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jioyi - cyanine [OsuMania]

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Topic Starter
Rivals_7
why the HP on aste become 8,5 instead?
changing those back to 8 as he says anyways

and yey finally updated :dd
Aste-
just

use 8,5 please
Guilhermeziat
Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering.

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell.

00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you.

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat.

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg )
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway.


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - )

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|).

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note?
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
Topic Starter
Rivals_7
eh @Aste i though you were saying HP 8 in prot's reply. are you sure with that? (Changing to 8.5 again for now)

Guilhermeziat wrote:

Hi, I came across the map and I really liked it :D but I found a couple inconsistencies on your last difficulty so I'll try to convey my points about them as well as possible while trying not to hurt your mapping structure.

Ultimate
00:45:348 - Maybe repattern this section to this instead ( http://puu.sh/yfue9/c131d47ca9.jpg )? I think it represents the pitch going up better without making it too dense, unless you really want to follow the triple layering. wasnt it already and yeah i still want to keep the triple, alas it'll become inconsistent with the rest of this section

00:49:799 - 00:55:733 - This could use more variety, it goes on for really long and it feels like you just copy pasted and mirrored the patterns a few times. Maybe you could layer a triple every third beat (like on 00:50:458 - and 00:51:447 - and so on) where there's a stronger kick (just like you were doing before) and then vary the pattern right after it (Example: http://puu.sh/yfuL7/d8cac22e3c.jpg though it doesn't need to be exactly like that, it's just to add a bit more variety). I don't think this will make it much harder either, so that'd be solved for you aswell. i'm actually in the brink of "yes" or "no"
on this. mainly the concern its about triple stacks. which seem to be quite harsh execution since there's SVs. secondly, it'll lose contrast between this diff and Another which contains pretty light hammerjack while this diff emphasized it more


00:55:733 (55733|3,55733|2) - 00:56:063 (56063|3,56063|2) - 00:56:392 (56392|3,56392|2) - These could also be triples, since the kick gets really hard on them, but it's up to you. I didn't highlight 00:56:722 (56722|2,56722|3) - for this matter because it's the start of a burst and it would make the transition a bit rough, however changing it from a [34] chord to a [14] chord I think would represent the crash better. Applying all the mods, it'd probably look something like this I guess ( http://puu.sh/yfuXG/71cbff24e0.jpg ), however applying the double change would require you to change up the patterning of the roll burst afterwards, so that's up to you. i guess i agree with the 2 and 3 but not the first one, however. since the first are not the part of the climax part

01:47:161 (107161|0,107161|1) - I also hear a crash in this double right here, so maybe consider changin it to a [14] aswell, but without inverting the hand that does the jumps again. I think it'd look pretty neat. it doesnt seem to be aesthetical-ish so i think i'll pass this one :c

01:49:140 - - to 01:50:458 - This goes way overboard compared to the rest of the map. Highly suggest you either start this as a 1/6 roll and then speed it up to 1/8 on the second part or just keep it at a 1/8 roll all along. Having a spike like this hurts the structure of the map in general due to the difference in difficulty, and it surely isn't very fun for players who are either trying to pass the song or FC it. Hah, just imagine, getting a really good acc FC up to that point and then getting absolutely trolled. kind of.... no. first off that we heard those burst are really really dense in which they definitely above the usual 1/8 setting. so using either 1/6 or 1/8 in a dense part are quite misleading. its also making it a little to no difference with "Another" in which in another way, pretty misleading since its displayed "Harder" than Another.


SV section: This looks awesome
01:53:178 (113178|2,113260|3,113343|1,113425|0,113508|2,113590|3,113672|1) - I'd check this patterning again if I were you, because I think 01:53:508 (113508|2,113672|1) - are ghost notes.
02:03:727 (123727|1,123810|0,123892|3,123975|2,124057|0,124140|1,124222|3) - ^ wha? i believe they're the part of the wub noises
01:55:568 (115568|3,115651|0) - Pretty sure this is a 1/6 burst (something like this http://puu.sh/yfw8v/20e00dfeb5.jpg ) woop
02:10:568 - Missing note? Not that this one matters too much because you put an SV here to another sound anyway. already represented by LN there so i guess its fine


02:22:766 (142766|2,142766|1) - and 02:23:425 (143425|2,143425|0,143425|3) - These chords... I don't really know what to say to fix the first one, but i'm guessing you don't really want to take it away if it's there in the first place, do you. As to the second one, I'd just reduce it to a double on [34] to prevent this minijack (02:23:425 (143425|2,143425|0,143425|3) - ) idk. its actually pretty fit for emphasis towards dense LN. well i think 1/4 minijack is kinda doable since ite present in the othe parts in the map as well

02:23:920 (143920|0,144002|1,144085|2,144167|3,144167|0,144249|1,144332|2,144414|0,144414|1,144414|3) - I don't know about you, but I don't hear the sound you're mapping LNs to on these notes 02:24:002 (144002|1,144167|3) - and i do hear it here 02:24:249 (144249|1) - . Might wanna get that part checked aswell (though the pattern is really cool and I'd leave it just for the aesthetics hue but this is the ranking criteria :|). its a pitch (?) if i'm not mistaken. .. they simply represent the Gradual pitch raise :ddd

First main kiai: I'm not exactly sure if you're trying to map the synth or the hihats or both here, so take these mods with a grain of salt. Layering looks fine and the kiai is really fun to play too :).
02:25:651 (145651|2) - Ghost note?
02:27:629 - Missing note?
02:28:453 - ^
02:28:782 (148782|1) - Ghost note?
02:30:925 (150925|0) - ^
02:33:892 - Missing note?
02:36:200 (156200|1) - Ghost note?
02:38:178 - Missing note?
02:39:332 (159332|0) - Ghost note?
02:41:475 (161475|2) - ^ I'll keep the "Ghost notes" as they are actually have noises tho :u some kind of synth and some are pitch changes else is yep

