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Kobaryo - Kumo No Kireme [feat. kourin.] [OsuMania]

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CommandoBlack
A long time ago (When I was a noob) I wanted this ranked... I didn't know how to mod back then, but now I do... Kinda 8-)

  • SC
    SPOILER
    00:39:711 to 00:39:946 should be 8th notes
    00:56:235 slide the note to the left by one & flip 00:56:352 horizontally
    01:06:196 could be a single note... It sounds different... you dont have to change it though
    02:51:196 could be a triple... but doesn't have to either. It sounds different though. same with 02:53:188
    02:54:594 can be a triple
    03:06:196 to 03:12:758 looks copy pasted. Some ghost notes are there OR some notes are missing.

  • MX
    SPOILER
    01:01:625 move this note to the left by 2
  • HD
    SPOILER
    Nothing or I may be blind.
  • NM
    SPOILER
    02:43:696 to 02:50:492 You cannot use more than 7 of the same notes in a row to be ranked
    00:17:446 make a single note instead of a double
    00:39:125 to 00:39:946 Map the weird noise instead of what you did. Also map the 8th note drums as a hold
    again 00:46:625 to 00;47:446
    00:47:446 to 01:02:446 remove the double notes
    01:04:321 make a single note instead of a double note
    01:08:071 make a single instead of a double
    01:09:946 to 01:13:696 map the drums using holds
    02:17:211 map 8th notes using a hold
    02:20:375 is an 8th too early
    02:20:961 map 8th notes using a hold
    same with 02:24:711
    02:27:758 to 02:28:696 Map the weird noise instead of what you did. Also map the 8th note drums as a hold
    02:28:461 to 02:28:696 map 8th notes as a hold
    02:32:211 map 8th drums as a hold
    From 02:32:446 to 02:43:637 is clearly copy pasted. Try using holds to map the drums at this part
That's all!
Topic Starter
Quick Draw
Thanks for the mod @CommandoBlack!

Here's the breakdown of the post-mod changes:

SPOILER
SC
Change 1: Added!
Change 2: Added!
Change 3: Left as 2 note since there's a cymbal sound there in the music.
Change 4: Leaving these as they are, because it'd create uncomfortable mini-jacks (anti-fun patterning).
Change 5: Added!
Change 6: I'm not sure what you meant here. It's not copy pasted though, I just felt like only the kicks were prevalent enough to require mapping at that point in the song.
MX
Change 1: Added!
HD
No changes proposed!
NM
Change 1: Added! I didn't know that rule. I've changed the patterns for that section.
Change 2: Left it as it is. The second note is over a cymbal sound in the music. It keeps the mood exciting, adds clarity to section structure and immerses the player in the music more.
Change 3: Left as it is. I tried adding this change but it made it too difficult for NM level players to be able to time.
Change 4: Left as it is. I tried adding this change but this section becomes very boring without the double notes.
Change 5: Left as it is. (Same reason as Change #2)
Change 6: Same as #5.
Change 7: Left as it is. (Same reason as Change #3)
Change 8: Added!
Change 9: Left as it is. This was following a different instrument than what came in 1/8th after it.
Change 10: Added!
Change 11: Left as it is (Same reason as Change #3)
Change 12: Added!
Change 13: Added!
Change 14: Left as it is (Same reason as Change #3)
Change 15: Didn't map the drums as holds (Same reason as Change #3) but did make changes to the patterns (but not timing).

Thanks again for the mod, the changes to the SC difficulty were especially useful!
Protastic101
Oh my god, I saw that you updated this and I was like, "Yesss, can we please?" so yeah, incoming mod because my finals can screw themselves.
A maybe finished mod? Will update it with more diffs modded if I can find the time, but it'll probably be in a second post.

CommandoBlack wrote:

02:43:696 to 02:50:492 You cannot use more than 7 of the same notes in a row to be ranked
No, it's not in the same column as in a jack, it means simultaneously or at once, so whatever pattern you had before was perfectly rankable.

Ranking Criteria wrote:

You are not allowed to put more than 6 notes simultaneously.
Considering most keyboards use USB connections which do not allow 7 simultaneous presses, we make this rule to help more people enjoy the game. The end of hold notes are an exception, because they are released and not pressed.


Column 1|2|3|4

General
- There's quite a large difficulty gap between MX and SC (about 2.16*), so I'm just going to be blunt and say that you should probably make an intermediate diff between them, or find a GDer. I'd like to do one, but I shouldn't be trusted to map high difficulties XD
- Some of the stuff I mention in the NM mod may increase SR to more than 2*. If that's the case, I'm willing to do an EZ GD if you'd like.
- Ok, maybe tone down OD of NM to 7 ~ 7.2? 8 feels a little too harsh for NM, even if there aren't a lot of LN's.
- I would increase HP of MX to ~8.3 to avoid button mashing to pass during the denser streams.
- Increase HP of HD to about ~7.6 for same reason as above?
- Add "psycho filth records chaotic solutions speedcore backfire" (tags stolen from here)
- Uncheck widescreen support in all difficulties since you don't have an SB.
- TornSpirit's hitsounding is just amazingggg

NM
00:39:125 - Suggest an LN here and end at 00:39:711 to represent that buildup sound. While it technically starts at 00:39:184 I think you can get away with having it here, preferably in lane 1.
00:39:711 - Suggest LN in 4 and end at 00:39:946 to represent the 1/8(?) drum? So I basically did this
00:46:508 - In measure 47, try something like this to represent the transition into the next section I basically moved 00:46:625 (46625|0) to 00:46:684 and deleted 00:46:977 (46977|1) then moved 00:47:094 (47094|2) to 00:47:035 and removed 00:47:211 (47211|1) finally moving 00:47:328 (47328|0) to 00:47:211
00:58:578 - Add a note here for kick?
00:58:696 (58696|2) - If above is accepted, move to 4.
00:58:696 - Consider adding an LN here to represent the 1/8, then 1/4 drum. End at 00:58:930
01:09:946 - Suggest an LN here to represent the 1/4 drums in the background. End at 01:11:586
01:10:883 - If above is accepted, add another LN here and end at the same place as above. This part is basically the same as the first verse, but there's a lot more going on here, so I think you should at least differentiate the parts somehow with a slightly different style of mapping. (Do I sound like I'm imposing my standards on you? I'm sorry! I don't mean it that way if I do happen to come across that way).
01:32:446 (92446|0) - The sustained sound which I assume this LN represents doesn't end until 01:35:258 similar to 01:17:446 (77446|0) so remove 01:34:321 (94321|3) and extend the first LN I mentioned to this LN's endpoint.
02:20:844 (140844|2) - Move to 1 since 02:20:727 (140727|3,140844|2,140961|3) is kind of right hand heavy for NM since you hit two notes and then a hold on the same hand.
02:26:586 or 02:26:703 (146703|0) - Since there's a short pause here, I'd suggest either adding an LN at the time mentioned and ending at 02:26:821 or removing the note I highlighted to accentuate the pause.
02:35:961 - Suggest LN here for 1/8 burst and end at 02:36:196
02:35:375 (155375|0) - Suggest moving to 02:35:317
02:35:610 (155610|3) - Suggest moving to 02:35:492
02:35:727 (155727|0) - Suggest moving to 02:35:668 If you apply these three suggestions, it should look something like this
02:36:078 (156078|0) - I'd probably also recommend removing this since it's a fairly quiet sound compared to the rest of this measure. Only apply if you applied the above three suggestions.
02:39:946 to 02:41:352 - Consider adding a consistent 1/1 beat on the white lines to signify the change in drums? You might even change the notes that are currently following the synth to be a single - double - single - double pattern of 1/1.
02:42:992 - Suggest LN for the decelerating "whoosh" kind of sound and end at 02:43:461
02:43:461 - Suggest LN for 1/8 drum sound and end at 02:43:696
02:47:094 - Consider adding a single note for the snare(?).
02:47:211 - Consider an LN for the 1/4 drum here, and end at 02:47:446
02:52:836 - Suggest LN here for the 1/4 burst, end at 02:53:188
02:58:227 (178227|0,178461|1) - Suggest turning these into LN's that last one beat each.
03:05:258 (185258|3) - Suggest turning into an LN and ending at 03:05:727
03:11:586 (191586|2,191821|0,191821|2) - I feel like since you had something similar to this at 03:10:649 (190649|3,190883|0,190883|3) that this should be a direct follow up of that, so drag the first note of the set 03:11:586 (191586|2) to 03:11:117 and move 03:11:117 (191117|2,191352|1,191352|0) to 03:11:586

