thank :3
Maya-kira wrote:
general
write the diff's name and the DIFFICULTIES SHOWN (ex: hard, insane, and blah.. by "mapper") because i'm confused atm D:
One more reason to play the game :3 (lol)
-orpheus-
00:38:127- (1,2,3) I don't think this anti jumps is safe enough for the easiest diff.. As long it's readable it's good
00:57:388- (3) idk what you're planning, but.. this sounds reallyyyy weird ._. (maybe because of the clap idk) Modified it a little
01:03:695- (1) remove nc D:
01:27:729- (6,1,2,...5) these spacings looks pretty hard .3. They're just manually stacked, while playing those stack awfully and play badly for this
-orthrus-
00:09:661- (1) i think it looks better stacked .3. (if your problem is to make it symetrical, I guess you can just rise up the other side)
01:27:558- (x) I know you migth want to keep the triplets constant, but adding a note here won't hurt imo ._.
-thanatos-
change the tick rate => 1. be consistent D: The tick rate at 2 give a faster feeling and is better to use in Hard & Insane maps, with tick rate 1 the Easy e Normal feel better as they're following more white ticks notes than red ticks.
===
gonna sleep now.. T_T my head can't stand waking up
continue it later
ziin wrote:
[general]
offset is -54 I don't like using negative offsets, plus with the stanze will be wrong (as they won't match the repeatitions of the drums and guitar)
BPM is 88, but I suppose that's a preference choice. More than preference, the flashing during kiai is MUCH slower than I want
modded these in random order.
[SB]
I don't like the font. Let me know when/if it's done. It's one of the reason I stopped making it, but the colours feel right (as you saw the SB folder almost surely)
[skin]
score numbers are cropped incorrectly so the blur has lines through it. Didn't see that, ( >.< duh ) redoing them...
hitcircleoverlay has jagged edges in the middle.
You're missing score-comma and score-dot
[Thanatos]
00:21:762 (2,3) - move these 1/2 later. the drums have a syncopated snare hit, so offbeat sliders would map it better.
00:33:183 (8) - add soft 2 clap
00:55:854 - new phrase begins here, so you should probably have a new combo here and switch hitsounds here. I didn't do it for the sake of pattern completion, and it's an end slider NC too, made the hitsoundset switch start here though
00:59:604 (1) - remove clap no effect on removing, the hitsound is actually rightly placed
01:00:115 (3) - add clap
01:25:512 (2) - add clap
01:26:365 - (4) add clap to end
01:27:217 - (8) remove clap at end. I would actually use soft hitsound here or something like that. There actually is the clap sound here though
[orpheus]
00:58:581 (5) - remove clap start
00:59:604 (1) - remove clap
01:02:331 (4) - remove clap
reason being it's not in the music.
01:26:195 (4) - this maps the "yu ku" right? cool thank?
01:26:877 (5) - why does this one map something other than the lyrics? This sort of thing bugs me the most in your maps.
Do this rhythm (ignore the placement, don't have puush to just up the rhythm): http://osu.ppy.sh/ss/217031 to map the guitar
or move (5) 1/2 earlier to map the lyrics and the tail end of the guitar. 01:26:195 (4) - map the drums too, and 01:26:877 (5) being graphically symmetrical with it do map the simmetrical drums beat( that instead of being the perfect reverse( Snare-> Hit ), the Snare is repeated (Snare->Snare->Hit)
[orpheus telos]
Can't mod this, it's too overmapped. I'll downvote if it gets ranked like this.
[Asura]
00:11:024 (5) - you wouldn't do this if the bpm were correct at 88. the middle note is overmapped and makes little sense.
00:16:819 (7) - ^
00:20:399 (1) - this map would sound a lot better if you put hit sounds where they are in the music instead of just all over the place. A finish of some sort goes here because there's a cymbal crash here in the music.
00:44:944 (5) - why?
01:27:217 (7) - this might be the first time an entire slider has been completely overmapped.
So yeah, the hitsounds are pretty bad. All I can recommend is you listen to the song for a particular note (snare drum hit, bass drum hit, cymbal crash) and try to match the hitsounds correctly. Maybe ask haku to help? finally you can also probably copy the hitsounds from one of the other diffs. Hitsounding conversion 25%
[orthus]
00:00:627 (1,1) - the rhythm here is seriously clashing with the rhythm in the guitar. Not to mention, isn't this more interesting than just a bunch of doubles? http://osu.ppy.sh/ss/217043 If you're worried about being repetitive or something, don't worry about it. Music is repetitive.
00:46:308 (1) - clap
00:46:990 (3) - remove clap
00:47:672 (4,6) - etc... ^, also normally I put snare hits on claps, bass hits on whistles. (Used Clap and Finish because i needed the soft whistle)
00:57:047 (3) - you've got all these awesome hitsounds but none of them fit the music. They end up clashing with the background because it's not something a sensible drummer would actually play, or what the drummer in the music is playing. If you make this 1/2 shorter, it will match the drums, but only if you remove the claps off 2 and 3's start.
