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Ayaponzu* - Streaming Heart [Osu|Taiko]

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Senko-san
no kds

toybot's Extra
00:11:498 (1,2,3) - These triple 1/4 sliders kinda bother me (in each instance in the opening part), The scritching noise they're being mapped to is pretty unimportant but they're being mapped just as intense as the main synth? noises. How do you like this as a possible different way to map it
Nwolf
said very few things about the Inner Oni

Things
-blahblah-
15:52 Chromoxx: was ist denn random lol?
15:52 Nwolf: 02:11:926 (865,866,867,868,869,870,871,872,873,874,875,876) - so als Beispiel
15:52 Nwolf: 02:24:498 - ebenfalls
15:53 Nwolf: ^ hat einfach mehr Noten als 02:38:212 -
15:54 Chromoxx: mehr notesn =/= mehr emphasis tho
15:54 Nwolf: ich kommentiere das besser nicht.
15:55 Chromoxx: lel
15:55 Chromoxx: kkddkkd ist weiger intense ald kkd kkd
15:55 Chromoxx: bzw triplet spam
15:56 Nwolf: und der stream, der ebenfalls länger ist?
15:57 Chromoxx: sollte die eine stelle eigentlich wirklich nerfen
15:58 Chromoxx: hab die damals nur so gemapped um über 6* zu kommen XD
15:59 Nwolf: das ist traurig
15:59 Chromoxx: ikr XD
16:01 Chromoxx: nerf ich demnächst mal nen bissl
16:03 Nwolf: 01:39:498 (691,692,693,694,695,696,697) - fand ich btw auch sehr random
16:03 Nwolf: 01:40:069 - auch, dass hier nix ist
16:06 Chromoxx: 01:39:855 - hab das zu 01:40:069 - gemoved
16:09 Chromoxx: 02:27:926 (1015) - hab die stelle auch nen bissl generfed
16:10 Chromoxx: kannst das ganze kurz als irc posten wenn du bock hast
16:11 Nwolf: das war jetzt kein richtiger mod
16:11 Chromoxx: hast aber nen paar sachen gesagt und ich hab nen bissl verändert
16:11 Chromoxx: ist kds wert
16:11 Nwolf: das waren nur sachen, die mir sofort aufgefallen sind
16:11 Chromoxx: trotzdem hast du dir das angeguckt
OzzyOzrock
[Chromoxx' Inner Oni]
  1. 00:13:640 (93,94,95,96,97) - kkdkd leading into two other ds feels a lot worse compared to how nice kddkddk ddddk k feels. Maybe kkddk k or something?
    - Also, if you can solve your SR addiction, making the first half less dense would be a nice way to not change much but keep it varied.
  2. 01:12:498 (527,528,529,530,531,532,533,534,535,536,537,538,539,540,541) - I think a d ddk d kkd k k d ddk would play better, since I can't feel anything supporting ddk spam.
  3. 02:24:498 (975,976,977,978,979,980,981,982,983) - This kinda sucked to play when reached since you kinda get used to the x xxx x xxx patterns, I think it can be mapped better.
  4. 02:26:212 - Listening to this part, it fels and sounds like the ks just fall on the wrong rhythm. If the kdkkd would end on white tick, it'd sound way better imo.
  5. 02:32:926 (1053,1054) - kdk k dkddk plays horribly here tbh, if it can turn into kdk d kxxxx it'd be way better I think
[Chromoxx's Oni]
  1. It's fine, the gripe is with Muzukashii.
[Chromoxx's Muzukashii]
  1. Basically, last kiai needs some monocolor triplets to justify how ham Oni goes. Especially considering Muzu has one at 01:14:069 (311,312,313) - but not one at 02:45:783 - ANYWHERE in this part, where it'd be pretty needed over 1/2 spam.
Apart from that, everything checks out. You've mapped this before, that's cheating...
Chromoxx

OzzyOzrock wrote:

