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yanaginagi - Harumodoki (TV Size)

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Topic Starter
anna apple
This beatmap was submitted using in-game submission on Sunday, September 8, 2019 at 6:47:14 PM

Artist: yanaginagi
Title: Harumodoki (TV Size)
Source: やはり俺の青春ラブコメはまちがっている。続
Tags: Yahari Ore no Seishun Rabu Kome wa Machigatteiru. Zoku My Teen Romantic Love Comedy SNAFU TV Size oregairu
BPM: 174
Filesize: 2528kb
Play Time: 01:26
Difficulties Available:
  1. Hard (3.65 stars, 250 notes)
  2. Insane (4.71 stars, 344 notes)
  3. Normal (2.4 stars, 146 notes)
Download: yanaginagi - Harumodoki (TV Size)
Information: Scores/Beatmap Listing
---------------
remaps inc

requires a re-dl due to new mp3 and new title owo

cute heart slider from this map! https://osu.ppy.sh/beatmapsets/384745#osu/875798 (pls play it, it has some really nice streams/sliders)
Nao Tomori
general
oregairu tag

i'll try and look at this from your perspective since it seems very different from mine

insane

00:10:038 (1) - criminally underspaced. the acceleration from 6>7 puts a lot of force on 7 but then 1 is not spaced at all. the sharp angle isn't enough imo because that just makes it a comfortable movement rather than one that needs attention from the player.

00:12:797 (1) - same deal.

00:19:176 (5,6,7) - unnecessarily confusing. it does highlight the drums, but that uncomfortable forced movement is not at the same level as the fairly quiet triple it follows.

00:31:418 - drum sound here. since you're focusing hard on the drums, this should be at least a slider end if not a clickable object.

00:34:176 - same thing.

00:43:831 - just seems undermapped. unlike the rest of the places that clearly followed drums, this doesn't follow much. if it's following guitar, 00:44:693 - should have objects. if drums, 00:43:831 (2) - should be changed into a pair of circles, since 00:44:004 - has a much stronger drum hit. additionally, i think the piano note at 00:44:866 - is worth at least noticing, so i think that a slider should be on 00:44:693 - for the sake of following the song.

00:57:969 (6) - should be another jump since the string note changes here like at 00:57:624 -

01:15:728 (5) - don't think this note is worth highlighting, think it's easier to spread out the 01:15:556 (4) - on the previous pattern.

-------

hard
seems like the distance spacing on the "distance snapped" notes in the intro is slightly varying randomly.
ex . 00:08:487 (4) - 1.5x
00:11:245 (5) - same sound, 1.6x


i get that you're doing it with the scale going up and down, but it looks kind of inconsistent since parts like 00:09:176 (3) - have more spacing though they are lower and should have less.
00:12:797 (1) - this is a high note, so it would also have higher spacing.

00:30:556 (5) - this area seems very high in visual density. i think it would be better to send 00:30:556 (5) - and the other parts to the left side

01:10:728 (6) - i don't recommend this rhythm with this kind of stacking, it makes it pretty hard to read especially at that skill level. moving the slider end out from the top of 1's slider head would rectify this issue.

-------------

normal

00:06:762 (7) - unsnapped slider end?

00:29:693 - any reason it changes off of 1/1 +circle? i don't hear much of a difference from into


about diff spread.

i think its better to move this "normal" up to an advanced, and add an easy. the reason being, your hard uses a TON of 1/2. it also has triples put in here and there. meanwhile, the normal uses 1/2 quite liberally as well. while i'm not exactly an authority on this, i believe that the lowest diff should be one that sticks to 1/1 and 2/1 type rhythms only. as such, the normal here is a bit too hard to serve as the lowest difficulty in the set.
Voxnola
[google:1337]探しに行くんだ そこへ

空欄を埋め 完成した定理
正しい筈なのに
ひらりひら からまわる

未来は歪で
僅かな亀裂から いくらでも縒れて
理想から逸れていくんだ

ぬるま湯が
すっと冷めていく音がしてた

道を変えるのなら
今なんだ

こんなレプリカは いらない
本物と呼べるものだけでいい
探しに行くんだ そこへ

「でもそれは 良く出来たフェアリーテイルみたい。」

答えの消えた 空欄を見つめる
埋めた筈なのに
どうしても 解らない

綺麗な花は大事に育てても
遠慮ない土足で
簡単に踏み躙られた

降り積もる白に
小さな芽 覆われてく

遠い遠い春は
雪の下

見えないものはどうしても
記憶から薄れてしまうんだ
探しに行く場所さえも 見失う僕たちは
気付かず芽を踏む

思い出を頼りに創ってた花はすぐ枯れた
足元には気づかずに

本物と呼べる場所を
探しに行くのは きっと

今なんだ

こんなレプリカは いらない
本物と呼べるものだけでいい
探しに行くから 君を

「ありがとう 小さな芽 見つけてくれたこと。」

君はつぶやいた[/google:1337]

[google:1337]sagashi ni yukunda soko e

kuuran o ume kansei shita teiri
tadashii hazu nano ni
hirari hira kara mawaru

mirai wa ibitsu de
wazuka na kiretsu kara ikura demo yorete
risou kara sorete ikunda

nurumayu ga
sutto samete iku oto ga shiteta

michi o kaeru no nara
ima nanda

konna REPURIKA wa iranai
honmono to yoberu mono dake de ii
sagashi ni yukunda soko e

