There is nothing wrong with 2011 maps.[-Chocola-] wrote:
oh look another 2011 mapper
Edit: Updated and removed a lot of skin assets, my hard and the GD.
There is nothing wrong with 2011 maps.[-Chocola-] wrote:
oh look another 2011 mapper
[Colours]
Combo1 : 85,190,0
Combo2 : 255,100,255
Combo3 : 255,153,35
Combo4 : 73,131,255
SliderBorder : 255,255,255
DreaM117er wrote:
Sorry for late, this is skin check:
[Skin]
- This is question I confuse: why BG file is squished?? I think I downloaded a different version with a different aspect ratio, and it had the watermark o it as well.
[box=this is normal BG]
[Colours]No need "play-skip.png", coz all set don't have enough time to use this object. (You can use auto-play to run again.) Problem is that ranking criteria forces you to have a full skin set, even if it not used in game. I will check up on that as soon as possible though.You have to add "lighting", "hitcircleoverlay", "reversearrow". Will be done later.
Combo1 : 85,190,0
Combo2 : 255,100,255
Combo3 : 255,153,35
Combo4 : 73,131,255
SliderBorder : 255,255,255
Shiirn wrote:
Suggestions
Major suggestions
Unrankable issues
Not going to look over the skin for issues cuz i am not a BN and that is above my pay grade.
I mention this for every map that has bright combo colors like this, but: Adding a bit of saturation to your combo colors could help them not be so garish. Maybe with this map's theme, bright and colorful might be good. i dunno.Easy
- Normally I wouldn't suggest this, but you should have this be only tick rate 1. As it is right now, tick 2 causes ticks to not be rendered because they are underneath the start of circles. This can be very confusing for a new player, as they are already visually tick 1 due to the first 1/2 not being rendered.
- 00:34:090 (2,3) - Try to make 3 symmetrical over the Y axis while improving the blanket. Improved it
- nevermind you use the ticks for hitsounds later... i mean i still think it's really awkward because you can't actually see the ticks during play but they're making sounds. I dunno what to really suggest here. Increasing slider velocity so that the ticks are visible would require totally remapping. Fair enough.
- 01:06:397 (1,2) - swap the new combos here Applied to other instances as well as this one
- 02:02:243 (1,2) - these sliders blanket eachother very poorly and aren't symmetrical. Might want to even these out a bit. Evened it out, using straight sliders only
- 02:07:782 (4,5) - uneven spacing -> uneven blanket Tiny fix, you have to look at it at an angle.
Normal
- Solid difficulty, no real issues Thanks
- 02:59:013 (1) - this feels a bit short though, feel like it would be better with a long slider to be honest, with two circles at 03:00:628 - This should bne fine for now, but I may change it if anyone else picks up on this.
- 03:29:705 (8,9,1) - Rotate this a bit so that you can distance snap 1 to the very center of the map? just a suggestion, this'd be kinda neat for an ending. Applied
Hard-
- We call difficulties between normal and hard "Advanced" now, by the way. I never got the memo. I am fine with explaining it again. Basically my hard-, is a hard, where I have kept around 70-80% of the rhythm and simplified the rest. Due to the different SV, the DS affects my placement etc.
- The sldiers in the start are just short enough that they do the "don't show the ticks" thing. Honestly, i feel like you're better off with 1.0x. The slower SV is used to reflect the calm intro.
- 00:24:397 (1,2,3,4) - This plays awkwardly as you go backwards directly after hitting one only to stop moving entirely at 3. Swapping the position of 2 and 3 and putting 4 underneath 1 after ctrl+jing it allows the player to do a small circle over the triangle. This plays pretty neat, imo. Fixed. However, I am concerned that a portion of slider 4 will be outside the playfield, although AI mod is not picking anything up.
- 01:03:166 (1,2) - Swap new combos. It's more important to have the 3 notes be the same combo than to put it on the big white tick here, i feel. If you do that, remove new combo from 01:05:013 (1) - as it is unnecessary. Fair enough.
- 01:49:090 (1,2,3) - Try to blanket these with eachother's starts/ends. Tried improving it to the best of my ability.
- 02:03:628 (5,1) - blanket these better DS limits me from doing that. I did edit the second slider a bit so it is a little bit more symmetrical.
- 03:08:243 (4,5,1,2,3,4) - clean up this pentagon I made it into a hexagon pattern. Much less hassle and I can blanket another note afterwards (although I do not like blankets myself as nerves are frayed trying to make them perfect).
- see you do that "end on the very center of the map" thing here and it's cool Thank you
Hard
- Do not use tick rate 4.
- Do not use tick rate 4.
- Do not use tick rate 4.
- Do not use tick rate 4.
- Do not use tick rate 4.
- Do not use tick rate 4.
- Okay that aside, seriously tick rate 4 ruins this map as the music is not that dense and most of the time the ticks do not actually fall on any beats. Changed it to 2
- I'm going to mod this with tick rate 2.
- 00:12:859 (4,1) - improve blanket
- 00:24:628 (2,3) - if you wanna use patterns like this you gotta blanket them properly The proper blanket can only be achieved if 2 was much longer. I have tried to get a good shape but I will not be able to achieve the perfect blanket.
- 00:27:859 (6,1,2,3,4) - see you use this rotating triangle pattern here and its great Applied it to the next triangle pattern.
- 00:39:397 (2,3) - more blanket issues. I won't mention any more, just make sure you do them right when you use this pattern. Fair enough
- 00:49:090 (2,3,4,5,1) - Clean up this pentagon a bit. I used the polygon circle tool so there should not be any problem. Perhaps the stack is causing the problem
- 00:52:782 (3,4,5,6,1) - star patterns are all well and good but you start this one after pausing after the slider. this plays rather weirdly, you should start the star pattern from 4's position. Will fix the position
- 00:55:782 (1,2) - blanket these, etc etc
- Generally from here on out I'd just be mentioning cleaning things up and better blankets and stuff. Tick 4 is the major issue here, the map itself is decent, if not exactly jaw-dropping. This time it should look a lot better as I am incorporating more patterns yet keeping 1.00x DS for at least 90-95% of the map.
Tarrasky wrote:
sup
some helps request in my queue
- Hard-
the map looks very well polished, i recommend you request bn/qats Thanks but only when skin is done will I call them.
