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Mabinogi - Moonshine Resting on the Hammer - Ferghus

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Topic Starter
DuskTape
This beatmap was submitted using in-game submission on Tuesday, April 28, 2009 at 8:16:33 PM

Artist: HanStone
Title: Mabinogi - Moonshine Resting on the Hammer - Ferghus
BPM: 120
Filesize: 1558kb
Play Time: 01:08
Difficulties Available:
  1. Easy (1.49 stars, 58 notes)
  2. Hard (4.33 stars, 100 notes)
  3. Normal (2.85 stars, 77 notes)
Download: HanStone - Mabinogi - Moonshine Resting on the Hammer - Ferghus
Information: Scores/Beatmap Listing
---------------
Everyone's (not so) favorite NPC from Mabinogi! It's my first beatmap, so it's obviously not the best... I think I made it maybe a bit too easy?

[Update] Normal: Changed placement of notes and added other ones to make it a little more difficult.
[Update] Easy & Normal: On Mafiamaster's suggestion, changed BPM and Offset to 120 and 80, respectively, and resnapped notes.
[Update] Easy & Normal: Changed some circles and spinners to sliders. Please comment!
[Update] Easy & Normal: Changed title to the correct one (according to the soundtrack). Even though it's strange.
[Update] Hard: Created Hard difficulty.
[Update] Easy, Normal, & Hard: Added a random Mabinogi-related background that has nothing to do with Ferghus because nobody wants to look at him while playing osu! and I needed a background if I wanted it to get ranked.
[Update] Normal: Changed Slider Tick Rate and fixed a slider.
[Update] Easy, Normal, & Hard: On Detective Tuesday's suggestion, changed around beat spacing of each difficulty, though only Hard difficulty had actual suggestions.
[Update] Easy, Normal, & Hard: On Saturos-fangirl's suggestion, changed various whistles to claps and moved around some beats because of some spacing irregularities. However, while some of the suggestions were used, others stayed as they were because I felt it was better there.
[Update] Easy, Normal, & Hard: On Metroid's suggested, fixed even more minor spacing issues, but left most the same.
Topic Starter
DuskTape
Bumping because of update.
Mafiamaster
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
DuskTape
I was wondering how to change the sliders to make them slower, so thanks for telling me about that. :) Updated with the slower BPM. I'll add more sliders soon.
Topic Starter
DuskTape
This map has been deleted on the request of its creator. It is no longer available.
Dather
Good map, short and sweet, enjoyable
Detective Tuesday
This is a good start for your first map... Better than my first anyway =P. But it appears that, as is often the case with first maps, you're making some mistakes in terms of beat spacing. It's good to stray from consistent beat spacing now and then, but if you overdo it, the map becomes a little eclectic. Here are some specific suggestions and comments:

HARD

0:16:330 - (1) is too far from the rest of the combo, yet the combo consists of a steady rhythm. Try to keep steady spacing in a combo such as this; in other words, move this circle up towards the rest of the combo so that the space between each note is even.

0:22:080 - (1): This note is actually too close to the note before it. Generally, the closer a circle is to the one preceding it, the sooner it is to be clicked. It's likely that the average player will instinctively click this note a whole eight note too early. I suggest moving it up a few notches and to the right a few notches so that the from between the first (1), the 2nd (1), and the (2), there's an upside-down V shape... If you don't get what I'm saying, ask me on irc... I hope I was clear x_x.

As a side note on that one, I suggest not making there be two "new combos" there. There really needs to be one, and I'd suggest making it at 0:22:080

0:23:58 - move (1) up so that it's in a straight line with (2) and (3).

0:29:58 - spread all three (1)s out more, and make sure that the 3rd (1) isn't too close to the beginning of the next combo (where the fast notes kick in again).

0:33:80 - (1) is too close to the following combo.

0:34:83 - (1) is too close to the previous combo =P.

0:37:80 - Raise (1) a few notches to isolate it.

0:37:58 - This combo is spaced pretty tightly in contrast to the combos in the previous measures... It's up to you as to whether this is an issue, I'll just say that it stuck out to me as a little odd.

