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LeaF - Calamity Fortune

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Kibbleru
dis guy trying to be edgy with his low diffs again xd
those normal diff jumps
Topic Starter
Frostings
fight the DS meta!
Moa
From my queue
Sorry for late
BG is so good
It's sooooo nice Map!
[Normal]
I Think You'll Use Distance Snap In Normal Diff
Jumps are hard
01:21:687 (1) - I think this slider is waste rhythm
[hard]
00:14:187 (4,1) - Blanket?
00:11:787 (5,1) - spacing is so distant?
00:36:987 (3,1) - ^
00:33:987 (2,3) - ^
01:04:887 (1) - Move it down It's meet with HP bar
good map
[Insane]
Nothing to say
[Extra]
sorry i can't mod over Extra Diff


Sorry for Baka Mods
It's so nice and funny map!
Topic Starter
Frostings
I fixed a little bit of distance ;)
Thanks :)
Mechanizen
Yep o/

Some details"

Hard
00:03:687 (1,2,1) The spacing there can be smarter:



These 2 sliders and the circle have the same spacing on timeline so why don't they have thet same spacing on the map?
This can be better like that:



00:16:737 (3,4,1) Maybe make a single combo with this stipple (1,2,3)
Cataclysm
Little things"

00:51:687 (1) NC ?

00:52:887 (1) ^

01:22:137 (5,6,7,8,9) All stacks in that part are 3 note stacks. And there we got a 5 note stack, this might be confusing, just saying.

Nice map!
Gl for rank :D
Topic Starter
Frostings
o fixed all except the NC's (don't know what you mean by that :()
Thanks for modding! :)
Mechanizen
I mean hitsound NC = Normal Clap :D
4399guangguang
[Cataclysm]

01:34:287 (9) - Change it into a short slider
01:35:487 (9) - ^

[Insane]

Too many spinners.

00:01:287 (1) - Spinner is quite strange
01:00:087 (1) - Not really understand this slow star slider

[Hard]

The distance between objects is weird.

8 spinners,seriously? :D :D

00:12:087 (1) - Put it right next to the previous slider
00:21:687 (1) - Shorten it by 1 beat
00:26:487 (1,1,1,1) - These are not necessary to split into 4 combos.Also don't put too close to each other
00:32:187 (4) - Distance dude
00:38:487 (2) - NC
00:52:887 (1) - dat distance
00:58:887 (1) - A little bit closer is okay
01:11:787 (2) - Put it upside down
01:18:987 (1) - Follow the sequence
01:27:687 (1,1,1,1) - No NC,too close
01:31:887 (4) - Strange distance
01:34:287 (3) - Short slider as the previous two
01:35:487 (3) - ^
01:39:687 (1) - Put it closer to the sliders
01:44:487 (1) - Distance
01:50:487 (1) - Slider velocity is strange to be suddenly slowed down
Topic Starter
Frostings

4399guangguang wrote:

[Cataclysm]

01:34:287 (9) - Change it into a short slider Not a bad idea, but extremely hard to implement for me with the way I've set up the pattern and I think just a note is ok too
01:35:487 (9) - ^

[Insane]

Too many spinners. What do you have against spinners :)

00:01:287 (1) - Spinner is quite strange Plays fine (I think)
01:00:087 (1) - Not really understand this slow star slider Oh yeah I was gonna change up this section so it feels better. Did that now

[Hard]

The distance between objects is weird.

8 spinners,seriously? :D :D C:

00:12:087 (1) - Put it right next to the previous slider It is D:
00:21:687 (1) - Shorten it by 1 beat ?
00:26:487 (1,1,1,1) - These are not necessary to split into 4 combos.Also don't put too close to each other Mmm looks alright
00:32:187 (4) - Distance dude Jumps op
00:38:487 (2) - NC o
00:52:887 (1) - dat distance
00:58:887 (1) - A little bit closer is okay This actually just took me an hour to implement, no joke
01:11:787 (2) - Put it upside down Nah
01:18:987 (1) - Follow the sequence Want to make the beat different for the light whistle
01:27:687 (1,1,1,1) - No NC,too close
01:31:887 (4) - Strange distance
01:34:287 (3) - Short slider as the previous two Ehhh It's alright
01:35:487 (3) - ^
01:39:687 (1) - Put it closer to the sliders
01:44:487 (1) - Distance
01:50:487 (1) - Slider velocity is strange to be suddenly slowed down Very intentional D:
Thanks for modding !!
Kibbleru
man its so good but soo edgy
Nathan
from queue

