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a*ru - Kizuato

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Topic Starter
Halfslashed
This beatmap was submitted using in-game submission on Monday, June 05, 2017 at 12:47:10 PM

Artist: a*ru
Title: Kizuato
Source: 東方妖々夢 ~ Perfect Cherry Blossom.
Tags: ALiCE'S EMOTiON th7 touhou youyomu ayumi nomiya redalice scar ブクレシュティの人形師 the doll maker of bucuresti overdrive Alice Margatroid アリス・マーガトロイド pcb c83 comiket83 MrSergio
BPM: 173
Filesize: 6376kb
Play Time: 03:22
Difficulties Available:
  1. Easy (1.56 stars, 225 notes)
  2. Extra Stage (5.33 stars, 824 notes)
  3. Hard (3.63 stars, 609 notes)
  4. MrSergio's Lunatic (4.63 stars, 764 notes)
  5. Normal (2.26 stars, 381 notes)
Download: a*ru - Kizuato
Information: Scores/Beatmap Listing
---------------
Third.

Arrangement of The Doll Maker of Bucuresti.
Timing & mp3 from https://osu.ppy.sh/s/108820.
Metadata: http://c83.redalice.net/
http://www16.big.or.jp/~zun/html/th07.html
BG: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=11691356

Thanks Mun for making some of the hitsounds.
Thanks for checking + confirming the metadata IamKwaN!
Seijiro
owo
Nao Tomori
nice map
Senko-san
Hey can I GD

-some random guy
Izzywing
Hey can I make a 9 star extra?

ill mod the map with this post sometime lul
LMT
finish it and i'll give you a free mod he he.
UndeadCapulet
log or whatever
stuff regarding highest diff:
2017-02-08 20:35 UndeadCapulet: 00:43:659 (5,6,7) -
2017-02-08 20:36 UndeadCapulet: 00:17:994 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) -
2017-02-08 20:39 UndeadCapulet: 00:20:942 (2,4) -
2017-02-08 20:40 UndeadCapulet: 00:19:208 (8,1) -
2017-02-08 20:41 UndeadCapulet: 00:17:647 (7,8,1) -
2017-02-08 20:42 UndeadCapulet: 03:19:381 (4,5) -
2017-02-08 20:42 UndeadCapulet: 03:16:433 (3,4,5) -
2017-02-08 20:44 UndeadCapulet: 00:39:497 (5,6,7,8) -
2017-02-08 20:44 UndeadCapulet: http://puu.sh/tUHgx/dc330a80ac.jpg
2017-02-08 20:47 UndeadCapulet: 00:51:139 (1) -
2017-02-08 20:48 UndeadCapulet: 00:52:688 (1) -
2017-02-08 20:48 UndeadCapulet: 00:54:236 (1) -
2017-02-08 20:48 UndeadCapulet: 00:55:784 (1) -

stuff regarding how to make an easy:
2017-02-17 23:29 UndeadCapulet: 00:32:907 (3,4) -
2017-02-17 23:32 UndeadCapulet: http://puu.sh/u8iCQ/d12624d438.jpg
2017-02-17 23:33 UndeadCapulet: http://puu.sh/u8iEW/b3e36dcb7f.jpg
2017-02-17 23:33 UndeadCapulet: 00:37:416 (1) -
2017-02-17 23:36 UndeadCapulet: ACTION is listening to [https://osu.ppy.sh/b/824528 Ogura Yui - Honey Come!!]
2017-02-17 23:50 Halfslashed: 01:47:324 (4,1,2) -
2017-02-17 23:53 UndeadCapulet: 03:27:106 (1) -
2017-02-17 23:54 UndeadCapulet: 03:33:629 (3) -
uh multiple discord voice help, showing like, how to rhythm in an easy diff, advice on patterning in highest diff, that kind of thing..
basically halfslashed had to remap the easy after this lol
_handholding

Darkness
  1. 00:12:098 (5) - ctrl+g creates a nice empahsis on the next object
  2. 00:20:595 (8) - https://osu.ppy.sh/ss/7609325 I only spent like 5 secs on this so the objects would need slightly tweaking to suit the asethetics a bit.. I think re-positioning the slider this way would flow a lot better imo from both (7) and onto (1). Objectively speaking
  3. 00:22:676 (3) - honestly you can turn this into a 1/1 slider if you want to fully reflect the vocals. Mapping the drum snare isn't a must
  4. 00:28:745 (1) - idk about this low SV and spacing, particular the SV. It just doesn't seem to reflect the feel of the song and feels somewhat artificial and forced. Also something that might be worth mentioning is that the combination of the SV, spacing and position it comes after 00:28:225 (6) (you had a lot of patterns with overlaps that looked visually similar to this earlier) it does cause reading contradictions and can throw players off
  5. 00:34:121 (5,6,7) - spacing this a bit further apart would be more ideal imo. a bit like 00:32:907 (7,8,1) . same with 00:45:219 (5,6,7) edit: actually maybe this might work
  6. 00:56:491 (5,6,7,1) - Are you sure you want to do this? It's not just the stack that's the problem to me, the slider 00:56:838 (1) goes in the exact same direction as your cursor when you go from 00:55:971 (4) to 00:56:491 (5,6,7) so when you stack the triplet on top of 00:56:491 (5,6,7) there is almost no emphasis on 00:56:491 (5,6,7)
[]I can safely stop here since the mapping concept repeats itself after, which is a good thing for both of us ;)

GL!
Topic Starter
Halfslashed

Kisses wrote:

Darkness
  1. 00:12:098 (5) - ctrl+g creates a nice empahsis on the next object
    This causes this slider to stand out more than I want it too though, since it doesn't fall in line with 00:11:404 (3,4) in terms of where they point.
  2. 00:20:595 (8) - https://osu.ppy.sh/ss/7609325 I only spent like 5 secs on this so the objects would need slightly tweaking to suit the asethetics a bit.. I think re-positioning the slider this way would flow a lot better imo from both (7) and onto (1). Objectively speaking
    I agree, this was less comfortable than I intended. Rearranged stuff to make this work.
  3. 00:22:676 (3) - honestly you can turn this into a 1/1 slider if you want to fully reflect the vocals. Mapping the drum snare isn't a must
    I used to have something like this, but I wanted to create a pause due to the synth's pace dropping here. I also like how the 1/1 gap between this and 00:23:196 (4) works here.
  4. 00:28:745 (1) - idk about this low SV and spacing, particular the SV. It just doesn't seem to reflect the feel of the song and feels somewhat artificial and forced. Also something that might be worth mentioning is that the combination of the SV, spacing and position it comes after 00:28:225 (6) (you had a lot of patterns with overlaps that looked visually similar to this earlier) it does cause reading contradictions and can throw players off
    I tried to make this more predictable with 00:23:543 (1,2), since the same kind of motion is involved (along with the same spacing/visual ideas). I like the pause effect that such low spacing does here, and the contrast it adds to lead into the next section, and I also like the slow SV that lets me map a hold effect here while keeping said spacing. However, now that I look at these two patterns, I may need to change them, since rankability might be a concern here.
  5. 00:34:121 (5,6,7) - spacing this a bit further apart would be more ideal imo. a bit like 00:32:907 (7,8,1) . same with 00:45:219 (5,6,7) edit: actually maybe this might work
    Yeah, it looks like too many spacing changes, but it should be readable for an Extra and fits the intensity imo.
  6. 00:56:491 (5,6,7,1) - Are you sure you want to do this? It's not just the stack that's the problem to me, the slider 00:56:838 (1) goes in the exact same direction as your cursor when you go from 00:55:971 (4) to 00:56:491 (5,6,7) so when you stack the triplet on top of 00:56:491 (5,6,7) there is almost no emphasis on 00:56:491 (5,6,7)
    The motion from the previous slider was intentional here - the sounds that 5,6,7 map feel to me like they interrupt the vocal, so I wanted a motion that pulls off of the slider in this fashion. I also wanted a pause in motion here to put some contrast with the movement that 00:56:838 (1) has as the start of the new section.
[]I can safely stop here since the mapping concept repeats itself after, which is a good thing for both of us ;) Wow, first forum mod I haven't gotten roasted from.

GL!
Thanks for the mod!
Mir
It's time. Hehehe.
LMT

  • [Darkness]
  1. 00:23:370 (5,6,1) - triple looks messed up
  2. 00:24:583 (2) - why aren't those circles? 00:25:451 (5,6) - cus 1/1 vocals are represented like this, 1/2 vocals should be different.
  3. 01:31:173 (2) - ^
  4. 00:07:763 (3,4,5) - space out a bit more? 00:04:988 (3,4,5) - because these are more spaced.
  5. 00:15:219 (1,2,3,4,5) - rhythm mixes too many things together, too unclear imo. https://osu.ppy.sh/ss/7667189 try this.
    solid
    [MrSergio]
  6. 01:06:549 (1,2) - nice sliders but they don't seem structural? shape is probably too exotic compared to the rest.
  7. 02:58:919 (1,2) - ^
  8. 01:16:260 (1,2,3,4,5,6,7,8) - can you make those more distinctive of the 3/2 rhythm? Though I can see the spacing change, it looks like it's not enough. (or at least NC stuff for 3/2 rhythm) . Consider same thing for repeating patterns.
  9. 01:40:451 (1) - can you manual stack these 1/4 ? They look too similar to 1/2 stacks which you do use. Just offset it a little should work.
  10. 01:55:104 (1,2) - sliderend for (1) is overmapped, shouldn't this rhythm be like 01:53:716 (1) - or 01:52:329 (1) - ? I get the that the chord is different but the rhythm is still the same.
    [Hard]
  11. Is cs5 allowed for Hard? Maybe have a check.
  12. 00:19:555 (1,2,3,4,5) - rhythm isn't on spot here (assuming you're trying to go with the vocals). try this: https://osu.ppy.sh/ss/7667305
  13. 01:26:144 (1,2,3,4,5) - ^ , and for repeating sections.
  14. 00:26:144 (6) - vs. 00:28:745 (4,1) - be careful of 1/2 and 1/1 stack concepts, especially on lower diffs.
  15. 03:10:884 (4,5,1) - be careful of this kind of spacing since you've used spacing emphasis for things like 01:18:341 (3,4,5) - this or 01:28:399 (5,6,1) - this.
I'll mod the rest later :p getting late here.
Topic Starter
Halfslashed

