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Jacob Morris & David Gray - Harmless Minor

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Topic Starter
D33d
Gonna try DR7; thanks.
cheesiest
DR 9 AR 9 OD 9 CS 9
RENAME TO ~GROOVE RADAR SPECIAL~

kds pls
Garven
With that kind of contribution, do I really need to add any more stars? Good work on both the composition and what's done of the map! I look forward to it's completion.
Saturnalize
Oh God make this +40 SP
Kaburagi Kotetsu
lol
Mismagius
Really enjoyable map/song. Gave a bunch of suggestions on IRC that are up to D33d's consideration.

IRC log
20:54 Blue Dragon: I really don't enjoy stuff like not mapping strictly to the music, but there's some places where it feels weird to not have a beat (mostly because of the nature of the song)
20:54 Blue Dragon: e.g. 00:58:609
20:54 Blue Dragon: 00:58:609 -
20:54 D33d: Well yeah.
20:54 D33d: Let's see
20:54 D33d: Oh yeah.
20:55 Blue Dragon: Also, I don't get some of the manual stacking
20:55 D33d: See I did that because there's an obvious stop in the groove, so I wasn't sure if it was worth following that or not.
20:55 D33d: If it was all regular stacking, there'd be some really ugly overlaps from it.
20:55 Blue Dragon: If you're going by the flow, then there should be a note there, but if you're more interested in following the music and all of that, then let it be like that
20:56 D33d: Yeah, I mostly wanted to give the section impact, since there's a change in feel. I'll bear it in mind anyway.
20:56 Blue Dragon: Very nice sliders at the slow part
20:56 D33d: Thank you
20:57 D33d: I've never had an excuse to use long wiggles, other than that Ellie Goulding marathon, jesus christ that map.
20:57 Blue Dragon: 03:01:558 (5,6,7,8,9) - IMO, this triangle should have each stack spaced further away, like jumps, giving more impact
20:57 D33d: Could be a good idea, as long as I can make it feel consistent.
20:58 D33d: My main concern there is keeping the gap after the stream readable and working from there.
20:58 D33d: Just jumps for all of the combo?
20:58 Blue Dragon: 03:14:122 (5,1) - The flow between the end of (5) and the way (1) goes really doesn't feel nice for me
20:58 D33d: Really? I actually really like that.
20:59 D33d: Since it sort of flows in a pronounced rotary way
20:59 Blue Dragon: I don't think it will be a problem if you only space (6,7) and (8,9) further away from the center in that case
20:59 D33d: Probably not, but you know me and my consistence and there's the same emphasis on all of those.
20:59 Blue Dragon: Also, I dunno, but it's probably because I'm a flow-inspired mapper
21:00 D33d: True, but I actually like that in regards to flow too.
21:00 D33d: Then again, my preference tends to involve lots of sharp turns.
21:00 D33d: Helpful points anyway, so post in the thread if you want kudosu.
21:00 Blue Dragon: 03:40:276 (4,5) - This miiiiiiight be unpredictable because of the slow AR, but I cannot give you any suggestions of how you should do it instead
21:01 D33d: Oh that? I can just space it normally, though I figured that the jumps would speak for themeslves.
21:02 D33d: I just did it as a climactic thing, so it was admittedly slightly forced.
21:02 Blue Dragon: Well, I wouldn't mind it if it was at the start of the song
21:02 D33d: Wait, really?
21:02 Blue Dragon: but it's the last combo and it'd be frustrating to miss right at the end
21:03 D33d: Oh, in that sense, yeah.
21:03 Blue Dragon: because of a kind of unpredictable jump
21:03 Blue Dragon: and it's not really the flow/style's fault, but AR
21:03 Blue Dragon: since it doesn't really make it clear it's 1/4
21:03 D33d: Somewhat, though from my experience with this place, I don't even know what an "unpredictable jump" is anymore.
21:03 D33d: Really?
21:04 Blue Dragon: Well, on my sightread run I 50'd it because I couldn't get the rhythm from the approach circles
21:04 Blue Dragon: and I'm a somewhat good Easymod/low AR player
21:04 Blue Dragon: but that may be also because I didn't know the song, so yeah
21:04 D33d: I'd hope that the spacing indicates it enough, since it's much closer than the 1/2.
21:04 D33d: Oh well.
21:04 Blue Dragon: just for consideration
Topic Starter
D33d
Thanks very much--I'll probably go back and forth on some of your points, especially if you mod the other diffs. I'm glad that you enjoyed it, since for some reason, I didn't expect you to like it because of structure and all. Looking forward to what others have to say.

DEEDIT: Since BD only copied some of the chat, I want to mention that I used his suggestion to increase the jumps in the bridge. They actually work really nicely, so I'll probably keep them. My other rebuttals still stand, as I find the stop in the transition to be more powerful, the alternating circular flow to be really groovy and the last pattern to not be all that bad (yet). Masterblue48 had a go of my map and he read the last pattern in [Insane] just fine. At least, that's a small indication of readability.
Shohei Ohtani
"You have 106 kudosu remaining"
Topic Starter
D33d
You know you want toooooooo~

Also, I'd actually like more input on the last pattern of [Insane] in particular, because I shared BD's concerns about its readability. While the rhythm ought to speak for itself and be indicated clearly enough, is it a bit harsh? It was forced a little bit, which isn't like me, but I kinda like it.
quiz-chan_DELETED
Hi~ just coming by... to say hello.

[General]
Everything's fine.
Yet, this is quite a hard mapset. We might have understood that via chat already, but I just wanted to point it out again, because... I felt like it.

[Easy]
Hard settings for an Easy.... meh

00:30:789 (2) - New combo here? If the Easy is conceptionally hard, why not at least making the combos short? Besides, it would be consistent compared to the previous patterns.
01:25:789 - You are missing a crucial beat here, I suppose. Why not squeezing in a circle somewhere where it looks good? Besides, you did the same here: 01:29:891 (4) .
02:03:096 (3) - New combo, please. Otherwise it would become too long and that is not appropriate for an Easy.
03:25:148 (2) - You may want to emphasize this new beat with another NC here as well?

Quite hard for an Easy, but still nice to play.

[Normal]
OMG, these settings are an absolute overkill for Normal. This won't get through, lower OD and DR by -x (x>1).

01:32:327 - This little part here feels a little empty, doesn't it? Why not adding a circle (or even better a slider) at 01:32:840 since there's a loud drum sound audible in the background? Besides, it would perfectly fit to the pattern 01:33:609 (1,2,3,4) .
01:46:430 (1,2) - As for my slider beauty vision, I bet you can improve this blanket a little, huh?
02:42:071 (1) - Completely redundant drumfinish on the reverse arrow. I don't hear anything that refers to that sound or which makes the sound be placed right.
02:46:173 (1) - Same for the drumclap and -finish on this slider.

