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Kirsten Price - We Will Be Heroes [Osu|CatchTheBeat]

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Benita
Platter chatlog
16.38 Nelly: Benny
16.38 Nelly: quick
16.38 Nelly: I need your help
17.01 Benny-: what
17.01 Benny-: am i too late? xd
17.01 Nelly: could you mod my map really quick?
17.01 Nelly: nah :^)
17.02 Benny-: what map
17.02 Nelly: Pokemon shit xd
17.02 *Nelly is listening to [https://osu.ppy.sh/b/1252437 Kirsten Price - We Will Be Heroes]
17.03 Benny-: and wtf when did you become higher rank than me :thinking:
17.03 Nelly: Dunning Krugger effect son
17.03 Benny-: what does that mean even
17.03 Benny-: :(
17.03 Nelly: karma
17.03 Nelly: if in short
17.04 Benny-: what
17.04 Benny-: I've only been good towards you
17.04 Benny-: so that doesn't make sense
17.04 Nelly: well, okay
17.05 Benny-: your diff has a few unrankable hyperdashes
17.05 Nelly: where?
17.06 Benny-: well do you want me to mod it through chat or forum?
17.06 Nelly: chat
17.06 Benny-: ok
17.07 Nelly: if you have some time
17.07 Benny-: 00:02:763 (3,1,2) - hyperdashes straight into antiflow is unrankable
17.07 Nelly: hmmm
17.07 Benny-: you see the movement of 00:03:177 (1,2) - goes to straight to the left so you need to turn right after landing the hyperjump
17.08 Nelly: i just love modding xd https://osu.ppy.sh/ss/7678418
17.09 Benny-: that slider will just play as a straigth down vertical slider btw
17.09 Benny-: The curve doesn't have any affect on gameplay when placed outside the playfield xd
17.10 Nelly: straight slider then?
17.10 Benny-: na it doesn't matter really
17.10 Benny-: just saying
17.10 Benny-: I wouldn't really place objects that far out anyway
17.10 Nelly: oh
17.11 Nelly: and great i already made a straight slider oh my god
17.11 Benny-: It says in the guideline the direction of a hyperjump shouldn't be placed on the very edges of the playfield but idk
17.11 Nelly: is this okay? https://osu.ppy.sh/ss/7678432
17.12 Benny-: looks okay
17.13 Benny-: okay onto next unrankable hyperdash
17.13 Benny-: 00:12:693 (4,1) - 1/4 hyperdashes are unrankable on BPM higher than 120
17.13 Benny-: it's also extremely long
17.13 Benny-: like, hypers in general shouldn't be much longer than hyper trigger distance
17.13 Nelly: i can agree
17.14 Benny-: you can try like
17.14 Benny-: it doesn't sound very good but
17.14 Benny-: you can try having these 00:12:280 (3,4) - as triplets instead
17.14 Benny-: then you get to keep the hyper between 00:12:693 (4,1) -
17.15 Benny-: or, it sounds okay but not as well as a full stream
17.15 Nelly: well the music is using 1/4 rhythm but idk
17.15 Benny-: yes, but 1/4 hypers are unrankable either way
17.15 Benny-: so you either have to do that
17.15 Benny-: or remove the hyper
17.15 Benny-: it's up to you
17.16 Nelly: rip dt pp farming xd
17.16 Benny-: lol
17.16 Nelly: removed the hyper
17.17 Nelly: dont take it seriously though ;D
17.17 Benny-: yeye xd
17.17 Benny-: 00:15:384 (2,3) - I don
17.17 Benny-: oops
17.17 Benny-: I don't feel like 3 is that strong of a beat
17.18 Benny-: doesn't really support hyperdash imo but it's not unrankable
17.18 Benny-: 00:17:867 (1,2,3) - like here I understand the hyper usage because of the vocal
17.18 Nelly: removed
17.19 Benny-: okok
17.19 Benny-: 00:19:522 (4,1) - this also is very antiflow hyperdash
17.19 Benny-: try tilting 1 so it looks like 00:20:556 (3) - maybe
17.20 Benny-: should fix it
17.20 Benny-: but rearrange the notes afterwards ofc
17.20 Benny-: also maybe add a finisher on 00:19:729 (1) - ?
17.20 Benny-: I can hear a finisheralike sound in the music
17.21 Nelly: okay
17.22 Benny-: 00:24:487 (5,1) - and here also antiflow :s
17.23 Benny-: and here 00:25:315 (2,3) -
17.23 Benny-: and here 00:29:246 (3,1) - and 00:30:280 (2,3) -
17.23 Benny-: xd
17.25 Benny-: oh and finisher here too maybe 00:26:349 (1) -
17.26 Benny-: all makes sense?
17.26 Nelly: wait
17.26 Nelly: im still fixing stuff D:
17.26 Benny-: yesyes
17.26 Benny-: I'm just asking if you understood it
17.26 Benny-: haha<3
17.26 Benny-: if you got any questions n stuff
17.27 Nelly: trying to make a perfect flow here https://osu.ppy.sh/ss/7678537
17.27 Nelly: but I cant place a HD reverse slider
17.27 Nelly: thats what im doing currently
17.28 Benny-: yaok >< maybe you need to adjust some patterns before to make room for other patterns :s
17.29 Nelly: oh nvm i got it
17.29 Nelly: thanks distance snapping
17.29 Benny-: o
17.31 Nelly: wait
17.31 *Benny- is waiting
17.31 Nelly: what about 00:22:004 (2,3) - theyre also should be fixed right?
17.31 Benny-: nah they are fine
17.32 Benny-: follows flow
17.32 Nelly: ok
17.32 Nelly: ill check until ill say something
17.33 Nelly: is this fine? https://osu.ppy.sh/ss/7678580
17.34 Benny-: I think so
17.34 Benny-: It's a bit hard to see how it will play though
17.35 Nelly: well okay
17.35 Nelly: i guess its done :o
17.35 Benny-: did you fix the other hyperdashes as well?
17.35 Nelly: at the end?
17.36 Benny-: yes
17.36 Benny-: 00:24:487 (5,1) - 00:25:315 (2,3) - 00:29:246 (3,1) - 00:30:280 (2,3) -
17.36 Nelly: removed anti-flows
17.36 Nelly: yes
17.36 Benny-: okok
17.36 Benny-: good
17.36 Benny-: then it should be fine :3
17.37 Nelly: :ok_hand:
Kimitakari

Benny- wrote:

Platter chatlog
16.38 Nelly: Benny
16.38 Nelly: quick
16.38 Nelly: I need your help
17.01 Benny-: what
17.01 Benny-: am i too late? xd
17.01 Nelly: could you mod my map really quick?
17.01 Nelly: nah :^)
17.02 Benny-: what map
17.02 Nelly: Pokemon shit xd
17.02 *Nelly is listening to [https://osu.ppy.sh/b/1252437 Kirsten Price - We Will Be Heroes]
17.03 Benny-: and wtf when did you become higher rank than me :thinking:
17.03 Nelly: Dunning Krugger effect son
17.03 Benny-: what does that mean even
17.03 Benny-: :(
17.03 Nelly: karma
17.03 Nelly: if in short
17.04 Benny-: what
17.04 Benny-: I've only been good towards you
17.04 Benny-: so that doesn't make sense
17.04 Nelly: well, okay
17.05 Benny-: your diff has a few unrankable hyperdashes
17.05 Nelly: where?
17.06 Benny-: well do you want me to mod it through chat or forum?
17.06 Nelly: chat
17.06 Benny-: ok
17.07 Nelly: if you have some time
17.07 Benny-: 00:02:763 (3,1,2) - hyperdashes straight into antiflow is unrankable
17.07 Nelly: hmmm
17.07 Benny-: you see the movement of 00:03:177 (1,2) - goes to straight to the left so you need to turn right after landing the hyperjump
17.08 Nelly: i just love modding xd https://osu.ppy.sh/ss/7678418
17.09 Benny-: that slider will just play as a straigth down vertical slider btw
17.09 Benny-: The curve doesn't have any affect on gameplay when placed outside the playfield xd
17.10 Nelly: straight slider then?
17.10 Benny-: na it doesn't matter really
17.10 Benny-: just saying
17.10 Benny-: I wouldn't really place objects that far out anyway
17.10 Nelly: oh
17.11 Nelly: and great i already made a straight slider oh my god
17.11 Benny-: It says in the guideline the direction of a hyperjump shouldn't be placed on the very edges of the playfield but idk
17.11 Nelly: is this okay? https://osu.ppy.sh/ss/7678432
17.12 Benny-: looks okay
17.13 Benny-: okay onto next unrankable hyperdash
17.13 Benny-: 00:12:693 (4,1) - 1/4 hyperdashes are unrankable on BPM higher than 120
17.13 Benny-: it's also extremely long
17.13 Benny-: like, hypers in general shouldn't be much longer than hyper trigger distance
17.13 Nelly: i can agree
17.14 Benny-: you can try like
17.14 Benny-: it doesn't sound very good but
17.14 Benny-: you can try having these 00:12:280 (3,4) - as triplets instead
17.14 Benny-: then you get to keep the hyper between 00:12:693 (4,1) -
17.15 Benny-: or, it sounds okay but not as well as a full stream
17.15 Nelly: well the music is using 1/4 rhythm but idk
17.15 Benny-: yes, but 1/4 hypers are unrankable either way
17.15 Benny-: so you either have to do that
17.15 Benny-: or remove the hyper
17.15 Benny-: it's up to you
17.16 Nelly: rip dt pp farming xd
17.16 Benny-: lol
17.16 Nelly: removed the hyper
17.17 Nelly: dont take it seriously though ;D
17.17 Benny-: yeye xd
17.17 Benny-: 00:15:384 (2,3) - I don
17.17 Benny-: oops
17.17 Benny-: I don't feel like 3 is that strong of a beat
17.18 Benny-: doesn't really support hyperdash imo but it's not unrankable
17.18 Benny-: 00:17:867 (1,2,3) - like here I understand the hyper usage because of the vocal
17.18 Nelly: removed
17.19 Benny-: okok
17.19 Benny-: 00:19:522 (4,1) - this also is very antiflow hyperdash
17.19 Benny-: try tilting 1 so it looks like 00:20:556 (3) - maybe
17.20 Benny-: should fix it
17.20 Benny-: but rearrange the notes afterwards ofc
17.20 Benny-: also maybe add a finisher on 00:19:729 (1) - ?
17.20 Benny-: I can hear a finisheralike sound in the music
17.21 Nelly: okay
17.22 Benny-: 00:24:487 (5,1) - and here also antiflow :s
17.23 Benny-: and here 00:25:315 (2,3) -
17.23 Benny-: and here 00:29:246 (3,1) - and 00:30:280 (2,3) -
17.23 Benny-: xd
17.25 Benny-: oh and finisher here too maybe 00:26:349 (1) -
17.26 Benny-: all makes sense?
17.26 Nelly: wait
17.26 Nelly: im still fixing stuff D:
17.26 Benny-: yesyes
17.26 Benny-: I'm just asking if you understood it
17.26 Benny-: haha<3
17.26 Benny-: if you got any questions n stuff
17.27 Nelly: trying to make a perfect flow here https://osu.ppy.sh/ss/7678537
17.27 Nelly: but I cant place a HD reverse slider
17.27 Nelly: thats what im doing currently
17.28 Benny-: yaok >< maybe you need to adjust some patterns before to make room for other patterns :s
17.29 Nelly: oh nvm i got it
17.29 Nelly: thanks distance snapping
17.29 Benny-: o
17.31 Nelly: wait
17.31 *Benny- is waiting
17.31 Nelly: what about 00:22:004 (2,3) - theyre also should be fixed right?
17.31 Benny-: nah they are fine
17.32 Benny-: follows flow
17.32 Nelly: ok
17.32 Nelly: ill check until ill say something
17.33 Nelly: is this fine? https://osu.ppy.sh/ss/7678580
17.34 Benny-: I think so
17.34 Benny-: It's a bit hard to see how it will play though
17.35 Nelly: well okay
17.35 Nelly: i guess its done :o
17.35 Benny-: did you fix the other hyperdashes as well?
17.35 Nelly: at the end?
17.36 Benny-: yes
17.36 Benny-: 00:24:487 (5,1) - 00:25:315 (2,3) - 00:29:246 (3,1) - 00:30:280 (2,3) -
17.36 Nelly: removed anti-flows
17.36 Nelly: yes
17.36 Benny-: okok
17.36 Benny-: good
17.36 Benny-: then it should be fine :3
17.37 Nelly: :ok_hand:
Updated
schoolboy
easy
00:20:556 (2,3) - this blanket can be improved
00:23:039 (1,2) - why do u totally ignore the vocals here, while this 00:17:246 (2,3) - is clearly mapped on them?
00:28:004 (3) - just a personal preference, but this slider looks better if ctrl+j'd

