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Shawn Wasabi - Marble Soda [Osu|OsuMania]

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fartownik
Sry, but I'm not gonna change anything from your mod, Nozhomi. The stuff was mostly suggestions and I think the map is better the way it is right now.
Okoayu
since noz wanted me to look at his mod I'll just pick it back up

[General]
according to http://www.shawnwasabi.com/marble-soda-out-now-also-hi-im-back/ you could to attempt tagging all the songs and artists featured in this mashup if you're willing to and osu supports it lmao
your bg... is kinda in the questionable section... well i personaly am fine with the pic but would you show that pic your parents or 12 year olds, because this game is pg12 and i don't know if the bg you use is. as somewhat of a lolicon I like your choice tho B)
hitsounds dunno if stil lrelevant cuz too lazy to redl set
idk why or where you use normal-hitnormal.wav soft-hitwhistle to soft-hitwhistle3 as a hitsound but the sample lacks a clear impact making it a pretty bad choice for a hitsound, if it was something that's storyboarded in for effect or something in certain places it would be better than giving feedback for objects
The following hitsounds are unused (if the mania diffs not somehow use them, too lazy to check that just opened TicClicks UHC and copypasta yee):
  1. soft-sliderslide5.wav
  2. soft-hitwhistle4.wav
  3. soft-hitwhistle5.wav
  4. normal-hitnormal.wav
soft-hitfinish3.wav softhitfinish10.wav soft-hitnormal4.wav (wow this one is especially :/) are kinda meh because it's more focused on one side and clearly audible and supposed to provide feedback (i got this dq over that same thing p/4290292 and they basically suggested to keep such files as mono if it sounds better as mono than in stereo)
soft-hitfinish4.wav sounds more like a sample one would put on a sliderslide because it has no clear impact and is thus dicouraged from being used as a finish
all your sliderslide.wav sounds are unrankable based on

RC wrote:

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
also here's a zip with the used hitsounds which had slight delays http://puu.sh/iIjR8/33ee245e6a.zip
widescreen support does nothing in this case so idk why manias have it

[Powerpuff Girls]
sorry for being ignorant but wat is relation of diffname to song
My main problem with this diff was when playing it that the AR and the object density you have in there don't really go well together. AR 9.5 kind of feels too fast and i found 9.2 or 9.3 to work much better with the patterns you have and overall.
HP 6 is kind of lenient for a diff like this
[]
from noz
00:51:691 (2) - this is a valid point, if you look at this with the standard skin (which maps are evaluated by) you will see that the clusterfuck pattern that's going on pretty much hides the repeat arrow of this object and according to https://osu.ppy.sh/wiki/Standard_Ranking_Criteria that's a no-no
my 2 cents on this one are "why are these 1/8 in the first place?" - i know you do that a lot but contrary to 00:47:227 (1,2) - or 00:52:941 (1,2) - that kind of whatever 1/8 roll is not really going on there instead the 1/4 sounds are much more stressed so i recommend mapping them with either sliders or circles to highlight that these are, in fact different sounds and different things in the music going on.
the rest is his subjective opinion
[]
  1. 00:03:656 (1) - these could be further apart to highlight downbeat or something
  2. 00:12:227 (1,2) - i think having some kind of movement here (so unstacking) would work much better after this complicated streamshape also if 00:12:227 (1,2,3) - follow vocals and not basses, then having equal space between them would also be a better idea (00:23:655 (1,2) - o you already do that here )
  3. 00:19:727 (1,2,3,4,5) - the way this pattern works is kinda broken in play because 5 is just going to stack with 00:20:441 (5,6,7,8,1) - and going to end up nearly under 00:20:084 (3) - which, in comparison to 00:19:727 (1) - just looks -`0p1
  4. 00:34:013 (1,1,2,1) - ehh uhh ehhhm look at this ingame ehm it's gonna look somehow like http://puu.sh/iIgdg/2c88d08b92.jpg and that's a bit :/ also 00:34:370 - having this a sliderend is can make people lose the rhythm because 00:34:370 - to 00:34:727 - is basically just 4 loud sounds while in gameplay you can only click 3 of them which is, at least after the first play of this, kinda unexpected and will end up feeling suboptimal - at least to me. My idea would be shortening the preceding slider to either end on the 1/4 before or on the 1/3 tick before in order to be able to place a circle there so that the player can actually have direct feedback for this sound
  5. 00:39:548 (1,2,3,4,1,2,3,4) - the way the first 2 objects stack makes this very very hard to comprehend things like 01:25:263 (4,1) - are much easier to read and understand and overall less frustrating.
  6. 00:40:084 (1,2,3,4) - also a left right movement would fit these 4 sounds a bit better than a constant movement in the same direction
  7. 00:54:191 (5) - i think the jump to the next object is a bit overdone compared to the rest of this section
  8. 00:56:781 (3,1) - yea this is the same kind of meh looking stuff ingame as 00:34:013 (1,1,2,1) - but i would fix this by simply unstacking stuff like 00:45:352 (2,1) -
  9. in the next section you use these 0.02 sv sliders, i think they are fun and the concept is nice but i don't know if the people deciding what's ranked and what not agree with me on that as short or low sv sliders have always caused massive drama basically everywhere where they are used, but long sliders wouldn't even have the same effect here
  10. 01:04:013 (1) - if i understood your system behind these sliders correctly this one should also be a slow sv slider because sounds can be comparable to 00:57:941 (1,2) - in 01:03:834 (2,1) -
  11. 01:06:334 (2) - yes this one is the only of thse sliders which will 100% end up being a bother to about everyone who plays this because the way it's shorter than the others is not only hard to comprehend because it's so short but also kind of unexpected, if everything fails i would go for a circle with this one because doubling SV on it will be confusing as well as keeping it as is
  12. 01:11:513 (1) - i think this could be more interesting by mapping it similarly to 01:10:084 (1,2,3) - because that pattern is very fun to play and the current thing feels more like a let down to me
  13. 01:18:298 (1,1) - ignoring instruments and then following them again just before and after these 2 sounds kind of bad, I'd recommend following the instruments more closely with these 2
  14. 01:36:959 - this is kinda sketchy because the drumroll or whatever the thing is underneath is 1/6 i think at least i don't hear anything significant here lol
  15. 01:37:584 (1,2,3,1) - the angle and the way this is spaced is mean enough, there's no real need to have this as a jump from 01:37:406 (2) - (would move 01:37:406 (2) - to the left in order to reduce jump)
  16. 01:54:727 (1) - you know that part of the RC that says that the path of a slider must be clearly readable? well this one could be both done the way you did it and possibly another way which looks the same but goes in the other direction making the direction in which the sliderball is going to move unpredictable so I guess you should avoid this or get a lot more people to point it out
  17. 01:55:084 - also the song is still a bit calmer than the rest in this section having 100% volume on the normal-hitwhistles is pain in the ears compared to what's actually going on in the song would reduce volume
  18. 02:06:870 (2,3) - 02:07:584 (2,3) - are equally strong but spacing does suggest that 02:07:048 (3) - is much stronger than 02:06:870 (2) - because it's so close to 1, finding an arrangement that gives both things equal emphasis would possibly not only reduce the harsh, maybe even unexpected, movement but also represent the song better
  19. 02:13:834 (2,3,4,1) - the way these are constructed is very misleading and honestly not that fun to play, going with more space between 2,3 and 4,1 would be easier to, read, predict, and possibly more fun to play
  20. 02:16:513 (2) - instead of having ingame stacking handle the readability of this slider, you could scale it up slightly and increase SV to have it end in the same point without being unreadable like http://puu.sh/iIilu/c0da788c73.jpg or something similar
  21. 02:20:977 (2,3) - not sure about snapping, seems 1/6ish
  22. 02:22:941 (1) - dunno if you should reduce this one but you followed vocals with your repeat sliders before so not doing it here is making me question your motives
  23. 02:26:870 (2) - personally not a fan but i guess this is the best choice for the pattern you go for
  24. 02:35:084 - to 02:36:513 - the way this breaks your concept of following the melody instead of instruments hurts my soul
When looking over these just know that none of these are meant to offend you or anyone here, that's just how i write so please don't reject stuff based on my writing style ok thanks
Topic Starter
Exa
Amazing work Okotaru, me and Cancel will look into the hitsound problems.
Akasha-
some few check, requested by Exa

Offset is wrong, its should be 815

Please change offset before apply the mod, i cant check well with the wrong offset:

[NM]
00:24:207 (24207|1,24386|2) - those are support to be on 00:24:029 - http://puu.sh/iJdnV/b286d507cf.jpg
00:27:064 (27064|4,27243|3) - same reason (the sound on 00:24:386 - is small, i recommended you follow the sound like as on 00:24:029 - and 00:24:207 - )
01:54:386 (114386|0,114743|1) - support to ends on 01:55:279 -
the rest is fine

[HD]
00:30:338 (30338|2,30398|1,30457|0) - actually, those are 1/8, but while you mapping it with delayed offset, you think its 1/6
00:31:410 (31410|0,31469|1,31529|2) - same
00:34:520 - 1/8 snap (http://puu.sh/iJdKT/e17e7278c4.png)
00:51:291 - from here to 00:51:529 - is 1/6 snap, http://puu.sh/iJdQg/436cad21e5.jpg
00:52:020 (52020|3,52109|4) - those are is 1/3 snap (http://puu.sh/iJdRT/6cba00eadc.jpg)
01:25:457 - this part is 1/6 snap (http://puu.sh/iJdVR/330c47b0fe.jpg)
01:37:005 - to 01:37:243 - is 1/6 http://puu.sh/iJdZ0/13afe1cf24.jpg
01:37:734 (97734|0,97823|1) - those are is 1/3 (http://puu.sh/iJe1l/00e109d807.jpg)
02:06:172 - to 02:06:529 - why not full of 1/8? http://puu.sh/iJe7P/1d9877594e.jpg
02:32:689 - you missed a note
02:35:904 (155904|0) - no sound on here
Notice is some img i give you while checking snaps is not follow any patterns

Call me back when you done fixing
Frim4503
ok fix all
http://puu.sh/iJAe5/fbc9f95a9d.rar

notice, maybe i cant online until next week cuz i have a trip. i will let you know if i online again
fartownik
@Okoratu:
00:51:691 (2) - A semi-decent player will play this part just fine at a glance, and this diff is not directed to people that are not even self-decent. Also if any high-ranked player is still playing with the default skin then it's only their fault to be missing at parts such as this.
00:52:941 (1,2) - It's fine as it is.
00:03:656 (1) - I don't see why again.
00:12:227 (1,2) - Good job, finally a decent suggestion (from ANY mods in this thread). Moved (2) away from the stack.
00:19:727 (1,2,3,4,5) - Can't do anything about it. Unstacking the stream would break the flow here.
00:34:013 (1,1,2,1) - Shortened the slider. Also unstacked.
00:39:548 (1,2,3,4,1,2,3,4) - Unstacked.
00:40:084 (1,2,3,4) - It's fine as it is.
00:54:191 (5) - ^
00:56:781 (3,1) - Well, too bad stacking in this game works like this. I want to keep this one stacked.
"in the next section you use these 0.02 sv sliders, i think they are fun and the concept is nice but i don't know if the people deciding what's ranked and what not agree with me on that as short or low sv sliders have always caused massive drama basically everywhere where they are used, but long sliders wouldn't even have the same effect here" - I don't care. They're fun, they're playable, they're readable, they fit the music best. Everything filling those criteria should be considered rankable.
01:04:013 (1) - Yes, there should be two, but I decided to make it simpler by putting a 5-circle stream here. Otherwise I'd have to make two very short 1/4 sliders that would be really hard to notice. It's not that big of a deal to fill the sounds here.
01:06:334 (2) - This is what I was talking about in the reply above. I find this decent in this case since it's not stacked nor any kind of invisible, also it's led by the same kind of a slider so it should be readable on sightread (testplays were made and it was fine).
01:11:513 (1) - It's fine. Differing the patterns mid-rhythm like this is what I usually do. I don't like repeating the patterns too much in such close span of time.
01:18:298 (1,1) - It's fine as it is.
01:36:959 - If I wanted to fill the beat 100% here I'd have to start the 1/6 slider at a bluetick which would be shitconfusing and break the gameplay here. I'd rather have 1 1/6 beat missed here than do that.
01:37:584 (1,2,3,1) - This part actually played pretty good when I was testing it. Gonna leave it as it is.
01:54:727 (1) - Dud, how in the world would anyone think the slider goes bottom-right instead upper-right? It's not even like this slider requires any crazy movement from the player. A simple move to the right should give it a 100% clear, even with HR on.
01:55:084 - WTF is going on. I'm pretty sure I didn't set 100% volume to the entire map. I would never do that. Hell, I'm pretty sure I was changing the volume throughout the map. Something is off here. Fixing.
02:06:870 (2,3) - Fixed.
02:13:834 (2,3,4,1) - It actually IS fun. To me.
02:16:513 (2) - Sounds like a fair idea. Done.
02:20:977 (2,3) - The part was previous mapped to the 1/6s but I had to remap it since it was really, really tough to follow all these beats with a proper, fun map. Not fixing.
02:22:941 (1) - Remapped the part. Never liked it tbh.
02:26:870 (2) - Neither was I. Fixed.
02:35:084 - Pattern diversity.

That was a good mod. Finally.

http://puu.sh/iJITR/1e95e59285.osu
Okoayu
i don't know if the first point is debatable because of

RC wrote:

All repeat arrows on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering the repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable. However, very short repeating sliders (e.g. 1/4 or 1/8 sliders, generally called "kick" sliders) only require the first repeat arrow to be visible (since it's nearly impossible to see any other repeats due to the short length and the cursor covering most of the visible space).
Also i knew that suggesting it would just lead you to repeat your answer so: Maps are going to be evaluated with the default skin (as stupid as this is at this level of difficulty) and if the first repeat arrow is not visible with the default skin it's gonna violate the above rule.

The rest of the reply was pretty cool, tho do you still mind telling me what the diffname is supposed to have to do with the song, i'm genuinely interested lol
Cancel
soft-hitfinish4.wav sounds more like a sample one would put on a sliderslide because it has no clear impact and is thus dicouraged from being used as a finish
really now
really

01:48 Cancel: http://puu.sh/iJS2u/8486b511f3.rar - all the hitsounds (i think you also already changed those sounds with slight delay, so be careful not to replace those)
01:49 Cancel: hinormal4 was changed
01:49 Cancel: softhitfinish10.wav stays. It was [http://puu.sh/iJRAy/363e047fdc.png fine]
01:49 Cancel: i also changed the sliderslides to all blanks
01:50 Cancel: and thats pretty much it

01:58 Exa: Apparently some hitsounds are more than 100ms
01:58 Cancel: that won't be possible for some, as i said
01:59 Exa: Or all of them...?
01:59 Exa: Well, is there a way to replace/remove them?
01:59 Cancel: i changed the ones that could be changed
01:59 Cancel: and the others are still there
01:59 Exa: But the remaining ones make the mapset unrankable D:
01:59 Cancel: what remaining ones
02:00 Exa: the ones that can't be edited to be less than 100ms
02:01 Cancel: ...no it isn't, it still is rankable. A lot of maps use those gigant cheer wav's, and they are ranked
02:01 Cancel: if that one finish would make the map unrankable
02:01 Cancel: i would have a ginourmous breakdown
maps that have those huge cheer wav's
if the rules changed between 3 years, i'd understand, but don't reply ragingly. Just link the forum post with the date stamp.
fartownik

Okoratu wrote:

The rest of the reply was pretty cool, tho do you still mind telling me what the diffname is supposed to have to do with the song, i'm genuinely interested lol
Nothing, just a spasm of imagination.
Okoayu
I said discouraged on the condition that they are used frequently

i never said unrankable calm down

@fartownik hahahaha
Akasha-
sorry, just recheck

Normal fine

[HD]
00:12:779 - to 00:12:957 - is 1/6
00:39:922 - to 00:40:100 - is 1/6
01:36:826 (96826|4) - this one is 1/4, move to 01:36:797 -
01:36:797 (96797|4,114386|0,114743|1) - end on 01:55:279 -
02:08:493 - to 02:08:672 - is 1/6

only few those
Cooikezi
This map is so good and so fun!! Thanks fartownik 8-) 8-)
Evening

Kuo Kyoka wrote:

sorry, just recheck

Normal fine

[HD]
00:12:779 - to 00:12:957 - is 1/6 This is actually 1/8, changed to 1/8 for now
00:39:922 - to 00:40:100 - is 1/6 Fixed on his behalf
01:36:826 (96826|4) - this one is 1/4, move to 01:36:797 - Fixed on his behalf
01:36:797 (96797|4,114386|0,114743|1) - end on 01:55:279 - Fixed on his behalf
02:08:493 - to 02:08:672 - is 1/6 Fixed on his behalf

only few those
Fixing mods on Frim's behalf as requested by Exa

Just in case you want to revert changes, here is the unchanged file

Might want to check the hitsounding since i just used the hihats for the notes

osu file format v14

[General]
AudioFilename: Marble Soda.mp3
AudioLeadIn: 0
PreviewTime: 34386
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.5

[Metadata]
Title:Marble Soda
TitleUnicode:Marble Soda
Artist:Shawn Wasabi
ArtistUnicode:Shawn Wasabi
Creator:Exa
Version:Frim's HD
Source:
Tags:Mashup Frim4503 fartownik Nozhomi
BeatmapID:703759
BeatmapSetID:313718

[Difficulty]
HPDrainRate:9
CircleSize:5
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1

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

[TimingPoints]
815,357.142857142857,4,2,0,50,1,0
35100,-100,4,2,0,60,0,1
57243,-100,4,2,0,60,0,0
80814,-100,4,2,0,60,0,1
103314,-100,4,2,0,35,0,0
120814,-100,4,2,0,60,0,0
126529,-100,4,2,0,60,0,1
149386,-100,4,2,0,60,0,0


