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Hiroyuki Sawano - BLOWIN'

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Total Posts
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Topic Starter
ktgster
This beatmap was submitted using in-game submission on Wednesday, July 19, 2017 at 10:30:18 PM

Artist: Hiroyuki Sawano
Title: BLOWIN'
Source: タイヨウのうた
Tags: Orchestra-J Ascendance Taiyou no Uta a song to the sun
BPM: 98
Filesize: 6027kb
Play Time: 03:45
Difficulties Available:
  1. Ascenster's Hard (3.31 stars, 574 notes)
  2. Challenge (4.91 stars, 743 notes)
  3. Easy (1.71 stars, 265 notes)
  4. Insane (4.24 stars, 652 notes)
  5. Normal (2.36 stars, 364 notes)
Download: Hiroyuki Sawano - BLOWIN'
Information: Scores/Beatmap Listing
---------------
Habits are great to abuse.

Collab with Ascendance, I map first half, he maps second half.

Assets are "stolen" from this set.
pkk
....
UndeadCapulet
ah, this is really really nice :>
Side
Almost forgot :v short mod though cuz short on time

[Giggity]

00:08:489 (4,5,6,7,8) - Don't like this rhythm. Tries to follow every instrument and thereby makes them all sound weak in playing them this way. Personally I'd stick to mapping the guitar like the segments or maybe doing something similar to 00:17:519 (1,2,3,4,5,6) - where it's sort of a minor read of the rhythm. If you don't wanna ignore those sounds I guess another option could be changing 00:08:489 (4) - and 00:08:795 (6) - to 1/4 sliders so the heads are on the piano thing that I guess it's more dominantly mapped to in this section.

00:17:979 (3,4,5) - Technically this isn't wrong. The way I see 00:18:438 (4) - 3/4 or in general off-beat notes regarding distance snap is uh...since distance snap is usually broken for aesthetics or patterns, small spacing changes like 3/4 vs 1/2 or 1/1 don't really tell the players much in standard as it would in something like mania or taiko where that kinda spacing is more readable. What I usually do is space it out a bit more than the DS (in this case maybe 1.4x) so that way it's clear that it can't possibly be the shorter snap, in this case 1/2 but the approach circle is too early to be 1/1 so in away (at least for me) it sort of tells me that it HAS to be some off rhythm and that usually works when I play maps that do that. Again that being said this isn't wrong and considering the map uses strict distance snap up until this point I suppose it wouldn't be that helpful. Just thought I'd share that though ;)

00:24:254 (5,6,7) - I don't really like clicking on (6). It's nice having a slider end play the other note of a guitar in some of these cases like 00:19:356 (1) - 00:22:417 (1) - because it makes the upcoming jump that much more impactful than playing a 1/4 stack right before it. Basically change 00:24:254 (5,6) - to a 1/2 slider thanks

00:34:662 (1,2) - Guitar TECHNICALLY plays way before (2) even happens. For most ppl that's not a big deal though actually makes it easier to play as a single bpm over having multiple timing points but maybe talk to pishi to have him tinker with the mp3 so that I don't get triggered hearing dat guitar so early ;( and of course it happens in many parts in the song so yea

00:50:581 (6) - Nothing wrong with it overlapping 00:49:815 (2) - to keep that hexagon shape :^) Also nothing wrong with stacking it over the slider end of (2)

01:00:377 (1) - Whistle on slider head. And for the sake of not repeating that line too much just add a whistle on the sounds the violin and guitar make.

01:12:621 (1) - I said a bunch of stuff in modhelp and I forgot what I said so I guess just stack the slider end of this with the slider end of 01:11:397 (1) - and scoot 01:13:234 (2) - over to the right a bit

01:45:070 (5,6,7,8) - Just a small suggestion but probably not the cleanest example.

01:46:142 (2) - nuuuuuuuh use THIS rhythm instead the violin is so strong here and I'd rather follow that with muh clickz!!

01:54:866 (3,4,5,6) - I know you won't do this but I'd love you if you ctrl+g'd (5) and (6) :ddddddddddddddddddd

02:15:070 - feels weird to tap to 1/4 during that swing rhythm but can't be helped I guess :^(

03:08:793 (4) - Tbh I was hoping for more sliders like this to represent de guiter instead of the sharp sliders :(

03:45:682 (1) - Feels better to end it at 03:46:906 -


[Insane]

I like this diff. Considering the song is so calm I'd even be okay with this being the highest diff ;^)


[Pika]

01:05:274 (3) - I know why you ended the slider here but tbh it kinda hurts to ignore the sound at 01:05:887 - so consider ending the slider there and adding a note at 01:06:040 - for better everythingness

01:13:540 (6,7) - This is fine but maybe a bit intense since there haven't been even many triples before. Maybe consider changing to a 1/4 slider

01:23:183 (7) - move to x:140 y:40 so its more evenly spaced like 01:24:866 (3,4,5) - ;)

01:26:703 (2,3,4,5) - oo many I hated playing these kinda stacks when I was a noob (and I still do) >:V hard to explain but it's weird to play this especially when alternating

01:38:948 (2) - Shorten to 1/2. No major reason to end it at the blue tick and also it ignores that stronger sound at 01:39:254 -

02:05:274 (1) - It's fine but it also looks nice stacked with all the slider ends imo

02:26:703 (7) - Remove clap from slider end

03:06:193 (3) - Separate this from (4) just a little bit more to like x:188 y:164. Looks less cramped like that

03:11:091 (3) - I kinda wanted this one to go down like 03:06:193 (3) - 03:08:642 (3) - ;/

03:13:386 (3) - Maybe do this? (rotated by 60 using 1.5x DS for consistency)

03:16:907 (3,4) - 03:19:356 (3,4) - Small suggestion but to kinda represent the calmer guitar if these sliders were notes instead imo it would be nicer and it makes this section at 03:24:865 - feel much stronger as a result because it uses the same pattern.

03:36:957 - Consider adding a note. The section started pretty strong but it got kinda weaker on the second bookmark though the music is still the same intensity.

03:38:948 (6) - Similar reason as above consider changing this to two 1/4 sliders (or a similar rhythm) to emphasize the drums since it's a pretty intense part in the music

03:43:539 - Definitely consider a note here too roughly x:132 y:8

03:45:377 (3) - I think it would be nice to have this be two notes :D

[Normal]

1.7x AND 1.3x multiplier? pretty fast sliders xd

00:47:213 (5,6) - Lots of ppl yelled at me for using 1/1 and 1/2 stacks on my normals. I don't like those ppl >:[ but if you do then probably avoid stacking the 1/4s here and in a few other parts it's done in this diff.

No real issues though


[Easy]

02:50:581 (2,3,4,5,6) - Probably best to avoid that much single tapping in an easy...eh at the very least clean up the curve a bit so it doesn't catch any modders eyes as they fast scroll through this diff :v

No real issues


Good luck! :)
Weedy
update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 58846
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 377,10172,19968,29764,39560,49356,68948,78744,86091,95887,105683,115479,125274,135070,144866,154662,164458,174254,184050,185274,195070,204866,214662
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Blowin'
TitleUnicode:Blowin'
Artist:Sawano Hiroyuki
ArtistUnicode:澤野 弘之
Creator:ktgster
Version:Pika's Hard
Source:Taiyou no Uta
Tags:touhou Orchestra-J
BeatmapID:1187242
BeatmapSetID:560165

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Konachan.com - 163084 sample.jpg",0,0
//Break Periods
2,125474,133558
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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323,54,169815,1,0,0:2:0:0:
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314,233,172111,1,0,0:2:0:0:
233,219,172264,1,0,0:2:0:0:
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471,241,174560,1,0,0:2:0:0:
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202,157,175785,1,0,0:2:0:0:
129,304,176091,1,8,0:2:0:0:
274,229,176397,1,0,0:2:0:0:
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55,234,179611,1,0,0:2:0:0:
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117,146,181907,1,0,0:0:0:0:
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256,192,225683,12,0,226753,0:0:0:0:
Topic Starter
ktgster
Yay for being 2 months late.