LMT wrote:


  • [Darkness]
  1. 00:23:370 (5,6,1) - triple looks messed up
    Fixed.
  2. 00:24:583 (2) - why aren't those circles? 00:25:451 (5,6) - cus 1/1 vocals are represented like this, 1/2 vocals should be different.
    Initially I didn't want the section too dense but yeah, this makes more sense with the rest of the section.
  3. 01:31:173 (2) - ^
  4. 00:07:763 (3,4,5) - space out a bit more? 00:04:988 (3,4,5) - because these are more spaced.
    Spacing difference is pretty small between these, and it's only slightly larger in the previous part to keep with the visual concepts (like how much the 1/2 slider is offset from the 1/1 slider and the even distance between the three circles).This did help me find an inconsistency within this part though.
  5. 00:15:219 (1,2,3,4,5) - rhythm mixes too many things together, too unclear imo. https://osu.ppy.sh/ss/7667189 try this.
    Hmm, I'm making sure the clicks are all kept on the vocals though. Your alternative has some switching to drums that puts the vocal on a passive beat, which isn't something I'm looking to do here.
    solid
    [MrSergio]
  6. 01:06:549 (1,2) - nice sliders but they don't seem structural? shape is probably too exotic compared to the rest.
  7. 02:58:919 (1,2) - ^
  8. 01:16:260 (1,2,3,4,5,6,7,8) - can you make those more distinctive of the 3/2 rhythm? Though I can see the spacing change, it looks like it's not enough. (or at least NC stuff for 3/2 rhythm) . Consider same thing for repeating patterns.
  9. 01:40:451 (1) - can you manual stack these 1/4 ? They look too similar to 1/2 stacks which you do use. Just offset it a little should work.
  10. 01:55:104 (1,2) - sliderend for (1) is overmapped, shouldn't this rhythm be like 01:53:716 (1) - or 01:52:329 (1) - ? I get the that the chord is different but the rhythm is still the same.
    [Hard]
  11. Is cs5 allowed for Hard? Maybe have a check.
    LOL WHY THE FUCK IS THIS CS5. You're a life saver.
  12. 00:19:555 (1,2,3,4,5) - rhythm isn't on spot here (assuming you're trying to go with the vocals). try this: https://osu.ppy.sh/ss/7667305
    Yeah I like your choice a lot better here for sure.
  13. 01:26:144 (1,2,3,4,5) - ^ , and for repeating sections.
    ^
  14. 00:26:144 (6) - vs. 00:28:745 (4,1) - be careful of 1/2 and 1/1 stack concepts, especially on lower diffs.
    Should be fine since I never use multiple stack types within a combo (This is a bit of an edge case though since it's right at the beginning and end.
  15. 03:10:884 (4,5,1) - be careful of this kind of spacing since you've used spacing emphasis for things like 01:18:341 (3,4,5) - this or 01:28:399 (5,6,1) - this.
    One of those earlier instances you pointed out is the exact same as this one. I'd say that the two spacings are noticeably different enough that it can be interpreted as a different snapping though.
I'll mod the rest later :p getting late here.
How the fuck did my Hard end up with CS5...
Thanks for the mod!
LigerZero
"ft. a*ru" move from artist to tag please.....
xLolicore-
placeholder
Seijiro

LMT wrote:


  • [MrSergio]
  1. 01:06:549 (1,2) - nice sliders but they don't seem structural? shape is probably too exotic compared to the rest.
  2. 02:58:919 (1,2) - ^ yeah, now that I look at it...
  3. 01:16:260 (1,2,3,4,5,6,7,8) - can you make those more distinctive of the 3/2 rhythm? Though I can see the spacing change, it looks like it's not enough. (or at least NC stuff for 3/2 rhythm) . Consider same thing for repeating patterns.
    uhhhh, it was like that the first time I managed this pattern, actually. I just thought it was a useless thing to do later on tho since if I do it here there would be plenty of other occasions where this should be done too (not referring to similar parts to this one)
  4. 01:40:451 (1) - can you manual stack these 1/4 ? They look too similar to 1/2 stacks which you do use. Just offset it a little should work.
    holy, I never noticed this. But I should be doing the same for stuff like 00:30:740 (2,3) - then, and I'd rather not. I believe approach rate and the pattern itself should be clear enough as to what snap that is
  5. 01:55:104 (1,2) - sliderend for (1) is overmapped, shouldn't this rhythm be like 01:53:716 (1) - or 01:52:329 (1) - ? I get the that the chord is different but the rhythm is still the same. I focus on vocals there + hitsounding was strong on purpose to keep track of drums the entire time. It's the characteristic of this second part of each kiai, if you notice (although I did some variations over time)

@halfy delete normal-hitnormal2 please :3

http://mrsergio.s-ul.eu/Nzs54Bbx.osu
Vivyanne
good to see this in pending

gogo!
Topic Starter
Halfslashed

LigerZero wrote:

"ft. a*ru" move from artist to tag please.....
I asked for a metadata check so I'll leave the current metadata until it is confirmed (this site is really hard to interpret lol).

All updated - some sample sets have been changed (moved MrSergio's hitsounds to C4).
LMT
back to finish my mod
  • [Normal]
  1. 00:31:867 (1,2,3,4) - Rhythm isn't so intuitive here. Try this first tho https://osu.ppy.sh/ss/7674423 .
  2. 01:38:456 (1,2,3,4,5) - ^
  3. 01:12:098 (1) - you probably don't need this NC.
  4. 01:26:318 (6) - this sliderhead seems weak. https://osu.ppy.sh/ss/7674456
  5. 01:51:462 (7) - 3/2 gap isn't good newbies to read, try making this note a 1/2 slider.
    [Easy]
  6. 00:25:451 (2) - i swear to you no newbie can read this gap because you don't get spacing reference like other 3/2 patterns do. 00:25:624 (2,3,4) - probably choose a different rhythm, probably even have to stick to white ticks on this calm part.
  7. 01:32:040 (2,3,4) - ^
  8. 00:32:560 (2,3,4,5) - this is also very hard to read mainly because newbie can't see the doubles in this pattern. try this https://osu.ppy.sh/ss/7674531
  9. 01:39:150 (2,3,4,5) - ^
  10. 00:45:393 (5,1) - if you're gonna do this, do it here too 00:34:294 -
Topic Starter
Halfslashed

LMT wrote:

back to finish my mod
  • [Normal]
  1. 00:31:867 (1,2,3,4) - Rhythm isn't so intuitive here. Try this first tho https://osu.ppy.sh/ss/7674423 .
    It's a build up and it kind of fits but introducing that many 1/2s circles in quick succession is something I want to save for the ends of the kiais. I did however turn the circle into a 1/2 slider.
  2. 01:38:456 (1,2,3,4,5) - ^
  3. 01:12:098 (1) - you probably don't need this NC.
    Will leave this for now since this section is kinda weird for a "NC every two measures" rule. This NC is consistent with that but since the next section starts on 01:13:485 (1), I have to reset that rule. I'd like more opinions on this.
  4. 01:26:318 (6) - this sliderhead seems weak. https://osu.ppy.sh/ss/7674456
    While I partially agree here, the changes needed to facilitate this take away from other beats I wanted to emphasize with my current rhythm, so I'll keep this.
  5. 01:51:462 (7) - 3/2 gap isn't good newbies to read, try making this note a 1/2 slider.
    The newbie should know what 3/2 looks like from the first time it is introduced at 00:01:347 (1,2) and spacing hasn't varied since 3/2's introduction.
    [Easy]
  6. 00:25:451 (2) - i swear to you no newbie can read this gap because you don't get spacing reference like other 3/2 patterns do. 00:25:624 (2,3,4) - probably choose a different rhythm, probably even have to stick to white ticks on this calm part.
    It should be fine since 3/2 has been introduced with spacing reference,but I could use some more opinions on this.
  7. 01:32:040 (2,3,4) - ^
  8. 00:32:560 (2,3,4,5) - this is also very hard to read mainly because newbie can't see the doubles in this pattern. try this https://osu.ppy.sh/ss/7674531
    Since newbies still follow sliders all the way and this is the first time they are introduced, I would rather not do this here, since it provides uncomfortable movement. As is I think this is as clear as it gets, since all the newbie has to do is move in a straight line.
  9. 01:39:150 (2,3,4,5) - ^
  10. 00:45:393 (5,1) - if you're gonna do this, do it here too 00:34:294 -
    Yeah I definitely need to seek more opinions on this because I agree with you, I need to figure out whether or not I want to skip 00:33:948 (5) to provide the "pause" effect, since I don't want this to feel like continuous 1/1 in this section.
Mir
Uwah.. I'm nervous to mod this set because I know you know what you're doing but.. I'll try my best! ;w;

[ Darkness]
  1. 00:05:508 (1,5) - How about moving 5 to stack underneath 1's end? I know you're going for some patterning according to pitch and since the pitch moves up, having the player move accordingly would be cool. // 02:19:555 (3,4,5) -
  2. 00:12:445 (1) - This doesn't feel like it has very much emphasis. You could ctrl+g it but then you'd have to ctrl+g 00:12:965 (3) - as well.
  3. 00:26:144 (8,1) - A pretty noticeable triple you skip at the halfway mark in this little section. It could be nice to have a triple in the middle and one at the end of this part.
  4. 00:39:670 (7,2,3,4,5,6,7) - This line is pretty nice, but 00:42:184 (5) - is off-kilter. Not sure if intentional but if so you should fix it. Doesn't seem so since 00:53:283 (5) - is lined up.
  5. 02:23:370 (4,6,8) - Honestly this triangle just doesn't look too nice. You could have it as an incomplete square though, like this - would fit the linearity of the jumps more.
  6. 02:59:266 (2) - Shouldn't this be ctrl+g'd like 01:17:647 (1,2) - was?
  7. 03:11:404 - An idea would be to slowly decrease spacing as the song fades out. Not too much, by like 0.05x every pattern.