[Colours]
Combo1 : 149,254,169
Combo2 : 251,174,207
Combo3 : 163,237,234

[HitObjects]
51,192,815,5,0,0:0:0:30:normal-hitwhistle(mania).wav
460,192,815,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,993,1,0,0:0:0:0:
153,192,1172,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,1172,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,1350,1,0,0:0:0:0:
51,192,1529,1,0,0:0:0:30:soft-hitclap2.wav
460,192,1529,1,0,0:0:0:30:soft-hitclap2.wav
256,192,1529,128,0,1797:0:0:0:0:
460,192,1886,1,0,0:0:0:0:
153,192,2064,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,2064,1,0,0:0:0:30:normal-hitwhistle(mania).wav
51,192,2243,1,0,0:0:0:0:
460,192,2422,1,0,0:0:0:0:
153,192,2600,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,2600,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,2600,128,0,2868:0:0:0:0:
51,192,2957,1,0,0:0:0:30:soft-hitclap2.wav
460,192,2957,1,0,0:0:0:30:soft-hitclap2.wav
153,192,3136,1,0,0:0:0:0:
256,192,3314,1,0,0:0:0:0:
460,192,3493,1,0,0:0:0:0:
153,192,3672,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,3672,1,0,0:0:0:30:normal-hitwhistle(mania).wav
51,192,3850,1,0,0:0:0:0:
153,192,4029,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,4029,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,4207,1,0,0:0:0:0:
51,192,4386,1,0,0:0:0:30:soft-hitclap2.wav
460,192,4386,1,0,0:0:0:30:soft-hitclap2.wav
256,192,4386,128,0,4654:0:0:0:0:
460,192,4743,128,0,4832:0:0:0:0:
460,192,4922,128,0,5011:0:0:0:0:
51,192,4922,1,0,0:0:0:30:normal-hitwhistle(mania).wav
153,192,4922,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,5100,1,0,0:0:0:0:
153,192,5279,1,0,0:0:0:0:
51,192,5457,128,0,5725:0:0:0:0:
256,192,5457,1,0,0:0:0:30:normal-hitwhistle(mania).wav
460,192,5457,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,5636,1,0,0:0:0:0:
256,192,5814,1,0,0:0:0:30:soft-hitclap2.wav
460,192,5814,1,0,0:0:0:30:soft-hitclap2.wav
358,192,5993,1,0,0:0:0:30:normal-hitwhistle(mania).wav
153,192,5993,1,0,0:0:0:30:normal-hitwhistle(mania).wav
460,192,6172,1,0,0:0:0:0:
256,192,6172,1,0,0:0:0:0:
153,192,6350,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,6350,1,0,0:0:0:30:normal-hitwhistle(mania).wav
51,192,6529,1,0,0:0:0:0:
256,192,6707,1,0,0:0:0:0:
460,192,6886,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,6886,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,7064,1,0,0:0:0:0:
153,192,7243,1,0,0:0:0:30:soft-hitclap2.wav
51,192,7243,1,0,0:0:0:30:soft-hitclap2.wav
256,192,7422,1,0,0:0:0:30:normal-hitwhistle(mania).wav
460,192,7422,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,7600,1,0,0:0:0:0:
51,192,7600,1,0,0:0:0:0:
256,192,7779,1,0,0:0:0:30:normal-hitwhistle(mania).wav
460,192,7779,1,0,0:0:0:30:normal-hitwhistle(mania).wav
51,192,7957,1,0,0:0:0:30:normal-hitwhistle(mania).wav
153,192,7957,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,8136,1,0,0:0:0:0:
51,192,8314,1,0,0:0:0:30:normal-hitwhistle(mania).wav
256,192,8314,1,0,0:0:0:30:normal-hitwhistle(mania).wav
358,192,8493,1,0,0:0:0:0:
153,192,8493,1,0,0:0:0:0:
460,192,8672,1,0,0:0:0:30:soft-hitclap2.wav
256,192,8672,1,0,0:0:0:30:soft-hitclap2.wav
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460,192,140100,1,0,0:0:0:60:soft-hitclap2.wav
256,192,140100,1,0,0:0:0:60:soft-hitclap2.wav
51,192,140279,1,0,0:0:0:0:
153,192,140368,1,0,0:0:0:0:
358,192,140457,1,0,0:0:0:60:soft-hitclap2.wav
256,192,140457,1,0,0:0:0:60:soft-hitclap2.wav
358,192,140636,1,0,0:0:0:60:soft-hitclap2.wav
256,192,140636,1,0,0:0:0:60:soft-hitclap2.wav
51,192,140814,128,0,141172:0:0:0:0:
153,192,140814,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,140814,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,141350,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,141350,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,141529,1,0,0:0:0:60:soft-hitclap2.wav
153,192,141529,1,0,0:0:0:60:soft-hitclap2.wav
256,192,141886,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,141886,1,0,0:0:0:60:normal-hitwhistle(mania).wav
51,192,142064,1,0,0:0:0:0:
153,192,142243,1,0,0:0:0:0:
358,192,142422,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,142422,1,0,0:0:0:60:normal-hitwhistle(mania).wav
51,192,142600,128,0,142957:0:0:0:0:
256,192,142600,1,0,0:0:0:0:
153,192,142600,1,0,0:0:0:0:
153,192,142957,128,0,143314:0:0:0:0:
256,192,142957,1,0,0:0:0:60:soft-hitclap2.wav
460,192,142957,1,0,0:0:0:60:soft-hitclap2.wav
460,192,143314,128,0,143672:0:0:0:0:
358,192,143672,128,0,144029:0:0:0:0:
51,192,143672,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,143672,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,144207,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,144207,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,144386,1,0,0:0:0:60:soft-hitclap2.wav
460,192,144386,1,0,0:0:0:60:soft-hitclap2.wav
51,192,144743,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,144743,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,144922,1,0,0:0:0:0:
256,192,145279,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,145279,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,145814,128,0,146529:0:0:0:0:
358,192,145814,1,0,0:0:0:60:soft-hitclap2.wav
51,192,145814,1,0,0:0:0:60:soft-hitclap2.wav
256,192,145993,1,0,0:0:0:0:
358,192,146172,1,0,0:0:0:60:soft-hitclap2.wav
51,192,146172,1,0,0:0:0:60:soft-hitclap2.wav
153,192,146350,1,0,0:0:0:0:
51,192,146529,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,146529,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,147064,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,147064,1,0,0:0:0:60:normal-hitwhistle(mania).wav
51,192,147243,1,0,0:0:0:60:soft-hitclap2.wav
358,192,147243,1,0,0:0:0:60:soft-hitclap2.wav
153,192,147600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,147600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,147779,1,0,0:0:0:0:
358,192,147957,1,0,0:0:0:0:
460,192,148136,1,0,0:0:0:0:
358,192,148314,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,148314,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,148672,1,0,0:0:0:60:soft-hitclap2.wav
51,192,148672,1,0,0:0:0:60:soft-hitclap2.wav
153,192,149029,1,0,0:0:0:60:soft-hitclap2.wav
358,192,149029,1,0,0:0:0:60:soft-hitclap2.wav
51,192,149386,5,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,149386,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,149564,1,0,0:0:0:0:
358,192,149743,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,149743,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,149922,5,0,0:0:0:0:
256,192,150011,1,0,0:0:0:0:
358,192,150100,1,0,0:0:0:60:soft-hitclap2.wav
51,192,150100,1,0,0:0:0:60:soft-hitclap2.wav
256,192,150279,1,0,0:0:0:0:
358,192,150457,1,0,0:0:0:0:
460,192,150636,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,150636,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,150814,1,0,0:0:0:0:
256,192,150993,1,0,0:0:0:0:
51,192,151172,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,151172,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,151350,1,0,0:0:0:0:
256,192,151529,1,0,0:0:0:60:soft-hitclap2.wav
460,192,151529,1,0,0:0:0:60:soft-hitclap2.wav
153,192,151707,1,0,0:0:0:0:
51,192,151886,1,0,0:0:0:0:
358,192,152064,1,0,0:0:0:0:
256,192,152243,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,152243,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,152422,1,0,0:0:0:0:
153,192,152600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,152600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,152689,1,0,0:0:0:0:
460,192,152779,5,0,0:0:0:0:
358,192,152868,1,0,0:0:0:0:
256,192,152957,1,0,0:0:0:60:soft-hitclap2.wav
51,192,152957,1,0,0:0:0:60:soft-hitclap2.wav
153,192,153136,1,0,0:0:0:0:
153,192,153314,128,0,153404:0:0:0:0:
51,192,153314,1,0,0:0:0:0:
153,192,153493,128,0,153582:0:0:0:0:
358,192,153493,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,153493,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,153672,1,0,0:0:0:0:
51,192,153850,1,0,0:0:0:0:
358,192,154029,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,154029,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,154207,1,0,0:0:0:0:
358,192,154386,1,0,0:0:0:60:soft-hitclap2.wav
153,192,154386,1,0,0:0:0:60:soft-hitclap2.wav
51,192,154564,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,154564,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,154743,1,0,0:0:0:0:
51,192,154922,5,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,154922,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,155100,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,155100,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,155279,1,0,0:0:0:0:
153,192,155457,5,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,155457,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,155547,1,0,0:0:0:0:
358,192,155636,1,0,0:0:0:0:
256,192,155725,1,0,0:0:0:0:
51,192,155814,1,0,0:0:0:60:soft-hitclap2.wav
460,192,155814,1,0,0:0:0:60:soft-hitclap2.wav
153,192,155993,1,0,0:0:0:60:normal-hitwhistle(mania).wav
358,192,155993,1,0,0:0:0:60:normal-hitwhistle(mania).wav
51,192,156172,1,0,0:0:0:0:
460,192,156172,1,0,0:0:0:0:
256,192,156261,1,0,0:0:0:0:
153,192,156350,1,0,0:0:0:60:normal-hitwhistle(mania).wav
460,192,156350,1,0,0:0:0:60:normal-hitwhistle(mania).wav
51,192,156439,1,0,0:0:0:0:
153,192,156529,1,0,0:0:0:0:
358,192,156707,1,0,0:0:0:0:
460,192,156886,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,156886,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,157064,1,0,0:0:0:0:
51,192,157243,1,0,0:0:0:60:soft-hitclap2.wav
256,192,157243,1,0,0:0:0:60:soft-hitclap2.wav
358,192,157422,5,0,0:0:0:0:
460,192,157600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
256,192,157600,1,0,0:0:0:60:normal-hitwhistle(mania).wav
153,192,157779,1,0,0:0:0:0:
460,192,157957,5,0,0:0:0:0:
51,192,157957,1,0,0:0:0:0:
51,192,158493,1,0,0:0:0:0:
460,192,158493,1,0,0:0:0:0:
51,192,159029,1,0,0:0:0:0:
460,192,159029,1,0,0:0:0:0:
fartownik

Cooikezi wrote:

This map is so good and so fun!! Thanks fartownik 8-) 8-)
np mate
Akasha-
Shawn Wasabi - Marble Soda [OsuMania]


[Generals]
  1. BPM: Good
  2. Offset: Good
  3. Snapping Conflicts: Good
  4. AiMod: Good
  5. Preview Time: Good
  6. Hitsound: Good
  7. Folder's Problems: Not Good (Posted below)
  8. Timing: Great
  9. Tags: Sound Good
  10. Metadata: Fine
  11. Kiai: Great
  12. BG: Good
Since all things are fixed w/ lets go for piano, no problems appears

Piano'd

Good luck on the bubble, Exa ~ Great map with good song <3

Okay, on mania is no more problems but still get the problems with hitsound! Released to standard or also mania, i guess

So, i've check the hitsounds, no hitsound files is delayed but have 2 hitsound files is below than 100ms:
- normal-hitwhistle(mania).wav
- soft-hitwhistle4.wav

You has two choices now:
1. If the hitsounds below than 100ms, its must be blank
2. Make it above than 100ms

Notice for Standard BN: You must check hitsound files, if it have unused files or not
And since its piano'd, the next BN check from standard must be bubble, insteal of circle'd
Good luck on Qualify ~
Topic Starter
Exa
The hitsounds that are bellow 100ms are noticeable in-game. I am not changing them until further notice.

Can I actually keep them or are they unrankable?
Akasha-

Ranking Criteria wrote:

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
Althought you could fix them are aboved 100ms
fartownik
http://puu.sh/iNjQP/a0fe09ec8d.osu

Please, if you resnap all the objects in the map next time change the Beat Snap Divisor to 1/6. I had to resnap all the 1/3s and 1/6s in the map manually again because they got unsnapped after a resnap with 1/4 divisor.

Also changed some other minor stuff.
Topic Starter
Exa
Sorry >.< I probably missed some stuff while resnapping.

Updated along with the hitsounds o/
Frim4503
catch me in game if you have question
today i'm installing my osu

EDIT: about hitsound in mania diff, i'm copy it from recent ranked map
fartownik
It's really sad that the BNs can only talk overalls and can't really pinpoint what's actually wrong with the patterns in the map. I wish you could have some respect to me and at least explain me that.
ImmortalKitties
Why did you take out one of the difficulties?
As a mania player I don't play weird keys like 5key so I stick to 4key. But the powerpuff difficulty was one of my favorites.
Topic Starter
Exa
I talked it over with several beatmap nominators and most of them were extremely negative regarding it's chances of getting ranked because "it doesn't have a general structure".
What is more sad though is that in the next 24 hours after it's removal from the mapset, I got poked by over 15 people in-game, asking why I removed it.

I am going to do my best and try to get this beatmap ranked because many people believe it deserves to be.

Beatmap nominators were mostly discouraged because of it's "gimmicky mapping style". I can provide several examples of other maps that stand with the same style and are still awesome, one that comes straight to mind is Meg & Dia - Monster (DotEXE Remix) [Xtra].

I hope people will be able to acknowledge the quality of the beatmap and allow it to be ranked.
hehe

fartownik wrote:

It's really sad that the BNs can only talk overalls and can't really pinpoint what's actually wrong with the patterns in the map. I wish you could have some respect to me and at least explain me that.
If you insist. I'm using the download link provided in the OP. The map in general has lots of huge jumps. I'm not saying they're bad but its pretty much throughout the diff and if the less-intense portions already constitute jumps there wouldn't be much room for higher intensity in the kiais etc.
Plus theres a few occasions where attempting to be symmetrical pretty much ruins the potentially better patterns that you could have constructed, namely the high-sv sections.

00:02:154 (4) - overmapped, at a brief silence in the music too.
00:03:136 (1,2,3) - cool concept but no emphasis whatsoever on the loudest sound on 2. minor though.
00:05:189 (4) - overmapped.
00:05:993 (2,3) - random jump to the top right, its a little odd and forced. as 2 has a similar sound to 1, you could put it in the same line of motion.
00:06:172 - i would prefer if you did the 1/8 sliders for the little sounds, like you did before.
00:06:886 (2) - spacing feels a bit large.
00:08:939 (5) - overmapped.
00:09:029 (6) - having this as a slider would be interesting for the sound here.
00:11:261 (2) - overmapped.
00:12:823 (4,5) - probably uinintentional, seems like you meant to snap on 1/6. its 1/8 though.
00:13:672 (1) - excessive spacing here, the V pattern going on.
00:20:457 (5) - autostack leads to this. i'm sure this wasn't intentional http://i.imgur.com/u6Oz3sI.png
00:21:707 (1) - doesn't have the car beep sound, a circle would make more sense.
00:22:957 (1) - the spacing change isn't large enough to feel the emphasis you're trying to create. having the first stream at somewhere 0.6 ish is better.
00:24:743 (2) - personal preference but this really feels boring and unintuitive. you're having pretty high SV on a slow portion and having the player give their focus on the map for the whole time (holding down/following sliders) when it should be somewhat relaxing portion.
00:25:814 (1) - increasing SV but building the slider in such a way that the perceived SV is lower.. its an odd stylistic decision. it might be fine given the correct context but in a section full of long sliders, another slider doesn't really give much emphasis.
00:30:338 (2,3,1) - wrong snaps, should be a triple 1/8 starting on the blue tick.
00:38:314 - i understand mapping to percussions but everyone's gonna be following the synths or vocals etc. having a 3/2 spacing on stack might be confusing, considering you did 1/1 earlier. doing 1/1 makes much more sense and is more fluid.
00:37:243 (1) - a somewhat minor SV increase on a 1/2 slider, nobody's gonna 'feel' it. in fact it would just seem odd to play.
00:39:743 (2,3,4,1) - well usually this is done with 1/4 into 1/2 spacing, 1/3 into 1/2 is a little trickier. it might have been better if the instrument transition was more crisp and loud, but here its pretty soft hihats, and mixed in with a 1/6 at 00:40:041 - . i suggest switching up the patterns here.
00:45:368 (2,1) - why not stack it under 00:44:922 (1) - so that the fast movement during the sliders are emphasised more when the cursor comes to a standstill when the there isn't a sound.
00:45:814 (1) - not the same exact sounds as before i prefer having regular SV.
00:48:314 (1,2,1,2,3,4) - first combo is the same as the second, just rotated, but the second one has a obvious sound that its following. in this sense the first combo doesn't really make sense since it doesn't have the same sound but has the same pattern.
00:51:529 (1,2) - why is this even 1/6. the 1/4s aren't really clear but they're there. there's certainly no 1/6.
00:54:386 (1,2,3,4,1) - yes there's sound on 1/4 but it isn't really fluid, they don't 'mix together' and having a stream to go with that is odd. 1/4 sliders make more sense.
01:03:136 (1) - sv changes too extreme.
01:17:064 (1) - its more like this http://i.imgur.com/hH6PzME.png also the whole pattern in general makes it difficult to discern snapping as well.
01:26:529 (1) - inconsistent with 00:35:100 (1) -

the rest is similar, inconsistencies, snapping, overmap, spacing issues. some of the mod might sound a little offensive or very subjective but i'm just giving you reasons for why most BNs avoided this map.
pkk
nice bg
Frim4503
right ?
like i said before

*i know this will be happen -_-
A Mystery
Hello! M4M

General

  1. Try to find a better version of the mp3, so it's not compressed to 128 kbps
  2. Why is there a 2 second silent .wav in the folder?
  3. soft-hitwhistle4.wav is a lot longer than needed, consider cutting the last silent part off
Insane

00:02:064 (2,4) - Ctrl+g to emphasize the bass-kick
00:04:029 (2) - If anything, place this closer to 00:03:672 (1) - because of the snare (and not close to 00:04:386 (3) - like it is now
00:10:100 (5,6,7,8,9,10,11,12) - I don't see a reason to use a pattern like this. It might look cool, but the increasing spacing doesn't represent anything in the song. Try to find a pattern which emphasizes the bass-kicks
00:17:243 (1,2) - Ctrl+g to emphasize the snare
00:17:600 (3,1) - Why let this overlap so slightly when 00:15:814 (3,1) - this isn't? It is a way stronger beat so a larger distance would make more sense.
00:19:386 (4) - You shouldn't force a blanket like this. The small spacing doesn't really fit
00:33:672 (3) - This sound is very short, so I don't think an extended slider works out here. Consider using 1 1/1 slider or 2 circles, although 00:34:029 (1) - is a better place for a pattern you used here
00:36:172 (4) - I don't using a 1/4 slider is the best thing to do. it will sound more like a quintuplet (which isn't in the song)
00:36:707 (8) - just use a 1/2 slider. You are ignoring a sound in the song, and instead the slider ends on nothing
00:37:957 (1) - Move this down so it will have a larger distance and it will give a better movement towards the next slider.
00:38:850 (1,2) - Slider spam is not the best thing to use here either. It will sound bad for sounds that are this short
00:42:422 (1) - Same as 00:36:707 (8) -
00:42:957 (3,4) - Ctrl+G to emphasize the snare
00:45:457 (2) - and again, like 00:36:707 (8) -
00:51:172 (1,2,3,4) - This sliderspam is unnecessary as well
00:52:957 (1,2,3,4) - Why the random 1/3?
00:55:457 (1,2,3) - The song has a softer part here, but the spacing is a lot bigger.
It would take too much time to point out every spacing issue. A clap could have a slightly higher spacing, a bass-kick as well. Downbeats as well,... but don't map jumps at random places. Also, when you hear 1/2 sounds, don't make a random extended slider. It will not fit.
01:03:672 (2) - Why? Don't ignore the strong beats
01:26:469 (1) - Wut?
01:31:172 (2) - 1/2
01:36:886 (1,2,3,4) - No slider-spam
01:39:207 (8) - Remove the whistle from the slider-body
01:40:993 - Why ignore this sound?
01:42:600 (2) - 1/2
02:19:683 (6,1,2) - eh,
02:21:469 (2) -
02:37:600 (1) - 1/2

This diff has too many issues before it is close to rankable. Please take the spacing thing in mind. I can only be general about it because pointing everything out is pointless in the end. Just take some time, get more mods, and remap some parts.
Considering I would normally ignore a mapset like this (not close enough to rankable) I will only mod one diff, since you didn't follow the rules.
Nozhomi's diff looks better, but kinda has the same spacing issues at several places.

Good luck with the mapset!
ImmortalKitties

Exa wrote:

I talked it over with several beatmap nominators and most of them were extremely negative regarding it's chances of getting ranked because "it doesn't have a general structure".
What is more sad though is that in the next 24 hours after it's removal from the mapset, I got poked by over 15 people in-game, asking why I removed it.

I am going to do my best and try to get this beatmap ranked because many people believe it deserves to be.

Beatmap nominators were mostly discouraged because of it's "gimmicky mapping style". I can provide several examples of other maps that stand with the same style and are still awesome, one that comes straight to mind is Meg & Dia - Monster (DotEXE Remix) [Xtra].

I hope people will be able to acknowledge the quality of the beatmap and allow it to be ranked.
I see. It was a fun difficulty. And playing the Noz's extra doesn't really seem as fulfilling when playing mania. But this is a standard map vs a mania map so our voice doesn't really matter here. Regardless though best of luck getting this map ranked. Should be fun anyway to play whatever difficulty I am presented with.
Topic Starter
Exa

A Mystery wrote:

Hello! M4M

General

  1. Try to find a better version of the mp3, so it's not compressed to 128 kbps The only mp3 version that currently exists is of 128 kbps
  2. Why is there a 2 second silent .wav in the folder? Silencing sliders?
  3. soft-hitwhistle4.wav is a lot longer than needed, consider cutting the last silent part off
All hitsounds have been checked several times, they are alright.