[Chromoxx' Inner Oni]
  1. 00:13:640 (93,94,95,96,97) - kkdkd leading into two other ds feels a lot worse compared to how nice kddkddk ddddk k feels. Maybe kkddk k or something? first repetition is k k D, so the second one contrasts betteras d d D imo
    - Also, if you can solve your SR addiction, making the first half less dense would be a nice way to not change much but keep it varied. ye did that
  2. 01:12:498 (527,528,529,530,531,532,533,534,535,536,537,538,539,540,541) - I think a d ddk d kkd k k d ddk would play better, since I can't feel anything supporting ddk spam. ye looks good
  3. 02:24:498 (975,976,977,978,979,980,981,982,983) - This kinda sucked to play when reached since you kinda get used to the x xxx x xxx patterns, I think it can be mapped better. changed a bit
  4. 02:26:212 - Listening to this part, it fels and sounds like the ks just fall on the wrong rhythm. If the kdkkd would end on white tick, it'd sound way better imo. changed this a bit, should be better now
  5. 02:32:926 (1053,1054) - kdk k dkddk plays horribly here tbh, if it can turn into kdk d kxxxx it'd be way better I think did it
[Chromoxx's Oni]
  1. It's fine, the gripe is with Muzukashii.
[Chromoxx's Muzukashii]
  1. Basically, last kiai needs some monocolor triplets to justify how ham Oni goes. Especially considering Muzu has one at 01:14:069 (311,312,313) - but not one at 02:45:783 - ANYWHERE in this part, where it'd be pretty needed over 1/2 spam. 02:46:998 - added one here as a finale, but i feel like the longer 1/2 patterns work better here, i don't want to overmap 1/4 in the muzu and it works having the spread a bit wider in a GD set like this
Apart from that, everything checks out. You've mapped this before, that's cheating...
thx bro

diffs
https://www.dropbox.com/s/bbl2gnyn7vavc8z/Ayaponzu%20-%20Streaming%20Heart%20%28Lasse%29%20%5BChromoxx%27%20Muzukashii%5D.osu?dl=0
https://www.dropbox.com/s/sqy5j7cgu4zlf ... D.osu?dl=0
Topic Starter
Lasse
updated taikos and fixed inconsistent tags on toybot's diff

@toybot:
01:07:212 (3) - is (still) offscreen http://i.imgur.com/ioEGJNO.jpg
OzzyOzrock
enjoy this trash circle
7ambda
That Extra is fucking lit.
Seijiro
am I late


Ambiguity:
- 02:10:498 (1) - while searching for opinions on your diff with perfect overlapped sliders someone pointed out how this is really fast right after a break.
I played it too and I agree it is quite fast (I probably took a 100 on every run so far).
The problem lies in the fact you can't wait in a single point for the slider to pass. What you did on the other diff was cool
- 02:32:212 (3,4,5) - this pattern is really anti climatic for how spaced the song is. Just a suggestion, you can obviously do something better. I'd say you should try to keep the relative back and forth movement you had so far
- 02:36:783 (3,4,5) - obviously same
- 02:47:640 (1,2,3) - this is really cool tho and I like it, I just can't see this being similar to the other one^ if I listen to the song
- 02:55:783 (1,1,1) - well, I know you used a lot of NCs for vocals, but this time you don't even change SV or anything lol. Are they necessary? well, it looks like a constant in your diffs so I'm probably missing something which I'd like to know

