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Hagumi Nishizawa - My Hero! Up to you!

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I Must Decrease
This beatmap was submitted using in-game submission on Saturday, March 5, 2016 at 10:16:06 PM

Artist: Hagumi Nishizawa
Title: My Hero! Up to you!
Source: 世界を救うだけの簡単なお仕事
Tags: Sekai wo Sukuu Dake no Kantan na Oshigoto eroge visual novel opening op Anxient
BPM: 168
Filesize: 27169kb
Play Time: 01:34
Difficulties Available:
  1. Advanced (2.68 stars, 211 notes)
  2. Anxient's Hard (3.49 stars, 277 notes)
  3. Extra (5.11 stars, 409 notes)
  4. Insane (4.48 stars, 370 notes)
  5. My Hero! (5.69 stars, 430 notes)
  6. Normal (1.73 stars, 139 notes)
Download: Hagumi Nishizawa - My Hero! Up to you!
Download: Hagumi Nishizawa - My Hero! Up to you! (no video)
Information: Scores/Beatmap Listing
---------------


EROGE!

Anxient wrote:

ARE YOU THE HIRO?


Notice: The background video has been modified from it's original form to be more child friendly.


TRY 2!


Map History
  1. Cerulean Veyron
  2. Wafu
  3. Cerulean Veyron
  4. Wafu
  5. BeatofIke
  6. HappyRocket88
  7. Bakari
  8. BeatofIke
  9. HappyRocket88
Anxient
ARE YOU THE HIRO?


Monstrata
Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.

[My Hero]

00:01:797 (2,1) - This jump makes 00:02:334 (2,3) - seem really weak. Also 00:02:512 (3) - finish on head is cool.
00:11:084 (3,1) - 1/2 slider instead? 1 is barely noticeable xd
00:14:476 (5) - Slider-end Rhythm Issue.
00:15:191 (3,4) - Less Emphasis Issue.
00:58:405 (5,6) - ^
01:07:512 (4,1) - Visually doesn't flow well because of how 1 is shaped. Rotate like -45 degrees or something and reblanket.
01:15:548 (1,2) - Less Emphasis Issue.
01:21:960 (1,2,3,4) - Flow Issue.

[Insane]

00:02:512 (3) - Finish on head yea
00:06:619 (2,3,4) - Flow Issue.
01:10:905 (2) - Slider-end Rhythm
01:15:905 (4,1) - More Emphasis

[Anxient's Hard]

00:01:619 (3,1) - Weird that you emphasize the downbeat but not places like 00:02:334 (2,3) - especially 3, since you even have a finish on it which kinda suggests its a point of emphasis. Applies elsewhere like 00:03:762 (2,3) -
00:05:369 (3,4) - Less Emphasis and Slider-end Rhythm Issues.
00:13:762 (1,2) - Ctrl+G rhythm is better imo. 00:14:119 - Making this clickable is better than the red tick after it.
00:18:762 (4,1) - + Emphasis.
00:58:405 (3,1) - + Emphasis.
00:59:476 (2,3) - - Emphasis, Why jump here man xP
01:10:905 (3,4) - Slider-end Rhythm Issue.

[Advanced]

00:07:691 (1,2,3) -
00:20:191 (2,3) - Sliderend rhythm xd
01:21:960 (1) - Add a repeat. shift 2 and 3 down 1/2 a beat. More interesting rhythm than your 1/2 spam tbh xD
01:34:282 - obvious beat here. why not make 2 a slider instead.

[Normal]

00:06:619 (3,4,1,2,3,4,1,2,3) - Generally. Try and stay away from using too many 1/2 sliders. Instead go for simpler rhythms.
00:10:191 (1) - Slider-end Rhythm Issue.
00:10:191 (1,2,3) - Could be

Try experimenting with more extended-slider rhythms like the above, where you use a 1/1 slider, followed by a 1/2 break, and the red tick begins another slider. useful for places like : 00:56:976 (4,1,2) - 00:57:691 - Begins a 1/1 slider, another 1/1 slider on 00:58:226 - . etc...

Damn i spent 20 minutes on this rip.
Anxient
oman oman oman

monstrata wrote:

Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.


[Anxient's Hard]

00:01:619 (3,1) - Weird that you emphasize the downbeat but not places like 00:02:334 (2,3) - especially 3, since you even have a finish on it which kinda suggests its a point of emphasis. Applies elsewhere like 00:03:762 (2,3) - well i do that because the most emphasis in the song is. 3 doesnt have a finish?. as for the apply elsewhere, it just so happens that 2 doesnt have as much emphasis as 3.
00:05:369 (3,4) - Less Emphasis and Slider-end Rhythm Issues. - took me 5 minutes to nderstand what you meant by less emphasis. distanced 2 coz clap.
00:13:762 (1,2) - Ctrl+G rhythm is better imo. 00:14:119 - Making this clickable is better than the red tick after it. - applied
00:18:762 (4,1) - + Emphasis. - ctrl g'd and blanketed repeat in 4
00:58:405 (3,1) - + Emphasis. - fixed
00:59:476 (2,3) - - Emphasis, Why jump here man xP - i think im retarded or something. made it an antijump to increase emphasis for the slider.
01:10:905 (3,4) - Slider-end Rhythm Issue. - i think its fine..?

Damn i spent 20 minutes on this rip. - and i spent 5 minutes understanding one line of your mod. ufokenwotm8illrektyou
thanks for modding :D
yay
osu file format v14

[General]
AudioFilename: Untitled.mp3
AudioLeadIn: 0
PreviewTime: 48732
Countdown: 1
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.3

[Metadata]
Title:My Hero! Up to you!
TitleUnicode:My Hero! Up to you!
Artist:Nishizawa Hagumi
ArtistUnicode:歌手:西沢はぐみ
Creator:Xexxar
Version:Anxient's Hard
Source:世界を救うだけの簡単なお仕事
Tags:Sekai wo Sukuu Dake no Kantan na Oshigoto eroge visual novel opening op
BeatmapID:858293
BeatmapSetID:394270

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"125_124.png",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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78030,-90.9090909090909,4,1,1,75,0,1
79101,-100,4,1,1,75,0,0


[Colours]
Combo1 : 179,91,225
Combo2 : 232,164,96
Combo3 : 228,71,146
Combo4 : 43,217,117

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350,267,33316,1,8,0:0:0:0:
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443,237,36084,1,8,3:0:0:0:
443,237,36173,1,8,0:1:0:0:
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Topic Starter
I Must Decrease

monstrata wrote:

Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.

[My Hero]

00:01:797 (2,1) - This jump makes 00:02:334 (2,3) - seem really weak. Also 00:02:512 (3) - finish on head is cool. Applied finish, but I don't believe the previous jump really affects the play of the following slider that negatively.
00:11:084 (3,1) - 1/2 slider instead? 1 is barely noticeable xd I think this plays fine as is, 1 is noticable enough.
00:14:476 (5) - Slider-end Rhythm Issue. this is just wrong, the begining is way more powerful than the end.
00:15:191 (3,4) - Less Emphasis Issue. fixed
00:58:405 (5,6) - ^ i think this is fine as is, 4, 5 are equal distant compared to 5 and 6 and going to 7 feels appropriate and looks clean.
01:07:512 (4,1) - Visually doesn't flow well because of how 1 is shaped. Rotate like -45 degrees or something and reblanket. applied as best i could
01:15:548 (1,2) - Less Emphasis Issue. I actually think this is fine as not only is there drum emphasis, but each jump correlates with the singer. I will leave it for now.
01:21:960 (1,2,3,4) - Flow Issue. this plays fine and I have done similar patterns before.

[Insane]

00:02:512 (3) - Finish on head yea applied
00:06:619 (2,3,4) - Flow Issue. modified
01:10:905 (2) - Slider-end Rhythm applied
01:15:905 (4,1) - More Emphasis applied but very lightly.

[Advanced]

00:07:691 (1,2,3) - thx looks alot better
00:20:191 (2,3) - Sliderend rhythm xd attempted to fix.
01:21:960 (1) - Add a repeat. shift 2 and 3 down 1/2 a beat. More interesting rhythm than your 1/2 spam tbh xD i like the pause later for emphasis. I'll leave this for now
01:34:282 - obvious beat here. why not make 2 a slider instead. I like the emphasis on the two major down beats in this pattern

[Normal]

00:06:619 (3,4,1,2,3,4,1,2,3) - Generally. Try and stay away from using too many 1/2 sliders. Instead go for simpler rhythms. this section is really hard to try to describe in a low difficulty beatmap because the claps are inconsistent and alot of the beat is 1/2 red tick. I'm going to leave it how it is for now because it feel like it's more natural to play this way rather than an over simplified beat.
00:10:191 (1) - Slider-end Rhythm Issue. fixed
00:10:191 (1,2,3) - Could be k

Try experimenting with more extended-slider rhythms like the above, where you use a 1/1 slider, followed by a 1/2 break, and the red tick begins another slider. useful for places like : 00:56:976 (4,1,2) - 00:57:691 - Begins a 1/1 slider, another 1/1 slider on 00:58:226 - . etc... cleaned this up a little but idk probably could be better, will keep eye on this spot

