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Alipio Martins - Piranha (Maffalda Reloaded Trap Mix) [Osu|C

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Irreversible

Litharrale wrote:

Irrphyxia's Extra..... I am not ready for this 2026 mapping shit.

What is this? Random slider placement, above HW-tier unreadable patterns, NC's that exist for no reason, beats where none exist in the song and other beats just flat out missing, streams that have no place at all, super inconsistent slider shapes, no clear theme at all.

This map feels like someones first map, not a map from two very experienced players.

Mods wont save it, this needs a remap.
I'm ready for your indepth explanation why you think like this.
Sonnyc
[Irrphyxia's Extra]
  1. 00:43:485 (3) - Are you sure with this rhythm? Shouldn't it be at 00:43:573?
  2. 00:45:854 (4,5,6) - 2016 issue, higly concernable readability.
  3. 01:51:468 (1) - I doubt if this NC is really needed.
  4. 02:15:678 (1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2) - And here is the 2026 issue. The pattern can work itself probably, but what was lacking here was the transition to the 1/4 jump from the previous pattern. Unlike 00:50:766 where another similar rhythm appeared by using slider leniency, the transition appearing at 02:15:327 (3,1,2) was too sudden, constructing a massive jump. Personally I believe ctrl+G of 02:15:678 (1,2) can remove the initial unnatural flow.
  5. 03:14:625 (1,2,1,2,1,2,1,2,1,2,1,2) - Another 2026. Nicely done imo.
  6. 03:46:380 (3,1) - Suspicious readability. This isn't even future mapping issue, and can be easily solved by removing this overlap.
idk I think this map can work fine enough if the first 2026 issue can get removed
btw personally the combo color wasn't intuitively verifiable due to it's transparent hitcircleoverlay skin.
Spaghetti
hyperanha
Asphyxia

Sonnyc wrote:

[Irrphyxia's Extra]
  1. 00:43:485 (3) - Are you sure with this rhythm? Shouldn't it be at 00:43:573?
  2. 00:45:854 (4,5,6) - 2016 issue, higly concernable readability.
  3. 01:51:468 (1) - I doubt if this NC is really needed. Woops, mistake there haha. Good catch & Fixed.
  4. 02:15:678 (1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2) - And here is the 2026 issue. The pattern can work itself probably, but what was lacking here was the transition to the 1/4 jump from the previous pattern. Unlike 00:50:766 where another similar rhythm appeared by using slider leniency, the transition appearing at 02:15:327 (3,1,2) was too sudden, constructing a massive jump. Personally I believe ctrl+G of 02:15:678 (1,2) can remove the initial unnatural flow.
  5. 03:14:625 (1,2,1,2,1,2,1,2,1,2,1,2) - Another 2026. Nicely done imo.
  6. 03:46:380 (3,1) - Suspicious readability. This isn't even future mapping issue, and can be easily solved by removing this overlap.
idk I think this map can work fine enough if the first 2026 issue can get removed
btw personally the combo color wasn't intuitively verifiable due to it's transparent hitcircleoverlay skin.
Thank you so much! Rest of them were for Irreversible.

Litharrale wrote:

Irrphyxia's Extra..... I am not ready for this 2026 mapping shit.

What is this? Random slider placement, above HW-tier unreadable patterns, NC's that exist for no reason, beats where none exist in the song and other beats just flat out missing, streams that have no place at all, super inconsistent slider shapes, no clear theme at all.

This map feels like someones first map, not a map from two very experienced players.

Mods wont save it, this needs a remap.
Your rant doesn't really help anything, like Irreversible said, it'd be better if you elaborated that somehow..
Irreversible

Asphyxia wrote:

Sonnyc wrote:

[Irrphyxia's Extra]
  1. 00:43:485 (3) - Are you sure with this rhythm? Shouldn't it be at 00:43:573? ohh whoops, fixed ofc
  2. 00:45:854 (4,5,6) - 2016 issue, higly concernable readability. back to 2014
  3. 01:51:468 (1) - I doubt if this NC is really needed. Woops, mistake there haha. Good catch & Fixed.
  4. 02:15:678 (1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1,1,2,1,2) - And here is the 2026 issue. The pattern can work itself probably, but what was lacking here was the transition to the 1/4 jump from the previous pattern. Unlike 00:50:766 where another similar rhythm appeared by using slider leniency, the transition appearing at 02:15:327 (3,1,2) was too sudden, constructing a massive jump. Personally I believe ctrl+G of 02:15:678 (1,2) can remove the initial unnatural flow. holy shit, how did i miss this. Adjusted, thanks!
  5. 03:14:625 (1,2,1,2,1,2,1,2,1,2,1,2) - Another 2026. Nicely done imo. Well, thanks, but I honestly don't think this is 2026. . haha
  6. 03:46:380 (3,1) - Suspicious readability. This isn't even future mapping issue, and can be easily solved by removing this overlap. ofc, fixed
idk I think this map can work fine enough if the first 2026 issue can get removed alrighty
btw personally the combo color wasn't intuitively verifiable due to it's transparent hitcircleoverlay skin.
Thanks Sonnyc, that helped.

Fixed also a bunch of stuff from the other mods, but mostly it was the 2026 pattern which won't get fixed. I nerfed it, but seriously, this fits the song, no matter if someone falls asleep or not.

http://puu.sh/l5JLi/ca85e359ca.txt
Mijii
Nice map and song,Rank it quickly please BDs :)
HappyRocket88
Hellow! Thanks for the banner, mr. Tarrasky. >w</ Here's the mod for making it. :3 The map that took me 6 hours to mod... I had to pop the bubble because I found out some concerns I'd like to discuss with the mappers about.
Important: Reply to this mod beyond that "THIS IS MY STYLE" or "I'VE SEEN MAPS RANKED WITH THIS".
[]
General
[ General] Well, I'm not really sure why Modding Assistant has many hints to work on. Take a look of them and see if the program is bugged or something. Any suggestion should be reported on this thread t/359381 Thanks!

  1. Is the kiai from 01:54:625 to 01:55:327 really necessary? It just emphasizes the PIRANHA but just 2 seconds really don't make sense. So consider to remove it
  2. 01:21:292 Same here. Is this kiai really necessary?
Nhawak's Easy
[ Nhawak's Easy]
  1. 00:55:854 What about adding a break here to give emphasizes of the upcoming notes?
  2. 01:29:362 (1,1) You should give at least three white ticks of difference for players recover of this spinner. It doesn't hurt anyone if you make that spinners ends here 01:31:468
  3. 01:54:625 (1) This slider doesn't play bad, I think you can make a neater slider that provides a better flow from the beginning till end. For example.
  4. 01:58:134 (3) NC here to have consistency with the NC combing pattern you manage.
  5. 02:56:380 (2,1) The current two sliders flow good, but I think you're forcing the player to move the cursor into a non-perceptive flow. I highly suggest to do Ctrl + H in the slider two to improve the flow a bit. It would look like this.
  6. 03:16:731 (4) The current circle with (4) breaks the NC combing you managed in the previous section. I know you wanted to emphasize the lyrics with this pattern, but players might get confuse because you didn't make long combos in the map. So it would be better if you set NC over this object to keep consistency.
  7. 04:10:152 Remove this unnecessary green line.
I know this diff plays nice. But I think there are some sliders that make very weird flow that might confuse players because of the sliders' end suggest that the next note will be next to it, but you place it somewhere else. It would be great if you consider improving a bit the flow
of some of these sliders:
  1. 03:20:239 (1,2) In this case, doing Ctrl+ H over the slider (1) would make this slider flowed better.
  2. 03:21:643 (2,1) Here doing Ctrl + G would make that this pattern was more intuitive. This slider's end 03:21:643 (2) suggest that the next flow could be above, but you're forcing players to go down following a very stuck flow.
  3. 03:25:854 (1,2) Same here. Despite these two sliders don't flow bad, I think making something like this would make a better flow.
  4. 03:31:468 (1,2) Symmetrically talking, the two sliders are neat. But they would be more perceptive if you had tried something like this.
Normal Collab
[ Normal Collab]
It's just a grammar suggestion, but I think it would be great if you name the diff properly: "Collab Normal" would fit better here.
  1. OD + 1 to make consistency with the increase of OD among the Easy and the Hard.
  2. 00:11:468 Remove this unnecessary green line. If you didn't change the sample set of the red point, why would it be necessary to place a green line with the same sample set?
  3. 00:21:643 (3,4) The current two notes don't play bad, I think it would flow better if you remove the circle (4) and make a reverse of the slider (3) to emphasize better the upcoming circle (5). Like this.
  4. 00:25:503 (2) Remove the whistle of the slider's body. It really noisy and doesn't sound good. Leaving the whistle of the slider's head and end would be the best. Consider doing the same here. 02:10:064 (2)
  5. 00:38:310 What about adding a break here? There's a current big empty space that plays really bad and I think you can solve it adding a mini break here as well as you did here 00:22:871 or 00:55:854
  6. 01:51:818 Remove this unnecessary green line.
  7. 01:33:924 (4) Remove the reverse and add a circle here 01:34:625 . I suggested you this because it's better to give emphasis over this
    slider's end 01:33:924 (4) with the clap that totally follows the song.
  8. 01:38:485 Add a circle here with a clap. It's very important to keep consistency with the sliders and claps you managed in the previous
    pattern. So it would make sense if you continued like that here. Consider doing the same here 01:39:538.
  9. 02:46:555 (1,1) You should give at least two white ticks of difference to lead players for recovering of this spinner.
  10. 03:41:292 (3) Just a mini visual suggestion, but you can make this slider more like a "M" like this.
Hard
[ Hard]
To be honest, I don't know why you set the OD over 6.2. I think it would make more sense if you set it on 5 to have consistency with the increasing among the diffs. The same goes to the HP Drain. This hard isn't that hard to set the HP Drain Rate over 4.8. It would be better if you place it on 4 to have
consistency among the diffs.

