good luck, take my star
Thank you! i'm finding for another BN.EFP wrote:
good luck, take my star
Thank a lot for checking! Chart mod are fixed.Evening wrote:
hey, some suggestions here for the DEATH difficulty, note that they are suggestions, not must-fix-mods
Legends:
Storyboard mod
Chart mod
00:11:268 (11268|1) - would say it's slightly more a e s t h e t i c s if you did a slowjam here, not too slow tho
00:13:033 (13033|2,14091|3) - increase the speed from ^ to the original speed between these 2 notes
00:22:562 (22562|2) - same idea here added slow jam for these part. (applied to Expert and Extra too.)
00:26:069 - I'm kinda slightly triggered due to the fact that the storyboard doesn't reflect what the vocal sample is saying
- The y-axis of the text is also kinda triggering me, they are not aligned in any way, make use of the code in the .osb to align it.
- I would much prefer something not "Impact" due to it's overusage in the "meme" world, something that is more abstract and daring would be a better choice, something like "Dark Waters" would be a cool choiceSample
00:27:576 (27576|2) - The velocity of this SB Element shift is kind of slow (imo), you might want to consider remove Tweening between these shifts such that you have a more rigid movement re-storyboard at this part.
00:33:826 (33826|1) - Don't really support the usage of a single simple movement (jumptrilling) over distinct instrumental changes, I would suggest doing 1/6 instead of 1/8 in the fashion of
00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2,36826|1,36826|0) - I don't really advocate putting 1/16 on every other noise sample since when players play it they just jumptrill it, in which, in my opinion, doesn't really represent the instrumental that well changed to 1/12
00:38:201 (38201|2) - You can leave out this note and do a "sudden" SV between these 2 00:38:076 (38076|3,38326|3) - to represent the music here better (Sudden SV as in a stop on the first note and a very fast SV right before the second note) ok
00:39:576 (39576|0) - Think this can represent the pitches of the noise instrumentals better (and be more consistent) if you did: ok
00:43:826 (43826|2) - could be cool if you have a build up here in terms of SV i can't figure out how to SV here.
00:47:826 (47826|2,48076|2) - Thing here is that, the SVs here average to a slowjam:
you have a SV of 0.5 that lasts for 2/4
a SV of 1.0 that lasts for 1/4
a SV of 1.5 that lasts for 1/4
This averages out to ((0.5*(2/4))+(1.0*(1/4))+(1.5*(1/4)))/(4/4) = 0.875
What this tells us is that, effectively, the whole section here averages on a speed of 0.875x, this creates this "slowjam" feeling
I'm not really going to bother calculating everything else but you might want to, if you don't want the "slowjam" yep thank you, but i wanna do a little slow jam here.
01:01:576 (61576|0,61596|1,61617|2,61638|3,61659|0,61680|1) - Think, a 1234 sweep will suffice, not sure about adding a jack there, it doesn't really adhere to the song there too much ok
01:05:576 (65576|3,65596|2,65617|1,65638|0,65659|3,65680|2) - Same here ok
i got bored modding the chart so imma just suggest sb stuff
[/color]
While the SB sure looks like it has gone through a ton of work, I don't think it's really up to par on what most people expect
Design:
- Zooming in the BG makes it really pixelated, which is kind of ugly
- Would recommend more sprites to keep it interesting, instead of every SB element revolving around the BG
- Not too sure about the epileptic side of the storyboard, seems a bit too overkill and eye straining even for those who aren't affected by epilepsy, personal opinion, probably baised
- Storyboard kind of revolves around a constrained amount of techniques, which is fine, but it'd probably have a shorter attention span for people who are looking for something unique
- 115826ms : Some storyboard effects feel a bit too smooth when compared to the nature/intensity of the song such as this area, I would suggest removing tweening for these areas such that the movement is more rigid
- The error sprite is a good idea but it's scaling kind of creates this blur between the white and black pixels, doesn't really feel like an authentic static image if you scale it up basically, try to get a higher res one
- Great effort on storyboarding every single instrumental, think the main problems would be those I mentioned above, especially about the usage of different sprites/images, they make storyboards look more dynamic in a sense
no reply= acceptProtastic101 wrote:
quick recheck
[Death]00:38:076 - 0.01x SV is unrankable. The lowest value you can use is 0.1x. Please fix that. Additionally, using a 10x SV on the 1/16 before the beat at 00:38:310 - kind of makes this entire thing look like a complete standstill. I'd just do what you did at 00:35:576 - 00:35:638 - 00:35:701 - instead, with the 3x SV, .5x SV, and then 1x. Also, please change this on Extra and Expert too. Most SV suggestions can apply to the other SVed diffs.
00:31:451 (31451|0,31471|1,31492|2,31513|3,31534|0,31555|1) - 00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2) - And so on. These sounds are of indeterminate snap, which is why I'd recommend you just simplify it to 1/8 instead of 1/12 because moving from common timing to compound timing in a burst is harder to read than if you kept the same common factor (in this case, 4, so 1/4 // 1/8 // 1/16, so on).
