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Kuroneko Dungeon - Lilieze to Enryuu Laevateinn

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Total Posts
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Topic Starter
mithew
This beatmap was submitted using in-game submission on Saturday, December 2, 2017 at 1:10:41 AM

Artist: Kuroneko Dungeon
Title: Lilieze to Enryuu Laevateinn
Source: REFLEC BEAT colette -Summer-
Tags: beatmania IIDX 22 PENDUAL Tomosuke Funaki OLDSTYLE GAMEMUSIC BeatStream アニムトライヴ pop'n music うさぎと猫と少年の夢 plus KONAMI BEMANI sdafsf
BPM: 200
Filesize: 4935kb
Play Time: 01:45
Difficulties Available:
  1. Easy (1.66 stars, 131 notes)
  2. Extra (5.73 stars, 637 notes)
  3. Extreme (6.12 stars, 691 notes)
  4. Helheimsk (7.17 stars, 740 notes)
  5. Hyper (3.59 stars, 335 notes)
  6. Normal (2.53 stars, 202 notes)
  7. sdafsf' Another (4.77 stars, 479 notes)
Download: Kuroneko Dungeon - Lilieze to Enryuu Laevateinn
Information: Scores/Beatmap Listing
---------------
Helheimsk inspired by Flower's mapset
XII
my angel mithew with the set
sdafsf
minor updates
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 53900
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1700,10100,29300,34700,44300,53900,63500,73100,81500,98300,103100
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Lilieze to Enryuu Laevateinn
TitleUnicode:リリーゼと炎龍レーヴァテイン
Artist:Kuroneko Dungeon
ArtistUnicode:黒猫ダンジョン
Creator:mithew
Version:sdafsf' Insane
Source:REFLEC BEAT colette -Summer-
Tags:beatmania IIDX 22 PENDUAL Tomosuke Funaki OLDSTYLE GAMEMUSIC BeatStream アニムトライヴ pop'n music うさぎと猫と少年の夢 plus KONAMI BEMANI sdafsf
BeatmapID:1414988
BeatmapSetID:637301

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"36528051_p0.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
500,300,4,2,1,80,1,0
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5300,-200,4,2,1,80,0,0
6050,-166.666666666666,4,2,1,80,0,0
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7550,-125,4,2,1,80,0,0
8300,-111.111111111111,4,2,1,80,0,0
9050,-100,4,2,1,80,0,0
18500,-100,4,2,1,80,0,0
34700,300,4,2,1,80,1,0
35000,-80,4,2,1,80,0,0
44300,-100,4,2,1,80,0,0
53900,-80,4,2,1,80,0,1
63500,-90.9090909090909,4,2,1,80,0,0
73100,-90.9090909090909,4,2,1,80,0,0
73700,-90.9090909090909,4,2,1,80,0,0
81500,-90.9090909090909,4,2,1,80,0,1
98300,-90.9090909090909,4,2,1,80,0,0
103100,-90.9090909090909,4,2,2,80,0,0
103550,-90.9090909090909,4,2,1,80,0,0
105725,-90.9090909090909,4,2,1,5,0,0
105800,-90.9090909090909,4,2,1,80,0,0


[Colours]
Combo1 : 186,79,63
Combo2 : 245,75,75
Combo3 : 186,120,120
Combo4 : 251,0,0

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Phos-
Hey, m4m from my queue!

