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MAZARE - Mazare Party

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Topic Starter
Gloria Guard
This beatmap was submitted using in-game submission on 2017년 11월 25일 토요일 at 오전 2:05:11

Artist: MAZARE
Title: Mazare Party
Tags: toybot walaowey Neoskylove [ L u k a s ] oriental trap jcore utaite Nanahira Kradness Yukacco ななひら Camellia MIND HACK EXIT TUNES
BPM: 200
Filesize: 12801kb
Play Time: 03:56
Difficulties Available:
  1. Easy (1.78 stars, 266 notes)
  2. Expert (5.78 stars, 1115 notes)
  3. Lukas' Insane (4.6 stars, 739 notes)
  4. NeoSL's Hard (3.6 stars, 594 notes)
  5. Normal (2.45 stars, 469 notes)
  6. toybot's Extra (5.3 stars, 994 notes)
  7. Walao's Party (6.45 stars, 1251 notes)
Download: MAZARE - Mazare Party
Information: Scores/Beatmap Listing
---------------
Spacial thanks MaridiuS -> Really helpful to mod and he's try to more improve my map quality

Spacial thanks 2 -> smallboat

Easy, Normal Expert = me

Hard = Neoskylove

Insane = [ L u k a s ]

Extra = toybot

Extra 2 = walaowey
Hikomori
i have 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 363 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 m's on my bank account ( o n g o d )
allein
RLC 0___o
Sulfur
I saw u looking for mods on this one

General
  1. soft-hitfinish15.wav seems to be unused
Easy
  1. 00:46:800 (4,1) - 00:48:300 (3,1) - I really think you should blanket those lol
  2. 01:29:100 (2) - NC this one so its consistent with ur NC's at 02:57:900 (1,1,1) -
  3. 01:46:200 (4,1) - switch NC's
  4. 02:12:300 (1,2) - Maybe two 1/1 slider instead, would work a bit better for vocal
  5. 02:26:700 (1,1) - Theres not really enough time to recover after a spiner (only to beats even those its a 200 bpm song). I think u should either shorten it to 02:27:900 - (tho it doesnt really fit) or replace it with a slider/note/remove at all (tho i personally like just a single note at 02:26:700 (3) - and hp drain is low enough to allow it)
  6. 02:43:500 (1,2) - Somethinng like this maybe? Looks a bit better imo
  7. 03:17:100 - Maybe add a break time after this spinner coz u have like 3 measures without any objects
  8. 03:29:400 (4) - NC
Normal
  1. 01:11:100 (1,2,3,1,2) - Not a big fan of this rhythm, i think it would be a nice idea to do something like this to follow this male vocal, its more prominet than those vocals at 01:11:400 - and 01:12:600 - . Same with 02:41:100 (1,2,3,1,2) - and 03:21:900 (1,2,3,1,2) -
Hard
  1. Why is this diff have stack leniency 2 jeez, make it like 6 or at least 5 idk
  2. 00:44:250 (4) - Maybe note and 2x reverse just so u have this snare at 00:44:400 - clickable
  3. 01:02:400 (3,2,3) - NC those two to indicate different snapping maybe. Same with 03:09:000 (2,3,4) - etc
  4. 01:24:300 (1,2) - It's not really clear what you want to follow with those, maybe you could two 1/2 sliders instead of those, this way u can make both vocal and percussion clickable at 01:24:600 -
Insane
  1. 00:11:100 (1,2,3) - Maybe try to use rhythm like this just so u dont skip over this synth (or whatever this thing proper name is) and at the same time percussion at 00:12:000 (4,1,2,3,4) - stand out a bit more
  2. 00:22:500 (3) - I guess its done for variations purpose but it doesnt really fit here, 3x reverse like at 00:21:300 (3) - fit a lot better
  3. 00:26:700 (1) - Why lol, just split it into 2 reverse sliders,skipping over snare at 00:27:000 - feels super awkward. If you want to add some variations
  4. 00:25:500 (1,2) - and 00:26:100 (3,4) - would be a better place for this slider
  5. 02:07:500 (1,2) - bro...
toybot's Extra
  1. 01:54:000 - I really think this synth/drum sounds should be clickable (like you did it at 02:03:300 (4,5) - maybe or something), that 1/1 really doesnt fit here ;_;
  2. 02:33:300 (3,4) - This kinda looks like a 1/2 gap, maybe you can make 02:33:300 (3) - like a 1/3 reverse or something idk
Im not really proficient at modding extras so yea thats it from me i guess, good luck!
Topic Starter
Gloria Guard

Sulfur wrote:

I saw u looking for mods on this one

General
  1. soft-hitfinish15.wav seems to be unused
Easy
  1. 00:46:800 (4,1) - 00:48:300 (3,1) - I really think you should blanket those lol Fixed
  2. 01:29:100 (2) - NC this one so its consistent with ur NC's at 02:57:900 (1,1,1) - Fixed
  3. 01:46:200 (4,1) - switch NC's Fixed
  4. 02:12:300 (1,2) - Maybe two 1/1 slider instead, would work a bit better for vocal yea, but i intended the other feeling a make this vocal rhythm.
  5. 02:26:700 (1,1) - Theres not really enough time to recover after a spiner (only to beats even those its a 200 bpm song). I think u should either shorten it to 02:27:900 - (tho it doesnt really fit) or replace it with a slider/note/remove at all (tho i personally like just a single note at 02:26:700 (3) - and hp drain is low enough to allow it) Fixed
  6. 02:43:500 (1,2) - Somethinng like this maybe? Looks a bit better imo hmm, it's okay i think
  7. 03:17:100 - Maybe add a break time after this spinner coz u have like 3 measures without any objects Fixed
  8. 03:29:400 (4) - NC Fixed
Normal
  1. 01:11:100 (1,2,3,1,2) - Not a big fan of this rhythm, i think it would be a nice idea to do something like this to follow this male vocal, its more prominet than those vocals at 01:11:400 - and 01:12:600 - . Same with 02:41:100 (1,2,3,1,2) - and 03:21:900 (1,2,3,1,2) - well, i follow to male and female on vocal rhythm. and The rhythm of female vocals is very intense. If you think about it enough the player can read this rhythm.
Extra
  1. 01:54:000 - I really think this synth/drum sounds should be clickable (like you did it at 02:03:300 (4,5) - maybe or something), that 1/1 really doesnt fit here ;_; hmm, more get to this parts problem, i will change a little rhythms :3
  2. 02:33:300 (3,4) - This kinda looks like a 1/2 gap, maybe you can make 02:33:300 (3) - like a 1/3 reverse or something idk i think look good :P
Im not really proficient at modding extras so yea thats it from me i guess, good luck!
Thanks for mods !
Sulfur
damn i shouldve wrote toybot's extra lol
BlakeIsMyWaifu
From my modding Q

Easy
00:01:575 (1) - Spinner recovery time should be at least 4 beats
00:05:700 (2,1) - This might be a bit confusing for a new player. They might try to start from the tail so Ctrl + G
00:10:200 (2,3,1) - This is almost a straight line but the 2 is slightly off and it is triggering me
00:28:800 (2) - I would Ctrl + G this as-well because 00:27:900 (1) points straight up into the tail
00:45:900 (3) - Use straightforward and easily understandable slider shapes
01:06:300 (3) - ^
01:10:500 (1) - ^
02:27:900 (2) - ^
02:45:300 (3,1) - I don't like overlaps like this in an easy. Not too sure about this one though
03:00:375 (1) - Spinner recovery time should be at least 4 beats. 3 is not enough because of the high BPM

Good luck with mapset!
2zz
Wlo Prt

01:48:975 (2,3,4,5) - too overspacive. No kiai, no stronger sounds then nearby, so no reasons for it.
02:36:300 (1) - downscale for 10-15% maybe? Too high relative to the rest of map
01:34:800 (1) and 03:49:500 (1,1,1) - pretty ugly


Mwr Prt

02:10:200 (1) - I don't get, music and voice here both or music only. Strong beat on red tick, and that slider little ez to 100s. Same at 02:12:600 (1) and further.
Btw it is not very important because of camellia


Other diffs looks clean generally. Idk what else i can provide, so take a star.
Topic Starter
Gloria Guard

BlakeBestWaifu wrote:

From my modding Q

Easy
00:01:575 (1) - Spinner recovery time should be at least 4 beats Fixed
00:05:700 (2,1) - This might be a bit confusing for a new player. They might try to start from the tail so Ctrl + G idk, why the easy players to confusing this patterns o3o
00:10:200 (2,3,1) - This is almost a straight line but the 2 is slightly off and it is triggering me Fixed
00:28:800 (2) - I would Ctrl + G this as-well because 00:27:900 (1) points straight up into the tail Fixed
00:45:900 (3) - Use straightforward and easily understandable slider shapes Nope, it's enough good slider shape.
01:06:300 (3) - ^
01:10:500 (1) - ^
02:27:900 (2) - ^
02:45:300 (3,1) - I don't like overlaps like this in an easy. Not too sure about this one though Well, Why this overlap is patterns really bad?
03:00:375 (1) - Spinner recovery time should be at least 4 beats. 3 is not enough because of the high BPM Fixed

Good luck with mapset!

2zz wrote:

Mwr Prt

02:10:200 (1) - I don't get, music and voice here both or music only. Strong beat on red tick, and that slider little ez to 100s. Same at 02:12:600 (1) and further. hmm i don't think this slider rhythm. I'm a little follow to drumstep feeling here.
Btw it is not very important because of camellia


Other diffs looks clean generally. Idk what else i can provide, so take a star.
thanks for mods ~
Nostalgic
hello m4m from your q!

my map: https://osu.ppy.sh/s/637223

哇佬
  1. 00:05:100 (1,2,1,2) - I dun rly see the logic behind the spacing. 2 half beat sliders make more sense, or simply reduce their spacing
  2. 00:20:700 (1,2,3,4) - 00:21:900 (1,2,3,4) - 01:35:100 (1,2,3,4) - 01:36:300 (1,2,3,4) - why not keeping them consistent with 00:15:900 (1,2,3) - and so?
  3. 00:25:350 (4,1) - stack them?
  4. 00:46:950 (1,2,1,2,1,2,1,2,1) - i do realize u try to focus on the percussion and i think fast and slow sliders fit better here. or at the very least, there should a spacing contrast between the main vocals and the backing vocals
  5. 01:11:400 (2) - slower sv?
  6. 01:12:900 (1,2,1) - the sv contrast to 01:13:800 (1) - doesn't feel strong enough imo.
  7. 01:24:600 (2,4) - a bit too close, doesn't look nice imo
  8. 01:48:525 (4) - 01:54:750 (5) - nc
  9. 03:50:700 (1,2,1) - the spacing is a lil confusing. space 03:50:700 (1,2) - further may be a better solution
  10. nice

toybot
  1. 00:58:650 (1,2) - stack?
  2. 01:11:100 (1,1,2) - slider these sounds like u did here 01:13:800 (2) -?
  3. 02:31:950 (2,3) - nazi blanket can be slightly improved only if u want
  4. 03:27:600 (5,1,2) - look like a blanket but not?
  5. awesome and neat as always, nothing more to complain

yea i guess thats it. GL :)
Seolv

Sulfur wrote:

Insane
  1. 00:11:100 (1,2,3) - Maybe try to use rhythm like this just so u dont skip over this synth (or whatever this thing proper name is) and at the same time percussion at 00:12:000 (4,1,2,3,4) - stand out a bit more I wasn't following the synth though????
  2. 00:22:500 (3) - I guess its done for variations purpose but it doesnt really fit here, 3x reverse like at 00:21:300 (3) - fit a lot better it's good imo
  3. 00:26:700 (1) - Why lol, just split it into 2 reverse sliders,skipping over snare at 00:27:000 - feels super awkward. If you want to add some variations not trying to hate, just giving advice, I made my concept pretty much clear and that is to follow one line (instrument or vocal), try to understand mapper's intentions cause it helps your mods get better
  4. 00:25:500 (1,2) - and 00:26:100 (3,4) - would be a better place for this slider
  5. 02:07:500 (1,2) - bro... ?
idk if you meant lukas' insane.
also, to make your mods better don't say 'bro' or sth, that's a big mistake for modding since you want to make your intentions clear not just say one word and no explanation.
I got what you meant by 'bro...' it was cause it wasn't blanketed well but the thing is that the instrument in the bg got more high pitched every slider so I wanted to make that clear through making the sliders with bigger curves each. Again, try get mapper's intentions
no fix, don't need a code
niyuji
Hello. From your m4m q.
So here's my map once again: https://osu.ppy.sh/s/682185

