相変わらずやばいですなーー
thanks modding kite but i wanna keep this now.Kite wrote:
mod
Tickrate 2 would make sv changes easier to read in the beginning and the end i prefer 1 than other
02:10:538 (1) - removing new combo is probably easier to read the pattern due to follow points sometimes i like fast slider plus near spacing thing
02:21:832 (1) - ^
02:29:156 (2,3,4,5,6) - is weird because the more impactful sound lands on 1/6 here but drum is 1/4, would probably be more fun / interesting to follow 1/6 here i wanna keep this 1/4 consistency and it emphasize this (02:35:068 (5,6) - ) strong drum sounds
02:31:979 (2,3,4,5,6) - ^
02:34:803 (2,3,4,5,6) - ^
02:38:156 (2) - ctrl+g for better and easier movement here imo but if i change to that it seems much weird...
03:30:921 (1) - this slider is kinda ugly compared to the rest in your map
04:03:391 (1,2,3) - this feels out of place, considering you just entered a section with fast and fluid movement.. it really kills the pace; also i think you could add another object at 04:03:479 - sometimes i like fast slider plus near spacing thing
04:45:038 (3,4,5,7) - x320 y368? it feels really cramped in the corner and can be easily misinterpreted to be placed 1/4 after the slider on the timeline
04:58:803 (2) - ctrl+g seems better to me for movement and fix spacing issue with 04:58:803 (2,3,4,5) - it may cause generation of hidden stacking object
Okorin wrote:
could you set combocolors? ok.
03:57:391 (2) - and the likes have completely hidden repeat arrows which kinda has to be addressed changed the former slider smaller.
Side wrote:
00:20:332 (1) - Technically this is okay but you could consider ctrl+g this slider since all these other sliders starting at 00:16:097 - go like back and forth if that makes sense. You could try something else also but this is the one with the least change needed ;^) ok
00:25:274 (1,2) - I'm not that good a player so idk how good this plays but it doesn't look very intuitive xd you would know that better but if that's a concern to you maybe consider moving 00:25:274 (1) - to 00:25:362 (2) - slider head or ctrl+g 00:25:362 (2) - works also. ok.
00:32:685 (3) - Here you have a whistle but not sure why since there's no sound like 00:15:744 (1) - somewhere and its also not consistent with 00:27:038 (1) - 00:29:862 (1) - etc. Pretty sure its accidental cuz its also on the whole body instead of the slider head xd erased.
00:38:509 (3) - You also added the whistle to the whole body instead of just the slider head by accident :v erased.
00:39:391 (1) - Touches the hp bar. Don't think that's unrankable but just pointing that out. If you move it at x:3 y:41 it doesn't do that anymore and keeps the same spacing as before i don't care about touching hp bar but fixed for spacing problem.
01:20:685 (2) - 03:24:921 (2) - These would be cool as a really slow 3/4 slider too i used that slider (01:20:332 (1) - ) for emphasizing cymbal sound. then a circle + a bit idle time show quietness between
01:21:038 (1) - Really like this slider! thanks
01:29:332 (1) - But not this one though but I'm not good at slider art so I can't suggest something else xd I think I don't like it much because it uses .8x SV but the ones before use .5x and .65x. I see what you're going for with making it go faster but imo I think it would make more sense to go back to .5x since the pitch in the music goes back down kinda like 01:24:215 (1) - ...idk this is kinda hard to explain I hope it makes sense cuz it makes sense to me but probably not to anyone else xd uh... i understand and i didnt have consider them i forgot lol well i keep this logic for this song cuz i really like this slider and still emphasizing strong sounds by art slider imo, ill effort ot consider them if i make next maps.
01:54:921 (1,2) - Really like these sliders. Hard to explain why but it has to do with how they both go in the same direction yay
02:06:568 (2,3,4,5,6) - nice! (did something similar in one of my maps lol) thanks
02:08:685 (2) - Might be cooler with ctrl+g also since the wub pitch goes up so the slider could also go "up" kinda like how these two both go down and the pitch drops with the both 02:11:156 (1,2) - or how you do that here 02:13:979 (1,2) - hmm i try to change.
