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YUSUKE SAEKI - Takai Tokoro

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Topic Starter
flake
This beatmap was submitted using in-game submission on Sunday, 31 December 2017 at 2:49:30 AM

Artist: YUSUKE SAEKI
Title: Takai Tokoro
Source: 弱虫ペダル NEW GENERATION
Tags: yowamushi pedal yowapedal manami sangaku ed ending tv size
BPM: 192
Filesize: 3333kb
Play Time: 01:26
Difficulties Available:
  1. Expert (4.91 stars, 320 notes)
  2. Hard (3.54 stars, 273 notes)
  3. Insane (4.24 stars, 305 notes)
  4. Normal (1.79 stars, 128 notes)
Download: YUSUKE SAEKI - Takai Tokoro
Information: Scores/Beatmap Listing
---------------
agate agate
ABD007
Hey ~ I'm from my queue to mod this map ^^

General:
  1. Audio bit rate is 177 kbps , this is a bit low quality sound , replace with 192 kbps should be fine :)
  2. Can disable " Enable Countdown " in design tab ? well , it's not marathon map right ?
Expert
  1. 00:11:055 (1) - I think u can distance this consistenly like 00:10:430 (1,2,3,4) -
  2. 00:23:476 (6,1) - Suddenly the space is bigger
  3. 00:24:648 (2,1) - Can u reduce distance at here ? come on man , it's 1/4 gap
  4. 00:56:523 (3,1) - Bad flow i think , it's would be nice if this 00:56:680 (1) - Ctrl+G
  5. 01:03:086 (1,2,3) - It's really bad flow imo . Can you make a pattern like this 01:02:148 (1,2) - and distance it a little bit would be good though .
  6. 01:04:805 (1) - Ctrl+G ?
  7. 01:06:523 (3) - I think u can stacked this on 01:06:680 (1) -
  8. 01:06:992 (2,3) - Can u switch the place of this circle ?
  9. 01:20:117 (1) - Uncomfortable flow at here , I think this should be start at the this sliderend 01:19:648 (3) -
  10. 01:21:992 (1,2) - Maybe u can make this same like 01:21:367 (1,2,1,2) -
  11. 01:22:930 (5,6,7,1,2,3,4) - It's hard to take if flow like this , make it more interesting ^^
  12. 01:25:586 (2,3) - Can u switch this ?
  13. 01:25:898 (4,5) - make it distance a little bit imo

Hard
  1. 01:05:742 (5,6,7,8) - I think this stream should start at the blue tick after this slider 01:05:430 (4) - and make it clickable ^^

Normal
  1. 00:29:492 (1) - I think this reverse should start at the white tick , not red
  2. 00:30:430 (2) - ^ , Just let that big loud sound , it's good flow with the vocal
  3. 00:35:430 (4) - Maybe u can make it at the white tick
  4. 01:01:680 (2,1) - Maybe this is easy for you , but it's really hard for new player to play normal diff :D ( below )
  5. 01:09:180 (2,1) - ^ , Distance it a little bit . maybe u can make this like ( below )
  6. 01:11:680 (2,1) - ^ . ( In this case , 01:14:180 (2,3) - this slider head meet each other will let player easier to read than before ) = below

Conclusion:
  1. I think normal diff is hard for new player to play . Make it more easier , okay ?
  2. Agatte , agatte ~ hahaha nice song ! I love it
  3. I hope this can be ranked ^^
Goodluck with the set !!
Topic Starter
flake

Kyousukee wrote:

Hey ~ I'm from my queue to mod this map ^^

General:
  1. Audio bit rate is 177 kbps , this is a bit low quality sound , replace with 192 kbps should be fine :) I'm not sure by how I can..
  2. Can disable " Enable Countdown " in design tab ? well , it's not marathon map right ? disabled
Expert
  1. 00:11:055 (1) - I think u can distance this consistenly like 00:10:430 (1,2,3,4) - It's decreasing in density so I don't think it's necessary
  2. 00:23:476 (6,1) - Suddenly the space is bigger It's made like that to show the change in the song, since it's the guitar that's left and the sound of the guitar is pretty strong on that part
  3. 00:24:648 (2,1) - Can u reduce distance at here ? come on man , it's 1/4 gap lol agree
  4. 00:56:523 (3,1) - Bad flow i think , it's would be nice if this 00:56:680 (1) - Ctrl+G I do believe it's okay since it's circular flow on 00:56:367 (2,3,1) - during gameplay. If not then wtf
  5. 01:03:086 (1,2,3) - It's really bad flow imo . Can you make a pattern like this 01:02:148 (1,2) - and distance it a little bit would be good though . 01:02:148 (1,2,1,2,1,2) - is intended to follow the vocals, and so is 01:03:086 (1,2,3) - . The reason why they're placed on 01:02:148 (1,1,1) - is because the vocals here have different strengths, but on 01:03:086 (1,2,3) - They're all strong sounds the vocals give that stand out.
  6. 01:04:805 (1) - Ctrl+G ? I'm more on breaking flow then adding back flow, so if you meant follow the pattern on 01:04:180 (1) - , I'd rather not because it's not what I intended to do
  7. 01:06:523 (3) - I think u can stacked this on 01:06:680 (1) - There would be too much objects touching the slider end of 01:06:680 (1) - and I don't visually like it when two or more things are stacked on the same slider end
  8. 01:06:992 (2,3) - Can u switch the place of this circle ? 01:06:055 (1,2,3) - and 01:06:680 (1,2,3) - follow the same concept
  9. 01:20:117 (1) - Uncomfortable flow at here , I think this should be start at the this sliderend 01:19:648 (3) - Agreed, I'll apply it and change the slider since it feels weird to me too
  10. 01:21:992 (1,2) - Maybe u can make this same like 01:21:367 (1,2,1,2) - I want to emphasize the transition between 01:21:992 (1,2) - and 01:22:305 (1) -
  11. 01:22:930 (5,6,7,1,2,3,4) - It's hard to take if flow like this , make it more interesting ^^ I don't know what you mean by hard to take if it flows like that, since It is in a sharp angle.. Though I tried to make it more interesting by making it a curve (wow)
  12. 01:25:586 (2,3) - Can u switch this ?Not sure why, but okay. I made it similar to 00:23:555 (1,2,3,1,2,3,1) -
  13. 01:25:898 (4,5) - make it distance a little bit imo made them and including the others distanced since there isn't any decrease in density

