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The Living Tombstone - I Got No Time

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Winek

Shiro-neechan wrote:


i'll give 1 star
I'll give a star as well so you're sure he's gonna accept it
ifaded no kudowhore
Topic Starter
Phos-

Shiro-neechan wrote:

GD Request for 7k Mania (NM and HD)
if you accept my GD request, i'll give 1 star and I handle for mod request in 7k mania ;) :D

I hope for your REPLY. ;) :D
Sorry but you don't seem all that experienced at mapping due to your lack of beatmaps and kudosu, so I'm going to decline. A general word of advice is to focus on ranking your own projects first, rather than doing guest difficulties for people.

I appreciate your offer though :)
Winek

-Faded- wrote:

Shiro-neechan wrote:

GD Request for 7k Mania (NM and HD)
if you accept my GD request, i'll give 1 star and I handle for mod request in 7k mania ;) :D

I hope for your REPLY. ;) :D
Sorry but you don't seem all that experienced at mapping due to your lack of beatmaps and kudosu, so I'm going to decline. A general word of advice is to focus on ranking your own projects first, rather than doing guest difficulties for people.

I appreciate your offer though :)
That is mean
Faded you mean bitch
Im gonna call you Fluttershy03 since you're very mean
Topic Starter
Phos-

Winek wrote:

That is mean
Faded you mean bitch
Im gonna call you Fluttershy03 since you're very mean
Winx can you not? xdd
AyeAries

-Faded- wrote:

Shiro-neechan wrote:

Sorry but you don't seem all that experienced at mapping due to your lack of beatmaps and kudosu, so I'm going to decline. A general word of advice is to focus on ranking your own projects first, rather than doing guest difficulties for people.

I appreciate your offer though :)
It's your decision and i'll accept it, but before i wrote this,

Shiro-neechan wrote:

GD Request for 7k Mania (NM and HD)
if you accept my GD request, i'll give 1 star and I handle for mod request in 7k mania ;) :D

I hope for your REPLY. ;) :D
I create a 7k NM and it's finished. If you want to check just pm me! :D ;)
AnatOWJIya
See no problem with 7k keymode,but it's gonna take more time to seacrh for mods/bns and other qualify stuff.
Otherwise,there could be lots of problems with mapia mapset in all,so it could be DQ reason.
So why not give him a try?
Don't think i'm trying to protect new mappers,but he'll get some experience in a mapping.
worst fl player
Osu! needs more The Living Tombstone.
Topic Starter
Phos-

L-a-m-e-y [ B ] wrote:

Osu! needs more The Living Tombstone.
Agreed :3

mfw this post is a new page >.>
AyeAries

-Faded- wrote:

Shiro-neechan wrote:

Sorry but you don't seem all that experienced at mapping due to your lack of beatmaps and kudosu, so I'm going to decline. A general word of advice is to focus on ranking your own projects first, rather than doing guest difficulties for people.

I create a 7k NM and it's finished. If you want to check just pm me! :D ;)
i case if you really wanna check my 7k NM here! http://puu.sh/nyEcD/49777f2c12.txt
Qiyana
NO KUDOS PLZ

Illuminati Metadata confirmed:
http://thelivingtombstone.com/music
Nitrousdragon
Hooray, passed with HDHR :D
Nice Insane, I will mod this map after the set is complete.


Click on the picture for the replay
Topic Starter
Phos-

Nitrousdragon wrote:

Hooray, passed with HDHR :D
Nice Insane, I will mod this map after the set is complete.


Click on the picture for the replay
Thanks ^^ I'll be looking forward to your mod once the set is complete :3
Topic Starter
Phos-
Really not too sure about this... I'll definitely be pushing it for rank, but I'm just worried...
AnatOWJIya

-Faded- wrote:

Really not too sure about this... I'll definitely be pushing it for rank, but I'm just worried...
Worried about what?
Topic Starter
Phos-
Sorry to say this, but I feel that this mapset would be better off without the mania difficulties. I've been worried about this mapset for a while now, and I wouldn't want to see this beatmap have trouble due to having too many guest difficulties, I think 2 is enough. Also, mania has been having quite a bit of trouble regarding the ranking system recently, where there isn't enough BNs to bubble/qualify beatmaps, so I wouldn't want this mapset to succumb to that.

Maybe the two of you could submit your own mania mapset? I wouldn't mind if you took my video/mp3, and I could link it in the beatmap description.
AnatOWJIya

-Faded- wrote:

Sorry to say this, but I feel that this mapset would be better off without the mania difficulties. I've been worried about this mapset for a while now, and I wouldn't want to see this beatmap have trouble due to having too many guest difficulties, I think 2 is enough. Also, mania has been having quite a bit of trouble regarding the ranking system recently, where there isn't enough BNs to bubble/qualify beatmaps, so I wouldn't want this mapset to succumb to that.

Maybe the two of you could submit your own mania mapset? I wouldn't mind if you took my video/mp3, and I could link it in the beatmap description.
I'll talk with AJIekceu about it.
Alyseka
Sorry if i'm doing this early, but i assume the Insane, Extra and Nightmare diffs are done.

The diffs look pretty solid already and i can't mod for sh*t so i'm just gonna look at the NC's and give my opinion. Feel free to disregard :)

Insane
00:15:689 (1) - Delete NC?
00:16:023 (3) - NC?
00:19:189 (1) - Delete NC?
00:28:856 (1,2,3) - This NC pattern isn't consistent with 00:34:189 (1,2,3) - change one?
00:52:023 (1,2,3,4) - Same as above, but with 01:02:689 (1,2,1,2) -
01:05:356 (5) - NC here instead of 01:05:689 (1) - ?
01:20:023 (5) - NC?
01:20:523 (1) - Delete NC?
01:21:356 (5) - NC?
01:22:023 (1) - Delete NC?
01:22:689 (3) - NC?
01:49:356 (4) - NC?
01:55:356 (1) - Delete NC? The NC pattern is anywhere else in this section (on the sliders)
02:02:356 (1) - Delete NC?
02:02:689 (3) - NC?
02:16:689 (1) - Delete NC? Same reasoning as 01:55:356 (1) -
02:23:689 (1) - Delete NC?
02:24:022 (3) - NC?

Extra
00:08:523 (1) - Delete NC? Why after 3 notes? 00:18:689 (1,2,3,4,1,2,3,4) - In this section, the NC's are at 4 notes which makes more sense.
00:46:689 (8) - NC? Purely for emphasis
00:54:356 (1) - Delete NC?
00:54:689 (3) - NC?
01:23:356 (1,2,3,1) - do the same as you did 01:12:023 (1,2,1,2,1,2,1,2) - ?
01:24:023 (2) - NC?
01:29:356 (4) - NC?
01:50:689 (5) - NC? Purely for emphasis
02:06:356 (1) - Delete NC?
02:06:689 (3) - NC?
02:27:689 (1) - Delete NC?
02:28:022 (3) - NC?

Nightmare
00:00:689 (1) - Delete NC?
00:02:023 (1) - Delete NC?
00:02:689 (4) - NC? I can see the rhythm you're following and either way works. 00:02:689 (4) - This still needs an NC either way tho
00:08:022 (8) - NC?
00:09:355 (8) - NC?
00:46:689 (3) - Emphasis NC?
01:04:689 (1) - Delete NC?
01:08:023 (9) - Emphasis NC?
01:13:356 (9) - NC?
01:14:689 (3) - NC?
01:14:856 (1) - Delete NC?
01:50:689 (3) - Emphasis NC?
01:58:689 (7) - NC?
01:59:023 (1) - Delete NC?
02:12:023 (9) - Emphasis NC?
02:20:022 (7) - NC?
02:20:356 (1) - Delete NC?
I would also like to know the reasoning for inconsistent NC patterns. 00:22:689 (1,2,1,2,1,2,1,2) - here, you have put them every two notes, but other areas of the section (like right before it and right after it) they are every eight notes.

I can't mod spacing at all, but it looks solid. The OD might be a bit high for the diffs modded, but i would get more opinions before even considering it.
GL with ranking :)
RogueKitten
...so i'm just gonna assume a hard diff is on the way? imo there would probably need to be both a hard and hyper / light insane, there's a very big difference between the normal and insane.
lmao i cant mod
Topic Starter
Phos-

Strykerto wrote:

Sorry if i'm doing this early, but i assume the Insane, Extra and Nightmare diffs are done.

