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CINDERELLA PROJECT - Star!! [CatchTheBeat]

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Lanturn

Absolute Zero wrote:

[Lanturn's Spoon]
00:11:611 (1,2,3,4,5) - I would change the pattern so that it spreads these notes out more evenly, probably the length between (1,2). I like how it is. It's a pretty basic pattern for newer catch players to learn.
00:43:971 (1) - This sound is so weak I'm not sure if it justifies a clap. Remove it. I think it's fine. there is a clap noise
01:13:633 (1,2,3) - The music is the same at 01:02:847 (1) but the rhythmic pattern is different: you follow fewer beats. I guess I can change the first one to a circle then.
01:26:948 - I think that the spinner should end here. The drums hit here, not where you have placed the spinner so far. I think I changed this with a previous mod. thanks!
SPOILER
osu file format v14

[General]
AudioFilename: Star!!.mp3
AudioLeadIn: 0
PreviewTime: 62089
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 17004,27791,38577,49364
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.999999

[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Lanturn's Spoon
Source:アイドルマスター シンデレラガールズ
Tags:THE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:991433
BeatmapSetID:435449

[Difficulty]
HPDrainRate:2
CircleSize:2
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.699999999999999
SliderTickRate:1

[Events]
//Background and Video events
0,0,"imasbg.jpg",0,0
//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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thanks
koliron


General
  1. inconsistent widescreen support fkdjhjk you can disable it in cup, salad, platter and rain
  2. aaaa do not forget to add the combocolors in the platter and rain
  3. kek

Spoon

  • hahah i love the name
  1. 00:11:611 (1,2,3,4,5) - in comparision with the previous distances, these are a lot imo, you could move 00:11:611 (1) - some grids to the right and 00:13:128 (4,5) - to the left, then it would be a little easier, mh well is hard to suggest in a diff like this because we need to think that the player doesnt know anything about ctb, right? asdfghjfg
  2. 00:29:139 (2,1) - aaaaa i think this is too close, you could increase the distance a little, then the player at least will need to move the ryuuta c.c

Cup
  1. 00:22:060 (4,1) - i think you could add a little more distance for the new stanza
  2. 00:50:712 (3) - mmh i like this curve but maybe could be too hard for a new player :c i'd make it a little more vertical, or something like this:
  3. 01:00:487 - mmh why suddenly N hitsounds? i think some soft claps would sound mujch better here (or maybe just keep them since 01:01:499 - ) edit k same in the rest diffs

Salad
  1. 00:06:723 (4,5,6) - mmmh the movement is a little weird imo, if you move (5) some grids to the left, it would improve the movement and aesthetic >u>
  2. 00:10:937 (4,5) - same here, maybe the sound in 5 is stronger but the movement would be easier if the distance is the same or at least similar, but if you want to keep the distance here is a suggestion:
    it would improve the movement and keep the dash or just make the same distances doing (4) 100% horizontal
  3. 00:19:364 (6,1) - mmh this distance could be a confusing imo, try to reduce a little, then would be obvious that you dont need to dash here
  4. 00:20:712 (3,4) - same here, but a dash would fit if you agree, then you could make (4) a little more vertical to add it fdsjoikkjh
  5. 00:38:577 (1,2,3) - mmmh try to reduce the distance between these notes, 3 is hard to catch without dash imo
  6. 01:03:521 (2,3,4,5) - ^ aaaa
  7. 01:14:308 (2,3,4,5,6) - same here (2,3,4,5), and this one has priority, players could miss 01:14:814 (5) - easily x.x fdfdsjk because they could start dashing before catch 5
  8. 01:17:005 (2,3,4) - mmmh 1/2 dash and then 1/1? its fine to vary but these dash are too close and salad players could be cunfused and miss easily imo, so i'd reduce the distance to (4)

ACSSCSCEN.DANCE
  1. 00:04:869 (3) - mh is like you need to dash i the middle of this slider :C asd you could add more notes like in the salad (2 sliders and circle) or make this a little more vertical
  2. 00:16:835 (7,8,1) - what about remove 8 and add hyper c.c its fine in sounds like 00:20:881 (6,7,1) - , but this one really deserves it imo
  3. 00:20:628 (3) - overmapper
    00:29:645 (2,3) - a e s t h e t i c
  4. 00:42:622 (1,2,3,4) - maybe too hard for a platter(? i'd move 00:43:128 (4) - to the right, then the players will be sure that they need to move here ccc.c
  5. 01:02:173 (1,2,3,4,5,6,7) - huh the hitsounds are a little weird here, i dont know if you did them or @Xinely, but they could be improved if you remove the finish in 01:02:426 (4) - and maybe the whistle in 01:02:678 (7) -
  6. 01:06:892 (1) - same as the beginning ene long sliders doesnt plays good imo, you could replace this with 2 sldiers and a circle like in the rain or salad
  7. 01:27:032 - a

Rain
  1. 00:06:386 - i just noticed that this is the only diff that has not a note here fgkgjkfdlk if you add it the rhythm would soudns much better immmO
    00:11:611 ~ 00:17:004 - i just want to say that i loved this
  2. 00:42:791 (2,3,4,5) - these distances after a hyper could be too hard imo, try to move 00:42:959 (3,5,6) - a little to the right fjkdik
  3. 00:46:667 (1,2) - asd is too easy to miss some acc here )': i'd suggest to make 00:47:004 (2) - a little more vertical or make a curve in both
    00:57:285 (1) - sliderart
  4. 01:02:173 - same as the platter about hitsounds (and the rest diffs)
  5. 01:23:577 (3) - mmh well here is the end of the vocal but there is not a strong sound or something like that to add this dash, i would make a 1/2 vertical slider in 01:23:409 - and then 01:23:746 (4) - ctrl+g here(?

Overdose
  1. 00:11:611 - about this pattern, i played before modding and the hypers feels really weird imo >.< because the strongest sounds are in 00:11:611 - 00:12:117 - 00:12:622 - 00:13:128 - 00:13:633 - 00:14:139 - and 00:14:982 - (btw i think those are which should have nc), i mean i think they would fit better if the streams have 6 notes (like in 01:24:420 - ), not 4, but if you want to keep some of them you could add hyper where you added hitsounds, too c.c in any case, i usually dont suggest big changes but i think this stream deserves it gfjhgdgdsdakjhg
  2. and about the stream since 00:14:308 - huh i feel like the hypers are a little random, so basically the same as before but take in care that add more hypers in 00:15:656 (1,2,3,4,1,2,3,4) - would be a nice idea to emphasize the increase of the piano (thats a piano, right?)
  3. 00:17:847 (3,4,5) - mh the hyper to 5 feels a little weird, the sounds is not strong enough imo, if you want to keep an hyper here would be nice to 4 for the drum
  4. 00:19:195 (4,5) - aaa hard dash >.< try to reduce the distance a little
  5. 00:22:398 (1,2) - 00:23:746 (1,2) - mmh the movement of these sliders are a little uncomfortable :/ i think you should make another curve in these, here are some examples:

  6. 00:25:768 (4,5,6,7,8,1) - aaaa 1/4 and 1/2 hypers in a row could be too hard x_x i'd add a note in 00:26:190 - to make both 1/4
  7. 00:27:285 (3) - mmh i cant hear a strong sound here to keep the hyper :c a 1/4 stream with 4 notes in 00:27:117 - would fit better
  8. 00:29:813 (3,4) - same here about the hyper, a dash would fit better imo, the only sound here is the drum and is not so strong v.v
  9. 00:39:420 (4) - ^, if you want to add an hyper you could to 00:39:251 (3) - for the vocal
  10. 00:45:824 (2,3) - same ;w; an hyper could fit to 00:46:330 - if you want btw an hyper in 00:50:207 (4,5) - to 5 would be nice, too
  11. 00:57:285 (1,2,3) - same as before about the hypers, 1/4 and then 1/2 plays uncomfortable T.T you could end the slider in 00:57:454 - to make both 1/2 or in 00:57:622 -
  12. 01:12:959 (3,4) - if you want to keep them in 1/4 try to add a curve in both or at least a little more horizontal, dash and then stop for a lot of time is not recommendable imo
  13. 01:23:914 (4,5) - aaa an hyper wall to wall could be too much imo, try to reduce it a little, for example with 01:23:914 (4) - to the right of (3)

asd pretty clean the only important thing to fix is the beginning of the overdose, the rest are minor suggestion o.o you can call me after this
Topic Starter
Xinely

koliron wrote:



General
  1. inconsistent widescreen support fkdjhjk you can disable it in cup, salad, platter and rain
  2. aaaa do not forget to add the combocolors in the platter and rain ascendance kek
  3. kek

Cup
  1. 00:22:060 (4,1) - i think you could add a little more distance for the new stanza
  2. 00:50:712 (3) - mmh i like this curve but maybe could be too hard for a new player :c i'd make it a little more vertical, or something like this:
  3. 01:00:487 - mmh why suddenly N hitsounds? i think some soft claps would sound mujch better here (or maybe just keep them since 01:01:499 - ) edit k same in the rest diffs kek, yes intentional there because intense of before kiai, drums and trumpet fit with Normal hitnormal imo

