forum

Red Hot Chili Peppers - Suck My Kiss

posted
Total Posts
73
Topic Starter
Rin Desu
This beatmap was submitted using in-game submission on Freitag, 22. September 2017 at 15:52:47

Artist: Red Hot Chili Peppers
Title: Suck My Kiss
Tags: RHCP 1991 Blood Sugar Sex Magic Rock Alternative Funk -Space- Space Parachute Explicit
BPM: 100,39
Filesize: 3077kb
Play Time: 01:21
Difficulties Available:
  1. Insane (4,13 stars, 300 notes)
  2. Normal (1,87 stars, 114 notes)
  3. Parachute's Kiss (5,2 stars, 251 notes)
  4. Space's Hard (3,02 stars, 200 notes)
Download: Red Hot Chili Peppers - Suck My Kiss
Information: Scores/Beatmap Listing
---------------


by me
by -Space-
by me
by Parachute

:)
Hectic
hola, m4m from #modreqs

Insane:
  1. bg pls xd
  2. combo colours my dude
  3. 00:10:320 (1,2,3,4) - maybe emphasize snares for this section?
  4. 00:05:917 (2,3) - 00:12:953 (4) - 00:15:307 (4,5) - same sounds mapped in a three different way, i think you should make this consistent (stacked notes seem cool for muted strings strum)
  5. 00:28:750 (5,6) - putting note between those seem like a good idea, it feels pretty natural to me
  6. 00:44:271 (2,3) - this flow is a bit too sudden
  7. 00:55:804 (1,2,1,2) - are you sure this is a good idea?
  8. 00:59:204 (5,6) - this is a bit ugly xd
  9. 01:00:518 (1,2) - i think those should be timed a bit more properly (also stream with low spacing would feel better imo)
  10. 01:04:107 (3,4,5,6,7,8) - i don't really think you should start making stack all of a sudden, since there are no stacks in previous sections of the song, this feels a bit bad
  11. 01:06:505 (5) - i think you should not stack this and maybe 6 too (oh, theres a little drumroll here, map it?)
  12. 01:08:848 (5,6,7,1,2,3) - yea, again, this pattern fits well, but i think you should not make them fully overlap each other (same thought for all future instances)
  13. 01:19:246 (4) - this is bad D:
Space's Hard
  1. where's bg
  2. combo colours
  3. hm, i really think you could make this diff with far less undermaps and it would still be fitting star rate and would feel more natural
  4. also you emphasize different instruments from time to time, try to stick to one (two if needed)
  5. 00:02:331 (3) - end on blue tick maybe? (same for all future instances)
  6. 00:03:227 (4,5,6,1) - is it ok with hitsounds here? D: It feels so wrong
  7. 00:30:071 (2,3) - yeah, hitsounds are screwed
  8. 00:36:304 - maybe something different than circle? there are sounds further
  9. 00:36:610 (7) - i think this should not be here
  10. 00:56:248 (2) - ^
  11. 01:00:518 (1) - same as previous diff
  12. 01:02:903 - im pretty sure you should not place spinner and for this sound, make spinner end earlier, silence it and put note here
  13. 01:15:848 (4) - eeeh? why is it here :c
Normal:
  • this bg is perfect
  1. combo colours
  2. try to not put ncs way too often, numbers on circles kinda help newbies
  3. 00:24:005 (3) - eh, i understand that song supports this, but maybe try to avoid putting notes on blue ticks, its confusing for newbies
  4. 00:29:774 (1,1,1) - dont spam ncs
  5. 00:31:856 (1) - this is really wrong
  6. 00:58:177 (1) - it really doesn't fit xd
  7. 01:16:146 (1,2,3) - would be better if this was a reverse slider
Ok, that's all, hope I helped. Good luck! Osu needs this music
Spayyce

h4d0uk3n1 wrote:

hola, m4m from #modreqs

Space's Hard
  1. where's bg blame Ring Dosu
  2. combo colours ^ ;)
  3. hm, i really think you could make this diff with far less undermaps and it would still be fitting star rate and would feel more natural :thonk:
  4. also you emphasize different instruments from time to time, try to stick to one (two if needed) I stuck to guitar and vocal in this instance.
  5. 00:02:331 (3) - end on blue tick maybe? (same for all future instances) it would make the other notes around it feel too disjointed
  6. 00:03:227 (4,5,6,1) - is it ok with hitsounds here? D: It feels so wrong sounds fine to me :P
  7. 00:30:071 (2,3) - yeah, hitsounds are screwed its the same as every previous instance, check at 00:20:888 (3) , 00:23:269 (3) , 00:25:626 (3) , and 00:28:031 (3) .
  8. 00:36:304 - maybe something different than circle? there are sounds further I tried for a while thinking on how to map this vocal, its really far from the other notes and I had trouble finding something to fit, ill change it around for the time being! :)
  9. 00:36:610 (7) - i think this should not be here sounds fine to me, plays with the vocals nice
  10. 00:56:248 (2) - ^ filler consistency with the previous structure at 00:42:054 (2) .
  11. 01:00:518 (1) - same as previous diff i am not sure on what your idea of a fix would be, I could change it to 1/8 but you haven't actually said how to fix this issue.
  12. 01:02:903 - im pretty sure you should not place spinner and for this sound, make spinner end earlier, silence it and put note here would make the spinner way too sudden and difficult to hit in this instance, bordering unrankable because the only reasonable point to end it would be 01:02:305 .
  13. 01:15:848 (4) - eeeh? why is it here :c there is a sound here, albeit a pretty quiet one. If more people note this ill consider it again.
Thanks for the mod!

Space's Hard
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: -1
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.950484

[Metadata]
Title:Suck my Kiss
TitleUnicode:Suck my Kiss
Artist:Red Hot Chili Peppers
ArtistUnicode:Red Hot Chili Peppers
Creator:Rin Desu
Version:Space's Hard
Source:
Tags:
BeatmapID:1360612
BeatmapSetID:596832

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:2.4
SliderTickRate:1

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

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272,228,52297,2,0,P|324:208|396:212,1,120,2|0,0:0|0:0,0:0:0:0:
252,308,52863,1,2,0:0:0:0:
364,164,53471,5,2,0:0:0:0:
196,136,53775,1,0,0:0:0:0:
252,308,54080,2,0,L|324:216,1,96,8|0,0:0|0:0,0:0:0:0:
368,364,54647,2,0,L|440:272,1,96,8|0,0:0|0:0,0:0:0:0:
428,148,55214,1,8,0:0:0:0:
311,232,55509,1,0,0:0:0:0:
436,68,55804,6,0,P|488:92|508:156,1,96,2|0,0:0|0:0,0:0:0:0:
488,204,56248,1,0,0:0:0:0:
407,232,56396,2,0,L|295:232,1,96,8|0,0:0|0:0,0:0:0:0:
168,160,56988,2,0,L|288:160,1,107.999996704102
412,280,57583,2,0,L|276:280,1,120,2|0,0:0|0:0,0:0:0:0:
156,160,58177,5,2,0:0:0:0:
232,324,58474,1,0,0:0:0:0:
240,140,58771,2,0,P|224:108|188:80,1,60,10|0,0:0|0:0,0:0:0:0:
340,212,59204,2,0,P|316:92|264:20,1,180,10|0,0:0|0:0,0:0:0:0:
206,91,59783,1,0,0:0:0:0:
132,140,59928,2,0,L|120:212,1,60,8|0,0:0|0:0,0:0:0:0:
156,284,60223,2,0,P|200:296|232:292,1,60,8|0,0:0|0:0,0:0:0:0:
288,244,60518,6,0,L|344:248,5,40
256,192,61408,12,2,62903,0:0:0:0:
256,192,63204,5,0,0:0:0:0:
376,328,63505,2,0,L|408:176,1,120,8|0,0:0|0:0,0:0:0:0:
256,100,64107,2,0,P|192:120|164:200,1,120,2|0,0:0|0:0,0:0:0:0:
188,248,64558,1,0,0:0:0:0:
276,220,64709,2,0,L|348:192,1,60,8|0,0:0|0:0,0:0:0:0:
404,256,65010,2,0,L|332:284,1,60,8|0,0:0|0:0,0:0:0:0:
416,168,65311,5,2,0:0:0:0:
256,100,65609,1,0,0:0:0:0:
416,16,65908,2,0,L|376:60,1,60,8|0,0:0|0:0,0:0:0:0:
192,268,66505,2,0,L|292:156,1,120,2|0,0:0|0:0,0:0:0:0:
100,260,67089,2,0,P|152:352|276:308,1,240,10|2,0:0|0:0,0:0:0:0:
152,188,67972,5,0,0:0:0:0:
292,72,68264,2,0,L|364:84,1,60,8|0,0:0|0:0,0:0:0:0:
88,88,68848,2,0,L|160:100,1,60,2|0,0:0|0:0,0:0:0:0:
152,188,69146,2,0,L|224:200,1,60
252,116,69445,2,0,L|396:136,1,120,8|0,0:0|0:0,0:0:0:0:
284,292,70042,5,2,0:0:0:0:
464,284,70338,1,0,0:0:0:0:
370,132,70635,1,8,0:0:0:0:
284,292,70932,1,0,0:0:0:0:
448,104,71229,2,0,P|412:60|344:52,1,120,10|0,0:0|0:0,0:0:0:0:
284,112,71674,1,0,0:0:0:0:
220,176,71822,2,0,B|160:184|160:184|96:176,1,120,10|0,0:0|0:0,0:0:0:0:
224,44,72419,5,2,0:0:0:0:
312,200,72717,1,0,0:0:0:0:
408,352,73015,1,8,0:0:0:0:
228,352,73313,1,0,0:0:0:0:
312,200,73611,2,0,P|312:160|300:128,1,60,2|0,0:0|0:0,0:0:0:0:
216,156,73909,2,0,P|216:196|228:228,1,60,2|0,0:0|0:0,0:0:0:0:
280,284,74208,2,0,P|352:280|400:212,1,120,8|0,0:0|0:0,0:0:0:0:
408,68,74806,6,0,L|272:40,1,120,2|0,0:0|0:0,0:0:0:0:
221,214,75401,1,8,0:0:0:0:
108,72,75699,1,0,0:0:0:0:
84,160,75848,1,0,0:0:0:0:
60,248,75997,2,0,L|192:300,1,120,2|0,0:0|0:0,0:0:0:0:
221,214,76444,1,0,0:0:0:0:
272,288,76593,2,0,P|336:296|400:264,1,120,8|0,0:0|0:0,0:0:0:0:
272,132,77189,5,2,0:0:0:0:
386,275,77480,2,0,L|392:188,1,60
396,124,77772,1,8,0:0:0:0:
228,56,78064,1,0,0:0:0:0:
244,232,78356,2,0,P|176:264|100:224,1,120,2|0,0:0|0:0,0:0:0:0:
176,176,78801,1,0,0:0:0:0:
260,140,78949,2,0,P|324:184|332:256,1,120,8|0,0:0|0:0,0:0:0:0:
228,364,79543,5,2,0:0:0:0:
408,372,79841,1,0,0:0:0:0:
256,192,80140,12,0,81335,0:0:0:0:
Topic Starter
Rin Desu

h4d0uk3n1 wrote:

hola, m4m from #modreqs

Insane:
  1. bg pls xd ill do
  2. combo colours my dude ill do ²
  3. 00:10:320 (1,2,3,4) - maybe emphasize snares for this section? there are actually jumps on the snare sounds :O
  4. 00:05:917 (2,3) - 00:12:953 (4) - 00:15:307 (4,5) - same sounds mapped in a three different way, i think you should make this consistent (stacked notes seem cool for muted strings strum) ill look at it
  5. 00:28:750 (5,6) - putting note between those seem like a good idea, it feels pretty natural to me followed riff, so no
  6. 00:44:271 (2,3) - this flow is a bit too sudden agree changed it!
  7. 00:55:804 (1,2,1,2) - are you sure this is a good idea? ya :D
  8. 00:59:204 (5,6) - this is a bit ugly xd fixxed
  9. 01:00:518 (1,2) - i think those should be timed a bit more properly (also stream with low spacing would feel better imo)
  10. 01:04:107 (3,4,5,6,7,8) - i don't really think you should start making stack all of a sudden, since there are no stacks in previous sections of the song, this feels a bit bad ill do them apart
  11. 01:06:505 (5) - i think you should not stack this and maybe 6 too (oh, theres a little drumroll here, map it?)
  12. 01:08:848 (5,6,7,1,2,3) - yea, again, this pattern fits well, but i think you should not make them fully overlap each other (same thought for all future instances)
  13. 01:19:246 (4) - this is bad D:fixed
Normal:
  • this bg is perfect
  1. combo colours
  2. try to not put ncs way too often, numbers on circles kinda help newbies
  3. 00:24:005 (3) - eh, i understand that song supports this, but maybe try to avoid putting notes on blue ticks, its confusing for newbies ye but if i would time it in 200 bpm it would be a red or white tick^^
  4. 00:29:774 (1,1,1) - dont spam ncs fixed
  5. 00:31:856 (1) - this is really wrong dunno why tbh
  6. 00:58:177 (1) - it really doesn't fit xd mhh ;/
  7. 01:16:146 (1,2,3) - would be better if this was a reverse slider oki!
Ok, that's all, hope I helped. Good luck! Osu needs this music true!

thx for the mod! :D
Sakurauchi Riko
ahh Hello, my end of M4M :)

general
remove song artist, song title and yourself (your nickname) from your tags, these are automatically in the tags so no need to add them additionally
check your aimod (ctrl shift a) and fix those issues (except the one that says you dont have easy/normal diff, thats a bug)

normal
00:01:435 (1,2,3) - this is a bad rhythm choice because you can clearly hear 00:02:032 - being by far the strongest sound (you even compliment it with a strong hitsound) but it is covered by a sliderend (and therefore not clickable) which is the least emphasized object possible. ctrl + g 00:01:435 (1,2) - and the rhythm is much better because the strong sound gets clickable, you even did it for 00:03:825 (1,2) - . this appears of course at similar spots
00:10:894 (1,2,3) - you could make this circle + 1/2 slider liek you did for 00:01:435 (1,2) - because at 00:11:188 - is an additional finish sound that could get emphasized instead of the white tick after

while the gap between spinner and next object is kinda acceptable at 00:08:258 (1,1) - (~2/1 gap here), the gap between 00:17:952 (1,1) - is definetely too small (only ~1/1 gap) for the player to recover from the spinner.