"demo sore wa yoku dekita FEARII TEIRU mitai."

kotae no kieta kuuran o mitsumeru
umeta hazu nano ni
doushite mo wakaranai

kirei na hana wa daiji ni sodatete mo
enryo nai dosoku de
kantan ni fuminijirareta

furitsumoru shiro ni
chiisana me oowareteku

tooi tooi haru wa
yuki no shita

mienai mono wa doushite mo
kioku kara usurete shimaunda
sagashi ni yuku basho sae mo miushinau bokutachi wa
kizukazu me o fumu

omoide o tayori ni tsukutteta hana wa sugu kareta
ashimoto ni wa kizukazu ni

honmono to yoberu basho o
sagashi ni yuku no wa kitto

ima nanda

konna REPURIKA wa iranai
honmono to yoberu mono dake de ii
sagashi ni yuku kara kimi o

"arigatou chiisana me mitsukete kureta koto."

kimi wa tsubuyaita[/google:1337]




-meme
UndeadCapulet

not actually xmas q but i cant be bothered to change formatting

i

00:06:590 (4,5,6) - this 180 degree change in direction makes your spiral stream not really pllay like a spiral stream, but instead just travel straight up and dowwn for a bit. i think you should rearrange so there's more of a circullar motion into the spiral stream
00:11:590 (1,2,3,4,5,6,7) - i know you like messing w/ angles but not having 00:12:280 (5,6) - be higher spacing just makes this clash with the previous jump pattern imo
00:45:383 (2,3,4,5,1) - think you should change this so spacing decreases as the pitch of the beats decrease, but maybe that's just me
dont rly get why 00:59:349 (2,3,4) - are so much closer than 00:28:659 (4,5,1) - (tbh the 1/4 jumps are weird in this diff imo since nothing else is especially challenging in playing~ )
01:17:107 (3,4) - this stack is rly weird since you never stack circles unless it's for the NULL patterns

the 1/1 gaps at 01:13:831 - and 01:16:245 - are weird to me since the 1/2 beatspam is still going on and you never rly stray from the drums in this diff (i guess this applies to the later 1/1 gaps too but not as much)

---

h

rly dont get why 00:10:556 (2,3) - is circles lol
probably dont use 1.3x sv at 00:40:556 (1) - section..
make 01:10:900 (1) - approach circle more visible to help hard-level players out a little, this type of overlap pattern being introduced in the last 20sec of the map is mean

---

n

lol cs seems too high for lowest diff of a set

00:39:866 (2,3,4) - 2/1 slider'd be better imo, the white ticks dont stand out this much

you were worried about n->h spread, seems fine to me to do the song's tricky beat layout, but you probably need another diff w/ bigger circles and easier rhythming

---
Topic Starter
anna apple

UndeadCapulet wrote:


not actually xmas q but i cant be bothered to change formatting

i

00:06:590 (4,5,6) - this 180 degree change in direction makes your spiral stream not really pllay like a spiral stream, but instead just travel straight up and dowwn for a bit. i think you should rearrange so there's more of a circullar motion into the spiral stream it plays almost like a spiral. the intent of this was more to have direction with the speed of cursor and to make the slider it falls on stronger.
00:11:590 (1,2,3,4,5,6,7) - i know you like messing w/ angles but not having 00:12:280 (5,6) - be higher spacing just makes this clash with the previous jump pattern imo The strong beat is 5, which is why it has the most distance from the previous note, 6 is weaker and there for lower spaced, but since its kind of intense I use the weird angle to help make 7 a stronger beat.
00:45:383 (2,3,4,5,1) - think you should change this so spacing decreases as the pitch of the beats decrease, but maybe that's just me the music is progressing to the finish at the end, yes the pitch decreases, but intensity somewhat increases, therefore spacing does as well.

the 1/1 gaps at 01:13:831 - and 01:16:245 - are weird to me since the 1/2 beatspam is still going on and you never rly stray from the drums in this diff (i guess this applies to the later 1/1 gaps too but not as much) first one no sound second one ok

---

h

probably dont use 1.3x sv at 00:40:556 (1) - section.. I make rhythming less dense so its ok


---

n

lol cs seems too high for lowest diff of a set I will get more opinions.

you were worried about n->h spread, seems fine to me to do the song's tricky beat layout, but you probably need another diff w/ bigger circles and easier rhythming

---
Other wise fixed, ty for mod.
Topic Starter
anna apple

Nao Tomori wrote:

general
oregairu tag

i'll try and look at this from your perspective since it seems very different from mine

insane

00:10:038 (1) - criminally underspaced. the acceleration from 6>7 puts a lot of force on 7 but then 1 is not spaced at all. the sharp angle isn't enough imo because that just makes it a comfortable movement rather than one that needs attention from the player. the angle makes for good emphasis, also since its a slider after a bunch of 1/2 beats it makes this downbeat stronger when playing.

00:12:797 (1) - same deal. same deal.

00:19:176 (5,6,7) - unnecessarily confusing. it does highlight the drums, but that uncomfortable forced movement is not at the same level as the fairly quiet triple it follows. disagreed, I don't think the movement is forced or uncomfortable.

00:31:418 - drum sound here. since you're focusing hard on the drums, this should be at least a slider end if not a clickable object. no drum sound is here, its actually echo of the prior drum sound with a slight guitar noise to define articulation

00:34:176 - same thing. same thing.

