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Nobuo Uematsu - Clash on the Big Bridge (danooct1 8-Bit Rema

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Hytex wrote:

deleted spinners at beginning and fixed some things
also applied a few suggestions in liligantEX's mod
SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 31055
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.499998

[Metadata]
Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Hytex's Hard
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake AsrielDr33murr Hytex _KennyMC_
BeatmapID:1272374
BeatmapSetID:588544

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:5
ApproachRate:8
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"599080.jpg",0,0
//Break Periods
2,30922,31639
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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im also going to mod the set :wonk:
updated
please redownload the entire beatmap since i changed mp3, had to change the offset again

edit : i'm taking Asriel's mods
updated his diff
Spayyce
Hey, best of luck for this map ! :)

I will skip modding maps that I will say require a remap due to too much inconsistencies in distance and basic mapping concepts. I recommend watching pishifat's channel as he is literally the absolute best source of how to improve yourself as a mapper without being too invasive on everyones style of mapping.

Easy

Overall, I was talking about not going overboard in the extra difficulty, this is a good example of it, the sliders kind of feel overdone in a lot of places and a lot of them you could've just used 1 anchor point. Using a lot kind of makes them look overdone and they don't really flow well in contrast to the music. I would get into practice of using 1, 2 max anchor points when creating curves in sliders.

00:00:124 (1,2) - Avoid overlaps in the lower difficulties because these are players who have just joined the game, they will have no idea on the concepts of overlapping notes and this will probably confuse them a lot.

00:02:123 (2) - Curve is too harsh and it kind of warps it in the middle. When you use more than 1 anchor the slider uses an older algorithm to calculate the curvature of the slider. So it kind of gives off an 'old' vibe that isn't modern.

00:04:123 (3) - Moving the end anchor to the right more will keep the "wave" on the slider looking uniform and consistent with the first curve on the wave.

00:04:123 (3,4) - Stuff like this, the player will probably want to move to the place that's the closest to where their cursor is. This case the slider end will probably put them off because it's so close to where they've left off the slider beforehand. I would reshape some sliders in order to allow players to understand where they are meant to be positioning their cursor.

00:06:123 (4,1) - Anti-jumps are heavily discouraged in easy diff for similar reasons to what I mentioned above. Also from here out the face there is no breaks on the 1/1 beats coupled with the fact it's 180bpm makes sections like this really difficult to play for new players, they require frequent breaks in order to readjust and all the notes on the screen at once will be really confusing for new players. Look at some modern maps and check out how they've used breaks in the map to let players readjust. Plus 1.9* for an easy would make this a normal, not an easy.

00:16:456 (1) - Why does this end on a blue tick, there isn't anything nearly as audible when compared to the next white tick.

00:21:790 (3) - Sliders are overdone here. Placing too much anchor points on a slider means that the slider will look a bit more sloppy and undone when compared to sliders done with just 1 or maybe 2 anchor points. This is usually because when you place more than 1 anchor point the slider algorithm for making curves changes into an older one similar to pre-2013 maps sliders. I would stick to just keeping 1 anchor on a slider, but obviously if you're using red anchors you can put more, just be aware of the algorithm changes.

00:27:123 (1,2,3,4,5,6,7,8) - Players when attempting maps like this are usually new to the game as mentioned before, this means that when you're changing the pace of a map to 1/2 and 1/1 a lot they are not going to be sure on when to hit notes and it can be a confusing experiences. They need a metronome type playstyle in order to effectively land on notes at near enough the right time. This doesn't mean I am saying never touch 1/2 at all in easy diffs, but only use them on occasions where the map has really strong emphasis and even then I wouldn't make it so they are clicking on red ticks, stuff like sliders ending on red ticks is enough in most cases.

00:34:456 (4,1) - The distance between these notes is different to what you've had before, consistent spacing is important because new players may assume this is coming quicker than the other ones when in reality it's the same. Distance of notes to time to click should always be consistent in lower diffs and it's heavily discouraged to not use distance snap.

00:38:457 (2,3) - Curving slider 3 less would allow you to create a really nice blanket effect over the sliderend of slider 2.


00:39:790 (4,1) - I would copy+paste slider 4 over slider 1. This would create a nicer aesthetic look to the sliders due to being the same shape as well as having better flow to other notes as the cursor motion is more understandable and fluid in this instance.

00:41:123 (2) - If you agree to the above suggestion make sure to change this slider too! :)

00:41:791 (3,4) - Inconsistent spacing, the reasons for this are mentioned above.

00:43:123 (1) - Bring the third last anchor down a little more to make the curve more consistent throughout. ^^


00:45:790 (4,2) - Overlapping notes like this can be extremely jarring for new players to understand based on a conceptual level. The player will be thinking "Where is the new not-- oh it's under the slider and I've missed." So making clear indictations on where the next note is really important and this is done by making unobstructed notes.

00:49:457 (3,4,5,6) - This can be confusing due to what I mentioned above about players having to change rhythm to land on 1/2 notes. This is amplified by the fact there are no sliders to tell players the next note is 1/2 or something similar. Plus 00:50:290 (4,5,6) is the same distance, but the time to click each note changes which is confusing too.

00:53:456 (3,4,5) - Inconsistent spacing here even though the timeline distance is the same.

00:54:623 (1,2) - This is too fast for new players to click imo and comes out of nowhere.

00:54:791 (2,3,4) - ^^

00:57:290 (1,2) - ^^

01:00:956 (3,4) - ^

Kenny's Insane

I got some from an IRC when talking about the guest difficulties:

1
16:47 -Space-: 00:16:457 (1,2,3) - 
16:47 -Space-: the spacing changes for no reason, this is purely down to the fact he didnt see this when making it
16:48 -Space-: plus note 2 is too high, there is a little bump and it plays wierd

2
16:48 -Space-: 00:28:957 (10) - this needs NC

3
16:49 -Space-: 00:31:291 (1,2,3,1,2,3,1,2,3) - this plays badly because it comes in really late
16:49 -Space-: 00:31:123 - he should've started it here
16:49 -Space-: plus it's too loud

4
16:49 -Space-: 00:32:457 (1,2,3,4,5,6,1,2,3,4,5,6) - 
16:49 -Space-: jumps aren't bad on paper, but they all overlap and it plays really odd on some skins
16:49 -Space-: it wouuld need to be remapped
16:50 -Space-: a BN wouldn't rank that jump pattern imo

maki's Insane

00:00:124 (1,1,1,1) - I feel there is missed potential here, even on the other diffs where they used spinners I would call it undermapped, but they've still done something. I would consider something here just to involve the fact there is a lot of music here that hasn't been mapped and it isn't too different from the parts you have chosen to map.

00:09:623 (6) - Choosing these co-ords would have better consistency with the places you've chosen for the 1/4 sliders

X:476 Y:112

00:09:957 (2,3,4,5) - Spacing here isn't consistency and the orientation keeps going slightly askew on each instance of a 1/4 slider. I would make sure to use the default skin in editor too because it makes communication so much easier and it can also show you any mild distance issues. The image below is what it should look like with the correct spacing and distance between each note.


00:11:623 (2) - Clap feels really random here, I would remove or at least make it prominent in other parts because it is just sitting there alone xD

00:31:123 (1,2,3,4,1,2,3,1,2,3) - This needs to be quieter ;w; - The part you're mapping here is really quiet but your notes are like super loud here and it completely drowns out the music. Also kiai after this part pls <3

00:37:290 (2) - Due to the fact I am a nazimodder and kudowhore I will ask you to move this to x:92 y:180 because it aligns better with 00:36:623 (2,3)

00:37:623 (4) - Stack this for better anticipation of the next note, it also makes stuff look compact and clean.

00:38:123 (1,2,3,4,5,6) - Not a fan of the spacing here, feels really erratic and odd. I would look to what I put in the Gilgamesh difficulty in order to better appreciate the reasons why. It's the same case as the anti-jump albeit not as extreme as I put in that mod suggestion.

00:41:957 (2,6) - Making note 2 a slightly larger jump will allow for better accomodation of the positioning of note 6, because in play they overlap and it looks quite ugly in play

00:44:957 (1) - You're only giving the player half a beat in order to realign with the notes again. I'm not sure but this could be a big issue in the rank process because that just under 200ms of time between the end of the spinner and the introduction of this note.

00:47:957 (1) - ^

00:48:790 (5) - Move the middle anchor up a little more and bring the end anchor down a little bit in order to properly blanket note 7.

00:51:623 (4,6) - I would say it works much nicer the orientation of these sliders to be parallel with eachother for the sake of aesthetics alone. Also move the red anchor on slider 4 down a small amount so the part at which it changes direction is in the center of the slider.


00:54:790 (5,1) - The slider kind of ends on nothing here and leaves the music just plainly unmapped. I would extend the slider here because it would fit better with the music in this instance. Plus you mapped the whole part 00:57:457 (1) here and the music is exactly the same.

01:00:123 (6) - With the jump idea of sharp angles it feels odd in its current position, placing it between 00:59:623 (3,4) works much better for the concept of having good cursor orientation and consistency in patterns


01:01:790 (1) - Same as the Gilgamesh difficulty, I would recommend keeping the ideas on what you want to attempt consistent through the map. I don't mean having parts at the start being massive streams, but putting stream bursts in more often in the map will assure players that there is potential for a much larger stream

01:02:790 (5,6,1) - Overlap, move note 1 up more so its blanketed in the end of the stream you've done :)

01:04:457 (1,2,1,2) - I think you can have more emphasis on the fact it's a 1/1 as well as more pronounced features to indicate the same being the same at this section, I tried something like this:


01:08:457 (1) - After this point the stream gets really long, especially for a 4.8* map. I would consider 1/4 sliders again in order to give players a break whilst appreciating the intensity of the song.

