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Hanasaka Yui(CV: M.A.O) - Harumachi Clover

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anna apple

Eroge_master225 wrote:

NM

bor's hard

00:14:862 (1) - why such a short kiai time its called kiai flash.

00:01:341 (1,2,3,4) - wtf is this overlap. this belongs in a insane diff tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:04:721 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:14:862 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:18:242 (1,2,3,4) - same as above tell my why you think so, its psuedo stack, its so easy to read for 300k rank I had testplay, why you think it not fitting?

00:07:045 (4) - i don't think this slider is a good idea I think this slider is a good idea

00:20:566 (4) - same as above I think this slider is a good idea

00:28:489 (1) - start this spinner on the next red tick its readable.

ar7 please AR is for fitting spread and its low density. enough to read without clickable 1/4
anna apple

Kisses wrote:

Bor
  1. 00:01:341 (1,2,3,4,5) - see below xd
  2. 00:07:045 (4) - I can always count on you to be edgy in the simplest of songs :^) bor bor bor
  3. 00:28:489 (1) - end this on the red ticks like normal and easy I already explained my reasoning behind this twice, can you read those and respond to those replies to this difference, otherwise still no change.
[]gl
Topic Starter
Uber

Kisses wrote:

Easy
  1. 00:08:101 (1,3) - imo you should keep the rhythm in these 2 parts the same since the rhythm of the song being mapped are very, very similar in the 2 places. So either make 00:08:101 (1) a 1/1 slider or make 00:09:791 (3) a 2/1 slider. Want 00:09:369 (2) to stand out and making 00:08:101 (1) 1 beat long would kinda destroy that and I want 00:10:636 (4) to be clickable and making 3 2 beats would destory that too
  2. 00:24:158 (1) - delete NC Fixed
[]gl thank

Eroge_master225 wrote:

NM

Easy
maybe ar2 nah

slider tick should be 2 Don't like the full beat sliders having ticks

00:08:101 (1) - move this down Why, it doesn't go off screen or anything lol

00:10:636 (4,1) - i don't think 4 should overlap 1 here overlap as well is to try to make it stand out since it's such a strong sound

00:28:383 (1) - extend this to next white tick Want 00:27:960 (2) to be clickable
polka

[General:]
  • Cool to see a different concept for insane. Good luck with that.
[Easy:]
  • 00:11:481 (1) - Touches HP bar. Not sure if you care.
    00:24:158 (3) - The lyrics and pitch are very different, so i don't think using the exact same slider is a good way to represent this part.
[Hard:]
  • 00:00:284 (1,2) - Starting off way on the HP bar is not only a reduction of quality, but is also confusing. Start more in the playfield.
    00:18:242 (1,2,3,4) - Watching this difficulty, I thought these were pretty edgy, but they're also really cool. Nice job.
    00:24:158 (3,4,5) - These are more intense than 00:22:467 (3,4,5) - and I think they deserve to be unstacked.
[Afteword:]
  • This set's hard and insane have some cool concepts that will really set this map apart from the billions of others. Plus no anime bg so points there.
    GOOD LUCK
anna apple

PolkaMocha wrote:

[Hard:]
  • 00:00:284 (1,2) - Starting off way on the HP bar is not only a reduction of quality, but is also confusing. Start more in the playfield. disagree, plus not unrankable.
    00:18:242 (1,2,3,4) - Watching this difficulty, I thought these were pretty edgy, but they're also really cool. Nice job.
    00:24:158 (3,4,5) - These are more intense than 00:22:467 (3,4,5) - and I think they deserve to be unstacked. they are pretty close to the same for what they offer for intensity, though they are different, like the previous happening of this phrase, so I made them noticeably different similar to the previoius happening of this phrase.
Topic Starter
Uber

PolkaMocha wrote:


[Easy:]
  • 00:11:481 (1) - Touches HP bar. Not sure if you care. i dont
    00:24:158 (3) - The lyrics and pitch are very different, so i don't think using the exact same slider is a good way to represent this part. changed a thing
emilia
ok i try
[pishi]
  1. firstly not very fond of the idea of having an unintuitive "structure" (weirdly spaced triplets indicated by combo colours) for an anime <TVsize since its rather annoying to play, at least from the players perspective. it isnt really interesting in any visual sense and only incorporates awkward movement which isnt necessarily well reflected in that intensity of the song. now that we have that out of the way:
  2. suggest changing the green combo colour to something light as well, because i had to check the editor to see what they did in the map, since it deviated the original idea in my head that "light combo colour = weird spaced stream".
  3. also last i remembered fully 255,255,255 white isnt rankable
  4. 00:12:115 (1,2,1) - theres also actually no triplet here
  5. 00:23:946 (1,2,1) - also i can't tell if theres a triplet here because the drum might be overlapping with the "sh" in the vocal (which also actually only starts on white). also for your reference, the top diff of one of the ranked sets doesnt have a triplet at this point (if it matters)

    meh, sorry for being really unable to mod this objectively
[loli]
  1. 00:07:679 (7,8,1) - this felt a little awkward to play because of the perceived flow, but its really no biggie

    plain, nothing i could see that was bad
[bor]
  1. 00:00:284 (1,2) - is this not too close to the hp bar
  2. 00:10:848 (4,5) - random stack?
  3. 00:24:369 (4,5) - ^, makes no sense to keep them if you've never had them for similar lyrics/song structure

    i think theres nothing i can objectively mod about this map. i'd just like to say that i feel like the structure of this map is very haphazard and messy for a hard. things like random overlaps, weird slider shapes, inconsistent DS with no emphasis whatsoever and etc. i think the rhythmic choices and aesthetics can be further brushed up, though me pointing them out and having them being rejected would be very pointless.
[dash]
  1. why is the whole map so soft?? why dont you just take the volume points of the other diffs?
  2. the distances are way too big for a normal, and the cs is probably too small as well. theres no need to have such a difficult normal if the song doesnt allow for it anyways (ranked set at 1.6~1.65 for reference)
  3. 00:00:284 (1,2) - consider flipping the rhythm (hitcircle first then slider)

    emphasis for your map is a little messy, i think the rhythm needs remapping. you can emphasise multiple tracks, but dont overstep or you'll exceed the limits of what a normal can let you do
[uber]
  1. o so u only mapped an easy nice lo
  2. is the volume meant to be like that?

    nothing to complain

confusing set, gl
anna apple

Emilia wrote:

ok i try

[bor]
  1. 00:00:284 (1,2) - is this not too close to the hp bar it barely touches, and is not unrankable.
  2. 00:10:848 (4,5) - random stack? this is as random as the song.
  3. 00:24:369 (4,5) - ^, makes no sense to keep them if you've never had them for similar lyrics/song structure refer to this because these are the same because the song is the same here, though the song is different in other parts.

    i think theres nothing i can objectively mod about this map. i'd just like to say that i feel like the structure of this map is very haphazard and messy for a hard. things like random overlaps, weird slider shapes, inconsistent DS with no emphasis whatsoever and etc. i think the rhythmic choices and aesthetics can be further brushed up, though me pointing them out and having them being rejected would be very pointless. you should look more into the map if you don't understand it, though if you find something that doesn't make sense, you should say why you don't think it makes sense
[/notice]

confusing set, gl
emilia

borborygmos wrote:

Emilia wrote:

stuff
i guess it might be better to explain my perspective

most hards i've seen contain consistent distance snap and covers the song fairly well in terms of rhythm choices. what i've been seeing in your map is rather distances that dont really make much sense with respect to the song and rhythm choices that arent very optimal for representing the song. here i think i can point out a few examples

distance:
  1. 00:01:763 (3,4,5) - not sure why there was a sudden increase in distance when nothing in the music was very indicative of anything worth emphasising. and yea, it does repeat itself, but that isnt a good enough way to justify yourself just because its repetitive and that its an "intended structure". it, in my opinion, really doesnt fit with the song
  2. 00:07:045 (4,5) - stack when 00:03:665 (4,5) - this isnt? i noticed that this repeats itself as well, but similarly to above, calling it a "structure" and justifying it is very meaningless, though its a lot milder in this case because its a stack which is applicable to hards
  3. 00:01:129 (5,1) - it would probably be understandable if something like this was a jump instead, since the instruments are a strong lead in and are worthy of emphasis
  4. 00:09:580 (1,2) - another needless massive jump
  5. 00:11:270 (1,2,3) - vs 00:24:791 (1,2,3) - perhaps require more "structured" consistency?

