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Mastermind(xi+nora2r) - Dreadnought [OsuMania]

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Sandalphon
[Lude's Hyper]
00:09:911 (9911|1) - this one should place at 00:09:937 - as the 1/6 stop at 00:09:859 -
00:36:266 (36266|2,36578|1) - why not keep them in the same col just like 00:33:766 (33766|3,34078|3) - since they all same pitch
00:47:281 - i dont think the sound here is worth for a note
00:49:859 - 00:51:109 - add one each to emphasize the drum?
00:55:641 (55641|0) - hmm... why ended here 00:57:281 - on purpose or just a mistake
01:10:849 (70849|2,71057|0) - wrong snap, they are not 1/3. should be smth like img
01:20:250 - 01:20:562 - why you ignore these two all of a sudden, isnt you follow the same sound in the previous part
[Another]
00:31:891 (31891|1,31969|0,32047|2,32099|1,32151|0,32203|2,32281|1,32359|0) - feel using same pattern for different snap sound is kinda weird, you might want to show that difference by using different pattern img

Call me when you finished
Topic Starter
Aruel
Valen looks quit, I'll take care of his diff

Thank you for check YaHao! Will check this mod soon
Topic Starter
Aruel

YaHao wrote:

[Valen's Normal]
00:30:016 - will suggest you do a change like img, the previous part is 2/1 double and all of a sudden change to 1/1 double with 1/2 single is quite a huge jump. My suggestion is use double to focus on the changing main sound, and while using 1/2 jack the over all intensity would change and it fit the music imo - I do think so
00:48:766 (48766|2) - i will say move this to 1st col, since you jack the first 2 notes for the vocal right? and can still hear that vocal on 00:48:766 - - Seems they are vocal but kinda difference, and I guess 3 jack is pretty heavy on normal
01:00:016 - i think you need a new LN here for the background main sound and reduce the length of this one 00:58:766 (58766|0) - to 01:00:016 -
01:10:641 - wrong snap from here, should be smth like img
01:41:891 - hmm the pattern here looks a bit random to me, not a big deal but maybe there is a better way to present this part, try this img
01:46:891 (106891|3) - unnecessary for me, delete the note so you can give more impact on 01:46:734 (106734|1,106734|0,107047|0,107047|2) -
01:47:203 (107203|1) - and this as well
02:05:953 (125953|1,125953|0) - to 34, just make the whole thing bit more balance - looks fine to me

yea delete the hs mod so i can check everything with my next mod
Copied HS all, removed HS difficulty. Another mod applied!

Wating Lude now
Thanks YaHao!

To Lude
힛사 조심
riunosk

Fresh Chicken wrote:

Valen looks quit, I'll take care of his diff

Thank you for check YaHao! Will check this mod soon
iirc valen told me he cannot come back to osu any more
Lude

YaHao wrote:

[Lude's Hyper]
00:09:911 (9911|1) - this one should place at 00:09:937 - as the 1/6 stop at 00:09:859 - fixed
00:36:266 (36266|2,36578|1) - why not keep them in the same col just like 00:33:766 (33766|3,34078|3) - since they all same pitch nice catch, thanks
00:47:281 - i dont think the sound here is worth for a note there's definitely a sound
00:49:859 - 00:51:109 - add one each to emphasize the drum? good
00:55:641 (55641|0) - hmm... why ended here 00:57:281 - on purpose or just a mistake oops xdxdxd
01:10:849 (70849|2,71057|0) - wrong snap, they are not 1/3. should be smth like img fixed
01:20:250 - 01:20:562 - why you ignore these two all of a sudden, isnt you follow the same sound in the previous part added
tanks ! xd
Sandalphon
Here
Protastic101
Hi, I have a few concerns regarding the spread. Additionally, there's a conflicting snap or two between Another and Hyper

[General]
  1. Conflicting snaps between Another and Lude's Hyper. As far as I can tell, the sound is only 1/4 so Another's snap is correct. Another one at 01:12:516 - too with Another being correct using 1/6 (top pic is first mention, second pic is last mention)
  2. Might increase OD of Another to 8.5 or so because the ratio of SNs to LNs is pretty high.
  3. I feel that using HP 8 for Valen's diff is a bit too cruel for the target audience it's aimed at. Note density is pretty low and bursts that could possibly be too easy to mash through are sparse.
[Spread]
00:18:766 - Normal to Hyper is really big and quite an unfriendly gap for players coming from one difficulty to the other https://osu.ppy.sh/ss/8852971 . As you can see in the screenshot, normal retains a friendly 1/1 patterning in the intro for the player to get accustomed to the base rhythm that the other diffs are built upon. Hyper though, has little regard for the simple and stable 1/1 and instead goes straight to a measure long 1/4 jumpstream.

00:23:766 - Similar thing here https://osu.ppy.sh/ss/8853108 . It's a bit of a smaller gap though because instead of constant 1/4, they're 1/4 broken streams but the normal is still a basic 1/1 single note rhythm. It doesnt even use jumps which the hyper uses.

00:33:766 - Going into the first verse, the normal is pretty basic with a 1/1 drone and some scattered 1/2 triplets like 00:34:703 (34703|2,34859|0,35016|1) - or 00:37:203 (37203|2,37359|1,37516|3) - which is fine, even if I do find it a little bland and misrepresentative of the music, but the Hyper uses a lot of 1/4 bursts and rolls with some 1/1 natural flow breaks thrown in which is much denser than the Normal is.

