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Tomatsu Haruka - courage

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Topic Starter
hehe
Sonnyc > thanks for modding :3

Sonnyc wrote:

Easy:

01:44:693 - Hope the hitsound is consistent with 01:49:591. they are different sound~
02:18:366 (4) - I don't think the symbol of the music was as loud as 00:59:999, so consider removing Finish. fine to keep
02:23:264 (1,2) - Start the combo from (2), as you've done at 01:04:897 (5,1).
02:46:377 (3,4) - I think extending (3) 1/1 will be easier for beginners to catch the rhythm instead the note at (4).
03:59:922 (1) - Suggest starting the spinner from 03:59:999 considering this is an Easy, and player might need time to know a spinner appeared. Also a spinner with a length of 6.5 second is stressful for easy difficulties. Hope you can end this spinner at 04:05:433. err i dont think when the spinner start matters, since spinner is not a click. sound is also on redtick so i wanna have spinner start asap. but reduced distance

Normal:

00:07:346 (1) - Add a whistle at the end for the piano.
00:14:693 (1,2,3) - The most expected rhythm that the map would follow is the vocals. However since you are following the instruments, it's quite confusing to catch the rhythm. Highly suggest to set this as a slider like 00:17:142 (1).
00:41:479 (5) - This beat would rather fit well at 00:41:326 instead.
01:06:121 (1,2) - Swapping the combo would be better to indicate that 01:06:734 (2,3,4,5,6) this rhythm is following a piano. nice!!
02:16:224 (4) - Check your spacing.
02:18:366 - Remove Finish? i hear cymbal crash!
03:29:387 (3,1) - Somewhat nazi, but hope you can make your stack better.
03:31:530 (2) - Spacing!!
03:42:856 (1,2) - Swap combo, for the same reason of the previous section.
03:43:621 - Seems to be missing a whistle.
03:59:922 (1) - Same suggestion as [Easy]. i didnt reduce since it is normal

Hard:

-- Two inherited sections are at 03:13:468. Remove the one at 03:13:467 fixed~

01:10:866 (1,2) - It seems the combo should have started from (2) instead. no, the 'downbeat' change to 1 tick earlier
01:19:438 (1,2) - The jump here is too big than average. Reduce spacing. it is fine, they are sliders and good emphasis on pair sounds.
02:04:285 (9) - New combo, or the spacing of 02:04:285 (9,10) is tricky to read.
02:32:754 (1,2) - Consider increasing (1) 1/4 instead. don't really like this, want to keep for pattern with previous combo.
03:32:754 (4) - Ctrl+G. The jump towards 03:33:060 (1) feels huge than average.
03:41:479 (4) - I think maintaining the distance will be better here. tried to fix!

Insane:

-- Two inherited sections are at 03:13:468. Remove the one at 03:13:467 omg shit, fixed!~

00:09:795 (1,3,5) - Consider adding whistles here. i rather not add, piano here is much softer than violin, and whistle is for piano :/
00:30:458 (4) - This jump feels too stressful. Mind reducing spacing?
02:32:984 (2,3,4) - Rhythm suggestion here. Clicking objects that are in the blue ticks aren't that comfortable so... it is fine imo
02:36:887 (2) - Mind keeping spacing here?
03:48:672 (1,2,3) - Just a personal opinion, but this large spacing in a calm part doesn't seem to fit well. 1 to 2 is okay, since it is slider > circle. 2-3 jump is to emphasize stronger vocal at that part~

Extra:

-- OD9 is way too evil, but nevermind if you'd like to keep. keeep

00:53:570 (4,1) - These are a bit too close. Would be better to play if there some more extra space between these objects.
01:16:836 (6,1) - ^ i use this a lot, its not too hard to read
01:29:540 (2,3,4,5,6,7) - Placing a jump between two triple streams is quite stressful. Consider reducing the distance or removing 01:29:616 (3).
02:32:984 (2,3) - The rhythm would be better this way to play. i'd like to keep this for 02:33:060 drum.
02:34:897 (4) - I'd highly recommend a new combo due to the spacing.
02:35:815 (3) - ^
02:37:346 (3) - ^
03:02:448 (1) - ctrl+G will be more consistent in the flow with 03:01:683 (3,1), and flipping the slider won't break the flow of 03:02:448 (1,2). wanna use antiflow here to show the change in pattern!
03:52:958 (3) - This is like 1 pixel offscreen. Since this is an offscreen anyways, it needs a fix. fixed!! x.x

Popping for some minor, but crucial issues. Let me know after this gets applied.

