Absolutely LOVE everything about this
thanks~HighTec wrote:
i noticed a few things while playing over cash diff, no kd unless somthin helpd
00:02:086 (3) - rly hard to hit on your first run, when the song is this silent u dont expect sv changes rly red combo can expect this style, also slider tick, too.
00:09:454 (3) - i feel like notes like these deserve a NC, there is a p big change in the songg (i know its done consistent but then u can also change it consistently :^) ) No... If i do, i changed all kinds of the new combo stuff.
00:28:533 (2,1) - the spacing here felt way too low while playing. having such a spacing reduction feels weird after having jumps like 00:28:401 (1,2) - yaya
ok
01:03:007 (3,4) - should have more spacing than 01:03:138 (4,5) - imo due to the pitch of the main soundd ok
yes the jumps play so sweet i lovvv em
cant wait to see this bubbled~
No reply means Fixed. almost fixed!Lasse wrote:
from m4m
tickrate4 seems a bit much at most spots, not sure if it's actually needed for hitsounding at any spot. if not, str 2 would be fine I changed to tick rate 2!
[hitsounding]
(based on highest diff)
00:01:296 - if anything, hitsounded sliderticks should be lower volume, this gives more feedback than head/tail right now
probably happens a few more times
[over cash]
00:01:033 (2) - weird stack intentional? all others are autostacked
00:07:349 (1,2) - why not something like vhttp://i.imgur.com/hhQ5FTQ.jpg ? really feels like 00:07:349 (1) - should have a bit more emphasis cause music is building up slightly
00:12:217 (2) - such a weak sound, but it gets a huge jump and then drum 00:12:349 (3) - gets barely any spacing? how about stacking this on 00:12:875 (1) - head or something? // similar for 01:19:586 (2,3) - and 01:49:059 (2,3) - I want to keep these patterns. I think it doen't need more spacing ;w;...
00:25:507 (1) - mapping a repeat feel so weird here since white/blue tick are way more important. 1/4 slider would be nicer
00:32:612 (2) - really don't get why you sometimes drop spacing so much on such strong beats?
01:01:165 (2) - barely audible sound but the jump is quite big. doesnt really fit
01:01:954 (2,1,2) - really strong spacing increase with such obtuse angles is really hard to snap to properly. could try something like http://i.imgur.com/lZ9ockT.jpg (might need to adjust 01:02:349 (1) - a bit then)
01:15:507 (1,2) - drums are so similar here, so 2x repeat, 2x 1/4 slider or 4 circles all seem better than this
01:31:296 (3,4) - seems kinda huge for the intensity of the song here
00:24:980 (1,2,3,4) - 01:32:349 (1,2,1,2) - no idea why the idea behind both pattern (except rhythm) is completely different, when the song does the same thing It is starting of jumping parts, imo. these kiai parts have a lot of jump patterns before the 1st kiai. so added like this.
01:46:559 (1) - why does this suddenly drop spacing so much when song is very consistent?
01:47:612 (1,2,3,4,1,2,3,4) - this doesn't really fit the overall spacing/movement you used in this part
[extra]
00:07:349 (1) - similar to highest diff, something like http://i.imgur.com/UMkUPhd.jpg works better with emphasis here I think
00:12:217 (2) - stack feels even more unfitting than low spacing on highest // 01:22:743 (2,3) - also doesn't really fit with how you use stacks in other cases
quite similar spacing concerns overall as highest diff, lots of thing apply here too I think stack makes good flows, i don't wanna change these.
00:29:717 (1) - shouldn't this be stacked like you did on 01:37:086 (1) - and other similar spots?
00:33:138 (5) - part of the main melody but suddenly like no spacing at all?
I can understand some pattern>spacing things, but often it ends up feeling really unfitting and doesn't play that well..