  1. 00:21:643 (2,3) Separate them a bit. It looks weird when they touch each other.
  2. 00:47:257 (1,2,3,4,1,2) This part was really confusing and don't play good. The main reason resides that there are a lot of 1/2 objects together which might make players be confused by this. It would flow better if you removed these two circles 00:47:959 (1,2) and replace them with a slider that would rather improve the flow. Like this.
  3. 00:44:450 (1,2,3,4) This doesn't play bad, but it would flow better if you had done the same of the zig zag pattern you did here 00:47:257
    (1,2,3,4) .
  4. 00:48:661 (1,1) Just a mini visual suggestion here, but both sliders almost touch each other. It would be great if you separate them to keep the neat flows you managed in the previous patterns.
  5. 01:01:994 (2,3,4) These three circles are very close together and make a weird rhythm. I think that a slider and a note would perfectly fit
    here as long as the song is calm here. It would look like this
    .
  6. 01:07:608 (2,3) Just a visual suggestion, but you can stack them properly. As long as the space is almost the same in this section.
  7. 01:08:836 (3,4,5,6) The same point I suggested in the 4 hint. I think there's no strong beat to emphasize at the red ticks 01:09:187. The "AH MA NO" of the lyrics are stronger and aren't well emphasized. I suggest you to remove some circles and add a 1/1 slider that would give the priority that this section need as well as you did here 01:20:064 (3,4) . What about this?
  8. 01:30:941 (2,3) Separate them a bit to don't let me touch each other.
  9. 02:00:941 (1) Remove the clap from the slider's head. I know you wanted to emphasize this section with the drums, but the current sound is too noisy and don't sound good.
  10. 02:09:362 (3) Place it here x=184|y=184 to improve the spacing and the visual pattern over this section.
  11. 02:10:064 (1) Remove the whistle of the slider's body as well as I suggested in the lower diffs. It sound so noisy and doesn't flow good with the vocals of PIRANHA
  12. 02:22:345 (1) Remove NC from this object to keep consistency with the previous NC combing patterns. Just as well as you did here 02:18:485 (1,2,3,4,5,6) or here 02:16:380 (1,2,3)
  13. 02:23:397 (1) Same ^
  14. 02:51:468 (1) Remove the whistle of the slider's body. It's very noisy and doesn't fit properly here. Leave it just in the slider's head and tail. Consider doing the same here 02:57:082 (1)
  15. 02:52:520 (2,3,1,2) This pattern was really hard to play because you broke the NC'ing pattern of the previous section. I suggest you to replace this two circles 02:52:871 (1,2) for a 1/2 slider for a better flow. It would look like this.
  16. 03:03:397 (1) Remove NC here for consistency too and add NC here 03:04:099 (4)
  17. 03:27:432 (2,3) The current pattern doesn't flow bad, but I highly suggest to ctrl + G these two objects 03:27:432 (2,3) to improve the flow. Players might be confused because they could suppose the pattern goes on zig-zags. Just as well as you did here 03:40:415 (2,3,4,5,6)
  18. 02:53:222 (5) NC here for consitency.
  19. 03:51:292 (3) Ctrl + G here to manage the same DS over this pattern.
  20. 03:51:818 (1,2) Why is this pattern different from the previous ones 03:49:011 (1,2) - 03:46:204 (1,2) ? I think it would be better if you tried out something more intuitive for players that keep consistency with the previous patterns. What about [urlhttp://puu.sh/l4C9A/c85f220c79.jpg]this[/url]?
Hyper
[ Hyper]
Does OD on 6.8 makes really sense here? I think leaving the OD on 6 would make more sense as long as this diff isn't that hard.
  1. 00:12:169 (3,4) Just a mini-visual suggestion here, but you can make a neater blanket among these objects. Like this.
  2. 00:19:713 (9,1) The current spacing between these object breaks the DS pattern you managed in the previous patterns like here
    00:16:731 (8,9,1) or here 00:13:924 (7,8,1) . It would make more sense if you had kept the 1.50 to keep consistency with the rest of the objects.
  3. 00:19:889 (1,2) The way you overlapped these two objects don't look good. It would have more sense of you had separated them a bit to avoid the overlap.
  4. 01:03:397 (9) This slider doesn't emphasize better the instruments here because there's no beat to emphasize at the red tick. It would be better if you removed the reverse and extended until here 01:03:748. Consider applying the same suggestion over this slider 01:14:625 (10)
  5. 01:06:906 (1) This current sliders makes a very awkward rhythm because you're missing to emphasize the blue ticks properly. It would make more sense if it had emphasized those beats as well as you did ath the upcoming pattern like 01:08:134 (1,2,3) or 01:08:485 (4,5,6), For example.
  6. 01:18:134 (1) ^ same as the above suggestion.
  7. 01:19:713 (4) Why the 1/4 slider if you managed a triplet 01:08:485 (7,8,9) in the same section? Consider applying one of them, triplet or 1/4 slider, please.
  8. 01:31:643 (7) The way you placed this circle doesn't play good because there's no strong beat to emphasize at the red tick. It would have a better rhythm is you removed it to give priority to the next circle.
  9. 01:43:047 (9) The way you give a mini-non-break here makes a very weird flow. I think it would be better if you replace that circle for a slider that ends here 01:43:397 to improve the rhythm.
  10. 01:59:362 Add a circle here to have consistency with the previous pattern.
  11. 02:01:818 (7,8) Here it would be better if you kept the same 1.60x of DS of the star pattern.
  12. 02:03:748 (3,4,5) This pattern doesn't play bad, but I think if you have tried something more smoother and simple, it had improved a bit the rhythm here. What about this?
  13. 02:08:310 Add a circle here as long as you were following that beat of the white ticks.
  14. 02:09:713 (4) Same as the lower diffs. This whistle over the slider's body is very noisy and doesn't sound good because it overlaps the "PIRANHA" of the singer. Consider remove it and just live the wishlt ein the slider'd head and tail.
  15. 02:46:555 (1) Remove the clap of the spinner and reduce the vol to 5%. There's not strong beat that need to be emphasized here and
    this sounds really weird. Consider doing the same here 03:18:485 (5)
  16. 02:59:889 (10,11) Remove the clap of this objects. For me they sound better without them as long as the current clap is very noisy.
  17. 03:05:503 (9) The current reverse doesn't play good because in the red tick there isn't any important beat to emphasize. I highly suggest to remove it and make it end on 03:05:854
Insane
[ Insane]
  1. 00:20:152 (2,3,4) This jump is really exaggerated. Take account that you set a mini stream on two 1/4 ticks that will make players to reside in that part. So it would make sense if you reduce the distance snap of the (3) and the (4)
  2. 01:33:924 (7) NC here for consistency. 11 on combo is too much
  3. 01:39:011 (9,2) It's just a mini visual suggestion, but you can blanket these objects to a better look of this pattern.
  4. 02:01:994 (7) NC here for consistency with the previous patterns.
  5. 02:10:064 (1) Remove the whistle of the slider body as long as it sounds really noisy.
  6. 02:46:555 (1) As well as the hyper diff, consider removing the clap and adding a green line to reduce the sound of this object.
Irresphixia's Extra
[ Irresphixia's Extra] Hellow, QATs. =w= Great diff! Just some suggestions that are hitting me while I modded this:
  1. 00:55:766 (1) Consider adding a green line here to avoid the unnecessary spinner default noisy sound over this part.
  2. 01:09:011 (1,2) This pattern doesn't play bad, but I think it would be better if you kept the jumps here as long as you managed jumps in
    all the previous sections.
  3. 01:10:239 (2) Rhythmically talking, you're skipping a very important beat, which is here 01:10:415 , with that 1/1 slider. I guess you can clearly hear the clap of that instruments of that tick and it's relevant to consider it as well as you emphasized the white ticks on the previous patterns. It would be better if you removed that slider and tried out something like this. Consider doing the same in the upcoming patterns like 01:13:047 (2) - 01:15:854 (3) etc
  4. 01:17:082 (6,7) The current slider doesn't flow bad but, I think it would be greater if you replaced that slider for a circle that starts here 01:17:082 as long as there's no strong audible beat to emphasize in the red tick. Just to keep consistency as well as you did here 01:11:468 (6,7)
  5. 01:22:169 (2,3) I know this overlap was intentional, but think it would flow better if you had kept consistent the DS.
  6. 02:15:678 (1,2,1,2) tbh, this pattern was really hard to play. xD
  7. 03:52:169 (1,2,3) The current triplet is snapped to 1/3 and I think that makes this patter difficult to play. I think players might be confused
    when they have to click this. I think it would flow better if you did Ctrl + G over that pattern to make stuffs more readable.
Blue Dragon
[ BD's Gansgta] Hellow, Blue dragon. This is gonna be short. I really felt useless when I took a look of the diff because I couldn't find anything. Your diff plays really good, but the fact I can't pass it and find an issue that could improve the map makes me feel really sad. I don't know why, but I think some jumps could be reduced a bit because they were really hard to play (at least for me). Good luck!
  1. 01:43:397 Add a note as long as this part is really a strong beat and need to be emphasized somehow.
  2. 02:47:257 (1,2,3,4) This pattern isn't really following instruments in the song. Try out to remove it and you'll find there's no beat that need to be placed here.
[]
In conclusion, I'd like that the hardest diffs were modded more because as long as they are the most difficulties diffs on the mapset, they should be better done to don't confuse players. I think I'll ask other BNs to look for the diffs and see if they're ready for be ranked. Call me back!
Asphyxia

