i am directly looking at those 3 std diff and putting on Grid Snap makes the spacing goes all wrong even though you had Distance Snap on
rn most spaces in Normal and Hard is p inconsistent
RoseusJaeger wrote:
From my lazy modding queue, requested by Mbomb. Thank you for your patronage to my husbando folder.
Mbomb's Cup
- 00:09:482 (3,4,5) - This felt a little awkward to catch between each note spacing wise to me mostly because the end of slider (3) and note (4) sound the same tone wise and then the spacing to note (5) almost feels as if you have to dash. I fixed it by putting (4) on X=352 and (5) on X=224. - The slider 3 was used for consistency, and then the distance to 4 is fine, and the distance to 5 isn't that hard at all, it's easily possible without dashing, just has a stronger distance for the stronger sound.
- 00:19:254 (1) – This looks weird and feels weird to catch. I'd make it a horizontal slider that slider to the right, like this: - The curve pattern here feels fine to me.
Thanks for the mods, made a few changes on my own.Sinnoh wrote:
Mod for MBomb
I made a copy of your map, added hitsounds, applied Roseus mods and my own, then uploaded that version of it along with yours. I suggest you make modifications to anything you want to change on that one, then rename. The diff is called "Mbomb's cup + hitsounds/mods"
There are timing points with volume control that you didn't delete after copying my difficulty, remove them.
00:14:936 (3) - You have a rhythm to follow, but I really do think it sounds better if it started at 14:823 instead. - This was to match synth.
00:21:527 (6,7) - Possibly too far away - These are fine, the strong distances used are for emphasis, but they're still easily possible without dashing.
00:31:186 (3) - Too far away - This is currently very easy to do without dashing.
00:45:504 (4) - There is no reason for this to be diagonal after applying Roseus' mod. - There's no reason for this to not be diagonal either, it plays fine and the antiflow movement being slightly weaker doesn't hurt.
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Sinnoh wrote:
Small mod for Ascendance, added your username to the mapset tags.
Are you adding hitsounds or should I do them? I'm familiar with the map and can do it quickly, not an issue for me. You can double check/change anything after. yes please! I'm noob hitsounder w
This may not seem like an issue for you since you're better at the game, but I think this map needs a higher slider velocity. I very frequently miss drops due to to going too far after a dash.
00:09:482 (4,1) - 00:27:436 (1) - 00:41:073 (1) - 00:45:845 (1-6) - Examples of common combo breaks due to low slider velocity. I think they're fine but I adjusted some stuff anyways.
00:05:618 (1,2) - Too far. 00:05:504 (6) is a hyperdash but the following jump is not with roughly the same distance. ehhh ok reduced slightly
00:06:868 (1,2) - Optional: Seems too far should be k
00:12:323 (4,1) - Too far, 00:11:641 (2,3) is 7 grid spaces apart, this is 9 grid spaces. Make them the same ya
00:13:345 (3) - Slider end didn't snap, fixed for you. oko
00:13:800 (1) - This little section could probably be made harder I think it's fine, plus I wanna keep it a bit easier for spread
00:26:413 (4) - Could make a hyperdash if you felt like it I think it's fine the way it is. I don't wanna make a double hdash pattern with the stream.
00:45:504 (4,5) - Dash into 1/4 hyperdash is unrankable on platter, 1/6 especially so. BPM is less than 120, so it's perfectly rankable!
I would highly recommend adding a spinner that starts at 00:46:868 and ends at 00:51:982. Your map is the only one in the set without it. added
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Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Ascendance's Platter
Source:Pokemon: Diamond/Pearl
Tags:Pokemon Nintendo Pokemart Game Freak Diamond Pearl Sinnoh Region Magic Bomb MBomb Olib Ascendance Piku Razor Sharp
BeatmapID:1025709
BeatmapSetID:478818
[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:2.2
SliderTickRate:4
[Events]
//Background and Video events
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//Break Periods
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//Storyboard Layer 1 (Fail)
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//Storyboard Sound Samples
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Myle wrote:
sup
[MBomb's Cup]I did the hitsounds for platter and below. I didn't really do much for cup because the note density was really low and only follows the piano. I couldn't really use the soft clap either because it doesn't follow a beat, the snare would really stand out from the other fairly quiet hitsounds. Lowered the audio to 60% to be closer to other diffs.
