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May'n - Chase the world [Osu|Taiko|CatchTheBeat|OsuMania]

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Nwolf
I could check taiko so



blame every other mode \:D/
Kurokami
Deif said to me back then to not touch the CtB so its ready. :P
smallboat
音效好多,看的好蛋疼,這種選取顏色看到快脫窗,歐尼醬知道怎改嗎?
[General]
1.還是有一些音效問題

無用的音效 (Unused hitsound):
soft-sliderslide2.wav
normal-hitclap6.wav
normal-slidertick60.wav


(Unused hitsound delay) : drum-hitclap50雖然延遲得有點大但仍然在能rankable的範圍,看要不要再改改 (前面是空了3.5ms左右 : )

下面3個也是 (不過第一個沒有用到,看要不要考慮下):
normal-hitclap6 : normal-hitfinish20 : soft-hitclap8 :
2.rrt的wide screen取消一下 (widescreen cancel)

--------------------------------------------------
[Xinely's Easy]

Nothing.

[wcx's Normal]
00:16:515 (6) - 改2個白線單點吧,我看了最近QAT的DQ issue分析 (幾乎都是噴難度節奏構成和diff spread gap大小),那兩毛兄弟與一個A開頭新上的感覺會叫說折返太多 in Normal 要減略點。(有種預感會被挑)
00:27:103 (4) - 往上一點,有點擔心
00:57:456 (2) - 同上
01:00:985 (3,4) - 三連折返這也一定要改,現在QAT無聊會挑這個來找碴,理由也跟00:16:515 (6)一樣,然後節奏建議 : (然後Tick聲音弄小一點)
01:06:279 (3) - 碰到HP bar

[Hard] (N>H diff spread gap有點危險,這難度跟Normal比較有點跳太大了,00:28:515 (1,2,3,4) - 看你這種的梗很多,減去幾個來降低點難度吧(差了1.53star有點奇葩),或找專門DQ diff的QAT來看看)

01:01:074 (1,1) - 在Hard轉盤後要空1拍,現在1/2不行

[Kanto's Insane]

Nothing.

[Chloe's Insane]

Nothing.

[tyui's Accel] (I think some part rhythm snap need to fix consistent to fit the music with every diff)

00:16:162 (1,2,3) - Compare with another duff,this 1/3 rhythm snap here.
01:25:338 (1) - Same above
Topic Starter
Kayano
Except rrt's diff, others all fixed. 00:16:162 (1,2,3) - is confirmed as 1/4 rhythm, other diff use 1/3 slider is aimed to follow the main 1/3 rhythm and didn't hurt playing so that's fine.

Hitsounds reworked, please redl

Thanks for checking! Updated.
smallboat

OniJAM wrote:

Except rrt's diff, others all fixed. 00:16:162 (1,2,3) - is confirmed as 1/4 rhythm, other diff use 1/3 slider is aimed to follow the main 1/3 rhythm and didn't hurt playing so that's fine.

Hitsounds reworked, please redl

Thanks for checking! Updated.
Comfirm this snap is correct by Charles445 IRC chat : https://osu.ppy.sh/forum/p/3358883

And looks fine.

Taiko Icon: p/3336868
CTB Icon: p/3342968
o!m Icon: p/3342207

Rebubbled
Kurokami
Hype? *3*
Topic Starter
Kayano

smallboat wrote:

OniJAM wrote:

Except rrt's diff, others all fixed. 00:16:162 (1,2,3) - is confirmed as 1/4 rhythm, other diff use 1/3 slider is aimed to follow the main 1/3 rhythm and didn't hurt playing so that's fine.

Hitsounds reworked, please redl

Thanks for checking! Updated.
Comfirm this snap is correct by Charles445 IRC chat : https://osu.ppy.sh/forum/p/3358883

And looks fine.

Taiko Icon: p/3336868
CTB Icon: p/3342968
o!m Icon: p/3342207

Rebubbled
Thanks!
But i guess you don't need to put those icons here? it was zero__wind bubbled before you come @_@

WARNING! star difficulty inconsistent in scoreboard page, because it automatically shows the stars in Taiko mode!
Kodora
Change CS, HP and OD on Normal to 4 please for more balanced settings.

Aargh!
Topic Starter
Kayano

Kodora wrote:

Change CS, HP and OD on Normal to 4 please for more balanced settings.

Aargh!
Increased CS&HP to 4 and OD to 4.5. Updated!
Kodora
Requalified.

Before anyone starts to complain, slider ar rrtyui's diff at 01:26:044 (1) is completely playable and already was fc'd - players DO have time to read repeats, it just requires very good reaction. 1/8 jumps are also fine.

2015 mapping hype :D
Topic Starter
Kayano

Kodora wrote:

Requalified.

Before anyone starts to complain, slider ar rrtyui's diff at 01:26:044 (1) is completely playable and already was fc'd - players DO have time to read repeats, it just requires very good reaction. 1/8 jumps are also fine.

2015 mapping hype :D
Thanks Kodora and all supports!
btw it is 2013 mapping lol
captin1
awesome, great to see this back
Akasha-
Still have someone rank this song <3 :3

Grats OniJam, Xinely, wcx19911123, Kantokun, Chloe, rrtyui, Kurokami, and [ M o m o ] ~
Myxo
So this took 6 months to requalify.. Gratz :)
Hollow Wings
really gratz, this should be qualified eventually indeed.
Xinely
Yay grats onijam \:D/
Adol Christin
1,2,3,4......lol 15 diffs?
Congratulation everyone!
Muu-chan
。◕‿◕。 yay congratulations guys! 。◕‿◕。
Musty
OD10 please :'(
Sey
Wow, finally. Glad to see it back, gratulations.
[ M o m o ]
Yeey! grats Onijam! :)
alice soft
Nice mapset.
One thing though for Kanto's Insane,
00:27:103 (1) -

> http://puu.sh/gwzGs/5c159ffae5.jpg / http://puu.sh/gwA7i/a34d8c927c.jpg
Slider end isn't visible in 1280x1024 res.

