Pinning arzenvald's comment here concerning 8k
column is S | 1 2 3 4 5 6 7, lets pretend people using bms controller to play this chart xd
Metadata source: http://manbow.nothing.sh/event/event.cgi?action=More_def&num=491&event=116
Reject note from Rivals_7:
Eh what should I say… upon general gist, 8k Is somewhat decent but after looking deeper, the column management is somewhat concerning such as this jack-to-scratch part - 01:11:521 –, and several missing emphasis like - 01:06:792 - on normal alone. This part - 01:42:851 – on hyper is also arguably difficult for its tier. Idk if this is common for bms-styled pattern but its certainly looks uncomfortable for me. I mean, I’d prefer it to be at least much spreaded, especially what I mention on hyper because each percussion is switching between snare and kick. Having them stacked for a long period is somewhat off, and having them spreaded would greatly improve playability.
I have mixed feeling about 4K, layering is mostly fine but each of the diff seems to have small fundamental issues that repeats, such as several missing emphasis - 00:48:467 – (NM) akin to its 8K counterpart and several uncomfortable pattern - 01:51:718 – (NM), weird chords allocation such as doubles for synths - 00:33:837 (33837|0,33837|1) – (HD) which make them generally too far in gap with NM, weird stack management - 00:45:955 (45955|0,46103|0,46694|0,46842|0) – and anchors - 00:50:832 (50832|1,51127|1,51423|1,51718|1,52014|1,52310|1,52605|1) – (HD), and finally, the MX-SC gap feels nonexistent for the 2nd half of the kiai. Feels like what it divides between MX and SC were only the bursts, and the jumpstream parts. The others feels similar to each other. Another example is how MX and HD feels really similar in the kiai, with the only difference is that MX uses semi-jumpstream while HD hardly introduce 1/4th stream pattern prior to that kiai. The SV on alleyne’s is also a bit weird, for instance - 00:57:925 – is not normalized, and probably some other
Tldr: these small but frequent fundamental issues were still becoming a hinder to achieve my understanding of quality standard. Some part has detrimental gap issues, and some has pattern issues.
I think I get the struggle because the entirety of 4k spread were mapped by different mappers, but I think it should’ve been manageable if its understood correctly. Sorry, but for now, I should deemed this as not ready due to issues mentioned above. I personally like to push it because 8K were kinda rare although I’m not really the best with it. But once the 4K issues cleared up, I think I can do it if you happen to come next round.
as for the layering, i think dilly's approach on 01:49:945 - isn't much an issue, either keep the current structure which i personally prefer, or remove all the LN and layer the 1/2 note, that would keep the gap between NM & HD just fine
ss: 4K NM 01:49:945 - https://osu.ppy.sh/ss/15452265/a0be
as for the stack management in 4K HD, i think its mostly been fixed by the mapper
and for the gap, i addressed some of the issue rivals' summarized, i would love this map to get more feedback and attention in regards of difficulty gap from more people.
tho, i think HD-MX gap in kiai isn't so much an issue since it'll be weird to force to add more density with the current pattern, because in kiai, generally all difficulty (NM-HD, HD-MX, MX-SC) are not having significant gap either.
as for 8K HD, its quite familiar to have 1/1 anchor even in hard difficulty whether its bms or iidx, to translate repeating instrument in single column is common, also in terms of playfield, S 1357 246, its true that 01:42:851 (102851|2) - this LN could be moved away from 2nd column for the right hand to reach, which also in normal keyboard setup (S1234567), will be unpleasant to play the LN and anchor being placed in same hand.
solution? as rivals' said, spread the anchor evenly to different column
ss: 8K HD 01:40:487 - https://osu.ppy.sh/ss/15452304/7ede
some last checks
8K Normal : HP 7 OD 7.5
8K Hyper : HP 8 OD 8.5
8K Another : HP 8.5 OD 9
i think +0.5 HP > OD difference would be better on hyper & another
4K difficulty setting should be fine
hello there,
your request is done, you can take it here https://drive.google.com/file/d/1REVDj1uiWCT_nSRysbIYbBrk1FqzCnho/view
things you must to do after downloaded this are:
This beatmap set was updated by the mapper after a nomination. Please ensure to re-check the beatmaps for new issues. If you are the mapper, please comment in this thread on what you changed.