Hard
  1. 01:05:742 (5,6,7,8) - I think this stream should start at the blue tick after this slider 01:05:430 (4) - and make it clickable ^^ I'm also thinking about alternatives here, but I think it's somewhat okay as of now? Also if I put a circle on 01:05:664 - It'll make it more unexpected and harder to click ;(

Normal
  1. 00:29:492 (1) - I think this reverse should start at the white tick , not red I placed it on the red to make it a bit different. It'd be really boring if it went with the usual slider stuff, and it's meant to surprise the player in a way that it's not placed in accordance to the beat. Another reason why I placed it there is to emphasize the vocals. I wanted to ensure in the normal that it follows both the instruments and vocals as much as possible, so I think i'll keep it like this
  2. 00:30:430 (2) - ^ , Just let that big loud sound , it's good flow with the vocal I don't really know what you meant with this, but I'm just going to mention that i'm keeping it like that because I don't want to have these 00:39:492 (2,3) - in a less dense part of the song
  3. 00:35:430 (4) - Maybe u can make it at the white tick It's meant to replace the stream
  4. 01:01:680 (2,1) - Maybe this is easy for you , but it's really hard for new player to play normal diff :D ( below ) I do agree it is somewhat hard for a new player. Though I don't really know what I should replace It with, so I'll keep it for now. If I get more mentions about it, i'll try to change it into something more appropriate.
  5. 01:09:180 (2,1) - ^ , Distance it a little bit . maybe u can make this like ( below ) Not really sure what you mean by that, but I changed it's spacing in a way they're nearer
  6. 01:11:680 (2,1) - ^ . ( In this case , 01:14:180 (2,3) - this slider head meet each other will let player easier to read than before ) = below as mentioned above I'm not sure what to replace it with so maybe stick to this for now

Conclusion:
  1. I think normal diff is hard for new player to play . Make it more easier , okay ? not sure if it's easier now tho
  2. Agatte , agatte ~ hahaha nice song ! I love it agree
  3. I hope this can be ranked ^^ hopefully
Goodluck with the set !!


Thank you!
Regou
m4m!

General
Firstly about the hitsound, the default clap is really too soft for this song, you can really consider using the custom one!
And more importantly, the current diff gap is too wide, you may need something inbetween normal and hard as well as inbetween hard and expert to fill up the gap.

Expert
Consider using higher ar like AR 9.3? you are using lots of overlaps in your map, without sufficiently high ar, it makes the map looks kinda messy imo. (removing some of them would make it even tidier, raising ar is a quick fix)
Meanwhile, as what I remember inaudible hitsound isn't allowed anymore so you might have to raise the volume of those 5% vol green line :V
You may also consider using cs 4.5 because an even higher cs sounds pretty harsh when huge jumps is added to the map

  1. 00:06:680 (1) - remove NC? there isn't any particular jump here that you have to highlight with a NC.
  2. 00:15:117 (2,3) - I'd suggest overlap either tail or body of the slider but not both of them. currently it doesn't look neat enough.
  3. 00:21:680 (2) - 00:22:148 (2) - change these two into horizontal ones feels more comfortable to play imo
  4. 00:22:148 (2) - A 3/4 slider sound slightly out of place here since there isn't any significant change in the music to support it comparing to previous pattern.
  5. 00:23:242 (3,4,5,6,1) - make the spacing of this stream pattern even maybe?
  6. 00:28:867 (3,4) - straightly use a 1/1 slider might be better because there is no sound at 00:29:101 -
  7. 00:30:586 (4) - for this one i understand you want something clickable at 00:30:898 (5) - but i think players might not be able to realize they would have to play a 3/4 slider here. maybe change it into a 1/2 slider?
  8. 00:34:805 (1,2,1,2) - the music intensifies here, imo you can consider using a jump here.
  9. 00:37:305 (1,2) - after the slow section i think you can stop using anti-flow here. when fast slider combines with anti-flow it's actually quite uncomfortable to play imo.
  10. 01:03:086 (1,2,3) - I feel like when (1) is placed at the location of (3) the pattern would be more comfortable to play here. I think you may rearrange this pattern perhaps :3
  11. 01:21:367 (1,2,1,2,1,2) - I would actually expect a huge jump here when the music is close to the end and getting very intense as you are using huge spacing at 00:53:555 (1,2,1,2,1,2,1,2,1) -
wip, I'll go for hard and normal later!
Topic Starter
flake

Regou wrote:

m4m!

