Hi Natsu, thanks for the mod!
Still working! Currently really busy at the moment; I'll try to finish this up as soon as possible!
Finally done orz. I'm really sorry for the delay! And thanks again for the great mod!
General
- soft-hitnormal4 is complety silenced making the game play really worse inaudibles hitsounds are not rankables
The reason this is completely silenced is because I use S:C4 only once in the entire map; specifically, at 01:42:549 (1) , because I only want the whistle hitsound to be audible. The reason I haven't just renamed soft-hitwhistle4 to soft-hitnormal4, and so the reason I need that silenced hitsound there, is because I need to be able to use whistle triggers in the storyboard at this point. - you need a easy diff your normal is too hard to be the easy diff of the set
Working on it! The spread of this mapset isn't actually NHI; it's HIX at the moment. The Normal is actually a Hard, the Hard is actually an Insane, and the Lunatic is more like an Extra, as you've noticed. I'm working on getting an Easy diff that's like a Normal, and so the spread then will be NHIX, which should be fine.
I'll probably end up renaming the difficulties later.
EDIT: 10nya made an Easy diff. The Easy plays like a Normal, the Normal plays like a Hard, and the Hard plays like an Insane so the spread should be fine now. - Unused Image Files:
sb\lyrics\4-3-0.png
sb\lyrics\4-3-1.png
Thanks for catching this!
Lunatic
Okay, you've had a lot to say here, so I think I should explain a bit about what I was trying to do with the mapping for this difficulty.
This map was mostly an experiment; I wanted to map fast SV slider-based jump patterns in a low-BPM setting so basically val-mapping with 128 bpm. My focus was on the vocal rhythm first, and on the percussion rhythm second. Every vocal syllable is mapped to a slider start, and every slider is extended to just before the next vocal syllable. I do this to
So anyway, the mod! I'll skip over the parts that I feel are adequately explained by the above.
This map was mostly an experiment; I wanted to map fast SV slider-based jump patterns in a low-BPM setting so basically val-mapping with 128 bpm. My focus was on the vocal rhythm first, and on the percussion rhythm second. Every vocal syllable is mapped to a slider start, and every slider is extended to just before the next vocal syllable. I do this to
- Create a continuous 1/4 object flow: having 1/4 and 1/2 timings frequently mixed together in a jumpy map like this is not good for readability. So I try to keep everything spaced 1/4 beats apart, using 1/2 or 1/1 beat timings only at certain points to emphasize a pause in the music. This creates mapping patterns that are consistent rhythmically, which gives me a lot more freedom in terms of how I space my objects.
- Emulate vocal sustain: a hitcircle only requires the player to click; a slider requires the player to click and hold. Using 1/4 sliders on vocal beats instead of a hitcircle allows the mapping to capture the sustain in 3L's voice after she sings each syllable; the short length of the sliders allows slider leniency to turn the shorter sliders into hold sliders, sliders that the player only has to click and hold, without having to move their cursor at all.
- Simulate motion: at the same time, the fact that these sliders have a length at all gives me an expressive visual tool to work with. Every slider can be curved, bent, and oriented in a way that reflects the general motion of the music at that particular point. I actually have quite a lot of freedom when it comes to how I arrange my sliders—in what direction I point them in, what shapes I use, etc.—because, after all, the player only has to hold their cursor on the slider start, and slider leniency will take care of the rest. The reason this can simulate motion is because the sliderball moves along the path of the slider even if the cursor doesn't; this is actually fairly strong visual feedback and is something that I believe can be used as a means of expressing various elements in the music.
- Slider ends mapped to nothing
- Skipped white ticks
So anyway, the mod! I'll skip over the parts that I feel are adequately explained by the above.
