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sakuzyo - Neurotoxin

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Topic Starter
kiddly
:lol:

Low wrote:

offset: 377. i keep getting 4~7 ms late, and this fixes it. make sure to resnap notes/timing sections. please apply this AFTER reading and applying the mod, though.

[Basic]
00:51:038 (1,2,3,4,1) - this seems too hard for a basic diff. you should turn 00:51:705 (3,4) into one slider.
01:11:705 (2) - one grid left to avoid the overlap
01:21:705 (3) - NC for consistency with 01:19:038 (1,2)
01:52:371 (1) - remove NC for consistency with 00:24:371 (4)
02:03:038 (1) - ^
02:27:538 (3) - add a soft finish at the end to match the music all fixed!

[Hyper]
00:27:038 (5) - NC. the combo is really long. also, it is consistent with 00:37:705 (1)
01:00:371 (8) - NC makes sense here
01:40:371 (5) - NC here makes sense. also, it lets the player know of the anti-jumps above fixed.
01:55:038 (1,2) - this is weird.. you should either add an extra repeat to (1) or space the sliders out so players don't think there's an extra repeat 0.0 for a player that can play insane diffs,this is easy to estimate.
02:16:203 (2) - unsnapped fixed.
02:16:371 (1,2) - same suggestion from 01:55:038 (1,2)
02:27:038 (1,2) - ^

[Another]
00:50:205 (5) - NC for consistency
00:52:871 (2) - ^
00:57:705 (1) - ^
01:14:538 (2) - the green line at the end of this slider doesn't work properly because it's unsnapped. snap it please
02:05:203 (3) - unsnapped above fixed.
02:24:705 (3) - put this in line with (1,2). i don't see why you made this a jump it's coooooool 8-)
02:27:371 (4) - ctrl+g flows a lot better.
02:27:705 (6) - ^

very clean mapset. starred

thank you for modding!
Asagiri Mai
[Basic]
00:12:705 (2,3) - 这样的节奏对于新手来说难以把握,不如直接把slider延长到3的位置。
00:27:038 (3,4,1) - 怎么忽然不按照DS了?
01:00:371 (1,2,3,4) - 这样的重叠对新手也是比较难。


[Hyper]

00:42:705 (1) - 在后面的段落里这些相同的地方是没有NC的,为毛这个有……
00:43:371 (1) - ^
02:23:371 (1) - 取消NC。
02:24:704 (3) - ^

[Another]

-gameplay & arrange-

用于减速段的白色和普通段落的灰色颜色过于相近,会造成识别上的困难。
01:28:205 (3) - 这个slider真的sb
01:44:371 (4,1) - 建议把这两个物件的距离稍微分开一点,使之不重合。

-hitsound-

00:17:205 (3) - 丢了个finish
00:17:705 (1) - 滑条尾部已经完全静音了。
00:28:371 (1) - ^
02:27:705 (6) - 哨子在这里比较突兀,不如取消掉。


sb
Topic Starter
kiddly

Asagiri Mai wrote:

[Basic]
00:12:705 (2,3) - 这样的节奏对于新手来说难以把握,不如直接把slider延长到3的位置。
00:27:038 (3,4,1) - 怎么忽然不按照DS了?
01:00:371 (1,2,3,4) - 这样的重叠对新手也是比较难。 我个人感觉是可以玩的,毕竟不是面向初学者的难度。



[Hyper]

00:42:705 (1) - 在后面的段落里这些相同的地方是没有NC的,为毛这个有……
00:43:371 (1) - ^
02:23:371 (1) - 取消NC。
02:24:704 (3) - ^

[Another]

-gameplay & arrange-

用于减速段的白色和普通段落的灰色颜色过于相近,会造成识别上的困难。
01:28:205 (3) - 这个slider真的sb 由于版本的差异你看到的那个slider应该已经不存在了
01:44:371 (4,1) - 建议把这两个物件的距离稍微分开一点,使之不重合。 我感觉稍微分开一点使得互相之间的圈没有重叠就可以了


