this my new anime
hell yesMazzerin wrote:
hell noLavender wrote:
overkill
ty for modFoxyGrandpa wrote:
Best of luck probox
- [Ambivalence]
00:20:212 (1,2,1,2,1,2) - Not sure about the spacing here, seems to kind of jump to a much larger spacing for the really quiet sounds lowered spacing
00:23:512 - to 00:39:562 - . This entire section is in 1/3, aside from the kicksliders at 00:32:437 - . fixed
01:01:912 - Kinda curious about the kiai here for such a calm section :/ lul i added that, imma prob take it off now since more than 1/3 of the map is kiai
04:47:662 (2) - I feel like the sv should be lower for this slider because of the slowdown effect in the sound being mapped there. fixed
should be done by the end of this monthKujinn wrote:
👌
only thing left is a sick -tochi storyboard
Xilver wrote:
[Ambivalence]
01:40:312 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This section is a bit inconsistent. You start with awkward motion at 01:40:312 (1,2,3,4) - And then use circular motion at all the other 3 patterns with nothing in the song changing to suggest such a change. I personally quite like the awkward motion you added because I think it creates a nice contrast between the circular motion you use at the rest of the buildup at 01:45:112 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) -. So I would ctrlG 01:41:512 (1,3) - 01:43:012 (2,4) - and 01:44:212 (2,4) - to keep that motion. (Alternatively, you could use linear motion by ctrlGing 01:40:612 (2,4) - to also be consistent if that's what you prefer) What you suggested is interesting, but it would break visual structure and balance of both 01:41:512 (1,2,3,4) - and 01:43:912 (1,2,3,4) - . At this point, they would be better off beign completely different patterns imo.
01:49:912 (1) - CtrlG maybe? The awkward movement is a nice contrast to start a drop because you used linear movement in the previous buildup sliders. already talked with sing about this, agreed on repositioning the pattern in a different way
02:37:462 (1,2,3) - Why are these 3 kicks different in spacing? I think they should match, the song enters a pretty consistent loop which doesn't require spacing changes, in my opinion. is that even an issue? They are different in spacing because of coincidence and convenience. I just happened to place them on stacks without thinking too much about them. they look ok, and they do the job. There nothing wrong about them imo
02:42:712 (1,2,3) - Why is this different than all the other ones? (02:43:312 (1,2,1,2,1,2,1,2) - )? They sound the same. They should be the same too. (I personally like having 2 1/4 sliders though, so I would personally make all the other instances have 2 1/4's aswell.) i was testing stuff along with probox and decided to go with 1/2 sliders for all of them but this got through to the submitted beatmap somehow wwwwwwww fixd
02:49:612 (1,2,1,2,1,2,1,2,1,2) - This pattern looks nice, but 02:49:612 (1,2,1,2) - is kind of problematic in my opinion because a metronome reset happens at 02:49:912 (1,2) -, so making them have the same motion makes the transition feel really weak. so uhh, can i... just ctrl g them?
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I personally don't like the use of a stream here. You add a lot of clicking emphasis in a section that is practically the same as the one before, where you used repeat sliders. This makes 05:11:512 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - , the stronger part of the buildup, feel weaker because of how easier it is to tap compared to the previous stream.Yeah i see, but then you try doing something using sliders only and it feels somewhat underwhelming... uhh idk what do here
Pokey_GD wrote:
01:23:512 (1,2) - this overlap is kinda gross looking idk i don't really think so tbh
05:34:312 (1) - Maybe raise the volume a bit here, I can't hear anything xdd i guess it's not really an issue with the volume, but the samples. Ehh whatever, raised to 70% anyway.
Rohit6 wrote:
05:18:037 (4,1) - ee holy i didn't even realize how distant that is, moved a little bit closer.
What if there were people who played the game to enjoy it and not to gain ranks on leaderboards?shiro_Chaos-ryu wrote:
Its such a waste of work if this is for ranked , people not gonna try to FC it .
most cameilla maps break the PP system by so much ,
that a default higher PP reward of + 50-80 higher then its actual PP reward could be a great way to motivate people to try this properly.
pls enjoy game and don't play for pp thxshiro_Chaos-ryu wrote:
i see a map for deletion thanks, gets praised and posts nonsense chatbait , protip dont post at all
best person to judge overkill levels EVARRRRMazzerin wrote:
hell noLavender wrote:
overkill
current is just a placeholder for red lines I am fully aware of itXayler wrote:
So I like to check these pianos on songs somehow and I tend to find things... The notes what are currently snapped at the end are quite wrong (1/8 logic is pretty good, but they really don't land there tbh). Imo they need a red line, but I came up with the general snappings (1/12 & 1/16) and many notes should be now at least "very" close to it, maybe like +-1ms.
Some notes were right though, but I'll just post them all what are at the end as I already made the changes so I don't want to do it again.Box 4 Box06:03:412 (1) - should end at 06:03:580 - 1/16 snapping
06:03:730 (2) - should start at here with 1/16 snapping, should end at 06:03:918 - 1/16 snapping
06:04:087 (1) - should be fine
06:04:262 (2) - should be here with 1/12 snapping (somewhat I hear it like it fits there)
06:04:437 (1) - should be here with 1/12 snapping
06:04:637 (2) - should be here with 1/12 snapping
06:04:837 (1) - should be fine
06:05:062 (2) - should be fine
06:05:268 (1) - should be here with 1/16 snapping
06:05:512 (2) - should be fine (well does need a red line here imo)
06:05:755 (1) - should be here with 1/16 snapping
06:06:018 (1) - should be here with 1/16 snapping
06:06:312 (1) - should be here with 1/12 snapping
06:07:237 (1) - should be here with 1/16 snapping (1/12 also works)
06:07:362 (2) - should be here with 1/12 snapping
06:07:462 (3) - should be fine
06:07:762 (1) - should be fine
06:09:062 (1) - should start at here with 1/12 snapping (1/16 or 1/8 is kinda questionable as it starts later imo with it - this is also pretty much heard also)
06:13:162 - I also hear that the hold sound ends here, but you probably don't map/follow it
Feel free to decline them, but that's just what I hear and would be probably better right now without red lines...
you dont need mentoring after im don with ur assOpsi wrote:
bonzi plz mentor me so the trinity will be complet
Halfslashed wrote:
[Ambivalence]
01:32:512 (3,4) - You can show off the snare/kick more by using lower spacing here. don't really think so, it changes hardly anything imo.
