forum

Cartoon - Whatever I Do (feat. Kostja)

posted
Total Posts
57
Topic Starter
Vivyanne
This beatmap was submitted using in-game submission on dinsdag 8 augustus 2017 at 18:22:56

Artist: Cartoon
Title: Whatever I Do (feat. Kostja)
Tags: dnb drum and bass edm featuring lowcombofc
BPM: 174
Filesize: 4603kb
Play Time: 01:50
Difficulties Available:
  1. Hard (3,23 stars, 209 notes)
  2. LCFC's Normal (1,73 stars, 123 notes)
  3. LowTec's Insane (4,36 stars, 247 notes)
Download: Cartoon - Whatever I Do (feat. Kostja)
Information: Scores/Beatmap Listing
---------------
「 LowComboFC x HighTec 」

Collab mapset with LowComboFC


You gotta find out yourself who mapped what

Hitsounds by C00L
lcfc
low tec Boys watch out
Mir
[LCFC's Normal]
- 00:56:141 (2,3) - rhythm feels too much since 00:57:520 (6,7) - is a lot louder so it doesn't get differentiated at all emphasis-wise
- 01:04:072 (1) - spinner recovery time should be 4 white ticks but that doesn't really work here hm... maybe just leave it blank?

this is actually perfectly fine lol

[Lowtec]
- 01:02:003 (1,2,1,2) - wide angle on really weak sounds, like really weak, but this is super hard to play
- 01:09:934 (3,4) - i feel like this is too much spacing.. might just be me tho
- 01:27:175 (1,2,3,4,5,6,1) - i honestly think the hard does this part better, the sliders just don't fit imo since the drums are very harsh and snappy so it makes more sense to have snappy jumps instead of smooth sliders

that's really all i have to say

i did more with hightec in irc about his parts
lcfc

Mir wrote:

[LCFC's Normal]
- 00:56:141 (2,3) - rhythm feels too much since 00:57:520 (6,7) - is a lot louder so it doesn't get differentiated at all emphasis-wise fixed but only in the calm section, in the kiai it's more intense so the rhythms should be too
- 01:04:072 (1) - spinner recovery time should be 4 white ticks but that doesn't really work here hm... maybe just leave it blank? ye left it blank and put a small break

this is actually perfectly fine lol \o/
d
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21313
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 110623
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Whatever I Do (feat. Kostja)
TitleUnicode:Whatever I Do (feat. Kostja)
Artist:Cartoon
ArtistUnicode:Cartoon
Creator:HighTec
Version:LCFC's Normal
Source:
Tags:dnb drum and bass edm featuring lowcombofc
BeatmapID:1324437
BeatmapSetID:628149

[Difficulty]
HPDrainRate:3.3
CircleSize:3.3
OverallDifficulty:4.3
ApproachRate:5.3
SliderMultiplier:0.93
SliderTickRate:1

[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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thanks mir!
Topic Starter
Vivyanne

Mir wrote:

[Lowtec]
- 01:02:003 (1,2,1,2) - wide angle on really weak sounds, like really weak, but this is super hard to play made angles better and lowered spacing a bit
- 01:09:934 (3,4) - i feel like this is too much spacing.. might just be me tho ctrl+g on 4
- 01:27:175 (1,2,3,4,5,6,1) - i honestly think the hard does this part better, the sliders just don't fit imo since the drums are very harsh and snappy so it makes more sense to have snappy jumps instead of smooth sliders they arent exactly smooth as they force a whole other movement by themselves.
to have the note density up a bit and forcing a whole different movement constantly i think this is the best way to go for now. subject to change tho if i dont like it enough later
mir is qt
- Frontier -
lcfc is a good grill

[General]
  • Add this wrote:

    Artist: Cartoon
    Title: Whatever I Do (feat. Kóstja)
    Album: Liquicity Alchemy (In itunes also says: Alchemy (Liquicity Presents). So up to you.)
  1. Tick out "Widescreen Support" on Normal & Hard. Your map has no sb.
  2. Needs custom color combos.
  3. I think you could continue kiai from 01:28:899 too.
  4. I don't think "featuring" is necessary for this.
[LCFC's Normal]
  1. Ranking Criteria wrote:

    1. If stacks are used, Stack Leniency must be set high enough for 1/1 hitobjects to stack. Directly overlapping hitobjects cause reading problems for new players.
    There isn't any 1/1 stack so don't need to change kappa.
  2. 00:19:589 (1) - other diffs don't have this spinner. :roll:
  3. 00:44:416 (1,1) - I think you should extend these sliders to be longer or reduced sv here.
  4. 01:03:554 to 01:06:485 - You could fill some notes here.
  5. 01:49:244 (1) - just don't stop by replace a spinner. You could fill more notes here.
[LowTec]
  1. Ranking Criteria wrote:

    1. A difficulty’s name must be unrelated to a username. Guest difficulties, however, may indicate possession with its mappers’ username or nickname. (e.g. Guest Mapper’s Insane).
  2. 00:22:347 to 00:39:589 - I think you could silence at blue ticks.
  3. 00:44:416 (1,1) - burai? (if fix plz also apply with hard.)
Curious with structure.

Nice 3 6 9, but is it related to the song?
GL~
lcfc

- Frontier - wrote:

lcfc is a good grill owo;;

[LCFC's Normal]
  1. Ranking Criteria wrote:

    1. If stacks are used, Stack Leniency must be set high enough for 1/1 hitobjects to stack. Directly overlapping hitobjects cause reading problems for new players.
    There isn't any 1/1 stack so don't need to change kappa. went safe for this one so xd
  2. 00:19:589 (1) - other diffs don't have this spinner. :roll: true, removed
  3. 00:44:416 (1,1) - I think you should extend these sliders to be longer or reduced sv here. I don't think it really matters, also I would rather have consistent sv throughout the whole map
  4. 01:03:554 to 01:06:485 - You could fill some notes here. This part is of way less intensity, it doesn't even have any kicks / snares in it lol, the other diffs didn't have objects in that spot either (just a spinner) so xd
  5. 01:49:244 (1) - just don't stop by replace a spinner. You could fill more notes here. I would like to finish it off with a spinner as there isn't others in the map now, not to mention the area it covers has less intensity than before (less kicks / snares)
thank you for modding <3

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21313
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 110623
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Whatever I Do (feat. Kostja)
TitleUnicode:Whatever I Do (feat. Kostja)
Artist:Cartoon
ArtistUnicode:Cartoon
Creator:HighTec
Version:LCFC's Normal
Source:
Tags:dnb drum and bass edm featuring lowcombofc
BeatmapID:1324437
BeatmapSetID:628149

[Difficulty]
HPDrainRate:3.3
CircleSize:3.3
OverallDifficulty:4.3
ApproachRate:5.3
SliderMultiplier:0.93
SliderTickRate:1

[Events]
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//Break Periods
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2,51513,54297
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Vivyanne

- Frontier - wrote:

lcfc is a good grill

[General]
  • Add this wrote:

    Artist: Cartoon
    Title: Whatever I Do (feat. Kóstja)
    Album: Liquicity Alchemy (In itunes also says: Alchemy (Liquicity Presents). So up to you.)
    https://osu.ppy.sh/forum/t/381020/start=60 kwan confirmed metadata here, i can do whatever with the o in the metadata d
  1. Tick out "Widescreen Support" on Normal & Hard. Your map has no sb. yea
  2. Needs custom color combos. wip as said in map desc
  3. I think you could continue kiai from 01:28:899 too. nah i wanted more emphasis on the musical part as that is more intense according to all the instruments
  4. I don't think "featuring" is necessary for this. i prefer to keep it in tho for looking the song up, will change if needed
[LowTec]
  1. Ranking Criteria wrote:

    1. A difficulty’s name must be unrelated to a username. Guest difficulties, however, may indicate possession with its mappers’ username or nickname. (e.g. Guest Mapper’s Insane).
    changed to LowTec's Insane then
  2. 00:22:347 to 00:39:589 - I think you could silence at blue ticks. will be done along with the hitsounding
  3. 00:44:416 (1,1) - burai? (if fix plz also apply with hard.) nop cuz the path is very readable
Curious with structure.

