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Kinshara
9 star map

shiirn the god
MMzz
8-)
Topic Starter
Shiirn

MMzz wrote:

8-)
8-)
Ongaku

Shiirn wrote:

MMzz wrote:

8-)
8-)
8-)
Topic Starter
Shiirn
aaaand now we're pending


let's start this roller coaster
Ongaku

Shiirn wrote:

aaaand now we're pending


let's start this roller coaster
time to prepare my anus
Juris
Comfort

00:14:456 (2) -
00:13:207 (4) -
Both above beats I feel break the flow of the map a little, try moving them closer but not break the design

00:27:686 (7,8,1,2,1,2,3,4,5) - this entire section goes to wrong beats mostly.
Breakdown: 00:27:686 (7,8) - there is meant to be a beat after 7 and after 8 (listen to the song in 25%)
00:27:895 (1,2,1,2,3,4) - here doesnt really have any beats as it fades out so much that they are barely audible or not there at all, needless section, except for maybe the first slider. Im not talking about the slider after the stacked notes.

01:06:124 (1) - I dont like this placement :S I suggest putting it close to the slider 01:05:707 (2) - so that the jumps are all the same distance. I'd say this would improve flow.

01:20:915 (1,2,1,2,1,2,1) - ew I hate these PP jumps ;_;

01:22:895 (1,2,1,2) - ewwwwwwwwwwwww more pp jumps

01:30:811 (4) - i'd place this closer to the end of the slider its next to because I think it breaks flow a bit

01:31:332 (3) - this slider isn't mapped to beats as the beat represented 01:31:124 (2) - is held

01:31:853 (1,2,1,2,1,2) - this section here breaks flow
Rixia Mao


it is indeed very hard but at the same time very enjoyable, not like some unplayable 7.5*+ BS
gj Shiirn and gl for rank!
ConsumerOfBean
quick mod from 5digit trash
(note: this mod is shit)
normal
00:21:645 (1) - what rhythm is this mapped to? doesn't sound like anything to me.
01:09:978 (1) - 4 beats of reaction time? i don't think normals need that much...
hard
in general, this diff would benefit design-wise and play-wise with a lower cs, like maybe 3.5 or 3.7.
00:10:707 (4,1) - this is not very good when the ar is slow, like it is since it's a hard. it is very frustrating for players.
00:27:895 (2,3) - the 1/4 transition is a bit much for a hard, but then again, the cs is 3.3.
01:20:395 (2) - maybe make the slider 1/2 and add a note on the blue tick?
01:22:061 (2) - ^
insane
amazing. great job ongaku!
Can't mod the rest since i can barely play them. Good luck with rank.
Topic Starter
Shiirn
Minx

Minx wrote:

Comfort

00:14:456 (2) -
00:13:207 (4) -
Both above beats I feel break the flow of the map a little, try moving them closer but not break the design as it is right now moving the notes a handful of pixels in any direction isn't going to chance the kind of "flow" it has, but i'll fiddle around with it over time

00:27:686 (7,8,1,2,1,2,3,4,5) - this entire section goes to wrong beats mostly.
Breakdown: 00:27:686 (7,8) - there is meant to be a beat after 7 and after 8 (listen to the song in 25%)
00:27:895 (1,2,1,2,3,4) - here doesnt really have any beats as it fades out so much that they are barely audible or not there at all, needless section, except for maybe the first slider. Im not talking about the slider after the stacked notes. I am fully aware of what the song precisely does here but it is pretty hard to figure out exactly what to do that also plays well. again, more fiddling required

01:06:124 (1) - I dont like this placement :S I suggest putting it close to the slider 01:05:707 (2) - so that the jumps are all the same distance. I'd say this would improve flow.

01:20:915 (1,2,1,2,1,2,1) - ew I hate these PP jumps ;_;

01:22:895 (1,2,1,2) - ewwwwwwwwwwwww more pp jumps An offbeat ladder section blah blah discussed on irc

01:30:811 (4) - i'd place this closer to the end of the slider its next to because I think it breaks flow a bit

01:31:332 (3) - this slider isn't mapped to beats as the beat represented 01:31:124 (2) - is held

01:31:853 (1,2,1,2,1,2) - this section here breaks flow
most discussed on irc

In the future try to be a bit more descriptive as to what you mean by "flow", especially when modding a map that needs experienced input. Thanks for your time!

Failure

FailureAtOsu wrote:

quick mod from 5digit trash
(note: this mod is shit)
normal
00:21:645 (1) - what rhythm is this mapped to? doesn't sound like anything to me. There is a psuedo-vocal that allows a normal-level player to just follow the beat.
01:09:978 (1) - 4 beats of reaction time? i don't think normals need that much...

hard
in general, this diff would benefit design-wise and play-wise with a lower cs, like maybe 3.5 or 3.7.
00:10:707 (4,1) - this is not very good when the ar is slow, like it is since it's a hard. it is very frustrating for players I figure the change in combo color tells enough about the pattern that they know that it's not a normal swap.
00:27:895 (2,3) - the 1/4 transition is a bit much for a hard, but then again, the cs is 3.3 144bpm is extremely easy to slider-circle-slider 1/2-1/4-1/2 pattern with. sliders are lenient enough both in the area they allow the cursor to be and timing to let this be quite fun for a Hard level player.
01:20:395 (2) - maybe make the slider 1/2 and add a note on the blue tick?
01:22:061 (2) - ^

insane=amazing. great job ongaku!
Can't mod the rest since i can barely play them. Good luck with rank.
Ongaku

FailureAtOsu wrote:

quick mod from 5digit trash
01:20:395 (2) - maybe make the slider 1/2 and add a note on the blue tick? would make it a bit too hard, since its stacking. if the issue persists, i'll change it
01:22:061 (2) - ^ ^
Intone
FINISHED MODDING :D

hi I'm only going to mod the 2 4-5* because I can't play 7*+ so I donn't want to give poor advice.

Extra
00:05:814 (3,4) touching pls fix for aesthetics
00:10:1109 (8,1) spacing makes the beats confusing. I'd recommennd just stacking the 1 on 2 if you do want the 8 in that area.
00:22:374 (3,4) hmmm this jjump is pretty sudden. I would consider moving the 4 or ctrl g the 3
00:37:061 (1,1) waooo you might want to take off NC on one of these
00:50:968 (3) you probably might want to curve this right instead of left. for flow?
00:59:770 (7) I think someone ranted about this kind of pattern on forums. It's really hiddenn and hard to see, please consider changing ;o

Onngaku's Insane
wow I love the sliders and how you use the slider velocities. Great job here, I applaud you :D
however, I'm not sure how comfortable I feel about the use of short overlapping streams. I thinnk this is too difficult for this player level at 4.19--consider channging it or making the streams closer together.
The spaced streams too^. I think this is way too hard of a pattern for low 4* players. I can play up to 5.5* and I still can't do spaced streams XD.
01:21:540 (1) weirdly formed slider here. Try flipping to curve other way>?
01:34:145 (8) being a little nitpicky here but theyre touching :O (8 + 9)
Ongaku

Intone wrote:

Onngaku's Insane
wow I love the sliders and how you use the slider velocities. Great job here, I applaud you :D
however, I'm not sure how comfortable I feel about the use of short overlapping streams. I thinnk this is too difficult for this player level at 4.19--consider channging it or making the streams closer together.
The spaced streams too^. I think this is way too hard of a pattern for low 4* players. I can play up to 5.5* and I still can't do spaced streams XD.
01:21:540 (1) weirdly formed slider here. Try flipping to curve other way>? applied~
01:34:145 (8) being a little nitpicky here but theyre touching :O (8 + 9) saem m8. dw i fixed it
Thanks for your feed back!
ProfessionalBox
Added a slider after a spinner since it's a normal now

normal
osu file format v14

[General]
AudioFilename: routing.mp3
AudioLeadIn: 0
PreviewTime: 73311
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 7895,14874,14926,14978,15030,15082,19145,21645,28311,34978,36645,43311,46645,54978,56645,59978,63311,66645,66697,69978,84978,96645,99926,99978,100030,100447,101020,101645,111645,114145
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.4

[Metadata]
Title:Routing
TitleUnicode:Routing
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Shiirn
Version:ProBox's Normal
Source:beatmania IIDX
Tags:23 copula 22 pendual super future 2323 professionalbox ongaku
BeatmapID:879466
BeatmapSetID:403282

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.999999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"sazdgffsadgdfs.jpg",0,0
//Break Periods
2,43511,45205
2,56845,68538
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1645.08695652174,416.666666666667,4,2,0,70,1,0
36540,-100,4,2,0,70,0,0
37061,-100,4,2,0,70,0,0
39978,-100,4,2,0,70,0,0
40603,-100,4,2,0,70,0,0
41020,-100,4,2,0,70,0,0
41436,-100,4,2,0,70,0,0
41853,-100,4,2,0,70,0,0
42270,-100,4,2,0,70,0,0
42686,-100,4,2,0,70,0,0
43311,-100,4,2,0,70,0,0
73311,-100,4,2,0,85,0,1
79770,-100,4,2,0,85,0,0
79978,-100,4,2,0,85,0,1
83311,-100,4,2,0,85,0,1
83728,-100,4,2,0,85,0,1
84978,-100,4,2,0,70,0,0
86645,-100,4,2,0,70,0,1
96645,-100,4,2,0,70,0,0


[Colours]
Combo1 : 155,237,120
Combo2 : 238,234,72
Combo3 : 241,107,218
Combo4 : 80,217,241

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-Atri-
AIUEOKAKIKUKEKOSASHISUSESO



[Ongaku's Insane]
  1. 00:35:533 (2) - This slider is snapped 1/3 but the end is snapped on.... nothing
  2. 01:32:478 (2) - Intentional to not stack with 01:31:540 (8) - ?
    Good diff

[Extra]
  1. 00:04:978 (1) -

    Better merging by curving 00:04:041 (5) - plz
  2. 00:05:395 (1,2,3,4) - I have no idea why you increase the spacing here, They're the same sound as 00:02:061 (2,3,4,5) - and 00:03:728 (2,3,4,5) - , and no stronger sound can be find there.
  3. 00:16:020 (1,1,2,3) - srsly, i have no idea what you're doing here, but i am pretty sure this is uncomfortable to play if you switch a linear flow to a sharp angle so suddenly, yet didn't flow well
  4. 00:16:436 (2,3) - Is this intentional to not stack?
  5. 00:16:853 (1,1,2) - Flows weird imo, especially 00:17:165 (1,2) -
  6. 00:24:561 (4) - Place there for better flow:
  7. 00:36:228 (7) -

    This.
  8. 01:21:020 (5,6,1,2,1,2) - Creative, But i saw it some people hatred to playing this because of difficulty spikes
  9. 01:42:895 (1,2) - Is this intentional to not stack?
  10. 01:47:895 (1) - I think it's better to do more parallel

Iine

Sorry for hard to read screenshots

GL~
-GriM-
no kudosu just a suggestion

Comfort's hp should probaly be nerfed to 6 or something, since the map is insanely hard
Ongaku

KuranteMelodii wrote:

[Ongaku's Insane]
  1. 00:35:533 (2) - This slider is snapped 1/3 but the end is snapped on.... nothing dont know what happened there. good catch
  2. 01:32:478 (2) - Intentional to not stack with 01:31:540 (8) - ? inte ntional
    Good diff
Thankies!
lilynya
.
MoodyRPG
General
  1. ok
ProBox's Normal
  1. 00:21:645 (1) - Hmm, I feel an important note here in this part, try this rhythm
  2. 01:14:561 (1) - Are you sure about this new combo? The music doesn't change too much imo
Collab Hard
  1. 00:07:478 - Add a note here?
  2. 01:38:728 (5) - New combo?
Ongaku's Insane
  1. Crazy diff o/
Extra
  1. 01:39:874 (2) - New combo too like the others sliders?
Good luck
ac8129464363
good job ongaku :d
Ongaku

deetz wrote:

good job ongaku :d
Thanks <3
Thank Shiirn for guiding me
lilynya
.
Topic Starter
Shiirn
He's my little mapping protege


gonna teach him all da tricks before i die
Ongaku

Shiirn wrote:

He's my little mapping protege


gonna teach him all da tricks before i die
he's my special sensei
Shohei Ohtani
It's crazy to think that we're both considered pre-2012 mappers

but while you make maps that people are like "omfg so crazy" I'm making maps that people just kinda fall asleep over lol.

cum:
00:11:645 (1) - Would be cool to rotatoe this to the left so there's no overlap. Aesthetics and all.
00:13:936 (1) - drumhitclap here?
00:14:456 (2) - drumhitfinish???
00:36:228 (7) - Why is this spacing smaller here even though the impact of the beat is still the same as the other previous beats?
01:25:395 (1,2,3,4,5) - hitsounds pls? There's a lot of hitwhistles that really wanna be here.