HappyRocket88 wrote:

Irresphixia's Extra
[ Irresphixia's Extra] Hellow, QATs. =w= Great diff! Just some suggestions that are hitting me while I modded this:
  1. 00:55:766 (1) Consider adding a green line here to avoid the unnecessary spinner default noisy sound over this part.
  2. 01:09:011 (1,2) This pattern doesn't play bad, but I think it would be better if you kept the jumps here as long as you managed jumps in
    all the previous sections. Hmm, I'll consider it if you think it's necessary. I think the current pattern captures the song very well, and it just makes the transition into 01:09:713 (1) - feel really smooth. Anyway, decided to leave it as it is for now.
  3. 01:10:239 (2) Rhythmically talking, you're skipping a very important beat, which is here 01:10:415 , with that 1/1 slider. I guess you can clearly hear the clap of that instruments of that tick and it's relevant to consider it as well as you emphasized the white ticks on the previous patterns. It would be better if you removed that slider and tried out something like this. Consider doing the same in the upcoming patterns like 01:13:047 (2) - 01:15:854 (3) etc
  4. 01:17:082 (6,7) The current slider doesn't flow bad but, I think it would be greater if you replaced that slider for a circle that starts here 01:17:082 as long as there's no strong audible beat to emphasize in the red tick. Just to keep consistency as well as you did here 01:11:468 (6,7)
  5. 01:22:169 (2,3) I know this overlap was intentional, but think it would flow better if you had kept consistent the DS.
  6. 02:15:678 (1,2,1,2) tbh, this pattern was really hard to play. xD
  7. 03:52:169 (1,2,3) The current triplet is snapped to 1/3 and I think that makes this patter difficult to play. I think players might be confused
    when they have to click this. I think it would flow better if you did Ctrl + G over that pattern to make stuffs more readable.
Thank you for the mod! Let me know about the suggestion if you think it's necessary to change. I also love your mod format, super nice to look at! w

Rest was for Irre
Topic Starter
Tarrasky

HappyRocket88 wrote:

Hellow! Thanks for the banner, mr. Tarrasky. >w</ Here's the mod for making it. :3 The map that took me 6 hours to mod... I had to pop the bubble because I found out some concerns I'd like to discuss with the mappers about.
Important: Reply to this mod beyond that "THIS IS MY STYLE" or "I'VE SEEN MAPS RANKED WITH THIS".
[]
General
[ General] Well, I'm not really sure why Modding Assistant has many hints to work on. Take a look of them and see if the program is bugged or something. Any suggestion should be reported on this thread t/359381 Thanks!

  1. Is the kiai from 01:54:625 to 01:55:327 really necessary? It just emphasizes the PIRANHA but just 2 seconds really don't make sense. So consider to remove it
  2. 01:21:292 Same here. Is this kiai really necessary?
Nhawak's Easy
[ Nhawak's Easy]
  1. 00:55:854 What about adding a break here to give emphasizes of the upcoming notes?
  2. 01:29:362 (1,1) You should give at least three white ticks of difference for players recover of this spinner. It doesn't hurt anyone if you make that spinners ends here 01:31:468
  3. 01:54:625 (1) This slider doesn't play bad, I think you can make a neater slider that provides a better flow from the beginning till end. For example.
  4. 01:58:134 (3) NC here to have consistency with the NC combing pattern you manage.
  5. 02:56:380 (2,1) The current two sliders flow good, but I think you're forcing the player to move the cursor into a non-perceptive flow. I highly suggest to do Ctrl + H in the slider two to improve the flow a bit. It would look like this.
  6. 03:16:731 (4) The current circle with (4) breaks the NC combing you managed in the previous section. I know you wanted to emphasize the lyrics with this pattern, but players might get confuse because you didn't make long combos in the map. So it would be better if you set NC over this object to keep consistency.
  7. 04:10:152 Remove this unnecessary green line.
I know this diff plays nice. But I think there are some sliders that make very weird flow that might confuse players because of the sliders' end suggest that the next note will be next to it, but you place it somewhere else. It would be great if you consider improving a bit the flow
of some of these sliders:
  1. 03:20:239 (1,2) In this case, doing Ctrl+ H over the slider (1) would make this slider flowed better.
  2. 03:21:643 (2,1) Here doing Ctrl + G would make that this pattern was more intuitive. This slider's end 03:21:643 (2) suggest that the next flow could be above, but you're forcing players to go down following a very stuck flow.
  3. 03:25:854 (1,2) Same here. Despite these two sliders don't flow bad, I think making something like this would make a better flow.
  4. 03:31:468 (1,2) Symmetrically talking, the two sliders are neat. But they would be more perceptive if you had tried something like this.
Normal Collab
[ Normal Collab]
It's just a grammar suggestion, but I think it would be great if you name the diff properly: "Collab Normal" would fit better here.
  1. OD + 1 to make consistency with the increase of OD among the Easy and the Hard.
  2. 00:11:468 Remove this unnecessary green line. If you didn't change the sample set of the red point, why would it be necessary to place a green line with the same sample set?
  3. 00:21:643 (3,4) The current two notes don't play bad, I think it would flow better if you remove the circle (4) and make a reverse of the slider (3) to emphasize better the upcoming circle (5). Like this.
  4. 00:25:503 (2) Remove the whistle of the slider's body. It really noisy and doesn't sound good. Leaving the whistle of the slider's head and end would be the best. Consider doing the same here. 02:10:064 (2)
  5. 00:38:310 What about adding a break here? There's a current big empty space that plays really bad and I think you can solve it adding a mini break here as well as you did here 00:22:871 or 00:55:854
  6. 01:51:818 Remove this unnecessary green line.
  7. 01:33:924 (4) Remove the reverse and add a circle here 01:34:625 . I suggested you this because it's better to give emphasis over this
    slider's end 01:33:924 (4) with the clap that totally follows the song.
  8. 01:38:485 Add a circle here with a clap. It's very important to keep consistency with the sliders and claps you managed in the previous
    pattern. So it would make sense if you continued like that here. Consider doing the same here 01:39:538.
  9. 02:46:555 (1,1) You should give at least two white ticks of difference to lead players for recovering of this spinner.
  10. 03:41:292 (3) Just a mini visual suggestion, but you can make this slider more like a "M" like this.
Hard
[ Hard]
To be honest, I don't know why you set the OD over 6.2. I think it would make more sense if you set it on 5 to have consistency with the increasing among the diffs. The same goes to the HP Drain. This hard isn't that hard to set the HP Drain Rate over 4.8. It would be better if you place it on 4 to have
consistency among the diffs.

