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3L - Macrophylla Parasol

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Topic Starter
pimp
This beatmap was submitted using in-game submission on domingo, 18 de novembro de 2018 at 21:39:46

Artist: 3L
Title: Macrophylla Parasol
Source: 東方風神録 ~ Mountain of Faith.
Tags: taikosu xxheroxx Diasios Touhou Momiji Inubashiri NJK Records ZUN TH10 MoF makuro fira makurofira parasoru Fuujinroku Eastern Wind God Chronicles Fall Autumnal Waterfall Stage 4 midboss Pizuya Cell Rising Star godwood YAMAGEN
BPM: 132
Filesize: 16631kb
Play Time: 06:01
Difficulties Available:
  1. Lunatic (3,82 stars, 857 notes)
Download: 3L - Macrophylla Parasol
Information: Scores/Beatmap Listing
---------------
my 6th beatmap, 1st time for approval.

make sure you also play this amazing ranked version by xxheroxx that motivated me to map that song https://osu.ppy.sh/s/53793

I mapped and hitsounded everything, I also created the skin
Diasios (xxheroxx) made the storyboard
Darcsol "remastered" my background image
Topic Starter
pimp
changelog

22/09/17
- hitsounds are not wip anymore (i guess)
- applied Endogemy's mod

28/09/17
- applied Enkrypton's mod

29/09/17
- applied neonat's mod
- applied TheKingHenry's mod

01/10/17
- applied Chewin's mod
- applied CraEZy's mod
- applied - titan's mod

- applied Catshy's mod 17/10/17

- applied Ataraxia's mod 21/10/17

- applied Sinnoh's mod 28/10/17

- applied Bariton's mod 28/10/17

- applied Alexsander's mod 29/10/17

- applied OSUjanaiKATSURAda's mod 04/11/17

- applied Lasse's mod 09/11/17

- applied Okoratu's mod 09/11/17

- applied Behonkiss's mod 13/11/17

- applied DJPop's mod 03/12/17

- applied hi-mei's mod 05/01/18
Feydrives
thank you for the timing

GENERAL
------------------------------------------
change hp dr from 8 to 7.5?
stack leniency is 0; UNRANKABLE
MARATHON
------------------------------------------

00:01:500 (4) - How about you lower this a little?
00:03:545 (5) - And this?
00:07:636 - Not necessary but it could be cool if you added a hcircle here with whistle
00:18:090 (5) - again lower it
00:19:454 (1,2) - separate them?
00:20:817 (4,5,6) - also not necessary but you could make a triangle
00:45:818 (5) - whistle?
00:48:545 (1,2,3,4) - lift them?
00:52:863 (5) - lower it? it looks overlapped
00:56:159 (1) - shrink the spinner to the white tick?
01:04:681 (1,2,3,4) - separate them?
01:58:772 (1,2,3,4,5) - you should probably replace this stuff
02:13:318 (1,2,3,4) - if you join them a little bit it could look really pretty :)
02:21:272 (3,1) - unecessary jump
02:24:909 (3,4) - same

everything after that is okay
Topic Starter
pimp

Endogemy wrote:

thank you for the timing

GENERAL
------------------------------------------
change hp dr from 8 to 7.5? (seems like most insanes don't use hp above 7.5. going to change to 7.5 then)
stack leniency is 0; UNRANKABLE (will change it to 0.1 or 0.2)
MARATHON
------------------------------------------

00:01:500 (4) - How about you lower this a little? (i was not planning to use little volume changes, if more people suggest maybe i change)
00:03:545 (5) - And this? (^)
00:07:636 - Not necessary but it could be cool if you added a hcircle here with whistle (i don't hear any sound in that spot, it would be overmapping)
00:18:090 (5) - again lower it (same as before)
00:19:454 (1,2) - separate them? (the sounds are the same, thats why i stacked)
00:20:817 (4,5,6) - also not necessary but you could make a triangle (i may change if a lot more people suggest)
00:45:818 (5) - whistle? (i'm using whistle in the lower pitch pianos only)
00:48:545 (1,2,3,4) - lift them? (they are not offscreen)
00:52:863 (5) - lower it? it looks overlapped (intentional, but i will change if a few more people complain)
00:56:159 (1) - shrink the spinner to the white tick? (not necessary because it's okay for insane level)
01:04:681 (1,2,3,4) - separate them? (i like how they are compressed)
01:58:772 (1,2,3,4,5) - you should probably replace this stuff (i like them)
02:13:318 (1,2,3,4) - if you join them a little bit it could look really pretty :) (i want this to have jumps but i already think they look good)
02:21:272 (3,1) - unecessary jump (they are fitting imo)
02:24:909 (3,4) - same (^)

everything after that is okay
really appreciate your feedback. thank you
Zaliant
hey dude thanks for the timing help

I'm not very good at these, or mapping in general, but you did me a big favor so ill have to at least try to return it


00:56:159 (1) - personally i would give this more buffer, like a 1/2

i think the rest are find cause they are like, increased in difficulty

(like i said i'm not very good at all these things so, my response could or could not be bad). That's all i could see. i think it's fine how it is, personally.
Topic Starter
pimp
considered. thanks for pointing this out :)
udon337
Marathon
00:02:636 (1,2,3,4) - Could make these all symmetrical (I hope you get what I mean cuz i don't know how to say it right
00:48:772 (2,4) - Could raise to improve blanket
00:52:409 (4,5) - Could lower 5 to stop weird overlap
01:03:772 (3,4) - Maybe you could but 3 where 1 is so that you keep the theme of your level and don't make the difficulty spike to hard
01:08:318 (4) - Could blanket 2 better
01:26:045 (1,2,3,4) - I get the expanding snap distance idea, but you could organize it better
01:40:590 (1,2,3,4,5,6,7,8) - Gap between 4 and 5 is too big for "insane" difficulty
01:41:386 (8,1) - Suggest moving these apart
01:55:136 (1,2,3,4,5,6,7,8) - Might want to make this straight or more curved because the zig zag looks weird imo
Wait what why is tick rate so high?
03:23:318 (1,2) - Big spike, no reason defined
04:50:590 (1) - Curve the other way so that the circle that moves into the next slider can flow better?
Rest looks good imo
Topic Starter
pimp

[Miko] wrote:

Wait what why is tick rate so high? (bacause i wanted to have consistent hitsounding replacing the default tick sounds with custom ones (exemples: 01:17:295 (2) - 01:30:022 (8) - ). my original plan was to use custom slider slide sounds but they are unrakeable for this type of hitsounding.)