00:29:774 (1,2,3) - believe it or not but this is way too much for a beginner, remember that people, who play this diff, possibly never played this game before. the continuous back and forth movement caused by the multiple 1/2 reverses are really uncomfortable#

00:31:706 - you should somehow try to cover this sound with a slider like you did at 00:23:269 (2) - (because then the chance is less that the player clicks to the wrong rhythm here). or you do it like 00:33:809 (2,3) - but then i'd advice you to map 00:33:809 (2,3) - aswell to be consistent

00:36:917 (1,2,3) - the flow is bad here, slider 3 should flow rather to the left than to the right

00:42:201 - i think there's no need to end the break earlier
00:56:396 - yes

its really hard to map a normal with this song - i have to say. because you have many important sounds to skip. you should definetely gain more opinions in terms of rhythm, try to be more consistent with the sounds you map (for example the stupid blue tick sound i mentioned above, either map them or skip them - you do both currently)

hard
00:02:331 (3,4) - the spacing between the 1/2 rhythm here and the 1/4 rhythm at 00:03:526 (5,6,1) - is visually very similar which leads to missreading the patterns. i suggest you to use the same value of distance snap for both, 1/2 and 1/4 rhythm. applies basically on the whole diff - this is fundamental issue
00:11:776 (4) - end this sldier on the blue tick before, its clearly most noticeable sound
00:14:131 (3) - ^ and so on ..
00:24:005 - again you skip a very strong sound here which is really confusing
00:31:706 - ^ you get what i mean the diff is full of this
01:01:408 (1,1) - spinner recovery time is with 1/2 beat gap too short - player has almost no time to react tothe next object (or more like the next object appears when the player still has to spin). gap should be minimum 1/1 beat

i see a lot of inconsistency in terms of distance snapping - although especially in lower difficulties it is really important to take advantage of a distance snap concept that is consistent through whole diff.


insane
00:05:917 (2,3) - you can space them out a bit more for emphasis, obviously they are stronger sounds than 00:03:526 (5,6) - which is qually mapped to this.
00:15:307 (4,5) - you basically have the same two sounds here as above but you map the in a very different way. you can either stack the thing i mentioned above or space this right here out like you would do when you changed the thing above. either way is fine but you should map both equal things somewhat the same
00:30:962 (1,2,3) - why you dont do the same back and forth here as you did for 00:29:774 (1,2,3,1,2,3) - ? would be neat because they reflect the same sort of vocal
00:33:058 (1,2,3) - this is really far spaced if you compare it to 00:29:181 (6,7,8) - for example which is by far stronger emphasized in the music
00:34:835 (1,2,1,2) - you focus on the vocal here and sacrifice some sounds to map along the vocal but then you suddenly switch to map sounds at 00:36:304 (3) - and sacrifice the vocal sound. you should either do vocal or sound but nothing mixed up because then the player cant really tell what hes playing to
00:49:353 (5) - are you sure you wanna skip so much sounds for one simple vocal sound? i think you can make more out of this if you map the sounds aswell
00:52:438 - you skip sound and vocal here ..
00:55:804 (1,2,1,2) - there any reason you overlap this and have very low spacing here compared to the pattern before? if not you should do it somewhat equally to the thing before
00:57:880 - another important sound you sacrifice for the sake of vocals .. are you sure?
01:06:505 (5,6) - seperate them from the stack as these have additional vocal

in general you should really think about the many sounds you skip for the sake of the vocal, imo at many spots it is not a good idea to skip such strong sounds (examples in the list above but there are more). because if you do skip so much sounds the map doesnt really fit too well to the song anymore which is the main concern i have here. other than that i see nice base patterns that have great potential


hope this helps, best of luck ! !
Topic Starter
Rin Desu

Sakurauchi Riko wrote:

ahh Hello, my end of M4M :)

general
remove song artist, song title and yourself (your nickname) from your tags, these are automatically in the tags so no need to add them additionally
check your aimod (ctrl shift a) and fix those issues (except the one that says you dont have easy/normal diff, thats a bug)

normal
00:01:435 (1,2,3) - this is a bad rhythm choice because you can clearly hear 00:02:032 - being by far the strongest sound (you even compliment it with a strong hitsound) but it is covered by a sliderend (and therefore not clickable) which is the least emphasized object possible. ctrl + g 00:01:435 (1,2) - and the rhythm is much better because the strong sound gets clickable, you even did it for 00:03:825 (1,2) - . this appears of course at similar spots
00:10:894 (1,2,3) - you could make this circle + 1/2 slider liek you did for 00:01:435 (1,2) - because at 00:11:188 - is an additional finish sound that could get emphasized instead of the white tick after reworked this as u said [color=#FF0000]except the part on 11:188 cause i made 3 circles 2 for the finish one for the snare and i guess this is the best way to cover this up right[/color]

while the gap between spinner and next object is kinda acceptable at 00:08:258 (1,1) - (~2/1 gap here), the gap between 00:17:952 (1,1) - is definetely too small (only ~1/1 gap) for the player to recover from the spinner. my bad fix^^

00:29:774 (1,2,3) - believe it or not but this is way too much for a beginner, remember that people, who play this diff, possibly never played this game before. the continuous back and forth movement caused by the multiple 1/2 reverses are really uncomfortable# ok agree nerfed this part :)[/color]

00:31:706 - you should somehow try to cover this sound with a slider like you did at 00:23:269 (2) - (because then the chance is less that the player clicks to the wrong rhythm here). or you do it like 00:33:809 (2,3) - but then i'd advice you to map 00:33:809 (2,3) - aswell to be consistent agree and changed

00:36:917 (1,2,3) - the flow is bad here, slider 3 should flow rather to the left than to the right fix

00:42:201 - i think there's no need to end the break earlier
00:56:396 - yes how it came automaticly ;(

its really hard to map a normal with this song - i have to say. because you have many important sounds to skip. you should definetely gain more opinions in terms of rhythm, try to be more consistent with the sounds you map (for example the stupid blue tick sound i mentioned above, either map them or skip them - you do both currently)


insane
00:05:917 (2,3) - you can space them out a bit more for emphasis, obviously they are stronger sounds than 00:03:526 (5,6) - which is qually mapped to this.
00:15:307 (4,5) - you basically have the same two sounds here as above but you map the in a very different way. you can either stack the thing i mentioned above or space this right here out like you would do when you changed the thing above. either way is fine but you should map both equal things somewhat the same changed both parts above
00:30:962 (1,2,3) - why you dont do the same back and forth here as you did for 00:29:774 (1,2,3,1,2,3) - ? would be neat because they reflect the same sort of vocal made it spaced
00:33:058 (1,2,3) - this is really far spaced if you compare it to 00:29:181 (6,7,8) - for example which is by far stronger emphasized in the music mh there are strong vocals
00:34:835 (1,2,1,2) - you focus on the vocal here and sacrifice some sounds to map along the vocal but then you suddenly switch to map sounds at 00:36:304 (3) - and sacrifice the vocal sound. you should either do vocal or sound but nothing mixed up because then the player cant really tell what hes playing to
00:49:353 (5) - are you sure you wanna skip so much sounds for one simple vocal sound? i think you can make more out of this if you map the sounds aswell
00:52:438 - you skip sound and vocal here ..
00:55:804 (1,2,1,2) - there any reason you overlap this and have very low spacing here compared to the pattern before? if not you should do it somewhat equally to the thing before no there was no reason i fixed it^^
00:57:880 - another important sound you sacrifice for the sake of vocals .. are you sure? in this case i am, bass slide and voice best way to map that part imo
01:06:505 (5,6) - seperate them from the stack as these have additional vocal good idea :)

in general you should really think about the many sounds you skip for the sake of the vocal, imo at many spots it is not a good idea to skip such strong sounds (examples in the list above but there are more). because if you do skip so much sounds the map doesnt really fit too well to the song anymore which is the main concern i have here. other than that i see nice base patterns that have great potential
i did some changes and tried to be more clear

hope this helps, best of luck ! !
thanks a lot for your mod! :D
Einja
we had a discussion on normal and insane
18:18 Rin Desu: as i said
18:18 Rin Desu: bit late but i did it xD
18:18 Einja: that's not what i meant lol
18:18 Einja: you moddeed
18:18 Einja: it's my turn
18:18 Rin Desu: y
18:18 Rin Desu: take your time^^
18:18 Einja: ok can we start ;a;
18:19 Einja: we can mod via chatlog
18:19 Rin Desu: ahh
18:19 Rin Desu: kk ye just post it after
18:19 Rin Desu: ehhm
18:20 Rin Desu: no xD
18:20 Rin Desu: i mean we cant
18:20 Rin Desu: i got GDs
18:23 Einja: ok let's begin
18:23 Einja: i was testplaying for someone sorry
18:23 Rin Desu: i mean we cant i chat
18:23 Rin Desu: cause i have two gds
18:23 Einja: i won't mod rhe gds
18:23 Rin Desu: in*
18:23 Einja: the*
18:23 Einja: also the top diff has no bg
18:23 Einja: fix that
18:24 Rin Desu: why u wont mod them
18:24 Einja: i'm modding the exact drain time on how you modded you mine
18:24 Einja: anyways i'm beginning
18:24 Rin Desu: 5 diffs
18:25 Rin Desu: 2mins
18:25 Einja: y know what
18:25 Einja: i mod your diffs here
18:25 Einja: and mod the gds via forum
18:25 Rin Desu: thats fine
18:25 Einja: normal:
18:25 Einja: check aimod
18:25 Einja: timing points aren't equal
18:25 Rin Desu: ikr
18:26 Einja: no like, fix them xd
18:26 Rin Desu: i know xD
18:26 Rin Desu: but i dont found the error
18:26 Einja: you could open the .osu notepad
18:26 Rin Desu: i did
18:26 Einja: and copy paste the timing points that way
18:26 Rin Desu: and it looked equal ;/
18:26 Einja: you should fix them
18:26 Rin Desu: the problem iss timing points are mixed with green ones
18:27 Einja: that's okay
18:27 Rin Desu: so i can copy paste all
18:27 Einja: on the normal diff yeah
18:27 Einja: because your normal diff doesn't have that stuff apparently
18:27 Einja: no green lines*
18:27 Rin Desu: it shows on all other diffs too
18:27 Rin Desu: but im aware i will fix it :)
18:27 Einja: ok
18:28 Einja: 00:08:258 (1,1) - in 1-2 star diffs, spinners must have at least 3 beats before the next note gets clicked
18:28 Einja: should remove the spinner and map stuff in it.
18:29 Einja: 00:29:774 (1) - why nc
18:29 Einja: 00:38:103 (3) - why a break after this note???
18:29 Rin Desu: fix
18:30 Rin Desu: u mean the break in general or the point?
18:30 Einja: both of them
18:30 Einja: why are there breaks
18:30 Einja: you should've mapped them ;/
18:31 Rin Desu: that are rly intense parts
18:31 Rin Desu: i mean iots a simpel normal
18:31 Einja: so you should map them
18:31 Rin Desu: as first diff
18:31 Einja: if it's intense
18:31 Rin Desu: so i guess that breaks are fine
18:32 Einja: i still think you should map them
18:32 Einja: i don't see an intensity change at all
18:32 Einja: even if there was, it's a very small change so
18:32 Einja: it should be mapped
18:32 Einja: 00:58:177 (1,1) - time not long enough between spinner and circle
18:32 Einja: you could shorten the spinner by 2 1/4 ticks
18:33 Einja: 01:08:848 (1,2,3) - why a sharp angle and suddenly a wide angle at 01:10:042 (2,3,4) -
18:33 Rin Desu: i made it shorter
18:35 Einja: 01:02:903 (1) - after this part, your ncs become really inconsistent
18:36 Rin Desu: oh
18:36 Rin Desu: ye ill fix them
18:36 Einja: you should nc every new downbeat
18:36 Einja: but since the bpm shifts a lot
18:36 Einja: think up of a metronome in your head
18:36 Einja: since the song is 4/4
18:37 Einja: start a nc everytime a new measure starts
18:37 Rin Desu: guess i fixed them
18:38 Einja: that's all i have for normal
18:38 Einja: insane:
18:38 Einja: your ncs are inconsistent as well
18:38 Einja: please fix them!
18:39 Rin Desu: oh ye
18:39 Rin Desu: i did a change and forgot to fix them after
18:39 Rin Desu: #ill do
18:41 Einja: what are these following? :
18:41 Einja: 01:04:107 (3,4,5,6,7,8) -
18:41 Rin Desu: the guitar / bass
18:42 Einja: the guitar is barely audible in this case
18:42 Einja: it plays as a background noise
18:42 Einja: as for the drums
18:42 Einja: you should make those jumps relate to each other more
18:43 Einja: because currently there is no specific reason why 01:04:558 (6) - starts a new pattern
18:43 Einja: a new set of a pattern*
18:43 Einja: 01:05:908 (3,4,5,6) - also these are really weird to play since this is a cool/intense part of the song
18:44 Einja: 1/1 rhythms are really awkward to play unless they are a slider
18:44 Rin Desu: ok thats sth i should look at again i agree
18:45 Einja: look at all of the rhythms that are similar to that
18:46 Einja: for the last diff
18:46 Einja: bg is not available fix that pls
18:46 Rin Desu: the last is a gd
18:46 Einja: yeah add a bg for it
18:47 Einja: that's for the map host to do
18:47 Rin Desu: y ill do thx
18:47 Einja: that's all i have for this map
18:47 Rin Desu: ok thank u :)
18:47 *Einja is listening to [https://osu.ppy.sh/b/1055981 Red Velvet - Ice Cream Cake]
18:47 Einja: oops
Einja
modding the last diff on request

