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Sweetbox - 1000 Words

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Topic Starter
Nekomata
This beatmap was submitted using in-game submission on Wednesday, June 24, 2015 at 7:55:15 PM

Artist: Sweetbox
Title: 1000 Words
Source: Final Fantasy X-2
Tags: jpop jade yuna tidus lenne adagio 倖田 來未 koda kumi 1000の言葉 no kotoba kazushige nojima takahito eguchi noriko matsueda cut short version ver ファイナルファンタジー ffx ff10-2 ffx-2
BPM: 102
Filesize: 5086kb
Play Time: 02:24
Difficulties Available:
  1. Hard (2.52 stars, 252 notes)
  2. Normal (1.89 stars, 176 notes)
Download: Sweetbox - 1000 Words
Information: Scores/Beatmap Listing
---------------
Normal: Done (+7 mods)
Hard: Done (+8 mods)

wat
I mapped this almost a year ago, but that was crap so I redid everything.
I actually want to rank this song, but lazy to do the extendedfull version (5+ mins!) so I clawed it in half :P
George
---General---
I don't think the metadata should be in Japanese, as well the songs lyrics are in english so it isnt needed Metadata proof
Add another diff so its a rankable spread

---Easy---
idk

---Hard---
00:36:726 (4) - Delete this and replace the start with a circle
00:37:167 (5) - Move this onto the white tick
00:39:079 (3,4) - Do the same thing stated up there in this spot too (and anywhere else you did that thing before, I got too lazy to state it all)

glhf
[ Eon Fox ]
This was a tricky one to mod, because you did this really well. I couldn't even find anything in Normal.

Hard: 01:10:844 (1,1,1) - Um, these don't need to be all new combo. Just have the first note as NC.
01:14:373 (2) - This looks better if you get it to x: 400 y: 132. It looks better and the snapping makes a little more sense.
01:29:667 (1,1,1) - Again, don't need these all to be NC.
02:04:667 (4) - This makes more sense for flow if you rotate it 90 degrees clockwise with selection as center.
MirinH
from queue
[Normal]
  1. 00:07:609 - 00:33:491 I think the hit sound here is very rare, there are many instrument in this part but only a finish hit sound cant show the music perfectly. I suggest you use some whistles on guitars like 00:09:961 (4) - and 00:14:667 (5) - , so the players can feel more about the music and the melody. Same to all the diff and all the song, but do not over use the whistles, dont use on all the guitar sounds, only the heavy ones
  2. 00:31:138 (1) - i dont think its a nice place to use a spinner here because there are alot of things can be mapped in the bgm,like the vocals or the instruments.
    I do recommend you map something here instead just putting a spinner. Also you should map 00:34:961 and 00:35:256 because they are very heavy beats and shouldnt be ignored.
  3. 00:59:373 (1) - kinda same as above but according to your style i see you use spinner in the melody parts when you change parts, which is okay but it just not fitting my style. I think is better to put the spinner between 01:01:726 - 01:03:491 , but that just unacceptable in normal, so fell free to not change this one and the one above
  4. 01:10:844 (1,2,3) - this is not a very good rhythm because you didnt follow full vocal in this diff, and you didnt do alot of spaces of 1/1, most of your rhythms are 1/2 spacing. I suggest your do that and follow the instrument at here too, because its confusing for most of the std players even like us who can play things like ar10. same for 01:29:667 (1,2,3) -
  5. 01:20:844 (6,7,8) - still very dangerous to use this in normal even your bpm is 102, its still a very fast rhythm. however this is rankable but very dangerous, also you dont have a easy diff and that might cause a diff spread problem, so you might want change it
  6. 01:41:432 - how about add a note here, sounds better for me
[Hard]
  1. 00:21:726 (1,2,3,4) - still an okay flow but not very good, specially when you do this with ds. I didnt mean to break the ds here because that make no sense, but try a different pattern here like https://osu.ppy.sh/ss/3118475, well not pretty but at least it have better flow, try to create a pattern that have nice flow and ds, also this pattern just giving you a idea of good flow but try to not use this because its not pretty
  2. 00:27:608 (5) - this is a very confusing rhythm because in the previous notes you followed the guitar melody which is very clear, but you instant jump to a violin melody which is soft and not that clear. I do suggest you use this rhythm http://puu.sh/hKdRW/b82427688a.jpg because it made players less confuse and it also fits the music more
  3. 01:01:726 - be sure to always add a note before the spinner in hard + diffs because it gives the hit feeling to the player so they feel better, same to all the spinners in the diff
  4. 01:25:550 (2,3) - i dont really suggest this pattern because its harder than regular triples and it looks not nice, how ever you can use it when it fits the music better than triples but i do suggest you use triple here
  5. 01:50:550 (5,6) - ugly pattern though, i think this looks nicer https://osu.ppy.sh/ss/3118512
  6. 01:52:314 (2,3,4,1) - try to not link the things up like this , specially in hard + diffs when people want that hit felling.Some thing like this wont show the music perfectly. i suggeust you use this rhythm to make better patterns here http://puu.sh/hKemW/85f16c6fe8.jpg , same for all 7+ 1/4 notes in hard. Try to skip some notes that is not that important and focuses on play ability more than rhythms. ppl wont care about rhythms when they are playing
  7. 02:04:667 (4,5) - a bit hard though, maybe im too noob but i sometimes will combo break one that because the ds change is a bit big compared to 02:04:079 (2,3,4) - which has small ds, maybe do all ds? because i dont think hard players are able to fc that
I think thats it
its my favorite game series yay
good luck
Topic Starter
Nekomata

George wrote:

---General---
I don't think the metadata should be in Japanese, as well the songs lyrics are in english so it isnt needed Metadata proof
Add another diff so its a rankable spread

---Easy---
idk

---Hard---
00:36:726 (4) - Delete this and replace the start with a circle
00:37:167 (5) - Move this onto the white tick
00:39:079 (3,4) - Do the same thing stated up there in this spot too (and anywhere else you did that thing before, I got too lazy to state it all)

glhf
sorry, i didn't apply anything from this really.