Very clean diff, so nothing more to complain about, hehe.

[Hard]
01:29:122 (3,4,5) - I somehow noticed a spacing issue here, which is even more unmistakeable when looking at the leap from (4) to (5). Not that this gave me cancer, but I'd really like to see this spaced properly.
01:32:711 (2) - Shouldn't this slider's start be postponed by 1/4 beat? I can't seem to figure out any reason why this should be like that.
01:40:916 (2,2) - Same about these guys.
02:37:968 - Same about the drumsounds in this section as mentioned before.
03:12:840 (1,2) - What? Really? Either stack properly or space it out (not recommended).

Quite varying rhythms towards the end, but still enjoyable diff. Not to mention, clean of course.

[Insane]
01:48:096 (5,6) - meh.... looks unappealing in the editor.... but whatever, you can leave this, just for the sake of blanketing.
03:23:866 (3,4) - Stack properly. No blanket, so no problem.

Whew.... this diff was not as clean as the others. Doesn't mean it lost its fun factor.

Good luck with this, man!
Topic Starter
D33d
You keep saying that normal's settings are completely unacceptable, when they're ridiculously lenient and lowering the AR would make things kind of cluttered. All of the sixes work for osu!stream and I've found that they work in this game, especially in the context of a harder set. As far as settings go, they're also very middling and using 5s would make almost no difference. Also, I can lower the settings for easy, but I tried upping the AR because some things looked a bit cluttered. That said, I can bump down a couple of settings and that would be rather harmless.

Quiz-chan wrote:

Hi~ just coming by... to say hello.

[General]
Everything's fine.
Yet, this is quite a hard mapset. We might have understood that via chat already, but I just wanted to point it out again, because... I felt like it. To be fair, I shouldn't feel the need to explain this aspect so much, but I keep getting the impression that people have no concept of difficulty tiers and consistence within those; instead, focusing on stupidly easy difficulties, moderately hard/overly hard hards and silly insanes.

[Easy]
Hard settings for an Easy.... meh Yeah, I think I'll bump the settings back down, but I might still keep the AR at 4--that's slow enough as it is.

00:30:789 (2) - New combo here? If the Easy is conceptionally hard, why not at least making the combos short? Besides, it would be consistent compared to the previous patterns. Having a one-slider combo, repeat or not, would be rather fragmented and it also wouldn't make much sense with the combo rotation.
01:25:789 - You are missing a crucial beat here, I suppose. Why not squeezing in a circle somewhere where it looks good? Besides, you did the same here: 01:29:891 (4) . While my easies tend to be kind of hard, I still want to leave space and phrasing. Both patterns in this are a bit more full-on and I don't want to overwhelm the player.
02:03:096 (3) - New combo, please. Otherwise it would become too long and that is not appropriate for an Easy. It's a bit long, but I don't think that it's inappropriately long. I'll ask around.
03:25:148 (2) - You may want to emphasize this new beat with another NC here as well? Again, no. Well, most likely not. Fragmenting things like that would just be odd and go against the phrasing of the music and patterns. I'm not alone in this, but then I'm in a minority when I care about this kind of detail.

Quite hard for an Easy, but still nice to play.

[Normal]
OMG, these settings are an absolute overkill for Normal. This won't get through, lower OD and DR by -x (x>1). You card.

01:32:327 - This little part here feels a little empty, doesn't it? Why not adding a circle (or even better a slider) at 01:32:840 since there's a loud drum sound audible in the background? Besides, it would perfectly fit to the pattern 01:33:609 (1,2,3,4) . This would be too close to a spinner for normal. High tier or not, I usually find it better to leave at least two beats. I might make the following pattern less dense, so that it builds up from nothing.
01:46:430 (1,2) - As for my slider beauty vision, I bet you can improve this blanket a little, huh? You're right, but for some reason, that blanket was being very awkward. Course, I could just draw a long slider as a temporary continuation of (1), so that I can use it as a guide.
02:42:071 (1) - Completely redundant drumfinish on the reverse arrow. I don't hear anything that refers to that sound or which makes the sound be placed right. It's supposed to complement the interval in the melody, as the line to the root note--harmonically, going from the fifth to the root is quite powerful and I wanted to emphasise that. I still want to improve the hitsounding of this section in all diffs anyway, so I'll play with different things.
02:46:173 (1) - Same for the drumclap and -finish on this slider. It's quite clear that the descending figure and finish are there to make it sound final. They're pretty soft anyway, but I could always soften them further.

Very clean diff, so nothing more to complain about, hehe.

[Hard]
01:29:122 (3,4,5) - I somehow noticed a spacing issue here, which is even more unmistakeable when looking at the leap from (4) to (5). Not that this gave me cancer, but I'd really like to see this spaced properly. With the jumps, it's doing the same as [Normal] and [Insane] and the rhythm should be extremely clear. I made sure not to make the jumps as hard as [Insane], but I'll admit that I used symmetry as a basis for the jumps. I'll give this a good think.
01:32:711 (2) - Shouldn't this slider's start be postponed by 1/4 beat? I can't seem to figure out any reason why this should be like that.
01:40:916 (2,2) - Same about these guys. Listen to the melody. The first slider spans one note, but that note flows very smoothly into the next. The sliderend's overmapped subtly, but for the sake of representing the lead line properly and making it flow nicely, I felt that this was completely necessary.
02:37:968 - Same about the drumsounds in this section as mentioned before. Complementary emphasis, doesn't have to sound exactly like the music, finality, I'll try and refine the hitsounds blah blah blah.
03:12:840 (1,2) - What? Really? Either stack properly or space it out (not recommended). Why? It doesn't make much practical difference either way, but I did this to make the top circle align properly with the other two. It looks like a normal stack in-game, only it looks better to me this way.

Quite varying rhythms towards the end, but still enjoyable diff. Not to mention, clean of course. Having said that, if you feel that I could be more consistent towards the end, then I could do that. Of course, I want a logical difficulty curve, but I'll try not to overdo it.

[Insane]
01:48:096 (5,6) - meh.... looks unappealing in the editor.... but whatever, you can leave this, just for the sake of blanketing. Yeah, I'm afraid that this is necessary. If I didn't stack some things manually, you'd definitely hate the results--some stacks end up overlapping with sliders and that looked hideous.
03:23:866 (3,4) - Stack properly. No blanket, so no problem. Yes problem.



It'd look horrible. I know that it's easy to focus entirely on how things look in the editor, but that can cause a lot of misconceptions with how the map works during gameplay.

Just to bolster my point, this would be another pattern with normal stacking:





Whew.... this diff was not as clean as the others. Doesn't mean it lost its fun factor.

