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The Flashbulb - Hymn To The Unobtainable

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Topic Starter
Mismagius
This beatmap was submitted using in-game submission on sábado, 3 de março de 2018 at 03:28:21

Artist: The Flashbulb
Title: Hymn To The Unobtainable
Tags: nothing is real ambient benn jordan idm experimental yellowmanul
BPM: 142
Filesize: 6308kb
Play Time: 02:59
Difficulties Available:
  1. Easy (1,58 stars, 169 notes)
  2. Insane (4,54 stars, 662 notes)
  3. Light Insane (3,82 stars, 565 notes)
  4. Manul's Hard (3,04 stars, 424 notes)
  5. Normal (1,95 stars, 274 notes)
Download: The Flashbulb - Hymn To The Unobtainable
Information: Scores/Beatmap Listing
---------------

Nothing Is Real (2014)
Track 1 - Track 2
Dawns
cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7cs5.7
YellowManul
man it's good
Sad Cum
Man I really liked this one. I have never seen anything quite like it. In addition I feel like you really managed to pour a bit of yourself into the map.
Also it reminded me to finally listen to 'Nothing is Real', big thank.
Topic Starter
Mismagius
Thank you so much for that comment! It really means a lot :D
Please do, by the way. It's probably one of the best albums I've ever heard.
DeletedUser_4329079
Great map, I love The Flashbulb
Hollow Delta
You asked for test plays / feedback, and I'm bored, so might as well do something productive.



I thought the patterns with the sliders were spot on. They looked really nice and played very well relative to the song. Great rhythm choices too, you added variation while still making sense. Every combo felt like something new.
It felt awkward without the hit sounds, but I'm aware you didn't apply that yet, so that criticism doesn't count.
Besides that, my one negative criticism is the jumps weren't structured very well. The streams and the sliders looked beautiful, but the jumps stuck out to me. It wasn't because they were hard, it's just the angle didn't fit in with the rest of the map. Maybe for the jumps you could go for a harder pattern instead of a wider one.

Edit: You asked for specific jumps. 00:26:173 (3) - 00:30:187 (2) - 01:00:821 (7,8) -

Overall, I thought it was a well-structured, fun map. I wish you the best of luck.
Izzywing
Super cool song.

https://osu.ppy.sh/ss/7057975 <-- sightread

Had a lot of fun with this. Played it a couple more times after the sightread as well, although I didn't really improve between runs lol.

Something that's part of my playstyle is that whenever I see stream-jumps I single tap those two notes (then continue alternating from there) and this bpm feels perfect for that, so those parts were a lot of fun.

This map is a bit out of my comfort zone in general as you can tell by my terrible accuracy. I struggled the most of the 1/8 kick sliders that were the part of the streams (not really sure why I was missing so much on those), in generally I could read the map fine, just couldn't actually perform it.

Big fan of this. If I suck at a map but it's still a lot of fun, that's a good sign.
Topic Starter
Mismagius

Bubblun wrote:

You asked for test plays / feedback, and I'm bored, so might as well do something productive.

I thought the patterns with the sliders were spot on. They looked really nice and played very well relative to the song. Great rhythm choices too, you added variation while still making sense. Every combo felt like something new. Thank you! This was one of my biggest intentions with the map - recreating the ways that the song makes a variation on the drums on each measure, be it on intensity, drum pattern, or just general rhythm.
It felt awkward without the hit sounds, but I'm aware you didn't apply that yet, so that criticism doesn't count. Yeah, this is probably gonna take a while because I'm looking for some high quality drum hitsounding, and I'm not sure if osu! drumset does that well enough
Besides that, my one negative criticism is the jumps weren't structured very well. The streams and the sliders looked beautiful, but the jumps stuck out to me. It wasn't because they were hard, it's just the angle didn't fit in with the rest of the map. Maybe for the jumps you could go for a harder pattern instead of a wider one. Hm... It may be because I wanted them to flow in certain ways so they actually fit with the song while giving a challenge and creating bigger patterns. I'm not too good at the technical stuff, so atm I can't really see ways to make them shorter while being harder and still following the song >: Will take a look at them though and definitely keep an eye.

Edit: You asked for specific jumps. 00:26:173 (3) - 00:30:187 (2) - 01:00:821 (7,8) -

Overall, I thought it was a well-structured, fun map. I wish you the best of luck.

Hobbes2 wrote:

Super cool song.

https://osu.ppy.sh/ss/7057975 <-- sightread

Had a lot of fun with this. Played it a couple more times after the sightread as well, although I didn't really improve between runs lol. Nice! One of the things I really want to do in my maps is to give them a replay factor, making the player want to play the map again after the first time, not just play once and then throw it away. Good to know I managed to do that with at least one person!

Something that's part of my playstyle is that whenever I see stream-jumps I single tap those two notes (then continue alternating from there) and this bpm feels perfect for that, so those parts were a lot of fun.

This map is a bit out of my comfort zone in general as you can tell by my terrible accuracy. I struggled the most of the 1/8 kick sliders that were the part of the streams (not really sure why I was missing so much on those), in generally I could read the map fine, just couldn't actually perform it.
Big fan of this. If I suck at a map but it's still a lot of fun, that's a good sign.
Thanks a lot for the feedback! Really happy to hear about this and looking to improve the map as much as possible.
Irreversible
Really well mapped. I rarely see maps where different spacings within one stream play good, but this was honestly a surprise. Sometimes it felt slightly offputting though ( 00:30:399 (3,4,5,6,1,2,3) - for example, I was moving too fast and then got interrupted by the slower spacing) and there were some other minor issues, but I think once you want to push this forward, definitely call me for a mod.
Topic Starter
Mismagius

Irreversible wrote:

Really well mapped. I rarely see maps where different spacings within one stream play good, but this was honestly a surprise. Sometimes it felt slightly offputting though ( 00:30:399 (3,4,5,6,1,2,3) - for example, I was moving too fast and then got interrupted by the slower spacing) and there were some other minor issues, but I think once you want to push this forward, definitely call me for a mod.
Thanks a lot! Places like the one you mentioned and stuff like 01:35:892 (2,3,4,5,6,7,8) - still feel like they could be improved IMO, so I'm looking around to see what I can do with these.

I'll definitely call you when this is finished! Good to know you enjoyed it :D
wa_
Hey, m4m from BR queue!

I hope every suggestion is clear. It's 4:30 AM and I spent about 3,5 hours on modding this and I found only rather minor things...

[General]
  1. It seems HP drain distribution throughout the mapset could be improved, Normal's HP is higher than Hard's. I suggest 4 for Normal, 5 for Hard and 6 for Insane.
[Easy]

  • This diff doesn't need any improvements, everything seems clearly easy to read. Maybe it can be considered as repetitive (imho you overused combo pattern consisting of 2/1 and 1/1 sliders) but at least you provided nice slider shapes and placement ideas.
[Normal]
  1. 01:56:173 (2) - Add a new combo.
  2. 02:43:920 (2,3) - Possibly try to make these circles parallel to 02:42:652 (1)?

    That's what I found in this difficulty, it's just like Easy but you're allowed to do some more interesting things...
[Hard]
  1. I don't really get some new combo usage, sometimes you spam NCs on every short slider in a measure, sometimes you don't.
  2. In addition to NCs, shouldn't the last part (starting from 02:42:652 (1)) have new combos every measure just like it was made in other difficulties?
  3. 00:34:413 (3) - Try to increase spacing between this circle and 00:34:624 (4), now it's kinda confusing since lower spacing may suggest 1/4 between these objects.
  4. 01:16:032 (1) - There's a lack of drum emphasizement, the sound at 01:16:455 really deserves to be clickable and you tend to map (almost) every drum sound. Try to replace it with 3/4 slider + circle, it shouldn't be too hard to change.
  5. 01:48:990 (1,1,1) - This is actually very hard to sightread, players probably won't know how long are these sliders even with approach circles especially with the second slider which starts at yellow tick. Is this even allowed for Hard difficulty? You should rearrange this pattern :p
  6. 02:47:723 (5) - Use the same shape as in 02:44:765 (1,2,4)?

    Despite fact I'm getting random 100s from missing sliderends, It's a very solid Hard difficulty, good job!
[Insane]
  1. 00:32:511 (3,4,5) - Hm, I'm getting confusing while playing this circle/pattern, I'm always thinking this is placed at red tick after 1/2 slider; consider making spacing equal for this pattern.
  2. 01:26:596 (1) - Add a new combo, the crash sound is worth of additional emphasizing. Also, you put NCs consistently on every measure of the song or even more densely, so why it shouldn't have a NC?
  3. 01:57:335 (5) - This circle isn't stacked to anything in the song, it shouldn't be clickable. Consider removing this object + moving the next slider up to keep consistent spacing.
  4. 02:08:849 (1,2,3,4,5) - I feel this four has completely overdone spacing compared to actual drums which are barely audible. There's probably no sound at 02:09:166 (2) which is the cause. I suggest to remove that circle so this pattern would be separated into slider and triple.

    As people before said, all these 1/4 notes with changing speed are playing so smoothly and nice even if I don't really like any kind of streamjumps. I very like the concept of increasing spacing (like at 00:20:152 (3,4)), this is how variable spacing at streams should be done – I was surprised I had no big problems with these streams. Yeah, it's hard to SS but full combo shouldn't be too hard ;) And I have to say – I am so impressed with aesthetics you implemented into this mapset (not only this diff)!
This map deserves a star! ミ☆
Topic Starter
Mismagius

wa_ wrote:

Hey, m4m from BR queue!