01:25:016 - Would have been better to have some sort of simple build up here in the normal to match the 1/4 build up in the hyper.

01:33:766 - Here, the rhythm is mostly the same in the first measure, only difference being chord density and the hyper using a constant 1/2 drone while the normal focuses specifically on the synth, but the following measure drops density to simple 1/1 jumps which is a fine and perfect gap between this and hyper imo. I'd either try to up the chord density of the normal to use more jumps, or increase the rhythm so that it's a constant 1/2 instead of a broken one.

01:53:766 - Section changes so that the Normal still keeps to its predominant 1/1 and 1/2 bursts, but the Hyper is pretty much unrestrained with the 1/4 rolls and bursts which is fine in context of just the difficulty, but not in the spread.

Tbh, I'd say the best bet is to simply make an in between diff that uses a faster rhythm (mainly 1/2 and 1/4 short bursts throughout) while utilizing more jumps in order to better bridge the gap between diffs. Vetoed for now then.
Lude

Protastic101 wrote:

Hi, I have a few concerns regarding the spread. Additionally, there's a conflicting snap or two between Another and Hyper

[General]
  1. Conflicting snaps between Another and Lude's Hyper. As far as I can tell, the sound is only 1/4 so Another's snap is correct. Another one at 01:12:516 - too with Another being correct using 1/6 (top pic is first mention, second pic is last mention) All snaps were fixed
  2. Might increase OD of Another to 8.5 or so because the ratio of SNs to LNs is pretty high.
  3. I feel that using HP 8 for Valen's diff is a bit too cruel for the target audience it's aimed at. Note density is pretty low and bursts that could possibly be too easy to mash through are sparse.
[Spread]
00:18:766 - Normal to Hyper is really big and quite an unfriendly gap for players coming from one difficulty to the other https://osu.ppy.sh/ss/8852971 . As you can see in the screenshot, normal retains a friendly 1/1 patterning in the intro for the player to get accustomed to the base rhythm that the other diffs are built upon. Hyper though, has little regard for the simple and stable 1/1 and instead goes straight to a measure long 1/4 jumpstream. Nerfed a bit, not too much

00:23:766 - Similar thing here https://osu.ppy.sh/ss/8853108 . It's a bit of a smaller gap though because instead of constant 1/4, they're 1/4 broken streams but the normal is still a basic 1/1 single note rhythm. It doesnt even use jumps which the hyper uses.

00:33:766 - Going into the first verse, the normal is pretty basic with a 1/1 drone and some scattered 1/2 triplets like 00:34:703 (34703|2,34859|0,35016|1) - or 00:37:203 (37203|2,37359|1,37516|3) - which is fine, even if I do find it a little bland and misrepresentative of the music, but the Hyper uses a lot of 1/4 bursts and rolls with some 1/1 natural flow breaks thrown in which is much denser than the Normal is.

01:25:016 - Would have been better to have some sort of simple build up here in the normal to match the 1/4 build up in the hyper.

01:33:766 - Here, the rhythm is mostly the same in the first measure, only difference being chord density and the hyper using a constant 1/2 drone while the normal focuses specifically on the synth, but the following measure drops density to simple 1/1 jumps which is a fine and perfect gap between this and hyper imo. I'd either try to up the chord density of the normal to use more jumps, or increase the rhythm so that it's a constant 1/2 instead of a broken one.

01:53:766 - Section changes so that the Normal still keeps to its predominant 1/1 and 1/2 bursts, but the Hyper is pretty much unrestrained with the 1/4 rolls and bursts which is fine in context of just the difficulty, but not in the spread.

Tbh, I'd say the best bet is to simply make an in between diff that uses a faster rhythm (mainly 1/2 and 1/4 short bursts throughout) while utilizing more jumps in order to better bridge the gap between diffs. Vetoed for now then.
Thanks for checking those difficulties, we've decided to NERF Hyper and BUFF Normal a bit in terms of general pattern, specially too dense patterns on Hyper and too simple patterns on Normal, to adjust the difficulty gap between those two difficulties. Updates will soon be uploaded.
Topic Starter
Aruel

Protastic101 wrote:

Hi, I have a few concerns regarding the spread. Additionally, there's a conflicting snap or two between Another and Hyper

[General]
  1. Conflicting snaps between Another and Lude's Hyper. As far as I can tell, the sound is only 1/4 so Another's snap is correct. Another one at 01:12:516 - too with Another being correct using 1/6 (top pic is first mention, second pic is last mention)
  2. Might increase OD of Another to 8.5 or so because the ratio of SNs to LNs is pretty high. - There are a lot of SVs so I'll keep this one
  3. I feel that using HP 8 for Valen's diff is a bit too cruel for the target audience it's aimed at. Note density is pretty low and bursts that could possibly be too easy to mash through are sparse.
[Spread]
00:18:766 - Normal to Hyper is really big and quite an unfriendly gap for players coming from one difficulty to the other https://osu.ppy.sh/ss/8852971 . As you can see in the screenshot, normal retains a friendly 1/1 patterning in the intro for the player to get accustomed to the base rhythm that the other diffs are built upon. Hyper though, has little regard for the simple and stable 1/1 and instead goes straight to a measure long 1/4 jumpstream.

