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Topic Starter
squirrelpascals

Ora wrote:

those are some fake boobs, here are some real boobies
You know what's even better than boobs? Dat ass
Topic Starter
squirrelpascals

Lilyanna wrote:

M4M from my queue

General

remove tits from tags ? xD Putting tits in the tags will yeild a search of the entire mapset, rather than just the top diff

Normal

01:19:040 (1) - remove the nc from here and make it here on the downbeat 01:19:454 (2) - done
01:31:040 - drag the fade of the break it starts a little before of its time I think it's fine where it is
01:41:592 (2,4) - this overlap is not appealing maybe just stack Would make it harder to read
01:45:109 (2,1) - same this is a normal so just keep it simple ^ Although I'll change these back if there are no complaints
01:58:350 (1,1) - the nc here are messed up and unconsistent remove them and nc this 01:59:178 (3) - on downbeat done
01:45:109 (2) - ds unconsistency of 0.6 when it should be 1.0 It would go offgrid if it were ds 1. I could do ds 1 but that would put the circle in a bad spot

Hard

00:04:971 (2) - nc should be here No, the pattern here is 1 nc after 2 measures of 8
00:09:937 (3) - and here ^
00:13:247 (1) - can make the tail blanket the body would look nice also the slider end on a blue tick 00:17:488 - idk if its intentional That was unintentional, fixed the blue tick
01:05:385 (1) - remove nc i dont see reason There's a change in the music and patterning here
01:07:454 (1) - ^ i wont point out more just put nc after 2 downbeats This one was inconsistent, I fixed in both kiais
01:16:557 (2) - u will have better flow if u ctrl h and replace there This type of flow is intentional here

tits lol

00:54:833 - i suggest u make this drum beat clickable 00:54:626 (3) - maybe change this ito 1/4 slider and do a triple from her by adding note 00:54:833 - and would be nice if u stack them on head of this 00:55:040 (5) - like u did here 01:08:074 (4,5,1) - I wanted to make the beginning part of the drop a little bit easier to ease the player into the harder part. Good suggestion, but I don't think it's a big deal because different usage of rhythm isn't a bad thing I'm going to look into this one if this hinders the ranking of this map

the hard diff structure could use improvements good luck!
Thanks Lily! :)


Kisses wrote:

Tits

  1. 00:50:074 (3,4) - I feel like ctrl+g would make the pattern look more structured. Even though it's the same shape the zig zag builds the shape better where as going around the outline makes it look.. sloppy. idk how else to explain it. Also I do think it has a better entry to the stream this way I wanted to do the trapazoid here. You see the dumb zig zag pattern everywhere and I get really sick of it.
  2. 00:51:626 - I'm just going to say ctrl+g here too just because I think it looks better :v I'm going to assume youre talking about 00:51:730 (2,1) - here, but i think its fine :v
  3. 01:05:385 (1) - If you listen in 25% playback you can hear that the sound extends all the way up to 01:05:747 . It may not be ideal to go all the way up to the yellow tick but the blue tick on 01:05:695 at least. Same for the next chorus This is a really cool idea and I almost did this. I'm deciding not to change this though because I like how the current 1/2 slider transitions from the other slider right beofre it, and gives the player releif before the slider stream.
  4. 01:05:385 (1,1) - Just doesn't feel right that 2 sets of objects mapping contrasting sounds are stacked. Same for the other chorus too Again, this is a great thought, but I think this better emphasizes that this part is a little quieter than the rest of the chorus
  5. 01:18:212 (1) - By having this NC'd it makes the player unsuspect the SV that occurs at 01:18:626 (1) - Great catch, fixed this
  6. 01:59:592 (3) - Having this as a 1/2 follows the music better imo. Also the halt in flow is not something you want at this point in the music I disagree, I think this is actually the perfect point for a halt in flow, and I'll tell you why. Throughout the entire chorus, if you listen you''ll hear a continuous lead that plays the chords to the melody and is obviously sidechained to the kick. This lead also sets the environment and mood of the song to go with the melody. Besides for the bassy parts beforehand, 01:59:592 (3,4) - and 01:06:626 (3,1) - are the only places in both drops where neither the lead nor the melody are playing. So a break in flow is deemed necessary here.
  7. 02:11:178 (1) - same as 01:18:212 (1) fixed.
  8. 02:12:419 (1) - This would be a more smoother entry from 02:12:212 (3) - https://osu.ppy.sh/ss/7076571 . You also get that small blanket would looks nice I notice that a lot of players break at this slider so I'll try this
  9. 02:24:006 (1,2) - How about replacing this with a spinner? Not only does it make scoreboards less stale by fluctuating FC scores, a spinner at the end of a song is generally fun to play; from a player's prospective. I've never thought of that. I don't want all the scores on the leaderboard to be the same. I'll give this a try as well.

Hard

  • OD 8 is extremly high for a Hard diff. 6.5 would suit a lot better Lowered to 6.5
  1. 00:09:937 (3) - The way the tail touches the head ever so slightly is a slightly triggering :v I like this :ʌ
  2. 00:31:247 (4) - This rhythm is awkward to follow. I'm just going to suggest this and see if you like it http://puu.sh/toAWp/c81af74d7f.jpg I don't see how this is that awkward
  3. 00:52:557 (3) - There are 2 define drum beats of the same intensity so it doesn't do it justice to have one as an active beat (slider head) and the other one as a passive beat (slider tail). I recommend making them 2 circles and then stacking them; the stack is because they are the same sound and also so it would play differently to the 2 circles that come after it 00:52:971 (1,2) - Good point! did this
  4. 01:05:799 (2,1) - The tail of (2) is no where near the head of (1) so no player will ever think that this is a double reverse slider when sightreading I don't this this affects readability. This isn't a big jump at all compared to the rest of this diff.
  5. 01:58:764 (4) - same as above Same reply
  6. Same suggestion as the top diff about adding the spinner at the end. Also why does this have a different finishing position to the other diff? I just extended the spiinner to the very end of the diff so it doesn't matter anymore :P
[]GL
Thanks Kisses! You pointed out some good stuff :)
xLolicore-
tits
fieryrage
make ur shit od 8 at least cuz 5 star

also widescreen support disable on every diff except top wew

00:00:109 (2) - u silence slider end but not ticks wot the fuck
00:06:626 (1) - eLO?
00:29:799 (1) - pretty ugly slider, maybe just do a red node here? or curved slider or like CONVENTIONAL S SLIDERS
00:43:040 (1,2) - while the kicksliders can technically be justified by the bg noise i still think this is kind of overmapping honestly
00:46:350 (1,2,1,2) - especially considering u dont map the synth here when it's a hella lot more potent than drums
00:52:143 (1) - ik this is for meme but remove this its so unfitting
01:05:799 (1,2,3,4,1) - pretty big jump, reduce a bit?
01:06:626 (3,1) - stack plz
01:07:454 (1) - remove nc
01:32:488 (1) - remove nc
01:40:971 (1,2,3) - this isnt straight lolz
01:42:109 (1,2,3,4,1) - ok this is so awkward to play, stack 1 on top of 2 and reduce spacing a bit
01:45:523 (1,2,3,4,1) - wew spacing is pretty high here again
01:48:006 (3) - start nc here and remove 01:48:419 (1) - nc here
01:58:764 (1,2,3,4,1) - same stuf
01:59:592 (3,4) - yea
02:00:419 (1) - yea
02:12:419 (1) - ticks

ok thats basically it
Topic Starter
squirrelpascals

fieryrage wrote:

make ur shit od 8 at least cuz 5 star I made it 8.8 for meme how did i not notice this

also widescreen support disable on every diff except top wew wew done

00:00:109 (2) - u silence slider end but not ticks wot the fuck I already silenced the sliderslide so i wanted to keep some sort of feedback upon holding the slider. I can think about this
00:06:626 (1) - eLO? ^^
00:29:799 (1) - pretty ugly slider, maybe just do a red node here? or curved slider or like CONVENTIONAL S SLIDERS Slider is fine to me. conventional is bore
00:43:040 (1,2) - while the kicksliders can technically be justified by the bg noise i still think this is kind of overmapping honestly This iss continued later
00:46:350 (1,2,1,2) - especially considering u dont map the synth here when it's a hella lot more potent than drums Even though the synths continue at the same volume as the drums, the 4/4 pattern he uses here is particularly more interesting
00:52:143 (1) - ik this is for meme but remove this its so unfitting meme
01:05:799 (1,2,3,4,1) - pretty big jump, reduce a bit? Reduced it a little bit
01:06:626 (3,1) - stack plz Antispacing gives the same effect, and it's readable at 1/1
01:07:454 (1) - remove nc I'm using a 3/4 nc pattern to fit the melody. 01:06:212 (1,2,3,1) - fits this, and i need the last nc
01:32:488 (1) - remove nc don't understand why I should for this one
01:40:971 (1,2,3) - this isnt straight lolz dude this literally was off by 1 x cordinate -_______ -
01:42:109 (1,2,3,4,1) - ok this is so awkward to play, stack 1 on top of 2 and reduce spacing a bit This was already stacked, reduced it a little bit
01:45:523 (1,2,3,4,1) - wew spacing is pretty high here again This is spaced the same as pretty much all the other triples
01:48:006 (3) - start nc here and remove 01:48:419 (1) - nc here done
01:58:764 (1,2,3,4,1) - same stuf o okay done
01:59:592 (3,4) - yea Not your suggestion but I caught an inconsistency here, so fixed that
02:00:419 (1) - yea ^
02:12:419 (1) - ticks same^

ok thats basically it
Thanks :)
Battle


[General]
Pretty triggered that the lower diffs spinners basically ignore the sound on 02:24:006 - but w/e lol

[Normal]
00:26:488 (1,2,3,4,5) - I recommend a variation of a rhythm like below for the rhythms here, you prioritize the claps in the music toward the end of the combo while ignoring it completely during the start of the combo making it awkwardly inconsistent in what you follow
00:30:833 (2) - Even if you stick to the current rhythm you have rn, having a repeat slider is p counter-intuitive due to you having the claps clickable in the previous combo while having the slider end of this repeat slider land on a clap as well as a higher change in pitch
00:39:730 (1,2,3,4) - Recommend rhythm below, rn it just has awkwardly un-dense rhythm here even though music intensity is increasing while transitioning quickly to a dense rhythm with 00:43:868 (2,3,4) - making this not really dense part weird (you would have to change a few hitsounds around this area btw if you want to make the rhythm work)
00:59:385 - Having this unmapped is kinda weird since 00:59:592 (1) - is kinda just the second part of it, maybe make a 1/2 slider here and try to make things relatively the same in density? P hard imo but it would work better if you found a solution for this
01:41:592 (2,3,4,1) - Confusing for beginners

[Hard]
00:31:247 (4,5,6) - I know you're trying to follow that bg sound or whatever, but you mapped 00:28:350 (5,6) - to follow the drums n stuff so having this go over major beats on 00:31:868 - and especially 00:32:281 - is very awkward imo
00:52:557 (3,4,1) - I'm pretty sure no one around this skill range is going to be able to read this antijump as well as the jump on 1 well enough so yeah
01:05:385 (1,2,1) - Similar to above, you first have the 1/4 spacing touching and then you don't, I think you're over-estimating what people are capable of doing at this level imo
01:18:626 (1) - Don't really see a point in an NC here if this is just a regular slider even though you NC'd because the music was unique here

[Light Insane]
00:59:592 (1,2,1,2,1,2) - This felt pretty lame in play even though the music is popping off so yeah lol also you map 01:00:212 (1,2) - the same way as the previous and next combo despite it being a lot different in how it sounds
01:12:833 (1,2) - 01:14:074 (1,2) - heavily ignores the pitch that's changing a lot here so this is pretty awkward imo
01:41:592 (2,1,2,3,4,5,1) - So like, you mapped 1/4 spacing in a lot of different ways here, you should probably reduce it down to like, at least stacking 01:42:109 (2,3) - so it's less awkward to transition into 4,5,1. Also the angle from 3 to 4,5,1 is really like, awkward, so yeah

[Tits]
00:24:902 (2,1) - is pretty harsh since the slow slider was pretty unexpected in the first place, following up with a pretty high slider velocity can basically just "shock" and confuse the player
01:01:454 (3,4,1) - Not really liking the angle of this due to how it comes from 2 and how 1 is shaped, pretty sharp movement overall
01:06:626 (3,1) - The anti jump here is p unfitting imo
Diff has the same issue of not really acknowledging the increasing intensity on notes like 02:06:212 - and 02:07:454 - which can contradicts how the music is, at least for me, I haven't listened to it a whole lot of times (which ya know, is usually how the mapping process goes), so I only hear the most prominent beats to me

gl
Topic Starter
squirrelpascals

Battle wrote:



[General]
Pretty triggered that the lower diffs spinners basically ignore the sound on 02:24:006 - but w/e lol

[Normal]
00:26:488 (1,2,3,4,5) - I recommend a variation of a rhythm like below for the rhythms here, you prioritize the claps in the music toward the end of the combo while ignoring it completely during the start of the combo making it awkwardly inconsistent in what you follow Sure, did this
00:30:833 (2) - Even if you stick to the current rhythm you have rn, having a repeat slider is p counter-intuitive due to you having the claps clickable in the previous combo while having the slider end of this repeat slider land on a clap as well as a higher change in pitch I don't have the ability to make everything clickable in a normal
00:39:730 (1,2,3,4) - Recommend rhythm below, rn it just has awkwardly un-dense rhythm here even though music intensity is increasing while transitioning quickly to a dense rhythm with 00:43:868 (2,3,4) - making this not really dense part weird (you would have to change a few hitsounds around this area btw if you want to make the rhythm work) Looking at what you said, I made 00:41:385 (3,4) - into a half-slider to circle, but I don't know what you're talking about when you mention awkward rhythm density. In this section I use consistent 1 beat gaps in between patterns, with a starting long slider to follow the white noise, and an ending long slider to follow the intensity as you mentioned


Battle wrote:

Your rhythm suggstion ignores an important beat at 00:41:385 -
00:59:385 - Having this unmapped is kinda weird since 00:59:592 (1) - is kinda just the second part of it, maybe make a 1/2 slider here and try to make things relatively the same in density? P hard imo but it would work better if you found a solution for this Made it into a repeat slider following into a half slider
01:41:592 (2,3,4,1) - Confusing for beginners Changed into 2 1/2 sliders

[Hard]
00:31:247 (4,5,6) - I know you're trying to follow that bg sound or whatever, but you mapped 00:28:350 (5,6) - to follow the drums n stuff so having this go over major beats on 00:31:868 - and especially 00:32:281 - is very awkward imo This would be really boring to play if I mapped it the same as the last part over and over again. I just made 00:32:074 (5) - a 1/2 slider to somewhat make this correlate to the drums
00:52:557 (3,4,1) - I'm pretty sure no one around this skill range is going to be able to read this antijump as well as the jump on 1 well enough so yeah Made into a jump
01:05:385 (1,2,1) - Similar to above, you first have the 1/4 spacing touching and then you don't, I think you're over-estimating what people are capable of doing at this level imo made them both touch
01:18:626 (1) - Don't really see a point in an NC here if this is just a regular slider even though you NC'd because the music was unique here removed