Salad
  1. 00:06:723 (4,5,6) - mmmh the movement is a little weird imo, if you move (5) some grids to the left, it would improve the movement and aesthetic >u>
  2. 00:10:937 (4,5) - same here, maybe the sound in 5 is stronger but the movement would be easier if the distance is the same or at least similar, but if you want to keep the distance here is a suggestion: i changed to other way :D
    it would improve the movement and keep the dash or just make the same distances doing (4) 100% horizontal
  3. 00:19:364 (6,1) - mmh this distance could be a confusing imo, try to reduce a little, then would be obvious that you dont need to dash here i make more obvious to dash instead for consistency dash each stanza
  4. 00:20:712 (3,4) - same here, but a dash would fit if you agree, then you could make (4) a little more vertical to add it fdsjoikkjh already fixed from previous ahahaha
  5. 00:38:577 (1,2,3) - mmmh try to reduce the distance between these notes, 3 is hard to catch without dash imo
  6. 01:03:521 (2,3,4,5) - ^ aaaa
  7. 01:14:308 (2,3,4,5,6) - same here (2,3,4,5), and this one has priority, players could miss 01:14:814 (5) - easily x.x fdfdsjk because they could start dashing before catch 5
  8. 01:17:005 (2,3,4) - mmmh 1/2 dash and then 1/1? its fine to vary but these dash are too close and salad players could be cunfused and miss easily imo, so i'd reduce the distance to (4) mfw i caught them w/o dash ayy im too pro. i mean fixed

Rain
  1. 00:42:791 (2,3,4,5) - these distances after a hyper could be too hard imo, try to move 00:42:959 (3,5,6) - a little to the right fjkdik
  2. 00:46:667 (1,2) - asd is too easy to miss some acc here )': i'd suggest to make 00:47:004 (2) - a little more vertical or make a curve in both
    00:57:285 (1) - sliderart ascendance for aspire
  3. 01:02:173 - same as the platter about hitsounds (and the rest diffs) i was sure there was drum there wtf lol, removed

    removed from here means ascendance's part

Overdose
  1. 00:11:611 - about this pattern, i played before modding and the hypers feels really weird imo >.< because the strongest sounds are in 00:11:611 - 00:12:117 - 00:12:622 - 00:13:128 - 00:13:633 - 00:14:139 - and 00:14:982 - (btw i think those are which should have nc), i mean i think they would fit better if the streams have 6 notes (like in 01:24:420 - ), not 4, but if you want to keep some of them you could add hyper where you added hitsounds, too c.c in any case, i usually dont suggest big changes but i think this stream deserves it gfjhgdgdsdakjhg yep tried to give jump for those
  2. and about the stream since 00:14:308 - huh i feel like the hypers are a little random, so basically the same as before but take in care that add more hypers in 00:15:656 (1,2,3,4,1,2,3,4) - would be a nice idea to emphasize the increase of the piano (thats a piano, right?) nah after this 00:14:308 - , violin for almost all 1/1 until 1/4 have same strong so i decided to make jumps by patterns instead of following the music, for 00:15:656 (1,2,3,4,1,2,3,4) - i made them for full jumps instead due drums and increasing strength from the violin
  3. 00:17:847 (3,4,5) - mh the hyper to 5 feels a little weird, the sounds is not strong enough imo, if you want to keep an hyper here would be nice to 4 for the drum
  4. 00:19:195 (4,5) - aaa hard dash >.< try to reduce the distance a little
  5. 00:22:398 (1,2) - 00:23:746 (1,2) - mmh the movement of these sliders are a little uncomfortable :/ i think you should make another curve in these, here are some examples:

  6. 00:25:768 (4,5,6,7,8,1) - aaaa 1/4 and 1/2 hypers in a row could be too hard x_x i'd add a note in 00:26:190 - to make both 1/4 actually suggestion from CLSW LOL
  7. 00:27:285 (3) - mmh i cant hear a strong sound here to keep the hyper :c a 1/4 stream with 4 notes in 00:27:117 - would fit better
  8. 00:29:813 (3,4) - same here about the hyper, a dash would fit better imo, the only sound here is the drum and is not so strong v.v
  9. 00:39:420 (4) - ^, if you want to add an hyper you could to 00:39:251 (3) - for the vocal
  10. 00:45:824 (2,3) - same ;w; an hyper could fit to 00:46:330 - if you want btw an hyper in 00:50:207 (4,5) - to 5 would be nice, too
  11. 00:57:285 (1,2,3) - same as before about the hypers, 1/4 and then 1/2 plays uncomfortable T.T you could end the slider in 00:57:454 - to make both 1/2 or in 00:57:622 -
  12. 01:12:959 (3,4) - if you want to keep them in 1/4 try to add a curve in both or at least a little more horizontal, dash and then stop for a lot of time is not recommendable imo
  13. 01:23:914 (4,5) - aaa an hyper wall to wall could be too much imo, try to reduce it a little, for example with 01:23:914 (4) - to the right of (3)

asd pretty clean the only important thing to fix is the beginning of the overdose, the rest are minor suggestion o.o you can call me after this
no reply means fixed, thanks koli ><
Sc4v4ng3r
As requested.

[General]
  1. You could add '1st' 'season' into the tags as this is the opening for the first season of this anime.
[Lanturn's Spoon]
  1. 00:54:589 (1,2) - Since there's a loud high pitched instrument sounding at (2)'s tail, a drum addition whistle doesn't really fit there. And since there's no instrument that's actually high pitched are present on (1)'s tail, I would switch the hitsound addition between these notes' tails, so that the first slider's tail has the drum addition, while the second slider's tails have the auto addition.
  2. 01:02:847 (1) - This is kinda trivial, but since this is the easiest difficulty, IMO the rhythm should be fully consistent(but not by the means of copy pasting rhythms), so that beginners won't have to get used to too many rhythms, so I think this note and 01:13:633 (1) - this note should be both 1/1 sliders or at least emphasizing both white ticks.
  3. 01:24:420 (1) - Feels really awkward to have the spinner end at the big white tick when the main sound for the instrument actually exits at 01:27:032 - to emphasize better on this(and also to keep the ending consistent with other difficulties although there's very less difference), I would shorten down the spinner to that tick. And also the green line on the end of the spinner doesn't really emphasize good on the sound of the instrument IMO, as at 01:27:032 - the sound at that tick is still loud; it's not quieter than the previous sound. So I would remove the green line as well.
[Cup]
  1. 00:27:117 (1) - Since you are placing NCs every 2 big white ticks, for consistent NC pattern the NC here should be removed. This also applies for 01:12:959 (1,2) - .
  2. 00:29:139 (3,1) - Pretty sure the emphasis that these 2 notes are getting should be equal as their instruments' strength are the same. Increasing the distance at (3) should work. Same goes 00:34:532 (3,1) - here.
  3. 00:53:914 (2) - IMO this note doesn't really fit here, as the held background sound isn't present on this tick, but only at the next white tick(at 00:54:083 (3) - ). I would remove this note for correct emphasizement and for a simpler rhythm.
  4. 01:05:544 (1) - I really feel that this note isn't getting enough emphasis for it being on a downbeat, and having that background instrument landing on the head of this note, at least try to have this note's distance to 1.3x. Same goes for 01:16:330 (1) - .
  5. 01:07:398 (4) - A similar note on 01:04:701 (5) - was getting an equal emphasis like the previous note 01:04:195 (4) - , yet having lesser emphasis here feels a little bit inconsistent. I am aware that the bell in the background is low-pitched here, so instead I believe you could make the distance to be(again) 1.3x or somewhere close to that.
  6. 01:09:589 (3) - Similar comment would go for this note, where the bell in the background is clearly heard here, and with the downbeat supporting it, I believe this note could use more distance.
  7. 01:10:937 (1) - Yea this as well, more distance could be good to give a better emphasis on the bells.
  8. 01:12:959 (1) - You didn't use NC on 01:02:173 (4) - , and since the pattern of NC is one NC every 2 big white ticks, why not keep the consistent pattern and remove the NC here?
  9. 01:15:487 (4) - This note's directly related to 01:04:701 (5) - this note, so I would give an equal emphasis like 01:14:982 (3) - this note.
  10. 01:20:375 (2) - I hear the snare sound that you've been emphasizing with claps on this slider's tail, so I think you should add a clap to the tail, instead of a whistle.
[Salad]
  1. 01:18:016 - I know you are following the Cup's rhythm, but such a promiment bell and snare getting ignored here feels really awkward(of having no audio feedback at all on the prominent beat), and it really undermines their strength. To emphasize on their prominence, I would suggest you to add at least a circle here.
  2. 01:21:386 (6) - Like Cup, a clap should be here instead of a whistle.
  3. 01:24:420 (1,2,3,4,5,6) - Until (4) the dash pattern is kept fine, but from (5) there's no real dashes at all, in fact (5) and (6) can be catched without any dash at all. On top of that, (6)'s instruments are quite loud and prominent, which calls for a dash as well. I would suggest you to change your pattern into something like this, to have dashes on (5) and (6).(Plus it conforms to the new ranking criteria :3)
[Ascendance's Platter]
  1. Man you really like .x2 SV
  2. 00:02:678 (1) - Ok I don't get what's ur NC pattern for this section, but if you are going for NCs every 2 bars this NC should be removed.
  3. 00:04:869 (3) - Koli did say it up there, but yea, you really need to dash in the middle of the slider to catch all the droplets and the fruits lol, make it a little bit vertical or something
  4. 00:10:600 (5) - You did have this kind of dash in the kiai, but bringing it up in this section where it is more calmer than the kiai makes it feel extra harder, and it is overemphasizing the mood in this secton. Bring down the distance a little bit.
  5. 00:20:628 (3) - overmapper :^)
  6. 00:35:881 (1) - You should be having a hyper here as you made hyper on every guitar sound in this section.
  7. 01:06:892 (1) - Like 00:04:869 (3) - , but even more so as the previous note is a hyper and the next movement towards the other direction can be hard.
  8. 01:21:386 (7) - Clap instead of whistle just like the other difficulties.
  9. 01:27:032 (1) - lel
[Ascenely's Rain]
  1. 00:42:791 (2,3,4) - Ayy this are quite hard after a hyper, dashing might work but immediately dasing towards the other direction could be difficult. Bring down the distances on these notes a bit, especially on (3).
  2. 01:02:510 (5) - Tbh I can't really hear anything strong on this note that supports the use of this hyper, maybe removing it will emphasize better on the piano.
  3. 01:06:639 (6) - Can't really hear anything on this blue tick, whether is a drums or a piano. Unless there's something that I'm not hearing of, remove this note.
  4. 01:12:959 (3,4) - Why not have a stream like 01:02:173 (1,2,3,4,5) - as there's the similar piano like sound? I'm not too sure but that instrument's sound is quite similar to the sound at the previous set of notes, so keeping consistency might work better.
  5. 01:17:004 (1) - This NC should be removed to follow your pattern, unless there's a special reason for it.
  6. 01:21:386 (4) - Clap instead of whistle like all other difficulties again.
  7. Nothing much to point out here, moegreat difficulty :D
[Overdose]
  1. 00:15:656 (1,2,3,4) - I'm not too sure about the pattern here, as the whole build-up sequence 'restarts' here, much like 00:11:611 (1,2,3,1,2,3,1,2,3,4) - . To emphasize better on that, I would instead change up the pattern like this or something similar.
  2. 00:22:398 (1,1) - On previous notes you did a rhythm of 3/4 sliders+a circle, but doing that inconsistently does feel really awkward in play mode. For the sake of consistency I'll make these sliders into 3/4 sliders instead, then add a circle 1/4 afterwards.
  3. Most of the points I thought of before seriously modding this were pointed out by koli already, so nothing much from me. But really, I do suck at playing overdoses so I don't know if movement in this map is fine or not ;-; Rhythm-wise the difficulty's fine though.
The map's solid otherwise, so I guess call me back after koli :3 god damn it copyright
Lanturn

