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Renard - Layers of Shit

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Fizz

Monstrata wrote:

Fizz

HP 6 please. So there's room for the Extra's to have a higher HP. yeh
00:14:972 (4,1,2) - I wonder if its possible to make this arrangement more structurally even? i did a thing
00:22:834 (1,2,3) - This rhythm just feels really off because you mapped to the vocals the measure before. I don't think its a good idea to switch to instruments here, especially when the rhythm becomes this drastically different. 00:23:248 (2,3) - Maybe just use a 1/3 repeat slider? i streamlined this bit a lot to appease the gods
00:26:145 (5) - Try placing it at 75||241. It'll create a nice parallelogram placement with 00:25:317 (1,2,3) - and make the pattern look cleaner. sure
00:29:869 (2,3) - Same as before. I think my main cause for concern is 00:30:007 (3) - not really landing on much of a beat compared to the other notes. yuh
fug
osu file format v14

[General]
AudioFilename: Renard - FULL TECHNO JACKASS - 32 Layers of Shit.mp3
AudioLeadIn: 0
PreviewTime: 20352
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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WidescreenStoryboard: 0

[Editor]
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BeatDivisor: 3
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Layers of Shit
TitleUnicode:Layers of Shit
Artist:Renard
ArtistUnicode:Renard
Creator:Styx
Version:Fizz's Insane
Source:
Tags:Lapfox Lapfoxtrax Renard hardstyle full techno jackass fizz zexous sharkie grumd pishifat bd blue dragon
BeatmapID:753872
BeatmapSetID:335214

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7.2
ApproachRate:9
SliderMultiplier:1.7
SliderTickRate:1

[Events]
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Zexous

Monstrata wrote:

Zexous

HP 5 to balance with Insane. Changed
00:06:283 (2,3,4,5) - Doesn't look good when they're overlapped by like 2 pixels xP. lmao changed
00:16:214 (2,3,4,5) - ^ changed
00:23:386 (5,6) - I would make this a 1/3 slider too. 6 doesn't really land on anything that audible so a slider-end would fit better imo. changed
00:30:007 (5,6) - ^
Also changed 00:29:041 (2) -

http://puu.sh/qFkeQ/c34f150ec4.txt
Monstrata
Rechecked, and everything looks good, so here's your bubble!
Cryptic
Placeholder Hi, I'm here because you didn't request it. no kds

