i'm actually not agree with using 1/4 and 1/6 roll in which where the song indicates a really dense kick roll. the reason why is it 1/8 is because the kick roll is obviously denser than that so i think it kinda kill the concept. also it would be lost contrast with "Another"DDMythical wrote:
that burst ruins an otherwise good chart
The rest of this chart is fine so i'm just going to focus in on this burst and why it has massive playability issues in relation to the rest of this chart.
01:48:521 (108521|3,108563|2,108604|1,108645|3,108645|0) - rolls into splitjumptrills are extremely well used -- this is how you create a buildup without an nps increase.
01:49:661 (109661|1) - this isnt.
The way this is done is kind of silly; The pattern is meant to be jumptrilled I get this -- but you're cutting off a massive audience of players who want to play this for acc or w/e. This entire spike is a luckshot whether you hit it or not because its meant to be manipulated and its already a huge spike -- as seen on the NPS graph.
Suggesting that this burst instead starts with 01:49:140 (109140|0) - a 1/4th splitroll to emphasise the sound which is splitting up and lead in to a pattern at (01:49:634 (109634|0) -) which could be a 1/6th roll (consistently rolling in one direction) and then flipping the direction that it rolls at 01:50:129 (110129|3) - (removing the jump aswell) and emphasising the increase by switching the snapping to 1/8th.
Reasoning:
This pattern is much more playable and doesn't make the chart a luckshot.
This pattern is much more enjoyable for people who are just able to do the rest of it -- at the moment this is a spike so as if you can (almost) hit this you can smash the rest of the file and generally be bored; unless you're going for acc -- which isn't worth it because this section is a luckshot. It's a catch 22.
blehSlightly more objective wordingyou created a great chart and ruined it with a single luckshot burst which pretty much ruins the entire chart as a knock on effect.
now this chart isn't playable for acc and isn't playable for people who would struggle with the HS/JS sections because this burst would just dropkick them
pp has nothing to do with any point of my argument don't bring it up
>> not every single segment has to be harderDDMythical wrote:
double posting
aight looked over your edit:
It doesn't fix the problem.
To be absolutely honest any use of 1/12th in this diff (unless its for grace or flams w/e) is too hard.
I think the only way to do this without it being luck based is to have the burst -- at its absolute ending peak -- be 1/8th.
01:49:140 (109140|3,109181|1,109222|3) - also there's a really dumb minitrill herebacked up points edition1/12 streams in this are 546bpm 1/4ths. Since they are entirely jumptrillable we can take the benefit of halfing this to 273bpm jumptrill burst. Now the reason this stands out so much in comparison to the rest of the file -- as clearly indicated on the NPS graph -- is that the rest of the file is 182bpm trilly handstream. This is a massive skill gap.
I understand your reasoning of wanting this diff to be explicitly harder than another but the thing is -- not every single segment has to be harder and in this case you can actually express the difficulty increase in the other parts of the chart with harder handstream and different patterning (which you already have done) so actually, even if this burst is the same density as another the difficulty is still harder throughout the rest of it.
To fully show this i've created a slightly edited version where the burst is 1/6-1/8 just to show how the NPS graph changes and overall looks more fluid.
You can see that the spikes in intensity are still clearly represented but the chart no longer looks (or plays) like a luckshot file. Overall with these changes I think the file would be much more playable and enjoyable -- not only for high level players -- but for everyone looking to play at it as; as it stands this chart is really ruined by this burst (and from what I've gathered from other modders and players -- they think the same.)
EDIT:MY BURST.OSU DOWNLOAD BLEHhttps://pastebin.com/RpwAPmzY
And the rest is accepted. Thx owojuankristal wrote:
So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can. o noBeginner:00:24:909 (24909|1) - This one I would rather have it deleted. I feel the same scenario happens in 00:26:887 - here but it gets ignored. The rhytms for such an easy difficulty as this one should be not complex at any point so going 1/2 triples then break then repeat only once cuts a bit the consistency factor in my opinion. The one with the jump because it works as a clearer transition and is also more significant in terms of music intensity.
00:45:183 (45183|0,45513|3) - I am not so sure about this LNs. I get the intention but I would rather have something like a double in 00:45:843 - here to get emphasys for the piano-ish sound. If thats what you are looking for I think it makes more sense to follow the ending with a bit more intensity rather than having two LNs following just part of the rhytm that the piano emulates if that makes sense.
00:49:140 (49140|1,49140|0) - Would personally make this a 1/2 1-2-34 stair instead. Without the LN pointed there of course. I makes up for a better transition to end of section feeling imo. aint that would be contrary to your concern before about beginner being "too hard"?
01:18:810 - I would say this is a bit too hard for a beginner difficulty to be honest. The rhytms are way too broken (even though it follows the song perfectly) so it plays a bit hard for any player up to this level of difficulty. I would honestly just follow the piano ticks with single notes but this is kinda subjective so feel free to analyze it yourself.
