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Utsu-P - Psychokinesis

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Yales
I'd add kiai fountain here 00:43:567 (1) - 00:48:667 (1) - 00:53:467 (1) - 00:58:267 (1) - Because I find those points really intense and when I think about your map I actually think about this part!

Check Aimod!
Also, on easy and normal it seems there's some spacing issues, Aimod point them out as well!

It's a really great map that I know for quite a while now, I'm really glad you didn't give up on it!
Topic Starter
Osu Tatakae Ouendan

Yales wrote:

I'd add kiai fountain here 00:43:567 (1) - 00:48:667 (1) - 00:53:467 (1) - 00:58:267 (1) - Because I find those points really intense and when I think about your map I actually think about this part!

Check Aimod!
Also, on easy and normal it seems there's some spacing issues, Aimod point them out as well!

It's a really great map that I know for quite a while now, I'm really glad you didn't give up on it!
Thanks!
Gonna check it out once I have the time. If it's inconsistencies on spacing on lower difficulties its usually because I had to choose between avoiding overlaps and crowding or sticking to the spacing and preferred the former, but I'll see if I can move them around.

Hopefully this gets ranked soon.


EDIT: 3/19/2016
Sorry it took so long to reply
I've made some changes on Easy and Normal as per AImod suggestions, thanks for pointing that out!
As for the kiai, i've also added them. Hopefully these will be fine even under Ranking Criteria's suggestions.
Thanks for this! Gotta keep trying till rank
HappyRocket88
Greetings! I saw this on #modreqs and it was quite weird to see people mapping Hatsune Miku these days and then I realize this maps was older than the first time I joined ous! It's going to be a short mod because, despite it's an old style mapset, it still has issues to work on. Let's begin!

[General]
  1. COMBO COLORS: I wonder why Insane and Psycho Miku has different combo colors compared with the rest. It would be way better if it were consistent among the difficulties. imo.
  2. LABELING DIFFICULTIES: The jump from Hard to Advanced doesn't make much sense because nowadays and according to the current trend, Advanced should be easier than Hard. Hence, switching the name of both difficulties would be the best.
[Gangster's Easy]
  1. 00:25:717 (2) -
brb! will edit this later. XD
Topic Starter
Osu Tatakae Ouendan
Revived while waiting for the mod. No changes were made yet.
riffy
Jesus Christ, I should not have agreed to that.

[General]
  1. The thing about difficulties naming Rocket mentioned is a valid point. Please, consider that.
  2. I am n Vocaloid expert, but I believe that this is not Miku on the background. And that makes the background look.. ehh. a bit irrelevant. Care to look for a Miku-themed one?
[Gangster's Easy]
  1. 00:28:267 (2,3,1) - spacing values are a bit irregular. Try to stick them closer to the original x0.9 you were using.
    Note: 00:41:467 (1,2,3) - same here.
  2. 00:51:067 (1) - 00:55:867 (1) - 01:00:667 (1) - there shouldn't be a new combo, as you have'nt added one to the similar pattern on 00:46:267 (2) - besides, one-object long combos don't look too balanced.
  3. 01:27:817 (2,3) - minor - I would move (3)'s tail lower, so it does not overlap with (2) too much, like this.
  4. 01:48:367 (1,1) - you should leave at least twice this much of recovery time. The standards for E/N diffs have become a lot stricter when it comes to this kind of things.
    Note: 03:37:567 (1,1) - same
  5. 02:50:917 - I am pretty sure that (2) should be starting here, and not on 02:51:067 - same applies to 02:53:317 - as (3) is snapped a bit later than it should be.
  6. 03:31:567 (2,3) - beginners are very likely to mistakenly hit (3)'s tail, as it seems a lot closer. Maybe re-arrange the pattern to make it more intuitively-readable?
  7. 03:57:967 (1,1) - this breaks your combo pattern, probably it's better to remove the first new combo here.
  8. 04:06:367 (1,2,3) - I'd just use longer sliders instead of short sliders repeated 2 times. The second reverse is pretty hard to predict at first, it will cause some confusion.

    Not bad, just fix a few rhythm-related things here and that should be it.
[Normal]
  1. 00:36:667 (1) - try to avoid placing last slider nodes outside of the slider. During re-calculations and other similar things it's pretty possible that these might break.
  2. 00:51:667 - 00:52:867 - the extreme vocals are clearly "screaming" for something like an end of the slider or even a circle. Give them something, so they're mapped!
    Note: 01:54:067 - same, I guess.
  3. 01:56:767 (5,1) - I am not a huge fan of these overlaps, but it's totally up to you. I still recommend you to consider avoiding them.
  4. 03:00:967 (4) - three circles would stress the drums a lot better than a single slider. give it a try, it should be perfectly playable for a Normal difficulty.
  5. 04:15:967 (1,2) -minor - if you could find a way to avoid this overlap, I would highly appreciate it.

    Could use a bit more polishing.
[Hard]
  1. 00:45:667 - I would finish (4) here and add a single circle to 00:45:967 - so, the strong drum.voice there is also mapped well.
    Note: 00:46:267 (1,3) - same applies to these two and in many similar patterns, just try to stress the loudest stuff as often as possible.. And probably 00:50:767 (4) - here. More info
  2. 01:30:517 - the way these and similar patterns overlap brrings a bit of confusion. You could easily avoid these overlaps by stacking/increasing DS or decreasing it to make the overlaps look more appropriate. As the way they are now makes me feel like you accidentally used them. Same goes for any other long chain of 1/2 beats.
  3. 02:09:967 (1,2,3,4,5,6,7,8,9) - please, try to use more circles. The music gets less intense, and this is why it would make more sense to simplify it.

    A pretty neat difficulty, except for the spacing of 1/2 beats in calm parts and the naming issue mentioned by HR88.
[Advanced]
  1. 00:57:667 (5) - tail of the slider covers the downbeat, does not sound quite right. Try two circles, instead? Or something like this to keep consistency with the previous sliders
  2. 01:30:967 (4) - try to make the curves synchronized with the drum beats. So, every time there is a drum hit the slider would change its direction. It'll feel a lot better with the track.
  3. 02:10:567 - the slider starting on a weaker beat doesn't fit well. replace it with a single circle here. This will also stress the slight change in vocal pitch.
    Note: same applies to 02:11:617 (2) -
  4. 02:41:167 - the spinner should begin here, as the string sound starts here. Everything that goes before this beat should be mapped separately as there's a different instrument.
  5. 03:51:967 (1,3) - minor - if I were you, I would try to avoid overlaps like this one. Doesn't look very neat, if you ask me.

    A few touches to certain patterns and it should be okay!


[Rice's Insane]
  1. 00:22:867 (4,5) - I would lower the spacing here , as it seems a bit confusing and can be misread as 1/1. If you want to stress (5,6) replace them with circles.
  2. 00:36:367 (1,2) - that played somewhat uncomfortably, as previously stacks were 1/2. I almost clicked it way too early. Try to unstack for more intuitively playable gameplay? Even something like an antijump would work better.
    Note: same applies for similar patterns.
  3. 01:09:367 (1,2) - 01:11:167 (1,2,3) - Use the same spacing. They use pretty much the same rhythm, so, making them similar for the sake of readability would be awesome.
  4. 02:04:867 (4,1) - the second repeat on (4) can be hard to read. Try something like this to make it more intuitively understandable?
  5. 02:09:967 (1,2) - spacing feels bugged here. Mind keeping 1/2 gaps visually consistent?
  6. 02:30:967 (5) - unstack, please. It is really hard to read the note, and on top of that, it is very hard to predict it's here as there were no similar patterns before.
  7. 03:20:767 (1) - the drum hit here asks or a spacing increase, rather than lower spacing, try stacking it with 03:20:317 (2)?
  8. 04:10:567 (3,4,5) - minor - a perfectly symmetrical triangle with no overlaps would look a lot better. Give it a try, if you agree.

    Pretty nice.
[Insane]
  1. 00:12:067 (6,7) - 00:12:667 (2,3) - is there a reason for these two to be jumpy? Feels pretty random to me. 00:19:417 (8,1) - yet, here, a jump would fit perfectly fine. 00:20:467 (4,1) - same goes for this one and similar downbeats. Just give it a second thought and glance through your jumps.
  2. 00:38:317 (3,4,1) - increase the distance between (4) and (1), so it is not misreadable as 1/2.
  3. 01:52:567 (3) - minor - a sudden curve does not seem to fit well with the song. Would recommend a plain arc-shaped slider.
  4. 03:00:967 (1,2) - remove (2) and add a repeat to (1). These three beats should be groupped as they sound very similar.

    Minor visual fixes and jumps, apart from that it's not bad.

[Psycho Miku]
  1. 00:00:367 (1,2,3,1,2,3,1,1,2,3,1,2,3,1,2,1) - this and all similar patterns overuse new combos. This brings too much HP and breaks the difficulty balamce. Lower the amount of New Combos here, please?
  2. 00:08:467 (5,1) - there should be a jump of some kind between these two, so that the strong downbeat (1) is gets stressed properly.
  3. 00:26:167 (3,4) - can easily bi misread as 1/2 jump. I would increase the DS here to prevent that.
  4. 00:27:817 (4) - minor - you can make that slider a lot prettier. Try to re-arrange this and a few more sliders you believe to be untidy. Since it's a lot easier to make neater curves these days.
  5. 00:36:067 (5,1) - spacing looks very bugged here, Try to increase it for better readability?
  6. 01:02:467 (3) - a slow 1/1 slider would do a lot better. As it seems that there is no reason in the music for such a fast slider to be here.
  7. 01:11:167 (1,2,3,4,5,6,7,8,9,10,11,12) - it's better if we make it the other way. First sliders for the low-strength piano and then 4 circles for strong drum or whatever that agressive sound is.
  8. 03:00:967 (1,2) - remove (2) and add a repeat to (1). It's better if you keep these three beats groupped in a single slider.
  9. 03:38:767 (1) - try replacing the repeats with circles as this would stress the increasing tempo of the song.
  10. 04:20:767 (1) - use two circles, this would stress both of these drum hits properly.

    Nice streams, I would play it if I was faster.
Topic Starter
Osu Tatakae Ouendan

Bakari wrote:

Jesus Christ, I should not have agreed to that. YEP, BUT YOU DID

[General]
  1. The thing about difficulties naming Rocket mentioned is a valid point. Please, consider that. fine, but i still think Advanced would mean something more complex than just a "hard"
  2. I am n Vocaloid expert, but I believe that this is not Miku on the background. And that makes the background look.. ehh. a bit irrelevant. Care to look for a Miku-themed one? well, yes, it is not. But it looks pretty good. I think I'll keep it as is
[Gangster's Easy]
  1. 00:28:267 (2,3,1) - spacing values are a bit irregular. Try to stick them closer to the original x0.9 you were using. some consistency changes here there and everywhere
    Note: 00:41:467 (1,2,3) - same here.
  2. 00:51:067 (1) - 00:55:867 (1) - 01:00:667 (1) - there shouldn't be a new combo, as you have'nt added one to the similar pattern on 00:46:267 (2) - besides, one-object long combos don't look too balanced. consistency changes here there and everywhere
  3. 01:27:817 (2,3) - minor - I would move (3)'s tail lower, so it does not overlap with (2) too much, like this. that looks amazing. done.
  4. 01:48:367 (1,1) - you should leave at least twice this much of recovery time. The standards for E/N diffs have become a lot stricter when it comes to this kind of things. i can't adjust the spinner any other way, so i mapped it differently instead.
    Note: 03:37:567 (1,1) - same same
  5. 02:50:917 - I am pretty sure that (2) should be starting here, and not on 02:51:067 - same applies to 02:53:317 - as (3) is snapped a bit later than it should be. gonna leave it as is since it looks confusing if I moved them earlier.
  6. 03:31:567 (2,3) - beginners are very likely to mistakenly hit (3)'s tail, as it seems a lot closer. Maybe re-arrange the pattern to make it more intuitively-readable? changed; made them symmetrical facing each other. Now there's little overlap, it flows properly and the spacing is kept consistent
  7. 03:57:967 (1,1) - this breaks your combo pattern, probably it's better to remove the first new combo here. okay
  8. 04:06:367 (1,2,3) - I'd just use longer sliders instead of short sliders repeated 2 times. The second reverse is pretty hard to predict at first, it will cause some confusion. done

    Not bad, just fix a few rhythm-related things here and that should be it.
[Normal]
  1. 00:36:667 (1) - try to avoid placing last slider nodes outside of the slider. During re-calculations and other similar things it's pretty possible that these might break. did not know that. ok done
  2. 00:51:667 - 00:52:867 - the extreme vocals are clearly "screaming" for something like an end of the slider or even a circle. Give them something, so they're mapped! hm. They put a pretty good emphasis to the start and end though, so i think i'll leave it as is
    Note: 01:54:067 - same, I guess. i dont think its that bad either, since the really important portion would be the start and end
  3. 01:56:767 (5,1) - I am not a huge fan of these overlaps, but it's totally up to you. I still recommend you to consider avoiding them. i also did not like this that much, but i figured the movement would be more important. Didn't think I could fix this before, but now apparently i can so i've done that now
  4. 03:00:967 (4) - three circles would stress the drums a lot better than a single slider. give it a try, it should be perfectly playable for a Normal difficulty. I don't know to be honest. It would be a bit surprising to change it by this point. I think i'll keep it as is
  5. 04:15:967 (1,2) -minor - if you could find a way to avoid this overlap, I would highly appreciate it. done. Hooray

    Could use a bit more polishing.
[Hard]
  1. 00:45:667 - I would finish (4) here and add a single circle to 00:45:967 - so, the strong drum.voice there is also mapped well. okay
    Note: 00:46:267 (1,3) - same applies to these two and in many similar patterns, just try to stress the loudest stuff as often as possible.. And probably 00:50:767 (4) - here. More info I honestly thought the sliderends would be enough while keeping the whole "dragging feeling" that portion feels. I cannot change 00:50:767 (4) - without breaking symmetry but changed the other two and a few others
  2. 01:30:517 - the way these and similar patterns overlap brrings a bit of confusion. yeah i kinda forced it there when the previous pattern didnt work as pointed out in a previous modYou could easily avoid these overlaps by stacking/increasing DS or decreasing it to make the overlaps look more appropriate. As the way they are now makes me feel like you accidentally used them. Same goes for any other long chain of 1/2 beats. slightly reluctant, but increased ds reaaaallly slightly on 1/2s everywher
  3. 02:09:967 (1,2,3,4,5,6,7,8,9) - please, try to use more less? circles. The music gets less intense, and this is why it would make more sense to simplify it. simplified

    A pretty neat difficulty, except for the spacing of 1/2 beats in calm parts and the naming issue mentioned by HR88.
[Advanced]
  1. 00:57:667 (5) - tail of the slider covers the downbeat, does not sound quite right. Try two circles, instead? Or something like this to keep consistency with the previous sliders moved 4,5
  2. 01:30:967 (4) - try to make the curves synchronized with the drum beats. So, every time there is a drum hit the slider would change its direction. It'll feel a lot better with the track. they actually are, or at least for the left side. Kind of difficult to do so i just adjusted the shape a bit
  3. 02:10:567 - the slider starting on a weaker beat doesn't fit well. replace it with a single circle here. This will also stress the slight change in vocal pitch.
    Note: same applies to 02:11:617 (2) - changed both to two circles
  4. 02:41:167 - the spinner should begin here, as the string sound starts here. Everything that goes before this beat should be mapped separately as there's a different instrument. actually im not sure now what i was going for here. Done
  5. 03:51:967 (1,3) - minor - if I were you, I would try to avoid overlaps like this one. Doesn't look very neat, if you ask me. made some adjustments

    A few touches to certain patterns and it should be okay!


[Rice's Insane]
  1. 00:22:867 (4,5) - I would lower the spacing here , as it seems a bit confusing and can be misread as 1/1. If you want to stress (5,6) replace them with circles. moved 3,5,6 though i have to say they look visually more appealing if kept as is. keeping 5,6 as sliders
  2. 00:36:367 (1,2) - that played somewhat uncomfortably, as previously stacks were 1/2. I almost clicked it way too early. Try to unstack for more intuitively playable gameplay? Even something like an antijump would work better. there's already a similar portion in 00:33:967 (3,1) - . I think the player should have to keep focus and actually pay attention instead. Even then 00:33:967 (3,1) - should be enough of a head's up, and unstacking doesn't fit with the rest of the style. Having it stacked gives a bit more emphasis on the pause than having it unstacked, which would emphasize the next movement instead
    Note: same applies for similar patterns.
  3. 01:09:367 (1,2) - 01:11:167 (1,2,3) - Use the same spacing. They use pretty much the same rhythm, so, making them similar for the sake of readability would be awesome. um, spaced out 01:11:167 (1,2,3) -
  4. 02:04:867 (4,1) - the second repeat on (4) can be hard to read. Try something like this to make it more intuitively understandable? done but had to adjust so many other stuff as well
  5. 02:09:967 (1,2) - spacing feels bugged here. Mind keeping 1/2 gaps visually consistent? not sure what happened here. done
  6. 02:30:967 (5) - unstack, please. It is really hard to read the note, and on top of that, it is very hard to predict it's here as there were no similar patterns before. moved everything before it downward
  7. 03:20:767 (1) - the drum hit here asks or a spacing increase, rather than lower spacing, try stacking it with 03:20:317 (2)? it's mapped to visual symmetry; its on center
  8. 04:10:567 (3,4,5) - minor - a perfectly symmetrical triangle with no overlaps would look a lot better. Give it a try, if you agree. done

    Pretty nice.
[Insane]
  1. 00:12:067 (6,7) - 00:12:667 (2,3) - is there a reason for these two to be jumpy? Feels pretty random to me. well, yes actually, just forced symmetry. I've changed (6,7), but keeping 2,3 00:19:417 (8,1) - yet, here, a jump would fit perfectly fine. It comes after a full motion of hitcircles. It would be difficult to hit a sudden jump at this point 00:20:467 (4,1) - symmetry again, but it doesn't look as glaringly bad in this case EDIT 8/26 I've spaced 4 and 1 a bitsame goes for this one and similar downbeats. Just give it a second thought and glance through your jumps. went through the map and i think most of the jumps are ok
  2. 00:38:317 (3,4,1) - increase the distance between (4) and (1), so it is not misreadable as 1/2. hmm. increased a bit
  3. 01:52:567 (3) - minor - a sudden curve does not seem to fit well with the song. Would recommend a plain arc-shaped slider. yeah it didnt look good anyway. Done
  4. 03:00:967 (1,2) - remove (2) and add a repeat to (1). These three beats should be groupped as they sound very similar. I'll keep it as it adds to difficulty and allows a flow transition

    Minor visual fixes and jumps, apart from that it's not bad.