I literally can't say much about this because it's literally past my level of comprehension in terms of difficulty, but I can tell that it's not shit, and is relevant to the song.

sextra:
just apply my hitsounding mods to this diff too
00:25:395 (1,2,3,1,2,3,4) - Like it's nice and the music is kinda repeating but I'd love to have some sort of like something going here to make it not look lazy. Like maybe rotate it or something?
00:27:061 (1,2,3,4,5,6,7,8,1,1,1,1) - fallin asleep tbh
01:06:645 - did u just like forget the finishes

ongaku:
00:04:665 (6,7,8) - like cool but like there's nothing definitive in the music that really give this any validity. While it could be good ornamentation, the style of mapping you have makes me only want to tap when a definitive beat exists, not when there's ornamentation.
00:57:374 (1) - please do not do this. Like it's cool in theory but in readability it's like a huge no no
01:13:311 - Would be cool if you did something similar to the above 2 diffs where you had a bass drum beat keeping the pulse of the map.

hard:
01:04:978 (1) - like it's fine but it's not consistent with the rest of the map, which kinda sucks. Plus, having so many spinners in a row (talking about the two after this one) is kinda blehh
01:37:478 (1,2,3,4,1,2,3,4) - more interesting shapes pls tbh

normie:
This diff spread is WAY too large. You NEED another difficulty in between this and hard.
Everything else in the diff is fine though

Nice stuff. Only major concern I have is diff spread between hard and normal
I Love Maki
THE GOD OF MAPPING RETURNS TO MAP THE BEST SONG ON IIDX
Ongaku

Reditum wrote:

ongaku:
00:04:665 (6,7,8) - like cool but like there's nothing definitive in the music that really give this any validity. While it could be good ornamentation, the style of mapping you have makes me only want to tap when a definitive beat exists, not when there's ornamentation. even if there isnt a very strong beat there to map, I find that it fits willingly and is better than a wubbly slider
00:57:374 (1) - please do not do this. Like it's cool in theory but in readability it's like a huge no no changed
01:13:311 - Would be cool if you did something similar to the above 2 diffs where you had a bass drum beat keeping the pulse of the map. applied
thanks for the input!

EDIT: Also applied the Hard
Yuzeyun
i looked at the 9-star map

i
Ongaku

_Gezo_ wrote:

i
lilynya
.
Topic Starter
Shiirn
if only you


also mission accomplished if 9* gives you cancer
RikiH_
m4m time ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)

General

  1. Extra: 5,31 stars / Comfort: 7,69 stars. Of course you need at least an inbetween diff, or even two, depends on the spread
  2. Not 100% sure about 1,59 and 3,09 between Normal and Hard
DO NOT MOD THIS

  1. This should be made illegal
Comfort

  1. I can't even play this diff by myself, so my mod here won't be exactly good, I will only point out structural mistakes, sorry
  2. 00:04:874 (3,4) - Improve this blanket, it's not really good
  3. 00:08:311 (1,4) - Weird overlap
  4. 00:09:040 (5,6) - This blanket is bad too, make it similar to that (4,5) blanket, that one is perfect
  5. 00:11:228 (1,1) - Weird overlap
  6. 00:35:533 (2,3,4,5,6,7) - Idk, this looks so random... Try to make some regular shape
  7. 00:56:436 (5,1) - Uh, I'm not sure about the flow here, when you start the big round slider, you have to change the direction suddently, ctrl+g-ing the (1) would fix it, but would destroy the following pattern, so a better way to fix it in my opinion is moving the (5) somewhere to the right of the big slider, so it won't destroy the flow
  8. 01:45:395 (1,4) - Weird overlap, make a better square
  9. 01:53:103 (3,4) - In order to make it look better: move 3 to 65|75, move 4 to 313|233
  10. This diff is out of my league, rip
Extra

  1. 00:05:603 (3,4) - I don't like the way these elements overlap, quite unconfortable to see
  2. 00:12:895 (1,2,3,4) - I know you want to emphasize this part, but this is too sudden in my opinion, and you will break the combo in 90% of cases
  3. 00:27:061 (1,2,3,4,5,6,7,8) - Why is the spacing in this stream completely random?
  4. 00:32:686 (1,2,3,4) - This is not well-blanketed with the slider, you should try to make it more round to fit it
  5. 00:36:228 (7) - Doesn't look really good, it's like a 2009/2010 slider lol
  6. 00:59:561 (6,1) - Not good, they overlap
  7. 01:16:645 (1) - This needs a ctrl+g, or it will break the flow
  8. 01:21:020 (5,6,1,2,1,2) - No please, don't, this is a huge difficulty spike, compared to the rest of the map, I think you should really change it. People will get here, break their combo and rage a lot
  9. 01:47:582 (4,1) - Too close each other
  10. 01:52:895 (1,2,3,4) - Similar to 00:12:895 (1,2,3,4) -
  11. I can't find huge mistakes here, don't hate me but honestly I don't like this map, because: First, the patterns look a bit random, it looks like there's not a structure in them, since there are lots of spacing changes which are completely random. (eg 00:23:520 (1,2,3,4,5,6) ) Second: The flow is weird in some parts, you have to reverse your hand while playing, or change direction in a weird way. (eg 00:46:332 (1,2,1) ) Last, some blankets are not really well made, and some sliders have weird shapes. (eg the ones I pointed out). I can't play Comfort diff, but it looks like something very similar happened there...
Ongaku's Insane

  1. AR 9,3 on Insane diff? Not sure about it, you should decrease it until 8,8-9,0. It still plays well
  2. 00:02:061 (2,3) - Weird overlap
  3. 00:03:520 (1,1) - ^
  4. 00:27:790 (4) - Prev: 0.71x / Next: 0.56x - This is weird
  5. 00:28:520 (2) - Move to 311|232 for a more regular pattern
  6. 00:41:436 (1,1,1,1) - Sorry if I get too nazi, but if you look closely you can notice that these sliders are not spaced equally, the gap between them is not the same everywhere
  7. 00:46:332 (1) - Weird overlap again, you can try to move this to 374|195 for example
  8. 00:47:895 (1) - Add a clap here?
  9. Nothing else, this one looks good and personally is my favourite diff
Collab Hard

  1. 00:10:395 (3) - Maybe try to move the slidertail some pixels up, because having straight sliders like this is not really cool imo
  2. 00:29:978 (1) - Move slidertail to 105|330, so the blanket is perfect
  3. 00:37:895 (2,3) - Bad blanket again
  4. 00:53:311 (1,2,1,2) - Again ^
  5. 01:56:645 - You forgot to silence the spinner here
  6. This diff is good, but please, those blankets, pay more attention...
ProBox's Normal

  1. Generally speaking, I think 1/2 distance between the last note and a spinner is not ok, since this is the easiest diff of the set. Try 1/1 distance instead
  2. 00:36:645 (3) - Uhmmm, this can be confusing because there is a huge beat 1/4 earlier... Maybe you can try to replace the previous note and this with a slider who ends in 00:36:540 -
  3. 00:37:061 - Add a note here?
  4. 01:39:978 - It looks weird here because the slider ends on nothing. The strong beat is 1/4 earlier, you caould try something else to fix it maybe?
  5. 01:53:311 (1) - Similar to 00:36:645 (3) - This song is silly lol
  6. 01:56:645 - Silence spinner end?
That's all guys, good luck with this set :)
Topic Starter
Shiirn
Riki

RikiH_ wrote:

m4m time ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)

General

  1. Extra: 5,31 stars / Comfort: 7,69 stars. Of course you need at least an inbetween diff, or even two, depends on the spread
  2. Not 100% sure about 1,59 and 3,09 between Normal and Hard
I am so god damn mad about all the spread comments I'm getting on this map. It's ridiculously hard to make a diff between Normal and Hard, and between Extra and Comfort, without it being utterly shit. If someone wants to try, give it a damn shot.

DO NOT MOD THIS

  1. This should be made illegal
Comfort

  1. I can't even play this diff by myself, so my mod here won't be exactly good, I will only point out structural mistakes, sorry
  2. 00:04:874 (3,4) - Improve this blanket, it's not really good
  3. 00:08:311 (1,4) - Weird overlap Going to have to deal with it.
  4. 00:09:040 (5,6) - This blanket is bad too, make it similar to that (4,5) blanket, that one is perfect
  5. 00:11:228 (1,1) - Weird overlap
  6. 00:35:533 (2,3,4,5,6,7) - Idk, this looks so random... Try to make some regular shape It's meant to be random. The music sounds semi-random at this point so I used a semi-random pattern.
  7. 00:56:436 (5,1) - Uh, I'm not sure about the flow here, when you start the big round slider, you have to change the direction suddently, ctrl+g-ing the (1) would fix it, but would destroy the following pattern, so a better way to fix it in my opinion is moving the (5) somewhere to the right of the big slider, so it won't destroy the flow Uh, no. Why do people forget how sliders work? You follow a very, very, very large area around the sliderball, not the sliderball or track itself. You can do pretty much the entire circular-slider combo without straying very far from the center of the field.
  8. 01:45:395 (1,4) - Weird overlap, make a better square Not meant to be a square
  9. 01:53:103 (3,4) - In order to make it look better: move 3 to 65|75, move 4 to 313|233 moved a bit but i'm not making it a perfect cross.
  10. This diff is out of my league, rip
Extra

  1. 00:05:603 (3,4) - I don't like the way these elements overlap, quite unconfortable to see
  2. 00:12:895 (1,2,3,4) - I know you want to emphasize this part, but this is too sudden in my opinion, and you will break the combo in 90% of cases I've seen very little breaking done here.
  3. 00:27:061 (1,2,3,4,5,6,7,8) - Why is the spacing in this stream completely random? This is one of those decelerating streams. It's not random, and since it's only 144 1/4, quite readable.
  4. 00:32:686 (1,2,3,4) - This is not well-blanketed with the slider, you should try to make it more round to fit it
  5. 00:36:228 (7) - Doesn't look really good, it's like a 2009/2010 slider lol lol maybe it's intended to be a bit weird looking since the music there is weird lol
  6. 00:59:561 (6,1) - Not good, they overlap
  7. 01:16:645 (1) - This needs a ctrl+g, or it will break the flow
  8. 01:21:020 (5,6,1,2,1,2) - No please, don't, this is a huge difficulty spike, compared to the rest of the map, I think you should really change it. People will get here, break their combo and rage a lot
  9. 01:47:582 (4,1) - Too close each other
  10. 01:52:895 (1,2,3,4) - Similar to 00:12:895 (1,2,3,4) -
  11. I can't find huge mistakes here, don't hate me but honestly I don't like this map, because: First, the patterns look a bit random, it looks like there's not a structure in them, since there are lots of spacing changes which are completely random. (eg 00:23:520 (1,2,3,4,5,6) ) Second: The flow is weird in some parts, you have to reverse your hand while playing, or change direction in a weird way. (eg 00:46:332 (1,2,1) ) Last, some blankets are not really well made, and some sliders have weird shapes. (eg the ones I pointed out). I can't play Comfort diff, but it looks like something very similar happened there...
Collab Hard

  1. 00:10:395 (3) - Maybe try to move the slidertail some pixels up, because having straight sliders like this is not really cool imoIs there something wrong with straight sliders now?
  2. 00:29:978 (1) - Move slidertail to 105|330, so the blanket is perfect
  3. 00:37:895 (2,3) - Bad blanket again
  4. 00:53:311 (1,2,1,2) - Again ^
  5. 01:56:645 - You forgot to silence the spinner here The spinner isn't silenced in ANY difficulty, what are you talking about?
  6. This diff is good, but please, those blankets, pay more attention... Right....


That's all guys, good luck with this set :)

All in all, you seem to mistake what the map is trying to do here. The music itself is nearly random in its emphasis and intensity, some parts being almost downright unpredictable. The only useful bits were the actual structural errors (blankets, etc), commentary on how the map was built was rather lackluster as you looked at it from your perspective and not mine, ongaku's, or probox's. Modding is harder than it looks. Might want to work on the overall tone of the mod, as even if you don't like the map you should still be at least neutral about it.

