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Shinji Hosoe - GIGA WRECKER Title Theme

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Total Posts
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Topic Starter
Vivyanne
This beatmap was submitted using in-game submission on zondag 24 september 2017 at 01:15:04

Artist: Shinji Hosoe
Title: GIGA WRECKER Title Theme
Source: GIGA WRECKER
Tags: GAME FREAK inc. ARCHE LowComboFC OST Soundtrack
BPM: 95
Filesize: 2890kb
Play Time: 01:24
Difficulties Available:
  1. ARms Creating and Handling Effect (4,4 stars, 314 notes)
  2. Hard (3,12 stars, 274 notes)
  3. LCFC's Normal (1,81 stars, 142 notes)
Download: Shinji Hosoe - GIGA WRECKER Title Theme
Information: Scores/Beatmap Listing
---------------


Top diffname reference

Concept is "time travel"
You constantly go back to go through the same thing 4 times (which is fitting for the story funnily enough) but with little variations to justify the changes that are made with every travel taken.

Normal by LowComboFC
Since the shaping in a Normal can't differ all too much, it was decided to have the slidershape change everytime you go back to the start again. Yes this also happens 4 times. Ending has straight sliders again due to the story getting worse and more sad overall.

Hitsounds credits to Celektus
meii18
first and from my q
grey - suggestion
bold - should be considered

[general]
*metadata reference please?
*disable widescreen support and countdown
*00:32:925 - the song is pretty similar with 00:12:715 - and that's pretty weird to see that here's 25% instead of 35% i would rather set the volume to 35% as the song is the same as 00:12:715 - tbh

[lcfc's normal]
*00:41:294 (1) - this one touches the metronome bar just move it a bit up

clean diff

[hard]
*00:02:767 (1) - rip blanket ;w;
*00:07:820 (4,1) - the flow feels a bit forced imo because after you aim 00:07:820 (4) - the cursor goes up but since the next hitobject is down you change the direction all by sudden which makes the flow feel forced ctrl+J it would make the flow more smoothly than before
*00:11:609 (2,3) - the spacing is different here in comparison with 00:11:767 (3,4) - the spacing is supposed to be more higher at 00:11:767 (3,4) - as 00:11:925 (4) - represents the beginning of a new stanza which deserves more emphasis imo
*00:43:188 (2,1) - again rip blanket
*01:15:083 (4) - ouch that overlap with 01:14:136 (1) - ...move the note to 220|94 so they won't overlap anymore
*01:24:241 (1) - maybe move it to 204|46? as it is the final cymbal it would be nice to space it more and move there for a smoothlier flow aswell

[arms creating and handling effect]
*Arms not ARms xd
*00:29:451 (4) - uguu another unaesthetical overlap xd just move it to 289|133 for instance in order to avoid that overlap
*00:45:399 (2,3) - their 1/4 spacing is more higher in comparison with other 1/4 hitobjects like these one the player might won't have enough time for reacting to 00:45:715 (3) - so they can get easily sliderbreak decrease their 1/4 spacing so 00:45:715 (3) - can be easily aimed properly

gl!
Topic Starter
Vivyanne

ByBy wrote:

first and from my q
grey - suggestion
bold - should be considered

[general]
*metadata reference please? What I have right now is directly taken from the Soundtrack DLC.
Still need unicode artist. Chose to select composer as artist as they essentially made it and not flatout the company.

*disable widescreen support and countdown fix
*00:32:925 - the song is pretty similar with 00:12:715 - and that's pretty weird to see that here's 25% instead of 35% i would rather set the volume to 35% as the song is the same as 00:12:715 - tbh wtf how did thishappen

[hard]
*00:02:767 (1) - rip blanket ;w; if only i didnt have to break DS :(
*00:07:820 (4,1) - the flow feels a bit forced imo because after you aim 00:07:820 (4) - the cursor goes up but since the next hitobject is down you change the direction all by sudden which makes the flow feel forced ctrl+J it would make the flow more smoothly than before fix
*00:11:609 (2,3) - the spacing is different here in comparison with 00:11:767 (3,4) - the spacing is supposed to be more higher at 00:11:767 (3,4) - as 00:11:925 (4) - represents the beginning of a new stanza which deserves more emphasis imo it was supposed to be consistent, fixed
*00:43:188 (2,1) - again rip blanket ihateblankets
*01:15:083 (4) - ouch that overlap with 01:14:136 (1) - ...move the note to 220|94 so they won't overlap anymore fix
*01:24:241 (1) - maybe move it to 204|46? as it is the final cymbal it would be nice to space it more and move there for a smoothlier flow aswell i like current placement cause of the flow break but i did increase spacing

[arms creating and handling effect]
*Arms not ARms xd no, in the game itself the ability is called "ARCHE".
*00:29:451 (4) - uguu another unaesthetical overlap xd just move it to 289|133 for instance in order to avoid that overlap fix
*00:45:399 (2,3) - their 1/4 spacing is more higher in comparison with other 1/4 hitobjects like these one the player might won't have enough time for reacting to 00:45:715 (3) - so they can get easily sliderbreak decrease their 1/4 spacing so 00:45:715 (3) - can be easily aimed properly fix

gl!

thanksaton! fixed a HS inconsistency too. (fixed everything for LCFC yea)
Mazziv
remap kds pls

To see this mod you need to be an osu! Gold user.