Hm, looking at my mod, I think I just used like 20 lines to tell you to add more noodles. What a great modder I must be >.<
Topic Starter
Quick Draw
Thanks so much for the mod @Protastic101!

I added pretty much every change you suggested (some with minor alterations), so thank you very much for giving such helpful feedback, it really gave the NM difficulty more character! I added most of the meta data changes you suggested as well, with the exception of adding a new difficulty. I'll consider it, but at this point I have no plans to add any new difficulties to the map set. Thanks again for a great mod :D
-[C R A Z Y]-
Good luck whit this map
Topic Starter
Quick Draw
Thank you!
Sebaex
A little mod for the MX Diff

On 01:07:602 (67602|2) - should be this for the corruption (if i can call it like that) sound effect that is on the song
Topic Starter
Quick Draw
Thanks for your little mod sebaex! Change added :)
Hanss
00:34:086 (34086|2,34086|1) -
02:15:336 (135336|1,135336|2) -

At these 2 times (same pattern) try to make it a different pattern of jumptrill or just some other pattern entirely because it breaks the fluidity or motion going into the fast part after the vocals are done. If you change those to something more fluid or simple people probably won't mess up as much and will make the map all the more enjoyable and comforting :3
Topic Starter
Quick Draw
Thanks for the mod Silly!

> Changes added :)
Rek
This map is godlike, hope it gets ranked!
Aruel
As a people who observed this map from long time a go, now I can decided this now,

If you get a bubble by some other BN, I'll take qualify. Good luck!
Topic Starter
Quick Draw

Fresh Chicken wrote:

As a people who observed this map from long time a go, now I can decided this now,

If you get a bubble by some other BN, I'll take qualify. Good luck!
Thanks Fresh Chicken! I'll try and get that sorted out ASAP ^^
MrDorian
Little random mod, because I can
Hard
00:39:711 (39711|0,39770|1,39828|2,39887|3) - wouldn't be better, if you make it ln? you mapped these sounds as lns
00:48:617 (48617|2,48617|0,48735|1) - move it 1 column to the right side, because 1 have too many notes in my opinion
00:58:696 (58696|2,58696|3,58754|0,58813|1,58871|2,58930|3) - delete 00:58:754 (58754|0) - add ln at 4 (because of the sound you mapped like ln) from white line to red line and move 00:58:813 (58813|1,58871|2,58930|3) - to the left
01:05:492 (65492|3,65727|3,65961|3,66196|3) - i think it's too much, you can move it like
02:04:086 (124086|1,124321|1,124555|1,124789|1,125024|1) - there's too many notes, consider moving it like 02:22:719 (142719|2) - move this to 2 for playability
02:28:461 (148461|3,148520|2,148578|1,148637|0) - same thing as in first kiai
02:32:621 (152621|2,152738|2,152914|2,153090|2,153266|2) - welp, move 02:32:914 (152914|2) - to 4 and 02:33:266 (153266|2) - 2
02:36:371 (156371|2,156488|2,156664|2,156840|2) - too much, maybe move like
02:37:836 (157836|3) - move to 3, there's too much notes on 4
02:39:125 (159125|2) - ^
02:52:953 (172953|1,173071|1,173188|1) - well, it's 256bpm and it can be hard to play for hard players, so consider moving like
03:12:758 (192758|2,192758|1) - move this to 12, too many notes on 3
That's all, it's very good mapset, good luck :3
Topic Starter
Quick Draw
Thanks for the detailed mod on the HD diff MrDorian, all changes added :)
Arzenvald
dud nic, played this before and yuss, go for rank /w/

halp me m4m ; ; nobody mods hard 4K diff orz
Kites
hi again
have another mod
columns = 0|1|2|3
NM
00:45:336 (45336|1) - Move to column 0
00:45:453 (45453|0) - Move to column 1
Follows pitch better

01:13:696 - 01:41:821 -
Consider having only one note instead of 2 for each of the slider

02:19:086 (139086|1) - Move to column 0
02:19:203 (139203|0) - Move to column 1
Follows pitch better
HD
00:16:508 (16508|3) -
This slider is in the HD and SC diff and not in MX and SHD

00:39:008 (39008|0,39008|1,39184|2,39184|3,39360|1,39360|0,39535|2,39535|3) -
00:46:508 (46508|3,46508|3,46684|0,46860|3,47035|0) -
These have similar things going on in the music so they should have similar patterns

00:47:211 (47211|2) -
01:04:086 (64086|0,64145|1,64203|2,64262|3) -
Can possibly be replaced by a slider in column.
In this diff you usually use a slider for that sound

02:06:196 - 02:11:821 -
Possibly put extra notes on white ticks in this section

02:27:758 - 00:39:008 - Use similar pattern to first one
The 1/2 jack is used in the MX diff but is inconsistent with the rest the map in this diff

02:35:258 -
Same reason as above

03:13:227 (193227|1) - Move to column 3
03:13:344 (193344|3) - Move to column 1
Follows pitch slightly better but is pretty insignificant
MX
00:28:696 - Add an extra note (probably in column 1)

00:39:008 (39008|0,39008|3) - Different chord
This note isnt part of the sound that the jack is mapped to

