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Suzaku - Anisakis -somatic mutation type''Forza''- 384e3i

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Replying to mods is a common sense nowadays, which helps people understand how the map work. If those mods are all well-replied, I believe everything questionable can be solved pretty easily.
Somehow I rocket's pop because it does prevent lots of problems that could probably happen in the future.

Welp, gl
Placeholder.

ouranhshc wrote: 581r56

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
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 :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
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.
[Normal]
  1. 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:
    1. 00:04:948 (4,5)
    2. 00:21:813 (2,1)
    3. 00:22:462 (1,2)
    4. 00:47:759 (2,3)
    5. 01:05:272 (4,5)
    6. 01:04:299 (2,1)
    7. 01:11:759 (2,3)
    8. 01:13:056 (9,10)
    9. 01:17:597 (2,1)
    10. 01:20:191 (2,1)
    11. 01:20:840 (1,2)
    12. 01:46:786 (1,2)
    13. 01:47:435 (2,3)
    14. 01:48:083 (3,1)
    15. 02:01:705 (2,3)
  2. 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
    1. 00:15:975 (1)
    2. 00:22:462 (1)
    3. 00:39:326 (3,1) Swap NC here.
    4. 00:51:002 (1)
    5. 01:13:056 (3) NC
    6. 01:16:948 (1) Remove NC.
    7. 01:19:543 (1)
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1)
    9. 01:45:489 (1) Remove NC
    10. 01:46:786 (1)
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)
    12. 01:54:570 (1) Remove NC
    13. 01:57:164 (1) Remove NC
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 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)
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) -
    2. 01:09:813 (8,9) -
    3. 01:25:705 (7,8) -
    4. 01:39:651 (29,30) -
    5. 01:40:948 (31,32) -
    6. 01:49:380 (49,50) -
      01:50:678 (50,51)
  2. 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.
  3. 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
  4. 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.
  5. 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) -
  6. 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:

    Consider arranging this pattern 01:40:299 (3,4) too after fixing the above flow.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. 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
  1. 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) -
  2. 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.
  3. 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.
  4. 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:
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern.
  6. 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.
  7. 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)
Topic Starter

HappyRocket88 wrote: 61101b

ouranhshc wrote: 581r56

Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
[General]
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 :
  1. Beginner
  2. Normal
  3. Hyper
  4. Another
  5. Black Another
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

[Normal]
  1. 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:
    1. 00:04:948 (4,5) no change
    2. 00:21:813 (2,1) adjusted
    3. 00:22:462 (1,2) adjusted
    4. 00:47:759 (2,3) no change
    5. 01:05:272 (4,5) I don't know what this is referring to
    6. 01:04:299 (2,1) changed pattern
    7. 01:11:759 (2,3) no change
    8. 01:13:056 (9,10) ?
    9. 01:17:597 (2,1) no change
    10. 01:20:191 (2,1) no change
    11. 01:20:840 (1,2) adjusted slightly
    12. 01:46:786 (1,2) no change
    13. 01:47:435 (2,3) no change
    14. 01:48:083 (3,1) no change
    15. 02:01:705 (2,3) no change
    For the distance snap stuff, most of it is actually pretty trivial.
  2. 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
    1. 00:15:975 (1)
    2. 00:22:462 (1) changed
    3. 00:39:326 (3,1) Swap NC here. changed
    4. 00:51:002 (1) changed
    5. 01:13:056 (3) NC no changed
    6. 01:16:948 (1) Remove NC. changed
    7. 01:19:543 (1) changed
    8. 01:36:732 (2) NC and remove NC here 01:37:705 (1) changed
    9. 01:45:489 (1) Remove NCchanged
    10. 01:46:786 (1) changed
    11. 01:52:624 (1) Remove NC and add NC here 01:53:272 (2)changed
    12. 01:54:570 (1) Remove NC changed
    13. 01:57:164 (1) Remove NC changed
  3. 00:48:407 (3) Add a whistle on the slider-reverse to keep consistency in the whistles you used in this part.
  4. 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
[SMIC's Standard]
  1. There are some inconsistencies in the DS of this difficulty. Consider to place them around 0.85 - 0.95 respectively in the following cases
    1. 01:05:272 (5,6) - no change
    2. 01:09:813 (8,9) - adjusted
    3. 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
    4. 01:39:651 (29,30) - adjusted
    5. 01:40:948 (31,32) - adjusted
    6. 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)
  2. 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
  3. 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
  4. 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)
  5. 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) -
  6. 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.
  7. 01:42:245 (2) Ctrl + H, Ctrl + J and Ctrl + G to improve slightly the flow over this pattern.
[Hard]
Settings
  1. 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.
changed
Composing
  1. 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
  2. 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
  3. 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
  4. 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.
  5. 01:14:353 (1,2) Ctrl + H here to give a symmetric pattern with the last 01:13:056 (1,2) pattern. No.
  6. 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
  7. 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)
changed the other patterns that were similar except 01:36:407 (1,2,3,4) - because its different in the music from the others.
Recheck


