iNsAnE
其他的就不一个一个回了。感谢mod!09kami wrote:
for m4m
[General]
神图祝早日RANK!
[Extra][Skystar's Expert]
- 00:48:118 (2,3,1,2,3,4,1) - 这里的三角形有点小小的差别 00:48:587 (3,4,1) - 把这里ctrl+h后拉到00:48:306 (3,1,2) - 上可以很明显的看到滑条那里的突出
另外00:48:587 (3,4,1) - 这个三角也没对齐 00:48:587 (3,4,1) - 如果这里你是想搞三角形扩散的话00:48:680 (4) - 的位置稍微向上拉一点 00:48:587 (3) - 向下稍微拉一点 因为并不是为了搞正三角形- 00:48:400 (1,2) - 其实我建议换个位置 暂时就先放这吧……
- 01:21:400 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7) - 把这里圈住看绿色的轨迹 01:23:743 (2) - 这里稍微可以往上放点 没错!
- 01:54:493 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - 对于这个难度而言 这里太简单平凡了 建议你每4个放大0.2的间距 就是要冷静一下
- 00:14:462 (3,4,5) - 00:15:025 (7,8,9) - 这里把连打放在一个位置上感觉比这样放一条直线的比较好 疾走感(?)
- 01:08:650 (1,2,3,4,1,2,3) - 这种遮挡的比大间距的要难度很多 我相信top们的实力
[HW's EX]
- 00:20:650 (3,5) - 这里的间距不摆一样吗
- 01:13:806 (7,1,2) - 1分
- 01:18:400 (1,1) - 这里没连好啊 不考虑做圆滑点吗
[fanzhen's Extra]
- 放浪形骸 无人可摸
[Another]
- 00:32:650 (1,2,3,4) - ctrl+g
- 01:50:650 (1,2,3) - 这里可以分开点
[LKs' Another]
- 01:23:650 (1,2,3,4,5) - 这个地方可以逼死一堆强迫症
[Hyper]
- 00:30:212 (4) - 这里太突出了
- 01:30:400 (1) - 中间红线漏音
[Irre's Normal]
- pls aimod 这边我看了基本都是kiai增大间距的原因,没啥
Nightcore Princess G wrote:
挖个坑,太久没好好打osu了,大概七星难度的摸会出不少笑话,还请包涵了
Easy
没啥大问题……改不改都无所谓了~
00:24:400 (2) - 尾部是不是少了个whistle?
01:52:150 (2,4) - sampleset改成soft
Irre`s Normal
本来以为normal没啥问题的来着,不过感觉可以改的地方还是有一些的
01:24:400 (1) - 这里还是分成两个吧,不然太单一了 感觉会更难所以还是算了
01:44:275 (2) - 头部的clap比较难受啊,不如头尾都用whistle
01:48:025 (3) - 这里的clap也不舒服,强烈建议换成whistle
01:54:400 (1) - 和01:55:993 (1) - 建议合成一个转盘,两个转盘而且间距比较小,略危险啊
fanzhen's hard
没啥好说的,除了一些无关紧要的音效细节也许可以改改,但是不改也没啥~
Hyper
00:07:900 (1) - 建议把sampleset调成soft,把additions调成normal,音效要好得多
00:51:025 (2) - 尾部是不是少了个clap?感觉不用加
01:18:212 (6) - 这里的clap也是无可厚非,然而还是建议绿线减噪
01:24:400 (1,2) - 对这个难度而言距离有些太大了吧? 这个距离还是很简单的,毕竟light insane
01:56:931 (8) - 加个whistle吧
Another
00:04:712 (8) - 试试看和00:05:462 (4) - 的头重合
这样和00:06:775 (7,8) - 也不冲突正好可以对应 这个我本来就是打算不改的,下同
00:09:212 (4) - 我觉得也是调开一些位置比较好
00:46:618 (10) - ctrl+j然后移动到原位置,这里感觉还是随着bgm的起伏进行比较好 嗯……我觉得现在的比较合曲
01:13:150 (4,5) - 中间的距离渐增如何?67,89也是一个建议
01:18:212 (7) - clap无可厚非,不过我觉得这里需要一根绿线降低点音量
01:38:650 (4) - ctrl+g就是觉得这么来一下好233 不太和我胃口……
01:54:400 (1,2,3,4,5,6,7,8,9) - 有点太缩了,还是1,2,3,4一个距离,5,6,7,8一个距离吧 感觉没啥必要
LKs`s Another