-hitsound-

00:17:205 (3) - 丢了个finish
00:17:705 (1) - 滑条尾部已经完全静音了。
00:28:371 (1) - ^
02:27:705 (6) - 哨子在这里比较突兀,不如取消掉。


sb
除了有红字标注的地方都改正了,感谢
Jenny
IRC stuff - general things with specific examples and suggestions on Another
16:11 Jenny: 00:15:871 (8) -
16:11 Jenny: pls balance ;a;
16:11 Jenny: 00:18:705 (1,2) - weird shapes ;a;
16:11 Jenny: 00:18:871 - feels weird having those strong hitsounds on no click
16:12 kiddly: -0-
16:12 Jenny: pls
16:12 Jenny: I like your maps
16:12 Jenny: but they could be betterrrrrrrrrr ;a;
16:12 kiddly: let me see
16:13 Jenny: 00:36:371 (1,2,3,1,2,3) - this is wronggg
16:13 Jenny: the new pattern starts 00:37:038 (2) - here, not 00:36:871 (1) - here
16:16 kiddly: I do this just for visual consistency
16:17 Jenny: http://puu.sh/aQLCT/e2e845b8df.osu
16:17 Jenny: look . 3.
16:17 Jenny: ~ didn't really hitsound the alternative part, but you get the idea?
16:18 kiddly: I get from the original BMS
16:18 Jenny: hm?
16:19 Jenny: 00:35:955 (2) - also sliders like this one are meh because you only click the weak beat >:
16:19 kiddly: hitsounds
16:21 kiddly: yr right
16:23 kiddly: let me make some changes
16:27 Jenny: I feel like a lot of people (..just about everyone) need to look out for the actual beatgrouping/musical patterning more often
16:36 kiddly: why don't you post this log to my page for a kd?(and add a mod post for me
16:37 kiddly: you can save it to your mapping notebook lol
16:37 Jenny: notebook? :V
16:37 Jenny: iunno I feel like
16:37 Jenny: all I could mention in mods
16:37 Jenny: is already on my userpage
16:37 Jenny: well not all, the beatpatterning part is hard to describe in a general theme..
16:39 Jenny: 00:08:371 (1) - http://puu.sh/aQBah/443c5fa13d.png
16:40 Jenny: 00:11:121 (4) - this one I find okay because the sliderend is on one of the strong beats and you mapped the clicks onto the hihat (?) here
16:40 Jenny: 00:11:871 (4) - this one not
16:41 Jenny: 00:18:871 (2,4) - should be more accentuated, maybe ctrl-G them or do [http://puu.sh/aQMVV/392bd65040.png this] (though you should put a jump towards 5 because that's also a strong beat)
16:42 Jenny: 00:23:038 (3,4,1,2) - this is actually one strong soundpattern and should be mapped in like, one shape (because 2 is a kind of finishing beat, I would say you should make it a triangle with 2 being in the center, the strong angle should accentuate it)
16:45 kiddly: hm
16:45 Jenny: http://osu.ppy.sh/ss/1922506 or this
16:45 Jenny: like, breaking the shape into the opposite direction gives a strong finish to it
16:46 Jenny: 00:25:705 (1,2,3,1,2,1) - this is patterned in pairs of two againb
16:47 kiddly: sometime we should work more on the visual jobs
16:47 Jenny: http://puu.sh/aQNhe/8bdd5cdcc9.png
16:47 Jenny: 00:25:705 (1,2,1,2,3,1,2,3,4,5,1,2) -
16:48 Jenny: the 1/4 sliders would have silenced/softsample endings
16:49 Jenny: 00:26:871 - 00:27:205 - 00:27:371 - 00:27:538 - 00:27:705
16:49 Jenny: that's just such a strong soundpattern
16:50 Jenny: so yeah, beat patterning
16:50 Jenny: and strong hitsounds shouldn't be on sliderends because, well, you don't click them, so the entire pressure goes away from the playing >:
16:51 Jenny: basically it's the same principles that repeat throughout the map (..and every map)
Harold Miner
Basic:
00:36:372 (1,2) - 02:04:372 (1,2) - 02:25:706 (1,2) - 没包好 可以把2往上移一点
00:52:371 (1,3) - 可以考虑把这两个叠在一起


Standard:
02:09:038 (2,3,4) - 间距?