LN section between both kiais
02:44:689 (164689|2,164771|3,164854|0,164936|1,165019|2,165101|3,165183|1,165266|0,165348|2,165431|3) - I think this is supposed to be snapped to 1/3, unless you're not mapping the wubs. If you're mapping the synths here, then 02:44:689 (164689|2) - 02:44:936 (164936|1) - 02:45:183 (165183|1) - 02:45:266 (165266|0) - 02:45:431 (165431|3) - are the ones that should have LNs mapped to them, pretty sure the rest of them would be ghost notes. not really ghost notes if i must say, they are correctly represent the pitch raise every 1/4.

Second main kiai: I really liked how you spiced things up with the LNs here :D super cool
02:48:068 - Missing note?
02:58:618 - ^
03:06:118 (186118|1) - Ghost note? its still have noises, though not the one in particular follows but in order to not break aesthethics i decided to make it flows towards col 1 since the pitch are descended
03:06:530 - Missing note?


Good luck with your map! Hope I helped! I really liked it :)
I can also mod the other diffs if there's any need by the way
no reply = fixed or applied in other way. Thx a bunch guil :)
and maybe i laid the rest to BNs now so you can rest easy :D
not sure if my english even understandable lol
Aste-
ehehe

sorry, after thinking and considering of my chart density, HP8 feels a bit low for that so i decide to use 8.5 instead
(or should i use 9?)
Topic Starter
Rivals_7
density is a social construct

no dont lol 9 is too overbroad for something that tier xd
i'm prolly raise my Ultimate's HP to 8,5 too
Protastic101
tfw no density is a social construct for me smh

Fixed the snap at 00:16:393 - to be 1/6, have funnnnn
Topic Starter
Rivals_7
DDMythical
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Arzenvald
just testplayed this, i think its a great map
kinda expect something more from the 1st kiai, the 2nd kiai layering is just briliant i'd say
(waiting for PP & overrated SR blame :^)) )
DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:



that burst ruins an otherwise good chart

The rest of this chart is fine so i'm just going to focus in on this burst and why it has massive playability issues in relation to the rest of this chart.

01:48:521 (108521|3,108563|2,108604|1,108645|3,108645|0) - rolls into splitjumptrills are extremely well used -- this is how you create a buildup without an nps increase.

01:49:661 (109661|1) - this isnt.

The way this is done is kind of silly; The pattern is meant to be jumptrilled I get this -- but you're cutting off a massive audience of players who want to play this for acc or w/e. This entire spike is a luckshot whether you hit it or not because its meant to be manipulated and its already a huge spike -- as seen on the NPS graph.

Suggesting that this burst instead starts with 01:49:140 (109140|0) - a 1/4th splitroll to emphasise the sound which is splitting up and lead in to a pattern at (01:49:634 (109634|0) -) which could be a 1/6th roll (consistently rolling in one direction) and then flipping the direction that it rolls at 01:50:129 (110129|3) - (removing the jump aswell) and emphasising the increase by switching the snapping to 1/8th.


Reasoning:

This pattern is much more playable and doesn't make the chart a luckshot.
This pattern is much more enjoyable for people who are just able to do the rest of it -- at the moment this is a spike so as if you can (almost) hit this you can smash the rest of the file and generally be bored; unless you're going for acc -- which isn't worth it because this section is a luckshot. It's a catch 22.

bleh

Slightly more objective wording
you created a great chart and ruined it with a single luckshot burst which pretty much ruins the entire chart as a knock on effect.
now this chart isn't playable for acc and isn't playable for people who would struggle with the HS/JS sections because this burst would just dropkick them

pp has nothing to do with any point of my argument don't bring it up
i'm actually not agree with using 1/4 and 1/6 roll in which where the song indicates a really dense kick roll. the reason why is it 1/8 is because the kick roll is obviously denser than that so i think it kinda kill the concept. also it would be lost contrast with "Another"
although yes i'm agree this being a "luckshot" because these 1/12 is quite long to handle properly and require speed that is most people might not have. so i got thing to kinda solved it in mind.

a 1/8 Js with 1/12 roll/splitroll starting from - 01:50:129


----------------------------------------

----------------------------------------

(starting point at - 01:49:140 - )
probably the most playable thing people could do and require less speed. and its still indicates the dense change as well. might be a "luckshot" for some people in a midtier who trying to pass but not really for hightier acc player
1/12 roll might be quite questionable so the alternative is making them to 1/8js as well
here's a change http://puu.sh/ykN5l/fe01725297.zip not updating it because i still need to fix some stuff in lower diff

what do you think?
DDMythical
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DDMythical
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Topic Starter
Rivals_7

DDMythical wrote:

double posting

aight looked over your edit:

It doesn't fix the problem.

To be absolutely honest any use of 1/12th in this diff (unless its for grace or flams w/e) is too hard.

I think the only way to do this without it being luck based is to have the burst -- at its absolute ending peak -- be 1/8th.

01:49:140 (109140|3,109181|1,109222|3) - also there's a really dumb minitrill here

backed up points edition
1/12 streams in this are 546bpm 1/4ths. Since they are entirely jumptrillable we can take the benefit of halfing this to 273bpm jumptrill burst. Now the reason this stands out so much in comparison to the rest of the file -- as clearly indicated on the NPS graph -- is that the rest of the file is 182bpm trilly handstream. This is a massive skill gap.

