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BTS - Spring Day

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Topic Starter
Tae

Nuolong wrote:

hi
someone rank this b4 other mapset pls thx
I'll need to fix a few things before I get Bakari to check
more mods here we go
should just be my own diff tho
MBomb
was your day spring

Bubbled <3
cosmic



!here's your bubble!
Topic Starter
Tae

- Magic Bomb - wrote:

was your day spring

Bubbled <3
my day was very spring
more summer though

Qualified!
Nuolong
disqUALIFIED ASs BITCHESss sWOOOOOOOOOOOOOOOO
Topic Starter
Tae

Nuolong wrote:

disqUALIFIED ASs BITCHESss sWOOOOOOOOOOOOOOOO
ok but legit ill prob ask bakari to recheck after work tmrw :thinking:
Affirmation
Q

[Missing you]
00:33:700 (1,1) - you didn't stacked suddenly without any reason?
00:37:766 - no vocal in here, you donh't need to add a beat
01:19:121 (2,3) - I recommend unstack since you didn't stacked at 01:14:915 (3,4) -
01:26:411 (3,4) - why this part has jump. you don't need to make jump in here.

GL
Topic Starter
Tae

Neoskylove wrote:

Q

[Missing you]
00:33:700 (1,1) - you didn't stacked suddenly without any reason? I'm not entirely sure what you mean here, sorry... For the pattern, I've mapped it to match the flow of the song, tell me if I'm understanding you wrong
00:37:766 - no vocal in here, you donh't need to add a beat there's a vocal and instrument covered here, the vocal starts part way through so this rhythm works, I guess
01:19:121 (2,3) - I recommend unstack since you didn't stacked at 01:14:915 (3,4) - the first is a vocal while the second is an instrument though, there's a slight difference
01:26:411 (3,4) - why this part has jump. you don't need to make jump in here. ok, i've lessened this distance

GL
Thanks for helping
Nuolong
Missing You

00:23:046 (2) - It's a little concerning how far away this circle is placed from the previous slider. There's nothing in the music that calls for an increase in space when you consider the last part mapped to similar sounds, specifically the distance between these two 00:17:999 (1,2) - and how that distance remains constant throughout the rest of the circles.
00:23:046 (2,3,4,5) - When placing multiple circles that are to be played casually, it is more elegant to order them in a way to create a confident shape. What I mean with context to these four circles is where 00:23:887 (5) is placed. It could be placed in a fashion like in the below image~ Of course, then you'd have to rearrange the placement of what comes after. What you currently have makes an awkward shape and flow when the instrumental is pretty constant.
00:44:915 (1,2) - I just want to make a comment about this section, because it seems awkward to have a sudden space increase like this during a verse. If you want that kind of spacing, you should begin in 00:34:822 (1) - or 00:35:943 (1) - instead, just not in the middle somewhere, because it would catch someone off guard. (And right after this section it goes back to ordinary spacing during the same verse 00:47:158 (1,2) , tldr I would just make the spacing consistent, whether you want it big or small, throughout the whole verse. You have enough justification to make spacing that big as his rap starts to get the music rolling more.)
00:49:682 (2,3,4,5,6) - Same as just previously mentioned.
00:51:364 (9) - This seems way too close to the previous slider. I would find myself hitting it too early. The player just finished hitting very spaced circles (00:50:242 (5,6) ) and how close this circle is to the previous slider would want to make the player hit it at the same tempo
00:55:429 (2,3,4,1) - This is an overmap, referring to the blue ticks here
00:57:252 (3) - This slider is very strange, so you may want to consider changing it to just a mirror of 00:56:691 (2) -
00:57:252 (3,4,5,6) - Technically this part seems okay, but in my opinion it sounds better removing 00:57:672 (4,6) .
01:00:476 (7,1) - Huge spacing, which isn't good when the sliders are slower than usual and the player is totally used to closer spacing in slow parts of a map
01:06:784 (7) - Personal pet peeve, which is fine if you don't agree, but I would make these flatter and less shaped like a fetus 01:07:065 (8) -
01:10:009 (2,3,4) - Inconsistency in spacing. If anything, you'd want to start out with a smaller spacing and increase it at this exact point as it's reaching the beginning of the kiai.
01:10:710 (1,2) - Cramped placement which doesn't look/play that well, but fine to keep as it's more of a subjective issue
01:28:654 (3,4,1) - Ignored the stream opportunity/notes playing in the background? I would not ignore it as the non-kiai parts seemed very dense with the notes
01:38:747 (1) - Fix this slider, refer to skeleton below
01:50:242 (2) - Try to avoid beginning 1/2 sliders on red ticks. It gives a wrong sense of emphasis. Doing so makes a slider end on a white tick, which is supposed to have more emphasis. The end of a slider does not have that much impact, especially compared to a circle/head of a slider. I would suggest changing this. If anything, one suggestion can be to make 01:49:962 (1) - the head of a 1/2 slider, and putting a circle 01:50:523 - .
01:57:532 (3) - Just want to point out that this looks like it could be improved, but I'm not good at it so I can't help you with that
01:59:214 (4,5,6) - Huge spacing increase with these cannot be justified at all, nerf!
02:00:616 (8) - Mentioned above with fetus sliders: subjective suggestion


