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Shoji Meguro - Persona Invocation [CatchTheBeat]

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JBHyperion

Sey wrote:

[Hyperion's Rain]
  1. 00:12:151 (2) - Move this to the left, feels a little rough for the start of the song. Sure thing
  2. 00:16:088 (5,6) - Looks a bit awkward. A HDash goes nice here to be a little consistent with 00:19:182 (7,1) - . Just select 00:16:088 (5,6) - and press CTRL+G and there you go: There's a prominent synth sound at 00:19:276 (1) but not here, so I don't feel a hdash really fits with the pattern consistency I'm looking for, e.g. the same thing is at 00:22:088 (7,8,1) for the same sound. Also, I just find the additional antiflow here a little unfitting, as I'm trying to build the pattern complexity and note density throughout the map, so I want it to be somewhat "calmer" here
  3. 00:23:401 (6) - Move it just slightly to the right, the movement could be a little softer at this point. Fair enough, the direction change does add a little difficulty here so I can agree to weakening the jump slightly
Good luck!
Thanks for the mod! (:

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13276
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1276,375,4,2,0,30,1,0
2776,-100,4,2,0,20,0,0
4276,-100,4,2,0,15,0,0
5026,-100,4,2,0,25,0,0
5776,-100,4,2,0,35,0,0
6151,-100,4,2,0,5,0,0
6526,-100,4,2,0,30,0,0
13276,-100,4,2,0,30,0,0
37088,-100,4,2,0,30,0,1
39713,-100,4,2,0,30,0,0


[Colours]
Combo1 : 0,240,240
Combo2 : 0,0,160
Combo3 : 0,134,198
Combo4 : 140,255,255

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Topic Starter
MBomb

koliron wrote:



ye #1 mod \o/

General
  1. Only blue combocolours? ): try to add red (charis and ribbons) - I'll see what other mods say, but I think this would stand out too much against the rest of the colours.

Cup
  1. 00:13:276 (1,2,3) - I think the jump between (1,2) is something strong for a cup, especially because (3) is slightly away of (2), this would cause to just arrive, need to turn immediately to the left, reduce a bit the distances - Reduced 2,3, but I think that 1,2 is fine.
  2. 00:26:588 (3,4,5) - this pattern is rare, earlier they fell elsewhere, if you want to keep the pattern, I recommend you do the same at least once more, as 00:17:588 - here - Changed this pattern instead.
  3. 00:29:588 - I understand your idea, but it feels strange that here there is not a note! - Made 00:29:026 (2) - a 1/1 slider.
  4. 00:31:276 (1) - why is the only vertical slider? maybe you can maintain consistency by the loud sound and do it in 00:13:276 - (obviously replaced by a slider and a circle) - I think it's fine how it is now.
  5. 00:32:588 - the same case - Yea.
  6. 00:37:088 (1,2,3) - well, this is the kiai, and I understand that its a cup, but I think you could add more movement here, not really feels a kiai, maybe, i suggest you this - I instead just increased distances, I'd rather not change timeline here.
  7. 00:39:151 (1) - I need your help here, I see that is positioned in 00:39:151 - but I begin to hear the sound on 00:39:010 - , yeah, I understand that both 1/8 and 1/4 in cups is not allowed, but really this bad start in this spinner be in 00:38:963 - ? - I think distance would be too short between note and spinner if I moved this to start where you're saying.
  8. AR 6? is not much for a cup? :? reduce it to 5.5 or less (the song is very lively, I think 5.5 would be nice) - Moderately high BPM so I think AR6 is fine.

Salad
  1. 00:24:151 (3,4,5) - players in the salad are beginning to use the dash, so this jump is complicated, as in 00:13:276 (1,2,3) of the cup, but with dash, try with this (also move (1) not to cause a hard jump) - I think this is fine due to the 1/1 gap between 3 and 4.
  2. 00:24:901 (6,1) - the same case - ^, 1/1 gap between these two notes.
  3. 00:25:276 (1,2) - the same case ;__; - ^
    maybe you can leave the 00:24:901 (6,1) to distinguish the loud sound, and modify the others
  4. 00:32:776 (1,2,3,4) - the same case, but in reverse, jump next to the chage - Reduced distance a tiny bit, but not much.
  5. 00:34:463 (2,3,4) - ;__; at least chage some, to vary - This one already is different, it's inverted.
    ---00:37:088 (4,1,2,3,4,5) - oh lol, you use you used my exactly suggestion here

Platter
  1. 00:26:026 (2,3,4,5,6) - I think you could make it more beautiful, for example 00:26:213 (4) - x 48 - I prefer the idea of continuous movement here, as to not be repetitive with the previous sections.
  2. 00:27:526 (4,5,6,7,8) - the same case, especially because the sound increases with each note, what you could highlight with the positions thereof - I didn't change it, but I did increase distance to 8 for the stronger beat.
  3. 00:28:276 (1,2,3,4) - with this pattern, is a bit rare, because you stay almost still in 00:28:838 (2,3) - and then jump , maybe 00:28:932 (3) - x 280 to fix this - Done.
    ---00:30:338 (2,3) - oh, you use more distance here
  4. 00:32:026 (4,5,6) - I think this might really do more aesthetic, idk, is your decision - I think this works fine, it's just a simple 1/4 stream.
  5. 00:33:338 (4,5,6) - hard jump!, I know there are few HDash in this platter so more difficult jumps could replace it, but this is very strong! - This is the same distance as the ones before it, and the distance change doesn't really add much difficulty, so I think it's fine.

Imagination
  1. CS 4.5? woooh, I know it's a very short song for an overdose, and is a way to replace the lack of difficulty, but I think 4.5 is much, maybe 4.3 o 4.4? - I think CS4.5 is fine and works well.
  2. 00:14:776 (1,2,3) - i think this movement is really hard, try to reduce distances between (2,3) - You don't even have to dash for this, so I think it's fine.
  3. 00:17:776 (1,2,3) - the same case - ^
  4. 00:19:276 (1,2,3) - same case - ^
  5. 00:20:776 (1,2,3) - same case - ^
  6. 00:22:276 (1,2,3) - I am a insistent person - Did this one due to the direction change.
  7. 00:23:776 (1,2,3) - I see you not vary in these movements and patterns, maybe you should do it in some - These patterns vary slightly, just not much due to the repetitiveness of the song limiting the options here.
  8. 00:24:901 (8,9,1) - the jump between (8,9) is hard and then you need do uncomfortable movement ): all this is solved with 00:25:088 (9) - ctrl+g (and probably reduce ditances) - Done.
    ---00:30:901 (8,9) - is this case is not the same because you reduced distance between (8,9), if you denied the above, maybe you could do the same of here - Kept this the same because I changed the above.
    ---00:37:088 - woh, a lot of HDash, but very well located, good job Mbomb :)

No more, sorry for short mod, is really goodddd, +1

Thanks for the mod! (Applying Sey's mod now).
good luck :)
Withered Lotus

koliron wrote:

Drizzle

lol, good name Shame it's unrankable
00:03:526 (2,3) - This jump should be removed, the sound is really low I think a bit of a jump here is fine, but I did ctrl+H this to reduce it
00:07:088 (1,2,3,4,1,2,3,4,5,6) - you should make that leap is only where there are loud sounds, the song just started having sounds, reduce distances between 00:07:276 (2,3) - because here is not loud sound, equally in 00:08:026 (4,1) - 00:08:776 (2,3) - 00:08:776 (2,3,4,5) - , the other jumps are well removed the jump between some slider -> hitcircle
00:10:276 (6,1) - actually the HDash should end in 00:13:276 - , no start, i suggest you end the long slider in 00:13:088 - an then HDash to circle in 00:13:276 - fixed
00:13:651 (3,4,5) - why the jump between (3,4) is almost equally to (4,5)? i suggest you reduce distances between (3,4) to mark the sound in (5) fixed
00:14:963 - add circle? is rare (or slider end in 00:15:151 - ) added a hitcircle here
00:14:776 (2,3,4,5) - you should add distance between (2,3) and reduce (3,4), the loud sound there are in 3 and 5 Added a bit of distance but I think the jumps are fine
00:16:463 (4,5,6) - sounds are reduced with passing notes, but you added distance, could be solved with 00:16:838 (6) - x 184 or 192 I think these jumps are fine
00:20:026 (2,3,4,5) - wooo! is really hard movement! reduce distances between these reduce the spacing a little
00:20:588 (1,2,3,4,5,6) - another hard movement, and (4) is not loud sound, reduce a bit distances between these and maybe 00:20:963 (4) - x 328, 00:21:151 (5) - x 152, 00:21:338 (6) - x 240, because (6) is not loud sound ): is only a suggest, if you denied try with other positions I agree this pattern is awkward to play, I kept the jumps but changed the pattern around and I think it plays better now
00:21:526 (1,2,3,4,5) - hard movement! reduce a bit the distances (and the sound is reduced over time, you could do the same with the positions) removed spacing of 00:21:807 (4,5) -
00:26:776 (1,2,3,4) - use the dash to loud sounds not justified in my opinion compared to the other H-dashes, no change
00:27:526 (1,2,3,4,5) - is not bad, but you can make this more beautiful Art is hard
00:30:526 (1,2,3,4,5) - the same case I want to be beautiful ;-;
00:33:901 (5,6) - this jump is really hard! reduce distances (and maybe a bit between 00:33:526 (1,2,3,4,5) - ) fixed there
00:36:338 (4) - maybe, replace with a slider I think it's fine how it is
00:36:807 (4,1) - a bit uncomfortable, try with 00:37:088 (1) - x 112 or more Fixed
00:37:276 (2,3) - is good time to dash! I like the way this section plays, no change
00:38:026 (4,5,6) - the sound has been declining, maybe you should do the same with the distances here I think this is fine, no change
00:38:963 (1,2,3) - the first note does not fit, rather, all of this should be 1 tic more fixed
00:39:901 (1) - should start in 00:39:713 - Kept it where it is, the spinner would start to quickly after the last note otherwise

Sey wrote:

[Lotus' Drizzle]
HP5,5 to have a better spread between Hyperion's Rain and the Platter (5 > 5,5 > 6) fixed
00:00:526 (1,2) - For a better spread, the distance between these is pretty low in comparison to the previous Platter. The rhythm is a little louder than 00:01:276 (2,3) -, 00:02:026 (3,4) - , etc. So you can increase the distance a bit. done
00:10:276 (6) - Funny slider, lol. Anyway, at this point of difficulty we can map on notes already, focus on the 1/2 sections to get some more action at this point. Honestly, this song is already very short and it lacks of action with all these long spinners and sliders you put in each difficulty. An example for the timeline (For reference: Marked slider (1) starts at 00:10:276 - ): This slider represents a lack of taking things seriously as a result of being in a Skype call with people and screensharing as you map and joking around about it. Anyway, I think keep this long slider as it is is fine because the difficulty is fairly low and the rhythm here is rather quiet and insignificant so no change, unless more people ask me to do this as well
00:19:182 (3,4) - Now the issue with this is not the HDash itself but the way it's reaching the left border. Make sure you can drift away or it feels awkward because your ryuuta will be stopped be the screen wall anyway. For instance: done
00:29:494 (1,2,3,4,5) - This is way too easy, just compare what you did at 00:26:588 (6,1,2,3,4) - . Little consistency between this sections doesn't hurt, they have the same rhythm afterall. fixed
00:38:963 (1,2,3,1,2,3) - For a Rain's Finale this is beyond easy and boring to play, try something similar like this: done
Thank you for the mods.
Negri_sk
[Imagination]
00:25:463 (2) - Increase distance on this lil shitter here. (A bit to the left)
Does this even need to be modded lol?

