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samfree - Chicken's Theme

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Mir

dsco wrote:

mir's light insane
00:02:981 (1,2) - feels random that you dont use 1.3x here, dont see why - ??? i don't get it this looks fine to me
00:26:475 (1,2,3,1,2,3,4,5,6,1) - could use at least some sort of hitsounding, feels very bare - nao's fault probably, but added more stuff

toybot wrote:

[Mir's Light Insane]
  1. 00:02:981 (1,2) - these 2 feel too close together relative to the rest of the spacing - okay now i get it, changed
  2. 00:13:282 (2,3) - maybe try ctrl+g these two? the change in rotation and giving more emphasis to 00:13:644 (4) - feels a lot nicer imo - i think it's fine imo since the sound is going down so spacing decreases too
  3. 00:18:162 (3,4,5,1,2,3) - this triangle pattern could be polished a lot, considering you use perfect shapes a lot - tried
  4. 00:24:126 (4) - could ctrl+g to make the pattern not feel so linear - intended to be linear

orange_ wrote:

[Mir's Light Insane]
  1. 00:06:957 (5,6) - I think 5 should be getting the emphasis here, not 6 - i don't think so, but fixed another emphasis issue
  2. 00:30:089 (5,1) - 00:32:981 (5,1) - Emphasize these the same, currently only the first part has the emphasis on 1 - ok
  3. 00:07:861 (4) - 00:09:487 (5) - Make these two's angles the same, looks weird because there such similar sliders - ok

Noffy wrote:

[Mir's Light Insane]
  1. 00:23:945 (3,4,1) - How about you do this like 00:35:511 (3,4,1) - ? I felt the latter better fit the brief pause in guitar that happened at both time.
  2. 00:38:403 (2,3,1,2,3) - While they're all meant to form a straight line wait nevermind it's not even perfectly horizontal, it's rather uncomfortable how close this pattern is to the top of the screen and the health bar. maybe?
Applied both. But I don't care about how high/close to the HP bar it is.
Fuck.

https://puu.sh/vriGR/058dae4670.osu
Topic Starter
Nao Tomori

dsco wrote:

norma check
00:08:764 (1,2,3,4,1) - dont like the half overlaps visually, the rest of the objects in the map are very carefully separated. stacks or wider separation would look much better i think. it is done twice with those 2 instruments to distinguish them from the other jump patterns
00:15:632 (2,1) - ^ especially here, you stack these in similar situations. i feel like it clouds the maps otherwise very clean aesthetic
drum whistle is very ignored after intro, i think it would fit well here: 00:17:439 (1) - 00:19:969 (5) - (tail) and so on... feels like it was forgotten
intentional cuz only the intro follow the piano...
rest is pretty standard / simple, not much to say

toybot wrote:

m4m

[Norma Check]
  1. i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
  2. 00:05:873 - maybe continue with the drum whistle patterning, so the hitsounds dont feel so empty ok i'll do stuff i guess
  3. 00:05:330 (3) - prob should stack on 00:03:704 (3) - to help continue building on the hexagon pattern
  4. 00:20:692 (6) - makes more sense to NC here due to it being a start of a new melodic line. you do this at 00:29:367 (1) - , it would be nice to stick to it
  5. 00:23:583 (6) - ^
That's all I found, GL!

_orange wrote:

M4M from your queue

[General]
  1. Widescreen support could be disabled on all diffs, there's no storyboard waste of time. if there's no SB why are you even pointing this out?
[Norma Check]
  1. 00:06:596 (1,2,3,4,5,6,7,1) - Not a fan of the repetitive movement and following the star/pentagon pattern 1.5x. I would make this 00:06:596 (1,2,3,4) - and this 00:07:318 (5,6,7,1) - into visually separate patterns they're all the same instrument though. why make them different patterns?
  2. 00:34:427 (5) - Of the few sliders you have in this diff, this one is different because all of the other 1/1 sliders are not at an angle and this one is like 17 degrees
  3. 00:16:716 (4) - I get that this is supposed to be emphasized the most, because of the high note and the trumpet coming in, but it's kinda overkill. Maybe move it slightly closer because it's really big compared to everything else. It fits here 00:10:391 (1,2,3,4,5,6,7) - much better by making the jumps around it slightly less and this 00:10:933 (4) - high note doesn't have 4x spacing.
gl man

Noffy wrote:

Do you ever sit down and wonder why OJ100% doesn't have a really OP character that's literally a cup of orange juice.
Missed opportunity, I think.

m4m yeh

[General]
  1. It's a bit confusing that really light insane is rated easier than the hard..
  2. Praise be all the diffs have cc now
  3. Hitsound Suggestion: How come there aren't whistles used on the high notes at 00:26:475 - to 00:28:644 - and 00:38:041 - to 00:38:764 - ? I think it would fit really well to add them, and it sounds almost like you forgot to hitsound these when the whistles were used on the high notes throughout.
    Especially when even the parts at 00:10:391 and 00:16:174 had whissssttleees ok
[Norma Check]
  1. I can't bring myself to say much for this difficulty as my heart as a soft-spot for primarily circle maps like this, and a lot of it just.. feels right. mm.
  2. 00:10:571 (2,3,4,5,6,7,1) - Except this. it felt unnatural and like you were trying to force the triangular shape compared to a lot of patterns that weren't too apparently focused on looking like something specific :(
  3. 00:39:306 (1,2,3) - I do think however it would be worth your while to increase the spacing here, since 2 and 3 are such strong sounds. doesn't fit with theme of making similar 1/1 and 1/2 spacing.
I'm finally done revising it to try to make sure it didn't overlap with the other 5 mods that appeared while I was in class, but if there still are any points where it does then just orz

it's kind of funny the titular chicken isn't even in the bg true. added.