[Psycho Miku]
  1. 00:00:367 (1,2,3,1,2,3,1,1,2,3,1,2,3,1,2,1) - this and all similar patterns overuse new combos. This brings too much HP and breaks the difficulty balamce. Lower the amount of New Combos here, please? I honestly don't know if lowering new combos on the very first part will keep the readability, I've made changes to some other similar combos and increased HP to 7.5
  2. 00:08:467 (5,1) - there should be a jump of some kind between these two, so that the strong downbeat (1) is gets stressed properly. moved 5 further
  3. 00:26:167 (3,4) - can easily bi misread as 1/2 jump. I would increase the DS here to prevent that. it shouldn't be since it comes a full 1/1 later and is detached from the triangle , and the player should pay attention either way i've moved it just a bit further
  4. 00:27:817 (4) - minor - you can make that slider a lot prettier. Try to re-arrange this and a few more sliders you believe to be untidy. Since it's a lot easier to make neater curves these days. adjusted shape
  5. 00:36:067 (5,1) - spacing looks very bugged here, Try to increase it for better readability? it provides a nice change in pace so everything isn't completely the same spaced 1 VERY slightly
  6. 01:02:467 (3) - a slow 1/1 slider would do a lot better. As it seems that there is no reason in the music for such a fast slider to be here. I made it 1/16 for emphasis here, so I think i'll keep it
  7. 01:11:167 (1,2,3,4,5,6,7,8,9,10,11,12) - it's better if we make it the other way. First sliders for the low-strength piano and then 4 circles for strong drum or whatever that agressive sound is. I'm gonna keep it as is since the difficulty focuses on longer lengths of circle streams. The slider at the end provides a better cooldown for adjustment instead of ending in a sudden circle
  8. 03:00:967 (1,2) - remove (2) and add a repeat to (1). It's better if you keep these three beats groupped in a single slider. Kept for the same reason I kept it on Insane
  9. 03:38:767 (1) - try replacing the repeats with circles as this would stress the increasing tempo of the song. okay. changed it all to circles
  10. 04:20:767 (1) - use two circles, this would stress both of these drum hits properly. I'll keep it as a slider so the sudden change won't be as difficult to adjust aside from the visual factor it kinda provides

    Nice streams, I would play it if I was faster.
Hallo. It took me 1 week to look through everything, polish up a reply, so sorry if reply is late, but thanks for the mod \( 'v')/
Enon
REVIVED!!!!!!!!!!!!!!!!!!!!!
Okoayu
a few things on extra

[general]
this is a very structured post
http://msis.xxxxxxxx.jp/simpleVC_20090427181309.html calls the song 11. Phychokinesis ....
UHM.
http://msis.jimdo.com/discography/ does that too...
http://msis.jimdo.com/about-1/
though im guessing artist should be 鬱P and romanised as Utsu-P (https://www.youtube.com/user/utsupofficial/about confirms these writings further)
move utsup to tags after changing that
also took the liberty to upscale your bg using http://waifu2x.udp.jp/ , the result is a 16:9 bg that looks like this:
http://puu.sh/qN2E6/0a5b574891.jpg

[extra]
not saying psycho miku is a lame diffname but it kinda seems like that lol.
  1. 00:00:667 - and similar stuff in this intro: usually jumps fit if they're put to a note that is highlighted, the song has highlights at 00:00:667 - 00:01:117 - 00:01:867 - 00:02:317 - 00:03:067 - which would suggest a grouping like http://puu.sh/qN2Rx/58300a777d.jpg (basically i think your groups of 3 are in suboptimal spots that highlight stuff that isn't actually highlighted in song)
  2. 00:05:167 (1,2,3,4,5,6) - hitsound pattern between this and the 2 bars that follow are the same yet the rhythgm is completely different from 00:06:367 (1,2,3,4,5,1,2,3,4,5) - ... is there any specific reason for that (for the record i think 00:06:367 (1,2,3,4,5) - rhythm fits better
  3. 00:25:417 (4,3) - 00:27:817 (4,2) - stuff that does almost overlaps doesn't look too nice, either more overlaps like 00:27:217 (2,3) - or no overlap would greatly improve the way things look in a lot of sections in this (take this and apply it where you see it fit)
  4. 00:30:817 (2,3) - this is the only time you do this for these vocals in this part of the song, generally i would be for avoiding it since 00:30:967 - 00:31:267 - do not only have vocals but also drums to highlight them so being able to click these would feel more appropriate (00:37:867 (1,2,3) - 00:40:267 (1,2,3) - do that already)
  5. 01:02:467 (3) - there really isn't any sound that would suggest a short repeating slider like this, uh why is it a thing? i think just having some sort of rest moment fits better
  6. 01:09:667 (5) - i think this fits better as circles given how intense this part is
  7. 01:12:367 - i would prefer to click this
  8. 01:24:367 (1,2,3) - looks pretty cluttered and like you didn't really manage to perfectly stack 2 on sliderbody of 3, doing http://puu.sh/qN3MI/253624e4bf.jpg or something similar is possible and would probably look better (requires rearranging to 1.2x of next pattern)
  9. 01:27:217 (2,3,4,5,6) - tbh by breaking ds and moving one half a bit more to the right you could make a cooler symmetrical pattern out of the whole thing http://puu.sh/qN41o/ff13e1801c.jpg
  10. 01:31:567 - i love this part
  11. 01:37:567 (2,3) - overlap a bit oddly
  12. 01:45:217 (2) - i think the vocals are more pronounced if you simply deleted this and let the 1/1 sliders do their thing like you have for 01:42:367 (1,2) -
  13. 01:59:767 (3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4) - ehmm... all of these require counterclockwise movement, this is kinda daunting when playing it with mouse and can end up drifting your input device, overall i think you should balance clockwise and counter-clockwise movement in kiai more so that it feels more balanced to play. Current setup for this increases mouse-drift a lot and make the section feel like it's just all the same... a similar thing applies to second chorus
  14. 03:05:167 (1) - your color haxing seems to get offroad here completely. 03:19:567 - makes sense with current colors but the rest should probably be gray?
  15. 04:19:567 (1,2,1,2,1,2) - should probably be spaced like 04:14:767 (1,2,3,4,5,6,7,8) - because they follow the same idea
[]

I like that diff, it could easily be really really really nice, i think the suggestions i gave go into the direction of making that the case. If you agreed to something and there's something identical in the map it would make no sense to keep only one and change the one i pointed out, but i guess you're aware of that :d
gl with this, would ask kwan about the metadata
Topic Starter
Osu Tatakae Ouendan

Okorin wrote:

a few things on extra

[general]
this is a very structured post (o w o)
http://msis.xxxxxxxx.jp/simpleVC_20090427181309.html calls the song 11. Phychokinesis ....
UHM.
http://msis.jimdo.com/discography/ does that too...
http://msis.jimdo.com/about-1/ I seriously do not know about this. Song PV uses Psychokinesis as shown here https://www.youtube.com/watch?v=By4rfKxZiiQ&fmt=18, with this http://www.nicovideo.jp/watch/sm21219890 from utsuP's NND account showing Psychokinesis as title for his album
though im guessing artist should be 鬱P and romanised as Utsu-P (https://www.youtube.com/user/utsupofficial/about confirms these writings further) I used this https://osu.ppy.sh/s/47846 as basis for artist romanization, but i guess that isn't right. As for the Artist field that wasn't implemented when I first made the map and I have not changed it since. I'll update both. UPDATED, Kwan said its UtsuP so i change artist again yay
move utsup to tags after changing that done
also took the liberty to upscale your bg using http://waifu2x.udp.jp/ , the result is a 16:9 bg that looks like this:
http://puu.sh/qN2E6/0a5b574891.jpg

[extra]
not saying psycho miku is a lame diffname but it kinda seems like that lol. yeah i guess. I theme everything that it has to have Miku in it. I think I'll keep diffname as is
  1. 00:00:667 - and similar stuff in this intro: usually jumps fit if they're put to a note that is highlighted, the song has highlights at 00:00:667 - 00:01:117 - 00:01:867 - 00:02:317 - 00:03:067 - which would suggest a grouping like http://puu.sh/qN2Rx/58300a777d.jpg (basically i think your groups of 3 are in suboptimal spots that highlight stuff that isn't actually highlighted in song) i will remap this portion
  2. 00:05:167 (1,2,3,4,5,6) - hitsound pattern between this and the 2 bars that follow are the same yet the rhythgm is completely different from 00:06:367 (1,2,3,4,5,1,2,3,4,5) - ... is there any specific reason for that (for the record i think 00:06:367 (1,2,3,4,5) - rhythm fits better I had to turn 00:05:167 (1,2) - into circles so it isn't (from what i see) awkward. Considering 00:04:867 (4) - is 1/1 away and this is the first portion of the fast drums since the previous part is mostly piano, I decided a set of circles would help players get set as opposed to a sudden slider. It also helps me drive the movement away from the corner (since 00:04:867 (4) - is in center), where its not as easy with a slider with the limited space (without making what would have followed it awkward) Also because I really like the symmetry pattern of 00:05:467 (3,4,5,6) - lol
  3. 00:25:417 (4,3) - 00:27:817 (4,2) - stuff that does almost overlaps doesn't look too nice, either more overlaps like 00:27:217 (2,3) - or no overlap would greatly improve the way things look in a lot of sections in this (take this and apply it where you see it fit) made adjustments wherever i can
  4. 00:30:817 (2,3) - this is the only time you do this for these vocals in this part of the song, generally i would be for avoiding it since 00:30:967 - 00:31:267 - do not only have vocals but also drums to highlight them so being able to click these would feel more appropriate (00:37:867 (1,2,3) - 00:40:267 (1,2,3) - do that already) I wanted to sort of highlight how there's different ways I could map this, which is why this different portion is here EDIT 8/26 I've changed this portion
  5. 01:02:467 (3) - there really isn't any sound that would suggest a short repeating slider like this, uh why is it a thing? i think just having some sort of rest moment fits better glad you found this actually. I added it so it sounded like a buildup to transition from that portion to the next. I felt that it would be weird to suddenly cut the momentum by this point with a small break
  6. 01:09:667 (5) - i think this fits better as circles given how intense this part is ok
  7. 01:12:367 - i would prefer to click this I personally think that's a little too difficult to hit, but I've made the change. Hope you're right about this
  8. 01:24:367 (1,2,3) - looks pretty cluttered and like you didn't really manage to perfectly stack 2 on sliderbody of 3, doing http://puu.sh/qN3MI/253624e4bf.jpg or something similar is possible and would probably look better (requires rearranging to 1.2x of next pattern) stacked 3 slider end on 01:24:067 (3) - and adjusted 2
  9. 01:27:217 (2,3,4,5,6) - tbh by breaking ds and moving one half a bit more to the right you could make a cooler symmetrical pattern out of the whole thing http://puu.sh/qN41o/ff13e1801c.jpg looks brilliant. done
  10. 01:31:567 - i love this part yes
  11. 01:37:567 (2,3) - overlap a bit oddly adjusted
  12. 01:45:217 (2) - i think the vocals are more pronounced if you simply deleted this and let the 1/1 sliders do their thing like you have for 01:42:367 (1,2) - ok
  13. 01:59:767 (3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4) - ehmm... all of these require counterclockwise movement, this is kinda daunting when playing it with mouse and can end up drifting your input device, overall i think you should balance clockwise and counter-clockwise movement in kiai more so that it feels more balanced to play. Current setup for this increases mouse-drift a lot and make the section feel like it's just all the same... a similar thing applies to second chorus I play with mouse :DDDDD and I don't have any problems with this portion, as the movement felt pretty smooth for me. On the other hand I purposely had most of the movement go the same rotation so it the momentum doesn't get cut. I'll think about it, but probably won't make a change
  14. 03:05:167 (1) - your color haxing seems to get offroad here completely. 03:19:567 - makes sense with current colors but the rest should probably be gray? I intended it so I could show off all the colors at once especially since from the mapping itself its no longer slowed down like the first part. I'll think about it EDIT 8/26 I've changed this area.
  15. 04:19:567 (1,2,1,2,1,2) - should probably be spaced like 04:14:767 (1,2,3,4,5,6,7,8) - because they follow the same idea I think I'll keep it as it feels more intense this way imo
[]

I like that diff, it could easily be really really really nice, i think the suggestions i gave go into the direction of making that the case. If you agreed to something and there's something identical in the map it would make no sense to keep only one and change the one i pointed out, but i guess you're aware of that :d
gl with this, would ask kwan about the metadata
Thank you so much \( 'w')/
Net0
Hey there o/. Random mod xD

mod
[General]
  1. Tags try heavy metal rock
  2. About the artist name.
    The issue is pretty much the osu! common use of producers name and the real romaji name. Most vocaloids artists in osu! use the P in the end after the name:
  3. HitoshizukuP x Yama - Crazy nighT
  4. HujuniseikouyuuP - MISTAKE
  5. FujuniseikouyuuP - FREEDMAN
  6. ChouchouP - Tsukimiyo Rabbit
  7. cosMo@BousouP feat.Hatsune Miku - Hatsune Miku no Shoushitsu
  8. VocaliodP - 1/6
  9. DenporuP - Yume Tsuzuki Drops
  10. MuryokuP - hypnoSpirA
  11. HOWEVER, this matter must be debated now.

    The name adopted by 鬱P as his romaji it's not UtsuP or "Utsu-P", but both. The reason I'm saying that is because it seems that the producer didn't took one of those as his official western name.

    You can see the inconsistency on his youtube page.
    http://puu.sh/rdYPp.jpg
    Other official website with "Utsu-P"
    http://msis.xxxxxxxx.jp/simpleVC_20110617020742.html

    I don't know the reason, but it's pretty clear on his website, youtube channel, wikis and many websites that MOST people are using Utsu-P. Now I don't have the authority for such a thing, but I believe this is a great chance to settle this metadata matter once for all.

    Are we going to use UtsuP applying osu! general rule for producers name or are we going to use the most common name (including the most used by the artist itself)?


    I stand with the second position, so just like Okorin mentioned, we should adopt the name Utsu-P. There are many other maps with the "-P" as well ,not only Utsu-P. Here are some examples:
  12. https://osu.ppy.sh/b/736927
  13. https://osu.ppy.sh/b/238128
  14. https://osu.ppy.sh/s/97454
  15. https://osu.ppy.sh/s/55941
  16. https://osu.ppy.sh/s/146794
  17. https://osu.ppy.sh/s/153206
  18. https://osu.ppy.sh/s/40521
  19. https://osu.ppy.sh/s/476871
  20. https://osu.ppy.sh/s/50670
  21. https://osu.ppy.sh/s/52304
  22. https://osu.ppy.sh/s/58051
  23. https://osu.ppy.sh/s/59693
  24. https://osu.ppy.sh/s/131818
  25. https://osu.ppy.sh/s/88802
  26. https://osu.ppy.sh/s/110609
  27. https://osu.ppy.sh/s/217134
  28. https://osu.ppy.sh/s/172900
  29. https://osu.ppy.sh/s/15066
  30. https://osu.ppy.sh/s/78268
  31. https://osu.ppy.sh/s/219863
  32. https://osu.ppy.sh/s/112664
  33. https://osu.ppy.sh/s/237147

[Gangster's Easy]
    1. There's some unsnapped stuff here
    2. 04:09:592 -
    3. 04:10:767 -
    4. 04:10:967 -

I love this mapset. I remember playing it when I first started this game and until today I have a lot of fun xD. This is 4 years old and deserves the rank as well as attention of BN's and QATs. I hope you don't give up on this mapset. Best of luck Osu Tatakae Ouendan.
Topic Starter
Osu Tatakae Ouendan

Net0 wrote:

Hey there o/. Random mod xD

mod
[General]
  1. Tags try heavy metal rock ok
  2. About the artist name.
    The issue is pretty much the osu! common use of producers name and the real romaji name. Most vocaloids artists in osu! use the P in the end after the name:
  3. HitoshizukuP x Yama - Crazy nighT
  4. HujuniseikouyuuP - MISTAKE
  5. FujuniseikouyuuP - FREEDMAN
  6. ChouchouP - Tsukimiyo Rabbit
  7. cosMo@BousouP feat.Hatsune Miku - Hatsune Miku no Shoushitsu
  8. VocaliodP - 1/6
  9. DenporuP - Yume Tsuzuki Drops
  10. MuryokuP - hypnoSpirA
  11. HOWEVER, this matter must be debated now.