Maware Party
00:31:200 (6,7) - sliders don't fit well, try making blanket 00:30:900 (4,7) - so it looks visually pleasing
00:33:900 (1) - not sure tho but I personally would replace this slider with something like: https://osu.ppy.sh/ss/9332061
00:41:700 (5) - consider fixing spacing here - you should emphasize vocals here, not 00:42:000 (6) - which is just a generic kick
00:41:100 (1,5) - if not ^ you could blanket those two
00:53:100 (1,2) - spacing really breaks here
01:42:900 (5) - emphasize here. super quick solution would be - https://osu.ppy.sh/ss/9332133
01:48:600 (5,6,7,8,9,10,11,12,13,1) - blanket??? xd
01:51:300 (4) - would curve a little https://osu.ppy.sh/ss/9332149 so it looks better
01:54:600 (3,4) - different sliders
01:54:750 (4,1) - bad blanket
02:03:900 - you could've mapped stream here - listen closely, it would make it even more interesting when playing
02:09:900 (1,1) - blankets please /btw from now on i won't tell you about blankets, just too many
02:29:100 (1,2) - those stacks on tails are pretty confusing because all that sudden it appears right there where you pretty much expect to be like 02:27:900 (1,2) - these
02:46:200 (3,4,5) - spacing equally here not the best idea imo - moving 02:46:350 (4) - closer to the 02:46:200 (3) - would be the right solution
02:59:100 (1) - not that good, maybe a little prettier? like 03:39:900 (1) -
03:50:700 (1,2,3) - so there's a gap between 03:50:850 (2,3) - you could change something like make 03:50:850 (2) - slider
Walao's Party
00:06:300 (1) - :D slideeer :D please find something that fits better here. also it's too far
00:13:200 (2,2) - could be blanket here so it looks better
00:21:300 (5) - why not connect the stream to the previous pair of two 00:20:700 (1,3) - as you did 00:05:100 (1,1,1) - here
00:23:100 (1,2) - these are confusing and also inconsistent. you could move them or make as long as 00:24:300 (1,2) -
00:34:200 (3,4,5,6,7) - if you're making decreasing spacing in stream you should consider making it consistent, not just in first 3 00:34:200 (3,4,5) -
00:45:900 (1,3) - too large blanket
00:50:400 (5,1) - same ^
01:00:300 (1,2,4) - check spacing 01:00:300 (1,4) - almost touching
01:11:100 (1,2,1) - I would blanket the slider like https://osu.ppy.sh/ss/9332397
01:37:350 (8,9,1) - too close to 01:37:050 (6) - . move further
02:15:900 (1,2,1) - check visuals, could look better
02:23:100 (1,2) - https://osu.ppy.sh/ss/9332426 maybe that would look better
02:49:950 (3,4,1,2,3,4,5,6,7,8) - ouch, the stream looks weird
03:00:000 (1,2,3,4,1) - ??? why
03:05:700 (3,4) - the 03:06:000 (4) - th is placed too far, check 03:09:900 (1,2) - , 03:10:500 (4,5) -
03:14:700 (1) - why not making something like https://osu.ppy.sh/ss/9332455 it would play and look better
03:30:750 (3,4,1,2,3,4,5,6,7,8) - this stream is just PERFECT <3 however 03:31:500 (1) - is placed a little too far
03:49:500 (1,1,1) - ? ? ? super weird. i could't understand the meaning "EzR"?

Pretty solid mapset. Good luck guys! :D
Topic Starter
Gloria Guard

Nostalgic wrote:

hello m4m from your q!

my map: https://osu.ppy.sh/s/637223

toybot
  1. 00:58:650 (1,2) - stack? Hmm i think don't need more stack patterns here. cuz if notes stack a little boring patterns flowm imo
  2. 01:11:100 (1,1,2) - slider these sounds like u did here 01:13:800 (2) -? nope, the 3/4 straight sliders is enough good flow. the players can be reading this 3/4 slider rhythm.
  3. 02:31:950 (2,3) - nazi blanket can be slightly improved only if u want sure
  4. 03:27:600 (5,1,2) - look like a blanket but not? sure
  5. awesome and neat as always, nothing more to complain

yea i guess thats it. GL :)

niyuji wrote:

Hello. From your m4m q.
So here's my map once again: https://osu.ppy.sh/s/682185

Maware Party
00:31:200 (6,7) - sliders don't fit well, try making blanket 00:30:900 (4,7) - so it looks visually pleasing i just intended to make a visually slider patterns flow here. i don't want consistency patterns flow this.
00:33:900 (1) - not sure tho but I personally would replace this slider with something like: https://osu.ppy.sh/ss/9332061 hmm 1/4 is not bad but this part to need is 1/2 rhythm. also if make a 1/4 slider and note is really break rhythm patterns. i intend to natural rhythm flow here.
00:41:700 (5) - consider fixing spacing here - you should emphasize vocals here, not 00:42:000 (6) - which is just a generic kick I don't make a follow vocal rhythm here. i just to follow drum rhythm this patterns
00:41:100 (1,5) - if not ^ you could blanket those two idk what's mean this suggestion o3o
00:53:100 (1,2) - spacing really breaks here not break this slider flow. this is structure slider flow. and The slider direction is precisely located.
01:42:900 (5) - emphasize here. super quick solution would be - https://osu.ppy.sh/ss/9332133 it's enough good stream shape.
01:48:600 (5,6,7,8,9,10,11,12,13,1) - blanket??? xd
01:51:300 (4) - would curve a little https://osu.ppy.sh/ss/9332149 so it looks better hmm, nice idea but the patterns visually a little break this slider curve suggestion, i intended to make a stratight slider flow.
01:54:600 (3,4) - different sliders ??
01:54:750 (4,1) - bad blanket
02:03:900 - you could've mapped stream here - listen closely, it would make it even more interesting when playing well, not sure this part rhythm to stream rhythm. If someone else raises the issue, I will consider it.
02:09:900 (1,1) - blankets please /btw from now on i won't tell you about blankets, just too many
02:29:100 (1,2) - those stacks on tails are pretty confusing because all that sudden it appears right there where you pretty much expect to be like 02:27:900 (1,2) - these sure
02:46:200 (3,4,5) - spacing equally here not the best idea imo - moving 02:46:350 (4) - closer to the 02:46:200 (3) - would be the right solution idk why is problem this patterns spacing. the players will not care
02:59:100 (1) - not that good, maybe a little prettier? like 03:39:900 (1) - it's good i think :P
03:50:700 (1,2,3) - so there's a gap between 03:50:850 (2,3) - you could change something like make 03:50:850 (2) - slider Nope if put the point sliders the spinner start point a little late.

Pretty solid mapset. Good luck guys! :D

thanks for mods !
Dubturt
hi m4m

easy
  1. this diff some blankets can be improved like 00:08:700 (1,2), 00:46:800 (4,1), 00:48:300 (3,1) and so on ye, i wont mention all
  2. it would be nice if 00:47:100 (1,3) - were on the same y axis
  3. 01:10:500 (1) - this slider shape might be too complex for noobs? idk maybe
  4. 01:57:900 (1) - ^
  5. 02:14:700 (1,3) - make symmetrical?
    ye i like the aesthetics here :)

normal
  1. 00:18:300 (1) - hard slider shape?
  2. 01:00:300 (4,5,6) - movement feels weird for me
    very well made diff

hard
  1. 00:45:000 (2,1) - not fully stacked, maybe editor bug
  2. 01:08:400 (4,1) - point of exit (4) seems unnatural to follow, well for me
  3. 02:27:900 (1,2) - could fix overlap a bit
  4. 02:54:300 (1,2,3) - nice symmetry

insane
  1. 00:12:900 (3,4) - would be nice if the same overlap distance with 00:12:300 (1,2)
  2. 00:28:800 (7) - same spacing with other repeating sliders?
  3. 00:30:900 (3,4) - about these kinds of beat placements (white tick to blue) it could cause confusion for players thing that 00:31:125 (4) - would land on a red tick even if spacing is large enough (its insane diff so ye) i dont know, up to you if you want to do something about this (applies to similar parts)
  4. 01:48:600 (2,1) - idk about this overlap

sorry i cant mod extra diffs atm >~<

nice set (big fan of toybot diff)
gl G.G
Topic Starter
Gloria Guard

Dubturt wrote:

hi m4m

easy
  1. this diff some blankets can be improved like 00:08:700 (1,2), 00:46:800 (4,1), 00:48:300 (3,1) and so on ye, i wont mention all sure
  2. it would be nice if 00:47:100 (1,3) - were on the same y axis sure
  3. 01:10:500 (1) - this slider shape might be too complex for noobs? idk maybe i think it's find
  4. 01:57:900 (1) - ^
  5. 02:14:700 (1,3) - make symmetrical?
    ye i like the aesthetics here :)

normal
  1. 00:18:300 (1) - hard slider shape? nope it's just structure slider.
  2. 01:00:300 (4,5,6) - movement feels weird for me well, it's slider to play is fine.
    very well made diff

sorry i cant mod extra diffs atm >~<

nice set (big fan of toybot diff)
gl G.G

thanks for mod~
Izzeee
hello m4m (love this song btw)
Lukas' Insane
00:11:100 (1,2,3,4,1,2,3,4) - This kind of seems like you made it go one way and just switched the objects around in the timeline, in my opinion, switch 00:11:700 (3,4) - and 00:12:300 (1,2) -

00:50:100 (3,4) - weird distance snapping

01:30:300 (1,2,3,1,2,3,1,2,3,4,5,6,1,2,3) - this is just copied and pasted from 00:15:900 (1,2,3,1,2,3,1,2,3,4,5,6,1,2,3) - (actually the entire buildup is basically a copy and paste and 03:41:100 (1,2,3,1,2,3,1,2,3,4,5,6,1,2,3) - is just flipped horizontally.)

