Seiga Kaku wrote: 4a31d
go go rank

In of the mods: All mods have been looked over an applied where appropriate. Map is now up to date
164,328,117164,6,0,B|208:372|304:376|348:304|348:192|255:192|164:192|164:80|208:8|304:12|348:56,1,560,4|0,0:0|2:0,0:0:0:0:Also: 02:10:624 - add a spinner?
I recommend to map the spinners. If you want you can also shorten them and start the new lines properly but make sure to leave ~1 measure between the spinner ending and the next note.
Lucifer is Back!?!?Louis Cyphre wrote: 2me2h
[Overall]
- I suggest to use current background in 1366 x 768 resolution: Link
[Another]
I your mapping style from old times and it didn't change ;D
I have only some suggestions:
00:30:245 (1,2,3,4,1,2,3,4,1) - I believe this stars can be improved till perfection if you use Ctrl+Shift+D option for creating various polygons
00:51:002 (1) - the last circle marked as a new combo corrupts the stream design. Better to fix it
00:51:651 (1,2,3,4) - set hole pattern to x:484 ; x:232
01:11:110 (3) - 01:12:408 (3) - 01:13:705 (3) - etc i suggest to set 2-3 grids away from slider in such way:
[RLC's Hyper]
Really nice. I don't like the slider near the end at 01:57:164 (1) - it can be easily improved. Here is a code of my perfect vesrion:
164,328,117164,6,0,B|208:372|304:376|348:304|348:192|255:192|164:192|164:80|208:8|304:12|348:56,1,560,4|0,0:0|2:0,0:0:0:0:Also: 02:10:624 - add a spinner?
[SMIC's Standard]
02:10:462 (1) - add a note and then start spinner
[Beginner]
I honestly do not consider this as a beginner. And would be better if you increase AR by 1 point
thanks for the modP o M u T a wrote: 5u384i
hi #modreqs
[General]
[Normal]
- This map spread, Standard Hyper between big 2.20 ----> 3.82 . try SMIC's Standard more harder (2.3~2.5 SD). or you can ask QAT better.
- Artist is '朱雀' Romanised Artist is 'Suzaku' this not fix now? other modder was modded this.
- add tag 'beatmania IIDX 15 DJ TROOPERS' It's already fine.
- Remove Countdown?
[SMIC's Standard]
- 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo. fixed
- 00:22:786 (2) - add finish slider end here. cymbals part. fixed
- 00:30:245 (3) - ^ fixed
- 00:32:191 (2,3) - ^ but, slider head. fixed
- 00:52:299 (1) - ^ but, slider end. fixed
- 00:48:407 (3) - spacing high this. should be 0.8x around. i think its fine
- 00:53:597 (3) - Perfect stack please, move (x:256 y:168)i think its fine, its only noticeable in the editor.
- 01:04:299 (2) - move (x:256 y:242). (1) middle seems more good. fixed
- 01:18:245 (1,2,1,2) - add finish slider end. fixed
- 01:24:732 (3) - It's short slider and double reverse is confuse beginner imo. Please try circle→circle→1/1 slider. fixed
- 02:02:353 (3) - spacing high this. should be 0.8x around. i think its fine
- 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
- 01:25:948 - ^ 01:25:957 - snap to 01:25:948
- 01:50:678 - this bit calm part, nothing hitsound. try add some whistle or finish? fixed
- 02:00:407 (1) - Unrankable issue here. fixed
I recommend to map the spinners. If you want you can also shorten them and start the new lines properly but make sure to leave ~1 measure between the spinner ending and the next note.- 02:08:840 (3) - same reason two reverse. changed
- 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
- 02:10:543 - ^ 02:10:552 - snap to 02:10:543fixed
Nice long slider. I like it![RLC's Hyper]
- This diff high SV. I recommend AR+1. also, Normal diff AR4. need differentiation imo.
- 00:26:353 (1,2,3) - try use same slider. seems more good. you can copy and paste. and use Ctrl+H and Ctrl+J and Ctrl+G. no change
- 00:36:732 (1) - make curve? so, this reverse allow really outside. try avoid this! fixed
- 00:44:516 (1) - like this slider seems easy diff, try this
- 01:25:705 (3) - It's should be 1/3 sound. you try this.fixed
- 01:38:191 (2) - add note here. Gereral wrote, i think this diff bit more harder better. for spread. no change
- 02:02:840 - add note. ^ same reason. no change
- 02:04:786 - add note. ^ no change
- 02:10:137 - add note (x:288 y:216) ? no change
- 02:15:651 - spinner end this time better. your diff only 02:15:326 - . bit early
fixed
- 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272 fixed
- 01:25:948 - ^ 01:25:957 - snap to 01:25:948 fixed
- 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
- 02:10:543 - ^ 02:10:552 - snap to 02:10:543 fixed
[Another] fixed
- 01:37:867 (2) - add whistle slider head. fixed
that's all!! nice map.
- Normal diff finish suggest, Similarly add please.
- 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo.
- 00:24:732 (5,7) - forget whistle here. piano high sound part and this part already put 00:27:326 - .
- 00:54:894 - not reverse slider, add circle here? comfortable play imo.
- 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
- 01:25:948 - ^ 01:25:957 - snap to 01:25:948
- 02:10:380 - ^ 02:10:389 - snap to 02:10:380
- 02:10:543 - ^ 02:10:552 - snap to 02:10:543
good luck for ranking. I am very much looking forward.