[General]
  1. Why are the combo colors not consistent throughout the entire map? I'd recommend using the combo colors from the lower diff as they look better than the Rainbow CCs. Also, for the original combo colors, swap 3 and 4.
[Easy]
  1. 00:08:765 (2) - Reposition the slider tail of this to better direct the player's flow into 00:10:007 (3) - . I used it to blanket 00:07:110 (1) - .
[Normal]
  1. 00:00:490 (1) - This slider is a little ambiguous (since red node 2 is slightly higher than red node 1). I'd change this slider to something like this, making sure you stack the slider end on 00:02:145 (1) - still.
    ^
    [limg]https://puu.sh/qPeX7/27e1184b53.png[/img]
  2. 00:03:386 (3,1) - This blanket is kind of really bad, please fix it.
  3. 00:11:662 (4,1,2,3,4,1,2,3) - This sequence looks pretty bad in general, here goes a few suggestions to spruce it up.
    1. 00:12:490 (2,3,4) - For this part, use the same angle you used between 00:11:662 (4,1) - . Like this! (Select 3,4 and move 3 to x330 y327 to apply this.)
    2. 00:13:731 (1,2,3) - This sequence looks pretty nasty as well, but if you applied the previous change, 00:13:317 (4,1) - will be too far away from each other anyway so you can change this up. I personally liked something similar to this.
      If you like that, heres the code. If you have any questions about applying the code, message me and I'll help you.
      ^
      426,219,13731,6,0,P|372:193|311:203,1,120
      249,114,14558,2,0,P|207:108|166:83,1,80
      150,62,14972,1,0,0:0:0:0:
  4. Thats about it for this diff.
[Zexous' Hard]
  1. There are quite a few inconsistencies that need to be fixed at the beginning. 00:00:490 (1,2,3) - Firstly here. The head of 2 is not stacked under the tail of 1. Also, 3 is a circle. 00:02:145 (1,2,3) - Here, though, 2 is stacked under slider 1's tail. Then here, 00:03:800 (1,2,3) - Its stacked again but you chose to make 3 a slider, and have a strong beat on the slider end which finally makes this beat: 00:05:869 (1) - which in the past was a slider tail, a circle. I'd like to see this remapped to be more consistent before heading to rank.
  2. 00:11:248 (3,1,2) - I'm also confused about the stack here, it doesn't sound like it should be a stack so I'm curious as to why its mapped this way (considering this is the only time you do it post-intro, it should be changed regardless in my opinion).
  3. 00:26:421 (5,1) - The flow from 5>1 here kind of scares me a little. It opposes itself (the momentum from 5 to 1 is opposite 1's momentum) so if you can find a better alternative, that'd be great.
  4. 00:31:938 (1,2,3,4,5,6) - The flow here, especially from slider 2 into the "stream" is kind of average at best. I'd move the stream upwards or change its shape so that the 3 is closer to being parallel to 2's momentum.
[Fizz's Insane]
  1. 00:15:386 (1,2,3,4) - The 3 isn't stacked on the 4 even though you did it here 00:08:765 (1,2,3,4) - and here 00:12:076 (1,2,3,4) - . I'd make the pattern I linked more consistent since there really isn't any intensity shifts or anything.
  2. 00:18:696 (1,2,3,4) - Same for here.
  3. I'm worried about the kiai being a big leap in difficulty compared to Zexous' Hard. The pre-kiai is a good follow-up to that diff but your kiai just kind of goes ham. I'd definitely like to see some more opinions on this, spread-wise.
  4. 00:19:938 (6,7,1,2) - The flow here is kind of eh. I'd probably move 1 to the left and down and then you shouldn't have to do anything else to make it work better.
  5. 00:20:627 (2,3) - Just a minor thing, can you make this look prettier? (The two is kind of below the curve's trend.)
  6. 00:24:076 (2,3,4,5,6,7) - This plays badly, especially compared to other places you use the same rhythm. I'd recommend changing of this pattern as this is probably the biggest issue of this difficulty. (Like its fine here 00:30:696 (2,3,4,5,6,7) - ).
  7. 00:32:352 (2,3,4,5,6) - I'd make this pattern rhythmically consistent with this one 00:25:731 (2,3,4,5) - as they both have equivalent intensity and sound.
[Sharkie's Extra]
  1. 00:01:317 (3,4,5) - and 00:04:627 (3,4,5) - are inconsistent. Find a similar/common ground between them.
  2. 00:13:179 (6,1) - Spacing from 6 to 1 is a bit ridiculous compared to the other parts where this pattern occurs.
  3. 00:16:490 (6,1) - This is probably underspaced.
  4. 00:19:524 (4,5) - Why the stack? Its not really consistent with the other portions of the map.
[grumd's Hell]
  1. Hell isn't really relevant to the song, can you come up with a better alternative? (Or just call it Extra.)
Call me back when you're ready.
Yuii-


Cryptic
That never happened I don't know what you're talking about.
Topic Starter
Styx
Did everything listed, thank you Cryptic c:
Sharkie
done and done
fix all + more changes of my own
cryptic is a nazi jerk
Sharkie's Shitty Extra
osu file format v14

[General]
AudioFilename: Renard - FULL TECHNO JACKASS - 32 Layers of Shit.mp3
AudioLeadIn: 0
PreviewTime: 20352
Countdown: 0
SampleSet: Soft
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[Editor]
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[Metadata]
Title:Layers of Shit
TitleUnicode:Layers of Shit
Artist:Renard
ArtistUnicode:Renard
Creator:Styx
Version:Sharkie's Extra
Source:
Tags:Lapfox Lapfoxtrax Renard hardstyle full techno jackass fizz zexous sharkie grumd pishifat bd blue dragon
BeatmapID:900433
BeatmapSetID:335214