Thank you for your time.
Yuzeyun

Shiirn wrote:

also mission accomplished if 9* gives you cancer
i died for that sin actually
ProfessionalBox

RikiH_ wrote:

Generally speaking, I think 1/2 distance between the last note and a spinner is not ok, since this is the easiest diff of the set. Try 1/1 distance instead I think this is fine and in case it's a problem in the eyes of a BN it's easy to fix but we'll see
00:36:645 (3) - Uhmmm, this can be confusing because there is a huge beat 1/4 earlier... Maybe you can try to replace the previous note and this with a slider who ends in 00:36:540 - Did this, lets see what happens lol
00:37:061 - Add a note here? Since I replaced the last note with the slider I have to ignore this beat in order to make the next beat easier to hit on time
01:39:978 - It looks weird here because the slider ends on nothing. The strong beat is 1/4 earlier, you caould try something else to fix it maybe? Weird song, weird sliders. This part is something else and unless I get a suggestion from somebody on how to map this part to fit the easy/normal category I won't be touching it.
01:53:311 (1) - Similar to 00:36:645 (3) - This song is silly lol IKR. Same here.
01:56:645 - Silence spinner end? Sure
.osu
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AudioLeadIn: 0
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LetterboxInBreaks: 0
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TitleUnicode:Routing
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Shiirn
Version:ProBox's Normal
Source:beatmania IIDX
Tags:23 copula 22 pendual super future 2323 professionalbox ongaku
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433,207,50811,1,0,1:0:0:0:
486,291,51228,1,8,1:2:0:0:
435,377,51645,2,0,L|324:366,1,99.9999999999999,0|8,1:0|1:2,0:0:0:0:
256,306,52478,2,0,L|156:315,1,99.9999999999999,2|8,1:2|1:2,0:0:0:0:
99,233,53311,6,0,L|320:212,1,200,2|2,1:2|1:2,0:0:0:0:
397,202,54561,1,8,1:2:0:0:
256,192,54770,12,4,56645,1:0:0:0:
256,192,69978,12,8,72895,0:0:0:0:
38,266,73728,6,0,P|16:217|22:160,1,99.9999999999999
77,90,74561,1,2,1:2:0:0:
163,139,74978,2,0,L|281:125,1,99.9999999999999,2|2,1:2|1:2,0:0:0:0:
336,59,75811,2,0,P|361:102|357:166,1,99.9999999999999,0|2,1:2|1:2,0:0:0:0:
294,225,76645,6,0,L|176:239,2,99.9999999999999,0|0|2,1:2|1:2|1:2,0:0:0:0:
382,272,77895,1,0,1:2:0:0:
443,350,78311,2,0,P|479:299|411:177,1,200,0|2,0:0|1:2,0:0:0:0:
330,200,79561,1,2,1:2:0:0:
240,156,79978,6,0,P|216:103|234:46,1,99.9999999999999,2|2,1:2|1:2,0:0:0:0:
302,1,80811,2,0,P|326:54|308:111,1,99.9999999999999,0|2,1:2|1:2,0:0:0:0:
240,156,81645,2,0,L|123:148,1,99.9999999999999,2|2,1:2|1:2,0:0:0:0:
40,143,82478,1,0,1:2:0:0:
84,232,82895,1,2,1:2:0:0:
34,318,83311,6,0,P|78:334|144:310,1,99.9999999999999,0|0,1:2|0:0,0:0:0:0:
191,243,84145,2,0,P|238:230|285:246,1,99.9999999999999,0|0,1:2|0:0,0:0:0:0:
332,335,84978,2,0,B|347:122|347:122|355:175|411:198,1,300,0|0,0:0|3:0,0:0:0:0:
444,105,86645,6,0,B|428:31|354:3|309:28|279:52|279:52|235:8|182:32,1,300,2|2,1:2|1:2,0:0:0:0:
124,93,88311,2,0,P|99:54|101:-11,2,99.9999999999999,0|0|0,1:2|1:2|1:2,0:0:0:0:
196,162,89561,1,2,1:2:0:0:
148,249,89978,6,0,L|42:239,1,99.9999999999999,2|0,1:2|1:2,0:0:0:0:
96,152,90811,2,0,L|202:162,1,99.9999999999999,0|0,1:2|1:2,0:0:0:0:
277,219,91645,2,0,P|297:169|278:105,1,99.9999999999999,0|0,0:0|1:2,0:0:0:0:
210,63,92478,1,0,1:2:0:0:
195,161,92895,1,2,1:2:0:0:
182,260,93311,6,0,P|245:317|361:278,1,200,0|0,1:2|1:2,0:0:0:0:
403,208,94561,1,2,1:2:0:0:
331,137,94978,2,0,P|315:92|327:37,2,99.9999999999999,0|0|0,1:2|1:2|1:2,0:0:0:0:
416,84,96228,1,0,1:2:0:0:
500,30,96645,6,0,P|517:71|501:141,1,99.9999999999999,4|0,1:1|0:0,0:0:0:0:
443,199,97478,2,0,B|390:189|390:189|348:208|348:208|279:193,4,150,4|4|4|4|0,0:1|0:1|0:1|0:1|0:0,0:0:0:0:
305,53,100811,2,0,B|204:14|204:89|97:44,1,200,0|4,0:0|1:1,0:0:0:0:
21,2,102061,6,0,P|7:48|26:104,1,99.9999999999999,2|0,0:0|0:0,0:0:0:0:
87,171,102895,2,0,P|101:217|82:273,1,99.9999999999999,4|0,1:1|0:0,0:0:0:0:
25,344,103728,2,0,P|67:303|203:328,1,200,0|4,0:0|1:1,0:0:0:0:
287,361,104978,6,0,L|301:246,1,99.9999999999999,4|0,1:1|0:0,0:0:0:0:
208,222,105811,2,0,L|194:337,1,99.9999999999999,0|4,0:0|0:1,0:0:0:0:
287,361,106645,2,0,L|313:139,1,200,0|0,0:0|3:0,0:0:0:0:
323,63,107895,1,0,0:0:0:0:
415,100,108311,6,0,B|464:115|464:115|524:90,2,99.9999999999999,4|2|0,0:1|0:0|0:0,0:0:0:0:
323,63,109561,1,4,0:1:0:0:
230,100,109978,2,0,B|181:115|181:115|121:90,2,99.9999999999999,0|2|0,0:0|0:0|0:0,0:0:0:0:
323,63,111228,1,4,0:1:0:0:
414,102,111645,6,0,P|432:146|415:205,1,99.9999999999999,4|2,0:1|0:0,0:0:0:0:
336,249,112478,2,0,L|234:242,1,99.9999999999999,0|4,0:0|1:1,0:0:0:0:
136,234,113311,1,0,0:0:0:0:
256,192,113415,12,0,116645,0:0:0:0:
Ongaku

RikiH_ wrote:

Ongaku's Insane

  1. AR 9,3 on Insane diff? Not sure about it, you should decrease it until 8,8-9,0. It still plays well Oops, this diff was originally intended to be an extra. guess I forgot about the ar xd
  2. 00:02:061 (2,3) - Weird overlap fixed
  3. 00:03:520 (1,1) - ^ fixed
  4. 00:27:790 (4) - Prev: 0.71x / Next: 0.56x - This is weird whoops
  5. 00:28:520 (2) - Move to 311|232 for a more regular pattern applied
  6. 00:41:436 (1,1,1,1) - Sorry if I get too nazi, but if you look closely you can notice that these sliders are not spaced equally, the gap between them is not the same everywhere its fine, applied
  7. 00:46:332 (1) - Weird overlap again, you can try to move this to 374|195 for example fixed
  8. 00:47:895 (1) - Add a clap here? applied
  9. Nothing else, this one looks good and personally is my favourite diff
Thanks for the mod!

Ongaku's Insane : http://pastebin.com/3rDBe9r5
RikiH_
Wow Shiirn, you are so rude. I just said I don't like the map (and explained why pretty well imo), I'm not insulting you or whatever. Please calm down, or next time I won't even mod it, seriously. Sorry if I sounded rude, it was not my intention. I can't just spam happy smiles to make you understand I'm not rude.

I'm modding your map accordingly to 2016 ranking criteria, and some kind of patterns are not acceptable anymore, and you could create something better. This is the point of my mod. You should be more open to critics. And again, this is a constructive critic, not an insult. I feel sorry because it sounded like I was laighing at your set, but it's not true.

Also, remember that english is not my main language, so sometimes I may sound rude because I don't know any "kind synonims" for some words.

Peace.
Shohei Ohtani
S A L T Y
lilynya
.
Mazziv
s h o t s f i r e d
Mazziv

Aeii wrote:

RikiH_ wrote:

according to 2016 ranking criteria
That doesn't apply to Shiirn
bullshit
Topic Starter
Shiirn
Did a lot of self-modding on [Comfort].


Blankets fixed across the map, consistency within structured patterns improved, re-did some of the more troublesome patterns to be much more readable (And, in one case, actually harder! although the rest were made easier so SR has gone down by 0.01, we'll reach 7* yet1), added a few hitsounds that somehow disappeared into the ether somewhere along the line, deleted the 9* diff.


Really need top tier players (and modders, if they exist anymore) to give their input on [Comfort] as I'm sure anyone who is able to clear it has some level of sense of what parts are unusually hard or awkward to read. "Pretty good", "extremely fun", "Look forward to something different from bullshit DT TVsize crap" is helpful for my self-esteem but not so much for the actual map, unfortunately.
RikiH_

Shiirn wrote:

General

  1. Extra: 5,31 stars / Comfort: 7,69 stars. Of course you need at least an inbetween diff, or even two, depends on the spread
  2. Not 100% sure about 1,59 and 3,09 between Normal and Hard
I am so god damn mad about all the spread comments I'm getting on this map. It's ridiculously hard to make a diff between Normal and Hard, and between Extra and Comfort, without it being utterly shit. If someone wants to try, give it a damn shot.

If you can't make it, it doesn't mean it's impossible. I patrially agree on the Extra-Comfort diff, but I'm sure a lot of people can make a 2* diff.

Extra

  1. 00:27:061 (1,2,3,4,5,6,7,8) - Why is the spacing in this stream completely random? This is one of those decelerating streams. It's not random, and since it's only 144 1/4, quite readable. I know it's readable, but the spacing you used here is completely random, even if it's decelerating. You could just make 0.65 > 0.60 > 0.55 > 0.50 > 0.45 and so on. At the moment you have 0.64 > 0.51 > 0.51 > 0.54 > 0.43 > 0.37 > 0.31 > 0.50 which is completely random, and in some parts the spacing even raises.
  2. 00:36:228 (7) - Doesn't look really good, it's like a 2009/2010 slider lol lol maybe it's intended to be a bit weird looking since the music there is weird lol You can still make it weird without it completely looking like shit.
Just wanted to reply to this.

Also, you can silence the spinner in every single diff, if you want.
Topic Starter
Shiirn
The problem with making a difficulty between Normal and Hard isn't the star rating.


It's that the Normal has pretty much purely 1/1 focus while the Hard dips immediately into 1/4 focus at times due the how the music is presented. There is very little actual 1/2 emphasis available to map for a difficulty actually between them.
Aeril
i feel really happy that i can actually pass that comfort difficulty lmao
Comfort diff BTW xd
00:13:936 (1,2,1,2,1,2,3) - hmmm, i find the original pattern easier to hit, this one kind of felt awkward to me
00:15:707 (5,6) - i hit this but felt kinda awkward, maybe space these out a bit more
00:31:124 (1,2) - never once read this right, might just be me but ughh it just looks like it reads the other way around, prolly easier to read if you move the 2nd hit circle away from the slider its next to nvm, you fixed it just forgot to update xD
00:34:457 (1,2) - i found this fine but would prolly be easier to make the movement if ctrlg'd but wouldnt match the rest of the map i guess xd up to you
01:48:728 (3,4) - hmm, wouldnt this match rest of map if it was put on the slider end?
01:50:186 (2,3) - also kind of a bit hard to hit since 3 is so close to 2 in like a line so maybe move 3 to a sharper angle?
00:05:395 (1,2,3,4) - also this looks so weird lol compared to the square before it xD

well that was a fun map overall though :D

Chaos
Extra
00:44:353 (3) - Consider silencing the sliderend here? It does fit rhythmically but the hitsounds here with this sliderend included make it a bit too much, imo. I personally liked the silenced sliderend here when I tried it.
01:28:624 - Maybe put a circle at this time to fit the vocal chops here, since you already have (1) which is mapped to it. You could place the circle on top of (2) to keep it simple or do whatever you see fit mapping wise if you take this suggestion.
01:35:082 (5,6) - Following the previous vocal chops as above that could have emphasis in the mapping here. A triple of some kind might work here. I can understand if you want to keep this the same for rhythm's sake as it works alright.

