Updated both Flame's and MaridiuS's diffs
Thanks ~b00 wrote:
Insane
OD on this map is quite low. Try OD 8 instead sure, let's try
00:03:010 (1) - messed up stack ye
00:19:510 (1) - Maybe make this an extended 1/1 slider and use a circle on the white tick. I feel this sound has quite significant importance and mapping it passivly feels underwhelming. sure
00:21:760 (3) - Map this with two 1/4 sliders? I think that would be a cool way to express the sound on the slider end. nah, I prefer this rhythm here and also I don't want to break the pattern
00:22:978 (5) - Not sure why your changing direction on this note. mainly, aesthetics. Also the piano has more strength here towards the end IMO
00:27:385 (2) - Same thing here. Map the end activly please. ye
00:30:010 (1,2,3) - This is pretty hard to read not really, it's just a normal stack
01:04:510 (1,2,3,4) - Maybe map this with sliders? Seems overmapped nah, I want to amp intensity there and there are definite cymbal-ish sounds, plus voice, to award these.
Kiai is pretty sweet. Nothing major to note. Looks clean and flows well thanks!
01:24:291 (2) - You could extend this to the blue tick. Feels weird otherwise I cut it short because otherwise the jump would feel really sudden, but sure let's try it
01:32:260 (4,7) - overlap fix'dHard
I think AR8 OD7 would be more appropriate on this diff AR ye, OD seems fine to me as is
01:33:010 (1,2) - Map end actively? nah, not for this kind of hard
Sorry im not the best at modding low diffs but I honestly think this is pretty good as it is. Not much I can point out apart from odd diff choices
P cool map. Gl dude!
Thanksb00 wrote:
M4M from your queueFlameL's Normal
Calling this a normal might be too hard. I'd consider this an easy imo It's in the 1.50-2.25 star range and it uses rhythm density that occurs in most normal diff so I think its right.
I think you could use a slightly higher base SV so the objects don't overlap in the beginning? Maybe 1 would be a good choice The way they overlap is almost "unnoticeable" and they don't play nor look worse that way. Changing SV would also bust star diff and I don't want to do it.
00:10:135 (5,1) - Players might get confused with what object to click first. I think circular flow and constant spacing should be enough for a player to tell which to hit first.
00:44:260 (2,3) - I think you could blanket 3 into 2 for a cleaner pattern. I could but like it the way it is.
thanks.b00 wrote:
M4M from your queueExtradiuS
00:01:510 (1,2) - I think this flow could be better. Try using this instead? https://i.imgur.com/YuEjsXj.png That way you can also avoid the slanted wave slider which I think looks kinda ugly. Never say good flow, use uncomfortable instead, and no It's not uncomfortable because its 1/1 timing.
00:13:885 (2) - Put this here instead? 00:14:072 - I'd rather leave 1/1 timing for patterning that's about to come, and prefer this anways.
00:18:760 (1,2,3,4) - Maybe lower the sv here to empathise the slow part of the song leading ot of the stream? I don't agree that it's really slow, the piano is quite loud smh.
00:55:041 (5,6) - Might be kinda hard to read Might, but it most often isn't.
01:11:822 (4) - See no need for this to be an active note. Perhaps use a 1/2 slider on the white tick before to passivly map this it's a hihat like I was doing till now + it has a violin (or piano), I see nothing wrong with it being active.
01:33:010 (1) - Slider seems a little boring for the sound? I'm afraid I can't do anything really special, but maybe I'll think of something.
01:44:635 (4) - curve a bit more at the end to match 1? fixd
02:04:885 (2,3,4,5,1,2,3,4,1,2,3,4,1,2) - Im confused as to why you mapped this as 1/4. I can't hear any notes significant to following the 1/4 rhythm and the vocals here take higher priorty. Mapping them with sliders would be a better fit here. I'd rather make it spicy with the piano tbh, vocals are not even that impactful here.