00:43:831 - just seems undermapped. unlike the rest of the places that clearly followed drums, this doesn't follow much. if it's following guitar, 00:44:693 - should have objects. if drums, 00:43:831 (2) - should be changed into a pair of circles, since 00:44:004 - has a much stronger drum hit. additionally, i think the piano note at 00:44:866 - is worth at least noticing, so i think that a slider should be on 00:44:693 - for the sake of following the song. I don't find it undermapped because this section is less intense, therefore I used less dense rhythming. the slider where you say the tail has a stronger sound and therefore it should be clickable I disagree with because the slider tail is isolated and there for has its own kind of emphasis that reflects this decrease in rhythm density. I also disagree with mapping the piano as i find it make my rhythming inconsistent to include this sound.

00:57:969 (6) - should be another jump since the string note changes here like at 00:57:624 - the violin is working in groups of 3

01:15:728 (5) - don't think this note is worth highlighting, think it's easier to spread out the 01:15:556 (4) - on the previous pattern. that wasn't the problem but I did find the problem and re worked the pattern to adjust for it

-------

hard
seems like the distance spacing on the "distance snapped" notes in the intro is slightly varying randomly.
ex . 00:08:487 (4) - 1.5x
00:11:245 (5) - same sound, 1.6x


i get that you're doing it with the scale going up and down, but it looks kind of inconsistent since parts like 00:09:176 (3) - have more spacing though they are lower and should have less. its not really scaling going up and down until a phrase later, right now its just some are more highlighted than others because that's how the music does it.
00:12:797 (1) - this is a high note, so it would also have higher spacing. spacing is enough, the angle change from smooth to more rigid works for this case.

00:30:556 (5) - this area seems very high in visual density. i think it would be better to send 00:30:556 (5) - and the other parts to the left side this and patterns following move through themselves.

-------------

normal

00:29:693 - any reason it changes off of 1/1 +circle? i don't hear much of a difference from into there is more involvement from other instruments that call for an increase in note density.


about diff spread.

i think its better to move this "normal" up to an advanced, and add an easy. the reason being, your hard uses a TON of 1/2. it also has triples put in here and there. meanwhile, the normal uses 1/2 quite liberally as well. while i'm not exactly an authority on this, i believe that the lowest diff should be one that sticks to 1/1 and 2/1 type rhythms only. as such, the normal here is a bit too hard to serve as the lowest difficulty in the set.
otherwise fixed
Hollow Wings
m4m

Insane

  1. 00:19:176 (5,6,7,8,9) - this is tricky... but ok to me.
  2. 00:38:831 (7) - 1/8 slider here?
  3. wow... i didn't thought this one is good like this, thou the placement of objs are not that mature, map itself is just generally fine to me. well done and a star to this. amazingly you gave a really good version of distance controlling example in this difficulty... it fit my taste really much.

Hard

  1. 01:02:280 (4) - missed hs?
  2. good.

Normal

  1. rhythm in this diff is a bit complex as a bottom diff of the set, idk if it's ok to give this version, especially the part before 00:15:556 (7) - . you need more modders and bns to check this.
i thought this is a common map with not much more things to tell, it really reversed that by your style, well done.

sry for the simple mod, good luck
Lilyanna
m4m q

General

disable widescreen support since there no sb
better size for bg 1920x1080

Normal

00:59:866 (1) - add finish on head?
00:03:314 (1) - move to x303 y74 for better symmetry and more appealing so it doesnt look like it placed randomly also fix ds after
00:04:693 (2) - minor ds unconsistency
00:15:556 (7) - this should be nc to be consistente with the other like here 00:12:797 -
00:15:728 - can insert break here if you want
00:26:762 - ^ same lol
00:54:349 (1) - the spinner should end here 00:58:314 - with the beat imo
01:26:418 (4) - remove whistle or the normal sampleset from slider's head i dont get it why xd

Hard

00:17:107 (5) - think u should nc this because of the downbeat
00:26:762 - same as normal can add break here
00:28:659 (1) - i personaly dont find 1/4 slider that short curved appealing remove curve if u want its meh
00:39:693 - can add note here for the vocals
00:40:556 - starting from here u kinda missed the rythm for example this drum can be clickable 00:41:245 - and this strong downbeat 00:41:935 - was totaly ignored i know u been following smth but did not flow well imo there suggested rythm


can apply same rythm here 00:46:073 -

00:50:556 - can add note here to support the vocals

Insane

00:08:831 (1,2,3,4,5,6) - imo it should go from low to higher spacing >w<
00:09:694 (6,7) - the big spacing here doesnt mean anything when it should have been big spacing between these 00:09:866 (7,1) - to emphasize the strong beat of the finish
00:11:590 (1,2,3,4,5,6) - again spacing look random and not consistent even visualy its questionable at least make these 00:11:935 (3,4) - equal like the other
00:12:624 (7,1) - same above
00:26:762 - break

overall its nice map >o< in insane work little more on ur spacing Good luck!
Hollow Delta
Requested I mod this.