Insane

00:02:064 (2,4) - Ctrl+g to emphasize the bass-kick I am giving the emphasis on the audio sample that can be heard in all of these 4 notes
00:04:029 (2) - If anything, place this closer to 00:03:672 (1) - because of the snare (and not close to 00:04:386 (3) - like it is now Rearranged the pattern.
00:10:100 (5,6,7,8,9,10,11,12) - I don't see a reason to use a pattern like this. It might look cool, but the increasing spacing doesn't represent anything in the song. Try to find a pattern which emphasizes the bass-kicks It actually works if you see the notes as independent triangles, 00:10:636 (8) - first kick is here which has a tad bit more emphasis compared to the notes before and 00:11:172 (11) - second beat is here which works both because of the highly increased spacing and cut-flow but also because of the extra vocalic audio sample AND the incoming jump. Also the tension on the jingle beats is progressively increasing; and that is mostly where this pattern stands.
00:17:243 (1,2) - Ctrl+g to emphasize the snare Rearranged pattern.
00:17:600 (3,1) - Why let this overlap so slightly when 00:15:814 (3,1) - this isn't? It is a way stronger beat so a larger distance would make more sense. Both the increased SV and curve of the slider work towards the emphasis of that beat, I am keeping this as it is.
00:19:386 (4) - You shouldn't force a blanket like this. The small spacing doesn't really fit Changed
00:33:672 (3) - This sound is very short, so I don't think an extended slider works out here. Consider using 1 1/1 slider or 2 circles, although 00:34:029 (1) - is a better place for a pattern you used here There is a water flow audio sample on the duration of that slider. It's not blank.
00:36:172 (4) - I don't using a 1/4 slider is the best thing to do. it will sound more like a quintuplet (which isn't in the song) I see nothing wrong with how it plays nor with how it looks and feels.
00:36:707 (8) - just use a 1/2 slider. You are ignoring a sound in the song, and instead the slider ends on nothing Not changing for now, I am aware of that sound but it's barely noticeable and I am not planning on sacreficing pliability in order to map this. It also works in relation to the audio sample represented with 00:37:064 (1) - so it shouldn't be that big of a deal. (Will change if pointed out by anyone else).
00:37:957 (1) - Move this down so it will have a larger distance and it will give a better movement towards the next slider. 00:38:314 (2) - Moved 00:38:314 (2) - a bit up because of pattern consistency.
00:38:850 (1,2) - Slider spam is not the best thing to use here either. It will sound bad for sounds that are this short I see nothing wrong with this pattern nor the way it sounds.
00:42:422 (1) - Same as 00:36:707 (8) - Yup
00:42:957 (3,4) - Ctrl+G to emphasize the snare Done
00:45:457 (2) - and again, like 00:36:707 (8) - Yup yup
00:51:172 (1,2,3,4) - This sliderspam is unnecessary as well It's the best way to both keep tension high and also make the 1/6 rev. slider make sense.
00:52:957 (1,2,3,4) - Why the random 1/3? Old mistake, I have been meaning to change that but forgot about it.
00:55:457 (1,2,3) - The song has a softer part here, but the spacing is a lot bigger.
It would take too much time to point out every spacing issue. A clap could have a slightly higher spacing, a bass-kick as well. Downbeats as well,... but don't map jumps at random places. Also, when you hear 1/2 sounds, don't make a random extended slider. It will not fit. I feel like this part is perfect in terms of distance snapping. I am using relatively high DS to create introductory tension for the next sudden beat (00:56:172 (5,1) - ). What allows me to do that are the multiple audio samples in the background, the vocals and the actually represented with correct DS kicks and snares. The jumps are also not random in the mapping area since they work best for the desired flow.
01:03:672 (2) - Why? Don't ignore the strong beats Mapping the dolphin not only emphasizes it (which is what I wend for) but also gives the player a break time from the jumps. Changed to notes though.
01:26:469 (1) - Wut? Wow, nice catch. Probably didn't see while resnapping after the offset change,
01:31:172 (2) - 1/2 The vocals are actually way longer than that, I am using the wobbly slider to represent them as good as possible and also make a nice jump into the next one with it's current slider length.
01:36:886 (1,2,3,4) - No slider-spam Talked about this before.
01:39:207 (8) - Remove the whistle from the slider-body Done
01:40:993 - Why ignore this sound? I - AM - MAPPING - THE VOCALS!!!111!!. Also it plays weird with a note there since that's not how I mapped another pattern of the same nature.
01:42:600 (2) - 1/2 Didn't change
02:19:683 (6,1,2) - eh, Snaped, my eyes deceive me o.o
02:21:469 (2) - Hai o/
02:37:600 (1) - 1/2 I am aware that I am aware that I am skipping this beat, but I feel like it plays better the way it is now.
Will change as soon as someone else points it out!
This diff has too many issues before it is close to rankable. Please take the spacing thing in mind. I can only be general about it because pointing everything out is pointless in the end. Just take some time, get more mods, and remap some parts.
Considering I would normally ignore a mapset like this (not close enough to rankable) I will only mod one diff, since you didn't follow the rules.
The song contains 157 different songs, it is an extremely dexterous job to bring out all of them while also keeping a stand to the fundamentals of emphasis and tension. But while taking a neutral stand here, I don't think the mapset is as bad as bad as you present it to be.
I would also be glad to be directed to the rules I did not follow.
Nozhomi's diff looks better, but kinda has the same spacing issues at several places. Noz <3

Good luck with the mapset! Thanks o/
A Mystery

Exa wrote:

A Mystery wrote:

Hello! M4M

General

  1. Why is there a 2 second silent .wav in the folder? Silencing sliders? Well then it shouldn't be 2 seconds, but this


The song contains 157 different song, it is an extremely deleterious job to bring out all of them while also keeping a stand to the fundamentals of emphasis and tension. But while taking a neutral stand here, I don't think the mapset is as bad as bad as you present it to be.

Well you can think whatever you want. All I want to say is, that you will probably look back one day and see that there is a lot that can be improved, even if you don't see that right now. I see you didn't agree with a lot of suggestions, some of which I think were fundamental for a better overall quality (like the overmapped slider spam, or ignored sounds), including spacing issues where at one moment the distance is really big and at the other moment it isn't. It's completely fine w/e you do, but please take whatever I said seriously, and reconsider some things.

Exa wrote:

I would also be glad to be directed to the rules I did not follow.

A Mystery wrote:

M4M (OPEN)

Allow us to take a look at your map first, so we can decide whether we accept or not.
If you ignore this very simple rule we won't mod back!
The reason why I do is to avoid maps that are in a really bad/newbie state (thus making it impossible to mod), or avoid getting newbie mods back

EDIT: And I meant zero offense in whatever I said, don't take it personally
Topic Starter
Exa


A Mystery: Post it on my queue.
Exa: Done

#NoDrama
Nozhomi

A Mystery wrote:

Nozhomi's diff looks better, but kinda has the same spacing issues at several places.
Are you talking about spacing used to get emphasis with the song ? Or something else ? Anyway I tried to stay consistant for this and use them to fit with music, and not so much people complain about that.
I'll just wait again I guess ^^
A Mystery

Exa wrote:



A Mystery: Post it on my queue.
Exa: Done

#NoDrama
And what did you do after that?
Right, mod our map already.
Have I told you to do that?
No, I just told you to post in my queue

Nozhomi wrote:

A Mystery wrote:

Nozhomi's diff looks better, but kinda has the same spacing issues at several places.
Are you talking about spacing used to get emphasis with the song ? Or something else ? Anyway I tried to stay consistant for this and use them to fit with music, and not so much people complain about that.
I'll just wait again I guess ^^
Well what I meant for your diff, is that there are minor mistakes only. I'm obviously not talking about correctly emphasizing things in the song.
Frim4503
what are you mean about a standard map vs a mania map ?
this is a hybrid map by combined 2 difference mode (std and mania).
and mania diff already have piano icon. so, let's work hard for std diff too :)

P.S. remove fartownik from tags cuz his dif is taken out
fartownik

handsome wrote:

00:02:154 (4) - overmapped, at a brief silence in the music too. - Fixed tho it played just fine.
00:03:136 (1,2,3) - cool concept but no emphasis whatsoever on the loudest sound on 2. minor though. Yes, minor indeed.
00:05:189 (4) - overmapped. Fixed tho it played just fine.
00:05:993 (2,3) - random jump to the top right, its a little odd and forced. as 2 has a similar sound to 1, you could put it in the same line of motion. Fixed I think.
00:06:172 - i would prefer if you did the 1/8 sliders for the little sounds, like you did before.
00:08:939 (5) - overmapped. Fixed [?].
00:09:029 (6) - having this as a slider would be interesting for the sound here. Fixed.
00:11:261 (2) - overmapped. Fixed tho it played just fine.
00:12:823 (4,5) - probably uinintentional, seems like you meant to snap on 1/6. its 1/8 though. The snapping errors come from unintentional snapping from Exa. Also I snap it on 1/6 intentionally as I'm not planning to put a 1/8 stream in a 168BPM map. It plays just fine even though it's out of the rhythm.
00:13:672 (1) - excessive spacing here, the V pattern going on. Don't see a problem.
00:20:457 (5) - autostack leads to this. i'm sure this wasn't intentional http://i.imgur.com/u6Oz3sI.png No idea how to fix this without breaking the pattern apart.
00:21:707 (1) - doesn't have the car beep sound, a circle would make more sense. Did you notice it while playing the map or editing in 50% speed? No one's gonna notice it while playing and having a regular circle here is kinda inconsistent and surprising for the players.
00:22:957 (1) - the spacing change isn't large enough to feel the emphasis you're trying to create. having the first stream at somewhere 0.6 ish is better. Fixed.
00:24:743 (2) - personal preference but this really feels boring and unintuitive. you're having pretty high SV on a slow portion and having the player give their focus on the map for the whole time (holding down/following sliders) when it should be somewhat relaxing portion. Actually it plays pretty fun in my opinion. Not fixing anything in this part.
00:25:814 (1) - increasing SV but building the slider in such a way that the perceived SV is lower.. its an odd stylistic decision. it might be fine given the correct context but in a section full of long sliders, another slider doesn't really give much emphasis. You're wrong because it actually does have emphasis during gameplay.
00:30:338 (2,3,1) - wrong snaps, should be a triple 1/8 starting on the blue tick. Same as the 1/8 part before. Plays really fine as it is.
00:38:314 - i understand mapping to percussions but everyone's gonna be following the synths or vocals etc. having a 3/2 spacing on stack might be confusing, considering you did 1/1 earlier. doing 1/1 makes much more sense and is more fluid. I don't see anything confusing here.
00:37:243 (1) - a somewhat minor SV increase on a 1/2 slider, nobody's gonna 'feel' it. in fact it would just seem odd to play. Well, perhaps, but I think I will leave it as it is.
00:39:743 (2,3,4,1) - well usually this is done with 1/4 into 1/2 spacing, 1/3 into 1/2 is a little trickier. it might have been better if the instrument transition was more crisp and loud, but here its pretty soft hihats, and mixed in with a 1/6 at 00:40:041 - . i suggest switching up the patterns here. Added a 1/8 slider at the end of the pattern as in 01:25:814 (1). It should play just fine.
00:45:368 (2,1) - why not stack it under 00:44:922 (1) - so that the fast movement during the sliders are emphasised more when the cursor comes to a standstill when the there isn't a sound. I kinda like how it currently plays and looks.
00:45:814 (1) - not the same exact sounds as before i prefer having regular SV. Sound doesn't matter here, symmetry and gameplay does. It plays quite well having this a symmetric pattern with a high SV.
00:48:314 (1,2,1,2,3,4) - first combo is the same as the second, just rotated, but the second one has a obvious sound that its following. in this sense the first combo doesn't really make sense since it doesn't have the same sound but has the same pattern.I see your point, but it also has a sound, just a different one, and the following pattern is different as well (4 circles, not 2). And I kinda like how it plays with that pattern.
00:51:529 (1,2) - why is this even 1/6. the 1/4s aren't really clear but they're there. there's certainly no 1/6.Bad mistake from me, remapped this part without listening close to the music. My bad. Fixed.
00:54:386 (1,2,3,4,1) - yes there's sound on 1/4 but it isn't really fluid, they don't 'mix together' and having a stream to go with that is odd. 1/4 sliders make more sense.Ikr, but it plays surprisingly well. It stays.
01:03:136 (1) - sv changes too extreme.Nah, they're perfect. Just not common at all.
01:17:064 (1) - its more like this http://i.imgur.com/hH6PzME.png also the whole pattern in general makes it difficult to discern snapping as well. 1/8 deal from before. Also it's not difficult at all - 1/6 is a spaced stream, 1/4 is a stack. Nothing more simple to read.
01:26:529 (1) - inconsistent with 00:35:100 (1) - Ikr, that's called pattern diversity. If I were to follow the same beat/pattern every single time the beat repeats in the song it would've been boring as heck.

the rest is similar, inconsistencies, snapping, overmap, spacing issues. some of the mod might sound a little offensive or very subjective but i'm just giving you reasons for why most BNs avoided this map.
I fixed more than you brought up. You can view the changes in my set, but I think the diff will be added back here soon enough. If you see more 'inconsistencies' - call them up, I will gladly work on those and have this map qualified as it seems a lot of people actually enjoy shitty, overmapped and inconsistent maps.
Topic Starter
Exa

Frim4503 wrote:

what are you mean about a standard map vs a mania map ?
this is a hybrid map by combined 2 difference mode (std and mania).
and mania diff already have piano icon. so, let's work hard for std diff too :)

P.S. remove fartownik from tags cuz his dif is taken out

His diff is not ded just yet
Mortem
Nozhomi brought me here.

Normal:
• 00:37:957 (1,1) - Will be good if you could stack these two. If you do, you should remake the second slider.
• 02:07:243 (1) - Remove NC.
• 02:14:029 (1) - ^
• 02:17:243 (1) - ^

Hard:
• 00:37:600 (2,4,5) - What about smaller DS on 4,5 and stack the 5 with 2.
• 01:43:672 - What about adding a circle here?
• 02:08:314 (1) - Remove NC.
• 02:18:493 (3,1) - The ends are not properly stacked.
• 02:20:814 (1,2) - Stack.

Insane:
• 00:17:599 (3,1) - This isn't good. They are overlapping themselves on a timeline. Make a shorter slider 00:17:599 (3) - and end it at 00:17:867 -
• 00:45:456 (2,2) - Not stacked properly.
• 00:46:706 (2,5) - ^
• 01:28:492 (1,2,3,4,5) - This spacing really plays uncomfortable.
• 01:43:672 - Same case as in Hard.
• 02:07:778 (2,3) - Stack?
• 02:25:813 (5,3) - Not stacked properly.
• 02:31:171 (4,3) - ^
• 02:33:313 (8,5) - ^
• 02:32:778 (5,6) - ^

Extra seems fine.
imo, this beatmap needs some more mods before is going to be ranked.
Hope that helps.
Good Luck!
Topic Starter
Exa
Changed most things from Pjecoo's mod.

++ Also added back Powerpuff Grills with the changes applied. We are getting this ranked.
P A N
[Insane]
  1. 00:12:600 (1,2) - considering swap NC here, because you change SV on 2, not on 1
  2. I'm not sure if you add NC on 00:19:922 (1,1) - to follow the instrument or something but it's not that necessary imo. just add on 00:19:386 (4)
  3. 00:33:493 (1) - why NC here? remove?
  4. 00:51:886 (5) - NC? 1/3 and it's as long as previous 4 slider so it's hard to read.
  5. 00:53:314 (7) - why place here, please don't. ok I saw you didn't do it once so I gonna explain, if you want to place 5 that far, at least you should change (3) as 1/4 slider. the player that play insane is not that pro to hit 5 like that... even for pro is still hard. so please considering place it normally or change (3) to 1/4 slider. if it in extra diff will be a different case.
  6. 00:55:100 (7) - hmm you can place here but if you move it further will be more pleasant to play. really. like stack with 00:54:207 (2).
  7. 00:59:564 (7,8) - the reason why I told you to move note further because you know, when you play a big spacing and suddenly drop to this close is not flow. it's playable but, in this pattern, if you keep it consistent, it will be more pleasant to play. still depends on your decision because the pattern you made doesn't wrong as well, I didn't miss there. here is my pattern suggestion (can be other pattern of course), and I recommend you to change 8 to 1/2 slider because there has a beat on 00:59:922 which is quiet strong and weird to skip it, or add circle and stack to 8. up to you.
  8. 01:00:100 (1,2,1) - still these NC, I think you are following something but, there won't have following point to next note and drain disturbing which is really harder, so considering decrease the frequently of NC.
  9. 00:51:172 - just in case if you think spam 1/4 is weird there. it's not overmapped of course but somehow the hitsound is kinda too loud or something.
  10. 01:04:207 (1) - kinda impossible to read that it's 1/4 at first try I believe, so I suggest to end it on previous white tick instead.
  11. 01:05:814 (1,1) - why many NC.
  12. 01:08:672 - try this? more fit imo.
  13. 01:15:100 (1,2,1,2,3,4,1,2,3,4,1,2) - starting here, NC are kinda messed up.
  14. 01:22:779 (2) - kinda hard to tell in one try that it's 1/4. how about this, just an example.
  15. 01:28:493 (1) - remove NC and move a tiny further would be good, almost touch the tail.
  16. 01:30:993 - rhythm suggestion.
  17. 01:39:029 (5) - same.
  18. 01:57:243 - I'm not sure what did you follow but if you follow vocal, should be like this.
  19. 02:08:850 (3,4,5,1) - this hidden is really insane, I think it's rankable but hm, imagine when people play this, they probably think this is 4 notes or 5 notes stream. considering change the pattern of something.
  20. 02:11:707 (3,4,5) - I know inconsistent spacing is allowed but this pattern is different, looks at you did on 02:12:600 (2,3,4,5). this is actually fine. but in this case, this pattern is just go in one way and the beat is consistent so considering make their spacing a bit more consistent for tidy and more pleasant to play. to example this pattern, it's similar to this
  21. to be honest, after 02:29:386 (1), would be better if you use consistent spacing. because on 02:33:314 (8,9,1,2) you also increase their spacing while the beat go weaker. so better keep all of them consistent or replace all of them to follow to how strong the beat are.
  22. 02:37:600 (1) - hm. 1/2 slider please.
that's it for insane, the thing I worry about is the NC. some part NC are too frequently and some NC are unnecessary. I didn't mention because I'm also not sure but yes, for me, some NC are weird. good luck. catch me in game you have any question.
Topic Starter
Exa
Changed almost everything and redid all combos!

Thanks for the mod P A N!
Litharrale
Starting to feel like this map is suffering from "toumei elegy syndrome"

i.e Feels like the map is losing it's original appeal that drew so many to it, especially with the insane. The endless mods and changes have corrupted the mappers style so much it just feels generic and boring now.

or maybe I'm just old and don't like change....

Get of my lawn you damn dirty kids
pkk
same tbh
Frim4503
just wanna say something

check AI mod on powerpuff diff
fartownik

Litharrale wrote:

Starting to feel like this map is suffering from "toumei elegy syndrome"

i.e Feels like the map is losing it's original appeal that drew so many to it, especially with the insane. The endless mods and changes have corrupted the mappers style so much it just feels generic and boring now.

or maybe I'm just old and don't like change....

Get of my lawn you damn dirty kids
I'm afraid my diff might be ripped apart by the QAT as well, but the core of it will never change, even if it had to mean not ranking this map. Most of the stuff that QAT unranks maps for is fucking ridiculous and it really seems like most of them know shit to nothing about mapping itself and most importantly about playing the maps they try making 'better' (looking at Asymmetry's unrank reasons is a fucking comedy sketch). It's like they're getting paid for the amount of maps per month they unrank or some shit so they come up with petty reasons out of nowhere to justify it.
Topic Starter
Exa

fartownik wrote:

Litharrale wrote:

Starting to feel like this map is suffering from "toumei elegy syndrome"

i.e Feels like the map is losing it's original appeal that drew so many to it, especially with the insane. The endless mods and changes have corrupted the mappers style so much it just feels generic and boring now.

or maybe I'm just old and don't like change....

