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TeddyLoid feat. Bonjour Suzuki - Pipo Password

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Wafu

Wafu wrote:

[340's Hard]
  1. 00:32:492 (2,1) - The new combo seems to be set improperly. It's musically the same as 00:21:825 (1) - and in addition, the first note starts a new variation, making it more appropriate for a new combo. yeah, fixed it somehow
  2. 00:32:492 (2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - I'd say this part is way too much about the vocals. I am not saying mapping vocals is wrong, but you definitely ignore many important sounds, especially kick drums and those parts feel really empty. Such as 00:33:658 - 00:35:158 - 00:36:325 - 00:36:658 - . Mapping them would make a some variety between the calm part and the part with drums, that would be a little bit more unique and fun to play. Also 00:38:158 (2,3) - seems really out of the song. It maps exactly the least significant parts of this part in my opinion and mapping it to those foreground instruments would offer you many good rhythms, which sound much better than this one. as i think, that's gonna be a mess for a newbie player if i'd map every beat on a calm part. calm part should play calm at least at easy difficulties imo. also i fixed the last thing which you mentioned about slider that is out of the song
  3. The map style itself is quite good to be honest, but if you'd limit those vocal-based rhythms, I would probably not have to point out much. At this point, it lacks the emphasis on drums, but is instead on soft instruments such as vocals. If that's how you intended the map to look, then I'm a little bit disappointed, but if you keep the same style and map it a little bit more into important instruments, I'll be more than satisfied.

Link: http://f.s-ul.eu/MHaQC38R
Topic Starter
Kyubey
There are "tv size tvsize" tags because "tv size" search doesn't include results with "tvsize" and vise versa.
About video — I don't want to change it, since the map become really huge with that (+10MB), it's not like we are trying to watch perfect quality video while playing, so current one should be enough.
Thanks for modding.
Irreversible

Wafu wrote:

[Irre's Insane]
  1. 00:23:158 (1) - The new combo doesn't fit that much to me. Sometimes you seem to stick to music, sometimes you seem to stick to vocals, but this only makes logic with a pattern that you put into a map, which doesn't make much sense to me. Moreover, there's essentially no reason to put such a big jump on 00:22:825 (3,1) - . I undestand that you put jumps on places like 00:11:825 (2) - because the clap asks for it, it stands out a lot in the song, so why not making it stand out even in map, but this part sounds very calm, if not almost silent, but it still has a big focus on it. no fixes
  2. 00:25:158 (3,1) - Just the same scenario as above.
  3. 00:28:158 (2,1) - Same as above. no fixes
  4. 00:33:158 (3,4,5) - 00:35:825 (3,4,5) - These have a problem when it comes to the jump too. What is special in this part are the drums - these just came in, these are what makes the part unique. Jumps on vocal, which was there even before, in the same form makes it inconsistent and doesn't make sense with the song's intensity. Same as above, I map to the vocals emotions and not to the drums o_O
  5. 00:38:158 (1,2) - This sounds really out of place because you're putting strong sounds in the middle of slider, but soft sounds are right on the parts of slider which you interact with. It plays and fits the music more if 00:38:158 (1) - is mapped as a 1/2 slider, because that way it at least ends on quite significant synth on 00:38:492 - and then 00:38:825 (2) - can be moved on 00:38:658 - to emphasize a little softer synth, but end on 00:39:158 - , which is equivalent for the first synth when it comes to the impact. Then, 00:39:325 - will be ignored, which makes a lot of sense, because you cannot tell any sound that's landing on this timestamp. Obviously, you can say there is "something", but no sound with a peak is present here. ?
  6. 00:46:492 (2) - There are many snares in the background which you mapped, however, this seems to be the only one that is not using any kind of a jump, which would be cool, because you did so in other cases such as 00:43:825 (2) - 00:45:158 (6) - 00:47:825 (1) - 00:49:158 (2) - 00:50:492 (6) - 00:53:158 (3) - nice catch
  7. Hitsounds seem to be done a little bit immaturely here. The beginning was cool, but you started to use a lot of kicks when there was literally nothing that would indicate that in the song, such as 00:16:992 - 00:17:492 (2) - 00:24:992 (2) - 00:25:492 (1,2) - 00:29:825 (4) - 00:49:158 (2) - 00:50:492 (6) - 00:51:825 - Be sure to check similar things.
Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybe

1
osu file format v14

[General]
AudioFilename: background.mp3
AudioLeadIn: 0
PreviewTime: 64325
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 32492
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 0.9

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
BeatmapID:958163
BeatmapSetID:441673

[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"video.jpg",0,0
Video,160,"music.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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64492,-50,4,2,1,40,0,1
83158,-200,4,2,1,40,0,0
83325,-200,4,2,1,5,0,0


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Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

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Natteke desu

Wafu wrote:

[Elvis' Insane]
  1. I want you to look at the kick hitsounds as I already recommended in last point of Irre's difficulty. Many of them don't fit to actual arrangement of the song and sound really loud if it doesn't follow the real sound properly.
    Well, they wasn't supposed to follow any sample of the song at the first place, i tried to bring something new to the song and since i like what i got at the end i have to deny, sorry
  2. 01:13:325 (3) - I am not quite sure, but since this is the only Normal whistle used in the map and it doesn't sound that great if it's use only once, I must assume that it was placed by a mistake.
    there were more, this whistle was used in pruporse of finishing hitsounding pattern so i'd keep it
  3. 00:12:325 (6,1) - First of all, I think if you want to place a new combo here, you should do that on the first note as the musical pattern which brings some change or diversity starts on 00:12:325 (6) - . Second thing is that 00:12:325 (6,1) - is identic with 00:12:825 (3) - while 00:13:158 (4) - is completely different from these two. For this reason, I recommend to put the new combo to 00:12:325 (6) - and then make it a 1/2 slider. That will ensure some logic between 00:12:825 (3) - . And in the and, you could transform 00:13:158 (4) - into circles due to having the heavy snare on the beginning and to differenciate it from the previous sliders. I also thing that you should not add a jump on 00:12:658 (2) - , but 00:12:325 (1) - , because currently it's on a hi-hat, which is barely audible, so that makes a little bit less sense.
    Okay, firstly, new combo was used mostly on design purporses me being nazi about geometry, as for jump, you can hear like vocalist sighs 00:12:158 - here and since d e s i g n t h i n g s, i decided to go in a bit other way than increasing distant snap exactly at this point, i emphasised it a bit later 00:12:492 (1) - here, what could look strange for the first sight, but i do believe it works fine, it's just uncommon, as for rhythm changes, sorry i don't really think 1/2 would fit because main idea here was mapping hi-hats, since this part of the song is somehow intense, either i can't agree on 00:13:158 (4) - because i'd like to keep vocals emphasised as well as hi-hats
  4. 00:17:825 (1,2,3,1,2,3) - I know that you probably wanted to give a player some challenge, but with the amount of stacks you use, this is already overexaggerated pattern. I feel like the attempt is to create a map challenging by decreasing its readability rather than increasing the note density or using more difficult rhythms and patterns, which I am not really a big fan of.
    Personally i don't find it any challenging, maybe a bit harder to read than something more common, but not really much so i'd like to keep it.
  5. 00:21:825 (1,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - You could maybe use some sliders in this part, because stacks that look all very similar over and over may be a little bit boring and lazy, but let's assume you want to keep that for whatever reason - Then, I don't understand why 00:32:492 (1,2,1,2,3,4,1,2,1,2,3,4,1) - , which has more things to map and is much stronger, but the previous part requires you to be quicker and more accurate, while here, you jump into a very chilly part of map, instead of the opposite, so it would be more proper according to the song.
    Circle stacks were made on pruporses of emphasising synth, which hardly works well with sliders in my opinion, when the reason behind sliders is shitton of circles would be too much and my intention of present second half of this part as some kind of "bridge" for upcoming more intensive part
  6. 00:58:825 (1) - This is quite a lot out. These drums start on 00:58:992 - in the song or somewhere around that, we cannot probably tell accurately whether it's this place, because I cannot guess whether it's 1/16, but probably yes, however, it definitely isn't there bofere that timestamp. You should just map the second half of the slider.
    I'd agree on this point if making stuff http://puu.sh/p3hql/be365f5b0f.jpg like this wasn't that awkward to play as it is (that 1/16or not even 1/16 can't say myself but i think it is stuff starts from 00:58:992- as i hear it. I guess i need more opinions about that one
  7. The kiai however is quite cool, there are some random jumps, but not that random so I'd want to point it out as much as these things. Cool otherwise.
Thanks for mod! We got different opinions about this song it seems
Topic Starter
Kyubey
I guess, everything is updated then.
Wafu

