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Lyapis Trubetskoy - Tantsuy!

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Topic Starter
Natteke
thanks for timing check and help!
Shiro
As per your request. You know the drill.

General
  1. I had trouble hearing the hitsounds (on all diffs), you might want to make them a bit louder.
  2. Stack leniency looks a bit low. Several times in all diffs, objects stack perfectly and afaik it's not allowed.
Easy
  1. 00:05:411 (2,3) - These two sliders bother me because they end on emphasized notes (even emphasized with a finish) and it plays really weird
  2. 00:11:637 (1) - same, also I think it'd be better to use a slider that ends on 00:13:194 (2) - for the beginning of the diff
  3. 00:13:901 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - this was fucking awesome
  4. 00:35:418 (2) - This slider breaks your comboing: the new combo should have been at 00:36:550 - to be consistent with 00:29:758 (1,2,3,1,2,1) - but that's where your slider ends. Make it end 1/1 earlier ? It will mimick 00:30:890 (3) - but simpler, since that's what you wanted to go for
  5. 00:42:210 (3,1) - =( you could easily get rid of this overlap
  6. 00:50:130 (1,2) - and 00:52:394 (1,2) - same
  7. 01:25:211 (1) - This spinner is really too short for an Easy, I think you should just replace it with a circle where it ends (also fixes the comboing)
  8. 01:33:151 (1) - [size=verysmallsorryimnazi]this doesn't stack under 01:30:887 (1) - [/size]
    Really awesome Easy diff
Vass' Normal
  1. 00:00:327 (1,2,3) - This is pretty nazi but it caught my eye when playing: these could be visually a lot better with proper blankets
  2. 00:12:486 (1,2,1) - 00:38:814 (1,2,3,4) - For some reason I found this horribly confusing when playing, I think it's because of the 1/2 repeat slider that I really didn't expect, followed by the weird rhythm on the stack.
  3. 01:12:488 (1,3) - To stay consistent with 01:05:979 (1,2,3,4,1) - the new combo should be on (3).
  4. 01:37:679 (1) - Add a sliderwhistle to stay consistent with 01:35:415 (1) - ?
Nemis' Hard
  1. This felt a bit weird because the AR is low compared to the spacing, but it's readable and playable. Maybe make the circle size bigger, it should feel better ?
  2. 00:15:458 (2,3) - This stack was quite confusing. I thought they were 1/2 apart, I didn't expect that, especially since it's the first time we encounter this rhythm. You should unstack this time to make the rhythm more apparent and make the further stacks more intuitive.
  3. 01:43:340 (1,2,3,1,2,3,1,2,3,4,1) - Nice try but I think this really doesn't belong in a Hard. It's very gimmicky and hard to read if you don't expect it.
Elvis' Hard
  • This really doesn't feel like a Hard to me. It's too fast-paced and the spacing is too high for it. Raise OD to 7 and rename it to Insane, that's really the only real complaint I have about it.
Nsane
  1. AR9 OD7 =(
    That was really awesome, I have nothing to say about it.
Awesome mapset. Been a while since I last modded something this good. Good job b.<
I'd have been interested in making an Insane for this if you had showed me the map earlier =(
Nemis

Shiro wrote:

Nemis' Hard
  1. This felt a bit weird because the AR is low compared to the spacing, but it's readable and playable. Maybe make the circle size bigger, it should feel better ? Hmm maybe increasing the AR would be better instead of increasing the size of the circles :P Changed AR to 8
  2. 00:15:458 (2,3) - This stack was quite confusing. I thought they were 1/2 apart, I didn't expect that, especially since it's the first time we encounter this rhythm. You should unstack this time to make the rhythm more apparent and make the further stacks more intuitive. Now that I've changed the AR it should be readable! :)
  3. 01:43:340 (1,2,3,1,2,3,1,2,3,4,1) - Nice try but I think this really doesn't belong in a Hard. It's very gimmicky and hard to read if you don't expect it. I love this pattern but I think you're right >.< I've rotated the second combo by 180°
Thank you Shiro! http://puu.sh/71ee7.osu
TicClick
ну что там?
Hot Loli
Классная карта, мб на ранк пойдет?)
Topic Starter
Natteke
мб пойдет
TicClick
прыгнул карась на раскалённый берег?
Topic Starter
Natteke
рыгнул
340