General
01:26:418 (1) - This doesn't end with the instrument you mapped it to. I'd extend the tail to 01:28:831 -

Insane
00:07:797 (2,3) - ctrl+g (Might have to re-arrange as well) to be consistent with 00:08:831 (1,2) -
00:12:452 (6) - Move this up so it's above 5 instead of below, and increase the spacing to go along with the pattern.
00:22:969 (9) - Move this so it's blanketed by 6 to stay consistent with 00:19:693 (9,11) -
00:39:866 (1,2,3,1,2,3,1) - I'd suggest spacing each of these streams slightly since it's 1/3, in other words, farther on the timeline than your 1/4: 00:15:038 (4,5,6,7,8,9,1) -
00:40:211 (1,1) - The second 1 is stronger than the first 1, so I think the sharpness of these 2 notes should be reversed. You could probably just flip 00:40:211 (1,2,3,1) - for an easy apply.
00:56:935 (10) - There's no strong sound here, so this overlap doesn't make much sense. Based on your previous concepts, this seems inconsistent to me. It'd be better to stack it on 00:57:107 (1) -
01:21:935 (1,2) - The motion these 2 sliders create is inconsistent with the rest of the map. I'd copy 1, vertically flip, and place it somewhere above 3 or 4. Anything to re-create your motion you've kept this entire map.

Hard
00:17:969 (2) - I'd put this note on the right side instead of the left to make 3 more exaggerated.
01:17:452 (1,2,3) - I'd move this pattern some-what more to the left to create a sharper turn.

Normal
00:23:831 (2) - Have this blanketed by 1 to create a sharper turn, which plays better.
01:02:969 (2) - I'd move this note to the right a bit to compliment the song better.
Mir
As Hollow Wings said, this map is definitely different, so take what I say with a grain of salt as I'm not used to modding these kinds of maps.

At your request.~

[ General]
  1. normal-sliderslide.wav seems to be unused.
  2. On all diffs at 00:00:556 - you have a green and red point on the same tick with different volume settings. These conflict and are unrankable. Make the volumes the same.

[ Normal]
  1. 00:53:659 (4) - Could make this two circles because there are two notes sung by the vocalist here and making the slider end a circle would transition better into the spinner in my opinion.
  2. 00:54:349 (1) - There's a stronger beat on the red before it at 00:58:314 - that you could end this spinner on instead and avoid missing it.
  3. 01:03:314 (3) - Why put a reverse here but not at 01:04:693 (6) - since they both have drums. The 6 also has no vocals on it either so. Just a suggestion though.

[ Hard]
  1. 00:32:107 (3) - I recommend removing the clap hitsound from sliders like these since the clap is actually 1/2 before in the song, but hearing it 1/2 late due to hitsounding feels off.
  2. 00:54:521 (2) - Remove clap on this reverse or add it to the rest of them in this section?: 00:55:038 (4) - 00:55:900 (2) - 00:56:418 (4) -
  3. 00:57:107 - 00:58:314 - why do you suddenly stop with the snare hitsounds when the song still has snares going on? I recommend putting a snare on all the ones that don't have whistles already.
  4. 01:12:624 (2,3,4) - Is this meant to be blanketed? If so, it's off.
  5. 01:22:280 (2) - Missing clap on this head?

[ Insane]
  1. 00:09:866 (7,1) - I don't know if most things here are intentional or not so bear with me here - I feel like this slider is lacking emphasis. The 7 atm gets all the emphasis even though the 1 is a stronger sound. Even stacking 7 and 1 would work better in my opinion.
  2. 00:15:556 (1,2,3,4,5,6,7) - I'm not sure about this spacing vs. timeline gap thing. It played weird for me compared to the rest of the map (which is saying something I think) so maybe you could move the 3 down slightly to show it comes earlier than the rest?
  3. 00:39:866 (1,2,3,1,2,3) - This looks a lot like the spacing of 00:06:762 (5,6,7,8,9,10) - and they're different snapping. Maybe space the former out more to signal it being 1/3 or use reverse sliders (but I don't think you want reverse sliders).
  4. 00:46:762 (3,4,5) - Again I'm not sure of this spacing. It's really similar.. but ehhh... even moving it a bit more would signal a difference in timeline gap. Like this maybe: http://i.imgur.com/cFHugMI.png
That's all I could find to be honest.

I did enjoy it though, it's a fun map for sure!
Topic Starter
anna apple
i reply when less busy
Topic Starter
anna apple

Hollow Wings wrote:

m4m

Insane

  1. 00:19:176 (5,6,7,8,9) - this is tricky... but ok to me.
  2. 00:38:831 (7) - 1/8 slider here? I could but it would distract from the rhythming I do normally.Plus there isn't really a sound here that I feel would warrant 1/8
  3. wow... i didn't thought this one is good like this, thou the placement of objs are not that mature, map itself is just generally fine to me. well done and a star to this. amazingly you gave a really good version of distance controlling example in this difficulty... it fit my taste really much.Thanks :3

Hard

  1. 01:02:280 (4) - missed hs? fixed
  2. good.