01:10:623 - Add note.

01:13:457 (3,1) - Why is the spacing so short here? It doesn't really work with the sliders considering the speed has been ramped up. The cursor is having to go really slow here for little to no reason.

01:15:790 (5) - Quieter here + reduced spacing in order to amplify that this is the fade-out section of the song. (The reduced spacing is optional due to how you've mapped it)

01:17:123 (5) - ^

01:18:457 (5) - ^

01:19:790 (5) - ^

01:21:290 - Add note again.

01:21:957 (3) - Why is the map ending here when there is music still to be mapped, I would heavily consider mapping the rest of this because it feels like it ends prematurely for no reason here.

Gilgamesh

Your stack leniency is really high, I would lower it a little bit to maybe 8.

00:08:123 (1) - On this section I am unsure if you're wanting a consistent gap between each note or you're wanting the players to be engaged in triple's whilst aiming. I would settle for the latter and make some cool patterns in which the player will have to move longer distances in order to hit the triples, it kind of plays like a 4* map otherwise. There are also sections where they overlap, I could only barely see them in play but it's usually aesthetically displeasing to have sliders overlap notes ect. because depending on some skins it can create confusion when a players is attempting the map.

00:16:123 (7) - Being nit-picky but this is more closely compressed than any of the other notes in this stream pattern, plus this stream pattern doesn't really play too well and feels kind of odd. I would only consider doing something like this if the music does something really strange like distortion of sound or something, this feels like emphasis on something that just sounds regular on the map.

00:16:457 (1,2,1,2,1) - More spacing here, this is an extra afterall and this plays super easy imo. I would consider having large spacing to begin with and gradually let the spacing lower itself because it sounds like the pitch in the song is getting lower in this section. You could also incorporate the idea of making the sliders fast at the start and then get slower so the player can more adequately understand and grasp what you're trying to do if you agree with this suggestion.

00:19:123 (1) - Same idea as first suggestion.

00:23:457 (1) - Same as 00:16:457 (1,2,1,2,1)

00:27:290 (2,3) - Why is this spacing so short? I know mods aren't taken into consideration through the rank process but I will use this as a practical approach as to why this could be jarring. When playing this, the cursor suddenly has to slow down a significant amount, stacking this COULD work, but this is the first time you've done an anti-jump in a map (we'll call it anti-jump for the sake of simplicity). It is confusing for a number of reasons:

  1. Firstly, it happens on a red tick in the middle of this part of the music, this means that there is nothing that sounds really strong to place the anti-jump on.
    I know anti-jumps are usually employed with the opposite in mind (that being an anti-jump will be done when the music suddenly stops for a short period of time) but here it happens out of no-where in terms of how you've previously mapped.
  2. Secondly you've gave no visual clues in terms of: Colour co-ordination with the anti-jump. This means that sometimes mappers choose to put a red combo colour in order for players to recognise that one part is distinctively harder from the rest of the map. Again though, this is usually done early on or when enough buildup in the song is given (like a guitar suddenly going really fast or something else). Another visual clue would be to put a new combo on a note.
    This means that players will think "This combo isn't the same as the rest, something is different here" but again this is really subjective.
In conclusion I think you can follow either in the list, but make sure the idea is present at more than 1 point in the map so players can get a feel for a style you've chosen to map on. I would personally suggest keeping spacing consistent for this part because it's easier and works better with your map style.

00:28:290 (4) - ^

00:28:373 (5) - This is why I put a lot of emphasis on the reasons why in my previous suggestion. I feel as if this would be a sudden change in speed for pretty much no reason. The song hasn't sped up at all, so the speed of the cursor should remain consistent throughout so the player doesn't have to keep changing the speed on which they move their cursor. It makes flow on the cursor feel fragmented and inconsistent.

00:29:123 (7,9) - Overlap and it's also not parallel to each other. I would copy+paste slider 7 and paste it where slider 9 is. Having done this I would make the spacing wider so there is a distinction between each notes and it will remove the overlap because it is considered by many not to be the prettiest way to have notes positioned.

00:32:457 (1) - Hello diffspike. In all seriousness you should scrutinise this part heavily with the rest of your map. Putting questions to work like "How will the player move their cursor in relation to the rest of the map here?". This goes back to my idea of giving the player clues on what style you want your map to be. This can involve really quick 'bursty' jump in which the player will need to keep agile in order to expect a note that is much further away. This idea of jumps works well with the music, but a player who just downloads this map doesn't know how the song will play. This leaves players thinking "Wow, these notes are suddenly really far apart and I don't get a break. I didn't see this coming at all!"

My idea would be to make these a little bit easier for players to hit consistently, and looking over your map to assess what parts could use more spacing emphasis in order to make the style feel more consistent throughout. Also: kiai please xD

00:35:123 (2,4,6) - I would keep spacing here the same because it just looks nicer aesthetically. This isn't too important if you follow the above suggestion to the letter but as a future reference it's good to keep stuff like this in check because a lot of mappers overlook how polished stuff like this makes your map look.

00:35:957 (7,1) - The fact it's all notes here doesn't leave much room for transitioning to the next section without recycling the same pattern over and over again, which creates a monotonous map with no real character. Going back to the whole section I would also say add a couple of sliders in to spice things up and create variation. Doing this opens up a lot of doors to creative types of variation in terms of stacking notes and having sliders going left, but the next note is on the right of the slider. These are just examples of course, but feel free to ask me about this in-game if you need more ideas too :)

00:37:123 (6,7,8,9) - This is a bit difficult and the way you've composed this doesn't have too much "shape" to it. The jumps are quite wide and hard to hit in comparison with the rest of your notes.

00:37:790 (1,3) - Consider stacking so you have some sort of consistency going with jump patterns and ideas.

00:38:457 (5,6) - Ctrl+G these, I think the flow works so much better like this, I don't really have a solid reasoning but I think the cursor motion is more anticipated to go up and then in a circular motion over this triangle more.

00:38:790 (7) - Bring this a little bit closer so it works better with 00:37:790 (1,3)

(or stack this note if you agreed to the suggestion before about stacking)

00:39:957 (6,1) - Same suggestion about using more sliders to create better transition effects, this also goes into my talk about anti-jumps and how if they aren't consistently done in a map it can be a bit confusing / random.

00:40:290 (1,2,3,4,5,6,7) - Could make this whole part a star pattern, this adds flavour to the map as well as a shape that is easy for players to understand and play effectively.


00:41:623 (1,2,3,4,5,6,7,8,9) - Could also repeat my idea here because I can already see something that kind of looks like a star here. I don't know, but it would add that consistency I was talking about.

00:43:123 (1) - Slider doesn't really have a reason to be this shape. I feel as if you can also make it look much nicer without going overboard on the amount of anchors you use. The osu! editor gives us a lot of opportunity to create cool slider shapes and tricks with only a few anchors. I usually do stuff like this:
I do this because it blankets the borders of the slider whilst keeping a nice curve to each part without having lots of bumps in it. I also feel this slider has the same charm as the one you've used but looks much crisper and modern :)

00:45:790 (1) - Again the the concept of not having to use too many anchors in a slider you can use the grid to make the anchors in a slider parallel to create awesome slider shapes and effects, I changed the grid settings around and make this really nice slider. I will give you the co-ordinates for each individual anchor should you want to use this. You can also play around with them if you see fit.

(Notice how the slider ticks line up also, this means that the red anchor is in the center of the slider :D)

Anchor Points (from first to last)
  1. x:240 y:320
  2. x:132 y:320
  3. x:96 y:192 (this is a red anchor)
  4. x:132 y:64
  5. x:256 y:64
00:47:123 (2,3,4) - This is also a slow part that I feel is quite undermapped. Again taking consideration from the other parts in your map you can ask the same questions about does it play good in relation with my previous map style and such. I would do something with spacing here to give it more emphasis, or change these into 1/2 sliders so it is playing with the quieter but still noticeable parts of the song.

00:49:790 (5,6) - With the spacing you've previously used I would say this is kind of hard to anticipate, especially since this is the first time you've had a gap over 1 beat long. I feel this is also undermapped for similar reasons to above. I would do something like this on the timeline to keep players more engaged and not making it too monotonous (remember, experienced players are going to be playing this map)


00:51:123 (1) - Same suggestion as 00:43:123 (1)


00:54:790 (4,4,7) - I would also use the same suggestions I have used on how to create sliders that can better interact with themselves for things like this.

00:57:457 (4) - This slider for example, this curve in the middle isn't really smooth. As a newer mapper I would keep distance from going too far into slider shapes like this because even for experienced mappers with multiple ranked maps they're difficult to create and maintain effectively through the modding process.

What I am trying to say is try not to go too overboard on the slider shapes and ideas you present in the map, but at the same time don't let my suggestions stunt your creativity.

01:00:957 (8) - This ends on a 1/8 which is really random, same reasons as all the consistency I talked about xD

01:01:957 (2) - I talked to you in PM about the concept of keeping your ideas consistent and tasteful through your map. You can have parts that emphasis streams more than others, but at least let streams make an appearance elsewhere in the map. The triples help it a little, but they're extremely easy compared to more involved streams like this.

