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

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Topic Starter
This beatmap was submitted using in-game submission on Saturday, February 27, 2016 at 11:53:03 PM

Artist: Suzaku
Title: Anisakis -somatic mutation type''Forza''-
Source: beatmania IIDX
Tags: djyoshitaka yoshitaka RLC SMIC SuperMICrophone Nishimura 西村 宜隆 HARD RENAISSANCE REFLEC BEAT 15 DJ TROOPERS SuperMIC xlni
BPM: 185
Filesize: 4371kb
Play Time: 02:15
Difficulties Available:
  1. Beginner (1.61 stars, 140 notes)
  2. Black Another (4.61 stars, 485 notes)
  3. Hyper (2.85 stars, 298 notes)
  4. RLC's Another (3.82 stars, 332 notes)
  5. SMIC's Normal (2.2 stars, 198 notes)
  6. Ultra (5.26 stars, 692 notes)
: Scores/Beatmap Listing
---------------
Thanks Louis Cyphre for the resized BG
Fixed Title
ADDED NEW DIFF (AGAIN)
irc mod + offset fix
19:53 kriers: 01:50:185 (4) - made no sense to me at all :0
19:54 kriers: like, I hear which rythm you're trying to make, but it's not in the song from what I can hear xD
19:54 ouranhshc: well, there is a rhythm going behind the piano
19:55 kriers: but it's so subtle that it came unexpected
19:55 kriers: like
19:55 kriers: if I play
19:55 kriers: I'm using loud hitsounds
19:55 kriers: which kinda makes hearing that
19:55 kriers: not so easy
19:55 ouranhshc: ikr
19:55 kriers: you should lower the hitsounds by a lot
19:55 kriers: maybe
20:00 kriers: offset 408
20:01 ouranhshc: okay
20:01 kriers: poor lolcubes too tired
20:06 ouranhshc: do you want kudosu
20:06 kriers: maybe after I've suggested
20:06 kriers: on 01:50:191 (4) -
20:06 kriers: this slider is totally
20:06 kriers: ignoring the piano
20:06 kriers: so if you remove the return
20:07 kriers: and add a note on the red tick
20:07 kriers: it will sound much better
20:07 ouranhshc: me no map to piano though D:
20:07 ouranhshc: but okay
20:07 ouranhshc: then what about this then: 01:52:786 (4) -
20:09 kriers: omg that one is worse imo xD
20:09 ouranhshc: :<
20:09 kriers: remove return
20:09 kriers: note on white tick
20:11 ouranhshc: can i do this: http://osu-ppy-sh.tvgratuite.org/ss/523372
20:16 kriers: sorry I'm talking on mumble with cubes
20:16 kriers: @_@ can't multitask
20:16 ouranhshc: oh okay
20:17 kriers: ye it works
20:17 kriers: sorry about delay
20:25 ouranhshc: thx :D
20:31 kriers: I'll post an irc xD
stream D:
http://puu.sh/1AJIh reduced difficulty a little hehe
v2

00:10:786 (1) - you are baka
ethox tries modding part. 2!

Insane
  1. 00:10:786 (1) - A return slider and a spinner? Funky. Not sure if I agree with it, maybe reduce the time between them as minimalistic as possible, like 1/4th note and get the hate once you try to rank this.
  2. 01:04:624 (3) - Mute the end of this?
  3. 01:49:380 (1,2,3,4,5) - I love this
Nice cyclones :)

Hyper
  1. 01:20:083 - Break stays empty? It'd be a shame if it did.
  2. 01:46:786 (1,2,3,4,1,2,3,4,5) - You went for 2 triangles + 2 notes. I'd go with something like below with 3 triangles.
Somewhat of an easier hyper, but I don't find it problematic.


gowwwienother:

  1. 00:54:879 (1) - Nice touch, +1 like
  2. 01:36:392 (1,2) - I did not expect it and the song doesn't really tip off on it at all (this's probably because of the previous type forza maps I've played). I guess it's okay since it is not behind a stack or anything.
  3. 01:41:501 (5,1) - I find this combo pattern confusing... Why does it change right where it does right now? Couldn't it start 2 notes ahead?
It's a challenge! I like it.
Actually I want to mod once the normal diff is done, but. . .

here we go

General 6t6a34

lack of proper hitnormal usage

Another GD is the only diff that has kiai

[

Hyper 2v6v4l

I'm a bit upset. This should be a bit catchy but it isn't.

  1. 00:01:705 (1,2,3,4) - I prefer that the flow goes to note 4 first instead of 2.
  2. 00:13:380 (1) - Make a bit curvy to the left so 00:13:380 (1,2,3) - will looks a bit symmetrical.
  3. 00:24:083 (2) - Rather than making not-delicious back and forth, putting it at 00:24:732 (4) - is way better.
  4. no hitsound?

Another GD 486t37

  1. 00:38:987 (3,4) - Plays badly. Try this, triangle is sexy. http://puu.sh/6fIVb.jpg
  2. 01:20:825 (1,2,3,4,5,6,7,8) - Consider to give some duration between notes
  3. 01:33:311 (2,3) - spacing 4.0x omg are you mad try this : http://puu.sh/6fJbu.jpg
  4. 01:37:041 (4) - http://puu.sh/6fJea.png This bugs me a lot. Is this intended?
  5. 01:38:825 (4) - ctrl+g looks better.
  6. 01:47:095 (3) - This makes me misread it as 1/4. Even if you say the intention is slider manipulation the flow is quite terrible and : http://puu.sh/6fJm0.jpg
  7. 01:59:095 (1,2,3,4) - What is this
  8. 02:02:582 (2) - (224,220)?
  9. 02:06:879 (1,2) - Less jiggy is better http://puu.sh/6fJwu.jpg
  10. 02:07:528 (1,2,3,4) - No no no no. You should try something else.
  11. no hitsound?

Another 662y45

  1. 00:33:813 (5,6,7,8) - Looks pretty not satisfying but well to fix it it's up to you.

that most of the mod are suggestions. Keep in mind that I appreciate the reply, in case of rejection.

Good Luck!
My attempt at modding
SPOILER
16:34 Porsche: gowws another i dont like a lot of his 1/4 slider flow
16:36 ouranhshc: now give some examples
16:37 Porsche: 01:59:095 (1) -
16:38 Porsche: this whole combo
16:38 Porsche: actually mostly 3
16:38 Porsche: 3 should be on the right side of 4
16:38 Porsche: cause 2 is leaning right
16:39 Porsche: this is mostly why i dont like a lot of charles maps cause he always puts 1/4 sliders facing random inside directions that flow into nothing
16:41 ouranhshc: oh ok
16:41 Porsche: yeah its only that slider too
16:41 Porsche: the other ones in the kiai before it are fine
16:41 Porsche: 01:25:690 (7) -
16:41 Porsche: hate this pattern
16:41 Porsche: but it works cause
16:41 Porsche: spinner after
16:44 Porsche: 00:38:987 (3) -
16:44 Porsche: why is this going down
16:44 Porsche: instead of up
16:44 Porsche: same goww diff
16:45 Porsche: yours is almost perfect
16:45 Porsche: i just dislike doubles
16:46 ouranhshc: good thing i didn't show you exusia
16:46 Porsche: 00:25:705 (3) -
16:46 Porsche: these doubles
Another (5.18 stars, 678 notes) Quick Mod
00:29:110 (2) - No NC

00:37:705 (1,2,3,4) - Should be slower together because it should follow the pattern like 00:36:083 (1,2,3,4) did. Basically, make the stream closer like 00:36:083 (1,2,3,4).
Topic Starter

Boobs wrote: 5f3nd

Another (5.18 stars, 678 notes) Quick Mod
00:29:110 (2) - No NC okay

00:37:705 (1,2,3,4) - Should be slower together because it should follow the pattern like 00:36:083 (1,2,3,4) did. Basically, make the stream closer like 00:36:083 (1,2,3,4).no thank you
Hello~!

General 6t6a34


  1. To avoid any problems, I suggest you change the source to just "REFLEC BEAT" because Konami sent a C&D removing all links to recent ranked beatmania IIDX maps, but in case that's not true, fix the title to "beatmania IIDX 15 DJ TROOPERS" so capitalize "DJ Troopers".
  2. Your tags do need a bit of fixing, so i'll give you some tags to work with in the brackets; [Yoshitaka Nishimura 西村 宜隆 HARD RENAISSANCE]
  3. You can also put the artist as "朱雀" since "Suzaku" is the romanized artist.
  4. There is no preview point, set one up plz.

