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LeaF - NANO DEATH!!!!! [OsuMania] f543o

posted
Total Posts
16
Topic Starter
Raediaufar
This beatmap was submitted using in-game submission on 11 July 2016 at 09:31:44

Artist: LeaF
Title: NANO DEATH!!!!!
Tags: lolicore speedcore kancolle kantai collection
BPM: 170
Filesize: 3965kb
Play Time: 02:01
Difficulties Available:
  1. EZ - 4Key (1.14 stars, 318 notes)
  2. HD - 4Key (2.57 stars, 817 notes)
  3. MX - 4Key (3.39 stars, 1152 notes)
  4. NM - 4Key (1.78 stars, 530 notes)
  5. SC - 4Key (4.42 stars, 1409 notes)
  6. SHD - 4Key (5.49 stars, 1824 notes)
: LeaF - NANO DEATH!!!!!
Information: Scores/Beatmap Listing
---------------
Ready for mod >w<

I'm actually don't want to map the early section of the song but ranking criteria told me to map at least 80% of the mp3. Cutting this song is just no no no
Cipse

Raediaufar wrote: 2f4o6z

I'm actually don't want to map the early section of the song but ranking criteria told me to map at least 80% of the mp3. Cutting this song is just no no no
Actually...

Wiki Page wrote: 3f5y5t

You must cut your mp3 if you're using less than 80% of it. This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped.
So you don't need to map the intro. If you think the music is strong enough, though, I'd map it anyway. Go to this link if you want to check the ranking criteria page.
Topic Starter
Raediaufar
uhh yeah.. you're right but I already map it lol. I'd rather keep it c:
MadBricktree
From the RRM Mania Modding Queue

0|1|2|3

I apologize for being really late.
Anyways, here's the mod that you requested.


Mod inside
SC
Fun diff.

00:01:405 (1405|1,1757|1,2110|1) - It seems that you didn't map any of the hats that come out after this so I recommend deleting these for consistency.
00:02:331 (2331|3) - , 00:02:684 (2684|0) - , 00:03:037 (3037|0,3037|3) - , etc - Kinda weird to see 1/8 snaps here. I think 1/3 snap will work. The same should apply to similar notes after this.
00:05:221 (5221|1) - It should be implied that this should be 1/12.
00:13:463 - Missing drum somewhere around here. I'm not exactly sure about its location though.
00:13:816 - , 00:13:875 - Here too. It's probably a good idea to keep the layering consistent.
00:24:757 - ^
00:25:404 (25404|3,25404|0) - Should start at around 00:25:287 - .
00:27:566 (27566|0,27628|1,27691|0,27753|1) - Using a jumptrill for this part might be a good idea as you've used doubles for the same sound in other places such as 00:27:816 - , 00:28:066 - , 00:28:316 - , etc.

I see quite of bit of inconsistencies here and there so I'll just say that it is probably a good idea to keep the chord sizes consistent. This means that notes for certain sounds shouldn't suddenly disappear, increase or decrease. So if you made sound A doubles and sound B singles, all As should be doubles and all Bs should be singles for the rest of the section unless doing so will cause playability issues.

Example : 00:55:566 - & 00:55:691 - The number of notes suddenly increases to 2. The sound here seems to be the same as the sounds at 00:55:503 - , 00:55:441 - , 00:55:753 - bar the pitch. It is recommended to decrease the chord sizes of these notes. The same thing applies to the SHD diff.

SHD
Alot of the mods for SC applies to this diff so do check those out.

00:28:066 (28066|2,28191|2,28316|2,28441|2,28566|2) - This anchor can possibly put strain on a player's fingers.
00:28:441 (28441|3,28566|3,28691|3,28816|3,28941|3) - Likewise for this.
00:34:191 (34191|0,34316|0,34441|0,34566|0,34691|0,34816|0) - This one can really be uncomfortable. It's not really easy to hit 5 notes consecutively and immediately hold a long note.
00:36:941 (36941|1,37066|1,37191|1,37316|1,37441|1) - Not as severe as the last one but still not really comfortable.
00:38:441 (38441|0,38566|0,38691|0,38816|0,38941|0,39066|0) - Another anchor here.
00:38:691 (38691|0,38722|1,38753|3,38784|2,38816|0,38847|1,38878|3,38909|2) - Also, I can see that you're trying to represent the super fast drums with 1/8 notes but this is definitely much faster than 1/8. I recommend simply using long notes here.
01:19:566 (79566|0,79597|1,79628|2,79659|3,79691|0,79722|1,79753|2,79784|3) - The same goes for these, though this time I'm not really sure if this is a really fast drum or a synth.
00:50:378 (50378|2,50503|2,50628|2,50753|2,50878|2,51003|2) - That's another long anchor.
01:15:691 (75691|2,75816|2,75941|2,76066|2,76191|2,76316|2) - Just as long as the previous one.
01:31:753 (91753|1,91816|1) - This is a pretty fast jack here. This alone isn't so hard to hit but it gets kinda tricky due to the 01:31:941 (91941|1) - note that follows right after.
01:36:066 (96066|2,96191|2,96316|2,96441|2,96566|2,96691|2,96816|2,96941|2) - I wonder why alot of the anchors are at column 2.
01:38:316 (98316|0,98441|0,98566|0,98691|0,98816|0) - Not so bad of an anchor but I still think 5 notes is a bit uncomfortable. I personally prefer to have stacks less than 4 notes.
01:47:816 - ~ 02:01:441 - I highly recommend that you do something about the inconsistency of this last section. It feels weird to have notes suddenly jumping around between doubles and singles.

