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Yousei Teikoku - Wahrheit

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Topic Starter
Giralda

Raose wrote:


(「・ω・)「 ☆☆☆☆☆
HAHAHAHA OMG I'M DONE
Trust

Raose wrote:


(「・ω・)「 ☆☆☆☆☆
can't breathe
captin1
SPOILER
2014-05-20 19:42 captin1: http://puu.sh/8UA4i.wav
2014-05-20 19:42 captin1: you should use this at the start
2014-05-20 19:42 captin1: ;)
2014-05-20 19:43 captin1: should be tuned to the right note, unless i'm tone deaf now
2014-05-20 20:08 Giralda: this is great <3
2014-05-20 20:16 captin1: w
2014-05-20 20:16 captin1: i think i wanted to pick at a couple things to at some point
2014-05-20 20:16 Giralda: It only really fits on one part though
2014-05-20 20:16 captin1: hm?
2014-05-20 20:17 Giralda: the hitsound you gave me
2014-05-20 20:17 Giralda: I think it's a little off xD
2014-05-20 20:17 captin1: hmmmm
2014-05-20 20:17 captin1: it's on c# at the moment
2014-05-20 20:17 captin1: sounded pretty on to me but i'll listen again
2014-05-20 20:18 Giralda: ok
2014-05-20 20:18 captin1: yeahhh i'm pretty sure it's c#
2014-05-20 20:19 captin1: it was meant to be all four of the finishes you have in the intro
2014-05-20 20:19 captin1: :o
2014-05-20 20:19 captin1: that's the note it's tuned to
2014-05-20 20:20 Giralda: oh hmm
2014-05-20 20:21 captin1: also 02:00:961 (1) -
2014-05-20 20:21 captin1: :<
2014-05-20 20:21 captin1: vocal is on the skipped white tick
2014-05-20 20:21 Giralda: ah!
2014-05-20 20:23 captin1: 01:28:795 (8) - skipping 1/4 stream?
2014-05-20 20:23 Giralda: fixed
2014-05-20 20:24 captin1: 01:43:961 (2) - missed whistle on head
2014-05-20 20:24 Giralda: oh I think I missed that since I felt the violin was stronger than the drums
2014-05-20 20:24 Giralda: added whistle
2014-05-20 20:25 captin1: 02:24:295 (4) - clap on endd
2014-05-20 20:25 captin1: 02:29:128 (7) - don't think this clap fits
2014-05-20 20:26 Giralda: done both
2014-05-20 20:26 captin1: 02:52:295 (2) - you don't have whistles on any of these in this section, when you did before
2014-05-20 20:27 captin1: 02:53:795 (2,3,4,5,6,7,8,9) - no hitsounds on the stream either
2014-05-20 20:27 Giralda: oh I know I missed a lot on those
2014-05-20 20:27 Giralda: It was more like I didn't know how to hitsound them
2014-05-20 20:27 captin1: if anything what you did was fine, just keep consistency
2014-05-20 20:27 Giralda: mmks~
2014-05-20 20:28 captin1: 03:14:795 (6) - vocal is on the skipped red tick
2014-05-20 20:29 captin1: 03:31:795 - this should have 1/3 snapping
2014-05-20 20:30 Giralda: that entire section right?
2014-05-20 20:30 captin1: yeah
2014-05-20 20:30 Giralda: done
2014-05-20 20:30 captin1: 03:35:795 - your ncs got off here, because there's a measure lead in
2014-05-20 20:31 captin1: 03:35:795 (3) - nc on this and then adjust accordingly
2014-05-20 20:31 captin1: also would be nice to hear a few soft whistles
2014-05-20 20:33 captin1: 03:43:461 (1) - ending slider on downbeat ;w;
2014-05-20 20:35 captin1: 03:52:461 (5) - would be cool if this was stacked under 03:50:794 (4) -
2014-05-20 20:36 captin1: 03:57:460 (4) - suddenly normal sampleset (is this a mistake)
2014-05-20 20:36 Giralda: yeah that was a mistake
2014-05-20 20:37 captin1: 04:28:627 (5) - so i get that you were using 1/1 sliders over the violin before, and it worked alright, but since you did 04:27:460 (1,2) - right before now this one sounds weird
2014-05-20 20:38 Giralda: yeah gonna fix that right now
2014-05-20 20:38 captin1: oh forgot 02:06:461 (1) - end on 02:09:128 - with a finish, fits more imo
2014-05-20 20:39 Giralda: done
2014-05-20 20:39 captin1: what does nyquill say
2014-05-20 20:39 Giralda: about what?
2014-05-20 20:39 captin1: modding kanbyou!
Natsu

Raose wrote:


(「・ω・)「 ☆☆☆☆☆
wow ♥
Kyouren
Hip Hop (Swedish)?

I DEAD :o
Kihhou
WHAT AM I DOING
SPOILER
2014-05-27 00:00 Kihhou: 03:43:795 (1) -
2014-05-27 00:01 Kihhou: theres something really weird here o_o
2014-05-27 00:01 Kihhou: like a "pfffmt" sound
2014-05-27 00:01 Giralda: the drum sampleset
2014-05-27 00:01 Kihhou: that i didnt hear anywhere else in the map
2014-05-27 00:01 Kihhou: cept here
2014-05-27 00:01 Kihhou: 03:45:795 (4) -
2014-05-27 00:02 Giralda: 03:43:795 (1) - look at slider head and the look at the sampleset on the left hand side
2014-05-27 00:02 Kihhou: ohhhhh
2014-05-27 00:02 Kihhou: i was just thinking "oh wtf where that sound come from"
2014-05-27 00:03 Giralda: take it off and listen to the music
2014-05-27 00:03 Giralda: it sounds like it xD
2014-05-27 00:03 Kihhou: not sure if i hear it or not O_O
2014-05-27 00:03 Kihhou: am i crazy? lol
2014-05-27 00:04 Kihhou: 03:47:795 (3) -
2014-05-27 00:04 Kihhou: should this have it then?
2014-05-27 00:04 Giralda: There is a very heavy sounding bass drum I think
2014-05-27 00:04 Giralda: Don't you feel it too>
2014-05-27 00:04 Kihhou: yeah
2014-05-27 00:04 Giralda: yeah it should
2014-05-27 00:05 Kihhou: i happens a lot actually o-o
2014-05-27 00:05 Giralda: I'm confused
2014-05-27 00:05 Giralda: LOL
2014-05-27 00:05 Kihhou: wait to make sure im hearing the correct thing
2014-05-27 00:05 Kihhou: it happens on 03:50:794 (1) -
2014-05-27 00:05 Kihhou: head
2014-05-27 00:05 Kihhou: too right?
2014-05-27 00:06 Giralda: not there
2014-05-27 00:06 Giralda: It's not as strong as the other ones
2014-05-27 00:06 Giralda: like here 03:48:795 (1) -
2014-05-27 00:06 Kihhou: okay then im deaf. i have no idea what youre talking about lol dont mind meeeeee!
2014-05-27 00:06 Giralda: LOL
2014-05-27 00:06 Kihhou: hmm
2014-05-27 00:06 Giralda: oh wait it is there
2014-05-27 00:07 Kihhou: 03:49:794 (4) -
2014-05-27 00:07 Kihhou: head?
2014-05-27 00:07 Giralda: but it's so faint
2014-05-27 00:07 Kihhou: oh yeah
2014-05-27 00:07 Kihhou: so it is.. what i think it is looool
2014-05-27 00:08 Giralda: yeah I'll add it
2014-05-27 00:08 Kihhou: errr it may happen on every large white tick
2014-05-27 00:08 Kihhou: starting at 03:35:795 -
2014-05-27 00:09 Giralda: I think it starts on every white tick starting at 03:35:795 (1) -
2014-05-27 00:09 Kihhou: okay im done im done lol
Topic Starter
Giralda

gokugohan12468 wrote:

Hip Hop (Swedish)?

I DEAD :o
damn you jonathanlfkljsdhfkljsadgf
jonathanlfj
there i fixed it for you happy?
Topic Starter
Giralda

jonathanlfj wrote:

there i fixed it for you happy?


HAHAHAHAHAHAHA
Kyouren
STAR WARS II

Edit:
STAR WARS I is https://osu.ppy.sh/s/115080


Shock 2 star~
Nyquill
Episode 2: Attack of the Old Inside Jokes Crew
kisata
Wow, why aren't any of you modding this wonderful map yet?