koliron wrote:

Spoon

  • hahah i love the name yay <3
  1. 00:11:611 (1,2,3,4,5) - in comparision with the previous distances, these are a lot imo, you could move 00:11:611 (1) - some grids to the right and 00:13:128 (4,5) - to the left, then it would be a little easier, mh well is hard to suggest in a diff like this because we need to think that the player doesnt know anything about ctb, right? asdfghjfg Hmm alright, I'll simplify this then. Absolute Zero said the same thing.
  2. 00:29:139 (2,1) - aaaaa i think this is too close, you could increase the distance a little, then the player at least will need to move the ryuuta c.c ok.

[Sc4v4ng3r] wrote:

[Lanturn's Spoon]
00:54:589 (1,2) - Since there's a loud high pitched instrument sounding at (2)'s tail, a drum addition whistle doesn't really fit there. And since there's no instrument that's actually high pitched are present on (1)'s tail, I would switch the hitsound addition between these notes' tails, so that the first slider's tail has the drum addition, while the second slider's tails have the auto addition. Swapped. :3
01:02:847 (1) - This is kinda trivial, but since this is the easiest difficulty, IMO the rhythm should be fully consistent(but not by the means of copy pasting rhythms), so that beginners won't have to get used to too many rhythms, so I think this note and 01:13:633 (1) - this note should be both 1/1 sliders or at least emphasizing both white ticks. Alright, Changed them both for 1/1 sliders then.
01:24:420 (1) - Feels really awkward to have the spinner end at the big white tick when the main sound for the instrument actually exits at 01:27:032 - to emphasize better on this(and also to keep the ending consistent with other difficulties although there's very less difference), I would shorten down the spinner to that tick. And also the green line on the end of the spinner doesn't really emphasize good on the sound of the instrument IMO, as at 01:27:032 - the sound at that tick is still loud; it's not quieter than the previous sound. So I would remove the green line as well. I currently have the spinner end at 01:26:948 - since there's a powerful sound for a finish to land on. Note that my diff ends a bit earlier than the others, since they map to the fadeout and I map to the start of the final note.
Should be everything but the tags ready to go now Xinely. Thanks for the mod scav and koli.

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Artist:CINDERELLA PROJECT
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Creator:Xinely
Version:Lanturn's Spoon
Source:アイドルマスター シンデレラガールズ
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Arlecchino
rip
Topic Starter
Xinely

[Sc4v4ng3r] wrote:

As requested.

[General]
  1. You could add '1st' 'season' into the tags as this is the opening for the first season of this anime.
[Cup]
  1. 00:27:117 (1) - Since you are placing NCs every 2 big white ticks, for consistent NC pattern the NC here should be removed. This also applies for 01:12:959 (1,2) - .
  2. 00:29:139 (3,1) - Pretty sure the emphasis that these 2 notes are getting should be equal as their instruments' strength are the same. Increasing the distance at (3) should work. Same goes 00:34:532 (3,1) - here.
  3. 00:53:914 (2) - IMO this note doesn't really fit here, as the held background sound isn't present on this tick, but only at the next white tick(at 00:54:083 (3) - ). I would remove this note for correct emphasizement and for a simpler rhythm.
  4. 01:05:544 (1) - I really feel that this note isn't getting enough emphasis for it being on a downbeat, and having that background instrument landing on the head of this note, at least try to have this note's distance to 1.3x. Same goes for 01:16:330 (1) - .
  5. 01:07:398 (4) - A similar note on 01:04:701 (5) - was getting an equal emphasis like the previous note 01:04:195 (4) - , yet having lesser emphasis here feels a little bit inconsistent. I am aware that the bell in the background is low-pitched here, so instead I believe you could make the distance to be(again) 1.3x or somewhere close to that.
  6. 01:09:589 (3) - Similar comment would go for this note, where the bell in the background is clearly heard here, and with the downbeat supporting it, I believe this note could use more distance.
  7. 01:10:937 (1) - Yea this as well, more distance could be good to give a better emphasis on the bells.
  8. 01:12:959 (1) - You didn't use NC on 01:02:173 (4) - , and since the pattern of NC is one NC every 2 big white ticks, why not keep the consistent pattern and remove the NC here?
  9. 01:15:487 (4) - This note's directly related to 01:04:701 (5) - this note, so I would give an equal emphasis like 01:14:982 (3) - this note.
  10. 01:20:375 (2) - I hear the snare sound that you've been emphasizing with claps on this slider's tail, so I think you should add a clap to the tail, instead of a whistle.
[Salad]
  1. 01:18:016 - I know you are following the Cup's rhythm, but such a promiment bell and snare getting ignored here feels really awkward(of having no audio feedback at all on the prominent beat), and it really undermines their strength. To emphasize on their prominence, I would suggest you to add at least a circle here.
  2. 01:21:386 (6) - Like Cup, a clap should be here instead of a whistle.
  3. 01:24:420 (1,2,3,4,5,6) - Until (4) the dash pattern is kept fine, but from (5) there's no real dashes at all, in fact (5) and (6) can be catched without any dash at all. On top of that, (6)'s instruments are quite loud and prominent, which calls for a dash as well. I would suggest you to change your pattern into something like this, to have dashes on (5) and (6).(Plus it conforms to the new ranking criteria :3)
[Ascenely's Rain]
  1. 00:42:791 (2,3,4) - Ayy this are quite hard after a hyper, dashing might work but immediately dasing towards the other direction could be difficult. Bring down the distances on these notes a bit, especially on (3).
  2. 01:06:639 (6) - Can't really hear anything on this blue tick, whether is a drums or a piano. Unless there's something that I'm not hearing of, remove this note.
  3. 01:12:959 (3,4) - Why not have a stream like 01:02:173 (1,2,3,4,5) - as there's the similar piano like sound? I'm not too sure but that instrument's sound is quite similar to the sound at the previous set of notes, so keeping consistency might work better. ah i try keep consistency with my overdose, and i do 3/4 sliders there for emphasis vocal
  4. 01:21:386 (4) - Clap instead of whistle like all other difficulties again.
  5. Nothing much to point out here, moegreat difficulty :D
[Overdose]
  1. 00:15:656 (1,2,3,4) - I'm not too sure about the pattern here, as the whole build-up sequence 'restarts' here, much like 00:11:611 (1,2,3,1,2,3,1,2,3,4) - . To emphasize better on that, I would instead change up the pattern like this or something similar.
  2. 00:22:398 (1,1) - On previous notes you did a rhythm of 3/4 sliders+a circle, but doing that inconsistently does feel really awkward in play mode. For the sake of consistency I'll make these sliders into 3/4 sliders instead, then add a circle 1/4 afterwards. lemme keep as possible 00:22:398 (1,2) - for emphasis guitar when 00:20:038 - i was emphasising drum
  3. Most of the points I thought of before seriously modding this were pointed out by koli already, so nothing much from me. But really, I do suck at playing overdoses so I don't know if movement in this map is fine or not ;-; Rhythm-wise the difficulty's fine though.
The map's solid otherwise, so I guess call me back after koli :3
no reply means fixed thanks sc4 and damn that copyright ;_;

edit : ok cover even still got DMCA like https://osu.ppy.sh/s/449207, time to go now
Ascendance
Declined all thanks for modding