02:06:385 (3,4,5,6) - I think this whole section is pretty overmapped. Maybe if you used slower 1/1 sliders it could have a better effect? I used to think it was undermapped until I've put on headphones, that's when I realized whats going on with the piano.
Think it's pretty cool plays cool and follows the song well tbh.
P cool map tho
No changes on my part, but thanks for checking!StarrStyx wrote:
hey
[Insane]
00:30:010 (1) - tbh why not just end this slider on the blue tick before and just use a 1/4 slider here, considering it matches the rhythm of the 3 sliders afterwards in the song Ending in blue feels really awkward to me, also 00:30:853 (2) - sounds clear enough to warrant being clickable imo
00:34:510 (1) - ctrl+g, in regards to the upwards movement of the objects before no need to change tho, flows perfectly well and the direction change helps me emphasize the sound at 00:34:510 (1) - and the whole 00:34:510 (1,2,1,2) - pattern.
Not too much to say about this honestly, pretty good diff thank you!
gl
thanks ;pStarrStyx wrote:
hey
[MaridiuS]
00:14:260 - I don't really think this should be left unmapped, consider a circle or starting a 1/2 circle here I really see no importance in this note which I don't even hear to map it.
00:30:760 (2) - since the sounds dont really sound that different how about just changing this to circles just like 00:31:135 (1,2) - , or changing these two circles to a slider it has a higher pitch therefore a slider to emphasize it.
00:33:760 (3,4,5,6,1) - small suggestion, how about doing a pentagon for these considering the music is quite calm here and might support it good idea https://starrstyx.s-ul.eu/F7MX51Ic (preferable to use polygon circles but u get the idea)
00:35:072 (2,3,4,5,6) - suggesting the same about for this as well (a ds-oriented pattern kinda works) alright will try some things out
00:48:572 (4,5) - jump is a bit too large imo tbh it varies a bit based on structure, its not the biggest just and there are plenty like this,
the structure is based on jumps as large as this.
01:11:822 (4) - how about a 1/4 slider leading into the next object? (or just change (3,4) to sliders, but this suggestion seems cooler) I don't find the pitch prominent enough to use 1/4 sliders here.
01:25:697 (4) - ctrl+g this? (kinda matching the concept of 01:19:322 (1,2,3,4) - that both sliders are facing the same direction, idk how to say it) 01:25:322 (1,2,3,4) - they are the same so I see no problem here.
02:04:322 (4) - this jump is way too far lol arguably the most prominent beat in the song so I think it's warranted. Especially since the movement is quite comfy.
Vulkin wrote:
Ayyri sent me here
IMO there should be a rearrangement of SB elements in the taiko diffs, because the bar is blocking everything imo
proof: https://osu.ppy.sh/ss/10295865
But since i saw "before updating SB", idk how it will turn out so...
also 00:41:635 - where it says "Si Nos Amas, Serva Nos", If its spanish, pretty sure its "Sálvanos" but idk
-Ayyri's Muzukashii-
00:11:635 (20,21) - you could ctrl+g these, pitch is reflected a bit better imo
00:33:010 - could have used a slow down sv effect, the song is far less dense here, and the change could contrast it better, and then make it from 00:42:760 - gradually increase back
00:36:385 (10,11) - why not a ctrl+g? the k could make a better contrast with the pitch change of the voice
01:07:510 (123,125) - could make these a k too? would follow the voice instead of just the instruments
01:10:885 (137) - and why not a k? could do an inverse pattern with the d ddd
01:15:010 (153) - this could really fit as a D, because it would make a good contrast with the voice's pitch change, specially since it'll go along with 01:15:760 (154) -
02:07:510 (202) - ^
https://osu.ppy.sh/ss/10295977 wut
-Ayyri's Oni-
00:36:385 (153,154) - Could ctrl+g these, the pitch change is better represented if done so imo
00:33:010 - could make a slow down here, and then speed up at 00:42:760 - , would be a nice touch following the density of the song
01:07:510 (317,319) - why not k on these? would follow the voice instead of just the instruments
01:15:010 (356) - could really fit as D, would follow the voice's pitch a bit more accurately imo, specially with the contrast with the next K
02:07:510 (654) - ^
Actually, "Sírvenos" would be closer to what's being sung. But anyway lyrics are in latin, not spanish so xdd.Vulkin wrote:
also 00:41:635 - where it says "Si Nos Amas, Serva Nos", If its spanish, pretty sure its "Sálvanos" but idk
*mods extra*Akareh wrote:
Please, don't mod extra. Remap is coming
Afaik that rule was put in place since way back when there were maps with 3min Insanes and like 1min/2 easy and normal diffs. So yeah, this case shouldn't really be unrankable since it's just a few seconds on the outro and the majority of the song is mapped in all diffs.FrenZ396 wrote:
General
Be careful about where you guys are ending your difficulties. I don't believe it's unrankable for some difficulties in this specific scenario to be longer than others, but you might want to be consistent about it.