Too fucking solid.

[ Sensei's Insane]
  1. 00:25:277 (3,4) - Ctrl+G'ing this rhythm would fit vocals better.
  2. 00:28:399 (4) - Having this weak note emphasized with a pause doesn't make much sense when the stronger note is on the slider end of 00:28:052 (3).
  3. 00:48:861 (2,3) - This spacing feels so cramped compared to the rest of the spacing in the kiai. Maybe line it up with 00:47:820 (3,4) like this?
  4. 00:58:225 (1,2) - All other patterns of this type go from outwards to inwards, this one is the opposite way, but I don't see a change in the music that this could represent. At least at 01:02:387 (1,2) - it makes sense because it's after a major downbeat so the music measures are technically "refreshed". 01:13:485 (1,2) - Again seems kind of random the way you do it lol. Here it's on the 4th, but before that it was the same way AAA SEEMS SO INCONSISTENT.
  5. 01:28:052 (4) - Skipping this vocal after mapping it so intensely feels very weird. Recommend mapping to it somehow, with a reverse maybe to keep the holding length?
  6. 03:16:953 - To be honest it would make more sense to reverse the pattern of 03:11:404 (1,2,3,4,1) - here instead of seemingly randomly before. ._.
Otherwise, just what I expected from sensei. Nice map!

[ Hard]
  1. 00:23:543 (1,2) - This DS is... uh.. really close. Maybe increase it a bit to differentiate snapping. Even looking at it in editor I misread it. 00:24:930 (3,4,5) - is more noticeable so it's okay.
  2. 00:39:844 (5,1) - 00:50:942 (5,1) - Flow differences.~ The former is more comfortable and the latter isn't. Recommend changing it to be consistent?
  3. 01:37:416 (5,6) - Quite uncomfortable but before wasn't like so. Uhhh, maybe change a bit? x.x
  4. 03:04:121 (3,4,1) - Looks like it should be linear but isn't ;w; at least make it more circular if not meant to be linear. Right now it's confused.

[ Normal]
  1. 00:13:832 (4) - Missing the snare just this once sounds sooo weird. Try something like this?
  2. 01:26:144 (5,6) - This rhythm is kind of hard to follow for me since it skips so many vocals when they could be mapped like this.
  3. 01:35:335 (7,1) - Broken stack lol.
  4. 03:05:855 (4) - Sounds like NC should start here at least musically.

I have nothing to say about your Easy. It looks fine...

Push this!
Seijiro

Mir wrote:

Uwah.. I'm nervous to mod this set because I know you know what you're doing but.. I'll try my best! ;w;

[ Sensei's Insane]
  1. 00:25:277 (3,4) - Ctrl+G'ing this rhythm would fit vocals better.
    oops
  2. 00:28:399 (4) - Having this weak note emphasized with a pause doesn't make much sense when the stronger note is on the slider end of 00:28:052 (3).
    actually tho, I use the slow SV at my advantage here. Due to the SV being so slow, it feels like dragging everything with more force. It's like having all sliders being passive.
    With this logic, leaving the slider at a higher speed creates a sort of delayed emphasis on the tail.
    If you play it it should be noticeable (hopefully)

  3. 00:48:861 (2,3) - This spacing feels so cramped compared to the rest of the spacing in the kiai. Maybe line it up with 00:47:820 (3,4) like this?
    if I increase spacing on that circle the emphasis on the slider changes... "nature"
    If it's not short like that I can't use the "bump" effect I get from the circle and its spacing (which is the characteristic of most of my patterns, including circle ones like 00:54:063 (1,2,3,4,5,6,7) - 01:32:734 (6,1) - 01:45:393 (1,2,3,4) - 01:49:555 (1,2,3,4,5,6,7) - and so on

  4. 00:58:225 (1,2) - All other patterns of this type go from outwards to inwards, this one is the opposite way, but I don't see a change in the music that this could represent. At least at 01:02:387 (1,2) - it makes sense because it's after a major downbeat so the music measures are technically "refreshed". 01:13:485 (1,2) - Again seems kind of random the way you do it lol. Here it's on the 4th, but before that it was the same way AAA SEEMS SO INCONSISTENT.
    and in fact, the direction changes are random here. Still tho, I managed to fix it in a consistent way with the rest.
    Generally speaking, that sort of back and forth movement didn't have a specific order. The core concept was to keep pairs of sliders to create the overlap between bodies (Halfy's diff is named "Darkness" for the same reason I do this: hiding things. It's a bit more philosophical but I believe it's not important xD). Anyway, changed

  5. 01:28:052 (4) - Skipping this vocal after mapping it so intensely feels very weird. Recommend mapping to it somehow, with a reverse maybe to keep the holding length?
    It was formely to manage consistency with 00:21:462 (4) - , but you're totally right on that, let me see what I can manage. ok, managed something, I might need to come back to polish it a bit tho
  6. 03:16:953 - To be honest it would make more sense to reverse the pattern of 03:11:404 (1,2,3,4,1) - here instead of seemingly randomly before. ._.
    not really reversed but yeah, I noticed what you're referring at and I fixed that, oops
Otherwise, just what I expected from sensei. Nice map! nice mod too :3
I also changed a couple of things on my own, like hitsounding for 02:20:075 (1,2,3,4,1,2,3,4) - and some other pattern I don't remember which.

http://mrsergio.s-ul.eu/vHXxEnmM.osu
Topic Starter
Halfslashed

Mir wrote:

Uwah.. I'm nervous to mod this set because I know you know what you're doing but.. I'll try my best! ;w;

[ Darkness]
  1. 00:05:508 (1,5) - How about moving 5 to stack underneath 1's end? I know you're going for some patterning according to pitch and since the pitch moves up, having the player move accordingly would be cool. // 02:19:555 (3,4,5) -
    Right now i'm already representing the pitch increase for 5 by having it stacked under 00:06:375 (3) and the repeated motion with higher spacing. Your suggestion would provide an anti-emphasis in terms of spacing that as well, which isn't something i'm looking for here.
  2. 00:12:445 (1) - This doesn't feel like it has very much emphasis. You could ctrl+g it but then you'd have to ctrl+g 00:12:965 (3) - as well.
    I agree with you that it needs more emphasis (such a point was brought up earlier), but I decided to fix it by changing the next pattern instead since ctrl+g would mess up some things.
  3. 00:26:144 (8,1) - A pretty noticeable triple you skip at the halfway mark in this little section. It could be nice to have a triple in the middle and one at the end of this part.
    I didn't really want to have clickable 1/4 in the calm part.
  4. 00:39:670 (7,2,3,4,5,6,7) - This line is pretty nice, but 00:42:184 (5) - is off-kilter. Not sure if intentional but if so you should fix it. Doesn't seem so since 00:53:283 (5) - is lined up.
    I knew I could count on you!
  5. 02:23:370 (4,6,8) - Honestly this triangle just doesn't look too nice. You could have it as an incomplete square though, like this - would fit the linearity of the jumps more.
    Alternatives to create a square mess up the spacing with 02:23:716 (6,7,8) sadly, so this is the best I can think of to keep the spacing and have it look ok.
  6. 02:59:266 (2) - Shouldn't this be ctrl+g'd like 01:17:647 (1,2) - was?
    Different parts of the song. It's consistent with the respective parts.
  7. 03:11:404 - An idea would be to slowly decrease spacing as the song fades out. Not too much, by like 0.05x every pattern.
    It fits the background instrument, yeah, but the instrument I'm following here stays at a relatively consistent volume, so I'd rather not do that.

Too fucking solid.

[ Hard]
  1. 00:23:543 (1,2) - This DS is... uh.. really close. Maybe increase it a bit to differentiate snapping. Even looking at it in editor I misread it. 00:24:930 (3,4,5) - is more noticeable so it's okay.
    Was fine in the playtest I saw, and it should be fine to have a more drastic spacing decrease here. I'll probably change something if I get more similar opinions though.
  2. 00:39:844 (5,1) - 00:50:942 (5,1) - Flow differences.~ The former is more comfortable and the latter isn't. Recommend changing it to be consistent?
    Well both were intended to be uncomfortable, and the only alternative I thought of would have an uncomfortable movement between 00:51:289 (1,2) that I'm not really looking for.
  3. 01:37:416 (5,6) - Quite uncomfortable but before wasn't like so. Uhhh, maybe change a bit? x.x
    Fixed by remapping BOTH parts since they had inconsistent spacing ideas.
  4. 03:04:121 (3,4,1) - Looks like it should be linear but isn't ;w; at least make it more circular if not meant to be linear. Right now it's confused.
    It had two choices: Come out, or repress. It chose repress.

[ Normal]
  1. 00:13:832 (4) - Missing the snare just this once sounds sooo weird. Try something like this?
    Yes, I like this - it even follows the same reason I had the reverse where it was.
  2. 01:26:144 (5,6) - This rhythm is kind of hard to follow for me since it skips so many vocals when they could be mapped like this.
    Yeah, I definitely agree.
  3. 01:35:335 (7,1) - Broken stack lol.
    HighTec was here.
  4. 03:05:855 (4) - Sounds like NC should start here at least musically.
    Then of course, I need to fix the resulting ones. Should be good now.

I have nothing to say about your Easy. It looks fine...

