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Jin feat. MARiA from GARNiDELiA - daze (short ver.) [OsuMani

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- Yuuto -

[Shi-Ra] wrote:

Hello, there are mods for your mania chart ^w^

Shi-Ra's Pattern Review:

(notice that columns are following like 0 1 2 3 for 4K diffs)
Yuuto's NM
Inside :3
HP -1 / OD +1

00:02:406 - looks like this sound is missed, you need to add here one more note to 2nd column according to the snare

00:04:679 (4679|2,4830|0) - I suggest you to remove these notes, previously you used only one note for such sounds, so no need to overnote this placa now

00:15:891 (15891|3) - I recommend you to move this note to 0 column, it'll be more balanced pattern in this way

00:21:194 (21194|3) - and this one you need to move to 1st column to avoid double note here, you dont have two identical sounds for this note and previous LN

00:32:255 (32255|3) - move this note to 00:32:406 - it'll be more suitable position for it according to the drums, check it with lower playback

00:33:012 (33012|2,33164|3) - I recommend you to switch the places for these notes to 3rd and 2nd, it'll be more comfortable to play such triplet here

00:49:830 - here you need to use 1/3 divisor to place all notes according to the sounds correctly, like that

01:17:406 (77406|3) - move this note to 2nd column, it's more suitable position for it according to your next going pattern

Betsu's HD
Inside :3
00:02:936 (2936|1,3012|0) - I recommend you to switch these note positions to 0 and 1st columns accordingly to perform here more suitable trill which will follow drums well

00:06:194 (6194|2,6346|2) - move these notes to left by one column, it'll be more comfortable to play opened chords here after your previou triplet

00:25:436 (25436|1,25512|2,25588|1) - I suggest you to spread these notes like 0>1st>2nd column to perform triplet which will comfortable to play with your next going chord

00:39:679 (39679|1,39830|0) - move these notes to 3rd and 1st columns accordingly, it'll be more comfortable transition for them before your next going pattern here

00:47:936 - missed beat here? you can add here one more note according to it, check that

00:57:255 (57255|2) - I recommend you to open this chord by moving this note to 3rd column to avoid unnecessary double noting here and continue your stair pattern

No more problems, nice chart owo

I highly recommend you to check AiMod for both diffs and fix all problems (Uninherited timing point conflicts, two timing points at the same time in HD diff etc.) before going for rank~
Good luck :3/
OKAY ALL FIXED THANKS SHIRA :D

here's the updated : http://puu.sh/8ZeBq.osu
qoot8123
Hi!
Here is a taiko mod~ :)

[General]
  1. change the hitsound to ''default'' on kiai time
[ Muzukashii]

  1. 00:03:618 - try to add note here? i hear the drum and instrument sound here
  2. 00:44:527 (133,134) - reverse these two notes to follow the drum
  3. 00:50:739 (160) - remove finish? and add finish on 00:50:436 (159) -
  4. 00:52:255 (167,168,169,170,171,172,173,174,175,176) - this pattern's connection is a bit weird to me, try this ?http://osu.ppy.sh/ss/1641336
  5. 00:56:649 (189) - move to 00:56:800 - to follow the drum sound
  6. 01:06:346 (46) - ^
  7. 01:07:709 (3) - remove finish?here doesn't have any strong sound
  8. 01:13:618 (34) - remove this note?01:12:558 (28,29) - you follow the vocal,so i think 01:13:012 (30,31,32,33) - also follow vocal would be better

[ Oni]

  1. 00:07:861 (9) - change to k? to follow the guitar's sound
  2. 00:15:209 (63) - move to 00:14:906 - and 00:15:436 (65) - remove, i think it can follow the drum better
  3. 00:34:830 (180,181) - reverse? to follow the drum as 00:35:133 (182,183,184,185,186,187) -
  4. 00:40:664 (29) - move to 00:40:361 - and add finish on 00:40:739 (30) -
  5. 00:49:755 (88) - move to 00:49:452 - and 00:50:058 (90) - change to K to follow the drum simply
  6. 01:04:376 (192,193,194,195,196,197) - change to d ddkkk to follow the drum better
  7. 01:04:982 (198) - change to D as 00:55:285 (126) -
  8. 01:07:709 (216) - same as muzu
  9. 01:14:679 (267) - remove finish? because 01:14:982 (268) - is already have finish
That's all i can find!

GL~ :)
Betsuto
Thanks for mod ^w^

here
http://puu.sh/8ZZhM.rar
Topic Starter
luxoDeh
updated all mania and taiko diffs. and also fixed all issues with Ai mod I hope :)

Updated Madabau's diff too, I fixed the mods and the diff itself.
I'm sorry, but madabau has been away for a month. I tryed to keep his style the more I could.
[Shi-Ra]
Fine, mania fully checked. Piano'd owo
Topic Starter
luxoDeh

[Shi-Ra] wrote:

Fine, mania fully checked. Piano'd owo
woh! Thanks Shi-Ra :)
captin1
[General]
  1. Your background is pretty low resolution, it could be a lot better. I found the original image at much higher quality and resized it to both 1366x768 and 1024x768, you can pick which one you'd like. http://puu.sh/9cMUT.zip (I generally go with 1366, since it's the clearest resolution on widescreen, but up to you)
  2. Some odd inconsistency in the kiai time, it ends in different places. If you ask me, it would be best to end it on either 01:14:678 - or 01:21:800 - for all diffs, since these are where the phrase changes are.
  3. I would recommend adding about 1300-1500 ms of audioleadin to all diffs, so that there are two seconds before the map starts
  4. I wish I had seen this earlier, I would have asked to do an Extra gd. oh well
[Easy]
  1. 00:00:740 (1) - this would look better placed at around x168 y112, so that it leads into the next slider much better
  2. 00:05:740 (3) - it might be best to end this 1/2 earlier, it make more sense, since the beat on 00:06:194 - feels stronger, and it would be more consistent with the rhythms like 00:01:800 (1,2) - and so on
  3. 00:09:073 (3) - NC to fit with your pattern
  4. 00:16:800 - during this section and onwards, it seems your nc patterns got a bit weird, I think it would be best to recheck them, so that they fit better into the musical phrases (swapping 00:23:467 (3,1) - and then adding on 00:26:043 (2) - for example) If you'd like more help with this poke me ingame and I'll go through them all
  5. 00:57:709 (1,2,3) - while this pattern looks cool, I'm worried that beginners will be confused by having both 2 and 3 on the screen, and 3 being so close to where 1 ends. It might be best to rework this pattern to be more clear
[madabau's Normal]
  1. 00:08:315 (4,5) - this doesn't look very neat, since 4 is not lined up well with the curve of 5. Making it more similar to 00:09:527 (2,3) - would look much better
  2. 00:13:164 (4) - remove clap on repeat?
  3. 00:15:285 (3) - NC here would be cool and fit the music
  4. 00:45:588 (1) - missing clap on end?
  5. 00:47:255 (3) - I'd suggest splitting this into a circle+slider, to fit the vocal and music better
  6. 00:49:830 (3) - this rhythm would fit the music much better, and I don't think it's too hard for a normal
  7. 00:54:982 (2,1) - swap NC? I feel like this circle is part of the phrase for the chorus, and should be in the combo for it
  8. 01:03:619 (3) - reduce by 1/2? would fit with vocal better
  9. 01:25:436 (1) - add clap on head? would help make the sound more consistent
[Hard]
  1. 00:22:558 - the skipped beat here feels very empty, you should fill it with a circle
  2. 00:23:012 (5) - remove whistle from sliderbody :P
  3. bunch more of ^, 00:27:861 (2) - 00:29:073 (3) - 00:30:285 (3) - 00:51:497 (1) - 01:15:739 (1) -
  4. 00:36:497 (3) - remove clap from the end
  5. 00:37:709 (3) - add clap?
  6. 00:46:194 (3,3) - same as ^
  7. 01:27:860 (4) - move the white point further down, will make the curve look nicer
[Insane]
I would suggest OD8 for this, since it would fit better with the difficulty of the map, but up to you
  1. sliderbody whistles can be removed from 00:27:861 (2) - 00:42:406 (3) - 01:12:709 (3) -
  2. 00:36:497 (3) - and 00:37:709 (4) - 00:46:194 (3) - 00:48:543 (3) - same as hard
  3. 00:54:073 (1,2) - try adding drum claps on these two, I think it fits well
  4. 00:54:982 (5,1) - same as Normal, I think swapping NC would fit, since 5 feels like part of the next phrase
call me back
Topic Starter
luxoDeh

captin1 wrote:

[General]
  1. Your background is pretty low resolution, it could be a lot better. I found the original image at much higher quality and resized it to both 1366x768 and 1024x768, you can pick which one you'd like. http://puu.sh/9cMUT.zip (I generally go with 1366, since it's the clearest resolution on widescreen, but up to you) yeeh! thank you! I tryed to fix this by myself but I failed >.< anyway I really needed this background, thank you!
  2. Some odd inconsistency in the kiai time, it ends in different places. If you ask me, it would be best to end it on either 01:14:678 - or 01:21:800 - for all diffs, since these are where the phrase changes are. ok, put the kyai time in the second time you said
  3. I would recommend adding about 1300-1500 ms of audioleadin to all diffs, so that there are two seconds before the map starts fixed
  4. I wish I had seen this earlier, I would have asked to do an Extra gd. oh well >.<
[Easy]
  1. 00:00:740 (1) - this would look better placed at around x168 y112, so that it leads into the next slider much better
  2. 00:05:740 (3) - it might be best to end this 1/2 earlier, it make more sense, since the beat on 00:06:194 - feels stronger, and it would be more consistent with the rhythms like 00:01:800 (1,2) - and so on
  3. 00:09:073 (3) - NC to fit with your pattern
  4. 00:16:800 - during this section and onwards, it seems your nc patterns got a bit weird, I think it would be best to recheck them, so that they fit better into the musical phrases (swapping 00:23:467 (3,1) - and then adding on 00:26:043 (2) - for example) If you'd like more help with this poke me ingame and I'll go through them all
  5. 00:57:709 (1,2,3) - while this pattern looks cool, I'm worried that beginners will be confused by having both 2 and 3 on the screen, and 3 being so close to where 1 ends. It might be best to rework this pattern to be more clear
[madabau's Normal]
  1. 00:08:315 (4,5) - this doesn't look very neat, since 4 is not lined up well with the curve of 5. Making it more similar to 00:09:527 (2,3) - would look much better
  2. 00:13:164 (4) - remove clap on repeat?
  3. 00:15:285 (3) - NC here would be cool and fit the music
  4. 00:45:588 (1) - missing clap on end?
  5. 00:47:255 (3) - I'd suggest splitting this into a circle+slider, to fit the vocal and music better
  6. 00:49:830 (3) - this rhythm would fit the music much better, and I don't think it's too hard for a normal
  7. 00:54:982 (2,1) - swap NC? I feel like this circle is part of the phrase for the chorus, and should be in the combo for it
  8. 01:03:619 (3) - reduce by 1/2? would fit with vocal better
  9. 01:25:436 (1) - add clap on head? would help make the sound more consistent
[Hard]
  1. 00:22:558 - the skipped beat here feels very empty, you should fill it with a circle no, I like in the way it is, if I add a note I feel like it's mapped on nothing... maybe it's only me, but don't want to change
  2. 00:23:012 (5) - remove whistle from sliderbody :P
  3. bunch more of ^, 00:27:861 (2) - 00:29:073 (3) - 00:30:285 (3) - 00:51:497 (1) - 01:15:739 (1) -
  4. 00:36:497 (3) - remove clap from the end
  5. 00:37:709 (3) - add clap?
  6. 00:46:194 (3,3) - same as ^
  7. 01:27:860 (4) - move the white point further down, will make the curve look nicer
[Insane]
I would suggest OD8 for this, since it would fit better with the difficulty of the map, but up to you
  1. sliderbody whistles can be removed from 00:27:861 (2) - 00:42:406 (3) - 01:12:709 (3) -
  2. 00:36:497 (3) - and 00:37:709 (4) - 00:46:194 (3) - 00:48:543 (3) - same as hard
  3. 00:54:073 (1,2) - try adding drum claps on these two, I think it fits well
  4. 00:54:982 (5,1) - same as Normal, I think swapping NC would fit, since 5 feels like part of the next phrase
call me back
Thank you veery much! all fixed exept that little thing in hard :) (I fixed also for madabau's diff since he disappeared)
captin1
cool, circled.

piano: p/3133164
Topic Starter
luxoDeh

captin1 wrote:

cool, circled.