Go ahead and bubble :^)

replying tomorrow
Ascendance

koliron wrote:



General
  1. inconsistent widescreen support fkdjhjk you can disable it in cup, salad, platter and rain d
  2. aaaa do not forget to add the combocolors in the platter and rain fuck you
  3. kek

ACSSCSCEN.DANCE
  1. 00:04:869 (3) - mh is like you need to dash i the middle of this slider :C asd you could add more notes like in the salad (2 sliders and circle) or make this a little more vertical ok
  2. 00:16:835 (7,8,1) - what about remove 8 and add hyper c.c its fine in sounds like 00:20:881 (6,7,1) - , but this one really deserves it imo ok
  3. 00:20:628 (3) - overmapper k
    00:29:645 (2,3) - a e s t h e t i c ye
  4. 00:42:622 (1,2,3,4) - maybe too hard for a platter(? i'd move 00:43:128 (4) - to the right, then the players will be sure that they need to move here ccc.c I think the movement is okay for a platter, it incorporates movements between the "dings"
  5. 01:02:173 (1,2,3,4,5,6,7) - huh the hitsounds are a little weird here, i dont know if you did them or @Xinely, but they could be improved if you remove the finish in 01:02:426 (4) - and maybe the whistle in 01:02:678 (7) - d
  6. 01:06:892 (1) - same as the beginning ene long sliders doesnt plays good imo, you could replace this with 2 sldiers and a circle like in the rain or salad made it more vertical instead
  7. 01:27:032 - absolute zero

Rain
  1. 00:06:386 - i just noticed that this is the only diff that has not a note here fgkgjkfdlk if you add it the rhythm would soudns much better immmO difference is I followed the bell sounds here and i followed vocals in my other diff!
    00:11:611 ~ 00:17:004 - i just want to say that i loved this thanks <3
  2. 01:23:577 (3) - mmh well here is the end of the vocal but there is not a strong sound or something like that to add this dash, i would make a 1/2 vertical slider in 01:23:409 - and then 01:23:746 (4) - ctrl+g here(? reduced distance instead.

asd pretty clean the only important thing to fix is the beginning of the overdose, the rest are minor suggestion o.o you can call me after this

[Sc4v4ng3r] wrote:

As requested.

[General]
  1. You could add '1st' 'season' into the tags as this is the opening for the first season of this anime. ill do what i want:^)
[Ascendance's Platter]
  1. Man you really like .x2 SV true!
  2. 00:02:678 (1) - Ok I don't get what's ur NC pattern for this section, but if you are going for NCs every 2 bars this NC should be removed. I was doing it for the vocal reset but doesnt really matter i guess, removed.
  3. 00:04:869 (3) - Koli did say it up there, but yea, you really need to dash in the middle of the slider to catch all the droplets and the fruits lol, make it a little bit vertical or something fixed above
  4. 00:10:600 (5) - You did have this kind of dash in the kiai, but bringing it up in this section where it is more calmer than the kiai makes it feel extra harder, and it is overemphasizing the mood in this secton. Bring down the distance a little bit. brought it down slightly but i really like the high emphasis on it.
  5. 00:20:628 (3) - overmapper :^) and im proud of it!
  6. 00:35:881 (1) - You should be having a hyper here as you made hyper on every guitar sound in this section. ok!
  7. 01:06:892 (1) - Like 00:04:869 (3) - , but even more so as the previous note is a hyper and the next movement towards the other direction can be hard. fixed above
  8. 01:21:386 (7) - Clap instead of whistle just like the other difficulties. okoratu
  9. 01:27:032 (1) - lel lel my ass
[Ascenely's Rain]
  1. 01:17:004 (1) - This NC should be removed to follow your pattern, unless there's a special reason for it. just for cutting combos!
  2. 01:21:386 (4) - Clap instead of whistle like all other difficulties again. ok!
  3. Nothing much to point out here, moegreat difficulty :D moe
The map's solid otherwise, so I guess call me back after koli :3 god damn it copyright
platter
osu file format v14

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Countdown: 0
SampleSet: Soft
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.999999

[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascendance's Platter
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:987834
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[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascenely's Rain
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:990687
BeatmapSetID:435449