Push this!
I'll do my best to go forth.

Thanks for the mod! All updated!
Zer0-
Take a star!
Spork Lover
Yo, In-depth mod on general section + top diff for starter - School and tourney management is time consuming zzz
We'll IRC the lower diffs later :D

General

Didn't really find anything of importance here when I looked through the stats and hitsound delay etc :3

#mousedrift (;



00:02:560 (5,1) - I find this to play a little funny, but that's probably due to the rotation staying the same xd - You could consider making the direction counter-clockwise instead, while still giving it the linear feel that you're going for :)

00:07:763 (3,4,5) - This is inconsistent with 00:03:601 (3,4,5) - , and the music isn't really doing anything noticeably different when playing - I'd either make both linear/back n' forth, or something for those two, 'cause you make the 4th 3-note pattern per measure high spacing :) https://osu.ppy.sh/ss/7686678 <-- idea for the 3 notes. This could be an idea for the first part in the beginning + 00:07:763 (3,4,5), with a slider that doesn't break the rotation https://osu.ppy.sh/ss/7686688

So basically per measure in beginning;
1st 3-note: linear
2nd 3-note: triangle/other thing
3rd 3-note: linear
4th 3-note: back n' forth
^ and then repeat in the new measure

The same logic like the one above can be applied to the part at 02:14:526 - if you come up with a suitable change for it :)

00:17:127 (3,4,5,6,7) - Isn't 2 single taps + triple better? I find the "passive" 5-note to be pretty overkill here. https://osu.ppy.sh/ss/7686762 With this suggestion you're also emphasizing the snare on (4) with the jump :)

00:34:294 (7) - Rotate clockwise instead to fit the shape of the long slider after? https://osu.ppy.sh/ss/7686788 (spacing is high on (4,5), ignore that, but you could do the spacing on 5,6,7 and do the same on 01:40:711 (5,6,7) - )

00:58:745 (2,2) - If they were more curved, the sliders with overlap would make a perfect arc :) If you do this, make sure to apply it to the rest too, 'cause you do it consistently x]
^ same applies to shorter sliders like 01:37:069 (1,3) - too (https://osu.ppy.sh/ss/7686809) It will take a little while, but will spice up the aesthetics with very small changes.

02:14:526 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Everything goes in the same direction except for the last one. If you did what you did on 02:14:526 (1,2,3,4,5,1,2,3,4,5) - the exact same way on the last two, i'd do some big differences both for the flow and the aesthetics here, 'cause right now the 5,1 transitions all seem out of whack if compared to each other. (Also, you remember the "2nd 3-note thing" from earlier?)

02:24:844 (8,1) - This overlap is a little wonky. I think you make the scaling too small when you made the polygon shape. Don't do slider --> stream on small things like those (I'd actually only advice it, if the stream is not representing a shape (like a mildly curved slider). Use the polygon tool in this case, make 6 points, and THEN scale it to fit :D. I did a small thing to the end of the stream if you want something extra, up to you if you wanna add it or not xd https://osu.ppy.sh/ss/7687007
^ For this, look at how 02:24:757 (7,8,1) - overlaps.

02:37:589 (5,6,7) - I'd probably space this a little more, like I did in my suggestion at https://osu.ppy.sh/ss/7686788 on 5,6,7. This would apply to the other triple to 1/4 reverse parts like these two. :)

02:58:744 (6,7,1) - Is the spacing here inconsistent on purpose?

03:03:081 (1,2,1,2) - Arcs. (rotate (2) 6 degrees clockwise on 03:04:468 (1,2) - fx) https://osu.ppy.sh/ss/7686926 These types of arcs also allow for elaborate blankets. Like before, tiny changes can do wonders for how the map looks :D

03:10:017 (1,2,3,4) - These patterns are sexy af

03:13:659 (3,4,5) - If you did that thing in the beginning + 2:12 ish with the triangle/other thing, you could technically do that here too :)

Fun map, like the gimmicks <3 PM me whenever you want a voice IRC or whatever you'd call it on the lower diffs :3 Time to do some homework lel
Topic Starter
Halfslashed

Spork Lover wrote:

Yo, In-depth mod on general section + top diff for starter - School and tourney management is time consuming zzz
We'll IRC the lower diffs later :D

General

Didn't really find anything of importance here when I looked through the stats and hitsound delay etc :3

#mousedrift (;



00:02:560 (5,1) - I find this to play a little funny, but that's probably due to the rotation staying the same xd - You could consider making the direction counter-clockwise instead, while still giving it the linear feel that you're going for :)
Personally I find sliders that change the direction when combined with an entry that kills momentum to be more comfortable than ones that resume movement in the same direction, so i'll disagree with this. For what it's worth, this creates a wide angle as well, which sets up uncomfortable movement for the rest of the map.

00:07:763 (3,4,5) - This is inconsistent with 00:03:601 (3,4,5) - , and the music isn't really doing anything noticeably different when playing - I'd either make both linear/back n' forth, or something for those two, 'cause you make the 4th 3-note pattern per measure high spacing :) https://osu.ppy.sh/ss/7686678 <-- idea for the 3 notes. This could be an idea for the first part in the beginning + 00:07:763 (3,4,5), with a slider that doesn't break the rotation https://osu.ppy.sh/ss/7686688

So basically per measure in beginning;
1st 3-note: linear
2nd 3-note: triangle/other thing
3rd 3-note: linear
4th 3-note: back n' forth
^ and then repeat in the new measure

The same logic like the one above can be applied to the part at 02:14:526 - if you come up with a suitable change for it :)
This part of the song is actually doing something different than the previous point you linked. The previous point you linked had descending pitches, while these pitches go high-low-high with the 3rd note being higher than the first, which is why I have the current arrangement. The idea of these intro patterns is that they double down on themselves as well, and your suggested fix breaks that so I'll be disagreeing here.

00:17:127 (3,4,5,6,7) - Isn't 2 single taps + triple better? I find the "passive" 5-note to be pretty overkill here. https://osu.ppy.sh/ss/7686762 With this suggestion you're also emphasizing the snare on (4) with the jump :)
My issue witch switching the slider to singles is it reduces clarity of my rhythm, since the vocals stop, and breaks my rule of "snares on slider ends". I only break that rule when it is comfortable to switch from a vocal to snare with a triple, or when a vocal lands on a snare. Since i'm switching to the "clicking" sounds here due to the lack of vocals, it makes sense to map all five of these rather than skip the blue tick.

00:34:294 (7) - Rotate clockwise instead to fit the shape of the long slider after? https://osu.ppy.sh/ss/7686788 (spacing is high on (4,5), ignore that, but you could do the spacing on 5,6,7 and do the same on 01:40:711 (5,6,7) - )
It is more important for me to keep the relationship between 00:33:601 (3,7) than it is between 00:34:294 (7,1). I explained the spacing here in a previous post but basically, these are lower intensity than the previous 1/4s, so I reduced their spacing. Having them with nearly "stacked" spacing also provides a nice effect for the vocal hold here.Applied the rotation idea for the second instance, since it was kind of trying to do that but not really.

00:58:745 (2,2) - If they were more curved, the sliders with overlap would make a perfect arc :) If you do this, make sure to apply it to the rest too, 'cause you do it consistently x]
^ same applies to shorter sliders like 01:37:069 (1,3) - too (https://osu.ppy.sh/ss/7686809) It will take a little while, but will spice up the aesthetics with very small changes.
I'm a sloppy boy, I'm sorry, i'll clean up now.

02:14:526 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - Everything goes in the same direction except for the last one. If you did what you did on 02:14:526 (1,2,3,4,5,1,2,3,4,5) - the exact same way on the last two, i'd do some big differences both for the flow and the aesthetics here, 'cause right now the 5,1 transitions all seem out of whack if compared to each other. (Also, you remember the "2nd 3-note thing" from earlier?)
The transitions were consistent in the way I intended, but making the direction concepts consistent with the intro was a really good idea, nice catch!

02:24:844 (8,1) - This overlap is a little wonky. I think you make the scaling too small when you made the polygon shape. Don't do slider --> stream on small things like those (I'd actually only advice it, if the stream is not representing a shape (like a mildly curved slider). Use the polygon tool in this case, make 6 points, and THEN scale it to fit :D. I did a small thing to the end of the stream if you want something extra, up to you if you wanna add it or not xd https://osu.ppy.sh/ss/7687007
^ For this, look at how 02:24:757 (7,8,1) - overlaps.
Making the overlap neater comes with the unfortunate side effect of not following the curvature progression i wanted here. However, I did try to make the stream a bit neater.

02:37:589 (5,6,7) - I'd probably space this a little more, like I did in my suggestion at https://osu.ppy.sh/ss/7686788 on 5,6,7. This would apply to the other triple to 1/4 reverse parts like these two. :)
Refer to my reasoning on the spacing on 00:34:294 (7).

02:58:744 (6,7,1) - Is the spacing here inconsistent on purpose?
Looks the same as 01:06:375 (6,7,1) to me.

03:03:081 (1,2,1,2) - Arcs. (rotate (2) 6 degrees clockwise on 03:04:468 (1,2) - fx) https://osu.ppy.sh/ss/7686926 These types of arcs also allow for elaborate blankets. Like before, tiny changes can do wonders for how the map looks :D
As I said I'm a sloppy boy, all fixed.

03:10:017 (1,2,3,4) - These patterns are sexy af
<3

03:13:659 (3,4,5) - If you did that thing in the beginning + 2:12 ish with the triangle/other thing, you could technically do that here too :)
If I did I would.

