Feint - Face Down

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Myxo
Well, I misread it and I'm sure other players will too. Of course it depends on what you expect when playing a map.

It only makes sense to me to expect 1/2-gaps, because the 1/4-spacing is visually the same as the 1/2-spacing that was used before. And as I said, the second pattern is using high spacing too, but it's much more intuitive due to its structure.

But the pattern is alright, no need to worry. The main issue is still the giant jump pattern before the kiai.
Topic Starter
phaZ

Desperate-kun wrote:

Well, I misread it and I'm sure other players will too. Of course it depends on what you expect when playing a map.

It only makes sense to me to expect 1/2-gaps, because the 1/4-spacing is visually the same as the 1/2-spacing that was used before. And as I said, the second pattern is using high spacing too, but it's much more intuitive due to its structure.

But the pattern is alright, no need to worry. The main issue is still the giant jump pattern before the kiai.
i asked multiple people for testplays about these jumps now and after i increased the ds of the section before and afterwards i think there shouldnt be any issues with them anymore.
for the 1/4-spaced repeats i can say that they are fine as they are since the people ive asked werent even considering that these could be anything else but 4/4-repeats. apparently it is even visibly indicated by the followpoints (otherwise both tracks of the followpoints would be perfectly stacked)
Okoratu
Actually fuck this. Sjpa is going to annoy about everyone about this so here i go

[general]
  1. hard and extra seem to contain a few 1ms unsnaps or something
  2. easy should delete 01:06:078 - this green line cuz RC or something
  3. and it saves a whopping 2.4 bytes filesize xd


[hitsounds]
  1. normal-slidertick3 is still there and i just redld.
    (basing shit off extra cuz yea most objects most hitsounds logic stuff thnigns)
  2. 00:18:074 (1) - has no sliderwhistles while the 2 ones surrounding it have, intentional?
  3. 00:21:503 - for some reason the sliderwhistle turns into a sliderslide here and idk why but it happens o.o


[Extra]
  1. 00:49:274 (7) - 01:00:245 (5) - this is dumb to have, you have the 1/2 sounds right there, they aren't even much different than 00:46:531 (7) - or any other thing there, idk having them doesn't make much sense imo as idk what holding a note over a clear 1/2 sound gives you
  2. 00:54:245 (1,2,3) - i think that custom stack is uneven lol
  3. 00:56:302 (6,1) - 00:59:045 (6,1) - i wouldn't go for linear transitions in these cases, they're quite unexpected and probably continuing the back/forth motion of that pattern, but with a bit more spacing or something would be more straight-forward instead of breaking the complete pattern intentionally, but that might just be my bias towards not breaking patterns completely
  4. 01:00:588 (1,2,3,4) - 01:01:102 (4,5,6,7) - the difference between those 2 is way too drastic because they're trying to represent the same kind of drum buildup i suppose but the first 2 pairs are antijumps and the 2nd are regular zig-zag jumps, i'd either go for zig zag all the way or antijumps all the way as mixing both makes less sense imo lol
  5. 01:03:331 (1) - if this would... continue the triangle motion you had for 01:01:788 (1,2,3,1,2,3,1,2,3) - it would be like a lot easier to catch because that's where you'd expect it to actually be ?_?
  6. 01:04:360 (7,8) - these last 2 ones feel like you ran a bit out of space where stuff looks like a clean pattern and just did "something" dunno maybe maybe you get what i mean or not
    it played fine first attempt but any following attempts lead to me panick-sliderbreaking them suggesting that im just a bit tired
  7. 01:26:906 (4,1) - 01:27:421 (6,1) - 01:48:849 (4,1) - 01:49:364 (6,1) - seem to be intentional and stuff nonetheless they don't really look that nice when playing the stream, are you like sure you don't want to do anything about these lol
  8. 01:52:192 (1,2) - combostuff like is stuff i don't 100% understand but since there's a very clear system behind combos im sure this one has a reason too

all of this is ultra-subjective so do whatever makes more sense to you :p

[bonsai]
  1. lol the break looks 300% lazy hahaha
  2. 00:41:559 (2) - nc to keep your one object combos in line
  3. 01:01:788 (1,2) - worst buildup ever lol, the drums are like 200% more dominant anyways so mapping the melody feels kinda out of place here :/
  4. 01:43:707 (3,4) - nerv pls? all other 1/4 jumps you have are smaller :/

ok i guess

[hard]
the consistent 1/1 breaks in kiai don't add anything to the map for me, they more take away some of the fun because i and probably many other people are xpecting kiai to be actually more intense so starting it off with 1/1 slider and followd by 1/1 break is 1/10 anticlimax ):
tbh it doesn't really need these, so if you agree it'd be nice to have some circles or whatever added