Sonnyc
That was fast.
Topic Starter
hehe
thanks!!! :D
ac8129464363
zzzzzzzzzzz
Ichigaki
Is it okay with H-iconed Normal diff?
Topic Starter
hehe

Ichigaki wrote:

Is it okay with H-iconed Normal diff?
ya
ac8129464363
I'm not a BAT
Sonnyc
Note; Keep an eye on this before getting forward. https://osu.ppy.sh/s/224352
ac8129464363

Sonnyc wrote:

Note; Keep an eye on this before getting forward. https://osu.ppy.sh/s/224352
I thought that the rule wouldn't apply here, with that map being TV size and completely in a different mode tho

maybe I'm wrong :O
meii18
You tell me to mod this map but it's bubbled and I can't mod a bubbled map sry ;w; ! If I was BAT , I would modded it and ranked it then but that's it . Good luck !
pieguyn
[General]
  1. i'm wondering why the part 01:40:407 - and 01:45:305 - are hitsounded differently from the part starting from 00:31:836 - (there's only clap on every 2nd and 4th beat as opposed to all 1/1 beats). imo it'd probably make more sense to hitsound the same way given it sounds the same.
[Easy]
  1. overall there are some parts with no hitsounds at all, e.g. 00:22:652 (1) ~ 00:31:224 - , 01:23:877 ~ 01:27:550 - . i don't think it's rankable, and overall i think the map would sound better if you added hitsounds there (ex. u could just add clap at 00:22:652 - , 00:23:877 - , etc.) plz go through the entire map and check this
03:59:922 (1) - i think it should end 1/4 later. not sure

[Normal]
03:59:922 (1) - end at 04:05:433 - to be consistent with [Easy]? (or 04:05:509 - if you take above suggestion)

[Hard]
00:44:081 (1,2,3,4) - imo you can make a jump here; it fits really well and you did it at 01:52:652 (1,2,3,4) -
02:32:754 (1) - imo this rhythm http://puu.sh/eGbkb/53158c9e6d.jpg is fine here; you could make it by place at x352 y268 then ctrl+G on 02:32:448 (3) - (or just make jump)
03:45:917 (1) - NC? might make it more clear for inexperienced players

[Insane]
00:45:305 (5,1) - too close
01:06:887 (5,6) - imo ctrl+G here plays a lot better for rotation flow. (you'll have to move some notes around to get the spacing after correct)
294,318,66887,1,0,0:0:0:0:
236,104,67040,1,0,0:0:0:0:
352,124,67193,6,0,L|360:220,1,95.9999970703126,2|0,0:2|0:0,0:0:0:0:
392,328,67499,2,0,P|444:307|497:318,1,95.9999970703126,2|8,0:2|0:0,0:0:0:0:
02:47:601 (7) - current placement feels really random imo. i think either stack on 02:47:142 (4) - or move to x500 y200 has better structure
02:57:244 (5,6) - move 02:57:244 (5) - x200y164 and 02:57:397 (6) - x184 y264 for perfect parallelogram
03:17:907 (2) - move to x132 y172? current pattern feels really random o.o
03:24:183 (7,8) - x356 y228? don't see reason to change distance here
03:45:305 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - i liked this stream :3