Good luck!
oNoffy wrote:
sb mod below (?) after looking at it while discussing it with ayyri a bit I think it would have been better to discuss it with me instead, but oh well.
Disable the map background, it's ever under your storyboard and is raising the sb load needlessly. sb load isn't an accurate representation of anything. It's a remnant of an era of the editor that is long gone, and it doesn't actually say anything about performance. I think that you can agree that 5 images that cover the screen is a lot less performance intensive than 5000 particles moving about the screen, yet the first example would be sb load 5.0x and the 2nd would be close to 1.0x.
That said; how? I haven't got the map background in the sb?
Some ideas to optimize the storyboard some more:
Format: a box containing an image of what I'm referring to, and a suggestion below.
For the ring of flowers, instead of having ~50+ individual flower images all with tons of movement commands, have a single image of the entire ring with a single looping rotation command. This alone would cut down your line count by like 8000.... I have no means to generate that image intrinsically other than man-power. Going this route isn't a big deal since the cmd/s is still pretty low so I don't have to change it, but I will look into it regardless.
you have the lyrics rendered per character, but they dont move seperately from eachother. Maybe have solid images for each lyric line instead. Similar response as before, but per character lyrics are actually far more optimised than line lyrics simply by the re-use of characters. There is a give and take at play, memory for performance, but the memory saved and the performance dip is so marginally low that it is almost always seen as better to use the easier option until you are forced to save one or the other because of limits. So that's what I did.
instead of having a bazillion commands to have all these individual little boop squares to make the big black transition, instead have ONE boop image with a vector scale command. This would use BottomCentre as its origin, and be as wide as the screen. The vector scale would stretch its y axis to gradually cover the screen. You would then have the individual boop images along the top edge of it to maintain your current kind of "eating away" effect. (like a set of 20 that would move without tweening to their new positions each time) I will work on this
edit:
another note about that transition, you still have the stars and their commands active underneath it, further adding to sb load. disable them once they're covered.
Why is it that your music notes fade both in and out later than the lyrics in the intro? Looks like a delay variable isn't working correctly, looking into it.
Instead of having each piece of each music note and the intro lyrics be seperate images, consider making one long horizontally scrolling image instead. You could then have a white to transparent gradient image that would go over that, keeping the fade-in and fade-out effects w/ far fewer active sprites and lines. SB image size limits and scaling text to fit like that would mean that you'd get stretchy unreadable text or 50% of the space would be empty. There's no need to go and pull hair out trying to do that and make it work when you can use smaller and more manipulable objects instead.
Also, because the background is a solid color, this suggestion could have the image as opaque instead of transparent, with it being the second to last layer (so you could save as a size-efficient jpg or somesort).
01:19:135 - round up the scaling used on this boop image here, it's currently slightly too thin and has visible white on the edges in 16:9 I don't see them. What the editor sees and what the player sees are separate sizes, just as in mapping - but it wouldn't hurt
holy cow. how many sprites does this even use D:? I can't even count it. This is like, one of the most processing-intense parts of the storyboard with relatively little visual payoff, because the spectrums changing in size aren't even super noticeable.
