can you update my diff for real cause it isn't right now LOL
Oops, updated for real now.captin1 wrote:
can you update my diff for real cause it isn't right now LOL
Nathan Kiss wrote:
hi m4m
[Normal]
- 01:06:856 (4) - https://osu.ppy.sh/ss/4515826 This would look better if the first part of the slider was curved so it wraps around 01:05:662 (1) - a bit
- 01:08:219 (6) - I would suggest deleting this since it is a very minor hit and you've barely mapped any other minor hits throughout the song so far. This note also makes the slider end of 01:07:708 (5) lose emphasis
- 01:13:674 (4) - use the same rhythm you did for 01:06:685 (3,4) ? I wanted rhythm variation + current rhythm fits more.
- What ever you decide to do for the above I'd at least recommend ctrl + g these 2 notes 01:14:867 (3,4) for a number of reasons but the main one is the beat of the notes 01:13:844 (1,2,3,4) - is fluent throughout so it shouldnt change from circle - slider to slider - circle ^
- 01:28:674 (3) - I thought this would look prettier curved a bit more, up to you. I prefer to leave as is.
- 01:40:776 (4,5) - This point is more difficulty but I think you can get away with it idk. This is the only place in the song where you have 2 half circles together and it is then followed by slider so basically you are clciking 3 objects in a succession of 1/2 spacings and the SR is 1.96 too. How about turning them into a slider like you've done for similar rhythms through out the map? Same reason : rhythm variation
- 02:22:878 - map this part of the drums since you mapped the part right after it? again this is optional so yh I wanted to map only the strongest beats.
- 02:38:390 (1,2) - Im not a person to go nazi over blankets but this one could do with tweaking a bit
- 02:46:572 (1,2,3,4) - The idea is nice but prettier sliders can be used of for this; from looking at your map im sure youre capable of it. This goes for the pattern after it too It's matter a preference.
- 02:54:753 (1) - This section to me suffers from bad flow and inconsistent rhythm problems. I'm reducing density slowly.
First off you could turn into 02:56:117 (2) into a slider since you mapped the vocals for 02:54:753 (1) I'll think about it.
The main problem for me is I think 02:56:799 (3) shoudlnt be a reverse slider at all. It maps different sections and combines them making it feel weird on what youre following.
My recommendation would be to turn 02:56:117 (2) - into a 2/1 slider, take out the reverse of 02:56:799 (3) and start it at 02:57:310 and finally add a circle at 02:58:162 (4)- 03:00:890 - add circle if you plan on doing the above
[Hard]edit: I'll mod the Insane at a later date its 4 am in the UK atm zzzzz
- 00:27:992 (2,3) - The jump between these notes just doesnt feel justified as there is no emphasis on it. You can ctrl g as a shortcut if you wanted
- 00:59:356 (2) - Change the sample set to normal like you did for 00:58:333 (3) Nope, I put it before the clap.
- 01:02:083 (2) - ^
- 01:02:765 (4) - ^
There seems to be more so I'd just suggest listening to it in editor and listen for the ones that sound quiet.- 02:24:753 (4) - This is a bit of a nazi mod but the break should be here
- 02:30:719 (3) - This would flow better if you moved it to 02:30:890 and because the first notes would be 1/1 you can turn the whole pattern into a star shape or something along those lines if you wanted I really want to keep my symmetry.
- 02:53:390 (1,2) - I feel like you should stick to 1/2 sliders for this measure like you did for the previous one Both could work, but I'd prefer mine because i want a pause.
Exa wrote:
Normal:
00:05:322 (4,1) - I suggest rotating (1) by about 20 degrees so it flows in from (4) more smoothly. The object placement allows you to easily blanket 00:05:662 (1,2).
00:08:390 (1,2) - The blanket is off by a bit, you don't //need// to change it.
00:14:185 and 00:14:526 - Seem weird to not be mapped. I get that you are trying to follow the piano here but you've mapped similar beats afterward like 00:15:208 (3). You could do something like this and stay true to mapping both the piano and the beats. Begone rhythmical inconsistencies :3 Exactly, I'm following the piano!
00:16:572 (1) - This is pretty much the same as 00:13:844 (1,2,3) with the only difference being that they are more audible. It's cool to have diversity but how about having consistent rhythm and diversify your map by using different patterns? It just seems weird to tap the the same sound in a different way. I introduce rhythms before i make them more apparent.
00:19:128 - Now this confuses me even more. You've been mapping the piano up until now but you suddenly decide to ignore it o.o If I have 1/2 rhythms in this difficulty, it would cause a difficulty spike.
00:19:640 (2,3) - How about you make these ones completely linear? Was never my intention.