Fun map, like the gimmicks <3 PM me whenever you want a voice IRC or whatever you'd call it on the lower diffs :3 Time to do some homework lel
Thanks for the mod! Will definitely contact you further :)
Lasse
ex
hitsound stuff applies to all diffs except sergio's
normal-hitnormal seems kinda unfitting cause you usually had it on kicks, but it's some electronic snare like hitsound. the second one seemed more fitting, or another electronic kick sample. maybe one of these http://puu.sh/v4gUy/7914d37980.7z ?
like hitsound placement in terms of sampleset/additions seems alright, but the samples don't really match lol
similarly I think you soft-hitclap could be a more fitting snare sound for an electronic song, something like http://puu.sh/v4h0u/f47a62ba66.wav or even your current normal-hitnormal with higher volume might work
some things would have to be adjusted then, like 01:06:375 (6,7) - would be soft-clap instead of normal-hitnormal cause snares

00:08:110 (5) - somehow the low spacing back and forth makes this really stand out, probably cause 00:06:375 (3,4,5) - makes you expect bigger spacing on this kind of movement. I think it would be nice if you used one of the other solutions you have for this thing (like the other ones in inro/later). this would also make 00:31:867 (1,2,3,4,5,6) - feel a bit more unique

00:23:543 (1) - really personal thing, but since you other sliders are only slightly rotated, this looks a bit out of place. just think something like http://lasse.s-ul.eu/4wg9SYxG.jpg would work?
00:26:231 - I checked the thread since I was sure this was pointed out and even if you don't really want clickable 1/4 in the calm part. it's stacked and low bpm and would fit so well here with the song and for emphasis too since it kinda "extends" the vocal from 8 onto the slider // 01:32:734 (8,1) -

00:34:294 (7) - drum additions? you could add drum claps or something // 01:40:711 (5,6,7) -
00:45:219 (5,6,7) - similar to ^ would also make up a bit for snapping on 00:45:219 (5,6) - sounding a bit weird // 01:51:809 (5,6,7) -
00:56:491 (5,6,7) - ^ // 02:03:081 (5,6,7) - same for when all these things repeat in the last chorus

00:33:861 (4) - this could also need some hitsounding overall, which would also make up for the weird feeling of clicking on nothing but having sounds on the repeat (which in itself is fine here to simplify stuff instead of randomly clicking the 1/8)
00:42:619 (7) - :eyes:
01:06:375 (6,7,1) - seems this was supposed to have even distance but got messed up due to sv? at least I think having them even would work better here and things like 01:09:150 (8,9,1) - also do that

01:19:555 (3) - placement here looks a bit forced, just to avoid overlapping 5 it seems? maybe you could give something like http://lasse.s-ul.eu/zUJkijBB.jpg a try? might have to more 01:20:075 (4,5) - then though
01:22:329 (3) - suddenly having the snare on the end of a short repeat seemed really strange, I think your other solutions before worked better

02:14:526 (1) - finish? also think this part could use slightly more volume, whistles seemed harder to hear than in the intro cause of the background drums (55-60%)
02:20:075 - needs more volume to match song building up (60%?), adjust 02:22:806 - then too and whatever I missed here
02:25:190 (12,1,2) - this seemed a bit too sharp for the emphasis on 1. think you could just flip 02:25:277 (1,2,3,4,1) - lol http://lasse.s-ul.eu/LXOfYege.jpg still emphasis 1 but does it a bit more appropriately

03:21:289 (1) - end could be lower volume and also maybe extended until 03:22:849 - ?

enjoyable overall, took me a play or two to figure out the doubles in the chorus, but then they were pretty satisfying to hit. linear back and forths are cute too


sergio
02:14:526 - lower volume of the whistles here, they seem way too loud
somehow would've expected drum-hitclap4 to be used more frequently
for example on spots like 00:17:994 - (basically for parts you started with it you could also add in the middle of the part or every few downbeats) since doing some additive hitsounding this rarely makes it seem a bit weird I think

00:26:231 - seems you mapped the other obvious triples in this part but not this? // 01:32:820 -
00:34:179 (3) - not quite sure about 1/6 here and anyways it should go on until 00:34:468 - ? 1/8 might be more accurate cause sound on 00:34:381 - also all other diffs use some 1/8 and 1/4 mix // 01:40:768 (3) -

01:55:451 (2,3) - think this should be unstacked cause you usually had stacks for different stuff in the chorus, also 00:48:861 (2,3) - 02:41:231 (2,3) - are not stacked and the same thing. maybe something like http://lasse.s-ul.eu/yG7v2pG2.jpg would work? could even overlap 01:55:451 (2,5) - the same way as your other overlaps

03:21:115 (1) - could add your custom drum-hitclap here I think

like the contrast in visuals this has with the top diff cause it uses overlaps all the time while top diff usually avoids them, cute


hard
00:32:214 (2,3,4,5) - something here could be another 1/2 slider cause it's a bit hard in comparison to difficulty of the more intense parts
probably 00:32:214 (2,3) - as 1/2 slider so you still get the buildup stuff // 01:38:803 (2) -

00:45:219 (5,6,7) - stacking kinda ruins the linearity here, could just be moved slightly down
00:56:491 (5,1) - this might throw off a lot of people of your target audience I think, might be nice to unstack and have it a bit more similar to these in chorus // 02:48:861 (5,1) -
=> 02:03:081 (5,1) - this is better

01:02:040 (3,4) - 02:54:410 (3,4) - 03:05:508 (3,4) - why are these the only stacked ones in these parts? they don't seem different from the unstacked ones
02:25:277 - I think something like http://lasse.s-ul.eu/bFwnuNwn.jpg might increase readability a bit here. or something similar with some adjustment to fit the following stuff
03:11:057 (5,1) - kinda mistakable for 1/2 with the spacing increase on 4-5 and linear movement. how about moving 5 a bit? http://lasse.s-ul.eu/ODo5OhlX.jpg or something like that
03:16:607 (3,4) - now here I don't really see a reason for this to not be stacked lol


normal
00:06:549 (6) - I think the 1/2 sliders until 00:12:445 - could just be single circles instead as that gives a better contrast in density and you did it for some already
similarly 00:12:445 - section is quite slider heavy and simply replacing some of them with circles and 1/1 gaps would work better imo. like 00:13:485 (3) - 00:16:260 (3) - // 01:19:034 - similar here
00:19:555 (5,6,7) - could be a bit less dense for such a calm part // 01:26:144 (5,6,7) -
00:21:115 (2,3,4,5,6) - harder than most of the more intense parts. something like http://lasse.s-ul.eu/5LG3s34S.jpg might be a bit more straining tapping wise, but feels much less dense cause it removes one of the long sliders // 01:27:705 (2,3,4,5,6) -
00:32:560 - did you consider something like http://lasse.s-ul.eu/8IKkXu4s.jpg I think that bring the change in drums on 00:32:907 - better across // 01:38:456 (1,2,3) -

01:12:098 (1,2,3,1,2,3) - really long 1/2 chain again when 01:13:138 (3) - could just be a circle
01:15:913 - ^ // 03:05:508 (3) - 03:08:283 (6) -

02:21:462 (4,5,6,1,2) - could probably also be slightly less dense


easy
00:32:907 (3,4) - I don't think these are appropriate here for this kind of difficulty with how you used them. could be sth like http://lasse.s-ul.eu/M8mqIlyZ.jpg or maybe http://lasse.s-ul.eu/qHCjiXJh.jpg // 01:39:497 (3,4) -

00:40:190 (1,2,3,4) - dont really get these 3/2 gap rhythms here cause 00:40:711 - skips snare to follow vocalsm but then 00:41:231 - follows snares again
similar for 00:51:289 (1,2,3,4) - and other kiais

00:44:352 (3) - similar here. your map already has 3/2 gaps so http://lasse.s-ul.eu/C4s7e45h.jpg would be fine // 00:55:797 (4) -
same for chorus 2 and 3

[]
main issue is they way easy utilizes 1/2 sliders and maybe some hitsounding stuff, density of a few spots in normal
other things seem alright to me
probably get like one or two more mods?
Topic Starter
Halfslashed

Lasse wrote:

ex
hitsound stuff applies to all diffs except sergio's
normal-hitnormal seems kinda unfitting cause you usually had it on kicks, but it's some electronic snare like hitsound. the second one seemed more fitting, or another electronic kick sample. maybe one of these http://puu.sh/v4gUy/7914d37980.7z ?
like hitsound placement in terms of sampleset/additions seems alright, but the samples don't really match lol
similarly I think you soft-hitclap could be a more fitting snare sound for an electronic song, something like http://puu.sh/v4h0u/f47a62ba66.wav or even your current normal-hitnormal with higher volume might work
some things would have to be adjusted then, like 01:06:375 (6,7) - would be soft-clap instead of normal-hitnormal cause snares
Yeah I think your samples are much better. Removed my current normal-hitnormal and replaced it with my current normal-hitnormal2. I'm now using electronic03.wav as normal-hitnormal2 and your soft-hitclap.

00:08:110 (5) - somehow the low spacing back and forth makes this really stand out, probably cause 00:06:375 (3,4,5) - makes you expect bigger spacing on this kind of movement. I think it would be nice if you used one of the other solutions you have for this thing (like the other ones in inro/later). this would also make 00:31:867 (1,2,3,4,5,6) - feel a bit more unique
Decided on using what I did for 02:20:942 (4,5,6).

00:23:543 (1) - really personal thing, but since you other sliders are only slightly rotated, this looks a bit out of place. just think something like http://lasse.s-ul.eu/4wg9SYxG.jpg would work?
It was how it was because of something else I had before, which was removed, so I agree.

00:26:231 - I checked the thread since I was sure this was pointed out and even if you don't really want clickable 1/4 in the calm part. it's stacked and low bpm and would fit so well here with the song and for emphasis too since it kinda "extends" the vocal from 8 onto the slider // 01:32:734 (8,1) -
Yeah this is probably the 4th time I've heard this now so I guess it's going to happen, since the extension of the vocal is the desired effect here anyways.

