump distance wouldn't hurt that time, since there's a somewhat bigger emphasis on the brass at this point of the song than the two other sections where you forced the jump distance, but in case it isn't, snap them to a 1.8x distance instead.
  12. 01:04:702 (2) - Another element you introduce a little too late in the song, and definitely one that threw me off, and would likely do the same to others. Change this slider to a hit circle.
  13. 01:06:417 (3) - ^^^^^^^^^^^^^^^^^^^^^
  14. 01:08:060 (2) - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ (but also put it on the purple tick kthnx)
  15. 01:11:560 (2) - The "^" level...IT'S OVER 9000!!!!!
  16. 01:14:274 (1,2,3,4) - 1.8x Distance snapping, pls
  17. 01:21:274 (1,2) - At this point, it's probably fair to keep that distance, since you've now had the player introduced to progressively harder jumps, but if it isn't, snap this to 2.1x.
  18. 01:27:560 (1) - You haven't used this kind of slider enough times after 00:20:274 (1) - to allow the player to remember that a slider like it was in the map. By the time I got here, I certainly forgot about the slider at 00:20:274 (1) -, so this slider threw me off. You'd have to put more sliders like it throughout the map if you'd like to keep this particular slider (i'd recommend at least 2, spaced at least 30 seconds apart).

Your map has BIG potential, otherwise, and I'll look forward to the day it becomes ranked.
Juiceys
Hard:

Once the map hits 00:07:417 (1) - The music intensifies compared to the beginning so to represent that I feel the rest of the song should have a higher Distance Snap than the intro does
00:53:702 (2,1,2,3) - The overlaps here look really unpleasant, consider changing them so they don't overlap
00:58:845 (1) - This slider has too many reverses imo and should be split into either circles or more than 1 slider
01:04:845 (3,4,1) - Pretty ugly overlaps here
00:21:131 (1,2,3) - This constent pattern of 2 circles and a slider is so repetitive throughout the diff, since its a hard diff you can get away with changing the pattern and I feel you should

01:02:274 (1) - The Kiai Should have a larger DS then the rest of the song to signify the intensity

Normal:

This diff consists of way too many 1/3 clicks that are really hard to perform for new players, During parts of the song like 00:07:417 (1) - You need to implement pauses because too many 1/3 clicks are too confusing

00:34:845 (1,2) - Sections like this that are incredibly easy compared to the rest of the map are pretty strange to include, the music is just as intense but the mapping is significantly easier. Make the difficulty consistent throughout the map

Side note
Sori for the shitty mod, Haven't modded for a while so im trying to get back into the mix
kanor
m4m
[Normal]
00:06:988 (1) -00:54:560 (1) - 01:18:560 (1) - 01:25:417 (1) - 无意义的NC,建议去掉
00:50:274 (5) -00:53:702 (5) - 00:57:131 (5) - 这里最好NC一下,不然combo太长了
00:30:560 (2,2) - 这个Lap不好看,建议移开
00:58:845 (1) - 这种折返拆掉,低难度放这个太作死了
01:00:560 (1,2,3,4) - 只有gap超过1/1的时候我才推荐这么放,1/2这么放读图难度有点大
01:29:702 (1,2,3,4,5,6,7) - 个人十分不推荐连续单点,和整个diff的难度完全是脱节的,去掉之后星数下降0.1多
整体来说虽然没什么大的问题,但是也不会觉得好看,整体感差了点

[Hard]
NC问题同上
00:07:417 (1,2,3) - 大多数这种要挨着又只挨了一点点的lap真的不怎么好看,宁愿你把DS开大点
00:39:131 (1,1) - 这种也是,强迫症要死了
00:45:131 (1,2,3) - 这种节奏打起来明显感觉不太合曲
00:58:845 (1) - 这种在Hard同样不建议放
00:55:702 (1,2,1,2,1,2,1,2,1,2) - 感觉这个和整体难度有点脱节,还是换个排列吧
可能re一下效果好一点 :?
Kyuukai

yaleufeu wrote:

NM from my modding queue

Normal
1/6 mapping is not allowed where????? nvm it was mapped on 1/3, but i'm not sure if it is allowed in a normal diff tho
makisokk
Sorry bro, i do extra :P
GD maki's Extra
osu file format v14