The other standard mode diffs have no issues of the sort, checked as well.

Doesn't affect gameplay but it's distracting. Only see this mistake in old maps, not in any recent ones (for diffs I play) so bringing it up.
Topic Starter
Kayano

torappu wrote:

Nice mapset.
One thing though for Kanto's Insane,
00:27:103 (1) -

> http://puu.sh/gwzGs/5c159ffae5.jpg / http://puu.sh/gwA7i/a34d8c927c.jpg
Slider end isn't visible in 1280x1024 res.

The other standard mode diffs have no issues of the sort, checked as well.

Doesn't affect gameplay but it's distracting. Only see this mistake in old maps, not in any recent ones (for diffs I play) so bringing it up.
Technically it is an issue :( But it only appears at 1280x1024 (5:4), all other standard resolutions are 4:3, they don't have problem to read.
CSLM
gratz~
ikin5050
daaaamn all 4 gamemodes
OnosakiHito

Reason for Disqualification


  1. Disqualified for several reasons in Inner Oni:
  2. Sound volume should be at least 80%. Having only 60% on such a powerfull song makes the taiko sound too quiet.
  3. 00:15:809 - This has to be changed. I understand the intention here, but the use of 1/6 is taken to literally in the song, especially when bounded together with the 1/3 and 1/2 patterns. It doesn't play really well, and makes the spread in the diff itself unbalanced because of a sudden 12-plet 1/6 stream.
  4. In general the songs structure isn't really well made here. You can clearly see some system behind this mapping, especially since certian patterns appear always at the same stanza-set (e.g. 00:20:044 ~ 00:39:809 ), which is nice. But looking overall at it, there is a massive use of 1/4 which need a restruction (e.g. 01:07:691 ~ 01:10:162 - I see no connection here beside the kat which might follow the vocal).
  5. Speaking of massive use of 1/4, nearly the whole difficulty is mapped without a single break from 00:11:574 to 01:22:162 - . Because of this there is no emphasition in this beatmap. No flow due to same struction. No closed pattern systems at all. The quality itself suffered due to this.
  6. 01:12:279 - Kiai time shouldn't end here! Rather at: 01:22:162 -
  7. 01:25:691 - Same as before about 1/6 use.
  8. Disqualified also for continuous mapping through the whole Muzukashii map, this must be changed. Please have some rest moments here.
___________________________________________________________________________________________________________________

Additional Modding


[ Inner Oni]
  1. 00:11:574 - Kiai is here not needed. This isn't a chorus even though the part is emphasized by the vocal.
  2. 00:38:662 (306,307,308,309,310,311) - Not sure about these, but might be okay.
  3. 01:02:044 - Might be also okay, since it isn't as long as previous 1/6 stream.
  4. 01:23:574 - Chorus is over, kiai could be used, but seems rather inappropriate here. It has no effect anymore since real chorus contained kiai already.
[ Oni]
  1. Same about kiai
  2. Same about volume
[ Muzukashii]
  1. Same about kiai
  2. Same about volume
Hey there. Well, there seem to be a lot of reasons for the disqualifications, huh? But that is rather caused by one reason: The amount of 1/4 you used here. The map has mostly 1/4 patterns without a lot of variation. Calm, normal and climax parts are mostly mapped the same and provide the same density as well. Due to this it is hard to emphasize a lot of parts in this song or make clear when new sections start. As I said in DQ section(^) I can see some 1/4 structures which appear ath similar stanzas, which is really good. But due to amount of 1/4 notes you can baerly notice it.
Well, considering how old the map is, it isn't that dramatical. Yet, there is something else to say about Inner Oni:

I'm not sure how you think about this, as in, if you want to have an overhaul of your Inner Oni. But if you want to have a restruction of it, this would requier a lot of work and time, especially when looking at current spread. Your Oni is really nicely mapped and provides some good pattern structures! Same can be said about Muzukashii, beside the fact of having many notes. But if you reduce the note use in Inner Oni, this would probably endager the difficulties due to incomming uneven spread. Inner might come to close to Oni while Muzu has a big spread to Oni anway, which could lead to note deletions in the Oni as well, which probably should be prevented.

Considering this, it might be not bad just removing the Inner Oni because, it requiers a lot of rework while Oni and Muzu are mostly fine.
I don't know, it is up to you of course. If you say it is no problem for you having a new structure you can go ahead. But wouldn't recommend it.


Sorry for not giving more examples here, but at this point I will leave it to the BNs. I wish you good luck!
Nwolf
the 1/6 was the best thing about the map tho



rip diffs :C
Kurokami
Just when finally something happened with this set.....q.q
Arf
And the inherent problem with the idea of four mode mapsets comes to light. Bit sad, but hey, if there's a problem, there's a problem.
Kurokami

rfandomization wrote:

And the inherent problem with the idea of four mode mapsets comes to light.
This isn't correct. The problem is not with the mixed set but with the mod's quality. And by the way, as I know this problem is not set in stone so it can be overlooked.