[Extra]
01:13:621 (2) - imo jump doesn't fit well here. how about pattern like this instead? http://puu.sh/eG6gx/85e8cfb1f9.jpg
260,369,73621,1,8,0:0:0:0:
435,333,73775,1,0,0:0:0:0:
260,157,73928,1,0,0:0:0:0:
01:16:836 (6,1) - seems spacing here too close
01:23:570 (2,3) - spacing too close
01:43:315 (4) - x208 y56? imo consistent jump here makes a lot more sense here.
01:46:070 (3) - x288 y4? don't see reason for 1.2x here
02:12:091 (5,1,2,3,4,5,6) - imo arrange it like this instead https://osu.ppy.sh/ss/2553205 make more sense and flow better bc continue rotation from before
02:28:162 (1) - imo ctrl+H and move to x368 y296 makes more sense for back-and-forth flow
02:34:897 (1,2,1,2) - i really think this pattern could be more interesting, e.g. rotating pattern like this:
SPOILER

441,189,154438,1,2,0:2:0:0:
279,313,154591,1,2,0:2:0:0:
360,140,154897,5,2,0:2:0:0:
281,328,155050,1,2,0:2:0:0:
258,137,155356,5,2,0:2:0:0:
284,340,155509,1,2,0:2:0:0:
167,185,155815,5,2,0:2:0:0:
292,348,155968,1,2,0:2:0:0:
110,281,156275,5,2,0:2:0:0:
300,360,156428,1,2,0:2:0:0:
just a suggestion, i'm just suggesting this cos i don't like the way the current pattern stacks ._.
02:36:887 (1,2,1,2,1) - if you take the above, smth like this?
SPOILER

420,34,156887,5,2,0:2:0:0:
512,224,157040,1,2,0:2:0:0:
448,52,157346,5,2,0:2:0:0:
408,259,157499,1,2,0:2:0:0:
472,68,157805,5,6,0:2:0:0:
02:49:591 (4) - x284 y120 to make line with 02:49:744 (5,1) - ?
02:57:856 (3,4) - imo ctrl+G for rotation flow feels a lot better here
03:36:581 (2,3,4,5,6) - https://osu.ppy.sh/ss/2553265 imo placing it like this flows better bc the movement from the stream.

mostly suggestions
imo the structure of this map could be improved - seems you change between 1.0 and 1.2x distance a lot and the spacing/placement of some jumps feel kind of random. i think it should be fine for ranking, just keep it in mind for future maps. popping bc this + the issue from [Easy].
hope it helps, call me back after for rebubble :D
Topic Starter
hehe
pieguy1372 > thanks for modd~

pieguy1372 wrote:

[General]
  1. i'm wondering why the part 01:40:407 - and 01:45:305 - are hitsounded differently from the part starting from 00:31:836 - (there's only clap on every 2nd and 4th beat as opposed to all 1/2 beats). imo it'd probably make more sense to hitsound the same way given it sounds the same. the drum patterns are different~
[Easy]
  1. overall there are some parts with no hitsounds at all, e.g. 00:22:652 (1) ~ 00:31:224 - , 01:23:877 ~ 01:27:550 - . i don't think it's rankable, and overall i think the map would sound better if you added hitsounds there (ex. u could just add clap at 00:22:652 - , 00:23:877 - , etc.) plz go through the entire map and check this
the notes are following vocals mainly, i don't see a reason to add claps etc when it isn't needed imo. i think its rankable
03:59:922 (1) - i think it should end 1/4 later. not sure beat is kinda muffled so i start it on the earlier one

[Normal]
03:59:922 (1) - end at 04:05:433 - to be consistent with [Easy]? (or 04:05:509 - if you take above suggestion) my normal is pretty hard since it has a H icon, so nah :p

[Hard]
00:44:081 (1,2,3,4) - imo you can make a jump here; it fits really well and you did it at 01:52:652 (1,2,3,4) - i really like the current pattern ;_;
02:32:754 (1) - imo this rhythm http://puu.sh/eGbkb/53158c9e6d.jpg is fine here; you could make it by place at x352 y268 then ctrl+G on 02:32:448 (3) - (or just make jump) hmm, i don't like this, i prefer the current.
03:45:917 (1) - NC? might make it more clear for inexperienced players okey then

