AAAAA cool modBonsai wrote:
ayy finally done with the rest lol
@Leader: Could you give me a reason for the few points that you denied though?
a small reply to some of your replies :^)Timorisu wrote:
- (general:) I can't hear the hitsounds at all at many places, basically all the noisy Kiai-parts where a clickable filler-note has only soft-hitnormal and nothing else, I can barely hear those when turning music-volume to 25%, try doing something different at those places or just turn the general volume up bc this song is loud af xd i dont really have any problems hearing stuff are you talking about a 10% raise in volume? mh yeah that would definitely help, but after asking a few others it seems like I tend to be exaggerating so only do it if it makes sense to you too ^^
- 00:35:774 (8,1) - I feel like this would have a cooler effect when stacked tbh, since there's already that special beat on 00:36:060
Would probably also make 00:36:560 (1,2) easier to read since it's closer i'd like for this to stay unstacked, partially because of consistency throughout the other diffs, and partially because i think the kick/whistle combo/triplet deserves some movement. but i reduced the distance to the following double a little so its not as harsh anymore well to me the problem is that the beat is the same at the tail of (8) and at (1), but it's only clickable once which seems rather imbalanced, so I suggested stacking since that already influences how the player at behaves at the tail of (8) too as it creates tension; but while looking at some lwoer diff rn I came up with the suggestion of letting (8) reverse there as that treats them equally too and since there aren't any other 1/1-reverses nearby it would make it stick out, how about that? ^^- Another thing that seems bad to play for me and would need testplaying is 00:38:488 (6,7,8,9,10,1) bc the flow seems murderous here, have you got any feedback on this yet? uh ive had 3 testplays from 1k+ people and no one has mentioned this. i can gather a few more though if i must just informing you that I asked somebody and they were surprised but it actually didn't play bad so yay ^^
- 01:47:488 (6,7) - Again all of those feeling extremely underwhelming, making (6) reverse and then putting a circle somewhere would literally give it more kick xd my plan for this section was for it to be a small breathing part after the kiai and before the then intensifying outro again, which is why it's not as hard or difficult as it could be actually to me it's not so much about difficulty but about rhythm: 01:47:488 - 01:47:679 - 01:47:869 are rhythmically equal while 01:48:060 is the major downbeat and is thus naturally much more intense than the three previous beats musically, my suggestion of making it reverse+circle is in no way more difficult than that, if anything it's easier as there is a longer break from clicking, but it would give more appropriate emphasis from a rhytmic perspective ya ok fixed
- 01:20:917 (4,5,6,7) - 01:35:488 (3,4,5,6,7) - 01:41:203 (1,2,3,4,5,6,7,8) - those are 1/3 actually uh i think the first one is still 1/4 still 1/3 to me, especially on 50%, and this melody plays 1/3 in the rest of the section too so I think that's logical
- In case you care: 00:17:274 (2) is overmapped (in Infinity too) ik lol *sadface*
also like half of this stream, don't really know what that's mapped to 01:32:060 (3,4,5,6,7,8,9,10,1) - call me hearing disabled but if i listen at 100/75 i hear a drumroll I don't, sounds definitely like this to me o: but I can ask others if you want me to ^^ (ktgster seems to agree in his diff tho ^^)
GENERAL AGAIN BC I DIDN'T NOTICE IT LAST TIMESTARTER
- 01:46:345 - The timing signature should be 6/4 from here on and going back to 4/4 at 01:58:916 lul
- I don't really know all those rhythm games but is there like a list of the diffname-progressing somewhere? bc it seems a bit weird to me to have the first seven diffs sound rather easy and then jumping from ADVANCED to EXHAUST (especially since Advanced is used in osu! for diffs between Normals and Hards), like, isn't there for example HYPER being left out (which would be used as equivalent to or slightly harder than Hard in osu!)? Might as well be from a different game but I'm just saying that it seems rather unusual to me so I'd like to see some sort of 'source' for that ^^ Idk if there's a set progression to be honest, I just used https://osu.ppy.sh/b/425449 as a guideline for the diffs in this set and asked for suggestions for the inbetween stuff like AMATEUR in modhelp
BEGINNER
- I've asked other nominators too and we all agreed that this diff is rather unnecessary, the lack of special bigger rhythmic elements in the song/map and the repetition of slidershapes throughout all of the map makes it rather boring and not especially related to the song, BEGINNER is still a very beginner-friendly diff (duh) so I see no reason for this diff to exist at all tbh (also 'starter' and 'beginner' seem synonymous to me lol) I watched 3 livestreams of people who had a fresh install of this game and were overwhelmed by the Easy diffs of the packaged mapsets, so I thought why not make an easier diff for completely new players, as there is always a chance that a new player will be downloading your map and play the easiest diff... hopefully. Also https://osu.ppy.sh/b/741477&m=0 lol
BASIC
- I feel a lack of differentiation at 00:28:060 (2,4) - 00:32:631 (2,4) and expecially at 00:43:488 (3,2) as there are completely different sounds on those two sliders, or they are even in completely different sections of the song, but mapped exactly the same, which seems quite monotonous to me
- 01:18:345 - You don't leave a 4/1-gap anywhere else in the Kiai, why here? circle would fit great imo
- 01:41:774 (5) - Introducing the first 1/1-slider here but then going to a spinner right afterwards seems quite random to me, would make more sense to already start the spinner here imo
- 01:46:345 (1,2,3,4,1) - I feel like these could all use one circle between them, the 1/1-sliders a much higher density which is immediately broken by 4/1-gaps, seems imbalanced and I think this being the last climax of the song would definitely deserve the higher density As I said before, I'd like for this section to be a breather section after the kiai, and that is in every diff. I also think that using 2/1 clicks here, which I only used on relatively intense beats in this diff, as it is an introductory diff, wouldn't go quite well with the in-diff progression and wouldn't fit the rest of the 2/1 clicks. This diff starts out with 4/1 clicks in a relatively intense section, and I don't think it should end with 2/1 clicks in a less intense one.