[Hype Rain]
00:25:838 (3) - This one breaks the stream pattern.
00:27:338 (3) - ^
00:03:526 (3,4) - Move these closer to 00:03:338 (2) -
00:03:338 (2) - Move these closer to 00:22:276 (1) - It just simply plays out weird

[Lotus Rain]
00:00:526 (1,2,3,4) - Move these a bit closer to eachother kind of annoying atm.
Nerf this make a stream instead 00:25:088 (5,6,1) - The jump from 00:25:276 (1) - to 00:25:651 (2) - Is annoying
00:26:119 (3,4,5) - Reduce the distance one these.
00:28:088 (6) - x144
00:35:026 (2,3,4,5) - 2-3 snaps to the right.
00:35:776 (1,3) - 1-2 snaps to the left.
00:36:526 (1,2,3,4) - ^
00:39:057 (1,2,3,1,2,3) - Do something else here.

[Platter]
00:26:026 (2,3,4,5,6) - Make this face the other way
00:35:588 (8) - This plays out very weird do something else?
00:36:338 (2) - ^
00:37:088 (8) - Nerf closer to 00:36:901 (7) -
This whole last part is really going to mess up the DT players might aswell nerf the whole part imo, having the repeat sliders face the other way and vice wersa.

[Salad]
00:29:776 (1) - CTRL+G
Maybe nerf the distance on alot of things in here. Salads are suppose to have weak dashes but this is on alot of the objects.

[Cup]
00:22:276 (1) - https://osu.ppy.sh/ss/3843031
Could play this diff without boost button so uh good already?
JBHyperion

Negri_sk wrote:

[Hype Rain]
00:25:838 (3) - This one breaks the stream pattern. It's just an inverted slider pair, it still plays like a normal stream so I'll keep this
00:27:338 (3) - ^ ^ But non-inverted for variety, still don't see a problem with this
00:03:526 (3,4) - Move these closer to 00:03:338 (2) - Moved to x-192
00:03:338 (2) - Move these closer to 00:22:276 (1) - It just simply plays out weird Moved 00:03:338 (2,3,4) to x-296 (after applying suggestion above)
Thanks for the mod!

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13276
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1276,375,4,2,0,30,1,0
2776,-100,4,2,0,20,0,0
4276,-100,4,2,0,15,0,0
5026,-100,4,2,0,25,0,0
5776,-100,4,2,0,35,0,0
6151,-100,4,2,0,5,0,0
6526,-100,4,2,0,30,0,0
13276,-100,4,2,0,30,0,0
37088,-100,4,2,0,30,0,1
39713,-100,4,2,0,30,0,0


[Colours]
Combo1 : 0,240,240
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Combo3 : 0,134,198
Combo4 : 140,255,255

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Topic Starter
MBomb

Sey wrote:

m4m from ingame PM.

[General]
  1. Not mandatory anymore but you can add 1474 audio lead-in to your .osu to avoid any issues with AiBat. - I don't see much point in doing this because people know you don't need it anymore.
[Cup]
  1. 00:01:651 (1) - , 00:07:651 (1) - Thinking about that these 2 spinners already fill out 30% of the whole song they are waste. It is much needed to use more notes and reduce the spinner lenght as you did in ongoing difficulties. Currently this looks more lazy than fitting to the music that is actually going on there. - Changed to be the same as the salad.
  2. More consistency between 00:13:276 (1) - and 00:16:276 (1,2) - , please. It is the same rhythm afterall.In general this also counts for any other sections with the same rhythm. Remember what I told you about symmetry before? This song is perfect to make use of that technique. - Whilst I like symmetry, for a short song like this, I didn't want movement to be too repetitve.
  3. 00:35:588 (3,4,5) - This pattern requires more movement, for instance you could select this whole pattern and CTRL+H it. - Done.
  4. 00:39:151 (1) - If you really try to map on these voices it would start 1/4 line earlier already. However, why not mapping this on notes, some better Finale for a Cup would be this (I am aware it's a stream so if you dislike this idea don't do it, but easy streams in a Cup can be a thing): - Yeah, I don't really like the idea of a stream here, and the spinner works quite well imo.
[Salad]
  1. 00:06:526 - Now this is a place where a note should be imo, compliments the piano much better than a simple spinner end. Shorten the spinner, keep at least a 1/1 distance between spinner end and following note. - I'll consider it if other mods say the same, but my mapping style in general spinners has them ending on strong notes like this.
  2. 00:13:651 (2,3) - Decrease distance slightly, feels a bit rough for a Salad. Same goes for 00:15:151 (3,4) - . - Done.
  3. 00:29:776 (1) - CTRL+G for a better flow, re-arrange position if the distance feels bad for you afterwards. - Done.
  4. Select 00:20:026 (3,1) - and press CTRL+H afterwards. This gives the whole pattern a better flow. - I like this left-right movement as it is now.
    (https://osu.ppy.sh/ss/3831897)
  5. 00:26:776 (1) - CTRL+H and 00:27:526 (2) - x320, again this gives it a better feeling than your current pattern. - Not really a fan of the distance this would give on the jump to 1, and I feel this current pattern plays fine, and similar to the rest of the map.
  6. 00:29:776 (1) - CTRL+G and then move it back to x160 for a better flow. - ...You said this earlier, but yeah, done.
  7. 00:38:588 (4,5) - This jump is too big, just listen to the music. It is getting less noisy, in other words this distance should be less than the distance between 00:38:026 (3,4) - , which is not the case at this point. - Changed this pattern around.
[Platter]
  1. 00:01:088 (2,3) - For just the beginning of the song too rough, decrease the gap slightly. The rhythm repeats three consecutive times at 00:01:838 (4,5,6) - and these sections are all easier by far. Keep it consistent by now. - Not keeping it consistent, as 3 also has a very strong piano note on it, but weakened it slightly.
  2. 00:04:276 (1) - Same as I already mentioned in the Salad. - Same comment.
  3. 00:07:088 (1,2,3,4,5) - That's exactly the same as we have at 00:01:088 (2,3,4,5,6) - , don't be such a lazy copycat. :( - Timeline is the same, patterns are different.
  4. 00:17:026 (2) - CTRL+G and move it a bit to the left for a better flow that leads into the section of 00:17:588 (3,4,1) - . - I would agree if this was a dash, but it's fine to play because it isn't.
  5. 00:22:276 (1,2,3) - Select these all together and press CTRL+G for a better path to the next note. - This would get rid of the fitting dash to 4, due to the strong drum.
  6. 00:26:026 (2,3,4,5,6) This should be the other way around: - I wanted to add some anti-flow here and I like the way this plays.
  7. 00:31:088 (5,1) - For consistency's sake this HDash should have the same distance as 00:25:276 (1) - or vice versa, both parts offer the same level of volume and the same rhythm. - Changed.
  8. Rest seems really good, nice Platter.
[Imagination]
  1. 00:04:276 (1) - I am aware the background rhythm is barely audible but this is an Overdose... so you know what would be a little mean as a timeline instead? This: - Did it slightly differently, to what I fit suited the rhythm better, but changed.
  2. 00:18:338 (3) - Rough, please CTRL+G this for some better motion in this section. - Due to the fact you don't need to dash to this, I feel it's fine how it is now.
  3. 00:16:088 (9) - ^ - ^
  4. 00:22:088 (9) - ^ - Changed this in a different way with koliron's mod.
  5. 00:32:776 (1,2,3,4) - Would have been better the other way around. Something similar like this: - I really like this pattern, and I feel the antiflow plays well ;w;
  6. 00:35:026 (1,2,3,4) - It plays better this way: - This feels too repetitive to me with the previous patterns, I'll keep this for a bit of variety.
Good luck!
Thanks for the mod!
Topic Starter
MBomb

Negri_sk wrote:

[Imagination]
00:25:463 (2) - Increase distance on this lil shitter here. (A bit to the left) - Done, but only very slightly, due to the strength of the hyper before this I'd prefer to have very little distance for the jump directly afterwards.
Does this even need to be modded lol?

[Platter]
00:26:026 (2,3,4,5,6) - Make this face the other way - Same comment as to Sey's mod.
00:35:588 (8) - This plays out very weird do something else? - I like the antiflow here.
00:36:338 (2) - ^ - ^
00:37:088 (8) - Nerf closer to 00:36:901 (7) - - I like the dash here because it fits the note that starts the kiai off quite well.
This whole last part is really going to mess up the DT players might aswell nerf the whole part imo, having the repeat sliders face the other way and vice wersa. - This is a common style that you'll notice in most of my platters, with repeat sliders facing the other way like this, so I'd prefer to keep it.

[Salad]
00:29:776 (1) - CTRL+G - Done with Sey's mod.
Maybe nerf the distance on alot of things in here. Salads are suppose to have weak dashes but this is on alot of the objects. - I generally kept dashes to 1 every 4/1 with a few exceptions, and because of the shortness of the song and the fact that it could fit, I decided a harder salad would be nice.