  1. 00:21:643 (2,3) Separate them a bit. It looks weird when they touch each other.
  2. 00:47:257 (1,2,3,4,1,2) This part was really confusing and don't play good. The main reason resides that there are a lot of 1/2 objects together which might make players be confused by this. It would flow better if you removed these two circles 00:47:959 (1,2) and replace them with a slider that would rather improve the flow. Like this.
  3. 00:44:450 (1,2,3,4) This doesn't play bad, but it would flow better if you had done the same of the zig zag pattern you did here 00:47:257
    (1,2,3,4) .
  4. 00:48:661 (1,1) Just a mini visual suggestion here, but both sliders almost touch each other. It would be great if you separate them to keep the neat flows you managed in the previous patterns.
  5. 01:01:994 (2,3,4) These three circles are very close together and make a weird rhythm. I think that a slider and a note would perfectly fit
    here as long as the song is calm here. It would look like this
    .
  6. 01:07:608 (2,3) Just a visual suggestion, but you can stack them properly. As long as the space is almost the same in this section.
  7. 01:08:836 (3,4,5,6) The same point I suggested in the 4 hint. I think there's no strong beat to emphasize at the red ticks 01:09:187. The "AH MA NO" of the lyrics are stronger and aren't well emphasized. I suggest you to remove some circles and add a 1/1 slider that would give the priority that this section need as well as you did here 01:20:064 (3,4) . What about this?
  8. 01:30:941 (2,3) Separate them a bit to don't let me touch each other.
  9. 02:00:941 (1) Remove the clap from the slider's head. I know you wanted to emphasize this section with the drums, but the current sound is too noisy and don't sound good.
  10. 02:09:362 (3) Place it here x=184|y=184 to improve the spacing and the visual pattern over this section.
  11. 02:10:064 (1) Remove the whistle of the slider's body as well as I suggested in the lower diffs. It sound so noisy and doesn't flow good with the vocals of PIRANHA
  12. 02:22:345 (1) Remove NC from this object to keep consistency with the previous NC combing patterns. Just as well as you did here 02:18:485 (1,2,3,4,5,6) or here 02:16:380 (1,2,3)
  13. 02:23:397 (1) Same ^
  14. 02:51:468 (1) Remove the whistle of the slider's body. It's very noisy and doesn't fit properly here. Leave it just in the slider's head and tail. Consider doing the same here 02:57:082 (1)
  15. 02:52:520 (2,3,1,2) This pattern was really hard to play because you broke the NC'ing pattern of the previous section. I suggest you to replace this two circles 02:52:871 (1,2) for a 1/2 slider for a better flow. It would look like this.
  16. 03:03:397 (1) Remove NC here for consistency too and add NC here 03:04:099 (4)
  17. 03:27:432 (2,3) The current pattern doesn't flow bad, but I highly suggest to ctrl + G these two objects 03:27:432 (2,3) to improve the flow. Players might be confused because they could suppose the pattern goes on zig-zags. Just as well as you did here 03:40:415 (2,3,4,5,6)
  18. 02:53:222 (5) NC here for consitency.
  19. 03:51:292 (3) Ctrl + G here to manage the same DS over this pattern.
  20. 03:51:818 (1,2) Why is this pattern different from the previous ones 03:49:011 (1,2) - 03:46:204 (1,2) ? I think it would be better if you tried out something more intuitive for players that keep consistency with the previous patterns. What about [urlhttp://puu.sh/l4C9A/c85f220c79.jpg]this[/url]?
Hyper
[ Hyper]
Does OD on 6.8 makes really sense here? I think leaving the OD on 6 would make more sense as long as this diff isn't that hard.
  1. 00:12:169 (3,4) Just a mini-visual suggestion here, but you can make a neater blanket among these objects. Like this.
  2. 00:19:713 (9,1) The current spacing between these object breaks the DS pattern you managed in the previous patterns like here
    00:16:731 (8,9,1) or here 00:13:924 (7,8,1) . It would make more sense if you had kept the 1.50 to keep consistency with the rest of the objects.
  3. 00:19:889 (1,2) The way you overlapped these two objects don't look good. It would have more sense of you had separated them a bit to avoid the overlap.
  4. 01:03:397 (9) This slider doesn't emphasize better the instruments here because there's no beat to emphasize at the red tick. It would be better if you removed the reverse and extended until here 01:03:748. Consider applying the same suggestion over this slider 01:14:625 (10)
  5. 01:06:906 (1) This current sliders makes a very awkward rhythm because you're missing to emphasize the blue ticks properly. It would make more sense if it had emphasized those beats as well as you did ath the upcoming pattern like 01:08:134 (1,2,3) or 01:08:485 (4,5,6), For example.
  6. 01:18:134 (1) ^ same as the above suggestion.
  7. 01:19:713 (4) Why the 1/4 slider if you managed a triplet 01:08:485 (7,8,9) in the same section? Consider applying one of them, triplet or 1/4 slider, please.
  8. 01:31:643 (7) The way you placed this circle doesn't play good because there's no strong beat to emphasize at the red tick. It would have a better rhythm is you removed it to give priority to the next circle.
  9. 01:43:047 (9) The way you give a mini-non-break here makes a very weird flow. I think it would be better if you replace that circle for a slider that ends here 01:43:397 to improve the rhythm.
  10. 01:59:362 Add a circle here to have consistency with the previous pattern.
  11. 02:01:818 (7,8) Here it would be better if you kept the same 1.60x of DS of the star pattern.
  12. 02:03:748 (3,4,5) This pattern doesn't play bad, but I think if you have tried something more smoother and simple, it had improved a bit the rhythm here. What about this?
  13. 02:08:310 Add a circle here as long as you were following that beat of the white ticks.
  14. 02:09:713 (4) Same as the lower diffs. This whistle over the slider's body is very noisy and doesn't sound good because it overlaps the "PIRANHA" of the singer. Consider remove it and just live the wishlt ein the slider'd head and tail.
  15. 02:46:555 (1) Remove the clap of the spinner and reduce the vol to 5%. There's not strong beat that need to be emphasized here and
    this sounds really weird. Consider doing the same here 03:18:485 (5)
  16. 02:59:889 (10,11) Remove the clap of this objects. For me they sound better without them as long as the current clap is very noisy.
  17. 03:05:503 (9) The current reverse doesn't play good because in the red tick there isn't any important beat to emphasize. I highly suggest to remove it and make it end on 03:05:854
Insane
[ Insane]
  1. 00:20:152 (2,3,4) This jump is really exaggerated. Take account that you set a mini stream on two 1/4 ticks that will make players to reside in that part. So it would make sense if you reduce the distance snap of the (3) and the (4)
  2. 01:33:924 (7) NC here for consistency. 11 on combo is too much
  3. 01:39:011 (9,2) It's just a mini visual suggestion, but you can blanket these objects to a better look of this pattern.
  4. 02:01:994 (7) NC here for consistency with the previous patterns.
  5. 02:10:064 (1) Remove the whistle of the slider body as long as it sounds really noisy.
  6. 02:46:555 (1) As well as the hyper diff, consider removing the clap and adding a green line to reduce the sound of this object.
Irresphixia's Extra
[ Irresphixia's Extra] Hellow, QATs. =w= Great diff! Just some suggestions that are hitting me while I modded this:
  1. 00:55:766 (1) Consider adding a green line here to avoid the unnecessary spinner default noisy sound over this part.
  2. 01:09:011 (1,2) This pattern doesn't play bad, but I think it would be better if you kept the jumps here as long as you managed jumps in
    all the previous sections.
  3. 01:10:239 (2) Rhythmically talking, you're skipping a very important beat, which is here 01:10:415 , with that 1/1 slider. I guess you can clearly hear the clap of that instruments of that tick and it's relevant to consider it as well as you emphasized the white ticks on the previous patterns. It would be better if you removed that slider and tried out something like this. Consider doing the same in the upcoming patterns like 01:13:047 (2) - 01:15:854 (3) etc
  4. 01:17:082 (6,7) The current slider doesn't flow bad but, I think it would be greater if you replaced that slider for a circle that starts here 01:17:082 as long as there's no strong audible beat to emphasize in the red tick. Just to keep consistency as well as you did here 01:11:468 (6,7)
  5. 01:22:169 (2,3) I know this overlap was intentional, but think it would flow better if you had kept consistent the DS.
  6. 02:15:678 (1,2,1,2) tbh, this pattern was really hard to play. xD
  7. 03:52:169 (1,2,3) The current triplet is snapped to 1/3 and I think that makes this patter difficult to play. I think players might be confused
    when they have to click this. I think it would flow better if you did Ctrl + G over that pattern to make stuffs more readable.
Blue Dragon
[ BD's Gansgta] Hellow, Blue dragon. This is gonna be short. I really felt useless when I took a look of the diff because I couldn't find anything. Your diff plays really good, but the fact I can't pass it and find an issue that could improve the map makes me feel really sad. I don't know why, but I think some jumps could be reduced a bit because they were really hard to play (at least for me). Good luck!
  1. 01:43:397 Add a note as long as this part is really a strong beat and need to be emphasized somehow.
  2. 02:47:257 (1,2,3,4) This pattern isn't really following instruments in the song. Try out to remove it and you'll find there's no beat that need to be placed here.
[]
In conclusion, I'd like that the hardest diffs were modded more because as long as they are the most difficulties diffs on the mapset, they should be better done to don't confuse players. I think I'll ask other BNs to look for the diffs and see if they're ready for be ranked. Call me back!
All fix in Normal, Hard, Hyper and Insane, except about some whistle sounds on slides, i really think s very interesting that sound to emphasize the vocal ^^
About the kiai I made because the movement of kiai explosion I think is cool at those times, if other the others mappers suggest removing i'll remove
About Modding Assistant i'll talk this problem with suno C:
Really thanks <3 I'll poke you after everyone answer the mod :)
sunosz
HappyRocket88: about the missing scorebar files I wanted it like that so the lifebar gets a "cleaner" look.
Spinner Files: spinner-background and spinner-spin are not actually needed. The spinner-metre.png.png is clearly a filename mistake and Tarrasky is going to fix it.
hit-50k: I don't know if it's being used or not, but doesn't hurt to keep it in the file.
pause-replay.png: Someone told me to make that, I don't even know why but I made it anyway, it's clearly useless.