- 00:20:391 (3,4,5) - seems really harsh for cup players, don't force them to do such a pattern like just right-left-right! maybe you'll change into something more enjoyable for the newbie players?
welp that's the only issue, weird song => weird hitsounding in the whole map ;-;well I think I'm just stupid agian
[Salad]Added dashes to 00:32:550 (2,3,4,5) - 00:25:732 (1,2,3,4) - 00:33:232 (1) - 00:45:732 (1) -
- I think I will say like Deif - it has passed cup test. used dash only once to fc this, so there's some suggestions for increasing distances:
- 00:07:323 (2) =>x160 - That can still be walked, but whatever, still improved.
- 00:11:413 (2) =>x72 done
- 00:24:482 (1,2,3) =>somewhere around x300-316 Done, also for next set too.
- 00:27:778 (5) =>somewhere around x328, so it would be an obvious jump for salad players x316
- 00:42:436 (1) =>x56 x=56
welp those are just suggestions! you can also add more dashes if you feel like to, that would be awesome
that's it for my short mod! pretty hard song though, I feel like only overdose suits the melody of this song, imo though ¯\_(ツ)_/¯
Thanks for modding!Jusenkyo wrote:
[ General][ Salad]
- Should be cool if you search another BG with 1366*768 size. The BG only needs to be under the required size, it's fine if it's smaller.
- I wish that in the last spinner, density, volume down gradually, ie add a point inherited until the end of the spinner, I feel that will give you a better view. Will do this after the others apply their mod. And done, two/three weeks later...
- Not more issues. \o/
It's all from me, I would help with the difficulty of Razor, but I'm inexperienced modding such difficulties, good luck.
- 00:00:504 - I feel I should start here, adding a slider 1/2, to get a better rhythm. I'll leave you an example, it could be something similar in the cup, distances increase as the density of sounds. I think it's fine as it is.
- 00:00:164 (1,2) - Honestly I see no need to add a jump here, if you want to add a jump, the best position to add is 00:01:186 - here, because it has a great sound comparison of other sound that is not so audible. Agree
- 00:00:732 (2,2) - By the way, I see that because of these notes, makes you lose range between jumps, avoid adding too many notes, instead of adding more space and several jumps. This is a pattern throughout the entire map, removing notes will only make jumps bigger, it doesn't change much if I remove them.
- 00:11:073 (1,2) - Be careful with this kind of distance, it costs me work to get to the next note (2), consider reducing the distance because the sound here is not so hard to add a jump. Nerfed, changed some other parts around it to work.
- Well, I have no more to say, only a small problem is this 00:10:277 (2,3) - type of repetitive patterns, I wish they had more variety It's only repeated three more times before mixups are added, then kind of stops being used. It's not that bad and also careful with the distances, I would like to take a likeness, try 1,70x or you can vary as you see it. I use 1.80x for the most part, I tend to stick to even numbers for everything
Ty for the modJusenkyo wrote:
[ Olib's Platte]
- 00:00:732 (2,4,2,4) - Be careful when placing these notes between the sliders, I would like you to take a distance specific to these notes, usually does not look bad unlike Salad, that because of them, prevented add certain jumps as well also look where to place the jumps properly. Reduced distance to 1.3, might also consider removing these notes
- 00:04:936 (1,2,3,4,5,6) - I wish this stream has shaped curve to avoid stockades notes such as 00:05:163 (3,4,5) -these. Changed slightly
- I will take into account the divisor 1/6 as 1/3, so you could add a dash 00:05:618 (1) - here, but first you have to remove 00:05:504 (6) - certain notes to be possible. I'll leave you an example. I had this before and it didn't sound right so I will keep this as it is for now
- 00:06:982 (1,2) - Hdash feel this is not necessary, because we do not add 00:05:390 (5,1) - one here, for consistency, I suggest you remove it. Removed