Good luck with this, man!
Hey, thanks for the effort. Glad you enjoyed it too--I did my best to balance the heightened difficulty with actual playability, so it's good to see that it works for the most part. As for the settings, I can worry about them later, since changing them is so trivial.
Arusha Shuna
Jarby asked
Normal
AR's a bit too high i think, -1/-2 maybe?
Insane
I don't get with some of the "manual stacking" part but i don't think it'll do much with gameplay.
03:40:276 (4,5) - the spacing's kinda strange with this one
Has lots of peppy sliders in this map, but i guess that's ok.
Amazing map, get ranked soon
Topic Starter
D33d
"peppy sliders?" That usually refers to the style of slidertracks, not the method of slider construction. That said, maybe I'm behind the times.

Normal's settings shouldn't really be an issue, as I've already stated. Stylistically, they're appropriate, especially because [Hard] has AR7. What I'll do is see if AR5 makes anything look cluttered and/or ambiguous, or otherwise make the map feel too slow.

The manual stacking was done to get around ugly overlaps, which were caused by stacking. I also used it elsewhere to make the tops of stacks align properly with other objects. Not entirely necessary, but it does nothing to affect the gameplay. As for the last pattern, I'm leaning towards reducing its spacing, but I still think that it makes sense as a climax. If the player didn't get that rhythm by the end of the song, then they probably weren't on course to FC the map. Either way, have kudosu for addressing that, because it's definitely helpful that people are noting that in particular.

Thanks for posting! I'm going to pester more people this week and see how many more useful suggestions I can get.

By the way, if a BAT reads this, would it be possible to have the title text moved to 00:32:840? It'd have a lot more impact there.
Lally
hi o3o/ Jarby's req from my Queue

o3o -> must fix
o3o -> suggestions
o3o -> normal things

[General]
  1. your BG is: 981x736 wich is not a rankable size o3o here for you:
  2. I think is better to finish the spinner here in all diffs 03:45:661 -
  3. i think you have an useless file in your folder .3. http://puu.sh/3bP2w.png
[Easy]
  1. HP and OD -1 imo
  2. 00:18:994 (4,1) - spacing
  3. 01:00:532 (4,1,2) - spacing
  4. 01:24:635 (3,1) - spacing
  5. 02:03:096 (3,4,5,6) - again p3p
  6. 00:49:250(1,2,3) - what about to doing it like this:
[Normal]
  1. HP and OD -1 imo
  2. 00:32:071 - new combo here
  3. 00:47:199 (6,7) - spacing
  4. 00:54:891 - new combo
  5. 03:18:481 (8,1) - spacing
  6. 00:32:071 (7,8,9,10) - what about to place this circles like:
  7. 03:26:430 (7,8,9,1,2) - what about something like:
[Hard]
  1. HP -1
  2. 00:56:173 (4,5) - this 2 circles are not good stacked , stack this 2 like all the others
  3. 03:12:840 (1,2) - same with this 2
[Insane]
  1. 00:19:635 (3,4) - stack this 2 circles good ovo imo is better to stack normaly and not like this =v=)
  2. 00:29:507 (3,4) - same ^
  3. 01:00:276 (3,4,5,6) - same^
  4. 01:08:481 (3,4,5,6) - same ^
  5. 01:48:096 (5,6) - same ^
  6. 01:52:840 (1,2) - o3o ^ and 03:23:866 (3,4) - and 03:26:045 (5,6) - ; 03:34:250 (5,6) - ; 03:38:225 (3,4) -
  7. 03:11:302 (3) - what about to stack the slider end with 03:10:404 (8) -
  8. 00:31:943 - new combo
  9. 02:55:917 (8) - new combo
  10. 02:57:968 (8) - new combo
  11. 03:04:122 (9) - new combo
  12. 03:06:173 (8) - new combo

nice mapset o3o have a star lol
Topic Starter
D33d

Lally wrote:

hi o3o/ Jarby's req from my Queue

o3o -> must fix
o3o -> suggestions
o3o -> normal things

[General]
  1. your BG is: 981x736 wich is not a rankable size o3o here for you: //Oops, thanks. I assumed that Jarby had got that right when he gave me the backgrond.
  2. I think is better to finish the spinner here in all diffs 03:45:661 - //That would feel bad. The groove stops where I've mapped the spinnerend and it's the climactic point of the song--not the end of the note.
  3. i think you have an useless file in your folder .3. http://puu.sh/3bP2w.png
//No idea why that even needed to exist.

[Easy]
  1. HP and OD -1 imo //They're all 3, unless I forgot to reupload with that. Anything lower than that would be a bit ridiculous.

  2. 00:18:994 (4,1) - spacing
  3. 01:00:532 (4,1,2) - spacing //Jumps between combos are fair game, as long as they're still readable and playable and there's a discernable gap. As it is, the slow tempo means that an extra 1/2 gap makes quite the difference.
  4. 01:24:635 (3,1) - spacing //This one isn't that excusable. I only did it like this for structure, but it's hard to tell that the new combo's aligned with the previous one in that way. I've changed the pattern to something sexier anyway.
  5. 02:03:096 (3,4,5,6) - again p3p
  6. 00:49:250(1,2,3) - what about to doing it like this:
//That wouldn't follow the lead's phrasing and omitting the last note would feel a bit weak. In terms of presentation, I think that it's good to have a contrast between asymmetry and then blanketing.--too much pretty blanketing can get boring.

[Normal]
  1. HP and OD -1 imo //I don't think that this would make much practical difference, but I'm still deciding. For the record, I've considered how the drain might behave in the soft sections and they really shouldn't become "drain sections." The sliders keep the HP meter stable.
  2. 00:32:071 - new combo here
  3. 00:47:199 (6,7) - spacing //While I only really did this for the blanketing, I don't think that the decrease is going to confuse anybody. Changing the spacing would mean having to rework things around it, which is probably more trouble than it's worth.
  4. 00:54:891 - new combo
  5. 03:18:481 (8,1) - spacing //combo-to-combo jumps are fair game, especially when the phrases are separated so obviously. The previous pattern ought to point the player towards the next anyway.
  6. 00:32:071 (7,8,9,10) - what about to place this circles like:
  7. 03:26:430 (7,8,9,1,2) - what about something like:
//Wouldn't really work for me, I'm afraid, for both flow and presentation reasons. To elaborate, I wanted the start of the first chorus to be smooth and descending, spanning the screen and feeling more "final." For the middle of the final chorus, I wanted the symmetry to make the pattern feel stronger and then to make this sexy thing happen.



That's how I roll.