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384,272,41274,6,0,P|456:264|488:160,1,170,2|8,0:0|0:0,0:0:0:0:
304,152,41780,2,0,P|224:136|128:184,1,170,2|2,0:0|0:3,0:0:0:0:
224,256,42285,1,8,0:0:0:0:
88,280,42454,1,0,0:0:0:0:
176,336,42622,5,2,0:0:0:0:
472,256,42791,1,2,0:0:0:0:
376,216,42959,1,10,0:0:0:0:
480,168,43128,1,2,0:0:0:0:
344,144,43296,2,0,L|248:144,1,85,4|4,0:3|3:0,0:0:0:0:
400,240,43633,2,0,L|485:240,1,85,8|0,0:0|0:0,0:0:0:0:
152,288,43971,6,0,P|96:256|160:200,1,170,4|8,0:0|0:0,0:0:0:0:
320,192,44476,2,0,P|378:237|321:283,1,170,2|0,0:0|0:0,0:0:0:0:
208,320,44982,1,8,0:0:0:0:
336,360,45150,1,0,0:0:0:0:
80,288,45319,6,0,L|24:104,1,170,4|2,0:0|0:3,0:0:0:0:
360,280,45824,2,0,L|399:204,1,85,4|0,0:2|0:0,0:0:0:0:
255,204,46162,1,2,0:3:0:0:
504,320,46330,2,0,L|400:328,1,85,8|0,0:0|0:0,0:0:0:0:
40,192,46667,6,0,L|208:208,1,127.5,4|0,0:0|0:0,0:0:0:0:
336,240,47004,2,0,L|256:112,1,127.5,8|0,0:0|0:0,0:0:0:0:
192,176,47341,1,2,0:0:0:0:
280,240,47510,1,0,0:0:0:0:
144,256,47678,1,8,0:0:0:0:
472,200,47847,2,0,L|360:200,1,85,2|0,0:0|0:0,0:0:0:0:
312,200,48100,5,2,0:0:0:0:
256,208,48184,1,2,0:0:0:0:
208,216,48268,1,2,0:0:0:0:
24,144,48353,1,2,0:0:0:0:
48,112,48437,1,2,0:0:0:0:
88,96,48521,1,2,0:0:0:0:
128,104,48605,1,2,0:0:0:0:
320,136,48690,2,0,P|352:112|304:48,1,127.5,4|0,3:0|0:0,0:0:0:0:
136,48,49027,2,0,P|96:90|132:136,1,127.5,4|0,3:0|0:0,0:0:0:0:
440,176,49364,6,0,L|264:208,1,170,4|2,0:0|0:0,0:0:0:0:
352,136,49869,1,2,0:3:0:0:
232,152,50038,2,0,L|128:168,2,85,2|0|10,0:3|0:0|0:0,0:0:0:0:
352,136,50544,1,2,0:0:0:0:
56,112,50712,6,2,P|136:120|224:88,1,170,0|0,0:0|0:0,0:0:0:0:
72,48,51218,2,0,P|48:112|112:192,1,170,2|0,0:3|0:0,0:0:0:0:
224,216,51723,2,0,L|144:264,1,85,8|0,0:0|0:0,0:0:0:0:
400,272,52060,6,0,B|448:208|448:208|400:232|344:208,1,170,2|0,0:0|0:0,0:0:0:0:
480,120,52566,1,2,0:3:0:0:
352,128,52735,2,0,L|248:144,1,85,2|0,0:0|0:0,0:0:0:0:
424,48,53072,2,0,L|512:40,1,85,8|2,0:0|0:0,0:0:0:0:
208,56,53409,5,2,0:0:0:0:
320,104,53577,1,2,0:0:0:0:
432,152,53746,1,2,0:0:0:0:
176,248,53914,2,0,P|112:256|8:216,1,170,2|8,0:3|0:3,0:0:0:0:
376,160,54420,1,8,0:3:0:0:
136,136,54589,6,0,L|344:112,1,170,4|0,0:0|0:0,0:0:0:0:
184,56,55094,1,8,0:0:0:0:
336,40,55263,1,0,0:0:0:0:
168,152,55431,2,0,L|360:176,1,170,2|8,0:0|0:0,0:0:0:0:
40,176,55937,6,0,P|8:240|80:288,1,170,2|0,0:3|0:0,0:0:0:0:
200,280,56442,1,8,0:0:0:0:
72,224,56611,1,0,0:0:0:0:
312,160,56780,2,0,L|400:152,2,85,2|2|8,0:3|0:0|0:0,0:0:0:0:
56,176,57285,6,0,B|216:208|216:208|104:224|104:224|256:168|240:96|144:64,1,510,4|2,0:0|0:0,0:0:0:0:
56,80,58465,2,0,L|168:72,1,85,8|0,0:0|0:0,0:0:0:0:
416,48,58802,2,0,L|320:56,1,85,2|0,0:0|0:0,0:0:0:0:
464,144,59139,2,0,L|480:240,1,85,8|0,0:0|0:0,0:0:0:0:
176,256,59476,5,2,0:0:0:0:
288,208,59645,1,0,0:0:0:0:
400,160,59813,1,8,0:0:0:0:
112,48,59982,6,0,P|72:112|152:184,1,170,2|2,0:0|0:3,0:0:0:0:
376,176,60487,1,0,1:0:0:0:
240,192,60656,1,0,0:0:0:0:
512,160,60824,1,0,1:0:0:0:
192,64,60993,5,0,0:0:0:0:
151,73,61077,1,0,0:0:0:0:
124,105,61161,1,0,1:0:0:0:
120,146,61245,1,0,0:0:0:0:
142,182,61330,1,0,0:0:0:0:
181,198,61414,1,0,0:0:0:0:
360,224,61499,6,0,L|480:240,1,85,0|0,1:0|1:0,0:0:0:0:
32,192,61836,1,0,1:0:0:0:
304,192,62173,5,4,0:0:0:0:
334,164,62257,1,0,0:0:0:0:
333,122,62341,1,0,0:0:0:0:
302,95,62425,1,0,0:0:0:0:
120,96,62510,2,0,L|32:104,1,85,2|2,0:2|0:0,0:0:0:0:
344,224,62847,6,0,P|408:248|488:152,1,170,4|8,0:0|0:0,0:0:0:0:
352,160,63353,1,0,0:0:0:0:
224,216,63521,2,0,L|136:216,1,85,2|0,0:0|0:0,0:0:0:0:
0,320,63858,2,0,L|84:326,1,85,8|2,0:0|0:0,0:0:0:0:
360,320,64195,6,0,P|440:312|376:256,1,170,4|8,0:0|0:0,0:0:0:0:
120,256,64701,2,0,P|189:309|285:293,1,170,4|0,0:0|0:0,0:0:0:0:
456,224,65207,2,0,L|371:217,1,85,8|0,0:0|0:0,0:0:0:0:
104,200,65544,6,0,L|200:136,1,85,4|0,0:0|0:0,0:0:0:0:
328,152,65881,2,0,L|398:199,1,85,8|0,0:0|0:0,0:0:0:0:
128,80,66218,1,2,0:0:0:0:
288,96,66386,1,0,0:0:0:0:
200,152,66555,1,10,0:0:0:0:
96,192,66723,1,2,0:0:0:0:
414,283,66892,6,0,P|455:216|400:160,1,170,4|8,0:0|0:0,0:0:0:0:
152,160,67398,2,0,P|96:216|137:284,1,170,4|0,0:0|0:0,0:0:0:0:
456,160,67903,2,0,L|360:160,1,85,8|0,0:0|0:0,0:0:0:0:
56,256,68240,6,0,L|144:256,2,85,4|0|8,0:0|0:0|0:0,0:0:0:0:
320,312,68746,2,0,P|392:320|472:248,1,170,2|2,0:0|0:3,0:0:0:0:
312,208,69251,1,8,0:0:0:0:
448,272,69420,1,2,0:0:0:0:
176,272,69589,6,0,P|136:232|120:176,1,85,6|2,0:2|0:0,0:0:0:0:
272,208,69926,1,8,0:0:0:0:
24,312,70094,2,0,P|96:353|178:342,1,170,2|2,0:0|0:3,0:0:0:0:
336,256,70600,1,8,0:0:0:0:
216,248,70768,1,0,0:0:0:0:
488,152,70937,6,0,L|392:160,1,85,2|0,0:0|0:0,0:0:0:0:
240,176,71274,2,0,L|155:168,1,85,8|0,0:0|0:0,0:0:0:0:
248,288,71611,1,2,0:3:0:0:
16,264,71780,2,0,L|88:168,1,85,0|8,0:0|0:0,0:0:0:0:
377,145,72117,6,0,P|273:177|217:145,1,170,4|0,0:0|0:0,0:0:0:0:
456,152,72622,2,0,L|336:128,1,85,8|0,0:0|0:0,0:0:0:0:
224,152,72959,2,0,L|96:120,1,127.5,4|0,3:0|0:0,0:0:0:0:
280,184,73296,2,0,L|432:160,1,127.5,4|0,3:0|0:0,0:0:0:0:
120,112,73633,6,0,P|96:168|184:264,1,170,4|8,0:0|0:0,0:0:0:0:
288,248,74139,1,0,0:0:0:0:
144,256,74308,2,0,L|48:264,2,85,2|0|8,0:0|0:0|0:0,0:0:0:0:
472,184,74813,2,0,L|264:152,1,170,2|0,0:0|0:0,0:0:0:0:
416,104,75319,1,8,0:0:0:0:
112,144,75487,6,0,P|192:168|288:120,1,170,4|0,0:0|0:0,0:0:0:0:
112,144,75993,2,0,L|24:144,1,85,8|0,0:0|0:0,0:0:0:0:
352,144,76330,2,0,L|160:144,1,170,4|8,0:0|0:0,0:0:0:0:
304,144,76836,1,2,0:3:0:0:
24,144,77004,5,2,0:0:0:0:
144,144,77173,1,0,0:0:0:0:
264,144,77341,1,0,0:0:0:0:
24,144,77510,6,0,L|208:144,1,170,4|2,0:0|0:3,0:0:0:0:
72,144,78016,1,8,0:0:0:0:
496,152,78184,2,0,L|312:152,1,170,4|2,0:0|0:3,0:0:0:0:
448,152,78690,1,8,0:0:0:0:
328,152,78858,1,0,0:0:0:0:
88,152,79027,6,0,L|-8:152,2,85,2|0|8,0:0|0:0|0:0,0:0:0:0:
328,152,79532,2,0,B|400:152|400:152|288:152,1,170,4|2,0:0|0:3,0:0:0:0:
424,152,80038,1,8,0:0:0:0:
168,152,80207,6,0,P|136:208|216:272,1,170,0|0,0:0|0:0,0:0:0:0:
88,272,80712,1,8,0:0:0:0:
360,208,80881,2,0,P|416:208|512:128,1,170,4|2,0:0|0:3,0:0:0:0:
240,120,81386,2,0,L|152:120,1,85,8|0,0:0|0:0,0:0:0:0:
464,72,81723,6,0,L|368:104,1,85,4|0,0:0|0:0,0:0:0:0:
240,136,82060,2,0,L|328:184,1,85,8|0,0:0|0:0,0:0:0:0:
424,248,82398,1,2,0:3:0:0:
192,264,82566,1,0,0:0:0:0:
150,271,82650,1,0,0:0:0:0:
108,267,82734,1,8,0:0:0:0:
504,136,82903,6,0,L|312:128,1,170,2|2,0:3|0:3,0:0:0:0:
32,112,83409,1,2,0:0:0:0:
165,112,83577,1,0,0:0:0:0:
80,112,83746,2,0,L|192:112,2,85,0|2|8,0:0|0:3|0:0,0:0:0:0:
400,104,84251,1,0,0:0:0:0:
160,48,84420,5,2,0:0:0:0:
127,75,84504,1,0,0:0:0:0:
112,114,84588,1,0,0:0:0:0:
116,155,84672,1,0,0:0:0:0:
140,190,84757,1,2,0:0:0:0:
178,209,84841,1,0,0:0:0:0:
360,208,84925,5,4,0:0:0:0:
400,200,85010,1,0,0:0:0:0:
440,210,85094,1,2,0:0:0:0:
467,242,85178,1,0,0:0:0:0:
473,284,85262,1,0,0:0:0:0:
455,321,85347,1,0,0:0:0:0:
200,288,85431,6,0,L|144:288,1,42.5,4|0,0:0|0:0,0:0:0:0:
200,288,85600,2,0,L|248:288,1,42.5,0|0,0:0|0:0,0:0:0:0:
200,288,85768,2,0,L|152:288,1,42.5,2|0,0:0|0:0,0:0:0:0:
360,232,85937,5,2,0:2:0:0:
401,231,86021,1,0,0:0:0:0:
432,203,86105,1,2,0:0:0:0:
439,162,86189,1,0,0:0:0:0:
417,126,86274,1,2,0:0:0:0:
378,113,86358,1,0,0:0:0:0:
168,112,86442,6,0,L|112:112,1,42.5,4|0,0:0|0:0,0:0:0:0:
378,113,86611,2,0,L|456:120,1,42.5,2|0,0:0|0:0,0:0:0:0:
168,112,86780,2,0,L|112:112,1,42.5,2|0,0:0|0:0,0:0:0:0:
496,112,86948,1,4,0:2:0:0:
256,192,87117,12,0,88381,0:0:0:0:
koliron
nuked!
Ascendance
Nuke hype
Sc4v4ng3r
Had some discussion about the overmapping thing in platter but ascendance fucking rudelykindly rejected my suggestion :c I don't mean it don't get pissed

Anyway rest looks fine in my eyes, hopefully that DMCA won't kill us ;_;
Qualified~
Topic Starter
Xinely
thanks koli and sc4, lets see what will happen later ;_;/
Ascendance
Overmapper style is best style
Electoz
gratzzz
Battle
gratz xd
Sonnyc
But what if peppy says dmca?

