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Kirsten Price - We Will Be Heroes [Osu|CatchTheBeat]

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Easy
  1. 00:11:246 (3,4) - default whistles on heads would be ideal for feedback imo. The same whistle as 00:09:798 (1)
  2. 00:17:246 (2) - this rhythm is more appropriate imo to get rid of the only 1/2 slider in the map http://puu.sh/vohQk/34edf7e663.jpg

Normal
  1. 00:01:315 (1) - I feel it's better to split this slider into 2 circles since both the head and the tail are the same intensity and to me it seems a much more intuitive rhythm when following the music http://puu.sh/voi2t/3a03d54be8.jpg
  2. 00:11:246 (3,4,5) - same about whistles in easy
  3. 00:17:867 (1) - add whistle on head
  4. 00:30:901 (3) - what do you think about doing something like this? https://osu.ppy.sh/ss/7860078 it spices things up a bit for the last pattern ;)

    nice diff

Advanced
  1. 00:04:211 (3,4,5) - this rhythm doesn't seem to actually follow anything, all it seems to be are objects landing where there's vocal sounds. My biggest irk with this is that 00:04:625 isn't clickable when all the other held vocals such as 00:03:384 are. There's more stuff but hey sheela doesn't have a problem with this so no problem right :^)
  2. 00:10:418 (2) - If you have a whistle at 00:10:211 then you should have one here too (since it's in the song anyways). It's more important to have clickable objects than non clickable objects hitsounded for the sake of feedback

Hard
  1. 00:01:729 (2,3) - shouldn't you ctrl + g this if you're following the vocals?
  2. 00:07:522 (4,5) - The stacks you've used in the map have all emphasized the vocals in one way but this hasn't. So yh I think it's better to not stack here
  3. 00:25:729 (5,1) - A small jump here would play well
  4. My thoughts are similar to Sheela's, the structure could be made a bit more interesting imo
Top diff doesn't have combo colours
[]
GL for rank ~ you're pretty close :^)
lcfc
Regarding to Kisses' mod I think I managed to fix the rhythm pointed out in a way that will hopefully follow the vocals better now lol

about the hitsound issue blame internal so it's up to him xdd

diff
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Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:LCFC's Advanced
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
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Thanks for modding!
Topic Starter
allein

Kisses wrote:

Hard
  1. 00:01:729 (2,3) - shouldn't you ctrl + g this if you're following the vocals? i mostly use mixed rhythm
  2. 00:07:522 (4,5) - The stacks you've used in the map have all emphasized the vocals in one way but this hasn't. So yh I think it's better to not stack here k
  3. 00:25:729 (5,1) - A small jump here would play well k
  4. My thoughts are similar to Sheela's, the structure could be made a bit more interesting imo
Top diff doesn't have combo colours fixed
[]
GL for rank ~ you're pretty close :^) :(
Kaifin
i'm sure somewhere in these pages of mods someone has said this but is there really not a higher res BG you could use

Forest's Easy

  1. 00:06:487 (1,2) - if you bring up the 2 a bit, it blankets 100000x better with 00:06:487 (1) - and also becomes less cramped with 00:09:798 (1) -
  2. 00:28:004 (3,4,1) - uneven triangle

Forest's Normal

  1. 00:03:798 (2,3,4) - fix DS to 1.4? it doesn't seem like there's a specific reason for this as 00:10:832 (2,3,4) - is 1.4, if you're trying to have "emphasis" i don't think it's really working out tbh
  2. 00:10:832 (2,3,4,5) - this pentagon is uneven (00:11:246 (3,4) - )
  3. 00:26:349 (1,2) - changing the shape of 00:26:349 (1) - to be a looser curve would make this blanket work a LOT better, since it really isn't a blanket at all since it's so tight

