/me is away: changing diffname Cool! to Cho Kyuhyun
I gave kds to William K just in case xddd thanks both of you for mods <3Hobbes2 wrote: 1k263b
short mod thingy from queue on the lower modded diffs
this is like the 5th set for this song i have dl'd now lol o niiicee
[Advanced]
00:07:542 (3) - The drum at 00:07:862 - is kinda weird to ignore since it's such a strong sound, maybe make it the tail of the slider and put a circle at 00:08:021 - At least the slider tick sounding should make this part more audible than landing it with slider tail over upbeats. I know it sounds important, but I don't like mainstreaming one single track over many. I may have to keep this.
00:18:074 (6,1) - 6 and 1's tail aren't perfectly stacked Nice catch, fixed.
00:52:862 (1,1) - I'm not really sure if an Advanced player is ready for this rhythm. Same for 01:08:181 (7,1) Since I've after them on those stream parts, I think they'll get used to it so as long as it's a high bpm. Don't worry, the playability doesn't risk much in my point of view.
is gud diff
[Light Insane]
01:00:362 (7,8,1) - If you want you could have the gap between 1 and 8 be the same as the gap between 8 and 7 for visual consistency Ahh sure, why not? ;p
lol this is like pretty much ready, looks great to me
hot set, hot maps hot stuff rank now Cho Kyuhyun
Log Off Now wrote: 632c2t
hiey is zdis ur f1sst map if so good jkob dude ayy thnx idk how i rly mnaaged 2 do it rite
nm from my queue/memehelp
[Easy]
00:27:330 (2,1) - Idk if its possible but can this be stacked ontop of 2? It doesn't overlap in game so I think it'll be k Alright, also fixed the spacing some way.
00:37:862 - Any reason for no note here? I think its significant enough for it to be mapped It isn't imo, the vocals barely lands here other than 00:39:138 (3) - . Also I'd keep a space for beginner players to give a little time for a click on the next slider. To be fair, it doesn't hurt the rhythm composition even when adding a circle here.
00:41:691 - Same here, although I guess this one isn't as significant since it helps bring in a new section Yes, vocals hit here very well. but nahh, nearly the same reason as above.
00:58:287 - Same here, this one is significant since it looks like you're following the vocal here, but you're missing out the climax of this line Well, this is a bit different. I think that shouldn't be implemented because of the note density might be a little too much on the whole diff. More like creating a spike and overclicking a lot of 1/1 notes in gameplay. I did tried adding the circles on the similar parts as this, and the SR just went up by 0.05* holy.
k this is noice
[Normal]
00:57:330 (3) - Maybe 1/1 and circle on 00:57:968 - ? Adds extra emphasis the op vocal It has a rhythm consistency with the other parts similar, I can change that. But actually it's a no-no for increa the note density. Nearly the same thing for the SR diff increase, I really didn't want to redo more of those.
01:27:170 (2) - I don't think the tiny fade on the guitar is worth following in this diff, its barely audible, a single circle would work just as well. Haven't you seen the harder diffs on this part? It's pretty much audible until 1:28 imo. On easy diff's, I'm keeping it for the dense ofc. But here's where players should start listening to the song a little in-depth. So yeah.
even noicer
dude these diffs are so good
i dont think this was really worth me modding its really good good, no kds i think kds cuz 1 change loll
09:00 Not Tomori: hi dad
09:00 *Cerulean Veyron is away: Procrastinating, brb
09:00 Not Tomori: no ur not
09:00 Not Tomori: xd
09:02 Cerulean Veyron: no
09:04 Cerulean Veyron: hi son
09:05 Cerulean Veyron: no ur nao
09:05 Cerulean Veyron: xd
09:05 Not Tomori: im not
09:05 Not Tomori: im son
09:05 Cerulean Veyron: tomori
09:05 Not Tomori: yes
09:05 Not Tomori: son tomori
09:05 Cerulean Veyron: namhe change tothat pls
09:05 Not Tomori: xd
09:05 Not Tomori: im poor
09:05 Cerulean Veyron: no ur noot
09:06 Not Tomori: ye thats me
09:06 Not Tomori: sup dad
09:06 Cerulean Veyron: noot noot
09:06 Cerulean Veyron: NOOOOOOOOOOOOOOOOOOOOOOOT
09:06 Not Tomori: noot dad?
09:06 Cerulean Veyron: ey son
09:07 Not Tomori: whos there
09:07 Cerulean Veyron: idk
09:07 Not Tomori: idkwho
09:07 Cerulean Veyron: idk not tomori
09:08 Not Tomori: but im your son
09:09 Not Tomori: my own dad forgot me
09:09 Cerulean Veyron: youre not my son
09:09 Cerulean Veyron: ;)
09:09 Not Tomori: no
09:09 Not Tomori: im not tomori
09:09 Not Tomori: you forgot your sons name too
09:09 Cerulean Veyron: ok
09:09 Cerulean Veyron: no
09:09 Cerulean Veyron: youll never know my sons name
09:10 Not Tomori: is it not noot
09:10 Cerulean Veyron: o ya
09:10 Cerulean Veyron: noot
09:11 Not Tomori: do i get kudosu if i post this chat log
09:12 Cerulean Veyron: no
09:12 Cerulean Veyron: you get more quotes instead
09:12 Not Tomori: ok
09:12 Not Tomori: ;^)
09:12 Cerulean Veyron: (^;
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Cerulean Veyron wrote: 2h4b5c
/me is away: changing diffname Cool! to Cho Kyuhyun
Thanks for your time, but no fixes :/William K wrote: 154s5
Hi, from my queue :V I dunno I'll get this song *pfft*
[MrSergio's Insane]
- 00:09:617 (4,5) - How about CTRL+G-ing these two notes to make 00:09:777 (5) - emphasized better with a better flow? I feel like the most important note there is 00:09:936 (1) - and not 00:09:777 (5) - , hence the jump like that
- 00:20:787 (3,1,2,3) - Stacking 00:21:106 (1,2,3) - under 00:20:787 (3) - would be weird imo. Consider tidying this stack. I canàt really undesrtand "how" tho. A screen may help here
- 01:20:787 (4,5,6) - This seems to have a pretty big spacing after a triplet, how about making 01:20:787 (4,5,6) - closer to 01:20:628 (3) - to make it easier and emphasize 01:21:266 (7) - properly with a very high spacing? XD The spacing on (7) is like any other spacing I used before in the kiai, which is fine imo. As to the distance between the 2 triplets I find it fine too, due to overall emphasis on the kiai part and the previous patterns (it is also a circular flow, which is easier to follow)
- 00:17:436 (6) - I think the spacing here is a bit too high for a part that's calm. Try lowering the spacing here, it's higher than kiai part. Average spacing is around x1.80-x2.00 so using a jump with x2.80 is still good imo, otherwise I can't put emphasis properly. (A suggestion here may help once again)
Sorry I can't mod much xd. That's the problems I found. How about AR 9.2? XD The gap between Voli's Extra and Light Insane AR-wise is perfect for a AR9 Insane imo. It is also an Insane to begin with, I don't plan on altering my settings so easily unless strongly ed by playability issues.
THANKSSS!!!HighTec wrote: 4p5y13
ey look its ur dad map!
ill actualy mod diz in liek normal english becus ohterwize itwu d becom unredable i gues lol ya srure
hardest dad diff
00:07:462 (13,1) - tbh i don't get the stream jump at all, i hear nothing in the song making a sound strongly enough to enforce a jump yea. if you wanna keep the jump then i still wanna ask you if you wanna reduce the spacing a little, it catches me offguard all the time and i'd love to not sliderbreak on the slider :^> Yes, this is to sliderbreak pp femrmers.
00:15:840 (1,2) - i see that there is a SV increase in this part to emphasis the vocals, but then if you do that could you also noticeably change the spacing between them? that would make a lot more sense to me tbh. also yes i see no difference in the spacing between 00:15:521 (7,1) - and 00:15:840 (1,2) - Well, what do you exactly want me to change on this part? You just explained the thing yourself for me lol xddd
00:22:542 (4,6) - could you avoid this overlap or make it look better? right now the borders just overlapping is a pain to watch xd Ahh, that's probably intentional. I like overlapping especially on sliders' heads or similar to this. It didn't really hurt visiblity or structure tbh.
00:24:138 (1,4) - lOL perfect stack (1)tail and (4)head okthanks lol okay, fixed the tiny spacings as well kthnx
00:40:734 (5,6,7) - due to the hitsounds it would be like way cooler to have bigger jumps here, because emphasis baby \o/ ... okay
00:50:947 (1) - R I P buildup jumps in here, so much 1/2 beats skipped. consider changing this !! Isn't 3.4x spacing enough already? I didn't want to increase the spacing and go over ^4x because of the CS5.5, which would be a little tricky to aim though.
01:02:436 (7) - can you put a NC here? would make the reading easier as it indicates the start of the new pattern I've never added an NC or break two measures of each track of combo. I've also done similar to what you said alike 00:57:330 (7) - or 00:57:330 (7) - . So yeah.
01:06:904 (4,8) - not perfect stacked,,, TIRGRERD It's barely visible because it's quite far and AR9. So I'm considering this as an intended overlap.