[Miko] wrote:

Marathon
00:02:636 (1,2,3,4) - Could make these all symmetrical (I hope you get what I mean cuz i don't know how to say it right) (12345 makes a "W" shape. select all of them in the editor and you will see)
00:48:772 (2,4) - Could raise to improve blanket (someone complained before. can you tell me what's wrong with this notes because i honestly don't know)
00:52:409 (4,5) - Could lower 5 to stop weird overlap (the overlap was kinda intentional. but now you are the 2nd complaining. i will decide about it eventually)
01:03:772 (3,4) - Maybe you could but 3 where 1 is so that you keep the theme of your level and don't make the difficulty spike to hard (this jump is for the high pitched piano. it should be noticeable)
01:08:318 (4) - Could blanket 2 better (this is not supposed to be a blanket)
01:26:045 (1,2,3,4) - I get the expanding snap distance idea, but you could organize it better (they are organized. if you select all of them in the editor you will see a "V" or "<" shape slightly flipped)
01:40:590 (1,2,3,4,5,6,7,8) - Gap between 4 and 5 is too big for "insane" difficulty (will get opinions on that. but as a bad player i am still able to hit them normally)
01:41:386 (8,1) - Suggest moving these apart (i think it makes sense to stack because the pitch lowered suddenly but i will consider/wait for more opinions)
01:55:136 (1,2,3,4,5,6,7,8) - Might want to make this straight or more curved because the zig zag looks weird imo (tried to make this simple. i guess i will have to get some opinions on that and maybe some ideas to replace it)
03:23:318 (1,2) - Big spike, no reason defined (vocal pitch huge change. it's very fitting imo)
04:50:590 (1) - Curve the other way so that the circle that moves into the next slider can flow better? (would make little difference in flow because the spacing is very casual there.)
Rest looks good imo
didn't fix anything but some things might be changed in the future
you mentioned some interesting stuff. old style mapping might be difficult for newer players to mod but it was a good mod!

thank you :)
Alisia
General
If you want to be ran Ranked music, try not to make monotonous work by matching DS to songs.

Marathon
You should put a Break after  00:12:409 (1)
01:17:863 (3) There is no need to be here.

Patterns near 01:00:000 are not good, so it is a good idea to unify them.

good luck!
Enkrypton
From my mod queue,

Marathon
00:09:454 (5,4) - would re position so the circles edges are perfectly in place with the slider's edges. looks more neat and can be created consistently https://puu.sh/xLf2n/b297b742a9.jpg
00:10:363 (2,6) - ^
00:52:409 (4,5) - space these 2 out a bit so u dont get that tiny overlap
00:59:454 (5,3) - possibly apply the first mod to these as well
01:08:318 (4) - this isnt snapped.
01:26:500 (3) - move this slightly to the right to form a better triangle shape, you have this right now: https://puu.sh/xLf3v/69a203fad7.jpg
02:17:863 (1,2,3,4) - try to form a square shape with the 3 circles and slider head, current polygon shape looks weird
02:49:454 (5,6,4) - stack these
02:54:227 (4,1) - the curves here look visually different, it would be cool if they looked more similar imo
03:00:136 (2,2) - i would either stack or make it clear that circle 2 isnt on slider 2's slider tail
03:11:045 (4,6,7) - probably angle this so it looks like an equilateral triangle with 03:11:272 (5) -
03:12:409 (1,2) - avoid overlap or overlap like in first mod
03:16:954 (3,4) - this overlapping is very inconsistent compared to your others, just stack completely or find a different way to place these
04:16:954 - important sound missing here
04:37:863 (1) - shift slightly to the right so u get overlap like in first mod
04:58:318 (1) - stack this with slider or remove overlap completely and remove NC then NC here: 04:58:545 (2) -
04:58:772 (3) - slider shape looks inconsistent compared with the other sliders
05:20:590 (1,2) - i would try to avoid this overlapping
05:24:000 (3) - suggestion here: i would add something different to this slider since theres an obvious and dramatic change in music here.
05:29:000 (2,5) - overlap head and tail
05:30:022 (5,2) - avoid the tiny overlap
05:46:613 (3,4) - i feel the DS is a little to big here

Some of the hitsounding is a little random and can confuse some players, i would reccomend getting someone more experienced in hitsounding to hitsound for you.

Good Luck! :)
Topic Starter
pimp

sers zgk wrote:

General
If you want to be ran Ranked music, try not to make monotonous work by matching DS to songs. (it's old style mapping. totally rankeable and imo it's much better than 2017 mapping)

Marathon
You should put a Break after  00:12:409 (1) - (it's fine to not have a break there. a lot of maps uses empty parts like this.)
01:17:863 (3) There is no need to be here. (it's a main beat and there is a sound. no problem having a note.)

Patterns near 01:00:000 are not good, so it is a good idea to unify them. (what do you mean by unify them?)

good luck! (thank you!)