Side

Side wrote:

Almost forgot :v short mod though cuz short on time

[Giggity]

00:17:979 (3,4,5) - Technically this isn't wrong. The way I see 00:18:438 (4) - 3/4 or in general off-beat notes regarding distance snap is uh...since distance snap is usually broken for aesthetics or patterns, small spacing changes like 3/4 vs 1/2 or 1/1 don't really tell the players much in standard as it would in something like mania or taiko where that kinda spacing is more readable. What I usually do is space it out a bit more than the DS (in this case maybe 1.4x) so that way it's clear that it can't possibly be the shorter snap, in this case 1/2 but the approach circle is too early to be 1/1 so in away (at least for me) it sort of tells me that it HAS to be some off rhythm and that usually works when I play maps that do that. Again that being said this isn't wrong and considering the map uses strict distance snap up until this point I suppose it wouldn't be that helpful. Just thought I'd share that though ;) - strict distance snapping is done throughout the beginning. Players should be able to decipher the spacing rhythm at this point

00:24:254 (5,6,7) - I don't really like clicking on (6). It's nice having a slider end play the other note of a guitar in some of these cases like 00:19:356 (1) - 00:22:417 (1) - because it makes the upcoming jump that much more impactful than playing a 1/4 stack right before it. Basically change 00:24:254 (5,6) - to a 1/2 slider thanks - the cases are a bit different. The example you gave only has the guitar playing. It is a bit more energetic at this section hence why its a bit more dense here than the previous part. The stack was done to give the next jump more impact.

00:34:662 (1,2) - Guitar TECHNICALLY plays way before (2) even happens. For most ppl that's not a big deal though actually makes it easier to play as a single bpm over having multiple timing points but maybe talk to pishi to have him tinker with the mp3 so that I don't get triggered hearing dat guitar so early ;( and of course it happens in many parts in the song so yea - snares are actually on a single bpm. It mitigates the off-timed guitar strings a bit. It is probably not necessary to modify the mp3.

00:50:581 (6) - Nothing wrong with it overlapping 00:49:815 (2) - to keep that hexagon shape :^) Also nothing wrong with stacking it over the slider end of (2) - it wouldn't look too well and stand out far too much in the map

01:00:377 (1) - Whistle on slider head. And for the sake of not repeating that line too much just add a whistle on the sounds the violin and guitar make. - intentionally done to emphasize certain sounds. Too many whistles leads to over saturation of the song.

01:45:070 (5,6,7,8) - Just a small suggestion but probably not the cleanest example. - a lot of the song allows the use of circular flow techniques. The map is based around the idea of circular movement so doing this would break that idea considerably since this is just before another kiai section.

01:46:142 (2) - nuuuuuuuh use THIS rhythm instead the violin is so strong here and I'd rather follow that with muh clickz!! - I find my current version to be more suitable. The violin just does not compare to the guitar imo.

01:54:866 (3,4,5,6) - I know you won't do this but I'd love you if you ctrl+g'd (5) and (6) :ddddddddddddddddddd - it is faint, but the violin does stop playing after this point. The smaller space changing signifies that

03:08:793 (4) - Tbh I was hoping for more sliders like this to represent de guiter instead of the sharp sliders :( - im bad

[Normal]

1.7x AND 1.3x multiplier? pretty fast sliders xd

00:47:213 (5,6) - Lots of ppl yelled at me for using 1/1 and 1/2 stacks on my normals. I don't like those ppl >:[ but if you do then probably avoid stacking the 1/4s here and in a few other parts it's done in this diff. - a normal is meant to introduce more advanced elements in gameplay. Stacking is done because it fits with the song the best within the limitations and also allows players at the normal level to be able to practice.

No real issues though


[Easy]

02:50:581 (2,3,4,5,6) - Probably best to avoid that much single tapping in an easy...eh at the very least clean up the curve a bit so it doesn't catch any modders eyes as they fast scroll through this diff :v

No real issues


Good luck! :)
Log Off Now
modding pikas diff since i dont really have much to say for the rest, request from in game pm

[Pika]

00:02:825 (1) - missing normal hitsound? the sliders in the patterns before and after this pattern have one
00:15:377 (2) - im unsure about this double repeat slider, it fits well in the music, but its kinda hard to notice the last repeat because you stacked this note under 00:15:070 (1) - , i would suggest moving it below 1 so its easier to see the last arrow
00:29:764 (1,2,3) - maybe make it so these 3 circles dont shadow overlap in default? it looks a bit weird and ugly to me imo, either bring them closer together or further apart
00:32:213 (1) - subjective stack this under 00:31:601 (6) - or place between 00:31:295 (5,6) - so your square shape doesn't get ruined
00:37:111 (1,2) - shadow circle overlap thing again (happens a lot so i'll leave it)
00:52:417 (2,3) - instead of this rhythm i would actually copy 00:51:805 (1) - this slider, shorten to red tick so it holds onto that guitar, this is the only time in this section that you give priority to the drums more than the guitar, so doing this would help improve consistency
01:01:295 (6) - subjective again this is another strange overlap, maybe move to x168 y250 to make a linear pattern with 01:00:377 (3,4) - and also make a nice jump into 01:01:601 (1) -
01:06:040 (4,5) - i feel this spacing is a bit high for what its playing and is kinda hard to read/interpret because this is the first time you make this rhythm play like this, i would prefer spacing similar to what you used here 01:13:234 (4,5) -
01:07:723 (3,5) - similar thing to 01:01:295 (6) , wont point out anymore
01:26:703 (2,3) - i think this can be replaced with a 1/4 slider, doing this makes it easier to play and also gives more rhythmic emphasis on the two guitar notes here 01:27:009 (4,5) -
01:27:315 (1) - remove nc, it breaks consistency with your current nc patterning
01:46:907 (4) - think you can safely remove this note and replace 01:46:754 (3) - with a 1/4 slider, helps keep the emphasis on the guitar and there isn't anything major worth clicking on the white tick considering what you do for the rest of the kiai imo
02:40:172 (3,6) - fix stack
02:59:764 (3,5) - these slider ends have much more emphasis on them in the music, but they're unclickable which doesn't really fit right imo, especially when the strong note on 03:00:377 (4) - is clickable. would consider trying a different rhythm for these sliders
03:04:050 - any reason why no note here? feels a bit weird ending it on the slider before tbh
03:16:601 (2,3) - try to keep same visual distance between these two like you did for 03:16:295 (1,2) - 03:16:907 (3,4)
03:18:744 (1,2) - ya^
03:24:865 - no kiai time?
03:39:559 - eh im not a fan of how the intensity of this section suddenly drops just before the end of it, even increasing the rhythm slightly in places such as here 03:39:866 (2) - by replacing this by two 3/4 sliders and here 03:42:621 (3) - changing this into 1/4 sliders like you used previously would feel much better

gl!
Weedy

Log Off Now wrote:

modding pikas diff since i dont really have much to say for the rest, request from in game pm

[Pika]

