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ALTIMA - Burst The Gravity (TV Size) [Osu|OsuMania|CatchTheB

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mathi747
Yay finally ranked, gratz zero!!
OnosakiHito
Okay, okay, okay. So let's get things straight:

I just came back from my 3 months osu break, because people from the Taiko community told me about some problems. And the first thing I need to see now here is that,

A. the Taiko difficulties received just 3 mods,
B. No one, not even a single BAT has modded the Taiko difficulties,
and C. p/2257026 mod hasn't been even considered serious enough,

but this set still got ranked. Can someone explain the system of osu to me? I think I misunderstood here something?
peppy and other higher BATs disagree with a Taiko Team or some guys who are experienced in it to join the BAT team, because they think the current team can handle it already pretty well. But all I can see here is a skim or ignore of the Taiko difficulties which has the consequence that the Taiko difficultie has been checked too insufficiently.

The problem here is, that this isn't the first time something like that happened, but still, the same mistake has been done. How is that even possible?
4 BATs out of 4 didn't notice the massive issues of the map. This is truly a masterful performance.
So far it goes well with the ranking system when an experienced Taiko Mapper is doing a guest diff.. But if it happens once, that a new mapper is coming and doing a difficultie, this confident to a mapper of the BAT Team can't help anymore. New mappers need proper mods to be able to learn of it and be able to get a decent taiko map ranked so next time they might be able to improve their mapping skill. Unfortunaley this isn't the case here. Unfortunaley.


It is not the current BATs fault, they are just not experienced enough to do the work. It is rather a problem of the current system which is Taiko unfriendly.
Neither it's the fault of the mapper who made the Taiko difficultie. I assume this mapper is a fresh one, so he/she isn't able to considere the usage of patterns well enough right now, which is actually the reason to have some mods for this mapper.

To show you what I mean, I will give here an after-mod for this map, with some examples:

[wtb's Taiko Oni]

General:
As Lukareia mentioned before, the difficultie of this Oni is really hard. It has by far an overusage of hitcircles which make the map inkonsistent and look messy. Actually there are some parts which are good, but they go under the wave of too many streams which don't belong to certain sections; overusage of big dons and missplacement of notes, lost.
Also there is no clear containment of the mappers mapping way seeable, like, if he is mapping to the beat or the vocal. That's a problem. Styles can be mixed sometimes together, but on this map it didn't went well due to unexperience of the mapper. Even experienced mappers have problems with this kind of mapping, so I can't blame you for this wtb, don't worry.

Hitcircles:
00:07:930 (31) - vocal based, this would need to be a kat
00:08:335 (32,33) - And this rather don kat
00:13:200 (52) - unreasonable and unfitting finisher
00:13:605 (54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70) - This is one of the better streams, but can be by far mapped better and more simple which is also fair to the song.
00:18:065 (88,89,90) - The finishers are not consistent with the previous part at 00:15:227 (70,71,72) -
00:19:281 (94,95,96,97,98,99,100) - The pattern sounds strange here and should be changed to a more easier one which is clearly determinated as vocal- or beat-based pattern.
00:21:714~00:28:200 - Inconsistent usage of the main beat. The kats feel like random placed.
00:29:416 (163,164,165,166,167,168,169) - Out of a sudden there are comming too many finisher, the up coming part is totally overwaved by the finishers and has no real effect on the player anymore.
00:56:578 (336,337,338,339,340) - A pattern which hasn't been used before in the whole map.

[...]


The whole project should be unranked for now, since the Taiko isn't ready yet and should be remapped. There are way too many things which must be fixed, so it saves the time of modder and mapper by just having a new and fresh Taiko guest diff..People in #taiko are just wondering about, how something like that could happen again.
I'm gladly giving my support for this and will wait for a message from the mapper him-self or some BATs.
Topic Starter
Mythiax
Thanks everyone <3

OnosakiHito wrote:

Okay, okay, okay. So let's get things straight:

I just came back from my 3 months osu break, because people from the Taiko community told me about some problems. And the first thing I need to see now here is that,

A. the Taiko difficulties received just 3 mods,
B. No one, not even a single BAT has modded the Taiko difficulties,
and C. p/2257026 mod hasn't been even considered serious enough,

but this set still got ranked. Can someone explain the system of osu to me? I think I misunderstood here something?
peppy and other higher BATs disagree with a Taiko Team or some guys who are experienced in it to join the BAT team, because they think the current team can handle it already pretty well. But all I can see here is a skim or ignore of the Taiko difficulties which has the consequence that the Taiko difficultie has been checked too insufficiently.

The problem here is, that this isn't the first time something like that happened, but still, the same mistake has been done. How is that even possible?
4 BATs out of 4 didn't notice the massive issues of the map. This is truly a masterful performance.
So far it goes well with the ranking system when an experienced Taiko Mapper is doing a guest diff.. But if it happens once, that a new mapper is coming and doing a difficultie, this confident to a mapper of the BAT Team can't help anymore. New mappers need proper mods to be able to learn of it and be able to get a decent taiko map ranked so next time they might be able to improve their mapping skill. Unfortunaley this isn't the case here. Unfortunaley.


It is not the current BATs fault, they are just not experienced enough to do the work. It is rather a problem of the current system which is Taiko unfriendly.
Neither it's the fault of the mapper who made the Taiko difficultie. I assume this mapper is a fresh one, so he/she isn't able to considere the usage of patterns well enough right now, which is actually the reason to have some mods for this mapper.

To show you what I mean, I will give here an after-mod for this map, with some examples:

[wtb's Taiko Oni]

General:
As Lukareia mentioned before, the difficultie of this Oni is really hard. It has by far an overusage of hitcircles which make the map inkonsistent and look messy. Actually there are some parts which are good, but they go under the wave of too many streams which don't belong to certain sections; overusage of big dons and missplacement of notes, lost.
Also there is no clear containment of the mappers mapping way seeable, like, if he is mapping to the beat or the vocal. That's a problem. Styles can be mixed sometimes together, but on this map it didn't went well due to unexperience of the mapper. Even experienced mappers have problems with this kind of mapping, so I can't blame you for this wtb, don't worry.

Hitcircles:
00:07:930 (31) - vocal based, this would need to be a kat
00:08:335 (32,33) - And this rather don kat
00:13:200 (52) - unreasonable and unfitting finisher
00:13:605 (54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70) - This is one of the better streams, but can be by far mapped better and more simple which is also fair to the song.
00:18:065 (88,89,90) - The finishers are not consistent with the previous part at 00:15:227 (70,71,72) -
00:19:281 (94,95,96,97,98,99,100) - The pattern sounds strange here and should be changed to a more easier one which is clearly determinated as vocal- or beat-based pattern.
00:21:714~00:28:200 - Inconsistent usage of the main beat. The kats feel like random placed.
00:29:416 (163,164,165,166,167,168,169) - Out of a sudden there are comming too many finisher, the up coming part is totally overwaved by the finishers and has no real effect on the player anymore.
00:56:578 (336,337,338,339,340) - A pattern which hasn't been used before in the whole map.

[...]


The whole project should be unranked for now, since the Taiko isn't ready yet and should be remapped. There are way too many things which must be fixed, so it saves the time of modder and mapper by just having a new and fresh Taiko guest diff..People in #taiko are just wondering about, how something like that could happen again.
I'm gladly giving my support for this and will wait for a message from the mapper him-self or some BATs.
Yeah, all those taikos are his first maps aiming to rank.

I read all mods as map were modded and taiko diffs seems pretty bad, but, since (as far as I know) whosthebox applied all mods, I thought they were decent enough to be ranked. And since Kurai modded it and he has knowledge of all osu modes, i thought they were ok.