I understand your reasoning of wanting this diff to be explicitly harder than another but the thing is -- not every single segment has to be harder and in this case you can actually express the difficulty increase in the other parts of the chart with harder handstream and different patterning (which you already have done) so actually, even if this burst is the same density as another the difficulty is still harder throughout the rest of it.


To fully show this i've created a slightly edited version where the burst is 1/6-1/8 just to show how the NPS graph changes and overall looks more fluid.



You can see that the spikes in intensity are still clearly represented but the chart no longer looks (or plays) like a luckshot file. Overall with these changes I think the file would be much more playable and enjoyable -- not only for high level players -- but for everyone looking to play at it as; as it stands this chart is really ruined by this burst (and from what I've gathered from other modders and players -- they think the same.)

EDIT:
MY BURST.OSU DOWNLOAD BLEH
https://pastebin.com/RpwAPmzY
>> not every single segment has to be harder

This.... is somehow sounds subjective for me. Being harder in every single segment might not be a must, but the song offer us a freedom to spice things up. so why limiting it? but ofc also taking playability into consideration.

i simply want it to be representative of what the song has provide. so it says, using constant 1/8 roll (which is shown on your edit) for a section that has its kick roll changing its intensity on certain interval time is not really relevant. it just feels..... hollow. its just there's so much happening but representated in a bland 1/8 rolls

and so to cover both of your playability concern and my concern about musical interpretation, i come up with the closest one

this should clear enough, i guess

1/8 js should be playable since its been fairly used on some infamous ranked map already.
The peak might be around 28 nps? idk just my guesses but it should be acceptable since the js its only last for literally less than 1 secs. both another and ultimate use approximate 1/8 snaps in these burst (as you wish) so there will be not so much struggle transitioning between diffs for both midtier and hightier players.

and... since i removed 1/12 so we can mark this resolve?

the changes is updated btw

(any bad english isn't intended. my wording choice is kinda smh)
DDMythical
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DDMythical
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Protastic101
bursts were changed to not be so :thinnking: plus a couple added SVs at 01:52:766 -
DDMythical
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Topic Starter
Rivals_7
there's no 1/8 js wat the heck are u talkin'
chord in-between is like 1/2 each. its a very light js and its completely doable. its an interpretation of the denser kick roll too

she already mentioned the 1/8 js as you said, what she mean its my latest change a week ago

not sure if this what she meant but she didnt tell me anything after that :d
DDMythical
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DDMythical
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juankristal
So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can.

Beginner:
00:24:909 (24909|1) - This one I would rather have it deleted. I feel the same scenario happens in 00:26:887 - here but it gets ignored. The rhytms for such an easy difficulty as this one should be not complex at any point so going 1/2 triples then break then repeat only once cuts a bit the consistency factor in my opinion. The one with the jump because it works as a clearer transition and is also more significant in terms of music intensity.

00:45:183 (45183|0,45513|3) - I am not so sure about this LNs. I get the intention but I would rather have something like a double in 00:45:843 - here to get emphasys for the piano-ish sound. If thats what you are looking for I think it makes more sense to follow the ending with a bit more intensity rather than having two LNs following just part of the rhytm that the piano emulates if that makes sense.

00:49:140 (49140|1,49140|0) - Would personally make this a 1/2 1-2-34 stair instead. Without the LN pointed there of course. I makes up for a better transition to end of section feeling imo.

01:18:810 - I would say this is a bit too hard for a beginner difficulty to be honest. The rhytms are way too broken (even though it follows the song perfectly) so it plays a bit hard for any player up to this level of difficulty. I would honestly just follow the piano ticks with single notes but this is kinda subjective so feel free to analyze it yourself.

No matter what you pick this is a no no no no no 01:27:711 (87711|0,87876|2,88041|1,88041|3) - . Make it 1-2-34 or even a 1-4-12 in worst case scenario to keep some sort of trill motion but not lowering the density.

01:52:766 (112766|1) - Move to 4, having release + press on the same hand is too hard. Probably the same goes here but move to 2 01:50:458 (110458|2) -

02:02:986 (122986|1,123151|2,123315|0) - rip noob players

02:06:942 - I would do something like https://osu.ppy.sh/ss/9659105 its a bit too challenging otherwise.

02:23:013 - Try this, I think your way to do it is a bit too hard as well. https://osu.ppy.sh/ss/9659131

Standard
In general I am not a fan of this difficulty. I feel its done with no cares in general and I dont really feel anything while playing it. I would suggest a few things to improve the situation:

For the intro up until the mark of 30 seconds I made a custom section to replace what you currently have. I feel the way you made it isnt necesarily bad or anything I just think that its not reaching the potential the diff could reach. I will drop the .osu file of what I did to see if you can find out some ideas out of it and perhaps change your map in that direction a bit https://puu.sh/ywLMm/ca30a2b07d.txt.

00:32:986 (32986|3,33151|3,33151|1) - Here I would make it 2 doubles without a jack. I think it works because it emulates the intensity I think you want to achieve but the minijack there is way too rude for this diff, specially considering the jump from beginner.

01:54:744 (114744|3) - why not double smh 01:57:381 (117381|0) - (this one 34)
02:00:019 - aaaa same and there are some more but zzz


02:25:074 - For this section I HIGHLY recommend you to follow the main music because man, it would be a waste if you dont. I again drafted something for you to use in this section in case you find it cool. If you want to use it, follow it up until 02:30:348 - where you have to repeat-ish it. (i sent it to you on discord because puush is a d)

For the rest is mostly fine, I think we can give another go once we are done with the rest.