[Cup]
00:22:276 (1) - https://osu.ppy.sh/ss/3843031 - I prefer my current pattern because the drums on 2 hint at more movement for me, because of the strength,
Could play this diff without boost button so uh good already?
Thanks for the mod!
Withered Lotus

Negri_sk wrote:

[Lotus Rain]
00:00:526 (1,2,3,4) - Move these a bit closer to eachother kind of annoying atm. I think they're fine
Nerf this make a stream instead 00:25:088 (5,6,1) - The jump from 00:25:276 (1) - to 00:25:651 (2) - Is annoying The hyper is fine imo, and there is loads of time to react to the jump, no change
00:26:119 (3,4,5) - Reduce the distance one these. Done
00:28:088 (6) - x144 Done
00:35:026 (2,3,4,5) - 2-3 snaps to the right. Done
00:35:776 (1,3) - 1-2 snaps to the left. Done
00:36:526 (1,2,3,4) - ^ Done
00:39:057 (1,2,3,1,2,3) - Do something else here. Did nothing else here
Thanks for the mod.
Topic Starter
MBomb
Updated.
Tyrell
*insert clever saying to indicate this is a mod post*

Cup
00:31:276 (1,2,3,4,5,6) - i think this works better if you Ctrl+H this. flows better.

Good banter cup

Salad
00:14:588 (4,1,2,3) - i would reduce the spacing for these to make it easier to catch
00:18:526 (2) - i feel the jump to this could be nerfed. kinda hard for a salad
00:24:526 (4,5,6) - jump to this seems too hard, i feel it should be nerfed a bit
00:38:776 (5) - move to x:472 so this is easier to catch, seems a bit too much for salad players
banter good salad

Platter
00:36:338 (2,3) - i would Ctr+h this and move to x:368 as of right now it's too hard for even me to lead to that stream from the slider
00:37:088 (8) - i feel the jump to this should be walkable so the hyper is easier to catch, this is a platter and i don't think dashing to a hyper in the opposite direction suits platter

nice antiflow

Light Rain
00:15:151 (4) - move to x:128 the dash back and forths are too much imo
00:16:651 (5) - to x:304 and then 00:16:838 (6) - to x:128
00:21:526 (1,2,3,4,5) - the spacing in this stream should be more consistent. feels weird to play
00:39:057 (1,2,3,1,2,3) - i would recommend making these walkable once you first hit them then the first one hypers to the second Like this
By the way, eat the pressure

Have any questions, just ask me . :)
Withered Lotus

Tyrell wrote:

Light Rain
00:15:151 (4) - move to x:128 the dash back and forths are too much imo Ding dong, your opinion is wrong, no change :^)
00:16:651 (5) - to x:304 and then 00:16:838 (6) - to x:128 Changed
00:21:526 (1,2,3,4,5) - the spacing in this stream should be more consistent. feels weird to play I think it's fine, plus I like bad streams
00:39:057 (1,2,3,1,2,3) - i would recommend making these walkable once you first hit them then the first one hypers to the second Like this I like how this plays at the moment, no change
By the way, eat the pressure Tastes like broccoli
Thanks for the mod.
Topic Starter
MBomb

Tyrell wrote:

*insert clever saying to indicate this is a mod post*

Cup
00:31:276 (1,2,3,4,5,6) - i think this works better if you Ctrl+H this. flows better. - I'd prefer to leave it like this because this would weaken the jump to 1, and I already feel that it is quite weak for the intensity of the note.

Good banter cup

Salad
00:14:588 (4,1,2,3) - i would reduce the spacing for these to make it easier to catch - Done.
00:18:526 (2) - i feel the jump to this could be nerfed. kinda hard for a salad - Scrub.
00:24:526 (4,5,6) - jump to this seems too hard, i feel it should be nerfed a bit - This feels fine.
00:38:776 (5) - move to x:472 so this is easier to catch, seems a bit too much for salad players - Sure I guess.
banter good salad

Platter
00:36:338 (2,3) - i would Ctr+h this and move to x:368 as of right now it's too hard for even me to lead to that stream from the slider - I like this antiflow so no.
00:37:088 (8) - i feel the jump to this should be walkable so the hyper is easier to catch, this is a platter and i don't think dashing to a hyper in the opposite direction suits platter - I think this note is strong enough to trigger a dash, however I decreased distance slightly.

nice antiflow

Have any questions, just ask me . :) - Link your ask.fm next time.
Ok, thanks for the mod! Updated.
WildOne94
Yo Ben and all GD's :D/
Here for a m4m
Sorry it has taken a while to do this

General
Offset if a bit off. 1,263 sounded best in 25% playback rate to me

I couldn't hear any hitsounds or see any applied. I asked JBH if they were still in WIP and they were but still wanted to mention due to it not being in any description for modders to know.

Some diffs end at different times (Which i have mentioned later in the mod if you have not fixed these now)

The one and only kiai at the end of this song ends on a funny spot during the middle of the spinner when there is almost the same amount of volume/sounds being made. Why not just place the end of the kiai where the end of the song and spinner ends ?

Cup
Pretty solid cup tbh but due to how short and simple most of this is, I would still say to maybe increase some distances a bit to make it a bit more of a challenge for such a short song (without dashing of course)

00:00:526 (1,2,3,4,5) - Why not move these all to x:104 so that (4, 5) mirror each other in the middle for the last 2 catches ? seems weird having it slightly left (and gives me an OCD XD)

00:07:276 (1,2,3,4) - Same case here with (3, 4) just move all to x:256 and then maybe put (1) back into the middle again

00:23:026 (2) - This one can definitely move right a bit more as it's very easy to catch. X:472 looks nice

00:27:151 (4,5) - Could increase a bit here too. (4) can be at x:168 and (5) at x:344 which then also mirrors the patterns.

00:29:776 (3) - I thought this was far too close to the last slider and put the flow to a stop for a bit. Try moving to x:408

That's all really though. Good cup :D

Salad
00:00:526 (1,2) - Try mirror these 2 again ? Just move (1) to x:128

00:07:276 (1,2,3,4) - Don't know about you but i think some 1/2 sliders would look better here otherwise it's just going to be the same as cup. Like this


00:16:651 (2,3) - In salads you want to introduce the dash by little dashes but this jump is quite intense. You can do this by moving 00:17:026 (3,4,1) - all left slightly. x:368 is my suggestion to move these three to.

00:18:526 (2,1) - Quite far too ^

00:22:276 (1,2) - ^ Check your DS and see the difference

00:21:526 (2,3,4) - I think some DS malfunction happened here with these triplets ;w;. Call a repair man please ;w;

00:23:776 (1,2,3,4,5,6) - ^ ;w;

00:23:776 (1,2,3) - As well as being an odd triplet DS. The waiting time after this is a bit strange too. I would suggest Ctrl + H these which makes a nice pattern. (Also move to x:144)

00:27:526 (2,3,4) - As well as DS again (won't mention any more of these) this still has quite a big jump for a salad player. A perfect spot would be to move all these to x:184

00:37:088 (4,1) - I can see you wanted this a bit more intense for the ending but this jump is a little too much imo. Moving 00:37:276 (1,2) - to x:240 makes it bit easier. And for the next notes too

00:38:588 (4,5) - Perhaps move left a bit too.

Platter
Pretty fun platter (:
Although i do think it does get a little overmapped towards the end of the diff

00:13:276 (1) - This is a pretty intense beat in the song. Consider making this a hyper. I know it's quite hard atm with this reverse slider so consider changing to this pattern instead to blast into the drum section.
http://puu.sh/kXbaL/3f5ba3ef91.jpg

00:17:026 (2) - I think you can slant this reverse slider all the way to the right. It's a bit of an awkward movement as it is now and can flow better slanted horizontally.

00:28:276 (1) - perhaps slant a bit more too to x:304 to look smoother (And the next one near this coming up)

00:29:682 (6) - No need for this note. Please remove ;w;

00:33:338 (4,5) - You can remove these 2 also for emphasis as there are no strong beats here.

00:35:588 (8) - I'd prefer if this was Ctrl + G'ed but you might have done this on purpose as it's hard to catch.

00:39:713 (8) - The slider in previous diffs end on the next blue tick where as this slider ends on the red. Please extenderino

Lotus' Light Rain
Whoa quite a cool diff Withered O: !
I'm impressed with your mapping

00:15:338 (5) - It would be nice if this was removed for emphasis as it's not a very noticeable sound.

00:15:526 (6,7) - Why not just remove (7) and make (6) into some reverse sliders to where (7) originally ended ?

00:20:963 (4,5) - I found these jumps a bit hard after that slanted triplet part before this. I would recommend moving (5) right a bit as i still missed after holding down dash a few times.

00:24:151 (7,1) - Hard jump to as (7) is almost a hyper. Please move 00:24:526 (1,2,3,4) - to x:272 ( Because nobody has ever done that!!! (^: )

00:26:963 (2,4) - Quite a hard dash pattern to catch. suggest moving these 2 left just an inch or 2

00:34:276 (8,1) - This is almost a hyper jump so i recommend moving (1) reverse slider to x:272

00:39:057 (1,2,3,1,2,3) - Firstly the DS here makes the first (1, 2, 3) almost into a hyper to catch the 2nd triplets. But another thing i noticed was that the pattern is on mostly blue ticks which looks odd to me. Perhaps this pattern would float your boat ?


00:39:901 (1) - Like i have said in general. This ends on a different time to the rest of most diffs. It should really end 00:40:182 - so perhaps remove the spinner at the end and make some more notes.

Hyperion's Rain
This diff has quite a lot of the same expected 1/4 hyper dashes which can be a bit repetitive.
Everything seems a little cramped together too as it's all pretty much clustered :^(

00:13:838 (3) - Some notes like this can be removed like this. There are not many break points for the player to have. I know it's a short song but it has a lot of streams and notes being placed. if you prefer then another option is to just change this to a circle note on it's own.

00:16:838 (2,3) - ^

00:17:026 (4) - Recommend putting the end of the slider on the red tick instead of the blue for emphasis and due to the sound level being higher on this tick.

00:17:776 (1) - This would sound better as 2 circle instead of a slider.

00:22:838 (3,4) - Same as earlier with the removing. (i won't mention these again)

00:30:901 - Would recommend putting a note here for the white tick + noise. It will also come in handy for when hitsounds come in later.

00:37:276 (2,3) - It's not really recommended to have 2 hyper in one go for a rain. Try move (3) to x:200

Imagination
00:05:682 (3) - Why is there a note here O.o ? there is no sound.

