forum

Kola Kid - the Earth is counting on you

posted
Total Posts
61
Topic Starter
Hectic
This beatmap was submitted using in-game submission on 28 ноября 2017 г. at 19:49:41

Artist: Kola Kid
Title: the Earth is counting on you
Tags: chiptune 8-bit 8bit contra 88 teaMblack19
BPM: 210
Filesize: 1747kb
Play Time: 01:34
Difficulties Available:
  1. advanced (2,26 stars, 189 notes)
  2. hard (3,4 stars, 342 notes)
  3. insane (4,82 stars, 436 notes)
  4. normal (1,84 stars, 157 notes)
  5. tMb's hyper (4,03 stars, 413 notes)
Download: Kola Kid - the Earth is counting on you
Information: Scores/Beatmap Listing
---------------
tMb's Hyper by teaMblack19 aka Fallmorph
tzechi
can i make gd :3

sht i love kola kid
Topic Starter
Hectic
Uh, no, sorry, one person already took a slot, the rest I want to make myself
tzechi

h4d0uk3n1 wrote:

Uh, no, sorry, one person already took a slot, the rest I want to make myself
aw, ok then
Fallmorph
~ GD ~

Моя первая ГД, к тому же первый раз мапал Light Insane. Надеюсь, понравится. :)
tMb's Insane
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1501
Countdown: 0
SampleSet: None
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 4644,9216,13787,18358,22930,41216,59501,64073,68644,73216,77787,94930
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3
[Metadata]
Title:the Earth is counting on you
TitleUnicode:the Earth is counting on you
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:h4d0uk3n1
Version:tMb's Insane
Source:
Tags:chiptune 8-bit 8bit contra 88
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5.5
CircleSize:3.6
OverallDifficulty:7.5
ApproachRate:8.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
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//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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312,68,84216,1,0,0:0:0:0:
322,250,84501,1,0,0:0:0:0:
322,250,84644,6,0,L|311:366,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
312,345,85073,1,0,0:0:0:0:
241,239,85358,1,0,0:0:0:0:
396,107,85644,1,0,0:0:0:0:
396,107,85787,6,0,P|338:72|304:79,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
322,250,86216,2,0,L|329:180,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
332,154,86501,1,0,0:0:0:0:
106,129,86787,1,0,0:0:0:0:
249,136,86930,6,0,B|217:119|182:136|182:136|146:151|109:133,1,143.999995605469,0|0,0:0|0:0,0:0:0:0:
47,88,87644,1,0,0:0:0:0:
220,213,87930,1,0,0:0:0:0:
220,213,88073,6,0,L|211:318,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
299,295,88501,2,0,L|304:242,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
303,247,88787,1,0,0:0:0:0:
135,292,89073,1,0,0:0:0:0:
135,292,89216,6,0,P|139:348|174:383,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
163,376,89644,1,0,0:0:0:0:
307,251,89930,1,0,0:0:0:0:
235,102,90216,1,0,0:0:0:0:
235,102,90358,6,0,L|240:198,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
277,24,90787,2,0,L|226:21,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
229,21,91073,1,0,0:0:0:0:
364,35,91358,1,0,0:0:0:0:
364,35,91501,6,0,B|398:9|398:9|389:126,1,143.999995605469,0|0,0:0|0:0,0:0:0:0:
390,109,92216,1,0,0:0:0:0:
375,284,92501,1,0,0:0:0:0:
375,284,92644,6,0,P|394:240|385:194,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
258,235,93073,2,0,L|310:229,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
305,229,93358,1,0,0:0:0:0:
178,153,93644,1,0,0:0:0:0:
178,153,93787,6,0,L|172:252,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
172,248,94216,1,0,0:0:0:0:
100,118,94501,1,0,0:0:0:0:
361,151,94787,1,0,0:0:0:0:
280,154,94930,6,0,L|244:156,11,23.9999992675781,0|0|0|0|0|0|0|0|0|0|0|0,0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
317,80,95787,6,0,L|331:79,8,11.9999996337891,0|0|0|0|0|0|0|0|0,0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
И да, название диффы можешь менять как хочешь, мне не принципиально. :D
Rin Desu
hellow :D

General:
fix countdowns on all diffs and make it equal. (hyper stands out)

Easy:
Hp 2 OD 2 to make it more a difference between normal and hard
3 objects arent distance snapped - aimod
prob offscreen? 00:36:789 -

01:26:930 (1,1) they dont fit to the rest of the map ,this shape looks rly ugly imo xD
only way to fit them is mirror them (ctlg + h the first one)

and this one doesnt looks clean: 01:34:930 (1) - dunno why

What about hitsounds ;) ? and maybe get rid of the drumroll sound

Normal:

This ar is way to low go atleast for 5 here.

overall this diffs looks so hard i recommend you to space it more and simplify some of the rhythms.
^
00:06:644 (3,1) -
00:11:215 (3,1) -
00:12:358 (3,1) -,... these ones i would make easier and give the player some time to breath.

lemme know what u think about it if u wont change it and give me some reason ill mod it later again.

Hard:

00:10:072 (4) - you really should stack these under the slider ends before imo it looks a lot cleaner

00:24:358 (2,3,4) -
00:29:215 (3,4) -
00:33:501 (2,3,4,5) -
00:37:786 (1) -
00:38:358 (3,4) - they are to close, that looks a bit messy space them a bit more appart.
most of them caused by stacks in connection with DistanceSnap, by arrange them to the same visual distance as any other other pattern makes the map looks a lot better

01:35:786 (1) - that sound gets quiet i dont think it fits that long like in the hyper diff

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music

00:24:929 (5,6) - from there on no jumps anymore? is there any reason?

01:10:644 (5,6) - jump

Insane:

00:05:787 (1,2) - bad movement and thats random in comparison to others like: 00:14:930 (1,2) - 00:10:358 (1,2) -

00:52:073 (1,2,3,1,2,3) - add a jump to that melody like u did on the other pattern

01:35:787 (1) - same as in hard diff, make it shorter

well beside the normal (imo) well done ;)
Akitoshi
Easy
  1. 00:22:216 (6,1) - ds
  2. just a suggestion though, how about adding reverse on 00:41:216 (1) - 00:45:787 (1) - for some variation with your rhythm? I can see your objects are kind of one-sided so ye
  3. 01:26:930 (1,1) - this bezier is :weary:
  4. 01:34:930 (1) - 1/1 reverse + circle works better here i guess
Normal
  1. consider to nerf the density to be more linear with Easy
  2. AR is way too low compared to the density and OD, AR5 is the best here imho
  3. I don't see any problem except I stated above. maybe it's just because the CS is too big, objects look rly cramped lol
Hard
  1. 00:33:786 (3,4,5,1) - visual spacing, you can see them if you enable stacking on editor
  2. 00:38:358 (3,4,5) - 00:53:786 (1,2,3) - etc same ^
  3. 01:17:786 (1) - isnt should be ended on 01:18:072 -
  4. end reverse at 01:36:072 - plz i cant hear anything unless i increase my headphone's volume to max
tMb's Hyper
  1. 00:13:358 (4,5) - should be unstacked for emphasizing explosion at 00:13:501 (5) - , same goes to 00:22:501 (4,5) -
Insane
  1. 00:06:073 (2) - from the logic with your bookmarks, isn't this slider should be same way with 00:10:644 (2) - 00:15:216 (2) - ?
  2. 00:56:644 (1,1) - it's kinda awkward to see when you used this pattern only once, you should used this pattern on somewhere like 00:52:073 (1,2,3,1,2,3) - too
  3. 01:35:787 (1) - same with hard
i didn't nitpick for everything cuz that's gya and for easier fix
gl
Topic Starter
Hectic
Rin Desu response

Rin Desu wrote:

hellow :D

General:
fix countdowns on all diffs and make it equal. (hyper stands out) okie, i'll talk with dude if he wants countdown on his diff

Easy:
Hp 2 OD 2 to make it more a difference between normal and hard ye, toyed with setups a bit
3 objects arent distance snapped - aimod yup
prob offscreen? 00:36:789 - nope, checked on 800x600 - its good

01:26:930 (1,1) they dont fit to the rest of the map ,this shape looks rly ugly imo xD
only way to fit them is mirror them (ctlg + h the first one) just made straight sliders instead :(

and this one doesnt looks clean: 01:34:930 (1) - dunno why i purposely made it like this, red notes are on sliderticks

What about hitsounds ;) ? i kind of out of ideas for this song, i hsed snare if you didn't notice but besides that nothing comes to my mind :c and maybe get rid of the drumroll sound maybe

Normal:

This ar is way to low go atleast for 5 here.

overall this diffs looks so hard i recommend you to space it more and simplify some of the rhythms. uh, i kind of agree with this concern,
but i don't have any idea how to simplify rhythm for normal in this case without sacrifacing song representating much, thats why i made easy diff

^
00:06:644 (3,1) -
00:11:215 (3,1) -
00:12:358 (3,1) -,... these ones i would make easier and give the player some time to breath.

lemme know what u think about it if u wont change it and give me some reason ill mod it later again.

Hard:

00:10:072 (4) - you really should stack these under the slider ends before imo it looks a lot cleaner i think its ok atm, don't want to make things too crammed, just my style

00:24:358 (2,3,4) -
00:29:215 (3,4) -
00:33:501 (2,3,4,5) -
00:37:786 (1) - didn't fix this cause i don't see any problem
00:38:358 (3,4) - they are to close, that looks a bit messy space them a bit more appart.
most of them caused by stacks in connection with DistanceSnap, by arrange them to the same visual distance as any other pattern makes the map looks a lot better true, ill adjust stacks

01:35:786 (1) - that sound gets quiet i dont think it fits that long like in the hyper diff ill wait for others opinion cause this sound is pretty audible to me

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music

00:24:929 (5,6) - from there on no jumps anymore? is there any reason?