01:26:837 (2,1,2,3,4) - 感觉还是就这样比较舒服
整体而言这个难度看着比较舒服,也是我这张图里能打的最高难度啦……
fanzhen's extra
01:27:025 (1,2,3,4) - 这里是不是有点过难了?? 我感觉这样还好
要不就是几个1,2,3,4逐渐加大距离,这里加大的幅度提升一点,不然感觉一下太突兀
01:28:243 (6) - 这里音效有点刺耳啊,建议把头部的音效放到尾部
剩下的难度对于刚回来的我而言有些过于吃力啦,我就不卖蠢了,祝早日rank
其他的都改了。thanks for modding~ZZHBOY wrote:
看下好了
我把我看不懂的地方说下 你要是有理由要keep的话就把理由写一下
[Extra]
00:04:150 - 这个跟的是什么音 我不觉得音乐这里有什么音比较明显 建议把这个圈去了
00:17:087 (1,2,3,4) - 这两个antijump太难受了 为什么不和后面00:17:837 (5,6,7,8) - 摆一样 后面那个好打的多 而且这些音差的也不是很多
00:21:493 - 有音 00:21:681 - 没音 为什么在有音的地方不放圈 没音的地方放圈
00:31:618 (5,6) - 这里音跟前面也没啥差别 为什么要antijump
00:38:275 (3,4) - 这两个太反人类了 建议按常规摆 各自ctrl+g下 哦 要是故意要几把 就留着吧
01:04:431 (4) - 01:04:993 (1) - 01:06:306 (6) - 01:10:900 (1,2) - 跟的是哪个节奏? 而且01:04:337 - 有音 你是不是放错了 还是故意要自创节奏 自创节奏为什么不放音效
[skystar]
00:35:181 (1,2) - 为什么要放这么远的 对于这一段没有任何必要吧
[fanzhen's extra]
00:18:681 - 这里没音 为什么要多一次折返 这里比较有疾走感吧
01:55:150 (1,2,3,4,5,6,7,8) - 跟之前挡的太过了 其实我感觉原地不动就行。稍微移出来了一点
[lks]
01:09:025 (1,2,3,1) - 过分了
你把每条回复下让我看个结果 然后喊我 剩下的就交给扣啊提了
想了想把diff名也改了下,还是原来那种中二的感觉比较爽Rizia wrote:
[uNTiTLeD]
- 00:36:587 (3,4) - ctrl+g會比較順 我认为现在的这样,两个一组比较有气势
- 01:03:025 (4) - 我覺得換成circle也挺適合的.. 滑条算是比较强调clap的音吧lol
[fanzhen's Extra][LKs' Another]
- 00:33:025 (1,2,3,4) - 感覺這個flow上不太舒服, 因為前面幾個都是繞圈的 突然就反過來了 目前感觉比较符合你说的flow的摆法有顺时针旋转90度,把1转到2来,不过这样间距有点吓人,还是就保持原状比较好
- 01:02:087 - 這裡的3個空位也不填滿? 會比較有趣 这种渐变式的减少节奏也算一种提示玩家的方式吧
- 01:57:025 (1) - ctrl+g 由下繞上會不會好點呢 好的
[Hyper]
- 01:04:900 (1,2,3,4,5,1,2,3) - 這裡也跟後面01:10:900 (1,2,3,1,2,3) - 漸漸向下放怎樣看 ok
- 01:39:400 - 漏了一個note 个人觉得这里并没有太大的必要加上去
[fanzhen's Hard]
- 01:33:025 (1,2) - 有點卡手 OK lol
[Irre's Normal]
- 00:11:837 (1,2) - stack? ok
that's all
- 01:20:837 - map something here to make it more natrual? like add 1/2 slider here instead only one circle on 01:21:025 (5) - 尽量按照原mapper的风格加了一个slider……有点慌
真是人玩的
比較少接觸這類歌 可能摸得比較差
另外我這邊的歌最快明天會給到
if only that were tru tho rip meMonstrata wrote:
This set is really well mapped. But it's also overdone. This is going to set a poor example for new mappers who think they can just map double-bpm on any song
. I wouldn't be surprised if this made it past qualified the first time though. It seems nowadays difficulty is excusable if the map is well structured and looks pretty. Lets see how this goes.