I'll be honest. I dunno anything about Taiko, so i don't know if that is enough to be unranked or not.
Natsu
omg omg finally baka gratz awesome set o3o
Makar
I am poking in to completely agree with Ono here. This map was checked by 4 inexperienced-in-taiko BATs, and the result is letting a very poor quality taiko map get ranked. I can understand if this is your first map, but that means you have to get more mods for it to be ranked. We will discuss if this should be unranked.
Kuro

Zeroarg wrote:

Thanks everyone <3

Yeah, all those taikos are his first maps aiming to rank.

I read all mods as map were modded and taiko diffs seems pretty bad, but, since (as far as I know) whosthebox applied all mods, I thought they were decent enough to be ranked. And since Kurai modded it and he has knowledge of all osu modes, i thought they were ok.

I'll be honest. I dunno anything about Taiko, so i don't know if that is enough to be unranked or not.
As the person who originally brought this up in #taiko, I can confidently say this needs to be unranked. The finish spam and random streams and lack of rhythm sense make this map very distasteful. Ono has basically made it very clear why this needs to be unranked as well.
From my viewpoint it doesn't look like he applied any of the mods either and yes, I've looked at them.
Also, just because Kurai modded it doesn't mean they're good either.
[Yue]
Gratz owo
Creo que este mapa sera el map del mes o:
Stefan
Oh well didn't noticed that Taiko Mods lacked really hard. However, as (still) Taiko Noob Mapper I can say that a safe number of (qualified) Mods are really necessary to reach the maximum of potential what you can bring on for your Diff. It's really bad that the Mapper didn't took enough care for these Diffs but now.. let's try to fix this Failure and then it shouldn't be a Problem. And yes, I'd say to unrank it because for that.
Topic Starter
Mythiax

[Yue] wrote:

Gratz owo
Creo que este mapa sera el map del mes o:
ty, y ojalá lo sea si es que queda re-ranked antes de fin de mes orz

Well sure, if you guys says that it has enough problems. If gets unranked, I guess we have no choice but to fix all issues and wait for re-rank. After all, Taiko diff are the only ones with trouble here.
Makar
Okay, after discussion with a few BATs, it was agree'd that we should unrank this map due to quality issues in the Taiko difficulties.

Please take a look at onosakihito's mod. lolcubes is in the process of modding this now, and Loctav, mancusojuanmattos and I will be able to throw our mods in the next 24 hours. We ask that you please work with us so we can get this re-ranked in a timely manner with no problems.

To any Taiko Modders: your help is also appreciated, if you have anything to suggest.
Topic Starter
Mythiax
Sure, already talked with wtb and will try to fix what he can based in onosakihito's mod and also try to make the best map quality possible for subsequent mods.
Flaus
wtb's Taiko Oni

00:02:457 (9,10) - 9 = kat, 10 = don
00:05:903 (23,24,25) - These notes seem unnecessary since they do not follow the vocals of the song. I suggest adding a don 1 tick right of note 24 and changing note 25 into a don, otherwise just remove these notes.
00:08:335 (32) - unnecessary note
00:10:768 (42,43,44,45,46,47) - These notes are timed in a way which does not follow the vocals. I suggest shifting notes 42 and 45 1 tick left.

As for the rest of the map I believe that it should be completely redone, there are just too many random note placements that can be pointed out.
Deif
I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
eldnl

Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
Already talked about this and yes, fits better with Cup and Rain.
DakeDekaane
Holi <:

General mod.

[Normal]
Your hitsounding pattern for finishes is a bit inconsistent, you use them too often in some parts and suddenly there's no finish, it sounds and feels a bit weird. Basically hitsounds here.
00:11:173 (3) - Whistle in the beginning.
00:39:551 (3) - Remove finish.
00:44:011 (5) - Put finish in the end, for consistency.
And for the kiai you could use finishes every downbeat (big white tick), you have empty parts and somehow spammy parts like 01:15:227 (1,2,3,4,1,2,3).

[Hard]
Same as Normal, your hitsounding for finishes looks a bit sloppy. The same suggestion in kiai for finishes
00:51:511 (2) - Finish in the end.
00:52:524 (5,6,1,2,3) - Finishes in white ticks, sounds pretty good imo.

Try to keep your hitsounding consistent in your diffs if possible.

[Saten's Insane]
There are some objects touching the HP bar in 4:3 resolutions, not a big issue, but looks quite bad imo. like 00:26:376 (4) -

Other standard diffs looked fine.

[newtoniorock8's Salad]
Turn up the volume here, it's really low, use values around 80%

[wtb's Taiko Muzukashii]
The beginning is the somehow the same as in Oni, it's a bit inconsistent as you use 1/2 patterns and 1/1 patterns for the vocals, you have high density parts (00:00:633 (1,2,3,4,5,6,7,8,9,10)) and low density parts (00:05:903 (22,23,24,25,26,27)), for the same intensity in the song, I'd use a mix of both, like, beginning from 00:00:633, d kdk k dkd ddk k or similar.
I'd use ddd instead all those kkk 1/4 triples, maybe it's just me.
00:10:362 - I'd use this pattern, fits very nice with vocals

00:16:038 (13) - You could delete this.
00:20:092 - Maybe use this pattern, you're following vocals and it could sound better, if you do, add a don in 00:20:903.

00:22:119 (40,41,42,43,44,45,46,47,48) - This is quite dull and boring imo, remove 00:23:335 (46) - use ddkkdkddk, fits better with the song.
00:25:160 (54) - Remove this.
00:24:146 (49,50,51,52,53,55) - Inverse the colors here.
00:32:051 (81) - Remove this.
00:32:862 (84) - ^
00:38:132 (108) - ^
00:39:551 (114,115) - Remove any of these.
00:42:997 (130,135) - Delete both, in my opinion the finish would play better if you do.
00:47:457 (148) - Remove, same reason as above.
00:51:105 (160,161,162) - make it ddd or kkk, kdk may be a bit hard to handle in a Muzu imo.
00:52:524 - If you're going to keep the triples here, make it like this, your actual triples are delayed by 1/2, and with this, they really play bad

01:00:430 - Add a note here, it feels a bit ankward after that stream.
01:02:254 (213,214,215,216,217) - Use ddkdk, it fits better imo.
01:05:700 (228) - Remove, long 1/2 patterns may be a bit tiring in Muzu.
01:12:389 (253,256) - Move these two 1/4 beat earlier, they'll fit very nice with vocals.
01:14:416 - Put a drumroll (slider) of 2 beats long here? It could fit very nice.
01:18:673 (280) - Remove.

[Oni]
In the beginning you could use some 1/4 triples that fits with the piano. I'll just suggest to remove some of your finishes, they play very bad imo and looks/sounds pretty spammy,
00:04:281 (16,17,18,19,20,21,22) - ddkkddk
00:07:930 (31) - k
00:10:362 - The same I suggested for Muzu
00:12:389 (48,49,50,51,52,53) - ddkdkd
00:18:065 (88,89) - Remove finish
00:19:788 (99) - Remove this note
00:21:612 (113) - ^
00:29:416 (163,164,165,166,167,168,169) - Remove all finishes here.
00:33:268 (187,188,189) - ^
00:41:984 (246,247,248,249,250,251,252,253,254,255) -
00:46:646 (277,278,279) - ^
00:48:065 (284) - ^
00:51:511 (304) - ^
00:52:423 (310) - Remove this.
01:02:254 (376) - Put finish here.
Sadly I can't play Oni properly, so I can't help further than this, but I noticed many overmapped streams, maybe it's just me though.

That's all from my part, I hope it helps, good luck re-ranking this o/

Is there still room for 13th di-*shot*
Sey

eldnl wrote:

Already talked about this and yes, fits better with Cup and Rain.
That's right, also a bit sad that there is no platter here. Makes much more sense with that. However, in my opinion this map definitely cannot be ranked yet (Though I am not the one who is having the final word in this anyway). There are some really weird pattern in both CtB difficulties and they definitely need more mods!


Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
And here I come /o/

[General]
  1. The hitsounds are not really good, you must fix it. You are totally abusing of claps in sections where they just make no sense or sound very weird...That counts for both CtB difficulties.
  2. The overdose is a Rain, the salad is a Cup. Change difficulty names please in both difficulties!
[Overdose]
  1. Hitsounds need to be improved, as I already described in General.
  2. That diff could have some more New Combos due that it's recommendable concerning CtB Ranking Criterias to put a max. Combo of 10 in CtB Mapsets.
  3. OD must be 9, should be the same as AR.
  4. 00:05:497 (1) - I find this boring, make it more interesting for the player.
  5. 00:11:984 (1) - Here could also be a spinner instead of that pattern.
  6. 00:13:605 (1,2,3,4,5,6,7,8,9,10,11,12) - That stream could be more interesting and much more challenging. Especially because it directly leads into a new rhythm.
  7. 00:16:646 (1,2,3) - , 00:17:051 (4,5,6) - , 00:17:457 (7,8,9,10,11) - Those streams are just boring, why are they all vertical?
  8. 00:20:295 (1) - That slider is boring. I would use the notes here.
  9. 00:33:876 (4,5,6,7,8,9,10) - Meh. Don't know what to say about that stream... I didn't really have to move my Ryuuta a lot here.
  10. 00:38:335 (1,2,3,1,2,3) - Would you mind doing that part a bit more difficult?
  11. 00:46:646 (1,2,3,4,5,6,7,8,9,10) - Quite boring, I suggest you to change it.
  12. 01:08:741 (1,2,3) - Same. This is definitely too easy, you could make that part a bit jumpy imo. As long as you do not destroy the rhythm with it completely.
  13. 01:15:227 (1,2,3,4) - Couldn't that be mapped much more interesting? I find it too easy
  14. 01:19:687 (9) - What is that doing there? It's just... very, very weird.
  15. 01:27:389 (1,2,3,4,5,6,7,8,9) - I find this almost a bit too easy for such an epic ending of the song.
[Salad]
  1. Hitsounds need to be improved, as I already described in General.
  2. 00:03:065 (1) - Could be more symmetrical to 00:00:633 (1) -
  3. 00:03:065 (1,2) - Why this slider so often in a row with reverse arrow? I do not like to play this section, it's too repeating.
  4. 00:17:660 (4) - Why is it having the same direction as 00:15:227 (1) - ? Could be the opposite direction here.
  5. 00:20:092 (4,5,6,7,8) - The whole section is weird. I would change it completely.
  6. 00:45:430 (4,5,6,7,8,9) - That section could look much cleaner in my opinion
  7. 01:00:430 (7) - That doesn't fit to the slider before.
  8. 01:02:254 (1,2,3) - You use the same pattern 3 consecutive times, that is really boring to play.
  9. 01:08:741 (1) - Why is it not the same direction as 01:07:119 (4) - (just symmetrical for example)?
  10. 01:12:795 (2) - Reverse selection, maybe?
  11. 01:15:227 (1) - Could be more interesting, I don't even need to move my Ryuuta from the slider before here.
Well, I really want to see this ranked someday but please work a bit more on the patterns in the CtB difficulties. Many parts in this song can be mapped much more interesting. Still good luck in it. :oops:
Topic Starter
Mythiax
Dakedekaane

DakeDekaane wrote:

Holi <:

General mod.

[Normal]
Your hitsounding pattern for finishes is a bit inconsistent, you use them too often in some parts and suddenly there's no finish, it sounds and feels a bit weird. Basically hitsounds here.
00:11:173 (3) - Whistle in the beginning. fixed.
00:39:551 (3) - Remove finish. It fits imo, i'll keep it.
00:44:011 (5) - Put finish in the end, for consistency. Fixed.
And for the kiai you could use finishes every downbeat (big white tick), you have empty parts and somehow spammy parts like 01:15:227 (1,2,3,4,1,2,3).
I've checked somehow the finishes in the kiai and tried to use them on downbeats.

[Hard]
Same as Normal, your hitsounding for finishes looks a bit sloppy. The same suggestion in kiai for finishes
00:51:511 (2) - Finish in the end.
00:52:524 (5,6,1,2,3) - Finishes in white ticks, sounds pretty good imo.

Try to keep your hitsounding consistent in your diffs if possible. All fixed in hard

Is there still room for 13th di-*shot* I'll make room for you in my next mapset :D
Thanks for mod Dekaranger :3

Sey

Sey wrote:

eldnl wrote:

Already talked about this and yes, fits better with Cup and Rain.
That's right, also a bit sad that there is no platter here. Makes much more sense with that. However, in my opinion this map definitely cannot be ranked yet (Though I am not the one who is having the final word in this anyway). There are some really weird pattern in both CtB difficulties and they definitely need more mods!


Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
And here I come /o/

[General]
  1. The hitsounds are not really good, you must fix it. You are totally abusing of claps in sections where they just make no sense or sound very weird...That counts for both CtB difficulties.
  2. The overdose is a Rain, the salad is a Cup. Change difficulty names please in both difficulties!
Fixed both.

[Overdose]
  1. Hitsounds need to be improved, as I already described in General.
  2. That diff could have some more New Combos due that it's recommendable concerning CtB Ranking Criterias to put a max. Combo of 10 in CtB Mapsets.
  3. OD must be 9, should be the same as AR.
  4. 00:05:497 (1) - I find this boring, make it more interesting for the player.
  5. 00:11:984 (1) - Here could also be a spinner instead of that pattern.
  6. 00:13:605 (1,2,3,4,5,6,7,8,9,10,11,12) - That stream could be more interesting and much more challenging. Especially because it directly leads into a new rhythm.
  7. 00:16:646 (1,2,3) - , 00:17:051 (4,5,6) - , 00:17:457 (7,8,9,10,11) - Those streams are just boring, why are they all vertical?
  8. 00:20:295 (1) - That slider is boring. I would use the notes here.
  9. 00:33:876 (4,5,6,7,8,9,10) - Meh. Don't know what to say about that stream... I didn't really have to move my Ryuuta a lot here.
  10. 00:38:335 (1,2,3,1,2,3) - Would you mind doing that part a bit more difficult?
  11. 00:46:646 (1,2,3,4,5,6,7,8,9,10) - Quite boring, I suggest you to change it.
  12. 01:08:741 (1,2,3) - Same. This is definitely too easy, you could make that part a bit jumpy imo. As long as you do not destroy the rhythm with it completely.
  13. 01:15:227 (1,2,3,4) - Couldn't that be mapped much more interesting? I find it too easy
  14. 01:19:687 (9) - What is that doing there? It's just... very, very weird.
  15. 01:27:389 (1,2,3,4,5,6,7,8,9) - I find this almost a bit too easy for such an epic ending of the song.
Well, I really want to see this ranked someday but please work a bit more on the patterns in the CtB difficulties. Many parts in this song can be mapped much more interesting. Still good luck in it. :oops:
I fixed everything and tried to imrpove it the best i could.