00:05:776 (4,5,6,2,3) - There is not really any sound on any of these notes apart from (1) with the piano. i suggest just something like this


00:35:026 (1,2,3,4) - I really think these should be flipped because it's very very awkward to catch

This Diff is REALLY good MB :D. Looks so good

Well i hope this helped.
Any questions you know where to find me.
Best of luck :D
JBHyperion

WildOne94 wrote:

Yo Ben and all GD's :D/
Here for a m4m
Sorry it has taken a while to do this

Hyperion's Rain
This diff has quite a lot of the same expected 1/4 hyper dashes which can be a bit repetitive. The song is repetitive, the best I can do is increase the pattern complexity and note density with each successive stanza
Everything seems a little cramped together too as it's all pretty much clustered :^( Can't expand pattern space without the difficulty skyrocketing because of the 1/4 patterns. The song calls for streams - I mapped streams

00:13:838 (3) - Some notes like this can be removed like this. There are not many break points for the player to have. I know it's a short song but it has a lot of streams and notes being placed. if you prefer then another option is to just change this to a circle note on it's own. Considering the simplicity of the patterns in the intro, this song is essentially 30s long. Even if break periods were really necessary for a diff of this nature, skipping the elongated sound here wouldn't be a great representation of the song. I feel adequate rest periods are provided by long sliders in the initial stanzas such as 00:15:526 (4)

00:16:838 (2,3) - ^ As above

00:17:026 (4) - Recommend putting the end of the slider on the red tick instead of the blue for emphasis and due to the sound level being higher on this tick. I don't feel that 00:17:213 is any more prominent than 00:17:307 to justify this, and a 3/4 slider better fits the "whoosh" sound

00:17:776 (1) - This would sound better as 2 circle instead of a slider. I disagree, the sound is held, suiting a slider, and replacing this with circles would result in a large slider/circle imbalance in the patterns here

00:22:838 (3,4) - Same as earlier with the removing. (i won't mention these again) I won't mention my intention to keep them again, (4) is a prominent beat and it deserves to be mapped

00:30:901 - Would recommend putting a note here for the white tick + noise. It will also come in handy for when hitsounds come in later. Welp, don't know why this was unmapped (or why no-one else noticed it...)

00:37:276 (2,3) - It's not really recommended to have 2 hyper in one go for a rain. Try move (3) to x:200 This is a "harder" Rain, and the patterns and jumps are quite simple despite being linked by hypers - I feel this is fine as it is

Well i hope this helped.
Any questions you know where to find me.
Best of luck :D
Thanks for the mod!

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13276
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1276,375,4,2,0,30,1,0
2776,-100,4,2,0,20,0,0
4276,-100,4,2,0,15,0,0
5026,-100,4,2,0,25,0,0
5776,-100,4,2,0,35,0,0
6151,-100,4,2,0,5,0,0
6526,-100,4,2,0,30,0,0
13276,-100,4,2,0,30,0,0
37088,-100,4,2,0,30,0,1
39713,-100,4,2,0,30,0,0


[Colours]
Combo1 : 0,240,240
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Combo3 : 0,134,198
Combo4 : 140,255,255

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Withered Lotus

WildOne94 wrote:

Lotus' Light Rain
Whoa quite a cool diff Withered O: !
I'm impressed with your mapping

00:15:338 (5) - It would be nice if this was removed for emphasis as it's not a very noticeable sound. I really dislike the random break that this creates and the sound at this point is just a strong as the notes before this, not changed.

00:15:526 (6,7) - Why not just remove (7) and make (6) into some reverse sliders to where (7) originally ended ? Done

00:20:963 (4,5) - I found these jumps a bit hard after that slanted triplet part before this. I would recommend moving (5) right a bit as i still missed after holding down dash a few times. Reduced distance a bit.

00:24:151 (7,1) - Hard jump to as (7) is almost a hyper. Please move 00:24:526 (1,2,3,4) - to x:272 ( Because nobody has ever done that!!! (^: ) Moved this closer, I don't think a hyper is justified here.

00:26:963 (2,4) - Quite a hard dash pattern to catch. suggest moving these 2 left just an inch or 2 Moved them closer slightly.

00:34:276 (8,1) - This is almost a hyper jump so i recommend moving (1) reverse slider to x:272 Again, reduced distance instead because I don't think a hyper is justified here.

00:39:057 (1,2,3,1,2,3) - Firstly the DS here makes the first (1, 2, 3) almost into a hyper to catch the 2nd triplets. But another thing i noticed was that the pattern is on mostly blue ticks which looks odd to me. Perhaps this pattern would float your boat ? Not changed, I prefer the pattern how it is since it fits imo, but I made the jump to the first triple and the spacing between the 2 triples slighty smaller.


00:39:901 (1) - Like i have said in general. This ends on a different time to the rest of most diffs. It should really end 00:40:182 - so perhaps remove the spinner at the end and make some more notes. Done.
Thanks for the mod.
Topic Starter
MBomb

WildOne94 wrote:

Yo Ben and all GD's :D/
Here for a m4m
Sorry it has taken a while to do this

General
Offset if a bit off. 1,263 sounded best in 25% playback rate to me - I'll ask JBH. - 1265 is what JBH said, but you're definitely closer.

I couldn't hear any hitsounds or see any applied. I asked JBH if they were still in WIP and they were but still wanted to mention due to it not being in any description for modders to know. - Yeah, about that... *runs*

The one and only kiai at the end of this song ends on a funny spot during the middle of the spinner when there is almost the same amount of volume/sounds being made. Why not just place the end of the kiai where the end of the song and spinner ends ? - Done.

Cup
Pretty solid cup tbh but due to how short and simple most of this is, I would still say to maybe increase some distances a bit to make it a bit more of a challenge for such a short song (without dashing of course)

00:00:526 (1,2,3,4,5) - Why not move these all to x:104 so that (4, 5) mirror each other in the middle for the last 2 catches ? seems weird having it slightly left (and gives me an OCD XD) - Sure i guess.

00:07:276 (1,2,3,4) - Same case here with (3, 4) just move all to x:256 and then maybe put (1) back into the middle again - Ok.

00:23:026 (2) - This one can definitely move right a bit more as it's very easy to catch. X:472 looks nice - x:464 instead.

00:27:151 (4,5) - Could increase a bit here too. (4) can be at x:168 and (5) at x:344 which then also mirrors the patterns. - Increased distance but mirroring is for baddies.

00:29:776 (3) - I thought this was far too close to the last slider and put the flow to a stop for a bit. Try moving to x:408 - Ok.

That's all really though. Good cup :D

Salad
00:00:526 (1,2) - Try mirror these 2 again ? Just move (1) to x:128 - Oh, done.

00:07:276 (1,2,3,4) - Don't know about you but i think some 1/2 sliders would look better here otherwise it's just going to be the same as cup. Like this - I want to keep this the same.


00:16:651 (2,3) - In salads you want to introduce the dash by little dashes but this jump is quite intense. You can do this by moving 00:17:026 (3,4,1) - all left slightly. x:368 is my suggestion to move these three to. - I just moved this to x:432.

00:18:526 (2,1) - Quite far too ^ - Feels fine to me.

00:22:276 (1,2) - ^ Check your DS and see the difference - Reduced slightly.

00:21:526 (2,3,4) - I think some DS malfunction happened here with these triplets ;w;. Call a repair man please ;w; - I like how this flows.

00:23:776 (1,2,3,4,5,6) - ^ ;w; - ^

00:23:776 (1,2,3) - As well as being an odd triplet DS. The waiting time after this is a bit strange too. I would suggest Ctrl + H these which makes a nice pattern. (Also move to x:144) - I don't see much point in changing this, there's not really any reason to have more emphasis on 1, and the flow on the triple feels nice.

00:27:526 (2,3,4) - As well as DS again (won't mention any more of these) this still has quite a big jump for a salad player. A perfect spot would be to move all these to x:184 - x:128, I don't need to go that far.

00:37:088 (4,1) - I can see you wanted this a bit more intense for the ending but this jump is a little too much imo. Moving 00:37:276 (1,2) - to x:240 makes it bit easier. And for the next notes too - Moved a bit.

00:38:588 (4,5) - Perhaps move left a bit too. - ^

Platter
Pretty fun platter (:
Although i do think it does get a little overmapped towards the end of the diff

00:13:276 (1) - This is a pretty intense beat in the song. Consider making this a hyper. I know it's quite hard atm with this reverse slider so consider changing to this pattern instead to blast into the drum section.- I tend to make hypers to strong notes, not from them, so this doesn't fit my style.
http://puu.sh/kXbaL/3f5ba3ef91.jpg

00:17:026 (2) - I think you can slant this reverse slider all the way to the right. It's a bit of an awkward movement as it is now and can flow better slanted horizontally. - I don't want such strong movement after a dash.

00:28:276 (1) - perhaps slant a bit more too to x:304 to look smoother (And the next one near this coming up) - Sure I guess.

00:29:682 (6) - No need for this note. Please remove ;w; - There is a clear bass sound here.

00:33:338 (4,5) - You can remove these 2 also for emphasis as there are no strong beats here. - There are strong drum beats here.

00:35:588 (8) - I'd prefer if this was Ctrl + G'ed but you might have done this on purpose as it's hard to catch. I like this antiflow.

00:39:713 (8) - The slider in previous diffs end on the next blue tick where as this slider ends on the red. Please extenderino - Done.

Imagination
00:05:682 (3) - Why is there a note here O.o ? there is no sound. - There is a very quiet drum sound.

00:05:776 (4,5,6,2,3) - There is not really any sound on any of these notes apart from (1) with the piano. i suggest just something like this - If you turn off the hitsounds, you can hear the drumbeats here fading in, very quietly, but i thought long sliders would be too lazy for an overdose (After Sey's mod).


00:35:026 (1,2,3,4) - I really think these should be flipped because it's very very awkward to catch - I like the antiflow here, so no.

This Diff is REALLY good MB :D. Looks so good

Well i hope this helped.
Any questions you know where to find me.
Best of luck :D
Thanks for the mod! Updated.
Bunnrei
a

[Cup]
00:37:827 (2) - maybe make this closer to 00:37:077 (1,3) - ? Hard to catch without dashing imo.

..yes that is all
no kd ><

also why not cs6 on imagination wwww
Topic Starter
MBomb

Ster wrote:

a

[Cup]
00:37:827 (2) - maybe make this closer to 00:37:077 (1,3) - ? Hard to catch without dashing imo. - This seems fine to me.

..yes that is all
no kd ><

also why not cs6 on imagination wwww
Thanks for the mod :^)
Kurokami
Hi.

[General]

Disable widescreen on Light Rain
Kiai should start on 00:37:265 instead.

