ok ill be first to reply but ill update when the gds reply.
BounceBabe wrote:
Request from my NON-Japanese Queue
^ I laughed hard at this :p Ora iis such a meme xDWhat I checked in your mapsetEach point from the list below will have a check mark next to it (?/ ?/ ?). This will tell you whether I checked that point or not.
?= I checked this point and everything is okay.
?= I didn't check this point because I think it doesn't need checking.
?= I checked this point but something needs fixing (explained in the mod)osu!wiki Modding page osu!wiki Ranking Criteria page
?? General ??
? Mapset difficulty spread (Easy, Normal, Hard, Insane)
? Background design, skin and SB (if available) and combo colouring
? Metadata
> resolution of images, mp3, files,...
> bit rate of song
> hitsounds
> skin (missing elements and resolution checks) and SB (SB load) or video
? Unrankable issues
?? Timing ??
? KIAI time and breaks
? Slider Velocity and changes
? Timing changes
? Timing points
? BPM & Offset
? Preview point
? Unrankable issues
?? Sound ??
? Hitsounds (Do they match the song?)
? Hitsound patterns
? Hitsound volume (Timing points)
? Rhythm of hit objects (Do they match the song?)
? Unrankable issues
?? Object Gameplay ??
? Reasonable spacing patterns, spacing consistency, Jumps, Anti-Jumps, special pattern
? Flow and transition between elements
? Overmapping
? Unrankable issues (In addition to the link at the top)
> objects hitting the accuracy bar, HP bar or are out of playfield with the osu!standard skin
> overlaps and stacking
> unreadable objects
?? Visual Gameplay ??
? Combo patterns, New combos
? Blankets, symmetry
? Variety of different patterns and styles
? Unrankable issues
General
> Really important for a good difficulty spread: Pattern and rhythm wise, ezek's difficulty is more challenging than the Ora's. The only difference is that on ezek's, which I very much appreciate, has consistent spacing and spacing snap. The pattern placement is much more complex tho and requires more thinking about identifying or reading the element's timing placement, than it is with the harder difficulty, which is mostly mapped to the beats only and the element's timings are much easier to read. In short; ezek's mixed vocal and melody (beats), whereas Ora didn't, thus making it more challenging and faster to play.
The spread is really difficult as the two Hard difficulties are nearly the same. The spacing and AR on Ora's difficulty is bigger than on ezek's. ezek's has a couple jumps and stop and go patterns as well. The slider velocity also only has a minor difference of 0,1. Although, ezek's difficulty rhythm patterns are more challenging, the rhythm patterns are kinda simple on Ora's, which kinda makes them the same. Nonetheless the tiny differences, they should be both be graded as "Hard" as the differences are really small and minor.
Furthermore, the players will expect the hardest difficulty to be an Insane, which it isn't. The song doesn't allow an Insane nor does the difficulty show that it is an Insane - Ora's Paradise is a Hard difficulty. The patterns, spacing, star rating and even the osu forum icon says it. Even if you can name the hardest difficulty a different name, they should be graded equally. does the name of the diff show it as insane because we were aiming for light insane and ye it wasnt possible do i have to change it to ora's hard?
> Since I found this on almost all difficulties I'll list it here as well. First, be consistent throughout the map. If you change it, change it for all, which I highly recommend in order for it to be correct. 00:53:490 (1) - "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding There is a break. The is no pattern that follows this NC or any of the special cases as listed above in which need a NC, thus making it unnecessary to place one here. Secondly, the hitsounding for this one varys throughout the mapset. There is a normal hitfinish, normal nothingness and nothing at all lol. same reply below i kept the nc but removed finish hitsounding
Although you can have differences in mapping from difficulty to difficulty, since the break times are the same, the pattern conclusion and hitsounding should be as well. There are 3 difficulties with a circle at the beginning of the break, add it to the 4th. Also use the same hitsounding on those concluding elements to be consistent throughout the mapset. It will appear a lot cleaner and less messy.
Use either soft whistle or normal finish to conclude the pattern and to indicate the break time, but with a lowered volume. 45% that is.im trying to make hitsounding consistent i hate hitsounding
>The ending also should have consistent hitsounding. Please adjust those as well once you agreed on one common solution to use for all 4 difficulties!lets hope ezek help me with this lol , thank u for alot of information ;Dl
Normal
> Why did you map the Normal for this set only and not the hardest difficulty too like the creator should imo? I don't understand o.O i dont see a wrong with that
Hitsounds:
00:53:490 (1) - 02:04:227 (1) - The song gets softer and quieter at this part and the normal finish is a tint too much for it. It's really strong on the ears. Add a soft whistle instead to emphasise the beginning of the soft section of the song and break or if you really want to keep it, lower the volume of the finish, for it not to be too loud at least. To 45% would be perfect to emphasise and not to overtake or draw too much attention for no reason because it's not club music or strong bass.what i did its more like the finish of strong beat and start of soft music so i thought the finish fits better if im not wrong and it better to emphasize the soft music with the end of strong beat i hope make sens my point is that strong finish is what differ from the soft one ..but im not so good with hitsounding i migh just remove the finish and leave it normal sampleset
Combos:
Your whole combo patterns are completely random. Sometimes you have a NC every 4 beats, then every 8 beats, then something in between to match the vocals. You need to keep them consistent, even more because it's an easier difficulty, which is mostly played by beginners and they only get confused by such combo placement. In short: 00:30:753 (3) - Add NC, 00:32:648 (1) - Remove NC, 00:33:279 (3) - Add NC, 00:35:174 (1) - Remove NC, 00:35:805 (2) - Add NC, and so on. Or you go for a 8 beat combo pattern. Your choice. If you need help with combo pattern, ask me or one of your GD mappers to help you out. I recommend to use an 8 beat pattern tho, since your patterns are really long. And remember; for combo patterns, never use them to match the vocals or pattern. They are indicators to show the beginning of a new row of beats in the music. Fixed all combos with 4beat combo pattern i feel placing 4 beats combos make more sens of what u saying D:
00:53:490 (1) - 02:04:227 (1) - "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding You don't have a pattern that follows this NC or any of the special cases as listed above in which you can use a NC, thus making it unnecessary to place one here, especially before a break. i added nc every downbeat and those notes comes on downbeat i think they make sens since the case here is placing nc in every downbeat and the previous pattern reached 4beats already
Rhythm & Pattern:
03:22:227 - Here should be a circle before the spinner because you mapped the whole last section to the guitar / string instrument (?) melody and vocals. https://osu.ppy.sh/ss/5972170 it was like that before xs fixed
There's nothing else to say for this difficulty. The spacing is perfectly fine, the flow is smooth, the patterns match the music, all good.
Overall
After 3 hours and this wall of text of modding this mapset, Im freaking tired. Finishing this for the sake of this mod at 3:40 in the morning lol. Too much repetition ugh. Solid mapset that needs more work on hitsounding, spread setting and consistency and rhythm correctness. Good job everyone.
THANK YOU for the mod!
Please add the question and one of the following options to your feedback on my mod please:
Was the mod helpful?
3. It was good but there is room for improvement. I could apply only a few suggestions. this options i chose goes to only to normal diff mod i could be wrong but i hope everything make sens but ty ty <3
Edited some typos and added paragraphs so you can read this wall of text better lol