Extra:
- ok, I told me you spoke with Oko (?) and therefore you fixed those overlaps.
I wanted to say tho, that if there is just a slider border overlap it is still hard to read. In some parts I even think it makes no change.
You should try to make the slider body color be seen, even if just one pixel, whenever you do so:
take 00:01:069 (3,2) - for example. As it is now it is still hard to read this since the slider borders of both sliders make up just one, giant slider border (hence it is still hard to read. What I meant was something like this
list of all places where you should fix this imo
  1. 00:05:640 (3,2) -
  2. 00:39:355 (1,3,4) -
  3. 00:41:640 (1,3,4) -
  4. 00:44:355 (4,4) -
  5. 01:07:212 (2,4) -
  6. 01:09:498 (2,4) -
  7. 01:11:783 (2,4) -
  8. 01:27:212 (1,3) -
  9. 01:39:783 (3,4,3,2) -
  10. 01:44:498 (1,3) -
  11. 01:46:783 (1,3) -
  12. 01:49:069 (1,3) -
  13. 01:53:640 (1,3) -
  14. 01:58:212 (1,3) -
  15. 02:18:212 (7,2) -
  16. 02:21:069 (3,2) -
  17. 02:22:069 (3,2) -
  18. 02:22:783 (3,2) -
  19. 02:30:640 (2,4) -
  20. 02:35:212 (2,4) -
  21. 02:39:783 (2,4) -
  22. 02:42:069 (2,4) -
  23. 02:44:355 (2,4) -

- 00:32:640 (3,4) - I'm a bit worried about this. It's again about reading.
I played this a lot and I always believe this is actually the same pattern as 00:27:569 (6,7) - due to the identical visual spacing.
It also doesn't play that great since both beats are quite strong but your flow puts a soft emphasis on evverything (the way you curve from 00:30:069 (2) - onto 00:30:355 (3,4) - is a bit weak). Stacking them could work but maybe that's not what you went for, idk...
- 00:57:640 (1,2,3) - this whole movement is so hard and I tilted so hard in gameplay.
00:57:926 (2) - this is a strong beat and I'm fine with it, but then... having a bigger spacing between 00:57:926 (2,3) - just makes 2 being a pain in the ass since it gets barely no emphasis and all your pattern (00:57:640 (1,2) - ) is sort of wasted

Please keep the old version of the Extra in description, it is unrankable, but it's the coolest diff in the set imo

Karen's Extra:
- 01:36:998 (5) - in the whole section you use a triplet only here so it feels strange since this part is the same rhythm repeated 3 times, more or less.
Just delete it?
- 01:39:783 (5) - move on top of the next slider? Emphasis seems a bit off if you follow vocals as I believe you do
- 02:47:640 (2) - circles instead? In this part you gave again a lot of importance to vocals, yet this slider ignores them being equally strong
- 02:56:355 - it feels a bit empty x)

toybot's Extra:
- 00:24:926 (3) - the strong beat on the slider tail would work if you were to make something similar to what you did for 00:17:640 (1,2,3,1,2,3) - , but in this case the pattern is pretty open and therefore the emphasis you have on the tail of that slider makes a huge difference.
If you can't make a cramped pattern out of it you should consider a 1/4 slider + circle to keep the strong beat
- 00:18:069 (3) - same ^
- 01:42:212 (1,2) - nitpick, but enable stacking into editor and fix that ugly overlap :p
- 01:44:498 (1,2) - ^
- 02:08:212 (1,1) - that looks like an unrankable repeat slider covered by a slider body

from https://osu.ppy.sh/wiki/Standard_Ranking_Criteria

Expert:
- 00:45:640 (1,2,3,4) - duh, the flow from the previous combo into this one is a bit meh.
What about a ctrl G on 1,2 & 3,4 ?
- 01:04:355 (2,1) - imo it is more natural to perceive the slider starting from 01:04:355 (2) - , vocals are pretty strong and are taking the stage
- 02:35:640 (4) - what about a ctrl G here too? It looks like a cool flow, but it's just minor

Hard:
- 01:42:283 (1) - I believe that removing the clap would be better. I say this because even if it is true you hitsounded with claps on the other diffs this part, you actually did it because you had mapped it. In this case the spinner feels more like a background instrument, like the drum (hence just the hitnormal)

