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sakuzyo - Neurotoxin

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Garven
Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too?
Topic Starter
kiddly

Garven wrote:

Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed. it's updated now.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too? make some small changes,not sure if it's working?
Akiyama Mizuki

Garven wrote:

Almost there.
<3333 yes please
Garven
Groovy.
Topic Starter
kiddly

Garven wrote:

Groovy.
:D
Heatherfield
poped because mapper is sb
Anticloud

Heatherfield wrote:

poped because mapper is sb
拼命了
Topic Starter
kiddly

Heatherfield wrote:

poped because mapper is sb
请看签名
fanzhen0019
夭寿啦 牢门泡图啦
Leader
[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well)
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path)
[Hyper]

  • Same OD as Another? That's supposed to be 7...
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me
  3. 02:06:371 (9) - Same as Another
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 -
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out)

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here?
Popping, call me back once you've fixed.
Low

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals i think this is fine since every object has or should have a custom hitsound applied to it. i don't think the custom-hitnormal needs to be gotten rid of, just make sure each object has a hitsound applied to it.
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern i made these sliders in this shape entirely on purpose, and i do not wish to change them. i feel they match the nature of the song and fit the guitar sounds. i don't want to change this.
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped no, this is the rhythm i was following for the entire difficulty so far.
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...ok, i fixed the first one. i want to keep a varied rhythm with the second one.
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos the first two follow the combo pattern i've been using for similar parts in the song. the last one if for emphasis at the end of the song, and i'd like to keep it.
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 - did the first one, but i didn't add another object because i want to emphasize the difference between the finish and the clap sound.
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work. i think this is readable. nobody has complained about this so far, so i don't think it needs to be changed. i put the NCs there for a reason; to signify the change in pace and spacing.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother i made a trapezoid shape with more curve.
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out) no. this is my favorite slider and the most significant thing i've done in this diff. i think it's very cool. it follows the guitar sound, so it's consistent with what i've been doing.

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
i think it's fine. the sliders match the very guitar-heavy and rugged nature of the song. please respect the way i've mapped it
thanks for modding. http://puu.sh/b7gGl/f3aeb1537e.osu
Topic Starter
kiddly

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
    So,Ranking Criteria means "every note should have a clear hitsound",not "every hitnormal should have a audible sound".In fact,every single object in my map have a audible hitsound,you can clearly hear them with a lower music volume.
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well) fixed.
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects Got a reverse slider instead.
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency I love variety~!
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought So I want to remain my version :)
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before fixed.
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path) I think it's better to keep the same direction cause the whole pattern is keep going down.The flow is better this way.
[Hyper]

  • Same OD as Another? That's supposed to be 7... fixed.
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit I purposed to do this,I think it's good?I like overlaps.We haven't to avoid them cause it's a Insane diff.
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me It's a common pattern in Insanes.I don't think it can beat skilled players.
  3. 02:06:371 (9) - Same as Another fixed.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here? Yse,why haven't I do this before?
Popping, call me back once you've fixed.
That's all.
Thank you.
Leader
Your soft-hitnornal consists of a 1kb file which is often used to silence slidertracks, that's not audible at all. The rule clearly states it, "Hitsounds must be audible", and yours isn't. Moreover, hitnormal is used on some notes/slider's heads, which should have at least 25% volume since it's a clickable elemenr (while spinners and slider's ends can be lowered until 5% volume as long as it makes sense)
happy30
Leader, try playing the map with no music volume at all.
there are no notes that are not audible, thus not breaking that rule
fanzhen0019
silenced hitnormal doesn't hurt since other hitsounds covered. the purpose of hitsounding still exists.
Leader
Yeah, my bad.

Will come to recheck in less than 24h anyway

EDIT:

[Hard]
  1. We had some internal discussion about the diff and decided that it still needs a couple of mods before a bubble. Here you are some opinions I managed to get in these days, consider reading them and providing reasons. You don't have to make big changes to the whole diff as we stated it's fine, but let's improve it before I can shoot a bubble.
  2. 00:03:038 - Spinner should be placed from here, where the sound actually starts, instead of a empty part of the song (as Hyper and Another currently have)

    SPOILER
    This difficulty is okay-ish but it could definitely play a ton better along with looking better. The inconsistent spacing (e.g 00:20:371 (1,2,3,4) - compared to 00:21:871 (1,2,3,4) - ) is really disturbing and breaks the good playability of this difficulty. He seems to be using a lot of straight stuff (straight sliders, straight note patterns) which breaks the flow (sometimes, at least).

