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Kayano Ai / Tomatsu Haruka / Hayami Saori - secret base ~Kim

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Topic Starter
Rizen
This beatmap was submitted using in-game submission on Monday, 1 February 2016 at 5:05:48 PM

Artist: Kayano Ai / Tomatsu Haruka / Hayami Saori
Title: secret base ~Kimi ga Kureta Mono~ (10 years after Ver.)
Source: あの日見た花の名前を僕達はまだ知らない。
Tags: 本間芽衣子 安城鳴子 鶴見知利子 Honma Meiko Anjou Naruko Tsurumi Chiriko Ano Hi Mita Hana no Namae wo Bokutachi wa Mada Shiranai AnoHana The Flower We Saw That Day The Movie Compilation Music CD Doyak
BPM: 67
Filesize: 12948kb
Play Time: 01:28
Difficulties Available:
  1. Beginner (0.96 stars, 55 notes)
  2. Doyak's Hard (2.31 stars, 183 notes)
  3. Easy (1.29 stars, 98 notes)
  4. Normal (1.78 stars, 119 notes)
  5. You Found Me (2.87 stars, 199 notes)
Download: Kayano Ai / Tomatsu Haruka / Hayami Saori - secret base ~Kimi ga Kureta Mono~ (10 years after Ver.)
Download: Kayano Ai / Tomatsu Haruka / Hayami Saori - secret base ~Kimi ga Kureta Mono~ (10 years after Ver.) (no video)
Information: Scores/Beatmap Listing
---------------
Mapset
Beginner by Rizen
Easy by Rizen
Normal by Rizen
Hard by Doyak
Insane by Rizen

Super Peace Busters >w<
  1. Rilene
  2. Luccyous
  3. klonoa
  4. OrangeYouGlad
  5. Kyle Y
  6. Reditum
  7. Sc4v4ng3r
  8. Tatsumaki
  9. Lumael
  10. Crimmi
  11. Sonnyc
  12. Fluttershy552
  13. Leorda
  14. BigEarsMau
  15. A Mystery
  16. Kaivu
  17. Doormat
  18. Underforest
    Remapped.. sorry previous modders
  19. -M4x
  20. HappyRocket88
  21. Mako Sakata
Rilene
From my mod queue

Easy
Well polished.

Normal

00:35:983 (2) - Extend it a bit more, by 1/6.

Hard

00:49:565 - Make it something like this. http://puu.sh/jNHcO/c85bd03835.jpg
00:54:490 - Add a note here.
01:25:386 - Make it something like this. http://puu.sh/jNHj0/5211229a26.jpg

Well, nothing to suggest much, the map is well polished.
Nice map. :)

Good luck on getting ranked. :D
Topic Starter
Rizen

Sirade wrote:

From my mod queue

Easy
Well polished.

Normal

00:35:983 (2) - Extend it a bit more, by 1/6. The beat lands there, so I can't change it :c

Hard

00:49:565 - Make it something like this. oooh, plays nicer. Thanks!http://puu.sh/jNHcO/c85bd03835.jpg
00:54:490 - Add a note here. applied!
01:25:386 - Make it something like this. http://puu.sh/jNHj0/5211229a26.jpg

Well, nothing to suggest much, the map is well polished.
Nice map. :)

Good luck on getting ranked. :D
Thank you for the mod!
Luccyous

Hi, from Newcomer Modding Queue



General
All Spinners ending sound should be 5 % 00:52:252 and 01:28:968 Just make an Inherited Point section there.

All diff from 00:01:208 ~ 00:23:596 lower the volume to 30 %
Easy
00:11:954 - You can make a blanket here, like this.
00:33:446 - Fix the blanket.
Normal
Why 1/12? Make it 1/6
00:44:192 - Maybe make it like this?
Hard
00:09:118 - Add a note here.
00:40:610 - Make it like this.
01:20:461 ~ 01:21:655 - I think all the hitsound here are strange.
01:24:341 - Add a note here.

All good. XD
Good luck.

P.S Why Ano Hana. T3T
Topic Starter
Rizen

ChiLynn wrote:

Hi, from Newcomer Modding Queue



General
All Spinners ending sound should be 5 % 00:52:252 and 01:28:968 Just make an Inherited Point section there.

All diff from 00:01:208 ~ 00:23:596 lower the volume to 30 %
Easy
00:11:954 - You can make a blanket here, like this.
00:33:446 - Fix the blanket.
Normal
Why 1/12? Make it 1/6
00:44:192 - Maybe make it like this?
Hard
00:09:118 - Add a note here.
00:40:610 - Make it like this.
01:20:461 ~ 01:21:655 - I think all the hitsound here are strange.
01:24:341 - Add a note here. unnecessary as there is no beat here, from either of instruments or vocals

All good. XD
Good luck.