VeronicaTheFox wrote:

This was a tricky one to mod, because you did this really well. I couldn't even find anything in Normal.

Hard: 01:10:844 (1,1,1) - Um, these don't need to be all new combo. Just have the first note as NC. it's intended :)
01:14:373 (2) - This looks better if you get it to x: 400 y: 132. It looks better and the snapping makes a little more sense. agreed! i think that flows better
01:29:667 (1,1,1) - Again, don't need these all to be NC.
02:04:667 (4) - This makes more sense for flow if you rotate it 90 degrees clockwise with selection as center. i get what you're going for here, but i actually want to emphasize the guitar into the vocals after with a small jump :P
thank you :)

Alex Li wrote:

from queue
[Normal]
  1. 00:07:609 - 00:33:491 I think the hit sound here is very rare, there are many instrument in this part but only a finish hit sound cant show the music perfectly. I suggest you use some whistles on guitars like 00:09:961 (4) - and 00:14:667 (5) - , so the players can feel more about the music and the melody. Same to all the diff and all the song, but do not over use the whistles, dont use on all the guitar sounds, only the heavy ones i don't know what hitsound rhythm to use here.. i usually hitsound with a consistent rhythm :P
  2. 00:31:138 (1) - i dont think its a nice place to use a spinner here because there are alot of things can be mapped in the bgm,like the vocals or the instruments.
    I do recommend you map something here instead just putting a spinner. Also you should map 00:34:961 and 00:35:256 because they are very heavy beats and shouldnt be ignored.
  3. 00:59:373 (1) - kinda same as above but according to your style i see you use spinner in the melody parts when you change parts, which is okay but it just not fitting my style. I think is better to put the spinner between 01:01:726 - 01:03:491 , but that just unacceptable in normal, so fell free to not change this one and the one above i'll keep my spinners there
  4. 01:10:844 (1,2,3) - this is not a very good rhythm because you didnt follow full vocal in this diff, and you didnt do alot of spaces of 1/1, most of your rhythms are 1/2 spacing. I suggest your do that and follow the instrument at here too, because its confusing for most of the std players even like us who can play things like ar10. same for 01:29:667 (1,2,3) - yep, changed.
  5. 01:20:844 (6,7,8) - still very dangerous to use this in normal even your bpm is 102, its still a very fast rhythm. however this is rankable but very dangerous, also you dont have a easy diff and that might cause a diff spread problem, so you might want change it i'll leave that for now
  6. 01:41:432 - how about add a note here, sounds better for me sure
[Hard]
  1. 00:21:726 (1,2,3,4) - still an okay flow but not very good, specially when you do this with ds. I didnt mean to break the ds here because that make no sense, but try a different pattern here like https://osu.ppy.sh/ss/3118475, well not pretty but at least it have better flow, try to create a pattern that have nice flow and ds, also this pattern just giving you a idea of good flow but try to not use this because its not pretty i'll keep what i have
  2. 00:27:608 (5) - this is a very confusing rhythm because in the previous notes you followed the guitar melody which is very clear, but you instant jump to a violin melody which is soft and not that clear. I do suggest you use this rhythm http://puu.sh/hKdRW/b82427688a.jpg because it made players less confuse and it also fits the music more sure
  3. 01:01:726 - be sure to always add a note before the spinner in hard + diffs because it gives the hit feeling to the player so they feel better, same to all the spinners in the diff added to a couple of them
  4. 01:25:550 (2,3) - i dont really suggest this pattern because its harder than regular triples and it looks not nice, how ever you can use it when it fits the music better than triples but i do suggest you use triple here sure
  5. 01:50:550 (5,6) - ugly pattern though, i think this looks nicer https://osu.ppy.sh/ss/3118512 sure
  6. 01:52:314 (2,3,4,1) - try to not link the things up like this , specially in hard + diffs when people want that hit felling.Some thing like this wont show the music perfectly. i suggeust you use this rhythm to make better patterns here http://puu.sh/hKemW/85f16c6fe8.jpg , same for all 7+ 1/4 notes in hard. Try to skip some notes that is not that important and focuses on play ability more than rhythms. ppl wont care about rhythms when they are playing sure
  7. 02:04:667 (4,5) - a bit hard though, maybe im too noob but i sometimes will combo break one that because the ds change is a bit big compared to 02:04:079 (2,3,4) - which has small ds, maybe do all ds? because i dont think hard players are able to fc that this is fine
  8. why you copy paste 0.0 for the same reason i cut the song in half: #lazy
I think thats it
its my favorite game series yay
good luck
thanks for your mod! :)
Endaris
Hey, here we go(from queue)
I think both of your difficulties lack consistency in terms of orientation for the first part of their playtime.
As this is basically the same thing for both diffs, i'll just elaborate it here.
Generally when mapping you have the choice to follow the dominating melody(here the vocals) or the drums as these happen to be the driving parts of song.
During the first part I don't have an idea what you're following at all. It doesn't sound inherently wrong and I can play this without problems but I think you could do a better job there. If i compare the first part to the Kiai-Time the latter is a lot more clear and on point:
You're using the sliderhead of longer (repeat) sliders to emphasize the clearly emphasized vocals and use the time in between to build up the next one.

To give you an idea what I mean in detail:
kind of texty
Timings are referring to your normaldiff here.

First of all it's fine to make up an own rhythm for this but you have to be consistent with it and its interaction with melody
Let's pick up the rhythm you came up with for the first 8 beats:
Normal counting would be: "1 and 2 and 3 and 4 and 1 and 2 and 3 and 4 and" but dragging it over 8 beats is fine, we'll count to 8. I'll make the timing with hitsounds underlined so we can see what's going on:
00:07:609 (1,2,3,4,5,6) - 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and
Try to tap it, numbers with the right hand, "and" with the left and ofc only the underlined ones while counting.
Now it's apparant that the drums are leaving out the beat on the 7 which seems wrong as drums usually maintain the beat. On this part you're forsaking the drums and use the slider 5 for the vocals. Which is fine in my opinion. However you can't really do this when you skip the vocal at "4 AND".
I'm aware that you started the song when the guitar comes in but all that's at 00:10:844 (5) - are the vocals and strings so you can't say that you're following the guitar(which would make sense for 1,2,3,4).
Logical consequence would be to either replace 5 by your own drumline and include the beat on 7 and keep on following the guitar or ignoring melody completely or you're including the vocal at "4 AND".