01:06:422 - add
01:16:308 (3) - shorten 1/2, add note here 01:17:161 (4) -
01:22:104 - add
Reisen Udongein wrote:
Hi, i'm here to mod this
[General]
lots of Green lines are unsnapped!! plz resnap it! It's a avoidable lose of time doing them all at once, plus only kiais need to be snapped correctly for obvious reasons
How about Decrease 'Stack Leniency' more ?
[Orpheus Telos]Modding00:01:138 (4) - 1 grid up ,1 grid right
00:05:740 (1) - delete new combo
00:06:081 (3) - add clap
00:06:763 (2) - add NC. just a suggestion
00:11:365 (3) - add clap on the end of slider
00:20:058 (6) - 1 grid down
00:20:399 (7) - move to x:148 y:108
00:22:445 (7) - add clap
00:53:979 (1) - new combo
01:03:013 (6) - delete clap
01:04:036 (1,2,3,4,5) - same distance plz
01:04:547 (1,2,3,4,5) - ^
01:05:058 (1,2,3,4,5) - ^
01:07:956 (5) - delete clap in the middle of slider
01:13:240 (1) - ^
01:14:433 (3) - add clap in the end of slider
[Asura]Modding00:00:967 (2) - weird slider shape
00:00:967 (2,1) - weird distance
00:03:353 (5) - add clap
00:04:547 (2) - add clap in the end of slider
00:05:910 (3) - confused distance , add clap in the end of slider
00:07:274 (2) - add clap in the end of slider
00:08:808 (7) - add clap
00:14:262 (7) - add clap
00:14:433 (8) - little weird
00:15:627 (3) - add clap in the start of slider
00:18:353 (3) - add clap
00:19:717 (7) - ^
00:21:933 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider
00:25:683 (3,4) - stack to the end of slider
00:36:592 (2,3,4) - bad distance spacing
00:40:853 (5) - delete clap in the end of slider
00:43:240 (2) - distance snap 0.0x and turn grid snap and stack it to the end of slider
00:43:581 (3) - ^
00:44:262 (4,5,6,7) - bad distance spacing
00:47:331 (5) - distance snap 0.0x and turn grid snap and stack it to the end of slider
00:57:217 (2,3) - sudden confused speed up
01:01:990 (1) - delete new combo
01:09:831 (2) - add clap
01:10:512 (4) - ^
01:10:853 (5) - add clap in the end of slider
01:11:535 (1) - ^
01:12:217 (2) - ^
01:12:899 (3) - ^
01:13:410 (4,5) - bad distance spacing
01:13:922 (5) - add clap
01:14:944 (1) - add clap in the end of slider
01:15:626 (3) - ^
01:16:649 (5) - add clap
01:17:672 (2) - add clap in the end of slider
01:18:353 (4) - ^
01:19:035 (6) - ^
01:20:399 (2) - ^
01:21:762 (4) - ^
01:22:444 (1) - ^
01:23:297 (3) - ^
01:23:978 (5) - ^
01:24:831 (2) - add clap
01:25:172 (3) - add clap in the end of slider
01:25:853 (1) - new combo
[Thanatos]Modding00:23:126 (1) - spacing
01:01:308 (1) - new combo no new combo here following the way of the New Combos I inserted
[Orthrus]Modding00:06:763 (7) - delete new combo
00:07:274 (1) - new combo
01:05:229 (1,2,3) - spacing
01:14:945 (2,3) - not nice pattern
Nice Hitsounds :3
Well, Good luck!
Maya-kira wrote:
continuing the last mod
--another orpheus-- (?) (Telos means "Endless")
00:06:763- (3) new combo for a farrr spacing xD Would still make it less readable especially during FL and HD mods
00:59:604- (5) new combo here, so it'll be less confusing @_@ Changed a bit of NCs from here too
good diff o3o
The gray hitcircle overlay combined with the transparency, makes things really hard to see, so I highly advise you change the color for visibility.I'm miopic (it's written like this I guess), and I can see the circle pretty good in an ultra small screenshot from an like one meter of distance and more.
Orpheus:Responses:
Normal:
00:16:308 (1) - why is this not stacked on the start of 00:14:604 (2)? It looks better stacked imo
00:38:126 (1,2,3) - the slow approach rate combined with the hitbursts overlap made this area hard to read for an easy imo
00:57:047 (2,3) - the change in what drums you were following was really surprising, personally, it didn't fit as well as just placing something on 00:57:217
Combo:
Before 00:21:592 (1) - The combos before this first spinner don't really have a defined pattern (well there is a pattern of a new combo every 2 large white ticks at the end of it), but you could you propagate the pattern throughout the whole intro?
01:23:808 (1,3) - To fit your pattern of following the lyrics, I recommend you remove 1's new combo and add a new combo to 3 (if you are doing this for visibility, just add a new combo to 3
Orpheus Telos:Explain.
The spacing + AR + hard to read circles make this difficulty annoying to play imo. Oh well, it is not my job to change mapper's styles, so I doubt I will bubble this map in the future unless enough changes.