A similar effect could be achieved by making a solid image of the circle (not including the solid circle overlay) and dividing it into, say, 10 parts. You would then use looping fade commands with slightly different timings for each of the 10 pieces, like, a wave around the circle. This could be similar without killing non-top-of-the-line-pcs. Or maybe have a spinning flower image inside the circle instead.. i'd think that'd be cute and would fit with the storyboard overall.will look into.
o/
All of those have pretty simple movement pattern and they are really slow, so I don't think they are that big of a problem.FrenZ396 wrote:
Normal
00:30:010 (3) - I would avoid irregular slider shapes in normals since inexperienced players might not know how to follow them.
01:10:510 (3) - Same thing as above.
01:15:010 (2) - Yeah it's an aesthetic shape, but players at this level probably can't follow this!
Thanks! Waiting on Lancer for updateMashaSG wrote:
From Illuminati I welcome our new triangle overlords
Generalwoops, fixed
- Turn on epilepsy warning in Taiko diffs
HardInsane
- 00:29:260 (2) - Try out this rhythm instead https://puu.sh/zuPnB/043ef4b90f.png yep
- 00:54:010 (1) - I don't get your idea with stacks here but this should definitely be spaced out as strong sound Nah, I think it's fine as is.
I'm not really using 1/4 spaced patterns except on kiai, so I stacked for distance-time equality here.- 01:08:260 (3) - Why don't you just use 2 1/2 sliders here as everywhere? you know what, might as well tbh
- 01:25:416 (4,5) - Is it supposed to be like that? It was, to fix stacking, but I don't know how the fuck to do that properly and honestly doesn't seem like a huge deal so meh
- 01:41:260 (3) - I think this can be separated in 2 1/4 sliders for better emphasizing yeah
GL
- 01:00:947 (9) - Put NC here? Nah, I'm sticking to NC every new measure.
Thanks.MashaSG wrote:
From Illuminati
FlameL's Normal
- Maybe set up DS as 1.1 - 1.2 in the beginning?? With your DS objects are really close and it's kinda ehh tho it's not hard to fix Changed to 1.05 xD
- 00:55:135 (5,6,1) - Not sure if it's allowed in the lowest diff, maybe put 1/2 slider here? It's allowed
- 01:02:822 - Following your previous patterns ( 00:36:760 (2,3,4) - 00:41:260 (5,6,1) - ) here should be a circle This vocal is not as powerful as the others and I want to focus mostly on strong sounds in this section
- 01:06:010 (1) - This is really embarassing for new players and practically never used in low diffs nowadays It fits the music tho
GL
thanks.Pachiru wrote:
[Maridius]Guess that's all, also, very nice work on the storyboard Myka
- 00:28:135 (3,4) - This pattern could be improved it this sound wasn't mapped with such a low spacing with the previous note. By increasing the spacing, it will give a better emphasis of the beat. This is actually a different kind of emphasis where 2 similar sounding sounds are grouped close as a form of emphasis.
- 00:09:760 (2) - Ending this slider here instead 00:10:135 - would be better since there is an important vocal here.u're right, fixed.
- 00:19:135 - I'm not really fan of reducing the hitsounds so much here, cause I think it give less feedback of the piano sounds. im too lazy to use my brains for hitsounds when akareh did them, please check this out akey.
- 01:48:947 (2,1) - The flow of this pattern could be improved, cause actually the most difficult part of this pattern is here 01:48:947 (2,1) - due to the flow while the most intense sound is here: 01:49:322 (2) - so maybe simplify this flow in order to make the flow of this 01:49:135 (1,2) - harder. I feel like grouping these two sounds is more important which I tried to accomplish with the movement to (1) while (2) still making the spacing (2) high enough,
gradual difficulty increasment didn't feel as prominent as this, especially on 1/4 sliders.- 01:54:010 (1) - Since the sound is strong here, add more spacing, something in the same way like this one 01:56:822 (4,1) - can be good (not the pattern shape but the distance). I've used reverse emphasis far too often and it contrasts nicely the drum jumps. however, I made the jump more difficult now.