edit:
look at the url


nice
thanks for modding guys.
fieryrage

Noffy wrote:

[Fiery's Insane]
  1. 00:16:716 (3,4,5,6) - This felt rather odd to play to, as the instrument I think ... ? it's mapping is really realllllly quiet. it's noticeable enough, it's a bg instrument but its definitely hearable
  2. 00:22:861 (4,1) - It seems wrong to place so much emphasis here when (1) isn't really that impactful of a note in the song.
  3. 00:37:499 (6,1) - Same as the above. the general thing i'm trying to do with stuff like this is place emphasis on the downbeat and the fact that there's a new pattern, since it's an insane diff i feel like start of new patterns should have this sort of emphasis on them. the first one you pointed out also isn't really that spaced when you actually play it so ya no change there
  4. 00:09:307 (4,1) - I would remove the nc here... it's not present at 00:15:090 (4,5) - either. added nc to other pattern since the other one is for readability purposes

dsco wrote:

fiery's insane
00:14:909 (3,5) - offset slider to match the outward spacing you use in map would be a lot more consistent i think (https://osu.ppy.sh/ss/7878521 if unclear what i mean) wen u fuck around with ur aesthetics
00:36:053 (1,2) - ^ keeping this one though cuz else it kinda looks ugly
00:39:306 (1,2,3) - finish on one of these? hitsounding is up to nao for the most part i just added whistles xd

toybot wrote:

[Fiery's Insane]
  1. 00:18:523 (4) - 00:21:415 (4) - personal but i rather dislike it when the map ignores important beats in such a simple rhythm. the offbeat is what helps make the song catchy and ignoring it just leaves a pretty bad taste imo ye fair enough i was kinda on the edge about these repeats anyway, made them separate notes
  2. 00:37:499 (6,1) - 1 doesn't need such a strong spacing emphasis in comparison with 5 moving to 6, its not part of the melody see response to first mod

_orange wrote:

[Fiery's Insane]
  1. The AR could definitely be upped to match the other Insanes imo its fine where its at rn
  2. 00:23:583 (2) - Maybe make this in the same 5 degree angle as your other sliders? Like this 00:22:499 (3,4) - is right before it eh it's a minor change and i don't think it's really warranted considering i did sliders like this before into red anchored ones
  3. 00:26:114 (1) - Yeah this doesn't need the small jump emphasis, there's no melodic note on it see responses to stuff above like this
  4. 00:32:620 (3,4,5) - Hmm, idk this doesn't really fit with the rest of your jumps, you don't usually go completely back and forth in a straight line. I suggest you just make this into a triangle and put the tail of this 00:33:162 (1) - or something like that difference in patterning tho else its stale
  5. 00:39:849 (3) - Just slightly touches the HP bar on 4:3 xd eeeeeeeeeeeeeeeeeee
http://puu.sh/vs1k3/845880e1c7.osu
Shurelia

dsco wrote:

shu's hard
overall the rhythm in this difficult is overly convoluted and inconsistent. same goes for the 1/1 spacing
00:07:861 (3,4) - don't like this being spaced, map is set up to have 1/1 overlaps from the intro both white tick to white tick and red to red, especially since its the same exact sound (also see: 00:13:644 (3,4) - ) This spacing are used to giving a bit of emhpasis to the sound that appears at here,
it plays fine currently

00:10:029 (5,1) - ^ consider changing, though this one is probably fine since different sound yeah
00:19:608 (3,4,1) - 00:30:993 (1,2) - - why are these two rhythms so vastly different? same exact sounds. very inconsistent [00:22:318 (1,2,3,1) - vs 00:33:885 (1,2) - ] [00:24:126 (4,5) - vs 00:36:053 (4) - ] yes, I just giving some customization at here. Its inconsistent have their own consistency
00:18:704 (5,1,2) - 00:21:596 (6,1) - randomly inconsistent rhythm (see also: 00:30:270 (5,1,2) - and 00:33:162 (6,1,2) - ) it have pretty different sounds you know
00:23:222 (1,2,3,4,5) - 00:34:788 (1,2,3,4) - ^
00:18:162 (2,3,4,5,1) - 00:29:728 (2,3,4,5) - ^
thanks!

toybot wrote:

[Shu's Hard]
  1. 00:31:897 (1,2) - when you use 1/1 sliders consistently throughout the map, this feels a bit offputting in comparison
would be a good idea yeh, if I put 1/1 slider on it but , I want to click something on 00:32:620 - and 00:32:258 -
thanks

_orange wrote:

[Shu's Hard]
  1. 00:11:294 (6,7) - I would definitely make 6 into a 1/2 slider instead because it's mapped as if there's a strong sound on 7 good idea,
    but still i want to click something on 00:11:475 -
  2. 00:24:126 (4) - Your usual angle for sliders is 0 degrees but this one is tilted slightly, it would be better to stick with the 0 degrees since you do that the most fair point
  3. 00:33:162 (6) - ^ Same here yes
  4. 00:38:041 (1,3) - It doesn't fit to stack these because, firstly, it implies a 1/1 gap between these 3 and 1, and it doesn't match the raising pitch of the three notes right
thanks

Noffy wrote:

[Shu's Hard]
  1. Was it truly necessary to set the stack leniency to 2?
  2. 00:22:499 (2,3) - Why is the spacing here greater than at 00:19:608 (3,4) - ? I think having it smaller was more fitting to how the sounds continue directly into each other. yeah, my bad
  3. 00:33:162 (6) - This slider felt really out of place when the entire section was just straight after straight after straight slider. Consider integrating other similar slightly angled sliders in the time from 00:21:596 to 00:39:849 or straightening this one out.right
thanks

up
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 2.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.8

