bump
I'm actually surprised no one points out hitsounding /me runsGero wrote:
Greetings, sorry for delay. //nom :3
Firmatorenio's Normal
- 00:20:840 (2,3) - Nazi* I'm pretty sure that you could improve this pattern, how about to do a blanket here? you should try it. //no, this is exactly how i want it; i look at it like the circle is symmetry center for this slider and the one that goes before.
- 00:44:308 (3) - Try to move this slider some grids down since it is outside the mapped area which could be confusing and besides that, probably it would disqualified. //yes-okay
- 01:13:824 (8,2) - This kind of overlaps are not suitable for the easiest difficulties since this could be confusing for beginner plays if you ask me, so I highly recommend you to do something else instead. //had to remap that part, but applied
- 01:52:776 (5,3) - Nazi* Stack them in a properly way. //uh lol wat wth adsf ok
Gero wrote:
Arphimigon's For The Win!
Use 4 as Circle Size, I mean, the BPM is not that high to decrease the Circle Size so much and also the jumps might works better like this. its not about the bpm, its more a stylistic choice, but i countered the high spacing with big circles (that's what I do comfortably, high spacing big circles) and this mapset generally has large circles for its diffs also, so I'm oblidged to attempt to keep this circle size.
- 00:38:985 (4,5,1) - 4.45? Seriously? 3.62/3.72 are perfectly okay for this kind of jumps, decrease them as you made before on other parts that are technically the same. lol its even lower, 3.5 now
- 00:40:921 (4,1) - 00:51:566 (2,3) - Antijumps doesn't works great here, so how about to increase the spacing of this? don't you think that isn't quite confusing and weird because the jumps at 1/2 were more dense than the 1/1? i changed the first but not the second because I feel like the second isnt very obstructing (but the first is ye)
- 01:48:542 - I think you forgot to add one note here as you did 01:01:243 (1,2,3) - here since these two are technically the same part of the song. actually, i didnt, i was on purposefully going for a different rhythm for variance but ye i should probably change it
- 01:52:897 - the same thing goes for this. same as above, was intended but changed anyway
osu file format v14
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Title:Hearts as Strong as Horses
TitleUnicode:Hearts as Strong as Horses
Artist:Daniel Ingram
ArtistUnicode:Daniel Ingram
Creator:diraimur
Version:Arphimigon's For The Win!
Source:My Little Pony: Friendship is Magic
Tags:Arphimigon hasah Firmatorenio mlp cmc scootaloo apple bloom sweetie belle Flight to the Finish Songs of Ponyville
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thanks for the re-re-checkHappyRocket88 wrote:
The mp3 issue and the metadata thing caught me out of guard. I'm glad Gero popped. XD Some things before proceeding:
General
I'm honestly unsure concerning the gap between the Easy and the Normal. As not taking the SR as a reference, the main rhythm of the Easy is 2/1 and occasionally 1/1 rhythm over the patterns.
The normal which plays with complex 1/2 objects on the whole difficulty, which isn't really friendly for the pass from one diff to another one. Besides the difference of objects is beyong the double of objects comparinmg in a scale from the Easy to Normal. while I do agree its kinda weird to jump into one onto another, lets not forget song is merely 124 bpm.
After being this said, we have two options:Easy
- Either Making the Easy difficulty harder by adding some objects. will see what others say about it, for now i'll just make it stay as it is.
- Making the Normal less tricky with those 1/2 consecutive rhythm over the kiai.
- 01:44:877 Add a note here. This beat is really prominent and should be highlighted as well as you did the in the previous patterns. I'm actually not sure about whenever applying this or not, I might change to slider, but so far I feel like it should be just a note.