01:11:457 (3) - ^^
Winek
Holy fucking mod wall
Topic Starter
blobdash
why only 1 kudo for this mod wall... i'll apply it tommorow since i finish school early
ppy plz fix
Maardhen

-Space- wrote:

Hey, best of luck for this map ! :)

Kenny's Insane

I got some from an IRC when talking about the guest difficulties:

1
16:47 -Space-: 00:16:457 (1,2,3) -
16:47 -Space-: the spacing changes for no reason, this is purely down to the fact he didnt see this when making it
16:48 -Space-: plus note 2 is too high, there is a little bump and it plays wierd When i increased the slider velocity for longer sliders, it also increased distance snap. What should i do ? Keep 0.80x sv, make 00:17:124 (2) - sound less high with a soft-hitnormal, decrease volume to 50% for this section, reduce the spacing...

2
16:48 -Space-: 00:28:957 (10) - this needs NC Done

3
16:49 -Space-: 00:31:291 (1,2,3,1,2,3,1,2,3) - this plays badly because it comes in really late
16:49 -Space-: 00:31:123 - he should've started it here Fixed
16:49 -Space-: plus it's too loud Decreased volume to 30% (from 60%) and set drum-hitfinish (it's the most accurate hitsound with my skin)

4
16:49 -Space-: 00:32:457 (1,2,3,4,5,6,1,2,3,4,5,6) -
16:49 -Space-: jumps aren't bad on paper, but they all overlap and it plays really odd on some skins Mmmh ok...
16:49 -Space-: it wouuld need to be remapped Remapped with the same circular jump but larger, clockwize, no overlap. Also moved 00:31:207 (1,2,3,1,2,3,1,2,3) -.
16:50 -Space-: a BN wouldn't rank that jump pattern imo
Thanks :D
.osu file
osu file format v14

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[Metadata]
Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Kenny's Insane
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake AsrielDr33murr Hytex _KennyMC_ makisokk
BeatmapID:1274988
BeatmapSetID:588544

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Topic Starter
blobdash

_KennyMC_ wrote:

-Space- wrote:

Hey, best of luck for this map ! :)

Kenny's Insane

I got some from an IRC when talking about the guest difficulties:

1
16:47 -Space-: 00:16:457 (1,2,3) -
16:47 -Space-: the spacing changes for no reason, this is purely down to the fact he didnt see this when making it
16:48 -Space-: plus note 2 is too high, there is a little bump and it plays wierd When i increased the slider velocity for longer sliders, it also increased distance snap. What should i do ? Keep 0.80x sv, make 00:17:124 (2) - sound less high with a soft-hitnormal, decrease volume to 50% for this section, reduce the spacing...

2
16:48 -Space-: 00:28:957 (10) - this needs NC Done

3
16:49 -Space-: 00:31:291 (1,2,3,1,2,3,1,2,3) - this plays badly because it comes in really late
16:49 -Space-: 00:31:123 - he should've started it here Fixed
16:49 -Space-: plus it's too loud Decreased volume to 30% (from 60%) and set drum-hitfinish (it's the most accurate hitsound with my skin)

4
16:49 -Space-: 00:32:457 (1,2,3,4,5,6,1,2,3,4,5,6) -
16:49 -Space-: jumps aren't bad on paper, but they all overlap and it plays really odd on some skins Mmmh ok...
16:49 -Space-: it wouuld need to be remapped Remapped with the same circular jump but larger, clockwize, no overlap. Also moved 00:31:207 (1,2,3,1,2,3,1,2,3) -.
16:50 -Space-: a BN wouldn't rank that jump pattern imo
Thanks :D
Juste rapido, c'est normale que le spacing change en fonction du SV.
Le snapping dépend du BPM. Le SV fait changer "l'intensité" du BPM.
En passant je te conseille de faire une copie de ton skin sans hitsound. Comme ca tu sais comment sont les hitsounds normalisées (et toujours rester au même niveaux de son entre les hitsounds et la musique evidement)
Topic Starter
blobdash
Everything applied. Thanks again for the huge mod wall!
-Keitaro
-Space- maybe box your mod so people will not scroll for a long time kek.
Also I tought this is danooct1 (the PC virus) channel one lol.

hello from #modreqs

[General]
Check AiMod :^)

[Timing]
It's still not good with 6/4 when there are 4/4 and 3/4 beat part, so here's the fix.

Edited.
124,333.333333333333,6,1,0,50,1,0
8123,333.333333333333,4,2,1,40,1,0
16122,333.333333333333,3,2,1,40,1,0
19121,333.333333333333,4,2,1,40,1,0
23120,333.333333333333,3,2,1,40,1,0
27119,333.333333333333,4,2,1,40,1,0

[Space's Easy]

00:12:123 (1) - well why using red anchor? others like 00:10:123 (3) - and 00:14:123 (3) - use white anchor.
00:59:123 (1,3) - this maybe?
bruh this is good

[Normal]
Check AiMod
Are you using DS? its seems that you're not using DS in this diff, please use DS on normal diff.
If you already use DS, then dthis will be a long mod.

Firstly, use Tiny grid size.

So ok while 00:08:123 (1,2) - this has maybe around 1.0x DS and 00:08:790 (2,3) - use 0.9 DS becouse of the grid size, and then 00:09:123 (3,4) - is back to 1.0x
00:09:456 (4,1,2,3) - Same happens here
and so on around the beatmap, I wont tell you again.

00:10:790 (3,1) - While 00:10:790 (3) - is going down, but you want the player to go straight right, becouse of 00:11:456 (1) - , this doesn't seem good, especially you're in Normal diff, consider change 00:10:790 (3) - so it looks good.
if you move 00:11:456 (1,2) - a bit you can blanket 00:10:790 (3) - with 00:12:123 (3) - , like this.
00:13:123 (2,3) - bad blanket, please fix :3
00:18:456 (3) - This messed up the 00:16:457 (1,2,3) - triangle
00:20:456 (4,1) - Same happens with flow again, 00:20:456 (4) - slider goes up but you want the player to go right by adding 00:21:123 (1) - in 00:20:456 (4) - 's right.

Also 00:21:790 (3) - can blanket 00:21:123 (1) -
00:21:123 (1,2,3) - This can be a triangle
00:21:123 (1,2,4) - looks incosistent spacing :^)

So if you follow these 3 above you will get something like this

00:28:123 (3) - Please dont overlap 00:27:123 (1) -
00:39:123 (3,4) - These seems odd imo
00:54:790 (1) - Make it more smoother please.
01:00:623 - Add a circle?

[Hytex's Hard]
00:28:957 (10,1) - not sure imo to overlap the circle into the slider.
00:35:790 (6,1) - this spacing is more larger than 00:34:457 (5,1) - , keep consistent?
00:49:457 (3,4) - Make them similliar even its only 1 pixel only :3

[Kenny's Insane]
AR9

00:31:123 (1,2,3,1,2,3,1,2,3) - Arent they 1/4 late?
00:32:123 - also map this, I guess

00:32:457 Okay NC make this a lil bit bad
00:32:457 (1,2,3,4) - Instead of following DS, you can also create a square here, it will looks nice!
00:34:457 (7) - This should be 00:34:623 :/
00:35:124 (2,3,4,5,6) - can be a star :3
00:35:791 (6) - ^ 00:35:957
00:37:791 (1) - blanket 00:37:124 (6) -
00:38:123 (2,3,4,5,1,2,1,2,1,2,3) - Im sorry but please remap this part, its rather confusing :<
00:42:457 (4) - NC

Slider shapes can be more smooth and good, imo.

01:01:790 - You're mapping the stream, but the effect's volume is too high :<

[maki's Insane]
00:19:123 (1,2,3,4,5) - Same spacing plz?
00:42:457 (1) - NC?
00:45:123 (2,3) - please fix blanket
01:10:623 - Missing sound
01:21:290 - ^
01:22:123 - 01:23:123 - ^

[Gigamesh]
00:30:290 (1) - x:200 y:340
Thank you for being monstrata xd
00:43:123 - Its a 5.5* map but you choose to undermap since this :<
Else seems good, except the sliderart :<

can I create a GD plz
anyway gl!
Topic Starter
blobdash

Error- wrote:

-Space- maybe box your mod so people will not scroll for a long time kek.
Also I tought this is danooct1 (the PC virus) channel one lol.
Also maybe placeholder for mod, Im interested with 8bit things.
It IS danooct1 from the PC virus channels. he has a 2nd channel where he does 8 bit remixes :D
here : https://www.youtube.com/user/8BitDanooct1
(thanks for the mod placeholder)

edit : basicly applied everything
gd open for hard only
-Keitaro

FruityEnLoops wrote:

Error- wrote:

-Space- maybe box your mod so people will not scroll for a long time kek.
Also I tought this is danooct1 (the PC virus) channel one lol.
Also maybe placeholder for mod, Im interested with 8bit things.
It IS danooct1 from the PC virus channels. he has a 2nd channel where he does 8 bit remixes :D
here : https://www.youtube.com/user/8BitDanooct1
(thanks for the mod placeholder)
oh really? cool!
anyway I finished my mod just now.

edit: damn I create a 5.7* diff :<
Topic Starter
blobdash

Error- wrote:

edit: damn I create a 5.7* diff :<
can't take it, sorry :(
Maardhen

Error- wrote:

[Kenny's Insane]
AR9

00:31:123 (1,2,3,1,2,3,1,2,3) - Arent they 1/4 late? nope they are 1/4 too early, i moved 1 tick to right (red, blue, white; red, blue, white; red, blue, big white)
00:32:123 - also map this, I guess Done. and added two circles 00:32:290 -

00:32:457 Okay NC make this a lil bit bad NC is needed here, it's way different than previous notes
00:32:457 (1,2,3,4) - Instead of following DS, you can also create a square here, it will looks nice! Yup !
00:34:457 (7) - This should be 00:34:623 :/ The red anchor represent the drum at 00:34:623 -
00:35:124 (2,3,4,5,6) - can be a star :3 It looks better but DS is higher on this patern (i don't know if there is a command to change DS of selected objet without destroy everything)
00:35:791 (6) - ^ 00:35:957 This slider is now exactly like 00:34:457 (7) - with a red anchor
00:37:791 (1) - blanket 00:37:124 (6) - Fixed
00:38:123 (2,3,4,5,1,2,1,2,1,2,3) - Im sorry but please remap this part, its rather confusing :< This rotative jump is really too hard ? I can pass it after 3 retry, maybe im gonna change it later if it's really too uncomfortable
00:42:457 (4) - NC Fixed

Slider shapes can be more smooth and good, imo.