The whole kiai is a little monotone, especially with the use of straight sliders, but when looked at in an objective sense, it looks fine. The majority of the kiai has a sharp flow. I'll point out some good bits of flow. 01:12:392 (2,3) - 01:24:168 (3,4,1) - 01:30:336 (2,3) - 01:48:280 (2,3) -

I have trouble finding things that need to be fixed in lower difficulties so I can't do anything about that.
Good luck!
Topic Starter
Tae

Nuolong wrote:

Missing You

00:44:915 (1,2) - I just want to make a comment about this section, because it seems awkward to have a sudden space increase like this during a verse. If you want that kind of spacing, you should begin in 00:34:822 (1) - or 00:35:943 (1) - instead, just not in the middle somewhere, because it would catch someone off guard. (And right after this section it goes back to ordinary spacing during the same verse 00:47:158 (1,2) , tldr I would just make the spacing consistent, whether you want it big or small, throughout the whole verse. You have enough justification to make spacing that big as his rap starts to get the music rolling more.) it is rather awkward when you look in the editor, but there's a definite change in the music here
00:49:682 (2,3,4,5,6) - Same as just previously mentioned. ^
00:55:429 (2,3,4,1) - This is an overmap, referring to the blue ticks here but the vocals are flow-y, so my rhythm reflects that
00:57:252 (3,4,5,6) - Technically this part seems okay, but in my opinion it sounds better removing 00:57:672 (4,6) . but i like this, it works imo
01:50:242 (2) - Try to avoid beginning 1/2 sliders on red ticks. It gives a wrong sense of emphasis. Doing so makes a slider end on a white tick, which is supposed to have more emphasis. The end of a slider does not have that much impact, especially compared to a circle/head of a slider. I would suggest changing this. If anything, one suggestion can be to make 01:49:962 (1) - the head of a 1/2 slider, and putting a circle 01:50:523 - . ok sure
01:57:532 (3) - Just want to point out that this looks like it could be improved, but I'm not good at it so I can't help you with that fuk off my sliders r great fam
Good luck!
ok i fixed a lot of this stuff ty friend
insulting my sliders kys
riffy
# n o d e l a y s


Easy
  1. 01:00:616 (1,3) - the new combo probably should be on (3) since that is where the new part starts. You can also add one more on 00:57:252 (3) - if you feel like it is needed.
  2. Adding a break in this difficulty would improve the overall consistency of the set. Or you could get your guests to map the breaks. It's not a must but better structure is always a good idea.
Firetruck's Normal
  1. 02:05:663 (1) - the end circle can be replaced with a spinner as it is relatively weak and would feel better if it was emphasized less.
Xiao's Hard
  1. 00:24:448 (4,1) - and similar jumps - I would keep the jumps for the kiai part only, so, the kiai would get some additional emphasis and feel way closer to the song
    Then, 01:19:682 (3,4,1) - 01:21:925 (3,4,1) - 01:24:168 (3,4,1) - 01:26:411 (3,4,1) - would require jumps between 4 and 1 just to keep the thing more consistent and stress vocals. I mean, (1) is actually also a fairly strong beat, so giving it some emphasis is needed especially when you also stress (4). same would apply to similar patterns.

    Just a bit easier logic for the jumps, and the rest should be good to go.
Missing You
  1. 00:32:579 (1,2) - are you sure those should be a jump? I would rather keep consistent spacing to make sure that is easy to read. Otherwise, 1/2 and 1/4 stacks sort of blend together 00:32:999 (3,4,1).
    Note: and then 00:48:560 (5,6,7,8,1) - it'd probably be a good idea to space 7-8 like the previous notes.
  2. 00:49:401 (1,2) - 00:51:644 (1,2) - sometimes you do those 1/4 jumps and sometimes you don't, though the vocals seem to beequally intense in both of those patterns. Can you comment on that, I'm probably missing out on your logic with that, because it's been my main issue since the last check. Sometimes you literally combine stacks, regular spacing and jumps in the same combo following the same vocals, 00:58:934 (2,3,4,5,6,7,1) - here.
Topic Starter
Tae

Bakari wrote:

# n o d e l a y s


Easy
  1. 01:00:616 (1,3) - the new combo probably should be on (3) since that is where the new part starts. You can also add one more on 00:57:252 (3) - if you feel like it is needed.
  2. Adding a break in this difficulty would improve the overall consistency of the set. Or you could get your guests to map the breaks. It's not a must but better structure is always a good idea. very true, I'll add a break to be consistent with the other diffs, this also covers the issue above.
Missing You
  1. 00:32:579 (1,2) - are you sure those should be a jump? I would rather keep consistent spacing to make sure that is easy to read. Otherwise, 1/2 and 1/4 stacks sort of blend together 00:32:999 (3,4,1). 2 is a very quick, emphasised vocal imo, reduced very quickly at 3. I'll gladly reduce the spacing if you wish, but I feel there should still be some distance to it.
    Note: and then 00:48:560 (5,6,7,8,1) - it'd probably be a good idea to space 7-8 like the previous notes. These are less emphasised, imo... I'm not too sure.
  2. 00:49:401 (1,2) - 00:51:644 (1,2) - sometimes you do those 1/4 jumps and sometimes you don't, though the vocals seem to beequally intense in both of those patterns. Can you comment on that, I'm probably missing out on your logic with that, because it's been my main issue since the last check. Sometimes you literally combine stacks, regular spacing and jumps in the same combo following the same vocals, 00:58:934 (2,3,4,5,6,7,1) - here. It's mainly for aesthetic reasons, as a long chain of notes would end up doing more harm than good, although there is some degree of emphasis to it. Again though, I'll be open to altering this if it becomes an issue.
Xiaolin
Adjusted jumps from the parts before kiai, but kept some jumps since there's a part where the rap gets intense. Made jumps a bit bigger from the "bogo sipda" part (basically, the times you mentioned), and some parts in the third kiai because since it's the end of the song and there're more strong beats, it'd make sense to make jumps bigger there.

Thanks for the mod!
https://puu.sh/wQqey.osu
riffy
Did minor changes to the 1/4 patterns to make them more readable. So, yeah.

Bubbled!


Lilyanna
first !! u did itt !! good luck x)
Pulse
nice paint baka-tan
and gratz tae!
Xiaolin
From Firetruck,

sito
Natsu
Missing You

  1. 00:22:485 (1,2,3) - spacing should be the same here, it looks bad visually and don't fit the song correctly.
  2. 00:26:971 (1) - 00:17:999 (1) - 00:29:214 (1) - 00:31:457 (1) - 00:33:700 (1) - 00:35:943 (1) - 00:38:186 (1) - 00:40:429 (1) - 00:42:672 (1) - 00:44:915 (1) - 00:47:158 (1) - 00:49:401 (1) - 00:51:644 (1) - 00:53:887 (1) - 01:02:859 (1) - 01:07:345 (1) - 01:11:831 (1) - 01:29:775 (1) - 01:47:719 (1) - 02:00:056 (4) - 02:01:177 (1) - add finish it does fit the song nicely
  3. 00:33:420 (4,1) - I don't agree with this, the spacing is too confuse to play, either stack 1 with 4 like you did with 00:34:541 (5,1) - or use a proper spacing
  4. 00:38:747 (2) - remove the clap at the slider body and just keep it at the slider head.
  5. 00:44:915 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6) - personally I don't like the spacing being increased like that, since the song stays the same and it does feels inconsistent, I hope you reconsider this!
  6. 00:52:766 (1,2,3,4,5) - I feelss the spacing being too big, maybe reduce it a bit and also 3 shouldn't have higher spacing than the rest, since the music it's almost the same at every one of the 5 beats, also add claps to every object there.
  7. 00:50:803 (8,9,1) - why the jump is on 9 while 1 is stronger than 9?
  8. 01:03:981 (4,5) - spacing 1,20 vs 01:04:822 (6,7) - 1,0 vs 01:05:102 (1,2,3) - 1,20, I think you are using 1,0 at this section no?
  9. 01:05:102 (1) - remove the whistle from the slider body and head and add finish on the head instead
  10. 01:07:065 (8,1) - better keep the spacing consistent
  11. 01:08:467 (1) - remove the whistle from slider body
  12. 01:08:467 (1,1) - btw you can do a better blanket without overlaping the object.
  13. 01:09:588 (1) - finish on the head and remove the clap from the slider body
  14. 01:19:401 (3,4) - the spacing is inconsistent with 01:12:672 (3,4) -
  15. 01:37:345 (3,4,1) - the spacing looks the same as your 1/2s spacing which is confused to play, use the same spacing as you were using for your 1/4s
  16. 02:00:616 (5,6,1) - again use the correct spacing for 1/4s
If you are going yo use variable spacing for the 1/4s then be consistent with it, the problem with the spacing is that sometimes your 1/4 jumps looks the same as the 1/2 spacing plus that spacing isn't used consistently, I think the best solution is to adjust the 1/4 jumps to a normal spacing, since the song is really calm.