irc mod
2014-07-16 16:10 apaffy: hi! are you busy?
2014-07-16 16:12 Giralda: Hi! Not right now haha
2014-07-16 16:12 apaffy: rip
2014-07-16 16:14 Giralda: Wait I mean that by I'm not busy right now LOL
2014-07-16 16:14 apaffy: oh wow
2014-07-16 16:14 apaffy: my english skills are so bad
2014-07-16 16:14 apaffy: can't even read welp
2014-07-16 16:14 apaffy: ok so
2014-07-16 16:15 apaffy: ACTION is editing [http://osu.ppy.sh/b/434870 Yousei Teikoku - Wahrheit [Revelation]]
2014-07-16 16:15 apaffy: first off, this was really fun to play
2014-07-16 16:15 apaffy: i'm looking forward to fc'ing this when its ranked
2014-07-16 16:16 Giralda: oops this kind of happened http://puu.sh/aeo0F/b2534fde77.png
2014-07-16 16:16 apaffy: it's okay!
2014-07-16 16:17 Giralda: But yeah continue~ I only got the part where you said that it was fun to play
2014-07-16 16:17 Giralda: LOL
2014-07-16 16:17 apaffy: all i said was http://puu.sh/aeo66.jpg ww
2014-07-16 16:17 Giralda: oh www
2014-07-16 16:18 apaffy: 00:42:796 (3) - this would look ~prettier~ if you curved it around the head of 4 i guess https://osu.ppy.sh/ss/1825352
2014-07-16 16:18 apaffy: would probably have to edit 00:42:368 (2) - as well though for consistency
2014-07-16 16:18 Giralda: sure
2014-07-16 16:18 Giralda: Yeah I'll do that
2014-07-16 16:20 apaffy: personally, i'm not a fan of 01:03:461 (4) - or 01:06:128 (5) -
2014-07-16 16:20 apaffy: this section in general feels nice because of constant movement
2014-07-16 16:21 apaffy: and this sort of breaks up the feel of it with long repeats idk
2014-07-16 16:21 apaffy: plus it's not really consistent with00:58:128 (5,6,7) -
2014-07-16 16:21 Giralda: Hmm good point
2014-07-16 16:21 Giralda: I think
2014-07-16 16:22 Giralda: I had the 1/1 at 01:03:461 (4) because I didn't want a repeat to end on a large white tick
2014-07-16 16:22 Giralda: so out of laziness
2014-07-16 16:22 Giralda: I kind of, yeah
2014-07-16 16:23 apaffy: 01:10:795 (2,3,4,5,6,7,8,9,10) -
2014-07-16 16:23 apaffy: stop me if i'm going too fast btw
2014-07-16 16:23 apaffy: you've got a lot of space to work with here
2014-07-16 16:24 apaffy: if you want to do these sort of overlap stuff that's fine!
2014-07-16 16:24 apaffy: but i think i would space it out a little bit more
2014-07-16 16:24 Giralda: 01:10:795 (2,4,5,7,8,9,10) - Double triangle LOL
2014-07-16 16:24 apaffy: ye
2014-07-16 16:24 Giralda: But I could probably space it out a little more you're right
2014-07-16 16:25 apaffy: 01:19:461 (4,5) - this i don't like at all
2014-07-16 16:25 apaffy: it looks bad and plays kinda bad
2014-07-16 16:25 apaffy: the blanket feels kinda forced
2014-07-16 16:26 apaffy: and the overlap on top of it feels weird to read
2014-07-16 16:26 apaffy: well rather
2014-07-16 16:26 apaffy: yeah, i think i stated that how i wanted to
2014-07-16 16:27 apaffy: talk to me long enough and you'll find that my grasp of the enlgish language is not great
2014-07-16 16:27 apaffy: enlgish
2014-07-16 16:27 Giralda: english
2014-07-16 16:27 Giralda: engrish
2014-07-16 16:27 Giralda: It's okay LOL
2014-07-16 16:27 apaffy: if you must keep the blanket, i'd at least do something like this https://osu.ppy.sh/ss/1825381
2014-07-16 16:28 apaffy: but idk
2014-07-16 16:28 apaffy: up to you of course ww
2014-07-16 16:28 Giralda: hmm
2014-07-16 16:28 Giralda: what about a repeat on 3?
2014-07-16 16:28 Giralda: and then ctrl g 5
2014-07-16 16:28 apaffy: hmm, i think that would work!
2014-07-16 16:29 apaffy: i would move five down some too though
2014-07-16 16:29 Giralda: Awesome~
2014-07-16 16:29 Giralda: sure
2014-07-16 16:29 apaffy: still keep the blanket, but that way you don't lose some of the jump in there
2014-07-16 16:29 Giralda: yeah I agree
2014-07-16 16:30 apaffy: 01:24:795 (4,5) - i have a similar problem with this one too
2014-07-16 16:30 apaffy: it's just that it's an overlap + anti-jump to 5
2014-07-16 16:30 apaffy: i don't think it flows well, the cursor movement there feels awkward
2014-07-16 16:32 apaffy: you could maybe stack 4 on top of 5 and have a nice little pause in the cursor movement there for a second, though it would be a bit larger jump
2014-07-16 16:33 Giralda: I used a similar solution as before and then rearranged the sliders a bit
2014-07-16 16:33 apaffy: oky
2014-07-16 16:34 Giralda: http://puu.sh/aepzI/4b2998a0f6.jpg
2014-07-16 16:34 apaffy: ooooo, nice
2014-07-16 16:34 Giralda: and then something like https://osu.ppy.sh/ss/1825397 after
2014-07-16 16:34 apaffy: ooo
2014-07-16 16:35 Giralda: which would still flow into 01:26:961 (2,3) - perfectly finee
2014-07-16 16:35 apaffy: 01:29:795 (3,5) - https://osu.ppy.sh/ss/1825398
2014-07-16 16:35 apaffy: ;;
2014-07-16 16:36 Giralda: The overlap right LOL
2014-07-16 16:36 apaffy: "y-you know i d-don't like it when you touch me like that 5... aaaaahhahaahhaa!"
2014-07-16 16:37 Giralda: HAHAHA
2014-07-16 16:37 apaffy: this could be kinda neat stacking idk, you could stack 01:30:128 (5) - on the top of 01:31:128 (4) - and then rotate it 45 degrees
2014-07-16 16:38 apaffy: and you'd still have a blanket
2014-07-16 16:38 apaffy: but it wouldn't touch anymore
2014-07-16 16:38 Giralda: https://osu.ppy.sh/ss/1825409 ~
2014-07-16 16:38 apaffy: or that too works!
2014-07-16 16:39 Giralda: 5 is giving 3 her personal space~
2014-07-16 16:39 apaffy: are you really using grid level 1 lol
2014-07-16 16:39 Giralda: yeah
2014-07-16 16:39 apaffy: interesting
2014-07-16 16:40 apaffy: im not sure i've ever seen anyone use it w
2014-07-16 16:40 apaffy: 01:37:795 (3) - like
2014-07-16 16:40 apaffy: what is this suppose to be doing
2014-07-16 16:40 apaffy: blanketing 01:37:461 (2) - and 01:38:295 (4) - ????
2014-07-16 16:41 Giralda: err I think so
2014-07-16 16:41 Giralda: LOL
2014-07-16 16:41 apaffy: oh
2014-07-16 16:41 apaffy: well in that case it kinda fails sorry
2014-07-16 16:42 apaffy: i had another thing i forgot to mention earliar
2014-07-16 16:42 apaffy: err, question
2014-07-16 16:43 apaffy: 01:09:128 (7) -
2014-07-16 16:43 apaffy: 01:10:461 (1) -
2014-07-16 16:43 apaffy: what are these claps
2014-07-16 16:43 apaffy: clapped to?
2014-07-16 16:44 Giralda: Uh
2014-07-16 16:45 Giralda: Oh idk why I just thought I needed them there since I thought I heard something that needed a clap but I guess not LOL
2014-07-16 16:45 apaffy: 01:11:795 (8) - i was kinda expecting one here, because i thought it was going to be at the start of every measure sort of thing
2014-07-16 16:45 apaffy: o
2014-07-16 16:45 Giralda: Like if you hear the start of every measure the vocal seems to be stronger
2014-07-16 16:45 Giralda: for that part
2014-07-16 16:46 apaffy: yeah, i see
2014-07-16 16:46 Giralda: yeah
2014-07-16 16:46 apaffy: okay, fair enough
2014-07-16 16:46 Giralda: but I guess having one at 01:11:795 (8) - would be fine too
2014-07-16 16:47 apaffy: 01:45:628 (2) - 01:46:461 (5) - stack? idk??
2014-07-16 16:47 apaffy: 01:45:628 (2) - 01:46:461 (5) - stack? idk??
2014-07-16 16:47 apaffy: oops
2014-07-16 16:48 apaffy: i mean feel free btw to reject anything i say
2014-07-16 16:48 apaffy: if you don't like it
2014-07-16 16:48 Giralda: Uh I knew this was gonna come up at some point but it kind of screws up the symmetry at 01:45:795 (3,4) - by -trying- to be at the center of 01:46:461 (5) -
2014-07-16 16:48 Giralda: Oh I know
2014-07-16 16:48 apaffy: that's fair enough
2014-07-16 16:49 Giralda: I'm kind of a open minded mapper so I occasionally take more than I reject
2014-07-16 16:49 apaffy: but it looks like 4 and 3 are exactly centered
2014-07-16 16:49 apaffy: and 5 is not
2014-07-16 16:50 Giralda: Yeah I kind of don't know where the center is
2014-07-16 16:50 Giralda: x-x
2014-07-16 16:50 apaffy: so i think 5 still needs to be adjusted in that case if that's what you're trying to do
2014-07-16 16:50 apaffy: try x:255 y:150
2014-07-16 16:51 Giralda: okay~
2014-07-16 16:52 apaffy: 02:31:128 (3,5) - w
2014-07-16 16:52 Giralda: asdf ok
2014-07-16 16:52 apaffy: just stack 3 on the end of 5
2014-07-16 16:52 apaffy: simple fix!
2014-07-16 16:53 apaffy: there's not like anything wrong with the rhythm or jumps etc, i feel dumb for doing a nazi mod orz
2014-07-16 16:54 apaffy: 02:49:795 (3) - i would just make this a curved slider like 4
2014-07-16 16:54 apaffy: because it looks odd
2014-07-16 16:54 Giralda: It's okay I feel the same sometimes but I don't hate nazi mods xD
2014-07-16 16:55 apaffy: 03:00:628 (4) - https://osu.ppy.sh/ss/1825456 ?