00:59:604 (1,2) - I found it unintuitive to have a stack in the middle of all these jumps
01:28:581 (1,2,3) - It felt really weird to have the ending of the map to be this set of antijumps when the music doesn't really suggest it imo and there were a few jumps right before this point
-kevincela- wrote:
Hi/Ciao~[Orpheus]
- 00:38:126 (1,2,3) - Questo antijump potrebbe sembrare difficilotto ai beginner,seppur ci stia. Sta a te vedere se modificarlo o no.
- 01:14:945 (3) - Spacing
- 01:19:377 (3) - 1 grid in su,per renderlo equidistante con la nota 2 e lo spinner 1
[Orthrus]
- Perchè non spostare il timeline verde di 00:28:496 - direttamente su 00:28:581 (6) - ?[/*:m:8e543]
[Thanatos]
- 00:23:126 (1) - Spostare la new combo su 00:23:808 (2) - ?
- 00:35:058 (3,4) - 2 grid sotto,per metterli done lo slider 1 era finito?
- 01:29:603 (6,7) - CTRL+R?[/*:m:8e543]
[Asura]
(<- Ho l'autorizzazione a moddarla, certe parti sono rifatte da me)
- 00:16:479 (1) - Remove new combo?
- 00:42:217 (1,2,3,4) - When I first played this,I was confused on this part,because of the speed up of the slider 3 after the slowdown of the slider 1. But maybe it's only me..
- 01:12:899 (3,4) - Make them like this?
- 01:24:490 (1) - Remove new combo?
- 01:25:854 (4) - Add new combo? L'ho aggiunto prima
[Orpheus Telos]
- 00:08:808 (6) - 1 grid a destra?
- 00:56:195 (3) - Magari potresti flipparli verticalmente
Credo sia tutto. Grazie comunque della mod,domani provvederò a fixare tutto ^^
winber1 wrote:
Orpheus Telos
00:39:490 (1) - seems kinda like a ninja spinner. Although not truly one, I would much rather you ended the spinner a little later sinc the vocals goes later :/ I'm rather following a mixed rhythmn using vocal and drums
00:59:433 (4) - imo you should delete this note. it just flows better to me deleted a different note though
01:02:331 (4) - isn't very intuitive imo. didn't see this coming. slider ticks don't really help me at all to be honestl. the guitar, and a hold note effect.
Asura
00:05:058 (1,2) - this is just confusing. I was expecting something like 00:01:649 (1,2) -. I'd make combo 1 and 2 closer and move combo 3 further away or change the patter ncompletely. Or yo ucould even use the same pattern as 00:01:649 (1,2,3) -. It would make more sense that way too since it would match 00:09:490 (1,2,3,4) - as well
00:18:695 (6) - sounds a little weird to me http://puu.sh/jSgH would be better off with somehting like that imo. Sound better like how it's now to me
00:46:308 (2) - I would move this 1/2 tick back I think Kiva usually follow more the drums other than the vocal
01:04:377 (1) - remove combo and add new combo to next note Something in between?
01:22:274 (5) - i'd move combo five equally space from both notes or just moving a little closer to combo 4. the jumps just doesn't really fit.
true
Thanatos
looks fine
Orthrus
00:06:933 - a little awkward with out a note here. you could possibly turn combo 1 int oa slider if you want. it also helps readability too imo.
00:12:388 - ^
00:18:354 (6) - this note just makes the pattern all weird. i would just stick with the original pattern. just makes things flow better and sound better.
01:06:422 (3,1) - i would space these further apart. it looks like a 1/2 tick note imo. idk
01:29:774 - um end spinner here?
Orpheus
00:02:331 (4,5) - I wouldn't do this... kinda hard to read for beginners. Spacing like 01:26:195 (2,3) - actually seems to work better imo. (but that part also fits better with the music.) I would just go with more simple rhythm if i were you. (changed the graphical part)
00:29:945 (5,1) - umm don't anti-space plz.
00:38:126 (1,2,3) - ^ really i seriously discourage this in the easiest diff. It fits a bit, but it's a part that extremely calls for anti-spacing.
sorry for being lazy. not that much to suggest. hope this helps a bit~~
Kawayi Rika wrote:
Hi ~ HakuNoKaemi ~![]()
Mod time for #modreqs ~
Red : Must be fixed
Pink : Should be fixed
Purple : Just suggestions[General]
1000+627 are more than decent
- Change AudioLeadIn : 1500(1000 is too short).
[Orpheus Telos]
- 00:39:490 (1) - This spinner is too short,maybe change a slider much better. I can obtain 1000... and 2000 is more than the lesser value of 1000
- 00:41:365 (3) - Try Ctrl+R. Why?
[Asura]
- 00:17:672 - Add finish. what? no finish there
- 01:06:763 - ^ true
- 00:36:592 (2,3) - Try perfect stack on 00:36:081 (1) - end point. nothing change with the current Stack leniency anyway
- 01:04:377 (1) - Remove new combo. No
- 01:23:979 (5) - Touch the HP bar,try move this. Ok...
