Sieg
Hello
General:
http://osu.ppy.sh/wiki/Ranking_Criteria#Skinning
◾When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color added :3
well, also
but i'm not sure about this part im not sure about this too,so i may change it later
difficulty gap between hard and normal is too huge maybe 0.0,ill reduce the difficult of hard diff.
Insane:
00:32:630 (3) - having short 2-repeat slider straight after just two 1-repeat sliders is kinda tricky to play, consider to remove 1 repeat and add a circle i prefer make some changes in white line such as sldier-circles.
00:38:973 (2,3,4) - imo flow would better if you move this up a bit http://puu.sh/8aNmE.jpg fixed
00:54:573 (1,2) - SV change to 1.8 seems too high after stream imo, better use 1.6 here too [color=#FF8000yes,but i just wanna make them faster than 00:53:544 (1),i may change this if other people mention this.[/color]
01:00:230 (6) - repeat arrow is covered by hitburst http://puu.sh/8aNpY.jpg
01:02:973 (6) - ^ ill ask some bats for this
01:16:859 (1) - really hard to read this SV changes from 0.75 to 1.40 without slider ticks, I guess this is somehow related to this rule t/155164&start=0 fixed
02:12:059 (1) - maybe just remove this circle?
well difficulty is quite challenging what was the main goal I guess, but this is really extra level not insane its harder than other insane
diffs but not a really extra imo.
Hard:
patterns you use and high bpm cries for AR9 here
like in such 00:36:059 (1,2,3,4,5,6,7,8) - pattern AR8 is just reduce readability\playability a lot but here comes second problem of this diff - this is not "hard" definitely, so I guess this will a huge gap between normal and this one... will see
00:46:344 (4) - so many 2-repeat sliders
02:12:059 (1) - also as on insane its fine for me
use of 2-repeat sliders is good when you know how to use them, their placement in rhythm on this diff seems just random to me. But I believe you have strong feeling why you placed one or another so I didn't touch them.
OblivioN's Normal:
00:21:659 (3,1) - unstack this? seems like more suitable for normal. mainly because this is short slider and normal players may not react in time
02:12:059 (1) - remove that one?
02:49:773 (2) - http://puu.sh/8aOLZ.jpg this would be better for rhythm and more consistent to what you did in 1st kiai
02:52:516 (2) - ^
03:00:744 (2) - ^
great normal
Easy:
clear (:
GL
General:
http://osu.ppy.sh/wiki/Ranking_Criteria#Skinning
◾When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color added :3
well, also
but i'm not sure about this part im not sure about this too,so i may change it later
difficulty gap between hard and normal is too huge maybe 0.0,ill reduce the difficult of hard diff.
Insane:
00:32:630 (3) - having short 2-repeat slider straight after just two 1-repeat sliders is kinda tricky to play, consider to remove 1 repeat and add a circle i prefer make some changes in white line such as sldier-circles.
00:38:973 (2,3,4) - imo flow would better if you move this up a bit http://puu.sh/8aNmE.jpg fixed
00:54:573 (1,2) - SV change to 1.8 seems too high after stream imo, better use 1.6 here too [color=#FF8000yes,but i just wanna make them faster than 00:53:544 (1),i may change this if other people mention this.[/color]
01:00:230 (6) - repeat arrow is covered by hitburst http://puu.sh/8aNpY.jpg
01:02:973 (6) - ^ ill ask some bats for this
01:16:859 (1) - really hard to read this SV changes from 0.75 to 1.40 without slider ticks, I guess this is somehow related to this rule t/155164&start=0 fixed
02:12:059 (1) - maybe just remove this circle?
well difficulty is quite challenging what was the main goal I guess, but this is really extra level not insane its harder than other insane
diffs but not a really extra imo.