01:15:202 (5) - NC here again for the pattern, indicates the start of the 1/4 beat snapping section \o/ See above \o/
remind me to mod voli's diff tomorrow but i needa get some sleep now Oookay
Revialink wrote: 1c222g
Hi!~ NM from my queue!~
Easy
- 00:13:925 (1) - make it similar 00:15:202 (2)
- 00:33:074 (3,3) - this sliders can looks better
- 00:36:904 (1,2) - ugly pattern
- 00:46:798 (3) - x:320 y:316 and Ctrl + G
Normal
- 00:27:968 (3,1) - overlap they
- 00:36:585 (6) - x:188 y:88
- 00:43:287 (4) - x:168 y:360
- 00:58:287 (4) - x:208 y:232
- 01:12:011 (2,3) - this pattern looks not beautiful
- 01:27:170 (2) - x:152 y:184
Hard
- 00:12:330 (4,5) - x:412 y:116
- 00:34:830 (3,5) - overlap they
Good Luck!~![]()
Thanks, Ravia! Fixed a few nazi spacings while responding to your mod xdRevialink wrote: 1c222g
Revialink wrote: 1c222g
Hi!~ NM from my queue!~
Easy
- 00:13:925 (1) - make it similar 00:15:202 (2) Well, for symmetry alright... ;/
- 00:33:074 (3,3) - this sliders can looks better I wouldn't want to ruin a bit of the patterning here, you could've noticed the symmetry here somehow. I think this should not be an aesthetically problem.
- 00:36:904 (1,2) - ugly pattern Uhmm, what makes it ugly though? ;-;
- 00:46:798 (3) - x:320 y:316 and Ctrl + G Hmm that Ctrl + G makes the spacing a little bigger, so I've just redone the slider's placement~
Normal
- 00:27:968 (3,1) - overlap they Uhmm, it is an intentional overlap... What do you actually mean here?
- 00:36:585 (6) - x:188 y:88 The placement here isn't pretty bad at all, as you could notice selecting this circle and check out the spacing over top right of the editor. This also counts on other mods below, because I didn't want to repeat my reasonings.
- 00:43:287 (4) - x:168 y:360
- 00:58:287 (4) - x:208 y:232
- 01:12:011 (2,3) - this pattern looks not beautiful How can I improve it then? I'm so desperate for explanations ;-;
- 01:27:170 (2) - x:152 y:184 Well that, yeah.
Hard
- 00:12:330 (4,5) - x:412 y:116 Probably the same thing as on the Normal diff, but the patterning would look pretty odd imo.
- 00:34:830 (3,5) - overlap they I already did.. ;/ I don't get you with this honestly.
Good Luck!~![]()
Eyy \8DD/C00L wrote: 1g1mv
\:D/
oops it's actually Revia ;AAAA; aarghRevialink wrote: 1c222g
RaviaCerulean Veyron wrote: 2h4b5c
Thanks, Ravia!
xddddd
Thanks! It helped a bunch! I copied the hitsounds to the GDs so I wouldn't want to try touching their objects and slightly ruin it xdddthzz wrote: 1q115h
hi~
from my Hitsound mod queue!
I came here just for checking hitsounding.
[Easy]
[Normal]
- 00:30:840 - soft-clap Applied
- 01:21:585 - soft-finish can be much more fit here! Well, the soft finish sound is a little inaudible. I increased volume but still inaudible though.
suggestions not about hitsounding
- 00:03:394 (1) - listening the song, you can put finish here. Applied
- 00:31:160 (4) - Additions : Soft, listen the song carefully~ There's already one on 00:31:479 (5) - , so I think overdoing it from drum clap to that is a bit powerless on this circle. Because yeah, there is a drum on the song here tbh.
- 00:31:479 (5,6) - Additions : Auto, listen the song Nearly the same as above.
- 01:21:585 (1) - soft-finish can be much more fit here! Same reason as previous diff.
- 01:26:851 - remove finish / add clap Applied
[Advanced]
- 01:24:617 (3,4,5,6,7) - considering the melody of the song, try this rhythm. so, basically Ctrl+G (4) (5) and (6)? ..Oh well, alright.
[Hard]
- 00:03:394 (1) - listening the song, you can put finish here. Applied
- 00:31:479 (7) - drum-clap? Applied, nice catch.
- 01:17:117 - add finish I don't think it's a good idea. Another finish on this downbeat would be too dense imo.
- 01:21:585 (1) - soft-finish can be much more fit here! Same thing.
- 01:26:851 - remove finish / add clap Applied
[Light Insane]
- 00:03:394 (1) - listening the song, you can put finish here. Applied
- 00:08:500 (8) - soft-clap on the head and tail. Applied only on head.
- 00:08:819 (1) - then, remove clap here.^
- 00:09:138 - soft-clap I think a whistle here should be enough for the sounding. The soft-clap wouldn't be needed here.
- 00:09:298 - remove clap ^
- 00:46:957 (10) - soft-clap Applied
- 01:17:117 - you can add finish here. Same thing as previous.
- 01:21:106 - remove clap and add finish? just my preference I probably only add finishes on cymbals and downbeats. But here, it doesn't really sound very suitable imo.
- 01:21:585 (1) - soft-finish can be much more fit here! Same.
- 01:26:851 (2) - remove finish / add clap Applied
[Cool!]
- 00:03:394 (1) - listening the song, you can put finish here. Applied
- 00:08:500 (11,12,13,14) - soft-clap sounds better here imo. listening the song, decrescendo hitsound isn't fit for the song. Hmm added a few whistles for the stream
- 01:21:585 (1) - soft-finish! a
- 01:26:851 - / 01:27:011 (2) - set drum-clap(finish), it will fit for the song much better I think. Applied
suggestions not about hitsounding
- 00:03:394 - listening the song, you can put finish here. Applied
- 00:08:500 (4,5) - add soft-clap on each head and tail? same reason as Light Insane Yeah, applied
- 00:38:819 - / 00:39:138 - you can put finish on these I hear no cymbals on this one. And besides, the sound would be too loud and overused finishes imo.
- 00:36:266 (9,10) - add soft-whistle Uhmm that'd sound pretty weird. I've used the soft whistle on this track following the percussion.
- 01:03:074 - missing clap Applied, nice catch!
- 01:13:606 (7) - set soft-clap sounds much better imo. strong sound rings there on the song. I believe the drum finishes gives more impact than the soft claps here. The music track nearly went high-pitched so somehow they'd really suit best imo.
- 01:21:585 (1) - soft-finish! a
- 01:26:771 (2,3,4) - set drum-clap(finish), it will fit for the song much better I think. Applied
okay, that's all. good hitsounding, so these are almost suggestions.
- 00:47:037 - add note, considering drum pattern of the song A little more challenging, sure!
gl~![]()
Hobbes2 wrote: 1k263b
[Voli's Extra]
00:07:781 (4,1) - If you used this spacing for 00:08:420 (4,1) - this stream would be more consistent Fixed
00:15:840 (1) - Wouldn't it fit to stack this on 00:15:042 (6) - as that's the more recent note? Wha its stacked on that already!
00:22:223 (3,4) - To me this pattern plays better if you ctrl+g these two notes Fine why not
00:49:989 (2) - you could move this so it's part of the stream in of structure (so like same spacing as 00:49:191 (1,2)) nah, its supposed to be symmetrical
01:10:255 (2,6) - Why not stack these two? They're being blanketed by the same objected Wha its stacked on that already!
hot cold
ty for killing my eyes btwHighTec wrote: 4p5y13
VOLI'S DAD
00:08:500 (1) - MAYBE YOU SHOULD HAVE A LITTLE STREAM JUMP HERE TOO, JUST FOR THE CONSISTENCY OF THE MAP YA DONE
00:13:606 (1,1) - AS YOU SEEM TO EMPHASISE THIS IN A SPECIAL WAY CONSIDER SPACING THIS OUT MORE, BECAUSE EMPHASIS IS COOL NAH, ITS FAR ENOUGH FOR A 3/4 JUMP
00:26:372 (1) - I THINK THE NC MAY BE REMOVED HERE, EVENTHOUGH THE EMPHASIS IS CLEAR IT DOESN'T MAKE THE MAP BETTER READABLE AND ALSO THERE AREN'T LIKE ANY SV CHANGES SO IMO IT LOOKS BETTER WHEN REMOVED NAH CUZ ITS MORE CONSISTENT LIKE THIS, 00:27:011 (1,2) - ETC.
00:36:585 (3) - TO KEEP THE NC CONSISTENT IN THE MAP NC THIS TOO! IT HAS A SV CHANGE AND SO LIKE ALL OTHER SLIDERS WITH SV CHANGE THIS MAY BE CHANGED TOO OK DAD
00:53:500 (1,3) - NAZI THING BUT THE STACK IS JUST A FEW PIXELS OFF OK DAD
01:22:862 (1,2,3,4) - IT WOULD BE COOL IF THIS WERE TO BE A BIGGER JUMP BECAUSE THAT'D MAKE A MORE FUN ENDING OF THE KIAI AND IMO THE DRUMS ARE P STRONG AS WELL NO DAD PLS NO SCREENJUMPS!
osu file format v14
[General]
AudioFilename: imcoolman.mp3
AudioLeadIn: 0
PreviewTime: 53181
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 8660
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.4
[Metadata]
Title:COOLEST
TitleUnicode:COOLEST
Artist:CustomiZ
ArtistUnicode:カスタマイZ
Creator:Cerulean Veyron
Version:Voli's Extra
Source:坂本ですが?
