Go Ranked OwO
thanks for the mod.Kyousukee wrote:
Hard
Ctrl+g this 00:05:625 (1) - would be nice imo ok
also make this 00:07:031 (4) - sliderend stacked on this circle 00:05:390 (4) - is good nah, I dun want it, broke the blanket
make this 00:43:593 (3) - stacked on sliderend 00:42:656 (4) - is nice broke 00:42:187 (3,4) -
Normal
00:17:812 (3) - U can make this slider become 1/1 gap of circle since it have a big loud sound at sliderend 00:17:812 (3) - than this 00:19:687 (3) - . following previous and next pattern.
unsuitable rhythm i think 00:28:828 (2) - , got clap sound on body of it , here too 00:06:328 (2) - its fine.
advance & easy is fine i think xD
glgl
thanks for the modSenery wrote:
NM from my queue
[Advanced][Hard]
- 00:39:140 (4) - blanket is off, move it down a bit ok
sorry for the short mod, everything looks fine
- 00:06:328 (3) - maybe use a half beat slider here and a circle on 00:06:796 - seems to fit a bit better because of the somewhat louder sound on the slider end(same with later ones) following stronger sound
- 00:19:687 (4) - reduce the gab here, its on a 1/16th tick still readable as 1/16 tho
I'll probaly going to ask other people, as I think it's not really that high as it's a slow BPM song and it doesn't contain a huge space imo.MrSergio wrote:
Easy has a kinda high DS compared to the SV. Consider reducing DS overall (x1.50 is big no matter what SV you use anyway)
Rest looks fine..
Thanks for the mod!JBHyperion wrote:
Random peek at catch diff because I'm bored I guessMBomb's PlatterGood luck! (:
- Not sure if this diff is intended to have default hitsounds but the standard ones have customs so I guess maybe you want this diff to have them too - Sure, why not.
- 00:15:000 (1,2) - Kinda of a pain to walk this after the previous hyper + direction change, but nor really big enough to indicate a dash. I feel a slightly larger spacing would be helpful here, since I assume you wanted to emphasise the pitch difference with the antiflow already anyway. If not, maybe make it similar to 00:11:250 (1,2) - in size - Sure, increased slightly.
- 00:03:750 (1,2) - 00:07:500 (1,2) - In the same vein, I'd maybe reduce these a tiny bit further still so the player can become accustomed to the spacing early on in the map, and there's a feeling of progression later on as the distances become slightly bigger. Might help alleviate some of the monotony slightly - Sure, done.
- 00:37:500 (1,2) - if you increased 00:15:000 (1,2) - maybe do the same thing here since the pattern repeats with (1) - being high pitch. Also get (1) away from the left border to avoid a potential flowstop thanks. 00:36:562 (3,4) - could maybe be separated a bit more to make room - Alright, done.
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Updated~- Magic Bomb - wrote:
Thanks for the mod!JBHyperion wrote:
Random peek at catch diff because I'm bored I guessMBomb's PlatterGood luck! (:
- Not sure if this diff is intended to have default hitsounds but the standard ones have customs so I guess maybe you want this diff to have them too - Sure, why not.
- 00:15:000 (1,2) - Kinda of a pain to walk this after the previous hyper + direction change, but nor really big enough to indicate a dash. I feel a slightly larger spacing would be helpful here, since I assume you wanted to emphasise the pitch difference with the antiflow already anyway. If not, maybe make it similar to 00:11:250 (1,2) - in size - Sure, increased slightly.
- 00:03:750 (1,2) - 00:07:500 (1,2) - In the same vein, I'd maybe reduce these a tiny bit further still so the player can become accustomed to the spacing early on in the map, and there's a feeling of progression later on as the distances become slightly bigger. Might help alleviate some of the monotony slightly - Sure, done.
- 00:37:500 (1,2) - if you increased 00:15:000 (1,2) - maybe do the same thing here since the pattern repeats with (1) - being high pitch. Also get (1) away from the left border to avoid a potential flowstop thanks. 00:36:562 (3,4) - could maybe be separated a bit more to make room - Alright, done.