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:Akihito Matsuko
ArtistUnicode:Akihito Matsuko
Creator:Naotoshi
Version:Shu's Hard
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1269232
BeatmapSetID:599699

[Difficulty]
HPDrainRate:5.5
CircleSize:4.3
OverallDifficulty:6.7
ApproachRate:7.8
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bmLM0pW.png",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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19969,-100,4,2,0,55,0,0
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Yahuri
from meme
im allergic to oranges
chickens are cute tho

Talmobbes' Dark Easy
00:28:644 (4,1) - move 1 up by 1 pixel for same y-coordinate as 4 :^)

My Angel Mir's Normal
00:00:090 (1,2,3) - fix stacking pixel by pixel
00:02:077 (4,1) - fix blanket

Naotoshi wrote:

toybot wrote:

[Norma Check]
i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
i agree with toybot, the pattern shifts are weird. you say "geometric patterns for the piano part" but like there's still geometric stuff even after that such as here 00:18:162 (1,2,3,1) parallelogram, 00:21:053 (2,3,4,1,2) this looks very very close to a star (but not??), 00:25:210 (1,2,3,4) - trapezoid
pls reconsider, without geometric stuff many patterns look broken

note: modded before i read that ^ :P

Norma Check
00:06:596 (1,2,3,4,5,6,7,1) - could just make a regular star instead, this might be good for emphasis but it still looks weird
00:10:391 (1,2,3,4,5,6) - make these pairs slant at the same angle? https://puu.sh/vsn1Z/9ca3207ec2.jpeg

Golden Egg Insane
00:01:173 (4,1,2,3,4,5) - possible hexgrid pattern here https://osu.ppy.sh/ss/7890680
00:04:064 (4,1,2,3,4,5,1) - ^
00:07:680 (9) - this circle has a really weak visual connection to the rest of the pattern. you could make it equidistant from 00:06:776 (4) and 00:07:318 (7) to help it fit in better
00:09:126 (6,1,2) - minor triangle polishing, move 2 up/right
00:08:945 (5,7,3) - ^ move 3
00:10:391 (1,3,4,6) - make these all the same distances from each other (3-1, 1-6, 6-4) https://osu.ppy.sh/ss/7890718
00:12:921 (6,7,8,9) - make these pairs at the same angle https://puu.sh/vsnyz/321328220e.jpeg
00:16:355 (2,1) - stack??
00:39:306 (1,2,3) - you can try adjusting previous patterns so that this can be a straight line without 3 being stuck at the bottom of the screen lol

good luck
Topic Starter
Nao Tomori

Yahuri wrote:

from meme
im allergic to oranges
chickens are cute tho


toybot wrote:

[Norma Check]
i don't really like how the patterns shift from geometric to basically freehand jumps.. it's not inherently bad, but it gives off this illusion of "huh this map seems to use a lot of neat and orderly patterning" for a few seconds. idk if that's what you were going for geometric patterns for the piano part.
i agree with toybot, the pattern shifts are weird. you say "geometric patterns for the piano part" but like there's still geometric stuff even after that such as here 00:18:162 (1,2,3,1) parallelogram, 00:21:053 (2,3,4,1,2) this looks very very close to a star (but not??), 00:25:210 (1,2,3,4) - trapezoid
pls reconsider, without geometric stuff many patterns look broken

note: modded before i read that ^ :P

Norma Check
00:06:596 (1,2,3,4,5,6,7,1) - could just make a regular star instead, this might be good for emphasis but it still looks weird
00:10:391 (1,2,3,4,5,6) - make these pairs slant at the same angle? https://puu.sh/vsn1Z/9ca3207ec2.jpeg

Golden Egg Insane
00:01:173 (4,1,2,3,4,5) - possible hexgrid pattern here https://osu.ppy.sh/ss/7890680
00:04:064 (4,1,2,3,4,5,1) - ^
00:07:680 (9) - this circle has a really weak visual connection to the rest of the pattern. you could make it equidistant from 00:06:776 (4) and 00:07:318 (7) to help it fit in better
00:09:126 (6,1,2) - minor triangle polishing, move 2 up/right
00:08:945 (5,7,3) - ^ move 3
00:10:391 (1,3,4,6) - make these all the same distances from each other (3-1, 1-6, 6-4) https://osu.ppy.sh/ss/7890718
00:12:921 (6,7,8,9) - make these pairs at the same angle https://puu.sh/vsnyz/321328220e.jpeg
00:16:355 (2,1) - stack??
00:39:306 (1,2,3) - you can try adjusting previous patterns so that this can be a straight line without 3 being stuck at the bottom of the screen lol

good luck
applied everything lol
Karen
Norma Check
00:04:427 (5,1) - 00:01:535 (5,1) - inconsistent
00:16:716 (4,5) - remove the slider body sound
i don't understand this

Golden Egg Insane
00:15:812 (3,3) - why

???????????
it looks fun personally i don't like the idea :(
Silverdesu
not sure if anyone has told you otherwise:

for metadata I'm reasonably sure that the creator of the song is Takayuki Sano (alias "samfree") since afaik he was in charge of all the music in 100% OJ up until he dropped dead in 2015

also have a star
Metaku

TheMefisto wrote:

[General]

[My Angel Mir's Normal]
  1. 00:39:306 (1,2) - Why didn't you use 1.2x DS here? It's still normal, so spacing should be consistent Probably messed up something, was 1.2 originally
  2. I also found this in intro, but I guess you sacrificed DS to stack the sliders and won't change this Yeh, won't change, should be okay to read anyway

_orange wrote:

[My Angel Mir's Normal]
  1. 00:07:318 (5,1) - Fix stack y
  2. 00:16:174 (1,2) - Put larger spacing between these to emphasize it like you did here 00:10:571 (2,3) - Nah, it plays differently there since the clickable parts are pretty close anyway so I don't want any extra spacing here
  3. 00:27:559 (4) - It would play better if you stacked 4 on 5. Also this stack 00:26:836 (2,4) - is used for 1/1 gaps in the whole map except for this 2/1 gap, which doesn't fit well Idk why'd you want to stack it tbh, also I think that is fine since they aren't 2 notes right after anyway and this part is all 1/1 unlike most parts that are 1/2 heavy so it fits fine imo and that should not be a problem to read either


Noffy wrote:

[My Angel Mir's Normal]
  1. 00:00:090 (1,2,3) - The position of 1's tail is visibly off from 2's and 3's >: ye fixed, for some reason osu hates slider end stacking...
  2. 00:10:571 (2,3) - While you were having slight spacing variations for your patterns up until now, having a jump in an otherwise distance snapped normal like this is.. really weird. The slider leniency helps make it less noticable, but not much... Hmm I guess I could change it
  3. 00:11:294 (4) - Consider removing the reverse here, unlike the other reverse sliders it doesn't end on a really clear sound so it seems a bit out of place.
    I guess I could... It leaves a bit weird gap between it and the next object tho so idk... Removed for now might change something else too later
  4. 00:23:945 (2,3) - Why is this manually stacked when 00:23:583 (1,2) - was autostacked, what. well it doesn't make a difference i'm just curious Uhh just because of the way osu handles stacking, I could've had the same result with autostacking if I just moved 1 and 2 a bit and then autostacked 3... But tbh it doesn't make a difference
  5. 00:39:306 (1,2,3) - The drop in spacing between 1 and 2 could be potentially confusing, since all 3 notes are spaced and aren't part of a larger more obvious pattern, and this rhythm doesn't happen elsewhere for the player to get used to it first. This could be misread as 00:39:306 (1,2) - being closer in time than the parallel 00:38:403 (2,3) - when they're not. Yeh fixed already, something went wrong there was supposed to be ds xd
Uhh that's it I guess, took me a while lol, thanks for mods!

stuff
osu file format v14

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

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:samfree
ArtistUnicode:samfree
Creator:Naotoshi
Version:My Angel Mir's Normal
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
BeatmapID:1267490
BeatmapSetID:599699

[Difficulty]
HPDrainRate:4
CircleSize:3.6
OverallDifficulty:5
ApproachRate:6.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bmLM0pW.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
90,361.44578313253,4,2,0,55,1,0


[Colours]
Combo1 : 226,112,112
Combo2 : 190,190,190
Combo3 : 180,207,220

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zev
osu is not a rhythm game stop this madness
anna apple
i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:02:981 (1,2,3,4) - these should not be different from 00:00:090 (1,2,3,4) - , you should psuedo stack the 2/1 gaps like you did
  2. 00:04:427 (1,2) - why is this stack, be like 00:01:535 (1,2) -
  3. 00:04:788 (2,3) - why jump, before it was stack.
  4. 00:05:330 (4,5) - why suddenly change spacing, its same rhythm
  5. 00:07:318 (1,2,3,4) - why increasing spacing gradually, doesn't make sense when 00:06:776 (3,4,5) - is increaseing spacing with pitch
  6. 00:07:861 (4,5) - this looks like 1/2 gap because of all the big jumps before.
  7. 00:08:222 (5,6) - why did you stack this when it was just a cross screen jump, its same rhythm
  8. 00:06:596 - why is this only part mapped to slider end
  9. 00:08:764 (1,2,3,4) - why square pattern when before its star, its same music.
  10. 00:09:668 - now you have first time when slider end is not to sound, this not fit.
  11. 00:09:849 (2,3,1) - this should not be same distance.
  12. 00:10:752 - see you go back to slider end sound, but why ? is this not supposed to be jump?
  13. 00:10:933 (3,4,5,6) - why are these stack, where is jumps like before?
  14. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this
  15. 00:12:017 (2) - isn't end strong? why also how to tell when slider end should be mapped to sound or not,
  16. 00:13:102 (1,2,3,4) - like said before, this should decrease spacing
  17. 00:13:644 (4,5,6) - why such MASSIVE change for such small change in music
  18. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end?
  19. 00:15:812 (2,1) - why is this visual spacing same as 1/2 you just did
  20. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make)
  21. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat.
  22. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - )
  23. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano
  24. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound
  25. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1
  26. 00:23:222 (1) - also now you nc filler rhythm and before you not do.
  27. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  28. 00:25:210 (1,2,3,4) - where is the jumps like before, with the stacks for 1/1 gaps?
  29. 00:26:114 (1,2,3,4) - at least make spacing go up with pitch
  30. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance.
  31. 00:29:005 - this point is another filler rhythm, though onto slider end,
  32. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  33. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack
  34. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  35. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  36. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  37. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  38. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  39. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks?
fieryrage

borborygmos wrote:

i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:02:981 (1,2,3,4) - these should not be different from 00:00:090 (1,2,3,4) - , you should psuedo stack the 2/1 gaps like you did ok
  2. 00:04:427 (1,2) - why is this stack, be like 00:01:535 (1,2) - made this the same rhythm
  3. 00:04:788 (2,3) - why jump, before it was stack. fixed above
  4. 00:05:330 (4,5) - why suddenly change spacing, its same rhythm fixed above
  5. 00:07:318 (1,2,3,4) - why increasing spacing gradually, doesn't make sense when 00:06:776 (3,4,5) - is increaseing spacing with pitch to keep the pattern flow going mainly, most i'd change is 00:07:680 (3,4) - this jump here since i feel like everything else represents it fine
  6. 00:07:861 (4,5) - this looks like 1/2 gap because of all the big jumps before. should be readable at this ar tbh, testplays didn't break here ever
  7. 00:08:222 (5,6) - why did you stack this when it was just a cross screen jump, its same rhythm these are stacked since it's less emphasized than the continuous 1/2 notes
  8. 00:06:596 - why is this only part mapped to slider end fixed this which apparently increased difficulty somehow
  9. 00:08:764 (1,2,3,4) - why square pattern when before its star, its same music. if i used star patterns throughout the entire map it'd be boring as hell lol
  10. 00:09:668 - now you have first time when slider end is not to sound, this not fit. fixed above
  11. 00:09:849 (2,3,1) - this should not be same distance.
  12. 00:10:752 - see you go back to slider end sound, but why ? is this not supposed to be jump? this is less intense than the notes before it
  13. 00:10:933 (3,4,5,6) - why are these stack, where is jumps like before? same as above, it's less intense, no reason for jumps
  14. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this but 00:05:873 (1) - and like everywhere else in the map i do this stuff lol
  15. 00:12:017 (2) - isn't end strong? why also how to tell when slider end should be mapped to sound or not, fixed
  16. 00:13:102 (1,2,3,4) - like said before, this should decrease spacing revamped pattern but i don't feel like it should decrease in spacing,
    it reaches a climax at the end
  17. 00:13:644 (4,5,6) - why such MASSIVE change for such small change in music fixed indirectly
  18. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end? rhythm differentiation
  19. 00:15:812 (2,1) - why is this visual spacing same as 1/2 you just did fixed
  20. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make) but it's not? there's very noticeable synth here lol
  21. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat. that's not where the new rhythm starts
  22. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - ) i don't really quite understand what the problem with having this is
  23. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano see above
  24. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound see above
  25. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1 below nc should help clarify spacing a bit
  26. 00:23:222 (1) - also now you nc filler rhythm and before you not do. right, fixed
  27. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  28. 00:25:210 (1,2,3,4) - where is the jumps like before, with the stacks for 1/1 gaps? ok, made jump
  29. 00:26:114 (1,2,3,4) - at least make spacing go up with pitch o woops
  30. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance. not really sure how to fix this without screwing over the entire pattern
  31. 00:29:005 - this point is another filler rhythm, though onto slider end, rhythm differentiation
  32. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  33. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack cuz i did it with rhythms like 00:18:885 (5,1) - this before
  34. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  35. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  36. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  37. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  38. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  39. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks? less intense
i kinda stopped replying since it started to be me just repeating myself over and over again, ty for mod but i'm not entirely sure what some of your points mean, if you could explain those that'd be nice

http://puu.sh/vPeyz/3c89d69974.osu
anna apple

fieryrage wrote:

borborygmos wrote:

i have few issue with fiery diff

[heaidng]firey' siane [/hading]
  1. 00:11:656 (1) - should skip this note, its filler rhythm, and not fit to everything you map before this but 00:05:873 (1) - and like everywhere else in the map i do this stuff lol
  2. 00:15:270 (1) - before this was a 1/2 slider why now 1/1 and with sound to end? rhythm differentiation
  3. 00:16:897 (4,5,6) - this is filler rhythm not fitting when you don't do filler rhythm before (at any 1/1 gap u make) but it's not? there's very noticeable synth here lol
  4. 00:18:885 (5) - 00:21:776 (5) - if you do filler rhythm here why not even NC this, its downbeat. that's not where the new rhythm starts
  5. 00:19:788 - back to back you make slider end sound and slider end not sound. (00:19:427 - ) i don't really quite understand what the problem with having this is
  6. 00:20:330 (1) - filler rhythm again, you not mapping to this sound, you mapping to bells though, not piano see above
  7. 00:22:499 (3,4) - again you do slider end no sound here, but before (00:20:692 (2,4) - ) you do slider end with sound see above
  8. 00:23:222 (1,2) - you set up visual spacing for a 1/2 gap like this, but its 1/1 below nc should help clarify spacing a bit
  9. 00:23:583 (2) - back to slider end no sound and then 00:24:126 (4) - slider end to sounds, pick one.
  10. 00:25:933 (4,1,2) - these are pretty similar gap in time and distance. not really sure how to fix this without screwing over the entire pattern
  11. 00:29:005 - this point is another filler rhythm, though onto slider end, rhythm differentiation
  12. 00:29:367 (1,2) - like this you have 1/1 gap stack and not jump, then 1/2 jumps not stack, which is different from 00:25:210 (1,2,3,4) - why
  13. 00:30:993 (2,3) - where is the jump here, you just jump for these sounds now a stack cuz i did it with rhythms like 00:18:885 (5,1) - this before
  14. 00:31:897 (1) - again filler rhythm but not on any other point not downbeat.
  15. 00:34:065 (3,4) - again to slider end no sounds right after slider end with sounds, how distinguish?
  16. 00:34:788 (1) - this has 1/2 gap and 1/1 gap same visual spacing.
  17. 00:35:511 (3,4) - why no jumps like before 00:32:620 (3,4,5) -
  18. 00:35:150 (2) - 00:36:053 (1,2,4) - then at end they are to no sound.
  19. 00:36:053 (1,2,3,4,5,6) - why back to jump after stacks? less intense
i kinda stopped replying since it started to be me just repeating myself over and over again, ty for mod but i'm not entirely sure what some of your points mean, if you could explain those that'd be nice

you say you do the filler rhythm everywhere else in the map, which is false. Here are spots you did not use filler rhythm 00:08:041 - 00:10:210 - 00:13:824 - 00:15:993 - 00:22:138 - 00:24:306 - 00:24:668 - 00:25:029 - 00:30:451 - 00:30:812 - 00:33:343 - 00:33:704 - 00:35:873 - I already linked the points in which you did do filler rhythm in the mod above (idk if I filtered all of them correctly d) point is, you have points with filler rhythm and points without it. The points without the filler rhythm are arguably better since this song has a consistent filler white tick sound, if you don't have these fillers it much better highlights the points in which the song varies. This is why "consistency" is important in regards to choosing to map filler rhythm or not, and how you chose to do this, in order to represent the song for what it provides.