normal
00:02:142 (2) - not rly a good idea to map this on vocals because 00:01:522 (1) - this is mapped on the instruments, which ignores the vocals here 00:01:315 -, so it creates a kind of inconsistency, which is kinda weird
00:04:418 (3,1) - this is fine btw, but still a bit uncool
00:13:935 (2) - maybe ctrl+g + ctrl+j?
00:17:867 (1) - delete the nc
00:19:728 (1,2) - kinda the same thing as 00:13:935 (2)
00:24:694 (1) - delete the nc
00:27:591 (2,3) - this flow feels a little bit harsh, try to do smth like https://puu.sh/v3lLH/30940c1cdf.png instead?
00:31:315 - maybe you will make it clickable? sound's kinda strong and deserves some emphasis, especially in a such low diff

hard
00:07:522 (4,5) - suggestion, because the current flow looks damaged :? :? https://puu.sh/v3lYI/da5186b0dd.png
00:18:073 (1,2) - not really pleasant to play tbh, try smth like https://puu.sh/v3m3x/169778e55f.png
00:20:970 (6) - id just ctrl+g this
00:22:211 (4,5) - nicely curved

insane
00:05:039 (2,3) - this spacing is kinda low for this section, in comparison with 00:01:729 (2,3,4,5) -. consider making it bigger
00:05:660 (1) - this nc is unnecessary, the follow point will look rly cool here (like here 00:12:280 (4) - though)
00:21:591 (2,3) - kinda low spacing, try smth like https://puu.sh/v3meQ/c294799aff.png ?
00:31:315 (3) - id give this moaar spacing, x=120 y=278 maybe owo
oh, and 00:19:625 (2) - , 00:22:935 (2) - etc are indeed overmapped, 00:29:556 (2) - especially here
Topic Starter
allein

Komore wrote:

hard
00:07:522 (4,5) - suggestion, because the current flow looks damaged :? :? https://puu.sh/v3lYI/da5186b0dd.png ye
00:18:073 (1,2) - not really pleasant to play tbh, try smth like https://puu.sh/v3m3x/169778e55f.png ye
00:20:970 (6) - id just ctrl+g this dont see any reason
00:22:211 (4,5) - nicely curved xd

insane
00:05:039 (2,3) - this spacing is kinda low for this section, in comparison with 00:01:729 (2,3,4,5) -. consider making it bigger
00:05:660 (1) - this nc is unnecessary, the follow point will look rly cool here (like here 00:12:280 (4) - though) i made it to point out the background sounds
00:21:591 (2,3) - kinda low spacing, try smth like https://puu.sh/v3meQ/c294799aff.png ? changed spacing, your one is nice but 00:20:970 (6) -
00:31:315 (3) - id give this moaar spacing, x=120 y=278 maybe owo too far pls, but moved it abit
oh, and 00:19:625 (2) - , 00:22:935 (2) - etc are indeed overmapped, 00:29:556 (2) - especially here yeee
Kimitakari
Log with Gordon123

IRC Mod
2017-03-30 21:12 Gordon123: 00:05:660 (2,3) - ну я не знаю как по мне,тут можно что нибудь придумать
2017-03-30 21:12 Gordon123: по лучше чем просто 2 слайдера
2017-03-30 21:12 Nelly: 1/1 слайдер не?
2017-03-30 21:13 Gordon123: видскрин суппорт выруби
2017-03-30 21:13 Gordon123: о
2017-03-30 21:13 Gordon123: ты могёшь их параллельно поставить
2017-03-30 21:13 Nelly: как мне его включить
2017-03-30 21:13 Nelly: лол
2017-03-30 21:13 Nelly: первый раз слышу
2017-03-30 21:13 Gordon123: сонг сетап
2017-03-30 21:13 Gordon123: десигн
2017-03-30 21:13 Gordon123: галку убери
2017-03-30 21:14 Nelly: ??? https://osu.ppy.sh/ss/7695354
2017-03-30 21:15 Gordon123: всмысли?
2017-03-30 21:15 Gordon123: https://puu.sh/v3AoH/cf39ed9075.png
2017-03-30 21:16 Nelly: ой
2017-03-30 21:17 Gordon123: 00:05:660 (2,3,1) - https://osu.ppy.sh/ss/7695370 раздельно сделай
2017-03-30 21:17 Gordon123: играется лучше имо
2017-03-30 21:18 Gordon123: 00:27:591 (4) - мб трип лучше?
2017-03-30 21:18 Gordon123: трипл
2017-03-30 21:19 Nelly: не недумаю
2017-03-30 21:19 Gordon123: 00:30:280 (3) - ну и вот подогни его https://osu.ppy.sh/ss/7695388 думаю так лучше
2017-03-30 21:19 Gordon123: платтер как платтер
2017-03-30 21:19 Gordon123: всё и так норм
2017-03-30 21:21 Nelly: кривой слайдер подойдет? https://osu.ppy.sh/ss/7695410
2017-03-30 21:22 Gordon123: ну я там предполагал что бы ещё один джамп на последний слайдер был
2017-03-30 21:22 Gordon123: ну как хочешь
2017-03-30 21:23 Nelly: спасибо!
2017-03-30 21:23 Gordon123: я думаю не стоит вылаживать мне самому! сам напиши и скинь лог

http://puu.sh/v3AVO/f65779cd6a.osu
-Sh1n1-
mod requested by Nelly via PM



General

  1. why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
  2. No custom combo colours? default are ok but just a suggestion if you wanna add more or change some like purple into light purple.
  3. Circle Size should be 4 to increase stars, the map is too short and BPM is low, as you don't have Rain diff, CS4 could be more apropiate to this diff imo, just a suggestion, it's up to you.

Nelly's Platter

First of all I wanna tell you that the following suggestions will be based on this diff as a platter, some hypers are consecutive or in conjunction with other hyperdashes, remenber that Platters should serve as an introduction to hyperdashing, think on it if you wanna make this diff as a platter should be.