:P
Namki
herou

[Easy]
  1. Some of the patterns look pretty inaccurate. 00:27:900 (1,2) - / 00:36:300 (3) - / 00:46:800 (4,1) - etc. maybe try to make them a bit, um, "smoother"? And these blankets. Ye.
  2. 00:45:900 (3) - path does not seem fittable for an easy diff so far. Newbies would release slider somewhere like 00:46:275 - here. 01:06:300 (3) - same, ye.
  3. 00:48:300 (3,1,2) - flow leads from 00:48:300 (3) - directly to 00:50:100 (2) - so players would skip that circle 00:49:800 (1) - , I would recommend you to make flow more clean and linear there. 02:21:900 (1,2,3) - same.
  4. 01:03:900 (1,2,1) - pretty the same but one more thing to be mentioned. They do not seem appropriate in sake of emphasizing the music, there's nothing exuding in song, so keeping slider's shape less curve would be nicer to play as for me.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Okay, the main thing which concern me I've already mentioned, so they repeat several times there, consider change stuff.
[Normal]
  1. 01:07:500 (5,1) - sound kinda weird. The beats are 01:07:650 - and 01:07:950 - but they're unclickable here. So I thought you're mapping vocals, but vocals are from 01:07:500 - til 01:07:950 - so deviding it to a circle and a 1/2 slider makes less sense than making just a big slider. Consider putting it 01:07:800 (1) - by 1/2 backwards and increase it to 1/1 slider, instead. Sound pretty as for me. 02:37:500 (1,2) - the same, ye.
    Something like this.
  2. 00:05:100 (1,2,3) - forgot to mention but I think it's better to make it more straighter.
[Lukas' Insane]
  1. 00:28:800 (7) - I would like to see NC here to emphasis this 1/8. Also music does change.
  2. 00:38:850 (2,3,4,5,6,7,8) - honestly, that stacked stream does not look pretty as for me. Try something like that.
    The same goes to 02:08:850 (2,3,4,5,6,7,8) - .
  3. Also 02:09:300 (8,9,10,11) - spacing is higher than 00:39:300 (8,9,10,11) - which sorta doesn't make much sense so far. Make it like less or more the same.
  4. 00:56:100 (1,2,3,4,1) - nazi but this isn't a fine linear flow, make it more smoother idk.
  5. 01:06:000 (3,1,2,3,4) - NCing seems pretty senseless for me, there are some vocals here 01:06:000 - / 01:06:600 - / 01:07:200 - so it seems logical to put NC there to emphasis stuff.
  6. 01:10:500 (3,4,5,6,7) - reverse arrow isn't visible, it is 100% unrankable.
  7. Btw ye the second half is copypaste of the fist half huh. So consider watch over the whole diff and fix the things above if u find them appropriate.
[toybot's]
  1. 00:15:000 (2,1) - sounds kinda weird. These 1/4 bells aren't really prominent but if we take them to map it would look like this. Because this sound takes 3/1 of the measure without skipping a beat.
  2. 00:22:800 (1,2,3) - mind explaning why did you emphasis that with NC. RN it seems more fittable something like having 00:22:800 (1) - without NC and 00:22:950 (2) - NC here instead of 00:23:100 (1) - . Here as well 01:37:200 (1,2,3) - .
  3. 00:39:450 (1,2,3) - minor. Looks quite boring, isn't it? Maybe try to make something non-stacked, instead.
  4. 02:23:850 (2) - that clappy sound is perfectly suitable for a kick-slider! Don't you think so?
  5. 03:46:800 (1) - mhm.
    Ye, the rest is just perfect.
[Maware Party]
  1. I am pretty sure you can use custom names for the highest diff only.
  2. As far as I can judge, the rhythm emphasis lacks. For example, if I take the kiai and that chorus part (from here 00:39:900 - ) I can see that the rhythm is more or less the same density, which isn't pretty the best thing to do with this kind of songs. That's not really what I would concern from player's side but it is so wrong mapping-wise. No really concrete timestamp, I just think you have to nerf that non-kiai dense parts by removing some of kick-sliders, because they seem a bit too overused right now.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    That's it for this diff. It looks super cute, I like this sort of so-called "wub-mapping".
Will skip Walao's diff since I don't like the entire of it and I have no time and no desire to write a bunch of things. Sorry, sorry.
hope to see it ranked soon, it's decent
gl♥
Topic Starter
Gloria Guard

Namki wrote:

herou

[Easy]
  1. Some of the patterns look pretty inaccurate. 00:27:900 (1,2) - / 00:36:300 (3) - / 00:46:800 (4,1) - etc. maybe try to make them a bit, um, "smoother"? And these blankets. Ye. first second suggestion fixed but 00:46:800 (4,1) is enough better.
  2. 00:45:900 (3) - path does not seem fittable for an easy diff so far. Newbies would release slider somewhere like 00:46:275 - here. 01:06:300 (3) - same, ye. it's just slider shape, The beginner players don't care this slider shape. and if this slider is really can't play, it's structure slider or dirty sliders yet.
  3. 00:48:300 (3,1,2) - flow leads from 00:48:300 (3) - directly to 00:50:100 (2) - so players would skip that circle 00:49:800 (1) - , I would recommend you to make flow more clean and linear there. 02:21:900 (1,2,3) - same. keep, it minor slider shape problem.
  4. 01:03:900 (1,2,1) - pretty the same but one more thing to be mentioned. They do not seem appropriate in sake of emphasizing the music, there's nothing exuding in song, so keeping slider's shape less curve would be nicer to play as for me. It would be rather easier. and this slider too easy shape i think
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Okay, the main thing which concern me I've already mentioned, so they repeat several times there, consider change stuff.
[Normal]
  1. 01:07:500 (5,1) - sound kinda weird. The beats are 01:07:650 - and 01:07:950 - but they're unclickable here. So I thought you're mapping vocals, but vocals are from 01:07:500 - til 01:07:950 - so deviding it to a circle and a 1/2 slider makes less sense than making just a big slider. Consider putting it 01:07:800 (1) - by 1/2 backwards and increase it to 1/1 slider, instead. Sound pretty as for me. 02:37:500 (1,2) - the same, ye. Nice catch this part rhythms problem lol Fixed
    Something like this.
  2. 00:05:100 (1,2,3) - forgot to mention but I think it's better to make it more straighter.
Keep, it enough good

[toybot's]
  1. 00:15:000 (2,1) - sounds kinda weird. These 1/4 bells aren't really prominent but if we take them to map it would look like Well, I think they have skilled skills and can fully understand the intent of the rhythm. and Most players who play this difficulty have many players with high rankingsthis. Because this sound takes 3/1 of the measure without skipping a beat.
  2. 00:22:800 (1,2,3) - mind explaning why did you emphasis that with NC. RN it seems more fittable something like having 00:22:800 (1) - without NC and 00:22:950 (2) - NC here instead of 00:23:100 (1) - . Here as well 01:37:200 (1,2,3) - . Remove NCs
  3. 00:39:450 (1,2,3) - minor. Looks quite boring, isn't it? Maybe try to make something non-stacked, instead. you're right, but the only this part is boring and The expression of rhythm and music is not a problem
  4. 02:23:850 (2) - that clappy sound is perfectly suitable for a kick-slider! Don't you think so? The part is another intended rhythm here
  5. 03:46:800 (1) - mhm. k
    Ye, the rest is just perfect.
[Maware Party]
  1. I am pretty sure you can use custom names for the highest diff only.
  2. As far as I can judge, the rhythm emphasis lacks. For example, if I take the kiai and that chorus part (from here 00:39:900 - ) I can see that the rhythm is more or less the same density, which isn't pretty the best thing to do with this kind of songs. That's not really what I would concern from player's side but it is so wrong mapping-wise. No really concrete timestamp, I just think you have to nerf that non-kiai dense parts by removing some of kick-sliders, because they seem a bit too overused right now. I can't express all the rhythms that exist in this song. because this song has a lot of consistent rhythms. Also, if the create a different rhythm by ignoring the consistent rhythm, it can confuse the player when reading the pattern rhythm. and I think it is more important to choose the correct and appropriate rhythm for the song and to give the player fun. We are a person who provides a fun map to the player. Because the mapper is asking for his ingenuity and making the map is only self-satisfied.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    That's it for this diff. It looks super cute, I like this sort of so-called "wub-mapping".
Will skip Walao's diff since I don't like the entire of it and I have no time and no desire to write a bunch of things. Sorry, sorry.
hope to see it ranked soon, it's decent
gl♥

Thanks for mods and star !
Topic Starter
Gloria Guard
WTF Why i do always have to modify another map? lol


btw I got permission from this difficulty maker

Sulfur wrote:

I saw u looking for mods on this one

Hard
  1. Why is this diff have stack leniency 2 jeez, make it like 6 or at least 5 idk Fixed
  2. 00:44:250 (4) - Maybe note and 2x reverse just so u have this snare at 00:44:400 - clickable Fixed another clickable patterns.
  3. 01:02:400 (3,2,3) - NC those two to indicate different snapping maybe. Same with 03:09:000 (2,3,4) - etc nope, this patterns is consistency NCs and rhythm patterns.
  4. 01:24:300 (1,2) - It's not really clear what you want to follow with those, maybe you could two 1/2 sliders instead of those, this way u can make both vocal and percussion clickable at 01:24:600 - keep, just minor shape suggestion ;w;

Dubturt wrote:

hard
  1. 00:45:000 (2,1) - not fully stacked, maybe editor bug yeah what's problem it?
  2. 01:08:400 (4,1) - point of exit (4) seems unnatural to follow, well for me i don't know, what's problem this.
  3. 02:27:900 (1,2) - could fix overlap a bit it's fine
  4. 02:54:300 (1,2,3) - nice symmetry
thanks for mods
walaowey
2zz

2zz wrote:

Wlo Prt

01:48:975 (2,3,4,5) - too overspacive. No kiai, no stronger sounds then nearby, so no reasons for it. i'll think about this, this is playable,
and its suitable with the gradually increasing beat of that part ><

02:36:300 (1) - downscale for 10-15% maybe? Too high relative to the rest of map what do you mean by downscale here? volume?
01:34:800 (1) and 03:49:500 (1,1,1) - pretty ugly
01:34:800 (1) did something
03:49:500 (1,1,1) haha just wanted to make "Ma Za Re" i'l see what i can do here
Other diffs looks clean generally. Idk what else i can provide, so take a star.
Thanks for the mod xD

Nostalgic

Nostalgic wrote:

hello m4m from your q!

my map: https://osu.ppy.sh/s/637223

  1. 00:05:100 (1,2,1,2) - I dun rly see the logic behind the spacing. 2 half beat sliders make more sense, or simply reduce their spacing okie
  2. 00:20:700 (1,2,3,4) - 00:21:900 (1,2,3,4) - 01:35:100 (1,2,3,4) - 01:36:300 (1,2,3,4) - why not keeping them consistent with 00:15:900 (1,2,3) - and so? the beat had changed here, i heard every tick there have sounds ><
  3. 00:25:350 (4,1) - stack them? i think space out is better here
  4. 00:46:950 (1,2,1,2,1,2,1,2,1) - i do realize u try to focus on the percussion and i think fast and slow sliders fit better here. or at the very least, there should a spacing contrast between the main vocals and the backing vocals their beats are prety similar here, i've already use different jump directions and patterns to shows their difference. it looks fine for me ><
  5. 01:11:400 (2) - slower sv? that "hai" sound should be emphasize imo
  6. 01:12:900 (1,2,1) - the sv contrast to 01:13:800 (1) - doesn't feel strong enough imo. yea you're right, i felt it too, ok changed
  7. 01:24:600 (2,4) - a bit too close, doesn't look nice imo fixed
  8. 01:48:525 (4) i'll keep the nc here, want to keep them consistent with my other streams, 4 spaced nc and then 8 stream nc- 01:54:750 (5) - nc
  9. 03:50:700 (1,2,1) - the spacing is a lil confusing. space 03:50:700 (1,2) - further may be a better solution they're all in the same snapping tho, 1/2, should not be a problem imo, will see what others say about this
  10. nice

yea i guess thats it. GL :)
Thanks for the mod xD

niyuji

niyuji wrote:

Hello. From your m4m q.
So here's my map once again: https://osu.ppy.sh/s/682185

00:06:300 (1) - :D slideeer :D please find something that fits better here. also it's too far the gradually increasing beat here is fine with the spacing imo.
00:13:200 (2,2) - could be blanket here so it looks better fixed
00:21:300 (5) - why not connect the stream to the previous pair of two 00:20:700 (1,3) - as you did 00:05:100 (1,1,1) - here but they're no beat there ><
00:23:100 (1,2) - these are confusing and also inconsistent. you could move them or make as long as 00:24:300 (1,2) - oh man, thanks for noticing this, didnt notice it >< fixed
00:34:200 (3,4,5,6,7) - if you're making decreasing spacing in stream you should consider making it consistent, not just in first 3 00:34:200 (3,4,5) - opss fixed
00:45:900 (1,3) - too large blanket i dont see any problem with large blanket ><
00:50:400 (5,1) - same ^ ^
01:00:300 (1,2,4) - check spacing 01:00:300 (1,4) - almost touching fixed, changed CS earlier, probably bcoz of that they overlaped
01:11:100 (1,2,1) - I would blanket the slider like https://osu.ppy.sh/ss/9332397 fixed
01:37:350 (8,9,1) - too close to 01:37:050 (6) - . move further they appear to be quite far apart for me tho
02:15:900 (1,2,1) - check visuals, could look better i tried to change it, maybe next time u can include some suggestion too, it will be better
02:23:100 (1,2) - https://osu.ppy.sh/ss/9332426 maybe that would look better nice, fixed
02:49:950 (3,4,1,2,3,4,5,6,7,8) - ouch, the stream looks weird opss fixed
03:00:000 (1,2,3,4,1) - ??? why 03:00:000 (1,2,3,4,1) - the beats are gradually increasing there. especially the last beat at 03:00:300 (1) -
wanted to emphasize it

03:05:700 (3,4) - the 03:06:000 (4) - th is placed too far, check 03:09:900 (1,2) - , 03:10:500 (4,5) - opss fixed
03:14:700 (1) - why not making something like https://osu.ppy.sh/ss/9332455 it would play and look better 03:14:700 (1) - wanted to have "a small" jump here xP, and i dont want the slider body to overlap with 03:14:400 (1,2,3) - , they're still there when the sliderbody started to appear, its hard to read imo ><
03:30:750 (3,4,1,2,3,4,5,6,7,8) - this stream is just PERFECT <3 however 03:31:500 (1) - is placed a little too far opss ya, fixed
03:49:500 (1,1,1) - ? ? ? super weird. i could't understand the meaning "EzR"? its MzR XDD, that M i try to make it more flowy, but i'll rotate it abit to make it more like a M

Pretty solid mapset. Good luck guys! :D
Thanks for the mod xD

update - https://puu.sh/y161Q/d91f52821f.osu
timemon
waifu2x your bg then resize it to 1080p? I think it will look better for those with bigger resolution monitor.