P.S Why Ano Hana. T3T
no reply means applied

Thank you for the mod! I chose to map this song as it is one of my favourites, and the current ramked version of this is kinda out of date...
-rage
Greetings from my queue.
Mini mod from me:

[Easy]
  1. 00:40:610 (2,3) - just a suggestion, maybe make these sliders face the other way? Like This. In my opinion, it flows a little better that way.
  2. 00:54:043 (2) - same thing as the point above, and also it would make a nice blanket.
  3. 01:01:207 (2) - maybe make this slider more curvier instead of having the square angle considering most of the song has all round angles and such.
[Normal]
Would CS:3 feel better instead? i feel like CS:4 is a little too small for a Normal diff. (and also considering that the Hard diff also has CS:4)
  1. 00:47:774 (3) - slider facing the other way instead.
  2. 00:54:938 (4) - ^
[Hard]
Were combos like This intentional? because i feel for most of the song, the new combo should start 1 note earlier instead. But that's just how i feel, if you choose to not change it it's fine. in my opinion the combos are better to read when they're not all over eachother.

00:49:565 (1) - no NC?

Other than that, i have no other problems with this diff.

Good job with your beatmap, i really enjoyed this song. And if you choose to change nothing that i've said, it's fine. I just pointed out some things that would (probobly) make the easy and normal diff a little bit easier for beginner players.
Topic Starter
Rizen

klonoa wrote:

Greetings from my queue.
Mini mod from me:

[Easy]
  1. 00:40:610 (2,3) - just a suggestion, maybe make these sliders face the other way? Like [url=http://pu not aiming for flow there, was aiming for symmetry with 00:42:401 (3) - u.sh/jO4LC/accc7553c8.jpg]This[/url]. In my opinion, it flows a little better that way.
  2. 00:54:043 (2) - same thing as the point above, and also it would make a nice blanket. ^
  3. 01:01:207 (2) - maybe make this slider more curvier instead of having the square angle considering most of the song has all round angles and such. you're right, applied
[Normal]
Would CS:3 feel better instead? i feel like CS:4 is a little too small for a Normal diff. (and also considering that the Hard diff also has CS:4) applied
  1. 00:47:774 (3) - slider facing the other way instead. aiming for symmetry and not flow
  2. 00:54:938 (4) - ^ ^
[Hard]
Were combos like This intentional? because i feel for most of the song, the new combo should start 1 note earlier instead. But that's just how i feel, if you choose to not change it it's fine. in my opinion the combos are better to read when they're not all over eachother. This is intentional as I am comboing every downbeat :<

00:49:565 (1) - no NC? Fits the comboing scheme mentioned above

Other than that, i have no other problems with this diff.

Good job with your beatmap, i really enjoyed this song. And if you choose to change nothing that i've said, it's fine. I just pointed out some things that would (probobly) make the easy and normal diff a little bit easier for beginner players.

Thank you for the mod!
OrangeYouGlad
From my Queue, Great job!

Normal
This needs to be made a little bit more difficult in my opinion. To keep the general feel you have now, you can try adding some of these hit circles. This will help close the gap a little between the hard and make the gap a little larger between the easy. I'm not suggesting that you add all of these, but to choose the ones you like the best if you agree with me.

Consider adding hit circles at the following locations:
  1. 00:05:536 -
  2. 00:11:805 -
  3. 00:18:969 -
  4. 00:26:132 -
  5. 00:33:296 -
  6. 00:57:476 -
  7. 01:03:744 -
  8. 01:07:326 -
  9. 01:09:117 -
  10. 01:10:908 -
  11. 01:12:699 -
  12. 01:21:655 -

If you do happen to add all of them you end up with a SR of about 1.66. If you want the code for either of the mods I made to see what the changes look like as whole before you commit to them feel free to PM me. Do keep in mind that if you request the code, hit circles were placed to give a general idea rather than specific co-ordinates so there may be a nicer way to place them than what I had done in the normal ( this was done fairly quickly).

Hard
These is gonna be pretty picky and focused on minor details since your map is pretty well put together right now.

NC's Adjust and make these locations the start of each combo. Combine old combos where necessary. I read that you did most of the combos this way intentionally but by stacking them I think you lose the whole point of putting the NC's on the downbeats because of how fast the hit circle before it is. I think it makes a lot more sense just to put those hit circles in the same combo and to place emphasis on the downbeats ( if that's your goal) by using a hit sound.

00:04:640 (7) -
00:07:924 -
00:11:058 (9) -
00:15:088 -
00:18:670 -
00:31:505 -
00:35:088 -
00:38:371 -
00:41:953 -
00:45:535 -
00:54:789 - Only if you remove 00:54:490 (6) - if removed consider extending the previous slider to where (6) was
00:56:580 (5) -
00:58:371 -
01:00:162 -
01:01:953 (6) - Only if you remove 01:01:655 (5) - if removed definitely extend the previous slider to where (5) was
01:07:476 -
01:09:117 (6) - Only if you remove 01:08:819 (5) - if removed definitely extend the previous slider to where (5) was
01:10:908 -
01:12:699 -
01:16:729 -
Remove NC's
These are unrelated to the changes NC changes I made above. I just found these combo placements a little strange.
00:49:565 -
00:52:550 -
01:25:386 -

Minor Changes
I think these changes will give you a more polished look and feel.