00:23:766 - Similar thing here https://osu.ppy.sh/ss/8853108 . It's a bit of a smaller gap though because instead of constant 1/4, they're 1/4 broken streams but the normal is still a basic 1/1 single note rhythm. It doesnt even use jumps which the hyper uses.

00:33:766 - Going into the first verse, the normal is pretty basic with a 1/1 drone and some scattered 1/2 triplets like 00:34:703 (34703|2,34859|0,35016|1) - or 00:37:203 (37203|2,37359|1,37516|3) - which is fine, even if I do find it a little bland and misrepresentative of the music, but the Hyper uses a lot of 1/4 bursts and rolls with some 1/1 natural flow breaks thrown in which is much denser than the Normal is.

01:25:016 - Would have been better to have some sort of simple build up here in the normal to match the 1/4 build up in the hyper.

01:33:766 - Here, the rhythm is mostly the same in the first measure, only difference being chord density and the hyper using a constant 1/2 drone while the normal focuses specifically on the synth, but the following measure drops density to simple 1/1 jumps which is a fine and perfect gap between this and hyper imo. I'd either try to up the chord density of the normal to use more jumps, or increase the rhythm so that it's a constant 1/2 instead of a broken one.

01:53:766 - Section changes so that the Normal still keeps to its predominant 1/1 and 1/2 bursts, but the Hyper is pretty much unrestrained with the 1/4 rolls and bursts which is fine in context of just the difficulty, but not in the spread.

Tbh, I'd say the best bet is to simply make an in between diff that uses a faster rhythm (mainly 1/2 and 1/4 short bursts throughout) while utilizing more jumps in order to better bridge the gap between diffs. Vetoed for now then.
I generally buffed all of normal, thanks!
Protastic101
aaaaaa, sorry for being so late

[Another]
00:19:182 (19182|0) - Should be at 00:19:156 - on the 1/4 no? There doesn't seem to be any swing in this note.

00:23:141 - Conflicting snap with Hyper http://puu.sh/xiSEG.jpg

00:28:766 - Spread wise, in this measure, I think the gap from Another to Hyper is a little too big. Tbh, Hyper is the diff with the least amount of notes in this specific measure because the Normal uses 1/2 even. I might just use 1/2 in the hyper to try and make the gap between diffs a bit smaller

00:30:016 - Since the pitch is ascending here, I think using a left -> right roll would be nice to represent it. Something like this maybe? https://osu.ppy.sh/ss/8940252

00:39:547 (39547|2,39703|2,39781|3,39859|2,39937|3,40016|2) - I think the stack in col 3 plus the trill makes this pattern much harder to hit because of all the unnecessary strain on the right hand, with little to no movement on the left hand. I would balance it out by making the pattern a two handed trill instead, like this https://osu.ppy.sh/ss/8940278

01:00:797 - Sounds like there's a change in the pitch of the lower instruments here, so I might consider adding an LN to represent that like what is done in the rest of the section.

01:17:437 (77437|1,77516|2,77516|0,77594|3,77672|2,77672|0,77750|1) - Just my opinion, but I think this pattern is a bit uneven in terms of weight and strain because there's very few notes on the left hand, with all the strain being focused on the right instead. I think it'd be better to isolate the jumps on one hand and put the single notes on another, like this https://osu.ppy.sh/ss/8940321

02:01:656 (121656|2,121734|1,121786|2,121838|3,121891|2) - 02:02:281 (122281|1,122359|2,122411|1,122463|0,122516|1) - I think these patterns can be quite misleading due to the fact that it is preceded by fairly simple 1/4 bursts, so the player is already in the habit of playing everything in a straight rhythm, but then the sudden switch to 1/6 is done without a clear break in the visuals which makes it harder to discern the snap from reading alone. I might try this instead https://osu.ppy.sh/ss/8940356


now, concerning SVs
00:13:766 - Imo, I would have preferred using bumps here rather than going the half half way. I think it's better to use bumps because the emphasis is either at the beginning or the end (reverse bumps). So maybe you could do something like 00:13:844 - 00:14:312 - 00:14:781 - 0.9x to average. If you wanted to make the effect a bit stronger, you could try using larger values such as 3x to 0.6x if you wanted.

00:23:766 - Stuff like this is ok I guess, but it's unaveraged since there's only two timing points. I'd rather you do an averaged bump like 00:23:766 - 1.99x, 00:23:805 - 0.67x
00:25:016 - 00:26:266 - 00:26:891 - ^

00:27:516 - similar thing to the above, but there's only two units in this case, so you could either use 1/16 snaps to maintain the same 4 unit bump as before, but I think the effect is too strong and short at that point, so I would just use the half half method here on the 1/8 instead.

00:33:473 - This SV should be 0.6x if you want to average it properly cause 1/16 snap with 1 beat is 16 units. Initial is 7x, so 16 - 7 = 9 / 15 remaining units = 0.6x to average to 1x.
00:53:453 - ^

Generally same thing through out. Most of the SVs are averaged which is pretty cool though, so you really just gotta watch out for the bumps.
Overall though, I still dislike the spread and don't think it would be appropriate to move this forward as is, but you may always find another BN to disagree with me.
Finally, should probably double check lude's snaps because a lot of them were found to be inconsistent with your diff.
Topic Starter
Aruel

Protastic101 wrote:

aaaaaa, sorry for being so late

[Another]
00:19:182 (19182|0) - Should be at 00:19:156 - on the 1/4 no? There doesn't seem to be any swing in this note.