LCFC's Advanced

  1. shouldn't this be like ar 6? it seems weird for an advanced to have ar 5, especially since its the same ar as the Normal
  2. 00:15:384 (5,1) - idk if this was your intention but it seems close enough that it might have been so i'm pointing it out
  3. 00:17:246 (4) - DS
  4. 00:23:867 (4) - DS
  5. 00:21:384 (4,5) - messing with the spacing of these two notes could lead to a better appearance due to the "blanket" interaction between the two,
    check the screenshot or something similar to your taste, atm it looks a bit off
  6. 00:27:591 (3,4) - nitpick AF but this isn't correct angle, see stack with 90 degree turned, i'm pointing this out because 00:27:591 (3,5) - are the same angle exactly so i figured it mattered
  7. 00:29:867 (2) - DS

Hard

  1. 00:00:694 (3,4,1) - this is pretty subjective but this looks pretty weird, seeing as right after this kinda odd not a triangle but kind of a triangle pattern you do an (almost) perfect triangle, and it's the only time you do something like it
  2. 00:01:315 (1,2,3) - uneven triangle
  3. 00:16:418 (1,2,3,4) - the triangle isn't even with either 2 or 4 being the basis for it :?
  4. 00:21:591 (2,3,4) - either making this spacing even or spacing 3 more to the left like in screenshot would make this pattern look a lot better, rn it just looks like you tried to make it even and failed cause there isn't enough distinction (i moved both notes in the screenshot but just mess with it to your liking)
  5. 00:25:729 (5) - if you made this a bit more curved, the blanket with 00:26:349 (1) - would be a lot better, just suggesting since it seems like you went out of your way to blanket this note and it kinda went to waste

Gero's Insane

  1. 00:14:763 (1) - shouldn't this be stacked on 00:13:108 (1) - to keep with your mirrored theme since 00:15:384 (2) - is placed where it is? i understand why it is where it is rn though just a suggestion for better parallel

    neat!

spread lol??????? seems weird that you have such an intensive spread up to this point then this massive jump, i was expecting a 4 star difficulty especially since the song is so short

Heroes

  1. 00:00:694 (3,4,1) - uneven triangle (check it's right by ctrl ging 00:00:694 (3) - )
  2. 00:03:591 (3,5) - the placement of 3 implies a blanket but i have been deceived by this implication
  3. 00:06:280 (6,2,4,7) - making these overlaps even would make your structure 100000x stronger
  4. 00:06:487 (1,2,3,4,5,6,7,1) - take a look at this highlight: i'm surprised there's no clear "pattern" here it's just kind of notes in the vague shape of a star but not really even at all: it's okay if the pattern is uneven but right now there just doesn't seem to BE a pattern
  5. 00:15:384 (3) - why do you break circular flow on this note? there's no emphasis here: you follow circular flow from 00:13:108 (1,2,3,4,1,2) - and then just break flow here for discernibly no reason, this patterning isn't comfy for player or sound conceptually
  6. 00:16:418 (1) - changing the circular flow here makes sense if you want a direct example of how to do it right: the emphasis is on the start of the new line on 00:16:418 (1) - which is the perfect time to switch the flow
  7. yeah based on your flow for the rest of the map: 00:16:418 (1) - is the only time you switch circular flow in the middle of a bar, besides 00:28:625 (3) - where it makes sense due to the vocal emphasis that isn't present anywhere else in the chorus so this is a pretty clear thing that needs to change
  8. as for a solution of HOW to change it, here's a potential alternative pattern with 3, 4, and 5 moved with 3 ctrl g'd

good luck!
lcfc
all fixed from Kaifin's objective mod

thanks for modding :)

diff
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Topic Starter
allein
im destroyed lo
Gero
Kaifin

Gero's Insane

  1. 00:14:763 (1) - shouldn't this be stacked on 00:13:108 (1) - to keep with your mirrored theme since 00:15:384 (2) - is placed where it is? i understand why it is where it is rn though just a suggestion for better parallel It's a nice suggestion, thanks a lot.

    neat!