Sorry I couldn't mod better. ><. I'm just getting back into mapping/moddingAnyway good luck!
Linada wrote: 5f2a3p
Hi ! from M4M
[Normal]
00:33:813 - Add circle ? no
00:40:624 (3) - remove whistle on slider body fixed
00:53:597 (3) - nazistack no because i don't want the osu! to stack it weirdly
01:11:435 - i think you should not skip thoses beats no change
02:05:597 - this feel really awkward if you miss thoses imo, why not delete 02:05:921 (2) - and make sliders reverse ? no change
02:09:813 (4) - slider instead ? no change
[SMIC's Standard]
00:45:489 (2) - remove whistle on tail ? sound weird fixed
00:47:110 (1) - ^ fixed
[Hard]
00:10:786 (1) - it sound weird, circle instead ? or extand it to 00:12:083 - ? no
00:18:245 (1,2,3,4,1,2,3,4,1,2,3,4) - AR 6.5 make it really hard to read, why not increase it to 7 or 7.5 ? increased it to 7, and changed pattern
00:25:786 (2) - why you change instrument ? i'd play really weirdly, i'd prefer to put it at red tick, OR apply it here too 00:28:299 (8) - for consistency
00:33:489 - missing piano ? didn't map it on purpose
00:33:813 - ^ didn't map it on purpose
02:08:840 (1,2,3,4) - why 1/6 ? put 1/4 for consistency with 01:42:894 (1,2,3,4) - well, its not 1/4, its 1/3
[RLC's Hyper]
00:38:678 (3) - feel strange to play, imo two 1/4 sliders would fit more no change
00:49:056 (3) - ^ no change
[Another]
00:10:786 (1) - this does not fit imo no change atm
00:25:948 (5) - even if this play good, the sound is on red tick (listen to 0.25x) no change
01:15:002 (3) - space it to 1.24 like the 3 before for consistency ? Fixed
I hope i helped =w=
Good set i can see, good luck :3
Lolipop wrote: q3524
M4M! Click here
Normal 6g3l6m
00:04:299 (3) - Curving this slider to the left would look better since 00:04:948 (4) below it is curved to the right. no change
00:09:489 (1) - Curve this out to the left a bit since it seems like it's overlapping with 00:09:164 (2) Fixed. I manually moved the slider
00:14:678 (1) - Change the angle of this slider to go into 00:15:975 (1) better? no change
00:15:975 (1) - Really close to the top of the page. Not sure if this is ok.
00:36:083 (2,1) - I wouldn't put 2 straight sliders in a row like this. Curve them a little bit to make it seem more dynamic if you don't mind.
00:44:516 (1,2) - Same thing happens here. It's probably just your mapping style, but consider changing it in a few other parts of the map. yeahh, is kinda just my style
SMIC's Standard 6v5o45
01:51:651 (1,2) - A slider might go better here. no change
02:10:462 (1) - Put this closer to the middle maybe moved it a little bit closer, but i don't want people to get confused
Other than those two things, this map seems fine.
Hard 575l21
I didn't see anything wrong with this map
RLC's Hyper 682h1d
01:19:543 (1,1) - In this break, you could place down some circles to the snares. Just a suggestion. no change
02:10:137 (1) - Rotate this slider 90 degrees counterclockwise, and readjust if you want it to go straight into the spinner. Fixed
Chibi Maruko wrote: 406d10
Hai! From Modding Queue
Another
- 00:20:191 (2) - Blanket no
00:26:353 (8) - NC no
00:29:921 (6) - Blanket no
01:25:705 (4) - ^no
02:03:002 (4) - ^no
Keada wrote: 2c2y6r
Hey There o/ M4M from your modding queue
Another 662y45
- 00:18:245 (3) - wouldnt it fit with a slider here instead? since I hear piano music on 00:18:407 - and it seems like youve been mapping piano all along here
- 00:20:516 (1,2) - what about spacing them a bit more? (Im not that big a fan of kicksliders overlapping eachother D:)Didnt fit the music that much either tbh, and it looks better imo http://puu.sh/lBwhw/b127bb4fd4.jpg
- 00:22:137 (4,5,1) - same ^
- 00:24:732 (5,6,7,8) - this stream didnt fit the music imo
- 00:27:326 (4,5,6,7,1) - ^
- 00:33:002 (1,2,3) - these are kind of fine, it fits more here
- 00:34:462 (3) - space it a bit more from the slider, cause the bass in the bg is a strong note, and it fits better
- 00:54:894 (1) - space a bit more? since strong note again
- 01:11:353 - what about adding a note before each 1/8 slider so the player knows which part of the song it is later (1/6 part that is)
so here 01:11:353 - 01:12:651 - 01:13:948 - 01:15:245 - That would make this part 01:18:245 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - easier to read imo- 01:23:353 - put a note here? fits the music really much
- 01:50:678 (5) - make this a bigger jump and NC because the big white tick, and strong note here
- 01:51:164 (2,3,4,5,6,1) - what about making this part like http://puu.sh/lBwLH/fb2fb96d37.jpg ? since the strong note is on 01:51:651 (5,1) - and it wouldve been a cool pattern imo
nty
_ Hatsune Miku wrote: 551y2t
#M4M
basic 5k6r30
- Trun off Widescreen and Letterbox during breaks #your map dosent use story board
Normal 6g3l6m
- 00:12:083 (1) - This spinner was start here 00:11:110 i'm going to leave the spinner like how it is
- 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end fixed
- 01:16:624 (4) -02:09:813 (4) - add Whistle fixed
Hard 575l21
sorry i cant find more ;w;
- 00:11:191 ~ 00:12:732 - add spinner fixed
Ha, ha, ha ,ha. Why do you say that widescreen should be off? lol_ Hatsune Miku wrote: 551y2t
#M4M
basic 5k6r30
- Trun off Widescreen and Letterbox during breaks #your map dosent use story board
Normal 6g3l6m
- 00:12:083 (1) - This spinner was start here 00:11:110
- 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end
- 01:16:624 (4) -02:09:813 (4) - add Whistle
Hard 575l21
sorry i cant find more ;w;
- 00:11:191 ~ 00:12:732 - add spinner
sorry not changing anything, thanks for the mod thoughMango Juice wrote: 6h5z3y
:?Another02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix itHard00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)NormalThat's all, I am not touching guest diffs, sorry >.>00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg![]()
well those are kinda important but your choiceouranhshc wrote: 581r56
sorry not changing anything, thanks for the mod thoughMango Juice wrote: 6h5z3y
:?Another02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix itHard00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)NormalThat's all, I am not touching guest diffs, sorry >.>00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg![]()
00:50 ouranhshc: hi~ do you only mod taiko?