04:38:812 (1,2,3) - Stacking these triples is fairly underwhelming, I suggest spacing these out a bit more like you had at 02:24:262 (2,3,4) - doesn't really change anything unless i crank that spacing up imo, and cranking that spacing up was my original intention and it turned out beign a total mess so i did it this way.
05:09:112 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think this half of the stream doesn't work too well as an accelerating stream, since the note strain of 16 circles at this bpm is already enough for the player to feel a gradual intensity increase. I suggest using a uniform spacing similar to 05:09:412 (1,2,3,4) - here, then basing the other half of the stream's accelerating spacing off of that, since the other half of the stream has more audible intensity increases between each set of 4 i don't know if that's really an issue though, the speed up isn't really there until 05:10:312 (1) - happens , where you have a sharper angle between the streams.
we can now say goodbye to opsi's mapping careerProfessionalBox wrote:
you dont need mentoring after im don with ur assOpsi wrote:
bonzi plz mentor me so the trinity will be complet
ty for mod, here new .osu: https://puu.sh/wzvLQ/516eae4bde.osuHalfslashed wrote:
[Ambivalence]
00:13:912 (1) - Having a 1/2 repeat for an entire measure contradicts the pacing you established for this slow part, especially since the player is doing nothing but holding down here. I recommend using two 1/2 double repeats instead, or some other similarly more intense rhythm. In this specific part theres a synth sound repeating the same note on the same rhythm as this, so that is the sound I am mapping to. Plus, something contradictory like this isn't really that bad; it adds contrast to a slow part of this song, which I admit have mapped it to a really high intensity and spacing than it suggests. Therefore,
I think this slider is perfectly justified.
00:28:312 (1) - I know you have a primarily drum based rhythm, but I will still point out that I think having such a strong melody sound on a slider tail is lame. If you agree, I would suggest changing this rhythm to a 2/3 slider + circle, since if you didn't change the repeats before, the player should be expecting this rhythm. I mean it was alternating repeats before at 00:25:912 (1) - , so yeah the player is expecting a repeat. Also, I'm alrdy sort of mapping the strong melody sound through the increasing slider velocity, so I think it's fine.
00:32:437 (2,1,1,1,1,1) - Having increased rhythm density with the 1/4 sliders is one thing, but as is, this spacing is overkill for this section of the map. I think if you used about half the spacing you're using, this would fit the intensity of the song better. Spacing isn't really overkill since the spacing before this was already increasing with the slider velocity, which at the same time in this section I am also resetting with each kickslider. I think the lowering of slider velocity compensates for the increased spacing of this pattern.
00:42:712 - It'd be cooler if you kiai flashed on every wub rather than each pair. By that I mean, the kiais would start on here and 00:43:162 - , probably ending 1/1 after each of those points. too much work LOL sorry, I think the kiai flashes enough, otherwise it might be too much xd
01:50:212 (2) - This should start a 1/4 tick later if you're following the wubs, but honestly i'd skip it, since you use drum based rhythm. Making 01:50:362 - a circle would probably work better here. I think its fine where it is, cuz at the time its placed is when the wub sound of 01:49:912 (1) - cuts off, and then the wub sound of 01:50:212 (2) - fades in. Also there is already a circle right after 01:50:437 (3) - and this rhythm of long slider to 1/2 slider to circle really helps ease the player into such an intense section.
03:07:912 (1,2,3,4) - This spacing increase is really big to 03:06:712 (1,2,3,4) - and while there is a pitch increase, it cannot be compared in intensity to 03:06:562 (8,1) -. I suggest using about half the current spacing here. I dont think half the spacing would work really well here, since im trying to blanket the 03:07:912 (1,2) - circles outside of 03:07:312 (1) - . However, I will try to reduce the spacing as much as I can while still retaining the blanket.
03:59:512 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Based on the rest of your streams, this is out of place since you're using jumps with fairly uncomfortable angles for emphasis of the downbeats rather than direction change. At this bpm, these also are quite the difficulty spike when this is just the middle of a build up. I recommend using a stream with direction changes rather than a spontaneous split stream. I already adressed this before, but personally I really think its fine. It's out of place because its introducing streams in this section, because so far its only been triplets and kicksliders. Right before it there was a wub break that serves as a gap between the first half of the build up and the second half. A stream this divided and spaced really emphasizes that the next section will be really difficult. (which it is) Plus, all of my streams after have been linear so changing the direction would be pretty inconsistent of me.
04:48:112 - More of a general issue I have is that your rhythm density is really high here since you're mixing the drum and harmony rhythms, so this makes 04:57:112 - feel like the pacing drops, but it's actually the opposite since this is where the buildup starts. It's hard to give you specific direction, but basically I think it'd be better if you either buffed the build up or nerfed the rhythm density a bit in this section (I think the latter will work better for you). Ill just buff the buildup lul