[Insane]
00:45:305 (5,1) - too close ok
01:06:887 (5,6) - imo ctrl+G here plays a lot better for rotation flow. (you'll have to move some notes around to get the spacing after correct) this is intended
02:47:601 (7) - current placement feels really random imo. i think either stack on 02:47:142 (4) - or move to x500 y200 has better structure probably a mistake, fixed.
02:57:244 (5,6) - move 02:57:244 (5) - x200y164 and 02:57:397 (6) - x184 y264 for perfect parallelogram uhm ok
03:17:907 (2) - move to x132 y172? current pattern feels really random o.o keeping this, its meant to be random-ish
03:24:183 (7,8) - x356 y228? don't see reason to change distance here okay
03:45:305 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - i liked this stream :3 me too

[Extra]
01:13:621 (2) - imo jump doesn't fit well here. how about pattern like this instead? i don't see how that's a jump though.. when you take into account slider leniency its p easy. well i did move it closer so it looked like a better triangle.
01:16:836 (6,1) - seems spacing here too close keeping because i like this pattern
01:23:570 (2,3) - spacing too close i'm fine with this
01:43:315 (4) - x208 y56? imo consistent jump here makes a lot more sense here. i like the current pattern~
01:46:070 (3) - x288 y4? don't see reason for 1.2x here fixed
02:12:091 (5,1,2,3,4,5,6) - imo arrange it like this instead https://osu.ppy.sh/ss/2553205 make more sense and flow better bc continue rotation from before i really like this :p
02:28:162 (1) - imo ctrl+H and move to x368 y296 makes more sense for back-and-forth flow something is wrong here you highlighted a circle...
02:34:897 (1,2,1,2) - i really think this pattern could be more interesting, e.g. rotating pattern like this: i just scrapped this whole part, didnt like it either.
02:49:591 (4) - x284 y120 to make line with 02:49:744 (5,1) - ? uhm okay
02:57:856 (3,4) - imo ctrl+G for rotation flow feels a lot better here don't like this!
03:36:581 (2,3,4,5,6) - https://osu.ppy.sh/ss/2553265 imo placing it like this flows better bc the movement from the stream. disagree, straggered cursor speed in the same direction is weird to slow, the cursor has to go slow for the stream, then accelerate for the jump withotu changign direction, not good imo.

mostly suggestions
imo the structure of this map could be improved - seems you change between 1.0 and 1.2x distance a lot and the spacing/placement of some jumps feel kind of random. i think it should be fine for ranking, just keep it in mind for future maps. popping bc this + the issue from [Easy].
hope it helps, call me back after for rebubble :D

pieguyn
we decided the hitsounds on [Easy] diff were fine.

RE-BUBBLED

to next BAT/QATs: please try to play and comprehend the stream on [Insane] before calling it "overmap". thank you
VINXIS
k rank it already i want me pp C:
byfar
we all want pp.
Hinsvar
ok

*Bolded = Unrankable or very, very strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.