Shiirn wrote:
quietly lights a single candle in a dark room, hands clasped together in silent prayer
Doubtful, just take a look on the submitter's name.Monstrata wrote:
It seems nowadays difficulty is excusable if the map is well structured and looks pretty.
hi i'd like to mod this map:Avishay wrote:
Doubtful, just take a look on the submitter's name.Monstrata wrote:
It seems nowadays difficulty is excusable if the map is well structured and looks pretty.
Natsu wrote:
what we are saying is the overall spacing in the diff does not correlate with this song,
I have been told I should state that this comment is not to be taken seriously (unless you want to).Natsu wrote:
- Always using high spacing at any weak beat make you lost the emphasis at the strong beats.
- spacing should increase acording to the music, which is not the case at this diff
- Random circle sizes just make players confuse, I'm sure you don't have any strong reason to use the ,3
- Try to focus more in following the music, rather in the lvl of difficulty or pp
- osu! isn't a shooting game, we have to fit the song, and yeah jumps and spacing are part of it.
- song is not intense at all.
This diff really need more feedback, even tho I'd suggest a remap/remove or a seriously rework overall (several mods, by experienced modders), since it needs too much work in my opinion.
@xexxar, those mappers love to map songs like this is because these songs are not like galgame op that have vocal flow need to be presented. these songs have multiple instruments could been considered and mapper could feel free to switch between them and make patterns, that is the difference.Natsu wrote:
- Always using high spacing at any weak beat make you lost the emphasis at the strong beats.
- spacing should increase acording to the music, which is not the case at this diff
- Random circle sizes just make players confuse, I'm sure you don't have any strong reason to use the ,3
- Try to focus more in following the music, rather in the lvl of difficulty or pp
- osu! isn't a shooting game, we have to fit the song, and yeah jumps and spacing are part of it.
- song is not intense at all.
this does not apply to this song. it is all about song choosing
This diff really need more feedback, even tho I'd suggest a remap/remove or a seriously rework overall (several mods, by experienced modders), since it needs too much work in my opinion.
------Fantasy wrote:
good for ctb
Shad0w1and wrote:
@xexxar, those mappers love to map songs like this is because these songs are not like galgame op that have vocal flow need to be presented. these songs have multiple instruments could been considered and mapper could feel free to switch between them and make patterns, that is the difference
Xexxar wrote:
I have been told I should state that this comment is not to be taken seriously (unless you want to).
Monstrata wrote:
This set is really well mapped. But it's also overdone. This is going to set a poor example for new mappers who think they can just map double-bpm on any song
. I wouldn't be surprised if this made it past qualified the first time though. It seems nowadays difficulty is excusable if the map is well structured and looks pretty. Lets see how this goes.
someone back in 2015 wrote:
How can you say it plays bad?
Sorry dude, with all the respect, can you even pass this map?
wait its getting dq'd?!Karen wrote:
can you guys stop dropping shit posts and help the map instead.
yuki現在是神麻婆啦。Minakami Yuki wrote:
我至今还记得当年被发发说你hard太菜不收你gd的那刻
Quite likely? Since popular map might get more attention and inputs?Anxient wrote:
wait its getting dq'd?!Karen wrote:
can you guys stop dropping shit posts and help the map instead.
not really, new mappers could not map like this, unless they are genius. the difficulty spread highlights the climax of the song. if certain part is intense enough, the difficulty of that part could be unlimited. i dont find a actual overdone part when i checking the extra diffs. or some part might be doubtful, lets see the inputs from top player moddersMonstrata wrote:
This set is really well mapped. But it's also overdone. This is going to set a poor example for new mappers who think they can just map double-bpm on any song
.