- Tick rate 2 fit diff better also is consistent with the others diffs
Okay, so I realize that Tick Rate 4 is sort of high but the reason I use it here is- As you've noticed, I skip over some white ticks in order to better emphasize the vocal rhythm
- Unfortunately, snare drum hits in the music occur on white ticks
- I map Clap hitsounds to snare drum hits
Why don't I just focus on mapping both the vocals and the percussion, rather than just the vocals? I personally think that doing this would de-emphasize the vocals and cause the two rhythms to be mixed together; rather than having sliders whose starts emphasize each vocal syllable, I'd have a lot of areas with hitcircle sequences where I try to map both the vocals and the percussion; this would make it harder for the player to separate the rhythms, which causes the vocal rhythm to be de-emphasized. This would be detrimental for the hold-based that flow I want to work with. - 00:06:455 (6,7) - This is hard to play and hard to do in first play when you map try to it intuitive
00:07:041 (10,11) - how a player will be able to read this big jump I highly suggest you to reduce the distance here
I'll see what others have to say about this; since this is the beginning of the map I'm not too worried about it because the cost of retrying is lower. Putting something like 00:06:455 (6,7) at the beginning is also a good way to prepare the player for things like this later on, at 01:36:572 (5,6,7,8,9,10,11) for example. - 00:07:041 (10) - How a player can read this sv change It dont have NC warning you about it also the ticks get hidden by 00:06:806 (8,9) - making it alot harder to read and after the slowdown the you do a 3.65 jumps that is kinda anticlimatic IMO
I'll try to make the slowdown easier to read. - 00:12:783 this is mapped in nothing in the music
00:18:408 (7) - nothing in the music support this beat
00:20:283 (7) - yeah this sound really overmapped too
I'll probably just replace the two hitcircles with a 1/4 slider at these parts. - 00:20:635 (1,2,3,4,5) - I ask two really nice player to test the map just to check this part and they both fail and get combos break in this part me also the middles points of the slider (red points) mannipulate the slider velocity so bad making this not nice to pay and no intuitive I recomed you to use a normal shapes the currents ones are not rankables
I recently ranked a map that used these shapes. The SV manipulation caused by the red points here is really unnoticeable overall, I think, just because of how short these sliders are. - 00:29:424 (6,7) - stack this perfect is really confuse to do in the first play a perfect stack with brng more sense and readability to it that manual stack make me think it is an antijump when not
At the same time, using a perfect stack will mean I'd have to manual stack the 1/2 pause, which would confuse other players into thinking it's not an anti-jump when it actually is. - 00:33:994 (1) - this slider is really hidden and overlapped I highly suggest you to make another pattern there is not like all the players use transparent sliders to notice it so for the sake of the playability make it in another way instead
By the time the approach circle for this slider even appears, 00:33:174 (6) has already vanished, so transparency isn't an issue here, I think. - 00:36:572 (5,6,7,1,2,3,4) - this is not readable at all also why you add a NC here 00:37:041 (1) - dont make much sense the 3/4 is continue here better add the nc here 00:36:806 adding more readability and emphatize with the song
Fixed NC, this works much better now, thanks! - 00:39:853 (3,4) - this should be a 1/2 slider nothing in the music in the (4) start
You're right, this should be a 1/2. - 00:41:025 (8,9) - this manual stack is not readable or stack it perfect or use a properly distance better
- 00:44:424 (6,7) - same as above
See above. - 00:45:713 why you ignore this beat with sound 00:46:064 and you map this with nothing?
Actually there's a ん syllable here. Also this helps with flow I think. - 00:48:994 (1) - this slider get totattly hidden by previous 2 sliders is not rankable so better think in another slider shape here
It's perfectly readable with the default osu skin. 00:48:525 (7) disappears before the player is meant to click 00:48:994 (1). - 00:52:510 (1) - this slider shape dont fit with the curve of the stream shape try to redo this slider following the properly curve it requerid to make a better gameplay
I don't want it to fit the curve of the stream; I want it like this for contrast. Gameplay wise there's no difference in how I shape this slider, because the slider is so short. - 01:09:267 (1,2) - man I was looking it with captin1 too and we both agree this dont flow well and is really forced to make an unatural movement there
Yeah... I think I agree here. Changed 01:09:619 (2) to be straight downwards. - 01:01:416 (2,3) - this manual stack is jut confuse
Remapped this section to make it less confusing. - 01:12:666 (1) - this is unrankable the repeat arrow get totally overlaped by previous slider try to move it to other place
01:12:080 (4) - disappears before the repeat appears on the screen, so I think this is fine. - 01:18:525 (7,1) - this is really cuestionable previous 7 overlap maybe the 85% of the slider way making this unreadable better change it
See above. - 01:36:572 (5,6,7,8,9,10,11) - this slider 7 dont flow good to the stream is like a forced gameplay try to somethink else instead
This is mostly just for visual effect, since slider leniency makes it so that the player doesn't actually have to move for the 5 slider. If more people bring this up I'll change it. - 01:42:549 (1,1) - this sv changes dont play well form 0.50 to 1.50 really need to be like that? try to use less gap in both speed changes for make this playable
I remapped this part a bit but I kept the SV changes. I really don't want to get rid of the SV changes, so unless a lot more people bring this up, I'm keeping it like this. - 01:52:041 (1,1,1,1) - I dont agree with your combo spam here it dont make it ore readable also dont make emphatize with the music