D.M.C.A?!?!
-NanoRIPE-
Grats
Topic Starter
Xinely

Sonnyc wrote:

But what if peppy says dmca?

D.M.C.A?!?!
then remove the audio, you can play with my baka hitsounds, so far taiko set is fine
Modem
Congrats Moenely~~~ />w</
Hunter Howl
yee, qualified dan gw cuman punya diff cangkir & overdosis /o/
Spectator
congrats!
JBHyperion
Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty.

Additionally there are some other points I would like to bring up before this progresses further:

Salad
  1. 01:26:948 (6,1) - 1/2 note-spinner spacing presents a readability concern at this BPM. Staring the spinner at 01:27:285 - instead would be a better idea

Platter
  1. 00:08:577 (2,1) - Hyperdash combined with antiflow is unrankable in Platter difficulties under the current RC. This map was uploaded before the amendment so exemption is possible, but considering this is a calm section right at the start of the song, I find it highly unfitting
  2. 00:22:398 (1,2) - Excessive hdash more than 1.5x stronger than the trigger distance combined with vertical slider creating a forced flowstop is highly likely to result in misses. This should be reduced considerably
  3. 00:34:027 (3,1) - Antiflow hyperdash combined with screen border collision makes this very uncomfortable to play
  4. 00:39:420 (3,1) - 00:48:353 (5,1) - 01:06:723 (4,1) - etc. More antiflowing hyper patterns that negatively impact playability
Hyperdash usage is beyond excessive in this difficulty. For a diff that's supposed to be an introduction to hyperdash, you have over 60, with one every second on average during the kiai time, which is clearly excessive. As a result, the gap between Salad and Platter is a serious cause for concern, and needs to be discussed further.

Take for example the section from 00:27:791 - 00:38:577 where everything can be caught by walking or hyperdash except 00:37:229 (1,2) - for such a calm piece of music, to have such dense hdash usage is very unfitting.

Rain
  1. 00:02:510 (5,1) - Sharp and unexpected dash with antiflow, not really fitting the calmer vocal section. At the very least, this should be reduced to around 2.0x spacing
  2. 00:03:184 (2,1) - 00:07:398 (4,1,2) - etc. Why such strong hdash with antiflow? Sure the vocal is strong here but this is unnecessarily snappy for mapping a vocal section. Example: 00:08:577 (3,1) is a far stronger sound but much weaker hdash
  3. 00:20:881 (4,1) - 1/4 hyper into total antiflow is highly likely to induce frustrating droplet misses, a C-shaped slider would flow much better
  4. 00:22:903 (2,3,4) - Uncomfortable double dash leading into a hyper carries a high potential for missing. Reducing this would play more comfortably
  5. 00:32:847 (4,1) - Hyper destination is at x-0 which is highly discouraged to prevent uncomfortable flowstop as the catcher is forced against the wall. Can you can provide a reason why moving the hyperjump destination away from the left wall (min. x-16) would affect the quality/playability of the map in a negative way? This can be seen in a number of other places such as 00:46:162 (3,4) - 01:00:656 (3,4) -
  6. 00:41:274 (1,2) - Strong dash is unexpected here due to the low intensity of the vocal/instrument, so there is a penalty to flow. I'd consider reducing it.
  7. 01:01:499 (1,2) - This hyper is really excessive considering the large spacing following to 01:02:173 (1) - very easy to miss here due to overshoots and should be reduced
  8. 01:15:993 (2,3) - Another example of excessive spacing combined with strong antiflow that seriously impacts playability. I get that you want to emphasise the strong kiai section, but I feel you can do so without creating such awkward flow. There are other examples of this, most notably 01:18:016 (2,3) and 01:22:734 (6,1) which also force the catcher against the screen border with ~5.0x spacing, which is almost double the trigger distance
  9. 01:26:358 (6,1,2,3,4) - Why such a strong 1/4 hyper chain? Yes you reached the climax of the song, but it's not strong enough to warrant this level of spacing

Overdose
  1. 00:14:139 (7,8,1,2,3,4,5,6,7,8) - What's the idea behind this transition from streams to 1/4 hyper doubles? If anything, this section is less intense than the surrounding ones because the guitar/synth pitch and intensity are decreasing here, and don't pick up again until 00:15:656 (1) - leaving this pattern feeling really overdone
  2. 00:18:184 (5,1) - Strong dash into strong hyper with no direction change causes an uncomfortable flowbreak as the catcher is rapidly accelerated with no direction change to use as a reference point. Weakening these spacings (especially the hyper) would play much more smoothly
  3. 00:26:021 (7,8,9,1,2,3) - Music really doesn't support hdash intensity of this level, this is a very harsh pattern that's very uncomfortable to play
  4. 00:27:622 (7,1,2) - Strong hyper into a vertical slider creates an awkward flowstop when your next object contains movement in the same direction. Here you must stop precisely at (1) after a strong hyper, then tap dash to (2), which plays very poorly. Moving (2) to the left of (1) would improve this a lot
  5. 00:42:454 (7,1,2,3,4,5) - Strong hypers against the wall and hyperstream mapped to relatively weak sounds makes this a wholly unfitting pattern to map here. At most you could have hypers for the drum sounds 00:43:296 (5,6,7) but the remaining objects are better mapped as regular dashes at best
  6. 00:46:667 (1,2) - More snappy hypers and total antiflow mapped to weak vocal sounds, inviting easy droplet misses here
  7. 01:04:027 (6,1,2) - Hypers against the wall, flowstops, antiflow, droplet misses, etc., etc.
  8. 01:06:555 (4,5,6,7) - I don't hear any 1/4 beats here to support this, and even so a pattern of this kind is clearly excessive. 1/2 circles with hypers would follow the music better and give more emphasis to the strong vocal on 01:06:892 (1)
  9. 01:08:072 (4,1) - 01:14:813 (5,6,1) - 01:23:240 (1,2) - Artificial 1/4 mapping to force hypers, really ruins the flow for me
I'd appreciate some discussion here before we go forward, so feel free to reply at your leisure and we see if anything needs to be done.
Battle
spoons can't hold much fruit lol
Deif
The issues brought up by JBH are pretty much valid. Platter can be toned down a bit with the hyperdashes and Overdose can work on those 1/4 stream transitions, since they're not that clean to play in my opinion. I'd like to hear more opinions about the Spoon difficulty name as well before trying to get the beatmap pushed forward.

Good luck!
Ascendance
Can we all stop about the "Spoon" diff name? It's fine in standard with beginner -> easy, so stop being so strict about it when it's OBVIOUS that it comes before cup. I'll take a look at the mod in a sec, so thanks for checking
Riari

Ascendance wrote:

Can we all stop about the "Spoon" diff name? It's fine in standard with beginner -> easy, so stop being so strict about it when it's OBVIOUS that it comes before cup. I'll take a look at the mod in a sec, so thanks for checking


you mean you want them to stop being spoons?
Ascendance
I would have requested a DQ anyways cause Why is Spoon CS2, Cup CS3, and Salad CS3.3 lol...

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty.

Additionally there are some other points I would like to bring up before this progresses further:

Platter
  1. 00:08:577 (2,1) - Hyperdash combined with antiflow is unrankable in Platter difficulties under the current RC. This map was uploaded before the amendment so exemption is possible, but considering this is a calm section right at the start of the song, I find it highly unfitting flow is a subjective term but fixed anyways
  2. 00:22:398 (1,2) - Excessive hdash more than 1.5x stronger than the trigger distance combined with vertical slider creating a forced flowstop is highly likely to result in misses. This should be reduced considerably curved and reduced
  3. 00:34:027 (3,1) - Antiflow hyperdash combined with screen border collision makes this very uncomfortable to play removed hdash
  4. 00:39:420 (3,1) - 00:48:353 (5,1) - 01:06:723 (4,1) - etc. More antiflowing hyper patterns that negatively impact playability fixed the first 2, the 3rd is a slider i mimic early which i intend to keep due to the heavy vocal emphasis
Hyperdash usage is beyond excessive in this difficulty. For a diff that's supposed to be an introduction to hyperdash, you have over 60, with one every second on average during the kiai time, which is clearly excessive. As a result, the gap between Salad and Platter is a serious cause for concern, and needs to be discussed further. Sure. You can argue that the hdash usage is excessive, but it is in no way bad or wrong. Each HDash is placed for a reason. They aren't inconsistent or out of place, they fit fine with the song. Rather than worrying about the spread going INTO the platter (Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning), I think that it's fine as an introduction to a bit of a heavier Rain and Overdose. I've adjusted some places so that way they don't feel as "dense" anymore, but please consider that even though there's more hdashes than what's "normal" doesn't mean that I can't bend the curve slightly to promote better gameplay.

Take for example the section from 00:27:791 - 00:38:577 where everything can be caught by walking or hyperdash except 00:37:229 (1,2) - for such a calm piece of music, to have such dense hdash usage is very unfitting. fixed a bit.