Gero's Insane
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Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
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Version:Gero's Insane
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
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Smokeman
NM from q

pokeymoun soungs lul

so many combo colours... so little time...
i would recommend using less combocolours, i mean some colours only appear once in some diffs. Gives me a wierd feeling..
can you get a better mp3 or edit it so the first objects dont apear instantly?

Forest's Easy

00:00:280 (1,2) - you could make the transition flow more natural into the slider curve.
00:08:142 (2,1) - keep the objects furtehr apart. Doesnt look very nice imo and its easily avoidable... rotate this 00:06:487 (1) - so it visually flows nicer coming from 00:04:832 (2,3) - and then just move 00:08:142 (2) - upwards lol


Forest's Normal

00:00:073 - i wouldnt map this sound tbh. 00:00:280 - The vocals start here and its pretty much what you focus on 90% of the map. So yeah mb a 1/2 slider at 00:00:280 - would do the trick instead
00:01:315 (1,2) - lower difs are all about appealing and clear visual presentation. I think it Would add a lot to this map if you tried to follow the flow of the sliderbody with the position of following objects
00:04:626 (4,1) - Just start the slider at 00:04:626 - . 00:04:832 - There is no important sound which should force you to incorperate awkward 1/2 rythms (yes the upbeat is of less imprtance than the vocal at 00:04:625 - ). So a long 3/2 at 00:04:625 - woudl work wonders, more so since you liek focusing on vocals.
oh boi:
+00:09:798 (1) - make this 1/2 shorter
+00:10:832 (2) - remove this
+00:10:418 - add a 1/1 slider here
liek this you would emphasise the notes on 00:11:246 (3,4) - a lot better contrasting with the two new sliders.
00:30:901 (3) - dont let this repeat and add a note at 00:31:315 - . Shoudl be fine as a fnisher


LCFC's Advanced

ellhniko GD PogChamp
00:03:798 (3) - make this less sharp so the sliderbody can indicates the flow more precisely https://puu.sh/vt13c/4be7948069.png
00:06:487 (1,2,3,4) - I think this is unnecessarily awkward looking. We can make this look better! for my own convenience i just screenshotted something https://puu.sh/vt1gE/9a2eabdd41.png (i pute 00:06:487 (1) - over 00:03:798 (3)'s head)
00:09:798 (1) - copy paste, ctrl + g and ctrl+h 00:10:418 (2) - in its position
00:13:522 (2) - i find this edge to be too early into the slider considering its length making it look kinda wierd : (
00:18:487 (6) - chaneg this with a 1/2 slider so the empty space around 00:18:901 (7,8,9,1,2) - feels more rewarding in contrast
00:29:660 (1,2,1,2,1,2,3) - do it like this instead https://puu.sh/vt1Jw/cb44515889.png ? Looks a bit too untidy imo, the way 00:29:660 (1,2,1,2) - flows feels very rough. 00:30:280 (1) - change this to the slider since the vocals start on 00:30:280 - . You can either go for another note at 00:30:280 - or just repeat the new slider at 00:30:280 - .


dont feel like modding more
easy and normal were a bit...


gl,
baaai
Underforest

Kaifin wrote:

i'm sure somewhere in these pages of mods someone has said this but is there really not a higher res BG you could use

Forest's Easy

  1. 00:06:487 (1,2) - if you bring up the 2 a bit, it blankets 100000x better with 00:06:487 (1) - and also becomes less cramped with 00:09:798 (1) - done
  2. 00:28:004 (3,4,1) - uneven triangle it's just 1px so no need to fix

Forest's Normal

  1. 00:03:798 (2,3,4) - fix DS to 1.4? it doesn't seem like there's a specific reason for this as 00:10:832 (2,3,4) - is 1.4, if you're trying to have "emphasis" i don't think it's really working out tbh whoops
  2. 00:10:832 (2,3,4,5) - this pentagon is uneven (00:11:246 (3,4) - ) it's not wrong at least
  3. 00:26:349 (1,2) - changing the shape of 00:26:349 (1) - to be a looser curve would make this blanket work a LOT better, since it really isn't a blanket at all since it's so tight ok

good luck!