- 00:07:320 (1) - you can move this slider from x:78 y:205 and this 00:08:243 (2) - from x:328 y:296, you will not miss the symmetry and the distance between will be 1,00x Applied. I like the way you think
- 00:14:705 (1,2) - 00:22:090 (5,2) - nazi stack The editor does that. I decided to do a manual stack.
- I recommend you add Whistle in here 00:41:474 -, look cool and you make emphasis in vocal c: Added it to other instances as well
- 00:49:090 (2,3) - whistle in the first circle of both sliders, emphasis in vocal (same in 00:52:782 (3,5) - 00:56:474 (2,3) - )
- 01:36:628 (2,5) - nazi stack Should be fine; I manually stacked it.
- 01:44:936 (5,1) - this blanket can be improved, example https://osu.ppy.sh/ss/4689341Sure
lol the only highjump in all map 03:04:782 (5,1,2,3) -, not sure if is a good idea, but looks ok A little difficulty spike just to wake people up. However it should be fine.
Hard- 00:17:705 (3,5) - nazi stack Fixed
- 02:29:936 (1,1) - blanket maybe? Sure, but DS is now 1.16x ;S
Hard+ (W.r.t Mecheman)- 00:21:628 (4) - I prefer you invert this slider (Ctrl + G), same in 00:25:782 (5) - Sure
- 00:50:936 (3) - Ctrl + G maybe? looks better the transition Done
- 00:51:397 (4,3) - stack? I inverted it, see above point.
- 02:58:551 (1) - remove this NC and add in 02:59:474 (4) - Fixed. Was not intentional; thanks for reminding me.
gl
Thanks for the mod. Will update by tonight at the latest, hopefully with one or two more skin assets.Boruma wrote:
I'm still new myself, but I would like to try to help your map.Easy00:59:474 (1) - Extend spinner to next white tick. Typically for an easy, all notes, sliders, and spinners are set on white ticks from start to finish. The end of the spinner is set on a red tick.
01:58:551 (1) - Extend spinner to next white tick.
For these two above points, I would end the spinner on the red tick. I do agree that most of the time, spinners should end on a white tick when players are accustomed to hitting notes on the white ticks.
However, for the above spinners, the red tick is a vocal bit, and with a finish sound to complement the vocal bit, it would make sense to end the spinner on that. Ending on a white tick like you suggested works, but not as well as ending it on a red tick for this instance only.Normal00:48:859 (2,3,4) - Get rid of one hit circle to make this a double rather than a triple tap required. Typically for beatmaps below 2 stars, you don't find any triple tap patterns. I see. The point with this difficulty is for the beginning to be an extension of Easy, but near the end, the Beatmap transitions to a hard difficulty, which is why I utilize the triple tap.
00:52:551 (2,3,4) - Get rid of one hit circle here to make this a double rather than a triple tap required. Removed.
00:56:474 (3) - Get rid of the 3rd hit circle and make this a jump rather than a stack. It plays nicer that way. Removed and made a square pattern at the same time.
01:00:859 (4,5) - Remove the 4th hit circle and move the 5th slider back one half tick to where the 4th hit circle was. Then extend the slider one half tick forward. Applied
01:08:474 (4) - Remove the hit circle here. Applied
01:15:859 (4) - Remove the hit circle here. Applied
01:40:320 (2) - Remove the hit circle here. Applied
01:44:936 (1) - Extend the spinner to 1:46:551. It allows for more score deviation given longer spinner time. Plus, the vocals allow for it. Applied it
02:37:090 (4) - Remove the hit circle here and spread out notes. This part, I want to apply the triple tap, as it prepares the player for the next difficulty.
02:44:474 (4) - Remove the hit circle here and spread out the notes. Same as above
02:51:859 (4) - Remove the hit circle here and spread out the notes.Same as above
Still making changes; the post will be updatedRizen wrote:
round twooooooooooo More than 1 and a half years sine you saw this map.
quick though because time is running outttt
EasyFrom Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change
- 00:09:166 (3) - move lower to improve flow image Applied
- 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
- 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
- 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
- 02:04:090 (2) - this rhythm might be better, currently undermapped image
Sounds better.
NormalHard-
- 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit
- 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo,
- 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable
- 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain
- 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/
- 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._.
- 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider
Hard
- 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
- 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better
- there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
- 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all
- 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like
Hard+
- 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised
- 00:55:320 (9) - 1/2 slider?
- 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) -
- 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) -
- 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks
- 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) -
I said quick mod, but this took two hours (rip study time)
- 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) -
- 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here
- 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool
- 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern
- 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion)
\:D/
RVMathew wrote:
Still making changes; the post will be updatedRizen wrote:
round twooooooooooo More than 1 and a half years sine you saw this map.
quick though because time is running outttt
EasyFrom Gamu's Mod until now, I never touched except changing its shape. I wonder why I never changed the rhythm? Applied the change
- 00:09:166 (3) - move lower to improve flow image Applied
- 01:06:397 (4,1) - swap NCs around. same at 01:13:782 (5,1) - , 02:35:013 (5,1) - , 02:42:397 (4,1) - . This is because the vocals start a beat earlier, effectively moving the downbeat back one beat. Applied and for other difficulties I will change it as well
- 01:35:936 (1,2) - missing whistle hitsounds here? also about the rhythm of these sliders, you have chosen not to have the slider head of the large white tick, but have at 00:36:397 (5,1) - . imo, it would be best to keep the rhythm for similar parts like these the same, as the (probably new) player would be familiarizing themselves with the rhythm, and this might weird them out a little Converted it to notes. The reason is that the slider before that has vocals that end on a 1/2 red but I extended that so it ends on a 1/1 white tick. This is different from from the part at 36s so I have to make do with 2 notes.
- 01:51:628 (2) - A 2/1 slider then circle on the large white tick would play better, currently undermapped Applied
- 02:04:090 (2) - this rhythm might be better, currently undermapped image
Sounds better.
NormalHard-
- 00:16:551 (3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - if you click on this timestamp, you can see that the pattern is literally just going around in a circle. I suggest changing the pattern up a little bit I like to keep the void
- 00:47:474 (5) - adding a circle here would make the rhythm more interesting imo, Applied.