piano: p/3133164
Thank you!! ^.^
CephiCC
just came here to say that the o!m diffs are very fun to play. There are some maps where it just feels as though you are moving through the motions, but with other maps like these, it feels like every note I hit is soooo tangible. Fantastic job.
Chloe
orz.... I wanna ask for a extra slot, too late x.x
Topic Starter
luxoDeh

Chloe wrote:

orz.... I wanna ask for a extra slot, too late x.x
... yes just a bit late D:
adriankuro
el mapa quedo genial me encanta muy buen trabajo :)
ursa
Mod time :D

===============================================================================
NOTE :
{G} = a suggestion that not too important to change
{O} = a suggestion that seems need to be change
{R} = You Should Change it !!
===============================================================================


Crystal's Overdose

General : imo your drain are kinda high for this diff. i think -1 Drain is better choice (HP6) {O}

00:00:740 (1,2,3,4,5) - the early jump part have a quite high distance imo , at least , try to reduce it a bit to make the jump nicer {G}

00:05:436 (1,2,3,4,5,1) - well this part is drain killing & hard to catch , even on overdose,especialy this slider jump chain 00:06:346 (5,1) -
i strongly suggest you should change this part because it'll make the next harder to play/pass because of the earlier miss that caused for this part {R}
Note : Imo , i think this picture pattern maybe suitable/useful for that part

00:09:073 (1,2,3,4,5,1) - this slider 00:09:527 (2) - can cause the jump the hyperjump part become slippery. imo you should change it into normal beat instead of slider {O}
00:12:861 (1,2,3) - the jumping distance here is quite high , i think you should recude it , but keep the 00:13:164 (3) - still have hyperdash {O}
00:15:588 (2,3,4) - imo, you should ctrl+g the 00:16:043 (3,4) - beat {O}
00:35:588 (7,8) - i think using a beat here is better instead of 1/4 slider {G}
00:47:558 (7,8,9) - readjust the 00:47:558 (7,8) - because the mostly i think the 2hyperdash (espceialy 00:47:709 (8) ) are not worked correctly {O}
00:54:073 (1,2,3,4,5,6) - *high jump after stream hd jump X_X, imo you should reduce the jump by ctrl+00:54:224 (2,3) - or this 00:54:982 (5,6) - part {O}
Note : The Pattern in kiai part are have higher jump pressence rather than the previous one, so i think you should a bit wise to reduce some high distance part to keep the tricky/trolling that catchable instead of hard jump part
01:00:133 (1,2,3) - well imo, you should make it into slider instead of giving it more beat {O}
01:02:709 (2,3) - Ctrl+G the 01:02:709 (2) - slider or don't make it hyperdash (placing Hyperdash on this part will only ruin this jump ) {R}
01:03:770 (1,2,3,4,5,6,7) - imo , you should recheck this hyper because i feel different when catching it (may the flow jump kinda works not fit with the jump ) {O}
extra : reduce the lengt of this 01:04:679 (7) - slider

01:13:164 (6,7,1,2,3,4,5) - reducing this 1/2 jump distance to make it more nicer to catch {O}
01:20:285 (4) - move this slider to x=208 {O}

01:25:436 to 01:27:861 , x2.0 SV O A Q)

well i think that's all that i've noticed & should be changed.

go 666 devil total combo map for an idea if you have reduced more beats on your map :)

but overall , the idea about making this pattern tricky & a bit trolling is nice 8-)
CLSW

ursa wrote:

Mod time :D

===============================================================================
NOTE :
{G} = a suggestion that not too important to change
{O} = a suggestion that seems need to be change
{R} = You Should Change it !!
===============================================================================


Crystal's Overdose

General : imo your drain are kinda high for this diff. i think -1 Drain is better choice (HP6) {O} fixed

00:00:740 (1,2,3,4,5) - the early jump part have a quite high distance imo , at least , try to reduce it a bit to make the jump nicer {G} fixed

00:05:436 (1,2,3,4,5,1) - well this part is drain killing & hard to catch , even on overdose,especialy this slider jump chain 00:06:346 (5,1) -
i strongly suggest you should change this part because it'll make the next harder to play/pass because of the earlier miss that caused for this part {R} fixed
Note : Imo , i think this picture pattern maybe suitable/useful for that part

00:09:073 (1,2,3,4,5,1) - this slider 00:09:527 (2) - can cause the jump the hyperjump part become slippery. imo you should change it into normal beat instead of slider {O} fixed
00:12:861 (1,2,3) - the jumping distance here is quite high , i think you should recude it , but keep the 00:13:164 (3) - still have hyperdash {O} hmm, no. sorry. This jump is not very hard.
00:15:588 (2,3,4) - imo, you should ctrl+g the 00:16:043 (3,4) - beat {O} same as above
00:35:588 (7,8) - i think using a beat here is better instead of 1/4 slider {G} fixed in 1/8
00:47:558 (7,8,9) - readjust the 00:47:558 (7,8) - because the mostly i think the 2hyperdash (espceialy 00:47:709 (8) ) are not worked correctly {O} It's Expander - Move That Body reference. You have to dash twice to catch them all.
00:54:073 (1,2,3,4,5,6) - *high jump after stream hd jump X_X, imo you should reduce the jump by ctrl+00:54:224 (2,3) - or this 00:54:982 (5,6) - part {O} same as above, if it fixed to normally, it's not fun.
Note : The Pattern in kiai part are have higher jump pressence rather than the previous one, so i think you should a bit wise to reduce some high distance part to keep the tricky/trolling that catchable instead of hard jump part
01:00:133 (1,2,3) - well imo, you should make it into slider instead of giving it more beat {O} fixed
01:02:709 (2,3) - Ctrl+G the 01:02:709 (2) - slider or don't make it hyperdash (placing Hyperdash on this part will only ruin this jump ) {R} fixed
01:03:770 (1,2,3,4,5,6,7) - imo , you should recheck this hyper because i feel different when catching it (may the flow jump kinda works not fit with the jump ) {O} fixed
extra : reduce the lengt of this 01:04:679 (7) - slider fixed, and added a beat on 01:04:906 (8)

01:13:164 (6,7,1,2,3,4,5) - reducing this 1/2 jump distance to make it more nicer to catch {O} same as above
01:20:285 (4) - move this slider to x=208 {O} fixed