Just by looking any any namco origin Taiko map the Inner onis are always hard if not harder than this one. So before saying this, help to build a fine and perfectly understandable guideline for taiko (or other modes) because thats where problems like this begins.

/conversation end
Crystal
In Kurokami's Rain:

00:53:044 (5,6,1) - Consider moving 00:53:574 (6) - a bit left, since current pattern is really hard to catch (testplay and you can see the uncomfortableness in it).
Of course, making a HDash also solves the problem, but reducing distance is more recommended. :D

Just a simple suggestion, feel free to take it or not.
Arf

Kurokami wrote:

This isn't correct. The problem is not with the mixed set but with the mod's quality. And by the way, as I know this problem is not set in stone so it can be overlooked.

Just by looking any any namco origin Taiko map the Inner onis are always hard if not harder than this one. So before saying this, help to build a fine and perfectly understandable guideline for taiko (or other modes) because thats where problems like this begins.

/conversation end
You misunderstand me. The fact that the whole mapset is unranked because one set of difficulties from one mode needs fixing is what I was referring to. It's not a problem, per se, it just brings grief to Standard/Mania/CTB players who don't and/or won't play the Taiko difficulties. Obviously this isn't an "issue" or anything, just a slight disadvantage to having multiple mode mapsets. It's a small price to pay to have specific difficulties for different modes, the post wasn't meant to be malicious :(

Sorry? :o
Kurokami

Crystal wrote:

In Kurokami's Rain:

00:53:044 (5,6,1) - Consider moving 00:53:574 (6) - a bit left, since current pattern is really hard to catch (testplay and you can see the uncomfortableness in it).
Of course, making a HDash also solves the problem, but reducing distance is more recommended. :D

Just a simple suggestion, feel free to take it or not.
There supposed to be a HDash but the changes in the system removed it (old map after all). I was already aware of this ever since it got ranked but thank you for pointing out. I changed it a little, it should be easier now.

Rain:
SPOILER
osu file format v14

[General]
AudioFilename: Chase the world.mp3
AudioLeadIn: 2000
PreviewTime: 61779
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Chase the world
TitleUnicode:Chase the world
Artist:May'n
ArtistUnicode:May'n
Creator:OniJAM
Version:Kurokami's Rain
Source:アクセル・ワールド
Tags:opening Accel World Black Lotus Kuroyuki Hime Xinely wcx19911123 KantoKun Chloe rrtyui [_m_o_m_o_] Kurokami
BeatmapID:470751
BeatmapSetID:99579

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Black Lotus.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
280,352.941176470588,4,1,1,50,1,0
10162,-100,4,2,1,20,0,0
11574,-100,4,1,1,70,0,1
17221,-100,4,1,1,60,0,0
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20397,-100,4,1,1,60,0,0
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62397,-100,4,1,2,80,0,1
80750,-100,4,1,1,60,0,0
87809,-100,4,2,1,20,0,0


[Colours]
Combo1 : 27,230,245
Combo2 : 158,194,243
Combo3 : 237,221,143
Combo4 : 254,180,222

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Karen
We fixed some skin files and changed one pattern in kanto's insane
it's fine to go again imo.
next bn: pls check skin again for sure <3
SPOILER
[code]2015-09-21 19:47 Karen: skin没问题
2015-09-21 19:47 Karen: aibat报错
2015-09-21 19:47 Karen: http://puu.sh/kiYxd/6e65cadf59.png
2015-09-21 19:47 OniJAM: 我看看
2015-09-21 19:48 OniJAM: 以前不懂事 加皮肤玩
2015-09-21 19:48 OniJAM: 现在想改还真麻烦
2015-09-21 19:50 Karen: 能改吧
2015-09-21 19:50 Karen: 吗*
2015-09-21 19:52 OniJAM: ·我试试
2015-09-21 19:52 OniJAM: 应该能改
2015-09-21 19:53 OniJAM: 最简单的办法把默认皮肤的那几个搞进去
2015-09-21 19:53 OniJAM: 我去找文件
2015-09-21 19:53 Karen: 好
2015-09-21 19:59 OniJAM: lighting.png不用吧应该
2015-09-21 19:59 Karen: 我也不知道
2015-09-21 19:59 Karen: 不懂skin
2015-09-21 19:59 OniJAM: 第二个我决定把reversearrow.png删了这样滑条组的皮肤就一个都没用
2015-09-21 19:59 OniJAM: 转盘的改好了
2015-09-21 19:59 Karen: 思考
2015-09-21 19:59 OniJAM: 把自己用的皮肤的rpm扔了进去
2015-09-21 20:00 OniJAM: 能看 挺适合
2015-09-21 20:00 OniJAM: 不巧现在没啥人可以问的
2015-09-21 20:01 OniJAM: 反正我从来没见过有人放lighting.png 我觉得不需要 你自己判断
2015-09-21 20:01 Karen: 行
2015-09-21 20:01 Karen: 这个先不管吧
2015-09-21 20:01 Karen: qua之前问问?
2015-09-21 20:01 OniJAM: 还有reversearrow.png以前是要的 现在不清楚
2015-09-21 20:01 OniJAM: 好
2015-09-21 20:01 Karen: 01:00:985 (1,2,3,4,5,6,7,8,1,2) - kanto的insane
2015-09-21 20:01 Karen: 我觉得这个容易被干
2015-09-21 20:01 OniJAM: 你如果泡在post里面提一下
2015-09-21 20:02 Karen: 一是volume太轻了,听不清击打音效
2015-09-21 20:02 Karen: 二是overmap感觉不合曲
2015-09-21 20:03 OniJAM: 唔
2015-09-21 20:03 OniJAM: 主要确实有点overmap
2015-09-21 20:03 Karen: 而且这还是light insane
2015-09-21 20:04 OniJAM: 懒得思考
2015-09-21 20:04 OniJAM: 直接换一个转盘如何
2015-09-21 20:04 Karen: ..
2015-09-21 20:04 Karen: 也行
2015-09-21 20:05 OniJAM: kanto刚刚好像在线
2015-09-21 20:05 OniJAM: 现在不在
2015-09-21 20:05 OniJAM: 主要我没法模仿这样的风格
2015-09-21 20:05 OniJAM: 我再考虑一下 你找找别的
2015-09-21 20:05 Karen: 等他在线了问问?
2015-09-21 20:06 Karen: 大概就找到了这个
2015-09-21 20:17 OniJAM: 改好了
2015-09-21 20:18 Karen: 好
2015-09-21 20:18 Karen: 没别的了
2015-09-21 20:18 Karen: 更新没
2015-09-21 20:19 OniJAM: 更新好了
2015-09-21 20:19 Karen: 好我重下一遍
2015-09-21 20:19 OniJAM: 换成转盘 0.05星没了
2015-09-21 20:20 OniJAM: 嗯
2015-09-21 20:32 Karen: 那个unused不用删吗
2015-09-21 20:33 OniJAM: 噫
2015-09-21 20:33 OniJAM: 忘了删
2015-09-21 20:33 OniJAM: shandiaole
2015-09-21 20:33 Karen: ..
2015-09-21 20:33 Karen: 更新
2015-09-21 20:45 OniJAM: 好了
2015-09-21 20:46 Karen: 好,我混个kd[/code]
Topic Starter
Kayano

