[General]
- pls get more audible hitnormal like this or smth similar https://puu.sh/wsKhh.wav or https://puu.sh/wsKhQ.wav . If you use any of those, you might wanna tone down the volume of all timing points to like 40% to 50% or so.
- kinda agree with abraxos on why the diff names are in arabic but there's nothing in the rc against it so I guess you do you
also think it's cause the song has a middle eastern feel maybe? sorry if that sounds racist, im just trying to figure out the diff names. - since osu! is already in the source field, I dont think you need it in the tags.
- Add "MBC" to the tags since it's the abbreviation of the Monthly Beatmapping Contest
- mentioned in IRC if you could make the distinction between the blurred and unblurred parts of the BG a bit smoother, but meh, doesn't really matter that much I dont think
- might suggest you increase OD/HP of MX to 8.5/8.5 since there's quite a bit of jacking that players will need to try and hit consistently and on time. I'd also suggest shifting the rest of the OD/HP of the other diffs up by 0.5 (with exception to the EZ)
[MX]
SVsI mentioned what you need to do with the timing point in irc. Also, everything should average out to 1x but feel free to double check my math since Im literally an idiot. Last thing is you can reverse the order the SVs come in if you want, or change their strength. All that's fine, im just throwing out ideas really atm
00:01:314 - Could add a bump here that starts fast then goes slow which helps to emphasize the start of the snare here by itself.
- 00:01:314 - 2.2x
- 00:01:421 - 0.6x
- 00:01:743 - 1x
00:14:600 - 00:14:921 - 00:15:243 - This would be pretty cool with some dragging like SVs where the notes almost seem to pause for the music
- 00:14:600 - 00:14:921 - 00:15:243 - 0.5x
- 00:14:760 - 00:15:082 - 00:15:403 - 2.5x
- 00:14:814 - 00:15:135 - 00:15:457 - 1x
00:21:885 - 00:22:100 - Here, if you were to ignore the synth at 00:22:207 (22207|2) - you could do a stop motion kind of SV to show the repeated snare here. The pattern would look like this if you added SVs (I stacked the hands on top of each other since they're the same sound so I tried using the same chord)
https://osu.ppy.sh/ss/8423679- 00:21:885 - 00:22:100 - 2.8x
- 00:21:939 - 00:22:153 - 0.4x
- 00:22:314 - 1x
01:11:814 (71814|3,71921|2) - I would suggest removing these two notes since it's kind of hard to actually hear a sound for them here, and instead add a bump at 01:11:600 - to represent the sudden 1/1 pause in between the 1/4 streams currently happening. You could probs do 01:11:600 - 2.5x and 01:11:707 - 0.5x if you wanted.
01:13:314 - as for the 1/8 here, a simple 1/16 stutter would work to represent the sudden increase in the speed of the drum build up (from 1/4 to 1/8 suddenly).
Something like an alternation between 0.4x to 1.6x
- 01:13:314 - 01:13:368 - 01:13:421 - 01:13:475 - 0.4x
- 01:13:341 - 01:13:394 - 01:13:448 - 01:13:501 - 1.6x
- 01:13:528 - This is just a bump for the 1/2 beat of pause but 0.6x
- 01:13:689 - 2.2x (assuming you first removed 01:13:635 (73635|3) - since SV sequences should always try to avoid crossing over another note).
01:30:028 - Same kind of SVs I mentioned at 00:14:600 - . If you choose to apply them, I would try to be consistent and use the same values as done in th beginning (in the example I gave, it was 2.5x to 0.5x or vice versa, I can't remember lol).
01:37:314 - Same as mentioned in 00:21:885 - , assuming you remove 01:37:635 (97635|3) - to just have clean 1/2 spaces.
