Please do not give kudosu to rechecks and remods.
Thank youeyes wrote:
Grimmpossible
00:30:105 (30105|3,30142|2,30180|1,30217|0,32505|0,32542|1,32580|2,32655|0,32692|1,32730|2) - these kind of hitsounds sound really too loud so it interrupts the music ok to me
00:37:755 - 00:56:655 - is it necessary to hitsound like this? if player will miss this one note, then he lose 2 hitsounds, while other 3 notes don't give any hitsounds, it looks like irrationally changed
01:07:155 (67155|0,67155|1,67230|0,67230|1,69555|3,69555|2,69630|1,69630|0,70005|3,70005|1,70080|0,70080|2) - I can't find a point why sometimes you place double jack and sometimes just double-trill to vary pattern
01:20:955 (80955|3) - maybe reduce volume to 50-60%, sounds too loud 50% now
02:18:555 - triple here? done
02:42:030 (162030|1,162142|1,162255|1) - oh it really hurts and mindblock-able, maybe ctrl+h it 02:41:955 (161955|2,162030|1) done
03:34:155 - maybe something like this for emphasizing the pitch increasing, just 1/4 roll looks really boring done
Also, maybe reduce OD because of 1/16 LNs (!!!!!!) and this LN-oriented part 02:56:955 lowered to 8.3
just opinion
Edit: no kudosu, you already gave me kudosu in this thread
deny please
Actually even if you want to vary pattern it looks just like random patterning, when I played this part, I was just wondering and looking for a reason of this random. Know when I know that you did it like this just for vary, it is awkward for me.CHARGE wrote:
eyes wrote:
01:07:155 (67155|0,67155|1,67230|0,67230|1,69555|3,69555|2,69630|1,69630|0,70005|3,70005|1,70080|0,70080|2) - I can't find a point why sometimes you place double jack and sometimes just double-trill to vary pattern
I applied everything you mentioned, fixed SVs and patterns.Protastic101 wrote:
Popping because SVs :thinking:literal kudosu spam[General]
- Might increase OD/HP of Grimpossible to something a bit higher like 8.7/8.7 to avoid mash passing and also to make acc a bit harder to get since this requires a lot of speed to pull off. Done
- Would also increase OD/HP of Extra to 8.3/8.3 instead cause of similar reasons above Done
- I believe the offset is 12 ms too early. I'd get this checked with a few other people first though as Im not entirely sure.
[Easy]
00:27:405 - Think it'd be fine to add a 1/2 LN in col 2 here to represent the separation with the 1/8 triplets in the music.
00:37:305 - Similar thing here, I'd add a 1/2 LN in col 1 for it.
00:46:455 (46455|1,46755|3) - Suggest control H and shift one col to the right here since I think it's a bit more emphasized to have both Lns be on different hands each time and also makes the weight on both hands a bit more even.
00:46:755 (46755|1) - surprised there's no LN here for the buzz sound like I mentioned in the beginning.
00:47:355 - Bit hard to get a grasp of the rhythm here since you're only half mapping the drum line and half mapping the melody. I would stick to one or the other as newer players aren't quite used to handling multiple rhythms at the same time I don't think.
01:03:855 (63855|3) - might be good to make this an LN to represent the two 1/2 slip type sounds
01:05:805 - I think it'd be cool to add a 1/2 LN here in col 1 to show increasing importance of that squeaky slip sound like I mentioned above.
01:25:455 (85455|3) - Remove this note because there's no strings pluck here like there is in the other measures surrounding it.
01:35:055 (95055|1) - same thing as above, assuming you're only following the plucks and not the vocals or marching drums.
01:29:805 (89805|3) - I'd make this an LN and end at 01:30:555 - for the reverse cymbal which helps lead into the next musical phrase that adds the vocals.