Damn i spent 20 minutes on this rip.
dank u monstrataeto
Rohit6
SPOILER
11:36 Xexxar: lol
11:36 Rohit6: sexxar
11:36 Xexxar: bored enough to mod another map of mine?
11:36 Xexxar: :(?
11:36 Rohit6: sure
11:36 Xexxar: https://osu.ppy.sh/s/394270a
11:36 Xexxar: awww
11:36 Xexxar: ur the best
11:37 Rohit6: you better sp my map faggot
11:37 Xexxar: :o
11:37 Rohit6: :^)
11:39 Rohit6: ok i cant play
11:39 Rohit6: im pretending to study
11:39 Xexxar: 4 other difficulties lol
11:40 Rohit6: not even od10
11:40 Rohit6: consider ending your life
11:40 Rohit6: :^)
11:40 Xexxar: oh my bad
11:40 Xexxar: sorry
11:41 Rohit6: 0/10 bg not sourced in the description
11:41 Xexxar: LOL?
11:41 Rohit6: sexxar im gonna irc
11:41 Xexxar: THE BGG IS FROM THE SOURCE
11:41 Xexxar: LOL
11:41 Rohit6: o
11:41 Xexxar: ITS LITERALLY STRAIGHT FROM AME
11:41 Rohit6: lol
11:41 Xexxar: GAME
11:41 Rohit6: oops
11:41 Rohit6: 9/10
11:41 Rohit6: masterpiece
11:43 Xexxar: ghm?
11:43 Xexxar: my map?
11:43 Rohit6: yes open
11:43 *Rohit6 is editing [https://osu.ppy.sh/b/858271 Nishizawa Hagumi - My Hero! Up to you! [My Hero!]]
11:43 Xexxar: you like it :D ?
11:43 Xexxar: btw 9/10 =\= masterpiece
11:43 Rohit6: its ok
11:44 Xexxar: LOL
11:44 Xexxar: alright cool
11:44 Xexxar: 9/10,
11:44 Rohit6: ok im gonna mod it if you fucking open
11:44 Xexxar: masterpiece
11:44 Xexxar: its ok
11:44 Xexxar: hmm?
11:44 Xexxar: openw hat?
11:44 Rohit6: IRc
11:44 Rohit6: you scrub
11:44 Xexxar: oh you want a irc mod?
11:44 Xexxar: uguu
11:44 Xexxar: ook
11:44 Rohit6: ok
11:44 Xexxar: goe
11:45 Rohit6: 00:01:440 (1) - remove nc from here or 00:01:619 (1) -
11:45 Rohit6: reading not that big of deal in a high sr diff
11:45 Xexxar: its visual
11:46 Xexxar: first nc is cause we're movin from 1/1
11:46 Xexxar: to 1/2
11:46 Rohit6: ya but it doesnt make sense musically
11:46 Xexxar: second is cause its a big jump
11:46 Xexxar: and i want to make it fit better
11:46 Xexxar: plus aethetics of it look better this way
11:46 Rohit6: nc is supposed to show a periodic changein phrase
11:46 Rohit6: s
11:46 Rohit6: ok fineee
11:46 Xexxar: thats not going to change.
11:46 Xexxar: :P
11:46 Rohit6: 00:04:834 (1,2,3,4,5,6) - nice pp jumps
11:47 Xexxar: deshou?
11:47 Xexxar: not like they dont fit
11:47 Rohit6: ye
11:47 Xexxar: besides those arent the real pp jumps
11:47 Rohit6: 00:13:048 (1) - why so many nc s aa
11:48 Rohit6: 00:17:512 (7,1) - stack on downbeat ee
11:48 Xexxar: again for patter consistency
11:48 Xexxar: intentional stack to emphasize that it is a downbeat lol
11:48 Xexxar: theres not alot of punch
11:48 Xexxar: in those notes anyway
11:48 Rohit6: 00:11:262 (1) - no need here either
11:49 Xexxar: that one i removed
11:49 Rohit6: spacing is a bit overdone in non kiai i mo
11:50 Rohit6: 00:40:369 (1) - passive slider that doesnt fit
11:50 Rohit6: ending on a strong beat than what it started on
11:50 Xexxar: its my personal gripe within maps that are supposed to be hard are super easy for 99% of it
11:50 Xexxar: mapped to vocals
11:50 Rohit6: yeah but not hitsounded that way
11:51 Rohit6: if you wanna map vocals then use some soft whistles
11:51 Rohit6: for hitsounds
11:51 Rohit6: because its annoying when youre playing vocals but hearing instruments
11:51 Rohit6: on the sliderends
11:51 Xexxar: ends on strong note fits in thik
11:51 Xexxar: k
11:51 Xexxar: applied
11:51 Rohit6: ends on strong notes dotn fit
11:51 Rohit6: but w.e
11:52 Xexxar: i applied it
11:52 Xexxar: so its k
11:52 Rohit6: 00:46:441 (1,1) - maybe same slidershape
11:52 Rohit6: because same instruments
11:52 Rohit6: and the percussion in the bg
11:53 Rohit6: 00:48:762 (1) - no need for nc ii
11:53 Xexxar: i make first straight because it fits better with angle of inc
11:53 Xexxar: again , for visual consistency
11:53 Rohit6: but it fucks with the hp
11:54 Rohit6: not that big of a deal
11:54 Rohit6: tho
11:54 Xexxar: hp isnt a pretty small factor
11:54 Xexxar: design is more important
11:54 Rohit6: dude
11:55 Rohit6: nerova's map is in pending because of that
11:55 Rohit6: because its not possible with hr
11:55 Rohit6: and no bns want to bubble it becasue of that
11:55 Xexxar: thats not NC's fault?
11:55 Xexxar: lol
11:55 Rohit6: its a slider
11:55 Rohit6: so long
11:55 Rohit6: like 15 seconds
11:55 Xexxar: i know
11:55 Xexxar: thats not this maps problem
11:55 Xexxar: lol
11:55 Rohit6: yeah but hp is pretty important
11:55 Xexxar: maybe for those maps
11:55 Xexxar: this is passable hr
11:55 Xexxar: so
11:56 Rohit6: 00:54:655 (6,2) - blanket
11:56 Rohit6: xdd
11:56 Rohit6: 01:01:262 (4,5) - what is this spacing
11:56 Rohit6: please its a red tick
11:57 Xexxar: good eye
11:57 Xexxar: uhh thats fine
11:57 Rohit6: dude white->red is too high
11:57 Rohit6: its not even 1-1-1
11:57 Rohit6: its normal 1-2-1
11:57 Xexxar: but the pattern looks goood
11:57 Rohit6: the rhythm i mean
11:57 Rohit6: JUST BECAUSE IT LOOKS GOod
11:57 Xexxar: plays well anyway
11:57 Xexxar: what do you mean?
11:57 Rohit6: doesnt mean its gonna play well
11:58 Xexxar: like that jump plays fine tho
11:58 Rohit6: that is hollow wings tier reasoning
11:58 Xexxar: the emphasis here is fine becau
11:58 Xexxar: se
11:58 Xexxar: the drum beat
11:58 Xexxar: in the backround
11:58 Rohit6: dude
11:58 Xexxar: is a 1 2 3
11:58 Xexxar: drum beat
11:58 Xexxar: like uhh
11:58 Xexxar: theres a sound
11:58 Rohit6: the hitsounds you apply dont matter
11:58 Xexxar: 00:49:834 (2,3,4) -
11:58 Xexxar: this is also
11:59 Xexxar: the same thing
11:59 Rohit6: 5 is significantly weaker
11:59 Xexxar: apply it
11:59 Xexxar: like
11:59 Rohit6: yeah but there's some variable spacing there
11:59 Xexxar: it doesnt matter
11:59 Xexxar: delete the notes
11:59 Xexxar: listen to them
11:59 Xexxar: they're fine
11:59 Rohit6: i would be fine if the white->red
11:59 Rohit6: wouldbe lower spacing that red->white
11:59 Rohit6: because white is stronger
11:59 Xexxar: its literally fine.
12:00 Rohit6: dude its a drum repeated twice
12:00 Rohit6: if you wanna go 100% b the beat
12:00 Xexxar: not every jump has to 100% be more impactful because of a slight increase in volume
12:00 Xexxar: no
12:00 Rohit6: then you should stack it
12:00 Xexxar: its a 1/2 sound
12:00 Xexxar: you're not understanding
12:00 Xexxar: what im hearing
12:00 Xexxar: im not going to change it so lets just move on
12:00 Rohit6: what are you hearning
12:00 Rohit6: fiiine
12:01 Xexxar: i cant wait for you to yell at me over the hard part
12:01 Rohit6: could be structured better
12:02 Xexxar: there is logic in my structuring
12:02 Rohit6: yes but it looks kinda janky
12:02 Rohit6: 01:11:798 (1) - i really dont like this
12:02 Xexxar: where?
12:02 Rohit6: youre clicking the weak beat again
12:03 Rohit6: and please dont say vocals
12:03 Rohit6: because this is a instrument only section
12:03 Xexxar: not entirely.
12:03 Xexxar: theres the overarching sound in the backgground there
12:03 Xexxar: plus i want to end of a finish here
12:03 Rohit6: 01:07:691 (1,1) - you clcik all these
12:03 Rohit6: 01:11:798 (1) - bu t you dont click this
12:03 Xexxar: because i wanted to force a change in the player
12:04 Xexxar: and the rhythm suited this change
12:04 Xexxar: basically the only solution i see is
12:04 Rohit6: but youre starting the next combo on a sliderend
12:04 Xexxar: get rid of the slider
12:04 Rohit6: which is ass
12:04 Xexxar: but that would be problematic
12:04 Rohit6: like 1-2-1-2 without 1
12:04 Rohit6: so 2-1-2
12:05 Rohit6: it just feels underwhelming
12:05 Rohit6: because its literally the only finish you dont hit
12:06 Xexxar: ive made adjustments.
12:06 Rohit6: 01:18:032 (1,1,2) - you could actually make this a slider end on blue
12:07 Rohit6: if you want to complement vocals
12:07 Xexxar: hm
12:07 Rohit6: rest is ok
12:08 Rohit6: dude youre mapping the guitar at the start
12:08 Rohit6: but using the drum hitsounds
12:08 *Rohit6 is editing [https://osu.ppy.sh/b/858798 Nishizawa Hagumi - My Hero! Up to you! [Insane]]
12:08 Rohit6: this diff now
12:08 Xexxar: applied
12:08 Xexxar: where?
12:09 Xexxar: at the end?
12:09 Xexxar: it fits
12:09 Xexxar: i like it.
12:09 Rohit6: no this diff
12:09 Rohit6: start
12:10 Rohit6: 00:02:512 (3,4,1) -
12:10 Rohit6: these passive ones fit but you need better hitsounds
12:10 Xexxar: i am
12:10 Xexxar: on it
12:10 Xexxar: ?
12:10 Rohit6: also id remove the huge claps on the sliderends
12:10 Xexxar: i use all the same hitsounds
12:10 Xexxar: for all my maps
12:10 Rohit6: im saying dont use drums
12:10 Rohit6: for this section
12:10 Rohit6: if youre mapping guitar
12:10 Rohit6: its mapped fine
12:11 Rohit6: but its misleading while playing
12:11 *Xexxar is editing [https://osu.ppy.sh/b/858798 Nishizawa Hagumi - My Hero! Up to you! [Insane]]
12:11 Xexxar: we're lookingg at this?
12:11 Rohit6: JEs
12:11 Rohit6: 00:05:369 (3) - eg remove clap from end
12:11 Rohit6: 00:03:226 (1) - this as well
12:12 Rohit6: its there in the song but youre trying to emphasize too many things at once
12:12 Rohit6: which end up asdf most of the times
12:12 Xexxar: theres no problem
12:12 Xexxar: with including claps on slider ends
12:12 Rohit6: this causes lots of dqs
12:12 Rohit6: look at avishay's map
12:13 Xexxar: it sounds shitty and boring without claps where the claps are
12:13 Xexxar: i really dont think this is a problem
12:13 Xexxar: I will talk to a bn about it.
12:13 Rohit6: yeah just substitute
12:13 Rohit6: with some better ones
12:13 Rohit6: than claps
12:13 Rohit6: and make it consistent
12:13 Rohit6: if you wanna use most of them on sliderend
12:13 Rohit6: then try to make them all end on sliderend
12:13 Rohit6: s
12:14 Xexxar: i really just don't agree
12:15 Xexxar: my map plays to how i want it to play
12:15 Rohit6: what is your reasoning for not agreeing
12:15 Xexxar: i put hitsounds to fit the sound
12:15 Xexxar: if i get rid of the hitsounds there
12:15 Rohit6: ask bns in modhelp
12:15 Xexxar: it just sounds boring
12:15 Xexxar: liek i said
12:15 Rohit6: its rankable
12:15 Xexxar: i will talk to some bns
12:15 Xexxar: in fact i already messaed one
12:15 Rohit6: but not good
12:16 Xexxar: arguable
12:16 Xexxar: as for now i leave it.
12:16 Rohit6: 01:18:032 (1,1,2) - same as earlier
12:16 Xexxar: kk
12:17 Rohit6: 01:34:639 (2) - sliderends on nothing
12:17 Rohit6: better if you make it a circle for the big finish
12:17 Xexxar: oh ye
12:17 Xexxar: i forgot to edit this
12:17 Xexxar: cause uhh
12:17 Xexxar: i did in my main
12:17 Xexxar: but not this
12:17 Rohit6: alright i dont wanna do the easier diffs
12:17 Rohit6: zzz
Broccoly
pity starred