[Maware Party]
00:31:200 (6,7) - I only saw you did this curved 1/4 sliders a few time at the start, 95% or more are straight 1/4. I think making it straight here too will make it look consistent and better because it will be parallel to the 00:30:900 (4) - slider. Like this I guess 00:33:600 (6,7,1) -

01:19:650 (2) - move this up a bit, because I dont see you overlap notes visually often

01:36:300 (1,2,3) - why doesn't repeat what 01:35:100 (1,2,3,4,5) - does? the music is very similar in sound but you map it like 01:33:900 (1,2,3) - instead
same for 03:47:100 (1,2,3) - and 00:21:900 (1,2,3) - ^

02:20:700 (1) - I think this type of sliders only look good when it's vertical or horizonal. this is like a mix between the two and it looks weird

Hello Walao were you playing taiko with that time line zoom?

[Toybot's Extra]
03:17:100 - what

nice map tho

GL
Bokkie
Heya!
M4M from my queue

[Easy]
  1. 00:32:700 (1) - if you ctrl+G this, you'll see the left side goes out by 16px
  2. 00:45:600 (2) - move it slightly down to make bettere blanket with 00:45:900 (3) -
  3. 01:23:100 (1) - this one goes out by 8px, move it a bit to the right
  4. 03:22:200 - and 03:23:400 - no point in having green lines there
[Normal]
  1. 00:56:550 (4) - move it slightly to the left to make a straight line with other 2 objects (x:158 y:234 should be good)
  2. 03:12:000 - you should make this note clickable to keep it consistent with 03:12:600 (2,3) -
  3. 03:55:500 - I'd end the spinner here
[NeoSL's Hard]
  1. 00:05:325 - and 00:05:625 - no reason to put green lines there
  2. 00:31:050 (4) - since this one has slightly different sound, I'd make it stand out a bit; even something simple like reverse arrow on the other side would be good imo (same for 00:33:450 (4) - )
  3. 01:11:325 - change volume of sliderend to 5% like you did with 01:14:025 - (do the same for 01:12:525 - )
  4. 01:27:300 (1) - take NC off
  5. 01:42:300 (1,2) - you use stacking for 1/2 here and 01:43:500 (1,2) - for 1/1 here; this might be confusing for some players so I'd recommend to make it easier to spot the difference in rhythm
  6. 02:36:300 (1) - make this slider "wiggly" too to match other "Nanahira" sliders lol
[Lukas' Insane]
  1. 00:26:700 (1) - change the slidershape so it's easier to catch out it's different than others (in terms of duration)
  2. 00:33:900 (1,2) - first of, change stack leniency so 1/2 objects stack; previously you use stacking for 1/4 doubles, since this one is 1/2 I'd recommend to unstack it
  3. 00:35:925 (4,5) - other doubles are stacked, what's different about this one?
  4. 00:50:100 (3,4,5) - why don't you make it the same as 00:52:500 (3,4,5,6) - ?
  5. 01:28:125 - greenlines?
  6. 01:30:300 - I get it, the same part as in the intro but literally copypasting it? cmonBruh
  7. 01:42:300 (3) - NC or different slidershapes to make it clear there's difference in duration
  8. 03:41:100 - at least you ctrl+H'ed it this time xd
[toybot's Extra]
  1. 00:05:400 (1) - why NC'ed here?
  2. 00:27:450 (2) - feels kinda off; move it down to match 00:26:700 (1,2,3) - and get better flow
  3. 00:39:450 - consider rising stack leniency to 3 so the 1/2 circles like this get stacked and make HD less painful to read
  4. 02:09:300 (1,2,1,2) - I don't think there's a need for a jump like 02:09:600 (1,2) - since all four notes are the same; I'd do the same thing as 00:39:300 (8,1,2,3) -
  5. 02:13:500 (1,2) - I'd make them sliders instead
  6. 02:42:300 (1) - I feel like you should emphasize this note with a jump (same goes for 03:23:100 (1) - )
    Very aesthetically pleasing diff imo. That was really fun to play
[Maware Party]
  1. 00:08:100 (2) - NC to match 00:06:900 (1,2) -
  2. 00:56:700 (1,2) - stack it with 00:55:800 (3) - to avoid the overlap
  3. 01:01:950 (4) - move it to x:247 y:320 (something like that) to make a staright line with 01:02:100 (5) -
  4. 01:06:600 (2,3) - and 01:07:200 (5,6) - use either 1/4 slider and a circle or two 1/4 sliders to make it consistent as they represent the same sounds
  5. 01:51:300 (4,5) - isn't that a bit too much of a jump?
  6. 03:05:550 (2) - I'd move it either up or down by a bit; linear movement seems weird here imo
  7. 03:45:300 (3) - move this bellow 03:45:900 (1) - for better emphasis
    I love your style. Please teach me how to map .w.

[Afterword]
Cool mapset. Few diffs had unnecessary green lines. Consider rechecking and deleting those you don't really need to keep all the diffs clean.
Good luck!
Affirmation

Catshy wrote:

[NeoSL's Hard]
  1. 00:05:325 - and 00:05:625 - no reason to put green lines thereCopied hitsounds, and unused Greenline isn't unrankable
  2. 00:31:050 (4) - since this one has slightly different sound, I'd make it stand out a bit; even something simple like reverse arrow on the other side would be good imo (same for 00:33:450 (4) - )wanna set same sound
  3. 01:11:325 - change volume of sliderend to 5% like you did with 01:14:025 - (do the same for 01:12:525 - )I think current pattern is okay enough
  4. 01:27:300 (1) - take NC off
  5. 01:42:300 (1,2) - you use stacking for 1/2 here and 01:43:500 (1,2) - for 1/1 here; this might be confusing for some players so I'd recommend to make it easier to spot the difference in rhythmreading doesn't matter AT ALL
  6. 02:36:300 (1) - make this slider "wiggly" too to match other "Nanahira" sliders lolwell...tbh I don't know about the artist, and this is too monor so don't need to be fixed.
No reply=fixed
Thanks :D

@Gloria Guard 01:27:300 (1) - 제꺼 여기 뉴콤만 빼줘요
Topic Starter
Gloria Guard

Catshy wrote:

Heya!
M4M from my queue

[Easy]
  1. 00:32:700 (1) - if you ctrl+G this, you'll see the left side goes out by 16px Don't need Ctrl+G here.. cuz the make so big jump patterns.
  2. 00:45:600 (2) - move it slightly down to make bettere blanket with 00:45:900 (3) - fixed
  3. 01:23:100 (1) - this one goes out by 8px, move it a bit to the right Same.
  4. 03:22:200 - and 03:23:400 - no point in having green lines there it's minor problem, and the green line isn't problem with players
[Normal]
  1. 00:56:550 (4) - move it slightly to the left to make a straight line with other 2 objects (x:158 y:234 should be good) Fixed
  2. 03:12:000 - you should make this note clickable to keep it consistent with 03:12:600 (2,3) - No, i'm a little the other to make this rhythm patterns.
  3. 03:55:500 - I'd end the spinner here why?
[toybot's Extra]
  1. 00:05:400 (1) - why NC'ed here? it's 3/4 rhythm empahsized.
  2. 00:27:450 (2) - feels kinda off; move it down to match 00:26:700 (1,2,3) - and get better flow Umm, i don't think the player problem this.
  3. 00:39:450 - consider rising stack leniency to 3 so the 1/2 circles like this get stacked and make HD less painful to read Fixed
  4. 02:09:300 (1,2,1,2) - I don't think there's a need for a jump like 02:09:600 (1,2) - since all four notes are the same; I'd do the same thing as 00:39:300 (8,1,2,3) - Some changed jump patterns flow
  5. 02:13:500 (1,2) - I'd make them sliders instead it's spread problem yet :P
  6. 02:42:300 (1) - I feel like you should emphasize this note with a jump (same goes for 03:23:100 (1) - ) it's find i think :3
    Very aesthetically pleasing diff imo. That was really fun to play
[Maware Party]
  1. 00:08:100 (2) - NC to match 00:06:900 (1,2) - Fixed
  2. 00:56:700 (1,2) - stack it with 00:55:800 (3) - to avoid the overlap Well, the editor screen play screen is different and a little delay this overlap patterns.
  3. 01:01:950 (4) - move it to x:247 y:320 (something like that) to make a staright line with 01:02:100 (5) - Fixed
  4. 01:06:600 (2,3) - and 01:07:200 (5,6) - use either 1/4 slider and a circle or two 1/4 sliders to make it consistent as they represent the same sounds Changed
  5. 01:51:300 (4,5) - isn't that a bit too much of a jump? ?w?
  6. 03:05:550 (2) - I'd move it either up or down by a bit; linear movement seems weird here imo well, it's enough good flow here.
  7. 03:45:300 (3) - move this bellow 03:45:900 (1) - for better emphasis Fixed
    I love your style. Please teach me how to map .w.

[Afterword]
Cool mapset. Few diffs had unnecessary green lines. Consider rechecking and deleting those you don't really need to keep all the diffs clean.
Good luck!