[Light Insane]
00:59:592 (1,2,1,2,1,2) - This felt pretty lame in play even though the music is popping off so yeah lol also you map 01:00:212 (1,2) - the same way as the previous and next combo despite it being a lot different in how it sounds did both
01:12:833 (1,2) - 01:14:074 (1,2) - heavily ignores the pitch that's changing a lot here so this is pretty awkward imo I don't have to take the pitch change into account
01:41:592 (2,1,2,3,4,5,1) - So like, you mapped 1/4 spacing in a lot of different ways here, you should probably reduce it down to like, at least stacking 01:42:109 (2,3) - so it's less awkward to transition into 4,5,1. Also the angle from 3 to 4,5,1 is really like, awkward, so yeah did both

[Tits]
00:24:902 (2,1) - is pretty harsh since the slow slider was pretty unexpected in the first place, following up with a pretty high slider velocity can basically just "shock" and confuse the player If everything in the map were to be expected the map would be too predictable and boring to play. This isn't too hard to play at all if you know that the higher velocity will go with the quick rise in intensity
01:01:454 (3,4,1) - Not really liking the angle of this due to how it comes from 2 and how 1 is shaped, pretty sharp movement overall I don't think that this pattern stands out against the map at all aongst other things
01:06:626 (3,1) - The anti jump here is p unfitting imo Copy and pasted from another mod reply: Throughout the entire chorus, if you listen you''ll hear a continuous lead that plays the chords to the melody and is obviously sidechained to the kick. This lead also sets the environment and mood of the song to go with the melody. Besides for the bassy parts beforehand, 01:59:592 (3,4) - and 01:06:626 (3,1) - are the only places in both drops where neither the lead nor the melody are playing. So a break in flow is deemed necessary here.
Diff has the same issue of not really acknowledging the increasing intensity on notes like 02:06:212 - and 02:07:454 - which can contradicts how the music is, at least for me, I haven't listened to it a whole lot of times (which ya know, is usually how the mapping process goes), so I only hear the most prominent beats to me This is a creative choice, not an error. I'm following the saw in the background which correlates more to the energy of the music. (I'm just following it in a differnt way)

gl
Thanks
Nao Tomori
[boobs]
00:18:988 (2,3,4) - weird to have triple here and it was double everywhere else..? maybe make kickslider if its ctully a triple.

00:34:557 (6) - emphasis on this note seems way too low

00:49:661 (1,2,3,4) - these all sound equally strong, why not same spacing?

00:57:937 (1) - this is misleading imo, spacing should be on 2 and i read 1 as a 1/2 slider lol. at least put emphasis on 2 rather than 1 with the spacing there.

01:11:178 (1,2) - same

01:05:799 (1,2,3,4) - spacing these away would make it less of a random reading challenge imo

01:42:109 (1,2,3,4,1) - i think the spacing increase here is excessive. make it more uniform cuz 34 isnt stronger than 12 imo.

01:45:109 (1,2,1) - really awkward motion to push people into a spaced stream here, can you make it more comfortable?

01:52:143 (3,4) - 4 shd have more spacing

01:55:868 (1,2) - 1 shd be farther from previous note cuz emphasis


ok aside from that, i'm super not a fan of stuff like 01:14:281 - which puts 2 strong notes on different clickability just cuz its a slider pattern. that kind of thing happens pretty regularly in those sections, like at 00:59:799 (2) - . i understand its for the pattern but i think the rhythm isn't representative enough.

in fact, that's my main issue with the map. stuff is represented differently for seemingly no reason, to make a pattern. another example is > 01:06:419 (2,3) - vs 01:07:454 (1,2) - sounds same but one time circles one time sliders.



please try and make it more consistent, or explain why it isn't like that before calling me back.
Topic Starter
squirrelpascals

Nao Tomori wrote:

[boobs]
00:18:988 (2,3,4) - weird to have triple here and it was double everywhere else..? maybe make kickslider if its ctully a triple. Agreed, made this a kickslider (there were more triples in this intro earlier which I removed)

00:34:557 (6) - emphasis on this note seems way too low ctrl+g to give it more distance

00:49:661 (1,2,3,4) - these all sound equally strong, why not same spacing? the idea is to use gradually increasing jumps leading up to the silence at 00:51:212 - to fit the rise in intensity

00:57:937 (1) - this is misleading imo, spacing should be on 2 and i read 1 as a 1/2 slider lol. at least put emphasis on 2 rather than 1 with the spacing there. added distance

01:11:178 (1,2) - same added

01:05:799 (1,2,3,4) - spacing these away would make it less of a random reading challenge imo I increased the ds here. I don't know whether you meant actually space these or not but hope this did the trick

01:42:109 (1,2,3,4,1) - i think the spacing increase here is excessive. make it more uniform cuz 34 isnt stronger than 12 imo.

01:45:109 (1,2,1) - really awkward motion to push people into a spaced stream here, can you make it more comfortable?

01:52:143 (3,4) - 4 shd have more spacing did what I could

01:55:868 (1,2) - 1 shd be farther from previous note cuz emphasis ctrl+g on 01:55:454 (4,5) -


ok aside from that, i'm super not a fan of stuff like 01:14:281 - which puts 2 strong notes on different clickability just cuz its a slider pattern. that kind of thing happens pretty regularly in those sections, like at 00:59:799 (2) - . i understand its for the pattern but i think the rhythm isn't representative enough. remapped these entirley. We went over why this didn't work.

in fact, that's my main issue with the map. stuff is represented differently for seemingly no reason, to make a pattern. another example is > 01:06:419 (2,3) - vs 01:07:454 (1,2) - sounds same but one time circles one time sliders. Made 2 sliders for the first one (kept 3 a circle for antiflow)



please try and make it more consistent, or explain why it isn't like that before calling me back.
Thanks! :)
JBHyperion
sup it's a m4m

Normal
  1. 00:13:247 (1,2) - Not really a fan of this overlap considering you didn't do this anywhere else in the intro. Would prefer (2) blanketing (1) but I guess it's not critical
  2. 00:26:488 (1,2) - Could line (2) up with tail of (1) better such as you did at 00:29:799 (1,2) - 00:33:109 (1,2) - etc.
  3. 00:37:868 (3,4) - Yeesh, make (3) less curved for a better blanket please
  4. 00:44:488 (3,4) - As 00:26:488 (1,2)
  5. 00:59:799 (2) - Would expect the white tick to be at least an object (circle/slider head/tail) here given how you mapped 00:56:281 (1) - and similar, so maybe split into circle and 1/2 slider
  6. 01:52:350 (1,2) - ^ As above
  7. 02:07:040 (3,4) - Slider tail/head alignment as in the intro

Hard
  1. 00:09:937 (3) - This slight head/tail overlap triggers me
  2. 00:43:040 (1,2,3) - Placing (2) at [374,331] makes this a more even triangle for that swish aesthetic. Something like 00:44:281 (5,6,1) - is obviously not intended to be equal which is fine, but this looks like it was, so it comes off as a bit "messy"
  3. 00:54:833 (4,5,6) - 1/4 repeat slider and circle would be a better way to introduce the 1/4 rhythm to the player
  4. 01:06:626 (2,3) - NC here would make the 1/1 spacing more obvious. Same applies to 01:59:592 (2,3) -
  5. 01:45:523 (3,4,1) - High spacing combined with 1/4 kicksliders here makes it easy to sliderbreak. Reducing the distance would play much better here
  6. 01:50:695 (6,1) - Why such a high spacing? (1) isn't strong here compared to similar rhythms e.g. 01:47:385 (6,1) - or even 01:48:833 (7,1) - which you gave a finish hitsound
  7. 02:01:868 (6,7) - ^ As above

Light Insane
  1. 00:38:695 (7,1) - Moving (1) fully out from under the slider would improve readability
  2. 01:42:419 (4,5,1) - Active 1/4 spacing is really unexpected here considering the intensity of the sounds you're mapping, and are also a major break opportunity. Combining (4,5) into a slider and reducing the spacing overall would be more appropriate here
Not really a fan of the heavy kickslider usage, but oh well, it's used consistently and makes sense so no complaints

Birds
  1. 00:32:074 (6) - Feels weird to ignore this white tick drum sound. Perhaps try this as three circles?
  2. 00:51:730 (2,1) - Seems a bit excessive to me, but I'm a 6 digit scrub so what do I know ¯\_(ツ)_/¯
Yeah this is beyond me, looks sick though xD
Hope this helps - good luck!
Topic Starter
squirrelpascals

JBHyperion wrote:

sup it's a m4m

Normal
  1. 00:13:247 (1,2) - Not really a fan of this overlap considering you didn't do this anywhere else in the intro. Would prefer (2) blanketing (1) but I guess it's not critical I never really liked this either. I made it nicer
  2. 00:26:488 (1,2) - Could line (2) up with tail of (1) better such as you did at 00:29:799 (1,2) - 00:33:109 (1,2) - etc. I moved it a little to the right, idk if thats exactly what you were imaginging tho :p
  3. 00:37:868 (3,4) - Yeesh, make (3) less curved for a better blanket please I guess so, why not
  4. 00:44:488 (3,4) - As 00:26:488 (1,2) o
  5. 00:59:799 (2) - Would expect the white tick to be at least an object (circle/slider head/tail) here given how you mapped 00:56:281 (1) - and similar, so maybe split into circle and 1/2 slider I don't really know what to do with this because I feel like satisfying both kicks without adding too much difficulty (2 circles) would be hard to do.. this was the best I could come up with
  6. 01:52:350 (1,2) - ^ As above Same thing here. But the objects your pointing out had hitsound errors so youre still helping in a way xP
  7. 02:07:040 (3,4) - Slider tail/head alignment as in the intro Rotated 3

Hard
  1. 00:09:937 (3) - This slight head/tail overlap triggers me Sorry but I kind of like this lol
  2. 00:43:040 (1,2,3) - Placing (2) at [374,331] makes this a more even triangle for that swish aesthetic. Something like 00:44:281 (5,6,1) - is obviously not intended to be equal which is fine, but this looks like it was, so it comes off as a bit "messy" Replaced 2 differenly to make it more even
  3. 00:54:833 (4,5,6) - 1/4 repeat slider and circle would be a better way to introduce the 1/4 rhythm to the player I think this way is perfectly proper. This is the first stack in the entire map, and its only 145bpm so its not too extremely fast
  4. 01:06:626 (2,3) - NC here would make the 1/1 spacing more obvious. Same applies to 01:59:592 (2,3) - Good idea. Added!
  5. 01:45:523 (3,4,1) - High spacing combined with 1/4 kicksliders here makes it easy to sliderbreak. Reducing the distance would play much better here Look at the sliderheads, they're spaced the same way the jumps before the pattern at 01:45:109 (1,2) - are. The sliderends don't conflict with gameplay as they are directed toward the next circle as well
  6. 01:50:695 (6,1) - Why such a high spacing? (1) isn't strong here compared to similar rhythms e.g. 01:47:385 (6,1) - or even 01:48:833 (7,1) - which you gave a finish hitsound nerfed them a little bit
  7. 02:01:868 (6,7) - ^ As above ^

Light Insane
  1. 00:38:695 (7,1) - Moving (1) fully out from under the slider would improve readability I don't think this causes a problem because ther player had a lot of time to react to this.
  2. 01:42:419 (4,5,1) - Active 1/4 spacing is really unexpected here considering the intensity of the sounds you're mapping, and are also a major break opportunity. Combining (4,5) into a slider and reducing the spacing overall would be more appropriate here Still want to keep these circles, but i made them not spaced
Not really a fan of the heavy kickslider usage, but oh well, it's used consistently and makes sense so no complaints

Birds
  1. 00:32:074 (6) - Feels weird to ignore this white tick drum sound. Perhaps try this as three circles? Mapping to the melody here primarily
  2. 00:51:730 (2,1) - Seems a bit excessive to me, but I'm a 6 digit scrub so what do I know ¯\_(ツ)_/¯ Haha. I've had multipe discussions and it's deemed necessary because of the outstanding lyric and 1/1 gap
Yeah this is beyond me, looks sick though xD
Hope this helps - good luck!
Thanks for the mod! :)
blobdash
IMO
(Light Insane)
Shorten this slider 00:24:833 (2) - and make this 00:26:385 (1,2) - a triple, like here https://puu.sh/ujuOw/d3a2032009.png
(no kudos, short mod)
Topic Starter
squirrelpascals

FruityEnLoops wrote:

IMO
(Light Insane)
Shorten this slider 00:24:833 (2) - and make this 00:26:385 (1,2) - a triple, like here https://puu.sh/ujuOw/d3a2032009.png
(no kudos, short mod)
I cant do that, because the slider ends on a 1/3. note and 00:26:385 (1) - is on a 1/4. Otherwise, thanks for the suggestion.
Nao Tomori
decent amount of irc about map:

SPOILER
21:01 squirrelpascals: either way i have one there now lol
21:01 Nao Tomori: ok
21:01 squirrelpascals: oh
21:02 squirrelpascals: you are modding
21:02 squirrelpascals: another diff
21:02 Nao Tomori: i said hard ;w;
21:02 squirrelpascals: oh xd
21:02 squirrelpascals: yeah sure ill ne there
21:02 Nao Tomori: why is the ar
21:02 Nao Tomori: so fkin low
21:02 Nao Tomori: jeez
21:03 squirrelpascals: oh idk lol
21:03 squirrelpascals: i turned it to 8
21:04 Nao Tomori: make it like 7.5 or smth
21:04 Nao Tomori: you have lot of 1/4 stuff
21:05 Nao Tomori: diff itself looks fine
21:05 squirrelpascals: sure ill do that
21:05 squirrelpascals: cool
21:05 Nao Tomori: 01:14:074 (5) -
21:05 Nao Tomori: bad rhythm imo
21:05 Nao Tomori: since the repeat and end are strongest beats
21:05 Nao Tomori: imo
21:06 squirrelpascals: okay, i can change that
21:06 Nao Tomori: do what you did on other one
21:06 Nao Tomori: circle + slider
21:07 squirrelpascals: doing that
21:07 squirrelpascals: https://osu.ppy.sh/ss/7427688
21:08 Nao Tomori: k
21:08 Nao Tomori: 00:18:212 (2,1) -
21:08 Nao Tomori: nice blanket
21:08 *Nao Tomori is editing [https://osu.ppy.sh/b/1178423 Special Guest - Views [Normal]]
21:13 Nao Tomori: hmm
21:14 squirrelpascals: i tweaked some of the hitsounds to fit the music better
21:15 Nao Tomori: this normal is kinda ugly xd
21:16 squirrelpascals: really?
21:16 squirrelpascals: youre the first to say that ;p
21:16 squirrelpascals: what makes you think so
21:16 Nao Tomori: hm
21:16 Nao Tomori: 01:37:661 (4,5) -
21:16 Nao Tomori: this kinda stuff
21:16 Nao Tomori: different angles and planes
21:17 squirrelpascals: okay, can you point some out so that i can fix the aesthetic?
21:18 Nao Tomori: 00:00:006 (1) -
21:18 Nao Tomori: er
21:18 Nao Tomori: basically
21:18 Nao Tomori: the right part
21:18 Nao Tomori: isn't even with the loop all the way
21:18 Nao Tomori: it kinda goes inwardss
21:18 Nao Tomori: that looks weird to me
21:19 squirrelpascals: like its not even?
21:19 Nao Tomori: yeah
21:19 Nao Tomori: dunno
21:19 Nao Tomori: thats pretty subjective
21:19 squirrelpascals: alright, it looks okay to me though
21:20 Nao Tomori: man if i were you
21:20 Nao Tomori: i wouldnt even map this stupid intro
21:20 Nao Tomori: lol
21:20 squirrelpascals: why not?
21:20 Nao Tomori: 00:30:626 (2,3) -
21:20 squirrelpascals: oh crap
21:20 Nao Tomori: ?
21:20 squirrelpascals: i kind of have to hitsound the intro lmao
21:20 Nao Tomori: o
21:20 Nao Tomori: didnt you hitsound copier it
21:23 squirrelpascals: kk i just hisounded the unhitsounded part
21:23 Nao Tomori: anyway
21:23 Nao Tomori: 00:30:626 (2,3) -
21:23 Nao Tomori: stuff like this too
21:23 Nao Tomori: have you seen those pictures that sergio makes
21:24 squirrelpascals: uh no
21:25 squirrelpascals: and https://osu.ppy.sh/ss/7427784 i made it look like a v shape
21:25 squirrelpascals: from 2-4-3
21:25 Nao Tomori: hm
21:26 Nao Tomori: basically
21:26 Nao Tomori: you want the map to be like
21:26 Nao Tomori: using the same plane
21:26 Nao Tomori: like the same 90 degree angles or something
21:27 Nao Tomori: http://puu.sh/uk6so/ce4be17fb8.jpg
21:27 Nao Tomori: that way they seem organized
21:28 squirrelpascals: well cant i use different angles other than 90 degree ones as long as those look nice too?
21:28 Nao Tomori: right now you have http://puu.sh/uk6wm/47ea8e7467.jpg
21:28 Nao Tomori: which doesn't really harmonize
21:28 Nao Tomori: yeah you can use other angles
21:28 Nao Tomori: i'm just saying this one looks bad imo xd
21:28 squirrelpascals: ie https://osu.ppy.sh/ss/7427807
21:28 squirrelpascals: okay i can do something different there
21:28 Nao Tomori: those are nice
21:28 Nao Tomori: cuz they have
21:28 Nao Tomori: symmetry right
21:28 Nao Tomori: 6 7
21:29 Nao Tomori: and then 6 1 is same
21:29 Nao Tomori: but in this pattern there isn't a clear line of symmetry
21:29 squirrelpascals: https://osu.ppy.sh/ss/7427810
21:29 Nao Tomori: ya thats better
21:29 squirrelpascals: yeet
21:29 squirrelpascals: point out different places then ill send you my fix
21:29 squirrelpascals: if there are that many
21:30 Nao Tomori: 00:48:006 (5,6) -
21:30 Nao Tomori: this looks bad
21:30 Nao Tomori: cuz its like
21:30 squirrelpascals: okay i see why
21:30 Nao Tomori: randomly different slider
21:30 Nao Tomori: yea
21:30 squirrelpascals: well look at the second line of 6
21:30 Nao Tomori: what about it
21:30 Nao Tomori: 5-6 doesnt look good
21:31 squirrelpascals: it should be parallel with a straight line between the slider head and tail of 5
21:31 Nao Tomori: cuz 6 is a totally different shape with no relation to 6
21:31 Nao Tomori: to 5
21:31 squirrelpascals: i can make it easy tho
21:32 squirrelpascals: https://osu.ppy.sh/ss/7427835 boom
21:32 squirrelpascals: and its parallel with 00:49:661 (1) -
21:32 Nao Tomori: ee
21:32 Nao Tomori: why not just make 6 a curve lol
21:32 Nao Tomori: ok that's fine
21:32 Nao Tomori: but
21:33 Nao Tomori: it's really unbalanced
21:33 Nao Tomori: cuz the short ends of the sliders are on the left
21:33 Nao Tomori: both time
21:33 squirrelpascals: i think this looks fine :L
21:33 squirrelpascals: i agree its an improvment
21:33 Nao Tomori: just
21:33 squirrelpascals: but i dont see a need to change this :p
21:33 Nao Tomori: ctrl h 5 or something
21:34 Nao Tomori: 00:59:799 -
21:34 Nao Tomori: this slider starts on a melody thingy
21:34 Nao Tomori: shouldn't it end on one too
21:34 squirrelpascals: okay i did the ctrl h
21:35 Nao Tomori: also low key the angle on the red point is way too sharp imo
21:35 Nao Tomori: but that's subjective
21:35 squirrelpascals: i dont think its too shard because it can still play like a straight line
21:35 Nao Tomori: huh
21:36 Nao Tomori: no i mean thats hwy i think it looks bad
21:36 Nao Tomori: xd
21:36 squirrelpascals: oh
21:36 squirrelpascals: i dont :L
21:36 Nao Tomori: 01:34:350 (3,4) -
21:36 Nao Tomori: this looks kinda bad imo
21:37 Nao Tomori: ctrl j then rotate by 60 looks a lot better
21:37 Nao Tomori: since then 3 and 4 line up
21:37 squirrelpascals: https://osu.ppy.sh/ss/7427863 better?
21:37 Nao Tomori: err
21:37 Nao Tomori: thats better but ithink mine is even better
21:38 Nao Tomori: cuz then you dont have such a sharp movement on 4
21:38 squirrelpascals: okay ill try yours
21:38 squirrelpascals: okay i have to redraw the curve but ill just blanket 2
21:39 squirrelpascals: https://osu.ppy.sh/ss/7427870
21:39 squirrelpascals: eh
21:39 Nao Tomori: hm
21:39 Nao Tomori: while you're at it
21:39 Nao Tomori: move 2 away from 4
21:39 Nao Tomori: so that it isn't closer to 4 than 3
21:40 squirrelpascals: then it gets really close to 01:36:006 (1,2) -
21:41 squirrelpascals: i have an idea
21:41 Nao Tomori: 01:36:006 (1,2) -
21:41 Nao Tomori: open up 1 so 2 lines up with the slider path
21:41 squirrelpascals: nvm it didnt work
21:41 Nao Tomori: lmao
21:41 Nao Tomori: rip
21:42 squirrelpascals: good idea, i did that
21:43 Nao Tomori: ok then we get these
21:43 Nao Tomori: 01:37:661 (4,5) -
21:44 Nao Tomori: 4 doesn't really align with an axis
21:44 Nao Tomori: ok so
21:44 Nao Tomori: before that
21:44 Nao Tomori: 3 should be in line with 2
21:44 squirrelpascals: i fixed it so its in line
21:44 Nao Tomori: ok
21:45 Nao Tomori: then you want 4 5 to be on the same plane roughly
21:45 squirrelpascals: okay
21:45 squirrelpascals: so where i was going with 4 and 5
21:45 squirrelpascals: was to have them on a diagonal axis
21:45 squirrelpascals: which is where 1 is
21:45 squirrelpascals: https://osu.ppy.sh/ss/7427904
21:45 squirrelpascals: thats what i was trying, if you see that or not
21:45 Nao Tomori: er
21:46 Nao Tomori: but
21:46 Nao Tomori: thats not what it looks like
21:46 squirrelpascals: i can do something different if it doesnt work :P
21:46 Nao Tomori: atm
21:46 Nao Tomori: to me at least
21:46 squirrelpascals: i changed it a little bit
21:46 Nao Tomori: ok
21:46 squirrelpascals: it was kind of uneven before
21:47 Nao Tomori: 01:45:109 (2) -
21:47 Nao Tomori: 01:45:109 (2,1) -
21:47 squirrelpascals: 02:07:661 (4,5,1) -
21:47 squirrelpascals: i fixed something here
21:47 Nao Tomori: dont do that
21:48 squirrelpascals: https://osu.ppy.sh/ss/7427929
21:48 squirrelpascals: overlap?
21:48 Nao Tomori: ya
21:48 squirrelpascals: done
21:48 Nao Tomori: 01:50:902 (4,6,1) -
21:49 Nao Tomori: this looks disorganized too
21:49 squirrelpascals: okay, im just going to remap 345
21:51 Nao Tomori: basically it seems like you didnt really map it with the idea of lining stuff up
21:51 Nao Tomori: which is fine on higher diffs
21:51 Nao Tomori: but on low ones with really small spacing
21:51 Nao Tomori: it looks really really bad
21:52 squirrelpascals: okay so i did this https://osu.ppy.sh/ss/7427963
21:52 squirrelpascals: 4 is parallel to 1
21:53 Nao Tomori: mk
21:54 squirrelpascals: 02:11:592 (7,8,1) -
21:54 squirrelpascals: im going to fix the blanket on 7
21:54 Nao Tomori: 02:10:350 (4,5,6) -
21:54 Nao Tomori: make this and 02:09:109 (1,2,3) -
21:54 Nao Tomori: look nice together
21:55 squirrelpascals: okay give me a sec
21:56 squirrelpascals: https://osu.ppy.sh/ss/7427984
21:56 squirrelpascals: ctrl+> twic
21:56 squirrelpascals: twic3
21:57 Nao Tomori: ya
21:57 squirrelpascals: anything else?
21:58 Nao Tomori: tbh
21:58 Nao Tomori: i think you shouldnt map this ending
21:58 Nao Tomori: just leave it with 2 circles at end and done
21:58 Nao Tomori: on normal
21:58 squirrelpascals: are the long sliders a bad thing?
21:58 Nao Tomori: in accordance with one of the new rc guidelines
21:59 Nao Tomori: which suggests you dont use long extended sliders
21:59 Nao Tomori: yeah
21:59 Nao Tomori: theyre really hard lol
21:59 Nao Tomori: think about it
21:59 Nao Tomori: noobs have hard time aiming jumps
21:59 Nao Tomori: this is basically a constant jump pattern
22:00 squirrelpascals: okay, what if i made just as short as 02:12:419 (1) -
22:00 squirrelpascals: 02:12:419 (1) - this one
22:00 Nao Tomori: i guess
22:01 squirrelpascals: ill try and make it easy to follow
22:01 Nao Tomori: you do uh
22:01 Nao Tomori: realize they both link to the same slider
22:01 Nao Tomori: right
22:01 Nao Tomori: i dont think you should use this extended slider at all
22:01 squirrelpascals: oh
22:01 Nao Tomori: just
22:01 Nao Tomori: 02:12:419 -
22:01 Nao Tomori: 02:12:833 -
22:01 Nao Tomori: circles
22:01 Nao Tomori: and end
22:01 Nao Tomori: or spinner
22:01 Nao Tomori: till end of sslider 1
22:01 Nao Tomori: but like
22:01 squirrelpascals: okay
22:01 Nao Tomori: ya
22:02 squirrelpascals: wait can you link the new rc guidelines? i dont want to disprove you but i want to read over the new stuff
22:03 Nao Tomori: https://osu.ppy.sh/forum/t/517731
22:03 Nao Tomori: Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hitobjects to click or follow should be used.
22:03 Nao Tomori: :eyes:
22:03 squirrelpascals: https://osu.ppy.sh/ss/7428016 spinner on timeline
22:03 squirrelpascals: alright thanks
22:03 squirrelpascals: just want to look at everything else
22:03 Nao Tomori: yup
22:04 Nao Tomori: ok updaterino
22:04 squirrelpascals: so should i also replace 00:00:006 (1) - and 00:13:247 (1) - with spinners?
22:05 Nao Tomori: hm
22:05 squirrelpascals: or is that too many spinners
22:05 Nao Tomori: this is why
22:05 Nao Tomori: i said that i would skip the intro
22:05 Nao Tomori: i'd replace the loudest one with a spinner
22:05 Nao Tomori: 00:13:947 -
22:06 squirrelpascals: i kind of feel weird starting int he middle of the intro
22:06 squirrelpascals: here, ill do this
22:06 Nao Tomori: 00:24:833 -
22:06 Nao Tomori: id also end spinner here
22:07 squirrelpascals: i was thinking
22:07 squirrelpascals: any slider thats longer than 4 beats should be replaced with a spinner
22:07 squirrelpascals: so we would have 2 spinners, and i cound even replace some sliders with circles
22:08 Nao Tomori: mhm
22:09 squirrelpascals: this is the rhythm
22:10 squirrelpascals: oh i didnt link the screenshot LOL
22:10 squirrelpascals: https://osu.ppy.sh/ss/7428046
22:10 Nao Tomori: use 4 beat spinner recivery
22:10 Nao Tomori: recovery
22:11 Nao Tomori: cuz lowest diff
22:11 squirrelpascals: alright
22:11 Nao Tomori: or 3 beats
22:11 squirrelpascals: true
22:11 Nao Tomori: juts not the absoluete minimum
22:11 squirrelpascals: i did 4
22:11 squirrelpascals: should i update now?
22:11 Nao Tomori: yea
22:12 squirrelpascals: kk
22:12 squirrelpascals: updated
22:13 Nao Tomori: sec
22:14 squirrelpascals: k
22:15 Nao Tomori: 00:09:937 (3) -
22:15 Nao Tomori: can u liek
22:15 Nao Tomori: make this symmetrical
22:16 squirrelpascals: i was trying to go over 00:06:626 (2) -
22:16 squirrelpascals: dont want overlay
22:16 Nao Tomori: they
22:16 Nao Tomori: arent on screen at the same time
22:16 squirrelpascals: alright :p
22:18 squirrelpascals: done
22:18 Nao Tomori: 00:27:316 (2,4) -
22:18 Nao Tomori: parallelize
22:18 Nao Tomori: oh
22:18 Nao Tomori: its ctrl h
22:18 Nao Tomori: hmm
22:18 squirrelpascals: theyre already
22:18 squirrelpascals: yeah
22:18 squirrelpascals: thats symmetry
22:19 Nao Tomori: 00:32:695 (4) -
22:19 Nao Tomori: this doesnt line up with
22:19 Nao Tomori: 3
22:19 squirrelpascals: shat
22:19 squirrelpascals: what**
22:20 squirrelpascals: do you mean 00:33:937 (2) - doesnt go directly toward 00:34:557 (3) -
22:20 Nao Tomori: er
22:20 Nao Tomori: no
22:21 Nao Tomori: 00:31:454 (3,4) -
22:21 squirrelpascals: oh
22:21 squirrelpascals: 4
22:23 squirrelpascals: https://osu.ppy.sh/ss/7428118
22:23 squirrelpascals: good?
22:23 Nao Tomori: wot
22:23 Nao Tomori: thats the wrong time stamp
22:23 squirrelpascals: xD
22:23 squirrelpascals: i made it better anyways
22:24 Nao Tomori: hm?
22:24 Nao Tomori: but what about where i linked
22:24 squirrelpascals: OHH
22:24 squirrelpascals: do you mean 00:31:247 (3,4) -
22:24 squirrelpascals: the one before it
22:24 squirrelpascals: i fixed the one after
22:25 squirrelpascals: i did that
22:25 Nao Tomori: yes
22:26 squirrelpascals: i made it so 00:35:592 (5) - is farther from 00:36:419 (1) - so players dont get confused about rhythm
22:26 Nao Tomori: i was gonna ask
22:26 Nao Tomori: this diff should be
22:26 Nao Tomori: fully DS'd
22:26 Nao Tomori: anything outside of the intro
22:26 Nao Tomori: please DS it
22:27 squirrelpascals: i thought i did
22:27 squirrelpascals: hang on
22:28 squirrelpascals: everything thats coming up on ai mod is ds'd anyways
22:28 squirrelpascals: well
22:28 squirrelpascals: its by barely but ill tewak it
22:28 Nao Tomori: hmm
22:28 Nao Tomori: 01:45:109 (2) -
22:28 Nao Tomori: this one
22:28 squirrelpascals: Prev: x1.00
22:28 squirrelpascals: Next: x1.00
22:28 Nao Tomori: i think you should
22:29 Nao Tomori: make that 2 1/2 sliders
22:29 squirrelpascals: actually
22:29 squirrelpascals: that might be better
22:31 squirrelpascals: i the problem is
22:31 squirrelpascals: i dont know where to put the objects so taht it flows well from 01:42:626 (1) - and ends on 01:45:937 (1) -
22:32 squirrelpascals: ideas?
22:32 Nao Tomori: https://osu.ppy.sh/ss/7428164
22:33 squirrelpascals: okay
22:33 squirrelpascals: i was trying not to place objects lower
22:33 squirrelpascals: buti t doesnt matter i guess
22:33 Nao Tomori: 2/1 break tho
22:35 squirrelpascals: okay i did your suggestion
22:35 squirrelpascals: i know but im picky xp
22:36 Nao Tomori: 01:02:902 (1) -
22:36 Nao Tomori: make these the same gradient
22:37 squirrelpascals: did you mean to link 2 things
22:37 squirrelpascals: 01:02:074 (7,1) - ctrl+h
22:37 Nao Tomori: yea
22:38 Nao Tomori: its not ctrl h
22:38 Nao Tomori: they're not parallel
22:38 squirrelpascals: they dont have to be, theyre symmetrical on a vertical axis
22:38 squirrelpascals: i made it perfect
22:38 Nao Tomori: what
22:39 Nao Tomori: theyre not the same angle tho ?_?
22:39 squirrelpascals: they werent exactly the same slider
22:39 squirrelpascals: let me draw a picture
22:41 squirrelpascals: http://imgur.com/a/C3Drw
22:41 squirrelpascals: the red line is the axis
22:41 squirrelpascals: if you want to visualize it easier, move 1 down to the sliderend of 6
22:41 Nao Tomori: ya
22:41 Nao Tomori: but it doesnt look like that atm
22:41 squirrelpascals: i dont understand how it doesnt
22:41 Nao Tomori: they'd be
22:41 Nao Tomori: parallel if you ctrl h'd 7
22:42 Nao Tomori: but they arent
22:42 squirrelpascals: why do they have to be parallel
22:42 squirrelpascals: ill make them like that but its unnecessary
22:42 Nao Tomori: huh
22:42 Nao Tomori: what
22:42 Nao Tomori: look at your screenshot
22:42 Nao Tomori: those are supposed to be the
22:42 Nao Tomori: same angle right
22:43 squirrelpascals: https://osu.ppy.sh/ss/7428215 is this what you want
22:43 squirrelpascals: i just had the opposite angle
22:43 Nao Tomori: no
22:43 Nao Tomori: lol
22:43 Nao Tomori: https://osu.ppy.sh/ss/7428221
22:43 Nao Tomori: if u ctrl h 7
22:43 Nao Tomori: and stack it
22:43 Nao Tomori: they arent parallel
22:43 squirrelpascals: oh
22:43 squirrelpascals: i fixed that
22:43 Nao Tomori: o
22:44 squirrelpascals: xD
22:44 Nao Tomori: mk
22:44 Nao Tomori: update again i guess
22:45 squirrelpascals: 01:14:695 (4,5) -
22:45 squirrelpascals: making these the same first
22:46 squirrelpascals: done
22:46 squirrelpascals: and updated
22:47 Nao Tomori: mk
22:49 squirrelpascals: wait
22:49 Nao Tomori: 00:31:247 (3,4) -
22:49 Nao Tomori: d
22:49 squirrelpascals: theres a hitsounding error in hard
22:50 squirrelpascals: is that still not right
22:50 Nao Tomori: you see how
22:50 Nao Tomori: 4 isn't in the slider path of 5
22:50 Nao Tomori: i mean
22:50 Nao Tomori: wt
22:50 Nao Tomori: f
22:50 Nao Tomori: 4 and 3
22:51 squirrelpascals: https://osu.ppy.sh/ss/7428273
22:51 squirrelpascals: did you update?
22:52 Nao Tomori: o
22:52 Nao Tomori: hm
22:52 Nao Tomori: ya oops
22:52 Nao Tomori: it didnt update before i entered
22:52 squirrelpascals: okay
22:53 squirrelpascals: updated once again for the one hitsound in hard diff lol
22:54 Nao Tomori: why do insane hrd and light insane all have hp6
22:54 Nao Tomori: can u make it like 3 4 5 6 spread
22:54 squirrelpascals: oh shit lol
22:54 squirrelpascals: yeah ill do that
22:55 squirrelpascals: updated once again
22:55 Nao Tomori: now its 4 4 5 6
22:55 Nao Tomori: :eyes:
22:56 squirrelpascals: :crying: :tears:
22:57 squirrelpascals: :updated:
23:01 Nao Tomori: alright lets do some
23:01 Nao Tomori: really dumb ranking criteria stuff
23:01 squirrelpascals: okay :p
23:01 *Nao Tomori is editing [https://osu.ppy.sh/b/1185477 Special Guest - Views [Light Insane]]
23:01 Nao Tomori: first point
23:01 Nao Tomori: uses different smapleset
23:01 Nao Tomori: xd
23:02 squirrelpascals: fixed
23:02 Nao Tomori: you dont need
23:02 squirrelpascals: youre right that was dumb :D
23:02 Nao Tomori: the first green line
23:02 Nao Tomori: on light insane
23:02 squirrelpascals: yeah i do
23:02 squirrelpascals: x.5 sv
23:02 Nao Tomori: o
23:02 Nao Tomori: ya u do
23:03 Nao Tomori: ok
23:03 Nao Tomori: also
23:03 squirrelpascals: is that all before i update for the 17th time
23:03 Nao Tomori: hm
23:03 Nao Tomori: you dont need tits in tags
23:03 Nao Tomori: cuz its the top diff name
23:03 squirrelpascals: yeah i do, for the other diffs
23:03 Nao Tomori: but it'll pop up the set anyway
23:04 Nao Tomori: if you search it
23:04 squirrelpascals: it didnt for me
23:04 Nao Tomori: really
23:04 Nao Tomori: hmm
23:04 squirrelpascals: the top diff only poped up
23:04 Nao Tomori: on beatmap listing?
23:04 Nao Tomori: or in game
23:04 squirrelpascals: wait
23:04 Nao Tomori: lol
23:04 squirrelpascals: oh in game
23:04 Nao Tomori: you'd need to update to check
23:04 squirrelpascals: ghesjkga
23:05 squirrelpascals: does it matter how you group or sort the beatmaps in game
23:05 squirrelpascals: or actually i dont need ot update
23:05 squirrelpascals: ill just remove it in all diffs
23:05 Nao Tomori: loool
23:06 Nao Tomori: but
23:06 Nao Tomori: searching tits shouldn't pop up a map set named special guest - views
23:06 Nao Tomori: searching tits would only pop up the top diff
23:06 Nao Tomori: that makes sense
23:06 Nao Tomori: people don't put extra in their map tag
23:06 squirrelpascals: okay
23:06 Nao Tomori: xd
23:07 squirrelpascals: https://osu.ppy.sh/ss/7428355
23:07 Nao Tomori: ya
23:07 Nao Tomori: good
23:07 squirrelpascals: tits is relevant to the diff name and the song, so it makes sense
23:07 squirrelpascals: right?
23:07 Nao Tomori: mm
23:07 Nao Tomori: ok whatever
23:07 squirrelpascals: ok
23:07 squirrelpascals: nobody lol
23:08 Nao Tomori: alright update
23:09 squirrelpascals: updated
23:09 squirrelpascals: again
23:09 Nao Tomori: gj
23:09 Nao Tomori: now update again
23:09 Nao Tomori: jk dont
23:09 squirrelpascals: what
23:09 squirrelpascals: i would have died
23:09 Nao Tomori: loool