00:23:141 - Conflicting snap with Hyper http://puu.sh/xiSEG.jpg - Another followed piano which mainly use 1/12, and Hyper followed 1/4 hihat sound, there's a poly rhythm

00:28:766 - Spread wise, in this measure, I think the gap from Another to Hyper is a little too big. Tbh, Hyper is the diff with the least amount of notes in this specific measure because the Normal uses 1/2 even. I might just use 1/2 in the hyper to try and make the gap between diffs a bit smaller - Cosndier with Lude soon

00:30:016 - Since the pitch is ascending here, I think using a left -> right roll would be nice to represent it. Something like this maybe? https://osu.ppy.sh/ss/8940252 - That pattern is too simple and easy to hit, and I don't mainly want to follow pitch either

00:39:547 (39547|2,39703|2,39781|3,39859|2,39937|3,40016|2) - I think the stack in col 3 plus the trill makes this pattern much harder to hit because of all the unnecessary strain on the right hand, with little to no movement on the left hand. I would balance it out by making the pattern a two handed trill instead, like this https://osu.ppy.sh/ss/8940278 - This one is intended, 00:39:234 - ~ 00:40:016 - 1212-2323-3434 pattern, that's what I intended

01:00:797 - Sounds like there's a change in the pitch of the lower instruments here, so I might consider adding an LN to represent that like what is done in the rest of the section. - Rearranged

01:17:437 (77437|1,77516|2,77516|0,77594|3,77672|2,77672|0,77750|1) - Just my opinion, but I think this pattern is a bit uneven in terms of weight and strain because there's very few notes on the left hand, with all the strain being focused on the right instead. I think it'd be better to isolate the jumps on one hand and put the single notes on another, like this https://osu.ppy.sh/ss/8940321 - They are intended with symmetry patterns with here 01:16:266 - 01:16:266 (76266|2,76266|1,76266|3) - yeah not perfectly mirror'd cuz there are more louder sound.

02:01:656 (121656|2,121734|1,121786|2,121838|3,121891|2) - 02:02:281 (122281|1,122359|2,122411|1,122463|0,122516|1) - I think these patterns can be quite misleading due to the fact that it is preceded by fairly simple 1/4 bursts, so the player is already in the habit of playing everything in a straight rhythm, but then the sudden switch to 1/6 is done without a clear break in the visuals which makes it harder to discern the snap from reading alone. I might try this instead https://osu.ppy.sh/ss/8940356 - Good


now, concerning SVs
00:13:766 - Imo, I would have preferred using bumps here rather than going the half half way. I think it's better to use bumps because the emphasis is either at the beginning or the end (reverse bumps). So maybe you could do something like 00:13:844 - 00:14:312 - 00:14:781 - 0.9x to average. If you wanted to make the effect a bit stronger, you could try using larger values such as 3x to 0.6x if you wanted. - I think there's no need change, for spacing for each notes. Also I've seen a lot of testplayers and no one get missed / like get 50, so I'd like to keep it

00:23:766 - Stuff like this is ok I guess, but it's unaveraged since there's only two timing points. I'd rather you do an averaged bump like 00:23:766 - 1.99x, 00:23:805 - 0.67x
00:25:016 - 00:26:266 - 00:26:891 - ^ - uhh personally I really don't think this is fit with here

00:27:516 - similar thing to the above, but there's only two units in this case, so you could either use 1/16 snaps to maintain the same 4 unit bump as before, but I think the effect is too strong and short at that point, so I would just use the half half method here on the 1/8 instead. - Used 1/8 at the first but noticed 1/8 makes a huge spacing between first note and second note/

00:33:473 - This SV should be 0.6x if you want to average it properly cause 1/16 snap with 1 beat is 16 units. Initial is 7x, so 16 - 7 = 9 / 15 remaining units = 0.6x to average to 1x.
00:53:453 - ^ - nah it's not calculated one, this SV is an inspired one in PLANET//SHAPER. strongly bump, and a bit slower.

Generally same thing through out. Most of the SVs are averaged which is pretty cool though, so you really just gotta watch out for the bumps.
Overall though, I still dislike the spread and don't think it would be appropriate to move this forward as is, but you may always find another BN to disagree with me.
Finally, should probably double check lude's snaps because a lot of them were found to be inconsistent with your diff.
Maxus
yu moe kfc

[Valen's Normal]
00:18:375 (18375|1) - I'm sure the LN should start at 00:18:297 - because the synth started there.

00:22:203 - add note here for consistency with 00:20:328 - 00:21:578 -

00:25:172 - 00:25:484 - 00:26:109 - 00:27:672 - 00:27:984 - I recommend to add note here to form continuous 1/2 pattern here, that's because the 1/4 is getting really loud and strong here, so i figure in normal diff you need to use constant 1/2 to cope with that.

00:29:234 (29234|1) - move this to col 3? i find that 00:29:078 (29078|0,29234|1,29391|0,29547|0) - one hand a bit too much, also you are essentially mirroring 00:28:609 (28609|1) - which is better in structure.

00:34:547 - 00:35:484 - 00:35:797 - 00:37:047 - 00:37:984 - 00:38:297 - 00:40:484 - 00:40:797 - also at other place, So i know this is might a bit much, but I do really think it's really fine if you actually add note for all these red line. this is all mapped as 1/4 in hyper diff So i figure out map it as 1/2 in normal will totally balance the issues that've been brought up, it also doesn't increase SR beyond RC requirement, so i do think it's alright.