00:46:508 (46508|3,46508|0) - Different chord
Same as above

00:54:477 (54477|0,54594|0,54711|0,54828|0) - Should be a slider
A slider is probably considered easier to play that the jack so the MX and SC pattern should swap

00:58:696 -
This pattern makes a bit more sense imo

00:54:477 (54477|0,54594|0,54711|0,54828|0,54946|0) - Slider
Same as above

00:58:696 (58696|3,58696|1,58696|2,58754|0,58813|1,58871|2,58930|1,58930|3,58930|0) -

Same as above

01:44:867 - Add a note
This applies for this diff and all harder diffs
I feel like there should be something mapped to the sound there

01:45:336 - Add a note
Same as above

01:46:742 - Add a note
Same as above

01:47:211 - Add a note
(you probably get what i mean)

01:47:211 (107211|2,147758|0,147758|3) - Different chord
Mentioned above

This diff is really fun to play

SC (new)
01:19:321 (79321|1,79321|0) -
Not sure why this is different from the other diffs

02:27:758 (147758|3) -
Should start on the red tick

02:39:946 - 02:41:117 - Add an extra note to each chord
This is undermapped compared to the MX diff

02:51:196 - 02:52:602 - Add extra notes where needed
Same reason as above

02:53:188 - 02:54:477 -
Same reason as above

03:05:844 (185844|3,185903|2,185961|1,185961|0) - Change pattern
This is strictly easier than the MX diff

03:13:696 (193696|2,193696|1,193696|3) - Slider
Some of these notes should be sliders to stay consistent with the other diffs

This diff is really well made
SHD
There is actually nothing i can say in this diff \o/
Topic Starter
Quick Draw
Wow thanks for the detailed mod Shirinisu!

Shirinisu mod changes

NM
SPOILER
Change #1 - Added!
Change #2 - Since the bells in the music are creating chords and it is already easy an easy difficulty even for an NM player I've left the chords as they are to match the music better.
Change #3 - Added!

HD
SPOILER
Change #1 - Added! I removed the slider from HD but will add it to the harder difficulties where it's missing.
Change #2 - Added!
Change #3 - Added!
Change #4 - I tried adding the extra notes but it seemed too hard for HD level players.
Change #5 - Added!
Change #6 - Added!
Change #7 - This created a trill that was a bit too hard for this difficulty.
Change #8 - Same as change #7.

MX
SPOILER
Change #1 - Since there's no actual introduction of any new sound in the music for this to match I didn't add it.
Change #2 - Added!
Change #3 - Added!
Change #4 - Added!
Change #5 - That trill is quite uncomfortable, I left the pattern as it is since it's easier to read / play.
Change #6 - Added? (It seemed to already have that slider lol)
Change #7 - Same as #5.
Change #8-11 - Not mapping the slap bass in this section was a change achieved via initial map testing. It was difficult for a lot of players to see where the notes were coming from and people seemed to feel more comfortable with the map without the slap bass being mapped.

SC
SPOILER
Change #1 - Added!
Change #2 - Change kinda added! When slowed down to 25% I heard that it should start on the blue tick, but yeah, it shouldn't have been on the white.
Change #3 - Added!
Change #4 & 5 - I had a play around with adding some more notes but they just reduced playability and didn't enhance the map in any way.
Change #6 - Change added!
Change #7 - Added!

SHD
SPOILER
Woo that's good news! haha

Thanks for taking the time to write such a detailed and helpful mod!
puxtu
[SC]
00:58:696 (58696|0,58696|1,58754|3,58754|2) - it sounds more like 1/8 or add a ln here
01:01:508 (61508|0,61508|3,61508|1) - shd has double chord here xd
01:09:828 (69828|1,69828|0,69887|3,69887|2) - might wanna do something about this, it's faster than 1/4
02:15:746 (135746|1) - i think this note is unnecessary, consider there's no sound for it
02:47:211 (167211|0) - SC's pattern is denser than SHD??? https://osu.ppy.sh/ss/5860108
Topic Starter
Quick Draw
Thanks for the great mod Puxtu! All changes added!
Tornspirit
https://puu.sh/qFsMA/cf3ee391e7.osz