d
Izzz
squirrelpascals map bubbled??? am i dreaming?????
Natsu
placeholder

General

  1. All those sliders at the intro and outro sounds really bad, I'm talking about the slider ticks being too loud, you should use a 5% green line for them
Tits

  1. 00:11:643 (2) - This slider doesn't follow the main melody of the song, you can claim that is mapped to a background beat, but it doesn't sounds nice, since isn't the same as 00:00:006 (1,2) - , A single slider would work better
  2. 00:00:109 (2) - Isn't this supposed to be 1/6, like 00:10:006 (2) - ?
  3. 00:11:591 (1,2) - I can't hear anything at 2, a single slider would work better with the music, anyways if anything the 1/8 doesn't makes much sense, a 1/4 would be more reasonable
  4. 00:13:350 (2) - the main instrument sounds a bit early, the background beat is snapped to 1/4 tho, but is super inconsistent that you mapped some objects in 1/6 1/8 and 1/4 lol, try to be more consistent, all the intro is a mess IMO
  5. 00:32:074 (6) - Ignoring the wait tick isn't cool, since is a really strong beat and you made a similar one clickable 00:31:661 (5) - , circle and 1/2 slider would be better or a repeat slider if you want 6 to only be clickable
  6. 00:38:695 (7) - ^
  7. 00:39:523 (1,2) - according to the music the NC should be at 2 not at 1
  8. 00:40:971 (1) - this repeat slider really mess up your comboing and rhythm, like IDK what are you following anymore those whistles or drums or what. I really think you should redo this rhythm according to the instrument that you're following.
  9. 00:44:488 (2) - for example the NC should be at the end of this slider, but actually you have it mapped as a slider tail, sometimes you follow the whistles and then you switch, so I really can't see a consistency in rhtyhms
  10. 00:51:212 (1) - this still belongs to the previous pattern and shouldn't have a NC, the NC should be at 00:51:730 (2) - which is totally different to the previous part.
  11. 00:55:454 (1,2) - the spacing is too close compared to other similar rhtyhms, like 00:52:971 (1,2) - 00:54:212 (1,2) - 00:56:281 (1,2) -
  12. 01:06:419 (2,3,1) - The spacing is really confused to play, try to make a more noticeable antijump or add more spacing
  13. 01:07:040 (1,1) - the overlap doesn't looks nice, you have a lot of space to have a clean map
  14. 01:34:557 (2) - mapping some whistles (that bird sound?) and ignoring the other ones make your rhythm really random
  15. your 1/4 spacing here 01:42:109 (1,2) - and 01:42:419 (3,4,1) - makes this 01:42:212 (2,3) - looks like a 1/2 jump
  16. 01:52:764 (2,3) - short spacing and jumps 01:54:006 (2,3) - where is the consistency for similar rhythms?
Light Insane

  1. Why light insane? I don't see anything different from a regular insane diff tbh
  2. The intro is better mapped than the tits one IMO
  3. 00:26:385 (1,2) - the NC should be in 2 according to the music.
  4. 00:39:523 (1,2) - same as above
  5. 00:40:971 (1) - aren't you following those bird sounds?, like all the before part is mapped following them, then you suddenly throw a random rhythm that is also breaking your NC pattern.
  6. 01:16:764 (4,5,6) - the spacing is super weirdd here, the 1/4 jump is really big while the 1/2 spacing is really short. this really needs to be fixed imo.
  7. 01:18:626 (1,2,3,4) - 1 2 and 3 spacing is fine, 4 is a strong beat, why is the spacing shorter than 2 and 3?
  8. 02:07:247 (2,3,4) - your spacing again is confused, don't use the same spacing for 1/4s and 1/2s specially if they are in the same combo
Hard

  1. 00:36:212 (1,2) - NC should be on 2 according to the music
  2. 00:58:764 (5) - shouldn't this be NC as you did with 00:55:454 (1) - ? if so then remove the one at 00:59:385 (1) - and add a new one in 00:59:799 (3) -
  3. 01:05:385 (1) - a 1/2 slider would be better for a hard diff, also there is a beat at the red tick
  4. 01:31:454 (1) - why the break is delayed o.O? the other diffs don't have this
  5. 01:41:592 (1,2,3,4,5,6,1) - In my opinion this is too much for this hard diff, I'm sure most of the players that are supposed to play this diff would have problems playing this pattern
  6. 01:45:109 (1,2,3,4,1,2) - same
Normal

  1. 00:00:006 (1) - a spinner don't fit the music, the music is slow and a spinner force players to spin as fast as they can.
  2. 00:45:523 (5) - move this a bit up? it is really close to be offscreen
  3. 01:01:040 (4) - since you are basing your rhythm on those whistles, I think is better to use a 1/2 slider here 01:01:040 (4) - and remove 01:01:454 (5) - that would fit the music alot better.
  4. 01:49:247 (1) - this is touching the hp bar
  5. 01:54:006 (4,5) - same as 01:01:040 (4) -
  6. I really don't like this diff, the spacing is too big IMO, like you didn't decide to don't overlap 1/2s or overlap them, maybe just me
send me a forum pm when you reply to this, popping for now, because I have a lot of concerns about this mapset and want to discuss them more.
Topic Starter
squirrelpascals