The diffs look pretty solid already and i can't mod for sh*t so i'm just gonna look at the NC's and give my opinion. Feel free to disregard :)

[Insane]
00:15:689 (1) - Delete NC?
00:16:023 (3) - NC? Done both of these.
00:19:189 (1) - Delete NC? No, this NC is here for readability purposes.
00:28:856 (1,2,3) - This NC pattern isn't consistent with 00:34:189 (1,2,3) - change one? 00:34:189 (1,2,3) has a jump, so I used an NC to signify that.
00:52:023 (1,2,3,4) - Same as above, but with 01:02:689 (1,2,1,2) - Sure.
01:05:356 (5) - NC here instead of 01:05:689 (1) - ? For readability, I chose to NC here to seperate the 1/1. This makes the pattern look nicer and a bit more readable
01:20:023 (5) - NC?
01:20:523 (1) - Delete NC?
01:21:356 (5) - NC?
01:22:023 (1) - Delete NC?
01:22:689 (3) - NC?
01:49:356 (4) - NC? Done all^
01:55:356 (1) - Delete NC? The NC pattern is anywhere else in this section (on the sliders) I've done this for readability though, to separate the two sets of sliders.
02:02:356 (1) - Delete NC? This is also for readability of the pattern.
02:02:689 (3) - NC? ok
02:16:689 (1) - Delete NC? Same reasoning as 01:55:356 (1) - Nope, like I said this is for readability.
02:23:689 (1) - Delete NC? Nah, this is also for readability.
02:24:022 (3) - NC? Done.

[Extra]
00:08:523 (1) - Delete NC? Why after 3 notes? 00:18:689 (1,2,3,4,1,2,3,4) - In this section, the NC's are at 4 notes which makes more sense. The NC is to break the pattern up, when playing it'll look nice because you can see a pair of triangles forming.
00:46:689 (8) - NC? Purely for emphasis I added emphasis by adding a jump, but I don't think an NC is necessary here just for one note.
00:54:356 (1) - Delete NC?
00:54:689 (3) - NC? Done both.
01:23:356 (1,2,3,1) - do the same as you did 01:12:023 (1,2,1,2,1,2,1,2) - ? I think the pattern is fine, it adds variety to the map.
01:24:023 (2) - NC? Nah, there would be two NCs right next to each other then, and that doesn't make too much sense.
01:29:356 (4) - NC? Alright, done.
01:50:689 (5) - NC? Purely for emphasis Nah, not necessary imo
02:06:356 (1) - Delete NC? I want to keep the NC here because it's quite a complex pattern compared to the rest of the map, and I feel that it'll help players read it.
02:06:689 (3) - NC? Ok
02:27:689 (1) - Delete NC? Again, it's a complex pattern so I'll keep it as it is.
02:28:022 (3) - NC? Done

[Nightmare]
00:00:689 (1) - Delete NC? Nope, for readability and to break the pattern up.
00:02:023 (1) - Delete NC? The NC here is to signify the spacing change, so I'll keep this as it is.
00:02:689 (4) - NC? I can see the rhythm you're following and either way works. 00:02:689 (4) - This still needs an NC either way tho Not really, in this small intro part I'm NCing based on spacing changes and the like, not off of downbeats.
00:08:022 (8) - NC? That would be bad, as two NCs would be next to each other without a valid reason.
00:09:355 (8) - NC? Alright, done.
00:46:689 (3) - Emphasis NC? Not needed imo
01:04:689 (1) - Delete NC? The NC is it signify the change in the song, as it is quite repetitive everywhere else.
01:08:023 (9) - Emphasis NC? Again, it's not really needed.
01:13:356 (9) - NC? ok
01:14:689 (3) - NC?
01:14:856 (1) - Delete NC? No, the pattern here is supposed to resemble a pair of triangles, and the NCing helps the player notice that. No change for either of the,
01:50:689 (3) - Emphasis NC? Again, not really needed.
01:58:689 (7) - NC?
01:59:023 (1) - Delete NC? Done both.
02:12:023 (9) - Emphasis NC? Again, I wouldn't want to do this as it isn't necessary imo.
02:20:022 (7) - NC?
02:20:356 (1) - Delete NC? Again, done both.
I would also like to know the reasoning for inconsistent NC patterns. 00:22:689 (1,2,1,2,1,2,1,2) - here, you have put them every two notes, but other areas of the section (like right before it and right after it) they are every eight notes. Because they are to break the pattern up. Not everything has to NC on a downbeat, you should add NC based on the pattern as well.

I can't mod spacing at all, but it looks solid. The OD might be a bit high for the diffs modded, but i would get more opinions before even considering it.
GL with ranking :)
Thanks for modding, you helped iron out a few bad NCs. :3
Spayyce
👌👀👌👀👌👀👌👀👌👀 good shit go౦ԁ sHit👌 thats ✔ some good👌👌shit right👌👌there👌👌👌 right✔there ✔✔if i do ƽaү so my self 💯 i say so 💯 thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ💯 👌👌 👌НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ👌 👌👌 👌 💯 👌 👀 👀 👀 👌👌Good shit
Topic Starter
Phos-

-Space- wrote:

👌👀👌👀👌👀👌👀👌👀 good shit go౦ԁ sHit👌 thats ✔ some good👌👌shit right👌👌there👌👌👌 right✔there ✔✔if i do ƽaү so my self 💯 i say so 💯 thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ💯 👌👌 👌НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ👌 👌👌 👌 💯 👌 👀 👀 👀 👌👌Good shit
ayy
ZekeyHache
Is it normal to find that BG cute rather than scary? <3
Topic Starter
Phos-

ezek wrote:

Is it normal to find that BG cute rather than scary? <3
yeah the BG is adorable tbh :^)
ZekeyHache
Firmatorenio
Leaving the blankets for everyone else adsf
Still shitmod adsf

[Space's Easy]
02:08:023 (1,2) - i really don't like this combo. You normally go with 2/1 sliders in this part, and then decide to randomly place two 3/1 ones that don't flow at that. Either make them flow or reduce at least the first one to 2/1.

[Normal]
  1. 00:24:023 (1,2,3,4) - this pattern is OP for this diff at this bpm, pls nerf
  2. 00:49:356 (1) - and further like that in that part - i don't really like how you pressure the beats here, i see sliderreverses as having some beat pressure due to the fact that the cursor makes a turn and sliderend as a pressure release most of the time: here you have a rather minor beat accentuated with a sliderreverse, yet a much stronger beat, the snare sound, on a sliderend. I really don't like how it plays, but uh, it's up to you if you really want to change that. I would be very much fine if you had a circle on the downbeat and a 1/1 reverse slider with the reverse on the snare (like 01:05:689 (2) - ).
  3. 02:04:023 (1) - and 02:25:356 (1) - um wut
[ezek's Hard]
02:44:023 - the spin is weirdly longer compared to other diffs :o

[Insane]
  1. OD why, put sth like 7.8 for better spread?
  2. 00:16:023 (1,2,3,4,5) - keeping to doubt the readability of this :\
  3. 01:05:356 (5) - NC (and remove on the next one)?
  4. 01:55:356 (1) - NC spam
  5. 02:13:023 (3,2) - bad overlap
  6. 02:16:689 (1) - NC spam again
[Extra]
that OD whyy, i suggest 8.6
your NCing is very inconsistent, here's some weird stuff that may start to help something but i'd just remap lol
  1. 00:23:023 (1) - either remove this NC or place one more on 00:23:356 (3) -
  2. 00:31:023 (1) - un-NC, NC next note instead
  3. 00:41:689 (1) - ^
  4. 00:44:856 (1,2,1,2,1,2,3,4) - this makes no real sense to me, try to repattern this for this NC pattern
  5. 01:12:023 (1,2,1,2,1,2,1,2) - srsly?
  6. 01:16:356 (1) - again, either remove this NC or put one on 01:16:690 (3) -
  7. 01:17:356 (1,2,3,4,5) - wat is emphasis
  8. 01:23:856 (1) - un-NC, NC next, moar zigzag combos
  9. 01:30:023 (3) - unNC?
  10. 01:34:023 (6) - NC?
  11. the ending seems to be finally consistent in this, woo
01:35:523 - note?