от внезапности увиденного у меня челюсть отпала и хуй встал
Vass_Bass
ты еще живой чтоле
Saoji
Gooooo! :D
aceventre
its great mapped and i think it could be ranked
Topic Starter
Natteke
I think it could yeah
Delis
[General]
where's nemis gone also nobody in the world searches elvis with v2, maybe only evilelvis is valid. also his new name too (in tags)
resnap preview point
00:04:845 - using different volume/hitsound while there's a timing point at the same place is unrankable.
maybe need to catch someone for timing because drums sometimes getting off
[Nsane]
00:01:176 (3,3,3) - isn't stacking them to the next sliders a better idea? xD because the sounds where you put the circles feel more like moving cursor than stopping it. https://osu.ppy.sh/ss/8573159
00:34:286 (1) - questionable nc? 00:41:503 (1,1,1) - I don't get the nc usage here as well.
01:12:488 (3,4) - using a somehow same jump as 01:12:205 (1,2) - would match the circles a lot better.
01:15:813 - nooooo can you not skip the important beat at the blue tick!!
diff name wouldn't be allowed in the case the diff name is related to your name..
[ebils]
01:17:299 - circle works here nic
you would be nice to check things over here since it seems old its different from your mapping now lol
[vass]
ar and od could be raised by 1-2 due to the bpm and reading skills people have nowadays this setting is a bit harder as you've used a variation in spacing and used a lot of overlaps, od is optional though. still 4 is a better choice for diff spread.
[Easy]
00:25:229 (1) - spacing is fucked up lol
00:34:286 (1,2) - still would place somewhat farther, 00:33:154 (2,1) - might cause a problem with reading.
00:39:924 (2,1) - ^
00:43:342 (1) - this overlapping doesn't look good
00:51:262 (2) - uh, bad overlapping
01:25:211 (1) - in the latest rules there should be at least a blank over a measure (which is based on 160 bpm) and the bpm of this song is much higher, that means even if 01:26:925 (1) - is removed the break looks still suspiciously not enough time to recover newbies hand, the solution of it is, remove the spinner and map a slider instead, welp I'll write something about difficulty spread under this mod so decide what to do after reading it maybe.
also spacing sometimes is being inconsistent

---
okay so I think this needs some works on difficulty spread, in my opinion the lower difficulties (Easy and Normal) are being much harder than the standard of today's lower difficulties, especially due to the usage of overlaps and stacks despite the bpm is high. for example, 00:07:675 (1,2,1,2,3,4,1) - in the easy is quite hard to read for the beginners who are going to play it as the easiest difficulty in the entire mapset. nowadays it's usually placed by using distance snap not stacking each other, so thats an easier way for the newbie diffs. in the normal the stacks in beginning are overused considering its bpm, it's also clarified in the ranking criteria that using stacks repeatedly in lower diffs isn't really recommended. moreover the difficulty spread between Hard and Nsane is also huge too, I think the hard is kinda underrated about star rate but still the top diff is almost as difficult as extra yet it's called an Insane.

tl;dr: in Easy, spacing and stacks could improve for newbies, normal could be less stacks overall, there needs a difficulty between hard - insane or normal - hard so the diff spread will be nice.
if you choose the way mapping another difficulty between normal and hard, the hard should be renamed to insane and make it harder.

things except the diff spread are cool I guess, so the mod itself is short.
Natteke desu
SEARCHING FOR ELVIS LUL
Topic Starter
Natteke

Delis wrote:

...
What I did:
- Changed my Easy to 'Normal', I'm going to make another Easy difficulty easier than my current normal
- Elv... Jounzan is going to make his Hard a bit Harder
- I fixed everything in my Nsane except for the name, Nsane is just a stylized version of Insane and it reads the same way, it has nothing to do with my nickname!
- Regarding the timing, I had a bunch of people look at it, including TicClick and in conclusion it's just the inconsistency of the song and how they recorded it, unless I add a billion red lines it won't get much better than this

Thanks

edit:

Delis wrote:

00:04:845 - using different volume/hitsound while there's a timing point at the same place is unrankable.
maybe need to catch someone for timing because drums sometimes getting off
Not sure what you meant? I removed the other two timing points, can you let me know if this is fine now?
Natteke desu
code
osu file format v14

[General]
AudioFilename: tantsuy.mp3
AudioLeadIn: 0
PreviewTime: 13487
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 4855,13911,22968,32025,41081,50138,59194,68251,77308,86364,95421,106742
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Tantsuy
TitleUnicode:Танцуй
Artist:Lyapis Trubetskoy
ArtistUnicode:Ляпис Трубецкой
Creator:Natteke
Version:Jounzan's Insane
Source:
Tags:russian evilelvis Jounzan vass_bass
BeatmapID:327780
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:8.4
SliderMultiplier:1.2
SliderTickRate:1

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//Break Periods
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//Storyboard Layer 0 (Background)
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339,223,101925,1,8,0:0:0:0:
424,275,102066,1,0,0:0:0:0:
349,86,102208,6,0,L|510:95,2,155.999992858887,4|8|8,0:0|0:0|0:0,0:0:0:0:
227,22,102915,1,0,0:0:0:0:
227,22,102986,1,0,0:0:0:0:
227,22,103057,1,8,0:0:0:0:
238,147,103198,1,8,0:0:0:0:
233,283,103340,5,8,0:0:0:0:
233,283,103764,1,8,0:0:0:0:
233,283,104189,5,8,0:0:0:0:
112,254,104330,1,8,0:0:0:0:
4,322,104472,5,8,0:0:0:0:
4,322,104896,1,8,0:0:0:0:
4,322,105179,5,0,0:0:0:0:
126,361,105321,1,8,0:0:0:0:
231,309,105462,1,8,0:0:0:0:
349,354,105604,5,8,0:0:0:0:
349,354,106028,1,8,0:0:0:0:
349,354,106311,5,0,0:0:0:0:
472,294,106453,1,8,3:0:0:0:
355,216,106594,1,4,3:0:0:0:
219,260,106736,1,4,3:0:0:0:
256,192,106807,12,0,111264,0:0:0:0:
Delis
well, my another concern was still the star rate gap between kebak's hard and nsane is 1.8 which is too much for osu nowadays (as people judge how hard the maps are by star rate now)
the elvis(who??)'s update seems not uploaded yet so I'm judging only by their star rates.

I think the mapset doesn't really need a new easy as the easiest difficulty (Normal right now) is ok to be an easy
also vass' diff is more like advanced diff since it's too easy to be a hard lol
the ideal spread for this mapset would be: normal - advanced - (new hard around 3.1) - insane (around 4.0) - and nsane

now i doubt im doing right maybe I'll ask someone for their opinion, I feel like being a shit-looking modder lol

Natteke wrote:

edit:

Delis wrote:

00:04:845 - using different volume/hitsound while there's a timing point at the same place is unrankable.
maybe need to catch someone for timing because drums sometimes getting off
Not sure what you meant? I removed the other two timing points, can you let me know if this is fine now?

the volume and hitsound needs to be same when you use a green line to change the SV and when there's a timing point at same time. so in this case the S:C1 on the green line needs to be N:C1
Natteke desu
Actually that was my call because i thougt its needed, anyways if that so updating my diff and adding nemis' diff again would help i g u e s s?