- There is some places where strong beats aren't mapped with a jump, where sometimes it needs, especially during the kiai part.
Ah nice, first mod and I already have the opportunity to explain. Basically the kiai is too energetic with various piano intensities done randomly while the kicks and snares are on metronome. If I were to emphasize only those with spacing I would get a quite stale section with only 1 out of 3 movements being spaced which was like in my old map. So I just decided to contrast the overall fast movement of 2 out of 3 with reversed emphasis to express those stronger sounds resulting in a section that follows both the energetic and exciting feeling of the song overall while also expressing individual sounds in a little bit unusual way.
thanksBubblun wrote:
Mod on MaridiuS' diff as requested
You left countdown on xp yah
Should ask the storyboarder to fix the little cursor thing that follows the notes in the other diffs. yahNot much I could find. gl xp
- 00:57:666 - I think a more consistent rhythm would have the 1/4 mapped as at 00:56:166 (4) - this part is mapped as a 1/4 jump, which I feel would strain the player more. The same might apply 01:02:166 - discussed irc, they don't have a hihat on blue ticks so they're not the same.
- 01:24:947 (4) - I feel the slider would be overwhelming to play, as the note it sounds like it's mapped to ends on the white tick, and the shape seems similar to 01:24:291 (1) - in complexity. I feel a better rhythm would be https://puu.sh/zx90l/0f258ba2a9.png with 2 having sv of .5 because it puts stress on 01:25:322 - I've built a movement going up and down with previous 2 sliders which lead into up and down movement of the slider so i dont think its overwhelming. Relating your suggestion, ehh I really like this one how it leads into a drum layer switch for the first drum hanzer streams.
Glad that you like it ;3 thanks for the mod.Ryuusei Aika wrote:
:) Hello!
From my modding queue.Annotation Words in red means that is an unrankable issue (= violate the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.
Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.diuS' Arietta
[notice]
- Enable epilepsy warning because we have fantastic dazzling storyboard. yes, map is not yet resbed.
- 00:06:010 (1,2,3,4) - How about using once again the patterns based on descending sv like what you have done at 00:03:010 (3,4,5,6) - ? That should be cool and represent the decrease of tunes of the vocal here much more better. tbh the descending isn't as obvious so I just went will all 4 being high SV but differentiated with patterning.
- 00:24:947 (2) - The strong piano sound here is literally the same with which on 00:25:135 (3) - and 00:25:322 (4) - , so for a better consistency I think it would be better if you change this note into a 1/4 slider too. not literally the same but I applied anyways.
- 00:48:760 (1) - The general idea of your kiai part looks like you use smaller distances and slight flow changes to emphasize some strong beats (like 00:44:260 (1) - , 00:45:760 (1) - , 00:47:260 (1) - etc...) so I think it would be better if you do the same thing on this slider too instead of increase the spacing of 00:48:572 (4,1) - for emphasize, that can show your emphasizing idea better. Here's my suggestion (changed the position of 00:48:572 (4,1,2,3) - ): https://imgur-archive.ppy.sh/GJMeXV9.png fixed in my way.
- 01:25:697 (2,3) - Personally I'd like to stack them so that can show the different intensity of drum beats (this part is a little weaker then 01:26:072 (2,3) - and 01:26:447 (2,3) - ), but it depends on you. Mhh not really noticeable, the players won't realize what am I doing at all.
- 01:37:697 (5,6) - ^ (drum beats weaker then 01:38:072 (2,3) - and 01:38:447 (2,3) - ).- Really like this one, love your emphasizing ideas on kiai part some streams with distance changes and distinctive way to arrange the objects!
Generally it's a mapset really sui generis and has many strong personal styles, should be really exciting if this can get ranked!
Good luck, and have fun!
Ryuusei Aika wrote:
:) Hello!