[General]
  1. Your soft-hitwhistle2 has a delay >5ms, which is unrankable. I would edit the file using a software like audacity to get rid of it.
[Easy]
  1. 00:45:500 (2,3,4) - This triangle looks a bit sloppy. I would work on it tbh, because I noticed it while playing.
  2. 00:49:700 (1,2) - Perhaps you could form a blanket here? I think it would look nicer imo.
  3. 01:39:650 (4,5) - Why is there a jump in an easy difficulty? This is a gross breach of the time distance equality you had set throughout the map, so this will greatly confuse players. Please make it so that (5) appropriately adheres to the distance snap. Same goes for 01:42:050 (4,5) -
  4. 01:43:100 (1,2,3,4) - You should replace these notes with a spinner so that first place on easy doesn't become a race as to who can full mod SS first. Spinning is a key skill for these aiming for the leader board on easy difficulties, so you should facilitate that by including a spinner.
[Normal]
  1. 00:01:700 (1,2) - I would change the angle of these a bit so that they don't overlap. It's easy to do, and it'll look nicer.
  2. 00:26:900 (1,2) - Likewise, you could also move this so that there isn't an overlap over the end of (2).
  3. 00:37:400 (1,2) - Players may have trouble reading these overlapping sliders, considering that it is a normal diff. I also think overlaps like these look out of place within this difficulty. Therefore I think you should change this pattern to be cleaner.
  4. 01:20:300 (4,5,1) - I suggest you move the head of (1) to an area like x:292 y:316. This is to create a consistent angle across the three notes, which will make the flow from (5) much better. (You may also notice that a triangle is formed if you look at the head of each slider, which is good structure wise.)
  5. 01:37:100 (7,8,1) - This pattern feels very messy, because of the overlap with (7,1). I would definitely advise against this kind of pattern, because it stands out and doesn't blend well with the rest of the map, so you should make the pattern cleaner.
[Hyper]
  1. 00:20:900 (4,6) - The reverse of (6) is completely stacked underneath (4), which is unrankable because it'll make the reverse ambiguous to read. I would get rid of this stack and use a different pattern here instead.
  2. 00:41:000 (6,7) - Perhaps you could adjust the position of this note and make it blanket over 00:40:700 (5) - . That way it'll look neater/more structured.
  3. 01:39:650 (7,8,9,10,11) - You should make this pattern equidistant to make it look nicer and more readable, because having them equidistant will more clearly convey the fact that these notes are the same distance apart on the timeline. Same suggestion applies for 01:42:050 (7,8,9,10,11) -
[sdafsf's Another]
  1. 00:15:500 (3,2) - Like in Hyper, this reverse arrow is stacked under the end of (3), so I would definitely amend this. It's against the ranking criteria when reverse arrows are completely obstructed like this
  2. 00:37:850 (4,5,1) - I would make the angle here sharper, because this angle is inconsistent compared to how you've done it in other patterns within this segment of the music. (5) is on a very obtuse angle, ~160° . I would change this so that the angle is less than 90° , just to make it consistent.
  3. 01:08:450 (2) - This object goes off-screen, which goes against the ranking criteria, so you should move it up a bit. Same goes for 01:31:550 (3) - .
  4. 01:14:900 (1,2,3,1) - This shape seems a bit wonky due to the position of 01:15:500 (1) - . You should move it to a place like x:128 y:240 so that the shape is symmetrical. (Move the other notes after, to prevent an overlap.) This way, the pattern will look nicer.
  5. 01:18:200 (2,1) - I don't like this overlap. It looks ugly imo, and it's a bit out of place considering how you've structured the rest of the map. So, I would get rid of this overlap.
[Extra]
  1. 00:09:650 (6,7,8,9,10,1) - Maybe you could unstack (6) and form another jump? The music that you're mapping the jumps to don't change, so I don't see a reason as to why they should be stacked.
  2. 01:14:900 (1,2) - Make the ends of these sliders clickable, because they are on very strong sounds. Maybe you could use four 1/3 sliders instead?
  3. 01:43:100 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - Make the first few sets of jumps start out with very low spacing, and then gradually build up from there. It'll represent the music better (since the intensity sharply increases at 01:44:000 (1) - , it would be better to have a sharp increase in spacing) and make this part of the map a bit less of a difficulty spike.
[Extreme]
  1. 00:50:300 (1,2) - You should make this pattern symmetrical by copying (1) and then ctrl+h+j'ing it. It'll look much nicer that way.
  2. 00:57:200 (1,2) - It would be more appropriate if you raised the spacing here, because the music doesn't get calmer and yet, these two notes are comparatively easy compared to the rest of this segment of the map.
  3. 01:14:900 (1,2,3) - I don't really like how you've handled these sliders. They seem a bit unstructured, as I can't find a way where they would relate to each other in terms of shapes/symmetry.
  4. 01:15:300 (3,1,2) - The flow here is also a bit rough, due to the angle the player has when entering (1). After entering (1), the player has to snap to (2) before they can achieve fluid motion, which doesn't play well. Moving (2) so it's in an area like x: 368 y:180, and then moving the notes after seems to be a good solution, as that'll flow better.
[Axarious' Muspel]
  1. For some reason, whenever I re-download the map, the game says an update is available. But when I update it, everything gets reset to 0 and the map is effectively wiped. However, the map plays perfectly fine when I don't update. That's weird.
  2. Unfortunately, this difficulty name isn't rankable because a difficulty name must "clearly indicate its level of difficulty" if it isn't the hardest within a set.
  3. 01:07:700 (1,2,3,4,5,6,7,8) - Maybe you could have this stream increase in spacing to represent the pitch change of the piano. I feel like it'll represent the music better that way.
  4. 01:34:700 (1,2) - Perhaps you could raise the spacing of these two notes as well. You can move (2) to somewhere like x:125 y:129. This is good because it'll emphasise the sound more whilst keeping the structure within the pattern, due to the isosceles triangle.
[Helheimsk]
  1. 00:12:200 (1,1,1) - Why do you have lots of one note NC's on this part of the song? It doesn't make too much sense considering that this is done nowhere else in the entire mapset, and it artificial inflates the HP drain for the rest of the map. Just don't do it.
  2. 01:13:700 (1) - Considering that 1/4 streams are spaced like this too, I feel like you should buff these 1/3 streams by increasing the spacing even more, and by using more jump streams like 01:14:900 (1,2,1,2,1,2) - .
  3. 01:22:700 (1,1) - Perhaps you could move 01:23:300 (1) - down a tad, so that the end of it isn't overlapped by the trail of 01:22:700 (1) - . Same suggestion applies for 01:32:300 (1,1) - .
Despite all the things I had to say about it, I think this is a really well crafted mapset. Although I can't properly play them, I feel like the higher difficulties are very unique compared to the current selection of ranked maps, and I would be disappointed to see them in graveyard. Good luck ~
Topic Starter
mithew
no reply = fix

-Faded- wrote:

Hey, m4m from my queue!