Get of my lawn you damn dirty kids
I'm afraid my diff might be ripped apart by the QAT as well, but the core of it will never change, even if it had to mean not ranking this map. Most of the stuff that QAT unranks maps for is fucking ridiculous and it really seems like most of them know shit to nothing about mapping itself and most importantly about playing the maps they try making 'better' (looking at Asymmetry's unrank reasons is a fucking comedy sketch). It's like they're getting paid for the amount of maps per month they unrank or some shit so they come up with petty reasons out of nowhere to justify it.
I thought a map's greater purpose was to end up in the players's hand and be as fun as possible. Seems like it's prefared to have your fruit taste worse than it should but be perfectly peeled. (Metaphor inc). I am eager to get this map ranked, not because its good or bad but because when I removed it from the mapset, I got contacted by people of whom I have never seen heard before, asking me to put it back in because they wanted to see it ranked.
Frim4503
i think it's hard to do it
like fartownik said
and BN will afraid to rank it
Topic Starter
Exa
Aprove --> Not good? ---> DQ and explain why --> Fix --> Reaprove?
|
--> Good? --> Rank.

Simple enough. I personally see nothing to be afraid of.

Also to everyone who keeps scolding me for the "Distance Snap issues". The song does not ducking consist out of some kicks and snares; therefore I am not obligated to Alternate between higher and lower DS according to only the kicks and snares. There are 153 songs in this thing and all have their own audio samples which provide different tension. Kicks and snares are being used by the creator of this song, solely because there must be a fundamental structure on which the song stands. The flow is nice and the song plays fine according to every testplayer I have forced to play this.
Nozhomi
I guess we should push forward this set.
If this get unqualified and reason looks stupid, just contest it, or fix what is wrong for QATs.

tbh I don't really like Fartownik diff, but that don't mean the diff is bad, just style is different from what I expect that's all, why be afraid to see it rank because it's different ? Just try to find some experienced modder higer diffs, and let's go for qualify it.

Fight !
Topic Starter
Exa
I agree, I mapped the insane almost 3 months ago and I could now see some important mistakes that I did.
I fixed them at my best ability and I believe that it now plays flawlessly.
EternalComet
Can someone link me to the artist for the BG? Please and thank you :D
Litharrale

Exa wrote:

I am eager to get this map ranked.
Topic Starter
Exa

Litharrale wrote:

Exa wrote:

I am eager to get this map ranked.
Comments like that make me confused on what people really want here :S



And then you are trying to imply that the map is not of good quality? :S
It's clear that you are ignorant regarding the quality standards of today's beatmapping. If you are willing to cause strife, then pleeeease don't.
If - however - you seriously have any concerns about the map's quality, you are more than welcome to make a mod (and actually find stuff to prove your statement) or talk to me in-game and explain why you think the map is not of good quality.

As for the stubborn part: I am not being stubborn I am just not getting actually useful mods for any difficulty other than fartownik's and any testplayer that I have forced into playing this has stated that there are no flow issues and imo the map looks aesthetically fine. As for the rhythm, I see nothing wrong with it and nor does any modder who dealt with this beatmap set so far. (P A N made some good suggestions though).

And on an end note, I am - in no way possible - going to sacrifice the quality of any of my beatmaps and be stubborn with it in order to get it ranked.
Fartwonik did some major changes that he did not intend to do initially, just for the sake of rankabilty. So, saying that anyone who worked on this set is stubborn, is extremely rude and offensive.


Artist's pixiv: http://www.pixiv.net/member.php?id=2696273
NVAN
Well, for me about the map quality.
Your map is 6/10 for a decent-good looking map. Most because of your quite random spacing and most of your slider drawing and placing.

I suggest you to re-map.
It's a best way than just doing another speed mapping. Speed mapping is phatetic :S
Topic Starter
Exa

XeroiZi HD wrote:

Well, for me about the map quality.
Your map is 6/10 for a decent-good looking map. Most because of your quite random spacing and most of your slider drawing and placing.

I suggest you to re-map.
It's a best way than just doing another speed mapping. Speed mapping is phatetic :S
Beeeee specific. I am sick of this.
fartownik

Exa wrote:

XeroiZi HD wrote:

Well, for me about the map quality.
Your map is 6/10 for a decent-good looking map. Most because of your quite random spacing and most of your slider drawing and placing.

I suggest you to re-map.
It's a best way than just doing another speed mapping. Speed mapping is phatetic :S
Beeeee specific. I am sick of this.
Just ignore his post
Gaia
a quick check and some first thoughts

hardest diff:
the name itself is doesnt make sense and is pretty stupid tbh, but whatever
00:54:386 (1,2,3,4,1,2,1) - this is not smart mapping, like maybe if the antijump was seperated by a big gap but it's a constant 1/2, people will overstream here
00:58:136 (2) - you're joking. lmao. a slow down is cool and all but it does NOT call for 0.02x SV (also this is unranakble because of green line SV abuse)
01:13:672 (1,2) - dunno why this is sped up compared to the other ones, i mean this has the same intensity as 01:09:386 (1,2) - and they should be consistent
01:32:957 (5,6,1) - this kind of overlap is super tricky to read..
01:33:850 (5) - don't stack this , same reason as that stream above
01:54:743 (1) - probably unrankable, no clear sliderpath

also i'd like to mention that 1/6 streams (00:31:410 (2,3,1) - 00:39:743 (2,3,4) - for example) and then 1/4 streams (00:33:314 (1,2,3,4) - ) is pretty tricky to play imo.

some problems here and there, i personally think this diff can be cleaned up more before pushing for rank
well anyways good luck and have fun !
fartownik

Gaia wrote:

a quick check and some first thoughts

hardest diff:
the name itself is doesnt make sense and is pretty stupid tbh, but whatever
00:54:386 (1,2,3,4,1,2,1) - this is not smart mapping, like maybe if the antijump was seperated by a big gap but it's a constant 1/2, people will overstream here - No one has ever overstreamed this part as I was spectating them playing this map. Ever.
00:58:136 (2) - you're joking. lmao. a slow down is cool and all but it does NOT call for 0.02x SV (also this is unranakble because of green line SV abuse) - lmao, you have no idea how cool it actually plays. If I could I'd have used 0.00x sliders here, but I can't and since you have your 'golden rules' I can't even use 0.02x which is the closest to perfection. Is there really NO WAY to let this stay until the map is in Qualified and see how people actually treat this part? The map can be unqualified any time if it's a problem for anyone (which was not for the testplayers, it was even the opposite, most of them said it played great).
01:13:672 (1,2) - dunno why this is sped up compared to the other ones, i mean this has the same intensity as 01:09:386 (1,2) - and they should be consistent - because why not, it plays more interestingly this way.
01:32:957 (5,6,1) - this kind of overlap is super tricky to read.. - so? the map's main difficulty is its trickiness, also it's not really hard at all if you're skilled.
01:33:850 (5) - don't stack this , same reason as that stream above - Argghhh, I WILL stack this. I like how it plays.
01:54:743 (1) - probably unrankable, no clear sliderpath - There's no y axis movement required from the player to clear this slider, only x movement (left and right). A simple move to the right clears it every play.

also i'd like to mention that 1/6 streams (00:31:410 (2,3,1) - 00:39:743 (2,3,4) - for example) and then 1/4 streams (00:33:314 (1,2,3,4) - ) is pretty tricky to play imo. - Yes, yes it is.

some problems here and there, i personally think this diff can be cleaned up more before pushing for rank
well anyways good luck and have fun !
Litharrale
:(

Exa wrote:

Comments like that make me confused on what people really want here :S



And then you are trying to imply that the map is not of good quality? :S
It's clear that you are ignorant regarding the quality standards of today's beatmapping. If you are willing to cause strife, then pleeeease don't.
If - however - you seriously have any concerns about the map's quality, you are more than welcome to make a mod (and actually find stuff to prove your statement) or talk to me in-game and explain why you think the map is not of good quality.

As for the stubborn part: I am not being stubborn I am just not getting actually useful mods for any difficulty other than fartownik's and any testplayer that I have forced into playing this has stated that there are no flow issues and imo the map looks aesthetically fine. As for the rhythm, I see nothing wrong with it and nor does any modder who dealt with this beatmap set so far. (P A N made some good suggestions though).

And on an end note, I am - in no way possible - going to sacrifice the quality of any of my beatmaps and be stubborn with it in order to get it ranked.
Fartwonik did some major changes that he did not intend to do initially, just for the sake of rankabilty. So, saying that anyone who worked on this set is stubborn, is extremely rude and offensive.


Artist's pixiv: http://www.pixiv.net/member.php?id=2696273
Woah. I think....I think you missed my point.....by a mile.....

Don't be so vain, I was just linking the image of garven's userpage to try and reinforce my post before about how the low quality mods are ruining your map because everything thinks more mods = better map when it's really not true. Especially when you have a unique mapping style. Jesus dude I wasn't insulting you, I didn't even say your map was low quality, it's the only map on my 9,000 strong list thats unranked.
Topic Starter
Exa

Litharrale wrote:

:(

Exa wrote:

Comments like that make me confused on what people really want here :S



And then you are trying to imply that the map is not of good quality? :S
It's clear that you are ignorant regarding the quality standards of today's beatmapping. If you are willing to cause strife, then pleeeease don't.
If - however - you seriously have any concerns about the map's quality, you are more than welcome to make a mod (and actually find stuff to prove your statement) or talk to me in-game and explain why you think the map is not of good quality.

As for the stubborn part: I am not being stubborn I am just not getting actually useful mods for any difficulty other than fartownik's and any testplayer that I have forced into playing this has stated that there are no flow issues and imo the map looks aesthetically fine. As for the rhythm, I see nothing wrong with it and nor does any modder who dealt with this beatmap set so far. (P A N made some good suggestions though).

And on an end note, I am - in no way possible - going to sacrifice the quality of any of my beatmaps and be stubborn with it in order to get it ranked.
Fartwonik did some major changes that he did not intend to do initially, just for the sake of rankabilty. So, saying that anyone who worked on this set is stubborn, is extremely rude and offensive.


Artist's pixiv: http://www.pixiv.net/member.php?id=2696273
Woah. I think....I think you missed my point.....by a mile.....

Don't be so vain, I was just linking the image of garven's userpage to try and reinforce my post before about how the low quality mods are ruining your map because everything thinks more mods = better map when it's really not true. Especially when you have a unique mapping style. Jesus dude I wasn't insulting you, I didn't even say your map was low quality, it's the only map on my 9,000 strong list thats unranked.
:? Mk we are in the clear :)
Frim4503
just find people who can mod and testplay the std diff then fix the unrankable isues. the find BN to rank it or ask QAT for theis opinions if you unsure about your mapping style.
no offense, idk about std mapping
NVAN
I'm gonna do the rest of the diff. If you've done.

Legends

| Unrankable. Please give me a reason why you refuse this, and two for to keep it. Or else, say goodbye for the rank status.
| Highly Recommended. Give me a very obvious reason why do you refuse it
| Suggestions. You can keep this alone if you don't like it, sometimes it's just a nazi stuff
| Comments or Attention. Just a word of the map's part. You better not reply it to keep yourself happy (Because seomtime it's negative and can hurt yourself)

[Nozhomi's Extra]
  1. 00:04:743 (1,2) - This should be 1/8, try to listen it at 25%. Or to make it simple. Just change them into circles only
  2. 00:05:457 (1) - Since this is a bit too far for many players. Try to move it to x:296 y:144 ; I'm just trying to make the pattern look more neat. And if you apply this mod, move 00:05:814 (2) to x:392 y:344
  3. 00:20:457 (4,1) - I think you need to increase the volume since i even can't hear the "Play" hitsound
  4. 00:21:886 (1) - Even the spacing is higher than the before one, try to remove the NC since it's unneded. And also, it's still easy to be guess blindly when to tap it.
  5. 00:34:386 (2,3,4) - To be honest, this can be a bad idea. Putting 1/3 triplets like that can be a bad idea since there aren't a lot of 1/3 on this song. So change it into a slider
  6. 00:35:457 (2) - This one isn't stacekd well with the head of 00:34:029 (1)
  7. 00:48:314 (5) - Same issue as 00:20:457 (4,1) ; You have to increase the volume
  8. 01:00:457 (4) - Same issue as above
  9. 01:37:600 (1,2,3) - Same issue as 00:34:386 (2,3,4) - Change it into a slider and also 01:37:734 (2) is wrong snapped
  10. 01:43:493 (6) - Avoid this one touching the slider's blanket of 01:43:672 (1)
  11. 01:54:743 (1) - Even the pitch is going higher on this part, but try to get the tail of it is close to the head of 01:55:100 (1) - This is for playablity to make more player avoid from miss (Pls don't be like fartownik)
  12. 02:14:386 (5) - This is almost touching 02:13:850 (2) ; Try to avoid that next time
  13. 02:17:511 (5,6,7,8,9,1) - Are you trying to make it like a stacked-double-dumb (Example)? Because 02:17:689 (7,8) Isn't aligned well. If no, Just ignore it :)
  14. 02:37:243 (5,6) - These two seems touching. Try to make them untouching.
  15. 02:39:386 (1) - Well not trying to complain. But why you don't just move the spinner start to 02:39:118 - Hey, it won't be a pain, right?
[Powerpuff Grills]
  1. 01:59:386 (1) - This object is touching the HP bar

    The rest are jokes >.>

Good luck o/
Nozhomi

XeroiZi HD wrote:

I'm gonna do the rest of the diff. If you've done.

Legends

| Unrankable. Please give me a reason why you refuse this, and two for to keep it. Or else, say goodbye for the rank status.
| Highly Recommended. Give me a very obvious reason why do you refuse it
| Suggestions. You can keep this alone if you don't like it, sometimes it's just a nazi stuff
| Comments or Attention. Just a word of the map's part. You better not reply it to keep yourself happy (Because seomtime it's negative and can hurt yourself)

[notice][Nozhomi's Extra]
  1. 00:04:743 (1,2) - This should be 1/8, try to listen it at 25%. Or to make it simple. Just change them into circles only - - 1/8 whould work but I think it would be a little overdone and I prefer keep them to have a full 1/4 pattern here.
  2. 00:05:457 (1) - Since this is a bit too far for many players. Try to move it to x:296 y:144 ; I'm just trying to make the pattern look more neat. And if you apply this mod, move 00:05:814 (2) to x:392 y:344 - It's not far, spacing is constant with previous 1/4.
  3. 00:20:457 (4,1) - I think you need to increase the volume since i even can't hear the "Play" hitsound - Forget to remove it lol.
  4. 00:21:886 (1) - Even the spacing is higher than the before one, try to remove the NC since it's unneded. And also, it's still easy to be guess blindly when to tap it. - NC is necessary for SV change.
  5. 00:34:386 (2,3,4) - To be honest, this can be a bad idea. Putting 1/3 triplets like that can be a bad idea since there aren't a lot of 1/3 on this song. So change it into a slider - I think I could if it was an Insane, but that's an Extra. People could be able to read it and play it (I pass it without problem).
  6. 00:35:457 (2) - This one isn't stacekd well with the head of 00:34:029 (1) - ...they are.
  7. 00:48:314 (5) - Same issue as 00:20:457 (4,1) ; You have to increase the volume - Forget to remove this one too.
  8. 01:00:457 (4) - Same issue as above - ^
  9. 01:37:600 (1,2,3) - Same issue as 00:34:386 (2,3,4) - Change it into a slider and also 01:37:734 (2) is wrong snapped - Fix bad snaping, but not turn this into a slider, because people are aware of it since I made one at 01:25:457 (2) - .
  10. 01:43:493 (6) - Avoid this one touching the slider's blanket of 01:43:672 (1) - Not touching at all, it's just really close.
  11. 01:54:743 (1) - Even the pitch is going higher on this part, but try to get the tail of it is close to the head of 01:55:100 (1) - This is for playablity to make more player avoid from miss (Pls don't be like fartownik) - Change a little...I guess.
  12. 02:14:386 (5) - This is almost touching 02:13:850 (2) ; Try to avoid that next time - Wut...from where it touch it ?
  13. 02:17:511 (5,6,7,8,9,1) - Are you trying to make it like a stacked-double-dumb (Example)? Because 02:17:689 (7,8) Isn't aligned well. If no, Just ignore it :) - Wooooooooooooops.
  14. 02:37:243 (5,6) - These two seems touching. Try to make them untouching. - I prefer keep symetric pattern.
  15. 02:39:386 (1) - Well not trying to complain. But why you don't just move the spinner start to 02:39:118 - Hey, it won't be a pain, right? - Because I'm stupid XD
Good luck o/
Thx~

