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onoken - felys

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Lance
soon
Kyubey
omg shiirn is back
SPOILER
21:37 Kyubey: probably watching the testplay can help you to understand something
21:37 Kyubey: but i want to warn you that i'm really not warmed up now so i'll fail patterns
21:37 Shiirn: i've seen lots of people playtest it
21:37 Kyubey: ah
21:37 Kyubey: btw
21:37 Kyubey: offset -7 feels MUCH better
21:37 Kyubey: (i'm playing with it rn)
21:37 Shiirn: mmm
21:37 Shiirn: i've heard whispers to that extent
21:43 Kyubey: modding time
21:43 Shiirn: aye
21:44 Kyubey: first pattern stuff then general stuff
21:44 Shiirn: i just want to confirm
21:44 Shiirn: you've read the beatmap desc, right?
21:44 Kyubey: i always try to keep mapper's style in mind
21:44 Shiirn: is that a yes?
21:45 Kyubey: yes
21:45 Shiirn: okay. then we're good
21:45 Kyubey: but i will mention few things anyway because these were really gimmick
21:45 Kyubey: just in case if you decide to agree
21:45 Shiirn: Of course, I understand
21:46 Shiirn: You'll find me a lot more agreeable and engaging during the modding process than a lot of mappers, i'm sure :P
21:47 Kyubey: 01:19:239 (5,8) - this overlap, i played this map few times and always was misreading (8), probably because it's covered with (5), so i'd like to see the more sliderbody here
21:48 Shiirn: Agh, yeah, I've had that mentioned once or twice. It was originally almost completely under the body - you cans ee how it's curved?
21:48 Shiirn: because i angled it out to show more of the body
21:48 Kyubey: yes, but i still was misreading the head with tail
21:48 Shiirn: you think simply unstacking it and pushing it a bit to the left (and the right for the flipped pattern a bit later) would be better?
21:48 Kyubey: show me the example
21:49 Kyubey: probably you want to keep it consistent with 01:23:239 (5,8) - this
21:49 Shiirn: yeah that's what i mentioned the flipped pattern for
21:49 Shiirn: http://puu.sh/mqMvH/cfe9493cd9.jpg this is just moving it a bit and curving it a bit more to blanket (5)'s ending
21:49 Kyubey: (8) reads here better but it's because i missed previous one and knew the next thing will have that slider again
21:49 Kyubey: looks good
21:50 Shiirn: yeah
21:50 Shiirn: that's part of the problem with artistic maps
21:50 Shiirn: the first read is ass
21:50 Shiirn: did to both patterns
21:52 Kyubey: 02:03:322 (8,1) - this thing is pretty hard to follow
21:52 Kyubey: especially when things like this don't appear that often in the map
21:53 Kyubey: i can the see the shapes of streams and understand what you want to make there
21:53 Kyubey: but it playability terms it's uncomfortable, really
21:53 Shiirn: I could alternatively flip the 4,4 tream around and have it trace back
21:54 Kyubey: 02:11:322 (8,1) - almost same spacing but flow is smoother so it works much better
21:55 Shiirn: http://puu.sh/mqMVl/c97fbc6314.jpg e.g. for 2:03
21:55 Kyubey: yes, should be better
21:57 Kyubey: 02:19:072 (1,2,3,4,1,2,3,4,1,2,3,4,1) - uhh, it's pretty hard to control such a short things, if you make the flow 02:19:322 (4,1) - here smoother by moving 02:19:405 (1,2,3,4) - this left, it will be played better
21:58 Shiirn: I could move the 1,2,3,4s so that they're pointing at one another for better flow, although that seems to be what you're suggesting anyway
22:00 Kyubey: 02:28:239 (2,3) - was kinda uncomfortable for me too, i was distracted by stream near to (3) and it caused misreading. if you move that thing somewhere like http://kyubey.s-ul.eu/rFterhcE.png here, it will be more comfortable to read
22:00 Shiirn: (god this looks like a clusterfuck in the editor) http://puu.sh/mqNhX/c05db32f8a.jpg
22:00 Shiirn: mmm
22:01 Kyubey: lol, actually it looks cluster in the game too
22:01 Shiirn: 02:28:489 (3,4) - you mean these are the ones actually hard to read? true... i could move them out like you did
22:01 Kyubey: yep
22:01 Shiirn: almost identical to your puush
22:01 Kyubey: 02:40:655 (4,1) - following the flow after 02:40:405 (1,2,3,4) - this makes hard to hit that slider, so if you move it left a little, it will work better
22:02 Shiirn: I'll bring (1) down a bit (and bring (2) mirrored with it) to this http://puu.sh/mqNtn/8f3387cd56.jpg
22:03 Kyubey: good
22:05 Kyubey: 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - well...
22:05 Kyubey: it looks cool
22:05 Kyubey: but it's unplayable
22:06 Shiirn: I've actually not seen anyone but you have trouble on it. Most playtesters I've had loved that pattern
22:06 Kyubey: :(
22:06 Shiirn: But my pool of playtesters are a bit higher skill
22:06 Kyubey: probably because i'm using mouse and it's hard to have smooth movement on it
22:06 Shiirn: Axarious's thought on that stream was, and i quote, "fuck yes"
22:06 Shiirn: as he was playing
22:06 Shiirn: ah yes
22:06 Shiirn: that's it entirely
22:06 Shiirn: because of the momentum issues