[General]
  1. Your soft-hitwhistle2 has a delay >5ms, which is unrankable. I would edit the file using a software like audacity to get rid of it.
[Normal]
  1. 01:37:100 (7,8,1) - This pattern feels very messy, because of the overlap with (7,1). I would definitely advise against this kind of pattern, because it stands out and doesn't blend well with the rest of the map, so you should make the pattern cleaner. it doesn't cause any reading problems and flows pretty well so i don't think its that much of an issue
[Extra]
  1. 00:09:650 (6,7,8,9,10,1) - Maybe you could unstack (6) and form another jump? The music that you're mapping the jumps to don't change, so I don't see a reason as to why they should be stacked. drums and bass are better represented this way. they suddenly change here thus the jump pattern does too
[Extreme]
  1. 01:15:300 (3,1,2) - The flow here is also a bit rough, due to the angle the player has when entering (1). After entering (1), the player has to snap to (2) before they can achieve fluid motion, which doesn't play well. Moving (2) so it's in an area like x: 368 y:180, and then moving the notes after seems to be a good solution, as that'll flow better. the previous suggestion you gave fixed the flow for this area so its fine now
[Axarious' Muspel]
  1. For some reason, whenever I re-download the map, the game says an update is available. But when I update it, everything gets reset to 0 and the map is effectively wiped. However, the map plays perfectly fine when I don't update. That's weird. no idea why it did this but changing the diff name seemed to fix it
[Helheimsk]
  1. 00:12:200 (1,1,1) - Why do you have lots of one note NC's on this part of the song? It doesn't make too much sense considering that this is done nowhere else in the entire mapset, and it artificial inflates the HP drain for the rest of the map. Just don't do it. its done for readability since the 1/3 is pretty spaced relative to the rest of the map so far, and its not really a hard part of the map so the hp boost from it shouldn't matter too much
  2. 01:13:700 (1) - Considering that 1/4 streams are spaced like this too, I feel like you should buff these 1/3 streams by increasing the spacing even more, and by using more jump streams like 01:14:900 (1,2,1,2,1,2) - . i'm considering this, not too sure yet though since a lot of people find these really hard as they are
Despite all the things I had to say about it, I think this is a really well crafted mapset. Although I can't properly play them, I feel like the higher difficulties are very unique compared to the current selection of ranked maps, and I would be disappointed to see them in graveyard. Good luck ~

thanks a bunch ! i'll get to your map within a day or two
sdafsf

-Faded- wrote:

Hey, m4m from my queue!

[sdafsf's Another]
  1. 00:15:500 (3,2) - Like in Hyper, this reverse arrow is stacked under the end of (3), so I would definitely amend this. It's against the ranking criteria when reverse arrows are completely obstructed like this there is more than enough time for 3 to fade out
  2. 00:37:850 (4,5,1) - I would make the angle here sharper, because this angle is inconsistent compared to how you've done it in other patterns within this segment of the music. (5) is on a very obtuse angle, ~160° . I would change this so that the angle is less than 90° , just to make it consistent. definetly not less than 90 degrees but i made it sharper by moving 5 down. the difference is barely noticable to the player given that the direction of the flow is consistent
  3. 01:08:450 (2) - This object goes off-screen, which goes against the ranking criteria, so you should move it up a bit. Same goes for 01:31:550 (3) - . fixed
  4. 01:14:900 (1,2,3,1) - This shape seems a bit wonky due to the position of 01:15:500 (1) - . You should move it to a place like x:128 y:240 so that the shape is symmetrical. (Move the other notes after, to prevent an overlap.) This way, the pattern will look nicer. made all angles 60 degrees
  5. 01:18:200 (2,1) - I don't like this overlap. It looks ugly imo, and it's a bit out of place considering how you've structured the rest of the map. So, I would get rid of this overlap. adjusted the pattern
Despite all the things I had to say about it, I think this is a really well crafted mapset. Although I can't properly play them, I feel like the higher difficulties are very unique compared to the current selection of ranked maps, and I would be disappointed to see them in graveyard. Good luck ~
thanks for the mod it was a good one!

changes
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 53900
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1700,10100,29300,34700,44300,53900,63500,73100,81500,98300,103100
DistanceSpacing: 0.8
BeatDivisor: 3
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Lilieze to Enryuu Laevateinn
TitleUnicode:リリーゼと炎龍レーヴァテイン
Artist:Kuroneko Dungeon
ArtistUnicode:黒猫ダンジョン
Creator:mithew
Version:sdafsf' Another
Source:REFLEC BEAT colette -Summer-
Tags:beatmania IIDX 22 PENDUAL Tomosuke Funaki OLDSTYLE GAMEMUSIC BeatStream アニムトライヴ pop'n music うさぎと猫と少年の夢 plus KONAMI BEMANI sdafsf
BeatmapID:1414988
BeatmapSetID:637301

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"36528051_p0.jpg",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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[Colours]
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Combo2 : 245,75,75
Combo3 : 186,120,120
Combo4 : 251,0,0