slider ends and not slider ends: you don't click slider ends, you lift on them (unless you train yourself to be a nut-sack to disprove my point). because you lift on slider ends, they have a type of value you may chose to recognize or not. Some people decide they don't want to recognize this value by having slider ends snapped to familiar snaps instead of to "strong" beats. Other people snap slider ends to strong beats because they want to give the value of lifting a chance to represent the song. In terms of consistency, picking on of these is essential because it roots to what you believe to represent sounds in terms of player interaction. Having these mixed together says "slider ends are on strong sounds" in which case you disprove yourself in this case by putting slider ends to no sound in the music, Or saying "slider ends do not require any support" devalues the slider ends as weak, though then any sound you snap a slider end to is expected to be a noticeable weaker sound. In this map you put strong sounds on some slider ends and then immediately put slider ends to friendly snaps without the sound in the music to support it. This causes inconsistencies in which sounds you have noticed to be strong by giving click-ability are now much weaker because you assign them to slider ends which you have define as unimportant. Or slider ends are worth something in which the song cannot provide support for, which can be confusing for players because they will be receiving feedback from the objects without support from the music.

spacing change recommendations I have made, I notice sometimes you use spacing to represent something, which is a cool idea, I would just like to see it if you used that idea more.

this is a 40 second "song" you don't need to has so much variation to prevent loss of interest because the song is so short.
Neptunee
Holy
strickluke
GOD WHY? OH GOD PLEASE END THE PAIN
fieryrage
remapped insane per bor's mod and naotoshi's request, follows a consistent rhythm now
wilup
Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!
anna apple

Metronome wrote:

Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!

remove my diff for fix, ~~ sorry guys
_handholding

borborygmos wrote:

Metronome wrote:

Woah There! Too Many Difficulties, Does Not Follow New Ranking Criteria!

remove my diff for fix, ~~ sorry guys
same ~~
Monstrata
Norma Check

hitsounds xd but doormat already told you xD.

00:08:583 (3,1,2,3,4,1) - 00:14:367 (3,1,2,3,4,1) - Tbh, this arrangement is really different from the rest of your map. You usually use geometric and structured jumps. It's just these back and forth overlaps that really stand out.
00:08:764 (1,2,3,4) - Also imo this gives too much of a leftward angle to the jumps and it's kinda a bad position to aim imo. Basically what I mean is that the jumps keep going left/downward and having the angle shift back rightward would help reset the angle a bit. Basically consider something like this: Hard to explain without visuals really. Basically 2>3>4>1 helps reset the constant left/downward movement with some rightward movement instead.
Well, in any case, I think you should reconsider using these jumps because they feel out of place in such a short map. Also its probably better that you keep with open patterns since the map is about reading and rhythm memorization too.

00:22:861 (5) - Move this more to the right? create some X axis movement too, it feels a bit better going into the slider since it's so horizontal.
00:34:427 (5) - ^Maybe Ctrl+G?

Golden Egg Insane

00:23:583 (6) - Missing NC
00:30:270 (5) - NC etc.. compare to 00:21:596 (1) - . Actually you should recheck your NC patterning on this diff cuz something seems off...
00:36:776 (6,7,8,9) - Keep them structurally similar. 7/8 is a bit m ore spaced than 6/9 structurally.
00:38:041 (1,2,3) - ^

Kisses' Insane

00:13:644 (4,1) - This overlap felt out of place. I think you can just do something equidistant like
Intro was odd... Like it's fine, but i thought you were going with a gimmick, but then the whole sv concept just disappeared after 5 seconds so it felt kinda unnecessary in retrospect. But whatever.

fiery's Insane

00:07:318 (1,2,3,4) - Your concept of jumps increases way too quickly here. Look at how small ur spacing is just the pattern before: 00:05:873 (1,2,3,4) - . You're making the jumps way too big without there being a noticeable shift in the music that would support this.
00:08:764 (1,2,3) - ^
00:15:993 - Basically everything up to here is way over spaced compared to the rest of the map.
00:32:800 (4,5) - The only time you use a jump like this in the section. So don't do this cuz it messes up your spacing concept. Use normal spacing like 3>4

Mir's Light Insane

00:19:065 (2,3,4) - This is just a really poor structural transition.

Shu's Hard

00:18:523 (4,5) - The jumps isn't expected since you didnt use any spacing concepts to indicate to players that such a rhythm is a jump. Just create a diamond pattern with 2>3>4>5 and itll be fine. (Also the jump is really huge for Hard)

bok bok's Really Light Insane

00:11:656 (1) -The way you overlapped the slider really messes up your design imo... i'd just go with a simple blanket and stacking the slider-end

stwi's Advanced

00:27:559 (3,4) - I don't think its necessary to extend slider 3 to a 3/4 slider. It's just unnecessarily tricky i think.

My Angel Mir's Normal

00:35:511 (2,3) - Don't do sliderend / sliderhead stacks on Normal pls. it's just confusing to read rhythms like this and really baits normal players to clicking early expecting it to be a 1/2 beat.

Hmm... I think if this were in another set, i'd have issues with its reading difficulty since you reuse circle locations in very short timeframes. But this set is entirely a rhythm and reading challenge so it fits the set's parameters pretty well. Don't do stuff like 00:12:740 (3,4,5,1) - on normal maps though, use more of the screen and use more variable locations so players don't have to pay so much attention to locations.

UC's Light Normal

00:06:596 (2,3,4) - Totally undermapped imo. Also misses the note on 00:08:764 - that you mapped to a circle on 00:06:234 (1) - .
00:12:379 (2,3,4) - ^etc..