Hitsounds suggestions are for every diff (I think you guys are using the same), also check the sliders there are hitsounds on the slider body and I don't think it's intended

popping over these things ^, also I think bakari needs to recheck this too, so ask him for rebub and call me back
Topic Starter
Tae
I'll fix these issues tomorrow, thanks for your help.
I've altered all of the suggestions raised, besides for:

00:44:915 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6) - personally I don't like the spacing being increased like that, since the song stays the same and it does feels inconsistent, I hope you reconsider this!
As I feel that this section is the most intense part of the rap, even more so than the kiai, so I would prefer to represent this. However, I have adjusted some of the patterns, so as to make it more consistent, and generally less difficult for the player.
Ora
almost there :) u got this tae
Endaris
Hello, going for some detailed stuff here that might not be that necessary to change to get things ranked but I think you might appreciate some more feedback. Use your own judgement :)

[I Miss You]

00:38:747 (2) - This slider is slightly off-screen. Personally I don't care much about these things but I have seen people nazi about this kind of stuff before so I'm just mentioning it.

00:33:420 (4,1,5,1) - This is the only spot in the entire map where you use stacked 1/2. While I think this can work, I'm a bit bothered by the inconsistency in use because the emphasis for the second note in the stack is very different between these two spots so I wouldn't map them alike personally.

00:40:570 (2) - Questionable note due to a lack of sound especially when 00:40:289 - is right before but unmapped.
00:41:411 (4) - This is also a spot where I can't hear an individual sound. Both notes mentioned flow with the song well but you should at least take a look if there isn't a better way that sticks closer to what the song actually offers.

00:43:513 (3) - For me the spot on the sliderhead screams for an antijump pattern and leave the tail completely empty as the sound there is really soft. Yours is also ok, it justs screams in my head so I'm writing it but it might not be any better when changed to my interpretation x)

00:44:074 (4,5,6,1) - Consider changing this to 2 1/4 sliders into a triple. Not only is there a relatively strong drumsound on 00:44:495 - that is not covered yet, having a note on 00:44:635 - is also a better match to the way the singer puts emphasis on the syllables here imo.

00:50:523 (7,8) - I would advise to change this to the following rhythm:

00:50:663 - has virtually no individual sound on it, but you are constantly filling 1/4 spots with syllables from the vocalists throughout the song so I believe that would make a lot of sense in this spot as well.

00:53:327 (5,6) - This seems a bit inconsistent for me because you're giving that sigh an own slider but the more prominent "I" gets no active click. Meanwhile you add that 6 as the end of the drumline when you just dropped it at 00:53:467 - to emphasize the sigh taking even more away from the "I".
There are various solutions to smooth this out, anything as fine as long as you're decisive which instrument you want to highlight here.

00:58:233 (6,1) -
00:58:934 (2,3) -
Are these intentional or spacing errors. You seem to be changing spacing intentionally in some spots here but these look a bit off, especially the first one. (exactly the stuff I would mess up when applying mods tbh)

01:02:579 (5,6,1) - Also a spacing error, keep in mind that the DS is used for the position you place the circle/slider at, this causes the slider to be further away because a higher SV applies for it. I would highly recommend spamming some bookmarks on this spot so you stay aware of it in future updates as it is the type of mistake that keeps coming back as you apply new mods to your map if you don't pay attention.

01:09:168 (2) - I think this should move up to the white tick. The vocal gives sufficient reason to end the slider on 01:08:887 - and the white tick has not only another strong vocal but also a stronger drumsound than all of the ticks the repeatslider currently covers.
Starting on blue ticks is generally more unintuitive to play and while it is a break of rhythmic flow that actually plays out kind of cool within the context I think it would be more reasonable to map it as

or even


Feel free to keep yours though because as I said, while yours is not the most reasonable pattern it definitely plays cool 8-)

01:50:803 (3) - Idk...the idea of slowing this slider down is ok but it plays very awkward because it is the only slider in the entire map that shows such a specific behaviour. You shouldn't simply throw a SV section in like that if you don't use them in a similar fashion anywhere else. For such a case it is much better to use a shape that naturally causes the player to make a slower motion than on your regular straight/curved slider because it will play literally the same without irritating the player.

01:59:214 (1) - I would definitely remove that note if you're keeping the heartslider. It would fit perfectly with the slowly diminishing note density towards the end and it is also very important to notice that not having an active click on 01:58:934 - has less of a negative impact because it has still time to ring and the player is free to do a sophisticated movement on the heartslider.