22:06 Kyubey: well, axarious is #10 or something
22:06 Shiirn: like
22:07 Shiirn: this map is an artfully designed map more than a playable one
22:07 Shiirn: to bring it into my playability standards i had to lose a lot and the patterns often have jerky movements to connect the pretty looking patterns
22:07 Shiirn: this makes them hard to play with mouse because mouses weigh much more than pens and mouse players need to fight the movement momentum they have for a lot of the streams
22:08 Kyubey: i understand your point
22:08 Kyubey: thought for me it doesn't require such a difficulty peak there
22:08 Shiirn: well it's the second to last major piano roll of the map
22:08 Shiirn: 05:27:572 (5,6,7,8,9,10,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - being the other one
22:09 Kyubey: this one is much easier in terms of movement
22:09 Shiirn: which forgoes a pretty pattern for more beat-focused spacign
22:09 Shiirn: this is the inconsistency thing that is unique to this map for me, it's focusing on different aspects of the same exact patterns of beats and instruments
22:10 Kyubey: 05:31:072 (3,3,4,5) - this thing is really unreadable
22:10 Shiirn: i don't normally do this kind of stuff but i was pretty introspective as this was mostly mapped while i was banned
22:10 Shiirn: mmm 345 can probably be curved outward i guess?
22:10 Kyubey: curved and unstack them more
22:10 Kyubey: because player expects 1/4 slider to be there as in previous patterns
22:10 Shiirn: http://puu.sh/mqO3j/bad7bd243f.jpg
22:11 Kyubey: and this one appears really confusing
22:11 Kyubey: looks more readable
22:11 Kyubey: though 05:31:739 (5,6) - this movement becomes awkward there
22:11 Shiirn: mhm
22:12 Shiirn: well the spacing is pretty low between 5,6 so i can probably drop 6 to the bottomside of the map
22:12 Kyubey: oke
22:12 Kyubey: thats all for pattern modding
22:12 Kyubey: now general stuff
22:12 Kyubey: hmm i wonder if we still use BMS as source
22:13 Shiirn: I'm not... FULLY aware of the full avenues of metadata setups right now
22:13 Kyubey: i'm checking last ranked bms maps
22:13 Shiirn: felys was originally a BMS track, and an album version was released much later (this one here)
22:13 Shiirn: as in
22:13 Shiirn: felys was originally a 2005 bms map
22:13 Shiirn: and album version was... 2008?
22:13 Shiirn: in the swell strings album
22:13 Shiirn: and axsword is an alternate name for onoken
22:13 Shiirn: so those are the tags
22:14 Kyubey: hmm seems like we are still using it as source
22:14 Kyubey: https://osu.ppy.sh/s/286458 though this map didn't have it
22:14 *Shiirn shrugs
22:14 Shiirn: i'm leaving this mostly up to you guys
22:15 Kyubey: 00:14:323 - this break
22:15 Shiirn: mm?
22:15 Kyubey: do you know that section-pass stuff appears with a loud sound?
22:15 Shiirn: Back in the day section-pass didn't follow volume settings. so if it does now, that's news to me.
22:15 Shiirn: so 5% it?
22:16 Kyubey: nono, it still doesn't have volume settings, but we can use silent section-pass and section-fail in the beatmap folder
22:16 Kyubey: lemme find right files
22:16 Shiirn: oh, okay.
22:16 Shiirn: cuz momentarily i was like
22:16 Shiirn: "HOLY SHIT PEPPY THAT'S NEATO"
22:16 Shiirn: and now i'm disappointed.
22:16 Kyubey: sorry
22:17 Shiirn: :(
22:17 Shiirn: gotta ruin my dream
22:17 Kyubey: http://kyubey.s-ul.eu/WbvgcPFG.rar
22:17 Shiirn: done
22:18 Kyubey: btw why "home" diffname?
22:19 Shiirn: I mapped it when I was banned. It has no significance except for that fact that I always planned for it to by my first rank/approved map IF I was ever unbanned
22:19 Shiirn: as such, i was "Home"
22:19 Kyubey: sounds deep
22:19 Kyubey: i accept that
22:19 Shiirn: well
22:19 Kyubey: thats all, update the map
22:19 Shiirn: it's not very deep, just kind of emo
22:19 Shiirn: :P
22:19 *Kyubey is listening to [https://osu.ppy.sh/b/871193 onoken - felys]
22:19 Kyubey: np for redl
22:20 Shiirn: aye
22:20 Shiirn: complete, redl
22:20 *Kyubey is listening to [https://osu.ppy.sh/b/85075 onoken - felys -long remix-]
22:20 Kyubey: that feel when long remix is shorter
22:20 Shiirn: yessir?
22:20 Shiirn: its the long remix of the bms track
22:20 Shiirn: LOL
22:20 Kyubey: seems like it
22:20 Shiirn: basically
22:20 Shiirn: its
22:21 Shiirn: onoken - felys (BMS rip) is around 1:40
22:21 Shiirn: onoken - felys -long remix- is 3:20
22:21 Shiirn: onoken - felys (album ver) is... well, this. bit under 6min
22:22 Kyubey: btw while your map is downloading (my internet is kinda slow)
22:22 *Kyubey is listening to [https://osu.ppy.sh/b/426550 onoken - Sagashi Mono(BMS Edit)]
22:22 Kyubey: you'll probably like it
22:22 *Shiirn shrugs
22:22 Shiirn: maybe maybe not
22:23 Shiirn: i'm not precisely crazy about felys itself, i just like it a lot, y'know
22:23 Kyubey: well, map is not that great but bms keysounds are great here
22:23 Shiirn: ah yes, bms keysounding, the one thing i will nver do purely out of fear
22:23 Shiirn: lel
Topic Starter
Shiirn