Irreversible wrote:

Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybe
You don't need to apologize for not fixing stuff, just pointing out that I didn't understand concept of your map is nothing you should mention when it comes to responding to issues. And to your reason, "I map to the vocals emotion" - First of all, emotion or intensity? Making to emotion would essentially make no sense as it's almost impossible to detect any emotion unless the voice sounds like suffering or happiness, but none of emotions usually tell you whether it deserves a jump or not. You most likely mean intensity of the voice. If that's what you really map, then that means 00:33:158 (3,4,5) - doesn't make sense, because 00:33:492 (4,5) - are almost equally intense, 00:33:492 (4) - however has much smaller jump. Then 00:36:492 (5,6,7) - 00:33:825 (5,6,7) - are mapped exactly the same way, while 00:36:492 (5,6,7) - is much more lively, previous is somehow fading out when it comes to intensity and the accent, but the latter one is more like fading in when it comes to intensity, accent, pitch etc.

I'm not saying that you should fix everything I said nor fix anything at all - it's your map, not mine. I just find it unfair when I mention something with logical statement, but I get a reason that is based on the fact that the mapper thinks that I do things different way, I feel things different way or that it's mapper's style. I am not exactly saying that against Irre, but in overall against any mapper that is doing it. Like I understand it in case of minor things like pattern shapes, then I obviously mention only my opinion if I don't feel comfortable with it and the mapper can say "My style, sorry", that's fine, but in cases when the argument is based on logic, jumping over it with "It's my style that you didn't understand properly" is really discouraging the modder.

It's your choice whether you follow vocals or not. I didn't say that you must map it to instruments, I mentioned why that would be more appropriate and why it is not that appropriate to do it the current way. It's self-contradiction to claim your map depends on vocals, yet you still follow only minimal amount of its intensity and ignore the rest that is different and is mapped exactly the same way or is exactly the same but is mapped completely different.

I don't want to argue, but before you make a conclusion about modder not understanding anything, think about the fact that maybe you really did something insensible. Everyone is able to ask modder (we have in-game chat and PMs) if he understood the whole concept of the map rather than using it as a conclusion and denial for most of things.
Irreversible
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Reconsidered the big jump. Didn't read this point properly, rest remains the same.
Topic Starter
Kyubey
Updated.
Natteke desu
Check these hitsounds irre, you may want to add some volume changes
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Topic Starter
Kyubey
Updated once again.
Irreversible
Thank you Elvis ♥
Gero
Hello.

General

  1. Clean.
EruJazz's Easy

AR+1 no estoy de acuerdo con eso de usar los mismos settings en general, es un poco extraño a mi parecer ademas de que podría traer problemas después de calificarlo.

  1. 00:24:492 (2) - Considera añadir un NC aquí ya que no es muy necesario mantenerlo como 2 debido a que esta apilado en el mismo lugar de la nota anterior, ademas de que hay un cambio obvio de ritmo.
  2. 01:23:158 (3) - Añade un NC debido al fuerte sonido que se escucha aquí.
  3. 00:31:158 (4) - Que te parece enfatizar la vocal con un whistle? suena mucho mejor con un hitsound en esa parte.
340's Hard

Your HP is even more higher than Elvis/Irreversible's Insane, so would be better if you decrease it by 1 or 2 ticks.

  1. 00:31:158 (6) - Consider using a NC in this slider due to the change of voice and speed in this part. (00:41:825 (1) - As you did here.)
  2. 01:10:825 (4) - Somehow it sounds very empty without a hitsound here, so I'd recommend you use a whistle at the start of the slider to emphasize the vocal.
  3. 01:19:825 (5,1) - I'm not really sure that this could be good for this kind of difficulty, I think that a big jump is somewhat unnecessary because the voice is stable and there is nothing to highlight here, so I'd like to move this a little bit closer to the previous note.
Irre's Insane

Hey Irry are you sure that you don't wanna map the first part of the song? just like the others.

