go for loved!
Yales wrote:
Don't give up !
Regarding the Easy.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:
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!
Valeu :3DoAcre wrote:
Net0's Easy
- 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
- 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
- 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 ♥
osu file format v14
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Version:Net0's Easy
Source:
Tags:Hagane Hatsune Miku Net0 Rice Vocaloid DIARRHEA utsuP heavy metal rock Imparfait
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my kudosu? T.TOsu Tatakae Ouendan wrote:
Updated the Easy (OWO)
Thanks!
Sorry forgot QnQDoAcre wrote:
my kudosu? T.TOsu Tatakae Ouendan wrote:
Updated the Easy (OWO)
Thanks!
thx -w-Marianna wrote:
Buyah! Net0's Easy
- 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- 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.
- 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- 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
osu file format v14
[General]
AudioFilename: 00 - Psychokinesis.mp3
AudioLeadIn: 1996
PreviewTime: 110167
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0
[Editor]
Bookmarks: 24667,91567,101167,132367,141967,146767,151567,161167,200767,210367
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.9
[Metadata]
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
BeatmapID:239667
BeatmapSetID:70988
[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.6
SliderTickRate:1
[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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I think so too.Net0 wrote:
It's about time this get moving foward >.<