00:51 Raiden: yeah
00:51 ouranhshc: :(
00:51 Raiden: ?
00:51 ouranhshc: nvm
00:51 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/89570 Zektbach - Kagachi [Verdi's Taiko Oni]]
00:51 Raiden: this sucks :u
00:51 Raiden: remap :u
00:53 ouranhshc: *goes back on the hunt*
00:55 ouranhshc: BTW do you know of any standard BNs?
00:55 Raiden: >_>
00:55 Raiden: <_<
00:56 Raiden: ^_^
00:56 Raiden: v_v
00:56 ouranhshc: lol
00:56 Raiden: :D
00:56 ouranhshc: *pokes*
00:57 Raiden: o-ow...
00:57 Raiden: that hurts ;__;
00:57 ouranhshc: :(
00:58 ouranhshc: that dodging of the question
00:58 Raiden: of course I know standard BNs
00:58 Raiden: but it's up to you too look for them :^)
00:59 ouranhshc: yeah
00:59 ouranhshc: thats not going to well >_>
00:59 Raiden: weird
00:59 Raiden: considering you're a classical mapper
00:59 Raiden: >_>
00:59 Raiden: <_<
00:59 ouranhshc: well
01:00 *Raiden angry old man voice
01:00 Raiden: these new BNs and 2015 quality mapping!
01:00 ouranhshc: its kinda hard when a decent number aren't taking mod requests however they have time to show up for certainpeoples maps
01:01 ouranhshc: :<
01:01 Raiden: that's kinda
01:01 Raiden: normal tbh
01:01 Raiden: like, for hollow wings maps
01:01 Raiden: :D
01:01 ouranhshc: *cough* mon *cough*
01:01 Raiden: mon?
01:01 ouranhshc: the dude that has like 8 qualified maps
01:02 Raiden: no idea
01:02 Raiden: o_o
01:03 ouranhshc: https://osu-ppy-sh.tvgratuite.org/u/2706438
01:03 Raiden: http://puu.sh/lTjuH.jpg
01:04 Raiden: give me the map
01:04 Raiden: although i won't be able to do anything beside hitsounds or unrankable stuff lmao
01:04 ouranhshc: https://osu-ppy-sh.tvgratuite.org/p/beatmaplist?q=monstrata&m=-1&r=11&g=0&la=0
01:04 Raiden: I meant yours
01:04 Raiden: you baka
01:04 ouranhshc: JANaiyo D:
01:05 *ouranhshc is listening to [http://osu-ppy-sh.tvgratuite.org/b/200645 Suzaku - Anisakis -somatic mutation type ''Forza''-]
01:05 Raiden: excuse me
01:05 Raiden: you big GIANT baka
01:06 ouranhshc: *takes wadadon*
01:06 Raiden: lazy
01:06 Raiden: not making an easy wow
01:06 ouranhshc: *takes raiden's taiko drums*
01:07 Raiden: don't play with fire
01:07 ouranhshc: *puts the drums back*
01:07 Raiden: the volume of 00:07:543 (2) - should be rather diminished, instrument is barely hearable
01:08 Raiden: (again I can only point hitsounds or ugly stuff lol)
01:09 ouranhshc: ok~
01:11 Raiden: 01:29:597 - why skip this beat if the pace is exactly the same as next parts and you mapped 01:30:894 (3) -
01:11 Raiden: o_o
01:11 ouranhshc: circle placed
01:12 Raiden: is this really being useful
01:12 Raiden: lol
01:12 ouranhshc: yes
01:12 Raiden: wow...