Also small suggestion with 02:11:509 (2) - maybe ctrl+h but in the same spot like this. Not necessary though :v And if you do that also do that for 02:22:803 (2) - uh i like now standing like a linear formation.
02:30:568 (3) - Change slider end to soft sample maybe. The sound you follow with the normal-hitnormal doesn't play there like 02:28:803 (1) - ok.
02:31:627 (1) - Same for this one ok.
02:41:156 (3) - imo I suggest changing this to a 1/2 slider something like 02:41:862 (3) - it will help with readability since there's so much rhythm that this pause kinda hurts at this difficulty. umm i wanna emphasize next two circles.
02:48:568 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I miss fanzhen ;-; qawertgyhujikolp
03:33:568 (1) - Yep same thing here. I guess I don't like the higher SV when compared to the other sliders before. Feels like too fast imo ;( umm.
03:53:862 (1) - 03:54:215 (1) - 03:54:568 (1) - Change to normal sample and soft addition like the others. ok.
04:03:568 (2) - 04:04:185 (3,4) - Maybe might wanna space this one out a bit more :v no i wanna keep this xp
04:20:332 (1,2,3) - I guess at this difficulty it wouldn't hurt to extend the 1/8 sliders one more tick like in the music but as you prefer. maybe it may cause shit combobreak?
04:38:729 - rip combos xd but its fine. i like this xd
04:46:803 (1) - normal whistle would be cool like 04:52:450 (1) - ok.
05:18:215 - btw really nice effect. Thank mr. mOnstrata! yeah i was inspired by him thanks.
Solid map. I think the only thing that raised an eyebrow for me is 00:25:274 (1,2) - since 00:24:921 (3,4,1) - gives circular momentum and yeah its easy to snap to 00:25:362 (2) - slider head but then to suddenly go up is the hard part. Also consider custom combo colors and stuffs u know
Hope this helps. Good luck! :v
thanks for modding. also added combo colors, changed diff name (both are improvised stuff ).Kaifin wrote:
- 01:24:215 (1) - do you think this is too close to burai? maybe it would be nice to make the triangle more pronouced so the path is 100% clear uh i dont think like that. these arcs flowing isnt same.
- 02:10:450 (1) - slightly off center from the middle of the triangle wow thats important.
- 02:21:744 (1) - same here, pointing these two out because later when you do 02:33:039 (1,2,3,4,1,2,3) - its perfectly centered, so i figured you'd want these to be perfectly centered as well ok.
- 03:58:627 (3,4) - maybe this would more intuitive ctrl g'd like how it is at 02:05:509 (1,2,3,4), the variation is fine but with the overlap of 03:58:273 (4,3) - i found it quite unintuitive while playing ok. but ill keep this stacking
- 04:09:127 - make this clickable to match with the rhythm you use at 04:31:627 (1,2) - for the same sound in the song? imo is more fitting rhythm
- 04:42:744 (4) - slider end off screen thats no problem.
- 04:44:685 (2,3,4,5) - spacing the 04:45:038 (3,4,5) - more here would be good to avoid reading confusion, all the other triples in this segment are spaced much more and are very clearly 1/2, maybe put it here like this? ok.
Is this actually not allowed? I was always under the impression that it was, but I'm no experienced mapper.Venix wrote:
[*]Stack Leniency is 0
osu! wiki wrote:
Rules dictate that if Stack Leniency is set so that stacking no longer occurs, you must manually offset the objects. This option is best left as it is if you really do not know what will happen and what you are doing.
Hp 5 or riotFookiezi wrote:
just a small suggestion. make the hp a bit higher, maybe like hp4? i passed this map way too easily for not being able to play it appropriatly.
I mean that's not really a problem, is it? If more people can pass it then more people can have fun with itFookiezi wrote:
just a small suggestion. make the hp a bit higher, maybe like hp4? i passed this map way too easily for not being able to play it appropriatly.
well i personally dont like the idea of drain osu! have in the first place...Okorin wrote:
i don't get that mindset. It's a hard map, it's intended to be hard, which should also include posing some kind of challenge to pass instead of setting hp to a point where a lot of people can just mash through and still survive...