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OverallDifficulty:8.2
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SliderMultiplier:2.1
SliderTickRate:1

[Events]
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Fizz

Cryptic wrote:

[Fizz's Insane]
  1. 00:15:386 (1,2,3,4) - The 3 isn't stacked on the 4 even though you did it here 00:08:765 (1,2,3,4) - and here 00:12:076 (1,2,3,4) - . I'd make the pattern I linked more consistent since there really isn't any intensity shifts or anything. the song is short enough as it is i don't really want to subject it to streamlining
  2. 00:18:696 (1,2,3,4) - Same for here.
  3. 00:19:938 (6,7,1,2) - The flow here is kind of eh. I'd probably move 1 to the left and down and then you shouldn't have to do anything else to make it work better. instead of calling it 'eh' you should explain to me why you think it's "poor flow"
  4. 00:20:627 (2,3) - Just a minor thing, can you make this look prettier? (The two is kind of below the curve's trend.) yeah
  5. 00:24:076 (2,3,4,5,6,7) - This plays badly, especially compared to other places you use the same rhythm. I'd recommend changing of this pattern as this is probably the biggest issue of this difficulty. (Like its fine here 00:30:696 (2,3,4,5,6,7) - ). i made it generic for you
  6. 00:32:352 (2,3,4,5,6) - I'd make this pattern rhythmically consistent with this one 00:25:731 (2,3,4,5) - as they both have equivalent intensity and sound. same comment above about streamlining (by the way you're mixing up what rhythm is)
Call me back when you're ready.
osu file format v14

[General]
AudioFilename: Renard - FULL TECHNO JACKASS - 32 Layers of Shit.mp3
AudioLeadIn: 0
PreviewTime: 20352
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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[Metadata]
Title:Layers of Shit
TitleUnicode:Layers of Shit
Artist:Renard
ArtistUnicode:Renard
Creator:Styx
Version:Fizz's Insane
Source:
Tags:Lapfox Lapfoxtrax Renard hardstyle full techno jackass fizz zexous sharkie grumd pishifat bd blue dragon
BeatmapID:753872
BeatmapSetID:335214

[Difficulty]
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OverallDifficulty:7.2
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201,266,26558,6,0,L|299:276,1,67.9999979248048,8|0,0:0|0:0,0:0:0:0:
293,253,26972,5,4,0:0:0:0:
332,58,27248,1,0,0:0:0:0:
359,77,27386,2,0,L|491:62,1,113.333333333333,8|0,0:0|0:0,0:0:0:0:
508,234,27800,2,0,L|395:246,1,113.333333333333,2|0,0:0|0:0,0:0:0:0:
176,340,28214,2,0,L|288:352,1,113.333333333333,8|0,0:0|0:0,0:0:0:0:
262,206,28627,6,0,P|251:176|254:138,1,56.6666666666667,2|0,0:0|0:0,0:0:0:0:
483,23,28903,2,0,P|493:52|491:91,1,56.6666666666667,0|8,0:0|0:0,0:0:0:0:
242,231,29179,2,0,P|231:201|234:163,1,56.6666666666667
98,39,29455,6,0,L|32:47,2,56.6666666666667,2|2|2,0:0|0:0|0:0,0:0:0:0:
197,339,29869,1,8,0:0:0:0:
197,339,30007,2,0,P|206:318|211:271,1,56.6666666666667
301,111,30283,6,0,L|426:117,1,113.333333333333,2|0,0:0|0:0,0:0:0:0:
492,205,30696,1,8,0:0:0:0:
398,276,30834,1,0,0:0:0:0:
310,198,30972,1,0,0:0:0:0:
344,85,31110,2,0,L|337:21,1,56.6666666666667,2|0,0:0|0:0,0:0:0:0:
289,200,31386,1,0,0:0:0:0:
97,64,31524,2,0,B|75:114|75:114|85:184,1,113.333333333333,8|0,0:0|0:0,0:0:0:0:
226,259,31938,6,0,P|203:200|230:137,1,113.333333333333,2|0,0:0|0:0,0:0:0:0:
306,38,32352,1,8,0:0:0:0:
445,35,32490,1,0,0:0:0:0:
473,171,32627,1,0,0:0:0:0:
371,266,32765,2,0,L|381:332,1,56.6666666666667,2|2,0:0|0:0,0:0:0:0:
219,200,33041,1,2,0:0:0:0:
229,177,33179,6,0,L|296:166,1,67.9999979248048,8|0,0:0|0:0,0:0:0:0:
116,51,33593,5,4,0:0:0:0:
Cryptic