The others unused files are just blank archives I made because sometimes the player's skin does overwrite piranha's skin and everything gets messed up.
Thanks for modding :D
ZiRoX
Reconsider what HappyRocket88 said, quoting Ranking Criteria to support it.

Ranking Criteria wrote:

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 (this can be done by adding the line "SliderBorder: 255,255,255" (using RGB values) under the [Colours] section of each .osu file). The same logic applies to hitbursts, cursors, numbers, and anything else of this nature. If you didn't intend to skin an element in the set, then using the templateskin's version is okay. Setting a SkinPreference is also acceptable (e.g. forcing the default skin).

Ranking Criteria wrote:

There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.
Litharrale

Irreversible wrote:

Litharrale wrote:

Irrphyxia's Extra..... I am not ready for this 2026 mapping shit.

What is this? Random slider placement, above HW-tier unreadable patterns, NC's that exist for no reason, beats where none exist in the song and other beats just flat out missing, streams that have no place at all, super inconsistent slider shapes, no clear theme at all.

This map feels like someones first map, not a map from two very experienced players.

Mods wont save it, this needs a remap.
I'm ready for your indepth explanation why you think like this.
Sure.

First a few comments on the song itself and the theme that suits it. The trap genre is well known for it's fluid flow and ability to create a strong beat that you can feel and enjoy. Particularly with this song it's really easy and almost unavoidable to start bobbing your head along with the beat. This is something the mapper should take into account when creating his or her mapset. It's rare to find songs like this in Osu and so the mapping style is unfamiliar to a lot of mappers. Just because a technique works flawlessly on a DnB song or an anime OP doesn't mean it'll work here (e.g you wont find a deathstream in most if any anime songs while it's pretty perfect for a DnB song to build tension and hype). This leads into my first point;

El numero uno

After playing this map a lot I think it suffers from something I like to call "The mappers dilemma". This is where a decision that is made by the mapper is completely justified and sound with clear evidence from the editor but feels wrong and out of place when you actually play the map.

For example, 00:14:275 (1,2) - You can easily go into the editor, slow this section down to 25% and very clearly hear the hi-hat(?) that the notes correlate with. Despite this though it's still wrong. It completely breaks flow and the feeling of 'smoothness' a mere 14 seconds in. This is accomplished by switching what instrument you're mapping too with no transition or warning. Even worse, it's a subtle instrument that most people wont even notice over the main instrument. Keeping in mind what I said before, this is bad for any song in the trap genre. You know why BD's difficulty on this set is so popular? It's because his style fits these songs perfectly, he understands flow and how to sustain it throughout the map. I'm not saying copy BD's style (pls dont ur my favurit mappr), I'm just saying his map in this set is a prime example of what to do when mapping a song from the hip-hop/trap genre.

The goal you should have in mind for this set is to create a map that flows perfectly and just feels fucking awesome to play. Everything should flow perfectly from one note to the next and there's never a point where you have to stop head bobbing. This is done pretty well in several different sections but the problems ruin it completely. Go into the editor and play the song and feel the beat. Watch how the beginning sliders perfectly conform to the beat and it feels great to watch, listen and play. But then 00:14:275 (1,2) comes along and breaks the vibe and the momentum. There are many more examples of this throughout the map and it's perhaps the biggest issue so please look into it.

tl;dr map for the strongest beat that 99% of listeners follow consistently. There are more ways to make a map unique and interesting than to break the flow.

Number 2

(I'm going to return to my point about 'flow' a lot and how its absolutely fucking integral when mapping any song in the trap genre because it's essentially my thesis and what I'm trying to convey to you.)

There's a lot of missing beats or unneeded beats in the map where an alternative has been chosen and has resulted in a breakup of flow.
Example: 00:50:415 (2) - Preceding this slider you've mapped every single (afaik) strong bass beat and right at the end where a transition has to be made, i.e where the concept of flow is most important to keep the player engaged and able to follow your map well, you miss one to map the vocals instead of the beat. Consistency is a word I'll repeat a lot because it's important. Keep consistent and the feeling of sleekness will follow.

More examples:
00:43:485 (3) - There should be a note on the red tick to follow the beat. Either move it or add one, both work well imo.
01:10:239 (2) - Dont miss the beat on the white tick
01:13:047 (2) - ^
00:30:590 (1) - As an opposite, this should just be a circle, there's nothing on the blue tick
01:18:222 (1) - Don't be lazy

Point 3

2026 mapping. I understand your eagerness to get there but there are only so many QATs. Normal plebs like me aren't there yet, stick to 2015 for now please. You can create difficulty in a variety of other ways that isn't making the map hard to read. Keeping the map readable is pretty essential when creating a song based on flow.

00:45:678 (3,4,5,6) - Spacing in the grid should somewhat match the spacing on the timeline.
00:54:976 (1) - Just make a fast return slider please, these are just not fun to read.
01:34:976 (5,6) - Ouch, space it out please.

02:15:678 (1,2) - OK THIS SEQUENCE HERE IS WHY I MADE MY FIRST POST. This is truly 2026 mapping and cannot stay. If anything goes it has to be this. I wrote out the pattern between the two positions to see if there was actually a pattern and this is what I got.

1 = the circle in the top position
2 = the circle in the bottom position

12212211212122211212212211212

It's so close to forming a coherent pattern but the reverses and repeats just melt my brain. I get what you were trying to do here and I think it can be achieved just by making a consistent pattern and ALSO VERY IMPORTANT map the "woah" 's consistently. You did at 02:19:538 (1) but not in other places which really fucks up readability.

02:47:082 (5,1) - Probably just me but this feels bad
03:51:818 (1,2,3,1,2,3,1,2,3) - Changing the time signature and making a really hard to read pattern is just mean.

After playing it a lot and analyzing it in the editor I think this map can be ok if the key issues are fixed. It's fine and if I were a BN myself I'd probably bubble it after that but personally, I think as QAT's you should be striving to be better than the average joe. I've played your other maps and they're fantastic, it's a shame this one isn't as good. It has potential, it really does, it just needs some serious polish and understanding of the genre.

EDIT: I just noticed the map was updated, if anything was fixed that I mentioned just ignore it sorry.
Topic Starter
Tarrasky
redownl after 02/11
new skin objects added and some removed
Asphyxia

Litharrale wrote:

Irrphyxia's Extra..... I am not ready for this 2026 mapping shit.

What is this? Random slider placement, above HW-tier unreadable patterns, NC's that exist for no reason, beats where none exist in the song and other beats just flat out missing, streams that have no place at all, super inconsistent slider shapes, no clear theme at all.

This map feels like someones first map, not a map from two very experienced players.

Mods wont save it, this needs a remap.

Litharrale wrote:

Sure.

First a few comments on the song itself and the theme that suits it. The trap genre is well known for it's fluid flow and ability to create a strong beat that you can feel and enjoy. Particularly with this song it's really easy and almost unavoidable to start bobbing your head along with the beat. This is something the mapper should take into account when creating his or her mapset. It's rare to find songs like this in Osu and so the mapping style is unfamiliar to a lot of mappers. Just because a technique works flawlessly on a DnB song or an anime OP doesn't mean it'll work here (e.g you wont find a deathstream in most if any anime songs while it's pretty perfect for a DnB song to build tension and hype). This leads into my first point;

El numero uno

After playing this map a lot I think it suffers from something I like to call "The mappers dilemma". This is where a decision that is made by the mapper is completely justified and sound with clear evidence from the editor but feels wrong and out of place when you actually play the map.

For example, 00:14:275 (1,2) - You can easily go into the editor, slow this section down to 25% and very clearly hear the hi-hat(?) that the notes correlate with. Despite this though it's still wrong. It completely breaks flow and the feeling of 'smoothness' a mere 14 seconds in. This is accomplished by switching what instrument you're mapping too with no transition or warning. Even worse, it's a subtle instrument that most people wont even notice over the main instrument. Keeping in mind what I said before, this is bad for any song in the trap genre. You know why BD's difficulty on this set is so popular? It's because his style fits these songs perfectly, he understands flow and how to sustain it throughout the map. I'm not saying copy BD's style (pls dont ur my favurit mappr), I'm just saying his map in this set is a prime example of what to do when mapping a song from the hip-hop/trap genre.

The goal you should have in mind for this set is to create a map that flows perfectly and just feels fucking awesome to play. Everything should flow perfectly from one note to the next and there's never a point where you have to stop head bobbing. This is done pretty well in several different sections but the problems ruin it completely. Go into the editor and play the song and feel the beat. Watch how the beginning sliders perfectly conform to the beat and it feels great to watch, listen and play. But then 00:14:275 (1,2) comes along and breaks the vibe and the momentum. There are many more examples of this throughout the map and it's perhaps the biggest issue so please look into it.

tl;dr map for the strongest beat that 99% of listeners follow consistently. There are more ways to make a map unique and interesting than to break the flow.

Number 2

(I'm going to return to my point about 'flow' a lot and how its absolutely fucking integral when mapping any song in the trap genre because it's essentially my thesis and what I'm trying to convey to you.)