Also want to thanks all modders who mod it for their own will and to the BAT in general. I guess i had a wrong thought about them after all.
Xinely
not fix from mod but i fix missing hitsound in my diff

fix ~
osu file format v12

[General]
AudioFilename: ALTIMA - Burst The Gravity.mp3
AudioLeadIn: 1500
PreviewTime: 62246
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 4

[Metadata]
Title:Burst The Gravity (TV Size)
TitleUnicode:Burst The Gravity (TV Size)
Artist:ALTIMA
ArtistUnicode:ALTIMA
Creator:Zeroarg
Version:Xinely's Easy
Source:Accel World
Tags:opening Xinely Entozer whosthebox newtoniorock8 Natsu Saten Saten-san Darksonic
BeatmapID:232877
BeatmapSetID:79038

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
Video,0,"Altima Burst The Gravity.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
633,405.405405405405,4,2,1,40,1,0
15227,-100,4,2,2,50,0,0
21714,-100,4,2,1,40,0,0
34687,-100,4,2,2,50,0,0
47660,-100,4,2,1,40,0,0
62254,-100,4,2,2,60,0,1
73605,-100,4,2,2,50,0,1
88200,-100,4,2,1,30,0,0
89822,-100,4,2,1,5,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 192,192,192
Combo3 : 255,128,255
SliderBorder : 255,255,255

[HitObjects]
88,128,633,2,0,P|152:84|252:112,1,160,2|2,0:0|0:0,0:0:0:0:
256,172,1849,1,0,0:0:0:0:
244,252,2254,2,0,P|180:296|80:268,1,160,2|2,0:0|0:0,0:0:0:0:
44,228,3470,1,0,0:0:0:0:
80,156,3876,6,0,P|127:92|203:78,2,160,2|2|2,0:0|0:0|0:0,0:0:0:0:
144,304,6308,2,0,P|188:308|232:280,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
88,244,7524,5,0,0:0:0:0:
116,168,7930,1,2,0:0:0:0:
248,76,8741,2,0,P|288:68|328:76,1,80,2|2,0:0|0:0,0:0:0:0:
404,100,9551,1,2,0:0:0:0:
436,252,10362,6,0,P|424:296|380:328,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
356,252,11578,1,0,0:0:0:0:
256,192,11984,12,4,13605,0:0:0:0:
68,84,15227,6,0,P|112:76|176:84,1,80,4|8,0:0|0:0,0:0:0:0:
228,76,16038,1,2,0:0:0:0:
292,124,16443,1,8,0:0:0:0:
364,160,16849,2,0,P|396:136|436:76,2,80,2|8|2,0:0|0:0|0:0,0:0:0:0:
272,292,18470,6,0,B|200:316|200:316|108:288,1,160,4|2,0:0|0:0,0:0:0:0:
136,212,19687,1,8,0:0:0:0:
164,136,20092,2,0,P|244:108|328:156,1,160,4|2,0:0|0:0,0:0:0:0:
336,212,21308,1,8,0:0:0:0:
312,288,21714,6,0,P|232:316|165:288,1,160,4|2,0:0|0:0,0:0:0:0:
92,256,22930,1,8,0:0:0:0:
116,180,23335,2,0,P|152:103|246:78,1,160,2|2,0:0|0:0,0:0:0:0:
288,116,24551,1,8,0:0:0:0:
356,156,24957,6,0,B|328:208|360:252|360:252|340:316,1,160,2|2,0:0|0:0,0:0:0:0:
264,308,26173,1,8,0:0:0:0:
184,307,26578,2,0,B|166:252|166:252|198:208|170:156,1,160,2|2,0:0|0:0,0:0:0:0:
144,80,27795,1,8,0:0:0:0:
224,84,28200,6,0,B|264:64|304:88|304:88|344:64|388:84,1,160,4|2,0:0|0:0,0:0:0:0:
404,156,29416,1,8,0:0:0:0:
376,232,29822,2,0,B|336:252|296:228|296:228|256:252|212:232,1,160,2|2,0:0|0:0,0:0:0:0:
148,212,31038,1,8,0:0:0:0:
84,164,31443,6,0,P|116:104|208:52,2,160,2|2|2,0:0|0:0|0:0,0:0:0:0:
84,244,33470,1,8,0:0:0:0:
156,284,33876,1,2,0:0:0:0:
260,164,34687,6,0,B|288:124|328:144|328:144|348:96|416:120,1,160,4|2,0:0|0:0,0:0:0:0:
456,168,35903,1,8,0:0:0:0:
432,244,36308,2,0,B|404:284|360:264|360:264|344:312|276:288,1,160,2|2,0:0|0:0,0:0:0:0:
220,276,37524,1,8,0:0:0:0:
144,256,37930,6,0,P|68:260|28:188,1,160,4|2,0:0|0:0,0:0:0:0:
40,116,39146,1,8,0:0:0:0:
104,68,39551,2,0,P|180:64|220:136,1,160,2|2,0:0|0:0,0:0:0:0:
364,200,41173,6,0,B|312:268|312:268|240:304,1,160,4|2,0:0|0:0,0:0:0:0:
176,264,42389,1,8,0:0:0:0:
168,184,42795,2,0,B|220:116|220:116|292:80,2,160,6|2|6,0:0|0:0|0:0,0:0:0:0:
84,320,45227,5,2,0:0:0:0:
244,332,46038,1,6,0:0:0:0:
404,340,46849,2,0,P|452:316|468:272,1,80,2|8,0:0|0:0,0:0:0:0:
400,244,47660,6,0,P|332:200|288:116,1,160,4|2,0:0|0:0,0:0:0:0:
232,80,48876,1,8,0:0:0:0:
176,138,49281,2,0,P|136:205|68:249,1,160,2|2,0:0|0:0,0:0:0:0:
204,332,50903,6,0,P|276:308|360:340,2,160,6|2|2,0:0|0:0|0:0,0:0:0:0:
136,292,52930,1,8,0:0:0:0:
196,240,53335,1,2,0:0:0:0:
256,188,53741,1,8,0:0:0:0:
308,128,54146,6,0,P|256:48|188:40,1,160,6|2,0:0|0:0,0:0:0:0:
128,80,55362,1,8,0:0:0:0:
104,156,55768,2,0,P|156:236|224:244,1,160,6|2,0:0|0:0,0:0:0:0:
292,236,56984,1,8,0:0:0:0:
344,176,57389,6,0,P|348:120|300:28,2,160,6|2|6,0:0|0:0|0:0,0:0:0:0:
388,244,59416,1,8,0:0:0:0:
356,316,59822,2,0,P|296:312|228:236,1,160,2|2,0:0|0:0,0:0:0:0:
156,212,61038,1,8,0:0:0:0:
160,132,61443,2,0,P|184:108|240:100,1,80,2|8,0:0|0:0,0:0:0:0:
300,60,62254,5,4,0:0:0:0:
356,116,62660,1,8,0:0:0:0:
328,192,63065,1,4,0:0:0:0:
248,180,63470,1,8,0:0:0:0:
168,180,63876,2,0,P|132:212|96:224,1,80,4|8,0:0|0:0,0:0:0:0:
60,292,64687,2,0,P|24:236|64:148,1,160,2|6,0:0|0:0,0:0:0:0:
104,92,65903,6,0,L|188:80,1,80,8|2,0:0|0:0,0:0:0:0:
260,64,66714,1,8,0:0:0:0:
340,52,67119,2,0,P|368:128|332:200,1,160,2|2,0:0|0:0,0:0:0:0:
292,264,68335,1,8,0:0:0:0:
224,308,68741,6,0,P|147:335|75:299,1,160,4|4,0:0|0:0,0:0:0:0:
76,144,70362,1,4,0:0:0:0:
148,108,70768,2,0,P|184:100|240:108,1,80,10|4,0:0|0:0,0:0:0:0:
304,116,71578,1,8,0:0:0:0:
372,160,71984,6,0,P|400:192|364:308,2,160,4|2|2,0:0|0:0|0:0,0:0:0:0:
372,80,74011,2,0,P|296:56|208:84,1,160,8|8,0:0|0:0,0:0:0:0:
144,48,75227,5,4,0:0:0:0:
84,100,75632,1,8,0:0:0:0:
108,176,76038,1,4,0:0:0:0:
188,176,76443,2,0,P|228:184|296:164,1,80,8|4,0:0|0:0,0:0:0:0:
332,224,77254,1,8,0:0:0:0:
268,272,77660,6,0,P|188:292|96:264,2,160,2|6|2,0:0|0:0|0:0,0:0:0:0:
340,308,79687,2,0,L|396:240,1,80,8|6,0:0|0:0,0:0:0:0:
456,292,80497,2,8,L|512:224,1,80,8|2,0:0|0:0,0:0:0:0:
464,164,81308,1,8,0:0:0:0:
384,148,81714,6,0,P|328:92|232:84,1,160,6|2,0:0|0:0,0:0:0:0:
104,140,83335,2,0,P|60:128|26:131,2,80,6|10|6,0:0|0:0|0:0,0:0:0:0:
104,220,84551,2,0,P|100:268|128:312,1,80,8|4,0:0|0:0,0:0:0:0:
192,280,85362,6,0,P|223:316|274:328,1,80,8|4,0:0|0:0,0:0:0:0:
328,296,86173,1,8,0:0:0:0:
284,228,86578,1,6,0:0:0:0:
256,192,86781,12,0,89822,0:0:0:0:

go Zero ~ w ~
it's unlimited *runs
Seph
[Rain]
  1. 00:05:497 (1) - remove NC, start new combo at 00:06:511 (1) - and remove NC at 00:07:119 (1) -
  2. 00:08:335 (4) - move it to where 00:09:349 (5) - will be at?
  3. 00:18:673 (2,3,4) - have you considered copy pasting this to 00:19:484 ? looks good imo lol
  4. 00:24:754 (6) - ctrl+h this?
  5. 01:02:254 (1,2,3,4) - maybe put consistent increasing spacing on these sliders? landing on the same spot seems boring imo, and its on kiai time so making it a bit hard wouldnt hurt, its the highlight of the song anyway
  6. 01:15:227 (1,2,3,4) - ^

Deif wrote:

In fact, somebody FC'd it with HD/HR
what do you expect with kenji..
qoot8123
Taiko mod~

[General]
  1. shift the BG to
    0,0,"BG.jpg",0,50
[Muzu]
  1. OD and HP-1 because this is muzu
  2. 00:00:835 - and 00:02:051 and 00:03:268 - - have vocal sound, but here is not as powerful as others so i suggest remove these.
  3. 00:05:497 - remove finish there is no accent
  4. 00:06:308 - change k and 00:06:916 - add k because you follow the vocal in the forward part
  5. 00:08:943 - remove this vocal is also not as powerful as others
  6. 00:11:376 (37,38) - remove and 00:11:477 - add d to follow the vocal
  7. 00:13:808 (2,3,4) - remove and 00:13:910 - and 00:14:214 - add k
  8. 00:14:619 (5,6,7) - change ddd,because it can emphasize 00:15:024 -
  9. 00:16:038 - remove, this note is unnecessary
  10. 00:17:660 - move to 00:18:268 -
  11. 00:19:382 (25,27) - remove dddd is so hard
  12. 00:22:322 - remove ,this note is unnecessary
  13. 00:23:132 - change d and 00:23:335 - remove to follow the vocal
  14. 00:24:349 - remove
  15. 00:24:754 - ^
  16. 00:27:592 (56,57) - ^
  17. 00:28:808 - add d, because it can make 00:29:416 (62,63,64,65,66,67,68) - balanced
  18. 00:33:268 - add d means to change next part
  19. 00:36:308 - remove
  20. 00:38:132 - ^
  21. 00:40:666 - ^
  22. 00:41:376 (112,113) - remove and 00:41:477 - add note to follow the vocal
  23. 00:43:403 (120,121) - reverse and 00:43:808 - add k
  24. 00:44:416 - remove finish
  25. 00:45:531 - remove
  26. 00:46:646 - add k
  27. 00:49:889 - add note to follow the vocal
  28. 00:51:207 - and 00:51:308 - and 00:52:119 - remove
  29. 00:51:916 - add d
  30. 00:52:930 (157,158,159,160,161,162) - this is so hard, change to :http://osu.ppy.sh/ss/807002
  31. 00:55:768 - remove
  32. 00:59:822 (187,188,189,190,191) - you can change slider
  33. 01:02:051 - remove and 01:02:254 - add finish
  34. 01:05:700 - remove
  35. 01:07:930 - remove finish and 01:08:132 - add d
  36. 01:14:011 (244,245) - reverse and 01:14:822 - remove finish
  37. 01:15:430 - remove finish
  38. 01:18:673 - remove
  39. 01:20:497 - remove finish
[Oni]
  1. i roughly point out some problem on this diff
  2. 00:21:714 - ~ 00:34:687 - is not more powerful than 00:15:227 - ~ 00:21:714 - you should not put too many notes on 00:21:714 - ~ 00:34:687 -
  3. 00:29:416 (163,164,165,166,167,168,169) - this part should not put finish on here , for this song,finish is unnecessary
  4. 00:39:146 (225,226,227,228,229,230,231) - the last note on this pattern is not on the ordinary tempo,it must make the map strange
  5. 00:47:660 - ~00:54:146 - must put less notes on here to can aid the next part more powerful
  6. finally, make sure your patterns are put on the correct place.
Hope it could help you:3
Makar
Please forum pm me when mods are applied asap so I can throw my mod in ~
mintong89
hi

[Taiko Oni]
00:04:281 (16,17,18,19,20,21,22) - this should be d d k d k k d, because there's 00:04:687 (18) - high pitch and 00:04:889 (19) - lower pitch.
00:07:930 (31) - k, higher pitch and it's same as 00:07:119 (29) - .
00:18:065 (88,89) - can you give the reason why you want to put big D and K? if is lyric isn't good reason.
00:19:180 - it should add a note because it have sound.
00:22:524 (119) - k please, d d d d isn't good and it's weird.
00:24:653 - add a d, it's more fun if you add it.
00:33:268 (188,189,190) - same, why you put big D? also, d d k is better.
00:41:984 (247,248,249,250,251,252,253,254) - ^. after this i will not write again this same thing.
00:53:943 (322,323,324) - kkd is better.

[Taiko Muzukashii]
00:06:714 (24) - k

good luck~
Kuro
I don't want to say anything redundant so I would like a forum pm too so I can mod the taiko diffs.
Topic Starter
Mythiax
Seph

Seph wrote:

[Rain]
  1. 00:05:497 (1) - remove NC, start new combo at 00:06:511 (1) - and remove NC at 00:07:119 (1) -
  2. 00:08:335 (4) - move it to where 00:09:349 (5) - will be at?
  3. 00:18:673 (2,3,4) - have you considered copy pasting this to 00:19:484 ? looks good imo lol
  4. 00:24:754 (6) - ctrl+h this?
  5. 01:02:254 (1,2,3,4) - maybe put consistent increasing spacing on these sliders? landing on the same spot seems boring imo, and its on kiai time so making it a bit hard wouldnt hurt, its the highlight of the song anyway
  6. 01:15:227 (1,2,3,4) - ^

Deif wrote:

In fact, somebody FC'd it with HD/HR
what do you expect with kenji..
All fixed.

Thanks a lot to:
Flaus
DakeDekaane
qoot8123
mintong89
mancusojuanmattos
Makar
Kuro
lolcubes

for their taiko mods/their willing to mod the taikos after being partially fixed.