A's
00:26:310 (26310|2,26392|3,26557|0,26640|1,26722|0) - Make those (and all of them kind) something different. Its a bit too hard to one hand trill like that at this level. I would suggest keep the trill motion but in a different way. For example, you can do 1-4-1 or 4-1-4 or even 1-3-2, etc.

02:08:178 (128178|2) - Would move to 2, similar reasons, makes it easier.

02:22:766 (142766|2,142931|0,143013|2,143178|0,143260|2,143425|0) - This is just WAAY too confusing for players in this range. Something like this could work http://osu.ppy.sh/ss/9659399

You would be missing 1/4 notes in 02:28:370 - and 02:28:535 -. If you want to avoid this being a bit too technical you could just make an LN out of the last note here 02:28:205 (148205|1) - and extend it until the moment you want to start the 1/4 stream. Avoid using 1/4 breaks in 1/4 streams for this difficulty level.

In general, most of the ending just works like that and its a bit confusing for the level you are aiming for. I dont think you should remap everything there but certainly keep an eye in the broken 1/4s like the ones I mentioned. They are probably not so many of them that could be fixed in the same way I presented or probably even more ways.

For the rest of the set I will follow up later most likely, my eyes are about to explode. So I will take a short look on what I think are big issues in the hardest difficulty now:

Ultimate
I am not an expert on SVs but I am 100% sure 00:40:898 - this SVs dont play well at all. They feel waay too sudden and the fact that they are LNs makes them ultra akward to hit properly. I imagine it might have to deal with the fact that the 0,9 SV is right in the moment where the note ticks and I would probably move it down a bit

I feel the SV section changes are a bit off, I understand the reasoning to change the pattern else it would be just ultra mindblock material and kinda boring and not really diverse but I think the changes in pattern arent really that justified at least in the mappers perspective. Perhaps players wont feel it as much due to the patterns being too bland but I would make the changes in pattern for sections like this 00:50:458 (50458|1,50458|0,50568|3,50568|2,50678|2,50678|3,50788|0,50788|1) - instead. You can hear that there is some sort of repeated jackstyle-ish sound there that supports the pattern change without making it look weird. Basically just did what you exactly did but making the transitions 2/1 beats earlier and probably one more time.

For the bursts... 394 bpm streams with doubles is way too much haha. Even harder considering the transition before it. Please remove the doubles in the 1//8s bursts at least, the rest can be discussed.

02:24:746 - Why this part has no LNs but the ending does? I mean sure, you want the end of the end to be the most intensive but really, this part is just way too easy compared to anything else and its reaaally asking for some LN action. We can sort it out one day on IRC for sure.

The mod of the last difficulty isnt really a mod I would say, instead, is just marking what I think are the biggest points of issues but the real mod would take place another day. Call me back once you answered this if I dont come back earlier than that.
Topic Starter
Rivals_7

juankristal wrote:

So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can. o no

Beginner:
00:24:909 (24909|1) - This one I would rather have it deleted. I feel the same scenario happens in 00:26:887 - here but it gets ignored. The rhytms for such an easy difficulty as this one should be not complex at any point so going 1/2 triples then break then repeat only once cuts a bit the consistency factor in my opinion. The one with the jump because it works as a clearer transition and is also more significant in terms of music intensity.

00:45:183 (45183|0,45513|3) - I am not so sure about this LNs. I get the intention but I would rather have something like a double in 00:45:843 - here to get emphasys for the piano-ish sound. If thats what you are looking for I think it makes more sense to follow the ending with a bit more intensity rather than having two LNs following just part of the rhytm that the piano emulates if that makes sense.

00:49:140 (49140|1,49140|0) - Would personally make this a 1/2 1-2-34 stair instead. Without the LN pointed there of course. I makes up for a better transition to end of section feeling imo. aint that would be contrary to your concern before about beginner being "too hard"?

01:18:810 - I would say this is a bit too hard for a beginner difficulty to be honest. The rhytms are way too broken (even though it follows the song perfectly) so it plays a bit hard for any player up to this level of difficulty. I would honestly just follow the piano ticks with single notes but this is kinda subjective so feel free to analyze it yourself.

No matter what you pick this is a no no no no no 01:27:711 (87711|0,87876|2,88041|1,88041|3) - . Make it 1-2-34 or even a 1-4-12 in worst case scenario to keep some sort of trill motion but not lowering the density.

01:52:766 (112766|1) - Move to 4, having release + press on the same hand is too hard. Probably the same goes here but move to 2 01:50:458 (110458|2) -

02:02:986 (122986|1,123151|2,123315|0) - rip noob players

02:06:942 - I would do something like https://osu.ppy.sh/ss/9659105 its a bit too challenging otherwise. idk since the rythm is odd enough, using LN isnt really the best way imo. since they need to deal with odd releases

02:23:013 - Try this, I think your way to do it is a bit too hard as well. https://osu.ppy.sh/ss/9659131 not really change on this since i want to keep the LN place on it. current place are the loudest buildup that could be heard.

Standard
In general I am not a fan of this difficulty. I feel its done with no cares in general and I dont really feel anything while playing it. I would suggest a few things to improve the situation:

For the intro up until the mark of 30 seconds I made a custom section to replace what you currently have. I feel the way you made it isnt necesarily bad or anything I just think that its not reaching the potential the diff could reach. I will drop the .osu file of what I did to see if you can find out some ideas out of it and perhaps change your map in that direction a bit https://puu.sh/ywLMm/ca30a2b07d.txt. i feel like your version is kinda not contrasted with both beginner and aste's. i want it to be like an introduce to higher snapping usage but still living every 2 measure with breaks

00:32:986 (32986|3,33151|3,33151|1) - Here I would make it 2 doubles without a jack. I think it works because it emulates the intensity I think you want to achieve but the minijack there is way too rude for this diff, specially considering the jump from beginner.