Enkrypton wrote:

From my mod queue,

Marathon
00:09:454 (5,4) - would re position so the circles edges are perfectly in place with the slider's edges. looks more neat and can be created consistently https://puu.sh/xLf2n/b297b742a9.jpg (fixed)
00:10:363 (2,6) - ^ (fixed)
00:52:409 (4,5) - space these 2 out a bit so u dont get that tiny overlap (now you are the 3rd complaining about them, it's time to fix)
00:59:454 (5,3) - possibly apply the first mod to these as well (they are not part of the same design like the 1st mod. also they are too far in the timeline to be noticed ingame i think)
01:08:318 (4) - this isnt snapped. (it is snapped. it's fine to use 1/6 here as the music does that too.)
01:26:500 (3) - move this slightly to the right to form a better triangle shape. (12345 are making a "V" or "<" shape)
02:17:863 (1,2,3,4) - try to form a square shape with the 3 circles and slider head, current polygon shape looks weird (i'm using increasing spacing that's why it might look weird, should not be a problem ingame)
02:49:454 (5,6,4) - stack these (too far in the timeline to be relevant imo)
02:54:227 (4,1) - the curves here look visually different, it would be cool if they looked more similar imo (interesting suggestion. i get your point but i guess i can't do much about it because the sliders have different lengths. i might try different things if more people complain)
03:00:136 (2,2) - i would either stack or make it clear that circle 2 isnt on slider 2's slider tail (too far in the timeline to be relevant imo)
03:11:045 (4,6,7) - probably angle this so it looks like an equilateral triangle with 03:11:272 (5) - (considered)
03:12:409 (1,2) - avoid overlap or overlap like in first mod (i thought this kind of overlap was still popular nowadays. don't really want to stack or not overlap because the mapping style changes alot the whole diff and i want to keep like that)
03:16:954 (3,4) - this overlapping is very inconsistent compared to your others, just stack completely or find a different way to place these (as i said before, the mapping style is supposed to keep changing)
04:16:954 - important sound missing here (following vocals mostly here. but i have a storyboarded hitsound at that spot for the beat)
04:37:863 (1) - shift slightly to the right so u get overlap like in first mod (i will decide about this one eventually)
04:58:318 (1) - stack this with slider or remove overlap completely and remove NC then NC here: 04:58:545 (2) - (this type of overlap was popular not too long ago : ( this would only make it more difficult to notice the circle)
04:58:772 (3) - slider shape looks inconsistent compared with the other sliders (should not be a problem)
05:20:590 (1,2) - i would try to avoid this overlapping (this type of overlap was popular not too long ago : ( )
05:24:000 (3) - suggestion here: i would add something different to this slider since theres an obvious and dramatic change in music here. (i'm happy with the way it works right now but if someone post images of a new idea i might change if i like it)
05:29:000 (2,5) - overlap head and tail (fixed)
05:30:022 (5,2) - avoid the tiny overlap (i made the overlap worse by fixing your previous suggestion lol. but i like how it is right now.)
05:46:613 (3,4) - i feel the DS is a little to big here (it's the same as 05:46:045 (1,2) - and still smaller than a lot of my jumps)

Some of the hitsounding is a little random and can confuse some players, i would reccomend getting someone more experienced in hitsounding to hitsound for you. (i would rather make my hitsounds simple than ask someone to hitsound my map for me. i don't think my hitsounds are random and the most competitive players won't even notice my hitsounds because of their custom skin's hitsounds)

Good Luck! :)
wow does the new kids actually ask other people to hitsound their stuff? that's so lame :o
anyway, a really great mod. if this was a 2017 based mapping it would definely have more fixings but so far you got the most fixes.

thank you very much :)
neonat
Why is the slider tick rate 4? Furthermore you silence them. Rather than the ticks, silencing the slide would make more sense, especially the starting of the song, it is really loud

Marathon

Generally I feel the NC pattern due to the fact that sometimes you try to phrase them by certain parts of the music and not based on starting it regularly after x beats, there is a lot of inconsistencies. There is multiple switches back and forth from starting at the white ticks and at irregular times at other parts of the song.

00:57:863 - the volume before this could be reduced, 70% is pretty loud, some variation in the volume would help define each part more
00:00:823 (1,2,3) - 00:06:272 (4,5,6) - the stacking doesn't really match with the song though, the progression in the tone especially at 00:06:272 (4,5,6) - but it's stationary and feels held back
00:04:454 (6) - doesn't feel like a continuity of the previous pattern 00:02:636 (1,2,3,4,5) - don't think it should be the same combo. Hence 00:06:272 (4,5,6) - is somewhat different as well
00:23:318 (2) - 00:25:136 (3) - kinda lacklustre to have consistent spacing when these beats are quite strong as they lead phrases in. Those 3 1/2 beats before those parts, which occurs throughout the whole beginning of the song, those are lead-ins, but they aren't exactly the main starting portion of the phrases itself, hence they are just lead-ins. They lead towards the strong beat which starts off the parts, which is why it would be better to place more emphasis on them
00:45:136 - strong beat, but it is on a sliderend. Would be better with something starting there instead
01:08:318 (4) - why is the repeat at 01:08:469 - ? there is no 1/3 rhythm here
01:11:727 - 01:39:681 - you attempt to try so many different rhythms here, which makes it really inconsistent. One moment you are following a certain part of the music, and the next you are following something else. You then go back to what it was before after trying it once, and the next time you deviate from that rhythm, it's not the same kind, which is just not gelling together. 01:13:318 (5,6,7,1) - 01:14:909 (5,6,7,8,1) - 01:16:954 (1,2,3) - 01:20:590 (6,1,2,3,4) - 01:24:681 (1,2,3,4) - 01:27:863 (1,2,3,4,5) - 01:29:454 (7,8,1) - 01:31:500 (5,6) - 01:35:136 (2,1,2,3,4) - 01:36:727 (6,1,2) - 01:38:772 (1,2) -
01:45:136 (3) - 01:48:772 (1) - if this is the reason why you have sliderticks for 1/4s then I suggest use actual objects, this should not be the reasoning, and it just misleads, if those beats are important enough to be hitsounded, map to them

I stopped after the first kiai but the general thing is there is so much sprinkling around with the rhythm is here and there, I feel it's just a tad too much. Aside from some generally stiff shapes or patterns, the spacing does generally align with the music, aside from the big white ticks I mentioned a bit above as well.