- 01:58:345 (1,2) - I'd suggest switching NCing to follow the 'delayed' downbeat in the song here, would be a nice effect imo
also applies to many higher diffs, at the very high diffs you might also just NC both~ I wouldn't like for 01:56:631 (3,1) - to be the same colours since they're very audibly different sections, but I also don't feel like having to NC both circles here (even if it's not a higher diff as you stated)... idkNOVICE
- 00:10:345 (2) - suggesting NC here bc why not (same for NOVICE)
also 01:01:774 (7) -- 00:17:203 (5) - also suggesting NC here to represent the thrown-in 2/4-measure in the song
- 00:27:488 (1,2,3) - this is uneven !! AAAAA fixed also 00:30:631 (4,1) - is really huge wut
- 00:36:060 (5) - would be cool to differentiate these two beats from the rest a bit, rn it's literally the same as 00:36:631 (1) so I'd suggest just making it two circles (same for NOVICE)
- 00:40:631 - this gap seems really weird, would suggesting placing a circle here OR letting the slider reverse once so it's like at 01:18:345 -
actually I mean you're using quite a few 1/2-reverse-sliders towards the end, so I think you could also just place 1/3-reverse-sliders at these two places?
this gap-thing applies to NOVICE too again xd even with an extra-gap at 01:36:345 (3,1) - lol- on the other hand I'd suggest deleting 00:45:488 (3) to differentiate from 00:45:774 (1,2) and thus giving them more of their imo deserved emphasis
- 00:54:345 (4) - this really fucks up your NCing and I don't see much reason for that, how about this? And independent from that I suggest further fixing your NCing by NCing at 00:57:203 and 01:00:060 instead of 00:58:345 - Did some funky NC stuff here idk if you'll be pleased tho lol
- Also I'd advise you to clean up all the minor spacing-inconsistencies a bit, like, often there is a small difference a pattern that makes a followpoint appear between one pair of objects but not appear between the next pair, or stuff like 01:24:917 (4,5,6) looks rather imbalanced, also very different compared with 01:23:774 (2,3,4) -, stuff like that could be polished throughout the whole map
- 01:39:774 - This gap seems random I'm mapping the high pitched whatever-that-is in this section, so I don't think it's necessary to put a circle on a much less audible kick here
- ah, hitsounding-suggestion: maybe put a whistle on the body of 00:46:345 (3) -? since you did that at a few other places too
- also NC at 01:42:060 (4) - ?
also NCing 01:54:917 (2,3) would seem cool imo and not make it so imbalancedAMATEUR
- 00:33:774 (3) - ehh I'd rather NC here instead of not NCing at all, it doesn't seem awkward since there's a special sound supporting it imo (even tho that sound appeared previously too lol w/e)
- 00:57:203 (4) - NC pl0x
yaeINTERMEDIATE
- 00:13:203 (2,3,4) - nghngh the spacing looks really imbalanced again, I mean since most of your style for these diffs is extremely based on neat blankets everywhere I feel like it's justified to expect a higher level of polish for all of it, at this scale of spacing stuff like 00:16:631 (7,8,1) is rather easily noticable, or stuff like 00:18:917 (2,3,4) where the after-hit-approachcircle of (2) completely overlaps with the tail of (3) but has a gap to most of (4), same at 00:20:917 (2,3,4) and for example the space between the sliderbodies is slightly growing at 00:25:203 (1,2,3,4) which doesn't seem intentional either, or the slight overlap at 01:14:917 (2,3) - or 01:36:345 (2,3,4) - etc etc.. it seems like for some of those the reason is that you're mapping with GridSnap on, and together with other minor unthoughtfulness that makes a lot of your patterns look very imbalanced and impacts the overall visual appearance
- 00:26:345 (5) - suggesting NC
- 00:35:774 (5,1) - the beat at 00:36:060 being passive while the following one is active seems weird, how about just letting (5) reverse? There are no other 1/1-reverse-sliders around here so that would make it stick out quite well
- 00:59:488 (7,1) - would swap NC
- 01:13:774 (3,4) - 01:18:345 (5,6) - etc: {insert the point that I re-responded to in the HAVOC-quote which applies to pretty much all diffs from now on}The problem with these patterns in the lower diff is that fixing this by putting a repeat and a circle there is nearly impossible without breaking either the flow or the distance snap (as far as required), which is why I am keeping these patterns as they are. Besides, I don't think there's too much variation going on in here that would really warrant a repeat/circle every time...
