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sakuzyo - AXION

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buny
if mapper thinks the song is as intense as they think it is, then be my guest

but there is no excuse to have such a terrible consistency in difficulty. The spacing makes absolutely no sense, there is hardly any change in rhythm in the song that is emphasised by most of the incredibly spiky spacing

the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map). HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.
Illkryn
Skystar's was nice.

Zigzag made me want to commit though.
RoX2_Fang


lol
-Kanzaki

a loli wrote:

the only difficulty i actually enjoyed playing was Skystar's, until i reached that retarded zigzag jump stream (seriously this is a completely retarded difficulty spike compared to the rest of the map).
well i agree with you i didn't make sense to me too. But yes someone of course could fc it lol.

a loli wrote:

HWs difficulty also gave me cancer the moment I got up to the first fast slider, so like 3 seconds in.
yes
Rivals_7
Sorry to interrupt this thread, but i just wanna ask.

Why the last diff name are named "CODENAME_AXION"? How is that are even related to AXION?
I know Codename Zero and AXION are in the same chapter in Cytus, but again, how is that related? Codename zero was created by NeLiMe. AXION is by Sakuzyo.


can you just rename it to "Extra" or "Doom" or something? xD
Kdefs
good for ctb
VINXIS
hollow wings plays the best imo the rest r all re ally inconsistent and feel r e a l l y random to the point wher theyr lik wh
Irreversible
who made this pro normal
Epiphany

-Kanzaki wrote:

I can pass them still think overdone. I don't know what is your overdone logic but those streams on some parts + on HW diff SV is too high i don't think the song feels that exciting and fast.
i want to see a pass on last diff then, im 100% sure that you cannot pass that lol
Charles445
Heya! Good luck on studies.

When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm

[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh)
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)

[fanzhen's Hard]
great stuff

[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.

[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon.
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern -> https://osu.ppy.sh/ss/4340824
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better -> https://osu.ppy.sh/ss/4340841
01:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle?
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read

[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea -> https://osu.ppy.sh/ss/4340942
00:18:400 (1) - Maybe remove a repeat from this slider?
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful.
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more -> https://osu.ppy.sh/ss/4340980
00:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive -> https://osu.ppy.sh/ss/4341004
00:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... -> https://osu.ppy.sh/ss/4341022
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - -> https://osu.ppy.sh/ss/4341040
01:20:181 (2,3) - This is a really weird pause
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine.
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much.
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.

[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013
00:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082
01:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump

[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. -> https://osu.ppy.sh/ss/4342204
00:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this

[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.

00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea. https://osu.ppy.sh/ss/4342280
00:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much.
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read.
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff
Zweib

Charles445 wrote:

[CODENAME_AXION]
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
I agree with this and I hope (5) could be a reverse slider or 1/2 slider and (6) to be removed
Firis Mistlud
Let's see does those GDers are active
FlyingTurbina
What the fuck.
Starcaller

Kuuma wrote:

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
You must not know a lot of history. I'd have to strongly disagree with your claim.
your country didnt get nuked
Gemitaiz

fartownik wrote:

ranking this is the worst thing that happened to humanity since World War II
i agree!
strickluke
it thought it was hard to mess up Normal difficulties :?
Topic Starter
Flower

Irreversible wrote:

who made this pro normal

handsome wrote:

hi xd

here's a fixed hitwhistle with most of the 'empty noise' cut off. i actually don't think its necessary since its not a hitnormal or anything. changed

CODENAME_AXION
increase OD? (8.5/9) though I think its not necessary... changed to 8.2
00:39:025 (1) - stack this on 00:38:462 (4) - head to so that there's more movement after 00:38:837 (3) - I think it's better to keep it neat with current pattern
01:13:993 (1) - try ending the spinner here instead 01:15:025 - ? it has a sound, and as it stands you have to continue spinning even when the note is visible which isn't really pleasant, same for hyper ok

and thank you for mapping and hosting this set, its really an inspiration!
also changed the green line problem. I'll look at Charles' mod later.

Charles445 wrote:

Heya! Good luck on studies.