(To get osu! Gold Status you need to finally MOD MY MAPS~DJSNFB)
Metaku
IRC stuff
18:41 My Angel Mir: 01:10:978 (1) - inconsistent nc here at least
18:41 HighTec: SHIET
18:41 My Angel Mir: and well tbh the only that kinda annoys me is the same ds after these 00:35:294 (1,2,3,4,5) -
18:42 HighTec: you mean
18:42 HighTec: 00:36:241 (1) - should be spaced more or smth
18:43 My Angel Mir: 01:08:451 (1) - same for this
18:43 My Angel Mir: i mean nc
18:43 HighTec: shiet
18:43 My Angel Mir: and quite sure this too
18:43 My Angel Mir: 00:34:978 (1) -
18:43 HighTec: as in too spaced or?
18:43 My Angel Mir: nc
18:43 HighTec: ooh
18:43 My Angel Mir: 00:59:609 (2,3,4,5) -
18:44 My Angel Mir: compare to this stuff
18:44 HighTec: did i have them before
18:44 HighTec: shiet
18:44 HighTec: deleting nc brb
18:44 My Angel Mir: 00:36:241 (1,4) - and well nothing major but ugh
18:45 HighTec: LOLoops
18:45 HighTec: it looked fine when the map was still cs4
18:45 HighTec: increased visual distance
18:45 My Angel Mir: 00:30:873 (4,1) - and idk this kinda stands out visually
18:46 HighTec: i didnt rly know
18:46 HighTec: what to do there
18:46 HighTec: and i thought for a 1 time thing it could be fine
18:47 My Angel Mir: Well I guess but then again because it's a one time thing
18:47 My Angel Mir: It stands out there
18:47 My Angel Mir: since the maps literally doesn't use overlaps otherwise
18:47 HighTec: give me a "how to fix" and ill do it
18:48 HighTec: i just dont know what to do lOL
18:48 HighTec: without breaking the whole map apart
18:48 My Angel Mir: 00:29:925 (1,2,3,4) - you could try arranging these a bit differently but uhh
18:48 My Angel Mir: This is why stuff like this is pain to fix
18:48 My Angel Mir: especially when stuff is distance snapped
18:49 HighTec: i used way too much shapes
18:49 HighTec: o well ill work on a solution then
18:50 My Angel Mir: But well you can just leave it too tbh
18:50 My Angel Mir: It's not that big of an issue
18:50 HighTec: i mean
18:50 HighTec: if i can fix it its for the better
18:50 HighTec: never bad to improve a map
18:51 My Angel Mir: Fair enough
18:51 My Angel Mir: But not also worth wasting a long time to fix one minor issue
18:52 HighTec: i think i got smth
18:52 My Angel Mir: Alright
18:53 HighTec: post log if u want kd btw cause i fixed stuff
18:53 My Angel Mir: Well I guess I could
18:53 HighTec: (i need the SP anyways :^))
Maffe
ye

LCFC's Normal
00:02:767 (1,1) - This is the same as 00:07:820 (4,1) - so it would be nice to represent it with similar object arrangement. 00:10:346 (4,1) - This ends up sticking out a bit weirdly because its not the same sound but its made out to play the same. So i would've built the concept for that based on arranging notes the same way at repeating sounds. And overall i would've made a clearer distinction between the start of a new measure and the previous object which is not the case in these parts: 00:05:294 (4,1) - and 00:07:820 (4,1) - . I get that its opposite movement but visually it looks like it fits as the same pattern which it shouldn't it should be separated.
00:13:504 - This should've been bookmarked as a new section as the tone change warrants some sort of overall variation. I would say the slightest sv change to the lower side since it sounds "gloomy" to me compared to the previous section.
00:17:925 (4,1) - this absolutely shouldn't play the same this is where what i like to call a "build up section" starts where its similar to the previous but slightly different and its building up to another section so with that and the piano sticking out prominently i would've arranged the "4" differently. Perhaps a ctrl+g and a small placement change.
00:38:136 (4) - This doesnt feel like it should be linear movement because of the piano sound again. Its so prominent it deserves some representation.