[Hard]
  1. HP -1 //Really shouldn't be an issue, I think.
  2. 00:56:173 (4,5) - this 2 circles are not good stacked , stack this 2 like all the others
  3. 03:12:840 (1,2) - same with this 2
[Insane]
  1. 00:19:635 (3,4) - stack this 2 circles good ovo imo is better to stack normaly and not like this =v=)
  2. 00:29:507 (3,4) - same ^
  3. 01:00:276 (3,4,5,6) - same^
  4. 01:08:481 (3,4,5,6) - same ^
  5. 01:48:096 (5,6) - same ^
  6. 01:52:840 (1,2) - o3o ^ and 03:23:866 (3,4) - and 03:26:045 (5,6) - ; 03:34:250 (5,6) - ; 03:38:225 (3,4) -
  7. 03:11:302 (3) - what about to stack the slider end with 03:10:404 (8) -
  8. 00:31:943 - new combo
  9. 02:55:917 (8) - new combo
  10. 02:57:968 (8) - new combo
  11. 03:04:122 (9) - new combo
  12. 03:06:173 (8) - new combo
//I've already explained the manual stacking and stacking on sliderends is flat-out not happening.

//Also, all combos are like that so that they rotate properly. I might halve the combo lengths, but I think that it's okay to have longer combo in more intense parts and a the ends of sections.

nice mapset o3o have a star lol
Thank you. My home connection is goosed, so I can't upload any changes yet. However, I'll download the images to my phone and change the background. Glad you enjoyed it!
Jarby
The background is fine and best left as is. Ranking criteria simply recommends either 4:3 or or 16:9 at a max of 1024x768 and 1366x768 respectively. 981x736, while an unusual size, is what I cropped from the album art to fit 4:3. Resizing it now seems a bit pointless since the game will do it automatically anyway and it will be better quality this way.
Topic Starter
D33d

Jarby wrote:

The background is fine and best left as is. Ranking criteria simply recommends either 4:3 or or 16:9 at a max of 1024x768 and 1366x768 respectively. 981x736, while an unusual size, is what I cropped from the album art to fit 4:3. Resizing it now seems a bit pointless since the game will do it automatically anyway and it will be better quality this way.
Aren't you a clever boy!
cheesiest
the bees knees
21:55 D33d: oh okay
21:55 *D33d is playing [http://osu.ppy.sh/b/256819 Jacob Morris ft. David Gray - Harmless Minor [Insane]]
22:02 cheesiest: i have no vol
22:02 cheesiest: so no like hitsounds or like different rhythm suggestions or w/e
22:02 cheesiest: but ur perfect so no need
22:03 cheesiest: and like mapping 2 music and all that stuff!
22:03 cheesiest: idk can these 2 blanket or something?
22:03 cheesiest: 00:21:430 (3,5) -
22:05 D33d: oh um
22:05 D33d: hold on um
22:05 cheesiest: kk
22:05 D33d: thank you though :D
22:06 D33d: Only problem there is that the slider fits with those before it, or I would've
22:07 D33d: Having (5) slightly off centre would make me sad panda. :(
22:07 cheesiest: ):
22:07 D33d: Star the shit out of it though if it compels you, because I need the poooooweeeeeer.
22:08 cheesiest: just bug bats and voila ranked
22:08 D33d: Actually I shouldn't ask like that, but I'm just trying to pester people here and there.
22:08 D33d: Jarby asked some BAT or other, so here's hoping.
22:09 D33d: I asked Sapphire and he's always busy. jacob's like "uh no," DC's an unhelpful cocksucker and others tend to be busy.
22:09 D33d: Or others would get anal in a way which would annoy me a lot.
22:09 cheesiest: charles, faust, lunarsakuya, and umm
22:09 cheesiest: frostmourne
22:09 cheesiest: try them perhaps they can help more
22:10 cheesiest: 01:35:917 (6) - idk not good blanket
22:10 D33d: Yeah that blanket was a whole lotta fudging.
22:10 D33d: Plus it's off by like... A pixel.
22:10 cheesiest: maybe u'll have 2 turn off grid snap
22:11 *cheesiest gasps
22:11 D33d: I could maybe bug faust again, though I already had him change the title text.
22:11 cheesiest: yeah w/e not like anyone else will notice it
22:11 D33d: yeah I'd just hate to throw alignments out of whack
22:11 D33d: wait wait wait that sliderend doesn't even align with anything, changing
22:11 cheesiest: hardcore structure
22:12 D33d: Yeeeeeeah now it's pixel-perfect
22:12 cheesiest: nice :-)
22:12 D33d: hi6
22:12 cheesiest: i hope that was a mistake
22:12 D33d: I only wish that I had an excuse to repeat that pattern, 'cause it's really cool.
22:12 D33d: It was, then I left it.
22:13 D33d: Actually, my dick'll high you too.
22:13 cheesiest: touch tips
22:13 D33d: mmmmmhm
22:13 cheesiest: 02:03:096 (1,2,3,4,5) -
22:13 cheesiest: i love u
22:14 cheesiest: amazing
22:14 D33d: oh, tyvm
22:14 cheesiest: this very good so far
22:14 cheesiest: :-)
22:14 D33d: I'm glad!
22:15 D33d: Something about [Insane] feels slightly less impressive than [Hard] though. Maybe I should move the big chorus sliders outwards?
22:16 cheesiest: 02:55:404 (4,5,6,7,8,9,10,11,12) - is this what you were taking about when u were saying that you spent the time making a wave slider to use slider -> stream when you could've just used zig-zags
22:16 cheesiest: and idk i can't hear
22:16 cheesiest: idk how 2 identify the chorus
22:17 D33d: 2nd chorus is the first kiai, since the first chorus is right at the start
22:17 D33d: No not that one, the one right before the first break
22:17 cheesiest: ok i can put vol up now
22:17 D33d: No way I could've zigzagged that
22:17 D33d: oh ok
22:18 D33d: Just for this 00:32:327 - I was like "yeeeeeeeeaaaaaaah perfect wave conversion time," thenit cranked out a basic zigzag and I was like "...could've done that myself."
22:18 cheesiest: :3 ya that happens to me 2
22:18 cheesiest: whenever i like making slider -> stream
22:19 cheesiest: i use a 3:4 slider to stream length ratio
22:19 cheesiest: for like shorter streams :-)
22:19 cheesiest: so like .75x spacing
22:19 D33d: Ah
22:19 D33d: I just use a SV multiplier.
22:19 D33d: In this case, 0.8
22:20 cheesiest: could you take a look at one my maps after i mod this?
22:20 cheesiest: 03:40:020 (3,4,5) - idk d33d im not happy w/ this
22:20 D33d: oh sure
22:20 cheesiest: looks weird to me :3c
22:20 D33d: oh that bit again
22:21 D33d: Should I just space it normally or slightly less?
22:21 D33d: Or are you talking about the structure itself?
22:21 cheesiest: the spacing
22:21 D33d: okay
22:21 cheesiest: like combined w/ the forced structuring
22:22 D33d: Well it's not forced structuring, 'cause I wanted an up-down feel, but I feel you.
22:22 cheesiest: http://puu.sh/3fe5v.png
22:23 cheesiest: something like that? idk
22:23 cheesiest: seems simple
22:23 cheesiest: basically keep 3 and 4
22:23 D33d: Eh, I really want the push there
22:23 D33d: I dunno though I'll think about it
22:23 D33d: Also, I like the fact that the pattern spreads like Lizzehb on her work day.
22:24 cheesiest: idk luzzehb
22:24 cheesiest: :3c
22:24 cheesiest: ok hard diff now
22:25 D33d: okay
22:25 D33d: I dunno though, changing that pattern just makes it less impactful for me and it's annoying, 'cause I usually hate making neat things for the sake of it.
22:25 cheesiest: 01:28:225 (1) - blanket? idk
22:26 cheesiest: w/ (2, 3)
22:26 D33d: Wow I can't believe that I missed that.
22:26 D33d: I just wanted vertical alignment, so I'll slow the slider or tuck it in or wahtever.
22:26 cheesiest: might need 2 rearrange the circles ;~;
22:27 D33d: Naaaaaaah it'll work.
22:27 D33d: Ages ago, I figured out the magic of altering SV to make sliders fit into specific structure.
22:27 D33d: changes of like .5 or less usually, it's rad
22:27 cheesiest: >get slider
22:27 cheesiest: >not perfect
22:28 cheesiest: >scale to desired amount
22:28 cheesiest: >change SV accordingly
22:28 cheesiest: :-)
22:28 D33d: Well, if I've made an arc to blanket something or otherwise fit very specifically, the end tends to be out very slightly.
22:29 D33d: Or I can't quite blanket right because of the slider speed, so I slow it down and bring it in.
22:29 cheesiest: i wonder if anyone's made a map w/ sv changes to make patterns that wouldn't fit with the music w/ a constant SV
22:29 cheesiest: mm201 did it partially
22:29 *cheesiest is listening to [http://osu.ppy.sh/b/78335 Kitsune^2 - Rainbow Tylenol]
22:30 D33d: Yeah I fixed the blanket, thank you
22:30 D33d: mm tends to do that, at least with the linear sliders.
22:30 cheesiest: anyways moving on
22:30 D33d: Since it's hard to make diagonals work with the grid.
22:30 cheesiest: well you could do it w/ curves to make symmetrical sliders
22:30 D33d: Feel free to post a log in the thread, since picky stuff is me through and through.
22:31 cheesiest: with a time:slider length ratio
22:31 cheesiest: lol
22:31 cheesiest: i guess that's hit for hard
22:31 cheesiest: since it's just copy pasted again
22:32 D33d: oh right ok
22:32 cheesiest: 03:29:250 (1) -
22:32 D33d: there's a bunch of unique stuff at the end
22:32 cheesiest: actually this isn't a perfect blanket
22:33 cheesiest: and i guess it applied to this too 03:37:455 (1) -
22:33 cheesiest: fix accordingly
22:33 cheesiest: and that is all
22:34 cheesiest: now we move onto normal
22:34 D33d: okay lovely
22:34 D33d: I actually made it perfect too, holy fuck. http://osu.ppy.sh/ss/811539
22:35 cheesiest: d33d+
22:35 cheesiest: insta rank
22:36 D33d: Changed it from 1.03x to 1.05 times. That's what it takes to do ultra-picky slider structure.
22:36 cheesiest: i wonder if those people at iNiS did that
22:37 D33d: mm said that a lot of sliderart was slowed down for that reason.
22:37 cheesiest: gr8 minds think alike
22:38 D33d: def.
22:38 cheesiest: 02:54:378 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,1) - amazing lord jesus
22:38 D33d: I wasn't even that picky, but then I heard that and was like "yeah using this all"
22:38 D33d: oh my god let me brace myself for this
22:39 D33d: oh right, that superstructure
22:39 D33d: You know when I did that big honeycomb bridge for Coldplay? I decided that I enjoyed doing big honeycomb bridges.
22:39 D33d: The amount of time it took to make that all fit, holy fuuuuuck
22:42 D33d: The sad part is that Charles would be like "omg I can't deal with offbeats, ergo it's too hard."
22:42 D33d: Hence why I wouldn't want him to bother.
22:43 cheesiest: idk couldn't this be arranged in a hexagon?
22:43 cheesiest: 03:16:943 (3,4,5,6,7,8) -
22:43 cheesiest: and all patterns like that
22:43 D33d: I was going more for the cool, edgy right-angles thing, as I got slightly bored of hexagons.
22:43 D33d: Good point though, I'll consider it.
22:46 cheesiest: that vid of ouendan 2 gameplay
22:46 cheesiest: looks really nice :-)
22:46 D33d: Yeah it's really pretty
22:46 D33d: Glad you like it
22:46 D33d: The patterns are really distinct and flowy too, which is sex
22:46 cheesiest: umm i guess that is all for normal
22:46 cheesiest: very sex
22:46 cheesiest: so now onto easy
22:46 cheesiest: would it be on to easy
22:47 cheesiest: or onto easy
22:47 D33d: onto
22:50 cheesiest: nothing really wrong with easy
22:50 cheesiest: 03:18:994 (1) - this slider though
22:50 cheesiest: might be a problem idk
22:51 cheesiest: (but really shouldn't be)
22:51 D33d: What about it? Closeness to the edge?
22:51 cheesiest: yeah
22:51 D33d: Ha, I was thinking that. I'll change it.
22:51 D33d: Then you have another excuse to post in the thread.
22:52 D33d: http://osu.ppy.sh/ss/811547 or in further?
22:53 cheesiest: that should be good enough
22:53 D33d: Yeah it's safe with easy mod, thank you.
22:53 cheesiest: and i guess that concludes my rather unthorough mod
22:53 D33d: A mod is a mod is a mod, so it's very much appreciated.
22:53 D33d: Now post and get kudosu.
22:54 cheesiest: http://puu.sh/3ff4Y.png what i have a folder
22:54 cheesiest: with an html doc
22:54 cheesiest: idk
22:55 D33d: fuck I meant to delete that, thanks for reminding me
22:55 D33d: ...wait it shouldn't be there um
22:55 cheesiest: perhaps from before
22:55 D33d: prolly
22:55 cheesiest: ok posting
Eruna
Just pointed something out
SPOILER
18:36 Masterblue48: Nothing felt off
18:37 Masterblue48: except this circle here: 03:26:045 (5) -
18:37 Masterblue48: it's too close to the slider
18:39 D33d: hold on what
18:39 D33d: Manual stacking
18:40 D33d: I dunno, maybe I could make that pattern a little different somehow
18:41 D33d: I basically have to fudge manual stacking to prevent stacks from overlapping other objects, otherwise it looks fugawful.
18:43 D33d: oh wait I might have it
18:44 D33d: How does this look? http://osu.ppy.sh/ss/821764
18:45 Masterblue48: Looks nice
18:47 D33d: Actually, wow this works much better.
18:47 Masterblue48: Yeah I copied that so I can test it
18:47 Masterblue48: it's nice
18:52 D33d: Thanks for pointing it out, sorta.
Topic Starter
D33d
Kudoed, because the stacking workaround at that time was never ideal and it looked awkward in reverse. Since several people complained about it, the implication that I space the 1/4 made me do so and it works really well towards the end of the song.
Yuukari-Banteki
[Easy]
Try 45% audio for the claps to make them less jarring with the song
01:00:532 (4) - players of [Easy] tend to have very large difficulty determining which slider end to start at and will always go for the nearest one. You really shouldn't introduce sliders with the far end being the start until [Normal]
01:08:738 (4) - ^
02:08:225 (4) - ^
02:16:431 (4) - ^
02:43:096 - add a note here?
02:56:430 (1) - slider end confusion
03:04:636 (1) - ^
03:28:481 (4,5) - this is also going to be difficult for newbies for the same reason as slider end confusion
03:36:686 (2,3) - ^