Nice 3 6 9, but is it related to the song? it isnt but fun \o/
GL~
[/quote]

thanks!
C00L
Colours by C00L
Ametrin
nm from my q

i think you need an Easy diff for your set as lcfc's normal is kinda hard for a new player (it is below 2*, but it is not proper for the beginner)

lcfc's normal
00:27:175 (3,1) - not a big problem but overlap like this may not a good idea in normal when this is the easiest diff in set
00:36:141 (1) - maybe you can put the red anchor at the slider tick
00:38:210 (3,1) - ^
00:57:520 (5,6) - stcak 1/2... this may not a good idea in normal when this is the easiest diff in set
00:59:589 (3,4,5) - ^
just make a Easy diff so you can keep all this

hard
00:30:623 (1,2,3,4) - why ds not even
00:39:934 (2,1) - make this stay in a line will be cool imo
00:41:313 (3,4) - ^
01:02:692 (3,1) - overlap
01:09:934 (3,4,5) - stay in a line
01:10:623 (1,3) - maybe blanket? now is not looking good
01:42:347 (1,3) - use copy & paste plz
01:47:175 (4,3) - stack

insane
why set stack leniency at 9... too high imo

00:29:244 (1,2,3) - increase the ds a bit so that they won't overlap
00:39:934 (1,2,3) - long white tick at the end of a slider feel pretty strange, and it don't fit the vocal too
01:03:038 (2,3) - why suddenly make a jump like that
01:09:934 (3,5) - stack?
01:13:727 (2,4) - stack
01:33:037 (2,3) - make this same as 01:33:382 (4,5,6,7) - will be cool

that all i can get
GL!
lcfc

Ametrin wrote:

nm from my q

i think you need an Easy diff for your set as lcfc's normal is kinda hard for a new player (it is below 2*, but it is not proper for the beginner) we're not the first mapset who has done this, the easy difficulty and its elements can be completely skipped if the normal is below 2* so it's totally fine :)

00:27:175 (3,1) - not a big problem but overlap like this may not a good idea in normal when this is the easiest diff in set this diff is full of them, so are normals generally. hell I've even seen easies using them these days lol
00:36:141 (1) - maybe you can put the red anchor at the slider tick kk
00:38:210 (3,1) - ^ ^
00:57:520 (5,6) - stcak 1/2... this may not a good idea in normal when this is the easiest diff in set but it's a normal? without 1/2s it would be an easy diff lol
00:59:589 (3,4,5) - ^ ^
just make a Easy diff so you can keep all this like I said above, it's totally fine whether we use one or not, as long as this one is under 2* it's ok!
diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21313
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 110623
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Whatever I Do (feat. Kostja)
TitleUnicode:Whatever I Do (feat. Kostja)
Artist:Cartoon
ArtistUnicode:Cartoon
Creator:HighTec
Version:LCFC's Normal
Source:
Tags:dnb drum and bass edm featuring lowcombofc
BeatmapID:1324437
BeatmapSetID:628149

[Difficulty]
HPDrainRate:3.3
CircleSize:3.3
OverallDifficulty:4.3
ApproachRate:5.3
SliderMultiplier:0.93
SliderTickRate:1

[Events]
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2,46684,49125
2,52547,54297
2,63754,65331
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Thank you for modding!
Topic Starter
Vivyanne

Ametrin wrote:

nm from my q

i think you need an Easy diff for your set as lcfc's normal is kinda hard for a new player (it is below 2*, but it is not proper for the beginner)

[hard]
00:30:623 (1,2,3,4) - why ds not even :arrow: 00:31:313 (2,3) - are different cuz of i wanted emphasis on 3, also everything aligned doesnt fit the screen. its only visually different btw
00:39:934 (2,1) - make this stay in a line will be cool imo :arrow: not in case of emphasis
00:41:313 (3,4) - ^
01:02:692 (3,1) - overlap :arrow: fixed
01:09:934 (3,4,5) - stay in a line :arrow: but i wanted a triangle at 01:09:589 (2,3,4) - :(
01:10:623 (1,3) - maybe blanket? now is not looking good :arrow: cant unless unneeded ds change which i do not prefer
01:42:347 (1,3) - use copy & paste plz :arrow: that'd be unrankable since 3 would then not appear on time at the screen for someone to be able to read it
01:47:175 (4,3) - stack :arrow: fixed

[insane]why set stack leniency at 9... too high imo

00:29:244 (1,2,3) - increase the ds a bit so that they won't overlap :arrow: they dont overlap they are perfectly apart by the pixel! anyways thats not the visual feeling that i intented on
00:39:934 (1,2,3) - long white tick at the end of a slider feel pretty strange, and it don't fit the vocal too :arrow: it does fit the current note density better, putting in heavy tapping on the 1/2 suddenly i would personally prefer. also it ligns up with 00:41:658 (1,1) - which i think is better
01:03:038 (2,3) - why suddenly make a jump like that :arrow: note stands out above the rest in the section and thus should be emphasised
01:09:934 (3,5) - stack? :arrow: stack doesnt fit the rest of the map and would give wrong emphasis
01:13:727 (2,4) - stack :arrow: wot these are already stacked
01:33:037 (2,3) - make this same as 01:33:382 (4,5,6,7) - will be cool :arrow: but 4567 have different drums so why would i make them equal ;w;

that all i can get
GL!
thanks!
- Frontier -

HighTec wrote:

https://osu.ppy.sh/forum/t/381020/start=60 kwan confirmed metadata here, i can do whatever with the o in the metadata d
at least plz add album name zzz
Topic Starter
Vivyanne
if ur wondering will update that along with hs thx
Nokashi
Hello there! hghtc

General
  1. "dnb drum and bass edm Liquicity Records Alchemy" Possible tags so this song is better located,
  2. this metadata looks official enough

LCFC's Normal
  1. 00:22:347 (1,2,3) - Rythm here could definitely be improved so as to better reflect the vocals and be consistent with other rhythm usages in pre-kiai
    1. 00:22:347 (1) - Should be made into a reverse, consistency with 00:25:106 (1) - and other reverses. Your reverses tend to land on claps making feedback welcoming so it wouldnt hurt to try this out here as well
    2. 00:24:072 (2) - About this slider. Its apparent that its covering a lot of beats that are actually mapped in later patterns, like 00:26:830 (2,3) - for example, which focuses on vocals. As such i would expect this slider to be split into a circle followed by a 1/1 slider, kinda like this
    3. 00:33:382 (1,2,3,4) - Same rhythm suggestion applies here, taking into account the 2 points above
  2. 00:36:141 (1) - Isnt it possible for this to be more visually appealing?
  3. 00:44:416 (1) - I dont really understand what feedback this is giving with the sliderend basically landing prematurely ( probably for the sake of the slider shape i suppose ). I would suggest the slider ending on 00:47:003 -
  4. 00:50:279 (1) - Similar point here, with this one ending on 00:52:520 -
    As a side note for the above you might as well CTRL-H the first slider regarding the second slider's position, spreads them out on the playfield, adds variety
  5. 00:55:451 (1,2,3,4) - This rhythm ignores the prominent synth completely, making feedback given questionable. I would definitely suggest this rhythm instead Ticker starting on 00:55:451 -
  6. 00:58:210 (1) - Would make this 2 circles instead, to get the clickable effect on the now unclickable sliderend, which lands on a pretty dominant synth
  7. 01:00:968 (1,2,3,4,5,6) - Similar point here
  8. 01:15:106 (2,3,4,5,6) - I am unsure of what you are following here. You ignore the synth and follow the drums here 01:16:313 (5,6) - but in the previous set of slider/circle i dont quite understand what you are going for. I would advise you to completely follow the synth
  9. 01:17:865 (2,3) - Would work way better if you made this a 1/1 slider and directly stacking it on 01:17:520 (1) - to emphasize the pause. There needs to be some rearrangement but im sure you got this
  10. 01:39:589 (1,2) - Also you could stack them here

Hard
  1. 00:22:347 (1,2,3,4) - Its apparent that these follow the bg sounds and not the vocals but here 00:26:485 (1,2,3,4) - the vocals are being followed but itsnt quite reflected. Consider making 00:25:796 (2) - a 1/1 reverse extending up to here 00:31:313 (2,3,4) - followed by 3 circles.
  2. 00:31:313 (2,3,4) - Similar point here actually
  3. 00:36:830 (2,3,4) - Same
  4. 00:40:279 (1) - I would actually drop the NC here since the verse is kinda continuous, i would put an NC 00:41:658 (4) - here instead as the verse changes
  5. 00:55:451 (1,2,1,2) - This would definitely benefit from being more dense in rhythm, similar to 00:58:210 (1,2,3,4,5,6) -
  6. 01:14:761 (1,2,3,4,5,1,2,3,4) - Even though in previous measures you focused on the backround synth in order to consistently place your 1/2 sliders. However in this section you kinda lose track of the correct 1/2 holds to focus, but the sound layer you mapped actually gets overwhelmed by the more dominant synth which is the highlight of this section. Therefore, i would probably place slider focus on the stronger synth. Meaning placing 1/2 sliders on 01:15:451 (3) - ( Rest has correct focus actually XDDDD)
  7. 01:27:520 (1,1) - You generally tend to NC the notes before 1/1 pauses so i would expect these 2 notes to be NCed for consistency and better readability
  8. 01:36:141 (4,5) - These seem a bit too cluttered visually, they could be spread over on the playfield more
  9. 01:38:210 (1) - Could be turned into 2 circles to better differentiate this sound from the sliders in this section, that mostly represent 1/2 vocal holds
  10. 01:49:244 (1,2,3,4,5,6,1) - Same NC thing as mentioned above here 01:27:520 (1,1) -