Hard
00:04:662 (1) -00:04:030 (3) - I think its worth emphasizing stronger sounds with a little spacing increase in hards
00:12:873 (1,2,3) - i dont know why that rhythm is used. But it could be for the transition to the more "gloomy" section i mentioned in normal
You stayed consistent but the concept could've been made better imo with the changes.

ARms Creating and Handling Effect
01:19:188 (1) - Every slider that was made into this shape or a similar shape look ugly.

The song is really repetitive so its hard to find big faults to me because you repeated the concepts you made throughout the map as it should be and it felt like the way the drums were mapped were fitting according to each section and its tone in the way that they were repeated accordingly.

about colours
00:10:978 (1) - If this is supposed to be a rock colour i can see it but i would've made it more darker to represent the more prominent type of rock in the midst of the explosion on the bg
Topic Starter
Vivyanne

Maffe wrote:

ye

[LCFC's Normal]
00:02:767 (1,1) - This is the same as 00:07:820 (4,1) - so it would be nice to represent it with similar object arrangement. 00:10:346 (4,1) - This ends up sticking out a bit weirdly because its not the same sound but its made out to play the same. So i would've built the concept for that based on arranging notes the same way at repeating sounds. And overall i would've made a clearer distinction between the start of a new measure and the previous object which is not the case in these parts: 00:05:294 (4,1) - and 00:07:820 (4,1) - . I get that its opposite movement but visually it looks like it fits as the same pattern which it shouldn't it should be separated.
00:13:504 - This should've been bookmarked as a new section as the tone change warrants some sort of overall variation. I would say the slightest sv change to the lower side since it sounds "gloomy" to me compared to the previous section.
00:17:925 (4,1) - this absolutely shouldn't play the same this is where what i like to call a "build up section" starts where its similar to the previous but slightly different and its building up to another section so with that and the piano sticking out prominently i would've arranged the "4" differently. Perhaps a ctrl+g and a small placement change.
00:38:136 (4) - This doesnt feel like it should be linear movement because of the piano sound again. Its so prominent it deserves some representation.

LowComboFC wrote:

All points denied because I didn't try to follow any movement concept in the map. I would accept your suggestions if I were trying to but the only concept I'm following here is the slider shape changes, everything else is placed according to my visual preferences (depending on the space I have in the grid of course). I apologize but I hope you understand.
[Hard]
00:04:662 (1) -00:04:030 (3) - I think its worth emphasizing stronger sounds with a little spacing increase in hards might, im solely focussing on the piano tho and didnt rly think about bg drums here. if its brought up again ill change
00:12:873 (1,2,3) - i dont know why that rhythm is used. But it could be for the transition to the more "gloomy" section i mentioned in normal the result of simplified rhythm. i wanted this to be different and more simple compared to the top diff so i decided to delete the note that was least important (its almost inaudable so in a hard diff i couldnt care less)
You stayed consistent but the concept could've been made better imo with the changes.

[ARms Creating and Handling Effect]
01:19:188 (1) - Every slider that was made into this shape or a similar shape look ugly. good

The song is really repetitive so its hard to find big faults to me because you repeated the concepts you made throughout the map as it should be and it felt like the way the drums were mapped were fitting according to each section and its tone in the way that they were repeated accordingly.

[about colours]
00:10:978 (1) - If this is supposed to be a rock colour i can see it but i would've made it more darker to represent the more prominent type of rock in the midst of the explosion on the bg ill see, made it lighter to prevent it blending in too much
thanks! ill be getting to your map soon!
Nokashi

Hello There



Hey look I modded it after all

LCFC's Normal
  1. 00:07:188 (3,4) - There was mostly a sharp curve connecting every stanza, examples being 00:02:767 (1,1) - 00:17:925 (4,1) - So it would more deserving for this to have a sharp angle. Here's a proposition of the new object rearrangement
  2. 00:17:925 (4) - Would be so fitting for 2 circles, the piano is really prominent here and just having it expressed in a slider that also expresses other weaker sounds is awkward. Same applies for all sections, since this is basically the same rhythmic arrangement every section ( 00:38:136 (4) - 00:58:346 (4) - 01:18:557 (4) - )
  3. 00:22:346 (3,4) - Would accentuate the sounds better if the objects werent so visually cluttered
  4. 00:24:872 (3,4) - The gimmick of the map is the repeating iteration of rhythm with slight alteration. In the previous iteration the sliders expressing this sound were spread out into the playfield, I would expect the same for these ones too
  5. 01:10:346 (3,4) - Would be nice to retain the sharp angling gimmick in this iteration of the repeat. These sliders are the only ones in this section that dont follow that idea.