No matter what you pick this is a no no no no no 01:27:711 (87711|0,87876|2,88041|1,88041|3) - . Make it 1-2-34 or even a 1-4-12 in worst case scenario to keep some sort of trill motion but not lowering the density.
01:52:766 (112766|1) - Move to 4, having release + press on the same hand is too hard. Probably the same goes here but move to 2 01:50:458 (110458|2) -
02:02:986 (122986|1,123151|2,123315|0) - rip noob players
02:06:942 - I would do something like https://osu.ppy.sh/ss/9659105 its a bit too challenging otherwise. idk since the rythm is odd enough, using LN isnt really the best way imo. since they need to deal with odd releases
02:23:013 - Try this, I think your way to do it is a bit too hard as well. https://osu.ppy.sh/ss/9659131 not really change on this since i want to keep the LN place on it. current place are the loudest buildup that could be heard.StandardIn general I am not a fan of this difficulty. I feel its done with no cares in general and I dont really feel anything while playing it. I would suggest a few things to improve the situation:
For the intro up until the mark of 30 seconds I made a custom section to replace what you currently have. I feel the way you made it isnt necesarily bad or anything I just think that its not reaching the potential the diff could reach. I will drop the .osu file of what I did to see if you can find out some ideas out of it and perhaps change your map in that direction a bit https://puu.sh/ywLMm/ca30a2b07d.txt. i feel like your version is kinda not contrasted with both beginner and aste's. i want it to be like an introduce to higher snapping usage but still living every 2 measure with breaks
00:32:986 (32986|3,33151|3,33151|1) - Here I would make it 2 doubles without a jack. I think it works because it emulates the intensity I think you want to achieve but the minijack there is way too rude for this diff, specially considering the jump from beginner.
01:54:744 (114744|3) - why not double smh 01:57:381 (117381|0) - (this one 34)
02:00:019 - aaaa same and there are some more but zzz they are kind of intended. making the doubles all the ways is somewhat too hard for the progression.
02:25:074 - For this section I HIGHLY recommend you to follow the main music because man, it would be a waste if you dont. I again drafted something for you to use in this section in case you find it cool. If you want to use it, follow it up until 02:30:348 - where you have to repeat-ish it. (i sent it to you on discord because puush is a d) so kinda did but in my own way + approximate them as closely as possible because 1/4 thing isnt really feasible for progression imo. plus the placement of each isnt in usual beat where it could be predictable. Aste already did it and i think its best to keep the concept on him.
For the rest is mostly fine, I think we can give another go once we are done with the rest.
For the rest of the set I will follow up later most likely, my eyes are about to explode. So I will take a short look on what I think are big issues in the hardest difficulty now:UltimateI am not an expert on SVs but I am 100% sure 00:40:898 - this SVs dont play well at all. They feel waay too sudden and the fact that they are LNs makes them ultra akward to hit properly. I imagine it might have to deal with the fact that the 0,9 SV is right in the moment where the note ticks and I would probably move it down a bit they are intended so there would be a bump feel without tricking the LN visually. i dont think the LN is awkward imo. a couple testplay i asked before are same, they dont feel really troubled on this part
I feel the SV section changes are a bit off, I understand the reasoning to change the pattern else it would be just ultra mindblock material and kinda boring and not really diverse but I think the changes in pattern arent really that justified at least in the mappers perspective. Perhaps players wont feel it as much due to the patterns being too bland but I would make the changes in pattern for sections like this 00:50:458 (50458|1,50458|0,50568|3,50568|2,50678|2,50678|3,50788|0,50788|1) - instead. You can hear that there is some sort of repeated jackstyle-ish sound there that supports the pattern change without making it look weird. Basically just did what you exactly did but making the transitions 2/1 beats earlier and probably one more time. hope i get this lol
For the bursts... 394 bpm streams with doubles is way too much haha. Even harder considering the transition before it. Please remove the doubles in the 1//8s bursts at least, the rest can be discussed.muh pp :'
02:24:746 - Why this part has no LNs but the ending does? I mean sure, you want the end of the end to be the most intensive but really, this part is just way too easy compared to anything else and its reaaally asking for some LN action. We can sort it out one day on IRC for sure. one thing for sure that the 1st chorus are entirely act as an introduce to the more trickier part. and i dont really wont to change its since it'll lost the contrast with Another i might kinda screwed the LN part a bit so i guess if you have a thing that come in mind to make it more cool, is welcome c:
The mod of the last difficulty isnt really a mod I would say, instead, is just marking what I think are the biggest points of issues but the real mod would take place another day. Call me back once you answered this if I dont come back earlier than that.
thanks for your reviewjuankristal wrote:
So I am going to pop this bubble for multiple reasons. Reason number one would be because I am going to be moved to probation due to my low activity and secondly because I feel the beginner is a bit too harsh for what the difficulty level indicates. A beginner should be playable for anyone who never touched the game before in his life and I feel this might touch a bit too complex things. Another reason in my opinion is that the bursts of the hardest difficulty are questionable at best so I will cover everything the best I can.A's00:26:310 (26310|2,26392|3,26557|0,26640|1,26722|0) - Make those (and all of them kind) something different. Its a bit too hard to one hand trill like that at this level. I would suggest keep the trill motion but in a different way. For example, you can do 1-4-1 or 4-1-4 or even 1-3-2, etc.