LowTec's Insane
  1. AaAaaA I Feel like those 1/4 snaps on the beginning are used pretty inconsistently and could have been so much more with accentuating the fluidness of the vocals, following suggestions will work towards adjusting that
    1. 00:23:727 (1,2) - This really doesnt reflect the same musical basis as 00:22:347 (1,2) - so it seems inconsistent to me that the same rhythm is used. Alternatively since the following 1/4 snaps are based around the vocals, i would suggest this rhythm to be more consistent. a 1/1 gap is still retained to offer time to cool off
    2. 00:26:830 (2,3,4) - Im suprised you are not using your 1/4 snapping rhythm here, its basically the same vocal basis so its reaaally inconsistent. I would prefer if 1/4 snapping was used here as well, it would fit soo much better
    3. 00:37:865 (2,3,4) - Similar point here^ Its really inconsistent that 1/4 snapped sliders are not used here
  2. 00:29:244 (1,2,3,1,2,3,4) - Can this not be so visually cluttered aaa
  3. 00:55:451 - You could execute a nice volume gimmick from here up to here 01:03:554 - since the song gradually picks up volume and pace
  4. 01:00:968 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,1,2) - Oh boy we have a problem here. The NC pattern repeats every 2 or 3 notes however the stronger kick happens every 4 1/2 ticks, and due to the placement it stays underemphasized while the exact previous note gets all the spacing. This jump pattern needs a rework with NCs 01:01:658 - 01:02:347 - and 01:03:037 - ( and also less unjustified spacing spikes for the sake of symmetry like 01:02:176 (2,1) - )
  5. 01:16:658 (3,4) - Flowswitch in the middle of the highlight of the song might not be so favourable. You could opt for a fully circular flow by achieving a placement such as this
  6. 01:22:347 (3,4) - Should have been a 1/2 slider to be fully consistent on where you place your 1/2 holds
  7. 01:29:934 (1) - Should be split into 2 circles instead so the 1/2 sliders in this section are only mapped on vocals
  8. 01:40:968 (1) - Similar point here^

Good Luck fams

P.S :
lcfc

Nokashi wrote:

Hello there! hghtc

General
  1. "dnb drum and bass edm Liquicity Records Alchemy" Possible tags so this song is better located,
  2. this metadata looks official enough

LCFC's Normal
  1. 00:22:347 (1,2,3) - Rythm here could definitely be improved so as to better reflect the vocals and be consistent with other rhythm usages in pre-kiai
    1. 00:22:347 (1) - Should be made into a reverse, consistency with 00:25:106 (1) - and other reverses. Your reverses tend to land on claps making feedback welcoming so it wouldnt hurt to try this out here as well
    2. 00:24:072 (2) - About this slider. Its apparent that its covering a lot of beats that are actually mapped in later patterns, like 00:26:830 (2,3) - for example, which focuses on vocals. As such i would expect this slider to be split into a circle followed by a 1/1 slider, kinda like this
    3. 00:33:382 (1,2,3,4) - Same rhythm suggestion applies here, taking into account the 2 points above
    All denied, I believe my usage of sliders is consistent and follows the vocals well, not everything needs to be clickable on a diff such as this.
  2. 00:36:141 (1) - Isnt it possible for this to be more visually appealing? I understand you don't like this slider shape but I do
  3. 00:44:416 (1) - I dont really understand what feedback this is giving with the sliderend basically landing prematurely ( probably for the sake of the slider shape i suppose ). I would suggest the slider ending on 00:47:003 - hightec made those two so I'll leave it up to him
  4. 00:50:279 (1) - Similar point here, with this one ending on 00:52:520 -
    As a side note for the above you might as well CTRL-H the first slider regarding the second slider's position, spreads them out on the playfield, adds variety ^
  5. 00:55:451 (1,2,3,4) - This rhythm ignores the prominent synth completely, making feedback given questionable. I would definitely suggest this rhythm instead Ticker starting on 00:55:451 - I think having too many circles would only mean overdoing this intensity-wise and density-wise. Like I said, not everything needs to be clickable.
  6. 00:58:210 (1) - Would make this 2 circles instead, to get the clickable effect on the now unclickable sliderend, which lands on a pretty dominant synth ^
  7. 01:00:968 (1,2,3,4,5,6) - Similar point here ^
  8. 01:15:106 (2,3,4,5,6) - I am unsure of what you are following here. You ignore the synth and follow the drums here 01:16:313 (5,6) - but in the previous set of slider/circle i dont quite understand what you are going for. I would advise you to completely follow the synth changed 01:15:451 (3,4) - to a 3/2 slider
  9. 01:17:865 (2,3) - Would work way better if you made this a 1/1 slider and directly stacking it on 01:17:520 (1) - to emphasize the pause. There needs to be some rearrangement but im sure you got this 1/1 stacks are a no-no when I already use them for 1/2, it will be death to newer players, I do not think the lowest difficulty needs to emphasize this much.
  10. 01:39:589 (1,2) - Also you could stack them here ^ like said, no 1/1 stacks when they're used for 1/2
diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21313
Countdown: 0
SampleSet: None
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Whatever I Do (feat. Kostja)
TitleUnicode:Whatever I Do (feat. Kostja)
Artist:Cartoon
ArtistUnicode:Cartoon
Creator:HighTec
Version:LCFC's Normal
Source:
Tags:dnb drum and bass edm featuring lowcombofc
BeatmapID:1324437
BeatmapSetID:628149

[Difficulty]
HPDrainRate:3.3
CircleSize:3.3
OverallDifficulty:4.3
ApproachRate:5.3
SliderMultiplier:0.93
SliderTickRate:1

[Events]
//Background and Video events
0,0,"611616-1920x1080-[DesktopNexus.com].jpg",0,0
//Break Periods
2,46684,49125
2,52547,54297
2,63754,65331
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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311,342,102347,6,0,L|225:330,2,86.490002705452,2|8|2,0:0|0:0|0:0,0:0:0:0:
299,256,103382,1,8,0:0:0:0:
287,170,103727,1,2,0:0:0:0:
348,109,104072,2,0,L|434:97,2,86.490002705452,8|2|8,0:0|0:0|0:0,0:0:0:0:
285,48,105106,5,2,0:0:0:0:
198,43,105451,2,0,P|112:52|34:88,1,172.980005410904,8|8,0:0|0:0,0:0:0:0:
21,174,106485,1,2,0:0:0:0:
65,248,106830,2,0,L|53:334,1,86.490002705452,8|2,0:0|0:0,0:0:0:0:
128,376,107520,1,8,0:0:0:0:
200,328,107865,6,0,L|286:316,2,86.490002705452,2|8|2,0:0|0:0|0:0,0:0:0:0:
154,254,108899,1,8,0:0:0:0:
256,192,109244,12,6,110623,0:0:0:0:

Sankyuu <3

edit: second page lols
Topic Starter
Vivyanne

Nokashi wrote:

Hello there! hghtc

General
  1. "dnb drum and bass edm Liquicity Records Alchemy" Possible tags so this song is better located,
  2. this metadata looks official enough
:arrow: read up orz but ill add the tags for good vibes

Hard
  1. 00:22:347 (1,2,3,4) - Its apparent that these follow the bg sounds and not the vocals but here 00:26:485 (1,2,3,4) - the vocals are being followed but itsnt quite reflected. Consider making 00:25:796 (2) - a 1/1 reverse extending up to here 00:31:313 (2,3,4) - followed by 3 circles. :arrow: actually, nah. i prefer to keep the consistent rhythm here so that the top diff can have the mixups. also i want the big white ticks to be clickable, which would not be a thing when i take ur suggestion
  2. 00:31:313 (2,3,4) - Similar point here actually
  3. 00:36:830 (2,3,4) - Same
  4. 00:40:279 (1) - I would actually drop the NC here since the verse is kinda continuous, i would put an NC 00:41:658 (4) - here instead as the verse changes :arrow: ur right
  5. 00:55:451 (1,2,1,2) - This would definitely benefit from being more dense in rhythm, similar to 00:58:210 (1,2,3,4,5,6) - :arrow: wanted a strong effect of buildup, which i hope u can see here w
  6. 01:14:761 (1,2,3,4,5,1,2,3,4) - Even though in previous measures you focused on the backround synth in order to consistently place your 1/2 sliders. However in this section you kinda lose track of the correct 1/2 holds to focus, but the sound layer you mapped actually gets overwhelmed by the more dominant synth which is the highlight of this section. Therefore, i would probably place slider focus on the stronger synth. Meaning placing 1/2 sliders on 01:15:451 (3) - ( Rest has correct focus actually XDDDD) :arrow: im deaf
  7. 01:27:520 (1,1) - You generally tend to NC the notes before 1/1 pauses so i would expect these 2 notes to be NCed for consistency and better readability :arrow: but i wanted it to be hard to read ;w; anyways the sounds are different so i prefer to keep the emphasis on 1/1 beats with the nc this way.
  8. 01:36:141 (4,5) - These seem a bit too cluttered visually, they could be spread over on the playfield more :arrow: blame ds
  9. 01:38:210 (1) - Could be turned into 2 circles to better differentiate this sound from the sliders in this section, that mostly represent 1/2 vocal holds :arrow: actually made it a 3/4 instead
  10. 01:49:244 (1,2,3,4,5,6,1) - Same NC thing as mentioned above here 01:27:520 (1,1) -