[Normal]
00:54:507 (5,6) - I'm so torn between exact spacing and symmetry here.
02:54:378 - this whole section is friggin awesome


[Hard]
OK the first thing I notice is your 1/8 stacks...a large number of them fit the music but a fair number don't so I'll just be pointing some of them out...
00:41:045 (1,2) - this fits the music, but it fits the wrong part of the music according to the rest of the combo. Jumping tracks like that is confusing.
00:49:250 (1,2) - ^
00:56:173 (4,5,6,7) - the main problem with this is that no matter how you shake it, the strong note of the music is on the one tick you DIDN'T map. Try moving stuff around to get a note on that white tick - moving 5 to it works fine but you can do other things too
00:58:994 (4,5,1) - the problem here is that the first note of the slider falls on a nonexistant melody. As long as you can avoid having any circles on 00:59:122 you should be fine.
01:40:532 (1,2) - please line these up better: http://puu.sh/3kl3f.jpg
01:42:584 (1,2) - ^
02:06:687 (4,5) - same as before
02:14:892 (4,5) - ^
02:56:045 (7) - the music here is asking for a stack of 3 or of 1 and you gave it 2. Wut.
02:58:096 (9) - ^ etc
03:08:225 (8,9,10) - yeah like this exactly
03:10:789 (1,2) - this still feels weird


[Insane]
00:43:096 (1,2,3) - oh my god you took a triplet in the music and turned it into 3 completely separate tracks whyyyyyyyy
01:47:584 (4,5,6) - ^
03:40:020 (3,4,5,6,7,8) - coooooooool
Topic Starter
D33d

Saturos-fangirl wrote:

[Easy]
Try 45% audio for the claps to make them less jarring with the song
01:00:532 (4) - players of [Easy] tend to have very large difficulty determining which slider end to start at and will always go for the nearest one. You really shouldn't introduce sliders with the far end being the start until [Normal] Fair. I'll rework these, hopefully with little difficulty. On second thoughts, this is proving to be very difficult to rework and another playtest shows that slider snaking should make the order very obvious. I'll still work on this.
01:08:738 (4) - ^
02:08:225 (4) - ^
02:16:431 (4) - ^
02:43:096 - add a note here? It wouldn't fit here and placing it half a beat back would probably be too confusing. However, my main reason is that novices would need ample time to recover after a very long slider, especially one with a repeat.
02:56:430 (1) - slider end confusion It took me forever to make these sliders work together, so I'm not sure how I'd change them. However, I'll try to think of something, otherwise this'll stay as it is for a while. I think that some confusion could be fair for this section, since I intended this to be really intense across all diffs.
03:04:636 (1) - ^
03:28:481 (4,5) - this is also going to be difficult for newbies for the same reason as slider end confusion Object order confusion, yeah. I thought that this would be fair for a more intense easy, but I can't help but agree. I added a repeat to the horizontal arc.
03:36:686 (2,3) - ^


[Normal]
00:54:507 (5,6) - I'm so torn between exact spacing and symmetry here. That would compromise how the pattern works with the previous one. However, I might space (6) further, since it'd probably make the rhythmic detachment more obvious.
02:54:378 - this whole section is friggin awesome Thank you! Bloody thing took long enough to make.


[Hard]
OK the first thing I notice is your 1/8 {1/4!} stacks...a large number of them fit the music but a fair number don't so I'll just be pointing some of them out...
00:41:045 (1,2) - this fits the music, but it fits the wrong part of the music according to the rest of the combo. Jumping tracks like that is confusing. The kick is very prominent and I found that this was the best way to make things both readable and flowy. Really, when the kick has that much space and the melody and backing figures work together rhythmically, I see no reason against mapping to both. Funk and its derivations are all about the rhythmic interaction, so I think that it's acceptable for a map to intertwine different lines.

If I blank any other points, the aforementioned should cover everything. Still, I do know what you mean.

00:49:250 (1,2) - ^
00:56:173 (4,5,6,7) - the main problem with this is that no matter how you shake it, the strong note of the music is on the one tick you DIDN'T map. Try moving stuff around to get a note on that white tick - moving 5 to it works fine but you can do other things too It's actually following the backing for the sake of finality, but I can make something of an effort to fiddle with this part. No guarantees that it'll work better, but there's definitely a good chance. I'm good at making things work.
00:58:994 (4,5,1) - the problem here is that the first note of the slider falls on a nonexistant melody. As long as you can avoid having any circles on 00:59:122 you should be fine. No. Sorry, but the lead and bass interact in a really satisfying way here. When the bass is that prominent, I'm not going to ignore it, especially when it results in a much more satisfying groove in the pattern.
01:40:532 (1,2) - please line these up better: http://puu.sh/3kl3f.jpg I was going for a sharp upward motion and I really don't think that smoothing it out would have enough of a benefit to warrant tearing up an entire half-chorus.
01:42:584 (1,2) - ^
02:06:687 (4,5) - same as before
02:14:892 (4,5) - ^
02:56:045 (7) - the music here is asking for a stack of 3 or of 1 and you gave it 2. Wut. Listen to what the snare's doing. It should be quite obvious that I'm mapping this section more to the groove in all difficulties. I dunno; I might make it a triple, but I prefer to have the separation between combos, then the triple on the third pentagon--this makes it flow into the next pattern and heightens the intensity.
02:58:096 (9) - ^ etc
03:08:225 (8,9,10) - yeah like this exactly
03:10:789 (1,2) - this still feels weird The groove's effectively going like this:

1e(+a)2(e+)a(3)e+(a)4 +

My profile explains this mode of rhythm counting, but basically:

--Again, the kick has loads of space behind that long, bent note
--It is logical to fill out the rhythmic interaction
--As this is heading towards the end of the song, it makes sense to add rhythmic density as a fair difficulty curve.