00:02:825 (1) - missing normal hitsound? the sliders in the patterns before and after this pattern have one
00:15:377 (2) - im unsure about this double repeat slider, it fits well in the music, but its kinda hard to notice the last repeat because you stacked this note under 00:15:070 (1) - , i would suggest moving it below 1 so its easier to see the last arrow
00:29:764 (1,2,3) - maybe make it so these 3 circles dont shadow overlap in default? it looks a bit weird and ugly to me imo, either bring them closer together or further apart
00:32:213 (1) - subjective stack this under 00:31:601 (6) - or place between 00:31:295 (5,6) - so your square shape doesn't get ruined
00:37:111 (1,2) - shadow circle overlap thing again (happens a lot so i'll leave it)
00:52:417 (2,3) - instead of this rhythm i would actually copy 00:51:805 (1) - this slider, shorten to red tick so it holds onto that guitar, this is the only time in this section that you give priority to the drums more than the guitar, so doing this would help improve consistency
01:01:295 (6) - subjective again this is another strange overlap, maybe move to x168 y250 to make a linear pattern with 01:00:377 (3,4) - and also make a nice jump into 01:01:601 (1) -
01:06:040 (4,5) - i feel this spacing is a bit high for what its playing and is kinda hard to read/interpret because this is the first time you make this rhythm play like this, i would prefer spacing similar to what you used here 01:13:234 (4,5) -
01:07:723 (3,5) - similar thing to 01:01:295 (6) , wont point out anymore
01:26:703 (2,3) - i think this can be replaced with a 1/4 slider, doing this makes it easier to play and also gives more rhythmic emphasis on the two guitar notes here 01:27:009 (4,5) -
01:27:315 (1) - remove nc, it breaks consistency with your current nc patterning
01:46:907 (4) - think you can safely remove this note and replace 01:46:754 (3) - with a 1/4 slider, helps keep the emphasis on the guitar and there isn't anything major worth clicking on the white tick considering what you do for the rest of the kiai imo
02:40:172 (3,6) - fix stack
02:59:764 (3,5) - these slider ends have much more emphasis on them in the music, but they're unclickable which doesn't really fit right imo, especially when the strong note on 03:00:377 (4) - is clickable. would consider trying a different rhythm for these sliders
03:04:050 - any reason why no note here? feels a bit weird ending it on the slider before tbh
03:16:601 (2,3) - try to keep same visual distance between these two like you did for 03:16:295 (1,2) - 03:16:907 (3,4)
03:18:744 (1,2) - ya^
03:24:865 - no kiai time?
03:39:559 - eh im not a fan of how the intensity of this section suddenly drops just before the end of it, even increasing the rhythm slightly in places such as here 03:39:866 (2) - by replacing this by two 3/4 sliders and here 03:42:621 (3) - changing this into 1/4 sliders like you used previously would feel much better

gl!
as much value as this mod holds i'd rather remap this because a month does quite a bit to mapping ability apparently
Weedy
https://puu.sh/uNMa4/4dba2942b5.osu it's a good diff i think
i cant hitsound w
exactly 3.4* wwww
Illyasviel
General

  1. Is the custom name "..." or is it a placeholder?

Easy

  1. 00:39:560 (1,3) - Missed opportunity to blanket 1 with the start of 3. Maybe rotate 1 clockwise and slightly adjust the pattern to blanket 3 w 1?
  2. 01:33:438 (5,6,7,1) - Pattern might be confusing for new players. Make the pattern 6,7,1 angle a bit less sharp.
  3. 01:57:315 (3,4) - I'm not sure about this blanket. I would say rotate 1º anti-clockwise the slider 4 from the selection center, and move the circle 3 accordingly.
  4. 02:46:907 (5,6) - Now this is a clear miss aligned blanket.

Normal

  1. 03:01:601 (1) - Maybe map until this point? There are strong drum sounds up until there.

Hard

  1. Skipped on mapper's request.

Insane

  1. 00:35:887 (4) - Stack 4 on the start of 6 00:31:295 (6) -
  2. 01:48:132 (1,3) - Is this misalignment on purpose?
  3. 02:02:825 (1) - Wouldn't the slider be prettier like this ? You get the idea.

...

  1. 00:08:489 (4,5,6,7) - Very interesting rhythm. You start the circle 4 in a guitar sound, but you decide to skip the end of it here 00:08:948 - . I'm aware of your mapping style requiring finger control, however, this part plays poorly due to the confusing choice of rhythm. This is the only part of the map where you follow this rhythm. You indeed are following the piano, but it's faint compared to the guitar sound, so I don't agree with skipping a white tick to follow something not as a strong as the guitar lead.
  2. 01:14:305 (2,3,4) - Talked about it on irc.
  3. 03:03:591 (6,7,8,1) - Blanket 1 around 6,7,8? Kinda like this. You would have to move 03:05:274 (1) - accordingly tho.
Nao Tomori
can i hav ur baby ktg
Ascendance
y e
Topic Starter
ktgster
XV

[XV] wrote:

General

  1. Is the custom name "..." or is it a placeholder?

Easy

  1. 00:39:560 (1,3) - Missed opportunity to blanket 1 with the start of 3. Maybe rotate 1 clockwise and slightly adjust the pattern to blanket 3 w 1? - not sure why you're suggesting a blanket when the notes are quite wide apart. It also seems like a change that doesn't really change at all musically
  2. 02:46:907 (5,6) - Now this is a clear miss aligned blanket. - Well it wasn't supposed to be blanket but okay

Insane

  1. 00:35:887 (4) - Stack 4 on the start of 6 00:31:295 (6) - that's an awfully strange request. The notes are about 4 seconds part. It's a bit weird to be talking about stacking relations at that point
  2. 01:48:132 (1,3) - Is this misalignment on purpose? - what misalignment. There are plenty you could point out here so I'm confused as to what you're talking about
  3. 02:02:825 (1) - Wouldn't the slider be prettier like this ? You get the idea. - slider 101, too hard, I tried

...

  1. 00:08:489 (4,5,6,7) - Very interesting rhythm. You start the circle 4 in a guitar sound, but you decide to skip the end of it here 00:08:948 - . I'm aware of your mapping style requiring finger control, however, this part plays poorly due to the confusing choice of rhythm. This is the only part of the map where you follow this rhythm. You indeed are following the piano, but it's faint compared to the guitar sound, so I don't agree with skipping a white tick to follow something not as a strong as the guitar lead. - lets try this rhythm then
  2. 03:03:591 (6,7,8,1) - Blanket 1 around 6,7,8? Kinda like this. You would have to move 03:05:274 (1) - accordingly tho. - 7, 8, 9 create a triangle in for that regard. Your blanket idea sounds nice, but it would make the previous circles unfitting in that regard.
diraimur
challenge

-00:23:489 (3,4) - compare this spacing with 00:21:040 (4,5) - , imo 00:23:642 (4) - could've been spaced a lot further since its quite strong (i think 00:25:785 (3,4,5) - is fine because it comes after a stop motion)
-00:28:387 (3,4) - same here as above
-00:32:213 (1,2,3) - same
-00:34:662 (1,2) - 00:51:805 (1) - 02:20:428 (2) - those sliders kinda stick out way more than other sliders, because they are only sliders in the map that is perfectly parallel with grid, and since that part of the song isn't really special, consider rotating them a bit so they don't stick out as much, as that part was most memorizable part for me. even though it isn't a bad thing, i think things like these should be used on special parts of the song since they have impact on feeling
-00:53:642 (7) - maybe place this closer to 00:53:948 (8) - so 00:54:254 (1) - is more emphasised (or vice versa)
-01:15:989 (4) - mayb increase spacing for emphasis, maybe something like ctrl+g'ing with 01:16:142 (5) -
-02:00:377 (1,2,3,4) - tbh 02:01:295 (4) - feels not special at all despite having a quite strong to it, i know spacing is high but its still going same way as other two sliders, making it look like just a merely stronger sound of 02:00:989 (3) - , maybe make it like you did on 02:02:519 (4,5) - ?
-02:15:070 (2) - nc?
-02:16:295 (1) - mayb remove nc for consistency on that section
-02:17:519 - this finish kinda sounds out of place with rest of the section, but is fine i guess
-03:03:897 (8) - i cant really hear anything here, might as well just make 03:03:744 (7) - last note of that section to give more emphasis to it

/*nazi stuff that no one should really care about
-00:18:744 (5,6,1) - can be moved two pixels down for better overlap with 00:20:428 (2) - 's end
-00:42:468 (3) - sliders tail is kinda curved too much, making it look kinda less professional
-01:00:377 (1) - the the furthest right gray point to a little bit right so it doesn't looks less crushed
-01:02:672 (4) - take this one pixel below for better overlap*/