[Cataclysm]
  1. 00:10:887 (1,2,3,4) - Feels forced for visuals and hurts readability. I don't even see the point of 3 and 4 having different slider velocities when they're pretty much the same sound, the only difference is that the sound for 3 is held a little bit longer.
  2. 00:24:087 (1,2,3) - This angle just feels very weird to snap on imo, maybe ctrl+g 3 for a sharper movement?
  3. 00:30:687 (5,6) - I'd space this further away so it doesn't get mistaken as a slider leniency 1/4 jump coming from 00:30:387 (4)
  4. 00:33:087 (5,6) - ^
  5. 00:36:087 (1,2,3,4) - Same thing mentioned in the first point
  6. 00:39:087 (6,1) - This anti-jump felt unintuitive since there's still a drum hit on 00:39:237
  7. 00:57:387 (9) - I'd NC this for more readability as a 3/4, the slowdown does make sense but it's still very abrupt
  8. 01:22:737 (1,1) - I don't see the purpose behind these NCs, it's just in the midst of 1/2 jump spam and those notes aren't mapped to any unique sounds
  9. 01:27:387 (1) - A huge slider velocity boost here really isn't fitting for such a weak and almost inaudible sound, plus the slider ends on 01:27:537 which much stronger. Maybe have the slider velocity increase on 01:27:537 instead
  10. 01:28:137 (4,5,6) - This isn't following the melody properly like 01:27:912 (2,3,7,8,9). 6 should be moved forward by a tick and then 5 should be turned into a 1/4 slider.
  11. 01:54:087 (1,2) - This gap in the rhythm feels out of place for the peak of the song
[Normal]
  1. Uh, this diff is fine, but it can't possibly be used as the lowest diff in the spread when there are so many ds jumps (unless those were unintentional). Also, the overall density feels more like an easy than a normal since you have so many 4/1 and 2/1 sliders and very little 1/2. There's a large gap between this and the hard diff.
[Hard]
  1. 00:02:487 (1,1,1,1) - Why is there NC spam here? It's no different than 00:04:887 (1,2,3,4) and 00:07:287 (1,2,3,4), and there's nothing really special going on in the music
  2. 00:05:487 (3,4) - Nothing happens in the song but all of a sudden there's a huge jump here, seems like the pattern was forced
  3. 00:37:287 (1,1,1,1) - I still don't understand the purpose of the NC spam, that goes for 00:39:687 (1,1,1,1) too
  4. 00:40:887 (1,2,3) - This is difficult to read as a polarity change, you spaced them like 1/2 but players will naturally ignore 1/4 slider tails anyways
  5. I guess this is more of a personal thing, but I think players will find stuff like 00:44:562 (1,1) and 01:12:087 (1,1) extremely underwhelming and boring for their level of skill. Imo you can definitely map some of those parts out more.
[Insane]
  1. 00:02:487 (1,1,1,1) - Again, I don't see the point of the NC spam
  2. 00:09:687 (1,2,3) - This polarity change is pretty difficult to read with this spacing, especially with a 1/2 jump right before which is higher in distance. I'd space them out more
  3. 00:34:887 (1,2,3) - ^
  4. 01:27:387 (1) - Same thing mentioned in Calamity diff
good luck!
Topic Starter
Frostings

sukiNathan wrote:

from queue

[Cataclysm]
  1. 00:10:887 (1,2,3,4) - Feels forced for visuals and hurts readability. I don't even see the point of 3 and 4 having different slider velocities when they're pretty much the same sound, the only difference is that the sound for 3 is held a little bit longer. The intention isn't really for the visual, I want the SV to slow down then speed up quickly again exactly the way it is now because that's how I feel the music plays. I could potentially substitute (3) as a single circle instead if it's too much of a problem, but since the visual did work out alright, I'd rather keep it if possible ;)
  2. 00:24:087 (1,2,3) - This angle just feels very weird to snap on imo, maybe ctrl+g 3 for a sharper movement? I don't understand. Ctrl+G doesn't seem like a good option either
  3. 00:30:687 (5,6) - I'd space this further away so it doesn't get mistaken as a slider leniency 1/4 jump coming from 00:30:387 (4) Quite readable with high AR + I don't want to disrupt the pattern too much :)
  4. 00:33:087 (5,6) - ^
  5. 00:36:087 (1,2,3,4) - Same thing mentioned in the first point
  6. 00:39:087 (6,1) - This anti-jump felt unintuitive since there's still a drum hit on 00:39:237 Hmm, I don't like it, I think. I'm mapping the strongest prominent sounds to emphasize them further. Giving too much love to the insignificant side skits moves attention away from the main act
  7. 00:57:387 (9) - I'd NC this for more readability as a 3/4, the slowdown does make sense but it's still very abrupt I think it's fine, don't wanna be NC'ing randomly ;) ;) :)
  8. 01:22:737 (1,1) - I don't see the purpose behind these NCs, it's just in the midst of 1/2 jump spam and those notes aren't mapped to any unique sounds This is entirely for visual purposes to satisfy probably only myself. So, in my head, I find NC in the middle of a polygon very satisfying if it's disconnected from the notes that follow, so that's why the first NC is there. The second NC is there mainly to follow the previous NC pattern :)
  9. 01:27:387 (1) - A huge slider velocity boost here really isn't fitting for such a weak and almost inaudible sound, plus the slider ends on 01:27:537 which much stronger. Maybe have the slider velocity increase on 01:27:537 instead Disagree. There's no sound from your suggested timestamp to the next beat. I opted to implicitly map the strong sound at your timestamp with the shape of the slider angling sharply and ending abruptly on it
  10. 01:28:137 (4,5,6) - This isn't following the melody properly like 01:27:912 (2,3,7,8,9). 6 should be moved forward by a tick and then 5 should be turned into a 1/4 slider. To account for the stronger drums, this is the best rhythm I can come up with
  11. 01:54:087 (1,2) - This gap in the rhythm feels out of place for the peak of the song Fixed ;)
[Normal]
  1. Uh, this diff is fine, but it can't possibly be used as the lowest diff in the spread when there are so many ds jumps (unless those were unintentional). Also, the overall density feels more like an easy than a normal since you have so many 4/1 and 2/1 sliders and very little 1/2. There's a large gap between this and the hard diff.

    Maybe I don't know much about this, but from my experience, new players struggle mainly with slider mechanics and low AR (I've introduced countless friends to this game and every single one of them has the same problem if they're not already musically-inclined). The way I opt to map lower-end diffs is to not worry about DS because that's actually not something new players struggle with (people know how to use their mouse to click things, they're just maybe not used to clicking it at exactly the right time). So I use higher AR to make the map more readable, and faster SV to ease on learning slider mechanics. I use simpler rhythm so the map is still easy to follow, and then I can map more visually since I'm no longer restricted by DS or slow SV. That's the style choice on how I map anyways.... I really honestly disagree that this can't be the lowest diff. Something easier will be completely mundane and will hurt the set in my opinion.

    As for the difficulty gap between Normal and Hard, I think the gap between Hard and Insane is almost identical, and similarly Insane to Extra. Since hitting higher difficulty caps grows exponentially, the skill required to improve from playing the Normal to Hard is actually similar to that from Hard to Insane. I actually think the biggest gap is from Insane to Extra in this case, but people are generally more lenient about that which is why it's the way it is. Hope I can get my point across.

    (Oh yeah, also, that being said, 1/2 jumps in Normals is completely not fine and I never do anything like that. Also using 1/2 sliders like you suggest would probably require me to overlap them, and I think overlapped 1/2 sliders with CS3 are super ugly)
[Hard]
  1. 00:02:487 (1,1,1,1) - Why is there NC spam here? It's no different than 00:04:887 (1,2,3,4) and 00:07:287 (1,2,3,4), and there's nothing really special going on in the music So, without NC spam, it looks really weird to me just because of the pattern. NC spam just for the visuals as the sliders completely overlap one another :)
  2. 00:05:487 (3,4) - Nothing happens in the song but all of a sudden there's a huge jump here, seems like the pattern was forced I can't deny, this was 100% fullly-intentionally forced :( Visuals > all :)
  3. 00:37:287 (1,1,1,1) - I still don't understand the purpose of the NC spam, that goes for 00:39:687 (1,1,1,1) too
  4. 00:40:887 (1,2,3) - This is difficult to read as a polarity change, you spaced them like 1/2 but players will naturally ignore 1/4 slider tails anyways Not for Hard players
  5. I guess this is more of a personal thing, but I think players will find stuff like 00:44:562 (1,1) and 01:12:087 (1,1) extremely underwhelming and boring for their level of skill. Imo you can definitely map some of those parts out more. I love spinners :oops: I actually think they're really exciting, especially for the average osu player (I could be completely wrong of course)
[Insane]
  1. 00:02:487 (1,1,1,1) - Again, I don't see the point of the NC spam
  2. 00:09:687 (1,2,3) - This polarity change is pretty difficult to read with this spacing, especially with a 1/2 jump right before which is higher in distance. I'd space them out more Anti-jump
  3. 00:34:887 (1,2,3) - ^
  4. 01:27:387 (1) - Same thing mentioned in Calamity diff
good luck!
Ty ty
pkk
Regarding that jump in hard diff (00:05:787 (4) - ), you can try moving it to x 332 y 280 or something and it would still look nice since the slider heads form a triangle, plus you also get the jump for emphasis idk if you would find that nice-looking though 1 !! ! because i am not frostings !