Hard
- 00:18:264 (1,2) Not sure if this breaking of DS is intentional though. I think suing the same DS as well as you did in the previous patterns would make more sense here. nope, it wasnt intentional, fixed. It was actually a placeholder that I was going to remake sometime but I totally forgot about it, though it wasn't really bad, still remade it because why not \o/
Let me know what you think and what agreement we can build
HappyRocket88 wrote:
Arphi
- 00:10:522 (1,2) - 00:11:248 (3,4) - Are they intentional? They don't play but the flow is kinda awkward because the spacing is lowered and suddenly increased which makes an unfitting and stuck pattern compared with all the jumps you managed in the rest of the diff That pattern was one of the newer ones since that is what I do a lot more now, but it does stand out a bunch from the older patterns. I'll try and neaten up the spacing to fit the old style.
osu file format v14
[General]
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AudioLeadIn: 0
PreviewTime: 46449
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.099999
[Metadata]
Title:Hearts as Strong as Horses
TitleUnicode:Hearts as Strong as Horses
Artist:Daniel Ingram
ArtistUnicode:Daniel Ingram
Creator:diraimur
Version:Arphimigon's For The Win!
Source:My Little Pony: Friendship is Magic
Tags:Arphimigon hasah Firmatorenio mlp cmc scootaloo apple bloom sweetie belle Flight to the Finish Songs of Ponyville
BeatmapID:712144
BeatmapSetID:319569
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CircleSize:3.5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2.09999990463257
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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//Storyboard Sound Samples
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95,139,95925,2,0,P|137:279|204:332,1,209.999990463257,8|0,0:3|0:0,0:2:0:0:
406,216,96651,2,0,P|365:76|298:23,1,209.999990463257,4|4,0:3|0:3,0:2:0:0:
173,33,97377,1,0,0:2:0:0:
165,292,97619,6,0,L|298:270,1,104.999995231629,4|0,0:3|0:0,0:2:0:0:
75,227,98103,1,4,0:3:0:0:
267,362,98344,2,0,L|533:318,1,209.999990463257,8|0,0:3|0:0,0:2:0:0:
368,63,99070,2,0,P|339:134|355:168,1,104.999995231629,4|0,0:3|0:0,0:2:0:0:
442,294,99554,5,8,0:3:0:0:
256,192,99796,1,4,0:3:0:0:
69,294,100038,1,4,0:3:0:0:
188,134,100280,2,0,P|234:86|135:50,1,209.999990463257,4|0,0:3|0:0,0:2:0:0:
287,153,101006,2,0,P|310:77|299:29,1,104.999995231629,4|0,0:3|0:0,0:2:0:0:
144,146,101490,5,4,0:3:0:0:
210,302,101732,1,2,0:2:0:0:
366,237,101974,1,2,0:2:0:0:
301,80,102215,1,4,0:3:0:0:
89,262,102457,1,2,0:2:0:0:
326,357,102699,1,2,0:2:0:0:
421,120,102941,1,4,0:3:0:0:
184,25,103183,1,2,0:2:0:0:
89,262,103425,5,8,0:3:0:0:
400,108,104393,5,4,0:3:0:0:
111,108,104877,1,4,0:3:0:0:
256,359,105361,1,4,0:3:0:0:
256,192,105482,12,0,107296,0:2:0:0:
64,80,107780,6,0,P|136:40|184:64,1,104.999995231629,4|0,0:3|0:0,0:0:0:0:
243,125,108143,1,0,0:0:0:0:
280,161,108264,2,0,L|392:169,1,104.999995231629,2|0,0:2|0:2,0:0:0:0:
424,313,108748,2,0,L|312:321,1,104.999995231629,2|0,0:2|0:0,0:0:0:0:
126,335,109232,1,4,0:0:0:0:
446,233,111651,5,4,0:3:0:0:
331,30,111893,1,0,0:2:0:0:
314,79,112014,1,0,0:0:0:0:
291,125,112135,2,0,P|219:149|179:133,1,104.999995231629,2|0,0:2|0:0,0:0:0:0:
52,227,112619,2,0,P|128:229|164:259,1,104.999995231629,2|0,0:2|0:0,0:0:0:0:
256,326,113103,1,4,0:0:0:0:
121,155,116974,5,8,0:3:0:0:
371,112,117215,1,0,0:2:0:0:
357,62,117336,1,0,0:2:0:0:
304,60,117457,1,0,0:2:0:0:
286,109,117578,1,0,0:2:0:0:
328,142,117699,2,0,L|336:208,2,52.4999976158143,0|0|0,0:2|0:0|0:2,0:2:0:0:
176,40,118183,1,0,0:2:0:0:
176,40,118425,1,0,0:2:0:0:
336,344,118909,5,4,0:3:0:0:
dirai tell me pls why is there a green line at 01:47:296 - , i don't remember placing it, remove it if it's unneeded in my diffHappyRocket88 wrote:
General
I'm honestly unsure concerning the gap between the Easy and the Normal. As not taking the SR as a reference, the main rhythm of the Easy is 2/1 and occasionally 1/1 rhythm over the patterns.