good map :)
Topic Starter
I Must Decrease

Broccoly wrote:

pity starred

good map :)
:DDDDD best broccoly ever

Kibbleru
k
quality mod kappa xd

hero
00:02:869 (4) - curve this a bit more to make it look more like 00:02:512 (3) - (better aesthetically)
00:20:548 (1) - i think its better just to make this a normal curve like 00:21:084 (3) -
00:46:441 (1,1) - i think it wouldn't hut to use them extended sliders here o/ ur preference though
01:01:084 (2,3,4) - uhh space these further from the slider, looks bad atm lol
01:02:512 (3,1) - maybe copy pasta these for better structure?
01:11:262 (5) - nc cuz u change direction here?
00:56:262 (1,2,3,4,5,6,7) - u can reduce the spacing here to help contrast/emphasize 00:57:691 - this part
hm very few patterns can be polished up a bit but in general good concepts and good patterns

insane
00:23:405 (2,2) - copy pasta o/?
01:31:067 (1,2,3,4,5,6,7,8) - u need another nc somewhere between here i think.

hard
00:23:941 (3,4) - this spacing is a bit weird? i thought it was 1/1 gap because i usually manual stack those xD. i think u can just stack it normally
01:15:548 (4) - possible nc o/
01:20:353 - idk if this is intentional but it seems to be missing that big crash sound or at least it sounds weird without it lol

advanced
i think this diff is fine.

normal
00:44:119 (4,1) - touching hp bar lel
leading into the kiai ur consistency in rhythm gets thrown off a bit but i don't think it's too problematic
Topic Starter
I Must Decrease

kuaib wrote:

k
quality mod kappa xd

hero
00:02:869 (4) - curve this a bit more to make it look more like 00:02:512 (3) - (better aesthetically) applied
00:20:548 (1) - i think its better just to make this a normal curve like 00:21:084 (3) - applied
00:46:441 (1,1) - i think it wouldn't hut to use them extended sliders here o/ ur preference though since back trackin is the play style here shorter is fine
01:01:084 (2,3,4) - uhh space these further from the slider, looks bad atm lol applied
01:02:512 (3,1) - maybe copy pasta these for better structure? cleaned visually
01:11:262 (5) - nc cuz u change direction here? thx, was too long of combo
00:56:262 (1,2,3,4,5,6,7) - u can reduce the spacing here to help contrast/emphasize 00:57:691 - this part
hm very few patterns can be polished up a bit but in general good concepts and good patterns idk i think this is fine

insane
00:23:405 (2,2) - copy pasta o/? applied
01:31:067 (1,2,3,4,5,6,7,8) - u need another nc somewhere between here i think. applied

hard
00:23:941 (3,4) - this spacing is a bit weird? i thought it was 1/1 gap because i usually manual stack those xD. i think u can just stack it normally applied
01:15:548 (4) - possible nc o/ applied
01:20:353 - idk if this is intentional but it seems to be missing that big crash sound or at least it sounds weird without it lol applied

advanced
i think this diff is fine. applied

normal
00:44:119 (4,1) - touching hp bar lel applied
leading into the kiai ur consistency in rhythm gets thrown off a bit but i don't think it's too problematic
gracefu
Insane

Intro and verses are pretty nice and consistent

00:58:584 (5) - I think this could use more emphasis

01:07:691 (1) - maybe ctrl g this for emphasis?
01:09:119 (1) - ditto @ emphasis, but don't ctrl g this please XD

01:25:710 (3) - Maybe move this left a little so the (1) is more emphasised? at the moment the (3) is more emphasised than the (1)
Topic Starter
I Must Decrease

gracefu wrote:

Insane

Intro and verses are pretty nice and consistent

00:58:584 (5) - I think this could use more emphasis adjusted as this way it looks more consistent with previous pattern

01:07:691 (1) - maybe ctrl g this for emphasis? kills 2's emphasis so no
01:09:119 (1) - ditto @ emphasis, but don't ctrl g this please XD adjusted slightly

01:25:710 (3) - Maybe move this left a little so the (1) is more emphasised? at the moment the (3) is more emphasised than the (1) applied
Cerulean Veyron
placeholderrrrr

[> General <]
  1. - You have inconsistency with the video's offset, Anxient's Hard and My Hero! diffs aren't adjusted to -290, unlike any other diffs. So... Here:
    Video offset
    Normal, Advanced, and Insane:


    Anxient's Hard and My Hero!:
  2. - You have two of your custom hitsounds have a possible delay going >5ms: with your normal-hitclap and normal-hitfinish. You could try cutting them via Audacity:
  3. - Well, that's all I should say~ I just found out the preview point is not snapped properly, even though I've changed the beat snap to 1/16. It probably looks unsnapped. As you can see here, I highly recommend to snap it anywhere nearby to avoid further issues.
[> Normal <]
  1. 00:11:798 - This tick is supposed to be clickable, the beat here is pretty dominant. So, instead of a repeatable slider, remove the repeat arrow and add a circle there.
  2. 00:13:226 - You're probably not using this inherited point, Why not delete it, then?
  3. 00:34:119 (2,3) - Optional Objective: That's WAAAAY high up there, touching the HP bar... Well, maybe it's my skin idk. I may suggest moving them down for visibility on the playfield. But if you had sth else to tell for this, you can keep this for that.
  4. 00:36:976 (2) - Add a clap on the slider's tail (additions: normal), It's clear that you missed it here llool
  5. 00:48:405 - Same as 00:13:226 -
  6. 00:50:548 (3) - Having a finish hitsound here doesn't sound right with the music track. After all, there wasn't a crash or a ride samples on that part, so I guess removing it will make emphasis with both song and this object very balanced.
  7. 00:56:262 (3) - Probably the same as above~
  8. 01:01:976 (3) - Nyeh, there are more of those... Didn't want to repeat the same thing just to boost up the mod size, so yeah lol.
  9. 01:16:084 - What's the use of putting a kiai time when there's no notes on this part at all? I prefer not doing this for avoiding the burst of brightness on gameplay.
  10. - Idk why you do many SV changes in this diff. But the spacing looks pretty right but extended a little on kiai times, so idk if it's really intentional or nyeh. Doesn't seem noticeable on gameplay, but if only you focus a lot more on slider velocity It would be. It's really polished tbh, so uhh GJ!
[> Advanced <]
  1. - soon
  2. - I suggest CS3.5 for this diff for difficulty spread setting arrangements.
  3. 00:08:226 (2,3) - Optional objective: One of the ridiculous mods I've mentioned, you can recorrect this blanket or not. Your choice.
  4. 00:16:262 (1) - I prefer a 1/1 slider for this instead of a repeatable 1/2 one. Can also sound better in terms of rhythm and object's timeline.
  5. 00:37:512 (5) - Probably the same as above. Pretty much for the vocals for sure.
  6. 00:54:655 (1) - Well, this is almost the same reason, but quite different If I can say. Maybe a better rhythm should do sth here, stressing the downbeat while starting a slider on the long tick can be suitable here:
  7. 00:55:905 (4) - Ehh, this slider is REALLY close to be offscreen, which leads to unrankability. Moving it up will suffice it's state~
  8. - Nice one! Nothing to say here but these~
[> Anxient's Hard <]
  1. - Hi anxient, tell me why am i doing this yolo mod 4 u.
  2. 00:00:548 (1) - This sliderslide sounds very, VERY, VERRRY irritating... when only the small drum-only hits for the Intro. Probably yes, get rid of it.
  3. 00:02:155 - Pretty much unused inherited point. So mehh, delete this unnecessary green line.
  4. 00:08:762 (5) - Afaik, this sounds really inaudible. Using soft sampleset here while the song takes too much emphasis... well yeah, inaudible. So i suggest changing the sampleset to Auto, or maybe Normal.
  5. 00:13:762 (1) - Swap the normal-clap on this slider, alike on head... Did you Ctrl + G'd here without hearing the hitsounds?
  6. 00:14:119 (2) - Add clap on slider tail, for percussion ofc.
  7. 00:37:155 (3,4,1) - Well, as usual... Swapping jumps in-between these notes are much preferred. If it's a new track you ask, yes.
  8. - There are more of those, like 00:52:869 (3,4,1) - or 00:57:334 (4,1) - . Well.. many~ So I wouldn't waste my time mentioning all of them.

Get me back for recheck and mod on the last two diffs~ So we can get this done!
Topic Starter
I Must Decrease

Cerulean Veyron wrote:

placeholderrrrr

[> General <]
  1. - You have inconsistency with the video's offset, Anxient's Hard and My Hero! diffs aren't adjusted to -290, unlike any other diffs. So... Here: this was fixed when I changed to .avi so we good
    Video offset
    Normal, Advanced, and Insane:


    Anxient's Hard and My Hero!:
  2. - You have two of your custom hitsounds have a possible delay going >5ms: with your normal-hitclap and normal-hitfinish. You could try cutting them via Audacity: i'll just have you send me the edited version later cause i dont have it installed atm :(
  3. - Well, that's all I should say~
[> Normal <]
  1. 00:11:798 - This tick is supposed to be clickable, the beat here is pretty dominant. So, instead of a repeatable slider, remove the repeat arrow and add a circle there. applied
  2. 00:13:226 - You're probably not using this inherited point, Why not delete it, then? applied
  3. 00:34:119 (2,3) - Optional Objective: That's WAAAAY high up there, touching the HP bar... Well, maybe it's my skin idk. I may suggest moving them down for visibility on the playfield. But if you had sth else to tell for this, you can keep this for that. applied
  4. 00:36:976 (2) - Add a clap on the slider's tail (additions: normal), It's clear that you missed it here llool applied
  5. 00:48:405 - Same as 00:13:226 - applied
  6. 00:50:548 (3) - Having a finish hitsound here doesn't sound right with the music track. After all, there wasn't a crash or a ride samples on that part, so I guess removing it will make emphasis with both song and this object very balanced. applied
  7. 00:56:262 (3) - Probably the same as above~ applied
  8. 01:01:976 (3) - Nyeh, there are more of those... Didn't want to repeat the same thing just to boost up the mod size, so yeah lol. ????? what is problem
  9. 01:16:084 - What's the use of putting a kiai time when there's no notes on this part at all? I prefer not doing this for avoiding the burst of brightness on gameplay. I wanted the fountain effect.
  10. - Idk why you do many SV changes in this diff. But the spacing looks pretty right but extended a little on kiai times, so idk if it's really intentional or nyeh. Doesn't seem noticeable on gameplay, but if only you focus a lot more on slider velocity It would be. It's really polished tbh, so uhh GJ! tbh i used the same sv changes that my main difficulty uses cause i thought they'd feel right
[> Advanced <]
  1. - soon
  2. - I suggest CS3.5 for this diff for difficulty spread setting arrangements. applied
  3. 00:08:226 (2,3) - Optional objective: One of the ridiculous mods I've mentioned, you can recorrect this blanket or not. Your choice. applied or atleast i tried to
  4. 00:16:262 (1) - I prefer a 1/1 slider for this instead of a repeatable 1/2 one. Can also sound better in terms of rhythm and object's timeline. idk i feel like this is more work than its worth given that it would require rearranging alot, I think its fine the way it is
  5. 00:37:512 (5) - Probably the same as above. Pretty much for the vocals for sure. i do like this the way it is tbh.
  6. 00:54:655 (1) - Well, this is almost the same reason, but quite different If I can say. Maybe a better rhythm should do sth here, stressing the downbeat while starting a slider on the long tick can be suitable here: applied
  7. 00:55:905 (4) - Ehh, this slider is REALLY close to be offscreen, which leads to unrankability. Moving it up will suffice it's state~ applied
  8. - Nice one! Nothing to say here but these~
[> Anxient's Hard <]
  1. - Hi anxient, tell me why am i doing this yolo mod 4 u.
  2. 00:00:548 (1) - This sliderslide sounds very, VERY, VERRRY irritating... when only the small drum-only hits for the Intro. Probably yes, get rid of it. applied, my bad i just didnt make that slider slide a soft
  3. 00:02:155 - Pretty much unused inherited point. So mehh, delete this unnecessary green line. applied
  4. 00:08:762 (5) - Afaik, this sounds really inaudible. Using soft sampleset here while the song takes too much emphasis... well yeah, inaudible. So i suggest changing the sampleset to Auto, or maybe Normal. applied, set it to drum, this was an old relic of previous hitsounding
  5. 00:13:762 (1) - Swap the normal-clap on this slider, alike on head... Did you Ctrl + G'd here without hearing the hitsounds? applied, anxient pls
  6. 00:14:119 (2) - Add clap on slider tail, for percussion ofc. applied
  7. 00:37:155 (3,4,1) - Well, as usual... Swapping jumps in-between these notes are much preferred. If it's a new track you ask, yes.
  8. - There are more of those, like 00:52:869 (3,4,1) - or 00:57:334 (4,1) - . Well.. many~ So I wouldn't waste my time mentioning all of them. these are used to enhance the emphasis on the note at the end, this is intentional choice that anxient made that allows for a bit of variety in the map, I will not change this.

Still, pH
Anxient
*nearly destroyed metadata
gg xexxar
Topic Starter
I Must Decrease
thx anxient
Cerulean Veyron
2nd mod lel, no kds

[> Insane <]
  1. 00:06:084 (1,2,3,4) - The spacings here looked quite odd, compared to 00:09:476 (3,4,5,6) - . It was like 1.3x spacing, then goes up to 1.5x where only the song's density went like... down. You know, "down"..
  2. 00:14:655 (1,2,3) - Well, this. I didn't really like it, even when it come to my favorite back-and-forth flows ;n; If you could change it into a possible triangle formation or sth else, it would be more interesting for an Insane diff like this one.
  3. 00:21:441 (3,1) - I didn't feel right when this is going to be played on gameplay. It shifts off the cursor movement and might ruin it's flowing. Best you'd try to Ctrl + G on slider (1), or curve slider (3) on the opposite side from it's current. That'd (at least) correct the structure for sure.
  4. 00:23:226 (1,1) - Are these NCs necessary? Best you'd just add one NC on 00:23:405 (2) - and delete the rest.
  5. 00:25:548 (1,1) - Same as above.
  6. 00:48:762 (3,4,5,6) - Afaik, this part isn't a five-circles streaming. From what I can hear on the drums, it's just a triplet before the chrous. So yeah, how about removing 00:48:851 (4) - ?
  7. 00:51:798 (1,2) - The way how you ignore downbeat here feels unnatural. According to the song's rhythm it does not fit well. Maybe Ctrl + G this for a matching rhythm on the timeline, which would follow both vocal and instruments more correctly. Watch out for spacing, NC, and hitsound ;p
  8. 00:57:512 (1,2) - Same tbh
  9. 01:34:639 (2) - Forgot to change this to Additions: Normal?
  10. - Well mapped, Just spotted a few things like rhythm and some patterns. Quite good anyways.
[> My Hero! <]
  1. 00:16:262 (1,2) - A passive stack here doesn't even follow this track right, while the song takes too much emphasis ofc... since it's a new track overall. So maybe unstacking these two and continuing the singletapping throughout of it.
  2. 00:44:476 (8,9,1,2) - You could try a bit more different spacing, because this doesn't even looked like a shape or some pattern or anything. Might look random to me, so try a distance spacing of 2.2x here and redo the not-so-square formation.
  3. 01:11:976 - Are you REALLY serious about spamming NCs here?! HP6 almost looked a bit low, so how about removing them on 2/1 and 3/4 (2nd and 4th) ticks to avoid overdraining?
  4. - Probably was a great diff. Just a few issues found, and that NC on the kiai times are quite bugging me tbh.