LowTec's Insane
  1. AaAaaA I Feel like those 1/4 snaps on the beginning are used pretty inconsistently and could have been so much more with accentuating the fluidness of the vocals, following suggestions will work towards adjusting that
    1. 00:23:727 (1,2) - This really doesnt reflect the same musical basis as 00:22:347 (1,2) - so it seems inconsistent to me that the same rhythm is used. Alternatively since the following 1/4 snaps are based around the vocals, i would suggest this rhythm to be more consistent. a 1/1 gap is still retained to offer time to cool off
    2. 00:26:830 (2,3,4) - Im suprised you are not using your 1/4 snapping rhythm here, its basically the same vocal basis so its reaaally inconsistent. I would prefer if 1/4 snapping was used here as well, it would fit soo much better
    3. 00:37:865 (2,3,4) - Similar point here^ Its really inconsistent that 1/4 snapped sliders are not used here
    :arrow: if u listen closely the 3/4 happen on the occation where there are NO changes in the drums. all the other occations do when there are no mixups in drums. as for the long sliders to a note: i want the player to feel the vocals here over the long time after the drum. if i were to make it another slider or your suggested rhythm the feeling that i wanna create makes me nah
  2. 00:29:244 (1,2,3,1,2,3,4) - Can this not be so visually cluttered aaa :arrow: since everyone and their mom complains here u fucking go a
  3. 00:55:451 - You could execute a nice volume gimmick from here up to here 01:03:554 - since the song gradually picks up volume and pace :arrow: will contact hs guy but i still like the consistency
  4. 01:00:968 (1,2,3,1,2,3,1,2,1,2,3,1,2,3,1,2) - Oh boy we have a problem here. The NC pattern repeats every 2 or 3 notes however the stronger kick happens every 4 1/2 ticks, and due to the placement it stays underemphasized while the exact previous note gets all the spacing. This jump pattern needs a rework with NCs 01:01:658 - 01:02:347 - and 01:03:037 - ( and also less unjustified spacing spikes for the sake of symmetry like 01:02:176 (2,1) - ) :arrow: fixed
  5. 01:16:658 (3,4) - Flowswitch in the middle of the highlight of the song might not be so favourable. You could opt for a fully circular flow by achieving a placement such as this :arrow: fixed
  6. 01:22:347 (3,4) - Should have been a 1/2 slider to be fully consistent on where you place your 1/2 holds :arrow: 01:11:313 (3,4) - I do it here too and the specific sound isn't anywhere else than those two sections so I wanted to have them different
  7. 01:29:934 (1) - Should be split into 2 circles instead so the 1/2 sliders in this section are only mapped on vocals
  8. 01:40:968 (1) - Similar point here^ :arrow: there is clear sound here that i wanna emphasise, same sounds as with the circles

Good Luck fams

P.S :
Hectic
hello, m4m here

LowTec's Insane
  1. 00:26:141 (4,1,2) - doesn't look nice imo
  2. 00:27:175 (3) - maybe emphasize sound?
  3. 00:44:416 (1,1) - move beginning of the slider away from slider body
  4. 01:24:761 (2,3,4) - i don't see reason to make this kind of cursor movement here, it just makes flow inconsistent
  5. 01:26:141 (2,3,4) - ^
  6. 01:27:175 (1,2) - 01:27:692 (3,4) - align?
  7. 01:49:244 (1,2) - 01:49:761 (3,4) - ^
Hard
  1. 00:27:865 (1,2) - close, 00:28:899 (2,3) - far
  2. 00:29:244 (3,1) - not nice
  3. 00:42:347 (2) - i would move it to 00:41:313 (5) - kinda makes sense to me
  4. 00:44:416 (1,1) - same as insane diff
  5. 00:57:520 (2) - out of working area
  6. 01:09:934 (3,4,5) - align?

    i find this diff pretty messy, distances between objects are very incosistent (visually) which makes this diff look untidy
LCFC's Normal
  • nothing, but i think you'll need "easy" difficulty, because this one has patterns not allowed for easy diffs (im not sure)
That's all. Here is my map (mod highest diff). Hope that I helped somehow, gl!
lcfc

h4d0uk3n1 wrote:

LCFC's Normal
  • nothing, but i think you'll need "easy" difficulty, because this one has patterns not allowed for easy diffs (im not sure)
it's below 2* so easy isn't needed \o/
Topic Starter
Vivyanne

h4d0uk3n1 wrote:

hello, m4m here

LowTec's Insane
  1. 00:26:141 (4,1,2) - doesn't look nice imo what makes you think it looks bad? it's just half of a square???
  2. 00:27:175 (3) - maybe emphasize sound? it already is as the spacing is significantly higher than 00:26:485 (1,2) -
  3. 00:44:416 (1,1) - move beginning of the slider away from slider body later
  4. 01:24:761 (2,3,4) - i don't see reason to make this kind of cursor movement here, it just makes flow inconsistent
  5. 01:26:141 (2,3,4) - ^ i fail to understand how it's inconsistent, (4) already has a flow change in it and (3) connects after (2) like in the other patterns so why is it inconsistent?
  6. 01:27:175 (1,2) - 01:27:692 (3,4) - align?
  7. 01:49:244 (1,2) - 01:49:761 (3,4) - ^ checked with sliders and they are w/
Hard
  1. 00:27:865 (1,2) - close, 00:28:899 (2,3) - far and you mean? it shouldn't be consistent as for emphasis on the stronger sound (thats (3) btw!!)
  2. 00:29:244 (3,1) - not nice ????? what am i supposed to do with this
  3. 00:42:347 (2) - i would move it to 00:41:313 (5) - kinda makes sense to me not when im trying to show the player that the song is changing and thus different so i make the placement different!
  4. 00:44:416 (1,1) - same as insane diff same as insane diff
  5. 00:57:520 (2) - out of working area is it offscreen ingame? no so no worries \o/
  6. 01:09:934 (3,4,5) - align? 01:09:934 (3,4) - not aligning this cus i wanted a triangle effect

    i find this diff pretty messy, distances between objects are very incosistent (visually) which makes this diff look untidy is it inconsistent visually? I wouldn't say so! I kept myself to 1 slidershape for entire sections so idk how that becomes messy :x
That's all. Here is my map (mod highest diff). Hope that I helped somehow, gl!
thanks!
C00L
Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found


General
  1. Add "cool" , "c00l" , "lcfc" to tags xd

Timing
  1. offset should be 270 (you can set it to 269 if you want to keep ur meme z)



LCFC's Normal

  • Side note - The OD is way too high bro, take into account that players that just started playing the game will play this diff as well, so setting the OD so high up is basically going to be a torture for them, i suggest you lower it down to at least 3.5 (or 3.3 if you want this gay meme) :)
  1. 00:21:313 - tbh with you I feel strongly like missing out this vocal is a waste and a half, it's so noticable and it feels odd starting the map after it rather than on it. I do understand why you missed it since you're not solely focusing on vocals but then later on you hear this 00:26:830 (2,3) - exact same vocal so if it was there it would be so much more consistent if that makes sense (yes background sounds but excat same vocals). Consider something as simple as this and it'll feel 10x better! trust ya bhoi
  2. 00:36:141 (1) - hmm imo making this a casual shape like this 00:34:761 (3) - or 00:30:623 (1) - would feel much better since you only used fancy slider shapes on the downbeats of the music 00:27:865 (1) - 00:33:382 (1) - exception being 00:22:347 (1) - which you could make into one of those more fancy shapes too to make it more appealing. Same goes for 00:41:658 (1) - keep things rather simple, use shapes with care :o
  3. 00:44:416 (1) - cmon you can make this so much nicer into a 3 than this, with half the white points necessary, here's the code for the screenshot slider, same goes for the other one
  4. 00:56:830 (3,4) - hmmm not a big fan of what you did here tbh, the rhythm doesn't match with the music too well since the strong sound is at 00:57:175 (4) - yet placing the (3) gives it the same impact and it shoudn't do that becuase of how differnt those 2 objects are, I suggest using this rhythm and flipping (ctrl+h) (1) and (2) to match your spacing, do the same for 01:01:658 (2,3,4) -
  5. 01:16:485 (5,6) - these have the same sound, yet you chose to represent the differently... why? try doing this, this will match the music and patterning and also make 01:17:175 (6) - into a slider end which will lower its emphasis and it will seem less similar to 01:17:520 (1) - by doing that
  6. 01:36:830 (1) - you could flip this by 20 deegrees to improve the flow onto 01:37:865 (2) -
  7. 01:49:244 (1) - spinner... really? this imo is such a waste of the map, since look at this pattern 01:47:865 (1,2) - it's the same thing at the spinner area, why not copy it and do the same exact thing to match it like that, so something like this will match the music so much better than a spinner, and after you do that you can start the spinner at the end of the pattern here 01:50:623 - on the blue or red tick and end it around here 01:56:141 - and if the ending times are inconsistent you can just ignore it anyway, woudn't make any difference. Besides the spinner is rather short. only one measure, this would probably cause at least a 100 or maybe a 50. Since it's the lowest diff it would be rather too fast for some players