Of course you can switch between ignoring and following the melody and you can also change your drumline but as a rule of thumb you should do each for 2 full cycles of your drumline before you switch. Repition of a part before getting to something else is very common in music and it feels better in osu! as well.

Now that I elaborated what I meant I will just list the inconsistencies in the boxes for each diff with the comment "kind of texty". I hope my explanation was good enough to be understandable.

Normal
Please notice that my suggestions are purely based on rhythm and may not be easily fit into your current flow.


00:07:609 (1,2,3,4,5,6) - kind of texty
00:14:667 (5) - Make this a normal slider that starts at 00:14:961 - it fits the melody better
Your drumline is inconsistent between 00:17:020 (1,2) - and 00:21:726 (1,2) - but it doesn't sound too bad as it is right now, I'd still advise you to experiment with it(kind of texty)
00:20:256 (4) - Make this a normal slider, the repeat-hitsound disturbs the melody a bit and the circle after it also becomes more interesting if you leave it away
00:24:961 (6,1,2) - I think extending the vocals from 6 to 1 is good here but the extension from 1 to 2 sounds a bit odd. I wouldn't say this is wrong but you could experiment with it
00:28:785 (4,5,6,7,1) - this is beautiful
00:31:138 (1) - the hitsound doesn't quite align with the arpeggio of the guitar maybe silence this one or try another hitsound(the guitar is guilty, your spinnerend is at the correct spot).
00:35:844 (1,2,3,4,5,6,7) - kind of texty
00:42:903 (5) - Replace this slider with a circle at 00:43:197 - to match the melody
00:47:608 (4) - Make this a normal slider
00:48:491 (5) - Make this a slider ending at 00:49:079 - and add a circle at 00:49:373 -
00:54:373 - You have to map this(kind of texty) as this is on "8 AND" therefore you can't change your behaviour yet. Moving 00:54:079 (6) - to this timestamp and replacing 00:54:667 (1) - with a circle at 00:54:961 - seems like a reasonable solution
00:58:197 (5) - Shorten this slider to 1/2.
00:59:079 - Adding a circle would be okay I think?

01:04:079 - From here on you basically always have a hitsound on the beat and you aren't following the melody closely anywhere which is why this is part is not kind of texty(i still have some suggestions)
01:26:432 (8) - Risking that I lose all the credibility I've built up until now: I believe it would sound very interesting if you removed this slider and added a circle at 01:27:020 - or a slider from 01:26:726 - to 01:27:020 - However it would collide with the rhythm afterwards which I personally find a bit boring, so take this as a suggestion and see what you think about it
01:32:314 (1,2,3,4,5) - I think the reverse slider and following are fine but personally I'd match the "1 and 2 and" with the guitar. If you think that sucks, removing 01:34:373 (4) - sounds interesting for me as well.
02:17:903 (5,6) - Remove 6 and change 5 into a circle on top of a slider that ends at 02:18:638 - (it's the blue tick but it perfectly matches the vocals here)
Add a circle at 02:19:079 - to compensate for 6

I originally wanted to mod the hard diff as well but it got pretty late and I have to get up early tomorrow so I'll just stop here. Your hitsounds need work as well but I don't have a clue of hitsounding anyway.
it took me like 3 hours to find out what bugs me, put it into words and then do the actual mod for a single diff...but i guess that's how it is when you seriously mod for the first time, lol
In any case, you know what you have to look out for there in the hard diff(kind of texty) ;)
Topic Starter
Nekomata

Endaris wrote:

Hey, here we go(from queue)
I think both of your difficulties lack consistency in terms of orientation for the first part of their playtime.
As this is basically the same thing for both diffs, i'll just elaborate it here.
Generally when mapping you have the choice to follow the dominating melody(here the vocals) or the drums as these happen to be the driving parts of song.
During the first part I don't have an idea what you're following at all. It doesn't sound inherently wrong and I can play this without problems but I think you could do a better job there. If i compare the first part to the Kiai-Time the latter is a lot more clear and on point:
You're using the sliderhead of longer (repeat) sliders to emphasize the clearly emphasized vocals and use the time in between to build up the next one.

To give you an idea what I mean in detail:
kind of texty
Timings are referring to your normaldiff here.

First of all it's fine to make up an own rhythm for this but you have to be consistent with it and its interaction with melody
Let's pick up the rhythm you came up with for the first 8 beats:
Normal counting would be: "1 and 2 and 3 and 4 and 1 and 2 and 3 and 4 and" but dragging it over 8 beats is fine, we'll count to 8. I'll make the timing with hitsounds underlined so we can see what's going on:
00:07:609 (1,2,3,4,5,6) - 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and
Try to tap it, numbers with the right hand, "and" with the left and ofc only the underlined ones while counting.
Now it's apparant that the drums are leaving out the beat on the 7 which seems wrong as drums usually maintain the beat. On this part you're forsaking the drums and use the slider 5 for the vocals. Which is fine in my opinion. However you can't really do this when you skip the vocal at "4 AND".
I'm aware that you started the song when the guitar comes in but all that's at 00:10:844 (5) - are the vocals and strings so you can't say that you're following the guitar(which would make sense for 1,2,3,4).
Logical consequence would be to either replace 5 by your own drumline and include the beat on 7 and keep on following the guitar or ignoring melody completely or you're including the vocal at "4 AND".