Smokeman wrote:

NM from q

pokeymoun soungs lul

Forest's Easy

00:00:280 (1,2) - you could make the transition flow more natural into the slider curve. fine
00:08:142 (2,1) - keep the objects furtehr apart. Doesnt look very nice imo and its easily avoidable... rotate this 00:06:487 (1) - so it visually flows nicer coming from 00:04:832 (2,3) - and then just move 00:08:142 (2) - upwards lol I don't see the need to do that


Forest's Normal

00:00:073 - i wouldnt map this sound tbh. 00:00:280 - The vocals start here and its pretty much what you focus on 90% of the map. So yeah mb a 1/2 slider at 00:00:280 - would do the trick instead normal players generally start with the start bit and I mapped this sound to avoid a miss or even a 50/100
00:01:315 (1,2) - lower difs are all about appealing and clear visual presentation. I think it Would add a lot to this map if you tried to follow the flow of the sliderbody with the position of following objects It follows a rectal flow, not fix
00:04:626 (4,1) - Just start the slider at 00:04:626 - . 00:04:832 - There is no important sound which should force you to incorperate awkward 1/2 rythms (yes the upbeat is of less imprtance than the vocal at 00:04:625 - ). So a long 3/2 at 00:04:625 - woudl work wonders, more so since you liek focusing on vocals. I'm likely following the vocal and rhythm at the time and it would break that sense
oh boi:
+00:09:798 (1) - make this 1/2 shorter why?
+00:10:832 (2) - remove this following a vocal
+00:10:418 - add a 1/1 slider here no need
liek this you would emphasise the notes on 00:11:246 (3,4) - a lot better contrasting with the two new sliders.
00:30:901 (3) - dont let this repeat and add a note at 00:31:315 - . Shoudl be fine as a fnisher I think it's fine as the final beat is not very strong

dont feel like modding more
easy and normal were a bit... bad you didn't like it ^^