bg went poof
overall everything feels extremely linear and much too "perfect". sliders and circle placements do not look natural at all, and everything looks really artifical. not saying this is unrankable, but it will drive most BNs not to look at this map.

00:01:435 (1) - slider end should be clickable. there is a strong drum on it
00:04:124 (2) - ^

00:06:216 (1) - would be much better if this was ctrl g'd. it feels horrible the way it currently is flowing (also move it down a bit)


00:45:311 (4,5,6) - i don't like the wide angle used here, it feels uncomfortable to play.

00:52:863 (9,10,11) - these jumps feel really weird since the previous ones since it's such a sudden jump and there is not buildup.

01:01:060 (7) - object isn't snapped xd

ok that's all i got for this mod, gl
also no kds
Parachute

Einja wrote:

modding the last diff on request

bg went poof Rin is too bad to add it -_-
overall everything feels extremely linear and much too "perfect". sliders and circle placements do not look natural at all, and everything looks really artifical. not saying this is unrankable, but it will drive most BNs not to look at this map.The worst argument ive heard tbh. Ive seen maps like this getting ranked, just because someone is popular? (and yes it was even in 2k17) If they actually just dont look at this because im unknown then this is another reason for me to not change my mapping style for some unfair and retarded system that only supports different styles on "popular" mappers. I see no reason to change this since its totally rankable, i like this and theres other ppl who like this so literally stop.

00:01:435 (1) - slider end should be clickable. there is a strong drum on it Nah i was mapping the guitar more here, didnt really focus on them at all so why should i do it here?
00:04:124 (2) - ^ ^

00:06:216 (1) - would be much better if this was ctrl g'd. it feels horrible the way it currently is flowing (also move it down a bit) Dont really see a problem with that? The flow is totally fine here so uhm...?


00:45:311 (4,5,6) - i don't like the wide angle used here, it feels uncomfortable to play. Uhm dont really see a problem with 4 5 6 but i changed the 7 a bit.

00:52:863 (9,10,11) - these jumps feel really weird since the previous ones since it's such a sudden jump and there is not buildup. Dont really understand what you mean here. The part right before this is nearly the same, but i changed it so its consistent now.

01:01:060 (7) - object isn't snapped xd We knew that already and i fixed it ^^

ok that's all i got for this mod, gl
also no kds
Parachute
Hello, modding your diffs as promised <3

SPOILER
Normal

00:20:888 (2) - small sliders + bit round = ugly.
00:23:269 (2) - This should be a slider and a circle. Like this it doesnt really fit to the music, you mapped the guitar the whole time and here its just some slider that... well imo represents nothing in the music actually, since the guitar has totally diff rhythm.
00:29:037 - Add a note here maybe? the break feels not good especially since you missed a guitar sound here.
00:33:809 (2,3) - You mapped the singing the whole time and then this o.o which is actually mapped after nothing. https://osu.ppy.sh/ss/8686986 this would be if you go after the singing
https://osu.ppy.sh/ss/8686990 this if you go after the guitar. Normals arent there to skip too much beats anyways so id suggest to take 1 of these 2 things or just map something thats mapped to the music actually :x
00:38:103 (3) - This isnt mapped to anything kinda, or at least you skipped beats again.
The ending is alright already besides
01:04:107 (4,5) - Why are these sliders and the next parts you just make a whole slider over these parts to map the guitar? at least stay consistent about that and dont map randomly, once this and once this whenever the music stays the same in these parts. (although since this is kinda the most intense part id go for more dense rhythms and removing these long sliders, but your call i guess)

Yea overall you still gotta work on that rhythm a bit i'd say. Lots of inconsistencies/skipped beats that end up making a weird rhythm choice and stuff like that. You should look at 00:20:304 - until 00:53:471 - again imo and fix some stuff there. The rest is good already.

Insane

So about this diff. I first wanna talk about the usage of your slider shapes.
00:12:659 (3) - Why is this an edge and not round? Before this part you had a lot of parts where the singing was like this "yeah" and theres nothing else special about this, yet you always did normal sliders and right here you did an unfitting edge-slider for no reason apparently. you should either remove that or make it consistent with all these parts and use edge sliders ONLY for parts where theres something important in the song
00:05:170 (4) - Why did you make a long edge-slider here and 00:02:779 (2,3) - here you did slider-circle even though its literally the same?
Then you made 2 edge sliders with weird flow-choice 00:07:529 (3,4) - even though still same music.(the flow isnt bad its just different while the music stays the same.)
00:11:482 (3) - Why is this a straight one even though the same as 00:10:894 (1,2) -
00:16:188 (3) - Why edge here.
etc. etc. You could make the edges to the actual song instead of just randomly making different things even though the music itself stays the same. This ends up making your map look really random because you just throw in random ideas and mix em all up instead of sticking with 1 idea and keeping it with that.
After the beginning part though it gets a lot of better.
Still. Stuff like 00:47:262 (5) - , should be kept to places it actually fits in with the music.
01:07:972 (2) - Should be an edge-slider for example.
01:11:822 (2,3) - This jump makes not really much sense imo
01:12:419 (1,2) - Why are slider shapes different here?
01:17:772 (3,4) - Why are these edgy? xD
Oh well i hope you get what i mean here. Its like the only thing you actually follow the music with is the spacing and everything else is just random patterns that.. well dont really follow the music most times. :/

As last thing. Your hitsounds are bad. But i told you that already.
Some hitsounding questions though.
00:06:799 (1) - Whats this soft sampleset here?
00:11:482 (3) - Then you use soft sampleset here until 00:17:363 (6) - And then just at the end. Is there anything special there that you use soft claps just at this part? Because that actually bothers me and it looks kinda random to me.
00:24:742 (4) - Also i dont like your finishes. They dont really fit imo :x Id rather stick with the soft finishes like you did 00:29:774 (1) -

Thats all, gl ^-^
Miutrex
Hi +v+

From my modding queue
Insane

I don´t have much to say in general aspects, every object fulfills its function, I am not very good modding standard maps, but will do what I can c:

00:03:825 (1,2,3) - Try this https://osu.ppy.sh/ss/8692062 I think it looks better

00:04:722 (1,4,1,1,1) - Repeating the same pattern many times makes the map repetitive, this can bore the player

00:07:529 (5) - NC

00:39:262 (1,2,3,4,5,6,8,3,4,5,6) - In this section, i think you use many straight sliders

01:11:229 (1) - Change the grid snap to "smal" and try this: https://osu.ppy.sh/ss/8692111 leaving in parallel both orientations becomes more aesthetic

Well, that's all I found >.< I hope it helps you c:

Good Luck!

Topic Starter
Rin Desu

Parachute wrote:

Hello, modding your diffs as promised <3

SPOILER
Normal

00:20:888 (2) - small sliders + bit round = ugly. i made a good short one xD
00:23:269 (2) - This should be a slider and a circle. Like this it doesnt really fit to the music, you mapped the guitar the whole time and here its just some slider that... well imo represents nothing in the music actually, since the guitar has totally diff rhythm.
00:29:037 - Add a note here maybe? the break feels not good especially since you missed a guitar sound here.
00:33:809 (2,3) - You mapped the singing the whole time and then this o.o which is actually mapped after nothing. https://osu.ppy.sh/ss/8686986 this would be if you go after the singing
https://osu.ppy.sh/ss/8686990 this if you go after the guitar. Normals arent there to skip too much beats anyways so id suggest to take 1 of these 2 things or just map something thats mapped to the music actually :x
00:38:103 (3) - This isnt mapped to anything kinda, or at least you skipped beats again.
The ending is alright already besides changed this and the points above
01:04:107 (4,5) - Why are these sliders and the next parts you just make a whole slider over these parts to map the guitar? at least stay consistent about that and dont map randomly, once this and once this whenever the music stays the same in these parts. (although since this is kinda the most intense part id go for more dense rhythms and removing these long sliders, but your call i guess)
[/color]
Yea overall you still gotta work on that rhythm a bit i'd say. Lots of inconsistencies/skipped beats that end up making a weird rhythm choice and stuff like that. You should look at 00:20:304 - until 00:53:471 - again imo and fix some stuff there. The rest is good already. I agree

Insane

So about this diff. I first wanna talk about the usage of your slider shapes.
00:12:659 (3) - Why is this an edge and not round? Before this part you had a lot of parts where the singing was like this "yeah" and theres nothing else special about this, yet you always did normal sliders and right here you did an unfitting edge-slider for no reason apparently. you should either remove that or make it consistent with all these parts and use edge sliders ONLY for parts where theres something important in the song
00:05:170 (4) - Why did you make a long edge-slider here and 00:02:779 (2,3) - here you did slider-circle even though its literally the same?
Then you made 2 edge sliders with weird flow-choice 00:07:529 (3,4) - even though still same music.(the flow isnt bad its just different while the music stays the same.)
00:11:482 (3) - Why is this a straight one even though the same as 00:10:894 (1,2) -
00:16:188 (3) - Why edge here.
I remapped the first part up to 20 secs
etc. etc. You could make the edges to the actual song instead of just randomly making different things even though the music itself stays the same. This ends up making your map look really random because you just throw in random ideas and mix em all up instead of sticking with 1 idea and keeping it with that.
After the beginning part though it gets a lot of better. Im more constistent now even with the shapes
Still. Stuff like 00:47:262 (5) - , should be kept to places it actually fits in with the music.
01:07:972 (2) - Should be an edge-slider for example.
01:11:822 (2,3) - This jump makes not really much sense imo agressiv guitar part it fits
01:12:419 (1,2) - Why are slider shapes different here? fix
01:17:772 (3,4) - Why are these edgy? xD cause im edgy xD , fix^^
Oh well i hope you get what i mean here. Its like the only thing you actually follow the music with is the spacing and everything else is just random patterns that.. well dont really follow the music most times. :/

As last thing. Your hitsounds are bad. But i told you that already. yaya enjoy your normal whistles


Some hitsounding questions though.
00:06:799 (1) - Whats this soft sampleset here?
00:11:482 (3) - Then you use soft sampleset here until 00:17:363 (6) - And then just at the end. Is there anything special there that you use soft claps just at this part? Because that actually bothers me and it looks kinda random to me.
00:24:742 (4) - Also i dont like your finishes. They dont really fit imo :x Id rather stick with the soft finishes like you did 00:29:774 (1) -
fixed that softsampleset fail
Thats all, gl ^-^

Miutrex wrote:

Hi +v+

From my modding queue
Insane

I don´t have much to say in general aspects, every object fulfills its function, I am not very good modding standard maps, but will do what I can c:

00:03:825 (1,2,3) - Try this https://osu.ppy.sh/ss/8692062 I think it looks better cant just the exacte pattern,cause i need jump on the 3 but ill reworked it :)

00:04:722 (1,4,1,1,1) - Repeating the same pattern many times makes the map repetitive, this can bore the player. in general i would agree but its allways that agressiv sound, it s consistens and reflects the music so ill keep it

00:07:529 (5) - NC fix

00:39:262 (1,2,3,4,5,6,8,3,4,5,6) - In this section, i think you use many straight sliders ikr, its cause of the build up, different parts should look different imo its fits good, maybe ill change it later if somebody else say anything

01:11:229 (1) - Change the grid snap to "smal" and try this: https://osu.ppy.sh/ss/8692111 leaving in parallel both orientations becomes more aesthetic
i guess its fine the other objetcs around makes it fit imo
Well, that's all I found >.< I hope it helps you c:

Good Luck!


thanks alot for your free Mods guys have a nice week ;)
DeviousPanda
M4M with this map https://osu.ppy.sh/b/1354363

the timing point at 00:54:080 seems a few ms late to me

Parachute's Kiss
can you use the same hitsounds as the other diffs?