01:12 Raiden: I cna kill myself after this
01:13 Raiden: 01:37:705 (1) - both head and tail can have Finish on it
01:13 ouranhshc: ironically i probably should have asked you to look at the mapset that has the taiko diffs it :x
01:13 Raiden: 01:38:678 (3) - can have finish too
01:13 Raiden: lol
01:14 Raiden: well I'm here now no use getting me out of here :u
01:14 ouranhshc: oh good, then i can through two mapsets at you then :3
01:14 Raiden: yo yoyoyoyoyoyo
01:14 Raiden: HOLD ON A SECOND
01:14 ouranhshc: LOPL
01:14 Raiden: I'm just modding this one :u
01:15 ouranhshc: :x
01:15 Raiden: anyway let's continue
01:15 Raiden: did you accept using finish on those notes'
01:15 ouranhshc: yes
01:16 Raiden: o_O?
01:16 Raiden: no ?
01:16 Raiden: just "yes"
01:16 Raiden: wow wow. disappointed :D
01:16 Raiden: maybe I am next irreversible B)
01:16 ouranhshc: is that a good thing?
01:16 Raiden: jk
01:18 ouranhshc: lol
01:18 Raiden: normal seems fine
01:18 Raiden: idk higher advanced concepts..
01:18 Raiden: this is GD?
01:18 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/352957 Suzaku - Anisakis -somatic mutation type ''Forza''- [SMIC's Standard]]
01:19 ouranhshc: yes
01:19 ouranhshc: *yes, that diff is a guest diff
01:19 Raiden: hard then
01:19 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/831391 Suzaku - Anisakis -somatic mutation type ''Forza''- [Hard]]
01:20 ouranhshc: :D
01:20 Raiden: 00:01:056 (2) -
01:21 Raiden: and all 1/2 reverse sliders
01:21 Raiden: hmmmmmmmmmmmm
01:21 Raiden: is there any REAL 1/2 beat here?
01:21 ouranhshc: well, there is the piano
01:21 Raiden: extremely faint though
01:21 Raiden: maybe less volume? lol
01:23 ouranhshc: sounds good :3
01:23 Raiden: higher difficulties will be a pain in the ass to mod
01:24 Raiden: lol
01:24 ouranhshc: you don't have to mod the higher ones if you don't want to
01:25 Raiden: hmm
01:25 ouranhshc: (i could substitute the taiko diffs in their place *COUGH COUGH*
01:26 Raiden: >>>>>>>>>>>>>>>______________>>>>>>>>>>>>>>>>>>
01:26 ouranhshc: but you are free to continue looking at this one :3
01:26 Raiden: 01:53:921 (2,3) - stack them like 01:51:651 (1,2) - ? idk they feel the same
01:27 ouranhshc: nah
01:27 ouranhshc: well i gues i could stack them but
01:28 Raiden: :D
01:28 Raiden: buuuut?
01:30 ouranhshc: then i would have to redo the pattern for the four sliders
01:30 Raiden: don't stack then
01:31 ouranhshc: however, since there are two spinners following those sliders
01:31 ouranhshc: i think i'll just leave them unstacked
01:31 Raiden: alright!
01:32 Raiden: hmmm
01:32 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/199593 Suzaku - Anisakis -somatic mutation type ''Forza''- [Another]]
01:32 Raiden: hard was fine in my eyes
01:32 Raiden: 01:11:272 - why skip this amazing beat? x_x
01:32 Raiden: 01:12:570 - 01:13:867 - 01:15:164 - same ;_;
01:33 Raiden: 01:16:786 - oh here too
01:34 ouranhshc: question:
01:34 ouranhshc: 01:12:732 (1) - should i make these sliders 1/8 or 1/6
01:34 ouranhshc: or does it actually matter
01:35 Raiden: 1/8 sounds actually more accurate
01:35 Raiden: also the beats are snapped to 1/3
01:35 Raiden: the ones I mentioned, not 1/2
01:35 Raiden: /me baka
01:36 Raiden: meaning: 01:11:326 - and the followin
01:37 ouranhshc: yeah i know~ just trying to think about a pattern to use
01:37 Raiden: well placing a circle right on top might be a bit unreadable lol
01:39 ouranhshc: I think i'll just redo the pattern
01:39 Raiden: ;_;
01:39 Raiden: right after, you focus indeed the 1/3 beat
01:39 Raiden: why not in there :p
01:41 ouranhshc: :( i'm still leaning towards not changing it :<
01:41 Raiden: the pattern is fine
01:41 Raiden: but missing the 1/3 beat makes it... aah idk
01:42 Raiden: weird????
01:42 Raiden: D:
01:42 ouranhshc: i'd have to change the partern to make the 1/3 fit
01:42 ouranhshc: because i can't do crazy jumps since that isn't the style i mapped with
01:43 Raiden: true
01:43 Raiden: ;__;
01:44 ouranhshc: if i wanted to put the 1/3 there, then i don't think i could use the 1/8 slider
01:44 ouranhshc: and come out with a decent pattern
01:44 Raiden: yeah x_X
01:45 Raiden: btw isn't gap from Hyper to Another a tad extreme? o_o
01:45 Raiden: 332 objects ->692
01:46 ouranhshc: DON"T MAKE ME MAKE ANOTHER DIFF ;~;
01:46 Raiden: I won't make you map another diff :u
01:46 ouranhshc: i already had to add that hard dif
01:46 Raiden: anyway that's all
01:46 Raiden: the rest of Another seems pretty good to me XD
01:47 ouranhshc: \:D/
01:48 Raiden: do you want me to post it? lol
01:48 ouranhshc: sure
01:48 ouranhshc: if you want to
appleeaterx wrote: z2r5k
Ah... seeing your name again is so cool w
from my queue!