00:33:951 (33951|1,33992|2,34034|3) - 00:34:201 (34201|1,34242|2,34284|3) - These are supposed to be 1/8 as there are 5 total variations in the sound, as opposed to 4. I'd try arranging it like so https://osu.ppy.sh/ss/7305802
00:34:451 (34451|3,34492|2,34534|1) - As for this, this is a snapping inconsistency between the Death difficulty and the Extra, as extra used 1/4, but Death uses 1/6. Please make the snapping consistent as the sound is 1/4 here. To keep consistency with the next notes, I'd do something like this https://osu.ppy.sh/ss/7305821
00:39:576 (39576|0,39596|1,39617|2,39701|3,39721|2,39742|1) - Similarly, I would really suggest against using snaps divisible by 3 (1/3 // 1/6 // 1/12 etc) for things you can't get the real snap from. I'd just do 2 1/8 bursts like so https://osu.ppy.sh/ss/7305857 . What I think would be better though, is to use 2 1/2 LNs like you did in the Extra diff.
00:39:951 (39951|1,40076|1,40201|1,40326|1) - Most everything in the map so far has had a maximum stack length of 3 notes. This is 4 notes, but seeing as it's capped by two triples, there's nothing you can really do about it. However, I think using a trill would be easier as changing the direction of the 1/4 here is harder to play imo. Try this instead https://osu.ppy.sh/ss/7305883
00:40:451 (40451|0,40576|0,40701|0) - Assuming you used the above pattern, I would try this to get rid of the 4 note stack here and move it onto the hand hand instead https://osu.ppy.sh/ss/7305896
00:41:576 (41576|3,41701|3,41826|3,41951|3) - Similarly, try to avoid making stacks longer than 4 notes if possible https://osu.ppy.sh/ss/7305907
00:45:576 (45576|1,45701|2,45826|1) - I would make this easier to hit by just using [12][34] complementary pairs so that the player doesn't need as much coordination to hit the notes and it gives each hand a beat of rest, like this https://osu.ppy.sh/ss/7305922 re-patterned
00:47:576 (47576|3,47596|2,47617|1,47638|0,47701|3,47721|2,47742|1,47763|0) - Similar to what I mentioned above about using 1/12 snaps for indeterminate sounds, I'd just simplify it to 1/8.
00:55:326 - Honestly, I don't think this sound is heavy enough to use jumps on. I'd really just make them a single note 1/4 burst, but you can use a more random direction to get a more difficult feel, like this https://osu.ppy.sh/ss/7305965 no thanks
01:01:576 (61576|0,61596|1,61617|2,61638|3) - This burst actually ends on 01:01:701 - , so I'd simplify to 1/8 and make it like so https://osu.ppy.sh/ss/7305971
01:05:576 (65576|3,65596|2,65617|1,65638|0) - Similar to the above, make it 1/8 and end at 01:05:701 -
01:09:576 (69576|0,69596|1,69617|2,69638|3) - 01:13:576 (73576|3,73596|2,73617|1,73638|0) - ^
01:10:201 (70201|0,70201|1,70326|0) - This is kind of an ass to hit due to the fact that the LN is on the stronger index finger, meaning you're forcing the player to hit the short notes with their weaker middle finger which is way harder to do due to how the strength of each finger is reliant on that of the others. I'd flip the pattern like this for that reason https://osu.ppy.sh/ss/7305991
01:19:451 (79451|0,79471|1,79492|2,79513|3,79534|0,79555|1) - Use 1/8 aaaaaaaa
01:23:388 - 01:23:638 - If you want your SVs here to be a little more readable, you'll need to make this value 1.9x so that it totals an average of 1x throughout the SV sequence. Also, I feel like using .1x is a little too strong here. You can keep the 1.5x SVs the same if you make 01:23:326 - 01:23:576 - .5x as that will also add up to 1 ([.5 + 1.5] / 2 = 1)
01:26:326 (86326|2,86451|2) - I'd move this stack onto the other hand to share more of the strain across both hands, like this https://osu.ppy.sh/ss/7306043 . I also moved the LN around for a bit more of comfort
01:36:576 (96576|2,96701|2,96826|2,96951|2) - 4 note stack, and not to mention on the same hand as the LN. Ouch. Try this instead https://osu.ppy.sh/ss/7306056
01:39:388 (99388|2,99451|1,99513|3,99576|2,99638|1,99701|3,99763|2) - I'm not really hearing where the 1/4 is coming in here. I think you're just mapping the drawn out synth here, but the pitch doesn't vary at all, so I get this feel that they're ghost notes. Anyways, I would just remove them to better accent the sudden loss of intensity in the moments before the kiai.
01:41:326 (101326|0) - Think it'd player easier if you moved this to 2. Then you could extend 01:41:201 (101201|0) - to it's full length and end at 01:41:326 - no thanks
01:48:576 (108576|2,108701|3) - I'd flip the columns as it's easier to go from outside columns to inside columns when playing, and especially when holding LNs imo
01:50:576 (110576|3,110576|2,110763|3) - Similarly, I'd try to avoid stuff like this and caging shorter LNs by a longer LN. Try this https://osu.ppy.sh/ss/7306109
will look at this in qualify checking. Thanks a lot!DustMoon wrote:
Hi~nowsmart
1|2|3|4|EasyGood luck!00:07:974 (7974|1,8091|3) - maybe move to (3,4) better
00:19:268 (19268|1,19385|3) - same↑
02:07:388 (127388|1,127506|3) - same↑
00:11:268 (11268|2) - heavy bass. i think you need 2 note to mapping
00:22:562 (22562|2) - same↑
02:10:904 (130904|2) - same↑
00:34:076 (34076|1) - move to 1?