Nice map overall. It's quite fun to play.

I apologize if the mod quality isn't so good.
My laptop isn't the best device to be modding with.

That aside, from what I know, it is fine to not map the intro of a song.
Here's what the ranking criteria says : "This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped"
So I think it's fine if you remove the intro without cutting it if you don't feel like having it mapped.

Edit : Being the idiot I am, I missed Cipse's post

Anyways, good luck on ranking and have a star!
Chronocide
Status: Active
TRTRTRTRTRTRTRTRTRTR AAAAAAAA TRTRTRTRTRTRTRTTRT AAAAAAAA
Using lane 1-2-3-4
MX
I'll split these in two part, patterns and Kiai
Patterns
  1. 00:02:816 (2816|2,3743|1,4096|2) - Etc, I'd use singles here, to have a little more emphasis on the easy beginning. If you make this singles, 00:26:816 (26816|1) - automatically looks denser. Makes for a bigger punch in the face
  2. 00:40:816 (40816|1) - Feels a bit awkward to have a gap here. 00:40:691 (40691|2) - Maybe turn that into a hold?
  3. 00:45:316 (45316|1) - Add, there's a muffled kick here
  4. 01:08:191 (68191|1,69191|2) - Feel awkward, can't place my finger on why
  5. 02:01:441 (121441|2) - Map the ending? Do it like the beginning with singles
Kiai
I don't quite understand your Kiai placement.
I would make the first Kiai end here 00:43:816 (43816|2)
  • It begins with the 00:27:566 (27566|0,27628|1,27691|2,27753|3) and then it's all the way busy. And here 00:43:816 (43816|2) it stops, so that's why I'd do it like that
Make the second start here 01:15:816 (75816|3)
  • Here you have 01:15:066 (75066|0,75128|1,75191|2,75253|3,75566|3,75628|2,75691|1,75753|0) again, building tension and ending here 01:23:816 (83816|2), another buildup begins. 01:31:816 (91816|3) is still part of the buildup (doesn't feel like a breakdown), so I'd remove the Kiai here
And third Kiai would be 01:47:816 (107816|0), which you already have
SC
Gap between MX and SC is huuuuuge, you go from simple jumps to handtrills and 1/8 rolls. Make something that kinda fits in between? Maybe have denser version of MX, but instead of handtrills, have 1-3-2-4?
Mod
  1. Same suggestiongs as MX regarding the intro. I want that punch in my face :^)
  2. 00:27:566 (27566|0) - Rip. 240 handtrill on 4,42* D: Then again, SR is really low for this chart, so probably not an issue
  3. 00:29:691 (29691|1) - I'd personally move this to 1, current pattern feels really easy (compared to that handtrill)
  4. 00:30:816 (30816|0) - Not a fan of these holds, but that's style, I guess
  5. 00:44:816 (44816|0,45316|1) - Add, muffled kick sounds
  6. 01:23:316 (83316|3,83347|2,83378|1,83409|0) - 1/8 240 bpm rolls, rip
  7. Same issue with the ending / Kiai
SHD
Rip hands
Mod
  1. Same issue with the intro / outro / Kiai
  2. 00:27:566 (27566|1,27628|2,27691|1,27753|2) - Used handtrill in SC, but two-handed trill in SHD?
  3. 00:28:691 (28691|3,28753|2,28816|3,28878|2,28941|3) - Notice that the rest of the jumpstream is pretty balanced when it comes to patterning, that patch of notes in particular is too one-hand trilly compared to the rest of this section
  4. 00:35:691 (35691|3) - Extend until 00:35:816 (35816|3) and remove 00:35:816 (35816|3). Having such a mini hold makes little sense, plus the sound which you mapped 00:35:691 (35691|3) on extends untill 00:35:816 (35816|3)
  5. 00:38:003 (38003|2) - Missing note, remove 00:37:941 (37941|3)
  6. 00:44:816 (44816|2,45316|3) - Muffled kicks, add
  7. 00:48:316 (48316|0,48316|2) - No holds here?
  8. 00:49:128 (49128|2,49191|1,49253|0) - You used a roll here, but used a hold 00:49:316 (49316|2,49316|3) there. Either have both rolls, or both holds, not both. There's a lot more of these inconsistencies
  9. 00:55:066 (55066|3) - Holds here, but 00:54:816 (54816|3) singles there? Inconsistent
  10. 00:58:316 (58316|0,58316|1) - Pitch changes compared to 00:58:191 (58191|0,58191|1), move it to 2-3?
  11. 01:16:753 (76753|1,76816|2,76878|1,76941|2,77003|1,77066|2) - Really easy, jumptrillable. Go for 2-4 instead of 1-2
  12. 01:18:441 (78441|2,78503|1,78566|2,78628|1,78691|2) - ^
  13. 01:17:316 (77316|3,77378|2,77441|1) - Not my cup of tea, but I guess it's ok
  14. 01:50:816 (110816|1),01:55:816 (115816|1) - BLASTIX RIOTS :^^)
Good stuff, I'd love to see this ranked :^)
Topic Starter
Raediaufar