00:45:328 (45328|3,45641|1) - Turn into LN? i think this will be a great spot for it.

00:49:391 (49391|3) - Move to col 2 for balance?

00:57:437 (57437|3) - wrongly snapped? other diff don't have the LN start at blue line.

01:14:547 (74547|1,74703|2) - move these to col 3 and col 4? it will mirror the pattern at 01:14:859 (74859|0,75016|1,75172|0) - , and avoid repeating pattern at 01:13:766 (73766|3,73922|1,74078|2) -

01:18:141 - Try having something like https://osu.ppy.sh/ss/8970881 maybe? just a bit suggestion.

01:36:578 (96578|1,96734|0) - Move to col 1 and col 3? it will give better structure because it will form 3-2-3 trill there.

02:01:422 - How bout try https://osu.ppy.sh/ss/8970960 ? it's to cover 1/6 so it doesn't differ too much.

[Lude's Hyper]
00:09:937 (9937|1,10016|0) - Try switch column here? more linear pattern seem to be more syncing with the overall pattern.

00:13:453 (13453|1,13531|0,13609|3,13687|2) - I think you can make these specific 1/4 sound have their "own" pattern to signify that they are different sound with 00:13:141 (13141|0,13219|1,13297|3,13375|2) - , i mean something like https://osu.ppy.sh/ss/8970538

00:18:141 - If you follow the 1/4 sound, then this starting stream becoming awkward, because the 1/4 sound already started long time ago. what i propose is to follow 1/4 synth that started at 00:18:297 - , where you hearing BG 1/4 existed here, in that case, you can delete 00:18:141 (18141|0,18219|1) - to focus on those sound i mentioned earlier.

00:24:547 - The 1/4 is still starting weak here, i think you notice that the sound is noticeably stronger at 00:25:484 - , that's why i think there's need to be differentiation here to expresses those "weaker" and "stronger" 1/4. Something like https://osu.ppy.sh/ss/8970552

00:26:891 - same as above, like https://osu.ppy.sh/ss/8970557

00:27:984 - The trill felt a bit odd one compared with the structure, i suggest try https://osu.ppy.sh/ss/8970569

00:55:641 - I do think you can lower the LN density a bit so that it doesn't be too similar with another diff and too far from normal. something like https://osu.ppy.sh/ss/8970926 , basically similar with what you did at 01:03:766 -

01:25:016 - until 01:26:266 - the 1/4 still haven't gotten strong yet, so you can make it have lower density first before going 1/4. i mean like https://osu.ppy.sh/ss/8970950

[Another]

00:20:250 - Have a bit suggestion, how about try https://osu.ppy.sh/ss/8970974 ? this way the transition between each pattern snap will flow more naturally here.

01:27:516 - For me the trill is a bit too long here, because there's Speed up SV happening here, it starting to lose balance when hitting the next jumptrill at 01:28:766 - causing many 200 or below judgment from what i testplay, my suggestion is to change trill to 2-3 starting at 01:28:141 - https://osu.ppy.sh/ss/8970988

01:30:016 - The transition with SV makes it a bit unstructured and anti-flow imo, i will suggest https://osu.ppy.sh/ss/8971000

01:33:453 - Try make trill here? the sound called for it, will be much more fitting imo. https://osu.ppy.sh/ss/8971006

02:13:766 - the 1/3 jack at 02:13:974 - is a bit unexpected after the SV imo, how about trying pattern like https://osu.ppy.sh/ss/8971021 ?

So yeah, imo, there isn't need for new diff because normal diff can be buffed without increasing SR, so i do think this will be alright.
call me back you moe
Topic Starter
Aruel

Maxus wrote:

yu moe kfc

[Valen's Normal]
00:18:375 (18375|1) - I'm sure the LN should start at 00:18:297 - because the synth started there.

00:22:203 - add note here for consistency with 00:20:328 - 00:21:578 -

00:25:172 - 00:25:484 - 00:26:109 - 00:27:672 - 00:27:984 - I recommend to add note here to form continuous 1/2 pattern here, that's because the 1/4 is getting really loud and strong here, so i figure in normal diff you need to use constant 1/2 to cope with that.

00:29:234 (29234|1) - move this to col 3? i find that 00:29:078 (29078|0,29234|1,29391|0,29547|0) - one hand a bit too much, also you are essentially mirroring 00:28:609 (28609|1) - which is better in structure.

00:34:547 - 00:35:484 - 00:35:797 - 00:37:047 - 00:37:984 - 00:38:297 - 00:40:484 - 00:40:797 - also at other place, So i know this is might a bit much, but I do really think it's really fine if you actually add note for all these red line. this is all mapped as 1/4 in hyper diff So i figure out map it as 1/2 in normal will totally balance the issues that've been brought up, it also doesn't increase SR beyond RC requirement, so i do think it's alright.

00:45:328 (45328|3,45641|1) - Turn into LN? i think this will be a great spot for it. - Keep it as it is, seems dont want to use LN in this part

00:49:391 (49391|3) - Move to col 2 for balance?

00:57:437 (57437|3) - wrongly snapped? other diff don't have the LN start at blue line.

