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capsule - Hello

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ZekeyHache
ded?
Topic Starter
Kurai
Ovoui doesn't want to fix what you mentioned :'(
Ovoui
I think remapping would be more efficient than fixing every spacing in the diff, however i'm too lazy to remap.
Krfawy
Yo, I was browsing graveyarded beatmaps and I noticed one with "Ovoui" in the tags and I was interested as the song is quite appealing to me even though I can't understand it. What language is it? XD

Ovoui's Easy
  • The spacing is not a problem. It is really readable/legitimate, however you call it I am sure you know what I mean, for the newbies. People assume that this kind of straight-forward overlapping is going to be an issue because it is an overlapping pattern, however, you're forgetting it is not the problematic kind of overlapping. I am sure we can distinguish what is more or less problematic at this point.
  1. 01:03:489 (1) - Nonetheless, the spinner surely is going to be a problem for newer players, it is a pain in the back part of one's body if I can word myself like this because of the sudden difficulty spike from my point of view. This is more appropriate for the Normal difficulty and not for the easiest one if you ask me. :V

Normal
  1. 01:32:807 (1,2) - https://osu.ppy.sh/ss/9863816 I would recommend you use something like this instead of the last circle that right now is so distant from the very centre of the playfield. Right now the distance deteriorates the playability as it is very hardcore to go from this part of the map to the favourite cursor position of the players I guess, you know, they usually start spinning from the centre of the map and now they have to act incredibly quickly.
Hard
  1. I recommend you use CS5 for more otpimal CS spread across the difficulties, also, that would make your set look even more oldschool and more desirable. And still the spread should be fine! o3o
LOL2 I've just realized the set belongs to Kurai and that I could've written my mod in broken Russian. =3=

Yo, revive it please, I like it.
Topic Starter
Kurai

Krfawy wrote:

Yo, I was browsing graveyarded beatmaps and I noticed one with "Ovoui" in the tags and I was interested as the song is quite appealing to me even though I can't understand it. What language is it? XD

Normal
  1. 01:32:807 (1,2) - https://osu.ppy.sh/ss/9863816 I would recommend you use something like this instead of the last circle that right now is so distant from the very centre of the playfield. Right now the distance deteriorates the playability as it is very hardcore to go from this part of the map to the favourite cursor position of the players I guess, you know, they usually start spinning from the centre of the map and now they have to act incredibly quickly.
Well, I don't think it's really an issue, I mean, people have to learn to anticipate spinners. And here the player is not under pressure and can react quickly enough

Hard
  1. I recommend you use CS5 for more otpimal CS spread across the difficulties, also, that would make your set look even more oldschool and more desirable. And still the spread should be fine! o3o
ye

LOL2 I've just realized the set belongs to Kurai and that I could've written my mod in broken Russian. =3=

Yo, revive it please, I like it.
ty owo

Deleted Ovoui's diff as he doesn't want to fix it
Sotarks
Fixed the stuff we did on IRC.
Nothing else to point out, decent map.
Call me back.
Topic Starter
Kurai
fixed
Sotarks
Ceci est une bulle!
Aurele
alo l'espace v2

General
Inconsistance avec les timings de volumes vers la fin, donc au spinner final. Puisque c'est deux difficultés qui ont été mappé par toi, rip Ovoui, je te suggères d'utiliser les mêmes points de volumes sur les deux diffs. Par exemple, la normal et la hard, il y a un mini décalage avec les timings points. Tu as 01:34:170 - comme repère sur les deux photos.

Normal
  1. 00:05:534 (1) - La différence de spacing se voit quand même avec les deux derniers sliders et sa joue dans le contraste de l'intonation. Ajuste l'emplacement pour que le spacing soit la même. Fait la même pour 00:15:989 (4) - et 00:18:261 (1) -
  2. 00:43:034 (4) - Le deuxième reverse arrow est de trop, selon-moi. Puisque l'intonation est plus évident à cause des bruits de fond et que selon la mélodie,
    une note devrait être ajouter à 00:42:693 - (mais que tu l'ignores), il serait plus suggéré de remplacer ce reverse arrow par un cercle à 00:43:716 - . (Comme 00:57:807 (4) - dans le fond..)
  3. 01:34:170 - Le timing point n'est pas nécessaire, parce que le dernier timing point est le même, avec le même SV, le choix de l'hitsound de base et le volume.
    Voir le point dans le général.
Hard
  1. 00:59:625 (4) - et 01:01:443 (4) - Pourquoi c'est overlap avec les derniers sliders? C'est la première fois, qu'avec ce genre de pattern dans la map, que tu fais quelque chose du genre et ça me parait pas très bien.
gucci.
Topic Starter
Kurai