    The name adopted by 鬱P as his romaji it's not UtsuP or "Utsu-P", but both. The reason I'm saying that is because it seems that the producer didn't took one of those as his official western name.

    You can see the inconsistency on his youtube page.
    http://puu.sh/rdYPp.jpg
    Other official website with "Utsu-P"
    http://msis.xxxxxxxx.jp/simpleVC_20110617020742.html

    I don't know the reason, but it's pretty clear on his website, youtube channel, wikis and many websites that MOST people are using Utsu-P. Now I don't have the authority for such a thing, but I believe this is a great chance to settle this metadata matter once for all.

    Are we going to use UtsuP applying osu! general rule for producers name or are we going to use the most common name (including the most used by the artist itself)?


    I stand with the second position, so just like Okorin mentioned, we should adopt the name Utsu-P. There are many other maps with the "-P" as well ,not only Utsu-P. Here are some examples:
  12. https://osu.ppy.sh/b/736927
  13. https://osu.ppy.sh/b/238128
  14. https://osu.ppy.sh/s/97454
  15. https://osu.ppy.sh/s/55941
  16. https://osu.ppy.sh/s/146794
  17. https://osu.ppy.sh/s/153206
  18. https://osu.ppy.sh/s/40521
  19. https://osu.ppy.sh/s/476871
  20. https://osu.ppy.sh/s/50670
  21. https://osu.ppy.sh/s/52304
  22. https://osu.ppy.sh/s/58051
  23. https://osu.ppy.sh/s/59693
  24. https://osu.ppy.sh/s/131818
  25. https://osu.ppy.sh/s/88802
  26. https://osu.ppy.sh/s/110609
  27. https://osu.ppy.sh/s/217134
  28. https://osu.ppy.sh/s/172900
  29. https://osu.ppy.sh/s/15066
  30. https://osu.ppy.sh/s/78268
  31. https://osu.ppy.sh/s/219863
  32. https://osu.ppy.sh/s/112664
  33. https://osu.ppy.sh/s/237147
To this, I strongly agree with using "Utsu-P" as well, since "utsuP" was rejected at first. I went with "utsuP" first because of how its used on Adult's Toy way back in 2012: https://osu.ppy.sh/s/47846. A recent ranked map however uses "Utsu-P" https://osu.ppy.sh/s/318207 .
I guess I should've pointed this out in the thread, but I've asked Kwan about this. since she's good with metadata, and she said to use "UtsuP" because osu! does not use the -P anymore: http://puu.sh/reiFh/710a1c1ccd.png . I personally disagree with using "UtsuP", but I don't know who else to ask about this for now.

[Gangster's Easy]
    1. There's some unsnapped stuff here
    2. 04:09:592 -
    3. 04:10:767 -
    4. 04:10:967 - i have not a scrap of an idea how these happened. Fixed

I love this mapset. I remember playing it when I first started this game and until today I have a lot of fun xD. This is 4 years old and deserves the rank as well as attention of BN's and QATs It's gone through MATs and BATs too, I really need BN's now. I hope you don't give up on this mapset. Best of luck Osu Tatakae Ouendan. Thanks very much \(' w')/
Thanks very much \(' w')/
Cryptic
Here at Net0's request to clarify a metadata thing. The artist should be 鬱P romanised as Utsu-P. If you look at his youtube page here: Click Me, you'll see that Utsu-P himself romanises it as Utsu-P. Also, if you go to Utsu-P's about page on his official website: Click Me, you'll see its the same there.

It may have been UtsuP in the past, but in the present he prefers/uses Utsu-P so thats personally what I would do.
(I don't know why I'm here though, this map looks pretty inactive.)
Topic Starter
Osu Tatakae Ouendan

Cryptic wrote:

Here at Net0's request to clarify a metadata thing. The artist should be 鬱P romanised as Utsu-P. If you look at his youtube page here: Click Me, you'll see that Utsu-P himself romanises it as Utsu-P. Also, if you go to Utsu-P's about page on his official website: Click Me, you'll see its the same there.

It may have been UtsuP in the past, but in the present he prefers/uses Utsu-P so thats personally what I would do.
(I don't know why I'm here though, this map looks pretty inactive.)

I think so too, so i'll have to change artist again.
Thanks!
Ah, yeah, map isn't 'inactive' but more like it really isnt easy to get mods.
Can I ask you for mod on this map ('w')?
Ashton
Utsu-p eww
vipto
Dude i've had this map for years now and it's still pending what's going on
Topic Starter
Osu Tatakae Ouendan

viptwo wrote:

Dude i've had this map for years now and it's still pending what's going on
General bad luck with finding BN's and bad luck in inactivity due to interference of other things. :cry:
I'm still trying
jas
wow 4 years and no rank :L

Topic Starter
Osu Tatakae Ouendan

CraEZy wrote:

wow 4 years and no rank :L

Yeah I know
feelsbadman.png





Obligatory update to prevent grave. No changes made.
Nitrous
happy 4 years owo
Trynna

-Nitrous wrote:

happy 4 years owo
Silverboxer
random mod

Insane
00:55:567 (1,2) - you shouldn't do complete overlap of these long sliders on the patterns like this. it makes it harder to read when to hit this, especially because of the slider repeating
02:19:267 (5) - this is off the screen
02:26:767 (1,2,3,1,2,3,4,5) - only having jumps here throws me off because I hear the really loud drums in the song, and I think I should be hitting triples. since it's insane diff, you can use repeating slider maybe? although you do have some long streams in other parts of this same diff... no reason to skip these sounds
03:01:567 (1,2,3,4) - this rhythm feels wrong to me. should shorten slider 1 by a 1/2 tick and move the rest of the notes 1/2 note back
03:03:667 (4) - should not be a repeating slider, the strong part is on the repeat and it should be clickable. if you move 03:02:917 (1,2,3) backwards by 1/2 tick, you can make slider 3 repeat, and then the next slider can start where it currently repeats. Full pattern starting from 03:01:567 (1) can look like this: http://i.imgur.com/a9nTa4V.png
03:19:567 (1) - this is cool, but maybe can make it repeat only 2 times, then have another slider like this since the drum gets louder, and have a circle on 03:20:767 (1)
04:19:567 (1) - this should be two stacked circles, and should be a part of this pattern: 04:19:867 (2,3,4,5,6,7) the very last two circles should be placed somewhere else to show it's a different sound than the last 4 circle stacks

Psycho Miku

01:02:917 (1,2,3,4,5) - these should all be moved back by a 1/2 beat. It should play just like 01:03:967 (1,2,3) does starting on the white tick, it fits the music better than how it is currently. Then you can add another circle at the end, or change circle 5 to another slider
01:39:967 (4) - ctrl g for better spacing?
02:26:767 (1,2,1,2,3) - this does not match the music from what I can hear? it should be groups of 5 notes, not 3. you are also skipping over strong beats in the song at places like 02:26:992 and 02:27:442
02:27:967 (1) - there should be two more circles in the stream before this repeat, and then the next stream should have 2 LESS circles. basically, copy 02:28:417 (4,5,6) and paste it where 02:27:967 (1) - currently is. the pattern before this should be mapped the same way to get both the piano, and the strong drum sounds
02:37:567 (1,2,3,4,5,6,7,8,9) - this pattern should be in groups of 5 notes again. you miss a strong note at 02:37:792 and then put circles where I don't hear the piano like 02:37:942 (3) and 02:38:392 (9). Can use the same solution as I said for the other patterns
02:38:467 (1,2) - should be spaced out a bit more, even though it is soft it is like a 1/2 note jump with very small and awkward spacing
03:27:967 maybe you can add a circle here and a spinner on the blue tick after it?
03:48:367 (1,2,3,4,5,6,7,8,9,10,11,12) - nc every 4 notes like you did for other streams where it turns a corner every 4 notes
04:15:967 this entire 1/4 slider section: it's a really intense ending to the song, have you considered spacing all of these sliders out a bit?

I can mod the other difficulties some other time
Topic Starter
Osu Tatakae Ouendan

Silverboxer wrote:

random mod

Insane
00:55:567 (1,2) - you shouldn't do complete overlap of these long sliders on the patterns like this. it makes it harder to read when to hit this, especially because of the slider repeating made changes o vo)
02:19:267 (5) - this is off the screen fixed
02:26:767 (1,2,3,1,2,3,4,5) - only having jumps here throws me off because I hear the really loud drums in the song, and I think I should be hitting triples. since it's insane diff, you can use repeating slider maybe? although you do have some long streams in other parts of this same diff... no reason to skip these sounds This section uses a more complex rhythm than the rest of the song, as long streams are a simpler rhythm than multitudes of individual triplets and shifts to groups of 5, so I need to somehow balance that out with the increased movement in terms of spread. I wanted the player to be able to listen to it the first time with a relatively simpler mapping so that he can expect it on the next half later on, which is why second half 02:36:367 - uses groups of 5 1/4s. I don't use repeating sliders as that's been done on Rice's Insane and it doesn't fit with the increase in difficulty in the rest of this map. Insane overall is themed around the larger movement, which is why here I use jumps and with the second portion as groups of 5 so that there's some progression in difficulty
03:01:567 (1,2,3,4) - this rhythm feels wrong to me. should shorten slider 1 by a 1/2 tick and move the rest of the notes 1/2 note back fine
03:03:667 (4) - should not be a repeating slider, the strong part is on the repeat and it should be clickable. if you move 03:02:917 (1,2,3) backwards by 1/2 tick, you can make slider 3 repeat, and then the next slider can start where it currently repeats. Full pattern starting from 03:01:567 (1) can look like this: http://i.imgur.com/a9nTa4V.png keeping it for the style. Ending on a repeat is strong enough for me, since the direction will also change which adds enough emphasis
03:19:567 (1) - this is cool, but maybe can make it repeat only 2 times, then have another slider like this since the drum gets louder, and have a circle on 03:20:767 (1) I think I'll keep this
04:19:567 (1) - this should be two stacked circles, and should be a part of this pattern: 04:19:867 (2,3,4,5,6,7) the very last two circles should be placed somewhere else to show it's a different sound than the last 4 circle stacks Keeping for the symmetry. I could re:move 04:19:267 (4) - actually and move the next slider back, but the movement would be too large. On the other hand, changing the movement of 04:18:967 (3) - doesn't look quite as viable an option for me due to how it's supposed to flow from the movement of 04:18:667 (2) - , the idea being that with (2) being a bent slider the next one should be a straight one, and moving it to the right feels awkward because of (2)'s angle, and moving it to the left seems to be fine

Psycho Miku

01:02:917 (1,2,3,4,5) - these should all be moved back by a 1/2 beat. It should play just like 01:03:967 (1,2,3) does starting on the white tick, it fits the music better than how it is currently. Then you can add another circle at the end, or change circle 5 to another slider Can't. 01:02:467 (3) - Needs to be 1/2 away from whatever is the next pattern so that it isn't a sudden transition from a 1/16 hold, also since I refuse to move the next hitobject closer to 01:02:467 (3) - Needed 01:02:467 (3) - to end on the downbeat so that the transition back to movement isn't as confusing.
01:39:967 (4) - ctrl g for better spacing? moving upward doesn't flow as wellmoved it slightly downward to increase spacing slightly

___________________________________________________________________________________________________________________________
02:26:767 (1,2,1,2,3) - this does not match the music from what I can hear? it should be groups of 5 notes, not 3. you are also skipping over strong beats in the song at places like 02:26:992 and 02:27:442
02:27:967 (1) - there should be two more circles in the stream before this repeat, and then the next stream should have 2 LESS circles. basically, copy 02:28:417 (4,5,6) and paste it where 02:27:967 (1) - currently is. the pattern before this should be mapped the same way to get both the piano, and the strong drum sounds
02:37:567 (1,2,3,4,5,6,7,8,9) - this pattern should be in groups of 5 notes again. you miss a strong note at 02:37:792 and then put circles where I don't hear the piano like 02:37:942 (3) and 02:38:392 (9). Can use the same solution as I said for the other patterns
02:38:467 (1,2) - should be spaced out a bit more, even though it is soft it is like a 1/2 note jump with very small and awkward spacing
___________________________________________________________________________________________________________________________
made changes to the sections

03:27:967 maybe you can add a circle here and a spinner on the blue tick after it? nah that'd just play weird. Sound isn't significant enough
03:48:367 (1,2,3,4,5,6,7,8,9,10,11,12) - nc every 4 notes like you did for other streams where it turns a corner every 4 notes done, and adjusted color haxxing on EVERYTHING after that
04:15:967 this entire 1/4 slider section: it's a really intense ending to the song, have you considered spacing all of these sliders out a bit? nah, gonna keep spacing same like old style fashion would

I can mod the other difficulties some other time
Thanks for the help o vo)b!
Glad you liked the old style mapping
Seijiro
late Christmas gift. Santa had troubles with the sleight :^)

General


  1. Spread issue:
    1. Easy --> Normal: 0.59
    2. Normal --> Advanced: 0.57
    3. Advanced --> Hard: 0.49
    4. Hard --> Insane1: 1.49
    5. Insane1 --> Insane2: 0.56
    6. Insane2 --> Extra: 0.51
    as you can see there is a huge jump from the Hard to the upper diffs, which is really worrying.
    Seeing your whole spread it would make sense to actually add 2 more diffs in between since your average gap is around half of a star, while we have 1 star and a half here to cover up. That's probably not necessary, but at least one diff is needed no matter what to fill in the gap.

________________



Psycho Miku


  1. 00:00:667 (3,3) - first thing I wanted to mention is related to rhythm. These beats I pointed out hold the strong beats of the section, yet your spacing (and therefore emphasis) hint at 00:00:817 (1,1) - being the strong ones. The reason why this happens is because 00:00:517 (2,3) - is shorter than 00:00:667 (3,1) - . You currently have 2 --> 3 --------> 1 but the actual spacing should be 2 --------> 3 --> 1 (as I said, the song has strong beats on your 3, so this spacing is what you need)
    This repeats for the first patterns till 00:03:967 -
  2. 00:06:367 (1,2,3,4,5) - this pattern is structurally weak per se. The reason I say this is because 4 and 5 seem to be outside the pattern the other objects create (you probably wanted to make something like this at first but then you run out of space, and that's why)
  3. 00:17:167 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you might start hating me for pointing this out, but I gotta analyze things based on today's standards and this stream can surely look better /w\ (obviously same goes for the next stream too and all the others :p)
  4. 00:29:167 (1,3) - again on aesthetics, sorry. While 1 is fine on its own already, 3 might be better. Idk how it worked when you mapped this, but now you can make good looking curved sliders with just one slider node, like this
  5. 00:33:067 (1,2,3,4,5) - apart from telling you that the shapes can be better I also suggest to change a bit order of circles. The problems lies with 00:32:617 (4,1,2) - being currently a straight jump. This fact makes all the emphasis die and not be specific on objects anymore. // 01:15:817 (5,1,2) - simnilar stuff happening here
    If you check my screen you can already see the order I had in mind to keep your movement and patterns while also fixing emphasis
  6. 00:47:767 (1,2,3,4,5) - now that you can make sliders easily with one node alone you can just place a slider instead and convert it into a stream (select slider and press Ctrl + Shift + F)
  7. 01:02:467 (3,1) - the rhythm on 1 is a bit iffy since you ignore the strong beat at 01:02:767 - . Imo you should reduce 3 by a couple of repeats and place 1 at 01:02:767 - , then just cover the hole at 01:03:067 - with a circle, maybe stacked on 01:03:217 (2) -
  8. 02:09:967 - considering the song's intensity, I was expecting a slider velocity decreasing, to emphasize better the song
  9. 02:39:967 - again, by listening to the song I would have changed shape of the stream, like a straight one, to emphasize what's going on in the song a little better (also 02:40:267 (1,1) - I understand what you wanted to do with these NCs, but changing shape of the stream achieves better your intention imo) Reference
  10. 03:00:967 (1,2) - trust me that a repeat slider works wonders in this case and it helps the player to follow the rhythm (notice how you kept varying the spacing between your 1/2 snaps. The way it is now the player might as well interpret this jump as a 1/2 too)
  11. 03:19:567 (1,2,3,4,5,6,7,8,9) - nice heart :p
  12. 04:19:567 (1,2,1,2,1,2,1,2) - as discussed in game last time (last year lol) this part should be with circles the same way you did 04:14:767 (1,2,3,4,5,6,7,8) - because of piano. As already mentioned you could change slider shapes but imo that's not really perfect (circles is definitely the best option)
  13. I also noticed some overlaps in general in the map, which may be avoided at times to make the map look better. References: 01:08:767 (1,3) - tiny but visible; 01:15:817 (5,1) - never seen this before; 02:55:417 (4,2) - ; 03:40:867 (4,1) - ; 03:42:367 (1,3) - ; etc...
    There are also some other ones that are barely noticeable here and there so I avoided pointing them out, although it would be cool to avoid them too if possible