>Easy
  1. 00:01:224 - The inherited (green) timing point here is not used, so remove it please.
  2. 00:19:591 (1) - Use the Soft sample as a sampleset instead of an addition? The normal-hitnormal that is being played here (because the sampleset is Auto) isn't really fitting to how the instrument is played here.
  3. 00:20:815 (3) - Drum addition won't do anything unless you used a special hitsound (whistle/clap/finish) here. What you probably wanted to do is to use the Drum sample as a sampleset instead.
  4. 00:31:836 - I honestly can't see why you should use a clap here, so remove it? You might want to add a finish at 00:36:734 to keep a sense of consistency with this tick.
  5. 01:53:877 - Might want to add a finish here, and replace the clap at 01:54:489 with a finish to follow the strong instrument sounds, just like 01:52:652 (3).
  6. 02:23:877 - Why is there a clap? It breaks the hitsounding pattern you've made so far (which is pretty much no hitsounds), and is awkward to hear since it feels like it pops all of a sudden without any warning. That's how it is in the first kiai, anyway.
  7. 03:46:530 (3,4) - How about using a Soft whistle for (3) and then a Soft whistle and finish for (4)? Fits the instruments nicely.
  8. 03:58:621 (4) - Add a Soft whistle? Same reason as the suggestion above.
>Normal
  1. 00:04:897 (1) - Would flow better if it was made to look like this. It plays more comfortably that way. (The slider is rotated clockwise by 20 degrees.) Also, why would you use a clap here when the instrument only indicates the need of a whistle?
  2. 01:34:132 (3) - Try making the slider look like this. Same reason as the suggestion above, and it looks neater too.
  3. 01:34:897 (4,1) - what. A spacing change from 1x to 0.8x is tolerable, but actually making a small 0.9x jump like this? No, please get back to 0.8x.
  4. 01:59:999 - 02:04:897 - Kinda odd to see you leaving this unmapped while you had it mapped in the Easy diff.
  5. 03:23:264 (1,2,3,4,5,6,7) - Whoa, this is too hard for a Normal diff. Seven circles with a 1/1 gap between each other in a 196 BPM is too fast. Consider combining a few of them into sliders and keep the circle stream to just five in a row if possible (hell, I'd say make it three or four).
  6. 03:33:672 (6) - I know you're following the vocal here, but it feels awkward since, after the slider ends, an instrument which is more noticeable is played at 03:34:285. Consider extending this slider to that tick.
  7. 03:42:856 (5,1) - Swap NC? I think you should know why. Also, why no clap at 03:43:162?
>Hard
  1. 01:07:499 (2,3) - Make them look like this so they'll look neater?
  2. 01:52:652 (1,2,3,4) - Don't you think it'd make more sense if the jumps were made from (2) to (3) and from (4) to 01:53:877 (1) instead of from (1) to (2) and from (3) to (4), respectively?
  3. 03:26:938 (1) - Shouldn't you add a finish here to follow the cymbal?
  4. 03:37:346 (3,4,1) - Uh, spacing inconsistency? Why? It's visually noticeable, and it looks... odd.
  5. 03:58:621 (6,1) - Make the spacing bigger. Such a small spacing is quite the weird choice, as it means little movement, which, looking at how have the end of the map been since its beginning, might make players feel uncomfortable due to the sudden need to only move your cursor by only a little.
>Insane
  1. 03:35:968 (3,4) - ...Why? I'm okay with overmaps, but this doesn't really emphasize anything in the song at all. It feels as if they were put for the sake of having 1/4 jumps.
>Extra
  1. 01:59:578 (3,4) - The inherited timing points here aren't exactly on-time with the objects. 01:59:789 is okay, but 01:59:590 is placed after (3), so it won't affect (3) at all, and since there are no objects after it, the timing point is pretty much useless.
By the way, I find some of the jumps on Extra to be pretty exaggerated. While some of these fit the song, they can come out as unexpected and creates a difficulty spike. The particular offenders are:

  1. 00:49:438 (1,2,1,2) -
  2. 02:08:264 (1,2) -
  3. 02:41:019 (5,6,7) - (The distance might look reasonable, but the music isn't that loud at all to guarantee such a massive series of jumps.)
  4. 02:42:244 (4,5,6) -
  5. 03:06:121 (1,2,1,2,1,2,1,2,1) -
  6. 03:43:162 (2,3,4,5,6,1,2,3,4,5,6,7,8) -
  7. 03:46:683 (2,3,4) -
In the end, there is no single thing that is worth an immediate bubble pop, but combined with how Extra looks as is, there is a chance for me to either rebubble or qualify this. Contact me once you've resolved these things.
Topic Starter
hehe
hinsvar > thanks for modding~