00:03:745 (5) - Consider the changing the placement of this hitcircle. I think it looks nicer hear despite making the jump a little larger ( Shift to directly infront of 6)
Reference:
00:05:536 (2) - ^ ( Shift down 1 grid division ( Grid level 2))
Reference:
00:07:028 (6) - ^ ( Shift 1/2 grid division to the right ( Grid level 2))
00:07:327 (7) - ^ ( Shift 1/2 grid division down (Grid level 2))
Reference:
00:11:954 (1) - ^ ( Shift directly under 9)
Reference:
00:27:177 (9) - ^ ( Shift 1 grid division to the right ( Grid Level 2))
Reference:
00:28:819 (3) - ^ (Shift 1/2 grid division downwards (Grid Level 2))
00:30:162 (5) - ^ ( Shift directly ontop of 6)
00:30:759 (7) - ^ ( Shift 1 grid division left and 1 grid division down ( Grid Level 2))
00:43:595 (4) - ^ ( Shift directly under 5)
00:44:192 (7) - ^ ( Shift 1 grid division left (Grid level 2))
01:02:550 (3) - ^ ( Shift a little bit downwards (Grid level 2))
01:09:714 (3) - ^ ( Shift 1 grid division downwards (Grid level 2))
01:10:013 (4) - ^ ( Shift up a little bit and 1 grid division to the left ( Grid level 2))
01:11:804 (3) - ^ ( Shift 1 grid division to the right ( Grid level 2))

00:22:700 (5) - This is personal preference but this slider in particular stands out from the rest of your sliders. It doesn't look as polished in my opinion. I think a simpler and more rounded slider ( similar to the other sliders you've been using would be a better choice.) A similar jagged slider appears in the other difficulties as well.
Reference:

I stopped including references because its the same idea applied to other areas.
00:05:685 (4) - Shift to red tick
01:11:953 (4) - Extend to Red tick

This map is definitely on the right track :) If my advice did not help you, (This could be as a result of my general inexperience) please do not give me an undeserved kudosu. However, please reply to my mod letting me know what you think of the suggested changes. This will help me become a better mod in the future. Please take all my criticism as a grain of salt, as at the end of the day it is just another opinion. Feel free to PM me if I'm online in game or on the forums to discuss any of the suggested changes. I look forward to seeing the finished product. Best of luck with your beatmap :D
Topic Starter
Rizen
WHOOPS ACCIDENTLY DOUBLE POSTED

OrangeYouGlad wrote:

From my Queue, Great job!

Normal
This needs to be made a little bit more difficult in my opinion. To keep the general feel you have now, you can try adding some of these hit circles. This will help close the gap a little between the hard and make the gap a little larger between the easy. I'm not suggesting that you add all of these, but to choose the ones you like the best if you agree with me.

Consider adding hit circles at the following locations:
  1. 00:05:536 -
  2. 00:11:805 -
  3. 00:18:969 -
  4. 00:26:132 -
  5. 00:33:296 -
  6. 00:57:476 -
  7. 01:03:744 -
  8. 01:07:326 -
  9. 01:09:117 -
  10. 01:10:908 -
  11. 01:12:699 -
  12. 01:21:655 -

If you do happen to add all of them you end up with a SR of about 1.66. If you want the code for either of the mods I made to see what the changes look like as whole before you commit to them feel free to PM me. Do keep in mind that if you request the code, hit circles were placed to give a general idea rather than specific co-ordinates so there may be a nicer way to place them than what I had done in the normal ( this was done fairly quickly).

Hard
These is gonna be pretty picky and focused on minor details since your map is pretty well put together right now.

NC's Adjust and make these locations the start of each combo. Combine old combos where necessary. I read that you did most of the combos this way intentionally but by stacking them I think you lose the whole point of putting the NC's on the downbeats because of how fast the hit circle before it is. I think it makes a lot more sense just to put those hit circles in the same combo and to place emphasis on the downbeats ( if that's your goal) by using a hit sound.

00:04:640 (7) -
00:07:924 -
00:11:058 (9) -
00:15:088 -
00:18:670 -
00:31:505 -
00:35:088 -
00:38:371 -
00:41:953 -
00:45:535 -
00:54:789 - Only if you remove 00:54:490 (6) - if removed consider extending the previous slider to where (6) was
00:56:580 (5) -
00:58:371 -
01:00:162 -
01:01:953 (6) - Only if you remove 01:01:655 (5) - if removed definitely extend the previous slider to where (5) was
01:07:476 -
01:09:117 (6) - Only if you remove 01:08:819 (5) - if removed definitely extend the previous slider to where (5) was
01:10:908 -
01:12:699 -
01:16:729 -
Remove NC's
These are unrelated to the changes NC changes I made above. I just found these combo placements a little strange.
00:49:565 -
00:52:550 -
01:25:386 -

Minor Changes
I think these changes will give you a more polished look and feel.