General
Firstly about the hitsound, the default clap is really too soft for this song, you can really consider using the custom one! I'll consider using a custom one.
And more importantly, the current diff gap is too wide, you may need something inbetween normal and hard as well as inbetween hard and expert to fill up the gap. Insane diff is still wip, and the normal-hard will be done soonI'll skip the one inbetween normal-hard unless it is mentioned again lo

Expert
Consider using higher ar like AR 9.3? you are using lots of overlaps in your map, without sufficiently high ar, it makes the map looks kinda messy imo. (removing some of them would make it even tidier, raising ar is a quick fix) raised to at 9.4
Meanwhile, as what I remember inaudible hitsound isn't allowed anymore so you might have to raise the volume of those 5% vol green line :V I'll raise them to somewhere 30%
You may also consider using cs 4.5 because an even higher cs sounds pretty harsh when huge jumps is added to the map I'll use cs 4.3

  1. 00:06:680 (1) - remove NC? there isn't any particular jump here that you have to highlight with a NC. removed
  2. 00:15:117 (2,3) - I'd suggest overlap either tail or body of the slider but not both of them. currently it doesn't look neat enough. I moved the circle nearer the slider body
  3. 00:21:680 (2) - 00:22:148 (2) - change these two into horizontal ones feels more comfortable to play imo Not sure how I should change them into horizontal ones, though that part was made like that to make it less comfortable :d lol changed it to something horizontal
  4. 00:22:148 (2) - A 3/4 slider sound slightly out of place here since there isn't any significant change in the music to support it comparing to previous pattern. ok
  5. 00:23:242 (3,4,5,6,1) - make the spacing of this stream pattern even maybe? this has also been requested by the last modder, changed
  6. 00:28:867 (3,4) - straightly use a 1/1 slider might be better because there is no sound at 00:29:101 - It was meant to introduce that 3/4 sliders followed by a circles, are spaced from each other. Though I guess I placed it on a weird part, so I'll remove it lol
  7. 00:30:586 (4) - for this one i understand you want something clickable at 00:30:898 (5) - but i think players might not be able to realize they would have to play a 3/4 slider here. maybe change it into a 1/2 slider? Since the 3/4th sliders are on the whole verse and 00:30:586 (4,5) - is on the softer part, so ok
  8. 00:34:805 (1,2,1,2) - the music intensifies here, imo you can consider using a jump here. I do think that it's fine on that part, though I changed the spacing since it's.. pretty much a boring change of pace lol.
  9. 00:37:305 (1,2) - after the slow section i think you can stop using anti-flow here. when fast slider combines with anti-flow it's actually quite uncomfortable to play imo. not really sure what you meant but I changed it to something that makes the map feel more active.
  10. 01:03:086 (1,2,3) - I feel like when (1) is placed at the location of (3) the pattern would be more comfortable to play here. I think you may rearrange this pattern perhaps :3 I guess I overused uncomfortable flow, i'll put that in
  11. 01:21:367 (1,2,1,2,1,2) - I would actually expect a huge jump here when the music is close to the end and getting very intense as you are using huge spacing at 00:53:555 (1,2,1,2,1,2,1,2,1) - the one on 00:53:555 (1,2,1,2,1,2,1,2,1) - is meant to be really intense, though the one on 01:21:367 (1,2,1,2,1,2) - is more of a progession-ascending thing where it starts to get intense. But either way, they're both meant to have jumps. Instead of giving it a huge jump, I gave it somewhat a progressive style of jump similar to 00:53:555 (1,2,1,2,1,2) - , but with a shorter distance to each other.
wip, I'll go for hard and normal later!
Thank you!
Izzywing
https://pastebin.com/GkbLv7zJ

in game testplay+quick mod

tl;dr -

Rhythms need work, lots of mixing between different tracks which leads to inconcistent and messy rhythms. Overall not a bad map, has potential. Good luck!
Joe Castle
HI! you requested mods on #modreqs a few days ago, so im here to see if i can help you with your map!
lets see what you have!

General:

1. i think the offset is slightly "quicker?" than the actual song... maybe increasing it a bit? (i changed it to 1.059-1.069 and it sounds kinda better, but idk maybe im wrong)

2. AGATE AGATE AGATE AGATE AGATE AGATE AGATE AGATE AGATE (X900)

3. since the hard is a 3* diff, and the expert is a 5* diff, you should have a 4* insane diff, to fill that space between hard and expert (stupid idea? idk)

Normal:

1. 00:15:108 (1,2,3,4,5) - the circle should have the same spacing as the other objects

2. 00:18:232 (6,1,2) - make this objects have the same spacing between them (and the slider "2" should have the same spacing with the slider "3" too)

3. 00:26:045 (1,2,3) - move 00:26:982 (2,3) - a bit more down, so it has a bit more of space between the first slider

4. 00:51:045 (1,2,3,4) - make this objects have the same spacing between them, since circle "2" and "3" are too close of each other

5. 00:52:295 (1,2,3,4,1) - same problema as #4, circle "1" is kinda too close of circle "2" and circle "3" is kinda too close of the slider too


Hard:

1. 00:06:357 (2,3,1,2,1) - make this objects have the same spacing between them, because the sliders are too close, and the circles doesnt have a proper space either

2. 00:14:795 (1,2,3) - move the circle a bit more to the right, so it can have a decent space from the slider


Expert:

1. 01:19:795 (1,2,3,4) - move the angle of the second slider a bit more to the right, and there should be a bit more of spacing between the third and forth slider, since doesnt feel that good

2. 01:25:420 (1,2,3,4,5) - move the circle "5" to around x:368-y:288, this will make those jumps more spicy 8-)

thats all, this map has a lot of potential uwu
Topic Starter
flake

Joe Castle wrote:

HI! you requested mods on #modreqs a few days ago, so im here to see if i can help you with your map!
lets see what you have!