Good Luck with this map!
TheKingHenry
Hello mod from my queue~
I know you asked for irc mod, but sadly after a week of trying to get online when you are there and failing (due the timezone differences you are mostly online during late night hours or early morning when I go to work FeelsBadMan), I need to do this before I open my queue again for this weekend. Hopefully you don't mind
Marathon
  1. From AiMod: unsnapped objects at 00:00:823 (1) - 00:01:050 (2) - 00:01:277 (3) -
  2. Also from AiMod: there's bunch of conflicting things between the 2 diffs (which I guess isn't really a problem since it doesn't look like the old version is getting worked forward anyways but probably removed later or smth)
  3. You could use some more tags, I'm sure there's more to be found.
  4. 00:00:823 (1,2,3,4,5) - okay so this is probably repeated like couple hundred times during this map, so apply for all if so. As in, I think it'd be better if the 1st white ticks were NCd (like 00:01:500 (4) - 00:03:318 (4) - and so on) and the upbeat wouldn't be NCd, leading to a clear indicator of the actual musical structure. So for example, the first combos would be 00:00:823 (1,2,3) - then 00:01:500 (4,5,1,2,3) - then 00:03:318 (4,5,6,1) - and so on
  5. 00:04:909 (1,2) - maybe space them out always when 00:05:136 (2) - has stuff like that stronger sound?
  6. 01:08:318 (4,1) - there isn't 1/3 anywhere, maybe do that triple beginning at the red tick instead?
  7. 01:15:704 (7) - current one is kinda fine too, but I think it'd be more understandable for the player if this was kickslider instead, catching that sound on the red tick as well
  8. 01:36:045 (4) - now that we have a part where the vocal following doesn't really point that much toward the NC at 01:35:363 (1) - either (since the vocals are somewhat "constant" here) just reminder that these are the same as that point I said in the beginning
  9. 01:41:500 (1) - space this out in someway, you just did jumpstream with the last ones, and this one is stronger sound than those
  10. 01:45:136 (3,1) - don't hitsound like this, it's basically making the player think the rhythms are different than what they are. So basically, have the sliderends and -tails clearly more dominant sounds than the sliderticks. If you want rhythm like this with only one click like this, just use kickslider for it instead
  11. 03:33:318 (1,2,3) - not like it's wrong, but I don't see the reason for using less intense and more forgiving version of the pattern the 2nd time around, shouldn't it normally be the other way?
  12. 03:38:545 (4,5,6,2) - would look better if the stack was between 03:39:227 (6,2) - instead of 03:38:545 (4,2) - (since 03:39:227 (6) - is the one of those that is last visible. Automatic stack kinda fucks up positioning these but tuning is still possible manually)
  13. 03:50:590 (6,1,2) - I think this was in the last kiai too, NC 03:50:590 (6) - instead? That's the emphasised point with both vocals and instruments (and NC on blue tick 1/4 that is after a slider is in most cases just no-go) Yeah the last one was 02:16:045 (6,1,2) -
  14. 04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way?
  15. 04:36:045 (7,1,2) - what I said just above there ^
  16. 04:37:409 (8) - It'd be good to NC for the changes in the stream, also the combo is getting quite long for what you've used in the map so far.
  17. 04:58:318 (1,2) - it'd flow better if 04:58:545 (2) - was atleast somewhat downwards in some way from 04:58:318 (1) - due how 04:57:863 (1,2) - goes
  18. For that last flute solo section, a lot of NCs that were kinda meh in terms of how they were structuring it. You can check yourself what you want to do with them, but most of the time when the NC wasn't on white tick it felt like it was at the wrong place.
Good luck!

pimpG wrote:

wow does the new kids actually ask other people to hitsound their stuff?
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TIL
Topic Starter
pimp

neonat wrote:

Why is the slider tick rate 4? Furthermore you silence them. Rather than the ticks, silencing the slide would make more sense, especially the starting of the song, it is really loud (yup, sliderslides are annoying but i had to make choices/sacrifices. using tick 4 because i need faster ticks than 1 or 2 to keep my hitsound patterns. in the past i had tick 1 and custom hitsounds as sliderslides, it was a mess because they work different than tick sounds, so it was not sounding the way i wanted and later i found out sliderslides are unrankeable if used as "solid" sounds. also silenced sliderslide at the same time as silenced slider tick is unrankeable. i will try to use a sliderslide with lower volume than usual later)

Marathon

Generally I feel the NC pattern due to the fact that sometimes you try to phrase them by certain parts of the music and not based on starting it regularly after x beats, there is a lot of inconsistencies. There is multiple switches back and forth from starting at the white ticks and at irregular times at other parts of the song. (yeah i was planning to change some new combos but didn't do it because i asked a lot of people for mods so i thought i should wait before updating and stuff..)

00:57:863 - the volume before this could be reduced, 70% is pretty loud, some variation in the volume would help define each part more (sure. 50%)
00:00:823 (1,2,3) - 00:06:272 (4,5,6) - the stacking doesn't really match with the song though, the progression in the tone especially at 00:06:272 (4,5,6) - but it's stationary and feels held back (very subjective imo, so i will keep it the way it is for now. i wanted the beat placement in this intro to be very "linear" and stuff)
00:04:454 (6) - doesn't feel like a continuity of the previous pattern 00:02:636 (1,2,3,4,5) - don't think it should be the same combo. Hence 00:06:272 (4,5,6) - is somewhat different as well (it definely don't belong in the next combo and new combo for a single note won't work here too)
00:23:318 (2) - 00:25:136 (3) - kinda lackluster to have consistent spacing when these beats are quite strong as they lead phrases in. Those 3 1/2 beats before those parts, which occurs throughout the whole beginning of the song, those are lead-ins, but they aren't exactly the main starting portion of the phrases itself, hence they are just lead-ins. They lead towards the strong beat which starts off the parts, which is why it would be better to place more emphasis on them (consistent spacing works on any song and any part of it. it's an intro, i don't want people to miss notes so early)
00:45:136 - strong beat, but it is on a sliderend. Would be better with something starting there instead (i actually care about this main beat stuff but this is a very specific case. 00:44:454 (1,2,3,4,5) - 2slider 3circle while 00:51:727 (1,2,3,4,5) - 3circle 2slider. let's say it's intentional inconsistency)
01:08:318 (4) - why is the repeat at 01:08:469 - ? there is no 1/3 rhythm here (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
01:11:727 - 01:39:681 - you attempt to try so many different rhythms here, which makes it really inconsistent. One moment you are following a certain part of the music, and the next you are following something else. You then go back to what it was before after trying it once, and the next time you deviate from that rhythm, it's not the same kind, which is just not gelling together. 01:13:318 (5,6,7,1) - 01:14:909 (5,6,7,8,1) - 01:16:954 (1,2,3) - 01:20:590 (6,1,2,3,4) - 01:24:681 (1,2,3,4) - 01:27:863 (1,2,3,4,5) - 01:29:454 (7,8,1) - 01:31:500 (5,6) - 01:35:136 (2,1,2,3,4) - 01:36:727 (6,1,2) - 01:38:772 (1,2) - (you can tell i follow vocal for the most part of the song. those examples are basically spots that the vocal is not the most outstanding rhythm or simply not very present in the ticks to be mapped. not mapping in the most obvious way is part of beatmapping. check those maps with a lot of guest diffs for example, they usually offer different experiences and features that includes rhythm variation among them...)
01:45:136 (3) - 01:48:772 (1) - if this is the reason why you have sliderticks for 1/4s then I suggest use actual objects, this should not be the reasoning, and it just misleads, if those beats are important enough to be hitsounded, map to them (yeah i expected this to have mixed reception. but storyboarded hitsounds should be rankeable when used correctly and when it's not possible to do with normal hitsounding. in this part i mostly map vocals but this part with sb hitsound has no vocal, but, not having that sound there would ruin my current hitsound logic for this part. we will see.)