---

insane

-01:27:315 (6) - nc for consistency?
-01:58:999 (4) - ^ also is nc'd on hardest diff
-02:05:274 (6) - maybe nc? since 03:04:050 (1) - is nc'd

---

ya other diffs seem fine tbh i like the set for how it goes with music tho, gl
Anxient
13:04 ktgster: btw can you mod something?
13:04 Anxient: depends
13:04 ktgster: https://osu.ppy.sh/s/560165
13:05 Anxient: oh
13:06 Anxient: wanna IREC it
13:06 Anxient: IRC
13:07 ktgster: uhh sure
13:07 Anxient: first off, idk if using jagged sliders is okay with a song like this lmao
13:08 *Anxient is editing [https://osu.ppy.sh/b/1184609 Sawano Hiroyuki - Blowin' [Challenge]]
13:08 ktgster: a stylistic preference
13:08 Anxient: mm figured.
13:08 ktgster: the only explanation is basically "idk, i just placed it there"
13:08 Anxient: no worries
13:08 Anxient: i woudlve said the same thing
13:09 Anxient: 00:08:948 (7) - NC? i think the combo is getting too long even for you
13:10 Anxient: 00:16:295 (5) - move this to 393 84
13:10 Anxient: ocz i think 5 is sitting too close to 3
13:11 ktgster: no reason to NC, the logic doesn't change
13:11 Anxient: 00:22:417 (1) - consider ctrl+g coz this doesnt have that drum kick on it
13:11 Anxient: ok
13:11 Anxient: basically, it doesnt need the big spacing
13:12 Anxient: 00:27:315 (1) - id say the same thing for this but the spacing isnt that insane so ill leave it alone.
13:12 Anxient: 00:38:642 (6) - maybe NC? the start of the guitar
13:14 ktgster: the NC's aren't based on a instrumental type of part
13:14 Anxient: m
13:14 ktgster: i don't really see a reason to NC tbh
13:14 Anxient: ok ill stop recommending them lol .w
13:14 Anxient: btw can i assume that the ones you didnt respond to are "okays?"
13:14 ktgster: the rest you pointed out i adjusted
13:14 Anxient: mk
13:15 Anxient: 01:09:866 (4) - ctrl g, i dont think you need this much spacing.
13:15 Anxient: 01:10:172 (1) - ctrl g this as well, coz we need to maintain the flow
13:15 ktgster: welcome to what the mapset is about
13:16 ktgster: hyper snapping and anti flow and flow
13:16 Anxient: aaa
13:16 Anxient: 01:20:887 (5) - well i still think you dont need this much spacing
13:16 Anxient: 01:20:887 (5,1) - i also think it plays better
13:17 ktgster: those are the same notes?
13:17 Anxient: huh?
13:17 Anxient: the 1st 1:20 is the mod
13:17 Anxient: the 2nd 1:20 is what i think of the part if you apply the mod
13:18 Anxient: 01:42:315 (2,1) - #trigger
13:18 ktgster: personally, the spacing is for the exageration of the violin
13:18 Anxient: mm
13:18 Anxient: very well
13:19 ktgster: also i fail to see how a ctrl + g plays better with what you suggested
13:19 ktgster: thats different because the violin played
13:19 Anxient: well imo it gives that swing feeling
13:19 Anxient: 01:42:315 (2,1) - for this one tho pls stack?
13:20 Anxient: 01:44:152 (4) - also idk if this is an exaggeration of the drum snare or something
13:20 Anxient: im regressing to my old modding state aaaa ctrl g everything
13:20 Anxient: 01:44:152 (4) - ctrl g to give 01:44:458 (1) - more impact
13:21 ktgster: 01:43:693 (2) - emphasizes the piano played
13:21 ktgster: a stronger snare at 01:44:152 (4) - is played which is why it is a slider
13:21 ktgster: the hitsounds might be tricking you
13:21 Anxient: dammit.
13:21 ktgster: also the current setup plays more to the pitching of the song
13:21 Anxient: aaaa this is really tricky to mod
13:22 Anxient: coz if i were to map this song it would more or less turn into this
13:22 Anxient: **screaming**
13:22 ktgster: haha
13:22 Anxient: 01:57:315 (3) - does this need this much spacing or is this for the guitar
13:23 Anxient: 01:58:999 (1,2) - ok this i cant let slider. 2 is way too close to [1]'s border
13:23 Anxient: 01:58:387 (2,2) - you could stack these together so itll look less cramped
13:24 Anxient: 02:02:825 (1) - you could make this look rounder. it looks flattened.
13:24 ktgster: 01:57:315 (3) - reinforces the pattern for 1, no idea if you consider that valid
13:25 Anxient: mm i get your drift
13:25 Anxient: but i think you could get the same effect without using that big of a spacing for 1
13:26 Anxient: 02:24:152 - how unlike you not to map this :
13:27 Anxient: 02:40:019 (2) - this seems kinda out of place since for the entirety of the map youve been doing 100% linear. move this to x7 y358 for consistency?
13:28 Anxient: 02:49:050 (5,6) - ctrl g this. idk why flowbreak since 02:48:744 (3,4,5,6) - seems more continuous than 02:49:050 (5,6,1) -
13:29 ktgster: 02:40:019 (2) - x7?
13:29 Anxient: http://puu.sh/uWDC2/ef586e1ece.jpg
13:29 Anxient: i know what i said
13:29 Anxient: .w.
13:29 ktgster: not out of place
13:30 ktgster: most setups were done using a high spacing spread
13:30 ktgster: 01:35:887 (1,2) -
13:30 ktgster: 01:40:785 (1,2) -
13:30 Anxient: those were with sliders
13:30 Anxient: this one is with hitcircle
13:30 Anxient: i let those go coz they flowed fine
13:31 Anxient: i didnt let this one go coz it diverted from the map's base (if i knew anything about it)
13:31 ktgster: still doesn't make sense
13:31 Anxient: linear
13:32 Anxient: my suggestion was so that tje part would play more linearly
13:32 ktgster: you're not making sense with the word "linear"
13:32 ktgster: what is it
13:32 Anxient: uugghh
13:33 Anxient: smoothly?
13:33 Anxient: plays more smoothly?
13:33 Anxient: 02:42:468 (2,3,4,5,6,1,2,3,4,5,6,7,8) - my suggestion was so that that part would play more like this
13:33 ktgster: not a good descriptive word then
13:35 Anxient: ok im getting nowhere rn
13:35 Anxient: 02:49:050 (5,6) - ctrl g this
13:35 ktgster: patterned changed becuase it was inconsistent
13:35 Anxient: ok cool
13:36 ktgster: intentional for a forced feeling
13:36 ktgster: also a ctrl g kills the movement
13:37 Anxient: does it?
13:37 Anxient: well if your idea breaks due to the mod then dont apply it. moving on
13:37 ktgster: 02:49:203 (6,1) - is a 3 gap movement that goes back on itself
13:37 ktgster: 02:50:581 (1,2,3,4) - is a copypaste of the previous pattern
13:38 Anxient: mm.
13:38 ktgster: simply put, movement from 6 to 1 is a bad change after this far in the map
13:38 Anxient: ic
13:38 Anxient: gotcha
13:38 ktgster: changing the pattern after means creating a new set of patterns that may be hard to fit into the current map
13:38 Anxient: 03:21:498 - Road of Misreading
13:39 Anxient: i bet you a lot of players are gonna misclick due to this
13:39 ktgster: never happened
13:39 Anxient: i did.
13:39 Anxient: wait
13:39 Anxient: i never cleared this map.
13:39 ktgster: you have 20 seconds to know that this is a slow pace map
13:39 Anxient: well
13:39 ktgster: the song even suggests it and most of the 1/2's are stacked
13:39 ktgster: there is no reason you can misread this
13:40 Anxient: ye i figured as much
13:40 Anxient: mm
13:40 Anxient: thats it
13:40 Anxient: idk how many of my crapmods you applied
13:40 Anxient: but thats eet
13:40 Anxient: also the bg isnt 1920x1080
13:40 Anxient: its not even 1366x768
13:40 Anxient: brb
13:40 ktgster: the bg comes from a ranked mapset
13:40 ktgster: lol
13:40 Anxient: well
13:40 Anxient: that ranked mapset is probably outdated.
13:43 ktgster: btw
13:43 ktgster: can you also mod the hard?
13:43 Anxient: http://puu.sh/uWE46/3ef2bcec69.jpg
13:43 Anxient: thats the bg
13:43 Anxient: mm nah. feelign tired rn
13:43 Anxient: i wanna draw
13:43 Anxient: and i need to study
13:43 ktgster: unfortunate
13:43 Anxient: ya sucks
13:43 ktgster: since that was the diff that needs the most work
13:44 Anxient: once my schedule frees up more
13:44 Anxient: ill mod it
13:44 Anxient: but not now
13:44 Anxient: i need lunch
13:44 Anxient: awayy
13:44 Anxient: illpost thread on link
Topic Starter
ktgster
diraimur