01:57:532 (3) - ehehe...I think this could be improved. I myself was being shotdown for ugly heartsliders on my map 4 times in a row until I managed to come up with something people considered good enough. You can use it if you want (the length would fit) but unfortunately it would be upside down so maybe you want to come up with a more polished heartslider yourself instead (but even then, it is always good to have a reference)
my best heartslider
256,236,12,2,0,B|230:187|191:187|183:147|183:147|175:108|207:91|231:83|255:108|255:108|279:84|302:92|335:108|327:148|327:148|321:181|286:190|271:214,1,420,4|8,0:0|0:0,0:0:0:0:
Paste it as the first line of your hitobjects

As a general statement for this diff: I think it is pretty good already. One main inconsistency was already sort of mentioned by Natsu in his bubble pop. In patterns like 00:44:915 (1,2,3,4,5,6,7,8,1) - you use relatively strong velocity changes to emphasize certain notes but in other spots you are simply settling with distance snapped (say 01:08:467 (1) - as a random example) instead when a similar approach would be possible. Personally I'm not troubled by potentially ambiguous spacings on an Insane-diff at all because AR and context still give you sufficient information to read this perfectly fine. That would require major rework an many sections and I think it's probably not worth the throwback it would bring.


[Easy]

This is overall fine. One thing you should look out for though:
People who are actually starting with osu! tend to have trouble with zigzagish patterns as they are severely lacking mousecontrol and zigzags simply require multiple consecutive directionchanges which results in a high potential for misses even if the star rating is low.
e.g. 01:07:345 (1,2,3,4) - as an easy one (only acute angle is the first note)
01:14:074 (4,5,6,1) - as a difficult one (acute angle on every single note!)
Try to think a bit more flowy.


[Firetruck's Normal]

00:53:887 - why not place a single here? It is much more nice to have the note that rings into the break having an active click. All other diffs do this as well so it would be consistent.

Aside from this I think the diff feels a bit underwhelming. You use the same sliders in the same orientation throughout the map, the variations you do are very minor and are really just in terms of shape, not in terms of arrangement, you don't use any slider velocity or DS changes. All in all the single parts could feel more distinct. This mapset got an Easy diff so you definitely got some tools you could use to make each part feel more distinctive while keeping the spread intact.
The diff itself is by no means bad but I think you could do more to give your difficulty an identity ;)


[Xiaolin's Hard]
what is this sanic timeline scroll, wow...

00:34:822 (3) - I'd highly recommend to make this a single. There is no really significant sound on the sliderend right now and 00:35:102 (4,5,6,7) - with the slider starting on the blue tick is already the hardest pattern in this difficulty reading wise. It would ease up a lot if you gave the player a bit breathing room here by removing the sliderend.

00:35:102 (4,5,6,7) - Now upon taking a closer look it would be very reasonable to map it this way:

The emphasis for drum and singer is definitely on the white tick and the last blue tick does not hold any significant sound.
It would also perfectly match the pattern difficulty you have in the rest of the map.

Overall an interesting difficulty that manages to express the song very well given the things you can do in a hard diff. It might be a pain to not sliderbreak for people who are actually at that level though :D


Hit me up if you have any question about my mod or want to discuss certain points. ;)
Topic Starter
Tae

Endaris wrote:

Hello, going for some detailed stuff here that might not be that necessary to change to get things ranked but I think you might appreciate some more feedback. Use your own judgement :)

[I Miss You]

00:38:747 (2) - This slider is slightly off-screen. Personally I don't care much about these things but I have seen people nazi about this kind of stuff before so I'm just mentioning it. Shouldn't be too much of an issue, it's still easily playable.

00:33:420 (4,1,5,1) - This is the only spot in the entire map where you use stacked 1/2. While I think this can work, I'm a bit bothered by the inconsistency in use because the emphasis for the second note in the stack is very different between these two spots so I wouldn't map them alike personally. I have a habit of mapping pauses like this, I'm sorry.

00:40:570 (2) - Questionable note due to a lack of sound especially when 00:40:289 - is right before but unmapped. True, but it's more relevant to the vocals (I think I changed this from a slider before from a mod, I can't remember for sure)
00:41:411 (4) - This is also a spot where I can't hear an individual sound. Both notes mentioned flow with the song well but you should at least take a look if there isn't a better way that sticks closer to what the song actually offers. Again, more relevant to the vocals.