I stopped after the first kiai but the general thing is there is so much sprinkling around with the rhythm is here and there, I feel it's just a tad too much. Aside from some generally stiff shapes or patterns, the spacing does generally align with the music, aside from the big white ticks I mentioned a bit above as well.

Good Luck with this map! (thank you for modding!)

TheKingHenry wrote:

pimpG wrote:

wow does the new kids actually ask other people to hitsound their stuff?
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TIL
(to be fair, i was a kid when i joined this game too, so it was not supposed to be an insult. i apologize if anyone reading this feels offended.)

(even in the past, i felt like most mappers didn't put much effort on their hitsounds, but asking other people to hitsound stuff for you rather than modding or giving a few tips is beyond acceptable, i feel sorry for the kids if the laziness/lack of interest got to this point. <<<and for this i wouldn't apologize :) )

Hello mod from my queue~
I know you asked for irc mod, but sadly after a week of trying to get online when you are there and failing (due the timezone differences you are mostly online during late night hours or early morning when I go to work FeelsBadMan), I need to do this before I open my queue again for this weekend. Hopefully you don't mind (i don't mind, sorry for the inconvenience)
Marathon
  1. From AiMod: unsnapped objects at 00:00:823 (1) - 00:01:050 (2) - 00:01:277 (3) - (woops, fixed)
  2. Also from AiMod: there's bunch of conflicting things between the 2 diffs (which I guess isn't really a problem since it doesn't look like the old version is getting worked forward anyways but probably removed later or smth) (yeah i'm just keeping it there because i need two diffs to keep this on pending section, also i want people, especially modders, to look at my map as an old styled map and give suggestions targeted for old styled map, but it's not working so far :()
  3. You could use some more tags, I'm sure there's more to be found. (going to use the same tags as xxheroxx's mapset)
  4. 00:00:823 (1,2,3,4,5) - okay so this is probably repeated like couple hundred times during this map, so apply for all if so. As in, I think it'd be better if the 1st white ticks were NCd (like 00:01:500 (4) - 00:03:318 (4) - and so on) and the upbeat wouldn't be NCd, leading to a clear indicator of the actual musical structure. So for example, the first combos would be 00:00:823 (1,2,3) - then 00:01:500 (4,5,1,2,3) - then 00:03:318 (4,5,6,1) - and so on (the nc on main beat logic don't work very well on all parts, i also don't want unnecessary short combos)
  5. 00:04:909 (1,2) - maybe space them out always when 00:05:136 (2) - has stuff like that stronger sound? (the red tick and main beat are basically the same type of sound, that's why they are stacked)
  6. 01:08:318 (4,1) - there isn't 1/3 anywhere, maybe do that triple beginning at the red tick instead? (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
  7. 01:15:704 (7) - current one is kinda fine too, but I think it'd be more understandable for the player if this was kickslider instead, catching that sound on the red tick as well (i don't think this is compatible with the mapping style)
  8. 01:36:045 (4) - now that we have a part where the vocal following doesn't really point that much toward the NC at 01:35:363 (1) - either (since the vocals are somewhat "constant" here) just reminder that these are the same as that point I said in the beginning (it looks very fitting the way it is,
    not very constant because the rhythm of her vocal in the previous combo is very different
    )
  9. 01:41:500 (1) - space this out in someway, you just did jumpstream with the last ones, and this one is stronger sound than those (the sound is indeed louder, but the pitch of both vocal and instrument are lower, so i think it's okay the way it is.)
  10. 01:45:136 (3,1) - don't hitsound like this, it's basically making the player think the rhythms are different than what they are. So basically, have the sliderends and -tails clearly more dominant sounds than the sliderticks. If you want rhythm like this with only one click like this, just use kickslider for it instead (has been done before, https://osu.ppy.sh/s/14624 this guy is considered by many, the best of all time, he did that on the difficulty targeted for inexperienced players. also, in my map, the player can easily understand that this slider has the same rhythm as the others around because of it's shape/length, and by the time he notices the hitsound he will have a hit300 already because it's just a small slider)
  11. 03:33:318 (1,2,3) - not like it's wrong, but I don't see the reason for using less intense and more forgiving version of the pattern the 2nd time around, shouldn't it normally be the other way? (good point. i agree about the "difficulty increasing as we progress in the song" thing, but i actually suck at remapping. still considered so i might change in the future)
  12. 03:38:545 (4,5,6,2) - would look better if the stack was between 03:39:227 (6,2) - instead of 03:38:545 (4,2) - (since 03:39:227 (6) - is the one of those that is last visible. Automatic stack kinda fucks up positioning these but tuning is still possible manually)
  13. 03:50:590 (6,1,2) - I think this was in the last kiai too, NC 03:50:590 (6) - instead? That's the emphasised point with both vocals and instruments (and NC on blue tick 1/4 that is after a slider is in most cases just no-go) Yeah the last one was 02:16:045 (6,1,2) - (she keeps singing until the main beat, so i think it's more fitting to have the new combos on the parts after it since the next rhythm starts around there too)
  14. 04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
  15. 04:36:045 (7,1,2) - what I said just above there ^ (same as before)
  16. 04:37:409 (8) - It'd be good to NC for the changes in the stream, also the combo is getting quite long for what you've used in the map so far. (still the same length as 02:01:727 (1,2,3,4,5,6,7,8,9,10,11,12) - and 03:36:272 (1,2,3,4,5,6,7,8,9) - so it's consistent to what it needs to be)
  17. 04:58:318 (1,2) - it'd flow better if 04:58:545 (2) - was atleast somewhat downwards in some way from 04:58:318 (1) - due how 04:57:863 (1,2) - goes (very subjective so i keep it for now. also 04:58:318 (1,2) - are basically symmetry)
  18. For that last flute solo section, a lot of NCs that were kinda meh in terms of how they were structuring it. You can check yourself what you want to do with them, but most of the time when the NC wasn't on white tick it felt like it was at the wrong place. (they are okay already i also have white combo exclusively for this ending, but only on the parts with focus only on vocal)
Good luck! (thank you very much!)
TheKingHenry