Thanks for mods !
Seolv
applied most things but when replying my post failed to send cause internet so I don't want to do it again

fix
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 70500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 2284,15859,30259,49459,71059,90259,110659,129859,149059,170659,197059,197134,197209,197284,197359,197434,197509,197584,197659,197734,197809,197884,197959,198034,198109,198184,198259,198334,198409,198484,198559,198634,198709,198784,198859,198934,199009,199084,199159,199234,199309,199384,199459,199534,199609,199684,199759,199834,199909,199984,200059,200134,200209,200284,200359,200434,200509,200584,200659,221059,239059
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.200001

[Metadata]
Title:Mazare Party
TitleUnicode:Mazare Party
Artist:Camellia feat. kradness, Nanahira and yukacco
ArtistUnicode:Camellia feat. kradness, Nanahira and yukacco
Creator:IntellectualBoy
Version:Lukas' Insane
Source:
Tags:toybot walaowey Neoskylove [ L u k a s ]oriental trap jcore utaite
BeatmapID:1416924
BeatmapSetID:667868

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Mazare.jpg",0,0
//Break Periods
2,183500,196500
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
300,300,4,2,1,30,1,0
5100,-151.515151515152,4,2,1,50,0,0
5700,-100,4,3,1,50,0,0
6300,-100,4,2,1,50,0,0
8700,-125,4,2,1,50,0,0
9300,-111.111111111111,4,2,1,50,0,0
9900,-100,4,3,1,50,0,0
11100,-100,4,2,1,50,0,0
13200,-151.515151515152,4,2,1,50,0,0
13500,-100,4,2,1,50,0,0
14400,-66.6666666666667,4,2,1,50,0,0
14700,-200,4,2,1,50,0,0
15900,-100,4,1,1,60,0,0
25500,-125,4,2,1,40,0,0
26700,-111.111111111111,4,2,1,40,0,0
27900,-100,4,2,1,40,0,0
28500,-100,4,2,1,50,0,0
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Combo2 : 250,48,83
Combo3 : 255,119,176
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176,76,154500,2,0,P|180:117|169:158,1,84.3750032186509
96,172,154800,2,0,P|113:215|130:230,1,56.2500021457673
168,284,155100,6,0,P|210:272|318:328,1,168.750006437302
388,356,155700,2,0,B|404:320|404:320|385:279,1,84.3750032186509
404,196,156000,2,0,B|377:187|377:187|350:194,1,56.2500021457673
248,236,156300,5,0,0:0:0:0:
405,115,156600,2,0,B|378:106|378:106|351:113,1,56.2500021457673
248,236,156900,1,0,0:0:0:0:
420,32,157200,2,0,B|393:23|393:23|366:30,1,56.2500021457673
248,236,157500,1,0,0:0:0:0:
248,236,157650,2,0,L|255:296,1,56.2500021457673
332,288,157950,1,0,0:0:0:0:
332,288,158100,2,0,L|338:232,1,56.2500021457673
328,80,158400,2,0,P|280:92|236:60,1,84.3750032186509
240,76,158700,6,0,B|280:157|211:194|254:266,1,196.875007510186
254,266,159300,2,0,L|206:282,2,37.5000014305115
342,194,159600,2,0,L|394:206,2,37.5000014305115
140,142,159900,5,0,0:0:0:0:
312,384,160200,1,0,0:0:0:0:
485,78,160500,1,0,0:0:0:0:
485,78,160575,1,0,0:0:0:0:
485,78,160650,1,0,0:0:0:0:
485,78,160725,1,0,0:0:0:0:
485,78,160800,2,0,L|449:74,3,24.749999924469
381,58,161100,5,0,0:0:0:0:
45,199,161400,2,0,L|49:290,1,75
48,273,162300,5,0,0:0:0:0:
218,131,162600,2,0,L|215:57,1,75
460,360,163800,6,0,L|444:240,1,120
420,12,164400,1,0,0:0:0:0:
228,176,164700,6,0,P|196:204|136:212,1,75
136,204,164925,1,0,0:0:0:0:
136,204,165000,2,0,L|144:292,1,75
142,278,165225,1,0,0:0:0:0:
142,278,165300,1,0,0:0:0:0:
248,292,165450,1,0,0:0:0:0:
352,272,165600,1,0,0:0:0:0:
452,300,165750,1,0,0:0:0:0:
320,349,165900,6,0,P|288:329|251:321,1,75
176,220,166200,2,0,P|207:200|244:192,1,75
345,180,166499,2,0,P|320:130|331:76,1,112.5
358,0,166801,2,0,P|342:33|310:51,1,75
207,71,167100,6,0,P|207:108|218:144,1,75
313,187,167399,2,0,P|311:224|300:260,1,75
330,360,167698,2,0,P|361:314|414:303,1,112.5
486,345,167999,2,0,B|478:301|478:301|482:271,1,75
408,220,168300,5,0,0:0:0:0:
304,220,168450,2,0,L|220:224,2,75
408,220,168900,1,0,0:0:0:0:
336,144,169050,1,0,0:0:0:0:
364,304,169200,2,0,L|440:296,1,75
484,204,169500,6,0,P|492:152|480:108,1,75
331,70,169800,2,0,P|327:107|335:143,1,75
420,208,170100,2,0,L|484:204,2,50
328,264,170400,2,0,L|264:260,2,50
412,200,170700,6,0,B|424:140|424:140|404:64,1,112.5
311,39,171000,2,0,P|259:31|227:35,1,75
222,160,171300,2,0,P|258:167|296:165,1,75
269,29,171600,2,0,P|217:35|187:47,1,75
214,169,171900,2,0,P|251:167|287:155,1,75
227,31,172200,2,0,P|178:51|152:70,1,75
210,181,172500,2,0,P|245:169|277:148,1,75
96,134,172800,1,0,0:0:0:0:
139,293,172950,1,0,0:0:0:0:
5,348,173100,6,0,L|12:235,1,112.5
33,95,173400,2,0,P|60:120|95:133,1,75
219,60,173700,6,0,L|211:172,1,112.5
189,313,174000,2,0,P|161:287|126:274,1,75
16,350,174300,5,0,0:0:0:0:
52,250,174450,1,0,0:0:0:0:
113,360,174600,1,0,0:0:0:0:
16,350,174750,1,0,0:0:0:0:
52,250,174900,2,0,P|40:214|40:177,1,75
128,39,175201,2,0,P|128:76|116:111,1,75
124,300,175500,6,0,B|164:292|164:292|200:308|200:308|231:302,1,112.5
308,247,175800,2,0,L|304:321,1,75
422,347,176100,6,0,L|425:234,1,112.5
416,129,176400,2,0,P|380:140|343:142,1,75
175,56,176700,6,0,P|230:47|283:64,1,112.5
342,141,177000,2,0,L|331:215,1,75
169,243,177300,2,0,P|96:250|46:303,1,150
142,339,177750,1,0,0:0:0:0:
126,125,177900,5,0,0:0:0:0:
221,240,180150,5,0,0:0:0:0:
200,79,180300,1,0,0:0:0:0:
256,192,180375,12,0,183300,0:0:0:0:
342,325,197100,6,0,B|371:281|379:210|343:153|343:153|338:211|324:241,1,262.5
265,289,198300,2,0,B|218:278|191:295|167:313|118:281|118:281|128:322|109:356|109:356|94:354|72:356,1,262.5
22,283,199500,2,0,B|41:230|26:149|26:149|49:186|109:185,1,225
390,48,200700,5,0,0:0:0:0:
112,34,201000,1,0,0:0:0:0:
304,225,201300,1,0,0:0:0:0:
304,225,201375,1,0,0:0:0:0:
304,225,201450,1,0,0:0:0:0:
304,225,201525,1,0,0:0:0:0:
304,225,201600,1,0,0:0:0:0:
304,225,201675,1,0,0:0:0:0:
304,225,201750,2,0,L|287:253,1,24.749999924469
168,354,201900,6,0,P|147:311|151:235,1,112.5
201,246,202200,2,0,P|200:298|212:328,1,75
305,360,202500,1,0,0:0:0:0:
305,360,202800,1,0,0:0:0:0:
399,171,203100,6,0,B|338:157|338:157|262:171,1,112.5
300,183,203400,2,0,B|341:177|341:177|398:191,1,75
404,168,204600,2,0,L|386:329,1,150
226,67,205200,1,0,0:0:0:0:
226,67,205500,6,0,L|322:62,1,75
381,140,205725,1,0,0:0:0:0:
381,140,205800,2,0,L|307:136,1,75
227,183,206025,1,0,0:0:0:0:
227,183,206100,1,0,0:0:0:0:
236,58,206250,1,0,0:0:0:0:
108,101,206400,1,0,0:0:0:0:
117,226,206550,1,0,0:0:0:0:
320,349,206700,6,0,P|288:329|251:321,1,75
185,266,207000,2,0,P|216:246|253:238,1,75
405,349,207299,2,0,P|380:299|391:245,1,112.5
439,194,207601,2,0,P|423:227|391:245,1,75
204,127,207900,6,0,P|204:164|215:200,1,75
300,75,208199,2,0,P|298:112|287:148,1,75
203,284,208498,2,0,P|234:238|287:227,1,112.5
367,302,208799,2,0,B|359:258|359:258|363:228,1,75
418,157,209100,5,0,0:0:0:0:
512,264,209250,2,0,L|428:268,2,75
418,157,209700,1,0,0:0:0:0:
337,237,209850,1,0,0:0:0:0:
390,346,210000,2,0,L|466:338,1,75
484,204,210300,6,0,P|492:152|480:108,1,75
331,70,210600,2,0,P|327:107|335:143,1,75
420,208,210900,2,0,L|484:204,2,50
328,264,211200,2,0,L|264:260,2,50
412,200,211500,6,0,B|424:140|424:140|404:64,1,112.5
311,39,211800,2,0,P|259:31|227:35,1,75
169,145,212100,2,0,P|205:152|243:150,1,75
158,38,212400,2,0,P|106:44|76:56,1,75
109,190,212700,2,0,P|146:188|182:176,1,75
89,80,213000,2,0,P|40:100|14:119,1,75
52,236,213300,2,0,P|87:224|119:203,1,75
16,103,213600,1,0,0:0:0:0:
37,234,213750,1,0,0:0:0:0:
193,297,213900,6,0,L|200:184,1,112.5
205,83,214200,2,0,P|232:108|267:121,1,75
416,49,214500,6,0,L|408:161,1,112.5
382,264,214800,2,0,P|354:238|319:225,1,75
226,292,215100,5,0,0:0:0:0:
138,210,215250,1,0,0:0:0:0:
106,314,215400,1,0,0:0:0:0:
226,292,215550,1,0,0:0:0:0:
138,210,215700,2,0,P|126:174|126:137,1,75
229,86,216001,2,0,P|229:123|217:158,1,75
124,300,216300,6,0,B|164:292|164:292|200:308|200:308|231:302,1,112.5
308,247,216600,2,0,L|304:321,1,75
422,347,216900,6,0,L|425:234,1,112.5
416,129,217200,2,0,P|380:140|343:142,1,75
175,56,217500,6,0,P|230:47|283:64,1,112.5
342,141,217800,2,0,L|331:215,1,75
169,243,218100,2,0,P|96:250|46:303,1,150
142,339,218550,1,0,0:0:0:0:
126,125,218700,5,0,0:0:0:0:
90,71,221100,6,0,L|221:81,1,112.5
202,177,221400,2,0,L|90:169,1,112.5
20,120,221700,1,0,0:0:0:0:
315,123,222300,6,0,P|303:181|337:248,1,112.5
396,284,222600,2,0,P|338:272|271:306,1,112.5
239,353,222900,1,0,0:0:0:0:
34,148,223500,6,0,B|66:152|66:152|108:139|108:139|149:145,1,112.5
143,239,223800,2,0,B|108:245|108:245|66:232|66:232|34:236,1,112.5
24,143,224100,1,0,0:0:0:0:
100,49,224250,1,0,0:0:0:0:
199,126,224400,1,0,0:0:0:0:
164,239,224550,1,0,0:0:0:0:
164,239,224700,6,0,B|107:225|107:225|86:277,1,112.5
152,319,225000,2,0,B|169:375|169:375|224:367,1,112.5
241,277,225300,1,0,0:0:0:0:
307,172,225900,6,0,P|289:229|287:298,1,112.5
236,336,226200,2,0,P|232:280|215:226,1,112.5
174,157,226500,2,0,L|121:147,4,37.5
58,332,227100,6,0,B|33:345|33:345|36:254,1,112.5
95,213,227400,2,0,B|119:228|119:228|39:271,1,112.5
18,194,227700,1,0,0:0:0:0:
288,30,228150,1,0,0:0:0:0:
288,30,228225,1,0,0:0:0:0:
288,30,228300,6,0,P|314:79|385:106,1,112.5
407,171,228600,2,0,P|437:123|425:48,1,112.5
375,20,228900,1,0,0:0:0:0:
356,123,229050,1,0,0:0:0:0:
278,40,229200,1,0,0:0:0:0:
260,129,229350,1,0,0:0:0:0:
172,39,229500,6,0,P|188:102|163:145,1,112.5
73,137,229800,2,0,P|51:187|68:239,1,112.5
127,320,230100,2,0,B|195:341|241:319|280:289|347:325,1,225
474,363,230700,5,0,0:0:0:0:
474,363,230850,2,0,L|465:315,1,41.2500012588501
428,139,231000,2,0,P|428:215|347:156,1,225
256,192,231975,12,0,235500,0:0:0:0:
MaridiuS
Hey. Pointing out some bigger stuff first.