I'm home.
Dainesl
Welcome back at last Shiirn \:D/

congrats!
Bara-
Gratz shiirn!
Good job!
Ongaku
\o)
Liiraye
Intelli
gg
Secretpipe
Good job dad !
BeatofIke
Congrats Shiirn :3
Lally
nice speedrank ♥
Gero

Lally wrote:

nice speedrank ♥
jawns
The second offset seems to be a bit off.

33,384 seems more correct to me.
Andrea
Hello, I'm posting a mod here because I think this map could be improved and flow better.

  1. 00:45:905 (3) - This object looks like it's touching the HP Drain, it's better to move it down a bit.
  2. 00:46:405 (3,4,5) - Same as above.
  3. 00:55:239 (3) - This slider is quite hard to see because it's covered by the previous objects, and it's even more tricky because the previous slider has the same formation.
  4. 00:57:905 (3) - Same as above.
  5. 00:58:322 (4,5,6,1,2,3) - This part doesn't really flow that well and the jumps feels kinda forced, they should be toned down a bit.
  6. 01:05:405 (1,2,3) - Hidden slider once again, I'm not gonna mention the rest because it seems you've used this pattern quite a few times.
  7. 01:08:989 (4,5,6,1,2,3) - Once again, another forced jumpy pattern that should be avoid or at least toned down, also the flow could be improved way more.
  8. 01:31:405 (5,6,7) - This part is pretty calm and not intense, why there's a big jump all of a sudden here? It shouldn't be this big, I highly suggest to reduce it.
  9. 01:39:072 (5) - If you wanna be consistent with the next combos, you should add one here as well.
  10. 01:48:572 (3,4) - Why are these sliders so close each other? The spacing should be bigger here, this anti-jump looks quite confusing after having so many spaced patterns.
  11. 01:56:572 (4) - You could stack this slider together with the circles, but that's not mandatory.
  12. 03:18:905 (1,2) - These two sliders looks confusing, mostly because of how (1)'s shape is, it's highly suggested to simply make it linear or a bit curved if you really want.
  13. 03:22:905 (1) - This slider isn't following anything in the music, it should be deleted and this part should be kept empty.
  14. 03:49:572 (2,3,4,5) - This overlap is pretty strange to see, I'd suggest you to move (2,3,4) a bit to the left.
  15. 04:07:405 (3,4,5) - Why does this sudden triplet have such a large spacing all of a sudden? It's a bit confusing to sightread on first try.
  16. 04:19:739 (1,1) - The first slider on this pattern should be slow as well like the others, because this part is quite calm and having a fast slider here doesn't fit.
  17. 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This stream feels really randomly placed and it doesn't flow really good, you should completely remake this one in a better formation.
There are many inconsistencies between the streams that I didn't mention and that I think could be improved as well, please take your time and gather some more mods, because I think this map needs more work.