- 01:00:859 (4) - circle then a slider starting on red tick ending same place? sound at 01:01:090 - is pretty noticeable With the last iteration the modder said that by having to tap 3 times in a row it may be harder for newer players, so I moved that slider back. Made a change by using a 1/2 slider to go to the current slider.
- 01:08:705 (4,5,6) - kinda boring, the kiai time should be the fun part of the map! compared to 02:07:320 (3,4,5,6,7) - , it's rather plain The 1st part of the map is an extension of easy but then for the 2nd part, I introduce some harder patterns.
- 01:44:936 (1) - this spinner just kinda came out of no where, don't see any reason why not to map it :/ Mapped that part.
- 02:14:705 (1) - circle at this time then move spinner to large white tick, it starts sooner than the easy ._. Applied it
- 03:29:013 (5,6,7) - can probably replace with a 1/2 repeat slider For this part, the difficulty turns to a normal to a hard diff, so I have the 3 notes for a difficulty increase.
Hard
- 00:19:090 (2) - not much sense to stack this on top of circle 1, maybe move it like this img
- there's like 1/4 rhythms at 00:17:013 (1,2,3) - but then you don't use any until 02:24:628 (2,3) - . It would be better if there are occasional 1/4 rhythms throughout this space
What if I kill 2 birds with one stone? For point 2, I changed it to a 3/4 repeat slider, and because of distance snap, I am obligated to move note 2 and note 3. This is what I came up with: https://osu.ppy.sh/ss/4899465. The advantage is that I remove those stacks, and I do get symmetry between 1 and 4.- 00:51:859 (1,2) - I don't really recommend this pattern for hard, it's just so outlandish for a hard diff. also the rhythm could be better since the downbeat is covered by a slider end e.g. if you ctrl+g the rhythm at 00:51:628 (4,1,2) - , it would play a lot better It does sound a lot better when you ctrl+g it. I think I did that current pattern for the sake of symmetry. Changed.
- 03:04:782 (5,1,2,3,4) - introducing jumps this late in the diff isn't a very good idea, it would be best to distribute jumps throughout the entire diff or not have jumps at all I see. I had a star pattern during the middle of the diff but was removed in previous iterations. The star should be fine but I will change to an alternative design.
- 03:22:320 (3,4,5,6,1,2,3,4) - this motion is very nice! i like Thanks. Inspired by a point Shiirn Made for an earlier portion of my Hard- diff.
Hard+
- 00:19:090 (2,3) - shouldn't really be a jump here, should be at 00:19:320 (3,4) - instead. jump doesn't really fit here because no sound emphasised Applied.
- 00:55:320 (9) - 1/2 slider? Applied
- 01:36:628 (2,3) - ctrl+g this rhythm, so the slider emphasises the vocals, like how you did at 01:35:936 (5) - . same can be done at 01:44:013 (2,3) - Done
- 01:49:090 (6) - should really be a 1/2 slider here for the vocals, like how you did at 01:56:474 (1) - Applied. Will also think of some new patterns
- 02:18:859 (1,2,3) - this kind of rhythm is kinda icky to do because it can easily be misread by the player. You can instead make slider one a repeat 3/4 slider, covering both blue and red ticks Changed.
- 03:25:320 (1,2,3) - best to keep the style at 02:44:705 (1,2,3) Applied-
I said quick mod, but this took two hours (rip study time)
- 00:22:090 (5) - doesn't really make much sense to space or place this circle in such an awkward spot, since there's not much happening at that tick, other than the clap. compare to 00:29:474 (7) - Tried a different position after changing the position of slider 4
- 00:30:397 (3) - looks and plays better if at x166/y173. I know you spaced out for the clap, but the tick after it should also be emphasised. Thus, equidistance would be the best option here Sure. Again this was me just doing freehand.
- 01:30:628 (6,7,1) - don't see much of a reason for this triplet to be spaced out as such, same distance would be cool Freehand stuff. Fixed
- 03:17:936 (1,2,3,4,5) - this pattern only works if there's an increase in something in the music, whether it's volume, pitch, etc. There is none of that in this part of the music, so I highly recommend not using this pattern Tried a different pattern but it may end up having the same problem
- 03:29:936 (4,5,6) - omg, kiiwa sliders, *-* (i personally don't like them, but that's just my personal opinion) Keep for now till I get better Ideas
\:D/
Thanks for the mod.Boobs wrote:
Easy (1.34 stars, 195 notes)
- 00:11:474 (1) - Fix this slider, mismatched. Fixed: Refined it
- 00:48:859 (2) - aaaaAAAAAAhhhhhHHHh. Aesthetic error. Closer to 00:47:474 (5) than 00:48:397 (1) Nice catch, fixed it
- 00:52:551 (2,3) - OOOooooooooHHHHHHHhhh. I LIKE IT~ Thank you
- 00:46:090 (3) - Slider end is placed on a looooooooooooooong white tick, and you know what that means. Change to Swapped it around. Will change in other places that have the same problem.
- 00:55:782 (1,2) - Would look better being just standard curve sliders, not digging the LOW SLIDER VELOCITY RED ANChORS. Changed it, but it does not make that much of a huge difference imo.
- 01:05:474 (3) - Don't like this because 01:06:397 (1,2) is rightly emphasized by sliders, but having a slider on 01:06:397 (1,2) cancels that. Do this instead: Applied. Will apply to other parts that have the same problem as well. The reason why I did that is that my way follows the vocals more.
- 01:13:782 (1,2) - ^ same here ^ same here ^ same here ^ same here ^
- 01:32:705 (1) - Fix to a nicer shape It looks nice already but I tried refining it a bit more
- 01:34:551 (2) - two white anchor??? Not really grounds for dq isn't it? Fixed it but 2 white anchors would not affect it that much.
- 01:45:166 (3) - it's misplaced...again. place this long slider to 01:45:628 (next long white tick) Changed it
The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm so i'd suggest messing around with easy/normal maps. BTW, you should change the skin, i think it's awful to play with Your NM request from p/5040843/ is done
22:08 RVMathew: Hi there. I am wondering if you could spare some time so I can clarify some things in the mod you wrote?
22:08 Boobs: yea sure
22:09 RVMathew: One thing you said at the end was to change the skin 'it's awful to play with', can you elaborate on that?