Minseo2000 wrote: 3k196l

From the RRM Mania Modding Queue

0|1|2|3

I apologize for being really late.
Anyways, here's the mod that you requested.


Mod inside
SC
Fun diff.

00:01:405 (1405|1,1757|1,2110|1) - It seems that you didn't map any of the hats that come out after this so I recommend deleting these for consistency.
00:02:331 (2331|3) - , 00:02:684 (2684|0) - , 00:03:037 (3037|0,3037|3) - , etc - Kinda weird to see 1/8 snaps here. I think 1/3 snap will work. The same should apply to similar notes after this.
00:05:221 (5221|1) - It should be implied that this should be 1/12.
00:13:463 - Missing drum somewhere around here. I'm not exactly sure about its location though.
00:13:816 - , 00:13:875 - Here too. It's probably a good idea to keep the layering consistent.
00:24:757 - ^
00:25:404 (25404|3,25404|0) - Should start at around 00:25:287 - .
00:27:566 (27566|0,27628|1,27691|0,27753|1) - Using a jumptrill for this part might be a good idea as you've used doubles for the same sound in other places such as 00:27:816 - , 00:28:066 - , 00:28:316 - , etc.

I see quite of bit of inconsistencies here and there so I'll just say that it is probably a good idea to keep the chord sizes consistent. This means that notes for certain sounds shouldn't suddenly disappear, increase or decrease. So if you made sound A doubles and sound B singles, all As should be doubles and all Bs should be singles for the rest of the section unless doing so will cause playability issues.

Example : 00:55:566 - & 00:55:691 - The number of notes suddenly increases to 2. The sound here seems to be the same as the sounds at 00:55:503 - , 00:55:441 - , 00:55:753 - bar the pitch. It is recommended to decrease the chord sizes of these notes. The same thing applies to the SHD diff.

SHD
Alot of the mods for SC applies to this diff so do check those out.

00:28:066 (28066|2,28191|2,28316|2,28441|2,28566|2) - This anchor can possibly put strain on a player's fingers.
00:28:441 (28441|3,28566|3,28691|3,28816|3,28941|3) - Likewise for this.
00:34:191 (34191|0,34316|0,34441|0,34566|0,34691|0,34816|0) - This one can really be uncomfortable. It's not really easy to hit 5 notes consecutively and immediately hold a long note.
00:36:941 (36941|1,37066|1,37191|1,37316|1,37441|1) - Not as severe as the last one but still not really comfortable.
00:38:441 (38441|0,38566|0,38691|0,38816|0,38941|0,39066|0) - Another anchor here.
00:38:691 (38691|0,38722|1,38753|3,38784|2,38816|0,38847|1,38878|3,38909|2) - Also, I can see that you're trying to represent the super fast drums with 1/8 notes but this is definitely much faster than 1/8. I recommend simply using long notes here.
01:19:566 (79566|0,79597|1,79628|2,79659|3,79691|0,79722|1,79753|2,79784|3) - The same goes for these, though this time I'm not really sure if this is a really fast drum or a synth.
00:50:378 (50378|2,50503|2,50628|2,50753|2,50878|2,51003|2) - That's another long anchor.
01:15:691 (75691|2,75816|2,75941|2,76066|2,76191|2,76316|2) - Just as long as the previous one.
01:31:753 (91753|1,91816|1) - This is a pretty fast jack here. This alone isn't so hard to hit but it gets kinda tricky due to the 01:31:941 (91941|1) - note that follows right after.
01:36:066 (96066|2,96191|2,96316|2,96441|2,96566|2,96691|2,96816|2,96941|2) - I wonder why alot of the anchors are at column 2.
01:38:316 (98316|0,98441|0,98566|0,98691|0,98816|0) - Not so bad of an anchor but I still think 5 notes is a bit uncomfortable. I personally prefer to have stacks less than 4 notes.
01:47:816 - ~ 02:01:441 - I highly recommend that you do something about the inconsistency of this last section. It feels weird to have notes suddenly jumping around between doubles and singles.