There are couple of circle placements that I'm not personally fond of but can't say needs any changing. Difficult map to mod for me but I'll let other people talk about any other issues they find. gl Shiirn =]
Topic Starter
Shiirn

Aeril wrote:

i feel really happy that i can actually pass that comfort difficulty lmao
Comfort diff BTW xd
00:13:936 (1,2,1,2,1,2,3) - hmmm, i find the original pattern easier to hit, this one kind of felt awkward to me Reverted. You're not the only person who hated the new setup.
00:15:707 (5,6) - i hit this but felt kinda awkward, maybe space these out a bit more You're right.
00:31:124 (1,2) - never once read this right, might just be me but ughh it just looks like it reads the other way around, prolly easier to read if you move the 2nd hit circle away from the slider its next to nvm, you fixed it just forgot to update xD
00:34:457 (1,2) - i found this fine but would prolly be easier to make the movement if ctrlg'd but wouldnt match the rest of the map i guess xd up to you
01:48:728 (3,4) - hmm, wouldnt this match rest of map if it was put on the slider end? It's meant to not match on purpose. The music here is literally broken and MISSING pieces it had earlier, so the patterns are a bit broken.
01:50:186 (2,3) - also kind of a bit hard to hit since 3 is so close to 2 in like a line so maybe move 3 to a sharper angle?
00:05:395 (1,2,3,4) - also this looks so weird lol compared to the square before it xD

well that was a fun map overall though :D

Many thanks for your input! You confirmed a lot of the things I was worried about so I endeavored to fix them.

Chaos wrote:

Extra
00:44:353 (3) - Consider silencing the sliderend here? It does fit rhythmically but the hitsounds here with this sliderend included make it a bit too much, imo. I personally liked the silenced sliderend here when I tried it. I am a firm hater of silenced sliderends during parts of the map where they've got sound on the ends.
01:28:624 - Maybe put a circle at this time to fit the vocal chops here, since you already have (1) which is mapped to it. You could place the circle on top of (2) to keep it simple or do whatever you see fit mapping wise if you take this suggestion. The problem with that is that the vocal is actually on the 1/6 BEFORE the blue tick and it's extremely hard to make this readable at all. The vocals are not timed friendly at all.
01:35:082 (5,6) - Following the previous vocal chops as above that could have emphasis in the mapping here. A triple of some kind might work here. I can understand if you want to keep this the same for rhythm's sake as it works alright. Same issue as the other one.

There are couple of circle placements that I'm not personally fond of but can't say needs any changing. Difficult map to mod for me but I'll let other people talk about any other issues they find. gl Shiirn =]
This mod did cause me to fiddle a little bit with the vocal mapping to make it more readable so I guess this deserves a KD, even if I didn't directly apply any of the suggestions.
StoryTime


Same tbh
Shoga

StoryTime wrote:



Same tbh
Same tbh *^*
Chaos
I wanted to say that in checking what you pointed out about my mod, you're right on all points. I should have been more thorough in listening properly (especially at 25%) prior to pointing them out. ty for the feedback
buny
i think you could change some of the 1/3s in this mapped to be much more spaced, right now nearly every 1/6 is overlapping completely
00:40:186 (1) - take this section for example, this spacing for the triple could be increased a lot so that they don't touch each other


00:27:061 (1) - this should be spaced a lot more, it looks very much like a 1/6 stream

all in all, very good map with a nice flow to it. The emphasised parts are perfectly done like 01:21:124 (1) and i loved 00:56:645 (1)
Topic Starter
Shiirn

a loli wrote:

i think you could change some of the 1/3s in this mapped to be much more spaced, right now nearly every 1/6 is overlapping completely
00:40:186 (1) - take this section for example, this spacing for the triple could be increased a lot so that they don't touch each other


00:27:061 (1) - this should be spaced a lot more, it looks very much like a 1/6 stream

all in all, very good map with a nice flow to it. The emphasised parts are perfectly done like 01:21:124 (1) and i loved 00:56:645 (1)

You're entirely right on both accounts. I stretched out the 1/4s that are squeezed together. I had to redesign that buildup section entirely. I think it looks neato now. I noticed a lot of plays being a bit taken aback by the relatively easy "buildup" of those triples, but never really cemented it in my head until now.
Zyl
Heyo (sorry for the late :lol: )

*Warning* Marked = Optional!

[Normal]

PERFECT! Ready for ranking!

[Collab Hard]

Suggestions:
Don´t put sliders in red ticks :) (Optional)


Everything is good least here 00:13:936 (1) - (Don´t put sliders in red ticks, this is only for normals and easys but i everytime evade it! From here all will be of red ticks)
00:14:353 (3) -
00:18:520 (3) -
00:20:603 (2) -
00:22:686 (4) -
00:23:520 (2) -
00:29:353 (3) -
00:40:186 (1,1,1,1,1,1,1) -
00:43:520 (2) -
00:44:770 (1) -
00:46:020 (5) -
00:46:853 (2) -
00:47:686 (4) -
00:52:686 (3,4) -
00:56:436 (7) -
00:57:686 (4) -
01:01:020 (4) -
01:04:353 (4) -
01:07:686 (4) -
01:14:770 (5) -
01:16:020 (4) -
01:37:270 (3) -
01:42:895 (1,2,3) - Put breaks
01:46:228 (2,3,4,1,2,1) - Put 1 break at least :)
01:31:853 (4) - The kiai is clean least here (Put hitcircles is better! :) )
01:08:207 (6) - Why here isn´t a Hitcircle on the strong beat?
01:10:082 (1) - Without break? sure?

Good things :) :
Good flow
Good rhytmn
Good DS

Only red ticks
Topic Starter
Shiirn
For the hard:

This map is very weird. There is a lot of 1/4 and very heavy 1/2 emphasis. It's necessary for the difficulty flow to work.
Ongaku
We're almost there!

kill me exams 2 much 4 me
Topic Starter
Shiirn
Never fear! Things will happen!
Voli
ok so mapping an advanced for this is a PAIN because of the 1/4s just throwing it out there lol
Ongaku

Voli wrote:

ok so mapping an advanced for this is a PAIN because of the 1/4s just throwing it out there lol
exactly why its hard to balance the spread.
Mint
IRC mod on the hardest difficulty!

log
:44 appleeaterx: aah okay ^^
21:46 appleeaterx: will repeat the first suggestion too then so its easier to follow for you
21:46 appleeaterx: 00:14:978 (1,2,3,4,5) - You mainly emphasize the piano notes with the sliders, so why not here too? Would seem more logical to me as you do that throughout the whole map. Try something like this? http://puu.sh/mGTxE/9a48ae74a6.jpg
21:46 appleeaterx: 00:22:061 (4) - Such a strong sound, but little emphasis. Missed oppurtunity in my point of view.
21:46 appleeaterx: 00:35:533 (2,3,4,5,6,7) - Expected to be bigger, pretty sure every single 1/4 pattern (aside from DS keeping ones) is larger than this.
21:47 appleeaterx: 00:40:186 (1,2,3,1,2,3,1,2,3) - brilliant :3
21:47 appleeaterx: 00:51:436 (3) - Slider ends on downbeat, followed by a rather large jump on 00:51:749 (1) - , which doesnt have a loud/noticeable sound where this large jump could go with. Perhaps reconsider this part a bit using this information..., which shouldn't be that big of a deal, but these jumps are without the need really hard to hit now due to sudden snap change... I can hear a beat on (2)'s slider end, but that jump to (1) is really sudden and not fitting for a rather calm part for this song. Keeping two and ctrl+g 01:02:478 (1,2) - would work, but it's up to you.
21:47 appleeaterx: I've also seen a comment in the thread where someone said it's hard to read whether something is 1/6 or 1/8, and that's still the case.
21:48 appleeaterx: You have many stacked ministreams in the map, but they all vary in terms of snapping...
21:48 appleeaterx: A way to do this is like, make every stacked stream 1/8 and every 1/6 ministream gets a bit of spacing (or vice versa)
21:48 Shiirn: For the 1/6 vs 1/8 i try to make sure the 1/6 are spaced in angles and the 1/8 are stacked
21:48 Shiirn: yeah
21:48 Shiirn: i need to make it a clear difference both in combo number and stacking
21:48 appleeaterx: Maybe a way with colorhaxing might work too, but that depends on your laziness = =''
21:48 appleeaterx: It's still unclear to me in most parts how to determine snaps, but with a hard map like this i understand it might be a bit hard to satisfy everyone as i doubt even 1% of all the users can play this map... just try to be more consistent with this..
21:49 appleeaterx: overall not bad map, maybe im a bit biased with disliking it a bit more than usual due to the song choice, but it's good.
21:49 Shiirn: colorhaxing feels really gimmicky especially since the player would need to detect colors at, well, AR9.7
21:49 appleeaterx: ......... true
21:49 appleeaterx: i'm pretty sure this map will have to go through several dq's in order to get ranked.. but i hope you can push your way through it, since it'd be cool to have this ranked
21:49 Shiirn: yeah
21:49 Shiirn: im fully willing and ready to go through multiple DQs
21:49 appleeaterx: not sure if i'll be able to icon this, since this is really out of my league... but maybe many rank attempts & testplays might be able to convince me otherwise

Good luck for now :3/
Topic Starter
Shiirn
Made sure all 1/6 are spaced and 1/8 are stacked firmly. While doing that, did most of apple's suggestions, especially re: the kickback slider ending on a strong note. I modified it a bit to allow the part to still move to offbeat timing without having an awkward, abrupt transition. Yay polarity!
pishifat

Shiirn wrote:

It's ridiculously hard to make a diff between Normal and Hard.
If someone wants to try, give it a damn shot.
https://dl.dropboxusercontent.com/u/751 ... ced%5D.osu

i tried
Topic Starter
Shiirn
It's still way harder than the SR implies and ignores most of the song in later parts. I'll keep it in mind but I really feel like a difficulty like that would be more detrimental to the set than beneficial.

It's a good difficulty, but I'm someone who hates skipping like half the track purely because the rhythms are too much for the difficulty. Feels like a cop-out to me but I do appreciate the effort that was put into it. I'll certainly ask if I can use it if I or the ranking system is convinced that the set requires a difficulty like this. Thank you.
pishifat
it'll be waiting in my dropbox for whenever that decision is made ;)
Epsile
01:29:978 (1,2,3) - here's a suggestion for a pattern:


I'll be back with a full mod tomorrow don't worry
Broccoly
input from a professional vegetable

00:22:686 (1,1) - 00:34:249 (1,1) - cowardly note.. is she not confident..T^T hiding behind her mom
01:02:478 (1,2,1,2) - really strains the cursor movement. Big/fast jump from 1 to 2, but then the player has to stall and make a micro-turn to hit the next 1 which is followed by another big/fast jump. Really easy to miss and definitely not the effect you want the players to experience. At least make it zig-zag like this part: 01:31:853 (1,2,1,2,1,2) -
01:06:124 (1,2) - A jump this big is really needed? I don't hear any sound element in the music that calls for such spacing
01:07:686 (1,3) - 3 is almost covered by 1; you did try to not make them overlap completely but at this bpm and with this note density 3 is extremely hard to read
01:30:603 (2,3,4,1) - this jump is too much imo really not needed

SHIIRN I THOUGHT YOU DIDNT AGREE WITH XEXXAR'S MAP CUZ DISTANCE THEN WHY U DO THIS

00:56:645 (1,1,1,1,1,1) - but this pattern was pretty cool gotta admit

poke me ingame for your rage im ready
Topic Starter
Shiirn
Xexxar's map wasn't a 288bpm alternator jumpfest / singletap stamina test, it was a plain eroge OP ;)
wasonz

Shiirn wrote:

God Shiirn you've got a screw loose
Topic Starter
Shiirn
Going to end up using pishifat's 'Advanced'.

renamed probox normal to easy and pishifat advanced to normal. LOL
EphemeralFetish
Quick shitmod to point out obvious stuff for lower difficulties. Shiirn made me please forgive.

Ongaku's Insane


01:15:186 (1,2) - Blanket m8.
01:17:790 (2,3) - This one is ever so slightly off.
01:26:020 (5,1) - Stack is off.
01:31:020 (6,7) - Blanket slightly off again.

Collab Hard


01:13:311 (1) - The tail isnt over lapping perfectly. More to x444 y113. One pixel but whatever.
01:13:311 (1) - Blanket slightly off.
01:42:895 (1,2) - Uhh, was this supposed to have different hitsounding to 01:46:228 (2,3) - And onwards?

Probox's Easy


You didnt capitalize the "E" on easy m8.

00:12:478 (2,1) - Blanket off.
00:14:978 (1,2) - This one is looking slightly uneven.
00:24:978 (2,1) - Curve the 1 so it actually blankets properly.
00:46:645 (1,2) - Ever so slightly uneven.
00:49:978 (1,2) - Again.
01:14:978 (3,4) - Again.

No gameplay points because I don't feel Im experienced enough to judge lower difficulties.

pishifat
dudenice
Xexxar

Shiirn wrote:

Xexxar's map wasn't a 288bpm alternator jumpfest / singletap stamina test, it was a plain eroge OP ;)
wow this song is super calm? it disgusts me how mappers are utilizing big spacin just for pp? overdone for pp wow spacing wow you should map to song not to spacing noob mapper
Topic Starter
Shiirn

Xexxar wrote:

Shiirn wrote:

Xexxar's map wasn't a 288bpm alternator jumpfest / singletap stamina test, it was a plain eroge OP ;)
wow this song is super calm? it disgusts me how mappers are utilizing big spacin just for pp? overdone for pp wow spacing wow you should map to song not to spacing noob mapper
<3
RikiH_
You finally added a Normal, good job ;)
Ongaku

The Fetish wrote:

Ongaku's Insane


01:15:186 (1,2) - Blanket m8. fixed
01:17:790 (2,3) - This one is ever so slightly off. fixed
01:26:020 (5,1) - Stack is off. fixed
01:31:020 (6,7) - Blanket slightly off again. fixed
Thanks! Blanket mods always help!