Of course you can switch between ignoring and following the melody and you can also change your drumline but as a rule of thumb you should do each for 2 full cycles of your drumline before you switch. Repition of a part before getting to something else is very common in music and it feels better in osu! as well.

Now that I elaborated what I meant I will just list the inconsistencies in the boxes for each diff with the comment "kind of texty". I hope my explanation was good enough to be understandable.

Normal
Please notice that my suggestions are purely based on rhythm and may not be easily fit into your current flow.


00:07:609 (1,2,3,4,5,6) - kind of texty
00:14:667 (5) - Make this a normal slider that starts at 00:14:961 - it fits the melody better
Your drumline is inconsistent between 00:17:020 (1,2) - and 00:21:726 (1,2) - but it doesn't sound too bad as it is right now, I'd still advise you to experiment with it(kind of texty)
00:20:256 (4) - Make this a normal slider, the repeat-hitsound disturbs the melody a bit and the circle after it also becomes more interesting if you leave it away
00:24:961 (6,1,2) - I think extending the vocals from 6 to 1 is good here but the extension from 1 to 2 sounds a bit odd. I wouldn't say this is wrong but you could experiment with it
00:28:785 (4,5,6,7,1) - this is beautiful
00:31:138 (1) - the hitsound doesn't quite align with the arpeggio of the guitar maybe silence this one or try another hitsound(the guitar is guilty, your spinnerend is at the correct spot).
00:35:844 (1,2,3,4,5,6,7) - kind of texty
00:42:903 (5) - Replace this slider with a circle at 00:43:197 - to match the melody
00:47:608 (4) - Make this a normal slider
00:48:491 (5) - Make this a slider ending at 00:49:079 - and add a circle at 00:49:373 -
00:54:373 - You have to map this(kind of texty) as this is on "8 AND" therefore you can't change your behaviour yet. Moving 00:54:079 (6) - to this timestamp and replacing 00:54:667 (1) - with a circle at 00:54:961 - seems like a reasonable solution
00:58:197 (5) - Shorten this slider to 1/2.
00:59:079 - Adding a circle would be okay I think?

01:04:079 - From here on you basically always have a hitsound on the beat and you aren't following the melody closely anywhere which is why this is part is not kind of texty(i still have some suggestions)
01:26:432 (8) - Risking that I lose all the credibility I've built up until now: I believe it would sound very interesting if you removed this slider and added a circle at 01:27:020 - or a slider from 01:26:726 - to 01:27:020 - However it would collide with the rhythm afterwards which I personally find a bit boring, so take this as a suggestion and see what you think about it
01:32:314 (1,2,3,4,5) - I think the reverse slider and following are fine but personally I'd match the "1 and 2 and" with the guitar. If you think that sucks, removing 01:34:373 (4) - sounds interesting for me as well.
02:17:903 (5,6) - Remove 6 and change 5 into a circle on top of a slider that ends at 02:18:638 - (it's the blue tick but it perfectly matches the vocals here)
Add a circle at 02:19:079 - to compensate for 6

I originally wanted to mod the hard diff as well but it got pretty late and I have to get up early tomorrow so I'll just stop here. Your hitsounds need work as well but I don't have a clue of hitsounding anyway.
it took me like 3 hours to find out what bugs me, put it into words and then do the actual mod for a single diff...but i guess that's how it is when you seriously mod for the first time, lol
In any case, you know what you have to look out for there in the hard diff(kind of texty) ;)
A little bit confusing to me :(

I might have changed some things around from your suggestions but I don't remember which ones.
But my rhythm style is usually based on how I actually feel the music to be like - which may be a blend of the instrumental and vocal (if they complement each other), or one of them exclusively.

I'm a little hesitant on changing my rhythm since you may have noticed I like to keep a circle on the 4th beat of every measure (for that consistent sound).
Consistency in rhythm is also something I try to aim for, so usually if I create a (basic) rhythm I keep that going until there's a notable change in the music.

in a Normal/Easy diff such as this one, I have to keep things a lot more simple and a lot more focus into rhythm consistency :P

thanks for modding though, I'll keep your post in mind for future reference.
Kazuya
Hello

Hard

Difficulty:

AR: I think, change AR to 7, if there will be no more difficulty (Harder/Insane)
CS: 3.8? Why not 4?
OD: Maybe 6?

  1. 00:13:491 (3) - More blanket? PIC Change slider 2nd point to: x: 392 y: 213, and last point to: x: 316 y: 219, after fix DS: 00:14:373 (4) -
  2. 00:17:903 (4) - This slider bit ugly. Maybe this? Ugly example
  3. 00:55:550 (2,3) - This overlay ugly. Do not cover slider end. not too elegant. Use similar: Img
  4. 01:06:432 (1) - Better slider shape: pic
  5. 01:14:667 (3) - Better blanket? Second slider point to: x: 416 y: 292, last point: x: 344 y: 356 ?
  6. 01:18:197 (1) - Better blanket: second point: x: 267 y: 279 and last point to: x: 207 y: 228
  7. 01:27:608 (1) - Maybe this: Use similar
  8. 01:35:550 (4,5) - Flow bit unnatural. I think, press CTRL + G here: 01:36:432 (5) - and here: 01:37:020 (1) -
  9. 02:01:726 (2) - Improve blanket
  10. 02:04:079 (2,3,4,5,1,2,3) - Hmm, i think, make "slider wheel" jump. use similar: Bad example
  11. 02:19:373 (1) - Please, map this part. Spinner not fit here

Normal:

  1. 00:24:961 (6) - Use this: click
  2. 00:45:256 (1,5) - Perfect stack?