Alternatively, if you agreed with every single one of my points, or agree with where I placed them, you can just have the code here and mess around with the values yourself (just delete all current timing points and copy pasta this into the .osu)
1313,428.571428571429,4,2,1,60,1,0
1314,-45.4545454545455,4,2,1,60,0,0
1421,-166.666666666667,4,2,1,60,0,0
1743,428.571428571429,4,2,1,60,1,0
14600,-200,4,2,1,60,0,0
14760,-40,4,2,1,60,0,0
14814,-100,4,2,1,60,0,0
14921,-200,4,2,1,60,0,0
15082,-40,4,2,1,60,0,0
15135,-100,4,2,1,60,0,0
15243,-200,4,2,1,60,0,0
15403,-40,4,2,1,60,0,0
15457,-100,4,2,1,60,0,0
21885,-35.7142857142857,4,2,1,60,0,0
21939,-250,4,2,1,60,0,0
22100,-35.7142857142857,4,2,1,60,0,0
22153,-250,4,2,1,60,0,0
22314,-100,4,2,1,60,0,0
29171,-100,4,2,1,60,0,1
42885,-100,4,2,1,60,0,0
71600,-40,4,2,1,60,0,0
71707,-200,4,2,1,60,0,0
72028,-100,4,2,1,60,0,0
73314,-250,4,2,1,60,0,0
73341,-62.5,4,2,1,60,0,0
73368,-250,4,2,1,60,0,0
73394,-62.5,4,2,1,60,0,0
73421,-250,4,2,1,60,0,0
73448,-62.5,4,2,1,60,0,0
73475,-250,4,2,1,60,0,0
73501,-62.5,4,2,1,60,0,0
73528,-100,4,2,1,60,0,0
89171,-100,4,2,1,60,0,1
90028,-200,4,2,1,60,0,1
90189,-40,4,2,1,60,0,1
90243,-100,4,2,1,60,0,1
90350,-200,4,2,1,60,0,1
90510,-40,4,2,1,60,0,1
90564,-100,4,2,1,60,0,1
90671,-200,4,2,1,60,0,1
90832,-40,4,2,1,60,0,1
90885,-100,4,2,1,60,0,1
97314,-35.7142857142857,4,2,1,60,0,1
97368,-250,4,2,1,60,0,1
97528,-35.7142857142857,4,2,1,60,0,1
97582,-250,4,2,1,60,0,1
97743,-100,4,2,1,60,0,1
102885,-100,4,2,1,60,0,0
Chart00:02:278 (2278|1,3135|2,3993|3,4850|2,5707|0,6564|2,7421|1,8278|3) - And so on. Anyways, I don't really think there's sound on any of the blue ticks right after the even down beats (2 and 4), and while there are some sounds like at 00:03:135 - 00:04:850 - , they're so quiet that you could argue it's inaudible on 75% - 100% speed. I would suggest removing them in that case. It would also give half a beat of rest for the player to regain some control after the jacks since the pattern generally requires a tighter focus to execute properly.
00:09:135 - 00:10:850 - 00:12:564 - 00:13:421 - If you deny the above, for consistency purposes, you should add notes here to continue the 1/4 jack stream until a clean section break at 00:13:743 -
00:13:528 (13528|1,13635|0) - Might control J this to avoid a 1/2 stack with 00:13:314 (13314|1) - unless intentional. I also think it's smoother to hit since it would essentially just be a simple left -> right triplet with 00:13:528 (13528|1,13635|0,13743|2) -
00:14:385 - The LNs here are cool but they directly skip over the 1/16 buzz. So the player will hear it and expect something in the chart to show for it, but then there's nothing :/ . I would arrange the LNs in a way that at least has the start of a hold on the 1/2, like this for example
https://osu.ppy.sh/ss/843910800:15:457 - Since the BPM really isn't that high, I think it'd be fine for you to use a 1/8 shield with 00:15:243 (15243|0,15243|1,15510|2) - and add a double on the downbeat, like so
https://osu.ppy.sh/ss/8439121 . I'm not too big a fan of the pattern there but that's what you should do if you don't want to rearrange the rest of the 1/8 burst.
00:17:171 - Beginning here, I'm unsure as to why you map the kicks with hands, and then only with jumps when it gets to 00:22:314 - despite the addition of snares which tend to stand out a bit more than kicks imo. To add, there's no real pattern as to when you'll map a kick with a jump or a hand because 00:17:600 (17600|0,17600|1) - 00:19:314 (19314|1,19314|0) - 00:20:171 (20171|1,20171|2) - 00:21:028 (21028|3,21028|0) - , and they tend to happen on any beat. I would just try to keep a consistent chord size here and only use jumps for the kicks.
00:22:207 (22207|2,22314|0) - Might do a control H here so that the overlapping LNs at 00:22:421 (22421|1,22528|0) - are on separate hands which imo,
looks cleaner
https://osu.ppy.sh/ss/843923600:25:957 (25957|1,26171|3) - Control H for the same reason as above. Especially since the overlap begins in col 1, the release is a bit harder to do since you tend to want to release the index finger first as opposed to the middle (at least from what i've noticed while playing).