Beginner 82hl


  1. 00:32:191 (2) - Move this to x:188|y:32.
  2. 00:32:840 (3) - Move this to x:20|y:76.
  3. 01:57:164 (1) - Move this down to x:448|y:148.
  4. 02:10:786 (1) - Maybe end this spinner at 02:15:651 (x)?
The other difficulties are fine to me, meh not my best mod but good luck~!
Topic Starter

Crimmi wrote: 2l5gv

Hello~!

General 6t6a34


  1. To avoid any problems, I suggest you change the source to just "REFLEC BEAT" because Konami sent a C&D removing all links to recent ranked beatmania IIDX maps, but in case that's not true, fix the title to "beatmania IIDX 15 DJ TROOPERS" so capitalize "DJ Troopers".
  2. Your tags do need a bit of fixing, so i'll give you some tags to work with in the brackets; [Yoshitaka Nishimura 西村 宜隆 HARD RENAISSANCE]
  3. You can also put the artist as "朱雀" since "Suzaku" is the romanized artist.
  4. There is no preview point, set one up plz.
done

Beginner 82hl


  1. 00:32:191 (2) - Move this to x:188|y:32.
  2. 00:32:840 (3) - Move this to x:20|y:76.
  3. 01:57:164 (1) - Move this down to x:448|y:148.
  4. 02:10:786 (1) - Maybe end this spinner at 02:15:651 (x)?
The other difficulties are fine to me, meh not my best mod but good luck~!
Fixed all
Topic Starter
BUMP
IRC Mod

TWO DEE ECKS
2015-09-22 22:57 ouranhshc: hi~ by chance, do you mod maps?
2015-09-22 22:58 PortalLife: i havent modded a map in a really long time
2015-09-22 22:58 PortalLife: I wonder why youre asking me
2015-09-22 22:58 PortalLife: Whats the song?
2015-09-22 22:58 ouranhshc: ACTION is listening to [http://osu-ppy-sh.tvgratuite.org/b/200645 Suzaku - Anisakis -somatic mutation type ''Forza''-]
2015-09-22 22:58 PortalLife: TWO DEE ECKS
2015-09-22 22:58 ouranhshc: LOL
2015-09-22 22:58 PortalLife: >Reflec beat source
2015-09-22 22:59 PortalLife: First Music Game Appearance: beatmania IIDX 15 DJ TROOPERS
2015-09-22 22:59 PortalLife: tsk tsk tsk
2015-09-22 23:01 ouranhshc: its because of the beatmania thing
2015-09-22 23:01 ouranhshc: a few months ago
2015-09-22 23:01 PortalLife: I figured
2015-09-22 23:02 PortalLife: okay so i decided to look through the anothert
2015-09-22 23:03 PortalLife: 01:24:732 (1,2,3,4) - this does not look fun, think you should use repeats here
2015-09-22 23:04 ouranhshc: okay
2015-09-22 23:05 PortalLife: 01:58:462 (1,2,1,2,1,2) the NC'ing here is pretty weird and compared the way youve used 1/4 silders in this map, the patterning here feels a bit uninspired
2015-09-22 23:05 PortalLife: given thats a high point in the song you could do more with that
2015-09-22 23:06 ouranhshc: okay
2015-09-22 23:08 PortalLife: 00:53:759 (1) The 1/4 silder feels pretty out of place
2015-09-22 23:09 PortalLife: 00:54:245 (1) So does this repeat silder, I dont understand the NC here mid stream
2015-09-22 23:10 PortalLife: 02:08:840 (1,2,3,4) Compared to the last 1/3 section in this map, you used a combo of silders and circles but you use all silders here. A silder to start to smooth the transition from the 1/4 streams is fair enough, but only using silders for this feels inconsistent
2015-09-22 23:11 PortalLife: I think from a purely mapping perspective thats my thoughts,
2015-09-22 23:12 ouranhshc: :D
2015-09-22 23:12 ouranhshc: 2011 mapping for the win
2015-09-22 23:13 ouranhshc: sooo, is there a chance you could post the chat log so i can give you kudosu
2015-09-22 23:13 PortalLife: Sure i'll go do that
2015-09-22 23:13 ouranhshc: \:D/
Topic Starter

PortalLife wrote: 5b2f6p

IRC Mod

TWO DEE ECKS
2015-09-22 22:57 ouranhshc: hi~ by chance, do you mod maps?
2015-09-22 22:58 PortalLife: i havent modded a map in a really long time
2015-09-22 22:58 PortalLife: I wonder why youre asking me
2015-09-22 22:58 PortalLife: Whats the song?
2015-09-22 22:58 ouranhshc: ACTION is listening to [http://osu-ppy-sh.tvgratuite.org/b/200645 Suzaku - Anisakis -somatic mutation type ''Forza''-]
2015-09-22 22:58 PortalLife: TWO DEE ECKS
2015-09-22 22:58 ouranhshc: LOL
2015-09-22 22:58 PortalLife: >Reflec beat source
2015-09-22 22:59 PortalLife: First Music Game Appearance: beatmania IIDX 15 DJ TROOPERS
2015-09-22 22:59 PortalLife: tsk tsk tsk
2015-09-22 23:01 ouranhshc: its because of the beatmania thing
2015-09-22 23:01 ouranhshc: a few months ago
2015-09-22 23:01 PortalLife: I figured
2015-09-22 23:02 PortalLife: okay so i decided to look through the anothert
2015-09-22 23:03 PortalLife: 01:24:732 (1,2,3,4) - this does not look fun, think you should use repeats here
2015-09-22 23:04 ouranhshc: okay
2015-09-22 23:05 PortalLife: 01:58:462 (1,2,1,2,1,2) the NC'ing here is pretty weird and compared the way youve used 1/4 silders in this map, the patterning here feels a bit uninspired
2015-09-22 23:05 PortalLife: given thats a high point in the song you could do more with that
2015-09-22 23:06 ouranhshc: okay
2015-09-22 23:08 PortalLife: 00:53:759 (1) The 1/4 silder feels pretty out of place
2015-09-22 23:09 PortalLife: 00:54:245 (1) So does this repeat silder, I dont understand the NC here mid stream
2015-09-22 23:10 PortalLife: 02:08:840 (1,2,3,4) Compared to the last 1/3 section in this map, you used a combo of silders and circles but you use all silders here. A silder to start to smooth the transition from the 1/4 streams is fair enough, but only using silders for this feels inconsistent
2015-09-22 23:11 PortalLife: I think from a purely mapping perspective thats my thoughts,
2015-09-22 23:12 ouranhshc: :D
2015-09-22 23:12 ouranhshc: 2011 mapping for the win
2015-09-22 23:13 ouranhshc: sooo, is there a chance you could post the chat log so i can give you kudosu
2015-09-22 23:13 PortalLife: Sure i'll go do that
2015-09-22 23:13 ouranhshc: \:D/
in the process of updating it now
Beginner
  1. 00:05:597 (1,1) - Link maybe blanket these for aesthetics? o:
  2. 00:27:326 (2) - 92|232
  3. 00:42:570 (2,3) - fix small overlap, maybe move (2) to 188|208
  4. 01:48:083 (3,1) - looks a bit messy with the overlap, maybe loosen (1) for a stack on (3)'s tail?
SMIC's Standard
  1. 00:17:921 (5,3) - slider edges are offscreen; move them a bit up
Another
  1. 00:19:867 (1,2) - slider (1) feels unnatural as a 3/4, it plays fine though
  2. 00:54:732 (4) - perhaps change to 01:33:651 (4,1) - this rhythm instead for emphasis before the break?
  3. 01:58:462 (1,2,1,2,1,2,1,2) - maybe space these a bit more, they're on the 1/2 but the heads are spaced the same as the stream
From my queue t/369420/start=0

Beginner
Tip Section
01:21:489 (2,3,5,6) - Doubles like these are pretty hard for extremely low rank players, try to make them fit in differently
01:29:921 (2,3,1) - I think these three should look more like this for the flow:


Standard
Tip Section
I think the SV is quite high for a normal/standard difficulty, specially with that bpm, go ahead and try 1.20 C:
Try working on constant spacing and flowing in this one!

Hyper
Tip Section
00:18:570 (1,2,3) - these are pretty annoying when you see them like a stream, try this instead:

That's all for this one, pretty amazing job!