There's a lot of missing beats or unneeded beats in the map where an alternative has been chosen and has resulted in a breakup of flow.
Example: 00:50:415 (2) - Preceding this slider you've mapped every single (afaik) strong bass beat and right at the end where a transition has to be made, i.e where the concept of flow is most important to keep the player engaged and able to follow your map well, you miss one to map the vocals instead of the beat. Consistency is a word I'll repeat a lot because it's important. Keep consistent and the feeling of sleekness will follow.

More examples:
00:43:485 (3) - There should be a note on the red tick to follow the beat. Either move it or add one, both work well imo.
01:10:239 (2) - Dont miss the beat on the white tick
01:13:047 (2) - ^
00:30:590 (1) - As an opposite, this should just be a circle, there's nothing on the blue tick Are you sure you listened to the song properly? I don't mean it offensively, just that when I listen to it, I can clearly hear a beat in the blue tick. Very, very similar to what 00:31:292 (2,3,4) - has to offer musically. Listen to it again, maybe with 25% playback, but there's definitely a sound. It could be the echo-ish sound from the red tick, but there's definitely something to support the slider end, thus I'm going to keep it.
01:18:222 (1) - Don't be lazy

Point 3

2026 mapping. I understand your eagerness to get there but there are only so many QATs. Normal plebs like me aren't there yet, stick to 2015 for now please. You can create difficulty in a variety of other ways that isn't making the map hard to read. Keeping the map readable is pretty essential when creating a song based on flow.

00:45:678 (3,4,5,6) - Spacing in the grid should somewhat match the spacing on the timeline.
00:54:976 (1) - Just make a fast return slider please, these are just not fun to read.
01:34:976 (5,6) - Ouch, space it out please. Hmm, the thing here is that I wanted to create some kind of variation from just plain jumps, so I thought stacking few objects when the music isn't strong would be a good idea, to make it feel more fun. Especially because the music at that point takes this not-so-strong feeling with a repetitive tune to it, so I think the stack is pretty justified as it is now.

02:15:678 (1,2) - OK THIS SEQUENCE HERE IS WHY I MADE MY FIRST POST. This is truly 2026 mapping and cannot stay. If anything goes it has to be this. I wrote out the pattern between the two positions to see if there was actually a pattern and this is what I got.

1 = the circle in the top position
2 = the circle in the bottom position

12212211212122211212212211212

It's so close to forming a coherent pattern but the reverses and repeats just melt my brain. I get what you were trying to do here and I think it can be achieved just by making a consistent pattern and ALSO VERY IMPORTANT map the "woah" 's consistently. You did at 02:19:538 (1) but not in other places which really fucks up readability.

02:47:082 (5,1) - Probably just me but this feels bad
03:51:818 (1,2,3,1,2,3,1,2,3) - Changing the time signature and making a really hard to read pattern is just mean.

After playing it a lot and analyzing it in the editor I think this map can be ok if the key issues are fixed. It's fine and if I were a BN myself I'd probably bubble it after that but personally, I think as QAT's you should be striving to be better than the average joe. I've played your other maps and they're fantastic, it's a shame this one isn't as good. It has potential, it really does, it just needs some serious polish and understanding of the genre.

EDIT: I just noticed the map was updated, if anything was fixed that I mentioned just ignore it sorry.
The ones I did not apply to were for Irreversible, thank you! I think my things are justified as they are, but if you want to comment on them more, feel free to poke me in-game or just post here again so we can discuss them more!
sunosz
@Edit: Tarrasky is kinda AFK, so the map will take some time to get updated.

ZiRoX wrote:

Reconsider what HappyRocket88 said, quoting Ranking Criteria to support it.
Ok, reconsidering that I still want the skin to be clear and PLAYABLE. Basically, I don't want people to ignore the skin just because I had to skin an element that mess up the reading.

And the changes:
Scorebar Set: added scorebar-ki.png, scorebar-kidanger.png and scorebar-kidanger2.png just to complete the scorebar set. Just blank files, it doesn't mean they are not used.
Spinner Set: re-skinned spinner-rpm.png and made new elements: spinner-background.png, spinner-metre.png, spinner-spin.png and spinner-middle.png
Numbers Set: on the score numbers fixed the "0 looks like 8" issue, maximized the size of the elements and remade the color scheme so it can fit well in the theme.
Cursor Set: I don't know why but cursor-smoke.png doesn't work on map skins this is why Modding Assistant says it's unused. I really wanted that element to work, if someone knows how to make that work please give me a hand.
Followpoint: Nothing much to fix, the set was missing followpoint-4.png and 5 now it is complete.

Elements removed:
hit50k.png
cursor-smoke.png
pause-replay.png
followpoint-7.png



I believe there is more to fix but I can't find all the issues myself. If anyone finds anything unusual please let me know.
ZiRoX

sunosz wrote:

@Edit: Tarrasky is kinda AFK, so the map will take some time to get updated.

ZiRoX wrote:

Reconsider what HappyRocket88 said, quoting Ranking Criteria to support it.
Ok, reconsidering that I still want the skin to be clear and PLAYABLE. Basically, I don't want people to ignore the skin just because I had to skin an element that mess up the reading.

And the changes:
Scorebar Set: added scorebar-ki.png, scorebar-kidanger.png and scorebar-kidanger2.png just to complete the scorebar set. Just blank files, it doesn't mean they are not used.
That was it. I never meant for you to actually skin them, but to include the files (even blank or transparent ones) so the game loads those dummy files and not files from the default or the user's skin (I'm not really knowledgeable in skinning, so that's how I think it works).
Buttercup

HappyRocket88 wrote:

Nhawak's Easy
  1. 00:55:854 What about adding a break here to give emphasizes of the upcoming notes? the break would be too short, I don't like it t-t
  2. 01:29:362 (1,1) You should give at least three white ticks of difference for players recover of this spinner. It doesn't hurt anyone if you make that spinners ends here 01:31:468 okok
  3. 01:54:625 (1) This slider doesn't play bad, I think you can make a neater slider that provides a better flow from the beginning till end. For example. currently seems fine
  4. 01:58:134 (3) NC here to have consistency with the NC combing pattern you manage. done
  5. 02:56:380 (2,1) The current two sliders flow good, but I think you're forcing the player to move the cursor into a non-perceptive flow. I highly suggest to do Ctrl + H in the slider two to improve the flow a bit. It would look like this. fixed
  6. 03:16:731 (4) The current circle with (4) breaks the NC combing you managed in the previous section. I know you wanted to emphasize the lyrics with this pattern, but players might get confuse because you didn't make long combos in the map. So it would be better if you set NC over this object to keep consistency. done
  7. 04:10:152 Remove this unnecessary green line. removed
I know this diff plays nice. But I think there are some sliders that make very weird flow that might confuse players because of the sliders' end suggest that the next note will be next to it, but you place it somewhere else. It would be great if you consider improving a bit the flow
of some of these sliders:

  1. 03:20:239 (1,2) In this case, doing Ctrl+ H over the slider (1) would make this slider flowed better. done
  2. 03:21:643 (2,1) Here doing Ctrl + G would make that this pattern was more intuitive. This slider's end 03:21:643 (2) suggest that the next flow could be above, but you're forcing players to go down following a very stuck flow. done
  3. 03:25:854 (1,2) Same here. Despite these two sliders don't flow bad, I think making something like this would make a better flow. done
  4. 03:31:468 (1,2) Symmetrically talking, the two sliders are neat. But they would be more perceptive if you had tried something like this. done
Thank you rocket <3
aaa
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TitleUnicode:Piranha (Maffalda Reloaded Trap Mix)
Artist:Alipio Martins
ArtistUnicode:Alípio Martins
Creator:Tarrasky
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Tags:sunosz irreversible asphyxia spectator nhawak brazil alarido blue dragon drum and bass dnb dubstep dubstrap
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Mismagius

HappyRocket88 wrote:

  1. 01:43:397 Add a note as long as this part is really a strong beat and need to be emphasized somehow. I disagree, it's the start of the new section and I don't want it to be represented since it's in the break.
  2. 02:47:257 (1,2,3,4) This pattern isn't really following instruments in the song. Try out to remove it and you'll find there's no beat that need to be placed here. I am pretty sure I can hear the 1/2s there..