Let me check this again before bubble kthnx
Topic Starter
I Must Decrease

Cerulean Veyron wrote:

2nd mod lel, no kds

[> Insane <]
  1. 00:06:084 (1,2,3,4) - The spacings here looked quite odd, compared to 00:09:476 (3,4,5,6) - . It was like 1.3x spacing, then goes up to 1.5x where only the song's density went like... down. You know, "down".. it feels to me that such a change in distance is very small difference. I simply went with this design based off visual choice and pattern design. Unless you feel something is wrong with the pattern it really doesnt need changed.
  2. 00:14:655 (1,2,3) - Well, this. I didn't really like it, even when it come to my favorite back-and-forth flows ;n; If you could change it into a possible triangle formation or sth else, it would be more interesting for an Insane diff like this one. i dont really see how i could change this into a triangle given that i have 4 notes (including the sliders end. I think this plays fine as is so. :|
  3. 00:21:441 (3,1) - I didn't feel right when this is going to be played on gameplay. It shifts off the cursor movement and might ruin it's flowing. Best you'd try to Ctrl + G on slider (1), or curve slider (3) on the opposite side from it's current. That'd (at least) correct the structure for sure. applied, feels much better now
  4. 00:23:226 (1,1) - Are these NCs necessary? Best you'd just add one NC on 00:23:405 (2) - and delete the rest.
  5. 00:25:548 (1,1) - Same as above.
  6. 00:48:762 (3,4,5,6) - Afaik, this part isn't a five-circles streaming. From what I can hear on the drums, it's just a triplet before the chrous. So yeah, how about removing 00:48:851 (4) - ? I can 100% confirm there is definitely a note on 4.
  7. 00:51:798 (1,2) - The way how you ignore downbeat here feels unnatural. According to the song's rhythm it does not fit well. Maybe Ctrl + G this for a matching rhythm on the timeline, which would follow both vocal and instruments more correctly. Watch out for spacing, NC, and hitsound ;p applied
  8. 00:57:512 (1,2) - Same tbh applied
  9. 01:34:639 (2) - Forgot to change this to Additions: Normal? already caught, just hadnt uploaded, thx
  10. - Well mapped, Just spotted a few things like rhythm and some patterns. Quite good anyways.
[> My Hero! <]
  1. 00:16:262 (1,2) - A passive stack here doesn't even follow this track right, while the song takes too much emphasis ofc... since it's a new track overall. So maybe unstacking these two and continuing the singletapping throughout of it. the stack here is because the second note doesnt have much emphasis behind it, theres also no vocals on that note. This allows for more emphasis on 3 because you go from a stopped note to a jump. I will keep this for this reason.
  2. 00:44:476 (8,9,1,2) - You could try a bit more different spacing, because this doesn't even looked like a shape or some pattern or anything. Might look random to me, so try a distance spacing of 2.2x here and redo the not-so-square formation. 00:43:941 (4,7,9) - these 3 notes are desined to be equal distance from eachother, this allows for a visually consistent design, the jump from 9 to 1 is the same distance as 8 to 9 so thats why I did that. if this okay now after explaining I'll leave it.
  3. 01:11:976 - Are you REALLY serious about spamming NCs here?! HP6 almost looked a bit low, so how about removing them on 2/1 and 3/4 (2nd and 4th) ticks to avoid overdraining? actually this was a remnant of an old pattern, good catch.
  4. - Probably was a great diff. Just a few issues found, and that NC on the kiai times are quite bugging me tbh. probably? rip

Let me check this again before bubble kthnx
Cerulean Veyron
Yeah, we got rid of the delayed hitsounds and resnapped preview point and so on... lellll Probably sure this map is ready or idkwtfamidoing

Anyways, Merry Christmas!
Topic Starter
I Must Decrease
Merry Christmas! :D
Anxient
GET HYPED
Wafu
So, here are my concerns!
@Makyu: God forbid those who use Hyper/Another difficulty name for maps that are not even related to Beatmania IIDX.

[General]
  1. As you were probably told, we discussed mp3 quality in #nominators and I found out that this one is 80kbps, which is not acceptable. Converting low quality mp3 to higher bitrate will only increase filesize. You should replace the mp3 with this alternative. Here's a proof that your mp3 cuts about 28% of frequencies.
  2. Romanized artist is incorrect. You must use Hagumi Nishizawa as artist does have preferred romanization. 'surname firstname' rule doesn't apply if preferred romanization exists.
  3. I don't get, why people use .png backgrounds. First, it's not lossless if people are interested. Second, png is useless unless transparency is used. Third, you'll result in same quality if you use .jpg. For example with 90% quality, which is not noticeable, you'll have 1/2 of the file size. Why do I mention it anyway. If using storyboard or video, you have 30MB available instead of about 10 or so. That's to give you opportunity to make actually nice-looking storyboard or video with quite nice quality. You decided to fill this place with pngs that are not even improving the quality at all. However, the problem is while you are wasting the space with these pngs, your video quality stays the same and is not any cool. You can see the pixels even in the 848x480 resolution. I don't see any reason for video lacking quality, when even 4K of the opening is available and easy to obtain. I don't see any single reason to waste place with pngs where you aren't able to notice the difference, where video could be much better. I hope you'll consider it, I may provide you everything in appropriate quality once I get home. I don't think there's reason to waste that opportunity.
  4. normal-hitfinish is way too loud. I would agree with the spam as it does make sense with music, but the volume is just causing my ears to bleed. This is first map where I really had to decrease hitsounds volume in order to play without headache.
Main concerns

About the spread, I didn't actually mean difference between Insane and My Hero difficulty, but between Hard and Insane. The problem is not the note density or star rating, but the way it is mapped. Hard contains only rare jumps, which are very little. Insane is just already based on jumps. For comparison, Advanced does have 0 spacing inconsistencies, Hard does have 60, which would mean there is a jump here and there and Insane does have 318, which 5 times more than Hard and in my opinion, Hard doesn't contain techniques which are coming to Insane's difficulty, changes should be progressive, you have few triplets in Hard and Insane punches you with jumps all the time and streams.

I was not even talking about difference between Insane and My Hero diff, because I cannot bare the fact that something like this could be acceptable and I won't mention the difficulty gap anyway. The problem about My Hero difficulty is that it doesn't fit the song. Not only the rhythm choice, but also mapping in accordance to the song is not really proper. Map is whole based on jumps and only jumps. That doesn't make sense with music at all, you even come to statement where you just made fullscreen jumps and increase its spacing more and more. Just the fact that you're using 3/4 sliders which end on nothing signalizes something wrong. I think the song is relatively calm to use all aggressive patterns, I really want to say this is already an overkill and attempt to make something fun, but the result is not that cool and does not fit the song at all. If you want to make fullscreen jump maps, it'd be better to choose a song that is enough intense for that.
Topic Starter
I Must Decrease

Wafu wrote:

I have some concerns about the map. I'll raise them by editing this post. They're about mp3 quality (will provide new one), spread and others.
Mp3 Quality is being addressed. As for spread, I assume gap between my hero and insane is the issue?

EDIT: Taking the assumption the SR gap between My hero! and Insane was too great, I have created an Extra difficulty to fill the gap.
Makyu
You asked me to check the extra, here we go.

[Extra]

General

  1. What do you think about renaming this to "Another". I think this diff doesn't play as Extra at all.

Playability

  1. I think some of the strams are better to play them stacked: 00:07:334 (6,7,8,9) - 01:24:460 (7,8,9,10) -
  2. This is more a personal opinion: this kind of overmapping: 00:01:977 (1,2) - doesn't really well, but as I said it's just my opinion.
  3. what do you think about staking this two notes: 00:47:155 (1,1) - it feels better sinces it emphazises the start of the kiai way better, and gives a plus to the visual appeal
  4. 01:19:996 (3) - This slider is really wreid to play, my suggestion. Looks and plays better in my opinion and fits better with your next pattern.

Presentation

  1. The map is really good made, but it feels a bit disorganized, for exapme, some of the slider can be improved, adding more consistency to them and not changing the shape of all: 00:10:548 (1,3) - this two are the one I will point, what do you thing about this. You can obviusly do it better with a blanket.
  2. what do you think about changing this: 01:13:405 (1) - slider and keep following the previous pattern you have: like this
  3. What do you think about changing the shape of this: 01:22:675 (4) - slider into this

Nazi

  1. Stack this well: 00:49:119 (1,2) - 00:12:869 (2) -

Combos

  1. Remove this NC 00:01:619 - it is not necesary since this 00:01:440 - NC emphasize well the start
  2. This NC is not necesary 00:46:798 -

Sounds

  1. I think you are overusing the finish hitsound in this diff, I didn't checket the other diffs, but it's kind of annoyng to hear a finish hitsound so often, use them when the song emphasizes a change on the rhythm or when the drummer uses them, or if you think they all are really necesary try to lowe the volume of the finish by a bit.

Overall

  1. I liked this when I played, it was fun to play, the diffs looks a bit messy but I think it's your style I pointed one of the posible solutions to this problem that's up to you, the big problem with this is the overuse of the finish hitsound. Good job with this.
Topic Starter
I Must Decrease

Makyu wrote:

You asked me to check the extra, here we go.