General:

1. i think the offset is slightly "quicker?" than the actual song... maybe increasing it a bit? (i changed it to 1.059-1.069 and it sounds kinda better, but idk maybe im wrong) I've been receiving criticism about the offset from others, so I tried to check again and yeah, somewhere 1,070-ish seems more accurate. Made it 1,075

2. AGATE AGATE AGATE AGATE AGATE AGATE AGATE AGATE AGATE (X900) agate

3. since the hard is a 3* diff, and the expert is a 5* diff, you should have a 4* insane diff, to fill that space between hard and expert (stupid idea? idk) It's still wip

Normal:

1. 00:15:108 (1,2,3,4,5) - the circle should have the same spacing as the other objects

2. 00:18:232 (6,1,2) - make this objects have the same spacing between them (and the slider "2" should have the same spacing with the slider "3" too)

3. 00:26:045 (1,2,3) - move 00:26:982 (2,3) - a bit more down, so it has a bit more of space between the first slider

4. 00:51:045 (1,2,3,4) - make this objects have the same spacing between them, since circle "2" and "3" are too close of each other

5. 00:52:295 (1,2,3,4,1) - same problema as #4, circle "1" is kinda too close of circle "2" and circle "3" is kinda too close of the slider too

given equal spacing through distance snap for spacing-related issues


Hard:

1. 00:06:357 (2,3,1,2,1) - make this objects have the same spacing between them, because the sliders are too close, and the circles doesnt have a proper space either I gave them spacing but.. The next sliders seems to be far away so I just replaced 00:07:012 (4,5) - with a slider.

2. 00:14:795 (1,2,3) - move the circle a bit more to the right, so it can have a decent space from the slider fixed


Expert:

1. 01:19:795 (1,2,3,4) - move the angle of the second slider a bit more to the right, and there should be a bit more of spacing between the third and forth slider, since doesnt feel that good I gave them somewhat more distance to each other, though I retained the concept of the spacing decreasing as it goes from one 1/3 slider to another.

2. 01:25:420 (1,2,3,4,5) - move the circle "5" to around x:368-y:288, this will make those jumps more spicy 8-) I would do so, but, it doesn't reflect the song :( I'll try making something else to make it more enticing than the last design.

thats all, this map has a lot of potential uwu
Bokkie
Hello from my queue c:

General

  1. 00:01:075 - change the volume and hitsamples on timing point (red line) to 60% Soft as currently it conflicts with inherited timing point (green line) here

Hard

  1. 00:20:762 (4,1) - kinda big jump for Hard difficulty
  2. 00:34:825 (1) - since of how previous slider ends I highly recommend ctrl+G on this one (and moving the circle)
  3. 00:35:450 (1) - if you use ^ this suggestion, move that reverse slider up
  4. 00:35:762 (1) - no need for NC here
  5. 01:02:012 (4,1) - use stacking like you did before to keep it consistent

Expert

  1. 00:01:700 (1,2) - I'd stack those two
  2. 00:06:856 (4,1) - the spacing is too big; on top of that the emphasis should be on 00:07:012 (1,2) - so space those two instead
  3. 00:11:075 (1) - you probably should space this more for an emphasis but if you want to keep the decreasing over time spacing, make it consistent (like -0.15x each note)
  4. 00:13:262 (1,2,3) - and 00:16:075 (1,2,3) - you should use the same rhythm for those since they're the same
  5. 00:53:887 (1,1) - not sure if NC is needed here
  6. 01:26:075 (5) - I feel like putting it between 01:25:450 (1,2) - would be better since you'd get rid of that unconfortable anti-jump
  7. 01:26:075 - for Hard you mapped this part, why ignoring it now?
Topic Starter
flake

Catshy wrote:

Hello from my queue c:

General

  1. 00:01:075 - change the volume and hitsamples on timing point (red line) to 60% Soft as currently it conflicts with inherited timing point (green line) here Made it to soft

Hard

  1. 00:20:762 (4,1) - kinda big jump for Hard difficulty did some fixing on the triangle
  2. 00:34:825 (1) - since of how previous slider ends I highly recommend ctrl+G on this one (and moving the circle) I'll be changing the design since I came to the conclusion that it looks weird
  3. 00:35:450 (1) - if you use ^ this suggestion, move that reverse slider up did crtl+g and some fixes
  4. 00:35:762 (1) - no need for NC here removed nc
  5. 01:02:012 (4,1) - use stacking like you did before to keep it consistent stacked

Expert

  1. 00:01:700 (1,2) - I'd stack those two nah, I'd rather not. It'd destroy the concept of the slider going to the next object (which is a circle), and it's usually placed nearly or directly straight towards it, like 00:01:387 (2,1,2,1) - these guys for example
  2. 00:06:856 (4,1) - the spacing is too big; on top of that the emphasis should be on 00:07:012 (1,2) - so space those two instead I received criticism about that too, mentioning that I'm following the guitar sound on that part. Though, if I get more criticism regarding it, I'll revert it back to when the 3/4th slider is on 00:07:012 - and the circles are on 00:07:325 - .
  3. 00:11:075 (1) - you probably should space this more for an emphasis but if you want to keep the decreasing over time spacing, make it consistent (like -0.15x each note) I made it consistent, in my own way though lo
  4. 00:13:262 (1,2,3) - and 00:16:075 (1,2,3) - you should use the same rhythm for those since they're the same I'll retain this one, since they have a different feel to it
  5. 00:53:887 (1,1) - not sure if NC is needed here removed lol
  6. 01:26:075 (5) - I feel like putting it between 01:25:450 (1,2) - would be better since you'd get rid of that unconfortable anti-jump lol ok
  7. 01:26:075 - for Hard you mapped this part, why ignoring it now? I accidentally copy-pasted the intro, anyway thanks for pointing that out lol
Thank you!
StarMatsu
Hard

00:01:075 (1,2,3,4,1,2,3,4) - Too complex of a pattern to start of with. I'd recommend using that pattern here 00:02:246 after the second "AGATE", so the player knows learns the beat

00:08:887 (2,3,1,2,3,4,1) - They way you placed these is very flow breaking, and in general is too hard to be in this difficulty. I suggest replacing some with 1/2 sliders or at least using a formation/pattern.