[General]
AudioFilename: The Raising Fighting Spirit.mp3
AudioLeadIn: 0
PreviewTime: 20751
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 5702
DistanceSpacing: 1.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 3.299999

[Metadata]
Title:Wakiagaru Toushi
TitleUnicode:沸き上がる闘志
Artist:Toshio Masuda
ArtistUnicode:増田俊郎
Creator:Nostalgic
Version:maki's Extra
Source:NARUTO-ナルト-
Tags:火影忍者 The Raising Fighting Spirit
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"naruto.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
560,428.571428571429,4,1,1,45,1,0
48560,-125,4,2,1,45,0,0
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283,116,74560,1,8,0:0:0:0:
218,295,74845,1,8,0:0:0:0:
453,193,75131,1,8,0:0:0:0:
417,119,75988,5,0,0:0:0:0:
320,177,76131,1,0,0:0:0:0:
341,87,76274,1,0,0:0:0:0:
377,237,76417,1,0,0:0:0:0:
232,203,76560,1,0,0:0:0:0:
396,169,76702,1,0,0:0:0:0:
310,267,76845,2,0,L|298:348,2,60,0|0|0,0:0|0:0|0:0,0:0:0:0:
332,121,77274,5,8,0:0:0:0:
332,121,77417,1,8,0:0:0:0:
332,121,77560,1,8,0:0:0:0:
238,205,77702,1,8,0:0:0:0:
253,82,77845,1,0,0:0:0:0:
340,207,77988,1,0,0:0:0:0:
161,152,78131,1,8,0:0:0:0:
295,152,78274,1,0,0:0:0:0:
202,259,78417,1,0,0:0:0:0:
186,66,78560,6,0,P|242:48|312:73,1,120,4|0,0:0|0:0,0:0:0:0:
349,187,78988,2,0,P|288:170|244:100,1,120,12|0,0:0|0:0,0:0:0:0:
198,22,79417,1,8,0:0:0:0:
338,120,79560,1,0,0:0:0:0:
122,101,79702,1,0,0:0:0:0:
276,39,79845,1,8,0:0:0:0:
200,188,79988,1,0,0:0:0:0:
170,51,80131,1,0,0:0:0:0:
305,182,80274,2,0,L|364:209,2,60,0|0|0,0:0|0:0|0:0,0:0:0:0:
157,113,80702,5,8,0:0:0:0:
274,82,80845,1,8,0:0:0:0:
295,251,80988,1,8,0:0:0:0:
207,166,81131,1,0,0:0:0:0:
379,160,81274,2,0,P|385:198|377:238,1,60,8|0,0:0|0:0,0:0:0:0:
275,302,81560,2,0,P|269:235|324:190,1,120,8|0,0:0|0:0,0:0:0:0:
418,238,81988,2,0,L|325:259,1,60,0|8,0:0|0:0,0:0:0:0:
228,230,82274,2,0,P|205:284|222:340,1,120,0|8,0:0|0:0,0:0:0:0:
284,286,82702,5,8,0:0:0:0:
122,219,82845,1,8,0:0:0:0:
190,345,82988,1,0,0:0:0:0:
286,198,83131,1,0,0:0:0:0:
146,288,83274,1,8,0:0:0:0:
176,152,83417,1,0,0:0:0:0:
278,266,83560,1,0,0:0:0:0:
141,330,83702,2,0,L|57:349,2,60,0|0|0,0:0|0:0|0:0,0:0:0:0:
246,309,84131,5,8,0:0:0:0:
363,340,84274,1,8,0:0:0:0:
451,271,84417,1,8,0:0:0:0:
376,156,84560,1,8,0:0:0:0:
378,271,84702,1,0,0:0:0:0:
456,116,84845,1,0,0:0:0:0:
265,155,84988,1,8,0:0:0:0:
448,231,85131,1,0,0:0:0:0:
324,69,85274,1,0,0:0:0:0:
298,273,85417,6,0,P|344:223|352:168,1,120,4|0,0:0|0:0,0:0:0:0:
226,87,85845,2,0,P|228:145|283:198,1,120,12|0,0:0|0:0,0:0:0:0:
407,251,86274,1,8,0:0:0:0:
306,126,86417,1,0,0:0:0:0:
292,284,86560,1,0,0:0:0:0:
365,174,86702,1,8,0:0:0:0:
199,189,86845,1,0,0:0:0:0:
325,238,86988,1,0,0:0:0:0:
196,102,87131,5,0,0:0:0:0:
156,267,87274,1,0,0:0:0:0:
252,173,87417,1,0,0:0:0:0:
88,213,87560,1,8,0:0:0:0:
282,298,87702,1,8,0:0:0:0:
168,177,87845,1,8,0:0:0:0:
208,344,87988,1,0,0:0:0:0:
297,208,88131,5,8,0:0:0:0:
408,54,88417,1,8,0:0:0:0:
400,276,88988,5,8,0:0:0:0:
171,166,89274,1,8,0:0:0:0:
110,317,89702,5,8,0:0:0:0:
317,136,89988,1,8,0:0:0:0:
69,139,90274,1,8,0:0:0:0:
349,254,90560,1,8,0:0:0:0:
Topic Starter
Nostalgic
I basically remapped both diffs based on the above mods and also added a new one. Thanks for the mods!