00:28:135 (28135|0) - This ends at 00:28:207 - and 00:28:243 (28243|1) - starts in the same place. The burst at 00:28:341 (28341|2,28394|3,28448|1,28501|0,28528|2,28582|1,28635|3,28689|2) - then starts on the downbeat of 00:28:314 -
00:42:885 - Might add another note here for the kick
00:43:743 - Would consider adding another LN here since the original synth has kind of died out by now and is replaced instead with a weirdly snapped static buzz or whatever. I would also extend it to 00:49:743 - since the disconnect at 00:46:314 - to 00:46:635 - feels awkward what with the music still going on.
00:49:743 - Honestly, for the bridge section like this, I think using triples is overkill. It makes the section too dense compared to the music. Instead, I would simply leave all chords as jumps to avoid confusing the player since there are places where you map it with hands (like 00:50:171 (50171|2,50171|3,50171|0) - 00:50:600 (50600|0,50600|1,50600|2) - 00:51:028 (51028|3,51028|0,51028|1,51457|1,51457|2,51457|3) - for example)
and other places where you only use jumps (such as 00:52:528 (52528|1,52528|0,52743|2,52743|1,52957|2,52957|3) - .) Additionally, the LNs here don't really feel like they have a consistent rhythm behind them. You just add them for the longish synth sounds, but at 00:57:457 (57457|0,57885|3) - , you map them with 1/2 LNs despite the similar measure at 00:50:171 - 00:50:600 - 00:51:028 - using no LNs at all.
01:13:475 (73475|2,73528|1) - Might control J this and shift it one column to the left for symmetry. If accepted, I'd rearrange the following notes a bit like this
https://osu.ppy.sh/ss/844038101:29:814 (89814|3,89814|2) - I dont really think this should be a jump since the LNs here are mostly to emphasize the drawn out synths, and the sound here is like, anything but that. Instead, I'd just use a single like this
https://osu.ppy.sh/ss/844038601:37:957 (97957|1,98064|0) - Might be better to flip the columns of these LNs so that the short LN is in 2, and the long in 1 since I think it's easier to hit notes going out -> in than the opposite way around, but this does create a stack with 01:37:528 (97528|0,97743|0) -
[Chrono]
00:27:885 - You're gonna need to make your snaps match Soul's in the highest diff since this sound is some weird mixture of 1/4 + 1/6 + 1/8
https://osu.ppy.sh/ss/8440396 . I already mentioned the real snaps above, so I guess you can just copy from that after soul fixes it.
00:31:314 (31314|1,31528|1,31743|1,31957|1) - Kind of a needlessly long stack here. Obviously it plays fine since the BPM is only 140, but you could definitely move the notes about to make it more balanced in col 3 too. Might just move 00:31:528 (31528|1,31957|1) - to 3 instead because the pitches of 00:31:314 (31314|1,31314|0,31743|0,31743|1) - are all different from the pitches of 00:31:528 (31528|3,31528|1,31957|1,31957|3) -
00:40:314 - Since there's no clear break in the music where you could change pattern here, I'd just stick to using trills so that the pattern within this measure is consistent because the snare is all the same anyways.
https://osu.ppy.sh/ss/844041500:49:850 (49850|1,50064|0) - Since this section is just simple 1/2, I wouldn't begin the very first beat with a 1/4 roll since that first beat is often what sets up the structure for the rest of this bridge. That aside though, I do think the gap between MX and HD is a bit large here since this diff only uses 1/2 singles +
LNs whereas MX goes ham on the 1/4 jumpstream
https://osu.ppy.sh/ss/8440419 . To remedy this, I would just suggest using LNs + 1/4 stream in the HD,
like so
https://osu.ppy.sh/ss/844042301:05:278 (65278|1,65385|0,65493|1,65600|2,65707|1,65814|0) - Patterns like this make me cry because it's so heavy on the left hand and the right hand only has one note :/ . I would try to balance it out by moving 01:05:493 (65493|1) - to 4
01:06:350 - to 01:07:957 - rip column 4 usage. For real though, I don't think the music supports unevenly weighting the columns like this since all that's been added is a heavier kind of synth. I would try an arrangement like this
https://osu.ppy.sh/ss/844043501:10:314 (70314|3) - Move this to 1 to be consistent with the rest of the jumps in this section.
01:12:028 - I would try to vary the jumps and stuff here by using a different arrangement after the 1/2 spacing, like this
https://osu.ppy.sh/ss/844044001:13:743 - As for here, you could try this
https://osu.ppy.sh/ss/844044501:23:385 (83385|2,83493|3,83600|2) - Imo, think it'd be easier to hit if you control H this and shift it two columns to the right because then it'd play more like a right -> left roll