    its more how your distances are randomly "structured" and you're just hiding behind that to make a "different" hard, and what is really the point of that? why go out of your way trying to rank a hard that can be made more consistent and simpler to a hard player? justifying anything by calling it structure seems to be too much of a cop out in my eyes
rhythm:
  1. 00:02:608 (6,1) - triplets are 100% allowed on hards, so why dont you map them? your whole map doesnt contain any triplets which makes the rhythm feel very very plain. why not just map them in anyways?
  2. 00:14:228 (5) - as with here, you're mapping to both the instruments and vocals, so why not make it more consistent
  3. 00:03:665 (4) - vocals dont actually end here, its just trailing off at this point, so why not make the white tick a clickable drum beat instead?

    accommodating multiple rhythmic tracks in a hard is 100% possible, and it seems like you're trying to stick to mapping to only vocal which is really unintuitive for playing. highly highly recommend you map to the drums as well but if you're sticking to what you want then i guess no matter how much more i type it wont change anything
tl;dr if you think sticking to your style is more important, then you really dont need to read this, which was why i said it was pointless to begin with
anna apple

Emilia wrote:

i guess it might be better to explain my perspective

most hards i've seen contain consistent distance snap and covers the song fairly well in terms of rhythm choices. what i've been seeing in your map is rather distances that dont really make much sense with respect to the song and rhythm choices that arent very optimal for representing the song. here i think i can point out a few examples

distance:
  1. 00:01:763 (3,4,5) - not sure why there was a sudden increase in distance when nothing in the music was very indicative of anything worth emphasising. and yea, it does repeat itself, but that isnt a good enough way to justify yourself just because its repetitive and that its an "intended structure". it, in my opinion, really doesnt fit with the song in this case I would say since I'm vocal mapping identifying vocal phrases is pretty important when trying to create patterns and such, in this case I identified these two beat phrases being made by the vocalist in which an audible pitch increase happens at this point where the spacing increase occurs.
  2. 00:07:045 (4,5) - stack when 00:03:665 (4,5) - this isnt? i noticed that this repeats itself as well, but similarly to above, calling it a "structure" and justifying it is very meaningless, though its a lot milder in this case because its a stack which is applicable to hards this is a good point
  3. 00:01:129 (5,1) - it would probably be understandable if something like this was a jump instead, since the instruments are a strong lead in and are worthy of emphasis its a gradual spacing increased to show the progression being made by the vocalist
  4. 00:09:580 (1,2) - another needless massive jump pitch goes up here, also slider leniency technically reduces the strength of normative spacing so I increased this to show that effect
  5. 00:11:270 (1,2,3) - vs 00:24:791 (1,2,3) - perhaps require more "structured" consistency? I can adjust the spacing of the latter one to match the former

    its more how your distances are randomly "structured" and you're just hiding behind that to make a "different" hard, and what is really the point of that? why go out of your way trying to rank a hard that can be made more consistent and simpler to a hard player? justifying anything by calling it structure seems to be too much of a cop out in my eyes
rhythm:
  1. 00:02:608 (6,1) - triplets are 100% allowed on hards, so why dont you map them? your whole map doesnt contain any triplets which makes the rhythm feel very very plain. why not just map them in anyways? just because you are permitted to use a certain rhythm does not require it.
  2. 00:14:228 (5) - as with here, you're mapping to both the instruments and vocals, so why not make it more consistent its a hold to highlight the 1/4 sounds that occur when there is vocal. Its similar to song in consistency so it can't be "consistent" to something that doesn't exist at all or yet.
  3. 00:03:665 (4) - vocals dont actually end here, its just trailing off at this point, so why not make the white tick a clickable drum beat instead? this is true for all parts with sliders like this. the movement I create with these are quite valueable and prove emphasis to the beats you think require clicking.