[Nightmare]
  1. tickrate 2 kdspls
  2. 1/16 IS NOT RECOMMENDED TO USE EVER kdspls
  3. bg too scary kdspls
  4. video too flashy kdspls
  5. stack leniency too high kdspls
  6. 01:43:856 (3) - is this literally a slider? o_O kdspls
  7. the red combocolor is too red kdspls
  8. 01:58:023 (3,4,5,6) - not square enough kdspls
  9. OD is not equal to AR this is obviously a ctb diff kdspls
  10. 00:01:230 (1) - wow such blanket kdspls
  11. you have a double space in tags kdspls
  12. overdone delete diff kdspls
Topic Starter
Phos-

Firmatorenio wrote:

Leaving the blankets for everyone else adsf
Still shitmod adsf

[Normal]
  1. 00:24:023 (1,2,3,4) - this pattern is OP for this diff at this bpm, pls nerf Yeah, I can see how that can be awkward for some people. Nerfed.
  2. 00:49:356 (1) - and further like that in that part - i don't really like how you pressure the beats here, i see sliderreverses as having some beat pressure due to the fact that the cursor makes a turn and sliderend as a pressure release most of the time: here you have a rather minor beat accentuated with a sliderreverse, yet a much stronger beat, the snare sound, on a sliderend. I really don't like how it plays, but uh, it's up to you if you really want to change that. I would be very much fine if you had a circle on the downbeat and a 1/1 reverse slider with the reverse on the snare (like 01:05:689 (2) - ). I'm primarily mapping to the melody here so I think it's fine for now.
  3. 02:04:023 (1) - and 02:25:356 (1) - um wut wut
[Insane]
  1. OD why, put sth like 7.8 for better spread? Nah, my difficulties don't have any 1/4 in them, therefore the OD is relatively high to make up for it.
  2. 00:16:023 (1,2,3,4,5) - keeping to doubt the readability of this :\ I think it's fine, the pattern is quite easy to read due to the high ar.
  3. 01:05:356 (5) - NC (and remove on the next one)? Sure.
  4. 01:55:356 (1) - NC spam It's not spam; I'm NCing based on the pattern. I think the NC is appropriate here because it seperates the two sets of sliders, aiding in readability and aesthetics.
  5. 02:13:023 (3,2) - bad overlap Fixed.
  6. 02:16:689 (1) - NC spam again Again, I don't think anything's wrong with it.
[Extra]
that OD whyy, i suggest 8.6 nuu
your NCing is very inconsistent, here's some weird stuff that may start to help something but i'd just remap lol
  1. 00:23:023 (1) - either remove this NC or place one more on 00:23:356 (3) - It's fine, the NCs split it up into a line and a triangle.
  2. 00:31:023 (1) - un-NC, NC next note instead
  3. 00:41:689 (1) - ^ Done both.
  4. 00:44:856 (1,2,1,2,1,2,3,4) - this makes no real sense to me, try to repattern this for this NC pattern
  5. 01:12:023 (1,2,1,2,1,2,1,2) - srsly? They're fine, I have the pattern represented as a group of lines.
  6. 01:16:356 (1) - again, either remove this NC or put one on 01:16:690 (3) - Again, this isn't really needed.
  7. 01:17:356 (1,2,3,4,5) - wat is emphasis idk tbh, cleaned the pattern up a bit though.
  8. 01:23:856 (1) - un-NC, NC next, moar zigzag combos That looks bad, line combos are better >.<
  9. 01:30:023 (3) - unNC? Want to seperate the set of sliders, no change.
  10. 01:34:023 (6) - NC? Nah, that would be too much imo.
  11. the ending seems to be finally consistent in this, woo
01:35:523 - note? Nah I'm not mapping to the vocals here, since it's quieter than the first chorus so I want to put more emphasis on the background instruments.

[Nightmare]
  1. tickrate 2 kdspls
  2. 1/16 IS NOT RECOMMENDED TO USE EVER kdspls
  3. bg too scary kdspls
  4. video too flashy kdspls
  5. stack leniency too high kdspls
  6. 01:43:856 (3) - is this literally a slider? o_O kdspls
  7. the red combocolor is too red kdspls
  8. 01:58:023 (3,4,5,6) - not square enough kdspls
  9. OD is not equal to AR this is obviously a ctb diff kdspls
  10. 00:01:230 (1) - wow such blanket kdspls
  11. you have a double space in tags kdspls
  12. overdone delete diff kdspls Applied all! kdspls
ppgamer
OMG DAT VID IZ SO FLASHIN' !
(you should input epilepsy warning)
ZekeyHache

Firmatorenio wrote:

[ezek's Hard]
02:44:023 - the spin is weirdly longer compared to other diffs :o O_O I thought I made it as long as the other diffs..
Faded, feel free to fix that for me, is not something that I would need to give you the diff file :v
MokouSmoke
Space sent me here~
[Extra]
  1. 00:02:023 (4) - 50% SV is too sudden. I think effect could be better achieved by using 0.85/0.7/0.55 SV for 00:02:023 (4,5,1) - respectively, so sliders slow down with the music
  2. 00:30:689 - I wouldn't skip this downbeat (it's actually mapped in insane diff). try something like this, and stack (4,5) to match vocal http://puu.sh/oT9B2/b460c7265d.jpg
  3. 00:35:023 (3,4,5,6,7) - this doesn't really work here for me since the rhythm isn't strongly patterned in groups of 2. Especially 00:35:356 (5,6,7) - which has three equally strong vocals imo. Actually, I see you already did this at 01:39:356 (5,6,7) - so just copy that lol
  4. 01:07:356 (5,9) - use normal sampleset to follow the drums. same at 02:32:689 (1,5) - actually, I think I sense a NC inconsistency as well
  5. 01:35:523 - missing note?
  6. 01:41:189 (3,4) - i'm sorry, but can you fix these so they blanket?
  7. 02:12:356 (1) - recommend drum finish on slider tail
[Insane]
  1. 00:24:689 (5) - double repeats can be confusing to play. maybe break into 2 symmetric 1/1 sliders instead
  2. 00:26:356 (2,1) - nerf spacing, otherwise 00:26:689 (1,2) - looks like 1/4 rhythm
  3. 00:27:523 (1,2) - ctrl+g for flow? since you use more constant spacing in similar parts like 00:32:689 (2,3,4) - 00:38:189 (1,2,3) -
  4. 01:10:356 (5,1,2,3) - felt a little weird to play, maybe move 01:10:689 (1) - to around [349, 209] so 01:10:689 (1,2,3) - visually has similar spacing?
  5. 01:39:356 (3,4,5,6) - looks strange because visually it feels like 01:39:689 (5,6) - should have DS. try stacking 01:39:856 (6) - on top of 01:39:023 (2) -
  6. 01:48:356 (4,3) - I would move this left a little bit and readjust pattern so 01:48:856 (1,2,3) - has more similar spacing
  7. 02:02:356 (1) - 00:58:356 (5) - NC inconsistency
[Ezek]
  1. 00:22:023 (3) - missing drum sampleset on slidertail
  2. 00:34:689 (1,2,3) - 1.6x spacing seems excessive. try 1.3x?
  3. 00:45:356 (1,2,3) - this is even worse and will get confused as 1/1 rhythm.
  4. 01:00:356 (2,3) - use 1.0 DS, like you do at 00:49:689 (2,3) - . Easy way is to ctrl+h 01:00:689 (3) - and reposition
  5. 00:52:023 (1,2,3,4) - try to keep spacing the same as 01:02:689 (1,2,3,4) - . The first pattern is like 1.33 DS and second one is like 1.25 DS, which is noticeable in-game
  6. 01:13:356 (1,3) - 01:17:856 (2,3) - fix stacks lol
  7. Rest looks fine, just a couple spacings I can't agree with like 02:04:689 (3) - 02:08:689 (2) - . Moderate jumps are ok in hard diff, but going from 1.0x to >2.0x is too much
[Normal]
  1. For higher diffs I don't mind, but for normal I recommend NC every two downbeats instead of one. Otherwise you have too many combo numbers that reset after two lol
  2. 00:24:356 (2) - 01:00:023 (1) - 01:28:023 (1,2) - etc... don't do these multi-repeat sliders in normal. Hard to read the second repeat
  3. 00:32:023 (4,1) - 00:34:689 (3,1) - 00:37:356 (3,1) - etc... swap NC
  4. 01:07:356 (3,4) - 02:11:356 (3,4) - stack? easier for players to hit
[Space]
  1. Diff could really benefit from some more hitsounds imo. Try using some drum finishes or drum claps on those sliderends when you hear a bass drum on that beat
  2. 00:13:356 (1,2) - 00:18:689 (1,2) - both sliderends have same sound in music, so use same hitsounds
  3. 00:21:356 (1,1) - fix stack lol
  4. 00:42:689 (1,2) - 1.5 DS pls
  5. 00:45:356 (1,2) - same here, also avoid overlap cuz it doesn't look good
  6. 01:05:356 (2) - maybe move this a little so 01:05:356 (2,3,4) - doesn't look so cramped http://puu.sh/oTc86/19f6810c25.jpg
  7. 01:08:023 (1,1) - current blanket looks off, it would be easier if you just blanket the slider head instead of the actual slider
  8. 01:12:023 (1,3) - avoid overlap
  9. 00:25:356 (1) - recommend same rhythm and hitsounding as 01:29:356 (4,1) -
  10. 01:42:689 (2,1,2) - careful with some of your spacing. even if it's slightly less than 1.5DS it's noticeable since sliders are so close together
  11. 01:56:023 (3) - avoid multi-repeat sliders. new players have trouble reading the second repeat on time. Same comment in other spots
Pretty nice mapset. Good luck~
ZekeyHache