TheKingHenry wrote:

pimpG wrote:

[*]04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^
Topic Starter
pimp

TheKingHenry wrote:

Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^
oh i thought that you were complaining about the slider directions being different or something like that because of the wording of your question. what you said is legit, it's definely something i will try to change. but historically i have struggled with remaps, especially at that level of relevance, but we will see.
Chewin
Hello pimpG! Your map has been chosen from my Queue!
Let's go, I love this.

~General~

  1. (Just a personal taste) I really dislike the last combo colour because it doesn't fit with others (and I know you are using it because of the tree in the BG) so I would suggest you to use a soft magenta (the same intensity of the leaves color) so that you will have two couple of the same color but with a different intensity: two blues and two soft red combo
~Marathon~

  1. 00:03:545 (5) - I feel this slider a bit unflowing because I would have expected it was straight on the top and not directed on the right just like you did for 00:01:500 (4) -. So, I would make it in this other way to make it much more smoother: 00:01:500 (4) - http://osu.ppy.sh/ss/9218119 This should be applied for the next 00:18:090 (5) - as well;
  2. 00:47:636 (3,4) - I would switch whistles here because the higher pitch is on the (3) actually and not on the (4). The missing whistle on the (3) makes it look too empty imo and this setting would fill this part in the best way;
  3. 00:48:772 (2,3) - Same here. The whistle should be removed from (2)'s tail and added on (3) head instead to emphasize the piano melody better. Moreover, the whistle should be removed on (3)'s tail so you can add it properly on (4)'s head instead so that you will emphasize all the piano sounds in the music;
  4. 00:52:863 (5) - This slider is too attached to the previous slider's body and it looks unflowing: you could move it some grid down to make its slider's tail parallel with the 00:51:954 (2) - giving it the same x:100 = https://osu.ppy.sh/ss/9218224
  5. 01:01:500 (1,2,3) - I would make this pattern smoother with this other placement instead because actually the (3) shape ruins the flow you created imo: https://osu.ppy.sh/ss/9218252
    01:12:181 (3,4) - What about making a little jump here to emphasize the new vocal section that it's gonna to start? You could use NC on it too;
  6. 01:15:477 (1,2,3,4) - I would use a simpler rhythm here, the same of 01:22:181 (6,1,2,3) - (with the same melody) where you didn't use the 1/4 snapping. If you really want to keep it I would use sliders like you did for 01:30:022 (8) - , it would be better imo (but it's just a personal taste I guess);
  7. 01:41:045 (5) - Being a low AR a NC here would fill nice to warn about the sudden change of spacing;
  8. 01:43:545 (9) - I would avoid this long combo. Use NC here to emphasize the vocal better and remove it from here 01:44:681 (1) - and add it on 01:45:136 (3) - where the slider pattern is gonna to start. Better decision tbh;
  9. 01:50:590 (1) - Shouldn't the slider tick here have the same sound of 01:48:886 (2) - like it was a triple? Being the pattern symmetrical I would make the hitsounding the same as well;
  10. 02:14:909 (3,4,5) - How come did you use here a different rhythm of 02:00:363 (3,4,5) - ? It should be the same being the rhythm in the music still the same;
  11. 02:46:159 (4) - (Just a personal taste) To make it smoother and easier to read/play I would set it in this other way: https://osu.ppy.sh/ss/9218383 like if it's body would be full blanketed with 02:46:500 (1,2,3,4) - shape;
  12. 03:06:954 (7) - I would have expected this circle was placed on the left or below instead than right, to have a natural movement while gameplaying. I would suggest you to stack it with 03:05:818 (4) - (on the left) or, if you like a bigger spacing, with 03:05:136 (3) - 's head. Placing it on the right makes the flow look too weird honestly xD;
  13. 03:30:818 (2,3,4,5,6,7) - Mh, still here I would have expected something different, I mean, the whole pattern should be symmetrical imo. I would make the 03:32:181 (5) - symmetric with 03:31:727 (4) - and would change the placement of the next two elements so that you could avoid this antijump 03:32:863 (7,1) - that should be emphasized like you did for the next same part. What about this? It's just an idea: http://osu.ppy.sh/ss/9218457 it's much better imo!
  14. 04:44:000 (2,3,4) - Compared to all jumping patterns this look too pushed imo and very uncomfortable to play. What about this? https://osu.ppy.sh/ss/9218475 I really like it because it connect in a very smooth way the previous pattern 04:43:772 (1,2) - with the upcoming 04:44:681 (5,6,7,8) - due to the natural cursor movement while playing it;
  15. 04:45:363 (2,1,2,3,4,1) - Mh.. How come this NC and placement setting? Is there any reason to make this sudden change? I don't know, this just looks very awkward for some reason;
  16. 04:55:818 (3) - Place this circle to x:256 y:348? The jump would be amazing to play and the movement up-down while playing the 04:55:590 (2,3) - pattern makes the part much more fun to play: https://osu.ppy.sh/ss/9218497
  17. 04:59:454 - I really think that a circle should be mapped here because the missed sound there makes the 1/1 rhythm look longer than how it actually is. You can hear a strong sound on that red tick too so adding a circle would connect this part with the upcoming next one in the best way imo;
  18. 05:07:409 (1,2) - Switch NC? The flute sound is starting on the (2) actually and it's even inconsistent with 05:08:545 (1) - where you didn't set the NC on 05:08:318 (4) - like you did here xD Also, why this unnecessary NC 05:09:227 (1) - ? Remove it and add it on 05:09:568 (4) - so you can make this consistent with the NC setting I suggested you. Btw, comparing this section with next one, I think you used too much unnecessary NCs. I would just make it consistent with next section that are using the same flute melody, actually :c
I'm very glad you decided to map it in this way. I really appreciated it while modding.
I hope this mod will help you on improving it for the rank, good luck pimpG!
Topic Starter
pimp
Chewin
Hello pimpG! Your map has been chosen from my Queue! (hi Chewin, i was surpised that my map was the winner on that little mapping contest you made, because my map was competing against pokemon stuff, linkin park stuff, maps with 100+ favorites, and maps from popular people. You are an accomplished mapper, player and former BAT, so that little win means a lot to me.)
Let's go, I love this.