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232,192,33046,2,0,L|128:192,1,100,2|0,0:0|0:0,0:0:0:0:
40,192,33515,1,2,0:0:0:0:
352,192,33750,5,8,0:0:0:0:
80,192,34218,2,0,L|208:192,1,100,2|0,0:0|0:0,0:0:0:0:
392,192,34687,1,2,0:0:0:0:
180,192,35156,2,0,L|292:192,1,100
88,192,35625,5,2,0:0:0:0:
384,192,35859,2,0,L|496:192,2,100,2|0|2,0:0|0:0|0:0,0:0:0:0:
176,192,36562,2,0,L|288:192,1,100,2|0,0:0|0:0,0:0:0:0:
408,192,37031,2,0,L|296:192,1,100,2|0,0:0|0:0,0:0:0:0:
8,192,37500,5,8,0:0:0:0:
304,192,37968,2,0,L|424:192,1,100,2|0,0:0|0:0,0:0:0:0:
192,192,38437,1,2,0:0:0:0:
376,192,38906,2,0,L|248:192,1,100
472,192,39375,5,2,0:0:0:0:
168,192,39609,2,0,L|40:192,1,100,2|0,0:0|0:0,0:0:0:0:
272,192,40078,2,0,L|384:192,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
160,192,40781,2,0,L|96:192,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
464,192,41250,5,8,0:0:0:0:
192,192,41718,2,0,L|320:192,1,100,2|0,0:0|0:0,0:0:0:0:
88,192,42187,1,2,0:0:0:0:
292,192,42656,2,0,L|420:192,1,100
192,192,43125,5,2,0:0:0:0:
496,192,43359,2,0,P|480:144|416:120,2,100,2|2|0,0:0|0:0|0:0,0:0:0:0:
288,192,44062,1,2,0:0:0:0:
496,192,44296,1,0,0:0:0:0:
376,192,44531,1,2,0:0:0:0:
168,192,44765,1,0,0:0:0:0:
480,192,45000,5,4,0:0:0:0:
280,192,45468,2,0,L|280:88,1,100
416,192,45937,1,2,0:0:0:0:
216,192,46406,2,0,L|216:88,1,100
352,192,46875,5,2,0:0:0:0:
152,192,47343,1,0,0:0:0:0:
384,192,47812,1,2,0:0:0:0:
184,192,48280,1,0,0:0:0:0:
:cShortthu wrote:
404 mod not foundWeber wrote:
mod placeholder
15:25 SawySavvy: All diffs or just a few ?
15:25 Error-: hm? mod?
15:26 SawySavvy: Aye
15:26 SawySavvy: For your Sans take :)
15:26 Error-: its up to you, but kinda need more mods for Easy and Normal, since it just remapped.
15:28 SawySavvy: I've never modded anything below 4 star before! I will give it a look though and share thoughts ^^ Not a real mod just me trying to practise
15:32 SawySavvy: Hmmmmmmm
15:32 SawySavvy: I suck at this xd
15:32 SawySavvy: But i guess the normal version is modded to the base yh ?
15:32 SawySavvy: Feels like it
15:32 SawySavvy: Since 90% of the map follows it with a few exceptions
15:32 SawySavvy: Or am i misstaken ?
15:33 Error-: I just use a pattern, which is repeating around the song plays.
15:33 SawySavvy: Not talking pattern here
15:33 SawySavvy: Talking rythm :)
15:34 Error-: ok then, define "yh" plz
15:34 SawySavvy: yh -> short version of yhea
15:34 SawySavvy: Sorry for my slacky english
15:35 SawySavvy: Lets start over
15:35 SawySavvy: What i noticed in the normal difficulty is that it seems. Looks like...That you mapped it following what the bass player is playing
15:35 Error-: lmao I thought yh is mapping-stuff
15:35 SawySavvy: But at a few instances you suddenly do not
15:35 SawySavvy: Sorry for that :)
15:35 Error-: yea I map the bass stuff
15:36 SawySavvy: Right
15:36 SawySavvy: Since that's your theme
15:36 SawySavvy: I think following it would be the way to go
15:36 SawySavvy: There are a few points where you ''skip'' what the bass player is doing
15:36 SawySavvy: I think he would get sad knowing that
15:36 SawySavvy: Or wait...Toby fox.
15:36 SawySavvy: Anyhow
15:36 Error-: that's intended
15:36 SawySavvy: 00:25:312 (3) -
15:36 SawySavvy: Rnadom example
15:36 Error-: to skip some part of the bass
15:36 SawySavvy: The way the bass is played here
15:37 SawySavvy: You have the second note on the end of the slider representing the second note of that part
15:37 SawySavvy: And you do it a lot
15:37 SawySavvy: Makes sense overall since you repeat the pattern (though it's kinda odd to use the end of a slider to represent a new note)
15:37 SawySavvy: 00:44:062 (3,4) -
15:37 SawySavvy: But then you have that
15:37 SawySavvy: Same sound
15:37 SawySavvy: In, imo, a much better way mapped
15:37 SawySavvy: But this happens what...Twice ?