Tags:OP Opening TV SIZE jrock Haven't You Heard? I'm Sakamoto desu ga? Voli MrSergio
BeatmapID:1067532
BeatmapSetID:494716
[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8.3
ApproachRate:9.3
SliderMultiplier:1.8
SliderTickRate:1
[Events]
//Background and Video events
0,0,"sakamoto.jpg",0,0
//Break Periods
2,1360,2840
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
[TimingPoints]
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THankS katyuuuu cccc;Katyusha wrote: 73263l
Hey, from my Q, short and fast mod to help with some details
ADVANCED
00:13:766 - There should be a note here, also, there's a snare here and not only that, because of the intensity of the voice, a note would fit well. Yeah, I could literally hear that though. But I can tell that the background snares like these are pretty minor than vocals and percussion. I do like the idea, but I just want to give a few spaces for players to notice the emphasis in order not to overtake note density, and increase a tiny bit of SR.
00:15:840 - 1/2 slider here, makes sense because how intense is the voice you can use the tail for 00:16:000 - this beat instead of ignoring it. on and then the impact here 00:16:160 - is fine. Nearly the same reason as above but in my view of the slider tailing on that point, it's quite overdoing unlike the ones on Hard diff and above. They produce more intensity, but putting more intensity here might be probably be too much and breaks a bit consistency with the rest of the rhythm composition. So to keep a bit more space and equal for the difficulty spread, alike on the first two diffs.
00:23:819 - Wouldn't a 1/2 slider fit better here? Seeing what you're using as base for these 00:24:138 (1,2) - , it makes sense Here's where I started to mainstream some vocals. Almost the same reasoning as above.
00:34:830 - Seeing as you mapped this beat 00:34:191 - with a note, which is the same as 00:34:830 - , shouldn't be a note here? Well, here. Maybe yes, I could do that ;p
00:39:457 - Try to use the voice up with something like this? http://i.imgur.com/VMZYC3D.png . I mean, the current pattern is fine, but it feels kinda underwhelming especially when you do this 00:40:734 (5,6) - later on. Those cymbals you've mentioned sounds very much audible, it's hardly underrated. It totally deserves some clicks though so I probably made two 1/2 sliders in order to follow one of the intensive beats landed on track.
00:47:117 (1) - Don't stack, you keep the player in a constant semi circle movement with 00:44:564 (1,2,3,4,5,6,7) - , having a stop here feels kinda weird with all the movement build up to this note Alright, moved it somewhere on the left.
That's it for this diff, the rest is actually fine.
LIGHT INSANE
00:22:702 - Do not waste such intense voice in a simple slider, try Note Note 1/2 Slider jump to 00:23:819 (6) - , like http://i.imgur.com/19T6Jwj.png I would actually like to say, this track is (kinda) mostly followed on rhythm based by vocals. Like I said previously on the advanced diff, mainstreaming some vocals. I probably didn't like spamming too much 1/2 sliders/circles just for density and difficulty, it does follow great hits but it's unsuitable in my point of view.
00:27:968 (5) - Small flow change, rotate this more to 00:28:287 (6) - . http://i.imgur.com/bmax5r9.png Ahh that'd quite better imo!
00:36:747 - Note Same thing
00:50:947 - Don't you feel is a shame to NOT put jumps in the area where this slider are? tho I can imagine you did that in highest diff, is still feels underused. Ehh do you mean the spinner or the previous slider on this part? ._. If that it's for some consistency's spread and so on.
Not much to say, diff is already good
Good luck with the map!
(sorry if a timeline copypaste doesn't fit)
I, at least, applied a few things on Easy ofc, shouldn't be too bad though so here's your kds. THanKs for checking out Kitty ;DDDDKittyAdventure wrote: 6c4f70
Sorry for late, Meow~
Legend:[General]
Black: Not to Important
Red: Is Unrankable
Blue: If not change, I'm ask with other BN and QAT
[Easy]
- Clear! yey
[Advanced]
- 00:24:138 (1) - Remove NC Why tho? NCs are measured on every two tracks.
- 00:33:074 (3) - Maybe you can make a other slider art since it's look bad
Alright then, since many are mentioning this kinda awful xd so yeah, made a curve at least.
- 00:35:628 (3) - ^
- 00:36:904 (1,2) - How about if you're make it blanket? Doesn't look possible for one imo, and besides I probably don't like blanketing a lot.
- 00:53:500 (1) - Should be stopped at 00:53:979 -, since in white tick not have a sound & vocal sound end in red tick so it's not suitable
That's a good point, but I actually prefer keeping things easier on this diff. So putting more 3/4 reverse sliders may be too complex for the easiest diff around. So I think this shouldn't be necessarily implemented.
- 00:58:606 (1) - ^
- 01:03:713 (1) - ^
- 01:08:819 (1) - ^
- 01:19:032 (1) - Remove NC Same thing here.
- 01:26:691 (1) - Maybe you can make a other slider art since it's look bad
Uhmm redone the slider position... I guess(?)
[Hard]
- 00:08:181 (4) - I think this note it's not suitable with song, it's too hard for beginner player, and hitsound is really noisy It does suit when you could actually hear the drums streaming up on this track. I'm confident it shouldn't be too hard or too easy, It's a diff between Normal and Hard.
- 00:52:962 (1) - ^ (only too hard for beginner player)
- 01:02:596 (6,7,8) - I don't it's rankable or no, but i think it's not good too for beginner player As explained before~
- 01:08:181 (7) - ^
- 01:13:287 (8) - ^
- 01:13:925 (1,3) - I think it's look a bad stack
This isn't a stack though, an overlap. It's probably not that bad in many modders' viewpoint. So I presume this is legitimately fine.
[MY DAD IS THE COOLEST
- 00:27:330 (2,4) - I think it's look a bad stack
Uhmm, the overlap? I didn't get what you really mean here, counts the ones below too.
- 00:35:628 (7,9) - ^ (in tail slider 9)
- 00:38:181 (5,7) - ^ (in tail slider 7)
- 00:41:851 (9,1) - Blanket The same thing as before for blanketing, also the overlapping would be too awkward if I really did some blanket here tbh.
- 00:45:521 (5,6) - The flow is too near! Flow is "near"? I really don't get you ._. It's just a circulatory flowing here...
]
No KDS if my mod is not fixed all!
- 00:06:585 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3) - Hitsound really noisy! It's not really THAT noisy if you could hear the emphasis in-between drums and streams. So having the tendency to hear many tracks at the same time is needed for sure~
- 00:52:862 (3,4,5,6,7,8,9,10) - The flow is really ugly! Ehh... What makes it ugly? o_o
Good Luck~
2016-08-30 03:54 Voli: ACTION is editing [https://osu-ppy-sh.tvgratuite.org/b/1053339 CustomiZ - COOLEST [Cool!]]
2016-08-30 03:54 Voli: 01:20:707 (8,9,10,11,12,13,14,15,16,17,18,1) - this strem
2016-08-30 03:54 Voli: 01:21:106 (13) - it changes shape on the red tick thats kinda confusing, wouldnt you rather have it change density on the white tick like dis? https://voli.s-ul.eu/YVUGHT7m
2016-08-30 03:55 Voli: ya like 01:20:946 (11,12,13,14,15) - this is one measure of beats, and you changed the spacing in between
2016-08-30 03:56 Voli: i think it would b nicer if you changed it on the white tick instead of red 1 \o/
C00L wrote: 1g1mv
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
Cho Kyuhyun
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me rnDeRandom Otaku wrote: 166hj
Benis
Also did a quick fix for sergio as told to do ;p I hope I've done it right xd-NanoRIPE- wrote: 3n6ev
shit mod incoming yey
[Easy]
00:19:032 (1) - maybe straight slider here? because if you use curve slider it doesnt looks good for flow imo I don't feel that a straight slider would fit best here for structure. And besides, it's probably symmetrical to the next slider so that should describe the whole thing here.
01:02:436 (3) - make this slider cutier? like the next one :3 ~ Made a little curve by doing an opposite, I guess...
01:04:670 (2,4) - this overlap bug me a lot lol Doesn't look pretty noticeable due AR, and i'm sure they're a bit far away to collide these two notes. It's not very perceptible imo.
01:15:840 (4) - ctrl j? for good pattern imo Sure!
[Normal]
00:25:734 (5,2) - maybe try avoid this overlap That's literally intentional tbh~ Nearly the same reason as before.
00:27:968 (3,1) - it would be great if you stack the head of slider (3) with the tail of slider (1) Alright
00:31:479 (5,6) - tbh i'm not reccomended 2 circles stack with a slider,maybe delete these circles and add 1/2 slider instead? Uhh I don't think this is really a problem here. Three-circle stacked aren't bad on normal diffs at all. As long as it's playable even when newbie normal players could do that for sure.
00:34:351 (1,2,3,4,5) - ehmm i'm not sure with this pattern xd try this http://prntscr.com/cqfqt6 I can see that the placements here are kinda specialized on this part as what you're trying to suggest. But for the current one I have right now, it's for specializing aesthetics. You could clearly see that I've did some symmetry or some pattern that looks really like it xd
00:41:691 (4,5) - same as before (i think this kind of circles should be in hard/advance not in normal xd) Same reason here as well.
00:46:479 (5,6,7) - ^ and move down to (240,344) for better placement? That's WAAAAYY too down in my point of view. I know it keeps up flow, but the best thing for structure here is to make those stacks narrowed on grid for gameplay.