01:10:644 (5,6) - jump

Insane:

00:05:787 (1,2) - bad movement and thats random in comparison to others like: 00:14:930 (1,2) - 00:10:358 (1,2) - i like this kind of flow tbh, there are a few other similar instances throughout the map

00:52:073 (1,2,3,1,2,3) - add a jump to that melody like u did on the other pattern i make jumps to snares only

01:35:787 (1) - same as in hard diff, make it shorter

well beside the normal (imo) well done ;) Thanks!

Akitoshi response

Akitoshi wrote:

Easy
  1. 00:22:216 (6,1) - ds true
  2. just a suggestion though, how about adding reverse on 00:41:216 (1) - 00:45:787 (1) - for some variation with your rhythm? I can see your objects are kind of one-sided so ye ill consider, 1/1 reverses seem too fast for such a "beginner" diff
  3. 01:26:930 (1,1) - this bezier is :weary: fixed with previous mod
  4. 01:34:930 (1) - 1/1 reverse + circle works better here i guess song doesn't do much here, so i want to keep object density as low as possible
Normal
  1. consider to nerf the density to be more linear with Easy explained in previous mod
  2. AR is way too low compared to the density and OD, AR5 is the best here imho fixed with previous mod
  3. I don't see any problem except I stated above. maybe it's just because the CS is too big, objects look rly cramped lol
Hard
  1. 00:33:786 (3,4,5,1) - visual spacing, you can see them if you enable stacking on editor
  2. 00:38:358 (3,4,5) - 00:53:786 (1,2,3) - etc same ^ fixed in previous mod
  3. 01:17:786 (1) - isnt should be ended on 01:18:072 - true
  4. end reverse at 01:36:072 - plz i cant hear anything unless i increase my headphone's volume to max i can hear this sound clearly tho, i'll wait for more opinions
tMb's Hyper
  1. 00:13:358 (4,5) - should be unstacked for emphasizing explosion at 00:13:501 (5) - , same goes to 00:22:501 (4,5) -
Insane
  1. 00:06:073 (2) - from the logic with your bookmarks, isn't this slider should be same way with 00:10:644 (2) - 00:15:216 (2) - ? i use variations of emphasizing this sound - round-ish slider or angle-ish slider
  2. 00:56:644 (1,1) - it's kinda awkward to see when you used this pattern only once, you should used this pattern on somewhere like 00:52:073 (1,2,3,1,2,3) - too hmmmm, but variety. ill think about it tho
  3. 01:35:787 (1) - same with hard
i didn't nitpick for everything cuz that's gya and for easier fix
gl Thanks!
Fallmorph
Answer to Rin Desu's mod

Rin Desu wrote:

hellow :D

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part ✔ - Oh, changed.

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music ✖ - I don't see anything sudden. Ordinary circular flow.

00:24:929 (5,6) - from there on no jumps anymore? is there any reason? ✖ - Yes, this part is quieter than the last one.

01:10:644 (5,6) - jump ✔ - ^

well beside the normal (imo) well done ;)
Answer to Akitoshi's mod

Akitoshi wrote:

tMb's Hyper
  1. 00:13:358 (4,5) - should be unstacked for emphasizing explosion at 00:13:501 (5) - , same goes to 00:22:501 (4,5) - ✔ - I agree, changed it.
i didn't nitpick for everything cuz that's gya and for easier fix
gl
Thanks for modding! :)

Shii
o/
Insane
00:04:644 (1,2,3) - Because it's such a distinct Triangle pattern, I would have expected better use of flow for 00:04:930 (3) , as it feels uncomfortable to then go into 00:05:216 (4) - .
00:06:073 (2) - Mapped as a red anchor slider whilst 00:10:644 (2) is mapped as a bezier (with a large curve).
00:09:787 (4,5,6,7,1) - Not a huge fan of the changing flow (I am aware of the sounds on 5,6,7).
00:11:787 (3,4,5) - When you have circular movement like from 3,4 , you generally keep some form of momentum in that direction of rotation. Following from this, (5) should really be following the flow, especially since the thumping 00:12:358 (5,6) are mapped to aren't particularly high intensity or high importance.
00:19:787 (2) - You've completely forgotten about using red anchor sliders for this sound, but yet still differentiate the sliders by giving them various curves. Consistency!
00:24:358 (2) - You have returned to the red anchor sliders for this sound! And then you stick with it for several repeats :////
00:40:930 (6,1,2,1,2) - Not a huge fan of how cramped this pattern is, or frequency of NC's.
00:47:501 (1,2,1,2) - I'd normally complain about this, but it's done pretty well IMO.
00:58:358 (1,2,3,4,5,6,7,8,9,10,11,12) - Inconsistent stream owo. Also sort out combos for the stream, maybe for every beat or downbeat.
01:26:930 (1) - I generally recommend that people use red anchor sliders where there's fast movement or a high intensity sound :p

Mostly a nice difficulty, found myself able to high acc FC first try. I think there's room to improve consistency and visuals, and maybe the occasional bit of un-intuitive movement

tMb's Hyper
Generally good use of the play area, though the large circles and lack of spacing makes the map feel a little cramped >~<
00:16:072 (3,4) - These guys kinda overlap with 00:17:216 (1) in the editor :/
00:18:644 (3) - Very slight overlap with 00:19:787 (3) .
00:22:930 (1,2) - Not blanketed particularly well by 00:23:501 (4) .
00:42:644 (3,4,5,6,1,2,1,2,1,2) - Like the overall triangle pattern, don't like the amount of overlapping, even if it's done intentionally.

Really like how this is made, visually appealing patterns along with consistency make it one of the nicer looking maps I've played. I would have maybe like to have seen a bit more spacing or more experimentation with spacing, but what you've got is fine

Good luck getting this ranked!
Kondou-Shinichi
kola kid :0 nice
Topic Starter
Hectic

ShiiTsuin wrote:

o/
Insane
00:04:644 (1,2,3) - Because it's such a distinct Triangle pattern, I would have expected better use of flow for 00:04:930 (3) , as it feels uncomfortable to then go into 00:05:216 (4) - .hm, tbh i don't see how it is uncomfortable atm, pretty straight forward imo
00:06:073 (2) - Mapped as a red anchor slider whilst 00:10:644 (2) is mapped as a bezier (with a large curve). yup, 2 different ways of representing these sounds - anchor and round slliders
00:09:787 (4,5,6,7,1) - Not a huge fan of the changing flow (I am aware of the sounds on 5,6,7). i really like it tho ;;
00:11:787 (3,4,5) - When you have circular movement like from 3,4 , you generally keep some form of momentum in that direction of rotation. Following from this, (5) should really be following the flow, especially since the thumping 00:12:358 (5,6) are mapped to aren't particularly high intensity or high importance. i placed 5-6 accordingly to how i hear those sounds, i think they deserve change of flow and i use that quite sometimes, i maintain circular flow very rarelly
00:19:787 (2) - You've completely forgotten about using red anchor sliders for this sound, but yet still differentiate the sliders by giving them various curves. Consistency! its round-ish tho :0
00:24:358 (2) - You have returned to the red anchor sliders for this sound! And then you stick with it for several repeats ://// yup, explained above :<
00:40:930 (6,1,2,1,2) - Not a huge fan of how cramped this pattern is, or frequency of NC's. thats kind of the point of this section. i don't see anything inherently wrong with a little bit of reading challenge at this skill lvl and i think the way i organized this and other similar patterns represent high-pitched synth quite well
00:47:501 (1,2,1,2) - I'd normally complain about this, but it's done pretty well IMO. tu-du-du-tu-du-du
00:58:358 (1,2,3,4,5,6,7,8,9,10,11,12) - Inconsistent stream owo. Also sort out combos for the stream, maybe for every beat or downbeat. what do you mean behind "inconsistent" tho, i made it by ctrl+shift+f-ing o.o Willl think about ncing, don't see much reason to it
01:26:930 (1) - I generally recommend that people use red anchor sliders where there's fast movement or a high intensity sound :p well,
thats not rule, right? tbh i never assosiated red anchor sliders with fast movement/sv o.o, its just a shape for me


Mostly a nice difficulty, found myself able to high acc FC first try. I think there's room to improve consistency and visuals, and maybe the occasional bit of un-intuitive movement

Good luck getting this ranked! Thank you!
Cheri
M4M -

  • General
  1. Countdown Conflicts with tMb's Hyper difficulty
  2. Just think that 2.4 CS is a tad bit too big on the hard- I understand what ya doing but maybe make it just a little smaller
  3. May just be me but ur Normal is more like an advanced (not even saying this because of the sr but actually looking at it) and that it seems to big of a jump compare to how simple the easy - Not really suggesting another difficulty - but possible nerf the Normal a bit is all I am really saying
    - just pointing it out - don't know if it is an actually problem since I still noobish at modding
  • Insane
  1. I suggest using ur finish on note like this 00:04:644 (1) - (basically the start of almost every NC) since it close to it but recognizable enough to blend into it
  2. 00:04:930 (3) - (minor) will flow bit better if you rotate the slider to -5 degrees
  3. 00:06:073 (2) - this type of note has a pew type sound that loud and noticable - In my opinion I feel you should emphasize it more by giving it more spacing
  • Hard
  1. 01:35:786 (1) - make this more clear by move it away from this slider 01:34:929 (1) -
yup that bout it... there wasn't really much that I could find in the map at all (why I said my mod wouldn't be useful in game >.>)