  1. 00:31:825 - Whistle?
Elvis' Insane

The whole difficulty was really well made, but I have to say something that is bothering me a lot, personally, I think it's not the best choice using 7.5 as AR due the jumps and the complicated patterns you've used and for obvious reasons is kinda difficult to read, so please consider to increase it til 9.

Call me back.
Natteke desu
honestly i'd use even 7, the main thing behind this kind of ar is i don't really feel that 8 or more would fit the song, so i'd keep it as it is
by the way what do you think about 00:58:825 (1) - ? Actually it's overmapped but due certain reasons i don't think that making this stuff more closer to the song would be enjoyable to play (see last point of Wafu's mod)
340
applied everything from gero's mod

Link: http://f.s-ul.eu/QWQbNWFx
Irreversible
Fixed all :3 ~

4
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Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
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ErunamoJAZZ
applied all. :3

code
osu file format v14

[General]
AudioFilename: background.mp3
AudioLeadIn: 0
PreviewTime: 64325
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 0.4999999

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:EruJazz's Easy
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
BeatmapID:950243
BeatmapSetID:441673

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"storyboard.jpg",0,0
Video,160,"music.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
8492,666.666666666667,4,2,1,30,1,0
9658,-100,4,2,2,30,0,0
11158,-100,4,2,2,40,0,0
21825,-100,4,2,1,30,0,0
29825,-100,4,2,2,15,0,0
30158,-100,4,2,2,30,0,0
40492,-100,4,2,2,15,0,0
41825,-100,4,2,1,30,0,0
62992,-100,4,2,2,30,0,0
64492,-100,4,2,2,50,0,1
83158,-100,4,2,2,50,0,0
86825,-100,4,2,5,5,0,0


[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

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Gero
I've talked with Irreversible and he told me that the AR in Elvis' difficulty was fine and good to go, so here you have, I have nothing else to say about this set, good job.

~ Bubbled ~
Natsu
Hi

General

  1. Metadata?
  2. soft-hitclap soft-hitclap2 has like 3 ms delay
  3. 01:23:325 (1) - add a hitsound or make the hitnormal audible. apply to every diff using sc5

Elvis' Insane

  1. I really disagree with your current AR is really a pain to play, alot of your stacks are confused to play, mainly the ones that have different gap in the timeline 00:20:158 (1,2,3,4) - 00:23:825 (1,2,3,4) - 00:22:658 (3,4,5,6) - 00:26:492 (1,2,3,4) - 00:29:158 (1,2,3,4,1,2,3,4) - , the slow slider velocity plus the super low ar, make playing slider a pain 00:10:158 (3,4) - 00:13:825 (1,2) - , since you need to do the movement at the exactly right momment, I'd suggest using 8 .
  2. 01:03:992 (6,1,2) - I feel this part of the pattern is really compresed, I think this would work better if you add more spacing between 6 and 1, since right now looks like a spacing error rather than a jump
  3. 01:17:658 (2,3) - maybe try a blanket here to improve the design?
Irre's Insane

  1. 00:31:158 (1,1) - I'd group them in the same combo, so this section doesn't looks that spammy.
  2. 00:33:825 (5) - add NC? so the spacing is noticeable? also the triangle would looks nice, if you do, then do it at 00:36:492 (5) - as well.
  3. 00:40:158 (2) - 15% or 20% volumen sounds better, actually is kinda hard to hear it in game o.o
  4. 00:55:158 - is a bit confused that you ignore the vocal here, actually I'd use triplets for this patterns 00:54:325 (2,3) - 00:55:325 (2,3) - 00:56:992 (2,3) - 00:57:992 (2,3) - http://puush.me/account
  5. 01:23:158 (1) - http://puu.sh/pvneg.jpg maybe it looks better in that way?
340's Hard