00:56:691 (2) - why not make a natural flow like this? http://prnt.sc/cqfrzf (i know,its not your style but the flow looks not good for normal imo) I'd like to try something really different and vary than usual though. Making variations often displays the diff more interesting than "natural" ;p
01:06:904 (2) - ^ http://prnt.sc/cqfscj I might try this though! Flow goes towards to the next note which is quite better imo.
01:12:011 (2) - ^ http://prnt.sc/cqft5g Except these, same thing as before... Thanks for the efforts anyway!
01:18:394 (5) - ^ http://prnt.sc/cqftly
[Advance]
nice ty
[Hard]
nice ty
[L Insane]
00:22:223 (3) - ctrl g? because i think at here not should be a jump xd But the density is quite strong on this track imo, like the vocals for example. It has greater distinct which should probably have a small jump like this.
00:43:447 (6,7,8,9,1) - this pattern looks too crowd imo The pattern is not very much clustered together if you'd focus on flow or structure. So the playability isn't really affected even if there are a few overlaps (which are intentional ;p). This way the only thing I could put in as a triangle when I mapped this lol xd
00:44:883 (2) - ctrl j? The flow and aesthetics look good, but I kinda didn't like the structural flow that's getting next to it when I tried that, it nearly breaks though. So this shouldn't be implemented.
ok thats it ~
GL~
!dom eht rof sknahtWishkey wrote: 705825
Yow, random mod really energic song! wwwwwwwwwwwww ayyyy
Easy
normal
- 00:45:840 (2) - maybe add those hitsound green lines here aswell since it fits for the buildup imo and you hitsounded these in your other diffs aswell Sure thing!
- 01:03:713 (1,2,3) - rotate by -5 and readjust the rest a few pixels to avoid that overlap thingy or something else (kinda still noticable in this diff with default skin, normal is fine with the increased ar) I moved them pretty much away rather than rotating, since it was still overlapping. But it's changed anyway.
- 01:15:840 (4,2) - stack? seems unintentional here It is intentional though, I never leave that out for distance spacing so yeah.
hard
- 00:08:819 (4) - NC pretty long combo here Ahh, my mistake.
- 01:24:138 (2) - 1/2 return here? really strong middle beat here and it fits nicely with 01:26:691 (1) - and 00:08:819 (4) - imo Alright, nice catch~
- could consider deleting the first and last break here since its so short in this diff that the warning arrows immediately show up, kinda more distracting then helping. Could NC that one note in the last break to create a follow line aswell if you decide to do it I don't really think that's necessary though, I didn't want to create a blank timeline or an emptiness over those since the HP drain is (kinda) high for a normal diff. But it suits pretty well imo. So there's no way this should be called an issue.
advanced
- 00:40:415 (4,5,6) - only thing that felt off compared to the similar ones in of flow transistion, maybe control+j 4 here so its an easier leadin to the body of 5 since its pretty linear now Okay, changed the structure here a bit more.
light insane
- 00:21:266 (7,8) - felt a bit off when those loud drums start 1/2 earlier, could maybe do something with that skipped beat aswell or make this a slider for that extended vocal thingy Inputting notes on many downbeats feel pretty much better than following various tracks but here, I probably dislike adding something more on this part. It might increase the note density unexpectedly which would take too much emphasis, so I should literally avoid that for sure.
Cool!
- 01:21:106 (8,9,10,11,1) - thats kinda evil to read man when you put a jump for the others playability wise, but it fits so solid diff! It's not that hard reading after the other slider streaming and the next one comes up with circles. It won't affect the playstyle tbh.
Cool diffs hehe, looks about ready gl with ranked!
- 00:05:787 (4,5) - control + g rhythm here maybe to make the previous sliders stand out more and you have that extended sound between 00:05:787 (4,5) - captured in a slider instead Quite a good one, but the build-up tracking wouldn't sound really interesting though. As well as the density, it would somehow create a bit of spike or a reduction if I redo this. I may keep this to avoid that of course.
- 00:30:362 (6,7,8,9,10) - only thing that felt kinda unnatural to play, dunno might be bc of the trips starting on whites, would maybe go for a similar rythm like extra/insane here, don't really think 00:30:920 (8) - deserves to be clickable here compared to what you skipped Yeah, did a five-notes stream here for consistency with my other diffs.
- 01:03:394 (13,14,1) - would rotate 1 a bit more clockwise here, its already the hardest jump in the diff so a bit easier sliderbody flow wouldn't hurt imo Didn't rotate because of the structural flowing but I probably changed a few small placements for this, so that counts too.
- 01:21:186 (4,1) - these still 0.3ds? I kinda like it the way it is but dunno if its intentional since its a bit inconsistent with 01:20:867 (10,1) - Didn't know what to do here, so... changed a bit I guess ;/
YouC00L wrote: 1g1mv
Right
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an unrankable issue has been found
[General]
- Your mp3 is 128kbps if you can try find a better one xdddddd wth more kbps more louder hoyl 128kbps mp3 actually suffices ;p
- your bg is at a resolution of 1024x768 try finding the same dad bg with a resolution of 1366x768 xddd if you wish It's the best one I have for sure. The 1366x768 is just a maximum resolution use for widescreen client. 1024x768 is also allowed as long as it's a standard reso.
[Easy Dad]
[Normal Dad]
- Check! t
[Advanced Dad]
- Check! y
[Hard Dad]
- Check! d
[Light Insane Dad]
- Check! a
[Me!]
- Check! d
- 00:34:670 (2,3) - the spacing here is kinda questionable imo with such high vocal intensity comparing these jumps to 00:35:308 (5,6) - is kinda weird since they are both the same jumping wise but one has stronger sounds to them aa Ahh, if you can see. It's a copy-paste pattern also to 00:34:989 (4,5) - but a bit rotated ofc. It's kinda hard to describe, but actually it's something that makes the structure play more enthralling.
- 01:08:420 (12) - why is the stream direction change allocated at this not, personally id put it here 01:08:500 (13) - since thats where the stronger sound occurs, also i would increase spacing and nc it xddd Well, I wouldn't want to add more overdone new combos. But increasing the spacing... yeah I wanna buff up my extra diff for more pp /runs
[Final Words]
This was hard to mod hloy, so polished jezzzzzz
Good Luck CV ;DDDD *cough* appologies for short modd aaaaa
Drakylon wrote: 1d3s3p
For M4M... though I feel a bit bad about not having many comments. This is already so polished
Also sadly I can't play the Insanes, so any comments I might have on those difficulties wouldn't be very useful.
---
In general: Greys can lead to a lot of visibility issues especially considering the background image, leading to a fair bit of artificial difficulty. Furthermore, the color of the circles and sliders when they fade out is almost identical to the grey you use (especially their approach circles). Consider using a brighter color, or at least avoid stacking light greys while another one is fading out.
[Easy]
All good!
[Normal]
All good... if I don't go full Nazi mode on those sharp sliders which I'll try not to.
00:24:777 (3) - would probably look better if it were smooth considering all the other sliders in the combo are straight or smooth. Kinda agree for the consistency tho, will redo it a curve.
01:00:362 (4) - same here, to match the (3) Starting from here, I'd like to keep these kind of aesthetics for differential positions in every track, in order to look better in gameplay ofc. Same goes to the other two.
01:10:754 (4) - same here, to match the (3)
01:16:957 (2) - same here, to match the (1) and (4)
[Advanced]
01:02:596 (6,7,8) - no reason these three sliders can't just be circles/short streams For circles, I think it's quite a lot of overclicking circles on a diff that's supposed to be non-repetitive and less dense than hard. And for short streams, It's kinda worse than 1/2 circles and would increase note density much more. I guess finding something better than this rhythm composition is quite not necessary unless so.
01:08:181 (7) - this particular hold slider seems to be too long for the overall rhythm of the map and lasts significantly longer than the sliders around it; feels a bit bad to play. Maybe split it into two? Reduced the reverses on the slider instead~
[Hard]
difficulty sliders imply normal more than hard (and are too similar to advanced) - consider slightly increasing hp drain rate, circle size and/or overall difficulty.
That kinda ruins the balance of the difficulty setting around this diff though. Even a slight change would make it look "too" hard.
00:30:202 (5) - honestly hard to read; approach circle is overshadowed by the bright orange ball circle from the slider, on top of light grey circle being overlapped by the light grey of the slider fading out. I know it's supposed to be hard, but bad visibility should not be a way to increase difficulty. Alright, changed the patterning.
01:00:202 (7) - similar issue here; light grey approach circles are hard to see on this background (imo) and the fade color is almost identical to the light grey you use, so it's not too easy to actually realize there's another note fading in while the (5) is fading out. Well, this one's a little more different than above, I've done much like a stacking here so I'm guessing it's quite acceptable as long as the approach circles is a little slow and distinguishable.
Logic Agent wrote: 5c1m5o
hi m4m stuff.
[General]
[Easy]
- you could probably find a higher quality mp3 if you wanted to dig a bit I can literally say, the current mp3 is the best one I found. If you meant by the mp3 quality, what actually makes it downgraded? Is it too noisy and disorient? Is there something wrong in the sound effect? At least some part of the audio that sounds weird? I wouldn't mind changing it if all these questions got it's rightful answers. So right now, changing it would be unnecessary.
- dreamy bg though :heart_eyes: ty
[Hard]
- 00:54:457 (2,3) - maybe bring all of this up a bit to be more in line/ curve better with 00:53:500 (1) ? Moved it up instead.