[Salad]

00:01:265 (2,3,4,5) - How about adding one more note before each of them? It would be nice to increase the density a bit. Or at least at 00:07:265 (1,2,3,4).
00:38:015 (3) - Move this a bit back to left to make the dashing a bit easier. Honestly, I would like to avoid chained dashes. :<
00:38:765 (5,1) - This distance might be too low at this level. Maybe it would be better to keep consistency with Cup.

[Platter]

00:35:577 (8,1) - I would like to avoid this kind of antiflow movement. Its really tricky to time that jump right.
00:36:327 (2,3) - Same here.
00:38:577 (4,1) - This HDash is kinda unfitting imo. If you really want to have a HDash around here I suggesting this timeline with a dash between note-slider.
00:39:702 (8) - Fix this slider as it ends 1ms earlier.

Honestly, not much to point out here but the gap between this and Salad is kinda high due the the last kiai part. I would like to see that with easier patterns.

[Light Rain]

00:13:640 (3,4) - This jump makes no sense here. This is a really weak sound which shouldn't be jump at all.
00:25:171 (6,1,2) - I know the time is enough to get (2) but since this should be an easier Rain I think (2) could have been moved a bit more to left.
00:32:015 (3,4,5,6) - Can you move the notes closer to each other? Its really easy to misplace the catcher at the moment and get a miss.
00:33:890 (5,6,7,8,1) - Can you avoid using this many dash after each other? Getting (6,7,8) is already hard enough with full dash but the distance between (8,1) is high as well.
00:35:577 (6,1) - This is yet again a bad distance change in the middle of the triplet. At times like this its better to gradually increase the distance not suddenly. Currently, something similar would be nice: http://bit.ly/1S8r1en
00:37:077 (1,2) - HDash please.
00:38:765 (6,1) - Kinda high distance after all those dashes.

[Rain]

00:04:077 (4,1) - I'm wondering here. The rhythm for (4) is already questionable so maybe it would be better to just remove it.
00:18:140 (2,3,4,5) - I'm not a big fan of this jump pattern. Its really tricky to time it right.
00:31:827 (3,4,1,2,3) - Ugh, this pattern is too hard for this level as its really easy to miss the notes after the first HDash.
00:37:265 (2,3,4) - Same with this double HDash. It might be too hard at this level.

[Imagination]

00:02:765 (1,2) - Move (2) a bit back to left to make it easier to catch.
00:11:577 (10) - Its possible to get this already but moving a bit more to right would be nice.
00:14:577 (9,1) - This jump pattern might be a bit easy to get miss on it. I'm not saying its bad but maybe a different kind of pattern where you don't need to stop immediately, move a bit back then jump again would bit better. Its up to you. :P
[]

Good luck. o/
Topic Starter
MBomb
Thanks Kurokami, I'll apply/give kds after you finish =P
Topic Starter
MBomb

Kurokami wrote:

Hi.

[General]

Disable widescreen on Light Rain
Kiai should start on 00:37:265 instead. - I prefer it where it is now, because that's when the instrument comes back in.

[Salad]

00:01:265 (2,3,4,5) - How about adding one more note before each of them? It would be nice to increase the density a bit. Or at least at 00:07:265 (1,2,3,4). - Did for the second one, not for the first, but with 1/2 sliders instead.
00:38:015 (3) - Move this a bit back to left to make the dashing a bit easier. Honestly, I would like to avoid chained dashes. :< - Assuming you meant to the right. Done.
00:38:765 (5,1) - This distance might be too low at this level. Maybe it would be better to keep consistency with Cup. - Instead of being consistent, just deleted 5.

[Platter]

00:35:577 (8,1) - I would like to avoid this kind of antiflow movement. Its really tricky to time that jump right. - I really didn't want to change this, but have done because so many people commented on it.
00:36:327 (2,3) - Same here. - ^
00:38:577 (4,1) - This HDash is kinda unfitting imo. If you really want to have a HDash around here I suggesting this timeline with a dash between note-slider. - Just got rid of the HDash instead.
00:39:702 (8) - Fix this slider as it ends 1ms earlier. - Fixed.

Honestly, not much to point out here but the gap between this and Salad is kinda high due the the last kiai part. I would like to see that with easier patterns. - Not exactly much easier, but I lowered the strength of the hypers, to make the movement there slightly easier.

[Imagination]

00:02:765 (1,2) - Move (2) a bit back to left to make it easier to catch. - Done.
00:11:577 (10) - Its possible to get this already but moving a bit more to right would be nice. - Done.
00:14:577 (9,1) - This jump pattern might be a bit easy to get miss on it. I'm not saying its bad but maybe a different kind of pattern where you don't need to stop immediately, move a bit back then jump again would bit better. Its up to you. :P - I find this pattern fun and fitting, so I'd rather not change.
[]

Good luck. o/
Thanks for the mod!
Withered Lotus
[Light Rain]

00:13:640 (3,4) - This jump makes no sense here. This is a really weak sound which shouldn't be jump at all. I think this jump is fine considering the previous 4 notes all follow eachother here and it wouldn't be very intesting otherwise, plus it's on a very small jump and there is a slight drum in the song.
00:25:171 (6,1,2) - I know the time is enough to get (2) but since this should be an easier Rain I think (2) could have been moved a bit more to left. Moved the slider slightly right.
00:32:015 (3,4,5,6) - Can you move the notes closer to each other? Its really easy to misplace the catcher at the moment and get a miss. Done.
00:33:890 (5,6,7,8,1) - Can you avoid using this many dash after each other? Getting (6,7,8) is already hard enough with full dash but the distance between (8,1) is high as well. Changed this section around slight, removed the spacing on the triple.
00:35:577 (6,1) - This is yet again a bad distance change in the middle of the triplet. At times like this its better to gradually increase the distance not suddenly. Currently, something similar would be nice: http://bit.ly/1S8r1en Changed.
00:37:077 (1,2) - HDash please. Done, also made the hitcircle/slider after this a HDash for consistency sake.
00:38:765 (6,1) - Kinda high distance after all those dashes. Changed this section a bit.

Thanks for the mod.

osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Lotus' Light Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791212
BeatmapSetID:349296

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
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//Storyboard Sound Samples

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JBHyperion

Kurokami wrote:

Hi.

[General]
Kiai should start on 00:37:265 instead. MB doesn't want to so I guess I have to decline this orz

[Rain]

00:04:077 (4,1) - I'm wondering here. The rhythm for (4) is already questionable so maybe it would be better to just remove it. There's a definite low-pitched synth sound here, so I don't see how this is a questionable rhythm, and 1/2 spacing between note and spinner shouldn't be an issue on this difficulty
00:18:140 (2,3,4,5) - I'm not a big fan of this jump pattern. Its really tricky to time it right. Agreed, probably because 00:18:327 (3,4) is quite a large spacing, resulting in an annoyingly sharp movement. Moved 00:18:140 (2,3) to the right slightly to reduce the harshness of and distance to the doublet
00:31:827 (3,4,1,2,3) - Ugh, this pattern is too hard for this level as its really easy to miss the notes after the first HDash. Sure this is a little tricky, but unless I want to cause a spread imbalance I feel it has to be. I don't see the issue of a "challenging" pattern in a Rain if it fits as in this case, especially since there's already an "easier" Rain. If more people suggest the same I'll change, but for now I feel this is fine
00:37:265 (2,3,4) - Same with this double HDash. It might be too hard at this level. ^

Good luck. o/
Thanks for the mod!

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
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CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

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//Background and Video events
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Topic Starter
MBomb
Updated.
autofanboy
lol 6 diff ok

[ General]

  • Source
  1. It should be 'Shin Megami Tensei: ペルソナ3' or 'Shin Megami Tensei: Persona 3' for the official Source.

    Tags
  2. It seems like you missed some of them. Add 'ペルソナ3' or 'Persona 3' based on your Source decision.
  3. You may add 'Atlus' as the video game is produced by it.

    Combo Colors
  4. Minor issue. I would say it is better to change some of them to other colors, since the background is quite blue and the combo colors are similar to that, players can get confused easily, especially when they are trying the harder difficulties. Consider getting the combo colors from the game characters, for example in *this picture, you can pick red, yellow, white and cyan.

[ Cup]

  • Gameplay
  1. 00:23:577 (3) - A little bit nitpicky, move it to x:288 so the distance of 00:23:577 (3,4) is the same as 00:17:577 (3,4)

[ Salad]

  • General Comments
  1. Basically I find a little bit much dashes in Salad, the minimum dash amount needed to full combo this difficulty is ~20. It is recommended to lower the usage of dash here, or else the gap between Cup and Salad could be too big. Below are some suggestions about the dash reduces.

    Gameplay
  2. 00:19:265 - 00:22:265 - This part is plain that it doesn't require any dashing to full combo, unlike the previous part 00:13:265 - 00:19:265 - Which means it would be better to add some dashes at this point, and reduce the dash usage in the previous part, in order to lower the difficulty. I suggest adding dash for every 2 combos, for instance if you add dash at 00:15:140 (3,4) - Then you can add the next one at 00:17:765 (1,2)
  3. The other parts - They apply the same as above, if you fix like the one I mentioned up there.

[ Platter]

  • Gameplay
  1. 00:01:077 (2,3) - It is weird to have a dash here suddenly, since the sound of 00:01:077 (2,3) is just similar to 00:01:827 (4,5) - Which I find it not that essential to have the dash. I suggest removing the dash.
  2. 00:07:077 (1,2) - ^
  3. 00:14:577 (3,4,1) - They are quite far away! Move (4) closer please, say x:208, so it would be the same distance as 00:17:577 (3,4,1)
  4. 00:17:577 (3,4,1,2) - It would be confusing for the players to move on here, as (3,4,1) creates a movement going to the left but they have to go right afterwards, which can be easy for them to miss (2). In that way I suggest moving 00:17:952 (2,3) together to x:272
  5. 00:36:327 (2,3,4,5,6,7) - Minor issue. I suggest flipping (3,4,5,6,7) and place it at where they were originally, in order to make (2,3) easier to catch, and also 00:36:890 (7,8) won't be too hard to notice.
  6. 00:37:265 (1,2,3) - It should be a hyperdash between 00:37:827 (2,3) but not 00:37:265 (1,2) as (3) is stronger in beats comparing to (2). Try moving (2) to x:328 so that the hyperdash can be added.

[ Lotus' Light Rain]

  • General Comments
  1. At some point I feel that this difficulty is much harder than JBH's because of the patterning, some streams even need dash to work. I recommend lowering the difficulty by removing most of these dash-demanded streams and difficult patterns, because this is supposed to be a low-ended Rain, or is it?