  1. 00:11:158 (1,2) - 00:12:158 (1,2,3,4) - 00:13:492 (1,2,3,4,5,6,7,8) - 00:16:158 (1,2,3,4,5) - 00:17:825 (1,2,3) - your combos are really inconsistent, try to: 00:12:158 (1) - remove NC, 00:17:825 (1) - remove NC
  2. ar 7,5 is better.
  3. 00:21:492 (8,9) - I'd use a slider instead to bring more emphasis to 00:21:825 (1) - as a single circle.
  4. 00:32:492 (1) - 00:37:825 (1) - you are mapping those, but ignoring 00:35:158 being this the same in the music, sounds really weird.
  5. 00:41:825 (1,1) - stack this properly
  6. 00:45:492 (4) - NC should be here not in 00:46:992 (1) - , 00:50:825 (5,1) - same
  7. 00:57:992 (1) - NC is unnecesary and doesn't make much sense with the music, just remove it
  8. 01:09:492 (1,2) - if you trying to blank stuff, then do it the best you can, since this isn't pleasant to see
  9. 01:10:825 (4) - the normal whistle in the tail is so annoying, do you mind using a soft one or using the same as the other diffs?
  10. 01:17:658 (6,1) - blanket is super off, design is a super important part in mapping, so try to care more about this tiny stuff
  11. You also have the same OD as Irre's insane, use 5,5 instead? or something different .
ryuu's Normal

  1. 00:34:825 (5,6,1,2) - I got a bunch of low rank players to test this, everyone failed so bad here. The 1/4 00:34:825 (5) - slider is a no for me.
EruJazz's Easy

  1. 00:24:492 (1) - El nuevo combo rompe tu patrón y no es recomendable para una easy, remover 00:24:492 (1) - .
  2. 01:23:158 (1) - lo mismo aquí esto rompe tu patrón y no tenes necesidad de hacerlo, es solamente una easy mantenela ordenada
ErunamoJAZZ

Natsu wrote:

EruJazz's Easy

  1. 00:24:492 (1) - El nuevo combo rompe tu patrón y no es recomendable para una easy, remover 00:24:492 (1) - . okay xD
  2. 01:23:158 (1) - lo mismo aquí esto rompe tu patrón y no tenes necesidad de hacerlo, es solamente una easy mantenela ordenada ^
applied xD

code
osu file format v14

[General]
AudioFilename: background.mp3
AudioLeadIn: 0
PreviewTime: 64325
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 0.4999999

[Metadata]
Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:EruJazz's Easy
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
BeatmapID:950243
BeatmapSetID:441673

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"storyboard.jpg",0,0
Video,160,"music.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
8492,666.666666666667,4,2,1,30,1,0
9658,-100,4,2,2,30,0,0
11158,-100,4,2,2,40,0,0
21825,-100,4,2,1,30,0,0
29825,-100,4,2,2,15,0,0
30158,-100,4,2,2,30,0,0
40492,-100,4,2,2,15,0,0
41825,-100,4,2,1,30,0,0
62992,-100,4,2,2,30,0,0
64492,-100,4,2,2,50,0,1
83158,-100,4,2,2,50,0,0
86825,-100,4,2,5,5,0,0


[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

[HitObjects]
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340
Natsu

Natsu wrote:

340's Hard

  1. 00:11:158 (1,2) - 00:12:158 (1,2,3,4) - 00:13:492 (1,2,3,4,5,6,7,8) - 00:16:158 (1,2,3,4,5) - 00:17:825 (1,2,3) - your combos are really inconsistent, try to: 00:12:158 (1) - remove NC, 00:17:825 (1) - remove NC appplied
  2. ar 7,5 is better. is 0.1AR make any difference?
  3. 00:21:492 (8,9) - I'd use a slider instead to bring more emphasis to 00:21:825 (1) - as a single circle. i dont want to use a slider instead of circles, but i can put a small jump to pick it out
  4. 00:32:492 (1) - 00:37:825 (1) - you are mapping those, but ignoring 00:35:158 being this the same in the music, sounds really weird. i didnt want to but uhhhh applied
  5. 00:41:825 (1,1) - stack this properly wow is it really noticable? applied
  6. 00:45:492 (4) - NC should be here not in 00:46:992 (1) - , 00:50:825 (5,1) - same applied
  7. 00:57:992 (1) - NC is unnecesary and doesn't make much sense with the music, just remove it applied
  8. 01:09:492 (1,2) - if you trying to blank stuff, then do it the best you can, since this isn't pleasant to see applied
  9. 01:10:825 (4) - the normal whistle in the tail is so annoying, do you mind using a soft one or using the same as the other diffs? I BET IT WASNT HERE so yeah applied
  10. 01:17:658 (6,1) - blanket is super off, design is a super important part in mapping, so try to care more about this tiny stuff applied
  11. You also have the same OD as Irre's insane, use 5,5 instead? or something different. changed it to 5.7