[Insane]
00:43:096 (1,2,3) - oh my god you took a triplet in the music and turned it into 3 completely separate tracks whyyyyyyyy The slider itself covers the first bunch of notes, then the next one accentuates the end of the run and the accented note. I wrote this part of the music, so I know that this makes musical sense. I did also have tick rate 4 for the sake of filling more of the melody, but then I had to change it to 2 in order to make it work with the soft bridge. Besides, the tick still works with the phrasing. There's a reason why I've used drum ticks throughout the map.
01:47:584 (4,5,6) - ^ This definitely works and I've explained that thoroughly in IRC. That said, I could always simplify it to 1/2 in order to make it consistent with the preceding arc/slider thing.
03:40:020 (3,4,5,6,7,8) - coooooooool Haha, thank you. I only just replaced a less satisfying pattern with that one.


Thank you! I'll try to get myself into modding mood for your map, since I took quite a lot away from this mod. Also, I will try to get the custom clap to work properly. I took it from the osu!stream skin and it's far less jarring, but the osu! default really needs to be softened.
aRiskOfRain
me and D33d spent the time of: far too long talking about this in irc

specifically THAT ONE COMBO IN INSANE

I do not have logs

but I have the pain of a 2 hour discussion

EDIT: that'll do
Topic Starter
D33d
The lesson here is this: Don't suggest that a pattern be torn up if a viable alternative can't be demonstrated in a way which would fit around everything else. I saw no feasible way to change the combo at 00:55:404 - in a way which maintained the steady pulse, so I left it as it was. Any alternatives would either be too unbalanced or too boring. Any feasible suggestions for that bar--with examples--would be much appreciated.

From the IRC mod, I also changed the end of the first chorus in [Insane], which will also be changed in [Hard], in order to make the ending more steady. A suggestion for [Easy] was also made, which was to shorten 01:45:661 (3) - by 1/4, but I felt that this would feel too unsteady. However, I'm thinking about it.
Aurele
Damn girl.
I can't rank it.
Topic Starter
D33d
Well damn, that was a long slog. If this ends up being popped, then I'll sit down with the map and have a really good think about some sections.

Thanks, DC! Also Jarby, for pestering everybody to check it. If it was left to me, then I'd probably be waiting for another month or something.

DEEDIT: Crap, for some reasons, every diff still needs the title text to be moved to the first break. I just think it'd be more effective this way. When a BAT's free, could it be ninja-edited please? Maybe when one of you feels that the map's ready to be ranked? It feels strange to have the text in different places. No tremendous deal if it isn't done, but damn it'd be neat.
LunarSakuya
Moved title text to first break, just fyi

General
cool

Easy
00:32:327 (5,6) - Make a mirror of (3,4) https://osu.ppy.sh/ss/825597 Right now I feel like (5) kinda juts out a bit
00:46:686 (2,3,4,5,6) - potential star here but if you wanna keep the copy and pasted sliders after this, that'd okay too
00:54:891 (2) - Put this in the donut hole https://osu.ppy.sh/ss/825601 :D? though i'm not 100% sure of the clearness for beginners
01:11:814 (1) - Whistle would sound cool with the bgm (if you apply, don't forget the other diffs)
02:46:173 (1) - Add spinner after this note https://osu.ppy.sh/ss/825602 with silenced end maybe. I think it'll fit the crescendo going on in the bgm
03:26:686 (1) - Delete NC, NC on (3), where the new stanza begins

Normal
00:55:404 (8) - NC seems appropriate here
01:00:532 (6) - Add reverse, sounds like the continuity of the melody/scale(?) is broken atm
01:03:609 (5) - NC to indicate multiple reverses?
01:08:737 (6) - Add reverse, similar reason as above (if you add the reverses, there's another section like this also)
01:29:122 (2,3,4) - Spacing, check with distance snap
02:11:302 (5) - NC?
02:46:173 (1) - Again, consider a spinner after this

Hard
00:56:173 (4,5) - is this spacing intentional? if not, I see no reason not to stack them perfectly
00:56:558 (6) - hmm I'd move this back to the white tick http://osu.ppy.sh/ss/825623 for some consistency with 00:57:199 (9,10,11) - and the main melody seems pretty dominant here for this combo
01:29:507 (4,5) - you could keep going with the triangles http://osu.ppy.sh/ss/825631
02:54:861 - this downbeat could really use a note; I'd move (2) back so it's on a more emphasized drum
02:57:071 (4) - similar as above, I'd move this back tot he white tick
03:03:096 - ^ (and the usual, if you apply, do it for all sections)
03:22:326 (5,6,7) - Equalize the spacing more/make a triangle http://osu.ppy.sh/ss/825898 The spacing between (4,5) is almost similar to (7,5) so having and equilateral triangle can more clearly define the constant 1/2 rhythm after "recovering" from the 1/4 from (4,5) ...if you get me
03:26:173 (5,6,7) - yeah like here, it looks sexy
03:36:250 - Add something here, to keep the guitar sound descending into the spinner

Insane
01:06:686 - Add note? seems like you're kinda following the synth around this area
01:32:712 (3) - starts off kinda wierd, especially with the Finish emaphasizing something more subtle, i suggest add a note here then continue the slider after it http://osu.ppy.sh/ss/825910
01:40:917 (3) - ^
01:42:969 (3) - ^


ur good with polygons, nice hitsounding too
now I guess I wait :lol:
Topic Starter
D33d
Thank you. If you're available to talk through points after your mod, that would be great. I never take the points in a bubble pop at face value, because all kinds of terrible things can happen right on the cusp of ranking. As such, when a pop does happen, I discuss everything that I don't think would have a profound benefit to my mapping.
Topic Starter
D33d

LunarSakuya wrote:

Moved title text to first break, just fyi

General
cool

[Easy]
00:32:327 (5,6) - Make a mirror of (3,4) https://osu.ppy.sh/ss/825597 Right now I feel like (5) kinda juts out a bit I did want to keep a smooth arc-shaped pattern, but I suppose that the change from moving away and back in like that would be awkward. I just made (2,3,4,5) a tight rhombus, with (6) coming off the bottom. That would keep the player's hand from traversing the screen too much.
00:46:686 (2,3,4,5,6) - potential star here but if you wanna keep the copy and pasted sliders after this, that'd okay too No idea how I'd change this without making the pattern worse, so I won't. Besides, copypaste's good for easier diffs.
00:54:891 (2) - Put this in the donut hole https://osu.ppy.sh/ss/825601 :D? though i'm not 100% sure of the clearness for beginners While that would be really awesome, it'd require a lot of fiddling with the slider itself and the slider would obscure the approach circle for too long. I would otherwise. :(
01:11:814 (1) - Whistle would sound cool with the bgm (if you apply, don't forget the other diffs) I thought that a finish on its own would sound more final, but y'know what? The whistle kind of works and certainly doesn't harm anything.
02:46:173 (1) - Add spinner after this note https://osu.ppy.sh/ss/825602 with silenced end maybe. I think it'll fit the crescendo going on in the bgm Easy and Normal have a break here, because it would otherwise be very hard to start the next section in an intuitive place. Basically, it's so that I can start the next section on the downbeat and not startle the player after a spinner.
03:26:686 (1) - Delete NC, NC on (3), where the new stanza begins I only really comboed it like I did because the 1/2 objects lead into the slider, but whatever. The slider's a new combo. By the way, it's a "bar" or "measure," not a stanza. :P

Easy: DONE!