[Thanatos]
- 00:22:956 (6) - Touch the HP bar,try move this. Ok...
Won't even read "not for beginner! things.[Orpheus]
- 00:03:013 (5) - Add new combo,don't using long combo for easy diff.
- 00:09:490 (5) - ^ Ok...
That's all ~ pretty nice mapset ~
Good luck ~
the spinner-texts are in the folders.. (and I don't have 2 folders of the same map...), I'm using the defaults,actually.DJPop wrote:
- For custom skin of spinner, you need to add all required elements :
spinner-clear, spinner-osu, spinner-spin
- I see different color at the lower-right of sliderfollowcircle, is that intended?
- Try adding custom followpoint
~Orpheus~I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
- Too tricky to be an easiest diff imo
00:00:627 (1) - your sliderwhistle sound doesn't work here
00:03:013 (5) - add new combo
00:51:763 (2,2) - invisible sliders
~Thanatos~NC do follow the rhythm guitar( not the lead ) or the voice, if combo is long, I'll maybe follow the graphic...
00:20:399 (1) - remove new combo
01:01:308 (7) - add new combo
01:02:842 (1) - remove new combo
01:04:035 (4) - add new combo
01:17:331 (7) - ^
01:17:501 (1) - remove new combo
~Asura~uhm... i see nothing in those NCs add/remove you suggested...
00:05:229 (1) - remove new combo
00:44:945 (6) - add new combo
00:45:626 (1) - remove new combo
00:47:672 (6) - add new combo
00:48:354 (1) - remove new combo
00:50:399 (6) - add new combo
00:51:422 (1) - remove new combo
01:28:411 (1) - start at 01:28:581, end at 01:29:774
~Orpheus Telos~Same.
00:25:172 (1) - remove new combo
00:25:513 (2) - add new combo
01:01:649 (4) - ^
~Orthrus~As i'm here... standardised the spinner. The hitsuonds are changed a bit
01:10:172 (1) - remove finish
01:20:229 (2) - ^
01:28:666 (1) - end at 01:29:774
HakuNoKaemi wrote:
the spinner-texts are in the folders.. (and I don't have 2 folders of the same map...), I'm using the defaults,actually.
- Try make them blue like spinner circle, looks better imo
intended in past, it was to be a "cloud"
- ok
Should find a good idea... the sign in the mask?
- Good
~Orpheus~
I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
- Can you make a new easy diff? Current easiest diff is still too hard for newbie players.
A mapset can have maximum 8 diffs now.
the sliderwhistle at the start? could be code-related?
- Hmm... not sure
My NC follows Guitar(not the lead one)
- ok
not invisble: you Actually, have the time to largely see it
- It's unrankable, slider's not completely faded out before a new one show up.
~Thanatos~ + ~Asura~ + ~Orpheus Telos~
uhm... i see nothing in those NCs add/remove you suggested...
they actually make more sense as now- i did change two NC...different from the one yous said.
- I rarely see a map with NC like this case 00:49:888 (4,1) , not a big problem though.
Just suggested for combo balance through playing.
Spinners put emphasis on the end. and moving the start is bad: as the spinnerput emphasis on holded voices. Only end was changed
- I think 01:28:581 would be more fit to the song, synced with the start of last voice.
.... Something decently easier than this (not only a tip, a tap or a round easier) will "actually" be so easy that make you sleep.DJPop wrote:
HakuNoKaemi wrote:
~Orpheus~
I Don't intend, however, to delete this diff, that is quite good, and create something that make you sleep fully. Trickier parts DO follow music, and are intently easier to play.
- Can you make a new easy diff? Current easiest diff is still too hard for newbie players.
A mapset can have maximum 8 diffs now.
~Thanatos~ + ~Asura~ + ~Orpheus Telos~00:49:888 (4,1) <- nari-hibite, he do put a little more emphasis on (1)
uhm... i see nothing in those NCs add/remove you suggested...
they actually make more sense as now- i did change two NC...different from the one yous said.
- I rarely see a map with NC like this case 00:49:888 (4,1) , not a big problem though.
Just suggested for combo balance through playing.
~General~nah, the sliderwhistle.... was because I errouneosly started with a normal sect, changed to soft. I don't actually remember why I added the sliderwhistle hitsound....
- Silence slider-slide sounds, you can add muted soft-sliderslide.wav and others. See if it sounds better, especially the soft parts.
- Just a suggestion, try make hitbursts more circular
~Orpheus~moved them. your solution don't actually work, as the slider will be covered too.
00:51:763 (2,2) - unrankable, slider's not completely faded out before a new one show up, try flip one of them vertically
~Thanatos~more than anything, I didn't remember to add a clap at 01:27:899 (2) (and I added it)
01:27:728 (1) - remove finish, add at 01:27:899 (2) instead
nah, the sliderwhistle.... was because I errouneosly started with a normal sect, changed to soft. I don't actually remember why I added the sliderwhistle hitsound....Sorry, I don't get this orz. Anyway, I highly suggest you should silence sliderslide sounds by ↓
No, I didn't say it was unrankable. It's recommended. Yes, it's good and fun, but there are (really)newbie players who wants to play because they like this song too.HakuNoKaemi wrote:
So, stacks on easies became unrankable...
just kill me.