Shad0w1and wrote:
not really, new mappers could not map like this, unless they are genius. the difficulty spread highlights the climax of the song. if certain part is intense enough, the difficulty of that part could be unlimited. i dont find a actual overdone part when i checking the extra diffs. or some part might be doubtful, lets see the inputs from top player moddersMonstrata wrote:
This set is really well mapped. But it's also overdone. This is going to set a poor example for new mappers who think they can just map double-bpm on any song
.
i mean the mapset as a whole. HW's.. well i really could not judge that diff, it should be a 8star diff but just SR does not consider the slider difficulty and other stuff.-Kanzaki wrote:
I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.
Yuii- wrote:
And please, stop saying that people can have a different way to interpretate music's intensity. Stop it.
byfar wrote:
no, people CAN have a different interpretation of a song's intensity. in the end it depends on the execution of the mapping to see if it fits or does not fit.
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
its clearly a joke dude.Kuuma wrote:
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
你要是闲的话找个人来抵扣一下把红绿先改了再喊我Flower wrote:
Some technical thing.
1. Green line and red line.
That is a problem. I wonder why AiMod doesn't check that. It's my mistake didn't use AiBat.
2. Delayed hitsound
I don't have audio editing tool and I don't know how to edit sound, so if anyone would like to do it I would like to appreciate it.
3. Readability
I think that slider has a stack, so won't be a problem.
Some other thing.
Deq is confirmed according to the above claims. I hope things could be solved once for all. No drama. No hating. 还有希望朋友们好好看戏,不要再说话了。辩论有什么用呢,能当kd使吗?反正我的图就是屌
a loli wrote:
the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map).
a loli wrote:
HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.
-Kanzaki wrote:
I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.
I agree with this and I hope (5) could be a reverse slider or 1/2 slider and (6) to be removedCharles445 wrote:
[CODENAME_AXION]
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
your country didnt get nukedKuuma wrote:
You must not know a lot of history. I'd have to strongly disagree with your claim.fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
i agree!fartownik wrote:
ranking this is the worst thing that happened to humanity since World War II
Irreversible wrote:
who made this pro normal
also changed the green line problem.handsome wrote:
hi xd
here's a fixed hitwhistle with most of the 'empty noise' cut off. i actually don't think its necessary since its not a hitnormal or anything. changed
CODENAME_AXION
increase OD? (8.5/9) though I think its not necessary... changed to 8.2
00:39:025 (1) - stack this on 00:38:462 (4) - head to so that there's more movement after 00:38:837 (3) - I think it's better to keep it neat with current pattern
01:13:993 (1) - try ending the spinner here instead 01:15:025 - ? it has a sound, and as it stands you have to continue spinning even when the note is visible which isn't really pleasant, same for hyper ok
and thank you for mapping and hosting this set, its really an inspiration!
Charles445 wrote:
Heya! Good luck on studies.