~General~

  1. (Just a personal taste) I really dislike the last combo colour because it doesn't fit with others (and I know you are using it because of the tree in the BG) so I would suggest you to use a soft magenta (the same intensity of the leaves color) so that you will have two couple of the same color but with a different intensity: two blues and two soft red combo (this will require some testing because i also have an extra combo colour for specific parts at the end, so i will have 5 colours if i change this)
~Marathon~

  1. 00:03:545 (5) - I feel this slider a bit unflowing because I would have expected it was straight on the top and not directed on the right just like you did for 00:01:500 (4) -. So, I would make it in this other way to make it much more smoother: 00:01:500 (4) - http://osu.ppy.sh/ss/9218119 This should be applied for the next 00:18:090 (5) - as well; (both fixed)
  2. 00:47:636 (3,4) - I would switch whistles here because the higher pitch is on the (3) actually and not on the (4). The missing whistle on the (3) makes it look too empty imo and this setting would fill this part in the best way; (i'm hitsounding the lower pitched pianos that are only on that ticks rather. they are not very noticeable but i wanted simpler hitsounding in that intro so i think they work well for that)
  3. 00:48:772 (2,3) - Same here. The whistle should be removed from (2)'s tail and added on (3) head instead to emphasize the piano melody better. Moreover, the whistle should be removed on (3)'s tail so you can add it properly on (4)'s head instead so that you will emphasize all the piano sounds in the music; (^)
  4. 00:52:863 (5) - This slider is too attached to the previous slider's body and it looks unflowing: you could move it some grid down to make its slider's tail parallel with the 00:51:954 (2) - giving it the same x:100 = https://osu.ppy.sh/ss/9218224 (fixed)
  5. 01:01:500 (1,2,3) - I would make this pattern smoother with this other placement instead because actually the (3) shape ruins the flow you created imo: https://osu.ppy.sh/ss/9218252
    01:12:181 (3,4) - What about making a little jump here to emphasize the new vocal section that it's gonna to start? You could use NC on it too; (definely i could make something nicer in this part but i couldn't think of anything for his twin at 01:19:454 (3,4) - so i keep this way for now. the new combos are not gonna be applied because the "nc on main beat" logic don't work very well in this section because of the way i placed notes, i think.)
  6. 01:15:477 (1,2,3,4) - I would use a simpler rhythm here, the same of 01:22:181 (6,1,2,3) - (with the same melody) where you didn't use the 1/4 snapping. If you really want to keep it I would use sliders like you did for 01:30:022 (8) - , it would be better imo (but it's just a personal taste I guess); (the correct way to map the vocal, that's the main rhythm mapped, would be adding a repeat to the long slider, or adding a circle to the red tick and leaving everything between the slider and circle empty, having a circle on both ticks or only having a 1/2 slider does not sounds that great and creative. i also like the idea of not just mapping white and red ticks,and i have to deny using the slider because i prefer variation in this case.)
  7. 01:41:045 (5) - Being a low AR a NC here would fill nice to warn about the sudden change of spacing; (fixed)
  8. 01:43:545 (9) - I would avoid this long combo. Use NC here to emphasize the vocal better and remove it from here 01:44:681 (1) - and add it on 01:45:136 (3) - where the slider pattern is gonna to start. Better decision tbh; (fixed)
  9. 01:50:590 (1) - Shouldn't the slider tick here have the same sound of 01:48:886 (2) - like it was a triple? Being the pattern symmetrical I would make the hitsounding the same as well; (i would like to do that too, but it doesn't have that sound in the music in that blue tick. same applies to 01:45:136 (3,6) - )
  10. 02:14:909 (3,4,5) - How come did you use here a different rhythm of 02:00:363 (3,4,5) - ? It should be the same being the rhythm in the music still the same; (i agree that they are very similar, but my perception for them is that one part the singer is almost screaming, and the other part the singer is almost whispering, so i have the easier pattern for the whispering, and the harder pattern for the screaming)
  11. 02:46:159 (4) - (Just a personal taste) To make it smoother and easier to read/play I would set it in this other way: https://osu.ppy.sh/ss/9218383 like if it's body would be full blanketed with 02:46:500 (1,2,3,4) - shape; (it would be inconsistent to my previous combos as they mostly go one direction, then the exact oposite direction)
  12. 03:06:954 (7) - I would have expected this circle was placed on the left or below instead than right, to have a natural movement while gameplaying. I would suggest you to stack it with 03:05:818 (4) - (on the left) or, if you like a bigger spacing, with 03:05:136 (3) - 's head. Placing it on the right makes the flow look too weird honestly xD; (i think it's fixed. now it's on the right, between 3's tail and 5's head)
  13. 03:30:818 (2,3,4,5,6,7) - Mh, still here I would have expected something different, I mean, the whole pattern should be symmetrical imo. I would make the 03:32:181 (5) - symmetric with 03:31:727 (4) - and would change the placement of the next two elements so that you could avoid this antijump 03:32:863 (7,1) - that should be emphasized like you did for the next same part. What about this? It's just an idea: http://osu.ppy.sh/ss/9218457 it's much better imo! (i swear i wanted something more symmetric but i didn't like the results i was getting, your suggestion doesn't looks nice enough so i will have to keep this way for now.)
  14. 04:44:000 (2,3,4) - Compared to all jumping patterns this look too pushed imo and very uncomfortable to play. What about this? https://osu.ppy.sh/ss/9218475 I really like it because it connect in a very smooth way the previous pattern 04:43:772 (1,2) - with the upcoming 04:44:681 (5,6,7,8) - due to the natural cursor movement while playing it; (fixed)
  15. 04:45:363 (2,1,2,3,4,1) - Mh.. How come this NC and placement setting? Is there any reason to make this sudden change? I don't know, this just looks very awkward for some reason; (this is the 1st part that i followed the back vocal, also the 1st time i used the special combo colour. you might not have noticed because you made changes to the new combos so the manual new combos i created are probably destroyed in your end)
  16. 04:55:818 (3) - Place this circle to x:256 y:348? The jump would be amazing to play and the movement up-down while playing the 04:55:590 (2,3) - pattern makes the part much more fun to play: https://osu.ppy.sh/ss/9218497
  17. 04:59:454 - I really think that a circle should be mapped here because the missed sound there makes the 1/1 rhythm look longer than how it actually is. You can hear a strong sound on that red tick too so adding a circle would connect this part with the upcoming next one in the best way imo;
  18. 05:07:409 (1,2) - Switch NC? The flute sound is starting on the (2) actually and it's even inconsistent with 05:08:545 (1) - where you didn't set the NC on 05:08:318 (4) - like you did here xD Also, why this unnecessary NC 05:09:227 (1) - ? Remove it and add it on 05:09:568 (4) - so you can make this consistent with the NC setting I suggested you. Btw, comparing this section with next one, I think you used too much unnecessary NCs. I would just make it consistent with next section that are using the same flute melody, actually :c (it would make the combo too short, unusual nc's are the back vocals)
I'm very glad you decided to map it in this way. I really appreciated it while modding. (i don't even know if i will be able to map like this again, i'm the type of "situation" mapper rather than "own style" mapper, and i felt unusually confortable mapping this song, i'm glad that it resulted on a decent map)
I hope this mod will help you on improving it for the rank, good luck pimpG!(it certanly helped a lot, i appreciate your help, and winning the
little mapping contest actually put a smile on my face, it's something that didn't happen in ages in this game :)
)