Nice map overall. It's quite fun to play.

I apologize if the mod quality isn't so good.
My laptop isn't the best device to be modding with.

That aside, from what I know, it is fine to not map the intro of a song.
Here's what the ranking criteria says : "This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped"
So I think it's fine if you remove the intro without cutting it if you don't feel like having it mapped.

Edit : Being the idiot I am, I missed Cipse's post

Anyways, good luck on ranking and have a star!
omg sorry but I already give reason to every point of your mod but suddenly my pc crash and I lost it all ;w;

but ok lemme give summary here

you point out A LOT of anchor problem. But you don't give me any solution or anything like that. I mean, every time I remap those part tho, there will be another anchor in another column that just spawn and basically you don't like that too right? I remap the anchor part which I can remap, But those who don't, I don't remap

Also I personally don't have much problem with the anchor itself tbh since it's not a really long one so playability seems fine for me

And for the last part why I map like that? It's basically the song intensity. Part which really intense, I map it full doubles. For normal part on that, I use jumpstream. And for less intense, I use easier patterns. It's awkward if you look at the editor but try to play it. It actually gives something

Chronocide wrote: 2cc2x

Status: Active
TRTRTRTRTRTRTRTRTRTR AAAAAAAA TRTRTRTRTRTRTRTTRT AAAAAAAA
Using lane 1-2-3-4
MX
I'll split these in two part, patterns and Kiai
Patterns
  1. 00:02:816 (2816|2,3743|1,4096|2) - Etc, I'd use singles here, to have a little more emphasis on the easy beginning. If you make this singles, 00:26:816 (26816|1) - automatically looks denser. Makes for a bigger punch in the face // seems cool but yea, this is MX xD using singles just uhh pretty much downgrade tho (how to put it in words orz) so basically I keep it. The sudden increase of bpm there also make a bigger puch as well :d
  2. 00:40:816 (40816|1) - Feels a bit awkward to have a gap here. 00:40:691 (40691|2) - Maybe turn that into a hold? // ok
  3. 00:45:316 (45316|1) - Add, there's a muffled kick here // ok
  4. 01:08:191 (68191|1,69191|2) - Feel awkward, can't place my finger on why // I don't understand...
  5. 02:01:441 (121441|2) - Map the ending? Do it like the beginning with singles // I even don't want to map the intro tbh
Kiai
I don't quite understand your Kiai placement.
I would make the first Kiai end here 00:43:816 (43816|2)
  • It begins with the 00:27:566 (27566|0,27628|1,27691|2,27753|3) and then it's all the way busy. And here 00:43:816 (43816|2) it stops, so that's why I'd do it like that
Make the second start here 01:15:816 (75816|3)
  • Here you have 01:15:066 (75066|0,75128|1,75191|2,75253|3,75566|3,75628|2,75691|1,75753|0) again, building tension and ending here 01:23:816 (83816|2), another buildup begins. 01:31:816 (91816|3) is still part of the buildup (doesn't feel like a breakdown), so I'd remove the Kiai here
And third Kiai would be 01:47:816 (107816|0), which you already have