Hard:
patterns you use and high bpm cries for AR9 here
like in such 00:36:059 (1,2,3,4,5,6,7,8) - pattern AR8 is just reduce readability\playability a lot but here comes second problem of this diff - this is not "hard" definitely, so I guess this will a huge gap between normal and this one... will see
00:46:344 (4) - so many 2-repeat sliders
02:12:059 (1) - also as on insane its fine for me
use of 2-repeat sliders is good when you know how to use them, their placement in rhythm on this diff seems just random to me. But I believe you have strong feeling why you placed one or another so I didn't touch them.
OblivioN's Normal:
00:21:659 (3,1) - unstack this? seems like more suitable for normal. mainly because this is short slider and normal players may not react in time
02:12:059 (1) - remove that one?
02:49:773 (2) - http://puu.sh/8aOLZ.jpg this would be better for rhythm and more consistent to what you did in 1st kiai
02:52:516 (2) - ^
03:00:744 (2) - ^
great normal
Easy:
clear (:
GL
Alarido
That's all (; and I starred it too :3
Just a few mods more (from the right people, one of alumni, Gens, Doomsday, lfj etc) and/or more Stars. And possibly more 15 days (BATs are known for avoid speedrank dramas).
Good luck! Your mapset is on the Highway to the glory <3
Att.
Free Mod from The Coffee Party Free Mods
(See the requesting post)[Insane]
♥ OH! HOW PERFECT YOUR INSANE IS ^-^ I looked through the whole diff and whenever I was about to question something, your work told me its inherent perfection (: Well, I can't play Insanes, but I would say the flow is amazing, and so the patterns are. thanks :3
♥ Nothing to point out (:
[Hard]
00:45:316 (5,6) - Would be good to see a slider here instead, in the same style of 00:44:630 (2) - and it can port some local symmetry here, like → http://puu.sh/8bDzc.jpg i wanna keep the distance here ;w;
[OblivioN's Normal]
* 00:21:659 (3,1) - Usually, such kind of placements aren't (or don't felt) so clear enough for Normal diffs, but I'm not complaining about.
00:26:459 (1) - You can made this placement more Normal-readable by setting the tail node to x:256 y:80 (without moving the slider itself; it was like rotating the slider by 180º around its head, making the tail pointing upward).
♥ 01:48:744 (1,2) - Interesting :3
♥ 02:29:544 (1,2) - ^
[Easy]
* 00:22:344 (2,3) - Perhaps it feels a bit misleading for those so newbie ones, or for HD players, so a BAT might point it out ahead... Nevertheless, a bit of challenge doesn't hurt :3 and then it's OK for me (:
* 00:25:087 (1,2) - But the same doesn't applies here, due to the presence of the Reverse Arrow, which appears, no matter if you're playing HD, etc., so I can say it's not misleading. i think it will be fine when people open the snaking sliders in options :3.
♥ Loved it too (:
♥ OH! HOW PERFECT YOUR INSANE IS ^-^ I looked through the whole diff and whenever I was about to question something, your work told me its inherent perfection (: Well, I can't play Insanes, but I would say the flow is amazing, and so the patterns are. thanks :3
♥ Nothing to point out (:
[Hard]
00:45:316 (5,6) - Would be good to see a slider here instead, in the same style of 00:44:630 (2) - and it can port some local symmetry here, like → http://puu.sh/8bDzc.jpg i wanna keep the distance here ;w;
[OblivioN's Normal]
* 00:21:659 (3,1) - Usually, such kind of placements aren't (or don't felt) so clear enough for Normal diffs, but I'm not complaining about.
00:26:459 (1) - You can made this placement more Normal-readable by setting the tail node to x:256 y:80 (without moving the slider itself; it was like rotating the slider by 180º around its head, making the tail pointing upward).