MokouSmoke wrote:

Space sent me here~
[Ezek]
  1. 00:22:023 (3) - missing drum sampleset on slidertail Fixed~
  2. 00:34:689 (1,2,3) - 1.6x spacing seems excessive. try 1.3x? It's actually less, the editor just marks it as it was more because of the SV reduction, besides it emphasizes the fast high-pitched voice in this part~ So, no change~
  3. 00:45:356 (1,2,3) - this is even worse and will get confused as 1/1 rhythm. Maybe you're right, looks kinda weird... I reduced it to 1.6x like the others~
  4. 01:00:356 (2,3) - use 1.0 DS, like you do at 00:49:689 (2,3) - . Easy way is to ctrl+h 01:00:689 (3) - and reposition I made a jump of the other pattern instead~
  5. 00:52:023 (1,2,3,4) - try to keep spacing the same as 01:02:689 (1,2,3,4) - . The first pattern is like 1.33 DS and second one is like 1.25 DS, which is noticeable in-game Oki, I used 1.33 for both~
  6. 01:13:356 (1,3) - 01:17:856 (2,3) - fix stacks lol not everything can be perfect, but well, I tried~
  7. Rest looks fine, just a couple spacings I can't agree with like 02:04:689 (3) - 02:08:689 (2) - . Moderate jumps are ok in hard diff, but going from 1.0x to >2.0x is too much They're not that hard since they go from one slider tail to a another slider's head, making them with circles would definitively be too much~
Thanks for the mod! :D
Btw, it's "ezek" not "Ezek" D:

~Here's my update~
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 69356
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 26689,48023,69356,90689,112023,133356,154689
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:I Got No Time
TitleUnicode:I Got No Time
Artist:The Living Tombstone
ArtistUnicode:The Living Tombstone
Creator:-Faded-
Version:ezek's Hard
Source:
Tags:TLT fnaf4 Five Nights At Freddy's 4 song Scott Cawthon IGNT -Space- ezek
BeatmapID:940784
BeatmapSetID:420023

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.54999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"1456010974960.png",0,0
Video,0,"vid.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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112,300,126356,1,0,0:0:0:0:
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Topic Starter
Phos-

MokouSmoke wrote:

Space sent me here~
[Extra]
  1. 00:02:023 (4) - 50% SV is too sudden. I think effect could be better achieved by using 0.85/0.7/0.55 SV for 00:02:023 (4,5,1) - respectively, so sliders slow down with the music Agreed, changed.
  2. 00:30:689 - I wouldn't skip this downbeat (it's actually mapped in insane diff). try something like this, and stack (4,5) to match vocal http://puu.sh/oT9B2/b460c7265d.jpg I'd like to prioritise the vocals here. As for the downbeat, that is when the vocal shifts tone, so I have a sharp angle to emphasise that.
  3. 00:35:023 (3,4,5,6,7) - this doesn't really work here for me since the rhythm isn't strongly patterned in groups of 2. Especially 00:35:356 (5,6,7) - which has three equally strong vocals imo. Actually, I see you already did this at 01:39:356 (5,6,7) - so just copy that lol done lol
  4. 01:07:356 (5,9) - use normal sampleset to follow the drums. same at 02:32:689 (1,5) - actually, I think I sense a NC inconsistency as well Done this and made the NCing nicer
  5. 01:35:523 - missing note? Originally I had planned to just focus on the background instrument, but yeah it's probably better to just add a note here. Done.
  6. 01:41:189 (3,4) - i'm sorry, but can you fix these so they blanket? Blankets look good to me.
  7. 02:12:356 (1) - recommend drum finish on slider tail Yeah that sounds good, done.
[Insane]
  1. 00:24:689 (5) - double repeats can be confusing to play. maybe break into 2 symmetric 1/1 sliders instead I have it like this to emphasise the muffled sound of the singer. I doubt a double repeat can be confusing for a player on insane.
  2. 00:26:356 (2,1) - nerf spacing, otherwise 00:26:689 (1,2) - looks like 1/4 rhythm The beats are still spaced and I haven't had any 1/4 in the entire map, so I doubt they will think that.
  3. 00:27:523 (1,2) - ctrl+g for flow? since you use more constant spacing in similar parts like 00:32:689 (2,3,4) - 00:38:189 (1,2,3) - sure, done.
  4. 01:10:356 (5,1,2,3) - felt a little weird to play, maybe move 01:10:689 (1) - to around [349, 209] so 01:10:689 (1,2,3) - visually has similar spacing? It plays fine for me and I'm not fond of the overlap your suggestion has. No change for now.
  5. 01:39:356 (3,4,5,6) - looks strange because visually it feels like 01:39:689 (5,6) - should have DS. try stacking 01:39:856 (6) - on top of 01:39:023 (2) - I'm on the fence for this one as well. Stacking it there flows tacky imo.
  6. 01:48:356 (4,3) - I would move this left a little bit and readjust pattern so 01:48:856 (1,2,3) - has more similar spacing done
  7. 02:02:356 (1) - 00:58:356 (5) - NC inconsistency For the first example I have it set out like that to separate the two lines, and on the second example it's a whole shape. Not everything has to be consistent in harder difficulties.
[Normal]
  1. For higher diffs I don't mind, but for normal I recommend NC every two downbeats instead of one. Otherwise you have too many combo numbers that reset after two lol I'm not a fan of long combos on easier diffs. Makes it hard for them to recover hp and long bouts of the same colour makes things look boring imo
  2. 00:24:356 (2) - 01:00:023 (1) - 01:28:023 (1,2) - etc... don't do these multi-repeat sliders in normal. Hard to read the second repeat It's fine; they exist to give the new players a challenge. If they're having too much trouble then they can go play easy.
  3. 00:32:023 (4,1) - 00:34:689 (3,1) - 00:37:356 (3,1) - etc... swap NC
  4. 01:07:356 (3,4) - 02:11:356 (3,4) - stack? easier for players to hit Alright, that will probably be better.
Pretty nice mapset. Good luck~
Thanks for modding!
bassoons
[Space's Easy]

Really looks fine.

[Normal]
SPOILER
  1. 01:07:356 - Instead of a perfect stack, I think this should be offset, like most of the rest of circles in the map that are 1/2 beat apart.
  2. 02:11:356 - Same

[ezek's Hard]
SPOILER
  1. If you change combo to end at 00:43:023 and end at 00:44:356, it will be more helpful in indicating to the player that they shouldn't immedaitely click even though it's a stack. Otherwise I'd be tempted not not have those as stacks, very unintuitive to read.
  2. 00:48:023 (1,2,3,4) - could scale this formation out a bit, seems the tamest by far of your 1/1 beat formations.
  3. Same issue as first point, at 01:47:023 and 01:48:356

[Insane]
SPOILER
More general advice rather than specific points.

  1. The map suffers from being overly extreme in how its sections differ in difficulty. Differences in difficulty as the song gets more exciting or quieter are fine, however it's done too much, currently. When it's too much of an extreme, it simply makes the 'easier' parts boring, as a player repeats over and over just trying to get the difficult FCed. Only a small part of the map becomes an enjoyable challenge, rather than the map as a whole.

    Currently basically the Kiai parts are way more difficult than non-kiai. The simplest fix is to slightly reduce spacing on kiai, and increase spacing on non-kiai. For instance 00:26:689 is complete child's play compared to what has just come before it.
  2. 00:48:023 and 02:11:356 sections - these contain the same pattern over and over, 3 2-beat sliders and a circle. This is fine for a good while, but it starts to get pretty boring and they are also not very difficult as a whole. In order to spice these up, consider converting, every so often, the 2nd and 3rd, or the 1st and 2nd, sliders into 4 beats (circles) in a pattern instead. Will vary things up, increase difficulty / reading necessary, variance in map. Really make these sections good ones on their own, rather than monotonous ones to go through after hoping you've FCed the kiais...
  3. 00:52:023 and 01:02:689 and similar similar sections of four notes. Most of these are pretty easy jumps, I would give them some more spacing to make them a bit of a challenge. Again, in comparison to the rest of the map. The jumps at 01:08:356 are more like it.