// personally I felt same with your suggestion haha xD hmm, I put the kiai in the part which the song is really intense or just take it simple, the part which give you more pumped to the song. I know there's no chorus, verse, reff sytle in normal song (coz this song structure is abnormal) so everyone can have different taste in which part they think the "really intense" part of the song itself. And I also readjust my kiai as well since I found something wrong there, maybe you wanna look at it later
SC
Gap between MX and SC is huuuuuge, you go from simple jumps to handtrills and 1/8 rolls. Make something that kinda fits in between? Maybe have denser version of MX, but instead of handtrills, have 1-3-2-4?
Mod
  1. Same suggestiongs as MX regarding the intro. I want that punch in my face :^) // sudden bpm change do :d
  2. 00:27:566 (27566|0) - Rip. 240 handtrill on 4,42* D: Then again, SR is really low for this chart, so probably not an issue // intended, 23 trill is much harder tbh xD also this trill is short too, don't give much trouble
  3. 00:29:691 (29691|1) - I'd personally move this to 1, current pattern feels really easy (compared to that handtrill) // ok, don't blame me for jack there lol xD
  4. 00:30:816 (30816|0) - Not a fan of these holds, but that's style, I guess // yes, that's a style xd
  5. 00:44:816 (44816|0,45316|1) - Add, muffled kick sounds
  6. 01:23:316 (83316|3,83347|2,83378|1,83409|0) - 1/8 240 bpm rolls, rip // I know I know TwT change it to LN
  7. Same issue with the ending / Kiai
SHD
Rip hands // I make this diff for overjoy mania 4k et players :")
Mod
  1. Same issue with the intro / outro / Kiai
  2. 00:27:566 (27566|1,27628|2,27691|1,27753|2) - Used handtrill in SC, but two-handed trill in SHD? // is two hand like that is basically more harder? Idk, it just what I feel lol, 12 trill is easier that 23 trill for me
  3. 00:28:691 (28691|3,28753|2,28816|3,28878|2,28941|3) - Notice that the rest of the jumpstream is pretty balanced when it comes to patterning, that patch of notes in particular is too one-hand trilly compared to the rest of this section // remapped
  4. 00:35:691 (35691|3) - Extend until 00:35:816 (35816|3) and remove 00:35:816 (35816|3). Having such a mini hold makes little sense, plus the sound which you mapped 00:35:691 (35691|3) on extends untill 00:35:816 (35816|3) // uhh ok
  5. 00:38:003 (38003|2) - Missing note, remove 00:37:941 (37941|3) // okay
  6. 00:44:816 (44816|2,45316|3) - Muffled kicks, add // ok
  7. 00:48:316 (48316|0,48316|2) - No holds here? // from what I sense there, there's no such sound I can map to hold. Maybe you wanna clarify what sound here that I can map as LN
  8. 00:49:128 (49128|2,49191|1,49253|0) - You used a roll here, but used a hold 00:49:316 (49316|2,49316|3) there. Either have both rolls, or both holds, not both. There's a lot more of these inconsistencies // fixed all inconsistencies (which I believe inconsistent here) in the end I make this part a bit easier
  9. 00:55:066 (55066|3) - Holds here, but 00:54:816 (54816|3) singles there? Inconsistent // change it to hold
  10. 00:58:316 (58316|0,58316|1) - Pitch changes compared to 00:58:191 (58191|0,58191|1), move it to 2-3? // ok, and rearrange a bit
  11. 01:16:753 (76753|1,76816|2,76878|1,76941|2,77003|1,77066|2) - Really easy, jumptrillable. Go for 2-4 instead of 1-2 // I found it is already difficult xd idk I keep that I want easier pattern as well
  12. 01:18:441 (78441|2,78503|1,78566|2,78628|1,78691|2) - ^ // same as above
  13. 01:17:316 (77316|3,77378|2,77441|1) - Not my cup of tea, but I guess it's ok // I give it some variation but yeah.. idk but I think it's fit
  14. 01:50:816 (110816|1),01:55:816 (115816|1) - BLASTIX RIOTS :^^) // of course, blastix is my inspiration there, lol jk the song is really intesnse so jumptrill is the best pattern I can give to match the intensity of the song
Good stuff, I'd love to see this ranked :^) // same, I want to rank this (if I can) finding bn is ez if you have circles
thanks for the mod, it's really helpful ^^
Frim4503

Col : 1|2|3|4|5|6|7

M4M
My map : https://osu-ppy-sh.jeuxcrack.net/s/399377

General 6285k

  1. BG : ok
  2. Mp3 : ok
  3. Hitsound : no hs. Reduce volume in all diff
  4. Difficulty : ok
  5. Timing: ok
  6. AI Mod : ok

EZ 10h4

  1. 00:55:316 -better to add a note here
  2. 00:58:066 (58066|3,58441|2) - remove
    The add note in 00:58:316 - and 00:58:566 -00:59:066 -
    ^better follow “ah” sound
  3. Is it okay not to map the section of the song ?