00:34:294 (7) - drum additions? you could add drum claps or something // 01:40:711 (5,6,7) -
00:45:219 (5,6,7) - similar to ^ would also make up a bit for snapping on 00:45:219 (5,6) - sounding a bit weird // 01:51:809 (5,6,7) -
00:56:491 (5,6,7) - ^ // 02:03:081 (5,6,7) - same for when all these things repeat in the last chorus
I agree to all of the above, also added some volume decreases along with it.

00:33:861 (4) - this could also need some hitsounding overall, which would also make up for the weird feeling of clicking on nothing but having sounds on the repeat (which in itself is fine here to simplify stuff instead of randomly clicking the 1/8)
I did something, will probably need to get opinions on it though.

00:42:619 (7) - :eyes:
:eyes:

01:06:375 (6,7,1) - seems this was supposed to have even distance but got messed up due to sv? at least I think having them even would work better here and things like 01:09:150 (8,9,1) - also do that
Talk about carelessness, fixed.

01:19:555 (3) - placement here looks a bit forced, just to avoid overlapping 5 it seems? maybe you could give something like http://lasse.s-ul.eu/zUJkijBB.jpg a try? might have to more 01:20:075 (4,5) - then though
The issue I have with your proposal here is that it creates more movement than I really want here, but I did run out of space here to keep the movement I wanted.

01:22:329 (3) - suddenly having the snare on the end of a short repeat seemed really strange, I think your other solutions before worked better
This short repeat still follows my pattern of snares on slider ends, and normally it would be a 1/2 slider, but due to the strength of the sound on the blue tick on 01:22:416 and the fact that I started the measure with mapping them with 01:22:069, I didn't want to skip it here. I also introduced this at 00:15:740 (3).

02:14:526 (1) - finish? also think this part could use slightly more volume, whistles seemed harder to hear than in the intro cause of the background drums (55-60%)
02:20:075 - needs more volume to match song building up (60%?), adjust 02:22:806 - then too and whatever I missed here
55% and a finish it is, and increased the rest of the volumes up to the start of the first kiai.

02:25:190 (12,1,2) - this seemed a bit too sharp for the emphasis on 1. think you could just flip 02:25:277 (1,2,3,4,1) - lol http://lasse.s-ul.eu/LXOfYege.jpg still emphasis 1 but does it a bit more appropriately
Someone else mentioned that this felt a bit too awkward since I didn't introduce anything like it (song has no other places for streams) so I think this is a suitable alternative.

03:21:289 (1) - end could be lower volume and also maybe extended until 03:22:849 - ?
I decreased the volumes but I decided not to extend it, since where it ends feels like the climax of the sound, though it doesn't end until a bit later.

enjoyable overall, took me a play or two to figure out the doubles in the chorus, but then they were pretty satisfying to hit. linear back and forths are cute too

hard
00:32:214 (2,3,4,5) - something here could be another 1/2 slider cause it's a bit hard in comparison to difficulty of the more intense parts
probably 00:32:214 (2,3) - as 1/2 slider so you still get the buildup stuff // 01:38:803 (2) -
Well the more difficult sections with this kind of note density are still much harder due to the amounts of spacing changes and less clear path, so I think this still offers some good contrast.

00:45:219 (5,6,7) - stacking kinda ruins the linearity here, could just be moved slightly down
Fixed.

00:56:491 (5,1) - this might throw off a lot of people of your target audience I think, might be nice to unstack and have it a bit more similar to these in chorus // 02:48:861 (5,1) -
=> 02:03:081 (5,1) - this is better
Changed, especially since I didn't really introduce slider end stacking.

01:02:040 (3,4) - 02:54:410 (3,4) - 03:05:508 (3,4) - why are these the only stacked ones in these parts? they don't seem different from the unstacked ones
For this section I basically inverted what I did for the intro, where emphasis for higher pitches in the intro was movement, here emphasis for the higher pitches is stacking.

02:25:277 - I think something like http://lasse.s-ul.eu/bFwnuNwn.jpg might increase readability a bit here. or something similar with some adjustment to fit the following stuff
Changed the spacing between 02:24:930 (3,1) and moved some stuff around but kept the direction of the stream the same.

03:11:057 (5,1) - kinda mistakable for 1/2 with the spacing increase on 4-5 and linear movement. how about moving 5 a bit? http://lasse.s-ul.eu/ODo5OhlX.jpg or something like that
Moved some stuff around to make this work.

03:16:607 (3,4) - now here I don't really see a reason for this to not be stacked lol
Pitch increase :p

normal
00:06:549 (6) - I think the 1/2 sliders until 00:12:445 - could just be single circles instead as that gives a better contrast in density and you did it for some already
Due to the pitch increase, beats like 00:06:722 become stronger, and so i'd prefer to at least map them passively.

similarly 00:12:445 - section is quite slider heavy and simply replacing some of them with circles and 1/1 gaps would work better imo. like 00:13:485 (3) - 00:16:260 (3) - // 01:19:034 - similar here
Changed stuff like 00:13:485 (3) into circles but kept stuff like 00:16:260 (3) since there's a really strong beat on the ends there.

00:19:555 (5,6,7) - could be a bit less dense for such a calm part // 01:26:144 (5,6,7) -
Well this is a calm part that is unusually dense. It's still only three objects in a row so I still think this is fine.

00:21:115 (2,3,4,5,6) - harder than most of the more intense parts. something like http://lasse.s-ul.eu/5LG3s34S.jpg might be a bit more straining tapping wise, but feels much less dense cause it removes one of the long sliders // 01:27:705 (2,3,4,5,6) -
Eh, I like what the effect provides more than what I had did, despite not really wanting clickable 1/2 outside the kiai.

00:32:560 - did you consider something like http://lasse.s-ul.eu/8IKkXu4s.jpg I think that bring the change in drums on 00:32:907 - better across // 01:38:456 (1,2,3) -
I prefer my current rhythm since the sliders add continuous stress until the 1/1 gap, and the stronger drums are all clickable.

01:12:098 (1,2,3,1,2,3) - really long 1/2 chain again when 01:13:138 (3) - could just be a circle
01:15:913 - ^ // 03:05:508 (3) - 03:08:283 (6) -
Well, my reasoning for these was the same as 00:06:549 (6), but this does result in a big density increase, so I'll just go with your fix. It pains me to change stuff like 01:15:913 though.

02:21:462 (4,5,6,1,2) - could probably also be slightly less dense
:x

easy
00:32:907 (3,4) - I don't think these are appropriate here for this kind of difficulty with how you used them. could be sth like http://lasse.s-ul.eu/M8mqIlyZ.jpg or maybe http://lasse.s-ul.eu/qHCjiXJh.jpg // 01:39:497 (3,4) -
I'd really like to keep these if possible, since the given alternatives don't really represent this part well at all, but I get why they can be an issue. Will leave them for now but I'm going to look for some alternatives.

00:40:190 (1,2,3,4) - dont really get these 3/2 gap rhythms here cause 00:40:711 - skips snare to follow vocalsm but then 00:41:231 - follows snares again
similar for 00:51:289 (1,2,3,4) - and other kiais
I need to end up on drums for 00:42:965 (1), but the last vocal is on 00:42:792 and I don't want to introduce 1/2 gaps in this difficulty. This combined with the fact that the strong drums end up on blue ticks just make this a really bad place to simplify, and what I have is the best I could come up with ok intensity representation. I'm going to try to find alternatives though.

00:44:352 (3) - similar here. your map already has 3/2 gaps so http://lasse.s-ul.eu/C4s7e45h.jpg would be fine // 00:55:797 (4) -
same for chorus 2 and 3
I quite like the effect that this provides.

[]
main issue is they way easy utilizes 1/2 sliders and maybe some hitsounding stuff, density of a few spots in normal
other things seem alright to me
probably get like one or two more mods?
Thanks for the mod! Should have the last few coming soon.
Xilver15
Hello! From queue o7

[General]

MrSergio's Lunatic diff seem to both have inconsistent kiais and inconsistent combo colors.

[Darkness]

00:17:387 (4,5,6,7) - I feel like removing 4 and changing to a triple would add some emphasis to this pattern, since you're introducing clickable 1/4th patterns now in the map they should have a bit more impact.
01:06:896 (2) - This should probably be ctrlG'd to compare with 01:17:647 (1,2) - , I think.
01:24:063 (4,5,6) - Feels a bit weird to not overlap this triple with 01:23:543 (2) - considering your overlap choices throughout the map.
02:24:844 (8,9,10,11,12,1) - This stream pattern seems a bit jerky in nature, to not so much changing in the song to emphasis such a flow break in it. Maybe change to something more flowy?
02:59:266 (2) - Same instance as 01:06:896 (2) -, they seem to be the same sounds in the song so they shouldn't have different flow patterns to them.

Great diff overall. Not much I could find, you did a good job c:

[MrSergio's Lunatic]

00:22:156 (1) - Maybe change this shape into something more expressive to indicate the massive SV reduction? This was kind of hard to differentiate from your previous sliders since they look the same.
00:33:861 (1,2) - I'm pretty sure 1 should start on the 1/8th tick closest to 00:33:948 (2) - , not on 1/4.
00:54:063 (1,2,3,4,5,6,7,8,9,1) - It's a bit weird for this jump pattern to have very sharp angles, when all of your other jumps in this section have very flowy, one directinal movement. I feel like you should do the same here. The same one directional movement happens in your other kiai instances, too.
01:03:774 (1,2) - Feels a bit weird to have your previous slider patterns flow normally and then have this one flow break with no indication in the song. Maybe ctrlG on 01:04:294 (2) - ?
01:06:029 (5) - NC?
01:17:647 (1,2,3,4,5) - Space these out a bit more? the current spacing you have here made this section feel a bit weak.
01:22:329 (2,3) - Blanket?
01:28:745 (1) - Same instance as before.
01:40:451 (1,2) - Same instance as before.
02:58:399 (5) - NC?