Hyper
Tip Section
Oh my, this is prefect in my opinion!
I really want to see someone HR this x3

Sorry for it being pretty short, it's just some maps are near perfect ^_^
Good Luck! :D
Hello, from my modding queue. Sorry for the wait! Caught a cold and forgot about osu! for a while woops
Interesting song; I like the piano bits :)
Difficulties looked at: Beginner, SMIC's Standard, RLC's Hyper, Another
  • - bolded difficulties are the ones that I modded
Beginner

- Just curious, but why is the slider tick rate set to 2? You don't really have any custom hitsounds, far as I can tell. I think you should have it set to 1, but it's your call
00:09:489 (1,2,1) - Maybe you can make 00:09:489 (1) blanket the slider-start of 00:10:137 (2), and have 00:10:137 (2) blanket 00:10:786 (1)?
SPOILER
I moved 00:10:137 (2) - to (x248, y96) and 00:10:786 (1) to (x154, y129) for reference
00:14:029 (1) - I'm always getting grilled for doing this myself, but according to many other modders, there probably isn't enough recovery time between the spinner end at 00:13:380 (1) and this note
00:24:732 - Maybe include a circle here? The missed beat here feels a little weird in my opinion
02:00:407 (1) - Similar situation to 00:14:029(1), where the recovery time between the spinner end at 01:59:759 and this note is too low (according to other people)
02:01:380 - Missed a pretty emphasized here. I think you should put in a circle here
02:05:597 - ^
02:06:894 - ^

SMIC's Standard

- Similar to Beginner, I'm just curious as to why the slider tick rate is set to 2. I think it should be set to 1, but it's still your call
00:22:786 - I think you missed a pretty emphasized beat here. Maybe try something like this?
SPOILER
For reference, the (5) is at 00:22:462
00:43:218 - ^
01:38:029 - ^
01:40:299 (3) - I think you should have two separate 1/2 sliders here instead of a repeat 3/2 slider. I think it'd be a better idea to emphasize the beats (white ticks) rather than the offbeat (red tick), but your call
02:03:975 - Similar to 00:22:786, 00:43:218 and 01:38:029
02:10:786 - Maybe you can end the song with a spinner similarly to Beginner?

RLC's Hyper

00:38:678 (3) - I feel like this repeat slider is ending a little too early; maybe have it end on 00:39:245 (blue tick right before the next downbeat)?
00:49:056 (3) - ^
01:34:299 - I feel like you missed a pretty emphasized beat here; maybe put in a circle?
01:34:948 - ^
01:35:597 - ^
01:44:678 - ^; just a thought, but if you do decide to go with this idea, maybe have this fourth circle stack on top of the 01:44:191 (1)?
01:45:326 - ^
01:45:975 - ^
01:46:624 - ^
01:49:380 - I don't think you need a break time here; it feels unnecessary. But it fits I suppose, so you can leave it there if you want
01:58:624 (2) - I think this should be moved to 01:58:786 to better emphasize the piano
- Maybe end the song with a spinner like Beginner?

Another

- Just the slider tick rate here; it still feels like it should be set to 1 instead of 2
- Other than that, you might want to get some more people to take a look at this one
--
Well, that's all I can find. Hope this helps ;)
Topic Starter
SORRY FOR THE DELAY
Still slowly fixing stuffs
Seiga Kaku_old_1
go go rank
Topic Starter

Seiga Kaku wrote: 4a31d

go go rank
:D working on it.


In of the mods: All mods have been looked over an applied where appropriate. Map is now up to date
[Overall]

- I suggest to use current background in 1366 x 768 resolution: Link

[Another]
I your mapping style from old times and it didn't change ;D
I have only some suggestions:

00:30:245 (1,2,3,4,1,2,3,4,1) - I believe this stars can be improved till perfection if you use Ctrl+Shift+D option for creating various polygons
00:51:002 (1) - the last circle marked as a new combo corrupts the stream design. Better to fix it
00:51:651 (1,2,3,4) - set hole pattern to x:484 ; x:232
01:11:110 (3) - 01:12:408 (3) - 01:13:705 (3) - etc i suggest to set 2-3 grids away from slider in such way:

[RLC's Hyper]

Really nice. I don't like the slider near the end at 01:57:164 (1) - it can be easily improved. Here is a code of my perfect vesrion:
164,328,117164,6,0,B|208:372|304:376|348:304|348:192|255:192|164:192|164:80|208:8|304:12|348:56,1,560,4|0,0:0|2:0,0:0:0:0:
Also: 02:10:624 - add a spinner?

[SMIC's Standard]
02:10:462 (1) - add a note and then start spinner

[Beginner]

I honestly do not consider this as a beginner. And would be better if you increase AR by 1 point
:)
hi #modreqs

[General]
  1. This map spread, Standard Hyper between big 2.20 ----> 3.82 . try SMIC's Standard more harder (2.3~2.5 SD). or you can ask QAT better.
  2. Artist is '朱雀' Romanised Artist is 'Suzaku' this not fix now? other modder was modded this.
  3. add tag 'beatmania IIDX 15 DJ TROOPERS' It's already fine.
  4. Remove Countdown?
[Normal]
  1. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo.
  2. 00:22:786 (2) - add finish slider end here. cymbals part.
  3. 00:30:245 (3) - ^
  4. 00:32:191 (2,3) - ^ but, slider head.
  5. 00:52:299 (1) - ^ but, slider end.
  6. 00:48:407 (3) - spacing high this. should be 0.8x around.
  7. 00:53:597 (3) - Perfect stack please, move (x:256 y:168)
  8. 01:04:299 (2) - move (x:256 y:242). (1) middle seems more good.
  9. 01:18:245 (1,2,1,2) - add finish slider end.
  10. 01:24:732 (3) - It's short slider and double reverse is confuse beginner imo. Please try circle→circle→1/1 slider.
  11. 02:02:353 (3) - spacing high this. should be 0.8x around.
  12. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  13. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  14. 01:50:678 - this bit calm part, nothing hitsound. try add some whistle or finish?
  15. 02:00:407 (1) - Unrankable issue here.
    I recommend to map the spinners. If you want you can also shorten them and start the new lines properly but make sure to leave ~1 measure between the spinner ending and the next note.
  16. 02:08:840 (3) - same reason two reverse.
  17. 02:10:380 - ^ 02:10:389 - snap to 02:10:380
  18. 02:10:543 - ^ 02:10:552 - snap to 02:10:543
[SMIC's Standard]

  • Nice long slider. I like it!
  1. This diff high SV. I recommend AR+1. also, Normal diff AR4. need differentiation imo.
  2. 00:26:353 (1,2,3) - try use same slider. seems more good. you can copy and paste. and use Ctrl+H and Ctrl+J and Ctrl+G.
  3. 00:36:732 (1) - make curve? so, this reverse allow really outside. try avoid this!
  4. 00:44:516 (1) - like this slider seems easy diff, try this
  5. 01:25:705 (3) - It's should be 1/3 sound. you try this.
  6. 01:38:191 (2) - add note here. Gereral wrote, i think this diff bit more harder better. for spread.
  7. 02:02:840 - add note. ^ same reason.
  8. 02:04:786 - add note. ^
  9. 02:10:137 - add note (x:288 y:216) ?
  10. 02:15:651 - spinner end this time better. your diff only 02:15:326 - . bit early :D
  11. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  12. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  13. 02:10:380 - ^ 02:10:389 - snap to 02:10:380
  14. 02:10:543 - ^ 02:10:552 - snap to 02:10:543
[RLC's Hyper]
  1. 01:37:867 (2) - add whistle slider head.
[Another]
  1. Normal diff finish suggest, Similarly add please.
  2. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo.
  3. 00:24:732 (5,7) - forget whistle here. piano high sound part and this part already put 00:27:326 - .
  4. 00:54:894 - not reverse slider, add circle here? comfortable play imo.
  5. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  6. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  7. 02:10:380 - ^ 02:10:389 - snap to 02:10:380
  8. 02:10:543 - ^ 02:10:552 - snap to 02:10:543
that's all!! nice map.
good luck for ranking. I am very much looking forward.
Seiga Kaku_old_1

Louis Cyphre wrote: 2me2h

[Overall]

- I suggest to use current background in 1366 x 768 resolution: Link

[Another]
I your mapping style from old times and it didn't change ;D
I have only some suggestions:

00:30:245 (1,2,3,4,1,2,3,4,1) - I believe this stars can be improved till perfection if you use Ctrl+Shift+D option for creating various polygons
00:51:002 (1) - the last circle marked as a new combo corrupts the stream design. Better to fix it
00:51:651 (1,2,3,4) - set hole pattern to x:484 ; x:232
01:11:110 (3) - 01:12:408 (3) - 01:13:705 (3) - etc i suggest to set 2-3 grids away from slider in such way:

[RLC's Hyper]

Really nice. I don't like the slider near the end at 01:57:164 (1) - it can be easily improved. Here is a code of my perfect vesrion:
164,328,117164,6,0,B|208:372|304:376|348:304|348:192|255:192|164:192|164:80|208:8|304:12|348:56,1,560,4|0,0:0|2:0,0:0:0:0:
Also: 02:10:624 - add a spinner?