NM 603d4v

  1. 00:39:816 (39816|1) -make double. See 00:37:316 (37316|1,37316|0,37816|0,37816|3) -
  2. 00:51:066 (51066|1) -remove and change to double note
  3. 00:51:316 -add note in here
  4. 01:07:816 (67816|1) -make double
  5. 01:10:816 (70816|3,71066|0,71316|1) -make soething different for this notes (ex: adding LN or make them double)
  6. 01:16:941 -add note
  7. 01:19:816 (79816|0) -make double for cymbal
  8. 01:20:816 (80816|0) -^
  9. 01:21:816 (81816|0) -^
  10. 01:34:816 (94816|0) -^
  11. 01:35:316 (95316|1,95816|3) -^
  12. 01:43:816 (103816|0) -^

HD 3f4z16

  1. 00:51:066 -add double note for cymbal
  2. 00:50:941 -add note
Mod Done

to be honest i don't like this kind of song >_>
Topic Starter
Raediaufar
I will mod your map after I'm back to my computer (maybe after 4-5 days I think)
MadBricktree

Raediaufar wrote: 2f4o6z

Minseo2000 wrote: 3k196l

-snip-
omg sorry but I already give reason to every point of your mod but suddenly my pc crash and I lost it all ;w;

but ok lemme give summary here

you point out A LOT of anchor problem. But you don't give me any solution or anything like that. I mean, every time I remap those part tho, there will be another anchor in another column that just spawn and basically you don't like that too right? I remap the anchor part which I can remap, But those who don't, I don't remap

Also I personally don't have much problem with the anchor itself tbh since it's not a really long one so playability seems fine for me

And for the last part why I map like that? It's basically the song intensity. Part which really intense, I map it full doubles. For normal part on that, I use jumpstream. And for less intense, I use easier patterns. It's awkward if you look at the editor but try to play it. It actually gives something
Playability is a subjective thing so can't say much about that. I felt that those anchors were a bit tiring to hit so I decided to point them out in case you didn't notice them. I thought you would be able to figure out yourself so I didn't put many suggestions. I'll come back in a few days to give you some suggestions if you want me to do so (perhaps this coming Sunday.) I apologize about this.

About the last part, I pointed them out as it felt and looked awkward both in-game and in-editor but then it's totally up to you to decide whether you want to keep it or not since intensity is also a subjective matter.
Topic Starter
Raediaufar
Didn't expect this honestly. But it's really appreciated if you can do it. Not to mean rude or something on my post on your mod before, I just confused on what should I do to those anchor problem.
MadBricktree
Second mod

0|1|2|3


SHD
00:28:066 (28066|2,28191|2,28316|2,28441|2,28566|2) - For this, I suggest moving 00:28:066 (28066|2) - 1 column left and swap the columns of 00:28:128 (28128|0,28191|2) -

00:28:816 (28816|1,28941|1,29066|1,29191|1,29316|1) - Swapping the columns of 00:29:316 (29316|1,29378|0) - will do.

00:34:191 (34191|0,34316|0,34441|0,34566|0,34691|0,34816|0) - For this section...

...something like that

00:36:941 (36941|1,37066|1,37191|1,37316|1,37441|1) - For this, move 00:37:191 (37191|1) - to 0

01:15:691 (75691|2,75816|2,75941|2,76066|2,76191|2,76316|2) - For this anchor, move 01:15:941 (75941|2) - to 0 as well.
There were 2 anchors that I couldn't find a solution for as the section was too dense.
These are only suggestions and you're free to do whatever you want to do with these.

BTW, no kudosu.
Topic Starter
Raediaufar

Minseo2000 wrote: 3k196l

Second mod

0|1|2|3


SHD
00:28:066 (28066|2,28191|2,28316|2,28441|2,28566|2) - For this, I suggest moving 00:28:066 (28066|2) - 1 column left and swap the columns of 00:28:128 (28128|0,28191|2) -

00:28:816 (28816|1,28941|1,29066|1,29191|1,29316|1) - Swapping the columns of 00:29:316 (29316|1,29378|0) - will do.

00:34:191 (34191|0,34316|0,34441|0,34566|0,34691|0,34816|0) - For this section... // nah, I better keep the old ones because I don't want those two bursts (1/8 stairs) rolls different

...something like that

00:36:941 (36941|1,37066|1,37191|1,37316|1,37441|1) - For this, move 00:37:191 (37191|1) - to 0

01:15:691 (75691|2,75816|2,75941|2,76066|2,76191|2,76316|2) - For this anchor, move 01:15:941 (75941|2) - to 0 as well. // umm.. is your pattern just make it harder? xD stair there is more readable and easier to tap
There were 2 anchors that I couldn't find a solution for as the section was too dense.
These are only suggestions and you're free to do whatever you want to do with these.