00:03:745 (5) - Consider the changing the placement of this hitcircle. I think it looks nicer hear despite making the jump a little larger ( Shift to directly infront of 6)
Reference:
00:05:536 (2) - ^ ( Shift down 1 grid division ( Grid level 2))
Reference:
00:07:028 (6) - ^ ( Shift 1/2 grid division to the right ( Grid level 2))
00:07:327 (7) - ^ ( Shift 1/2 grid division down (Grid level 2))
Reference:
00:11:954 (1) - ^ ( Shift directly under 9)
Reference:
00:27:177 (9) - ^ ( Shift 1 grid division to the right ( Grid Level 2))
Reference:
00:28:819 (3) - ^ (Shift 1/2 grid division downwards (Grid Level 2))
00:30:162 (5) - ^ ( Shift directly ontop of 6)
00:30:759 (7) - ^ ( Shift 1 grid division left and 1 grid division down ( Grid Level 2))
00:43:595 (4) - ^ ( Shift directly under 5)
00:44:192 (7) - ^ ( Shift 1 grid division left (Grid level 2))
01:02:550 (3) - ^ ( Shift a little bit downwards (Grid level 2))
01:09:714 (3) - ^ ( Shift 1 grid division downwards (Grid level 2))
01:10:013 (4) - ^ ( Shift up a little bit and 1 grid division to the left ( Grid level 2))
01:11:804 (3) - ^ ( Shift 1 grid division to the right ( Grid level 2))

00:22:700 (5) - This is personal preference but this slider in particular stands out from the rest of your sliders. It doesn't look as polished in my opinion. I think a simpler and more rounded slider ( similar to the other sliders you've been using would be a better choice.) A similar jagged slider appears in the other difficulties as well.
Reference:

I stopped including references because its the same idea applied to other areas.
00:05:685 (4) - Shift to red tick
01:11:953 (4) - Extend to Red tick

This map is definitely on the right track :) If my advice did not help you, ([strike]This could be as a result of my general inexperience
) please do not give me an undeserved kudosu. However, please reply to my mod letting me know what you think of the suggested changes. This will help me become a better mod in the future. Please take all my criticism as a grain of salt, as at the end of the day it is just another opinion. Feel free to PM me if I'm online in game or on the forums to discuss any of the suggested changes. I look forward to seeing the finished product. Best of luck with your beatmap :Dcurrently applying mod. Very hard to apply when osu crashes everytime I open a new tab in chrome :c[/strike]
Topic Starter
Rizen

[ Rizen ] wrote:

OrangeYouGlad wrote:

From my Queue, Great job!

Normal
This needs to be made a little bit more difficult in my opinion. To keep the general feel you have now, you can try adding some of these hit circles. This will help close the gap a little between the hard and make the gap a little larger between the easy. I'm not suggesting that you add all of these, but to choose the ones you like the best if you agree with me.

Consider adding hit circles at the following locations:
  1. 00:05:536 -
  2. 00:11:805 -
  3. 00:18:969 -
  4. 00:26:132 -
  5. 00:33:296 -
  6. 00:57:476 -
  7. 01:03:744 -
  8. 01:07:326 -
  9. 01:09:117 -
  10. 01:10:908 -
  11. 01:12:699 -
  12. 01:21:655 -

If you do happen to add all of them you end up with a SR of about 1.66. If you want the code for either of the mods I made to see what the changes look like as whole before you commit to them feel free to PM me. Do keep in mind that if you request the code, hit circles were placed to give a general idea rather than specific co-ordinates so there may be a nicer way to place them than what I had done in the normal ( this was done fairly quickly).

I have used these times to map a new diff (Advanced) to fix the gap between normal and hard. Thank you!

Hard
These is gonna be pretty picky and focused on minor details since your map is pretty well put together right now.

NC's Adjust and make these locations the start of each combo. Combine old combos where necessary. I read that you did most of the combos this way intentionally but by stacking them I think you lose the whole point of putting the NC's on the downbeats because of how fast the hit circle before it is. I think it makes a lot more sense just to put those hit circles in the same combo and to place emphasis on the downbeats ( if that's your goal) by using a hit sound.