________________



Insane


  1. 00:00:367 (1,2,3,1,2,3,1) - for this first section we have the same deal we had with the other diff. The strong beat is at the end of each repeat slider: such beat should be the one to be clicked, not the one to take the less important beat of the repeat slider xD
  2. 00:18:367 (1,2,3,4,5,6,7,8) - this might be a bit more subjective, but considering how the song changes at 00:18:217 (6,1) - , I'd suggest to make stacks of 2 circles at a time for the yellow combo
  3. 00:23:167 (1,2) - for consistency you should be doing the same ^ for these sliders
  4. 00:43:567 (1) - sorry to tell you this, but this sort of slider is nowadays unrankable since it alters the slider's SV: the start is slower than the end and so far we don't have support for such thing which makes it unpredictable for the player
  5. 00:51:517 (3,4) - 00:52:717 (3,4) - please, that DS xD
  6. 01:01:267 (5) - is the clap on the tail intentional here?
  7. 01:10:417 (1) - did you misclick a NC here perhaps?
  8. 01:17:017 - I can't really say this beat is necessary for your rhythm. While it may be true that there is a beat in the song I can't really say it is also pertinent with the current rhythm. Go check what you did for 00:28:267 - , which is literally the same part of the song repeated.
    The option would be to remove the last beat of the second slider there and convert it into 2 circles, to allow a click on the strongest beat of the combo 01:16:867 -
  9. 02:08:767 - it is a bit confusing that once again we have a strong but unclickable beat. The player should receive the feedback of a click here and your hitsounding says so too
  10. 02:40:567 (1,2) - repeat slider would make it more readable here, since you previously used a lot of bigger spacings for 1/2, so the player might be confused
  11. 03:00:967 (1,2) - same here
  12. 03:03:067 (3,4) - this rhythm should be the other way around (ctrl + G): first comes the slider on the strong beat at 03:03:067 - and then you can place a circle at 03:03:517 - to keep the rhythm
  13. 03:10:867 - if you avoid mapping this beat you create contrast with the rest so 03:10:567 - and 03:10:717 - will have more attention. This is part of those tricks that improve the song's expression
  14. 03:19:567 (1) - this felt really strange lol. The reason is that with such long length (visually) I would expect it to be just a repeat slider, not a buzz slider xD
    Try reducing the SV maybe, so it will feel more like a 1/4 visually
  15. 03:29:767 - after the break I noticed that you start using a lot of varied shapes for sliders. Overall they are a bit too "different" one from each other.
    When defining the "style" of a map you also define how slider shapes should behave. How you keep switching shapes here makes it look a bit strange and at times random: 03:31:567 (1) - this is fine since it looks like part of a heart shape (and you used similar shapes before); 03:32:767 (1) - this already starts to add more stuff to the map, stuff that I haven't seen before in the map; 03:35:167 (1) - this is really clean, so why not; but then... 03:44:767 (1,2) - 03:47:167 (1,2) - 03:51:967 (1,2) - you present really different shapes as couples in a combo which really stands out.
    Again, aesthetics is just subjective reasoning, but if you can tell me what links each shape has with the other I might understand (using "blanket" as a reason doesn't count btw)
  16. 04:19:567 (1) - this should be similar to 04:19:867 (2,3,4,5,6,7) - since they are part of the same combo and also the same rhythm in the song
  17. 04:20:767 (1,2) - as I mentioned somewhere above, making contrast helps the player focus on what you wanted to focus too: you should be changing that stack since these 2 beats aren't the same rhythm as 04:19:567 (1,2,3,4,5,6,7) - at all. Either unstack them or even convert them into a slider, I don't really mind both options. Just don't leave it with the same stack x)
I'm starting to notice a how a lot of combos in the most intense parts start to become shorter and shorter (some have just a couple of objects).
That's fine and all, as long as you have a solid structure but I usually try to avoid such combos...

Combos are at the base level for structure. How you plan on using your NCs will determine how your whole map's structure will be, so if you use short combos it will be like using small materials for building your house.
A normal combo should be either long one measure or half of it: think of this as the best brick you can use to build your house.
The bigger the brick, the more solid your house will be later on when it is done (house = map; bricks = patterns/combos)

________________



Rice's Insane


  1. 00:18:367 (1) - usually even numbers of repeats on long sliders are un-intuitive so I try to avoid them. There are some cases in which they work, but they are pretty rare and this song doesn't seem to allow for it. At least, not the way it is mapped right now.
    Maybe use a couple of stacked circles instead, it would work almost the same movement-wise
  2. 00:23:167 (5,6) - since these are clearly different from 00:21:967 (1,2,3,4) - you should consider making them again a couple of stacked circles or even just circles. You need to create contrast to show the player you changed rhythm, and that's one way to do it.
  3. 00:58:267 (1,2,3,4,5,6,7,8,9,10) - this is not really a suggestion here, just a comment: in general I found some combos/patterns that tend to feel a bit random, or rather, without too much structure. Imo you should try reworking in a better way such patterns if you want/have the time to do so // 03:44:767 (1,2,3,4) - same and I could point out manyother points I guess
  4. 02:30:967 (5,6,7) - this rhythm is really hard to catch due to the unusual snap. Maybe use a repeat slider instead // 02:40:567 (5,6,7) - same
  5. 04:09:967 (1,2,3,4,5) - woho, merging 1/1 snaps with 3/4 snaps is really a bad idea imo. It creates a really hard pattern to read
Overall nice diff. I would have liked to have good structure everywhere, but it's fine xD

________________



Hard


  1. 00:39:067 (2,3) - little, micro overlap that you could avoid to make the map look cleaner // 00:41:467 (2,3) - same
  2. 00:58:267 (1,2,3,4,5,6) - structure here can be way better for sure :/
  3. 01:05:617 (2,3) - umh... slider leniency makes that jump not a jump at all tho, lol. Notice the slider follow circle
  4. 02:20:767 (4,5,6,7,8) - maybe a bit too many clicks in a row for a Hard. I'd turn a couple of these into slider (maybe 4,5)
  5. 02:39:667 (4,5) - ^ similar reason, it feels a bit intense and in this case also misleading, since these beats doesn't seem exactly the same thing as 02:39:967 (1,2) -
  6. 02:40:267 (3,4) - just... no, lol. That 3/4 snap is hard to catch so the slider should start from 02:40:567 - and have a repeat, so the player can catch it better
  7. 03:07:567 (2,1) - zzz... this is a bit ugly, both in gameplay and editor :/
  8. 03:39:967 (6,1) - a bit misleading... Imo you should place a 1/1 slider from 03:39:967 - (with a NC) and a circle for 03:40:417 - , that way you follow the strong sound on 03:39:967 -
  9. 04:19:567 (1,2,3,4) - should this rhythm be similar to 04:14:767 (1,2,3,4) - ? The song is the same...

________________



Advanced


  1. 00:21:967 (1,1) - with time new rules got added and now it is suggested to add at least 2 beats of rest after every spinner on Normal diffs.
    Yes, this is an Advanced but these diffs are simply like a really dense Normal so we should be respecting such rule ( t/241019&start=0 ). You can always remove 00:24:667 (1) - and add a circle at 00:24:967 - and the problem would be fixed
  2. 00:25:717 (4) - this is really hard to read: as a player I can see the first repeat arrow on the slider but after that I don't have enough time to read the next one. By default our brain expects that to have an odd number of repeats (1, 3, 5, etc) and not 2 like this one. Up to you to change tho, since it might be your style.
    Same goes for every slider like this I guess
  3. 00:31:867 (1,2,3,4) - the first part of this combo falls exactly on vocals, and that's fine, but by skipping 00:33:217 - you create an awkward rhythm, since I'm used to follow vocals by now. Maybe make 00:33:067 (6) - a 1/2 slider instead
  4. 00:34:567 (3,4) - really minor, but this sort of contradicting direction of slider repeats is not ideal imo. You alter the visual spacing by a lot and therefore it becomes harder to exactly read which snap this belongs to (considering the low AR, that is)
  5. 00:39:817 (3,4) - pointing this out now, but I didn't check ahead. I hope there are similar overlaps ahead, so at least this is consistent, otherwise it is a bit random if you ask me :/
  6. 00:50:767 (4) - NC goes on this one, and not on 00:51:367 (1) - (check 00:46:267 (1) - ) and this part is inconsistent with 00:46:267 (1,2,3,4,5) - , since where you used a single circle before, you use now a 1/2 triplet. I can ensure you the difference is quite noticeable here.
  7. 00:52:567 (5,6,7) - umh... not sure this is a good choice. You use stacking in a really awkward and unpredictable way here imo, so I'm not sure how players could read this.
  8. 00:53:467 - you need a click here, it is the start of the same rhythm as 00:43:567 (1,2,3,4) - . It looks to me you tried to make a transition, from 1/1 sliders to 2/1 sliders, but tbh I think you screwed up in the process, since you ignore too many beats now and these parts feel really inconsistent :/
  9. 01:03:217 (1,2,3) - even with constant DS, this snap is really hard to read imo. The problem is not 01:03:667 (2,3) - , but rather 01:02:467 (6,1,2) - , since you force the player to go on a strange beat with 01:03:217 (1) - .
    Imo you should make 01:02:467 (6) - a circle instead and make a 3/2 slider start from 01:02:767 - , that way you cover the awkward snap with a more player-friendly pattern
  10. 01:31:567 - just personal, but I was expecting a SV decrease, to give a better expression of the song calming down a bit
  11. 01:48:442 (1,1) - as mentioned above, such short resting time after a spinner is not suggested at all (this one is not acceptable at all imo, actually).
    Make the spinner end at 01:49:567 - and you'll be good to go. You can then add a beat at 01:50:767 - without problems
  12. 02:07:567 (1,1) - ^
  13. 02:26:167 (2) - why not 2 1/2 sliders and a circle lol. This one is confusing considering the repeat sliders with 2 repeats you had in the intro.
    Same for the other similar ones
  14. 02:58:117 (5) - and there you go again... You just had those sliders ^ and you now give this one, how is the player supposed to even predict this? .-.
  15. 03:37:717 (1) - maybe make it end at 03:39:367 - to avoid the stuff I mentioned above about spinners
  16. 04:14:767 (3) - I was expecting something different for this one, since the rhythm IS different from 04:13:567 (1) - , right? Maybe something using some 1/1 beats instead of 2/1 would be cool to create contrast. Same goes for 04:19:567 (3) -

________________



Normal


  1. 00:24:367 - I mean... alright, it might be style, but it is really awkward to ignore the strong drum's crash sound and prioritizing the vocal lyric here. It's a Normal diff, so I assume the players need to focus on the most basic and important beats of the song (yeah, vocals are important too, but drum is more important than that). After a while you sort of get used to it, but still...
  2. 00:47:167 (2,1) - overlaps aren't that good in general on lower diffs imo, moreover when they are done like this /w\
  3. 01:02:467 (4) - probably minor, but try deleting this, to create a bit of contrast with 01:01:567 (3) - , otherwise everything feels the same, even if 01:02:767 (1) - has some more importance than other beats nearby imo
  4. 02:21:967 (1,2) - you actually can ignore DS a bit if it is to make things look a bit better tho. Maybe try blanketing them a bit (even tho I know you hate it)?
  5. 02:31:567 (1,2,3) - Ditto
  6. 04:19:567 (2) - you could do something similar to what you did for 04:13:567 (1,2) - , since it is the same rhythm (I probably said this stuff for all the diffs so far :thinking:)

________________



Gangster's Easy


  1. 00:33:067 (2,3,1) - I usually try to avoid unnatural flows like this on lower diffs. In this case the natural flow would be to go to the left side of the screen (see where 2,3 are pointing)
  2. 01:50:167 (1,2,1) - the NC actually goes on 2, while it should be removed from both 1s
  3. 02:21:967 (1) - sorry, but imo this shape doesn't look that great /w\
  4. 02:41:167 (1) - nice tho, gj

________________




Well, let me add some last things here in general.

It is fine to be so dedicated and map this many diffs by yourself, but it is really tiresome to mod it as a whole (and this goes for anyone probably).
Imo the spread would perfectly be fine with just 5 diffs instead, without the need to make 0.50 * difficulty increments from one diff to another. Some transitions consistent mostly and exclusively of spacing increases, while the rhythm is more or less the same in every part D:

Also, unless the mapset gets a bath to polish its looks a bit, I don't think we can push this forward as is.
Apart from that there are still some things I'd like to see improved, but with some mods they should be fine I suppose.
Aurele
yo oto, look at this
Topic Starter
Osu Tatakae Ouendan

MrSergio wrote:

late Christmas gift. Santa had troubles with the sleight :^) this is why you don't use a ONE horse open sleigh.

General


  1. Spread issue:
    1. Easy --> Normal: 0.59
    2. Normal --> Advanced: 0.57
    3. Advanced --> Hard: 0.49
    4. Hard --> Insane1: 1.49
    5. Insane1 --> Insane2: 0.56
    6. Insane2 --> Extra: 0.51
    as you can see there is a huge jump from the Hard to the upper diffs, which is really worrying.
    Seeing your whole spread it would make sense to actually add 2 more diffs in between since your average gap is around half of a star, while we have 1 star and a half here to cover up. That's probably not necessary, but at least one diff is needed no matter what to fill in the gap.
    Honestly I just can't make one more diff LOL this used to be fine before I'm not sure anymore I mean the Insane starts using streams which pretty much bumps up the diff rating but I can't really insert another anymore.

________________



Psycho Miku


  1. 00:00:667 (3,3) - first thing I wanted to mention is related to rhythm. These beats I pointed out hold the strong beats of the section, yet your spacing (and therefore emphasis) hint at 00:00:817 (1,1) - being the strong ones. The reason why this happens is because 00:00:517 (2,3) - is shorter than 00:00:667 (3,1) - . You currently have 2 --> 3 --------> 1 but the actual spacing should be 2 --------> 3 --> 1 (as I said, the song has strong beats on your 3, so this spacing is what you need)
    This repeats for the first patterns till 00:03:967 - The pattern choice is not beat strength but the rhythm patterns, which go in 1,2,3 1,2,3 1,2. As a result, groups of equidistant 3 circles, followed by slider or (theoretically) 2 circles (which are avoided because there's no way to make the movement similar to the first 2 groups). If i spaced out 2 to 3, I would have to space out 3 to 1 as well, which begins to make no sense considering that if the reason I spaced 2 to 3 in the first place is beat strength, then I should not have to space out 3 to 1. But if I did not space out 3 to 1, then that would make the grouping 2 3 3, which rather badly conflicts with the musical grouping, so I have to take the rhythmic grouping in priority instead/color]
  2. 00:06:367 (1,2,3,4,5) - this pattern is structurally weak per se. The reason I say this is because 4 and 5 seem to be outside the pattern the other objects create (you probably wanted to make something like this at first but then you run out of space, and that's why)
  3. 00:17:167 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you might start hating me for pointing this out, but I gotta analyze things based on today's standards and this stream can surely look better /w\ (obviously same goes for the next stream too and all the others :p) It could actually look better yes, just wasn't sure how to do it before, so I've... made an attempt now?
  4. 00:29:167 (1,3) - again on aesthetics, sorry. While 1 is fine on its own already, 3 might be better. Idk how it worked when you mapped this, but now you can make good looking curved sliders with just one slider node, like this I. really. wanna keep this to keep the old slider algorithm as a sort of artifact for the map
  5. 00:33:067 (1,2,3,4,5) - apart from telling you that the shapes can be better I also suggest to change a bit order of circles. The problems lies with 00:32:617 (4,1,2) - being currently a straight jump. This fact makes all the emphasis die and not be specific on objects anymore. // 01:15:817 (5,1,2) - simnilar stuff happening here I have fixed some of the star shapes but I refuse to move these objects. You don't need to emphasize absolutely everything here.
    In the old time there was not much thought given into these "theoretical" things and flow was given the most importance, which is why there is not much of a theoretical emphasis on this pattern here despite there being some in other points, as again it's not exactly necessary to put them everywhere. The movement is given importance, and in this case overall the movement seems fine.