When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm
[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh) I think it is easy to be determined from the slider speed, so nah, I think it's ok
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)
[fanzhen's Hard]
great stuff
[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon. I think this should be ok as it follows the music well, player will read it properly
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern -> https://osu.ppy.sh/ss/4340824
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better -> https://osu.ppy.sh/ss/4340841 I thought opposite. since this is kind of subjective I decide to keep it
01:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle? I think the impact is better if i leave it
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read i doubt it, and current combo is aesthetically better
[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea -> https://osu.ppy.sh/ss/4340942 imo the gradual addition is good, and it plays cool
00:18:400 (1) - Maybe remove a repeat from this slider? I think this one is ok
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time I made a change. I'll ask fanzhen later about the idea
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful. I think the jump is acceptable for slider to circle. it plays well even with mouse
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more -> https://osu.ppy.sh/ss/4340980 this happen too many times in fanshen's previous maps, and I think it's fine. same below
00:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive -> https://osu.ppy.sh/ss/4341004
00:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... -> https://osu.ppy.sh/ss/4341022
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better. I think the pattern is straightforward. should be same as other overlapped patterns. just need a bit speed
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - -> https://osu.ppy.sh/ss/4341040 umm personally i think current plays better
01:20:181 (2,3) - This is a really weird pause it's same as the previous bar, i think it's readable
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here i think it should be fine as I made similar pattern before. I'll ask fanzhen
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine. nah I think 1/8 follows music
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much. mmm.. this may not be a good reason. it look cool
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.
[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013
00:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082
01:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump
[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. -> https://osu.ppy.sh/ss/4342204
00:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this
[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.
00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea. https://osu.ppy.sh/ss/4342280
00:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good I think this one fits the music well enough
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though as the music is intense I think making it tricky is fine
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much. if this got changed then the diff could lose its meaning. btw I don't think it's the hardest part. same for the last part before break
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine. same as before
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read. current one looks better imo
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff i'll see
thank you for your help charles!Charles445 wrote:
Heya! Good luck on studies.
When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm
[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much. the pattern is totally ok for playing of course for sure, but according to so much people complain about this, i decide to change it to another style, thou not lower down the sv, but only larger the jump between 1's end and 2's head: now the pattern is much more "easier to you in reading, and maybe in playing as well".
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity. well 0.1x sv shifting really makes some differences here, it'll give something not same to general players in playing this pattern that at least overlap the repeating sliders' head and end, which i won't do here in this diff.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182 same as above.
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset. i've set 00:27:400 (1,2,1,2,3,4,1,2,1,2,1,2,3,4,1,2) - 's rhythm style to get ready for that pattern, even spacing is tricky here.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131 ahh you are right from a flow viewing, thou i still wanna keep the structure (see 00:35:275 (2,3,1) - and 00:36:587 (2) - )
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193 repeating slider holding thing is similar to the stuff which i've mentioned above.
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198 ^ for similar mod.
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225 moved to 291,269 thou.
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209 lol, for 5 and 1 are in symm positions, players can see it easily imo, it's just testing aiming here. and also, the part is not requiring an anti-flow, current pattern is fine imo.
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239 ^ for similar mod, and actually there's faster in the diff later...
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013 true, changed the whole pattern and unlocked the organizations here, remapped this part.
00:49:150 (5) - A new combo here would probably make this easier to read. swap 00:49:525 (1) - 's nc to this note's.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024 great idea, thou i've set two doubles at 00:49:900 (1,2) - and 00:50:275 (3,4) - , and 00:50:650 (5,6,7,8) - is a series of single pattern, so i decide to not change this.
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties i still think the horn's beats snaps at 1/3 ticks... thou changed...
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here. after several trying i insist my choice, the pattern is designed just like that to express the bell track meanwhile.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section. i can play the pattern my self, play those patterns is not requiring luck. song's emotion drive me do patterns like that, 1/4 snapped notes can be seen in this diff everywhere, these notes are not double streams, but only another style i set notes like single tapping stuffs.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070 thou i won't change the general idea of the pattern, still reconstructed those spacings and composing.
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078 changed to another pattern.
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082 ok, but i also reversed 4. the pattern of those series of anti slider jumps can be consistent now.
01:28:337 (5) - Reverse this for the jump? hmm nope.
01:34:525 (1,2) - This is a really big jump for this section x_x lol yeah.
01:36:025 (1,2) - I'd make these easier this is easier than previous ones.