- 00:09:709 (5,6) - I feel that this should be a little more together, because to get to (7) is difficult imo. Done
- 00:32:095 (1,2,3,4,5,6,7) - I feel this stream is rare and confused, I suggest you make it more practical and functional, somewhat like the previous stream that I mentioned. I like it as it is, If its confusing to others then I might change it though
- 00:32:891 (1,2) - I wish that these notes have more distance, due to the intensity of their sounds. Moved to right and increased spacing
- 00:46:413 (6) - Delete this note to make it easier to create a jump to (1) will be much better. Again, this sounds strange when i do this so I'll keep it like this for now
osu file format v14
[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,46527
DistanceSpacing: 1.2
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.5
[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Olib's Plate
Source:Pokemon: Diamond/Pearl
Tags:Nintendo Pokemart Game Freak Diamond Pearl Platinum Magic Bomb MBomb Olib Ascendance Piku Razor Sharp Ryokazuka
BeatmapID:1033475
BeatmapSetID:478818
[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:7.5
ApproachRate:7.5
SliderMultiplier:2.6
SliderTickRate:4
[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
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//Storyboard Sound Samples
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Thanks!Jusenkyo wrote:
[ General][ Piku's Rain]
- Should be cool if you search another BG with 1366*768 size.
- I wish that in the last spinner, density, volume down gradually, ie add a point inherited until the end of the spinner, I feel that will give you a better view.
- Not more issues.
It's all from me, I would help with the difficulty of Razor, but I'm inexperienced modding such difficulties, good luck.
- 00:05:618 (1,2) - It is a bit far, I would like you to reduce the distance, to make it more natural movement. | Reduced spacing
- 00:07:323 (2,3) - There is currently a sound (3) which could be emphasized with an h-dash, so I would like that will increase the distance to create a h-dash. Try to place the slider in x: 80. | There's no sound that needs a HDash in my opinion
- 00:08:232 (5,1) - If you applied my previous suggestion, I guess you could add another h-dash between these notes, for consistency between the sounds there, so well, adds a h-dash here. I'll leave you an example. | I'm gonna leave it as it is ^^
- 00:09:595 (5,1) - It is optional, but another h-dash fit perfect here, because of the same reasons I mentioned. | Well yeah, but there are really stronger sounds than this, so I don't wanna have HDashes on the weaker ones
- Nothing more to say, it is a great difficulty.
osu file format v14
[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
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DistanceSpacing: 1
BeatDivisor: 6
GridSize: 8
TimelineZoom: 1.9
[Metadata]
Title:Poke Mart
TitleUnicode:Poké Mart
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Piku's Rain
Source:Pokemon: Diamond/Pearl
Tags:Nintendo Pokemart Game Freak Diamond Pearl Platinum Magic Bomb MBomb Olib Ascendance Piku Razor Sharp Ryokazuka
BeatmapID:1050735
BeatmapSetID:478818
[Difficulty]
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CircleSize:4.3
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:3.2
SliderTickRate:4
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0,0,"Snowy Sinnoh.jpg",0,0
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Myle wrote:
[Ascendance's Platter]
- 00:05:504 (6,1) - hm, if you want to have such a strong hyper for this song, try to curve 1 somehow like this I think it's okay, the fact that it's near the wall should be fine enough
Thanks, both~Jusenkyo wrote:
[ General][ Ascendance's Platter]
- Should be cool if you search another BG with 1366*768 size.
- I wish that in the last spinner, density, volume down gradually, ie add a point inherited until the end of the spinner, I feel that will give you a better view.
- Not more issues.