Hitsounded SC + minor hitsound changes on the other diffs
Topic Starter
Quick Draw
Woo! Thank you Tornspirit you're the best! Updated the map!
Tornspirit
IRC mod SC & SHD
15:36 Tornspirit: hihi o/
15:36 Tornspirit: how many more mods did you say you needed on kumo no kireme?
15:36 Quick Draw: yoo
15:36 Quick Draw: 1
15:36 Tornspirit: wait really
15:36 Quick Draw: yep
15:37 Quick Draw: and only on SC diff
15:37 Tornspirit: oh
15:37 Quick Draw: noone wants to mod it lol
15:37 Tornspirit: i can do the mod in a few hours after i clean the house lol
15:37 Tornspirit: if it's just 1 diff should be ez
15:37 Quick Draw: I think it has to be someone else since you worked on the map
15:37 Tornspirit: no i think i can do it because i didn't do any patterning
15:37 Tornspirit: just hitsounding
15:38 Quick Draw: oooo
15:38 Quick Draw: If you can that'd be awesome dude!
15:41 Quick Draw: man
15:41 Quick Draw: I have like
15:41 Quick Draw: deleted osu.db
15:41 Quick Draw: 5 times
15:41 Quick Draw: for various glitches / problems I am getting with mysong library
15:41 Quick Draw: I might just buy supporter
15:41 Quick Draw: and reinstall osu! with a brand new song folder and just put only mania songs in it lol
15:54 Tornspirit: can you get in editor i'll just do the mod quickly now IRC
15:55 Quick Draw: oh sure
15:55 Tornspirit: since most of the stuff is probably going to be very like 'maybe do this'
15:55 Quick Draw: haha ok
15:55 Quick Draw: Thanks dude
15:57 Tornspirit: 01:13:110 - for this bit and 01:13:344 - this
15:57 Tornspirit: maybe make the 1/8th bit into LN's?
15:57 Tornspirit: i'm not exactly sure
15:57 Tornspirit: how that would affect playability though
15:58 Tornspirit: i'd have to test myself
15:58 Quick Draw: I gotta redownload 1 sec
15:58 Tornspirit: it might make it a bit awkward to be honest so not 100% on this
16:00 Tornspirit: this is SC on left, SHD on right as is right now http://puu.sh/qHJaS/139495c901.jpg
16:00 Tornspirit: proposed changes would make it like this http://puu.sh/qHJ9G/1614e1f919.jpg
16:00 Tornspirit: now that i've actually gone and put them in i'm a lot less happy with the change LOL
16:00 Tornspirit: i can see why it'd just be a jumptrill even though the 1/8th is there
16:00 Quick Draw: haha I can see how in theory
16:00 Quick Draw: that'd be easier
16:00 Quick Draw: but in practice
16:00 Quick Draw: it just makes it harder to play
16:01 Tornspirit: yeah i just thought it was a bit weird but yeah don't mind that then
16:01 Quick Draw: yeah the patterns as they are seem weird but like
16:01 Quick Draw: they feel really smooth
16:01 Quick Draw: I think becuase of their readability
16:02 Quick Draw: the new hitsounds are sick btw
16:02 Tornspirit: 'new'
16:02 Quick Draw: like, on the SC diff lol
16:02 Tornspirit: it's the same as the other diffs lol
16:02 Tornspirit: oh
16:02 Tornspirit: a few times
16:02 Tornspirit: in SHD
16:02 Quick Draw: yeah, but like I don't usually notice hitsounds
16:03 Quick Draw: but it's nice
16:03 Tornspirit: this happens
16:03 Tornspirit: http://puu.sh/qHJiQ/324e0aceb8.jpg
16:03 Tornspirit: left side SC right side SHD
16:03 Tornspirit: you might want to make those 2
16:03 Quick Draw: ahhh good catch
16:03 Tornspirit: only second chorus
16:03 Tornspirit: i think
16:04 Quick Draw: how are you seeing them both at once?
16:04 Tornspirit: uh go to
16:04 Tornspirit: file
16:04 Tornspirit: open difficulty for reference
16:04 Tornspirit: you get to see but not interact with the second difficulty
16:04 Quick Draw: whooaaaaa
16:04 Quick Draw: That's so cool
16:04 Quick Draw: omg
16:04 Quick Draw: how did I not know about this lol
16:04 Tornspirit: it's ridiculously useful when i'm doing multiple diffs lol
16:05 Quick Draw: yeah man omg
16:05 Tornspirit: uh
16:05 Tornspirit: if you go into testing
16:05 Tornspirit: it disappears tho
16:05 Tornspirit: so that's kind of annoying
16:05 Tornspirit: you have to put it up again after you test
16:06 Quick Draw: ahhh
16:06 Tornspirit: okay uh I feel like there isn't enough differentiation between SC and SHD in the first chorus
16:06 Quick Draw: man it's weird how much easier SC is
16:06 Quick Draw: than SHD since they look so similar
16:06 Tornspirit: yeah i know
16:06 Tornspirit: lol
16:06 Tornspirit: it's weird
16:06 Tornspirit: but i think you could probably
16:06 Quick Draw: like wtf
16:06 Tornspirit: cut down on a few notes without changing the diff too much
16:06 Quick Draw: What I did with SC was
16:06 Tornspirit: let me find a few place
16:06 Quick Draw: didn't have any column go more than 2 times in a row
16:06 Quick Draw: and only use 1+2 3+4 trils
16:06 Quick Draw: trills*
16:06 Tornspirit: like
16:07 Tornspirit: 00:32:446 -
16:07 Tornspirit: check SC vs SHD
16:07 Tornspirit: oh that's an error
16:07 Tornspirit: lol
16:07 Tornspirit: brb one sec
16:07 Quick Draw: oo make sure to put this in the mod
16:08 Quick Draw: That's a good spot
16:11 Tornspirit: just copy the irc into the post later
16:11 Tornspirit: well
16:11 Tornspirit: i can do that i guess
16:11 Quick Draw: kk
16:11 Tornspirit: started raining
16:11 Tornspirit: had to get clothes down :<
16:11 Quick Draw: OH
16:11 Tornspirit: anyway
16:11 Quick Draw: yeah, I have all mine on a rack next to me at the moment lol
16:11 Quick Draw: been raining in Adelaide for a while
16:12 Tornspirit: 00:39:184 - for patterns like this
16:12 Quick Draw: it's amazing how similar those 2 sections actually are since like
16:12 Quick Draw: I did the SC from scratch
16:12 Tornspirit: lol
16:12 Quick Draw: I didn't refer to the SHD
16:12 Tornspirit: yeah
16:12 Tornspirit: patterns like this
16:12 Tornspirit: i think it's better
16:12 Tornspirit: to have them static in SC
16:12 Tornspirit: and change columns in SHD
16:13 Quick Draw: Good call
16:13 Tornspirit: i'll find the rest of them and paste it down here
16:13 Tornspirit: 00:46:684 -
16:14 Tornspirit: 02:27:758 -
16:14 Tornspirit: also remember to change SHD to 2 notes
16:14 Tornspirit: for this one
16:14 Tornspirit: 02:42:758 -
16:14 Tornspirit: ^
16:14 Tornspirit: change shd to 2 for this
16:15 Tornspirit: okay i think that's it
16:15 Tornspirit: for those
16:16 Tornspirit: 00:58:344 (58344|3) - maybe put this into column 3 instead
16:17 Tornspirit: 00:50:961 (50961|3,50961|0,50961|1,51078|0,51078|3,51078|2) - and/or consider making these 2 notes instead of 3
16:17 Tornspirit: 00:58:344 - same pattern here so whatever you did before do here
16:19 Quick Draw: just tested that on column 3 instead
16:19 Quick Draw: and I found it harder to adjust to the roll afterwards
16:19 Tornspirit: ah okay
16:19 Quick Draw: It's easier to acc if you're already playing the jack on 4
16:19 Quick Draw: But yeah, I've implemented 100% of the other changes so far
16:21 Tornspirit: uh this is slightly unrelated but SHD 03:13:227 - try this
16:21 Tornspirit: http://puu.sh/qHJZT/315200444b.jpg
16:21 Tornspirit: this is probably a terrible idea
16:21 Tornspirit: lol
16:21 Quick Draw: noo that looks good
16:21 Tornspirit: okay to be honest other than thinking SC is a bit too similar in density to SHD which isn't too much of a problem i don't have any problems with it
16:21 Tornspirit: now
16:22 Quick Draw: Hmm actually
16:22 Quick Draw: that shd change just makes it really hard to acc haha
16:22 Tornspirit: yeah lol
16:22 Tornspirit: i tried it i was like
16:22 Tornspirit: 'this feels 10x harder than it looks
16:22 Quick Draw: hahaha yeah