BTW, no kudosu.
others are aplied

updated, thank you so much ^^

btw I'm feeling a bit off when hitsounding this map, have no idea idk.. uhhhh I guess I do it later
riunosk
ello~
i still have my beginner eyes and ears, so don't expect a great mod from me ><
EZ
00:23:287 (23287|1,23816|0) - Move 2 columns to the right for pitch relevancy?
00:58:066 (58066|3,58441|2) - I suggest moving these 2 so that it's the same as 00:58:066 (58066|3,58441|2,58816|1) - , but im not sure, up to you
02:01:755 - I think mapping this part like you did at the start would be fine (unless thats intended)
NM
00:53:816 - Add a note here, seems like a missing note
01:07:816 - ~ 01:14:816 - imo i think it'll be better if you mapped it the way you did at the previous section
02:01:755 - Same as EZ
HD
01:07:816 - ~ 01:14:816 - Same as NM
02:01:755 - Same as EZ
MX
00:29:691 - Add a note here for kick(?)
00:30:378 (30378|2) - Seems like a ghost note to me
00:32:503 - Add a note for sound
00:33:003 (33003|1) - ^^
00:33:691 - Add a note for kick(?)
00:40:691 - ^
00:43:566 (43566|3,43628|2,43691|1,43753|0) - I think replacing these with a LN would be good
01:19:066 (79066|0) - Delete this, there's no significant sound
01:26:316 (86316|3,86441|0) - Ctrl+H for pitch relevancy
01:27:191 (87191|1,87316|2,87441|3,87566|0) - Rearranging these in 1 2 3 4 would fit the pitch
01:27:691 (87691|2) - Ghost note?
02:01:755 - Same as EZ
That's all from me, had fun playing and mapping this, good luck on your map~ :D
Protastic101
ayyy, I'm like 18 days late to moddd, anyways, I've got work but I'll mod this when I get home tonight. Actually, are you even working on this map?
Topic Starter
Raediaufar

Protastic101 wrote: 4i5137

ayyy, I'm like 18 days late to moddd, anyways, I've got work but I'll mod this when I get home tonight. Actually, are you even working on this map?
Owh, just seeing this. Currently I don't have much time now due to irl, I still working on this map actually. Every mod that came here is appreciated. I will fix it around 2-3 weeks after I've done all my pre-college things. Sorry if I cause misunderstanding
Protastic101
Alrighty, thanks for being patient and not getting incredibly frustrated at the fact I took 3 weeks to mod your map ^.^

DA- DA- DA- NANO DEATHHHH, DA- DA- DA-
[MX]00:22:228 (22228|2) - Since this is the same sound (a snare) as 00:16:581 (16581|2,16581|0) , shouldn't this note be a double too?
00:23:904 (23904|0) - The wind sound this represents is a bit shorter, and stops at 00:24:257
00:24:346 (24346|2) - This is only 1/2 long too.
00:24:699 (24699|0) - Why don't you map the wind sound here too? It ends at 00:25:052 or somewhere around there (I'm approximating) Reason why I suggested it be in 1 is for pitch relevancy. In order to prevent the LN from overlapping with 00:25:029 (25029|0) you could just control H 00:24:919 (24919|1,25029|0,25140|2,25272|1)
00:27:691 (27691|2,27753|3) - Because the sound isn't smooth and it's more of a broken up sound, I'd recommend control J to make a split roll or whatever so it feels a little jerky when playing it.
00:29:691 - Add a note in 4 since the sound is the same crunch kick as 00:29:566 (29566|0,29566|3)
00:30:816 (30816|1,31066|3) - Are these necessary? I mean, in this measure, the instruments suddenly drop in intensity, but these notes make it feel as if it's the same note density throughout. Since the song isn't as intense here, why not just go with some simple LNs to represent it?
00:32:503 - Shouldn't there be a note here for the synth that's similar to 00:33:003 (33003|1)
00:43:566 (43566|3,43628|2,43691|1,43753|0) - Are these ghost notes? I can't really hear anything that's 1/4 for them. It's different from 00:43:378 (43378|2,43441|1,43503|0) where the synth plays a 1/4 roll, but at 00:43:566 it just sounds like one short 1/1 synth.
00:47:566 (47566|2,47691|1) - Consider making these 1/2 LNs to represent the 1/8 buzz here?
00:49:316 (49316|0,49316|3,49566|0,49628|1,49691|2,49753|3,49816|0,49816|1) - Why not control H this so then the roll at 00:49:566 (49566|0,49628|1,49691|2,49753|3) is different from 00:48:566 (48566|0,48628|1,48691|2,48753|3) Although, if mapped for pitch relevancy, you can ignore this
00:51:441 to 00:51:816 - I think a {12}{43} roll is better here simply because you've used descending rolls a lot in this section already.
00:53:128 (53128|1) - I think this may be a ghost note because the beeps stop for 1/2 of a beat, and then continue again at 00:53:191
00:55:066 (55066|2,55066|3) - This is the same sound as the doubles like 00:53:816 (53816|3,53816|2) - 00:54:316 (54316|2,54316|1) - 00:54:816 (54816|0,54816|3) so for consistency, shouldn't those three jumps I highlighted also be short 1/4 LN jumps?
01:17:003 (77003|2,77066|1,77066|3) - This just felt uncomfortable to me when I testplayed, and I think it might just be due to the way it's really fast in a not as easy to read pattern. Maybe try this instead
01:17:003 (77003|2) - Actually, looking at this note again, it's the same sound as 01:21:003 (81003|3,81003|0) but that's a double note whereas this is a single note, so add another note to the single note? Also, this is supposed to be snapped to 1/3.
01:21:003 (81003|0,81003|3,81253|0,81253|1) - Also need to be snapped to 1/3. Move the first jump I highlighted to 01:20:982
01:22:816 (82816|3) - Move this down to 01:22:732 - because that's where the crunch kick is.
01:22:982 - I'd also recommend adding a note here too since you mapped most of the crunch kicks in this measure.
01:23:232 - ^^
01:26:003 - Add a note here because it's similar to 01:25:003 (85003|2) in sound
01:27:691 (87691|2) - While this isn't a ghost note, I'd recommend removing it since most players have probably assumed you're mapping the synths only at this part, and there's no synth here, just a bell/hihat sound.
01:50:566 (110566|3,110628|2,110691|1,110753|0) - I highly recommend control H here because the first note 01:50:566 (110566|3) starts in the left speaker only, then the second note is in the center speaker and etc. so the sound travels from left speaker to right speaker. If accepted, you'll probably have to control H the split roll at 01:49:816
01:53:941 (113941|0,114191|3) - I'd recommend either removing these to emphasize the crunch kicks at 01:53:816 (113816|3,113878|2,114066|1,114128|2) or make these notes short LNs to represent their buzz sound.
02:01:753 - You timed the end but didn't map it lol XD