diraimur wrote:

challenge

-00:23:489 (3,4) - compare this spacing with 00:21:040 (4,5) - , imo 00:23:642 (4) - could've been spaced a lot further since its quite strong (i think 00:25:785 (3,4,5) - is fine because it comes after a stop motion) - when suggesting similar parts, consider the context given in the song. 00:21:040 (4,5) - has a jump to emphasize the snare. 00:23:489 (3,4) - is weaker though. The part is also weaker by default so a jump is not used here to symbolize that feeling. The parts after are also mapped in a similar way
-00:28:387 (3,4) - same here as above
-00:32:213 (1,2,3) - same
-00:34:662 (1,2) - 00:51:805 (1) - 02:20:428 (2) - those sliders kinda stick out way more than other sliders, because they are only sliders in the map that is perfectly parallel with grid, and since that part of the song isn't really special, consider rotating them a bit so they don't stick out as much, as that part was most memorizable part for me. even though it isn't a bad thing, i think things like these should be used on special parts of the song since they have impact on feeling - if you think about it without any resort to geometry, parallel to the grid isn't really any different than diagonals. No reason to change this as the parallel sliders are done to enforce structure.
-00:53:642 (7) - maybe place this closer to 00:53:948 (8) - so 00:54:254 (1) - is more emphasised (or vice versa) - Object 8 is structured based on the wave that object 6 makes. Moving it wouldn't look very nice although emphasizing the next object would be a nice plus.
-01:15:989 (4) - mayb increase spacing for emphasis, maybe something like ctrl+g'ing with 01:16:142 (5) - intentionally done. I intended the map not only to follow the song, but also try to place a mix of circular movement and snapping. Many parts in the map don't even emphasize these sections by spacing, but rather by tension. I think this is fine as a result
-02:00:377 (1,2,3,4) - tbh 02:01:295 (4) - feels not special at all despite having a quite strong to it, i know spacing is high but its still going same way as other two sliders, making it look like just a merely stronger sound of 02:00:989 (3) - , maybe make it like you did on 02:02:519 (4,5) - ? - Object and object 3 are similar in terms of sound and pitch. That is the only reason why they're going in the same direction. The rest can be considered as a stylistic choice
-02:15:070 (2) - nc? - while it would match with my stanza style of NCing, NCing this note would mean isolating the note before it. Treating it as a separate object does not make sense since the note ties into the slider. NCing this object would not work as a result
-02:16:295 (1) - mayb remove nc for consistency on that section - changed the NCing pattern instead
-03:03:897 (8) - i cant really hear anything here, might as well just make 03:03:744 (7) - last note of that section to give more emphasis to it - added in despite being an overmap. This is to focus more on the maps idea of circular movement.

---

insane

-01:27:315 (6) - nc for consistency? -
-01:58:999 (4) - ^ also is nc'd on hardest diff
-02:05:274 (6) - maybe nc? since 03:04:050 (1) - is nc'd

All fixed

---

ya other diffs seem fine tbh i like the set for how it goes with music tho, gl
Seijiro
quick

Challenge
- 00:38:642 (6,7,8,9) - maybe you considered this already. It would be great to keep emphasis on that classic guitar's notes, since you kept it for a bunch of patterns now. These would turn into sliders as you did for 00:39:254 (10) - (maybe a triangle with these sliders?)
This seems to happen more than once in the map tho, like for 01:44:764 (3,4,5,6,7,8) - and others, so I suggest going over the whole map and spot them.
- 00:13:540 (5,6) - seeing these flows in the calm part is a bit too stressful imo.
I believe these flows work better on intense parts, rather than calm intros like this one. I'd say 00:13:693 (6) - ctrl G, but it probably needs some major changes to make it fit with a "calmer" (shorter) spacing and flow.
- 01:26:091 (1,2,3,4,5,6) - this is probably related to style, but not having a single break in this chain feels so un-expressive D:
If you for example delete 01:26:856 (4) - you can focus the player's attention better on the guitar (yeah, once again, sorry)
- I'm starting to think more and more how this is somewhat ignoring a good emphasis sometimes just for the sake of an oldish style -_-"
Like for 01:43:693 (2,3,4) - , I get the first jump on 2 but the big jumps between 2,3,4 seem a bit uncalled for, since they are on the weaker drum in background (weaker sounds in the song = not-stronger jumps in the map, right?)
Or maybe delete stuff like 02:05:121 (6) - to create a better contrast with the rest and express the fact the song is calming down... etc
Or in places like 02:56:550 (6,1) - I would ctrl G on the high note of the guitar and so on, so forth
- 03:44:457 (1,2,3) - maybe a bit slower SV

I'll probably leave it like this, since I believe the the pattern choices made here are not the best (but could it be my bias?)
Anyway, the alternation between constant DS circles and big (really big, like cross screen) jumps is a bit strange: if I say "there is a lack of emphasis" you could easily bring up all those jumps you put in the map, but in this case it is more a matter of "where" you put that and where you didn't which gives me an iffy feeling about the map.
Note density can even be good, but stuff like 02:58:540 (3,5) - 03:00:070 (5) - could easily be or a slider or a direction change to follow better the song imo.


Insane:
- 00:38:948 (4,5,6) - it feels a bit strange to me to have this rhythm similar to 00:44:152 (6,7,1) - when the guitar on 00:38:948 (4,5,6) - is so different :/
Slider or just one circle less... up to you to change it as you prefer, but I believe the rhythm needs a change there.
- 01:38:795 (2,3) - isn't this a bit too long, lol. The guitar is on 01:38:795 (2) - , so the jump on 01:38:948 (3) - is not even that strong reasoned imo. Ctrl G 3?
- 01:45:683 - {subjectivity warning} isn't the third kiai equal (if not lower) in emphasis to the second one? .-.
I mean, it's fine to use a stronger push for those first beats, but the rest looks rather normal to me.
- 02:41:091 (2) - missing normal-hitnormal on head?
- 02:42:928 (4,5,1,2,3,4,5,6,7,8) - ;w; and I hoped the Insane wasn't going to do it, rip. You sure you don't want sliders for 02:43:540 (3,4,5,6,7,8) - , or some direction changes? The only place where you do this, lol
- 03:42:620 (4,5,6) - it could be nice to create some contrast between these and the rest of the combo, like... either a slider for 03:42:314 (3) - or even two sliders for 03:42:008 (1,3) -