also in the same diff I'm 420% sure this 00:11:787 (5) - is unrankable due to the previous slidertail covering the repeat so you should get that checked out !!

no kds b yE
Topic Starter
Frostings
oooOOOO !!!@ ! looks super cool but I think I like how it is a littttle bit better ; dd ddd

also did a little investigation with the unrankable slider & looks like you're right !! That was a close one :? :? :? :? :? :idea:
Kibbleru
normal
00:32:187 (4,1,2) - i know ur doing jumps an all but i think this one in particular is kinda bad due to the misleading flow in the jump, which can cause confusion imo.
Topic Starter
Frostings
Fixed ;)
Avishay
Hey! Coming from Beatmap Management!

I love it, the normal is great in my opinion, I really think it is time for the lower difficulties standard to change.
Lower diffs should have simple rhythm that goes well with the song, as for the spacing, changes as drastic as here wouldn't work with every song, but it is working really well here. There isn't any reason to keep the movement dull in such a song and I am almost certain beginners will enjoy this.

Although I'd still want to get some new players to play it and confirm my thoughts, good luck!
Myxo
Quoting from the thread in Beatmap Management :3

Desperate-kun wrote:

Talking about the actual map, I do understand the concept behind it. Jumps are used in a way mappers typically use them in any diff higher than Normal. From the perspective of an experimental mapper it doesn't make much sense to use an entirely different concept (distance snapping all the way through) in the Normal if anything up from Hard is allowed to have big jumps after sliders, so that concept is used for the Normal too. It is also used consistently and the patterns are clearly structured and make sense.

Now there is the problem that in most situations there is a direction change directly after the jumps, leading to setups that might be very hard to read for newbie players. Just to give a few examples:
00:04:887 (1,2) -
00:07:287 (1,2) -
00:13:887 (3,1) -
For each of those, the tail of the second slider is closer to the previous object than it's head. This is repeated throughout the whole map. That means this Normal requires the skill of differentiating between sliderhead and slidertail via approach circles / numbers on sliders, which is a skill most Normal difficulty players don't have.

Another problem I can see is that many of the jumps are almost twice as big as the regular distance spacing, which means the 2/1-gaps could be misread as 1/1-jumps too (or the other way around, but 1/1-jumps are used much more frequently and introduced way earlier). There are different ways professional players read complicated rhythms like that, paying close attention to approach circles (very hard) and playing after intuition (objects will more likely start on a white / red tick than a blue tick for example (for higher diffs), which would mean objects will more likely start on beat 1 or 3 than beat 2 or 4 transfered to this particular map) are two of them. The map is not made in a way that would contradict these strategies, but those are skills that most Normal difficulty players don't have either.

I would say the difficulty does well at what it's trying to do but it doesn't fit as the lowest difficulty of the mapset due to the advanced skills required to play it that I explained above. I would recommend to add an Easy difficulty that introduces jump usage, but doesn't do the things I mentioned above (meaning it DOESN'T use jumps with direction changes directly after and it DOESN'T use jumps twice as big as the standard spacing). That would most likely be the best option.

I'm sorry for my complex sentences here, I didn't really know how to put it more simple though.
If you have any questions regarding my statement feel free to contact me ingame. Also note that I am probably allowing more freedom than most other QATs would, because I have a pretty open view on things and this is a pretty uncommon topic, so if you do what I said above your difficulty might still be unrankable from the view of other QATs.