From my modding queue.General
- Maybe just use "M2U" as artist, "Myosotis" as title and move all other informations (NICODE, Guriri, Lucy) into tags like other ranked maps (https://osu.ppy.sh/s/386415 / https://osu.ppy.sh/s/460422) I originally had that, but changed after discussing with ayyri and some more people. My metadata now is based on the listing of the myosotis EP that can be found here. Both metadatas should be correct, but I went with that since it fits better to the common naming scheme in all of M2U and NICODE's collabs.
Hard
- 00:29:635 (3) - How about extend this reverse slider to 00:30:010 - so that we can show the drum beat at 00:30:010 - out by adding hitsound? placed a circle instead, since I don't really use repeat sliders with more than 1 repeat in this diff.
- 00:57:010 (1,2) - Maybe put 00:57:385 (2) - on somewhere like 94|8 for a better visual ds (same with which of the before and after parts)? sure
- Cute slider shapes and interesting flows! thanks!
Insane
- 00:25:510 (1) - You can change the rhythm arrangement here and make it the same with 00:19:510 (1,2) - (you can also make the rhythm of 00:19:510 (1,2) - the same with 00:25:510 (1) - though, depends on you want to make the piano sounds clickable or not). ahh, I wanted to focus here instead in the held piano. I didn't make it clickable because it doesn't have the same force as 00:19:510 (1,2) -
- 00:33:760 (3,4,5,6) - Personally I think the average distance enter objects here are a little bit too large (compared with 00:39:760 (3,4,5,6) - , where have more intensity vocal while use smaller average distances), so reduce the average distance here can represent the intensity difference of the song better (just pull 00:40:135 (5,6) - down should work, one example from me: https://imgur-archive.ppy.sh/nMHZCwA.png) uhm... these actually have the same 1.3x DS, it's just a more "closed" pattern, because I wanted to emphasize vocals by making players change direction more drastically.
- 01:41:447 (1,2,3,4,5,6,1) - It would be better if you reduce the distance of the stream here, as here is kinda like a transition to silence part and there have no strong wub sounds, so reduce the distance can give players a natural transition. It actually works better to have a faster stream for the effect I was going for. I wanted players to discharge energy from the wub section so that the transition to slower rhythms wasn't as forced coming from things like 01:40:041 (2,3,4,5,1,1) -
- Again, so many interesting flows here, love them! thanks
Generally it's a mapset really sui generis and has many strong personal styles, should be really exciting if this can get ranked!
Good luck, and have fun!
Uta wrote:
from my q
[Insane]
- 00:22:697 - 20% volume is pretty inaudible especially with the current hitsounding like 00:22:697 (2,3,4,5,6,7,1,2,3,4,5,6,7,1) - . please adjust more volume. i testplayed it and it is not really comfortable in my ear bumped to 30
- 00:04:510 (1) - change this slider into https://i.imgur.com/g54I1IW.png. because right now. the player will just cheese the slider end away and thats is a weird thing to play imo I changed the shape a bit.
- 01:00:947 (9) - nc to separate the 1/2 beat from the 1/4 I was going for NC every measure, but you're not the first to point this so I guess I'll NC.
- 01:13:885 (7,8) - distance is too far @@. atleast nc them to make it more readable or reduce the distance reduced a bit, but I want a jump there. NC wouldn't make sense here imo.
- 01:54:947 (6) - nc would emphasized the violin more I guess
- 02:21:010 (3) - its better to hit this without the reverse. the reverse's tail is not really covering anything important hmm it's actually two sounds yea
[Hard]- 00:03:010 (2) - you can definately space this more. to make a bit of contrast on the 2/1 gap. spaced a bit
- 01:14:260 (3) - slider end should be clickable imo. the sound is loud and really spicy to hit. also if yes nc the circle to maintain hp before the spinner ye
- 01:26:635 (5,1) - blanket. i usually doesnt mind a bad blanket but this one is pretty noticeable oh fuck, I think I moved that slider unintentionally, fixed.
Thanks!Ryuusei Aika wrote:
:) Hello!
From my modding queue.FlameL's Normal
- 00:22:510 (1,2) - Maybe change this pattern into something like this in order to avoid tiny overlap (which looks not quite good here)? Just moved 00:23:260 (2) a bit.