[Hard]

This is kind of really close to being a low insane diff, IMO...I think maybe reducing the base SV or some of the jumps would help with keeping this a hard, but that's up to you.

00:13:832 (1,2) - This blanket here seems a bit off, I think...
02:31:347 (1,2,3,4) - This one directional flow seemed kind of awkward and not comfortable to play. Maybe change the order of the notes to flow better?

[Normal]

Seemed fine to me. Some parts felt a bit dense in rhythm but it's nothing too major, IMO..

[Easy]
00:32:907 (3,4,5) - Not sure how 1/2 sliders play in easy diffs... I kind of agree with Lasse on this part, this should be changed to something more rhythmically simple.
00:38:630 (3,4) - Seemed kinda weird for this to follow vocals while you have 00:37:416 (1) - following drums. Same for other instances.

That's all. This is a solid mapset overall!! Best of luck getting this ranked~
Topic Starter
Halfslashed

Xilver wrote:

Hello! From queue o7

[General]

MrSergio's Lunatic diff seem to both have inconsistent kiais and inconsistent combo colors.
Yeah he lives life on the edge. Should be fine though since there's no rule that says this isn't allowed.

[Darkness]

00:17:387 (4,5,6,7) - I feel like removing 4 and changing to a triple would add some emphasis to this pattern, since you're introducing clickable 1/4th patterns now in the map they should have a bit more impact.
I plan to leave it as is since I don't think it's right to only partially map the instrument I'm following here.

01:06:896 (2) - This should probably be ctrlG'd to compare with 01:17:647 (1,2) - , I think.
Since I've already set up this kind of motion in previous patterns, it allows me to introduce this SV change and 1/4 spacing without it feeling too jarring. Since the player will be used to this SV with this type of pattern, changing direction with 01:17:647 (1,2) should be more intuitive here. Musically, this slider is the same pitch as 01:06:549 (1), which is why they both point in the same direction, while pitches at 01:17:647 (1,2) are different.

01:24:063 (4,5,6) - Feels a bit weird to not overlap this triple with 01:23:543 (2) - considering your overlap choices throughout the map.
Well I actually avoid overlaps as much as possible, only introducing them with sliders like in the intro. This is manually adjusted so that 4 is stacked underneath 2.

02:24:844 (8,9,10,11,12,1) - This stream pattern seems a bit jerky in nature, to not so much changing in the song to emphasis such a flow break in it. Maybe change to something more flowy?
Adjusted the curvature of 02:24:237 (1,2,3,4,5,6,7) to make for a less jarring transition.

02:59:266 (2) - Same instance as 01:06:896 (2) -, they seem to be the same sounds in the song so they shouldn't have different flow patterns to them.
Explained in my point for 01:06:896 (2).
Great diff overall. Not much I could find, you did a good job c:
<3

[Hard]

This is kind of really close to being a low insane diff, IMO...I think maybe reducing the base SV or some of the jumps would help with keeping this a hard, but that's up to you.
Well SV is actually already quite low for a Hard difficulty, and the jumps aren't too big, since they're less than a 50% increase in distance. It makes sense in the context of the spread, given how click-heavy the Normal difficulty is.

00:13:832 (1,2) - This blanket here seems a bit off, I think...
Yep, had to adjust the shape of 1.

02:31:347 (1,2,3,4) - This one directional flow seemed kind of awkward and not comfortable to play. Maybe change the order of the notes to flow better?
Normally I agree since I do use sliders to establish direction, but the player by this point should know that this pattern doesn't use these sliders to establish direction, and should recognize that this is played like 00:37:416 (1,2,3,4).

[Normal]

Seemed fine to me. Some parts felt a bit dense in rhythm but it's nothing too major, IMO..

[Easy]
00:32:907 (3,4,5) - Not sure how 1/2 sliders play in easy diffs... I kind of agree with Lasse on this part, this should be changed to something more rhythmically simple.
Still working on finding an alternative, but I have an idea of which one I want.
00:38:630 (3,4) - Seemed kinda weird for this to follow vocals while you have 00:37:416 (1) - following drums. Same for other instances.
00:37:416 (1) facilitates a switch from drums to vocals, since there is a strong drum and a strong vocal here.

That's all. This is a solid mapset overall!! Best of luck getting this ranked~
Thanks for the mod!
Spork Lover
Yo, me and halfslashed did some more changes over discord on the Easy/Normal/Hard :3 Most of the changes were aesthetics, but on the easy we changed 2-3 patterns that had deceiving slider bodies for new players :)
Seijiro

Lasse wrote:

sergio
02:14:526 - lower volume of the whistles here, they seem way too loud yep
somehow would've expected drum-hitclap4 to be used more frequently
for example on spots like 00:17:994 - (basically for parts you started with it you could also add in the middle of the part or every few downbeats) since doing some additive hitsounding this rarely makes it seem a bit weird I think
it feels a bit too much if I do it that often tho :thinking:
What I had in mind from beginning was making this hitsound something special, so using it too much defeats the purpose :/


00:26:231 - seems you mapped the other obvious triples in this part but not this? // 01:32:820 -
ah, that's because the main focus of those combos was actually vocals. The first triplet I mapped in the same combo was a good fit because I needed it for flow (without that, 00:25:277 (3,4) - this jump would suck a bit)
(Also, I'm having a hard time noticing it considering the hitsounding @.@

00:34:179 (3) - not quite sure about 1/6 here and anyways it should go on until 00:34:468 - ? 1/8 might be more accurate cause sound on 00:34:381 - also all other diffs use some 1/8 and 1/4 mix // 01:40:768 (3) -
ok, made it 1/8 and extended till red tick

01:55:451 (2,3) - think this should be unstacked cause you usually had stacks for different stuff in the chorus, also 00:48:861 (2,3) - 02:41:231 (2,3) - are not stacked and the same thing. maybe something like http://lasse.s-ul.eu/yG7v2pG2.jpg would work? could even overlap 01:55:451 (2,5) - the same way as your other overlaps
yep, managed something similar to your screen.
It was like that mostly for variety tbh, so who cares.


03:21:115 (1) - could add your custom drum-hitclap here I think
why not, it sounds cool

like the contrast in visuals this has with the top diff cause it uses overlaps all the time while top diff usually avoids them, cute I am "cu" and Halfy is "te";) lame puns intensify

Xilver wrote:

Hello! From queue o7

[General]

MrSergio's Lunatic diff seem to both have inconsistent kiais and inconsistent combo colors.
Combo colors may vary from diff to diff (say, you have one BG for each diff. You can change combo colors to match those BGs better.
As for the kiai times, it is allowed to do this as long as all the maps of the same mapper have the same kiai times. Different mappers can set a different kiai time for their diffs, but it must be consistent across all of them.


[MrSergio's Lunatic]

00:22:156 (1) - Maybe change this shape into something more expressive to indicate the massive SV reduction? This was kind of hard to differentiate from your previous sliders since they look the same.
I believe there is enough time to read this. The same, the angle and the curve were meant to help the transition
00:33:861 (1,2) - I'm pretty sure 1 should start on the 1/8th tick closest to 00:33:948 (2) - , not on 1/4.
for the sake of playability, I have to place it like that.
The pattern was meant to have that double so if I simplify even more to avoid the snap it would become bland (and I'd need to change this)
I personally think that a 1/8 difference won't be a big deal in fact of timing.

00:54:063 (1,2,3,4,5,6,7,8,9,1) - It's a bit weird for this jump pattern to have very sharp angles, when all of your other jumps in this section have very flowy, one directinal movement. I feel like you should do the same here. The same one directional movement happens in your other kiai instances, too.
I can't seem to see "why"I should be doing what you suggested tho...
As I see the song, this part is the outro of kiai time, as well as a division point between kiai and the next musical section. The concepts used here are the same used elsewhere, just in a stronger way (the "sharp"angles you noticed, probably).
On a second note, isn't stuff like 00:41:231 (6,7,1,2) - or 00:44:005 (7,8,9,1,2,3,4) - sharp too? .-.

01:03:774 (1,2) - Feels a bit weird to have your previous slider patterns flow normally and then have this one flow break with no indication in the song. Maybe ctrlG on 01:04:294 (2) - ?
you probably didn't see the spacing relation between all my sliders in this sort of sections /w\
If I ctrl+G that one spacing would be awful, not to mention flow is totally ruined (and flow is the most characteristic thing for this map, if you notice)

01:06:029 (5) - NC? but it's still the same musical stanza :/
01:17:647 (1,2,3,4,5) - Space these out a bit more? the current spacing you have here made this section feel a bit weak. why not
01:22:329 (2,3) - Blanket? blanketed enough for me and I hate them to begin with =3=
01:28:745 (1) - Same instance as before. rip
01:40:451 (1,2) - Same instance as before. rip
02:58:399 (5) - NC? same as before
Thanks a bunch for the mods, guys~


http://mrsergio.s-ul.eu/R0nHWJ7i.osu
Stjpa
(First off: I only pointed out general stuff for the lower diffs because I'm quite picky and have also higher standards for them, if you seem to accept them and change a lot in them I'd like to IRC mod them to mention smaller stuff, just didn't feel like going in-depth when they are basically fine for ranking but don't meet my standards)

About easy: The whole map has a boring structure imo, barely any cool sliderarts were used, the placement is inconsistent (like sometimes the objects show straight to the next one while it's a little shifted at other places) and the placement also looks really forced imo with the way you used symmetry imo. There's nothing fundamentally wrong but the things I named kind of annoy me