The normal which plays with complex 1/2 objects on the whole difficulty, which isn't really friendly for the pass from one diff to another one. Besides the difference of objects is beyong the double of objects comparinmg in a scale from the Easy to Normal.
After being this said, we have two options:When i was making my diff, there was no Easy diff planned, i had no lower border to make something between the Hard diff and that border; i thought since Hard spams circles, i'd just replace them with sliders and lower the ar, sv and ds /me runs
- Either Making the Easy difficulty harder by adding some objects.
- Making the Normal less tricky with those 1/2 consecutive rhythm over the kiai.
Firmatorenio's Normal
- 00:54:312 (8,9) Ctrl + G here please. It's clearly audible the strong beat starts here 00:54:554 - . Placing a slider-tail there is way misleading and somehow off in the way you built up this diff. //no, the way i built this diff is exactly the other - making quite a few off-beat sliders among with the on-beat ones that dominate still ever since 00:31:812 - ; about this certain occasion, i used exactly the same slider the two times just before this one
- 01:25:280 Add a note here since you were following closely the vocals here. The current gap of sounds between these two notes 01:24:070 (3,4) without it ends being really awkward for players. //not sure if this works, but tried to do something
- 01:45:361 (8) According to the way you managed the NC, this should have it to keep consistent the NC'ing. //i do not understand what sense does that make, i finish the previous sequence with this note which makes it part of it; it would also make the triangle look weird
- 00:24:070 (8) I'm honestly unsure what you wanted to follow here by placing all the hitsounds. It just sounds really awkward and unfitting since it doesn't follow properly the wave sound the song suggest it should be followed. I do believe removing the whistle and the clap, then changing the additions to Normal would make more sense here. //ok; changed same in many other places too. I don't understand what i'm hitsounding either, i just tried to make something sounding remotely acceptable since the music is not the kind where you can just spam claps every second white tick and get away with it. To be really honest, imho the hitsounding on both higher diffs sounds like just random weirdness that would a typical new mapper make /me runs
- Talking in rhythmically sense, placing such as a pattern like this 01:02:780 (4,1) - is really hard for Normal players. The main issue is because spinners are the hardest object to pass for new players because they're not used to "spin" as we think they do while placing spinners, Therefore, the length of itself isn't long enough to let them know there would be a short spinner after clicking this object 01:02:780 (4) - . It would make more sense if you extended it more to let them realize it's time for spinnnniiinnngggggggg to give a more friendlier diff here. Just as well as you did here 01:45:361 (8,1) - . Ending it here 01:45:361 (8,1) would hurt no one. //removed the first spinner altogether, not sure what you are suggesting with the second one though
I honestly find it suitable because the vocals goes stronger as well as the jumps. It isn't really big when is consistent and flows intuitively throughout the difficulty.fieryrage wrote:
01:41:490 (1,2,3,4,5,6,7,8,1) - why is this such a big jump??
If you have time I would love one actually \o/Yuii- wrote:
I could prob. make a difficulty to fit the spread in case you need it.