- 02:03:010 (3) - Off-screen. ups. Fixed
- 02:07:135 - How about add a note here to represent the vocal sound which has the same intensity with 02:05:635 (2) - ? Sure
- Constant work!
Generally it's a mapset really sui generis and has many strong personal styles, should be really exciting if this can get ranked!
Good luck, and have fun!
Thanks!Uta wrote:
from my q
[FlameL's Normal]
- 00:01:510 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4) - you should make them visually the same distance with 00:19:510 (1,2,3,4,5,1) - . i know its lower because of the sv. but hitting an object that close could cause a confusion lol. also it looks cleaner imo Nah I want to keep it that way. It gives a better impression of it being less intense than the other parts of the song
- 00:36:760 (2) - ctrl + h this slider. i would really love to maintain the circular flow for lower diff. beside there is nothing to emphasize there Nah I want to keep that pattern, It emphasizes the extension of the vocal
- 01:06:010 (1,1,2) - repeating reverse should be avoided on lower diffs. its really confusing for normal players. 01:06:010 (1) - make this a normal reverse and then add circle 01:07:135 - . for 01:09:010 (1,2) - , just add three reverse slider. its more friendly for newbie players. I think they are not that hard to play/read the way they are placed. Also changing those two 01:09:010 (1,2) to 3 reverse sliders wouldn't fit the music at all.
- 01:27:760 (3,4) - stack this instead? they are both building up some tenste to each other. should make them the same pattern instead Sure
thx ~Apo11o wrote:
howdy
all diffs
i find it strange how the dubstep bit isn't the bit in kiai mode it's in the place where the voice has more intensity. Wub section already has SB emphasis anyway
InsaneHard
- 00:50:822 (4) - this one should also jut out of the sliderend a bit like 00:50:072 (2) - and 00:51:385 (2) - I prefer to stack to make 00:50:822 (4,1) - more impactful here.
Normal
- the AR should be higher honestly. atleast 7.5 sure, why not
nice song
- AI mod: This object is too far from the previous object. 01:27:760 (3) - fixed
Thanks for the mod.Apo11o wrote:
howdy hi hi
all diffs
i find it strange how the dubstep bit isn't the bit in kiai mode tbh its more contrast, the song builds up into the kiai already chosen, but dubstep section comes out of nowhere.
diuS' Ariettai like this diff thank you woo
- 00:09:010 (1) - a tiny bit sceptical about how this slider looks It's fine owo
- 00:28:135 (3,4) - i'm worried about these two being so closely spaced, i think ppl will misread this as 1/4 00:16:135 (7,8,1,2) - 00:21:760 (3,4) - there were mutliple such usages beforehand so it will not come out as weird at all imo.
- 01:18:010 (1) - perhaps put closer to the centre since that's where most ppl's spins gonna be? idk how valid this suggestion is Spinner jump holy this is a thing. Still the slider deserves emphasis so no need.
- 01:49:135 (1) - quite excessive spacing from last slider to this one I don't think so, its quite important when it comes to me.
- 02:00:010 (1) - this whole section up until the end is quite compact in the middle band of the screen. i'd utilise more of the field personally Ughhh tried a bit but I don't think its really necessary, the streams are a thing for itself so its just a few patterns located around the middle.
nice song
Has borrado el .osb, pero cada dificultad sigue teniendo sus códigos de SB interna para cosas como los efectos de highlight en la sección de wubs o, como este caso, los créditos del final del mapa. Así que como te has quedado únicamente con lo que hay en la diff de mari, solo te aparece un MaridiuS random ahí xDDDDDDDDChekito wrote:
- 02:13:510 - Random MaridiuS pops up on the screen LMAO (oh yeah I had to delete the SB to mod this cuz too laggy, so Idk if there's something on there, but it seems like a random maridius, i really laughed at this xD)
Get your kds tho? maybe? thanks?Chekito wrote:
As I said, I'm just modding u, don't give me anything in exchange.