@makisokk well I did request an insane diff... Anyway I will include your diff in the description asap. Appreciate that!
P A N
m4m as requested

[Kancho]
  1. 00:07:417 (1,2,3) I think it would be better if you make t heir spacing consistent. it will make them looks more aesthetic and more professional like http://puu.sh/uN6p4/f9a20d3898.jpg
  2. how you use NC is still inconsistent. such as you add NC on every 3 notes here 00:10:845 (1,2,3,1,2,3) meanwhile you didn't on 00:14:274 (1,2,3,4,5,6) and so on. make them consistent.
  3. 00:15:131 (1,2) - this is also inconsistent with other in term of spacing. you overlapped them here while you use jump on other such as 00:18:560 (1,2). change it to jump like other for consistent will be better imo.
  4. 00:19:560 (1,2) - they are too close to each other imo, doesn't emphasize the cymbal that well. considering move them further.
  5. 00:14:274 (1) - you can add finish here.
  6. you could also add finish on 00:12:702 (1,2) and 00:13:631 (2,3).
  7. 00:26:274 (7,1) - switch NC to follow what you did.
  8. 00:27:702 (3,4,1) - there is cymbal on 1 so I think make the spacing from 4 to 1 bigger than spacing from 3 to 4 is more decent and give impact to the cymbal. (might apply to the similar case)
  9. 00:29:702 (7,1) - same reason as above (about NC) there might have more so this apply to the similar case.
  10. 00:32:560 (2,3,4) - make these spacing bigger would be nice because it's stronger than other part.
  11. 00:34:845 - after this part, NC is messing. make them consistent.
  12. 01:09:131 (2) - add finish on head.
  13. there are the same problem like on the first part.
  14. could add note 00:34:560 and 00:34:702
[Hard]
  1. 00:45:988 (4) - better avoid overlapped here.
  2. 00:46:417 (1) - if you prefer to emphasize stream here, emphasize 00:20:274 too?
  3. 00:34:560 - could add umm 2/6 slider? from purple tick to purple. there are sounds there.
  4. 00:48:560 - this part is more dense than hardest diff, consider reduce the rhythm or increase on hardest diff instead.
  5. 01:06:131 (2,3,4) - this part is more dense than hardest diff, please reduce the rhythm.
  6. I think combo is too short, consider use NC on every 2 big white ticks instead?
  7. still lacks of many hitsounds, please check them o.o
[Normal]
  1. 00:09:988 (3,4) - umm please avoid overlapped like this. make it simple like http://puu.sh/uN87a/2af1afffce.jpg is better and easier to play for normal player.
  2. 00:08:274 (3,4) - these sliders are hard to read for normal player imo. make the shape simple?
  3. 00:48:560 (1,1,1,1) - omg no, don't spam NC on easiest diff.
  4. consider use NC on every 2 big white tick instead, there is just 1,2,1,2,1,2,1,2. it somehow abuse the drain and might cause normal player to fail.
  5. 00:59:988 (2) - 2 reverse is pretty hard for normal diff I should say, I suggest this rhythm http://puu.sh/uN8jX/670cf59af5.jpg
  6. 00:57:560 (2) - same reason as above. I don't recommend useing 2 reverses on normal diff (easiest diff)
  7. and so on, problem is similar with the first part.
good luck!
Topic Starter
Nostalgic