01:44:055 (104055|0,104355|1,104655|2) - For the drums here, I'd consider stacking the notes in sets of two, like so https://osu.ppy.sh/ss/8623112
01:48:855 (108855|2,109155|0,109455|3,109755|1) - would suggest the same thing here https://osu.ppy.sh/ss/8623131
01:50:205 (110205|1) - Assuming the above is accepted, I'd move this to a different column for balance and too avoid too much weight in col 2
01:49:755 - Starting in this section, I think it'd be helpful to put notes on the third downbeat (such as 01:50:355 - 01:51:555 - 01:52:755 - ) for the snare as currently, the rhythm only follows part of the drum line.
02:09:630 - 02:10:830 - 02:12:030 - and so on, I'd add notes here to finish off the melody of the synth and avoid any unnecessary gaps in the flow and rhythm.
02:13:005 - Add a note here to finish the synth line in this measure, and then move 02:13:155 (133155|1) - to 02:13:230 - as the rhythm here is 3/4
02:18:255 - Add a 1/1 LN here for the synth in col 2? You can just overlap it with 02:17:955 (137955|2) -
02:22:155 (142155|3,142155|0,142455|1,142755|3,142755|0) - It's a bit harder to represent the weight of all the notes here cause this is an easy diff, so instead of adding another note, I'd make the hand movement different by stacking the single note with the doubles, like this https://osu.ppy.sh/ss/8623285
02:25:755 (145755|0) - Think it'd be fine to extend this to 02:26:955 - to create an overlap with 02:26:355 (146355|3) - to represent the increasing speed of the kicks.
02:46:755 (166755|3) - Could be cool to make this a 1/1 LN and then move 02:46:905 (166905|2,167055|0) - to 1 and 2 so they're on opposite hands of the LN, like this https://osu.ppy.sh/ss/8623324
03:05:355 (185355|2,185655|2) - I think this stack is a bit misleading because the player is currently used to 3/4 stacks and not straight 1/1, so to suddenly spring this on them without much of an audio or visual cue is a bit unfair. I'd rather you move 03:05:655 (185655|2) - to col 2 instead as it differentiates this from the previous rhythms.
03:10:755 (190755|3,191205|2) - This is the same sound as at 02:41:955 (161955|0,162255|3) - , yet the rhythm is different. I'd try to make them consistent so as to not confuse the player.
03:35:355 (215355|3) - I would end this LN at 03:37:155 - and simply start a new one in the same place and end at the same place as the original LN to represent the change from the smooth ending to the break down.
[Normal]
00:34:905 (34905|3) - This should be a 1/4 triplet instead of a 1/2 LN because the same sound occurs at 00:30:105 - but is mapped differently :thinking:
00:39:855 - think it'd be good to cap these two LNs with a note here to help the player with the timing and release of it. This also prevents a flow break in the 1/2 stream present here.
00:44:655 - Similar thing here
01:23:205 (83205|2) - Is there actually a sound here? Feels like a ghost note tbh, and even then, I'd just have stuck with mapping the plucks and avoiding anything else until 01:29:205 - when the marching drums come in.
01:25:605 (85605|2) - ^
01:36:405 - Believe there should be a note here for the drum as it's similar to 01:32:805 - in a way
01:38:805 - ^
01:56:205 - add a note here? Kind of a consistency thing since the sound is a pluck similar to like at 01:53:805 (113805|3) -
01:58:605 - ^
02:55:755 (175755|2) - Think it'd be cool to make this a 2/1 LN for the rising synth, and then make 02:56:355 (176355|0) - a 1/1 LN for the same reason,
but with a shorter cut off.
03:35:355 (215355|3) - Same thing I suggested int he easy diff.
[Power points dude]
00:37:542 (37530|2,37605|3,37680|2) - Would probably try and avoid putting all the movement on the same hand and instead spreading it out a bit more evenly with a control H on 00:37:692 (37680|2,37755|1) -
00:56:067 (56055|2,56205|1) - I'd move these two notes to 4 and 1 respectively because their pitch is different from 00:56:355 (56355|2,56505|1) - in that it's higher than the following two notes.
01:42:267 - Sounds like there's also a note here in the percussion, so I'd add a note there to continue the flow, or you can remove 01:42:117 (102105|3) - which I think would be better as it provides a break for the player while also stopping in a predictable way.