Hard:
- 01:34:050 (2,1) - after being used to so many jumps on the new combo, this one feels a bit strange spaced like that tbh.
I don't really have a solution here, since it might also be just me...
- 01:45:070 (8,9,10,11) - at least on Hard you should try to follow a bit better the main instruments imo.
Overmapping the guitar sound like this makes it hard for players to interpret it. We (as in "players with experience") have no problem on them, but newer players might.
- 02:55:938 (2,3) - I'm pretty sure this jump in the middle of the combo is a rare appearance. You usually made such jumps on new combos
- 03:40:325 (2,3) - jump or not jump, that is the question.
This is not a problem of any sort, it's just strange imo to not have a solid base on how to read the map at some points. The song is pretty repetitive, hence you can't do much but I would at least try to leave something for the player to help him. This continuous alternation of jumps inside and outside combos makes it hard (hence, my comment above inspire by Shakespeare).
Since I'm at it I might as well bring up how much you ignore in calm parts like 03:05:274 (1,2,3) - or the intro, and how much you overmap in kiai times, like 01:43:234 (1,2,3,4,5,6,7,8,9,10,11) - . This huge difference just doesn't stand right to me: the end result is a Hard star rating, but in actual gameplay this feels more like a Normal in calm parts and Light Insane in more intense ones (like... is this really a Hard 01:43:234 (1,2,3,4,5,6,7,8,9,10,11) - ?) (the fact you use constant DS is not an excuse, lol)
- just to stay on the same wave of the concept above, 03:29:457 (9) - is making this a circle really not an option?
It helps defining better the rhythm of this combo + it gives a small rest to the player. This is something that rarely happens at times in this mapset
- 03:44:304 (4) - is this even needed? It looks again just overmapping to me
- Notice that I didn't point out much in the end regarding this stuff, but you probably can get the idea (if not, just let me know)


Normal:
- 00:01:601 (2) - I honestly can't hear any important beats to support this slider start.
Is there an important instrument playing there? (I'm implying you're following the guitar, which is not playing there)
After a few listens I could hear more or less for what you went, but it is something that affects the whole mapset here I believe: you merge too much different instruments imo (but this is purely an opinion)
- 00:38:336 (5,6) - am I really the only one hearing that guitar so much ?.?
This rhythm is confusing imo, since you give the same instrument alternating emphasis: 00:38:642 - weak 00:38:948 - strong 00:39:254 - weak... which is it, lol
- 00:40:785 (2) - not the first one I see, so I'm now wondering, why is this circle not placed 1/4 earlier instead? It would be great for rhythm imo, you even do it later on for 00:42:315 (5,6) - :/
- 01:28:540 (1,2,3) - I'm now sure I'm missing something, since you really keep ignoring the most relevant sounds and place "stand by" patterns for some reason
- 02:35:887 (3) - again, why not giving a rest instead of using such intense rhythms. I get it is kiai and all but still...


Easy:
- 00:01:448 - ...
I must ask you, 00:00:377 (1) - on what instrument does this start?
- I'm currently at 00:44:458 - and I (once again) didn't see much traces of short breaks in the rhythm. This in particular is really prominent on this diff since it because just like a metronome and nothing else. This is not what I call rhythm tho :/
Stuff like 00:43:234 (4) - can't really be a circle only? If you start a slider you are supposed to be playing a rhythm which is on one instrument only, but in this case it seems to me that it starts on a drum beat (which is not even a long note) and ends on the guitar which is "wut?"
- 01:11:091 (3,4) - I can see them being on guitar, but 01:10:785 (2) - this one? .-.
- 01:35:274 (6,7,1) - this rhythm contrast feels a bit strange. You have a fast rhythm on the triplet and then a long pause thanks to the slider body which is 3/1 long
- There are so many places where this stuff keeps happening... You either skip an important beat or start doing these fast/slow rhythm contrasts that just... ugh
- like... 02:50:581 (2,3,4) - shouldn't this stuff be 1/2 later? lol
It just seems to me you forced the 1/1 rhythm onto this map just because it is a lower difficulty or something
- 03:31:906 (4) - delete?


Now I see why you commented like that when I said I was interested, lol.
Topic Starter
ktgster
MrSergio

MrSergio wrote:

quick

Challenge
- 00:38:642 (6,7,8,9) - maybe you considered this already. It would be great to keep emphasis on that classic guitar's notes, since you kept it for a bunch of patterns now. These would turn into sliders as you did for 00:39:254 (10) - (maybe a triangle with these sliders?) - changed
This seems to happen more than once in the map tho, like for 01:44:764 (3,4,5,6,7,8) - and others, so I suggest going over the whole map and spot them. - not changing these as the constant clicking inhibits a more stressful part. Related to how it was mapped described later.
- 00:13:540 (5,6) - seeing these flows in the calm part is a bit too stressful imo
I believe these flows work better on intense parts, rather than calm intros like this one. I'd say 00:13:693 (6) - ctrl G, but it probably needs some major changes to make it fit with a "calmer" (shorter) spacing and flow. - I infered this part as a little bit more intense than the previous part. That is due to the more abundant amount of snares hence the jumps and movement
- 01:26:091 (1,2,3,4,5,6) - this is probably related to style, but not having a single break in this chain feels so un-expressive D:
If you for example delete 01:26:856 (4) - you can focus the player's attention better on the guitar (yeah, once again, sorry) - the movement emphasizes the violin. Also related to how it was mapped.
- I'm starting to think more and more how this is somewhat ignoring a good emphasis sometimes just for the sake of an oldish style -_-"
Like for 01:43:693 (2,3,4) - , I get the first jump on 2 but the big jumps between 2,3,4 seem a bit uncalled for, since they are on the weaker drum in background (weaker sounds in the song = not-stronger jumps in the map, right?)
Or maybe delete stuff like 02:05:121 (6) - to create a better contrast with the rest and express the fact the song is calming down... etc
Or in places like 02:56:550 (6,1) - I would ctrl G on the high note of the guitar and so on, so forth - I see your concern, but I feel that emphasizing these parts aren't just as important. It may give better contrast to the song, but due to how it's designed, I can't really change these sort of things

I'll probably leave it like this, since I believe the the pattern choices made here are not the best (but could it be my bias?)
Anyway, the alternation between constant DS circles and big (really big, like cross screen) jumps is a bit strange: if I say "there is a lack of emphasis" you could easily bring up all those jumps you put in the map, but in this case it is more a matter of "where" you put that and where you didn't which gives me an iffy feeling about the map.
Note density can even be good, but stuff like 02:58:540 (3,5) - 03:00:070 (5) - could easily be or a slider or a direction change to follow better the song imo. - It's a design sort of idea. The map was designed with a constant swap in ds and snappy jumps in mind hence why you might plenty of objects weird in this map. Perhaps it's just an opinion, but I honestly think the map attempts to express to the song as best as it can while still maintaining the challenge of playing


Insane:
- 00:38:948 (4,5,6) - it feels a bit strange to me to have this rhythm similar to 00:44:152 (6,7,1) - when the guitar on 00:38:948 (4,5,6) - is so different :/
Slider or just one circle less... up to you to change it as you prefer, but I believe the rhythm needs a change there. - in terms of clicks, they're the same. Im pretty sure you meant on how they play which I changed
- 01:38:795 (2,3) - isn't this a bit too long, lol. The guitar is on 01:38:795 (2) - , so the jump on 01:38:948 (3) - is not even that strong reasoned imo. Ctrl G 3? - violin emphasis. Pretty sure its fine
- 01:45:683 - {subjectivity warning} isn't the third kiai equal (if not lower) in emphasis to the second one? .-.
I mean, it's fine to use a stronger push for those first beats, but the rest looks rather normal to me. - a bit stronger imo
- 02:41:091 (2) - missing normal-hitnormal on head? - no, normal-hitnormals are done on snares
- 02:42:928 (4,5,1,2,3,4,5,6,7,8) - ;w; and I hoped the Insane wasn't going to do it, rip. You sure you don't want sliders for 02:43:540 (3,4,5,6,7,8) - , or some direction changes? The only place where you do this, lol - you may have a case here. The map was designed to be an easier Challenge so I rather keep this if possible.
- 03:42:620 (4,5,6) - it could be nice to create some contrast between these and the rest of the combo, like... either a slider for 03:42:314 (3) - or even two sliders for 03:42:008 (1,3) - I fail to see how that would help with the contrasting. The circle spam feels more natural