01:14:547 (74547|1,74703|2) - move these to col 3 and col 4? it will mirror the pattern at 01:14:859 (74859|0,75016|1,75172|0) - , and avoid repeating pattern at 01:13:766 (73766|3,73922|1,74078|2) -

01:18:141 - Try having something like https://osu.ppy.sh/ss/8970881 maybe? just a bit suggestion.

01:36:578 (96578|1,96734|0) - Move to col 1 and col 3? it will give better structure because it will form 3-2-3 trill there.

02:01:422 - How bout try https://osu.ppy.sh/ss/8970960 ? it's to cover 1/6 so it doesn't differ too much.

[Another]

00:20:250 - Have a bit suggestion, how about try https://osu.ppy.sh/ss/8970974 ? this way the transition between each pattern snap will flow more naturally here. - hmm I think keep this, don't feel anything needs to change

01:27:516 - For me the trill is a bit too long here, because there's Speed up SV happening here, it starting to lose balance when hitting the next jumptrill at 01:28:766 - causing many 200 or below judgment from what i testplay, my suggestion is to change trill to 2-3 starting at 01:28:141 - https://osu.ppy.sh/ss/8970988

01:30:016 - The transition with SV makes it a bit unstructured and anti-flow imo, i will suggest https://osu.ppy.sh/ss/8971000

01:33:453 - Try make trill here? the sound called for it, will be much more fitting imo. https://osu.ppy.sh/ss/8971006 http://osu.ppy.sh/ss/8989990 wut about this tho

02:13:766 - the 1/3 jack at 02:13:974 - is a bit unexpected after the SV imo, how about trying pattern like https://osu.ppy.sh/ss/8971021 ? - hmm personally couldn't feel much difference

So yeah, imo, there isn't need for new diff because normal diff can be buffed without increasing SR, so i do think this will be alright.
call me back you moe
Thanks for mod you MOE 'W'
Lude

Maxus wrote:

[Lude's Hyper]
00:09:937 (9937|1,10016|0) - Try switch column here? more linear pattern seem to be more syncing with the overall pattern. Personal preference

00:13:453 (13453|1,13531|0,13609|3,13687|2) - I think you can make these specific 1/4 sound have their "own" pattern to signify that they are different sound with 00:13:141 (13141|0,13219|1,13297|3,13375|2) - , i mean something like https://osu.ppy.sh/ss/8970538 OK

00:18:141 - If you follow the 1/4 sound, then this starting stream becoming awkward, because the 1/4 sound already started long time ago. what i propose is to follow 1/4 synth that started at 00:18:297 - , where you hearing BG 1/4 existed here, in that case, you can delete 00:18:141 (18141|0,18219|1) - to focus on those sound i mentioned earlier. Acceptable

00:24:547 - The 1/4 is still starting weak here, i think you notice that the sound is noticeably stronger at 00:25:484 - , that's why i think there's need to be differentiation here to expresses those "weaker" and "stronger" 1/4. Something like https://osu.ppy.sh/ss/8970552 Melody sound is clear

00:26:891 - same as above, like https://osu.ppy.sh/ss/8970557

00:27:984 - The trill felt a bit odd one compared with the structure, i suggest try https://osu.ppy.sh/ss/8970569 Seems nice

00:55:641 - I do think you can lower the LN density a bit so that it doesn't be too similar with another diff and too far from normal. something like https://osu.ppy.sh/ss/8970926 , basically similar with what you did at 01:03:766 - Changed differently

01:25:016 - until 01:26:266 - the 1/4 still haven't gotten strong yet, so you can make it have lower density first before going 1/4. i mean like https://osu.ppy.sh/ss/8970950 Intentional
Thanks OWO
Maxus
[Valen's Normal]
00:39:703 (39703|3) - better move to col 3 for balance
00:45:328 - Since you also map 1/3 at 00:52:828 - , i figure out you can also do it here, how about https://osu.ppy.sh/ss/9005382
00:47:047 - Better add note here, there's a distinct noticeable synth sound here, its more noticeable compared with 00:47:359 -
00:47:828 - Here there's 1/3 too, maybe you can try https://osu.ppy.sh/ss/9005397
01:47:047 - This should be jack too according with 01:46:578 - , in that case, switch column between 01:47:203 (107203|1,107359|2) -

should be the last, call me back owo
Topic Starter
Aruel

Maxus wrote:

[Valen's Normal]
00:39:703 (39703|3) - better move to col 3 for balance
00:45:328 - Since you also map 1/3 at 00:52:828 - , i figure out you can also do it here, how about https://osu.ppy.sh/ss/9005382 - nah, that 1/3 part is pretty hard due to of bass, but 45:328 isn't
00:47:047 - Better add note here, there's a distinct noticeable synth sound here, its more noticeable compared with 00:47:359 -
00:47:828 - Here there's 1/3 too, maybe you can try https://osu.ppy.sh/ss/9005397 - same
01:47:047 - This should be jack too according with 01:46:578 - , in that case, switch column between 01:47:203 (107203|1,107359|2) -

should be the last, call me back owo
Maxus
buy me kfc thx
Mentholzzz
hmm? no gd-er username in tags ?
Topic Starter
Aruel
I guess it was removed due to I updated on other old PC ;w;

Thanks for notice!
Maxus
Rebub for tags change, good luck again :3
riunosk
rank soon
Kawawa
[Normal]
00:17:516 (17516|3) - 1로 옮기는 편이 좋아보이네요,
00:13:766 - ~ 00:16:266 - 노래의 같은 파트인 이 구간은 모든 column 이 밸런스 있게 잘 분배되 있는 반면, 00:16:266 - ~ 00:18:297 - 은 1 column 이 허전하다는것이 명백하게 눈에 띄네요

00:22:203 (22203|2) - 를 2로 움직여 00:21:266 (21266|3,21266|2,21422|0,21578|2) - 이 패턴과 대칭이 되는쪽이 더 수월하다고 생각해요, 같은 소리가 나는 부분이기도 하고 패턴 자체가 조금 어색한 부분이 있습니다.