[Extra]

General

  1. What do you think about renaming this to "Another". I think this diff doesn't play as Extra at all.

Playability

  1. I think some of the strams are better to play them stacked: 00:07:334 (6,7,8,9) - 01:24:460 (7,8,9,10) - I like the design and motion of these as is.
  2. This is more a personal opinion: this kind of overmapping: 00:01:977 (1,2) - doesn't really well, but as I said it's just my opinion. plays well the pattern i'm going for
  3. what do you think about staking this two notes: 00:47:155 (1,1) - it feels better sinces it emphazises the start of the kiai way better, and gives a plus to the visual appeal applied
  4. 01:19:996 (3) - This slider is really wreid to play, my suggestion. Looks and plays better in my opinion and fits better with your next pattern. I like it, applied.

Presentation

  1. The map is really good made, but it feels a bit disorganized, for exapme, some of the slider can be improved, adding more consistency to them and not changing the shape of all: 00:10:548 (1,3) - this two are the one I will point, what do you thing about this. You can obviusly do it better with a blanket. I'm content with this pattern as is.
  2. what do you think about changing this: 01:13:405 (1) - slider and keep following the previous pattern you have: like this applied
  3. What do you think about changing the shape of this: 01:22:675 (4) - slider into this
I do a straight line here to imply that the direction is to the left, but in reality the song flops to the right, making it curve would make it lose this feel.

Nazi

  1. Stack this well: 00:49:119 (1,2) - 00:12:869 (2) -
i think i applied this? im not sure what the second note was about?

Combos

  1. Remove this NC 00:01:619 - it is not necesary since this 00:01:440 - NC emphasize well the start first nc dictates change to 1/2 second dictates start in song's guitar, looks good this way.
  2. This NC is not necesary 00:46:798 - I want to accentuate this section with full nc. I think it's fine, will keep eye on it

Sounds

  1. I think you are overusing the finish hitsound in this diff, I didn't checket the other diffs, but it's kind of annoyng to hear a finish hitsound so often, use them when the song emphasizes a change on the rhythm or when the drummer uses them, or if you think they all are really necesary try to lowe the volume of the finish by a bit. I'll see if there are areas in which this can be improved. or the option of lowering volume might be applied.

Overall

  1. I liked this when I played, it was fun to play, the diffs looks a bit messy but I think it's your style I pointed one of the posible solutions to this problem that's up to you, the big problem with this is the overuse of the finish hitsound. Good job with this. thx bae
Ciyus Miapah
wait me, dont too fast rank this map. atleast i want to mod this thing

[General]
  1. 01:16:084 - the kiai time in here really blank and probably you need to turn of kiai section for this part a bit
  2. just it

[Extra]
  1. i think AR9 is okay for this map, because you put fullscreen jumps on last kiai end, it probably make sense
  2. 00:36:976 (4,5) - this stack a little bit tricky in first time, well i guess you need to make that notes didnt go stacked because 00:37:334 (6,7,8) - probably can be good if you put in 00:37:155
  3. the rest is good to go

[my Hero]
  1. 01:15:726 (2,3,4,1) - tbh this thing needs quite good reflexes to hit this thing, well stacked triplets makes your movement got slower than doing fullscreen jumps, so i think 01:16:084 (1) - this notes can be placed at 256|192 to make everything stable. probably alot people will got miss at there
  2. 01:25:175 (2,3) - i think stack can be good option for this
  3. 01:33:210 (4,1) - a bit overlapped, move 1 to up or down a little bit
  4. the rest diff is nice, good luck with rank this map :)

edit:
and one thing on my hero
00:36:262 (1) - this slider hit my HP bar, probably move down a bit
Topic Starter
I Must Decrease
Quote Wafu:

So, here are my concerns!
@Makyu: God forbid those who use Hyper/Another difficulty name for maps that are not even related to Beatmania IIDX. yeah thats why I didnt do that :P

[General]
  1. As you were probably told, we discussed mp3 quality in #nominators and I found out that this one is 80kbps, which is not acceptable. Converting low quality mp3 to higher bitrate will only increase filesize. You should replace the mp3 with this alternative. Here's a proof that your mp3 cuts about 28% of frequencies. I of course will use higher quality versions when brought to my attention. I assumed this quality would be acceptable as I downloaded the PV directly from the company's website and then converted this to a 192 kbs mp3. Thank you for being able to find a better qaulity version.
  2. Romanized artist is incorrect. You must use Hagumi Nishizawa as artist does have preferred romanization. 'surname firstname' rule doesn't apply if preferred romanization exists. Applied, I was simply following what the company provided me for the artist as well.
  3. I don't get, why people use .png backgrounds. First, it's not lossless if people are interested. Second, png is useless unless transparency is used. Third, you'll result in same quality if you use .jpg. For example with 90% quality, which is not noticeable, you'll have 1/2 of the file size. Why do I mention it anyway. If using storyboard or video, you have 30MB available instead of about 10 or so. That's to give you opportunity to make actually nice-looking storyboard or video with quite nice quality. You decided to fill this place with pngs that are not even improving the quality at all. However, the problem is while you are wasting the space with these pngs, your video quality stays the same and is not any cool. You can see the pixels even in the 848x480 resolution. I don't see any reason for video lacking quality, when even 4K of the opening is available and easy to obtain. I don't see any single reason to waste place with pngs where you aren't able to notice the difference, where video could be much better. I hope you'll consider it, I may provide you everything in appropriate quality once I get home. I don't think there's reason to waste that opportunity. As I am photoshopless, I didn't want to convert using paint. If you feel necessary then I'll change provided the other files.
  4. normal-hitfinish is way too loud. I would agree with the spam as it does make sense with music, but the volume is just causing my ears to bleed. This is first map where I really had to decrease hitsounds volume in order to play without headache. I was addressing this currently actually.
Main concerns

About the spread, I didn't actually mean difference between Insane and My Hero difficulty, but between Hard and Insane. The problem is not the note density or star rating, but the way it is mapped. Hard contains only rare jumps, which are very little. Insane is just already based on jumps. For comparison, Advanced does have 0 spacing inconsistencies, Hard does have 60, which would mean there is a jump here and there and Insane does have 318, which 5 times more than Hard and in my opinion, Hard doesn't contain techniques which are coming to Insane's difficulty, changes should be progressive, you have few triplets in Hard and Insane punches you with jumps all the time and streams. It should be no surprise that there are 318 jumps in this section as I did not map utilizing distance snap at all. 318 Jumps when I have 374 objects basically implies this. Simply put, this difficulties progression is fine and natural in the spread because there's a lot more logic in my maps than simply throwing circles down. What I mean is, this map is not distance snapped to begin with, so this number is misleading. If we take a look in the map's difficulty using Tom's old calculator, we see this:




What I want to point my attention to is the averages. In both difficulties, the difference in speed challenge is very small and as such is a natural continuation of the hard difficulty. The only thing that sets the map's difficulty apart is how the map's jumps and climax are reached. Basically, insane is a natural increase on the difficulty outside of the chorus's ultimatum. Not all spread's are going to be pishifat spreads anyway, so I believe this a suitable jump in difficulty.

I was not even talking about difference between Insane and My Hero diff, because I cannot bare the fact that something like this could be acceptable and I won't mention the difficulty gap anyway. The problem about My Hero difficulty is that it doesn't fit the song. Not only the rhythm choice, but also mapping in accordance to the song is not really proper. Map is whole based on jumps and only jumps. That doesn't make sense with music at all, you even come to statement where you just made fullscreen jumps and increase its spacing more and more. Just the fact that you're using 3/4 sliders which end on nothing signalizes something wrong. I think the song is relatively calm to use all aggressive patterns, I really want to say this is already an overkill and attempt to make something fun, but the result is not that cool and does not fit the song at all. If you want to make fullscreen jump maps, it'd be better to choose a song that is enough intense for that.

Allow me to point out several things.

One: Intensity is relative. a persons overall experience and enthusiasm in a song is determined by they're appreciation and ability to get absorbed in the music. It's true that yes, for all songs, there is overarching level of what is appropriate intensity in a beatmap and what is not. However, for this song, constant drum beat in the background which had previous been on 2/1 moves to a 1/1 during it's most intense section. Now, I realize that if you simply look at the spacing its seems excessive, accept I have chosen to create My Hero! with a large level of spacing throughout, and this ultimatum is built to gradually gain intensity and enjoyment.

Two: This is 2015. Not all players are interested in boring gameplay (clearly you are however given your mapping list which I don't believe has a difficulty above 3.6 stars?). There is no problems with creating a beatmap with the intention of catering to the more skilled crowd if the map's structure and quality remains high and the previous and the flow and design is logical and enjoyable. While I would quote a QAT that I specifically talked to about my use of spacin in this difficulty, I never asked him for permission to quote him so I will not. With Reol - Monster just being ranked, an arguably less intense song catering patterns such as:


It's clear that, if this pattern, ranked just days ago for the other map is acceptable in the eyes of QAT, my map's use of gradually building intensity and climax is at least somewhat legal in terms of the amount of spacing used. I won't deny the fact that yes, technically this mapset could be uploaded without this difficulty and still be fine, but as I have done extensive polishing and testing, I believe that this beatmap is not only perfectly acceptable but extremely enjoyable and fun. This game is not art, I create things that people can enjoy and play.