I hope every suggestion is clear. It's 4:30 AM and I spent about 3,5 hours on modding this and I found only rather minor things...

[General]
  1. It seems HP drain distribution throughout the mapset could be improved, Normal's HP is higher than Hard's. I suggest 4 for Normal, 5 for Hard and 6 for Insane. applied for my diffs
[Easy]

  • This diff doesn't need any improvements, everything seems clearly easy to read. Maybe it can be considered as repetitive (imho you overused combo pattern consisting of 2/1 and 1/1 sliders) but at least you provided nice slider shapes and placement ideas. yeah, it ended up being a bit too repetitive imo. sadly
    can't do much considering the song is really complex & most of the good/varying rhythms are 1/4
[Normal]
  1. 01:56:173 (2) - Add a new combo. done
  2. 02:43:920 (2,3) - Possibly try to make these circles parallel to 02:42:652 (1)? done

    That's what I found in this difficulty, it's just like Easy but you're allowed to do some more interesting things...
[Insane]
  1. 00:32:511 (3,4,5) - Hm, I'm getting confusing while playing this circle/pattern, I'm always thinking this is placed at red tick after 1/2 slider; consider making spacing equal for this pattern. idk how to fix it because this spacing was used all the time in the diff, moved them a bit closer i guess
  2. 01:26:596 (1) - Add a new combo, the crash sound is worth of additional emphasizing. Also, you put NCs consistently on every measure of the song or even more densely, so why it shouldn't have a NC? oops, fixed
  3. 01:57:335 (5) - This circle isn't stacked to anything in the song, it shouldn't be clickable. Consider removing this object + moving the next slider up to keep consistent spacing. fixed
  4. 02:08:849 (1,2,3,4,5) - I feel this four has completely overdone spacing compared to actual drums which are barely audible. There's probably no sound at 02:09:166 (2) which is the cause. I suggest to remove that circle so this pattern would be separated into slider and triple. done

    As people before said, all these 1/4 notes with changing speed are playing so smoothly and nice even if I don't really like any kind of streamjumps. I very like the concept of increasing spacing (like at 00:20:152 (3,4)), this is how variable spacing at streams should be done – I was surprised I had no big problems with these streams. Yeah, it's hard to SS but full combo shouldn't be too hard ;) And I have to say – I am so impressed with aesthetics you implemented into this mapset (not only this diff)!
This map deserves a star! ミ☆
Thanks a lot for the help, applied everything!
Phos-
Hey, m4m as requested

[Easy]
  1. 00:38:004 (1) - I don't really like the look of this slider as I think it goes against the style you have going in this map. You could curve the half of the slider so it looks like this, which gives a much better impression to the player.
  2. 01:41:385 (1) - This slider ends 1/4 early, which is bad because it can easily throw players off - especially newer players. I'm not sure whether or not this was intentional, but if even if you're doing it to emphasise the sound on this 1/4 note, then I'd disagree because newer players will find it much easier to stick to the drum sounds you've been mapping to.
  3. 01:59:554 (2,1) - Like my first suggestion, I think these sliders are out of place, they seem a bit bland as well. Maybe it would look nicer if you added some anchor points to them, like this for example.
  4. 02:40:539 (1,1) - Perhaps you could rearrange these notes to form a blanket; it'd look nicer that way.
[Normal]
  1. 00:45:399 (3,4) - I would change the rhythm on these two sliders. (3) has the active note on a red tick, whilst (4) has the active note on a white tick, which can be confusing for the average normal player.
  2. 01:54:061 (1) - This slider is a bit too long. It's the only slider of its length in the map, and it's on a relatively intense section of the song, which is bad since the player won't have much to do. I'd break this slider up into some other rhythms.
  3. 02:42:652 (1) - I'd curve this slider as well. It's inconsistent because it's the only straight slider in this slow section which is following the high pitched bells.
[Manul's Hard]
  1. Hmm. Generally speaking, I really dislike your usage of repeater sliders here. Take 00:49:624 (1,1,1) - for example. During a players first attempt, they're very likely to break here due to there being no indication of the rhythm asides from an approach circle. This happens a lot of times throughout the map, and I doubt that the average hard player will be able to react to these notes properly. Overall, the whole concept of repeater sliders in this difficulty is one that I'm not sure about.
  2. 00:26:596 (4,5,1) - You could make (1) straight as well so that it's consistent with the previous two sliders, enhancing the pattern's structure.
  3. 00:35:469 (6,2) - I'd get rid of this overlap to improve aesthetics here.
  4. 01:15:399 (1,1) - This pattern looks very confusing and out of place, it's the only set of sliders in the difficulty that really look like this, and players might have trouble reading it.
  5. 01:17:723 (5,1) - You could blanket these two notes as well to improve general aesthetic.
  6. 01:34:624 (5,1) - You could ctrl+g (1) for a smooth zig-zag pattern, which I think will flow well.
  7. 01:36:737 (2) - This slider ends on a relatively powerful beat. To emphasise it, I would delete this slider and have 01:36:314 (1) - do one more repeat. Then, you can place a circle on the red tick where this slider used to end. Like this.
  8. 02:23:638 (1,2) - The way (2) starts on a blue tick can be pretty hard to read. You can alleviate this problem by having 02:23:638 (1) - become a 1/2 slider, as the rhythm will be much more predictable that way.
[Insane]
  1. 01:54:061 (1) - This slider overlaps with the hp bar on the default skin, which looks crude and can cause readability issues. It just doesn't look nice, so I would change this slider a bit.
  2. 01:57:863 (2) - I'd add an extra repeat onto this slider so it represents the music better, since I can clearly hear another 1/8 happening here. It'll play better as well, since the player won't have to cursor idle on 01:58:180 (3) - waiting to hit it. (or worse; misread the note and hit it early because they expected the repeat slider to end later.)
Overall, this was a very well mapped set. The structure is good, and the aesthetics go well with the song and are consistent throughout. My only concern with this would be the readability of the sliders on Manul's Hard difficulty. That being said, I wish you good luck with this ~
fieryrage
im bored

diff top
  • 00:18:568 (6,1) - would be pretty cool if you could somehow blanket these two
    00:24:483 (7) - wouldn't it be better to just keep the sort of cut stream that you introduced 00:20:258 (4) - here throughout the map? idk just feels weird having it on some instances and not on others when the rhythm is essentially the same
    00:33:356 (1,2) - i can understand the first slider but i dont think the second one is 1/8
    00:40:117 (1,3) - kind of an ugly overlap, maybe move it right a bit more?
    00:52:159 (8,9,10) - Hey Please Make This Symmetrical Triangle??
    00:59:131 (1,2) - spacing here is kinda big for what it's supposed to represent imo
    01:05:258 (9,10,1) - cool blanket but its pretty bad for playability imo, even doing something like this would help a lot
    01:09:694 (1,2) - move sliderend of 2 up a bit cuz its triggering me
    01:14:976 (5,6) - not rly a huge fan of introducing this sort of pattern this late into the song tbh
    01:15:399 (1,2) - wher the claps at like the rest of these
    01:26:596 (1,3) - idk if you were trying to blanket these but if u were this is off
    01:32:300 (1,2) - make the sliders point the same direction, needlessly confusing imo (also the stream after it is kinda spaced out for no reason)
    01:40:751 (1) - nc not necessary here
    01:49:201 (1) - move nc 01:49:413 (2) - here instead
    01:51:103 (1,2) - these two notes have more emphasis, maybe move 01:51:314 (3) - this or space out the triple cuz rn it feels kinda weird having these the same emphasis
    01:53:638 (8,9,10) - bro what
    02:01:666 (1) - remove nc (altho i think you did this because of the finishes)
    02:09:694 (5,6,1,2,3) - kind of a drastic spacing change compared to the rest of the map, there's no real 1/4 jumps besides the two pointed out; the 5-6-1 is fine but 1-2-3 is pretty noticeable, idk i'd personally nerf it
    02:15:187 (1) - feels like the 1/8 note is on the blue tick instead of the white tick here
    02:16:032 (1) - y are the hitsounds like 0% here
    02:23:110 (4) - this should be 1/8 as well to keep consistency with the parts before it
    02:25:539 (4,5) - this plays soawkwARDLY tho
    02:31:138 (3,4) - maybe space this out a bit more?
yea thats all i got
i cant mod breakcore or whatever this is lul
defiance
hi m4m
[General]
  1. I personally think the easy and normal should nc on 2 downbeats, not 1. Your combos are fairly small on both diffs (especially on easy where there is usually 2 or 3 max)