00:43:513 (3) - For me the spot on the sliderhead screams for an antijump pattern and leave the tail completely empty as the sound there is really soft. Yours is also ok, it justs screams in my head so I'm writing it but it might not be any better when changed to my interpretation x) the heck is an antijump

00:44:074 (4,5,6,1) - Consider changing this to 2 1/4 sliders into a triple. Not only is there a relatively strong drumsound on 00:44:495 - that is not covered yet, having a note on 00:44:635 - is also a better match to the way the singer puts emphasis on the syllables here imo. You can tell I predominately map the vocals, so I'd like to keep this tbh, personal preference. As I stated here, I follow the vocals predominately. Again, this concept flows well, and changing this would be to go against my personal interpretation.

00:50:523 (7,8) - I would advise to change this to the following rhythm:

00:50:663 - has virtually no individual sound on it, but you are constantly filling 1/4 spots with syllables from the vocalists throughout the song so I believe that would make a lot of sense in this spot as well. I prefer my current rhythm, as I feel it fits the song better, in all honesty. Adjusting to your rhythm here makes the first held vocal feel empty, which is why I kept my own rhythm.
It also breaks the flow of the patterns before it, due to the gap created, seemingly randomly.
Which was not my intent for the concept.


00:53:327 (5,6) - This seems a bit inconsistent for me because you're giving that sigh an own slider but the more prominent "I" gets no active click. Meanwhile you add that 6 as the end of the drumline when you just dropped it at 00:53:467 - to emphasize the sigh taking even more away from the "I".
There are various solutions to smooth this out, anything as fine as long as you're decisive which instrument you want to highlight here. Again, this is something I personally prefer as is. The "sigh" is the vocal "friend", so I'm highlighting this to contrast with the next section, emphasised by the jump.
With the timeframe, it's barely noticeable.

00:58:233 (6,1) -
00:58:934 (2,3) -
Are these intentional or spacing errors. You seem to be changing spacing intentionally in some spots here but these look a bit off, especially the first one. (exactly the stuff I would mess up when applying mods tbh) Spacing errors, I fixed them now.

01:02:579 (5,6,1) - Also a spacing error, keep in mind that the DS is used for the position you place the circle/slider at, this causes the slider to be further away because a higher SV applies for it. I would highly recommend spamming some bookmarks on this spot so you stay aware of it in future updates as it is the type of mistake that keeps coming back as you apply new mods to your map if you don't pay attention. That's true, fixed this.

01:09:168 (2) - I think this should move up to the white tick. The vocal gives sufficient reason to end the slider on 01:08:887 - and the white tick has not only another strong vocal but also a stronger drumsound than all of the ticks the repeatslider currently covers.
Starting on blue ticks is generally more unintuitive to play and while it is a break of rhythmic flow that actually plays out kind of cool within the context I think it would be more reasonable to map it as

or even


Feel free to keep yours though because as I said, while yours is not the most reasonable pattern it definitely plays cool 8-) Again, I personally prefer my own

01:50:803 (3) - Idk...the idea of slowing this slider down is ok but it plays very awkward because it is the only slider in the entire map that shows such a specific behaviour. You shouldn't simply throw a SV section in like that if you don't use them in a similar fashion anywhere else. For such a case it is much better to use a shape that naturally causes the player to make a slower motion than on your regular straight/curved slider because it will play literally the same without irritating the player. I guess, I'm not 100% sure how to go about this though.

01:59:214 (1) - I would definitely remove that note if you're keeping the heartslider. It would fit perfectly with the slowly diminishing note density towards the end and it is also very important to notice that not having an active click on 01:58:934 - has less of a negative impact because it has still time to ring and the player is free to do a sophisticated movement on the heartslider. True, done.

01:57:532 (3) - ehehe...I think this could be improved. I myself was being shotdown for ugly heartsliders on my map 4 times in a row until I managed to come up with something people considered good enough. You can use it if you want (the length would fit) but unfortunately it would be upside down so maybe you want to come up with a more polished heartslider yourself instead (but even then, it is always good to have a reference)
my best heartslider
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Paste it as the first line of your hitobjects Endaris you're breaking my heart about to kms because of that..., I'll have a look, I might change it. The heartslider, I preferred my own version of it. Yours looks a little... too rounded for what I was aiming for.

As a general statement for this diff: I think it is pretty good already. One main inconsistency was already sort of mentioned by Natsu in his bubble pop. In patterns like 00:44:915 (1,2,3,4,5,6,7,8,1) - you use relatively strong velocity changes to emphasize certain notes but in other spots you are simply settling with distance snapped (say 01:08:467 (1) - as a random example) instead when a similar approach would be possible. Personally I'm not troubled by potentially ambiguous spacings on an Insane-diff at all because AR and context still give you sufficient information to read this perfectly fine. That would require major rework an many sections and I think it's probably not worth the throwback it would bring. True, I have tried to make it generally more consistent now though


[Easy]

This is overall fine. One thing you should look out for though:
People who are actually starting with osu! tend to have trouble with zigzagish patterns as they are severely lacking mousecontrol and zigzags simply require multiple consecutive directionchanges which results in a high potential for misses even if the star rating is low.
e.g. 01:07:345 (1,2,3,4) - as an easy one (only acute angle is the first note)
01:14:074 (4,5,6,1) - as a difficult one (acute angle on every single note!)
Try to think a bit more flowy. I honestly have no idea how to map Easy difficulties so this will have to do. It's also probably a bit late in the day to make any major changes
Xiaolin
Fixed all, thanks for modding!