    Gameplay
  2. 00:07:077 (1,2) - That's a little bit distant than 00:07:827 (3,4) - Try moving (1) two grids to the right, which is x:64
  3. 00:14:577 (1,2,3) - A dash-demanded stream that it should be avoided for such Light Rain. You may try moving (2) to x:160 and (3) to x:48
  4. 00:15:890 - Quite strange to not having this beat mapped.
  5. 00:18:796 (1) - The note missed the white beat, which is 00:18:890 as there is an obvious sound there which should be mapped. You may consider the following timeline.
  6. 00:20:390 - I guess it would be nice to include a note here?
  7. 00:20:577 (1,2,3) - It requires dash to catch this stream, which is not suggestible to be included in a low-ended Rain. Please lower the distances here, by moving (2) to x:264 and (3) to x:192, as a suggestion.
  8. 00:21:515 (1,2,3) - ^, so (1) to x:272 while (2) to x:344. You may have to change the middle pattern to fit the streams.
  9. 00:23:390 - Weird to not having a note here.
  10. 00:23:577 (3,4,5) - A little bit surprising here, that players may easily miss (4) because of their small movements, it is recommended to have it like what you have done previously at 00:13:452 (1,2,3)
  11. 00:24:890 - Weird to not having a note here. I guess I am not gonna mention the other streams with 4 circles only, they are offbeat in my opinion.
  12. 00:25:640 (2,3,4,5) - Yeah, I deem that it would be better to have non-dashed streams here. Try to keep 1 grid distances between circles like the previously mentioned.
  13. 00:40:077 (1,2) - It can be difficult because the timeline here is not even, players may not be able to time well and catch (1,2) successfully here. It would be nice if you just add a dash at 00:39:609 (3,1) instead, and remove the hyperdash at (1,2). You can try *this, which will still force players to dash here but it is less-timed.

[ Hyperion's Rain]

  • Gameplay
  1. 00:28:921 (4,1) - It is weird to have a hyperdash here, provided that you add hyperdash between the 6th and 7th notes of the stream within the timeline 00:25:265 - 00:31:265
  2. 00:37:265 (2,3,4) - Hmm, I don't suggest including double hyperdash at this moment, I suggest removing the hyperdash at (2,3) just like what you did at 00:36:890 (3,1,2)

[ Imagination]

  • Gameplay
  1. 00:37:265 (1,2) - Might be difficult for players to notice the next note which is (2) because 00:36:796 (4,5,6,1) is already overwhelmed with hyperdashes. They may not be able to notice (2) and the rest coming, so it would be better if you Ctrl+G (2) and move 00:37:265 (1) to x:312 to make it easier to notice.
  2. 00:39:983 (5,6,7) - In my opinion this part would be nice to cover double hyperdashes, because of the ending sound suits it well. Just an optional suggestion.

Good luck!
Withered Lotus

alienflybot wrote:

[ Lotus' Light Rain]
General Comments
At some point I feel that this difficulty is much harder than JBH's because of the patterning, some streams even need dash to work. I recommend lowering the difficulty by removing most of these dash-demanded streams and difficult patterns, because this is supposed to be a low-ended Rain, or is it?

Gameplay
00:07:077 (1,2) - That's a little bit distant than 00:07:827 (3,4) - Try moving (1) two grids to the right, which is x:64 Fixed.
00:14:577 (1,2,3) - A dash-demanded stream that it should be avoided for such Light Rain. You may try moving (2) to x:160 and (3) to x:48 Fixed.
00:15:890 - Quite strange to not having this beat mapped. Fixed.
00:18:796 (1) - The note missed the white beat, which is 00:18:890 as there is an obvious sound there which should be mapped. You may consider the following timeline. Fixed.

00:20:390 - I guess it would be nice to include a note here? Added.
00:20:577 (1,2,3) - It requires dash to catch this stream, which is not suggestible to be included in a low-ended Rain. Please lower the distances here, by moving (2) to x:264 and (3) to x:192, as a suggestion. I think this is fine, the notes in the song here are quite heavy and I really don't think it's that hard at all.
00:21:515 (1,2,3) - ^, so (1) to x:272 while (2) to x:344. You may have to change the middle pattern to fit the streams. Fixed.
00:23:390 - Weird to not having a note here. Added.
00:23:577 (3,4,5) - A little bit surprising here, that players may easily miss (4) because of their small movements, it is recommended to have it like what you have done previously at 00:13:452 (1,2,3) Fixed.
00:24:890 - Weird to not having a note here. I guess I am not gonna mention the other streams with 4 circles only, they are offbeat in my opinion. Added.
00:25:640 (2,3,4,5) - Yeah, I deem that it would be better to have non-dashed streams here. Try to keep 1 grid distances between circles like the previously mentioned. Fixed.
00:40:077 (1,2) - It can be difficult because the timeline here is not even, players may not be able to time well and catch (1,2) successfully here. It would be nice if you just add a dash at 00:39:609 (3,1) instead, and remove the hyperdash at (1,2). You can try *this, which will still force players to dash here but it is less-timed. I like this HDash as I feel it fits quite well, and I don't think it is really that difficult to time.
Thanks for the mod.

osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Lotus' Light Rain
Source:Persona 3
Tags:MBomb JBHyperion Withered Lotus
BeatmapID:791212
BeatmapSetID:349296

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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2765,-100,4,2,1,25,0,0
3515,-100,4,2,1,20,0,0
4265,-100,4,2,1,15,0,0
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Topic Starter
MBomb

alienflybot wrote:

lol 6 diff ok

[ General]

  • Source
  1. It should be 'Shin Megami Tensei: ペルソナ3' or 'Shin Megami Tensei: Persona 3' for the official Source. - Changed

    Tags
  2. It seems like you missed some of them. Add 'ペルソナ3' or 'Persona 3' based on your Source decision.
  3. You may add 'Atlus' as the video game is produced by it. - Added these tags plus quite a few more, I never actually added tags.

    Combo Colors
  4. Minor issue. I would say it is better to change some of them to other colors, since the background is quite blue and the combo colors are similar to that, players can get confused easily, especially when they are trying the harder difficulties. Consider getting the combo colors from the game characters, for example in *this picture, you can pick red, yellow, white and cyan. - Whilst I kinda agree the combo colours are similar, I wanted to suit the background of the map. However I did make one of the combo colours red, as that is a colour which is quite relevent to the game.

[ Cup]

  • Gameplay
  1. 00:23:577 (3) - A little bit nitpicky, move it to x:288 so the distance of 00:23:577 (3,4) is the same as 00:17:577 (3,4) - Done.

[ Salad]

  • General Comments
  1. Basically I find a little bit much dashes in Salad, the minimum dash amount needed to full combo this difficulty is ~20. It is recommended to lower the usage of dash here, or else the gap between Cup and Salad could be too big. Below are some suggestions about the dash reduces.

    Gameplay
  2. 00:19:265 - 00:22:265 - This part is plain that it doesn't require any dashing to full combo, unlike the previous part 00:13:265 - 00:19:265 - Which means it would be better to add some dashes at this point, and reduce the dash usage in the previous part, in order to lower the difficulty. I suggest adding dash for every 2 combos, for instance if you add dash at 00:15:140 (3,4) - Then you can add the next one at 00:17:765 (1,2)
  3. The other parts - They apply the same as above, if you fix like the one I mentioned up there. - Reduced the number of dashes overall in this diff.

[ Platter]

  • Gameplay
  1. 00:01:077 (2,3) - It is weird to have a dash here suddenly, since the sound of 00:01:077 (2,3) is just similar to 00:01:827 (4,5) - Which I find it not that essential to have the dash. I suggest removing the dash. - There is a strong piano note here which I want to have the dash for.
  2. 00:07:077 (1,2) - ^ - ^
  3. 00:14:577 (3,4,1) - They are quite far away! Move (4) closer please, say x:208, so it would be the same distance as 00:17:577 (3,4,1) - Done.
  4. 00:17:577 (3,4,1,2) - It would be confusing for the players to move on here, as (3,4,1) creates a movement going to the left but they have to go right afterwards, which can be easy for them to miss (2). In that way I suggest moving 00:17:952 (2,3) together to x:272 - Done but with different placements.
  5. 00:36:327 (2,3,4,5,6,7) - Minor issue. I suggest flipping (3,4,5,6,7) and place it at where they were originally, in order to make (2,3) easier to catch, and also 00:36:890 (7,8) won't be too hard to notice. - Done.
  6. 00:37:265 (1,2,3) - It should be a hyperdash between 00:37:827 (2,3) but not 00:37:265 (1,2) as (3) is stronger in beats comparing to (2). Try moving (2) to x:328 so that the hyperdash can be added. - Done.

[ Imagination]

  • Gameplay
  1. 00:37:265 (1,2) - Might be difficult for players to notice the next note which is (2) because 00:36:796 (4,5,6,1) is already overwhelmed with hyperdashes. They may not be able to notice (2) and the rest coming, so it would be better if you Ctrl+G (2) and move 00:37:265 (1) to x:312 to make it easier to notice. - Sure.
  2. 00:39:983 (5,6,7) - In my opinion this part would be nice to cover double hyperdashes, because of the ending sound suits it well. Just an optional suggestion. - I like this.

Good luck!
Thanks for the mod! Updated, waiting for JBH.
JBHyperion

alienflybot wrote:

[ Hyperion's Rain]

  • Gameplay
  1. 00:28:921 (4,1) - It is weird to have a hyperdash here, provided that you add hyperdash between the 6th and 7th notes of the stream within the timeline 00:25:265 - 00:31:265 I don't find it weird, the hdash is there for the strong snare drum sound, a pattern I use throughout the diff. The two points you highlighted are for the equally prominent synth sounds, which are emphasised with a cymbal hitsound
  2. 00:37:265 (2,3,4) - Hmm, I don't suggest including double hyperdash at this moment, I suggest removing the hyperdash at (2,3) just like what you did at 00:36:890 (3,1,2) Fair enough, reduced the spacing on (2,3)

Good luck!
Thanks for the mod!

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Shin Megami Tensei: ペルソナ3
Tags:MBomb JBHyperion Withered Lotus Persona 3 Shadow Makoto Yuki Honorable Man Atlus Gekkoukan High School Thanatos Junpei Iori
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
MBomb
Updated.
Razor Sharp
omg 6 diff mapset. Doing only rain and hardest diff ;w; (jbh req)

Imagination

00:14:577 (9,1) - Now i like the direction change here. But it is easy to miss the droplet of (1). So would suggest to change this a little.
00:29:015 (4,5,6,7) - Now, this is completely fine imo. But i would suggest a ctrl+h here.
00:35:952 (2) - ctrl+g this and move to x32. Its 160 bpm, so left right is fine.