Karen wrote:

We fixed some skin files and changed one pattern in kanto's insane
it's fine to go again imo.
next bn: pls check skin again for sure <3
SPOILER
[code]2015-09-21 19:47 Karen: skin没问题
2015-09-21 19:47 Karen: aibat报错
2015-09-21 19:47 Karen: http://puu.sh/kiYxd/6e65cadf59.png
2015-09-21 19:47 OniJAM: 我看看
2015-09-21 19:48 OniJAM: 以前不懂事 加皮肤玩
2015-09-21 19:48 OniJAM: 现在想改还真麻烦
2015-09-21 19:50 Karen: 能改吧
2015-09-21 19:50 Karen: 吗*
2015-09-21 19:52 OniJAM: ·我试试
2015-09-21 19:52 OniJAM: 应该能改
2015-09-21 19:53 OniJAM: 最简单的办法把默认皮肤的那几个搞进去
2015-09-21 19:53 OniJAM: 我去找文件
2015-09-21 19:53 Karen: 好
2015-09-21 19:59 OniJAM: lighting.png不用吧应该
2015-09-21 19:59 Karen: 我也不知道
2015-09-21 19:59 Karen: 不懂skin
2015-09-21 19:59 OniJAM: 第二个我决定把reversearrow.png删了这样滑条组的皮肤就一个都没用
2015-09-21 19:59 OniJAM: 转盘的改好了
2015-09-21 19:59 Karen: 思考
2015-09-21 19:59 OniJAM: 把自己用的皮肤的rpm扔了进去
2015-09-21 20:00 OniJAM: 能看 挺适合
2015-09-21 20:00 OniJAM: 不巧现在没啥人可以问的
2015-09-21 20:01 OniJAM: 反正我从来没见过有人放lighting.png 我觉得不需要 你自己判断
2015-09-21 20:01 Karen: 行
2015-09-21 20:01 Karen: 这个先不管吧
2015-09-21 20:01 Karen: qua之前问问?
2015-09-21 20:01 OniJAM: 还有reversearrow.png以前是要的 现在不清楚
2015-09-21 20:01 OniJAM: 好
2015-09-21 20:01 Karen: 01:00:985 (1,2,3,4,5,6,7,8,1,2) - kanto的insane
2015-09-21 20:01 Karen: 我觉得这个容易被干
2015-09-21 20:01 OniJAM: 你如果泡在post里面提一下
2015-09-21 20:02 Karen: 一是volume太轻了,听不清击打音效
2015-09-21 20:02 Karen: 二是overmap感觉不合曲
2015-09-21 20:03 OniJAM: 唔
2015-09-21 20:03 OniJAM: 主要确实有点overmap
2015-09-21 20:03 Karen: 而且这还是light insane
2015-09-21 20:04 OniJAM: 懒得思考
2015-09-21 20:04 OniJAM: 直接换一个转盘如何
2015-09-21 20:04 Karen: ..
2015-09-21 20:04 Karen: 也行
2015-09-21 20:05 OniJAM: kanto刚刚好像在线
2015-09-21 20:05 OniJAM: 现在不在
2015-09-21 20:05 OniJAM: 主要我没法模仿这样的风格
2015-09-21 20:05 OniJAM: 我再考虑一下 你找找别的
2015-09-21 20:05 Karen: 等他在线了问问?
2015-09-21 20:06 Karen: 大概就找到了这个
2015-09-21 20:17 OniJAM: 改好了
2015-09-21 20:18 Karen: 好
2015-09-21 20:18 Karen: 没别的了
2015-09-21 20:18 Karen: 更新没
2015-09-21 20:19 OniJAM: 更新好了
2015-09-21 20:19 Karen: 好我重下一遍
2015-09-21 20:19 OniJAM: 换成转盘 0.05星没了
2015-09-21 20:20 OniJAM: 嗯
2015-09-21 20:32 Karen: 那个unused不用删吗
2015-09-21 20:33 OniJAM: 噫
2015-09-21 20:33 OniJAM: 忘了删
2015-09-21 20:33 OniJAM: shandiaole
2015-09-21 20:33 Karen: ..
2015-09-21 20:33 Karen: 更新
2015-09-21 20:45 OniJAM: 好了
2015-09-21 20:46 Karen: 好,我混个kd[/code]
Thanks Karen!
And I forgot to reply the DQ post: Removed Inner Oni diff and other issues all fixed
Uploaded Kurokami's Rain and readded Futsuu