Normal:
- 01:03:355 (1,2,3) - I would have used 2 circles first and then the 1/1 slider to put emphasis on vocals
- 01:05:069 (2,3) - similar concept here. My guess is that you tried to also follow that stream in the song, but imo you should avoid that, it's a bit too much.
Just 2 circles work better imo.
- I feel like those sliders after this ^ could have been used better on more interesting rhythms, but the drum is cool too I guess
To be more precise, since you follow drum again after the break or in general for the slow parts, I was expecting you to follow more vocals whenever you had the chance (like for 01:05:640 - til break) (probably just preference) (01:13:640 (3,4,5,1) - this is cool on drums as it is)
- 01:42:355 (1) - ah, you had a different hitsounding on Hard. Intentional?
- 01:59:355 (3,4) - a slider would be cool. If I listen to vocals I get the feeling they are assuming a decreasing scale. If you do place the slider you represent that + you gain a bit more emphasis on 01:59:926 (5) - the instrument switch since it will be the only circle in the combo
- 02:01:640 (2,3) - imo it wouldn't hurt to make 3 a 3/2 slider instead. That drum kick is pretty cool
- 02:08:498 (1,2) - slider again, and I mean, longer than what you have now. You basically follow the stream in the song, and the stream is just one, constant rhythm that never changes, hence you group all of those beats with a single object
- 02:38:212 - this is a perfect example of what I meant about using vocals in kiai times and drums on calmer parts. If you do follow vocals in kiai times you'd make the section after this (which is fine as it is imo) stand out more because the drum really kicks in, while before this part vocals seem to dominate the scene. This is obviously just my interpretation of the song tho
- 02:49:498 (1,2) - what about... 02:49:498 - circle; 02:49:926 - 1/2 slider?
- 02:51:640 - rip beat :'(
- eh... idk, this diff seems like you rushed it and didn't focus well on what would be interesting or better to play, although this is just a feeling. I obviously don't know how you mapped this (but judging from the length and the number of diffs...)

Easy:
- 00:27:926 (1) - imo you could easily remove this beat. It feels a bit unnecessary considering how you were following drums before (and this changes on that distorted sound or what it is)
- 01:42:355 (1) - same as for Normal
- 02:29:069 (1,2) - imo that circle just makes the player click on something that is not worth, at least not when I compare those two objects.
Using a click on both like that is almost the same as saying "they are equal beats" and it is clear that 1 is sitting on a rather weak one x)


General:
- missing widescreen support on Inner Oni


:thonkin:
Karen
- changed rhythm here
- fixed in another way
- yes
- dunno why it isn't here

Thanks for the mod!
http://puu.sh/uwpce/5a5d351a83.osu
Topic Starter
Lasse

MrSergio wrote:

am I late it's not graved yet!


Ambiguity:
- 02:10:498 (1) - while searching for opinions on your diff with perfect overlapped sliders someone pointed out how this is really fast right after a break.
I played it too and I agree it is quite fast (I probably took a 100 on every run so far).
The problem lies in the fact you can't wait in a single point for the slider to pass. What you did on the other diff was cool yeah I was expecting something like that at one point, done lol
- 02:32:212 (3,4,5) - this pattern is really anti climatic for how spaced the song is. Just a suggestion, you can obviously do something better. I'd say you should try to keep the relative back and forth movement you had so far
- 02:36:783 (3,4,5) - obviously same
I can see your point, but they are just part of the rhythm variety, the (4, 5) here are not very important since vocals focus only on 3, these alternate with a circle-slider pattern like 02:29:926 (3,4) - on the same sounds to keep the map from repeating the same thing all the time for this part as both work and otherwise it would feel bland (I do this a lot on this map on most other maps with very repetitive rhythm). making them more spaced would make this way more difficult and emphasized than the slider-circle ones and would make the difficulty for similar music way too inconsistent. would also kinda kill the contrast with the end of the last chorus where the song gets more intense and I started mapping them as normal jumps, like 02:41:355 (1,2,3) -
- 02:47:640 (1,2,3) - this is really cool tho and I like it, I just can't see this being similar to the other one^ if I listen to the song sure, but they appear in a very different context, in context of the chorus spacing/intensity the chorus straight lines are really low spaced. these use very similar spacing, yes, but in context of how calm this part is they are more like "normally" spaced straight lines. hope that makes some sense lol
- 02:55:783 (1,1,1) - well, I know you used a lot of NCs for vocals, but this time you don't even change SV or anything lol. Are they necessary? well, it looks like a constant in your diffs so I'm probably missing something which I'd like to know not sure anymore, I removed one of them now and made it only have nc on the last object for all diffs since I think that's pretty nice as it's the lasr object of them map and fits well with the vocal (also no nc on that would kinda ruin the symmetry patterns on extra and expert with the follow point)