00:26:700 (3,4,5) - You stacked these 3 the same as 00:45:293 (1,2,3), but the notes in the timeline are closer in the latter and spaced out int the former. It's fine to do either or, but while playing one can't tell the difference. Best to just make the later a 1/2 return slider

01:17:012 (4,1,2,3,4,1) - This movement here is very awkward.


It seems like you just placed these notes randomly, try using a zig zag pattern, or replace (2) and (3) with a one slider starting and ending where (2) and (3)
were.

Insane
  1. 00:51:387 (1,2,1,2,1,2,3) - I can't tell the rhythm you're beating to in this, and is also a mess to read. Try making them jumps and using patterns/formations. And personally I would also make the hitsound volume higher in this section, so I can have a rhythm to follow.

Overall your map is functional but it feels like there's no thought when it comes to player movement and patterns, particularly in the Hard difficulty. When it comes to lesser diffs it's best to use less circles and more slider all spaced closer.

Hope this helped and goodluck on your map!
Topic Starter
flake

StarMatsu wrote:

Hard

00:01:075 (1,2,3,4,1,2,3,4) - Too complex of a pattern to start of with. I'd recommend using that pattern here 00:02:246 after the second "AGATE", so the player knows learns the beat I didn't exactly understand what you are recommending, though I changed the pattern into something more similar to the Insane difficulty.

00:08:887 (2,3,1,2,3,4,1) - They way you placed these is very flow breaking, and in general is too hard to be in this difficulty. I suggest replacing some with 1/2 sliders or at least using a formation/pattern. Changed

00:26:700 (3,4,5) - You stacked these 3 the same as 00:45:293 (1,2,3), but the notes in the timeline are closer in the latter and spaced out int the former. It's fine to do either or, but while playing one can't tell the difference. Best to just make the later a 1/2 return slider Made triples and stacked circles more distinguishable than the other

01:17:012 (4,1,2,3,4,1) - This movement here is very awkward. Changed

It seems like you just placed these notes randomly, try using a zig zag pattern, or replace (2) and (3) with a one slider starting and ending where (2) and (3)
were.I didn't know what I was doing here in the first place, it doesn't seem to follow anything in the song either, so I remapped it to follow the vocals and to make placing more reasonable.

Insane
  1. 00:51:387 (1,2,1,2,1,2,3) - I can't tell the rhythm you're beating to in this, and is also a mess to read. Try making them jumps and using patterns/formations. And personally I would also make the hitsound volume higher in this section, so I can have a rhythm to follow. Changed. Though, I didn't really have much thought making this part, so I also remapped this.

Overall your map is functional but it feels like there's no thought when it comes to player movement and patterns, particularly in the Hard difficulty. When it comes to lesser diffs it's best to use less circles and more slider all spaced closer.

Hope this helped and goodluck on your map! Thank you! It really helped :)
- Pika
The only thing I have to say is make some jumps int shapes or formations. That's about it TBH I couldn't find anything else wrong.

Here, have a star. :)
Topic Starter
flake

-AsrieLx- wrote:

The only thing I have to say is make some jumps int shapes or formations. That's about it TBH I couldn't find anything else wrong.

Here, have a star. :)
Thank you for the suggestion! :lol:
Feb
hi there

cereal things:
soft-hitclap3 is unused
why so low hp drain for insane and expert, you use ncs quite frequently throughout the map and you don't have ultra hard patterns to read either. 6 for both diffs is like the minimum to go here imo.
ar 9.4 is abit over the top here. BPM isn't as high, cs size is smaller than usually which usually doesn't need high ar anyway unless there are hard things to read.
OD jump between normal and hard is quite high reduce hards OD to 5 or 5.5.

Overusage of snares:
Some claps in the beginning are unfitting with the song since they are not snares in this case. Particualar 00:04:043 - 00:04:356 - 00:04:512 - 00:04:668 - these sounds should not have this clap. Either use a drum addition clap or use a custom clap for this.
Then some clap sounds are overused and are not placed down according to the song. 00:04:825 (1) - remove it here 00:05:293 (3) - this is only a kick not a snare. 00:05:450 (1) - both finish and snare are not happening in the song, so they should not happen in the map either unless you have some kind of superspecial hitsound you want to use here, which is not the case here.

Generally I'd advice you to look over it again because these are just two examples, but they do not fit more often than the ones I've pointed out.

Offset is quite wrong Try minimum -13ms thats closer than you're current setting

Why do you drop the volume by 30% like every 2 seconds when theres a pitch in the song? It's super irritating when suddenly you have no hitsound feedback at all.
The Background is way to large with 4000x1200. The maximum amount allowed afaik is 1920x1200, so you either find a other background or cut this one.