- 00:08:231 (7,1) - It would be better if you remove (7) to create a simple jump to (1) I feel it is more natural compared to the h-dash that is forced to (1). Should be okay the way it is now, it calls for a more emphasized jump, so it should be k
- 00:10:845 (3,1) - It is basically the same, I feel I should add a note (which is currently the slider 3) to add another more fluid and natural to jump (1). Changed angle instead
- Well, not much to say, these streams fit very well, especially the end, although the h-dash that has made me doubt.
osu file format v14
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Title:Poke Mart
TitleUnicode:フレンドリィショップ
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Ascendance's Platter
Source:Pokémon Diamond and Pearl
Tags:Nintendo Pokemart Game Freak Pokemon Platinum Magic Bomb MBomb Olib Ascendance Piku Razor Sharp Ryokazuka
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Myle wrote:
sup
[MBomb's Cup]that's it for my short mod! pretty hard song though, I feel like only overdose suits the melody of this song, imo though
- 00:20:391 (3,4,5) - seems really harsh for cup players, don't force them to do such a pattern like just right-left-right! maybe you'll change into something more enjoyable for the newbie players? - This is easy enough for a cup player, the notes are stronger distance than others in the map because of the pitch increase but it's not too hard, and I think this left right pattern with increasing difficulty is very fun for cup players.
welp that's the only issue, weird song => weird hitsounding in the whole map ;-;well I think I'm just stupid agian
Thanks for the mods.Jusenkyo wrote:
[ Mbomb's Cup]It's all from me, I would help with the difficulty of Razor, but I'm inexperienced modding such difficulties, good luck.
- 00:00:504 (1,2,3,4,1) - I would distances between them increases gradually, but with some similarity, try the following:
(2) x: 261, (3) x: 109, (4) x: 280, (1) x: 471, perhaps the change will not be as noticeable, but I think it will give a better look to the map. - I'd prefer the distance changes to be more noticable, as the idea of this section is to increase emphasis, and if that increased emphasis is noticable to the player, it is more fitting to the song, in my eyes.- 00:14:936 (3,4) - I would like you to give more movement into these notes, what if you try to move (4) to the right to give more space between (4) and (1), so they are not so close together, and apart could tilt (3) a little to the left, to make it easier to reach (4) with a big move. - Your suggestions confuse me, but either way, low distance to 3 is for the lower pitch here, and then higher distance to 4 is for the emphasis of the end of the line, and then the small distance from 4 to 1 isn't much of an issue in my eyes, due to the distance in timeline being very high, a higher distance wouldn't be that much of a difference to a player.
- Well, sorry you have not been many suggestions here, but there is nothing serious to mention, good cup.
Myle wrote:
[Razor's Leppa Berry]that's it for my short mod! pretty hard song though, I feel like only overdose suits the melody of this song, imo though
- 00:04:936 (1,2,3,1) - that's pretty hard and really quick pattern, so I think you should make 00:05:277 (1) - straight to the right, like I did on screen, plays a lot better Gave it the same angle as 00:05:959 (2) - (about 30 degrees)instead so it fits the map theme
- 00:10:050 (2) =>x160 maybe? feels nice to see big jumps in your diff, also I hear here pretty strong sounds This kind of pattern appears often and matches the large amount of 1.6x used throughout the map, not an issue.
Thanks for only picking stuff at the start of the song, I can't play this diff without HT lol
Yes. But keep Razor Sharp in tags too.Sinnoh wrote:
Maybe ask if I should add Arthas to the tags or something
JBHyperion wrote:
Ho ho ho!
was kinda hoping for that 2kds but couldn't post until today rip sniped x_x you really should have gotten it
General Comments:
- Song Folder: No issues
- Song Setup: AR5 Cup > AR6.7 Salad is a considerable step, consider smoothening this out a little with 5.5/6.5, 6/6.7, etc. fixed, did that while I was still noob
- Metadata: No issues ty canadianb for indirectly making me double check
- Timing: Spinner in Rain difficulty ends 1/2 later than in the other diffs. Please end it at 00:51:982 - oops
- Hitsounds: What's the reason for including snare hitsounds? They seem contradictory to the pace and instruments used in the music. A softer hitsound would fit better, such as a kick drum or click Will ask Piku, I did make the effort to lower the volume of the snares on lower diffs because they were too loud. If that's the case on all diffs I can lower the volume of the file.