Sure I will send it to you in a couple of hours, tell me if you like it or not!diraimur wrote:
If you have time I would love one actually \o/Yuii- wrote:
I could prob. make a difficulty to fit the spread in case you need it.
/me runs
Thanks for the mod, Firma. Much appreciate it.Firmatorenio wrote:
In case you're keeping this diff, you could rename it into Normal and rename mine into Advanced - I'd leave that to diraimur if he feels like doing that. I wanted to be original with the diffname and still get it ranked with a common difficulty as "Standard" is.
[Yuii-'s Standard]
00:11:248 (5) - this slider doesn't seem to work adsf - Explain why. This slider is higlighting "town" in a separate object as it's differently noticeable when you are listening to the song.
00:23:586 (6) - maybe drum-hitclap? - Hitsounds were taken from your diff, I forgot this one I guess.
00:35:925 (1) - i think a 1/2 repeat works much better here - You are right here. However, I did notice this while mapping it and it was intentional due to amount of space. That's why I also decided to map 00:38:828 (6) - (deserves a repeater as well) the same way I did with the (1).
00:43:425 (1) - this slider looks out of style not to mention it just asks for a red point 1/2 in imo - Not out of style, that's like saying "old-fashioned"? Made something different as it sounded a bit weird, right.
00:50:441 (7,8,1) - the spacing looks a little bit derped here /me runs - u mad
01:20:441 (1,2) - remove the hitwhistle from (1) and put it on (2)'s head? - Aaaalright.
01:38:586 (3) - uhhhhhh - Same.
01:02:780 (4) - you may have wanted to NC this, though i don't understand that logic - There's no logic. I'm NC'ing every 2 stanzas.
why?Firmatorenio wrote:
no kds ofc lol
Yuii- wrote:
Firmatorenio wrote:
00:11:248 (5) - this slider doesn't seem to work adsf - Explain why. This slider is higlighting "town" in a separate object as it's differently noticeable when you are listening to the song. //it's not that the slider doesn't work, it's the sliderend that doesn't work. I'd either extend the slider so it's 1/1 or just put a circle on the sliderhead.
cuz i'm gder, duhdiraimur wrote:
why?Firmatorenio wrote:
no kds ofc lol
Firmatorenio wrote:
cuz i'm gder, duh
disHappyRocket88 wrote:
There's not any rule which prohibit GD'ers to receive kudosu for modding the map. But well, up to you. XD
Thanks for the mod.Sieg wrote:
Jumps are fine imo.
something that caught my eye within 5 minutes i spend looking at Arphimigon's For The Win!
You should probably pay more attention to why absolutely solid drum rolls here 00:08:586 (1,2,3) and there 00:10:038 (5,6,1) was torn apart. While 00:12:699 (2,3,4) or 00:16:328 (1,2,3) for example is a good usage for them, or even 00:39:070 (4,5,1) with the jump justified by weak->strong lyrics beats. Sliders and circles play different when it comes to gameplay, since sliders have leniency which circles don't have, so it stays.
Also 00:56:006 (3,4,5) - is a bit inconsistent with what you used 5 other times in the difficulty for the same music(jump)->lyrics(plain)->lyrics pattern\song spot. I guess you mean spacing, and while I do kinda agree with it, I think this fits the map difficulty curve better, and its not entirely inconsistent spacing. (getting harder as it progress throughout first kiai.)
Thanks for the mod too.Yuii- wrote:
Finally I can mod again, god dammit osu!
Gotta agree with Sieg here. read above
Also 00:53:828 - clickable please makes more sense with both 00:51:651 (2) - and 00:56:006 (3) - . its done consistenly throughout the kiai's, and sliders being held for long enough to have an impact on the end.