♥ 01:48:744 (1,2) - Interesting :3
♥ 02:29:544 (1,2) - ^
[Easy]
* 00:22:344 (2,3) - Perhaps it feels a bit misleading for those so newbie ones, or for HD players, so a BAT might point it out ahead... Nevertheless, a bit of challenge doesn't hurt :3 and then it's OK for me (:
* 00:25:087 (1,2) - But the same doesn't applies here, due to the presence of the Reverse Arrow, which appears, no matter if you're playing HD, etc., so I can say it's not misleading. i think it will be fine when people open the snaking sliders in options :3.
♥ Loved it too (:
That's all (; and I starred it too :3
Just a few mods more (from the right people, one of alumni, Gens, Doomsday, lfj etc) and/or more Stars. And possibly more 15 days (BATs are known for avoid speedrank dramas).
Good luck! Your mapset is on the Highway to the glory <3
Att.
10crystalmask01
Hey, mod from queue
Neat map set. I just absolutely love and enjoy seeing the types of music that you map Good luck!
3 ~ 4 minutes = 3 diffs
You could just have them form a similar flow as notes 00:40:173 (1,2,3,4,5,6,7,8) - , where they're all spread out nicely. fixed
00:52:002 (6,7,8) - ^ Same suggestion as above. Random change of flow, where they suddenly become jumps just doesn't look right here. fixed
01:19:259 (2,3,4,5) - Erm, try to have these notes form a square formation? this may fine for me
for this part,i just want to keep the distance of 01:49:430 (3,4) ,and i think people may not move the cursor when they chick those sliders,so the flow is ok for me。
01:55:602 (1,1) - Making one of these sliders a different shape could either way, show a bit of diversity here for the SV speed change of 01:56:287 (1) - .
01:47:287 - If you listen closely, you can actually hear that there is another strong beat here, that you've mapped for 01:57:659 (5,6) - . Unless this was intentional, I'd suggest you try adding a note here too, so that it fulfills all the fast-paced beats heard here, in the music. Similar to what you did at 00:30:230 (8) - fixed
01:58:259 - ^ Same suggestion as above. ^
02:53:116 ^ ^
03:04:087 ^ ^
02:47:202 (6,7,8) -
02:58:173 (6,7,8) - ^
00:31:087 (2) - Consider removing this note. In the previous rhythm, you have no note at 00:26:973. 00:30:573 (1) - and 00:31:259 (3) - already sounds very good alone, without this note since they both follow the up,down,down chords of the beats.
01:25:773 (2,3) - May want to make these two in separate combos. As seen for notes 01:23:030 (2,1) - and 01:24:402 (2,1) - they're 2 full beats apart and are in separate combos. Rewind a bit more back, and you see the that 01:21:316 (1,2) - and 01:22:002 (3,4) - are also stacked, but they're 1 beats apart, and are all in the same combo. So having 01:25:773 (2,3) - in the same combo may trick players into thinking that they're 1 beats apart, instead of 2.
01:27:487 (3) - Consider removing 2 reverses on this slider, and add a hit circle with a finish at 01:28:173. I feel that using a hit circle at 01:28:173 will help better hit the strong finish in this part, and also makes a proper finish to the playtime in general, before the break.
01:38:459 (1) - ^ Same suggestion as above (excluding the break time reason). If not, I'd like to point out that you forgot to add a finish on the tail.
01:39:487 (2) - NC, since it's the first object to appear in Kai time.
02:49:773 (2) - Extend this tail to replace 02:50:459 (1) - . Like what you did in the previous chorus on 01:49:430 (2) -
Also, DS tells me that 02:49:087 (1,2) - are too far apart.
00:25:087 (1,2) - ^
00:54:573 (2) - Add a finish on the tail at 00:55:259? ok
01:06:230 (1) - ^ ^
02:27:144 (2) - Similar issue as 00:23:716 (3) - .