[HD]00:28:441 (28441|1) - Eh, I think this sound is a little too quiet to be mapped, especially because you map the crunch kick at 00:29:691 (29691|2) using only a single note.
00:30:441 (30441|1,30691|2) - Likewise to the above, the notes here are for much quieter and less accented sounds, so I'd remove them. On top of that, if there are no notes on the 1/2 there, then at 00:30:816 is much more emphasized due to a sudden increase in the density of notes.
00:33:816 (33816|0,33816|3) - I'd consider removing one of the notes from here because the sound isn't as heavy as the other kicks.
00:35:566 - I do think another note here is fitting though due to how heavy and sudden the sound is here.
00:43:316 - There's a pretty heavy crunch kick here, maybe add another note?
00:54:816 (54816|0) - Just a symmetrical pet peeve of mine, but move this to 2 so it's like the notes open up.
01:11:316 (71316|1,71316|2) - Since the previous two jumps before this were short and staccato, maybe you could make these notes into 3/2 LNs because their sound is sustained. So something like this
01:17:003 (77003|2) - Those notes I mentioned in MX and how they're 1/3 apply here.
01:18:066 - Add a 1/1 LN in 3 for the stuttered drum?
01:48:566 (108566|2,108691|1) - Make these 1/2 LNs for the buzz sound? I mean, this is where the music stops for a second, so I think the diff itself should lose intensity too, but these 1/2 notes are just making it the same amount of notes throughout, without emphasizing certain calmer parts.
01:55:316 (115316|2,115316|0) - I think this is better as a single note because the drum here is more muted than the rest and quieter.

[NM]00:12:610 (12610|0,13007|3) - Wat. Why is the second note on 1/8? I think the actual snapping is like this http://puu.sh/qdXTY.jpg
00:37:816 (37816|3,37816|0) - I think this would be better as a single note because there's no heavy accent here.
00:54:066 (54066|1,54566|3) - I'd suggest removing these because it helps to accent the decrease in instruments and sound here by switching from the 1/1 rhythm of this section to a 2/1.
01:23:316 (83316|0,83566|3) - I'm not sure if this would be too difficult for a NM diff, but because of the buzz sound, you could try turning these notes into short 1/2 LNs like so
01:30:816 - Because the sound is much more accented here, I'd try using two jumps like this
01:42:816 (102816|2,103316|1) - Why not make these notes doubles too since you've already mapped similar sounds at 01:39:816 (99816|3,99816|2,100316|1,100316|2)
I have to stop procrastinating all my mods, and then getting too lazy to do a real mod the more diffs I go through XD Anyways, gl with rank.
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