2014-07-16 16:56 Giralda: uh I tried https://osu.ppy.sh/ss/1825459
2014-07-16 16:56 apaffy: 03:15:795 (1,2,3,4,5,6) - i feel like these would be better emphasized by 1/2 sliders
2014-07-16 16:56 apaffy: like 03:17:128 (7,8,9,10) -
2014-07-16 16:57 apaffy: oh wait
2014-07-16 16:57 apaffy: no never
2014-07-16 16:57 apaffy: mind
2014-07-16 16:57 apaffy: i see
2014-07-16 16:57 Giralda: xD
2014-07-16 16:57 apaffy: that drum is kinda subtle though
2014-07-16 16:57 apaffy: but fair enough
2014-07-16 16:57 Giralda: mhm~
2014-07-16 16:58 apaffy: 03:33:795 (1) - i don't think this needs to be NC'd
2014-07-16 16:58 Giralda: haha okay
2014-07-16 16:58 apaffy: 03:46:795 (2) - this slider doesn't make sense
2014-07-16 16:59 apaffy: up until this point you were mapping the xylophone/bells thing in the background
2014-07-16 16:59 apaffy: 03:42:295 (2,3,4) - like here
2014-07-16 16:59 apaffy: plus the vocals there
2014-07-16 16:59 apaffy: that just doesn't make sense rhythmically
2014-07-16 16:59 apaffy: 03:47:128 - 03:47:295 - there should be stuff on these
2014-07-16 17:00 Giralda: I think the vocals distracted me so I just naturally mapped to it
2014-07-16 17:00 apaffy: 03:50:794 (1) - similarly, this would be better as a 1/1 repeat
2014-07-16 17:01 apaffy: 03:51:128 - because there's a note here
2014-07-16 17:01 apaffy: it's a bit subtle but it's definitely there
2014-07-16 17:02 Giralda: I thought the slider tick would be enough to match it
2014-07-16 17:02 Giralda: but I guess not o-o
2014-07-16 17:02 Giralda: I'm not really sure on how to effectively use sliderticks
2014-07-16 17:02 apaffy: i think it would be much better as a repeat
2014-07-16 17:02 apaffy: + whistles
2014-07-16 17:02 Giralda: yeah suree
2014-07-16 17:04 apaffy: 04:11:793 (2,3) - ew
2014-07-16 17:04 Giralda: ew
2014-07-16 17:04 Giralda: wait what
2014-07-16 17:04 apaffy: it looks ehhhh
2014-07-16 17:05 apaffy: bear in mind i map with like, zero overlaps like this so i guess i might be projecting a bit too much
2014-07-16 17:05 apaffy: eh, up to you ww
2014-07-16 17:05 Giralda: ww
2014-07-16 17:05 apaffy: i don't think i have anything else in this diff
2014-07-16 17:05 apaffy: it's pretty amazing overall
2014-07-16 17:06 apaffy: i like it more than the wahrheit ranked now
2014-07-16 17:06 apaffy: a lot more even
2014-07-16 17:06 apaffy: okay onto other diffs
2014-07-16 17:06 Giralda: okay~
2014-07-16 17:06 Giralda: Normal is still WIP so ignore that
2014-07-16 17:06 apaffy: i know you told me to NOT look at the normal, and for the most part i didn't
2014-07-16 17:06 apaffy: but i just wanted to mention one thing
2014-07-16 17:08 apaffy: ok nvm i'll just wait until you're finished with it and then short recheck i guess
2014-07-16 17:08 Giralda: haha alright
2014-07-16 17:09 apaffy: ok this hard mod is probably going to be quite short because, i honestly have no clue what to say about it
2014-07-16 17:09 apaffy: it's good
2014-07-16 17:09 Giralda: It's uh
2014-07-16 17:09 Giralda: the first Hard I made
2014-07-16 17:09 apaffy: wtf
2014-07-16 17:09 Giralda: yeah
2014-07-16 17:10 apaffy: 00:45:796 (3) - maybe stack this on 1 or something, it's pretty clean but i was under the impression most hard modders/BATs hate overlaps idk
2014-07-16 17:10 apaffy: hey i noticed something you did here that you didn't do in the insane
2014-07-16 17:10 apaffy: 00:51:475 (1) -
2014-07-16 17:10 apaffy: your spinner
2014-07-16 17:10 apaffy: starts on the blue tick here, in the insane it starts on the red tick
2014-07-16 17:10 apaffy: please be consistent
2014-07-16 17:10 apaffy: on that
2014-07-16 17:10 Giralda: UHHH
2014-07-16 17:11 Giralda: I didn't even notice LOL
2014-07-16 17:11 Giralda: thank youu
2014-07-16 17:11 apaffy: either way works fine, it's just someone will mention it later
2014-07-16 17:11 Giralda: mhm
2014-07-16 17:12 apaffy: one thing i noticed
2014-07-16 17:12 apaffy: almost complete use of distance snap
2014-07-16 17:12 apaffy: which is fine of course
2014-07-16 17:12 apaffy: but don't be afraid to use jumps sparringly too
2014-07-16 17:13 Giralda: Most of the jumps are present during the chorus
2014-07-16 17:13 Giralda: But since
2014-07-16 17:13 Giralda: the Insane is kind of jump heavy
2014-07-16 17:13 Giralda: I wanted to make the Hard easier
2014-07-16 17:13 apaffy: that's totally fair
2014-07-16 17:13 apaffy: i didn't mean to imply that it was bad, if it sounded like that
2014-07-16 17:14 Giralda: Oh no I wanted to let you know my thoughts on it haha
2014-07-16 17:14 apaffy: oh i see what you mean now
2014-07-16 17:14 apaffy: 01:51:795 (1,2) -
2014-07-16 17:14 apaffy: like there we go
2014-07-16 17:14 Giralda: yep
2014-07-16 17:15 apaffy: you're not going to use any kiai time?
2014-07-16 17:15 apaffy: it's not required that you do, but it would fit with the choruses
2014-07-16 17:15 Giralda: Still debating
2014-07-16 17:15 Giralda: I have a love-hate relationship with kiai time
2014-07-16 17:15 apaffy: i have like all the visual effects off almost, so i don't even notice it usually ww
2014-07-16 17:16 apaffy: i guess that's why i'm kinda kiai-heavy in my maps, i just throw it because it doesn't affect me ww
2014-07-16 17:16 Giralda: ww
2014-07-16 17:16 apaffy: maybe i should stop that
2014-07-16 17:16 Giralda: LOOL
2014-07-16 17:16 Giralda: When I started playing
2014-07-16 17:16 Giralda: I found kiai time extremely annoying
2014-07-16 17:16 Giralda: when I started mapping
2014-07-16 17:16 Giralda: I loved kiai time to death so like
2014-07-16 17:17 Giralda: I know that the majority of players who play crazy maps
2014-07-16 17:17 Giralda: dont really care
2014-07-16 17:17 apaffy: i always used a custom skin, and had a really bad computer; so it was just meh
2014-07-16 17:17 Giralda: but some people actually just flat out hate it so I'm kind of in between
2014-07-16 17:17 Giralda: ahh
2014-07-16 17:17 apaffy: 01:55:461 (4) - i think you could have some occasional five stacks
2014-07-16 17:18 apaffy: as it is now, your diff spread is a bit uneven
2014-07-16 17:18 apaffy: this hard could be more difficult
2014-07-16 17:18 apaffy: it's a bit on the too easy side
2014-07-16 17:18 Giralda: Even if it was gonna be an NHI spread?
2014-07-16 17:18 apaffy: 3 to 5 stars is a pretty big jump in difficulty
2014-07-16 17:18 apaffy: yeah
2014-07-16 17:18 Giralda: hmm okay
2014-07-16 17:18 apaffy: i think this would be a better spread fit if it was closer to 3.2-3.3 stars
2014-07-16 17:19 apaffy: and probably a few more triplets or stacks like that would push it up to that
2014-07-16 17:20 Giralda: okay sure!
2014-07-16 17:20 apaffy: do hards usually use hp 6? :x
2014-07-16 17:20 apaffy: idk what settings are good rip
2014-07-16 17:20 Giralda: yeah
2014-07-16 17:21 apaffy: do you really like yousei teikoku
2014-07-16 17:21 apaffy: i mean
2014-07-16 17:22 apaffy: just curious!
2014-07-16 17:22 Giralda: Well not really like, just kind of a fan
2014-07-16 17:22 Giralda: xD
2014-07-16 17:22 apaffy: ah
2014-07-16 17:22 apaffy: 03:22:961 (2,3) - i really didn't like this pause
2014-07-16 17:22 apaffy: +stack
2014-07-16 17:22 apaffy: ugh chinese ime please
2014-07-16 17:22 apaffy: stop shifting my fonts like that
2014-07-16 17:22 Giralda: xD
2014-07-16 17:23 apaffy: but the way you did that, it's unlike any other 1/1 gap in the map
2014-07-16 17:23 apaffy: so it just feels awkward
2014-07-16 17:24 apaffy: 03:22:961 (2) - really i think this should be a repeat slider like 03:22:461 (1) - anyways
2014-07-16 17:24 apaffy: it would match the rhythm better
2014-07-16 17:24 apaffy: because the violin there is still 1/2
2014-07-16 17:25 Giralda: okayy
2014-07-16 17:25 apaffy: 03:42:461 (5,6,1) - this was also kinda weird, because it skips the vocal cue at 03:42:295 -
2014-07-16 17:26 apaffy: 03:49:461 (3,4,1,2,3) - this is sort of the same rhythm here, yet you mapped it there and not the one spot before
2014-07-16 17:27 Giralda: hmm okay gonna change it ~
2014-07-16 17:27 apaffy: oky
2014-07-16 17:28 apaffy: 04:06:460 (2,3,4,1,2,3) - this gets a bit cluttered visually
2014-07-16 17:28 apaffy: this is more of an ar8 pattern
2014-07-16 17:29 apaffy: i guess it's not so bad though
2014-07-16 17:29 apaffy: other than that
2014-07-16 17:29 apaffy: i think that's it
2014-07-16 17:29 apaffy: gj
2014-07-16 17:30 Giralda: okayy thank you apaffy <3
2014-07-16 17:30 apaffy: np~
2014-07-16 17:30 apaffy: glad i could help!
2014-07-16 17:30 apaffy: if i did anyways www