8-)
Nwolf
rip Inner Oni :(
ZZHBOY
added lighting.png and seems ready for qualification.
Topic Starter
Kayano

ZZHBOY wrote:

added lighting.png and seems ready for qualification.
牛逼

Thanks :) :) :)
qoot8123
終於www
congraz~ :)
Asphyxia
I'm really glad this got re-qualified. Nice set!
Julie
Yeah! Congratz onijam! xD
Catgirl

Nwolf wrote:

rip Inner Oni :(
i know, i'm sad, i used this map as one of my 1/6 training maps :c

funny story, i actually played the inner of this today and recommended it to someone for a good practice map, then i looked on qualified maps and saw it was re-qualified lol

congrats <3
Shirou
Oh! full mod!!

Congrats~!
Loctav
I looked through the entire set and there are quite a few things that irk me a lot.

[Easy]

01:26:750 (1) - I think this definitely needs an NC. The NC makes the syncope way easier to read.

[Hard]

01:10:691 (1,2) - I find kicksliders harder to play for beginners than sole triplets. Maybe this is just my personal perception of difficulty, but maybe you should reconsider using triplets over kickslider here. This is optional, but please think about it. Opinions vary widely here, so you might want to ask more people about it anyways.

[Kanto's Insane]

00:18:632 (1,2,3,4,5,6) - I honestly believe that removing the (4) and reduce the stream to a triplet follows the music and pace way better. Right now, it feels like the ministream overflows the sequence and reaches into the next pattern without concluding in time. Consider a hitobject timing like that: http://puu.sh/ksyO4/4951eb8a85.jpg
01:10:515 (6,7,1) - this kind of 1/4 minijump stands out in the entire difficulty. I can not recall seeing something like this anywhere else. This is quite a difficulty spike. Rather small and short, but still offthrowing and really irking me. Consider changing that, making it coherent with the rest of the map's design
01:23:221 (3,4) - wowow, another one. Considering that this kind of small 1/4 jumps are only appearing in this particular spot, I find that rather random, here, too.
01:24:985 (1,2,1,2,1,2,1,2) - I really like this pattern somehow, but it plays odd for me as it runs out. I think this is just my personal lack of comprehending it, but maybe someone else finds this pattern odd, too. Let's ask around for that.

[Chloe's Insane]

00:05:927 (1) - this is the only thing that really disturbed me. Why is the slider not doing this: http://puu.sh/kszaH/5fd937d775.jpg ?
00:51:632 (3,4,5) - quite a design choice, but I find that overlap really unneccessary and not really following anything else you did in the map otherwise (which is rather clean from many heavy overlaps and oddities)
01:00:985 (1,2,3,1,2,3) - wow, that played awesome. kudos for that lol

[tyui's Insane]

I really disliked that difficulty. It feels like forced for being difficult no matter what. It is more extreme and intense than the song indicates. Tbh, I found Chloe's Insane to cover the need of intensity in this song, but that is my opinion. However, I do not think this diff is anywhere ready to be ranked, as it contains gameplay elements that I find really doubtful and that need to be discussed more. While I see that random spacing is pretty much accepted nowadays, I consider this case as rather overdoing this way too much.

AR9,2 okay. OD8,2 huh? Do you know how OD works? Seems random to me. 8 should work enough. HP 6,8 eh? Put 7. I agree with Charles, as he said before that putting decimals on OD and HP is super pointless as it changes really nothing, unless you go at x,5 maybe. Seems like you put that settings for the ololol effect. But let's keep things tidy please.