now Chewin is the modder who got the most fixes!
jas
hello. i owe you a m4m

00:17:635 (3,4) - this stack doesnt make sense imo, i feel like the bass on (4) should be a jump instead of a stack. it repeats a few times, so i see its intended, but what about 00:24:909 (2,3) - 00:03:090 (3,4) - and 00:10:590 (3,4) - ?

01:41:045 (5) - nc to hint players of 1/4 jump and also to give a little extra health

02:10:136 (3,4) - maybe decrease the spacing to give 02:10:590 (1) - more emphasis?

04:33:318 (1,2) - maybe just make these 2 circles, i feel like people would mistake these as 1/4 jumps

04:48:772 (1,2) - make this a jump?

05:54:227 (1,2,3,1,2,3) - this is really confusing and akward to play, i would make 05:54:227 (1,2) - circles in previous patterns, keep 05:54:909 (3) - a slider, and repeat for 05:55:136 (1,2,3) -

i really disagree with tick rate 4, it doesnt make sense imo, there's no place in this map where i see tick rate 4 being used to an advantage, at least decrease it to tick rate 2, i see that better fitting the song

i also would suggest to change to bg to something 1920x1080. itll be higher quality and a resolution to what most people on osu play

thats all! gl :)
Topic Starter
pimp

CraEZy wrote:

hello. i owe you a m4m (thank you for honoring the m4m, i was about to leave some salty comments in your beatmap discussion thread before you edited your reply :D)

00:17:635 (3,4) - this stack doesnt make sense imo, i feel like the bass on (4) should be a jump instead of a stack. it repeats a few times, so i see its intended, but what about 00:24:909 (2,3) - 00:03:090 (3,4) - and 00:10:590 (3,4) - ? (the lead sound is the same on all of this parts, it would actually make more sense to make all of them stacks but full consistency don't always results on a better beatmap)

01:41:045 (5) - nc to hint players of 1/4 jump and also to give a little extra health (i will get some opinions on this one because i would need to add a new combo at 01:40:136 (2) - too for consistency)

02:10:136 (3,4) - maybe decrease the spacing to give 02:10:590 (1) - more emphasis? (i'm mapping vocal for the most part of the song,
the pitch of the vocal is much lower in this part so it makes sense to have smaller distance snap
)

04:33:318 (1,2) - maybe just make these 2 circles, i feel like people would mistake these as 1/4 jumps (if more people complain maybe i fix)

04:48:772 (1,2) - make this a jump? (very similar sound, makes sense to stack imo)

05:54:227 (1,2,3,1,2,3) - this is really confusing and akward to play, i would make 05:54:227 (1,2) - circles in previous patterns, keep 05:54:909 (3) - a slider, and repeat for 05:55:136 (1,2,3) - (i will wait to see if more people struggle with this part too)

i really disagree with tick rate 4, it doesnt make sense imo, there's no place in this map where i see tick rate 4 being used to an advantage, at least decrease it to tick rate 2, i see that better fitting the song (custom hitsounding purposes)

i also would suggest to change to bg to something 1920x1080. itll be higher quality and a resolution to what most people on osu play(seems like 1920x1080 is rankeable now.. it was not, a few years ago. i will see if i can get the same image with that resolution but mu current bg is still fine for the ranking criteria anyway)

thats all! gl :)
thanks for modding :)
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