Natsu wrote:

placeholder

General

  1. All those sliders at the intro and outro sounds really bad, I'm talking about the slider ticks being too loud, you should use a 5% green line for them Did this for all difffs
Tits

  1. 00:11:643 (2) - This slider doesn't follow the main melody of the song, you can claim that is mapped to a background beat, but it doesn't sounds nice, since isn't the same as 00:00:006 (1,2) - , A single slider would work better Don't really understand why or how this doesn't follow the main melody, there's obviously another piano chord there
  2. 00:00:109 (2) - Isn't this supposed to be 1/6, like 00:10:006 (2) - ? I think 1/4 is correct here. If you start playing the music at 00:00:074 - you can hear that the piano note is a little bit later.
  3. 00:11:591 (1,2) - I can't hear anything at 2, a single slider would work better with the music, anyways if anything the 1/8 doesn't makes much sense, a 1/4 would be more reasonable I tried to follow each strum of notes as closely as possible, and was careful not to overmap anything. You mentioned not being able to hear this note in the first mod also, how do you think this stands out from the music?
  4. 00:13:350 (2) - the main instrument sounds a bit early, the background beat is snapped to 1/4 tho, but is super inconsistent that you mapped some objects in 1/6 1/8 and 1/4 lol, try to be more consistent, all the intro is a mess IMO While the song is a single bpm song (it's electronic ofc), musicians often use humanly played music samples or strum their notes at different speeds on purpose to make the music sound more natural, which is a result of the different rhythm between chords (source: i produce electronic music). Again, I tried to follow this as intricately as possible. If you think that I can execute this in a better way and make it less "messy," I'm open to further suggestion.
  5. 00:32:074 (6) - Ignoring the wait tick isn't cool, since is a really strong beat and you made a similar one clickable 00:31:661 (5) - , circle and 1/2 slider would be better or a repeat slider if you want 6 to only be clickable Some other people complained about this too, so I replaced it with half slider + circle instead of a 1/1 slider
  6. 00:38:695 (7) - ^ same
  7. 00:39:523 (1,2) - according to the music the NC should be at 2 not at 1 Applied this here and the other 2 patterns before it
  8. 00:40:971 (1) - this repeat slider really mess up your comboing and rhythm, like IDK what are you following anymore those whistles or drums or what. I really think you should redo this rhythm according to the instrument that you're following. The reason I put this here was to follow the melody that's quiet now but gets louder further into the music (I also had a repeat slider at 00:42:212 (4) - so this progression eases the player into following that rhythm). Although I see why you would say this because it is pretty quiet.
  9. 00:44:488 (2) - for example the NC should be at the end of this slider, but actually you have it mapped as a slider tail, sometimes you follow the whistles and then you switch, so I really can't see a consistency in rhtyhms also fixed this (my original intention was to follow the intensity of the lead here, but i would rather not cause confusion xd )
  10. 00:51:212 (1) - this still belongs to the previous pattern and shouldn't have a NC, the NC should be at 00:51:730 (2) - which is totally different to the previous part. Other people mentioned this, changed
  11. 00:55:454 (1,2) - the spacing is too close compared to other similar rhtyhms, like 00:52:971 (1,2) - 00:54:212 (1,2) - 00:56:281 (1,2) - WOuldn't hurt to space it more I guess, moved 1,4 farther to the right
  12. 01:06:419 (2,3,1) - The spacing is really confused to play, try to make a more noticeable antijump or add more spacing made this more noticable
  13. 01:07:040 (1,1) - the overlap doesn't looks nice, you have a lot of space to have a clean map i made it look nicee by having the slider overlay exactly half of the slidertail
  14. 01:34:557 (2) - mapping some whistles (that bird sound?) and ignoring the other ones make your rhythm really random I follow the drums here
  15. your 1/4 spacing here 01:42:109 (1,2) - and 01:42:419 (3,4,1) - makes this 01:42:212 (2,3) - looks like a 1/2 jump Don't play the sliderend, this is just a kickslider to satisfy a quieter note that's on the slidertail
  16. 01:52:764 (2,3) - short spacing and jumps moved this down 01:54:006 (2,3) - where is the consistency for similar rhythms? don't understand what you mean by this, im consistent with 01:52:557 (1,2,3) - and 01:53:799 (1,2,3) -
Light Insane

  1. Why light insane? I don't see anything different from a regular insane diff tbh Lower difficulty in general, easier sv, bigger cs, easier to read and hit patterns. More standard style of mapping and easier to understand by lower-level players.
  2. The intro is better mapped than the tits one IMO ty
  3. 00:26:385 (1,2) - the NC should be in 2 according to the music. I think I should keep this one, because this is the first double that you see in the map and it's right after the calm part, I want to tell the player that this pattern is different
  4. 00:39:523 (1,2) - same as above changed
  5. 00:40:971 (1) - aren't you following those bird sounds?, like all the before part is mapped following them, then you suddenly throw a random rhythm that is also breaking your NC pattern. Same thing as the tits diff. quiet notes here
  6. 01:16:764 (4,5,6) - the spacing is super weirdd here, the 1/4 jump is really big while the 1/2 spacing is really short. this really needs to be fixed imo. Definitley agree. moved 5 down
  7. 01:18:626 (1,2,3,4) - 1 2 and 3 spacing is fine, 4 is a strong beat, why is the spacing shorter than 2 and 3? I don't think there's too much of a difference between the strength of these notes, I made them similar sized jumps because they plainly sound similar, and its a calmer buildup to the really strong beat at 01:19:454 -
  8. 02:07:247 (2,3,4) - your spacing again is confused, don't use the same spacing for 1/4s and 1/2s specially if they are in the same combo These kicksliders should be treated like 1/2 jumps because you're not supposed to play the sliderends (example: 01:13:040 (1) - ) Plus, I've already used this same spacing concept throughout the map (example: 00:58:971 (2,3,4) - )
Hard

  1. 00:36:212 (1,2) - NC should be on 2 according to the music changed
  2. 00:58:764 (5) - shouldn't this be NC as you did with 00:55:454 (1) - ? if so then remove the one at 00:59:385 (1) - and add a new one in 00:59:799 (3) - wow good catch, i did this
  3. 01:05:385 (1) - a 1/2 slider would be better for a hard diff, also there is a beat at the red tick changed, i didnt know that that beat was there
  4. 01:31:454 (1) - why the break is delayed o.O? the other diffs don't have this opps
  5. 01:41:592 (1,2,3,4,5,6,1) - In my opinion this is too much for this hard diff, I'm sure most of the players that are supposed to play this diff would have problems playing this pattern Okay, I removed 4
  6. 01:45:109 (1,2,3,4,1,2) - same reduced spacing here
Normal

  1. 00:00:006 (1) - a spinner don't fit the music, the music is slow and a spinner force players to spin as fast as they can. This is a lower OD, so the players don't have to spin that much to complete the spinner. Although I see what you're saying, I think it's okay as is
  2. 00:45:523 (5) - move this a bit up? it is really close to be offscreen made the slider go more toward the right
  3. 01:01:040 (4) - since you are basing your rhythm on those whistles, I think is better to use a 1/2 slider here 01:01:040 (4) - and remove 01:01:454 (5) - that would fit the music alot better. I initially wanted to map to the kick at 01:01:454 - but i think your suggestion is a better solution. Changed this throughout the map
  4. 01:49:247 (1) - this is touching the hp bar moved it down a little
  5. 01:54:006 (4,5) - same as 01:01:040 (4) - already changed
  6. I really don't like this diff, the spacing is too big IMO, like you didn't decide to don't overlap 1/2s or overlap them, maybe just me I used x1.0 distance snap so that the map is easier to follow by the player.
send me a forum pm when you reply to this, popping for now, because I have a lot of concerns about this mapset and want to discuss them more.
Alright, I'll pm you. I agreed with a lot of your changes for the lower diffs. I'd be happy to discuss and concerns you might still have. Thanks for the check!

edit: I was unsure about some things that I changed my response to.
Natsu

squirrelpascals wrote:

Natsu wrote:

placeholder

Tits

  1. About the intro I still have alot of concerns about its snapping, do you mind getting other BNs/QATs opinions about it?
  2. 00:40:971 (1) - this repeat slider really mess up your comboing and rhythm, like IDK what are you following anymore those whistles or drums or what. I really think you should redo this rhythm according to the instrument that you're following. The reason I put this here was to follow the melody that's quiet now but gets louder further into the music (I also had a repeat slider at 00:42:212 (4) - so this progression eases the player into following that rhythm). Although I see why you would say this because it is pretty quiet. I still don't agree with your current rhythm, can we make an agreement ? how about using a circle and then a 1/2 slider
  3. 00:44:488 (2) - for example the NC should be at the end of this slider, but actually you have it mapped as a slider tail, sometimes you follow the whistles and then you switch, so I really can't see a consistency in rhtyhms also fixed this (my original intention was to follow the intensity of the lead here, but i would rather not cause confusion xd ) what I mean is that the stanza (the big white tick) should be mapped as a circle and then add a NC on it, even your own rhythm suggest it, take a look there is a melody going on 00:44:695 - 00:45:523 (1) - 00:46:350 (1) - you mapped the later two beats as a circle, why you didn't mapped 00:44:695 - as a circle too, it's the start of te melody
  4. 01:34:557 (2) - mapping some whistles (that bird sound?) and ignoring the other ones make your rhythm really random I follow the drums here then decide what instruments get priority, take a look 01:33:523 (2,3) - you're following the drums and the clap at 3 is click'able, then 01:34:350 (1,2) - the whistle at 2 become click'able and the clap becomes a slider tail, I meant there is not consistency with your rhythms, same happen in other places
  5. your 1/4 spacing here 01:42:109 (1,2) - and 01:42:419 (3,4,1) - makes this 01:42:212 (2,3) - looks like a 1/2 jump Don't play the sliderend, this is just a kickslider to satisfy a quieter note that's on the slidertail my point is that the visual spacing suggest another thing, I'm sure a lot of players will miss read it as 1/2 jump, a closer spacing would help
Light Insane

  1. Why light insane? I don't see anything different from a regular insane diff tbh Lower difficulty in general, easier sv, bigger cs, easier to read and hit patterns. More standard style of mapping and easier to understand by lower-level players. CS 4 is a standard value for insanes, 1/4 jumps are difficulty to play, OD 8 doesn't looks like something 'light', if you rename your hardest diff to Insane then there would be some logic, but right now there is none, just call this Insane.
  2. 00:26:385 (1,2) - the NC should be in 2 according to the music. I think I should keep this one, because this is the first double that you see in the map and it's right after the calm part, I want to tell the player that this pattern is different that totally kills the point of NCs, that's highlight the different sections in the song, also you have a NC here in all the other diffs, if you're really worried about the double, then remove that object instead of hurt the comboing for it
  3. 00:40:971 (1) - aren't you following those bird sounds?, like all the before part is mapped following them, then you suddenly throw a random rhythm that is also breaking your NC pattern. Same thing as the tits diff. quiet notes here same as your hardest diff
  4. 02:07:247 (2,3,4) - your spacing again is confused, don't use the same spacing for 1/4s and 1/2s specially if they are in the same combo These kicksliders should be treated like 1/2 jumps because you're not supposed to play the sliderends (example: 01:13:040 (1) - ) Plus, I've already used this same spacing concept throughout the map (example: 00:58:971 (2,3,4) - ) I totally don't agree with this, the point is not how the 1/4s plays, you are calling this diff 'light', but your spacing here isn't light at all, is confused and not comfortable to play at all, basically because yoou're using the same spacing for two different snaps. 02:07:661 (4,5,6) - should have more spacing
send me a pm when you done with this and sorry I was so tired from working yesterday, so I just fall slept >:(
Cryptic
Snapping discussion
17:18 squirrelpascals: Hey, I was just wondering if you could help me with some object snapping on a map that I'm ranking? It has a strummed / flammed piano in the intro so I'm just trying to confirm that I did this correctly amongst other bns
17:19 Cryptic: sure, I can look at it
17:19 Cryptic: send it over and I'll check asap
17:19 *squirrelpascals is listening to [https://osu.ppy.sh/b/1177274 Special Guest - Views]
17:19 squirrelpascals: tghanks man
17:19 squirrelpascals: let me know when you do, its the top diff
17:21 Cryptic: where?
17:21 squirrelpascals: 00:13:350 (2) - just the intro
17:21 Cryptic: okay
17:21 squirrelpascals: beginning until 00:26:074 -
17:21 squirrelpascals: the first one i linked might actually be 1/6
17:22 Cryptic: first things first 00:00:006 (1,2) - make that 1 a 1/8 kick or something because it sounds like janky that way.
17:22 Cryptic: the note is there in the song, as well, its just quiet
17:22 Cryptic: 00:00:109 (2) - and also silence these slider ticks tbh
17:23 squirrelpascals: opps i meant to do that
17:23 squirrelpascals: so put 00:00:109 (2) - at 00:00:057 - ?
17:23 Cryptic: no
17:23 Cryptic: just make the 1 slider a 1/8th kick
17:23 Cryptic: and you can keep the same timing
17:23 Cryptic: theres 3 notes there
17:23 squirrelpascals: Oh alright
17:24 squirrelpascals: like i did earlier
17:24 squirrelpascals: i mean later xp
17:24 Cryptic: 00:09:937 (1,2) - this sounds like a 1/8th as well
17:24 Cryptic: your placement hits too late
17:24 Cryptic: so slide that up to the yellow tick and extend the tail a bit
17:25 squirrelpascals: okay
17:25 Cryptic: in most songs unless you're looking at super technical stuff or classical stuff, piano rhyhtm tends to stay approximately the same, so most of this will probably be a deviation of 1/4th
17:25 squirrelpascals: another 1/8 kick at 00:13:247 (1,2) - ?
17:25 squirrelpascals: okay that sounds logical
17:25 Cryptic: uhhh
17:25 Cryptic: no kick there
17:25 Cryptic: theres only two notes
17:26 squirrelpascals: ok
17:26 Cryptic: also some may say that 00:00:006 (1,2) - this only has two notes but even if there are only two physical notes it sounds more like a trill than a two eights
17:26 Cryptic: *eigths
17:26 squirrelpascals: thats what i thought
17:27 squirrelpascals: it was originally a triple
17:27 squirrelpascals: can 00:05:799 (2) - be two notes?
17:27 Cryptic: this one has a delayed attack tho so 00:13:247 (1,2) - the 2 should be snapped to 1/6th
17:27 squirrelpascals: https://osu.ppy.sh/ss/7638352
17:27 squirrelpascals: alright
17:27 squirrelpascals: yeah it does sound late i was right
17:27 Cryptic: nah, that one you linked is an accent more than anything so
17:27 Cryptic: it'd have to 1/12th or something
17:27 squirrelpascals: natsu said so too :p
17:27 Cryptic: and that'd be jank to play
17:28 squirrelpascals: okay
17:28 squirrelpascals: yeah i dont want that lol
17:28 Cryptic: 00:19:006 (2,3) - this is wrong
17:28 Cryptic: this is more accurate: https://puu.sh/uWbJt/9c8e6f4fb8.png
17:29 squirrelpascals: too early
17:29 squirrelpascals: 1/12?
17:29 squirrelpascals: ok
17:29 Cryptic: yeah
17:29 Cryptic: these are also wrong:
17:29 Cryptic: 00:19:842 (1,2) -
17:29 Cryptic: thats 1/16th snapping idk why
17:30 Cryptic: like this:
17:30 Cryptic: https://puu.sh/uWbOP/db68d2272b.png
17:30 Cryptic: 00:23:178 (1,2) - this one should be snapped to 1/8th
17:30 Cryptic: so should this one but it's a bit more wonky, so I'm not 100% certain 00:24:833 (1,2) -
17:31 Cryptic: I think that covers it right?
17:31 squirrelpascals: maybe 1/8 there
17:31 squirrelpascals: following the usual pattern
17:31 squirrelpascals: yeah thats all
17:31 squirrelpascals: one question from earlier
17:32 Cryptic: sure
17:32 squirrelpascals: memme find it
17:32 squirrelpascals: the one with 1/16
17:32 squirrelpascals: 00:19:868 (1,2) -
17:33 squirrelpascals: would it be fine if i just left it as is, because your suggestion vs what i have is the same time in between notes, but the way i have it is more on beat
17:33 squirrelpascals: so it would be a lot friendlier to play
17:33 Cryptic: I mean at 1/16th snapping I don't think they'd notice due to slider leniency
17:34 Cryptic: Personally I'd change the BPM to make it snap there then change it back but
17:34 Cryptic: you can keep what you have, sure
17:34 squirrelpascals: its 26 ms difference
17:35 Cryptic: that 1/12th pattern with the kick earlier, I'd use it here as well: 02:18:212 (2,3) -
17:35 Cryptic: and have it the first 1/12th tick before teh white tick
17:36 squirrelpascals: i i didnt know that was 1/12 xp
17:36 Cryptic: it sounds closer than what you have now
17:36 Cryptic: yours lands a bit late I think
17:36 Cryptic: also based on pattenrs shouldn't you have 02:19:040 (1) - two notes for this instead of one?
17:36 squirrelpascals: https://osu.ppy.sh/ss/7638420 so like this?
17:36 Cryptic: yeah but with the kick
17:36 Cryptic: on the 1
17:37 squirrelpascals: yeah youre right
17:37 squirrelpascals: oh okay
17:37 squirrelpascals: are supre small sliders like that okay or should i change the sv and make it more readable
17:38 Cryptic: super small should be fine I'd reckon
17:38 squirrelpascals: alright
17:38 squirrelpascals: 02:19:040 (1) - this sounds like one note
17:40 Cryptic: do you want me to post log to thread?
17:41 Cryptic: oh I didn't see that messag,e hold up
17:41 squirrelpascals: okay
17:41 squirrelpascals: and yes when we're done that would be very helpful
17:41 Cryptic: okay, thats fine, yeah, it should be cool to keep it as one note
17:42 squirrelpascals: okay sweet, thanks!
Topic Starter
squirrelpascals