Normal

  1. rhythm in this diff is a bit complex as a bottom diff of the set, idk if it's ok to give this version, especially the part before 00:15:556 (7) - . you need more modders and bns to check this.
ok i consider.
i thought this is a common map with not much more things to tell, it really reversed that by your style, well done.

sry for the simple mod, good luck

Thanks for mod
Topic Starter
anna apple

Lilyanna wrote:

m4m q

General

disable widescreen support since there no sb
better size for bg 1920x1080

Normal

00:59:866 (1) - add finish on head? no cymbal. whistle is enough
00:03:314 (1) - move to x303 y74 for better symmetry and more appealing so it doesnt look like it placed randomly also fix ds after I don't try for perfect aesthetic feel. I like it a bit more raw. so I don't try to make conventional shapes or symmetry, but when I do its clear.
00:04:693 (2) - minor ds unconsistency its within the acceptable ds variable range.
00:15:556 (7) - this should be nc to be consistente with the other like here 00:12:797 - its the end of phrase with small break so no need to make 1,1 nc's
00:15:728 - can insert break here if you want the way smaller breaks work can be distracting for me.
00:26:762 - ^ same lol ^
00:54:349 (1) - the spinner should end here 00:58:314 - with the beat imo ok fixed
01:26:418 (4) - remove whistle or the normal sampleset from slider's head i dont get it why xd it works. its older kind of hitsound usage but it works.

Hard

00:17:107 (5) - think u should nc this because of the downbeat my nc works better with the phrasing.
00:26:762 - same as normal can add break here same comment as before.
00:28:659 (1) - i personaly dont find 1/4 slider that short curved appealing remove curve if u want its meh it fits the visual concept.
00:39:693 - can add note here for the vocals this section is calmer so I made it less rhythmically dense. to do so I started ignoring vocals a bit.
00:40:556 - starting from here u kinda missed the rythm for example this drum can be clickable 00:41:245 - and this strong downbeat 00:41:935 - was totaly ignored i know u been following smth but did not flow well imo there suggested rythm I know what the movement is like, and I chose it for the reason I gave on the last comment.


can apply same rythm here 00:46:073 - same as before

00:50:556 - can add note here to support the vocals same as before

Insane

00:08:831 (1,2,3,4,5,6) - imo it should go from low to higher spacing >w< pitches are decreased on red ticks,
00:09:694 (6,7) - the big spacing here doesnt mean anything when it should have been big spacing between these 00:09:866 (7,1) - to emphasize the strong beat of the finish the momentum from movement and the angle change give 1 good emphasis
00:11:590 (1,2,3,4,5,6) - again spacing look random and not consistent even visualy its questionable at least make these 00:11:935 (3,4) - equal like the other the others aren't equal, its based on pitch.
00:12:624 (7,1) - same above same as above.
00:26:762 - break same for prior reasons.

overall its nice map >o< in insane work little more on ur spacing Good luck!
Topic Starter
anna apple

Bubblun wrote:

Requested I mod this.

General
01:26:418 (1) - This doesn't end with the instrument you mapped it to. I'd extend the tail to 01:28:831 - it ends on her exhale, which i find more appropriate of an ending. the little sound coming after you release makes it feel more like you are playing and instrument and letting the sound resonate

Insane
00:07:797 (2,3) - ctrl+g (Might have to re-arrange as well) to be consistent with 00:08:831 (1,2) - different stuff happening in the music. why be "consistent pattern" when different phrasing.
00:12:452 (6) - Move this up so it's above 5 instead of below, and increase the spacing to go along with the pattern. the pattern works to decrease spacing. its following the pitch. the more linear movement helps the player feel the spacing change.
00:22:969 (9) - Move this so it's blanketed by 6 to stay consistent with 00:19:693 (9,11) - its not about blankets. its about movement and movement is reset when there is a stack so movement doesn't really matter, just used to set up the next pattern, in which the movement is consistent.
00:39:866 (1,2,3,1,2,3,1) - I'd suggest spacing each of these streams slightly since it's 1/3, in other words, farther on the timeline than your 1/4: 00:15:038 (4,5,6,7,8,9,1) - my 1/4 takes on many spacings so changing 1/3 spacing will not improve its readability. I grouped them in 3 and nc'd them as the hint for reading. not much else can be done with circles.
00:40:211 (1,1) - The second 1 is stronger than the first 1, so I think the sharpness of these 2 notes should be reversed. You could probably just flip 00:40:211 (1,2,3,1) - for an easy apply.this phrase gets stronger. up to the last beat of it.
00:56:935 (10) - There's no strong sound here, so this overlap doesn't make much sense. Based on your previous concepts, this seems inconsistent to me. It'd be better to stack it on 00:57:107 (1) - the placement isn't based on the strength of the sound, the 8 and 10 are the same instrument therefore the same location, this is seen in the slow section a few times.
01:21:935 (1,2) - The motion these 2 sliders create is inconsistent with the rest of the map. I'd copy 1, vertically flip, and place it somewhere above 3 or 4. Anything to re-create your motion you've kept this entire map. I don't see how it is inconsistent at all. mind explaining further?

Hard
00:17:969 (2) - I'd put this note on the right side instead of the left to make 3 more exaggerated. I'm trying to be very particular with spacing. the angle for 3 is fine.
01:17:452 (1,2,3) - I'd move this pattern some-what more to the left to create a sharper turn. I don't want to make a sharper turn. this section isn't focused on drums so I adjust for that.

Normal
00:23:831 (2) - Have this blanketed by 1 to create a sharper turn, which plays better. I'm consistent without this suggestion
01:02:969 (2) - I'd move this note to the right a bit to compliment the song better. I'm using more linear movement on purpose.
Thanks for mod.
Topic Starter
anna apple

Mir wrote:

As Hollow Wings said, this map is definitely different, so take what I say with a grain of salt as I'm not used to modding these kinds of maps.