This is the most important thing regarding the cereal points: This song has cool vocals, but because this song is retarded in itself the vocals are super random at some points so have to look out for this - Examples for weird vocal places: 00:08:486 - lands on blue instead of red tick 00:08:799 - same thing,


Exagatepert
the sv could honestly be a bit higher, its used in both extra and insane, so there's no difference at all.

00:06:065 (1) - this should be nc'd following you're ncing after with Downbeats nc'd like 00:07:315 (1) - this again and again. This would mean a removal of 00:06:377 (2) - this one.
00:07:471 - not sure what you follow in this section. Since this doesn't follow vocal at all I didn't assume you would not map these 00:07:940 (1) - as single circles as they do not work well this way.
00:09:424 - you shouldn't miss these drums, when 00:09:658 - these are mapped.
00:11:143 (1) - the spinner ends to early right now it ends on nothing or not even close to the guitar nor the vocal so extending it makes sense. Actually I recommend you to map an slider here, I know its more time you need to spend here, but you could add nicely the drumroll at 00:12:783 - at the end of the slider, to represent both guitar and vocal much better than a spinner can do.
00:15:752 - 00:17:627 - rhythm could be a bit more closely to the guitar here which is the main instrument you follow since they represent not the guitar here at all they are misleading. 00:17:471 - This should imo be more emphasized as its stronger than the Head 00:17:315 (1,2) - Ctrl+G this and the emphasize should be okay now.
00:22:783 (4) - theres no sound on these, not sure you want to overmap these. Also 00:23:330 - those do not exist.
00:23:565 - If you emphasize the objects after this so much, but lowering the volume to basically no hitsound volume at all is super misleading. By the way I'm not sure what you follow with the hitsounding you chose here. The guitar strings changes are on 00:23:877 - 00:24:346 - and 00:24:658 - so having them nc'd makes the most sense to me.
00:29:658 (1) - nc pattern this must be nc'd with what you did before.
00:29:971 (2,4) - This is a bit misleading with what you've done before.
00:31:065 - can you map the vocals here as you did with the combo before it plays a bit awkwardly trying to map both things at the same time, but missing one of the both somewhere. Maybe try this?
00:33:408 (6) - nc pattern this shouldn't be nc'd, but 00:33:565 - this if you want to stay consistent.
00:33:565 (1) - same issue I had with 00:31:065 - I've made some adjustments to the rhythm here, as they do not follow the vocal as you've started out with, so this this makes sense to me the most. Having priority here on vocals!
00:35:283 (2) - a bit weird to play these, when there's no sound in the song for it. How about doin and extended slider instead? Prioritzing the guitar here would be ideal imo?
00:42:002 (5,6,1) - Yeah i pretty much ignored it the first time I've seen it, but to me this pattern does not represent anything other than similar parts in the map uhm, so no clue why they happen so randomly in the first place.
00:45:752 (3,4) - can you avoid having these almost overlapped? move them a littlebit apart, but keep still this pattern as you wanted.
00:48:877 (1) - Extended slider doesn't work here, as the vocal lands on the red tick 00:49:033 - here unless you don't even follow vocal here, but the guitar, then its fine.
00:51:065 (1,1) - emphasize the snare here more please. It did so much, it deserves it.
00:52:315 (1,1) - ctrl+g this? to have the vocal land on both clickable objects. I mean you mapped them before so why not here as well.
00:53:252 (1) - any special reason for this nc?
00:57:315 (1) - Honestly this surprised me the most, you have mapped this entirely differently with extended sliders, but you change it here and emphasize it differently. Why not keep it consistent, so you don't confuse to many ppl.

Uhm yeah this actually keeps it abit what i thought about the map itself here, but mostly the problem is that you switch from vocal mapping to drum mapping or sth inbetween permanently as I've pointed out above alot of times. The kiai deals with this all the time, so you should fix that imo more than anything else.

01:01:690 (3,4) - Extended slider here, does not represent the song neither streched vocal nor guitar sound happen here, but you do skip the vocal on the red tick :s, therefore this section 01:02:158 (1) - play super weird when you map accordingly to the vocal sounds.
01:20:752 (4,1) - considering the spacing you chose before with 1/3 gap this is a bit to much even tho its the downbeat.

Needs a bit of an revamp in some places with the matters above I've pointed out only the most outstanding ones.


Hard

00:55:762 (1) - whats happening here, this is not only not correctly mapped to the song, but also entirely different mapped in the other diffs, I've looked at.
01:05:762 (5) - ouch whistle spam headphone users rip.
01:13:106 - add a circle here, it plays much more naturally with a 1/1 gap here instead, also you do it right after at 01:15:606 (5) -

It's abit mandatory here, but he ryhthm here as sometimes to complex for an hard difficulty. Example: 00:21:075 (1,2,1,2,1,2) - this would work quite well in an extra where players are in fact able to play a bit more complex stuff.


Normal

Ignore the vocals on this difficulty please. It really messes with the rhythm. For example the first half with the constant kicks has some vocals on red ticks, but all the vocals landing on the kicks are exceptions and its hard to figure out a good way to represent both in lower difficulties, as you can only map one of the two. Most of the time mapping only drums is the best solution or even guitar if it happens.
Therefore stuff like 00:29:668 (1,2) - sounds super off and is really misleading to newer players, because suddenly you just stop mapping the kicks. Move them left by 1/2 in timeline so its according to the song. Also remove the nc for consistency.
00:36:075 (1,2) - Enable stacking in options, then you'll see what my concern is even tho its a minor thing it just doesn't look nice. Also I'd advice you to change the mappin ghere since you only do the stacking once in the map and therefore shouldn't happen at all.
00:38:575 (1) - two 1/1 sliders emphasize the vocal here (yay we can represent the vocal as well for once :D) on 00:38:575 - and 00:39:200 -
00:39:668 (3,4) - same thing i've mentioned before. Yes there's avocal, but kicks are more important. Making exceptions is ust misleading nothing else. I suppose you've realized what i mean by now.
00:51:075 (1,2,3,4,1,2,3,4,1) - to much to click here imo it would have been a okay spike for the difficulty if you wouldn't map 1/2 sliders here, 1/1 gaps are really okay here unless you want to force them here.
00:53:731 (1) - the spinner imo is to short for ppl at this level to realize they have to spin.