squirrelpascals wrote:

Natsu wrote:

placeholder

Tits

  1. About the intro I still have alot of concerns about its snapping, do you mind getting other BNs/QATs opinions about it? Sure, I just got Cryptic and we made some pretty accurate changes. I will try to get another just to confirm this.
  2. 00:40:971 (1) - this repeat slider really mess up your comboing and rhythm, like IDK what are you following anymore those whistles or drums or what. I really think you should redo this rhythm according to the instrument that you're following. The reason I put this here was to follow the melody that's quiet now but gets louder further into the music (I also had a repeat slider at 00:42:212 (4) - so this progression eases the player into following that rhythm). Although I see why you would say this because it is pretty quiet. I still don't agree with your current rhythm, can we make an agreement ? how about using a circle and then a 1/2 slider Yeah, I'll do that. That was my alternative for if this didn't work
  3. 00:44:488 (2) - for example the NC should be at the end of this slider, but actually you have it mapped as a slider tail, sometimes you follow the whistles and then you switch, so I really can't see a consistency in rhtyhms also fixed this (my original intention was to follow the intensity of the lead here, but i would rather not cause confusion xd ) what I mean is that the stanza (the big white tick) should be mapped as a circle and then add a NC on it, even your own rhythm suggest it, take a look there is a melody going on 00:44:695 - 00:45:523 (1) - 00:46:350 (1) - you mapped the later two beats as a circle, why you didn't mapped 00:44:695 - as a circle too, it's the start of te melody I just realized that I could put a kickslider here. Plus, a kickslider would be better than a circle because this stays consistent with the kicksliders at 00:43:040 (1,2) - and 00:45:523 (1,2) -
  4. 01:34:557 (2) - mapping some whistles (that bird sound?) and ignoring the other ones make your rhythm really random I follow the drums here then decide what instruments get priority, take a look 01:33:523 (2,3) - you're following the drums and the clap at 3 is click'able, then 01:34:350 (1,2) - the whistle at 2 become click'able and the clap becomes a slider tail, I meant there is not consistency with your rhythms, same happen in other places I thought these were different sounds for some reason. Fixed this issue
  5. your 1/4 spacing here 01:42:109 (1,2) - and 01:42:419 (3,4,1) - makes this 01:42:212 (2,3) - looks like a 1/2 jump Don't play the sliderend, this is just a kickslider to satisfy a quieter note that's on the slidertail my point is that the visual spacing suggest another thing, I'm sure a lot of players will miss read it as 1/2 jump, a closer spacing would help Alright I misunderstood last time. I spaced it closer.
Light Insane

  1. Why light insane? I don't see anything different from a regular insane diff tbh Lower difficulty in general, easier sv, bigger cs, easier to read and hit patterns. More standard style of mapping and easier to understand by lower-level players. CS 4 is a standard value for insanes, 1/4 jumps are difficulty to play, OD 8 doesn't looks like something 'light', if you rename your hardest diff to Insane then there would be some logic, but right now there is none, just call this Insane. I originally had this because of the two Insane diffs (Light was easier), but since the tits diff is a higher level inane I don't mind calling this Insane.
  2. 00:26:385 (1,2) - the NC should be in 2 according to the music. I think I should keep this one, because this is the first double that you see in the map and it's right after the calm part, I want to tell the player that this pattern is different that totally kills the point of NCs, that's highlight the different sections in the song, also you have a NC here in all the other diffs, if you're really worried about the double, then remove that object instead of hurt the comboing for it I guess I'll just change it then
  3. 00:40:971 (1) - aren't you following those bird sounds?, like all the before part is mapped following them, then you suddenly throw a random rhythm that is also breaking your NC pattern. Same thing as the tits diff. quiet notes here same as your hardest diff I made the same change
  4. 02:07:247 (2,3,4) - your spacing again is confused, don't use the same spacing for 1/4s and 1/2s specially if they are in the same combo These kicksliders should be treated like 1/2 jumps because you're not supposed to play the sliderends (example: 01:13:040 (1) - ) Plus, I've already used this same spacing concept throughout the map (example: 00:58:971 (2,3,4) - ) I totally don't agree with this, the point is not how the 1/4s plays, you are calling this diff 'light', but your spacing here isn't light at all, is confused and not comfortable to play at all, basically because yoou're using the same spacing for two different snaps. 02:07:661 (4,5,6) - should have more spacing Yeah I misunderstoof again. I didn't know you were talking about just making that jump bigger, I did that.
send me a pm when you done with this and sorry I was so tired from working yesterday, so I just fall slept >:( Don't worry about that, I know that feel.

Thanks for clearing up a lot of things. Changed all!

Also, just fxed some hitsound errors and a consistency error with your last mod on Hard.
Nao Tomori
irc, talked about some other rhythm stuff and some patterning
fine to me
Strategas
[general]

I think you need a Easy diff, as your lowest diff focuses a lot on 1/2 rhythm and it's too much for complete beginners imo

02:24:006 - not sure why all diffs except for top, ignores this beat

[top diff]

00:24:885 (2,1,1) - this flows pretty difficult, you could just move 00:24:833 (1,2) - below that slider http://i.imgur.com/PclvkU9.png

00:28:350 (5,6) - vs 00:34:971 (5,6) - don't get how come you decide to map these so differently spacing wise

00:47:178 (1,2) - wth spacing, it's even bigger than 00:48:833 (1,2) -

01:05:799 (1,2,3,4,1) - this is so cancer to play because of stream jump + leniency abuse lol

01:09:523 (1,2,3,4) - flows pretty dumb, if you ctrl g 01:09:730 (2) - and 01:10:143 (4) - would be better imo

01:42:109 (1,2) - this looks like 1/2 because you just used 01:40:971 (1,2,3) - which had similar spacing, probably just better nerf the whole thing at 01:42:109 (1,2,3,4,1) -

overall don't get how your spacing is so random at times, compare stuff like 00:52:971 (1,2,3) - vs 00:56:281 (1,2,3) - then 01:00:833 (1,2,3) - vs 01:02:902 (1,2,3) - etc...

[insane]

00:51:730 (1,2) - would look better if you alligned them

same thing as in top diff where spacing is pretty random at times, compare your patern at 01:57:109 (1,2,3,4) - where it's all packed up together to a patern 01:49:247 (1,2,3,4) - where it's spaced pretty wide around the area

man you need to work on your slider art

[hard]

it feels like you aimed for same spacing everywhere and didn't use distance snapping for whatever reason

[normal]

seems good

needs work on spacing more before going to ranked imo
Topic Starter
squirrelpascals

Strategas wrote:

[general]

I think you need a Easy diff, as your lowest diff focuses a lot on 1/2 rhythm and it's too much for complete beginners imo Since the song itself is low bpm, and most of the 1/2 rhythm coming from sliderends anyways, I think that the current Normal is simple enough for a beginner player to understand

02:24:006 - not sure why all diffs except for top, ignores this beat acknowledged this beat for all diffs

[top diff]

00:24:885 (2,1,1) - this flows pretty difficult, you could just move 00:24:833 (1,2) - below that slider http://i.imgur.com/PclvkU9.png Don't think this interferes with flow as much as you say it does. Since there is a very slow slider right before this, the player has a lot of time to prepare for the next note. Additionally, the sliderpath of 00:26:212 (1) - is not intricate and the jump toward it is necessary for exaggeration of the tom on 00:26:212 -

00:28:350 (5,6) - vs 00:34:971 (5,6) - don't get how come you decide to map these so differently spacing wise fixed this inconsistency

00:47:178 (1,2) - wth spacing, it's even bigger than 00:48:833 (1,2) - didnt really think this was detrimental tbh but i fixed this anyways

01:05:799 (1,2,3,4,1) - this is so cancer to play because of stream jump + leniency abuse lol I don't think this hurts gameplay too much. From a playing perspective, there is close spacing during the kickslider stream, and the following jump to the next object flows well to and from the stream and the next slider. From a mapping perspective, the 1/8 kicksliders are necessary to represent the wubs, while the next slider is also needed to keep consistently representing the melody with 1/4 sliders. The jump exaggerates the change in between the two.

01:09:523 (1,2,3,4) - flows pretty dumb, if you ctrl g 01:09:730 (2) - and 01:10:143 (4) - would be better imo I agree that the flow should definitley be improved here. I reorganized these in a better way however to stay more consistent with my spacing concepts https://osu.ppy.sh/ss/7939317

01:42:109 (1,2) - this looks like 1/2 because you just used 01:40:971 (1,2,3) - which had similar spacing, probably just better nerf the whole thing at 01:42:109 (1,2,3,4,1) - I agree that this pattern may cause readability problems. I agree this needs better spacing contrast, I just spaced out the first pattern into a jump pattern instead (because I agree with the intensity of the spaced streams) https://osu.ppy.sh/ss/7939452 (highlighted spaced stream part)

overall don't get how your spacing is so random at times, compare stuff like 00:52:971 (1,2,3) - vs 00:56:281 (1,2,3) - buffed second pattern then 01:00:833 (1,2,3) - vs 01:02:902 (1,2,3) - buffed secondetc... ill go over more of the map for this

[insane]

00:51:730 (1,2) - would look better if you alligned them sure why not

same thing as in top diff where spacing is pretty random at times, compare your patern at 01:57:109 (1,2,3,4) - where it's all packed up together to a patern 01:49:247 (1,2,3,4) - where it's spaced pretty wide around the area so spacing in general or my pattern distribution throughout the playfeild? ill just treat this the same

man you need to work on your slider art i think its okay..? can you be more specific?

[hard]

it feels like you aimed for same spacing everywhere and didn't use distance snapping for whatever reason I used a little bit of spacing variance to add some diversity to this diff. I don't think this poses as a problem if i didn't stick to one ds throughout the entire map. Plus the distance/spacing differences aren't drastic enough to the point where they hurt the map.