  1. 00:07:729 (3,1) - unnecessary hyperdash, 2.30x of distance is better to enphasize voice pitch.
  2. 00:12:073 (2,3) - nope, hyperdash will be too hard at this part cause you have a hyperdash on 00:11:246 -.
  3. 00:13:108 - this part is the kiai time (you didn't add one cause the song is too short and kiai will be larger than normal part so it's understandable, but this is the most intense part of the song), also finish hitsound cause there is a strong sound here. In the other hand I'm happy cause you know that 1/4 hyperdashes in platter are unrankable (unless your BPM is lower than 120), I feel that you skip this hyperdash only for that rule, so after my explanation here is my advice: 00:12:694 (4) - finish this on 00:12:901 - and make a 1/2 hyperdash with 00:13:108 (1) -. I know that drums sounds at 00:13:004 - too but is not necessary to follow (I don't know if you play BEAUTIFUL WORLD, I had the same trouble as you and lot of people suggested me the same thing, Platter: 00:38:847 (5,6) - and 00:40:347 (4,1) -) and it will be more reasonable thinking as a platter diff.
  4. 00:17:867 (1,2) - unnecessary hyperdash. 00:17:867 (1,2,3,4,1) - 3 hyperdashes in a row? it feels overdone for a platter diff tbh.
  5. 00:22:005 (2,3) - nope, following your previous patterns, this sound isn't strong enough to add a hyperdash, if you wanna keep this, you should add some hypers on previous parts like 00:15:384 (2,3) - and there will be a lot of hypers in the diff, too much for a platter diff imo.
  6. 00:23:660 (3,4) - keeping consistency with your previous patterns, these shouldn't be hyperdash.
  7. 00:28:004 (1,2) - unnecessary hyperdash too, you didn't enphasize this kind of vocal pitches with hyperdash, example: 00:14:763 (1,2) - and 00:21:384 (1,2) -
  8. 00:30:280 (3,4) - another hyperdash that feels overdone for a platter diff.
Remenber that my suggestions are based on how a platter diff should be, If it's not your intention and you want to keep your current hyperdashes and make a harder diff, ignore my suggestions and keep reading...

This part of the mod is if you wanna change your platter into Rain, after testing your diff, I feel that is closer to Rain than platter, stars doesn't show the difficulty but you shouldn't care of it, quite the opposite to the previous suggestions, I wanna give you some advices to add more hyperdashes, this is more for consistency tbh.

  1. 00:06:073 (3,1) - add a hyperdash for consistency with 00:07:729 (3,1) -, vocal pitch is very similar.
  2. 00:12:693 (4,1) - missing hyperdash, as I said previously, this is like a Kiai Time cause is the most intense part of the song, also you enphasize the strong cymbal sound with finish hitsound. Furthermore consistency with 00:19:522 (4,1) -
  3. 00:16:004 (3,1) - one more time, it feels like if you skip a hyperdash here, consistency with 00:22:625 (3,1) -, a suggestion could be making 00:15:384 (2) - same as 00:16:418 (1) -, move 00:16:004 (3) - to the left keeping the current distance with 00:15:384 (2) -.

This part of the mod is in general, it doesn't care if you want to make this diff as a rain or as a platter, is just consistency and some general stuff. My intention is try to keep a better order (consistency), it doesn't mean that your diff is bad, quite the opposite, I really like your patterns, I feel that with a little bit of consistency throughout the whole diff will be ready and I'll be agree on giving you the apple Icon.

  1. 00:03:384 (2) - straight sliders are unsightly, and is easy to miss a droplet, I recommend you to add a curve or something related.
  2. 00:11:246 (1) - I suggest you to keep consistency with 00:09:798 (1,2) - cause instrumental is basically the same, so finish 00:11:246 (1) - at 00:11:453 - and add a new slider at 00:11:660 -.
  3. 00:12:280 - NC, there are 11 fruits already and I'm not sure if you will follow my suggestions on the previous mod, if you decided to follow there will be more fruits at this part, so NC will be a great option imo.
  4. 00:22:005 (2,3) - remove the current hyperdash to keep consistency with 00:15:384 (2,3) -, is not the same as 00:17:867 (1,2) - cause this part is the prelude of the second half of the intense part, a suggestion could be add a curve on 00:22:005 (2) - like 00:18:901 (3) - to remove the hyperdash between 00:22:005 (2,3) -
  5. 00:23:453 - this drum is totally audible and deserve a little jump or at least a movement. 00:23:039 (1,2,3) - could be changed into two 1/2 sliders or 1 slider of 1/2 with reverse and 1 note?
  6. 00:23:660 (3,4) - only for consistency but this shouldn't be hyperdash.
Feel free to call me back, it will be better if we talk in game or discord, depends of what do you think about my mod, great work here, take my star.
Kimitakari

-Sh1n1- wrote:

mod requested by Nelly via PM



General

  1. why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
  2. No custom combo colours? default are ok but just a suggestion if you wanna add more or change some like purple into light purple.
  3. Circle Size should be 4 to increase stars, the map is too short and BPM is low, as you don't have Rain diff, CS4 could be more apropiate to this diff imo, just a suggestion, it's up to you.

Nelly's Platter

First of all I wanna tell you that the following suggestions will be based on this diff as a platter, some hypers are consecutive or in conjunction with other hyperdashes, remenber that Platters should serve as an introduction to hyperdashing, think on it if you wanna make this diff as a platter should be.

  1. 00:07:729 (3,1) - unnecessary hyperdash, 2.30x of distance is better to enphasize voice pitch.
  2. 00:12:073 (2,3) - nope, hyperdash will be too hard at this part cause you have a hyperdash on 00:11:246 -.
  3. 00:13:108 - this part is the kiai time (you didn't add one cause the song is too short and kiai will be larger than normal part so it's understandable, but this is the most intense part of the song), also finish hitsound cause there is a strong sound here. In the other hand I'm happy cause you know that 1/4 hyperdashes in platter are unrankable (unless your BPM is lower than 120), I feel that you skip this hyperdash only for that rule, so after my explanation here is my advice: 00:12:694 (4) - finish this on 00:12:901 - and make a 1/2 hyperdash with 00:13:108 (1) -. I know that drums sounds at 00:13:004 - too but is not necessary to follow (I don't know if you play BEAUTIFUL WORLD, I had the same trouble as you and lot of people suggested me the same thing, Platter: 00:38:847 (5,6) - and 00:40:347 (4,1) -) and it will be more reasonable thinking as a platter diff.
  4. 00:17:867 (1,2) - unnecessary hyperdash. 00:17:867 (1,2,3,4,1) - 3 hyperdashes in a row? it feels overdone for a platter diff tbh.
  5. 00:22:005 (2,3) - nope, following your previous patterns, this sound isn't strong enough to add a hyperdash, if you wanna keep this, you should add some hypers on previous parts like 00:15:384 (2,3) - and there will be a lot of hypers in the diff, too much for a platter diff imo.
  6. 00:23:660 (3,4) - keeping consistency with your previous patterns, these shouldn't be hyperdash.
  7. 00:28:004 (1,2) - unnecessary hyperdash too, you didn't enphasize this kind of vocal pitches with hyperdash, example: 00:14:763 (1,2) - and 00:21:384 (1,2) -
  8. 00:30:280 (3,4) - another hyperdash that feels overdone for a platter diff.
Remenber that my suggestions are based on how a platter diff should be, If it's not your intention and you want to keep your current hyperdashes and make a harder diff, ignore my suggestions and keep reading...

This part of the mod is if you wanna change your platter into Rain, after testing your diff, I feel that is closer to Rain than platter, stars doesn't show the difficulty but you shouldn't care of it, quite the opposite to the previous suggestions, I wanna give you some advices to add more hyperdashes, this is more for consistency tbh.

  1. 00:06:073 (3,1) - add a hyperdash for consistency with 00:07:729 (3,1) -, vocal pitch is very similar.
  2. 00:12:693 (4,1) - missing hyperdash, as I said previously, this is like a Kiai Time cause is the most intense part of the song, also you enphasize the strong cymbal sound with finish hitsound. Furthermore consistency with 00:19:522 (4,1) -
  3. 00:16:004 (3,1) - one more time, it feels like if you skip a hyperdash here, consistency with 00:22:625 (3,1) -, a suggestion could be making 00:15:384 (2) - same as 00:16:418 (1) -, move 00:16:004 (3) - to the left keeping the current distance with 00:15:384 (2) -.

This part of the mod is in general, it doesn't care if you want to make this diff as a rain or as a platter, is just consistency and some general stuff. My intention is try to keep a better order (consistency), it doesn't mean that your diff is bad, quite the opposite, I really like your patterns, I feel that with a little bit of consistency throughout the whole diff will be ready and I'll be agree on giving you the apple Icon.

  1. 00:03:384 (2) - straight sliders are unsightly, and is easy to miss a droplet, I recommend you to add a curve or something related.
  2. 00:11:246 (1) - I suggest you to keep consistency with 00:09:798 (1,2) - cause instrumental is basically the same, so finish 00:11:246 (1) - at 00:11:453 - and add a new slider at 00:11:660 -.
  3. 00:12:280 - NC, there are 11 fruits already and I'm not sure if you will follow my suggestions on the previous mod, if you decided to follow there will be more fruits at this part, so NC will be a great option imo.
  4. 00:22:005 (2,3) - remove the current hyperdash to keep consistency with 00:15:384 (2,3) -, is not the same as 00:17:867 (1,2) - cause this part is the prelude of the second half of the intense part, a suggestion could be add a curve on 00:22:005 (2) - like 00:18:901 (3) - to remove the hyperdash between 00:22:005 (2,3) -
  5. 00:23:453 - this drum is totally audible and deserve a little jump or at least a movement. 00:23:039 (1,2,3) - could be changed into two 1/2 sliders or 1 slider of 1/2 with reverse and 1 note?
  6. 00:23:660 (3,4) - only for consistency but this shouldn't be hyperdash.
Feel free to call me back, it will be better if we talk in game or discord, depends of what do you think about my mod, great work here, take my star.
Some stuff we fixed on Discord, thanks for the mod https://puu.sh/v4nh0/6aed1ce84e.osu
lcfc

-Sh1n1- wrote:

why "lcfc" in tags if it's already in advance diff, "lowcombofc" is enough.
because diff names do not appear on search if they're not in the tags also.

I normally have a ranked GD, but because lcfc was not included in tags it doesn't show.
-Sh1n1-
try searching in pending section? orz

lcfc
that is because lcfc is in tags for those specific maps lol, I have way more maps than those if you search lowcombofc
-Sh1n1-
xdd ok ok keep

LowComboFC wins
/me runs...