GL and have a star
Topic Starter
Hectic
Hailie response

Hailie wrote:

M4M -

  • General
  1. Countdown Conflicts with tMb's Hyper difficulty oops, forgot to add it
  2. Just think that 2.4 CS is a tad bit too big on the hard- I understand what ya doing but maybe make it just a little smaller pretty okie to me, makes linear graduation with two other diffs
  3. May just be me but ur Normal is more like an advanced (not even saying this because of the sr but actually looking at it) and that it seems to big of a jump compare to how simple the easy - Not really suggesting another difficulty - but possible nerf the Normal a bit is all I am really saying ill probably just buff easy instead
    - just pointing it out - don't know if it is an actually problem since I still noobish at modding
  • Insane
  1. I suggest using ur finish on note like this 00:04:644 (1) - (basically the start of almost every NC) since it close to it but recognizable enough to blend into it thats a really great idea! thanks
  2. 00:04:930 (3) - (minor) will flow bit better if you rotate the slider to -5 degrees okie
  3. 00:06:073 (2) - this type of note has a pew type sound that loud and noticable - In my opinion I feel you should emphasize it more by giving it more spacing hm, i think it would feel unnatural considering what im usually emphasizing
  • Hard
  1. 01:35:786 (1) - make this more clear by move it away from this slider 01:34:929 (1) - hm, but im making such space for all extended things instances
yup that bout it... there wasn't really much that I could find in the map at all (why I said my mod wouldn't be useful in game >.>) dw, mod is valuable when its helpful to the mapset, yours was pretty helpful

GL and have a star Thanks, ill mod your map a bit later today
Phos-
Hey, m4m from #modreqs

[General]
  1. In your spread, the Normal difficulty is technically classed as a hard, and on the website the N icon is skipped. I'm fairly sure this is unrankable, so to be safe I would nerf the Normal a bit.
[Easy]
  1. Why do you have tickrate 2? I don't see a reason why in this 210bpm song; tick rate 2 would be chosen instead of 1. It just artificially inflates the combo if you ask me.
  2. 00:35:501 (4) - This slider is a bit too close to the edge for comfort. Even though it't not offscreen on my display, you should still move it to be safe.
[Normal]
  1. AR5 is much more fitting due to the large cs and dense rhythms here.
  2. 00:59:215 (4) - Maybe place some sort of hitsound here? The sound is quite strong, and the sound is distinct from the sounds at 00:58:358 (1,2,3) - so placing a hitsound would help emphasise it.
[Hard]
  1. 00:36:358 (5,1) - Not really a fan of the flow here, I think it would be better if (5) directly lead into (1). Like if you were to stack (1) underneath 00:36:215 (4) - for example.
  2. 00:58:358 (1,2,3,1) - You should place a green line to lower the hitsound volume here, something like 30% would be more appropriate. This is because the sound you are mapping to is quiet in comparison to the other instruments in the song, so lowering the hitsound volume would help the map represent the music.
  3. 01:03:786 (5) - You seem to be missing a whistle for this slider head. A whistle would be appropriate here as it'll make it consistent with your current hitsound pattern.
  4. 01:18:786 (3,1) - For this part, maybe you should start the NC on (3) instead of (1), so that the 1 beat gap becomes more apparent.
  5. 01:34:929 (1) - This note is very low, in fact mod assistant says it's potentially off the screen. (although when I look at it, it appears to be fine). Maybe move it up a bit to be safe?
  6. 01:35:786 (1) - This slider should end at 01:36:072 - . Past that, there isn't any sounds that would justify this buzz slider carrying on. There is only a fade-out. Even at 5%, the hitsounds from the buzzslider greatly overpower the music.
[TMb's Hyper]
  1. 00:52:787 (2,2,2) - The stacking on the sliderends are very slightly off. Minor, but fixing this will make the pattern look nicer.
  2. 01:29:216 (1,2) - These notes are a bit close to the edge of the screen. Not directly off, but I'd still move it up to be safe.
[Insane]
  1. 00:45:787 (1,2,3,1,2,3,4) - This pattern would probably be more readable if you had the NC on 00:46:358 (2) - instead. It'll more clearly convey that there are two sets of notes, with a stack/stream at the end.
  2. 01:35:787 (1) - Like I mentioned in hard, this buzz slider should end earlier at 01:36:072 -
Very clean map across all difficulties, I like it. Good luck ~
Topic Starter
Hectic
-Faded- response

-Faded- wrote:

Hey, m4m from #modreqs

[General]
  1. In your spread, the Normal difficulty is technically classed as a hard, and on the website the N icon is skipped. I'm fairly sure this is unrankable, so to be safe I would nerf the Normal a bit. uh, its not unrankable, there are a few mapsets with N icon skipped in ranked section that are not too old, and spread makes sense, its just an icon
[Easy]
  1. Why do you have tickrate 2? I don't see a reason why in this 210bpm song; tick rate 2 would be chosen instead of 1. It just artificially inflates the combo if you ask me. to make with different lenght even more distinct from each other by making different amount of slider ticks in them
  2. 00:35:501 (4) - This slider is a bit too close to the edge for comfort. Even though it't not offscreen on my display, you should still move it to be safe. i don't see a problem with it
[Normal]
  1. AR5 is much more fitting due to the large cs and dense rhythms here. okie
  2. 00:59:215 (4) - Maybe place some sort of hitsound here? The sound is quite strong, and the sound is distinct from the sounds at 00:58:358 (1,2,3) - so placing a hitsound would help emphasise it. hm, true
[Hard]
  1. 00:36:358 (5,1) - Not really a fan of the flow here, I think it would be better if (5) directly lead into (1). Like if you were to stack (1) underneath 00:36:215 (4) - for example. im fine with current flow, represents downbeat welll imo
  2. 00:58:358 (1,2,3,1) - You should place a green line to lower the hitsound volume here, something like 30% would be more appropriate. This is because the sound you are mapping to is quiet in comparison to the other instruments in the song, so lowering the hitsound volume would help the map represent the music. hm, current voluma doesn't seem unappropriate tho. if other people mention it, ill change
  3. 01:03:786 (5) - You seem to be missing a whistle for this slider head. A whistle would be appropriate here as it'll make it consistent with your current hitsound pattern. eagle eye ..or ear?
  4. 01:18:786 (3,1) - For this part, maybe you should start the NC on (3) instead of (1), so that the 1 beat gap becomes more apparent. im making ncs mostly on downbeat, except for exotic instances, wanna keep it consistent
  5. 01:34:929 (1) - This note is very low, in fact mod assistant says it's potentially off the screen. (although when I look at it, it appears to be fine). Maybe move it up a bit to be safe? okie, better safe
  6. 01:35:786 (1) - This slider should end at 01:36:072 - . Past that, there isn't any sounds that would justify this buzz slider carrying on. There is only a fade-out. Even at 5%, the hitsounds from the buzzslider greatly overpower the music. okie
[Insane]
  1. 00:45:787 (1,2,3,1,2,3,4) - This pattern would probably be more readable if you had the NC on 00:46:358 (2) - instead. It'll more clearly convey that there are two sets of notes, with a stack/stream at the end. i agree that this change would make things more straight forward but this way of ncing doesn't represent music that well as current one. high-pitched sounds come groups of three so thats why ncs are like this
  2. 01:35:787 (1) - Like I mentioned in hard, this buzz slider should end earlier at 01:36:072 - i few people told the same, changing it now
Very clean map across all difficulties, I like it. Good luck ~ Thank you and you too
July - San
Hii From mod req!
M4M

My map: https://osu.ppy.sh/s/597903

Easy

00:30:929 (7) - (Extend this for 00:31:501 - )

00:35:501 (4) - (Extend this for 00:36:072 - )

or do something like this ( 00:40:072 (6) - )

00:44:644 (5) - (This too, extend)

00:53:786 (5) - (This)

Normal

The Normal It's good for me! :)

tMb's Hyper

01:33:072 (2) - (Make something like this.)



01:21:644 (2,3) - (This too)

Okay That's all, for me..

Hey Dude! Perfect Map! :D Good luck !
Topic Starter
Hectic
July - San response

July - San wrote:

Hii From mod req!
M4M

My map: https://osu.ppy.sh/s/597903

Easy

00:30:929 (7) - (Extend this for 00:31:501 - )
00:35:501 (4) - (Extend this for 00:36:072 - )
or do something like this ( 00:40:072 (6) - )
00:44:644 (5) - (This too, extend)
00:53:786 (5) - (This) um, but why tho? when modding try to think why mapper made things like that and if things lack meaning or you have better suggestion, describe that in your mod. these things are 3/2 because there are important sounds on their tail, if a made them 2/1, they would end on nothing

Normal

The Normal It's good for me! :)

tMb's Hyper

01:33:072 (2) - (Make something like this.)



01:21:644 (2,3) - (This too)

Okay That's all, for me..