Hyper:
00:54:705 (7,1) - 这两个做成完全平行?
01:55:705 (3,1) - 3的尾和1的头没叠好

Another:
00:22:705 (1,2,3) - 间距?

盯着看了半天啥都没看出来 真是自卑
Topic Starter
kiddly

Harold Miner wrote:

Basic:
00:36:372 (1,2) - 02:04:372 (1,2) - 02:25:706 (1,2) - 没包好 可以把2往上移一点
00:52:371 (1,3) - 可以考虑把这两个叠在一起


Standard:
02:09:038 (2,3,4) - 间距?

Hyper:
00:54:705 (7,1) - 这两个做成完全平行?
01:55:705 (3,1) - 3的尾和1的头没叠好

Another:
00:22:705 (1,2,3) - 间距?

盯着看了半天啥都没看出来 真是自卑
All fixed

感谢!
Garven
[Easy]
00:14:038 (4,2) - Easily avoidable overlap
00:27:705 (4,1) - Considering 00:27:038 (3,4,1) - are all the same timing, this isn't a well-placed jump for an Easy.
01:02:371 (4,1,2) - Considering all of the big direction changes and overlapping going on, I think this pattern isn't very fitting for an Easy - especially with these more complex rhythms. It looks like you mapped yourself into a corner - you might want to consider redesigning the part before it too.
01:55:705 (4,1) - Same thing as the copypaste from before. It'd be nice if you at least did a ctrl + h or something instead of having the exact same thing again.
It'd be nice to have a spinner somewhere so that scores aren't stagnant.

[Normal]
Really? AR 6.5 and OD 4? Fix that.
00:04:371 - Make the volume increase more gradual. It's suddenly louder here and it sounds weird.
00:27:705 (1) - Please don't use such drastic speed changes in a Normal
You know, I think I'll stop here on this difficulty. This is really high velocity/beat density for a normal... It's really iffy for a fair spread. It really needs to be toned down to still be called a Normal. I think the problem is that you mapped to this larger grid size so that snapping is really high. There's also a lot of lone hitobjects in consecutive new combos. Please don't do that.

You know, after glancing at the Hard and Insane, I think you should fix the spread from the Easy -> Normal -> Hard. It might be best to make the Normal easier velocity-wise then make a map that's between that and the current Hard since it's pretty much an easier Insane.
Topic Starter
kiddly

Garven wrote:

[Easy]
00:14:038 (4,2) - Easily avoidable overlap Fixed.
00:27:705 (4,1) - Considering 00:27:038 (3,4,1) - are all the same timing, this isn't a well-placed jump for an Easy. Fixed.
01:02:371 (4,1,2) - Considering all of the big direction changes and overlapping going on, I think this pattern isn't very fitting for an Easy - especially with these more complex rhythms. It looks like you mapped yourself into a corner - you might want to consider redesigning the part before it too. So I replaced the sliders before to make a clear pettern.
01:55:705 (4,1) - Same thing as the copypaste from before. It'd be nice if you at least did a ctrl + h or something instead of having the exact same thing again. same above.
It'd be nice to have a spinner somewhere so that scores aren't stagnant. Added a spinner at the end same as the others.

[Normal]
Really? AR 6.5 and OD 4? Fix that.
00:04:371 - Make the volume increase more gradual. It's suddenly louder here and it sounds weird. Fixed.
00:27:705 (1) - Please don't use such drastic speed changes in a Normal Increased it to 75%.
You know, I think I'll stop here on this difficulty. This is really high velocity/beat density for a normal... It's really iffy for a fair spread. It really needs to be toned down to still be called a Normal. I think the problem is that you mapped to this larger grid size so that snapping is really high. There's also a lot of lone hitobjects in consecutive new combos. Please don't do that.