22:09 RVMathew: was it certain images that made it worse?
22:10 Boobs: having the same hitcircle as the endcircle
22:10 Boobs: the hitcircle is some-what already detailed
22:11 RVMathew: ok?
22:11 RVMathew: endcircle?
22:11 Boobs: if you have it on the slider end, it's harder to tell the difference between hitcircle and endcircle
22:11 Boobs: the end of the circle
22:11 Boobs: like https://imgur-archive.ppy.sh/H8YtXUI.png
22:12 Boobs: the end circle and hitcircle are close to eachother
22:12 RVMathew: the thing is that for me I do not have the invisible sliderends
22:12 Boobs: what about for people who do
22:12 RVMathew: so I assume that if I have to improve I must find a way to make the image transparent?
22:13 Boobs: make the end circle easier to read
22:13 Boobs: more transparent
22:13 Boobs: or make it different from the hitcircle
22:13 RVMathew: I see
22:13 RVMathew: I will try and look at that
22:14 Boobs: when the notes are clumped or stacked, it's harder to read
22:14 RVMathew: oh
22:14 Boobs: it's not deal breaker but it takes little more thinking
22:14 Boobs: it's harder for newer players
22:14 Boobs: hitcircle and endcircle are identical
22:14 Boobs: so you might struggle with which one to hit when their clumped
22:15 Boobs: hope you understand it better
22:15 RVMathew: I was always under the impression that by default, the hitcircle and endcircle were by default the same; the invisible slider ends were done as like a skin mod
22:15 Boobs: worded it better
22:15 RVMathew: I see.
22:16 Boobs: pretty sure you can change it so there is no sliderendcircle.png
22:16 RVMathew: I will check that out
22:16 Boobs: but i dont know if that's unrankable
22:16 Boobs: yea
22:16 RVMathew: https://osu.ppy.sh/ss/4940961 do you usually play with transparent hitcircles like this?
22:16 Boobs: i dont really play the game
22:16 Boobs: i use default skin
22:16 RVMathew: oh
22:17 Boobs: i dont know how it looks like on different skins
22:17 Boobs: hold up
22:17 Boobs: the skin's hitcircle/hitcircleoverlay should override all skins
22:18 Boobs: so that shouldnt be a problem
22:18 RVMathew: I play with a modified default skin with opaque hitcircles like this: https://osu.ppy.sh/ss/4940973 so to me it is pretty much the same.
22:18 Boobs: oh
22:19 RVMathew: 'The reoccurring theme is the misplacement of rhythm. Mapping more complex songs is impossible without basic knowledge of rhythm' nice sentence btw
22:20 Boobs: xdddddddddddDDDD
22:20 RVMathew: implying that I have so sense of rhythm so why bother mapping in the first place?
22:20 RVMathew: how succint was I?
22:21 Boobs: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
22:21 Boobs: i mean
22:22 Boobs: just telling you to focus on placing notes in the write place
22:23 RVMathew: Fair enough, but be careful when using sentences like that, because it can be interpreted wrongly.
22:23 RVMathew: Thank you for the clarifications and stuff. Have a nice day.
22:23 Boobs: ook
I will have to push the new hitcircles and stuff back for now :SRVMathew wrote:
Updated: Mod-43
In the next update (Mod-44): I am planning to add extra skin images, which includes hitcircle.png, background and combobursts for other characters as separate download links. The reason is that I know that some of you may not like Kirino and probably like the other characters such as Ayase, Ruri (Kuroneko), Meruru etc. Therefore it would be nice if you could have a hitcircle of your favourite character.
In addition you can also sneak it into the folder without having to update the beatmap, which is nice.
More information will be added later if necessary.
2016-05-12 22:00 RVMathew: battle may I ask for some help regarding my claris by kokoro map?
2016-05-12 22:00 Battle: sure i guess
2016-05-12 22:00 RVMathew: http://puu.sh/oQ1bl/9b6f1b9b44.osu I had a guy do a gd before he left, and I was wondering if there are some good rhythm patterns in his map that I can use
2016-05-12 22:01 RVMathew: currently the final diff for ranking feels the same as my hard in terms of rhythm
2016-05-12 22:01 Battle: uh
2016-05-12 22:01 Battle: can you np actual map
2016-05-12 22:01 RVMathew: ACTION is listening to [http://osu.ppy.sh/b/918691 ClariS - Kokoro no Inryoku]
2016-05-12 22:01 RVMathew: and he did give me permission to use elements from his diff if he wanted to
2016-05-12 22:03 Battle: I actually really disagree with the diff in general lmao
2016-05-12 22:03 RVMathew: in terms of rhythm or that placement of the notes?
2016-05-12 22:03 RVMathew: nvm I think you answered it already
2016-05-12 22:04 Battle: note placements and rhythm is kinda meh in terms of those repeat sliders that happen sporadically
2016-05-12 22:04 RVMathew: I see
2016-05-12 22:05 Battle: Since the map is pretty low bpm
2016-05-12 22:05 Battle: I would suggest focusing on aesthetics and rhythm placements
2016-05-12 22:06 RVMathew: so in general I cannot use anything from his map since there is not much to work on
2016-05-12 22:06 RVMathew: the last diff for ranking is different from the others in terms of me going freehand with my placements
2016-05-12 22:06 RVMathew: compared to my usual ds shenanigans
2016-05-12 22:06 Battle: his extended sliders are decent
2016-05-12 22:07 Battle: rhythm-wise not placement wise
2016-05-12 22:07 RVMathew: I see, which parts exactly (chorus?)
2016-05-12 22:07 Battle: yea
2016-05-12 22:08 Battle: the song itself is pretty dense w/ 1/4 in chorus
2016-05-12 22:08 Battle: you can use that to add structured variety of 1/4
2016-05-12 22:08 RVMathew: can you give me an example
2016-05-12 22:09 Battle: okay well say something like
2016-05-12 22:09 Battle: 02:05:474 (2,3) -
2016-05-12 22:09 Battle: but instead of overmapping go like
2016-05-12 22:09 Battle: http://puu.sh/oQ3qP/387eec6700.jpg
2016-05-12 22:10 Battle: stuff like that
2016-05-12 22:10 RVMathew: ah
2016-05-12 22:10 Battle: there are softer beats that can be mapped as 1/4
2016-05-12 22:10 Battle: but just make sure you didn't do what he did and misplace 1/4
2016-05-12 22:11 RVMathew: yeah I understand. Just wanted to know to make my final diff very different. Thanks for your help and yeah if you want kds for it upload it to the thread etc.