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267,203,59600,6,0,P|216:191|146:220,2,100,4|0|8,1:0|0:0|0:0,0:0:0:0:
120,277,60050,2,0,P|171:289|241:260,2,100,4|0|8,1:0|0:0|0:0,0:0:0:0:
184,373,60500,5,8,0:0:0:0:
146,374,60575,1,8,0:0:0:0:
109,376,60650,1,8,0:0:0:0:
71,377,60725,1,8,0:0:0:0:
34,379,60800,2,0,L|19:318,3,50,0|0|0|0,1:0|1:0|1:0|1:0,0:0:0:0:
120,278,61100,6,0,P|134:229|119:182,2,100,12|0|0,0:0|0:0|1:0,0:0:0:0:
47,142,61550,2,0,P|33:191|47:237,2,100,12|0|0,0:0|0:0|1:0,0:0:0:0:
120,278,62000,6,0,L|237:289,2,100,12|0|0,0:0|0:0|1:0,0:0:0:0:
279,188,62450,2,0,L|162:199,2,100,12|0|0,0:0|0:0|1:0,0:0:0:0:
219,287,62900,5,0,1:0:0:0:
251,305,62975,1,0,1:0:0:0:
288,311,63050,1,0,1:0:0:0:
324,302,63125,1,0,0:0:0:0:
355,281,63200,2,0,L|360:213,1,50,8|8,0:0|0:0,0:0:0:0:
446,168,63350,2,0,L|449:217,1,50,8|8,0:0|0:0,0:0:0:0:
437,338,63500,6,0,P|391:373|344:368,2,88.000002685547,4|0|8,1:0|0:0|0:0,0:0:0:0:
457,225,63950,1,0,0:0:0:0:
457,225,64025,1,0,0:0:0:0:
457,225,64100,2,0,L|450:124,1,88.000002685547,0|0,0:0|1:0,0:0:0:0:
384,70,64400,1,8,0:0:0:0:
384,70,64550,1,0,0:0:0:0:
274,195,64700,6,0,P|213:206|165:182,1,88.000002685547,0|0,1:0|0:0,0:0:0:0:
82,108,65000,2,0,P|143:97|191:121,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
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251,348,65900,5,0,1:0:0:0:
279,363,65975,1,0,0:0:0:0:
312,366,66050,1,0,0:0:0:0:
343,355,66125,1,0,0:0:0:0:
366,332,66200,2,0,L|360:278,3,44.0000013427735,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
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252,63,67175,1,0,0:0:0:0:
230,66,67250,1,0,0:0:0:0:
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186,54,67400,1,8,0:0:0:0:
146,35,67475,1,0,0:0:0:0:
103,36,67550,1,0,0:0:0:0:
64,56,67625,1,0,0:0:0:0:
39,91,67700,2,0,L|45:150,3,44.0000013427735,0|0|0|0,1:0|1:0|1:0|0:0,0:0:0:0:
119,191,68000,2,0,L|113:249,3,44.0000013427735,8|8|8|8,0:0|0:0|0:0|0:0,0:0:0:0:
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133,384,68450,2,0,L|130:341,2,44.0000013427735,0|0|8,0:0|0:0|0:0,0:0:0:0:
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312,384,69050,2,0,L|309:341,2,44.0000013427735,0|0|8,1:0|0:0|0:0,0:0:0:0:
357,227,69350,1,0,0:0:0:0:
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272,137,70925,1,0,0:0:0:0:
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79,329,72275,1,0,0:0:0:0:
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376,342,80900,6,0,P|401:349|434:348,2,58.6666684570313,0|0|0,1:0|1:0|1:0,0:0:0:0:
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445,211,81350,1,8,0:0:0:0:
445,178,81425,1,8,0:0:0:0:
435,147,81500,6,0,P|371:170|290:118,1,132.00000402832,4|0,1:2|0:0,0:0:0:0:
297,130,81800,1,8,0:0:0:0:
220,21,81950,2,0,B|191:-4|191:-4|183:145,1,176.000005371094,0|0,1:0|0:0,0:0:0:0:
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336,185,83300,1,0,0:0:0:0:
182,133,83450,1,0,1:0:0:0:
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246,344,83900,6,0,P|304:316|367:332,1,132.00000402832,4|0,1:0|0:0,0:0:0:0:
390,352,84200,1,8,0:0:0:0:
494,283,84350,2,0,L|483:102,1,176.000005371094,0|0,1:0|1:0,0:0:0:0:
301,98,84800,2,0,L|290:273,1,176.000005371094,8|0,0:0|1:0,0:0:0:0:
389,182,85250,5,0,0:0:0:0:
301,98,85400,2,0,L|195:100,2,88.000002685547,8|0|0,0:0|0:0|0:0,0:0:0:0:
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221,107,86150,1,8,0:0:0:0:
221,107,86225,1,8,0:0:0:0:
221,107,86300,6,0,P|249:167|219:242,1,132.00000402832,4|0,1:0|0:0,0:0:0:0:
211,243,86600,1,8,0:0:0:0:
114,146,86750,2,0,B|81:114|81:114|88:263,1,176.000005371094,0|0,1:0|0:0,0:0:0:0:
206,330,87200,2,0,L|211:233,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
309,359,87500,6,0,P|360:367|404:352,1,88.000002685547,0|0,1:0|0:0,0:0:0:0:
394,206,87800,2,0,P|343:198|299:213,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
319,343,88100,2,0,P|370:351|414:336,1,88.000002685547,0|0,0:0|1:0,0:0:0:0:
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489,105,88850,1,8,0:0:0:0:
489,105,88925,1,8,0:0:0:0:
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487,188,89750,1,0,1:0:0:0:
364,100,89900,6,0,P|300:87|232:123,1,132.00000402832,4|0,1:0|0:0,0:0:0:0:
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256,361,91550,2,0,P|321:385|428:329,1,176.000005371094,0|0,1:0|0:0,0:0:0:0:
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300,25,93200,2,0,L|306:112,1,88.000002685547,8|0,0:0|0:0,0:0:0:0:
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336,137,95675,1,8,0:0:0:0:
329,105,95750,1,0,1:0:0:0:
334,73,95825,1,0,1:0:0:0:
351,44,95900,6,0,B|318:23|318:23|201:40,1,132.00000402832,4|0,1:0|0:0,0:0:0:0:
197,42,96200,1,8,0:0:0:0:
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272,304,98300,5,4,1:0:0:0:
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Yunomi
hey m4m from my queue~
[Axafan23's Muspel]

i can t even fuking pas this :D anyone have a spare towel? lol sweatin after playing dis map -.-'~
Axarious
Axarious' Muspell
  1. For some reason, whenever I re-download the map, the game says an update is available. But when I update it, everything gets reset to 0 and the map is effectively wiped. However, the map plays perfectly fine when I don't update. That's weird.
  2. Unfortunately, this difficulty name isn't rankable because a difficulty name must "clearly indicate its level of difficulty" if it isn't the hardest within a set.
  3. 01:07:700 (1,2,3,4,5,6,7,8) - Maybe you could have this stream increase in spacing to represent the pitch change of the piano. I feel like it'll represent the music better that way. intentional spacing since it's not the top difficulty, wanted to keep the entire map's stream ds similar.
  4. 01:34:700 (1,2) - Perhaps you could raise the spacing of these two notes as well. You can move (2) to somewhere like x:125 y:129. This is good because it'll emphasise the sound more whilst keeping the structure within the pattern, due to the isosceles triangle. will consider changing this later, out of placement ideas for now
Yunomi