00:39:547 - 노트 추가하는편이 좋아보여요, 1/4 신스가 부각되는 부분일뿐더러 00:34:547 - 00:37:047 - 전체적으로 1/1 -> 1/1 -> ->1/2 로 이어지는 패턴이라 일관성 또한 고려

01:42:828 (102828|2) - 2로 이동, 22:203 과 이유는 동일합니다.

01:44:234 (104234|1) - 지우는 편이 좋아보이네요, 01:33:922 - 01:36:422 - 일관성을 고려한 문제도 있고 저 두 파트가 노래특성에 맞게 노트를 잘 뺐다고 생각해요

02:00:016 (120016|0) - 02:00:328 - 에서 끝내는게 정확합니다. 1/2에 끝낸 의도조차 불확실하며 롱놋으로 표현하신 신스 또한 저 부분에 딱 맞아 떨어집니다

[Hyper]
00:13:453 (13453|1,13531|0,13609|3,13687|2) - 이 부분은 00:13:141 (13141|0,13219|1,13297|3,13375|2) - 이 노트랑 같이 계단식 조화를 이루는것보다 차이를 두는게 표현력에 있어서 훨씬 좋을거같아요,
두개의 파트로 나누어볼때, 처음 부분은 신스가 1/4 롱놋으로 표현해도 된다고 할정도로 길게 늘이는반면, 그 이후 부분은 신스가 길게 늘어져있지않고, 하이햇이라고 해도 좋을만큼 끊어져서 두 파트 사이에 차이를 두는것이 좋을거라 생각해요

00:18:141 (18141|0,18219|1) - 차라리 이 두개 노트를 지우고 00:18:297 - 이쪽부터 나오는 메인 멜로디에 집중하는게 훨씬 좋을거같아요, 고스트 노트는 아니지만 어색한 부분이 적잖아 있습니다

00:21:578 - 00:22:203 - 메인 멜로디가 강해서 스네어를 느끼기에 적잖아 어려운 부분이 있을수있다만, 00:20:328 - 00:19:078 - 와 같은 파트이며 같은 음을 가지고 있습니다. 혹시라도 실수하신 부분일수도 있으니 일단 지적

01:01:266 - 롱놋의 개수가 갑작스레 줄어들어 좀 의문이 생기는 부분입니다. 혹시라도 다른 의도가 있었다면 말씀해주세요 끼욥

01:51:422 - 01:51:734 - 노트를 두개로 잡아도 문제가 없을듯한 부분입니다. 킥이 포함되있어 이 아래의 패턴과 차이를 두기도 좋습니다

02:11:422 - 02:11:734 - 동일

[Another]
00:09:391 - 이 부분이 저속 배속이 있어서 치기 좀 부담이 되는 부분이라고 생각해요, 저속을 좀 더 높게 높여주거나 패턴을 좀 계단식으로 깔끔하게 하시는 편이 좋을거같아요

00:39:547 (39547|2) - 차라리 1로 옮겨서 한손 트릴에 중점을 두는편이 치기 좋을거라 생각해요, 지금의 패턴도 나쁘지는않아 보이지만 맞물려서 치기 조금 불편한감은 적잖아 있습니다

01:30:016 - 이쪽 딜레이가 변속과 함께 맞물려서 상당히 치기 어렵다고 생각합니다. 조금 간단하게 바꿔보심이 좋을거같아요

01:33:609 (93609|3) - 이걸 3으로 옮겨서 차라리 트릴식 패턴을 만드는게 훨 낫다고 생각해요, 00:13:453 - 이 부분과 동일한데 이 부분을 상당히 잘 표현했다고 생각했기때문입니다
Lude

Kawawa wrote:

[Hyper]
00:13:453 (13453|1,13531|0,13609|3,13687|2) - 이 부분은 00:13:141 (13141|0,13219|1,13297|3,13375|2) - 이 노트랑 같이 계단식 조화를 이루는것보다 차이를 두는게 표현력에 있어서 훨씬 좋을거같아요,
두개의 파트로 나누어볼때, 처음 부분은 신스가 1/4 롱놋으로 표현해도 된다고 할정도로 길게 늘이는반면, 그 이후 부분은 신스가 길게 늘어져있지않고, 하이햇이라고 해도 좋을만큼 끊어져서 두 파트 사이에 차이를 두는것이 좋을거라 생각해요 짧은 트릴로 변경, 스트림도 그냥 순수 1 -> 4로 올라가는 계단으로 변경

00:18:141 (18141|0,18219|1) - 차라리 이 두개 노트를 지우고 00:18:297 - 이쪽부터 나오는 메인 멜로디에 집중하는게 훨씬 좋을거같아요, 고스트 노트는 아니지만 어색한 부분이 적잖아 있습니다 제거 완료