2016-05-12 22:11 Battle: mk l8r
Thanks for the check. I have decided to scrap the idea of different hitcircles as it is a pain to find good images for the hitcircles. I tried making that up by having a different background with a different character for each difficulty.PhantomHunt3r wrote:
i dont know how much help this would be but here is my end of the m4mHard+00:54:166 (2,3,4) - this is my personal opinion but when playing this, it just felt off, (try putting the triples into a repeat slider?) same with 00:54:859 (6,7,8)
00:56:474 (2,3,4,5) - i think this is my sleep depravation getting to me but i think note 5 is not straght like 2 and 3 are Fixed by spacing out the notes a bit more.
01:50:474 (4,5) - try mirroring this on 01:51:628 (2,3,4) Tried getting the positions of the notes the same
overall i noticed a lot of triples, this is my personal opinion so you dont have to do it but try replacing them with some repeat sliders This map is partially overmapped in a sense since I start following the back bits more.Hardi felt like i was playing HR while playing this xD (could not find anything, other then the NC after triples)
Thanks for the mod.kolgar wrote:
Hi, this is a m4m:EasyNothing wrong found by me. Thank you.NormalAR=5? I think that is a bit too much for a 1.84* map. Don't let the SR fool you; AR5 is the optimal choice for this. Putting AR4 would be way too slow and decimal AR's would make little to no difference
00:12:859 (3,4) - Is there a reason for this not to be in a straight line? It looks nice. I changed it though so it is a bit curved.
03:29:013 (5,6,7) - I think you should change these three circles to be a 1/2 slider and a circle or 1/2 slider elongated into a 1/1 slider Changed to the formerHard-01:01:205 (1,1) - Between these two in a 1/2 time length is a missed beat Before I had a note there, but because people said that it was hard to recover after a spinner and then hit a note perfectly with 1/2 time length, I removed that. I would also say that new players (who are getting ready to play hard difficulties) would encounter a problem if I added a note 1/2 after the spinner.
02:15:166 (1,1) - :/ When you dont use 1/4 time spacing in your map, you should not put it in here. You keep doing it throughout the map, I would change it if I were you. I will keep it for now and see what others think.
02:24:628 (2,3) - I think this ruins this diff a bit, whilst your map is beíng 1/2 time spaced. I don't think that the vocal expression there is that much of a importance. And if it is, then try this: http://osu.ppy.sh/ss/5205057 I would ignore a good chunk of the vocal bit if I change it, so I will keep this.
02:52:090 (1,2,3) - What to write to this pattern. XC for anybody new trying this out, this pattern is too hard to play to fit into this difficulty imo. I will try and find a way to make them go into each other.
02:56:551 (2) - This one seems a little bit off. I tried fixing it myself, and the closest I got was snapping it to a 1/3 beat :/ The 1/4 position is the best I can get to. If I do 1/3, then it will be unexpected as there would be no way to tell I suddenly use 1/3 for that bit. I will keep it for now..HardCS=5; Players who can play maps at that star rate can't snap this cs, please change it! Cannot change it as this will destroy the purpose of the difficulty, and cs4 would mean a complete remap.
I am sorry, but this difficulty makes me tired of this map, not because it is bad, just because I dislike most patterns. This means I did not check this difficulty properly
I understand. This map was built around cs5 as a long time ago maps used this as a standard. It is made a bit more difficult since I apply newer placement techniques with old style difficulty settings, which makes this map a bit more challenging than usual.Hard+ (W.r.t Mecheman)HP=6, CS=4.5; This is something you expect first at an Insane difficulty. I think you should lower the HP a bit at least. Will reduce the HP drain to 5. CS 4.5 is a compromise because with cs 4 everything overlaps and does not look nice.
This difficulty looks weird to me. The 1/2 circle parts are mostly linear, but the slider parts are super sharp, I think this is not a good idea, but leave it, if you want to. This was intended to be a freehand map and for the most part it is. I choose some linear patterns because it looks nice.
02:25:090 (3,4) - Nice addition to the map, I think you should have more doublets as circle-only in this diff Will change that and make it better.
General
This mapset has no major mistakes inside.
I would recommend changing something in the song setup. (Mentioned before)
Kiai destroys my eyes so I am sorry if I left something behind
Rhythm Frienemy wrote:
Yo! As per your idea here's the chatlog of the in-game mod
http://puu.sh/p0KuL/4118364b55.txt
do what you will with it, and good luck with the map ^.^
Tatsuyu wrote:
hi
Easy:
00:04:090 (1,2) - Blanket could look a little better, like so: http://puu.sh/p4FJc/10344b9c3f.jpg Fixed.
00:52:551 (2) - This slider might work a little better if it had a third red angle so the end of the slider would blanket a little better inside 00:53:936 (3) - The slider shape will be ruined
01:53:936 (5) - Consider bringing this over to the left to make 01:53:013 (3,4,5) - Into a triangle formation, like so: http://puu.sh/p4G6c/deba5012a4.jpg Fixed the pattern.
Normal:
02:24:397 (1) - Should probably be the same slider shape as 02:26:243 (3) - Just for aesthetic value Sorted it out
No problems with other diffs
sry for super small mod ;w; Every little bit helps
GL
Moved the source into the tags. I put it there in the first place, because it was from the single irony, which was related to Oreimo. I may also put the tags 'attraction of the heart' because according to this the translated title of Kokoro no Inryoku seems to be 'Attraction of the Heart'IamKwaN wrote:
hello! busy enjoying my holiday xD That is nice. Hope you are having fun
Unicode Title: ココロの引力
Romanised Title: Kokoro no Inryoku
Artist: ClariS
Please leave the source empty and move it to the Tags if you insist on putting something irrelevant to the song there. The song does not appear in the anime and is only a track from the single - irony (where irony is the opening of the anime). I hope you know what I mean. I understand
References:
http://puu.sh/paaEJ/626d809f1a.png from http://www.sonymusic.co.jp/artist/clari ... y/SECL-909
http://puu.sh/pabhD/c2bbcc785a.jpg from Back of irony [Limited Edition] (SECL-906~7)
Good luck!