Hard
  1. 00:21:313 - same reasoning and suggestion as I did on the Normal. tl'dr the vocal is pretty strong so making a repeat slider before it would match perfectly!
  2. 00:26:485 (3) - hmm I suggest making this go down as 00:25:106 (1,2) - these did since same intensity of vocal remains until 00:27:175 (4) - and also (4) has a rather strong and unique sound to it which would go perfectly with the direction change and more visual spacing. I strongly suggest you do this to other patterns too if you change this, trust me it'll feel much better if you do.
  3. 00:41:658 (1) - remove the nc since it's inconsistent with 00:40:279 (3) - the one at 00:42:347 (1) - is more than enough
  4. 00:43:037 - fix this green lines sv, why change it on the slider end?
  5. 00:50:279 (1) - okay so, LCFC had a good idea imo, see since his theme was the 3's, hards diff are the 6's right? well making this a 9 just ruins it since then the theme is ruined since the hardest difficulty has the 6 and vice versa, so i suggest you flip the 6 and have 6 and 6 shapes rather than 6 and 9.
  6. 00:57:347 - please add a note here it's inconsistent with 00:58:727 (2) - same pair of sounds
  7. 00:55:451 (1) - ok so for this section i suggest you to remap it or apply the code at the end of this suggestion. What you're doing now is very wrong imo, you're placing the strongest sounds at the slider ends, which feels very very weird to play, I suggest you change everything from here 00:55:451 (1) - to 01:00:968 (1) - to match the strongest sounds, maybe making a circle on sounds like this 00:55:451 (1) - and slider heads on 00:55:796 - rather than vice versa, doing this would provide far better feedback to the player than what it does atm, hopefully you apply my code or change this to match the music better in your own style. Here is the code for the suggestion
  8. 01:01:658 (1) - remove this nc, nothing has changed it's pointless
  9. 01:03:037 (1) - here imo the rhythm usage could be improved by a lot. Doing something like this would match the music much better and correctly emphasise the strongest sounds
  10. 01:27:175 (1,2,3,4,5,6,1) - this is way too hard, not only is it newly introduced so late in, it's also very very hard to read especially for the players that will be playing this diff AND on top of that it's intensity is the highest in the entire map itself even though there are stronger parts in the song that deserve higher emphasis. This would have been fine if you introduced it earlier in the map and used much much lower spacing, maybe the constant 1.2x that you were using, rather than increasing it so high so that it just adds stars onto the map. Don't do that please use a differnt pattern and remap this section
  11. 01:34:072 (1,3) - why use 2 different shapes for the same sound? Please make it more consistent and change both sliders to match and be identical to one another
  12. 01:28:554 (1) - please remove this nc, it looks better and more readable when the nc starts at a new section rather than at the end of one
  13. 01:28:899 (1,2) - I don't understand what you're trying to follow with these sliders at first I thought it would have been the vocals but the vocals are only noticable here 01:28:554 (1) - and 01:29:244 (2) - so that doesn't really match, then i thought maybe background sounds that are noticable as well but they appear 01:28:899 (1) - and 01:29:416 - so that doesn't match either. All of these similar patterns like 01:35:796 (3,4) - and 01:39:934 (1,2) - need to be changed since they don't really go with the music... they're just ... there. Consider this rhythm for this and the other patterns
  14. 01:32:692 (1,2,3,4) - I don't understand the sudden slider shape change, you kept them going for quite a time for the first 8 sliders and here you just decided to change them... why? Please change them back it doesn't make any sense at all
  15. 01:38:210 (1) - change this back to a 1/2 slider and stop baiting people with obvious mistakes :angery:
  16. 01:37:175 (3,4,5) - Again I don't understand what you're following with these sliders, the vocals don't change pitch or anything every bar, the vocal change only occurs here 01:36:830 (1,2,4) - and the background sounds happen here 01:37:175 (3) - and here 01:37:692 - aa
  17. 01:39:589 (1) - remove nc, same reason as previous point
  18. Well basically the 4 above points apply from here 01:28:899 (1) - till 01:49:244 (1) - so yea lol
  19. 01:49:244 (1,2,3,4,5,6,1) - again this pattern needs changed because of the previous similar part, although i will say that if you used this sort of spacing back there then maybe... just maybe it would be ok to stay, but meh

Insane
  1. 00:21:313 - same as other diffs! suggestion about slider to vocals A
  2. 00:27:175 (3) - imo you could make this a 1/8 slider because of the extended drum hit sound on it, a circle feels rather... underemphasised
  3. 00:35:796 (4) - why is this inconsistent with all of the other slider like this one? it makes no sense and it feels random whilst playing
  4. 00:37:174 (4) - Unsnapped object - move the slider a bit to the right on the timeline
  5. 00:37:520 (1,2,3,4) - why is this spacing inconsistent to 00:26:485 (1,2,3,4) - ? the (3) seems to be getting such a HUGE increase in emphasis... yet nothing changed from the previous set of vocals
  6. 00:38:210 (3) - again could make 1/8 slider
  7. 00:39:934 (1) - you're placing a slider end on the strong sound here 00:40:279 - that begins the set of sounds here 00:40:451 (3,4) - that you decide to emphasise with circles. Feels very odd and underwhelming whilst playing because of that strong sound at the slider end, try this rhythm instead
  8. 00:41:658 (1) - same goes for this, the vocals are being underemphasised with the slider end being on them, here try this code maybe you'll like and keep it, it emphasises the vocals much better
  9. 00:50:279 (1) - again same thing as for last diff, this diffs theme is the 9's so making this a 9 as well would be much better rather than overlapping the 6 and 9 into 2 different diffs dus ruining it's purpose.
  10. 00:58:210 (1) - why all of a sudden did you start mapping 1/2 gaps rather than what you had here 00:55:451 (1,2,3,1,2,3) -, the drums don't start at 00:58:210 (1) - they start right from the beginning here 00:55:451 - again It's hard to tell what you're following since you're being very inconsistent, you should remap either 00:55:451 (1,2,3,1,2,3) - or the part after that before the triangles, for it to make sense. Imo you should remap both of the sections before the triangle jumps since the sliders don't follow anything in particular as well, which is odd.
  11. 00:58:554 (3,3,3,3) - What are these sliders following? since the 1/2 drums are followed by the circles yet the slider make one of the 1/2 be unclickable dus making it not hitable dus making it inconsistent.. hm please change
  12. 01:02:347 (1) - why is this spaced so high, when a similar sound here 01:01:485 (1,1) - got little to no spacing change, please nerf and make it more consistent
  13. 01:03:210 (3) - you emphasised this by spacing it higher because of the very noticable sound on it, but what about these 01:01:313 (3,2,3,2,2) - ? They have exactly the same sound and this 01:03:555 (2) - has the strongest one out of them all... and it's spaced very very low. I strongly recommend you remap this jumping section completely keeping in mind the sounds that you want and don't want to emphasise, since atm you're going with the drums since here 00:58:210 (1) - but along the way you decide to spice up the spacing without any reasoning or not any noticable reasoning at least. The sound at 01:03:210 (3) - is a perfect example of when you should increase the spacing to account for that.
  14. 01:06:485 (1) - ok... the kiai. The kiai basically is a cluster of sliders and circles, it doesn't really follow anything in particular... it's just there to be there. Yes indeed it is consistent but sometimes sounds like the kicks for example are clickable 01:06:830 (2) - 01:08:210 (2) - 01:09:589 (2) - and sometimes for some reason they're not 01:07:520 - 01:08:899 -, so I thought oh okay so they're following something different, maybe it's the "flute" sound hearable in places like 01:08:210 (2,3,5) - but then again 01:09:244 (1) - exact same slider that doesn't have the sound on it was used 01:09:589 (2) - in the next patterns and it should have been used here 01:09:072 (5) -, this happened more than once, so it can't be it either. So i thought ... could it be the nearly not noticable sounds in the background? Everything seemed like it was it until this 01:11:313 (3,4) - and 01:11:830 - which completely made the previous patterns that were following that drummy sound to be inconsistent. So I really have no idea what you are following here. The thing is, you're mix-matching, mapping to multiple sounds at the same time, I used to do that but i realised how bad it is since it's basically impossible to tell what sounds are being followed and which are being ignored. I strongly recommend you look at the kiai in particular and re-consider some patterns to match a set of sounds that you will follow. Imo following the flute is a fantastic idea (that's what i hitsounded too xd) since it's 1.very noticable 2.gives great feedback to the player and 3.it's easy to map to. circles for filler rhythm, sliders for "flute" sounds and that would be the issue fixed and done with, and if you decide to map to the flute, trust me the feedback will be great. That's all about rhythm choice, spacing on another hand is a issue as well, the whole kiai is spaced rather closely to each other which really reminds me of the build up section here 00:58:210 (1,2,3,1,2,3) - since the spacing is so similar in places like 01:09:244 (1,2) - and visually here 01:08:210 (2,3,4,5) - which feels rather wrong too since this part of the song is supposed to be the strongest, yet it feels like no big change occured along the way. That's for spacing, patterning again is a issue too, you switch between curved sliders 01:09:244 (1,2) - and straight sldiers 01:08:210 (2,4) - whenever you felt like it, at least that's how i see it and I seen it like that because of 01:12:865 (4,1) - these sliders and a couple of others but lets focus on this one for now. So this pattern follows the exact same sound as 01:07:347 (4,1) - did... yet you decided to make them straight sliders which totally goes against the slider shapes following specific sounds logic, since you mapped the same sounds and represented them in a way similar to these sounds 01:08:210 (2,4) - which felt really odd and not right. There's also a couple of other patterns like 01:13:727 (2,4) - which follow exact same reasoning as above but a bit vice versa, there are even more but i'll leave that to you to figure out.
  15. 01:28:899 (1) - after the kiai the spacing reamins nearly identical, which defeats the whole purpose of having a kiai time anyway a please nerf this section till the end, or buff the kiai idk. Make them differnt from each other! Almost the same slider shapes and patterns were kept too aaa, also as previously you're not following any specific sounds, just mix and matching. Basically same reasoning as previously.
  16. 01:32:349 (4) - Unsnapped object - move slightly on the timeline to fix
  17. 01:33:037 (2,3,4,5,6,7) - why? like cmon. 01:31:312 (1,2,3,4) - same pair of sounds represented in a 1/2 fashion, why in the world would you make jumps to those? it literally doesn't make any sense aaa, it's also inconsistent with the rest of the map since vocals were always represented using sliders!



