sakuzyo - Neurotoxin

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fanzhen0019
silenced hitnormal doesn't hurt since other hitsounds covered. the purpose of hitsounding still exists.
Leader
Yeah, my bad.

Will come to recheck in less than 24h anyway

EDIT:

[Hard]
  1. We had some internal discussion about the diff and decided that it still needs a couple of mods before a bubble. Here you are some opinions I managed to get in these days, consider reading them and providing reasons. You don't have to make big changes to the whole diff as we stated it's fine, but let's improve it before I can shoot a bubble.
  2. 00:03:038 - Spinner should be placed from here, where the sound actually starts, instead of a empty part of the song (as Hyper and Another currently have)

    This difficulty is okay-ish but it could definitely play a ton better along with looking better. The inconsistent spacing (e.g 00:20:371 (1,2,3,4) - compared to 00:21:871 (1,2,3,4) - ) is really disturbing and breaks the good playability of this difficulty. He seems to be using a lot of straight stuff (straight sliders, straight note patterns) which breaks the flow (sometimes, at least).

    The kiai itself plays fine, I'd accept that but the only thing that bothered me was 02:17:705 (1) - how this slider plays, it's not really attractive to eyes (at least not for me) and it plays badly from what I've tested this. And yeah of course kiai could use some improvements aesthetically.
    I have also some complaints about the rhythm in some parts of the map: for example 00:22:205 (3) - , which switches the whole rhythm focus on the drums from the synth, and it doesen't really sound that great, and the missing note on 00:37:371 - feels a bit strange considering the drum which could have been followed well (same could be said for 02:00:038 - ). I'd say that the part which seemed the least great is on 01:03:038 - . I really don't like all these rhythm switches, and also the fact that 01:17:871 (1,3) - both stand on red ticks (01:18:205 (2) - imo is fine since it follows the little cymbals there). The kiai is probably the best part for me as it follows well the song's pace and the sliders play pretty good there. In the end there aren't some really big changes to do, but maybe a couple of tweaks before ranking could be good!
    Anyway, more than the flow, I'm concerned about some sliders
    00:08:538 (6,1) - 00:10:538 (4,1,1) - 00:13:871 (7,1) - These seem kinda borderline for a hard imo, I'd at least manually stack them more noticeably. Unlike 00:42:038 (2,1,2,1,2) - (and so on) which have more space.

    Slidershapes like 00:17:705 (1) - 00:37:538 (1) - 01:14:205 (2) - 01:51:538 (3) - 02:09:538 (4) - 02:10:871 (4) - 02:12:371 (1) - 02:13:705 (1) - 02:15:705 (3,1) - seem boring and ugly imo.

    00:27:705 (1) - 01:55:705 (1) - This is kind of confusing, considering the distance between the sliderstart and the slider end (AND the slowdown)

    Also BEEP BEEP 00:28:205 - This timing section will mess up things in taiko and it's not needed!!!!

    01:38:871 (1,1,1,1) - Again, is this spacing ok for a Hard? I undertsand the NC thingy, but this also seems too much imo.
    02:26:705 (5,1,1,1) - ^ Same


[Hyper]
  1. OD is still 8 >: (
Low
fixed everything except for the slider shapes because i feel they match the rugged, guitar-heavy nature of the song as mentioned previously and i'd really like to keep them.

http://puu.sh/bf19T/8782a90b9c.osu
Topic Starter
kiddly
updated!

fixed OD error in Hyper.
Ulysses
Hi,requested by kiddly to mod a single diff.

16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]



HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter.

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound.

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better?

This diff is quite decent,can't any other problems.
Low

nold_1702 wrote:

Hi,requested by kiddly to mod a single diff.

16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]



HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter. no it isn't

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound. i want to keep this diff free of 1/4

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better? keeping this for consistency

This diff is quite decent,can't any other problems.
http://puu.sh/bfNs1/018eaa1f68.osu
Topic Starter
kiddly
updated.
Leader
Rebubbled!
Card N'FoRcE
Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.


- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.


- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally?


Nothing to say about Standard and Another.
Topic Starter
kiddly

Card N'FoRcE wrote:

Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
    fixed.




- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
    fixed.I took the handle since it's a really small issue.




- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better. added a spinner like Another.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better. I converted both into circles.I think the consistence is better this way.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally? fixed.


Nothing to say about Standard and Another.
Card N'FoRcE

kiddly wrote:

02:00:371 (6,1) - i fail to understand this jump. [...]
fixed.I took the handle since it's a really small issue.
Sorry, but due to past experiences i want guest difficulties fixed from the guest mapper and not the mapset owner. Please let Low know and call me back once he checked your fix.

Everything else seems on order, so give me this final confirmation and everything should be ready to go.
Low
i approve of kiddly's change.
Card N'FoRcE
Very well then.
Topic Starter
kiddly

Card N'FoRcE wrote:

Very well then.
8-)
Skystar
牢門啊
Kloyd
牢門啊
Koiyuki

Amamiya Yuko wrote:

牢門啊
Kodora

Amamiya Yuko wrote:

牢門啊
Gratz!!!

And very glad to see CNF's rank again :)
Hula
Get new hitsound samples please. They're really uncomfortable to play, especially in [Another] (only one i played really)

Uh, in fact [Another] is highly uncomfortable to play with its weird rhythms which for me don't seem to fit half the time.

things like this,
00:06:705 (1,1) - the spacing, why?
01:10:205 (1,2,3,4,5) - why is it spaced like this? I can't find any reason musically for it. It's awkward.
Fycho

Amamiya Yuko wrote:

牢門啊
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