P A N wrote:

m4m as requested

[Kancho]
  1. 00:07:417 (1,2,3) I think it would be better if you make t heir spacing consistent. it will make them looks more aesthetic and more professional like http://puu.sh/uN6p4/f9a20d3898.jpg
  2. how you use NC is still inconsistent. such as you add NC on every 3 notes here 00:10:845 (1,2,3,1,2,3) meanwhile you didn't on 00:14:274 (1,2,3,4,5,6) and so on. make them consistent.
  3. 00:15:131 (1,2) - this is also inconsistent with other in term of spacing. you overlapped them here while you use jump on other such as 00:18:560 (1,2). change it to jump like other for consistent will be better imo.
  4. 00:19:560 (1,2) - they are too close to each other imo, doesn't emphasize the cymbal that well. considering move them further.
  5. 00:14:274 (1) - you can add finish here.
  6. you could also add finish on 00:12:702 (1,2) and 00:13:631 (2,3).
  7. 00:26:274 (7,1) - switch NC to follow what you did.
  8. 00:27:702 (3,4,1) - there is cymbal on 1 so I think make the spacing from 4 to 1 bigger than spacing from 3 to 4 is more decent and give impact to the cymbal. (might apply to the similar case)
  9. 00:29:702 (7,1) - same reason as above (about NC) there might have more so this apply to the similar case.
  10. 00:32:560 (2,3,4) - make these spacing bigger would be nice because it's stronger than other part.
  11. 00:34:845 - after this part, NC is messing. make them consistent.
  12. 01:09:131 (2) - add finish on head.
  13. there are the same problem like on the first part.
  14. could add note 00:34:560 and 00:34:702
[Hard]
  1. 00:45:988 (4) - better avoid overlapped here.
  2. 00:46:417 (1) - if you prefer to emphasize stream here, emphasize 00:20:274 too?
  3. 00:34:560 - could add umm 2/6 slider? from purple tick to purple. there are sounds there.
  4. 00:48:560 - this part is more dense than hardest diff, consider reduce the rhythm or increase on hardest diff instead.
  5. 01:06:131 (2,3,4) - this part is more dense than hardest diff, please reduce the rhythm.
  6. I think combo is too short, consider use NC on every 2 big white ticks instead?
  7. still lacks of many hitsounds, please check them o.o
[Normal]
  1. 00:09:988 (3,4) - umm please avoid overlapped like this. make it simple like http://puu.sh/uN87a/2af1afffce.jpg is better and easier to play for normal player.
  2. 00:08:274 (3,4) - these sliders are hard to read for normal player imo. make the shape simple?
  3. 00:48:560 (1,1,1,1) - omg no, don't spam NC on easiest diff.
  4. consider use NC on every 2 big white tick instead, there is just 1,2,1,2,1,2,1,2. it somehow abuse the drain and might cause normal player to fail.
  5. 00:59:988 (2) - 2 reverse is pretty hard for normal diff I should say, I suggest this rhythm http://puu.sh/uN8jX/670cf59af5.jpg
  6. 00:57:560 (2) - same reason as above. I don't recommend useing 2 reverses on normal diff (easiest diff)
  7. and so on, problem is similar with the first part.
good luck!
all fixed huge thanks :)
inya
Hi there, from #modreqs

Kancho

  1. Add some combo colours, because you can't just go for white only :p
  2. 00:06:560 (4,1) - You might need a different positioning for these 2, because it might be hard to read for players meant to play this diff
  3. 00:13:845 (3) - I guess you want the beat to be intense to play, but getting a slider here would be good. you can get it like that and give the 3 a "finish" hitsound
  4. 00:20:417 (3) - Here you've done it correctly, the slider is on the strong beat, with the slider before being long
  5. 00:33:274 (1,2) - Get the same spacing here as you did here 00:34:131 (1,2) - and maybe put a slider instead of a circle on the "2"
  6. 00:54:560 (2,3) - Give this more spacing, so the player can read it better, should take same spacing as this 00:54:131 (1,2) -
  7. 01:12:560 (1,1) - Make these sliders 1 tick longer?



    Hope my mod helped you :)
Inversal
From my Queue!

[Kancho]

Please take a look at Unicode conflict here. https://puu.sh/uOKvQ/0a1c183a2e.png

00:55:274 (1,2,1,2,1,2,1,2,1,2) - Try increasing spacing here a little bit in the doubles because the pitch here is higher.