00:04:640 (7) -
00:07:924 -
00:11:058 (9) -
00:15:088 -
00:18:670 -
00:31:505 -
00:35:088 -
00:38:371 -
00:41:953 -
00:45:535 -
00:54:789 - Only if you remove 00:54:490 (6) - if removed consider extending the previous slider to where (6) was
00:56:580 (5) -
00:58:371 -
01:00:162 -
01:01:953 (6) - Only if you remove 01:01:655 (5) - if removed definitely extend the previous slider to where (5) was
01:07:476 -
01:09:117 (6) - Only if you remove 01:08:819 (5) - if removed definitely extend the previous slider to where (5) was
01:10:908 -
01:12:699 -
01:16:729 -
Remove NC's
These are unrelated to the changes NC changes I made above. I just found these combo placements a little strange.
00:49:565 -
00:52:550 -
01:25:386 -

reupdated NC based on pattern. Does not follow the times you have stated exactly, but it has improved

I have talked to a lot of people regarding this, and they say for a song like this, NC for the pattern is the best choice. Thanks for pointing this out--

Minor Changes
I think these changes will give you a more polished look and feel.

00:03:745 (5) - Consider the changing the placement of this hitcircle. I think it looks nicer hear despite making the jump a little larger ( Shift to directly infront of 6)
Reference:
00:05:536 (2) - ^ ( Shift down 1 grid division ( Grid level 2))
Reference:
00:07:028 (6) - ^ ( Shift 1/2 grid division to the right ( Grid level 2))
00:07:327 (7) - ^ ( Shift 1/2 grid division down (Grid level 2))
Reference:
00:11:954 (1) - ^ ( Shift directly under 9)
Reference:
00:27:177 (9) - ^ ( Shift 1 grid division to the right ( Grid Level 2))
Reference:
00:28:819 (3) - ^ (Shift 1/2 grid division downwards (Grid Level 2))
00:30:162 (5) - ^ ( Shift directly ontop of 6)
00:30:759 (7) - ^ ( Shift 1 grid division left and 1 grid division down ( Grid Level 2))
00:43:595 (4) - ^ ( Shift directly under 5)
00:44:192 (7) - ^ ( Shift 1 grid division left (Grid level 2))
01:02:550 (3) - ^ ( Shift a little bit downwards (Grid level 2))
01:09:714 (3) - ^ ( Shift 1 grid division downwards (Grid level 2))
01:10:013 (4) - ^ ( Shift up a little bit and 1 grid division to the left ( Grid level 2))
01:11:804 (3) - ^ ( Shift 1 grid division to the right ( Grid level 2))

went through the entire mapset to polish things up. Moved every single thing slightly because of distance spacing

00:22:700 (5) - This is personal preference but this slider in particular stands out from the rest of your sliders. It doesn't look as polished in my opinion. I think a simpler and more rounded slider ( similar to the other sliders you've been using would be a better choice.) A similar jagged slider appears in the other difficulties as well. I like this the jaggedness of the slider used at this time across all difficulties. Because of the way it transitions from a slightly cheerful tone to a sad tone (like the shattering of happiness{oooh deep, why did I fail english? xc})
Reference:

I stopped including references because its the same idea applied to other areas.
00:05:685 (4) - Shift to red tick applied
01:11:953 (4) - Extend to Red tick applied

This map is definitely on the right track :) If my advice did not help you, (This could be as a result of my general inexperience) please do not give me an undeserved kudosu. However, please reply to my mod letting me know what you think of the suggested changes. This will help me become a better mod in the future. Please take all my criticism as a grain of salt, as at the end of the day it is just another opinion. Feel free to PM me if I'm online in game or on the forums to discuss any of the suggested changes. I look forward to seeing the finished product. Best of luck with your beatmap :D
currently applying mod. Very hard to apply when osu crashes everytime I open a new tab in chrome :c
Thank you for the mod!
Lily Bread
there is nothing i can complain about.
good luck! :)
Topic Starter
Rizen

Lily Bread wrote:

there is nothing i can complain about.
good luck! :)
thank you *-*
Kyle Y
#modding queue
Sorry for my poor modding.
I didn't have any mod request in my modding queue in last 21 hours.
maybe I should consider to close my modding queue, and this will be my last modding in modding queue?
Thanks for your support anyway.

[ Rizen ] wrote:

Question: Should I rename the Easy to Beginner, Normal to Easy, and Advanced to Normal?
Answer to your question, Easy diff is fit the standard for Beginner.

[Easy]
00:49:565 (1) - this spinner is unrankable becasue of recovery time. just change to slider then
00:17:327 (2,3) - For Easy diff, I do not suggest using a lot of circle. becasue slider is easier than circle for new players. but maybe this is okay becasue it is low bpm.
01:18:222 (4) - curve for another sider for flowing

[Normal]
00:24:938 (1,2,3) - just not suggested using too much circle in a row
00:26:282 (4,5) - maybe this 2 can blanket, optional
00:35:983 (2) - start at 00:36:132 - better, becasue of the beat sound. of course end at 00:36:879 -
00:37:476 (3) - this sound really soft, maybe del it?
00:44:192 (3,1) - I will blanket with a common hiddent circle. optional
00:49:565 (1) - If you name it as Normal, then it is okay. I you rename as Easy, then better change to slider becasue of the recovery time.
01:04:640 (2) - same, follow beat sound

[Advanced]
00:22:700 (1) - this shape a little bit meaningless, becasue the shape do not follow anything, just use a common slider is okay.
00:45:983 (1,3) - If you want to use this overlap, better blanket them. But you need to show both head and tail, cannot overlap them
00:57:625 (3,4) - slider is better? 00:57:476 (2,3) - this is not Normal standard, maybe
01:25:386 (1) - it is Normal+ diff, I think you can use note-before-spinner pattern.