Tambobbes' Dark Easy

Seems alright. I want to say 00:26:475 (2,3,4) - is hard to read, but for this set its probably fine.
anna apple

Monstrata wrote:

Norma Check

bok bok's Really Light Insane

00:11:656 (1) -The way you overlapped the slider really messes up your design imo... i'd just go with a simple blanket and stacking the slider-end
not really a fan of the aesthetic design a blanket poses especially when I handle colliding curves like 00:10:391 (1,2,3) - and 00:10:933 (1,2,3,4) -. The more curved slider would also not go well with 00:12:379 (2) - 's design since most of the map is slight curves and slightly curved movement.
_handholding
kisses
osu file format v14

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Title:Chicken's Theme
TitleUnicode:Chicken's Theme
Artist:samfree
ArtistUnicode:samfree
Creator:Naotoshi
Version:Kisses' Insane
Source:100% Orange Juice!
Tags:bor pyroflayer fieryrage hobbes2 talmanaze shurelia frostwich metaku my angel mir kisses undeadcapulet haruo fruitbat factory
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fieryrage

Monstrata wrote:

fiery's Insane

00:07:318 (1,2,3,4) - Your concept of jumps increases way too quickly here. Look at how small ur spacing is just the pattern before: 00:05:873 (1,2,3,4) - . You're making the jumps way too big without there being a noticeable shift in the music that would support this. nerfed
00:08:764 (1,2,3) - ^ this one I don't feel as terribly important considering it's sliders, there's a lot more emphasis on 00:09:487 (3) - as well hence the increased spacing here
00:15:993 - Basically everything up to here is way over spaced compared to the rest of the map. nerfed similar pattern to 00:07:318 (1,2,3,4) -
as well

00:32:800 (4,5) - The only time you use a jump like this in the section. So don't do this cuz it messes up your spacing concept. Use normal spacing like 3>4 adjusted, should be fine now I think
also added hitsounds cuz nao is bad, willing to nerf other parts of that section if needed but i feel like they're fine for now
http://puu.sh/wr1Vr/ffd083c8fd.osu
Topic Starter
Nao Tomori
all fixed. i fixed for frost cuz he is inactive atm. also redid hitsounding to be less full retard.

also added silenced slider slide.
UndeadCapulet
nao renamed my diff to an easy diff, since it was originally intended to be an easy diff anyway until the set got hella big and "light normal" made sense for spread at the time

so in regards to the undermapping, i think it's fitting for an easy diff to have linking all those 1/2 beats together in one long slider, makes for a nice traveling effect w/ the song there
that's also why i skip the downbeat, to me it feels still linked with the surrounding beats (and its not like i really ever care about the downbeat except for the intro where nothing else is happening in the song)
Metaku

Monstrata wrote:

My Angel Mir's Normal

00:35:511 (2,3) - Don't do sliderend / sliderhead stacks on Normal pls. it's just confusing to read rhythms like this and really baits normal players to clicking early expecting it to be a 1/2 beat. Alright, changed these

Hmm... I think if this were in another set, i'd have issues with its reading difficulty since you reuse circle locations in very short timeframes. But this set is entirely a rhythm and reading challenge so it fits the set's parameters pretty well. Don't do stuff like 00:12:740 (3,4,5,1) - on normal maps though, use more of the screen and use more variable locations so players don't have to pay so much attention to locations. Not exactly what I'd do usually anyway but I'll keep this in mind.
update
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Shurelia
@Monstrata : ya sure , but I added a bit jump to emphasize thing on 00:19:427 (2,3) - to balancing things up.

date
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Mir
https://puu.sh/wr5sz/6dc11b9665.osu

did the thing @Nao can you check hs thanks :?

i hate how : x because an angry face fuck these emotes
Monstrata
@bor you dont have to be a fan of my solution. thats just a possible idea of many. the issue I brought up is what you should be replying to lol
Monstrata

UndeadCapulet wrote:

nao renamed my diff to an easy diff, since it was originally intended to be an easy diff anyway until the set got hella big and "light normal" made sense for spread at the time

so in regards to the undermapping, i think it's fitting for an easy diff to have linking all those 1/2 beats together in one long slider, makes for a nice traveling effect w/ the song there
that's also why i skip the downbeat, to me it feels still linked with the surrounding beats (and its not like i really ever care about the downbeat except for the intro where nothing else is happening in the song)
the undermapping doesn't "fit for an easy diff" reason... that shouldn't be an excuse to undermap xP. especially since you map other sections with more density and expression of music. undermapping fits for an easy diff, generically speaking, but undermapping in this situation does not fit your map, please reconsider. the travelling effect doesn't work because there are different gaps and rhythms that are covered. it's like you're travelling across different rhythms and sounds,and lumping them all together into one slider and calling it a day.

00:08:583 - You make this guitar sound clickable but it's clearly not the strong note in the sequence anyways, since the guitar on the downbeat is the accented one. This is already the wrong polarity since you're getting players to continue on red tick polarity when the song clearly shifts to white ticks, also, it's really jarring that you ignore so many guitar sounds, and then suddenly map two guitar notes 1/2 a beat apart with 00:09:849 (5) - .

fieryrage wrote:

Monstrata wrote:

fiery's Insane

00:07:318 (1,2,3,4) - Your concept of jumps increases way too quickly here. Look at how small ur spacing is just the pattern before: 00:05:873 (1,2,3,4) - . You're making the jumps way too big without there being a noticeable shift in the music that would support this. nerfed
00:08:764 (1,2,3) - ^ this one I don't feel as terribly important considering it's sliders, there's a lot more emphasis on 00:09:487 (3) - as well hence the increased spacing here
00:15:993 - Basically everything up to here is way over spaced compared to the rest of the map. nerfed similar pattern to 00:07:318 (1,2,3,4) -
as well