[Extra]
SPOILER
I can't play this sort of diff yet, so have less experience to go on, but I think I can still say one or two things

  1. 00:00:523 and 01:08:356 - 00:01:856 and 00:02:023 - these are pair of 'trombone' notes, very distinctive, I think it would be great to give them prominence in the map as well; numbers of ways to do it, either as a stack with a big jump, or just two close notes that have bigger jumps before and after them, or as a big jump in between them. In all of these I believe they'd do better as two hitcircles, rather than currently as a hitcircle and going on to a slider. You finally have them as two hitcircles at 00:03:189 but they're not very interesting at all there.. you could put a big jump before them.
  2. There are some sections where you are missing every chance to use extra drum beats. I would've thought at this difficulty you would want to use every chance to use those to insert some variance and extra difficulty in the map. These are mostly in the kiai section listening off hand. Examples are 00:07:189 there's a triple drum beat, 00:12:523 again triple drum beat, again 00:17:856. You should use these! Every chance! Make the map more than just click-click-click-click-click-click-click every quarter note forever. There are also emphasis drum beats in the kiai, e.g the pair at 00:08:689 and 00:08:856 that you could reflect in the design of the beat map rather than always 'ignoring' (same difficulty jumping and sliding as normal).
  3. I think maybe the same first point I mentioned in the Insane diff, but too a lesser degree. Particular at 01:30:689 seems way too easy (... I can play it!...). I think a good way to say it is you want things to be quieter, not quiet. In case you want to "really I'm giving a break to the player here", A) I think the difficulty could be increased while still doing this, B) another way to solve that would be to have a break in the song. All that said, again, I think the problem is far less worrisome here than in the insane.
  4. The overall diff suffers from some monotony as well, from the fact that 80%? of it is 2 sliders followed by 4 hitcircles pattern/rhythm. Switch this up every once in a while, e.g reverse it, add one case where it's slider-4 notes-slider, etc. Will add some interest. Humans like some repetition, but not too much. After a while you want to change, or add in variances. Doing this to a measured degree will make it a better map IMHO than repeating the same pattern (although it makes sense) over and over for most of the song.
  5. Suggestion: you could create one place in the song for a four-corners jump of 4 1/1 beat circles for fun? e.g, at a point like 02:06:689 where there are four strong drum beats.

[Nightmare]
SPOILER
  1. Slider speed seems a little slow for 6 stars? Up it for some more fun? ^_^ If it was faster and more challenging, even if you just changed to only be in the kiai/chorus, you could use one or two sliders there instead of 100% hitcircles
  2. Again you're missing out on using the drum triples as noted in above diff
  3. Again in the relevant sections it's stuck to 100% slider-slider-4 hit circle pattern. Again, you don't need to drop that down to 50%, or 20%, of the time, but maybe 80%? 20% of the time have a different pattern to mix things up.
ZekeyHache

bassoons wrote:

[ezek's Hard]
SPOILER
  1. If you change combo to end at 00:43:023 and end at 00:44:356, it will be more helpful in indicating to the player that they shouldn't immedaitely click even though it's a stack. Otherwise I'd be tempted not not have those as stacks, very unintuitive to read. Well, I strictly followed a pattern of putting new combo every downbeat so making that would break the consistency I've created ;-;
  2. 00:48:023 (1,2,3,4) - could scale this formation out a bit, seems the tamest by far of your 1/1 beat formations. I don't see any issue with it~
  3. Same issue as first point, at 01:47:023 and 01:48:356 same answer~
Well, thanks for the mod!

No changes from me~
Topic Starter
Phos-

bassoons wrote:

[Normal]
  1. 01:07:356 - Instead of a perfect stack, I think this should be offset, like most of the rest of circles in the map that are 1/2 beat apart.
  2. 02:11:356 - Same Sure, I'll change these back.
[Insane]
More general advice rather than specific points.

  1. The map suffers from being overly extreme in how its sections differ in difficulty. Differences in difficulty as the song gets more exciting or quieter are fine, however it's done too much, currently. When it's too much of an extreme, it simply makes the 'easier' parts boring, as a player repeats over and over just trying to get the difficult FCed. Only a small part of the map becomes an enjoyable challenge, rather than the map as a whole.

    Currently basically the Kiai parts are way more difficult than non-kiai. The simplest fix is to slightly reduce spacing on kiai, and increase spacing on non-kiai. For instance 00:26:689 is complete child's play compared to what has just come before it. This is fine because the music itself is extreme in how it changes in intensity. In the kiai we have an intense verse of shouting and instruments, while the chorus is a lot calmer. Also regarding player feelings, players are more likely to feel relieved about a slow section rather than bored because it'll make them closer to achieving the FC they desire.

  2. 00:48:023 and 02:11:356 sections - these contain the same pattern over and over, 3 2-beat sliders and a circle. This is fine for a good while, but it starts to get pretty boring and they are also not very difficult as a whole. In order to spice these up, consider converting, every so often, the 2nd and 3rd, or the 1st and 2nd, sliders into 4 beats (circles) in a pattern instead. Will vary things up, increase difficulty / reading necessary, variance in map. Really make these sections good ones on their own, rather than monotonous ones to go through after hoping you've FCed the kiais... but again, this is a really repetitive part of the song. If I start spicing these up then it'll be inconsistent with the song and it'll seem like I've made my own rhythm, which is bad. The song is very repetitive here, and I have the beatmap reflect on that.

  3. 00:52:023 and 01:02:689 and similar similar sections of four notes. Most of these are pretty easy jumps, I would give them some more spacing to make them a bit of a challenge. Again, in comparison to the rest of the map. The jumps at 01:08:356 are more like it. Nah, the jumps there are hard because it marks a transition. I'll get some more thoughts on it.

[Extra]
I can't play this sort of diff yet, so have less experience to go on, but I think I can still say one or two things

  1. 00:00:523 and 01:08:356 - 00:01:856 and 00:02:023 - these are pair of 'trombone' notes, very distinctive, I think it would be great to give them prominence in the map as well; numbers of ways to do it, either as a stack with a big jump, or just two close notes that have bigger jumps before and after them, or as a big jump in between them. In all of these I believe they'd do better as two hitcircles, rather than currently as a hitcircle and going on to a slider. You finally have them as two hitcircles at 00:03:189 but they're not very interesting at all there.. you could put a big jump before them. I'd rather prioritise actual notes in the melody than faint trombone notes that rarely appear in the song.

  2. There are some sections where you are missing every chance to use extra drum beats. I would've thought at this difficulty you would want to use every chance to use those to insert some variance and extra difficulty in the map. These are mostly in the kiai section listening off hand. Examples are 00:07:189 there's a triple drum beat, 00:12:523 again triple drum beat, again 00:17:856. You should use these! Every chance! Make the map more than just click-click-click-click-click-click-click every quarter note forever. There are also emphasis drum beats in the kiai, e.g the pair at 00:08:689 and 00:08:856 that you could reflect in the design of the beat map rather than always 'ignoring' (same difficulty jumping and sliding as normal). No. I chose a very jumpy style for this song because each vocal is very strong and individualised, suddenly changing to a drum pattern 1/4 here wouldn't be good and it'll defeat the entire purpose of the map.

  3. I think maybe the same first point I mentioned in the Insane diff, but too a lesser degree. Particular at 01:30:689 seems way too easy (... I can play it!...). I think a good way to say it is you want things to be quieter, not quiet. In case you want to "really I'm giving a break to the player here", A) I think the difficulty could be increased while still doing this, B) another way to solve that would be to have a break in the song. All that said, again, I think the problem is far less worrisome here than in the insane. No, like in insane the slow part is a break. You don't seem to think so because you can't play the difficulties, but for someone who can FC the kiai then these slow parts are almost nothing. Having a break would just add needless waiting and reduce mapping quality.

  4. The overall diff suffers from some monotony as well, from the fact that 80%? of it is 2 sliders followed by 4 hitcircles pattern/rhythm. Switch this up every once in a while, e.g reverse it, add one case where it's slider-4 notes-slider, etc. Will add some interest. Humans like some repetition, but not too much. After a while you want to change, or add in variances. Doing this to a measured degree will make it a better map IMHO than repeating the same pattern (although it makes sense) over and over for most of the song. Nope, see what I said about it insane.
  5. Suggestion: you could create one place in the song for a four-corners jump of 4 1/1 beat circles for fun? e.g, at a point like 02:06:689 where there are four strong drum beats. That would break flow and be inconsistent, as well as being a huge difficulty spike. No change.
[Nightmare]
  1. Slider speed seems a little slow for 6 stars? Up it for some more fun? ^_^ If it was faster and more challenging, even if you just changed to only be in the kiai/chorus, you could use one or two sliders there instead of 100% hitcircles There's hardly any sliders in this difficulty, and the main source of difficulty/fun would be the circles. No change.