[Hard]
00:02:103 (2) - end at 00:02:551 -
00:16:431 (5) - blanket 00:18:670 (1) -
00:52:550 (1,2) - I suggest to del this two for emphasizing 00:53:147 -
01:25:386 (7) - nc

this mod is nothing special.
Nice song. star shot.
Topic Starter
Rizen

Kyle Y wrote:

#modding queue
Sorry for my poor modding. no it's not ;_;
I didn't have any mod request in my modding queue in last 21 hours.
maybe I should consider to close my modding queue, and this will be my last modding in modding queue?
Thanks for your support anyway. maybe people are busy irl and aren't mapping? ;_;

[ Rizen ] wrote:

Question: Should I rename the Easy to Beginner, Normal to Easy, and Advanced to Normal?
Answer to your question, Easy diff is fit the standard for Beginner.
about that, i've talked to some people and they said the SD should not completely determine the difficulty name. the beat snap divisor also plays a part. I'll leave the diff names for now

[Easy]
00:49:565 (1) - this spinner is unrankable becasue of recovery time. just change to slider then decreased spinner end point and increased spinner start point
00:17:327 (2,3) - For Easy diff, I do not suggest using a lot of circle. becasue slider is easier than circle for new players. but maybe this is okay becasue it is low bpm. leaving this for now. hopefully the low bpm will allow it
01:18:222 (4) - curve for another sider for flowing alright ;_;

[Normal]
00:24:938 (1,2,3) - just not suggested using too much circle in a row I think it should be fine
00:26:282 (4,5) - maybe this 2 can blanket, optional not needed
00:35:983 (2) - start at 00:36:132 - better, becasue of the beat sound. of course end at 00:36:879 - applied
00:37:476 (3) - this sound really soft, maybe del it? alright. removed in other diffs too
00:44:192 (3,1) - I will blanket with a common hiddent circle. optional leaving it be
00:49:565 (1) - If you name it as Normal, then it is okay. I you rename as Easy, then better change to slider becasue of the recovery time. no name change ;_;
01:04:640 (2) - same, follow beat sound applied

[Advanced]
00:22:700 (1) - this shape a little bit meaningless, becasue the shape do not follow anything, just use a common slider is okay. alright, changed it
00:45:983 (1,3) - If you want to use this overlap, better blanket them. But you need to show both head and tail, cannot overlap them ok, fixed it
00:57:625 (3,4) - slider is better? 00:57:476 (2,3) - this is not Normal standard, maybe added
01:25:386 (1) - it is Normal+ diff, I think you can use note-before-spinner pattern. added

[Hard]
00:02:103 (2) - end at 00:02:551 - trying to emphasize the vocals for the first measure. The vocals at this part is very sharp, just like the ending of this slider, which is what I wanted to do
00:16:431 (5) - blanket 00:18:670 (1) - fixed it
00:52:550 (1,2) - I suggest to del this two for emphasizing 00:53:147 - already emphasized by NC and slider velocity change. I don't think these beats should be skipped out on in a Hard
01:25:386 (7) - nc applied

this mod is nothing special.
Nice song. star shot.
will apply mod after my school ball ;)

thank you for the mod! helpful as always!
Kyle Y

[ Rizen ] wrote:

Kyle Y wrote:

#modding queue
Sorry for my poor modding. no it's not ;_;
I didn't have any mod request in my modding queue in last 21 hours.
maybe I should consider to close my modding queue, and this will be my last modding in modding queue?
Thanks for your support anyway. maybe people are busy irl and aren't mapping? ;_;

thank you for the mod! helpful as always!
It is the last modding in my modding queue. Thanks for support. Of course, you can send mod request to me directly in the future. I am really down with that comment. I saw a lot of rejection on my modding, even they reject all, but never do they said this mod does not helped at all
Modding suppose be fun. I feel hopeless on it totally.
I will be back when I want to mod again.
Thank you for supporting again.
Shohei Ohtani
it's always a magical experience when the normal is listed as E.

Hard:
00:16:431 (5) - This really sticks out in terms of the rest of the map. I get that a note is being held out and you want to emphasize that, but considering most of your map has been slow sliders, it's really out of place to have something like this. But there's like nothing else in the music to really signify anything else so uhh. . . ? ? ?. Idunno, it'd be nice to think of something fun to put there though without overmapping or creating rhythms out of thin air.
00:22:700 (1) - whistle on end of slider so it doesn't just sound like "doink:
00:49:714 (1) - There's a discussion that I had Located here, starting from the most relevant page to this current thing I'm about to say about why people should view spinner to note distances in MS instead of beats, but overall, viewing it as beats won. Point of the story being, (1) and (2) after this spinner are urnankable because they do not give enough time to recover after the spinner (For a hard, you must have 1 beat of recovery time).
01:22:699 (3) - hitnormal on beginning pls
01:25:535 (1) - Either fade this out to 5% or put a whistle at the end.