EDIT: Also, yeah, get some testplays and confirm or deny for yourself :)
Irreversible
The Normal can get through like this but imo a lower diff is definitely needed as this is not suitable for one in my opininon. I was expecting less jumps when I've read that there are jumps in a normal (and I think it can work if you want to increase it for certain circumstances) but that one is kind of too much as lowest diff.
riffy
I would never allow anything like jumps in any kind of Normals. Normal is exactly what its name suggests and its purpose is to give players a push they need to shift from Easy to Hard. Jumps don't work and won't work under any circumstances in a Normal difficulty.

Name it Advanced and get a proper Normal done, if you still want to use the jumps.

Easier difficulties simply must not use this kind of patterns as this breaks the entire idea of having lower diffs. As if using jumps on higher difficulties is not enough of a challenge.
Avena
what the hell is going on in here why did Flower change his name
Shohei Ohtani
why are you guys complaining about the fucking jump in normal when you could be complaining about the spread being literally awful. Take care of that before getting nitpicky on other stuff. Refer to my post here: p/4850334 . Looking through the updated map, I'm seeing that ALL of the diffs have very large spread issues. There are points in calamity for instance where I'm doing 1/4 streams but in insane I'm following a 3/1 slider.

Anyways, ima just pop in here since I can't reply to the Beatmap Management thread

I think it's fucking retarded to assume that normal players work like machines, primarily in the sense that, regardless of anything, they will always think in distance spacing. There's a science on how to give approchable jumps in easier difficulties

1) There must be a large amount of space preceding the jump. If the map has been doing consistent 1/1, and there is a 1/1 jump of 1.5x DS, then hell yeah, that's stupid. But if you've been doing 1/1, then have 2 beats of blank space, the player isn't going to think "like zoinks scoob the next note must be a x321 y232 which i can derive due to the distance spacing present in the map" This doesn't allow people to make stupidly crazy jumps, but I think especially in the example posted before ( 00:33:087 (1,2,1) - ) , that this falls into the category of being set up nicely.

2) The spacing must continue to be normal after the initial jump. This goes back to normal spacing easily. There is no extremely perceived change of spacing because the player isn't calculating the distance between (1) and (2), but can much more easily realize that (2) and NC(1) are the same spacing as before, and therefore the same spacing on the timeline.

3) This can't be abused. It's not abused, as far as I know.

Does that mean that there aren't problematic jumps? Of course not.

00:39:687 (1) - This is kind of a big jump for normal players. Especially because the rest of the pattern doesn't follow this increased spacing. If you're going to have a repeated pattern, the fluxuations of spacing must be the same each time so that it makes sense to the player. Placement on the timeline shouldn't be a guessing game.

But the notion that "omg everything must be perfect space" is incredibly silly.
riffy
If a player is capable of reading jumps they should proceed to Hard difficulties, Normals give them an idea of distance spacing and interrupting this is irrational and will have a negative impact on future mapping in general.

With all of the explanation given above, I've to say just one thing, players are not machines indeed, but they are getting used to more intense rhythms and breaking that process with jumps is not an option to me.

Jumps are breaking normal spacing values, this statement alone makes the idea of using jumps in Normals inappropriate.
Shiirn
Popping into soon-to-be-drama thread to say that jumps in normal are fine, but not when they're literally double the standard spacing - 1.5x would be the maximum i'd ever allow and thats for when the music really, really fits it.

CDFA, the whole "time vs distance" thing was pointed out 6 years ago - expontential spacing as a rule still applies perfectly to most distance snap difficulties (half distance for 1/4, normal for 1/2, 1.5 distance for 1/1, any distance for 2/1) at high normal or higher depending on bpm.


I just went over this in a thread earlier, but the overall gist is that when you are brand new to rhythm games, space = time. Reading, as a skill, directly climbs up a ladder from "individual approach circles" (in Easy and below) to "Getting used to beat timing" which is Normal level - this is where space=time ties in, as most Normals introduce 1/2 into the mix in some forms and reading spacing is important to get a feel for when the music swaps from its major beat to including more dense beats, to Hard level, where you start to actually listen to the music and start expecting to play most bits of it, to Insane where you're comfortable with musical patterns that appear in most songs and most of the reading you do is in interpreting how this particular map follows its musical cues.