00:02:779 (3) - make this a circle and put a slider starting at the next red tick that extends to right before 5 (just small rhythm idea, probably not that good tbh)

00:20:304 (1,2) - this is quite hard to read, try putting a circle at the start of this slider 00:21:034 (2) - and then putting the next slider so it starts where the second repeat does

00:22:056 (4) - would put more emphasis if it was two circles, because you've hitsounded the end of the slider to show emphasis, but using two circles would work better

00:22:662 (1,2) - same as 00:20:304 (1,2) -

00:26:809 (4) - same as 00:22:056 (4) -

00:35:127 (2,3,4,5) - this is uncomfortable to play imo

00:48:456 (11,1) - the spacing of the jumps earlier are too similar to this spacing here, I read it as a jump when playing it, maybe increase the spacing

01:00:567 (2,3,4,5,6,7) - I suggest NCing all these to give a better indicator of the 1/6

Insane
00:24:300 (7,8,9,10) - any reason for the spacing inconsistencies in these jumps

00:36:304 (5) - for all gaps you've used two notes before the gap, but here you used a slider and it doesn't fit as well

00:45:756 (7) - ^^

00:49:353 (5) - this really doesn't fit here

01:00:518 (1,2) - this just feels weird and sounds out of time, maybe use the same timing in the hardest diff?

01:05:010 (4) - minor thing but can you use the same hitsound on this slider heads as you did on these notes 01:04:107 (1) - 01:04:558 (1) -

01:09:743 (4) - ^^

01:19:246 (4) - ^^

Space's Hard
00:04:722 (3) - slider shape seems a bit too sharp

00:06:216 (1) - can you move this down so it fows from the previous note

01:05:908 (3) - maybe extend this out to the red tick? idk

01:08:264 (2) - ^^

Normal
00:47:262 (2,3) - this might be a bit too hard for a normal

00:52:014 (2,3) - ^^

00:58:177 (1) - maybe extend this spinner out to the next red tick

nice map, I hope this helps!! :) :) :)
mindmaster107
May mod any diff you want! This mod felt a bit too empty. -> https://osu.ppy.sh/s/624437

[Parachute's Kiss]
I like the interesting patterns. The map feels well mapped, albeit the flow is a bit wonky in some bits. I'm not confident enough to talk about flow problems, so I will point out some issues with

01:00:469 (1,2,3,4,5,6) - Randomly placing a 1/6 stream into a 1/4 section doesn't work. Try either using a repeating slider to cover it, or ease into the 1/3 by having the sliders before it imply 1/3 snapping.

00:35:863 (4,5) - The 3/4 slider here feels too weird to play. I think I know how to fix it. You missed a small sound at 00:36:010 , which you can cover using passive rhythm by making 00:35:863 (4) into a slider, ending on the note. This way you can rid of the 3/4 gap.

01:16:146 (4,5,6) - This curved slider section really stands out since the rest of the song uses straight sliders reflecting around the center.
00:25:037 (1,2) - This also stands out alot.
You seem to litter curved sliders every once and a while, however either only use curved sliders on recognizable notes, like vocals, or guitar riffs, or use them in an alternating pattern (straight, curved, straight) so they feel more natural in the map. The problem with them standing out is they imply the song does something different.

00:22:056 (4) - The slider tail here feels too INTENSE to be covered by a slider tail. Maybe use a double. This sound is rare enough so a double could make sense to represent this.
00:26:809 (4) - This too.

01:01:408 (1) - I don't think a spinner ending should be mapped to this. Maybe have the spinner end right before a circle placed right in the center. This is because a spinner won't show off the sudden cymbal ending the pause in percussion.

[Insane]
I am not so good at playing below 5 stars, so I'm only pointing out a few issues. Good map btw.

00:36:304 (5) - This has the same problem as the extra, and the slider tail feels too intense. Maybe use 2 circles.
Topic Starter
Rin Desu

DeviousPanda wrote:

M4M with this map https://osu.ppy.sh/b/1354363

the timing point at 00:54:080 seems a few ms late to me

good catch tho xD

Normal
00:47:262 (2,3) - this might be a bit too hard for a normal

00:52:014 (2,3) - ^^

ill change it maybe, cause im not 100% sure how to make it otherwise

00:58:177 (1) - maybe extend this spinner out to the next red tick cant cause of the diff. simplicity

Insane

00:24:300 (7,8,9,10) - any reason for the spacing inconsistencies in these jumps 2 snare hits, or u meant 2,2 instead of 2?^^ i fixed that.

00:36:304 (5) - for all gaps you've used two notes before the gap, but here you used a slider and it doesn't fit as well oh ye ur right

00:45:756 (7) - ^^ fixed both :)

00:49:353 (5) - this really doesn't fit here i mapped his voice and imo this reflects the song good

01:00:518 (1,2) - this just feels weird and sounds out of time, maybe use the same timing in the hardest diff? ill recheck this and the part u mention above

01:05:010 (4) - minor thing but can you use the same hitsound on this slider heads as you did on these notes 01:04:107 (1) - 01:04:558 (1) -

01:09:743 (4) - ^^

01:19:246 (4) - ^^ the idea is quiet good but ill made the map after the real drums, to be consitent i wont do it :/

nice map, I hope this helps!! :) :) :) sure it does, thanks a lot!
Dilectus
Awesome song from my all-time favorite band.

Good luck!
Parachute

DeviousPanda wrote:

M4M with this map https://osu.ppy.sh/b/1354363

the timing point at 00:54:080 seems a few ms late to me

Parachute's Kiss
can you use the same hitsounds as the other diffs? No.

00:02:779 (3) - make this a circle and put a slider starting at the next red tick that extends to right before 5 (just small rhythm idea, probably not that good tbh) Weeell, i mapped the guitar stuff here so idk about that ^^

00:20:304 (1,2) - this is quite hard to read, try putting a circle at the start of this slider 00:21:034 (2) - and then putting the next slider so it starts where the second repeat does

00:22:056 (4) - would put more emphasis if it was two circles, because you've hitsounded the end of the slider to show emphasis, but using two circles would work better Hmm with this slider i actually wanted to emphasize the beginning of it more than the ending, thats why i think the sliders makes more sense here. I think the clap sound is just more hear-able in the song and deserves more attention xD

00:22:662 (1,2) - same as 00:20:304 (1,2) -

00:26:809 (4) - same as 00:22:056 (4) -

00:35:127 (2,3,4,5) - this is uncomfortable to play imo Dont think so here x:

00:48:456 (11,1) - the spacing of the jumps earlier are too similar to this spacing here, I read it as a jump when playing it, maybe increase the spacing I changed it a bit, i hope its better now even though i did the opposite. It was kinda misplaced anyways so yea definitely changed something.

01:00:567 (2,3,4,5,6,7) - I suggest NCing all these to give a better indicator of the 1/6 Kinda unsure if a nc helps with that (and its not even 1/6 btw but nobody notices that anyways (; ), but fixed i guess.


nice map, I hope this helps!! :) :) :)
[Parachute's Kiss]
I like the interesting patterns. The map feels well mapped, albeit the flow is a bit wonky in some bits. I'm not confident enough to talk about flow problems, so I will point out some issues with

01:00:469 (1,2,3,4,5,6) - Randomly placing a 1/6 stream into a 1/4 section doesn't work. Try either using a repeating slider to cover it, or ease into the 1/3 by having the sliders before it imply 1/3 snapping.

00:35:863 (4,5) - The 3/4 slider here feels too weird to play. I think I know how to fix it. You missed a small sound at 00:36:010 , which you can cover using passive rhythm by making 00:35:863 (4) into a slider, ending on the note. This way you can rid of the 3/4 gap. Well about this i quite disagree. first i dont see a problem with a 3/4 gap since right there i mapped the singing for the whole part and he literally makes a break for this long so I would be kinda surprised if ppl who can play the rest of this diff get confused by this 1 part.
Second imo the slider will actually make this part waaay more confusing since as i said i focused on the singing and having 1 random slider that breaks this..
idk i dont really like that at all so nope x:


01:16:146 (4,5,6) - This curved slider section really stands out since the rest of the song uses straight sliders reflecting around the center. Uhm well this section is nowhere else in the song so imo the curved respresent this special part really good ^^
00:25:037 (1,2) - This also stands out alot.
You seem to litter curved sliders every once and a while, however either only use curved sliders on recognizable notes, like vocals, or guitar riffs, or use them in an alternating pattern (straight, curved, straight) so they feel more natural in the map. The problem with them standing out is they imply the song does something different. Changed some sliders

00:22:056 (4) - The slider tail here feels too INTENSE to be covered by a slider tail. Maybe use a double. This sound is rare enough so a double could make sense to represent this. Why? Its literally less audible than the sliderstart. + the break after it makes me like the slider into break thing more since imo it supports that more.
00:26:809 (4) - This too. ^

01:01:408 (1) - I don't think a spinner ending should be mapped to this. Maybe have the spinner end right before a circle placed right in the center. This is because a spinner won't show off the sudden cymbal ending the pause in percussion. Idk imo it would play way worse. I hate when spinners just end randomly and without any reason. The guitar sound the spinner stands for ends at this point and imo it is stronger than just placing a 1/1 circle,
which in the end would be stacked to the next one anyways = makes not really much of a difference (since the part is so "slow" anyways) So no change about that ^^
Thanks for mods <3
MoodyRPG
General
  1. Cut version? :(
Normal
  1. 00:08:550 (1) - Move this to the white tick and end here 00:10:320 please, fits very well with the guitar
  2. 00:31:556 (4) - Add a clap here? Just a suggestion but sounds good imo
  3. 00:50:214 (3) - Remove the NC here, doesn't fit with your combo pattern
  4. 00:58:474 (1) - Extend this to 01:01:333
Space's Hard
  1. 00:15:014 (4) - This doesn't look well with the previous slider, why you don't move to another place?
  2. 00:50:502 (5) - Same ^
Insane
  1. Nice
Parachute's Kiss
  1. For some reason, the diff reminds me on mtmcl's maps lol
Good luck :)
Dilectus
Here's my part of the M4M
My map: https://osu.ppy.sh/s/646289

Parachute's Kiss
  1. 00:20:012 (2) - Sorta weak transition going into the next section. How about converting into 2 notes for emphasize on the snare beats for more impact like you did at 00:10:320 (1,2,3,4) - . Same goes for 00:22:056 (5,6) - and 00:26:809 (5) -
  2. 00:50:502 (5,6,7) - This rhythm doesn't go with the song as 00:50:817 (6,7) - is mapped to silence. And the only heavy beat here isn't clickable (00:51:132 - ). How about this rhythm? https://puu.sh/wWb1c/7a61a32106.jpg
  3. 01:00:469 (1,2,3,4,5,6) - Because of the default stacking mechanic, it ruins the symmetry. So maybe if you make the stream into a straight line instead, it would keep the symmetry. (https://osu.ppy.sh/ss/8710294)
  4. 01:20:140 (1) - The only thing audiable here are the vocals so a spinner isn't a good way to represent that because spinners are used to emphasize longer held notes. I suggest mapping the rest of the lyrics using notes.
Insane
  1. 00:01:883 (3) - Can't hear an audiable beat here. A 1/4 slider would be good because it emphasizes the only noticable beats here, the guitar and bass.
  2. 00:07:091 (1,2) - Because the slider end is pointed so much upwards on (1), it makes for uncomfortable movement between (1) and (2). How about something like https://osu.ppy.sh/ss/8710442 so ease that. Same for 00:11:776 (1,2) - and 00:14:131 (1,2) -
  3. 00:22:056 (7) - How about stacking on 00:21:326 (5) - sliderhead to make for better impact/emphasize for both the snare and open hi-hat beat.
  4. 00:34:397 (4) - This repeat slider doesn't follow the music because the only heavy beat here isn't clickable, so it lacks impact. How about this rhythm? https://puu.sh/wWc9I/a721131c2a.jpg
  5. 00:36:304 (5,6) - Missing hitsounds
  6. 00:38:532 (1) - Remove clap as there's no snare sound on this beat in this drum fill.
  7. 00:52:438 - Since you were following the vocals in this part, it feels awkward leaving this vocal beat out since it's the more heavy beat in this section.
  8. 01:20:140 (1) - Same as Parachute's diff.
Space's Hard
  1. Entire diff has very poor hitsounding. Kicks on snare beats, snares on kick beats, missing hitsounds, etc. Please have someone experienced do it for you.
  2. 01:20:140 (1) - Same as every other diff
------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Hmm... I don't know how to feel about this one. But I wont lie - it lacks in quality. Most placements felt random, some rhythms doesn't follow the music at all, and aestetics could've been polished or expanded upon. But that doesn't mean that it needs a remap. Just alot more mods.