Advanced:
I swear to god we just need to make a separate icon for advanced. However then that'd require every map to have an advanced difficulty, which would cause butthurt levels unlike any other.
00:29:864 (3) - I know you're a little pressed for space here, but it's weird having the slider's momentum take me to the top left corner but then being forced to go below (2) to hit this. Maybe rethink the pattern so (3) isn't forced to break flow due to space?
00:31:655 - random jump in difficulty, seeing as the part before it was all metronomic, and the part afterwards is also metronomic.
01:00:311 (1) - You could do a little bit more here. Yeah, it's an advanced difficulty, but you can still explore more complex rhythms

Normal:
00:02:999 (3) - hitnormal on end pls

Easy:
In general, consider making your combos shorter. It's easy to make them long since a combo of 2-3 notes seems way to small, but because it's mostly long slider stuff, the note density is significantly smaller, therefore shorter combos is a neccessity.

Good start on stuff :P. 1/6 is tough to map but you pulled it off pretty well
Topic Starter
Rizen

Reditum wrote:

it's always a magical experience when the normal is listed as E.

Hard:
00:16:431 (5) - This really sticks out in terms of the rest of the map. I get that a note is being held out and you want to emphasize that, but considering most of your map has been slow sliders, it's really out of place to have something like this. But there's like nothing else in the music to really signify anything else so uhh. . . ? ? ?. Idunno, it'd be nice to think of something fun to put there though without overmapping or creating rhythms out of thin air. alright, moved this section's stuff around to get around this problem (changed repeat slider to slider + circles)
00:22:700 (1) - whistle on end of slider so it doesn't just sound like "doink: applied to all difficulties
00:49:714 (1) - There's a discussion that I had Located here, starting from the most relevant page to this current thing I'm about to say about why people should view spinner to note distances in MS instead of beats, but overall, viewing it as beats won. Point of the story being, (1) and (2) after this spinner are urnankable because they do not give enough time to recover after the spinner (For a hard, you must have 1 beat of recovery time). ok, deleted them ;_;
01:22:699 (3) - hitnormal on beginning pls applied to entire chrous
01:25:535 (1) - Either fade this out to 5% or put a whistle at the end. It already is..?

Advanced:
I swear to god we just need to make a separate icon for advanced. However then that'd require every map to have an advanced difficulty, which would cause butthurt levels unlike any other.
00:29:864 (3) - I know you're a little pressed for space here, but it's weird having the slider's momentum take me to the top left corner but then being forced to go below (2) to hit this. Maybe rethink the pattern so (3) isn't forced to break flow due to space? changed it around a bit
00:31:655 - random jump in difficulty, seeing as the part before it was all metronomic, and the part afterwards is also metronomic. removed this type of rhythm in this verse
01:00:311 (1) - You could do a little bit more here. Yeah, it's an advanced difficulty, but you can still explore more complex rhythms ok, added something more complex

Normal:
00:02:999 (3) - hitnormal on end pls I don't want to bring out the drums until the chorus. the hitsounds at the chorus however has been changed across all difficulties to incorporate this hitsound though

Easy:
In general, consider making your combos shorter. It's easy to make them long since a combo of 2-3 notes seems way to small, but because it's mostly long slider stuff, the note density is significantly smaller, therefore shorter combos is a neccessity. recombo'd

Good start on stuff :P. 1/6 is tough to map but you pulled it off pretty well
Tank you for the mod! :)
Sc4v4ng3r

[ Rizen ] wrote:

Tank you for the mod! :)
I totally cracked when I looked at this. (No offence o.o) On with the modding.

NM as requested in my queue~

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Just small suggestions/nazi

[General]
  1. All looks fine.
[Easy]
  1. 00:08:372 - Make the downbeats on this map clickable, so this should contain a slider's head or a circle, instead of a slider ending on it.
  2. 00:29:864 (2,1,2) - Personally I'm not a fan of going back where a note ended/started, I would rather do this :

  3. 00:53:147 (1,2) - Why not blanket these?
  4. 01:01:207 (2) - The repeat on this slider touches the HP Bar, better fix that.
  5. 01:14:640 (1,2) - The flow would be better if (2) was bit above, which will get blanketed by (3).