You know, after glancing at the Hard and Insane, I think you should fix the spread from the Easy -> Normal -> Hard. It might be best to make the Normal easier velocity-wise then make a map that's between that and the current Hard since it's pretty much an easier Insane.
In fact, I wanted to do a normal-hard-insane-extra spread,but I had a mistake on diff naming,so it's misleading everyone.Hoping renaming them can make them more clear to see.

thank you.
Garven
The problem is that your "Normal" still plays like an Easy. It's the spread by how it plays that I am worried about, not how they are labeled. Also Hyper = Hard, so it's a little redundant in that sense.
Topic Starter
kiddly
communicated on irc,will be working!
Garven
[Standard]
OD +1 or 2
00:41:705 (1) - This entire section feels so empty without hitsounds :(
Hm overall the map feels really light on the hitsounds compared to the other difficulties.

[Hard]
OD +1 or 2
00:06:371 - Makes more sense to end the spinner here, musically.
00:38:371 (3,4) - I still think the jump feels off compared to the rest of the mapping. It just comes umprompted considering the context of the rest of the mapping up until this point.
01:09:538 (1,2,3,4) - This doesn't feel hard-angled enough compared to the rest of the overall pattern construction.

[Hyper]
OD +2 or 3
00:06:371 - Makes more sense to end the spinner here, musically.
01:02:371 (5,1) - I wish there was larger spacing between these considering the musical cue
01:51:038 (1,2,3,4) - Evil evil trap

[Another]
00:31:705 (2,3) - I'd reverse these so that the circle is first. That or stack the circle on the end of the slider, not the start.
01:00:371 (1) - These make much more sense if you set the new combos like this:

01:45:038 (1) - Yeah, I 100'd on this. Going from .25x (which is questionable) to 2x is way too much of a different. 1.5x or 1.75x aren't so large that you'll break.

I got a second opinion on this since it's kinda iffy and I've already asked a lot of you, but the Hyper -> Another is also a pretty big jump in difficulty. not as bad as the easier difficulties, mind you, but it's still present. The second opinion was about the same as mine - it's close, but maybe okay. If you think you could make the Hyper a little bit harder without breaking what you've done so far, please do so. Otherwise, reducing the difficulty of the Another wouldn't work. It's great as it is.

Anyway, let me know what you think about that final thought along with the other mods.
Topic Starter
kiddly

Garven wrote:

[Standard]
OD +1 or 2 fixed
00:41:705 (1) - This entire section feels so empty without hitsounds :( add some normal sample like my Hyper&Another,hope it works
Hm overall the map feels really light on the hitsounds compared to the other difficulties. ^

[Hard]
OD +1 or 2 fixed
00:06:371 - Makes more sense to end the spinner here, musically. fixed
00:38:371 (3,4) - I still think the jump feels off compared to the rest of the mapping. It just comes umprompted considering the context of the rest of the mapping up until this point. fixed
01:09:538 (1,2,3,4) - This doesn't feel hard-angled enough compared to the rest of the overall pattern construction.
converted to 2 triangles which is simple but nice.
[Hyper]
OD +2 or 3 fixed
00:06:371 - Makes more sense to end the spinner here, musically. fixed
01:02:371 (5,1) - I wish there was larger spacing between these considering the musical cue fixed
01:51:038 (1,2,3,4) - Evil evil trap we need evil trap to deceive the virtuous players 8-)

[Another]
00:31:705 (2,3) - I'd reverse these so that the circle is first. That or stack the circle on the end of the slider, not the start. fixed
01:00:371 (1) - These make much more sense if you set the new combos like this: fixed

01:45:038 (1) - Yeah, I 100'd on this. Going from .25x (which is questionable) to 2x is way too much of a different. 1.5x or 1.75x aren't so large that you'll break. reduced to 1.75x.

I got a second opinion on this since it's kinda iffy and I've already asked a lot of you, but the Hyper -> Another is also a pretty big jump in difficulty. not as bad as the easier difficulties, mind you, but it's still present. The second opinion was about the same as mine - it's close, but maybe okay. If you think you could make the Hyper a little bit harder without breaking what you've done so far, please do so. Otherwise, reducing the difficulty of the Another wouldn't work. It's great as it is.