When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm

[Irre's Normal]
01:15:400 (1,2,3) - Players new to the game are likely relying on overlapping to determine 1/2, this could easily look like 1/1 to them (it screwed me up on doubletime, heheh) I think it is easy to be determined from the slider speed, so nah, I think it's ok
01:50:462 (1) - Remove new combo for consistency with the previous bit (helps readability too)

[fanzhen's Hard]
great stuff

[Hyper]
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.

[LKs' Another]
00:30:212 (4) - Remove a repeat? These are sometimes easy to sliderbreak on because of releasing too soon. I think this should be ok as it follows the music well, player will read it properly
00:42:025 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good
00:52:806 - You're mapping the trumpet for (1,2,3,4), so a circle here on top of the slider would finish that pattern -> https://osu.ppy.sh/ss/4340824
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:15:775 (1) - Remove new combo, no need for this one
01:26:650 (1,2) - I think if these went up instead of down it'd play a bit better -> https://osu.ppy.sh/ss/4340841 I thought opposite. since this is kind of subjective I decide to keep it
01:27:775 (1) - Remove new combo, no need again
01:39:400 - Add circle? I think the impact is better if i leave it
01:46:900 (9,1) - I think swapping these new combos would make this a bit easier to read i doubt it, and current combo is aesthetically better

[fanzhen's Extra]
00:15:775 (5,6,7,8) - Really weird to switch to this rhythm in this part. I think sticking to the old one is a better idea -> https://osu.ppy.sh/ss/4340942 imo the gradual addition is good, and it plays cool
00:18:400 (1) - Maybe remove a repeat from this slider? I think this one is ok
00:25:243 (2,3) - Really big jump x_x, I miss this one almost every time I made a change. I'll ask fanzhen later about the idea
00:29:556 (4,1) - This is quite a big jump for this part of the map, it's hard enough to keep up with regular spacing.
00:33:962 (2,1,2,3) - Too big a jump, 2 is almost always a break and moving suddenly up, then fast to the left is really painful. I think the jump is acceptable for slider to circle. it plays well even with mouse
00:28:150 (1,2,1,2,1,2,1,2) - These are a real pain because of how they're stacked, it's intuitive to be not moving when playing them. It'd be nice if these were overlapping more -> https://osu.ppy.sh/ss/4340980 this happen too many times in fanshen's previous maps, and I think it's fine. same below
00:29:650 (1,2,1,2,1,2,1,2) - These are especially frustrating, same as before.
00:32:275 (1,2,3,4) - Select these and CTRL + G? I think this movement is more fun / intuitive -> https://osu.ppy.sh/ss/4341004
00:32:837 (3,4,1,2,3,4,1) - This is really really hard, I think most people die at this part. Maybe moving the square closer and rotating it a bit could help... -> https://osu.ppy.sh/ss/4341022
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better. I think the pattern is straightforward. should be same as other overlapped patterns. just need a bit speed
01:14:556 (8,1,2) - In this pattern the pattern speeds up at 1,2 but I think speeding up at 8,1 would be better / fit the previous parts of the map, like 00:38:931 (4,1) - -> https://osu.ppy.sh/ss/4341040 umm personally i think current plays better
01:20:181 (2,3) - This is a really weird pause it's same as the previous bar, i think it's readable
01:27:025 (1,2,3,4,1) - It's crazy hard to follow this stream properly, I think less jagged lines and more smooth curves would be cool here i think it should be fine as I made similar pattern before. I'll ask fanzhen
01:30:400 (1,1,1,1,1) - Doesn't feel right to do 1/8 here, also it makes this jump easy to miss. 1/4 would be just fine. nah I think 1/8 follows music
01:30:493 (1,1,1,1) - You should remove the new combos from these, it messes with the HP drain too much. mmm.. this may not be a good reason. it look cool
01:56:275 (3,1) - Try swapping these new combos, it'd be easier to read since it'd make all new combos on white ticks in that section.