NO KD!
:idea: General 1y5x6b
* Clean!
Metadata b5o5v
* Title: Anisakis -somatic mutation type''Forza''-
* Artist: 朱雀
* Romanized Artist: Suzaku
* Source: REFLEC BEAT or beatmania IIDX (consider using IIDX for consistency with the already ranked mapsets and moving REFLEC BEAT to the tags?)
* Tags: add '15 DJ TROOPERS'
* Link(s): http://www.konamistyle.jp/sp/reflecbeat ... html#disc2
http://www.konami.jp/bemani/bm2dx/bm2dx ... sakis.html
Hmm.. it seems only the space after 'type' is different. Got this from the OST on Konami's website and on IIDX site. Ask someone else as well just to be sure?
Hard 2z402e
* OD6.5? Could use 7 or 7.5 imo, you should note that the Another difficulty is OD9.
Kinda expected spread issues, but it works surprisingly well o-o
Actually, this is a really nice mapset and I can't any major issues, good job all of you.
Call me back!
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.ouranhshc wrote: 581r56
sorry, no changes
What a terrible assumption~HappyRocket88 wrote: 61101b
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.ouranhshc wrote: 581r56
sorry, no changes
Mango Juice wrote: 6h5z3y
:?Another02:10:137 - you missed strong as fuck beat here what is wrong with you ._. I'm mapping to the piano, and the piano doesn't make a sound there
00:10:786 (1) - what is this even goes with the sound that is made
00:43:543 - You missed strong beat(s) what beat?
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
1/8th sliders are not unrankableHard00:23:435 (5,1) - Don't stack those together, it's confusing sorry no change
00:33:002 (2) - useless note no change
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x) no, one spinner for each streamsNormal00:12:083 (1) - this goes to 00:11:759 - no change
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpgthats not outside the playfield. All because the slider goes outside the grid, doesn't mean that its offscreen
That's all, I am not touching guest diffs, sorry >.>![]()
Exa wrote: 5yi3d
Sorry to barge in but:
00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this.
Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:
00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object! nty
00:32:191 (4) - You've had the same result with other rhythms as well.nty
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.nty
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern. nty
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case! nty
01:12:624 - Same goes for this.nty
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed. nty
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases. nty
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most. once again, why should i emphasize a note with larger spacing for something i'm not following in the music.
01:52:624 (3,4) - Could be a much prettier blanket. its fine
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!
That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!
Have a nice daywhy should I adjust patterns to emphasize sounds that I'm not mapping.
HappyRocket88 wrote: 61101b
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.ouranhshc wrote: 581r56
sorry, no changes
I am just trying to help make this mapset better. Nobody said I don't enjoy playing nor did I ever say that "want" your map to be in a certain way.ouranhshc wrote: 581r56
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.Exa wrote: 5yi3d
I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
to make those examples more closer to people's experiences, I took modern maps for my examples.Exa wrote: 5yi3d
Sorry to barge in but:
00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:
00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
follow the drums all along is not always the "right way" to deal with a song like this because this is based on "really near to trance style" song, and placing slider heads on drums is not a "rule" as well. let's take an example, Nekomata Master - Far east nightbird (kors k Remix) . in RLC's Extra, 00:23:148 (2,2,2,2) - those sliders' end are on drums, which are all "huge beats" as you said before, and you still can't say it's totally wrong, because those things are all representing other beats, not the drums. i believe this has already proved that sliders can be placed in a different way when you're going to represent different things, so in this case he's representing the piano sounds. i can't see any problems here.
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
obviously there are some loud cymbal here and he's going to follow them. take another example, Suzaku - Anisakis -somatic mutation type "Forza"- , which is the same song but mapped by Chewin. in Another diff, he did use a long slider on 00:43:543 (2) - to go with the long loud cymbal sound. though they have the same length but placed on different places, in ouran's map 00:43:380 (1) - can still be considered following the cymbal. yeah i don't think this long slider has any problem as well, 00:43:867 (2,3,4) - and those objects did make a bridge to connect the context between slow and fast objects.
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
if i were him i'll reject this one as well. why we can't stack circles when we're going to make something slow? both two ways are acceptable, i believe it's more like a personal preference.
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
personally i'll agree with these things because those beats are pretty clear, and also without those circles will make the hold a little bit hard to catch in sight reading.
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
short distance can be used on emphasizing too, like stacked notes. using bigger jumps for emphasizing is COMMON, but not ALWAYS should be done like that. if you need some examples, here:
Function Phantom - Algebra, Incomputable diff, 02:49:556 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , short distance for emphasizing.
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
uhhh is that necessary
01:52:624 (3,4) - Could be a much prettier blanket.
i believe we all agree that it won't cause any problem if he don't want to fix this.
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
same. i don't think there's any issue if he don't place a bigger spacing on that note. the music just leave its first intense part and ready to go into the next one, make them slow won't cause any problem. also, the drums is not represented at the first place.
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!
BUT I CAN HEAR THE BEAT, and that sound is also appear in the original iidx game and other ranked maps on the same song.
That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!