  2. Again you're missing out on using the drum triples as noted in above diff No change.

  3. Again in the relevant sections it's stuck to 100% slider-slider-4 hit circle pattern. Again, you don't need to drop that down to 50%, or 20%, of the time, but maybe 80%? 20% of the time have a different pattern to mix things up. Not changing this either.
Thanks for the modding.
Spayyce

MokouSmoke wrote:

Space sent me here~
[Space]
  1. Diff could really benefit from some more hitsounds imo. Try using some drum finishes or drum claps on those sliderends when you hear a bass drum on that beat I feel as if the difficulty itself shouldn't overwhelm the already small amount of notes it has in comparison to harder difficulties, I believe the drum amount is at a good level.
  2. 00:13:356 (1,2) - 00:18:689 (1,2) - both sliderends have same sound in music, so use same hitsounds One is higher pitched from what I hear, no change. q.q
  3. 00:21:356 (1,1) - fix stack lol :^)
  4. 00:42:689 (1,2) - 1.5 DS pls intended m8 :P
  5. 00:45:356 (1,2) - same here, also avoid overlap cuz it doesn't look good also an intended overlap, it also fits in with my mapping style.
  6. 01:05:356 (2) - maybe move this a little so 01:05:356 (2,3,4) - doesn't look so cramped http://puu.sh/oTc86/19f6810c25.jpg nice idea, I've made it flow nicer :D
  7. 01:08:023 (1,1) - current blanket looks off, it would be easier if you just blanket the slider head instead of the actual slider I think I changed it to be better xD
  8. 01:12:023 (1,3) - avoid overlap Nice find, fixed :D
  9. 00:25:356 (1) - recommend same rhythm and hitsounding as 01:29:356 (4,1) - made hitsounds more consistent
  10. 01:42:689 (2,1,2) - careful with some of your spacing. even if it's slightly less than 1.5DS it's noticeable since sliders are so close together got it thanks
  11. 01:56:023 (3) - avoid multi-repeat sliders. new players have trouble reading the second repeat on time. Same comment in other spots I am adamant on keeping these, I would give you my usual paragraph on why difficulties shouldn't be constrained to the social norm but that's effort :P

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Title:I Got No Time
TitleUnicode:I Got No Time
Artist:The Living Tombstone
ArtistUnicode:The Living Tombstone
Creator:-Faded-
Version:Space's Easy
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Tags:TLT fnaf4 Five Nights At Freddy's 4 song Scott Cawthon IGNT -Space- ezek
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Lasse
m4m

[general]
from 00:01:356 - 00:05:023 - you could play aorund with changing hitsound volume to follow the volume changes in the song
that red/brown color doesnt work well with the others since they are so much more saturated, some blue would fit well (like similar to that rabbit thing)
00:38:023 - 00:39:023 (4) - 00:40:689 - etc. that sound would go so great with a nice hitsound. sth like http://lasse.s-ul.eu/A3eLdI3B


[nightmare]
00:10:023 (1,1) - even with this high ar it's noticeable during gameplay and doesnt look nicem you could try sth like http://i.imgur.com/vg3dmsA.jpg or not overlap at all
00:12:606 - rip 1/4 :( it's 6+* extra and the sound is so strong, feels really off to skip, there are some others too. I know it's intentional, but I don't like it at all lol
00:13:189 (8) - spacing seems low considering this red tick isnt really weaker than the others
00:18:189 (5,6,7) - sudden half spacing on such an obtuse angle doesnt play that well http://i.imgur.com/aAjhwCV.jpg even sth like that would work (visually it can be nicer than my suggestion xd)
00:26:023 (1,2) - considering how much focus you put on the vocals for the kiai having them on sliderends now seems a bit weird
00:31:023 (5) - you put nc on the start of every antijump patter nso far, but not here?
00:46:689 (3) - putting nc here and moving it somewhere else instead of making a triangle like http://i.imgur.com/Ly99Zh7.jpg would give it a more fitting emphasis, which fits well considering the strong drum etc.
01:03:356 (1,2) - increasing sv a bit for those two would fit the music so well
some jump in the "symmetry part" dont make that much sense to me, like 01:04:189 (2) - there is barelsy any sound on that tick but it's still mapped as a jump :/
01:08:356 (1) - dont think those 1/6 repeats fit at all here, but if you want to keep them at least buffer them so they are not extremely easy to break on since you put jumps on them too http://i.imgur.com/HnKLn3j.jpg
same for 02:33:689 (1,2,3) -
01:39:856 (8) - looks a bit you of place considering you never used such shapes lol
01:56:689 (3) - same sv suggestion, also you nc'd this pattern for the first time this part occured
01:58:689 (1,2) - ctrlg on either of them would go well with how symmetry heavy this part is

[extra]
00:29:356 (4,5) - would work so much better as 2 circles each for the vocals, even stacks would be better than current
00:51:689 (5,6) - really awkward angle for this spacing change => at least moving 5-6 would help http://i.imgur.com/c72G658.jpg like stacking it on the tail
of 2 to make the angle to 6 a bit more acute
02:02:189 (4,5,6) - very similar here ^, maybe also for 02:23:522 (4,5,6) -
02:20:356 (2,3) - ctrlj on the slider would make for way better movement and also look nicer
02:29:023 (4) - pretty sure this is the only time you stack this antijump, would make it consistent with the other overlapped ones

lots of thing from highest diff like the 1/6 etc apply here too


[insane]
if you are not going to map the intro you could at least start with a spinner to fit that fading i-n sound. for the other diff not using a spinner is okay cause of recovery time
00:11:523 - 00:14:023 (5) - etc. could you not have such a strong drum + vocal on a sliderend for an insane diff
00:24:689 (5) - multirepeat 1/2 lol , gross
00:45:356 (1) - 01:49:356 (1) - 2 circles would work so well with vocals
02:00:023 (1,2,3,4) - how about http://i.imgur.com/7sn8MfX.jpg instead=? woudl give a way nicer movement

[ezek]
how about ar 7.5? normal is only 5 and the strcuture of the map is very simple, it would still be fine to read
00:57:689 (6) - 02:23:022 (2) - 1/2 circles would fit so well with the drums, and considering hoe 1/1 and sldierheavy this part is it would be totally fine difficulty wise
01:18:689 (1) - so we meet again xd
01:19:689 (4) - could put some harsher angle or even a small jump here to go well with the new vocals
02:12:356 - music changes so much on this, splitting it or sth would fit better
02:21:023 (4,1) - check with stacking enabled :v

[normal]
00:24:356 (2) - multirepeats for normals dont really work well, even on higher diffs people can have problems with them lol. especially on really short sliders
00:30:689 (3) - at least slider is longer here. in this section they work better overall cause they are used with some consitency, but that single on the kicksldier in the kiai is really unfitting
then 01:00:023 (1) - doesnt work at all again cause oyu mapped this as 1x repeat + circle mostly before
01:25:023 (3,1) - could be a bit less clumped together for readability
01:28:023 (1,2) - is not even consistent with this pattern in the forst kiai :/
seems fine besides those rep

[space]
00:17:356 - why claps on those downbeat, doesnt work with the music at all
00:42:689 (1) - huh, nice 1/8 snap lol
00:46:689 (2) - overlap less for some better readabilty. diff is aimed at complete beginners
00:52:023 (2,3,1) - while it loooks nice, being clumped together so much really impacts reading, so sth like http://i.imgur.com/LXC56xp.jpg would work better
01:05:356 (2,3) - rather small ds error makes for a pretty ugly overlap here
01:28:023 (3) - bit too clumped for an easy
01:56:023 (3) - 02:28:023 (4) - multirepeat strikes again. really not sth to put on an easy, they already struggle with normal/repeat sliders xd

gl
Spayyce

Lasse wrote:

m4m

[space]
00:17:356 - why claps on those downbeat, doesnt work with the music at all in my opinion they work fine, also checked with default hitsounds
00:42:689 (1) - huh, nice 1/8 snap lol :^)
00:46:689 (2) - overlap less for some better readabilty. diff is aimed at complete beginners Alright applied a change
00:52:023 (2,3,1) - while it loooks nice, being clumped together so much really impacts reading, so sth like http://i.imgur.com/LXC56xp.jpg would work better Yes. this also looks nice thanks :P
01:05:356 (2,3) - rather small ds error makes for a pretty ugly overlap here whoops mb fixed
01:28:023 (3) - bit too clumped for an easy I don't think this will be an issue, readability is still there
01:56:023 (3) - 02:28:023 (4) - multirepeat strikes again. really not sth to put on an easy, they already struggle with normal/repeat sliders xd Alright, I'll explain this here just so I get no more suggestions about this. I've been making easy difficulties for quite some time now, I have checked other peoples maps and some are just so bland. They follow too many unwritten rules and this just makes the map monotonous and not fun to play, I have some rank 500k friends who tell me that they want to jump to normals/hards but they can't due to the difficulty. I ask them reasons and they are all based around constant use of 1/1 sliders and nothing to enthrall them into continuing progress at easy difficulty levels. This is in no way to be taken as a negative thing to you, I value the suggestion regardless of my opinion but I feel in this sense it is an appropriate use and is not too jarring for even beginners to understand.