  6. 01:28:968 - I know this is on 5% volume, but I still hear the hit-normal sound clearly...
  7. Overall clean, and nice Easy difficulty :D
[Normal]
  1. Not really sure if you want to bring 1/6 for Normal...
  2. 00:02:103 (2,3) - Flow feels awkward, when (2) is pointing upwards rather then downwards.
  3. 00:19:118 (4) - You've missed out NC here.
  4. 00:43:744 (2,3) - Here too, feels bit weird, like the point made above. Would make bit more sense if (3) was ctrl + j-ed.
  5. 00:49:565 (1,1) - I'm not sure myself, but I believe the recovery time after a spinner should be 2 beats for Normal instead of 1 beat... This may be unrankable... I don't know.
  6. 01:21:804 (1,2) - The flow here is again bit awkward, as (1) is pointing up, but (2) is forcing players to go on a straight line. I would change the whole combo to flow this way :

  7. Another good difficulty :D
[Advanced]
  1. 00:11:954 (3,4) - Don't you think these are too close together?
  2. 00:35:237 (1,2) - This plays out bit weird to me, because you were following the beat previously, and here it is following the vocals. I think it would be better to follow the beat for this part too.
  3. 00:56:282 (6,7) - Since this is a difficulty below Hard, circles like this instead should be sliders, hitting these circles as of now is pretty weird o.o
  4. 01:03:446 (6,1) - ^^
  5. 01:07:028 (6,1) - ^^ And so on.
That is all from me. The mapset looks great in my eyes :D 1/6 2hard4me to mod
GL! Have a star for the song being nice :D
Topic Starter
Rizen

[Sc4v4ng3r] wrote:

[ Rizen ] wrote:

Tank you for the mod! :)
I totally cracked when I looked at this. (No offence o.o) On with the modding.
about that, I saw the spelling mistake, but then I thought "oh stuff it, i'm too lazy to add an h, and it sounds kinda childish" so i left it like that :s

NM as requested in my queue~

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Just small suggestions/nazi

[General]
  1. All looks fine.
[Easy]
  1. 00:08:372 - Make the downbeats on this map clickable, so this should contain a slider's head or a circle, instead of a slider ending on it. alright, changed this part around a bit
  2. 00:29:864 (2,1,2) - Personally I'm not a fan of going back where a note ended/started, I would rather do this : applied

  3. 00:53:147 (1,2) - Why not blanket these? ok, i caved in ;_; (applied)
  4. 01:01:207 (2) - The repeat on this slider touches the HP Bar, better fix that. it's fine. It shouldn't be a reason for a DQ (I asked a QAT about this)
  5. 01:14:640 (1,2) - The flow would be better if (2) was bit above, which will get blanketed by (3). applied

  6. 01:28:968 - I know this is on 5% volume, but I still hear the hit-normal sound clearly... It is clearly quieter than the other hitsounds that are not on 5%. So it's fine atm
  7. Overall clean, and nice Easy difficulty :D
[Normal]
  1. Not really sure if you want to bring 1/6 for Normal... It's actually 1/2, I just set it up to 1/6 by accident :p
  2. 00:02:103 (2,3) - Flow feels awkward, when (2) is pointing upwards rather then downwards. rotated some things around and moved things around to fix this
  3. 00:19:118 (4) - You've missed out NC here. whoops :?
  4. 00:43:744 (2,3) - Here too, feels bit weird, like the point made above. Would make bit more sense if (3) was ctrl + j-ed. I think it's fine, going for the symmetry with 00:44:192 (3,1) -
  5. 00:49:565 (1,1) - I'm not sure myself, but I believe the recovery time after a spinner should be 2 beats for Normal instead of 1 beat... This may be unrankable... I don't know. alright, shortened the spinner to allow two beats
  6. 01:21:804 (1,2) - The flow here is again bit awkward, as (1) is pointing up, but (2) is forcing players to go on a straight line. I would change the whole combo to flow this way : Changed it around but not exactly to the picture

  7. Another good difficulty :D
[Advanced]
  1. 00:11:954 (3,4) - Don't you think these are too close together? but it's rhythmically correct o.o
  2. 00:35:237 (1,2) - This plays out bit weird to me, because you were following the beat previously, and here it is following the vocals. I think it would be better to follow the beat for this part too. alright, changed it
  3. 00:56:282 (6,7) - Since this is a difficulty below Hard, circles like this instead should be sliders, hitting these circles as of now is pretty weird o.o I think these are fine at the moment. However if this is brought up again, I will consider changing it
  4. 01:03:446 (6,1) - ^^ ^
  5. 01:07:028 (6,1) - ^^ And so on. ^
That is all from me. The mapset looks great in my eyes :D 1/6 2hard4me to mod
GL! Have a star for the song being nice :D
Thank you for the mod and star!
Weber
mod, just a few suggestions to an already pretty good map set.

Easy:

00:48:670 (1) - I suggest moving this spinner ahead a full beat or extending it by a full beat to fit better with the lead into kiai time in terms of timing and build-up. http://puu.sh/jVYJr/e9529c1cc0.jpg

Normal:

00:37:476 (3) - This note should be on x:48, y:256 to fit correctly with distance snapping
00:50:461 (1) - Same as Easy.

No problems with other difficulties, although you did do the spinner correctly on both Advanced and Hard.
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