    [Easy]
    1. 00:24:483 (2) - i would suggest moving this a little bit down so the exit from 00:23:216 (1) - looks nicer, x:334 y:20 looks better imo
    2. 01:00:399 (2,3,1) - the overlapping here kinda seems really inconsistent on how you put the rest of your patterns, maybe try some, possibly a different object arrangement would work better for consistency?
    [Normal]
    1. 02:34:201 (1) - x:341 y:260 seems like a lot cleaner placement since the kind of "curve" through that whole pattern is a bit ehh
    [Hard]
    1. meh, i think the od is too similar to the normal, 6.5 maybe?
    2. 00:48:356 (7) - nc?
    3. 01:30:399 (5) - ctrl + g, it looks like all your 1/4 gaps
    4. 01:50:152 (1) - is the nc necessary here?
    5. 01:50:680 (1) - ^
    6. 01:53:638 (1) - ^
    7. 02:40:117 (9) - ctrl + g to put emphasis on 02:40:539 (1) -
    [Insane]
    1. I personally really dislike where the first streams are placed, maybe you could place them more in the middle because after the spinner it seems quite far. especially if you spin counterclockwise
    2. 00:28:603 (4,5,6,7) - this pattern just looks weird, 4,5 is stacked and 6,7 not makes it looks kind of ugly
    3. 00:51:525 (4,5,6,7,8) - this would be better if you would space 5 from 4 the way the rest of the stream is spaced, 0.8 vs 1.30x
    4. 00:59:976 (2) - this antiflow is quite harsh, maybe reduce the distance a bit more?
    5. 01:14:976 (5,6) - considering how all the other streams are i don't think these should be stacked, might confuse the player
very nice map good luck!
Topic Starter
Mismagius

-Faded- wrote:

Hey, m4m as requested

[Easy]
  1. 00:38:004 (1) - I don't really like the look of this slider as I think it goes against the style you have going in this map. You could curve the half of the slider so it looks like this, which gives a much better impression to the player. done
  2. 01:41:385 (1) - This slider ends 1/4 early, which is bad because it can easily throw players off - especially newer players. I'm not sure whether or not this was intentional, but if even if you're doing it to emphasise the sound on this 1/4 note, then I'd disagree because newer players will find it much easier to stick to the drum sounds you've been mapping to. there's no sound at the white tick there, but i'll have to change it since it's so inconsistent.
  3. 01:59:554 (2,1) - Like my first suggestion, I think these sliders are out of place, they seem a bit bland as well. Maybe it would look nicer if you added some anchor points to them, like this for example. won't change this one for now because i like it as it currently is, but will look into using this pattern elsewhere because it looks cool
  4. 02:40:539 (1,1) - Perhaps you could rearrange these notes to form a blanket; it'd look nicer that way. hmmm, in this case i think it's better to prioritize flow instead of blanketing
[Normal]
  1. 00:45:399 (3,4) - I would change the rhythm on these two sliders. (3) has the active note on a red tick, whilst (4) has the active note on a white tick, which can be confusing for the average normal player. while i understand this may be rhythmically not correct from an emphasis point of view, i believe it's the most intuitive option for this rhythm in a normal diff
  2. 01:54:061 (1) - This slider is a bit too long. It's the only slider of its length in the map, and it's on a relatively intense section of the song, which is bad since the player won't have much to do. I'd break this slider up into some other rhythms. this one is intentional! i used it on pretty much all diffs because i reeeeeally wanted to give emphasis to the background sound. i may change this later, but i really like how it turned out to be.
  3. 02:42:652 (1) - I'd curve this slider as well. It's inconsistent because it's the only straight slider in this slow section which is following the high pitched bells. done, also hitsounded the bell section because i forgot to

[Insane]
  1. 01:54:061 (1) - This slider overlaps with the hp bar on the default skin, which looks crude and can cause readability issues. It just doesn't look nice, so I would change this slider a bit. eh, it's pretty much a 5px overlap at most, & most people use custom skins nowadays. i'm really against changing hp overlaps because of that
  2. 01:57:863 (2) - I'd add an extra repeat onto this slider so it represents the music better, since I can clearly hear another 1/8 happening here. It'll play better as well, since the player won't have to cursor idle on 01:58:180 (3) - waiting to hit it. (or worse; misread the note and hit it early because they expected the repeat slider to end later.) this is pretty much a matter of slider leniency - with a shorter time between (2) and (3), it becomes extremely hard to not 100 on the repeat slider. this is just giving the players some leniency to hold the slider.
Overall, this was a very well mapped set. The structure is good, and the aesthetics go well with the song and are consistent throughout. My only concern with this would be the readability of the sliders on Manul's Hard difficulty. That being said, I wish you good luck with this ~
thanks a lot for the mod!

i'll check the other mods later today and get back to your maps as well, hopefully
Topic Starter
Mismagius

fieryrage wrote:

im bored

diff top
  • 00:18:568 (6,1) - would be pretty cool if you could somehow blanket these two wouldn't flow as well
    00:24:483 (7) - wouldn't it be better to just keep the sort of cut stream that you introduced 00:20:258 (4) - here throughout the map? idk just feels weird having it on some instances and not on others when the rhythm is essentially the same done
    00:33:356 (1,2) - i can understand the first slider but i dont think the second one is 1/8 it's a 5plet drumroll, not too hearable but it's there
    00:40:117 (1,3) - kind of an ugly overlap, maybe move it right a bit more? done
    00:52:159 (8,9,10) - Hey Please Make This Symmetrical Triangle?? (10) is a more intense sound than (9) so it makes sense to have it more spaced than (8,9)
    00:59:131 (1,2) - spacing here is kinda big for what it's supposed to represent imo fixed
    01:05:258 (9,10,1) - cool blanket but its pretty bad for playability imo, even doing something like this would help a lot but the point is to have a big jump from (10,1)
    01:09:694 (1,2) - move sliderend of 2 up a bit cuz its triggering me done
    01:14:976 (5,6) - not rly a huge fan of introducing this sort of pattern this late into the song tbh feels playable enough imo
    01:15:399 (1,2) - wher the claps at like the rest of these done
    01:26:596 (1,3) - idk if you were trying to blanket these but if u were this is off wasnt really trying but uhhh fixed enough to not make it too ugly
    01:32:300 (1,2) - make the sliders point the same direction, needlessly confusing imo (also the stream after it is kinda spaced out for no reason) both are intentional, it looks kinda ugly with both in the same direction and the stream needs to be emphasized enough here
    01:40:751 (1) - nc not necessary here oops
    01:49:201 (1) - move nc 01:49:413 (2) - here instead (1) currently is more intense than the next note though
    01:51:103 (1,2) - these two notes have more emphasis, maybe move 01:51:314 (3) - this or space out the triple cuz rn it feels kinda weird having these the same emphasis it's stacked because they're the same sound and also that's the best way to make it flow into the 1/4 sliderjumps later in the combo
    01:53:638 (8,9,10) - bro what plays well enough for me lol, there's a reason why i didn't want to make this a "conventional" map
    02:01:666 (1) - remove nc (altho i think you did this because of the finishes) yeah this whole section is nc spam
    02:09:694 (5,6,1,2,3) - kind of a drastic spacing change compared to the rest of the map, there's no real 1/4 jumps besides the two pointed out; the 5-6-1 is fine but 1-2-3 is pretty noticeable, idk i'd personally nerf it nerfed it a bit
    02:15:187 (1) - feels like the 1/8 note is on the blue tick instead of the white tick here fixed
    02:16:032 (1) - y are the hitsounds like 0% here following drums
    02:23:110 (4) - this should be 1/8 as well to keep consistency with the parts before it but there's no 1/8 there lol
    02:25:539 (4,5) - this plays soawkwARDLY tho huh, definitely felt right to me
    02:31:138 (3,4) - maybe space this out a bit more? done
yea thats all i got
i cant mod breakcore or whatever this is lul

osuskrub wrote:

hi m4m
[General]
  1. I personally think the easy and normal should nc on 2 downbeats, not 1. Your combos are fairly small on both diffs (especially on easy where there is usually 2 or 3 max) the problem is that there's a lot of emphasis on every measure start (usually with a strong 'finish' sound) so it's better to keep it emphasized that way


    [Easy]
    1. 00:24:483 (2) - i would suggest moving this a little bit down so the exit from 00:23:216 (1) - looks nicer, x:334 y:20 looks better imo done
    2. 01:00:399 (2,3,1) - the overlapping here kinda seems really inconsistent on how you put the rest of your patterns, maybe try some, possibly a different object arrangement would work better for consistency? done
    [Normal]
    1. 02:34:201 (1) - x:341 y:260 seems like a lot cleaner placement since the kind of "curve" through that whole pattern is a bit ehh makes sense, applied
    [Insane]
    1. I personally really dislike where the first streams are placed, maybe you could place them more in the middle because after the spinner it seems quite far. especially if you spin counterclockwise cant do much about this, but tried to bring them a bit closer to the center
    2. 00:28:603 (4,5,6,7) - this pattern just looks weird, 4,5 is stacked and 6,7 not makes it looks kind of ugly what happens is that 4,5 is the exact same sound, while (6) is another one and (7) "goes back" to the same sound as 5's slider end, so that's why it does this slight back-and-forth movement
    3. 00:51:525 (4,5,6,7,8) - this would be better if you would space 5 from 4 the way the rest of the stream is spaced, 0.8 vs 1.30x nah, the intensity is different
    4. 00:59:976 (2) - this antiflow is quite harsh, maybe reduce the distance a bit more? done
    5. 01:14:976 (5,6) - considering how all the other streams are i don't think these should be stacked, might confuse the player since everyone's complaining i will consider changing it in the future
very nice map good luck!

thanks for the mods!
YellowManul
hello
wa_

wa_ wrote:

[Hard]
  1. I don't really get some new combo usage, sometimes you spam NCs on every short slider in a measure, sometimes you don't. i'm using NCs on every inconsistent short sliders o:
  2. In addition to NCs, shouldn't the last part (starting from 02:42:652 (1)) have new combos every measure just like it was made in other difficulties?
  3. 00:34:413 (3) - Try to increase spacing between this circle and 00:34:624 (4), now it's kinda confusing since lower spacing may suggest 1/4 between these objects. 1,9x is consistent spacing for 1/4 here
  4. 01:16:032 (1) - There's a lack of drum emphasizement, the sound at 01:16:455 really deserves to be clickable and you tend to map (almost) every drum sound. Try to replace it with 3/4 slider + circle, it shouldn't be too hard to change. fixed
  5. 01:48:990 (1,1,1) - This is actually very hard to sightread, players probably won't know how long are these sliders even with approach circles especially with the second slider which starts at yellow tick. Is this even allowed for Hard difficulty? You should rearrange this pattern :p fixed
  6. 02:47:723 (5) - Use the same shape as in 02:44:765 (1,2,4)? no thanks o:

    Despite fact I'm getting random 100s from missing sliderends, It's a very solid Hard difficulty, good job! thanks! :)

-Faded-

-Faded- wrote:

[Manul's Hard]
  1. Hmm. Generally speaking, I really dislike your usage of repeater sliders here. Take 00:49:624 (1,1,1) - for example. During a players first attempt, they're very likely to break here due to there being no indication of the rhythm asides from an approach circle. This happens a lot of times throughout the map, and I doubt that the average hard player will be able to react to these notes properly. Overall, the whole concept of repeater sliders in this difficulty is one that I'm not sure about. not sure either but i like it anyways o; waitin for other modders talking about this
  2. 00:26:596 (4,5,1) - You could make (1) straight as well so that it's consistent with the previous two sliders, enhancing the pattern's structure. ok
  3. 00:35:469 (6,2) - I'd get rid of this overlap to improve aesthetics here. ^
  4. 01:15:399 (1,1) - This pattern looks very confusing and out of place, it's the only set of sliders in the difficulty that really look like this, and players might have trouble reading it. not agree o ^ o
  5. 01:17:723 (5,1) - You could blanket these two notes as well to improve general aesthetic. fixed
  6. 01:34:624 (5,1) - You could ctrl+g (1) for a smooth zig-zag pattern, which I think will flow well. i did this because i wanted to emphasize the sound so i'll keep it
  7. 01:36:737 (2) - This slider ends on a relatively powerful beat. To emphasise it, I would delete this slider and have 01:36:314 (1) - do one more repeat. Then, you can place a circle on the red tick where this slider used to end. Like this. sounds good, fixed
  8. 02:23:638 (1,2) - The way (2) starts on a blue tick can be pretty hard to read. You can alleviate this problem by having 02:23:638 (1) - become a 1/2 slider, as the rhythm will be much more predictable that way.
fixed

osuskrub

osuskrub wrote:

[Hard]
  1. meh, i think the od is too similar to the normal, 6.5 maybe? ok
  2. 00:48:356 (7) - nc? i explained NC politics in the first mod, so i'll keep it/b]
  3. 01:30:399 (5) - ctrl + g, it looks like all your 1/4 gaps [b]nah, i like it/b]
  4. 01:50:152 (1) - is the nc necessary here? [b]fixed
  5. 01:50:680 (1) - ^ ^
  6. 01:53:638 (1) - ^ it's necessary, yeah
  7. 02:40:117 (9) - ctrl + g to put emphasis on 02:40:539 (1) - it's ephasized enough and it flows akwardly with ctrl+g


thanks for the mod boys
will check NCs again later o:
diff
Izzywing
hi hi, big sorry for late :(

[insane]

00:22:265 (5) - what's this for? this kinda buzzing sound i hear happens all over the place and you only really map it here. Unless its to some sound I can't hear properly lol
00:25:117 (5,1) - this spacing feels awkwardly small, especially considering the usual emphasis of the downbeat finishes having this really slower movement after the stream is quite underwhelming
00:37:793 - would make a lot more sense if this is clickable imo. Consider 2 circles as opposed to a slider. also applies to the future ones if applied like 01:11:385 (6) -
00:41:596 (1,2) - not a fan of these 1/8 sliders, they dont really match the music, since 00:41:701 - is overmapped. Theres a sound on 00:41:596 - though.
00:42:018 (5) - could use some emphasis via different spacing or something along those lines
00:43:497 (6,7,8,9) - Hm...consider something like this to more accurately portray the drums - http://puu.sh/yxHWm/d0a024248c.jpg
01:14:976 (5,6,7) - not a fan since having the start of the stream's movement be on the blue tick makes it very awkward to play for most players (since theyd expect to start the movement on their dominant tapping finger). Also doesn't make sense musically since 01:15:187 (7) - should be the point of emphasis
01:33:779 (2,3,4) - maybe clean up the visual spacing
01:49:201 (1) - maybe buffer this by lowering a reverse, makes this pattern a lot friendlier
01:53:638 (8,9,10) - holy, this jump is quite big and quite sudden, i would seriously consider nerfing this because as it is, it's a big point of frustration for most players having to land this suddenly massive jump after the map having much lower 1/4 jump patterns before

Love the progression in difficulty as the song itself picks up gradually in intensity. Fun map!

[Manul]

00:24:694 (1) - buzzsliders aren't super common in hard diffs with rhythm like this, consider shortening this by one repeat to buffer it and make it easier to land. You did it 00:41:596 (1) - anyway c:
00:49:624 (1,1,1) - same for these. and 01:15:399 (1) - ...you get the idea
00:51:948 (1) - remove nc?

overall a fine map, buffer your 1/8 sliders and go over your NCs again and make sure theyre good

[normal]

raise the stack leniency so that everything isnt perfect stacking with HR (unless...thats intentional? kinda weird tho lol)

01:04:201 (2) - change to a circle to break up this 1/2 chain, its quite long for a normal
01:47:089 (3) - similarly, this note isnt necessary
01:56:173 (1,2,3) - despite maintaining DS this pattern breaks the visual spacing and it looks a bit messy because of it

Easy is ok

Spread is somewhat questionable, although it is probably fine because the hard utilizes some relatively complex 1/4 rhythms. Still, the insane has very challenging 1/4 patterns with spaced 1/4 and challenging rhythms, so the gap between the hard and the insane may post a threat to the set's rankability. I'll get some opinions.
Topic Starter
Mismagius

Hobbes2 wrote:

hi hi, big sorry for late :(

[insane]

00:22:265 (5) - what's this for? this kinda buzzing sound i hear happens all over the place and you only really map it here. Unless its to some sound I can't hear properly lol huh, there's a "slight" drumroll here
00:25:117 (5,1) - this spacing feels awkwardly small, especially considering the usual emphasis of the downbeat finishes having this really slower movement after the stream is quite underwhelming fixed
00:37:793 - would make a lot more sense if this is clickable imo. Consider 2 circles as opposed to a slider. also applies to the future ones if applied like 01:11:385 (6) - talked about these ones with a bunch of mappers/players when i started mapping this, most of them preferred it like this because of how it flows better and doesn't really feel too awkward to play
00:41:596 (1,2) - not a fan of these 1/8 sliders, they dont really match the music, since 00:41:701 - is overmapped. Theres a sound on 00:41:596 - though. eh, can't say i agree. while it can be a bit overmapped, i like that it creates a more intuitive rhythm than if there was only 1/8 slider
00:42:018 (5) - could use some emphasis via different spacing or something along those lines done
00:43:497 (6,7,8,9) - Hm...consider something like this to more accurately portray the drums - http://puu.sh/yxHWm/d0a024248c.jpg i like as it is because (6) has a strong beat first and goes down to symbolize the weaker beat. (7) is the opposite since the strong beat is at the sliderend. 8 and 9 are less emphasized, so they are more tilted to be kinda-horizontal sliders.
01:14:976 (5,6,7) - not a fan since having the start of the stream's movement be on the blue tick makes it very awkward to play for most players (since theyd expect to start the movement on their dominant tapping finger). Also doesn't make sense musically since 01:15:187 (7) - should be the point of emphasis musically, it does make sense - (5,6) are basically the same sound, that's why they are stacked, and (7) is where the rhythm picks up, so there's movement. since everyone complained about this one i'll change tho..
01:33:779 (2,3,4) - maybe clean up the visual spacing if you mean the overlaps, done
01:49:201 (1) - maybe buffer this by lowering a reverse, makes this pattern a lot friendlier in this case the slider flows directly into the note and the bpm is rather low (~140 1/8) so i think it'd harm more than help in this case, not to mention the rhythm would feel incomplete
01:53:638 (8,9,10) - holy, this jump is quite big and quite sudden, i would seriously consider nerfing this because as it is, it's a big point of frustration for most players having to land this suddenly massive jump after the map having much lower 1/4 jump patterns before that's exactly the point of it, it's supposed to be the grand crescendo or whatever you call it in music. also, it feels really comfortable to me to play this, and pretty much none of the testplayers around 4-5 digits missed here (worst i've seen was an acc choke)

Love the progression in difficulty as the song itself picks up gradually in intensity. Fun map!