[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much.
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013
00:49:150 (5) - A new combo here would probably make this easier to read.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082
01:28:337 (5) - Reverse this for the jump?
01:34:525 (1,2) - This is a really big jump for this section x_x
01:36:025 (1,2) - I'd make these easier
01:37:525 (1,2) - Same as before
01:47:650 (3) - Add new combo so it's clear that this isn't a jump

[Skystar's Expert]
00:22:525 (1,2,3,4,5) - This is a real pain, same with 00:24:025 (1,2,3,4,5) - , these stacked weird angle streams are frustrating.
00:24:775 (2,2,2) - I'd make these 1/4 sliders, more lenient hitbox, less unfair 100s. -> https://osu.ppy.sh/ss/4342204
00:26:650 (1,2) - WHY is the 2 on the blue tick? Players want to press the big beat!
The new comboing in this section makes it incredibly hard to tell what's going on. Ideally all the new combos would be on red or white ticks, never blue ticks.
00:28:618 (2,3) - Ack this is really annoying skystar please stop.
It's hard to judge this section's playability with the new combos like they are, so I'm going to skip this segment.
00:50:650 (1,2,1,2,1,2,1,2) - Really hard to read and play, I think a different pattern would work better.
00:53:743 (1) - Remove new combo, readability.
00:55:243 (1) - Remov new combo, readability.
01:16:056 (1) - Looks like it's 1/2 due to it having a new combo, not 1/4... might want to remove the NC from here.
01:16:243 - It looks like you want to map the melody, but the melody's perceived beat is at 01:16:150 - , it just has a lot of buildup as a string instrument. I'd redo the beat placement in this combo.
01:17:368 (1,2) - I think you want to redo this blanket.
01:19:056 (1,2) - Again, blue tick new combo is weird, perceived beat of the melody is on the big white tick, redo this bit.
01:20:275 (1,2,3,4) - Are these going to be that visible after 01:19:900 (1) - ? You may wish to reconsider this pattern.
01:25:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - dude nobody is going to do this it's effectively a brick wall cmon
01:28:056 (1,2) - Blak blah new combo blah blah perceived melody blah
01:30:400 (1,2,3,4,5) - Doesn't feel right to do 1/8 here, 1/4 would be just fine.
01:31:150 (1,1,1,1,1,1) - I don't think you need a new combo for every object, every other maybe? Just be careful with HP drain, this sort of thing messes it up really bad.
01:33:681 (1,2) - Swap these new combos, easy readability fix.
01:56:931 (1) - That's a really weird beat for the jump to be on.
ehh you can do better than this

[CODENAME_AXION]
This is pretty much past my playing range, so I can't evaluate it too well.
I'll just cover a few things.

00:21:400 (10,1,2) - I think having the new combo on the 10 would make this easier to read. It might not look as pretty, but it'll be way clearer. It'll pair with 00:21:962 (5,6,7) - nicely.
00:31:618 (5,6,1,2) - A bit weird here, have to slow down for the 6 but then do a huge jump in the same direction to the 1? That's really frustrating to do
00:36:587 (3,4) - Unlikely the player will see 3 properly I think, and the jump is pretty rough. Reversing 3 and 4 and playing it safer is a good idea. https://osu.ppy.sh/ss/4342280
00:48:400 (1,2,3,4,1) - Painful movement, I'd get some playtesters to check this bit
00:49:525 (1,2,3,4) - 1/8 sliders seem out of place here, not really much in the music like that. I think a regular 1/4 stream would be good I think this one fits the music well enough
00:54:400 (1,2,3,4,1,2,3,4) - Brital, I don't think it plays too well though as the music is intense I think making it tricky is fine
01:13:993 (1) - I think you could end the spinner at 01:15:025 - for some nice impact, like in the Another diff.
01:25:900 (1,2,3,4) - The player is going to be stopped for these 1,2 and 3,4, it is incredibly unlikely that they are going to suddenly be able to start moving with each object like 01:26:275 (5,6,7,8,1,2,3,4) - , especially not the insane ones like 01:26:930 (4,1,2,3,4,1) - . This is way, way too much. if this got changed then the diff could lose its meaning. btw I don't think it's the hardest part. same for the last part before break
01:30:400 (1,2,3,4,1) - Doesn't feel right to do 1/8 here, 1/4 would be just fine. same as before
01:34:056 (4) - This slider starts very strangely. There isn't too much going on at 01:34:056 - , but there's plenty at 01:34:150 - .
01:34:337 (1,2,3,4) - Crazy jump and movement, I think you should do something easier / simpler.
01:37:900 (7,1) - Swap these new combos, it will make this section easier to read. current one looks better imo
01:38:650 (1,2,3,4) - That's not as bad as the previous but it's still edging on unreasonable. Be careful with this stuff i'll see
more replies coming soon
waiting for hw's reply. thanks for modding!
Skystar
alright, I took this opportunity to improve things that I think could be better, not completely what Charles suggested but that covered a lot of them.