Final Words
  1. So yea my main problem is with the top diff, the hard diff is fine it just needs some more work and that's all... Extra on the other hand needs much more changes imo to be considered good or "rankable" in it's current state it's pretty weird and inconsistent with itself. I pretty much explained myself a couple of times about the issues in the Extra, apart from that one huge issue for me is the hard jump section where you introduced overlaping patterns that just didn't match and were more intense that the entire map itself, that was mostly the most controversial thing in the hard diff, rest was fine. Normal as normal... aesthetics.

    Anyway i'll be looking forward to the replies, feel free to message me if you want me to explain myself again or if you have any questions
    Good Luck!
lcfc

C00L wrote:

LCFC's Normal

  • Side note - The OD is way too high bro, take into account that players that just started playing the game will play this diff as well, so setting the OD so high up is basically going to be a torture for them, i suggest you lower it down to at least 3.5 (or 3.3 if you want this gay meme) :) im gay
  1. 00:21:313 - tbh with you I feel strongly like missing out this vocal is a waste and a half, it's so noticable and it feels odd starting the map after it rather than on it. I do understand why you missed it since you're not solely focusing on vocals but then later on you hear this 00:26:830 (2,3) - exact same vocal so if it was there it would be so much more consistent if that makes sense (yes background sounds but excat same vocals). Consider something as simple as this and it'll feel 10x better! trust ya bhoi indeed, added! ok maybe not, had a discussion with hightec about it and decided to keep it as is as there are no instruments so it should not receive the same feedback (in this case none)
  2. 00:36:141 (1) - hmm imo making this a casual shape like this 00:34:761 (3) - or 00:30:623 (1) - would feel much better since you only used fancy slider shapes on the downbeats of the music 00:27:865 (1) - 00:33:382 (1) - exception being 00:22:347 (1) - which you could make into one of those more fancy shapes too to make it more appealing. Same goes for 00:41:658 (1) - keep things rather simple, use shapes with care :o changed all red-point sliders to simpler ones but I like the waves and I do not think they're confusing in any way
  3. 00:44:416 (1) - cmon you can make this so much nicer into a 3 than this, with half the white points necessary, here's the code for the screenshot slider, same goes for the other one hightec made those so yea xd up to him
  4. 00:56:830 (3,4) - hmmm not a big fan of what you did here tbh, the rhythm doesn't match with the music too well since the strong sound is at 00:57:175 (4) - yet placing the (3) gives it the same impact and it shoudn't do that becuase of how differnt those 2 objects are, I suggest using this rhythm and flipping (ctrl+h) (1) and (2) to match your spacing, do the same for 01:01:658 (2,3,4) - made slider 2 a 2/1 slider instead, I think it follows it way better now \o/
  5. 01:16:485 (5,6) - these have the same sound, yet you chose to represent the differently... why? try doing this, this will match the music and patterning and also make 01:17:175 (6) - into a slider end which will lower its emphasis and it will seem less similar to 01:17:520 (1) - by doing that so you tell me to have the sliderend land in a strong sound (the white tick I mean), that'll just make it worse, I believe it's fine because maybe not all sounds are clickable but have more or less been heard by either heads or ends, so I will not change this pattern, and will certainly not make 01:17:520 (1) - a sliderend
  6. 01:36:830 (1) - you could flip this by 20 deegrees to improve the flow onto 01:37:865 (2) - sure
  7. 01:49:244 (1) - spinner... really? this imo is such a waste of the map, since look at this pattern 01:47:865 (1,2) - it's the same thing at the spinner area, why not copy it and do the same exact thing to match it like that, so something like this will match the music so much better than a spinner, and after you do that you can start the spinner at the end of the pattern here 01:50:623 - on the blue or red tick and end it around here 01:56:141 - and if the ending times are inconsistent you can just ignore it anyway, woudn't make any difference. Besides the spinner is rather short. only one measure, this would probably cause at least a 100 or maybe a 50. Since it's the lowest diff it would be rather too fast for some players copying this from another mod reply: I would like to finish it off with a spinner as there isn't others in the map now, not to mention the area it covers has less intensity than before (less kicks / snares) and on different patterns too.
Thanks a lot for the detailed mod, C00L! I will send my replies for the insane to hightec as soon as I check them as we don't want our parts exposed xd

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 21313
Countdown: 0
SampleSet: None
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:Whatever I Do (feat. Kostja)
TitleUnicode:Whatever I Do (feat. Kostja)
Artist:Cartoon
ArtistUnicode:Cartoon
Creator:HighTec
Version:LCFC's Normal
Source:
Tags:dnb drum and bass edm featuring lowcombofc
BeatmapID:1324437
BeatmapSetID:628149

[Difficulty]
HPDrainRate:3.3
CircleSize:3.3
OverallDifficulty:3.3
ApproachRate:5.3
SliderMultiplier:0.93
SliderTickRate:1

[Events]
//Background and Video events
0,0,"611616-1920x1080-[DesktopNexus.com].jpg",0,0
//Break Periods
2,46684,49125
2,52547,54297
2,63754,65331
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 0,179,179
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Topic Starter
Vivyanne

C00L wrote:

Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found


General
  1. Check!

Timing
  1. offset should be 270 (you can set it to 269 if you want to keep ur meme z) :arrow: disagree

Hard
  1. 00:21:313 - same reasoning and suggestion as I did on the Normal. tl'dr the vocal is pretty strong so making a repeat slider before it would match perfectly! :arrow: tbh i highly disagree on this as that would completely mess up emphasis in the beginning. Why? cause not much else follows the vocals that intensely in the beginning! also having the rhythm be similar here (vocal + NO instruments) as when you have vocal + ACTUAL instruments it feels very unfitting. it destroys the impact of starting a play too
  2. 00:26:485 (3) - hmm I suggest making this go down as 00:25:106 (1,2) - these did since same intensity of vocal remains until 00:27:175 (4) - and also (4) has a rather strong and unique sound to it which would go perfectly with the direction change and more visual spacing. I strongly suggest you do this to other patterns too if you change this, trust me it'll feel much better if you do. :arrow: disagree cuz i wanted consistency between major downbeats only. since everything is constantly flipped why not have this flipped?
  3. 00:41:658 (1) - remove the nc since it's inconsistent with 00:40:279 (3) - the one at 00:42:347 (1) - is more than enough :arrow: lmoa it is consistent since i only nc every 2 downbeats
  4. 00:43:037 - fix this green lines sv, why change it on the slider end?
  5. 00:50:279 (1) - okay so, LCFC had a good idea imo, see since his theme was the 3's, hards diff are the 6's right? well making this a 9 just ruins it since then the theme is ruined since the hardest difficulty has the 6 and vice versa, so i suggest you flip the 6 and have 6 and 6 shapes rather than 6 and 9. :arrow: 69 will stand cuz it shows what ive mapped :^)) will change if i feel like it
  6. 00:57:347 - please add a note here it's inconsistent with 00:58:727 (2) - same pair of sounds :arrow: in the sense of the buildup, no!
  7. 00:55:451 (1) - ok so for this section i suggest you to remap it or apply the code at the end of this suggestion. What you're doing now is very wrong imo, you're placing the strongest sounds at the slider ends, which feels very very weird to play, I suggest you change everything from here 00:55:451 (1) - to 01:00:968 (1) - to match the strongest sounds, maybe making a circle on sounds like this 00:55:451 (1) - and slider heads on 00:55:796 - rather than vice versa, doing this would provide far better feedback to the player than what it does atm, hopefully you apply my code or change this to match the music better in your own style. Here is the code for the suggestion :arrow: i highly disagree as there should be nothing wrong with a perfectly normal buildup for the kiai time. since its a hard i wanted to take a slower approach to the big kick at the kiai and thus a consistent buildup is something i would prefer much more than specifically going over every sound. we have an insane for that
  8. 01:01:658 (1) - remove this nc, nothing has changed it's pointless
  9. 01:03:037 (1) - here imo the rhythm usage could be improved by a lot. Doing something like this would match the music much better and correctly emphasise the strongest sounds :arrow: pointless in regards to the buildup
  10. 01:27:175 (1,2,3,4,5,6,1) - this is way too hard, not only is it newly introduced so late in, it's also very very hard to read especially for the players that will be playing this diff AND on top of that it's intensity is the highest in the entire map itself even though there are stronger parts in the song that deserve higher emphasis. This would have been fine if you introduced it earlier in the map and used much much lower spacing, maybe the constant 1.2x that you were using, rather than increasing it so high so that it just adds stars onto the map. Don't do that please use a differnt pattern and remap this section :arrow: lol fam testplayers say its fine so no change, i think it fits nicely to the intensity of the drums (also i need the starrating for spread shhhht)
  11. 01:34:072 (1,3) - why use 2 different shapes for the same sound? Please make it more consistent and change both sliders to match and be identical to one another :arrow: it is same shape :v
  12. 01:28:554 (1) - please remove this nc, it looks better and more readable when the nc starts at a new section rather than at the end of one :arrow: no, i prefer having my NCs emphasise stuff as well
  13. 01:28:899 (1,2) - I don't understand what you're trying to follow with these sliders at first I thought it would have been the vocals but the vocals are only noticable here 01:28:554 (1) - and 01:29:244 (2) - so that doesn't really match, then i thought maybe background sounds that are noticable as well but they appear 01:28:899 (1) - and 01:29:416 - so that doesn't match either. All of these similar patterns like 01:35:796 (3,4) - and 01:39:934 (1,2) - need to be changed since they don't really go with the music... they're just ... there. Consider this rhythm for this and the other patterns :arrow: fam i hope u can see that i here follow either vocals or emphasise a heavy notable beat right? like nothing else consistently? ur suggestion would break the simplicity which im trying to imply here
  14. 01:32:692 (1,2,3,4) - I don't understand the sudden slider shape change, you kept them going for quite a time for the first 8 sliders and here you just decided to change them... why? Please change them back it doesn't make any sense at all :arrow: yea cuz drums were changing and wanted that to be notable during gameplay somehow. like tbh i wanted 1/2 spam first but didnt for intensity reasons xd
  15. 01:38:210 (1) - change this back to a 1/2 slider and stop baiting people with obvious mistakes :angery: :arrow: um? dont u hear the special sound here? like i wanted emphasis????
  16. 01:37:175 (3,4,5) - Again I don't understand what you're following with these sliders, the vocals don't change pitch or anything every bar, the vocal change only occurs here 01:36:830 (1,2,4) - and the background sounds happen here 01:37:175 (3) - and here 01:37:692 - aa :arrow: 01:37:865 (5) - is a mere simplification of the 1/2 spam that would otherwise happen here, it lines up better tho as i dont feel like increasing note density here would fit at all
  17. 01:39:589 (1) - remove nc, same reason as previous point :arrow: no
  18. Well basically the 4 above points apply from here 01:28:899 (1) - till 01:49:244 (1) - so yea lol :arrow: no
  19. 01:49:244 (1,2,3,4,5,6,1) - again this pattern needs changed because of the previous similar part, although i will say that if you used this sort of spacing back there then maybe... just maybe it would be ok to stay, but meh :arrow: refer to other response thx