01:54:744 (114744|3) - why not double smh 01:57:381 (117381|0) - (this one 34)
02:00:019 - aaaa same and there are some more but zzz they are kind of intended. making the doubles all the ways is somewhat too hard for the progression.


02:25:074 - For this section I HIGHLY recommend you to follow the main music because man, it would be a waste if you dont. I again drafted something for you to use in this section in case you find it cool. If you want to use it, follow it up until 02:30:348 - where you have to repeat-ish it. (i sent it to you on discord because puush is a d) so kinda did but in my own way + approximate them as closely as possible because 1/4 thing isnt really feasible for progression imo. plus the placement of each isnt in usual beat where it could be predictable. Aste already did it and i think its best to keep the concept on him.

For the rest is mostly fine, I think we can give another go once we are done with the rest.


For the rest of the set I will follow up later most likely, my eyes are about to explode. So I will take a short look on what I think are big issues in the hardest difficulty now:

Ultimate
I am not an expert on SVs but I am 100% sure 00:40:898 - this SVs dont play well at all. They feel waay too sudden and the fact that they are LNs makes them ultra akward to hit properly. I imagine it might have to deal with the fact that the 0,9 SV is right in the moment where the note ticks and I would probably move it down a bit they are intended so there would be a bump feel without tricking the LN visually. i dont think the LN is awkward imo. a couple testplay i asked before are same, they dont feel really troubled on this part

I feel the SV section changes are a bit off, I understand the reasoning to change the pattern else it would be just ultra mindblock material and kinda boring and not really diverse but I think the changes in pattern arent really that justified at least in the mappers perspective. Perhaps players wont feel it as much due to the patterns being too bland but I would make the changes in pattern for sections like this 00:50:458 (50458|1,50458|0,50568|3,50568|2,50678|2,50678|3,50788|0,50788|1) - instead. You can hear that there is some sort of repeated jackstyle-ish sound there that supports the pattern change without making it look weird. Basically just did what you exactly did but making the transitions 2/1 beats earlier and probably one more time. hope i get this lol

For the bursts... 394 bpm streams with doubles is way too much haha. Even harder considering the transition before it. Please remove the doubles in the 1//8s bursts at least, the rest can be discussed. muh pp :'

02:24:746 - Why this part has no LNs but the ending does? I mean sure, you want the end of the end to be the most intensive but really, this part is just way too easy compared to anything else and its reaaally asking for some LN action. We can sort it out one day on IRC for sure. one thing for sure that the 1st chorus are entirely act as an introduce to the more trickier part. and i dont really wont to change its since it'll lost the contrast with Another i might kinda screwed the LN part a bit so i guess if you have a thing that come in mind to make it more cool, is welcome c:

The mod of the last difficulty isnt really a mod I would say, instead, is just marking what I think are the biggest points of issues but the real mod would take place another day. Call me back once you answered this if I dont come back earlier than that.
And the rest is accepted. Thx owo
Khoo_Zz
RANKED PLEASSSSE
Aste-

juankristal wrote:

So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can.


A's
00:26:310 (26310|2,26392|3,26557|0,26640|1,26722|0) - Make those (and all of them kind) something different. Its a bit too hard to one hand trill like that at this level. I would suggest keep the trill motion but in a different way. For example, you can do 1-4-1 or 4-1-4 or even 1-3-2, etc.

02:08:178 (128178|2) - Would move to 2, similar reasons, makes it easier.

02:22:766 (142766|2,142931|0,143013|2,143178|0,143260|2,143425|0) - This is just WAAY too confusing for players in this range. Something like this could work http://osu.ppy.sh/ss/9659399 // my apologize but your suggestion make it a bit confusing to read, i just found out that the placement of 1 notes before the pointed one are missplaced and makes it looks like it's 1 chain with the pointed one (should be on 4 instead, i forgot to move that), but thanks for pointing that out

You would be missing 1/4 notes in 02:28:370 - and 02:28:535 -. If you want to avoid this being a bit too technical you could just make an LN out of the last note here 02:28:205 (148205|1) - and extend it until the moment you want to start the 1/4 stream. Avoid using 1/4 breaks in 1/4 streams for this difficulty level. // in this section, i tried to follow the synth so there should be a breaks like that, but after some checking again, yeah the snaps are a bit confusing and i change some of the snaps so it less confusing, i guess

In general, most of the ending just works like that and its a bit confusing for the level you are aiming for. I dont think you should remap everything there but certainly keep an eye in the broken 1/4s like the ones I mentioned. They are probably not so many of them that could be fixed in the same way I presented or probably even more ways.
thanks for your review

https://puu.sh/yxauo/52f80ceea9.rar
Topic Starter
Rivals_7
weh tumben cepet :3c
Updated
StarTemplar
Nice map
juankristal
okey this took way longer than expected


Advanced
00:18:810 (18810|2,18975|0,19140|1) - Those should be trills, 3-1-3 works
00:26:722 (26722|1,26887|3,27052|2) - ^ 2-4-2 and 00:27:216 (27216|1) - on 3

00:30:019 - ay spikes. I would make all these 1/4s up until 00:30:925 - rolls from 4 to 1 since the sound is basically repeating itself so using pattern repetition sounds about right.