Extra:
- ok, I told me you spoke with Oko (?) and therefore you fixed those overlaps.
I wanted to say tho, that if there is just a slider border overlap it is still hard to read. In some parts I even think it makes no change.
You should try to make the slider body color be seen, even if just one pixel, whenever you do so:
take 00:01:069 (3,2) - for example. As it is now it is still hard to read this since the slider borders of both sliders make up just one, giant slider border (hence it is still hard to read. What I meant was something like this
list of all places where you should fix this imo
  1. 00:05:640 (3,2) -
  2. 00:39:355 (1,3,4) -
  3. 00:41:640 (1,3,4) -
  4. 00:44:355 (4,4) -
  5. 01:07:212 (2,4) -
  6. 01:09:498 (2,4) -
  7. 01:11:783 (2,4) -
  8. 01:27:212 (1,3) -
  9. 01:39:783 (3,4,3,2) -
  10. 01:44:498 (1,3) -
  11. 01:46:783 (1,3) -
  12. 01:49:069 (1,3) -
  13. 01:53:640 (1,3) -
  14. 01:58:212 (1,3) -
  15. 02:18:212 (7,2) -
  16. 02:21:069 (3,2) -
  17. 02:22:069 (3,2) -
  18. 02:22:783 (3,2) -
  19. 02:30:640 (2,4) -
  20. 02:35:212 (2,4) -
  21. 02:39:783 (2,4) -
  22. 02:42:069 (2,4) -
  23. 02:44:355 (2,4) -
alright, made all of the sliders that nearly perfectly overlap and are noticeable in gameplay 4x4 stacks instead of 3x3, some were stacked slightly differenly though in cases where that was better due to shape+direction like 02:21:069 (3,2) - and most curved sliders .
this is the furthest I'll go though, It's "readable" and fits the rc and the map is built around it. making it even easier to read (this is already much easier than original diff) would pretty much ruin the point of this difficulty
also moved 00:38:355 - this part ~10px up since new stacking made some things offscreen lol

- 00:32:640 (3,4) - I'm a bit worried about this. It's again about reading.
I played this a lot and I always believe this is actually the same pattern as 00:27:569 (6,7) - due to the identical visual spacing.
It also doesn't play that great since both beats are quite strong but your flow puts a soft emphasis on evverything (the way you curve from 00:30:069 (2) - onto 00:30:355 (3,4) - is a bit weak). Stacking them could work but maybe that's not what you went for, idk...
I think at last after the first one players should figure out that there aren't doubles (and circles appearing in a different timespan/approach circles are also a thing) I chose to emphasize all of these similar drum beats in this part with this kind of pattern to make them stand out more, due to the "weird" movement (either aim middle and play as stack or aim seperately with awkward movement. think it's great to make this part stand out and it's also quite early in the map.
Yes it's harder to read, but the whole map uses lots of "intentionally harder to read" concepts, so I think it fits well. It's also not "unfair" which would for example be combining this and similarly spaced doubles in the same part