http://puu.sh/mBm4l/9957edb1a4.osu
Hollow Wings

Charles445 wrote:

Heya! Good luck on studies.

When you get back, here's a gameplay mod for some stuff, mostly movement and readability.
I'm trying to keep the original intentions of the difficulties intact of course, treating it like I would if it was Lindwurm

[HW's EX]
00:25:900 (1,2,3,4) - These sliders move at a good pace, but players usually take a bit to get started when moving on a slider. It's likely that they'll break on the 1 but not on the 2. A lower slider velocity is usually a good idea in these cases, just so the player doesn't have to worry so much. the pattern is totally ok for playing of course for sure, but according to so much people complain about this, i decide to change it to another style, thou not lower down the sv, but only larger the jump between 1's end and 2's head: now the pattern is much more "easier to you in reading, and maybe in playing as well".
Try 1.70x, it works really well. -> https://osu.ppy.sh/ss/4341112
00:27:400 (1) - Players usually want to stop moving on repeat sliders and wait for them to finish, for these I think if they moved slower it'd be a lot more intuitive. For the repeat sliders, try 0.90x slider velocity. well 0.1x sv shifting really makes some differences here, it'll give something not same to general players in playing this pattern that at least overlap the repeating sliders' head and end, which i won't do here in this diff.
00:28:712 - 0.90x? https://osu.ppy.sh/ss/4341182 same as above.
00:31:338 (5,1) - Really hard to read, makes this part pretty frustrating and will likely make lots of players upset. i've set 00:27:400 (1,2,1,2,3,4,1,2,1,2,1,2,3,4,1,2) - 's rhythm style to get ready for that pattern, even spacing is tricky here.
00:35:556 (3) - I think raise this a little higher up -> https://osu.ppy.sh/ss/4341131 ahh you are right from a flow viewing, thou i still wanna keep the structure (see 00:35:275 (2,3,1) - and 00:36:587 (2) - )
00:36:775 (3) - Since there's a big jump at 00:36:775 (3,1) - maybe try 0.85x here for the repeat -> https://osu.ppy.sh/ss/4341193 repeating slider holding thing is similar to the stuff which i've mentioned above.
00:37:525 - 0.90x? https://osu.ppy.sh/ss/4341198 ^ for similar mod.
00:41:181 (2) - Raise this a little bit higher? -> https://osu.ppy.sh/ss/4341225 moved to 291,269 thou.
00:43:337 (5,1) - So far away, can't see it, haha, maybe down below the 2? -> https://osu.ppy.sh/ss/4341209 lol, for 5 and 1 are in symm positions, players can see it easily imo, it's just testing aiming here. and also, the part is not requiring an anti-flow, current pattern is fine imo.
00:41:556 (4) - I sliderbreak a lot here, repeat is too fast x_x, maybe 1.10x? -> https://osu.ppy.sh/ss/4341239 ^ for similar mod, and actually there's faster in the diff later...
00:45:212 (2) - It's hard to see this slider, maybe have it go the other direction -> https://osu.ppy.sh/ss/4342013 true, changed the whole pattern and unlocked the organizations here, remapped this part.
00:49:150 (5) - A new combo here would probably make this easier to read. swap 00:49:525 (1) - 's nc to this note's.
00:50:368 (4) - I think keeping the doubles going would be cool here -> http://osu.ppy.sh/ss/4342024 great idea, thou i've set two doubles at 00:49:900 (1,2) - and 00:50:275 (3,4) - , and 00:50:650 (5,6,7,8) - is a series of single pattern, so i decide to not change this.
00:52:665 (3) - Slider is snapped incorrectly. Use 1/4 like the other difficulties i still think the horn's beats snaps at 1/3 ticks... thou changed...
00:53:650 (1,2,3,4) - These are a pain, the sliders are too long to keep moving upwards on, they always sliderbreak. I think you'd want to do something else here. after several trying i insist my choice, the pattern is designed just like that to express the bell track meanwhile.
01:13:525 (1,2) - The distance on these is getting pretty silly, this is 320bpm jumps equivalent, jumps this far are either 100s. 50s, or need insane luck. I'd consider doing an easier pattern for that whole section. i can play the pattern my self, play those patterns is not requiring luck. song's emotion drive me do patterns like that, 1/4 snapped notes can be seen in this diff everywhere, these notes are not double streams, but only another style i set notes like single tapping stuffs.
01:16:056 (3,4,5) - Tough movement for these, it's a lot like 00:53:650 - with possible sliderbreaks. Instead of going against movement completely, try right angles or something -> https://osu.ppy.sh/ss/4342070 thou i won't change the general idea of the pattern, still reconstructed those spacings and composing.
01:17:650 (5,6) - Harsh angle again like before, maybe reverse 01:17:837 (6) - so it's like an oval -> https://osu.ppy.sh/ss/4342078 changed to another pattern.
01:19:337 (5) - Reverse this so the jump is easier up to the top right? -> https://osu.ppy.sh/ss/4342082 ok, but i also reversed 4. the pattern of those series of anti slider jumps can be consistent now.
01:28:337 (5) - Reverse this for the jump? hmm nope.
01:34:525 (1,2) - This is a really big jump for this section x_x lol yeah.
01:36:025 (1,2) - I'd make these easier this is easier than previous ones.
01:37:525 (1,2) - Same as before ^
01:47:650 (3) - Add new combo so it's clear that this isn't a jump fixed.
thank you for your help charles!

osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 75376
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

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GridSize: 4
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[Metadata]
Title:AXION
TitleUnicode:AXION
Artist:sakuzyo
ArtistUnicode:削除
Creator:Flower
Version:HW's EX
Source:BMS
Tags:cytus C82 LKs Irreversible Amamiya Yuko skystar fanzhen0019 Hollow Wings
BeatmapID:490910
BeatmapSetID:115193

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104,261,91993,2,0,P|30:170|128:107,1,262.500010013581,8|0,0:0|2:0,0:0:0:0:
167,11,92275,6,0,P|294:90|444:74,1,306.250002920628,0|0,0:0|2:0,0:0:0:0:
492,192,92556,1,8,0:0:0:0:
444,310,92650,2,0,P|294:293|167:372,1,306.250002920628
444,310,93025,21,0,0:0:0:0:
492,192,93150,1,8,0:0:0:0:
444,74,93275,1,0,0:0:0:0:
444,74,93400,6,0,P|363:142|464:94,1,306.25,4|0,0:0|0:0,0:0:0:0:
486,66,94150,5,0,0:0:0:0:
417,123,94337,1,0,0:0:0:0:
325,84,94525,5,8,0:0:0:0:
68,176,94618,1,0,0:0:0:0:
337,72,94806,5,0,0:0:0:0:
80,164,94900,2,0,P|180:209|106:127,1,306.25
63,123,95650,21,0,0:0:0:0:
63,123,95743,1,0,0:0:0:0:
135,176,95837,1,0,0:0:0:0:
225,144,96025,5,8,0:0:0:0:
481,235,96118,1,0,0:0:0:0:
213,132,96306,5,0,0:0:0:0:
508,272,96400,2,0,P|407:317|481:235,1,306.25
454,284,97150,5,0,0:0:0:0:
454,284,97243,1,0,0:0:0:0:
454,284,97337,1,0,0:0:0:0:
370,245,97525,21,8,0:0:0:0:
104,308,97618,1,0,0:0:0:0:
382,233,97806,5,0,0:0:0:0:
47,296,97900,2,0,P|147:341|73:259,1,306.25
104,308,98650,5,0,0:0:0:0:
104,308,98743,1,0,0:0:0:0:
104,308,98837,1,0,0:0:0:0:
104,308,98931,1,0,0:0:0:0:
153,282,99025,6,0,L|160:237,2,29.1666666666667,8|0|0,0:0|0:0|0:0,0:0:0:0:
193,322,99212,21,8,0:0:0:0:
193,322,99306,1,0,0:0:0:0:
193,322,99400,1,4,0:0:0:0:
162,307,105400,6,0,L|378:302,1,196.875007510186
422,213,105775,2,0,L|454:353,1,131.25000500679,8|0,0:0|0:0,0:0:0:0:
330,175,106150,6,0,L|362:315,1,131.25000500679
240,223,106431,1,0,0:0:0:0:
240,223,106525,2,0,L|159:218,1,65.6250025033952