Hey Dude! Perfect Map! :D Thank you! Good luck! You too! Even though your mod wasn't that helpful, i'd mod your map in return, but advice for the future - try to contact with person you are willing doing m4m with before actually making mod
bite you death
hello, nm from modreqs

  • general
  1. why 2 slidertick in normal and easy but not any other diff?
  2. i think you should rename easy to normal and normal to advanced, because easy diff patterns look a lot like normal diff
  3. why not just make a good cs spread? 2 2.2 2.4 3.5 4 isnt good imo
    insane
  4. 00:06:073 (2) -, 00:24:358 (2) -, 00:28:930 (2) -, 00:33:501 (2) - i think you should curve this like 00:10:644 (2) - and 00:15:216 (2) - , curve fits better than sharp angle imo
  5. 00:41:216 (1,2,1,2) - this pattern could potentially be hard to read, because before this there are no stacks like this
  6. 00:52:644 (2) - this sound is pretty major, should be spaced further imo and nc
  7. 00:56:644 (1,1) - i think circle + 1/2 slider works better like so, also remove nc from first (1)
  8. 01:34:930 (1) - maybe a stream here? sliders feel kinda dull
    tbh good diff, i dont like the aesthetics but its your style i guess

    easy
  9. consider checking the general comments
  10. tone down the repeat sliders a bit? there seems to be way too many of them imo
  11. 00:35:501 (4,5,1) -, 00:44:644 (5,6,1) -, 00:53:786 (5,6,1) - kinda hard to read/hit, consider changing (1) to a slider in all of these, atleast the first one
couldnt find much, good set.
gl
Topic Starter
Hectic
bite you death response

bite you death wrote:

hello, nm from modreqs

  • general
  1. why 2 slidertick in normal and easy but not any other diff? i think having buffed slidertick on those diffs would help beginners at reading sliders with different length
  2. i think you should rename easy to normal and normal to advanced, because easy diff patterns look a lot like normal diff hmm but there snapping-wise they are named corrctly
  3. why not just make a good cs spread? 2 2.2 2.4 3.5 4 isnt good imo why these numbers should be linear?

    insane
  4. 00:06:073 (2) -, 00:24:358 (2) -, 00:28:930 (2) -, 00:33:501 (2) - i think you should curve this like 00:10:644 (2) - and 00:15:216 (2) - , curve fits better than sharp angle imo but i really want to make some variety ;;
  5. 00:41:216 (1,2,1,2) - this pattern could potentially be hard to read, because before this there are no stacks like this i agree but im fine with this
  6. 00:52:644 (2) - this sound is pretty major, should be spaced further imo and nc in this section i follow high-pitched synth only, while making space emphasize to snare, wanna keep it consistent
  7. 00:56:644 (1,1) - i think circle + 1/2 slider works better like so, also remove nc from first (1) same as above
  8. 01:34:930 (1) - maybe a stream here? sliders feel kinda dull hm, difficulty spike in such a calm section? i don't think thats a good idea
    tbh good diff, i dont like the aesthetics but its your style i guess

    easy
  9. consider checking the general comments
  10. tone down the repeat sliders a bit? there seems to be way too many of them imo don't see a problem with it
  11. 00:35:501 (4,5,1) -, 00:44:644 (5,6,1) -, 00:53:786 (5,6,1) - kinda hard to read/hit, consider changing (1) to a slider in all of these, atleast the first one hm, but why is it hard to read tho, time-distance equality thing should work
couldnt find much, good set. Thanks!
gl You too
Namki
[Easy]
  1. 00:08:072 (6,1) - / 00:17:215 (6,1) - / 00:40:072 (6,1) - и так далее — попробуй сделать флоу помягче, чтоб оно было более круговое, что ли. Изик же, эти прямые углы не очень хорошо смотрятся и играются.
  2. 00:13:501 (6,1,2) - вот такого рода паттерны не рекомендуется использовать, потому что очень много надо кликать и новички могут очень легко такое дело мисриднуть. Лучше сделать реверс или 3/1 слайдер.
  3. 00:27:501 (1,2,3,4,5,6) - слишком много последовательных кругов, ты действительно думаешь, что это нормально играется, если ты новичек? Бтв очень резко меняешь ритмику так, трек не меняется и ничто не говорит об этом, странно.
  4. 00:36:358 (5,1) - еще мне не нравятся такие штуки, если делать изик, то делать его прям очень-очень легким, а это уже нестандартный ритм и паттерн, который ты показываешь пару раз в карте, что ли.
  5. 01:17:786 (1) - / 01:22:358 (1) - / 01:26:929 (1) - / 01:31:501 (1) - можешь сказать мне, чем они отличаются от 01:34:929 (1) - ? Конечно можешь, это же очевидно, ты даже последний слайдер выделил шейпом отдельным, но почему ты не сайленсишь слайдертики тогда? Там же нет эти звуков во время того, как идет слайдерболл.
[Normal]
  1. 00:05:501 (3,4,1,2,3) - я не считаю это подходящим паттерном для нормала. Объясняю. 00:05:501 (3,4) - стаки вообще не очень приветствуются в лоу диффах, а тут сразу двойной. Мне не нравится, что два разных звука выделяются одним и тем же 00:06:644 (3,1) - . Если спрашивать мое мнени, то я бы сделал как-то так.

    Это не очень нарушает твою задумку, просто убрал парочку кликов и чуть-чуть андермапнул, чтоб лучше фитало под нормал. Предлагаю еще использовать побольше 00:08:072 (1,2,3) - такого.
  2. Это, в принципе, всё, что мне сильно не понравилось. НО я бы перекроил всю диффу, слишком она получилась у тебя интенсивной. Я б понизил денсити снаппинга и увеличил спейсинг, чтоб не сильно ср просел.
[Hard]
  1. 00:44:358 - штука кликабельная должна быть. Тут тоже 00:48:929 - , а то пустовато как-то, сильный слишком звук.
  2. 00:58:358 (1,2,3,1) - оч. экстримально. Это не паттерн для харда. В лайт инсе уже лучше, но всё равно даже там это смотрится сложновато.
  3. 01:35:786 (1) - а попробуй заменить его на спиннер до 01:36:786 - . Вроде ниче так.
[Hyper]
  1. Такое дело, что у в начале нового такта после двух 1/2 ударов идет паттерн из курва с белым и красными якорями, и вот мувемент с первого слайдера на второй у тебя идет круговое или с удобным углом. Пример: 00:23:216 (3,4) - / 00:25:501 (3,4) - / 00:28:930 (3,4) - круговое флоу. 00:27:787 (3,4) - удобное флоу с оптимальным углом ну и так далее, думаю, понял меня. 00:32:358 (3,4) - но вот тут ты ломаешь флоу и структуру, первый слайдер идет круто, но вот второй всё делает плохо, получается переход на 00:32:644 (4) - идет неудобно, приходится очень сильно уводить курсор в обратную сторону. Со стороны игрока это не очень удобно (лично я такое играю хорошо, но структура там все дела, понимаешь.). 00:33:501 (3,4) - похожий паттерн, но тут из-за абузинг слайдер лениенси, он не доводится до конца, поэтому и играется это куда лучше.
    00:34:644 (3,4) - а вот тут то же самое.
  2. 00:38:644 (5,6,1,2) - смысл в том, что ты не делал 00:38:930 (1,2) - в линию с 00:38:644 (5,6) - этими до этого. Тут ты, например, сделал джамп 00:29:501 (5,6,1,2) - , а тут 00:24:930 (5,6,1,2) - треугольник. Предлагаю подвинуть 00:38:930 (1,2) - просто направо к правой второе головы слайдера, ну то есть, сделать джампик, чтоб тот один джамп не выглядел одиноко в этом парте.
  3. 00:41:216 (1,2,3) - этот 90 процентный угол выглядит настолько вне контекста диффы, насколько это вообще реально, тут либо треугольник равносторонний, либо линейное флоу.
  4. 01:26:787 (4,1) - стак сломал.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Супер интересная диффа, мне даже понравилось модить это.
[Insane]
  1. 00:06:644 (4,5,1,2,3) - скучно. У тебя же настолько интересный трек с кучей всего в нем. Попробуй вот что. 00:06:930 (1,2,3) - поверни на 15 градусов против часовой стрелки и подвинь влево, чтоб 00:06:787 (5,1) - был джампик. Красивый флоу прям под карту! Что думаешь?
  2. 00:11:216 (4) -
  3. Алсо, мне не очень понятно, почему ты одинаково выделяешь 00:12:358 (5,6,1,2) - и подобные. У тебя настолько много вариантов, как можно замапать этот момент, а ты выбрал наискучнейший. Ладно стаки, но со спейсингом ты просто обязан поиграть.
  4. Вообще, ничего критического я не нашел, но мне показалась ну слишком скучной. Этот одинаковый спейсинг как в 2011 году, обычные углы между паттернами. Я бы очень хотел увидеть тут интересный спейсинг, например, сейчас ты выделяешь большим спейсингом вот этот звук 00:05:216 - , всё понятно, но там же есть не только он! Можно выделять новые такты, например, тут 00:11:501 - , или 00:15:787 (4,5) - в такте там всего два таких звука, почему не выделить их? Ну буду всё исписывать, но я надеюсь ты понял мою идею — спейсинг требует доработки как по мне.
гл
Topic Starter
Hectic
Namki response (ru)

Namki wrote:

[Easy]
  1. 00:08:072 (6,1) - / 00:17:215 (6,1) - / 00:40:072 (6,1) - и так далее — попробуй сделать флоу помягче, чтоб оно было более круговое, что ли. Изик же, эти прямые углы не очень хорошо смотрятся и играются. мне лично нравится как они выглядят, а в понятие "флоу" на лоу дифах я не верю
  2. 00:13:501 (6,1,2) - вот такого рода паттерны не рекомендуется использовать, потому что очень много надо кликать и новички могут очень легко такое дело мисриднуть. Лучше сделать реверс или 3/1 слайдер. 1/1 гапы же, и вести практически ничего никуда не надо, пускай учатся, а то вот не встретятся со сложностями в начале, а потом ничего сложнее хиторигото или хаитая сыграть не смогут потому что читать не научились
  3. 00:27:501 (1,2,3,4,5,6) - слишком много последовательных кругов, ты действительно думаешь, что это нормально играется, если ты новичок? Бтв очень резко меняешь ритмику так, трек не меняется и ничто не говорит об этом, странно. Просто вариации. Ну на самом деле подумаю чтобы сделать их более балансными, почаще чередовать, а не так редко. Вообще, новичкам же слайдеры тяжелее играть чем кружки
  4. 00:36:358 (5,1) - еще мне не нравятся такие штуки, если делать изик, то делать его прям очень-очень легким, а это уже нестандартный ритм и паттерн, который ты показываешь пару раз в карте, что ли. ну "тайм-дистанс экуолити" понятие же для этого и существует - чтобы новички видели визуальную разницу между временными промежутками, и мне кажется эта дифа является оч хорошей тренировкой для этого т.к. тут достаточно разных временных гапов которые оч отличаются визуально
  5. 01:17:786 (1) - / 01:22:358 (1) - / 01:26:929 (1) - / 01:31:501 (1) - можешь сказать мне, чем они отличаются от 01:34:929 (1) - ? Конечно можешь, это же очевидно, ты даже последний слайдер выделил шейпом отдельным, но почему ты не сайленсишь слайдертики тогда? Там же нет эти звуков во время того, как идет слайдерболл. действительно
[Normal]
  1. 00:05:501 (3,4,1,2,3) - я не считаю это подходящим паттерном для нормала. Объясняю. 00:05:501 (3,4) - стаки вообще не очень приветствуются в лоу диффах, а тут сразу двойной. это ведь не самая низкая сложность в мапсете, комплексность нормала это причина по которой я сделал изик. По сути, по рк такое должно допускаться - это просто 1/2 гапы, хоть и 210 бпм, кружками я подчеркиваю то, что там еще как бы 1/4 звуки, обрезанная версия стрима, так сказать Мне не нравится, что два разных звука выделяются одним и тем же 00:06:644 (3,1) - . Если спрашивать мое мнени, то я бы сделал как-то так. Понимаю, но другого варианта я не вижу. В твоем примере ты оставляешь даунбиту конец слайдера, я подобные вещи оч не приветствую, тем более когда даунбит супер-очевидный
    *пример*
    Это не очень нарушает твою задумку, просто убрал парочку кликов и чуть-чуть андермапнул, чтоб лучше фитало под нормал. Предлагаю еще использовать побольше 00:08:072 (1,2,3) - такого.
  2. Это, в принципе, всё, что мне сильно не понравилось. НО я бы перекроил всю диффу, слишком она получилась у тебя интенсивной. Я б понизил денсити снаппинга и увеличил спейсинг, чтоб не сильно ср просел Имеет место быть, но скорее всего я просто бафну изик, назову его нормалом, а это адвансд будет, если прям совсем не покатит. Просто сейчас я вижу смысл в своем ризонинге и хочу оставить как есть
[Hard]
  1. 00:44:358 - штука кликабельная должна быть. Тут тоже 00:48:929 - , а то пустовато как-то, сильный слишком звук. Оч хочу в этой секции фоловить синт. Трек весьма однообразен, и поэтому в секции, которая чем-то отличается от всего остального, я хочу четко показывать различие
  2. 00:58:358 (1,2,3,1) - оч. экстримально. Это не паттерн для харда. В лайт инсе уже лучше, но всё равно даже там это смотрится сложновато. рааазве? я уверен что видел подобные штуки в хардах, тупо 4 раза кнопку зажать же
  3. 01:35:786 (1) - а попробуй заменить его на спиннер до 01:36:786 - . Вроде ниче так. я был бы не прочь, но многие люди ругались, что то, что идет после 01:36:072 - практически не слышно
[Hyper]
  1. Такое дело, что у в начале нового такта после двух 1/2 ударов идет паттерн из курва с белым и красными якорями, и вот мувемент с первого слайдера на второй у тебя идет круговое или с удобным углом. Пример: 00:23:216 (3,4) - / 00:25:501 (3,4) - / 00:28:930 (3,4) - круговое флоу. 00:27:787 (3,4) - удобное флоу с оптимальным углом ну и так далее, думаю, понял меня. 00:32:358 (3,4) - но вот тут ты ломаешь флоу и структуру, первый слайдер идет круто, но вот второй всё делает плохо, получается переход на 00:32:644 (4) - идет неудобно, приходится очень сильно уводить курсор в обратную сторону. Со стороны игрока это не очень удобно (лично я такое играю хорошо, но структура там все дела, понимаешь.). 00:33:501 (3,4) - похожий паттерн, но тут из-за абузинг слайдер лениенси, он не доводится до конца, поэтому и играется это куда лучше.
    00:34:644 (3,4) - а вот тут то же самое.
  2. 00:38:644 (5,6,1,2) - смысл в том, что ты не делал 00:38:930 (1,2) - в линию с 00:38:644 (5,6) - этими до этого. Тут ты, например, сделал джамп 00:29:501 (5,6,1,2) - , а тут 00:24:930 (5,6,1,2) - треугольник. Предлагаю подвинуть 00:38:930 (1,2) - просто направо к правой второе головы слайдера, ну то есть, сделать джампик, чтоб тот один джамп не выглядел одиноко в этом парте.
  3. 00:41:216 (1,2,3) - этот 90 процентный угол выглядит настолько вне контекста диффы, насколько это вообще реально, тут либо треугольник равносторонний, либо линейное флоу.
  4. 01:26:787 (4,1) - стак сломал.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Супер интересная диффа, мне даже понравилось модить это. ыыы, а мое не понравилось модить((((((
[Insane]
  1. 00:06:644 (4,5,1,2,3) - скучно. У тебя же настолько интересный трек с кучей всего в нем. Попробуй вот что. 00:06:930 (1,2,3) - поверни на 15 градусов против часовой стрелки и подвинь влево, чтоб 00:06:787 (5,1) - был джампик. Красивый флоу прям под карту! Что думаешь? У меня тут все очень жестко со спейсингом, джампы я делаю исключительно к снейру. Если применить твою задумку, то пришлось бы переделывать все и карта была бы совершенно другой. У меня же тут всякие виды эмпхасиза - читалка, формы, флоу, св, недостаточно что ли?(
  2. 00:11:216 (4) - ?
  3. Алсо, мне не очень понятно, почему ты одинаково выделяешь 00:12:358 (5,6,1,2) - и подобные. У тебя настолько много вариантов, как можно замапать этот момент, а ты выбрал наискучнейший. Ладно стаки, но со спейсингом ты просто обязан поиграть. Если бы я поигрался со спейсингом, то контраст к джампам был бы нулевый
  4. Вообще, ничего критического я не нашел, но мне показалась ну слишком скучной. Этот одинаковый спейсинг как в 2011 году, обычные углы между паттернами. Я бы очень хотел увидеть тут интересный спейсинг, например, сейчас ты выделяешь большим спейсингом вот этот звук 00:05:216 - , всё понятно, но там же есть не только он! Можно выделять новые такты, например, тут 00:11:501 - , или 00:15:787 (4,5) - в такте там всего два таких звука, почему не выделить их? Ну буду всё исписывать, но я надеюсь ты понял мою идею — спейсинг требует доработки как по мне. Я понимаю твою задумку, но моя мысль заключается в том, что из-за частых вариаций с ним теряется контраст. Кроме того, спейсинг далеко не единственный способ эмпхасиза, и кроме него в карте достаточно штук имо, которые выделяют отдельные моменты в музыке. Консистентный спесинг - это просто мой выбор, с ним мне легче структурировать свою карту, в ней гораздо меньше рандомностей которые я не очень люблю (ну по крайней мере не очень люблю, когда сам их делаю)
гл Спасибо большое. Извини что много отшил, но тем не менее считаю полезным посмотреть на свою карту с другой перспективы
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats
[Easy]
Object at 00:08:072 - should be placed at: [394, 72] currently at: [395, 73] to move in line with slider at time 00:09:215 -
Object at 00:20:072 - should be placed at: [264, 347] currently at: [265, 348] to move in line with slider at time 00:19:501 -
Object at 00:57:786 - should be placed at: [433, 274] currently at: [434, 275] to move in line with slider at time 00:58:358 -
Object at 01:05:786 - should be placed at: [223, 183] currently at: [224, 184] to move in line with slider at time 01:05:215 -
Object at 01:12:929 - should be placed at: [391, 116] currently at: [392, 117] to move in line with slider at time 01:12:072 -
Object at 01:17:786 - should be placed at: [29, 215] currently at: [30, 216] to move in line with slider at time 01:16:644 -
[Hard]
Object at 00:12:358 - should be placed at: [40, 245] currently at: [41, 246] to move in line with slider at time 00:12:644 -
Object at 00:12:501 - should be placed at: [40, 245] currently at: [41, 246] to move in line with slider at time 00:12:644 -
Object at 00:16:072 - should be placed at: [260, 248] currently at: [263, 251] to blanket slider body at time 00:15:501 -
Object at 00:17:929 - should be placed at: [197, 19] currently at: [196, 20] to move in line with slider at time 00:18:072 -
Object at 00:24:072 - should be placed at: [381, 160] currently at: [380, 161] to move in line with slider at time 00:23:786 -
Object at 00:27:072 - should be placed at: [58, 370] currently at: [59, 371] to move in line with slider at time 00:26:786 -
Object at 00:31:644 - should be placed at: [212, 122] currently at: [212, 125] to blanket slider body at time 00:32:072 -
Object at 00:35:215 - should be placed at: [411, 221] currently at: [412, 222] to move in line with slider at time 00:35:501 -
Object at 00:35:358 - should be placed at: [411, 221] currently at: [412, 222] to move in line with slider at time 00:35:501 -
Object at 00:52:501 - should be placed at: [409, 203] currently at: [410, 207] to blanket slider body at time 00:52:072 -
Object at 00:57:786 - should be placed at: [379, 289] currently at: [380, 290] to move in line with slider at time 00:57:501 -
Object at 00:57:786 - should be placed at: [379, 289] currently at: [380, 290] to move in line with slider at time 00:58:358 -
Object at 01:09:501 - should be placed at: [221, 378] currently at: [222, 379] to move in line with slider at time 01:09:215 -
Object at 01:25:644 - should be placed at: [494, 357] currently at: [495, 358] to move in line with slider at time 01:25:072 -
[Insane]
Object at 00:04:787 - should be placed at: [189, 139] currently at: [192, 140] to blanket slider body at time 00:05:216 -
Object at 00:06:930 - should be placed at: [317, 132] currently at: [318, 131] to move in line with slider at time 00:07:216 -
Object at 00:07:073 - should be placed at: [317, 132] currently at: [318, 131] to move in line with slider at time 00:07:216 -
Object at 00:08:787 - should be placed at: [373, 184] currently at: [374, 185] to move in line with slider at time 00:08:501 -
Object at 00:09:216 - should be placed at: [268, 152] currently at: [269, 153] to move in line with slider at time 00:08:930 -
Object at 00:13:787 - should be placed at: [236, 81] currently at: [237, 82] to move in line with slider at time 00:13:501 -
Object at 00:26:073 - should be placed at: [88, 62] currently at: [89, 63] to move in line with slider at time 00:25:787 -
Object at 00:28:358 - should be placed at: [388, 214] currently at: [389, 215] to move in line with slider at time 00:28:073 -
Object at 00:29:644 - should be placed at: [138, 104] currently at: [140, 101] to blanket slider body at time 00:29:216 -
Object at 00:36:216 - should be placed at: [291, 296] currently at: [292, 297] to move in line with slider at time 00:36:358 -
Object at 00:40:787 - should be placed at: [93, 76] currently at: [94, 77] to move in line with slider at time 00:40:930 -
Object at 00:43:644 - should be placed at: [379, 363] currently at: [382, 366] to blanket slider body at time 00:43:787 -
Object at 00:47:930 - should be placed at: [331, 34] currently at: [335, 37] to blanket slider body at time 00:47:644 -
Object at 00:54:501 - should be placed at: [165, 180] currently at: [166, 179] to move in line with slider at time 00:54:644 -
Object at 01:00:930 - should be placed at: [119, 190] currently at: [114, 191] to blanket slider body at time 01:00:644 -
Object at 01:01:787 - should be placed at: [495, 195] currently at: [496, 196] to move in line with slider at time 01:02:073 -
Object at 01:01:930 - should be placed at: [495, 195] currently at: [496, 196] to move in line with slider at time 01:02:073 -
Object at 01:06:072 - should be placed at: [318, 147] currently at: [319, 148] to move in line with slider at time 01:05:787 -
Object at 01:06:216 - should be placed at: [379, 238] currently at: [381, 240] to blanket slider body at time 01:06:644 -
Object at 01:08:787 - should be placed at: [121, 242] currently at: [125, 241] to blanket slider body at time 01:08:930 -
Object at 01:23:930 - should be placed at: [166, 367] currently at: [167, 368] to move in line with slider at time 01:23:501 -
Object at 01:26:501 - should be placed at: [317, 241] currently at: [318, 242] to move in line with slider at time 01:26:216 -
Object at 01:29:644 - should be placed at: [322, 147] currently at: [323, 148] to move in line with slider at time 01:29:216 -
Object at 01:33:358 - should be placed at: [415, 358] currently at: [416, 359] to move in line with slider at time 01:33:073 -
[Normal]
Object at 00:44:929 - should be placed at: [502, 292] currently at: [503, 293] to move in line with slider at time 00:44:644 -
Object at 00:45:072 - should be placed at: [502, 292] currently at: [503, 293] to move in line with slider at time 00:44:644 -
Object at 00:52:929 - should be placed at: [78, 119] currently at: [79, 118] to move in line with slider at time 00:52:644 -
Object at 00:56:929 - should be placed at: [301, 156] currently at: [302, 157] to move in line with slider at time 00:56:358 -
Object at 00:58:358 - should be placed at: [30, 342] currently at: [29, 343] to move in line with slider at time 00:58:929 -
Object at 01:06:644 - should be placed at: [61, 240] currently at: [62, 239] to move in line with slider at time 01:06:358 -
Object at 01:08:358 - should be placed at: [419, 250] currently at: [420, 251] to move in line with slider at time 01:08:644 -
Object at 01:10:072 - should be placed at: [151, 102] currently at: [152, 103] to move in line with slider at time 01:09:786 -
Object at 01:15:786 - should be placed at: [160, 157] currently at: [161, 158] to move in line with slider at time 01:15:501 -
[tMb's Hyper]
Object at 00:09:358 - should be placed at: [127, 304] currently at: [127, 308] to blanket slider body at time 00:09:501 -
Object at 00:17:501 - should be placed at: [170, 60] currently at: [171, 61] to move in line with slider at time 00:17:644 -
Object at 00:21:644 - should be placed at: [290, 180] currently at: [291, 181] to move in line with slider at time 00:22:216 -
Object at 00:44:787 - should be placed at: [58, 81] currently at: [57, 82] to move in line with slider at time 00:44:501 -
Object at 00:46:930 - should be placed at: [202, 263] currently at: [203, 262] to move in line with slider at time 00:46:644 -
Object at 00:50:930 - should be placed at: [169, 171] currently at: [170, 172] to move in line with slider at time 00:51:216 -
Object at 00:51:073 - should be placed at: [165, 251] currently at: [166, 252] to move in line with slider at time 00:51:216 -
Object at 00:54:073 - should be placed at: [261, 124] currently at: [263, 128] to blanket slider body at time 00:53:644 -
Object at 01:34:787 - should be placed at: [348, 158] currently at: [349, 159] to move in line with slider at time 01:34:930 -
Stacked stuff will likely be off, so if those give wrong results, you can ignore those.