At your request.~

[ General]
  1. normal-sliderslide.wav seems to be unused. ok I deleted,
  2. On all diffs at 00:00:556 - you have a green and red point on the same tick with different volume settings. These conflict and are unrankable. Make the volumes the same.lo fixed


[ Normal]
  1. 00:53:659 (4) - Could make this two circles because there are two notes sung by the vocalist here and making the slider end a circle would transition better into the spinner in my opinion. but vocals are held out, if there was stronger sound i would make clickable.
  2. 00:54:349 (1) - There's a stronger beat on the red before it at 00:58:314 - that you could end this spinner on instead and avoid missing it. fixed
  3. 01:03:314 (3) - Why put a reverse here but not at 01:04:693 (6) - since they both have drums. The 6 also has no vocals on it either so. Just a suggestion though. I honestly can't quite say, but the drums pop out a bit more there so its fine for now.

[ Hard]
  1. 00:32:107 (3) - I recommend removing the clap hitsound from sliders like these since the clap is actually 1/2 before in the song, but hearing it 1/2 late due to hitsounding feels off. I hear them in both cases.
  2. 00:54:521 (2) - Remove clap on this reverse or add it to the rest of them in this section?: 00:55:038 (4) - 00:55:900 (2) - 00:56:418 (4) - I re did hitsounds to fit the context better, which fixed this in some way.
  3. 00:57:107 - 00:58:314 - why do you suddenly stop with the snare hitsounds when the song still has snares going on? I recommend putting a snare on all the ones that don't have whistles already.fixed again.
  4. 01:12:624 (2,3,4) - Is this meant to be blanketed? If so, it's off. its not. didn't really look blanketed to me :/
  5. 01:22:280 (2) - Missing clap on this head? good catch.

[ Insane]
  1. 00:09:866 (7,1) - I don't know if most things here are intentional or not so bear with me here - I feel like this slider is lacking emphasis. The 7 atm gets all the emphasis even though the 1 is a stronger sound. Even stacking 7 and 1 would work better in my opinion. very intentional. the momentum you get from previous jump and then angle change works for emphasis.
  2. 00:15:556 (1,2,3,4,5,6,7) - I'm not sure about this spacing vs. timeline gap thing. It played weird for me compared to the rest of the map (which is saying something I think) so maybe you could move the 3 down slightly to show it comes earlier than the rest? no need, its stacked so its on the player to read it from here.
  3. 00:39:866 (1,2,3,1,2,3) - This looks a lot like the spacing of 00:06:762 (5,6,7,8,9,10) - and they're different snapping. Maybe space the former out more to signal it being 1/3 or use reverse sliders (but I don't think you want reverse sliders).I can't make this more readable by changing the spacing on it because its about the context of the phrasing. I did my best to group these in numbers of 3 to help make it readable. I don't want to do repeat sliders because that doesn't fit the rhythming I'm aiming for.
  4. 00:46:762 (3,4,5) - Again I'm not sure of this spacing. It's really similar.. but ehhh... even moving it a bit more would signal a difference in timeline gap. Like this maybe: http://i.imgur.com/cFHugMI.png since its really close, similar to stacking with the time gap it has right now makes it should be readable. also its perfect stacked under previous 4
That's all I could find to be honest.

I did enjoy it though, it's a fun map for sure!
Thanks for mod.
Lasse
some things

01:26:418 - why does this use normal sampleset on the sliderhead?

insane
00:15:556 (1) - could nc rhythm changes for this, I think that make it a bit easier to sightread http://i.imgur.com/dkfwfht.jpg
00:28:659 (4,5,1) - first time you put these active small 1/4 jumps and you introduce it with such an annoying angle, how about http://i.imgur.com/M8EUE0Y.jpg ?
00:39:004 (8) - why is this suddenly a 1/2 stack
also a thing I don't really get is how you decide how you space the snares for this part cause 00:32:969 (5,6,7,8,9,10) - always puts higher spacing on them
then 00:34:866 (3,4) - 00:35:728 (5,6,7) - and next one only have the second one spaced higher?
00:59:866 (1) - missing finish lol
01:05:383 (1) - finish/vocal here seems pretty underemphasized compared to others. if you want to keep the triangle structure with 01:04:004 (1,2,3) - you could do some changes to 5 and rotate 01:05:383 - a bit to get something like http://i.imgur.com/UeLEffj.jpg
01:08:487 (2,3) - transition into the streams is extremely weird to hit, even compared to most angles you use. can't really come up with a nice solution though
01:10:038 (4) - structurally this is nice but lacks emphasis considering the strong sounds it's mapped to
01:10:556 (6,7,8,9,1) - seems to be missing some hitsounding
also some slider patterns in the kiai seem kinda random visual/placement/movement wise, like 00:59:866 (1,2,3,4) - idk what you idea behind them is?

hard
00:12:280 (5,6,1) - I get you are mainly following the violins, but the finish stands out so much more here, so I'd have the jump on that
00:57:280 (2,3) - could be a 1/2 slider, still fits the music and would be nicer with the spread I think
lots of the minor spacing changes you tend to use on some spots don't really change gameplay or anything and tend to look less polished so idk about them

normal
should copy over volume changes from higher diffs, whole map is 25% until kiai
00:54:349 (1) - might be better to have this properly mapped cause it's one of the hardest parts on the hard diff but here it barely exists
bit worried about using this as the lowest diffculty because of the usage of so many 1/2 sliders