02:08:178 (128178|2) - Would move to 2, similar reasons, makes it easier.
02:22:766 (142766|2,142931|0,143013|2,143178|0,143260|2,143425|0) - This is just WAAY too confusing for players in this range. Something like this could work http://osu.ppy.sh/ss/9659399 // my apologize but your suggestion make it a bit confusing to read, i just found out that the placement of 1 notes before the pointed one are missplaced and makes it looks like it's 1 chain with the pointed one (should be on 4 instead, i forgot to move that), but thanks for pointing that out
You would be missing 1/4 notes in 02:28:370 - and 02:28:535 -. If you want to avoid this being a bit too technical you could just make an LN out of the last note here 02:28:205 (148205|1) - and extend it until the moment you want to start the 1/4 stream. Avoid using 1/4 breaks in 1/4 streams for this difficulty level. // in this section, i tried to follow the synth so there should be a breaks like that, but after some checking again, yeah the snaps are a bit confusing and i change some of the snaps so it less confusing, i guess
In general, most of the ending just works like that and its a bit confusing for the level you are aiming for. I dont think you should remap everything there but certainly keep an eye in the broken 1/4s like the ones I mentioned. They are probably not so many of them that could be fixed in the same way I presented or probably even more ways.
else appliedjuankristal wrote:
okey this took way longer than expectedAdvanced00:18:810 (18810|2,18975|0,19140|1) - Those should be trills, 3-1-3 works
00:26:722 (26722|1,26887|3,27052|2) - ^ 2-4-2 and 00:27:216 (27216|1) - on 3
00:30:019 - ay spikes. I would make all these 1/4s up until 00:30:925 - rolls from 4 to 1 since the sound is basically repeating itself so using pattern repetition sounds about right.
00:31:997 - Did something like this https://osu.ppy.sh/ss/9858355. Probably isnt the most optimal solution but the diff as it is strains too much the right hand in this part so I tried to balance it out a bit.
02:09:497 (129497|0) - Sure this shouldnt be attached to the red tick instead? Like 1/2
02:34:964 - https://osu.ppy.sh/ss/9858387 Would delete that double since the density picks up a bit compared to the rest of the map. Also using trill motion for the drum there sounds fine. 02:56:063 - same if you apply i think that would be inconsistent with the rest of the same snare which i map it as doubleAnother00:24:579 (24579|1) - I am not a fan of this shield release tbh. Neither here nor the harder diff. I feel they are actually 2 different sounds instead of just a long one. You could sort it around to make it more confortable though, similar to what you did in ultimate.
00:49:799 - Should probably apply what I mentioned in the hardest diff in my previous mod.
00:57:601 (57601|3,57711|3) - noo0o0oa0oae0tiay6097yi09a6u4ai6k. Check the hardest diff and move around some stuff to sort that minijack out xD. Or just move the LN, something.
Technically the 1/4 stream should start here 01:28:535 - for this and the hardest diff. Its a personal choice not to do so? If so thats fine but just want to double check. hmm not so obvious for me so yea i guess i'll leave it like that xd
01:48:480 - I did something like this here https://osu.ppy.sh/ss/9858512 to make it easier to follow. I personally find it easier and not too different but its up to you for this one I guess since it seems like a "drastical" change. i guess not for this. its quite my preference and doesnt seem to play bad xd
01:49:799 - Instead of bumping up the ultimate diff with jumps in the middle of 360 bpm streams I would do something like this in this diff to make up for the difficulty gap instead of making ultimate harder just keep this burst a bit easier https://osu.ppy.sh/ss/9858476 i personally didnt like a thing where everything-should-be-hard-but-its-done-in-easy-way stuff. might be true for lower diff but i guess not this one. it'll lost contrast with hyper since it has streams tooUltimate01:39:497 - That one is intentional? Dont feel its strong enough to follow that guess i'll make this anchorable :d
remove jumps of the burst pls. Also you could (and perhaps ask some people around what they think too) do something similar to what I suggested in the previous diff. well... they are claps.people i asked for testplays are also fine with it. changed the pattern to be a little bit more readable after the js anyway
02:23:343 (143343|0,143425|0) - Not a fan of, would likely delete 02:23:425 (143425|2) - this one and avoid the minijack completely.
Most of the stuff marked in the previous diff could be applied here to some extent