Ya your maps seem to give big outputs oops
Fallmorph
ShiiTsuin's mod reply

ShiiTsuin wrote:

o/
tMb's Hyper
Generally good use of the play area, though the large circles and lack of spacing makes the map feel a little cramped >~<
00:16:072 (3,4) - These guys kinda overlap with 00:17:216 (1) in the editor :/ ✖ - I think, this overlap isn't so wrong.
00:18:644 (3) - Very slight overlap with 00:19:787 (3) . ✔ - I tried to do it better than I could. And there is no overlap, if you turn "Hit animation" on.
00:22:930 (1,2) - Not blanketed particularly well by 00:23:501 (4) . ✔ - Yes, changed.
00:42:644 (3,4,5,6,1,2,1,2,1,2) - Like the overall triangle pattern, don't like the amount of overlapping, even if it's done intentionally. ✔ - ^

Really like how this is made, visually appealing patterns along with consistency make it one of the nicer looking maps I've played. I would have maybe like to have seen a bit more spacing or more experimentation with spacing, but what you've got is fine

Good luck getting this ranked!
Thanks for your help, ShiiTsuin! ~
-Faded-'s mod reply

-Faded- wrote:

Hey, m4m from #modreqs
[TMb's Hyper]
  1. 00:52:787 (2,2,2) - The stacking on the sliderends are very slightly off. Minor, but fixing this will make the pattern look nicer.
  2. 01:29:216 (1,2) - These notes are a bit close to the edge of the screen. Not directly off, but I'd still move it up to be safe.
Very clean map across all difficulties, I like it. Good luck ~
All accepted, thank you so much! ;)

July - San's mod reply

July - San wrote:

Hii From mod req!
M4M

tMb's Hyper

01:33:072 (2) - (Make something like this.) ✖ - I want to make this circle clickable. And I hate revers sliders :P



01:21:644 (2,3) - (This too) ✖ - ^

Okay That's all, for me..

Hey Dude! Perfect Map! :D Good luck !
Thanks! :)
Namki's mod reply

Namki wrote:

[Hyper]
  1. Такое дело, что у в начале нового такта после двух 1/2 ударов идет паттерн из курва с белым и красными якорями, и вот мувемент с первого слайдера на второй у тебя идет круговое или с удобным углом. Пример: 00:23:216 (3,4) - / 00:25:501 (3,4) - / 00:28:930 (3,4) - круговое флоу. 00:27:787 (3,4) - удобное флоу с оптимальным углом ну и так далее, думаю, понял меня. 00:32:358 (3,4) - но вот тут ты ломаешь флоу и структуру, первый слайдер идет круто, но вот второй всё делает плохо, получается переход на 00:32:644 (4) - идет неудобно, приходится очень сильно уводить курсор в обратную сторону. Со стороны игрока это не очень удобно (лично я такое играю хорошо, но структура там все дела, понимаешь.). 00:33:501 (3,4) - похожий паттерн, но тут из-за абузинг слайдер лениенси, он не доводится до конца, поэтому и играется это куда лучше.
    00:34:644 (3,4) - а вот тут то же самое.
  2. 00:38:644 (5,6,1,2) - смысл в том, что ты не делал 00:38:930 (1,2) - в линию с 00:38:644 (5,6) - этими до этого. Тут ты, например, сделал джамп 00:29:501 (5,6,1,2) - , а тут 00:24:930 (5,6,1,2) - треугольник. Предлагаю подвинуть 00:38:930 (1,2) - просто направо к правой второе головы слайдера, ну то есть, сделать джампик, чтоб тот один джамп не выглядел одиноко в этом парте.
  3. 00:41:216 (1,2,3) - этот 90 процентный угол выглядит настолько вне контекста диффы, насколько это вообще реально, тут либо треугольник равносторонний, либо линейное флоу.
  4. 01:26:787 (4,1) - стак сломал.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Супер интересная диффа, мне даже понравилось модить это.
гл
Исправил полностью всё, кроме последнего момента со стаком - я сделал его специально, чтобы было лучше видно, что это не начало слайдера, а отдельная нота. Супер интересный мод, мне даже понравилось отвечать на это. :D Спасибо.