[General]
  1. 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.
[Beginner]
  1. 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.
[RLC's Another]
  1. After testplaying this difficulty many times, I just have a complain with the whistles. Sometimes they're inconsistencies because they go over the sliderbody and sometimes they don't follow anything. For example, in comparison with how you placed them here 00:34:137 (1,2,3,1,2,3,4) - 00:36:732 (1,2,3,4,1,2) these ones are rather random because they don't match properly in the music. Where 00:37:218 (2) should have a whistle over the sliderhead to have consistency with the way the previous patterns managed the hitsounding. Consider applying the same in the following cases 00:44:678 (2,3) - 00:47:110 (1,2,3)
[]
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.
The notes that I wanted to accentuate with the "peak" of the whistles are at 00:37:056 - , 00:37:543 - , and 00:38:029 - in those measures. That is why 00:37:218 (2) - only has a body whistle. Same applies to the other instances.

Thanks for the .
Topic Starter

HappyRocket88 wrote: 61101b

Recheck


[General]
  1. 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
[Beginner]
  1. 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.
changed


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.
I really don't want to make an additional diff (AGAIN A.K.A. Hyper). I guess its RIP mapset

EDIT: UPDATED 7:56PM ( i had forgotten to submit the map again)
Topic Starter
i added another Insane diff
From #modreq~

Another
  1. I was wondering why I couldn't stream this properly, as I normally stream 185 fine, OD 9 is way too high for another. Probably 7.5 or 8.
  2. HP7 is also too high, 6.5 is better.
  3. 00:33:975 (7,8,1) - This plays fine but it looks a bit odd aesthetically, maybe fix the transition between curve and slider? Also, the DS change there is a bit weird.
  4. 00:54:407 (5,6,7,8,9,10,11) - DS isn't consistent in this stream.
  5. 01:37:380 (4,5,1) - Looks a bit weird, also should flow better. (Mainly referring to that 5)
  6. 01:48:083 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - It may just be me, but the DS on this stream looks really inconsistent at parts that don't make sense for it to change.
  7. 02:07:543 (1,2,3) - Same thing I mentioned earlier.

    Overall, I found most of the patterns to be fairly boring to play and that it was quite repetitive. However, the streams were relatively intense and made up for it fairly well. Theres nothing really wrong with the map other than really oddly DS'd streams (there was probably more than I caught in editor) - its just not exactly my type of map to play. Good luck!