00:31:997 - Did something like this https://osu.ppy.sh/ss/9858355. Probably isnt the most optimal solution but the diff as it is strains too much the right hand in this part so I tried to balance it out a bit.

02:09:497 (129497|0) - Sure this shouldnt be attached to the red tick instead? Like 1/2

02:34:964 - https://osu.ppy.sh/ss/9858387 Would delete that double since the density picks up a bit compared to the rest of the map. Also using trill motion for the drum there sounds fine. 02:56:063 - same if you apply

Another
00:24:579 (24579|1) - I am not a fan of this shield release tbh. Neither here nor the harder diff. I feel they are actually 2 different sounds instead of just a long one. You could sort it around to make it more confortable though, similar to what you did in ultimate.

00:49:799 - Should probably apply what I mentioned in the hardest diff in my previous mod.

00:57:601 (57601|3,57711|3) - noo0o0oa0oae0tiay6097yi09a6u4ai6k. Check the hardest diff and move around some stuff to sort that minijack out xD. Or just move the LN, something.

Technically the 1/4 stream should start here 01:28:535 - for this and the hardest diff. Its a personal choice not to do so? If so thats fine but just want to double check.

01:48:480 - I did something like this here https://osu.ppy.sh/ss/9858512 to make it easier to follow. I personally find it easier and not too different but its up to you for this one I guess since it seems like a "drastical" change.

01:49:799 - Instead of bumping up the ultimate diff with jumps in the middle of 360 bpm streams I would do something like this in this diff to make up for the difficulty gap instead of making ultimate harder just keep this burst a bit easier https://osu.ppy.sh/ss/9858476

Ultimate
01:39:497 - That one is intentional? Dont feel its strong enough to follow that

remove jumps of the burst pls. Also you could (and perhaps ask some people around what they think too) do something similar to what I suggested in the previous diff.

02:23:343 (143343|0,143425|0) - Not a fan of, would likely delete 02:23:425 (143425|2) - this one and avoid the minijack completely.

Most of the stuff marked in the previous diff could be applied here to some extent
Topic Starter
Rivals_7

juankristal wrote:

okey this took way longer than expected


Advanced
00:18:810 (18810|2,18975|0,19140|1) - Those should be trills, 3-1-3 works
00:26:722 (26722|1,26887|3,27052|2) - ^ 2-4-2 and 00:27:216 (27216|1) - on 3

00:30:019 - ay spikes. I would make all these 1/4s up until 00:30:925 - rolls from 4 to 1 since the sound is basically repeating itself so using pattern repetition sounds about right.

00:31:997 - Did something like this https://osu.ppy.sh/ss/9858355. Probably isnt the most optimal solution but the diff as it is strains too much the right hand in this part so I tried to balance it out a bit.

02:09:497 (129497|0) - Sure this shouldnt be attached to the red tick instead? Like 1/2

02:34:964 - https://osu.ppy.sh/ss/9858387 Would delete that double since the density picks up a bit compared to the rest of the map. Also using trill motion for the drum there sounds fine. 02:56:063 - same if you apply i think that would be inconsistent with the rest of the same snare which i map it as double

Another
00:24:579 (24579|1) - I am not a fan of this shield release tbh. Neither here nor the harder diff. I feel they are actually 2 different sounds instead of just a long one. You could sort it around to make it more confortable though, similar to what you did in ultimate.

00:49:799 - Should probably apply what I mentioned in the hardest diff in my previous mod.

00:57:601 (57601|3,57711|3) - noo0o0oa0oae0tiay6097yi09a6u4ai6k. Check the hardest diff and move around some stuff to sort that minijack out xD. Or just move the LN, something.

Technically the 1/4 stream should start here 01:28:535 - for this and the hardest diff. Its a personal choice not to do so? If so thats fine but just want to double check. hmm not so obvious for me so yea i guess i'll leave it like that xd

01:48:480 - I did something like this here https://osu.ppy.sh/ss/9858512 to make it easier to follow. I personally find it easier and not too different but its up to you for this one I guess since it seems like a "drastical" change. i guess not for this. its quite my preference and doesnt seem to play bad xd

01:49:799 - Instead of bumping up the ultimate diff with jumps in the middle of 360 bpm streams I would do something like this in this diff to make up for the difficulty gap instead of making ultimate harder just keep this burst a bit easier https://osu.ppy.sh/ss/9858476 i personally didnt like a thing where everything-should-be-hard-but-its-done-in-easy-way stuff. might be true for lower diff but i guess not this one. it'll lost contrast with hyper since it has streams too

Ultimate
01:39:497 - That one is intentional? Dont feel its strong enough to follow that guess i'll make this anchorable :d

remove jumps of the burst pls. Also you could (and perhaps ask some people around what they think too) do something similar to what I suggested in the previous diff. well... they are claps.people i asked for testplays are also fine with it. changed the pattern to be a little bit more readable after the js anyway

02:23:343 (143343|0,143425|0) - Not a fan of, would likely delete 02:23:425 (143425|2) - this one and avoid the minijack completely.

Most of the stuff marked in the previous diff could be applied here to some extent
else applied :)
Thx again owo
juankristal
oke
Topic Starter
Rivals_7
owo)b
Protastic101
[ultimate]
00:40:897 - tfw sv unsnapped by 1 ms s m h, literally unplayable
00:41:144 - ^

00:40:815 - Not sure if I actually mentioned this in my first check, but why does the start of the SV sequence come before the actual note itself at 00:40:898 - ? It's also unaveraged cause 4 units - 1.8x starting = 2.2 remaining / 3 remaining units = 0.733x as your secondary SV. Lastly, the fact that the 0.9x SV goes through the LNs causes them to appear longer than they really are. I would just start each SV sequence on the downbeat and end on the 1/4 after with a 1x so that the LN doesn't appear all stretched out.