Those rules are SO new they aren't written in the draft to begin with.
Stack? Hard to play? Throw.exception(IsBullshit). That got randomly invented somewhere someway by someone I don't know.
Antijump? Is that reall hard to play and really off-music? How you don't consider that people can find that funnier because it is hard, but they can easily play it knowing how to follow music?
So now follow music=hard... so don't follow music=easy?
I could've put a bunch of nosensical 2/1 notes, like others do, for a stupidly idiot and boring result.
Currently you set the first beat to start at 3/4, not 1/4. If imagine a piano sheet, it starts on the middle of the room.HakuNoKaemi wrote:
The offset IS correct. The metronome go IS the downbeat on the right place: the heavy beat. and the big white tick correspond.... so.... why? You're moving it off to an original upbeat ( I doubled the bpm, you can know why reading the op ).
okayHakuNoKaemi wrote:
da rawr slidewhistle appeared without me knowing i did add them, was a fast way to silence. And if I have to silence something it'll be the SOFT parts, not the Normal. (soft sliderslides silenced)
HakuNoKaemi wrote:
(you are actually pointing different things)
ho cancellato quello che non ho seguitoChewin wrote:
OrpheusOrthrus
- 00:38:126 (1,2,3) - Distance snap please. Questa è una easy ed i beginners dato lo spacing che hai usato tenderebbero a cliccare subito e quindi a missare. Usa distance snap qui please.
Nope. Sai i motivi.- 00:57:388 (3) - Bad sound. Muovi questo slider in 00:57:558, rimuovi il clap all'inizio e riducilo di 1/4. In questo modo il suono è perfetto. Ovviamente non dimenticare di fixare lo spacing siccome lo muovi di un tick avanti:
non ci sono note da 1/4 nella canzone. Quelle che ho usato SONO overmapped. Inoltre pensavo che gli hitsound bastassero a farlo capire che seguivo la batteria.Thanatos
- 00:13:751 (3) - Rimuovi whistle da questo slider siccome non l'hai usato nelle altre, oppure aggiungilo nelle altre difficoltà
Penso già tu lo sappia che la difficoltà non è mia. Gli hitsound si l'ho messi io. ma in un modo OVVIAMENTE diverso.- 01:04:036 (4) - New combo
why?Asura
- 00:05:910 (1) - Questo finish è inascoltabile ._. Rimuovilo. Rimuovi anche new combo
wtf?- 01:17:501 (1,2) - Scambia le new combo
...- Secondo me questa map ha bisogno ancora di una sistemata prima della bolla, è solo un mio parere però.
quando teoricamente dovrebbe essere piena di consigli generici o lunga. bahOrpheus Telos
- .. Why these abrupt changes of SV? I suggest you to remove them.
- 00:01:989 I think you have to add a circle with clap here.
Ascolta la musica meglio la prossima volta. Chitarra ti dice qualcosa?- 00:01:989I really don't understand this part. It follows nothing °-° Fix it in this way?
Ascolta la musica meglio la prossima volta. Chitarra ti dice qualcosa?Good luck :\
- 00:37:104 (4) - HP Bar again
qui c'è solo metà bordo sotto la barra.- 01:17:502 (1,2) - Scambia le new combo
No. voce voce, o mia voce.- 01:23:297 (3) - No. Sllider overlapped col precedente = unreadable = no rank pl0x. Muovilo da qualche altra parte o modificalo.
è perfettamente giocabile.
Yes, they are. (Actually, I didn't have problems with these 2 diffs)HakuNoKaemi wrote:
(Are Thanatos and Orpheus Telos better now? I tried remapping some parts, as 1 years old mapping look bad)
I think Video Offset -1600 will work better.nope, it's too early like you said. But a recontrol made me use -1320 ms
[*]The difficulty names are very confusing - I had no idea you had guest difficulties until I read the map description. I recommend making difficulty names easy to understand (clearly stating the difficulty and guest mapper)If you played Persona 3 you can pretty know why three of them are particular. They're the protagonist Persona: Orpheus, Thanatos, Orpheus Telos and as so mine. I made Armin and Kiva choose their Persona, differently Shalon choosed Nyx from the start. It's not hard to know the difficulties too.
[*]The first part of the song might need its own timing section. It feels a little late in that first bit. (00:00:626 - to 00:01:308)Checked: there are two guitar that start with 1/6 of distance precisely... I strangely obtained 569 checking the first offset. If I'll map that guitar most won't probably find it though.
[*]00:36:762 (2,1,2,3) - Unstack these completely. A change in spacing like this will throw off beginner players very very badly.It's completely playable and more sensed than spraying them all-out the playzone.
[*]01:04:205 (1) - Shorten this to 01:05:398Super-dupely short for an easy like you want.