Hard
  1. 00:04:662 (5) - NCing this feels off in a sense that yeah well, the piano does kick in but i dont think the NC is the best way to express this. Perhaps a subtle spacing increase?
  2. 00:05:610 (8,1) - Movement is awkward here as you are not giving the full movment to the previous slider when leading to (1). Hell, it might not even get followed the whole way at all
  3. 00:09:715 (1) - At this point yeah you get the idea with the NC
  4. 00:08:925 (2,3,4) - A small rearrangement here, could offer a more structured pattern here 00:09:715 (1,2,3,4) - . Offering more space for 00:09:715 (1) - to spread out will offer a neater symmetrical structure to this set of 4 sliders!
  5. 00:10:978 (1) - Can you move the two white nodes inbetween lower for the better aesthetic, otherwise im gonna call mom so she can complain as well
  6. 00:13:188 (3) - 1/4 slider would accentuate the movement to the downbeat better imo
  7. 00:14:451 (4) - the blue tick after this one retains some sort of echo so it should be cool to make this a 1/4 slider instead to better emphasize (5)
  8. 00:17:925 (3,4) - Again, for the added rhythmic differentiation i would expect these to be sliders to better express the more prominent piano
    To be fair, these are the rhythmical issues i have to point out. And since the rhythm itself repeats this is as far as my rhythm notes go. Investigate similar issues in every repeat
  9. 00:31:978 (3) - spacing error here, DS should have been equalized here
  10. 00:47:136 (3) - again^
  11. 00:50:136 (1,2,3,4) - I find these to be really visually cluttered in comparison with other repeats
  12. 01:08:451 (4,1) - Slider leniency could be a bit iffy here which could result in sad sliderbreaks.

ARms creating and Handling Effect
  1. 00:07:030 (5,1,2) - Its apparent that the movement is really linear considering the angles at which the circles are placed. 3 circles in a row in terms of linear movement doesnt compliment this pattern much
  2. 00:04:346 (5) - Uhh to emphasize the piano you could increase the spacing much like your transitions at 00:04:978 (2,3) - 00:05:610 (4,1) - . Same applies for the repeats
  3. 00:12:715 (4) - Generally it would be more lenient to ctrl g this in terms of pathing. Same applies for all similar iterations
    These are my biggest issues with the map as it stands. It might just be me failing to understand what you went for but still wanted to point them out. Same applies for the repeats, since all of them utilize the same exact rhythm
    1. 00:17:925 (4,5) - Movement killer here on such a strong piano note. Would love to see more movement here
    2. 00:20:452 (4,5,6) - Uhh to be rhythmically consistent this should be 2 1/2 sliders offering distinct movement to account for the piano
  4. 00:22:978 (2,1) - Considering (1)->(2) spacing is so big i would expect the jump to the downbeat here 00:22:978 (2,1) - to be of equal prominence
  5. 00:22:346 (1) - Also not sure if this NC is exactly necessary. Applies for all similar rhythmic iterations
  6. 00:33:715 (1) - This sliders shape feels so jagged can it be more smooth?
  7. 00:50:767 (3,4) - I Feel like you should ctrl g them for the more natural flow
  8. 01:08:451 (1) - Not sure if NC is needed here

Good luck hghtc!
lcfc

Nokashi wrote:

Hello There



Hey look I modded it after all THE LEGEND IS BACK

LCFC's Normal
  1. 00:07:188 (3,4) - There was mostly a sharp curve connecting every stanza, examples being 00:02:767 (1,1) - 00:17:925 (4,1) - So it would more deserving for this to have a sharp angle. Here's a proposition of the new object rearrangement fixed
  2. 00:17:925 (4) - Would be so fitting for 2 circles, the piano is really prominent here and just having it expressed in a slider that also expresses other weaker sounds is awkward. Same applies for all sections, since this is basically the same rhythmic arrangement every section ( 00:38:136 (4) - 00:58:346 (4) - 01:18:557 (4) - ) I've followed the piano consistently using sliders, I understand that the piano might be more prominent in this exact section but imo not enough to ask for such big a change (also considering this is the lower diff I am trying to simplify things as much as I can)
  3. 00:22:346 (3,4) - Would accentuate the sounds better if the objects werent so visually cluttered hmm I kind of like how I've done this, I'm open to suggestions though!
  4. 00:24:872 (3,4) - The gimmick of the map is the repeating iteration of rhythm with slight alteration. In the previous iteration the sliders expressing this sound were spread out into the playfield, I would expect the same for these ones too ^ even though I organized them this way for playfield space reasons as well
  5. 01:10:346 (3,4) - Would be nice to retain the sharp angling gimmick in this iteration of the repeat. These sliders are the only ones in this section that dont follow that idea. indeed, fixed
Thank you dad <3 I hope you understand my logic and I am always free to suggestions so if you have a better one (in the blue replies) don't hesitate to tell me!