difffffffffffffffff
osu file format v14

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AudioLeadIn: 0
PreviewTime: 34386
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
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[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:Marble Soda
TitleUnicode:Marble Soda
Artist:Shawn Wasabi
ArtistUnicode:Shawn Wasabi
Creator:Exa
Version:Noz's Extra
Source:
Tags:Mashup Frim4503 fartownik Nozhomi
BeatmapID:724360
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188,200,106529,6,0,B|180:60|180:60|84:72|56:164,2,300,2|0|0,0:0|0:0|0:0,0:0:0:0:
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172,272,112243,6,0,B|100:300|100:300|126:235|126:235|100:176|144:116|212:132,2,300,2|0|0,0:0|0:0|0:0,0:0:0:0:
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512,152,126886,1,0,0:0:0:0:
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316,228,127957,6,0,B|344:192|344:192|324:132,1,100,0|4,0:0|0:0,0:0:0:0:
256,8,128314,2,0,B|300:36|300:36|364:32,1,100,0|4,0:0|0:0,0:0:0:0:
347,33,128582,1,0,0:0:0:0:
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512,144,128850,1,0,0:0:0:0:
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300,184,129118,1,0,0:0:0:0:
256,172,129207,1,0,0:0:0:0:
212,184,129297,1,0,0:0:0:0:
196,227,129386,6,0,L|220:332,1,100,4|0,0:0|0:0,0:0:0:0:
300,184,129743,2,0,L|277:86,1,100,0|4,0:0|0:0,0:0:0:0:
116,173,130100,2,0,P|162:190|212:184,1,100,8|0,0:0|0:0,0:0:0:0:
256,40,130457,1,4,0:0:0:0:
300,184,130636,1,0,0:0:0:0:
404,76,130814,5,0,0:0:0:0:
256,40,130993,1,4,0:0:0:0:
253,240,131172,2,0,B|303:272|346:240,1,100,0|0,0:0|0:0,0:0:0:0:
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320,99,131707,1,0,0:0:0:0:
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160,304,131975,1,0,0:0:0:0:
116,292,132064,1,0,0:0:0:0:
92,256,132154,1,0,0:0:0:0:
96,212,132243,6,0,P|116:167|95:123,1,100,4|0,0:0|0:0,0:0:0:0:
256,40,132600,2,0,P|235:84|256:128,1,100,0|4,0:0|0:0,0:0:0:0:
352,244,132957,1,8,0:0:0:0:
470,95,133136,2,0,L|370:83,1,100,0|4,0:0|0:0,0:0:0:0:
228,132,133493,1,0,0:0:0:0:
352,244,133672,5,0,0:0:0:0:
228,132,133850,1,4,0:0:0:0:
470,95,134029,1,0,0:0:0:0:
352,244,134207,1,0,0:0:0:0:
180,83,134386,2,0,P|159:128|175:174,1,100,8|0,0:0|0:0,0:0:0:0:
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256,152,135457,1,0,0:0:0:0:
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327,83,137511,1,0,0:0:0:0:
344,130,137600,1,0,0:0:0:0:
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383,202,137779,1,0,0:0:0:0:
404,227,137868,1,0,0:0:0:0:
423,273,137957,5,4,0:0:0:0:
327,83,138136,1,0,0:0:0:0:
475,201,138314,2,0,P|429:217|383:202,1,100,0|4,0:0|0:0,0:0:0:0:
200,112,138672,1,8,0:0:0:0:
157,98,138761,1,0,0:0:0:0:
117,120,138850,1,0,0:0:0:0:
112,164,138939,1,0,0:0:0:0:
139,200,139029,1,4,0:0:0:0:
180,216,139118,1,0,0:0:0:0:
221,233,139207,1,0,0:0:0:0:
248,268,139297,1,0,0:0:0:0:
250,312,139386,6,0,P|229:355|174:372,1,100,0|4,0:0|0:0,0:0:0:0:
84,260,139743,2,0,P|131:256|173:295,1,100,0|0,0:0|0:0,0:0:0:0:
24,320,140100,2,0,P|-2:280|10:224,1,100,8|0,0:0|0:0,0:0:0:0:
104,80,140457,2,0,B|144:106|144:106|216:100,1,100,0|0,0:0|0:0,0:0:0:0:
396,88,140814,5,4,0:0:0:0:
384,132,140904,1,0,0:0:0:0:
372,176,140993,1,0,0:0:0:0:
360,220,141082,1,0,0:0:0:0:
348,264,141172,1,0,0:0:0:0:
204,156,141350,1,4,0:0:0:0:
404,140,141529,2,0,L|376:240,1,100,8|0,0:0|0:0,0:0:0:0:
348,384,141886,1,4,0:0:0:0:
488,120,142064,2,0,L|460:220,1,100,8|0,0:0|0:0,0:0:0:0:
333,323,142422,5,4,0:0:0:0:
260,192,142600,1,0,0:0:0:0:
300,172,142689,1,0,0:0:0:0:
340,152,142779,1,0,0:0:0:0:
380,128,142868,1,0,0:0:0:0:
408,32,142957,2,4,L|318:77,1,100,8|0,0:0|0:0,0:0:0:0:
162,145,143314,2,0,P|146:191|161:238,1,100
288,320,143672,5,4,0:0:0:0:
300,172,143850,1,0,0:0:0:0:
161,238,144029,1,0,0:0:0:0:
288,320,144207,1,4,0:0:0:0:
346,118,144386,2,0,P|299:101|253:118,1,100,8|0,0:0|0:0,0:0:0:0:
161,238,144743,1,4,0:0:0:0:
320,248,144922,1,0,0:0:0:0:
187,315,145100,6,0,P|138:316|97:289,1,100,0|4,0:0|0:0,0:0:0:0:
44,148,145457,2,0,B|96:136|96:136|136:148|136:148|200:132,1,150,0|0,0:0|0:0,0:0:0:0:
259,108,145814,2,0,P|368:144|259:180,1,300,8|0,0:0|0:0,0:0:0:0:
424,92,146529,6,0,P|434:140|426:189,1,100,4|0,0:0|0:0,0:0:0:0:
388,336,146886,2,0,P|420:296|488:288,1,100,0|4,0:0|0:0,0:0:0:0:
316,304,147243,2,0,P|265:296|224:212,1,150,8|0,0:0|0:0,0:0:0:0:
240,172,147600,5,4,0:0:0:0:
428,152,147779,1,0,0:0:0:0:
316,304,147957,1,0,0:0:0:0:
56,156,148314,6,0,L|8:112,2,50,4|0|0,0:0|0:0|0:0,0:0:0:0:
156,268,148672,1,8,0:0:0:0:
256,156,148850,1,0,0:0:0:0:
355,268,149029,2,0,P|397:206|403:132,1,150,8|0,0:0|0:0,0:0:0:0:
388,96,149386,5,4,0:0:0:0:
312,32,149564,1,0,0:0:0:0:
200,32,149743,1,4,0:0:0:0:
100,116,149922,1,0,0:0:0:0:
80,144,150011,1,0,0:0:0:0:
100,172,150100,1,8,0:0:0:0:
220,244,150279,1,0,0:0:0:0:
228,96,150457,1,0,0:0:0:0:
100,172,150636,1,4,0:0:0:0:
232,264,150814,5,0,0:0:0:0:
400,236,150993,1,0,0:0:0:0:
284,96,151172,1,4,0:0:0:0:
244,284,151350,1,0,0:0:0:0:
412,172,151529,1,8,0:0:0:0:
228,96,151707,1,0,0:0:0:0:
252,300,151886,1,0,0:0:0:0:
468,216,152064,1,0,0:0:0:0:
256,40,152243,5,4,0:0:0:0:
128,192,152422,1,0,0:0:0:0:
256,344,152600,1,4,0:0:0:0:
288,332,152689,1,0,0:0:0:0:
320,318,152779,1,0,0:0:0:0:
352,305,152868,1,0,0:0:0:0:
384,292,152957,1,8,0:0:0:0:
256,160,153136,1,0,0:0:0:0:
232,352,153314,2,0,P|221:324|219:294,1,59.9999981689454,0|0,0:0|0:0,0:0:0:0:
256,160,153493,2,0,P|266:187|268:217,1,59.9999981689454,4|0,0:0|0:0,0:0:0:0:
232,352,153672,5,0,0:0:0:0:
130,242,153850,1,0,0:0:0:0:
256,160,154029,1,4,0:0:0:0:
358,270,154207,1,0,0:0:0:0:
198,206,154386,2,2,P|181:160|198:114,1,100,8|0,0:0|0:0,0:0:0:0:
314,113,154743,2,2,P|330:159|314:206,1,100,8|0,0:0|0:0,0:0:0:0:
198,113,155100,5,4,0:0:0:0:
256,252,155279,1,0,0:0:0:0:
314,113,155457,1,0,0:0:0:0:
345,96,155547,1,0,0:0:0:0:
376,79,155636,1,0,0:0:0:0:
406,62,155725,1,0,0:0:0:0:
437,46,155814,1,0,0:0:0:0:
380,184,155993,1,4,0:0:0:0:
198,271,156172,1,0,0:0:0:0:
167,288,156261,1,0,0:0:0:0:
136,305,156350,1,4,0:0:0:0:
106,322,156439,1,0,0:0:0:0:
75,338,156529,5,0,0:0:0:0:
132,200,156707,1,0,0:0:0:0:
256,76,156886,1,0,0:0:0:0:
380,200,157064,1,4,0:0:0:0:
198,271,157243,2,0,L|224:172,1,100,8|0,0:0|0:0,0:0:0:0:
314,271,157600,2,0,L|288:172,1,100,4|0,0:0|0:0,0:0:0:0:
256,28,157957,5,2,0:0:0:0:
256,52,158493,5,2,0:0:0:0:
256,76,159029,5,2,0:0:0:0:
256,192,159118,12,4,161172,0:0:0:0:
Topic Starter
Exa
Notice: Offset changed to 807.

Everything should be fine now.
Aka
remapped insane and normal are indeed pretty much better now. farto diff rocks btw 8-)
have my star
Nozhomi

Aka wrote:

remapped insane and normal are indeed pretty much better now
I agree.

Btw hi Aka :D
Topic Starter
Exa
For the Powerpuff Grills difficulty:

00:58:128 (2,2,1,1,2,1,2,3,1,2) - Since many people are mentioning these, I would like to explain why they work here.

00:57:949 (1,2,1) - The core of their efficiency lies within these 3 hitobjects. The transition 00:57:949 (1,2) - from the note to the slider proposes a fully linear cursor movement, which works with the transition 00:58:128 (2,1) - here to ensure a perfect back-and-forth flow.
00:58:128 (2,1) - When the player first taps on the slider, he will - of course - not know how to treat it. No matter how late or early he releases his finger, the cursor should not have moved much because it's a really small jump to make between these 2 hitobjects. Therefore, this slider is ensured to play well, and when that happens, the player should have learned the nature of it and use that knowledge to complete the other similar sliders.
Milan-
nozhomi
-00:01:521 (3,4,1,2) - having the same pattern even tho the music has emphasis on (2) is not really nice.
-00:29:914 (3,1) - they way you make the transition towards this kind of sliders is reallly annoying, rotating (1) by 30°~ flows better. It may be a minor but still makes the map better:p. 00:30:628 (3,1) - same
-00:31:521 (1,2) - offbeat slider isnt that great, try ctrl g'ng that rhythm. Sounds better
-00:33:664 (5) - Uh it's better just as a circle cuz there's no music or something that support an extended slider here, in addition to make the following pattern play better . (or maybe slow it down?)
-there are some pattern where you could improve the flow just doing minor adjustments, like here 00:15:806 (5,1,2,1,2,3) - it feels really forced the way you change suddenly to 1/4 sliders jumps, without saying that the flow you make here 00:16:878 (3,4,5,6) - is really awkward due to bad usage of slider leniency. And fast/ugly example of what you could've done there is something like this https://osu.ppy.sh/ss/3484487
-00:34:616 (3,1) - this could be another example. You make the player stay in one position by doing this 00:34:378 (1,2,3) - so it'd play cooler if 00:34:735 (1) - stays also in the same spot.
-00:59:556 (9,1,2) - you're forcing slider leniency to do the job even tho it doesnt actually do it right.
-Also there are some parts where the music get less stronger / slower, but you still keep jumping on every beat. Ex, 00:46:342 (5) - you make it part of the whole triangle but this beat is way weaker than the others so making a triangle with this note doesnt have much sense; 00:55:628 (2) - here clearly the music gets slower but you use the same distance that you use on stronger parts of the song. 01:40:806 (1,2,3,4) - similar
-Some notes on the last kiai doesnt fit to the song very well. It's a slow part of song so they sound mostly overmapped. like 02:09:110 (7) - 02:09:289 (9) - 02:11:967 (7) - (you could've mapped 02:11:789 - instead tho..) 02:16:074 (5) - 02:18:753 (5) - . You may say, "but there's a 1/4 sounds there", there's a very low 1/4 on the whole section, it doesnt mean you need to map them.
-02:17:503 (5,6,7,8,9,1) - they way this stream is designed isnt really fitting to the track. This part is really plain and slow, making a kinda wub stream feels forced.

insane
-uh i dont really see the need to use a low SL tbh. A normal sl makes everything a bit more readable
-00:02:056 (6,7) - try ctrl g to this rhythm so the downbeat is clickable and fits the music better,
-00:08:306 (4,5,6) - triple doesnt sound really well cuz (5) isnt mapping something in concrete. Try using a 1/2 slider instead or just 2 circles.
-00:32:235 (3,4) - would be better if you use constant distance here aswell.
-00:49:914 (3,4,5) - flow here is pretty sharp due to the shape of (4) and the suddenly back&forth you do there
-01:08:664 (7) - i'd make it a 1/2 slider cuz it's ending the section and also cuz it feels so empty right
-01:23:485 (12,1,2,3) - sharp flow.. It feels not so good cuz the fact you're forcing slider leniency in a bad way. You make a horizontal moviment between 01:22:949 (10,11,12) - to suddenly stop and go back to a sharp slider 01:23:664 (1) - that leads towards a spaced triple. It happens a lot on the map. like here 01:28:485 (1,2,3,4,5,6) - you change directions too drastically making the jump towards (6) feel overdone and not so good to play. You can do them more smoother by placing the object on not so sharp positions, that is why some people just overuse triangles cuz they dont have sharp movements and are easy to do. Try to think in better ways to do these kind of patterns and the overall will improve considerably. 01:34:378 (4,5,6,7,1) - this is cool.
-01:40:806 (1,2,3,4) - you should do this pattern with (4) included if piano is what you're mapping there.
-01:42:056 (4,1) - 3/4 gap comes out of nowhere and isnt intuitive to play. Add a note at 01:42:414 - if you want to keep the sliders and make it play right.
-01:43:306 (3) - feels better if it were a 1/2 slider due to the nature of music as you can clearly hear the pause at 01:42:949 (2) - but then speed up on (3).
-02:01:164 - 02:00:985 - you should really consider to map those spots. I see you want to make the transition to the battery there but it plays not-so-well, and weirdly when you decide to map 02:02:056 (4) - . You basically are contradicting yourself there.
-02:14:378 (10,11) - because you cant see (11) approach circle, you'll always think it'll be a 1/4 gap but it isnt. you should put it somewhere more readable. even stacking under (10) tail is better.
-01:37:592 (8) - this should be in 1/3

light insane
-patterns like 01:02:235 (3,4,5,6,7,1) - will be a lot more playable if sl wasnt as low as it is right now.
-00:14:735 (7) - better as 1/2. cuz the speed up after a pause
-00:36:164 (4) - move it closer to 00:36:342 (5) - so, spacing makes sense to the rhythm. 00:41:878 (4,5) - similar 00:42:414 (6,1) - and pretty much all of them. 00:02:949 (3,4,1) - this plays ok cuz spacing represent the rhythm. You cant say "but uh AR is ok", you should be able to map it accordly to the music and not to how fast the circles are displayed.
-00:40:628 (5,1) - movement is kinda sharp here. if you move (1) to like x269y55 or something, it'll feel much better.
-00:48:306 (10,11,1,2) - changing distance on a horizontal way doesnt really feel good. Try using vertical movements between 1 and 2
-01:17:949 - there's a new rhythm beginning here. you could add another spinner from this point to compensate it

hard
-01:03:485 (1) - sliders which modifed artificially the speed arent allowed.
-01:34:021 (2) - this should end at 01:34:378 - . cuz it's a stronger beat that where it ends right now.
-Uhm the problem with this diff is that, there's no real concept behind. Sometimes you map it like a Normal, sometimes like a hard and sometimes you do patterns that are just seen in insane.
-What i really recommend you is to do a clean-up or remap of this. And make it more... like a hard is. Keep using 1 distance snap for the whole map (probably 1.4 is the best for this sv) some little jumps time to time are ok. But changing distance constantly ends being hard to play and mostly weird overall. There are some section right now that are pure 1/1, which shouldnt really happens, you miss a lot of beats and make the whole map unbalance cuz some other parts use a lot of 1/2 constantly. I suggest you to not use 3/4 sliders at all, some may be fitting like 02:22:592 (1,2) - but others like 00:16:878 (1,2) - makes the map just hard to play for nothing. Also patterns like 00:35:449 (2,3,1,2) - are totally unpleasant to play and even unreadable at this level.

normal
-00:41:878 (3,1) - extremely hard to read for your easiest diff. Dont do it. Try to play like a newbie would do, overlaps are hard overall at this level, and if you mix them with stacks even harder.
-00:47:592 (3,4,5) - flow is weird cuz you go back and forth with a hard to read rhythm.
-00:53:306 (3,4) - i really suggest you to avoid this stack. I'd be ok if it were a 1/1 or 2/1, but 3/2 is hard.
-01:35:092 (1,2,3) - also really hard for your easiest diff. similar to before

there's no much point on modding the highest diff. Others modders already gave similar thoughts to mine.

gl hf
Topic Starter
Exa

Milan- wrote:

insane
-uh i dont really see the need to use a low SL tbh. A normal sl makes everything a bit more readable Changed to 6 o.o
-00:02:056 (6,7) - try ctrl g to this rhythm so the downbeat is clickable and fits the music better, Not changing for consistency's sake. The downbeat on the previous one is not clickable either.
-00:08:306 (4,5,6) - triple doesnt sound really well cuz (5) isnt mapping something in concrete. Try using a 1/2 slider instead or just 2 circles. There is clearly a beat there. It also alternates the vocal's volume dramatically on this beat so I have to map it.
-00:32:235 (3,4) - would be better if you use constant distance here aswell. Done.
-00:49:914 (3,4,5) - flow here is pretty sharp due to the shape of (4) and the suddenly back&forth you do there The flow is intended to be sharp. Readjusted a tad bit though.
-01:08:664 (7) - i'd make it a 1/2 slider cuz it's ending the section and also cuz it feels so empty right It feels indeed empty, used reverse 1/4 slider because a beat ends on the blue tick.
-01:23:485 (12,1,2,3) - sharp flow.. It feels not so good cuz the fact you're forcing slider leniency in a bad way. You make a horizontal moviment between 01:22:949 (10,11,12) - to suddenly stop and go back to a sharp slider 01:23:664 (1) - that leads towards a spaced triple. It happens a lot on the map. like here 01:28:485 (1,2,3,4,5,6) - you change directions too drastically making the jump towards (6) feel overdone and not so good to play. You can do them more smoother by placing the object on not so sharp positions, that is why some people just overuse triangles cuz they dont have sharp movements and are easy to do. Try to think in better ways to do these kind of patterns and the overall will improve considerably. 01:34:378 (4,5,6,7,1) - this is cool. Good point for this one. Readjusted quite a lot. (Also had to move other things around). The flow is intended to be sharp in other places because of the song's nature. Sadly it's not your typical anime-cute-voice-screaming-grill opening or anything.
-01:40:806 (1,2,3,4) - you should do this pattern with (4) included if piano is what you're mapping there. I don't really understand what you mean. I am mainly mapping the vocals, but I am using the piano's different note to make the jump from 3 to 4.
-01:42:056 (4,1) - 3/4 gap comes out of nowhere and isnt intuitive to play. Add a note at 01:42:414 - if you want to keep the sliders and make it play right. Oh wow what happened to that slider o.o I had it 1/1. Nice catch.
-01:43:306 (3) - feels better if it were a 1/2 slider due to the nature of music as you can clearly hear the pause at 01:42:949 (2) - but then speed up on (3). Used a reverse slider to also map a beat on the red tick.
-02:01:164 - 02:00:985 - you should really consider to map those spots. I see you want to make the transition to the battery there but it plays not-so-well, and weirdly when you decide to map 02:02:056 (4) - . You basically are contradicting yourself there. Hai hai.
-02:14:378 (10,11) - because you cant see (11) approach circle, you'll always think it'll be a 1/4 gap but it isnt. you should put it somewhere more readable. even stacking under (10) tail is better. Hella loads of testplays proved otherwise. It is quite readable.
-01:37:592 (8) - this should be in 1/3 There was supposed to be a 0.76SV point there to make it 1/3. Good catch.

light insane
-patterns like 01:02:235 (3,4,5,6,7,1) - will be a lot more playable if sl wasnt as low as it is right now.
-00:14:735 (7) - better as 1/2. cuz the speed up after a pause Done.
-00:36:164 (4) - move it closer to 00:36:342 (5) - so, spacing makes sense to the rhythm. 00:41:878 (4,5) - similar 00:42:414 (6,1) - and pretty much all of them. 00:02:949 (3,4,1) - this plays ok cuz spacing represent the rhythm. You cant say "but uh AR is ok", you should be able to map it accordly to the music and not to how fast the circles are displayed. I wanted to change this from the beginning but I just needed some motivation to do so :3
-00:40:628 (5,1) - movement is kinda sharp here. if you move (1) to like x269y55 or something, it'll feel much better. It is sharp, indeed. Also (269,55) not only kills the DS consistency for this pattern, but also make some other really bad overlaps.
-00:48:306 (10,11,1,2) - changing distance on a horizontal way doesnt really feel good. Try using vertical movements between 1 and 2 Very minor and I also find it to be playing quite nicely. Will ask around about it though and might change.
-01:17:949 - there's a new rhythm beginning here. you could add another spinner from this point to compensate it I like it, spinners have the same duration as well.

hard
-01:03:485 (1) - sliders which modifed artificially the speed arent allowed.
-01:34:021 (2) - this should end at 01:34:378 - . cuz it's a stronger beat that where it ends right now.
-Uhm the problem with this diff is that, there's no real concept behind. Sometimes you map it like a Normal, sometimes like a hard and sometimes you do patterns that are just seen in insane.
-What i really recommend you is to do a clean-up or remap of this. And make it more... like a hard is. Keep using 1 distance snap for the whole map (probably 1.4 is the best for this sv) some little jumps time to time are ok. But changing distance constantly ends being hard to play and mostly weird overall. There are some section right now that are pure 1/1, which shouldnt really happens, you miss a lot of beats and make the whole map unbalance cuz some other parts use a lot of 1/2 constantly. I suggest you to not use 3/4 sliders at all, some may be fitting like 02:22:592 (1,2) - but others like 00:16:878 (1,2) - makes the map just hard to play for nothing. Also patterns like 00:35:449 (2,3,1,2) - are totally unpleasant to play and even unreadable at this level.
Off for remap then. I figured it would be about time.

normal
-00:41:878 (3,1) - extremely hard to read for your easiest diff. Dont do it. Try to play like a newbie would do, overlaps are hard overall at this level, and if you mix them with stacks even harder. I agree, changed.
-00:47:592 (3,4,5) - flow is weird cuz you go back and forth with a hard to read rhythm. Changed.
-00:53:306 (3,4) - i really suggest you to avoid this stack. I'd be ok if it were a 1/1 or 2/1, but 3/2 is hard. Yup yup, changed.
-01:35:092 (1,2,3) - also really hard for your easiest diff. similar to before Changed

there's no much point on modding the highest diff. Others modders already gave similar thoughts to mine.Ay

gl hf
muhahahahe
oh pls, what have u done?
i really really really liked the old hard version

now its completely different from before
in my opinion it was really good mapped
why u remapped it?


makes me sad :(
Topic Starter
Exa

muhahahahe wrote:

oh pls, what have u done?
i really really really liked the old hard version

now its completely different from before
in my opinion it was really good mapped
why u remapped it?


makes me sad :(
New hard will be way much better than the old one. I can assure you that.
Dinoswarleafs
I play this map too much.
Love Noz's difficult
Reyvateil
Powerpuff Grills diff:

Exa wrote:

For the Powerpuff Grills difficulty:

00:58:128 (2,2,1,1,2,1,2,3,1,2) - Since many people are mentioning these, I would like to explain why they work here.