It's the same mindset that says all maps need to have easy difficulties so that every play must be able to play songs they like.Okorin wrote:
i don't get that mindset. It's a hard map, it's intended to be hard, which should also include posing some kind of challenge to pass instead of setting hp to a point where a lot of people can just mash through and still survive...
Venix wrote:
- 00:36:127 (2) - This slider not including 00:36:215 - this bass, please fix it, because it's the main rythm. Mby try make a repeat slider? yeah there is bass sounds but i mainly consistently take the sounds like strings. also i dont think main rhythm is bass only.
- 00:36:921 - on this moment you can leave this slider because this part of rythm is not to hearable there are reverb sounds. i cant replace them with circle or cool sounds like strings flow will be stopped.
- 00:52:097 - why break end not here? You can place elements after this moment no i dont wanna put circle before a strong symbal sound.
- 01:01:274 (1,2,3,4,5,6,7,8) - ik, this is nazi but i cant understand your logic here, this stack not follow the aesthetics rules, for better logic of this 01:02:685 (1,2,3,4,1,2,3,4) - mby stack it? you can hear the different sounds here. (01:02:685 (1,2,3,4,1,2,3,4) - )
- 02:14:332 (2) - i think this slider should be longer than 02:13:979 (1) - this because music here is more energetic i understood your logic. but i wanna keep this symmetry visual.
- 04:42:744 (4) - Please fix end of this slider, this is unrankable this is rankable. i already mentioned it at my replying for Kaifin's mod.
- Stack Leniency is 0 already fixed.
- Music is not 192kbit or VBR ~1.0 ok ill change this.
Zel wrote:
00:35:862 (1) - would be nice to overlap with 00:35:156 (5) - nope i wanna keep this.
00:44:156 (2,3,1) - personally i would stack these for consistencies sake like you were doing with 00:43:450 (2,3,1) - there is a turning point o rhythm (1/4 to 1/8).
00:58:450 (1) - 10/10 with these next section of notes tbh it really feels like youre playing the song what a rhythm game should be about thanks.
01:10:803 (4,5,2,1) - overlap here is a little weird is it not? maybe rotate square nope
01:43:274 (1,2) - this overlap is peculiar i would move next repeating sliders to X:480 Y:211 ok fixed.
02:04:097 (1,2) - nice thanks.
03:33:568 (1) - very good slider shape im jealous thanks.
Burai just means any slider that goes back on its own slider-path. Stuff like this, even though its really obvious, is still unrankable according to the current ranking criteria. I also find it really unnecessary here, but we still have to follow it, o well lol.melloe wrote:
i thought burai sliders were only not allowed because of unclear slider path? 03:25:274 (1) has an easily discernable slider path even though it's technically burai
also the 01:24:215 (1) slider is readable on sight-read, the gap above the sliderhead tells the player to go down rather than up
Monstrata wrote:
I'm here~
[Evolution]
00:29:156 (3,1) - This jump felt too big compared to the rest of the section. The jump goes into a flow-break too, so it just feels like too much emphasis onto that one note on 00:29:332 - . changed.
00:45:744 (1,1,1,1) - The repeats cannot be seen here. Can you space them out more or try a different pattern? If repeats cannot be seen, then it's breaking a RC rule. changed.
01:24:215 (1) - Its a nice slider, but the slider path cannot be read based on just looking at the slider. Are you supposed to go up or down? If you can't tell where the slider is supposed to go, then unfortunately it's not rankable with the current RC. these two arcs have a gap. it seems they don't go up...
02:04:097 (1,2) - Similar to above, the repeat on the 2nd slider can't actually be seen, so you need to try another pattern here unfortunately, if you want to get this ranked xP. rip changed.
02:38:332 (3) - Place it like this: ok.
02:39:215 (1,2) - I think using sliders with more bumps to them would follow the whirring sounds here a bit better. Star slider was nice! ok fixed.
02:51:038 (1,1,1,1,1) - Uh, shouldn't this be 1/3? I can't really hear the 1/4's, but maybe its just me. it's hard to hear... but i think It's 1/4 on 100% speed. (To begin with, does the wobble sound have a consistent rhythm...? if so, well, i still wanna emphasize this session because there is a swell of sound.)