Axarious wrote:

Axarious' Muspell
  1. For some reason, whenever I re-download the map, the game says an update is available. But when I update it, everything gets reset to 0 and the map is effectively wiped. However, the map plays perfectly fine when I don't update. That's weird.
  2. Unfortunately, this difficulty name isn't rankable because a difficulty name must "clearly indicate its level of difficulty" if it isn't the hardest within a set.
  3. 01:07:700 (1,2,3,4,5,6,7,8) - Maybe you could have this stream increase in spacing to represent the pitch change of the piano. I feel like it'll represent the music better that way. intentional spacing since it's not the top difficulty, wanted to keep the entire map's stream ds similar.
  4. 01:34:700 (1,2) - Perhaps you could raise the spacing of these two notes as well. You can move (2) to somewhere like x:125 y:129. This is good because it'll emphasise the sound more whilst keeping the structure within the pattern, due to the isosceles triangle. will consider changing this later, out of placement ideas for now
reply to me plz
Pulse


from my queue


[General]
  1. Axarious' Ultra metadata diverges on Artist, Title and Tags
  2. Missing kiai on Extra and Extreme
  3. I don't know... This soft hit on low difficulties like Easy and Normal could be a real pain for newer players follow the rhythm on such BPM. Consider using some whistles along claps and finishes to improve playability. The lack of audible feedback also harms some patterns on higher diffs.
[Normal]
  1. 00:02:150 (2,3) - I don't know if that's a confortable move on such difficulty. Consider adjust sliders to promote a smoother transition.
[Hyper]
I'll point some sections where the lack of audible feedback could negatively impact on playability. Consider these changes and check the rest of the map to keep fixing these problems.

  1. 00:38:600 (6) - Whistle on start
  2. 00:44:900 (4,5) - ^
  3. 01:03:950 (2,3) - Whistle on start and reverse
  4. 01:04:700 (5,7,8) - Whistle
[sdafsf' Another]
  1. 00:23:000 (7) - Shouldn't be NC'd like previous stream?
  2. 01:07:400 (5) - NC?
  3. 01:12:200 (5) - ^
[Extra]
  1. 01:08:300 (1) - Could be NC'd to prevent missreading on the stack
  2. 01:15:500 (4) - NC?
  3. 01:03:950 ~ 01:11:900 (9) - No feedbaaaaaack
Good luck!
sdafsf

Pulse wrote:

[sdafsf' Another]
  1. 00:23:000 (7) - Shouldn't be NC'd like previous stream?
  2. 01:07:400 (5) - NC?
  3. 01:12:200 (5) - ^

    ncs are on downbeats


Good luck!
Topic Starter
mithew

Pulse wrote:



from my queue


[General]
  1. Axarious' Ultra metadata diverges on Artist, Title and Tags
  2. Missing kiai on Extra and Extreme fixed both
  3. I don't know... This soft hit on low difficulties like Easy and Normal could be a real pain for newer players follow the rhythm on such BPM. Consider using some whistles along claps and finishes to improve playability. The lack of audible feedback also harms some patterns on higher diffs. ok i've went ahead and changed the hitsounds to be more audible, hopefully that'll be enough
[Normal]
  1. 00:02:150 (2,3) - I don't know if that's a confortable move on such difficulty. Consider adjust sliders to promote a smoother transition. it should be ok
[Hyper]
I'll point some sections where the lack of audible feedback could negatively impact on playability. Consider these changes and check the rest of the map to keep fixing these problems.