- AImod: No issues
Difficulty-Specific Comments:SaladWell the second half of this difficulty is pretty much the same deal as the above - overly dense patterning that presents a huge step up in difficulty from the Cup, and in some places is even harder than both of the next two diffs. Save the streams for the higher diffs and stick to simple rhythms here. You're introducing the dash mechanic, so keep other stuff recognisable so players aren't totally overwhelmed Back to WIP, but I've serverely dropped the note density
- 00:00:732 (2,2) - 1/6 is overmapped to non-existant beats, please remove Done
- 00:20:504 (1,2,3,4,5,6,1,2,3) - Especially dense compared to the difficulties above it, this is a major difficulty spike as it requires short tap and release movements. Please consider simplifying this rhythm
Olib's Plate
It's an easier Platter, so call it a Platter for goodness sake. I don't want to entertain another diff name viability debate thanks k lol, my bad thereAscendance's Platter
Before I get into this diff, you might want to brush up on the difficulty-specific Ranking Criteria, as 1/6 hyperdashes are unrankable in Platter difficulties. There are a LOT of them in this diff, so there's only so much modding I can do as a lot of it will need reworking to avoid this mechanic. That said, I'll try and give some feedback on the rest of the diff regardless. I said the same thing on Olib's platter, which was also around 2.7* at the time. When the mod was applied the SR almost dropped to salad. That said, his diff relied far less on hyperdashes so it was less of an issue. If the hyperdash rule is applied, then we'd have a spread of 1, 2, 2, 2, 4, 4, 5, which is not rankable. If that's applied then I'd need an 8th diff in order to have a reasonable spread :/
That aside, the 1/6 dash itself isn't that bad. 1/4 dashes are rankable on 120bpm, and the total distance between fruits is 12.5 milliseconds. A 1/6 dash on 88bpm is 11.4 milliseconds. The difference between a dash that is fine vs unrankable here is only 0.01 seconds. I don't agree that he has to redo an entire map just because of a very generalised rule that was created without considering 1/6 timing. I would request that you talk about this with the other BNs/QAT before deciding on whether this should be unrankable. ty
(60/88)*(1/6) = 0.114
(60/120)*(1/4) = 0.125
if all else fails, just change it to "light rain", problem solved.Rain
- 00:13:118 (2,3) - Slightly unexpected given the slight movements in the other direction before this. Consider reducing slightly fixed
- 00:15:163 (5,1) - Consider reducing the strength or even removing this hyper entirely, there's no comparison in intensity with for example removed, walkable now, you didn't put an example though...
- 00:16:527 (1) - Move slightly to the right to negate the major antiflow right after this and make it more comfortable to play - I like it as it is right now. It only requires a light tap to follow the flow of those circles
- 00:38:232 (4,1) - Quite a surprising direction change for me, I find this easy to overshoot. Consider weakening the strength of the hyper here slightly for less risk of control loss Close as I can get it to with the next still being hdash now
- 00:41:300 (1,2,3,4,5,6) - 00:44:027 (1,2,3,4) - Similar to the other Rain, high spacing with constant dashing which ignores the strong rhythms offered by the song is very strange to play and listen to. 1/6 hyperdashes to the strong snare sounds would feel more fitting and interesting, and is perfectly acceptable for this level of difficulty Remapped to be harder, but I think it's fine if Piku's doesn't do it, just so there's better spread and they're both more unique.