[General]
The following hitsounds appear to have a delay over 5ms. It is advised to avoid such delays to provide better feedback to the player and synchronization with the map. You can delete excess silence on programs such as Audacity.
  1. soft-hitnormal88.wav
  2. soft-hitclap16.wav
[Extra difficulties xd]
Within top 3 difficulties one of main concerns is that neither have a noticeable contrast between these two sections 01:50:700 - to 01:59:100 - from 02:00:300 - to 02:08:700 - . I feel the change in the song strongly since the second part of the section has louder background noise and added snares on every red tick. Those red ticks snares highly suggest an increase of rhythmical density in the song, and so should the map represent that. Although since in top difficulty it isn't really possible to emphasize it with rhythmical density since both sections are fully loaded on that, I will get to the difficulty to talk suggestions about that personally.

[L u k a s]
  1. Man resnap the sliderends lol.
[Toybot]
  1. 00:29:100 - to 00:39:900 - The rhythm is way too dense compared to anything else in the map. I think this is a bit unnecessary to be this hard, since the section isn't much more important than othres, 01:50:700 - to 02:08:700 - is also an ideal option in which you can go mass circles. So in order to tone it down a bit, firstly, 00:29:100 (1,2,3,4,1,2,3,4,1) - could you not make the rhythmically dense section have a precircle spam right before it. By it having a pre-section start being this dense, the emphasis and change of section won't be felt as strongly. I could suggest to make 00:29:700 (1,3) - into sliders to follow vocals.
  2. In the section there is some space for 1/2 sliders instead of 2 circles like 00:31:200 (4) - 00:33:600 (4) - and especially 00:32:400 (3) - which if made a slider will give bigger impact to the following unique pattern since the difference of intensity will be more felt.
  3. Another option would be to make some triples into a 1/4 slider reversed once.
[Maware party]
If there is no logical buildup of difficulty names, unique names are only to be used on the highest star rated map in the mapset . Therefore this should be renamed to something on the lines of Extra / Expert . Generally with this difficulty I've noticed that weaker sections still preserve some big spacing, which could somewhat ruin the contrast, as some of the jumps are as big as kiai section jumps.
  1. 01:00:300 (1,2,3,4,5) - Referring to jumps such as these. Even if the vocals are impactful, they're not really more impactful than on more important sections. Further more, they're not backed up by synth / drums or background noice which add to the intensity of the particular notes. I believe a more reasonable choice would be to do some stacking gimmicks or linear / circular low spaced flow. Examples : overlaps stacks with small jumps circular. Such choices would complement the song more since it will benefit the element of lower intensity of this certain section.
  2. 01:05:100 (1,2,3,4,5) - 02:30:300 (1,2,3,4,5) - 02:35:100 (1,2,3,4,5) - 03:06:300 (1,2,3,4,5) - 03:11:100 (1,2,3,4,5) - Applies to all of these. In case you come up with argument "but it's consistent so it's okay" I will offer a counterargument that says "anything can be consistent, what matters if it's the best option".
  3. 01:43:500 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - The intensity of the song stays about the same even after this stream, so pumping the spacing this high means that untill the section ends it will be the base spacing. So I highly advise to reduce the overall spacing on the stream to keep the rest of the section relevant to the intensity of the song. I'll also suggest 01:48:300 (1,2,3,4,5,6,7,8,9,10,11,12,13) - this to be the highest point in the map, since it has the snares being loud, and it is the end of the buildup. You could scale the stream up to 1.2x though I'd prefer 1.1x.
[Walao's party]
Alright since this difficulty is going without limits imma commentate on how can you follow the essence of the song I mentioned on extras on the start of the post. Also why are you torturing me with this timeline zoom w.
  1. Firstly I'll mention 01:53:550 - how the pitch is rising much higher than it was starting from there to 01:55:500 - . In the map there's no real difference on difficulty between the high pitches and low pitched patterns. So I'd advise it to make it noticeable if you're going to apply, having a spacing difference of about 1.5x stronger. You could even make a buildup from 01:54:000 - and potentially make 01:54:000 (1,1,2) - these into 1/4 sliders to emphasize the pitch happening in 1/2 intervals compared to 1/1 like it was until here.
  2. Some options in how you can emphasize the second part more... By making sharper angles and more aggressive overall movement https://i.imgur.com/xUyI9hY.jpg. By trying making it more chaotic with inconsistent angle placing or movement https://i.imgur.com/sqHsPov.jpg. Try not to make it ugly or too awkward for movement in case you were to go for this theme.
Topic Starter
Gloria Guard

MaridiuS wrote:

Hey. Pointing out some bigger stuff first.

[General]
The following hitsounds appear to have a delay over 5ms. It is advised to avoid such delays to provide better feedback to the player and synchronization with the map. You can delete excess silence on programs such as Audacity. remove the file, and changed timing line for sounds
  1. soft-hitnormal88.wav
  2. soft-hitclap16.wav
[Extra difficulties xd]
Within top 3 difficulties one of main concerns is that neither have a noticeable contrast between these two sections 01:50:700 - to 01:59:100 - from 02:00:300 - to 02:08:700 - . I feel the change in the song strongly since the second part of the section has louder background noise and added snares on every red tick. Those red ticks snares highly suggest an increase of rhythmical density in the song, and so should the map represent that. Although since in top difficulty it isn't really possible to emphasize it with rhythmical density since both sections are fully loaded on that, I will get to the difficulty to talk suggestions about that personally. We used a rhythm that can express this part, and it seems difficult to think of rhythm more than this. Actually I heard the opinions of the players, although there was some difficulty, they did not go beyond the scope of the process. But if you raise a question about this, we can consider it. Anyway, I hope there is no problem with this part. thanks :3

[L u k a s]
  1. Man resnap the sliderends lol. Fixed myself. because it's minor unsnapped issue :P
[Toybot]
  1. 00:29:100 - to 00:39:900 - The rhythm is way too dense compared to anything else in the map. I think this is a bit unnecessary to be this hard, since the section isn't much more important than othres, 01:50:700 - to 02:08:700 - is also an ideal option in which you can go mass circles. So in order to tone it down a bit, firstly, 00:29:100 (1,2,3,4,1,2,3,4,1) - could you not make the rhythmically dense section have a precircle spam right before it. By it having a pre-section start being this dense, the emphasis and change of section won't be felt as strongly. I could suggest to make 00:29:700 (1,3) - into sliders to follow vocals. Changed 1/2 slider this.
  2. In the section there is some space for 1/2 sliders instead of 2 circles like 00:31:200 (4) - 00:33:600 (4) - and especially 00:32:400 (3) - which if made a slider will give bigger impact to the following unique pattern since the difference of intensity will be more felt. Hmm, This is a different representation of the emphasis on drum sounds. If you don't use this pattern to represent this part, you get a lot of boredom. If this difficulty is not acceptable for general difficulty, but because of difficulty, experts think that you can find out enough rhythm.
  3. Another option would be to make some triples into a 1/4 slider reversed once. ^
[Maware party]
If there is no logical buildup of difficulty names, unique names are only to be used on the highest star rated map in the mapset . Therefore this should be renamed to something on the lines of Extra / Expert . Generally with this difficulty I've noticed that weaker sections still preserve some big spacing, which could somewhat ruin the contrast, as some of the jumps are as big as kiai section jumps. Okay, Changed diff name.
  1. 01:00:300 (1,2,3,4,5) - Referring to jumps such as these. Even if the vocals are impactful, they're not really more impactful than on more important sections. Further more, they're not backed up by synth / drums or background noice which add to the intensity of the particular notes. I believe a more reasonable choice would be to do some stacking gimmicks or linear / circular low spaced flow. Examples : overlaps stacks with small jumps circular. Such choices would complement the song more since it will benefit the element of lower intensity of this certain section. There are definitely other drum and electro sounds here.
    But I have already tried various jumps along the vocals, and I think this pattern can accurately represent the expression and cannot be judged as a problem of play or pattern.
  2. 01:05:100 (1,2,3,4,5) - 02:30:300 (1,2,3,4,5) - 02:35:100 (1,2,3,4,5) - 03:06:300 (1,2,3,4,5) - 03:11:100 (1,2,3,4,5) - Applies to all of these. In case you come up with argument "but it's consistent so it's okay" I will offer a counterargument that says "anything can be consistent, what matters if it's the best option". Yeah you already said it consistency. As you say, "I made it to pursue consistency." The things you propose are attractive. But for the sake of general player or movepoint fun I have created this. And if you stick to consistency, the player will not be confused every time this part appears.
  3. 01:43:500 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - The intensity of the song stays about the same even after this stream, so pumping the spacing this high means that untill the section ends it will be the base spacing. So I highly advise to reduce the overall spacing on the stream to keep the rest of the section relevant to the intensity of the song. I'll also suggest 01:48:300 (1,2,3,4,5,6,7,8,9,10,11,12,13) - this to be the highest point in the map, since it has the snares being loud, and it is the end of the buildup. You could scale the stream up to 1.2x though I'd prefer 1.1x. Fixed

There was a lot of explanation and I was very confused about interpreting it. But after I interpreted it I learned a lot. Anyway, this is the best answer I can make. If I have any objection to the my comment, I can readily accept it. Thanks for good modding ^3^/
walaowey

MaridiuS wrote:

Hey. Pointing out some bigger stuff first.

[Extra difficulties xd]
Within top 3 difficulties one of main concerns is that neither have a noticeable contrast between these two sections 01:50:700 - to 01:59:100 - from 02:00:300 - to 02:08:700 - . I feel the change in the song strongly since the second part of the section has louder background noise and added snares on every red tick. Those red ticks snares highly suggest an increase of rhythmical density in the song, and so should the map represent that. Although since in top difficulty it isn't really possible to emphasize it with rhythmical density since both sections are fully loaded on that, I will get to the difficulty to talk suggestions about that personally. guess i will use some increase in jump distance to emphasize those parts

[Walao's party]
Alright since this difficulty is going without limits imma commentate on how can you follow the essence of the song I mentioned on extras on the start of the post. Also why are you torturing me with this timeline zoom w. chill xd i just prefer to map with higher timeline zoom, and i forgot to lower it down lol
  1. Firstly I'll mention 01:53:550 - how the pitch is rising much higher than it was starting from there to 01:55:500 - . In the map there's no real difference on difficulty between the high pitches and low pitched patterns. So I'd advise it to make it noticeable if you're going to apply, having a spacing difference of about 1.5x stronger. You could even make a buildup from 01:54:000 - and potentially make 01:54:000 (1,1,2) - these into 1/4 sliders to emphasize the pitch happening in 1/2 intervals compared to 1/1 like it was until here. i'm following that "ha, ha, ha" sound here, but yea now that u say this 01:53:550 (2) - pitch is increasing, but i guess only this part and 02:03:150 (2) - seems to be increasing in pitch only, 01:50:850 (2,1,2,1,2,1,2,1) - and 02:00:450 (2,1,2,1,2,1,2,1) - sounds consistent to me. i think bigger spacing will do nice here.
  2. Some options in how you can emphasize the second part more... By making sharper angles and more aggressive overall movement https://i.imgur.com/xUyI9hY.jpg. By trying making it more chaotic with inconsistent angle placing or movement https://i.imgur.com/sqHsPov.jpg. Try not to make it ugly or too awkward for movement in case you were to go for this theme. yea going for sharper angle and agressive xd
Thanks for the mod, nice and detailed mod.

update https://puu.sh/ykgns/a2e465a7f8.osu
MaridiuS
I had an issue once where the mapper couldn't properly understand me, and he asked some more fluent english speaker that speaks his language to help him. You can do that too if you feel the need.

IntellectualBoy wrote:

Hey. Pointing out some bigger stuff first.