Hard:
- 01:34:050 (2,1) - after being used to so many jumps on the new combo, this one feels a bit strange spaced like that tbh.
I don't really have a solution here, since it might also be just me... - same
- 01:45:070 (8,9,10,11) - at least on Hard you should try to follow a bit better the main instruments imo. - is there really much you can do. It's just a string of 1/2's following the violin. Having sliders doesn't make sense in this case
Overmapping the guitar sound like this makes it hard for players to interpret it. We (as in "players with experience") have no problem on them, but newer players might.
- 02:55:938 (2,3) - I'm pretty sure this jump in the middle of the combo is a rare appearance. You usually made such jumps on new combos
- 03:40:325 (2,3) - jump or not jump, that is the question.
This is not a problem of any sort, it's just strange imo to not have a solid base on how to read the map at some points. The song is pretty repetitive, hence you can't do much but I would at least try to leave something for the player to help him. This continuous alternation of jumps inside and outside combos makes it hard (hence, my comment above inspire by Shakespeare). - Considering that this was a collab, I wasn't entirely sure on how this was mapped. Either way I tried fixing a few problems here.
Since I'm at it I might as well bring up how much you ignore in calm parts like 03:05:274 (1,2,3) - or the intro, and how much you overmap in kiai times, like 01:43:234 (1,2,3,4,5,6,7,8,9,10,11) - . This huge difference just doesn't stand right to me: the end result is a Hard star rating, but in actual gameplay this feels more like a Normal in calm parts and Light Insane in more intense ones (like... is this really a Hard 01:43:234 (1,2,3,4,5,6,7,8,9,10,11) - ?) (the fact you use constant DS is not an excuse, lol) - every part in a map does not have to be as hard as what the difficulty name says. I'm not even sure what you're getting at. Changed the 1/2 string since I did think it was a bit too difficult
- just to stay on the same wave of the concept above, 03:29:457 (9) - is making this a circle really not an option? - theres a snare sound there that sounds pretty significant. Ignoring it would be worse imo
It helps defining better the rhythm of this combo + it gives a small rest to the player. This is something that rarely happens at times in this mapset
- 03:44:304 (4) - is this even needed? It looks again just overmapping to me - same as above, except its a drum
- Notice that I didn't point out much in the end regarding this stuff, but you probably can get the idea (if not, just let me know)


Normal:
- 00:01:601 (2) - I honestly can't hear any important beats to support this slider start.
Is there an important instrument playing there? (I'm implying you're following the guitar, which is not playing there)
After a few listens I could hear more or less for what you went, but it is something that affects the whole mapset here I believe: you merge too much different instruments imo (but this is purely an opinion) - there is a sound there. Yes it's quiet, but it's quite hard to find a good alternative to begin with
- 00:38:336 (5,6) - am I really the only one hearing that guitar so much ?.?
This rhythm is confusing imo, since you give the same instrument alternating emphasis: 00:38:642 - weak 00:38:948 - strong 00:39:254 - weak... which is it, lol - you're focusing too much on the strength of each sound. It's a normal so what players hear first and foremost is the more important idea to focus on
- 00:40:785 (2) - not the first one I see, so I'm now wondering, why is this circle not placed 1/4 earlier instead? It would be great for rhythm imo, you even do it later on for 00:42:315 (5,6) - :/ - different context if you think about how the guitar is being played. Also it's a normal and I feel adding a 1/4 note would be too difficult
- 01:28:540 (1,2,3) - I'm now sure I'm missing something, since you really keep ignoring the most relevant sounds and place "stand by" patterns for some reason - violin
- 02:35:887 (3) - again, why not giving a rest instead of using such intense rhythms. I get it is kiai and all but still... - I don't think this is the place to add rest sections


Easy:
- 00:01:448 - ...
I must ask you, 00:00:377 (1) - on what instrument does this start?
- I'm currently at 00:44:458 - and I (once again) didn't see much traces of short breaks in the rhythm. This in particular is really prominent on this diff since it because just like a metronome and nothing else. This is not what I call rhythm tho :/
Stuff like 00:43:234 (4) - can't really be a circle only? If you start a slider you are supposed to be playing a rhythm which is on one instrument only, but in this case it seems to me that it starts on a drum beat (which is not even a long note) and ends on the guitar which is "wut?"
- 01:11:091 (3,4) - I can see them being on guitar, but 01:10:785 (2) - this one? .-.
- 01:35:274 (6,7,1) - this rhythm contrast feels a bit strange. You have a fast rhythm on the triplet and then a long pause thanks to the slider body which is 3/1 long
- There are so many places where this stuff keeps happening... You either skip an important beat or start doing these fast/slow rhythm contrasts that just... ugh
- like... 02:50:581 (2,3,4) - shouldn't this stuff be 1/2 later? lol
It just seems to me you forced the 1/1 rhythm onto this map just because it is a lower difficulty or something
- 03:31:906 (4) - delete?

Yes the whole easy is mapped incredibly simple, The only reason why it is just a 1/1 spam is mainly due to how I think an easy should be. I haven't read the new RC guidelines though. I did change a few things over.


Now I see why you commented like that when I said I was interested, lol.
I really have this feeling that you really can't hear the violin playing. You're also focusing way too much on specific sounds imo.
Seijiro
well, yeah, midway through checking the Insane reply I noticed it too, but my point still stands:
mapping to un-audible sounds is not optimal at all. I had to listen really carefully to notice the background violins...

As I always stated in the maps I check, I discuss mapping choices, not mapping executions.
The map itself is perfectly fine but it seems to me not so good to pick the violin (background instrument) while your hitsounding is heavily on drums and most of the attention gets drown into guitar.
I say this because of your intro: 00:00:377 (1,2,3,4,5,6) - this first combo is always on guitar, hence I hardly expect to change over the violins (which really, until you told me so I didn't notice in the least for how soft they are) later on.

After your explanation I get exactly what you went for, but I can't seem to fully agree...
Focusing on such background instruments is common nowadays to overmap things, like streams in remix songs and such, but seeing the somewhat oldish and straight forward style I wouldn't expect such backstabbing during the map, lol.
Nao Tomori
[general]
green combo seems a bit too bright for the bg >.> kinda sticks out a lot

[challenge]
00:30:683 (5) - i dont think putting a click on a random tiny guitar sound is a good idea, think a 1/2 gap here with a click at 00:30:836 - works a lot better
00:35:581 (3) - etc

00:38:948 (7,8) - imo should be a slider as well since it's the same guitar sound as 00:38:642 (6,9) -
01:07:723 (1,2) - blanket

01:23:030 (3,4) - feels like a really sudden increase in spacing. similar ones in the song are a bit smaller. also i think 3 should be 2 circles cuz of the loud drums

01:25:325 (4) - theres nothing here ._. maybe add a hitsound to support the overmap?

not much else

[insane]
00:30:530 (3,4) - ctrl g on this rhythm works better with what the drums are doing
01:14:305 (2) - the white tick is much stronger and there is nothing to support a 1/1 slider heree, i recommend breaking this up into circle+slider
01:29:764 (1) - shouldnt this be a wave slider or something, compare to 01:01:601 (1,2,3,4,1) -
like i know its a different part, but the idea of progression is similar and the 3rd slider in the progression is different earlier on so yea
01:46:142 (2) - seems like the white tick should be clickable to follow the violin
02:43:234 (1,2,3,4,5,6,7,8,1) - this is a pretty big diffspike, you didnt use this many circles in a row earlier. suggest to make some into sliders to lower it
[ascenster]
wtf is 00:56:550 (3) - on
fine
[normal]
00:53:642 - imo making this clickable would be nice
01:15:683 - why put a 1/4 gap here and not at vaarious places like 01:03:438 - 01:04:662 - where there are pretty strong guitar notes? might as well make a lot of the melody clickable
02:01:601 (3,4,5) - can u make these equal spacing so it looks nice
u might as well do the 1/16th snap thing here too tbh
[easy]
can you at least try to follow the song? constant 1/1 rhythm is completely unrelated to the song, you know this...