Monstrata wrote:
Hard+
I will rework this, but I will be applying what you have said into my rework, so all is not lost.
00:13:320 (1,2,3,1) - Spacing isn't intuitive from 3>1 Fixed.
00:49:090 (2,3,4,5,1) - Can you make this curve pattern nicer? 4>5>1 almost looks linear xP As it should be. Will refine it while keeping the linear curve
00:56:936 (4,5,1) - No jump from 5>1? Will change distance is necessary
00:57:858 (2,3) - I'm not getting the jump xP. The product of rotation and reflection along the axes. Will Fix it
01:12:859 (2,3,1) - Yea rhythm here doesnt play intuitively either. maybe add a circle on 01:13:320 - Changed rhythm pattern entirely
01:28:551 (4,5,1) - What's with the spacing here. It just looks bad to me when you go from 1.35 to 1.20. Fixed
01:30:628 (6,7,1) - Same, Spacing etc.. Changed
01:32:936 (2,3,4,5) - the overlap from 2>3 is already annoying imo... but when you add in doubles after the slider it just makes the pattern too much imo. Can you do something simpler?l2p son. Fixed
01:39:628 (5,6,1,2) - This spacing just looks unpolished xP it's really uneven. Tried an interesting path. 4-6 are 3 notes tucked underneath the sliderheads to improve neatness.
01:41:013 (4,5,1) - Same here, 4>5 and 5>1 look noticeably different in spacing, but its too small of a change to signify a jump or anything, so it just ends up looking unpolished.Sorted it out.
01:47:474 (1,2,3) - Confusing spacing. Same visual spacing, but one is 1/1 and the other is 1/2. Sorted it out
02:11:936 (3,4,1) - Spacing again. Sorted
[]
Okay just from this one diff, it looks like you really need to work on spacing, good luck. And you only check the diff which is radically different from all the other difficulties (All other difficulties are distance snapped)
Spork Lover wrote:
Yo, M4M for ya after that great mod you gave me ^^Color codingUnrankable if unchanged
Normal Suggestion
Strong Suggestion
OtherGeneral
So, I was told to give info about what skin I use; and I use the WWW 1.6.1 skin, which is colorless and transparent. If the skin is on in your beatmap, the sliders look like this: https://osu.ppy.sh/ss/5656375 It fits decently with the hitcircles, but I'd still consider a custom sliderslide and tick for your beatmap, where the slider has a dimmed color, and is somewhat transparent imo I hope any of this info helped somehow lol :3
I decided to go with RGB: 30,30,30 for the slidertrack, but the slidertick will stay the same. This will make it easier for people to distinguish between the hitcircles and the slidertrack. In addition, it will be easier for people who use invisible sliderends to read the notes now. I have also brightened up the colours again because the translucent hitcircle changes the overall combo colour.Easy
There's some, erm, clear underboob in this background, and I don't feel that it'll be considered an "All ages" image Breasts are visible, so I found a more suitable background as an alternative. Thanks for notifying.
00:41:013 (1,2,3) - Consider reworking the first part (00:33:628 (1,2,3,4,5) - )so it's consistent with this one.
01:15:628 (1) - It's more common to start a spinner a bit later on an easy diff, consider moving it, so it start on 01:16:089? (Ending point is fine) Changed it, and added a note in its place.
I feel that there's a small lack of consistency when it comes to the rhythm during the different verses, it feels like you mapped rhythm how you felt was good for that time without taking the previous verse into account. (Stuff like 01:32:705 (1,2,3,1) - relative to 00:33:628 (1,2,3,4,5) - , which should be rhythmically related, or at least have the same audible beats, have long sliders in places where there are 3 single taps in the other part. I'd advice highly to try to change these things around a bit for this :3 My idea with this set is that as you go along, the difficulty gets a bit harder, which prepares players for the next difficulty. This will explain a lot of the consistency issues you have pointed out.
01:38:243 (4,5) - There should be a slider between the two notes here, since there's the "double clap" thing from the hitsounds I understand what you are trying to get at, but then the problem is that I will be introducing 1/2 spacing on the timeline herein which case that would throw a lot of easy players off. I will keep it for now.
02:04:089 (1) - I'd remove this NC, you havn't done an NC per measure up untill now as far as I recall ;o Oversight on my part. Fixed
Consistency thing applies to chorus too, long slider in the first one, reverses in the second. (And some other rhythm stuff)
03:29:936 (4,5) - Hi missing double clap :3 Fixed
Very simple and straight forward easy, but lacks consistency in a some spots, that would overall give the map a better vibe (I really like the hitsounding!)Normal
I won't mention the consistency stuff here in detail, but it's basically the same concept. If it applies for the next diffs to an extent where it's important to address, I'll just write Consistency at the start of the post.
00:53:705 (4) - Delete this and make a new circular slider with only 1 anchor point instead of 3, it becomes more circular that way and honestly looks a lot better too, right now the curve looks kinda flat. Changed
01:09:628 (5,6) - Double clap? Fixed, although I had to change some of the patterns to still make it friendly.
01:46:320 (5,6,7,1,2,3,4,5,6,7,8) - This looks like a peak in the map, but isn't in the song, imo there are too many notes here. Converted 6 and 7 into a 1/2 slider but left the rest as is. I think it should be fine.
02:15:166 (1) - There's a spinner here, but not in the first chorus, consider making this consistent for both. I changed the pattern from the first chorus to a spinner. The reason being that other than consistency for this difficulty, in the Hard- difficulty, there is a spinner present just before the end of the first chorus.
02:59:013 (1) - Spinner seems really short, I'd consider just removing this spinner all together and do a few more patterns. Changed that as well.Hard-
Consistency (Not as much as the others tho, 'cause you use a lot more of the 1/2 beats.)
This one changes rhythm patterns in the last chorus, similar to the patterns that you may see on hard. But I will be reworking the last 2 parts of the final chorus where the vocalists say 'doki.....doki because right now it does not feel nice to hear.'
02:05:474 (1) - This isn't symmetrical, which you've been following for the past diffs as well as this one so far :3 Aesthetic things. I changed it so it will be fine.