Ongaku's Insane: http://pastebin.com/cZARr6g9
fieryrage
144 bpm alternate map i love you

g
comfort

tbh you might as well make the ar to 10
also is slider tick 4 needed im pretty sure slider tick 2 would do just fine and make it so its not impossible to combo the map without slider breaking????

also by the way 00:13:936 (1,2,1,2,1,2,3) - these aren't snapped correctly, some of them are off by 1 ms, idk if there's any more
00:05:915 (5) - nc to maintain consistency with 00:02:374 (1) - and 00:04:249 (1)
00:09:040 (5) - ^
00:14:560 (3) - maybe add a slow slider here for the synth?
00:27:895 (3,4) - that overlap on the 4th slider feels weird af maybe change it to this or something
00:52:895 (1,2,1,2) - ctrl + g ing this looks pretty cool idk if you want to do that tho
00:54:874 (2,3) - yo having this slider end on the main beat feels really awkward, maybe end the 2nd slider on the white tick and start the third one on the blue tick or smth
01:14:353 (1,2,1,2,1,2) - who a calm down man
01:18:207 (4) - make this more curved pls
01:29:978 (1,2,3,4) - the first slider is fine in this but the rest of them is uhhh not following anything?? the second slider should be 1/6 if im hearing correctly
01:53:311 (1) - make it so the spinner end isnt loud af pls ty

ex

i still don't think slider tick 4 fits hereeeeeee
00:12:895 (1,2) - you go into a jump after this you might as well make these jump too for flow
00:14:561 (7) - same suggestion as comfort
01:18:520 (1,2,1,2) - hel lo please make these triples and not kicksliders or at least move the kicksliders away from the other slider :^(
01:53:311 (1) - same thing as comfort

ongaku's insane

00:02:061 (2) - don't you have to nc sv changes? this goes for most of the intro
00:21:540 (7,1) - oh my god can you not do this ;-; make it a slider like this cuz that looks ugly
00:39:770 (3) - nc
00:54:978 (1,1) - the repeat sliders here make it so you're missing a lot of important beats that would be better off with circles / sliders emphasizing them imo
01:04:040 (2,3,4,5) - nc these for consistency with the other parts like this
01:08:207 (2) - ^
01:13:311 (1) - this sv change gotta go f a s t
01:16:645 (8) - nc?
01:25:395 (2,3,4,5,6) - these would prob be better nc'd because sv changes and stuff idk
01:33:520 (5) - nc
01:40:603 (5) - either nc this or 01:40:811 (6)

ok
Topic Starter
Shiirn

fieryrage wrote:

144 bpm alternate map i love you

g
comfort

tbh you might as well make the ar to 10
also is slider tick 4 needed im pretty sure slider tick 2 would do just fine and make it so its not impossible to combo the map without slider breaking???? discussed on irc

also by the way 00:13:936 (1,2,1,2,1,2,3) - these aren't snapped correctly, some of them are off by 1 ms, idk if there's any more ill check
00:05:915 (5) - nc to maintain consistency with 00:02:374 (1) - and 00:04:249 (1)
00:09:040 (5) - ^ ncs done
00:14:560 (3) - maybe add a slow slider here for the synth? gotta think about that one
00:27:895 (3,4) - that overlap on the 4th slider feels weird af maybe change it to this or something fiddled with it a bit
00:52:895 (1,2,1,2) - ctrl + g ing this looks pretty cool idk if you want to do that tho this causes anti-jumps that feel weird in the entire pattern
00:54:874 (2,3) - yo having this slider end on the main beat feels really awkward, maybe end the 2nd slider on the white tick and start the third one on the blue tick or smth fiddled with it a bit, i think it's way cooler
01:14:353 (1,2,1,2,1,2) - who a calm down man Moved a bit down. Biiiit less crazy.
01:18:207 (4) - make this more curved pls k
01:29:978 (1,2,3,4) - the first slider is fine in this but the rest of them is uhhh not following anything?? the second slider should be 1/6 if im hearing correctly This is really weird as the vocals are litearlly like 1/8 and 1/6 and even 1/12 but there is also an actual chime roll im trying to map instead. it's really confusing and idk what exactly to do with it
01:53:311 (1) - make it so the spinner end isnt loud af pls ty ok

ex

i still don't think slider tick 4 fits hereeeeeee
00:12:895 (1,2) - you go into a jump after this you might as well make these jump too for flow ok
00:14:561 (7) - same suggestion as comfort [/color]
01:18:520 (1,2,1,2) - hel lo please make these triples and not kicksliders or at least move the kicksliders away from the other slider :^(
01:53:311 (1) - same thing as comfort k

ongaku's insane

00:02:061 (2) - don't you have to nc sv changes? this goes for most of the intro
00:21:540 (7,1) - oh my god can you not do this ;-; make it a slider like this cuz that looks ugly
00:39:770 (3) - nc
00:54:978 (1,1) - the repeat sliders here make it so you're missing a lot of important beats that would be better off with circles / sliders emphasizing them imo
01:04:040 (2,3,4,5) - nc these for consistency with the other parts like this
01:08:207 (2) - ^
01:13:311 (1) - this sv change gotta go f a s t
01:16:645 (8) - nc?
01:25:395 (2,3,4,5,6) - these would prob be better nc'd because sv changes and stuff idk
01:33:520 (5) - nc
01:40:603 (5) - either nc this or 01:40:811 (6)

ok
Ongaku

fieryrage wrote:

ongaku's insane

00:02:061 (2) - don't you have to nc sv changes? this goes for most of the intro Somewhat, applied. lol
00:21:540 (7,1) - oh my god can you not do this ;-; make it a slider like this cuz that looks ugly The slider wouldn't be following anything, and I don't like when sliders do that. Instead, I stacked (7) over (1), if that makes it less ugly :c
00:39:770 (3) - nc applied
00:54:978 (1,1) - the repeat sliders here make it so you're missing a lot of important beats that would be better off with circles / sliders emphasizing them imo changed
01:04:040 (2,3,4,5) - nc these for consistency with the other parts like this fixed
01:08:207 (2) - ^ fixed
01:13:311 (1) - this sv change gotta go f a s t Don't know whether this is a suggestion, but g o t t a g o f a s t
01:16:645 (8) - nc?
01:25:395 (2,3,4,5,6) - these would prob be better nc'd because sv changes and stuff idk applied
01:33:520 (5) - nc applied
01:40:603 (5) - either nc this or 01:40:811 (6) changed a bit of things around that part. still applied NC
ok
ok <3
Natsu
General:

  1. Spread feels really not nice between Extra and comfort, you will need to get more opinions.. personally I feel:
    Easy---Normal------Hard-----Insane-----Extra---------------Comfort
    but ask more opinions of course!

Comfort

  1. 00:06:801 (1) - unsnapped
  2. 01:08:572 (5) - unsnapped
  3. just use AR 10???? i really don't see why 9,9 lol.. bpm and the way is mapped already call for it
  4. 00:16:020 (1) - man this slider shape looks really bad and unclean, I'm sure you can do it better, actually looks really old tbh
  5. 00:20:186 (2) - whistle spam is really annoying to hear, you don't need to add it at every single spot, remove them atleast from the 1/8 ticks?
  6. 00:22:686 (1,1) - TBH I can't really agree with those overlaps for obvious reasons, just try to don't hide it under the slider, at this speed is so hard notice at first play- there is 1 more I think
  7. 00:26:020 (1) - 1/4 slider fit better the music clearly, there are more cases where this happen, probably you trying to follow some noise sound, but I believe following the beats its better, they are clear
  8. 00:27:686 (1,2) - really need to be overlaped? I guess you could easily come with something better, ex:
  9. 00:30:395 (1,2,1,1,2,1,2,1,1) - can you explain how combos work at this and similar parts?
  10. 00:33:520 from here to 00:34:249 - according to the music, should be a 1-2 1-2 1-2 1-2 pattern, instead you have an inconsistent one because you did end a slider in an active beat at 00:33:520 - anyways I really advice you to reword this rhythm to:
  11. 00:38:520 (3) - This slider shape looks ugly from my point of view, maybe try something else?
  12. 00:44:665 00:48:520 (1,3) - cute lol
  13. 00:49:145 (1) - try to blank better with 00:48:520 (1) -
  14. 00:47:582 (4,5) - did you miss the triplet on purpose? I mean following the melody should be a circle in 00:47:547 (4) - and other at 00:47:617 (5) - like you did previously
  15. 00:51:749 (1) - i feel this and other blue ticks new combos don't make any sense with the music, for example doesn't make more sense that instead of having a NC on 00:51:749 (1) - add it on 00:51:853 (2) - where the new melody its starting? there are more cases check by your own
  16. 00:56:645 (1,1,1,1,1,1) - this is really cool .
  17. 01:05:186 (3) - according to your previous combo pattern at 00:56:645 (1,1,1,1,1,1,1) - should be at NC in 01:05:186 (3) - following the previous one at 00:58:520 (1) -
  18. 01:01:332 (2) - add NC? fit really nice with music, if you do then add it as well at 01:08:207 (2) -
  19. 01:07:061 (1,1) - don't stack perfectly at this bpm stacks and overlaps are super hard to read, I did the same mistake at my 266 bpm map
Extra:

  1. 00:04:249 whys is this acitve beat being ignored, according to the music you shouldn't, a really easy way to fix without having a weird polarity issue would be to:
  2. 00:06:228 - similar as above, this need a click action according to the music, same in 00:09:561 - check others by your own, tbh such strong beats shouldn't be slider tails, mainly in an extra diff
  3. 00:16:228 - similar as above, even your NC make more sense there, just hear the melody and you will notice.
  4. 00:22:895 etc ^ rhythms can be alot better at certain places
  5. 00:25:186 (1) - what is the reason behind the single combo? tbh you can just remove it, instead of create ann unnecessary HP boost
  6. 00:27:061 (1,2,3,4,5,6,7,8) - reduce the spacing consistent, actually it fluctuate too much
  7. 00:27:895 (1,1,1,1) - don't need to spam NCs just the first one is enough, the other 3 NCs just create unnecessary HP boost
  8. 00:29:561 active beats going again at slider tails
  9. 00:31:124 (2) - you can create a better blanket with 00:30:811 (1,3) -
  10. 00:32:895 (4,1) - Nazi, blanket can be improved
  11. 00:37:895 same as 00:29:561 -
  12. 00:46:853 (1) - this isn't NC on comfort diff, why it is here, just remove it and maybe you are missing a NC in 00:48:311 (5) -
  13. 00:52:374 (4,5) - make this a bit more close, so the spacing is a bit more different than in 00:52:478 (5,1) -
  14. 01:09:561 (1) - I'm sure you can come with a better slider shape, current one isn't that good IMO.
  15. 01:18:520 (1,2,3,4,5,6) - rhythm its really not nice, try to map the strong beats as slider head or circles - 01:18:728 - 01:19:145 -
  16. 01:19:978 (1,2) - jump its too much 2 doesn't have any high pitch, tbh is an almost inaudible beat, so the jump its really overdone
  17. 01:21:020 (5) - add NC, be consistent with 01:21:228 (1,2,1,2) -
  18. 01:24:040 (2,3,1) - spacing
  19. 01:27:374 (4,5,6) - same bit more readable tho
Ongaku's Insane:

  1. 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them
  2. 00:02:061 (2,1) - ^^
  3. 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset
  4. 01:44:561 (3,1) - something went wrong here uh
  5. 01:51:228 (1,1) - ^^^^^^

    Edit part:
  6. 00:22:061 I'd highly suggest looking at the rhythm in this map again, there so many active beats that end on slider ends (worst is that those sliders star in really pasive beats)
  7. About combos, lets take a look: 00:21:749 (1,2,3,4,5,6,7,8) - and 00:23:311 (1,2,3) - idk get how your comboing work, according to the music, I'd add a NC in 00:22:686 (6) - and remove the one at 00:23:311 (1) - , there are more cases were the comboing its super inconsistent, for example 00:20:811 (5) - vs 00:24:145 (1) - , try to check the whole diff and try to be more consistent with it
  8. 00:39:457 (2) - head and tail are mapped to strong sounds, that's regulary fine, but the repeat of this slider is mapped to a really different beat making the slider weird to play, I'd just add a 1/1 slider as extra and comfort diff, follow the hold sound is the best idea here tho
  9. 00:46:332 (1) - remove nc, melody is the same as the previous slider, the place where your NC should be is : 00:46:853 -, but then again you leave that active beat as slider tail
  10. 00:56:645 (1,1,1,1,1) - No Sv changes why the combo spam? just creating unnecesary HP boost, there is nothing hard to read in the pattern, (even tho I'd suggest playing with SV a bit here)
  11. 00:59:978 (1,1,1,1,1,1) - ^
  12. 01:03:311 (3,1,1,1,1,1) - ^^^ you don't even have a NC on 3 here, even tho is the first beat on the melody change
  13. 01:06:645 (2,1,1,1,1,1,1) - ^
  14. 01:39:874 (1,3) - a bit hard to read when playing, try to manual stack it (move some grids away)
Collab Hard:

  1. 00:02:895 (1,2,1,1) - again the combos without real reason to be, mind explaining why? personally I think 00:03:520 (1) - is totallt unnecessary
  2. 00:06:228 (4,5) - this don't have NC here, but the same rhythm at 00:02:895 (1,2) - have, why?
  3. 00:14:978 (1,2,1,2,1,2) - again your comboing its weird for not apparent reason, anyways I don't want to point them all, just recheck and make them consistent
  4. 00:19:040 (5) - this slider is ending in a really inaudible or almost inaudible beat, would make alot more sense if you end it at 00:19:353 - also you will avoid the weird polarity issue by doing this.
  5. 00:08:311 (1,3) - not a fan of those sliders, thhy looks like really old and not good shaped
pishi's Normal

  1. looks fine to me
ProBox's Easy :

  1. 00:37:061 - don't ignore this, its so strong in te music
wasonz
notice me senpai

edit: notice me senpai #2
Topic Starter
Shiirn

Natsu wrote:

General:

  1. Spread feels really not nice between Extra and comfort, you will need to get more opinions.. personally I feel:
    Easy---Normal------Hard-----Insane-----Extra---------------Comfort
    but ask more opinions of course! Most players and modders have no problem with the spread issues between Extra and Comfort. Anything in between would just feel really awkward as it'd either be a buffed up version of extra or a heavily nerfed Comfort, there are no good anchor points for a difficulty between these other than massively nerfing the spacing of comfort (which would just be superfluous)

Comfort

  1. 00:06:801 (1) - unsnapped
  2. 01:08:572 (5) - unsnapped
  3. just use AR 10???? i really don't see why 9,9 lol.. bpm and the way is mapped already call for it All of these done, AR10 done.
  4. 00:16:020 (1) - man this slider shape looks really bad and unclean, I'm sure you can do it better, actually looks really old tbh What? it's a linear slider. I made it a bit less jerky....
  5. 00:20:186 (2) - whistle spam is really annoying to hear, you don't need to add it at every single spot, remove them atleast from the 1/8 ticks? Sure, why not... it's just soft whistle either way.
  6. 00:22:686 (1,1) - TBH I can't really agree with those overlaps for obvious reasons, just try to don't hide it under the slider, at this speed is so hard notice at first play- there is 1 more I think I have never, ever, ever, ever seen a player capable of playing this difficulty miss this note, on first run or otherwise. This may be due to the fact that players of this caliber pretty much for sure have custom skins, but because this is actually very structured already ( 00:22:478 (7,1,1,2) - all of these blanket eachother either with slider tracks or approach circles) I would really, really like it to be kept as it is. If forced I can move the note somewhere else.
  7. 00:26:020 (1) - 1/4 slider fit better the music clearly, there are more cases where this happen, probably you trying to follow some noise sound, but I believe following the beats its better, they are clear Both this and 00:25:186 (1) - are emphasizing the single usage of the instruments placed there - they're brief holds rather than just taps (which 1/4 sliders are). I want, and players do experience, the difference between a 3/8 brief hold slider and a 1/4 "extended tap" slider. These have played very well and I have received a lot of support for them.
  8. 00:27:686 (1,2) - really need to be overlaped? I guess you could easily come with something better, ex: Overlap Fixed.
  9. 00:30:395 (1,2,1,1,2,1,2,1,1) - can you explain how combos work at this and similar parts? Readability. These new combos are here purely to simplify readability for players at these ridiculous velocities - a single combo will lead to complicated, overlapping track lines and confusing combo numbering. By having them all be different colors and distinctly separated in terms of patterning, it is sight readable that the player can expect the back-and-forth hops. This applies to all of the later combo setups I use 1,2 in.
  10. 00:33:520 from here to 00:34:249 - according to the music, should be a 1-2 1-2 1-2 1-2 pattern, instead you have an inconsistent one because you did end a slider in an active beat at 00:33:520 - anyways I really advice you to reword this rhythm to: There is actually a 3-point pattern in the music as well as an overlapping offbeat set. The way these notes are set up are to emphasize the offbeat hopping. I have not heard any playability concerns about this pattern, and to me it does what it sets out to do. With a piece of music like this - clearly designed for a game with more than five independent buttons to press - I need to make sacrifices here and there. This fits the later on 1,2 offbeat patterns to maintain playability.
  11. 00:38:520 (3) - This slider shape looks ugly from my point of view, maybe try something else? I mean they're not exactly meant to be art exhibitions...
  12. 00:44:665 00:48:520 (1,3) - cute lol
  13. 00:49:145 (1) - try to blank better with 00:48:520 (1) - tried
  14. 00:47:582 (4,5) - did you miss the triplet on purpose? I mean following the melody should be a circle in 00:47:547 (4) - and other at 00:47:617 (5) - like you did previously ??? I have no idea what you're suggestiong here. There is nothing in the music that implies a 1/8 triple nor a set of three 1/4 notes. It is an offbeat pattern and it plays extremely well.
  15. 00:51:749 (1) - i feel this and other blue ticks new combos don't make any sense with the music, for example doesn't make more sense that instead of having a NC on 00:51:749 (1) - add it on 00:51:853 (2) - where the new melody its starting? there are more cases check by your own A lot of the combo color fiddling has been done with the intent of making the map as readable as possible - with how fast these patterns are and with the extreme speed they race at the player at, I've probably messed up here and there at making other new combo sets consistent, and I've looked at them for so long the yolk normal to me. I'd love if people could give new combo suggestions along those lines such as this.
  16. 00:56:645 (1,1,1,1,1,1) - this is really cool .
  17. 01:05:186 (3) - according to your previous combo pattern at 00:56:645 (1,1,1,1,1,1,1) - should be at NC in 01:05:186 (3) - following the previous one at 00:58:520 (1) -
  18. 01:01:332 (2) - add NC? fit really nice with music, if you do then add it as well at 01:08:207 (2) -
  19. 01:07:061 (1,1) - don't stack perfectly at this bpm stacks and overlaps are super hard to read, I did the same mistake at my 266 bpm map Because this is the fourth iteration of the exact same beat pattern, I found that no matter what I did or where I put that slider and no matter how hidden it was, players hit it. This is the fourth time in a row that this beat pattern is set up, so players not only expect it, they're doing it almost entirely unconsciously at this point. If there is a ranking rule that requires it to be visible at these velocities, then i'll move it but as it is I think it's really neat.
wip response~ will get extra later.
Ongaku

Natsu wrote:

Ongaku's Insane:

  1. 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
  2. 00:02:061 (2,1) - ^^ applied
  3. 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset somewhat, applied
  4. 01:44:561 (3,1) - something went wrong here uh fixed
  5. 01:51:228 (1,1) - ^^^^^^ fixed
wip mod ~
If you could, and would be very appreciated, continue the mod, we really need this. Thanks!
Yuii-
Talked with Shiirn on how big is the difference between every difficulty with the previous one. Let's see, let's see.

[ProBox]

Your NCs seem to be quite inconsistent throughout the map. I am not getting if you are NC'ing every new stanza (for example, you made a mistake in 00:06:645 (3,1) - ), if you are NC'ing every 1 or 2 ( 00:14:978 (1,2,3,4,5) - that's an inconsistency) and so on and so forth. What I recommend you to do is to add an NC every 2 stanzas instead, this will avoid an unnecessary colour spam for a really low amount of objects per combo.

  1. 00:34:978 (1,2,3) - Circles here can be a bit hard to hit due to amount of sounds involved on this section, what about making a slider instead? Would be easier for newbie players.
  2. 01:37:478 (1) - You should avoid this slider and similars. The amount of repeaters is way too high for any difficulty.
  3. 01:46:645 (1) - I'm really worried about this slider. As soon as 01:44:978 (1) - ends, 01:46:645 (1) - pops into the screen, and that's unrankable I'd say.
[pishi]

The way you map this as a kind of Hard difficulty worries me a bit, especially rhythm-wise like 01:33:728 (2,3,4,5,6) - . Combining white/red/blue ticks on the same section is 99% of the times really hard to predict when the spacing is almost equal and considering the difficulty you are supposed to map, the gap between your diff and Pro's can be a bit too high.

[Hard]

  1. 00:29:353 (3,4) - Rhythm kinda sucks here, especially on 00:29:561 - because it's not clickable. I'd go with http://puu.sh/mYMl0/e7ef8f41bd.jpg .
  2. 00:54:874 (1,5) - The overlap is quite ugly here.
  3. 01:13:728 (2) - Can you make this look more pretty and simple? Just curve it once, flows better! https://osu.ppy.sh/ss/4485288 .
[Ongaku]

So this is the difficulty that worries me the most. The SV, the streams, the slider spam on the Kiai compared to the Hard.

The AR. Use 9, please.

  1. 00:57:374 (1,1,1,1,1) - 01:00:707 (1,1,1) - (etc.) All these NCs are completely unnecessary. There's no change on the snap nor the SV, don't abuse of the new combos :(.
[Extra]

  1. 00:06:783 (1) - Yo, what's up with that drum sampleset? Sounds really, really bad.
  2. 00:16:020 (1,1,2,3) - After all the circular flow, BAM, you force the player to do an antiflowy movement and, BAM, again with the linear flow on (1,2,3). What do you think about this https://osu.ppy.sh/ss/4485370 cool pattern I just made? It's some good shit, right? Yeah, improve mine lel.
  3. 00:22:895 - Could you make this clickable? I think it's worth it.
  4. 00:27:895 (1,1,1,1) - The spam?
[Comfort]

  1. 01:09:561 (3) - Can you NC it for the sake of readability? ty
I'm really tired, I can't even see the screen anymore hah
Topic Starter
Shiirn

Natsu wrote:

Extra:

  1. 00:04:249 whys is this acitve beat being ignored, according to the music you shouldn't, a really easy way to fix without having a weird polarity issue would be to: Sure why not.
  2. 00:06:228 - similar as above, this need a click action according to the music, same in 00:09:561 - check others by your own, tbh such strong beats shouldn't be slider tails, mainly in an extra diff Most of the time in this difficulty I am making the map less dense by having beats on slider starts and endings. if you want every single strong beat to be emphasized, you're going to end up with a tiny-spaced Comfort. Some beats have to be sacrificed to the Slider Ending God, and thus some are.
  3. 00:16:228 - similar as above, even your NC make more sense there, just hear the melody and you will notice.
  4. 00:22:895 etc ^ rhythms can be alot better at certain places
  5. 00:25:186 (1) - what is the reason behind the single combo? tbh you can just remove it, instead of create ann unnecessary HP boost Anyone who tells you that new combo fiddling like this fucks with the HP setup is lying. HP is something I don't even consider in a map - if they completely lose rhythm they're going to fail either way and whether or not they get "bursts" of hp means absolutely nothing to the map's playability. Also, these have new combos to emphasize the different instrument that play exactly once in the entire track. (Seriously camellia?)
  6. 00:27:061 (1,2,3,4,5,6,7,8) - reduce the spacing consistent, actually it fluctuate too much changed
  7. 00:27:895 (1,1,1,1) - don't need to spam NCs just the first one is enough, the other 3 NCs just create unnecessary HP boost if I hear the term "hp boost" one more damn time. this is for aesthetics, not for hp fuckery. I will change it if forced.
  8. 00:29:561 active beats going again at slider tails God of Slider Endings
  9. 00:31:124 (2) - you can create a better blanket with 00:30:811 (1,3) -
  10. 00:32:895 (4,1) - Nazi, blanket can be improved k
  11. 00:37:895 same as 00:29:561 - God of Slider Endings
  12. 00:46:853 (1) - this isn't NC on comfort diff, why it is here, just remove it and maybe you are missing a NC in 00:48:311 (5) - New combo here is to alert the player to the fact that this is a 1/6 combo. It's much easier for a player to read "1,2,3,4" and realize it's a quad than "2,3,4,5".
  13. 00:52:374 (4,5) - make this a bit more close, so the spacing is a bit more different than in 00:52:478 (5,1) - Quite different already but sure.
  14. 01:09:561 (1) - I'm sure you can come with a better slider shape, current one isn't that good IMO. stop killing my mapper spirit
  15. 01:18:520 (1,2,3,4,5,6) - rhythm its really not nice, try to map the strong beats as slider head or circles - 01:18:728 - 01:19:145 - Seriously? are we listening to the same track? The slider starts and the slider ends are completely the same intensity to me, and the 1/8 triplet ending with a slider is vital to playability. It allows players who alternate to hit the 1/8 triple as well as players who singletap the rest of the map to hit it more comfortably. Not every strong beat can have a note.
  16. 01:19:978 (1,2) - jump its too much 2 doesn't have any high pitch, tbh is an almost inaudible beat, so the jump its really overdone The jump isn't emphasizing the note, it's emphasizing the noise at the end of the initial slider. Players almost never miss these because it makes sense.
  17. 01:21:020 (5) - add NC, be consistent with 01:21:228 (1,2,1,2) - k
  18. 01:24:040 (2,3,1) - spacing ok moved 2 a bit closer to have it be fairly even
  19. 01:27:374 (4,5,6) - same bit more readable tho Sliderends and starts allow for conventional spacing to be thrown out the window if done in a manner that allows the music to tell the player when you should hit the next beat, more than the spacing or approach circle. This is part of how freestyle spacing works.
Collab Hard:

  1. 00:02:895 (1,2,1,1) - again the combos without real reason to be, mind explaining why? personally I think 00:03:520 (1) - is totallt unnecessary I use new combos not just to reset the arbitrary number on the note, but for color changes to emphasize instrument changes or readability. HP concerns are something I don't even think about for a second. The HP system already makes no sense for this game and especially doesn't matter when people always want to full combo or retry. HP concerns again, mean nothing to me, so I'll use new combos for other, more interesting functions.
  2. 00:06:228 (4,5) - this don't have NC here, but the same rhythm at 00:02:895 (1,2) - have, why? oversight, thanks for letting me know. NC'd.
  3. 00:14:978 (1,2,1,2,1,2) - again your comboing its weird for not apparent reason, anyways I don't want to point them all, just recheck and make them consistent
  4. 00:19:040 (5) - this slider is ending in a really inaudible or almost inaudible beat, would make alot more sense if you end it at 00:19:353 - also you will avoid the weird polarity issue by doing this. That is not how polarity works. Especially regarding slider endings. There is no polarity issue as there is plenty of time for the player to adjust to the new beat patterning in the song, especially since the next note actually does, indeed, start on a downbeat. While it is true that the slider ends on a quiet beat, I felt that a longer slider would be even more awkward for gameplay and honestly not do very much else. There's meant to be a pause but I felt that simply having a note instead wasn't enough to emphasize the instrument used.
  5. 00:08:311 (1,3) - not a fan of those sliders, thhy looks like really old and not good shaped Oh well.
continued to work on extra. New combos seem to have gone from tools to things that are thrown down on major white ticks just because that's how people think they should be used to keep the numbers low.

I have to ask: Do people really think about HP while mapping or modding? Because you shouldn't, I feel. If someone can mod a map that creatively uses new combos for functions such as readability and instrument emphasis, and say "but this screws with the HP!", why aren't they looking at other maps where the harder sections don't have new combos more often to allow for misses to regain HP more quickly? Because that's stupid. HP doesn't matter, especially when most maps nowadays have HP drain settings so low that you'd need to miss several notes in a row to fail anyway.
Natsu

Shiirn wrote:

I have to ask: Do people really think about HP while mapping or modding? Because you shouldn't, I feel. If someone can mod a map that creatively uses new combos for functions such as readability and instrument emphasis, and say "but this screws with the HP!", why aren't they looking at other maps where the harder sections don't have new combos more often to allow for misses to regain HP more quickly? Because that's stupid. HP doesn't matter, especially when most maps nowadays have HP drain settings so low that you'd need to miss several notes in a row to fail anyway.
let me explain you a bit better:

1. This map have alot of inconsistent combos, for example part ¨x¨ is new combo, but part ¨y¨ with the same rhythm isn't
2. Combos should be build having a pattern like following stanzas or the music rhythm, but never for readability, if you need a NC to make something readable, then the pattern in question is the problem
3. When you spam combos without reason, you allow players to bulls**t their way, (spam keys like crazy and still pass cause the unbalanced HP settting)

Anyways both overlaped pattern that I did point out was a suggestion made to me from players capables of playing this and also my opinion after watching them playing this (you can just check broccoly mod about those patterns as well).

About diff spread, of course its only my opinion, but its fairly easy to make a diff between those two and allow more players to enjoy the map, but then again is just my opinion and others may disagree with me.

Anyways my mod its full done: p/4863368
Topic Starter
Shiirn
My response wasn't directed at you alone; I've gotten lots of comments on the new comboing. And most of the time it IS consistent in its own right, if it isn't, point it out.

Natsu wrote:

2. Combos should be build having a pattern like following stanzas or the music rhythm, but never for readability, if you need a NC to make something readable, then the pattern in question is the problem
Normally I'd agree, but at AR10 288bpm 1/2 and 1/3 and 1/4, rules change.

Natsu wrote:

3. When you spam combos without reason, you allow players to bulls**t their way, (spam keys like crazy and still pass cause the unbalanced HP settting)
Hah, what? The HP setting is fine, and I'm pretty sure people who "bullshit" their way through the map aren't going to find it worth their time or effort for pp gain or score gain or whatever. This game is so heavily focused on FCs that basing gameplay around the 20-25% (tops?) that just play to pass (and probably won't care whether or not it's a 'balanced' experience) sounds silly to me.


And although I didn't respond, I applied the entirety of Broccoly's mod.
Topic Starter
Shiirn
After a discussion with several mappers and players whose opinions I value much more than my own, I have decided to put this mapset on hold indefinitely until I feel like there are enough people and players with enough technical and playing skill to help me iron out the mapset (and Comfort's) problems.