No kds pls ;-;
Topic Starter
Quick Draw
Thanks so much for the detailed mod tornspirit!
You highlighted some good differences between the SC and SHD
Changes added as we discussed!
riunosk
hellu
1|2|3|4
SC
00:16:508 - to 00:17:446 - maybe an LN here?
00:17:446 (17446|3,17446|0,17446|1) - i suggest deleting a note to keep consistent with your kicks as doubles
00:34:086 (34086|3,34203|3,34321|3,34438|3,34555|3,34672|3) - anchor at 4
00:58:227 (58227|3,58344|3,58461|3,58578|3,58696|3,58813|3,58930|3) - ^
02:15:336 (135336|3,135395|2,135453|0,135512|1,135571|3,135629|2) - why suddenly alternating stairs here when the rest are jumptrills?
02:27:934 (147934|3,148549|3,148666|3,148754|3,148871|3,149047|3,149164|3,149281|3,149399|3) - mega anchor at 4
02:59:985 - missing note?
02:43:696 - to 02:50:141 - similar idea to SHD
SHD
00:41:235 (41235|3,41352|3,41469|3,41586|3,41703|3,41821|3) - anchor at 4
00:42:055 (42055|3,42055|0,42172|1,42172|2,42289|3,42289|0) - maybe switch these around a little?
00:50:727 (50727|3,50844|3,50961|3,51078|3,51196|3,51313|3,51430|3) - another anchor at 4
02:14:985 (134985|0,135102|0,135219|0,135336|0,135453|0,135571|0,135688|0) - ^ at 1
02:47:211 (167211|0,167270|1,167328|2,167387|3) - maybe jumptrills?
02:44:164 (164164|1,164164|2,166977|2,166977|3,166977|0,167914|1,167914|2,171664|0,171664|2,171664|3,172602|2,172602|1,172602|3,173539|1,173539|3,173539|2,174477|1,174477|0,174477|3) - why not make these quads? they sound like snares to me and it keeps the section from getting too repetitive // the others would be better if they were triples to represent the non-snares
03:05:141 (185141|2,185258|2,185375|2,185492|2,185610|2,185727|2,185844|2,185961|2,186078|2,186196|2) - this mega anchor at 3
03:06:196 - to the end - same as above
03:08:188 (188188|2,188246|1) - mini jumptrill would be nice as it has the same sound as 03:10:063 (190063|0,190063|3,190121|1,190121|2,190180|3,190180|0) -
03:12:875 (192875|1,192934|2) - ^
side note: i noticed SHD and SC are quite similar
didnt read desc x.x
really fun map, enjoyed playing and modding #rankhardermaps
have a star :D
make that 2
Topic Starter
Quick Draw
Hi Cikra, thanks for the mod!

I am busy with University at the moment but I'll apply your mod changes when I next get a chance!
Topic Starter
Quick Draw
Thanks for the mod Cikra!

SC Changes
SPOILER
Change #1 - Added!
Change #2 - The extra note was consistent with the double kicks, since there was a crash cymbal sound which the extra note was following. I've removed the note now anyway to make room for Change #1.
Change #3 - Added!
Change #4 - Not added - this hammer is intentional to follow the high pitched synth sound that plays there.
Change #5 - Added!
Change #6 - Added!
CHange #7 - Added!

SHD Changes
SPOILER
Change #1 - Added!
Change #2 - Added!
Change #3 - This hammer is intentional for the same reason as it was in SC.
Change #4 - Added!
Change #5 - I experimented with this but it just created uncomfortable anchors and minijacks so I'll leave it as stairs.
Change #6 - Those are not quads because there is no kick sound behind them, they are the snare only.
Change #7 - I experimented with moving this around, but this pattern is comfortable anyway. Anchors aren't always a bad thing.
Change #8 - I didn't understand what you meant here so no change added.
Change #9 - Change added!

Thank you very much for your mod! You made some excellent observations!
Another Lie
A random mod (contains consistency & minor things)
I see a potential to get this map ranked
SC
why not like this? https://osu.ppy.sh/ss/6035751 so you can keep consistency at 02:32:446
02:32:446 - add 1 more note
same https://osu.ppy.sh/ss/6035754 so you can keep consistency at 02:36:196 -
02:36:196 - add 1 more note
03:05:727 (185727|1,185727|2,185727|0) - remove 1 note because that pitch is similiar with this 03:05:844 (185844|1,185844|0,185903|3,185903|2,185961|1,185961|0) -
02:54:946 - add 1 more note, maybe like this https://osu.ppy.sh/ss/6035763
02:55:414 - add 1 more note, and continously add 1 more note at white line until this part 02:57:992 -
MX
00:16:508 (16508|3) - why not move it at 3? it feel better if stay connected with 00:16:625 (16625|1,16742|2,16860|3) -
00:58:461 (58461|1,58461|0,58461|2,58461|3) - what is this? if SC & SHD are not having 4 notes in this part, why MX have 4 notes?
01:02:446 - add 1 more note
02:26:586 (146586|2,146586|0) - why not make one of them a LN? since it is sounded like "long pitch" to me (or am i misheard thing)
Maybe only that i can give some suggestion for you :)
Goodluck to rank it :D :D
Topic Starter
Quick Draw
Hi Another Lie, thanks for the mod!

SC Changes
SPOILER
Change #1 - I am sorry I don't understand what you mean here.
Change #2 - I experimented with adding an extra note and it became uncomfortable to play (minijack there was anti-fun).
Change #3 - Sorry, again I don't understand what you mean.
Change #4 - For the same reasons as #2 I didn't add an extra note here.
Change #5 - Change added!
Change #6 - Change added!
Change #7 - This was a really creative idea! I liked the concept but in practice due to the difficult timing of this section it made it quite uncomfortable so I didn't add this change.

MX Changes
SPOILER
Change #1 - It's currently following the tone of the music, if I moved it the pattern wouldn't match the music as well.
Change #2 - Added! (There were a consistent 3 notes for the kicks and a single note added there for the high pitched synth hammer (on column 4). I've changed the chord to a 3 chord instead since it seems like it might confuse some players.)
Change #3 - Added!
Change #4 - This was a good observation, but when I implemented it, it became unclear why there was an LN here since it didn't seem to follow the music well and since LN had been used for the roll sounds previously it seemed misplaced.

Thank you very much for your mod!
Tornspirit
Topic Starter
Quick Draw
Thank you Tornspirit! Updated the map!
Amethyst507
Someone call a nominator already, getting exhausted to wait for this ranked
riunosk
*sniff sniff*
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blastix?
Topic Starter
Quick Draw
I've tried talking to multiple BATs about this map, but no one seems very interested in it. Fresh Chicken has said on a previous page that he'd bubble if another BAT approves, so if any BATs are reading this thread and can be bothered, it'd be very much appreciated! I get a lot of requests for this to be ranked (and have done for the last 2 years), so there will definitely be players who would enjoy it as a ranked map (130+ people favorited it so far without it being ranked). People struggle to construct useful mods for it at this point since it's already been modded plenty and has had 2 years worth of pending time updates. Thanks for being interested in this map enough to read the beatmap thread this far!