Update Rain and Xinely's Easy
eldnl
Bien, como ahora puedes cambiar mas la diff hare un mod mas completo:3

[Rain]

00:00:633 (1,2,3,4,5) - A mi parecer debes reducir la distancia de estos saltos, ya que es solo el comienzo y al ser una parte lenta no encaja para nada.
00:01:849 (1,2,3,4,5) - ^ Lo mismo de arriba
00:05:497 (5,6,7,8,1,2,3) - Estoy totalmente en contra de esta parte, ni si quiera sigue el ritmo y los saltos son muy grandes, trata de cambiarlo, si no se te ocurre nada dime para darte algun ejemplo.
00:09:957 (1,3,5) - Intenta hacer estos sliders un poco mas verticales, algo como esto, ya que al estar jugando se sienten raros.
00:15:227 (1) - Cambia la direccion de este slider porque no se siente bien al jugaral tener que devolverse a atrapar los droplets.
00:18:065 (1) - Te recomiendo cambiar la posicion de este slider (a la misma de los sliders que siguen)
00:29:822 (1) - Podrias mover esta nota unos cuantos grids a la derecha, ya que dejandola en medio no se ve bien al jugar.
00:31:646 (4,5) - Incrementa el spacing entre estas notas un poco, se sienten muy juntas al jugar.
00:38:335 - Creo que esta parte esta bien, pero el salto entre (2,3) y (1,2) es muy grande para una diff rain, intenta juntarlos un poco.
01:16:038 (3,4) - Creo que este salto es un poco inesperado, probablemente molesto para la mayoria, si te parece puedes disminuir la distancia.
01:28:200 (1) - Usa un volumen normal para esta nota y para el slider en si, ya que no es lo mismo que en standard. Ademas agrega un finish.

Eso es todo por ahora, si quieres que la revise denuevo cuando este mas cerc del rank avisame!
balter 666
WTF a pendind D:
Topic Starter
Mythiax
eldnl

eldnl wrote:

Bien, como ahora puedes cambiar mas la diff hare un mod mas completo:3

[Rain]

00:00:633 (1,2,3,4,5) - A mi parecer debes reducir la distancia de estos saltos, ya que es solo el comienzo y al ser una parte lenta no encaja para nada.
00:01:849 (1,2,3,4,5) - ^ Lo mismo de arriba
00:05:497 (5,6,7,8,1,2,3) - Estoy totalmente en contra de esta parte, ni si quiera sigue el ritmo y los saltos son muy grandes, trata de cambiarlo, si no se te ocurre nada dime para darte algun ejemplo.
00:09:957 (1,3,5) - Intenta hacer estos sliders un poco mas verticales, algo como esto, ya que al estar jugando se sienten raros.
00:15:227 (1) - Cambia la direccion de este slider porque no se siente bien al jugaral tener que devolverse a atrapar los droplets.
00:18:065 (1) - Te recomiendo cambiar la posicion de este slider (a la misma de los sliders que siguen)
00:29:822 (1) - Podrias mover esta nota unos cuantos grids a la derecha, ya que dejandola en medio no se ve bien al jugar.
00:31:646 (4,5) - Incrementa el spacing entre estas notas un poco, se sienten muy juntas al jugar.
00:38:335 - Creo que esta parte esta bien, pero el salto entre (2,3) y (1,2) es muy grande para una diff rain, intenta juntarlos un poco.
01:16:038 (3,4) - Creo que este salto es un poco inesperado, probablemente molesto para la mayoria, si te parece puedes disminuir la distancia.
01:28:200 (1) - Usa un volumen normal para esta nota y para el slider en si, ya que no es lo mismo que en standard. Ademas agrega un finish.

Eso es todo por ahora, si quieres que la revise denuevo cuando este mas cerc del rank avisame!
Ya hice todos los cambios.

balter 666 wrote:

WTF a pendind D:
This:

Makar wrote:

Okay, after discussion with a few BATs, it was agree'd that we should unrank this map due to quality issues in the Taiko difficulties.

Please take a look at onosakihito's mod. lolcubes is in the process of modding this now, and Loctav, mancusojuanmattos and I will be able to throw our mods in the next 24 hours. We ask that you please work with us so we can get this re-ranked in a timely manner with no problems.

To any Taiko Modders: your help is also appreciated, if you have anything to suggest.
Zejky
hahahahahahahaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
dkun

Zeroarg wrote:

eldnl

eldnl wrote:

Bien, como ahora puedes cambiar mas la diff hare un mod mas completo:3

[Rain]

00:00:633 (1,2,3,4,5) - A mi parecer debes reducir la distancia de estos saltos, ya que es solo el comienzo y al ser una parte lenta no encaja para nada.
00:01:849 (1,2,3,4,5) - ^ Lo mismo de arriba
00:05:497 (5,6,7,8,1,2,3) - Estoy totalmente en contra de esta parte, ni si quiera sigue el ritmo y los saltos son muy grandes, trata de cambiarlo, si no se te ocurre nada dime para darte algun ejemplo.
00:09:957 (1,3,5) - Intenta hacer estos sliders un poco mas verticales, algo como esto, ya que al estar jugando se sienten raros.
00:15:227 (1) - Cambia la direccion de este slider porque no se siente bien al jugaral tener que devolverse a atrapar los droplets.
00:18:065 (1) - Te recomiendo cambiar la posicion de este slider (a la misma de los sliders que siguen)
00:29:822 (1) - Podrias mover esta nota unos cuantos grids a la derecha, ya que dejandola en medio no se ve bien al jugar.
00:31:646 (4,5) - Incrementa el spacing entre estas notas un poco, se sienten muy juntas al jugar.
00:38:335 - Creo que esta parte esta bien, pero el salto entre (2,3) y (1,2) es muy grande para una diff rain, intenta juntarlos un poco.
01:16:038 (3,4) - Creo que este salto es un poco inesperado, probablemente molesto para la mayoria, si te parece puedes disminuir la distancia.
01:28:200 (1) - Usa un volumen normal para esta nota y para el slider en si, ya que no es lo mismo que en standard. Ademas agrega un finish.

Eso es todo por ahora, si quieres que la revise denuevo cuando este mas cerc del rank avisame!
Ya hice todos los cambios.

balter 666 wrote:

WTF a pendind D:
This:

Makar wrote:

Okay, after discussion with a few BATs, it was agree'd that we should unrank this map due to quality issues in the Taiko difficulties.

Please take a look at onosakihito's mod. lolcubes is in the process of modding this now, and Loctav, mancusojuanmattos and I will be able to throw our mods in the next 24 hours. We ask that you please work with us so we can get this re-ranked in a timely manner with no problems.

To any Taiko Modders: your help is also appreciated, if you have anything to suggest.
That doesn't limit it to taiko-only. You should be accepting suggestions to make your map the best possible, rather than speeding it back to a ranked status.
Topic Starter
Mythiax

dkun wrote:

That doesn't limit it to taiko-only. You should be accepting suggestions to make your map the best possible, rather than speeding it back to a ranked status.
and what I've being doing? I made almost any changes that any modder said since unrank...

Zeroarg wrote:

Currently trying to improve the whole mapset before re-rank. Specially Taiko & CTB difficulties.
Sorry for reacting like this but I feel that you didn't read anything but Makar's quote in this page. Hope i'm wrong tho...
mancuso_JM_
I think you misunderstood him, dkun.
He just quote Makar's post to show balter 666 why the map is in pending :P (I don't really understand what you understood xD)
(Zero, I know I talk to you in-game, but really talk to me when both taiko diffs. were fixed. I want to mod them yeah,I'm kinda impacient xD)
Topic Starter
Mythiax
After all this, updated salad and taikos.

mancusojuanmattos wrote:

I think you misunderstood him, dkun.
He just quote Makar's post to show balter 666 why the map is in pending :P (I don't really understand what you understood xD)
(Zero, I know I talk to you in-game, but really talk to me when both taiko diffs. were fixed. I want to mod them yeah,I'm kinda impacient xD)
Yo también estoy impaciente xD

Both taikos are ready to mod now.
lolcubes
Taiko mod!
Instead of pointing out every possible spot (I could really do this, but then it would feel like I am mapping and also the post would be too long), I will try to isolate sections and give comments and general advice.