15:37 SawySavvy: That you use 2x short sliders
15:37 SawySavvy: For that sound
15:37 SawySavvy: The rest is that long slider
15:37 Error-: well, as I said, its intended that I map things like that
15:38 SawySavvy: I would call it a conistency flaw, but you might have some idea behind it
15:38 SawySavvy: 00:06:328 (2) -
15:38 SawySavvy: What about those, they who peaked my interest the most
15:38 SawySavvy: Where you slider over bass events
15:38 SawySavvy: That white tick have a new note, mid slider
15:38 Error-: ok can I explain first?
15:39 SawySavvy: Ofc, just stop me at any time, i tend to write A LOT and fast othervise
15:39 Error-: so... here, what I'm mapping is through the bass and stronger sound.
15:39 Error-: lemme copy some examples
15:39 SawySavvy: Aye sir
15:39 Error-: 00:03:750 (1,2,3) -
15:40 SawySavvy: ^ Those 3 makes perfect sense imo
15:40 Error-: there, the stronger sounds are playing around with the notes, but before that I did 00:01:875 (1,2,3) -
15:40 Error-: and the 00:03:515 (4) - means that what the note plays will changes,
15:41 Error-: and it goes again, again, and again around the songs, that's the base idea.
15:41 SawySavvy: That 4 also makes sense
15:41 SawySavvy: So why did you want to explain these that i did not comment on and that are overall good atm ?
15:41 SawySavvy: :o
15:42 SawySavvy: 00:06:328 (2) -
15:42 SawySavvy: That's one of the major problems i saw
15:42 SawySavvy: Imo that 2 should be 2 single taps, the 3 behind it
15:42 Error-: well uhh, I gave ya the base idea, I thought it might change your mind XD
15:42 SawySavvy: 00:07:031 (3) -
15:42 SawySavvy: That
15:42 SawySavvy: Is a long note
15:42 SawySavvy: That imo should be a slider :D
15:42 SawySavvy: Listen to it
15:42 SawySavvy: It makes more sense
15:42 SawySavvy: Since it's 3 notes there
15:42 SawySavvy: You mapped two
15:42 SawySavvy: Having the only long note as a single tap .-.
15:42 SawySavvy: With a pause behind it to compensate
15:42 Error-: 00:05:625 (1,2,3) - still following the stronger sounds and matches it with 00:03:750 (1,2,3) -
15:43 Error-: 00:07:500 (1,2,3) - and here the stuff resets
15:43 Error-: I'm trying to create a 1/1 gap around the diff too so I don't have problems again with BNs XD
15:43 SawySavvy: Right
15:43 SawySavvy: At those notes i pointed out, you're swapping from the bass, and focus on the guitarr sounds instead
15:43 SawySavvy: Correct ?
15:44 Error-: yea
15:44 SawySavvy: In that case i would recomend a different ''style'' more visually and rythm based to compensate
15:44 SawySavvy: Cuz the 2 long sliders now look identical to how you map the normal bass
15:44 SawySavvy: For a normal player, they wont catch up on you swapping instrument for one combo
15:44 SawySavvy: I would rather play it safe and stick to the bass 100% instead of 95% :x
15:44 SawySavvy: But that's just my thoughts mind you
15:44 SawySavvy: I'm no BN
15:45 Error-: well, that's boring to map 100% bass xD
15:45 SawySavvy: Well yah
15:45 SawySavvy: But it's normal
15:45 SawySavvy: To be fair. normal IS booring
15:45 SawySavvy: It's ment for the player who just installed the game to understand the basics
15:45 SawySavvy: And to follow the same rythm for a 1 min
15:45 Error-: you might want to refer to ezek's mod in the thread
15:45 SawySavvy: Is prolly mind blowing enougha as it is
15:45 Error-: https://osu.ppy.sh/forum/p/6199925
15:45 SawySavvy: Did not read :o
15:45 SawySavvy: I shall
15:46 SawySavvy: All he wrote was that one chain was akward `?
15:46 Error-: It was before I remapped, and yea, that Easy diff is boring af.