02:37:242 (157230|1,157305|0,157380|1) - Similar thing I mentioned as the first suggestion.
02:42:417 (162405|2,162405|0,162405|3) - Does this sound really need a triple? I think at most a jump would be fine as it's consistent with the way the rest of the measure is set up, but a triple is out of place since you rarely use them in the diff, if at all. Another thing is that you left 03:11:205 - as a single LN despite it being the same sound
02:46:392 (166380|2,166380|1,166380|0) - ^
03:05:517 (185505|2,185805|1) - I would remove these notes and just leave the LN because the intensity of the sound lowers quite a bit on the upbeats,
kind of like it's been chopped up and put through a weird filter :thinking:
03:13:617 (193605|2,193605|1,193605|3) - More triples reee
03:31:392 (211380|1,211455|2,211530|1,211605|0,211680|1) - #bansnekpatterns. For real though, I'd try and arrange it in a way that doesn't put 90%
of the weight on the left hand and doesnt have a 3 note stack 03:31:392 (211380|1,211530|1,211680|1) - . Maybe this would be better? https://osu.ppy.sh/ss/8625562
[Insane]
a v e r a g e u r s v s
00:27:855 - 8 units total, starting SV is 3, therefore 8 - 3 = 5 / 7 remaining units = 0.7142857... as your secondary SV value to average to 1x. Wanna avoid nasty numbers? Use a starting SV value of 3.1x, then follow it with 0.7x. Makes the numbers a whole lot cleaner.
00:47:055 - 00:56:655 - 01:06:255 - 02:27:855 - 02:47:055 - 02:56:655 - 03:06:255 - 03:15:855 - 03:35:055 - ^
00:38:055 (38055|0,38055|2,38130|1,38205|0,38205|2) - I think this pattern is a bit too heavy on the left hand. I'd make it flow in a more linear direction instead for an even weighting like so https://osu.ppy.sh/ss/8625613
01:49:455 (109455|3,109505|2,109555|0,109605|1,109655|2,109705|3) - pretty sure this is 1/8 instead of 1/6 because there's 8 sounds total as opposed to 6. Pls change in all diffs cause im too lazy to repeat myself for the next two diffs
02:18:555 - Might just be me but I feel a slight left hand bias here. Might help to try and add some more moving notes (1/4 basically) onto the right hand too to keep it even.
02:32:430 (152430|1,152505|2,152505|0,152580|1) - #bandis. Generally don't like patterns like this cause it puts all the movement and weight onto one hand and pretty much gives the other hand nothing
03:20:130 (200130|1,200205|0,200205|2,200280|1) - ^
03:21:330 (201330|1,201405|2,201405|0,201480|1) - ^ Whew, double diamond pattern combo lmao
03:24:330 (204330|2,204405|1,204405|3,204480|2) - ^ triple now :thinking:
[Extra]
Same thing I mentioned about SVs in the Insane
00:27:030 (27030|2,27105|3,27105|1,27180|2) - rage from other diff intensifies Might do something like this instead https://osu.ppy.sh/ss/8625687
02:32:430 (152430|1,152505|0,152505|2,152580|1) - ^
03:20:130 (200130|1,200205|0,200205|2,200280|1) - ^
03:24:330 (204330|2,204405|3,204405|1,204480|2) - ^ and so on. I just really hate this pattern more than anything :c
00:38:055 (38055|0,38130|1,38205|0,38280|1,38355|0) - If you're going to do some trills like this, I'd suggest mirroring them one after the other so the weighting is still even across both hands even if the strain isn't. Or, you can just control H 00:38:280 (38280|1,38355|2) - to make it a bit easier too
00:44:730 (44730|2,44805|3,44880|2,44955|3) - I would control J this so that the note at 00:44:730 (44730|2) - is as far separated from the 1/8 burst as can be to avoid the possibility of confusing the player with the snaps. If accepted but you don't like the [13][24] at 00:44:805 - , you could probs just do [12][34]
instead
00:46:080 (46080|1,46155|0,46230|1) - I think it'd be nicer to hit if you break up the three note stack in col 2 if you invert the mintrill, so that it's 1-2-1 instead of 2-1-2
00:46:305 - 00:46:605 - Insane diff has some cool 1.7x to 0.3x SVs here that I think do well to emphasize the buzz here, but it's not present in the diff upper :c
00:46:792 (46792|1,46830|0,46942|1,46980|0) - Probs would be better to connect these notes as it's much harder to hit a 1/8 triplet when the notes are spaced apart and require a larger jump from the player's hands to hit it properly.