[Extra difficulties xd]
Within top 3 difficulties one of main concerns is that neither have a noticeable contrast between these two sections 01:50:700 - to 01:59:100 - from 02:00:300 - to 02:08:700 - . I feel the change in the song strongly since the second part of the section has louder background noise and added snares on every red tick. Those red ticks snares highly suggest an increase of rhythmical density in the song, and so should the map represent that. Although since in top difficulty it isn't really possible to emphasize it with rhythmical density since both sections are fully loaded on that, I will get to the difficulty to talk suggestions about that personally. We used a rhythm that can express this part, and it seems difficult to think of rhythm more than this. Actually I heard the opinions of the players, although there was some difficulty, they did not go beyond the scope of the process. But if you raise a question about this, we can consider it. Anyway, I hope there is no problem with this part. thanks :3

01:50:700 - In the first half of the kiai, the rhythm is fine since it's not as dense as the second. The second part as I said has snares added on every red tick which suggests increase of intensity and rhythm density in the map. Also, players usually feel stuff subconsciously, we modders and mappers are here to assure that they will feel better subconsciously, since they cannot recognize or explain what could be missing most of the times unless something is weird. So the most ideal option to make the rhythm more dense in your section would be to make some 1/2 sliders into two circles like these 02:01:500 (1) - that happen before a 2stack, and making the 2 stack now a 3 stack. 02:02:100 (5) - There are also some ideal places to follow the continuous pitch with constant 1/4 sliders to emphasize it happening on 1/2 intervals. 02:03:300 (3,1) - These two could also be made into 1/4 sliders to emphasize that. 02:06:000 (6) - and idk some more random examples in which you can make sliders into 2 circles. These are just some suggestions in which you could express the rhythmic density, offering primarily this since you said it was difficult to think of a rhythm.



[Toybot]
  1. In the section there is some space for 1/2 sliders instead of 2 circles like 00:31:200 (4) - 00:33:600 (4) - and especially 00:32:400 (3) - which if made a slider will give bigger impact to the following unique pattern since the difference of intensity will be more felt. Hmm, This is a different representation of the emphasis on drum sounds. If you don't use this pattern to represent this part, you get a lot of boredom. If this difficulty is not acceptable for general difficulty, but because of difficulty, experts think that you can find out enough rhythm.
  2. Another option would be to make some triples into a 1/4 slider reversed once. ^
https://i.imgur.com/T6svsbi.png I have a program that portrays rhythmical density of the map. As you can see the graph at the point which fits the section, is other than being higher than other sections, it never goes down on that section, never below 130 intensity. You can see that the graph on the other sections just goes up and down. Other than that, you don't have to make all 3stacks into 1/4 sliders and most examples I've pointed out to be made into 1/2 slider, you could just spontaneously include it on spots that make sense just so you could reduce the intensity of the section a bit. It's not about playabilty issue as much as it is overall scaling of the map relative to other sections that are similarly intense. The section is a part of a map, and so should similarly intense sections not be much more difficult than the others of high intensity.

In a similar fashion you could also make the second part of the kiai 02:00:300 - more rhythmically dense, by for example making some sliders 02:00:600 (2,3) - into 2 circles. You wouldn't want to make them all into circles since for this difficulty it would turn out to be a much higher spike than it should be, just make sure some are made into circles to portray the increase of intensity. You could otherwise 02:03:300 (4,5,1) - make these all circles or even include 1/4 sliders to portray the highly increased pitch, currently it is too passive for how intense the song sounds.

[Extra]
  1. 01:00:300 (1,2,3,4,5) - Referring to jumps such as these. Even if the vocals are impactful, they're not really more impactful than on more important sections. Further more, they're not backed up by synth / drums or background noice which add to the intensity of the particular notes. I believe a more reasonable choice would be to do some stacking gimmicks or linear / circular low spaced flow. Examples : overlaps stacks with small jumps circular. Such choices would complement the song more since it will benefit the element of lower intensity of this certain section. There are definitely other drum and electro sounds here.
    But I have already tried various jumps along the vocals, and I think this pattern can accurately represent the expression and cannot be judged as a problem of play or pattern.
  2. 01:05:100 (1,2,3,4,5) - 02:30:300 (1,2,3,4,5) - 02:35:100 (1,2,3,4,5) - 03:06:300 (1,2,3,4,5) - 03:11:100 (1,2,3,4,5) - Applies to all of these. In case you come up with argument "but it's consistent so it's okay" I will offer a counterargument that says "anything can be consistent, what matters if it's the best option". Yeah you already said it consistency. As you say, "I made it to pursue consistency." The things you propose are attractive. But for the sake of general player or movepoint fun I have created this. And if you stick to consistency, the player will not be confused every time this part appears.
Once again its not about playability as much as it's about scaling and properly portraying the intensity of the section. The sounds aren't backed up by any synth / electronic sounds, they rather have a peaceful metallophone (?!) sound backing them up. Drums are on 01:00:300 (1,4,5) - so I've came up with another pattern that will fully emphasize the drums : https://i.imgur.com/AaK7upr.jpg. I mean the stuff as you mentioned "seem attractive" they also tend to be fun since they're more unique than pure jumps tbh while in the meanwhile follow the overall intensity of the section.


There was a lot of explanation and I was very confused about interpreting it. But after I interpreted it I learned a lot. Anyway, this is the best answer I can make. If I have any objection to the my comment, I can readily accept it. Thanks for good modding ^3^/
Topic Starter
Gloria Guard

IntellectualBoy wrote:

Hey. Pointing out some bigger stuff first.


[Extra difficulties xd]
Within top 3 difficulties one of main concerns is that neither have a noticeable contrast between these two sections 01:50:700 - to 01:59:100 - from 02:00:300 - to 02:08:700 - . I feel the change in the song strongly since the second part of the section has louder background noise and added snares on every red tick. Those red ticks snares highly suggest an increase of rhythmical density in the song, and so should the map represent that. Although since in top difficulty it isn't really possible to emphasize it with rhythmical density since both sections are fully loaded on that, I will get to the difficulty to talk suggestions about that personally. We used a rhythm that can express this part, and it seems difficult to think of rhythm more than this. Actually I heard the opinions of the players, although there was some difficulty, they did not go beyond the scope of the process. But if you raise a question about this, we can consider it. Anyway, I hope there is no problem with this part. thanks :3

01:50:700 - In the first half of the kiai, the rhythm is fine since it's not as dense as the second. The second part as I said has snares added on every red tick which suggests increase of intensity and rhythm density in the map. Also, players usually feel stuff subconsciously, we modders and mappers are here to assure that they will feel better subconsciously, since they cannot recognize or explain what could be missing most of the times unless something is weird. So the most ideal option to make the rhythm more dense in your section would be to make some 1/2 sliders into two circles like these 02:01:500 (1) - that happen before a 2stack, and making the 2 stack now a 3 stack. 02:02:100 (5) - There are also some ideal places to follow the continuous pitch with constant 1/4 sliders to emphasize it happening on 1/2 intervals. 02:03:300 (3,1) - These two could also be made into 1/4 sliders to emphasize that. 02:06:000 (6) - and idk some more random examples in which you can make sliders into 2 circles. These are just some suggestions in which you could express the rhythmic density, offering primarily this since you said it was difficult to think of a rhythm. I added a little density. But increasing this abnormal density will lose the structure and rhythm of the pattern I want. and I think this part used enough density for music. also Obviously there is a difference in the sound we hear in music, but I do not think it is an area that can directly affect our ears. Anyway, I understood what you want and i already added it. If you do not like it, I don't think there is a way to change something beyond this.



[Toybot]
  1. In the section there is some space for 1/2 sliders instead of 2 circles like 00:31:200 (4) - 00:33:600 (4) - and especially 00:32:400 (3) - which if made a slider will give bigger impact to the following unique pattern since the difference of intensity will be more felt. Hmm, This is a different representation of the emphasis on drum sounds. If you don't use this pattern to represent this part, you get a lot of boredom. If this difficulty is not acceptable for general difficulty, but because of difficulty, experts think that you can find out enough rhythm.
  2. Another option would be to make some triples into a 1/4 slider reversed once. ^
https://i.imgur.com/T6svsbi.png I have a program that portrays rhythmical density of the map. As you can see the graph at the point which fits the section, is other than being higher than other sections, it never goes down on that section, never below 130 intensity. You can see that the graph on the other sections just goes up and down. Other than that, you don't have to make all 3stacks into 1/4 sliders and most examples I've pointed out to be made into 1/2 slider, you could just spontaneously include it on spots that make sense just so you could reduce the intensity of the section a bit. It's not about playabilty issue as much as it is overall scaling of the map relative to other sections that are similarly intense. The section is a part of a map, and so should similarly intense sections not be much more difficult than the others of high intensity.

In a similar fashion you could also make the second part of the kiai 02:00:300 - more rhythmically dense, by for example making some sliders 02:00:600 (2,3) - into 2 circles. You wouldn't want to make them all into circles since for this difficulty it would turn out to be a much higher spike than it should be, just make sure some are made into circles to portray the increase of intensity. You could otherwise 02:03:300 (4,5,1) - make these all circles or even include 1/4 sliders to portray the highly increased pitch, currently it is too passive for how intense the song sounds.

[Extra]
  1. 01:00:300 (1,2,3,4,5) - Referring to jumps such as these. Even if the vocals are impactful, they're not really more impactful than on more important sections. Further more, they're not backed up by synth / drums or background noice which add to the intensity of the particular notes. I believe a more reasonable choice would be to do some stacking gimmicks or linear / circular low spaced flow. Examples : overlaps stacks with small jumps circular. Such choices would complement the song more since it will benefit the element of lower intensity of this certain section. There are definitely other drum and electro sounds here.
    But I have already tried various jumps along the vocals, and I think this pattern can accurately represent the expression and cannot be judged as a problem of play or pattern.
  2. 01:05:100 (1,2,3,4,5) - 02:30:300 (1,2,3,4,5) - 02:35:100 (1,2,3,4,5) - 03:06:300 (1,2,3,4,5) - 03:11:100 (1,2,3,4,5) - Applies to all of these. In case you come up with argument "but it's consistent so it's okay" I will offer a counterargument that says "anything can be consistent, what matters if it's the best option". Yeah you already said it consistency. As you say, "I made it to pursue consistency." The things you propose are attractive. But for the sake of general player or movepoint fun I have created this. And if you stick to consistency, the player will not be confused every time this part appears.
Once again its not about playability as much as it's about scaling and properly portraying the intensity of the section. The sounds aren't backed up by any synth / electronic sounds, they rather have a peaceful metallophone (?!) sound backing them up. Drums are on 01:00:300 (1,4,5) - so I've came up with another pattern that will fully emphasize the drums : https://i.imgur.com/AaK7upr.jpg. I mean the stuff as you mentioned "seem attractive" they also tend to be fun since they're more unique than pure jumps tbh while in the meanwhile follow the overall intensity of the section.


There was a lot of explanation and I was very confused about interpreting it. But after I interpreted it I learned a lot. Anyway, this is the best answer I can make. If I have any objection to the my comment, I can readily accept it. Thanks for good modding ^3^/
All Fixed this suggestions ! thank you :3/
smallboat
Sorry delay 1 week come here because I have irl work a bit busy.

[General]

The artist is wrong imo, I don't think it all the same words so it should have japanese artist. (Ex: Camellia="かめりあ" ? and Nanahira = "ななひら" )

Confirm the metadata is true or not.

Last, this is the album picture : and the website: http://kradness.jp/

So, the correct artist is MAZARE(kradness,ななひら,Yukacco)

[Normal]

00:50:100 (2,3,4) - Seems not a curve shape imo.

[NeoSL's Hard]

03:00:300 (1) - The end music is mute, suggest mute the spinner end sound make proper
03:24:600 (2,3) - This pattern (03:24:600 (2,3,5) - ) looka a bit mess, select all 03:24:600 (2,3) - and make 03:24:900 (3) - stack at 03:26:400 (5) - ?

[Luck's Insane]

00:56:400 (3) - Move to (319|197) make all cover the slider curve? (Looks like neat)
02:26:700 (1) - Try to the sliderend push to 02:28:350 ? The vocal end is here I think it will be playing good.
02:41:400 (2,2) - The hitsound sounds like a bit noisy in sliderend, maybe you try to mute these end sound.
02:47:700 (3,4) - Avoid the overlap.
03:51:000 (3) - The same as 02:41:400 reason.
03:51:975 (1) - The same as above.