Fizz wrote:

Cryptic wrote:

[Fizz's Insane]
  1. 00:19:938 (6,7,1,2) - The flow here is kind of eh. I'd probably move 1 to the left and down and then you shouldn't have to do anything else to make it work better. instead of calling it 'eh' you should explain to me why you think it's "poor flow"
    If you look at the series of jumps leading up to 2, 4>5, 5>6,7, 7>1>2, it has a somewhat random and jagged note placement. This is due to 4,5 being parallel in a somewhat-linear pattern, then 6,7 being close to parallel to 5 but significantly further down and slightly to the right. Then from 6,7 you go quite far back up and right to 1, then down and left to the 2. Really, the only parts here I'm not keen on is the spacing between 5>6,7 and the angle from 1>2. The angle from 1>2 can easily be solved by moving it to the left and down a bit, like I said. The other part (6,7) can probably just be moved upwards and to the right just slightly. You don't have to change this, but you did say you wanted an explanation so here you go.
    TLDR; Linear into inconsistent zig-zag.
Call me back when you're ready.
Spaghetti
hmu for heart
Zexous

Cryptic wrote:

[Zexous' Hard]
  1. There are quite a few inconsistencies that need to be fixed at the beginning. 00:00:490 (1,2,3) - Firstly here. The head of 2 is not stacked under the tail of 1. Also, 3 is a circle. 00:02:145 (1,2,3) - Here, though, 2 is stacked under slider 1's tail. Then here, 00:03:800 (1,2,3) - Its stacked again but you chose to make 3 a slider, and have a strong beat on the slider end which finally makes this beat: 00:05:869 (1) - which in the past was a slider tail, a circle. I'd like to see this remapped to be more consistent before heading to rank. Let me begin by saying that 00:00:490 (1,2,3) - and 00:02:145 (1,2,3) - are not the same phrase exactly, but in any case I see both patterns as acceptable by the song. Your point regarding 00:05:041 (3) - is valid, though, so section is remapped
  2. 00:11:248 (3,1,2) - I'm also confused about the stack here, it doesn't sound like it should be a stack so I'm curious as to why its mapped this way (considering this is the only time you do it post-intro, it should be changed regardless in my opinion). Changed
  3. 00:26:421 (5,1) - The flow from 5>1 here kind of scares me a little. It opposes itself (the momentum from 5 to 1 is opposite 1's momentum) so if you can find a better alternative, that'd be great. Changed
  4. 00:31:938 (1,2,3,4,5,6) - The flow here, especially from slider 2 into the "stream" is kind of average at best. I'd move the stream upwards or change its shape so that the 3 is closer to being parallel to 2's momentum. Actually plays pretty much perfectly so no change
http://puu.sh/qQqCb/cfb291bc6e.txt
Topic Starter
Styx
Everything's been addressed to now, changed combo colors to be fully consistent.