02:26:204 (3,4) - the spacing feels very awkward
it's almost the same spacing as before, there's no way to make this more intuitive without ruining the playability

00:58 Chippy: 01:43:047 (8) - feels like it's ended early
ok i'll add the goddamn note :(

00:59 Chippy: 03:51:818 (1,2,3) - I'm confused why you chose here to do reverse sliders it just doesn't feel right
The song suddenly changes to 1/3 and I don't want the player to be confused here. For someone who knows the song it's ok, but for sightread it's pretty awful to play a 1/3 pattern like that

01:01 Chippy: I'm also confused as to why you do things like 03:27:082 (7) - for some parts of the song but change it to 03:29:713 (6,7) - when the song hasn't changed enough to require a change in note placement
well that's a pattern, most patterns here follow intensity but not this one
Irreversible

HappyRocket88 wrote:

Irresphixia's Extra
[ Irresphixia's Extra] Hellow, QATs. =w= Great diff! Just some suggestions that are hitting me while I modded this:
  1. 00:55:766 (1) Consider adding a green line here to avoid the unnecessary spinner default noisy sound over this part. okay sure
  2. 01:09:011 (1,2) This pattern doesn't play bad, but I think it would be better if you kept the jumps here as long as you managed jumps in
    all the previous sections. Hmm, I'll consider it if you think it's necessary. I think the current pattern captures the song very well, and it just makes the transition into 01:09:713 (1) - feel really smooth. Anyway, decided to leave it as it is for now.
  3. 01:10:239 (2) Rhythmically talking, you're skipping a very important beat, which is here 01:10:415 , with that 1/1 slider. I guess you can clearly hear the clap of that instruments of that tick and it's relevant to consider it as well as you emphasized the white ticks on the previous patterns. It would be better if you removed that slider and tried out something like this. Consider doing the same in the upcoming patterns like 01:13:047 (2) - 01:15:854 (3) etc no, I'm not following the claps here.. you can find this in my mapping really often. I prefer following the main line, when the song offers one.
  4. 01:17:082 (6,7) The current slider doesn't flow bad but, I think it would be greater if you replaced that slider for a circle that starts here 01:17:082 as long as there's no strong audible beat to emphasize in the red tick. Just to keep consistency as well as you did here 01:11:468 (6,7) doesn't seem right for me.
  5. 01:22:169 (2,3) I know this overlap was intentional, but think it would flow better if you had kept consistent the DS. ok sure
  6. 02:15:678 (1,2,1,2) tbh, this pattern was really hard to play. xD you better learn it!
  7. 03:52:169 (1,2,3) The current triplet is snapped to 1/3 and I think that makes this patter difficult to play. I think players might be confused
    when they have to click this. I think it would flow better if you did Ctrl + G over that pattern to make stuffs more readable. [b]but this is clearly 1/3
    [/b]
Thank you!

Litharrale wrote:

Sure.

First a few comments on the song itself and the theme that suits it. The trap genre is well known for it's fluid flow and ability to create a strong beat that you can feel and enjoy. Particularly with this song it's really easy and almost unavoidable to start bobbing your head along with the beat. This is something the mapper should take into account when creating his or her mapset. It's rare to find songs like this in Osu and so the mapping style is unfamiliar to a lot of mappers. Just because a technique works flawlessly on a DnB song or an anime OP doesn't mean it'll work here (e.g you wont find a deathstream in most if any anime songs while it's pretty perfect for a DnB song to build tension and hype). This leads into my first point;

El numero uno

After playing this map a lot I think it suffers from something I like to call "The mappers dilemma". This is where a decision that is made by the mapper is completely justified and sound with clear evidence from the editor but feels wrong and out of place when you actually play the map.

For example, 00:14:275 (1,2) - You can easily go into the editor, slow this section down to 25% and very clearly hear the hi-hat(?) that the notes correlate with. Despite this though it's still wrong. It completely breaks flow and the feeling of 'smoothness' a mere 14 seconds in. This is accomplished by switching what instrument you're mapping too with no transition or warning. Even worse, it's a subtle instrument that most people wont even notice over the main instrument. Keeping in mind what I said before, this is bad for any song in the trap genre. You know why BD's difficulty on this set is so popular? It's because his style fits these songs perfectly, he understands flow and how to sustain it throughout the map. I'm not saying copy BD's style (pls dont ur my favurit mappr), I'm just saying his map in this set is a prime example of what to do when mapping a song from the hip-hop/trap genre. My conclusion from that text is 1) Don't map to the song 2) 1/4 sliders don't indicate themselves enough 3) Smoothness is mandatory. However, all those points are not valid in my eyes, why would I ignore something what the song offers? 1/4 sliders are very readable, and in my opinion it's not a too flowbreaking part either.

The goal you should have in mind for this set is to create a map that flows perfectly and just feels fucking awesome to play. Everything should flow perfectly from one note to the next and there's never a point where you have to stop head bobbing. This is done pretty well in several different sections but the problems ruin it completely. Go into the editor and play the song and feel the beat. Watch how the beginning sliders perfectly conform to the beat and it feels great to watch, listen and play. But then 00:14:275 (1,2) comes along and breaks the vibe and the momentum. There are many more examples of this throughout the map and it's perhaps the biggest issue so please look into it. It honestly couldn't be more outstanding. I want to throw a question back concerning a point you've pointed out later; 01:09:713 - this instrument is clearly in the foreground, and even though the clap is strong, it's not that stunningly loud for me to map it. After your logic, I should actually ignore it. So what's what you want now?

tl;dr map for the strongest beat that 99% of listeners follow consistently. There are more ways to make a map unique and interesting than to break the flow.

Number 2

(I'm going to return to my point about 'flow' a lot and how its absolutely fucking integral when mapping any song in the trap genre because it's essentially my thesis and what I'm trying to convey to you.)

There's a lot of missing beats or unneeded beats in the map where an alternative has been chosen and has resulted in a breakup of flow.
Example: 00:50:415 (2) - Preceding this slider you've mapped every single (afaik) strong bass beat and right at the end where a transition has to be made, i.e where the concept of flow is most important to keep the player engaged and able to follow your map well, you miss one to map the vocals instead of the beat. Consistency is a word I'll repeat a lot because it's important. Keep consistent and the feeling of sleekness will follow.

More examples:
00:43:485 (3) - There should be a note on the red tick to follow the beat. Either move it or add one, both work well imo. that was a mistake, fixed
01:10:239 (2) - Dont miss the beat on the white tick following the maintrack
01:13:047 (2) - ^
00:30:590 (1) - As an opposite, this should just be a circle, there's nothing on the blue tick
01:18:222 (1) - Don't be lazy Spinners are appropriate if you have very outstanding beats ongoing in the song, like this it gives you a good feeling if you spin fast. Ever thought of that it's nonsencial to have a spinner at the end of the map to fade it out? Why would you want to spin 400+ there?

Point 3

2026 mapping. I understand your eagerness to get there but there are only so many QATs. Normal plebs like me aren't there yet, stick to 2015 for now please. You can create difficulty in a variety of other ways that isn't making the map hard to read. Keeping the map readable is pretty essential when creating a song based on flow. It's interesting, because I do not understand how you interpret 2026 into this mapping and how "eager" we are to go there. 2015 is difficulty based, and this is nowhere close that. Like, n o w h e r e.

00:45:678 (3,4,5,6) - Spacing in the grid should somewhat match the spacing on the timeline. that one was fixed
00:54:976 (1) - Just make a fast return slider please, these are just not fun to read. Then listen to the song and it will tell you what to do.
01:34:976 (5,6) - Ouch, space it out please.

02:15:678 (1,2) - OK THIS SEQUENCE HERE IS WHY I MADE MY FIRST POST. This is truly 2026 mapping and cannot stay. If anything goes it has to be this. I wrote out the pattern between the two positions to see if there was actually a pattern and this is what I got.

1 = the circle in the top position
2 = the circle in the bottom position

12212211212122211212212211212

The song is indicating this to me, the reason why the fourth tick is different is because it should be emphasized especially due to it being the last zonas before going to a new stanza. It's really not that hard to understand.

It's so close to forming a coherent pattern but the reverses and repeats just melt my brain. I get what you were trying to do here and I think it can be achieved just by making a consistent pattern and ALSO VERY IMPORTANT map the "woah" 's consistently. You did at 02:19:538 (1) but not in other places which really fucks up readability. what?

02:47:082 (5,1) - Probably just me but this feels bad
03:51:818 (1,2,3,1,2,3,1,2,3) - Changing the time signature and making a really hard to read pattern is just mean. I'm not the maker of the song, he used 1/3 so I use 1/3 too.

After playing it a lot and analyzing it in the editor I think this map can be ok if the key issues are fixed. It's fine and if I were a BN myself I'd probably bubble it after that but personally, I think as QAT's you should be striving to be better than the average joe. I've played your other maps and they're fantastic, it's a shame this one isn't as good. It has potential, it really does, it just needs some serious polish and understanding of the genre.

EDIT: I just noticed the map was updated, if anything was fixed that I mentioned just ignore it sorry.
Topic Starter
Tarrasky
i think needs add "Trap" on tags
lol nvm have in Title
InsaneToe
I am so ready for this to be ranked. One of my favorite Osu maps and songs. :D
Mismagius
irre where r u

edit: oops irre already answered
tarrasky where r u
HappyRocket88
~Hellow~


Poke Irreversible to he can send you the update with the changes.
[]
[Nhawak's Easy]
  1. 01:54:625 (1) This slider doesn't flow properly and it might confuse beginner players because you're skipping the slider border making a stuck pattern. I highly suggest you to try out something that don't avoid the slider border. Like this:
[Hard]
  1. HP +0.2
[Hyper]
  1. OD +0.2
[Insane]
  1. OD -0.1
Topic Starter
Tarrasky

HappyRocket88 wrote:

~Hellow~


[Hard]
  1. HP +0.2
[Hyper]
  1. OD +0.2
[Insane]
  1. OD -0.1
All fix
Grizzlywolf
Can't wait for this to get ranked, great song and great map.
Buttercup
@Rocket: I recently asked some beginner players and they said that slider isn't confuse and can be read normally without problems
so I do not see any necessity to change it :C
HappyRocket88
@Nhawak ok.
Waiting for Irre's update.
Topic Starter
Tarrasky
After talk with Irre, we found some improvements in the timing, waiting for Nhaw, bd and spec fix, look at the difficulties to understand the two new timings will improve for Nightcore players. (nothing changes the gameplay)
ok i'll fix, this change nothing in gameplay anyway
RVMathew
Small things I want to point out.