  3. 00:49:961 (1) - Slider shape
  4. 02:02:903 (4) - Maybe blanket?
  5. 02:19:373 (1) - Same as hard

Good luck
Topic Starter
Nekomata

Kazuya wrote:

Hello

Hard

Difficulty:

AR: I think, change AR to 7, if there will be no more difficulty (Harder/Insane)
CS: 3.8? Why not 4?
OD: Maybe 6?

i think my settings here are fine since I don't really intend for this to be a hard map at all :P

  1. 00:13:491 (3) - More blanket? PIC Change slider 2nd point to: x: 392 y: 213, and last point to: x: 316 y: 219, after fix DS: 00:14:373 (4) - i'll keep it as is
  2. 00:17:903 (4) - This slider bit ugly. Maybe this? Ugly example ok, modified shape
  3. 00:55:550 (2,3) - This overlay ugly. Do not cover slider end. not too elegant. Use similar: Img ok
  4. 01:06:432 (1) - Better slider shape: pic modified shape
  5. 01:14:667 (3) - Better blanket? Second slider point to: x: 416 y: 292, last point: x: 344 y: 356 ? sure
  6. 01:18:197 (1) - Better blanket: second point: x: 267 y: 279 and last point to: x: 207 y: 228 ahh, i changed the previous slider, but i still did this anyway
  7. 01:27:608 (1) - Maybe this: Use similar ok
  8. 01:35:550 (4,5) - Flow bit unnatural. I think, press CTRL + G here: 01:36:432 (5) - and here: 01:37:020 (1) - changed (5) to circles and rearranged position
  9. 02:01:726 (2) - Improve blanket ok
  10. 02:04:079 (2,3,4,5,1,2,3) - Hmm, i think, make "slider wheel" jump. use similar: Bad example i'll keep what i have here
  11. 02:19:373 (1) - Please, map this part. Spinner not fit here it's fine, it's based on vocals

Normal:

  1. 00:24:961 (6) - Use this: click great!
  2. 00:45:256 (1,5) - Perfect stack? i'll keep what i currently have

  3. 00:49:961 (1) - Slider shape ok
  4. 02:02:903 (4) - Maybe blanket? it is a "double" blanket, but this one is intended to be weaker
  5. 02:19:373 (1) - Same as hard

Good luck
thanks :D
zj0924
random modding
[General]
  1. maybe you can add some whistle in some part,current sound effect is too quiet and I can't even know what I 'm clicking when playing
[Normal]
  1. 00:13:491 (3) - try this flow?
  2. 00:17:020 (1) -
  3. 00:30:844 - spinner begins here?
  4. 00:45:256 (1,2) - flow is kinda weird for beginners I think maybe move downward a bit
  5. 01:11:726 (3,4) - there's no need to blanket I think this plays kinda sudden
  6. 01:22:020 (8) - It become quiet and quiet so there's no need to use a reverse slider try 1/2 one?
  7. 01:34:667 (5,6) - bad flow here try sth like this
  8. 01:51:138 (1) -
  9. 01:55:844 (1,2) - this flow is too hard for beginners
  10. 02:14:667 (1,2) - ^

[Hard]
  1. 00:17:903 (4) - maybe move red anchor upward a bit 73 338? for a nicer flow
  2. 00:25:844 (6) - I'd suggest to use red anchor for00:26:432 (1,2,3) - are straight flow
  3. 00:27:314 (4) - ctrl+j and make some small adjustments?
  4. 00:31:726 (3) - 251 187 for better flow?also move 00:32:020 (4) -
  5. 00:54:667 (1) - slider could be improved move the 4th dot to 106 225
  6. 01:11:138 (1) - Well seems that you are following vocal but this sound shouldn't be ignored imo
  7. 01:25:550 (2,3,4) - I 'd suggest stack them or it's awkward to play
  8. 01:53:197 (4,5) - ds1.2 pls
  9. 02:02:903 (1,2) - flow could be improved
GL~
250posts~ :)
Topic Starter
Nekomata

zj0924 wrote:

random modding
[General]
  1. maybe you can add some whistle in some part,current sound effect is too quiet and I can't even know what I 'm clicking when playing i'll try to think of something
[Normal]
  1. 00:13:491 (3) - try this flow?
  2. 00:17:020 (1) -
  3. 00:30:844 - spinner begins here? starting with the guitar sound :P
  4. 00:45:256 (1,2) - flow is kinda weird for beginners I think maybe move downward a bit i think it's fine
  5. 01:11:726 (3,4) - there's no need to blanket I think this plays kinda sudden this is fine
  6. 01:22:020 (8) - It become quiet and quiet so there's no need to use a reverse slider try 1/2 one? following the guitar sound here, i think it's fine as it is
  7. 01:34:667 (5,6) - bad flow here try sth like this
  8. 01:51:138 (1) -
  9. 01:55:844 (1,2) - this flow is too hard for beginners seems perfectly readable to me, shouldn't be a problem
  10. 02:14:667 (1,2) - ^

[Hard]
  1. 00:17:903 (4) - maybe move red anchor upward a bit 73 338? for a nicer flow
  2. 00:25:844 (6) - I'd suggest to use red anchor for00:26:432 (1,2,3) - are straight flow
  3. 00:27:314 (4) - ctrl+j and make some small adjustments?
  4. 00:31:726 (3) - 251 187 for better flow?also move 00:32:020 (4) -
  5. 00:54:667 (1) - slider could be improved move the 4th dot to 106 225
  6. 01:11:138 (1) - Well seems that you are following vocal but this sound shouldn't be ignored imo i'll keep what i have, for now
  7. 01:25:550 (2,3,4) - I 'd suggest stack them or it's awkward to play
  8. 01:53:197 (4,5) - ds1.2 pls
  9. 02:02:903 (1,2) - flow could be improved
GL~
250posts~ :)
no note = fixed

thanks for your mod :)
Snaggletooth
From my Q.

[Normal]
  1. Rhythmical Issues
    1. 00:17:020 (1,2) - This really bothers me for a simple reason. You are missing a lot of
      guitar here which would be very useful to use a 1/1 slider in order to avoid 00:18:491 (2) hitting
      in the void. This plays very awkward.

      Timeline + Code


      112,200,17020,6,0,L|124:120,1,70
      180,72,17609,2,0,L|272:60,1,70
      316,112,18197,2,0,P|364:132|448:84,1,140
      The code is so you have an example of how to fix the pattern.
    2. 00:22:314 (2,3) - Basically same as above.