Good luck!
Spayyce

DavidEd wrote:

Space's Hard
  1. Entire diff has very poor hitsounding. Kicks on snare beats, snares on kick beats, missing hitsounds, etc. Please have someone experienced do it for you. feels subjective, sound fine to me :shrug:
  2. 01:20:140 (1) - Same as every other diff instruments stop so i thought it'd be a good way to symbolise that fadeout in particular
------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Hmm... I don't know how to feel about this one. But I wont lie - it lacks in quality. Most placements felt random, some rhythms doesn't follow the music at all, and aestetics could've been polished or expanded upon. But that doesn't mean that it needs a remap. Just alot more mods.

Good luck!
Topic Starter
Rin Desu

DavidEd wrote:

Here's my part of the M4M
My map: https://osu.ppy.sh/s/646289

Insane
  1. 00:01:883 (3) - Can't hear an audiable beat here. A 1/4 slider would be good because it emphasizes the only noticable beats here, the guitar and bass.
  2. 00:07:091 (1,2) - Because the slider end is pointed so much upwards on (1), it makes for uncomfortable movement between (1) and (2). How about something like https://osu.ppy.sh/ss/8710442 so ease that. Same for 00:11:776 (1,2) - and 00:14:131 (1,2) -
  3. 00:22:056 (7) - How about stacking on 00:21:326 (5) - sliderhead to make for better impact/emphasize for both the snare and open hi-hat beat.
  4. 00:34:397 (4) - This repeat slider doesn't follow the music because the only heavy beat here isn't clickable, so it lacks impact. How about this rhythm? https://puu.sh/wWc9I/a721131c2a.jpg
  5. 00:36:304 (5,6) - Missing hitsounds
  6. 00:38:532 (1) - Remove clap as there's no snare sound on this beat in this drum fill.
  7. 00:52:438 - Since you were following the vocals in this part, it feels awkward leaving this vocal beat out since it's the more heavy beat in this section.
  8. 01:20:140 (1) - Same as Parachute's diff.

Hmm... I don't know how to feel about this one. But I wont lie - it lacks in quality. Most placements felt random, some rhythms doesn't follow the music at all, and aestetics could've been polished or expanded upon. But that doesn't mean that it needs a remap. Just alot more mods.


Good luck!
Thanks alot for your mod! i took the 50% remap to make it clear and NOT random to avoid 100 mods^^ i checked all your parts that u mentioned too.
Parachute

DavidEd wrote:

Here's my part of the M4M
My map: https://osu.ppy.sh/s/646289

Parachute's Kiss
  1. 00:20:012 (2) - Sorta weak transition going into the next section. How about converting into 2 notes for emphasize on the snare beats for more impact like you did at 00:10:320 (1,2,3,4) - . Same goes for 00:22:056 (5,6) - and 00:26:809 (5) - Changed
  2. 00:50:502 (5,6,7) - This rhythm doesn't go with the song as 00:50:817 (6,7) - is mapped to silence. And the only heavy beat here isn't clickable (00:51:132 - ). How about this rhythm? https://puu.sh/wWb1c/7a61a32106.jpg Changed it a bit. the 00:50:817 - however is made to the singing so, ill keep it like that for now since it definitely represents the music now ^^
  3. 01:00:469 (1,2,3,4,5,6) - Because of the default stacking mechanic, it ruins the symmetry. So maybe if you make the stream into a straight line instead, it would keep the symmetry. (https://osu.ppy.sh/ss/8710294) Changed
  4. 01:20:140 (1) - The only thing audiable here are the vocals so a spinner isn't a good way to represent that because spinners are used to emphasize longer held notes. I suggest mapping the rest of the lyrics using notes. Changed
Thanks for mod! <3
Hny
M4M https://osu.ppy.sh/s/651065 Hny's diff please.

INSANE
00:08:550 (1) - Hitsound of finish, either remove or add more at the start of each of those patterns. [00:09:140 (1) - 00:09:730 (1) - 00:10:320 (1) - ]

00:10:320 (1,2,3,4) - The movement on this is uncomfortable, its handled way better there 00:19:131 (1) - in this part.

00:11:188 (2) - Move this one bit lower and to the right. Compensate the transition from two strong sounds to lesser one.

00:22:056 (7) - This feels like its very out of its place. Try placing it higher like in 00:26:809 (7) - Inconsistent. Same sound, yet this time its placed according to the straight flow, so either change the first one to be in straight line or rearrange that one.

00:33:809 (1,2) - These two sliders are random as phucc. Also the sound these sliders are trying to represent is really weak.

Also 00:34:105 (2) - Ranking criteria states that sliders must end on a sound of equal or less power than the beggining, and as i hear it, it ends on a stronger one.

The map after 00:35 gets really coonfusing, at least for me.

01:00:518 (1) - Shouldn't this be reversed two times?

01:04:107 (1,2,3,1,2,3) - This feels kind of too diff spiky.

01:20:140 (1,2,3,4,5) - This star gave me a disease :cry: :cry: :cry: :cry: :cry:
Topic Starter
Rin Desu

Hny wrote:

M4M https://osu.ppy.sh/s/651065 Hny's diff please.

INSANE
00:08:550 (1) - Hitsound of finish, either remove or add more at the start of each of those patterns. [00:09:140 (1) - 00:09:730 (1) - 00:10:320 (1) - ] no, i followed the songs finishes, so why i should?

00:10:320 (1,2,3,4) - The movement on this is uncomfortable, its handled way better there 00:19:131 (1) - in this part. on both parts a strong last 4 notes stream, imo they do what the are supposed to do, reflect the music, the jumps between are so little that is unnessecary in which degress the are, only the space between 1,2,3,4 matters

00:11:188 (2) - Move this one bit lower and to the right. Compensate the transition from two strong sounds to lesser one.
why not it was a bit weak^^

00:22:056 (7) - This feels like its very out of its place. Try placing it higher like in 00:26:809 (7) - Inconsistent. Same sound, yet this time its placed according to the straight flow, so either change the first one to be in straight line or rearrange that one. agree, changed

00:33:809 (1,2) - These two sliders are random as phucc. Also the sound these sliders are trying to represent is really weak. Hee heaaadxD!? the arent random, as u can see from this part on i mapped the lyrics first not the riff anymore

Also 00:34:105 (2) - Ranking criteria states that sliders must end on a sound of equal or less power than the beggining, and as i hear it, it ends on a stronger one. same as above, i mapped lyrcis not drums

The map after 00:35 gets really coonfusing, at least for me. i need examples xD

01:00:518 (1) - Shouldn't this be reversed two times? ye, i missed one tick,. fixed :)

01:04:107 (1,2,3,1,2,3) - This feels kind of too diff spiky. i made it consistent, it represents the music. i mean that arent common pp jump pattern, but i dont see any reason to change it into that

01:20:140 (1,2,3,4,5) - This star gave me a disease :cry: :cry: :cry: :cry: :cry: well, this wasnt supposed to be a star, i made it more clear^^
thanks a lot for your mod ;)
Dendy
Insane
00:38:103 (7,8,1,2,3) - If you prioritise the vocal, why this objects are more focused on instrumental
01:04:107 (1,2,3,1,2,3) - ^
00:42:494 (4,5) - they have to be more spaced because of strong sound
00:43:975 (1,2) - you can change the direction of the flow, this sound is much different
00:52:014 (5,6) - there is no point for stack, you have a lot of space
01:10:042 (1,2,3,4) - ^

Space's Hard
There is a problem in spacing, if you trying to make each object on time-distance quality, than you should work on one spacing
00:03:526 (5) - overlap
00:17:952 (1,2) - make blanket
00:36:304 (6) - if you follow the vocal, why this mapped on instrumental 00:32:758 (3,5)
00:44:568 (3) - reverse

Normal
00:25:037 (1,2,3,4) - looks very hard for the new players, normal and easy should be appropriate for the new players
Topic Starter
Rin Desu

DendyMudak wrote:

Insane
00:38:103 (7,8,1,2,3) - If you prioritise the vocal, why this objects are more focused on instrumental
01:04:107 (1,2,3,1,2,3) - ^ mhh, i mapped the drumhits, vocals and that guitar riff <01:04:107 (1,2,3,1,2,3) same goes for the drumfill at 00:38:103 i allways choose the foreground sounds, that reflect the song best. I did this consistent in that parts so i guess its ok and was the best solution for me
00:42:494 (4,5) - they have to be more spaced because of strong sound agree, fix
00:43:975 (1,2) - you can change the direction of the flow, this sound is much different good idea, changed that pattern
00:52:014 (5,6) - there is no point for stack, you have a lot of space yepp, that was random
01:10:042 (1,2,3,4) - ^ no, there are only drums that was intenionelly to stack this part to represent that little break from the other instruments


Normal
00:25:037 (1,2,3,4) - looks very hard for the new players, normal and easy should be appropriate for the new players mhh i dont think so i did the same at 00:20:304 (1,2,3,4) - but i looked at some other parts and simplified 00:23:269 (2,3) -
Thanks a lot for your free Mod, really appreciated :D
PandaHero
Hello, m4m from my queue
Sounds like drummer was drunk af :o

[Modding assistant stuff]
1. Unused hitsounds:
drum-hitclap3.wav
drum-hitfinish3.mp3
drum-hitwhistle3.wav
drum-sliderslide3.wav
2. Usage of mp3 and ogg as hitsounds is not recommended (consider converting to .wav):
drum-hitfinish2.mp3
drum-hitfinish3.mp3
3. Hitsound file is not 100 ms length:
drum-hitnormal2.wav 97.3ms

[Normal]
00:23:269 (2,3) - will be more understanable for newbies if you continue doing your short slider-long slider rhythm as you did here - 00:20:888 (2,3)
00:45:756 (5) - this slider scared me, 1/2 slider on the vocal will be cool

[Space's Hard]
00:08:550 (1) - if you remove one reverse it will be more appropriate for this difficulty lvl imo
00:40:440 (3) - this clap sounds out of place, try whistle instead
00:54:647 (4) - ^
00:43:375 (6) - remove whistles from head and end of the slider, please, it sounds like hs spam x_x
00:57:583 (5) - put clap instead of whistle, it sounds better here
01:00:223 (7) - remove clap
01:08:848 (3) - put nc so it will be easier to read?

[Insane]
00:33:809 (2,3) - this two sliders looks a bit random, try this - https://osu.ppy.sh/ss/8931244
00:36:304 (1) - move it up a bit up, I think this vocal needs more spacing (like between these objects - 00:34:835 (2,3))
00:37:674 (5,6) - same as before, try to make spacing between this objects similar to spacing between these two notes - 00:37:377 (3,4)
00:38:968 (4) - what about this - https://osu.ppy.sh/ss/8931302? For creating difference between this slider and sliders from next part
00:43:975 (1,2,3) - just an aesthetic suggestion, copy 1 slider, put it instead of 2, ctrl+h and ctrl+g it - https://osu.ppy.sh/ss/8931333
00:45:756 (8,9) - map vocal by 1/2 slider isntead of these two notes, because you mapped vocal before?
00:47:262 (5) - ctrl+h? Spacing between 4 and 5 is too small imo
00:49:353 (3) - what about end this slider on the white tick? Sound on it is stronger than sound on blue tick
00:52:438 - you missed vocal sound on this tick, try to make note+slider instead of big slider?
00:56:988 (5,6) - what about cirlce+1/1 slider rhythm here, I think it will emphasize vocal better https://osu.ppy.sh/ss/8931423
01:08:848 (1,2,3,1,2,3) - make similar angle like you did here - 01:04:107 (1,2,3,1,2,3), because it sounds pretty same?