[SMIC's Standard]
02:10:462 (1) - add a note and then start spinner

[Beginner]

I honestly do not consider this as a beginner. And would be better if you increase AR by 1 point
Lucifer is Back!?!?
Topic Starter

P o M u T a wrote: 5u384i

hi #modreqs

[General]
  1. This map spread, Standard Hyper between big 2.20 ----> 3.82 . try SMIC's Standard more harder (2.3~2.5 SD). or you can ask QAT better.
  2. Artist is '朱雀' Romanised Artist is 'Suzaku' this not fix now? other modder was modded this.
  3. add tag 'beatmania IIDX 15 DJ TROOPERS' It's already fine.
  4. Remove Countdown?
[Normal]
  1. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo. fixed
  2. 00:22:786 (2) - add finish slider end here. cymbals part. fixed
  3. 00:30:245 (3) - ^ fixed
  4. 00:32:191 (2,3) - ^ but, slider head. fixed
  5. 00:52:299 (1) - ^ but, slider end. fixed
  6. 00:48:407 (3) - spacing high this. should be 0.8x around. i think its fine
  7. 00:53:597 (3) - Perfect stack please, move (x:256 y:168)i think its fine, its only noticeable in the editor.
  8. 01:04:299 (2) - move (x:256 y:242). (1) middle seems more good. fixed
  9. 01:18:245 (1,2,1,2) - add finish slider end. fixed
  10. 01:24:732 (3) - It's short slider and double reverse is confuse beginner imo. Please try circle→circle→1/1 slider. fixed
  11. 02:02:353 (3) - spacing high this. should be 0.8x around. i think its fine
  12. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  13. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  14. 01:50:678 - this bit calm part, nothing hitsound. try add some whistle or finish? fixed
  15. 02:00:407 (1) - Unrankable issue here. fixed
    I recommend to map the spinners. If you want you can also shorten them and start the new lines properly but make sure to leave ~1 measure between the spinner ending and the next note.
  16. 02:08:840 (3) - same reason two reverse. changed
  17. 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
  18. 02:10:543 - ^ 02:10:552 - snap to 02:10:543fixed
[SMIC's Standard]

  • Nice long slider. I like it!
  1. This diff high SV. I recommend AR+1. also, Normal diff AR4. need differentiation imo.
  2. 00:26:353 (1,2,3) - try use same slider. seems more good. you can copy and paste. and use Ctrl+H and Ctrl+J and Ctrl+G. no change
  3. 00:36:732 (1) - make curve? so, this reverse allow really outside. try avoid this! fixed
  4. 00:44:516 (1) - like this slider seems easy diff, try this
  5. 01:25:705 (3) - It's should be 1/3 sound. you try this.fixed
  6. 01:38:191 (2) - add note here. Gereral wrote, i think this diff bit more harder better. for spread. no change
  7. 02:02:840 - add note. ^ same reason. no change
  8. 02:04:786 - add note. ^ no change
  9. 02:10:137 - add note (x:288 y:216) ? no change
  10. 02:15:651 - spinner end this time better. your diff only 02:15:326 - . bit early :D fixed
  11. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272 fixed
  12. 01:25:948 - ^ 01:25:957 - snap to 01:25:948 fixed
  13. 02:10:380 - ^ 02:10:389 - snap to 02:10:380 fixed
  14. 02:10:543 - ^ 02:10:552 - snap to 02:10:543 fixed
[RLC's Hyper]
  1. 01:37:867 (2) - add whistle slider head. fixed
[Another] fixed
  1. Normal diff finish suggest, Similarly add please.
  2. 00:10:705 - 5% sound is actually doesn't work finish sound. at least 20% volume better imo.
  3. 00:24:732 (5,7) - forget whistle here. piano high sound part and this part already put 00:27:326 - .
  4. 00:54:894 - not reverse slider, add circle here? comfortable play imo.
  5. 01:23:272 - unsnapped green line. 01:23:281 - snap to 01:23:272
  6. 01:25:948 - ^ 01:25:957 - snap to 01:25:948
  7. 02:10:380 - ^ 02:10:389 - snap to 02:10:380
  8. 02:10:543 - ^ 02:10:552 - snap to 02:10:543
that's all!! nice map.
good luck for ranking. I am very much looking forward.
thanks for the mod
Hi! M4M from your queue!

[General]
I strongly recommend adding a silenced slider-slide for your map, especially the very first part. Sliderslide sounds are quite annoying when the music is smooth.
I am worrying about the difficulty spread. The gap between standard and Hyper is too high, there is even no H icon. Hyper has many short streams or triplets where the 1/2 rhythm in standard is quite rare. I guess it's quite unrankable. At least you should have an H icon for one certain diff.

[Normal]
00:10:137 (2) - Use stable spacing here. http://puu.sh/lsXuW/d7a46f062c.jpg
00:14:029 (1) - Why the spacing becomes 0.80x? You didnt change the SV so you should use same DS as former part.
01:21:489 (2) - 0.91x 01:23:435 (1) - 0.79x Please make the spacing stable.

[Standard]
tick rate 1?
00:14:353 Why not add a hitsound here?
00:17:272 (4,5) - Use higher position here. It is almost offscreen 00:49:705 (1) - Also too low person may cause overlaps with score meter, which would affect gameplay quite a bit.
00:54:245 (4,5,6) - Three stacked single taps are really toooooo hard pattern for standard diffs. Please use reverse sliders as your previous parts.
01:48:732 (2,3,4) - ^

[RLC]
OD+1.5 AR8 OD5 is quite imbalanced.
01:10:543 (1,1,1,1,1,1,1) - Recovery time is too short. Also AR circle of the note on the centre would mix with spinner circles so...
01:24:732 (1,2) - The empty between the two sliders make me feel weird when play.
01:44:840 (1,2,3,1,2,3) - Consider using same spacing as 01:44:191 (1,2,3,1,2,3) - since their music is similar.

Good Luck!
Hey!
M4M here.

[General]
No kiai? Why?

[Normal]
00:12:083 (1,1) - Not appropriate for this diff? I think they're quite hard for newbie.
00:47:110 - I expect a finish here.
01:26:029 (1) - I still think it's too short (for this diff).
01:58:462 (1) - ^

[SMIC's Standard]
00:09:489 (1,2) - How about http://puu.sh/ltblG/632a9f322d.jpg
00:28:624 (5) - I expect a finish here.
01:57:813 (3) - I think a whistle here would be better. Well just my opinion though.

[RLC's Hyper]
00:00:408 - Oh...lazy you. xD
01:36:732 (2) - Ctrl+G?
The map is fine, for me the only problem is the hitsound...just too loud.
Like, from 00:13:380 - the volume is 80%, but I think 60% should be enough.

[Another]
00:06:083 - Add a circle?
01:11:272 -
01:12:570 -
01:13:867 -
01:15:164 -
01:27:326 (1,2,3) - According to the music they should be a slider.
01:38:353 (1,2,3,4,5,6,7,8) - Looks quite weird.
01:48:732 (9) - NC.
01:57:812 (9) - ^
Basically a neat and well mapped diff, good job.

Sorry I couldn't mod better. ><. I'm just getting back into mapping/modding
Anyway good luck!
Hi ! from M4M :)

[Normal]
00:33:813 - Add circle ?
00:40:624 (3) - remove whistle on slider body
00:53:597 (3) - nazistack
01:11:435 - i think you should not skip thoses beats
02:05:597 - this feel really awkward if you miss thoses imo, why not delete 02:05:921 (2) - and make sliders reverse ?
02:09:813 (4) - slider instead ?

[SMIC's Standard]
00:45:489 (2) - remove whistle on tail ? sound weird
00:47:110 (1) - ^

[Hard]
00:10:786 (1) - it sound weird, circle instead ? or extand it to 00:12:083 - ?
00:18:245 (1,2,3,4,1,2,3,4,1,2,3,4) - AR 6.5 make it really hard to read, why not increase it to 7 or 7.5 ?
00:25:786 (2) - why you change instrument ? i'd play really weirdly, i'd prefer to put it at red tick, OR apply it here too 00:28:299 (8) - for consistency
00:33:489 - missing piano ?
00:33:813 - ^
02:08:840 (1,2,3,4) - why 1/6 ? put 1/4 for consistency with 01:42:894 (1,2,3,4) -

[RLC's Hyper]
00:38:678 (3) - feel strange to play, imo two 1/4 sliders would fit more
00:49:056 (3) - ^

[Another]
00:10:786 (1) - this does not fit imo
00:25:948 (5) - even if this play good, the sound is on red tick (listen to 0.25x)
01:15:002 (3) - space it to 1.24 like the 3 before for consistency ?