15:46 Error-: and basically that's too boring, I have some trouble with it when asking BNs
15:46 SawySavvy: I'm talking about the normal diff .-.
15:46 Error-: I know
15:46 SawySavvy: mhm
15:46 Error-: and that linked with the boring stuff since you mention it
15:46 Error-: if I map 100% bass
15:47 SawySavvy: It would be booring
15:47 SawySavvy: But you would gain another achivement aswel
15:47 SawySavvy: ''Consistency''
15:47 SawySavvy: Either you go 100% or perhaps swap 80/20
15:47 SawySavvy: And make sure those 20 stands out and are consistent aswell
15:48 Error-: from what I learn when I was mapping Normal, focusing on one instrument will just makes another problem
15:48 SawySavvy: I'm not trying to tell you to focus on ONLY one instrument. I agree to it being booring. But since you kinda did it already
15:48 SawySavvy: I was surprised at the seemingly ''random event'' of a swap
15:49 SawySavvy: And then again
15:49 SawySavvy: 00:28:125 (1) -
15:49 Error-: ok, its kinda linked with almost everything with the swap stuff
15:49 SawySavvy: More sounds in that slider
15:49 SawySavvy: If you wanna map the guitarr there
15:49 SawySavvy: I noticed you loop it actually rather well
15:50 SawySavvy: Sooo
15:50 SawySavvy: If you wanna show that it's a new sound
15:50 SawySavvy: Brake the long slider pattern
15:50 SawySavvy: Reduce the 1 slider shown to the red tick
15:50 SawySavvy: Ad a single tap before the second slider
15:50 SawySavvy: And bam
15:50 SawySavvy: You have the guitarr more accurately mapped
15:50 Error-: for a better explaination..
15:50 SawySavvy: And an event that stands out a little bit more from the bass sections
15:50 Error-: would you map and screenshot the part?
15:50 SawySavvy: Np
15:51 Error-: its way more detail than this stuff xD
15:51 SawySavvy: https://puu.sh/xupEF/2a20a4f0ba.png
15:51 SawySavvy: Ingore the placement of the objects
15:51 SawySavvy: Ment to show what rythm i suggest
15:52 SawySavvy: You could even make the 4 there a red tick slider like...
15:52 SawySavvy: https://puu.sh/xupGs/fa5c415848.png
15:52 SawySavvy: If you wanted
15:52 SawySavvy: Since the last guitarr sound before said pause is a long note
15:52 Error-: I like the first one
15:52 SawySavvy: But as you wrote before, you might wanna keep the pause for a normal diff
15:52 SawySavvy: To let the player reset
15:52 Error-: will the the first one
15:52 Error-: sounds kinda good to me
15:53 Error-: do*
15:53 SawySavvy: Since you're mapping the guitarr there
15:53 SawySavvy: I think you have to make something similar to what i showed rythm wise
15:53 SawySavvy: Then compansate the visualls / distances aswell ofc
15:53 SawySavvy: My picture was just a random placed note :x
15:54 Error-: I will keep some like 00:14:062 (3) - to keep it simple
15:54 SawySavvy: Notice in my pictures, that all i did was to reduce the length of the first slider
15:54 SawySavvy: And added a single tap on the white tick instead
15:54 SawySavvy: Kept the second slider as was
15:54 Error-: I get it
15:54 SawySavvy: Anyhow
15:54 SawySavvy: This event happens twice
15:55 SawySavvy: Since this is 3 sections looped twice -> Songs end
15:55 SawySavvy: And it's at the end of the first/fourth section now
15:55 SawySavvy: 00:05:625 (1) -
15:55 Error-: I know I know
15:55 SawySavvy: So that's the other one, same treatment
15:55 SawySavvy: Other than that...This looks fancy
15:55 SawySavvy: 00:21:562 (3,4) -
15:55 SawySavvy: That event happens at the same time both times
15:55 SawySavvy: Overall you follow the base
15:55 SawySavvy: So yh
15:55 SawySavvy: Basic base line with 4 events over 1 min, sounds decent for a normal map :o
15:56 SawySavvy: I dont have much more to add, since i cant read structure nor flow on this star rate, i can only nitpick on things like this haha
15:56 SawySavvy: Best of luck to your map :)
15:56 Error-: ok lemme summarize this chat, https://puu.sh/xupGs/fa5c415848.png
15:57 Error-: feel free to drop this log so you get a kudos :d
15:57 SawySavvy: That nr4 slider there.