I'll see what others have to say. I sort of just wanted a colorful ending orz
Hard
- HP and OD -1 to fix a bit the spread
Yes, probably a good idea. Changed! - 00:07:041 (1,1) - really nazi stack them perfec atually dont look good
- 00:12:197 move this a little to the left maybe 1 or 2 grids actually the space with previous slider look to close in game
I'm going to remap this whole intro section because I don't like it currently. - 00:24:619 (2) - this get overlaped by previous sliders look http://puu.sh/595f8.jpg maybe you can try to make it a little more clean
I personally think this is fine. Usually I don't like overlaps like this, but this one doesn't bother me. - 00:27:431 (4,5) - why this have 0.50 distance here when 00:26:845 (2) - this have 1.50 be consistent with the spacing in the timeline
I switch between 0.50x and 1.50x a lot for these 1/4 spaced hitcircles. I don't think this is a problem considering the difficulty of this map. - 00:28:369 (2,3) - turn off gridsnap and stack this one properly
Done. - 00:29:424 (5,6) - same case as 00:27:431 consistent is a very cool think when you map
- 00:31:767 (1,2) - symilar case as above try to use more distance
See above. Consistency is safe, but isn't always the best choice in every mapping scenario. - 00:33:174 (4,5,6,7) - not a fan of how it flow but can be fine I guess
I'll keep it as it is now, then. - 00:32:119 (2) - the repeat get overlap by previous (5) hi its not rankkable try to move it to other place
Any trace of (5) disappears before the player hits (2) so I think this is fine. - 00:36:806 (1,2,3,4) - this jumps are kinda difficult for a hard diff try to reduce the distance will be better
Honestly I think of this map as more of a light Insane than a Hard difficulty, and I mapped it as such because I wanted a Hard that wouldn't be significantly easier than the Lunatic, in order to have a balanced spread. I think, with that in mind, these jumps are fine. - 00:39:267 (1,2) - If you can avoid the overlap will be cool
I like how this looks currently. - 00:39:619 (2,3) - why you use this distance there but you ae using different in 00:40:205 (4,5) - them are on the same timeline so in the current way make the gameplay really awkward IMO better try to be consistent with the spacing
See above. - 00:57:080 (3,4) - this is not rankable you can see how the slider overlap the repeat of the next one
A large part of the repeat is still visible though, so I think this is fine. - 01:00:947 (1) - this NC is not necesary here cuz this beat is part of the same pattern try to remove it better
I want this slider to have more impact, so I put a NC on it. - 01:05:049 (5,6) - I will not agree with this kinds of jumps in a hard diff try to reduce the distance here instead
- 01:33:994 (1,2,3,4) - ^
- 01:42:549 (1,1) - man this is just a hard diff stuff like this dont fit with a ¨hard diff¨
See above. - 01:51:572 (1,1,1,1,1,1,1,1,1) - Unnecesary NC spam remove them is not necesary and dont fit with the music IMO
Colorful ending ;_;
my thoughts about the diff - In my opinion this is almost an Insane diff so you will need to reduce the difficult or map anothe hard to Fix the spread
- Some spacing are kinda incosistent and make the game play weird imo
- The diff is fine but is not really a hard diff
The Lunatic is harder than a regular Insane so I think it's appropriate that the Hard feels more like an Insane.
Normal
- 00:17:822 (6,1) - antijumps in normal are really hard to read for newbies consider to use a properly space instead if not atleas stack 00:17:822 (6,1) - perfect
Fixed the stack. - 00:27:197 (2,3,1) - really hard to read for a normal diff im thiking this most hard diff than normal
- 00:47:822 (3) - try to do a normal shape the slider way is hard to read a curved one with fit better for a normal
- 00:52:744 (1,2,3,4) - I hope this is a mistake but if it is on purpose is not good for a normal a newbie cant read this spacing here :l
- 01:04:228 (2) - this slider shape is really confuse a newbie will break combo there or will stop with the hold to early
- 01:06:338 (1,2,3,4) - also im not good with multiples stack on a normal it just make the newbies get confuse thats why is recomend not use alot of stacks in easy/normal diffs
- 01:21:338 (2,3,4,5,6) - same as 00:52:744
- 01:39:853 (6,7) - why jumps on a normal also this jump is devil and don fit the song imo
- 01:42:197 (3,1) - the antijump fit but is not properly for a normal diff
- 01:47:353 (2,3) - why 2.10 jumpsin a normal this is not ok IMO try to use a properly distance instead
- 01:49:228 (2,3,1) - not a fan of jumps in normal this feel like a hard diff
These are all things that aren't issues if you think of the Normal as a Hard difficulty, rather than as an actual Normal difficulty. Because of the way the spread for this map was designed, it's appropriate that the Normal is as difficult as a Hard. - 00:36:338 (5,6) - Fix the spacing
I don't think 1.20x -> 1.30x makes any difference in actual gameplay, so I'll keep it like this because it looks neater. - 00:51:572 (4,5) - Fix the spacing
Again, I don't think 1.15x is much different from 1.20x to justify destroying the structure here. - 01:00:947 (4,1) - I know the gap is kinda long but try to use the properly distance better
The gap is long like you said; I really don't think any sort of distance snapping makes a difference at all. - 01:15:478 (2,3) - Fix the distance
See above. - 01:22:510 (1,3) - stack perfect
Fixed! - 01:50:400 (1) - the half of the repeat get covered by previous slider try to make the repeat more noticeable
I personally think that having half of the repeat visible is enough. I'll see if any other modders bring this up.
my thoughts about the diff - the antijumps , stacks, big jumps rhythm and settings make this diff feel like a hard
Since the Hard feels like an Insane, it wouldn't be good for the spread if the Normal didn't feel like a Hard. So this is actually great, I think.
Finally done orz. I'm really sorry for the delay! And thanks again for the great mod!