01:01:455 (61455|0,61492|1,61530|3,61605|0,61642|1,61680|3) - ^
01:05:955 (65955|0,65992|1,66030|3,66105|0,66142|1,66180|3) - ^ Would just make it 1-2-3 and then the jump be [14]
03:05:505 (185505|1,185805|1) - Similar thing to what I mentioned in the Insane diff, but I would just make these single notes only cause the music lacks the same kind of heavy bass thump that the rest of the beats do.
03:15:555 (195555|0,195705|2) - Think the jacks would be more even if you moved these notes to col 3 and 1 respectively to create a kind of [34][4]-[12][2]
jack
03:22:905 (202905|1,202942|2) - Probably just make this symmetrical and make it 4-3 so that it's a split roll
03:22:530 (202530|1,202605|0,202680|1,202755|0,203730|1,203805|0,203880|1,203955|0) - Kind of unfair to put all these trills on the left hand only and nothing on the right hand.
[I keep typing in Grimpossible instead of Grimmpossible and not finding the song aaaa]
00:27:855 - Same stuff about SVs I mentioned in Insane and Extra except now the secondary SV value is 0.4285714.... If you want a clean number, use 5.2x to 0.4x
00:31:155 (31155|0,31305|0,31455|0,31605|0,31755|0,31905|0,32055|0,32205|0,32355|0,32505|0,32655|0,32805|0,32955|0,33105|0) - Rip player's middle finger lol. Going to be really helpful to try and break this up to be smaller like this:00:41:055 (41055|2,41205|2,41355|2,41505|2,41655|2,41805|2,41955|2,42105|2,42255|2,42405|2,42555|2,42705|2,42855|2) - Same thing as I mentioned above about the stacks.
- 00:31:905 (31905|0) - to 3
- 00:32:505 (32505|0,32542|1,32580|2,32580|3,32655|0,32692|1,32730|2,32730|3) - [2]-[3]-[14]
- 00:32:805 (32805|0,32805|1,32880|3,32880|2) - Make [23] to [14]
- 00:32:955 (32955|3,33105|2) - Control J (make sure to move the hitsound)
01:46:155 (106155|0,106305|2,106455|0,106605|2) - I'd control H these four notes then shift them all the way to the left so that the 1/2 stack is on the inner column as opposed to the outside which is harder to hit imo
01:49:005 (109005|3,109155|3,109155|2,109305|2) - Feel that these stacks are pretty uneven and put too much weight on the right hand. I'd move 01:49:155 (109155|2) - to col 1 instead
01:59:655 (119655|1,119805|0) - Switch columns here so that it's 1 - 2 instead because as it currently is, it's too much weight in col 1 and that makes hitting the minijack much harder than it needs to be.
03:20:617 (200617|3) - Remove this note? It's the same kind of 1/8 triplet that's heard a lot in the beginning, as opposed to one straight 1/8 roll
03:20:767 (200767|3) - ^
03:28:080 (208080|2,208080|0,208155|2,208155|1,208155|3) - Think it'd be easier to hit if you just jack both notes here instead of one, like this https://osu.ppy.sh/ss/8625866
My only problem with this diff is the random use of triples and jumps in sections like at 00:28:155 - . I would just make it triple - double - triple on all of them as opposed to triple - triple - triple - double because 1/4. I think that would also make the difficulty curve from the Extra diff a bit better because Extra was rather light on the triples, using them only every 2/1, but this diff is spamming them every 1/2.
edit: tfw mapper ninja self popped
This will prob be my worst mod response ever (thanks japan) anyway everything should be applied hopefully.Protastic101 wrote:
literal kudosu spam[Power points dude]
00:37:530 (37530|2,37605|3,37680|2) - Would probably try and avoid putting all the movement on the same hand and instead spreading it out a bit more evenly with a control H on 00:37:680 (37680|2,37755|1) -
00:56:055 (56055|2,56205|1) - I'd move these two notes to 4 and 1 respectively because their pitch is different from 00:56:355 (56355|2,56505|1) - in that it's higher than the following two notes.