01:25:436 to 01:27:861 , x2.0 SV O A Q)

well i think that's all that i've noticed & should be changed.

go 666 devil total combo map for an idea if you have reduced more beats on your map :) Sadly it's 685.

but overall , the idea about making this pattern tricky & a bit trolling is nice 8-)
all done, thanks!

http://puu.sh/9ixYr/feb49dec32.osu
Topic Starter
luxoDeh
updated :)
Deif
[Crystal]
  1. 00:05:133 (6,7) - Select those 2 sliders together and move them to x:368. That way you'll reduce the strenght of the HDash, which conflicts to the pattern of those sliders, and you'll add a slight dash to the next (1).
  2. 00:25:512 (3,4) - Try to avoid that 1/4 HDash, since the next ones are 1/2s and can be confusing for the player.
  3. 00:35:512 (6) - A position like x:320 could be appropriate. Where it is, the current HDash shoots the ryuuta directly to those sliders snapped in 1/8, which shape is kinda uncommon and can take somebody off-guard. The ideal position of that note would be one where no HDashes were generated, though you might require to move a bit the ending of the previous slider (5).
  4. 00:37:937 (4,5,6,1) - I don't know if you're a genius or a mad scientist. The only way I can catch those is moving the ryuuta constantly to the left, and pressing Dash just to detect those HDashes. Pretty crazy idea... The flow is totally broken and will make many people fail.
  5. 00:42:255 (2,3,4,5,6) - Bad idea to place the 1/4 stream there. A timeline like this one shall be more appropriate: http://puu.sh/9m6Oc/a159218e18.jpg . The beat in 00:42:558 - can be covered too transforming that new slider (3) into another one with 1 repetition.
  6. 00:43:618 (3,4,5) - Nah... It's not that important to place a double HDash in the same direction. Remove them.
  7. 00:45:285 (6,7) - It could be a foolish idea, but transforming those 2 circles into a slider would make it much easier to read. Since a droplet would be generated, you'll know the proper direction to take after those scaring 1/4 jump-streams.
  8. 00:46:194 (3,1,2,3) - More timeline improvements. The triplet position could fit a bit better. Check this out: http://puu.sh/9m7fT/efbe894e5e.jpg
  9. 00:47:558 (7,8,9) - Same case as in the explained in 00:37:937 (4,5,6,1) - , but in this case you come from a HDash... That'll condition even more the movement of the ryuuta. Better think of something else to place there. My suggestion / ursa's suggestion.
  10. 00:47:936 - Kinda strange. It's expected to have a beat placed there, and then a jump with the next one in 00:48:012 - .
  11. 00:49:149 (4,1,2,3,4,5,6,7,8,1) - Totally overmapped. As 1/4s I'd leave only 00:49:830 (6,7,8,1) - though it's still above my average permission limit.
  12. 00:50:740 (2,3,4,5,6) - The slider (2) doesn't really need to be HDashed, but meh... The real problem here is the dash (3,4), where there's no much time of reaction after the HDash. Try to compress all those notes in the middle a bit more, like this: https://osu.ppy.sh/ss/1697305
  13. 00:51:800 (2) - Same as the previously mentioned slider, there's no need to create a mirror pattern like that there. It's kinda exaggerate to have an HDash from edge to edge there imo.
  14. 00:52:709 (1) - Better let that as a single note. It's already overmapped later, so it's not necessary to feed the beast so much.
  15. 00:52:861 (2,3,4,5,6,7,8,9,1) - Just as suggestion, optional to follow: http://puu.sh/9mfob/f188a30119.jpg
  16. 01:27:861 (3) - 12.16x ouch. In that position, it'd be quite hard to react well and catch some fruits of the spinner. Try moving it more to the right, till x:224 max.
[]
I'd rather leave the final decision over this diff to ursa. In it's current state it's pretty dangerous and must be handled with care :p

Had much fun with it nevertheless!
MMzz
Here to look at the taiko diffs.

[Oni]
OD 6. This is optional, but I think it will benefit the map because OD5 is just a free SS for Oni players.

00:48:012 (78) - Is this finisher intentional? Just want to confirm in case it was a mistake. Additionally, even though this is rankable I highly advise against it. The BPM is pretty fast and it's only a triplet pattern (its not like a 5+ note stream where you have more time to prepare for it) So it is pretty weird to play and not many people will enjoy playing it.

That is my only concern. Really good diffs! Call me back for an icon when you are ready.
CLSW

Deif wrote:

[Crystal]
  1. 00:05:133 (6,7) - Select those 2 sliders together and move them to x:368. That way you'll reduce the strenght of the HDash, which conflicts to the pattern of those sliders, and you'll add a slight dash to the next (1).
  2. 00:25:512 (3,4) - Try to avoid that 1/4 HDash, since the next ones are 1/2s and can be confusing for the player.
  3. 00:35:512 (6) - A position like x:320 could be appropriate. Where it is, the current HDash shoots the ryuuta directly to those sliders snapped in 1/8, which shape is kinda uncommon and can take somebody off-guard. The ideal position of that note would be one where no HDashes were generated, though you might require to move a bit the ending of the previous slider (5).
  4. 00:37:937 (4,5,6,1) - I don't know if you're a genius or a mad scientist. The only way I can catch those is moving the ryuuta constantly to the left, and pressing Dash just to detect those HDashes. Pretty crazy idea... The flow is totally broken and will make many people fail. I didn't fixed. check out those shots.
    I bring this pattern from the song in CWC Group 16 level(also this song already FC'ed by 50+ people you know), it just has added 1 more hyperdash, and it wasn't very hard. I never missed at this while testing.
  5. 00:42:255 (2,3,4,5,6) - Bad idea to place the 1/4 stream there. A timeline like this one shall be more appropriate: http://puu.sh/9m6Oc/a159218e18.jpg . The beat in 00:42:558 - can be covered too transforming that new slider (3) into another one with 1 repetition.
  6. 00:43:618 (3,4,5) - Nah... It's not that important to place a double HDash in the same direction. Remove them.
  7. 00:45:285 (6,7) - It could be a foolish idea, but transforming those 2 circles into a slider would make it much easier to read. Since a droplet would be generated, you'll know the proper direction to take after those scaring 1/4 jump-streams.
  8. 00:46:194 (3,1,2,3) - More timeline improvements. The triplet position could fit a bit better. Check this out: http://puu.sh/9m7fT/efbe894e5e.jpg
  9. 00:47:558 (7,8,9) - Same case as in the explained in 00:37:937 (4,5,6,1) - , but in this case you come from a HDash... That'll condition even more the movement of the ryuuta. Better think of something else to place there. My suggestion / ursa's suggestion. This one has fixed.
  10. 00:47:936 - Kinda strange. It's expected to have a beat placed there, and then a jump with the next one in 00:48:012 - .
  11. 00:49:149 (4,1,2,3,4,5,6,7,8,1) - Totally overmapped. As 1/4s I'd leave only 00:49:830 (6,7,8,1) - though it's still above my average permission limit.
  12. 00:50:740 (2,3,4,5,6) - The slider (2) doesn't really need to be HDashed, but meh... The real problem here is the dash (3,4), where there's no much time of reaction after the HDash. Try to compress all those notes in the middle a bit more, like this: https://osu.ppy.sh/ss/1697305
  13. 00:51:800 (2) - Same as the previously mentioned slider, there's no need to create a mirror pattern like that there. It's kinda exaggerate to have an HDash from edge to edge there imo.
  14. 00:52:709 (1) - Better let that as a single note. It's already overmapped later, so it's not necessary to feed the beast so much.
  15. 00:52:861 (2,3,4,5,6,7,8,9,1) - Just as suggestion, optional to follow: http://puu.sh/9mfob/f188a30119.jpgit's not fun for me :(
  16. 01:27:861 (3) - 12.16x ouch. In that position, it'd be quite hard to react well and catch some fruits of the spinner. Try moving it more to the right, till x:224 max.
[]
I'd rather leave the final decision over this diff to ursa. In it's current state it's pretty dangerous and must be handled with care :p