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 2767
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 3399,23609,43820,64030,84241
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:GIGA WRECKER Title Theme
TitleUnicode:GIGA WRECKER Title Theme
Artist:Shinji Hosoe
ArtistUnicode:細江 慎治
Creator:HighTec
Version:LCFC's Normal
Source:GIGA WRECKER
Tags:GAME FREAK inc. ARCHE LowComboFC
BeatmapID:1388270
BeatmapSetID:653715

[Difficulty]
HPDrainRate:3
CircleSize:3.5
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"GigaWrecker_2017-08-12_16-51-43.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]
873,631.578947368421,4,2,0,45,1,0
3399,-100,4,2,0,65,0,0


[Colours]
Combo1 : 166,180,160
Combo2 : 108,232,207
Combo3 : 255,200,85
Combo4 : 255,85,85

[HitObjects]
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Topic Starter
Vivyanne

Nokashi wrote:

Hello There



Hey look I modded it after all

Hard
  1. 00:04:662 (5) - NCing this feels off in a sense that yeah well, the piano does kick in but i dont think the NC is the best way to express this. Perhaps a subtle spacing increase? wanted NCing low cause i feel like the high amount of combo would be too much pressure on the player and since its a drum change i mean
  2. 00:05:610 (8,1) - Movement is awkward here as you are not giving the full movment to the previous slider when leading to (1). Hell, it might not even get followed the whole way at all i mean its a major downbeat so idk
  3. 00:09:715 (1) - At this point yeah you get the idea with the NC
  4. 00:08:925 (2,3,4) - A small rearrangement here, could offer a more structured pattern here 00:09:715 (1,2,3,4) - . Offering more space for 00:09:715 (1) - to spread out will offer a neater symmetrical structure to this set of 4 sliders! did smth i liked
  5. 00:10:978 (1) - Can you move the two white nodes inbetween lower for the better aesthetic, otherwise im gonna call mom so she can complain as well dab on me baby
  6. 00:13:188 (3) - 1/4 slider would accentuate the movement to the downbeat better imo ill see its kinda forced simplification of rhythm cause note density stuff. thought the angle did enough will see what i wanna do
  7. 00:14:451 (4) - the blue tick after this one retains some sort of echo so it should be cool to make this a 1/4 slider instead to better emphasize (5) noh not worth when counting in all other sliderends
  8. 00:17:925 (3,4) - Again, for the added rhythmic differentiation i would expect these to be sliders to better express the more prominent piano the 1/1 stack makes it stand out tho :thanking:
    To be fair, these are the rhythmical issues i have to point out. And since the rhythm itself repeats this is as far as my rhythm notes go. Investigate similar issues in every repeat
  9. 00:31:978 (3) - spacing error here, DS should have been equalized here
  10. 00:47:136 (3) - again^
  11. 00:50:136 (1,2,3,4) - I find these to be really visually cluttered in comparison with other repeats
  12. 01:08:451 (4,1) - Slider leniency could be a bit iffy here which could result in sad sliderbreaks.

ARms creating and Handling Effect
  1. 00:07:030 (5,1,2) - Its apparent that the movement is really linear considering the angles at which the circles are placed. 3 circles in a row in terms of linear movement doesnt compliment this pattern much idk im too lazy to change cause im good copypaste Man
  2. 00:04:346 (5) - Uhh to emphasize the piano you could increase the spacing much like your transitions at 00:04:978 (2,3) - 00:05:610 (4,1) - . Same applies for the repeats nah, i think the flow change is enough here. the snapping is a major difference
  3. 00:12:715 (4) - Generally it would be more lenient to ctrl g this in terms of pathing. Same applies for all similar iterations uglie tho :(
    These are my biggest issues with the map as it stands. It might just be me failing to understand what you went for but still wanted to point them out. Same applies for the repeats, since all of them utilize the same exact rhythm
    1. 00:17:925 (4,5) - Movement killer here on such a strong piano note. Would love to see more movement here i tried that before but the sounds were more noticable when decreasing movement
    2. 00:20:452 (4,5,6) - Uhh to be rhythmically consistent this should be 2 1/2 sliders offering distinct movement to account for the piano no i didnt want that u know i didnt
  4. 00:22:978 (2,1) - Considering (1)->(2) spacing is so big i would expect the jump to the downbeat here 00:22:978 (2,1) - to be of equal prominence but i copy pasted
  5. 00:22:346 (1) - Also not sure if this NC is exactly necessary. Applies for all similar rhythmic iterations yes emphatits
  6. 00:33:715 (1) - This sliders shape feels so jagged can it be more smooth? no
  7. 00:50:767 (3,4) - I Feel like you should ctrl g them for the more natural flow
  8. 01:08:451 (1) - Not sure if NC is needed here