edit: okay, I guess you're off the hook captin
Rad-
Hey, from my queue :3

I couldn't really find any problems with this mapset :O, the patterns look great, the difficulty spread is fair, and the whole map follows the song as it should. But ofc there are some minor issues you might wanna take a look:

Hard
Instead of AR=7, try it as 7,2 because the map feels a bit more fast paced comparing to regular Hards.
- 01:55:461 (4) - In all the stacks/triples like these (also happen in Revelation) it would look better to make NC at the first object on the stack and remove the NC from the slider thats last, so it wouldnt have too many colors.
- 02:06:545 (1) - (For Revelation as well) Wouldn't it be better to hear a Finish at the end of the spinners?
- 03:21:295 (1) - Delete object? It was a bit too close to the spinner imo.
- 03:50:794 (1) - Revese slider, to fit with the song's reverse sample as well.

Revelation
This might be minor issue, but AR=9 is enough for a 180bpms song, no matter how many jumps and streams it has, its just forcing to be harder as 9.2 imo
- 03:51:794 - Maybe add a slider for here? to fit that reverse sample.
That's it really, couldn't find much that needed fixing, hope it helps at least ^^
Okoratu
Logs

17:40 Okoratu: Giralda
17:41 Okoratu: do i really write a modpost now
17:41 Giralda: idk
17:41 Giralda: LOL
17:41 Okoratu: or do you irc
17:41 Giralda: lets do IRC now since like I'm not half asleep now
17:41 Giralda: unlike last night
17:42 Giralda: where I might misinterpret what you're saying
17:42 *Okoratu is editing [http://osu.ppy.sh/b/434870 Yousei Teikoku - Wahrheit [Revelation]]
17:42 Okoratu: k
17:42 Okoratu: goddammit
17:42 Okoratu: my mom entered the game and is shouting
17:42 Okoratu: kk brb
17:42 Giralda: ok
17:52 Okoratu: re
17:52 Giralda: o/
17:54 Okoratu: can we start
17:54 Okoratu: ? D:
17:55 Giralda: yeah LOL
17:55 Okoratu: 00:29:510 (4) - i'm a bit annoyed by this one since it's the only long slider in this section which actually skips beats
17:56 Okoratu: the other similar thing to it is 00:36:368 (4,5,6,7) -
17:56 Okoratu: at least going by the background things
17:56 Giralda: 00:29:510 (4) - is supposed to match00:25:225 (3) -
17:57 Okoratu: but the first one doesn't have 1/2 background things
17:57 Okoratu: and the second one has
17:57 Okoratu: like no other longer slider here has but only this one
17:57 Giralda: that sound in 00:29:725 - during mid slider right?
17:58 Okoratu: ye
17:58 Okoratu: that's what i'm referring to all the time
17:58 Okoratu: i think the other 1/1 sliders around here don't have such sounds and only this one has
17:58 Okoratu: which is why i linked 00:36:368 (4,5,6,7) - to point out that these background sounds are the same
18:00 Okoratu: think about that if you want these to match or you could follow the 1/2 in there
18:00 Okoratu: is this still making sense
18:01 Okoratu: also does buffing stack leniency to 8 destroy anything fundamental
18:01 Giralda: it might
18:02 Okoratu: because stuff like 00:41:939 (1,2) - are the only things that are not stacking ingame since you use custom stacks for the other 1/1 in this part
18:03 Okoratu: which isn't really an issue just a thing i noticed
18:04 Giralda: hold on a sec let me like
18:04 Giralda: remap the beginning a little bit
18:05 Okoratu: k
18:05 Giralda: I'm starting to look at it and dislike it
18:05 Okoratu: i would have continued pointing out how i'd love to see OD 9 or 8.5 on this
18:06 Giralda: Do you think 9.2 may be too much?
18:06 Okoratu: AR
18:07 Okoratu: I'm talking about OD
18:07 Giralda: oh wait
18:07 Giralda: LOL
18:07 Giralda: OD 8.5 would be acceptable
18:07 Okoratu: just tested half of it at OD 9 and had 98%
18:07 Okoratu: so idk
18:07 Giralda: But putting it at 8.5 wouldn't be what this map was aiming for
18:07 Okoratu: what exactly was it aiming for
18:08 Giralda: Trying to be a more average player friendly type map
18:08 Giralda: I'm more or less appealing to the 8k+ range
18:09 Okoratu: so if that's what you wanted to do
18:13 Okoratu: http://puu.sh/afrFo/14b0514a2d.jpg
18:14 Okoratu: that's what you will get from the average #1100 player then
18:14 Giralda: That's intended
18:14 Okoratu: then that's k
18:14 Okoratu: i guess
18:14 Okoratu: it's just that I personally would find it more interesting at higher od
18:15 Okoratu: and that's the end of this
18:15 Giralda: mhm
18:16 Okoratu: do these draw a smiley lol 01:23:128 (7,8,1) -
18:16 Giralda: LOL I didn't even notice that until you pointed it out
18:16 Giralda: but no it doesn't lol
18:17 Okoratu: that's what i thought when i played it
18:17 Okoratu: "did he draw a kirby"
18:17 Giralda: HAHAHAHA
18:17 Giralda: I think that was me playing around with symmetry
18:18 Okoratu: 01:27:628 (5) - could rotate this one slightly so that 01:27:461 (4,5,6) - is a bit more smooth
18:19 Okoratu: ye -10deg should do
18:20 Giralda: donee
18:20 Okoratu: is the unsymmetrical streamshape 01:44:378 (3,4,5,6,7,8,9,10,11) - intentional
18:21 Giralda: yes
18:21 Okoratu: with all the symmetry you use i don't quite get it but ok
18:21 Giralda: That's gonna get changed into 02:56:378 (3,4,5,6,7,8,9,10,11) - so it doesn't matter right now
18:21 Giralda: I was more or less experimenting with stream designs
18:23 Giralda: But if idk if I could fix the one I have now at 01:44:378 (3,4,5,6,7,8,9,10,11) - I probably would keep it
18:24 Okoratu: k
18:26 Okoratu: 01:59:295 (4,5,6) - something about how the line you draw doesn't really flow as nice as 02:00:295 (7,8) - probably because 01:59:295 (4) - is pointing downwards instead of upwards or something like that
18:27 Okoratu: or the distance between 01:59:628 (5,6) -
18:28 Okoratu: or 01:59:795 (6) - 's general angle
18:28 Okoratu: moving it further away from the circle seems to work
18:28 Giralda: https://osu.ppy.sh/ss/1827784 would this be a bit better lol
18:28 Okoratu: while rotating a bit would also be a nice idea
18:30 Giralda: erm https://osu.ppy.sh/ss/1827789
18:30 Okoratu: not directly
18:30 Giralda: https://osu.ppy.sh/ss/1827792 idk I moved it down a bit more so the linear flow is evident
18:31 Okoratu: oh goddammit you have so many ideas i would never get
18:31 Giralda: Hahaha
18:32 Okoratu: 01:58:795 (3) - suggests a downwards movement thought <.<
18:32 Okoratu: http://puu.sh/afsN0/a72121aae1.jpg
18:32 Okoratu: help
18:32 Okoratu: this is so complicated
18:32 Okoratu: also imma switch to a skin with numbers or you die
18:33 Giralda: LOOOL
18:34 Okoratu: (i usually play without colors as well)
18:34 Giralda: hey going downwards would screw up the flow
18:34 Giralda: nonono
18:34 Okoratu: your way seems to work nicely
18:34 Okoratu: so that's kinda ok
18:35 Giralda: ~
18:35 Okoratu: how about adding a circle and starting the spinner shortly after 02:06:461
18:35 Okoratu: 02:06:461 -
18:35 Okoratu: dammit
18:36 Okoratu: nice soft-hitclap2.waf
18:36 Okoratu: wav*
18:36 Okoratu: asdf
18:36 Giralda: might as well
18:36 Giralda: and thanks~
18:36 Okoratu: since it's so nice you would skip one of these claps in 02:21:795 -
18:37 Okoratu: by adding that pause
18:37 Giralda: uhhhhhhhhhhhh
18:37 Giralda: ehehehe'
18:37 Okoratu: whatever the other sliders are going over that as well
18:38 Okoratu: like 02:26:961 (2) - and 02:28:295 (4) -
18:38 Giralda: yeah
18:38 Okoratu: makes this hitsounding a bit inconsistent but i guess it follows the vocal nicely
18:39 Giralda: Still thinking about what to do at that part
18:39 Giralda: I might end up using the sliderticks instead
18:39 Okoratu: that's cool too but if you do that you should add some kind of thing to 02:21:795 -
18:39 Okoratu: i guess
18:39 Giralda: and do some passive hitsounding
18:39 Giralda: yeah
18:40 Okoratu: 02:29:628 (1) - idk
18:40 Giralda: owo
18:40 Okoratu: but sounds like this could end on a white tick and have a bit more suspension before the next part
18:41 Okoratu: like she starts inhaling in 02:30:128 -
18:42 Giralda: maybe shorten to 02:30:128 - and then use a 1/4 at 02:30:295 -
18:43 Okoratu: dunno the SV change could destroy this idea so i'd guess you should experiment on your own
18:43 Giralda: yeah i'll see what I could maybe do
18:43 Okoratu: rather than going through all possibilities now
18:44 Okoratu: 02:33:795 (3) - something about how this one is a bit random considering your other slidershapes
18:45 Giralda: Well I used that shape because I've been using straight sliders for that one section
18:45 Giralda: It would look really bad if I did a curved shaped one without a red anchor
18:46 Okoratu: k maybe it's the position of the red anchor that annoys me a bit
18:47 Okoratu: dunno
18:47 Giralda: haha
18:48 Okoratu: 02:51:795 (1) - i'm not really a fan of the simplifications here
18:50 Okoratu: 03:14:128 (4) - idk i just don't really like this akldf jaslkdfj
18:52 Okoratu: oh yes i just noticed something which you could very well use
18:52 Okoratu: 01:55:461 - could toggle kiai off here and on 01:55:795 -
18:53 Okoratu: 03:07:461 - and 03:07:795 -
18:53 Okoratu: 04:03:127 - and 04:03:460 -
18:54 Giralda: yes
18:54 Giralda: I agree
18:55 Okoratu: also something about how AR 9.2 might not fit your audience of 8k ~ ish players
18:55 Okoratu: since the slow parts are kinda harder to get with this
18:56 Giralda: oh yeah good point
18:56 Okoratu: 04:29:293 (7) - i personally disagree with this one slider
18:56 Okoratu: because there's a pause before
18:56 Okoratu: and both sounds are empathized
18:56 Okoratu: so i think 2 circles might be more fitting for this
18:58 Okoratu: 02:51:795 (1) - also my problem with this part was that your sliders are mapping to vocals for most of the time but not in this section
18:59 Giralda: The sliders are shaped in an attempt to match vocal pitch
19:00 Okoratu: still anticlimactic .-.
19:00 Okoratu: but whatever
19:01 Okoratu: ok so this would be all for now will randomly point out other things related to flow in the next time the more i play it
19:01 Okoratu: since i have to do some shopping for tomorrow
19:01 Okoratu: so... afk
19:01 Giralda: okayy have fun!
21:02 Okoratu: so ok re
21:03 Okoratu: 03:23:795 (1,2,3,4,5) - these kind of break your whistle pattern i guess
21:03 Okoratu: ??
21:04 Giralda: I didn't really follow a whistle pattern I just used them for minor emphasis
21:05 Okoratu: 03:26:461 (1) - this thing follows
21:05 Okoratu: though
21:05 Okoratu: i guess
21:06 Okoratu: oh yes
21:06 Okoratu: 04:07:293 (4) -
21:06 Okoratu: wat
21:06 Okoratu: 4.4x ok
21:06 Giralda: yeah
21:07 Giralda: LOL
21:07 Okoratu: moving it to at least (78|333) wouldn't even hurt lel
21:13 Okoratu: i still think 03:14:128 (4) - doesn't need the red anchor but
21:13 Okoratu: yo that's about it
21:14 Giralda: alrightt
21:14 Okoratu: AR 7 on the hard u sure
21:19 Giralda: yeah
21:19 Giralda: I'm sure
21:20 Okoratu: ok i need to map some hards and have newbs play them
21:20 Okoratu: i can't really judge those diffs the heck
21:20 Giralda: LOL
21:21 Okoratu: like my first thought was that the AR7 looks cool in the beginning
21:21 Okoratu: and then too slow after
21:21 Giralda: oh
21:24 Okoratu: AR 7.5 could be cooler idk
21:25 Okoratu: also i have the feeling that things like 00:55:462 (1) - should be custom stacked
21:25 Okoratu: because things like 01:10:461 (1,3) - do in fact stack ingame
21:26 Okoratu: while 01:18:128 (4) - and similar places don't
21:26 Giralda: What do you mean by custom stacked lol
21:27 Okoratu: http://puu.sh/afFH8/477eac580c.jpg
21:28 Okoratu: placed on the grid in a way that emulates the stacking behaviour of the game with stack leniency
21:28 Giralda: http://puu.sh/afFL0/6440de2990.jpg am I doing it right
21:29 Okoratu: https://osu.ppy.sh/u/jenny
21:29 Okoratu: spoilerbox: a little word on stacking
21:29 Giralda: oh yeah that
21:30 Okoratu: 01:53:795 (3) - press test around here and just look what could be broken
21:31 Okoratu: 01:55:461 (4,5,6,7,1) - becomes http://puu.sh/afFXF/4537708aaf.jpg
21:31 Okoratu: and well you could factor that in when stacking those things in the editor
21:32 Okoratu: the slider stays at its initial position while the stack itself is deformed
21:34 Okoratu: 03:07:461 (4,5,6,7,1) - ^ that's kinda the same
21:35 Okoratu: 03:42:295 (5,6,1) - if you look at 03:50:294 (2,3,1) - this first one could probably be moved down by a bit
21:41 Giralda: Is that all owo
21:43 Okoratu: i think so
21:43 Giralda: post \o/
21:43 Okoratu: I'm also not really motivated and might throw around other stuff whenever