gl,
baaai
thanks

e
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lcfc
Regarding to Smokeman's mod, all suggestions were pretty subjective imo either as in aesthetics or as in rhythm usage, I fixed some stuff and kept others
I will post my final .osu in my reply to 100bit
Thanks for modding!
DeletedUser_6181859
IRC request. Or not.
[General]
  1. Какая-то странная метадата. В теории сурсом должен быть "ポケットモンスター ダイヤモンド&パール", а сам трек встречался и в сериале, и в полнометражке, и у них разные слова... лучше спросить кого-нибудь, мне сейчас это дико лень делать.
  2. Это ты обрезал мп3 или трек так и должен начинаться?
  3. 00:30:901 - вот тут лучше на всех диффах сделать громкость сэмплов примерно на 40%
  4. Поговори с Геро насчёт сториборд-звука на 00:02:349 , который можно заменить на обычный хитсаунд, меня немного настораживает
[Underforest (Easy)]
  1. 00:08:142 (2) - this is so close for previous slider that i think it's a blanket but not, moving to x~312 y~168 should be better
  2. 00:08:142 (2,1) - that too but it's not blanket, moving away to each other like in 00:14:763 (3,1) - should be better too...
  3. 00:14:763 (3) - leave this slider without any points for better visuals with 00:16:418 (1)
  4. 00:28:004 (3,4) - i didnt know that you russian or japanese lol
[Underforest again (Normal)]
  1. 00:08:142 (1,2) - hater of non-identical sliders is here! really better to copypaste 00:08:142 (1) , Ctrl+G it and rotate for -10 degrees
  2. 00:16:418 (1,3) - 00:23:039 (1,3) - hate you
  3. 00:30:901 (3) - better to change it to slider+circle, it's only one diff where 00:31:315 isn't clickable
[LowComboFC]
  1. 00:08:763 (6) - should be better if you move it to x~132 y~302 for more polished and linear flow with previous slider
  2. 00:27:591 (3) - x~292 y~100 for semiblanket
  3. 00:13:108 (1,2,3) - change DS to 1.4x without any reason :thinking: Tbh you have a lot of strange DS changes like in 00:17:039 (3,4) - 00:20:142 (2,3) and it's all
    i hope that DS changes in 00:29:660 (1,2,1,2) - is reasonable
[Hard]
  1. Я думал, ты умеешь мапать Эстетика хромает, видно невооружённым глазом. На самом деле паттерны типа 00:03:384 (2,3) - лучше всего делать копипастом и разворотом на 180 градусов (Ctrl+> x2)
  2. 00:07:935 (1) - смысл этой ноты я так и не понял, во-первых, НК тут уж точно не нужно, во-вторых, такой сильный джамп тут и не нужен, не слышу такого сильного бита в треке, чтобы его хайлайтить
  3. 00:09:591 (5,1) - настолько линейное флоу, что для хардика даже скучно, рекомендую сделать треугольник какой-нибудь, или ещё что (н-ер, вот это)
  4. 00:15:591 (3,4) - эти два слайдера можно было сделать одинаково загнутыми и сделать из них бланкет
  5. 00:26:349 (1) - я бы так лично не делал. Во-первых, у тебя стаки идут на самые обычные места, плеер запутается, как пробивать эту ноту и что конкретно за ней идёт. Во-вторых, джамп после рипит-слайдера вообще не катит, я чуть не мисснул здесь.
  6. 00:28:832 (4,5) - выглядит совсем никак, тут либо даблбланкет, либо их просто растащить по разным местам, как минимум как на 00:20:142 (2,3)
  7. 00:31:315 (2) - с тех пор, как у тебя есть джампы побольше, эту ноту стоит подвинуть дальше от предыдущего слайдера. А вообще как вариант 00:30:901 (1) разбить на ноты, как это было хотя бы в предыдущей диффе.
[Heroes]
  1. 00:09:177 (4,5,6,7,8) - овермаппед же.
  2. 00:04:625 (1,2) - вообще не вижу смысла в таком маленьком джампе после и до больших, ты задействуешь аим на всех местах карты и тут останавливаешься, так не надо
  3. 00:06:487 (1) - тут же флоу диагональное, а ты его делаешь почти горизонтальным, наилучшее решение - поднять циркл повыше
  4. 00:12:073 (4) - и снова сильный джамп на моменте, на котором практически ничего нет
  5. 00:29:660 (1,2,3,1,2,3,1,2,3) - огромные джампы тут вообще не нужны, лучше всего оверспейснутым оставить только 00:30:901 (1,2,3) , а все остальные скейлнуть на что-нибудь поменьше, ибо биты не такие сильные
    И вообще в этой диффе консистенция джампов какая-то никакая - то слабые, то сильные, и вообще треку не очень подходят.
Удачи!
{end of the mod}
lcfc
Regarding 100bit's mod everything was fixed from before lol so everything is practically accepted, blame internal for not updating my diff .-.
diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13108
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:LCFC's Advanced
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
BeatmapID:1253987
BeatmapSetID:579551

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.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]
-133,413.793103448276,4,2,1,80,1,0


[Colours]
Combo1 : 255,55,155
Combo2 : 37,95,165
Combo3 : 204,36,200
Combo4 : 117,189,64
Combo5 : 181,146,81
Combo6 : 255,89,89
Combo7 : 232,201,23
Combo8 : 73,207,207