Good luck hghtc!
thanks! didnt reply to stuff i fixed or replied to before

timemon
A modder's worst nightmare
[ARms Creating and Handling Effect]
00:44:609 (4) - stack

Holy Jesus of Consistency
I'm unironically just pointing out a stack

[Hard]
Literally nothing

[Normal]
00:17:925 (4) - I think this should be clickable because the sound is strong and it appears on both the head and the tail. Having slider tail ending on the same strong sound as the head is not so cool imo (especially when it is probably the strongest sound so you're undermapping it by quite abit)
00:38:136 (4) -
00:58:346 (4) -
01:18:557 (4) -

I'm pointing this out for your convenience (and not totally making this mod looks longer than it needs to be)

Good luck!
lcfc
@timemon

LowComboFC wrote:

  1. 00:17:925 (4) - Would be so fitting for 2 circles, the piano is really prominent here and just having it expressed in a slider that also expresses other weaker sounds is awkward. Same applies for all sections, since this is basically the same rhythmic arrangement every section ( 00:38:136 (4) - 00:58:346 (4) - 01:18:557 (4) - ) I've followed the piano consistently using sliders, I understand that the piano might be more prominent in this exact section but imo not enough to ask for such big a change (also considering this is the lower diff I am trying to simplify things as much as I can)
I will stay adamant to this as I still believe simplification would be better. thank you
Mir

LowComboFC wrote:

@timemon

LowComboFC wrote:

  1. 00:17:925 (4) - Would be so fitting for 2 circles, the piano is really prominent here and just having it expressed in a slider that also expresses other weaker sounds is awkward. Same applies for all sections, since this is basically the same rhythmic arrangement every section ( 00:38:136 (4) - 00:58:346 (4) - 01:18:557 (4) - ) I've followed the piano consistently using sliders, I understand that the piano might be more prominent in this exact section but imo not enough to ask for such big a change (also considering this is the lower diff I am trying to simplify things as much as I can)
I will stay adamant to this as I still believe simplification would be better. thank you
I agree with timemon.

Reason being your map is already painfully repetitive and boring. If you simplified it so much it would just become a snoozefest all the way through cuz the only variation that's noticeable is the slider shape change. I would suggest the same thing as timemon as well as things like 00:12:873 (4) - can be 1/4 repeats to keep the rhythm still interesting. It's only 95 bpm so it would essentially amount to a 190 bpm 1/2 repeat which on a Normal is fine. The song emphasizes those parts both with unique rhythm and instruments but your simplification glosses over them unnecessarily. For a Normal diff even making it more complex is fine (just a bit) as long as you stay under 2*.

Provided you take some consideration into this or provide reasoning against it, HighTec can call me back.
lcfc


b
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 2767
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 3399,23609,43820,64030,84241
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:GIGA WRECKER Title Theme
TitleUnicode:GIGA WRECKER Title Theme
Artist:Shinji Hosoe
ArtistUnicode:細江 慎治
Creator:HighTec
Version:LCFC's Normal
Source:GIGA WRECKER
Tags:GAME FREAK inc. ARCHE LowComboFC OST Soundtrack
BeatmapID:1388270
BeatmapSetID:653715

[Difficulty]
HPDrainRate:3
CircleSize:3.5
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:1.5
SliderTickRate:1