[normal]

seems good

needs work on spacing more before going to ranked imo
All other spacing inconsistencies I fixed in the top diffs
all excluding the stuff you modded for

Tits
• 00:52:971 (1,2) - vs. 00:54:212 (1,2) - spaced the second one a little

• 00:58:764 (1,2,3) - had to be further spaced

• 01:02:074 (2,3) - vs. 01:02:902 (1,2) - made these similar

• 01:13:040 (2,3) - vs. 01:14:281 (2,3) - keeping this one because it gets mroe intense from first to second

• 01:15:316 (1,2) - vs. 01:16:143 (1,2,1,2,1) - buffed the circle pattern

• 01:46:764 (1,2) - buffed this

• 01:48:419 (2,3) - vs. 01:47:178 (2,3) - ctrl+g on the first to fix this one (and i curved it yeeee)

• 01:49:247 (1,2) - vs. 01:50:488 (1,2) - buffed the second one

• 01:51:730 (1,2) - vs. 01:52:764 (2,3) - made these more similar

• 01:54:006 (2,3) - vs. 01:55:040 (2,3) - i made these the same thing :o

• 01:55:868 (1,2) - 01:57:109 (1,2) - buffed both and made similar

• 02:00:419 (1,2) - vs. 02:01:661 (2,3) - buffed the first one

• 02:08:281 (2,3) - vs. 02:07:247 (2,3) - buffed the first one, then buffed this half-circle pattern 02:09:109 (1,2,1,2,1) - a tiny bit

seems like a lot of the problem came from underspacing and now its exactly 5 stars so yay
ill do insane diff now

Insane
• 00:52:971 (1,2,3) - vs. 00:54:212 (1,2,3) - buffed the latter one

• 01:13:040 (1,2) - vs. 01:14:281 (2,3) - made these two more consistent

• 01:16:143 (1,2,3,4) - 01:15:316 (1,2) - just made both more similar

• 01:47:178 (1,2) - vs. 01:48:419 (1,2) - nerfed the second one a little bit, spaced 01:45:937 (1,2) - and 01:47:178 (1,2) - a tiny bit

• 01:57:109 (1,2) - vs. 01:55:868 (1,2) - buffed the first one

• 02:06:006 (1,2,3) - evened it out

idk i thought that one was better as far as spacing goes

Thanks!
dsco
normal
i think i might agree with strategas on needing an easy or nerfing the normal's rhythms, they are quite offbeat and complex, they could definitely be simplified more. sv feels a little high too. (see 00:49:661 (1,2,3,4) - // 02:03:730 (4,5,6,7,1,2) - n stuff)
00:06:626 (2) - doesnt look great. red nodes could be on the slider ticks and the first segment's angle could match the 3rd.
00:19:868 (2) - again nodes not on slider ticks feels sloppy and this shape overall doesnt look great. last segment is sloppy and the second segment doesnt fit
00:36:419 (1) - random 0.85x
00:42:212 (5,2) - aren't perfectly stacked (not a fan of these 2 beat overlaps in the easiest diff on the set anyways but ya)
the rhythms in the kiai sections feel odd. i think you should commit to following the lead harder and worry less about the drums, right now its an awkward in between place. i.e.: 00:54:212 (3,4,5) - why is 4 a kickslider but no rhythm between 00:55:454 (6,1) - ? sometimes you highlight drums and sometimes not so its strange. also 00:59:799 (2) - not highlighting the strong lead sound on the white tick
01:32:695 (1,2,3,4) - doesn't look very pretty, flow between 2,3,4 especially

hard
00:00:006 (1) - same suggestions with slider nodes. also the 3rd segment could maybe blanket the tail circle
00:06:626 (1) - shape feels random. asymmetric and convoluted
00:13:247 (1) - first segment is ugly/too curved, same with 4th, 5th segment looks like a poor attempt at blanketing tail. at least just make the curved segments part of a circle instead of randomly curved
00:19:868 (1) - make the two segments symmetric (rotate by -25 and center the red point
00:32:074 (5,6) - think this should be spaced a little further away. i'd recommend spacing 00:31:247 (4) - 1.3x from last object and next
00:36:212 (7) - random. u didn't do this any of the previous times and the sound here isn't louder than previous (or at least barely)
00:47:592 (4,5,1) - feels too energetic to stack
00:57:523 (1,2,3) - is reusing the shape of 00:56:281 (1,2,3) - but 00:56:488 (2) - and 00:57:937 (3) - don't stack and also have different spacing instead
01:04:143 (1,2,3) - ugly flow mainly cause of 2
01:06:626 (2,1) - don't like this since you stack 1/2 sometimes. could trip people up but might be fine
01:57:523 (1,2,3) - 2 should be equally spaced between 1 and 3
01:52:557 (1,2,3,4,5,6) - 2,3 looks like its 1,2 rotated by ~30 degrees or something but then for 5,6 instead of an extra 30 degrees its like 80. either commit to the gradual rotation increase or make each circle+slider bit unique. i know this sounds super small and it prob is but it helps with structure and visual consistency (instances like 02:05:799 (1,2,3,4,5,6) - are different since the musical cue indicated 5,6 should be different)
01:55:868 (1,2,3) - not evenly spaced
02:03:730 (1,2,3) - not evenly spaced + could be a triangle
02:11:592 (3,1) - ugly slight overlap, i think you could make the slider art start on the head of 3 or just farther to the right

insane
00:13:247 (1) - doesn't look great. the first third contradicts the next third contradicts the last third. too many different things going on
00:26:385 (3) - personally would just remove. its a confusing rhythm and throws the player off, doesn't add much. up to you though
00:26:488 (1,2,3,4) - visual spacing here is pretty inconsistent, particularly with 4
00:32:902 (1,2,3) - 00:36:212 (1) - inconsistent
00:38:695 (7,8) - not a fan of the overlap personally
00:41:385 (1,2,3) - 00:43:040 (1,2,3) - first one is spaced more but doesnt feel like it should be. goes against the building energy imo
01:00:212 (1,1) - unnecessary NC i think
01:04:350 (2,3) - bad blanket
01:10:350 (5,3) - could blanket
01:14:695 (4,5,6) - feels like it should be lower to match the flow from 4,5
01:16:143 (1,2,3,4) - each set of 2 sliders contradicts eachother, random rotation makes the visual consistency feel lacking.
01:41:592 (2,1,2,3,4,5,1) - way more complex and the ending triple is far more spaced than any other 1/4 in the map
01:48:833 (1) - unnecessary NC i think
01:51:316 (5,1) - bad blanket also v
01:51:730 (1,2) - rhythm feels random, you dont do this anywhere else (00:58:764 (1,2,3,4) - )
01:55:040 (1,2) - bad blanket
01:55:868 (1,2,3) - flows poorly
02:10:350 (1,2,3) - why does 3 break visual trend
02:12:419 (1) - first two segments are ugly, you could make them symmetric to eachother. last segment has an ugly lip where the red node is

titz
00:00:006 (1) - opinion but ctrl+g would look nicer
00:06:626 (1) - final 3 segments look like they are trying to be a hexagon but failed. the angles dont relate to eachother in any way and it bothers me a
00:13:247 (1,2) - disagree with the choice to space these
00:19:006 (2,3) - think its better to simplify to circle and slider personally (also 02:18:178 (2,3) - if you change)
00:43:040 (1,2) - no reason to do this imo. + you dont do it here 00:48:006 (1,2,3) - . i guess that part is following the drums but it feels really unclear
the overlaps in the kiai feel really random, as in which objects you choose to overlap. example: 00:55:454 (1,4) -
00:57:937 (1) - shouldnt be NC'd
01:00:212 (1) - ^
01:01:661 (1) - ^
01:02:074 (2) - should be NC'd (you start NC's in kiai with a 1-2-3 / 1-2-3 / 1-2 beat pattern but then it just falls apart)
01:07:040 (1) - unnecessary NC
01:08:281 (1) - shouldnt be NC'd, 01:08:695 (2) - should. (or its just inconsistent with 00:54:833 (4,5,6) - )
ok overall the NCs in the kiai are just really sloppy and i cant udnerstand what u wanted them to be. i would go through and just NC them to 1-2-3 / 1-2-3 / 1-2 beat pattern or somehow give them more structure otherwise.
01:32:488 (1) - unnecessary NC
01:34:557 (2) - again not necessary, super random especially since in the first buildup / intro you did this for the lead, not the drums. (see also 01:37:868 (2,3) - )
01:41:799 (3,1,2,3,4,1) - mega diff spike and super hard to read with 01:42:109 (1) - being NC'd and the spacing being so large on a new rhythm
01:48:833 (1,2) - almost impossible to read especially since its the only time in either kiai you use this rhythm or an SV change
02:05:799 (1,2) - spacing feels small with the 1/4 rhythm spacing being so large (also 02:07:040 (1,2) - )
02:20:695 (1) - first and final segments dont have the same angle and the bump is super random
Topic Starter
squirrelpascals

dsco wrote:

normal
i think i might agree with strategas on needing an easy or nerfing the normal's rhythms, they are quite offbeat and complex, they could definitely be simplified more. sv feels a little high too. (see 00:49:661 (1,2,3,4) - // 02:03:730 (4,5,6,7,1,2) - n stuff)
00:06:626 (2) - doesnt look great. red nodes could be on the slider ticks and the first segment's angle could match the 3rd. i dont intent for the straight portions of this slider to be of even length or parallel
00:19:868 (2) - again nodes not on slider ticks feels sloppy and this shape overall doesnt look great. last segment is sloppy and the second segment doesnt fit second and thrid segments curve at the same amount. first and last part of the third segment parallel with the first
00:36:419 (1) - random 0.85x opps
00:42:212 (5,2) - aren't perfectly stacked (not a fan of these 2 beat overlaps in the easiest diff on the set anyways but ya) fix
the rhythms in the kiai sections feel odd. i think you should commit to following the lead harder and worry less about the drums, right now its an awkward in between place. i.e.: 00:54:212 (3,4,5) - why is 4 a kickslider but no rhythm between 00:55:454 (6,1) - ? sometimes you highlight drums and sometimes not so its strange. also 00:59:799 (2) - not highlighting the strong lead sound on the white tick i follow the lead with slider heads, tails and circles, and am careful not to overmap to the players ability while doing this
01:32:695 (1,2,3,4) - doesn't look very pretty, flow between 2,3,4 especially 2 and 3 have the same curve, 3 connects 2 and 4 through flow.

hard
00:00:006 (1) - same suggestions with slider nodes. also the 3rd segment could maybe blanket the tail circle evened slider node placement here
00:06:626 (1) - shape feels random. asymmetric and convoluted added symmetry
00:13:247 (1) - first segment is ugly/too curved, same with 4th, 5th segment looks like a poor attempt at blanketing tail. at least just make the curved segments part of a circle instead of randomly curved fixed a lot about this slider
00:19:868 (1) - make the two segments symmetric (rotate by -25 and center the red point it already is symmetric
00:32:074 (5,6) - think this should be spaced a little further away. i'd recommend spacing 00:31:247 (4) - 1.3x from last object and next did suggestion
00:36:212 (7) - random. u didn't do this any of the previous times and the sound here isn't louder than previous (or at least barely) removed
00:47:592 (4,5,1) - feels too energetic to stack want to stack all triples in hard for readability's sake (compare to 00:54:833 (4,5,6) - )
00:57:523 (1,2,3) - is reusing the shape of 00:56:281 (1,2,3) - but 00:56:488 (2) - and 00:57:937 (3) - don't stack and also have different spacing instead fixed also use alt+slect next time lol
01:04:143 (1,2,3) - ugly flow mainly cause of 2 changed flow of 2
01:06:626 (2,1) - don't like this since you stack 1/2 sometimes. could trip people up but might be fine since its a 1/1 beat its more obvious
01:57:523 (1,2,3) - 2 should be equally spaced between 1 and 3 done
01:52:557 (1,2,3,4,5,6) - 2,3 looks like its 1,2 rotated by ~30 degrees or something but then for 5,6 instead of an extra 30 degrees its like 80. either commit to the gradual rotation increase or make each circle+slider bit unique. i know this sounds super small and it prob is but it helps with structure and visual consistency (instances like 02:05:799 (1,2,3,4,5,6) - are different since the musical cue indicated 5,6 should be different) theres not really enough space to let that rotation happen but i continued to blanket the circle as 2 and 4 suggested
01:55:868 (1,2,3) - not evenly spaced made even
02:03:730 (1,2,3) - not evenly spaced + could be a triangle did this
02:11:592 (3,1) - ugly slight overlap, i think you could make the slider art start on the head of 3 or just farther to the right found an alternative

insane
00:13:247 (1) - doesn't look great. the first third contradicts the next third contradicts the last third. too many different things going on last third parallel to first third, second third parallels with itself and curves at the same rate as the last third near its point of inflection
00:26:385 (3) - personally would just remove. its a confusing rhythm and throws the player off, doesn't add much. up to you though would rather stick with what applies most to the music
00:26:488 (1,2,3,4) - visual spacing here is pretty inconsistent, particularly with 4 uh dont know if this is what you were talking about but i moved 3 a little to compensate for this
00:32:902 (1,2,3) - 00:36:212 (1) - inconsistent made consistent
00:38:695 (7,8) - not a fan of the overlap personally i think its fine
00:41:385 (1,2,3) - 00:43:040 (1,2,3) - first one is spaced more but doesnt feel like it should be. goes against the building energy imo spaced it similarly
01:00:212 (1,1) - unnecessary NC i think this 1,2 pattern is consistent
01:04:350 (2,3) - bad blanket made it not bad
01:10:350 (5,3) - could blanket fixed
01:14:695 (4,5,6) - feels like it should be lower to match the flow from 4,5 did that
01:16:143 (1,2,3,4) - each set of 2 sliders contradicts eachother, random rotation makes the visual consistency feel lacking. gave this more visual flow to make it look less segmented
01:41:592 (2,1,2,3,4,5,1) - way more complex and the ending triple is far more spaced than any other 1/4 in the map fixed the triple
01:48:833 (1) - unnecessary NC i think nc is for sv change
01:51:316 (5,1) - bad blanket also v
01:51:730 (1,2) - rhythm feels random, you dont do this anywhere else (00:58:764 (1,2,3,4) - ) changed
01:55:040 (1,2) - bad blanket fixed
01:55:868 (1,2,3) - flows poorly angled this pattern and tinkered with spacing ehre
02:10:350 (1,2,3) - why does 3 break visual trend 1 and 2 are tangental to the first part of three
02:12:419 (1) - first two segments are ugly, you could make them symmetric to eachother. last segment has an ugly lip where the red node is simplified this according to what you said

titz
00:00:006 (1) - opinion but ctrl+g would look nicer Would rather these stacked like this because of the strumming rhythm
00:06:626 (1) - final 3 segments look like they are trying to be a hexagon but failed. the angles dont relate to eachother in any way and it bothers me a The last three segments are supposed to be symmertical with themselves, with its line of symmetry perpendicular to the first part of the slider. i made this more obvious
00:13:247 (1,2) - disagree with the choice to space these mimicked the first one since its very similar at 00:00:006 (1,2) -
00:19:006 (2,3) - think its better to simplify to circle and slider personally (also 02:18:178 (2,3) - if you change) agreed. simplified
00:43:040 (1,2) - no reason to do this imo. The kicksliders were supposed to follow the melody. I made this more obvious with 00:44:281 (5,2) - + you dont do it here 00:48:006 (1,2,3) - . i guess that part is following the drums but it feels really unclear yeah this whole part follows the drums at 00:46:350 (1,2,1,2,1,2,3,1,2,1,2,3,4) -
the overlaps in the kiai feel really random, as in which objects you choose to overlap. example: 00:55:454 (1,4) - dont see how these are random, i just regularly overlap my objects in patterns throughout the kiai 00:54:419 (2,4) - 00:57:730 (2,3,4) - 01:03:937 (5,4) - 01:04:143 (1,5) - 01:06:212 (1,1) - 01:08:281 (1,3) - 01:10:350 (1,3) - etc.
00:57:937 (1) - shouldnt be NC'd
01:00:212 (1) - ^
01:01:661 (1) - ^
01:02:074 (2) - should be NC'd (you start NC's in kiai with a 1-2-3 / 1-2-3 / 1-2 beat pattern but then it just falls apart)
01:07:040 (1) - unnecessary NC antiflow
01:08:281 (1) - shouldnt be NC'd, 01:08:695 (2) - should. (or its just inconsistent with 00:54:833 (4,5,6) - )
ok overall the NCs in the kiai are just really sloppy and i cant udnerstand what u wanted them to be. i would go through and just NC them to 1-2-3 / 1-2-3 / 1-2 beat pattern or somehow give them more structure otherwise. I redid all ncs (including ones you modded for) in the kiai to have the 3/3/2 beat pattern
01:32:488 (1) - unnecessary NC
01:34:557 (2) - again not necessary, super random especially since in the first buildup / intro you did this for the lead, not the drums. (see also 01:37:868 (2,3) - ) changed back to a sliderend because i didnt like this either
01:41:799 (3,1,2,3,4,1) - mega diff spike and super hard to read with 01:42:109 (1) - being NC'd and the spacing being so large on a new rhythm dont see this being much of a diff spike or a reading problem with streams throughout the map like 01:45:523 (1,2,3,4,1) - 01:47:799 (4,5,6) - 01:53:178 (4,4,5,6) - etc. The nc is only to signify the intensity change between 01:41:592 (1,2,3) - and 01:42:109 (1,2,3,4,1) - in gameplay and music
01:48:833 (1,2) - almost impossible to read especially since its the only time in either kiai you use this rhythm or an SV change
02:05:799 (1,2) - spacing feels small with the 1/4 rhythm spacing being so large (also 02:07:040 (1,2) - ) buffed and evened out both
02:20:695 (1) - first and final segments dont have the same angle and the bump is super random its just an aesthetic to avoid a boring straight slider
helped a lot. Thanks! :)
Sulfur
Things for insane diff
  1. 00:08:281 (2) - 00:23:178 (1) - those two slidershapes feels out of place because every other slider is curved but those two is not (yea i know im great at modding)
  2. 00:48:213 (2,3) - you can ctrl+g those two, this way 00:48:833 (4) - emphasized a bit more
  3. 01:12:006 (1,2) - gap betwee those looks like 1/2 :/
    also i think you can space 01:12:626 (3) - from 01:12:212 (2) - a it more for better emphasis because now spacing between those is less than between 01:11:592 (5,1) - even tho 01:12:626 (3) - have much stronger sound than 01:12:006 (1) -
defiance
m4m sorry if short mod