I removed the quote so that the images are fullsize.
Topic Starter
I Must Decrease

Fort wrote:

wait me, dont too fast rank this map. atleast i want to mod this thing

[General]
  1. 01:16:084 - the kiai time in here really blank and probably you need to turn of kiai section for this part a bit :(? I want the fountain effect on the last note, and I might as well carry it through to the end. of that section.
  2. just it

[Extra]
  1. i think AR9 is okay for this map, because you put fullscreen jumps on last kiai end, it probably make sense I did 8.9 cause insane is 8.6 and my hero! is 9.2, PROGRESSION!
  2. 00:36:976 (4,5) - this stack a little bit tricky in first time, well i guess you need to make that notes didnt go stacked because 00:37:334 (6,7,8) - probably can be good if you put in 00:37:155 yeah i didnt like this part too, thanks! I figured out a better pattern
  3. the rest is good to go

[my Hero]
  1. 01:15:726 (2,3,4,1) - tbh this thing needs quite good reflexes to hit this thing, well stacked triplets makes your movement got slower than doing fullscreen jumps, so i think 01:16:084 (1) - this notes can be placed at 256|192 to make everything stable. probably alot people will got miss at there applied for now, will get some testplays.
  2. 01:25:175 (2,3) - i think stack can be good option for this nah I like the motion of play here.
  3. 01:33:210 (4,1) - a bit overlapped, move 1 to up or down a little bit applied i think
  4. the rest diff is nice, good luck with rank this map :)

edit:
and one thing on my hero
00:36:262 (1) - this slider hit my HP bar, probably move down a bit adjusted slightly.
Ciyus Miapah
and one note (again):

i like red bloody text
Wafu

Xexxar wrote:

It should be no surprise that there are 318 jumps in this section as I did not map utilizing distance snap at all. 318 Jumps when I have 374 objects basically implies this. Simply put, this difficulties progression is fine and natural in the spread because there's a lot more logic in my maps than simply throwing circles down. What I mean is, this map is not distance snapped to begin with, so this number is misleading. If we take a look in the map's difficulty using Tom's old calculator, we see this:




What I want to point my attention to is the averages. In both difficulties, the difference in speed challenge is very small and as such is a natural continuation of the hard difficulty. The only thing that sets the map's difficulty apart is how the map's jumps and climax are reached. Basically, insane is a natural increase on the difficulty outside of the chorus's ultimatum. Not all spread's are going to be pishifat spreads anyway, so I believe this a suitable jump in difficulty.

While I agree that with the number not being accurate, not even Hard's number was accurate. But the point is even those inconsistencies are already making a difficulty gap. There are still too many techniques Hard player will get extremely confused by, +streams, +jumps, +note density - You cannot add all at once, that simply doesn't work in order to make a good spread.

Allow me to point out several things.

One: Intensity is relative. a persons overall experience and enthusiasm in a song is determined by they're appreciation and ability to get absorbed in the music. It's true that yes, for all songs, there is overarching level of what is appropriate intensity in a beatmap and what is not. However, for this song, constant drum beat in the background which had previous been on 2/1 moves to a 1/1 during it's most intense section. Now, I realize that if you simply look at the spacing its seems excessive, accept I have chosen to create My Hero! with a large level of spacing throughout, and this ultimatum is built to gradually gain intensity and enjoyment.


Yes, the song gets a little more intense in the part, but not that much to have fullscreen jumps. The map has jumps even in its calm part, which makes it even less sensible. I don't say this would be bad if the song was different and getting progressively more intense, but it is getting intense suddenly, while your map is increasing and increasing. The thing that is overdone is the fact that you basically have intensive map already, almost without some chill part, where opportunity was given, but gets only more intense. I just think that the mapset should stop on Extra difficulty (if not on Insane). Obviously, we want some intense maps and maps that are more enjoyable, but I still think the song has some cap where appropriate things end and it was exceeded in this case.

Two: This is 2015. Not all players are interested in boring gameplay (clearly you are however given your mapping list which I don't believe has a difficulty above 3.6 stars?). There is no problems with creating a beatmap with the intention of catering to the more skilled crowd if the map's structure and quality remains high and the previous and the flow and design is logical and enjoyable. While I would quote a QAT that I specifically talked to about my use of spacin in this difficulty, I never asked him for permission to quote him so I will not. With Reol - Monster just being ranked, an arguably less intense song catering patterns such as:

First of all, how what is this: "clearly you are however given your mapping list which I don't believe has a difficulty above 3.6 stars?", I don't believe this is anything but telling me I cannot criticize others just because I don't make extra beatmaps. I don't make them because I like different music and I enjoy to map that. That's not really related, I could even compare it to Godwin's Law, which basically says that any online discussion can end up in comparing one's behavior with Nazism - in the meaning that if you have an opinion and the other side doesn't agrees, he'll pick irrelevant reasons to not agree and take it on personal level, even calling you Nazi or whatever. I don't think you should even point this out, don't consider my real life and personality to counter-argument my concerns.

"This is 2015" - Exactly, it's 2015, clearly meaning that people had enough time to realize what quality is and uplift the quality standards. I don't see a reason why to accept something what is already over the song's limits. If it goes over the limits, there's no way it would make sense with music. If you make constant spacing of 2.0x, it doesn't make 3.0x jumps appropriate as even the first value doesn't fit the song. For example, while Drop - Granat by Lan wings was super overhyped beatmap, it doesn't make it any good when it comes to quality. The song itself is pretty chilly, but the map is pretty intense for fun purposes. If you want fun map, apply it to song that is appropriate for it.

"There is no problems with creating a beatmap with the intention of catering to the more skilled crowd if the map's structure and quality remains high and the previous and the flow and design is logical and enjoyable." - Just the intention of creating something for skilled players on such song is not appropriate aspect as you make something what doesn't fit the song's intensity anymore, therefore you decrease the quality.

"While I would quote a QAT that I specifically talked to about my use of spacin in this difficulty, I never asked him for permission to quote him so I will not." - Asking QAT does not guarantee correct answer. QAT's opinion may be incorrect, QATs are not gods who know everything. If something is wrong in someone's eyes, it may be okay in other's eyes. If QAT says something, it doesn't mean a BN or regular mapper is wrong, if he provided logical argument. You can even get a response: "It's okay", which tells you nothing and it's actually happening pretty often, depends on how tolerant and caring about quality is the certain QAT. I don't think it's proper argument to say that someone said it's okay, honestly.

"With Reol - Monster just being ranked, an arguably less intense song catering patterns such as:" - Recently qualified beatmaps are not an argument at all. That is basically saying that QATs and BNs are 100% reliable and provide 100% of quality, which is NOT true. If you want my opinion, then for example I think MONSTER is not perfect as well, for example Fort's Extra could be improved a lot. BUT, mostly, those extra diffs were more logically mapped than this. Because while you have many opportunities to use jumps and make intense parts (now talking about cymbals, there's not even single one that's emphasized noticeably), you just decided to make everything intense, which doesn't reflect the song in any way. Even calm parts, even intense parts were intense, just one part that was getting more intense got more intense and that was actually the overkill, which makes this map really overdone.


It's clear that, if this pattern, ranked just days ago for the other map is acceptable in the eyes of QAT, my map's use of gradually building intensity and climax is at least somewhat legal in terms of the amount of spacing used. I won't deny the fact that yes, technically this mapset could be uploaded without this difficulty and still be fine, but as I have done extensive polishing and testing, I believe that this beatmap is not only perfectly acceptable but extremely enjoyable and fun. This game is not art, I create things that people can enjoy and play.

"ranked just days ago for the other map is acceptable in the eyes of QAT" - QAT is nothing else but a normal modder as we others are just with ability to disqualify, if he thinks something is fine, it doesn't have to be fine.

"acceptable but extremely enjoyable and fun" - Honestly, I am a naive person in real life, but I would never say that my map is acceptable. The fact that something is acceptable is cool, but other thing is whether it's high quality. It's irrelevant example, but I think I can still imply it on this. Imagine I have a child who's being loud in a shop, so I slap him to make him quiet (while it will most likely cry but w/e) - People will see it as acceptable thing, because I wanted it to shut up, but it decreases the quality of my parenthood, ain't it? The same can be applied on mapping.

"This game is not art" - It basically is. Why would we have storyboards if it wasn't? And the maps could be done by BOTs if it wasn't. Just making creative slider is making it automatically an art. tl;dr fergas
Makyu
Holy mother of text
Topic Starter
I Must Decrease
I'm not going to continue this debate.

If you don't like the fact that I have included a difficulty that is in your mind overmapped, don't play it. It's really as a simple as that. I don't see what the problem is with including this difficulty because it's extremely polished and plays well. If you feel that its too intense for the song that's your OPINION. I chose to create it like this and I have no intention of changing it unless a legitimate flaw is brought to my attention.

As for the spread between hard to insane, have you ever considered that Anxient and I are different people and have different opinions as to how we map and what we chose to do in our maps? It's baffling to me that you actually believe there is a problem between these two difficulties. Hard has some 1/4th, insane includes more 1/4th. Hard has some jumps, insane has more jumps. Hard has a low note density, Insane has a bit higher note density. Why would I seperately introduce things like streams and jumps? Naturally accumulating all elements of the play to not favorite any particular type of play is honestly MORE appropriate than any other method of difficulty spread designing.
Wafu

Xexxar wrote:

I'm not going to continue this debate.

If you don't like the fact that I have included a difficulty that is in your mind overmapped, don't play it. It's really as a simple as that. I don't see what the problem is with including this difficulty because it's extremely polished and plays well. If you feel that its too intense for the song that's your OPINION. I chose to create it like this and I have no intention of changing it unless a legitimate FLAW is brought to my attention.