00:57:949 (1,2,1) - The core of their efficiency lies within these 3 hitobjects. The transition 00:57:949 (1,2) - from the note to the slider proposes a fully linear cursor movement, which works with the transition 00:58:128 (2,1) - here to ensure a perfect back-and-forth flow.
00:58:128 (2,1) - When the player first taps on the slider, he will - of course - not know how to treat it. No matter how late or early he releases his finger, the cursor should not have moved much because it's a really small jump to make between these 2 hitobjects. Therefore, this slider is ensured to play well, and when that happens, the player should have learned the nature of it and use that knowledge to complete the other similar sliders.
In theory it should be like this, but not knowing what to do is only in the case you are reacting to this AR, at the same time the AR is high enough that it's hard to identify the object as an slider at first. And when you think you got it, 01:00:271 (1,2) happens and you're thrown off again, this is followed by 01:01:164 (2) which is longer than the others and the next short sliders are 01:03:128 (1,2), a corner to corner jump...

What happens is that at first's really hard to tell these are sliders using full circle skins until you click them and see the followcircle appearing, at this point you're already preparing to move to the next object that already have appeared on the screen by this time resulting in 100's in the sliders even if you get 300's in the following notes.

There is also no NC pattern here to aid if you want to keep the sliders as they are.

I'm not saying the sliders here do not fit the song, just that they are too hard to read. Making these more noticeable would helps a lot, be it by making they slightly longer or changing the NCs to the sliders through the whole section.

00:39:556 (1,2,3,4) - Move NC from 1 to 2, makes the speed change more evident.

00:47:235 (1,2,1) - There are some of these in the map. I don't know how you are supposed to play these at first, I tried single tapping three times but slider broke, in a second try I figured it's easier by alternating/mashing and it works fine. Maybe stacking these more neatly would help or in a line with a spacing similar to 01:33:485 (2,3,4).

02:29:378 (1,2,3,4) - Too few objects to achieve a good effect of "expanding", just looks like random placed circles at a quick glance, a regular spacing like the whole previous section during the Kiai Time might have a better visual effect.
fartownik

Mikakage wrote:

00:39:556 (1,2,3,4) - Move NC from 1 to 2, makes the speed change more evident. done

00:47:235 (1,2,1) - There are some of these in the map. I don't know how you are supposed to play these at first, I tried single tapping three times but slider broke, in a second try I figured it's easier by alternating/mashing and it works fine. Maybe stacking these more neatly would help or in a line with a spacing similar to 01:33:485 (2,3,4). they play, look and sound fine

02:29:378 (1,2,3,4) - Too few objects to achieve a good effect of "expanding", just looks like random placed circles at a quick glance, a regular spacing like the whole previous section during the Kiai Time might have a better visual effect. i dont care about the visuals in this part really, it expands for the whole part of the song
blooming tea
Natsu
SPOILER
Hi

Powerpuff Grills:

  1. diff name, is related to the song or? well anyways seems fun LOL
  2. 00:03:128 (1,2,3) - probably 1/4 sliders fit better here, hold sounds see to be extended to blue tick somehow, same with other similars
  3. 00:06:164 - some reason to ignores this? since I think its mapeable
  4. 00:17:771 (2,1) - people will think that this 1/2 jump
  5. 00:38:306 - add something here, kinda weird taking in mind that the sound its really prominent
  6. 00:43:128 - 00:43:485 - you should map these beats, since are more prominent than the blue ticks (I can't hear nothing at blue tbh) and yeah I'm still of those people that feel that the song rhythm should be respected, same happen here 00:44:378 (1) - in other places of the map.
  7. 00:47:592 (1) - maybe you can consider to move that circle a bit, to make it more noticeable? since sliders almost cover it and considering its an 1/8 pattern I think people will have problems with it, btw also I don't see the need of the NC there
  8. 00:55:806 (1) - NC isn't needed, same here 00:56:878 (1) - 00:57:771 (1) - etc
  9. 00:58:128 (2) - 00:59:735 (1) - lets be honest lol, this is too much, they don't even looks like sliders and I don't think someone will agree with this, you can archivie a similar effect just by using another slider speed that don't make them looks like stacked circles, also take in mind you can't see slider ticks and your others 1/8 slider was a fast ones, so tell me how is people supposed to read them? and no ¨people did test play and was fine¨ isn't an excuse imo, just use the same as 01:09:378 (1,2) -
  10. 01:18:306 (1,1) - music is 1/2 still you using 3/4 sliders
  11. 01:35:806 (1,2) - atleast increase the spacing gradually, not really a fan of sudden 1/4 jumps
  12. 02:08:842 (4) - NC can be a nice idea here
  13. similar stuff apply to the rest of the diff, but doesn't make sense to point them 1 by 1
Noz's Extra:

  1. 00:05:092 (1,2) - eh just use a 1/2 sliders, by using 1/4 here you are just killing the nice rhythm of 00:04:735 (1,2) -
  2. 00:23:664 (5) - eh I think its a good idea to add a NC here, accordint to the music and
  3. 00:33:664 (5) - music just stop here, that slider makes 0 sense to me >;
  4. 00:34:378 (1,2,3) - add whistle on every circle
  5. 00:51:878 (5) - same as above, also remove whistle from slider body
  6. 00:56:789 (1,2) - swap NC, your current one doesn't make sense with the music, if you are following instruments with your comboing then 00:56:878 - its the correct place, if you are following that vocals then the place should be in 00:56:699 - but not in blue
  7. 01:43:664 (1,1) - slider-slide sounds so bad imo.
  8. 02:17:503 (5,6,7,8,9,1) - is the spacing here a mistake?
  9. 02:22:860 (5,6) - why? atleast make them overlap a bit
Insane:

  1. 00:05:271 (3,4) - its the first time that you introduce 1/4 jumps, use less spacing pls
  2. 00:11:699 (3,4) - this doesn't play nice for an insane diff, people will have alot of troubles in first play, or atleast add NC here 00:11:878 (4) -
  3. 00:12:592 (1,2) - yeah I was thinking this was a 1/2 spacing, but no. try to be more consistent with spacing and make things readables
  4. 00:17:592 (10) - music is 1/2 (really prominent sound tbh) still you mapping a 3/4 slider that doesn't fit the song
  5. 00:33:664 (7) - music just stop here. make more sense to have a slider in 00:34:021 -
  6. 00:36:164 (4,5) - why? spacing is hard to follow, but 4 isn't following the music either, since there isn't nothing in the music in the tail. Same here 00:41:878 (4) - etc.
  7. 00:44:735 (1,2,3) - similar spacing for different timeline gaps isn't nice at all. Specially cuz this is just an Insane diff
  8. 00:48:306 (1,2,3) - ^ etc in general I think you need to work alot with spacing in this diff, is really hard to read, personally I have more problems playing this than playing Noz's Extra
  9. 00:59:556 (7,8,9) - similar as other cases same spacing for different gaps, when you do 1/1 gaps use a massive spacing or make an antijump that is noticeable and don't break player combos
  10. 01:09:378 - u don't need this green line :o
  11. 01:40:806 (1,2,3,4) - ye this kind of patterns are the main issue in this diff
  12. 01:54:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,1,2,3,1,2,3,4,5) - I barely hear hitsounds here, add up volume a bit
  13. 02:14:378 (10,11) - approach circle of 11 is hidden by the slider body 10
Light Insane:

  1. 00:11:164 (1,2,3) - ugly overlaps tbh
  2. 00:33:664 (6) - same as insane diff
  3. 00:44:735 (1,2) - light insane, but you still use the same 1/4 hard to read patterns, I'm sure you can avoid those things atleast in this diff
  4. 01:25:092 (4,5,6) - use more spacing between 4 and 5 so it don't look the same as 5 and 6, since are different gaps in timeline
  5. 01:35:806 (1,2,3) - why? idk I think you should work alot with spacing in both insane diffs, this isn't ok you know
  6. 01:54:735 - same as insane diff
Hard:

  1. 01:09:378 - same as insane diff
  2. actually this is a really cool diff, but add some triplets atleast, I'm a bit unsure of the spread with lightinsane (that is using alot of 1/4s)
Normal:

  1. OD 4
  2. 00:34:021 (1) - too soon after a spinner
  3. 01:20:806 (1) - ^
  4. diff is fine, but mostly mapped 1/1, try to add some more 1/2, anyways this happen always in mapsets without easy diff >:
Anyways GL with this

nvm not getting kd for this
Topic Starter
Exa

Natsu wrote:

Hi
Insane:

  1. 00:05:271 (3,4) - its the first time that you introduce 1/4 jumps, use less spacing pls Fair enough, done.
  2. 00:11:699 (3,4) - this doesn't play nice for an insane diff, people will have alot of troubles in first play, or atleast add NC here 00:11:878 (4) - I dought it will make any problems, the pattern is pretty self-explanatory. Added NC though.
  3. 00:12:592 (1,2) - yeah I was thinking this was a 1/2 spacing, but no. try to be more consistent with spacing and make things readables I detect no problems here; both the AR and the spacing after the first slider work towards the best reading of this.
  4. 00:17:592 (10) - music is 1/2 (really prominent sound tbh) still you mapping a 3/4 slider that doesn't fit the song I understand there is a beat on the red tick, but that is for the whole of this song. Besides, the sound that I am mapping ends on the blue tick.
  5. 00:33:664 (7) - music just stop here. make more sense to have a slider in 00:34:021 - Music does not stop, there is a water flowing affect on this slider.
  6. 00:36:164 (4,5) - why? spacing is hard to follow, but 4 isn't following the music either, since there isn't nothing in the music in the tail. Same here 00:41:878 (4) - etc. The vocalic beat that starts on the slider's head, ends on the slider's tail (this is the purpose of sliders, lel) also, I made sure the player does not give too much attention to where the slider ends by using slightly higher spacing towards the next hitobjects, this proposes fast cursor movement and more pressure on the triplet
  7. 00:44:735 (1,2,3) - similar spacing for different timeline gaps isn't nice at all. Specially cuz this is just an Insane diff The jump is intended here, but I feel guilty because of how difficult this might be, so I changed it.
  8. 00:48:306 (1,2,3) - ^ etc in general I think you need to work alot with spacing in this diff, is really hard to read, personally I have more problems playing this than playing Noz's Extra | Changed the indicated pattern's spacing. "Make spacing better" is not really helpful though :3
  9. 00:59:556 (7,8,9) - similar as other cases same spacing for different gaps, when you do 1/1 gaps use a massive spacing or make an antijump that is noticeable and don't break player combos Creating slow cursor movement here because tension. I did change the combos tho.
  10. 01:09:378 - u don't need this green line :o Oh wow.
  11. 01:40:806 (1,2,3,4) - ye this kind of patterns are the main issue in this diff Changed a bit but the song has very strong alternations between different levels of tension, keeping the DS same for 1/1 rhythms, same for 1/2 and so on would be not only pointless, but would also take a way the fun of this diff. Please use valid explanations and explain why you think this spacing doesn't work (If you honestly think it doesn't)
  12. 01:54:735 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,1,2,3,1,2,3,4,5) - I barely hear hitsounds here, add up volume a bit People have said it's fine as it is, I changed it by increasing it by 10.
  13. 02:14:378 (10,11) - approach circle of 11 is hidden by the slider body 10 Same pattern exists in many other maps, also the set will be judges using default skin and the transparency of the slider's body is enough so the approach circle is quite visible.

Light Insane:

  1. 00:11:164 (1,2,3) - ugly overlaps tbh Changed so it doesn't overlap.
  2. 00:33:664 (6) - same as insane diff Same as insane diff.
  3. 00:44:735 (1,2) - light insane, but you still use the same 1/4 hard to read patterns, I'm sure you can avoid those things atleast in this diff It is -in no way- the same pattern as in insane diff, nor the same rhythm now that I changed it there. It is extremely easy to read because of the use of a a 1/4 slider and the spacing (it is to be treated just like a note after all. I will change it though if I get more negative opinions after asking around.
  4. 01:25:092 (4,5,6) - use more spacing between 4 and 5 so it don't look the same as 5 and 6, since are different gaps in timeline Makes sense, changed. Changed the rhythm and pattern Different spacing proposes different cursor movement, this is how everyone treats the little thing called tension. As far as I have understood, you are proposing to keep the DS steady for every time gap and/or maybe change it by 5-10% in SOME instances. If these are the only patterns you could find with false spacing, then they are fixed, if not, then this mod clearly lacks stuff (just like most of the other mod) I do understand why this pattern is not cool though, so that's that.
  5. 01:35:806 (1,2,3) - why? idk I think you should work alot with spacing in both insane diffs, this isn't ok you know
  6. 01:54:735 - same as insane diff Same as insane diff.
Hard:

  1. 01:09:378 - same as insane diff Same as insane diff
  2. actually this is a really cool diff, but add some triplets atleast, I'm a bit unsure of the spread with lightinsane (that is using alot of 1/4s) Ay, I am proposing more rhythms while the SR is going up.


Normal:

  1. OD 4 Ok...
  2. 00:34:021 (1) - too soon after a spinner Fixed.
  3. 01:20:806 (1) - ^ ^
  4. diff is fine, but mostly mapped 1/1, try to add some more 1/2, anyways this happen always in mapsets without easy diff >: | Ikr? Adding an easy diff will result in skipping 100 out of 153 songs in this so that would not be nice :<


Anyways GL with this Aye
Natsu

Exa wrote:

If these are the only patterns you could find with false spacing, then they are fixed, if not, then this mod clearly lacks stuff (just like most of the other mod)
well pointing every instance where the issue happen isn't my style, since should be common sense to apply it to other similar spots.
¨his mod clearly lacks stuff (just like most of the other mod)¨, by saying that you are disregarding most of modders in this thread, and I think you personally did ask they to take a look at your map, so be grateful with people that take their time to bring suggestions to your map, also take in mind that when multiple modders point the same thing, they are usually right.
Anyways Good Luck with this~
Topic Starter
Exa

Natsu wrote:

Exa wrote:

If these are the only patterns you could find with false spacing, then they are fixed, if not, then this mod clearly lacks stuff (just like most of the other mod)
well pointing every instance where the issue happen isn't my style, since should be common sense to apply it to other similar spots.
¨his mod clearly lacks stuff (just like most of the other mod)¨, by saying that you are disregarding most of modders in this thread, and I think you personally did ask they to take a look at your map, so be grateful with people that take their time to bring suggestions to your map, also take in mind that when multiple modders point the same thing, they are usually right.
Anyways Good Luck with this~
I am in no way disrespecting the any mod of anyone, I am simply implying that there are issues that people could have pointed out, but didn't. I am not talking about people who CAN NOT point out more stuff, I am talking about people who have far more experience. Furthermore, pointing out everything that one sees wrong is the point of modding. Your common sense with and experience (that doubles or triples mine) is clearly not that same mine. "It isn't my style" a good enough excuse to why you didn't point out all that stuff in the first place. And yes, I did personally ask almost everyone here to take a look at the respective mapset because I believed that he/she could contribute in making it better. I was not disappointed by any of the mods that happened because they were all helpful, even at some degree.

Please do not continue said drama and don't take minor stuff like that too personally; I have nothing against you or anyone who modded before you I am just irritated from the fact those who say this could be a bit better, do not fully explain their statement.

If you have anything you might want to tell me, I am politely asking you to do so in-game.
Kelpo Flakey
Great map 8-)
fartownik

Natsu wrote:

Hi

Powerpuff Grills:

  1. diff name, is related to the song or? well anyways seems fun LOL
  2. 00:03:128 (1,2,3) - probably 1/4 sliders fit better here, hold sounds see to be extended to blue tick somehow, same with other similars - not really
  3. 00:06:164 - some reason to ignores this? since I think its mapeable - just my variation of the rhythm
  4. 00:17:771 (2,1) - people will think that this 1/2 jump - what
  5. 00:38:306 - add something here, kinda weird taking in mind that the sound its really prominent - it's fine as it is, the sound is emphasized more than properly
  6. 00:43:128 - 00:43:485 - you should map these beats, since are more prominent than the blue ticks (I can't hear nothing at blue tbh) and yeah I'm still of those people that feel that the song rhythm should be respected, same happen here 00:44:378 (1) - in other places of the map.- what in the world are you talking about
  7. 00:47:592 (1) - maybe you can consider to move that circle a bit, to make it more noticeable? since sliders almost cover it and considering its an 1/8 pattern I think people will have problems with it, btw also I don't see the need of the NC there - it plays fine
  8. 00:55:806 (1) - NC isn't needed, same here 00:56:878 (1) - 00:57:771 (1) - etc - reworked some combos in the map (in the fast slider parts)
  9. 00:58:128 (2) - 00:59:735 (1) - lets be honest lol, this is too much, they don't even looks like sliders and I don't think someone will agree with this, you can archivie a similar effect just by using another slider speed that don't make them looks like stacked circles, also take in mind you can't see slider ticks and your others 1/8 slider was a fast ones, so tell me how is people supposed to read them? and no ¨people did test play and was fine¨ isn't an excuse imo, just use the same as 01:09:378 (1,2) - lets be honest lol, why the fuck top players playtesting this map and playing it just fine isn't an 'excuse'? If you explain that to me maybe I will consider changing this part. Also if YOU agreed with it then you would have someone agreeing to it, there we go, problem solved. You also seem to have completely no idea what these sliders are intended to emphasize suggesting the change to 0,5x.
  10. 01:18:306 (1,1) - music is 1/2 still you using 3/4 sliders - do you really not hear the beats on other ticks? you should invest in some better headphones.
  11. 01:35:806 (1,2) - atleast increase the spacing gradually, not really a fan of sudden 1/4 jumps. - Fixed.
  12. 02:08:842 (4) - NC can be a nice idea here - It doesn't make sense since the sounds on the triples are the same as the sounds on the jumps. It would make sense on (6), but that's not really needed.
  13. similar stuff apply to the rest of the diff, but doesn't make sense to point them 1 by 1
http://puu.sh/jDrvq/7ba720c497.osu
Snaggletooth
Requested last-minute mod.
Time to pick this bitch apart.


I'm very sorry that it took me this long. I'm also sorry
I didn't manage to mod this prior to Natsu. ><

Only modding your remapped diffs as requested.

  1. Disable Widescreen Support on all diffs since no SB is in use.

[Normal]
  1. Rhythmical Issues:
    1. 00:37:056 (4,5) - This rhythm was quite weird while playing. For one, you have
      quite a loud snare on 00:37:235 with a slider-release, which takes away the 'power'
      behind it imo, also the beeping-sound on 00:37:414 stands out to me as well,
      as it is the only thing playing here. I would suggest this rhythm:

    2. 00:42:949 (1) - The progression with the voice-pitch that you wanted to empathize
      does start where the slider currently starts, but the 3/2 gap inbetween breaks the
      flow. When you put ontop of that the fact, that you have a quite loud and prevelant
      sound on 00:42:771 then the player tends to hit the slider (1) too early causing
      unnecessary 100/50/miss.
    3. 01:06:342 (1) - This ones a bit tricky to hit. Generally, red ticks on normals
      are at least imo hard to get correctly mapped and considering that this is still
      the easiest diff of this set, well.. Besides that, the streching synth that you wanted to
      empathize with this begins on 01:06:521 - with the second kick. This is also why
      this sounds so off while playing. I suggest this diffrent rhythm, as it would catch all
      those quite heavy sound while ensuring a lenient play to keep it easy.

    4. 01:28:485 (1) - ^ // This one's quite similar to the one above. Is there a
      particular reason why you chose to do this slider longer than 00:42:949 (1) - ? This
      seems quite inconsisten right ontop of not being rhythmically correct.
  2. Placement Issues:
    1. 01:01:878 (3,5) - I really really really dislike the overlap here. I'm afraid
      a new player would stop holding slider(3) in the middle and 'panic' because suddenly
      theres slider (5) in the middle of the path and resort to clicking it early, resulting
      in useless and unecessary 100/50/miss. Please consider redoing this pattern to avoid the
      overlap.