    If you check my screen you can already see the order I had in mind to keep your movement and patterns while also fixing emphasis
  6. 00:47:767 (1,2,3,4,5) - now that you can make sliders easily with one node alone you can just place a slider instead and convert it into a stream (select slider and press Ctrl + Shift + F) I've just adjusted the streams slightly
  7. 01:02:467 (3,1) - the rhythm on 1 is a bit iffy since you ignore the strong beat at 01:02:767 - . Imo you should reduce 3 by a couple of repeats and place 1 at 01:02:767 - , then just cover the hole at 01:03:067 - with a circle, maybe stacked on 01:03:217 (2) - yes this, there are a few reasons for this actually
    1. Having the next object immediately after (1/4, 1/8 or 1/16) 01:02:467 (3) - means the momentum picks up again extremely quickly, whereas the previous object is a hold. As far as the library of memories regarding rhythmic cartography serves, old maps avoided the immediate object after a hold slider like this or had a much less intense section before such a hold. The previous section is already very intense, so I choose to separate the objects further from each other.
    2. I refuse to have a circle immediately after such a hold if the next section is intense, which in this case, pretty much is.
    As a note, the next few slider movements are for flow purposes.
  8. 02:09:967 - considering the song's intensity, I was expecting a slider velocity decreasing, to emphasize better the song A lower slider velocity should really be used more on portions where the song REALLY drops in intensity, in this case: 01:31:567 - . At 02:09:967 - , the song is still a little more intense than that section, simply by the heavier drum beat instead of the cymbalthingies at the aforementioned section. The other is that the immediately preceding section is much more intense, where as in the 01:31:567 - section, the intensity is mitigated and slowed down by the less dense patterns, and the fact that the immediately preceding object in that section is a 3/4. Slowing down this section does not actually emphasize the slow down. In any case, the lack of density here is pretty much how the song is emphasized ,but the real reason is because there's not much to map to in the first place so the lower density is very much the call.
    The next section is also just as intense, so I don't want a sudden slowdown and then a sudden pickup in momentum.
  9. 02:39:967 - again, by listening to the song I would have changed shape of the stream, like a straight one, to emphasize what's going on in the song a little better (also 02:40:267 (1,1) - I understand what you wanted to do with these NCs, but changing shape of the stream achieves better your intention imo) Reference This is kind of a personal preference I guess, but I want to keep the spaced streaming here. Kinda keeps the intensity of the map.
  10. 03:00:967 (1,2) - trust me that a repeat slider works wonders in this case and it helps the player to follow the rhythm (notice how you kept varying the spacing between your 1/2 snaps. The way it is now the player might as well interpret this jump as a 1/2 too) for me it doesnt, because the repeat arrow slider will kill the intensity, unless I have the entire map revolving around the use of sliders in creative ways (which in this case, isn't), so I use repeat arrows for a pattern like that in a higher diff sparingly, and yes, it's easier to play, but I'm putting this here for the intensity and the variation it provides in contrast to 01:30:967 (1) - , as well as the fact the movement works wonders based on the previous movement.
    Compare 01:30:967 (1) - : starting from 01:28:867 (7) - , moves up, then movement curves around itself using 01:29:167 (1) - ,straightforward movement to 01:29:617 (2) - , downward slant to 01:29:767 (3) - moving upward to where there's more room, with 01:29:767 (3,4) - in the same general style as previous patterns. 01:30:667 (5,6) - drops from 01:30:217 (4) - , 6 moves up for momentum, and 01:30:967 (1) - for that feeling of moving forward and then swinging back. All pretty controlled movements within a set space
    Whereas 02:51:967 - this section has the patterns move around a bit more variably, so I want the end of it to be spaced out as well
  11. 03:19:567 (1,2,3,4,5,6,7,8,9) - nice heart :p No actually it's not intended to be a heart, just a random pattern, because the previous one was actually harder to hit
  12. 04:19:567 (1,2,1,2,1,2,1,2) - as discussed in game last time (last year lol) Good job Santa. I didn't know you were Ono late for giving Christmas prseents. this part should be with circles the same way you did 04:14:767 (1,2,3,4,5,6,7,8) - because of piano. As already mentioned you could change slider shapes but imo that's not really perfect (circles is definitely the best option) The circles in the previous were more of a transitionary between the two patterns. The last portion is just to continue the intensity since its the very last part of the last part of the song, as amusingly sliders are actually more intense here than circles.
  13. I also noticed some overlaps in general in the map, which may be avoided at times to make the map look better. References: 01:08:767 (1,3) - tiny but visible; 01:15:817 (5,1) - never seen this before; 02:55:417 (4,2) - ; 03:40:867 (4,1) - ; 03:42:367 (1,3) - ; etc...
    There are also some other ones that are barely noticeable here and there so I avoided pointing them out, although it would be cool to avoid them too if possible I've made adjustments across the diff uwu

________________



Insane


  1. 00:00:367 (1,2,3,1,2,3,1) - for this first section we have the same deal we had with the other diff. The strong beat is at the end of each repeat slider: such beat should be the one to be clicked, not the one to take the less important beat of the repeat slider xD and again, the rhythmic pattern reasoning from earlier applies.
  2. 00:18:367 (1,2,3,4,5,6,7,8) - this might be a bit more subjective, but considering how the song changes at 00:18:217 (6,1) - , I'd suggest to make stacks of 2 circles at a time for the yellow combo I think I'll keep it as is
  3. 00:23:167 (1,2) - for consistency you should be doing the same ^ for these sliders Not going to, as there's a stream directly after these two sliders. I personally don't want circles in between streams especially considering that 00:21:967 (1,2,3,4,5,6,7,8,9,10,11,12) - isn't a couple of 1/2s. If it were a ton of 1/2s then continuing on circles may generally be a usable idea, but I don't think it is here.
  4. 00:43:567 (1) - sorry to tell you this, but this sort of slider is nowadays unrankable since it alters the slider's SV: the start is slower than the end and so far we don't have support for such thing which makes it unpredictable for the player R.I.P. trick slider. You will be missed.
  5. 00:51:517 (3,4) - 00:52:717 (3,4) - please, that DS xD Well. I didn't notice that before. Fixed uwu
  6. 01:01:267 (5) - is the clap on the tail intentional here? I don't remember anymore uwu I'll just remove it
  7. 01:10:417 (1) - did you misclick a NC here perhaps? No. It follows the group of 3 rhythmic pattern similar to 01:05:167 (1,2,1,2) -
  8. 01:17:017 - I can't really say this beat is necessary for your rhythm. While it may be true that there is a beat in the song I can't really say it is also pertinent with the current rhythm. Go check what you did for 00:28:267 - , which is literally the same part of the song repeated. It is not here to map to a specific sound in the song, but for the motion generated by the pattern, so that there's a bit of variety invoked.
    The option would be to remove the last beat of the second slider there and convert it into 2 circles, to allow a click on the strongest beat of the combo 01:16:867 -
  9. 02:08:767 - it is a bit confusing that once again we have a strong but unclickable beat. The player should receive the feedback of a click here and your hitsounding says so too This is an old trick in the book, where the beginning of the next rhythm is actually on the spinner end. On one hand I'm no hitsound theorist and I don't exactly follow hitsounds for feedback, and on the other there is a point to be made that the hitsound gives feedback. On a third hand rising out of thin air as I only have two hands, I find that strong beats are not necessary to be all clickable depending on the rhythm to be emphasized.
    So while yes, this pattern follows the drums, in which case 02:08:767 - is part of this pattern, I think that I will keep this as is to retain the rhythmical complexity offered by the old trick (which might be the point of it? not sure, but I look at that as the point): certain beats not being mapped to in order to introduce some variation and outline the entire group of notes as a whole rather than simply pointing out each individual beat.
  10. 02:40:567 (1,2) - repeat slider would make it more readable here, since you previously used a lot of bigger spacings for 1/2, so the player might be confused Fine u wu
  11. 03:00:967 (1,2) - same here Here no, as the break is kind of a sudden stop transition to the next pattern. The above was changed as there's nothing immediately after which just made the note awkward, while here something follows. Also, I still believe the player should pay attention more to the map and confusing patterns should only be made simpler when its over the top bonkers bamboozling (although I do believe in construing things in favor of the player). In any case, everything immediately prior is distance snapped, so the player should really have seen this coming if he paid attention.
  12. 03:03:067 (3,4) - this rhythm should be the other way around (ctrl + G): first comes the slider on the strong beat at 03:03:067 - and then you can place a circle at 03:03:517 - to keep the rhythmIt actually follows those... what are those light tingling sounds that aren't cymbals? god i need to learn music more. 03:02:767 (1,2,3,4) - Group of 4 basically, then a group of 2 at 03:03:217 (4) - 's end and 03:03:667 -
  13. 03:10:867 - if you avoid mapping this beat you create contrast with the rest so 03:10:567 - and 03:10:717 - will have more attention. This is part of those tricks that improve the song's expression Uh... deleted 03:10:117 - since i realized there's nothing too important here and its just weird but I'm keeping 03:10:867 - because its purpose was to keep the "continuousness" of this section without having to use triplets (of which there are two: entirety of 03:10:717 (4) - and 03:11:017 - 03:11:092 - 03:11:167 - )
  14. 03:19:567 (1) - this felt really strange lol. The reason is that with such long length (visually) I would expect it to be just a repeat slider, not a buzz slider xD
    Try reducing the SV maybe, so it will feel more like a 1/4 visually Well uh that's 1/2s. In any case I wanna hope this is fine. If it seriously isn't then I'll just change this later uwu
  15. 03:29:767 - after the break I noticed that you start using a lot of varied shapes for sliders. Overall they are a bit too "different" one from each other.
    When defining the "style" of a map you also define how slider shapes should behave. How you keep switching shapes here makes it look a bit strange and at times random: 03:31:567 (1) - this is fine since it looks like part of a heart shape (and you used similar shapes before); 03:32:767 (1) - this already starts to add more stuff to the map, stuff that I haven't seen before in the map; 03:35:167 (1) - this is really clean, so why not; but then... 03:44:767 (1,2) - 03:47:167 (1,2) - 03:51:967 (1,2) - you present really different shapes as couples in a combo which really stands out.
    Again, aesthetics is just subjective reasoning, but if you can tell me what links each shape has with the other I might understand (using "blanket" as a reason doesn't count btw) Uh
    Hmm.
    To be honest these were just random shapes. Back then when symmetry was a thing some really "weird" looking shapes would be made with sliders. Course mine aren't up to par with stuff back then. I understand the whole style thing, but I'm not sure if it's too necessary.
    In any case, the ones that probably look the most eyesorish are 03:32:767 (1,3) - , so I changed them abit, but honestly I'm not sure I can come up with something better
  16. 04:19:567 (1) - this should be similar to 04:19:867 (2,3,4,5,6,7) - since they are part of the same combo and also the same rhythm in the song I'm just making symmetry for 04:18:967 (3,4) -
  17. 04:20:767 (1,2) - as I mentioned somewhere above, making contrast helps the player focus on what you wanted to focus too: you should be changing that stack since these 2 beats aren't the same rhythm as 04:19:567 (1,2,3,4,5,6,7) - at all. Either unstack them or even convert them into a slider, I don't really mind both options. Just don't leave it with the same stack x) The symmetry reason comes up again,
I'm starting to notice a how a lot of combos in the most intense parts start to become shorter and shorter (some have just a couple of objects).
That's fine and all, as long as you have a solid structure but I usually try to avoid such combos...

Combos are at the base level for structure. How you plan on using your NCs will determine how your whole map's structure will be, so if you use short combos it will be like using small materials for building your house.
A normal combo should be either long one measure or half of it: think of this as the best brick you can use to build your house.
The bigger the brick, the more solid your house will be later on when it is done (house = map; bricks = patterns/combos)

________________



As mentioned in some previous posts I am doing the replies to gd's too since the other mappers gone uwu)

Rice's Insane


  1. 00:18:367 (1) - usually even numbers of repeats on long sliders are un-intuitive so I try to avoid them. There are some cases in which they work, but they are pretty rare and this song doesn't seem to allow for it. At least, not the way it is mapped right now.
    Maybe use a couple of stacked circles instead, it would work almost the same movement-wise Fine (uwu)
  2. 00:23:167 (5,6) - since these are clearly different from 00:21:967 (1,2,3,4) - you should consider making them again a couple of stacked circles or even just circles. You need to create contrast to show the player you changed rhythm, and that's one way to do it. It's actually fine as is, as long as the stream after is set apart and differentiated, which is the more important part, while since this portion is all 1/2s, they can be grouped together under one rhythmic pattern
  3. 00:58:267 (1,2,3,4,5,6,7,8,9,10) - this is not really a suggestion here, just a comment: in general I found some combos/patterns that tend to feel a bit random, or rather, without too much structure. Imo you should try reworking in a better way such patterns if you want/have the time to do so // 03:44:767 (1,2,3,4) - same and I could point out manyother points I guess ( owo)
    Not everything needs to be extremely structured into an overarching pattern. In fact I very often feel that too much structure tires out the player with an extreme amount of theoretical application going on.
    I absolutely adore maps like this here: there's no set overall structure, just clean placement and very lovely movement. They flow freely and provide enjoyment without having to build foundation, frame and cement over everything.
    I can't do anything better on this, and other parts either, so I'm keeping most of these
  4. 02:30:967 (5,6,7) - this rhythm is really hard to catch due to the unusual snap. Maybe use a repeat slider instead // 02:40:567 (5,6,7) - same err, I just increased snap instead
  5. 04:09:967 (1,2,3,4,5) - woho, merging 1/1 snaps with 3/4 snaps is really a bad idea imo. It creates a really hard pattern to read What, no.
    This is in no way difficult to read.
Overall nice diff. I would have liked to have good structure everywhere, but it's fine xD
This diff is actually the jewel of this map
Many talk about the last one by me, but this diff is what I admire the most
The food man mapper is like a shiny polished jewel of an artform that has yet to be noticed because curators are still looking at the Mona Lisa for history nostalgia or at modern art.
I honestly want to learn how to map like this but I still have yet to figure out

________________



Hard


  1. 00:39:067 (2,3) - little, micro overlap that you could avoid to make the map look cleaner // 00:41:467 (2,3) - same fixed
  2. 00:58:267 (1,2,3,4,5,6) - structure here can be way better for sure :/ no no, there's nothing essentially wrong here.
  3. 01:05:617 (2,3) - umh... slider leniency makes that jump not a jump at all tho, lol. Notice the slider follow circle It's not supposed to be a jump
  4. 02:20:767 (4,5,6,7,8) - maybe a bit too many clicks in a row for a Hard. I'd turn a couple of these into slider (maybe 4,5) Are you sure,
    considering there's already an Advanced beforehand. But aside from that, the increased circle density helps emphasize this section. A small section in a map with heavier density is fine (every one in a while in the map): it introduces a bit more difficulty for variety, introduces a step up in difficulty (as in telling the player you better start learning), and this portion is pretty good to use for a lot of circles.
  5. 02:39:667 (4,5) - ^ similar reason, it feels a bit intense and in this case also misleading, since these beats doesn't seem exactly the same thing as 02:39:967 (1,2) - changed into slider
  6. 02:40:267 (3,4) - just... no, lol. That 3/4 snap is hard to catch so the slider should start from 02:40:567 - and have a repeat, so the player can catch it better Yes, it would be easier, but I genuinely think there should be a few catches and complex portions here and there in each map rather than just pure difficulty.
  7. 03:07:567 (2,1) - zzz... this is a bit ugly, both in gameplay and editor :/ No its not, I really cannot find something ugly here. But I have adjusted the sliders and avoided the overlap uwu
  8. 03:39:967 (6,1) - a bit misleading... Imo you should place a 1/1 slider from 03:39:967 - (with a NC) and a circle for 03:40:417 - , that way you follow the strong sound on 03:39:967 - I really don't think a 1/1 slider will actually help this strong sound considering the rhythm choice i use in the next portion.
    Consider our little psychotic psycho Miku. The 1/1 sliders on the kiai is there to actually flow the next portion with the 1/2 sliders and all. In other words, the 1/1 slider was actually a little closer to "hey, there's not THAT much here, so here's a long slider, but I'll give you something intense on the next half of this four beat stanza". This part is largely meant to be variation on the kiai patterning, so long as it works. In this case, there's that... 1/2 thing sound that keeps going on every now and again in the kiai, and I'm trying to put up one of the common sounds in songs of a 1/1 1/2 1/2 1/2 1/1 (basically this http://puu.sh/vbc0I/05830ed957.jpg) And I think that this part works
  9. 04:19:567 (1,2,3,4) - should this rhythm be similar to 04:14:767 (1,2,3,4) - ? The song is the same... No. The song should not necessarily be same rhythm all over the song.
    Rhythm complications or mixes are added whenever there's an opportunity so as to avoid repititiveness as well as bringing out more of the song. Although music sounds the same in certain sections, they feel differently because they're usually preceded and followed by a section of a different kind of rhythm or feel and even across two consecutive sections there's sometimes something to bridge the two. So, I avoid "callbacks" to the earlier part of the map as much as possible. In addition, to me,repeated rhythms should be done when there's more than two sections of the song, with the difference being the actual spacing or note placement, unless you're going for a really structured rather than flowy map similar to the old maps where there's copy paste flips across verses, and even then there are usually a few exceptions.
    There is only two of this section here, and the map is not the structured symmetry stuff kind. The other reason is that it is at the end of the song, which requires a more intense tone,.