[Normal]
  1. 00:06:549 (6) - This is a little confusing for newer players as they won't notice any difference in the music (and to be honest I don't either) so having a sudden pattern change isn't really recommended if you don't do it regularly
  2. 00:16:260 (3,4,5) - I highly recommend to change all patterns that are just placed straight in front of the previous object as they look really boring and are also really boring to play as well. Having good curves (or good and pleasant visuals) improves a map, especially lower diffs a ton
  3. 00:19:555 (5,6) - I think having two 1/2 sliders that start on the downbeat would be way easier to follow for the player as the vocals kind of start there already and it's somewhat noticable
  4. 02:23:716 - You filled previous 1/2 spam with 1/2 sliders already so I'm wondering why you leave this one empty when the kick is definitely noticable
[Hard]
  1. 02:25:277 (1,2,3,4,1) - This is pretty harsh fora Hard diff because at this difficulty they just met 1/4's so using them after a 1/4 slider is really meh, if anything the whole pattern should begin with a burst
  2. I'm wondering why the third kiai has completely different placement / aesthetics than the other two kiais, feels really weird if you ask me lol. Not a problem at all but having the style consistent wouldn't be too bad
[Darkness]
  1. im wondering why u dont use stack leniency 2 because the diff is build around reading (kinda) with all the overlap stuff but then u have 1/2 stacks that are really normal like in a generic map so basically with no meaning behind it
  2. 00:11:404 (3,4,5) - the way u placed them doesnt make it feel like they have a context especially when listening to the pitch as it goes up consecutievely but u straight up use a jump from 3 to 4 and kind of place 5 randomly because u ran out of space, a clean 120° pattern or anything that gives the same emphasis to all three sliders or something would be a better idea imo
  3. 00:12:965 (3) - really weird that u dont use any emphasis at all for the stronger vocals (not even placement-wise which would be cool imo, since u did that for other patterns) and also ignore the kick u even hitsounded which is a bit weird since hitsounding is there to help the player to follow the music better but u dont put a clickable object there
  4. 00:20:422 (7,8) - this is a lot stronger than 00:19:034 (7,8) - but ur spacing doesnt really reflect that :(
  5. 00:39:497 (5,6,7) - i feel like u could emphasize the triplets a lot better by giving it a more unique placement, making it parallel to the 1/2 circles from before feels really meh if u ask me, try something like this] (or at least space it a little more just like u did in the section part of the kiai lol)
  6. 00:42:619 (7) - considering that u used only curved sliders in the whole kiai it feels really odd that u dont do it for this one
  7. 01:10:711 (1) - it triggers me that the slidertail isnt inbetween 01:10:364 (4,5) - like u did 00:58:225 (1) - here for example
  8. 01:12:098 (1) - i understand that u went out of space for good placement but damn this is so ugly, are u sure theres no better solution for that?
  9. 01:19:555 (3,4,5) - 00:12:965 (3,4,5) - inconsistent in spacing, same happens for 01:22:329 (3,4) - this pattern
  10. 01:24:150 (5) - i dont really hear anything on this object but 01:23:977 - here actually
  11. 01:25:797 (8) - the vocals for the similar section in the beginning had pretty much the same strength but all of a sudden heres no jump
  12. 01:40:711 (5,6,7) - maybe im dumb but they seem to be quite stronger than the ones before the first kiai so u might want to give the triplet a little more spacing to reflect that
Topic Starter
Halfslashed

Stjpa wrote:

(First off: I only pointed out general stuff for the lower diffs because I'm quite picky and have also higher standards for them, if you seem to accept them and change a lot in them I'd like to IRC mod them to mention smaller stuff, just didn't feel like going in-depth when they are basically fine for ranking but don't meet my standards)

About easy: The whole map has a boring structure imo, barely any cool sliderarts were used, the placement is inconsistent (like sometimes the objects show straight to the next one while it's a little shifted at other places) and the placement also looks really forced imo with the way you used symmetry imo. There's nothing fundamentally wrong but the things I named kind of annoy me
I wish I had rhythm that supported cool slider art too, but i'm not just going to force complex shapes in when I don't feel they fit, hence the simple aesthetics. I can't say I know to respond for the rest of these concerns, but I would like examples of inconsistencies since self-modding isn't terribly effective past a certain point.

[Normal]
  1. 00:06:549 (6) - This is a little confusing for newer players as they won't notice any difference in the music (and to be honest I don't either) so having a sudden pattern change isn't really recommended if you don't do it regularly
    There's a pitch increase here as opposed to a decrease, so I wanted to map the red tick since it's stronger. I do it consistently when it comes up in the song, and in terms of clicks this is still the same.
  2. 00:16:260 (3,4,5) - I highly recommend to change all patterns that are just placed straight in front of the previous object as they look really boring and are also really boring to play as well. Having good curves (or good and pleasant visuals) improves a map, especially lower diffs a ton
    They're straightforward to play, which is why I used them. It's a simplistic placement, but I don't think that hurts the overall experience of the map, especially when players at this level are probably focusing on getting used to the rhythms anyways.
  3. 00:19:555 (5,6) - I think having two 1/2 sliders that start on the downbeat would be way easier to follow for the player as the vocals kind of start there already and it's somewhat noticable
    The vocal is actually the same syllable as 00:19:208 (4), but with a slurred pitch. Since i'm following vocals, I prefer to keep my current rhythm.
  4. 02:23:716 - You filled previous 1/2 spam with 1/2 sliders already so I'm wondering why you leave this one empty when the kick is definitely noticable
    I'm wondering why I left this empty too.
[Hard]
  1. 02:25:277 (1,2,3,4,1) - This is pretty harsh fora Hard diff because at this difficulty they just met 1/4's so using them after a 1/4 slider is really meh, if anything the whole pattern should begin with a burst
    In terms of emphasis that doesn't really work too well, since the last 5 notes are the strongest. Additionally, 1/4 gaps between slider ends and clickable objects have already been introduced, so this should be doable for these players.
  2. I'm wondering why the third kiai has completely different placement / aesthetics than the other two kiais, feels really weird if you ask me lol. Not a problem at all but having the style consistent wouldn't be too bad
    It incorporates similar movement to the first kiai, but it's overall a bit less comfortable to play, which adds a subtle increase in difficulty that I'm a fan of.
[Darkness]
  1. im wondering why u dont use stack leniency 2 because the diff is build around reading (kinda) with all the overlap stuff but then u have 1/2 stacks that are really normal like in a generic map so basically with no meaning behind it
    I prefer having visually different stacking for 1/2 and 1/1. It's also visually consistent with the overlaps (which can't be perfect due to RC). The stacks themselves are used for the movement they provide (or rather, their lack of movement), and how they're read doesn't really affect my intentions behind when I use them.
  2. 00:11:404 (3,4,5) - the way u placed them doesnt make it feel like they have a context especially when listening to the pitch as it goes up consecutievely but u straight up use a jump from 3 to 4 and kind of place 5 randomly because u ran out of space, a clean 120° pattern or anything that gives the same emphasis to all three sliders or something would be a better idea imo
    A common visual relationship I use throughout this map is 45 degree rotations between sliders. Pitch goes up but 4 still feels like a stronger note, which is why I used a jump there.
  3. 00:12:965 (3) - really weird that u dont use any emphasis at all for the stronger vocals (not even placement-wise which would be cool imo, since u did that for other patterns) and also ignore the kick u even hitsounded which is a bit weird since hitsounding is there to help the player to follow the music better but u dont put a clickable object there
    This vocal didn't seem particularly strong to me, unlike most of the other ones that follow. It feels like a gentle start to the section, so I didn't use a spacing increase here. As for the snare on 00:13:138, I do represent it, since the player has to stop on the head of 3 and resume moving to the reverse arrow. The rest of this section also follows this idea for snares, but except for slider ends instead.
  4. 00:20:422 (7,8) - this is a lot stronger than 00:19:034 (7,8) - but ur spacing doesnt really reflect that :(
    Yep, I agree.
  5. 00:39:497 (5,6,7) - i feel like u could emphasize the triplets a lot better by giving it a more unique placement, making it parallel to the 1/2 circles from before feels really meh if u ask me, try something like this] (or at least space it a little more just like u did in the section part of the kiai lol)
    This placement gives uncomfortable entry and exit movement, since the player has to stop on 5, continue to follow the triple to 7, before doing a small jump to 00:39:844 (8). For these sections, I'm prioritizing snares for emphasis, and these placements allow for that.
  6. 00:42:619 (7) - considering that u used only curved sliders in the whole kiai it feels really odd that u dont do it for this one
    I use straight 1/4 sliders in the kiai as well, actually. However, throughout the entire difficulty, if it is a section that has vocals in it (stuff that isn't the intro or the heavy instrumental sections), I only use straight sliders if there is no vocal on the slider start. This is consistent with that rule.
  7. 01:10:711 (1) - it triggers me that the slidertail isnt inbetween 01:10:364 (4,5) - like u did 00:58:225 (1) - here for example
    While I agree that this would look better, there's no way to accommodate this without using noticeably different spacing between 01:10:711 (1,3), which is not something I want to introduce.
  8. 01:12:098 (1) - i understand that u went out of space for good placement but damn this is so ugly, are u sure theres no better solution for that?
    I cannot understand any sort of issue with this other than the diagonal angle of this combined with 01:12:618 (2). I quite like how this looks actually, with it's intersection with the previous curve.
  9. 01:19:555 (3,4,5) - 00:12:965 (3,4,5) - inconsistent in spacing, same happens for 01:22:329 (3,4) - this pattern
    Yeah, fixed.
  10. 01:24:150 (5) - i dont really hear anything on this object but 01:23:977 - here actually
    There's a faint sound there, but similar to the earlier stream this is intended to emphasize the last note.
  11. 01:25:797 (8) - the vocals for the similar section in the beginning had pretty much the same strength but all of a sudden heres no jump
    Yeah I had them emphasized a different way that I don't consistently use anyways, so fixed.
  12. 01:40:711 (5,6,7) - maybe im dumb but they seem to be quite stronger than the ones before the first kiai so u might want to give the triplet a little more spacing to reflect that
    They sound exactly the same to me.
Thanks for the mod!
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