as it is, your normal is much much more dense than the easy, since it uses lots of 1/4 snap and mostly 1/2 gaps. meanwhile the easy has no 1/4 and uses almost exclusively 1/1 gaps. so you should make 1/2 gaps more common outside of the kiais, and use mostly 1/2 gaps inside the kiais...

ok lmk when u make ur easy rankable
Topic Starter
ktgster
Naotoshi

Naotoshi wrote:

[general]

[challenge]
00:30:683 (5) - i dont think putting a click on a random tiny guitar sound is a good idea, think a 1/2 gap here with a click at 00:30:836 - works a lot better - this would create an empty feeling to that particular section. The player will probably think something was missing. This also breaks the coherent rhythm structure even if the hitsounds don't necessary relate. A note in a song cannot be random, a sound does not just randomly come in multiple times in a song
00:35:581 (3) - etc - ^

00:38:948 (7,8) - imo should be a slider as well since it's the same guitar sound as 00:38:642 (6,9) - the two circles are mapping to two strums. A slider would not work due to this double strum.
01:07:723 (1,2) - blanket - not possible unless you ruin the loop and reduce the amount of curving. Making the slider closer is not an option here

01:23:030 (3,4) - feels like a really sudden increase in spacing. similar ones in the song are a bit smaller. also i think 3 should be 2 circles cuz of the loud drums - decreased the spacing. It is a slider as it is following the violin strums more than the drums. Changing it here would be inconsistent as a result.

01:25:325 (4) - theres nothing here ._. maybe add a hitsound to support the overmap? - removed the note instead

not much else

[insane]
01:29:764 (1) - shouldnt this be a wave slider or something, compare to 01:01:601 (1,2,3,4,1) -
like i know its a different part, but the idea of progression is similar and the 3rd slider in the progression is different earlier on so yea - different rhythms calls for different variations. The part you mentioned had the violin build up to what that wave slider is. This section has the violin toning down hence the repeated slider usage. I would not consider both of these similar imo
01:46:142 (2) - seems like the white tick should be clickable to follow the violin - and how did you not notice this in Challenge? Changed regardless
02:43:234 (1,2,3,4,5,6,7,8,1) - this is a pretty big diffspike, you didnt use this many circles in a row earlier. suggest to make some into sliders to lower it - hopefully one slider is enough

[ascenster]
wtf is 00:56:550 (3) - on - a strum, if you hear it closely, its not really there, but its there. Confusing
fine

[normal]
00:53:642 - imo making this clickable would be nice
01:15:683 - why put a 1/4 gap here and not at vaarious places like 01:03:438 - 01:04:662 - where there are pretty strong guitar notes? might as well make a lot of the melody clickable - blame strict RC standards
u might as well do the 1/16th snap thing here too tbh - that part isn't even mapped???

[easy]
can you at least try to follow the song? constant 1/1 rhythm is completely unrelated to the song, you know this...

as it is, your normal is much much more dense than the easy, since it uses lots of 1/4 snap and mostly 1/2 gaps. meanwhile the easy has no 1/4 and uses almost exclusively 1/1 gaps. so you should make 1/2 gaps more common outside of the kiais, and use mostly 1/2 gaps inside the kiais... - literally a remap

ok lmk when u make ur easy rankable
Nao Tomori
b
Yuii-
hello

don't have too much to say about this mapset, this is great
swap between combo colors 3 and 4 because ehh... http://i.imgur.com/EB4G4vu.jpg yeah they are the same

easy

03:22:416 - pause feels really awkward, might you consider adding more stuff in between?

normal

03:38:029 (2,3) - keep it consistent with 03:41:090 (3,4) - so you avoid having 3 different type of stacks 03:39:559 (1,2) - :(
same applies to stuff like 00:42:315 (5,6) - for example

then you have these weird triplets that are inconsistent with the latter 70% of the map 00:44:152 (8,9,1) - 00:49:050 (8,9,1) - please, do space them out properly

hard

00:07:723 (1,2,3,4,5) - this pattern actually sounds quite bad compared to 00:15:070 (1,2,3,4,5) - , maybe try http://i.imgur.com/n8rSwPA.jpg ?
00:53:642 (5) - this 1/6, no 1/4 :( change it on every diff
also, don't do 00:52:877 (3,4,5,6) - on the same pattern, it is an actual bad idea for a hard diff, unstack the second one

01:14:764 (3,1) - mapped with the same spacing as previous 1/4 patterns hm hm
same goes to 01:17:213 (4,5,6) -

01:57:774 (7,1) - emphasis-chan?

the difference between the first kiai and the second kiai is just immense; like huge. the second one uses actual emphasis while the first one is spaced based on consistency

02:48:132 (8) - nc
02:53:642 (6,7,8,9) - wait, this pattern is way too hard for this difficulty. oh shit nevermind, 03:02:060 (2,3,4,5,1,2,3,4,5,6) - is even harder http://i.imgur.com/Fs33Otd.jpg try that instead

03:33:284 (4) - 03:33:437 - ? vs 03:40:784 (3) -

ok nevermind, this difficulty needs more work

inasne

01:33:438 (1) - too many sounds > 1 object, doesn't seem cool :( map 01:33:897 - for consistency
same goes to 02:32:213 (1) -

platinum

01:24:866 (1,2,3,4) - this actually seems too tricky
01:40:172 (3,4,5,1) - and this movement feels too uncomfortable
01:41:244 (2) - and this whistle sounds too random. yeah 02:02:825 (1) - same; and 02:40:019 (2) -

01:44:917 (4,5) - increase in spacing should start here and 02:43:693 (4,5) -
01:59:764 (4,5,6,7) - could perfectly be 2 sliders instead
02:32:213 (1) - same as an insane; although 01:33:438 (1,2) - is fine

02:34:050 (3,4) - vs 01:40:172 (3,4,5,1) - :(
03:01:601 (1) - ew, the fullwhistle is tilting me

[]

call naotoshi back, hard needs to get discussed
then call me (i swear i won't take 14 days)
Topic Starter
ktgster
Hard is reworked.

Yuii-

Yuii- wrote:

hello

don't have too much to say about this mapset, this is great

hard

00:53:642 (5) - this 1/6, no 1/4 :( change it on every diff - You're not wrong, but changing the snap to a 1/12 will only add awkwardness in playing the map. The player will naturally filter the rhythms as something that is on snap. I accounted for this by changing the objects into sliders instead.

inasne

01:33:438 (1) - too many sounds > 1 object, doesn't seem cool :( map 01:33:897 - for consistency - the slider is focusing on the strong violin. It's pretty overwhelming so I expect that the players wouldn't focus on the background noise.
same goes to 02:32:213 (1) - ^

platinum

01:24:866 (1,2,3,4) - this actually seems too tricky - playtests as shown that this was not something problematic. The note appears slightly before you hit 3. Seems to be a problem if a player rushes too much.
01:40:172 (3,4,5,1) - and this movement feels too uncomfortable - Players won't complete the slider fully making the 1/2 double easier to do. The sharp angle from 5 to 1 helps with the sudden change in spacing here.

01:44:917 (4,5) - increase in spacing should start here and 02:43:693 (4,5) - pattern changed for people to notice the changes.
01:59:764 (4,5,6,7) - could perfectly be 2 sliders instead - it could. The focus of the map is singletaps in general hence why the circle usages
02:32:213 (1) - same as an insane; although 01:33:438 (1,2) - is fine - same as insane

[]

call naotoshi back, hard needs to get discussed
then call me (i swear i won't take 14 days)
Nao Tomori
anime rhythms!!! 😍 😍 😍 😍
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