[Normal]
00:55:404 (8) - NC seems appropriate here I'm keeping the combo rotation consistenthere and I think it's fairly harmless to have the end of a section with a long combo. I started the combo on the downbeat though.
01:00:532 (6) - Add reverse, sounds like the continuity of the melody/scale(?) is broken atm The groove stops here and the couple of notes are more of a lead-in to the next phrase. Notice how strong the downbeat is in the next combo. Besides, I wanted to leave plenty of space between combos, so as to not overwhelm the player. This section's more heavy, so the stop-start feels pretty appropriate to me.
01:03:609 (5) - NC to indicate multiple reverses? Even better: I halved the combo lengths here, which is more consistent with [Hard] anyway. I wasn't too sure about how to split the combos in this diff, so feel free to suggest that I halve them throughout.
01:08:737 (6) - Add reverse, similar reason as above (if you add the reverses, there's another section like this also)
01:29:122 (2,3,4) - Spacing, check with distance snap
02:11:302 (5) - NC?
02:46:173 (1) - Again, consider a spinner after this

Nice!

[Hard]
00:56:173 (4,5) - is this spacing intentional? if not, I see no reason not to stack them perfectly Manual stacking. It juts out a bit strangely with normal stacking and practically overlaps (2).
00:56:558 (6) - hmm I'd move this back to the white tick http://osu.ppy.sh/ss/825623 for some consistency with 00:57:199 (9,10,11) - and the main melody seems pretty dominant here for this combo For [Hard] and [Insane], I was emphasising the groove more as a means of impetus. I was never sure how to follow the melody without adding that impetus, so this part's never changed. If you feel like this is still bothersome, then drop me a line after I've reuploaded and I'll do some good old-fashioned fiddling.
01:29:507 (4,5) - you could keep going with the triangles http://osu.ppy.sh/ss/825631 I wanted the combo to stay high with the lead's intensity and generally to launch the player across the screen.
02:54:861 - this downbeat could really use a note; I'd move (2) back so it's on a more emphasized drum The bass groove is really heavy here and it locks in with the arpeggios. If I stick to the backbeat, then the offbeats in the groove will be left gaping. That and it'd make the pattern really awkward.
02:57:071 (4) - similar as above, I'd move this back tot he white tick
03:03:096 - ^ (and the usual, if you apply, do it for all sections)
03:22:326 (5,6,7) - Equalize the spacing more/make a triangle http://osu.ppy.sh/ss/825898 The spacing between (4,5) is almost similar to (7,5) so having and equilateral triangle can more clearly define the constant 1/2 rhythm after "recovering" from the 1/4 from (4,5) ...if you get me I get you. I was a victim of my own circular blanketing cravings, but it certainly makes more sense to space things out a bit. Better flow, too. I did want the blue circles to rise into the next combo, but eh transition patterns. I fudged it to look like this. Not quite as tidy as I'd like and the spacing goes a bit funny into the triangle, but it goes into a new combo and the structure makes it make sense (I hope).
03:26:173 (5,6,7) - yeah like here, it looks sexy
03:36:250 - Add something here, to keep the guitar sound descending into the spinner It's not a guitar, but it would detract from the groove going dooBA, BAdoo, hence the stacks.

[Insane]
01:06:686 - Add note? seems like you're kinda following the synth around this area I would and was tossing up this idea, but it's the same as [Normal]: The groove stops here and the broken-sounding chord punctuates the stop really heavily. I just wanted the stop to emphasise the groove change, as it's much more satisfying.
01:32:712 (3) - starts off kinda wierd, especially with the Finish emaphasizing something more subtle, i suggest add a note here then continue the slider after it http://osu.ppy.sh/ss/825910 There's a very strong double kick and the start of the riff which underpins most of the track. I feel that the lead line's strong enough after this to warrant a whole slider to itself.
01:40:917 (3) - ^
01:42:969 (3) - ^


ur good with polygons, nice hitsounding too
now I guess I wait :lol:
Again, a fairly stubborn response from me, but it's all done with the overall feel of the map in mind. Hit me up if you want to bug me about some points again! I'm keen to give this whatever shine's needed before a rank. Thanks for looking!

All hitsounds have been finished! Please feel free to be picky with them, because I want them to sit just right in front of the music.
_dog
After the last break.
Lower the chimes to 30% or 45%
and increase the volume slightly for each NC.
This will create a gradual effect for the end.
Topic Starter
D33d
I opted for 55% as a start, since I wanted the start to be forward enough to feel like actual hitsounds were happening. Then, I used 10% increases every two bars, then every bar. If things are still too loud, then I'll lower the volumes by 5 or 10%. Good suggestion.
LunarSakuya
hey sry for the delay

Hm I dunno about Normal and Hard having the same OD. I suggest decreasing the OD on Normal to 5 (-1)

And I believe that's it lol

Call me maybe ;)
Topic Starter
D33d
Hey, no worries--thanks for stopping by again. As adamant I am about the similar settings not being a problem, I've bumped [Hard] to 6-7-7, to make the OD align with that in [Insane], and [Normal] is 6-6-5. For [Normal], I've kept the approach rate up in order to make the more complicated patterns a bit easier to follow, while the lower OD should make those patterns fairly lenient and generally take the edge off what is an intense [Normal] in the first place.

I'll pester you again when you're online, then we can talk about this ooone mooore tiiime.
Jenny

D33d wrote:

ooone mooore tiiime
music's got me feelin' so free~
Aurele
Sakuya pls
LunarSakuya
Ranked
Congrats :)
Aurele
no.
I don't accept this.
P o M u T a
yay
Jarby
Thank you for all your modding and support, everyone!

Topic Starter
D33d
Hooray!



Thanks for all of the help and attention! It really means a lot that I could count on people to stick by and see this through.
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