[normal]
01:13:278 (3,4) - 01:29:393 (3,4) - 01:34:878 (3,4) - 01:40:364 (3,4) - the way some of these have different lengths and stuff can probably throw people off in the reading department leading to weird derps, i'd go for sliders that leave 1/1 breaks instead of 1/2 to the next objects to make these things easier to understand but eh i guess that's optional and not always optimal, just an idea though since i don't really have any fundamentally better ideas right now

[stjpa]
hype anymore and you're gonna explode
  1. idk beginning and end follow melody and rest follows drums
    drums = easier to predict than melody in beginning/end
    -> Kiai is easier to comprehend than beginning and end
    is that your intention? otherwise searching for ways to either follow instruments instead of melody in that part is like the only option that doesn't take a ton of mods, so consider this carefully
  2. do you care about blankets in any way, because things like 01:33:507 (1) - 01:23:907 (3) - are either off by a bit or look dumb because blankets this close look dumb imo xd
    01:43:107 (4,5) - is this supposed to be symmetrical or something because it kinda isnt
  3. don't explode
Stjpa

Okoratu wrote:

Actually fuck this. Stjpa is going to annoy about everyone about this so here i go call me mememay

[stjpa]
hype anymore and you're gonna explode
  1. idk beginning and end follow melody and rest follows drums
    drums = easier to predict than melody in beginning/end
    -> Kiai is easier to comprehend than beginning and end
    is that your intention? otherwise searching for ways to either follow instruments instead of melody in that part is like the only option that doesn't take a ton of mods, so consider this carefully Mapping the start and beginning with 1/1 would just be hella weird, obviously. I don't want to change the parts where I mapped to the drums, it's just feels better like this imo. However, we'll see the outcome anyway when this map gets further. I don't see a problem here since this Easy is a little bit harder than usual Easy's since I don't have any breaks and also not many 2/1 sliders. And yes, it was intentional.
  2. do you care about blankets in any way, because things like 01:33:507 (1) - 01:23:907 (3) - are either off by a bit or look dumb because blankets this close look dumb imo xd Changed the 1:33 one, straightened 1:23.
    01:43:107 (4,5) - is this supposed to be symmetrical or something because it kinda isnt Fixed.
  3. don't explode But I'm an indestructible living bomb. :v
Thanks for modding tho, wasn't expecting it actually.

osu file format v14

[General]
AudioFilename: Feint - Face Down (Cut Ver.).mp3
AudioLeadIn: 0
PreviewTime: 65645
Countdown: 0
SampleSet: Normal
StackLeniency: 0.8
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 30416,31273
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Face Down
TitleUnicode:Face Down
Artist:Feint
ArtistUnicode:Feint
Creator:phaZ
Version:Stjpa's Easy
Source:
Tags:Stjpa Bonsai dnb cut
BeatmapID:801442
BeatmapSetID:240329

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.85
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.png",0,0
//Break Periods
2,44330,53663
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
phaZ

Okoratu wrote:

Actually fuck this. Sjpa is going to annoy about everyone about this so here i go

[general]
  1. hard and extra seem to contain a few 1ms unsnaps or something
  2. easy should delete 01:06:078 - this green line cuz RC or something
  3. and it saves a whopping 2.4 bytes filesize xd


[hitsounds]
  1. normal-slidertick3 is still there and i just redld. i rembember having this deleted once already D:
    (basing shit off extra cuz yea most objects most hitsounds logic stuff thnigns)
  2. 00:18:074 (1) - has no sliderwhistles while the 2 ones surrounding it have, intentional? indeed intentional
  3. 00:21:503 - for some reason the sliderwhistle turns into a sliderslide here and idk why but it happens o.o ^