Had much fun with it nevertheless!
Others have fixed, 1:1 to me when i'm online. Thank you!
Betsuto

MMzz wrote:

Here to look at the taiko diffs.

[Oni]
OD 6. This is optional, but I think it will benefit the map because OD5 is just a free SS for Oni players.

00:48:012 (78) - Is this finisher intentional? Just want to confirm in case it was a mistake. Additionally, even though this is rankable I highly advise against it. The BPM is pretty fast and it's only a triplet pattern (its not like a 5+ note stream where you have more time to prepare for it) So it is pretty weird to play and not many people will enjoy playing it.

That is my only concern. Really good diffs! Call me back for an icon when you are ready.
Thanks XD

here's fixed
SPOILER
osu file format v12

[General]
AudioFilename: daze 2.mp3
AudioLeadIn: 1500
PreviewTime: 54755
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.5

[Metadata]
Title:daze (TV Size)
TitleUnicode:daze (TV Size)
Artist:Jin feat. MARiA from GARNiDERiA
ArtistUnicode:じん ft. メイリア from GARNiDELiA
Creator:luxoDeh
Version:Betsu's Taiko Oni
Source:メカクシティアクターズ
Tags:Mekakucity Actors Shidu Jin 自然の敵P Shizen no Teki-P Kagerou Project opening madabau Betsuto Yuutosan CLSW
BeatmapID:409134
BeatmapSetID:165391