[*]01:06:421 (1) - Remove this circle.why?
[*]01:16:308 (1,2,3,4,1) - This part doesn't quite fit the beat. Try to make it fit with the song better.It do follow the voice.
[*]01:22:444 (1,2,3,4) - Having these overlap each other makes this part more confusing than it needs to be. Avoid doing that criss-cross formation here.Ok, why?
[*]01:27:898 (1,2,3,4,5) - This bit is very confusing. Avoid having those short sliders in there.confusing? why? It doesn't follow music? Or it follow music too well for an easy?
The beginning of this diff is much, much harder than the rest of it. The difficulty of the map should be somewhat consistent. Make the beginning easier (less 1/2 will do that)this is too mapper-related, though I fixed the suggestion
00:11:535 (1,2,3) - This would probably be better with normal spacing.I' following two reasons there: Lead guitar pitch jumps and graphic -I Don't Wanna overlap-.
[*]OD -1Shall refer those to Kiva. (It's actually easy to read those over-streams though).
[*]This difficulty gives less score than Thanatos. It seems that this difficulty is supposed to be harder, so the score should be higher too. Map more of the song so the score is higher.
[*]00:11:450 (7) - Remove this object. Doesn't match the song, isn't very readable.
[*]00:21:336 (5) - Same for this one.
[*]01:05:057 (1,2) - This would be better off not being a jump. If you really want it to be a jump, make the spacing smaller.
[*]00:22:785 (10,11) - Stack these. If it's unstacked it's an antijump, which is hard to read and frustrating to play.wait, wha? It's normal spacing O.O
[*]00:41:876 (1) - This slowdown is a bit unexpected since it's such a dramatic slowdown. 0.75x speed would be a better choice here.though for me it's much less unexpected than 00:43:239 (3) returning to normal... used x0.75 there.
[*]00:43:239 (3,4) - Unstack these for clarity.
[*]00:25:001 (1) - Move this up and to the right so there isn't a jump.It's volume-related.
[*]00:36:080 (1) - Move this closer to the previous 6 so there isn't a jump. This will prevent the misleading spacing.
[*]00:39:489 (1) - This spinner is extremely sudden and short. I suggest replacing it with other objects, possibly a long slider.Aren't spinner supposed to follow holded notes? and end in a higher volume note?
[*]00:41:876 (1) - This slowdown is misleading because the previous slider at 00:40:853 (2) - looks identical yet is twice the speed. Either remove the slowdown entirely or don't have it slow down so much. 0.75x is a good value for slowdowns.You have your faithful sliderticks saying " it's half the speed ". plus the voice don't mislead you, it lead you there
[*]00:55:342 - Add a circle here in between the sliders. You have a nice jump section here, it just stops too suddenly. Having that circle there will make the slowdown clear.It'll be an overmap note. I really tried to not overmap too much, and I don't want to overmap more.
[*]00:56:876 to 01:01:563 - This section has ridiculously large spacing compared to the rest of the difficulty. It's an unexpected and unfitting difficulty increase. You should remap this section so it fits with the rest of the map.Mapped in a different manner I like more, still some Insane jumps though
[*]01:02:330 (7,2) - The slowdown on these sliders is quite harsh. I suggest using 0.75x for them (if you really want to slow them down)they're readable: (7) follow the sudden more acustical-less electrical sounf the guitar make and (2) mirror (7) and follow the No-One hold.
[*]01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I think it would be best not to space these out so much. Compressing the streams would be betterIt's the normal Spacing I used in the map.
[*]01:19:546 (1) - This slider is extremely difficult to see with all of the hitburts (default skin). You should make this clearer (pointing it upwards instead will fix the issue).Not that you'll be able to delete the skin hitburst, funnily enough.
HakuNoKaemi wrote:
I think Video Offset -1600 will work better.nope, it's too early like you said. But a recontrol made me use -1320 ms
You didn't apply the offset to all difficulties.
Actually, take a look at the end of the video. http://www.youtube.com/watch?v=mVvoD_ErXUo . Notice how the moon appears on the red tick in the song. On your map it appears at about 1:30:00, when it should be at 1:29:773 . This is off by 227 ms, so your offset shouldn't be -1400 but instead something around -1627. (which is why I picked -1600)[*]The first part of the song might need its own timing section. It feels a little late in that first bit. (00:00:626 - to 00:01:308)Checked: there are two guitar that start with 1/6 of distance precisely... I strangely obtained 569 checking the first offset. If I'll map that guitar most won't probably find it though.
A significant timing error must be fixed, and this appears to be one.
[Orpheus]
responses[*]00:36:762 (2,1,2,3) - Unstack these completely. A change in spacing like this will throw off beginner players very very badly.It's completely playable and more sensed than spraying them all-out the playzone.
Having objects move around the playing field isn't a bad thing. If anything it makes more sense than stacking them in a messy pattern.
It's completely fun to play.
If you can see what's going on. It's not immediately clear what's going on since the stacks make it look 1/2 instead of 1/1.