Extra and above simply adds more density and more interpretive spacing that causes players to start relying on peripheral vision and pattern recognition to ht larger spaced jumps and denser streams.


Now, if you look at this map, and then look at the general definitions of each individual skill level as listed above, you'll see why this spread is horrible. Normal is a mess of inconsistent spacing that is unreadable for a new player because it follows musical cues that they haven't figured out yet - that's Hard to Insane level, not normal. Jumps on kick beats and higher spacing on instruments is okay to have in a normal as a form of introduction, but this map is so full of them and densely packed that it is outright absurd.



This is ignoring the many problems the rest of the difficulties have. If this map gets bubbled/qualified without major work, someone call me.
Okoratu
I think the normal can stay like this if you add a diff which uses a dumbed down version of this jump concept because right now i don't think anyone who plays osu for the first time ever is able to play this diff as intended so you should make a diff for people to play who literally just started off playing
Natsu
If you want to keep those jumps, just map an easy diff, your map will become more enjoyable for everyone, the actual jumps are too much, jumps in normal can be fine, but this are too much for the easier diff in the set, so my suggestion is to map an Easy diff or stick to follow the spacing without jumps at all. I dont think is good idea to allow them for this map, unless you want to see this become a trend.
meii18
I agree with Natsu looks fine for a normal difficulty but as the easiest difficulty it is not acceptable.An Easy difficulty would be appreciated for low-skilled players,something without jumps to introduce the new players into game in a good way and learning them how to play in future.Just my opinion ^^'
Kibbleru

Bakari wrote:

If a player is capable of reading jumps they should proceed to Hard difficulties, Normals give them an idea of distance spacing and interrupting this is irrational and will have a negative impact on future mapping in general.

With all of the explanation given above, I've to say just one thing, players are not machines indeed, but they are getting used to more intense rhythms and breaking that process with jumps is not an option to me.

Jumps are breaking normal spacing values, this statement alone makes the idea of using jumps in Normals inappropriate.
but we arent beginner players anymore so who are we to say that this is too hard?
Topic Starter
Frostings
Thanks so much to everyone for their input :) I've carefully read through all the replies

Regarding whether standard DS should be broken or not in Normal, I think "jumps" are being overestimated in terms of their difficulty (or maybe I'm severely underestimating them :)). The biggest problem new players face is not recognizing the visual/auditory cues to hit notes in the correct time (e.g. ignoring approach circles). Instead the objects simply appear on their screen and they click it too fast. Aim is not something new players struggle as much on, especially taking into account how big the circles are. Everyday people are already accustomed to pointing and clicking things on their screen that are 10x smaller than the objects on osu. The real difference is clicking in the correct time as accompanied by music. I take these things into account when mapping lower end difficulties, and as I think easier diffs are a bit of a bore, I opt to map pattern-centric, while making sure to keep the rhythm as easy as possible.

Regarding the general spread issue, I know larger (7-diff) spreads have been growing in popularity, but I personally don't like these "continuous" spreads, and prefer making each map discrete in terms of difficulty. This way, skill milestones are more concrete and the difficulties are individually strong.

Regarding creating an Easy ... As it stands, I'm hesitant in making an Easy diff because I specifically mapped Normal taking into consideration that I wouldn't be making a difficulty that precedes it. I chose to map visually-oriented and sacrificing standard DS, while balancing that with rhythm that one would typically see in an Easy diff. I think making a true Easy would make E+N too similar and negatively affect how each diff stands right now. I could either make a senseless Easy that could be Full Combo'd by any new player in 3 tries, but I think then the diff becomes obsolete; or if Easy is too similar, I would then have to add harder rhythm in Normal (more 1/2) which is against my intentions

Currently, I made one change in Normal diff:
00:39:387 (3,1) - as proposed by Reditum, because I agree that the start/end of the slider is misleading

More opinions would be healthy I think
DakeDekaane
Came here for mere curioustiy, my 2 cents.

While I'm a bit open regarding spacing variations and stuff like that in EN difficulties, the problem here is that you don't leave too much time for the target audience to aim (for example, 00:13:287 (2,3) - ), you can't expect new players to aim this quick. I know this difficulty isn't really aimed to a true newcomer (song calls for a challenge), but some considerations have to be taken.