02:20:705 (140705|3,140788|3) - too cruel. Honestly though, I'd just leave the jump before the hand as a single note to avoid a minijack there cause unlike at 02:13:865 (133865|0,133947|0,134030|2,134112|2) - where they were intentional and pretty easy to hit, this comes in the middle of other things that the player is focusing on hitting, so this is pretty much a guaranteed miss even for more experienced players imo. If you do change it, remember to make the note 30% hs vol as opposed to 15%

Might wanna double check all your SVs if they're unsnapped by a couple ms or smth.


[Another]
00:45:596 (45596|1) - https://osu.ppy.sh/ss/9910094 Snaps :thinking: . Same applies to hyper and As' intermediate. The piano is 1/6, not 1/4 and it can't be simplified using 1/4 so you can either use 1/3 which I dont think is possible within a 1/2 time frame or just leave it as an LN or short note on the downbeat.


Otherwise set looks fine, gotta pop for snap but poke me when you've fixed it.
-mint-
have a few stars owo

irc
20:22 qqqant: hai
20:24 qqqant: hai
20:24 Rivals_7: ping
20:24 Rivals_7: owo
20:24 qqqant: owo
20:24 qqqant: ima jump straight into it
20:24 qqqant: 00:17:162 (17162|3) - the SV here
20:24 Rivals_7: aight
20:24 qqqant: i use a barline skin
20:25 qqqant: it's very hard for meto hit 00:18:151 (18151|1,18151|3,18151|2) - these notes perfectly
20:25 qqqant: ive played this map like 30 times already lol and not once have i gotten them
20:25 Rivals_7: barline uh..... as in like the same as default playfield?
20:26 Rivals_7: how does it look?
20:26 qqqant: let me try to take screenshot
20:27 qqqant: it didnt let me upload it so ill just send it on discord
20:28 Rivals_7: oh thats kind of big playfield hmm
20:29 Rivals_7: thats sure are phard. but we standarized it into default skin so using like another skin as an excuses somehow .... not work. i see it pfine
20:29 Rivals_7: what scrool speedare you using rn
20:29 qqqant: 32
20:31 qqqant: in my opinion, gradual, steady SV change from say 0.7 to 1.3 between those two notes would represent the suspended cymbal better
20:31 qqqant: the 0.1 makes it difficult to kind of judge where the note will land
20:32 Rivals_7: hmm lemme try to workaround a bit with that
20:32 qqqant: oki
20:33 qqqant: i have some more concerns
20:33 qqqant: the next section, starting with 00:18:151 -
20:34 qqqant: up until 00:57:711 -
20:34 qqqant: that whole section, is in 3/4, then changes to 4/4 at 0:57
20:38 Rivals_7: oh to think of it the percussion is 3/4 but not entirely sure myself
20:38 Rivals_7: yea will change that i guess
20:38 qqqant: try to feel the waltzy beat in that section owo
20:39 Rivals_7: do you have any ideas about the sv anyway. i already try another possible speedup but doesnt seem to represent the strong entrance qwq
20:39 Rivals_7: 1,3 were too weak imo
20:40 qqqant: weak?
20:40 qqqant: so u want the SV there to have more strong effect?
20:40 Rivals_7: yeah kindof
20:40 qqqant: for the "shock" factor of the note after?
20:41 Rivals_7: i guess that what you called yeah
20:41 qqqant: ah i see
20:41 qqqant: i thought that it represented the suspended cymbal
20:42 Rivals_7: was my general idea because that sounds prominent xd
20:42 qqqant: hmm i see
20:42 qqqant: so the 1.25->1.75 part is too strong imo
20:42 Rivals_7: didnt see your entire sentence. my bad in the end :d
20:42 Rivals_7: hm
20:43 qqqant: and the 0.1 also too slow due to the barline problem (with my skin)
20:44 Rivals_7: 00:17:821 -
20:44 Rivals_7: i guess 0,25 is ok? cant go more than 0,25 as it will creates some bumpy effect on - 00:17:821
20:44 Rivals_7: oh wait
20:45 Rivals_7: maybe i could remove that
20:45 Rivals_7: the 0,25
20:45 qqqant: im trying things out
20:47 qqqant: https://osu.ppy.sh/ss/9950684
20:47 qqqant: 0.2 -> 0.4 -> 0.6 -> ... -> 1.4 are the values i used
20:48 qqqant: if it's not strong enough, 0.1 -> 0.3 -> ... -> 1.3 also can work
20:54 Rivals_7: guess i'll be doing in on the last 1/4 for the intended effect. http://puu.sh/yVYeS/e0d65434be.jpg
20:54 Rivals_7: it doesnt seem so readable in default but eh
20:54 Rivals_7: maybe its just me
20:54 qqqant: hmm let me try that
20:55 qqqant: looks cleaner
20:56 Rivals_7: coolsies
20:56 qqqant: i can read that now
20:56 qqqant: ok and the time signature thing?
20:57 Rivals_7: yep change that too. but do the signature is changing too at - 00:33:975 - ?
20:58 qqqant: still 3/4 there
20:58 Rivals_7: its like 2/4 and then 3/4 again
20:58 Rivals_7: uh
20:58 qqqant: where?
20:59 Rivals_7: the next crash land on 2/4 after the downbeat - 00:34:634 -
20:59 Rivals_7: then it goes 3/4 again until the time you mention
20:59 qqqant: that's still 3/4
21:00 qqqant: the first two down beats are kick drum
21:00 qqqant: then the third beat is a snare