[Hard]

01:06:417 (3,4,5) - You use triples in hard. But not in insane. please choose one and fix this.
01:14:274 (1,2,3) - Adding finish on these three can give more emphasis to the notes. And also in other diffs too.
01:15:131 (4) - You added finish here. But in insane you don't. Please fix one of the diffs.

[Normal]

00:09:988 (3,4) - Fix DS snap

You have many HS conflicts in the set. please check your hitsounding in each diff and make it in the same way.

GL in ranking :D
Einja
Sorry for being late, my wifi was down for a week, but it's back on now so yay :D

Kancho

00:13:845 (3,4,5) - A triple here is not necessary
00:14:274 (1,2,3,4,5,6) - Make the triangle more spread out and equal with the angles
00:20:274 (1,2,3) - remove triple
00:23:702 (5) - NC?
00:27:131 (5) - ^
00:28:845 (5,6,7) - Time these to match along with the instrument playing in the background
00:33:988 (1,2,3,4) - should be like 00:33:274 (1,2) - no need to overmap
00:49:274 (1,2) - stack these evenly like 00:49:417 (2,3,4,5) -
00:50:131 (1,2) - ^
00:52:702 (1,2) - ^
01:15:988 (1,2,3,4,5,6) - should be like 01:17:702 (1,2,3,4,5,6) - since this song section is the same
01:19:845 (1) - remove NC
01:31:560 (1) - don't make the end of the spinner silent, just finish it off with a normal hitsound
xChorse
Hello, m4m from my queue.

Normal

00:12:131 (4) - short sliders that return more than once are hard to read for newer players, I'd suggest making them into 2 1/3 sliders instead.

00:18:988 (4) - ^

00:32:702 (4) - ^

00:46:417 (4) - ^

01:20:702 (4) - ^

01:27:560 (4) - ^

00:48:560 (1,2,3) - these ones are fine because they have enough room between them to make it easier to read.

00:59:988 (2) - this one could be used as a gimmick before the kiai, but if you decide to change the previous ones, you might need to remove this as well to keep it consistent.

00:26:274 (1,2) - could be blanketted better I think

00:27:988 (1) - could be less curved so it's tail pointed at 00:28:845 (2) -

00:41:702 (1) - could be slightly less curved. Same with 00:42:560 (2) - but it's copy pasted.

01:10:845 (1,2) - might be a bit too curved, but I guess it's okay.

Hard

00:06:560 (3) - This could be mapped in hitcircles since it's almost the same sound as 00:08:702 (4,5,6) - and 00:12:131 (4,5,6) -

00:20:274 (1,2,3) - might be a bit too difficult for a hard, maybe make 00:20:274 (1,2) - a 1/6 slider instead?

00:45:131 (1,2,3) - imo you should map them like 00:31:417 (1,2,3) -

00:48:560 (1,2,3,4) - maybe you could to this: https://puu.sh/v4yuC/7e6253cf86.png because currently it ignores 00:49:274 - which is almost the same sound as 00:48:560 (1,2,3) -

00:49:417 (1,2,3,4) - ^

00:50:274 (1,2,3,4) - ^

01:01:131 (3,4) - maybe rotate these slightly?

01:14:845 (3,4) - ^

01:02:131 (2,1) - maybe make the spacing the same as between the sliders 01:02:274 (1,2) -

01:04:631 (2) - I feel like the sound is stronger on 01:04:702 - than anywhere else, so maybe changing this into a hitcircle placed on 01:04:702 - would be a good idea if someone else points this out.

same with all 1/6 repeat sliders in kiai ^

Kancho

00:06:631 - I don't really hear a sound here so I'm not sure this part calls for a 1/6 slider.

00:17:845 (2,3) - I think this overlap could be avoided since it doesn't look very good.

00:31:131 (6) - Why is this one mapped differently from the others? You even mapped it with hitcircles in the next section 00:44:702 (6,7,8,1,2,3,4,5,6) -

00:47:845 (1,2) - this part could be mapped with this rhythm: https://puu.sh/v4zcc/12e26b438e.png

01:07:845 (1,2,3,4,5,6,7) - there's no sound on 01:08:060 - so you could remove 01:08:060 (2) - and move the burst accordingly

Msg me ingame if I messed something up or you don't understand something. Good luck!
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