1) For the skin: Why is there a blank hit 300 png? I know that many people like to play with blank 300's but there are a few people (myself included) that like to see 300's on the screen. The skin looks sick by the way.

2) For Irrphyxia's Extra, I was thinking that for 00:14:275 (1), 00:17:082 (1) and 00:17:783 (1) perhaps this hitsound fits more to the sound they are trying to map? http://puu.sh/llyn4/6b629c09cb.wav

I may go far as to say that for the first part of the map until 00:22:696 the above hitsound could be used as a hitnormal I guess.

Seems very well made so I cannot really comment on it that much.

Good luck on the map.


P.S: Brazil: Land of the off-duty cop, street justice and flip flops :)
HappyRocket88
did Irre send the update of his diff? :oo
Topic Starter
Tarrasky

RVMathew wrote:

Small things I want to point out.

1) For the skin: Why is there a blank hit 300 png? I know that many people like to play with blank 300's but there are a few people (myself included) that like to see 300's on the screen. The skin looks sick by the way.
I think that is completely foreign to 300x with semi-transparent skin

P.S: Brazil: Land of the off-duty cop, street justice and flip flops :) C:C:C:

HappyRocket88 wrote:

did Irre send the update of his diff? :oo yeah he send the update c:
Yuii-
I'm not sure if you know how does offset changes work but the "timing improvement" did nothing. If you delete those red lines it'll still be the same, there's no offset change, no BPM change. Basically they don't affect at all, even if you try deleting them you will notice everything sounds THE SAME way with them. Although, I'd recommend you to +6 the general offset, sounds a bit more accurate, in my opinion.
Topic Starter
Tarrasky

Yuii- wrote:

I'm not sure if you know how does offset changes work but the "timing improvement" did nothing. If you delete those red lines it'll still be the same, there's no offset change, no BPM change. Basically they don't affect at all, even if you try deleting them you will notice everything sounds THE SAME way with them. Although, I'd recommend you to +6 the general offset, sounds a bit more accurate, in my opinion.
yes there is a change, especially for those who are playing mod nightcore, there is the sound of the loud knock on bpm who was in the wrong place, it is clear that at stake does not change anything, but for those who will play in nightcore so for example, will be much more better ^^
About the general offset +6 I'm not sure, in fact I am not good at finding offset so that it was not me who thought, as I have not seen many complaints, I will leave it like that
HappyRocket88
Let's see how this goes foward. _:3_<_



CTB ICON p/4459892
Topic Starter
Tarrasky

HappyRocket88 wrote:

Let's see how this goes foward. _:3_<_



CTB ICON p/4459892
yay finally ^^
Chiraux
May I make a guest Taiko or osu!standard map? Love the song and the skin and the bg and everything else that I missed <3
Necroluttah
HYPE
autofanboy
PEERANHAAA

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Background Image
  1. Change the resolution to 1366x768 instead of 1365x768.

[ Spec's Gangsta Overdose]

  • Gameplay
  1. 00:05:854 (1,2,3,4) - In my opinion, this should be slightly intense than 00:03:047 (1,2,3,4) in order to have a better build-up. Therefore you may consider swapping the pattern of 00:05:854 (1,2,3,4) with 00:03:047 (1,2,3,4)
  2. 00:19:011 (4,5) - I suggest including a hyperdash here in order to emphasize the clap at (5), which is a strong beat comparing to the other notes. You may consider adding a hyperdash here like what you did at 00:16:204 (4,5,6) - ; or you may change the pattern here to fit the hyperdash at the mentioned clap.
  3. 00:19:538 (6,1) - Distance here can be slightly smaller, because it is really easy to miss the head of (1).
  4. 00:25:503 (1,2,3,4,1,2,3,1) - Here it feels a little bit plain, since there are quite some of the hyperdash going on before and after, but there wasn't even one hyperdash here, which might be boring to the players. Hence I suggest adding hyperdashes on 00:26:029 (2,3) and 00:26:906 (1,2)
  5. 00:33:924 (1,2,3,4,5,1,2,3,4,5,1) - ^, therefore I suggest adding hyperdash at 00:36:380 (5,1)
  6. 02:13:748 (4) - Maybe it is much better when you map the beats at the blue tick, which is 02:14:011 - ?
  7. 02:51:468 (1,1) - Better to include a hyperdash here in order to emphasize the Finish at the head of 02:52:169 (1)
  8. 02:54:625 (6,1) - You may do the same as above, probably you can map 02:54:800 by changing 02:54:625 (6) into a 1/2 slider, since it is reasonable to do so to map the prolonging 'Pi' sound.
  9. 03:51:468 (7,1) - This is actually really easy to miss, if the player jumped too vigorously and didn't notice (1) coming. Hence it is better to shorten the distance here to allow players catch up easily.

Good luck!

-AFB
Spectator

alienflybot wrote:

PEERANHAAA

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Background Image
  1. Change the resolution to 1366x768 instead of 1365x768.

[ Spec's Gangsta Overdose]

  • Gameplay
  1. 00:05:854 (1,2,3,4) - In my opinion, this should be slightly intense than 00:03:047 (1,2,3,4) in order to have a better build-up. Therefore you may consider swapping the pattern of 00:05:854 (1,2,3,4) with 00:03:047 (1,2,3,4) cool idea
  2. 00:19:011 (4,5) - I suggest including a hyperdash here in order to emphasize the clap at (5), which is a strong beat comparing to the other notes. You may consider adding a hyperdash here like what you did at 00:16:204 (4,5,6) - ; or you may change the pattern here to fit the hyperdash at the mentioned clap. fixed
  3. 00:19:538 (6,1) - Distance here can be slightly smaller, because it is really easy to miss the head of (1). also fixed
  4. 00:25:503 (1,2,3,4,1,2,3,1) - Here it feels a little bit plain, since there are quite some of the hyperdash going on before and after, but there wasn't even one hyperdash here, which might be boring to the players. Hence I suggest adding hyperdashes on 00:26:029 (2,3) and 00:26:906 (1,2) added one on (1,2), though i'd like to keep mine on (2,3)
  5. 00:33:924 (1,2,3,4,5,1,2,3,4,5,1) - ^, therefore I suggest adding hyperdash at 00:36:380 (5,1) added
  6. 02:13:748 (4) - Maybe it is much better when you map the beats at the blue tick, which is 02:14:011 - ? fixed
  7. 02:51:468 (1,1) - Better to include a hyperdash here in order to emphasize the Finish at the head of 02:52:169 (1) fixed
  8. 02:54:625 (6,1) - You may do the same as above, probably you can map 02:54:800 by changing 02:54:625 (6) into a 1/2 slider, since it is reasonable to do so to map the prolonging 'Pi' sound. I'd like to keep mine as i liked the short break here
  9. 03:51:468 (7,1) - This is actually really easy to miss, if the player jumped too vigorously and didn't notice (1) coming. Hence it is better to shorten the distance here to allow players catch up easily. k

Good luck!

-AFB
Thanks for the useful advices!

osu file format v14

[General]
AudioFilename: piraaaaaanhaaaaaaaaaaaaaaaaaaaa.mp3
AudioLeadIn: 0
PreviewTime: 169011
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 11117,31818,98134,135678,144099,146906,186204,192345
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Piranha (Maffalda Reloaded Trap Mix)
TitleUnicode:Piranha (Maffalda Reloaded Trap Mix)
Artist:Alipio Martins
ArtistUnicode:Alípio Martins
Creator:Tarrasky
Version:Spec's Gangsta Overdose
Source:
Tags:sunosz irreversible asphyxia spectator nhawak brazil alarido blue dragon drum and bass dnb dubstep dubstrap
BeatmapID:710996
BeatmapSetID:287873

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9.3
ApproachRate:9.3
SliderMultiplier:1.8
SliderTickRate:2

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301,269,246731,1,4,1:3:0:0:
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256,192,248661,12,4,250064,0:0:0:0:
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332,176,263922,2,0,P|415:149|444:56,1,180
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332,176,264974,2,0,P|415:149|444:56,1,180
Topic Starter
Tarrasky

alienflybot wrote:

PEERANHAAA

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Background Image
  1. Change the resolution to 1366x768 instead of 1365x768. fix


Good luck!

-AFB
Redownl after 16/11
Update Spec diff c:
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