00:09:985 (1) - why? why is that 1/4? Okay, I can probably answer that by myself (it is following this fadeoff sound thing). But considering that you followed the clicking with all previous sliders, there is really no distinct reason to make this suddenly 1/4 instead of 1/8, unless you purposefully want to throw off everyone.
00:08:750 (1,1,1,1,1,1,1,1) - I neither do understand the NC spam. Unless your aim was to nuke the HP rather quick in case someone slips off a slider, I really dont know why there needs to be an NC spam.
00:15:809 (1,2,3,1,2,3) - okay, what. If you really tried to follow the 1/4 with 00:16:162 (1,2,3) - , you missed out one object. Otherwise, I think instead of snapping this all with objects, reverse sliders would totally sufficed here. The movement from 00:16:044 (3,1) - is really awkward, the snapping change is really hard to predict.
00:16:515 (1,2,3,1,2,3,4,5,6) - and this is totally eeeeeee. Let's face it. 1/6? Okay. But as a stream? Isn't that rather overdone? Wouldn't a bunch of reverse sliders sufficed here? I find that really peaking and odd and awful to play. Especially since it is introduced by this odd sliders before and then suddenly flipping its shit by turning into a full 1/6 stream? Big big no from my side.
00:21:279 (5,6,1,2) - why this 1/4 jump. I mean. Really. Why. Musically, (5) and (6) already belong to the sequence that (1) and (2) use. But you placed an NC and decided to interrupt the stream here? This is really bad and hard to predict and not very nice to see and play. Another big big no from my side.
00:21:279 (5,6,1,2,3,1) - I have nothing against 1/4 sliderjumps, but this is really harsh, isn't it? 3,21x? Why?
00:23:574 (1,2) - and then a second later another 1/4 sliderjump, not as harsh, but still rather faaaar spaced for no apparent reason to me.
00:24:985 (1,2) - can we stick to the stuff you did at 00:19:338 (3,4) - ? I mean, why is this bigger now? The first one was more comfortable to play, despite the jump.
00:25:691 (4,5,1,2) - Still nope. This is the exact same thing as I described before. And I still find it awful here.
00:27:103 (7,8,1,2) - ^
00:27:809 (1,2,3,1,1) - eeeh? what? Okay. (1) to (2). I don't like it, but fine. (2) to (3) is fine. Suddenly syncope, (3) and (1) look like (1) and (2), yet are differently snapped. Tricky? Yeah. needed? debatable, but suddenly 00:28:338 (1,1) - wooow, 1/4 jump. Aren't that a bit too much tricks and gimmicks stacked at once?
00:29:221 (1,2) - I really don't like how you use 1/4 jumps still.
00:32:750 (1,2,3,4,5) - and this is the more extreme version of the other stuff I already criticized. You are not fanzhen and even fanzhen fails in majority of placing this kind of things. For the sake of god, don't do that.
I grew tired of pointing out the odd 1/4 jumps here. I still find them mostly bad and overdone. Mostly overdone.
00:47:397 (3,1) - man, what is that. This stuff really makes me cry.
00:48:279 (1,2,3,4,5,6,7,8,1) - this is borderline okay. I can see you wanted to be harder than the other Insanes, but yeah. This is a spaced stream, I could live with that, but it is by far not as overdone as the other stuff I observed at other places.
01:00:986 (1,1,1,1,1,1,1,1,2) - this was nice. I still don't think the NCs are neccessary here, but fiiiine. The vocals kick in at 01:01:867 (1,1) -, maybe the pattern should conclude already here instead of still being reverse arrows. Consider that.
01:12:103 (1,2,3) - there is no reason why this suddenly are spaced circles compared to the two triplet-introduced sliders before.
01:21:985 (1) - this still should be 1/8
01:24:985 (1,1,1,1) - x3.2 SV? really? I think 2,5x would have sufficed here entirely.

[Platter]

01:09:985 (5,6,7,8) - also quite dashy, isnt it? I feel like I have to constant dash here, and since it is only singular fruits, it is more difficult. Maybe reconsider that one.
01:11:397 (2,3,4,5,6,7) - wow, that difficulty spike. I feel this plays really uncomfortable, please it suddenly requires throughout dashing. I would understand if there would be a dashes between the singular patterns, but throughout the 1/4 notes? meh

[Rain]

I probably need to page other people for a proper opinion on that one here...

00:21:456 (1) - what a unique and ugly generation of droplets you have here. It only appears once and only appears here and is the only reason why most people will probably drop SS for no reason. I find that really unnecessary
01:02:132 (6,7,8) - the leadout of this stream is really cluttered and weird and does not only tickle my feelings for aesthetics but was also very uncomfortable to catch

[7K NM]

this map ends on a different spot than HD and MX. Can we fix that?

[7K HD]

lol tickrate 2

01:23:397 (83397|3,83485|3,83574|3) - a jack in a Hard? oh come on, you can't be serious.

[7K MX]

I'll ask someone else to look on that, as I only see 1/4 streams here. It made sense to me at first view but I am not entirely sure if all 1/4 notes are properly placed, so I better ask someone else here for that one.

Let's discuss the things properly here, so we can reach a consensus on the things in time
DakeDekaane
Taking advantage this got disqualified.

[ Futsuu]
There are a few breaks that would help to separate the different sections present in the music, resulting in a better representation of the song.
00:33:279 (39) - 00:39:103 (51) - These notes could be removed to emphasize the break in the vocals.
01:00:632 (91,92) - A break could be nice here to follow up what you followed for 00:58:162 (88,89,90) - . However, if you decide to keep these notes, (92) would fit better as a don, as its sound is very similar to (91).

[ Muzukashii]
00:33:103 (68,69) - Same as Futsuu for the first break.
00:39:809 - 00:42:632 - Being honest, I overlooked this while making a first check, but now I see you must fix this. The note density here is the same as in Futsuu, while the gap to Oni in this section is really large. Same goes for 00:51:103 - 00:53:927 - .


This is easy to fix, just follow a bit more the vocals here to fill up those spaces (colours are to be set by your own).


Spread would also benefit by making Oni slightly easier here. You reduced the difficulty in Futsuu (somewhat) and Muzukashii for this section, while in Oni you kept the same difficulty than previous sections.

01:05:397 (16) - 01:16:691 (71) - I'd suggest to remove these notes, since you seem to be a bit more focused on vocals here.
01:07:162 (24) - 01:18:456 (79) - Same as above.
01:12:809 (51) - This one could be removed to put more emphasis on this chime sound, which is clearly noticeable.

[ Oni]
00:58:074 (322) - This note could be removed to have consistency with how you mapped the next chime sounds.