15:57 SawySavvy: Is not a must
15:57 SawySavvy: That 4 can be a single tap
15:57 SawySavvy: If you want to keep that pause
15:58 SawySavvy: I nitpicked one event mate, it's not kudos worthy :D
15:58 Error-: yea that nr4 slider will just broke some part of the spread too btw :p
15:58 SawySavvy: I just had fun trying to understand lower star stuff
15:58 Error-: basically that changes 2 events :p
15:58 SawySavvy: Mhm
15:58 SawySavvy: I like undertale and wanted to take a look on low star stuff. Win for me
15:58 SawySavvy: That's enough
15:58 SawySavvy: No kudos
15:59 SawySavvy: Have funz
15:59 Error-: I'll put the log to the thread bymyself then, so no kudos but I have a note for later mapping.
15:59 Error-: thanks for checking through :D
15:59 SawySavvy: Your thread, do as ye please
Thanks for the mod~DTM9 Nowa wrote:
Heya, you can thank ezek since he showed this set to me thanks ezek
General
Having custom hitsounds for sliderticks is usually considered a bad thing but having a loud sound that emphasizes the middle of a slider is extremely irritating for anyone who is playing as there is something that you bring up as important enough to be hitsounded but not important enough to be mapped and after considerting that you are using the exactly same hitsound for beats that are mapped normally, i can not see anything about these hitsounds that would make the map better in any way. After inspecting the map for a while i can see that your map is mostly following the synthesizer through rhythm choice so i think it would be much, much better to emphasize that you are indeed focusing on those and just leave out the hitsounds completely (and possibly changing the slider tick rate to 1 to support this) as bringing up stuff you do not really follow when they are not supported by the basic rhythm in any of the difficulties above easy
I don't really sure to agree with this, since I'm (mostly) following the stronger sound here, so I create a slider instead of a 1/2 slider and a circle or a circle instead to use the basic rhythm. Also I've seen a map with a hitsound in the middle of the slider like this.
Tags : sans the skeleton frisk character i really don't see a point in these tags. They do not really connect to the song itself and do not really help anyone to find this song (they'd basically search for sans or undertale which are already covered), sans_the_skeleton with the underscores would be sorta fine as it would be the name of the character but frisk or character don't really make sense. Though you might want to add some tags : radiation as that is one of the aliases toby uses (and most of the ranked undertale maps have it in the tags), chiptune the "real" genre of the song and soundtrack as some people search for that instead of "OST"
It was taken from the taiko set but ok then removed and added.
Easy
Having ~1.5x DS battles with the general idea that the speed the players move from object to another would match the speed of sliders to create mapping that is really easy and simple to follow which is kinda what easy difficulties should be about. I'll change to 1.3x I guess
00:15:000 (1,2,3) - Aesthetically speaking it'd look nicer if the sliders would both be equally far from the hitcircle
00:37:500 (1,2,3) - This is quite a sharp angle which kinda makes the pattern look quite tightly placed. Imo a more "perfect triangle like" pattern would work better https://puu.sh/xuTuo/b69db9551f.png
fixed all.
Normal
I do not know have you noticed this but some of your stacks make the spacing really inconsistent. You can compare the highest spacing i found against the lowest 00:05:625 (1,2) - 00:20:625 (1,2) -. I would not be too concerned about the stacks that are increasing the spacing as they mostly feel exactly the same as any other stack but i would be concerned about the ones that notably decrease the spacing as they create overlaps 00:09:375 (1,2) - 00:11:250 (1,2) - that you are most likely trying to avoid with the high DS in general fixed the one with overlap
00:18:750 (1,3) - 00:27:187 (3,5,6) - I don't really feel this kind of small and possibly unintentional overlapping is good for the structure either oops, fixed.