InternalLight call me when you update the map
lcfc
this misunderstanding happens alot of times xD seems like ctb is already set while std is not even finished :eyes:
@InternalLight reminder to hitsound my diff and find a couple of mods
-Sh1n1-
CtB difficulty looks fine to me now and I think that is ready to go, good luck guys.
Topic Starter
allein

-Sh1n1- wrote:

CtB difficulty looks fine to me now and I think that is ready to go, good luck guys.
thank you~ ❤
Kimitakari
HELL YEAH
Underforest
just checked the mods a while ago. didn't find nothing to fix lol
@internallight fix 00:22:624 (5) - ds to 1.40x for me, pls
wajinshu
омг епт РАНКНЕШЬ
Topic Starter
allein

wajinshu wrote:

омг епт РАНКНЕШЬ
O_O
Xinnoh
ok but why this song
hi-mei
я чето не глянул что тут 30 секунд всего
и модить нечего особо

ласт дифа:
пара советов
насчет эмфасиса:
00:01:522 - вот такие звуки не должны быть на концах слайдера, это белый тик и ознаменование нового такта
+ могу добавить что дистанция перед этим звуком должна быть большей чем к следующему звуку
00:00:280 (2,3,4) - например как тут, 4 является самым громким звуком, он должен быть выделен большей дистанцией, 0.15х прирост ДС-а это не особо чувствуется


по структуре:
00:06:280 (6,4) - вот такие оверлапы в таких нетехнических картах я бы избегал
00:06:487 (1,2,3,4,5) - сделай нормальную звезду с помощью ctrl+shift+d
там еще есть куча похожих моментов, которые можно было паттернизировать


по ритму:
00:10:832 (4,5) - вот эти сделай как слайдер, так же как ты сделал 00:10:418 (3) - тут, это один и тот же звуковой оборот
я бы вообще все голосовые звуки по 2 ноты сделал бы слайдерами

кстати 00:12:073 - вот это должна быть нота, это конец фразы на сильном выражении
00:21:591 (2) - ctrl g
00:22:004 (3) - ^
джмпы к слайдерам тут выглядят более солидно... блять я не могу писать на русском
короче мне рили тяжело обьяснять базовый уровень


как я и сказал, тут модить нечего, постарайся продумать нормально дистанции между сильными нотами
сделай норрмальные пятиугольники по 72 градуса
попроси пару тестплеев с дт, тебе скажут в чем проблема если такая имеется

гл
Topic Starter
allein

hi-mei wrote:

00:01:522 - вот такие звуки не должны быть на концах слайдера, это белый тик и ознаменование нового такта ну хз, на этом моменте я более ориентировался на вокал, на этой точке конец вокала который начинается на 00:01:315 - , по этому я решил объеденить их в один слайдер чтобы не получилась каша
все остальное пофиксил, ага
Gero
Finished.

Gero's Insane
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13108
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 73,31315
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:Gero's Insane
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
BeatmapID:0
BeatmapSetID:579551

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:8.5
SliderMultiplier:1.7
SliderTickRate:2

[Events]
//Background and Video events
0,0,"g.png",0,0
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Topic Starter
allein
ayyyyyyy yesss!
riffy
Since Gero requested a check, I thought I might as well just mod it right away

[General]
  1. Что-то мне подсказывает, что мп3 на самом деле не 128, а ниже был по битрейту. Качество оставляет желать лучшего, плюс звук сам по себе тихий у мп3 файла. Давай попробуем поискать звук получше?
  2. Я понимаю, что стандартные цвета вполне неплохо смотрятся (на стандартном скине, во всяком случае). Но скины у каждого игрока разные, поэтому все-равно стоит включить какие-то конкретные комбо цвета на всех сложностях. Например, можно взять их у Геро.
  3. Давай переконвертируем фон в JPEG? Сохраним практически мегабайт места на диске, да и фон будет весить меньше, чем твой текщий мп3 файл. Попробуй вот этот фон
[Forest's Easy]
  1. 00:18:280 (3,4) - here the sliders are not parallel whereas 00:16:418 (1) - 00:08:142 (2,1) - pretty much every other rpattern consisting of two straight sliders used parallel flow.
  2. 00:26:349 (1,2) - pretty sure that aiming for a more linear transition could have worked slightly better. Ttry a more circlular pattern?

    I feel a bit uneasy about visuals/patterning, but it's a nice difficulty otherwise!
[Forest's Normal]
  1. 00:04:625 - the actual vocals are snapped here, and mapping them with a slidertail sort of weakens the feedpack a player would get. So, how about something more vocals-centered? example

    My main concern is the visual structure, as I feel like this difficulty lacks some. for instance, the tranistions 00:12:073 (5,1,2,3) - here are very different in terms of angles and flow, then 00:16:418 (1,2,3) - it continues with a different kind of transition that does not match the logic of the previous patterns. Can you explain the way 00:12:073 (5,1,2,3,4) - this part would flow? Or if it's not flow based, what kind of structure do you follow?
[LCFC's Advanced]
  1. I feel like the spacing values are too high. You see, the higher spacing goes, the more sliders contrast with the spacing. Essentially, it means that after each slider players have to go x1.8 times faster, which results in a choppy feel and sort of aggressive flow. The idea on its own is not wrong, as the contrast between spacing and sliders can be used to get the most out of the song, yet in this case it feels sort of artificial as the nature of the song does not justify this usage of spacing.

    The best way to sort this out is to increase the slider velocity and lower spacing, so, something like 1.3 for slider velocity and x1.3 for Distance Spacing would work great while matching the nature of the song better. Giv it a try and see if you can agree with that!
[Hard]
  1. 00:18:073 (1,2,3,4) - вот тут у тебя джампы стоят по хлопкам в музыке, но в паттернах до/после этого нет. Может быть стоит и тут эти джампы убрать?
  2. 00:30:487 (2,1) - вот тут встати зря джамп не поставил, попробуй, там по вокалам вписывается. Там же идет увеличение интенсивности, если сравнивать с двумя предыдущими комбо. Попробуй что-то такое\

    Я бы попробовал сделать более четкую структуру джампов или оставил их только под конец трека. По ритму и визуалке все очень неплохо, хорошая работа!
[Gero's Insane]
  1. 00:02:349 - wouldn't hitsounding the slidertick be a more reasonable thing in this case? The whole point of hitsounding is to give feedback. The storyboarded hitsound doesn't do that, as you get to hear the beat even if you don't hold the actual slider, which sort of feels illogical to me.
  2. 00:07:729 (3,1) - 00:09:384 (3,1) - compare these two, the second one clearly deserves more emphasis and in order to give it, you might want to weaken the jump between 00:07:729 (3,1) -
  3. 00:11:246 (1,2,3) - (3) is actually the strongest beat here as both hitsounding and the song itself suggest. So, consider giving (3) a jump stronger than the one between 1-2?
  4. 00:13:522 (3,4,5) - can you justify the spacing here, I fail to understand the structure. Essentuially, 00:13:522 (3,7,1) - these are the stronger beats, and 00:13:729 (4,5,8) - these are the beats that you highlight with the jumps. Shouldn't the jumps be used to highlight the stronger beats supported by drums and vocals instead?
    Note: 00:18:694 (3,4,5,6,7) - same would happen here, and while I agree with 5-6-7 I still feel like (4) deserves some emphasis as well. Probably we could try to use different spacing values here to represent various intesity of the beats and keep the emphasis? Probably something like gradually increasing spacing?
    Note2: the example only suggests the way I believe the spacing should be done, your patterning may (and probably should) be completely different!
  5. 00:23:039 (1,2,3) - again, I am sorry, but I can't agree with the spacing you do. I believe that (2) has a jump for the vocals, but somehow you don't pace a jump to (5) which has a lot stronger vocals on it.
  6. 00:13:315 (2,3,4,5,6,7,8) - 00:26:349 (1,2,3,4,1) - identically sounding parts, yet one has the spacing changes and the other one doesn't. Since the song is short I would insist on being more consistent. So, consider finding a way to match the spacing changes with the music you enjoy and stick to it for both of these parts?

    I can't quite get the idea of certain spacing decisions, though I practically adore the symmetrical style. Perhaps you could clarify the logic of these changes, so we could both be confidint that it is all mapped properly?
Я потом допишу, или в игре поговорим про [Heroes], это точно будет сегодня.
Underforest

Bakari wrote:

Since Gero requested a check, I thought I might as well just mod it right away

[Forest's Easy]
  1. 00:18:280 (3,4) - here the sliders are not parallel whereas 00:16:418 (1) - 00:08:142 (2,1) - pretty much every other pattern consisting of two straight sliders used parallel flow. fixed I guess
  2. 00:26:349 (1,2) - pretty sure that aiming for a more linear transition could have worked slightly better. Try a more circlular pattern? ok

    I feel a bit uneasy about visuals/patterning, but it's a nice difficulty otherwise!
[Forest's Normal]
  1. 00:04:625 - the actual vocals are snapped here, and mapping them with a slidertail sort of weakens the feedpack a player would get. So, how about something more vocals-centered? example fixed

    My main concern is the visual structure, as I feel like this difficulty lacks some. for instance, the tranistions 00:12:073 (5,1,2,3) - here are very different in terms of angles and flow, then 00:16:418 (1,2,3) - it continues with a different kind of transition that does not match the logic of the previous patterns. Can you explain the way 00:12:073 (5,1,2,3,4) - this part would flow? Or if it's not flow based, what kind of structure do you follow? about second 12 part, it was a shape mistake which has been curved until 00:12:487 - which follows the background wave music (behind drums) that changes from tone in that part. I tried to fix second 16. Some parts of the visual structure represents the vocal tone, for example 00:15:384 (4) - or 00:22:004 (4) - parts where the vocal gets lows when the letter "o" is pronounced. altho i'm not good explaining that's how i based in my style and point of hearing.
Thanks for the mod, Bakari!
E
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Topic Starter
allein

Bakari wrote:

Since Gero requested a check, I thought I might as well just mod it right away

[General]
  1. Что-то мне подсказывает, что мп3 на самом деле не 128, а ниже был по битрейту. Качество оставляет желать лучшего, плюс звук сам по себе тихий у мп3 файла. Давай попробуем поискать звук получше?имг, мп3 вроде не такой уж и плохой, но постараюсь найти что-то
  2. Я понимаю, что стандартные цвета вполне неплохо смотрятся (на стандартном скине, во всяком случае). Но скины у каждого игрока разные, поэтому все-равно стоит включить какие-то конкретные комбо цвета на всех сложностях. Например, можно взять их у Геро. я играю на одноцветном скине, по этому обычно забываю про них :D скопировал
  3. Давай переконвертируем фон в JPEG? Сохраним практически мегабайт места на диске, да и фон будет весить меньше, чем твой текщий мп3 файл. Попробуй вот этот фон к
Я потом допишу, или в игре поговорим про [Heroes], это точно будет сегодня. напишу в игре как зайдешь
По харду все пофиксил
lcfc
Regarding to Bakari's mod, this diff was mainly made to assist the spread, lowering the spacing / ds will bring it close to normal, something that will make the spread pretty inconsistent. However, to have more equality between distance and sv, I raised the sv to 1.3 and lowered the ds to 1.5x (which is basically the same distance as before suprisingly lol). Thank you for your suggestion and I hope you approve of the change!
Gero
Bakari
[Gero's Insane]
  1. 00:02:349 - wouldn't hitsounding the slidertick be a more reasonable thing in this case? The whole point of hitsounding is to give feedback. The storyboarded hitsound doesn't do that, as you get to hear the beat even if you don't hold the actual slider, which sort of feels illogical to me. I think you're exagerating a bit about hitsounding, the slider itself is following the vocal in a proper way, so to be consistent with the whistles each beat, I've decided to use storyboarded hitsounds.
  2. 00:07:729 (3,1) - 00:09:384 (3,1) - compare these two, the second one clearly deserves more emphasis and in order to give it, you might want to weaken the jump between 00:07:729 (3,1) - Agreed with this.
  3. 00:11:246 (1,2,3) - (3) is actually the strongest beat here as both hitsounding and the song itself suggest. So, consider giving (3) a jump stronger than the one between 1-2? Yeah, moved.
  4. 00:13:522 (3,4,5) - can you justify the spacing here, I fail to understand the structure. Essentuially, 00:13:522 (3,7,1) - these are the stronger beats, and 00:13:729 (4,5,8) - these are the beats that you highlight with the jumps. Shouldn't the jumps be used to highlight the stronger beats supported by drums and vocals instead? The reason is basically the same as the one that is down below, anyways I'd like to say that the spacing is not that big to consider it as inconsistent or neither bad, as I've explained that, (Btw this 00:18:280 (2,3,4,5,6,7,8) - new pattern is somehow consistent with this one).
    Note: 00:18:694 (3,4,5,6,7) - same would happen here, and while I agree with 5-6-7 I still feel like (4) deserves some emphasis as well. Probably we could try to use different spacing values here to represent various intesity of the beats and keep the emphasis? Probably something like gradually increasing spacing? That's not my kind of style to be honest, I've fixed it in another way.
    Note2: the example only suggests the way I believe the spacing should be done, your patterning may (and probably should) be completely different!
  5. 00:23:039 (1,2,3) - again, I am sorry, but I can't agree with the spacing you do. I believe that (2) has a jump for the vocals, but somehow you don't pace a jump to (5) which has a lot stronger vocals on it. I'm not against about matching/highlighting every strong beat with a jump, but my style sometimes focus on bring variations through the whole difficulty, (Also if you check it carefully you'll notice that it makes sense due that the whole 1/2 part vocals are basically the same, so making a some kind of variation regarding the spacing won't kill anyone).
  6. 00:13:315 (2,3,4,5,6,7,8) - 00:26:349 (1,2,3,4,1) - identically sounding parts, yet one has the spacing changes and the other one doesn't. Since the song is short I would insist on being more consistent. So, consider finding a way to match the spacing changes with the music you enjoy and stick to it for both of these parts? My intention was to map each Kiai Time in a different way, that's why these aren't mapped the same, so being consistent in a really short song is a bit boring and monotonous, don't you think?

    I can't quite get the idea of certain spacing decisions, though I practically adore the symmetrical style. Perhaps you could clarify the logic of these changes, so we could both be confidint that it is all mapped properly?

Gero's Insane
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332,370,4625,2,0,B|370:370|370:370|374:366|374:366|378:362|378:362|413:362,1,85,0|2,0:0|0:0,0:0:0:0:
175,289,5039,1,0,0:0:0:0:
337,289,5246,1,2,0:0:0:0:
256,370,5453,1,0,0:0:0:0:
175,289,5660,5,2,0:0:0:0:
195,262,5763,1,0,0:0:0:0:
223,245,5866,1,0,0:0:0:0:
256,240,5970,1,0,0:0:0:0:
289,245,6073,1,2,0:0:0:0:
317,262,6176,1,0,0:0:0:0:
337,289,6280,1,0,0:0:0:0:
101,370,6487,6,0,L|16:222,1,170,2|2,0:0|0:0,0:0:0:0:
27,47,7108,2,0,L|113:194,1,170,2|2,0:0|0:0,0:0:0:0:
213,167,7729,2,0,L|256:240,1,85,2|2,0:0|0:0,0:0:0:0:
411,370,8142,6,0,L|496:222,1,170,2|2,0:0|0:0,0:0:0:0:
484,47,8763,2,0,L|399:194,1,170,2|2,0:0|0:0,0:0:0:0:
299,167,9384,2,0,L|256:240,1,85,2|2,0:0|0:0,0:0:0:0:
101,370,9798,5,6,0:0:0:0:
256,240,10004,1,0,0:0:0:0:
411,370,10211,1,2,0:0:0:0:
296,149,10418,6,0,P|256:137|216:149,1,85,4|2,0:0|0:0,0:0:0:0:
216,331,10832,2,0,P|256:343|296:331,1,85,0|2,0:0|0:0,0:0:0:0:
296,140,11246,6,0,P|256:128|216:140,1,85,4|2,0:0|0:0,0:0:0:0:
216,322,11660,2,0,P|256:334|296:322,1,85,0|2,0:0|0:0,0:0:0:0:
256,231,12073,1,4,0:0:0:0:
296,140,12280,5,8,0:0:0:0:
315,108,12383,1,8,0:0:0:0:
313,72,12486,1,8,0:0:0:0:
291,43,12590,1,8,0:0:0:0:
256,32,12693,1,8,0:0:0:0:
220,43,12798,1,8,0:0:0:0:
198,72,12902,1,8,0:0:0:0:
196,108,13005,1,8,0:0:0:0:
216,140,13108,5,4,0:0:0:0:
256,231,13315,1,0,0:0:0:0:
296,140,13522,1,8,0:0:0:0:
176,231,13729,1,0,0:0:0:0:
296,322,13935,1,2,0:0:0:0:
256,231,14142,1,0,0:0:0:0:
216,322,14349,1,8,0:0:0:0:
336,231,14556,1,0,0:0:0:0:
296,140,14763,6,0,B|272:128|256:96|256:69|256:69|256:96|240:128|216:140,1,170,4|8,0:0|0:0,0:0:0:0:
256,231,15384,2,0,B|280:243|296:275|296:302|296:302|296:275|312:243|336:231,1,170,2|2,0:0|0:0,0:0:0:0:
296,140,16004,1,8,0:0:0:0:
336,49,16211,1,0,0:0:0:0:
376,140,16418,5,2,0:0:0:0:
336,231,16625,1,0,0:0:0:0:
376,322,16832,2,0,B|392:322|408:330|412:340|412:340|416:330|432:322|448:322,1,85,8|0,0:0|0:0,0:0:0:0:
496,231,17246,2,0,L|416:380,1,170,2|8,0:0|0:0,0:0:0:0:
336,231,17867,6,0,L|376:156,1,85,2|0,0:0|0:0,0:0:0:0:
496,231,18280,1,8,0:0:0:0:
376,156,18487,1,0,0:0:0:0:
416,303,18694,1,2,0:0:0:0:
456,156,18901,1,8,0:0:0:0:
336,231,19108,1,0,0:0:0:0:
416,81,19315,1,2,0:0:0:0:
496,231,19522,1,8,0:0:0:0:
336,81,19729,6,0,B|256:52|256:52|176:81,1,170,4|8,0:0|0:0,0:0:0:0:
256,144,20349,1,0,0:0:0:0:
176,207,20556,2,0,P|164:247|176:287,1,85,2|0,0:0|0:0,0:0:0:0:
336,288,20970,2,0,P|348:248|336:208,1,85,8|0,0:0|0:0,0:0:0:0:
256,351,21384,6,0,P|336:326|416:351,1,170,4|8,0:0|0:0,0:0:0:0:
256,247,22004,2,0,P|216:259|176:247,1,85,0|2,0:0|0:0,0:0:0:0:
256,144,22418,1,0,0:0:0:0:
284,157,22521,1,0,0:0:0:0:
316,162,22625,1,8,0:0:0:0:
347,157,22729,1,0,0:0:0:0:
376,144,22832,1,0,0:0:0:0:
316,60,23039,5,2,0:0:0:0:
436,228,23246,1,0,0:0:0:0:
376,144,23453,1,8,0:0:0:0:
256,312,23660,1,0,0:0:0:0:
316,228,23867,2,0,B|300:188|256:172|256:172|212:188|196:228,1,170,2|8,0:0|0:0,0:0:0:0:
136,312,24487,1,0,0:0:0:0:
76,228,24694,6,0,B|54:206|54:206|51:198|51:198|46:203|46:203|43:195|43:195|22:174,1,85,2|0,0:0|0:0,0:0:0:0:
95,102,25108,2,0,B|73:80|73:80|70:72|70:72|65:77|65:77|62:69|62:69|41:48,1,85,8|0,0:0|0:0,0:0:0:0:
168,175,25522,1,8,0:0:0:0:
256,264,25729,1,8,0:0:0:0:
344,175,25935,1,8,0:0:0:0:
256,312,26142,1,2,0:0:0:0:
167,175,26349,6,0,P|249:174|296:107,1,170,4|8,0:0|0:0,0:0:0:0:
256,12,26970,1,0,0:0:0:0:
215,107,27177,2,0,P|262:174|344:175,1,170,2|8,0:0|0:0,0:0:0:0:
416,247,27798,1,0,0:0:0:0:
344,319,28004,6,0,L|404:379,1,85,4|0,0:0|0:0,0:0:0:0:
168,319,28418,2,0,L|107:379,1,85,8|0,0:0|0:0,0:0:0:0:
331,279,28832,2,0,P|343:319|331:359,1,85,2|0,0:0|0:0,0:0:0:0:
181,279,29246,2,0,P|169:319|181:359,1,85,8|0,0:0|0:0,0:0:0:0:
256,216,29660,6,0,L|256:131,1,85,12|0,0:0|0:0,0:0:0:0:
256,28,30073,1,2,0:0:0:0:
174,132,30280,2,0,B|215:112|256:131|256:131|297:112|338:132,1,170,12|2,0:0|0:0,0:0:0:0:
410,59,30901,1,12,0:0:0:0:
256,216,31108,1,2,0:0:0:0:
102,59,31315,5,4,0:0:0:0:
riffy
I though we'd clarify a few things on the Insane while we are at it.