________________



Advanced



  1. Fine I'll change all the even numbered repeats since I construe difficulties to favor the player but I don't like it (uwu)
    00:21:967 (1,1) - with time new rules got added and now it is suggested to add at least 2 beats of rest after every spinner on Normal diffs.
    Yes, this is an Advanced but these diffs are simply like a really dense Normal so we should be respecting such rule ( t/241019&start=0 ). You can always remove 00:24:667 (1) - and add a circle at 00:24:967 - and the problem would be fixed set spinner to end at 00:23:767 - ,
    added circle at 00:24:367 -
  2. 00:25:717 (4) - this is really hard to read: as a player I can see the first repeat arrow on the slider but after that I don't have enough time to read the next one. By default our brain expects that to have an odd number of repeats (1, 3, 5, etc) and not 2 like this one. Up to you to change tho, since it might be your style.
    Same goes for every slider like this I guess
  3. 00:31:867 (1,2,3,4) - the first part of this combo falls exactly on vocals, and that's fine, but by skipping 00:33:217 - you create an awkward rhythm, since I'm used to follow vocals by now. Maybe make 00:33:067 (6) - a 1/2 slider instead It's not too awkward. Multiple rhythm games that use songs with vocals (and some that dont) use patterns like this on a lower difficulty. It's basically chopping up the entire pattern into its more significant components. In this case, these are the more significant parts of the vocals, so I am mapping to them. Since they're not chopped into a weird pattern like 1,2,1,3,2, or something,
  4. 00:34:567 (3,4) - really minor, but this sort of contradicting direction of slider repeats is not ideal imo. You alter the visual spacing by a lot and therefore it becomes harder to exactly read which snap this belongs to (considering the low AR, that is) They're contrasting each other. so the direction and location is intended. It's also a small bit of adding complication into the mix. Player gotta pay attention after all
  5. 00:39:817 (3,4) - pointing this out now, but I didn't check ahead. I hope there are similar overlaps ahead, so at least this is consistent, otherwise it is a bit random if you ask me :/ There is nothing wrong with randomness. The goal here is the movement created by the flow into downward motion,
    and then into the curve from the left rolling downward to the right.
  6. 00:50:767 (4) - NC goes on this one, and not on 00:51:367 (1) - (check 00:46:267 (1) - ) and this part is inconsistent with 00:46:267 (1,2,3,4,5) - , since where you used a single circle before, you use now a 1/2 triplet. I can ensure you the difference is quite noticeable here. There is no issue on consistency here, as neither the rhythm nor the movement are closely similar. It is to add variation into the mix
    As for the NC, it's set to the visual pattern. 00:49:567 (2,3,4) -
    But i guess i can change that
  7. 00:52:567 (5,6,7) - umh... not sure this is a good choice. You use stacking in a really awkward and unpredictable way here imo, so I'm not sure how players could read this. This is very much readable, one of the more basic patterns (at least when it's only this short).
  8. 00:53:467 - you need a click here, it is the start of the same rhythm as 00:43:567 (1,2,3,4) - . It looks to me you tried to make a transition, from 1/1 sliders to 2/1 sliders, but tbh I think you screwed up in the process, since you ignore too many beats now and these parts feel really inconsistent :/ I think I'll keep it as is.
  9. 01:03:217 (1,2,3) - even with constant DS, this snap is really hard to read imo. The problem is not 01:03:667 (2,3) - , but rather 01:02:467 (6,1,2) - , since you force the player to go on a strange beat with 01:03:217 (1) - .
    Imo you should make 01:02:467 (6) - a circle instead and make a 3/2 slider start from 01:02:767 - , that way you cover the awkward snap with a more player-friendly pattern Made a double 1/2 at 01:03:067 (1,2) - instead
  10. 01:31:567 - just personal, but I was expecting a SV decrease, to give a better expression of the song calming down a bit no, not at this difficulty.
  11. 01:48:442 (1,1) - as mentioned above, such short resting time after a spinner is not suggested at all (this one is not acceptable at all imo, actually).
    Make the spinner end at 01:49:567 - and you'll be good to go. You can then add a beat at 01:50:767 - without problems end at 01:50:167 -
  12. 02:07:567 (1,1) - ^to 02:09:367 -
  13. 02:26:167 (2) - why not 2 1/2 sliders and a circle lol. This one is confusing considering the repeat sliders with 2 repeats you had in the intro.
    Same for the other similar ones This should be fine now since i removed the even ended repeats
  14. 02:58:117 (5) - and there you go again... You just had those sliders ^ and you now give this one, how is the player supposed to even predict this? .-.
  15. 03:37:717 (1) - maybe make it end at 03:39:367 - to avoid the stuff I mentioned above about spinners to 03:39:367 -
  16. 04:14:767 (3) - I was expecting something different for this one, since the rhythm IS different from 04:13:567 (1) - , right? Maybe something using some 1/1 beats instead of 2/1 would be cool to create contrast. Same goes for 04:19:567 (3) - I think I'll keep as is

________________



Normal


  1. 00:24:367 - I mean... alright, it might be style, but it is really awkward to ignore the strong drum's crash sound and prioritizing the vocal lyric here. It's a Normal diff, so I assume the players need to focus on the most basic and important beats of the song (yeah, vocals are important too, but drum is more important than that). After a while you sort of get used to it, but still... Actually, multiple games DO start the map on the vocal at the very least on the lower difficulties. I think I'll want to keep this, kinda so that the player doesn't have to figure out they're supposed to start based on the instruments, and then suddenly shift to vocals, where as even if I shift the beats in the middle of the map sometimes, the player should've already figured out when to press simply by following either the 1/1 metronomic beat, reading the AR, general experience and pattern learning, etc.
  2. 00:47:167 (2,1) - overlaps aren't that good in general on lower diffs imo, moreover when they are done like this /w\
  3. 01:02:467 (4) - probably minor, but try deleting this, to create a bit of contrast with 01:01:567 (3) - , otherwise everything feels the same, even if 01:02:767 (1) - has some more importance than other beats nearby imo deleted
  4. 02:21:967 (1,2) - you actually can ignore DS a bit if it is to make things look a bit better tho. Maybe try blanketing them a bit (even tho I know you hate it)? Technically kind of an attempt at those old style blanketing that isnt just circles circles GOD AWFUL CIRCLES but I didnt know how to do it with the distance snap so I've just changed the DS here and make them look neater
  5. 02:31:567 (1,2,3) - Ditto also done
  6. 04:19:567 (2) - you could do something similar to what you did for 04:13:567 (1,2) - , since it is the same rhythm (I probably said this stuff for all the diffs so far :thinking:) :thinking: no. Just a small bit of complexity. The complexity comes in either object pattern, rhythm, movement, or a bit of each.
    Psycho Miku - 04:19:567 - Into sliders to keep up intensity rather than circles like before which were transitionary
    Insane - movement different since I can't do anything too interesting with just 1/2s. Ya'll probably'd accuse me of undermapping if I did
    Rice's Insane - movement again but brilliantly done to contrast with the previous part.
    Hard - not much different unfortunately
    Advanced - Mostly the angles of the rotation, but the real twist being the sudden change in direction at 04:18:367 (1,2,3) -
    Normal - Rhythm, keeping it mostly as long sliders because of difficulty requirement
    Gangster's Easy - nothing changed cause easy uwu

________________



Gangster's Easy


  1. 00:33:067 (2,3,1) - I usually try to avoid unnatural flows like this on lower diffs. In this case the natural flow would be to go to the left side of the screen (see where 2,3 are pointing) its not exactly unnatural although not easy level intuitive, so I made adjustments uwu
  2. 01:50:167 (1,2,1) - the NC actually goes on 2, while it should be removed from both 1s Think I'll keep this. I'm still fond of the idea that NC's don't always have to be on the downbeat.
  3. 02:21:967 (1) - sorry, but imo this shape doesn't look that great /w\ lol pre-2012 kind of sliders lol. Ok Made an attempt into changing it into.. something
  4. 02:41:167 (1) - nice tho, gj

________________




Well, let me add some last things here in general.

It is fine to be so dedicated and map this many diffs by yourself, but it is really tiresome to mod it as a whole (and this goes for anyone probably).
Imo the spread would perfectly be fine with just 5 diffs instead, without the need to make 0.50 * difficulty increments from one diff to another. Some transitions consistent mostly and exclusively of spacing increases, while the rhythm is more or less the same in every part D:
Well Uh I don't think I can make a proper 5 diff set if I still had Psycho Miku as top diff

Also, unless the mapset gets a bath to polish its looks a bit, I don't think we can push this forward as is.
Apart from that there are still some things I'd like to see improved, but with some mods they should be fine I suppose.

I want rank now QuQ
Sorry this took so long. You posted when I was nearing finals and then I had all the post-final stuff to deal with and graduation
Don't mind all the paragraphs uwu been watching all those top 10 lists on youtube so now I talk like a mass printer mass printing mass print because those top 10 lists can get very detailed.

Gabe wrote:

yo oto, look at this
*bork*
nextplay
Going for Loved when? :thinking:
Uta
is it just me? there is 4:20 ;)
KaVe0
Tried this map.
I recommand it to everyone, from begginer to advanced players :D
Yales
Don't give up :D !
Nitrous
go for loved!
Net0

Yales wrote:

Don't give up :D !
Nitrous
Happy Five Years!
Topic Starter
Osu Tatakae Ouendan
Hi Hi
I am of the busy for the national board exam, is a licensure exam except its like big supertest covering all years of college and is super difficult I don't know if board exams are in other countries or if they're difficult but here they're super difficult 6 months review so yes.
Am only of coming on to bump out of grave (actually I look through it see if I can change anything but I'm kinda indecisive about this.)
So yes thanks for support ( >w<)/!
Delis
(Oko summoned me)

tell me when you got a free time to check a mod I'll drop one
Delis
[general]
increasing the od in the top 2 diffs is actually cool considering today's player base in this game, od 7.5 for top diff and 7 for the insane diff are way too low for the players maybe? od is probably the thing where doesn't really affect to how the map plays like, compared to changing AR.
00:00:367 - would set the sample soft instead, may be too loud.
the kiais seem to be lacking of claps overall.
[miku]
decimal setting in a 2012 map?? better having a decent setting without it.
00:23:167 (1,2) - maybe finish on everything is kinda badly hitsounded xD
00:26:167 (3) - clap
00:27:217 (2) - I think this pattern isn't clearn looking in comparison, stack it on the slider end or somewhere?
00:33:367 (3) - clap
00:35:767 (3,4) - swap the clap?
00:51:067 (1,1,1,1) - the way you nc'd the streams at 00:46:267 - looks way nicer to me :C
00:55:867 - same
00:58:867 (3) - whistle
01:02:467 (3) - 1/16 is a bit overdone I guess, 1/8 still feels mostly same but easier in playing.
01:09:967 (1) - is spacing intentional
01:14:167 - clap i guess?
01:16:567 (3) - I don't repeat myself over missing hitsounds again so maybe better check them yourself, like the hitsound is often swapped unintentionally (I suppose so.) hence the clap isn't on the drum.
01:22:567 (3) - https://delisha.s-ul.eu/AZFuGRMl something like this flows better imo?
01:23:767 (2) - this looks odd to be with 01:23:467 (1) - lol
01:48:067 - clap
02:29:167 (1) - I think you fucked up with nc hax here
02:37:567 (1) - clap sounds good prob
03:11:167 (1) - finish on the head, also new combo not silver should be from here
03:17:167 (1) - dont think this combo color is intended to be the dark one lol
03:38:167 (3,4) - actually symmetrical pattern with 03:37:567 (1,2) - looks way nicer https://delisha.s-ul.eu/tlSaTs03

I feel like finish in the longer kiais is really overdosed, just on every measure feels enough to me lol. I just tried to check this difficulty carefully but I don't really think I can keep this for the rest of the mapset at this rate, thus you should really self-check overall to make sure what should be done. especially the missing hitsounds and combo colors sometimes need to be placed how they're intended to be, the dark colors are supposed to be used for the parts where the song is actually darker? everything goes for all diffs probably.

[insane]
where are the old sliders :cry:
00:13:567 (1) - the color is wrong here
01:01:867 (1,2) - tbh would switch the nc for the sake of aesthetic
01:19:267 (4) - clap
01:48:442 (1) - the spinner in the top diff ended at 01:49:567 - if this was unintentional better making it consistent
01:50:767 (1,2,3) - the flow in this part is normally made in zig-zag but this, you could just fix that easily. I mean you occasionally use the normal flow like 02:00:367 (1,2,3) - but 01:50:767 (1,2,3) - still feels odd in comparison, because of how the sliders flow like.
03:01:567 (1) - the darker combo should start here
03:11:167 - i was kinda confusing but the brighter combo should start here not 03:06:367 -
03:54:367 - finish

[rice's insane]
why the part until the first break isn't hitsounded at all lol, it should really be. or is it wip in hitsounding, feels like lacking it overall.
00:07:417 (4,1) - this jump is kinda too much to be in the very beginning, the flow that the reverse 00:07:567 (1) - makes is also considered to be one of the reasons that this jump can be much for here. using around x1.8 spacing makes it more reasonable and comfortable.
00:43:867 (1) - nc here seems unnecessary.
00:48:667 (1) - same (repeating 800 times)
01:11:167 (1,2,3,4,5,6,7,8) - not overlapping like 01:09:367 (1,2,1) - makes sense to me plus more enjoyable would be nice to give it a try. https://delisha.s-ul.eu/pwvKfU2t or would overlap them closer like 02:20:767 (1,2,3,4,1) -
01:30:967 (6) - new combo here? would use it to indicate the new rhythm here rather than just going consistently.
02:30:967 (5) - same as above
02:40:567 (5) - ^
03:12:217 (4) - this overlap feels way too random compared to the rest of your patterning in this diff, should avoid it by moving the circle under 03:11:917 (3) - tail or 03:12:367 (5) - head etc. the spacing among the objects would be quite big so needs an adjustment afterward.
04:10:567 (3) - combo for the related reason what I've been talking of.
04:14:767 (1,2,1,2,1,2,1,2) - since the manual overlaps like these ones have never appeared before, plus considering the AR this map has, this can be really cancerous that look quite like doubles in 1/4. kinda would ruin the creativity here but would really just stack all of the circles, otherwise people can easily get triggered by this (or are you intended to do this LOL) 04:19:567 (1,2,1,2,1,2,1,2) - tbh this was a lot easier to read than 04:14:767 (1,2,1,2,1,2,1,2) - due to its spacing on each other, still would avoid both of them though.

the way you chose ar8 here I really like it but because the mapset is somehow in 2012, back then this kind of difficulty is supposed to be set ar9 instead (if it were 2011 people would recommend ar8 lol) still I'm pretty fine with ar8 though.

[hard]
00:12:067 (4) - would just go consistent rhythm with 00:07:267 (4) -
00:50:767 (1,2,3,4,5,6,7,8) - the rhythm here seems complicated a lot when compare to 00:45:967 (1,2,3,4,5) - and 00:55:567 (1,2,3,4,5) - maybe wanna nerf to balance it.
00:59:467 (6) - suddenly a 3/2 slider here stands out too much in a bad way -_-
01:17:767 (3,3) - 01:27:817 (4) - and all of sudden you started using 2/1 sliders what happened, like 01:41:167 (1) - 01:43:567 (1) - fit to the vocals nicely but the points where I brought up are ignoring everything in the song.
02:56:167 (6) - would just do a 1/2 reverse slider + a circle at 02:56:767 -
03:01:567 (1) - 3/2 sliders worked really better in 01:41:167 - , if you wanted to differentiate it by using the same sv as the other part feels gross when it comes to playing. still 3/2 sliders for this part are the best idea so far to be played intuitively.
04:13:417 (8) - a 1/1 break here would play nice, like 04:18:217 -

is there any reason that the longer kiais are really undermapped? it seems like the kiais are the easiest parts of the diff, which feels weird af. the second longer kiai is mapped in a better way of rhythm at very least.

[adv]
00:24:367 (1) - finish
00:27:067 (1) - tbh would just stick to distance snap in below hard diffs actually it will look neater
00:46:267 (1,2,3,4,5) - 00:50:767 (1,2,3,4,5,6,7,8,9) - these shouldn't really be mapped that differently when the music goes the same density, 00:55:867 - maybe this part is the result what both of them are mixed up which feels most balanced.
00:52:567 (6,7,8) - a back and forth pattern in a lower diff is probably much hard, especially in high bpm + low ar combo newer players can be confused quite easily.
01:02:317 (5) - circle seems unnecessary when there isn't at 01:02:017 -
01:03:067 (1,2,3) - the rhythm here seems complicated enough but the rest of the section is mapped up with only 3/2 sliders this is somehow strange in structure. would just put a 3/2 slider here to make sense with the sliders in this part but honestly 3/2 spamming is boring if it continues this long, so remaking the rhythm until 01:11:167 - would also be nice.
01:30:667 (4,5,6) - this visually looks really hard to me, either stack all of them or remove the stack to make it more intuitive would be cool.
02:09:967 (1) - don't you think the 3/1 break is way too long when the drums/the vocal are continuing? would make it a long slider instead, it can follow the vocal pretty.
02:44:767 (1) - an upward flow for this actually makes more sense to the strong beat, it also fits to the curve of 02:45:067 (2) -
03:41:167 (1,2) - can go the same rhythm as 03:39:967 (1,2,3) - one more time because it's actually nice and fun to play rather than just a reverse slider.
03:52:267 (1) - claps are out of place

should look through the diff to make sure the 1/2 objects need to be slightly overlapped or nah (like 02:24:217 (4,1) - vs 02:24:967 (2,3) -)

[normal]
the decimal setting makes me tilt :( only the top diff also uses the decimal settings besides this diff but it doesn't really work for your mapping imo, as the submit date is when the decimal thing didn't exist.
00:31:867 (1) - the whistle on the tail is on purpose? sounds off smh
00:33:967 (1) - remove this circle for consistency maybe, you didn't put it in the rest
01:27:067 (1) - 01:29:467 (2) - any reason of this being 1/2 shorter than 01:24:667 (2) - 01:22:267 (1) - 01:19:867 (1) - 01:17:467 (2) - ? the transition of the rhythm feels too sudden that I don't really get what made it this.
01:38:767 (3,1) - swap nc for consistency
01:48:367 (3) - as long as 01:02:767 (1) - got an nc this also deserves one since it's on the 3rd measure from the previous new combo.
01:54:967 (1) - nc looks against 02:05:767 (4) - same goes to 03:54:967 (4) - and 03:44:167 (1) -
02:09:067 (4,1) - and shouldn't this be swapped?
03:00:967 (4) - this can be linear with 02:59:767 (2) - otherwise this is out of place since it looks so different from 02:59:467 (1,2,3) -
03:26:467 (6,1) - swap nc
03:29:167 - this part is quite harder than the one in advanced, this part should really be mapped only with sliders like you did in advanced diff, since this currently is even harder than the hard diff which can be extremely inappropriate here.

copy pasting the kiai is really lame :(
[easy]
tbh I don't really understand why you choose x0.9 distance snap it caused unnecessary overlaps in 1/1 which look so lol
00:24:667 (1,2) - the rhythm how you mapped out is pretty questionable due to how the two objects went for different sound in music, as the slider is for the vocal but the circle is for the drum. I recommend you to either the vocals or the drums to avoid confusing rhythm, so 00:25:717 (2) - would be at 00:25:867 - instead.
00:28:267 (2) - better avoid a 1/2 reverse slider here, this thing won't appear for a while. a circle at 00:28:567 - might be nice for the important vocal here, the drum is also here.
00:39:067 (1,2) - sliders with the same kind of curve but different length, would say they don't really work together. curving this opposite can resolve the problem how bad it flows though.
01:24:667 (1,2) - why this suddenly became out of grid control lol feels random
01:28:567 (3) - the sound at red tick is way too weak to have a 1/2 slider in the lowest diff absolutely
01:29:467 (1,2) - same as the first point I mentioned here, the circle should be at 01:30:667 - or just remove it.
01:41:167 (1,2) - the curve on (1) doesn't work to how it should flow at all, https://delisha.s-ul.eu/rJRKrvQx move this to a proper place or just remove the curve on (1).
01:43:567 (1,2) - same
02:02:167 (1,2,3) - 3 1/1 clickable objects in a row wouldn't fit here when the circles are generally placed in 2/1. delete the (2) or replace it with a 1/1 slider.
02:06:067 (2) - what is this following? I don't really think this fits to the phrase, lyrics, or whatever here in the best way. 02:06:367 - start a 4/1 slider from here could make more sense imo.
02:08:767 (4,5,1) - this plays really... uh. 02:09:667 (5) - this circle feels really gross to have between the sliders.
02:21:967 (1) - reverse sections more than one time ain't recommended in lower diffs, plus the patterning doesn't fit to the music at all. just map it as usual.
02:31:567 (1) - ^
02:41:167 (1) - the slider head might've been hitsounded properly, being almost inaudible would cause newbies a problem that makes them confusing if they actually hit the slider or not.
02:42:967 (1) - curve should be improved to flow to the next slider properly
02:46:267 (3) - ^
02:48:667 (2,1) - I think I explained something useful for this in the diff earlier
03:39:967 (6,1) - swap the nc i don't really think there's really an important reason to avoid having a nc on the first note of the kiai.
03:49:567 (1) - this flows bad because it's out of the flow from 03:48:367 (2) - should not be a good idea for an easy diff.
04:08:767 (3) - oh snapping dude, the tail is on the blue tick. although I don't really feel like the drum roll really needed to be mapped out since they don't play intuitively.
04:10:567 (2) - I think you shouldn't have followed the drums on the blue tick that made you introducing the unusual rhythm when you undermapped it on 01:30:967 (3) -
04:11:167 (1) - 04:15:967 (1) - just separate them into 2 sliders

this difficulty really needs a rework or a huge amount of improvements to get pushed, there's a lot of curved sliders that don't go to next objects smooth, that are really problematic in an easy difficulty. the slight overlaps in 1/1 objects are also not a good thing overall, that's why I said x1.0 distance snap for this is a lot better earlier. and rhythm are also sometimes questionable such as what I suggested for the first point.