    accommodating multiple rhythmic tracks in a hard is 100% possible, and it seems like you're trying to stick to mapping to only vocal which is really unintuitive for playing. highly highly recommend you map to the drums as well but if you're sticking to what you want then i guess no matter how much more i type it wont change anything
tl;dr if you think sticking to your style is more important, then you really dont need to read this, which was why i said it was pointless to begin with
sometimes it can be rude to call things random/pointless, but this was a much better approach to a mod than the thing you originally said. thanks for your thoughts and I appreciate your discussion!

update
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Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:Uber
Version:bor's Hard
Source:OneRoom
Tags:opening Kantoku カントク TYPHOON GRAPHICS ワンルーム One Room xlolicore- pishifat bor dashyy- pyroflayer
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xLolicore-

Eroge_master225 wrote:

00:13:172 (1) - remove NC hmmm nah

00:12:960 (5) - put NC here ^

I like this diff thank
also applied all mods from kaifin, emilia and monstrata
ass
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[Metadata]
Title:Harumachi Clover
TitleUnicode:春待ちクローバー
Artist:Hanasaka Yui(CV: M.A.O)
ArtistUnicode:花坂結衣(CV:M・A・O)
Creator:Uber
Version:Loli's Insane
Source:OneRoom
Tags:opening Kantoku カントク TYPHOON GRAPHICS ワンルーム One Room xlolicore- pishifat bor dashyy- borborygmos
BeatmapID:1256875
BeatmapSetID:594207

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"doki2.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]
-349,422.535211267606,4,2,1,30,1,0
284,-125,4,2,1,30,0,0
1341,-100,4,2,1,80,0,1
1446,-100,4,2,1,60,0,0
4721,-100,4,2,2,80,0,0
4932,-100,4,2,1,60,0,0
6411,-100,4,2,2,80,0,0
6622,-100,4,2,1,60,0,0
8101,-100,4,2,2,80,0,0
8312,-100,4,2,1,60,0,0
9791,-100,4,2,2,80,0,0
10002,-100,4,2,1,60,0,0
11481,-100,4,2,2,80,0,0
11693,-100,4,2,1,60,0,0
13172,-100,4,2,2,80,0,0
13383,-100,4,2,1,60,0,0
14228,-100,4,2,1,70,0,0
14439,-100,4,2,1,80,0,0
14651,-100,4,2,1,90,0,0
14862,-100,4,2,1,80,0,1
14967,-100,4,2,1,60,0,0
21622,-100,4,2,2,80,0,0
21834,-100,4,2,1,60,0,0
23101,-100,4,2,2,80,0,0
23312,-100,4,2,1,60,0,0
24791,-100,4,2,2,80,0,0
25003,-100,4,2,1,60,0,0
26481,-100,4,2,2,80,0,0
26693,-100,4,2,1,60,0,0
27960,-125,4,2,1,60,0,0
28383,-125,4,2,1,60,0,0
28489,-100,4,2,1,5,0,0
29545,-100,4,2,1,5,0,0


[Colours]
Combo1 : 187,187,0
Combo2 : 39,114,14
Combo3 : 233,17,12
Combo4 : 0,92,185