[Manul]

00:24:694 (1) - buzzsliders aren't super common in hard diffs with rhythm like this, consider shortening this by one repeat to buffer it and make it easier to land. You did it 00:41:596 (1) - anyway c:
00:49:624 (1,1,1) - same for these. and 01:15:399 (1) - ...you get the idea
00:51:948 (1) - remove nc?

overall a fine map, buffer your 1/8 sliders and go over your NCs again and make sure theyre good

[normal]

raise the stack leniency so that everything isnt perfect stacking with HR (unless...thats intentional? kinda weird tho lol) thats unrankable oops fixed

01:04:201 (2) - change to a circle to break up this 1/2 chain, its quite long for a normal ok
01:47:089 (3) - similarly, this note isnt necessary done
01:56:173 (1,2,3) - despite maintaining DS this pattern breaks the visual spacing and it looks a bit messy because of it fixed? i think

Easy is ok

Spread is somewhat questionable, although it is probably fine because the hard utilizes some relatively complex 1/4 rhythms. Still, the insane has very challenging 1/4 patterns with spaced 1/4 and challenging rhythms, so the gap between the hard and the insane may post a threat to the set's rankability. I'll get some opinions. x: idk if the set would work as well with another difficulty..
YellowManul
[Manul]

00:24:694 (1) - buzzsliders aren't super common in hard diffs with rhythm like this, consider shortening this by one repeat to buffer it and make it easier to land. You did it 00:41:596 (1) - anyway c: done
00:49:624 (1,1,1) - same for these. and 01:15:399 (1) - ...you get the idea ^
00:51:948 (1) - remove nc? i did nc for all non-repeatable sliders (by repeats), if someone have questions about this one in the next mode i'll probably fix it to normal state, but now let's it stay as it is owo'



thanks for the mod!

diff: http://puu.sh/yyjbb/12a2c62104.rar
Tarrasky
vamo q vamo

Easy

Não vejo nenhum problema em usar CS 3, embora não seja uma regra, não é muito recomendado CS maior que 3 para Easy
01:32:511 (2,1) - Arrume o DS, ta maior que 1,00x
02:14:342 (1) - e 02:20:680 (2) - , faz os NC ser consistente, eu recomendo remover o NC do 02:14:342 (1) -, mas desde que fique consistente, vc pode continuar
No geral essa dificuldade pra mim está um perfeito "Normal" diff, não se parece com um Easy, mas já como é a diff mais baixa e já tem uma chamada Normal, acho melhor manter o nome

Normal

Algo pessoal mas a transição disso 01:37:159 (1) - apertando Ctrl + G parece bem interessante, claro q tem q arrumar espaçamento etc, é só uma opinião pessoal
02:04:201 (3) - Aqui não era pra ser o mesmo daqui 01:59:342 (3) - ? começando no 02:03:990 -
02:32:089 (1,2,3) - 1,10x e depois 02:35:469 (2,3) - até aki 02:38:427 (1) - tudo 1,00x, e depois tudo é 1,10x denovo. Tenta fazer consistente, acho q fica mais polido

Light Insane

Acho q o NC é aqui 01:51:948 (14) - e não aqui 01:52:793 (1) -
aki tbm acho q deveria ter NC 01:56:173 (3) -

Insane

00:45:610 (4,5,6,7) - os sons de fundo ao meu ver me deu uma impressão de que poderia ser feito 1/8 aqui, devido a um sino bem rápido que toca, não sei se é totalmente seguindo o 1/8., mas acho q vc pode experimentar
Algumas streams parece bem hard de mirar, mas como vc pode testar e ver acho q ta ok

Bom é como vc disse, mapa já está bem polido, espero q algo ai ajude, boa sorte ^^
Topic Starter
Mismagius

Tarrasky wrote:

vamo q vamo

Easy

Não vejo nenhum problema em usar CS 3, embora não seja uma regra, não é muito recomendado CS maior que 3 para Easy sei la n vejo problema em 3.5
01:32:511 (2,1) - Arrume o DS, ta maior que 1,00x ops
02:14:342 (1) - e 02:20:680 (2) - , faz os NC ser consistente, eu recomendo remover o NC do 02:14:342 (1) -, mas desde que fique consistente, vc pode continuar intencional pela quebra de ritmo
No geral essa dificuldade pra mim está um perfeito "Normal" diff, não se parece com um Easy, mas já como é a diff mais baixa e já tem uma chamada Normal, acho melhor manter o nome sei la vei pra mim isso ai vai da treta se eu mudasse

Normal

Algo pessoal mas a transição disso 01:37:159 (1) - apertando Ctrl + G parece bem interessante, claro q tem q arrumar espaçamento etc, é só uma opinião pessoal sei la acho q ta bom assim
02:04:201 (3) - Aqui não era pra ser o mesmo daqui 01:59:342 (3) - ? começando no 02:03:990 - sei la variaçao lols
02:32:089 (1,2,3) - 1,10x e depois 02:35:469 (2,3) - até aki 02:38:427 (1) - tudo 1,00x, e depois tudo é 1,10x denovo. Tenta fazer consistente, acho q fica mais polido ops arrumei

Light Insane

Acho q o NC é aqui 01:51:948 (14) - e não aqui 01:52:793 (1) - vdd
aki tbm acho q deveria ter NC 01:56:173 (3) - vdd

Insane

00:45:610 (4,5,6,7) - os sons de fundo ao meu ver me deu uma impressão de que poderia ser feito 1/8 aqui, devido a um sino bem rápido que toca, não sei se é totalmente seguindo o 1/8., mas acho q vc pode experimentar
Algumas streams parece bem hard de mirar, mas como vc pode testar e ver acho q ta ok o sino ta a 1/4 e as stream ja tao top mas vlw

Bom é como vc disse, mapa já está bem polido, espero q algo ai ajude, boa sorte ^^
noiss
Kroytz
Manul
General:

https://osu.ppy.sh/ss/9817771 - I get that it's only a hard diff and blah blah but how is it that for a 3 minute song only ~75% of the editor space is used up? Makes me kinda sad. Even the Normal diff manages to capture more area with less density so I mean, yknow..

00:24:694 (1) - Overmapped repeat? Sounds really off here should probably be either a circle or 1/4 slider at most

00:24:906 (1) - Also feels a bit weird since the crash is on a repeat. Maybe a triple on white and on the red tick you have a 1/4 slider it could work better to capture the song

00:27:441 (1) - Finish

00:31:666 (1,2,3,4,5) - Can't say I understand much of the spacing differences here. Only thing I can make out is that (3) is a finish with higher relative spacing but so is (5), yet, (5) is weaker?

00:39:061 (1) - I don't believe this is 1/8. Seems overmapped to me, especially for a low diff like this will throw players off easily.

00:41:596 (1) - Seems incorrect too as I stated once before

00:41:807 (1) - And of course can also try the triple -> kick thing so that the Finish sound is clickable and not covered up by a repeat slider

00:49:624 (1,1,1) - This is bound to cause issues to the diff's intended audience... Like, three sliders that all look the same but the repeats are so unusual. I guess it's more of the first repeat slider since the last two are even with each other. I dunno, I'd try find a better way to make this not be so confusing to the player. To me, really, this doesn't sound like repeat slider rhythms. Just typical 1/2 or even 1/1 slider stuff. It's a Hard diff afterall

00:51:525 (1,1) - You'd also think these would be similar but the latter slider is one 1/4 shorter so it's kind of like huh? well thats odd.. brings more surprise to the player. The first slider could just be a 1/2 with a 1/4 circle at the end. Cuz then like, you have this stuff 00:55:751 (3,4) - which looks almost the same as what i pointed out initially but this one has two 1/4 double repeats e.e

01:13:920 (1,2,3,4,1,1,1,2,3,4) - imo this is poor space usage. everything feels too cluttered around this area for seemingly no reason. why not just move elsewhere with 01:15:610 (1) - it can point in a different direction and not clutter everything up.

01:21:103 (3,4,5,6,1,1,2,3,4,5,6,1,1,1) - I guess the same can be said about this overall space. It's so confined...

01:23:955 (7) - NC this since it's the same as (6)

01:36:314 (1) - Triple repeat?! Oh my.. why can't it just be double repeat and circle at the end.

01:57:230 (1,1,1) - Same possible confusion regarding snaps as I mentioned before.

Dunno, I didn't get to point out as much as I would have liked to with this difficulty because I feel similar things recur too often. There are probably a lot of snapping inaccuracies for the sake of... im not sure :< I understand all the drum nuances but for a Hard diff, it tries a bit too much to 'trip' the player up with odd snappings. The space usage is very restrictive too, so... i dunno how to feel :?

Light Insane
00:16:877 (1) - Finish?

00:34:624 (1) - It might be okay to NC this for the different snap. Might pose a reading issue thing for newer players otherwise

00:38:849 (2) - This could look more even..

00:38:849 (2) - can't really agree with this shape. It feels completely out of place in relation to your previous sliders and the complimentariness to (3) is non-existent.

01:51:103 (6) - Could also NC this since the combo number gets pretty high

This diff works pretty well~ don't know what else to say :)

My biggest gripe is that the Hard diff uses more complex rhythms than the Light Insane and perhaps even the Insane diff too at times with the 1/8 and awkward repeat snaps. I like the transition from Light Insane to Insane, feels pretty natural but the Hard diff should probably get rethought out with some of the things I mentioned. Mostly space usage (since objects tend to circumvent each other quite needlessly) and simplification of rhythm.

Best of luck~
Topic Starter
Mismagius
so uhm...

is there anything i can do about that? or is it a "remap or remove" situation for the hard diff? like seriously, i've waited for so long to get a single BN for this, it's not really motivating to hear that now..
Kroytz
I don’t think it needs remap per se – especially doesn’t need to be removed – as I was only trying to be constructive. :?
Some stuff may have been nitpicky, other things I’ve mentioned I believe were reasonable concern.