I hope i helped =w=
Good set i can see, good luck :3
M4M! Click here

  • Normal 6g3l6m


    00:04:299 (3) - Curving this slider to the left would look better since 00:04:948 (4) below it is curved to the right.

    00:09:489 (1) - Curve this out to the left a bit since it seems like it's overlapping with 00:09:164 (2)

    00:14:678 (1) - Change the angle of this slider to go into 00:15:975 (1) better?

    00:15:975 (1) - Really close to the top of the page. Not sure if this is ok.

    00:36:083 (2,1) - I wouldn't put 2 straight sliders in a row like this. Curve them a little bit to make it seem more dynamic if you don't mind.

    00:44:516 (1,2) - Same thing happens here. It's probably just your mapping style, but consider changing it in a few other parts of the map.

  • SMIC's Standard 6v5o45


    01:51:651 (1,2) - A slider might go better here.

    02:10:462 (1) - Put this closer to the middle maybe

    Other than those two things, this map seems fine.

  • Hard 575l21


    I didn't see anything wrong with this map ;)

  • RLC's Hyper 682h1d


    01:19:543 (1,1) - In this break, you could place down some circles to the snares. Just a suggestion.

    02:10:137 (1) - Rotate this slider 90 degrees counterclockwise, and readjust if you want it to go straight into the spinner.
Hai! From Modding Queue

Another
  • 00:20:191 (2) - Blanket
    00:26:353 (8) - NC
    00:29:921 (6) - Blanket
    01:25:705 (4) - ^
    02:03:002 (4) - ^
Hey There o/ M4M from your modding queue


  • Another 662y45

  1. 00:18:245 (3) - wouldnt it fit with a slider here instead? since I hear piano music on 00:18:407 - and it seems like youve been mapping piano all along here
  2. 00:20:516 (1,2) - what about spacing them a bit more? (Im not that big a fan of kicksliders overlapping eachother D:)Didnt fit the music that much either tbh, and it looks better imo http://puu.sh/lBwhw/b127bb4fd4.jpg
  3. 00:22:137 (4,5,1) - same ^
  4. 00:24:732 (5,6,7,8) - this stream didnt fit the music imo
  5. 00:27:326 (4,5,6,7,1) - ^
  6. 00:33:002 (1,2,3) - these are kind of fine, it fits more here
  7. 00:34:462 (3) - space it a bit more from the slider, cause the bass in the bg is a strong note, and it fits better
  8. 00:54:894 (1) - space a bit more? since strong note again
  9. 01:11:353 - what about adding a note before each 1/8 slider so the player knows which part of the song it is later (1/6 part that is)
    so here 01:11:353 - 01:12:651 - 01:13:948 - 01:15:245 - That would make this part 01:18:245 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - easier to read imo
  10. 01:23:353 - put a note here? fits the music really much
  11. 01:50:678 (5) - make this a bigger jump and NC because the big white tick, and strong note here
  12. 01:51:164 (2,3,4,5,6,1) - what about making this part like http://puu.sh/lBwLH/fb2fb96d37.jpg ? since the strong note is on 01:51:651 (5,1) - and it wouldve been a cool pattern imo

The other diffs looked good to me as well
Really good map :D
Good luck!
#M4M

basic 5k6r30

  1. Trun off Widescreen and Letterbox during breaks #your map dosent use story board

Normal 6g3l6m

  1. 00:12:083 (1) - This spinner was start here 00:11:110
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle

Hard 575l21

  1. 00:11:191 ~ 00:12:732 - add spinner
sorry i cant find more ;w;
Topic Starter

Linada wrote: 5f2a3p

Hi ! from M4M :)

[Normal]
00:33:813 - Add circle ? no
00:40:624 (3) - remove whistle on slider body fixed
00:53:597 (3) - nazistack no because i don't want the osu! to stack it weirdly
01:11:435 - i think you should not skip thoses beats no change
02:05:597 - this feel really awkward if you miss thoses imo, why not delete 02:05:921 (2) - and make sliders reverse ? no change
02:09:813 (4) - slider instead ? no change

[SMIC's Standard]
00:45:489 (2) - remove whistle on tail ? sound weird fixed
00:47:110 (1) - ^ fixed

[Hard]
00:10:786 (1) - it sound weird, circle instead ? or extand it to 00:12:083 - ? no
00:18:245 (1,2,3,4,1,2,3,4,1,2,3,4) - AR 6.5 make it really hard to read, why not increase it to 7 or 7.5 ? increased it to 7, and changed pattern
00:25:786 (2) - why you change instrument ? i'd play really weirdly, i'd prefer to put it at red tick, OR apply it here too 00:28:299 (8) - for consistency
00:33:489 - missing piano ? didn't map it on purpose
00:33:813 - ^ didn't map it on purpose
02:08:840 (1,2,3,4) - why 1/6 ? put 1/4 for consistency with 01:42:894 (1,2,3,4) - well, its not 1/4, its 1/3

[RLC's Hyper]
00:38:678 (3) - feel strange to play, imo two 1/4 sliders would fit more no change
00:49:056 (3) - ^ no change

[Another]
00:10:786 (1) - this does not fit imo no change atm
00:25:948 (5) - even if this play good, the sound is on red tick (listen to 0.25x) no change
01:15:002 (3) - space it to 1.24 like the 3 before for consistency ? Fixed

I hope i helped =w=
Good set i can see, good luck :3

Lolipop wrote: q3524

M4M! Click here

  • Normal 6g3l6m


    00:04:299 (3) - Curving this slider to the left would look better since 00:04:948 (4) below it is curved to the right. no change

    00:09:489 (1) - Curve this out to the left a bit since it seems like it's overlapping with 00:09:164 (2) Fixed. I manually moved the slider

    00:14:678 (1) - Change the angle of this slider to go into 00:15:975 (1) better? no change

    00:15:975 (1) - Really close to the top of the page. Not sure if this is ok.

    00:36:083 (2,1) - I wouldn't put 2 straight sliders in a row like this. Curve them a little bit to make it seem more dynamic if you don't mind.

    00:44:516 (1,2) - Same thing happens here. It's probably just your mapping style, but consider changing it in a few other parts of the map. yeahh, is kinda just my style

  • SMIC's Standard 6v5o45


    01:51:651 (1,2) - A slider might go better here. no change

    02:10:462 (1) - Put this closer to the middle maybe moved it a little bit closer, but i don't want people to get confused

    Other than those two things, this map seems fine.

  • Hard 575l21


    I didn't see anything wrong with this map ;)

  • RLC's Hyper 682h1d


    01:19:543 (1,1) - In this break, you could place down some circles to the snares. Just a suggestion. no change

    02:10:137 (1) - Rotate this slider 90 degrees counterclockwise, and readjust if you want it to go straight into the spinner. Fixed

Chibi Maruko wrote: 406d10

Hai! From Modding Queue

Another
  • 00:20:191 (2) - Blanket no
    00:26:353 (8) - NC no
    00:29:921 (6) - Blanket no
    01:25:705 (4) - ^no
    02:03:002 (4) - ^no

Keada wrote: 2c2y6r

Hey There o/ M4M from your modding queue


  • Another 662y45

  1. 00:18:245 (3) - wouldnt it fit with a slider here instead? since I hear piano music on 00:18:407 - and it seems like youve been mapping piano all along here
  2. 00:20:516 (1,2) - what about spacing them a bit more? (Im not that big a fan of kicksliders overlapping eachother D:)Didnt fit the music that much either tbh, and it looks better imo http://puu.sh/lBwhw/b127bb4fd4.jpg
  3. 00:22:137 (4,5,1) - same ^
  4. 00:24:732 (5,6,7,8) - this stream didnt fit the music imo
  5. 00:27:326 (4,5,6,7,1) - ^
  6. 00:33:002 (1,2,3) - these are kind of fine, it fits more here
  7. 00:34:462 (3) - space it a bit more from the slider, cause the bass in the bg is a strong note, and it fits better
  8. 00:54:894 (1) - space a bit more? since strong note again
  9. 01:11:353 - what about adding a note before each 1/8 slider so the player knows which part of the song it is later (1/6 part that is)
    so here 01:11:353 - 01:12:651 - 01:13:948 - 01:15:245 - That would make this part 01:18:245 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,1) - easier to read imo
  10. 01:23:353 - put a note here? fits the music really much
  11. 01:50:678 (5) - make this a bigger jump and NC because the big white tick, and strong note here
  12. 01:51:164 (2,3,4,5,6,1) - what about making this part like http://puu.sh/lBwLH/fb2fb96d37.jpg ? since the strong note is on 01:51:651 (5,1) - and it wouldve been a cool pattern imo

nty

_ Hatsune Miku wrote: 551y2t

#M4M

basic 5k6r30

  1. Trun off Widescreen and Letterbox during breaks #your map dosent use story board

Normal 6g3l6m

  1. 00:12:083 (1) - This spinner was start here 00:11:110 i'm going to leave the spinner like how it is
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end fixed
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle fixed

Hard 575l21

  1. 00:11:191 ~ 00:12:732 - add spinner fixed
sorry i cant find more ;w;
:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?