02:24:397 (1,2,3) - I don't like how this looks, you should place 3 a bit to the side of the slider + give the slider a blanket with 1. Added. There is no way my little blanket cannot be this cute. Hehe
03:16:782 (4,3) - Why doesn't the long slider have a 1/4 reverse involved? Changed that to a 1/2 slider.Hard
I've seen this mentioned a few times, but I'll just throw it out as well; CS5 on a hard = not the best idea, most people in the insane-extra range still have trouble with that stuff lol, but when you're a hard player, you can't adjust well enough to high CS to play it accurately, so I'll just leave a few suggestions for this one >//<
When I started playing, I did get a lot of old maps from my friends with CS5's in them and I also found old maps via previous OWC map pools etc. So I was used to CS5 Maps at an early stage. I know that if a new player joined today and played hard difficulties, more than 99% of the time they will find a hard diff which uses CS4, so to them CS5 will be something very new. I will not change the CS setting at all, but I will tone parts down so it will not be as daunting.
00:05:936 (1,2) - Some blanket stuff here that doesn't look completely up to par. Fixed
00:09:628 (1,2,3) - Transition's a little meh to me, I'd consider curving 3 downwards instead like so: https://osu.ppy.sh/ss/5656552 Remapped
00:23:013 (2,3) - If you do an increase in spacing, consider doing a long slider to add a small break to the player, so he can readjust to the patterns. Remapped
00:32:474 (3,5) - I feel that this overlap is pretty unhealthy, considering it's just a back'n'forth jump and not an aesthetic overlap. Remapped
00:33:628 (1,2) - Blanket issue.Remapped
00:56:474 (2,3,4,5) - These jumps are way too excessive considering this isn't a peak. Remapped
--- Afterwards it's basically the same types of issues that occur (Excessive jumps and blankets mainly), so I won't go more into that on this diff.
^ Generally there are some spacing issues where you could add long slider to emphasize the jump more, and then there are some blanket issues, and this is prominent during most of the diff, so look into that ^^
I am doing some remapping because currently it will be daunting for new players to play. I have done a lot of nerfs right now, especially the chorus which now has a 1.1x SV, and the final sections which also are now 1.1x SV. This will make it a lot more friendly to players.
Moreover, in the remap, I have decided to incorporate more patterns which help with the natural movement. 1/2 sections will remain the same after the remap, but the rest will be fixed so it looks more beautiful.Hard+
This is the hardest diff for me by far in terms of making it so I am really happy that you especially modded this difficulty.
00:15:627 (1) - Remove NC, it's inconsistent with 00:08:243 (2) - Oversight. Fixed
00:32:474 (3,5) - Same kind of overlap as on Hard, feels weird imo Changed it for this one
00:40:551 (4,5) - Should be a slider, since 4 needs to be emphasized better Sure
01:23:474 (1,2,3,4,5) - Holy this linear flow from 2-4 doe is understarred, also 01:24:397 (4,5) - nazi blanket lol
01:32:474 (6) - I'd move 6 to around x:322 y:36 to avoid the overlap. Made a trapezoidal pattern
01:41:705 (1,2,3) - The 2 feels like a fill-in, and should be adjusted a bit, so it flows in better to 3. Fixed the movement by changing the pattern
01:47:935 (2,3,4,5,6,1,2,3,4) - This is probably my favorite pattern so far, gj on this. Thank you.
02:11:935 (3,4,5) - Make them the same horizontal distance from each other, aka move 5 more to the left. Rotated 4 as well for better aesthetics.
02:26:243 (1,2) - Doesn't sound too good, maybe two 1/2 sliders that are 1/4 apart? (Aka start on 02:26:243 - 02:26:589 - like the other two sliders, but end later?) This part is fine so I will not change it.
02:34:089 (2,3,4) - The perfect overlaps are inconsistent with the previous choruses. Fixed
02:42:166 (4) - Horizontal distance thing again :3 Changed
02:44:705 (1,2,3,4,5) - Nice pattern, I like Thank you Doro.
03:00:628 (4,5,6,1) - This transition is way too hard to angle for a hard player imo, not to say that the squares afterwards are pretty damn hard too (And imo excessive, considering you do a "typical" pattern at 03:03:859 (4,5,6) - I will try and rework the section and also change the typical pattern a bit.
03:05:474 (3,4,5) - Weird spacing, should be lower from 3 and below. Redid so I get the trapezium pattern.
03:09:974 (5) - Move this to 03:10:435 - on the timeline and relocate everything in that section a bit (A triple doesn't really fit the music too well there) Changed that. Will also apply that on the hard difficulty
03:22:089 (1,2,3,4,5,6) - This is right use of emphasis, you're doing at the end of a pattern, which feels a lot better. Thank you.
03:30:166 (6,1) - 1 feels pretty cramped with 6, maybe move it to make a triangle with 03:29:473 (3,6) - ? (I know you want it in the middle, but it doesn't look nice aesthetically that 6 is up in 1's face :^) I decided to move it from the middle so it forms a line like https://osu.ppy.sh/ss/5674162
Final thoughts:
There are some consistency issues that I feel need to be touched upon before this can be pushed further into the ranking process, but the old style type of map is pretty dope, and fits nicely for this song, also, the hitsounds are really cool, and there's some nice ideas with the skin etc as well ^^ Good luck on this mapset, godspeed :3
Fair enough. Thanks for checking it though, and giving a star.Mijii wrote:
I tried to found issues on the last diff, but I didn't found any, cuz I'm new at modding.
The map looks pretty cool. On this map I only can help you with a star xD.
Thank you for modding it.Bara- wrote:
From M4MGeneral[General]
Wave hitsounds with possible delay > 5ms:
normal-hitfinish.wav
soft-hitfinish.wav
Fixed
Unused hitsounds:
normal-hitwhistle2.wav RemovedEasy[Easy]
Set slidertickrate to 1. If you set it to 2, the 1/2 ticks will not display (for example on 00:06:397 (4,1,2). They are visible in editor, but not when playing!
00:39:628 (5) - This slidertick hitsounding here is really weird, and rather unexpected. People here a clap, right before the slider needs to be let go, so people might let go too early, causing them to miss the sliderend. And besides, 'the slidertick is blocked by the sliderend, so people might not know where it comes from
The problem is that by reducing slidertick rate to 1, the problem is that some of the slidertick hitsounds later on will not be audible.
