mapped by Krimek
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This beatmap wasn't updated since 8 February 2025 so it was graveyarded...
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00:23:707 - is missing (Clap) which exists in Frey's BASIC, Famous' HYPER, EXHAUST, captin's INFINITE, ProBox's GRAVITY, ULTIMATE
01:14:055 - is missing (Clap) which exists in Frey's BASIC, Famous' HYPER, EXHAUST, ULTIMATE

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Fixed.

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Marked as resolved by Krimek

00:04:740 (1,2,3) - 00:35:085 (5,6) - 00:41:809 (4,5,1) - 00:51:637 (3,1) - etc these massive spacing increases for a few patterns feel way overdone

i get ur not really dsing this hard but when u have massive spacing on just a few isolated patterns it kinda messes with the diff curve of the map, should probably avoid this and only really do slight spacing increases when the song goes ham on new measures and stuff like that

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00:04:740 (1,2,3) - 00:35:085 (5,6) - Tried to reorganize the patterns to reduce some spacing, around -0,4DS~

00:41:809 (4,5,1) - and 00:51:637 (3,1): Here I think that the patterns are visually simple and you have to differentiate between measurable and perceived difficulty. The pattern is so simple and straightforward that I wouldn't say that you have to lower the distance.

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Marked as resolved by Krimek

still think that this is way too much for an advanced difficulty

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Reopened by Daycore

The naming follows Sound Voltex conventions, where ADVANCED is "The second tier of difficulty that targets intermediate players" and aligns with a Hard difficulty. It reflects its tier in the mapset rather than strictly star rating. Smoothie's ADVANCED (3.6SR) does not aim to be a "light" Hard (2.8–3.2 SR) or "light" Insane (3.8-4.2 SR) what typically would count as Advanced or Light Insanes in osu! terms. I hope that there is no confusion in the wording here, since it is fairly common when making mapsets for Sound Voltex or any other rhythm game songs. Considering it's an avarage Hard difficulty, I don't see a reason to nerf it, as it follows the ranking criteria.

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Marked as resolved by Krimek

i know its a hard and i still think these are overdone lol

this isnt an average hard diff at all, rc for hard diffs states that u should avoid visually similar spacing for different rhythms, this is there as a guideline because there are some cases where strict ds doesnt rly make sense as visual spacing between objects still makes reading intuitive

this doesnt apply here when you have so many 1/2 gaps that visually look the exact same as 1/1 gaps

sr does not matter in the slightest and is not a part of my concern, the point is that these gaps as they are now simply dont work for this difficulty level and u either need to get rid of them or add a lower diff to bridge the gap as this becomes more of a hyper/light insane

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Reopened by Basensorex

Hmm, I actually nerfed it by a lot. I would be happy if you could provide examples / parts that you want me to change so I know what I can do about it.

About spacings, the beatmap is very consistent in it's spacing, it's not like it has 1/3 or 1/4 jumps/transitions, so all 1/2 or 1/1 rhythms are consistent and easy to read. 🤔

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i sincerely dont know how to make this clearer at this point so ill just point out a bunch of types of non ds gaps are fine vs not fine

fine: 00:00:603 (1,2) - 00:01:637 (5,1) - 00:05:775 (7,1) - 00:06:810 (3,4,5,6,7,8) - 00:21:811 (5,6) - 00:34:398 (3,4) - 00:36:811 (5,1) - etc

not fine: 00:03:361 (1,2) - 00:04:741 (1,2,3) - 00:35:087 (5,6,1) - 00:36:122 (3,4) - 00:38:881 (5,1,2) - 00:41:812 (4,5,1) - 00:51:640 (3,1) - etc

the main point being that when u have individual objects with massive spacing towards them (and not just a slight spacing increase) they begin to visually look more similar to larger rhythm gaps rather than the majority of gaps which are 1/2

same goes for when a pattern is forced by completely ignoring any semblance of time distance equality

you can have slight variations in hards, you can even ignore time distance equality to a certain point, you just cant mix in so many random deviations from the norm that are so extreme they will affect ur average new players experience

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The average spacing in this difficulty is around SV x1.2–x1.5, while the patterns you pointed out are at SV x2.0—a roughly 33% increase. You mentioned being fine with slight variations in hard difficulties, but I’m wondering why particular increases, which highlights both melody and percussion, feels problematic and others don't bother you. For example 00:34:398 (3,4) - has nearly identical spacing and didn’t raise the same concerns for you.

Please keep in mind that the patterns you originally mentioned in the mod as well as others were already nerfed. I feel a bit cheated that I have drastically reduced all the spacings that were mentioned and now I have to reduce them again. ORZ

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I’m open to adjustments if you can explain why certain spacings don’t work. For instance, if 00:34:398 (3,4) is fine because it emphasizes the rhythm, I’m unclear why some patterns you listed under 'not fine' are treated differently, as they serve the same purpose. I’m not unwilling to accommodate; I just want to understand your reasoning so I don't randomly nerf patterns that I disagree with (based on given explanation).

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ur nerfs didnt affect anything because the core of the porblem was that the gaps visually look like a longer rhythm gap (1/1 instead of 1/2) nerfing hyper overspaced patterns to just being overspaced doesnt do anything to solve the issue

the whole point is that shit like 00:34:398 (3,4) - doesnt cause any concern because the visual spacing between the sliders still makes the gap clear, something not present in other gaps eg 00:04:741 (1,2,3) - 00:35:087 (5,6,1) -

if u dont wanna address any of this thats fine but im also under no obligation to push the map, same for the issue on top diff

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Alright. I'll give you an update soon. Thinking about adding a difficulty below to avoid nerfing it into oblivion.

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Added Germanrekk's NOVICE. Frey's NOVICE -> Frey's BASIC.
I think this should also resolve the mod requesting a nerf on Smoothie's difficulty.

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Marked as resolved by Krimek

00:11:637 - to 00:33:706 - this whole section being devoid of any rhythm gaps kinda makes it overwhelming for how chill the song is, u can definitely simplify rhythms a bit to avoid this issue

stuff like 00:11:637 (1,2,3) - can be simplified into a single 1/1 reverse slider
00:14:913 (3,4,5) - 00:20:430 (4,5,6) - etc these triples can just be 1/4 reverses instead
simplifying sliders like 00:16:809 (5) - into a single circle

etc etc these types of changes to make density more appropriate

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Personally, I don't think that the already simple rhythms need to be simplified any further.

In my opinion, it's the occasional triples that make the gameplay fun. The beatmap is relatively simple and visually clearly designed, so I don't think there's a need to remove a few rhythms in order to have a completely smooth map without difficulty curves.

I also think that this mapping reflects the spirit of 2015 mapping, when the beatmap was created, and I would like to keep this aspect of the beatmap if possible.

Unless it's mandatory, I prefer to keep it as it is.

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Marked as resolved by Krimek

already mentioned it here: #4713375

but i'll explain my opinion in details - such rhythm absolutely removes any contrast from the map. at this point there are almost no differences between the most calm section, 00:11:637, and the most intense one, 01:17:844

no sv differences, no rhythm differences, no spacing differences is insane and unacceptable nowadays (this can be easily vetoed)

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Reopened by Daycore

keep in mind that hyper is a lot less dense which makes it worse due to making spread less balanced in terms of rhythm progression

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Alright, I turned 25% of the tripples into sliders and another 25% of the tripples into reverse-slider. I don't want to remove all tripples as some of them highlight the melody and also kiai has them too, so it would be odd to have no tripples for the entirety of the map and then have them in the end.

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Marked as resolved by Krimek
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