[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:6
ApproachRate:8
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
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160,192,51194,1,0,0:0:0:0:
256,192,51346,1,8,0:0:0:0:
160,192,51497,1,0,0:0:0:0:
160,192,51800,1,0,0:0:0:0:
256,192,51952,1,8,0:0:0:0:
160,192,52103,1,0,0:0:0:0:
160,192,52179,1,0,0:0:0:0:
160,192,52255,1,0,0:0:0:0:
160,192,52406,1,0,0:0:0:0:
256,192,52558,1,8,0:0:0:0:
160,192,52709,1,0,0:0:0:0:
256,192,52861,1,8,0:0:0:0:
256,192,52936,1,8,0:0:0:0:
160,192,53012,1,0,0:0:0:0:
160,192,53088,1,0,0:0:0:0:
160,192,53164,1,0,0:0:0:0:
256,192,53315,1,8,0:0:0:0:
256,192,53391,1,8,0:0:0:0:
160,192,53467,1,0,0:0:0:0:
160,192,53543,1,0,0:0:0:0:
160,192,53618,1,0,0:0:0:0:
256,192,53770,1,8,0:0:0:0:
160,192,53846,1,0,0:0:0:0:
160,192,53921,1,0,0:0:0:0:
352,192,54073,1,4,0:0:0:0:
352,192,54224,1,4,0:0:0:0:
352,192,54376,1,4,0:0:0:0:
352,192,54527,1,4,0:0:0:0:
160,192,54830,1,0,0:0:0:0:
352,96,54982,1,6,0:0:0:0:
352,192,55285,1,4,0:0:0:0:
256,192,55588,1,8,0:0:0:0:
160,192,55739,1,0,0:0:0:0:
160,192,55815,1,0,0:0:0:0:
160,192,55891,1,0,0:0:0:0:
160,192,56043,1,0,0:0:0:0:
256,192,56194,1,8,0:0:0:0:
160,192,56346,1,0,0:0:0:0:
160,192,56421,1,0,0:0:0:0:
160,192,56497,1,0,0:0:0:0:
160,192,56649,1,0,0:0:0:0:
160,192,56724,1,0,0:0:0:0:
256,192,56800,1,8,0:0:0:0:
160,192,56952,1,0,0:0:0:0:
160,192,57255,1,0,0:0:0:0:
256,192,57406,1,8,0:0:0:0:
160,192,57558,1,0,0:0:0:0:
352,192,57709,1,4,0:0:0:0:
256,192,58012,1,8,0:0:0:0:
160,192,58164,1,0,0:0:0:0:
256,192,58239,1,8,0:0:0:0:
160,192,58315,1,0,0:0:0:0:
160,192,58467,1,0,0:0:0:0:
256,192,58618,1,8,0:0:0:0:
160,192,58770,1,0,0:0:0:0:
160,192,58846,1,0,0:0:0:0:
256,192,58921,1,8,0:0:0:0:
160,192,59073,1,0,0:0:0:0:
160,192,59148,1,0,0:0:0:0:
256,192,59224,1,8,0:0:0:0:
160,192,59376,1,0,0:0:0:0:
160,192,59452,1,0,0:0:0:0:
160,192,59527,1,0,0:0:0:0:
160,192,59679,1,0,0:0:0:0:
256,192,59830,1,8,0:0:0:0:
160,192,59982,1,0,0:0:0:0:
352,192,60133,1,4,0:0:0:0:
256,192,60436,1,8,0:0:0:0:
160,192,60588,1,0,0:0:0:0:
160,192,60739,1,0,0:0:0:0:
160,192,60815,1,0,0:0:0:0:
160,192,60891,1,0,0:0:0:0:
256,192,61043,1,8,0:0:0:0:
256,192,61194,1,8,0:0:0:0:
160,192,61346,1,0,0:0:0:0:
256,192,61497,1,8,0:0:0:0:
256,192,61649,1,8,0:0:0:0:
160,192,61800,1,0,0:0:0:0:
256,192,61952,1,8,0:0:0:0:
256,192,62255,1,8,0:0:0:0:
160,192,62406,1,0,0:0:0:0:
352,192,62558,1,4,0:0:0:0:
256,192,62861,1,8,0:0:0:0:
256,192,63012,1,8,0:0:0:0:
256,192,63088,1,8,0:0:0:0:
160,192,63164,1,0,0:0:0:0:
256,192,63315,1,8,0:0:0:0:
256,192,63391,1,8,0:0:0:0:
160,192,63467,1,0,0:0:0:0:
256,192,63618,1,8,0:0:0:0:
160,192,63770,1,0,0:0:0:0:
256,192,63921,1,8,0:0:0:0:
256,192,63997,1,8,0:0:0:0:
256,192,64073,1,8,0:0:0:0:
256,192,64224,1,8,0:0:0:0:
256,192,64300,1,8,0:0:0:0:
160,192,64376,1,0,0:0:0:0:
160,192,64527,1,0,0:0:0:0:
160,192,64603,1,0,0:0:0:0:
256,192,64679,1,8,0:0:0:0:
256,192,64755,1,8,0:0:0:0:
256,192,64831,1,8,0:0:0:0:
352,192,64982,1,4,0:0:0:0:
256,192,65285,1,8,0:0:0:0:
160,192,65436,1,0,0:0:0:0:
160,192,65512,1,0,0:0:0:0:
160,192,65588,1,0,0:0:0:0:
160,192,65740,1,0,0:0:0:0:
256,192,65891,1,8,0:0:0:0:
160,192,66043,1,0,0:0:0:0:
160,192,66118,1,0,0:0:0:0:
160,192,66194,1,0,0:0:0:0:
160,192,66346,1,0,0:0:0:0:
160,192,66421,1,0,0:0:0:0:
256,192,66497,1,8,0:0:0:0:
160,192,66649,1,0,0:0:0:0:
160,192,66952,1,0,0:0:0:0:
256,192,67103,1,8,0:0:0:0:
160,192,67255,1,0,0:0:0:0:
352,192,67406,1,4,0:0:0:0:
256,192,67709,1,8,0:0:0:0:
160,192,67861,1,0,0:0:0:0:
256,192,67936,1,8,0:0:0:0:
160,192,68012,1,0,0:0:0:0:
160,192,68164,1,0,0:0:0:0:
256,192,68315,1,8,0:0:0:0:
160,192,68467,1,0,0:0:0:0:
160,192,68543,1,0,0:0:0:0:
256,192,68618,1,8,0:0:0:0:
160,192,68770,1,0,0:0:0:0:
160,192,68845,1,0,0:0:0:0:
256,192,68921,1,8,0:0:0:0:
160,192,69073,1,0,0:0:0:0:
160,192,69149,1,0,0:0:0:0:
160,192,69224,1,0,0:0:0:0:
160,192,69376,1,0,0:0:0:0:
256,192,69527,1,8,0:0:0:0:
160,192,69679,1,0,0:0:0:0:
352,192,69830,1,4,0:0:0:0:
256,192,70133,1,8,0:0:0:0:
160,192,70285,1,0,0:0:0:0:
160,192,70360,1,0,0:0:0:0:
160,192,70436,1,0,0:0:0:0:
160,192,70588,1,0,0:0:0:0:
256,192,70740,1,8,0:0:0:0:
256,192,70891,1,8,0:0:0:0:
352,192,71043,1,4,0:0:0:0:
160,192,71194,1,0,0:0:0:0:
256,192,71346,1,8,0:0:0:0:
160,192,71497,1,0,0:0:0:0:
256,192,71649,1,8,0:0:0:0:
160,192,71800,1,0,0:0:0:0:
256,192,71952,1,8,0:0:0:0:
160,192,72103,1,0,0:0:0:0:
352,192,72255,1,4,0:0:0:0:
256,192,72557,1,8,0:0:0:0:
160,192,72709,1,0,0:0:0:0:
160,192,73012,1,0,0:0:0:0:
256,192,73164,1,8,0:0:0:0:
160,192,73315,1,0,0:0:0:0:
160,192,73466,1,0,0:0:0:0:
256,192,73618,1,8,0:0:0:0:
256,192,73770,1,8,0:0:0:0:
160,192,73921,1,0,0:0:0:0:
160,192,73997,1,0,0:0:0:0:
256,192,74073,1,8,0:0:0:0:
256,192,74224,1,8,0:0:0:0:
256,192,74300,1,8,0:0:0:0:
256,192,74376,1,8,0:0:0:0:
256,192,74527,1,8,0:0:0:0:
256,192,74603,1,8,0:0:0:0:
160,192,74679,1,0,0:0:0:0:
352,96,74982,1,6,0:0:0:0:
160,192,75133,1,0,0:0:0:0:
160,192,75209,1,0,0:0:0:0:
160,192,75285,1,0,0:0:0:0:
160,192,75436,1,0,0:0:0:0:
256,192,75588,1,8,0:0:0:0:
160,192,75891,1,0,0:0:0:0:
160,192,76043,1,0,0:0:0:0:
256,192,76194,1,8,0:0:0:0:
160,192,76346,1,0,0:0:0:0:
256,192,76421,1,8,0:0:0:0:
160,192,76497,1,0,0:0:0:0:
160,192,76649,1,0,0:0:0:0:
256,192,76800,1,8,0:0:0:0:
160,192,76952,1,0,0:0:0:0:
160,192,77027,1,0,0:0:0:0:
160,192,77103,1,0,0:0:0:0:
256,192,77406,1,8,0:0:0:0:
256,192,77633,1,8,0:0:0:0:
160,192,77709,1,0,0:0:0:0:
160,192,77861,1,0,0:0:0:0:
256,192,78012,1,8,0:0:0:0:
160,192,78164,1,0,0:0:0:0:
160,192,78239,1,0,0:0:0:0:
160,192,78315,1,0,0:0:0:0:
160,192,78467,1,0,0:0:0:0:
256,192,78618,1,8,0:0:0:0:
160,192,78770,1,0,0:0:0:0:
160,192,78921,1,0,0:0:0:0:
160,192,79073,1,0,0:0:0:0:
256,192,79224,1,8,0:0:0:0:
160,192,79376,1,0,0:0:0:0:
352,192,79527,1,4,0:0:0:0:
256,192,79830,1,8,0:0:0:0:
256,192,79982,1,8,0:0:0:0:
256,192,80058,1,8,0:0:0:0:
160,192,80133,1,0,0:0:0:0:
160,192,80285,1,0,0:0:0:0:
256,192,80436,1,8,0:0:0:0:
160,192,80588,1,0,0:0:0:0:
352,192,80739,1,4,0:0:0:0:
352,192,81043,1,4,0:0:0:0:
160,192,81346,1,0,0:0:0:0:
256,192,81497,1,8,0:0:0:0:
256,192,81649,1,8,0:0:0:0:
352,192,81800,1,4,0:0:0:0:
160,192,82103,1,0,0:0:0:0:
256,192,82255,1,8,0:0:0:0:
256,192,82406,1,8,0:0:0:0:
160,192,82558,1,0,0:0:0:0:
256,192,82709,1,8,0:0:0:0:
256,192,82785,1,8,0:0:0:0:
256,192,82861,1,8,0:0:0:0:
352,192,83012,1,4,0:0:0:0:
160,192,83315,1,0,0:0:0:0:
256,192,83467,1,8,0:0:0:0:
160,192,83618,1,0,0:0:0:0:
160,192,83694,1,0,0:0:0:0:
160,192,83770,1,0,0:0:0:0:
256,192,83921,1,8,0:0:0:0:
256,192,83997,1,8,0:0:0:0:
256,192,84073,1,8,0:0:0:0:
352,192,84224,1,4,0:0:0:0:
160,192,84527,1,0,0:0:0:0:
256,192,84679,1,8,0:0:0:0:
256,192,84830,1,8,0:0:0:0:
160,192,84982,1,0,0:0:0:0:
256,192,85133,1,8,0:0:0:0:
256,192,85209,1,8,0:0:0:0:
256,192,85285,1,8,0:0:0:0:
352,96,85436,1,6,0:0:0:0:
352,192,85739,1,4,0:0:0:0:
352,96,86043,1,6,0:0:0:0:
352,192,86346,1,4,0:0:0:0:
352,96,86648,1,6,0:0:0:0:
352,96,86952,1,6,0:0:0:0:
352,192,87255,1,4,0:0:0:0:
352,96,87558,1,6,0:0:0:0:
352,192,87861,1,4,0:0:0:0:

go go ! :D
Topic Starter
luxoDeh
Updated :)
MMzz
Here you go!

Guess this means CtB BAT can bubble. :)
Topic Starter
luxoDeh

MMzz wrote:

Here you go!

Guess this means CtB BAT can bubble. :)
Yep! :)
Thank you ^.^
CLSW
Topic Starter
luxoDeh
aaaand.... Updated :)
- Yuuto -
Ikeeeee :)
ursa
Rechecking the ctb Diff

Crystal's Ovderdose

Note : after you've applied the mods from Deif , the overall pattern become nicer & better. back to the pattern, Imo you can reduce some distance at the kiai part without breaking the hyperdash to make that more efficient to catch/play.

so there's some part that i mention you should check it & change (iit's up to you for changin it)

00:58:467 (3,4,1,2,3) - well , you can reduce some part's distance a bit & still keep the hyperchain to make this part more eficient to catch
*suggestion pic pattern
01:00:588 (3) - Ctrl+G this slider
01:04:527 (6) - well i think you should move this to x= 272 to make the chain jump eficient to catch
01:03:770 (1,2) - change it like this . Change it > _ > , that's more better
01:08:618 (1) - well , you can move it into x = 96 without disabling the hyper
01:11:952 (5,6,7) - X=280. same as ^
01:12:255 (1,2,3,4,5) - *Pic ^
01:19:073 (6) - move to x =208
01:19:376 (1) - x = 448
01:20:588 (5) - x = 352

sorry for delaying because i need opinion first to make sure about this . . .
CLSW
Topic Starter
luxoDeh
Updated :3
ursa
Last check on the Crystal's overdose

01:18:315 (1,2,3,4,5,6,7) - Please readjust the slider to make it nicer to catch

*Deif's suggestion
*my suggestion

don't kd this :)
CLSW
http://puu.sh/9yAZ2/f12300d186.osu

used deif's suggestion. Let's finish this!
Topic Starter
luxoDeh
oook done :)
(final update? >.<)
CLSW

luxoDeh wrote:

oook done :)
(final update? >.<)
Sorry, but Krah pointed out a issue on 01:13:467 (1,2,3,4,5,6,7,8,9), so here is the LAST one. REALLY.

http://puu.sh/9AfbB/6770d9a430.osu
Topic Starter
luxoDeh

CLSW wrote:

luxoDeh wrote:

oook done :)
(final update? >.<)
Sorry, but Krah pointed out a issue on 01:13:467 (1,2,3,4,5,6,7,8,9), so here is the LAST one. REALLY.

http://puu.sh/9AfbB/6770d9a430.osu
LOOL ok, updated again XDDDD
ursa
Yap, that's the last check :)

*Rechecking again the overdose & here we go . . .

*Bubbled

Note :
*Piano , *Cirlce , *Drum
- Yuuto -
cool~
Topic Starter
luxoDeh
Yey finally! Thanks ursa :)
Atrue
Hello~
From bubble random check

[Notion]
This color means it is a suggestion. I prefer to do this, but you can either choose to fix or not.
And this color means some issue to fix I think.