- 00:57:640 (1,2,3) - this whole movement is so hard and I tilted so hard in gameplay.
00:57:926 (2) - this is a strong beat and I'm fine with it, but then... having a bigger spacing between 00:57:926 (2,3) - just makes 2 being a pain in the ass since it gets barely no emphasis and all your pattern (00:57:640 (1,2) - ) is sort of wasted I think it fits the vocal phrases here really well, 2 already feel emphasized by being clickable after a 3/4 slider and vocal wise it puts 00:57:926 (2,3) - more together, which I think works great with vocals and 02:11:925 (1,2,3) - does the same thing. and movement wise it keeps it closer to 01:02:212 (1,2,3) - 02:16:498 (1,2,3) - which are quite similar

02:17:926 (1) - also added on this to make kinda consistent with chorus 1


Please keep the old version of the Extra in description, it is unrankable, but it's the coolest diff in the set imo yes it was the "main" difficulty, despite not being the highest sr one lol

Expert:
- 00:45:640 (1,2,3,4) - duh, the flow from the previous combo into this one is a bit meh.
What about a ctrl G on 1,2 & 3,4 ? think that makes 00:45:498 (3,1) - spacing way too high and current "akward" movement with emphasis on 00:45:498 (3,1) - 00:45:783 (2,3) - fits vocals pretty well
- 01:04:355 (2,1) - imo it is more natural to perceive the slider starting from 01:04:355 (2) - , vocals are pretty strong and are taking the stage I tried that on some other diffs before, but due to drum kick on 01:04:498 - while everything after is empty + guitar becoming much more prominent on that too it felt nicer to me
- 02:35:640 (4) - what about a ctrl G here too? It looks like a cool flow, but it's just minor with all similar slider overlaps always keeping same movement on second one this would suddenly feel really weird I think since it only happens once and vocals are pretty similar for all of them

Hard:
- 01:42:283 (1) - I believe that removing the clap would be better. I say this because even if it is true you hitsounded with claps on the other diffs this part, you actually did it because you had mapped it. In this case the spinner feels more like a background instrument, like the drum (hence just the hitnormal)
Lol that was not intentional, but seems like I copied the spinner from the higher diff (where the clap fits) and ended it earlier. removed clap. made it into a normal-hitnormal to fit the kick + reduced volume on e/n/h

Normal:
- 01:03:355 (1,2,3) - I would have used 2 circles first and then the 1/1 slider to put emphasis on vocals yes, but that would make 01:03:212 (6,1) - 2 1/2 circles in a row followed by 1/1 clicks, which I avoided cause of the bpm, and drums work okay too. It's mainly a playability decision..
- 01:05:069 (2,3) - similar concept here. My guess is that you tried to also follow that stream in the song, but imo you should avoid that, it's a bit too much.
Just 2 circles work better imo.
- I feel like those sliders after this ^ could have been used better on more interesting rhythms, but the drum is cool too I guess
To be more precise, since you follow drum again after the break or in general for the slow parts, I was expecting you to follow more vocals whenever you had the chance (like for 01:05:640 - til break) (probably just preference) (01:13:640 (3,4,5,1) - this is cool on drums as it is) well if focuses mainly on guitars there, they might be sounding weaker than vocals, but together with the mapping they stand out nicely imo together with drums. as much as I like mapping to vocals it just didn't really work well to me for this song cause of the ticks vocals emphasize together with the kinda high bpm
- 01:42:355 (1) - ah, you had a different hitsounding on Hard. Intentional? fixed here too
- 01:59:355 (3,4) - a slider would be cool. If I listen to vocals I get the feeling they are assuming a decreasing scale. If you do place the slider you represent that + you gain a bit more emphasis on 01:59:926 (5) - the instrument switch since it will be the only circle in the combo but the "other sounds" on 01:59:355 (3,4) - also stand out much here and are pretty unique + less emphasis on 01:59:926 (5) - fits with the "stop" in the song there too I think
- 02:01:640 (2,3) - imo it wouldn't hurt to make 3 a 3/2 slider instead. That drum kick is pretty cool maybe, but 1/2 rhythms feel to dense on this diff in such a calm part and vocals work fine too
- 02:08:498 (1,2) - slider again, and I mean, longer than what you have now. You basically follow the stream in the song, and the stream is just one, constant rhythm that never changes, hence you group all of those beats with a single object the last sound of the stream is different though and only slider would feel too undermapped for this diff here to me
- 02:38:212 - this is a perfect example of what I meant about using vocals in kiai times and drums on calmer parts. If you do follow vocals in kiai times you'd make the section after this (which is fine as it is imo) stand out more because the drum really kicks in, while before this part vocals seem to dominate the scene. This is obviously just my interpretation of the song tho same as the other similar things, I just tried around a lot and ended up with "guitar + some drum focus makes a better rhythm for lower diffs and is also a legitimate way to follow the song"
- 02:49:498 (1,2) - what about... 02:49:498 - circle; 02:49:926 - 1/2 slider? I think both work fine in some way, but 1/2 slider makes this feel a bit too dense in comparison to the whole map for such a calm outro
- 02:51:640 - rip beat :'( extended slider before to make it more like 02:48:926 (4) -
- eh... idk, this diff seems like you rushed it and didn't focus well on what would be interesting or better to play, although this is just a feeling. I obviously don't know how you mapped this (but judging from the length and the number of diffs...) actually was the second diff I mapped and I tried a lot of stuff as mentioned above, but this ended up feeling like the best working approach to me for combining playability and song emphasis on a normal at this bpm. Part of it might just be perception, when I listened to this at first the guitars did seem more like "background stuff" to me, but after some time I they felt more important to me, so I think using them mainly here with some drums instead of vocals (which I usually do for most maps) works fine too.