01:42:255 - Sounds like there's also a note here in the percussion, so I'd add a note there to continue the flow, or you can remove 01:42:105 (102105|3) - which I think would be better as it provides a break for the player while also stopping in a predictable way.
02:37:230 (157230|1,157305|0,157380|1) - Similar thing I mentioned as the first suggestion.
02:42:405 (162405|2,162405|0,162405|3) - Does this sound really need a triple? I think at most a jump would be fine as it's consistent with the way the rest of the measure is set up, but a triple is out of place since you rarely use them in the diff, if at all. Another thing is that you left 03:11:205 - as a single LN despite it being the same sound
02:46:380 (166380|2,166380|1,166380|0) - ^
03:05:505 (185505|2,185805|1) - I would remove these notes and just leave the LN because the intensity of the sound lowers quite a bit on the upbeats,
kind of like it's been chopped up and put through a weird filter :thinking:
03:13:605 (193605|2,193605|1,193605|3) - More triples reee
03:31:380 (211380|1,211455|2,211530|1,211605|0,211680|1) - #bansnekpatterns. For real though, I'd try and arrange it in a way that doesn't put 90%
of the weight on the left hand and doesnt have a 3 note stack 03:31:380 (211380|1,211530|1,211680|1) - . Maybe this would be better? https://osu.ppy.sh/ss/8625562
Thank you. Fixed.Protastic101 wrote:
HS check based off the grimpossible diff
[all diffs]
01:09:117 (69117|1) - missing clap in all diffs
01:11:517 (71517|1) - move one of the hitsounds onto the other note if possible to be consistent with how you've applied only one sample per note if possible
01:49:767 (109767|1) - missing finish
01:49:767 (109767|2) - missing drum-hitnormal
01:50:817 (110817|2) - ^
01:54:417 (114417|0) - ^
01:55:017 (115017|2) - 01:55:617 (115617|3) - 01:56:817 (116817|2) - 01:58:317 (118317|2,120417|1,122217|1) - ^
02:18:567 (138567|2) - Split the finish and clap onto two notes if possible for consistency as mentioned earlier
02:23:067 (143067|3) - missing whistle
02:42:342 (162342|3,162342|2) - double hs, remove one clap
02:42:567 (162567|3) - move the finish/clap onto another note if applicable
02:56:667 (176667|1) - ^
03:11:367 (191367|1) - ^
03:13:767 (193767|3) - 03:25:467 (205467|3) - ^
03:11:142 (191142|0,191142|1) - double hitsound
03:13:542 (193542|2,193579|3) - add claps for the buzz
03:28:092 (208092|2) - missing clap
Updated, thanks.eyes wrote:
One more time
Grimmpossible
00:30:492 (30492|3,30567|3,32892|0,32967|0,35292|0,35367|0,40092|0,40167|0,42492|0,42567|0,44892|3,44967|3) -
Left hand: 4 minijacks
Right hand: 3 minijacks
seems okay but it overloads left hand anyway because you don't alternate hands loading. It comes like right>left>left>left>left>right>right. As you can see left hand makes 4 minijacks in a row while right hand is almost do nothing compared to the left hand. Please alternate minijacks to right>left>right>left and so on. I played it just now and missed a few times because of this.
02:00:117 - I'm sure you missed this sound, here is the same moments and you didn't miss it there 02:02:517 (122517|2,124917|1,127317|3)
02:27:417 (147417|2,147417|0) - shouldn't it be a single note? I'd thought it is emphasizing the main sound, but by this moment 02:24:567 - you started map the main sound by single notes, not doubles as previous part, and here is almost the same sound 02:27:567 (147567|0) - but you mapped it as single.