  1. 00:38:600 (6) - Whistle on start
  2. 00:44:900 (4,5) - ^
  3. 01:03:950 (2,3) - Whistle on start and reverse
  4. 01:04:700 (5,7,8) - Whistle applied all despite the hitsound changes
[Extra]
  1. 01:08:300 (1) - Could be NC'd to prevent missreading on the stack done
  2. 01:15:500 (4) - NC? true
  3. 01:03:950 ~ 01:11:900 (9) - No feedbaaaaaack
Good luck!
thanks for the mod~
Flask
oh wow
Kaifin
irc
17:50 mithew: Helo eric do you still mod stuff?
17:50 Kaifin: sometimes
17:51 mithew: do u think you'd be able to mod this for me
17:51 *mithew is editing [https://osu.ppy.sh/b/1352072 Kuroneko Dungeon - Lilieze to Enryuu Laevateinn [Helheimsk]]
17:51 Kaifin: i like this map
17:51 Kaifin: you are grown up mapper
17:52 mithew: THANKXZ
17:52 mithew: <3
17:52 Kaifin: ok can i irc
17:52 mithew: Ya
17:52 Kaifin: general: get some louder samples
17:53 Kaifin: impossible to follow stream with hitsound like this
17:53 Kaifin: so quiet
17:53 mithew: uhh try redling
17:53 mithew: i think i fixed those
17:53 mithew: idk if they're loud enough still tho
17:53 Kaifin: ok redling
17:53 mithew: okko
17:53 Kaifin: i was going to ask to make a diff but then i thought i wouldnt do it so i never did
17:54 mithew: honestly i dont like my extra diff
17:54 mithew: if you still want to i'd totally replace it over mine
17:54 Kaifin: ok the samples sound really bad
17:54 Kaifin: they reverberate
17:55 Kaifin: like theres more than one sound on each click
17:55 Kaifin: so it sounds really FUCked
17:55 mithew: fuck
17:55 mithew: i'll probably just replace them with others another time then
17:55 Kaifin: just some more standard hitsounds honestly would be fine
17:55 Kaifin: 00:12:200 (1,1,1,1) -
17:55 mithew: yeah these have been givin me trouble
17:56 Kaifin: flow is really Fucky cause of the angle you picked
17:56 Kaifin: sec let me test a possible solution
17:56 Kaifin: you could do this https://osu.ppy.sh/ss/9340100
17:56 Kaifin: 00:14:300 (3) - this sound is constant 1/3
17:57 Kaifin: should map it as 6 circles
17:57 mithew: do you think this looks fine https://osu.ppy.sh/ss/9340104
17:57 Kaifin: or if you want to keep the theming of the 1 2 3 rhythm of 00:13:700 (1,2,3) - make 00:14:300 (3) - a 1/3 repeat slider
17:57 mithew: the one u linked makes the distance pretty high
17:57 Kaifin: move 1 down a bit if you're gonna do it that way
17:57 Kaifin: the distance is high for the others
17:58 Kaifin: at least here 00:14:900 -
17:58 mithew: cuz the bel
17:58 mithew: sound
17:58 mithew: rest dont have that
17:58 mithew: at least not as loud
17:58 Kaifin: https://osu.ppy.sh/ss/9340106
17:58 Kaifin: would recommend something like this if you want less spacing
17:59 Kaifin: just noticed that 00:12:200 (1,1,1) - is not equal distance if that was your goal
17:59 Kaifin: just seemed like it based on your previous Strucutre Choice
17:59 Kaifin: anyways 00:14:300 (3) - 1/3 Sounds
17:59 mithew: ok i can make that a repeat yea
17:59 Kaifin: 00:20:300 - in this first stream part you can really hear how fucked
17:59 Kaifin: the hitsounds are
17:59 Kaifin: they might actually have a delay or something?
18:00 mithew: i can't really hear it...
18:00 mithew: but my ears suck
18:00 Kaifin: 00:46:700 - i would use 4 circles for these 00:46:700 (1,2) -
18:01 Kaifin: because the instrumentation changes slightly
18:01 Kaifin: or actually, make 00:46:700 (1) - 2 circles
18:01 Kaifin: and keep 00:47:000 (2) - a slider
18:01 mithew: yes
18:01 Kaifin: hear what i mean
18:01 mithew: that sounds better
18:01 mithew: yea i do hear it definitely, just didn't want the previous jump to stand out less
18:01 mithew: i think 2 circle 1 slider works well though
18:02 Kaifin: ye
18:02 Kaifin: if you space it like uhhh
18:02 Kaifin: https://osu.ppy.sh/ss/9340120
18:02 Kaifin: still have big impact
18:02 Kaifin: just stacked 1 and 2 where the slider head and slider end were
18:03 mithew: i don't really like how it looks
18:03 mithew: i'll figur something out
18:03 Kaifin: feel free to do whatever there tho
18:03 Kaifin: could always just make it a stack too
18:03 Kaifin: 00:54:500 - i dont really understand why you skip drumroll here but map it at
18:03 Kaifin: 00:55:700 -
18:04 Kaifin: many cool rhythms in this part
18:04 Kaifin: same with the other ones at 00:56:900 -
18:04 mithew: i feel the sound im following is way more important than the drumrolls n stuff
18:04 Kaifin: and etc
18:04 mithew: idk
18:04 mithew: emphasising on those are cool to me
18:04 mithew: and makes the section really unique
18:04 mithew: as in the song sounds
18:04 Kaifin: but you can follow both
18:04 Kaifin: the drum rolls kinda cut into the main melody
18:05 Kaifin: i noticed that you ignored drum rolls in the chorus part but it makes sense tehre
18:05 Kaifin: here they really come in
18:05 mithew: ehh i don't know
18:05 mithew: they hoenstly don't seem as important to the ones i did follow
18:05 Kaifin: you dont have to make it clickable
18:05 Kaifin: you could make 00:54:500 (2,3) - 1/4 slider
18:06 mithew: i might consider that
18:06 mithew: hmm
18:06 mithew: 1/4 sliders could work well actually
18:06 Kaifin: you might have to slightly change the patterned
18:06 Kaifin: patterning
18:06 Kaifin: the only one that i would make clickable is uh
18:06 mithew: yeah
18:07 Kaifin: 00:58:100 -
18:07 Kaifin: here
18:08 Kaifin: 01:14:600 (4) - if ur gonna nc in 3s nc these too > : 9
18:08 Kaifin: 01:16:400 (4) -
18:08 Kaifin: 01:17:600 (4) -
18:08 Kaifin: and then you dont nc here? 01:17:900 (5) -
18:08 mithew: ok i nc'd them
18:08 Kaifin: 01:36:200 (2,1) - flow seems a bit weird
18:09 Kaifin: ctrl h 01:36:350 (1) - ?
18:09 mithew: ok yeah that looks better
18:09 Kaifin: i would actually prefer to see a pattern like this here but just a suggestion
18:09 Kaifin: https://osu.ppy.sh/ss/9340145
18:09 Kaifin: cause of the sound
18:10 mithew: damn
18:10 mithew: that is a good idea
18:10 mithew: ok im using that lol
18:10 Kaifin: nice
18:10 Kaifin: it is good map though
18:10 mithew: yay thanks a BUNCH kaifinbro
18:11 Kaifin: kaifinbrosu
Poncho
Noob Mod
(completely unqualified to mod easy normal and hard)