gl
Code
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 69356
Countdown: 0
SampleSet: None
StackLeniency: 0.7
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[Editor]
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DistanceSpacing: 1.1
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Title:I Got No Time
TitleUnicode:I Got No Time
Artist:The Living Tombstone
ArtistUnicode:The Living Tombstone
Creator:-Faded-
Version:Space's Easy
Source:
Tags:TLT fnaf4 Five Nights At Freddy's 4 song Scott Cawthon IGNT -Space- ezek
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ZekeyHache

Lasse wrote:

[ezek]
how about ar 7.5? normal is only 5 and the strcuture of the map is very simple, it would still be fine to read I feel like the notes show up too early with 7.5 ;-;
00:57:689 (6) - 02:23:022 (2) - 1/2 circles would fit so well with the drums, and considering hoe 1/1 and sldierheavy this part is it would be totally fine difficulty wise oki~
01:18:689 (1) - so we meet again xd so.. is there something wrong with it? :v
01:19:689 (4) - could put some harsher angle or even a small jump here to go well with the new vocals I'm focusing on the instrumental part here~
02:12:356 - music changes so much on this, splitting it or sth would fit better not enough for me to consider a change
02:21:023 (4,1) - check with stacking enabled :v fixed, I think ;-;
gl
Thanks for the mod! ^^
I wanna KILL!!! O_O
osu file format v14

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Title:I Got No Time
TitleUnicode:I Got No Time
Artist:The Living Tombstone
ArtistUnicode:The Living Tombstone
Creator:-Faded-
Version:ezek's Hard
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Tags:TLT fnaf4 Five Nights At Freddy's 4 song Scott Cawthon IGNT -Space- ezek
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256,272,18523,1,0,3:0:0:0:
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280,140,24023,6,0,L|312:60,2,85.2499973564148,0|0|0,1:0|0:0|0:0,0:0:0:0:
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304,224,24689,2,0,L|272:304,2,85.2499973564148,0|0|0,3:0|3:0|1:0,0:0:0:0:
384,188,25189,1,0,0:0:0:0:
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272,36,33189,1,0,0:0:0:0:
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340,168,35856,1,0,0:0:0:0:
340,168,36023,6,0,P|288:188|232:168,1,116.249997282028,0|2,0:0|3:0,0:0:0:0:
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32,144,37189,1,0,0:0:0:0:
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400,84,39356,2,0,P|348:64|292:84,1,116.249997282028,0|2,0:0|3:0,0:0:0:0:
256,128,39856,1,0,0:0:0:0:
220,84,40023,6,0,P|168:64|112:84,1,116.249997282028,0|2,0:0|3:0,0:0:0:0:
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108,340,41356,6,0,B|160:356|160:356|220:340,1,116.249997282028,0|2,0:0|3:0,0:0:0:0:
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456,272,42523,1,0,0:0:0:0:
456,272,42689,6,0,L|464:212,1,58.1249986410141,0|0,0:0|0:0,0:0:0:0:
436,164,43023,1,2,3:0:0:0:
436,164,43356,2,0,B|384:140|384:140|384:80,1,116.249997282028,0|2,0:0|3:0,0:0:0:0:
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348,36,44023,6,0,L|280:44,1,58.1249986410141,0|0,0:0|0:0,0:0:0:0:
244,80,44356,1,0,3:0:0:0:
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76,120,45189,1,0,0:0:0:0:
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144,240,45689,2,0,P|152:268|144:296,1,58.1249986410141,2|0,3:0|0:0,0:0:0:0:
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336,304,49023,1,0,0:0:0:0:
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144,32,50023,2,0,P|184:24|220:32,1,77.4999952316285,0|0,1:0|0:0,0:0:0:0:
292,56,50356,1,0,0:0:0:0:
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232,32,52023,6,0,P|196:20|160:32,1,77.4999952316285,0|0,1:0|0:0,0:0:0:0:
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444,320,53689,1,0,3:0:0:0:
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340,192,57023,1,0,0:0:0:0:
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400,48,59356,1,0,1:0:0:0:
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108,348,60356,1,0,0:0:0:0:
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236,116,62356,1,0,0:0:0:0:
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236,100,64023,5,4,1:0:0:0:
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124,208,64689,2,0,P|124:280|72:340,1,154.999990463257,0|0,1:0|0:0,0:0:0:0:
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256,356,65689,1,0,0:0:0:0:
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256,44,66356,1,0,0:0:0:0:
360,160,66689,5,2,3:0:0:0:
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152,160,67356,1,2,3:0:0:0:
256,44,67689,2,0,L|336:48,1,77.4999952316285,8|8,3:0|3:0,0:0:0:0:
404,84,68023,5,4,3:0:0:0:
412,112,68356,1,0,2:0:0:0:
420,140,68689,1,0,2:0:0:0:
428,168,69023,1,0,2:0:0:0:
336,312,69356,6,0,P|256:340|176:312,1,170.49999471283,4|0,1:0|1:0,0:0:0:0:
168,228,69856,1,0,0:0:0:0:
168,228,70023,2,0,L|212:156,1,85.2499973564148,0|0,3:0|3:0,0:0:0:0:
300,156,70356,2,0,L|344:228,1,85.2499973564148,0|0,1:0|0:0,0:0:0:0:
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143,159,73189,1,0,0:0:0:0:
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141,321,74023,2,0,L|312:336,1,170.49999471283,0|0,1:0|1:0,0:0:0:0:
376,284,74523,1,0,0:0:0:0:
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4,120,80689,2,0,P|-8:156|4:200,1,85.2499973564148,0|0,3:0|3:0,0:0:0:0:
72,252,81023,2,0,B|116:252|116:252|136:288,1,85.2499973564148,0|0,1:0|0:0,0:0:0:0:
200,344,81356,6,0,B|280:368|280:368|364:344,1,170.49999471283,0|0,1:0|1:0,0:0:0:0:
428,288,81856,1,0,0:0:0:0:
428,288,81939,1,0,0:0:0:0:
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432,212,84523,1,0,0:0:0:0:
432,212,84689,2,0,B|428:164|472:144|472:144|428:124|432:76,1,170.49999471283,0|0,1:0|1:0,0:0:0:0:
360,32,85189,1,0,0:0:0:0:
360,32,85356,6,0,P|320:20|280:32,2,85.2499973564148,0|0|0,1:0|0:0|0:0,0:0:0:0:
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156,308,87189,1,0,0:0:0:0:
156,308,87273,1,0,0:0:0:0:
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308,264,87689,2,0,B|348:248|348:248|388:264,1,85.2499973564148,0|0,0:0|0:0,0:0:0:0:
468,292,88023,6,0,L|480:208,1,85.2499973564148,0|0,1:0|0:0,0:0:0:0:
416,152,88356,2,0,L|428:68,2,85.2499973564148,0|0|0,0:0|0:0|3:0,0:0:0:0:
340,192,88856,1,0,3:0:0:0:
276,132,89023,2,0,P|236:120|196:132,1,85.2499973564148,0|0,1:0|0:0,0:0:0:0:
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328,304,93856,1,0,0:0:0:0:
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140,340,95856,1,0,0:0:0:0:
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336,264,99856,1,0,0:0:0:0:
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256,132,100523,1,0,0:0:0:0:
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184,244,104523,1,0,0:0:0:0:
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252,72,112023,5,0,1:0:0:0:
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256,308,112689,1,0,1:0:0:0:
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72,140,113689,1,0,0:0:0:0:
292,124,114023,2,0,P|328:112|368:112,1,77.4999952316285,0|0,1:0|0:0,0:0:0:0:
440,140,114356,1,8,3:0:0:0:
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68,196,128023,6,0,B|60:244|92:276|92:276|108:344,1,154.999990463257,0|0,1:0|0:0,1:0:0:0:
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172,44,129356,5,0,1:0:0:0:
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476,68,135022,1,0,0:0:0:0:
368,352,135356,2,0,P|328:360|292:352,1,77.4999952316285,0|0,1:0|0:0,0:0:0:0:
220,327,135689,1,0,0:0:0:0:
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212,60,136356,1,0,0:0:0:0:
76,131,136689,1,0,1:0:0:0:
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280,352,137356,6,0,P|316:364|352:351,1,77.4999952316285,0|0,1:0|0:0,0:0:0:0:
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Topic Starter
Phos-