- the hitsounds on the tails of these 00:57:330 (3) , 01:02:436 (3) , 01:07:542 (3) aren't consistent even though the music is doing the same thing. idk if this was done on purpose or not. (also going further into the mod I see this is repeated, so I'm assuming it was done on purpose)
- 01:25:415 (2,3) - seems weird to soften the hitsounds here when this is another really strong drum part Pretty less audible than the last drumline landing on 01:25:255 -. I'll just add a drum clap here in order to perceive the audio.
[Light Insane]
- 00:40:734 (5) - nc? i'm prety sure it was like this in the other diffs too where you didn't nc here, but to me it seems like it kinda needs it. Especially because there's alot of finish hitsounds, making it seem more important than the last section yet it's still in the same combo. Of course! Even if a single track of the song has some intensive crashes on downbeat, or at least because of the finishes. It wouldn't be very prominent even when a new combo is implemented there. It actually doesn't make a slight change of the combo but some hp drain rate or what-so. So I may keep it for some time.
- 00:47:117 (1) - maybe move this somewhere around the tail of 00:46:479 (8) ? mmm Around the slider's tail... The placement wouldn't look very fine to me though. And besides, the spacing would be a little bigger when placed there imo, I wouldn't want to increase it more.
- 00:50:308 (5,6) - why not continue the pattern here? i'd keep the curve going and maybe still ctrl + g the 6 I would probably want an indication of the incoming spinner, so continuing the pattern going higher and higher seems pretty far up for a notice.
- 00:54:138 (3,4,5) - maybe unstack 00:54:138 (3,4) this and put 00:54:617 (5) on the tail of 4, because to me keeping the cursor still for the last 2 notes makes the movement into 00:54:777 (6) feel stronger Literally, that would be a little awkward delay imo. I've stacked (3) and (4) because the vocals were (kinda) down-pitched until (5). So there should be little more... "space" or "movements", if you know what I mean.
- 01:27:170 (4) - maybe flip this upside down? Ehh why flipping this? The flow obviously looked a bit too sharp.
[Cool!]
- 00:23:819 (6) - move this higher up? there's a gap in the rhythm and the difference in spacing isn't too noticeable, might be misread and it's an easy fix. Placed it a little high up.... I guess
- 00:57:330 (7) - pull this to the left some? i think the space between 5 and 6 and then the space between 5 and 7 doesn't look nice visually, and it'd just up the emphasis even more I did it on purpose though, the 2.25x distance spacing isn't that bad for this kind of diff at all. It shouldn't always be done "visually". As the vocal sounds very much like a build-up or something that sounds very high, spacing these notes a little bigger can emphasize a lot better imo.
I looked at all the diffs for a while and honestly what I posted was the most I could nitpick from this set. All of it looks clean, sorry if the mod isn't very helpful
- 00:21:266 (1,2,1) - i feel like the spacing here doesn't make much sense, and the stack is going to be easily misread imo But it isn't really that hard if you're able to scrutinize both notes and approaches during gameplay. Since the drumline sounded itself a high dense, the notes should be that too. Especially when it comes to downbeats.
- 00:33:234 (5,6,7) - i don't think the wide angle here plays very well, maybe move 7 down to create a more back and forth motion? I only moved in some grids because the spacing looks pretty important here based on the song density. At least this counts~
dark_assassin16 wrote: 632j
#Bodding Inc
[Easy]
00:47:755 + 00:49:032 - Maybe you could add something like this: https://osu-ppy-sh.tvgratuite.org/ss/6384949 (It just seems unusual to put a break right there.) I explaining it on some previous mod about not mappng this part, kinda unwilling to link it so I'll repeat it here. This will also count on other diffs so yeah. I wouldn't want to map this part because of some note density reasons like it'd increase too much, creates some spike, or something that would look pretty bewildered, or anything that's similar. Especially on harder diffs where there maybe some jumps or what-so. I probably dislike that, so implementing a break time on this whole track and consist to all diffs would be the best option for some kind of preparation to the chorus. Thanks for the efforts anyway!
[Normal]
00:47:755 - 00:49:351 - Maybe add something like this: https://osu-ppy-sh.tvgratuite.org/ss/6385014 (This part has vocals and some strong beats so I think it should be playable.)
[Advanced]
00:47:117 - Basically same as the last two diffs.
00:50:787 - Add a circle here for that vocal maybe? I think a tiny bit of space would suffice for players to be aware of the spinner time, much suitable for a diff that's between normal and hard, so yeah.
[Hard]
00:11:053 (7) - Maybe NC? It's just a thing for me when I see a circle on a green timing point and NC'ing it. Uhmm, you haven't notice that on the other previous diffs that I'm doing the same thing for consistency? xd Well, I probably didn't add the new combo here for technical reasons ofc. Like each track has a new combo or two, maybe music change, or something similar. Ehh it's self explanatory ;p
00:47:117 - This part again, I know.
[Light Insane]
00:08:181 (7,8,9,10,11,12,13,14) - I don't think Light Insane diffs don't usually have streams like these. This is on page 9 so I'm assuming that it's okay, but maybe try this: https://osu-ppy-sh.tvgratuite.org/ss/6385198 For me, I personally didn't like to create slider kicks or those kind of jumpy objects. It might spike up the density though, or it might be played too hard. So streams like these would look best for playability. And as long as it's less-spaced and distinguishable, there's no need to implement that in perspective.
00:47:117 - This again.
00:53:181 (4,5,6,7) - I sure this is fine, but I;m thinking replace this with a repeating slider. 01:08:500 (4,5,6,7) This one is fine though, maybe because I think small streams in kiai is okay. Ehh, you've probably explained it xd Yeah, small streams like these can be suitable though. Likely the same reason as before.
01:13:287 (9,10,11,12,13,14,15,16) - I think you should replace these with 1/4 sliders like earlier.
[Cool!]
00:11:372 (1) - Maybe stack this? Uhmm alright~
00:36:904 (1) - ^ Here, I did a little manual stacking, just for visibility ;p
00:47:117 - Yeah.
01:26:771 (2) - Remove this circle, and make the last 3 circles jumpy for an emphasis on the end. For sure, there's a pretty audible drumline that sounds really much observed based on the streaming. So Removing this circle may redo it to an undermapped rhythm composition.
Yeah, good luck trying to fix something from this mod. (This is from m4m btw.)
Get this ranked soon :^) b
https://voli.s-ul.eu/uoQZHBu7 updatez (fixed an ugly pattern and some hs)dark_assassin16 wrote: 632j
[Voli's Extra]
00:28:766 (1,2,3,4,5,6) - It just seems weird with all of these stacked. Try separating the circles. wha but i dont see anything wrong with it, its just a regular 1/4 stack?
Thanks, rizia! Small, but nice mod! ;3/Rizia wrote: 3d2f6d
[General]
no video? its a anime opening tv size Not all anime tv size beatmaps should have a video imo ;p and besides, there's a good chance that many players would just click the "DL with no video" especially when it comes to these tv size maps. So I probably dislike overloading the beatmap size for nothing ;c
[Cool!]
[Light Insane]
- 00:40:734 (5,6,7,8,9,10) - aim kinda stuck, suggest have a bigger spacing on each jump 00:40:734 (5,6) - 00:41:053 (7,8) - 00:41:372 (9,10) - Increased the spacing a little bit between them so it won't visually look pretty big. But yeah, changed a bit.
- 00:42:011 (1) - unsnapped owps, nice catch!!
- 00:43:606 (7,8) - im not recommend place this kind of pattern on light insane Didn't know what pattern should I put here, so I stacked instead xD I'll try to redo something here lol
- 00:57:968 (9) - according to the flow on 00:57:330 (7,8) - , 00:57:968 (9) - should be start at around x262 y141 The slider tail is the follow-up of this "flow" you're trying to suggest here. I probably didn't want to reduce into a shorter distance spacing while the track is going intense overtime until the streaming. So the emphasis wouldn't be unstable.
Though you modded this not really long ago, Give me some time to decide giving you kudosu whether or not ;p well uhmm just poke me again if you seriously want one xdddVenix wrote: 5k553x
Hello!
Re-check
![]()
[General]
- I think you can spice up overall look of this map by adding this video to this spread. And one more thing, you can reduce drain time to the same on all diffs (probably by making slider with the same length at the end of song) to make this mapset more consistency. Hmm.. For your efforts, I'm really gonna give the video you've ed a try on this beatmap! If the video would, somehow, go out of hand, don't worry. I'll make an alternative DL link on the map's description to not waste your work C; But about the drain time between Easy difficulty and the rest of the set, I'm still finding a way to fix it. Although the slider at the end of all difficulties are pretty much consistent, but the drain time isn't. So I'll probably reconsider this later after anything.
[Easy]
- 00:01:160 (1,1,1) - I know, it's not very important, but you can make spacing the same between these circles to gain more logical consistency at all. And one more issue right here, I think hitsounds can't fit music well due with volume. 75% (almost unhearable right now) can be too quiet, I prefer increase volume to ~95%. I know "95%" sounds too loud in mod, but it's not. Your mp3 overall volume is very high. The same applies part of song which ends 00:11:372 - here (excluding 00:08:819 (1) - this slider, because your finish hitsound is louder than others). If you do this, please apply volume changes to other diffs. Hmm Will try to adjust the volume on every difficulty just a little higher, but not over 95%. Just somewhere around 80% so it would, for sure, not being really loud of course.