Easy
00:26:000 (9) - 00:43:400 (5) - not mapped to any strong sounds, could be confusing
00:38:300 (4,5) - not sure if the hitsounds are meant to be silent here
01:40:100 (5) - 01:42:500 (5) - i would say make these sliders, easier to play and is more true to the music

Normal
00:02:600 (3) - i think its less confusing to play the intro with a note here
01:39:200 (3,5) - i don't this is the best way to keep the outro interesting

Hyper
00:31:700 (1) - i don't get the point of the spinner here
01:32:300 (4,5,6,7,8,9) - i think these are a really good way to keep it exciting and simple for this difficulty level

sdafsf' Another
00:33:500 (1,4,1) - kinda gross overlap
01:03:500 (1,2,3,4) - could be mapped more true to the music
01:38:300 (1,2,1,2,1,2,1,2) - 01:40:700 (1,2,1,2,1,2,1,2) - i dont understand how these are styled, i dont see a pattern other than doing it twice
Extra
00:02:900 (1) - imo ugly slider orientation/shape
00:09:650 (6,7) - this stack is awkward to play
00:32:900 (1,2) - unintended overlap
01:08:300 (1,2) - this stack is awkward to play

Extreme
00:10:100 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3) - I get that this section isnt meant to be too intense on this difficulty but atleast do something here 00:14:200 (2,3,4) - just to keep it a bit interesting (i chose this combo specifically because this has the most intensity)
00:53:900 (1,1) - sliders arent the same angle (this happens a lot in this section with the slightly angled linear sliders)
01:14:300 (5,6,7,8,9,10) - 01:20:300 (1,2,3,1,2,3) - same exact sound but drastically different spacing emphasis
01:21:500 (1,2,3) - 01:26:300 (1,2,3) - i just think this looks gross but it follows the flow of the section

Helheimsk
01:01:100 (1,2,3,1,2,3) - uncomfortable angles for such large jumps, maybe try using these angles for smaller jumps or have a reason for the angles other than just for variety sake
01:10:700 (1,2,3,4,5) - this should in my imagination be congruent to 01:07:100 (1,2,3,4,1) - because its the same exact sound
01:18:100 (7,1,2) - picky, but gross looking overlap
01:35:900 (1,2,1) - doesnt follow the flow that this section has been following

Overall: Very Inspiring! Keep at it mithew!
Topic Starter
mithew

Poncho wrote:

Noob Mod
(completely unqualified to mod easy normal and hard)


Easy
00:26:000 (9) - 00:43:400 (5) - not mapped to any strong sounds, could be confusing should be fine
00:38:300 (4,5) - not sure if the hitsounds are meant to be silent here added hitsounds
01:40:100 (5) - 01:42:500 (5) - i would say make these sliders, easier to play and is more true to the music ok, done

Normal
00:02:600 (3) - i think its less confusing to play the intro with a note here done
01:39:200 (3,5) - i don't this is the best way to keep the outro interesting you're right, i made the slider end clickable

Hyper
00:31:700 (1) - i don't get the point of the spinner here its there for good build up
01:32:300 (4,5,6,7,8,9) - i think these are a really good way to keep it exciting and simple for this difficulty level

Extra
00:02:900 (1) - imo ugly slider orientation/shape honestly i agree, i made it fit more to the pattern
00:09:650 (6,7) - this stack is awkward to play overmap is good
00:32:900 (1,2) - unintended overlap fixed it i think
01:08:300 (1,2) - this stack is awkward to play unstackd

Extreme
00:10:100 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3) - I get that this section isnt meant to be too intense on this difficulty but atleast do something here 00:14:200 (2,3,4) - just to keep it a bit interesting (i chose this combo specifically because this has the most intensity)
00:53:900 (1,1) - sliders arent the same angle (this happens a lot in this section with the slightly angled linear sliders) i tried fixing a few of them, dunno if i caught them all
01:14:300 (5,6,7,8,9,10) - 01:20:300 (1,2,3,1,2,3) - same exact sound but drastically different spacing emphasis wasn't focusing on the percussion with the latter
01:21:500 (1,2,3) - 01:26:300 (1,2,3) - i just think this looks gross but it follows the flow of the section looks fine

Helheimsk
01:01:100 (1,2,3,1,2,3) - uncomfortable angles for such large jumps, maybe try using these angles for smaller jumps or have a reason for the angles other than just for variety sake they do look uncomfortable but with all of testplays i've gotten for this i can safely say they're pretty comfortable
01:10:700 (1,2,3,4,5) - this should in my imagination be congruent to 01:07:100 (1,2,3,4,1) - because its the same exact sound higher pitch = higher spacing, its what i was going for with this map in a lot of my patterning
01:18:100 (7,1,2) - picky, but gross looking overlap can't seem to find what you attempted to point out here
01:35:900 (1,2,1) - doesnt follow the flow that this section has been following fixed this earlier

Overall: Very Inspiring! Keep at it mithew!
pretty helpful, thanks!
Lami
hi

easy

00:14:900 (5) - nc
00:24:500 (7,1) - swap nc. because 00:19:700 (1,2,3,4,5,6,7,8,9,1,2,3,4) - this section NC partten looks unblance
i think 00:34:400 (6) - or 00:34:700 (7) - nc.
00:45:500 (2,3,4) - inconsistent ds with others.
01:08:300 (1,2) - ^
01:22:700 (2,3) - ^ need to keep consistent ds at lowest diff
00:50:300 (2,3,4) - improvable DS
00:58:700 (1,2) - incorrect ds

n

01:09:500 - i think this beat is pretty considerable
01:31:100 (6) - nc

h

00:31:700 (1) - well, i rly cant understand this spinner. just normal mapping is better in here.
also, the spinner is unique in your mapset, which was placed on this section.
especially, low diff didnt use spinner, too.
01:21:200 (4) - 1/6 reverse slider is better way, imo. if u dont want to express similar way with (1,2,3)
then, instead of unique slider shape or NC?