00:32:800 (4,5) - The only time you use a jump like this in the section. So don't do this cuz it messes up your spacing concept. Use normal spacing like 3>4 adjusted, should be fine now I think
also added hitsounds cuz nao is bad, willing to nerf other parts of that section if needed but i feel like they're fine for now
http://puu.sh/wr1Vr/ffd083c8fd.osu
00:08:583 (5,1,2,3) - 5>1 is still really big too. Also even tho they are "just sliders" you arrange them in a way where theres no way to abuse slider leniency to get an easier jump angle anyways. nor is there any way to abuse slider leniency since the direction of the slider is also the direction you have to travel, so you can't cut corners, it's why I think these jumps also need to be reduced.
Pachiru
OMG CANT WAIT TO SEE THAT RANKED 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) :oops: :oops: :oops: :oops: :oops: :oops: :P :P :P
anna apple

Monstrata wrote:

@bor you dont have to be a fan of my solution. thats just a possible idea of many. the issue I brought up is what you should be replying to lol
I never saw a legitamate issue, it just looks like "i don't like this visually" to which - I disagree.
fieryrage

Monstrata wrote:

00:08:583 (5,1,2,3) - 5>1 is still really big too. Also even tho they are "just sliders" you arrange them in a way where theres no way to abuse slider leniency to get an easier jump angle anyways. nor is there any way to abuse slider leniency since the direction of the slider is also the direction you have to travel, so you can't cut corners, it's why I think these jumps also need to be reduced.
alright, fair, reduced spacing on that one and the other pattern like it, however I'm not entirely sure how I can readjust 00:14:547 (1,2,3) - this one without screwing over overlaps lol

http://puu.sh/wrsva/306ba9fd5b.osu
Topic Starter
Nao Tomori
updated others;
regarding uc's diff:
00:06:596 (2) - i think this slider works well, because for some random noob this will be a pretty intense struggle to follow the the thing the entire way, the challenge won't be in the clicking but rather in the cursor movement. i also don't agree with your assessment that its a bunch of jumbled rhythms cuz they're all 1/2 rhythms for this slider.
00:08:583 (4) - this one i agree with monstrata about the intensity of the guitar - with 00:06:234 (1,2) - 1 is functioning as a "preparation" for the intense 1/2 section. likewise, at 00:08:583 (4) - the place where the head is placed is a less intense note that serves a similar purpose. you could do a rhythm like http://puu.sh/wrtS9/80d3058546.jpg (which kinda messes with how you're using sliders in the intro) or skip the note on the red tick, but starting the slider there is not really representing the song that well. yes the sounds are "grouped together" but the place you started the slider isnt where the intense part of the strumming is; you should start the slider where that intense part is, which is on the downbeat.
UndeadCapulet
p much what nao said regarding the intention behind the long sliders

@nao dont rly like that rhythm suggestion, it would take away from the staccato feel of 00:08:222 (3) -
pretty sure you only think 00:08:764 - is the more intense beat bc it lines up w/ the pianobeats, that guitar beat isn't any stronger than the surrounding ones imo. and starting at 00:08:583 - works better as a whole bc both 00:06:596 (2) - and 00:08:583 (4) - have an even number of 1/2 beats so it makes for a more complete feeling, and it emphasizes the offbeat nature of the guitar
_handholding
Deep discussion for Dark Easy :eyes:

What do you think about changing the start position of 00:08:583 (4) to 00:08:764 and then add a whistle on the head? end time 00:09:487 remaining unchanged ofc.

I think this creates a very good rhythm that especially fits in with your hitsound pattern 00:06:596 (2,1)
UndeadCapulet


talked w/ nao and kisses in discord, they both said they were ok with it
Monstrata
Golden Egg Insane

I hope you're not keeping this diff name xP. It's the only diff name that uses some unconventional description for the difficulty, so I can't accept it. You can take my Inferno map for example, all difficulties are described

bok bok's Really Light Insane

I hope you're also not keeping this diff name... Also call this a Hard. or give me a good reason why Hard wouldn't reflect the techniques used in this map and reflect the spread better.

UC's Easy

Easy. not Dark Easy, please...xP

00:06:234 (1,2,3,4,5) - Your decision to map a single slider to all those 1/2 notes isn't good. It's really undermapping what's being played. The fact that you acknowledge all those 1/2's should indicate that you're aware the song's rhythm is dense there, probably denser than other sections. So mapping it to a simple slider is already counterintuitive. You could have also made the same argument for 00:10:391 - to 00:11:475 - because that section also contains full 1/2, yet you make the rhythm denser through introducing the repeat element.
00:08:583 (4) - And yea, this just doesn't make sense at all. You don't follow 00:08:764 - like I said, even though the previous measure you mapped it to a clickable circle. This is an Easy, stop changing polarity and following different layers. Beginners can easily tell what 00:06:234 - is following and have an idea of what rhythm to follow, and clicking on 00:08:583 - completely throws them off

This is an Easy difficulty. Please stop trying to inject random mapping philosophies, trying to convey conventions like staccato etc... Easy players are not going to care about them. Just map the song, and save your ideas for maps that people will actually play. You're completely overthinking it, and you are gaining nothing out of it.

[]

Should be all.
Izzywing
re: the thing in my / my roommates diff, yea i can see how it might be hard to read but i think it should be okay like you said. thanks for the check monstrata!
anna apple

Monstrata wrote:

bok bok's Really Light Insane

I hope you're also not keeping this diff name... Also call this a Hard. or give me a good reason why Hard wouldn't reflect the techniques used in this map and reflect the spread better.
I don't really care what the name needs to be for ranking lol, was just having some fun :p
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