00:21:578 - 00:22:203 - 메인 멜로디가 강해서 스네어를 느끼기에 적잖아 어려운 부분이 있을수있다만, 00:20:328 - 00:19:078 - 와 같은 파트이며 같은 음을 가지고 있습니다. 혹시라도 실수하신 부분일수도 있으니 일단 지적 추가 및 변경

01:01:266 - 롱놋의 개수가 갑작스레 줄어들어 좀 의문이 생기는 부분입니다. 혹시라도 다른 의도가 있었다면 말씀해주세요 끼욥 적게 시작후 많아지다 다시 적어지는걸 의도

01:51:422 - 01:51:734 - 노트를 두개로 잡아도 문제가 없을듯한 부분입니다. 킥이 포함되있어 이 아래의 패턴과 차이를 두기도 좋습니다

02:11:422 - 02:11:734 - 동일 호호
Topic Starter
Aruel

Kawawa wrote:

[Normal]
00:17:516 (17516|3) - 1로 옮기는 편이 좋아보이네요,
00:13:766 - ~ 00:16:266 - 노래의 같은 파트인 이 구간은 모든 column 이 밸런스 있게 잘 분배되 있는 반면, 00:16:266 - ~ 00:18:297 - 은 1 column 이 허전하다는것이 명백하게 눈에 띄네요

00:22:203 (22203|2) - 를 2로 움직여 00:21:266 (21266|3,21266|2,21422|0,21578|2) - 이 패턴과 대칭이 되는쪽이 더 수월하다고 생각해요, 같은 소리가 나는 부분이기도 하고 패턴 자체가 조금 어색한 부분이 있습니다.

00:39:547 - 노트 추가하는편이 좋아보여요, 1/4 신스가 부각되는 부분일뿐더러 00:34:547 - 00:37:047 - 전체적으로 1/1 -> 1/1 -> ->1/2 로 이어지는 패턴이라 일관성 또한 고려

01:42:828 (102828|2) - 2로 이동, 22:203 과 이유는 동일합니다.

01:44:234 (104234|1) - 지우는 편이 좋아보이네요, 01:33:922 - 01:36:422 - 일관성을 고려한 문제도 있고 저 두 파트가 노래특성에 맞게 노트를 잘 뺐다고 생각해요

02:00:016 (120016|0) - 02:00:328 - 에서 끝내는게 정확합니다. 1/2에 끝낸 의도조차 불확실하며 롱놋으로 표현하신 신스 또한 저 부분에 딱 맞아 떨어집니다

[Hyper]
00:13:453 (13453|1,13531|0,13609|3,13687|2) - 이 부분은 00:13:141 (13141|0,13219|1,13297|3,13375|2) - 이 노트랑 같이 계단식 조화를 이루는것보다 차이를 두는게 표현력에 있어서 훨씬 좋을거같아요,
두개의 파트로 나누어볼때, 처음 부분은 신스가 1/4 롱놋으로 표현해도 된다고 할정도로 길게 늘이는반면, 그 이후 부분은 신스가 길게 늘어져있지않고, 하이햇이라고 해도 좋을만큼 끊어져서 두 파트 사이에 차이를 두는것이 좋을거라 생각해요

00:18:141 (18141|0,18219|1) - 차라리 이 두개 노트를 지우고 00:18:297 - 이쪽부터 나오는 메인 멜로디에 집중하는게 훨씬 좋을거같아요, 고스트 노트는 아니지만 어색한 부분이 적잖아 있습니다

00:21:578 - 00:22:203 - 메인 멜로디가 강해서 스네어를 느끼기에 적잖아 어려운 부분이 있을수있다만, 00:20:328 - 00:19:078 - 와 같은 파트이며 같은 음을 가지고 있습니다. 혹시라도 실수하신 부분일수도 있으니 일단 지적

01:01:266 - 롱놋의 개수가 갑작스레 줄어들어 좀 의문이 생기는 부분입니다. 혹시라도 다른 의도가 있었다면 말씀해주세요 끼욥

01:51:422 - 01:51:734 - 노트를 두개로 잡아도 문제가 없을듯한 부분입니다. 킥이 포함되있어 이 아래의 패턴과 차이를 두기도 좋습니다

02:11:422 - 02:11:734 - 동일

[Another]
00:09:391 - 이 부분이 저속 배속이 있어서 치기 좀 부담이 되는 부분이라고 생각해요, 저속을 좀 더 높게 높여주거나 패턴을 좀 계단식으로 깔끔하게 하시는 편이 좋을거같아요

00:39:547 (39547|2) - 차라리 1로 옮겨서 한손 트릴에 중점을 두는편이 치기 좋을거라 생각해요, 지금의 패턴도 나쁘지는않아 보이지만 맞물려서 치기 조금 불편한감은 적잖아 있습니다

01:30:016 - 이쪽 딜레이가 변속과 함께 맞물려서 상당히 치기 어렵다고 생각합니다. 조금 간단하게 바꿔보심이 좋을거같아요

01:33:609 (93609|3) - 이걸 3으로 옮겨서 차라리 트릴식 패턴을 만드는게 훨 낫다고 생각해요, 00:13:453 - 이 부분과 동일한데 이 부분을 상당히 잘 표현했다고 생각했기때문입니다
모두 변경했습니다, 감자합니다!
Kawawa
gogo!
Akasha-
Assension to S-

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