---
here's probably one of my longest mods (tried to make each points as short as possible though), I've put the points what you should go to recheck yourself such as combo colors, hitsounding etc. maybe we can continue stuff if you could fix the important points and actually the problem in easy diff... maybe it would be a tough way, but you would be able to solve all of them eventually I believe!
Topic Starter
Osu Tatakae Ouendan

Delis wrote:

[general]
increasing the od in the top 2 diffs is actually cool considering today's player base in this game, od 7.5 for top diff and 7 for the insane diff are way too low for the players maybe? od is probably the thing where doesn't really affect to how the map plays like, compared to changing AR.
I'm still really reluctant on increasing the OD.
00:00:367 - would set the sample soft instead, may be too loud. Honestly I have near zero experience on hitsounding, but I really think soft isn't fitting here since the piano sounds pretty harsh. I don't know.
the kiais seem to be lacking of claps overall.
[miku]
decimal setting in a 2012 map?? better having a decent setting without it. Ok. But I'm keeping OD because I don't want it to be 7 but don't want it to be 8 either. This was actually the part I was most conflicted with lol so when decimals appeared I set it to 7.5
00:23:167 (1,2) - maybe finish on everything is kinda badly hitsounded xD Unintended. Removed the ones on the tails.
00:26:167 (3) - clap added
00:27:217 (2) - I think this pattern isn't clearn looking in comparison, stack it on the slider end or somewhere? 00:27:817 (4,1,2,3,4,5) -
moved farther away instead

00:33:367 (3) - clap added
00:35:767 (3,4) - swap the clap? ok
00:51:067 (1,1,1,1) - the way you nc'd the streams at 00:46:267 - looks way nicer to me :C because the sliders are on a strong beat so they were NC'd. I've changed this portion uwu
00:55:867 - same
00:58:867 (3) - whistle added
01:02:467 (3) - 1/16 is a bit overdone I guess, 1/8 still feels mostly same but easier in playing. Actually yeah this was just me fooling around and seeing if anyone would actually ask about me using 1/16 but so far nobody has haha. Ok I'll change it to 1/8
01:09:967 (1) - is spacing intentional No. Fixed.
01:14:167 - clap i guess? Added
01:16:567 (3) - I don't repeat myself over missing hitsounds again so maybe better check them yourself, like the hitsound is often swapped unintentionally (I suppose so.) hence the clap isn't on the drum. the swapped claps like at 00:35:767 (3,4) - were intentional really since I don't want to put everything exactly same as the music and wanted to add rhythm using the hitsounds, but I'll just put the claps I guess. Most of the others that were largely missing are unintentional
01:22:567 (3) - https://delisha.s-ul.eu/AZFuGRMl something like this flows better imo? I think the current one is fine
01:23:767 (2) - this looks odd to be with 01:23:467 (1) - lol strange. must be because these two sliders use old algorithm which sometimes messes up when flipping sliders. Fixed.
01:48:067 - clap added
02:29:167 (1) - I think you fucked up with nc hax here oh shit yeah. Fixed.
02:37:567 (1) - clap sounds good prob added
03:11:167 (1) - finish on the head, also new combo not silver should be from here oh shit yeah. Fixed, and added the finish
03:17:167 (1) - dont think this combo color is intended to be the dark one lol I think I'll keep both 03:15:967 (1,2,3,1,2,3) - dark. I don't know I like it.
03:38:167 (3,4) - actually symmetrical pattern with 03:37:567 (1,2) - looks way nicer https://delisha.s-ul.eu/tlSaTs03 perfected it.

I feel like finish in the longer kiais is really overdosed, just on every measure feels enough to me lol. I just tried to check this difficulty carefully but I don't really think I can keep this for the rest of the mapset at this rate, thus you should really self-check overall to make sure what should be done. especially the missing hitsounds and combo colors sometimes need to be placed how they're intended to be, the dark colors are supposed to be used for the parts where the song is actually darker? everything goes for all diffs probably.
Dark combos are for slower portions. This was typical back then: slower portions would have gray/dark colors.
Some of the missing hitsounds are added around
I always felt the finishes in the kiais are great (though didn't intend them to be on some of the red ticks), but I've removed a number now.
Added some claps.
Hopefully now that I have a bit more knowledge of hitsounding this is a bit better.

[insane]
where are the old sliders :cry: :cry:
The story goes like this.
Dec of 2012 I upload the map and the only diff at the time was Psycho Miku
by January of next year the new slider algorithm was introduced, while I am mapping the rest of the diffs.
So I had to use the new algorithm

00:13:567 (1) - the color is wrong here fixed owo. Hope I didn't miss anything once I changed this one.
01:01:867 (1,2) - tbh would switch the nc for the sake of aesthetic I think its fine as is
01:19:267 (4) - clap done
01:48:442 (1) - the spinner in the top diff ended at 01:49:567 - if this was unintentional better making it consistent Yeah I think I forgot about this. Fixed
01:50:767 (1,2,3) - the flow in this part is normally made in zig-zag but this, you could just fix that easily. I mean you occasionally use the normal flow like 02:00:367 (1,2,3) - but 01:50:767 (1,2,3) - still feels odd in comparison, because of how the sliders flow like. Changed this portion and I think the new version should be much better now
03:01:567 (1) - the darker combo should start here oops. Fixed, and everything else after that also.
03:11:167 - i was kinda confusing but the brighter combo should start here not 03:06:367 - fixed owo
03:54:367 - finish added

[rice's insane]
I guess I should've written this somewhere on the thread but I'll start here.
This diff was made by a good friend who isn't around the game anymore, and personally I think his diff brings out the most in the song.
Since he's no longer around I have to be the one to reply to mods on this diff, and I'm trying to make as few changes as possible since I know I wouldn't be able to blend it in perfectly with the rest of the difficulty.


why the part until the first break isn't hitsounded at all lol, it should really be. or is it wip in hitsounding, feels like lacking it overall. I'm not sure to be honest. I'll just try it hitsound it following 02:12:367 - 02:21:967 - as a template
00:07:417 (4,1) - this jump is kinda too much to be in the very beginning, the flow that the reverse 00:07:567 (1) - makes is also considered to be one of the reasons that this jump can be much for here. using around x1.8 spacing makes it more reasonable and comfortable. moved them a bit closer
00:43:867 (1) - nc here seems unnecessary.
00:48:667 (1) - same (repeating 800 times) the problem is the grouping, as especially with how its mapped,00:43:567 (1) - doesn't exactly belong to the previous group of notes 00:41:167 (1,2,3,4,5,6,7,8,9) - because it's on a downbeat and a different section, while it also doesn't belong to 00:43:867 (1,2,3,4,5,6,7) - which he wanted to group together as the screechy vocals. It's more evident in the sections with the spinners: 00:48:367 (1) - is after a spinner so its forced as an NC, but it gets weird if 00:48:667 (1) - is not an NC when the two are not in the same group of rhythm.
Leaving the NC's in this section would be better.

01:11:167 (1,2,3,4,5,6,7,8) - not overlapping like 01:09:367 (1,2,1) - makes sense to me plus more enjoyable would be nice to give it a try. https://delisha.s-ul.eu/pwvKfU2t or would overlap them closer like 02:20:767 (1,2,3,4,1) - spaced out the sliders.
01:30:967 (6) - new combo here? would use it to indicate the new rhythm here rather than just going consistently. I think it's fine as is.
02:30:967 (5) - same as above same
02:40:567 (5) - ^ same
03:12:217 (4) - this overlap feels way too random compared to the rest of your patterning in this diff, should avoid it by moving the circle under 03:11:917 (3) - tail or 03:12:367 (5) - head etc. the spacing among the objects would be quite big so needs an adjustment afterward. I really think it's fine as is but I've moved it to the right a bit
04:10:567 (3) - combo for the related reason what I've been talking of. The first few might be subjective on the nc'ing, idk, but it feels really weird to NC this one as the whole 04:09:967 (1,2,3,4,5) - is part of the same rhythm serving as the intro to the difficult part, so I really don't want to NC this.
04:14:767 (1,2,1,2,1,2,1,2) - since the manual overlaps like these ones have never appeared before, plus considering the AR this map has, this can be really cancerous that look quite like doubles in 1/4. kinda would ruin the creativity here but would really just stack all of the circles, otherwise people can easily get triggered by this (or are you intended to do this LOL) 04:19:567 (1,2,1,2,1,2,1,2) - tbh this was a lot easier to read than 04:14:767 (1,2,1,2,1,2,1,2) - due to its spacing on each other, still would avoid both of them though. Honestly, I'm not sure if this is really a big problem especially with the AR since it should be readable with it, but in any case, I'm not why the second one would be easier to read since they're pretty much similar.
I think I'll keep this as is


the way you chose ar8 here I really like it but because the mapset is somehow in 2012, back then this kind of difficulty is supposed to be set ar9 instead (if it were 2011 people would recommend ar8 lol) still I'm pretty fine with ar8 though.

[hard]
00:12:067 (4) - would just go consistent rhythm with 00:07:267 (4) - changed 00:12:067 (4) - to circle
00:50:767 (1,2,3,4,5,6,7,8) - the rhythm here seems complicated a lot when compare to 00:45:967 (1,2,3,4,5) - and 00:55:567 (1,2,3,4,5) - maybe wanna nerf to balance it. nerfed slightly owo
00:59:467 (6) - suddenly a 3/2 slider here stands out too much in a bad way -_- ok uwu shortened
01:17:767 (3,3) - 01:27:817 (4) - and all of sudden you started using 2/1 sliders what happened, like 01:41:167 (1) - 01:43:567 (1) - fit to the vocals nicely but the points where I brought up are ignoring everything in the song. I've seen maps from way back when where at certain points, an entire phrase would just be represented by a slider instead of noting every single syllable. This focused more on the "flow" of the music rather than the individual sounds itself: certain parts of a song just felt like there's a hold of momentum buildup or a sort of freefall of emotion. Hard to explain. This practice been around all the way to the original game, albeit rare.
Figured it could work here so all the buildup (and emphasis) drops on the 01:18:667 - group, while I could introduce a section with less density, but I've changed them now.

02:56:167 (6) - would just do a 1/2 reverse slider + a circle at 02:56:767 - I feel this works just fine as is.
03:01:567 (1) - 3/2 sliders worked really better in 01:41:167 - , if you wanted to differentiate it by using the same sv as the other part feels gross when it comes to playing. still 3/2 sliders for this part are the best idea so far to be played intuitively. Aside from the differentiation, I felt that this late in I need to introduce some less density. After all, the entire 02:26:767 - 02:42:367 - is a pretty tense section, and a player would remain tense by 02:51:967 - since this is also a pretty dense portion. By using longer sliders here I can give a sort of rest period while the music is calmer.
I get mapping to the vocals, but this works as well since it's still in line with the calmness of the section and the longer slider is a little more freeflowing in that you don't need to think about a lot compared to having to follow vocals again.

04:13:417 (8) - a 1/1 break here would play nice, like 04:18:217 - ok

is there any reason that the longer kiais are really undermapped? it seems like the kiais are the easiest parts of the diff, which feels weird af. the second longer kiai is mapped in a better way of rhythm at very least. Kinda. The chorus is basically 1/1 spams so across all the diffs I had to find a way to work with that. It's harder on the lower diffs since there's not much else to focus on. This is basically the result.
In any case at least it's a breather compared to the rest of the more difficult map.


[adv]
00:24:367 (1) - finish how'd i miss this? done
00:27:067 (1) - tbh would just stick to distance snap in below hard diffs actually it will look neater Thought it would be ok since I began to lack space, and the notes are of a long time length from each other, but I've found a way to adjust it so everything is distance snapped
00:46:267 (1,2,3,4,5) - 00:50:767 (1,2,3,4,5,6,7,8,9) - these shouldn't really be mapped that differently when the music goes the same density, 00:55:867 - maybe this part is the result what both of them are mixed up which feels most balanced. mmm. Removed 00:51:367 (2,3) - 00:52:717 (7,8) - moved 00:53:167 (9,1) - earlier by 1/1 and added a circle at 00:54:367 -
00:52:567 (6,7,8) - a back and forth pattern in a lower diff is probably much hard, especially in high bpm + low ar combo newer players can be confused quite easily. stacked
01:02:317 (5) - circle seems unnecessary when there isn't at 01:02:017 - removed the slider and replaced its tail with a circle
01:03:067 (1,2,3) - the rhythm here seems complicated enough but the rest of the section is mapped up with only 3/2 sliders this is somehow strange in structure. would just put a 3/2 slider here to make sense with the sliders in this part but honestly 3/2 spamming is boring if it continues this long, so remaking the rhythm until 01:11:167 - would also be nice. As part of the change in the prior line, I've removed 1 so 2 is now a lone circle. As for the section being mostly 3/2 I hesitate to map to any other sound as the drums are the most notable here.
01:30:667 (4,5,6) - this visually looks really hard to me, either stack all of them or remove the stack to make it more intuitive would be cool. Just changed 01:30:217 (3) - into a circle and merged it's end with 4,5 into a slider
02:09:967 (1) - don't you think the 3/1 break is way too long when the drums/the vocal are continuing? would make it a long slider instead, it can follow the vocal pretty. No. This is a cooldown after the previous heavy sections, which is why I don't put a slider. Music is also calmer at this point.
I map this section in the higher difficulties for preservation of momentum (because the sudden transition of intensity would be problematic), whereas here I feel it is unneeded.

02:44:767 (1) - an upward flow for this actually makes more sense to the strong beat, it also fits to the curve of 02:45:067 (2) - it has to mirror 02:42:367 (1) - , so I've just moved both 02:42:367 (1) - and 02:44:767 (1) - higher
03:41:167 (1,2) - can go the same rhythm as 03:39:967 (1,2,3) - one more time because it's actually nice and fun to play rather than just a reverse slider. ok, changed, but mostly because I think the current movement doesn't fit
03:52:267 (1) - claps are out of place Removed

should look through the diff to make sure the 1/2 objects need to be slightly overlapped or nah (like 02:24:217 (4,1) - vs 02:24:967 (2,3) -)
went through and decided that should there be 1/2 objects not stacked, they'll be at 1.2x

[normal]
the decimal setting makes me tilt :( only the top diff also uses the decimal settings besides this diff but it doesn't really work for your mapping imo, as the submit date is when the decimal thing didn't exist. The rest of the decimal settings can be changed fine, but I'm very reluctant about the CS because using the larger CS3 makes things pretty crowded, which is why I changed the CS later on.
I'll revert it back to CS3 but we'll see whether something else can be done for that.