0:40:08 - I see you were going for symmetry with these three combos... Here's a suggestion that will fix the spacing and retain the symmetry of the combos... First raise the (1) so that it's in line with the (3), then go to the next (3) and raise it so that it's in line with the (1). After all that, go back to the (1) in the middle and raise it a few notches so that it's isolated from the rest of the combo.

0:44:58 - (3), (1), and (1) need to be spread out more.

0:52:33 - I suggest moving (1) closer to the slider and then moving (3) further from it.

The very last note in the song kind of kills the effect, don't you think xx. Maybe that's me.

Unfortunately, Hard mode is all I have time for in this mod, but you'll probably pick up a few tips on beat spacing if you read through this. I'll mod the other difficulties when I get the time later. Oh, and here's a star.
Topic Starter
DuskTape
Thanks for the suggestions! I guess my beat spacing was a little misleading, so I fixed it with your suggestions. Thanks for the star, and kudos to you! ;D
Yuukari-Banteki
[Easy]
00:16:08 (1,2) - i dislike the whistle, try maybe clap instead
00:20:08 (1,2) - ^
00:24:08 (1) - end 1 full beat earlier
00:30:08 (1,2,3,4) - overusing clap
00:32:08 (1) - this is spaced very far from the previous note...no jumps in an Easy map
00:38:08 (1) - ^ and clap
00:40:58 (1) - replace whistle with clap
00:55:58 (2) - ^
01:01:58 (1,2) - claps
01:06:08 (1,2,3,4) - try deleting whistles and putting claps on 2,4


[Normal]
00:32:08 (1) - whistle sounds bad
00:41:58 (2) - why is this part of previous combo + align horizontally with 1
00:52:33 (1) - try to move this out from under the previous two notes
00:53:58 (5,1,1) - irregular spacing
again, i think youre overdoing the whistles and also the map needs a break


[Hard]
00:17:58 (1) - align w 3,4
00:18:58 (2,3,4) - align w 1
00:32:08 (1) - align w 1
00:33:83 (2) - jump is unintuitive
00:40:08 (1,2,3) - irregular spacing
00:41:58 (1,2,3) - ^
00:42:83 (1,2,1,2,1) - ^
00:50:58 (1) - align w 2,3
00:53:58 (3,1,2) - align
01:07:58() - maybe put a note here and 1/2 after? i think itd make the end sound better


call me back once you fix and ill remod and star :P
Topic Starter
DuskTape
I decided to change only some of the hit sounds and beat placement because it feels better there for me. However, all suggestions were taken into consideration, and they were all understandable, but not what I had in mind. Thanks!
Metroid
Easy
00:17:08 (2) - Why is this so close to the 1 when this pattern (00:20:08 1,2) - is larger in spacing?
00:38:58 (2) - Out of spacing.
00:39:58 (4) - same as ^.
00:42:08 (1) - Out of spacing to the 2.
00:46:08 (1) - Out of spacing to the 1.
00:51:08 (1,1) - No need for these to be new combos.
01:04:08 (1) - Out of spacing to the 1.

Normal
00:20:08 (1,2,3,4,5) - This whole combo is out of spacing.
00:36:08 (1) - Out of spacing to the 4.
00:38:08 (1) - Out of spacing to the 3.
00:38:58 (2) - Out of spacing to the 1.
00:38:58 (2) - Out of spacing to the 3.
00:40:08 (1) - Out of spacing to the 4.
00:45:58 (2) - Out of spacing to the 1.
00:52:33 (1,2,3,4) - The whole combo is out of spacing.
00:54:08 (1) - No need for a new combo.
00:56:08 (1) - No need for a new combo.
01:04:08 (1) - No need for a new combo.
01:05:08 (2) - Out of spacing to the 1.
- osu! crashed, Continuing modding offline.
01:06:08 (1,2,1,2,1,2,1,2,1) - Out of spacing and this can be 1 combo itself.

Hard
00:33:58 (1,2,3) - Not in spacing at all.
00:34:83 (1,2) - Not in spacing.
- Got back online....
00:36:08 (1,2,3,1,1,2,3) - Not in spacing at all.
I dislike your use of abnormal spacing.
Please note the spacing thought the map.


I don't like it that you didn't have a full constant spacing through the whole map.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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