If Manul wants to disagree with my points, he can reply and let me know why and then you can move on with your set, isn’t that how modding works? What if this set gets qualified and another nominator DQs for reasons similar to mine, would you rather risk something like that and have to wait much longer? To me, that’d be even more demotivating.

Sorry if I made things worse for you, I only wanted to be helpful. But I really do wish the best of luck to you :|
YellowManul

Kroytz wrote:

Manul
General:

https://osu.ppy.sh/ss/9817771 - I get that it's only a hard diff and blah blah but how is it that for a 3 minute song only ~75% of the editor space is used up? Makes me kinda sad. Even the Normal diff manages to capture more area with less density so I mean, yknow.. my bad

00:24:694 (1) - Overmapped repeat? Sounds really off here should probably be either a circle or 1/4 slider at most fixed

00:24:906 (1) - Also feels a bit weird since the crash is on a repeat. Maybe a triple on white and on the red tick you have a 1/4 slider it could work better to capture the song fixed

00:27:441 (1) - Finish fixed

00:31:666 (1,2,3,4,5) - Can't say I understand much of the spacing differences here. Only thing I can make out is that (3) is a finish with higher relative spacing but so is (5), yet, (5) is weaker? fixed spacing on (3)

00:39:061 (1) - I don't believe this is 1/8. Seems overmapped to me, especially for a low diff like this will throw players off easily. fixed

00:41:596 (1) - Seems incorrect too as I stated once before fixed

00:41:807 (1) - And of course can also try the triple -> kick thing so that the Finish sound is clickable and not covered up by a repeat slider oki owo

00:49:624 (1,1,1) - This is bound to cause issues to the diff's intended audience... Like, three sliders that all look the same but the repeats are so unusual. I guess it's more of the first repeat slider since the last two are even with each other. I dunno, I'd try find a better way to make this not be so confusing to the player. To me, really, this doesn't sound like repeat slider rhythms. Just typical 1/2 or even 1/1 slider stuff. It's a Hard diff afterall changed the pattern into 1\2 thingies :v


00:51:525 (1,1) - You'd also think these would be similar but the latter slider is one 1/4 shorter so it's kind of like huh? well thats odd.. brings more surprise to the player. The first slider could just be a 1/2 with a 1/4 circle at the end. Cuz then like, you have this stuff 00:55:751 (3,4) - which looks almost the same as what i pointed out initially but this one has two 1/4 double repeats e.e fixed

01:13:920 (1,2,3,4,1,1,1,2,3,4) - imo this is poor space usage. everything feels too cluttered around this area for seemingly no reason. why not just move elsewhere with 01:15:610 (1) - it can point in a different direction and not clutter everything up. i tried

01:21:103 (3,4,5,6,1,1,2,3,4,5,6,1,1,1) - I guess the same can be said about this overall space. It's so confined... ^

01:23:955 (7) - NC this since it's the same as (6) fixed

01:36:314 (1) - Triple repeat?! Oh my.. why can't it just be double repeat and circle at the end. fixed

01:57:230 (1,1,1) - Same possible confusion regarding snaps as I mentioned before. fixed

Dunno, I didn't get to point out as much as I would have liked to with this difficulty because I feel similar things recur too often. There are probably a lot of snapping inaccuracies for the sake of... im not sure :< I understand all the drum nuances but for a Hard diff, it tries a bit too much to 'trip' the player up with odd snappings. The space usage is very restrictive too, so... i dunno how to feel :?

thanks for the mod owo)/
tried to reduce "1/8 things", feels like i made it even worse, brb kms
diff (will fix hitsounds soon): http://puu.sh/yLEWE/85a65735a1.rar
MeekiBriks
Hiya :D , saw your twitter post and thought I'd take the time to mod the light insane. As you can probably see, I kinda got carried away... so here we go.

General Mapset Comments:
No Kiai usage? 01:58:286 (1) - or 02:12:230 (6) - onward both feel intense enough to me to warrant some Kiai time.

Hitsounds were too quiet at times and this was especially noticeable when I was going for an fc on the light insane and a couple times I thought that I had surely missed because I didn't properly hear a hitsound. Maybe just increase some of the lowest volume ones a bit (object references refer to the light insane cause thats the one I started modding first) like 02:02:511 (1) -, 02:10:751 (11) -, 02:15:504 (3) -, 02:30:610 (2) - and others. I'd like to see some hitsound increases over all diffs tho.

Easy
General -
Quite a challenging easy diff although there's not really much you can do to change that. CS decrease to 3 only reduces SR by 0.01*, simplifying rhythms like 02:18:568 (2) - causes the map to lose a lot of impact and a SV decrease along with re-distance snapping everything will probably have the same result as a decreased CS. Maybe make the HP drain a teeny bit more forgiving just so a new player is less likely to die, HP2?

Object Related -
Allllll blanket related issues and that's just cause perfect blankets are a drug.

00:35:469 (3,1) - Maybe move combo 3 to x=398, y=147 for a slightly better blanket. Or keep 3 in the same place and muck about with slider ends to keep 3 at 1x distance snap. (My position makes it Prev: 1.02x and Next: 0.98x).
01:01:244 (1) - Can't perfectly blanket cause of the slider shape but it could be aligned better. This pattern 01:02:512 (2,3,1) - might need some slight changes to prevent 01:03:356 (1) - stacking 01:01:244 (1) - and ruining the blanket.
01:07:582 (1) - Blanket, slider head at x=483, y=103
01:11:807 (1,1) - Blanket slightly off but off evenly and due to the time difference probably unnoticeable.
01:21:314 (1,1) - This blanket is much more off than the one previous but once again the time distance probably makes it unnoticeable.
01:57:441 (3,1) - Blanket slightly off on slider head and tail of combo 1. Left click and hold with Grid Snap and Grid Level 4 moved it into a better position for a perfect blanket.
02:06:737 (1,2) - Blanket off. x=444, y=360 puts it in a good position for good blanketing.
02:08:849 (1,2) - Blanket. Adjust combo 2 mid and tail node to fix.
02:10:962 (1,2) - Blnkt. Change combo 2 position and nodes.
02:32:089 (1,2) -
:b:. :level_slider: :curly_loop: :small_red_triangle_down: :ok_hand:
.

Otherwise no complaints, really like your object placement and slider shapes here. Probably gonna borrow a few ideas for my easy diffs.


Normal
Object Related -
00:26:596 (3,4) - This pattern might suit a part of more intense music cause of the change in direction, maybe somewhere like 01:08:849 (3,4) - which would make this pattern much more impactful.
Similarly object placement/orientation of 00:51:948 (3,4) - and 01:08:849 (3,4) - are a bit boring when compared to 01:06:737 (3,4) - and 01:15:187 (3,4) -. They're more similar to the shapes from the previous section like 00:32:934 (3,4) - and 00:35:047 (3,4) -.
Maybe take a look at all usage of object rhythms similar to above and see if the song might be better represented with a pattern that forces a change in direction.

02:37:159 (2,3,4,1) - Kinda nit-picky but maybe complete this half octagon?

01:05:469 (1) - Ok if you thought the previous was nit-picky this is even worse, blanket is slightly off. Maybe move slider tail node position to x=213, y=95/y=96.

02:44:342 (3,1) - Dunno if this is meant to meant to be a blanket but its pretty close to being a blanket so

02:46:455 (3,1) - Needs slight adjustments to become perfecto blanketo.

Solid rhythm choices and showed me an interesting way of changing direction which are pretty cool ( 01:34:201 (3,4,1) - and 01:36:314 (4,5,1) - to show but a few).


Manul's Hard
Checked through the post-Kroytz modded version, definitely better imo. Although I would prefer to see a better way of distinguishing between, 2 repeat and 3 repeat sliders like this pair here 01:44:765 (1,1) - . They have a NC but maybe it would be better to have a consistent visual style for all sliders of a respective type?
3 repeats and longer, linear.
2 repeats, curved.
Anything not 1/4 snapped like 00:58:920 (1) - angular?
A consistent slider visual style like what I mentioned, introduced early on in the map might help a bit.

I don't think I'm good enough a modder to really comment on anything further so I'd definitely look for some more mods on this diff.


Light Insane
General -
01:24:483 (1) - I feel like a reduction in slider velocity would work well from linked until 01:39:272 (1) - and at 01:43:497 (1) - until 01:49:835 (1) - . This is because I feel it would better represent the sudden changes in song intensity at 01:23:638 (5,1) -, 01:39:272 (1,1) - and 01:47:723 (1,1) - . The last two of which might be covered solely by the rhythmic density increase and the change from 1x to 0.8x at the end is very distinct so maybe this might not be appropriate IDK.

Object Related -
Pretty much only slider shape comments here, mainly cause this diff is pretty sveet already. Once again solid rhythm and flow choices that really fit the song.

00:39:272 (3) - Maybe curve this similarly to 00:38:849 (2) - and better represent that small drum roll. You did something later on with it here 01:46:455 (2) - .
01:23:638 (5) - As above
02:31:244 (4) - As above
01:56:173 (1,2) - I think it shows up here as well but the spooky excited synth takes centre stage making it barely audible so maybe don't do it here.
01:57:441 (5,6) - Here represents it quite well cause its a roughly similar shape to 01:46:455 (2) - which is pretty cool.