EDIT (01/02/2017)

An average day in the life of Quick Draw: https://puu.sh/t6zuv/a8a77d2d9f.png.
Protastic101
Oh damn, I'd nearly forgotten about this map. If you still need a BN for bubble, sign me up. I'll try and check it within the next month (school is currently kicking my ass so I'm being slow af).

weeeee
and editing this post cause new posts r 4 luzorz

*boop*
[General]
  1. I would increase OD/HP of HD to 7.5/7.5 since there's a pretty high ratio of short notes to LNs, and HP 7 is too forgiving imo.
  2. Similarly, the ratio of short notes to LNs in MX is about 50 short notes per LN, so OD 8 is probably a good idea
  3. Ratio's even higher in SC, so I would use OD/HP 8.5/8.5
  4. As for SHD, I might just raise OD to 8.8 or so. You could use 9 if you wanted since it's mostly short notes, but I feel like that'd be stretching it too far as the player would have trouble hitting good enough acc to recover hp imo
  5. The hitsounds, while sounding amazing, are god awful in how they're applied. No offense to torn spirit or anything, but double hitsounds make the total sample volume inconsistent with the rest of the notes which only use singular hitsounds.
  6. Last thing about the hitsounds is probably the samples. I love the keysounding, but the default soft-hitclap could probably be replaced with an actual snare which would sound better imo. I'd also do the same for the soft-hitwhistle and actually just turn that into your soft-hitnormal since it's used so often.
    Here's two samples I think sound close enough to the music: hitclap (snare) and hitwhistle (tambourine)
  7. Concerning the drum-hitnormal, meh, I'm not really a fan of using kicks as the hitnormal since they're just so loud and the sample volumes end up being inconsistent with the volume of the claps and stuff, so I'd consider just using something soft and renaming the drum-hitnormal into a drum-hitwhistle. If you do that, you'd have a bit of rehitsounding to do tho, but anyways, here's the hitnormal I would suggest https://puu.sh/vl3JX.wav
  8. Final thing I'd add is a drum-hitfinish for phrase starts and ends like at 00:32:446 - or 00:39:946 - for example. https://puu.sh/vl3Ud.wav
[NM]
00:02:446 - For a normal diff in 4K, I highly recommend against using triples/hands since they cover so much of the board already. In this case, I'd recommend just doing away with the LNs altogether in this section, but if not, in order to keep the hitsound intact, delete the LN and shift + click one of the short notes to extend them as an LN.
00:23:539 (23539|3) - Consider moving this to 3 for hand balance since col 3 feels kind of empty
00:24:946 (24946|0) - Similar reasoning to above, I would move this to 2 since you haven't used that column since 00:23:071 -
00:30:571 - I might suggest adding a note at the end here to cap off the LN, but that's not really a necessity, so it's up to you.
00:33:852 (33852|1,33969|2,34086|1,34203|0,34321|1) - Would definitely try and avoid snake like patterns such as this because of the annoying stacks they can create which hinder gameplay due to straining one hand much more than the others. I would try something like this instead https://osu.ppy.sh/ss/7833142
00:43:696 (43696|2) - Move to 2 for hand balance since all the other columns are pretty active and col 2 is just there, like an unnoticed potato.
00:46:684 (46684|2) - Might be nice to extend this LN to 00:47:446 - and overlap it with 00:47:211 (47211|0) - since the sounds kind of blend in
00:47:446 - As for here, I would switch the emphasis of the jumps onto the 2nd and 4th downbeat with the vocal, like this https://osu.ppy.sh/ss/7833170
01:02:446 - Same stuff I mentioned about using triples in the beginning. The crash is pretty baseless compared to other sections, so just using a jump is fine
01:04:086 (64086|0) - I'd move this onto the other hand as the previous LN though so that the transition is a bit easier.
01:05:727 (65727|1,65844|2,65961|1,66078|0,66196|1,66196|2) - snake patterns reeee https://osu.ppy.sh/ss/7833208
01:07:836 (67836|2) - Similarly, I'd separate this LN from the other hand and probably put it in 1 or something to represent the sounds being kind of opposite to each other.
01:13:227 (73227|1,73344|2,73461|1,73578|0,73696|1,73696|3,73696|2) - :thinking: https://osu.ppy.sh/ss/7833668
01:43:696 (103696|2,104164|2,104633|2,105102|2,105571|2) - Kind of a really long and unnecessary stack. Might try to give this 1/1 stream a bit more of direction like so https://osu.ppy.sh/ss/7833698
01:47:211 (107211|2,107446|2) - Not entirely understanding the point of this stack here cause it's not like there's two repeating sounds, so I'd consider moving it to a different column like so https://osu.ppy.sh/ss/7833711
01:50:141 - 01:50:375 - Imo, might be nice to add notes here for the guitar, kind of like this https://osu.ppy.sh/ss/7833724
01:57:641 - 01:57:875 - same thing as above, might try this to make the pattern flow a bit more linearly https://osu.ppy.sh/ss/7833729
02:00:571 - to 02:03:383 - rip column 2. Why all the hate for it, you always seem to ignore it lol. Anyways, I'd consider moving 02:02:914 (122914|0) - to 2 and then 02:03:383 (123383|1) - to 1.
02:20:375 (140375|0) - I would end this at 02:20:610 - and cap it with a short note to create a jumpy movement for the player's hands which I think does well to accent the 1/4 triplet there https://osu.ppy.sh/ss/7833761
02:37:836 (157836|1,157953|0,158071|1) - Meh, would really recommend against using 1/2 one handed minitrills at this BPM and difficulty cause it's a bit flow breaking due to the fact that the player's momentum is stopped by the stack with 02:37:836 (157836|1,158071|1) - . Instead, I'd suggest just making it more like 1-2-3
02:41:469 - 02:41:703 - might work nicely to add some notes here for the 1/4 triplets I guess. Something like this might work https://osu.ppy.sh/ss/7833804
02:45:688 - Would try to vary these a bit, so like making these [12][34] or [13][24] instead of all just [14][23]
02:54:711 (174711|1) - Consider making this a 1/1 long LN to represent the short 1/4 burst