[General]
Good map and a little suggestions here.
Please remove "(TV Size) " in the title and add them in the tags because I found no evidence that it can be added... (Poping because of this)
[Easy]
General
Wow~ interesting sliders~
Hitsound
01:28:618 - Really weak.. So maybe no whistle here?
[madabau's Normal]
General
Puzzling beats.. Hmm.. too many 1/2s in a normal diff in such a high BPM.. But.. yeah..
Beats
00:01:649 - For this kind of beat, I just suggest keep the 2 strong sound same note in the diff.. It's strange to hit one but have nothing on another one. So I just suggest removing the note here to keep the beats clear.(Don't forget to NC on next note)
00:06:346 (4) - Same as above. Though the distance is clear, the rhythm is really not good imo.
00:14:073 (1) - Okay not that you want to use 1/2s, use it on 1/2 earlier, the sound is actually there~
00:43:012 (1,2) - And for here, leaving the strong vocal blank is not that good imo. So I suggest that:
[Hard]
General
A little bit hard, but acceptable imo.
Beats
00:18:164 - Suggest a note here because of the vocal.. Though I know you don't want it be too hard..
Placement
01:13:921 (3,4,5) - Maybe a smaller distance is needed here to keep the difficulty controlled. Example:01:24:981 (3) - Also the jump is way too big for a hard. Try this pattern:
[Insane]
General
Fun diff~
Placement
00:47:861 (8) - this note is kinda over-emphasized by the big jump. It have no vocal and strong drum on it, just making a connection between previous and next notes, so maybe have a smaller jump and make it easier to read? Example:01:26:649 (1,2,3,4,1,2,3,4,5) - These jumps are just a bit hard for the mapset. Overall this diff is not as hard as here.. If you want to insist using it, I won't disagree, but also won't agree with it. After all it's really strong and good pattern and fitsthe music. But you see, strong beats are all on red ticks, but the jumps are quite equal, so for me, I'll make things like this:(Some thing is wrong with my puush now, and the pattern is hard to describe in pics, so I paste the codes here.. Just have a reference of the position)
SPOILER
172,52,86649,5,4,0:0:0:0:
172,52,86800,1,0,0:0:0:0:
344,144,86952,1,0,0:0:0:0:
344,144,87103,1,0,0:0:0:0:
172,224,87255,5,0,0:0:0:0:
172,224,87406,1,0,0:0:0:0:
344,312,87558,1,8,0:0:0:0:
344,312,87709,1,0,0:0:0:0:
256,192,87861,5,4,0:0:0:0:
Hitsound
01:13:467 - A finish here is mote fit imo. And I even suggest a finish spam on the 3 slider's end, really exciting and strong part of the music here.
01:28:618 - Really weak.. So maybe no whistle here?
NCs
01:21:043 (2) - NC on the slider to show the SV change.
Call me back~
Topic Starter
luxoDeh

Atrue wrote:

Hello~
From bubble random check

[Notion]
This color means it is a suggestion. I prefer to do this, but you can either choose to fix or not.
And this color means some issue to fix I think.



[General]
Good map and a little suggestions here.
Please remove "(TV Size) " in the title and add them in the tags because I found no evidence that it can be added... (Poping because of this) well, I know this thing about the (TV Size) but I don't want to remove: first of all because there are so many maps having it and still getting ranked with it (and this too https://osu.ppy.sh/s/172159 has the (TV Size) and it's ranked recnetly) and also because if I see a map without it I think it's a full version, and that's not the case.. :/
[Easy]
General
Wow~ interesting sliders~
Hitsound
01:28:618 - Really weak.. So maybe no whistle here? ok
[madabau's Normal]
General
Puzzling beats.. Hmm.. too many 1/2s in a normal diff in such a high BPM.. But.. yeah..
Beats
00:01:649 - For this kind of beat, I just suggest keep the 2 strong sound same note in the diff.. It's strange to hit one but have nothing on another one. So I just suggest removing the note here to keep the beats clear.(Don't forget to NC on next note) ok
00:06:346 (4) - Same as above. Though the distance is clear, the rhythm is really not good imo. fixed with a little change of rhythm, I used a 1/2 slider at the end, but it fit well now
00:14:073 (1) - Okay not that you want to use 1/2s, use it on 1/2 earlier, the sound is actually there~ same here
00:43:012 (1,2) - And for here, leaving the strong vocal blank is not that good imo. So I suggest that: ok, fixed

[Hard]
General
A little bit hard, but acceptable imo.
Beats
00:18:164 - Suggest a note here because of the vocal.. Though I know you don't want it be too hard.. not added because I wasn't really following vocals here and because there are also other part where there is the same rhythm pattern and I don't want to change them
Placement
01:13:921 (3,4,5) - Maybe a smaller distance is needed here to keep the difficulty controlled. Example: good, fixed
01:24:981 (3) - Also the jump is way too big for a hard. Try this pattern: ok, fixed this too
[Insane]
General
Fun diff~
Placement
00:47:861 (8) - this note is kinda over-emphasized by the big jump. It have no vocal and strong drum on it, just making a connection between previous and next notes, so maybe have a smaller jump and make it easier to read? Example: fixed
01:26:649 (1,2,3,4,1,2,3,4,5) - These jumps are just a bit hard for the mapset. Overall this diff is not as hard as here.. If you want to insist using it, I won't disagree, but also won't agree with it. After all it's really strong and good pattern and fitsthe music. But you see, strong beats are all on red ticks, but the jumps are quite equal, so for me, I'll make things like this:(Some thing is wrong with my puush now, and the pattern is hard to describe in pics, so I paste the codes here.. Just have a reference of the position) not a bad idea. I used it :3
SPOILER
172,52,86649,5,4,0:0:0:0:
172,52,86800,1,0,0:0:0:0:
344,144,86952,1,0,0:0:0:0:
344,144,87103,1,0,0:0:0:0:
172,224,87255,5,0,0:0:0:0:
172,224,87406,1,0,0:0:0:0:
344,312,87558,1,8,0:0:0:0:
344,312,87709,1,0,0:0:0:0:
256,192,87861,5,4,0:0:0:0:
Hitsound
01:13:467 - A finish here is mote fit imo. And I even suggest a finish spam on the 3 slider's end, really exciting and strong part of the music here. ok
01:28:618 - Really weak.. So maybe no whistle here? ok
NCs
01:21:043 (2) - NC on the slider to show the SV change. ok
Call me back~
OOK, I don't know why The updated didn't work. I'll try it again tomorrow and then call you back :) (meanwhile I answered to the mod anyway :3)

Thank you veery much! :D
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