01:01:790 - You're mapping the stream, but the effect's volume is too high :< Set to 50% instead of 70%
Thanks for your mod
.osu file
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 31123
Countdown: 0
SampleSet: Normal
StackLeniency: 0.9
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 2123,4123,6123,8123,16457,19123,23457,32457,44790,48123,63123,69623
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.7

[Metadata]
Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Kenny's Insane
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake Hytex _KennyMC_ makisokk -Space-
BeatmapID:1274988
BeatmapSetID:588544

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"599080.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]
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124,-125,6,1,0,10,0,0
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Spayyce

Error- wrote:

[Space's Easy]

00:12:123 (1) - well why using red anchor? others like 00:10:123 (3) - and 00:14:123 (3) - use white anchor.
00:59:123 (1,3) - this maybe?
bruh this is good appreciate it a lot! :)
Changed both suggestions, thanks for pointing them out: it made my map a lot more consistent as a result.

Space's Easy
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Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Space's Easy
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake Hytex _KennyMC_ makisokk -Space-
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-Keitaro

FruityEnLoops wrote:

Error- wrote:

edit: damn I create a 5.7* diff :<
can't take it, sorry :(
well ok then I guess Im going to take a 2.2* diff if you want + hitsounded
idk what diff name it should be so I just name it Little Hard to complete the spread.
a
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Topic Starter
blobdash

Error- wrote:

well ok then I guess Im going to take a 2.2* diff if you want + hitsounded
idk what diff name it should be so I just name it Little Hard to complete the spread.
a
3
nice diff, shouldn't be a problem so i'll take it.
renamed to Error's Advanced
i did the combo splitting since you forgot to do it
Do you want me to warn you when there's mods? (Ingame/forum PM)?
-Keitaro

FruityEnLoops wrote:

Error- wrote:

well ok then I guess Im going to take a 2.2* diff if you want + hitsounded
idk what diff name it should be so I just name it Little Hard to complete the spread.
a
3
nice diff, shouldn't be a problem so i'll take it.
renamed to Error's Advanced
i did the combo splitting since you forgot to do it
Do you want me to warn you when there's mods? (Ingame/forum PM)?
Hoyl i forgot to do NC's :<
Well ok, but if Im missing too long, well I subscribe to this thread so I get email ofc, and expect me to apply mods around friday-sunday, Im busy at school.
Izzywing
from reddit (lol)

[General]

You need to set combo colors! Find some colors that match with the background and apply them to all of the diffs. This is required for ranking 100%

Timing is slightly wrong. There's a metronome reset on 00:19:123. There is another metronome reset on 00:32:456, and the time signature changes to 4/4 here

I'm ignoring hitsounds on this set. It's kinda late and I don't really feel like doing an essay on hitsounds right now lol. Consider watching the pishifat video about the topic.

[space]

Hey!

Comboing's kinda messy on this diff, some are really short and then some are super short like 00:48:457 (1,2). Think you should just do NCs per 2 measures or something for consistency.

00:28:457 (3) - I don't really think this fits, you're skipping a lot of strong sounds like 00:29:790 - and 00:28:790. Consider this? - http://puu.sh/vOwzE/45f14afede.jpg
00:53:790 (1,2,3) - Rhythm here isn't good. There's practically nothing on 00:54:457 - this, and filler rhythm isn't that good in easies imo. You could map the important red ticks in the melody with something like this - http://puu.sh/vOwDZ/e8bb330fb2.jpg (starts on the timestamp i linked)

pretty solid diff

[Normal]

Okay, first thing's first; you need to follow a consistent Distance Spacing. While technically you do not have to (it's a guideline, not a rule), I EXTREMELY recommend you to do so, especially as a newer mapper.

That means stuff like this 00:00:124 (1,2,3,4) - and 00:08:123 (1,2,3,4) etc all need to have the same spacing. Turn on distance spacing, set it to 1, and redo all of the spacing. Trust me, this will help out so much in the long run.

Next thing to point out is that your map is very centered. Press ctrl+A and take a look at what you see; it's all in the middle! - https://osu.ppy.sh/ss/8073937. You should use more of the corners and the edges in order to take full advantage what the play-field provides. It's a bit lame to just go around in a circle at the center of the map, right?

00:23:456 (1,2,3,4) - I get the pattern, but it's all way too close together. This is kinda thing that causes reading issues in a normal; having objects be close together visually but be far apart on the timeline.

Overall, the rhythm needs a LOT of work. Since this is a normal, you can use some 1/2 patterns, and I strongly urge you to do so. Let's take a look at 00:32:456 (1,2,3,4,1), for example. What are the important sounds in the song? The way you mapped it, you are implying that the strong sounds are all on the white ticks. However, we can hear that the red tick 00:34:623 - is a strong sound in the melody. Presently, it goes unclicked and unmapped as it is crossed over by a slider. If you incorporate 1/2 rhythms, you can map that sound; try something like this - http://puu.sh/vOwRk/dbe458870e.jpg. Compare it to your rhythm; which one is more accurate to the song?

This also applies to things like 00:35:790 (2). 00:36:456 (3,4) - is good! It repsresents the song's 1/2 without being too dense.

00:48:456 (1,2) - you randomly doubled the DS here. Please use the normal DS.

00:48:957 (2,3,4,5,6) - Here we see a bit of an issue. If you notice the gaps between 00:49:457 (3,4,5), they are all 3/2, when this map thusfar has used only 1/1 and 1/2 gaps. This can cause reading issues. It's better to map these sounds so that there are 1/1 gaps between the objects to avoid polarity and reading issues. Considering emulating the rhythm that Space uses on his easy diff, but incorporate some active 1/2 into it (like this - http://puu.sh/vOwZ7/1323f8666e.jpg). If spaced properly, this is easier to read and better to play for players of this difficulty level.

00:53:790 (4,5,1) - Again, spacing! I won't mention it anymore, just be sure to fix it. You will probably have to remap this diff to address the concern about the map not utilizing the whole playfield and the entire spacing being messy in a lot of places.

A lot of the things I mentioned apply to multiple parts of the diff, so apply accordingly. I strongly encourage you to use more 1/2 rhythms to represent the song better. PM me in game if you have any questions about mapping normals and I'll be glad to help you out!

I did not address the aesthetics in this difficulty, because I assume you will have to remap it anyway. Tl;dr about aesthetics for this, they are not good. Patterns are very messy in areas, and the slider shapes could use some work (things like 01:01:790 (2) - dont really look good), I recommend checking out some qualified normals and seeing how they do the patterns and spacing. You'll probably notice a lot of geometry and clean patterns with pretty shapes!

[Error's Advanced]

00:21:123 (2,3) - Bit of a messy overlap
00:33:790 (4,5,6) - Rhythm here's bothering me a bit. I think you should make 00:34:623 - clickable, and 00:34:290 (5) - doesnt' really feel like it needs to be a slider. Something like this makes more sense to me - http://puu.sh/vOxcX/f3b3f032ae.jpg. In the screen shot, 4 5 and 6 are important beats of the melody and are all clickable circles, while the held sound at 00:34:623 (7) - is made into the slider. If you apply this suggestion, also do it for wherever else it would apply.
To contrast with the above, 00:36:457 (1,2,3,4) - is fine to me.
00:41:790 (1,2,3) - Distance spacing seemed to be messed up here. Make a triangle out of the heads of these sliders.
00:43:123 (1,1,2) - This is not enough beats of recovery after the spinner for an advanced diff. I recommend at least 2. Especially since this advanced in particular plays a lot like a normal. Same for 00:45:790 (1,1) -
00:49:790 (1) - You could do a rhythm like this instead of these reverse sliders, and it would be a bit more interactive for the difficulty level - http://puu.sh/vOxj4/17f041859e.jpg
01:00:957 (1,2) - Move this so 2 isn't so close to 5? might cause some reading issues as is.
01:12:123 (6,7) - seems like you're missing an NC somewhere in here
01:22:123 (1,2,3) - unsilence these, or consider deleting them cos none of the other diffs have anything here lol

[Hytex's Hard]

There's a huge spread issue from the advanced diff to this one. There's a lot of active 1/2 in this map, some patterns going up to 6+ hit circles in a row, which is a huge leap from where the advanced was in rhythm.