ADVANCED
- uuuuuhm the first few sections are the exact same as AMATEUR, dunno what happened here but tell me when it's fixed lol
I mean the SR has a huge gap to ADVANCED so I hope fixing this diff will fix that gap, otherwise I strongly recommend nerfing 01:43:488 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) in ADVANCED as that seems really hard coming from a diff with zero 1/4s, that pattern spikes the SR of that diff by 0,4* so actually please nerf that anyways since that is a pretty big imbalance lolEXHAUSTed is what I am rn (☞゚∀゚)☞
- 00:29:774 (9,1) - 00:32:060 (8,1) - 00:34:345 (8,1) - I think this is more confusing than anything else, the (8)s don't have those special sounds that are on the previous notes anyways so swaping the NCs would help in terms of differentiation too (same for EXHAUST)
- 00:37:631 (5,6,7) - this doesn't look like a line, try moving (6,7) 1x1 to the top and left
- 00:39:488 (6,7,8,9) - auto-stack-overlaps ahoy, better space that a bit more
- 00:44:345 - is that whistle intended lol Yes don't hate
- 00:48:060 (4) - 00:52:631 (5) - I'm so good at paint
- 00:56:060 (1,3) - suggesting to either swap NCs or NC both to keep it somewhat consistent
- 01:09:203 (2,1) - Having the downbeat not clickable is already rather unconventional but the NC at (1) seems even more weird so I'd suggest to switch NC here
INFINITE
- 00:12:631 (1,2,3,4) - missing the differentiation here as the strings double their notes, you differentiated at 00:10:345 (1,2,3,4,5,6) and 00:15:203 (1,2,3) too so why not here?
- 00:16:631 (6,2) - hello autostack my old friend
- 00:51:488 (1,2,3,4) - This most likely leads to sliderbreaks as (3,4) need the player to stay notably longer on that slider than (1,2) which isn't predictable at all, how about removing the second reverses from (3,4)?
- 00:57:203 (3) - 01:00:060 (5) - NCs, please
- 01:09:203 (4,1) - this auto-stacks exactly into the direction of the sliderbody making (1) completely invisible, maybe stack it manually into the opposite direction?
- 01:30:631 (2,3,4,5,6,7) - this looks rather ugly since I can't spot any pattern here (looks like you ran out of playfield lol), but I'm actually pointing it out bc making 1/2- and 3/4-gap look the same is rather misleading, most of the times 3/4-gaps are rather spaced like 1/1s since the second of those beats is the more prominent one, so I recommend raising that in some way It's a star pattern Also I thought you were going to suggest lowering the spacing, I'm definitely not raising this at all, lol. That'd be even more confusing
- 01:41:203 (3,4,5,6,7) - this is definitely 1/3
- 01:46:631 - uhm this section is just copypasted from/into INFINITE and HAVOC, please don't do that lol Another time lol
oke that's it for now I guess lol
- 00:57:203 (3) - NCeyy
- 01:09:774 (2,1) - asdf swap NC pls and stack upwards like in EXHAUST so it's somehwat readable lol
- 01:18:726 (5,1) - spacing seems awkwardly low here after the previous rapid movement, how about smth like this?
- 01:20:060 (1,2,3,4,5,6,1,2,3,4) - better check all of this again bc the 'geometries' are shifted, e.g. the followpoint between 01:20:060 (1,2) is not orthogonal to their bodies etc wut
same at 01:57:250 (5,6,7,8) -- 01:22:345 (1,2) - Why such a confusingly low spacing when the music stays the same?
- 01:35:773 (6,7,1,2,3,4,5,6) - auto-stacking fucking about your square lul
generally I feel like you could've saved yourself quite some work by making the diff-gaps a bit higher, going through all of these diffs in one session rn made it seem like most of them are just a slight variation of the previous one isntead of really a new diff as there are so many patterns recurring in some diffs just with slightly higher spacing or smth like that, but oke, kudos to you for going through all that work lol The thing is, I wouldn't look at SR for this set. My goal was to make a steady progression from 4/1 to 1/4. You'll notice that the first diff is full of 4/1, the next diff is full of 2/1, the following diff is full of 1/1, the next diff is full of 1/2, etc. etc.. I tried introducing new pacing and elements with each diff, and I don't feel that the current star rating system truthfully represents this progression.
For now I only changed the section after the kiai in HAVOC since I'd like for you to take a look at the way I did it. I don't know if you'd agree much with the circle placement of 01:47:488 (6,7,1) - . I was debating placing it on the was-there sliderhead or sliderend and chose the sliderend, but I'm still not sure if I should rather place 01:48:060 (7) - on 01:46:917 (2) - 's sliderhead.