[toybot's Extra]

01:24:450 (2,3) - Use Ctrl+g for these two notes will have a good playing effect.
03:51:150 (1) - The spinner end sounds like a bit big?

[Expert]

Nothing

[Walao's Party]

00:54:300 (1,2,3) - 00:54:900 (1,2,3) - 00:55:500 (1,2,3) - 00:56:100 (1,2,3) - -> These stream pattern place a bit weird.
(I suggest 00:54:900 (1,2,3) - Put (478|238), 00:55:500 (1,2,3) - Put (454|226), 00:56:100 (1,2,3)-Put (431|218), become a curve pattern will looks neat.)
00:54:750 (4,4,4,4) - Don't forget these notes you can follow above I say these put suggestion.
01:48:975 (2) - Keep the same distance with this stream combo notes won't looks like so strange.
02:30:000 (1) - (166|13)? I think put here it will be a good pattern imo.
Topic Starter
Gloria Guard

smallboat wrote:

Sorry delay 1 week come here because I have irl work a bit busy.

[General]

The artist is wrong imo, I don't think it all the same words so it should have japanese artist. (Ex: Camellia="かめりあ" ? and Nanahira = "ななひら" )

Confirm the metadata is true or not.

Last, this is the album picture : and the website: http://kradness.jp/

So, the correct artist is MAZARE (kradness,ななひら,Yukacco) I requested the metadata check this issue. and I checked the correct metadata.

[Normal]

00:50:100 (2,3,4) - Seems not a curve shape imo. Fixed

[toybot's Extra]

01:24:450 (2,3) - Use Ctrl+g for these two notes will have a good playing effect. It is a pattern intended for round flow because, this pattern was intended to have a symmetrical flow of sliders (2) and (3), creating a rounded pattern for the slider (4) and natural flow afterwards.
03:51:150 (1) - The spinner end sounds like a bit big? Fixed


[Expert]

Nothing

Thanks for mods !
Affirmation

smallboat wrote:

[NeoSL's Hard]

03:00:300 (1) - The end music is mute, suggest mute the spinner end sound make proper
03:24:600 (2,3) - This pattern (03:24:600 (2,3,5) - ) looka a bit mess, select all 03:24:600 (2,3) - and make 03:24:900 (3) - stack at 03:26:400 (5) - ?this overlap doesn't matter imo. if we play this map, cannot see overlap.
Thanks for mod :D
SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 70500
Countdown: 0
SampleSet: Normal
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1500,15900,30300,30900,39900,44250,49500,59100,71100,80700,87900,90300,101100,110700,120300,129900,139500,140700,149100,161100,170700,177900,185100,197100,201900,211500,218700,221100,231000,235500
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.6

[Metadata]
Title:Mazare Party
TitleUnicode:Mazare Party
Artist:MAZARE
ArtistUnicode:MAZARE
Creator:IntellectualBoy
Version:NeoSL's Hard
Source:
Tags:toybot walaowey Neoskylove [ L u k a s ]oriental trap jcore utaite Nanahira Kradness Yukacco ななひら Camellia MIND HACK EXIT TUNES
BeatmapID:1434972
BeatmapSetID:667868

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Mazare.jpg",0,0
//Break Periods
2,194900,199950
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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381,369,171000,2,0,L|311:363,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
352,269,171300,1,2,0:0:0:0:
352,269,171450,1,0,0:0:0:0:
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242,191,172050,1,0,0:0:0:0:
161,213,172200,2,0,L|91:207,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
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342,302,174300,54,0,B|357:264|398:264|398:264|466:264,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
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466,120,174900,2,0,B|398:120|398:120|357:120|342:82,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
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204,47,175500,5,2,0:0:0:0:
204,47,175650,1,0,0:0:0:0:
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218,280,176400,2,0,L|287:285,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
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419,350,176850,1,0,0:0:0:0:
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137,302,177750,1,0,0:0:0:0:
69,173,177900,6,0,B|30:225|30:225|53:318,2,160,0|0|0,0:0|0:0|0:0,0:0:0:0:
220,61,179700,1,0,0:0:0:0:
261,314,180300,1,0,0:0:0:0:
256,192,180375,12,0,183900,0:0:0:0:
26,239,185100,6,0,P|69:216|116:229,1,100,2|0,0:0|0:0,0:0:0:0:
181,277,185550,1,0,0:0:0:0:
240,223,185700,2,0,L|235:123,1,100,2|4,0:0|0:0,0:0:0:0:
381,187,186300,6,0,L|376:286,2,100,2|0|2,0:0|0:0|0:0,0:0:0:0:
235,123,187200,2,0,L|237:172,1,50,2|0,0:0|0:0,0:0:0:0:
161,197,187500,6,0,P|139:153|156:107,1,100,2|2,0:0|0:0,0:0:0:0:
235,123,187950,1,0,0:0:0:0:
300,80,188100,2,0,L|399:75,1,100,2|2,0:0|0:0,0:0:0:0:
292,193,188700,5,2,0:0:0:0:
155,275,189000,2,0,L|122:279,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
139,231,189300,2,0,L|106:235,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
123,187,189600,2,0,L|90:191,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
166,156,189900,6,0,P|176:108|152:65,1,100,2|2,0:0|0:0,0:0:0:0:
216,17,190350,1,0,0:0:0:0:
276,69,190500,2,0,L|375:67,1,100,2|6,0:0|0:0,0:0:0:0:
269,186,191100,6,0,L|169:187,2,100,0|0|2,0:0|0:0|0:0,0:0:0:0:
427,208,192000,2,0,P|421:183|419:158,1,50,2|0,0:0|0:0,0:0:0:0:
493,125,192300,6,0,P|459:88|411:78,1,100,2|2,0:0|0:0,0:0:0:0:
346,125,192750,1,0,0:0:0:0:
339,206,192900,2,0,P|387:195|419:158,1,100,2|2,0:0|0:0,0:0:0:0:
412,78,193350,1,0,0:0:0:0:
339,45,193500,5,2,0:0:0:0:
215,146,193800,2,0,L|182:141,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
199,190,194100,2,0,L|166:185,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
183,234,194400,2,0,L|150:229,2,33.3333333333333,0|0|0,0:0|0:0|0:0,0:0:0:0:
230,226,194700,5,2,0:0:0:0:
132,178,200700,5,8,0:0:0:0:
132,178,201000,1,8,0:0:0:0:
132,178,201300,2,0,L|166:174,3,34.9999989318848,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
202,196,201600,2,0,L|236:192,3,34.9999989318848,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
272,214,201900,6,0,P|263:162|269:110,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
277,68,202200,1,2,0:0:0:0:
373,304,203100,6,0,P|321:312|269:306,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
226,299,203400,1,2,0:0:0:0:
130,88,204300,5,0,0:0:0:0:
45,232,204600,2,0,P|86:203|137:210,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
171,235,204900,1,0,0:0:0:0:
287,114,205200,2,0,B|263:158|263:158|278:210,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
314,233,205500,6,0,L|383:233,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
365,316,205800,2,0,L|295:315,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
222,275,206100,1,2,0:0:0:0:
150,318,206250,1,0,0:0:0:0:
149,235,206400,1,2,0:0:0:0:
222,275,206550,1,0,0:0:0:0:
150,318,206700,6,0,B|79:330|79:330|25:287,2,139.999995727539,2|8|2,0:0|0:0|0:0,0:0:0:0:
222,275,207450,1,0,0:0:0:0:
295,315,207600,2,0,L|365:316,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
427,259,207900,6,0,P|448:323|415:382,2,139.999995727539,2|8|2,0:0|0:0|0:0,0:0:0:0:
370,197,208650,1,0,0:0:0:0:
313,135,208800,2,0,L|243:139,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
185,77,209100,6,0,B|217:133|217:133|189:203,2,139.999995727539,2|8|2,0:0|0:0|0:0,0:0:0:0:
101,64,209850,1,0,0:0:0:0:
43,124,210000,2,0,L|47:193,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
114,244,210300,6,0,P|165:234|217:230,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
255,251,210600,2,0,L|289:250,3,34.9999989318848,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
325,270,210900,2,0,L|359:269,3,34.9999989318848,2|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
395,289,211200,2,0,L|429:288,3,34.9999989318848,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
465,308,211500,5,2,0:0:0:0:
465,308,211650,1,0,0:0:0:0:
504,234,211800,2,0,P|504:199|488:168,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
359,269,212100,1,2,0:0:0:0:
359,269,212250,1,0,0:0:0:0:
356,184,212400,2,0,P|338:154|308:135,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
247,288,212700,5,2,0:0:0:0:
247,288,212850,1,0,0:0:0:0:
202,216,213000,2,0,P|171:198|137:197,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
124,328,213300,6,0,B|203:331|203:331|247:288,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
202,216,213750,1,0,0:0:0:0:
241,139,213900,6,0,P|290:125|338:144,1,104.999996795654,2|0,0:0|0:0,0:0:0:0:
372,169,214200,2,0,P|369:134|371:99,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
450,128,214500,2,0,P|452:162|450:197,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
407,269,214800,2,0,P|405:303|407:338,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
324,348,215100,6,0,B|301:316|297:282|297:282|261:305|232:297,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
160,254,215550,1,0,0:0:0:0:
110,185,215700,2,0,B|162:155|208:186|208:186|182:154|189:157,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
222,80,216150,1,0,0:0:0:0:
306,85,216300,5,2,0:0:0:0:
306,85,216450,1,0,0:0:0:0:
376,128,216600,2,0,P|393:158|394:192,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
233,171,216900,1,2,0:0:0:0:
233,171,217050,1,0,0:0:0:0:
273,246,217200,2,0,P|272:280|256:311,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
127,211,217500,5,2,0:0:0:0:
127,211,217650,1,0,0:0:0:0:
124,296,217800,2,0,P|106:325|76:344,1,69.9999978637696,8|0,0:0|0:0,0:0:0:0:
0,237,218100,6,0,B|66:195|66:195|126:210,1,139.999995727539,2|8,0:0|0:0,0:0:0:0:
124,296,218550,1,0,0:0:0:0:
237,348,218700,6,0,B|249:309|225:265|225:265|259:275|297:262,2,160,2|0|0,0:0|0:0|0:0,0:0:0:0:
326,156,220500,1,0,0:0:0:0:
326,156,221100,6,0,P|360:216|343:282,2,139.999995727539,2|2|2,0:0|0:0|0:0,0:0:0:0:
271,342,222300,2,0,P|331:376|397:359,2,139.999995727539,2|2|2,0:0|0:0|0:0,0:0:0:0:
193,150,223500,6,2,B|237:141|237:141|278:163|278:163|326:156,1,139.999995727539,2|2,0:0|0:0,0:0:0:0:
208,36,224100,2,0,P|175:28|142:38,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
82,98,224400,2,0,P|74:132|83:165,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
148,220,224700,6,0,L|9:215,2,139.999995727539,2|2|2,0:0|0:0|0:0,0:0:0:0:
440,54,225900,6,0,L|371:57,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
408,132,226200,2,0,L|339:135,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
378,210,226500,2,0,L|309:213,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
60,253,227100,6,0,L|130:256,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
98,178,227400,2,0,L|168:181,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
136,103,227700,2,0,L|206:106,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
361,41,228150,1,0,0:0:0:0:
361,41,228225,1,0,0:0:0:0:
361,41,228300,6,0,B|380:77|369:110|369:110|360:143|373:177,1,139.999995727539,2|2,0:0|0:0,0:0:0:0:
427,337,228900,2,0,P|394:346|360:339,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
292,288,229200,2,0,P|258:280|224:289,1,69.9999978637696,2|0,0:0|0:0,0:0:0:0:
170,353,229500,6,0,B|193:308|193:308|179:220,1,139.999995727539,2|2,0:0|0:0,0:0:0:0:
149,53,230100,2,0,P|173:129|203:55,1,209.999993591309,2|0,0:0|0:0,0:0:0:0:
119,44,230700,6,0,P|108:80|115:116,1,75.0000028610231,2|6,0:0|0:0,0:0:0:0:
256,192,231075,12,0,235500,0:0:0:0:
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