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311,207,38136,1,4,0:0:0:0:
260,272,38451,1,4,0:0:0:0:
181,280,38767,6,0,P|126:229|54:208,1,150,6|0,0:2|3:0,0:0:0:0:
19,283,39715,1,0,3:0:0:0:
12,365,40030,2,0,P|50:365|85:353,1,75,8|8,3:2|3:3,0:0:0:0:
112,322,40504,1,8,0:3:0:0:
112,322,40662,2,0,P|150:322|185:334,1,75,8|10,3:3|0:3,0:0:0:0:
253,380,41294,6,0,P|303:325|324:253,1,150,2|0,0:2|3:0,0:0:0:0:
287,180,42241,1,0,3:0:0:0:
330,109,42557,2,0,P|368:109|403:121,1,75,10|0,3:2|0:0,0:0:0:0:
468,170,43188,2,0,P|479:205|479:242,1,75,2|0,0:2|0:0,0:0:0:0:
410,288,43820,6,0,B|340:270|340:270|282:323,1,150,6|0,1:2|3:0,0:0:0:0:
206,354,44767,1,0,3:2:0:0:
144,298,45083,2,0,B|129:265|129:265|138:228,1,75,8|0,3:2|3:2,0:0:0:0:
186,159,45715,2,0,B|195:122|195:122|180:89,1,75,0|0,3:3|3:3,0:0:0:0:
101,63,46346,6,0,B|48:120|48:120|65:190,1,150,2|0,3:2|3:0,0:0:0:0:
138,227,47294,1,0,3:2:0:0:
200,280,47609,2,0,B|236:289|236:289|269:274,1,75,8|0,3:2|0:0,0:0:0:0:
320,207,48241,2,0,B|356:197|356:197|389:212,1,75,6|0,3:3|0:0,0:0:0:0:
460,257,48873,6,0,B|512:199|512:199|495:129,1,150,6|0,0:2|3:0,0:0:0:0:
416,103,49820,1,0,3:0:0:0:
366,36,50136,2,0,B|333:21|333:21|296:30,1,75,8|0,3:2|3:2,0:0:0:0:
238,90,50767,2,0,B|201:99|201:99|168:84,1,75,0|0,3:3|3:3,0:0:0:0:
88,109,51399,6,0,B|35:166|35:166|52:236,1,150,2|0,0:2|3:0,0:0:0:0:
133,254,52346,1,0,3:2:0:0:
213,271,52662,2,0,B|228:238|228:238|218:201,1,75,8|0,3:2|3:0,0:0:0:0:
286,153,53294,2,0,B|319:168|319:168|355:158,1,75,2|4,0:3|0:3,0:0:0:0:
374,77,53925,6,0,B|431:24|431:24|501:41,1,150,6|0,3:2|3:0,0:0:0:0:
479,121,54873,1,0,3:0:0:0:
457,200,55188,2,0,B|446:237|446:237|461:270,1,75,8|8,3:2|3:3,0:0:0:0:
440,306,55662,1,8,0:3:0:0:
440,306,55820,2,0,B|402:295|402:295|369:310,1,75,8|8,3:3|3:3,0:0:0:0:
296,346,56451,6,0,B|239:293|239:293|169:310,1,150,2|0,3:2|3:0,0:0:0:0:
95,347,57399,1,0,3:0:0:0:
25,303,57715,2,0,B|15:265|15:265|29:232,1,75,8|0,3:2|3:0,0:0:0:0:
81,168,58346,1,4,0:0:0:0:
73,85,58662,1,4,0:0:0:0:
137,33,58978,6,0,B|207:16|207:16|264:69,1,150,6|0,3:2|3:0,0:0:0:0:
251,150,59925,1,0,3:0:0:0:
324,186,60241,2,0,B|361:196|361:196|394:181,1,75,8|8,3:2|3:3,0:0:0:0:
426,154,60715,1,8,0:3:0:0:
426,154,60873,2,0,B|436:116|436:116|421:83,1,75,8|8,3:3|3:3,0:0:0:0:
345,50,61504,6,0,B|275:67|275:67|218:14,1,150,2|0,3:2|3:0,0:0:0:0:
135,15,62451,1,0,3:0:0:0:
75,72,62767,2,0,B|59:105|59:105|70:142,1,75,10|0,3:2|0:0,0:0:0:0:
132,195,63399,2,0,B|165:180|165:180|202:191,1,75,2|0,3:3|0:0,0:0:0:0:
249,258,64030,6,0,L|394:222,1,150,6|2,3:2|3:3,0:0:0:0:
476,234,64978,1,0,3:3:0:0:
500,155,65294,2,0,L|482:82,1,75,8|0,3:2|3:3,0:0:0:0:
409,43,65925,2,0,L|336:60,1,75,0|0,3:3|3:3,0:0:0:0:
289,128,66557,6,0,L|144:92,1,150,2|0,3:2|3:0,0:0:0:0:
61,104,67504,1,0,3:0:0:0:
35,182,67820,2,0,L|52:254,1,75,8|0,3:2|3:0,0:0:0:0:
129,284,68451,2,0,L|111:356,1,75,6|0,0:3|0:0,0:0:0:0:
192,374,69083,6,0,L|337:338,1,150,6|0,3:2|3:0,0:0:0:0:
370,261,70030,1,2,3:3:0:0:
296,224,70346,2,0,L|223:207,1,75,8|0,3:2|3:0,0:0:0:0:
159,260,70978,2,0,L|86:277,1,75,0|0,3:3|3:0,0:0:0:0:
20,226,71609,6,0,L|56:81,1,150,2|0,3:2|3:0,0:0:0:0:
137,66,72557,1,0,3:0:0:0:
218,51,72873,2,0,L|290:68,1,75,8|0,3:2|3:0,0:0:0:0:
331,140,73504,2,0,L|313:212,1,75,6|4,3:3|3:3,0:0:0:0:
234,237,74136,6,0,L|270:382,1,150,6|0,3:2|3:0,0:0:0:0:
347,353,75083,1,0,3:0:0:0:
424,380,75399,2,0,L|441:307,1,75,8|8,3:2|3:3,0:0:0:0:
427,267,75873,1,8,0:3:0:0:
427,267,76030,2,0,L|444:194,1,75,8|10,3:3|0:3,0:0:0:0:
402,122,76662,6,0,L|257:158,1,150,2|0,0:2|3:0,0:0:0:0:
178,131,77609,1,0,3:0:0:0:
95,139,77925,2,0,L|22:121,1,75,8|0,3:2|3:0,0:0:0:0:
57,47,78557,1,4,0:0:0:0:
138,61,78873,1,4,0:0:0:0:
178,131,79188,6,0,L|214:276,1,150,6|0,3:2|3:0,0:0:0:0:
174,349,80136,1,0,3:0:0:0:
99,313,80451,2,0,L|81:240,1,75,8|8,3:2|3:3,0:0:0:0:
91,199,80925,1,8,0:3:0:0:
91,199,81083,2,0,L|163:181,1,75,8|10,3:3|0:3,0:0:0:0:
227,235,81715,6,0,L|372:271,1,150,2|0,0:2|3:0,0:0:0:0:
443,228,82662,1,0,3:0:0:0:
472,151,82978,2,0,L|454:78,1,75,10|0,3:2|0:0,0:0:0:0:
387,29,83609,2,0,L|314:46,1,75,2|0,0:2|0:0,0:0:0:0:
232,30,84241,5,14,1:1:0:0:
Mir
Metadataaaaa??