Gero wrote:

  1. 00:02:349 - I think you're exagerating a bit about hitsounding, the slider itself is following the vocal in a proper way, so to be consistent with the whistles each beat, I've decided to use storyboarded hitsounds. I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases.
  2. 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3).
  3. 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this.
    Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!
  4. 00:13:522 (3,4,5) - The reason is basically the same as the one that is down below, anyways We'll get to it a bit later! I'd like to say that the spacing is not that big to consider it as inconsistent (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern) or neither bad (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) , as I've explained that, (Btw this 00:18:280 (2,3,4,5,6,7,8) - new pattern is somehow consistent with this one).
  5. 00:23:039 (1,2,3) - I'm not against about matching/highlighting every strong beat with a jump, but my style sometimes focus on bring variations through the whole difficulty, That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. (Also if you check it carefully you'll notice that it makes sense due that the whole 1/2 part vocals are basically the same, so making a some kind of variation regarding the spacing won't kill anyone). Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round?
    As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.


    so being consistent in a really short song is a bit boring and monotonous, don't you think? Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further!
Hope this explains my points better!

Meanwhile, here's a quick log of our (InternalLight's and my) conversation. Basically, I suggested improving spacing and adding some more variety to the rhythm.

IRC log (no ingles behind this spoilerbox, sorry!)
14:49 Bakari: Хей!
14:49 InternalLight: привет, ты написал в своем посте что хочешь поговорить о ласт диффе в игре
14:49 InternalLight: о
14:49 InternalLight: ;DDDDD
14:49 Bakari: Тебе как удобнее будет, на форуме дописать или прямо в игре?
14:50 InternalLight: думаю можно в игре
14:50 Bakari: А время-то есть? А то я вкатился, даже подумал, что могу отвлекать от чего-нибудь :D
14:51 InternalLight: да есть есть
14:51 InternalLight: я же сам написать хотел ;D
14:51 Bakari: Замечателньо
14:52 Bakari: Моя основная проблема в том, что у тебя нет как таковых джампов
14:52 InternalLight: нуууу, как
14:52 Bakari: Т.е. по сути практически все объекты по спейсингу где-то в районе ~х2.0 стоят
14:53 InternalLight: я использовал их в самых интенсивных моментах сонга
14:53 InternalLight: аа
14:53 Bakari: И когда что-то действительно нужно выделить
14:53 Bakari: тебе приходится уходить в какие-то очень уж высокие значения
14:54 Bakari: И это не очень хорошо работает со скоростью слайдеров
14:54 Bakari: Т.е. по сути на каждом слайдере игрок замедляется в 2, а то и в три раза
14:54 Bakari: А потом опять ускоряется до следующего слайдера
14:55 InternalLight: ох
14:55 Bakari: Сравни, например 00:07:522 (5,6,7) - 00:06:487 (1,2,3,4) -
14:55 Bakari: Вот тут примерно одинаковый высокий спейсинг везде
14:56 Bakari: А ведь часть использует вокалы, а часть нет
14:56 Bakari: + сам слайдер как-то очень уж все замедляет
14:56 Bakari: А что если нам попробовать больше поиграть с контрастом, например там, где вокалов нет, использвать не очень большой спейсинг
14:56 Bakari: Там где вокалы есть - спейсинг повыше
14:57 InternalLight: нууу окей
14:57 Bakari: Т.е. по сути я предлагаю понизить спейсинг, и поднимать его только там, где это обосновывается вокалами (или ударными, если они тебе больше нравятся)
14:58 InternalLight: тогда из этих трех 00:07:522 (5,6,7) - можно отдалить семерку?
14:58 InternalLight: немного
14:58 InternalLight: там слышен вокал
14:59 Bakari: Попробуй, почему бы и нет
14:59 Bakari: Тут самое интересное начнется тогда, когда ты будешь выделять вокалы
14:59 Bakari: Т.к. часть явно будет сильнее, часть слабее
14:59 Bakari: И спейсинг еще из-за этого будет меняться
15:00 InternalLight: тогда для начала нужно найти части с таким же спейсингом без вокала
15:00 InternalLight: а, тут вообще еще такие есть?
15:01 Bakari: не знаю даже
15:01 InternalLight: похоже, это был единичный случай
15:01 Bakari: И еще по ритму что-то было
15:01 Bakari: Сейчас найду, спрошу
15:02 Bakari: 00:21:384 (1,2,3) - а, вот тут ты под вокалы мапал?
15:03 InternalLight: смешал
15:03 InternalLight: пришлось сделать 00:22:004 (3) - 1/2 чтобы остался кик
15:04 Bakari: я просто тоже сейчас посмешивал все это
15:05 Bakari: Как тебе [https://osu.ppy.sh/ss/7821444 такой] вариант?
15:06 InternalLight: ну как сказать
15:06 InternalLight: какие-то длинные слайдеры для такой сложности
15:06 InternalLight: 00:14:763 (1) - и такой же случай
15:06 InternalLight: просто я в основном использую 1/2 слайдеры
15:07 InternalLight: а тут вылазят лонги
15:07 Bakari: Ну да, длинные, просто когдв у тебя одни 1/2 и серклы
15:07 Bakari: То звучит немного заспамленно
15:08 InternalLight: просто это ласт диффа, и я хочу реализовать все звуки
15:09 Bakari: Но зачем реализовывать абсолютно все звуки?
15:09 Bakari: У тебя это просто не получится сделать. Начнут возникать фоновые 1/4, например
15:09 Bakari: 00:02:246 -
15:10 Bakari: и там до 00:03:177 - на каждом тике какой-то звук
15:10 Bakari: Я подвожу к тому, что логичнее сакцентировать внимание на чем-то одном
15:10 Bakari: В таком случае игроку будет проще уловить ритм и играться будет естественнее
15:11 InternalLight: а что если я
15:12 InternalLight: расширю 00:22:004 (3) - д о00:22:315 -
15:12 InternalLight: и оставлю 00:21:384 (1,2) - как есть?
15:13 Bakari: А зачем там 3/4 cлайдер?
15:13 InternalLight: вокал держится
15:13 Bakari: Ими обычно выделяют клавишные или переходы между вокалами
15:13 Bakari: Если бы у тебя на 00:22:418 - были вокалы, тогда да
15:14 Bakari: Ну, ты попробуй, я только за буду, если тебе понравится
15:14 InternalLight: ой точно, не заметил
15:14 Bakari: Но я к тому, что все равно стомт приоретизировать что-то конкретное
15:14 InternalLight: но тут вроде бы есть что-то 00:22:418 -
15:14 InternalLight: он как раз к тому моменту затухает
15:14 Bakari: Что-то там есть, но если ты слайдер жо этого по вокалам ставишь
15:15 Bakari: То бросать его ради чего-то другого смысла нет
15:15 Bakari: Опять же, мы приходим к тому, что т гонишься за всем, что есть в песне
15:16 Bakari: И получается очень много 1/2 ритма, который мне кажется заспамленным
15:17 InternalLight: мда уж
15:17 Bakari: Если тебе нравится вот такой ритм и тебя полностью устраивает ровный 1/2 - оставляй
15:18 Bakari: Я бы все равно настаивал на большей выразительности в сторону или ударных, или вокала
15:18 Bakari: Т.к. мне кажется, что это бы игралось интереснее
15:19 InternalLight: ну, мне такой спам привычнее
15:19 InternalLight: более по душе
15:20 InternalLight: кстати, что насчет 00:29:660 (1,2,3,1,2,3,1,2,3) - ?
15:20 InternalLight: с ними все нормально?
15:20 Bakari: Это логичный выход из того типа маппинга, что ты выбрал
15:21 Bakari: У тебя весь спейсинг высокий, и чтоб как-то выделить конец, ты выбираешь ну очень уж сильные джампы
15:21 Bakari: Я понимаю, почему ты так спейсанул их, но не могу сказать, что мне нравится такое решение
15:23 InternalLight: обновил геро, кстати
15:23 InternalLight: или ты уже сам?
15:23 Bakari: Я уже утащил его код, еще с ним немного пообщаюсь, если ты не против
15:24 Bakari: В принципе у меня все с твоим инсейном. Спейиснг и ритм. Ритм я оставляю на твое усмотрение, но со спейсингом я бы все-таки поработал еще
15:26 InternalLight: окей, спасибо большое за помощь
15:27 InternalLight: у меня кошмар с бнами вчера был, все тыкали на дрейн тайм
15:27 Bakari: 30 cекунд же есть, чего это они
15:28 InternalLight: дак все равно им не нравятся такие короткие мапы
15:28 InternalLight: человек 8 вчера отказало
15:29 InternalLight: с одинаковой причиной
15:30 Bakari: Странные люди
15:30 Bakari: Это же вроде как официальный кат
15:31 Bakari: Ну, в смысле сам опенинг такой по длине
15:31 InternalLight: ага
15:32 Bakari: Тогда странно даже. У тебя в конце спиннера не было до этого?
15:33 Bakari: Может на сайте почему-то меньше показывало?
15:33 InternalLight: да я не про это
15:33 InternalLight: просто они считают что 30 секунд это слишком мало
15:33 InternalLight: и им не нравится такое
15:33 InternalLight: : /
15:34 Bakari: Как бн говорю, 30 секунд для меня это просто супер
15:34 Bakari: А вот людей с трехминутными треками и пятью+ дифами я избегаю :D
15:34 InternalLight: для меня это самый оптимальный вариант для первого сета на ранкед
15:35 Bakari: Вот ия про то же, и не запутаешься особо
15:35 Bakari: И проверять не очень долго
15:36 Bakari: Я Геро отпишу и заодно лог закину в тред, чтоб не потерялся
15:36 InternalLight: окей
Gero

Bakari wrote:

I though we'd clarify a few things on the Insane while we are at it.