Hinsvar wrote:

ok ok

>Easy
  1. 00:01:224 - The inherited (green) timing point here is not used, so remove it please. ok
  2. 00:19:591 (1) - Use the Soft sample as a sampleset instead of an addition? The normal-hitnormal that is being played here (because the sampleset is Auto) isn't really fitting to how the instrument is played here. ok
  3. 00:20:815 (3) - Drum addition won't do anything unless you used a special hitsound (whistle/clap/finish) here. What you probably wanted to do is to use the Drum sample as a sampleset instead. ok
  4. 00:31:836 - I honestly can't see why you should use a clap here, so remove it? You might want to add a finish at 00:36:734 to keep a sense of consistency with this tick. keeping consistency with the other diffs where there's claps every beat. i added finish tho
  5. 01:53:877 - Might want to add a finish here, and replace the clap at 01:54:489 with a finish to follow the strong instrument sounds, just like 01:52:652 (3). i don't see why would i add a finish there, don't hear a crash.. but i replaced clap with finish
  6. 02:23:877 - Why is there a clap? It breaks the hitsounding pattern you've made so far (which is pretty much no hitsounds), and is awkward to hear since it feels like it pops all of a sudden without any warning. That's how it is in the first kiai, anyway. well cuz there's constant claps in the background in this portion. the first kiai doesn't have it.
  7. 03:46:530 (3,4) - How about using a Soft whistle for (3) and then a Soft whistle and finish for (4)? Fits the instruments nicely. nothing done for 3 because i think the drums are stronger but applied the whistle and finish.
  8. 03:58:621 (4) - Add a Soft whistle? Same reason as the suggestion above. not for this, don't see why
>Normal
  1. 00:04:897 (1) - Would flow better if it was made to look like this. It plays more comfortably that way. (The slider is rotated clockwise by 20 degrees.) Also, why would you use a clap here when the instrument only indicates the need of a whistle? i didn't clap this ;_; , but yes fixed the slider.
  2. 01:34:132 (3) - Try making the slider look like this. Same reason as the suggestion above, and it looks neater too. ok
  3. 01:34:897 (4,1) - what. A spacing change from 1x to 0.8x is tolerable, but actually making a small 0.9x jump like this? No, please get back to 0.8x. oops fixed
  4. 01:59:999 - 02:04:897 - Kinda odd to see you leaving this unmapped while you had it mapped in the Easy diff. okay, mapped it.
  5. 03:23:264 (1,2,3,4,5,6,7) - Whoa, this is too hard for a Normal diff. Seven circles with a 1/1 gap between each other in a 196 BPM is too fast. Consider combining a few of them into sliders and keep the circle stream to just five in a row if possible (hell, I'd say make it three or four). okay fixed
  6. 03:33:672 (6) - I know you're following the vocal here, but it feels awkward since, after the slider ends, an instrument which is more noticeable is played at 03:34:285. Consider extending this slider to that tick. this is probably a mistake... don't remember putting something weird like this, fix fix fixed
  7. 03:42:856 (5,1) - Swap NC? I think you should know why. Also, why no clap at 03:43:162? fixed both
>Hard
  1. 01:07:499 (2,3) - Make them look like this so they'll look neater? ok
  2. 01:52:652 (1,2,3,4) - Don't you think it'd make more sense if the jumps were made from (2) to (3) and from (4) to 01:53:877 (1) instead of from (1) to (2) and from (3) to (4), respectively? it makes sense but, the 'quickness' of the voice in the 1/2 parts make it natural for me to give it a lower spacing, imo. anyway due to slider leniency there isn't much of a jump :p so its just equality for all
  3. 03:26:938 (1) - Shouldn't you add a finish here to follow the cymbal? removed it once before. but fixed
  4. 03:37:346 (3,4,1) - Uh, spacing inconsistency? Why? It's visually noticeable, and it looks... odd. fixed~
  5. 03:58:621 (6,1) - Make the spacing bigger. Such a small spacing is quite the weird choice, as it means little movement, which, looking at how have the end of the map been since its beginning, might make players feel uncomfortable due to the sudden need to only move your cursor by only a little. ok
>Insane
  1. 03:35:968 (3,4) - ...Why? I'm okay with overmaps, but this doesn't really emphasize anything in the song at all. It feels as if they were put for the sake of having 1/4 jumps. there's a little dingaling in the piano that i don't think a simple 5 note stream would suffice. given the high-pitch i feel that this suits it perfectly :D
>Extra
  1. 01:59:578 (3,4) - The inherited timing points here aren't exactly on-time with the objects. 01:59:789 is okay, but 01:59:590 is placed after (3), so it won't affect (3) at all, and since there are no objects after it, the timing point is pretty much useless. for some reason the object became unsnapped, resnapped them so they should be fine.
By the way, I find some of the jumps on Extra to be pretty exaggerated. While some of these fit the song, they can come out as unexpected and creates a difficulty spikes. The particular offenders are:

  1. 00:49:438 (1,2,1,2) - these are fitting as far as i'm concerned. given enough time to read and react beforehand, these jumps, although fairly large, are perfectly doable.
  2. 02:08:264 (1,2) - ^
  3. 02:41:019 (5,6,7) - (The distance might look reasonable, but the music isn't that loud at all to guarantee such a massive series of jumps.) nerfed
  4. 02:42:244 (4,5,6) - nerfed
  5. 03:06:121 (1,2,1,2,1,2,1,2,1) - these are fine, imo, due to the buildup in music.
  6. 03:43:162 (2,3,4,5,6,1,2,3,4,5,6,7,8) - nerfed
  7. 03:46:683 (2,3,4) - reworked this a little instead.
In the end, there is no single thing that is worth an immediate bubble pop, but combined with how Extra looks as is, there is a chance for me to either rebubble or qualify this. Contact me once you've resolved these things.
Hinsvar
I prefer crossing field to this, but whatever.
Asphyxia
What a beautiful BG, and finally someone mapped the full version, grats!
Maruyu
Nice! Congratz o3o/
Kyouren
Gratzz~ :3
Topic Starter
hehe

Hinsvar wrote:

I prefer crossing field to this, but whatever.
woohoo ~
jcjc
gratz lol
ac8129464363
YA
Xinying
Gratz :D
Tatch
Gratz handsome, thanks for pp map
Karen
As a player,i like pp maps.
As a mapper,i hate pp maps like this,especially high OD maps,just shit
VINXIS
lolppppppppppppppppppppp
ac8129464363
it's not a pp map

it's a map, and it gives a lot of pp

just my 2 cents if that makes sense >_>
Cherry Blossom
Isn't the diff spread formally unrankable ?
I mean the diff gap between Easy and Normal, you can't jump from a E icon to a H icon.


Ranking Criteria wrote:

The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars. The difficulty spread is determined by the map's star rating. A map falls under a certain difficulty when having a specific star rating:

Below 1.5: Easy
Below 2.25: Normal
Below 3.75: Hard
Below 5.25: Insane
Above 5.25: Expert
Hinsvar
I am sure it's allowed in borderline cases. handsome's Normal diff is only 0.09 points higher from 2.25, which is where every diff is assigned a Hard icon. And after testing the Normal, I am quite sure that it plays like a typical Normal diff and shouldn't be too hard to play.

What I worry more is the spread progression from Normal all the way up to Extra, but I think I can confidently say that it's fine too (even though the star difficulty number is pretty high from the outside).
Sonnyc
Easy or Normal can be skipped if the gap in the star rating spread allows it.
Also refer this post. p/3576341
Topic Starter
hehe
ahh thank you Sonnyc and Hinsvar, much appreciated.
Cerulean Veyron
Gz, it's really great to see mapper maps a full spread by himself.
Come[Back]Home

Gray Veyron wrote:

Gz, it's really great to see mapper maps a full spread by himself.

Thats waht every map should be, 1 GD is okay, but when a map has like 3 GD's i always think that the mapper itself is really lazy........ When a mapper decides to map a song, he should map ally ba himself. Thats just my opinion though.
Knotts
Gratssssss handsome
Fycho
I am afraid the gap between hard and insane may lead a dq:

03:45:305 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - in insane
Hinsvar

Fycho wrote:

I am afraid the gap between hard and insane may lead a dq:

03:45:305 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - in insane
If this gets DQ'd then let it be, but I personally feel that the very last section has an appropriate intensity for its diff :P
KSHR
This may be just me, but the stream Fycho mentioned is more like the overmapped pattern than something makes the difficulty spread unbalanced imo.
Well it's up to QAT whether or not to disqualify this mapset though.
Skyzo


I swear I'll cry :|
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