[HitObjects]
255,286,284,5,0,0:0:0:0:
376,184,496,2,0,L|382:274,1,72
264,120,918,2,0,L|259:211,1,72
246,371,1341,5,4,0:1:0:0:
176,248,1552,1,0,0:0:0:0:
327,327,1763,2,0,L|422:320,1,90,0|0,1:0|0:0,0:0:0:0:
260,192,2186,5,2,0:2:0:0:
166,334,2397,1,0,0:0:0:0:
335,239,2608,1,0,1:0:0:0:
180,158,2820,1,0,1:0:0:0:
180,158,2925,1,0,1:0:0:0:
180,158,3031,6,0,L|174:275,1,90,4|0,0:0|0:0,0:0:0:0:
309,309,3453,1,0,1:0:0:0:
137,335,3665,2,0,B|245:358|210:290|313:310,1,180,2|0,0:0|0:0,0:0:0:0:
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328,211,4510,1,0,0:0:0:0:
278,384,4721,5,4,2:1:0:0:
411,268,4932,1,0,0:0:0:0:
254,173,5143,2,0,P|247:227|271:272,1,90,0|0,1:0|0:0,0:0:0:0:
429,361,5566,5,2,0:0:0:0:
407,170,5777,1,0,0:0:0:0:
260,258,5989,1,0,1:0:0:0:
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343,311,6622,1,0,0:0:0:0:
412,56,6834,1,0,1:0:0:0:
340,225,7045,1,2,0:0:0:0:
340,225,7151,1,0,0:0:0:0:
340,225,7256,2,0,B|329:271|329:271|348:323,1,90
499,145,7679,2,0,P|443:133|407:151,1,90,0|0,1:0|1:0,0:0:0:0:
347,113,7996,1,0,1:0:0:0:
347,113,8101,6,0,P|291:125|255:107,1,90,4|0,2:1|0:0,0:0:0:0:
103,28,8524,2,0,L|107:117,1,90,0|0,1:0|0:0,0:0:0:0:
149,269,8946,1,2,0:0:0:0:
186,72,9158,1,0,0:0:0:0:
29,163,9369,1,0,1:0:0:0:
251,249,9580,1,0,1:0:0:0:
251,249,9686,1,0,1:0:0:0:
251,249,9791,2,0,L|255:159,1,90,4|0,2:1|0:0,0:0:0:0:
149,269,10214,6,0,L|153:358,1,90,0|0,1:0|0:0,0:0:0:0:
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287,322,11059,2,0,P|331:338|383:323,1,90,0|0,1:0|1:0,0:0:0:0:
431,281,11376,1,0,1:0:0:0:
431,281,11481,6,0,L|434:185,1,90,4|0,0:1|0:0,0:0:0:0:
284,70,11904,2,0,P|272:122|301:174,1,90,0|0,1:0|1:0,0:0:0:0:
398,62,12327,1,2,0:0:0:0:
237,0,12538,2,0,L|129:6,1,90,0|0,0:0|1:0,0:0:0:0:
27,116,12960,1,0,0:0:0:0:
27,116,13066,1,0,0:0:0:0:
27,116,13172,5,4,0:0:0:0:
193,175,13383,1,2,0:0:0:0:
147,4,13594,1,4,0:0:0:0:
36,216,13805,1,2,0:0:0:0:
280,143,14017,5,0,1:0:0:0:
26,71,14228,1,0,1:0:0:0:
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26,71,14439,2,0,L|27:131,1,45,0|0,1:0|1:0,0:0:0:0:
119,179,14651,2,0,L|118:239,1,45,8|4,0:3|0:3,0:0:0:0:
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205,204,15073,1,0,0:0:0:0:
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140,339,15707,5,2,0:0:0:0:
171,128,15918,1,0,0:0:0:0:
41,305,16129,1,0,1:0:0:0:
244,356,16341,1,0,1:0:0:0:
244,356,16446,1,0,1:0:0:0:
244,356,16552,6,0,L|242:263,1,90,4|0,0:0|0:0,0:0:0:0:
171,128,16974,1,0,1:0:0:0:
326,40,17186,2,0,B|354:108|354:108|322:225,1,180,2|0,0:0|0:0,0:0:0:0:
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258,116,18031,1,0,1:0:0:0:
258,116,18136,1,0,1:0:0:0:
258,116,18242,5,4,0:1:0:0:
403,283,18453,1,0,0:0:0:0:
209,349,18665,2,0,P|200:304|223:254,1,90,0|0,1:0|0:0,0:0:0:0:
366,140,19087,5,2,0:0:0:0:
281,312,19298,1,0,0:0:0:0:
258,116,19510,1,0,1:0:0:0:
403,283,19721,1,0,0:0:0:0:
205,214,19932,5,4,0:0:0:0:
366,140,20143,1,0,0:0:0:0:
164,80,20355,1,0,1:0:0:0:
284,274,20566,1,0,1:0:0:0:
284,274,20672,1,0,1:0:0:0:
284,274,20777,2,0,L|288:184,1,90,2|2,0:0|0:0,0:0:0:0:
96,32,21200,2,0,P|83:94|100:132,1,90,0|0,1:0|1:0,0:0:0:0:
114,194,21517,1,0,1:0:0:0:
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209,25,22467,1,0,1:0:0:0:
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314,198,24052,1,0,1:0:0:0:
314,198,24158,1,0,1:0:0:0:
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325,187,25636,1,0,1:0:0:0:
325,187,25742,1,0,1:0:0:0:
325,187,25848,1,0,1:0:0:0:
168,28,26059,2,0,P|207:16|267:32,1,90,2|0,0:0|1:0,0:0:0:0:
395,103,26481,6,0,L|192:109,1,180,4|0,0:1|1:0,0:0:0:0:
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215,108,28383,1,4,1:0:0:0:
256,192,28489,12,0,30284,0:0:0:0:
pishifat
replies