Razor's Leppa BerryHopefully you find this helpful - Good luck with ranking, and Merry Christmas! (:
Besides the fact that a berry is an item and you buy items in poke marts... What's the relevance of the difficulty name? You could literally have picked anything, so I'm curious as to how "Leppa Berry" fits. It doesn't really give off a feel of "this is the hardest diff" imo. A leppa berry increases PP, but I changed the name because this Overdose is impossible to farm for pp and is almost as hard as image material.Holy crap I think I can play this diff now
- 00:00:732 (2,4,2,4) - Overmapped 1/6ths, please remove Remapped, I removed the extra notes and just flipped a couple sliders so it flows again
- 00:15:163 (1,2) - Rather annoying antiflow dash after strong 1/6 hyper, consider removing the antiflow, or at least reducing the distance here Nerfed, need to confirm if it's fine
- 00:32:209 (4,5) - Antiflow wiggles after hypers come really unexpectedly after a section of natural flow, reducing the hyper strengths here would make this less jarring Hey look it's playable now
- 00:42:095 (5,6) - Small distance here creates a flowstop that plays quite uncomfortably. Spacing could be buffed a little here to avoid this and provide better flow Fixed
FastYoshi wrote:
hi
from my modding queue
Salad
00:01:527 (1) - You should move this to x:356, It's a bit advanced patterns for advanced newbies (they'll probably dash twice in a row, one between 00:00:845 (3) - and 00:02:095 (2) - which make a salad diff weird). Not sure about that. It's perfectly walkable so I don't see it as an issue
Rain
00:00:845 (3) - http://osu.ppy.sh/ss/6656688 it's better. My mapping style doesn't use 1/1 (or slow 1/2) notes directly on top of each other. Removed overmapped parts anyway and flows fine now
00:42:436 (7,8) - Curve this, then move (8) to x:136, about that. Remapping this part anyway
Leppa Berry
00:15:050 (4) - x:144 I fixed these differently with JBH's mod
00:15:163 (1) - x:48 ^, to reduce those large distances
00:18:913 (5) - Slightly rotate this: http://osu.ppy.sh/ss/6656867 rotated but less than that
That's all I got.
Good luck!:>
LolJBHyperion wrote:
was kinda hoping for that 2kds but couldn't post until today rip sniped x_x
Tyrell wrote:
Secret Santa Mod because... I have to.
SaladNot much else i can say other than I hate this song. ;w; Yeah the thing with secret santa, I got the same kind of issue this week but don't tell Ascendance
- 00:15:846 (2) - i would increase the spacing here so it's obvious you should dash to it done
My main complaint with this diff is that the overall spacing is a bit too much, there isnt much room for error since the movement on some parts are really horizontal, i would decrease distance overall so that the diff is more lenient. That's not specific to anything except my mapping style, so I can't do anything about it
Rain
- 00:16:527 (1,2) - immediately having to dash here is a bit much, i would reduce the spacing here so it's more lenient I rejected this before when JBH suggested the same thing, will reduce since you agree with him
- 00:42:436 (1,2,3,4,5) - this section's spacing is way too high, feels like an Overdose. reduce this spacing I don't think I playtested this part after remapping lol, should be much better
]This rain is a bit too hard for me so i cant say much else in confidence. Feels way too hard to me Feels like a farm map to me
Have any questions about what I said or mean, message me and ask me. c:
FastYoshi wrote:
Plate
00:19:936 (2) - I would move this to x:232, to reduce slight distance to (3). Moved to x:216
00:28:459 (4,5) - HDash between these are too accurate in plat, it's better like this: http://osu.ppy.sh/ss/6656532 Changed this area for better flow
JBHyperion wrote:
Olib's Plate
It's an easier Platter, so call it a Platter for goodness sake. I don't want to entertain another diff name viability debate thanks
- 00:27:323 (6,1,2) - Tap dash to (1) and releasing will likely land you too short of (2), so suggest moving that closer for a walkable spacing Done
- 00:28:459 (4,5) - Try to avoid hypers into antiflowing patterns, especially when it's the first time a hyper is even encountered, as an entry-level Platter player will find this very difficult to control Changed this area with better flow so it still has a hyperdash
- 00:37:891 (2,3,4,5) - The antiflow here is rather strong after 00:37:550 (1) - so suggest reducing the distance between these for a more comfortable movement Done
- 00:38:573 (1,2,3,4,1,2,3) - Some of these spacings are borderline walkable and they can be quite confusing to read. To avoid numerous dashes in quick succession, suggest lowering these to a comfortable walk. Changed to all 1.5-1.6x spacing 00:40:618 (3,4) - Can be kept as a hyper though, though the return distance to 00:41:300 (1) - will have to be reduced, as it too is a borderline spacing Kept as hyper and reduced spacing
Also removed the notes to sliders at the start of my diff as it was overmappedTyrell wrote:
Platter
- 00:12:436 (1,2) - these should be closer so they are more easily walkable since a dash here feels very awkward Done
- 00:37:891 (2,3,4,5) - these should be brought closer so it's easier to walk, is kinda awkward how it is now Already done in previous mod
Not much else to say about this Platter from me.