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Thanks for modding!
Topic Starter
allein
Suspended for now.
Little
[General]
  1. Background quality is pretty low (lots of jpeg artifacts). Do you think you can find a better one?
  2. Consider adding kiai time to all diffs at the chorus of the song.
[Forest's Easy]
  1. 00:08:142 (2,1) - It would look nicer if you could space these further apart.
  2. 00:10:832 (2,3) - Feels empty without hitsounds. Maybe add a default soft whistle at head of (3).
  3. 00:24:694 (3) - Clap at end?
  4. 00:29:659 (4,1) - Swap combo usage to match phrasing?
[Forest's Normal]
  1. Why are some combos 8 beats while others are 4 beats? I think it would be best to keep it consistent.
  2. 00:03:177 (1,2,3,4,1) - Why did you use smaller distance spacing here? It doesn't really make sense in the context of the song.
  3. 00:04:626 (4,1) - Esoteric rhythm. I don't think players at the target level for Normal difficulties will understand this. I'd recommend continuing to follow the vocals like this: http://puu.sh/vw1HR/3693dcfa34.jpg
  4. 00:11:246 (3) - Same suggestion as Easy
  5. 00:31:315 - Would make sense to have a click here.
[LCFC's Advanced]
  1. 00:05:453 (5,6) - Consider swapping the rhythm like this: http://puu.sh/vw27r/66a2064b97.jpg I think it might be more intuitive.
  2. 00:11:246 (3) - Feels empty without hitsounds. Maybe add a default soft whistle at head.
  3. 00:24:694 (1) - Remove new combo to maintain consistent 8 beat phrases?
[Hard]
  1. 00:07:935 (1) - This new combo is not necessary. I recommend removing it.
Other diffs are fine.
lcfc
Fixed all suggestions from Little's mod
diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13108
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1

[Metadata]
Title:We Will Be Heroes
TitleUnicode:We Will Be Heroes
Artist:Kirsten Price
ArtistUnicode:Kirsten Price
Creator:InternalLight
Version:LCFC's Advanced
Source:Pokemon Diamond & Pearl: Battle Dimension
Tags:tv size opening underforest gero nelly lcfc lowcombofc
BeatmapID:1253987
BeatmapSetID:579551

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:5
ApproachRate:6
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.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]
-133,413.793103448276,4,2,1,80,1,0


[Colours]
Combo1 : 255,55,155
Combo2 : 37,95,165
Combo3 : 204,36,200
Combo4 : 117,189,64
Combo5 : 181,146,81
Combo6 : 255,89,89
Combo7 : 232,201,23
Combo8 : 73,207,207