[HD]
00:11:703 (11703|1,11821|0,11938|1) - Imo, stuff like this is kind of hard to hit on higher BPMs such as this, so I'd rather make the flow a bit more linear so as to not break momentum https://osu.ppy.sh/ss/7846748
00:33:031 (33031|3,33090|0,33149|1) - I would try to keep these 1/4 notes connected to make reading a bit easier since the BPM is pretty fast. Something like this would work https://osu.ppy.sh/ss/7846787
00:34:555 (34555|3,34672|0) - As for this, you could pretty easily mistake the first note as being part of the 1/4 roll at 00:34:086 - so I would control H here so that the 1/4 is isolated from the 1/2 which makes it easier to visually identify their spacings
00:54:125 (54125|2,54184|1,54242|0,54360|1,54477|0,54594|1) - This feels really left hand heavy imo, so I would try to rearrange the notes to be a bit more even in weight on the right hand too, like so https://osu.ppy.sh/ss/7846813
01:07:602 (67602|3) - Might consider overlapping this LN with 01:07:836 (67836|1) - since the sound of the second LN seems like it builds off from the buzz at 01:07:602 - , like this https://osu.ppy.sh/ss/7846828
01:09:360 (69360|2) - I'd move this to 1 to avoid a 3/4 rhythm with 01:09:184 (69184|2,69360|2,69535|2) - which leans a little too heavy on the right hand imo
01:32:446 (92446|3) - I kind of just dislike this diamond pattern overall since it restricts the hand movement to a back and forth motion which is kind of uncomfortable imo, so I'd move this to 1.
01:50:141 - 01:50:375 - similar to what I suggested in the NM, I would add notes here for the bass guitar.
01:53:539 (113539|0,113774|0) - Kind of a random stack. I don't hear anything in the music to suggest that pitches or sounds are the same, so I would move this into a different column, such as 3
02:02:797 (122797|1,122914|0,122914|2,123031|1) - Same stuff I mentioned a few lines ago about diamond patterns, but yeah, I would probably arrange this to be a bit more linear like so https://osu.ppy.sh/ss/7846849
02:20:785 (140785|0) - I'd start this at 02:20:844 - where the sound picks up more strongly and also because it's on 1/2 beat which is a bit easier to predict rhythmically than a 1/4 start
02:21:020 (141020|2) - Shouldn't this start at 02:20:961 - and end at 02:21:196 - where the buzz ends? It'd also be easier to time the hit and release since the ending would be capped and the start is on a strong downbeat
02:22:895 (142895|2,142953|3,143012|2) - Yeah, at 240 bpm this is kind of an ass to hit due to the minitrill on the right hand breaking momentum, so I'd arrange it a bit more like so https://osu.ppy.sh/ss/7846873
02:32:446 (152446|1,152504|0,152563|1,152621|2,152680|3,152738|2,152797|1,152856|0) - Pretty much same reasoning I mentioned above about direction https://osu.ppy.sh/ss/7846883
02:53:188 (173188|2,173188|0,173188|3) - I don't understand the reason why this is a triple. The entire difficulty so far has only been singles and jumps and there's no special emphasis here to justify a hand, so I'd remove the note in 1.
02:58:285 (178285|2,178344|3,178403|2,178461|1,178520|0,178578|1,178637|2) - *sobs* https://osu.ppy.sh/ss/7846927
03:05:258 (185258|3,185317|2,185375|1,185434|0,185492|1,185551|2,185610|3,185668|2) - https://osu.ppy.sh/ss/7846930 This breaks the flow in about the same number of places but does so in a way that the player's hands are super strained at certain points in time

[MX]
00:20:258 (20258|2,20492|2,20727|2) - I'd try to avoid some 3 note stacks like this since they tend to be a bit more stressful on certain fingers than others.
This might work better instead since it mostly follows one direction in flow https://osu.ppy.sh/ss/7846961
00:24:008 (24008|2,24008|3,24125|1,24242|2,24360|3,24477|2,24477|0,24594|1) - Similarly, but you could just move 00:24:242 (24242|2) - to 1 to fix it instead
00:26:235 (26235|1,26352|2,26469|3,26586|2,26703|1) - Eh, not really a fan of stuff like this since it leans a bit too heavily on one hand or the other, so I'd do something more like this instead https://osu.ppy.sh/ss/7847006
00:34:086 (34086|1,34145|3) - I'd try connecting these notes like so https://osu.ppy.sh/ss/7879283
00:39:184 (39184|3,39184|0,39360|3,39360|0,39535|3,39535|0,39711|0,39711|3) - Since these aren't the same pitch, I'd recommend against stacking them, and instead make it different chords every time like this https://osu.ppy.sh/ss/7879287
00:41:117 (41117|3,41117|2,41352|3,41352|2,41586|2,41586|3) - Feels a bit spammy on the right hand imo, might do this to make the strain more even https://osu.ppy.sh/ss/7879298
00:43:578 (43578|2,43637|3,43696|2) - Kind of a difficult turn to do since it's at 240 bpm, so I might try this instead https://osu.ppy.sh/ss/7879289
00:46:684 (46684|0,46684|3,46860|3,46860|0,47035|3,47035|0) - Similar to what I said about using different chords here
00:47:211 - Shouldn't this be a jump since the sound is pretty much the same as 00:39:711 (39711|3,39711|0) - ?
00:50:727 (50727|3,50844|3,50961|3,51078|3) - Pls, have mercy on my hands and make the strain more equal https://osu.ppy.sh/ss/7879307
00:58:110 (58110|2,58227|3,58227|2,58344|3,58461|3,58578|3,58696|3) - Similarly. Jesus, the reason why this sucks is because the left hand is pretty much doing nothing while the right hand is just getting hell thrown at it with the 4 - 5 note stacks https://osu.ppy.sh/ss/7879316
01:09:360 (69360|2,69477|1,69477|0,69535|2,69594|3) - I would control H this so that the 1/2 note at 01:09:360 (69360|2) - begins on the less weighted hand, so like this https://osu.ppy.sh/ss/7879320
01:11:879 (71879|2,71938|3,71996|2,72055|3) - Despite this being a MX diff, I feel that the bpm makes this too hard to try and pull off properly at this difficulty level, so I might do something like this https://osu.ppy.sh/ss/7879335
01:32:328 (92328|2,92446|1,92446|3,92563|2) - knot patterns aaa https://osu.ppy.sh/ss/7879341
sakingdo
ranked pls ;-;
Topic Starter
Quick Draw
Woo! All changes added! That was exhausting just to add, I can't imagine how much effort went into creating such a detailed mod so thank you very much! I totally agreed with 100% of your criticisms, the only change which made me sad to add was removing the right hand jack that follows the high synth in the MX diff but that's in the harder diffs anyway.

I did change the OD / HP's to what you suggested but only lifted the max OD to 8.5 instead of 8.8 because I feel like that's getting into the anti-fun kind of OD range. Thank you very much for your mod I really appreciate your effort! Sorry it took me so long to add, I've been away from osu! for a few months dealing with stressful IRL issues but I am ready to start working towards getting this ranked ASAP again.

The hitsound changes will also be added soon! (I'll edit this post when I upload the new version with hitsounds).

Thanks again for your mod Protastic!
Dez_old_1
Seeing this in pending again makes me so happy :)

Best of luck ranking this!
Topic Starter
Quick Draw
Thanks Dez!
Protastic101
Motivationnnnn
[MX]
02:00:336 - I would try not to make a stair pattern like this due to the uneven strain it creates on col 2 and 3. Instead, I'd try something like this https://osu.ppy.sh/ss/8502555

02:02:446 (122446|2,122680|2,122914|2,123149|2) - Unnecessary stack. You can try to reduce it down to 3 notes at the max like this or something similar https://osu.ppy.sh/ss/8502560
02:04:086 (124086|1,124321|1,124555|1,124789|1,125024|1) - Same thing here. You just gotta stop using the same kind of hand movement consecutively or you'll get long stacks like this which, on 1/2, isn't too bad, but it starts straining the player's hands before they even get to the hard parts

02:09:946 - I'm pretty sure you could vary the jumptrill here a bit so that it's not just the same thing. After all, it's a MX diff so it's not like 1/2 jumps for a measure is going to kill the player https://osu.ppy.sh/ss/8502583

02:10:883 - Same thing I mentioned above. It's just a 1/4 simple burst, so you can change the direction every once in a while like this https://osu.ppy.sh/ss/8502586

02:14:281 (134281|1,134516|1,134750|1,134985|1) - This stack just makes the patterns really left hand heavy because that's where all the movement is :/
02:19:321 (139321|2,139555|2,139789|2,140024|2) - stackssss
02:17:680 (137680|3,137914|3,138149|3,138383|3,138617|3,138852|3,139086|3,139321|3) - ^

02:21:020 (141020|2) - This should be extended to 02:21:196 - for the 1/8 burst.