21:00 Rivals_7: oh wait i'm retarded
21:00 Rivals_7: yea you right xd
21:00 qqqant: :( dont say that
21:01 qqqant: 00:47:986 (47986|3,48151|3,48315|3,48480|3,48645|3) - intentional anchor?
21:02 Rivals_7: :u
21:02 Rivals_7: yea it was
21:02 qqqant: i see
21:02 Rivals_7: it plays kinda cool in my end
21:02 qqqant: yeah it does
21:03 qqqant: the section at 00:49:799
21:03 qqqant: 00:49:799 -
21:03 qqqant: extremely awkward to play - for me at least
21:04 Rivals_7: its uhh something that i try to represent the original chart in lanota :c
21:05 Rivals_7: it is awkward. kinda. but its plyabale tho
21:05 qqqant: it is playable but really really awkward
21:05 qqqant: imo it would be less awkward if there were triples for the snares
21:06 qqqant: and u can balance out the jacks with 3 in a row on either hand
21:07 Rivals_7: isnt that would be... more awkward? idk handling the jacks would be pnasty :d
21:07 Rivals_7: can you give some examples?
21:08 qqqant: https://osu.ppy.sh/ss/9950792
21:09 Rivals_7: three jacks :blobsad:
21:09 Rivals_7: not entirely sure with that cuz anyjacks up to three plays quite eh
21:09 Rivals_7: for me that is
21:10 qqqant: hmm yeah i guess
21:13 qqqant: it plays fine for me
21:18 Rivals_7: coolio then owo. anything else :d
21:19 qqqant: 00:58:700 (58700|2) -
21:19 qqqant: this ln, why doesnt it go all the way?
21:21 Rivals_7: the rest is kinda low echo imo.
21:21 Rivals_7: low volume *
21:22 qqqant: ah i see
21:22 qqqant: that makes sense
21:24 qqqant: at 01:15:513 - just a suggestion http://osu.ppy.sh/ss/9950859
21:24 qqqant: very small change
21:28 Rivals_7: hmm oki looks pcool
21:42 qqqant: 01:26:722
21:42 qqqant: 01:26:722 - no LN?
21:43 Rivals_7: theres no string sound like any other LN does. or at least not that hearable
21:43 qqqant: theres a clear synth sound there
21:45 Rivals_7: maybe i guess. added anyway :dd
21:46 qqqant: how about 01:27:711 - ?
21:48 Rivals_7: i guess shall not waste for the top diff xd added too owo
21:49 qqqant: i think we discussed 01:49:140 - before? in discord
21:51 Rivals_7: yeah....... and gonna keep the double for claps...... thing
21:52 qqqant: well i have solution
21:54 qqqant: i have two proposals
21:54 qqqant: 1. if you like "stepmania" style patterns https://osu.ppy.sh/ss/9951005
21:54 qqqant: 2. sort of pitch relevant (rolling to the right if the pitch going up, rolling to the left going down) https://osu.ppy.sh/ss/9951010
21:55 qqqant: i need to eat dinner real quick
21:56 Rivals_7: kk will try around with it. could post irc for free kudos owo/
22:07 qqqant: back
22:08 qqqant: the SV at 00:40:815 -
22:08 qqqant: the values dont seem averaged
22:11 qqqant: maybe you can do 1.3 on 00:40:898 - and then 0.9 on 00:40:980 - and the same for the second one
22:14 Rivals_7: uh the reason why i leave it before the downbeat is because if i start the SV on the downbeat, it becomes visually long. and it cause confusion
22:14 Rivals_7: https://osu.ppy.sh/ss/9910339 vs https://osu.ppy.sh/ss/9910347
22:14 Rivals_7: it is more predictable in sense imo
22:15 qqqant: hmm
22:15 qqqant: then maybe a pull within the LN length?
22:15 qqqant: so at 40898, a 2.2
22:15 qqqant: then on 40918 (1/16 snap) a 0.6
22:16 qqqant: then a 1.0 at the end of the LN
22:16 qqqant: that would normalize it and give the effect
22:18 Rivals_7: will try that. gotta have lunch for a bit >.>
22:18 qqqant: okii
22:19 qqqant: thats all i had, i think
22:19 qqqant: if i have more ill msg u on discord
22:19 qqqant: cya!
Topic Starter
Rivals_7
going to change Aste's snaps no (he doesnt seem to read to my PM for more than a week qwq)
the change is on - 00:45:513 - whereas the 1/4th is changed to a single LN
@aste kalo baca, ini versi yg belum diubah sama w http://puu.sh/yZ4QB/0b4c51a0dc.osu dengan timing sama HS udh fix

additional
- Timing changes: - 00:18:151 -> - 00:57:711 - are using 3/4
- added SVs on the last big kiai of Hyper
- change on a js in Ultimate
- buff up the section after heavy SVs part - 02:14:194 - on Ultimate and another
- decided to not change SV of what qqqant have suggested on - 00:40:898 - Feels to weak for me to actually get the feel of the song imo
- fix a couple of unsnapped SB hitsounds

also thx qq for stars owo
eyes
just feedback
03:06:612 - would be cool if you add sv here
03:09:249 - and here
Topic Starter
Rivals_7
i'm actually thinkig to have a stutter like the one in the middle. but.... doesnt work so well with the music somehow :/
and the 2nd one could be a speedup but uh......... not my taste i guess sorry :c
-mint-
the "stepmania" suggestion i suggested was a joke... i didnt think you would accept that
Aste-
Protastic101
whoosh~

short irc over the new basic diff. Here's the bubble back
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