As for the spread between hard to insane, have you ever considered that Anxient and I are different people and have different opinions as to how we map and what we chose to do in our maps? It's baffling to me that you actually believe there is a problem between these two difficulties. Hard has some 1/4th, insane includes more 1/4th. Hard has some jumps, insane has more jumps. Hard has a low note density, Insane has a bit higher note density. Why would I seperately introduce things like streams and jumps? Naturally accumulating all elements of the play to not favorite any particular type of play is honestly MORE appropriate than any other method of difficulty spread designing.
"don't play it if you think it's overmapped" - If I don't play the map, that won't increase its quality and this is simply rejection of any critique.

"If you feel that its too intense for the song that's your OPINION" - You basically deny me to do what BNs are supposed to do - Provide subjective opinion to improve beatmap's quality and that should be discussed. It's fun is not a reason to not fix something at the expense of quality.

"Anxient and I are different people and have different opinions as to how we map and what we chose to do in our maps? It's baffling to me that you actually believe there is a problem between these two difficulties." - You and Anxient should make the map so it fits. Different people in one mapset are judged same as single-mapper mapset. The gap should still be consistent and sensible. There are too many things getting harder in insane instead of the progressive change.

"Hard has some 1/4th, insane includes more 1/4th. Hard has some jumps, insane has more jumps. Hard has a low note density, Insane has a bit higher note density." - What I talk about is, hard has some triplets, insane contains many streams, hard has some jumps, insane is only based on jumps, the note density is only appropriate difference I could notice, that's what I'm talking about.

"Why would I seperately introduce things like streams and jumps?" - You need to find your own way to make a progressive change. Making separate changes is obviously not correct, it should be somewhat mixed, but not that everything gets times harder.

You are taking this too much personally, firstly judging from my own maps, then judging from what maps I like and then that I basically want to remove all the fun.

Edit (response to below): I already stated that older maps are no proof. That's just omitting opinions at all. My views were at least, quite in-depth described and provided actual reasons. All you defend the map with is just that you like it, that I shouldn't play it, that others do it etc. I don't have to provide solution to the problem if you apparently don't even want to fix it. Apart from that, I will never do a suggestion about changing major part of your map that will fit your style, so I think it's important for you to realize the problem and try to make your own solution. If it would be one pattern, I could tell solution, but I cannot tell you how to fix whole map in a blink of eye.
Topic Starter
I Must Decrease

Wafu wrote:

Xexxar wrote:

You basically deny me to do what BNs are supposed to do - Provide subjective opinion to improve beatmap's quality and that should be discussed. It's fun is not a reason to not fix something at the expense of quality.
I am now going to provide a list of beatmaps that partake in the exact same hyped spaced mapping as my kiai:

https://osu.ppy.sh/s/366440
https://osu.ppy.sh/s/368985
https://osu.ppy.sh/s/306591 (lesser extent)
https://osu.ppy.sh/s/372851
https://osu.ppy.sh/s/376552

If my patterns are an issue please identify what I can do to promote better jump design. If not, and I mean it this time, please refrain from attempting to continue this debate. There are tons of beatmaps that do this exact same thing. Your views on intensity are different than mine. This is my choice and you have no real grounds for your argument other than your dislike for my interpretation

Edit to edit above:

I have told you time and time again. Intensity is in the eye of the beholder. What someone finds intense another person might not. I'm not saying that other maps are justification for what I have created. They simply serve as references to similar maps that are likely "overdone" in your eyes and that they are ranked.
Topic Starter
I Must Decrease
since this expresses my opinion

Okoratu
man what the hell i'm not going to read that whole debate, instead i'll throw in my own opinion so each side has things to be mad about
hurray, merry christmas, btw

Xexxar, you seem to have confused two entirely different terms:
Overmapping and overdone. The former means placing notes without having sounds to support them or extending sliders etc
The latter means someone thinks you used an inappropriate way to represent something.
Those are different, and they can stack, just wanted to let you know so you don't confuse people who differentiate between those two things (like me lol)
Your comment towards wafu and his mapping preferences were kinda RUDE

[General]
01:15:913 - timing point seems unnecessary and only for the sake of smooth timing or..?
01:18:932 - adding a timing point for a metronome reset so the cymbals on nightcore align would make sense but it's not necessary

[My Hero!]
I mean while the diffname is okayish it for sure isn't creative, you could probably try to come up with some thing which is related in some kind while not only copying something from the lyrics and the song title?
I mean this is basically up to you but i'd try to hide some easter eggs in diffnames because i think it's the funniest thing ever imo.
[General]
yea a general section for an entire difficulty because I hate repeating myself
  1. I dislike using really short combos, like 2 objects and then ncing like in 01:11:805 - a lot
    the reason for that is simple: They distort how hp drain works, a lot.
    "The rate at which HP decreases, which is always constant except during breaks. Further HP is lost with misses. HP is recovered by getting a score value and spinning spinners. More HP is recovered with Geki and Katu at the end of a combo."
    this also accounts for an extra loss if missing that iirc:
    so a part with combospam either gives back A FUCKTON OF HP for hitting 3 easy circles correctly
    or punishing you a lot for missing one of them, but that's ok since the rest of the combos are going to give you back a lot hp !!!!!
  2. the video may have some spots that blend in with the combocolors of this difficulty, but i'm not sure about that but you should check that as the RC requires you to lol
  3. also if you want to combo according to stuff in the song you should swap the combos of 00:15:913 (8,1) - 00:17:341 (7,1) - because they have strong piano and vocal impacts while the "downbeat" just has nothing in comparison, applies to more than these 2 so don't fuck your comboing in case you agree lol
[]
  1. the first 3 objects sound like im hitting a bucket instead of a drum rim
  2. 00:01:806 (1,2) - 00:07:520 (1,2) - and the like: not saying i'm against extended sliders but i don't think they work in this context, forcing a click on these felt odd because i assumed the first one is 1/2 instead of 1/4 but even then it created an kind of awkward stop for me so i'd just use more simple 1/1 sliders but uh
    i do a lot of other weird stuff so
  3. 00:13:234 - to 00:18:948 - can you like.. be consistent about which notes you stack and which not right now this section leaves me wondering why you stacked some notes and others are jumps and vice versa.
    would make a lot more sense to me if you either explained these or made these stacks in a way that you don't get me to ask you why you stacked 00:16:091 (1,2) - and didn't stack 00:14:663 (1,2) - e t c
  4. 00:21:805 (1) - Needs waaaayy more impact compared to the other spacing things around it, it got a strong cymbal and everything but spacing is baby, direction change is also smooth, lacks emphasis except if this is what you went for
    otherwise more spacing would b nice
  5. 00:24:305 (8,1) - ok you pretty much disregard strong cymbals when doing spacing or what
  6. 00:27:163 (7,1) - man this actually threw me off because it's "just drums and drums only" but vocals and piano have such a strong impact on 00:27:341 -
    also the transition between this is pretty much awkward
  7. 00:40:734 (2,3) - considering overall spacing in this part this is prettyyy low
  8. 00:42:698 (6,8,9,1,3) - MAN THIS LOOKED LIKE YOU'LL KEEP DOING A STRAIGHT LINE THING AND THEN YOU COMPLETELY BREAK IT WITH THE LAST OBJECT LINKED WHY DO YOU DO THIS TO MY OCD
  9. 00:45:913 (3) - duddd if you spam combos at least structure them according to vocals and combo this too
  10. fuck i commented about combos outside general
  11. 00:52:877 (5,1) - this is a chorus right? why does spacing more or less resemble 00:13:234 (1,2) - when the 2nd object has a loud crash
  12. 00:56:627 (4) - should have more spacing if it's emphasising vocals
  13. 00:58:413 (6,7) - what's the reason for this slowdown in spacing, it seems intentional but i can't explain it by thinking a bit about it
  14. 00:59:663 (1,2,3,4) - these should be structured in pars of 2, right now you have 00:59:663 (1,2,3) - as a group and 01:00:198 (4) - isolated and emphasised because it breaks the triangle, the song does very basic 12 12 back forth though so this pattern and maybe similar things - if you should spot them - could fit the song better by being a bit restructured
  15. 01:01:448 (6,1) - making this circular plays like ass to be honest, if you could break the circular motion for something going upwards etc it'd probably flow better but that would require rearranging the whole next pattern
    though it still flows like ass in a circular way like this
  16. 01:04:127 (6) - why is this so small i don't get it at all, makes the jump to 01:04:305 (7) - feel a bit odd to me because this one doesn't have strong instruments to support it except for the vocal
    which you don't seem to be following much anyways
  17. 01:10:913 (4,1) - meh 1 needs more focus and lower spacing won't make me focus on 1
  18. 01:12:163 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,4,1) - oh look a ton of back and forth jumps
    could be Madoka's Kneesocks diff tbh
    seems a bit unoriginal but plays fine
    I don't even know why or if people enjoy this kind of thing if you throw it on too many songs it might get old but zzzezzzzzzzz
  19. 01:20:182 (1) - do you have to have this fucking strong cymbal on its end like
    u usually focus these with circles only, why sacrificing it for an instrument you barely follow
My overall opinion of this is that while it still makes sense and all that stuff the patterns you used can get old quickly
and that this looks like pp mapping for that reason
but uh i guess the way to represent this song this way still makes sense within the difficulty
i just don't like these kind of diffs, at all but that's none of your concern i guess.
The choke point climaxing patterns fit the song and the overall atmosphere and the overall spacing concept of this diff is pretty high so having patterns like this seems natural to me
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