Catlogs do not exist cuz we talked in voice.

Bubbled.
diraimur
there is extremely big issue with this map that i would like it to be solved before it gets pushed any further!!!
  • ARms Creating and Handling Effect
  1. 00:08:294 - maybe silence this since you silenced 00:28:504 - and 00:48:715 -
  2. 00:43:030 - maybe silence this since you silenced 00:22:820 -
  3. 00:53:136 - maybe reduce volume since you reduced at 00:12:715 - and 00:32:925 -
  4. 01:03:241 - maybe silence this and 01:03:873 - since you silenced 00:22:820 - and 00:23:451 -
  5. 01:08:925 - maybe silence this since you silenced 00:28:504 - and 00:48:715 -
  6. 01:13:346 - maybe reduce volume since you reduced at 00:12:715 - and 00:32:925 -
  7. 01:23:451 - maybe silence this since you silenced 00:28:504 - and 00:48:715 -
thanks!
literally unrankable
gl btw
Topic Starter
Vivyanne

diraimur wrote:

there is extremely big issue with this map that i would like it to be solved before it gets pushed any further!!!
  • ARms Creating and Handling Effect
  1. 00:08:294 - maybe silence this since you silenced 00:28:504 - and 00:48:715 - noh there drum
  2. 00:43:030 - maybe silence this since you silenced 00:22:820 - theres a drum here
  3. 00:53:136 - maybe reduce volume since you reduced at 00:12:715 - and 00:32:925 - fixed
  4. 01:03:241 - maybe silence this and 01:03:873 - since you silenced 00:22:820 - and 00:23:451 - theres a drum here
  5. 01:08:925 - maybe silence this since you silenced 00:28:504 - and 00:48:715 - theres a drum here
  6. 01:13:346 - maybe reduce volume since you reduced at 00:12:715 - and 00:32:925 - fixed
  7. 01:23:451 - maybe silence this since you silenced 00:28:504 - and 00:48:715 - theres a drum here
thanks!
literally unrankable
gl btw
Izzywing
ok

https://pastebin.com/WEN3Kt5Y

fixed some hitsounding things and various spacing mistakes
Topic Starter
Vivyanne
thanks a ton y'all <333
IamKwaN
can you show me where you find the artist?
diraimur
o well you fixed inconsistencies even if you didnt exactly do what i wrote :^)
gratz!
Topic Starter
Vivyanne
https://gabepower.s-ul.eu/ldEITxGQ @IamKwaN
(press the link for a video on how I got it)

This is by far the closest I could get to finding the official artist of the song. Major problem is that almost nowhere on the internet there's really any information about the soundtrack of this game and thus I fell back to rely on the official DLC for the game. Mir and I searched for a long long time unable to find any information from what would be believed to be official sources (twitter, steam page, official website you name it).

If you found anything that I can rely on better than this I am more than willing to change it but as it stands this is what I got
IamKwaN
it's enough, thanks
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