  1. 00:02:349 -I still don't understand why not use a slidertick hitsound. this would perform the same function, except it'd be a bit more accurate in a few rare cases. The storyboard hitsounding exists for a specific reason, which is avoiding to add a "Sample-Slidertick" with the same hitsound, so what's the point to add more weight into the folder file? (Even if this is gonna be minor, it's still unnecesary in my opinon).
  2. 00:09:384 (3) - I think we've missed the point of this change, man. The idea I insist on is to give 00:09:798 (1) - some extra spacing emphasis. Let's try to do it by adding some extra ditance between 00:09:384 (3,1) - these two. For instance, you coulld Ctrl+G 00:09:384 (3). I don't think that CTRL+G will work well with this pattern. As you mentioned before, 2 was the one that needed to be emphasized even more than the 1/2 one, so forcing a jump here wouldn't be good at the least in my opinion. (Vocals and the Instrumental itselfs are really weak here).
  3. 00:11:246 (1,2,3) - sorry, I don't really see any difference, even though you marked this one as changed. I was expecting (3) to get some sort of a jump to match the spacing between (1) and (2). So, it would be something more like this. It was like this before, I think it moved back while I was making changes.
    Note: again, this is a very rough example, you are surely able to get something way prettier than the picture I've just shown!
  4. 00:13:522 (3,4,5) - (as long as it is visually noticeable, I'd count it as inconsistent, especially when we take into account the nature of the previous difficulty, that has distance spacing applied to practically every pattern), (I am fairly sure I never meant to call any of your patterning or any other ideas bad. Yet, just because something isn't bad, it doesn't mean that we can't improve it, right?) It's such a shame that you're considering it as inconsistent; honestly, I'm very satisfied with the spacing and how the patterns work here. (I think you should take in mind that your logic about rhythm or emphasis is very different than mine or either other mappers). I still insist that this is not even that huge for an Insane difficulty, they also help to the players to notice that they're gonna be spacing changes through the whole Kiai time, so that's basically what I wanted to express with it. (This difficulty also has jumps because it'll fix the gap between Hard, and Heroes due the last difficulty basically used a lot of jumps everywhere while in Hard barely has jumps on it).
  5. 00:23:039 (1,2,3) - That does not really answer my question, though. Spacing should be justified by the song itself and then you can add some variety by following the song. For example, you can base variations on following certain instruments and switching to vocals, though? The point I'm trying to make is that you still can have clearly understandable jumps matching the music and bring a good deal of variety. Wait a second, how do you correlate the same vocals with different spacing values. Shouldn't it be the other way round? I guess there's no way to convince you even if I try hard to do that. I still not agree with changing the whole thing to being consistent all the time with the spacing, remember that mapping can be expressed in so many ways to just being stacked in one way as much as possible, for you; it could be inconsistent or anything like that, but not for my view of it, fixed.
    As in "same vocals" = "same spacing"? It's not about killing anyone, it's about more accurate representation of the song, though.
    Yeah, I can agree with this point, yet I believe we could combine variable rhythm and add more precise spacing emphasis to that, as to improve the difficulty even further! Quality is good enough for me; I've also asked for some opinions about it and they were agreed with me that there's nothing wrong with being inconsistent with the spacing sometimes.
Hope this explains my points better!

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riffy

Gero wrote:

Quality is good enough for me
There's no limit to perfection, I was mostly aiming to polish something that is already good enough, rather than imply that it is a low quality map. Though it was also a good way to get better understanding of your ideas as well.

So, intentionally variable spacing based on difficulty progression and readable due to the style/difficulty context? Yeah, I can get behind that idea, I guess I was just a bit confused with the wording at first. (which is my fault, sorry about that!)
sheela
Hi!

[Forest's Easy]
  1. 00:29:659 (4) - This will be a subjective suggestion, but try creating a different slider shape from the previous slider's shape to emphasize more the end of the song, the drums and all. Repeating the shape is rather plain in my opinion, especially in a part where you could emphasize by creating kind of movement.
[Forest's Normal]
  1. According to AiMod, there are four unsnapped slider ends.
  2. 00:01:315 - Most rhythms in the map involve with following the vocal, therefore missing out the vocal on this tick sounds weird. the solution is simply move 00:01:522 (1) - to that tick, or you can change the rhythm to two circles like this (https://puu.sh/vmKNk/79d6ed75d1.png) to stay consistent with 00:03:177 (1,2,3,4) -.
[LCFC's Advanced]
  1. 00:05:660 (5) - You can move this down to avoid touching the HP bar.
  2. 00:19:315 (8) - There seems to be a missing whistle hitsound here.
[Hard]
  1. 00:13:108 (1,2) - 00:21:591 (2,3) - The spacings are inconsistent with the regular one.
  2. Nothing is really going on in this difficulty: the verse part feels like going in circles the playfield, there aren't many interesting flow in the map like as if the flow was ordered because it's mostly straight lines. But this is truly my point of view. If this is the way you map, I won't force you to change it. You can maybe change some patterns, yet it's quite hard to suggest where to.
[Gero's Insane]
  1. 00:05:660 (1,2,3,4,5,6,7) - In my opinion, the stream is adding weight at the incorrect time, meaning that it may not be worth to add the stream here, but instead short repeat sliders. The instruments are not loud as compared to the noticeable drums on 00:12:280 -, and adding the stream would overemphasize the low sound. This also doesn't fit with the atmosphere of the verse part, which I suggested short repeat sliders to lower the intensity.
[Heroes]
  1. 00:05:660 (1,2,3,4,5,6) - Like I explained in Gero's difficulty, this part shouldn't be much emphasized as the instruments are low. Having a simpler rhythm and a less intense way to play this part would fit the verse part of the song, like short repeat sliders.
  2. 00:12:280 (5,6,7,8,9,10,11,12,1) - The curve could be more polished; you can draw a curve slider and convert it into streams.
  3. Maybe I'm the only one to say this, but when I played this difficulty, I honestly didn't feel like a change in intensity between the verse and the chorus. The spacing in both parts are quite similar (with the exception that the second part has jumps to compensate), but I think some spacings in the first part could be reduced:
    1. 00:06:487 (1,2,3,4,5,6,7,1,2,3) - This spacing can be found in the chorus, and even though the melody changes here, it could be reduced to fit with the atmosphere of the verse part. I'd say a spacing of <= 2.50x is recommended.
    2. 00:00:694 (3,4) - Could be reduced to ~1.6x as nothing in the music was worth emphasizing in my opinion.
    3. 00:03:798 (4,5) - As the vocals toned down, the big jump is not a good way to follow it, to me. A distance of ~2.25x is fine.
All right, that should be it. If you need some clarifications or other questions, don't hesitate contacting me. Good luck!
lcfc

sheela wrote:

[LCFC's Advanced]
  1. 00:05:660 (5) - You can move this down to avoid touching the HP bar. fixed
  2. 00:19:315 (8) - There seems to be a missing whistle hitsound here.
InternalLight is responsible for the hitsounds so I will leave the whistle issue for him.

diff
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Thank you for modding!
Topic Starter
allein

LowComboFC wrote:

sheela wrote:

[LCFC's Advanced]
[*]00:19:315 (8) - There seems to be a missing whistle hitsound here.[/list] fixed

sheela wrote:

Hi!