[]

Still not quite about this lol. some interesting concepts and rhythm/spacing usage, but also feels a bit unpolished in some spots
Topic Starter
anna apple

Lasse wrote:

some things

01:26:418 - why does this use normal sampleset on the sliderhead? I wanted to hear the normal whistle there, I think it is a good hitsound to end the map with.

insane
00:15:556 (1) - could nc rhythm changes for this, I think that make it a bit easier to sightread http://i.imgur.com/dkfwfht.jpg the only thing NC will do is make the player pay more attention to the approach circles. The only way to accurately read perfect stacks is by doing this, so helping the player do it only hurts the players improvement. when the effect may or may not take affect it seems pretty unnecessary.
00:28:659 (4,5,1) - first time you put these active small 1/4 jumps and you introduce it with such an annoying angle, how about http://i.imgur.com/M8EUE0Y.jpg ? I actually find the angle is the only thing keeping it appropriate, I want the 00:28:831 (1) - to feel as a unique note as it has been in all prior patterns, so separating the 1/4 lead in is found appropriate. as for the angle its pretty consistent with how I address movement with my other patterns in this section.
00:39:004 (8) - why is this suddenly a 1/2 stack if you notice after each time there is a pattern similar to 00:38:487 (5,6,7) - there is a 1/1 gap that makes the player move. Since there is a transition to a new phrase, and introduction to different rhythm patterns. I found stack was appropriate to signal this.
also a thing I don't really get is how you decide how you space the snares for this part cause 00:32:969 (5,6,7,8,9,10) - always puts higher spacing on them
then 00:34:866 (3,4) - 00:35:728 (5,6,7) - and next one only have the second one spaced higher? we discussed this, no change because there is consistency in the pattern.
00:59:866 (1) - missing finish lol there is no sound is music to warrant crash cymbal. since the suspended cymbal climaxes at the blue tick before this. we can discuss this further if you like.
01:05:383 (1) - finish/vocal here seems pretty underemphasized compared to others. if you want to keep the triangle structure with 01:04:004 (1,2,3) - you could do some changes to 5 and rotate 01:05:383 - a bit to get something like http://i.imgur.com/UeLEffj.jpg its pretty close to how I would like, but I adjusted 5 to be positioned a bit higher and to create a somewhat sharper angle with 1.
01:08:487 (2,3) - transition into the streams is extremely weird to hit, even compared to most angles you use. can't really come up with a nice solution thoughagreed and I changed the position of 2 to make it a more fluid transition.
01:10:038 (4) - structurally this is nice but lacks emphasis considering the strong sounds it's mapped to I changed it a bit to better represent the kind of emphasis I wanted from it, that is seen in earlier sections of the map.
01:10:556 (6,7,8,9,1) - seems to be missing some hitsounding fixed
also some slider patterns in the kiai seem kinda random visual/placement/movement wise, like 00:59:866 (1,2,3,4) - idk what you idea behind them is? I decided this has merit to it, and gave more purpose to the pattern you pointed out and the one following also the way I applied some other fixes may help give purpose to other slider patterns.

hard
00:12:280 (5,6,1) - I get you are mainly following the violins, but the finish stands out so much more here, so I'd have the jump on that fixed.
00:57:280 (2,3) - could be a 1/2 slider, still fits the music and would be nicer with the spread I think sure thing b0ss
lots of the minor spacing changes you tend to use on some spots don't really change gameplay or anything and tend to look less polished so idk about them fixed.

normal
should copy over volume changes from higher diffs, whole map is 25% until kiai im actually dumb
00:54:349 (1) - might be better to have this properly mapped cause it's one of the hardest parts on the hard diff but here it barely exists I don't think I can make something appropriate to this difficulty while making it the hardest part of this diff without this spinner.
bit worried about using this as the lowest diffculty because of the usage of so many 1/2 sliders the problem in the example you sent me to look at was that, in their easy difficulty they were abusing the 1/2 slider, this is a different case because instead of easy difficulty its the easiest, but the difference is I'm still allowed to make it like a normal diff is made. so I can have 1/2 work in a consistent manner and it should be ok.

[]

Still not quite about this lol. some interesting concepts and rhythm/spacing usage, but also feels a bit unpolished in some spots
Arusamour
Insane (4.27 stars, 334 notes)