Anyway, let me know what you think about that final thought along with the other mods.

hmm.....I made a lot of reverse jumps without breaking my map too much, and convert some 1/4 sliders to streams.I think it's a little harder and more funny.Hope it works.

Thank you.
Low
00:09:205 (1,2) - rhythm error here in hard
Topic Starter
kiddly
oops.
fixed.
Garven
Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too?
Topic Starter
kiddly

Garven wrote:

Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed. it's updated now.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too? make some small changes,not sure if it's working?
Akiyama Mizuki

Garven wrote:

Almost there.
<3333 yes please
Garven
Groovy.
Topic Starter
kiddly

Garven wrote:

Groovy.
:D
Heatherfield
poped because mapper is sb
Anticloud

Heatherfield wrote:

poped because mapper is sb
拼命了
Topic Starter
kiddly

Heatherfield wrote:

poped because mapper is sb
请看签名
fanzhen0019
夭寿啦 牢门泡图啦
Leader
[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well)
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path)
[Hyper]

  • Same OD as Another? That's supposed to be 7...
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me
  3. 02:06:371 (9) - Same as Another
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 -
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out)

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here?
Popping, call me back once you've fixed.
Low

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals i think this is fine since every object has or should have a custom hitsound applied to it. i don't think the custom-hitnormal needs to be gotten rid of, just make sure each object has a hitsound applied to it.
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern i made these sliders in this shape entirely on purpose, and i do not wish to change them. i feel they match the nature of the song and fit the guitar sounds. i don't want to change this.
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped no, this is the rhythm i was following for the entire difficulty so far.
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...ok, i fixed the first one. i want to keep a varied rhythm with the second one.
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos the first two follow the combo pattern i've been using for similar parts in the song. the last one if for emphasis at the end of the song, and i'd like to keep it.
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 - did the first one, but i didn't add another object because i want to emphasize the difference between the finish and the clap sound.
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work. i think this is readable. nobody has complained about this so far, so i don't think it needs to be changed. i put the NCs there for a reason; to signify the change in pace and spacing.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother i made a trapezoid shape with more curve.
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out) no. this is my favorite slider and the most significant thing i've done in this diff. i think it's very cool. it follows the guitar sound, so it's consistent with what i've been doing.

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
i think it's fine. the sliders match the very guitar-heavy and rugged nature of the song. please respect the way i've mapped it
thanks for modding. http://puu.sh/b7gGl/f3aeb1537e.osu
Topic Starter
kiddly

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
    So,Ranking Criteria means "every note should have a clear hitsound",not "every hitnormal should have a audible sound".In fact,every single object in my map have a audible hitsound,you can clearly hear them with a lower music volume.
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well) fixed.
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects Got a reverse slider instead.
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency I love variety~!
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought So I want to remain my version :)
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before fixed.
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path) I think it's better to keep the same direction cause the whole pattern is keep going down.The flow is better this way.
[Hyper]

  • Same OD as Another? That's supposed to be 7... fixed.
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit I purposed to do this,I think it's good?I like overlaps.We haven't to avoid them cause it's a Insane diff.
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me It's a common pattern in Insanes.I don't think it can beat skilled players.
  3. 02:06:371 (9) - Same as Another fixed.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here? Yse,why haven't I do this before?
Popping, call me back once you've fixed.
That's all.
Thank you.
Leader
Your soft-hitnornal consists of a 1kb file which is often used to silence slidertracks, that's not audible at all. The rule clearly states it, "Hitsounds must be audible", and yours isn't. Moreover, hitnormal is used on some notes/slider's heads, which should have at least 25% volume since it's a clickable elemenr (while spinners and slider's ends can be lowered until 5% volume as long as it makes sense)
happy30
Leader, try playing the map with no music volume at all.
there are no notes that are not audible, thus not breaking that rule
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)

    SPOILER
    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.

General IRC Mod
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.

General IRC Mod
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.
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