2017-07-22 21:25 Rivals_7: oh ya cool
2017-07-22 21:25 Rivals_7: 01:16:167 (76167|1) - prefer short notes tbh
2017-07-22 21:25 CHARGE: extend it?
2017-07-22 21:26 Rivals_7: extend to? but i prefer short notes for simplicity tho xd
2017-07-22 21:26 Rivals_7: if you extend, maybe till - 01:16:617
2017-07-22 21:26 Rivals_7: - 01:16:617 -
2017-07-22 21:27 CHARGE: extended :D
2017-07-22 21:27 CHARGE: anything else?
2017-07-22 21:27 Rivals_7: 02:13:617 (133617|2) - 02:14:817 (134817|2) - 02:17:217 (137217|2) - delete these because most of the melody noises you did you only do - 02:09:867 (129867|1,130167|3) -
2017-07-22 21:27 Rivals_7: 02:46:017 (166017|2) - same
2017-07-22 21:28 Rivals_7: oh be careful with the HS tho lel
2017-07-22 21:28 CHARGE: removed
2017-07-22 21:28 CHARGE: be careful? i delete lol
2017-07-22 21:29 Rivals_7: yea in case you messed up something :v
2017-07-22 21:29 Rivals_7: i'll prolly will qualified it via phone
2017-07-22 21:29 Rivals_7: so i dont have time to recheck tomorrow le
2017-07-22 21:29 CHARGE: kk
Thanks!DDMythical wrote:
1 / 2 / 3 / 4
take everything i say with a pinch of salt: except the stuff in red
I'm not going to look at hitsounds because I don't play with them on.Grimmpossible01:11:367 (71367|0,71404|1,71442|2,71479|3) - These are completely unplayable. The LNs are 1/16th 200BPM releases which makes them 18ms in length. Keep in mind that the engine basically doesnt work with LNs 10ms and below so this is already seriously pushing it when it comes to release times. But to have it come after a previous LN and into a jump makes this entire burst/transition luck. (I should clarify that these are not luck to FC but rather to acc with 300g's or 300s. It's pretty much entirely luck whether you get this transition or not and the justification for the LNs staying (i.e. layering or sound emphasis) isnt actually there so there really isnt any reason for these miniLNs to stay.) You changed my mind, changed.
02:00:192 (120192|0,120267|0) - In my opinion using a minijack here is a bit strange as in my opinion the emphasis should be reserved for the stronger sounds such as: 02:22:392 (142392|1,142392|0,142467|0,142467|2,142467|3) -
02:02:592 (122592|1,122667|1) - ^ Accepted
FROM 02:56:967 (176967|0,176967|2,176967|3) - TO 03:10:392 (190392|2,190392|0,190467|1,190467|3) -
This entire section is poorly mapped in my opinion. The LNs make it stupidly easy to cbrush and they are not at the length where you can treat them as standard notes so you have to attempt to hold them whilst doing 200bpm glut-techtransition patterns which mean that in my opinion it needs a remap to be similar to the first 'ending' section (where the preview point is) but with variation in the layering and other stuff. This is my favorite part of the map. I really like it that way, because it's very unique, but I appreciate your opinion. It emphasises the sound and vary the pattern.
two cents.
Hi thank you for commenting.Verniy_Chan wrote:
Correct me if i'am wrong (since the current ranking criteria web still outdated and /me always hiatus)
Hitsounds .wav have less than 100ms, which is an unrankable issue based on the Ranking Criteria
and
thunder_strike.wav is unnecessary hitsound?
don't hate me please
updated thank youProtastic101 wrote:
normal-hitfinish pans a bit to the right :thinking:
hitnormal has a bit of silence at the very beginning, plus the extension is too long
and hitwhistle has too much silence still
here's the fix with all three https://puu.sh/wVQag.zip
IamKwaN wrote:
According to this site, 花蟲 is name of the creator who creates animation, illustration and other digital contents, so it's not appropriate to be placed in Source.