Yamicchi
#modreqs M4M
[Easy]
• 00:40:072 (6,1) - Usually you don't make objects flow this rough. It's good for rhythm transition but not if you only make it once
[Normal]
• There's a pretty big gap between Easy and Normal, and I think it's because of these 00:05:501 (3,4,1) - patterns. As of 210bpm, I wouldn't recommend having these in Normal. You can replace them with a 1/2 slider, that way Normal wouldn't be too hard
• 00:27:786 (2,3) - with the autostack, the blanket looks pretty bad. I would suggest blanketing these 2 instead of 00:27:786 (2,1) -
• 00:58:358 (1,2,3,4) - to seperate these from 00:58:072 (3) - and also to reduce the amount of 1/2 train, how about making 00:58:072 (3) - a circle?
• Why do you have those breaks in Normal but not Easy though?
[Hard]
• 00:06:929 (1) - is this overlap intentional?
• 00:59:215 (1) - This is really unexpected as people would hardly know what beat this slider is, firstly because of the NC and secondly because the overlap is big and this is the first and only time when it appears in the map, why don't you just make it a 3/4 slider or something?
• 01:22:358 (1) - 01:26:929 (1) - ... Edgy slidershape to represent the different sound maybe?
[Insane]
• 00:07:501 (4) - There's nothing much in the sliderstart, so why is the spacing so big though? It's pretty much too big compare to other similar patterns you have
• 00:08:073 (1,2) - While here, you have (2) a specific sound but the spacing shows the opposite. I think you should change that
• 00:10:644 (2) - Gotta say I like the previous shape more xd this one looks bad
• 00:12:358 (5,6,1,2,3,4) - every pair of stacks represent different sound, I don't think stacking them the same like this is a good idea. Anything better?
• 00:30:644 (4,5,1,2,3,4) - Same goes
• 00:14:930 (1,2) - Flow is linear and spacing is small, not quite a good way to represent the sound on (2).
• 01:34:930 (1) - Hmmm, why not having kicksliders or stream here?
DeviousPanda
hi o/// m4m with this map https://osu.ppy.sh/s/674092

I really like this mapset, goodluck with pushing this forward!

*im not that good with modding easier difficulties, but i hope the suggestions there are still good

Insane
*im going to focus mainly on minor improvements and subjective issues i have, because this diff is already at a rankable standard imo

00:05:787 (1) - small visual suggestion: make this the same curve as this 00:05:216 (4) - right now they look like this:


00:06:358 (3,4,5) - the emphasis used here (as shown by the whistle hitsound on this note 00:06:358 (3) - ) is weak imo because it follows the same linear path, try something like this for more impact:


00:08:501 (3) - the use of a slider here feels off, both the red and white tick have the same sound, so mapping it with a slider doesnt sound right imo, i suggest changing this ti two circles

00:10:644 (2) - 00:15:216 (2) - 00:19:787 (2) - 00:24:358 (2) - 00:28:930 (2) - 00:33:501 (2) - 00:38:073 (2) - 01:00:930 (2) - 01:05:501 (2) - 01:10:073 (2) - 01:14:644 (2) - i get what your doing with this sound throughout the song, but all of these sliders are inconsistent shapes, i suggest making these all the same shape and maybe something sharper to show the emphasis you have on these sounds like this:


00:13:073 (4) - same as 00:08:501 (3) - this is used throughout the map, so if you do change this make sure to do it on all of them

00:08:930 (5) - same thing about use of changing direction for emphasis as 00:06:358 (3,4,5) - (youve dont it good here 00:13:358 (5,6) - )

00:45:358 (4) - this staight line looks a bit bad imo, maybe change it to this:


00:56:358 (3) - this slider looks baaad, the curve is too curvy

01:17:787 (1,2,3) - maybe change these rhythms to this:

this just sounds better, and when i played through this this note 01:18:501 (3) - through me off

01:22:358 (1) - 01:26:930 (1) - 01:31:501 (1) - can you make these shapes consistent because its the same sound

tMb's Hyper
wow this diff is really clean, not much i can say about it tbh but ill try

01:09:787 (1,2,3,4,5,6) - this difficulty spike seems unnesecary

thats reall all i can see on this map, great job making this

Hard
your use of "triples" 00:07:786 (4,5,1) - and your use of "doubles" 00:08:358 (2,3) - is really confusing to play, because they both look the same so maybe dont stack 00:07:786 (4,5) - (this happens troughout the map too)

01:04:644 (3) - this looks ugly imo, maybe try this:


01:22:358 (1) - 01:26:929 (1) - 01:31:501 (1) - maybe put a red anchor on all of these to differentiate the special sound like you did in the insane

Normal
00:06:644 (3) - can you make this two circles to be consistent with 00:05:501 (3,4) - because newer players will get confused by the different mapping here (this happens throughout the map so if you change it change them all)

00:08:072 (1,2,3,4) - i know this fits perfectly it just seems like the diferent rhythm will catch some players out here

01:17:786 (1) - these should all end on the previous red tick imo

yea looks cool

Easy
00:12:644 (5) - bad use of rhythmn, just extend it out to the white tick (again this happens throughout the map)

i hope the long mod on the insane makes up for the small ones on the other diffs

gl with rank :) :) :)
Topic Starter
Hectic
Yamicchi response

Yamicchi wrote:

#modreqs M4M
[Easy]
• 00:40:072 (6,1) - Usually you don't make objects flow this rough. It's good for rhythm transition but not if you only make it once i don't think its that rough cause spacing between these objects is extremely small, they even overlap each other drastically
[Normal]
• There's a pretty big gap between Easy and Normal, and I think it's because of these 00:05:501 (3,4,1) - patterns. As of 210bpm, I wouldn't recommend having these in Normal. You can replace them with a 1/2 slider, that way Normal wouldn't be too hard uh, yeah, i should do something with spread :c
• 00:27:786 (2,3) - with the autostack, the blanket looks pretty bad. I would suggest blanketing these 2 instead of 00:27:786 (2,1) - i actually blanketed 2 and 1 though
• 00:58:358 (1,2,3,4) - to seperate these from 00:58:072 (3) - and also to reduce the amount of 1/2 train, how about making 00:58:072 (3) - a circle? i don't think that this train of 1/2 gaps is that long though
• Why do you have those breaks in Normal but not Easy though? true
[Hard]
• 00:06:929 (1) - is this overlap intentional? ? o.o
• 00:59:215 (1) - This is really unexpected as people would hardly know what beat this slider is, firstly because of the NC and secondly because the overlap is big and this is the first and only time when it appears in the map, why don't you just make it a 3/4 slider or something? i don't think its difficult to read, every click is on the white tick
• 01:22:358 (1) - 01:26:929 (1) - ... Edgy slidershape to represent the different sound maybe? nah, these are too bulky to slidershapes that i want on them, would look bad
[Insane]
• 00:07:501 (4) - There's nothing much in the sliderstart, so why is the spacing so big though? It's pretty much too big compare to other similar patterns you have these are just sliders so i think this spacing is not that critical and i duuno how to fix it properly without breaking everything
• 00:08:073 (1,2) - While here, you have (2) a specific sound but the spacing shows the opposite i'm emphasizing snare only with space
• 00:10:644 (2) - Gotta say I like the previous shape more xd this one looks bad i like it :c
• 00:12:358 (5,6,1,2,3,4) - every pair of stacks represent different sound, I don't think stacking them the same like this is a good idea. Anything better? uh, every pair sounds pretty stack-ish to me, sometimes i make variations, but i think this way is pretty okay too
• 00:30:644 (4,5,1,2,3,4) - Same goes
• 00:14:930 (1,2) - Flow is linear and spacing is small, not quite a good way to represent the sound on (2). i'll probably change later, if someone else mentions it
• 01:34:930 (1) - Hmmm, why not having kicksliders or stream here? would be too intense for calm part of the song

DeviousPanda response

DeviousPanda wrote:

hi o/// m4m with this map https://osu.ppy.sh/s/674092

I really like this mapset, goodluck with pushing this forward! Thanks a lot!