Easy:
- 00:27:926 (1) - imo you could easily remove this beat. It feels a bit unnecessary considering how you were following drums before (and this changes on that distorted sound or what it is) there's still a kick though, having nothing there seems too empty to me
- 01:42:355 (1) - same as for Normal yea
- 02:29:069 (1,2) - imo that circle just makes the player click on something that is not worth, at least not when I compare those two objects. I get what you mean, but vocals come back here after the song fully stopped, it also is way less "intense" to players cause there was a long gap before
Using a click on both like that is almost the same as saying "they are equal beats" and it is clear that 1 is sitting on a rather weak one x)


General:
- missing widescreen support on Inner Oni doesnt really matter, but I set it anyways lol


:thonkin:
[]

thanks, hope my stuff for normal makes enough sense to you 👀

also moved the old slider extra to description and updated Karen's diff
just waiting for toybot now
toybot
- 00:18:069 (3) - same ^ // keeping this one to be more transitive
thanks!
http://puu.sh/uAkUT/7d331cce57.osu
Topic Starter
Lasse
updated everything
also did some last minor polishing (stacks, slider shapes) on my diffs and added nc on 00:00:783 - for insane cause all my other diffs above normal have it
+ changed shape of 01:55:355 (4) - on insane since this sound uses a "weird" shape on every other time it occurs
Seijiro
Lasse, the stuff on Normal was just an option since I obviously have no idea what players of this level focus on.
It's fine either ways tbh, since it comes down to interpretation of the song (I still believe a bit more vocals here and there would have been cool tho :p)



Other changes seem cool to me.
The denied suggestion by toybot might be a bit inconsistent with the rest but in the end I testplayed it again and it felt fine as it is, so why not.

I'll take this as valid, although we know the value of icons is null: p/5778833
Bub~
OzzyOzrock
After nerfing a ninja in Inner and other tiny note swaps, everything looks good.

Qualified!
DeletedUser_423548
Congrats!
Karen
Thanks!
Seijiro
wut ._.
Pachiru
Congratz!

i didn't know that a taiko bn can taiko icon + qualified, but since taiko icon is useless, i guess that's good o:
Sotarks
awesome
_handholding
02:27:640 (1,2) - 👌
zigizigiefe
Thanks for pp Chromo-senpai <3
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