97,210,106712,2,0,L|16:205,1,65.6250025033952
330,175,106900,6,0,L|114:170,1,196.875007510186
62,78,107275,2,0,L|30:218,1,131.25000500679,8|0,0:0|0:0,0:0:0:0:
76,339,107650,21,0,0:0:0:0:
13,285,107743,2,0,L|167:289,1,131.25000500679
213,342,108025,2,0,L|409:346,1,196.875007510186
473,293,108400,22,0,B|463:160|463:160|390:267,1,262.500010013581,0|8,0:0|0:0,0:0:0:0:
390,267,108962,1,0,0:0:0:0:
108,224,109150,5,0,0:0:0:0:
33,49,109337,2,0,L|78:98,1,65.6250025033952
221,69,109525,2,0,L|157:84,1,65.6250025033952
108,223,109712,2,0,L|128:161,1,65.6250025033952
222,69,109900,21,0,0:0:0:0:
391,267,110087,1,0,0:0:0:0:
452,219,110181,1,0,0:0:0:0:
466,142,110275,1,8,0:0:0:0:
445,68,110368,1,0,0:0:0:0:
297,88,110462,54,0,L|313:270,1,175,4|4,0:0|0:0,0:0:0:0:
325,367,110837,1,0,0:0:0:0:
238,241,111025,1,0,0:0:0:0:
150,361,111118,2,0,L|325:366,1,175
111,97,111400,6,0,B|43:307|43:307|110:254,1,306.25,4|0,0:0|0:0,0:0:0:0:
238,274,112150,2,0,B|223:317|223:317|167:200,1,175,8|0,0:0|0:0,0:0:0:0:
415,244,112900,6,0,B|476:283|476:283|377:57,1,306.25,4|0,0:0|0:0,0:0:0:0:
347,292,113650,2,0,B|297:299|297:299|362:175,1,175,8|0,0:0|0:0,0:0:0:0:
59,70,114400,6,0,L|119:76,1,43.75,4|0,0:0|0:0,0:0:0:0:
182,83,114587,2,0,L|242:89,1,43.75
89,161,114775,6,0,L|149:159,1,43.75,0|0,0:0|0:0,0:0:0:0:
213,159,114962,2,0,L|273:157,1,43.75,0|0,0:0|0:0,0:0:0:0:
130,249,115150,6,0,L|189:240,1,43.75
253,232,115337,2,0,L|312:223,1,43.75
181,330,115525,6,0,L|239:314,1,43.75,0|0,0:0|0:0,0:0:0:0:
301,298,115712,2,0,L|359:282,1,43.75,0|0,0:0|0:0,0:0:0:0:
480,64,115900,6,0,L|307:92,1,175
449,171,116181,1,0,0:0:0:0:
363,177,116275,2,0,L|270:163,1,87.5,8|0,0:0|0:0,0:0:0:0:
130,249,116462,2,0,L|222:235,1,87.5
12,119,116650,6,0,L|184:147,1,175
181,330,116931,1,0,0:0:0:0:
181,330,117025,5,0,0:0:0:0:
240,201,117118,1,0,0:0:0:0:
243,49,117212,2,0,L|281:142,1,87.5,8|0,0:0|0:0,0:0:0:0:
421,332,117400,5,4,0:0:0:0:
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