Rain
  1. 00:02:510 (5,1) - Sharp and unexpected dash with antiflow, not really fitting the calmer vocal section. At the very least, this should be reduced to around 2.0x spacing not unexpected, it fits the song, but fixed anyways
  2. 00:03:184 (2,1) - 00:07:398 (4,1,2) - etc. Why such strong hdash with antiflow? Sure the vocal is strong here but this is unnecessarily snappy for mapping a vocal section. Example: 00:08:577 (3,1) is a far stronger sound but much weaker hdash weakened a bit
  3. 00:32:847 (4,1) - Hyper destination is at x-0 which is highly discouraged to prevent uncomfortable flowstop as the catcher is forced against the wall. Can you can provide a reason why moving the hyperjump destination away from the left wall (min. x-16) would affect the quality/playability of the map in a negative way? This can be seen in a number of other places such as 00:46:162 (3,4) - 01:00:656 (3,4) - just me being an idiot
  4. 01:01:499 (1,2) - This hyper is really excessive considering the large spacing following to 01:02:173 (1) - very easy to miss here due to overshoots and should be reduced dunno why it was this high to begin with
  5. 01:15:993 (2,3) - Another example of excessive spacing combined with strong antiflow that seriously impacts playability. I get that you want to emphasise the strong kiai section, but I feel you can do so without creating such awkward flow. There are other examples of this, most notably 01:18:016 (2,3) and 01:22:734 (6,1) which also force the catcher against the screen border with ~5.0x spacing, which is almost double the trigger distance if you've noticed, I use the edges of the playfield as a "safety net" for high distance hypers when dealing with lower diffs. I've adjusted these slightly, but the concept remains the same.
  6. 01:26:358 (6,1,2,3,4) - Why such a strong 1/4 hyper chain? Yes you reached the climax of the song, but it's not strong enough to warrant this level of spacing sometimes u have to go out with a bang, and the increasing pitch of the notes is emphasized best by doing this. It's not like they're wall to wall, I've found them to be completely manageable.
Thanks for your mod.

platter
osu file format v14

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Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascendance's Platter
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
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PreviewTime: 62089
Countdown: 0
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[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascenely's Rain
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:990687
BeatmapSetID:435449

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216,96,40937,2,0,P|160:96|112:120,1,85,8|0,0:0|0:0,0:0:0:0:
384,272,41274,6,0,P|456:264|488:160,1,170,2|8,0:0|0:0,0:0:0:0:
304,152,41780,2,0,P|224:136|128:184,1,170,2|2,0:0|0:3,0:0:0:0:
224,256,42285,1,8,0:0:0:0:
88,280,42454,1,0,0:0:0:0:
176,336,42622,5,2,0:0:0:0:
472,256,42791,1,2,0:0:0:0:
376,216,42959,1,10,0:0:0:0:
480,168,43128,1,2,0:0:0:0:
344,144,43296,2,0,L|248:144,1,85,4|4,0:3|3:0,0:0:0:0:
400,240,43633,2,0,L|485:240,1,85,8|0,0:0|0:0,0:0:0:0:
152,288,43971,6,0,P|96:256|160:200,1,170,4|8,0:0|0:0,0:0:0:0:
320,192,44476,2,0,P|378:237|321:283,1,170,2|0,0:0|0:0,0:0:0:0:
208,320,44982,1,8,0:0:0:0:
336,360,45150,1,0,0:0:0:0:
80,288,45319,6,0,L|24:104,1,170,4|2,0:0|0:3,0:0:0:0:
360,280,45824,2,0,L|399:204,1,85,4|0,0:2|0:0,0:0:0:0:
255,204,46162,1,2,0:3:0:0:
504,320,46330,2,0,L|400:328,1,85,8|0,0:0|0:0,0:0:0:0:
40,192,46667,6,0,L|208:208,1,127.5,4|0,0:0|0:0,0:0:0:0:
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192,176,47341,1,2,0:0:0:0:
280,240,47510,1,0,0:0:0:0:
144,256,47678,1,8,0:0:0:0:
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48,112,48437,1,2,0:0:0:0:
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128,104,48605,1,2,0:0:0:0:
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440,176,49364,6,0,L|264:208,1,170,4|2,0:0|0:0,0:0:0:0:
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320,104,53577,1,2,0:0:0:0:
432,152,53746,1,2,0:0:0:0:
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200,280,56442,1,8,0:0:0:0:
72,224,56611,1,0,0:0:0:0:
312,160,56780,2,0,L|400:152,2,85,2|2|8,0:3|0:0|0:0,0:0:0:0:
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288,208,59645,1,0,0:0:0:0:
400,160,59813,1,8,0:0:0:0:
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142,182,61330,1,0,0:0:0:0:
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120,192,61836,1,0,1:0:0:0:
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456,224,65207,2,0,L|371:217,1,85,8|0,0:0|0:0,0:0:0:0:
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128,80,66218,1,2,0:0:0:0:
288,96,66386,1,0,0:0:0:0:
200,152,66555,1,10,0:0:0:0:
96,192,66723,1,2,0:0:0:0:
414,283,66892,6,0,P|455:216|400:160,1,170,4|8,0:0|0:0,0:0:0:0:
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320,312,68746,2,0,P|392:320|472:248,1,170,2|2,0:0|0:3,0:0:0:0:
312,208,69251,1,8,0:0:0:0:
448,272,69420,1,2,0:0:0:0:
176,272,69589,6,0,P|136:232|120:176,1,85,6|2,0:2|0:0,0:0:0:0:
272,208,69926,1,8,0:0:0:0:
24,312,70094,2,0,P|96:353|178:342,1,170,2|2,0:0|0:3,0:0:0:0:
336,256,70600,1,8,0:0:0:0:
216,248,70768,1,0,0:0:0:0:
488,152,70937,6,0,L|392:160,1,85,2|0,0:0|0:0,0:0:0:0:
240,176,71274,2,0,L|155:168,1,85,8|0,0:0|0:0,0:0:0:0:
248,288,71611,1,2,0:3:0:0:
16,264,71780,2,0,L|88:168,1,85,0|8,0:0|0:0,0:0:0:0:
377,145,72117,6,0,P|273:177|217:145,1,170,4|0,0:0|0:0,0:0:0:0:
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288,248,74139,1,0,0:0:0:0:
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472,184,74813,2,0,L|264:152,1,170,2|0,0:0|0:0,0:0:0:0:
416,104,75319,1,8,0:0:0:0:
112,144,75487,6,0,P|192:168|288:120,1,170,4|0,0:0|0:0,0:0:0:0:
112,144,75993,2,0,L|24:144,1,85,8|0,0:0|0:0,0:0:0:0:
352,144,76330,2,0,L|160:144,1,170,4|8,0:0|0:0,0:0:0:0:
304,144,76836,1,2,0:3:0:0:
24,144,77004,5,2,0:0:0:0:
144,144,77173,1,0,0:0:0:0:
264,144,77341,1,0,0:0:0:0:
24,144,77510,6,0,L|208:144,1,170,4|2,0:0|0:3,0:0:0:0:
72,144,78016,1,8,0:0:0:0:
448,152,78184,2,0,L|264:152,1,170,4|2,0:0|0:3,0:0:0:0:
448,152,78690,1,8,0:0:0:0:
328,152,78858,1,0,0:0:0:0:
88,152,79027,6,0,L|-8:152,2,85,2|0|8,0:0|0:0|0:0,0:0:0:0:
328,152,79532,2,0,B|400:152|400:152|288:152,1,170,4|2,0:0|0:3,0:0:0:0:
424,152,80038,1,8,0:0:0:0:
168,152,80207,6,0,P|136:208|216:272,1,170,0|0,0:0|0:0,0:0:0:0:
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240,136,82060,2,0,L|328:184,1,85,8|0,0:0|0:0,0:0:0:0:
424,248,82398,1,2,0:3:0:0:
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165,112,83577,1,0,0:0:0:0:
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440,210,85094,1,2,0:0:0:0:
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473,284,85262,1,0,0:0:0:0:
455,321,85347,1,0,0:0:0:0:
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360,232,85937,5,2,0:2:0:0:
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432,203,86105,1,2,0:0:0:0:
439,162,86189,1,0,0:0:0:0:
417,126,86274,1,2,0:0:0:0:
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Kurokami

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
Dude, I already explained this on discord and I don't mind doing it a few more times even if its really tiring. The spread at Salad-Platter is broken because some mapper is unable to accept the fact that it supposed to be the introduction of the Hypers and shouldn't be at similar level or even near of a Rain. Sure, Platter needs to be hard but not from the viewpoint of the #100 but from a starter. The solution is not to place Hyper on Salad but to hold them back on Platter. If you ever want to fill this gap then hold back your Hypers and place higher jumps instead, you have at least three type of Dash besides Hyper. Do the same with Rains if it happens to be harder than it should be and the gap is high, who knows, you might be able to make an Overdose for a previous ENHI spread as well.
Topic Starter
Xinely

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty. nah its from lanturn idea what spoon is smaller than cup so he uses it describe the beginner diff (there is no beginner diff name too for ctb)

Additionally there are some other points I would like to bring up before this progresses further:

Salad
  1. 01:26:948 (6,1) - 1/2 note-spinner spacing presents a readability concern at this BPM. Staring the spinner at 01:27:285 - instead would be a better idea

Rain
  1. 00:20:881 (4,1) - 1/4 hyper into total antiflow is highly likely to induce frustrating droplet misses, a C-shaped slider would flow much better i personally tested my diff like 1223782452340 times and i never miss the droplet since the slider itself has less movement
  2. 00:22:903 (2,3,4) - Uncomfortable double dash leading into a hyper carries a high potential for missing. Reducing this would play more comfortably
  3. 00:32:847 (4,1) - Hyper destination is at x-0 which is highly discouraged to prevent uncomfortable flowstop as the catcher is forced against the wall. Can you can provide a reason why moving the hyperjump destination away from the left wall (min. x-16) would affect the quality/playability of the map in a negative way? This can be seen in a number of other places such as 00:46:162 (3,4) - 01:00:656 (3,4) - fixed 00:46:162 (3,4) - , others are ascendance parts
  4. 00:41:274 (1,2) - Strong dash is unexpected here due to the low intensity of the vocal/instrument, so there is a penalty to flow. I'd consider reducing it.