Good luck with requalification!
Avishay
Cool map, tho wasn't this ranked a bit too quickly?

Skimming through a bit of points I could snap those for examples -

05:20:072 (2,3,4) - Those are snapped incorrectly, or perhaps overmapped, it's supposed to be snapped to 1/3.

05:30:850 (2) - ^

It seems like the offset is a bit early as well, perhaps it changes at various points or idk.

Didn't really check everything throughly, but those are just some objective stuff, I would honestly try to get a few more mods, just because.
Topic Starter
Shiirn
ok

Andrea wrote:

Hello, I'm posting a mod here because I think this map could be improved and flow better.

  1. 00:45:905 (3) - This object looks like it's touching the HP Drain, it's better to move it down a bit.
  2. 00:46:405 (3,4,5) - Same as above. These can be moved around if a QAT deems it necessary.
  3. 00:55:239 (3) - This slider is quite hard to see because it's covered by the previous objects, and it's even more tricky because the previous slider has the same formation. I have never seen anyone break or miss these sliders among dozens and dozens of playtests.
  4. 00:57:905 (3) - Same as above.
  5. 00:58:322 (4,5,6,1,2,3) - This part doesn't really flow that well and the jumps feels kinda forced, they should be toned down a bit. The jump is used as an alternative pattern to emphasize the snare more than the doot that the other patterns tend to use.
  6. 01:05:405 (1,2,3) - Hidden slider once again, I'm not gonna mention the rest because it seems you've used this pattern quite a few times.
  7. 01:08:989 (4,5,6,1,2,3) - Once again, another forced jumpy pattern that should be avoid or at least toned down, also the flow could be improved way more. Same list of content.
  8. 01:31:405 (5,6,7) - This part is pretty calm and not intense, why there's a big jump all of a sudden here? It shouldn't be this big, I highly suggest to reduce it. Just like before, this uses a large spacing jump to emphasize the snare on (7) by having a jump from (6) to (7). The spacing may be a bit higher than necessary but I've not seen anyone take issue with it at all.
  9. 01:39:072 (5) - If you wanna be consistent with the next combos, you should add one here as well. This section uses patterns of 8,4,4 to follow the piano and later on there is a couple case where it uses 4,4,4,4 sets to show that it is focusing more on the other instruments rather than purely the piano. The spacing implies this as well.
  10. 01:48:572 (3,4) - Why are these sliders so close each other? The spacing should be bigger here, this anti-jump looks quite confusing after having so many spaced patterns. In this case (3) is basically the hold of the piano key. The low spacing between 3 and 4 is another focus on the piano instead of combining all the instruments into one.
  11. 01:56:572 (4) - You could stack this slider together with the circles, but that's not mandatory. I get told "stacking sliders under circles like this is unreadble" by a lot of players and get told to stack them right back under by modders. I'd like a QAT or other person of note to firmly put this matter to rest in all of my future maps as these kinds of patterns are something I'm quite fond of utilizing.
  12. 03:18:905 (1,2) - These two sliders looks confusing, mostly because of how (1)'s shape is, it's highly suggested to simply make it linear or a bit curved if you really want. Now, looking at this it apepars that when I swapped mp3s there was an actual beat change here. The end of (1) is no longer part of any beat, so I'd agree if a QAT wants to DQ over this particular slider.
  13. 03:22:905 (1) - This slider isn't following anything in the music, it should be deleted and this part should be kept empty. HAhahaha, no.
  14. 03:49:572 (2,3,4,5) - This overlap is pretty strange to see, I'd suggest you to move (2,3,4) a bit to the left. If/when this gets DQed, I will do so.
  15. 04:07:405 (3,4,5) - Why does this sudden triplet have such a large spacing all of a sudden? It's a bit confusing to sightread on first try. This emphasizes the vocal cry.
  16. 04:19:739 (1,1) - The first slider on this pattern should be slow as well like the others, because this part is quite calm and having a fast slider here doesn't fit. It's hardly fast and it emphasizes the slowdown of the next slider. They're small enough that people aren't going to ever, ever actually miss this slider because players start following the track before even hitting the note.
  17. 05:17:405 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This stream feels really randomly placed and it doesn't flow really good, you should completely remake this one in a better formation. This stream is the favorite among most of the top tier playtesters I contacted. It's the second to the last major piano roll and in in the final one's case it is also taking into account the other instruments: the spacing in this one is purely a pretty pattern. If DQ'd, I can look into shrinking it a bit but the pattern will remain the same.
There are many inconsistencies between the streams that I didn't mention and that I think could be improved as well, please take your time and gather some more mods, because I think this map needs more work.