01:03:928 (2,3,4,5) - sounds are so similar, but 5 suddenly has such huge spacing. seems kinda random when you could at least do http://i.imgur.com/SmjtRWo.jpg I think huge spacing like the highest diff seems much better
01:38:138 (1) - ctrlg on this makes angles overall way nicer
01:41:691 (4) - you had jumps on this sound all the time, so why a stack here? it doen't need to be consistant. stacks are kind of patterns those hit more comfortable.
[another]
some of the emphasis things from highest diff apply here again in this case, i don't wanna change.
00:12:217 (2,3) - think something like http://i.imgur.com/62FFtZu.jpg would play nice and fit a bit better emphasis wise
00:17:875 (2,3) - 00:18:270 (4,5) - are like the same thing musically, but once normally spaced and once stacked?
00:34:717 (3,4) - more random feeling stacks // 00:36:822 (3,4) - I just don't think suddenly forcing stop when the music is so consistent and your movement is so jumpy fits or plays well... same with above opinions
00:58:138 - ending this 1/8 earlier and putting something here would fit much better as the sound is so different
01:26:822 (1,2) - pls no http://i.imgur.com/hpnQPSk.jpg -- autostack on 01:27:087 (2,4,1) - kills your pattern
Yes, this diff has a lot of stacks, so i changed a little bit doesn't have stacks.
[gg hyper]
00:13:665 (2,3,4) - idk what your rhythm is supposed to follow, but doing http://i.imgur.com/XBuMXs7.jpg like you did on 00:11:033 (1,2,3,4) - makes more sense to me
00:22:086 - similar here, http://i.imgur.com/qv4aq2O.jpg would fit the melody much better
00:27:086 (5) - making this shorter so you can make 00:27:612 - would be great as it starts a new phrase. and all the other times this happens, downbeat is clickable
01:03:928 (2) - similar rhythm thing, http://i.imgur.com/eDmGtbO.jpg seems better. or maybe what you did on 01:08:138 (2,3,4) -
01:49:717 - making this clickable would be great with how important the beat is
[adv]
patterns like 00:01:033 (2,3,4) - and 00:02:612 (2,3,4) - seems way nicer to read with some more spacing
00:14:059 (4) - ctrlg would make it way easier to follow/play and still fit fine // 00:31:033 (2) -
01:21:033 (2) - something is wrong with this stack, circle becomes really hard to see ingame http://i.imgur.com/cHlACRa.jpg
01:49:717 - no click?
[gg standard]
fine
[beginner]
gap to standard feels quite big at some spots like 01:03:401 (1) - , but since the diff isn't really needed for the spread it might be okay that way
fine besides that
All fixed it! expect ARLen wrote:
adv
00:19:717 (3) - add rev 1 and note here 00:20:112 -
01:27:086 (3) - same as abov
hypr
00:15:770 (3) - ctrl g
00:28:401 (5) - distance is too big. its hyer not other highest
01:12:875 (1) - ctrl g
anthr
00:09:849 (5) - 309 122
00:20:638 (2) - 114 123
01:16:033 (1) - bok buk out zz
01:44:059 (2,3) - ctrl g and stack 34
ex
ar9.4
ovr
ar9.7
01:32:963 (2,3) - 1/8 01:33:007 - and 01:33:072 -
01:41:296 (1,2,1,2,1,2,1,2,1,2) - make easier or make pattern like this 01:47:612 (1,2,3,4,1,2,3,4) -
01:42:612 (1,2) - suddenly changed distance it makes hard imo
01:43:401 (1,2,1,2,1,2,1,2,1,2) - ^
01:44:717 (1,2) -
poke me freely
grats!Sonnyc wrote:
Nominated.
handsome wrote:
grats!
do u even tostitos?Flask wrote:
Doritos
ur 87k rank. and have the audacity to talk about reading problems on a 7 star map that arent even problems lolBounceBabe wrote:
SV changes need better indication on the harder difficulties, namely 00:02:086 (3) -, 00:03:401 (3) - etc on Over Cash, 01:02:349 (1,2) - 01:04:980 (1,2) - 01:10:770 (1,2) - etc on Extra since they are hard to read and also are bigger SV changes.