This diff needs a lot of work, mostly in rhythm. I hope it's okay if I don't spend too much time on this one :p

Some of your sliders have the stronger sounds on the tails, which is not appropriate rhythm. For example, 00:26:790 (2); the strong sound on the tail (00:27:123 - ) and the red tick right after are unclickable 00:26:790 (2) - could have been a 1/2 slider.

00:37:457 (1), 00:37:790 - should have been clickable. Compare this to what you have for 00:32:457 (1,2), and you should notice that it's a rhythm error AND a consistency error.

00:49:790 - Shouldn't be on the tail of this reverse slider, it should be a clickable note, consider its intensity in the melody here.
00:51:123 - ^similar issue here. Considering 00:51:123 - is a strong extended sound, it could be the head of a slider.

Anyways, some specific points -

00:10:457 (1,2,3) - Not really sure what you're mapping to here. This feels very undermapped. You randomly then map the 1/2 on 00:13:457 (5,6,7), which no change in the song. I consider redoing this opening's rhythm to follow the song instead of weirdly undermapping with just 2/1 rhythms.
00:16:290 (7,1) - Way too excessive of a jump for a hard.
00:21:123 - Why is this unmapped? The gap in the rhythm here is super weird.
00:23:457 (1,2,3,4,5,6) - is so much denser than 00:16:457 (1,1,1) - when the music is practically identical. I recommend using the same idea you have for the first section with the 2/1 sliders with gaps between them. Fits the music well!
00:48:457 - Also doesn't need to be skipped.
01:03:123 (5) - shouldn't be a repeating 1/4 slider, there's only 3 sounds there. Consider just making this a 1/2 slider.

Being honest here, you'll probably end up remapping this down the line. I didn't mod the aesthetics particularly, but they are an issue as well. Conctact me in-game if you more questions, and I'll try to help best I can.

[maki]

00:16:457 (1,2,1,2,1,2) - is the same as 00:23:457 (3) - this section in the music, but for the latter you decided to add in the 1/2 circles. It's a big inconsistency.

Gonna have to say this diff feels very unstructured to me. Patterns look and feel randomly placed, and don't really look good. Things like 00:29:790 (2,3,4,1,2,3) - for example. You could make a parallelogram out of these (copy paste 00:29:790 (2,4) - and use that for 00:30:290 (1,2) - )

00:32:290 (1,2,5,1,2,5,6,7) - Objects just seem to have no connection to each other visually. 00:32:957 (5,5) - There's a messy overlap here, 00:33:290 (2,3,4,5) - doesn't form any sort of cohesive shape, 00:33:790 (5,6,7) - 7 is just arbitrarily placed between the two sliders (you could have made it in the center, more like this https://osu.ppy.sh/ss/8074159)

I know that's a lot of examples at once, but it should give you an idea of what I mean. Structure is a bit difficult to grasp and it comes with practice. I think with more mods your map should also look nicer over time, but since structure is something that is a fundemental part of the map, this may require some bigger changes over time. I know this mod is hard to respond to, so it would be fine if you didn't change anything in particular (unless you want!), but keep in mind what I talk about as you apply mods in the future; think about how your objects relate to each other visually.

I'll give you another example. 00:36:457 (1) - this jump section could look a lot better with some geometry. For example, 00:36:457 (1,2,3,4,2) - These 5 shapes could have formed a pentagon, or have been symmetrical in some way. Look at what I did to your pattern https://osu.ppy.sh/ss/8074187 (yours for comparison https://osu.ppy.sh/ss/8074194). Notice how there are noticeable shapes and everything is visually consistent and even? This is not the only way to structure patterns, but hopefully it gives you an idea of what I'm talking about.

Sorry, I am not good at these kind of essay mods, so I would understand if anything is confusing to you lol.

[Kenny]

00:00:124 (1,1,1,1) - please map this out, 4 spinners in a row is a lot and feels underwhelming

This diff has a lot of the issues the other insane has, so I recommend reading that essay. Hopefully it helps in some way :p

I'm pretty tired so I'll stop here. As always if you have any questions just shoot me a PM in game, and hopefully I'll be able to help. This set needs a lot of work in order to become rankable, and it is very likely that some of these diffs will need remaps.

Good luck~
-Keitaro

Hobbes2 wrote:

from reddit (lol)

[General]
Timing is slightly wrong. There's a metronome reset on 00:19:123. There is another metronome reset on 00:32:456, and the time signature changes to 4/4 here
I already mention it here, even with a fixed timing, but Fruity didnt apply it :<

[Error's Advanced]

00:21:123 (2,3) - Bit of a messy overlap
00:33:790 (4,5,6) - Rhythm here's bothering me a bit. I think you should make 00:34:623 - clickable, and 00:34:290 (5) - doesnt' really feel like it needs to be a slider. Something like this makes more sense to me - http://puu.sh/vOxcX/f3b3f032ae.jpg. In the screen shot, 4 5 and 6 are important beats of the melody and are all clickable circles, while the held sound at 00:34:623 (7) - is made into the slider. If you apply this suggestion, also do it for wherever else it would apply. A simple answer, Im following the drum here, if you listen to it. while 00:37:457 (3,4) - is following 00:33:123 (2,3) -
To contrast with the above, 00:36:457 (1,2,3,4) - is fine to me.
00:41:790 (1,2,3) - Distance spacing seemed to be messed up here. Make a triangle out of the heads of these sliders.
00:43:123 (1,1,2) - This is not enough beats of recovery after the spinner for an advanced diff. I recommend at least 2. Especially since this advanced in particular plays a lot like a normal. Same for 00:45:790 (1,1) -
00:49:790 (1) - You could do a rhythm like this instead of these reverse sliders, and it would be a bit more interactive for the difficulty level - http://puu.sh/vOxj4/17f041859e.jpg imo, its fine, I need to keep it simple after a break with spinners.
01:00:957 (1,2) - Move this so 2 isn't so close to 5? might cause some reading issues as is.
01:12:123 (6,7) - seems like you're missing an NC somewhere in here
01:22:123 (1,2,3) - unsilence these, or consider deleting them cos none of the other diffs have anything here lol

I'm pretty tired so I'll stop here. As always if you have any questions just shoot me a PM in game, and hopefully I'll be able to help. This set needs a lot of work in order to become rankable, and it is very likely that some of these diffs will need remaps.

Good luck~
Thanks for the mod!


okay
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Topic Starter
blobdash
TO ALL GDERS
UPDATE YOUR DIFF BEFORE APPLYING THE MOD
THE OFFSET HAS BEEN CHANGED
Spayyce

Hobbes2 wrote:

from reddit (lol)

[space]

Hey!

Comboing's kinda messy on this diff, some are really short and then some are super short like 00:48:457 (1,2). Think you should just do NCs per 2 measures or something for consistency. Changed a couple at the beginning for added clarity. Also fixed the one mentioned

00:28:457 (3) - I don't really think this fits, you're skipping a lot of strong sounds like 00:29:790 - and 00:28:790. Consider this? - http://puu.sh/vOwzE/45f14afede.jpg Think I did this or something similar. :P
00:53:790 (1,2,3) - Rhythm here isn't good. There's practically nothing on 00:54:457 - this, and filler rhythm isn't that good in easies imo. You could map the important red ticks in the melody with something like this - http://puu.sh/vOwDZ/e8bb330fb2.jpg (starts on the timestamp i linked) There is already too much 1/2 so I need some small filler rhythm to allow them to readjust into the upcoming song rhythm.

pretty solid diff Thanks ^^
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ArtistUnicode:Nobuo Uematsu
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ReFaller
From M4M
[General]

Hobbes2 wrote:

You need to set combo colors! Find some colors that match with the background and apply them to all of the diffs. This is required for ranking 100
You cut this from your quote on his reply, please don't ignore unrankable issues.

I will pick 2 best diffs.
[Space's Easy]
00:19:123 - hitsound volume on red tick is twice too much, reduce to 50%
00:43:123 - here hitsound vol. is slightly too low, increase it 40 -> 50%
00:16:123 (3,1) - switch New Combos
00:23:123 (3,1) - here too
00:23:457 (1,2,3,4) - now remake sliders to have more comfortable (circular) flow
00:30:122 (1) - NC for this object is a little interrupting
00:54:457 (2) - move 1/2 beat backward and adjust spacing, it's more readable rhythm - i did 300 but i almost made 100 or below for misreading
00:57:123 (2) - same here
01:15:123 (1) - end this spinner on nearest downbeat - example on Erros's diff
[Error's Advanced]
00:17:123 (1,1) - move these 1/2 beat forward and remove NCs - now i know why i did 100s here
00:20:456 (1,2) - switch NCs
00:23:122 (4,1) - again switch
00:24:289 (1) - remove NC here
00:29:789 (6) - put NC
00:32:457 (1,2) - Rhythm here is good, but why didn't you used it more often in kiai, for example 00:35:123 or 00:37:790 (1,2,3)
00:49:790 (1,2) - switch NCs
01:00:290 (5,1) - i believe switching NC will help with reading it
01:12:456 (4,1) - here switch again NC
01:22:123 (1,2,3) - just delete them and have consistent ending with other lower diffs, plus too long waiting for clicking them

GL with map
Topic Starter
blobdash

ReFaller wrote:

From M4M thanks again
[General]

Hobbes2 wrote:

You need to set combo colors! Find some colors that match with the background and apply them to all of the diffs. This is required for ranking 100
You cut this from your quote on his reply, please don't ignore unrankable issues. I didn't, i'm waiting for Kenny to update :c
changed


GL with map
-Keitaro

ReFaller wrote:

From M4M
[General]

Hobbes2 wrote:

You need to set combo colors! Find some colors that match with the background and apply them to all of the diffs. This is required for ranking 100
You cut this from your quote on his reply, please don't ignore unrankable issues.