Also looked a Hard for to catch some possible spread issues, personally the spread is a bit large there (take this with a grain of salt), but instead I found a poor NC usage/consistency in some parts. For example, 00:02:487 (1,1,1,1) - , 00:07:287 (1,2,3,4) - and 00:04:887 (1,2,3,4) - are pretty much the same rhythmically, yet the first one is mapped really different. 00:26:487 (1,1,1,1) - . Same around 00:37:287 - .
Topic Starter
Frostings
Regarding NC usage, I used NC for sliders that completely overlap each other, because I think it looks weird without it. I can change it if it's a major problem

Regarding the large jump in difficulty from N to H, I think it's much easier to improve from being able to 99% FC Normal to 99% FC Hard, than it is to improve from H->I or I->X, since the skill required grows exponentially quite quickly

Also I've now finished creating an Easy with restricted DS. I wonder if I can get opinions on the viability of the spread as a whole now
Kibbleru
when u fix it up call me over q:
Topic Starter
Frostings
only for you kibbleruu
Kibbleru
let me just repeat what charles said

'the jumps need to be done in a specific way so that it works and is readable, the way you put the jumps isnt systematic and they also drop suddenly halfway through the diff. so yeah its like why were they in there at all'

-shrugs-
Kyubey
Add "sanae kochiya 東風谷 早苗 東方風神録 ~ Mountain of Faith" to the tags, since it's her theme and origins of the music, touhou players/fans/lovers use these tags to search pretty often. And also add BMS as source, since this track was made as BMS, and due to some reason we are using it as source for these tracks.
No kd.
Topic Starter
Frostings
thank you, updated
Kibbleru
ztrot here with some exciting news!
it seems like we can get this shit going.

alright, so i talked with ztrot, and he seems to be cool with the concept of the normal diff

SPOILER
19:07 Kibbleru: but i really wana help this guy get his first ranked lol
19:07 Chara: rip
19:07 Kibbleru: and he just makes his normal diffs really different
19:07 ztrot: I really want to get my 6 month pending map ranked too :U
19:07 undertalefanxx: ztrot
19:08 ztrot: link me you have my intrest with just saying different
19:08 ztrot: current mapping meta is lame
19:08 *Kibbleru is editing [http://osu.ppy.sh/b/869732 LeaF - Calamity Fortune [Normal]]
19:08 ztrot: so if this guy is out of the box
19:08 undertalefanxx: how do u put the first timing point so that it starts before the notes come in
19:08 Kibbleru: ya
19:08 Kibbleru: well
19:08 Kibbleru: the normal diff at least LOL
19:09 ztrot: so what are you wanting me to confirm
19:09 ztrot: just the normal?
19:09 Kibbleru: yeah
19:09 Kibbleru: also im wondering if it will fit the spread as well
19:09 ztrot: lets take a look
19:09 ztrot: starting by looking at easy
19:10 Kibbleru: basically a fine easy to me xd
19:10 ztrot: easy is nice
19:10 ztrot: a bit jagged but if he likes that style more to him
19:10 Kibbleru: think its fits this kinda song tbh
19:10 ztrot: fits the theme really well
19:11 ztrot: 01:21:687 (1) -
19:11 ztrot: can we just rank it for that alone
19:11 ztrot: :D
19:11 Kibbleru: xD
19:11 ztrot: this dudes slider creation is nuts
19:11 ztrot: this is a 1st time map?
19:11 Kibbleru: no lol
19:11 Kibbleru: this guy is a really good mapper
19:12 ztrot: just 1st ranked
19:12 Kibbleru: just never has motivation to rank stuff
19:12 Kibbleru: ya
19:12 Kibbleru: he has a couple of gds
19:12 *Chaos is playing [https://osu.ppy.sh/b/508558 Nanahoshi Kangengakudan - IMAGINARY LIKE THE JUSTICE [Frostings' Insane]]
19:12 Kibbleru: but he finally got motivation to finish a set so i really want to help him with this
19:12 Chaos: for example
19:12 Kibbleru: here comes the moment of truth xd
19:13 Slick: who's slidercreators is nuts
19:13 ztrot: the 1st thing is the finger stress increase from easy to normal is fine
19:13 Slick: i like sliders
19:13 Slick: slider creations*
19:13 ztrot: he uses repeats very smart
19:14 ztrot: so even tho the star rating is a bit higer
19:14 ztrot: it really isn't that much harder
19:14 Kibbleru: this type of normal is mapped with low rhythm density but with weird spacing
19:15 ztrot: so if you are worried about bubbling don't me
19:15 ztrot: spacing felt fine to me
19:15 Kibbleru: r u ok with the jumps?
19:15 ztrot: sure there are some gaps
19:15 ztrot: but it is for patterns
19:15 Kibbleru: i feel lke they're fine personally but i just wana get some more input on it
19:15 ztrot: not once does the jump not warrant itself
19:15 ztrot: it follows the theme from easy
19:16 ztrot: it just takes it one step further
19:16 ztrot: this is good diff progression
19:16 Kibbleru: alright
19:16 ztrot: and spacing changes are made known with NC
19:16 ztrot: something that is still allowed but never used :C
19:17 Kibbleru: i agree :3
19:17 Kibbleru: i guess thisll be the start of something new
19:17 ztrot: >.<b thumbs up from me
19:17 ztrot: not really my current pending map does it too
19:17 ztrot: XD
19:17 Kibbleru: o xD
19:17 ztrot: it is just old school
19:17 ztrot: by no means not good tho plays great
19:18 Kibbleru: ya
19:18 Kibbleru: i feel like people are scared to do spacing changes in lower diffs
19:18 Kibbleru: k ill go talk with the mapper then, thanks for ur input :3