Hard
00:36:916 (6,7,8) - The way the pattern suddenly changes within this star formation is a bit confusing imo, because it doesn't really shown to be following a new unique or special rhythm in the music. Plus, these notes isn't even in a new rhythm either, they still run in the same cycle as 00:36:059 (1,2,3,4,5) - , so it's best to have their flow the same with the previous notes.You could just have them form a similar flow as notes 00:40:173 (1,2,3,4,5,6,7,8) - , where they're all spread out nicely. fixed
00:52:002 (6,7,8) - ^ Same suggestion as above. Random change of flow, where they suddenly become jumps just doesn't look right here. fixed
01:19:259 (2,3,4,5) - Erm, try to have these notes form a square formation? this may fine for me
SPOILER
Something like this. I feel that the spot on 01:19:430 (3,5) - is being overused.
01:48:744 (1,2,3) - Flow looks a bit uneven. Here, you have 01:48:744 (1,2) - faces upwards, but 01:49:430 (3) - is faced downwards...why not do a flip with sliders 01:49:087 (2,3) - (so that 01:49:087 (2) - is faced downwards, and 01:49:430 (3) - is not faced upwards). It'll make a neat and creative slider up-down sort of pattern here Something like this. I feel that the spot on 01:19:430 (3,5) - is being overused.
for this part,i just want to keep the distance of 01:49:430 (3,4) ,and i think people may not move the cursor when they chick those sliders,so the flow is ok for me。
01:55:602 (1,1) - Making one of these sliders a different shape could either way, show a bit of diversity here for the SV speed change of 01:56:287 (1) - .
01:47:287 - If you listen closely, you can actually hear that there is another strong beat here, that you've mapped for 01:57:659 (5,6) - . Unless this was intentional, I'd suggest you try adding a note here too, so that it fulfills all the fast-paced beats heard here, in the music. Similar to what you did at 00:30:230 (8) - fixed
01:58:259 - ^ Same suggestion as above. ^
02:53:116 ^ ^
03:04:087 ^ ^
02:47:202 (6,7,8) -
02:58:173 (6,7,8) - ^
OblivioN's Normal
00:25:430 (1,1) - Move more apart, so 00:26:459 (1) - doesn't look attached to the remains of 00:25:430 (1) - .00:31:087 (2) - Consider removing this note. In the previous rhythm, you have no note at 00:26:973. 00:30:573 (1) - and 00:31:259 (3) - already sounds very good alone, without this note since they both follow the up,down,down chords of the beats.
01:25:773 (2,3) - May want to make these two in separate combos. As seen for notes 01:23:030 (2,1) - and 01:24:402 (2,1) - they're 2 full beats apart and are in separate combos. Rewind a bit more back, and you see the that 01:21:316 (1,2) - and 01:22:002 (3,4) - are also stacked, but they're 1 beats apart, and are all in the same combo. So having 01:25:773 (2,3) - in the same combo may trick players into thinking that they're 1 beats apart, instead of 2.
01:27:487 (3) - Consider removing 2 reverses on this slider, and add a hit circle with a finish at 01:28:173. I feel that using a hit circle at 01:28:173 will help better hit the strong finish in this part, and also makes a proper finish to the playtime in general, before the break.
01:38:459 (1) - ^ Same suggestion as above (excluding the break time reason). If not, I'd like to point out that you forgot to add a finish on the tail.
01:39:487 (2) - NC, since it's the first object to appear in Kai time.
02:49:773 (2) - Extend this tail to replace 02:50:459 (1) - . Like what you did in the previous chorus on 01:49:430 (2) -
Also, DS tells me that 02:49:087 (1,2) - are too far apart.
Easy
00:23:716 (3) - Consider flipping or re-angling this slider. I find it odd how it's tail is closer to the previous object 00:22:344 (2) - 's tail then the actual head itself. its fine for me 0.000:25:087 (1,2) - ^
00:54:573 (2) - Add a finish on the tail at 00:55:259? ok
01:06:230 (1) - ^ ^
02:27:144 (2) - Similar issue as 00:23:716 (3) - .
Neat map set. I just absolutely love and enjoy seeing the types of music that you map Good luck!
Really thanks for your help :3