_ Hatsune Miku wrote: 551y2t

#M4M

basic 5k6r30

  1. Trun off Widescreen and Letterbox during breaks #your map dosent use story board

Normal 6g3l6m

  1. 00:12:083 (1) - This spinner was start here 00:11:110
  2. 00:19:867 (3) - 01:17:597 (2) - 02:01:705 (2) - 02:02:353 (3) - 02:04:948 (1) - 02:07:543 (1,2) - add Whistle slider end
  3. 01:16:624 (4) -02:09:813 (4) - add Whistle

Hard 575l21

  1. 00:11:191 ~ 00:12:732 - add spinner
sorry i cant find more ;w;
Ha, ha, ha ,ha. Why do you say that widescreen should be off? lol
Topic Starter

Mango Juice wrote: 6h5z3y

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?
sorry not changing anything, thanks for the mod though

ouranhshc wrote: 581r56

Mango Juice wrote: 6h5z3y

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._.
00:10:786 (1) - what is this even
00:43:543 - You missed strong beat(s)
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing
00:33:002 (2) - useless note
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x)
Normal
00:12:083 (1) - this goes to 00:11:759 -
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
That's all, I am not touching guest diffs, sorry >.> :?
sorry not changing anything, thanks for the mod though
well those are kinda important but your choice :arrow: . :arrow:
Topic Starter

Mango Juice wrote: 6h5z3y

sorry not changing anything, thanks for the mod though
well those are kinda important but your choice :arrow: . :arrow:[/quote]

cya~
Did some small mod IRC with the mapper~

SPOILER
00:50 ouranhshc: hi~ do you only mod taiko?
00:51 Raiden: yeah
00:51 ouranhshc: :(
00:51 Raiden: ?
00:51 ouranhshc: nvm
00:51 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/89570 Zektbach - Kagachi [Verdi's Taiko Oni]]
00:51 Raiden: this sucks :u
00:51 Raiden: remap :u
00:53 ouranhshc: *goes back on the hunt*
00:55 ouranhshc: BTW do you know of any standard BNs?
00:55 Raiden: >_>
00:55 Raiden: <_<
00:56 Raiden: ^_^
00:56 Raiden: v_v
00:56 ouranhshc: lol
00:56 Raiden: :D
00:56 ouranhshc: *pokes*
00:57 Raiden: o-ow...
00:57 Raiden: that hurts ;__;
00:57 ouranhshc: :(
00:58 ouranhshc: that dodging of the question
00:58 Raiden: of course I know standard BNs
00:58 Raiden: but it's up to you too look for them :^)
00:59 ouranhshc: yeah
00:59 ouranhshc: thats not going to well >_>
00:59 Raiden: weird
00:59 Raiden: considering you're a classical mapper
00:59 Raiden: >_>
00:59 Raiden: <_<
00:59 ouranhshc: well
01:00 *Raiden angry old man voice
01:00 Raiden: these new BNs and 2015 quality mapping!
01:00 ouranhshc: its kinda hard when a decent number aren't taking mod requests however they have time to show up for certainpeoples maps
01:01 ouranhshc: :<
01:01 Raiden: that's kinda
01:01 Raiden: normal tbh
01:01 Raiden: like, for hollow wings maps
01:01 Raiden: :D
01:01 ouranhshc: *cough* mon *cough*
01:01 Raiden: mon?
01:01 ouranhshc: the dude that has like 8 qualified maps
01:02 Raiden: no idea
01:02 Raiden: o_o
01:03 ouranhshc: https://osu-ppy-sh.tvgratuite.org/u/2706438
01:03 Raiden: http://puu.sh/lTjuH.jpg
01:04 Raiden: give me the map
01:04 Raiden: although i won't be able to do anything beside hitsounds or unrankable stuff lmao
01:04 ouranhshc: https://osu-ppy-sh.tvgratuite.org/p/beatmaplist?q=monstrata&m=-1&r=11&g=0&la=0
01:04 Raiden: I meant yours
01:04 Raiden: you baka
01:04 ouranhshc: JANaiyo D:
01:05 *ouranhshc is listening to [http://osu-ppy-sh.tvgratuite.org/b/200645 Suzaku - Anisakis -somatic mutation type ''Forza''-]
01:05 Raiden: excuse me
01:05 Raiden: you big GIANT baka
01:06 ouranhshc: *takes wadadon*
01:06 Raiden: lazy
01:06 Raiden: not making an easy wow
01:06 ouranhshc: *takes raiden's taiko drums*
01:07 Raiden: don't play with fire
01:07 ouranhshc: *puts the drums back*
01:07 Raiden: the volume of 00:07:543 (2) - should be rather diminished, instrument is barely hearable
01:08 Raiden: (again I can only point hitsounds or ugly stuff lol)
01:09 ouranhshc: ok~
01:11 Raiden: 01:29:597 - why skip this beat if the pace is exactly the same as next parts and you mapped 01:30:894 (3) -
01:11 Raiden: o_o
01:11 ouranhshc: circle placed
01:12 Raiden: is this really being useful
01:12 Raiden: lol
01:12 ouranhshc: yes
01:12 Raiden: wow...
01:12 Raiden: I cna kill myself after this
01:13 Raiden: 01:37:705 (1) - both head and tail can have Finish on it
01:13 ouranhshc: ironically i probably should have asked you to look at the mapset that has the taiko diffs it :x
01:13 Raiden: 01:38:678 (3) - can have finish too
01:13 Raiden: lol
01:14 Raiden: well I'm here now no use getting me out of here :u
01:14 ouranhshc: oh good, then i can through two mapsets at you then :3
01:14 Raiden: yo yoyoyoyoyoyo
01:14 Raiden: HOLD ON A SECOND
01:14 ouranhshc: LOPL
01:14 Raiden: I'm just modding this one :u
01:15 ouranhshc: :x
01:15 Raiden: anyway let's continue
01:15 Raiden: did you accept using finish on those notes'
01:15 ouranhshc: yes
01:16 Raiden: o_O?
01:16 Raiden: no ?
01:16 Raiden: just "yes"
01:16 Raiden: wow wow. disappointed :D
01:16 Raiden: maybe I am next irreversible B)
01:16 ouranhshc: is that a good thing?
01:16 Raiden: jk
01:18 ouranhshc: lol
01:18 Raiden: normal seems fine
01:18 Raiden: idk higher advanced concepts..
01:18 Raiden: this is GD?
01:18 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/352957 Suzaku - Anisakis -somatic mutation type ''Forza''- [SMIC's Standard]]
01:19 ouranhshc: yes
01:19 ouranhshc: *yes, that diff is a guest diff
01:19 Raiden: hard then
01:19 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/831391 Suzaku - Anisakis -somatic mutation type ''Forza''- [Hard]]
01:20 ouranhshc: :D
01:20 Raiden: 00:01:056 (2) -
01:21 Raiden: and all 1/2 reverse sliders
01:21 Raiden: hmmmmmmmmmmmm
01:21 Raiden: is there any REAL 1/2 beat here?
01:21 ouranhshc: well, there is the piano
01:21 Raiden: extremely faint though
01:21 Raiden: maybe less volume? lol
01:23 ouranhshc: sounds good :3
01:23 Raiden: higher difficulties will be a pain in the ass to mod
01:24 Raiden: lol
01:24 ouranhshc: you don't have to mod the higher ones if you don't want to
01:25 Raiden: hmm
01:25 ouranhshc: (i could substitute the taiko diffs in their place *COUGH COUGH*
01:26 Raiden: >>>>>>>>>>>>>>>______________>>>>>>>>>>>>>>>>>>
01:26 ouranhshc: but you are free to continue looking at this one :3
01:26 Raiden: 01:53:921 (2,3) - stack them like 01:51:651 (1,2) - ? idk they feel the same
01:27 ouranhshc: nah
01:27 ouranhshc: well i gues i could stack them but
01:28 Raiden: :D
01:28 Raiden: buuuut?
01:30 ouranhshc: then i would have to redo the pattern for the four sliders
01:30 Raiden: don't stack then
01:31 ouranhshc: however, since there are two spinners following those sliders
01:31 ouranhshc: i think i'll just leave them unstacked
01:31 Raiden: alright!
01:32 Raiden: hmmm
01:32 *Raiden is editing [https://osu-ppy-sh.tvgratuite.org/b/199593 Suzaku - Anisakis -somatic mutation type ''Forza''- [Another]]
01:32 Raiden: hard was fine in my eyes
01:32 Raiden: 01:11:272 - why skip this amazing beat? x_x
01:32 Raiden: 01:12:570 - 01:13:867 - 01:15:164 - same ;_;
01:33 Raiden: 01:16:786 - oh here too
01:34 ouranhshc: question:
01:34 ouranhshc: 01:12:732 (1) - should i make these sliders 1/8 or 1/6
01:34 ouranhshc: or does it actually matter
01:35 Raiden: 1/8 sounds actually more accurate
01:35 Raiden: also the beats are snapped to 1/3
01:35 Raiden: the ones I mentioned, not 1/2
01:35 Raiden: /me baka
01:36 Raiden: meaning: 01:11:326 - and the followin
01:37 ouranhshc: yeah i know~ just trying to think about a pattern to use
01:37 Raiden: well placing a circle right on top might be a bit unreadable lol
01:39 ouranhshc: I think i'll just redo the pattern
01:39 Raiden: ;_;
01:39 Raiden: right after, you focus indeed the 1/3 beat
01:39 Raiden: why not in there :p
01:41 ouranhshc: :( i'm still leaning towards not changing it :<
01:41 Raiden: the pattern is fine
01:41 Raiden: but missing the 1/3 beat makes it... aah idk
01:42 Raiden: weird????
01:42 Raiden: D:
01:42 ouranhshc: i'd have to change the partern to make the 1/3 fit
01:42 ouranhshc: because i can't do crazy jumps since that isn't the style i mapped with
01:43 Raiden: true
01:43 Raiden: ;__;
01:44 ouranhshc: if i wanted to put the 1/3 there, then i don't think i could use the 1/8 slider
01:44 ouranhshc: and come out with a decent pattern
01:44 Raiden: yeah x_X
01:45 Raiden: btw isn't gap from Hyper to Another a tad extreme? o_o
01:45 Raiden: 332 objects ->692
01:46 ouranhshc: DON"T MAKE ME MAKE ANOTHER DIFF ;~;
01:46 Raiden: I won't make you map another diff :u
01:46 ouranhshc: i already had to add that hard dif
01:46 Raiden: anyway that's all
01:46 Raiden: the rest of Another seems pretty good to me XD
01:47 ouranhshc: \:D/
01:48 Raiden: do you want me to post it? lol
01:48 ouranhshc: sure
01:48 ouranhshc: if you want to