Lasse wrote:

m4m

[general]
from 00:01:356 - 00:05:023 - you could play aorund with changing hitsound volume to follow the volume changes in the song Sure
that red/brown color doesnt work well with the others since they are so much more saturated, some blue would fit well (like similar to that rabbit thing) I made it a hot pink to go with the hat and bowtie on fredbear.
00:38:023 - 00:39:023 (4) - 00:40:689 - etc. that sound would go so great with a nice hitsound. sth like http://lasse.s-ul.eu/A3eLdI3B ikr it's so nice, added.


[nightmare]
00:10:023 (1,1) - even with this high ar it's noticeable during gameplay and doesnt look nicem you could try sth like http://i.imgur.com/vg3dmsA.jpg or not overlap at all Sure fixed overlap.
00:12:606 - rip 1/4 :( it's 6+* extra and the sound is so strong, feels really off to skip, there are some others too. I know it's intentional, but I don't like it at all lol Yeah. The vocals have utmost emphasis on this part, I don't want to interupt it for a 1/4 pattern as that would break all the flow and momentum I've built up.
00:13:189 (8) - spacing seems low considering this red tick isnt really weaker than the others I disagree, on this note you can notice the that the vocals are constantly getting softer as it goes on.
00:18:189 (5,6,7) - sudden half spacing on such an obtuse angle doesnt play that well http://i.imgur.com/aAjhwCV.jpg even sth like that would work (visually it can be nicer than my suggestion xd) Yeah I agree, made the angle sharper.
00:26:023 (1,2) - considering how much focus you put on the vocals for the kiai having them on sliderends now seems a bit weird That's because the guitar kicks in, and I want to map to that because it's very prominent and it marks the transition.
00:31:023 (5) - you put nc on the start of every antijump patter nso far, but not here? It's because I want to keep this part clearly separated from 00:31:523 (1) - which is a different part of the music and spaced much differently.
00:46:689 (3) - putting nc here and moving it somewhere else instead of making a triangle like http://i.imgur.com/Ly99Zh7.jpg would give it a more fitting emphasis, which fits well considering the strong drum etc. True, I guess the music doesn't change too much to justify that. Done.
01:03:356 (1,2) - increasing sv a bit for those two would fit the music so well I don't really want to get involved in SV changes unless the music clearly indicates it.
some jump in the "symmetry part" dont make that much sense to me, like 01:04:189 (2) - there is barelsy any sound on that tick but it's still mapped as a jump :/ Relatively speaking though, the spacing to that note is so small compared to that of the rest of the symmetry section. No change for now.
01:08:356 (1) - dont think those 1/6 repeats fit at all here, but if you want to keep them at least buffer them so they are not extremely easy to break on since you put jumps on them too http://i.imgur.com/HnKLn3j.jpg Would rather not, since I'm sure that the difficulty's target audience should be able to play them fine.
same for 02:33:689 (1,2,3) -
01:39:856 (8) - looks a bit you of place considering you never used such shapes lol I can't wait to be the next gimmicky and creative mapper
01:56:689 (3) - same sv suggestion, also you nc'd this pattern for the first time this part occured I added the NC to make it consistent.
01:58:689 (1,2) - ctrlg on either of them would go well with how symmetry heavy this part is nah for this part the movements don't have to be symmetrical, just the aesthetics. I've play-tested it with ctrl+g and it plays a bit tacky imo, so no change.

[extra]
00:29:356 (4,5) - would work so much better as 2 circles each for the vocals, even stacks would be better than current I'll keep this because this is a relatively slow part of the song, so I want the relative difficulty to stay low to reflect on that. Replace this with four circles would be fine for the kiai parts, but this is a fairly slow part.
00:51:689 (5,6) - really awkward angle for this spacing change => at least moving 5-6 would help http://i.imgur.com/c72G658.jpg like stacking it on the tail
of 2 to make the angle to 6 a bit more acute Nah I think it's fine, I have the angle like this in accordance to the lower pitch.
02:02:189 (4,5,6) - very similar here ^, maybe also for 02:23:522 (4,5,6) - Sure, I changed both.
02:20:356 (2,3) - ctrlj on the slider would make for way better movement and also look nicer Nah, I prefer it as it is.
02:29:023 (4) - pretty sure this is the only time you stack this antijump, would make it consistent with the other overlapped ones I agree, changed.

lots of thing from highest diff like the 1/6 etc apply here too


[insane]
if you are not going to map the intro you could at least start with a spinner to fit that fading i-n sound. for the other diff not using a spinner is okay cause of recovery time I don't see why not, added a spinner.
00:11:523 - 00:14:023 (5) - etc. could you not have such a strong drum + vocal on a sliderend for an insane diff I don't think this is a problem considering that I'm primarily mapping to the vocals here.
00:24:689 (5) - multirepeat 1/2 lol , gross How is it "gross"? ;w; I want to keep this because it represents the repetitive vocals (they all have the same tone and intensity.
00:45:356 (1) - 01:49:356 (1) - 2 circles would work so well with vocals Yeah I agree, changed both.
02:00:023 (1,2,3,4) - how about http://i.imgur.com/7sn8MfX.jpg instead=? woudl give a way nicer movement Yeah I agree, changed.

[normal]
00:24:356 (2) - multirepeats for normals dont really work well, even on higher diffs people can have problems with them lol. especially on really short sliders It's fine, normals are supposed to prepare players for hard+. If they still can't handle repeat sliders then they can go play easy.
00:30:689 (3) - at least slider is longer here. in this section they work better overall cause they are used with some consitency, but that single on the kicksldier in the kiai is really unfitting
then 01:00:023 (1) - doesnt work at all again cause oyu mapped this as 1x repeat + circle mostly before Sure, I remapped these parts to be more consistant with the scheme of 1x repeat + circle.
01:25:023 (3,1) - could be a bit less clumped together for readability The readability is fine, normals are to prepare players for much more complex patterns that will appear in hard difficulties.
01:28:023 (1,2) - is not even consistent with this pattern in the forst kiai :/ Like I said on insane, the first kiai's pattern is different because it's to express the repetivity. Listen to both parts then the vocals won't sound exactly the same.
seems fine besides those rep

gl
Very useful mod, you helped me fix some important stuff. Thanks~ :)
Flowey
M4M from my queue:
[General]
  1. I think this map set is really good.
  2. The hitsounds are a bit repetitive in the section from 00:48:023 to 01:06:689 and the similar section later in the song. The constant soft-normal sounds distract me from the music.
[Extra]
  1. 00:53:356 (1) - My OCD is complaining about how this isn't perfectly symmetric. It's because the curvatures on the top edge of the slider are noticeably different. My suggestion is below (slider 2), and all of the points are snapped on the grid (size 3).

    (It's still not symmetric, but it's less noticeable.)
  2. 02:04:023 (1,2) - In general, I don't think "3" shaped sliders that are symmetric to each other look that great.
  3. 02:25:356 (1,2) - ^
[Insane]
  1. I really think the intro should be mapped, just like Extra and Nightmare.
  2. 01:16:189 (2) - The overlap is a bit difficult to see. (Harder to read than Extra imo.)
  3. 01:17:689 (3) - 01:38:356 (2) - ^
[ezek's Hard]
  1. 00:49:356 (1,2,3,4) - This rhythm doesn't feel that great. Muting slider ends might help, since right now creates a group of 3 hitsounds that doesn't really match the music.
  2. 00:54:689 (1,2,3,4) - etc - ^
  3. 01:40:023 (1,2,3) - I think the rhythm at 01:34:689 (1,2,3) sounds better.
  4. 01:42:689 (1,2,3,4) - I think the rhythm at 01:32:023 (1,2,3) sounds better.
Good luck. I had a pretty hard time modding this because the maps were all too good for me.
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