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408,111,6901,1,2,0:0:0:0:
490,167,7108,2,0,P|504:248|512:368,1,195,0|2,0:0|0:0,0:0:0:0:
422,320,7935,1,0,0:0:0:0:
331,355,8142,2,0,B|272:384|272:384|204:352,1,130,2|2,0:0|0:0,0:0:0:0:
145,286,8763,2,0,B|86:257|86:257|18:289,1,130,0|0,0:0|0:0,0:0:0:0:
8,89,9591,1,0,0:0:0:0:
104,100,9798,6,0,L|232:77,1,130,2|2,0:0|0:0,0:0:0:0:
311,134,10418,2,0,P|374:147|439:147,1,130
397,338,11246,2,0,P|332:338|268:351,1,130,2|0,0:0|0:0,0:0:0:0:
96,264,12073,1,0,0:0:0:0:
96,264,12280,2,0,L|108:197,1,65,8|8,0:0|0:0,0:0:0:0:
203,181,12694,2,0,L|191:244,1,65,8|8,0:0|0:0,0:0:0:0:
289,241,13108,6,0,L|358:250,1,65,6|0,0:0|0:0,0:0:0:0:
437,207,13522,2,0,B|459:171|459:171|433:79,1,130,8|2,0:0|0:0,0:0:0:0:
256,32,14349,2,0,L|186:26,1,65,8|0,0:0|0:0,0:0:0:0:
108,79,14763,2,0,P|99:130|151:184,1,130,2|8,0:0|0:0,0:0:0:0:
235,230,15384,2,0,B|178:202|136:218|136:218|98:233|45:213,1,195,0|8,0:0|0:0,0:0:0:0:
171,362,16418,6,0,L|239:351,1,65,2|0,0:0|0:0,0:0:0:0:
330,327,16832,1,8,0:0:0:0:
422,358,17039,1,0,0:0:0:0:
480,279,17246,2,0,L|455:149,1,130,2|8,0:0|0:0,0:0:0:0:
503,65,17867,2,0,L|373:40,1,130,0|8,0:0|0:0,0:0:0:0:
289,87,18487,1,0,0:0:0:0:
157,226,18901,1,8,0:0:0:0:
346,284,19315,1,2,0:0:0:0:
406,205,19522,1,8,0:0:0:0:
307,195,19729,5,6,0:0:0:0:
151,312,20142,2,0,P|96:317|18:341,1,130,8|2,0:0|0:0,0:0:0:0:
11,154,20970,2,0,L|-2:84,1,65,8|0,0:0|0:0,0:0:0:0:
81,37,21384,2,0,P|142:56|207:63,1,130,2|8,0:0|0:0,0:0:0:0:
285,3,22004,2,0,B|294:81|294:81|278:116|278:116|285:193,1,195,0|8,0:0|0:0,0:0:0:0:
110,281,23039,5,2,0:0:0:0:
161,364,23246,1,0,0:0:0:0:
249,323,23453,2,0,L|312:334,1,65,8|0,0:0|0:0,0:0:0:0:
370,254,23867,2,0,L|498:236,1,130,2|8,0:0|0:0,0:0:0:0:
373,86,24694,2,0,L|299:96,1,65,2|0,0:0|0:0,0:0:0:0:
243,170,25108,2,0,L|307:178,1,65,8|0,0:0|0:0,0:0:0:0:
404,165,25522,1,2,0:0:0:0:
473,233,25729,1,8,0:0:0:0:
408,305,25935,2,0,L|334:315,1,65,2|2,0:0|0:0,0:0:0:0:
250,347,26349,6,0,L|185:338,1,65,6|0,0:0|0:0,0:0:0:0:
100,290,26763,2,0,P|81:229|113:175,1,130,8|2,0:0|0:0,0:0:0:0:
294,101,27591,2,0,L|279:170,1,65,8|0,0:0|0:0,0:0:0:0:
236,250,28004,2,0,B|303:264|303:264|352:228,1,130,2|8,0:0|0:0,0:0:0:0:
397,141,28625,2,0,B|376:260|376:260|416:322,1,195,0|8,0:0|0:0,0:0:0:0:
225,361,29660,5,8,0:0:0:0:
127,365,29867,2,0,L|140:288,1,65,2|2,0:0|0:0,0:0:0:0:
157,205,30280,5,8,0:0:0:0:
59,209,30487,2,0,L|72:132,1,65,2|2,0:0|0:0,0:0:0:0:
158,103,30901,5,8,0:0:0:0:
244,147,31108,1,2,0:0:0:0:
315,80,31315,1,4,0:0:0:0:

thank you for modding!
Topic Starter
allein

Little wrote:

[General]
  1. Background quality is pretty low (lots of jpeg artifacts). Do you think you can find a better one? tried
  2. Consider adding kiai time to all diffs at the chorus of the song. it's more than half of song so i dont think it's necessary
[Hard]
  1. 00:07:935 (1) - This new combo is not necessary. I recommend removing it yeah didn't notice lol.
Other diffs are fine.

100bit wrote:

IRC request. Or not.
[General]
  1. Какая-то странная метадата. В теории сурсом должен быть "ポケットモンスター ダイヤモンド&パール", а сам трек встречался и в сериале, и в полнометражке, и у них разные слова... лучше спросить кого-нибудь, мне сейчас это дико лень делать. хз, мета в нескольких ранкед сетах одинаковая
  2. Это ты обрезал мп3 или трек так и должен начинаться? из ранкеда взял
  3. 00:30:901 - вот тут лучше на всех диффах сделать громкость сэмплов примерно на 40% да
  4. Поговори с Геро насчёт сториборд-звука на 00:02:349 , который можно заменить на обычный хитсаунд, меня немного настораживает вроде норм все, лучше чем делать отдельный сэмпл для слайдертика
[Hard]
  1. Я думал, ты умеешь мапать Эстетика хромает, видно невооружённым глазом. На самом деле паттерны типа 00:03:384 (2,3) - лучше всего делать копипастом и разворотом на 180 градусов (Ctrl+> x2)
  2. 00:07:935 (1) - смысл этой ноты я так и не понял, во-первых, НК тут уж точно не нужно, во-вторых, такой сильный джамп тут и не нужен, не слышу такого сильного бита в треке, чтобы его хайлайтить я не знаю откуда он там появился ЛОЛ, спейсинг понизил
  3. 00:09:591 (5,1) - настолько линейное флоу, что для хардика даже скучно, рекомендую сделать треугольник какой-нибудь, или ещё что (н-ер, вот это) да
  4. 00:15:591 (3,4) - эти два слайдера можно было сделать одинаково загнутыми и сделать из них бланкет да
  5. 00:26:349 (1) - я бы так лично не делал. Во-первых, у тебя стаки идут на самые обычные места, плеер запутается, как пробивать эту ноту и что конкретно за ней идёт. Во-вторых, джамп после рипит-слайдера вообще не катит, я чуть не мисснул здесь. лох
  6. 00:28:832 (4,5) - выглядит совсем никак, тут либо даблбланкет, либо их просто растащить по разным местам, как минимум как на 00:20:142 (2,3) та сойдет (^:
  7. 00:31:315 (2) - с тех пор, как у тебя есть джампы побольше, эту ноту стоит подвинуть дальше от предыдущего слайдера. А вообще как вариант 00:30:901 (1) разбить на ноты, как это было хотя бы в предыдущей диффе.
да
[Heroes]h
  1. 00:09:177 (4,5,6,7,8) - овермаппед же. нормально ;v
  2. 00:04:625 (1,2) - вообще не вижу смысла в таком маленьком джампе после и до больших, ты задействуешь аим на всех местах карты и тут останавливаешься, так не надо да
  3. 00:06:487 (1) - тут же флоу диагональное, а ты его делаешь почти горизонтальным, наилучшее решение - поднять циркл повыше да
  4. 00:12:073 (4) - и снова сильный джамп на моменте, на котором практически ничего нет нормально орет же, как раз сильнейшая точка билда
  5. 00:29:660 (1,2,3,1,2,3,1,2,3) - огромные джампы тут вообще не нужны, лучше всего оверспейснутым оставить только 00:30:901 (1,2,3) , а все остальные скейлнуть на что-нибудь поменьше, ибо биты не такие сильные сойдет, спейсинг во всей карте и так высокий, а тут сильнейший момент во всем сонге
    И вообще в этой диффе консистенция джампов какая-то никакая - то слабые, то сильные, и вообще треку не очень подходят.
Удачи!
{end of the mod}
Xinnoh
can you ask me to mod once it's star/bubble, there's a couple thingies that could be improved in ctb, too lazy rn though
Mafumafu
From my M4M queue. My map for M4M: https://osu.ppy.sh/s/582957
[General]
Since this map contains two parts: smooth and intense, so using just one volume is not appropriate. You need to add some green lines to adjust the volume when needed. Also for the last note, the music is fading out so the volume should be lowered.

[Easy]
00:06:487 (1,2) - 00:14:763 (3) - You could actually add whistles on the reverse point, otherwise it might be pretty empty.
00:08:142 (2,1) - Their slider-bodies are so close that the visual spacing are messed up.
00:17:246 (2,3,4) - This sudden change from drums to vocals is quite weird, you might reconsider the rhythm here.
00:23:039 (1,2) - Parallel shape would be praised here.


Continue later.
CookieBite
rip this map?
Kimitakari
Где моды? :thinking:
Topic Starter
allein

Nelly wrote:

Где моды? :thinking:
мне лень реквестить =w=

скоро будут
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