Gabe wrote:

alo l'espace v2

General
Inconsistance avec les timings de volumes vers la fin, donc au spinner final. Puisque c'est deux difficultés qui ont été mappé par toi, rip Ovoui, je te suggères d'utiliser les mêmes points de volumes sur les deux diffs. Par exemple, la normal et la hard, il y a un mini décalage avec les timings points. Tu as 01:34:170 - comme repère sur les deux photos. ui

Normal
  1. 00:05:534 (1) - La différence de spacing se voit quand même avec les deux derniers sliders et sa joue dans le contraste de l'intonation. Ajuste l'emplacement pour que le spacing soit la même. Fait la même pour 00:15:989 (4) - et 00:18:261 (1) - fix je pense même si c'est pas mal pinailler là xD
  2. 00:43:034 (4) - Le deuxième reverse arrow est de trop, selon-moi. Puisque l'intonation est plus évident à cause des bruits de fond et que selon la mélodie,
    une note devrait être ajouter à 00:42:693 - (mais que tu l'ignores), il serait plus suggéré de remplacer ce reverse arrow par un cercle à 00:43:716 - . (Comme 00:57:807 (4) - dans le fond..) J'aime pas trop cette idée car ici le double reverse est utilisé pour faire la transition entre les deux parties de la musique. Et j'ai pas franchement envie de complexifier le pattern non plus
  3. 01:34:170 - Le timing point n'est pas nécessaire, parce que le dernier timing point est le même, avec le même SV, le choix de l'hitsound de base et le volume.
    Voir le point dans le général.
Hard
  1. 00:59:625 (4) - et 01:01:443 (4) - Pourquoi c'est overlap avec les derniers sliders? C'est la première fois, qu'avec ce genre de pattern dans la map, que tu fais quelque chose du genre et ça me parait pas très bien. C'est la première fois mais ça apporte de la diversité à la map je pense. Et aussi je trouve que ça représente bien la continuité des beats dans la musique et ça illustre aussi le fait que certains instruments ne soient plus là, donnant une impression de ralenti sur le pattern, mettant en valeur les caisses
gucci.
ZekeyHache
y u didn't call me, well, gl xp
Sotarks
feur
Ovoui
sympa les pds.
Namki
Hitsounding requires polishment as for me.

First of all, I disagree with the current hitsounds you're using. For instance, 00:00:534 - drum whistle does not give enough feedback to the player because sound is too way prominent and whistle kind of blends and becomes inaudible unlike here 00:01:216 - , I'd recommend you to use something like this or the normal sampleset if you don't want to use customs. And that goes consistently throughout the map.

Second of all, 00:00:534 - and 00:01:216 - have both whistles but sounds are different, 00:02:352 (2,3,4) - here as well. Goes consistently, too.

Third of all, 00:00:080 - / 00:01:898 - etc. - don't have a hitsound on but mind explaining why? They're sort of audible for being hitsounded, too. And this is the main concern so far, you're using like two hitsounds for the entire diff but the music is pretty full of few more snares and kicks.

tl;dr: it seems for me that there are - a lack of hitsounds itself, unfitting hitsounds and kind of inapprehensible hs placement.

and to be clear, combo colours ain't been placed intentionally?
Topic Starter
Kurai
I increased the HS volume so that they don't blend too much anymore. Also added the snare you provided to replace the hitwhistle.
The reason I'm not using a complex hitsounding is because I do not want to pollute the song with too many different sounds and keep it clean, as it was intended to be.

Namki wrote:

Second of all, 00:00:534 - and 00:01:216 - have both whistles but sounds are different, 00:02:352 (2,3,4) - here as well. Goes consistently, too. Because it goes well like this?

Namki wrote:

Third of all, 00:00:080 - / 00:01:898 - etc. - don't have a hitsound on but mind explaining why? They're sort of audible for being hitsounded, too. And this is the main concern so far, you're using like two hitsounds for the entire diff but the music is pretty full of few more snares and kicks.
In order to contrast better with the notes you pointed out in your second point.
Also, I hanged the combo colours to fit the background.
Thanks for checking!
Namki
ребублед!
Topic Starter
Kurai

Namki wrote:

ребублед!
большое спасибо!!!
Sotarks
ta mère, c'est ton père.
Topic Starter
Kurai
Merci progéniture incestueuse
Shmiklak
grats
Aurele
vous êtes dégueulasse
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