Good luck :D
Ah... seeing your name again is so cool w
from my queue!

NO KD!

General 562g1w


* Clean!

Metadata b5o5v


* Title: Anisakis -somatic mutation type''Forza''-
* Artist: 朱雀
* Romanized Artist: Suzaku
* Source: REFLEC BEAT or beatmania IIDX (consider using IIDX for consistency with the already ranked mapsets and moving REFLEC BEAT to the tags?)
* Tags: add '15 DJ TROOPERS'
* Link(s): http://www.konamistyle.jp/sp/reflecbeat ... html#disc2
http://www.konami.jp/bemani/bm2dx/bm2dx ... sakis.html

Hmm.. it seems only the space after 'type' is different. Got this from the OST on Konami's website and on IIDX site. Ask someone else as well just to be sure?

Hard 2z402e


* OD6.5? Could use 7 or 7.5 imo, you should note that the Another difficulty is OD9.

Kinda expected spread issues, but it works surprisingly well o-o

Actually, this is a really nice mapset and I can't any major issues, good job all of you.

Call me back!
Topic Starter

appleeaterx wrote: z2r5k

Ah... seeing your name again is so cool w
from my queue!

NO KD!

:idea: General 1y5x6b


* Clean!

Metadata b5o5v


* Title: Anisakis -somatic mutation type''Forza''-
* Artist: 朱雀
* Romanized Artist: Suzaku
* Source: REFLEC BEAT or beatmania IIDX (consider using IIDX for consistency with the already ranked mapsets and moving REFLEC BEAT to the tags?)
* Tags: add '15 DJ TROOPERS'
* Link(s): http://www.konamistyle.jp/sp/reflecbeat ... html#disc2
http://www.konami.jp/bemani/bm2dx/bm2dx ... sakis.html

Hmm.. it seems only the space after 'type' is different. Got this from the OST on Konami's website and on IIDX site. Ask someone else as well just to be sure?

Hard 2z402e


* OD6.5? Could use 7 or 7.5 imo, you should note that the Another difficulty is OD9.

Kinda expected spread issues, but it works surprisingly well o-o

Actually, this is a really nice mapset and I can't any major issues, good job all of you.

Call me back!

Fixed everything~ and I made the OD on hyper 7.0
Bubbled!
<3
HE is back
Topic Starter

Kvantuma Rozo wrote: 5i3s1y

HE is back
:3
Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.

Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
01:52:624 (3,4) - Could be a much prettier blanket.
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)
Topic Starter
sorry, no changes

ouranhshc wrote: 581r56

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.
Topic Starter

HappyRocket88 wrote: 61101b

ouranhshc wrote: 581r56

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.
What a terrible assumption~

Mango Juice wrote: 6h5z3y

:?
Another
02:10:137 - you missed strong as fuck beat here what is wrong with you ._. I'm mapping to the piano, and the piano doesn't make a sound there
00:10:786 (1) - what is this even goes with the sound that is made
00:43:543 - You missed strong beat(s) what beat?
01:10:137 (1) - , 01:11:435 (1) - , 01:12:732 (1) - , 01:14:029 (1) - , 01:15:326 (1) - song is 1/4, and you placed unrankable 1/8 hold sliders there pls
The distance snap is not constant, fix it
1/8th sliders are not unrankable
Hard
00:23:435 (5,1) - Don't stack those together, it's confusing sorry no change
00:33:002 (2) - useless note no change
01:32:516 (1,2,3,4,1) - looks ugly, it can stay, but you know, not everyone will like that
01:57:164 (1,1) - one spinner goes here jesus christ x) no, one spinner for each streams
Normal
00:12:083 (1) - this goes to 00:11:759 - no change
01:05:272 (1,1) - those 2 are kinda out of the playfield http://puu.sh/lGCYx/311debe6d1.jpg
01:20:191 (2,1) - too close http://puu.sh/lGD10/6ceab2b972.jpg
thats not outside the playfield. All because the slider goes outside the grid, doesn't mean that its offscreen
That's all, I am not touching guest diffs, sorry >.> :?

Exa wrote: 5yi3d

Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this.
Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object! nty
00:32:191 (4) - You've had the same result with other rhythms as well.nty
00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.nty
01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern. nty
01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case! nty
01:12:624 - Same goes for this.nty
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed. nty
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases. nty
01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most. once again, why should i emphasize a note with larger spacing for something i'm not following in the music.
01:52:624 (3,4) - Could be a much prettier blanket. its fine
01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)why should I adjust patterns to emphasize sounds that I'm not mapping.

HappyRocket88 wrote: 61101b

ouranhshc wrote: 581r56

sorry, no changes
I'm sorry but saying "sorry no changes" regarding Mango Juice and Exa's mods isn't considered a good behaviour from a mapper. Did you at least take a look of them? Having it bubble doesn't mean it's ready to be ranked. Please, try to reply to those two mods properly and address the issues they pointed out. Will mod this later too.

so yeah, sorry no changes in regards to those mods.

EDIT: the other stuff didn't get saved.
The point is to properly reply to everything and explain why you didn't change anything that you didn't change!

"Yea sorry no change"s is not enough to justify why you did what you did!