Yeah since the chorus is quite vocal heavy it deals alot with the problem of having a stable rhythm choice. In fact the same issue as the highest difficulty.

01:12:168 (1) - either delete the nc here or add one at 01:14:668 (3) - for consistency. Would prefer latter one.
01:21:075 (1) - well if that's not just lazy mapping :>, it follows nothing right now, map it something if possible or map with normal objects.

The beginning already looked abit of lazy mapping when you mapped like 8 circles in 15 seconds :(


I skipped Insane fully and only mentioned some things on hard, because both difficulties have the same issue: Really messy rhythm. A little tip here: Think about what you want to follow mainly in your song, what sticks out the most for ME and map the song accordingly to it. The song gives you some things, but you're the person who has to work with what you're given.

Good Luck! It has abit of weaknesses and a bit of work is needed for at least the rhythm, but I don't see a reason why this can go ranked in the future! :>

my map: https://osu.ppy.sh/s/634140
Topic Starter
flake

Feb wrote:

hi there

cereal things:
soft-hitclap3 is unused
why so low hp drain for insane and expert, you use ncs quite frequently throughout the map and you don't have ultra hard patterns to read either. 6 for both diffs is like the minimum to go here imo.
ar 9.4 is abit over the top here. BPM isn't as high, cs size is smaller than usually which usually doesn't need high ar anyway unless there are hard things to read.
OD jump between normal and hard is quite high reduce hards OD to 5 or 5.5.

Overusage of snares:
Some claps in the beginning are unfitting with the song since they are not snares in this case. Particualar 00:04:043 - 00:04:356 - 00:04:512 - 00:04:668 - these sounds should not have this clap. Either use a drum addition clap or use a custom clap for this.
Then some clap sounds are overused and are not placed down according to the song. 00:04:825 (1) - remove it here 00:05:293 (3) - this is only a kick not a snare. 00:05:450 (1) - both finish and snare are not happening in the song, so they should not happen in the map either unless you have some kind of superspecial hitsound you want to use here, which is not the case here.

Generally I'd advice you to look over it again because these are just two examples, but they do not fit more often than the ones I've pointed out.

Offset is quite wrong Try minimum -13ms thats closer than you're current setting

Why do you drop the volume by 30% like every 2 seconds when theres a pitch in the song? It's super irritating when suddenly you have no hitsound feedback at all.
The Background is way to large with 4000x1200. The maximum amount allowed afaik is 1920x1200, so you either find a other background or cut this one.

This is the most important thing regarding the cereal points: This song has cool vocals, but because this song is retarded in itself the vocals are super random at some points so have to look out for this - Examples for weird vocal places: 00:08:486 - lands on blue instead of red tick 00:08:799 - same thing,

recently did some few changes, and forgot to update :( :( though I didn't exactly move the ones you mentioned above, but now they're fixed

Exagatepert <- this lol
the sv could honestly be a bit higher, its used in both extra and insane, so there's no difference at all.

00:06:065 (1) - this should be nc'd following you're ncing after with Downbeats nc'd like 00:07:315 (1) - this again and again. This would mean a removal of 00:06:377 (2) - this one.
00:07:471 - not sure what you follow in this section. Since this doesn't follow vocal at all I didn't assume you would not map these 00:07:940 (1) - as single circles as they do not work well this way.
00:09:424 - you shouldn't miss these drums, when 00:09:658 - these are mapped.
00:11:143 (1) - the spinner ends to early right now it ends on nothing or not even close to the guitar nor the vocal so extending it makes sense. Actually I recommend you to map an slider here, I know its more time you need to spend here, but you could add nicely the drumroll at 00:12:783 - at the end of the slider, to represent both guitar and vocal much better than a spinner can do. Not really clear for me on what you mean here, though I did add a slider that represents the change in vocals before 00:12:929 (1) -
00:15:752 - 00:17:627 - rhythm could be a bit more closely to the guitar here which is the main instrument you follow since they represent not the guitar here at all they are misleading. 00:17:471 - This should imo be more emphasized as its stronger than the Head 00:17:315 (1,2) - Ctrl+G this and the emphasize should be okay now.
00:22:783 (4) - theres no sound on these, not sure you want to overmap these. Also 00:23:330 - those do not exist.
00:23:565 - If you emphasize the objects after this so much, but lowering the volume to basically no hitsound volume at all is super misleading. By the way I'm not sure what you follow with the hitsounding you chose here. The guitar strings changes are on 00:23:877 - 00:24:346 - and 00:24:658 - so having them nc'd makes the most sense to me. I emphasized the guitar sounds through spacing, and the ncs are placed on 00:24:022 (1) - and 00:24:491 (1) - to show the reset in string changes.
00:29:658 (1) - nc pattern this must be nc'd with what you did before.
00:29:971 (2,4) - This is a bit misleading with what you've done before.
00:31:065 - can you map the vocals here as you did with the combo before it plays a bit awkwardly trying to map both things at the same time, but missing one of the both somewhere. Maybe try this?
00:33:408 (6) - nc pattern this shouldn't be nc'd, but 00:33:565 - this if you want to stay consistent.
00:33:565 (1) - same issue I had with 00:31:065 - I've made some adjustments to the rhythm here, as they do not follow the vocal as you've started out with, so this this makes sense to me the most. Having priority here on vocals!
00:35:283 (2) - a bit weird to play these, when there's no sound in the song for it. How about doin and extended slider instead? Prioritzing the guitar here would be ideal imo? went for drums on this one to indicate to the player that the map is following the drums
00:42:002 (5,6,1) - Yeah i pretty much ignored it the first time I've seen it, but to me this pattern does not represent anything other than similar parts in the map uhm, so no clue why they happen so randomly in the first place.
00:45:752 (3,4) - can you avoid having these almost overlapped? move them a littlebit apart, but keep still this pattern as you wanted.
00:48:877 (1) - Extended slider doesn't work here, as the vocal lands on the red tick 00:49:033 - here unless you don't even follow vocal here, but the guitar, then its fine.
00:51:065 (1,1) - emphasize the snare here more please. It did so much, it deserves it.
00:52:315 (1,1) - ctrl+g this? to have the vocal land on both clickable objects. I mean you mapped them before so why not here as well. I'll keep this one though, it's following the guitar / drums if the guitar isn't present
00:53:252 (1) - any special reason for this nc?
00:57:315 (1) - Honestly this surprised me the most, you have mapped this entirely differently with extended sliders, but you change it here and emphasize it differently. Why not keep it consistent, so you don't confuse to many ppl. oh, made consistent