I will pick 2 best diffs. hoyl thanks for picking me <3

[Error's Advanced]
00:17:123 (1,1) - move these 1/2 beat forward and remove NCs - now i know why i did 100s here it was fine before, fuk Timing section
00:20:456 (1,2) - switch NCs
00:23:122 (4,1) - again switch
00:24:289 (1) - remove NC here nah
00:29:789 (6) - put NC
00:32:457 (1,2) - Rhythm here is good, but why didn't you used it more often in kiai, for example 00:35:123 or 00:37:790 (1,2,3) Keeping it simple and map the drum also following a bit part of 00:37:456 (3,4) - pattern
00:49:790 (1,2) - switch NCs
01:00:290 (5,1) - i believe switching NC will help with reading it
01:12:456 (4,1) - here switch again NC
01:22:123 (1,2,3) - just delete them and have consistent ending with other lower diffs, plus too long waiting for clicking them

GL with map
no answer = ok


a
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[General]
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AudioLeadIn: 0
PreviewTime: 31123
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 48123
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 2.500002

[Metadata]
Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Error's Advanced
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake Hytex _KennyMC_ makisokk -Space- Error-
BeatmapID:1288595
BeatmapSetID:588544

[Difficulty]
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CircleSize:3
OverallDifficulty:4
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SliderMultiplier:1
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polka
just normal :>

00:00:124 (1,2) - https://osu.ppy.sh/ss/8099005
00:02:123 (2,3) - https://osu.ppy.sh/ss/8099011
00:06:123 (4,1) - Remove this overlap. It's confusing.
00:13:123 (2,3) - Blanket could be improved.
00:16:457 - Remove the SV it's confusing for your target audience.
00:42:456 (4,1) - Blanket could be improved
01:00:790 - Put a circle to avoid this confusing pause.
01:11:456 (4,5,6,1) - Please space this properly.
01:13:456 (3,1) - ^
Topic Starter
blobdash

PolkaMocha wrote:

just normal :>

00:00:124 (1,2) - https://osu.ppy.sh/ss/8099005
00:02:123 (2,3) - https://osu.ppy.sh/ss/8099011
00:06:123 (4,1) - Remove this overlap. It's confusing.
00:13:123 (2,3) - Blanket could be improved.
00:16:457 - Remove the SV it's confusing for your target audience.
00:42:456 (4,1) - Blanket could be improved
01:00:790 - Put a circle to avoid this confusing pause.
01:11:456 (4,5,6,1) - Please space this properly.
01:13:456 (3,1) - ^
SaltyLucario
Okay, after you dropped your kudosu bag on my map then I had no choice with modding this lol
say hello to the mod
[Space's Easyl]
  1. 00:28:456 (3) - Ctrl+H and place it back on its place?
  2. 00:43:123 (1) - Maybe place red anchor in 00:44:790 - this moment, since additional sounds are coming then
  3. 00:53:790 (1) - 00:56:457 (1) - These would fit better as a 1/1 slider, because there's quite an important sound between them and next circle
  4. 01:10:457 (2) - Place its end on beginning of 01:08:457 (2) - ?
[Normal]
  1. 00:00:124 (1,2,3) - This could definitely blanket better
  2. 00:10:790 (3,3) - Fix blanket
  3. 00:13:123 (2,3) - ^
  4. 00:14:123 (1,3) - Could blanket and 00:14:123 (1,2,3) - Fix triangle
  5. 00:17:456 (2,3) - These ones have their start in the middle, but 00:16:457 (1) - doesn't. Make it the same
  6. 00:18:456 (3) - Why didn't you just copied 00:16:457 (1) - and flipped it? Would look nicer
  7. 00:21:456 (2,3) - Could blanket or 00:21:123 (1,2,3) - better triangle
  8. 00:23:456 (1,2,3,4) - You had previously these more apart, it could confuse beginners. If you don't want to change that, then make equal spacing between them
  9. 00:27:790 (2,3) - Rhythm messed up there, fix
  10. 00:29:790 (6,7) - Why not blanket?
  11. 00:45:790 (4) - Surely you can make it nicer. Also, previous longish slider was ending two beats before next object, not one like this, so make this the same too
  12. 00:50:290 (4,5) - Blanket would fit here nicely
  13. 00:51:623 (6,2) - Fix blanket
  14. 00:52:455 (2,3) - Why aren't you using same rhytm as 00:51:123 (5,6,1) - here? Recommend you to do that, since 1 and 1/2 beat gap isn't beginner friendly
  15. 00:54:123 (5) - Since you already used sliders snapped to 1/2 in this diff, there's no reason why this isn't ending on important sound 1/2 beat later
  16. 00:56:790 (4,1) - Could blanket
  17. 00:59:456 (2) - Make it symetrical
  18. 01:11:456 (4,5) - These would fit better as a slider
  19. 01:12:456 (1,2,3) - Like I said above, 1 and 1/2 isn't friendly for newbies, so maybe make it reverse slider with arrow on 2?
[Error's Advanced]
  1. 00:10:790 (2) - Make it curved like a previous one?
  2. 00:21:122 (1,3) - Make more space between them
  3. 00:36:456 (1,2,3,4,1,2,3,1,2,3) - I don't really like how you placed all of them near the edges of playfield. Place some of them more to the center, would look better overall
  4. 00:51:123 (1,2,3,4,5,6,1,2,3) - Same as above
[Hytex's Hard]
  1. 00:13:623 (6,7) - I see you want to emphasize strong sound on 7, but spacing is confusing since you use very similar to 1/1 gaps. Put a little bit closer so it would be clean that is 1/2 gap
  2. 00:16:290 (7,1) - ^ Here maybe simply Ctrl+G slider?
  3. 00:19:123 (2) - NC
  4. 00:20:789 - Why do you have gap here, and 00:22:956 - here not? Make the same
  5. 00:25:457 (1) - 00:26:457 (1,2) - You had previously mapped these sounds as 1/2 repeat slider, so why there you mapped it diffirent?
  6. 00:31:122 - Delete break?
  7. 00:37:457 (1) - Feels weird when you can't click that strong sound on its end. Would fit much better if 00:37:957 (2) - this slider had repeat and was starting on the strong sound. Also, delete NC and place it on the next slider
  8. 00:48:456 - Place here slider
  9. 00:49:457 (3) - Same as earlier, feels weird when you can't click strong sound, so delete the arrow
  10. 00:50:790 (6,7) - Confusing spacing for 1/1 gap, make bigger
  11. 00:52:790 (12,13) - ^ Also, a bit too long combo, place NC somewhere
  12. 00:53:457 (1,2) - ^
  13. 01:04:123 (1) - Delete NC, and maybe Ctrl+G?
  14. 01:08:790 (6,7) - Whole combo have curved sliders, except for these two. Fix
  15. 01:12:457 (3,4,5) - Bigger spacing
[maki's Insane]
  1. 00:10:290 (3,1) - This overlap could be better
  2. 00:12:623 (5,2) - If you can, make something with this slight overlap
  3. 00:23:122 - In same previous section you don't had these circles, why?
  4. 00:30:289 (2,3,1) - You can place them somehow nicer
  5. 00:32:457 (3) - NC
  6. 00:33:790 (5,7) - Why not blanket?
  7. 00:39:457 (2) - Make it curved like 00:39:123 (1) - this one
  8. 00:41:290 (4,2,4) - This overlap doesn't look nice, make something if you can
  9. 00:45:790 (1) - Make it longer for 1 beat
  10. 00:49:790 (8) - Move it more down so it'll be on the same line as 00:49:457 (7) - curve of it
  11. 00:54:290 (3,5) - Curve 5 more so it would have same shape as 3
  12. 00:57:456 - Make this clickable
  13. 01:07:123 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - What the hell, so long stream on Insane? Definitely change some of these circles into 1/4 repeat sliders
  14. 01:15:123 - Place spinner and end it 01:20:456 - here to match other diffs
[Kenny's Insane]
  1. 00:00:124 (1,2,3,4) - Even if these slider arts are really nice and pleasing to eye, the overlaps they make on each other ruin that. Definitely make something with that. Also, I would place NC on each slider
  2. 00:32:290 (10,11,12) - Reminds me of old maps so much. If you want emphasize 12, then slider would do that better. Also, I guess you forgot to put NC there
  3. 00:39:124 (1) - Emphasize this sound more by putting it more apart?
  4. 00:43:124 (1) - Aaargh, my ears ;_; Delete the whistle from slider body please, it sounds horrible. Make same thing with others
  5. 00:57:457 (5) - You could make the circle better (try placing circle in middle and snap body of the slider to aproach circle). Also, make sound on its end clickable
  6. 01:03:124 (17) - NC
  7. 01:07:123 (5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Please add some 1/4 repeat sliders in place of the circles, Insane's doesn't have that long streams ;;
  8. 01:09:622 (7,8) - Confusing spacing, some can interpretate that as 1/4 jump. Aaand NC on 8
[Gilgamesh]
  1. Overall, try place objects in some kind of patterns, or, if you doing that actually, make it more visible, because they look a bit random to me
  2. 00:33:790 (1,2,3,4) - These would work better as sliders, since sounds on 2 and 4 doesn't feel that important to click them (they're like 50% quieter than sounds on 1 and 3) . It would add some variety to Kai too. Add them to other places like this too
  3. 00:48:123 (1) - This should be snapped to 1/12
  4. 00:48:456 - Make this sound clickable, because it's quite strong
  5. 01:02:457 (1) - Start curve on this circle
  6. 01:13:457 (3) - Make it more diffirent from the previous slider

Wow, I didn't expected that this mod will be so long
Hope it will help with your mapset~!
Spayyce

ReFaller wrote:

From M4M
[General]

Hobbes2 wrote:

You need to set combo colors! Find some colors that match with the background and apply them to all of the diffs. This is required for ranking 100
You cut this from your quote on his reply, please don't ignore unrankable issues.