01:13:920 (1) - Feels out of place compared to all the other sliders in the section being similar to 01:20:258 (1) - . Can't hear a distinct sound this shape is representing compared to the simple curving ones but it plays perfectly fine atm so I'd only change it to keep aesthetic consistency.
01:30:821 (1) - Pretty much all of the slider shapes in this section are quite interesting compared to stuff in the previous section similar to 01:20:258 (1) - . To follow up on my previous point maybe have interesting slider shapes in this section and for faster more rhythmically dense sections stick to those simple curves?
02:06:737 (1) - Same reasoning as above two


Insane
I'd just like to say that this might be my new favorite map of yours, I love this style of mapping and you've done it reallly realllly well. Everything feels completely natural to play and I'm definitely taking this into multi lobbies.

Object Related -
00:20:892 (8,1) - This has (I think?) the largest spacing out of all objects in the map and its in a relatively calm section. I'd reduce the spacing just a tad but that's only because I keep on missing it, therefore it might not need any changes.

I think that's probably my only criticism on this diff other than the general mapset comments I made so I'd just like to say that 02:09:694 (5,6,1,2,3) -, 02:24:800 (5,1) -, 02:26:913 (3,1) - and especially 02:29:448 (2,3) - are all absolutely delicious.

Really love this set, I hope you have a good time finding BNs cause I wanna see this ranked.

Now it's time for me to start writing up a mod for ECCO to Okan Daibingu so you might get that at some point if it goes well.
Topic Starter
Mismagius

MeekiBriks wrote:

Hiya :D , saw your twitter post and thought I'd take the time to mod the light insane. As you can probably see, I kinda got carried away... so here we go.

General Mapset Comments:
No Kiai usage? 01:58:286 (1) - or 02:12:230 (6) - onward both feel intense enough to me to warrant some Kiai time. i don't really like using kiai on my maps :(

Hitsounds were too quiet at times and this was especially noticeable when I was going for an fc on the light insane and a couple times I thought that I had surely missed because I didn't properly hear a hitsound. Maybe just increase some of the lowest volume ones a bit (object references refer to the light insane cause thats the one I started modding first) like 02:02:511 (1) -, 02:10:751 (11) -, 02:15:504 (3) -, 02:30:610 (2) - and others. I'd like to see some hitsound increases over all diffs tho. i'm not usually a fan of low volume hitsounds but in this case since i'm following the drums it feels really awkward when the hitsounds are high volume and it's kinda conflicting with the map imo. i like it as it is, and when playing it doesn't really feel bad

Easy
General -
Quite a challenging easy diff although there's not really much you can do to change that. CS decrease to 3 only reduces SR by 0.01*, simplifying rhythms like 02:18:568 (2) - causes the map to lose a lot of impact and a SV decrease along with re-distance snapping everything will probably have the same result as a decreased CS. Maybe make the HP drain a teeny bit more forgiving just so a new player is less likely to die, HP2? changed drain

Object Related -
Allllll blanket related issues and that's just cause perfect blankets are a drug.

00:35:469 (3,1) - Maybe move combo 3 to x=398, y=147 for a slightly better blanket. Or keep 3 in the same place and muck about with slider ends to keep 3 at 1x distance snap. (My position makes it Prev: 1.02x and Next: 0.98x). this one seems fine as it is o_O
01:01:244 (1) - Can't perfectly blanket cause of the slider shape but it could be aligned better. This pattern 01:02:512 (2,3,1) - might need some slight changes to prevent 01:03:356 (1) - stacking 01:01:244 (1) - and ruining the blanket. blanketing perfectly with waves doesn't really work well, and the stacking is intentional
01:07:582 (1) - Blanket, slider head at x=483, y=103 this one is also fine as it is lol
01:11:807 (1,1) - Blanket slightly off but off evenly and due to the time difference probably unnoticeable. fixed i think
01:21:314 (1,1) - This blanket is much more off than the one previous but once again the time distance probably makes it unnoticeable. seems fine to me as well
01:57:441 (3,1) - Blanket slightly off on slider head and tail of combo 1. Left click and hold with Grid Snap and Grid Level 4 moved it into a better position for a perfect blanket. using the yellow overlay on the sliderball it seems like a perfect blanket lol
02:06:737 (1,2) - Blanket off. x=444, y=360 puts it in a good position for good blanketing. fixed
02:08:849 (1,2) - Blanket. Adjust combo 2 mid and tail node to fix. seems fine
02:10:962 (1,2) - Blnkt. Change combo 2 position and nodes. fixed
02:32:089 (1,2) -
:b:. :level_slider: :curly_loop: :small_red_triangle_down: :ok_hand:  [b]seems fine as well[/b]
.

Otherwise no complaints, really like your object placement and slider shapes here. Probably gonna borrow a few ideas for my easy diffs.


Normal
Object Related -
00:26:596 (3,4) - This pattern might suit a part of more intense music cause of the change in direction, maybe somewhere like 01:08:849 (3,4) - which would make this pattern much more impactful. well i kinda got stuck here lol
Similarly object placement/orientation of 00:51:948 (3,4) - and 01:08:849 (3,4) - are a bit boring when compared to 01:06:737 (3,4) - and 01:15:187 (3,4) -. They're more similar to the shapes from the previous section like 00:32:934 (3,4) - and 00:35:047 (3,4) -.
Maybe take a look at all usage of object rhythms similar to above and see if the song might be better represented with a pattern that forces a change in direction. to be 100% honest i don't really think about that much in placement and intensity in a normal diff LOL

02:37:159 (2,3,4,1) - Kinda nit-picky but maybe complete this half octagon? i don't get it o.o

01:05:469 (1) - Ok if you thought the previous was nit-picky this is even worse, blanket is slightly off. Maybe move slider tail node position to x=213, y=95/y=96. this one really seems fine to me lol

02:44:342 (3,1) - Dunno if this is meant to meant to be a blanket but its pretty close to being a blanket so done

02:46:455 (3,1) - Needs slight adjustments to become perfecto blanketo. fixed

Solid rhythm choices and showed me an interesting way of changing direction which are pretty cool ( 01:34:201 (3,4,1) - and 01:36:314 (4,5,1) - to show but a few).



Light Insane
General -
01:24:483 (1) - I feel like a reduction in slider velocity would work well from linked until 01:39:272 (1) - and at 01:43:497 (1) - until 01:49:835 (1) - . This is because I feel it would better represent the sudden changes in song intensity at 01:23:638 (5,1) -, 01:39:272 (1,1) - and 01:47:723 (1,1) - . The last two of which might be covered solely by the rhythmic density increase and the change from 1x to 0.8x at the end is very distinct so maybe this might not be appropriate IDK. i don't know, i'd have to apply it to all diffs and i really like what i've got going right now. this is just me being stubborn though

Object Related -
Pretty much only slider shape comments here, mainly cause this diff is pretty sveet already. Once again solid rhythm and flow choices that really fit the song.

00:39:272 (3) - Maybe curve this similarly to 00:38:849 (2) - and better represent that small drum roll. You did something later on with it here 01:46:455 (2) - . intentional, the flow would be a bit broken if i didn't curve the slider as it is
01:23:638 (5) - As above i dont feel like this would work well here
02:31:244 (4) - As above ^
01:56:173 (1,2) - I think it shows up here as well but the spooky excited synth takes centre stage making it barely audible so maybe don't do it here.
01:57:441 (5,6) - Here represents it quite well cause its a roughly similar shape to 01:46:455 (2) - which is pretty cool.

01:13:920 (1) - Feels out of place compared to all the other sliders in the section being similar to 01:20:258 (1) - . Can't hear a distinct sound this shape is representing compared to the simple curving ones but it plays perfectly fine atm so I'd only change it to keep aesthetic consistency. eh, this one is mostly for flow and not getting the map stuck in the corner >.<
01:30:821 (1) - Pretty much all of the slider shapes in this section are quite interesting compared to stuff in the previous section similar to 01:20:258 (1) - . To follow up on my previous point maybe have interesting slider shapes in this section and for faster more rhythmically dense sections stick to those simple curves? the point was to mix both simple curves and interesting slidershapes
02:06:737 (1) - Same reasoning as above two


Insane
I'd just like to say that this might be my new favorite map of yours, I love this style of mapping and you've done it reallly realllly well. Everything feels completely natural to play and I'm definitely taking this into multi lobbies. <3

Object Related -
00:20:892 (8,1) - This has (I think?) the largest spacing out of all objects in the map and its in a relatively calm section. I'd reduce the spacing just a tad but that's only because I keep on missing it, therefore it might not need any changes. done

I think that's probably my only criticism on this diff other than the general mapset comments I made so I'd just like to say that 02:09:694 (5,6,1,2,3) -, 02:24:800 (5,1) -, 02:26:913 (3,1) - and especially 02:29:448 (2,3) - are all absolutely delicious. ! <3

Really love this set, I hope you have a good time finding BNs cause I wanna see this ranked.