Good luck with requalification!

For future reference, I'd like you to actually take a look at what I am trying to do with the map and not point out inconsistencies that, as I have said several times in this thread, are intended and have reasoning. I mean, I even helpfully left a little note in the beatmap description to this effect.


I'm not going to kick and scream if this gets DQ'd as I'm sure I can work out any issues rationally and fairly with any QAT and reach common ground. I'm not looking to sneak a speedrank past anyone's watchful eyes or anything like that. I am just, and always have been, extremely effective at getting mods for my map and very efficient at pushing my maps through the ranking process without actually abusing 'friendships' to actually get speedranks.

now i've been gone for a while but isn't it in extremely poor taste to kudosu a post without the mapper doing it himself, especially when it's in the ranked section and it gets kd'd literally seconds after it's posted and before i've even read it?

Thank you for your time.
VINXIS
placeholder
Topic Starter
Shiirn

Avishay wrote:

Cool map, tho wasn't this ranked a bit too quickly?

Skimming through a bit of points I could snap those for examples -

05:20:072 (2,3,4) - Those are snapped incorrectly, or perhaps overmapped, it's supposed to be snapped to 1/3.

05:30:850 (2) - ^

It seems like the offset is a bit early as well, perhaps it changes at various points or idk.

Didn't really check everything throughly, but those are just some objective stuff, I would honestly try to get a few more mods, just because.
I elected to not actually map the (very background and hard to hear) 1/3 noises in those particular sections as they made it a downright nightmare playbility wise. Instead, these use the triangular patterns used before except with 1/4 sliders as well to emphasize that the beats are longer duration than before.


In regards to timing, people have given me several values: +6, -7, +13, -12 to name just four. Since it is strictly a single bpm map, I think that any actual timing issues below 10-15ms can be accounted for on a person-by-person basis using local offset.
jawns
I'm sorry, but the offset is simply too late. I've watched a few of the top replays, and people consistently hit the first part early (after the spinner). It should be at least 20 earlier.
Bara-
Since when can posts in Ranked-subforum receive kudosu? O.o
Topic Starter
Shiirn

Baraatje123 wrote:

Since when can posts in Ranked-subforum receive kudosu? O.o
If you take a look at KD history, Gero, the italian GMT, gave it to him literally seconds after he posted. Before I even saw the post and I have email notifications.


Kyubey also received KD from someone because I'm unable to KD but the post deserved it.
jawns
Wait, what? Did andrea kudosu himself, or did i miss something?

Edit* Nvm, guess I'm just an idiot XD
Lally
yeah italian sure, you see mafia everywhere now
Charles445
Checked offset, seems like it's fine as is, maybe -3 or -2, not more than that.
Make sure the hitsounding isn't tricking you into hitting earlier, soft-hitwhistle can do that.

For now if you're hitting early, try setting local offset to -3, it might help you.
Keep in mind this is OD 9, it's very picky.

(also offset can be fixed in global settings, not a reason to disqualify unless it's very very off so please don't cite that as a reason to)
Topic Starter
Shiirn
I only glanced at the flag and saw red, white, and green, so sorry for not noticing it was Mexico.
Lally
and by the way BN are not GMT ( is not like 3 years ago ) wake up sweety ♥
Topic Starter
Shiirn
Placeholder for any future faux pas i make
jawns
It's not just me who's hitting early, looking at replays 7/8 (or something similar) is hitting early.
Also in the editor, i can clearly hear the offset is late, compared to something like 33,384 (using the metronome, not the hitsounds)
Te Amo
Bad.
Irreversible
Hey! Checked the points and some of them seemed valid (the ones that Shiirn agreed on especially).