I will pick 2 best diffs.
[Space's Easy]
00:19:123 - hitsound volume on red tick is twice too much, reduce to 50% it's on 40%?
00:43:123 - here hitsound vol. is slightly too low, increase it 40 -> 50% okay
00:16:123 (3,1) - switch New Combos fruity didnt apply my prev mod so i will skip this
00:23:123 (3,1) - here too ^
00:23:457 (1,2,3,4) - now remake sliders to have more comfortable (circular) flow I don't want a circular flow here, I don't feel the song is that smooth to bring about smooth flow. I did jagged sharp angles to work with the song sounds.
00:30:122 (1) - NC for this object is a little interrupting ^^
00:54:457 (2) - move 1/2 beat backward and adjust spacing, it's more readable rhythm - i did 300 but i almost made 100 or below for misreading I dont want a note placed on 1/2 because it will throw newer players off considerably even if previously done sliders were 1/2.
00:57:123 (2) - same here ^
01:15:123 (1) - end this spinner on nearest downbeat - example on Erros's diff no idea why it wasnt xD mb
Thanks for mod! :)

Space's Easy
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 31123
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 2
GridSize: 4
TimelineZoom: 2.5

[Metadata]
Title:Clash on the Big Bridge (danooct1 8-Bit Remake)
TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
Creator:FruityEnLoops
Version:Space's Easy
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake Hytex _KennyMC_ makisokk -Space-
BeatmapID:1286231
BeatmapSetID:588544

[Difficulty]
HPDrainRate:2
CircleSize:2.4
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"599080.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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43123,-100,6,2,0,50,0,0
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77790,-100,6,2,0,20,0,0
79123,-100,6,2,0,10,0,0
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Topic Starter
blobdash

SaltKing wrote:

Okay, after you dropped your kudosu bag on my map then I had no choice with modding this lol thanks!!! i'm getting mods from anywhere but not Modding Queues or modreqs LUL
Though i'm sad for -Space-, he probably didn't see your mod when he applied ReFaller's one xD
say hello to the mod
[Normal]
  1. 00:00:124 (1,2,3) - This could definitely blanket better fixed
  2. 00:10:790 (3,3) - Fix blanket fixed
  3. 00:13:123 (2,3) - ^ fixed
  4. 00:14:123 (1,3) - Could blanket meh, would have to reDS next and 00:14:123 (1,2,3) - Fix triangle fixed
  5. 00:17:456 (2,3) - These ones have their start in the middle, but 00:16:457 (1) - doesn't. Make it the same fixed
  6. 00:18:456 (3) - Why didn't you just copied 00:16:457 (1) - and flipped it? Would look nicer fixed
  7. 00:21:456 (2,3) - Could blanket or 00:21:123 (1,2,3) - better triangle fixed
  8. 00:23:456 (1,2,3,4) - You had previously these more apart, it could confuse beginners. If you don't want to change that, then make equal spacing between them fixed
  9. 00:27:790 (2,3) - Rhythm messed up there, fix fixed
  10. 00:29:790 (6,7) - Why not blanket? fixed
  11. 00:45:790 (4) - Surely you can make it nicer. Also, previous longish slider was ending two beats before next object, not one like this, so make this the same too fixed
  12. 00:50:290 (4,5) - Blanket would fit here nicely fixed
  13. 00:51:623 (6,2) - Fix blanket fixed
  14. 00:52:455 (2,3) - Why aren't you using same rhytm as 00:51:123 (5,6,1) - here? Recommend you to do that, since 1 and 1/2 beat gap isn't beginner friendly fixed
  15. 00:54:123 (5) - Since you already used sliders snapped to 1/2 in this diff, there's no reason why this isn't ending on important sound 1/2 beat later fixed
  16. 00:56:790 (4,1) - Could blanket fixed
  17. 00:59:456 (2) - Make it symetrical fixed
  18. 01:11:456 (4,5) - These would fit better as a slider fixed
  19. 01:12:456 (1,2,3) - Like I said above, 1 and 1/2 isn't friendly for newbies, so maybe make it reverse slider with arrow on 2? fixed
[maki's Insane]
RIP Maki's Insane, he quited osu! and people in #modhelp told me to delete his diff since he didn't said anything.
I'll include it in description, for the lulz

[Gilgamesh]
  1. Overall, try place objects in some kind of patterns, or, if you doing that actually, make it more visible, because they look a bit random to me This is the first diff i've done in the mapset, maybe need rework/remaps on pattern :c i'll try
  2. 00:33:790 (1,2,3,4) - These would work better as sliders, since sounds on 2 and 4 doesn't feel that important to click them (they're like 50% quieter than sounds on 1 and 3) . It would add some variety to Kai too. Add them to other places like this too fixed
  3. 00:48:123 (1) - This should be snapped to 1/12 fixed
  4. 00:48:456 - Make this sound clickable, because it's quite strong fixed
  5. 01:02:457 (1) - Start curve on this circle fixed
  6. 01:13:457 (3) - Make it more diffirent from the previous slider fixed

Wow, I didn't expected that this mod will be so long Thanks again ♥
Hope it will help with your mapset~! It did for my diffs, hope it will for my GDers!
Maardhen

SaltKing wrote:

Okay, after you dropped your kudosu bag on my map then I had no choice with modding this lol
say hello to the mod
[Kenny's Insane]
  1. 00:00:124 (1,2,3,4) - Even if these slider arts are really nice and pleasing to eye, the overlaps they make on each other ruin that. Definitely make something with that. Also, I would place NC on each slider Moved sliders and added NC
  2. 00:32:290 (10,11,12) - Reminds me of old maps so much. If you want emphasize 12, then slider would do that better. Also, I guess you forgot to put NC there
  3. 00:39:124 (1) - Emphasize this sound more by putting it more apart? Higher DS and replaced by a slider
  4. 00:43:124 (1) - Aaargh, my ears ;_; Delete the whistle from slider body please, it sounds horrible. Make same thing with others Fixed
  5. 00:57:457 (5) - You could make the circle better (try placing circle in middle and snap body of the slider to aproach circle). Also, make sound on its end clickable Fixed
  6. 01:03:124 (17) - NC Fixed
  7. 01:07:123 (5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Please add some 1/4 repeat sliders in place of the circles, Insane's doesn't have that long streams ;; bu... but... i like my stream ;_; Is it really too long for a insane ?
  8. 01:09:622 (7,8) - Confusing spacing, some can interpretate that as 1/4 jump. Aaand NC on 8 Fixed (considering that the stream still exist)
-Keitaro

SaltKing wrote:

Okay, after you dropped your kudosu bag on my map then I had no choice with modding this lol
say hello to the mod
[Error's Advanced]
  1. 00:10:790 (2) - Make it curved like a previous one? parallel, no
  2. 00:21:122 (1,3) - Make more space between them nah
  3. 00:36:456 (1,2,3,4,1,2,3,1,2,3) - I don't really like how you placed all of them near the edges of playfield. Place some of them more to the center, would look better overall its still in the playfield, its fine
  4. 00:51:123 (1,2,3,4,5,6,1,2,3) - Same as above saem

Wow, I didn't expected that this mod will be so long
Hope it will help with your mapset~!
Thanks for the mod.
Spayyce

SaltKing wrote:

Okay, after you dropped your kudosu bag on my map then I had no choice with modding this lol
[Space's Easyl]
  1. 00:28:456 (3) - Ctrl+H and place it back on its place? The cursor's flow from the slider would then go against each slider, making it play weird.
  2. 00:43:123 (1) - Maybe place red anchor in 00:44:790 - this moment, since additional sounds are coming then did something similar
  3. 00:53:790 (1) - 00:56:457 (1) - These would fit better as a 1/1 slider, because there's quite an important sound between them and next circle This would create too much note condensation imo and make the map too difficult for newer players as a result.
  4. 01:10:457 (2) - Place its end on beginning of 01:08:457 (2) - ? okay changed

Hope it will help with your mapset~!
Thank you for mod! :)

Space's Easy
Spayyce
Error's Advanced needs to normalise the volume on the parts with red timing sections because they're 100% volume atm

Plus the last 3 notes are super gimmicky ;)


Some post-mod suggestions on the edits done to Gilgamesh:

00:33:790 (9) - New Combo

00:34:457 (11) - I would keep this as two different notes. Remove slider add two notes.