Link: http://f.s-ul.eu/RJKpx9Ke
Topic Starter
Kyubey

Natsu wrote:

01:23:325 (1) - add a hitsound or make the hitnormal audible. apply to every diff using sc5 why? any sound there doesn't fit the track well, and silent spinner sounds much better for me. if you think it's unrankable, it's rankable

RC wrote:

The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense.
https://qb.s-ul.eu/Wk1yaXrQ.png — meta in video itself.
http://luluco.tv/archives/cd/ed — meta on the official site.
Removed the delay in hitsounds.
Natteke desu
Once again i stay on opinion that 8 ar or even more won't fit the song at all and 7.5 ar is enough to play it without havin a cringe, also, i'd say low sv even helps to play it properly. If you still disagree (you probably are), "low" ar is still sort of challenge, like jumps and stuff (thought this kind of ar wasn't intended like to be any challenge). As for the second point, honestly i don't find this compressed, i tried to move stuff a bit, but at the end i returned to the current state of this pattern, because it doesn't seemd fine for me, having more spacing stuff. And i aplied blanket. Thank you for mod!
Irreversible
00:33:825 (5) - add NC? so the spacing is noticeable? also the triangle would looks nice, if you do, then do it at 00:36:492 (5) - as well.

00:55:158 - is a bit confused that you ignore the vocal here, actually I'd use triplets for this patterns 00:54:325 (2,3) - 3

no fix because i feel it's better like that, the nc is unnecsesary it's readable and the triplets, well it kinda sounds cooler liek this no? xD thxx <3
Topic Starter
Kyubey
ryuu didn't answer, but she applied what you said.
Everything is updated, thank you for the check!
Also, I moved 01:08:158 (4,5) - and 01:21:492 (4,5) - a little in my difficulty to make them look better with autostacking.
Natsu

Kyubey wrote:

Natsu wrote:

01:23:325 (1) - add a hitsound or make the hitnormal audible. apply to every diff using sc5 why? any sound there doesn't fit the track well, and silent spinner sounds much better for me. if you think it's unrankable, it's rankable

RC wrote:

The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense.
  1. But the normal diff isn't using a spinner in the end ;o
  2. normal: 01:23:158 (2) - 40% volume is better, the current one is really hard to hear QAQ
  3. normal :missing video ( don't forget to add the video offset too)
  4. hard: 01:17:825 (1) - slider tail is snapped to the wrong tick, I guess.
Topic Starter
Kyubey
Oh, you're right about Normal, I forgot it uses other objects there. Used 30% there (it used hitsounds from my difficulty, so I feel free to modify them), higher volume feels unnatural, and with 30% it provides enough feedback as for me.
Fixed slider in Hard.
About video — whoops, seems like ryuu redownloaded mapset without video and I didn't check it carefully.
ryuu
sorry, i'm baka
Natsu
Good :)
Topic Starter
Kyubey
Thanks to everyone who helped us!
Namki
Поздравляю, няш!
Irreversible
pipo apapaiepiap yaay!
Sieg

Namki wrote:

Поздравляю, няш!
Okoratu
nice warning, congrats
wajinshu
Поздравляю!
VINXIS
00:11:158 (1,2,3,4,5,6,1,2) - elvis wot te fuk.
Krfawy
00:17:492 (3,4,1,2,3,1,2,3,1,2,3) - This is the only unreadable cluster in Elvis' diff and I am complaining about it. How the heck do people read it if you can't even tell which number, colour and approach circle and mainly the note comes as first if it blends so much? Also, nice D you've got there 00:18:825 (1,2,3) -



Also, please, censor the title because it's lewd and it made me come here. o3o
Natteke desu

honestly i don't think it's any unreadable because (1) is pretty easy to notice even after hitting orange (2)
here we click orange (3) and see this:




not to mention that this was fced with easymod already
VINXIS
tht part is ez u jstu put ru cursor in the middl and thn clik lo p ez 2 read.

tht timestamp i linkd is p fukd 2 play tho cuz of the anglez Xd IMO (played ur diff 348753498534897539 times and only hit them once :L)
Natteke desu
squre powa xd
VINXIS
fug ii linkd th wrogn sht i meant 5 6 1 2 in here lo,

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