[Parachute's Kiss]
This diff was really enjoyable to mod, gj :)

There is not so much yellow color on the bg, maybe remove it?
01:19:543 - you have red and green line with different volume lvl (58% and 38%)

00:18:542 (3,4) - oh, you can copy this thing - 00:17:952 (1,2), ctrl+j it and stack head of 4 slider with the end of 2 slider, I think it will be cool with your style https://osu.ppy.sh/ss/8930977
00:26:513 (4) - why you stop cursor on this slider, there is nothing in music for it, what about ctrl+g this - 00:26:513 (4,5)? (don't forget that hitsounds will ctrl+g too)
00:31:556 (1,2,3) - ctrl+j and move it down? This will be more intuitive to play
00:33:809 (3,4) - what about ctr+g this rhythm? It will fit vocal better imo
00:34:543 (1,2) - not a very good spacing solution for 1/2 objects, I would recommend you to make smth like this - https://osu.ppy.sh/ss/8931080
00:35:715 (3,4) - if you did this ^, I guess you'll need to make smth with these notes
00:48:755 (1) - stack this with 00:47:859 (7)? This note deserves more spacing imo
00:52:014 (5) - maybe put nc here so it will be more pleasant to read?
00:54:080 (3) - 00:54:647 (5) - 00:55:214 (7) - it will plays more fun if you do ctrl+g for these sliders
01:00:481 (1,2,3,4,5,6) - ...these notes are unsnapped, right?
01:07:089 (3) - stack it with slider's head will be better, because it's the same sound as here - 01:05:908 (3)
01:16:444 (5) - what about ctrl+h, j, g and move it up for better flow?? https://osu.ppy.sh/ss/8931165

Good luck with this set
Parachute

PandaHero wrote:

Hello, m4m from my queue
Sounds like drummer was drunk af :o

[Parachute's Kiss]
This diff was really enjoyable to mod, gj :) Thanks <3

There is not so much yellow color on the bg, maybe remove it? Uhm I had a different bg but rin desu removed it so well see about that one xD
01:19:543 - you have red and green line with different volume lvl (58% and 38%)

00:18:542 (3,4) - oh, you can copy this thing - 00:17:952 (1,2), ctrl+j it and stack head of 4 slider with the end of 2 slider, I think it will be cool with your style https://osu.ppy.sh/ss/8930977
00:26:513 (4) - why you stop cursor on this slider, there is nothing in music for it, what about ctrl+g this - 00:26:513 (4,5)? (don't forget that hitsounds will ctrl+g too)
00:31:556 (1,2,3) - ctrl+j and move it down? This will be more intuitive to play
00:33:809 (3,4) - what about ctr+g this rhythm? It will fit vocal better imo Idk about this one. The note changes and where it changes i make the player click the second slider so imo it fits more like it is now ^^
00:34:543 (1,2) - not a very good spacing solution for 1/2 objects, I would recommend you to make smth like this - https://osu.ppy.sh/ss/8931080 Why? I think it fits the harsh vocal sounds here pretty good with a stack so no change, also the whole "more harsh" section here with the linear pattern in the middle. I think it fits good so ill keep it for now^^
00:35:715 (3,4) - if you did this ^, I guess you'll need to make smth with these notes
00:48:755 (1) - stack this with 00:47:859 (7)? This note deserves more spacing imo
00:52:014 (5) - maybe put nc here so it will be more pleasant to read? True, its easier to read. Imo misuse of nc though /: not sure if its actually the best thing to do but i made a nc there.
00:54:080 (3) - 00:54:647 (5) - 00:55:214 (7) - it will plays more fun if you do ctrl+g for these sliders I dont think so about this one tbh.
Spacing emphasis is better right now so it would kinda ruin that and i also think its already fun like it is so i dont think this is necessary at all especiall since it would ruin the spacing emphasis ^^

01:00:481 (1,2,3,4,5,6) - ...these notes are unsnapped, right? Not rlly xD, idk how else to do this while still representing the music, and this is imo the closest to get to ^^'
01:07:089 (3) - stack it with slider's head will be better, because it's the same sound as here - 01:05:908 (3)
01:16:444 (5) - what about ctrl+h, j, g and move it up for better flow?? https://osu.ppy.sh/ss/8931165 Well you gotta explain on why that would have better flow though o.O i dont see any flow problem since it will go just up-right anyways and honestly it wouldnt make much of a difference here playwise. At least i dont see any difference ^^'

Good luck with this set
Everything where i wrote nothing is fixed. Thanks for mod <3
Tiff
Hi from my queue =! :)
General
I searched it up, the BPM should be 102, I think you have too many timing points, you can put more than 1 but yours has too many (well IDK maybe you are right)
IDK you forgot to add Kiai time or you remove it on purpose
Normal
00:08:258 (1) - I think the spinner is too short for beginners(at least 5 beats (white ticks)), consider delete it or make it longer
00:17:657 (1) - same as this
01:19:543 (1) - same
there is a heavy beat on 00:33:659 - add something-
01:15:401 - add an circle- there is a heavy beat just like this 01:10:042 (1,2,3) -
Insane
00:10:894 (1,2,3) - consider putting with the same DS
I think you should plan the DS for your map, its different sometimes so it will make players confused
ok GL!! :)
Topic Starter
Rin Desu

PandaHero wrote:

Hello, m4m from my queue
Sounds like drummer was drunk af :o How dare u xD

[Modding assistant stuff]
1. Unused hitsounds:
drum-hitclap3.wav
drum-hitfinish3.mp3
drum-hitwhistle3.wav
drum-sliderslide3.wav They are for Spaces Hard i fixed it
2. Usage of mp3 and ogg as hitsounds is not recommended (consider converting to .wav):
drum-hitfinish2.mp3
drum-hitfinish3.mp3 converted
3. Hitsound file is not 100 ms length:
drum-hitnormal2.wav 97.3ms its longer now :)

[Normal]
00:23:269 (2,3) - will be more understanable for newbies if you continue doing your short slider-long slider rhythm as you did here - 00:20:888 (2,3)
i rly dont know about this it doesnt reflect the music, if someone else point this out as a problem ill change it

00:45:756 (5) - this slider scared me, 1/2 slider on the vocal will be cool i tried hard to change that section but idk how to represet it and make it beginner friendly changed it a bit but not rhythmwise

[Insane]
00:33:809 (2,3) - this two sliders looks a bit random, try this - https://osu.ppy.sh/ss/8931244 i rotate them a bit so they look good togheter i wanted to represent the strong vocals, thats why i choose that strong shape
00:36:304 (1) - move it up a bit up, I think this vocal needs more spacing (like between these objects - 00:34:835 (2,3))
00:37:674 (5,6) - same as before, try to make spacing between this objects similar to spacing between these two notes - 00:37:377 (3,4) i made as before 2 and 2,2 on snare normal 1,4 made it more clear now :)
00:38:968 (4) - what about this - https://osu.ppy.sh/ss/8931302? For creating difference between this slider and sliders from next part
00:43:975 (1,2,3) - just an aesthetic suggestion, copy 1 slider, put it instead of 2, ctrl+h and ctrl+g it - https://osu.ppy.sh/ss/8931333i like the idea but the flow would be inconsitent in compare with the pattern that follow ;:/
00:45:756 (8,9) - map vocal by 1/2 slider isntead of these two notes, because you mapped vocal before? true i added sth
00:47:262 (5) - ctrl+h? Spacing between 4 and 5 is too small imo i moved a bit up instead
00:49:353 (3) - what about end this slider on the white tick? Sound on it is stronger than sound on blue tick
00:52:438 - you missed vocal sound on this tick, try to make note+slider instead of big slider? added circle :)
00:56:988 (5,6) - what about cirlce+1/1 slider rhythm here, I think it will emphasize vocal better https://osu.ppy.sh/ss/8931423
01:08:848 (1,2,3,1,2,3) - make similar angle like you did here - 01:04:107 (1,2,3,1,2,3), because it sounds pretty same? uhh lel youre right

Good luck with this set
Thanks alot for your Mod :)
Topic Starter
Rin Desu

tiffany yu tyu wrote:

Hi from my queue =! :)
General
I searched it up, the BPM should be 102, I think you have too many timing points, you can put more than 1 but yours has too many (well IDK maybe you are right) nah u cant handle Rhcp songs / songs w/o metronome in one bpm^^
IDK you forgot to add Kiai time or you remove it on purpose purpose^^
Normal
00:08:258 (1) - I think the spinner is too short for beginners(at least 5 beats (white ticks)), consider delete it or make it longer
00:17:657 (1) - same as this
01:19:543 (1) - same mhh auto gets 7k atleast on all my spinners, idk what else should i do in this parts, spinner reflect best here, if somebody else points this out ill change it
there is a heavy beat on 00:33:659 - add something- followed vocals complety, since its an normal i have to hold it simpel
01:15:401 - add an circle- there is a heavy beat just like this 01:10:042 (1,2,3) - not there but find sth else cuase of this^^
Insane
00:10:894 (1,2,3) - consider putting with the same DS is iot rly that hard? i mean its buildup and a little gimmick, dont consider to change it cause imo its a nice way to represent this part of this song on an insane diff
I think you should plan the DS for your map, its different sometimes so it will make players confused rechecked all find 2 notes, that could were DS random
ok GL!! :)

Thank you a lot for your time and Free mod
Have a nice Day :) !
Spayyce

DendyMudak wrote:

Space's Hard
There is a problem in spacing, if you trying to make each object on time-distance quality, than you should work on one spacing
00:03:526 (5) - overlap overlap on what, looks fine to me
00:17:952 (1,2) - make blanket nah it feels like it will go against the downward directional flow i am emphasising here
00:36:304 (6) - if you follow the vocal, why this mapped on instrumental 00:32:758 (3,5) it is all on vocals, i didn't want to overmap it as it would be too much of a diffspike for a hard.
00:44:568 (3) - reverse wouldn't be consistent with how ive mapped this in other places.
Thanks for checking :)

PandaHero wrote:

[Space's Hard]
00:08:550 (1) - if you remove one reverse it will be more appropriate for this difficulty lvl imo wouldn't sound right with the guitar im mapping to.
00:40:440 (3) - this clap sounds out of place, try whistle instead yeah that sounds better, thanks for finding this! :)
00:54:647 (4) - ^ yeah, also agree on this. thanks! :)
00:43:375 (6) - remove whistles from head and end of the slider, please, it sounds like hs spam x_x alright changed
00:57:583 (5) - put clap instead of whistle, it sounds better here nah I think its current sound is fine
01:00:223 (7) - remove clap alright, changed this too
01:08:848 (3) - put nc so it will be easier to read? nah I feel it's fine as it is, due to 01:05:908 (3,4) being a similar style
Thanks for the mod! :)

o///
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 39262
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 12
GridSize: 4
TimelineZoom: 1.950484

[Metadata]
Title:Suck my Kiss
TitleUnicode:Suck my Kiss
Artist:Red Hot Chili Peppers
ArtistUnicode:Red Hot Chili Peppers
Creator:Rin Desu
Version:Space's Hard
Source:
Tags:RHCP 1991 Blood Sugar Sex Magic Rock ALternativ Funk Space Parachute Explicit
BeatmapID:1360612
BeatmapSetID:596832

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"spdQn7.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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bezbashn
Overall - What is this timing points ??? Ask yourself a question "Does all this timing poinds must be here?"

[Normal]
00:24:005 - Maybe stick it somewhere around x88 y208. So it would have same distance between 2 and 4
01:01:408 - Spinner ends here

[Space's Hard]
00:02:331 and 00:04:722 and 00:07:091 and 00:11:776 and 00:16:482 and etc. - Those are the same sounds, but have all kinds of shapes. Fix it.
Also all ^ should end 1 tick before they are. You've missed a lot of strong beats on these. You can shorten them and if you want - add a circle instead of sliderend like so

[Insane]
~

[Parachute's Kiss]
~

In general it mapped nice, except moments i metnioned above. Good luck!
Feeling kinda dumb, because you've made a long informative mod and I'm backing with this. Meh... What can I say - your map is made better from the beginning tbh...
Topic Starter
Rin Desu

bezbashn wrote:

Overall - What is this timing points ??? Ask yourself a question "Does all this timing poinds must be here?"
yeah i think so, otherwise it would be rly hard to handle. A clean timing is essential. if i would take longer timing sections this map would feel off

[Normal]
00:24:005 - Maybe stick it somewhere around x88 y208. So it would have same distance between 2 and 4visually i agree but this atm shows timedistance perfekt there is a gap between 3 and 4 in the timeline
01:01:408 - Spinner ends here ok :)

[Insane]
~

In general it mapped nice, except moments i metnioned above. Good luck! Thank u
Feeling kinda dumb, because you've made a long informative mod and I'm backing with this. Meh... What can I say - your map is made better from the beginning tbh...
i know that pain too dont worry. I had alot of remaps and discussion over that 5 months on this mapset i researched a lot of stuff. in comparassion to my first attempt this looks much better from my perspective.
Thanks alot for your Mod! :)
Dr Sensei-Hugo
Hello, from mod queue :)
First off, why are there so many timing points? Seems weird to me...
Absence of mods is easily explained by the fact that I didnt find anything major wrong in this map. If I was a bn and encouraged by others, I would bubble this.

Good luck in ranking :)
Topic Starter
Rin Desu

DrSensei-Hugo wrote:

Hello, from mod queue :)
First off, why are there so many timing points? Seems weird to me... trust me they are needed :D
Absence of mods is easily explained by the fact that I didnt find anything major wrong in this map. If I was a bn and encouraged by others, I would bubble this.