Also, new bg, so re-download is needed.
Monstrata
What was the reason for the bubble pop?
Cryptic
Because I was being an idiot and didn't rebubb after I rechecked because I wanted to place my first heart icon on this.
Monstrata
Rechecked, and everything looks good. I'll rebubble since I'm kinda booked for a while (I have another map or two I want to qualify soon, and I already qualified Mao's map today). Rebubbling so Cryptic can qualify.
Cryptic
Qualified.
Winnie
Not going to be an asshole here or anything, but it really does play awkwardly. I respect the map but I can't respect how awkwardly it plays. Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything. I respect the judgement of qualified state. I'll leave that to the experts. Grats on 1st ranked tho
Mismagius

Kocari wrote:

Not going to be an asshole here or anything, but it really does play awkwardly. I respect the map but I can't respect how awkwardly it plays. Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything. I respect the judgement of qualified state. I'll leave that to the experts. Grats on 1st ranked tho
you should probably mention which diff you're talking about lol
Lasse

Kocari wrote:

Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything
I'm pretty sure you know how posting something like this doesn't help anyone at all.
If something specific bothers you, go ahead actually point it out so it can be discussed, since that is how qualification is supposed to work.
Winnie
That's probably true on both accounts said by Blue Dragon and Lasse, but I just wanted to critique. First it's the highest diff in this set. I just said it plays awkwardly this is just me being nitpicky. If there was anything that I deem as not passable to be ranked I would've stated so because that would always be my intentions. As it stands now it looks good but playing it with the specific patterns that's already laid out is just a complication to me. I'll leave it to the mapper to see if he wants changes or not. Other than the slight spacing error on normal at 00:28:627 (1) - thats about it. A well done 1st map. I don't mean to put hate I don't want to start drama because apparently that's what always happens when someone just wants to critique. If it offends anybody I do apologize.
Enkidu
ho lee hell this is qualified now. i remember testplaying this months ago, hype.

gl styx!
Zexous
are we going to bother fixing the incorrect bg in the preview or nah
fieryrage
ok so i'm gonna throw my two cents again mainly focused on grumd's diff

00:11:248 (4,5,6,7,8,9) - this is a fairly huge jump pattern for stuff that's barely intensified in the music, there's only like 3 notes here that warrant jumps
00:13:731 (1,2) - lol what why is this so big
00:20:076 (5,6) - there's like nothing in the music to be mapped here so idk why you mapped these two notes, but you do this a lot so i guess it's ok enough since it's not intensified as much as other notes like this
00:21:593 (7) - missing clap?
00:22:558 (3,4) - more jumps that aren't intensified in the music
00:24:627 (8,9) - this one especially, near full-screen jump that has no intensity, why?
00:26:007 (6,1) - alright so this is basically the hardest pattern to hit in the entire song due to that anklebreak (or whatever it's called idk these new mapping terms) and it really doesn't fit here either, it'd be better just to keep the flow here, nothing in the song really changes to warrant a huge flow change like this
00:30:972 (6,7) - .

to be honest i'm basically just kind of repeating myself from the mod of this map i made over 3 months ago.
i still don't think the jumps here are warranted in a lot of cases, it seems like extreme overmapping (and it probably is); not to mention the general feeling of unpolishedness the difficulty presents in terms of spacing (i guess that's what grumd was going for, though). this set should've ended at nogard's extra.

if you were gonna keep the diff then at least add a difficulty in-between, a 1.1 star gap is pretty damn big considering the other diffs have nowhere near that big of a gap in-between.
grumd

fieryrage wrote:

ok so i'm gonna throw my two cents again mainly focused on grumd's diff

00:11:248 (4,5,6,7,8,9) - this is a fairly huge jump pattern for stuff that's barely intensified in the music, there's only like 3 notes here that warrant jumps
what notes warrant jumps and what notes do not is subject to my judgement and interpretation. moreso, what notes should be considered as jumps is also subjective. this pattern is fairly easy compared to some other patterns in this map, therefore i dont see a problem.
00:13:731 (1,2) - lol what why is this so big
this is the only reasonable point in your whole mod, but its so minor that i dont feel like fixing it because i like the visuals of this pattern
00:20:076 (5,6) - there's like nothing in the music to be mapped here so idk why you mapped these two notes, but you do this a lot so i guess it's ok enough since it's not intensified as much as other notes like this
i can clearly hear two notes in the music, i dont see a problem
00:21:593 (7) - missing clap?
no, its intended to have a whistle instead here, just same as here 00:27:800 (5) -
00:22:558 (3,4) - more jumps that aren't intensified in the music
are you kidding here? hardest bassline in the song here. this map is built around emphasizing bass
00:24:627 (8,9) - this one especially, near full-screen jump that has no intensity, why?
it's smaller than half of other jumps of the kiai. and the synth is pretty dope which warrants a flashy play according to my view
00:26:007 (6,1) - alright so this is basically the hardest pattern to hit in the entire song due to that anklebreak (or whatever it's called idk these new mapping terms) and it really doesn't fit here either, it'd be better just to keep the flow here, nothing in the song really changes to warrant a huge flow change like this
00:30:972 (6,7) - .
bassline, bro

to be honest i'm basically just kind of repeating myself from the mod of this map i made over 3 months ago.
your mod from 3 months ago was rejected for a reason
i still don't think the jumps here are warranted in a lot of cases, it seems like extreme overmapping (and it probably is); not to mention the general feeling of unpolishedness the difficulty presents in terms of spacing (i guess that's what grumd was going for, though). this set should've ended at nogard's extra.

if you were gonna keep the diff then at least add a difficulty in-between, a 1.1 star gap is pretty damn big considering the other diffs have nowhere near that big of a gap in-between.
alright so let me make it clear.
your one and only concern is that jumps are too big in my diff.
this is not a calm song about love and happiness, this is electronic fast paced music which calls for a fast and fun map.
how huge my jumps are gonna be is only for me to decide. the only thing i really need to worry about is jumps and pace to be proportional to music's loudness / pitch / mood / whatever. i repeat, proportional. i can have fullscreen jumps at the loudest basslines, as long as less loud parts have smaller jumps, preferrably proportional to how loud i feel it is.
the fact that you dont understand why i think a certain part of the music needs more emphasis doesnt mean that a reason for that does not exist.
i built this map mainly around bass sounds, and people like monstrata understood this and gave me useful tips how to improve my map according to my view and ideas. you only refuse to understand and bash my mapping.
i can understand that you're not very experienced as a modder and mapper, and that as an experienced player you can be annoyed at hard maps because it's becoming kinda mainstream, but it doesnt make your points valid.
i provided you reasons and explanations. thanks for modding.
grumd

Kocari wrote:

Not going to be an asshole here or anything, but it really does play awkwardly. I respect the map but I can't respect how awkwardly it plays. Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything. I respect the judgement of qualified state. I'll leave that to the experts. Grats on 1st ranked tho
on the contrary to the previous mod i replied to, this might be a valid point. i cant deny or approve this statement, but there is a possibility it's true. however it doesn't help anything when you don't tell what exactly is awkward and why.
i testplayed this map a handful of times. sometimes it's tricky, sometimes it's hard, but never awkward to me.
maybe it's because you're a tablet player and i'm a mouse player, but who knows.
i can't improve anything until you give me a more detailed critique

edit: you may want to ask other players who achieved top scores on this map if they find it awkward.
one reason may be that this map contain clockwise and counterclockwise jump patterns, and you feel awkwardness when playing one of them or when switching. i dont see it as a problem though
fieryrage

grumd wrote:

fieryrage wrote:

ok so i'm gonna throw my two cents again mainly focused on grumd's diff

00:11:248 (4,5,6,7,8,9) - this is a fairly huge jump pattern for stuff that's barely intensified in the music, there's only like 3 notes here that warrant jumps
what notes warrant jumps and what notes do not is subject to my judgement and interpretation. moreso, what notes should be considered as jumps is also subjective. this pattern is fairly easy compared to some other patterns in this map, therefore i dont see a problem.
00:13:731 (1,2) - lol what why is this so big
this is the only reasonable point in your whole mod, but its so minor that i dont feel like fixing it because i like the visuals of this pattern
00:20:076 (5,6) - there's like nothing in the music to be mapped here so idk why you mapped these two notes, but you do this a lot so i guess it's ok enough since it's not intensified as much as other notes like this
i can clearly hear two notes in the music, i dont see a problem
00:21:593 (7) - missing clap?
no, its intended to have a whistle instead here, just same as here 00:27:800 (5) -
00:22:558 (3,4) - more jumps that aren't intensified in the music
are you kidding here? hardest bassline in the song here. this map is built around emphasizing bass
00:24:627 (8,9) - this one especially, near full-screen jump that has no intensity, why?
it's smaller than half of other jumps of the kiai. and the synth is pretty dope which warrants a flashy play according to my view
00:26:007 (6,1) - alright so this is basically the hardest pattern to hit in the entire song due to that anklebreak (or whatever it's called idk these new mapping terms) and it really doesn't fit here either, it'd be better just to keep the flow here, nothing in the song really changes to warrant a huge flow change like this
00:30:972 (6,7) - .
bassline, bro

to be honest i'm basically just kind of repeating myself from the mod of this map i made over 3 months ago.
your mod from 3 months ago was rejected for a reason
i still don't think the jumps here are warranted in a lot of cases, it seems like extreme overmapping (and it probably is); not to mention the general feeling of unpolishedness the difficulty presents in terms of spacing (i guess that's what grumd was going for, though). this set should've ended at nogard's extra.

if you were gonna keep the diff then at least add a difficulty in-between, a 1.1 star gap is pretty damn big considering the other diffs have nowhere near that big of a gap in-between.
alright so let me make it clear.
your one and only concern is that jumps are too big in my diff.
this is not a calm song about love and happiness, this is electronic fast paced music which calls for a fast and fun map.
how huge my jumps are gonna be is only for me to decide. the only thing i really need to worry about is jumps and pace to be proportional to music's loudness / pitch / mood / whatever. i repeat, proportional. i can have fullscreen jumps at the loudest basslines, as long as less loud parts have smaller jumps, preferrably proportional to how loud i feel it is.
the fact that you dont understand why i think a certain part of the music needs more emphasis doesnt mean that a reason for that does not exist.
i built this map mainly around bass sounds, and people like monstrata understood this and gave me useful tips how to improve my map according to my view and ideas. you only refuse to understand and bash my mapping.
i can understand that you're not very experienced as a modder and mapper, and that as an experienced player you can be annoyed at hard maps because it's becoming kinda mainstream, but it doesnt make your points valid.
i provided you reasons and explanations. thanks for modding.
thanks for responding civilly, appreciate it.
yes, it is pretty annoying that a majority of high-star rating diffs these days overuse jumps as a means to inflate difficulty--as a mapper myself i'm guilty of doing that. hence the main concern being the big jumps. while i agree this is an energetic song, i don't think (and this is a personal opinion, so you're more than welcome to disagree) it really warrants full-screen jumps just because the song itself isn't really that intense at its core. to me, the song is a happy-go-lucky upbeat tempo song, albeit with pretty twisted lyrics. i personally thought the tempo wasn't warranting of big jumps (except for the hard bass drum kicks); i thought this was represented pretty well in the next extra diff and the others below it. i thought your diff was a bit wonky in terms of the flow of some jumps when it really didn't need it (00:26:007 (6,1,2,3) - this is the jump pattern i almost always broke on (screenshot doesn't have the few tries that i retried), the jump between 00:26:007 (6,1) - as i stated was pretty awkward to hit which caused that most of the time)--however that's your style, so i respect that, and it's perfectly playable.