Yes i just really
Topic Starter
Giralda
Rad-

Rad- wrote:

Hey, from my queue :3 o/

I couldn't really find any problems with this mapset :O, the patterns look great, the difficulty spread is fair, and the whole map follows the song as it should. But ofc there are some minor issues you might wanna take a look:

Hard
Instead of AR=7, try it as 7,2 because the map feels a bit more fast paced comparing to regular Hards.
- 01:55:461 (4) - In all the stacks/triples like these (also happen in Revelation) it would look better to make NC at the first object on the stack and remove the NC from the slider thats last, so it wouldnt have too many colors. I'd prefer to maintain my NC consistency per every two measures. Although I do respect your respective and I understand, but I prefer consistency over aesthetics xD
- 02:06:545 (1) - (For Revelation as well) Wouldn't it be better to hear a Finish at the end of the spinners?
- 03:21:295 (1) - Delete object? It was a bit too close to the spinner imo. It's acceptable for a Hard, but we'll see. I'm having second thoughts about it as well.
- 03:50:794 (1) - Revese slider, to fit with the song's reverse sample as well.

Revelation
This might be minor issue, but AR=9 is enough for a 180bpms song, no matter how many jumps and streams it has, its just forcing to be harder as 9.2 imo
- 03:51:794 - Maybe add a slider for here? to fit that reverse sample. Not really my taste in mapping a rather ambiguous sound. I mean, I would love to if I didn't have to remap a large part of my map afterwards but that's unfortunately the case right now ):
That's it really, couldn't find much that needed fixing, hope it helps at least ^^
No reply = fixed
Also regarding the AR7.2 on the Hard, if it's appearing to be annoying some people I'll be reverting it, just a heads up!

Thanks for the mod :)
Yauxo
Hi there, stuffs copy paste text here there is no copy paste

Unrankable
Please just do it
Suggestion

[General]
  1. I thought my headset broke on the left-right part
  2. 03:34:795 (1) - I kinda want to argrue that this one has the correct timing, but I cant really show otherwise as there (maybe?) is a rolling beat on it

[Normal]
  1. Generally, I think Slidertick-Hitsounds would fit on some Sliders so that there's no silent beat
  2. 00:27:796 (1) - same angle as 00:26:510 (3) - ?
  3. 00:49:225 (2) - should be the about the same to 4 as 1 to 4
  4. 01:05:128 (6) - Sliderhitsounds? :<
  5. 01:27:461 (2) - Something like this would be better imo. Right now it's kinda confusing as the "i" ( I think its an い dont bash me ok) and "sa" just dont fit to be mapped on one slider
  6. 01:51:128 (5) - blanket this one a little bit better
  7. 01:54:128 (4) - Same as 1:27, but this one would be more difficult to fix. On the other hand, it might fix that weird overlap with 01:53:128 (3) -
  8. 01:59:795 (1) - blanket pls
  9. 02:05:128 (8) - Something like this?
  10. 02:33:128 (1,3) - This overlap looks reaaaally weird. I'd say it'd be pokay if both ends were overlapping but this looks rather ... not good. It also creates a mess where 02:35:795 (1) - could become more difficult to read to new players. Do whatever you want, but make this less clustered and more readable
  11. 02:39:461 (2) - same as 1:27
  12. 02:43:295 (4) - ^
  13. 02:48:628 (1) - ^
  14. 02:53:628 (3) - ^
    I'll stop mentioning those from here on. It should be clear which sliders I mean and imo they should be changed ("Double Hits" which are mapped as a Slider and stuff that would support the vocals). It's not too much of a "difficult" thing in Normals, people get used to it pretty quick from my experience. The way it is right now just sounds very awkward and out of place :< Ask me via Skype if you want all of them
  15. 03:03:461 (2) - I'd highly suggest this one
  16. 03:10:128 (4) - ^
  17. From 03:34:795 (1) - I'd move the NCs by one to the right actually. Yes, big white ticks, we had that already, but I think they would make more sense if you'd NC 03:35:795 (2) - 03:37:461 (2) - 03:39:795 (2) - and so on. Supports the vocals even more
  18. 04:04:794 (3) - sounds better if you keep this on the normal 1/1 and add a note

[Hard]
  1. Curve 01:12:461 (4) - a bit more and place 01:12:795 (5) - somewhere near 188/232 so that the spacing >looks< right between those 2
  2. 01:49:795 (3) - Like this?
  3. 02:23:795 (1) - should blanket 4's tail imo

    Other than that the Map looks fine to me. I'd curve this or that slider a little bit more, but thats stylerelated

[Revelation]
  1. Some NCs seem really weird here. From time to time you NC jumps (so that theres like 6~8 objects) and sometimes you dont (so that theres 10~12 objects). You should maybe go over them again and maybe even double them. I could imagine that HRing will be difficult as you have less HP refill from completed combos
  2. I dont know if people will be against this name (hurr durr needs normal name becasue how do I even costumize), but I guess its fine
  3. 00:51:582 (1) - I'd start this one 1/4 behind 7
  4. 01:20:128 (5,6,7,8,9) - I'd spread these a little bit more. Touching "jumps" are bad :<
  5. 01:46:461 (5,6) - You could ctrl + g these for better flow (and it actually works without moving stuff)
  6. 02:22:461 (4) - move NC
  7. 02:53:795 (2,3,4,5,6,7,8,9) - So far every stream has been nice and smooth, now there's this random clustered stream. I'd say that you just place a normal low DS stream here
  8. 04:08:127 (3) - Move this one further away from the slider, personal opinion, I dislike such combos

woof :3
Moo-Chan
From my modding queue~
P.S: I love this map and I've had it before you even requested the mod c:
*whispers, "I gave it 2 stars~" shhh*

Revelation:

  1. I liked the idea of AR9.2 ;w;
  2. 00:37:225 (8) - Maybe make the ending of this slider quieter? o:

Good luck on getting this ranked! c:
Topic Starter
Giralda

Yauxo wrote:

Hi there, stuffs copy paste text here there is no copy paste

Unrankable
Please just do it
Suggestion

[General]
  1. I thought my headset broke on the left-right part
  2. 03:34:795 (1) - I kinda want to argrue that this one has the correct timing, but I cant really show otherwise as there (maybe?) is a rolling beat on it