another
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
00:00:408 (1,2,3) - blanket pls
00:13:867 (2) - i suggest placing this down here. http://puu.sh/mIuqH/facfce72a8.jpg
00:21:813 (1) - ctrl g. flows better. might have to relocate some notes tho
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
00:30:245 (1,2,3,4) - make the slider heads space equally from each other http://puu.sh/mIuIe/f488dea04d.jpg
00:34:056 (8,1) - lol do this http://puu.sh/mIuKB/1187e14cb5.jpg more cleaner
00:36:732 (1,2) - have 2 use the same slider as 1 ;w; also
00:36:164 (2,3,4,2) - minor overlap. fix it.
00:37:948 (6,1) - whats up with the spacing drop?
00:43:867 (3) - ctrl g for pendelum flow to 4. it also needs emphasis.
00:48:732 (2,3,4,5,6,7,8,9,10) - rip streamblanket
00:54:894 (11) - NC maybe?
01:20:840 - 01:23:435 - brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
01:28:624 - no kiai?
01:35:596 (4,4) - surely you can stack these better
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
02:09:813 (4) - missing a repeat
not so good with oldschool style maps so bleh
good luck
Topic Starter

Anxient wrote: 6v2g4r


another
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
not so good with oldschool style maps so bleh
good luck
for other mod. i changed everything, but i only lowered the OD to 8
Topic Starter
:(
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.

  1. 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) -
  2. 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
  3. 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.
  4. 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.
    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)
  5. 01:45:813 (3,1) - some complaints lol. i did misread on these things so maybe put them farther xddd
  6. 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.
  7. 01:50:678 (5) - add a NC, so they can be consistent with 01:51:975 (1,1) -
  8. 02:09:489 (3,4) - slightly separate them so it will look better.
ok that's all
gl
this shit is gud
Topic Starter

Nerova 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.

  1. 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
  2. 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
  3. 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.
  4. 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)
  5. 01:45:813 (3,1) - some complaints lol. i did misread on these things so maybe put them farther xddd Nub >:)
  6. 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
  7. 01:50:678 (5) - add a NC, so they can be consistent with 01:51:975 (1,1) - fixed
  8. 02:09:489 (3,4) - slightly separate them so it will look better. fixed
ok that's all
gl
dom rof sknaht
Topic Starter
WAIT, SO COULD I REMOVE either my another diff or RLC's another diff and let the Black Another count as the "Ultra" diff
with the new rule you can rename your Another to Black Another and your black another to a [free naming diff] xd
Topic Starter

HappyRocket88 wrote: 61101b

with the new rule you can rename your Another to Black Another and your black another to a [free naming diff] xd

DONE!
Topic Starter
*whistles*
Still looks good in my eyes.
Since there has been no rebubble from Happy and many stuff has been changed, here's another bubble instead.
Noticed a couple of mistakes on the Beginner diff.

00:04:948 (4,1) - Spacing error.
00:51:975 (6,3) - Players can clearly see (3)'s approach circle while they're still hitting (6). Consider unstacking.
01:07:867 - Spacing on this section becomes very inconsistent.
01:55:867 (4) - You forgot to NC this one!

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?

You can push this forward once you've applied the things explained above! Good luck with further processing~
Topic Starter

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~
I was told to do a thing here so I'll do it once I come home.

[RLC's Another]
  1. 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:
  1. Either placing an object between 02:08:191 (4,5) -
  2. Removing this wild circle 02:07:786 (2) -
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.
  1. 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.
  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.
  3. 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.
  4. 00:17:272 (5,1) - Swap NC.
Nothing else to complain here. I want to practice my streams with this neat map too.
Topic Starter

HappyRocket88 wrote: 61101b

I was told to do a thing here so I'll do it once I come home.

[RLC's Another]
  1. 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,
changed

[Black Another]
02:07:543 (1,2,3) - vs 02:08:191 (4,5) - We have two options with this segment:
  1. Either placing an object between 02:08:191 (4,5) -
  2. Removing this wild circle 02:07:786 (2) -
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.
  1. 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
[*] 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]
[*] 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.
(ノ・ω・)ノ
Topic Starter
YAY
Before, proceeding to qualify, consider to add "SuperMIC" to tags since he already changed his name. Proof here.
Topic Starter
UPDATED