I found some notes are badly mistimed especially from 00:37:990 - to 00:39:024 - . I checked some other unranked sets and found no problem with timing. Then I rechecked your map and found out that 00:37:962 - has a little delay that disturbed timing. Notice that you got different mp3 files with other sets, thus the audio file may be the culprit in this case. Your current file has lower bitrate and volume compare to others (yet potential timing issue), so I recommend to update the mp3 file, u can steal for example from [Ashley]'s set: https://osu.ppy.sh/beatmapsets/692925#osu/1538918 and readjust the timing points.
also, check all the storyboard sample that was copied through all difficulty, they are unsnapped due to offset change
i just noticed that there's conflict between filename and the file extension of the keysound file
https://puu.sh/GfODf/0917b8ddd7.png
in that case, you should just reapply the hitsound as .ogg
open .osu in notepad
CTRL + H (open replace menu)
find ".wav" and replace with ".ogg"
save your .osu file and close the window, apply to all diff in this set.
The gap between "Dilly's 4K NM" and "4K HD" is way too much on some parts.
For example, HD diff used continuous 1/4 stream from 00:21:262 - to 00:29:538 - but NM diff used continuous 1/1 stream.
In addition, from 00:30:720 - to 00:38:996 - , I think the gap between "Dilly's 4K NM" and "4K HD" was also too much since HD diff used many LN patterns with 1/2 mini jack, which was technically hard.
From 00:47:272 - to 00:47:863 - , 00:52:001 - to 00:52:592 - and etc was also big gap since 4K NM used simple 1/1 LN but 4K HD used continuous 1/4 pattern.
To solve those problem, I think you have to nerf the pattern of 4K HD to make appropriate gap between "Dilly's 4K NM" and "4K HD" . Or you can just create advanced diff to solve this problem. Since if you nerf 4K HD diff, it can cause new problem about the gap between 4K HD and MX diff.
This is an instance of notes that though placed accurately regarding the rhythm (the "lazer" sound) partially falls under the "unreasonable to play with full accuracy" category. The note placement for 8k assumes that the map is fully keysounded, so I would not fix that spread. Fixing 4k is ok though
(Hitsound)
(The standard was assumed to 8K Another diff)
Overall : 00:21:262 - Hitsound between 4k and 7K was inconsistent. For example, 4k didn't use "crash long" hit sound.
4K NM ((inconsitent hitsound) : 00:21:262 - 00:40:179 - 00:49:637 - 00:59:095 - 01:55:844 -
4K HD (inconsitent hitsound) : 00:21:262 - 00:40:179 - 00:49:637 - 00:59:095 - 01:55:844 -
4K MX (inconsitent hitsound) : 00:25:696 - 00:25:991 - 00:25:991 - 00:30:720 - 00:36:632 - 00:39:883 - 00:40:179 - 00:49:637 - 00:59:095 - 01:00:129 - 01:01:312 - 01:02:494 - 01:03:085 - 01:03:676 - 01:04:858 - 01:06:041 - 01:07:223 - 01:26:730 - 01:27:321 - 01:51:558 - 01:51:853 - 01:52:297 - 01:53:479 - 01:53:922 - 01:54:218 - 01:54:514 - 01:54:661 -
Resolution is too low, so why don't you get a better bg? "common.png" lower than 1024 x 640 (now 640 x 480)
https://1drv.ms/u/s!AtGJGGs7LDrpvD_9NaC5fyXlFCi4?e=b4l5sG This is a sample from the original BMS. No playable beatmap to refer to, but I think this is at 01:55:844.
nice map, didn't find too much, I wanna see you push forward with this :D also bless FAMoss the hitsound master \o/
done modding, nothing much for this map, hope to see you soon in a ranked section ! also give a hype
you should ask advise from BNs or NATs about the difficulty progression between each difficulty.
while yes, bms difficulty spread standard are way more lenient, but there's plenty of sections and patterning between normal, hyper, and another that could be improved upon to make a more balanced difficulty spread that fits osu!mania standard (At least from what i see lately)