[Normal]
  1. Generally, I think Slidertick-Hitsounds would fit on some Sliders so that there's no silent beat
  2. 00:27:796 (1) - same angle as 00:26:510 (3) - ?
  3. 00:49:225 (2) - should be the about the same to 4 as 1 to 4
  4. 01:05:128 (6) - Sliderhitsounds? :<
  5. 01:27:461 (2) - Something like this would be better imo. Right now it's kinda confusing as the "i" ( I think its an い dont bash me ok) and "sa" just dont fit to be mapped on one slider
  6. 01:51:128 (5) - blanket this one a little bit better
  7. 01:54:128 (4) - Same as 1:27, but this one would be more difficult to fix. On the other hand, it might fix that weird overlap with 01:53:128 (3) -
  8. 01:59:795 (1) - blanket pls
  9. 02:05:128 (8) - Something like this?
  10. 02:33:128 (1,3) - This overlap looks reaaaally weird. I'd say it'd be pokay if both ends were overlapping but this looks rather ... not good. It also creates a mess where 02:35:795 (1) - could become more difficult to read to new players. Do whatever you want, but make this less clustered and more readable
  11. 02:39:461 (2) - same as 1:27
  12. 02:43:295 (4) - ^
  13. 02:48:628 (1) - ^
  14. 02:53:628 (3) - ^
    I'll stop mentioning those from here on. It should be clear which sliders I mean and imo they should be changed ("Double Hits" which are mapped as a Slider and stuff that would support the vocals). It's not too much of a "difficult" thing in Normals, people get used to it pretty quick from my experience. The way it is right now just sounds very awkward and out of place :< Ask me via Skype if you want all of them
  15. 03:03:461 (2) - I'd highly suggest this one
  16. 03:10:128 (4) - ^
  17. From 03:34:795 (1) - I'd move the NCs by one to the right actually. Yes, big white ticks, we had that already, but I think they would make more sense if you'd NC 03:35:795 (2) - 03:37:461 (2) - 03:39:795 (2) - and so on. Supports the vocals even more
  18. 04:04:794 (3) - sounds better if you keep this on the normal 1/1 and add a note

[Hard]
  1. Curve 01:12:461 (4) - a bit more and place 01:12:795 (5) - somewhere near 188/232 so that the spacing >looks< right between those 2
  2. 01:49:795 (3) - Like this?
  3. 02:23:795 (1) - should blanket 4's tail imo

    Other than that the Map looks fine to me. I'd curve this or that slider a little bit more, but thats stylerelated

[Revelation]
  1. Some NCs seem really weird here. From time to time you NC jumps (so that theres like 6~8 objects) and sometimes you dont (so that theres 10~12 objects). You should maybe go over them again and maybe even double them. I could imagine that HRing will be difficult as you have less HP refill from completed combos
  2. I dont know if people will be against this name (hurr durr needs normal name becasue how do I even costumize), but I guess its fine
  3. 00:51:582 (1) - I'd start this one 1/4 behind 7
  4. 01:20:128 (5,6,7,8,9) - I'd spread these a little bit more. Touching "jumps" are bad :<
  5. 01:46:461 (5,6) - You could ctrl + g these for better flow (and it actually works without moving stuff)
  6. 02:22:461 (4) - move NC
  7. 02:53:795 (2,3,4,5,6,7,8,9) - So far every stream has been nice and smooth, now there's this random clustered stream. I'd say that you just place a normal low DS stream here I don't know about this yet. I did this clustered stream since the drums were really strong here so I made it this way to match it.
  8. 04:08:127 (3) - Move this one further away from the slider, personal opinion, I dislike such combos

woof :3

Moo-Chan wrote:

From my modding queue~
P.S: I love this map and I've had it before you even requested the mod c:
*whispers, "I gave it 2 stars~" shhh*

Revelation:

  1. I liked the idea of AR9.2 ;w;
  2. 00:37:225 (8) - Maybe make the ending of this slider quieter? o:

Good luck on getting this ranked! c:
No reply = fixed!
Thanks for the mods!
Thanks for the stars Moo-chan :)
Okoratu
So now this will continuously move back and forth between 9.0 and 9.2.... ok
Topic Starter
Giralda
I seriously can't decide. I'm probably going to need more opinions on that matter. I also originally mapped it on AR9 but it plays so much better on AR9.2 so I don't know, to be honest.
RandF
From my queue~

[General]
  1. tags suggetion:
    metanoia
[Normal]
  1. 00:27:368 (4) - NC
  2. 00:50:082 (3) - I recommend to NC since changing rhythm
  3. 01:04:128 (4,5) - blanket correctly
  4. 01:28:461 (4) - end at 01:28:795
  5. 01:33:795 (4) - end at 01:34:128
  6. 01:40:795 (2,3) - so confusing for beginner. not to stack
  7. 01:44:461 (8,1) - ^
  8. 01:52:795 (2,3,4,5) - why don't you add hitsound?
  9. 02:01:128 (2) - I prefer Ctrl+J and adjust spacing
  10. 02:06:128 (9) - clap
  11. 02:29:628 (1) - suggetion
  12. 02:35:128 (4,2) - stack correctly
  13. 02:36:795 (2,3,1) - not good flow. consider the angle of 02:37:795 (3) -
  14. 02:39:461 (2) - clap
  15. 02:40:128- ^
  16. 02:44:795- ^
  17. 02:45:461- ^
  18. 02:48:795- ^
  19. 02:49:461- ^
  20. 02:52:795 (2,3) - not to stack
  21. 02:53:795- clap
  22. 02:54:128- ^
  23. 02:55:295 (6) - start at 02:55:461
  24. 03:03:795 (3,4) - I prefer to blanket
  25. 03:10:128 (4) - clap and remove clap from the head of 03:10:461 (1) -
  26. 03:10:461 (1,2) - not good blanket
  27. 03:17:128 (5,6) - how about blanketting?
  28. 03:50:294 (1) - suggetion ( it is better to keep 1/1 rhythm)
  29. 04:05:127- clap
  30. 04:05:794- ^
[Hard]
  1. 01:03:461- move whistle to 01:03:128
  2. 01:05:295- move whistle to 01:05:795
  3. 02:22:461 (1,2) - blanket correctly
  4. 03:14:461 (1,2) - I prefer to combine into 1 slider
  5. 03:31:795 (3,4) - reverse slider is better inthe same way as 03:33:128 (1) -
  6. 03:32:461 (1,2) - ^
[Revelation]
  1. 00:50:082 (5) - NC
  2. 01:28:461 (7) - curve more
  3. 01:50:961 (3,4,5,6) - mmm, not good flow, imo
  4. 01:59:628 (5,7) - stack correctly
good song <3
~Good Luck~
kisata
edit: lol i am an idiot and can't check map settings properly before i post
jonathanlfj
now you cant out-star me
Jenny
Well I was linked here so I just wrote a few things out on the instant I saw them, because well, I find them rather eyestriking and obvious:

Please mind that those are only a few examples of reoccuring themes throughout the map (sliderbalance and shaping, patterning, active/passive hitsounding, musical layering (this means mapping the sounds that are most audible/most notable during a section and leading the song's feeling in this respective part of it)), so watch out for reoccurances later in the map and other maps of yours.

  1. 22:06 Jenny: 00:25:225 (3) - unbalanced, ew
  2. 22:07 Jenny: https://osu.ppy.sh/ss/1870773 fixed!
  3. 22:07 Jenny: 00:26:082 - there should be a circle (or sliderstart) here since the new soundpattern is starting and currently, the entire impact falls away due to it just being a sliderend
  4. 22:08 Jenny: 00:29:939 (5) - slider won't be played entirely
  5. 22:09 Jenny: [http://puu.sh/awm47/95dd566c4a.png that's what people will do]
  6. 22:10 Jenny: 00:31:225 (1,2) - now this is neither a continuous flowline nor do the shapes contribute to anything much; would be a lot better if the mapper used a mirrored version of 1 as that goes with the consistent feeling here
  7. 22:10 Jenny: 00:32:939 - same issue with the new soundpattern as before
  8. 22:10 Jenny: 00:34:653 - again
  9. 22:11 Jenny: https://osu.ppy.sh/ss/1870786 here, much better
  10. 22:11 Jenny: accentuates the consistency between 1 and 2 and the individual sounds later
  11. 22:14 Jenny: 00:50:082 (5,6) - ew.
  12. 22:14 Jenny: a) ctrl-j + ctrl-g 6, pls
  13. 22:14 Jenny: b) this doesn't go with the vocal pressure
  14. 22:15 Jenny: adding reverse arrow to 5 and just putting a circle at 00:51:046 is much better
  15. 22:16 Jenny: 00:56:128 - important beat ignored and not emphasized due to it being on a slider end; even worse due to 6 being near the start of 5 as the slider will be slipped out of in addition to that, practically rendering those main layers of the song obsolete for the map
  16. 22:16 Jenny: 00:58:461 - new main soundpattern starts here but there's absolutely no pressure because it's a sliderend; it's a release instead of a click, doesn't make sense
  17. 22:16 Jenny: 00:59:461 (1) - random NC + same issue as before with the sliders and mainlayer pressure
  18. 22:17 Jenny: 00:59:961 (2,3,4,5) - random jump values?
  19. 22:17 Jenny: 01:00:461 (5,6,7) - all those are not even played as sliders due to leniency abuse
  20. 22:17 Jenny: also, they're equally accentuated in the song so they should build some sort of pattern rather than just be randomly placed, seemingly
  21. 22:18 Jenny: a triangle or just [https://osu.ppy.sh/ss/1870805 something like this] would work a lot better



Since this falls kinda into my "Common Issues I see with Mapping"-Corner, I'll add the respective boxes below so that if you want to go through it and have a more thorough reasoning behind everything, you may check those and see for yourself whether you agree.


Active/Passive Hitsounding
Active Hitsounding refers to hitsounds that you actually take an active part in (-> click), therefore, this refers to circles and sliderstarts; active hitsounds generate pressure behind the notes played and therefore should predominantly be set on already existing beats (or extremely natural-feeling additive mapping, but that's a rare exception).