That'd be all from my part, good luck!
ExPew
[Momo's MX]

Overall patterns:

Don't take this to offense, but honestly your patterns don't really correspond to the rhythm you're trying to achieve. Each pattern per measure feels random from each other - try your best to make more consistent patterns based on the emphasised pitches within the music. (Some sounds aren't emphasised enough / unclear and it is best for them to be ignored and removed.
00:01:868 (1868|1) - , 00:02:397 (2397|3) - , 00:03:279 (3279|1) - , 00:03:809 (3809|4) - , etc. These notes are unwarranted and they make the main rhythm of your beatmap a lot more unclear.

--intro--

00:17:221 to 00:39:809 - In this section, I can't read your rhythm well here. Try to make the patterns layered to the main rhythm you can hear in the song and do this consistently. (You can ignore a few notes within your layering if things appear too cluttered.) Take a look at this video I made to help give you an idea for the pattern here:


--middle--

00:39:809 to 00:48:191 -
00:51:103 to 01:00:897 - There isn't really a need for a full 1/4 stream in these sections - instead you can focus on the more notable instruments to express the song's rhythm a lot more. I like how you follow the ice-sounding sounds with LNs, and several basic rhythms are quite good on this part, but the stream looks little monotonous and takes away from the main song's rhythm in this part throughout the beatmap.

--kiai--

01:02:397 to 01:20:750 - I don't think this part, being the main kiai part, needs full 1/4 streams everywhere. I found several notes that are not following the music well and it ruins the quality of your patterns. Try to hear more closer and you can feel the rhythm of the patterns don't necessarily fit the rhythm of the song. Take a look at the example I've made - it should be able to help you in fixing this section:

--ending--

good enough
Topic Starter
Kayano
Will try to fix issues after my vacation
UndeadCapulet

Loctav wrote:

Let's discuss the things properly here, so we can reach a consensus on the things in time
Since you're requesting an open discussion, I would like to bring up some counterpoints to a lot of the issues brought up in the dq post regarding tyui's diff, since I think everything is mostly very appropriate for the song.

Loctav wrote:

[tyui's Insane]

AR9,2 okay. OD8,2 huh? Do you know how OD works? Seems random to me. 8 should work enough. HP 6,8 eh? Put 7. I agree with Charles, as he said before that putting decimals on OD and HP is super pointless as it changes really nothing, unless you go at x,5 maybe. Seems like you put that settings for the ololol effect. But let's keep things tidy please. Personally, I always think it looks nice when the OD is given the same decimal as AR, but that's just me