Have a nice day![]()
I am really glad to see Nerova taking his time to reply, even though it's not his map.Nerova Riuz GX wrote: 6w2m39
*Insert huge quote here*
Again really glad Nero could give proper for my mod, thanks. (It's up to the mapper now, not gonna reply again).ouranhshc wrote: 581r56
00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this. Like... Any map that is made to map the song? You *are* mapping a song as far as I am aware of so you should only use what that song provides you with.
[General]ouranhshc wrote: 581r56
Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
HappyRocket88 wrote: 61101b
[General]ouranhshc wrote: 581r56
Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
I'm quite unsure about the way the names of difficulties. What would be the difference between Normal and Standard? If this is a beatmania mapset, it would be better if you could rename the diffs in this way to have more sense and avoid the misleading diff name :
In addition, I highly suggest to add a slider-slider.wav or a soft-slidertick.wav with blank files to avoid the noisy sound of the current ones over these kind of sliders 00:00:408 (1) - 00:05:597 (1) of the normal, where the sliderticks sound way off and make a terrible sound in the music of the background. changed
Beginner
Normal
Hyper
Another
Black Another
[Normal]
[SMIC's Standard]
- There are several inconsistencies in the spacing on some objects. Over lower difficulties, it's way reasonable when the spacing is consistent among all the objects because in this way newbies players won't find it too hard to follow the 1/1 beats over the map. Consider fix these ones attached in the following box, the should go around in a range of 0.75 ~ 0.85:
For the distance snap stuff, most of it is actually pretty trivial.
- 00:04:948 (4,5) no change
- 00:21:813 (2,1) adjusted
- 00:22:462 (1,2) adjusted
- 00:47:759 (2,3) no change
- 01:05:272 (4,5) I don't know what this is referring to
- 01:04:299 (2,1) changed pattern
- 01:11:759 (2,3) no change
- 01:13:056 (9,10) ?
- 01:17:597 (2,1) no change
- 01:20:191 (2,1) no change
- 01:20:840 (1,2) adjusted slightly
- 01:46:786 (1,2) no change
- 01:47:435 (2,3) no change
- 01:48:083 (3,1) no change
- 02:01:705 (2,3) no change
- 00:08:191 (1) The NC over this object doesn't make much sense on how you started placing the NC at the beginning. It would be better if you remove it to keep consistency in the way you managed the New Combo. Hence players would find the patterning more intuitively if you don't place short or long combos in this easy. Consider applying the same in the following cases
- 00:15:975 (1)
- 00:22:462 (1) changed
- 00:39:326 (3,1) Swap NC here. changed
- 00:51:002 (1) changed
- 01:13:056 (3) NC no changed
- 01:16:948 (1) Remove NC. changed
- 01:19:543 (1) changed
- 01:36:732 (2) NC and remove NC here 01:37:705 (1) changed
- 01:45:489 (1) Remove NCchanged
- 01:46:786 (1) changed
- 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)changed
- 01:54:570 (1) Remove NC changed
- 01:57:164 (1) Remove NC changed
- 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
- 00:51:002 (1,2,3,4) The amount of circles is rather high in comparison with the long sliders you managed just before. It would be better if you changed those circles to two 1/1 sliders as you did in the previous patterns to reduce the density of clicks. Consider applying the same here 01:15:651 (1,2)no change
[Hard]
- There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
- 01:05:272 (5,6) - no change
- 01:09:813 (8,9) - adjusted
- 01:25:705 (7,8) - no change, because the only place to start a slider would be the upper right corner. In addition this slider is far enough away to not be confusing
- 01:39:651 (29,30) - adjusted
- 01:40:948 (31,32) - adjusted
- 01:49:380 (49,50) - no change because technically there isn't any place you could put the circle for it to be distance snap. In addition, as you can see it was flipped for symmetry.
01:50:678 (50,51)- 00:09:489 (1) Remove NC here and add NC here 00:10:137 (2) to keep consistency in the way you placed NC in the first pattern.changed
- 00:10:786 (1,1) I doubt there are 750 ms between these two notes. Please, make sure there's enough time to players to recover from the spinner since this diff should be friendly to beginner players too due the difficulty. For more information refer to t/241019 changed
- To don't break the consistency on NC-ing, remove NC here 00:31:543 (3) and add NC here 00:32:840 (1) respectively. I disagree here because (1) is mapped to something different. So why should it be apart of the same combo as (3)
- 01:29:921 (1) Remove NC here. Consider doing it the same in these cases 01:37:705 (1) - 01:42:894 (1) - 01:48:083 (1) -
- 01:39:651 (2,3) The flow over this song might be confusing to players due the way the slider-tail 01:39:651 (2) redirects to the next slider. It would make more sense if they were placed in a way to let players follow better the objects intuitively. Like this:
Didn't take your suggestion but "fixed" the distance snap
Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.- 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
Settings
changed
- After testing the map a couple of times, I realize the HP was rather high compared to the fluent pattern you managed in this diff. It would be better if you had it over 5 since the patterns don't deserve such as a high HP imo.
Composing
changed the other patterns that were similar except 01:36:407 (1,2,3,4) - because its different in the music from the others.