02:28:461 - This burst is a bit difficult to execute due to the sudden direction turns. I would arrange it like so instead then https://osu.ppy.sh/ss/8502670 . The LN is used for the 1/8 burst since that's how you've mapped it previously.

02:32:446 (152446|1,152563|1,152621|2,152738|2,152797|1,152914|1) - ministacks! https://osu.ppy.sh/ss/8502678

02:35:375 (155375|1,155492|1,155551|2,155668|2,155727|1,155844|1) - that uneven strain doh. https://osu.ppy.sh/ss/8513375 might be a bit easier to hit tho you could just make it a monodirectional burst

02:47:211 (167211|3,167270|2,167328|1,167387|0) - Might be cool to trill this instead of using a straight up roll which is used quite often in the map. Something like this maybe? https://osu.ppy.sh/ss/8513381

02:50:492 (170492|2,170492|1,170610|2,170610|1) - I'd try to avoid going from a hand to a jump while stacking them. So instead, I'd move 02:50:610 (170610|1) - to 1, and then 02:50:610 (170610|2) - to 4 or something similar, then arrange the burst following that like so https://osu.ppy.sh/ss/8513384

02:52:953 (172953|1,173071|1,173188|1,173305|1) - four note stack, though you could break it up at 02:53:071 (173071|1) - by avoiding the direction turn like this https://osu.ppy.sh/ss/8513391

02:58:285 (178285|2,178403|2,178461|1,178578|1) - strain!

02:59:281 (179281|0,179399|1,179399|2,179516|3,179633|2,179633|1,179750|0) - For some reason, I really dislike patterns like this (they look kind of like spaceships tbh) cause it's two of the same jumps repeated which doesn't really feel necessary since there's no special emphasis here in the music for that.

03:01:625 (181625|1,181860|1,182094|1) - stacks again weee
03:03:500 (183500|1,183735|1,183969|1,184203|1) - ^

03:05:317 (185317|2,185375|1,185492|1,185551|2,185668|2) - oh dear, again, fam, you've gotta calm down with the stairs here.


[SC]
00:22:602 (22602|0,22602|1,22719|2,22836|3,22953|2,23071|0,23071|1) - kind of repetitive patterning due to the same hand movement on the right hand
00:23:422 (23422|1,23539|3,23539|2,23656|1,23774|0,23891|1,24008|3,24008|2) - ^
Basically, try not to repeat two of the same jumps one after the other like you see at 00:25:180 (25180|2,25180|3,25414|3,25414|2) - or 00:27:289 (27289|3,27289|0,27524|0,27524|3) -

00:27:172 (27172|2,27289|3,27406|2,27524|3) - 00:26:703 (26703|3,26821|2,26938|3) - 00:26:117 (26117|2,26235|3,26352|2,26469|3) - that right hand bias be like :thinking:

00:40:883 (40883|1,41000|0) - Think it might be better to control J this so that the note at 00:40:883 - is in col 1 which is a little less weighted than col 2 with its heavy usage in the previous measure with 00:40:297 (40297|1,40414|1,40590|1,40766|1,40883|1) -

00:58:227 (58227|3,58344|3,58461|3,58578|3) - I get that this is for the alarm type sound, but I would actually stack this in col 2 instead to avoid a longer than necessary stack in col 4, like this https://osu.ppy.sh/ss/8513439 (ended up making the stack in col 1 cause easier lol)

01:09:946 - might be cool to make this a jumpstream instead of just a roll as there's no difficulty bridge from this to the SHD imo. Something like this might work https://osu.ppy.sh/ss/8513450
02:10:883 - Suggest a similar thing here too with the jumpstream, like this maybe https://osu.ppy.sh/ss/8513462

02:45:102 (165102|1,165102|0,165102|3,165102|2) - Quite sure this is the only quad present throughout the map, so I would just reduce it to a triple

02:51:196 - This part in the SC is actually easier than in the max because it's jump - jump instead of MX's hand - jump https://puu.sh/wBUOy.jpg


[SHD]
Gonna say the same thing as I've said in the past few diffs in the beginning, but I'd try to avoid using two of the same chords consecutively like 00:26:117 (26117|1,26117|3,26352|1,26352|3) - , and also to try and keep your stacks from getting too long like 00:18:383 (18383|0,18617|0,18852|0,19086|0) - or 00:21:664 (21664|2,21899|2,22133|2,22367|2,22602|2) -

00:39:184 (39184|1,39184|0) - I'd flip columns with the LN here so that there are no notes in 1 while the player has to hold on the same hand. So basically,
move the LN to 1, and the short notes to 2.

00:50:492 (50492|1,50610|2,50727|1) - Control H to keep the weight off the right hand right before the 4 note stack

00:51:196 (51196|3,51196|2,51254|1,51254|0,51313|3,51313|2,51371|1,51371|0,51430|2,51430|3) - I'd probably also flip this to avoid making the stack in col 4 any longer than it needs to be

01:11:586 (71586|2,71703|3) - I'd consider overlapping these LNs to represent the switch into a higher snapped buzz than the 1/8 seen in the previous measure. So something like this I guess http://osu.ppy.sh/ss/8513526

02:06:430 (126430|1,126430|3,126664|3,126664|1) - Consecutive jumps!

02:27:172 (147172|1,147289|1,147406|1,147524|1) - Unnecessary four note stack. You can just move 02:27:289 (147289|1) - to col 3 instead to break it up

02:35:317 (155317|2,155375|3,155492|2,155551|3,155668|2,155727|3,155844|2,155903|3) - Also think it'd be cool to overlap these LNs with each other like so https://osu.ppy.sh/ss/8513547

02:39:887 (159887|1,159916|0,159946|1) - Whew, let's not do any crazy 1/8 one handed minitrills now lmao. Normally, I'd say to control H the OH trill but at this BPM, I'd say to just remove the note at 02:39:946 (159946|1) - instead and end it off with a jump for playability
02:43:637 (163637|1,163666|0,163696|1) - ^

02:47:211 (167211|0) - would move this to col 3 to avoid the stack at 02:46:977 (166977|0,167094|0,167211|0) - . Could be like this https://osu.ppy.sh/ss/8513574

03:07:485 (187485|2) - I'd try to make this consistent with earlier hand - single - hand combinations, like this https://osu.ppy.sh/ss/8513577
03:09:360 (189360|2,189477|2) - ^

alright, i asked some friends to take a look at the top diff since Im very :thinking: on it lol. But ye, i still need to recheck the entire chart, plus hitsounds gotta get sorted out eventually.
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