It's not an hard challenge and make player know that osu! IS a Rhythmn game. not a lame.
It's harder than the easy should be. Also spacing them out wouldn't change the rhythm in any way.[*]01:04:205 (1) - Shorten this to 01:05:398Super-dupely short for an easy like you want.
Objects that come soon after spinners can easily throw off beginner players. Shortening the spinner would give the player more time to move on.[*]01:06:421 (1) - Remove this circle.why?
This object doesn't start on the downbeat (big white tick). It makes more sense rhythmically and in gameplay to begin that combo where the 2 is.[*]01:16:308 (1,2,3,4,1) - This part doesn't quite fit the beat. Try to make it fit with the song better.It do follow the voice.
The slider at 01:17:330 (1) - is the main issue, it lands on odd beats for this section.[*]01:22:444 (1,2,3,4) - Having these overlap each other makes this part more confusing than it needs to be. Avoid doing that criss-cross formation here.Ok, why?
Because it makes it more confusing. The hitbursts and previous sliders cover parts of the next sliders, making it harder to see them.[*]01:27:898 (1,2,3,4,5) - This bit is very confusing. Avoid having those short sliders in there.confusing? why? It doesn't follow music? Or it follow music too well for an easy?
The slider is so short that it's not immediately clear to a beginner what it is. The slider track is barely visible - it looks like two hitcircles.
[Asura][*]00:22:785 (10,11) - Stack these. If it's unstacked it's an antijump, which is hard to read and frustrating to play.wait, wha? It's normal spacing O.O
0.12x spacing isn't normal spacing.
[Orpheus Telos][*]00:25:001 (1) - Move this up and to the right so there isn't a jump.It's volume-related.
[*]00:36:080 (1) - Move this closer to the previous 6 so there isn't a jump. This will prevent the misleading spacing.
Uh... that doesn't stop it from being misleading[*]00:39:489 (1) - This spinner is extremely sudden and short. I suggest replacing it with other objects, possibly a long slider.Aren't spinner supposed to follow holded notes? and end in a higher volume note?
A spinner or slider would work for long notes like that, although this particular word, "way", only lasts for two measures, which is rather short for a spinner.[*]00:56:876 to 01:01:563 - This section has ridiculously large spacing compared to the rest of the difficulty. It's an unexpected and unfitting difficulty increase. You should remap this section so it fits with the rest of the map.Mapped in a different manner I like more, still some Insane jumps though
Jumps are fine, but 5.28x jumps are far too large and unnecessary. 00:59:773 (2,3) .[*]01:02:330 (7,2) - The slowdown on these sliders is quite harsh. I suggest using 0.75x for them (if you really want to slow them down)they're readable: (7) follow the sudden more acustical-less electrical sounf the guitar make and (2) mirror (7) and follow the No-One hold.![]()
Yet you stuck it right after an insanely fast portion so it goes from super fast to super slow. Jarring and frustrating.[*]01:04:035 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I think it would be best not to space these out so much. Compressing the streams would be betterIt's the normal Spacing I used in the map.
Yes, and that's the issue. Streams on 1.0x spacing are harder to consistently follow than 1/2 or 1/1 on 1.0x. Lower spacing, like 0.8x, allows the player to focus on the beat more than the movement.[*]01:19:546 (1) - This slider is extremely difficult to see with all of the hitburts (default skin). You should make this clearer (pointing it upwards instead will fix the issue).Not that you'll be able to delete the skin hitburst, funnily enough.
This is never an acceptable answer. Map readability is determined by default skin only. If we allowed custom skins to dictate readability, maps would quickly turn into cluttered, cramped messes.
BPM 176.006 offset 625
BPM 176.006 offset 1311
They're Persona names of the game. Especially Orpheus,Thanatos and Orpheus Telos are actually the protagonist Persona.Makar wrote:
[General]
- The difficulty names do not really express difficulty level, and since the star ratings are matching it's even harder to tell :< this can be a problem in multiplayer matches.
[Orpheus]
- Actually, a novice player doesn't even usually expect he should click following music.
- 00:00:635 (1) -no need to empathize a guitar note though, the guitar is empathized by the tick, and the end of a slider empathize much more than a hit circle.
- 00:14:612 (1) - If I was to be completely consistent in all map, this was at east a 4 star difficulty. I'm more consistent during the voiced part.
- 01:02:851 (1) - And abandon completely the consistency? just no. i made the easy be more consistent on some parts only, and discarded most of it
- 01:17:339 (1) - There more then only the music calling it: avoiding too many 1/2 consecutive notes( 3 or 4 here ), avoiding the star rating passing 3, using some easy rhythm ( it isn't really to just know I used a slider to follow the overall mix/list]
will refer what I said I will refer... (the mapper's of the GDs are credited in the starting post/map info.)[Orthrus]
- 00:06:947 - He's respecting guitar, though he is a symmetry mapper, and that shouldn't be hard to see
- 00:12:401 - ^
- 00:23:140 - I will refer this, he arleady refused what I won't refer.