Overdose
  1. 00:14:139 (7,8,1,2,3,4,5,6,7,8) - What's the idea behind this transition from streams to 1/4 hyper doubles? If anything, this section is less intense than the surrounding ones because the guitar/synth pitch and intensity are decreasing here, and don't pick up again until 00:15:656 (1) - leaving this pattern feeling really overdone lemme try another pattern
  2. 00:18:184 (5,1) - Strong dash into strong hyper with no direction change causes an uncomfortable flowbreak as the catcher is rapidly accelerated with no direction change to use as a reference point. Weakening these spacings (especially the hyper) would play much more smoothly
  3. 00:26:021 (7,8,9,1,2,3) - Music really doesn't support hdash intensity of this level, this is a very harsh pattern that's very uncomfortable to play i do hdashes for guitar so i keep them but i tried to make it smoother
  4. 00:27:622 (7,1,2) - Strong hyper into a vertical slider creates an awkward flowstop when your next object contains movement in the same direction. Here you must stop precisely at (1) after a strong hyper, then tap dash to (2), which plays very poorly. Moving (2) to the left of (1) would improve this a lot
  5. 00:42:454 (7,1,2,3,4,5) - Strong hypers against the wall and hyperstream mapped to relatively weak sounds makes this a wholly unfitting pattern to map here. At most you could have hypers for the drum sounds 00:43:296 (5,6,7) but the remaining objects are better mapped as regular dashes at best
  6. 00:46:667 (1,2) - More snappy hypers and total antiflow mapped to weak vocal sounds, inviting easy droplet misses here
  7. 01:04:027 (6,1,2) - Hypers against the wall, flowstops, antiflow, droplet misses, etc., etc. reduced the dash but keep the current shape, i dont really have a big problem to get droplet miss
  8. 01:06:555 (4,5,6,7) - I don't hear any 1/4 beats here to support this, and even so a pattern of this kind is clearly excessive. 1/2 circles with hypers would follow the music better and give more emphasis to the strong vocal on 01:06:892 (1) guitar guitar guitar guitar guitar
  9. 01:08:072 (4,1) - 01:14:813 (5,6,1) - 01:23:240 (1,2) - Artificial 1/4 mapping to force hypers, really ruins the flow for me dousurute , tried to reduce jumps ;_;
I'd appreciate some discussion here before we go forward, so feel free to reply at your leisure and we see if anything needs to be done.
thanks for mod jbh :D

Ascendance wrote:

I would have requested a DQ anyways cause Why is Spoon CS2, Cup CS3, and Salad CS3.3 lol... cs 2,5 and 3 now[/color]
updated
Ascendance

Kurokami wrote:

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
Dude, I already explained this on discord and I don't mind doing it a few more times even if its really tiring. The spread at Salad-Platter is broken because some mapper is unable to accept the fact that it supposed to be the introduction of the Hypers and shouldn't be at similar level or even near of a Rain. Sure, Platter needs to be hard but not from the viewpoint of the #100 but from a starter. The solution is not to place Hyper on Salad but to hold them back on Platter. If you ever want to fill this gap then hold back your Hypers and place higher jumps instead, you have at least three type of Dash besides Hyper. Do the same with Rains if it happens to be harder than it should be and the gap is high, who knows, you might be able to make an Overdose for a previous ENHI spread as well.
Instead of reverting to 2014 meta, why don't we accept that mapping meta is changing and we stop trying to prevent it?
Riari
stop meta you know this from mafia
Riari
on a serious note, if you make platters closer to a rain then you are realistically missing a difficulty in terms of spread.
Ascendance
Thing is, platter isn't even close to a rain, people are blowing it WAY out of proportion by using big words to enunciate a point which has no basis
Sc4v4ng3r
Ahh I'm on my phone but I'll try to do a re-mod when I get back.
I said I am going to a mod but I am so triggered

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty.
As Xinely mentioned already, the size of a typical spoon is smaller than a cup so I'm assuming that's the reason why. And as the normal difficulty naming all somewhat reflects on 'sizes'(Cup being the smallest, hence being the easiest difficulty), the naming in this mapset should be fine.

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning)
I am so triggered
If Salad-Platter spreads are always shit, then I believe none of the Salad players would be able to progress on further to the Platter level of play. And also if the spreads of Salad-Platter are indeed shit, all the mapsets - even the pending ones, should all be either DQed or remapped. Pretty sure you'd came across that one question in the BN test already about the difficulty spread; the spread of a mapset should be linearly increasing as you go up the skill level.
This whole Salad-Platter spread is shit in fact is totally wrong for that reason.
Lanturn
I figured when I chose Spoon for a diff name it would be beyond obvious, since the diff names are clearly in reference to amounts of something falling out of the sky.

Think of a spoon, you know, what you eat Yogurt or Cereal with. You can't fit that much fruit in it. some blueberries maybe. That was the whole idea behind me calling it "spoon"

Not sure what other kind of measurements you can use that would be smaller than a cup besides a spoon.. but yeah, that's basically it. It is technically following Cup/Salad/Platter/Rain/Overdose/Deluge in this matter.

Anyways, if it can't be qualified with Spoon (or another diff name similar) then go ahead and change the name to Light Cup or something. It isn't a big deal for me. I just figured it was fitting, nothing else.
DeletedUser_6709840

Riari wrote:

on a serious note, if you make platters closer to a rain then you are realistically missing a difficulty in terms of spread.
I think the real problem is that Platter feels like a light Rain but plays like a Platter with a few exceptions for this map and that's why it doesn't work or that there's not many ways you can map a Platter that is helpful in easing Platter players into Rains.

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
If that's the case, then that means every mapper has to remap their sets or not even try.

I think there needs to be more leniency of allowing light Rains so this BS about Platters being too hard can end or have more variety in mapping. Because this Platter is FC-able but just feels a bit harder than most Platters.
Kurokami
No one said light Rains are not allowed but its kinda obvious if someone tries to make a good spread then Rains won't end up being really difficult where you already have to make the Platter harder.

Back to this mapset, this Platter has almost as many Hyperdash as Rain. This should not be the way to make something harder in any way.
JBHyperion

Ascendance wrote:

Instead of reverting to 2014 meta, why don't we accept that mapping meta is changing and we stop trying to prevent it?
The 2014 meta was one with very few rules or guidelines which led to this kind of problem happening a lot. The meta has evolved, hence the need to implement the new Ranking Criteria. Your argument here is a contradiction.

Ascendance wrote:

Thing is, platter isn't even close to a rain, people are blowing it WAY out of proportion by using big words to enunciate a point which has no basis
The Platter has as many hypers as the Rain. I shouldn't even need to elaborate on this further.

Lanturn wrote:

I figured when I chose Spoon for a diff name it would be beyond obvious, since the diff names are clearly in reference to amounts of something falling out of the sky.

Think of a spoon, you know, what you eat Yogurt or Cereal with. You can't fit that much fruit in it. some blueberries maybe. That was the whole idea behind me calling it "spoon"

Not sure what other kind of measurements you can use that would be smaller than a cup besides a spoon.. but yeah, that's basically it. It is technically following Cup/Salad/Platter/Rain/Overdose/Deluge in this matter.

Anyways, if it can't be qualified with Spoon (or another diff name similar) then go ahead and change the name to Light Cup or something. It isn't a big deal for me. I just figured it was fitting, nothing else.
Whilst I will agree that the idea behind Spoon > Cup makes some sense, if it is allowed, then everyone is theoretically entitled to start adding "Cans", "Bowls", "Barrels", etc. to their mapsets based on the pretext of it being allowed here, which I don't feel is sustainable. The current naming system is based on a historical decision that is already questionable (in my opinion), and I don't feel confusing things further with semi-arbitrary difficulty names is the way to progress.

Things like "Beginner/Novice" diffs are allowed in osu!standard because they give a clear indication of difficulty, which "Spoon" might not do to non-native English speakers. Even with this, it's still possible to have more than one difficulty at a given "level" both called the same, especially when guest diffs are concerned. I still feel Lanturn's Cup > Cup > ... would make more sense and is a faithful representation of the respective difficulty levels.
Ascendance
remove the platter, no use in fighting you guys
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