- 00:13:925 (1) - I think head of this slider needs stronger hitsound to fit the strong vocal right here very well. I prefer add something like other custom whistle to improve positive reception and quality of hitsounding. The same applies to other strong vocals like 00:15:840 - this. I don't really use hitsounds for vocals even when they stressed the downbeat pretty intense. So the hitsounding nearly follows ALL song tracks other than the vocals, like drumlines, background music, w/e any instrument that I could possibly give it more attention to the sounds, and maybe audible.
- 00:46:798 (3) - I think you should press CTRL+G right here, because it will continue flow made by 00:45:840 (2) - this slider well. It's my personal opinion, but I think it will look better. Overall in my opinion this shortcut will make flow more "beginner-friendly" right here. Well, previous modders mentioned that too iirc, so I'll probably apply this anyway.
AND NO BLANKETS OKAY- 01:19:032 (1) - This slider should have other shape than 01:17:755 (2) - this slider, because music is different right here. You can replace it to more fancy shape like on similar rhythm on this diff (for example - 01:13:925 (1) - ). I think this is good solution of this problem, but make it as you prefer. Ehh, I'll change the patterning instead, the rhythm should be kept for the note density to be a little low and easy.
[Normal]
- You should decrease CS value from 3,5 > 3 to improve spread between Easy (CS2,5) and Advanced (CS3,5). By doing it you can make perfect linear spread between first 3 diffs, I think it's good option, but it's your choice. But still, difficulty spread is also important. With decreasing the CS of this difficulty, it might almost reduce the star rating way too much. Which would create a small star-rating jump overall to the Advanced difficulty. So I do really think this wouldn't be the best idea. It's not bad balancing the difficulty setting, but I prioritize majority of spread more than that, so... yeah.
- 00:04:989 (1,2) - This 1/2 stack can be hard to read for player, who playing normal, because 188BPM is quite big and i think unstack these notes can be best you can to improve reading of this diff. And one more reason why you should do this - music on (2) is more emphasized (1) and I think it has a big role in stacking things, suddenly this is reason why you shouldn't 00:09:777 (3,4) - these notes - music right here is emphasized very similar. But to me, the song's density is pretty much stressing the beat twice, including the beat that landed on the red tick as well. So if the beats drastically landed twice, a stack (which should have two circles together) would fit best for the rhythm and note density on these parts. Like, really. There's no problem with the readability over these, players aren't that bad looking at circles when playing a fast song for sure ;ppp
- 00:54:777 (3,4) - For more logical consistency I prefer map these two notes for vocal, not only (4). Like (3) slider can be replaced by short, 1/2 slider. In my opinion it will improve hear-to-click reading, because if you do this vocal mapping will be more uniform right here. But still - decision is yours. Well, at least to me, I kinda dislike following and mainstreaming too much of vocals. Making a variety of rhythm compositions are usually greater than following one track of the music, unless so. And I guess the current rhythm I have now suffices without a problem.
- Overall I think this Normal was done very well, I haven't nothing bad to say about patterning, flows etc. Good job here! ty
[Hard]
- 00:24:457 (3) - This slider can be improved in aesthetics. Like rotating it by 26° I think. In my opinion composition like this will looks very fine, because 00:24:457 (3) - this slider will be placed in 00:24:777 (4) - this slider inside, it will create something like slider shape blanket, and in my opinion this option will improve overall aesthetics in one easy step right here. I was probably planning on doing some square shapes or just something that would look aesthetically nice in the audience's view. But I've only rotated slider (3) for the structure to flow a bit smoother, and yeah... didn't want to make a blanket on this part somehow.
- 01:20:308 (5,6,7) - In my personal opinion these sliders should have other shape than 01:19:670 (3,4) - these shapes, because sliders right here fitting other type of rhythm. Moreover you can increase SV to ~1.1+ here, because it will fit music very well I think. To even better emphasize of these sliders you can place New combo 01:20:308 (1) - here. Whoa, slider velocity change on this one? Really? No way I'd do that for the intensity of the song even if it's a Hard difficulty, and the difficulty itself shouldn't be "too hard". So uhmm, no need to amplify the sliders too much over the emphasis between the song track and here ._.''
Okay!! That's all!
~Good Luck!
F D Flourite wrote: 3v245s
Hi, mod from queue.
I will mod two GDs tomorrow, it is midnight now.Done.
[General]
[Easy]
- I saw someone had posted the metadata source in this thread, but it is not an official one. I post the official metadata here in case that some more modders need it: http://www.kingrecords.co.jp/cs/g/gKICM-1671/ or http://www.tbs.co.jp/anime/sakamoto/cd/. And CustomiZ's official site: http://customi-z.com/
Thanks for linking the metadata sources here! I had a bit of hard time finding metadatas especially when it comes to Japanese sources. Will probably be in good use for sure~- It is really weird that you leave the video file here while not using it at all. What's worse, the video is a Korean one, obviously not quite an original one (should be in Japanese I suppose). Please delete the video file, or find a video in Japanese. Sorry that I cannot help you on this because I'm bad at it. Oh, I was trying it out and doesn't seem to go along with the song despite the video offset is correct. But hey, I'll probably remove it out for sure. Gonna feel sorry for the one who sent me this file... Thanks for pointing it out!
- Briefly explain who is it on the background picture. Because he had better have connections with this anime or the song~ (Or just someone who is cool?) The person on the background picture is, for sure, Kyuhyun. With the modernized depiction and sketched up suit, that would probably have some sufficient connection to the SONG. As how it represents the "coolest"tic atmosphere of the gameplay while listening up to the music, it should at least be pertinent as a background along with the song.
Even someone before told me the eyeglasses of this person on the background represent the anime just by a little, but a lot more with the song. Which looks pretty objective, and worthwhile since osu! is a rhythm game where players also enjoy their favorite musics. So as in, the anime series that has this song as an opening is probably tagged too in case there are more sources for players to search for this beatmap.
At this point, I do sure want to make a little change other than becoming a pp weeb tv size mapper, it's pretty ridiculous and most likely repetitive though. For that, there should be common sense too, it's just not because "someone who is cool" enough to input as background. As long as it displays relevancy to the song title, music, and so on. If you still need further detailed explanation about it, just say the word~
[Normal]
- OD+1. Not really seeing OD1 maps today. Since the song is quite fast and the elements are a little tricky despite snap divisor, I guess keeping it a little low would make the easiest difficulty a little more comfortable to play as OD1 for every single beginner. And yeah, beginners aren't that good at playing difficulties with harder settings though.
- 00:10:734 (3) - Remove finish. This sound is not that emphasized in the song. The cymbal sounds actually more like a whistle. But feel free to just use a clap here. If the cymbal sounds like a whistle to you, you would at least know the snares are probably together landing on this beat section too. Which would amplify the track with great density on audio, so adding a finish on this note would sound more audible at average volume set.
- 00:21:585 (1) - This slider has to be changed because it is quite confusing. The reverse point only snap to a quite soft vocal, whereas a slidertick has a strong beat onside. As a result, it can easily be disregarded by new players that the reverse is on a strong beat. A solution is to make this slider a 2/1 beat one, ending at 00:22:223 - , without any reverse. Oh, alright~ Did also changed the patterning on this track due changed distance spacings and note snaps.
- 00:23:819 - Then you can add a note here, otherwise only two 2/1 beat sliders in this section will make the rhythm density unbalanced. Just gonna add a circle here for the vocal-line beats to not make things a little more complicated in rhythm composition. So yeah, keeping it really simple.
- 00:36:904 (1) - finish at slidertail is too loud for me. Remove it? Too loud "for you"? I thought a 50% volume set can be seriously enough rather than lowering it down or removing it for the hit objects to be audible at it's best. And in any other case, following the cymbals on the song track. So removing it would make this landing downbeat a little empty, and may not be a good idea in my honest opinion.
- 00:46:798 (3) - Move it to (306,228) to make the visual distance more balanced. More likely of a smooth blanket~ But probably moved it nearby for aesthetics pretty much.
- 01:13:925 (1) - Make it like this to make flow slightly better? As for the structure, I'd probably want to make some double-angled pattern which curves on the right as a pattern that would illustrate a marked shape. Or for short, a patterning that aesthetically looks steadily at playability and structure. The one you suggested is also not bad at all honestly, flows really okay but almost similar to the current one.
[Advanced]
- 00:13:925 (1,2,3) - Rotate this pattern to make the flow on 00:14:564 (3,4) - more fluently. Rotating this one would be a little too much over structure, you know. As I've been planning for this a little thorough, I really wanted a little bit of the sharp body slightly covering slider (3)'s tail. Barely noticeable, but it's used quite great for visual consistency. Maybe a blanket for short, maybe similar.
- 00:23:819 (6) - I recommend you move this upward to avoid overlapping the accuracy bar at the bottom of screen. Well, if that's just for the editor... I'd probably say yes for this one. For visibility to be a little more clear while looking up to circles.
- 00:43:606 - Miss a beat here. Split this slider 00:43:287 (4) - or make slidertick hitsound. Ehh... Isn't the slider tick hitsound here already had it? I've checked it up and it's already there... So, I don't know what you really mean here.
- 00:46:479 (5,6,7) - Move it downward to make flow on 00:45:840 (4,5) - more lenient. But for me, I probably dislike some kind of placement with a patterning similar to this, that would move pretty much low on grid. Even trying to make a coequal flowing straightly alike 00:45:202 (3,4) -, the structure feels too linear. So I've moved the notes a little bit above to create a small curve in particular. It wouldn't make a difference, as I thought of changing it in my point of view.