i guess the point i was/am trying to make was while i liked the flow of the map and a lot of the anti-flow mechanics (00:09:869 (3,4,5) - spacing like this for example, also 00:11:938 (9,1) - this stuff i absolutely adore), i just didn't feel like the big jumps fit. but i guess what can you do, you can't always agree on stuff like this lol

granted, i can definitely see your point and the purpose to the jumps now, and i thank you for clarifying that. admittedly i didn't really hear the bass lines all too well, but that's probably just because i'm an idiot and can't music theory worth ass.

hope i didn't come across too brash originally, i do like the map, just not really a fan of how big the jumps are. it's a similar case to the Lemur diffs for me.
Kibbleru

Kocari wrote:

Not going to be an asshole here or anything, but it really does play awkwardly. I respect the map but I can't respect how awkwardly it plays. Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything. I respect the judgement of qualified state. I'll leave that to the experts. Grats on 1st ranked tho
dude hes just mapping to the title of the song! this is creative beyond our minds!

jk tho, gz on rank!
Winnie
STFU KIBB U WISH U COULD MAP LIKE THIS, ALL YOUR EXTRAS ARE TRASH
-Visceral-
Why does pishi's Insane, Normal, and Nogard's Extra have Widescreen support when the rest don't?

Also some of Sharkie's sliders end on 1/16th while some end on 1/12th for literally no reason. I'll point out the examples:

  1. 00:07:110 (1,3) - The first one ends on 1/16th when the second one ends on 1/12th
  2. 00:10:421 (1,3) - First one ends on 1/12th when the next one ends on 1/16th
  3. 00:11:248 (5) - 1/16th which doesn't make sense since 00:07:938 (5) is 1/12th and is the same thing
  4. 00:17:041 (1,3) - First one is 1/16th, second one is 1/12th
  5. 00:20:352 (1) - This ends on 1/12th when 00:26:972 (1) ends on 1/16th even though they're the same sound.
  6. 00:24:903 (8,1) - First one ends on 1/16th when the second one ends on 1/12th. They're literally the same sound in the song.
Pretty sure this is unintentional and that alone should warrant a DQ, correct me if I'm wrong. I'm open to hear as to why you did that if it was intentional.

Also, just wanna make sure the 5.58* diff having higher HP drain than the 6.66* diff is intentional.
Azer
needs +10 offset
Irreversible
Hey there,

as you can see above, there are some valid concerns being raised up. Main problem are the unsnaps, so please make sure to resnap these properly.
Hpocks

Irreversible wrote:

Hey there

valid concerns over here

pls fix them up
riot11!!1
Cryptic
Checked an older version of Sharkie's diff, something happened between his update and qualified that I didn't catch apparently, because the old sliders were snapped properly.

Call me back for recheck.
Sharkie

Cryptic wrote:

Checked an older version of Sharkie's diff, something happened between his update and qualified that I didn't catch apparently, because the old sliders were snapped properly.

Call me back for recheck.
w w w
grumd

Kibbleru wrote:

Kocari wrote:

Not going to be an asshole here or anything, but it really does play awkwardly. I respect the map but I can't respect how awkwardly it plays. Definitely could use some tweaks in the regards to some jumps - sliders and vice versa, but I won't point out anything. I respect the judgement of qualified state. I'll leave that to the experts. Grats on 1st ranked tho
dude hes just mapping to the title of the song! this is creative beyond our minds!

jk tho, gz on rank!
yes that was 100% my idea

also




DONT RUIN MAPPER SPIRIT OMG!!!!!!!!!!
Winnie
I'm pretty sure I'll be one of the nicest modders you'll see. Everyone else might give ya shit. :D
Topic Starter
Styx
fixed.
Cryptic

Azer wrote:

needs +10 offset
Yeah, it does. Specifically +12 in my opinion. You can get a few more opinions on this if you want.
Other than that, it looks like the slider snapping issues in Sharkie's diff have been fixed so after the offset has been changed I think we'll be good to go. Call me back.
unko
oops i did a bad again
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