Passive Hitsounding refers to hitsounds that occur without you actively participating (-> hitting) on them, such as sliderticks, reverse arrows, slider- or spinnerends; these do not generate pressure in playing and therefore should be feeling natural when silenced to emphasize longer/stronger notes in the music.



Take this example: You see, we have two sliders, 1/2 each - this will just sound like 4*1/2 hitnormal but effectively, it's played as 2*1/1, so you have to consider, when does it fit? Given that you only click the starts of the sliders, it could fit when the white ticks are (significantly) stronger than the red ones, resulting in a 1-(2)-1-(2) rhythm (1 = active, strong beat, (2) = passive, weak beat/no beat).

To visualize it better, you may draw a line under every active hitsound and leave the passive ones empty:



tl;dr: An active hitsound is when you click and there comes a sound, a passive one is when the object just makes a sound "by itself"/without an impact (-> click) required - keep this in mind, because passive are effectively weaker than active ones even when they "sound the same".

A little word on stacking
Stacking notes directly onto each other looks vastly different in editor and play mode, and many people seem to forget about this: As a rule of thumb, every note you stack onto another will appear 4|4 pixels more to the top-left, which equals one grid (size 4), so take this into consideration when you're mapping with structure and so forths, as this will result in your pattern being uneven and feeling offset.



As an example, you see that here (in the first image), there are three objects stacked on top of each other - while this looks like they are on the exact same spot in edit, effectively, it will look different in play mode (second image), so keep an eye for these things, especially if you're trying to make symmetric patterns and the likes, as the player will have to start hitting the stack at a position of x|y-(n*-4|-4), so in general, it may work better for you to use tighly spaced notes instead of absolute stacks if you want to have things aligned properly.

Care: This is significantly more important if you have notes spaced close to each other, such as in the following example.



You see that there are are about 3 grids size 4 of space between this sliderend and the stacked triple - the reason behind this is simple: I wanted to have the triple close to the sliderend (like about one grid size 4, so that it barely does not touch), but stacking it there directly would result in an ugly overlap; effectively, the triple will look fairly different in play than in edit (second example).

Also, the exact stacking value varies with CS but it stays in the same relation to your circles; I don't really know exactly values though, so always check that for yourself when using exotic sizes (which basically are not 3, 4 or 5).

osu! "hit"object understanding; basic things elaborated on and worded out
Circle:

  1. object you click once, does not last in any form as you will most likely instantly leave it after you made said click
  2. therefore suited for short, jabby notes and beats in the music rather than echoing ones as opposed to sliders

Slider:

  1. Object you click once, then follow up to a certain point (preferably the end, though frequently slipped out of early due to mapping in different directions than where the slider is pointing.
  2. Features multiple hitsounds with just one click (-> passive hitsounds), resulting in pressure only on the first one (NOTE: the longer the slider, the more the player switches from a "clicking mode" into a "hold mode", therefore the slider end gets more "powerful" in some cases (-> easier difficulties, emphasizing strong beats with sliderends while keeping a simple clicking rhythm to naturally follow and introduce people to); personally, I find the threshold for this to be around 3/2 beat sliderlength but it greatly varies on the overall momentum and intensity of the song in question)
  3. Therefore, to emphasize multiple equally strong beats, you should not use one single slider (again, lower difficulties may be an exception due to beat density and more natural/easy clicking rhythms; note that in these cases, you should still make sure to respect beat patterning (-> start sliders on the first of such beats rather than the second as a 1-1-1-1 rhythm is much easier to note and follow than a 1-2-2-2 (-> you'd end up hitting every second beat then instead of every first, which in most cases is very quirky)))
  4. ADDITIONAL HITSOUNDING (CAREFUL!! DANGEROUS SHIT!!): You may use a slider's end/reverse arrow/ticks to emphasize additional layers in the song which are not part of the front layer (which naturally, you should be mapping and always prioritize) - this is dangerous because it can be very hard to keep the actual clicking and playing rhythm/emphasis of the main beat and frontline if you are trying to emphasize and feature too many things at once, therefore you should always consider your priorities first before doing anyhting like this

Spinner:

  1. no click required, which means no initial pressure from the player but a consistent, quick circular motion
  2. therefore suited for windups and strong passages that do not have destinctly pressured or individual beats
  3. NOT suited for soft outros or anything like that since, well, people will naturally try to spin them as fast as possible: super low volume outro != spinning 477SPM, wouldn't you think?
Raose
hello~

[Revelation]

you skip quite a few 1/4 rhythms in this map sadlyfe :C

00:29:939 (5) - angle upward to better lead into the next slider? http://puu.sh/awm7z/df1b9ff19e.jpg
01:48:128 (2) - how about moving this left more so it's blanketed by 3? imo this has a wider & slightly better flow ;w; http://puu.sh/awiAH/15b4a76fa1.jpg
02:31:461 (4) - maybe move this so it better leads into the next slider? http://puu.sh/awjiU/0cc705b2bf.jpg
02:49:795 (3,4) - the close spacing here sorta breaks the momentum you had from the large spacing at the previous circle & slider jumps D: maybe you can increase the spacing here? also i'm not too fond of the slider shape, maybe try a regular wave slider
02:58:961 (7) - actually i hear a 1/4 rhythm in the 2nd part of the repeat slider :( dont' want to map it?
02:58:128 (4,5,6) - i think it would fit vocals better to switch rhythm around to circle, circle, slider, and also to be consistent with 1st kiai
03:01:128 (6) - hmmm, this doesn't play too well for me since the direction switches from CW to CCW in a tight area... try this? http://puu.sh/awlej/5c2dbccd9f.jpg and so your next pattern isn't ruined, stack 7 on 4's head, and 8 on 6's head http://puu.sh/awlhH/6998add683.jpg
03:04:128 (5) - with such large previous jumps, this feels a bit lackluster and not wide enough to me in comparison.. maybe unstack? http://puu.sh/awlqk/90c44897cb.jpg bringing it farther up so the jump is larger and more powerful, flow is a bit wider ;w;
03:07:128 (9) - whistle on head for violin?
03:09:628 (7) - bring this further up so the curve feels smoother (and bring 03:10:128 (9) up so it doesn't overlap) http://puu.sh/awlAE/3d99129b5f.jpg
03:10:795 (3) - curve slider toward 4?
03:30:128 (5) - feels quite steep to me (does that even make seense omg) i keep getting 100 on this slider (not breaking, but not playing the slider fully since i want to go to the next slider quickly) how about doing a horizontal flip of 03:29:795 (4) instead?
03:32:461 (3,5) - whistles on ends?
03:49:794 (4,5,6) - increase spacing so they don't touch?
03:50:794 (7) - seems more impactful to delete the repeat and add a circle instead
03:54:627 (3) - would flow better from 2 if angled more CCW: http://puu.sh/awn1e/407fe02fd6.jpg
04:10:127 (1,2,3,4,5,6) - personally i think since vocals take precedence here, circles might not be the best way to go here D: maybe add 1 or 2 1/1 sliders?

[Hard]

00:31:225 (1) - a finish sounds quite loud in the very slow & calm part of the song, either lower the volume or replace with a soft whistle
01:19:128 (2) - clap on tail
01:24:461 (2) - ^
01:41:795 (1,2) - these jumps are a bit unexpected for a hard wouldn't you say? :O how about reducing the first slider by one repeat or have the sliders touch
01:44:461 (1,2) - ^ (this goes for all other similar ones)
02:00:461 (3) - move 3rd node of slider up a bit to make slider more even
02:02:128 (3) - clap on head
02:19:128 (1,2) - :C please reduce spacing here (or reduce repeat idk) this is a hard, and it's transitioning to a calmer part of the song
02:25:628 (2) - consider stacking this slider, the overlap looks unusually messy D:
03:02:128 (4) - how about rotating this slider so it's not touching 03:01:128 (1) and to better lead to next slider? http://puu.sh/awqJC/736d124163.jpg
04:14:793 (2) - i don't think normal hit normal on head fits here D:

[Easy]

01:03:795 (3,4) - would be better to swap on timeline to better fit violin
01:06:795 (1,2,3) - i think it would be more consistent to put NC on 3, not 1
01:19:461 (2) - clappu
01:24:795 (2) - aiyah check after you use hitsound copier :<
01:27:628 (3) - ^
01:41:295 (3) - newbies would probably click much earlier than 1/2 (actually idk, i'm not a newbie anymore...), would be better to use consistent DS here D:
01:45:128 (1) - antijumps might confuse newbies :<
01:52:795 (2,3,4,5) - hitsounds !!!
02:03:795 (6) - new verse, new combo!
02:34:461 (3) - clap tail, roar go through diff for hitsounds @_@
02:53:295 (3) - DS would be friendlier to n00bs D:
02:55:295 (6) - vocals don't actually start til the red tick, so shorten by 1/2, move it over, and add a circle
03:04:795 (4) - i think it would be better to move this so it's blanketed by 4, or adjust 4 so it blankets yea
03:10:461 (1) - claps do not go here :<
those
[Timing]
Add these
50982,857.142857142857,4,2,3,30,1,8
51410,1016.94915254237,4,2,3,30,1,0
54462,333.333333333333,4,2,1,5,1,0
then move every following point -2ms. Will fix measure resets after this is done cuz it'll be easier
Topic Starter
Giralda
@Rand: Took everything except for the stacking. It's intentional to force the player to cursor snap at that point for the intended emphasis
@Raose: Took everything (I think)
@those: Added all timing points but not sure if everything was done correctly.