    The kiai itself plays fine, I'd accept that but the only thing that bothered me was 02:17:705 (1) - how this slider plays, it's not really attractive to eyes (at least not for me) and it plays badly from what I've tested this. And yeah of course kiai could use some improvements aesthetically.
    I have also some complaints about the rhythm in some parts of the map: for example 00:22:205 (3) - , which switches the whole rhythm focus on the drums from the synth, and it doesen't really sound that great, and the missing note on 00:37:371 - feels a bit strange considering the drum which could have been followed well (same could be said for 02:00:038 - ). I'd say that the part which seemed the least great is on 01:03:038 - . I really don't like all these rhythm switches, and also the fact that 01:17:871 (1,3) - both stand on red ticks (01:18:205 (2) - imo is fine since it follows the little cymbals there). The kiai is probably the best part for me as it follows well the song's pace and the sliders play pretty good there. In the end there aren't some really big changes to do, but maybe a couple of tweaks before ranking could be good!
    Anyway, more than the flow, I'm concerned about some sliders
    00:08:538 (6,1) - 00:10:538 (4,1,1) - 00:13:871 (7,1) - These seem kinda borderline for a hard imo, I'd at least manually stack them more noticeably. Unlike 00:42:038 (2,1,2,1,2) - (and so on) which have more space.

    Slidershapes like 00:17:705 (1) - 00:37:538 (1) - 01:14:205 (2) - 01:51:538 (3) - 02:09:538 (4) - 02:10:871 (4) - 02:12:371 (1) - 02:13:705 (1) - 02:15:705 (3,1) - seem boring and ugly imo.

    00:27:705 (1) - 01:55:705 (1) - This is kind of confusing, considering the distance between the sliderstart and the slider end (AND the slowdown)

    Also BEEP BEEP 00:28:205 - This timing section will mess up things in taiko and it's not needed!!!!

    01:38:871 (1,1,1,1) - Again, is this spacing ok for a Hard? I undertsand the NC thingy, but this also seems too much imo.
    02:26:705 (5,1,1,1) - ^ Same
[Hyper]
  1. OD is still 8 >: (
Low
fixed everything except for the slider shapes because i feel they match the rugged, guitar-heavy nature of the song as mentioned previously and i'd really like to keep them.

http://puu.sh/bf19T/8782a90b9c.osu
Topic Starter
kiddly
updated!

fixed OD error in Hyper.
Ulysses
Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter.

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound.

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better?

This diff is quite decent,can't any other problems.
Low

nold_1702 wrote:

Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter. no it isn't

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound. i want to keep this diff free of 1/4

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better? keeping this for consistency

This diff is quite decent,can't any other problems.
http://puu.sh/bfNs1/018eaa1f68.osu
Topic Starter
kiddly
updated.
Leader
Rebubbled!
Card N'FoRcE
Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally?
Nothing to say about Standard and Another.
Topic Starter
kiddly

Card N'FoRcE wrote:

Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
    fixed.


- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
    fixed.I took the handle since it's a really small issue.


- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better. added a spinner like Another.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better. I converted both into circles.I think the consistence is better this way.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally? fixed.
Nothing to say about Standard and Another.
Card N'FoRcE

kiddly wrote:

02:00:371 (6,1) - i fail to understand this jump. [...]
fixed.I took the handle since it's a really small issue.
Sorry, but due to past experiences i want guest difficulties fixed from the guest mapper and not the mapset owner. Please let Low know and call me back once he checked your fix.

Everything else seems on order, so give me this final confirmation and everything should be ready to go.
Low
i approve of kiddly's change.
Card N'FoRcE
Very well then.
Topic Starter
kiddly

Card N'FoRcE wrote:

Very well then.
8-)
Skystar
牢門啊
DeletedUser_1574070
牢門啊
Koiyuki

Amamiya Yuko wrote:

牢門啊
Kodora

Amamiya Yuko wrote:

牢門啊
Gratz!!!

And very glad to see CNF's rank again :)
Hula
Get new hitsound samples please. They're really uncomfortable to play, especially in [Another] (only one i played really)

Uh, in fact [Another] is highly uncomfortable to play with its weird rhythms which for me don't seem to fit half the time.

things like this,
00:06:705 (1,1) - the spacing, why?
01:10:205 (1,2,3,4,5) - why is it spaced like this? I can't find any reason musically for it. It's awkward.
Fycho

Amamiya Yuko wrote:

牢門啊
Anticloud
癞蛤蟆趴脚面 咬不死人隔应人
Low
thanks :)
Charles445
Hitsounds like Nakagawa's abandoned map, cool



01:23:038 -
lkx_Shore
牢門啊
Reisen Udongein
Goooooood Map
xierbaliti
傻逼捞门啊
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