01:02:457 (1,2,3,4,5,6,7,8,9) - Curvature of this pattern should be one of two things: straight or curved with consistency to the first curve on this stream. Otherwise it creates odd inconsistencies. I would keep it straight or curve it the same as the first part of the stream.

01:09:957 (2,1) - Stack these properly :)

01:13:457 (3) - I would keep the same slider shape as before, works better and the sharpness is a good contrast, this is too over the top imo. Plus the sliderend interaction doesn't work well in this form. There is an example of good interaction with the previous sliders here:


There isn't good interaction and it kind of 'clashes'



Hope some of this helps
-Keitaro

-Space- wrote:

Error's Advanced needs to normalise the volume on the parts with red timing sections because they're 100% volume atm thanks for pointing that out.

Plus the last 3 notes are super gimmicky ;) hmm nah


Hope some of this helps
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TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:Nobuo Uematsu
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Topic Starter
blobdash

-Space- wrote:

Gilgamesh:

00:33:790 (9) - New Combo fixed

00:34:457 (11) - I would keep this as two different notes. Remove slider add two notes. fixed

01:02:457 (1,2,3,4,5,6,7,8,9) - Curvature of this pattern should be one of two things: straight or curved with consistency to the first curve on this stream. Otherwise it creates odd inconsistencies. I would keep it straight or curve it the same as the first part of the stream. fixed

01:09:957 (2,1) - Stack these properly :) fixed

01:13:457 (3) - I would keep the same slider shape as before, works better and the sharpness is a good contrast, this is too over the top imo. Plus the sliderend interaction doesn't work well in this form. There is an example of good interaction with the previous sliders here: fixed

like this?
https://puu.sh/vWKN0/c2302f33fd.png


Hope some of this helps
niyuji
hi, m4m

[Gilgamesh]

00:00:124 (1,1) - too loud, check the volume and i suggest either cut down sliders volume by adding extra inherited points
00:09:290 (4,1) - align them perfectly
00:10:623 (4,1) - ^
00:11:290 (4) - it's messed up according to how you've used this idea previously. you should create an angle of 45 or something because this as it's right now, is the main problem of inconsistency
00:11:290 (4,4,4,4,4,4,4) - ^
00:16:290 - this sound could be mapped
00:16:457 (1) - too close
00:20:290 (4,4,4,4) - same here, try using universal angle and keep it consistent.
00:22:623 (1,2,3,4,5,6,7) - forgot to stack it?
00:25:790 (2,4) - fix blanket
00:30:457 (2) - doesn't fit here, try mapping 3 circles
00:32:457 (1,2,3,4,5,6,7,8) - spacing messed up 00:32:457 (1,3,5,7) - even by moving 00:32:790 (3) - it's easy it so fix it so it looks like
00:32:457 (1,1) - stack?
00:34:123 (2) - too close to 00:33:290 (6,8) - it creates bad overlaps
00:33:790 (1,1) - check stack
00:34:457 (3,4) - check ds 00:34:457 (3,4,1) - these could be spaced equally
00:34:957 (1,2,3,4,5) - recheck this 'star' again
00:36:290 (1,2,3,4,5,6,7,8,9) - again a lot of random placements; you could split them in to pairs e.g 00:36:457 (2,4) - copy/paste it and then rotate
00:38:290 (4,6,8) - ^ not gonna tell it again
00:39:123 (1,3,5) - okay but recheck 00:39:290 (2,4,6) -

i understand that you make a stack there, however, you should consider moving it a little because 00:40:290 (1) - is not that important
00:48:123 (1,2,3,4,5,6,7,8) - i not sure what are you mapping here? you're switching between instrumens and it makes rhythm inconsistent
-
i will stop here
-
overall i can say that there are a lot of incosistencies in this map. either it's overmapped or undermapped. e.g 00:43:123 - here is way undermapped compared to 01:01:790 - . and this what makes diff spikes. consider mapping something more 00:43:123 - . don't leave blank gaps for no reasong. it's the hardest diff after all.
.
.
.
.
.
[Kenny's Insane]
00:08:291 (1,2,3) - move somewhere because atm it overlaps 00:06:123 (1) -
00:12:291 (1,2,3,4,5,6,1,2,3) - visually not good and very inconsistent spacing
00:15:457 (3) - undermapped. you could have mapped those background drums
00:19:124 (1,2,3,4) - too close
00:21:124 (6,1) - again inconsistent spacing. fix pls. not mentioning again
00:22:457 (3) - undermapped
00:28:957 (1,2) - you start 00:29:624 (2) - on the red tick which is not the downbeat, fix it. maybe try something like this:

00:32:290 (10,11,1) - i would stack
00:32:457 (1) - bad placement. it overlaps 00:31:957 (7,8,9) -
00:32:457 (1,4) - stack?
00:32:790 (2,3,5) - i would space them out a little
00:33:457 (1,2,3,4,5,6) - it starts too early, btw 00:33:791 (3) - nc here and if you want to make this patter pretty, try ctrl+shift+d and, select '6' points and adjust distance snap and offset angle
00:36:791 (4,7) - and 00:36:624 (3,8) - 00:36:457 (2,5) - recheck spacing
00:38:791 (6,1) - bad blanket
00:39:457 (2,5) - overlap
00:39:123 (1,4) - ^
00:50:791 (6) - or 00:51:624 (7) - nc
-

Good luck!
Maardhen

_Kise wrote:

hi, m4m

[Kenny's Insane]
00:08:291 (1,2,3) - move somewhere because atm it overlaps 00:06:123 (1) - Rotated
00:12:291 (1,2,3,4,5,6,1,2,3) - visually not good and very inconsistent spacing I'm not focusing on how beautiful this patern can be but on his playability of doing a "dash" after a slider and moved a bit 00:13:291 (1,2,3) - and following object to fit the spacing issue
00:15:457 (3) - undermapped. you could have mapped those background drums fixed
00:19:124 (1,2,3,4) - too close fixed
00:21:124 (6,1) - again inconsistent spacing. fix pls. not mentioning again fixed
00:22:457 (3) - undermapped fixed
00:28:957 (1,2) - you start 00:29:624 (2) - on the red tick which is not the downbeat, fix it. maybe try something like this:
i tried that
00:32:290 (10,11,1) - i would stack it was stacked before but it got spaced to emphasize the slider, stacked or not i can still pass without problem, for the visual effect, let's stack it
00:32:457 (1) - bad placement. it overlaps 00:31:957 (7,8,9) - fixed
00:32:457 (1,4) - stack? yes
00:32:790 (2,3,5) - i would space them out a little nah
00:33:457 (1,2,3,4,5,6) - it starts too early, btw 00:33:791 (3) - nc here and if you want to make this patter pretty, try ctrl+shift+d and, select '6' points and adjust distance snap and offset angle i completely forgot polygon circles, looks way better
00:36:791 (4,7) - and 00:36:624 (3,8) - 00:36:457 (2,5) - recheck spacing stacked
00:38:791 (6,1) - bad blanket fixed
00:39:457 (2,5) - overlap fixed
00:39:123 (1,4) - ^ stacked
00:50:791 (6) - or 00:51:624 (7) - nc nope this combo is fine imo
-

Good luck!
Thanks !
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TitleUnicode:ビッグブリッジの死闘 (danooct1 8-Bit Remake)
Artist:Nobuo Uematsu
ArtistUnicode:植松 伸夫
Creator:FruityEnLoops
Version:Kenny's Insane
Source:Final Fantasy V
Tags:8bit chiptune famitracker remake Hytex _KennyMC_ makisokk -Space- Error-
BeatmapID:1299161
BeatmapSetID:588544

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"599080.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Colours]
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Combo2 : 255,17,17
Combo3 : 35,23,253
Combo4 : 228,160,3

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Topic Starter
blobdash
applied everything from _kise's mod
thanks again, if you wanna m4m again no problem :)
Hytex
Hey, so I thought this was still going, I just noticed you changed a couple of the things in the timings.
So, I timed it myself and it turned out well, and also you could just grave my diff :p

[TimingPoints]
124,333.333333333333,3,1,0,70,1,0
7123,333.333333333333,4,1,0,70,1,0
9790,-100,4,1,0,70,0,0
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18957,-100,3,1,0,70,0,0
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64457,-66.6666666666667,4,1,0,70,0,0
72457,-50,4,1,0,70,0,0
73957,-100,4,1,0,70,0,0
Topic Starter
blobdash

Hytex wrote:

Hey, so I thought this was still going, I just noticed you changed a couple of the things in the timings.
So, I timed it myself and it turned out well, and also you could just grave my diff :p

[TimingPoints]
124,333.333333333333,3,1,0,70,1,0
7123,333.333333333333,4,1,0,70,1,0
9790,-100,4,1,0,70,0,0
16457,333.333333333333,3,1,0,70,1,0
18957,-100,3,1,0,70,0,0
19456,333.333333333333,4,1,0,70,1,0
23455,333.333333333333,3,1,0,70,1,0
27121,333.333333333333,4,1,0,70,1,0
30787,333.333333333333,4,1,0,70,1,0
32453,333.333333333333,4,1,0,70,1,0
64457,-66.6666666666667,4,1,0,70,0,0
72457,-50,4,1,0,70,0,0
73957,-100,4,1,0,70,0,0
Not really graved, i'm just trying to remap hard but i'm really busy IRL, so it's in pause for now. Thanks for the timing, i'll use it asap
Topic Starter
blobdash
its time to revive this bois
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