03:25:274 (1) - This is really nazi, but: lol fixed.
03:33:568 (1) - This one, the slider-path isn't completely clear either. Do you go left, or downward first? I think with this slider, making a gap would be enough. Compare this with that, i think the former seems weird. The former have a clearly different angle but the latter is not there is a smooth S-shaped curve. It's imo but if stacking slider (like this slider) appeared, i regard that as smoother curve pattern. Why? otherwise its conceivable that this slider has interesting slider-path (for examble, this. I hesitate to put them (unless a slider has a transparency lol...)). i certain that it's still readable. ill keep it.
03:57:038 (1,2) - Same as earlier ok.
04:05:421 (1,2,3) - This seems like a really sudden spacing increase, if you compare the spacing from 04:04:803 (1,2) - . I wonder if people will be able to read this as a 1/4 jump? or if they'll misread it as a 1/2 jump? Lemme know what you think. well changed the slider's vector but i dunno how far it's a problem... there is a consistent rhythm.
04:09:656 (1,2,3) - Same idea here. I think cuz of how large the spacing is, people will read it as 1/2 isntead of 1/4. i think this slider (04:09:656 (1) - ) is smaller then it's no problem to play with regarding as 1/2 rhythm cuz its easy to earn 300.
04:18:127 (1) - This slider is offscreen by like 2 pixels. oops fixed.
04:39:744 (1,1) - Generally, its okay for 2nd repeat to not be visible, but I think it's best not to overlap the 2nd repeat because its really important here. If players don't know theres a 2nd repeat they'll release early and it will mess up their rhythm. reverses are wiped out rip.
Bolded: Unrankable or extremely risky. We still have to follow the RC if we want to rank this ;c.
Let me know how this goes!
Maelstrrom wrote:
Just a few thoughts
00:18:568 (2,1) - after the previous pattern distance is not intuitive. Maybe increase it ? hmm but ill keep this angle.
05:28:097 (1) - why ? A row of fast sliders would fit better imo it's end of this song. also it's finished that sounding of kick sound. so well it's ok.
Can't agree with increase HP or riot thingy. Player don't nesessarily have to be able to play the map with high accuracy to pass it
Good luck!
also replaced mp3. thanks for modding, also mentioning about drain.Shiguma wrote:
[box=A random mod]Probably been mentioned before, but the bitrate of .mp3 is too high right now. Needs to be 192 kbps
04:42:744 (4) - Offscreen (AImod) this is actually not.
https://puu.sh/rFU6K/4343bb8f73.png 02:31:021 - I think accidental ok.
03:04:901 - ^
03:50:079 - ^
03:51:491 - ^
04:44:338 - ^ I'm assuming some copy pasting mistake
00:46:097 (1) - ctrl + g fixed
00:46:450 (1) - ^
00:46:803 (1) - ^ reason is because I don't think you can see the reverse arrow otherwise
01:12:391 (4) - Move more to the left maybe? nope ill keep it.
02:10:803 (4,5,6) - I would consider selecting these three and doing ctrl + shift + r and doing these settings: https://puu.sh/rFVzX/c6e0c5f0f4.png because it makes it more readable and acessible to play I think, but doesn't nerf the pattern hmm well i love this aethetics
02:22:096 (4,5,6) - same for this, but counterclockwise
02:38:509 (1,2,1) - Needs more spacing because of how fast the sliders were going before. I'd say something like 0.55x instead of the 0.50x you have right now i think this pattern is still ok.
02:50:921 (3,1) - The spacing into the 02:51:038 (1,1,1,1,1) - is very low compared to what was going on before, I think it makes it awkward to land. well i dont think awkward. it was designed.
03:51:744 (3,2) - Intentional to not do perfect overlap? for smooth aiming i'm noob
04:00:215 (4,1) - Maybe overlap perfectly? idk ok.
04:27:391 (1,2) - I think 04:27:391 (1) - should be moved 3 pixels up because then it overlaps the sliderbody of 2 better ok.
Also wanted to mention that HP4 was good update, because HP3 was too easy (was able to mash my way to a win, now you actually have to try)