Kibbleru wrote:

holy pishi's diff is so infuriating to play on ar 8
8.5 now

Lucyyyyyyy wrote:


pishi's Extra:

  1. This map is hard to read so maybe making the AR higher to like 8,4 or so, could make it abit better with that.( At testplaying AR was close to unreadable imo.)
  2. All the triples like this one 00:02:820 (1,2,1) - should be changed in a more readable way, there are barely noticeable through visuals. Especially this one 00:27:960 (1,2,3,4,1) -
did both

zev wrote:

pishi
[*]00:02:820 (1,2) - drum-hitfinish for those cool here, cus r mapping the bass line leaving drum additions for 00:14:651 (1,2) - so they sounddifferenta aa
[*]00:06:834 (4) - x86 y240 remapped stuff so g

Kaifin wrote:

pishi's Extra

  1. 00:27:960 (1,2,3,4,1) - okay so you want the player to move like this: but in reality the player moves like this: so stacking 00:28:383 (1) - on 00:27:960 (1) - will both give you the flow you want and also have the map end in the center of the screen and u know thats just cute
    alternatively you could have it stack on 00:28:172 (3) - but i think that would encourage a wiggle more than a circular movement which seems to be what you want
did the alt

Emilia wrote:

ok i try
[notice][pishi]
  1. firstly not very fond of the idea of having an unintuitive "structure" (weirdly spaced triplets indicated by combo colours) for an anime <TVsize since its rather annoying to play, at least from the players perspective. it isnt really interesting in any visual sense and only incorporates awkward movement which isnt necessarily well reflected in that intensity of the song. now that we have that out of the way: fixed
  2. suggest changing the green combo colour to something light as well, because i had to check the editor to see what they did in the map, since it deviated the original idea in my head that "light combo colour = weird spaced stream". pink now
  3. also last i remembered fully 255,255,255 white isnt rankable only in kiai time
  4. 00:12:115 (1,2,1) - theres also actually no triplet here removed
  5. 00:23:946 (1,2,1) - also i can't tell if theres a triplet here because the drum might be overlapping with the "sh" in the vocal (which also actually only starts on white). also for your reference, the top diff of one of the ranked sets doesnt have a triplet at this point (if it matters) pretty sure there is one here :(

    meh, sorry for being really unable to mod this objectively

https://dl.dropboxusercontent.com/u/751 ... tra%5D.osu
why wont you upload with the clickbait thumbnail
Dashyy-
hi mod

Dash's Normal:

fix ur fukin volume lol!!!!!!!!!!!
Dashyy-

Dashyy- wrote:

hi mod

Dash's Normal:

fix ur fukin volume lol!!!!!!!!!!! no fix
https://pastebin.com/9SB8QikF
Topic Starter
Uber
trying to make thumbnail jailbait
Izzywing
pishi diff was more fun at ar 8, I don't see how it was unreadable. It was okay for me even without combo colors. get gud tbh

remapped version is a lot of fun, and i guess its fine at ar 8.5 too. great map tbh
Strategas
pishi
00:14:651 (1) - reads easier if no nc here, the white color is much easier to tell that it's the stream instead of the first time appearing new color

bor
00:22:890 (5,1) - 00:24:580 (5,1) - more spacing pls since strong sound, something like 00:21:411 (5,1) - would be cool
00:30:284 - end spinner here pls since the instrument ends here, and you need the extra time to make it rankable, it's below 30 seconds rn