  1. 00:03:314 (1) - why does this note deserve higher sv? i'm guesssing because of the dynamic changes in change from 00:01:935 (2), but if so wouldn't you have another sv change on 00:04:693 (2)?
  2. 00:10:556 (2,3) - distance between these two circles are greater than the distance on 00:07:797 (2,3)?
  3. 00:12:280 (5,6,7) - (6) deserves to be 1.6x ds following ds between 00:11:935 (3,4).
  4. 00:16:418 (4,6) - why not expressed?
  5. 00:19:607 (8,9) - barely readable for what purpose? stack (9) on to (8).
  6. 00:28:659 (4,5,1) - there's not enough of an emphasis on drum for a need in 2.1x ds gap... this is pretty obvious to the ears
  7. 00:36:762 (9) - stacking confusess the player because thehy will be expecting another pattern like 00:35:728 (5,6,7). seperate these two notes.
  8. 00:42:107 (1) - differnt sound from 00:41:245 (2), whhy in need of stacking these type of rhythm?
  9. 00:43:831 (2,3) - different sound, same note?
  10. 00:52:797 (6) - no stacking
  11. 00:53:659 (3,4) - dont stack (1)
  12. 00:57:624 (4,5,6,7) - no need for spacing because you're solely following the drums. yet you're following the drums exclusively you don't show emphasis on (5,6). maybe to space them?
  13. 00:59:866 (1,2,3,4,1,2,3) - messy and not iconic. the placement you chose on the grid clumps what you could potentially do 10x better. i also would maybe have hoped you would change spacing or flow the second time around [01:01:245 (1,2,3)] but you kept the same messy thing.
  14. 01:18:487 (4,5,6) - what happened to things like 00:50:900 (6,7,8)?
  15. 01:22:624 (3,4,5,6) - no need in ds hop between (3,5) and (5,6)

    it seems as if you completely ignored dynamics and out of your way to put emphasis on less important things.

    normal and hard... fine
    insane... not sure


    if i had to open the editor to figure out a pattern, there's something wrong.
Kibbleru
01:07:797 (4) - missing clap
Topic Starter
anna apple

Arusamour wrote:

Insane (4.27 stars, 334 notes)

  1. 00:03:314 (1) - why does this note deserve higher sv? i'm guesssing because of the dynamic changes in change from 00:01:935 (2), but if so wouldn't you have another sv change on 00:04:693 (2)? its to signal progression, sinec the phrases work normally in measures of 2 I created the progression on the start of the "new" phrase. or at least the start of a new development
  2. 00:10:556 (2,3) - distance between these two circles are greater than the distance on 00:07:797 (2,3)? fix
  3. 00:12:280 (5,6,7) - (6) deserves to be 1.6x ds following ds between 00:11:935 (3,4). this is based on relative pitch. 6 dips in pitch so it dips in ds.
  4. 00:16:418 (4,6) - why not expressed? its expressed by the active rhythming. its rhythmed over the quiet eletric guitar that keeps kind of in the background so its motionless to represent that.
  5. 00:19:607 (8,9) - barely readable for what purpose? stack (9) on to (8). ??? you move when there is sound and not when there isn't ?? the movement might not make sense for continuity, but it better represents what it feels like to play this kind of musical phrase on a real instrument.
  6. 00:28:659 (4,5,1) - there's not enough of an emphasis on drum for a need in 2.1x ds gap... this is pretty obvious to the ears saying "there isn't enough emphasis in something" is very subjective, though i made this have its value to discern the contrast from the quiet notes (4,5) and the strong guitar+drum entrance at (1)
  7. 00:36:762 (9) - stacking confusess the player because thehy will be expecting another pattern like 00:35:728 (5,6,7). seperate these two notes.very disagree. you see the pattern before has movement when there is 1/2 gap rhythm wise so I wanted to make it clear that there wasn't a 1/2 rhythm gap so I changed the visual representation. hence the stacking.
  8. 00:42:107 (1) - differnt sound from 00:41:245 (2), whhy in need of stacking these type of rhythm? you are just wrong. they are both snare.
  9. 00:43:831 (2,3) - different sound, same note? they look the same visually, but they warrant different movement. and they are in a different location. but if you notice (3) is essentially 2 kicks which is from the same player irl for the music.
  10. 00:52:797 (6) - no stacking this is a critical point in the music where it changes from the slow part to the fast part, the stack is to make the player come to a stop before starting the next phrase much like done here 00:38:831 (7,8) -
  11. 00:53:659 (3,4) - dont stack (1) this is just a development of the patterning/logic I used in the previous(slow) section but with different distancing to show the progression of the song
  12. 00:57:624 (4,5,6,7) - no need for spacing because you're solely following the drums. yet you're following the drums exclusively you don't show emphasis on (5,6). maybe to space them? the 1/4 sliders create enough stress on the hands for the rhythm to make sense, and i use sliders a lot to signal a held out note that lines up with the drums. since I'm using the held out notes here to represent the violin/viola part its not strange to also notice that I can represent it accurately with certain spacings. I chose to represent the violin/viola more here because it would help develop the kind of rhythming I use in the kiai and the kind of movement it has in contrast to other instrumental focused sections.
  13. 00:59:866 (1,2,3,4,1,2,3) - messy and not iconic. the placement you chose on the grid clumps what you could potentially do 10x better. i also would maybe have hoped you would change spacing or flow the second time around [01:01:245 (1,2,3)] but you kept the same messy thing.this is very subjective and gives me no real way to approach what "issue" you think you see.
  14. 01:18:487 (4,5,6) - what happened to things like 00:50:900 (6,7,8)? like I said above the kiai warrants a different kind of movement than the prior parts of the song with the newfound importance of vocals.
  15. 01:22:624 (3,4,5,6) - no need in ds hop between (3,5) and (5,6)I have no clue what you mean, but 4 to 5 is bigger because 5 is a stronger beat by definitions of spacing I set throughout the map.

    it seems as if you completely ignored dynamics and out of your way to put emphasis on less important things. dynamics are important to a song, but what defines sections of the song is more like the intensity both in rhythm and instruments.

    normal and hard... fine
    insane... not sure


    if i had to open the editor to figure out a pattern, there's something wrong.
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