- 00:28:589 (6) - It's a "corrective" SV change... a 0.05 change is seriously little to call "SV change"
- 01:21:601 (3) - The fact 01:22:117 (x) - isn't here is hard to read. That's easy to read if you know the symmetry and the fact the last slider and note followed voice.
They aren't placed randomly, notice the in-pattern symmetry plus the music STOP at the end of it.(and start in the note after)[Thanatos]
- I have nothing major to point out, but in general some of your 1/2 sliders seem like they are there just to "be there" if you know what I mean. The locations of them don't really make much musical sense. For example: 01:27:060 (8) - should start on 01:26:890 (7) instead so the sliders start on the accents (clap pattern) instead of being placed randomly.
thank for the modthose wrote:
[SB][Orpheus Telos]
- Stylizing reasons. Lie how titles are usually a have some capitalized words
- 01:08:651 - Is this a rule? It doesn't seem to me. End~less seems better cut in two images
- 01:12:060 - this, I made some memory errors though(corrected)
- 01:29:958 - It's intentional like you said.
[Thanatos]
- 00:59:787 (2,3) - Looking for symmetry ok. The jump is actually justified by the vocal.
- 01:02:344 (7) - Well, (7) does fit good, you can "lament" (2), but it does hold the note, so the sv changes are justified, NC to (2) (removed to (1) and different jump should fit a bit more.
- 01:04:049 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - In fact it's overmapped, But it does fit.
[Orthrus]
- I'm confused about your usage of 3-object patterns and their spacing. When do you use
00:14:617 (1,2,3) - They all follow the same instrument-line
00:22:799 (5,6,7) - ^, and the stack is done at the other way to preserve blanketing. though I preferred to spread those.
00:35:583 (4,5,1) - Should be easy to find that (1) having a NC and being a slider and following vocal means that this is a different line from (4,5). See how (1) start from a vocal.- 00:28:594 (5) - You did mean more circular? You can actually really see the looping easily with at least 2 sliderstlyes (peppyslider and mmslider2)
- 00:37:458 (5,1,2,3) - Much better if I DON'T space them out. No one using antijumps doesn't means no one shall use them. I use antijumps in those cases when the music feel "slowed"
- 00:49:049 (2) - You mean Finish? the Clap is that Bass-drum like sound.
[Orpheus]
- 00:38:140 (1,2) - Armin does have a different slider-making style. It's still symmetric if you Ctrl+H. Without the red point it isn't.
- 01:13:594 (1) - As the above.
- 00:08:140 (2) - I like them better with a larger angle.
- 00:27:231 (2) - The clap is after that point.(red tick)
- 00:36:776 (2,1,2,3) - The beginners I asked to play this said "they didn't even feel it, because it felt really natural".
- 01:02:856 (1,2) - You can actually use 1/2 object in easies. Plus this isn't that hard.
- 01:16:322 (1,2,3) - It won't play natural.
- 01:17:344 (1,2,3) - It is a star-lowering pattern that make the player break from those 1/2 before. they follow the principal snares.
- 01:27:912 (1,2,3,4,5) - the (1,2) do follow vocal and pass to drums.
204,288,35237,1,8
256,184,35578,1,8
256,240,35748,1,8
448,280,36089,6,0,B|392:312|288:280,1,140,8|0
Kuria wrote:
2nd part.
I know, it's strange I'm fixing
Deleted=Fixed
[Orthus][Ashura]
- 00:12:396 - It was suggested other times.. though there aren't symmetric ways to map it...
- 00:59:271 (1,2,4) - for that part, it stay's like this. If you link the first part of the slider it's a triangle
- 01:16:317 (3) - man, mantaining symmetry's hard, though i fixed
- 00:05:067 (3,1,2) - wrong code 35578 is 00:35:578, the real one is with 5067, though rotated by -4°/-5°
332,212,77680,2,0,B|316:160|268:140,1,99.9999999999999,0|8Ho anche ruotato 01:17:680 (2) - per fixare il blanket con la nota successiva
236,236,78362,1,0
136,228,78703,1,8
112,132,79044,5,0
204,88,79385,1,8
284,148,79726,1,8
-kevincela- wrote:
[Orpheus][Orthrus]
- 01:03:703 (3) - Va un pò contro il modo in cui ho messo gli hitsound...
[Thanatos]
- 00:16:487 (1) - La più coerente mi pare spostarlo sul (2), la simmetria non ne risente ed è consistente... credo...
Orpheus Telos te lo modderò in seguito,ora sono mezzo assonnato,lol
- 00:50:407 (4) - Sto seguendo maggiormente le liriche per gli NC
- 01:10:862 (5) - ho Ctrl+R lo slider così non ho un salto tanto lungo..
- 01:18:362 (3,4,5,6,7) - Non avevo inizialmente notato il codice e ho fixato con il Create Polygon Circles...
[Asura]
- 00:21:260 (4,5,6) - Ha già rifiutato, diverse volte, e per me non sta poi tanto male... quindi non posso fare niente qui