Last thing I swear 01:35:925 (2,3) - rhythm is a bit odd here, what about http://puu.sh/n3vdG/7cc39156de.jpg ? imo it's weirder /me runs
00:45:361 (2) - (On Easy) Nice Whistle! I'm not sure that's intentional removed
The overlaps on Hard seem to be a bit untidy, but that's just a personal preference. tried to fix a few of them
Thanks for the mod, Byby! Much appreciate it.ByBy13 wrote:
Hello! I'm here to give a look at Yuii-'s difficulty.
[Yuii-'s Standard]
- I'm a bit confused regarding spacing.You're using 1.24x but there are still spacing issues regarding the non-kiai parts.I think you have to rework the spacing here just to avoid spacing issues. - I'm using 1.10x~1.20x during the non-kiai parts and 1.4x on the Kiais. Intended, nothing to rework and completely permitted/rankable.
- This difficulty could be named 'Yuii-'s Normal' and Firman's difficulty to Advanced - diramuir should decide this, for me it's not a big deal.
- 00:11:732- Maybe adding a note here wouldn't hurt at all since there's still sound and it could be followed instead being ignored completely in my opinion and if you don't want to extend the slider from an 1/2 slider to 1/1 slider (starting and ending on 1/2 ticks,not 1/1 ticks as always). I'm trying to omit some beats throughout the difficulty, especially on the non-kiais, as you can figure out in: 00:14:151 - 00:16:570 - 00:21:893 - etc. Isn't a bad idea, but remember that I'm trying to find a balance between the Advanced and the Easy, so I really want to make it simple.
- 01:22:135(1,2)- Honestly saying,this kind of pattern can be improved because the current one doesn't look really nice in my opinion.I suggest to try this kind of pattern for improving the pattern and also you will have the opportunity to try something creative let's say. - Not trying to be creative or anything here, just making something different which in this case is completely okay, I'd say. Your pattern does indeed have a problem that I'm trying to avoid and that's making the slider-end having a similar direction to where the following object is going to be. With the pattern you suggested the slider-head of (2) is looking to the opposite side where (1) ends, meaning that'd break completely with what I am trying to do, you know?
- I really don't like the structure of the rhythm here.It's just my own opinion but some beats which are strongers some of them are mostly ignored and the players can be confused when it comes the time to click the respective objects.Here you following the vocals and the instruments as i can see but you can emphasize some strong beats instead leaving them empty so as I can see,it needs some improvement in rhythms.For example, 01:18:748(1,2,3)- I kinda don't like how you decided to structure the rhythm here and it is not really well structured the rhythm here because 01:18:506- the vocals are really stronger than 01:18:748(1,2,3)- I mean their pitch is increasing with the pronouncion of 'We've' so the first note can be placed here to give emphasis to the stronger vocals from 01:18:506-.Same with all patterns where you did same with the structure of the rhythm which doesn't looks really well to my eyes - I'll explain you what I did with this difficulty even if I already replied it at the beginning. This difficulty is supposed to fit the spread, meaning not 1/2 spam and following a very simple rhythm, I want to make it easy and I am really satisfied with what I did in less than 45 minutes. By taking a look at Firma's diff you would see that all the things you pointed out were simplified from his difficulty, and indeed, the parts are mapped more or less in a similar way (see 01:18:506 (1,2,3,4,5,6,7,8) - for reference on Firma's). You want to know which is the difference? I replace 2 of his 1/2s and made 1 1/2 with a repeater and ignored the last beat, that's what I did. In the entire difficulty, no more. Added some breaks to avoid slider spam whilst mapping the most important stuff, following both vocals and beats at the same time. No tricks here. Yes, the beat you mentioned at the beginning of the mod could be map, but it won't be there for a personal preference of balancing the spread, not too much density, it's magic.
The density increases a lot during Kiais for the spread, as well. Everything is done according to numbers. Calculated to perfection, including the "random spacing" on it. You already know this, Byby, but sometimes you can't expect to see everything mapped on lower difficulties unless there's a huge break in between. Here's a complete 1/1 spam, not so many breaks, just enough for players to recovery after every object clicked.