- 00:04:299 (1) Remove NC here. There's no need to split the NC up here since having it every two full measures would be more perceptive. Consider doing the same here 00:09:489 (1) - 00:30:245 (1) - changed
- 00:23:435 (5,1) This stack was way confusing because if players aren't aware of the rhythm, they might probably click (5) faster due the way you placed objects starting on the red tick just before. Consider unstack them for a better readability. changed, although i'd rather leave it
- 00:26:353 (1) Remove NC here and add NC here 00:27:651 (6) to keep consistency with the way you managed NC at the first place.changed
- 00:26:353 (1,2,3,4,5,6,7,8,9) This pattern was way confusing because it's not clear what it was following here. Sometimes it followed the drum like here 00:27:003 (3,4) or here 00:28:299 (8,9), but later it changed suddenly to follow the piano waves like here 00:27:489 (5,6) or here 00:28:137 (7,8) which ending making an clutter rhythm here. It would be better if you tried to follow only one instrument to give players the opportunity to orientate the clicks in a more catchy way. Like this:
no change because its clearly going to the piano and its even hitsounded along with piano.- 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern. No.
- 01:37:867 (2,1) Honestly, this was the weirdest transition that this segment has because of the almost 1 seconds without clicking something. It would be better if you place some notes here to keep following the intensity of this part since it would be more intuitive to players know the patterning continue without breaks.changed
- 01:40:948 (3) This slider-tail should be snapped to 01:41:191 as well as you did in the previous 3/4 sliders since the intensity is the same, i don't see the need of making something different. Consider applying the same here 01:43:543 (3)
I really don't want to make an additional diff (AGAIN A.K.A. Hyper). I guess its RIP mapsetHappyRocket88 wrote: 61101b
Recheck
[General][Beginner]
- There's a current audio steam in your soft-sliderslide2 which is proved here with Audacity. I highly suggest to replace it with this one provided by the Ranking Criteria. changed
changed
- 00:47:759 (2,3) Fix the DS over these objects. The current one is rather high compared to the previous patterns. It's almost 1x and, indeed, breaking the DS here doesn't make a lot of sense if you followed it previously.
My main concern here is the actual gap of difficulty between Rlc's diff and the extra. It's way different how the streams are managed among the difficulties, while both diff managed it consistent there's clearly a bad spread to players who from Insane to this Extra, that currenly, has almost the double of objects of the previous difficulty. Adding a diff between them which managed less streams and more patterning would hurt no one.
for other mod. i changed everything, but i only lowered the OD to 8Anxient wrote: 6v2g4r
anothernot so good with oldschool style maps so bleh
00:00:408 - 00:05:597 - blue zenith
00:00:408 - sv so fast aaaaa slow it down man i mean the song is super chill rn nah, wanna keep it consistent with Black Another
00:00:408 (1,2,3) - blanket pls Adjusted
00:13:867 (2) - i suggest placing this down here. http://puu.sh/mIuqH/facfce72a8.jpg Adjusted
00:21:813 (1) - ctrl g. flows better. might have to relocate some notes tho nty
00:28:299 (4,5) - space these more like what you did with 00:25:705 (3,4) - as it is right now its very easy to mistake this for 1/4 sliderspam Adjusted, even though i don't see why unless they assume that it plays like some of todays maps
00:30:245 (1,2,3,4) - make the slider heads space equally from each other http://puu.sh/mIuIe/f488dea04d.jpg Adjusted
00:34:056 (8,1) - lol do this http://puu.sh/mIuKB/1187e14cb5.jpg more cleaner All ready fixed with the previous modpost
00:36:732 (1,2) - have 2 use the same slider as 1 ;w; also nah >:)/color]
00:36:164 (2,3,4,2) - minor overlap. fix it.
00:37:948 (6,1) - whats up with the spacing drop? Adjusted
00:43:867 (3) - ctrl g for pendelum flow to 4. it also needs emphasis. not too keen about that kind of pattern
00:48:732 (2,3,4,5,6,7,8,9,10) - rip streamblanket >:)
00:54:894 (11) - NC maybe? changed
01:20:840 - 01:23:435 - brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr no because mapping to that is kinda unnecessary, and I didn't map to it in Black Another
01:28:624 - no kiai? nope
01:35:596 (4,4) - surely you can stack these better Adjusted
02:03:651 (3,5) - rotate 5 so it looks more like a curve rotate 13 degrees from position http://puu.sh/mIv2V/e26fb0fbf0.jpg nty
02:09:813 (4) - missing a repeat Adjusted
good luck
dom rof sknahtNerova Riuz GX wrote: 6w2m39
hi ouran
because i had already put some opinions before, this mod (or check) would be small, just do some basic things for the gameplay.
of course as you said, Another diff only.
ok that's all
- 00:14:353 (4,5) - according to the spacing change, i think there should be a bigger spacing too between 00:16:948 (4,5) - fixed
- 00:17:921 (2,3,1) - because of the angle and that beat difference, I'll suggest you to stack (3) under (2) to create a stop, so the movement would be clearer for the context fixed
- 00:25:705 (3,4) - 00:28:299 (4,5) - to be honest, placements like this is not that common recently, because the second short slider starts on a blue tick and that's kinda hard to hit correctly. maybe you can try this. ehh, i'll on this.