      Pattern + Code

      316,316,61878,2,0,P|232:358|148:300,1,200,4|2,0:0|0:0,0:0:0:0:
      236,264,62949,1,2,0:0:0:0:
      320,216,63306,2,0,P|300:192|268:176,1,50,2|4,0:0|0:0,0:0:0:0:
  3. Cosmetical Issues:
    1. 00:20:806 (6) - NC here to keep the combo short.
    2. 02:28:664 (1,2) - Swap NC here. the new section of the song
      starts on 02:29:378 - and not on 02:28:664 - inb4 pattern: that excuse is
      invalid.

[Hard]
  1. Rhythmical Issues:
    1. 00:14:021 (5,6) - please consider changing the rhythm to something
      that catches the sounds on 00:14:199 and 00:14:914 without having them
      on slider-ends.
    2. 00:20:628 - Consider adding a circle here. The sound here is much louder than
      on 00:20:271 + leaving a blank here causes the whole thing to stop and lose
      flow. It plays quite awkwardly. I suggest you add a circle on 00:20:628 and place
      it to x:72 y:260. this will help accentuate the sounds a bit and the slight
      jump to the next object will highlight/differenciate the next measure better.
  2. Placement Issues:
    1. 00:44:378 (5,1) - If you have an Anti-Jump here (Which I don't really like,
      personally) why not make it consistent with 00:45:806 (4,5) - 00:41:521 (3,4) -
    2. 00:52:949 (3,4) - ^
    3. 00:55:092 (1,2) - ^
    4. 00:55:806 (1,2,3,4) - God damn it, please pick one and stick with it.
    5. 01:08:664 (5,6) - ^ // Please check your stacks yourself from this point on.
  3. Cosmetical Issues:
    1. 00:12:235 (8,1) - swap NC since the measure/section begins on 00:12:235
    2. 00:19:379 (6) - NC here to grant HP boost, considering that this is quite a long
      stream.
    3. 00:35:092 (5) - Add NC here, considering that Kiai/next Measure starts on this spot.
      Also, remove NC on 00:36:164 (1) - .
    4. 00:37:056 (6) - Eh, not sure but I'd add NC. Simply to keep the numbers down a bit.

[Light Insane]
  1. Rhythmical Issues:
    1. 00:06:164 (1) - I get that you wanted to empathize that 'bird'-sound that is
      streching a bit after the red tick BUT you have a new 'section' on 00:06:521 and starting
      that on a sliderende is a really bad Idea. All together, the pattern 00:06:164 (1,2,3) - dosn't
      flow a bit considering the the reverse and then awkward change in angles.

      Pattern+Timeline+Code

      312,280,6164,2,0,P|260:288|224:276,1,75
      176,200,6521,5,0,0:0:0:0:
      249,125,6699,1,0,0:0:0:0:
      100,276,6878,2,0,P|92:312|100:356,1,75
    2. 00:08:842 - for the love of god, please add a circle here. Theres clearly a sound on this
      spot. The 1/1 breaks makes everything confusing and weird to play. There
      should also be a tripplet on 00:09:199 as well to keep flow.

    3. 00:14:556 - ^
    4. 00:11:164 (1,2,3) - I tried but I really don't understand why you'd use
      such an abstract rhythm instead of a stream to highlight the calypso.

      Pattern + Code

      160,64,11164,5,0,0:0:0:0:
      48,124,11342,1,0,0:0:0:0:
      152,188,11521,1,0,0:0:0:0:
      156,216,11610,1,0,0:0:0:0:
      172,236,11699,1,0,0:0:0:0:
      196,248,11789,1,0,0:0:0:0:
      224,248,11878,5,0,0:0:0:0:
      200,280,11967,1,0,0:0:0:0:
      164,300,12056,1,0,0:0:0:0:
      124,296,12146,1,0,0:0:0:0:
      84,284,12235,6,0,P|47:291|10:295,1,75,4|0,0:0|0:0,0:0:0:0:
      224,352,12592,2,0,P|260:357|296:365,1,75,4|0,0:0|0:0,0:0:0:0:
    5. 00:16:521 - Why no simple 5-circled stream for the little dolphin?
    6. 00:20:449 (1) - This should really be cklickable. You have two very short and
      more or less 'outstanding' sounds so drowning those in a slider is really non-benefitial.
      If you'd use two hitcircles instead with a small jump in-between them, you'd get
      a much nicer finish to lead into the next measure. Also, swap NC 00:20:449 (1,2) - on
      these.
    7. You can very easily add circles on 00:50:271 . This
      would dissolve the very awkward 1/1 break here. It would also fit the song
      nice seeing as this point in time has quite loud sounds. With that note,
      Id also suggest a stack between 00:50:628 (7,8) - or swapping
      NC on 00:50:985 (8,1) - to make it more readable.
    8. 01:17:949 (1) - Could you please shorten the spinner here to 01:20:449 ?
      This would do two things. It would for one give the player more reaction-time
      to hit the next object easier, but it would also let the spinner end on the snapping-
      sound instead of nothing, meaning that the beat-value of the spinner wouldn't be lost.
    9. 01:22:592 - Can you add a circle here? It would fit with the Synth in the background.
      This would help with the flow and absolve the rather unfitting 1/1 break.
    10. 01:28:306 - ^
    11. 01:22:949 (2) - Consider shortening this slider to 01:23:128 . Right now
      it dosn't hit any beats on the blue tick, the only purpose of it is to stress the play
      a bit while ignoring the rhythm underneath it.
    12. 01:57:949 (6,7,1,2,3,4,5,6,1,2,3) - What in the world are you trying to
      achieve with this? Not only can I not grasp what you were trying in edit-mode,
      but any player playing this the first time wont get it either and miss a lot of these,
      resulting in unnecessary fails/50/100. The Stacks arent even marked properly
      with fitting NC. I highly, highly suggest you add circles on 01:58:128 01:58:842
      01:59:556 01:59:914 and create a slight and small jump-pattern with these.
    13. 02:29:914 - add a circle here are you can clearly hear the sound of the harp on
      this point. The 1/1 gap is really inconsistent with the following part. This makes it highly
      confusing and awkward while playing.
  2. Placement Issues:
    1. 00:41:521 (3,4) - If you're gonna use an Anti-Jump, please make it more
      readable by using NC on 00:41:878 (4) - . BUT I'd much rather see these two stacked as
      it would form a nice consistency with hard, seeing as it has similar anti-jumps on similar
      positions. Same goes for 00:42:414 (6,1) -
    2. 01:21:521 (3,4) - Please make this Anti-jump more readable through NC or
      stacking, as it right now has the same distance as 01:21:164 (2,3) - . It's simply
      deceptive and not fun to play.
    3. 01:35:807 (1,2) - ^
    4. 02:06:521 (1,2) - ^
    5. 02:11:521 (6,7) - ^
    6. 02:21:878 (3) - ^ // NC here please to fix this issue
    7. 01:25:806 (6,7,1) - Please equalize the spacing between these objects.
      This would make it easier to read + there is no real apparent reason why the
      spacing should drastically change at this point.
  3. Cosmetical Issues:
    1. 00:07:949 (6) - NC here please for the new measure in time.

[Insane]
  1. Placement Issues:
    1. 00:59:735 (8,1) - Can you stack these? It would keep consistency with 00:57:592 (5,1,2,1) -
    2. 01:27:592 (4) - Consider moving this one to x:416 y:312 to make the spacing
      bigger in order to prevent comfusion through the anti-jump. Or generally increase the spacing/
      stack.
    3. 01:58:128 (1,2,3,1,2,3,1,2,3) - I do understand what you were trying to do here.
      Flow-Jumps that still manage to highlight the repeating rhythm while differencing it.
      Theres a better way to do it tho to maintain more flow.

      Code
      440,248,117949,1,4,0:0:0:0:
      416,152,118128,5,0,0:0:0:0:
      352,221,118306,2,0,P|322:236|263:223,1,90
      328,136,118664,1,4,0:0:0:0:
      440,248,118842,5,0,0:0:0:0:
      352,221,119021,2,0,P|320:210|287:159,1,90
      416,152,119378,1,4,0:0:0:0:
      352,220,119556,5,0,0:0:0:0:
      328,136,119735,2,0,P|339:104|390:72,1,90
      488,88,120092,1,4,0:0:0:0:
      496,200,120271,1,0,0:0:0:0:
      359,226,120449,1,0,0:0:0:0:
      359,226,120806,5,8,0:0:0:0:
    4. 02:14:914 (11) - I dunno man, the spacing here indicates a double more
      than a 1/2 rhythm. Consider moving it to x:24 y:160 to make it more readable.
    5. 02:22:056 (6,7) - Please make this anti-Jump more readable by stacking
      or using NC. Altho I highly suggest a stack to keep it consistent with 02:21:521 (4,5) -
  2. Cosmetical Issues:
    1. 00:37:235 (9) - NC here to keep consistency
  3. Nazi:
    1. 02:39:021 (1) - Move it to x:80 y:36 to make the line perfectly straight 02:37:949 (2,1,1) -
Topic Starter
Exa

Snaggletooth wrote:

Requested last-minute mod.
Time to pick this bitch apart.


I'm very sorry that it took me this long. I'm also sorry
I didn't manage to mod this prior to Natsu. ><

Only modding your remapped diffs as requested.

  1. Disable Widescreen Support on all diffs since no SB is in use.

[Normal]
  1. Rhythmical Issues:
    1. 00:37:056 (4,5) - This rhythm was quite weird while playing. For one, you have
      quite a loud snare on 00:37:235 with a slider-release, which takes away the 'power'
      behind it imo, also the beeping-sound on 00:37:414 stands out to me as well,
      as it is the only thing playing here. I would suggest this rhythm: Didn't use the suggested rhythm, but I changed the current one.


    2. 00:42:949 (1) - The progression with the voice-pitch that you wanted to empathize
      does start where the slider currently starts, but the 3/2 gap inbetween breaks the
      flow. When you put ontop of that the fact, that you have a quite loud and prevelant
      sound on 00:42:771 then the player tends to hit the slider (1) too early causing
      unnecessary 100/50/miss. BN scolded me for starting at the red :<
    3. 01:06:342 (1) - This ones a bit tricky to hit. Generally, red ticks on normals
      are at least imo hard to get correctly mapped and considering that this is still
      the easiest diff of this set, well.. Besides that, the streching synth that you wanted to
      empathize with this begins on 01:06:521 - with the second kick. This is also why
      this sounds so off while playing. I suggest this diffrent rhythm, as it would catch all
      those quite heavy sound while ensuring a lenient play to keep it easy. Changed :3

    4. 01:28:485 (1) - ^ // This one's quite similar to the one above. Is there a
      particular reason why you chose to do this slider longer than 00:42:949 (1) - ? This
      seems quite inconsisten right ontop of not being rhythmically correct. Ay, changed like the previous one
  2. Placement Issues:
    1. 01:01:878 (3,5) - I really really really dislike the overlap here. I'm afraid
      a new player would stop holding slider(3) in the middle and 'panic' because suddenly
      theres slider (5) in the middle of the path and resort to clicking it early, resulting
      in useless and unecessary 100/50/miss. Please consider redoing this pattern to avoid the
      overlap. This one is fine, the slider overlapping does not appear before the player has actually reached it's place. Besides, the sliderpatch of the first slider is pretty clear. Might change if someone else points it out.

      Pattern + Code

      316,316,61878,2,0,P|232:358|148:300,1,200,4|2,0:0|0:0,0:0:0:0:
      236,264,62949,1,2,0:0:0:0:
      320,216,63306,2,0,P|300:192|268:176,1,50,2|4,0:0|0:0,0:0:0:0:
  3. Cosmetical Issues:
    1. 00:20:806 (6) - NC here to keep the combo short. Boop, nice catch.
    2. 02:28:664 (1,2) - Swap NC here. the new section of the song
      starts on 02:29:378 - and not on 02:28:664 - inb4 pattern: that excuse is
      invalid. Fair enough. (Would not give such an excuse :3)

[Hard]
  1. Rhythmical Issues:
    1. 00:14:021 (5,6) - please consider changing the rhythm to something
      that catches the sounds on 00:14:199 and 00:14:914 without having them
      on slider-ends. Changed one of them.
    2. 00:20:628 - Consider adding a circle here. The sound here is much louder than
      on 00:20:271 + leaving a blank here causes the whole thing to stop and lose
      flow. It plays quite awkwardly. I suggest you add a circle on 00:20:628 and place
      it to x:72 y:260. this will help accentuate the sounds a bit and the slight
      jump to the next object will highlight/differenciate the next measure better. :3
  2. Placement Issues:
    1. 00:44:378 (5,1) - If you have an Anti-Jump here (Which I don't really like,
      personally) why not make it consistent with 00:45:806 (4,5) - 00:41:521 (3,4) - Theeere are antijumps there o.o (Just not the same)
    2. 00:52:949 (3,4) - ^
    3. 00:55:092 (1,2) - ^
    4. 00:55:806 (1,2,3,4) - God damn it, please pick one and stick with it. XD I am using them for variation dud
    5. 01:08:664 (5,6) - ^ // Please check your stacks yourself from this point on. I <3 my stacks
  3. Cosmetical Issues:
    1. 00:12:235 (8,1) - swap NC since the measure/section begins on 00:12:235 Using the "vocals?" on the current NC as a reference, this should be fine.
    2. 00:19:379 (6) - NC here to grant HP boost, considering that this is quite a long
      stream. Agreed! Why is this word on a new line? o.o
    3. 00:35:092 (5) - Add NC here, considering that Kiai/next Measure starts on this spot.
      Also, remove NC on 00:36:164 (1) - . Done.
    4. 00:37:056 (6) - Eh, not sure but I'd add NC. Simply to keep the numbers down a bit. I would also like a NC there, so that's that.

[Light Insane]
  1. Rhythmical Issues:
    1. 00:06:164 (1) - I get that you wanted to empathize that 'bird'-sound that is
      streching a bit after the red tick BUT you have a new 'section' on 00:06:521 and starting
      that on a sliderende is a really bad Idea. All together, the pattern 00:06:164 (1,2,3) - dosn't
      flow a bit considering the the reverse and then awkward change in angles.

      Pattern+Timeline+Code

      312,280,6164,2,0,P|260:288|224:276,1,75
      176,200,6521,5,0,0:0:0:0:
      249,125,6699,1,0,0:0:0:0:
      100,276,6878,2,0,P|92:312|100:356,1,75
      I like your pattern better (code was a bit messed up but k :3)
    2. 00:08:842 - for the love of god, please add a circle here. Theres clearly a sound on this
      spot. The 1/1 breaks makes everything confusing and weird to play. There
      should also be a tripplet on 00:09:199 as well to keep flow. ok, ok jeez

    3. 00:14:556 - ^ ^
    4. 00:11:164 (1,2,3) - I tried but I really don't understand why you'd use
      such an abstract rhythm instead of a stream to highlight the calypso. Keeping mine since I not only have to add some extra 3/4 sliders, but also I like how it plays because I can highlight the beats better. (Also a stream would be too much)

      Pattern + Code

      160,64,11164,5,0,0:0:0:0:
      48,124,11342,1,0,0:0:0:0:
      152,188,11521,1,0,0:0:0:0:
      156,216,11610,1,0,0:0:0:0:
      172,236,11699,1,0,0:0:0:0:
      196,248,11789,1,0,0:0:0:0:
      224,248,11878,5,0,0:0:0:0:
      200,280,11967,1,0,0:0:0:0:
      164,300,12056,1,0,0:0:0:0:
      124,296,12146,1,0,0:0:0:0:
      84,284,12235,6,0,P|47:291|10:295,1,75,4|0,0:0|0:0,0:0:0:0:
      224,352,12592,2,0,P|260:357|296:365,1,75,4|0,0:0|0:0,0:0:0:0:
    5. 00:16:521 - Why no simple 5-circled stream for the little dolphin? I can't see why that would be better compared to what I have now.
    6. 00:20:449 (1) - This should really be cklickable. You have two very short and
      more or less 'outstanding' sounds so drowning those in a slider is really non-benefitial.
      If you'd use two hitcircles instead with a small jump in-between them, you'd get
      a much nicer finish to lead into the next measure. Also, swap NC 00:20:449 (1,2) - on
      these. This... is clickable.
    7. You can very easily add circles on 00:50:271 . This
      would dissolve the very awkward 1/1 break here. It would also fit the song
      nice seeing as this point in time has quite loud sounds. With that note,
      Id also suggest a stack between 00:50:628 (7,8) - or swapping
      NC on 00:50:985 (8,1) - to make it more readable. Didn't change the rhythms since it created the intended cursor movement. I did, however add NCs at some places to improve readability.
    8. 01:17:949 (1) - Could you please shorten the spinner here to 01:20:449 ?
      This would do two things. It would for one give the player more reaction-time
      to hit the next object easier, but it would also let the spinner end on the snapping-
      sound instead of nothing, meaning that the beat-value of the spinner wouldn't be lost. Nice catch, I intended to end it there initially, dunno what happened.
    9. 01:22:592 - Can you add a circle here? It would fit with the Synth in the background.
      This would help with the flow and absolve the rather unfitting 1/1 break. It's not noticeable enough to be mapped on light insane. (There are other instances, where it is noticeable and I map it)
    10. 01:28:306 - ^ ^
    11. 01:22:949 (2) - Consider shortening this slider to 01:23:128 . Right now
      it dosn't hit any beats on the blue tick, the only purpose of it is to stress the play
      a bit while ignoring the rhythm underneath it.
    12. 01:57:949 (6,7,1,2,3,4,5,6,1,2,3) - What in the world are you trying to
      achieve with this? Not only can I not grasp what you were trying in edit-mode,
      but any player playing this the first time wont get it either and miss a lot of these,
      resulting in unnecessary fails/50/100. The Stacks arent even marked properly
      with fitting NC. I highly, highly suggest you add circles on 01:58:128 01:58:842
      01:59:556 01:59:914 and create a slight and small jump-pattern with these. I figured it would be pretty clear that I am following simple major beats here. Changed around NCs a bit.
    13. 02:29:914 - add a circle here are you can clearly hear the sound of the harp on
      this point. The 1/1 gap is really inconsistent with the following part. This makes it highly
      confusing and awkward while playing. Ay
  2. Placement Issues:
    1. 00:41:521 (3,4) - If you're gonna use an Anti-Jump, please make it more
      readable by using NC on 00:41:878 (4) - . BUT I'd much rather see these two stacked as
      it would form a nice consistency with hard, seeing as it has similar anti-jumps on similar
      positions. Same goes for 00:42:414 (6,1) - Changed NC, I don't want to stack them so I still have the cursor going when I create that snappy flow.
    2. 01:21:521 (3,4) - Please make this Anti-jump more readable through NC or
      stacking, as it right now has the same distance as 01:21:164 (2,3) - . It's simply
      deceptive and not fun to play. Doneeee
    3. 01:35:807 (1,2) - ^ ee
    4. 02:06:521 (1,2) - ^ eee
    5. 02:11:521 (6,7) - ^ eeee
    6. 02:21:878 (3) - ^ // NC here please to fix this issue eeeee
    7. 01:25:806 (6,7,1) - Please equalize the spacing between these objects.
      This would make it easier to read + there is no real apparent reason why the
      spacing should drastically change at this point. Nice catch, changed.
  3. Cosmetical Issues:
    1. 00:07:949 (6) - NC here please for the new measure in time. Done

[Insane]
  1. Placement Issues:
    1. 00:59:735 (8,1) - Can you stack these? It would keep consistency with 00:57:592 (5,1,2,1) - They are not of the same nature, I like them as they are. Will change if anyone else point it out though.
    2. 01:27:592 (4) - Consider moving this one to x:416 y:312 to make the spacing
      bigger in order to prevent comfusion through the anti-jump. Or generally increase the spacing/
      stack. Didn't do as suggested because it created a nasty overlap, I moved it around a bit though.
    3. 01:58:128 (1,2,3,1,2,3,1,2,3) - I do understand what you were trying to do here.
      Flow-Jumps that still manage to highlight the repeating rhythm while differencing it.
      Theres a better way to do it tho to maintain more flow.