01:37:525 (1,2) - Same as before ^
01:47:650 (3) - Add new combo so it's clear that this isn't a jump fixed.
osu file format v14
[General]
AudioFilename: AXION1.mp3
AudioLeadIn: 0
PreviewTime: 75376
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5
[Metadata]
Title:AXION
TitleUnicode:AXION
Artist:sakuzyo
ArtistUnicode:削除
Creator:Flower
Version:HW's EX
Source:BMS
Tags:cytus C82 LKs Irreversible Amamiya Yuko skystar fanzhen0019 Hollow Wings
BeatmapID:490910
BeatmapSetID:115193
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9.6
SliderMultiplier:3.5
SliderTickRate:2
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262,95,88056,1,0,0:0:0:0:
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108,285,89181,1,0,0:0:0:0:
174,39,89275,6,0,B|190:73|190:73|178:253,1,218.75,8|0,0:0|0:0,0:0:0:0:
259,250,89556,1,0,0:0:0:0:
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497,154,90400,5,0,0:0:0:0:
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492,192,92556,1,8,0:0:0:0:
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444,310,93025,21,0,0:0:0:0:
492,192,93150,1,8,0:0:0:0:
444,74,93275,1,0,0:0:0:0:
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417,123,94337,1,0,0:0:0:0:
325,84,94525,5,8,0:0:0:0:
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337,72,94806,5,0,0:0:0:0:
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135,176,95837,1,0,0:0:0:0:
225,144,96025,5,8,0:0:0:0:
481,235,96118,1,0,0:0:0:0:
213,132,96306,5,0,0:0:0:0:
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454,284,97337,1,0,0:0:0:0:
370,245,97525,21,8,0:0:0:0:
104,308,97618,1,0,0:0:0:0:
382,233,97806,5,0,0:0:0:0:
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104,308,98650,5,0,0:0:0:0:
104,308,98743,1,0,0:0:0:0:
104,308,98837,1,0,0:0:0:0:
104,308,98931,1,0,0:0:0:0:
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193,322,99306,1,0,0:0:0:0:
193,322,99400,1,4,0:0:0:0:
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108,224,109150,5,0,0:0:0:0:
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452,219,110181,1,0,0:0:0:0:
466,142,110275,1,8,0:0:0:0:
445,68,110368,1,0,0:0:0:0:
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325,367,110837,1,0,0:0:0:0:
238,241,111025,1,0,0:0:0:0:
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415,244,112900,6,0,B|476:283|476:283|377:57,1,306.25,4|0,0:0|0:0,0:0:0:0:
347,292,113650,2,0,B|297:299|297:299|362:175,1,175,8|0,0:0|0:0,0:0:0:0:
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480,64,115900,6,0,L|307:92,1,175
449,171,116181,1,0,0:0:0:0:
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181,330,116931,1,0,0:0:0:0:
181,330,117025,5,0,0:0:0:0:
240,201,117118,1,0,0:0:0:0:
243,49,117212,2,0,L|281:142,1,87.5,8|0,0:0|0:0,0:0:0:0:
421,332,117400,5,4,0:0:0:0:
about HW's diff. tbh myself can't understand the logic either, but quite a few people (>10 people rank 3000+) showed it to HW and me that the patterns play fine, so that can't be a coincidence. i'll wait for his replyfartownik wrote:
Sry but this shouldn't be bubbled yet. It's gonna get disqualified soon enough if you qualify it now. There's still some major stuff not fixed.
[AXION_REBORN]
00:43:900 (1,2,3,4) - What in the world. You ran out of playfield? This is not how you deal with such things. Make it consistent with 00:43:525 (1,2,3,4) - wasn't out of playfield bound so it's fine
01:25:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - Pretty mindless pattern imo. The whole sequence of 01:26:556 (8,1,2,3,4) - plays horrible, especially the fast dash from (8) to (1). You also completely change the logic of your pattern even though the only thing that changes in the song is the pitch. First you have some 'regular' streamjumps heading in the same direction, then you change it to vertical jumps all of a sudden. I can somehow understand the spacing change between 01:26:650 (1,2,3,4) - but I don't understand why you change the pattern logic. I saw many occurrences in previous (>yr2012) so it's generally fine