Good luck in ranking :)
Anyway, thanks for your check and kind words :)
frogyfro
nm from my queue
like i said in my queue i focus my mods on the higher diffs, i mentioned a few things i thought were pretty glaring in normal though

Normal:

00:08:258 (1) - might want to reconsider this spinner. ranking criteria says spinners under 3 beats in length are discouraged for normal maps

00:17:657 (1) - ^

00:23:269 (2,3,4) - i'm not a new player so take this with a grain of salt, but i found this part to be very difficult to read. i think that just turning 3 into a slider would go a long way to making this rhythm easier to interpret

00:33:359 (3,4,5) - i can tell you've tried to switch to the vocals but i don't think its working. firstly, consider the slider ends of 3 and 4. a vocal is put on the slider end of 3, but not on the slider end of 4. this makes this part feel like there should be a distinct vocal sound on the end of 4 when in actuality there isn't. furthermore, the actual vocals over 4 and 5 ("hea-ead") clearly prioritize 4 over 5 (since 4 is the start of the new syllable and 5 is just a continuation). but, with the current pattern you've used here, the player is expected to hit 5 after a 1/4 gap from 4, which puts strain on 5 instead of 4. it also doesn't help that 00:32:157 (1,2) only ambiguously follow the vocals (a lot of vocal beats are skipped), making it difficult for the player to anticipate 00:33:359 (3,4,5) prioritizing the vocals so stringently. i'd seriously consider reworking this part.

00:46:360 (1,2,3,4,5) - very similar to what i was explaining above

ultimately i found the rhythm choice to be beyond what players playing a 1.8 star map ought to be expected to handle



Insane:

00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pay attention to the angle between these. 00:09:582 (4,1) and 00:10:173 (4,1) feel totally different because one is a sharp angle and the other is wide. decide on if you want wide angle jumps or sharp angle jumps between your jump streams and stick with it

00:29:329 (8,9,1,2,3) - the cursor movement along these 5 notes is completely wide angled. this doesn't really give a whole lot of emphasis to the downbeat at 00:29:774 (1). i'd try to make the angle between 00:29:477 (9,1,2) sharp so that 1 stands out a lot more than it currently does.

00:39:556 (1,2,3,4,5) - i don't like how the flow for this section changes for 5. what is different about 5 that warrants breaking the pattern 1 through 4 set up?

00:42:201 (3,4,5) - there's a rotation change on 5 that doesn't really make much sense to me. the only thing i can think of is the chord change but i really don't think that warrants such uncomfortable movement

00:52:297 (7) - might want to cover the snare drum sound that happens inside of this slider

00:53:775 (1,2,3,4,5,6,1,2,3,4) - movement seems really sporatic here. at 00:54:931 (5) and 00:56:692 (4) the slider body moves against how the player entered the slider. there's stuff like 00:54:363 (3) and 00:56:396 (3) where the slider body moves with how the player entered the slider. i couldn't figure out why you kept changing movement on these sliders. i'd remap this part putting more thought into flow.

01:00:863 (2) - this slider landing on a 1/12 tick is near impossible to time. remap these two sliders in an easier way for the player

01:05:609 (6,7,8,1,2) - all these big 1/2 gaps make the chorus lose a lot of intensity. i'm thinking back to the beginning where you had patterns like 00:01:435 (1,2) to go along with the guitar. wouldn't stuff like 01:07:681 (1,2) make sense to be mapped in a similar way? i'd add in some more sliders to try to keep the intensity of the map up.



Parachute's Kiss:
overall i enjoyed the old map vibe that this one had but i feel like the concept could have been better executed on

notice how each iteration of this has a slightly different flow:
00:02:331 (2,3,4) - 4 breaks circular flow
00:04:722 (4,5,6) - all three notes follow circular flow
00:07:091 (4,5,6) - 6 breaks implied slider direction of 4

there's a lot in this map like this. i appreciate the symmetry, but more thought needs to be put into keeping flow consistent throughout the map

00:03:825 (1,2) and 00:06:216 (1,2) is probably the best example of this. ctrl+g on the second pattern completely changes how it plays. i can appreciate striving for variety, but consistency ought never to be sacrificed for it.

00:08:550 (1,2,3,4) - why the awkward movement to 3? also, why the overlaps? i'd sooner use a pattern more like this:

00:18:837 (4,5) - notice how different the movement is from 4 to 5 than any of the other ones? also, the overlaps are completely unnecessary. i'd redesign this pattern

00:34:077 (4,1,2,3,4,5) - this part is extremely difficult to read on account of the overlaps and completely horizontal movement. i'm not against using difficult reading as a concept in your map, but as is 90% of the map is extremely easy to read and this pattern stands out as a result. either this pattern needs to be changed to minimize the reading difficult it presents, or the rest of the map needs to be reworked to utilize difficult reading as a more central mechanic

00:45:756 (7,8,9) - cross screen wide angled jumps like this are extremely difficult to hit. what i said above applies. i'm not against the use of jumps like this, but if they are used they need to be a more central aspect of the map. they can't just appear half way through out of no where.


hopefully this helps!
Parachute

frogyfro wrote:

Parachute's Kiss:
overall i enjoyed the old map vibe that this one had but i feel like the concept could have been better executed on

notice how each iteration of this has a slightly different flow:
00:02:331 (2,3,4) - 4 breaks circular flow
00:04:722 (4,5,6) - all three notes follow circular flow
00:07:091 (4,5,6) - 6 breaks implied slider direction of 4
About these 3 things, i dont really understand what you mean since i wanted these flow breaks on the last notes of this pattern and i dont see how the flow is getting broken at 00:04:722 (4,5) - which btw is the same as 00:07:091 (4,5) - . The third note of these patterns should have been flowbreaks, even if the last one is a bit more of a harsh one, i think it keeps the consistency good, at least on the example you picked, and i dont really see a reason to change that. So in the end i really dont see anywhere where the flow makes the map "badly playable" or where it doesnt fit the music, and if you see any actual flowmistakes then im more then happy to look at them, but i dont really see what you mean since, honestly the flow isnt even bad on these spots or anything its just a bit of a different flow to emphasize the music a bit better at these points (:

there's a lot in this map like this. i appreciate the symmetry, but more thought needs to be put into keeping flow consistent throughout the map

00:03:825 (1,2) and 00:06:216 (1,2) is probably the best example of this. ctrl+g on the second pattern completely changes how it plays. i can appreciate striving for variety, but consistency ought never to be sacrificed for it.Yea it does change a bit how it plays. A bit. Its just barely noticeable, actually youll not even notice this while playing since the placing of these notes together are literally the same, its just ctrl+g'd on 1 slider. Its still perfectly playable, imo fits the music totally fine and is kinda consistent (since its still kinda of a turn when playing on both of these places). So unless theres a reason besides "consistency" id rather not change this since imo its still really similar playing wise, flow wise, aesthetically so yea.

00:08:550 (1,2,3,4) - why the awkward movement to 3? also, why the overlaps? i'd sooner use a pattern more like this: Because the music here is kinda weird too + theres a drum-thing-sound on this 3 note so tbh i think it fits the music like this, so no change ^^ also i dont really see what you mean with overlap? the only overlap is at 00:10:463 (2) - and yea. i do agree this could be made a bit cleaner with the next slider so, fixed that overlap (if you even meant that). if you mean 00:07:966 (6,2) - the 6 is completely gone before 2 is completed so .. uhm idk about that one especially since the music gets kinda weird here i think its fitting so ill keep it for now.

00:18:837 (4,5) - notice how different the movement is from 4 to 5 than any of the other ones? also, the overlaps are completely unnecessary. i'd redesign this pattern Here also i dont really get what you mean. playing wise this pattern just gets more intense with every .. lets say "part" while at 3 and 5 are new "parts" since the song gets more intense in these parts too. And tbh i dont really see how its so "different" to play 4 to 5 honestly. 5 to 6 is nearly the same just a bit more up/more of a jump. If the flow would be totally different i would get it but its literally just left/right the whole time o.O also the beginning of a new part there makes this totally reasonable. Just like i started making the 3 diagonal flow instead of the normal flow on 1 to 2. then normal flow again 3 to 4 since its kinda the same just a bit more intense (the only thing i could agree on here is to make this jump bigger but imo its not necessary here already) then i made this 180° flow to 5 since a new part starts, and then the bigger jump to 6 since it gets more intense. I dont really see at any point how this has bad overlaps or how this is supposed to be bad to play since the flow is totally fine imo and it represents the music like this so... no change ^^

00:34:077 (4,1,2,3,4,5) - this part is extremely difficult to read on account of the overlaps and completely horizontal movement. i'm not against using difficult reading as a concept in your map, but as is 90% of the map is extremely easy to read and this pattern stands out as a result. either this pattern needs to be changed to minimize the reading difficult it presents, or the rest of the map needs to be reworked to utilize difficult reading as a more central mechanic Why? the singing here is COMPLETELY different to the rest of the song so i dont see any reason not to make a "newer" pattern here, when theres a "new" part introduced in the music too?

00:45:756 (7,8,9) - cross screen wide angled jumps like this are extremely difficult to hit. what i said above applies. i'm not against the use of jumps like this, but if they are used they need to be a more central aspect of the map. they can't just appear half way through out of no where. Hmm thats something i would have agreed on. I might reconsider this one day but honestly this is just 2.3 spacing and its not hard really :/ theres way bigger jumps that are way harder to hit... i dont think any player would have a problem with this particular jump but be completely fine with the rest of the map tbh...


hopefully this helps!
Thanks for the mod anyways, <3
Topic Starter
Rin Desu

frogyfro wrote:

nm from my queue

Insane:

00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pay attention to the angle between these. 00:09:582 (4,1) and 00:10:173 (4,1) feel totally different because one is a sharp angle and the other is wide. decide on if you want wide angle jumps or sharp angle jumps between your jump streams and stick with it
no, imo this doesnt matter at all cause they arent real jumps, angles doesnt matter in this case
00:29:329 (8,9,1,2,3) - the cursor movement along these 5 notes is completely wide angled. this doesn't really give a whole lot of emphasis to the downbeat
on 00:28:750 (6,7,8,9) - i got 2 jumps in sharp angles for the snaredrums here, 00:29:774 (1,2,3) - are vocal focused and got a sharp angle jump to the next 00:30:368 (1,2,3) pattern - and the next 00:30:962 (1,2,3) - to emphasize the snare again

at 00:29:774 (1). i'd try to make the angle between 00:29:477 (9,1,2) sharp so that 1 stands out a lot more than it currently does.
i stacked 9 at the sliderend to solve that problem i understand u there :)
00:39:556 (1,2,3,4,5) - i don't like how the flow for this section changes for 5. what is different about 5 that warrants breaking the pattern 1 through 4 set up? i dont know what breaks it i mean circle to linear in with the same spacing and on straight sliders, that doesnt play badly at all?

00:42:201 (3,4,5) - there's a rotation change on 5 that doesn't really make much sense to me. the only thing i can think of is the chord change but i really don't think that warrants such uncomfortable movement strong vocals + buildup imo enough to justify my choice

00:52:297 (7) - might want to cover the snare drum sound that happens inside of this slider
ye fuck that part, ill change it now my bad!
00:53:775 (1,2,3,4,5,6,1,2,3,4) - movement seems really sporatic here. at 00:54:931 (5) and 00:56:692 (4) the slider body moves against how the player entered the slider. there's stuff like 00:54:363 (3) and 00:56:396 (3) where the slider body moves with how the player entered the slider. i couldn't figure out why you kept changing movement on these sliders. i'd remap this part putting more thought into flow.
this was intenionelly i got again a buildupsection, directionchange is because of the vocals and the bassslide after justify the big jump and again a directionchange
01:00:863 (2) - this slider landing on a 1/12 tick is near impossible to time. remap these two sliders in an easier way for the player
testplayers never mention im fine with it too, if it caused probs ok ill change it but imo is this the easiest solution^^

01:05:609 (6,7,8,1,2) - all these big 1/2 gaps make the chorus lose a lot of intensity. i'm thinking back to the beginning where you had patterns like 00:01:435 (1,2) to go along with the guitar. wouldn't stuff like 01:07:681 (1,2) make sense to be mapped in a similar way? i'd add in some more sliders to try to keep the intensity of the map up.
why should i build intensity when there isnt any, there are a lot of break where no guitar and bass is playing :arrow: i reflected that. I got a lot of intense stuff on the guitar riff parts, so no change there

hopefully this helps!
Yeah :)
thank you very much for your mod and keep up this quality. i like it!

ill edit the normal mod later btw
ShinodaYuu
Hi, from my queue

[Normal]
00:22:662 (1,2,3) - It's same music section as at previous pattern, so pattern itself shouldn't change
00:31:556 (4) - Imo red tick here is more important sound than blue tick so end it on red
00:46:662 - Fill
00:49:353 (2) - Instead of this slider make 1/4 slider and put a circle on 00:49:353 (2) -
01:09:445 - Fill
01:14:208 - ^
01:15:997 - ^


[Insane]
00:22:056 (7) - Nc
00:26:809 (7) - ^
01:07:089 (3,1) - Make it more clear that's a 1/4 gap
01:15:997 (5,1) - ^

Nice map, I'm really impressed with timing, hope it can be helpful
rohasshiki
Hello from M4M queue!