*im not that good with modding easier difficulties, but i hope the suggestions there are still good

Insane:

*im going to focus mainly on minor improvements and subjective issues i have, because this diff is already at a rankable standard imo

  1. 00:05:787 (1) - small visual suggestion: make this the same curve as this 00:05:216 (4) - right now they look like this:
    if i made them the same, there won't be a blanket
  2. 00:06:358 (3,4,5) - the emphasis used here (as shown by the whistle hitsound on this note 00:06:358 (3) - ) is weak imo because it follows the same linear path, try something like this for more impact: this flow seems pretty random to, i like how it is atm
  3. 00:08:501 (3) - the use of a slider here feels off, both the red and white tick have the same sound, so mapping it with a slider doesnt sound right imo, i suggest changing this ti two circles uh, but they are not the same, there is kind of *whoosh* sound on 3, thats why it is a slider
  4. 00:10:644 (2) - 00:15:216 (2) - 00:19:787 (2) - 00:24:358 (2) - 00:28:930 (2) - 00:33:501 (2) - 00:38:073 (2) - 01:00:930 (2) - 01:05:501 (2) - 01:10:073 (2) - 01:14:644 (2) - i get what your doing with this sound throughout the song, but all of these sliders are inconsistent shapes, i suggest making these all the same shape and maybe something sharper to show the emphasis you have on these sounds like this:
    inconsitent shapes are intended, if i made them all the same, then it would feel way too repetitive
  5. 00:13:073 (4) - same as 00:08:501 (3) - this is used throughout the map, so if you do change this make sure to do it on all of them
  6. 00:08:930 (5) - same thing about use of changing direction for emphasis as 00:06:358 (3,4,5) - (youve dont it good here 00:13:358 (5,6) - )
  7. 00:45:358 (4) - this staight line looks a bit bad imo, maybe change it to this:
    but i like it :c
  8. 00:56:358 (3) - this slider looks baaad, the curve is too curvy that's intended, i don't think it looks bad :c
  9. 01:17:787 (1,2,3) - maybe change these rhythms to this:
    this just sounds better, and when i played through this this note 01:18:501 (3) - through me off current rhythm makes more sense to me cause all notes have same kind of emphasize
  10. 01:22:358 (1) - 01:26:930 (1) - 01:31:501 (1) - can you make these shapes consistent because its the same sound variety \o/
tMb's Hyper
wow this diff is really clean, not much i can say about it tbh but ill try
01:09:787 (1,2,3,4,5,6) - this difficulty spike seems unnesecary

teaMblack19 wrote:

I think there is nothing unusual here. I have similar pattern at 00:14:929 (1,2,3,4,5,6)
thats reall all i can see on this map, great job making this

Hard:
  1. your use of "triples" 00:07:786 (4,5,1) - and your use of "doubles" 00:08:358 (2,3) - is really confusing to play, because they both look the same so maybe dont stack 00:07:786 (4,5) - (this happens troughout the map too) how is it confusing almost all gaps are the same - 1/2 o.o
  2. 01:04:644 (3) - this looks ugly imo, maybe try this: why is it ugly? :c
  3. 01:22:358 (1) - 01:26:929 (1) - 01:31:501 (1) - maybe put a red anchor on all of these to differentiate the special sound like you did in the insane maybe later. sharp shape doesn't seem appropriate
Normal
  1. 00:06:644 (3) - can you make this two circles to be consistent with 00:05:501 (3,4) - because newer players will get confused by the different mapping here (this happens throughout the map so if you change it change them all) i'll just change "triples" to sliders to fix spread also. circles were to 1/4 sounds tho, immitation of stream
  2. 00:08:072 (1,2,3,4) - i know this fits perfectly it just seems like the diferent rhythm will catch some players out here but thats the point.
    rhythm in music changes = rhythm in the map changes
  3. 01:17:786 (1) - these should all end on the previous red tick imo sounds good
    yea looks cool
Easy:
  1. 00:12:644 (5) - bad use of rhythmn, just extend it out to the white tick (again this happens throughout the map) i can clearly hear strong sound on redw tick
i hope the long mod on the insane makes up for the small ones on the other diffs long mod <> good mod

gl with rank :) :) :) Thanks
blobdash
quick mod for Insane, no kd


00:10:644 (2) - 00:15:216 (2) - 00:19:787 (2) - 00:24:358 (2) - 00:28:930 (2) - 00:33:501 (2) - 00:38:073 (2) - 00:47:216 (3) - 00:51:787 (3) - 00:56:358 (3) - 01:00:930 (2) - 01:10:073 (2) - 01:14:644 (2) - all these emphasize the same sound, yet they don't use the same shape. i'd suggest using the same shape to add consistency to the map

01:35:787 (1) - maybe getting a special hitsound for this? idk, just feels off to have the same hitsounds as 01:34:930 (1) - while they are completely different
Aniviuh
Easy:
00:13:786 (1,4) - I know these sliders are very similar but I think you should copy and paste then rotate regardless for extra neatness.
00:22:929 (1,3) - ^
00:32:072 (1,3) - ^
00:35:501 (4) - I feel like this is ALMOST out of bounds, I would like it moved but since it's not I guess it's fine.
00:58:358 (6) - I was second guessing myself on why you chose to have the slider tick rate on 2 until i saw this slider and I was like WOAH nice.
Normal:
----
Hard:
---
Hyper:
Ctrl shift A, objects arn't snapped.
Insane:
00:06:073 (2) - With these sliders (that represent that specific sound) I feel like each on each slider should either be an angled slider or a curved for each 16 measurements. For example
00:04:644 (1) through 00:22:930 (1) could be angled and 00:22:930 (1) through 00:41:216 (1) could be curved. (Although it's a pretty minor thing and it's fine the way it is, but it's what I would have done if I was mapping this.)

VERY fun map. Really hope it get's ranked. Really neat too.
Topic Starter
Hectic
FruityEnLoops response

FruityEnLoops wrote:

quick mod for Insane, no kd


00:10:644 (2) - 00:15:216 (2) - 00:19:787 (2) - 00:24:358 (2) - 00:28:930 (2) - 00:33:501 (2) - 00:38:073 (2) - 00:47:216 (3) - 00:51:787 (3) - 00:56:358 (3) - 01:00:930 (2) - 01:10:073 (2) - 01:14:644 (2) - all these emphasize the same sound, yet they don't use the same shape. i'd suggest using the same shape to add consistency to the map using the same shape would be really boring, i made them different intentionally, to create some varriety while visually emphasizing this sound

01:35:787 (1) - maybe getting a special hitsound for this? idk, just feels off to have the same hitsounds as 01:34:930 (1) - while they are completely different hm, theres whistle on this thing tho. i don't have any idea what hs should i use tbh

ViolentBoo response

ViolentBoo wrote:

Easy:
00:13:786 (1,4) - I know these sliders are very similar but I think you should copy and paste then rotate regardless for extra neatness.
00:22:929 (1,3) - ^
00:32:072 (1,3) - ^ i don't really see any point in doing so if its not noticable in-game
00:35:501 (4) - I feel like this is ALMOST out of bounds, I would like it moved but since it's not I guess it's fine. oh, it actually touches then end of the screen, fixed
00:58:358 (6) - I was second guessing myself on why you chose to have the slider tick rate on 2 until i saw this slider and I was like WOAH nice. thats not the only reason, also i want to make sliders with different length visually different from each other
Normal:
----
Hard:
---
Hyper:
Ctrl shift A, objects arn't snapped. fixed
Insane:
00:06:073 (2) - With these sliders (that represent that specific sound) I feel like each on each slider should either be an angled slider or a curved for each 16 measurements. For example 00:04:644 (1) through 00:22:930 (1) could be angled and 00:22:930 (1) through 00:41:216 (1) could be curved. (Although it's a pretty minor thing and it's fine the way it is, but it's what I would have done if I was mapping this.) yeah, i didn't go much into numbers here, i think its fine the way it is now

VERY fun map. Really hope it get's ranked. Me too lol Really neat too. Thanks for mod!
Frostmourne
General
Besides difficulty gap between Easy, Normal and Hard, the mapset looks good.

Easy
perfect imo

Normal
It could be too hard for Normal and be having a problem for difficulty gap between Easy and Normal.
Consider making a new diff between Easy and Normal, or you could lower your SV, AR, object placements(removing some such as circles after slider like 00:49:501 (2) - 00:54:072 (2) - and so on) but that requires re-doing the whole map to adjust SV correctly.

Hard
00:17:929 (4,5) - unexpectedly long jump for being in a Hard diff
00:40:786 (4,5) - ^
01:12:786 (4,5) -
01:18:215 (2,3) - the whole map was continuous until this gap is surprisingly breaking it. Considering re-making it to a repeat slider unless you would like to keep stop-hitting concept like you have done to the rest
If you did above here, consider remaking the rest of the map too for consistency.
Also it is harder from Normal one and could have difficulty gap. Consider removing some big jumps in Hard.

tMb's Hyper
fine

Insane
fine
Topic Starter
Hectic
Frostmourne response

Frostmourne wrote:

General
Besides difficulty gap between Easy, Normal and Hard, the mapset looks good.

Easy
perfect imo

Normal
It could be too hard for Normal and be having a problem for difficulty gap between Easy and Normal.
Consider making a new diff between Easy and Normal, or you could lower your SV, AR, object placements(removing some such as circles after slider like 00:49:501 (2) - 00:54:072 (2) - and so on) but that requires re-doing the whole map to adjust SV correctly. i think spread is fine as it is currently. easy - 1/1, 3/2, 2/1 gaps, normal - 1/2, 1/1 gaps, hard - 1/2 gaps + jumps (i don't count extended slliders as 1/4 gaps)

Hard
00:17:929 (4,5) - unexpectedly long jump for being in a Hard diff
00:40:786 (4,5) - ^
01:12:786 (4,5) - i don't see anything inherently wrong with jumps in this difficulty cause they appear not that often and they don't create jump chains
01:18:215 (2,3) - the whole map was continuous until this gap is surprisingly breaking it. Considering re-making it to a repeat slider unless you would like to keep stop-hitting concept like you have done to the rest hm, i'll think about it
If you did above here, consider remaking the rest of the map too for consistency.
Also it is harder from Normal one and could have difficulty gap. Consider removing some big jumps in Hard.

tMb's Hyper
fine

Insane
fine
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