Dash
00:09:580 (4,6) - you can easily avoid this unnecessary overlap if you just moved it down http://i.imgur.com/1D22ZVH.jpg
00:14:017 (5,6) - moving these more to the right would make your pattern look better http://i.imgur.com/ViRYyVQ.jpg
00:18:242 (1,2,3) - ds
Monstrata
pishi

00:22:256 (1,2,1,2,3,1) - Do something symmetrical here instead of copying the pattern again? That way you can transition from Left > center > Right and use more of the screen area. You had the right idea making 00:23:101 (1) - in the center.
00:28:277 (4,1) - This breaks flow and momentum xP. Take advantage of the momentum and do something like this instead:

Loli's Insane

00:05:989 (3,4,1) - Make 4>1 bigger than 3>4 smaller for better emphasis control
00:14:439 (4,5,1) - Make the spacing more even between 4>5 and 5>1?

bor's Hard

00:10:848 (4,5) - I wouldnt stack cuz of pitch change, and because you didnt stack earlier. do a triangle?
00:24:369 (4,5) - ^
00:26:481 (1) - Ctrl+G flows so nice tho

Dash's Normal

00:09:580 (4,6) - Can you avoid overlaps like this, makes the pattern feel unpolished
00:14:862 (1,2,3) - Not good. Your flow is counter intuitive to the way you've set up your pattern. 1>2 creates a clockwise motion going up and rightward, so 3 is in a very unexpected location, and the direction of 3 is also not very expected imo.
00:18:242 (1,2) - Spacing is inconsistent

Easy

00:02:186 (2,3) - Your visual spacing could be better. do stuff like 00:19:087 (2,3) - so the slider flows better coming out of the previous slider.
00:03:031 (3,1) - I'd really try to avoid this kind of set up because it creates a flowbreak betweem 3>1. your flow is going downward and maybe a bit leftward depending on the slidershape, but 1 is way to the left and requires a rightward movement so it doesn't fit the flow you set up with your sliders.
00:05:566 (2,3) - Same idea.
pishifat
anna apple

Strategas wrote:

bor

Monstrata wrote:

bor's Hard
00:26:481 (1) - Ctrl+G flows so nice tho subjective
I think it plays alright regardless plus if I ctrl g rip quadrant map
otherwise fix

https://bor.s-ul.eu/E5dctHkz.osu
Topic Starter
Uber

Monstrata wrote:

Easy
fixed all thank mr. monstrata
7ambda
255,255,255 is unrankable. Use a dimmer white.
anna apple

F1r3tar wrote:

255,255,255 is unrankable. Use a dimmer white.
Its only unrankable during kiai times, which there are no kiai times during this color so its rankable, pishi already explained this in an earlier post
7ambda

borborygmos wrote:

Its only unrankable during kiai times, which there are no kiai times during this color so its rankable, pishi already explained this in an earlier post
o lol
Strategas
ResidentSleeper
Dashyy-
where's the bubble
Strategas
I think you forgot to respond to mods along with someone :) :)
_Meep_
wheres the nuke
Dashyy-
ok fixed all
Topic Starter
Uber
not sure who this "other person" is lol maybe you didn't see but lolicore edited his responce and applied changes
Strategas
lol, who even does that, that's like hella inpractical

anyways, seems like mods were applied so you should call back monstrata, before I can icon
xLolicore-
kinda breaks the purpose of a placeholder wouldn't it lo
yea anyway i did apply all the mods in one go
Monstrata
Lolicore's GD isn't updated cuz he edited a post he made a month ago and put his update there...?

@ Lolicore post your update in a new post please, don't edit a previous post from 28 days ago and expect the mapper to recheck that post and update your diff there...
Topic Starter
Uber
well he actually messaged me ingame i just kinda forgot to apply the update i guess lolz

updated now!
Monstrata
Remind me harder xd
-Kazuto
Step Zero to One :3c:
_Meep_
step one to negative 99
Strategas
normal

00:20:566 (6,1) - ds, looks like 1/2 gap by time distance equality
Dashyy-
looks ugly but i did it!!!!!!!!
Strategas
00:24:158 (2,3) - normal
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