    3. 00:38:785 (5,6) - ^ // With the same Rhythm as suggested.
    4. 00:31:138 (1) - I believe someone already mentioned it. It plays rather weird if the spinner starts
      on the Guitar since the vocals are much more dominant here. Also the 1/1 space between them is
      quite uncomforting. Please reconsider starting the spinner on 00:30:844
    5. 00:59:373 (1) - ^
    6. 00:45:256 (1,2) - Well the only real Problem here is the fact that the slider (2) starts on nothing.
      You could simply remove the repeat and place it on red tick to start, but then you'd be left with a rather
      uncomfortable break. As far as my Example is concerned, you could use the 2/1 slider to make a
      symmetrical pattern. The two circles afterwards serve to emphasize the key-changing guitar.

    7. 00:55:256 (2,3) - Those would be the same as above. Empty hits.

    8. 01:16:726 (6) - Missed oppertunity imo. You could have used this part really well for a double 1/1
      slider. If you convert 6 into a 1/1 slider, this would not only fit very well with the sounds/vocals, but it
      would also take away a little of the 'overmapping'-strain, if that makes sense. I personally am
      strained from the soft-hitsound so this would be a refreshing little break.
    9. 01:35:550 (6,7) - Very similar to above acctually. A 1/1 slider would support the piano and
      the strings much better than the current rhythm.

    10. 01:38:785 (3,4) - ^


[Hard]
  1. Rhythmical Issues:
    1. 00:36:726 (4,5) - I was quite skeptic of this rhythm when I played it. Now I know when. While
      (4) is on beat with the hi-hats, the slider start of 00:37:167 (5) is not + it's on a blue tick which makes it
      sound even more off. I strongly suggest you to map on the vocals which can be achieved by placing a
      1/2 slider on 00:37:020 . Altho if you do that, it would play nicer if you used two circles instead of a 1/4
      slider.
    2. 00:48:932 (5) - There should be a 1/1 slider on 00:48:785 to follow the rather strong Piano.
    3. 00:46:138 (4,5) - ^ // the hit on 00:46:579 needs to go due to being void. You can use a 1/4 slider
      or two circles, dosnt really matter.
    4. 00:51:285 (3) - ^
    5. 00:39:079 (3,4) - Same story with this, but here you'd need a diffrent rhythm to suite the rather long
      break. I highly suggest a 1/1 slider beginning on 00:39:079 to suite the vocals. This would feel alot
      nicer than having an empty beat.
    6. 01:39:079 (4,1,2,3,4) - There's the same Rhythmical progression that I pointed out on normal.
      You should consider using a 1/1 slider Rhythm here as well to support the vocals and the Piano as
      it provides a 'boost' in music and a build-up.

    7. 01:41:726 (1,2,3,4,5,6,7,8) - The rhythm, that I suppose it follows, is extremely quiet. This makes
      the patten sound extremely off-key and out-of-place + it can get hard to be accurate while playing since
      there isn'T anything to orient on. I highly suggest you simply follow the vocals here.

  2. Placement Issues:
    1. 02:04:667 (4,5) - To me personally there is no reason to suddenly increase the distance. I know
      the purpose was to emphasize the vocals a bit more and to seperate it as a single part from the
      guitars + build-up but I think that wasn't the right choice. If you really wanted the vocals
      to stand out, you should convert 02:04:961 (5) into two cirles. That will give a diffrent tapping-
      rhythm and it will be recognizeble, that a new part has started. Ofc you'd have to fix the pattern accordingly.

  3. Cosmetical Issues:
    1. 01:11:432 (1,1,1) - Remove the NC. This can get rather confusing to follow, also every NC provides
      a signiffican boost in HP which can make the map too easy. Other than that, the NC has no function here
      in terms of rhythm or music.
    2. 01:30:256 (1,1,1) - ^

Good luck with this map~
Battle
I'm pretty bad at modding Normals and Hards but I'll just say what I noticed that I thought was off in the Hard

[Hard]
01:10:550 (5,1,1,1) - I just this it's weird that the other time that you do a pattern like this at 01:29:667 (1,1,1) - it's so smooth but I guess the note (5) before the 1's make it seem to flow less smoothly than just having the slider there

Sorry it took so long just to write that :cry:
KantanDez
from my queue:

Normal
Make it AR 5

Hard
Make it AR 7 and harder (dont move timing stuff)

thats all i have sorry
Topic Starter
Nekomata
SPOILER

Snaggletooth wrote:

From my Q.

[Normal]
  1. Rhythmical Issues
    1. 00:17:020 (1,2) - This really bothers me for a simple reason. You are missing a lot of
      guitar here which would be very useful to use a 1/1 slider in order to avoid 00:18:491 (2) hitting
      in the void. This plays very awkward.

      Timeline + Code


      112,200,17020,6,0,L|124:120,1,70
      180,72,17609,2,0,L|272:60,1,70
      316,112,18197,2,0,P|364:132|448:84,1,140
      The code is so you have an example of how to fix the pattern.
    2. 00:22:314 (2,3) - Basically same as above.

    3. 00:38:785 (5,6) - ^ // With the same Rhythm as suggested.
    4. 00:31:138 (1) - I believe someone already mentioned it. It plays rather weird if the spinner starts
      on the Guitar since the vocals are much more dominant here. Also the 1/1 space between them is
      quite uncomforting. Please reconsider starting the spinner on 00:30:844
    5. 00:59:373 (1) - ^
    6. 00:45:256 (1,2) - Well the only real Problem here is the fact that the slider (2) starts on nothing.
      You could simply remove the repeat and place it on red tick to start, but then you'd be left with a rather
      uncomfortable break. As far as my Example is concerned, you could use the 2/1 slider to make a
      symmetrical pattern. The two circles afterwards serve to emphasize the key-changing guitar.

    7. 00:55:256 (2,3) - Those would be the same as above. Empty hits.