[Oni]
  1. Drain 7 and OD6 isn't really a good setting. Use drain 6 imo. Higher drain should be discouraged over higher OD because lower drain allows more people to pass the map, and higher OD allows more competition for everyone.
  2. 00:11:376 (43,44) - It would be really nice if you expressed the vocals here, since you were mapping it in this whole section. I would recommend removal of these and mapping the tick on 00:11:477.
  3. 00:13:605 (53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69) - Maybe consider kkkkddddkkddkdkkd? Just a suggestion, I don't think kkddkkddkdkdkkkkd sounds that nice as a pattern and I think the pattern i am suggesting has a nicer logical progression.
  4. Section 00:15:227 - 00:21:714 - This section is just 1/2 spam with occasional 1/4. I don't think this is a good idea. There are a lot of interesting rhythms in this section and the music gives off a more elegant rhythm than something that just flows through the most simple rhythm.
    I would suggest to isolate some specific rhythms, such as spots where the vocals meet other instruments and map double rhythms.
    For example, 00:15:430 (70) - if you move this note to 00:15:531 it's a lot more fun and is more true to the song. There are a lot of other rhythms here as well, and you should consider mapping them too.

    What is also interesting is that there are moments where you could just have 1/1 notes, and maybe finishers on them, on the spots where something feels quite heavy. It's a lot better choice because it's more interesting. A plain 1/2 rhythm will always get beaten by a combination of other rhythms, even if they are more simple, simply because they create diversity. For example: 00:16:849 (78,79,80,81) - Notes 78 and 81 could be finishers, and then you could remove 00:17:660 (82). This creates diversity and is a lot more fun.

    If you need more specific help on what to search for or how to do this, just let me know and I will be happy to help.
  5. 00:18:268 (85,86,87) - I would suggest that you avoid using kdd as a "lead-in" pattern (a pattern which has focus on the final don). There are cases where it fits, but in most cases kkd would work better. Compare it to 00:20:903 (101,102,103) - for example, this kdd pattern is good, because the focus is on the first note. Just apply this logic to all your kdd patterns that start on a red tick pretty much.
  6. Section 00:21:714 - 00:34:687 - Everything kinda looks the same, only note spam, and completely random 1/4 rhythms. While you are free to use almost any rhythms you wish, you should think of a structure. To me, this whole section looks quite random. The triple patterns change ticks at will without any consistency and a lot of kats are "just there". While it's still your map and your style should be considered, I believe that you should try to think of a structure here.
    What this means is that you should probably pick spots for your triple patterns first and make them consistent through the section if possible. If you just have random triples everywhere, I ask myself "what does this represent?", because I also listen to the music while I play.
  7. 00:23:132 (113,114,115,116,117) - This pattern makes no sense because most of your triple rhythm patterns in this section are located on completely different ticks. If you just move your patterns on different ticks at random, you create a lot of inconsistencies which don't flow nicely, and don't sound as good.
    Also what you did here is that you mapped 00:23:335, I would suggest not to map this tick at all because it's not important. This also creates more diversity because all you have here is note spam. The heavy part of the vocals is located on the red tick just before and that's really important to have mapped and to have the focus on.
    Same happens with 00:26:578 (135) and other similar notes. This may also apply to the next section too.
  8. 00:27:795 (142,143,144,145,146) - This pattern is really bad. What you did here is that you completely ignored the music and just mapped something bland. kdddk doesn't really fit here because if you were mapping vocals, it would make sense to have 00:27:997 (144) as a kat too. What really makes this pattern bad is that you mapped ticks which don't exist in the music (00:27:896 (143,145)) and you missed a tick where the music suggests you should map (00:27:693).
  9. 00:33:065 (173,174,175,176) - You should probably make a choice here. If you want to map the beats, you should probably stick to dons only. Kats can express multiple things, and if you just have them placed like this while also mapping the beats, I think the notes lose their meaning. My impression is, you are trying to follow multiple things but never catch up. If you just map the beats, then the stream also feels a lot better because it has a proper lead in.
  10. Section 00:34:687 - 00:47:660 - In this section, you did something I really like. You introduced more density. This is good because this section is very similar to the last ones, and gives off a progressive feeling.
    However it still suffers from the same issues just like the previous section. The same advice would apply here as well.
  11. 00:40:565 (220,221,222,223,224,225,226) - This is bad because the original rhythm is a lot more interesting and has a better impact. Removing 00:40:565 (220,223,225) - these 3, changing 00:40:970 (224) - to a don and having a finish on 00:41:173 (226) is a lot better if you ask me.
  12. 00:41:173 (226,227,228,229,230,231,232,233,234) - The rhythm of the song really doesn't suggest to use 1/2 only. Listen to the beats and the vocals. You can create many interesting double rhythms here for example.
  13. 00:45:835 (252,253,254,255,256) - Using a stream like this is a bad idea. If you listen to the music, you will notice that there is a distinct beat pattern here which is different to what you had until here and the vocal is finishing a phrase. That can be expressed with just single notes much better than a stream.
  14. 00:46:950 - There is a beat here.
  15. 00:47:660 (264) - Having a finish for a new section is nice.
  16. 00:49:281 (270) - This note is bad, consider removing it. I explained in one of the sections above why, the vocals are quite heavy on the tick before so this note is meaningless.
  17. 00:51:308 (282) - You should really consider removing this note. dkk is bad here and is not really a common pattern which fits every song.
    Just to show you what you could do: http://puu.sh/3eqM9/a0ed37665c.jpg
    If you have a sudden double like this, it expresses the rhythm of the song perfectly. You really need to stray away from the 1/2 rhythms only.
  18. 00:53:842 - There is a beat here.
  19. Kiai Section - Just too many 1/2 notes. There are no interesting rhythms. You should check for spots where you can introduce something new (or even remove some notes just to create diversity).
    For example, 01:05:700 (366) - this note is completely meaningless. There is nothing in the music here. There are more spots like this you just have to find them. Another example of such notes is 01:11:376 (397). This one is even better to remove because if you remove it and place a finish on 01:11:173 (396), you create something really nice here which stands out. It's not longer bland.

    You should still think about structure though, because a lot of the 1/4 rhythms used, while they are on better ticks than before, still feel misplaced. For example the note 01:07:828 (378) - is just there, while you missed a beat at 01:08:234. If you move it there, suddenly it makes much more sense and instead of a bland ddd pattern you get a ddk pattern which fits.
  20. 01:09:754 (388,389,390,391) - Just remember that kkd k will in most cases be a far better option than kdd k if placed on ticks like this. You are still free to have a pattern like this though, but I would recommend to consider kkd k instead.
  21. 01:11:984 (400,401,402) - This makes no sense because there is absolutely nothing in the music to cover for 01:12:085 (401,402). However, if you remove one of those and put the other one to 01:12:288, you create a new rhythm which also fits really nicely and sounds a lot better and more true to the song.
  22. 01:13:099 - This is a great spot to have a triple rhythm. dkd sounds really good here.
  23. 01:13:605 (409,410,411,412,413,414,415,416,417,418,419,420) - Ehhhhhhhhhhhhhhhh. You really shouldn't do this in my opinion. What you did here is that you mapped a stream over a buildup, and then when the stream would be appropriate you have pretty much nothing.
    Consider for this whole measure something like d d k d ddddkkkkD. This is very simple, but it represents the music quite nicely and it also allows the finisher at the end of the stream because it's a simple stream.
    I recommend dons for the beats because the beats are the buildup for the stream, which is why I believe is the best choice.