EDIT: also added RLC's new name

EDIT#2: should i change RLC"s diff to xlni's instead
You should ask him before doing that. o.o
Topic Starter
I sent a pm, but i think i should just change it to his new name so that is consistent
That should depends on the GDer's decision tho.
like Rizia, he still uses his old name for his GDs (wkyik's xxxx).
So still, asking him before changing the name is the best choice.
Topic Starter
Welp. Looks like I'll be waiting atleast 2weeks
What would be the problem of leaving it as it is? XD
Topic Starter
idk. i guess there isn't really a problem with leaving it as is
Topic Starter
(ノ・ω・)ノ
>ultra
wow no
Nothing to say on this map, so Qualified.
Topic Starter
YAY ALMOST THERE:
oh, nice came at last
Hey :) Can someone explain how the stuff works to me? How is this map rankable when the other 2 maps with this exact song that are already ranked have had their s removed?
Map has to be ranked and then they have to make the report.
Every map is rankable when it comes to "copyright". So don't worry about stuff when mapping!
ouran is back
Im proud of you
Next time qualify a map when im not sleeping plz
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?
Topic Starter
everytime I get an email notification for this map, I get worried because I think it might be a mod post
Why does worry you?
i worry about everyhting okorinchankun..
Topic Starter
EDIT:

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?
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.

EDIT #2:
#Realtalk : when you have been working on a map for a long time and you have to make to do extra stuff to make a more better suited for today's ranked standards. The map was first bubbled 5 months ago, and for both two periods in which it was bubbled before someone looked at the map. Sometimes it is discouraging when you're waiting for your map to be looked and there are maps bubbled for maybe a week with lower SP just zooming past. Then you start thinking about how it sat on the front page of pending beatmaps, and you ask yourself the question, "why mod it now when it's basically been in your face for essentially 4 months. As you can see by the thread, I first ed the map almost 4 years ago, and it was only the Insane (Ultra) diff, which is actually over 4 years old. So yeah, i'm very attached to this to this mapset because it helped me become more comfortable with mapping streams. If you spend that much time on a map, you would hope that there won't be any setback when you are this close to having it ranked. I still have a copy of it from 2013 ( http://puu.sh/oPPsk/6508bff4eb.osz ). Just in general, some of with the hoops that people go through just to get to the qualified stage I would think that they would prefer to not have any setbacks or delays.
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
Topic Starter

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
Does it really matter now though?

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
Depends if you count black another diff as a light extra. Besides, it's just a diff name.
For the current rc, the diffnames are fine.
I don't think it is worth for that much discussion.
Also, it isn't related to the map's quality.
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 >_>
Topic Starter

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 >_>
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.

ouranhshc wrote: 581r56

well, there is a piano playing this basic rhythm throughout the intro:


and yes, it is audible.
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.
Topic Starter

Krimek wrote: 1e3s1n

ouranhshc wrote: 581r56

well, there is a piano playing this basic rhythm throughout the intro:


and yes, it is audible.
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.
its to add variety to the basic rhythm. This isn't uncommon in maps. It's present in many maps.

ouranhshc wrote: 581r56

its to add variety to the basic rhythm. This isn't uncommon in maps. It's present in many maps.
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.
I think the map should follow the song and not just an idea if it doesn't match up with the song. Also there are many other ways to bring some variety in without using circles that doesn't fit. It's not really "overmapped" but that's what it in fact does at this point. Sure keep it if you want to, I'm just saying my opinion~
There are a lot of objects that are snapped on literally nothing like 00:25:948 (5) and so on. Also the patterns afterwards are really confusing because you map it inconsistent (so basically no doubles anymore later on, really nowhere).

Also I dislike 01:19:867 (4) because it doesn't share the same music pattern (?) like the previous two.

01:23:435 (1,2,3,4) - Why not just 1/12 kickslider or something? Would feel less empty then.

Also, may I ask why you use 80% hitsound volume in the beginning which isn't really loud nor intense? Compared to the part at 01:49:380 (1) it's a bit weird.
am i the only one who can hear the sounds he mapped in the intro even at 100%?
the doublets work fine ?
Topic Starter
O: yay its ranked
Congrats.
Lince Cosmico_old
Can i ask why it have no kiai? o.o
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