    8. 01:16:726 (6) - Missed oppertunity imo. You could have used this part really well for a double 1/1
      slider. If you convert 6 into a 1/1 slider, this would not only fit very well with the sounds/vocals, but it
      would also take away a little of the 'overmapping'-strain, if that makes sense. I personally am
      strained from the soft-hitsound so this would be a refreshing little break.
    9. 01:35:550 (6,7) - Very similar to above acctually. A 1/1 slider would support the piano and
      the strings much better than the current rhythm.

    10. 01:38:785 (3,4) - ^


[Hard]
  1. Rhythmical Issues:
    1. 00:36:726 (4,5) - I was quite skeptic of this rhythm when I played it. Now I know when. While
      (4) is on beat with the hi-hats, the slider start of 00:37:167 (5) is not + it's on a blue tick which makes it
      sound even more off. I strongly suggest you to map on the vocals which can be achieved by placing a
      1/2 slider on 00:37:020 . Altho if you do that, it would play nicer if you used two circles instead of a 1/4
      slider.
    2. 00:48:932 (5) - There should be a 1/1 slider on 00:48:785 to follow the rather strong Piano.
    3. 00:46:138 (4,5) - ^ // the hit on 00:46:579 needs to go due to being void. You can use a 1/4 slider
      or two circles, dosnt really matter.
    4. 00:51:285 (3) - ^
    5. 00:39:079 (3,4) - Same story with this, but here you'd need a diffrent rhythm to suite the rather long
      break. I highly suggest a 1/1 slider beginning on 00:39:079 to suite the vocals. This would feel alot
      nicer than having an empty beat.
    6. 01:39:079 (4,1,2,3,4) - There's the same Rhythmical progression that I pointed out on normal.
      You should consider using a 1/1 slider Rhythm here as well to support the vocals and the Piano as
      it provides a 'boost' in music and a build-up. i'll keep what i currently have for now

    7. 01:41:726 (1,2,3,4,5,6,7,8) - The rhythm, that I suppose it follows, is extremely quiet. This makes
      the patten sound extremely off-key and out-of-place + it can get hard to be accurate while playing since
      there isn'T anything to orient on. I highly suggest you simply follow the vocals here. i like what i currently have :P

  2. Placement Issues:
    1. 02:04:667 (4,5) - To me personally there is no reason to suddenly increase the distance. I know
      the purpose was to emphasize the vocals a bit more and to seperate it as a single part from the
      guitars + build-up but I think that wasn't the right choice. If you really wanted the vocals
      to stand out, you should convert 02:04:961 (5) into two cirles. That will give a diffrent tapping-
      rhythm and it will be recognizeble, that a new part has started. Ofc you'd have to fix the pattern accordingly. rearranged without jumping

  3. Cosmetical Issues:
    1. 01:11:432 (1,1,1) - Remove the NC. This can get rather confusing to follow, also every NC provides
      a signiffican boost in HP which can make the map too easy. Other than that, the NC has no function here
      in terms of rhythm or music.
    2. 01:30:256 (1,1,1) - ^

Good luck with this map~

no note = fixed (and that's a majority of your suggestions! :P)

thanks, i really like your suggestions :)

[-Deemo-] wrote:

I'm pretty bad at modding Normals and Hards but I'll just say what I noticed that I thought was off in the Hard

[Hard]
01:10:550 (5,1,1,1) - I just this it's weird that the other time that you do a pattern like this at 01:29:667 (1,1,1) - it's so smooth but I guess the note (5) before the 1's make it seem to flow less smoothly than just having the slider there not changed, it's fine

Sorry it took so long just to write that :cry:
*did a small mod for normal over irc, sadly i didn't save the log

Term Akatski wrote:

from my queue:

Normal
Make it AR 5

Hard
Make it AR 7 and harder (dont move timing stuff)

thats all i have sorry
the current settings are fine, not changed.
also i don't think i can make it harder without ruining the map
Blizs
Hi Again, Nekomata :3 ~~~
From my queue....
I see you requested M4M from there. But I've take time so long to mod yours... Sorry T.T
So, I'll mod this as NM ;)
Final Fantasy!!~~ >w< My favourite Game ever >w<

General

  1. I think you must change the combo color "Combo 3" Because I see the difference between "Combo 3" and "Combo 1" were a bit close so someone will see it as a same color.
  2. I think you will need to find someone that good at timing because I hear that some part of mapset were a bit off from the song. Like 00:22:314 - .

Normal

  1. 00:24:961 (6) - I suggest to make the 2nd white tick curved in other way => http://puu.sh/i8aJn/995602aeab.jpg to give more distance between that slider and 00:26:432 (1) - 's tail so we can avoid a little confuse.
  2. 00:45:256 (1,5) - Maybe you can do something about this overlap ?
  3. 00:59:079 (1) - This spinner should be started at 00:59:373 - because the emphasis in the song was there. And to continue the 1 beat flow from 00:57:020 (5) - . People (Especially me) will start spinning at 00:59:373 - because of that 1 beat flow.
  4. 01:39:961 (5,6,7) - for this part, try to use this pattern => http://puu.sh/i8blg/542d242fa8.jpg because I hear the emphasis was at 01:40:256 - so this part should be a click.

Hard

  1. 01:10:844 (1,2,3,4) - It's better to follow both instrument and vocal like you did in Normal Diff rather than just follow the vocal.
  2. 01:29:667 (4,5,6,7) - same as above.
  3. 01:26:726 (5) - I think you can reverse it in other way => http://puu.sh/i8bKa/c3e564966d.jpg to avoid the confuse between it and 01:27:608 (1) - because someone (like me) who play it with FL mod won't figure that there was a reverse because the reverse arrow will be lost.
  4. 01:39:961 (3) - Like I said in Normal diff about where should be the click was.