I know nobody is actually following this thread, but whatever.
grumd
yep, some nc fixes and a bit of other things
SPOILER
22:26 grumd: 00:10:707 (1,2) - i'd put nc on 2 for example
22:26 Shiirn: i had NC on 2
22:26 Shiirn: natsu didnt like
22:27 grumd: WUT?????
22:27 grumd: WUUUT????
22:27 Shiirn: 00:10:707 (1,2,3) - these all were 1,1,1
22:27 Shiirn: before
22:27 grumd: are you natsuing me?
22:27 Shiirn: but "omg spamming nc"
22:27 grumd: nah they don't need all ncs
22:27 grumd: no real reason
22:27 Shiirn: well my logic was
22:28 grumd: you always was setting ncs on these hard kicks
22:28 grumd: 00:10:915 - and this is a perfect place
22:28 Shiirn: "why 1,1,2 when all three have major beat starts, why not 1,1,1"
22:28 grumd: i'd say only 00:10:915 - needs an nc
22:28 Shiirn: but yeah
22:28 Shiirn: i moved the nc over you're right
22:28 Shiirn: 00:10:707 - moved nc from here to here -> 00:10:915 -
22:28 Shiirn: basically
22:28 Shiirn: right?
22:28 grumd: tried to watch it later, but damn that's one hell of a map to mod
22:28 grumd: ye
22:29 Shiirn: yeah
22:29 Shiirn: people are scared of it
22:29 Shiirn: and im just sitting here in the rain by my campfire
22:29 Shiirn: ;~;
22:29 grumd: 00:16:020 (1) - 00:16:853 (1) - these nc are good
22:30 grumd: 00:17:478 (3,1) - imo move nc from 1 to 3
22:30 Shiirn: agree
22:30 Shiirn: SEE
22:30 Shiirn: THIS IS THE KIND OF SHIT I WANT
22:30 grumd: LOL
22:30 Shiirn: JUST LIKE ACTUAL NC MOD
22:30 Shiirn: NOT
22:30 Shiirn: "UR NC SPAM SUCKS"
22:30 Shiirn: come the fuck on T_T
22:30 grumd: 00:18:311 (5) - i'd add nc here but idk, that might be too much of those
22:30 grumd: still i would add one
22:31 Shiirn: no need at that point imo its part of a pattern
22:31 grumd: 00:21:540 (5) - o
22:31 grumd: i'd add one here too
22:31 Shiirn: not every big white tick needs nc
22:31 Shiirn: yeah it had one before
22:31 Shiirn: re-added
22:31 grumd: yeah ik, the part of the pattern suck to have a nc
22:31 grumd: but in the music it would fit
22:31 grumd: that's all good
22:32 grumd: moving forward
22:32 grumd: 00:23:936 (1) - not sure you need it here, let me look closer
22:32 grumd: yeah i don't think you need it, it doesn't really change that much and it would be consistent to remove this one
22:33 Shiirn: yeah the thought there was
22:33 Shiirn: "1/6 should have 1,2,3,4" but at this point
22:33 Shiirn: removed nc
22:33 grumd: MMM I LOVE CLICKING ARROW DOWN
22:34 grumd: FUCKING PEPPY
22:34 grumd: so where was i looking again
22:34 Shiirn: around 25s
22:34 Shiirn: lol
22:36 grumd: ok im back
22:36 grumd: was in the kitchen
22:36 Shiirn: welcome back sexy
22:36 grumd: 00:32:686 (1) - do what you want with that
22:37 grumd: 00:33:624 (1,2,1,2,1,2) - i don't think you need all those, only one nc is enough
22:37 Shiirn: i feel like cuz thats a unique instrument doing a 1/6 quad it can have a seperated 1,2,3,4
22:37 grumd: it's different from previous 1/6? i dont remember
22:37 Shiirn: those are 1,2,1,2,1,2 mostly for consistency with the later notes
22:37 Shiirn: yeah
22:38 grumd: if they're for consistency, change the later notes too
22:38 Shiirn: lol
22:38 Shiirn: wait til u see them then
22:38 grumd: this entire 1,2,1,2,1,2 section is completely the same really
22:39 grumd: btw lol i wasn't looking at the playfield
22:39 grumd: only at the timeline
22:39 grumd: but this 00:46:853 (2,3,4,1) - flows so bad kek
22:40 Shiirn: flow? people dont move their cursor but like 10 pixels
22:40 Shiirn: unless i should like rotate it to curve another way just for looks
22:40 Shiirn: lol
22:40 grumd: 00:51:749 (1) - why this one?
22:40 Shiirn: this is where we get messed up nc
22:41 Shiirn: meant to be here 00:51:853 -
22:41 grumd: good nice
22:41 grumd: 00:58:520 (2) - i'd add a nc here but if you don't wanna spam it's good as is
22:42 Shiirn: i dont add nc there cuz one of the later one of those bounce sections has a 1/8 triple
22:42 Shiirn: and it makes new combo there really awkward
22:42 grumd: 00:59:145 (1) - i would remove it from here and add here 00:59:561 (5) -
22:42 Shiirn: 9 combo
22:42 Shiirn: ouch
22:42 Shiirn: oh well lol
22:42 Shiirn: easy star pattern
22:43 grumd: 01:06:124 (1) - this is messed up i guess
22:43 Shiirn: easy 1/4 144bpm singletap spacesd star pattern
22:43 *Shiirn ruins
22:43 grumd: ruins :DD
22:43 Shiirn: yeh meant to put on next slider
22:43 grumd: 01:08:207 (1,2) - i would put on the slider
22:44 Shiirn: i would agree with you
22:44 grumd: 01:17:478 (6) - i think here nc works better
22:45 Shiirn: mmmm
22:45 *Shiirn tries both ways
22:45 Shiirn: i guess... i think both are fine but urs is good
22:45 grumd: well for me it makes more sense in terms of music sections
22:46 grumd: also MAYBE you could put NC on (2) instead of (1) here 01:18:415 (1,2) - for consistency with next triple
22:47 grumd: not even maybe tho
22:47 Shiirn: yeah see this map isnt easy to combo
22:47 Shiirn: LOL
22:47 grumd: 01:27:165 (1) - this is useless i think
22:47 Shiirn: ill swap it just for consistency even tho rhythm is better the other way
22:48 Shiirn: mmm
22:48 Shiirn: removed i guess
22:48 grumd: 01:30:915 (1) - same
22:48 grumd: 01:31:540 (4) - also maybe you'd like to combo this instead of next circle
22:48 Shiirn: combo gets really long without it
22:48 Shiirn: m-m-m-m-muh hp drain
22:49 grumd: who cares, hp drain will adapt
22:49 Shiirn: mmm good solution i guess i thought about that but a jump section of 2,3,4,5,6,7 where it is actually on-beat makes it feel really really weird to me
22:49 grumd: 01:33:311 (3) - also add here and remove here 01:33:832 (1) -
22:49 Shiirn: done
22:49 Shiirn: ;w;
22:50 Shiirn: ilu grumd
22:50 grumd: 01:36:645 (5) - i'd add one more here
22:50 Shiirn: but but 1 combo?!?!?! (it was originally like that)
22:50 grumd: OMG SPAM
22:50 Shiirn: also WEIRD SLIDER RIGHT?
22:50 Shiirn: isnt it WEIRD
22:51 grumd: lol
22:51 grumd: 01:39:874 (1) - remove the combo here. this sound is very similar to the previous short slider, so you should remove the nc on the circle and MAYBE place a nc on the previous slider (but it works without nc on slider tho)
22:52 Shiirn: that section was originally
22:52 Shiirn: 1,2,1,2,1,2,1,2,1
22:52 grumd: 01:43:520 (3) - nc here instead of next slider
22:52 Shiirn: not 1,2,3,4,1,2,3,4,1
22:52 grumd: lmao 1,1,1,1,1, pls
22:52 Shiirn: lol
22:52 grumd: 01:48:624 (2) - let me guess, you had a combo here
22:53 Shiirn: yep
22:53 Shiirn: cuz its fractured rhythms there
22:53 grumd: and it should
22:53 grumd: add it there but remove here maybe 01:49:353 (1) -
22:53 Shiirn: mmk
22:53 grumd: 01:49:561 (2) - and add here? damn idk man, it's really spamming lol
22:53 Shiirn: lol
22:53 Shiirn: told u
22:54 grumd: 01:50:499 (1) - yeah but remove here definitely
22:54 Shiirn: awwwok
22:54 grumd: 01:51:957 (2,3) - also you need nc somewhere here again for instruments... but since we're really spamming it as hell, probably we should just remove this nc pattern everywhere
22:55 Shiirn: in those i think the current nc pattern is fine
22:55 Shiirn: it starts on the strongest beat of the pattern
22:55 grumd: 01:41:645 (1,1) - i mean this pattern
22:55 Shiirn: the thing is
22:55 grumd: when after the bass you have pianos
22:55 Shiirn: this map has its strongest beats
22:55 Shiirn: at the weirdest spots
22:55 Shiirn: almost never on the big white ticks
22:55 Shiirn: Camellia: "NO THAT WOULD BE TOO EASY"
22:55 grumd: i'm almost sure the beat is not 4/4 tho
22:56 grumd: some 7/4 shit or something
22:56 grumd: anyway, about the last section new combos
22:56 Shiirn: wanna know how fucked camellia is?
22:56 grumd: right in the pussy fucked?
22:56 Shiirn: this is actually 144bpm
22:56 grumd: definitely right in the pussy
22:57 grumd: anyfuckingway, can we just finish the last nc pattern pls
22:57 grumd: 01:41:645 (1,1) - this
22:57 Shiirn: it actually is
22:57 Shiirn: 4/4 144 bpm
22:57 grumd: when bass > piano
22:57 grumd: s
22:57 Shiirn: camellia just DOESN'T FUCKING FOLLOW IT
22:57 Shiirn: SOMETIMES
22:57 Shiirn: AT RANDOM
22:57 Shiirn: BECAUSE FUCK IT
22:57 grumd: ok man i got it
22:57 grumd: yes
22:57 Shiirn: sorry lol
22:57 Shiirn: yeah i changed that nc
22:57 grumd: bby is ok
22:57 grumd: bass > piano
22:57 grumd: you have it all over til the end
22:57 grumd: 01:43:520 (3,1) - so basically no nc here
22:58 Shiirn: bass bass kick kick bass kick kick
22:58 grumd: 01:45:395 (1) - no nc here
22:58 Shiirn: agree
22:58 grumd: so basically only add nc when the bass kicks in
22:58 Shiirn: yeah
22:58 grumd: i'm not sure how your map looks right now
22:58 Shiirn: see i felt like i was getting confused because
22:58 grumd: so just do it without me
22:58 Shiirn: ur right i was emphasizing bass and piano and it never really flowed
22:59 Shiirn: i will go over it entirely with just bass
22:59 grumd: yep
22:59 Shiirn: see like
22:59 Shiirn: half an hour with u
22:59 grumd: and you came
22:59 grumd: ik
22:59 Shiirn: is worth more to the map than waiting a WEEK for natsu to half-assed mod it
22:59 Shiirn: frustrating
22:59 grumd: just 30 mins is enough
22:59 grumd: with me in bed
22:59 grumd: and yeah i'm going to mod it again and now looking at the playfield
23:00 grumd: 00:02:895 (3,4) - i don't know if i should point out that this stuff would look great emphasized with jumps
23:00 grumd: not even saying about hard beat on slider end
23:01 grumd: 00:05:395 (1,2,3,4) - also maybe you'd like to make a square idk
23:01 grumd: 00:11:645 (1) - i think you'd better overlap it, move it under the previous slider. it looks wierd with this "almost touching", better to overlap it
23:02 grumd: 00:17:790 (1,2) - think about ctrl g? then it will make a circular flow
23:04 grumd: 00:27:686 (1,2,3,4) - you need to rearrange it to follow the kick slider flow, start next slider where previous one ends. probably. kek
23:05 grumd: 00:40:186 (1) - i will love you if you avoid the anti-jump
23:05 grumd: 00:46:853 (2,3,4,1) - yeah it looks like shit lol
23:05 grumd: 00:49:145 (1) - this is just badly made, fix the shape for a good blanket
23:06 grumd: 00:50:186 (1,2,3,4) - idk maybe i just don't like such things
23:07 grumd: 01:09:978 (1) - imo a few grids down, just to not overlap
23:08 grumd: 01:25:395 (1,2,3,4,5,1,2,3,4) - would be REALLY great if you stopped following 1/4 here, and just made some 1/2 slider action with INCREASING slider speed, i'd just love to see ut
23:09 grumd: 01:45:395 (1,2,3,4) - square>
23:09 grumd: ?
23:09 grumd: 01:25:395 (1,2,3,4,5,1,2,3,4) - this is probably the most important shit i've suggested in the entire mod
23:09 grumd: so yeah
23:09 grumd: that's it
23:10 grumd: Shiirn died
23:10 grumd: am i shadowbanned or something
23:10 grumd: shern is afk :(((
23:10 grumd: anyway i savelogged
23:11 grumd: so ye
23:16 Shiirn: sorry
23:16 Shiirn: my mom needed help
23:16 Shiirn: ilu
23:17 grumd: can i help her? ( ͡° ͜ʖ ͡°)
23:18 Shiirn: she's 84
23:18 Shiirn: lol
23:18 grumd: wut
23:18 grumd: how old are you
23:18 grumd: 40?
23:18 Shiirn: 24, i was adopted by my grandmother so she's mom to me
23:18 grumd: some weird stuff
23:18 Shiirn: ur face is weird
23:19 grumd: OMG REKT
23:19 Shiirn: also FUCK your squares
23:19 grumd: but squares BibleThump
23:19 Shiirn: also
23:19 Shiirn: im going over ur suggestions
23:19 Shiirn: like 50-75% accepted
23:19 grumd: :^)
23:26 Shiirn: :^)
23:26 Shiirn: u gonna post or nah
23:31 grumd: saved
Topic Starter
Shiirn
ty grumd ilu grumd ur never alone grumd
Ongaku

Natsu wrote:

Ongaku's Insane:

  1. 00:03:520 (1,1) - don't need to be that close, they will look better with a bit more spacing between them applied
  2. 00:02:061 (2,1) - ^^ applied
  3. 00:12:790 (4,1) - nah make them overlap, this play super bad, imo and doesn't fit with the actually difficulty of this mapset applied
  4. 01:44:561 (3,1) - something went wrong here uh fixed
  5. 01:51:228 (1,1) - ^^^^^^ fixed

    Edit part:
  6. 00:22:061 I'd highly suggest looking at the rhythm in this map again, there so many active beats that end on slider ends (worst is that those sliders star in really pasive beats) I tried my best trying to follow the drum elements, since its the most common element i work with, while trying to map the other elements. I can see that the slider ends are landing on important beats, but I find it well fit there. It has its... own sort of charm.
  7. About combos, lets take a look: 00:21:749 (1,2,3,4,5,6,7,8) - and 00:23:311 (1,2,3) - idk get how your comboing work, according to the music, I'd add a NC in 00:22:686 (6) - and remove the one at 00:23:311 (1) - , there are more cases were the comboing its super inconsistent, for example 00:20:811 (5) - vs 00:24:145 (1) - , try to check the whole diff and try to be more consistent with it I'm going to do a recheck on my map look for NC inconsistencies. Reason why its like this, is because I don't particularly pay attention to NC while mapping ^ ^;;
  8. 00:39:457 (2) - head and tail are mapped to strong sounds, that's regulary fine, but the repeat of this slider is mapped to a really different beat making the slider weird to play, I'd just add a 1/1 slider as extra and comfort diff, follow the hold sound is the best idea here tho fixed
  9. 00:46:332 (1) - remove nc, melody is the same as the previous slider, the place where your NC should be is : 00:46:853 -, but then again you leave that active beat as slider tail removed 00:46:332 (2) - NC and made 00:46:645 (1) - NC
  10. 00:56:645 (1,1,1,1,1) - No Sv changes why the combo spam? just creating unnecesary HP boost, there is nothing hard to read in the pattern, (even tho I'd suggest playing with SV a bit here)
  11. 00:59:978 (1,1,1,1,1,1) - ^
  12. 01:03:311 (3,1,1,1,1,1) - ^^^ you don't even have a NC on 3 here, even tho is the first beat on the melody change
  13. 01:06:645 (2,1,1,1,1,1,1) - ^ fixed up all of them.
  14. 01:39:874 (1,3) - a bit hard to read when playing, try to manual stack it (move some grids away) somewhat, changed it.
Thanks for finishing the mod! I will review my map and see what issues I can spot out, especially the NC stuff. Thanks again!
Kynan
Awesome map really, nothing to say about it as I didn't find any problems in it. Everything flows well and the jumps make sense as well as the spacing changes during the kiai. Also pls no nerf for the sake of star rating not being appropriate compared to Extra or something~
jackylam5
nice map :D

finally a map that makes sense

Topic Starter
Shiirn
I have elected to remove the Comfort difficulty as it is not rankable with the current system. Apologies to anyone who wanted to see it ranked, but it is always playable if you want to play it.
Ongaku

Shiirn wrote:

I have elected to remove the Comfort difficulty as it is not rankable with the current system. Apologies to anyone who wanted to see it ranked, but it is always playable if you want to play it.
X(
Kynan
You fuckin' what ? How is it not rankable LMFAO Deconstruction Star got ranked you can rank this easily don't give up please :(

Pro tip : write a massive essay about how you're offended by the BNs and that you will quit this game and community if your map doesn't ranked after so much efforts trying to get your super innovent map ranked :'D
Topic Starter
Shiirn
I'm sorry for wasting your time and playtests, but I don't see how I can get this ranked with the current set of BNs or QAT.


I am not offended by any of them, but I am disappointed that the few who were willing to even talk to me wanted me to get more mods from other sources. Every BN and QAT I went to just directed the responsibility to someone else. I can safely say I have spoken to or tried to speak to every english-speaking BN or QAT that is even remotely active and have been refused at every corner. If that doesn't mean I did something wrong, I don't know what clearer sign is necessary. The team et al does not want to rank this set with Comfort in it and I am not one to say that it is rankable as I am not a BN or QAT. I have always said it is their job to deem what is rankable or not. And I will follow that choice.

I'm sorry for wasting the time people have spent helping me with Comfort, but I can't see it being reasonably rankable, even if we get more standard BNs.

There are always Mazzerin maps, after all. One of his just got an icon with a fraction of the effort I've put out into reaching out.
Kynan

Shiirn wrote:

I am not offended by any of them
I know, that was just a reference to how HW gets his/her maps ranked. At least your maps are good so that would have just sped up the process of ranking it, know what I mean ?

Shiirn wrote:

There are always Mazzerin maps, after all. One of his just got an icon with a fraction of the effort I've put out into reaching out.
Yeah but Mazzerin's maps are not similar to yours at all, and you're also a way older mapper so you should at least get some recognition from that, especially since EVERYONE knows AT LEAST 3 of your maps. (older as in you've been a mapper for longer btw).

Please don't rank this as it is, it's been made with that ONE diff at first, why would it end on a mapset WITHOUT that original diff ?!
Topic Starter
Shiirn
Because I give up. It'll either be ranked without the diff or I will wait the months necessary for someone to eventually get around to it.
Ongaku

Kynan wrote:

Please don't rank this as it is, it's been made with that ONE diff at first, why would it end on a mapset WITHOUT that original diff ?!

Its as Shiirn stated. Not enough BNs or QATs are willing to look at the set with Comfort right now in it. Rip
Napkins
;_;

I respect your choices to remove the Comfort difficulty, but is it possible that you upload that diff so I may DL it again?
Cubzy
RIP Comfort and Discomfort ;;
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