[General]

soft-hitfinish2.wav might have an unrankable delay, i suggest you really check that

[Normal]

00:04:971 (1,2,3) - i know it might be difficult but probably making all of these slider art would be cool, 1 and 3 just being regular curved sliders is kinda inconsistent with 2 and a bit boring imo :/

00:32:281 - this just not being mapped is really weird because you mapped 00:31:247 (3) - (which is a reverse tail)

00:50:488 (3,4) - http://puu.sh/vNdSw/05452eab40.jpg something like this idk the 4 seems a bit meh

02:12:419 (1) - i would probably start the spinner here

i think the spacing is fine on this but the sv is quite high imo

[Hard]

00:13:247 (1) - uhhhhh, are you sure this is supposed to end on the blue and not the white tick?

01:19:040 (4,5,1) - not a big fan of the 1 going to the right maybe, http://puu.sh/vNeNM/550b94ca42.jpg

01:32:281 (1,2,1) - not a fan of the straightforward entry into the slider due to the fact that 1 is curved, i suggest https://puu.sh/vNeTY/9674236711.jpg

I actually really like this hard :)

[Insane]

00:38:695 (8,9) - yeah this overlap is not a big fan, i would move it tho, it would probably work better if it was a 1/2 gap

01:14:074 (1,2,3) - this is quite hard angle to hit for the target audience of this diff

01:41:592 (2,1) - i would make these closer tbh

01:42:109 (2,3) - and these that's quite a far distance for an insane, maybe do a cute overlap from slider 1 ;)

01:55:868 (1,2,3) - quite awkward, maybe? https://puu.sh/vNft2/7c6b863beb.jpg

02:04:143 (3,4,5) - a play may hit 5 early and slider break, maybe increase the distance so it's more clear that it's a 1/2 gap

[TITS]

fuckin love this diff name and the diff

00:42:833 (5,1) - this is a bit far even tho 1 isn't THAT strong

00:51:730 (1,1) - yeah this is REALLY far, i know it's probably not your intention to fix this, but first time playing it really caught me off guard.

01:05:385 (1,1) - maybe space these out a little so that players don't think it's a 1/4th gap

01:54:212 (3,4,5,6) - the entry to 6 is very awkward, move it more to the right


one thing that questions me is why your base ds for hard is 2.1x and the insane is 1.4x, seems quite weird lmao


good luck and very nice set you have!
Topic Starter
squirrelpascals

Su1fu7 wrote:

Things for insane diff
  1. 00:08:281 (2) - 00:23:178 (1) - those two slidershapes feels out of place because every other slider is curved but those two is not (yea i know im great at modding) I think these aesthetics fit in okay with the map because i also use some straight edges on different sliders, even if they're not entirely curved (00:19:868 (1) - etc)
  2. 00:48:213 (2,3) - you can ctrl+g those two, this way 00:48:833 (4) - emphasized a bit more did this
  3. 01:12:006 (1,2) - gap betwee those looks like 1/2 :/ fixed and remapped this part lmao
    also i think you can space 01:12:626 (3) - from 01:12:212 (2) - a it more for better emphasis because now spacing between those is less than between 01:11:592 (5,1) - even tho 01:12:626 (3) - have much stronger sound than 01:12:006 (1) - did this also

osuskrub wrote:

m4m sorry if short mod

[General]

soft-hitfinish2.wav might have an unrankable delay, i suggest you really check that [url=no delay]http://imgur.com/q5F4deM.png[/url]

[Normal]

00:04:971 (1,2,3) - i know it might be difficult but probably making all of these slider art would be cool, 1 and 3 just being regular curved sliders is kinda inconsistent with 2 and a bit boring imo :/ made 2 more curvy

00:32:281 - this just not being mapped is really weird because you mapped 00:31:247 (3) - (which is a reverse tail) I think i prefer to keep this rhythm more simple. Its a more calm part, and it would be easier for the player just to focus on following one instrument at a time

00:50:488 (3,4) - http://puu.sh/vNdSw/05452eab40.jpg something like this idk the 4 seems a bit meh 00:50:488 (3,4) - parallels wtih 00:49:661 (1,3,4) -

02:12:419 (1) - i would probably start the spinner here Would rather have the last note clicked because it puts more of an emphasis on that start of the note than spinning through the entire chord

i think the spacing is fine on this but the sv is quite high imo

[Hard]

00:13:247 (1) - uhhhhh, are you sure this is supposed to end on the blue and not the white tick? Opps LOL

01:19:040 (4,5,1) - not a big fan of the 1 going to the right maybe, http://puu.sh/vNeNM/550b94ca42.jpg didnt do this but gave the note placement more structure

01:32:281 (1,2,1) - not a fan of the straightforward entry into the slider due to the fact that 1 is curved, i suggest https://puu.sh/vNeTY/9674236711.jpg ohh nice suggestion

I actually really like this hard :)

[Insane]

00:38:695 (8,9) - yeah this overlap is not a big fan, i would move it tho, it would probably work better if it was a 1/2 gap fine, because a lot of people modded for this

01:14:074 (1,2,3) - this is quite hard angle to hit for the target audience of this diff i changed this part entirely

01:41:592 (2,1) - i would make these closer tbh fits the spacing of other kickslider-gaps that i use in the diff (01:13:247 (2,3) - etc)

01:42:109 (2,3) - and these that's quite a far distance for an insane, maybe do a cute overlap from slider 1 ;) spaced closer but no cute overlap, sry :(

01:55:868 (1,2,3) - quite awkward, maybe? https://puu.sh/vNft2/7c6b863beb.jpg i liked this suggestion a lot!

02:04:143 (3,4,5) - a play may hit 5 early and slider break, maybe increase the distance so it's more clear that it's a 1/2 gap spaced a little farther

[TITS]

fuckin love this diff name and the diff Thanks!

00:42:833 (5,1) - this is a bit far even tho 1 isn't THAT strong nerfed a little bit

00:51:730 (1,1) - yeah this is REALLY far, i know it's probably not your intention to fix this, but first time playing it really caught me off guard. Yeah not exactly my intention to fix this. I think the moment where the player encounters this spacing change upon the "tits" vox adds a lighthearted, whimsical element of gameplay that makes the player ask what just happened

01:05:385 (1,1) - maybe space these out a little so that players don't think it's a 1/4th gap The slow down in flow is okay here because the record scratch implies it

01:54:212 (3,4,5,6) - the entry to 6 is very awkward, move it more to the right good call


one thing that questions me is why your base ds for hard is 2.1x and the insane is 1.4x, seems quite weird lmao it is kind of weird lmao. i use .75 sv in hard and 1.5 sv in insane


good luck and very nice set you have!
Going to make more spacing changed and an easy diff
jonathanlfj
[Normal]
00:04:971 (1) - why is there a drum sample on the slider slide? its making the tick sound which feels really out of place
00:18:212 (1) - omg its a beizer slider
00:50:488 (3,4) - this angle feels a bit weird... I would move 00:51:109 (4) down a bit
01:37:661 (4,5) - these two together feels a bit randomly placed, 01:38:488 (5) should go more to the left
02:12:833 (1) - should end at 02:15:730 similar to how you handled 00:00:006 (1)

[Hard]
00:09:937 (3) - that slight overlap is triggering me, either make them not overlap or overlap a bit more :/
00:44:281 (5,6,1) - equal distant triangle you know the deal
00:50:488 (3,4) - since this is a Hard diff you can consider using 1/4 repeat sliders

[Insane]
00:52:143 (2) - why not make the a slider like 00:51:730 (1)? you did it in the hardest diff and this doesnt make the map any harder
01:05:385 (1) - you used a 1/2 slider here on the hardest diff, so an extended slider here actually sounds a bit out of place imo
01:58:350 (1) - ^

[Tits]
00:00:109 (2) - this should be snapped to 1/6, you had it right at 00:13:247 (1,2)
00:39:523 (8,1) - make a triplet here like 00:32:902 (8,9,1)?
01:06:626 (3,1) - stacking this makes it a bit easier to sight read
01:41:799 (3,1) - this angle feels a bit uncomfortable to play, you might want to adjust 01:41:799 (3) more toward the right
01:59:592 (3,1) - same as 01:06:626 (3,1)

ok call me back after you fix stuff
Topic Starter
squirrelpascals

jonathanlfj wrote:

[Normal]
00:04:971 (1) - why is there a drum sample on the slider slide? its making the tick sound which feels really out of place didnt catch that. Fixed
00:18:212 (1) - omg its a beizer slider made it so it wasnt beizer
00:50:488 (3,4) - this angle feels a bit weird... I would move 00:51:109 (4) down a bit moved it down
01:37:661 (4,5) - these two together feels a bit randomly placed, 01:38:488 (5) should go more to the left moved it to the left
02:12:833 (1) - should end at 02:15:730 similar to how you handled 00:00:006 (1) shortened

[Hard]
00:09:937 (3) - that slight overlap is triggering me, either make them not overlap or overlap a bit more :/ haha fine, separated this
00:44:281 (5,6,1) - equal distant triangle you know the deal made it of equal distance
00:50:488 (3,4) - since this is a Hard diff you can consider using 1/4 repeat sliders actually i like this suggestion, doing this

[Insane]
00:52:143 (2) - why not make the a slider like 00:51:730 (1)? you did it in the hardest diff and this doesnt make the map any harder sure why not xd
01:05:385 (1) - you used a 1/2 slider here on the hardest diff, so an extended slider here actually sounds a bit out of place imo makes sense
01:58:350 (1) - ^ same

[Tits]
00:00:109 (2) - this should be snapped to 1/6, you had it right at 00:13:247 (1,2) did this the same way as 13:247
00:39:523 (8,1) - make a triplet here like 00:32:902 (8,9,1)? good catch. did this
01:06:626 (3,1) - stacking this makes it a bit easier to sight read changed back tot he original offset stack
01:41:799 (3,1) - this angle feels a bit uncomfortable to play, you might want to adjust 01:41:799 (3) more toward the right i think you mean rotate it? i rotated it to point more towards one
01:59:592 (3,1) - same as 01:06:626 (3,1) done

ok call me back after you fix stuff
Thanks :D
jonathanlfj
alright good luck!
Nao Tomori
hi im back

[tits]
only thing that kinda irritated me when playing was 01:06:109 (4,1) - and the other time
the cursor movement is already really limited by the sliders, so having that sudden jump kinda felt really awkward to play. i think the change in slider velocity is enough here, or a smalled jump if you want visual spacing same
00:47:178 (1,2) - felt kind overspaced idk
[hard]
01:48:833 (7) - missing nc
yehaj
Topic Starter
squirrelpascals

Naotoshi wrote:

hi im back

[tits]
only thing that kinda irritated me when playing was 01:06:109 (4,1) - and the other time
the cursor movement is already really limited by the sliders, so having that sudden jump kinda felt really awkward to play. i think the change in slider velocity is enough here, or a smalled jump if you want visual spacing same taking advantage of the slider leniency here, and the change in the music between the wubs and the kick



also adding some hitsounds to 00:39:523 (8,9,3,5,2) - because i forgot to hitsoudn these when i made rhythm changes lolol

00:47:178 (1,2) - felt kind overspaced idk did this because 00:47:178 (1) - is stronger
[hard]
01:48:833 (7) - missing nc added one
yehaj
thanks for all the help :)
Nao Tomori
d
Monstrata
tits?

Do you really think people are going to search "tits" with the intention of finding a beatmap that apparently references a chickadee? :P

Better to remove the tag imo lol
Izzz

Monstrata wrote:

tits?

Do you really think people are going to search "tits" with the intention of finding a beatmap that apparently references a chickadee? :P

Better to remove the tag imo lol
i do tbh... its probably the most memorable part of the song and I often found myself confusing it for the title. its a fair tag, although it may not make sense if you don't listen to the song. Think about it kinda like the tag 'haitai' in Yuima-ru*World; its not so people can discover songs that are 'haitai'.
Pachiru
tits is an allowed diffname? :) :) :) :) :) :) :) :) :) :)
Topic Starter
squirrelpascals

Joezapy wrote:

Monstrata wrote:

tits?

Do you really think people are going to search "tits" with the intention of finding a beatmap that apparently references a chickadee? :P

Better to remove the tag imo lol
i do tbh... its probably the most memorable part of the song and I often found myself confusing it for the title. its a fair tag, although it may not make sense if you don't listen to the song. Think about it kinda like the tag 'haitai' in Yuima-ru*World; its not so people can discover songs that are 'haitai'.
What joe said is very accurate. I think of this song as "the tits song" more than I do "Special Guest - Views"


Pachiru wrote:

tits is an allowed diffname? :) :) :) :) :) :) :) :) :) :)
i made it pretty clear that tits is referring to the type of bird, not the nsfw kind.
Xinnoh
when did nao become t2

also,
o yea forgot that rule ty udc
UndeadCapulet
check icon dates
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