00:47:474 (5) - ^^ 00:53:936 (3) - Etc. etc. etc. Same
01:03:166 (1) - Such a long slider feels rather awkward for the start of kiai. I think a 2/1 with a circle would be better I will change it, bye bye slider art.
01:32:705 (1) - Similar, it feels out of place (Applies to almost all 3/1 sliders)
02:02:243 (1,2,3,4,1,2,3) - Way too linear. Add some movement, now all movements are 90 degrees angles, which is quite harsh Done on purpose, just to give a change of pace from curves and whatnot. It is not difficult to play so I will not change it.
Decent diff, I dón't really like the 3/1, but ah wellNormal[Normal]
00:18:166 (5) - The lack of emphasis is quite high, try this rhythm Sure
00:37:551 (1,2,3,4) - The high amount of off-beat make this rather awkward. Please add some notes at the white ticks, so it feel more natural But then I will end up with a long chain of notes. I will see what I can do.
00:38:936 (3,4) - Oh and this looks rather bad. Try making it symmetrical or something like that It is fine
00:39:859 (4,5) - Refer to first suggestion Again I will see what I can do
00:47:243 (4,5) - ^^ (etc.) Same as above
01:43:090 (5,6,1,2) - Please use the same rhythm as 00:44:013 (7,1) - Ok
02:02:243 (1,3) - Feels way too long. The music is 1/1, you even hitsound it that way, yet you use 2/1 sliders. Please shorten them Sure
02:08:935 - Add a circle for the claps Sure
02:59:012 (3,4,5) - This is an absolute no-go, it's wayy too cluttered for a normal. People will likely hit the wrong circle first Changed to a stack
The amount of offbeat sliders is really high, which really make this diff feel weird to play...Hard- ------> Advanced from now on.[Hard-]
Please call this advanced. Hard- doesn't give much information I finally relented and now will rename it advanced, but I will rename it hard if I put custom diff names for the last 2 difficulties..
00:11:474 (1,2) - Rather weird polarity. Try to start the 3/4 slider 3/4 earlier and give it a repeat Focused on vocals, so it is fine.
00:22:090 (5,2) - Stack Stack leniency problem. Cannot do anything about it.
00:54:859 (4) - I don't hear any 1/4 here (they are audible at 00:54:166 (2) - but not at (4)) Changed that part so it follows 01:52:782 (1,2,3,4,5,6) - . Will also apply this to the rest of the difficulties after hard
01:43:090 (5,2) - ^^ Fixed
02:15:282 (1) - This ends at the snares, 01:16:205 (1) - This ends at the downbeat Changed so it ends at the downbeat
Quite a decent diff!! ......Hard[Hard]
Cs5? seriously? You can better change it to 4, or increase Hard+'s CS to 5.5 or higher. The fact that there is no spread in it makes this really weird. Note: I don't think CS5 is bad, I have used CS5 for some of my hards too (even 5.7 once) (and cs 6 for insane)
If I change it to cs4, requires a whole new remap and it will be the same as advanced in terms of aesthetics. In that case I would just delete this, and the whole point of this difficulty is that it is built around cs5. And simple movements are used because I am introducing people to a cs5 hard. By introducing people, I mean people who have not experienced a cs5 hard (they may have played cs5 difficulties, but not on a very recent map, especially when the length of the map is more than 3 minutes long.
If I increase cs of 'Attraction' to 5.5 or over, the difficulty will be ruined.
00:16:551 (3,4,1) - This reads rather weird. Why not a triangle? (4) to 177:239 for example The current placement is fine and leads on nicely to the next note.
00:33:628 (1,2) - Rip blanket Fixed it
00:54:974 (7) - I don't hear any 1/4 See advanced. Removed a lot of overmaps
01:01:205 (1,1) - Recovery time for Hard is around 1 beat. This is 1/2 Changed it
Overall a decent diff, 2 complaints
The polarity needs to be improved.Patterns such as 02:56:243 (3,4) - are really weird to play, since you skip the beat, and have a 3/4 gap (as opposed to the 1/1-1/2 gaps which are common). Reverse sliders, or patterns as 02:52:090 (1,2,3) - work much betterIt is still following the vocals and with distance snap it should not be a problem. I have tested this map hundreds and hundreds of times to make sure the rhythm is playable and does not trip anyone up.
The aesthetics need to be much better. Certain blankets were horrible, and having a 0.92x DS to fix it doesn't hurt. It'not an easy where spacing needs to be consistent.
The map is built around distance snap, and if I introduce a lot of patterns such as star patterns and what not, that would destroy a lot of players. Star patterns are already hard in cs4; with cs5 that will be really really hard.Hard+. -----> Attraction from now onGood luck!!![Hard+]
Rename to Light Insane please Custom name.
CS 5 or higher for a better spread please I will not do that, the reason is that the map is already difficult since the notes are placed freehand, and making it cs5 or higher will make it very very hard to aim, and hence ruin the difficulty.
You often use symmetry, which I really like, but be careful! for exmaple, look at 01:45:397 (1,2,4) -
If you want perfect symmetry, you need to Ctrl G 4, so all distances are the same (2.26 instead of 2.26-157)
00:52:320 (2,3,5,6) - It isn't perfectly symmetrical (nazi, I know) I have been thinking of doing a different pattern anyway.
01:15:166 (4,5) - Stacks like this don't really play that well. Please space them I will put 5 where 6 is and move 6 onto 1 as a stack.
01:36:858 (3,4) - ^^ (etc.) Same deal
03:16:782 (1) - Why is there an NC here, while there is not one at all the other times 03:02:012 (4) - 03:05:705 (4) - 03:09:397 (3) - 03:13:090 (3) - 03:20:474 (3) - 03:24:166 (3) - 03:27:859 (3) - Oversight
I actually really like this difficulty! It's really well made, and the usage of symmetry is absolutely brilliant. A few fixes on the circles which are stacked under the previous slider's tail and this diff is absolutely perfect (maybe a few polishing mods, but ah whatever) Interestingly I prefer the other difficulties over this because this was me placing notes freely whereas the hard diff especially is more structured, though you may disagree over that.