00:09:985 (1) - why? why is that 1/4? Okay, I can probably answer that by myself (it is following this fadeoff sound thing). But considering that you followed the clicking with all previous sliders, there is really no distinct reason to make this suddenly 1/4 instead of 1/8, unless you purposefully want to throw off everyone. I had no problems with this in my first play. 1/4 sliders play the exact same as 1/8 sliders, so there's not much to be thrown off by. The sliderbodies are differing lengths so that's already a good clue. And yes, as you said, the 1/4 slider is following the fade-off effect, which fits very well. It's a different enough effect to warrant a different rhythm choice. I think changing that would just be lowering the map's quality if anything.
00:08:750 (1,1,1,1,1,1,1,1) - I neither do understand the NC spam. Unless your aim was to nuke the HP rather quick in case someone slips off a slider, I really dont know why there needs to be an NC spam. I'm assuming rrtyui considers each ticking noise as standalone. The hitsound volumes are increasing with each tick, and to be perfectly honest, any followpoints here would look really bad, so I think it's better this way (I would have done the same thing)
00:15:809 (1,2,3,1,2,3) - okay, what. If you really tried to follow the 1/4 with 00:16:162 (1,2,3) - , you missed out one object. Otherwise, I think instead of snapping this all with objects, reverse sliders would totally sufficed here. The movement from 00:16:044 (3,1) - is really awkward, the snapping change is really hard to predict. I agree with your points but not your solution. Being able to click for every 1/3 note would be the most rewarding experience, holding down on a repeat slider loses the power of the synths. There just needs to be some major repositioning.
00:16:515 (1,2,3,1,2,3,4,5,6) - and this is totally eeeeeee. Let's face it. 1/6? Okay. But as a stream? Isn't that rather overdone? Wouldn't a bunch of reverse sliders sufficed here? I find that really peaking and odd and awful to play. Especially since it is introduced by this odd sliders before and then suddenly flipping its shit by turning into a full 1/6 stream? Big big no from my side. Now that's just really unfair, the map isn't even through with the intro and you're saying something's overdone. Nothing can be overdone when the map's just started, it just means the map is going to be challenging. Each note in the stream is louder than the previous, so it doesn't make sense for them to be on slidertails. A stream fits better.
00:21:279 (5,6,1,2) - why this 1/4 jump. I mean. Really. Why. Musically, (5) and (6) already belong to the sequence that (1) and (2) use. But you placed an NC and decided to interrupt the stream here? This is really bad and hard to predict and not very nice to see and play. Another big big no from my side. The jump emphasizes both the downbeat and the new synth keyboard sounds that enters in the left channel. If you're worried about playability, let's just say that streamjumps have been around for ages and consistently FC'd with minimal issues, even on sightread nowadays.
00:21:279 (5,6,1,2,3,1) - I have nothing against 1/4 sliderjumps, but this is really harsh, isn't it? 3,21x? Why? looks like someone copied the wrong timestamp~
00:23:574 (1,2) - and then a second later another 1/4 sliderjump, not as harsh, but still rather faaaar spaced for no apparent reason to me. This will be a reply to all of your comments regarding 1/4 sliders and distance: there's nothing tricky about them. They play very similarly to a simple circle, they just also aim the player in a direction off of the slidertail. Most singletappers will even lift their finger off the key as soon as they press down and still get a 300. It's all about the following cursor motion that would make a kick slider difficult to play in any way. So no, these aren't far at all. I could go through individually if you need me to, but I really shouldn't have to.
00:24:985 (1,2) - can we stick to the stuff you did at 00:19:338 (3,4) - ? I mean, why is this bigger now? The first one was more comfortable to play, despite the jump. It forms more or less a straight line with where the player moves off of 00:24:632 (2) - , and it creates a nice and easy snap into 00:25:338 (3) - .
00:25:691 (4,5,1,2) - Still nope. This is the exact same thing as I described before. And I still find it awful here. I'm assuming these are placed to... keep some pattern consistency throughout the map? I really don't know, it probably is just to be edgy and different, lol. I agree with changing these to some other arrangement, the placement and NC usage is breaking the map's structure when it comes to vocal/downbeat emphasis.
00:27:103 (7,8,1,2) - ^ ^
00:27:809 (1,2,3,1,1) - eeeh? what? Okay. (1) to (2). I don't like it, but fine. (2) to (3) is fine. Suddenly syncope, (3) and (1) look like (1) and (2), yet are differently snapped. Tricky? Yeah. needed? debatable, but suddenly 00:28:338 (1,1) - wooow, 1/4 jump. Aren't that a bit too much tricks and gimmicks stacked at once? Again, considering the player is consistently clicking in a 1/2 beat, there's nothing hard or gimmicky about this.
00:32:750 (1,2,3,4,5) - and this is the more extreme version of the other stuff I already criticized. You are not fanzhen and even fanzhen fails in majority of placing this kind of things. For the sake of god, don't do that. To be fair, at this point the doubles streams are a consistent theme so it's not like the player should be thrown off by this kind of pattern.
00:47:397 (3,1) - man, what is that. This stuff really makes me cry. reversing the player's direction makes the slowdown both easier to read, and more enjoyable to play. Or are you talking about the "1/4 jump" again?
00:48:279 (1,2,3,4,5,6,7,8,1) - this is borderline okay. I can see you wanted to be harder than the other Insanes, but yeah. This is a spaced stream, I could live with that, but it is by far not as overdone as the other stuff I observed at other places. yeah, the jumps emphasize the drums, so this should be considered very fitting
01:00:986 (1,1,1,1,1,1,1,1,2) - this was nice. I still don't think the NCs are neccessary here, but fiiiine. The vocals kick in at 01:01:867 (1,1) -, maybe the pattern should conclude already here instead of still being reverse arrows. Consider that. Both the current pattern and your suggestion are awesome ideas :D
01:12:103 (1,2,3) - there is no reason why this suddenly are spaced circles compared to the two triplet-introduced sliders before. the vocals are increasing in pitch, so the spacing increases in distance. It's a fairly common practice, actually, and it creates for a great effect
01:21:985 (1) - this still should be 1/8 same statement as earlier
01:24:985 (1,1,1,1) - x3.2 SV? really? I think 2,5x would have sufficed here entirely. I don't have much comment aside from "well I think it's cool :< " but if you mean nerfing the pattern so the sv still increases consistently, but finishes at 2.5x just for playability's sake, I guess that would be best. I still think 3.2x isn't too out of place in this map, considering its general difficulty. (It's nice to see you so open to out-of-bounds SV's though :D )
Oh, and...

Loctav wrote:

[Chloes' Insane]
00:05:927 (1) - this is the only thing that really disturbed me. Why is the slider not doing this: http://puu.sh/kszaH/5fd937d775.jpg ? Pretty sure this slider is following the vocals, so the player lifts up on the singer's gasp for air. The surrounding rhythm choices fit with this idea, that synth you want mapped isn't ever actually mapped
Let me know if something I said didn't make sense, or you find to be just plain wrong. But this is my take on things as both a player and mapper. Everything I argued regarding playability was confirmed in my first play on this map, without looking in editor beforehand.
tanakaa
BEST SONG EVER plz rank
Kurokami

Loctav wrote:

I looked through the entire set and there are quite a few things that irk me a lot.

[Platter]

01:09:985 (5,6,7,8) - also quite dashy, isnt it? I feel like I have to constant dash here, and since it is only singular fruits, it is more difficult. Maybe reconsider that one. This kind of dash is actually not a big problem, but I changed it a little.
01:11:397 (2,3,4,5,6,7) - wow, that difficulty spike. I feel this plays really uncomfortable, please it suddenly requires throughout dashing. I would understand if there would be a dashes between the singular patterns, but throughout the 1/4 notes? meh I moved them closer, it should be fine now.

[Rain]

I probably need to page other people for a proper opinion on that one here...

00:21:456 (1) - what a unique and ugly generation of droplets you have here. It only appears once and only appears here and is the only reason why most people will probably drop SS for no reason. I find that really unnecessary Its actually really easy to catch the droplets as movement here blends into the rest. I find it hard to miss any droplet here actually. But if you really insist, I could change it as it only takes a few second.
01:02:132 (6,7,8) - the leadout of this stream is really cluttered and weird and does not only tickle my feelings for aesthetics but was also very uncomfortable to catch 170bpm 1/4 so what did you expect actually? lol Give me a solution and I will change it.


Let's discuss the things properly here, so we can reach a consensus on the things in time
I wonder why you only pointed out my difficulties here. o.o Anyway, I will post the updates after we discussed the ones on Rain.
Rumia-
hoyl revive
BanchoBot
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