Jenny wrote:

  1. 22:06 Jenny: 00:25:225 (3) - unbalanced, ew
  2. 22:07 Jenny: https://osu.ppy.sh/ss/1870773 fixed!
  3. 22:07 Jenny: 00:26:082 - there should be a circle (or sliderstart) here since the new soundpattern is starting and currently, the entire impact falls away due to it just being a sliderend Intended to allow the player to listen through the whole track there.
  4. 22:08 Jenny: 00:29:939 (5) - slider won't be played entirely Fixed per Raose's suggestion in her mod
  5. 22:09 Jenny: [http://puu.sh/awm47/95dd566c4a.png that's what people will do]
  6. 22:10 Jenny: 00:31:225 (1,2) - now this is neither a continuous flowline nor do the shapes contribute to anything much; would be a lot better if the mapper used a mirrored version of 1 as that goes with the consistent feeling here Made adjustments to force circular flow.
  7. 22:10 Jenny: 00:32:939 - same issue with the new soundpattern as before Same reply.
  8. 22:10 Jenny: 00:34:653 - again This one changed due to the finish hit.
  9. 22:11 Jenny: https://osu.ppy.sh/ss/1870786 here, much better
  10. 22:11 Jenny: accentuates the consistency between 1 and 2 and the individual sounds later Not a huge fan of 1/1 spacing between objects on the timeline if there isn't an obvious silence, less instrumental ringing, so I played around with this and everything above on my own
  11. 22:14 Jenny: 00:50:082 (5,6) - ew. This isn't a major issue that should be fixed. It's fine the way it is because the vocal pressure isn't strong, as a result the low spacing allows the player to interpret that much better as opposed to Ctrl-J + Ctrl-G (6)
  12. 22:14 Jenny: a) ctrl-j + ctrl-g 6, pls
  13. 22:14 Jenny: b) this doesn't go with the vocal pressure
  14. 22:15 Jenny: adding reverse arrow to 5 and just putting a circle at 00:51:046 is much better
  15. 22:16 Jenny: 00:56:128 - important beat ignored and not emphasized due to it being on a slider end; even worse due to 6 being near the start of 5 as the slider will be slipped out of in addition to that, practically rendering those main layers of the song obsolete for the map This note at 00:56:128 plays lower than 00:55:793. While I can't dismiss that it's an important beat, using the 1/1 sliders here provides emphasis for the violin and allows me to convey flow wherever I want to. In this case, by blanketing 00:56:460 (6) under 00:55:460 (1,2,3,4,5) creating structure as well as starting off a break with circular flow. Furthermore, the slider will most definitely not slip out since there is a 1/1 pause between 00:56:126 - 00:56:460, which most definitely allows players to play the entirety of 00:55:793 (5).

    Everything else below has been reworked to match vocal pressure.
  16. 22:16 Jenny: 00:58:461 - new main soundpattern starts here but there's absolutely no pressure because it's a sliderend; it's a release instead of a click, doesn't make sense
  17. 22:16 Jenny: 00:59:461 (1) - random NC + same issue as before with the sliders and mainlayer pressure
  18. 22:17 Jenny: 00:59:961 (2,3,4,5) - random jump values?
  19. 22:17 Jenny: 01:00:461 (5,6,7) - all those are not even played as sliders due to leniency abuse
  20. 22:17 Jenny: also, they're equally accentuated in the song so they should build some sort of pattern rather than just be randomly placed, seemingly
  21. 22:18 Jenny: a triangle or just [https://osu.ppy.sh/ss/1870805 something like this] would work a lot better
No reply = fixed or changed

Thanks for the mods ~
Natteke desu
pretty nicely done!
much better than saten's one immo
Xiaolin
Hp Hop Italian wuuuuuut, b-but.. I thought she is singing Japanese.. ;_;

Does that mean that Yousei Teikoku is secretly Italian? lol
NTRSOUND
Fuck i lost my fist mod cause im an idiot that didnt use word. This is my attempt at salvaging but shit was more tragic than titanic. Probably forgot some of the stuff i did but whatever fuck you. insane maybe later

http://puu.sh/aIe2Y.rar (hitsound i used and my stuff)

normal
00:51:410 (1) - unsnapped spinner?

01:07:792 - 01:18:459 - i would refrain from using snares here. I used a different hitsound, that helped emphasize the shift into 01:18:792 -

01:46:459 (3) - why when the kiai starts you use long sliders with repeaters? 01:49:126 (3) - is another problem. Keep the higher than the section before the kiai.

01:55:793 (1) - Same as above

02:58:459 (3) - maybe end slider here? 02:58:959 -

03:06:459 (3,4,5,6) - dont slow this pard down speed it up its kiai.

Hard

01:31:459 (3) - This is too similar to the next combo and thus the change in phase is loaded 01:31:459 (3) - instead of 01:31:793 (1) - , where the NC is. change this to a single

01:55:459 (4,5,6,7,1) - we talked about this and 03:07:459 (4,5,6,7,1) -

03:12:959 (4) - added a one here too keep up the pacing since last 2 and half combos were slowing things down.

03:31:793 (3) - 03:33:793 (1) - You know you want to finish spam all of these objects and the cymbals are there to support it. Remove finish from 03:30:792 - and 03:31:125 - if you do this

04:01:458 - I did stuff here and i think it plays well. there's more emphasis going into 04:02:125 (1) -
Avena
That genre what
Topic Starter
Giralda


much better now
Avena
Topic Starter
Giralda
Leader

Giralda wrote:

jonathanlfj wrote:

there i fixed it for you happy?


HAHAHAHAHAHAHA

Giralda wrote:

And this is why I'm here...

... oh wait.

[Revelation]
  1. 01:11:626 (7,8,9) - I actually feel this jump is a little too big than what it should be
  2. 01:51:459 (4) - What happened to this slider, it feels so ugly compared to other similar sliders (01:55:793 (1) - / 02:55:459 (1) - / etc.)
  3. 02:21:792 - I believe a note is really needed, keep the consistence until the end!
  4. 03:32:237 (2,4,6) - Wrong snapped, they should be placed on 1/6 ticks!
  5. 04:29:625 (1) - Couldn't you make this spinner start a bit before? Like, 1/4 gap would fit better than a 1/2 one

    Loved it!
[Hard]
  1. 00:51:473 (1) - Seems like the spinner's end is wrong snapped in Hard and Normal
  2. 03:35:793 - We have some inconsistence in combos here, let's see what we can do:
  3. 03:38:793 (1) - / 03:42:793 (1) - / 03:46:793 (1) - First, let's avoid these new combo, they are totally unnecessary
  4. 03:36:793 (1) - / 03:40:793 (1) - I also don't see why you should have such short combo in here. Said so, add a new one on 03:41:793 (4) - in order to be consistent
  5. 03:37:459 (2) - / 03:41:459 (2) - / 03:45:459 (3) - / 03:49:459 (3) - I would also move the new combo on notes in cases like these since they would fit better in terms of both vocal and patterns

    Solid diff, nothing else to complain about
[Normal]
  1. 01:09:126 (6) - This actually feels a bit awful to my eyes and I'm pretty sure I'm not the only one, so what about fixing some sliders? You can delete a redpoint here and leave the last one only, this looks too compressed right now. Here have other sliders that could be improved:
  2. 01:11:293 (2) - Curves are barely noticeable on this one
  3. 01:27:459 (2,3) - First, I believe a stack would look better and second, you could try to make this curved slider smoother
  4. 01:33:793 (4) - This looks kind of crumpled
  5. 01:43:459 (6) - You can barely see the curve of this one (you can also stack the following note for a better result)
  6. 02:54:459 (5,6,7) - These look randomly placed because they don't have any other object to blanket with
  7. 03:08:459 (2,3) - The blanket at the end doesn't really matter here, since the missed blanket at the start makes the pattern aesthetically worse
  8. 03:10:459 (1) - Either improve the blanket or re-use a slider you used several times before (03:06:459 (3) - like this one)

    Other than that, the diff is fine
Since it's starred already, call me back when you've fixed
Topic Starter
Giralda

NTRRR wrote:

Fuck i lost my fist mod cause im an idiot that didnt use word. This is my attempt at salvaging but shit was more tragic than titanic. Probably forgot some of the stuff i did but whatever fuck you. insane maybe later

http://puu.sh/aIe2Y.rar (hitsound i used and my stuff)

normal
00:51:410 (1) - unsnapped spinner?

01:07:792 - 01:18:459 - i would refrain from using snares here. I used a different hitsound, that helped emphasize the shift into 01:18:792 - Not entirely, since maintaining this hitsound allows for consistency between the whole spread.

01:46:459 (3) - why when the kiai starts you use long sliders with repeaters? 01:49:126 (3) - is another problem. Keep the higher than the section before the kiai. The repeats for normal are done to reduce the difficulty so that it makes it an easier Normal.

01:55:793 (1) - Same as above ^

02:58:459 (3) - maybe end slider here? 02:58:959 - Probably not since I would much prefer to hit the white tick there instead.

03:06:459 (3,4,5,6) - dont slow this pard down speed it up its kiai. Same reason as 01:46:459 (3)

Hard

01:31:459 (3) - This is too similar to the next combo and thus the change in phase is loaded 01:31:459 (3) - instead of 01:31:793 (1) - , where the NC is. change this to a single the direction where 01:31:793 (1) goes into fits perfectly with the vocal pressure in the music so personally it would be a waste to not be able to emphasize that properly

01:55:459 (4,5,6,7,1) - we talked about this and 03:07:459 (4,5,6,7,1) - after some thought, I want to keep this simply to keep the spread on an even level. It provides challenge and going from Hard -> Insane would be a much easier transition for new players.

03:12:959 (4) - added a one here too keep up the pacing since last 2 and half combos were slowing things down. nothing really there to allow anything

03:31:793 (3) - 03:33:793 (1) - You know you want to finish spam all of these objects and the cymbals are there to support it. Remove finish from 03:30:792 - and 03:31:125 - if you do this Some of that are just whistles and the finish at 03:30:792 is for violin emphasis

04:01:458 - I did stuff here and i think it plays well. there's more emphasis going into 04:02:125 (1) -
Did everything from Leader

Thanks guys!
Updated.
Leader
Fixed some hitsounding w/ EvilElvis, have a bubble!
Topic Starter
Giralda
Thanks a bunch Leader <3
Natteke desu
RANK IT NOW
Yauxo
HYPE get
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