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FastYoshi wrote:
hi
from my modding queueQuick modCup
00:14:936 (3) - Make this horizontal and slider ends to the left, then move 00:15:504 (4) - to x:183. - I like how the standstill feels here.
00:16:527 (1) - Make this like 00:19:254 (1) - slider ends to the right. - Changed distancing a bit but not like that.
JBHyperion wrote:
Ho ho ho!
was kinda hoping for that 2kds but couldn't post until today rip sniped x_xMBomb's Cup
There's an awful lot of reliance on 1/3 patterns in this diff which makes it rather dense. Rather than following the piano throughout, you may want to opt for a simpler, more drum-oriented rhythm to suit newer players. Sliders like 00:06:754 (3) - especially sound awkward due to starting on a weak grace sound (two notes in quick succession). An example of a rhythm you could use is: - I understand what you mean, but I think this 1/3 reliance isn't too bad, considering the lower BPM and now higher AR, it feels nicer than it did before.
- 00:12:095 - 00:12:436 - I understand you want to follow only the strong notes, but this pause is very awkward, so I'd recommend mapping one or both of these with circles to maintain the sense of beat, making it easier for new players to follow the rhythm - Added on one.
- 00:16:186 - ^ As above for the drum sound, and also this will allow you to create movement to 00:16:527 (1) - and give it cool emphasis - Done.
- 00:34:936 - You've got some unsnapped timing lines here, probably not doing what they're supposed to be doing. Be sure to resnap them correctly. There are a few other unsnapped green lines in this difficulty, but these are the ones that actually cause a problem by being too late - I'm not quite sure what they were doing o.o removed unnecessary green lines throughout.
- 00:46:186 (1) - Seems odd to start the spinner 1/2 before the downbeat, as you skip over a strong sound. I'd place a circle where the spinned starts, then move the spinner start back to 00:46:527 - - Done.
Thanks for the mods! Also made some of my own changes.Tyrell wrote:
Secret Santa Mod because... I have to.Cup
- 00:10:277 (5) - move to x:224 for a smoother movement - x:216 instead.
- 00:21:129 (5) - move to x:312 since I feel this is a bit much - Alright, done, other people brought it up too so yeah.
- 00:40:959 (1) - move to x:192 once again the distancing feels a bit too much - Agreed.
Not much else to point out. Some parts are a bit weird but that's because of the song itself.
Have any questions about what I said or mean, message me and ask me. c:
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You didn't delete any of my timing points when you created your diff, and I used timing points frequently to soften how loud the snare is. I deleted most of your timing points that lowered the volume, but since I was noob back then I didn't delete the extra timing points.- Magic Bomb - wrote:
MBomb's Cup
- 00:34:936 - You've got some unsnapped timing lines here, probably not doing what they're supposed to be doing. Be sure to resnap them correctly. There are a few other unsnapped green lines in this difficulty, but these are the ones that actually cause a problem by being too late -
I'm not quite sure what they were doing o.o removed unnecessary green lines throughout.
JBHyperion wrote:
Ho ho ho!