Insane
  1. 00:10:894 (1,2) - Why not make these sliders like the rest of them? The pattern isn't any different in the music
  2. 00:26:069 (5) - This slider shape doesn't really occur elsewhere in the section, feels unwarranted
  3. 00:31:706 (5,1) - Might want to decrease the stack value so that this stacks cleanly instead of sticking out
  4. 00:32:607 (5,6) - imo don't see a reason for this spacing, nothing changes in the song to warrant this if you used even spacing before
  5. 00:33:809 (2,3) - don't really see a reason for this slider shape, but it's not really an issue
  6. 00:35:863 (5) - again, the angled slider doesn't make a lot of sense to me because the held vocal right before it is curved instead
  7. 00:38:246 (8) - I think this works far better as a slider, if you change it you'd have to move the position though
  8. 01:16:742 (3,4) - Right here again, lower stack distance so these stack nicely, looks ugly as is
  9. 01:18:064 (4,4) - For both of these, last section which is the same part musically you used curved, but switched to angled here, feels inconsistent.

Normal
  1. 00:08:258 (1,1) - Both of these spinners should go a little longer and end somewhere else. They don't end on a strong sound and it feels off
  2. 00:10:894 (1,2,3) - This is the only time you used circles over sliders in this section, consider changing for consistency
  3. 00:31:556 (4) - This is a held vocal note, should extend the slider to catch all of it
  4. 01:12:717 (2) - You were using circles everywhere else, no real reason to use a slider here instead
  5. In general, you have a weird thing of skipping over vocal lines even though you were mapping to vocals just moments before. You want to stay consistent imo so that players know what to play based on what they're hearing.

Good luck in ranking! The timing points seem like a hassle to work with though. M4M map: https://osu.ppy.sh/s/651083
Topic Starter
Rin Desu

rohasshiki wrote:

Hello from M4M queue!

Insane
  1. 00:10:894 (1,2) - Why not make these sliders like the rest of them? The pattern isn't any different in the music
  2. 00:26:069 (5) - This slider shape doesn't really occur elsewhere in the section, feels unwarranted strong vocals
  3. 00:31:706 (5,1) - Might want to decrease the stack value so that this stacks cleanly instead of sticking out
  4. 00:32:607 (5,6) - imo don't see a reason for this spacing, nothing changes in the song to warrant this if you used even spacing before snare
  5. 00:33:809 (2,3) - don't really see a reason for this slider shape, but it's not really an issue vocals
  6. 00:35:863 (5) - again, the angled slider doesn't make a lot of sense to me because the held vocal right before it is curved instead ye, asthetics and vocals dunno its rly minor imo^^
  7. 00:38:246 (8) - I think this works far better as a slider, if you change it you'd have to move the position though emphesized drumfill
  8. 01:16:742 (3,4) - Right here again, lower stack distance so these stack nicely, looks ugly as is tried but i have take it down to 0 ;(
  9. 01:18:064 (4,4) - For both of these, last section which is the same part musically you used curved, but switched to angled here, feels inconsistent.
    true made them curved :)

Normal
  1. 00:08:258 (1,1) - Both of these spinners should go a little longer and end somewhere else. They don't end on a strong sound and it feels off have to take it off 2 beats before cause it is an normal diff
  2. 00:10:894 (1,2,3) - This is the only time you used circles over sliders in this section, consider changing for consistency drum hits
  3. 00:31:556 (4) - This is a held vocal note, should extend the slider to catch all of it
    hh would be inconsisten see: 00:36:304 (4) -
  4. 01:12:717 (2) - You were using circles everywhere else, no real reason to use a slider here instead changed that part
  5. In general, you have a weird thing of skipping over vocal lines even though you were mapping to vocals just moments before. You want to stay consistent imo so that players know what to play based on what they're hearing.

Good luck in ranking! The timing points seem like a hassle to work with though. M4M map: https://osu.ppy.sh/s/651083
Wow that was some time ago xD
ill mod your map tommorrow and reply on your mod.


Edit made Mod

Thanks for your Mod! :)
Pachiru
Hey man, don't worry, I don't forget the mod I owe you! I just have time to finish my school work, and then I'll be up for a mod, sorry for the delay!!
Topic Starter
Rin Desu

Milar001 wrote:

Hi, from my queue

[Normal]
00:22:662 (1,2,3) - It's same music section as at previous pattern, so pattern itself shouldn't change drums
00:31:556 (4) - Imo red tick here is more important sound than blue tick so end it on red
00:46:662 - Fill no did it like 00:50:214 (1,2) -
00:49:353 (2) - Instead of this slider make 1/4 slider and put a circle on 00:49:353 (2) - guess its better as it is cause of the vocals :/
01:09:445 - Fill here i agree
01:14:208 - ^
01:15:997 - ^ since its heavy riff based, no


[Insane]
00:22:056 (7) - Nc ye
00:26:809 (7) - ^ ye
01:07:089 (3,1) - Make it more clear that's a 1/4 gap dunno how and dont think its nessecary on an Insane^^
01:15:997 (5,1) - ^

Nice map, I'm really impressed with timing, hope it can be helpful
Thanks alot for your free mod! :)
salchow
So sorry for super late mod and short mod (better late than never) :? :? :? almost forgot about this :( :(


Normal
01:15:401 - Missing sound

Spacing is flawless but still feels to much polish.
Hard
Perfect


Insane

00:28:750 (6,7,8,9) - could less spaced

01:04:107 (1,2,3,1,2,3) - wrong pattern, use something like this insted: 00:36:917 (1,2,3,4,5,6) becouse it has to big distance snaping on 3/3 beat

01:08:848 (1,2,3,1,2,3) - same

01:13:760 (1,2,3,1,2,3) - same

01:18:356 (1,2,3,1,2,3) - same
Kiss
there is no mistakes or just few minor but that just opinion, but god damn this mapset is so boring (specialy this GD becouse there is almost no varioty what so ever + symetric patterns also kinda broing too) but that dosent mean that its unrankable.
Nao Tomori
shit lost half my mod
whatever

[parachute]
00:04:572 (3) - these overmapped circles really detract from your rhythm. having constant clicking doesn't fit the song at all imo. better to remove them all.

00:08:550 (1,4) - circles on these two would be cool to follow the guitar more closely

00:35:127 (2) - u can use SL 0 and perfect stack these, would look cooler imo

00:47:710 (6,7) - should definitely be a slider. i know it fucks your pattern up but the offbeat vocal is way too strong to ignore

00:50:817 (6) - ew no, delete plz...

00:56:988 (5) - same, offbeat vocal would be better

01:16:742 (6) - slider + circle works better here imo

[insane]
00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - doing this is ok but it could be more interesting to use sliders and only put circles on the drum doubles or something. dunno, up to you.

00:22:662 (1,2) - omg parallel plz

00:26:069 (5,6) - eeeeee

00:33:359 (1) - circle+slider rhythm is a lot nicer here cuz the offbeat vocal gets highlighted

00:34:105 (3,4) - 1/1 slider or delete circle here works better too. the filler rhythm kinda screws up the held vocal

00:42:054 (2,3) - this is actually really painful to play, ctrl g on 3 would be a bit more comfortable cuz atm it is pretty overspaced imo

00:45:014 (4) - same thing with the filler rhythm here, since your rhythm is so focused on vocals having a random click on nonvocal is weird ;;

01:04:107 (1,2,3,1,2,3) - this pattern doesn't make much sense to me. cuz it implies that something is being repeated in the song, but i don't hear anything. also there isn't really a constant 1/4 going on, something likg http://puu.sh/xyNDT/e3398e8216.jpg fits better imo
[hard]
00:03:526 (5,6,1) - imo space these less. it is pretty misleading cuz the spacing is so similar to 00:02:331 (3,4) -

generally fine. good job.

[normal]
00:08:258 (1) - meh i get why you put a spinner here but it doesnt really work out cuz it has to end too early. i think just mapping normally and adding some circles in would be better.

00:33:809 (4,5) - uhh this isnt that good, i think circle + 1/2 slider works better here for the rhythm. easier for noobs too.

00:47:262 (2) - this is pretty confusing, 1/2 works better for simplification

yea biggest issue is that pattern on insane. i dont think it really fits anywhere o.o

let me know when you respond!
Topic Starter
Rin Desu

Naotoshi wrote:

shit lost half my mod
whatever

[insane]
00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - doing this is ok but it could be more interesting to use sliders and only put circles on the drum doubles or something. dunno, up to you. i like the singletabs rly much as they are ;/ dont see any reason to change this. It has an buildup. its getting more intense in spacing.

00:22:662 (1,2) - omg parallel plz okiii

00:26:069 (5,6) - eeeeee okok found a better solution :) made slider round and no overlap!

00:33:359 (1) - circle+slider rhythm is a lot nicer here cuz the offbeat vocal gets highlighted i agree changed

00:34:105 (3,4) - 1/1 slider or delete circle here works better too. the filler rhythm kinda screws up the held vocal extended slider

00:42:054 (2,3) - this is actually really painful to play, ctrl g on 3 would be a bit more comfortable cuz atm it is pretty overspaced imo strgplusG 3 and 4

00:45:014 (4) - same thing with the filler rhythm here, since your rhythm is so focused on vocals having a random click on nonvocal is weird ;; oh ye that was pretty bad. changed it to 2 circles and a slider.

01:04:107 (1,2,3,1,2,3) - this pattern doesn't make much sense to me. cuz it implies that something is being repeated in the song, but i don't hear anything. also there isn't really a constant 1/4 going on, something likg http://puu.sh/xyNDT/e3398e8216.jpg fits better imo ye i kinda agree that shreed guitar is kinda messy^^ i did the rhythm as u mention with an circular flow.

[normal]
00:08:258 (1) - meh i get why you put a spinner here but it doesnt really work out cuz it has to end too early. i think just mapping normally and adding some circles in would be better.

bye Spinner! hello 4 sliders to represent the buildup guitar/and bass part. Same change i applied on 00:17:657 (1) - too and replaced the spinner with it

00:33:809 (4,5) - uhh this isnt that good, i think circle + 1/2 slider works better here for the rhythm. easier for noobs too.
fixxed
00:47:262 (2) - this is pretty confusing, 1/2 works better for simplification
ok made it more beginnerfriendly changed to repeat 1/4 to a 1/2 slider as u suggested

yea biggest issue is that pattern on insane. i dont think it really fits anywhere o.o
ye rip that pattern xD
let me know when you respond!
ALSO:

hard
00:03:526 (5,6,1) - imo space these less. it is pretty misleading cuz the spacing is so similar to 00:02:331 (3,4) -
Fix

Thanks alot for your MOD! :)
Parachute

Naotoshi wrote:

shit lost half my mod
whatever

[parachute]
00:04:572 (3) - these overmapped circles really detract from your rhythm. having constant clicking doesn't fit the song at all imo. better to remove them all. Removed the circles that were mapped to nothing

00:08:550 (1,4) - circles on these two would be cool to follow the guitar more closely
On this one i really dont see how circles would follow the guitar better o.o 1,4 are literally the same sounds as 2,3 so i dont get how different stuff represents the same thing better.. not changed this one.

00:35:127 (2) - u can use SL 0 and perfect stack these, would look cooler imo
fixed, hope it didnt destroy something else in the map xd dont think so though

00:47:710 (6,7) - should definitely be a slider. i know it fucks your pattern up but the offbeat vocal is way too strong to ignore
Uhm fixed i guess

00:50:817 (6) - ew no, delete plz...
k.

00:56:988 (5) - same, offbeat vocal would be better
I think the repeat slider represents that good, no change ^^

01:16:742 (6) - slider + circle works better here imo
True

let me know when you respond!
thanks a lot <3
Spayyce

Naotoshi wrote:

[hard]
00:03:526 (5,6,1) - imo space these less. it is pretty misleading cuz the spacing is so similar to 00:02:331 (3,4) - hmm, the spacing here is prevalent throughout the map and it would make less sense to make this different from the other

generally fine. good job. Thanks! :)
Nao Tomori
few things.

parachute:
00:08:550 (1,4) - circles on these two would be cool to follow the guitar more closely
On this one i really dont see how circles would follow the guitar better o.o 1,4 are literally the same sounds as 2,3 so i dont get how different stuff represents the same thing better.. not changed this one.
yea so if you listen closely, those 2 sliders have 2 strums in the guitar. or at least that's what i hear, maybe i'm hallucinating. so 2 clicks on them would make sense to me.

i think if you bump the normal to ar 5 it'd be better, some of the patterns get really dense atm

insane:
01:20:140 (1,2,3,4,5) - these look kinda randomly placed, i think if u made them small spacing like parachute it'd work better cuz theres no drums or anything, just vocals.
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