a

00:47:300 (4) - why two repeating in here? just one repeating is more general rhythm tbh..
i think it's overmapping, since 00:47:525 - rly dont have any source for that, imo.
00:52:100 (4) - ^

x

00:42:650 (4,5) - 1/1 slider here?
01:26:000 (1,2,3,4,5) - vs 01:35:600 (7,8,9,10,1) - inconsistent nc policy

extreme

01:09:350 (4,1) - swap nc
01:28:850 (2,3) - triplet
01:29:900 (1,2,3,4) - this stream looks so off-ed from music. rly don't have beat for that.
and at highest diff 01:29:900 (1) - isnt stream tho.
their rhythm dense is so compared with each other.
i think higher diff need more dense (or same) rhythm, if these diff was made by same mapper.

highest diff

00:56:300 (1,2,3) - i think this jump is too much
00:57:650 (4,1) - swap nc.
also i think 00:57:200 (1,2,3) - and 00:57:650 (4,1,2) - they need some relation about partten design, as music.
01:02:450 (4,1) - ^
01:12:425 (4,1,2) - .why suddenly ds change here..?

ultra diff is so hard for me :o
Aireu
remove Axarious diff, it doesnt fit well with the aesthetics of the map :( 8-) :lol: :cry: :idea:
DeletedUser_8966878
00:02:000 (2,3,1,2,3,4,1,2,3,1,2,3,1,2) - looks clunky
00:09:500 (5,6,7,8) - too spaced
00:12:200 (1,1,1) - why nc
00:20:900 (1) - uncomfortable
Ducks
u forgot nomsen's difficulty but it's ok i'll let u pass this time
sdafsf

Lami wrote:

hi

a

00:47:300 (4) - why two repeating in here? just one repeating is more general rhythm tbh..
i think it's overmapping, since 00:47:525 - rly dont have any source for that, imo.
00:52:100 (4) - ^ fixed

Poncho wrote:

Noob Mod
(completely unqualified to mod easy normal and hard)



sdafsf' Another
00:33:500 (1,4,1) - kinda gross overlap subjective
01:03:500 (1,2,3,4) - could be mapped more true to the music if you mean making 01:04:250 - a circle i dont want the density of that.
i dont see what else you could mean

01:38:300 (1,2,1,2,1,2,1,2) - 01:40:700 (1,2,1,2,1,2,1,2) - i dont understand how these are styled, i dont see a pattern other than doing it twice 01:38:750 (1,2,1,2) - these are a line, 01:39:650 (1,2) - the rotation here changes because of pitch and no 1/1 gap


Overall: Very Inspiring! Keep at it mithew!
UPDATE
Topic Starter
mithew

Lami wrote:

hi

easy

00:14:900 (5) - nc
00:24:500 (7,1) - swap nc. because 00:19:700 (1,2,3,4,5,6,7,8,9,1,2,3,4) - this section NC partten looks unblance
i think 00:34:400 (6) - or 00:34:700 (7) - nc.
00:45:500 (2,3,4) - inconsistent ds with others.
01:08:300 (1,2) - ^
01:22:700 (2,3) - ^ need to keep consistent ds at lowest diff
00:50:300 (2,3,4) - improvable DS
00:58:700 (1,2) - incorrect ds

n

01:09:500 - i think this beat is pretty considerable its fine how it is
01:31:100 (6) - nc

h

00:31:700 (1) - well, i rly cant understand this spinner. just normal mapping is better in here.
also, the spinner is unique in your mapset, which was placed on this section.
especially, low diff didnt use spinner, too.
01:21:200 (4) - 1/6 reverse slider is better way, imo. if u dont want to express similar way with (1,2,3)
then, instead of unique slider shape or NC? i liked the second idea so i did that, thanks

x

00:42:650 (4,5) - 1/1 slider here? nah the change in percussion backs this up well
01:26:000 (1,2,3,4,5) - vs 01:35:600 (7,8,9,10,1) - inconsistent nc policy

extreme

01:09:350 (4,1) - swap nc
01:28:850 (2,3) - triplet
01:29:900 (1,2,3,4) - this stream looks so off-ed from music. rly don't have beat for that.
and at highest diff 01:29:900 (1) - isnt stream tho.
their rhythm dense is so compared with each other.
i think higher diff need more dense (or same) rhythm, if these diff was made by same mapper. changed the stacked stream, but i disagree with the rhythm usages needing to be similar. these diffs are supposed to be different experiences, not similar but not as hard.

highest diff

00:56:300 (1,2,3) - i think this jump is too much its fine, not really that much harder than the rest
00:57:650 (4,1) - swap nc. the 4 is apart of the pattern so no
also i think 00:57:200 (1,2,3) - and 00:57:650 (4,1,2) - they need some relation about partten design, as music.
01:02:450 (4,1) - ^ 00:57:200 (1,2,3,4) - i separate this from 00:57:800 (1,2) - because thats how i hear it in the song. it changes enough on (1) for me to think it deserves a new pattern
01:12:425 (4,1,2) - .why suddenly ds change here..? significant sound that i gave attention to with ds change

ultra diff is so hard for me :o
noreply=fix

thanks! i've deleted the ultra diff since a lot of people are looking away from this set because of it. sorry axarious :(
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