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
Topic Starter

Exa wrote: 5yi3d

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.

ouranhshc wrote: 581r56

Exa wrote: 5yi3d

I am also really curious to see why such an experienced mapper is placing notes where there are no beats so yeah.
How about this. How about you can make the map the way you want it to be. So you can have a mapset that you can enjoy.
I am just trying to help make this mapset better. Nobody said I don't enjoy playing nor did I ever say that "want" your map to be in a certain way.
I am just curious to see why you did everything that you did. So if you could just please reply to all the mods you've received so far by people who just want to help, that would be nice :3

By the way you just attacked me instead of actually replying to "at least" what you've quoted there. Very sportsmanlike behavior indeed.
Topic Starter
I explained it. So why continue to talk about it and the "experienced mapper"

ouranhshc wrote: 581r56

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
Topic Starter

Exa wrote: 5yi3d

ouranhshc wrote: 581r56

I explained it. So why continue to talk about it and the "experienced mapper"
Ugh ok can you just reply to the mods?
and you can stop posting
OK time to try stopping the terrible fight between "after-2015" and "before-2013"

Exa wrote: 5yi3d

Sorry to barge in but:

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.

Then there are other stuff in the Another difficulty that really make me sad to see a bubble here:

00:31:705 (2) - Started this slider on a red tick and ended up not representing the huge beat on the white tick with an impactful enough object!
00:32:191 (4) - You've had the same result with other rhythms as well.
follow the drums all along is not always the "right way" to deal with a song like this because this is based on "really near to trance style" song, and placing slider heads on drums is not a "rule" as well. let's take an example, Nekomata Master - Far east nightbird (kors k Remix) . in RLC's Extra, 00:23:148 (2,2,2,2) - those sliders' end are on drums, which are all "huge beats" as you said before, and you still can't say it's totally wrong, because those things are all representing other beats, not the drums. i believe this has already proved that sliders can be placed in a different way when you're going to represent different things, so in this case he's representing the piano sounds. i can't see any problems here.

00:43:380 (1) - What stoped you from making stream instead of a 1/1 slider which STARTS and ENDS on red ticks, not mapping the white tick in the middle. "I just want to give the player a break" ~ Then use 1/4 sliders or even reverse ones but for the sake of consistency please map these sounds.
obviously there are some loud cymbal here and he's going to follow them. take another example, Suzaku - Anisakis -somatic mutation type "Forza"- , which is the same song but mapped by Chewin. in Another diff, he did use a long slider on 00:43:543 (2) - to go with the long loud cymbal sound. though they have the same length but placed on different places, in ouran's map 00:43:380 (1) - can still be considered following the cymbal. yeah i don't think this long slider has any problem as well, 00:43:867 (2,3,4) - and those objects did make a bridge to connect the context between slow and fast objects.

01:03:975 (3,4,5) - Instead of denying movement from the player on these beats (which is something you didn't do before) why not just stack 4 with 2 and 5 with one, resulting is clicking the same sounds on the same place with the same spacing. It makes sense and also creates a nice reverse movement-providing pattern.
if i were him i'll reject this one as well. why we can't stack circles when we're going to make something slow? both two ways are acceptable, i believe it's more like a personal preference.

01:11:326 - This is way too prominent to not be mapped! And given that this is supposed to be the hardest diff in the set, it's best to represent every sound possible that couldn't be considered "overmapping" just like in this case!
01:12:624 - Same goes for this.
01:13:921 - And this and so on and so forth. Using notes here should be the best way to go about it since they are simpler than sliders (which you use afterwards) and require less time and effort to be completed.
01:10:029 -Please don't deny what I suggested above by stating "I didn't do anything here so I didn't do anything on the other ones!". There is no beat here provided by the song you are mapping but there is on the other instances!
personally i'll agree with these things because those beats are pretty clear, and also without those circles will make the hold a little bit hard to catch in sight reading.

01:34:462 (1,1,1) - I don't get why you lower spacing on clearly stronger beats. "Changing direction too suddenly so I am bringing the sound out anyway" is not an excuse since I (and probably 99% of the people who play std) find sharp edges easier to play. Sadly due to the mapping area restricting me I can not think of an alternative. Also if you really decide to change it, try gradually increasing the spacing by about 1.1 of every pattern of 4 notes (your squares in this case) since the song's tension also gradually increases.
short distance can be used on emphasizing too, like stacked notes. using bigger jumps for emphasizing is COMMON, but not ALWAYS should be done like that. if you need some examples, here:
Function Phantom - Algebra, Incomputable diff, 02:49:556 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , short distance for emphasizing.


01:51:651 (9,1) - And you've done completely nothing to bring out the hardcore bass kicks with these notes but instead you kept steady, low spacing. It would be half-ok if the spacing was overall large but I see why you can't do that. At any rate, you should figure a way to bring out these sounds as they objectively stand out the most.
uhhh is that necessary

01:52:624 (3,4) - Could be a much prettier blanket.
i believe we all agree that it won't cause any problem if he don't want to fix this.

01:53:272 (5,7,9,1) - Same goes for these as well. I would really like to know the reason you went with such minimal spacing on so hard bass kicks. The music might overall be calm in the section but looking at things from a more narrow perspective, these beats slowly add up the the heat and should in no case be left misrepresented!
same. i don't think there's any issue if he don't place a bigger spacing on that note. the music just leave its first intense part and ready to go into the next one, make them slow won't cause any problem. also, the drums is not represented at the first place.

02:02:597 - No sound/beat here! I know I am repeating myself but please give a closer listen at your 1/4 beats using 25% speed rate!
BUT I CAN HEAR THE BEAT, and that sound is also appear in the original iidx game and other ranked maps on the same song.

That's all I had to say since this mapset (map in particular) caught my attention. Although I didn't check the rest difficulties due to the short time frame that I have in my disposal for modding, I would like to let you know that almost everything stated here is meant to be taken in consideration for the rest of the mapset!

Have a nice day :)
to make those examples more closer to people's experiences, I took modern maps for my examples.
you can find more in old maps around 2011-2013

@Exa:
most of you said are all common, but not "should be done in this way", and the hardest diff is not "represent everything as possible as you can".
look at handsome's maps, did he map everything as possible as he can? obviously not, but they are still good.
the spread is fine, and those objects have their own specified structure. that's it.
oh and you should better correct some of your wording on mods because they did make lots of people mad.

@ouran:
maps nowadays have lots of varieties and can be expressed in many different ways, but people does not always have the same thoughts as you have.
so a proper, reliable reply to mod is needed, to explain why you did these things on your map.

yes, i did explain my thoughts on the mod, but it's not the last decision from the mapper.
please we do have different view on maps so please just "suggest/explain" your view and calm down

Nerova Riuz GX wrote: 6w2m39

*Insert huge quote here*
I am really glad to see Nerova taking his time to reply, even though it's not his map.

Just to be crystal clear, my mod was merely an attempt to suggest better "ways" of going about things that I saw "misrepresented" in my eyes. I never intended to "force" the mapper to change anything. Only thing that I asked (and should be common sense) was for him to properly reply to my mod, explaining why he didn't change stuff. I got some "ntys" instead though, oh well.

I also ire the fact that you used valid examples of other maps to make your points. Although I could just give you the classic "Do not use previously ranked maps to justify your actions" but I find this unnecessary since you actually bring up thoughtful things.

I find nothing wrong with how I use the English language to make my mods and nor should anyone who has an average understanding of it.
(I could say stuff in a simpler fashion, I don't know..)

Also yeah, there is indeed a beat on 02:02:597 - so sorry, my bad here.

ouranhshc wrote: 581r56

00:25:948 - There is no noticeable sound here! (I am pretty sure there is no sound at all).
00:27:407 - Nor here.
00:27:570 - Nor here.
00:29:516 - Nor here and nor in many other cases where you've placed 1/4 notes just to end up with streams or more interesting rhythms.
nty. In addtion, what map doesn't do this. Like... Any map that is made to map the song? You *are* mapping a song as far as I am aware of so you should only use what that song provides you with.
Again really glad Nero could give proper for my mod, thanks. (It's up to the mapper now, not gonna reply again).
Well.

I was aware of these so-called "issues" prior to iconing the map.
I can totally understand where Exa's points come from and I think they do make sense.

However, Nerova's explanation has covered most of the stuff I thought too. Also, the doubles in the beginning are there for polarity. Don't forget that 1/4 can be used to improve playability and emphasis in general.

What I find inappropriate / unneeded is the bubble pop here.
Yes, the mapper didn't reply (properly) to the mod and I don't think that kind of attitude is right either, but have you even checked it yourself Happy?

You even say in the post that you are 'still going to mod it' aka 'placeholder' (with placeholder stuff going on recently, it's quite known those things dont work LOL) which in my eyes means you haven't even checked the map yourself. How could you judge this mapset then? Please correct me if I'm wrong, because I really get that impression now >.>

If you still need me to icon, you can call me back c:
Topic Starter
Okay~. I'll wait a 2-3 more days to see if happy posts a mod.
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
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