Yet, they are a mapper and they have a right to voice their opinion. This probably should be checked as well.Momoka wrote:
ur 87k rank. and have the audacity to talk about reading problems on a 7 star map that arent even problems lolBounceBabe wrote:
SV changes need better indication on the harder difficulties, namely 00:02:086 (3) -, 00:03:401 (3) - etc on Over Cash, 01:02:349 (1,2) - 01:04:980 (1,2) - 01:10:770 (1,2) - etc on Extra since they are hard to read and also are bigger SV changes.
not surprised.
I never said they don't have the right to voice their opinion. Please don't change my words.Bakari wrote:
Yet, they are a mapper and they have a right to voice their opinion. This probably should be checked as well.
Bakari wrote:
Also, it seems somewhat alarming to me that during the ranking process we didn't hear much from high-rank players who would be capable of playing a 7* map.
And that's why I don't mod anything above Insane. Not my diffs that I play nor my mapping policy. Sadly, a lot of mappers can't even play their own maps nor are there many mapper that mod Extras in detail. It's just a bunch of end-game mapping for end-game players - a scene that justifies rejected mods with the "freedom" they have when mapping Extras. Most surprisingly, many map for quantity and not quality. Oh well, live and let live.Bakari wrote:
but I know nothing about difficulties this hard
Because I don't like to play nowadays crap mapping. 'Tis all. Still enjoying to map, mod, SB - the creative side of osu. Never was a player either way so don't say that I haven't played for X-years, cus in fact, I never tried toMomoka wrote:
I don't think an 87k rank player can even play a regular typical insane diff properly, especially this guy. He hasn't played since 4~5 years ago, and still can't fc any 100+ pp.
So, how does he know what's readable and not?
본격 멘티가 멘토를 멘토링.jpgbbj0920 wrote:
이게 랭크로 넘어가기 전에 몇 가지 집고 싶습니다.
over cash
00:08:665 (2) - 굉장히 1/4 점프가 많고 활기찬 맵에서 본격적으로 곡으로 들어가는 파트인데 그 도입부가 이렇게 루즈할 수가 없습니다. https://osu.ppy.sh/ss/6305089 (이 사진을 꼭 따르라는 건 아니에요) 제가 제안해드리고 싶은 패턴은 대략 이렇습니다. 겟 '다운!' 하는 거를 변속으로 강조하고 1/2 갭이 있으면 솔직히 어색한 느낌이 개인적으로는 지워지지가 않아서 넣었습니다. 00:12:875 (1,2) - 같은 부분도 포함입니다.
이런게 한 두개가 아니고 그렇게 루즈하다고 생각하진 않습니다. 의견 감사하지만 고치진 않겠습니다.
00:38:138 (1,2,1,2,1,2,1,2) - 곡 분위기 상 디스턴스가 점점 주는 편이 낫지 않을까 합니다 저도 그렇게 생각합니다만 패턴의 다양성을 위해서라도 이 패턴은 버리고 싶지는 않습니다.
01:08:401 (1) - 01:08:138 (2) - 랑 가까이 두는 게 좋을 것 같아요.. 이건 좋은 거 같아요! 감사합니다 ㅋㅋ
01:15:507 (1,2) - 음악을 들었을 때 back-and-forth? 넣기 딱 좋아 보이는 부분입니다 쉬는 부분... 마치 하이스코어 처럼 ㅋㅋ...
00:42:217 (4) - 01:49:586 (4,1) - 일관적으로 부탁드려요 쉬운 부분 어려운 부분 구분한 것입니다. 일관성을 지킬 필요는 없다고 생각합니다.
If I understood exactly about what you said, It doesn't matter I guess.Ranking Criteria wrote:
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.
Good catch. Anyway, congrats to Fort for your qualified beatmap...Kyubey wrote:
00:49:000 - shouldn't the time in storyboard become 00:49 here?
Thank you for your opinion :d...Kyubey wrote:
00:49:000 - shouldn't the time in storyboard become 00:49 here?