SPOILER
osu file format v14

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AudioLeadIn: 0
PreviewTime: 70710
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Title:Spring Day
TitleUnicode:봄날
Artist:BTS
ArtistUnicode:방탄소년단
Creator:Tae
Version:Xiaolin's Hard
Source:
Tags:bangtan boys sonyeondan bangtansonyeondan beyond the scene bulletproof boy scouts bighit entertainment 빅히트엔터테인먼트 wings repackage you never walk alone 2nd special album 랩몬스터 슈가 진 제이홉 지민 뷔 정국 jungkook rap monster j-hope jimin v suga jin yoongi k-pop kpop short edit cut lapis aoki xiaolin firetruck
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508,228,102112,2,0,P|496:184|496:156,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
416,44,102672,2,8,P|414:79|403:112,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
352,271,103233,6,0,B|316:303|280:299|280:299|280:219,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
224,148,104074,1,0,0:0:0:0:
124,176,104355,2,0,L|124:260,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
216,352,104915,2,8,L|308:344,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
368,276,105476,6,0,B|408:284|432:280|432:280|448:244|436:196,1,140.800004296875,0|0,0:0|0:0,0:0:0:0:
336,172,106317,1,0,0:0:0:0:
380,76,106598,2,0,L|424:72,3,35.2000010742188,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
452,32,107158,2,8,L|500:28,3,35.2000010742188,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
504,80,107719,6,0,P|496:124|496:156,1,70.4000021484376,4|0,0:0|0:0,0:0:0:0:
372,260,108280,2,8,P|371:225|364:191,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
260,164,108841,2,0,B|212:184|164:164|164:164|132:188|140:224,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
216,268,109682,1,0,0:0:0:0:
212,84,109962,6,0,L|204:4,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
108,64,110523,2,8,P|64:96|40:104,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
16,200,111084,2,0,B|96:212|96:212|68:244|68:276,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
260,352,112205,6,0,L|268:252,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
344,208,112766,2,8,L|336:108,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
228,52,113327,2,0,B|236:152|236:152|208:144|188:148,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
124,224,114168,1,0,0:0:0:0:
280,268,114448,6,0,P|324:236|340:220,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
495,172,115009,2,8,P|466:192|440:216,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
404,316,115570,1,0,0:0:0:0:
416,104,116130,1,8,0:0:0:0:
320,64,116411,1,0,0:0:0:0:
244,216,116691,6,0,B|204:216|168:200|168:200|176:272,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
268,312,117532,1,0,0:0:0:0:
360,256,117813,2,0,B|356:220|380:164|380:164|336:168|312:140,1,140.800004296875,0|0,0:0|0:0,0:0:0:0:
380,364,118934,6,0,P|328:344|300:344,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
208,344,119495,2,0,P|173:349|141:364,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
52,312,120056,1,4,0:0:0:0:
72,208,120336,1,0,0:0:0:0:
96,104,120616,2,8,L|180:112,1,70.4000021484376,8|0,0:0|0:0,0:0:0:0:
264,204,121177,6,0,B|232:240|232:264|232:264|304:284,1,140.800004296875,4|8,0:0|0:0,0:0:0:0:
368,200,122018,1,0,0:0:0:0:
464,160,122298,2,0,B|468:200|500:228|500:228|484:260|436:252,1,140.800004296875,0|8,0:0|0:0,0:0:0:0:
384,336,123140,1,0,0:0:0:0:
368,200,123420,6,0,P|376:152|368:112,1,70.4000021484376,0|0,0:0|0:0,0:0:0:0:
276,96,123981,1,8,0:0:0:0:
232,192,124261,1,0,0:0:0:0:
276,288,124541,2,0,L|340:296,3,35.2000010742188,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
349,331,125102,2,0,L|413:339,3,35.2000010742188,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
432,344,125663,6,0,B|424:308|440:280|440:280|420:236|444:204,1,128,0|0,0:0|0:0,0:0:0:0:

@Tae add a note on where they mentioned a note should be added on Trookie's diff
Topic Starter
Tae

Xiaolin wrote:

@Tae add a note on where they mentioned a note should be added on Trookie's diff
Alright, added (w/ hitsound)
riffy
somebody went missing
  1. 00:58:373 (1,2) - probably should be stacked or spaced, looks like 1/2
  2. 01:00:616 (1,2,3,4) - these probably should be spaced equally including (1,2) thing. So, the movement required to hit (2) is equal to that of (3) and (4)
  3. 01:08:186 (5,1) - probably should be a jump since the idea is similar to 00:53:747 (6,1) -
  4. 01:10:149 (3,4,1) - here the spacing decreases from 4 to 1, though in previous patterns it was increasing in such cases. Wouldn't it be more logical to just keep the whole 3-4-1 part spaced the same way?
  5. 01:39:869 (3,4,1) - this is againt the circular flow that was actively used in similar patterns like 01:42:112 (4,5) - maybe try something that would fit in better with the other patterns? picture
  6. 01:49:962 (1,2,3) - inconsistent spacing, should be fairly obvious that in this case readability would be more important than blanketing.
  7. 01:57:532 (3,4) - have we changed that back to the point when it has no new combo? if so, then stacking would work better than low spacing
pubble bops are fun
Topic Starter
Tae

Bakari wrote:

somebody went missing it'll be me if this doesn't get ranked
  1. 00:58:373 (1,2) - probably should be stacked or spaced, looks like 1/2
  2. 01:00:616 (1,2,3,4) - these probably should be spaced equally including (1,2) thing. So, the movement required to hit (2) is equal to that of (3) and (4)
  3. 01:08:186 (5,1) - probably should be a jump since the idea is similar to 00:53:747 (6,1) -
  4. 01:10:149 (3,4,1) - here the spacing decreases from 4 to 1, though in previous patterns it was increasing in such cases. Wouldn't it be more logical to just keep the whole 3-4-1 part spaced the same way?
  5. 01:39:869 (3,4,1) - this is againt the circular flow that was actively used in similar patterns like 01:42:112 (4,5) - maybe try something that would fit in better with the other patterns? picture
  6. 01:49:962 (1,2,3) - inconsistent spacing, should be fairly obvious that in this case readability would be more important than blanketing.
  7. 01:57:532 (3,4) - have we changed that back to the point when it has no new combo? if so, then stacking would work better than low spacing
pubble bops are fun
Fixed all, once again (although I NC'ed the heart)
riffy
get your bubble tae, we're celebrating

Rebubbled!
Natsu
congrats
Topic Starter
Tae

Natsu wrote:

congrats
Thank you for your help, Natsu!
riffy

Tae wrote:

Thank you for your help, Natsu!
the hell

congrats
Topic Starter
Tae

Bakari wrote:

Tae wrote:

Thank you for your help, Natsu!
the hell

congrats
Bakari I swear I've already thanked you like twice lmao, that's twice the amount of Natsu :^)
riffy
TWICE, you say? this better be a hint for your next map : p
Xiaolin
YOU DID IT I'M PROUD, GRATS! ♥
Topic Starter
Tae

Bakari wrote:

TWICE, you say? this better be a hint for your next map : p
Ahh, unfortunately not. I'll make sure to map some TWICE sometime though.

Xiaolin wrote:

YOU DID IT I'M PROUD, GRATS! ♥
We did it mom!
Firetruck
SITOOOOOO
Nuolong
congratz sito
Topic Starter
Tae

Nuolong wrote:

congratz sito
woah ur alive

Firetruck wrote:

SITOOOOOO
I’m gonna be a star
I’m gonna be I’m-I’m gonna be
I’m gonna be a star
I’m gonna be I’m-I’m gonna be
I’m gonna be a star
I’m gonna be I’m-I’m gonna be
I’m gonna be a star
I’m gonna be I’m-I’m gonna be
_handholding
good, now start mapping anime

Congrats!
tatatat
normal-hitclap3.wav has a 1-3ms delay.
normal-hitnormal3.wav has a .6 ms delay.
soft-hitnormal.wav has a 1.5ms delay.
while none of these are substantial problems that warrant a disqualification if there are any problems that cause the map to get disqualified, you may want to fix them.
Topic Starter
Tae

tatatat wrote:

normal-hitclap3.wav has a 1-3ms delay.
normal-hitnormal3.wav has a .6 ms delay.
soft-hitnormal.wav has a 1.5ms delay.
while none of these are substantial problems that warrant a disqualification if there are any problems that cause the map to get disqualified, you may want to fix them.
Alright, I'll fix it should the map get disqualified for whatever reason, thank you for pointing that out!

Kisses wrote:

good, now start mapping anime

Congrats!
I did map some anime stuff once upon a time, but we dont speak of those maps.
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