[Hard]
- OD+0.5. Advanced refers to an easy Hard generally. So it should have a difficulty setting like a Hard instead of a Normal. If it's for the difficulty setting consistencies, then I won't stop you for that. Readjusted~
- 00:07:542 (3) - Slidertick hitsound is no more recommended in difficulties harder than Normal. Split the slider into an 1/1 one and a circle? Sure thing, didn't notice this slider also made a little rhythm inconsistency over all other notes.
- 00:21:106 - beat here is much heavier than the one at 00:21:425 (8) - . So I would suggest you set a circle here and leave 00:21:425 - blank. Or set a circle here and make 00:21:266 (7,8) - a slider. I would prefer the current rhythm as an impact for the next track, which gives more intensity until the cymbal. Making the last red tick until that would sound really blunt while there is a good and audible drumline landing there. So just not to increase note density way too high with a ton of 1/2 continuous notes, the consistency on this verse would be far much balanced to be honest.
- 00:28:766 (6,1) - Flow seems not really good. 00:29:245 (1) - Make this slider less curve? Alright, redid this slider less curved and made it more smoother. Most likely for aesthetics.
- 00:33:234 (4,1) - Parallel? Not too sure about it, but a parallel with these two sliders? I don't know if that's pretty distinguishable during gameplay, or even hardly noticeable. So this might be kept literally.
- 00:33:234 (4,5) - Not a fan of this. The slider path is covered hugely, even tho it could be predicted. Move 00:33:713 (5) - rightward to solve this problem? I don't really think the overlap on this section is that "hugely covered" due almost quad-half of slider (5)'s body is clearly visible in position. As long as slider (4) flows back to (5)'s head and a player's cursor hovers to it, there wouldn't be a doubt making a follow-up on the structure. I do really think this should be obvious, likely.
- 00:52:862 (1) - Move it farther from the following slider to indicate that there is a 1/2 break instead of a 1/4 one. Well, as a streaming repeatable slider just before the next slider, that might not be the best thing to do in my point of view. And besides, moving it more further might also increase the distance spacing which I needed it highly balanced with the rest of the chorus notes. I guess the placement of this might be best for a keep.
- 01:08:181 (7) - 01:13:287 (8) - 01:02:596 (6,7,8) - Could you make any differences between 1-reverse sliders and 3-reverse sliders? I can distinguish them but, I don't think people at a lower playing level could easily distinguish them. Try to make something different to avoid misreading on such patterns. Just as you've said before! This, Advanced, is an easy Hard difficulty. And I've probably done those reversed short sliders to show them higher impact the harder the players' ing through the difficulties. So, if the more mainstream on the drumline (or other instruments if there's some) streams, that would literally give a lot more intensity, especially when it's at the chorus which makes the note density up and high emphasizing the song track.
[Light Insane]
- OD+0.5 Alrighty~
- 00:06:106 (6,1) - Not a good flow from my aspect. 00:05:947 (5,6) - You may move these circles upward to solve this problem I would have known this. I don't really think it's that necessary for this structural flowing to be "too smooth" if the circles are displaying linear flaws to you. By looking at the flow in-between (4,5) and (6,1), you may see it being very straight through... more of the same as parallel or whatever something that's called an "okay flow".
- 00:23:181 (5,6) - not really worth such a big jump. The pitch is raising here but not by too much, and beats here are not emphasized either. Okay, reduced the distance spacing from 2.1x to 1.7x. Not likely as 00:22:223 (3,4) - though.
- 00:28:447 - 00:27:170 - break is not consistent. Add a note at 00:27:170 - or remove the beat at 00:28:447 - ? Adding the circle instead. I hope note density isn't too high around here, because of the number over these notes.
- 00:34:191 (8,1) - Need a jump I get you there... Stacked the circle for short, redid the distance spacing and placements.
- 01:02:436 (7,8,9) - Two jumps for special vocal emphasis? For example, move 01:02:755 (8) - to (410,47)? I think this section has enough high intensity and spacing aside from 01:01:160 (1,2,3,4,5,6) -. You can also notice the pattern consistency over other similar rhythms around the chorus, which have the same emphasis and, of course, distance spacing in-between notes. With that, it shouldn't become too hard to be suitable as a Hard difficulty.
- 01:03:553 (11,12,1) - not enough emphasis on distance, but I cannot find a good solution if you want to keep the triplet I do really wanted to keep this triplet for sure, because in each harder difficulty has this kind of rhythm implemented on this part that follows greatly to the drumline. So just not to break the consistency with that, I'd really like to keep it.
[Cool!]
- OD+0.5, HP+0.5 Changed only OD, because HP might be a little too harsh with the draining rate.
- 00:16:160 (9) - Move it to (215,117) for a more reasonable space of jump Sure thing.
- 00:23:340 - Don't want to ignore the vocal rise here. 00:23:181 (5) - Split this slider? Or make a similar rhythm as in Hard? Made the rhythm more similar to Hard, with some small changes of course.
- 00:44:245 (9) - Make the curve upward for better looking and better flow But when going towards the next slider with this, It'd look pretty much a sharp-turning structure which makes it almost uncomfortable to hover at with the cursor. I probably plan to keep the curves in a single direction for some wavy patterning and aesthetics to keep up that flow you're talking about.
- 00:42:649 (3,4) - you seem to love using such kinda flow, like 00:57:010 (5,6,7) - 00:14:564 (3,4) - . But they play quite awkward imo. I know that you may not want a ctrl+G for one slider, but that's my opinion. Seems like new to you, by the looks of it. I'd really like using these as a structure of the look-alike vertex angles in case there aren't any other placements I could place into other than behind it to output the suitable distance spacing for one of those parts. So this is probably the best option I had to do with flows. Thanks for your opinion by the way!
Overall fine. But flow could be improved. Besides, the stream jump in last diff is too cruel and I'm not sure about it. You have to collect enough evidence of its playability or I won't move this map further. And, ask for 3~5 mods that mainly focus on flow issues. When you finish these things, ask me for recheck.
- AR should be no higher than 9.5. AR9.7 is quite unnecessary under such bpm and pattern, which will cause redundant difficulty for reading 1/4 slider jumps. Well, seems to be appearing a little slow by appearance. But I'll turn this one back then~
- 00:08:660 (5) - Move it rightward to (286,105) to keep visual distance consistent. You should know that in 1/4 slider jumps DS doesn't present the real distance, as it shows the distance starting from slidertail, which is often ignored when playing. +
- 00:09:218 (3) - You should unstack it. Under default skin, there will be score picture coming out when 00:08:660 (5) - is clicked correctly. But such a score picture is highly distracting when the music comes to 00:09:218 (3,4) - here. In this case this stack could be easily misread. I'm pretty sure I kinda done that a lot further on the difficulty. But since the default skin of the game is probably improved with a little equivalent transparency, the hit300s or those lightnings won't be that much of a distraction during the gameplay. Overall, it might be a personal issue if players are a bit ironic being distracted too easily just because of the lightnings and the skin. So by that fact, it's literally natural. So I would be keeping this.
- 00:13:606 (9,1) - 1/4 jump shares the same distance as 00:13:287 (8,9) - 1/2 jump, which is bad for reading. Change pattern on 00:13:606 (9,1) - to make distance smaller please. +
- 00:18:713 (9) - Make it shape like this to indicate a 1/4 jump. Okay, redid the slider position.
- 00:21:186 (11) - Highly suggest you remove it. First of all, there are two pretty strong drums on 00:21:106 - 00:21:266 - . So adding a 1/4 note into them is not a good idea because it cannot be heard. (and even cannot be imagined to hear lol) Secondly, the distance is unreasonably high. The heavy beat is on 00:21:266 - , so it makes no sense to jump at 00:21:186 - . +
- 00:49:989 (5,6,7) - Unpredictable 1/4 jump. It is a pity that you don't like using NC for some special pattern. Imo there are 2 solutions for this pattern. First, move it to a place which is above slider 00:49:989 (5) - so that the triplet can be easily read. Another one is to set NC on 00:50:308 (7) - to make the pattern more readable. But this solution will break your consistency of NC. So I recommend the first one: move 00:50:229 (6,7) - to (47,112) and adjust the following distances. +
- 00:53:181 (6) - Ctrl+G, 00:53:340 (7) - Ctrl+G. Your current design makes the jump on 00:53:021 (5,6) - too difficult, and it is even worsen by AR9.7. Okay, I also reduced a bit of the distance spacing in case the back-and-forth structure won't break a little.
- 01:03:394 (7,8) - Not an acceptable jump distance for me. Slider jumps should not be abused like this even they can be larger than circle ones. I mean, I've did a 5x 1/4 jump on the drop of the chorus which gets this similar 1/4 jump probably lower than that. So why the word "abuse" when it's being used for the impact on the song track, the intensity, and the note density? It should also create a vary of emphasis along with the cymbals landing on the white long tick. Which makes this jump a good use.
- 01:05:149 (2,3) - Same as mentioned in Light Insane. Bad flow. Ctrl+G on 01:05:468 (3) - and adjust distance. Pretty much the same thing too here.
- 01:08:181 (3,4,5,6,7,8,9,10) - I need someone's replay to make sure that this pattern is playable enough. I cannot play this anyway. + In addition, the stream patterning here is changed a whole.