00:21:344 (2) - And that's even more weird, you ignore both the beats on the white ticks and you even ignore the piano on the last red tick! Now there are three ways that I can see going about it: This one which might be too hard. This one in case you decide to keep randomly ignoring white ticks which also prides the player with the same time gap between objects at all times. Or this one which I find to be most fitting since it is diverse, it skips nothings and also goes well with 00:22:708 (5) as it provides a familiar object. They are the easiest recognizable beats in the entire section, so yes I am mapping by the loudest and clearly recognizable sounds.
00:22:708 (5) - However this one contains the exact same sound with 00:21:344 (2) with the only difference being that it's easier to hear.
00:21:344 (2) - I general this one up until it's first reverse point maps the exact same sounds that 00:22:708 (3) and the next red tick should be mapping. Using the same rhythm in both instances is greatly suggested.
00:29:526 (2,1) - This blanket could clearly be much better.
00:32:083 - I can tell that in this section you favor the vocals more than the beats. A crafty way to go about it indeed since the whole thing is much more calm. However, if that's the actual logic behind it, you should map this sound and the ones after it that are of the same nature. Simply doing something like this or this which is easier should do the trick. I don't know man; white ticks are usually what people click based on intuition. I'll have to think about this.
00:34:128 - Of course both the prominence of these sounds that come after a bit and the need for consistency are good enough reasons to map them. Even though it seems a bit complicated to change your current patterns, I would still like using this rhythm which seems to fit much better. I'll have to get more thoughts about this since the white ticks are always more simple to click.
00:37:026 (3,2) - Stack properly.
00:34:299 (1) - As the song is closing to the strong vocals it's good to keep mapping prominent beats and ultimately increase tension. How about doing something like this instead? It seems a bit harder than the rest of the difficulty so don't have to use it unless you also find it to be fitting. I'll have to get more thoughts about this since the white ticks are always more simple to click.
00:46:572 (1,4) - Stack? o.o
00:46:572 (1,4) - Move to 96,348. Much better isn't it? :>
00:50:322 (2,3) - Of course, if you moved the last slider you will have to reposition these accordingly.
00:51:344 (4,1) - This blanket could also be a bit better.
01:01:572 (3,4) - I don't know about this. I doubt any newbie would complete the first slider in order to transit to the next. Instead they will just leave from the middle/start of the first slider with a high chance of breaking their combo What? this is up and down movement.
01:06:685 (3,4) - Wow randomly introducing a stack in the chorus seems like a really sudden move, some players might not be able to properly react to this. The rhythm is obvious and you have to remember this is a normal difficulty.
01:19:299 (1,2) - And you even have two different types of stacks! It seems very likely that most people will either fail to react to the first, or misread the second. If you have to keep a stack I suggest that you keep this one and change the previous one since you use 1/1 stacks more often. What's wrong with stacking on normals? I can use one or two techniques since this is not a typical easy diff. The usage of stacks is consistent here anyways.
01:45:890 (3,2) - Stack properly.
01:53:049 (2,3) - Tend to this stack in case you changed the last one.
01:55:776 (2,3) - Oh darn you use it more than once Maybe try a manual stack on either this ones or on the 1/1 ones?
02:30:208 (1,2) - You could easily have made a proper blanket here, please do I want to emphasize the pattern more
02:38:390 (1,2) - You could have also blanketed this one. Blankets simply add up to the aesthetics since it doesn't seem like you randomly placed objects so it's always nice to use them. I really can't find a reason explaining why wouldn't when you clearly can.
02:40:435 (3,1) - Even this little guy can be blanketed.
02:46:572 (1,2,3,4) - I am extremely unsure about this. The sliderball area is not big enough to cover more than half of the slider's track. I am afraid some newbies will not be able to complete this pattern without getting some 100s or even breaking combo. Not to mention that the continues overlaps outta nowhere make it even harder to read.
02:49:299 (1,2,3,4) - Same goes for this and even more, since the last one was more cramped, the possibilities of breaking combo were less because of the sliderball's area.
03:00:037 - Why not have it perfectly straight?
Hard
00:09:412 (3,1) - The jump on these is the exact same spacing as the jump on 00:07:197 (1,3) but they have different time gaps. It's very misleading and might cause spread problems since there was nothing even remotely as misleading as that on normal
00:18:276 (2) - Ctrl+G'ing this one seems to make a much more fun pattern and also emphasized the upcoming beat much better.
00:18:958 (4,1) - Stack nicely?
00:22:026 - Why do you randomly skip that ;w; I'm mapping the chime sound here.
00:23:901 - It's weird that you skip that in order to make a much more pleasant rhythm but right after 00:25:094 (2,3,4,5,6) you force the player to suddenly single tap 176 bpm Too hard
00:31:742 - These are far more prominent than the white ticks. Staying true to the structure is cool, but at least use 1/2 sliders to not let these little guys unmapped. uhhh let me get back to you on this.