Advanced
Since you are mapping an advanced (which is supposed to have aspects from normal and hard level difficulties) that has relatively similar rhythm when compared to the normal, you could spice up the rhythm by adding a bit more clickables here and there to match the synthesizer such as mapping this 00:07:968 - kind of beats or making a triple 00:18:281 (3,4) - here changed that part and some other part
00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there
00:20:390 - 00:42:890 - Add a hitcircle for the consistency with literally any other pattern in the difficulty 00:12:187 (3,4) - for ex. sure
00:43:125 (4) - NC? oops
Hard
OD 7 is pretty high generally for hard difficulties, would recommend 6 or 6.5 (preferably 6). AR feels a bit high aswell and i would use 7.5 or 7 for hard difficulties generally. Right now it looks more like a low end insane rather than a hard diff stat wise lmao ok fixed
The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"
Since this is a hard you could consider stuff like spacing emphasis or atleast spacing stuff so it'd follow the song. 00:08:906 (1,2,3,4,5,6) - I'd say this is the clearest pattern/melody that could use it. Simply the synthesizer changes on the 4 into much higher pitched notes when compared to the two first notes so you can basically divide that one pattern into two sections that are actually following different type of things 00:08:906 (1,2) - 00:09:375 (3,4,5,6) - (included 3 in the second synths as it's a strong beat). Considering that i do not thing it's a good idea to use similar spacing for those two nor is it a good idea that they are in the same pattern. For example i would use this https://puu.sh/xvqtU/35e417c898.png kind of patterning to show off the change of strength and beat pattern through spacing and patterning, Though i'd be more than happy if you would come up with your own pattern but that is there as an example
Continuing on ^ 00:12:890 (4,1,2,3,4,1,2,3,4,1) - for example here it makes more sense already but start the bigger spacing from this 00:13:359 (2) - as it is the first notably higher note. Also it would be consistent with other similar beats spacing wise (The 3 and 4 for example 00:13:359 (2,3,4) - )
Rearranged based on your explaination.
00:19:687 (4,5) - Sorta appropriate 1/16 usage, good job fam. It doesn't feel painful to play even on DT Thanks~
00:44:300 (1,2,3) - I just feel like the spacing gets too high here considering you most of the time use spacing that is barely above 2x but here it gets nearly up to 3x. Yeah it might be the final pattern but the melody does not change like that but rather stays relatively similar to any other part of the song
Fixed
[]
I think this should be pretty much ready to go but i'd highly recommend considering making the rhythm bit harder on the advanced and on the hard as it would make the spread make more sense overall and make the difficulties actually stand a bit better for the difficulty level you are portraying through the name choice
Other than that, best of luck to you!
Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.Error- wrote:
DTM9 Nowa wrote:
00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there
ok I get this stuffDTM9 Nowa wrote:
Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.
The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"just to make sure I also map the background bass so it kinda match with something like 00:03:750 (1) - imo and I don't really sure to make 00:04:218 - clickable as it feels awkward when it comes to playing as it almost the same as others before like 00:00:937 (4) - 00:01:875 (1) - ...etc.
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999
[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575
[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2
[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]
0,468.75,4,2,1,65,1,0
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applied allezek wrote:
hello again~ ezek rechecking~
[General][Easy]
- There's a higher quality image provided by the artist you linked in the description, here it is. skeleton boi.png
- You can use a custom diffname for your Hard if you want, as long as it is related to the song ofc~ have no idea about it rip
[Normal]
- 00:20:156 (2,3) - 00:31:875 (3,4) - blankets that can be improved
Well, have a second look by yourself, just look at the spacing object by object if you see a suspicious spacing at first glance~ It's okay if the spacing is a bit off in many notes as long as you can't actually notice~ boop I just realize this lol. Fixed all, hopefully it doesn't really a big prob now
- 00:20:625 (1,2) - Your spacing is 1.6x and here you're using 1.45x, which makes an overlap~ seems the stacking is causing it, so you should disable distance snap and use the correct spacing manually~ be sure to check
- 00:30:703 (2,3) - 00:35:625 (1,2) - 00:39:375 (1,2) - kinda the same, they're not overlapping but they just look too close
- 00:31:875 (1,2) - these ones are the opposite, you need to reduce that spacing a little~ don't forget to recheck distance everywhere after making this kind of movements~
- 00:05:625 (1,2) - whoa, this is already a small jump ._.
[Advanced][Hard]
- 00:00:703 (2,3) - 00:27:187 (3,4) - blankets
- 00:05:625 (1) - check the normal diff, it's using a denser rhythm than this, you should either use a lighter rhythm on normal or at least make this one the same as in normal cuz this diff is supposed to be tougher follow normal and 2nd part
- 00:18:281 (3,4,5) - having this 1/4 triplet here would make this part of the mas just as dense as the hard diff, I believe it's okay to use that 1/4, but it would be better as a stack rather than a stream form to make more contrast with the Hard~
- 00:40:781 (3,4,5) - you know i know
Nice overall, I'm just not a fan of the Hard diff's design somehow. I would like to hear Monstrata's opinion before I deem the map worthy of nomination, just to be sure that this is okay because even bns need second opinions sometimes, you know. He gave a star icon to this map after all~ We're close, boi! Is this about the first triangle pattern lol, but yea, I would like to hear Monstrata suggestion too.