- 01:20:548 (6,7,8,9,10,1,2,3,4,1,2,3,4,1) - ^ +
- 01:15:202 (5,6) - Bad flow as both sliders are going upward. 01:15:521 (6) - change the slider pattern of this slider? Well, I don't know anything else to say but I feel that it's a bit satisfying to keep it. So I'll be showing you this to describe my full case on this section.
I don't intend to find players that are way high up on rankings that would be able to play my Cool! difficulty "smoothly". I've only asked some average players (most likely in #modhelp because they're mappers too) that can naturally play the difficulty more equally to their level so they could testplay more fairly and take a look through.F D Flourite wrote: 3v245s
EDIT: Pay attention that the "stream jumps" which I mentioned are something like 00:00:521 (1,2,3,4,5,6,7,8,1) - 01:08:181 (3,4,5,6,7,8,9,10) - , etc in Cool!. In my opinion these patterns are really forced, especially under such a small circle size. However patterns other than these in this difficulty are quite general. So the difficulty spike here can also be a serious issue. I don't regard it acceptable but I respect players' opinions with higher playing skills.
@Cerulean Veyron
Pay attention that you are not going to ask for someone in pretty high ranking because this map is not only for them. The overall pattern in this difficulty is not that difficult. So do not regard this map as a 6.5*+ or even 7*+ map to ask for testplay.
thx for the mod!F D Flourite wrote: 3v245s
Hi, mod from queue.
[Voli's Extra]
- 00:10:175 - 00:10:335 - Why not try to map this stream? the drum in music is so loud, and leave it unmapped can make the music a bit distracting in Extra. I mapped it like this before and reworked it because the drums in the intro are on (imo) weird beats and I don't want the map to start out with a chain stream instantly, so I decided to map the strongest sounds here.
- 01:05:787 (5,6,7) - move 6 to (188,260) because these three beats have a lower pitch and intense, so try to have a smaller distance to express it. I prefer spacing this beat further than the rest because of the strong clap sound
- 01:07:702 (2,3) - move them slightly apart because they are kinda close now. dont really wanna kill this pattern
- 01:11:053 (6) - move it to stack on 01:10:574 (4) - sliderhead to smallen the distance a bit? you may want to decrease Stack Leniency a little bit to make them look better tho. fixed
- 01:16:160 (4) - move it to (296,188) to have a overall nice visual distance. Same as 01:16:479 (1) - . sure
- Some 3/4+1/4 jumps might be tricky in their large space but kinda fine for me. If there are other opinions welcome.
Thanks for the recheck and a star icon, Flourite! Heck, it's been sooooo loooonnnng ;uuu;F D Flourite wrote: 3v245s
recheck, no kd ofc
MrSergio please reply to Venix's mod properly. Nothing to say from my side tho.
[Cool!]
[Light Insane]
- The combo in your map is too long from my aspect. I believe NC for every music section is proper while you are doing NC for every 2 music sections. You should consider my suggestion cautiously. Most players today are not expecting really long combos are they? They do pretty much, I've seen some on many Extras too in common iirc. But maybe I should try, since the HP is kinda... culminating. So that must've been it. Will do after applying this mod.
- 00:03:394 (1,2) - unpolished blanket lol blankets are just... ;AAAAAAAA;
- 00:05:787 (4) - the variation of prev and next distance seems a bit weird. Besides it also overlaps 00:04:989 (1,2) - , which makes this slider a little bit unpolished. Which, at least, is also distinguishable, for most of it when something comes to overlaps. Doesn't really do a bad thing for everyone surely. And either that, the distance spacing should probably be over 2x for the song's density that goes really intense overtime. But from here, I wouldn't want to increase the spacing any bigger, or even ruin the bi-angle pattern, that would affect too much that takes over on emphasis.
- 00:12:808 (6) - too far. Even farther than the 1/4 distance 00:13:606 (9,1) - . find another place please. I've also did that kind of jump on the third similar section on this whole verse on 00:18:234 (7) -. So there's some bit of consistency in my view. As well as the intensity goes along with the vocals, it'd make a good sensation over that so.
- 00:19:989 (5,8) - untidy overlap. it is not a big deal but still worth a fix Ehh, with me getting a closer look on this... These two circles doesn't really "overlap", or even touch a pinch of their borders, only the approach circle as far as I know. Even with the default skin though. So I guess you're right, not a big deal~
- 00:21:266 (11,12) - why no hitsound for the heavy drum in bgm? oh shoot, good catch xD
- 00:21:425 (12) - move it upward. 00:21:425 (12,1) - jump on this should not be too smaller than 00:21:266 (11,12) - . mm The drumline is pretty clear to hear it loudly, but alright! Hopefully didn't place it too close or too far.
- 00:33:553 (7) - move it to 124,248 or somewhere near? flow on 00:33:234 (5,6,7,8) - will be better Yeah, I probably moved it above but closer so it wouldn't awkwardly overlap with the slider head on 00:34:351 (1) -.
- 00:34:670 (2,3) - probably enlarge distance a bit? the vocal pitch and emotion here reach a high point. Alright.
- 00:35:628 (7) - no hitsound? Haven't added a single hitsound on this one since then, even if it really represent a downbeat. Maybe that shouldn't be as necessary as others in my opinion.
- 00:50:628 (9,10) - in higher difficulties, you are not forced to stick to a regular distance. In most conditions, you only have to make sure that the distance is in a reasonable range. So in this place, you may slightly adjust the distance to avoid overlap between 00:49:670 (4,10) - , same as 00:49:351 (1,8) - . The visual concept on higher difficulties isn't only for distance spacing, and genuinely used it for both note density and audibility... well for me, most of it. Didn't really want to make a lot of jumpy stuff being thrown too much, and players will go "o shiot more pp thnx cv" during gameplay, so I'd probably keep it that way for some time... Giving it a chance. And for the two overlaps, I don't really see the meaning of it but being barely noticeable due to the approach rate 9.5 setting. So it shouldn't be 100% obvious on play mode, unless seen on editor mode of course.
- 01:10:894 (4,5,6) - probably the distance should not be so large? this part is a transition one, so the emotion here shouldn't be so emphasized like you've done now. 2.0x distance is enough. Probably did a few distance bigger than 2.0x due the downbeat on 01:11:372 (1) - should probably have a suitable jump, but yeah... still applied this.
- 01:11:691 (2,3) - 01:12:330 (5,6) - deliberately anti-flow? seems that you've mostly followed flow before in such patterns. Yep, pretty much. A sharp turn like these would also help a few bit of the density to avoid spiking bigger than the rest through the whole difficulty. So that should probably be a bit of self-explanatory.
[Advanced]
- same NC suggestion as in Cool! llo
- 00:20:628 (6,7) - swap rhythm. lyric "light" in vocal is emphasized on 00:20:947 - Sure then.
- 01:08:819 (1,2) - no blanket? looks a bit ugly tho I don't usually do blankets just for some aesthetically-made patterns or whatso. Just as long as it suffices the structure, blanketing shouldn't be a thing for this one.
- 00:52:862 (1) - still, move it too 20,136 if you insist on no farther distance. Avoiding overlap may slightly help the problem of reading. Oh, this again? You should've said about the overlap previously. But as I explained about this before, it will still stands here.
Venix wrote: 5k553x
MrSergio's Insane]
[notice]Okay!! That's all!
- 00:07:542 (1) - You should emphasise this stronger rytm. I prefer do it by placing clap right here. I can find more problems with hitsounding, like on 00:07:862 (5,1,5) - these circles of the same stream. I think placing claps in designated areas is good idea, because it will make hitsounding more proffesional.
yeah... alright... but in the end I didn't get where I should be placing these claps nor why the current hitsounding is not good .-.
What do you mean by "designated"?- 01:11:213 (6,1) - This stack brakes rythm logic right here. Music is very diffrent right here and I think stacking it is not good idea right here. I prefer unstack it and find good place for 01:11:372 (1) - this slider, or maybe move 01:11:213 (6) - this circle to up a bit to gain logical spacing based on rythm? Decision is yours!
Well... alright, but how does it break rhythm exactly? I have a similar pattern for 01:05:308 (3,4) - , which is a similar rhythm too.- I can't find any big issues on this diff, good job!
Nice!
~Good Luck!
I have asked the creator about this question and here's his previous answer.Cerulean Veyron wrote: 2h4b5c
F D Flourite wrote: 3v245s
Hi, mod from queue.
- Briefly explain who is it on the background picture. Because he had better have connections with this anime or the song~ (Or just someone who is cool?)
The person on the background picture is, for sure, Kyuhyun. With the modernized depiction and sketched up suit, that would probably have some sufficient connection to the SONG. As how it represents the "coolest"tic atmosphere of the gameplay while listening up to the music, it should at least be pertinent as a background along with the song.
Even someone before told me the eyeglasses of this person on the background represent the anime just by a little, but a lot more with the song. Which looks pretty objective, and worthwhile since osu! is a rhythm game where players also enjoy their favorite musics. So as in, the anime series that has this song as an opening is probably tagged too in case there are more sources for players to search for this beatmap.
At this point, I do sure want to make a little change other than becoming a pp weeb tv size mapper, it's pretty ridiculous and most likely repetitive though. For that, there should be common sense too, it's just not because "someone who is cool" enough to input as background. As long as it displays relevancy to the song title, music, and so on. If you still need further detailed explanation about it, just say the word~