Now it's time for me to start writing up a mod for ECCO to Okan Daibingu so you might get that at some point if it goes well.
Izzywing
manul -

some design stuff

- your diff doesn't really need buzzsliders. I would remove them and replace them with some other rhythm. they end up just being a bit hard for hard players to read and understand how to play, and now that theres a light insane you dont need them for spread or anything
- make the single repeat 1/4 sliders space appropriately into the next object visually. So things like 01:36:314 (1,2) - 00:30:399 (3,4) - etc (there are a lot of these) should be changed. make them like 00:47:300 (3,4) - for example where the spacing is obvious
YellowManul

Hobbes2 wrote:

manul -

some design stuff

- your diff doesn't really need buzzsliders. I would remove them and replace them with some other rhythm. they end up just being a bit hard for hard players to read and understand how to play, and now that theres a light insane you dont need them for spread or anything
- make the single repeat 1/4 sliders space appropriately into the next object visually. So things like 01:36:314 (1,2) - 00:30:399 (3,4) - etc (there are a lot of these) should be changed. make them like 00:47:300 (3,4) - for example where the spacing is obvious

reduced distance between these 1/4 stuff, i hope i got you right :v
diff: http://puu.sh/yXypu/4b82d58e6c.rar
Izzywing
u must have misread my mod lol. I said to change stuff like 00:43:920 (7,1) - where the visual spacing would imply that thats a double repeat 1/4 slider, but its only a single repeat 1/4 slider, which can cause reading issues.

also make the spacing of 1/4 slider to next object consistent, sometimes it touches like 00:48:356 (7,1) - and sometimes its spaced out, with no seemin connection to the music at all. just seems random
YellowManul
http://puu.sh/z1r8g/7e80a7cf11.rar
fixed some of 1/4 spacing, but some of slider kept same, because it's attached to the music and i like it as it is
Topic Starter
Mismagius
updated .~.
Topic Starter
Mismagius
seems like this won't go anywhere..
Izzywing
edit - we spoke in osu
Destirox
if only you could bring the focus of this map to because maybe, and not make because maybe album maps so hard and hard to do.
like a difficulty inflation
but i cant ask much lol
Topic Starter
Mismagius

Destirox wrote:

if only you could bring the focus of this map to because maybe, and not make because maybe album maps so hard and hard to do.
like a difficulty inflation
but i cant ask much lol
what the fuck
Izzywing
Alright rechecked for the 10th time and it should be okay.
squirrelpascals
good ticket

insane
• 00:24:166 (4) - i dont hear the note here, i understand these rides are quiet but i still feel like it should start at 00:24:272 (5) -

• 00:49:624 (1,2,3,4,5,6) - This can be more nicely curved. I used slider to stream as a guide

• 00:50:997 (2) - Think this would be better to place at the white tick 00:51:103 - because of the ride + guitar note

• 00:56:068 - I think this would be better clicked . All of 00:55:751 (3,4,5) - lands on very quiet notes while 00:56:068 - is loud, so id suggest a rhythm change of some sort

• 00:59:554 - The kick is a lot more audible here compared to where the reverse arrow currently is now (kick + guitar note), would feel nicer not to skip over this

• 01:10:539 (2,3,5) - errgh can you space these from eachother, i dont think this is intentional

• 01:15:821 (5,6,1) - These notes are pretty powerful, would recommend doing something here that stands out to represent that

• 01:32:300 (1,2,3,4,5,6,1) - I'm not sure whether you're trying to use a right angle or a curve here, straight line example

• 01:54:061 (1) - interferes with the hp bar, highly suggest moving it down. Also it looks intentional, but I'd like to know why you skip a lot of the drums that start at 01:54:694 - . Sexy slider shape btw

rest is good

light insane
• 01:37:159 (1,2,3) - rly weird rhythm choice here . I think this could be more effective if you made at least 01:37:793 - or the current slidertail clickable, and maybe prioritize 01:38:427 - over 01:38:216 - because it's more audible.

• 01:38:216 - I think this would also work well as a slider because the sounds in the music are similar to those at 01:40:539 (4,5) -

• 01:48:990 (4) - Would probably be better to start the stream here, because the sound here 01:48:885 - is less strong and its more straightforward to start a stream on a white tick

• 01:54:061 (1) - same thing as insane here

• 02:25:751 (1) - stronger note is at 02:26:173 - , would feel nicer to have something here

hard
• 00:41:596 (5,6) - I think it would be better to space these out a little more so the jump at 00:41:807 (6,1) - is less overspaced and the player has more momentum through 00:41:596 (5,6,1) -

• 00:50:680 (1,2) - space these, cuz they touch with stacks enabled in editor, same at 01:10:962 (4,5) - 01:21:525 (5,6) -

• 00:58:920 (6) - I think using a circle here would be better for a hard diff because the unusually snapped rhythm would

• 01:36:737 (6,7) - Would prefer an offset stack here, just because you n

• 01:41:279 - WHy not put a circle here? Obvious note here and you do this at 01:39:166 (6) -

• 01:51:525 (6) - I think you could extend this repeat slider to the next blue tick

• 01:52:793 (3,4) - urggg overlap here looks unintentional again. also at 02:03:779 (4,5) -

• 02:20:258 (3,4,5) - Weird having 5 clickable on a blue tick with the strong note on the white tick before it. try this?

• 02:31:244 (4,1) - Space farther imo, looks like a 1/4 jump atm

• 02:48:568 (6,7,1) - Similarly, would more spacing contrast would help make this less confusing (space 02:48:568 (6,7) - larger and 02:48:885 (7,1) - smaller)

normal and easy look good, i would just consider extending the spinners to 03:01:666 - because they're pretty short for low diffs

call me back :)
Izzywing
poggers
Topic Starter
Mismagius

squirrelpascals wrote:

good ticket

insane
• 00:24:166 (4) - i dont hear the note here, i understand these rides are quiet but i still feel like it should start at 00:24:272 (5) - fixed

• 00:49:624 (1,2,3,4,5,6) - This can be more nicely curved. I used slider to stream as a guide huh, i don't see that big of a difference actually D:

• 00:50:997 (2) - Think this would be better to place at the white tick 00:51:103 - because of the ride + guitar note done

• 00:56:068 - I think this would be better clicked . All of 00:55:751 (3,4,5) - lands on very quiet notes while 00:56:068 - is loud, so id suggest a rhythm change of some sort done

• 00:59:554 - The kick is a lot more audible here compared to where the reverse arrow currently is now (kick + guitar note), would feel nicer not to skip over this in this case i prefer to use the idea of the slider-reverse giving some sort of "echo" as far as the drums go, and the current rhythm does that quite nicely already

• 01:10:539 (2,3,5) - errgh can you space these from eachother, i dont think this is intentional ehhh i don't think it's unrankable, i REALLY prefer to keep it as it is but changed for safety?

• 01:15:821 (5,6,1) - These notes are pretty powerful, would recommend doing something here that stands out to represent that transformed into a slider and turned it into a slight jump, should work better

• 01:32:300 (1,2,3,4,5,6,1) - I'm not sure whether you're trying to use a right angle or a curve here, straight line example 1,2,3 are a straight line while 3,4,5,6 form a curve. it does look awkward when you look at it in the editor but i guarantee this is the nicest way to make it playable while still following this visual idea

• 01:54:061 (1) - interferes with the hp bar, highly suggest moving it down. Also it looks intentional, but I'd like to know why you skip a lot of the drums that start at 01:54:694 - . Sexy slider shape btw completely intentional, this is supposed to be the highest point of intensity in the song, and while i could just spam it with the drums, i feel like the synth captures the feeling perfectly and the high pitch does make for some long, nice slidershape. also i reeeeeally don't care about hp overlaps >.< most people play with skin/hp bar disabled anyway, and i feel like changing stuff because of hp bar often causes more problems than it fixes.

rest is good

light insane
• 01:37:159 (1,2,3) - rly weird rhythm choice here . I think this could be more effective if you made at least 01:37:793 - or the current slidertail clickable, and maybe prioritize 01:38:427 - over 01:38:216 - because it's more audible. done

• 01:38:216 - I think this would also work well as a slider because the sounds in the music are similar to those at 01:40:539 (4,5) - wanted to prioritize drums here for some variety with the synths

• 01:48:990 (4) - Would probably be better to start the stream here, because the sound here 01:48:885 - is less strong and its more straightforward to start a stream on a white tick done

• 01:54:061 (1) - same thing as insane here same explanation

• 02:25:751 (1) - stronger note is at 02:26:173 - , would feel nicer to have something here i like the current rhythm ):

hard
• 00:41:596 (5,6) - I think it would be better to space these out a little more so the jump at 00:41:807 (6,1) - is less overspaced and the player has more momentum through 00:41:596 (5,6,1) - fixed

• 00:50:680 (1,2) - space these, cuz they touch with stacks enabled in editor, same at 01:10:962 (4,5) - 01:21:525 (5,6) - fixed all

• 00:58:920 (6) - I think using a circle here would be better for a hard diff because the unusually snapped rhythm would fixed

• 01:36:737 (6,7) - Would prefer an offset stack here, just because you n incomplete mod :V but done anyway since i got it

• 01:41:279 - WHy not put a circle here? Obvious note here and you do this at 01:39:166 (6) - done

• 01:51:525 (6) - I think you could extend this repeat slider to the next blue tick done

• 01:52:793 (3,4) - urggg overlap here looks unintentional again. also at 02:03:779 (4,5) - fixed both

• 02:20:258 (3,4,5) - Weird having 5 clickable on a blue tick with the strong note on the white tick before it. try this? done

• 02:31:244 (4,1) - Space farther imo, looks like a 1/4 jump atm done

• 02:48:568 (6,7,1) - Similarly, would more spacing contrast would help make this less confusing (space 02:48:568 (6,7) - larger and 02:48:885 (7,1) - smaller) done

normal and easy look good, i would just consider extending the spinners to 03:01:666 - because they're pretty short for low diffs eh, i think 1.5 second is enough, also i don't want inconsistency with other diffs

call me back :)
fixed most!
squirrelpascals
:eyes:
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