00:39:583 (6,1) - I suggest spacing these out. Denying movement when is a prominent beat doesn't really make much sense. That would make this part too hard.
00:59:867 (4,2) - Stack?
01:12:310 (4,2) - Stack? o.o
01:15:208 (1,2,3) - Wow that's both misleading in terms of spacing and also really hard to read because of the full stack. Please consider doing at least a manual stack more upwards.
01:20:492 (1,2,3) - This is also extremely uncomfortable to play to and even more uncomfortable to read. There's decreasing spacing on a completely linear pattern but you also force the player to completely change direction. It seems very forceful and I would really like to see this changed. First of all, there is no change in direction here. Secondly, this is just a simple straight movement.
01:26:628 (3) - I really can't find a good enough reason to space these out that much, especially given the fact that the second object is on a red tick.
01:32:765 (4,1) - I would suggest spacing these out as well but I see that you do that more than a few times and I am not sure if you will be able to fix all of them ;w;. I am not going to stop pointing these out because I am starting to feel bad >.<
01:55:435 (3,1) - Is it possible to curve 3 so that 1 blankets with it? I don't want a blanket .
01:55:435 (3,3) - Please get rid of that overlap.
02:44:185 (2,1) - These are not stacked.
02:50:322 (4,2) - These are not stacked either ._.
02:57:310 (1,2) - Pls blanket pls thanks.
03:00:037 (1,3) - Get rid of that overlap as well! uhm, this one is on purpose, as you can see.
Honestly I couldn't find anything worth mentioning on the harder difficulties and I didn't want to bother you with blankets >.<
General
- Offset is fine.
- I don't think you need the OSB unless I randomly created it.
- BG is fine.
- All fine kek
GL with this o/
ZZHBOY wrote:
hi Tari, i'm coming
[General][Normal]
- widescreen support is unnecessary, uncheck it
- about hp setting, i suggest to use hp 4.5-5 in Hard diff, because use same od in Hard and Insane is not good for a proper difficult spread.
- beside hp, consider to use lower od in captin's Insane? try to use od 5.5 in Hard and od 7 in Insane would make spread better.
[Hard]
- 00:13:844 (1,2) - 3/2 beats gap would make new players be confused here, consider to use a repeat slider here like what you did at 00:16:572 (1) - , also can make this part's rhythm be more consistent. I was told by people to add some variety to rhythm instead of 1/1 spam and so i agreed. This is one of the parts I thought rhythm variation was good.
- 02:17:935 (1) - this sound is unnecessary to follow imo, it's different from other sounds here, so maybe this circle can be removed to make rhythm here clear? It would create large gap in the HP and only feels natural to follow white ticks after, so no change.
- 02:30:208 (1,2) - try this nicer blanket? https://osu.ppy.sh/ss/4697064
- 02:58:844 (1,2) - curve these slider to make here nicer? linear slider would be a little fast for new players to play imo I'd prefer linear these is no need to curve here.
- 03:05:577 (1) - this spinner is too short in lowest diff, why not use a slider to instead of this short spinner?
[captin's Insane]
- 00:02:935 - why not use 0.75x sv like what you did in Normal? I changed sv at normal instead.
- 00:07:708 (3) - let 00:07:878 - this sound on a slider's tail is not good imo, maybe you can use two circles instead of this slider here? hmmm, I'm following drums but I ctrl+ged next slider
- 00:11:287 (2) - i can't here a clear drum here, so consider to remove this circle? it's a little overmap imo o.o hmm, I think it's okay. I stacked and drums are very strong here
- 00:54:924 (2) - ^
- 01:17:765 (1,2,3,4,5,6) - this jump is too large in a Hard diff and it would break a proper gap between Hard and Normal diff, so consider to move them closer?
- 02:37:708 (2,3) - make a better blanket like this? https://osu.ppy.sh/ss/4697102
- 02:46:145 - seems here has no clear sound, so rhythm here should be this? https://osu.ppy.sh/ss/4697106 No, this is just a hold for the apparent drums here.
- 02:57:310 (1,2) - make a better blanket? https://osu.ppy.sh/ss/4697111
[Extra]
- 01:51:344 (3,4,5) - jump is too large here, consider to move them closer?
- 02:24:753 - start break time from here like other diffs?
that's all, call me back when you are ready
- 00:21:003 (2) - maybe make this slider parallel with 00:21:344 (3) - will make flow better here? hmm no, it was not my intention.
- 01:56:458 (2) - move to around 248 360 will make here looks nicer? http://osu.ppy.sh/ss/4697146
- 03:05:236 (6,7,8,9) - they haven't constitute a perfect line, maybe you can move 4 pix left and 4pix down(one tiny grid) to fix that. btw consider set nc at 03:05:492 - ?