- 00:10:781 (5,1) - 00:27:187 (4,5) - blankets :eyes:
updated. owo- Magic Bomb - wrote:
some hitsound changes with azosu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999
[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575
[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2
[Events]
//Background and Video 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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Was about to edit but forgotezek wrote:
well, the kudos is actually fine~ it's valid since there's a diff that wasn't here the first time I came lol (just be sure to not do it a third time 👀)
also, if you're just gonna apply everything in a mod and don't give any comments, I suggest to not quote the mod cuz you're just taking unnecessary space 👀
thanks for dropping by~Electoz wrote:
Requested like half a month ago
[Hard]aaa not interested + there's like 2-3 BNs already looking at this set so I don't think I have to involve in nomination process so there's that
- 00:09:843 (3,4) - 1.4 spacing doesn't seem intentional.
- 00:01:875 (1,2,3) - 00:24:375 (1,2,3,4) - And I don't get why you handled spacings differently considering the rhythms are the same. I tried to make the 2nd part harder than the first part becouse people will already know what will the rhythm be, so people can already adjust with the spacing for the 2nd part jumps stuffs.
- 00:09:375 (1,2,3,4) - 00:31:875 (1,2,3,4) - Same as above. ^
- 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why) I don't really sure this is a big issue imo, since its kinda boring to have the same idea of the jump so I create a variation for it.
- 00:19:453 (3,4) - 00:41:953 (2,3) - Inconsistent spacings?
- 00:43:125 (1,2,3,4,5,1,2,3) - Comboing aside, I don't get what's your idea on the pattern, the whole thing gave me the impression that objects are randomly placed (I'm telling you to at least try making patterns like 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) which are more visually obvious) , also:
okay then I would use the same as 00:20:625 (1,2,3,4,1,2,3,4) - except different spacing.
- 00:20:859 (2,3,4) - Okay so you intended to group these sounds together as 3 objects but you didn't do the same at the end? And both places are like spaced in an entirely different way 00:43:359 (2,3,4) -
- 00:42:656 (4,3) - Overlap should be cleaned up.
- 00:44:062 (5,1) - Swap NC.
good luck~
Thanks for the check!Electoz wrote:
[MBomb's Platter]aaa not interested + there's like 2-3 BNs already looking at this set so I don't think I have to involve in nomination process so there's that
- 00:10:546 (4) - 00:33:046 (4,5) - The song is looped two times but this is the only instance where your rhythms are different between these two loops lol in case you care - Essentially the same the second doesn't have a direction change and because of how sliders work, I couldn't have a reverse slider that doesn't change direction.
- 00:32:109 (2,3) - Would be nice if you can differentiate these two considering the rhythms on these sliders are not quite the same. Using 2 circles instead of 00:32:578 (3) or some changes in the flow like what you did with 00:10:078 (3) could also work. - I feel like the current flow change is enough to distinguish them.
good luck~
yes, your momError- wrote:
Hello, someone's here? 👀
ok then, I apply all so yea, updated~ezek wrote:
[Hard]
Error- wrote:Electoz wrote:
- 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why) I don't really sure this is a big issue imo, since its kinda boring to have the same idea of the jump so I create a variation for it.
This point seems to be valid as well~ You should at least be consistent with the combos. The first pattern looks weird compared to the second one. The second one is very pretty and organized while the other has different combos and the spacing is different, so you should at least go with a similar pattern/concept on the first one if you don't wanna do the same pattern. okay I decided to do the same with a lil bit change, but their pattern should looks the same~
Electoz may be a catch only BN at the moment, but he also has the skills of a standard BN~ Electoz std BN when
i don't even know why did I add that tagsBonsai wrote:
wouldn't call this chiptune tbh
oops fixedMonstrata wrote:
Fix and this gets ranked probably. (I completely forgot and no one remembered to remember to remember to remember me )
The second one is maybe excusable since there's a little bit of a vertical leadin, but the first one is too much.Ranking Criteria wrote:
Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.
it says antiflow is not allowedAscendance wrote:
The RC says nothing about them being strong or weak, but rather that in all cases it is not allowed. The first one definitely does not have enough, even by that standard though.