k some things
bold = u better fix if u want me to buble xd

hard
01:04:887 (1) - touches hp bar
01:39:387 (1,1) - it would be better if u space this the same as the rest tbh
01:57:987 - why did u skip this one, u dont do it elsewhere
02:09:687 (1,2,3,4) - imo its alot better to play if u just removed 1 repeat from each of them, it would fit pretty nice too imo. cuz the motion is kinda weird rn


insane
00:34:887 (1,2) - imo swapping nc would make it easier to read?
02:00:387 (4) - eh


extra
00:11:187 (3) - i would honestly ask for either an nc or slight length variation from the previous ones
00:36:387 (3) - ^
00:17:187 (2) - curve this more for the structure
00:27:687 (1,2) - i legit don't know why but the way u made this part actually looks so awful LOL. try some red anchors maybe?
00:32:487 (1,2,3,4,5,6,7,8) - i think in general could use some more spacing here.
00:58:137 (4,5) - more spacing pls, so ppl can tell the difference between this and 00:57:687 (1,2) -

u gotta make ur white combo colour darker, its unrankable otherwise iirc

is the source supposed to be tohou or bms? the ranked version has tohou
Topic Starter
Frostings

Kibbleru wrote:

k some things
bold = u better fix if u want me to buble xd

hard
01:04:887 (1) - touches hp bar sam
01:39:387 (1,1) - it would be better if u space this the same as the rest tbh tr
01:57:987 - why did u skip this one, u dont do it elsewhere uh because the slider is cool
02:09:687 (1,2,3,4) - imo its alot better to play if u just removed 1 repeat from each of them, it would fit pretty nice too imo. cuz the motion is kinda weird rn ewwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww


insane
00:34:887 (1,2) - imo swapping nc would make it easier to read? holy actually no joke this is god suggestion
02:00:387 (4) - eh what am I looking at


extra
00:11:187 (3) - i would honestly ask for either an nc or slight length variation from the previous ones pce
00:36:387 (3) - ^
00:17:187 (2) - curve this more for the structure a
00:27:687 (1,2) - i legit don't know why but the way u made this part actually looks so awful LOL. try some red anchors maybe? uh fixed? iodk
00:32:487 (1,2,3,4,5,6,7,8) - i think in general could use some more spacing here. I think the pacing is alright, rhythm gets kinda complicated here
00:58:137 (4,5) - more spacing pls, so ppl can tell the difference between this and 00:57:687 (1,2) - true

u gotta make ur white combo colour darker, its unrankable otherwise iirc a

is the source supposed to be tohou or bms? the ranked version has tohou the original song this was remixed from is from Touhou. This one is from BMS which is apparently what we're putting as the source. BMS, original song
also changed one thing in Normal: 00:21:087 (4) - changed from 1/2 + note into 1/2 reverse
ThanK
Irreversible
Do you really use BMS as source? I'm pretty sure there was a debate once not to do that
Topic Starter
Frostings
seems relatively recently ranked maps all include BMS as the source if the song is from there
I can remove it if it's an issue :oops:
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