- 01:33:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - yes, these square jumps is a problem. they are not as good as those in Black Another. ehh, i'll on this.
image, with some words inside
your movement has a strange twist on (1), which is pointed out by a green arrow
it makes the map much harder than usual, because the move is not really natural for human beings.
i made some symmetry-like examples (but i don't usually do that so this probably sucks too)![]()
- 01:45:813 (3,1) - some complaints lol. i did misread on these things so maybe put them farther xddd Nub >:)
- 01:46:786 (1,2,3,4) - the mouse moves strange at this one as well. probably switch (2) and (3)'s position so the mouse can spin in this pattern smoothly with some big spacing for emphasizing. ehh, i'm not too keen on those types of patterns
- 01:50:678 (5) - add a NC, so they can be consistent with 01:51:975 (1,1) - fixed
- 02:09:489 (3,4) - slightly separate them so it will look better. fixed
gl
Yuii- wrote: z671e
Noticed a couple of mistakes on the Beginner diff.
00:04:948 (4,1) - Spacing error. fixed
00:51:975 (6,3) - Players can clearly see (3)'s approach circle while they're still hitting (6). Consider unstacking. modified pattern
01:07:867 - Spacing on this section becomes very inconsistent. modified pattern
01:55:867 (4) - You forgot to NC this one! oops
And the way Super Mic is NC'ing is also weird. He sometimes NCs every stanza, then on two stanzas, sometimes even every four stanzas. Could you work around that, please?
uhh, i changed some stuff. Hopefully it was the portions you were referring to
You can push this forward once you've applied the things explained above! Good luck with further processing~
HappyRocket88 wrote: 61101b
I was told to do a thing here so I'll do it once I come home.
[RLC's Another]
changed
- Please, increase the HP drain to six to balance how it increases among the higher diffs. Having it over five seems to be quite low for the density of notes which were used in this difficulty,
[Black Another]
02:07:543 (1,2,3) - vs 02:08:191 (4,5) - We have two options with this segment:
REASON: Both pattern are really similar and it plays a bit awkward how you emphasized the blue tick just in one of them. It would be better if both pattern had the same structure since it will allow players to get the rhythm you intended to do here.
- Either placing an object between 02:08:191 (4,5) -
- Removing this wild circle 02:07:786 (2) -
[*] 02:00:894 (3,1) - The transition between this triplet and and the next quintuplet is rather uncomfortable to play. The reason resides that if players aren't aware the purpose of placing of that triplet there, might be confusing due the break of the quintuplets you were following in the first patterns. It would make more sense if you tried this pattern to develop a neater visual look over this segment and, additionally, it will improve the rhythm itself significantly. changed[/list]
- The AR is kinda high for the overall patterning this diff manages. Lowering would make more sense here because as it is it just will lead to players got tricky with the placement of the streams. changed
[*] 00:29:435 (3,4,5) - The triplet here feels over-set because it's not following the way you managed the triplets which, according to that statement, it should go here 00:25:056 (1) - to give the idea the overall segment gave an emphasis over the "TAN" sound. Just as well as you did in the previous cases as 00:27:651 (1) - 00:25:056 (1) - etc.changed. removed the triplet[/list]
[*] 00:17:272 (5,1) - Swap NC. changed[/list]
Nothing else to complain here. I want to practice my streams with this neat map too.
When Happy rebubbled the map, the ranking council had posted the new ranking criteria which was reverted to the old criteria. I adjusted the diff names to fit that criteria. It required two insane diffs and highest difficulty was labeled as "Ultra".I did this in case that criteria change wasn't reverted seeing how long it can take to get a map ranked.Okorin wrote: rm2n
wait if i take this correctly you adjusted adjusted the diffnames to fit a rule which isn't active? besides that rule would have allowed you to call that diff Extra instead of Ultra or whatever o.o?
Depends if you count black another diff as a light extra. Besides, it's just a diff name.Okorin wrote: rm2n
That criteria says if you have 2 or 3 extras (not the case or possible here) you have to label the higher rated one as ultra.
What you did seems really weird to me because you just have the ultra
Its just me adding a little variety to the simple rhythm while retain the core beats of the rhythm. its not an uncommon thing in maps.Krimek wrote: 1e3s1n
Can I ask what circles like 00:01:380 (4) - , 00:03:489 (2) - , 00:04:462 (2) - and so on are mapped on? I can't really hear any sound that would these >_>
When it comes up to your sliderplacement, yes. But the circles are for sure not audible. Listening closely to for example the circles I pointed out I can't really hear anything. And I'm not talking about the notes you can hear for a bit. And even if, it doesn't really make sense to place objects on something you can't even hear.ouranhshc wrote: 581r56
well, there is a piano playing this basic rhythm throughout the intro:
and yes, it is audible.
its to add variety to the basic rhythm. This isn't uncommon in maps. It's present in many maps.Krimek wrote: 1e3s1n
When it comes up to your sliderplacement, yes. But the circles are for sure not audible. Listening closely to for example the circles I pointed out I can't really hear anything. And I'm not talking about the notes you can hear for a bit. And even if, it doesn't really make sense to place objects on something you can't even hear.ouranhshc wrote: 581r56
well, there is a piano playing this basic rhythm throughout the intro:
and yes, it is audible.
Comparing your map with others is no good excuse and does not really improve mapquality by keeping issues just because it worked out somewhere else.ouranhshc wrote: 581r56
its to add variety to the basic rhythm. This isn't uncommon in maps. It's present in many maps.