Fix these up and you should be able to get it rolled again.
Kuuma
rip, good luck getting re-qualified
Topic Starter
Shiirn
Changed 03:18:905 (1,2) - from a 1/4 slider to a single circle at the end of the following slider with the clap hitsound.
Rotated 03:49:572 (2,3,4) - a few degrees and moved it out of the following flower pattern's position.

Had a brief discussion with Irreversible about some oversights to patterns that were missed during the editting process. This will include a future re-do of all of the new combos.

I would like to see Andrea's kudosu revoked as these two changes were the only thing he brought to the fore and I'm sure someone else could have noticed just as readily. It was completely and utterly rude to kudosu him literally seconds after the post to basically force me to accept his points or get him or Gero in trouble for circumventing kudosu rules. Not they would ever get in trouble for it.

I am not expecting any sort of special treatment and to imply I am doing otherwise by muttering "speedrank" behind the curtain is extremely insulting. Part of the qualification process is specifically to bring to the fore these types of issues so that they are caught. There is no reason to treat me like I'm trying to break the law here.

Thank you for your time.
Yuii-

Shiirn wrote:

Gero, the italian GMT.

Shiirn wrote:

the italian GMT.

Shiirn wrote:

italian
Mexico.
Sonnyc
Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl
Charles445
Oh looks like the mp3 got changed, had to redownload
yeah that shit's late

jawns doin good


Go -10
Topic Starter
Shiirn

Sonnyc wrote:

Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively. Normally I wouldn't bother, as this snare isn't what this pattern is following, but for the sake of consistency I modified the pattern a bit.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg These are fine. I tried manually stacking before and the initial comments were always "how ugly" or "you know its not stacked right?"
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg I have already pointed out my formal logic for this particular slider. To reiterate, the slider itself is so short and the player's natural instinct to follow the slider track means you'd literally need to have a muscle spasm mid-slider to get a 100 on either of these sliders without specifically trying. This is an alternative way to let them know that the slider velocity is cut in half and also allows me to follow the instrument that initially bursts twice at the start and end of the first slider, and on the second, bursts three times with the second being much less audible. It's the same instrument with different beat placement and volume and allows me to very accurately represent that while still being completely playable. I'm just going to copy+paste this to anyone who comments on this slider, because it is perfectly functional and does exactly what I intend it to do to represent the music at this point in time.
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal. The way these patterns are structured, at some point in time you'd need to swap from the easy flow curve and start moving in another direction to get back into the triangle spam. So I chose these notes.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl

Thank you for your time.



Also -10'd.
Yuii-
Before requal, check these things:

1. Nice .osb file.
2. sectionfail.wav and sectionpass.wav are blank files, why would you mute them? Remove them as they are very unnecessary (or they do have a reason behind which I don't know).
3. 00:14:396 - 00:27:063 - What's that? To be honest, I'd start mapping from 00:33:396 - onwards. The beginning sounds really random and low. (If you do it, remember to delete that .wav slider file since it won't be used).
4. 00:42:395 (1,2,3) - Already told you, but this pattern looks hella counter-intuitive. Isn't there a way of convincing you to make a similar or even a bigger spacing from 00:41:895 (1,2,3) - from the sake of consistency and readability?
5. That whistle hitsound is almost inaudible on the right ear during gameplay. Can you poke monstrata in order to fix it, please?

No kudos!
Topic Starter
Shiirn
1.
I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?

2. Kyubey recommended I use them as they make very loud noises during the introduction of the map, and the very calm break.

3. As it is right now, they're literally there to push the drain over 5 minutes as I really don't want to spend 20 seconds winding down after the final kiai to reach a point where it fells good to end the map. If I am straight up told that it is a gimmicky and wrong way to extend the length of the map to over 5 minutes, I will go back and map the last 20 seconds or so after the final kiai.

4. This is a tough one because while it's inconsistent with the rest of this section in terms of "predictably getting bigger and bigger", in this particular case it'd bunch up into the next pattern. I've increased the spacing to what would be similar with the earlier patterns.


5. I have no problem hearing the hitsounds. They are direct copies of the default skin, except in the case of the normal-hitnormal I used as a soft-hitclap, which was reduced in volume by 30%.
Kyubey

Shiirn wrote:

I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?
Probably Yuii- accidentally clicked the Design tab, and .osb generated after that.
riffy
Stop hunting down empty .osb files, they are fine. Unless they are old or there're more than one, in these cases they should be l killed.
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