00:54:826 (54826|0,55076|1) - move to 2,3
01:06:826 (66826|0,67076|0) - ^ (change to LN?
01:30:826 (90826|2,91076|2,91326|2) - change?
01:52:326 (112326|1) - move to 3?
01:55:826 (115826|1,115826|0) - ……^
OK, will add in qualify checking but...ajeemaniz wrote:
holy flying furball its bubbled already ;;
thanks for managing my diff anyway, it looks more great tho! (pls add exusagi in tag)
Thanks a lot! I'll check this in qualify checking.BloowXv2 wrote:
random mod
Diff: DEATH
lol missing note here xD 01:27:701 -
No LN here 01:40:076 - ?
thanks a lot! updatedRivals_7 wrote:
There's an ambiguous snap on the 4 highest diff that I concern. There's also quite a lot of missing Hitsound. so i have to pop the bubble for the time being.
[General]
Add "Arzenvald" for Ajee's new username ok
1|2|3|4
[W. Armato's Easy]
how about HP 6.8? well up to you tho ok
00:24:915 - your current pattern are kinda unpredictable to newbies yet doesnt relevant with the noise so here's a suggestion. (Dont forget with the Hitsound tho)
https://puu.sh/vF1UR/b4ccd8b6ce.jpg accepted, re-pattern to 4-1-4-1-4
01:07:826 (67826|1,68201|3) - not stacked? the have the same rythm with the stacking before? ok, decided to add note and re-pattern
01:08:826 (68826|1,69201|3) - this too and etc ^
01:30:576 (90576|1,90826|2,91076|2,91326|2) - ctrl+H. more relient movement towards the LN - 01:31:576 (91576|3) - ok
[ajee's Normal]
01:00:576 (60576|0) - 01:04:576 (64576|3) - 01:08:576 (68576|1) - 01:12:576 (72576|1) - should be LR_Snare Hit instead ok
02:01:076 - maybe end one of those 2 LNs here? ok
[Leah's Hard]
01:00:576 (60576|2) - end the LN 1/4 Earlier. refer Insane, Extra
01:02:576 (62576|2) - this too (But dont refer Insane, Extra yet since yea its wrong snapped) The noise only exist for a 1/2 snap
01:06:576 (66576|1) - this too and etc all accepted
[Insane]
00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - This doesnt land correctly at 1/4. They are all should be 1/12 Earlier oh my mistake, ok
01:02:576 (62576|1) - this should end 1/4 early. pay attention with the noise ok
01:06:576 (66576|2) - this too and etc ok
[Expert]
00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|0,56326|3,56576|0,56701|3) - 1/12 thing ok
01:02:576 (62576|1,62576|0) - and etc. 1/4 earlier ok
01:02:576 (62576|1,62576|0) - missing LR_SnareHit ok
02:01:076 (121076|0,121201|0,121326|0,121451|0) - would move this to 2 so left midfinger doesnt dying with all of those jack bias which is apparently really heavy on the left ok
02:01:742 (121742|1,121859|2) - move to left 1x if you agree with above ok
[Extra]
00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - 1/12 ok
01:02:576 (62576|1,62576|0) - 01:06:576 (66576|1,66576|0) - 01:08:576 (68576|1,68576|2) - etc. end 1/4 earlier ok
[Death]
1/12 thing and 1/4 earlier thing also applied ok
01:01:576 (61576|0) - 01:05:576 (65576|3) - and so on. missing LR_KickNormal. Refer your lower diffs ok
01:40:076 - think you forgot the LN. the rythm are similar too - 01:40:576 (100576|3) - ok
UPDATED! really thanks protastic.Protastic101 wrote:
Rechecked the snaps and hitsounds so it's good to go except for one thing in the death difficulty - https://osu.ppy.sh/ss/8031705 at 00:47:763 (47763|1,47794|0,47826|1) - . Would really not recommend using a 1/8 one handed minitrill at 240 bpm lol. I'd remove 00:47:826 (47826|3) - with the cymbal since the lower diffs only use the kick + snare, and make it like so https://osu.ppy.sh/ss/8031722
Aside from that, got permission from rivals to rebubthird time's the charm
juankristal wrote:
Hey that is the next map I was planning to pop. Don't spoil my stuff
Do not nominate a beatmap if you cannot reasonably judge it. Being able to reasonably play a beatmap is a core part of being able to judge a beatmap’s quality. If you are multiple tiers below the playing level of the map we may call your ability to judge it into question.Gratz anyway for qualify~
r00d tbh. You saw that I pmuch died even on influenzas thread :CYaHao wrote:
juankristal wrote:
Hey that is the next map I was planning to pop. Don't spoil my stuff
L M A O