By the way i saw nemis online so he mght be not that dead as we thought
Okoratu
i didnt read much of the previous discussion and am just going to drop my opinion

i read nsane as ensane in my head i dont know which language "n" is pronounced as "in" so ???

consider flipping the bg so that it is visible ingame and not hidden beneath song select?

diffspike management in nsane is eh...?
00:42:210 (1,2,3,4) - vs 00:15:033 (1,2,3) - vs 01:27:491 (5,6,7,1) -
so first time this thing happens in song it's really easy, 2nd time it's pretty hard and mixes drums and vocals to have more circles - while the rest of the map is mapped really closely to the vocals of this song

not only do these patterns potentially throw people off but also logically it doesnt make sense to introduce scaling complexity over similar parts of the song

in the last kiai this thing is the most obvious among all instances where this happens:
01:27:491 (5,6,7) - 01:29:755 (1,2,3) - 01:36:547 (1,2,3) - 3 really huge jump patterns and then you do 01:38:811 (1,2) -

i just cant make sense of things like that, nonse of the places sound much different yet intensity between all of them is different compared to previous choruses and within the same chorus it's kinda chaotic too in that regard

01:11:922 (2,3,1,2,3,4,1) - vs 01:02:724 (1,2,3,4,5,6,7) - not hearing what you put this many circles on in both patterns and the pattern at 1:11 is the most intense pattern in the entire map but the part its in is just a weird bridge between two choruses

apart from difficulty distribution in parts of the song the diff is pretty neat
Nemis
oh
Topic Starter
Natteke

Okoratu wrote:

i didnt read much of the previous discussion and am just going to drop my opinion

i read nsane as ensane in my head i dont know which language "n" is pronounced as "in" so ??? changed to Extra

consider flipping the bg so that it is visible ingame and not hidden beneath song select? don't think most people care what the BG looks like anyway

diffspike management in nsane is eh...?
00:42:210 (1,2,3,4) - vs 00:15:033 (1,2,3) - vs 01:27:491 (5,6,7,1) -
so first time this thing happens in song it's really easy, 2nd time it's pretty hard and mixes drums and vocals to have more circles - while the rest of the map is mapped really closely to the vocals of this song I rarely map to the vocal track, mostly to percussions

not only do these patterns potentially throw people off but also logically it doesnt make sense to introduce scaling complexity over similar parts of the song if this really was the case, then most maps would have zero variety as most songs follow repeating structure, would you have preferred me to copy and paste the same part 3 times?

in the last kiai this thing is the most obvious among all instances where this happens:
01:27:491 (5,6,7) - 01:29:755 (1,2,3) - 01:36:547 (1,2,3) - 3 really huge jump patterns and then you do 01:38:811 (1,2) - this flows very nicely to me

i just cant make sense of things like that, nonse of the places sound much different yet intensity between all of them is different compared to previous choruses and within the same chorus it's kinda chaotic too in that regard read above

01:11:922 (2,3,1,2,3,4,1) - vs 01:02:724 (1,2,3,4,5,6,7) - not hearing what you put this many circles on in both patterns and the pattern at 1:11 is the most intense pattern in the entire map but the part its in is just a weird bridge between two choruses drum/percussion mapping. the way I mapped this part is I pretend to play drums over the track and the way it's mapped is pretty much the way I'd play drums over this song :p

apart from difficulty distribution in parts of the song the diff is pretty neat I've added Nemis' difficulty back to see if this works better, might need a re-mod!
apart from that, not much has changed. thanks!
TicClick
неужели не проебёшь?..
01:04:563 (3) - алсо тут хлопок на начале должен быть
Topic Starter
Natteke

TicClick wrote:

неужели не проебёшь?..
01:04:563 (3) - алсо тут хлопок на начале должен быть
done
tatemae

Vass_Bass wrote:

ты еще живой чтоле
EijiKuinbii
росия вперед
felys
tantsuy revived hyperu
Topic Starter
Natteke
#speedrank
BanchoBot
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