was kinda hoping for that 2kds but couldn't post until today rip sniped x_x
General Comments:Ascendance's Platter
Before I get into this diff, you might want to brush up on the difficulty-specific Ranking Criteria, as 1/6 hyperdashes are unrankable in Platter difficulties. There are a LOT of them in this diff, so there's only so much modding I can do as a lot of it will need reworking to avoid this mechanic. That said, I'll try and give some feedback on the rest of the diff regardless. I made it a bit more anime
- 00:06:186 (2,1) - Quite harsh and unexpected, consider reducing slightly for a better flow yes, I have a dream
- 00:11:073 (1,2,3) - Hdash into antiflow is likely to result in misses, a more naturally flowing pattern would be a better option here agree
Hopefully you find this helpful - Good luck with ranking, and Merry Christmas! (:
anime is realTyrell wrote:
Secret Santa Mod because... I have to. im sorry for your lossLight Rain
- 00:05:504 (6,1) - I would reduce the jump here, a bit tight sure, a bit
- 00:06:186 (2,1) - jump here is an edge dash which should be in a light rain, reduce this jump a lot fixed above
- 00:13:004 (2) - reduce the jump to this by moving it closer to previous object, this dash is too tight for a light rain meh ok
Not much else i can say other than I hate this song. ;w;
Have any questions about what I said or mean, message me and ask me. c:
osu file format v14
[General]
AudioFilename: Pokemart - Pokemon Diamond & Pearl Music Extended.mp3
AudioLeadIn: 0
PreviewTime: 4141
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 5618,13800,16527,21982,27436,32891,35618,41073,46527
DistanceSpacing: 1
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.5
[Metadata]
Title:Poke Mart
TitleUnicode:フレンドリィショップ
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Ascendance's Light Rain
Source:ポケットモンスターダイヤモンド&パール
Tags:Nintendo Pokemart Game Freak Hitomi Sato Pokemon Diamond Pearl Platinum Magic Bomb MBomb Olib Ascendance Piku Razor Sharp Arthas
BeatmapID:1025709
BeatmapSetID:478818
[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:2.2
SliderTickRate:4
[Events]
//Background and Video events
0,0,"Snowy Sinnoh.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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I hope this fixes the issues Tyrell had as wellJBHyperion wrote:
Ho ho ho!
was kinda hoping for that 2kds but couldn't post until today rip sniped x_x
General Comments:Piku's Rain
- 00:00:164 (1,2) - Really unexpected dash spacing for such a calm introduction. I think you can afford to make this and similar patterns walkable to fit the intensity of the music better | Now it's walkable
- 00:08:345 (1,2) - Adding a second tap dash in the same direction is a little uncomfortable to play and could easily result in misses. Either reduce the spacing or add a direction change here. This is present in many other places such as 00:11:413 (4,5) - so be sure to follow this suggestion throughout | Alright
- 00:12:663 (5,6) - I'd bring these two to the right a little, since 00:12:436 (4,5) - and 00:12:777 (6,7) - are quite sharp 1/3 distances that can be easily missed | Reduced spacing
- 00:15:504 (6,1) - Shouldn't hdash be to (6), since this starts the stream pattern and sound? Feels odd to suddenly switch to spacing from the strong note instead of to it | Oh right
- 00:28:459 (6,1,2) - Highly unexpected for these to be on the left of (6) given your previously flowing patterns, consider reducing distance or avoiding the antiflow | Reduced spacing and I think it's fine now
- 00:33:800 (5,6) - Harsh hyper is easy to overshoot, thus missing the following hyper/ Consider weakening | Removed HDash
- 00:41:073 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5) - Such a lack of emphasis in this section because all spacings are roughly the same and require constant dashing. Comparing intensity, 00:41:073 (1,2) - should be weaker than 00:41:300 (2,3) -, but you chose to follow both piano/drums and bass guitar at the same time, complicating the available patterning. Sticking to piano/drums to emphasise those strong sounds would be my preferred option, but if you choose to keep the current rhythm, please try and vary up your spacings a little so they are more interesting to play | I tried to do something here but I'm not sure if it's well executed
Hopefully you find this helpful - Good luck with ranking, and Merry Christmas! (: Merry Christmas!
osu file format v14
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Title:Poke Mart
TitleUnicode:フレンドリィショップ
Artist:Go Ichinose
ArtistUnicode:一之瀬剛
Creator:Sinnoh
Version:Piku's Rain
Source:ポケットモンスターダイヤモンド&パール
Tags:Nintendo Pokemart Game Freak Hitomi Sato Pokemon Diamond Pearl Platinum Magic Bomb MBomb Olib Ascendance Piku Razor Sharp Arthas
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how is the std mapset unrankable?Sinnoh wrote:
not including it so i can rank it