Uhm yeah this actually keeps it abit what i thought about the map itself here, but mostly the problem is that you switch from vocal mapping to drum mapping or sth inbetween permanently as I've pointed out above alot of times. The kiai deals with this all the time, so you should fix that imo more than anything else.

01:01:690 (3,4) - Extended slider here, does not represent the song neither streched vocal nor guitar sound happen here, but you do skip the vocal on the red tick :s, therefore this section 01:02:158 (1) - play super weird when you map accordingly to the vocal sounds.
01:20:752 (4,1) - considering the spacing you chose before with 1/3 gap this is a bit to much even tho its the downbeat.

Needs a bit of an revamp in some places with the matters above I've pointed out only the most outstanding ones.


Hard

00:55:762 (1) - whats happening here, this is not only not correctly mapped to the song, but also entirely different mapped in the other diffs, I've looked at.
01:05:762 (5) - ouch whistle spam headphone users rip.
01:13:106 - add a circle here, it plays much more naturally with a 1/1 gap here instead, also you do it right after at 01:15:606 (5) -

It's abit mandatory here, but he ryhthm here as sometimes to complex for an hard difficulty. Example: 00:21:075 (1,2,1,2,1,2) - this would work quite well in an extra where players are in fact able to play a bit more complex stuff.


Normal

Ignore the vocals on this difficulty please. It really messes with the rhythm. For example the first half with the constant kicks has some vocals on red ticks, but all the vocals landing on the kicks are exceptions and its hard to figure out a good way to represent both in lower difficulties, as you can only map one of the two. Most of the time mapping only drums is the best solution or even guitar if it happens.
Therefore stuff like 00:29:668 (1,2) - sounds super off and is really misleading to newer players, because suddenly you just stop mapping the kicks. Move them left by 1/2 in timeline so its according to the song. Also remove the nc for consistency.
00:36:075 (1,2) - Enable stacking in options, then you'll see what my concern is even tho its a minor thing it just doesn't look nice. Also I'd advice you to change the mappin ghere since you only do the stacking once in the map and therefore shouldn't happen at all.
00:38:575 (1) - two 1/1 sliders emphasize the vocal here (yay we can represent the vocal as well for once :D) on 00:38:575 - and 00:39:200 -
00:39:668 (3,4) - same thing i've mentioned before. Yes there's avocal, but kicks are more important. Making exceptions is ust misleading nothing else. I suppose you've realized what i mean by now.
00:51:075 (1,2,3,4,1,2,3,4,1) - to much to click here imo it would have been a okay spike for the difficulty if you wouldn't map 1/2 sliders here, 1/1 gaps are really okay here unless you want to force them here.
00:53:731 (1) - the spinner imo is to short for ppl at this level to realize they have to spin.

Yeah since the chorus is quite vocal heavy it deals alot with the problem of having a stable rhythm choice. In fact the same issue as the highest difficulty.

01:12:168 (1) - either delete the nc here or add one at 01:14:668 (3) - for consistency. Would prefer latter one.
01:21:075 (1) - well if that's not just lazy mapping :>, it follows nothing right now, map it something if possible or map with normal objects. < this haha

The beginning already looked abit of lazy mapping when you mapped like 8 circles in 15 seconds :( i'll be changing them into sliders instead


I skipped Insane fully and only mentioned some things on hard, because both difficulties have the same issue: Really messy rhythm. A little tip here: Think about what you want to follow mainly in your song, what sticks out the most for ME and map the song accordingly to it. The song gives you some things, but you're the person who has to work with what you're given.

Good Luck! It has abit of weaknesses and a bit of work is needed for at least the rhythm, but I don't see a reason why this can go ranked in the future! :> thanks!

I didn't understand some, but I tried changing them if possible (if required a change). Thank you for the mod! Really helped haha.
No reply = fixed


my map: https://osu.ppy.sh/s/634140
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