Okay that's all I can found.
I like the flow >< so take my love star ( >w<)/
bye now~~~
Topic Starter
Nekomata

Fantastica wrote:

Hi Again, Nekomata :3 ~~~
From my queue....
I see you requested M4M from there. But I've take time so long to mod yours... Sorry T.T
So, I'll mod this as NM ;)
Final Fantasy!!~~ >w< My favourite Game ever >w<

General

  1. I think you must change the combo color "Combo 3" Because I see the difference between "Combo 3" and "Combo 1" were a bit close so someone will see it as a same color. All colours are around the same spectrum I suppose, but I can see a clear difference between them.. so no change, unless if a better colour is suggested :p
  2. I think you will need to find someone that good at timing because I hear that some part of mapset were a bit off from the song. Like 00:22:314 - . I think that particular note is just naturally off-timing in the song.

Normal

  1. 00:24:961 (6) - I suggest to make the 2nd white tick curved in other way => http://puu.sh/i8aJn/995602aeab.jpg to give more distance between that slider and 00:26:432 (1) - 's tail so we can avoid a little confuse. ok
  2. 00:45:256 (1,5) - Maybe you can do something about this overlap ? i moved the part around, but i'll keep it for now
  3. 00:59:079 (1) - This spinner should be started at 00:59:373 - because the emphasis in the song was there. And to continue the 1 beat flow from 00:57:020 (5) - . People (Especially me) will start spinning at 00:59:373 - because of that 1 beat flow. ok, i'll change this spinner
  4. 01:39:961 (5,6,7) - for this part, try to use this pattern => http://puu.sh/i8blg/542d242fa8.jpg because I hear the emphasis was at 01:40:256 - so this part should be a click. did similar

Hard

  1. 01:10:844 (1,2,3,4) - It's better to follow both instrument and vocal like you did in Normal Diff rather than just follow the vocal. i'll keep it for now
  2. 01:29:667 (4,5,6,7) - same as above.
  3. 01:26:726 (5) - I think you can reverse it in other way => http://puu.sh/i8bKa/c3e564966d.jpg to avoid the confuse between it and 01:27:608 (1) - because someone (like me) who play it with FL mod won't figure that there was a reverse because the reverse arrow will be lost. ok, ctrl+g and repositioned.
  4. 01:39:961 (3) - Like I said in Normal diff about where should be the click was. changed tapping rhythm.

Okay that's all I can found.
I like the flow >< so take my love star ( >w<)/
bye now~~~
thanks for modding :D
and i owe you one mod, just pm me :p
Rakuen
As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Combo Color

  1. How about adding 1 more color, Lavender, make it 4 combo colors 0.0

Normal

  1. 01:42:020 (1) - Prefer to map here, spin is like a really fast cursor movement, doesn't fit here, no audible changes

Hard

  1. 01:29:667 (4) - NC like 01:10:844 (1) -
  2. 01:44:226 (1) - Same as Normal 0.0

Others

  • Really short mod, no major issues

    Rhythms and hitsounds are pretty much ready, but I don't like how you arrange the sliders (esp Normal), too many shapes, forced (imperfect) blankets

    I'm sorry

Good luck!
Topic Starter
Nekomata

Rakuen wrote:

As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Combo Color

  1. How about adding 1 more color, Lavender, make it 4 combo colors 0.0 ok

Normal

  1. 01:42:020 (1) - Prefer to map here, spin is like a really fast cursor movement, doesn't fit here, no audible changes it's for build-up to kiai, needed some space from the spinner to next note too

Hard

  1. 01:29:667 (4) - NC like 01:10:844 (1) - good catch
  2. 01:44:226 (1) - Same as Normal 0.0 same reason, although this one is following the long instrumental

Others

  • Really short mod, no major issues

    Rhythms and hitsounds are pretty much ready, but I don't like how you arrange the sliders (esp Normal), too many shapes, forced (imperfect) blankets

    I'm sorry

Good luck!
MirinH
discussed with the mapper
fixed some small problems
looks fine to me
irc
21:12 Alex Li: disable the widescreen support because u have no sb
21:12 Alex Li: also letter box because u have no break
21:12 Alex Li: for all diffs
21:13 Nekomata: ok
21:13 Nekomata: didn't realize i had those on o.o
21:17 Alex Li: 01:20:844 (6,7,8) - umm for the last 2 i dont think u need to use 1/4
21:18 Alex Li: there is no acctual 1/4 guitar
21:18 Alex Li: i can hear the 1st one but no the ssecond and third one
21:19 Nekomata: i guess i was mixing the drum tick thingy there
21:19 Nekomata: but for normal i'll change to 1/2s
21:19 Alex Li: thank u
21:19 Nekomata: should be safer i guess
21:20 Alex Li: yep
21:21 Nekomata: ok
21:21 Alex Li: 02:18:197
21:22 Alex Li: i guess u can follow the vocal here
21:22 Alex Li: because you basicly followed vocal in the diff
21:23 Alex Li: also these 1/2 sounds unconfortable for me
21:23 Nekomata: which one
21:23 Nekomata: same spot?
21:23 Alex Li: http://puu.sh/it8y7/fe37d85443.jpg
21:23 Alex Li: yes
21:23 Alex Li: suggest rhythm
21:24 Nekomata: i actually just changed it to that one lol
21:24 Alex Li: lol
21:24 Alex Li: k thats nm
21:24 Alex Li: now hard
21:27 Alex Li: 01:58:197 (1,2) -
21:27 Alex Li: http://puu.sh/it8Mh/ad59efc0e0.jpg
21:27 Alex Li: try this rhythm maybe?
21:28 Alex Li: 02:17:020 (1,2) -
21:28 Alex Li: same
21:29 Nekomata: hmm
21:29 Nekomata: i'll do something similar, like in normal to follow vocals
21:29 Alex Li: oh no sry maybe this
21:29 Alex Li: http://puu.sh/it8RA/a80d03ac60.jpg
21:29 Alex Li: better
21:30 Nekomata: yeah something like that
21:30 Alex Li: kk
21:30 Alex Li: checking hs
21:31 Alex Li: hs are fine
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