[Hard]
  1. 00:13:108 (1,2) - 00:21:591 (2,3) - The spacings are inconsistent with the regular one.
  2. Nothing is really going on in this difficulty: the verse part feels like going in circles the playfield, there aren't many interesting flow in the map like as if the flow was ordered because it's mostly straight lines. But this is truly my point of view. If this is the way you map, I won't force you to change it. You can maybe change some patterns, yet it's quite hard to suggest where to.
[Heroes]
  1. 00:05:660 (1,2,3,4,5,6) - Like I explained in Gero's difficulty, this part shouldn't be much emphasized as the instruments are low. Having a simpler rhythm and a less intense way to play this part would fit the verse part of the song, like short repeat sliders.
  2. 00:12:280 (5,6,7,8,9,10,11,12,1) - The curve could be more polished; you can draw a curve slider and convert it into streams.
  3. Maybe I'm the only one to say this, but when I played this difficulty, I honestly didn't feel like a change in intensity between the verse and the chorus. The spacing in both parts are quite similar (with the exception that the second part has jumps to compensate), but I think some spacings in the first part could be reduced:
    1. 00:06:487 (1,2,3,4,5,6,7,1,2,3) - This spacing can be found in the chorus, and even though the melody changes here, it could be reduced to fit with the atmosphere of the verse part. I'd say a spacing of <= 2.50x is recommended.
    2. 00:00:694 (3,4) - Could be reduced to ~1.6x as nothing in the music was worth emphasizing in my opinion.
    3. 00:03:798 (4,5) - As the vocals toned down, the big jump is not a good way to follow it, to me. A distance of ~2.25x is fine.
All right, that should be it. If you need some clarifications or other questions, don't hesitate contacting me. Good luck!
fixed everything, thanks!
Gero
sheela
[Gero's Insane]
  1. 00:05:660 (1,2,3,4,5,6,7) - In my opinion, the stream is adding weight at the incorrect time, meaning that it may not be worth to add the stream here, but instead short repeat sliders. The instruments are not loud as compared to the noticeable drums on 00:12:280 -, and adding the stream would overemphasize the low sound. This also doesn't fit with the atmosphere of the verse part, which I suggested short repeat sliders to lower the intensity. That's your opinion, though; I'd like to say that even if this doesn't sounds as stronger as the other one you've mentioned above. I'm pretty sure that this is fine due that it's easier to the player to be prepared for the incoming patterns that are more dense than this one, so I'd like to keep this if is possible.

Gero's Insane
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TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
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Underforest

sheela wrote:

Hi!

[Forest's Easy]
  1. 00:29:659 (4) - This will be a subjective suggestion, but try creating a different slider shape from the previous slider's shape to emphasize more the end of the song, the drums and all. Repeating the shape is rather plain in my opinion, especially in a part where you could emphasize by creating kind of movement. I think it's fine leave it as it
[Forest's Normal]
  1. According to AiMod, there are four unsnapped slider ends. whoops
  2. 00:01:315 - Most rhythms in the map involve with following the vocal, therefore missing out the vocal on this tick sounds weird. the solution is simply move 00:01:522 (1) - to that tick, or you can change the rhythm to two circles like this (https://puu.sh/vmKNk/79d6ed75d1.png) to stay consistent with 00:03:177 (1,2,3,4) -. fixed
All right, that should be it. If you need some clarifications or other questions, don't hesitate contacting me. Good luck!
Thanks!

E
didn't change
N
osu file format v14

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Artist:Kirsten Price
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Creator:InternalLight
Version:Forest's Normal
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Tags:tv size opening underforest gero nelly lcfc lowcombofc
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_handholding

Easy
  1. 00:11:246 (3,4) - default whistles on heads would be ideal for feedback imo. The same whistle as 00:09:798 (1)
  2. 00:17:246 (2) - this rhythm is more appropriate imo to get rid of the only 1/2 slider in the map http://puu.sh/vohQk/34edf7e663.jpg

Normal
  1. 00:01:315 (1) - I feel it's better to split this slider into 2 circles since both the head and the tail are the same intensity and to me it seems a much more intuitive rhythm when following the music http://puu.sh/voi2t/3a03d54be8.jpg
  2. 00:11:246 (3,4,5) - same about whistles in easy
  3. 00:17:867 (1) - add whistle on head
  4. 00:30:901 (3) - what do you think about doing something like this? https://osu.ppy.sh/ss/7860078 it spices things up a bit for the last pattern ;)

    nice diff

Advanced
  1. 00:04:211 (3,4,5) - this rhythm doesn't seem to actually follow anything, all it seems to be are objects landing where there's vocal sounds. My biggest irk with this is that 00:04:625 isn't clickable when all the other held vocals such as 00:03:384 are. There's more stuff but hey sheela doesn't have a problem with this so no problem right :^)
  2. 00:10:418 (2) - If you have a whistle at 00:10:211 then you should have one here too (since it's in the song anyways). It's more important to have clickable objects than non clickable objects hitsounded for the sake of feedback

Hard
  1. 00:01:729 (2,3) - shouldn't you ctrl + g this if you're following the vocals?
  2. 00:07:522 (4,5) - The stacks you've used in the map have all emphasized the vocals in one way but this hasn't. So yh I think it's better to not stack here
  3. 00:25:729 (5,1) - A small jump here would play well
  4. My thoughts are similar to Sheela's, the structure could be made a bit more interesting imo
Top diff doesn't have combo colours
[]
GL for rank ~ you're pretty close :^)
lcfc
Regarding to Kisses' mod I think I managed to fix the rhythm pointed out in a way that will hopefully follow the vocals better now lol

about the hitsound issue blame internal so it's up to him xdd

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13108
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:LCFC's Advanced
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
BeatmapID:1253987
BeatmapSetID:579551

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
-133,413.793103448276,4,2,1,80,1,0


[Colours]
Combo1 : 255,55,155
Combo2 : 37,95,165
Combo3 : 204,36,200
Combo4 : 117,189,64
Combo5 : 181,146,81
Combo6 : 255,89,89
Combo7 : 232,201,23
Combo8 : 73,207,207

[HitObjects]
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Thanks for modding!
Topic Starter
allein

Kisses wrote:

Hard
  1. 00:01:729 (2,3) - shouldn't you ctrl + g this if you're following the vocals? i mostly use mixed rhythm
  2. 00:07:522 (4,5) - The stacks you've used in the map have all emphasized the vocals in one way but this hasn't. So yh I think it's better to not stack here k
  3. 00:25:729 (5,1) - A small jump here would play well k
  4. My thoughts are similar to Sheela's, the structure could be made a bit more interesting imo
Top diff doesn't have combo colours fixed
[]
GL for rank ~ you're pretty close :^) :(
Kaifin
i'm sure somewhere in these pages of mods someone has said this but is there really not a higher res BG you could use

Forest's Easy

  1. 00:06:487 (1,2) - if you bring up the 2 a bit, it blankets 100000x better with 00:06:487 (1) - and also becomes less cramped with 00:09:798 (1) -
  2. 00:28:004 (3,4,1) - uneven triangle

Forest's Normal

  1. 00:03:798 (2,3,4) - fix DS to 1.4? it doesn't seem like there's a specific reason for this as 00:10:832 (2,3,4) - is 1.4, if you're trying to have "emphasis" i don't think it's really working out tbh
  2. 00:10:832 (2,3,4,5) - this pentagon is uneven (00:11:246 (3,4) - )
  3. 00:26:349 (1,2) - changing the shape of 00:26:349 (1) - to be a looser curve would make this blanket work a LOT better, since it really isn't a blanket at all since it's so tight

LCFC's Advanced

  1. shouldn't this be like ar 6? it seems weird for an advanced to have ar 5, especially since its the same ar as the Normal
  2. 00:15:384 (5,1) - idk if this was your intention but it seems close enough that it might have been so i'm pointing it out
  3. 00:17:246 (4) - DS
  4. 00:23:867 (4) - DS
  5. 00:21:384 (4,5) - messing with the spacing of these two notes could lead to a better appearance due to the "blanket" interaction between the two,
    check the screenshot or something similar to your taste, atm it looks a bit off
  6. 00:27:591 (3,4) - nitpick AF but this isn't correct angle, see stack with 90 degree turned, i'm pointing this out because 00:27:591 (3,5) - are the same angle exactly so i figured it mattered
  7. 00:29:867 (2) - DS

Hard

  1. 00:00:694 (3,4,1) - this is pretty subjective but this looks pretty weird, seeing as right after this kinda odd not a triangle but kind of a triangle pattern you do an (almost) perfect triangle, and it's the only time you do something like it
  2. 00:01:315 (1,2,3) - uneven triangle
  3. 00:16:418 (1,2,3,4) - the triangle isn't even with either 2 or 4 being the basis for it :?
  4. 00:21:591 (2,3,4) - either making this spacing even or spacing 3 more to the left like in screenshot would make this pattern look a lot better, rn it just looks like you tried to make it even and failed cause there isn't enough distinction (i moved both notes in the screenshot but just mess with it to your liking)
  5. 00:25:729 (5) - if you made this a bit more curved, the blanket with 00:26:349 (1) - would be a lot better, just suggesting since it seems like you went out of your way to blanket this note and it kinda went to waste

Gero's Insane

  1. 00:14:763 (1) - shouldn't this be stacked on 00:13:108 (1) - to keep with your mirrored theme since 00:15:384 (2) - is placed where it is? i understand why it is where it is rn though just a suggestion for better parallel

    neat!

spread lol??????? seems weird that you have such an intensive spread up to this point then this massive jump, i was expecting a 4 star difficulty especially since the song is so short

Heroes

  1. 00:00:694 (3,4,1) - uneven triangle (check it's right by ctrl ging 00:00:694 (3) - )
  2. 00:03:591 (3,5) - the placement of 3 implies a blanket but i have been deceived by this implication
  3. 00:06:280 (6,2,4,7) - making these overlaps even would make your structure 100000x stronger
  4. 00:06:487 (1,2,3,4,5,6,7,1) - take a look at this highlight: i'm surprised there's no clear "pattern" here it's just kind of notes in the vague shape of a star but not really even at all: it's okay if the pattern is uneven but right now there just doesn't seem to BE a pattern
  5. 00:15:384 (3) - why do you break circular flow on this note? there's no emphasis here: you follow circular flow from 00:13:108 (1,2,3,4,1,2) - and then just break flow here for discernibly no reason, this patterning isn't comfy for player or sound conceptually
  6. 00:16:418 (1) - changing the circular flow here makes sense if you want a direct example of how to do it right: the emphasis is on the start of the new line on 00:16:418 (1) - which is the perfect time to switch the flow
  7. yeah based on your flow for the rest of the map: 00:16:418 (1) - is the only time you switch circular flow in the middle of a bar, besides 00:28:625 (3) - where it makes sense due to the vocal emphasis that isn't present anywhere else in the chorus so this is a pretty clear thing that needs to change
  8. as for a solution of HOW to change it, here's a potential alternative pattern with 3, 4, and 5 moved with 3 ctrl g'd

good luck!
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