00:31:867 (1) - the whistle on the tail is on purpose? sounds off smh Yes.
00:33:967 (1) - remove this circle for consistency maybe, you didn't put it in the rest Nah, so I can transition it to the next group 00:34:267 -
to 00:43:267 - . Besides, this is a good moment to introduce that a circle can exist there so it's not surprising later on in the map

01:27:067 (1) - 01:29:467 (2) - any reason of this being 1/2 shorter than 01:24:667 (2) - 01:22:267 (1) - 01:19:867 (1) - 01:17:467 (2) - ? the transition of the rhythm feels too sudden that I don't really get what made it this. To return to the first patterns in 00:24:667 - to 00:43:267 - But I can agree that the transition is sudden so I'll just change that, though for 01:29:467 (2) - I didn't shorten it but instead moved 01:30:517 (3) - earlier and made it longer
01:38:767 (3,1) - swap nc for consistency I get that, but it looks bad to have a spiral 01:36:367 (1,2,3) - where only one of them is a different color.
01:48:367 (3) - as long as 01:02:767 (1) - got an nc this also deserves one since it's on the 3rd measure from the previous new combo. Makes sense. Added.
01:54:967 (1) - nc looks against 02:05:767 (4) - same goes to 03:54:967 (4) - and 03:44:167 (1) - removed NC: 01:54:967 (1) - 03:44:167 (1) - . Added NC: 01:55:567 (3) - 02:04:567 (3) - 03:44:767 (3) - 03:53:767 (3) -
02:09:067 (4,1) - and shouldn't this be swapped? nah, so I can group it visually together with 02:06:367 (1,2,3,4) - and NC on 02:09:967 (1) - seems fitting since it's the last note before the spinner (and it's downbeat)
03:00:967 (4) - this can be linear with 02:59:767 (2) - otherwise this is out of place since it looks so different from 02:59:467 (1,2,3) - It doesn't have to be linear with (2). The idea here is that since this 03:00:967 (4) - is the last few sounds before the rhythm changes (or in this diff, the break) it has to be different, so I end it with a horizontal slider in the middle.
03:26:467 (6,1) - swap nc 03:26:467 (6) - is part of the previous phrasing 03:24:967 (3,4,5) - rather than grouped together with 03:26:767 (1,2) - which forms a group of 5 sounds, which is why I start the NC on 03:26:767 -
03:29:167 - this part is quite harder than the one in advanced, this part should really be mapped only with sliders like you did in advanced diff, since this currently is even harder than the hard diff which can be extremely inappropriate here. I've changed 03:35:767 (1,2,3,4,5,6) - into a slider, and readjusted all the other notes so they're not stacked.

As for why there are multiple hitcircles, I have a long reason here if you wanna see.
I consider hitcircles (as long as it's not very dense, like just some 1/1s) easier than sliders, and I trace this idea back to the original games. The reasons are that sliders introduces the whole concept of actually having to move and follow the objects which you don't see in a lot of rhythm games, and rhythms are forcibly muffled up by the sliders, unlike for example, a note where I can trace the audible sound to an audible object, while sliders play with this in that you skip over multiple sounds across the track. In other words, sliders (in the original ds anyway) would only be used if 1. there was some sort of held note or an entire group of rhythm that could be represented by a stroke of movement (holding and dragging the slider), or 2. They don't have much of a choice and they need the diff to be easier so they have to put sliders (this occurring more often in earlier Easies in the original than later ones).
I use multiple sliders across sections like 00:24:667 - to 00:43:267 - largely for reason 2, and everything else is mostly reason 1.
And for me, 03:29:167 - I couldn't use sliders here (except now for 03:35:767 - ) since the music is too quiet and the vocals are the thing you hear the most. The drums felt out of the option since it's only a normal. I couldn't drown out the vocals with just sliders on a lower difficulty where listening to the music is part of what a player should learn in a lower difficulty, where as higher difficulties begin to shift to speed and movement.

copy pasting the kiai is really lame :( b-but really old style map copy pastes kiai :(

---
here's probably one of my longest mods (tried to make each points as short as possible though), I've put the points what you should go to recheck yourself such as combo colors, hitsounding etc. maybe we can continue stuff if you could fix the important points and actually the problem in easy diff... maybe it would be a tough way, but you would be able to solve all of them eventually I believe!
Regarding the Easy.
I've always wanted to keep this despite knowing that it isn't entirely on par with the rest of the set since it's by friend and it was part of his gathering experience in how to map standard, though he's already left control of the gd to me.
Since you point a lot on the easy i would need to overhaul most of the thing.
Net0 has already volunteered for doing it (so it might be closer to a remap) while the original gd'er has already given permission.
So the Easy will take a while.

Sorry took so long > ^<
Many thanks!!
DoAcre

Net0's Easy
  1. 03:37:567 (6,1) - creio que seja melhor você apagar essa nota 03:37:567 (6) - e colocar o spiner no lugar, além de ser 1/4 o que eu creio não ser aceitável em uma dificuldade Easy
  2. 04:11:167 (1,1,1) - como você colocou esta nota aqui 04:20:767 (1) - seria legal você colocar uma em nota em 04:15:367 - é apenas uma sugestão, você pode não aceitá-la
  3. 01:57:967 (1) - você poderia mudar o formato deste slider porque ele normalmente é usado em dificuldades Easy para dar ênfase em uma nota forte no meio do slider, e isto não está acontecendo aqui, você simplesmente colocou um formato aleatório nela e isso acabou machucando a harmonia das patterns que você fez no mapa, você usou elas em momentos passados como 00:53:467 (1) - e 00:58:267 (1) - mas você consegue ver que aqui teve um motivo para o uso deste formato de slider, e também a curva dele está em um tick branco grande, ou seja, é uma nota forte, o que também justificaria o uso deste slider. aqui o mesmo " erro " acontece 02:07:567 (1) -


  4. Uma sugestão, 02:09:967 (1,2,3) - 03:59:167 (1,2,3) - nessas partes você poderia criar algum sliderart com reverse, daria uma boa ênfase para o final do kiai.

    Ótima dif, parabéns Net0 e boa sorte
Net0

DoAcre wrote:

Net0's Easy
  1. 03:37:567 (6,1) - creio que seja melhor você apagar essa nota 03:37:567 (6) - e colocar o spiner no lugar, além de ser 1/4 o que eu creio não ser aceitável em uma dificuldade EasyFixed
  2. 04:11:167 (1,1,1) - como você colocou esta nota aqui 04:20:767 (1) - seria legal você colocar uma em nota em 04:15:367 - é apenas uma sugestão, você pode não aceitá-la Problem about adding a circle here 04:15:292 - is the gap from spinner to circle being too little for players to recover
  3. 01:57:967 (1) - você poderia mudar o formato deste slider porque ele normalmente é usado em dificuldades Easy para dar ênfase em uma nota forte no meio do slider, e isto não está acontecendo aqui, você simplesmente colocou um formato aleatório nela e isso acabou machucando a harmonia das patterns que você fez no mapa, você usou elas em momentos passados como 00:53:467 (1) - e 00:58:267 (1) - mas você consegue ver que aqui teve um motivo para o uso deste formato de slider, e também a curva dele está em um tick branco grande, ou seja, é uma nota forte, o que também justificaria o uso deste slider. aqui o mesmo " erro " acontece 02:07:567 (1) - Fixed

    Uma sugestão, 02:09:967 (1,2,3) - 03:59:167 (1,2,3) - nessas partes você poderia criar algum sliderart com reverse, daria uma boa ênfase para o final do kiai.I'm trying to avoid too many sliders in other sections other than the verses and there's a lot of previous sliders to put a big reverse slider there. I might consider tho

    Ótima dif, parabéns Net0 e boa sorte
Valeu :3

c
osu file format v14

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Topic Starter
Osu Tatakae Ouendan
Updated the Easy (OWO)
Thanks!
Uta
yes yes yes! rank this OTO OWO
DoAcre

Osu Tatakae Ouendan wrote:

Updated the Easy (OWO)
Thanks!
my kudosu? T.T
Topic Starter
Osu Tatakae Ouendan

DoAcre wrote:

Osu Tatakae Ouendan wrote:

Updated the Easy (OWO)
Thanks!
my kudosu? T.T
Sorry forgot QnQ
Thought I gave already
Had to leave quickly.
Gave now OWO
Marianna
Buyah!

Net0's Easy


  1. 00:25:867 (2,3) - O flow dentre esses dois sliders corre melhor se (3) fosse reto, dando uma mobilidade melhor para o mouse e quebrando um pouco dos muitos sliders curvos na sessão. Assim
    nota: O mesmo pode ser aplicado aqui: 00:35:467 (2,3) -


  2. 01:16:267 (4,1,2) - wow blankets, but 01:17:467 (1,2) - DS errado e 01:16:267 (4,2) - Stack


  3. 01:24:667 (3,4) - Pessoalmente eu não gosto nada de sliders que fazem o mesmo movimento duas vezes direcionados para o mesmo lado, na minha opinião deixa o gameplay e o visual horrível por ter que fazer o mesmo movimento com o mouse duas vezes para a mesma região.
    nota: same 02:21:967 (1,2,3,4,1,1,2,3,4,1) -

  4. 01:30:967 (5) -03:19:567 (4) - NC para destacar o fim da sessão.


short mod, byeç
Net0

Marianna wrote:

Buyah!

Net0's Easy


  1. 00:25:867 (2,3) - O flow dentre esses dois sliders corre melhor se (3) fosse reto, dando uma mobilidade melhor para o mouse e quebrando um pouco dos muitos sliders curvos na sessão. Assim
    nota: O mesmo pode ser aplicado aqui: 00:35:467 (2,3) - Eu não fiz totalmente reto por causa da estética dessa parte, mas eu deixei eles menos curvados pra dar a sensação de movimento reto


  2. 01:16:267 (4,1,2) - wow blankets, but 01:17:467 (1,2) - DS errado e 01:16:267 (4,2) - StackMelhorei um pouco mais o DS de 0,93 pra 0,96x acho que é o suficiente e dei fix no stack e blanket.


  3. 01:24:667 (3,4) - Pessoalmente eu não gosto nada de sliders que fazem o mesmo movimento duas vezes direcionados para o mesmo lado, na minha opinião deixa o gameplay e o visual horrível por ter que fazer o mesmo movimento com o mouse duas vezes para a mesma região.Modificado
    nota:
    same 02:21:967 (1,2,3,4,1,1,2,3,4,1) - Eu acho que esse movimento faz uma distinção interessante com todas as demais sections do mapa então vou manter esse

  4. 01:30:967 (5) -03:19:567 (4) - NC para destacar o fim da sessão.Aplicado também o NC para 03:00:967 (6) - para manter a consistência com 01:30:967 (5) -


short mod, byeç
thx -w-
click
osu file format v14

[General]
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AudioLeadIn: 1996
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Countdown: 0
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Title:Psychokinesis
TitleUnicode:Psychokinesis
Artist:Utsu-P
ArtistUnicode:鬱P
Creator:Osu Tatakae Ouendan
Version:Net0's Easy
Source:
Tags:Hagane Hatsune Miku Net0 Rice Vocaloid DIARRHEA utsuP heavy metal rock Imparfait
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292,353,163867,2,0,P|264:350|232:353,1,60,2|0,3:0|0:0,0:0:0:0:
172,353,164467,1,8,1:0:0:0:
114,249,165067,2,0,P|167:191|183:117,1,150,2|0,1:2|0:0,0:0:0:0:
102,88,166267,2,0,P|74:81|47:67,2,60,2|0|8,3:0|0:0|1:0,0:0:0:0:
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445,49,168667,2,0,P|436:82|434:110,1,60,2|0,3:0|0:0,0:0:0:0:
444,166,169267,1,8,1:0:0:0:
382,269,169867,2,0,P|307:292|256:348,1,150,2|0,1:2|0:0,0:0:0:0:
172,353,171067,2,0,P|142:354|113:362,2,60,2|0|8,3:0|0:0|1:0,0:0:0:0:
195,235,172267,6,0,P|172:160|116:109,1,150,2|0,1:2|0:0,0:0:0:0:
41,152,173467,2,0,P|50:185|52:213,1,60,2|0,3:0|0:0,0:0:0:0:
42,269,174067,1,8,1:0:0:0:
145,329,174667,2,0,P|224:326|288:285,1,150,2|0,1:2|0:0,0:0:0:0:
282,199,175867,2,0,P|277:169|277:137,2,60,2|0|8,3:0|0:0|1:0,0:0:0:0:
392,246,177067,6,0,P|428:176|425:100,1,150,2|0,1:2|0:0,0:0:0:0:
359,46,178267,2,0,P|329:51|297:51,1,60,2|0,3:0|0:0,0:0:0:0:
240,40,178867,1,8,1:0:0:0:
123,70,179467,2,0,P|124:144|162:208,1,150,2|0,1:2|0:0,0:0:0:0:
213,281,180667,1,2,3:0:0:0:
156,299,180967,6,0,L|36:345,1,120,8|4,3:0|2:0,0:0:0:0:
455,48,191167,6,0,B|448:106|448:106|448:170,1,120,4|0,2:0|0:0,0:0:0:0:
483,282,192367,2,0,L|363:314,1,120,2|0,1:2|0:0,0:0:0:0:
259,367,193567,2,0,L|143:335,1,120,4|0,2:0|0:0,0:0:0:0:
44,267,194767,2,0,B|103:245|103:245|141:193,1,120,2|0,1:2|0:0,0:0:0:0:
36,133,195967,6,0,P|59:83|123:50,1,120,2|0,3:0|0:0,0:0:0:0:
214,115,197167,2,0,B|275:104|275:104|328:73,1,120,4|0,2:0|0:0,0:0:0:0:
444,85,198367,6,0,L|444:205,1,120,4|0,1:2|0:0,0:0:0:0:
434,328,199567,2,2,B|378:365|322:328|322:328|267:290|211:328,1,240,2|6,1:0|2:0,1:0:0:0:
76,351,209767,6,0,L|81:290,1,60,2|0,0:0|0:0,0:0:0:0:
87,231,210367,1,4,2:0:0:0:
207,231,210967,2,0,L|201:170,1,60,8|4,0:0|0:0,0:0:0:0:
196,111,211567,1,4,2:0:0:0:
316,111,212167,6,0,L|310:171,1,60,8|4,0:0|0:0,0:0:0:0:
305,231,212767,1,4,2:0:0:0:
425,231,213367,2,0,L|430:291,1,60,8|4,0:0|0:0,0:0:0:0:
436,351,213967,1,4,2:0:0:0:
316,353,214567,6,0,L|256:348,1,60,8|4,0:0|0:0,0:0:0:0:
196,342,215167,1,4,2:0:0:0:
87,291,215767,2,0,L|87:230,1,60,8|4,0:0|0:0,0:0:0:0:
146,230,216367,2,0,L|161:171,1,60,4|2,2:0|0:0,0:0:0:0:
219,187,216967,2,0,L|249:134,1,60,8|4,0:0|0:0,0:0:0:0:
283,85,217567,2,0,L|368:168,2,120,12|4|0,2:0|0:0|0:0,0:0:0:0:
46,51,219967,6,0,L|66:193,1,120,6|0,0:0|0:0,0:0:0:0:
108,208,220867,1,8,0:0:0:0:
159,177,221167,2,0,L|179:35,1,120,2|0,0:0|0:0,0:0:0:0:
229,32,222067,1,8,0:0:0:0:
285,10,222367,2,0,P|274:115|288:209,1,180,2|0,0:0|0:0,0:0:0:0:
302,245,223567,1,8,0:0:0:0:
220,332,224167,6,0,L|160:341,1,60,2|8,0:0|0:0,0:0:0:0:
100,339,224767,2,0,P|109:249|97:160,1,180,2|0,0:0|0:0,0:0:0:0:
78,103,225967,1,8,3:0:0:0:
172,29,226567,1,4,3:0:0:0:
266,103,227167,6,0,B|243:189|243:189|233:283,1,180,2|0,0:0|0:0,0:0:0:0:
230,341,228367,2,0,L|301:331,1,60,2|8,0:0|0:0,0:0:0:0:
347,315,228967,2,2,L|418:325,1,60,2|10,0:0|0:0,0:0:0:0:
466,333,229567,6,0,L|446:191,1,120,2|0,0:0|0:0,0:0:0:0:
404,176,230467,1,8,0:0:0:0:
353,207,230767,2,0,L|333:349,1,120,2|0,0:0|0:0,0:0:0:0:
283,352,231667,1,8,0:0:0:0:
227,374,231967,2,0,P|238:269|224:175,1,180,2|0,0:0|0:0,0:0:0:0:
210,139,233167,1,8,0:0:0:0:
292,52,233767,6,0,L|351:42,1,60,2|8,0:0|0:0,0:0:0:0:
412,45,234367,2,0,P|402:134|414:223,1,180,2|0,0:0|0:0,0:0:0:0:
434,281,235567,1,8,3:0:0:0:
340,355,236167,1,4,3:0:0:0:
246,281,236767,6,0,B|269:195|269:195|279:101,1,180,2|0,0:0|0:0,0:0:0:0:
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165,69,238567,2,2,L|94:59,1,60,2|10,0:0|0:0,0:0:0:0:
47,47,239167,5,6,2:0:0:0:
247,178,240367,1,6,1:2:0:0:
447,309,241567,1,6,0:0:0:0:
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256,192,255967,12,4,259567,2:0:0:0:
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Topic Starter
Osu Tatakae Ouendan
Updated the Easy OWO
Thanks owo)!
lit120
i should help u out with this if u want me to
Nitrous
Happy 5 Years!

Seriously we should call osu!monthly if this gets ranked.
Ayesha Altugle
I want to see this ranked eventually. It's been 4 or so years since i've seen this map and back when the time that i don't know what i'm doing in the editor.
Net0
It's about time this get moving foward >.<
Topic Starter
Osu Tatakae Ouendan

Net0 wrote:

It's about time this get moving foward >.<
I think so too.
Work got me busy so I can't be online often.
Thing is, my work is seasonal, so I only really get work for December - April, so hopefully by May I'll be around more often.
Let's see if I can try anyways.
JinxedOut
If this ever gets ranked I will literally start screaming this map and song is just omg
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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