[Extra]
  1. 00:49:274 (7) - 01:00:245 (5) - this is dumb to have, you have the 1/2 sounds right there, they aren't even much different than 00:46:531 (7) - or any other thing there, idk having them doesn't make much sense imo as idk what holding a note over a clear 1/2 sound gives you it is different from 00:46:531 (7) - which has an hearable beat on 00:46:703 - else both/those would be 3/4-slider
  2. 00:54:245 (1,2,3) - i think that custom stack is uneven lol fixed (dont get it confused with sv-multiplier tho)
  3. 00:56:302 (6,1) - 00:59:045 (6,1) - i wouldn't go for linear transitions in these cases, they're quite unexpected and probably continuing the back/forth motion of that pattern, but with a bit more spacing or something would be more straight-forward instead of breaking the complete pattern intentionally, but that might just be my bias towards not breaking patterns completely personally dont see any issues here. at least you couldnt convince me^^
  4. 01:00:588 (1,2,3,4) - 01:01:102 (4,5,6,7) - the difference between those 2 is way too drastic because they're trying to represent the same kind of drum buildup i suppose but the first 2 pairs are antijumps and the 2nd are regular zig-zag jumps, i'd either go for zig zag all the way or antijumps all the way as mixing both makes less sense imo lol adding NC's might make it more clearly how this is meant to behttp://puu.sh/lccdi/11e400e55a.jpg. then again all the NC spam looks shit, so i rather keep it as one whole combo
  5. 01:03:331 (1) - if this would... continue the triangle motion you had for 01:01:788 (1,2,3,1,2,3,1,2,3) - it would be like a lot easier to catch because that's where you'd expect it to actually be ?_? huh, i just dont understand what you mean here. to me, this transition looks fine tho
  6. 01:04:360 (7,8) - these last 2 ones feel like you ran a bit out of space where stuff looks like a clean pattern and just did "something" dunno maybe maybe you get what i mean or not i dont ;w;
    it played fine first attempt but any following attempts lead to me panick-sliderbreaking them suggesting that im just a bit tired
  7. 01:26:906 (4,1) - 01:27:421 (6,1) - 01:48:849 (4,1) - 01:49:364 (6,1) - seem to be intentional and stuff nonetheless they don't really look that nice when playing the stream, are you like sure you don't want to do anything about these lol keept first one like it is, made second one more like the first one. i like this stream shape c:
  8. 01:52:192 (1,2) - combostuff like is stuff i don't 100% understand but since there's a very clear system behind combos im sure this one has a reason too it has indeed^^

all of this is ultra-subjective so do whatever makes more sense to you :p

[hard]
the consistent 1/1 breaks in kiai don't add anything to the map for me, they more take away some of the fun because i and probably many other people are xpecting kiai to be actually more intense so starting it off with 1/1 slider and followd by 1/1 break is 1/10 anticlimax ):
tbh it doesn't really need these, so if you agree it'd be nice to have some circles or whatever added. improved

[normal]
01:13:278 (3,4) - 01:29:393 (3,4) - 01:34:878 (3,4) - 01:40:364 (3,4) - the way some of these have different lengths and stuff can probably throw people off in the reading department leading to weird derps, i'd go for sliders that leave 1/1 breaks instead of 1/2 to the next objects to make these things easier to understand but eh i guess that's optional and not always optimal, just an idea though since i don't really have any fundamentally better ideas right now
nah they should end on an circle like 00:51:845 (6,1) - 01:56:649 (3,4,1) - 00:28:874 (3,4,1) -
@Stjpa: fixed hitsounding
Bonsai

Okoratu wrote:

[bonsai]
  1. lol the break looks 300% lazy hahaha true, but I wouldn't map it even if I weren't, I like that break o:
  2. 00:41:559 (2) - nc to keep your one object combos in line o yes
  3. 01:01:788 (1,2) - worst buildup ever lol, the drums are like 200% more dominant anyways so mapping the melody feels kinda out of place here :/ I know but I don't want the transition to be so 'harsh', and it's not that exciting after all imo ^^
  4. 01:43:707 (3,4) - nerv pls? all other 1/4 jumps you have are smaller :/ o whoops, fixed

ok i guess bubble please i guess : \
Stjpa
osu file format v14

[General]
AudioFilename: Feint - Face Down (Cut Ver.).mp3
AudioLeadIn: 0
PreviewTime: 65645
Countdown: 0
SampleSet: Soft
StackLeniency: 0.8
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 30416,31273
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Face Down
TitleUnicode:Face Down
Artist:Feint
ArtistUnicode:Feint
Creator:phaZ
Version:Stjpa's Easy
Source:
Tags:Stjpa Bonsai dnb cut
BeatmapID:801442
BeatmapSetID:240329

[Difficulty]
HPDrainRate:2
CircleSize:2.5
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.85
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.png",0,0
//Break Periods
2,44330,53663
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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pishifat
gl oko
Okoratu
gl phaz
Myxo
Gratz :3
Stjpa
Pls no DQ
Tshemmp
nice job phaZ :3 you finally did it
Secretpipe
gj I was useless at the end xd
RyoKazuka
gratz !
Topic Starter
phaZ
thank you so much all <3
buny
needed more feint in my life
Mao
Finally! Also grats to Stjpa!
Zero__wind
Great work!
I love the sliderwhistle so bad
Stjpa

Mao wrote:

Finally! Also grats to Stjpa!
Please... ;w; ♥
PattyPat
I like the beatmap but the sudden addition of different hit sounds at the end is sooo distracting, I'd find it alot better if they all made the symbol noises.
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