Insane
  1. 00:21:313 - same as other diffs! suggestion about slider to vocals A :arrow: same
  2. 00:27:175 (3) - imo you could make this a 1/8 slider because of the extended drum hit sound on it, a circle feels rather... underemphasised :arrow: spacing isnt enough? moreso idk how to make it fit in in the pattern so rip
  3. 00:35:796 (4) - why is this inconsistent with all of the other slider like this one? it makes no sense and it feels random whilst playing :arrow: so that i can have a more impactful spacing change to 00:36:141 (1) -
  4. 00:37:174 (4) - Unsnapped object - move the slider a bit to the right on the timeline
  5. 00:37:520 (1,2,3,4) - why is this spacing inconsistent to 00:26:485 (1,2,3,4) - ? the (3) seems to be getting such a HUGE increase in emphasis... yet nothing changed from the previous set of vocals :arrow: cuz more intense part !
  6. 00:38:210 (3) - again could make 1/8 slider :arrow: again dont know how to fit it in without fukin it up
  7. 00:39:934 (1) - you're placing a slider end on the strong sound here 00:40:279 - that begins the set of sounds here 00:40:451 (3,4) - that you decide to emphasise with circles. Feels very odd and underwhelming whilst playing because of that strong sound at the slider end, try this rhythm instead :arrow: i prefer the lower note density thx (neither did i focus on the drums anyways LoL)
  8. 00:41:658 (1) - same goes for this, the vocals are being underemphasised with the slider end being on them, here try this code maybe you'll like and keep it, it emphasises the vocals much better :arrow: no
  9. 00:50:279 (1) - again same thing as for last diff, this diffs theme is the 9's so making this a 9 as well would be much better rather than overlapping the 6 and 9 into 2 different diffs dus ruining it's purpose. :arrow: i gotta change them anyways cuz its unrankable
  10. 00:58:210 (1) - why all of a sudden did you start mapping 1/2 gaps rather than what you had here 00:55:451 (1,2,3,1,2,3) -, the drums don't start at 00:58:210 (1) - they start right from the beginning here 00:55:451 - again It's hard to tell what you're following since you're being very inconsistent, you should remap either 00:55:451 (1,2,3,1,2,3) - or the part after that before the triangles, for it to make sense. Imo you should remap both of the sections before the triangle jumps since the sliders don't follow anything in particular as well, which is odd. :arrow: they start to be clearly heard on 00:58:210 (1) - though, starting to use 1/2 earlier could be even called overmapping as there they're hardly hearable
  11. 00:58:554 (3,3,3,3) - What are these sliders following? since the 1/2 drums are followed by the circles yet the slider make one of the 1/2 be unclickable dus making it not hitable dus making it inconsistent.. hm please change :arrow: what do you want me to do? make it a jump section like the one that follows? it's an insane man, I will need to make some sounds not clickable to actually keep it relatively easy, it is not a sin to skip a drum beat in these cases
  12. 01:02:347 (1) - why is this spaced so high, when a similar sound here 01:01:485 (1,1) - got little to no spacing change, please nerf and make it more consistent
  13. 01:03:210 (3) - you emphasised this by spacing it higher because of the very noticable sound on it, but what about these 01:01:313 (3,2,3,2,2) - ? They have exactly the same sound and this 01:03:555 (2) - has the strongest one out of them all... and it's spaced very very low. I strongly recommend you remap this jumping section completely keeping in mind the sounds that you want and don't want to emphasise, since atm you're going with the drums since here 00:58:210 (1) - but along the way you decide to spice up the spacing without any reasoning or not any noticable reasoning at least. The sound at 01:03:210 (3) - is a perfect example of when you should increase the spacing to account for that.
  14. 01:06:485 (1) - ok... the kiai. The kiai basically is a cluster of sliders and circles, it doesn't really follow anything in particular... it's just there to be there. Yes indeed it is consistent but sometimes sounds like the kicks for example are clickable 01:06:830 (2) - 01:08:210 (2) - 01:09:589 (2) - and sometimes for some reason they're not 01:07:520 - 01:08:899 -, so I thought oh okay so they're following something different, maybe it's the "flute" sound hearable in places like 01:08:210 (2,3,5) - but then again 01:09:244 (1) - exact same slider that doesn't have the sound on it was used 01:09:589 (2) - in the next patterns and it should have been used here 01:09:072 (5) -, this happened more than once, so it can't be it either. So i thought ... could it be the nearly not noticable sounds in the background? Everything seemed like it was it until this 01:11:313 (3,4) - and 01:11:830 - which completely made the previous patterns that were following that drummy sound to be inconsistent. So I really have no idea what you are following here. The thing is, you're mix-matching, mapping to multiple sounds at the same time, I used to do that but i realised how bad it is since it's basically impossible to tell what sounds are being followed and which are being ignored. I strongly recommend you look at the kiai in particular and re-consider some patterns to match a set of sounds that you will follow. Imo following the flute is a fantastic idea (that's what i hitsounded too xd) since it's 1.very noticable 2.gives great feedback to the player and 3.it's easy to map to. circles for filler rhythm, sliders for "flute" sounds and that would be the issue fixed and done with, and if you decide to map to the flute, trust me the feedback will be great. That's all about rhythm choice, spacing on another hand is a issue as well, the whole kiai is spaced rather closely to each other which really reminds me of the build up section here 00:58:210 (1,2,3,1,2,3) - since the spacing is so similar in places like 01:09:244 (1,2) - and visually here 01:08:210 (2,3,4,5) - which feels rather wrong too since this part of the song is supposed to be the strongest, yet it feels like no big change occured along the way. That's for spacing, patterning again is a issue too, you switch between curved sliders 01:09:244 (1,2) - and straight sldiers 01:08:210 (2,4) - whenever you felt like it, at least that's how i see it and I seen it like that because of 01:12:865 (4,1) - these sliders and a couple of others but lets focus on this one for now. So this pattern follows the exact same sound as 01:07:347 (4,1) - did... yet you decided to make them straight sliders which totally goes against the slider shapes following specific sounds logic, since you mapped the same sounds and represented them in a way similar to these sounds 01:08:210 (2,4) - which felt really odd and not right. There's also a couple of other patterns like 01:13:727 (2,4) - which follow exact same reasoning as above but a bit vice versa, there are even more but i'll leave that to you to figure out. :arrow: but I did follow the flute and used filler rhythms appropriately? 01:11:313 (3,4) - is clearly a different sound from everything else and anything that doesn't seem to follow the flute is a filler rhythm to accomondate for the lack of 1/2 in the song. yes, I do not have a reasoning behind my changes in shapes but if they all were to be the same I could've just copied and pasted the half kiai or something. songs like these need variety, not simplification. there isn't a single 2017 ranked map that will always use the exact same shapes for the exact same sound, this one is really subjective therefore I will not change anything
  15. 01:28:899 (1) - after the kiai the spacing reamins nearly identical, which defeats the whole purpose of having a kiai time anyway a please nerf this section till the end, or buff the kiai idk. Make them differnt from each other! Almost the same slider shapes and patterns were kept too aaa, also as previously you're not following any specific sounds, just mix and matching. Basically same reasoning as previously. :arrow: dizagrererereere cuz i feel like the song is still busy and movement needs to emphasise that stuff too. the note density isnt much higher either so i mean it should be fine!
  16. 01:32:349 (4) - Unsnapped object - move slightly on the timeline to fix
  17. 01:33:037 (2,3,4,5,6,7) - why? like cmon. 01:31:312 (1,2,3,4) - same pair of sounds represented in a 1/2 fashion, why in the world would you make jumps to those? it literally doesn't make any sense aaa, it's also inconsistent with the rest of the map since vocals were always represented using sliders! :arrow: it does make sense if you were to listen what was changing in the song! (also they look cool imo so B) )



Final Words
  1. So yea my main problem is with the top diff, the hard diff is fine it just needs some more work and that's all... Extra on the other hand needs much more changes imo to be considered good or "rankable" in it's current state it's pretty weird and inconsistent with itself. I pretty much explained myself a couple of times about the issues in the Extra, apart from that one huge issue for me is the hard jump section where you introduced overlaping patterns that just didn't match and were more intense that the entire map itself, that was mostly the most controversial thing in the hard diff, rest was fine. Normal as normal... aesthetics.