This is well made.

Hyperion's Rain

00:13:640 (2) - x320? This would do with a normal dash.
00:18:140 (2) - x284 would be good for this one. Dashes fits here.
00:22:265 (1) - x388 maybe?
00:32:202 (2) - Move this more to the left and make it a hyper maybe? I feel like streams could have hyper in this.
00:39:702 (3,4) - x40 for this one would make it nice to play.

Why is this so well made?
Topic Starter
MBomb

Razor Sharp wrote:

omg 6 diff mapset. Doing only rain and hardest diff ;w; (jbh req)

Imagination

00:14:577 (9,1) - Now i like the direction change here. But it is easy to miss the droplet of (1). So would suggest to change this a little. - Curved the slider differently.
00:29:015 (4,5,6,7) - Now, this is completely fine imo. But i would suggest a ctrl+h here. - I think the antiflow here plays fine and it would mess with the rest of the jumps after this if I did this.
00:35:952 (2) - ctrl+g this and move to x32. Its 160 bpm, so left right is fine. - The main issue with this is the hyper strength this would create would make catching the slider end way too difficult, in my opinion.

This is well made.
Thanks for the mod!
JBHyperion

Razor Sharp wrote:

omg 6 diff mapset. Doing only rain and hardest diff ;w; (jbh req)

Hyperion's Rain

00:13:640 (2) - x320? This would do with a normal dash. x-300, x-320 felt a little strong for my taste
00:18:140 (2) - x284 would be good for this one. Dashes fits here. Similar to the above, only x-324
00:22:265 (1) - x388 maybe? Nah, this note is pretty weak even though it's on a downbeat, regular dash is fine here imo
00:32:202 (2) - Move this more to the left and make it a hyper maybe? I feel like streams could have hyper in this. Possible, and it would fit, but this would make it way harder than the Imagination diff which will feel weird. I'll stick with a simpler pattern to be safe
00:39:702 (3,4) - x40 for this one would make it nice to play. Feels a bit overdone to me, I feel less is more here

Why is this so well made? Did you ever doubt? (^:
Thanks for the mod!

Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Shin Megami Tensei: ペルソナ3
Tags:MBomb JBHyperion Withered Lotus Persona 3 Shadow Makoto Yuki Honorable Man Atlus Gekkoukan High School Thanatos Junpei Iori
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
MBomb
Updated.
Deif
Sorry for being late D:

[General]
  1. Source: It has to be either "Shin Megami Tensei: Persona 3" or just "ペルソナ3" (thanks to Lucifer for this hint). The Japanese version of the videogame doesn't include SMT in its name, so if you want to add the Japanese source, you'd have to add "Shin Megami Tensei" to tags.
[Imagination]
  1. 00:05:671 (3) - It'd look better if it's placed at the exact middle of the other 2 notes. That'd be x:224.
  2. 00:07:077 (3) - That object is quite silent, almost inaudible. I'd raise the volume to at least 25-30%.
  3. 00:13:265 (1) - This jump didn't feel that relevant with such distance, which is the same of the surrounding ones, even though there's a rather strong beat. I suggest to move the head of that slider more to the left to increase it. x:48 or a similar position would make the deal.
  4. 00:35:671 (6,1,2,3) - I wouldn't recommend using such structures for this melody, as it's rather lineal in this part.
[Rain]
  1. A bit sad that there are almost no dashes and all HDashes are 1/4 :( It's quite clean though.
[Light Rain]
  1. 00:14:765 (2,3) - Sorta unconfortable distance taking into account the next jumps, almost leading to a HDash. I'd suggest to incline that (2) a bit more to the right to soften that dash.
  2. 00:25:171 (7,1,2) - Even though this is a soft Rain, that section felt more complicated than the Rain ones in general. What about reducing a bit the distance (1,2) there? Lazy idea: https://osu.ppy.sh/ss/3994442
  3. 00:31:640 (2) - Quite surprising to have that note so close to the previous one, but it doesn't really fit with the rest of the difficulty. How about placing it more to the left instead to make it different?
  4. 00:39:046 (1,2,3,1,2,3) - Ugh... The timeline here looks quite odd as it is now. It's recommendable to add a note at 00:38:952 - and at least another one at 00:39:702 - . Even though adding this one it'll still be slightly empty, so I suggest you to add a slider instead and make it end at 00:40:077 - where (1) currently is. Take this as a reference: http://puu.sh/lsPan/5ea2f7d0f6.jpg
[Platter]
  1. 00:26:015 (2,3,4,5,6) - A minor suggestion would be not making that 5-plet so pointy, specially with that antiflow position. Move (4) to ~x:112?
[]
There's not that much to mod anyway. I'm still waiting for the day MB ranks a rather long melody :^)
JBHyperion

Deif wrote:

Sorry for being late D:

[Rain]
  1. A bit sad that there are almost no dashes and all HDashes are 1/4 :( It's quite clean though. I hate making people cry, so just for you I've reworked some stuff in the intro (until 00:13:265 -) to include more normal dashes, and also in the first half of the main rhythm (between 00:13:265 and 00:25:265 where the patterns were less dense) to include some 1/2 hdash - in case it ended up worse, I'm keeping a copy of the previous diff's .osu (:
I'm still waiting for the day MB ranks a rather long melody :^) I get the feeling the end of days will come first (^:
Remapped (kinda) Rain
osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Hyperion's Rain
Source:Shin Megami Tensei: ペルソナ3
Tags:MBomb JBHyperion Withered Lotus Persona 3 Shadow Makoto Yuki Honorable Man Atlus Gekkoukan High School Thanatos Junpei Iori
BeatmapID:791142
BeatmapSetID:349296

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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2765,-100,4,2,1,25,0,0
3515,-100,4,2,1,20,0,0
4265,-100,4,2,1,15,0,0
6515,-100,4,2,1,30,0,0
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10265,-100,4,3,1,10,0,0
13265,-100,4,3,1,40,0,0
14015,-66.6666666666667,4,3,1,40,0,0
14390,-100,4,3,1,40,0,0
37077,-100,4,2,1,50,0,1
37358,-100,4,3,1,50,0,1
39140,-100,4,2,2,60,0,1
40171,-100,4,2,2,60,0,0


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Topic Starter
MBomb

Deif wrote:

Sorry for being late D:

[General]
  1. Source: It has to be either "Shin Megami Tensei: Persona 3" or just "ペルソナ3" (thanks to Lucifer for this hint). The Japanese version of the videogame doesn't include SMT in its name, so if you want to add the Japanese source, you'd have to add "Shin Megami Tensei" to tags. - Done.
[Imagination]
  1. 00:05:671 (3) - It'd look better if it's placed at the exact middle of the other 2 notes. That'd be x:224. - Done.
  2. 00:07:077 (3) - That object is quite silent, almost inaudible. I'd raise the volume to at least 25-30%. - JBH is in charge of hitsounds.
  3. 00:13:265 (1) - This jump didn't feel that relevant with such distance, which is the same of the surrounding ones, even though there's a rather strong beat. I suggest to move the head of that slider more to the left to increase it. x:48 or a similar position would make the deal. - Honestly this feels fine to me how it is now.
  4. 00:35:671 (6,1,2,3) - I wouldn't recommend using such structures for this melody, as it's rather lineal in this part. - I feel like it makes a good variety to the other sections.
[Platter]
  1. 00:26:015 (2,3,4,5,6) - A minor suggestion would be not making that 5-plet so pointy, specially with that antiflow position. Move (4) to ~x:112? - Done.
[]
There's not that much to mod anyway. I'm still waiting for the day MB ranks a rather long melody :^) - Soon (TM) :^) Sad Machine finished one day :^(
Thanks for the mod!
Withered Lotus

Deif wrote:

[Light Rain]
  1. 00:14:765 (2,3) - Sorta unconfortable distance taking into account the next jumps, almost leading to a HDash. I'd suggest to incline that (2) a bit more to the right to soften that dash. Done
  2. 00:25:171 (7,1,2) - Even though this is a soft Rain, that section felt more complicated than the Rain ones in general. What about reducing a bit the distance (1,2) there? Lazy idea: https://osu.ppy.sh/ss/3994442 Moved the slider a bit closer
  3. 00:31:640 (2) - Quite surprising to have that note so close to the previous one, but it doesn't really fit with the rest of the difficulty. How about placing it more to the left instead to make it different? I don't know what happened here, I think I must have made an error in my previous mod, changed this section.
  4. 00:39:046 (1,2,3,1,2,3) - Ugh... The timeline here looks quite odd as it is now. It's recommendable to add a note at 00:38:952 - and at least another one at 00:39:702 - . Even though adding this one it'll still be slightly empty, so I suggest you to add a slider instead and make it end at 00:40:077 - where (1) currently is. Take this as a reference: http://puu.sh/lsPan/5ea2f7d0f6.jpg Changed this section around quite a bit, added the slider you suggested but ending at white tick instead of replacing hitcircle on red tick and replaced hit circle with a slider as well.
Thanks for the mod.

osu file format v14

[General]
AudioFilename: Persona 3 OST - Persona Invocation.mp3
AudioLeadIn: 0
PreviewTime: 13265
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 8
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Persona Invocation
TitleUnicode:Persona Invocation
Artist:Shoji Meguro
ArtistUnicode:目黒 将司
Creator:- Magic Bomb -
Version:Lotus' Light Rain
Source:ペルソナ3
Tags:MBomb JBHyperion Withered Lotus Persona 3 Shadow Makoto Yuki Honorable Man Atlus Gekkoukan High School Thanatos Junpei Iori Shin Megami Tensei
BeatmapID:791212
BeatmapSetID:349296

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"persona-3-01-artwork.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1265,375,4,2,1,30,1,0
2765,-100,4,2,1,25,0,0
3515,-100,4,2,1,20,0,0
4265,-100,4,2,1,15,0,0
6515,-100,4,2,1,30,0,0
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37358,-100,4,3,1,50,0,1
39140,-100,4,2,2,60,0,1
40171,-100,4,2,2,60,0,0


[Colours]
Combo1 : 223,0,0
Combo2 : 0,0,160
Combo3 : 0,134,198
Combo4 : 140,255,255