    This is still your map and you can think of patterns which work on your own, the above is just an example. I would probably map this without the finisher on the downbeat though, and create a more interesting stream, something like kkddkdkkd, but that's just me.
  24. 01:26:781 (486,487,488,489,490,491,492,493,494,495,496,497,498,499) - This stream also makes no sense because it "tramples" over the buildup. Just because this is an Oni diff doesn't mean you really need to try to make it exceptionally hard . I know that this pattern isn't hard, but my point is that it's very bland. The music has such an epic buildup which half of this stream completely destroys.
    Since I talked about streams and buildups above, you should probably apply similar logic here to solve the bland rhythm problem.
I will mod the muzukashii later, I spent a lot of time on Oni diff and it will probably need more polishing after the mod is considered too. :3
eldnl
[Salad]

00:20:497 (6,7) - Reduce a bit the distance between these notes, because you should add a note on the next white tick.
00:20:903 - Add a note here, if you want to follow a stream you should do it completely.
00:45:835 (6,7,1,2) - This pattern is a bit hard for a Salad, strongly suggest to change it.
00:46:849 - Actually, I don't think an stream like this could fit here, please use vertical sliders instead.
00:52:727 (3,4) ^ Same as above.
00:59:416 (7,1) - Reduce the distance a bit, seems too hard for this difficulty.
01:05:092 (5,6) - Reduce the distance here too, same reason, could be very hard for beginners.
01:15:227 (7,1,2) - The jump between (1,2) feels too big, move (1) a bit to the right, and then move (2) to make it symmetrical to (1).
01:18:065 (3,4) - Here you can put a big jump I guess, but try to reduce it just a bit.
01:28:200 - Add a note here and move the slider to the next red tick, it's actually too close to the slider.

Good luck!
StickyPicky

eldnl wrote:

[Salad]

00:20:497 (6,7) - Reduce a bit the distance between these notes, because you should add a note on the next white tick.
00:20:903 - Add a note here, if you want to follow a stream you should do it completely.
00:45:835 (6,7,1,2) - This pattern is a bit hard for a Salad, strongly suggest to change it.
00:46:849 - Actually, I don't think an stream like this could fit here, please use vertical sliders instead.
00:52:727 (3,4) ^ Same as above.
00:59:416 (7,1) - Reduce the distance a bit, seems too hard for this difficulty.
01:05:092 (5,6) - Reduce the distance here too, same reason, could be very hard for beginners.
01:15:227 (7,1,2) - The jump between (1,2) feels too big, move (1) a bit to the right, and then move (2) to make it symmetrical to (1).
01:18:065 (3,4) - Here you can put a big jump I guess, but try to reduce it just a bit.
01:28:200 - Add a note here and move the slider to the next red tick, it's actually too close to the slider.

Good luck!
done ~ thank you for the mod (o.o)/

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Topic Starter
Mythiax
Updated salad. Thanks eldnl and lolcubes for mods.
whosthebox
taiko oni modded, thanks Lolcubes <3
http://puu.sh/3gDsv.rar
Topic Starter
Mythiax
Updated. Taiko Oni.
ZHSteven
CTB modding

[rain]
No big issues generally, but I suggest you to take care of the spacing in jump.
Yes, it is safe to make everything the same, but I think you can make something different. Try to make some jump with varies spacing next time. I believe you can do it.
and also, maybe you can try to use varies of patterns in a series next time. expecting your work~~
And for the most important, please ask some experience player to test. I am not sure if this is too jump or not.


00:07:119 (4,5,6) - feels weird to have a left movement of 4. Suggestion:
00:38:335 (1,2,1,2,1,2) - same pattern till the end... I suggest to make some difference in between.
00:40:970 (1) - drag it further to create a jump(or hyperdash)
00:42:592 (1,2,3,4,5,6,1,2,3,4,5,6) - same thing. try to make some difference. suggestion will be change direction of 00:43:403 (1,2,3,4,5,6) -
00:44:214 (7,1) - make a movment between these 2?
00:53:335 (3,4,5,6) - suggest to make a jump beween 34 and 56, not sure if it is too jumpy or not. your choice.
01:04:484 (4,5) - bad connection bewteen these 2. consider to change the direction of the pattern before this. and also, no need to make every jump same spacing. it will be good if you create a hyper in this set of jump.
01:11:376 (7) - I think we don't need this note.
01:27:389 (1,2,3,4,5,6,7,8,9) - think twice before you put this.

that's all. nice arrangement of the jump, I am looking forward to your next map 8-)


[salad]
I am not an expert to mod a normal but.. I will try my best.

This map contains a lot of patterns that I think not suitable for a CTB-normal. I will blod and red them in my mod post. Please check with other modders or players.

00:10:768 (4,5,6,7,8) - strange rhythm.. you can make them all 1/3 or all 1/4, but please do not make a 1/4 plus a 1/3.. really strange.
00:20:092 (4,5,6,7,8) - not sure it is allowed or not in a normal diff. and if it is allowed, try to keep 8 the same spacing as before.
00:27:693 (1,2) - weird..
00:31:241 (5,6) - if you insist to put jump here please reduce this a bit, actually I don't suggest to put a jump here.
00:40:666 (5,6) - please reduce a bit. really weird.
00:48:065 - note?
00:52:727 (3,1) - not a fan of this put in normal. really unfriendly for new comer.
00:58:605 (3,4,5,6,7,1) - same, you should check with somebody if it is too hard for a normal diff.
and, if it is allowed, the slider begins here 00:59:822 (1) - , and dont forget to add a note 00:59:822 (1) - here.
01:00:430 (2) - dont know the purpose of this if you dont have special reasons.
01:04:687 (3,4,5,6) - Check with other players or modders
01:14:416 (1,1) - Check with other players or modders
01:15:227 (1,2) - Check with other players or modders

01:21:207 (1,2,3) - better make it a line. use reverse is not suitable here in normal I think.
01:24:957 (3,4) - Check with other players or modders
01:26:578 (1,2,3,4) - Check with other players or modders
01:27:389 (1,2,3,4,5) - Check with other players or modders



I think Salad diff needs further mod before ranking.
StickyPicky

ZHSteven wrote:

CTB modding

[salad]
I am not an expert to mod a normal but.. I will try my best.

This map contains a lot of patterns that I think not suitable for a CTB-normal. I will blod and red them in my mod post. Please check with other modders or players.

00:10:768 (4,5,6,7,8) - strange rhythm.. you can make them all 1/3 or all 1/4, but please do not make a 1/4 plus a 1/3.. really strange. didn't notice this >.< fixed
00:20:092 (4,5,6,7,8) - not sure it is allowed or not in a normal diff. and if it is allowed, try to keep 8 the same spacing as before. i think its ok ~
00:27:693 (1,2) - weird.. its not weird, imo..
00:31:241 (5,6) - if you insist to put jump here please reduce this a bit, actually I don't suggest to put a jump here. fixed ~
00:40:666 (5,6) - please reduce a bit. really weird. ok ~
00:48:065 - note? no
00:52:727 (3,1) - not a fan of this put in normal. really unfriendly for new comer. fixed ~
00:58:605 (3,4,5,6,7,1) - same, you should check with somebody if it is too hard for a normal diff. i think its not >.< but i will ask somebody about this,
and, if it is allowed, the slider begins here 00:59:822 (1) - , and dont forget to add a note 00:59:822 (1) - here.
01:00:430 (2) - dont know the purpose of this if you dont have special reasons. fixed ~
01:04:687 (3,4,5,6) - Check with other players or modders
01:14:416 (1,1) - Check with other players or modders
01:15:227 (1,2) - Check with other players or modders

01:21:207 (1,2,3) - better make it a line. use reverse is not suitable here in normal I think.
01:24:957 (3,4) - Check with other players or modders
01:26:578 (1,2,3,4) - Check with other players or modders
01:27:389 (1,2,3,4,5) - Check with other players or modders



I think Salad diff needs further mod before ranking.
thank you for the mod ~ (o.o)/
SPOILER
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Source:Accel World
Tags:opening Xinely Entozer whosthebox newtoniorock8 Natsu Saten Saten-san Darksonic
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