    Anyway i'll be looking forward to the replies, feel free to message me if you want me to explain myself again or if you have any questions
    Good Luck!
thx! no reply = fixed
Mir
aaaaaaaaaaaaaaaaaa

[LCFC's Normal]
- 00:50:279 (1) - How about flipping this with ctrl+h? You already showed off the 3 on the previous slider :?
- 01:34:072 (1,2) - Shouldn't 2 start where 1 is? You skipped the drum for 01:28:899 (2) - so you can do it again I think. // 01:45:106 (1,2) -

[Hard]
- 00:50:279 (1) - Same about normal. xd

[Lowtec's Insane]
- 00:50:279 (1) - Same~
- 00:58:210 - Hmm.. for this part I would switch the rhythm density to be at peak so early. I think it might be better if you instead used sliders for the double and then when the drum gets to around 01:00:968 - this intensity start using doubles. :?
- 01:07:865 (1,2) - Looks.. kinda unfitting? This maybe?
- 01:33:037 (2,3,4,5,6,7) - Looking back on it these jumps seem kinda forced lol, song isn't really changed much from before. // 01:44:072 (2,3,4,5,6,7) -
- 01:37:865 (5,6,1,2) - Has more emphasis through flow than 01:39:244 (5,6,1) - does but 01:39:589 (1) - is strongest. :?

Good luck!!!
Topic Starter
Vivyanne

Mir wrote:

aaaaaaaaaaaaaaaaaa

[Hard]
- 00:50:279 (1) - Same about normal. xd nah dont feel like it

[Lowtec's Insane]
- 00:50:279 (1) - Same~
- 00:58:210 - Hmm.. for this part I would switch the rhythm density to be at peak so early. I think it might be better if you instead used sliders for the double and then when the drum gets to around 01:00:968 - this intensity start using doubles. :? having just sliders on that section is pretty plain, the contrast in intensity between it and the following section is already really noticeable imo, I don't see a reason to nerf anything
- 01:07:865 (1,2) - Looks.. kinda unfitting? This maybe? yes
- 01:33:037 (2,3,4,5,6,7) - Looking back on it these jumps seem kinda forced lol, song isn't really changed much from before. // 01:44:072 (2,3,4,5,6,7) - disagree drums have a special highlight in this part that i wanted to emphasise
- 01:37:865 (5,6,1,2) - Has more emphasis through flow than 01:39:244 (5,6,1) - does but 01:39:589 (1) - is strongest. :? yes

Good luck!!!
thx!
lcfc

Mir wrote:

aaaaaaaaaaaaaaaaaa

[LCFC's Normal]
- 00:50:279 (1) - How about flipping this with ctrl+h? You already showed off the 3 on the previous slider :? up to hightec, he made those xd
- 01:34:072 (1,2) - Shouldn't 2 start where 1 is? You skipped the drum for 01:28:899 (2) - so you can do it again I think. // 01:45:106 (1,2) - I'm not sure if I understand because I use the exact same rhythms with skipping (or not skipping) the exact same beats so uhh
Thanks Mir! My mod reply for the insane will be above soon ^^
Voli
from q

[General]
can you remove the useless green points etc like 00:21:313 - oki

[Normal]
  1. 00:50:192 (1) - Seeing the previous slider, I think this should start on 00:49:934 (1) - instead, or at least put some sort of clickable object on 00:49:934 -
[Hard]
  1. 00:29:244 (3,1) - looks pretty sloppy. could you blanket 00:30:623 (1) - properly?
  2. 00:44:416 (1) - unrankable, sliderpath isn't clear because the sliderend perfectly overlaps the sliderpath. Same goes for 00:50:279 (1) - . You could fix this by not perfectly overlapping the sliderend, but I think it kinda ruins the concept of your shape. Maybe come up with something new?
  3. 01:10:623 (1,2,3) - the pattern seems a bit cramped in a corner there, resulting in 01:11:141 (2) - being weirdly next to 01:10:623 (1) - and 01:11:313 (3) - not blanketing neatly because its trying hard to follow the curve. perhaps if you utilize the top/horizontal movement of the playfield here, you'd get a much better pattern out of it. example: https://voli.s-ul.eu/sj0HTIol.png
  4. 01:14:761 (1,2,3) - it'd be much more fitting if the direction change was on 01:15:106 (2) - instead, because the linear movement doesnt make so much sense now and doesnt correlate to the music. For example you did do it in spots like 01:16:658 (2,3) - and 01:23:382 (2) - 01:26:141 (2) - etc.
  5. 01:31:313 (1,2,3,4) - making the visual distance the same in these would improve the pattern a lot.
  6. 01:45:796 (3,3) - could you avoid this? 01:47:175 (4,3) - too, maybe just stack them idk but those overlaps look really messy

[Insane]
  1. 00:35:796 (4) - shouldnt this one be extended to blue tick as well seeing the previous patterns?
  2. 00:39:934 (1) - adding a repeat slider kinda goes at the cost of this strong vocal on 00:40:451 (2) - , maybe 2 sliders instead so it's clickable?
  3. 00:49:934 - same as normal, maybe a note here would be cool
  4. 00:58:382 (2,3) - i think these jumps are too much for this section of the song as it's the start of a buildup (which would mean starting low spacing, later on jumps) but the spacing just seems to decrease from here?
  5. 01:30:968 (4) - maybe don't change direciton here already and make this point upwards, so you can change the direction on 01:31:312 (1) - (new section of the vocals)
  6. 01:37:865 (5,6,1,2) - whats this huge square for? it's just background instrumentals o.o seems like a lot of change compared to 01:36:830 (1,2) -
  7. 01:44:416 (4) - stack it properly unless its intentional
Topic Starter
Vivyanne

Voli wrote:

from q

[General]
can you remove the useless green points etc like 00:21:313 - oki wait didnt see that one LOL

[Normal]
  1. 00:50:192 (1) - Seeing the previous slider, I think this should start on 00:49:934 (1) - instead, or at least put some sort of clickable object on 00:49:934 - no, sound is not impactful enough
[Hard]
  1. 00:29:244 (3,1) - looks pretty sloppy. could you blanket 00:30:623 (1) - properly? yes
  2. 00:44:416 (1) - unrankable, sliderpath isn't clear because the sliderend perfectly overlaps the sliderpath. Same goes for 00:50:279 (1) - . You could fix this by not perfectly overlapping the sliderend, but I think it kinda ruins the concept of your shape. Maybe come up with something new? yes :( just did the same as in top diff lol
  3. 01:10:623 (1,2,3) - the pattern seems a bit cramped in a corner there, resulting in 01:11:141 (2) - being weirdly next to 01:10:623 (1) - and 01:11:313 (3) - not blanketing neatly because its trying hard to follow the curve. perhaps if you utilize the top/horizontal movement of the playfield here, you'd get a much better pattern out of it. example: https://voli.s-ul.eu/sj0HTIol.png only improved blanket, i like the pattern being a bit different here cuz of sound variation
  4. 01:14:761 (1,2,3) - it'd be much more fitting if the direction change was on 01:15:106 (2) - instead, because the linear movement doesnt make so much sense now and doesnt correlate to the music. For example you did do it in spots like 01:16:658 (2,3) - and 01:23:382 (2) - 01:26:141 (2) - etc. yes
  5. 01:31:313 (1,2,3,4) - making the visual distance the same in these would improve the pattern a lot. yes
  6. 01:45:796 (3,3) - could you avoid this? 01:47:175 (4,3) - too, maybe just stack them idk but those overlaps look really messy yes

[Insane]
  1. 00:35:796 (4) - shouldnt this one be extended to blue tick as well seeing the previous patterns? no, i didnt want all of em together but to not make a major spacing inconsistency in 1/4 i made sure to make the slider shorter so that it could be implied that there was gonna be something else
  2. 00:39:934 (1) - adding a repeat slider kinda goes at the cost of this strong vocal on 00:40:451 (2) - , maybe 2 sliders instead so it's clickable? hm nah, would much rather have it stay as it is to have the repeating slider be a thing here
  3. 00:49:934 - same as normal, maybe a note here would be cool nah dont think it has enough impact
  4. 00:58:382 (2,3) - i think these jumps are too much for this section of the song as it's the start of a buildup (which would mean starting low spacing, later on jumps) but the spacing just seems to decrease from here? did something
  5. 01:30:968 (4) - maybe don't change direciton here already and make this point upwards, so you can change the direction on 01:31:312 (1) - (new section of the vocals) i hear something special i wanna emphasise ;w;
  6. 01:37:865 (5,6,1,2) - whats this huge square for? it's just background instrumentals o.o seems like a lot of change compared to 01:36:830 (1,2) - 01:38:210 (1,2) - but this has a kreygasm sound and i wanted a solid leadin on it so i made 01:37:865 (5,6) - as it is. sound is also emphasised but then differently in hard and wanna keep tradition
  7. 01:44:416 (4) - stack it properly unless its intentional autostack :(
thanks! LCFC's reply is in here too.
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