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344,192,26296,1,2,0:0:0:0:
168,96,26577,2,0,L|120:96,1,40,2|2,0:0|0:0,0:0:0:0:
56,96,26765,5,2,0:0:0:0:
216,96,26952,1,0,0:0:0:0:
32,96,27140,1,6,0:0:0:0:
232,96,27327,1,2,0:0:0:0:
392,88,27515,5,8,0:0:0:0:
456,136,27608,1,0,0:0:0:0:
408,216,27702,1,2,0:0:0:0:
328,264,27796,1,2,0:0:0:0:
232,280,27890,1,4,0:0:0:0:
144,288,28077,2,0,L|192:304,1,40,2|2,0:0|0:0,0:0:0:0:
256,288,28265,6,0,L|352:288,2,80,2|0|6,0:0|0:0|0:0,0:0:0:0:
64,224,28827,1,2,0:0:0:0:
240,192,29015,1,8,0:0:0:0:
288,144,29108,1,0,0:0:0:0:
336,192,29202,1,2,0:0:0:0:
384,144,29296,1,2,0:0:0:0:
224,80,29483,6,0,L|192:112,1,40,0|2,0:0|0:0,0:0:0:0:
16,80,29765,1,2,0:0:0:0:
192,64,29952,1,0,0:0:0:0:
16,112,30140,1,6,0:0:0:0:
192,160,30327,1,2,0:0:0:0:
336,304,30515,5,8,0:0:0:0:
400,256,30608,1,0,0:0:0:0:
336,208,30702,1,2,0:0:0:0:
256,208,30796,1,2,0:0:0:0:
176,208,30890,1,4,0:0:0:0:
16,128,31077,2,0,L|80:128,1,40,0|0,0:0|0:0,0:0:0:0:
224,112,31265,5,4,0:2:0:0:
352,104,31452,1,0,0:0:0:0:
304,72,31640,1,6,0:0:0:0:
248,48,31827,1,0,0:0:0:0:
424,176,32015,1,8,0:0:0:0:
456,160,32108,1,2,0:0:0:0:
424,128,32202,1,2,0:0:0:0:
456,112,32296,1,2,0:0:0:0:
240,224,32577,6,0,L|192:208,1,40,2|2,0:0|0:0,0:0:0:0:
84,208,32765,1,2,0:0:0:0:
8,152,32952,1,2,0:0:0:0:
64,64,33140,1,6,0:0:0:0:
176,48,33327,1,2,0:0:0:0:
320,64,33515,5,8,0:0:0:0:
384,64,33608,1,2,0:0:0:0:
320,128,33702,1,2,0:0:0:0:
256,128,33796,1,2,0:0:0:0:
320,16,33890,1,4,0:0:0:0:
160,272,34077,1,2,0:0:0:0:
104,240,34171,1,2,0:0:0:0:
136,192,34265,1,2,0:0:0:0:
272,176,34452,6,0,L|384:176,2,80,2|6|2,0:0|0:0|0:0,0:0:0:0:
80,176,35015,1,8,0:0:0:0:
120,144,35108,1,2,0:0:0:0:
80,112,35202,1,2,0:0:0:0:
120,80,35296,1,2,0:0:0:0:
264,64,35577,2,0,L|304:96,1,40,2|2,0:0|0:0,0:0:0:0:
368,88,35765,5,2,0:0:0:0:
208,128,35952,1,2,0:0:0:0:
400,128,36140,1,6,0:0:0:0:
224,208,36327,1,2,0:0:0:0:
400,208,36515,5,8,0:0:0:0:
464,240,36608,1,2,0:0:0:0:
400,288,36702,1,2,0:0:0:0:
320,304,36796,1,2,0:0:0:0:
112,304,37077,5,2,0:0:0:0:
384,256,37265,2,0,L|488:128,1,160,4|6,0:0|0:0,0:0:0:0:
408,96,37827,1,2,0:0:0:0:
128,160,38015,2,0,L|24:32,1,160,4|6,0:0|0:0,0:0:0:0:
112,32,38577,1,2,0:0:0:0:
280,32,38765,2,0,L|384:32,1,80
320,176,39046,5,0,0:0:0:0:
240,176,39140,1,12,0:0:0:0:
160,176,39234,1,2,0:0:0:0:
24,272,39421,1,0,0:0:0:0:
104,272,39515,1,12,0:0:0:0:
184,272,39608,2,0,L|336:272,1,120
392,136,40077,5,6,0:0:0:0:
200,136,40171,1,6,0:0:0:0:
Topic Starter
MBomb
Updated.
Deif
Took another look at your map. Most of the suggestions are applied, and those diffs look overall better than before:

Bubbled!
JBHyperion
Hype /o/
Xinely
placeholder


  • For all diffs
  1. 00:00:515 - probably add whistle? the piano music is so strong
  2. 00:07:265 - same as above


  • Cup
  1. 00:29:765 (3) - add whistle in repeat? the background music is still a drum, also for consistency with 00:32:952 (4) - and 00:35:765 (4) -


  • Salad
  1. 00:38:765 - it has strong background music here, add note maybe to emphasize? since you follow that music in 00:37:265 (1,2,3,4) - properly


  • Platter
  1. 00:01:077 (2,3) - (3) caught in edge of plate if we dont use dash here.. probably make it a bit closer?
  2. 00:14:952 (2) - missing whistle
  3. 00:20:577 - 00:20:671 - add notes? following drums like you did in 00:17:577 (3,4,1) - etc
  4. 00:26:202 (4,5) - remove whistles for consistency with other streams hitsound
  5. 00:27:702 (6,7) - same as above
  6. 00:33:515 (6) - maybe avoid use 1/4 dash here? feels not really comfortable movement for me (suggestion : move to x:272)


  • Light Rain
  1. 00:39:327 - i would say to add note here? really weird to follow most blue ticks sound when you can skip the red tick one when it has same strong music as others


  • Rain
  1. 00:27:046 - i would say add note too here. the music is quite loud and strong i even can hear in 100% speed
  2. 00:33:046 - 00:36:046 - same as above


  • Imagination
  1. 00:05:671 (3) - what is this circle following for? i cant hear a music in here
  2. wow rip i surrender to testplay, too hard for me but imo maybe HP 6,5? it looks cruel with HP7 and those 1/4 HDashes + streams
Topic Starter
MBomb

Xinely wrote:

placeholder


  • For all diffs
  1. 00:00:515 - probably add whistle? the piano music is so strong
  2. 00:07:265 - same as above


  • Cup
  1. 00:29:765 (3) - add whistle in repeat? the background music is still a drum, also for consistency with 00:32:952 (4) - and 00:35:765 (4) -


  • Salad
  1. 00:38:765 - it has strong background music here, add note maybe to emphasize? since you follow that music in 00:37:265 (1,2,3,4) - properly - I don't want to do this because I want to give the average salad player some time to react before the spinner starts.


  • Platter
  1. 00:01:077 (2,3) - (3) caught in edge of plate if we dont use dash here.. probably make it a bit closer? - Moved further away instead, a dash works nicely here.
  2. 00:14:952 (2) - missing whistle
  3. 00:20:577 - 00:20:671 - add notes? following drums like you did in 00:17:577 (3,4,1) - etc - Whoops, fixed.
  4. 00:26:202 (4,5) - remove whistles for consistency with other streams hitsound
  5. 00:27:702 (6,7) - same as above
  6. 00:33:515 (6) - maybe avoid use 1/4 dash here? feels not really comfortable movement for me (suggestion : move to x:272) - I think the dash works nicely here for the strong drum sound ;w;


  • Imagination
  1. 00:05:671 (3) - what is this circle following for? i cant hear a music in here - You can hear the sound of the drum fading in in the background here, if you listen closely, so this circle follows the drum there.
  2. wow rip i surrender to testplay, too hard for me but imo maybe HP 6,5? it looks cruel with HP7 and those 1/4 HDashes + streams - Done.
Thanks for the mod!

JBH, check hitsounding stuff in all diffs after checking your diff please :D
JBHyperion
I'll respond to this tonight when I get back from my conference. Please wait for me <3

Xinely wrote:

placeholder


  • For all diffs
  1. 00:00:515 - probably add whistle? the piano music is so strong Added to all diffs
  2. 00:07:265 - same as above Same


  • Cup
  1. 00:29:765 (3) - add whistle in repeat? the background music is still a drum, also for consistency with 00:32:952 (4) - and 00:35:765 (4) - Good catch, fixed


  • Platter
  1. 00:14:952 (2) - missing whistle Added
  2. 00:20:577 - 00:20:671 - add notes? following drums like you did in 00:17:577 (3,4,1) - etc Added kick drum whistle on these
  3. 00:26:202 (4,5) - remove whistles for consistency with other streams hitsound Other 5plets after this have this same pattern, clap/none/whistlel/whistle/finish for the buildup of the drumroll patterns
  4. 00:27:702 (6,7) - same as above ^



  • Rain
  1. 00:27:046 - i would say add note too here. the music is quite loud and strong i even can hear in 100% speed Honestly I don't feel this is strong enough to warrant mapping. I'm building up note density throughout the song and I feel I can afford to skip this one
  2. 00:33:046 - 00:36:046 - same as above Did add notes here though, should play essentially the same

Thanks for the mod! - UPDATE

Xinely wrote:


  • Light Rain
  1. 00:39:327 - i would say to add note here? really weird to follow most blue ticks sound when you can skip the red tick one when it has same strong music as others Lotus, if you decide to add this note, put a finish (kick drum sound) on it to be consistent with the other diffs please
Topic Starter
MBomb
Thanks JBH, just waiting for lotus now.
Withered Lotus

Xinely wrote:


  • Light Rain
  1. 00:39:327 - i would say to add note here? really weird to follow most blue ticks sound when you can skip the red tick one when it has same strong music as others not changed, the note here is very weak and is drowned out hugely by the surrounding notes. Plus I think the pause here works well and adds a nice effect than it would if it was just a full stream, I think it would seem very odd to add a note here given there is a pause in the very loud chimes here.
Thanks for the mod.
Xinely

Deif wrote:

I'm still waiting for the day MB ranks a rather long melody :^)
Topic Starter
MBomb

Xinely wrote:

Deif wrote:

I'm still waiting for the day MB ranks a rather long melody :^)
:^(

Thanks :D <3
JBHyperion
Thanks Xinely, grats MB on another ranked set and Lotus on a ranked GD all of your very own! \:D/
-Sh1n1-
Ohh yay wow, more ctb maps :3 Gratz MB senpai :3
Topic Starter
MBomb
We did it bois
JBHyperion
Thanks guys (:
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