      Code
      440,248,117949,1,4,0:0:0:0:
      416,152,118128,5,0,0:0:0:0:
      352,221,118306,2,0,P|322:236|263:223,1,90
      328,136,118664,1,4,0:0:0:0:
      440,248,118842,5,0,0:0:0:0:
      352,221,119021,2,0,P|320:210|287:159,1,90
      416,152,119378,1,4,0:0:0:0:
      352,220,119556,5,0,0:0:0:0:
      328,136,119735,2,0,P|339:104|390:72,1,90
      488,88,120092,1,4,0:0:0:0:
      496,200,120271,1,0,0:0:0:0:
      359,226,120449,1,0,0:0:0:0:
      359,226,120806,5,8,0:0:0:0:
      I love this pattern too much to get rid of it. I don't know why you can't see what I am trying to do here.
    4. 02:14:914 (11) - I dunno man, the spacing here indicates a double more
      than a 1/2 rhythm. Consider moving it to x:24 y:160 to make it more readable. Moved it elsewhere :3
    5. 02:22:056 (6,7) - Please make this anti-Jump more readable by stacking
      or using NC. Altho I highly suggest a stack to keep it consistent with 02:21:521 (4,5) - Used NC.
  2. Cosmetical Issues:
    1. 00:37:235 (9) - NC here to keep consistency Ay
  3. Nazi:
    1. 02:39:021 (1) - Move it to x:80 y:36 to make the line perfectly straight 02:37:949 (2,1,1) - Made it even more curvy so people don't think I want it straight :3
So many thanks for the cool mod :3
Snaggletooth
About the stacks on Hard:

Variation is one thing but using Anti-Jump on hard, which is already difficult to justify, and THEN using diffrent
anti-jumps ever so often, just complicates and makes everything confusing for no reason. That was my
point.

Light Insane: The 'clickables' are not clickable. A slider only offers one tap in rhythm and a release. If
the release happens on a high and loud note, the power and effect that this note could have potentially
had is lost because no incentive was given to actively engage with it.

Those are the only things that I would love to see changed but okay
Topic Starter
Exa

Snaggletooth wrote:

About the stacks on Hard:

Variation is one thing but using Anti-Jump on hard, which is already difficult to justify, and THEN using diffrent
anti-jumps ever so often, just complicates and makes everything confusing for no reason. That was my
point.

Light Insane: The 'clickables' are not clickable. A slider only offers one tap in rhythm and a release. If
the release happens on a high and loud note, the power and effect that this note could have potentially
had is lost because no incentive was given to actively engage with it.

Those are the only things that I would love to see changed but okay
Some valid points are here. I might actually change them; wel'll see.
Nozhomi

Milan- wrote:

nozhomi
-00:01:521 (3,4,1,2) - having the same pattern even tho the music has emphasis on (2) is not really nice. - Why ? Flow is good and fit perfectly music here. If you think there is a problem you have to explain me why.
-00:29:914 (3,1) - they way you make the transition towards this kind of sliders is reallly annoying, rotating (1) by 30°~ flows better. It may be a minor but still makes the map better:p. 00:30:628 (3,1) - same - Did some changes on this pattern.
-00:31:521 (1,2) - offbeat slider isnt that great, try ctrl g'ng that rhythm. Sounds better - True
-00:33:664 (5) - Uh it's better just as a circle cuz there's no music or something that support an extended slider here, in addition to make the following pattern play better . (or maybe slow it down?) - Water sound, listen carefully, also it makes a good transition to the next pattern.
-there are some pattern where you could improve the flow just doing minor adjustments, like here 00:15:806 (5,1,2,1,2,3) - it feels really forced the way you change suddenly to 1/4 sliders jumps, without saying that the flow you make here 00:16:878 (3,4,5,6) - is really awkward due to bad usage of slider leniency. And fast/ugly example of what you could've done there is something like this https://osu.ppy.sh/ss/3484487 - I only moved 00:17:414 (3) - to the top I agree flow was kinda strange for this one, other are fine imo.
-00:34:616 (3,1) - this could be another example. You make the player stay in one position by doing this 00:34:378 (1,2,3) - so it'd play cooler if 00:34:735 (1) - stays also in the same spot. - Totally agree.
-00:59:556 (9,1,2) - you're forcing slider leniency to do the job even tho it doesnt actually do it right. - Don't see any problem here.
-Also there are some parts where the music get less stronger / slower, but you still keep jumping on every beat. Ex, 00:46:342 (5) - you make it part of the whole triangle but this beat is way weaker than the others so making a triangle with this note doesnt have much sense; 00:55:628 (2) - here clearly the music gets slower but you use the same distance that you use on stronger parts of the song. 01:40:806 (1,2,3,4) - similar - There is no jumps at all lol, basic spacing on kiai is around 1.50x, so that's a normal spacing, not a jump like 00:47:056 (4,5) - .
-Some notes on the last kiai doesnt fit to the song very well. It's a slow part of song so they sound mostly overmapped. like 02:09:110 (7) - 02:09:289 (9) - 02:11:967 (7) - (you could've mapped 02:11:789 - instead tho..) 02:16:074 (5) - 02:18:753 (5) - . You may say, "but there's a 1/4 sounds there", there's a very low 1/4 on the whole section, it doesnt mean you need to map them. - But if I want to map them actually ? They emphasis the song pretty well so I don't know why I should remove them since they're not overmapped.
-02:17:503 (5,6,7,8,9,1) - they way this stream is designed isnt really fitting to the track. This part is really plain and slow, making a kinda wub stream feels forced. - It fit the quick hit-hat here, no change.


gl hf
thx~

Natsu wrote:

Noz's Extra:

  1. 00:05:092 (1,2) - eh just use a 1/2 sliders, by using 1/4 here you are just killing the nice rhythm of 00:04:735 (1,2) - - That's not a bad idea but for me this is the best option to map this part and have it play nicely.
  2. 00:23:664 (5) - eh I think its a good idea to add a NC here, accordint to the music and - Sure
  3. 00:33:664 (5) - music just stop here, that slider makes 0 sense to me >; - No one hear water here ???????? D:
  4. 00:34:378 (1,2,3) - add whistle on every circle - Ok
  5. 00:51:878 (5) - same as above, also remove whistle from slider body - Ok
  6. 00:56:789 (1,2) - swap NC, your current one doesn't make sense with the music, if you are following instruments with your comboing then 00:56:878 - its the correct place, if you are following that vocals then the place should be in 00:56:699 - but not in blue - Fix
  7. 01:43:664 (1,1) - slider-slide sounds so bad imo. - Fixed all of them
  8. 02:17:503 (5,6,7,8,9,1) - is the spacing here a mistake? - No it's for fit hit-hat.
  9. 02:22:860 (5,6) - why? atleast make them overlap a bit - Yeah this is a little too far.
Thx :)

diff nya
osu file format v14

[General]
AudioFilename: Marble Soda.mp3
AudioLeadIn: 0
PreviewTime: 34378
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

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

[Metadata]
Title:Marble Soda
TitleUnicode:Marble Soda
Artist:Shawn Wasabi
ArtistUnicode:Shawn Wasabi
Creator:Exa
Version:Noz's Extra
Source:
Tags:Mashup Frim4503 fartownik Nozhomi Fantasy Pink Medicine Kiss Pachirisu tone Take There PONPONPON Fast Love Money GT40 Y2K Slow Double Jump Flicker Divinity Fresh Static Snow Lionhearted Polygon Dust Sad Machine ABXY Pluto! R2D2 PANDA EXPRESS Peaceful Lemon Tree Dirty Vibe Sailor Mouth Pikachu Pokeball Anime Bae Cloud City Ohana Yoshi Faded Streamers ID Octahate U Guessed It CoCo Kimono Nintendo Sunny Shores Area Codes Always Hello Tell Chocolate DITTO All Me DOLPHIN Say My Name Paws Pearls Wedding Bells Rice Rain Aurora Mirror Maru Car Pop XOXO Glitter Sand Brights Gay Wolf Space Parade Feelsie Heirloom miss Facebook 11 Mine Cream
BeatmapID:724360
BeatmapSetID:313718

[Difficulty]
HPDrainRate:6.2
CircleSize:4.5
OverallDifficulty:8.2
ApproachRate:9.2
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"MarbleSodaBG.jpg",0,0
//Break Periods
2,24013,28656
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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384,292,152949,1,8,0:0:0:0:
256,160,153128,1,0,0:0:0:0:
232,352,153306,2,0,P|221:324|219:294,1,59.9999981689454,0|0,0:0|0:0,0:0:0:0:
256,160,153485,2,0,P|266:187|268:217,1,59.9999981689454,4|0,0:0|0:0,0:0:0:0:
232,352,153664,5,0,0:0:0:0:
130,242,153842,1,0,0:0:0:0:
256,160,154021,1,4,0:0:0:0:
358,270,154199,1,0,0:0:0:0:
198,206,154378,2,2,P|181:160|198:114,1,100,8|0,0:0|0:0,0:0:0:0:
314,113,154735,2,2,P|330:159|314:206,1,100,8|0,0:0|0:0,0:0:0:0:
198,113,155092,5,4,0:0:0:0:
256,252,155271,1,0,0:0:0:0:
314,113,155449,1,0,0:0:0:0:
345,96,155539,1,0,0:0:0:0:
376,79,155628,1,0,0:0:0:0:
406,62,155717,1,0,0:0:0:0:
437,46,155806,1,0,0:0:0:0:
380,184,155985,1,4,0:0:0:0:
198,271,156164,1,0,0:0:0:0:
167,288,156253,1,0,0:0:0:0:
136,305,156342,1,4,0:0:0:0:
106,322,156431,1,0,0:0:0:0:
75,338,156521,5,0,0:0:0:0:
132,200,156699,1,0,0:0:0:0:
256,76,156878,1,0,0:0:0:0:
380,200,157056,1,4,0:0:0:0:
198,271,157235,2,0,L|224:172,1,100,8|0,0:0|0:0,0:0:0:0:
314,271,157592,2,0,L|288:172,1,100,4|0,0:0|0:0,0:0:0:0:
256,28,157949,5,2,0:0:0:0:
256,52,158485,5,2,0:0:0:0:
256,76,159021,5,2,0:0:0:0:
256,192,159378,12,0,161164,0:0:0:0:
Hakurei_REIMU_
Good.
this beatmap is fun.!!!
Topic Starter
Exa
I am sad to say that fartownik's diff has now been permanently removed from the set due to it's inability of passing the ranking process.
It will still be linked in the beatmap's description.


Also fixed the stacks on Hard diff.
Frim4503
when ranked ?
i wanna play it with scoreboard :)
NVAN

Frim4503 wrote:

when ranked ?
i wanna play it with scoreboard :)
Not so soon
Topic Starter
Exa

XeroiZi HD wrote:

Frim4503 wrote:

when ranked ?
i wanna play it with scoreboard :)
Not so soon
The hell?
Nozhomi
#thedream ?
Keep belive in it ^^
Grrum
Hi Exa. I've had my eye on this map for a while and finally got around to taking a look at it, but I'm still pretty lazy and only did one difficulty XD. Hope this helps.

[Insane]

00:03:664 (1,2) – Due to slider leniency, the distance between these feels kind of small. Try making the spacing a little bigger between (1)'s head and (2)'s head.

00:09:735 (5,7,8) – you're pattern would probably look nicer if 5 were the same distance away from 7 as it is with 8 (ex: http://puu.sh/k2jcv/322fb3452b.jpg)

00:18:664 (1,2,4) – Similar ^

00:30:806 (8,9,10) – Similar ^ . Move 00:31:164 (10) – to 56, 191 and 00:30:985 (9) – to 186, 112 so that these 4 objects form two equilateral triangles.

There's probably more of this above kind of thing, but I will stop mentioning them.

00:43:664 (1,2) – Due to slider leniency and the long slider in general, this is acting as a very strong rest. This conflicts a little bit with the stack at 00:44:735 (3) – on (2). Overall 00:44:735 (3) – is a very strong note, so it's possible to stack it like what you have and then interpret that as “intensity by resting,” but since you have the long rest at 00:43:664 (1,2) - , (3) just feels like even more of a rest. If you were to instead change 00:43:664 (1,2) – to have normal or above average spacing, the stack makes more sense. If you keep the spacing at 00:43:664 (1,2) - , then not stacking (3) and instead having a jump at 00:44:378 (2,3) – feels nice. Experiment with both options and see if you like those flows.

00:45:449 (5,6) – By following the bass, you undermap a lot of this exciting part. I'd prefer to see a more energetic rhythm and spacing to fit this part of the song better. This applies to all other similar parts of the song.

01:06:700 (5,6) – 3/2 rhythm feels really unintuitive. Experiment with 01:06:699 (5) – being a slider (probably a 1/1 slider), as well as with 01:07:235 (6) -

01:29:735 – put the anchor (the red node) so that it lines up here with the slider. (Try 161, 231. This changes it's shape, but it's an example how the anchor would match the timing of the slider). This sets up a better overlap with 01:29:021 (12) – by putting (12) exactly on the anchor.

01:58:128 (1) – It looks like you interpret this as being a strong note. I do not see the reason why, so it'd be helpful to hear you explain why you do. To me, the piano, the beat, and the high-pitched singing all start on 01:57:949 (6) - . This is the stronger beat, so I'd like the jumps to go into this one instead. (example: http://puu.sh/k2k3K/681bf5ddbb.jpg). Same with the NC, and same argument for spacing for 01:58:664 (3,6,9) -

01:57:770 (5,2) – This overlap looks poor. If you don't fix the above, try stacking on the slider end or move it so the don't overlap.

02:05:449 – try making a 1/1 slider here to fill in the gap. If you do, make some kind of stream or reverse slider on 02:06:164 -

02:25:806 (9) – I think you're undermapping the really high-pitched ½ notes here. Since you make a slight rest with the long slider at 02:25:092 (7) – you have room to add these notes, so I'd rather see the 02:25:806 (9) slider be three ½ circles with either normal DS'd spacing or possibly higher than normal spacing.

02:28:306 (1,2,3) - Try this rhythm so this combo isn't so restful: http://puu.sh/k2j0r/7d712a4f27.jpg

02:34:735 (8) – Consider making this a ½ slider and make a circle on 02:35:092 -

It's possible that I mod some other difficulties, but we'll see. Good luck!
Topic Starter
Exa

pinataman wrote:

Hi Exa. I've had my eye on this map for a while and finally got around to taking a look at it, but I'm still pretty lazy and only did one difficulty XD. Hope this helps.

[Insane]

00:03:664 (1,2) – Due to slider leniency, the distance between these feels kind of small. Try making the spacing a little bigger between (1)'s head and (2)'s head. It's intended :)

00:09:735 (5,7,8) – you're pattern would probably look nicer if 5 were the same distance away from 7 as it is with 8 (ex: http://puu.sh/k2jcv/322fb3452b.jpg) Fixed :3

00:18:664 (1,2,4) – Similar ^Fixed

00:30:806 (8,9,10) – Similar ^ . Move 00:31:164 (10) – to 56, 191 and 00:30:985 (9) – to 186, 112 so that these 4 objects form two equilateral triangles. 00:30:628 (7,9) - Going for equality here, it doesn't look bad either >.<

There's probably more of this above kind of thing, but I will stop mentioning them.

00:43:664 (1,2) – Due to slider leniency and the long slider in general, this is acting as a very strong rest. This conflicts a little bit with the stack at 00:44:735 (3) – on (2). Overall 00:44:735 (3) – is a very strong note, so it's possible to stack it like what you have and then interpret that as “intensity by resting,” but since you have the long rest at 00:43:664 (1,2) - , (3) just feels like even more of a rest. If you were to instead change 00:43:664 (1,2) – to have normal or above average spacing, the stack makes more sense. If you keep the spacing at 00:43:664 (1,2) - , then not stacking (3) and instead having a jump at 00:44:378 (2,3) – feels nice. Experiment with both options and see if you like those flows. While you make a good point, I don't think it would affect gameplay THAT much if I let the player play a 3/2 slider once in a while. I can't get rid of the long slider due to consistency reasons and I also can't change the notes after - again - because of consistency reasons. Generally, letting the player take a small break is not that much of an issue.

00:45:449 (5,6) – By following the bass, you undermap a lot of this exciting part. I'd prefer to see a more energetic rhythm and spacing to fit this part of the song better. This applies to all other similar parts of the song. There is no actual beat on the red ticks so I can't stop the slider there and add a not afterwards :(

01:06:700 (5,6) – 3/2 rhythm feels really unintuitive. Experiment with 01:06:699 (5) – being a slider (probably a 1/1 slider), as well as with 01:07:235 (6) - Changed. In fact, I used a triplet.

01:29:735 – put the anchor (the red node) so that it lines up here with the slider. (Try 161, 231. This changes it's shape, but it's an example how the anchor would match the timing of the slider). This sets up a better overlap with 01:29:021 (12) – by putting (12) exactly on the anchor. There is a reason I didn't make the turning point of the ball on the red tick and that's because if I do so the transition 01:29:199 (13,1) - here becomes too big and plays bad.

01:58:128 (1) – It looks like you interpret this as being a strong note. I do not see the reason why, so it'd be helpful to hear you explain why you do. To me, the piano, the beat, and the high-pitched singing all start on 01:57:949 (6) - . This is the stronger beat, so I'd like the jumps to go into this one instead. (example: http://puu.sh/k2k3K/681bf5ddbb.jpg). Same with the NC, and same argument for spacing for 01:58:664 (3,6,9) - I honestly have no explanation for this stupid mistake. Nice catch. I used the same pattern but I moved everything a tick back.

01:57:770 (5,2) – This overlap looks poor. If you don't fix the above, try stacking on the slider end or move it so the don't overlap. Made it so that the sliderhead is between the slidertail and sliderbody of the slider which is above the slider we are talking about and did the same thing to the other sliders. Slider.

02:05:449 – try making a 1/1 slider here to fill in the gap. If you do, make some kind of stream or reverse slider on 02:06:164 - just added the reverse slider and not the 1/1 cause there is nothing to map really ;D

02:25:806 (9) – I think you're undermapping the really high-pitched ½ notes here. Since you make a slight rest with the long slider at 02:25:092 (7) – you have room to add these notes, so I'd rather see the 02:25:806 (9) slider be three ½ circles with either normal DS'd spacing or possibly higher than normal spacing. Honestly no idea what I was thinking; There are even 1/4 beats there. Stream'd!

02:28:306 (1,2,3) - Try this rhythm so this combo isn't so restful: http://puu.sh/k2j0r/7d712a4f27.jpg Good mod is a good mod.

02:34:735 (8) – Consider making this a ½ slider and make a circle on 02:35:092 - Hai o/

It's possible that I mod some other difficulties, but we'll see. Good luck! I think you've done more than enough. Thanks for the amazing mod <3
Hinsvar
so uuuuh where's fartownik's diff

I found it to be okay, really. Why it's gone now? o.o
Topic Starter
Exa

Hinsvar wrote:

so uuuuh where's fartownik's diff

I found it to be okay, really. Why it's gone now? o.o
Apparently due to it's gimmicky nature and it's difficulty, people (I will just call them that) hesitated when it came to modding it. This made the ranking process a pain in the ass for me and after long discussions with several BNs, I decided to remove it.

By all means though; if anyone thinks there is still something that can be done for farto's diff, please say so.
Hinsvar
stuff
21.40 Exa: Hey Hinsvar
21.41 Hinsvar: o/
21.41 Exa: [Hey um https://osu.ppy.sh/forum/t/329717/start=162]
21.41 Exa: Ok I failed
21.41 Exa: Just click the link XD
21.42 Hinsvar: hmm ok then
21.42 Hinsvar: actually after I typed that I played the diff and uh
21.42 Hinsvar: Yeah, I found some parts to be uncomfortable.
21.42 Exa: Egh
21.42 Hinsvar: Not *that* bad tho
21.42 Hinsvar: like "no get this the fuck off the mapset" bad
21.42 Exa: Welp farto stated that the diff is ment for high-level player
21.43 Exa: players*
21.43 Exa: Yeah I get it
21.43 Exa: Uncomfortability is relevant to skill in some degree
21.44 Exa: I have bothered over 100 3k+ rank players to play this and they all gave positive feedback
21.46 Hinsvar: hmm let's see
21.46 Hinsvar: Do you still have the diff?
21.47 Exa: I think
21.47 Exa: let me see
21.47 Exa: No
21.47 Exa: let me get it
21.48 Exa: http://puu.sh/jYDCE/d837667fd3.osu
21.48 Exa: dl this so we have the same ver
21.48 Hinsvar: Well do you remember the part where a circle is stacked at the end of a slider?
21.48 Hinsvar: hmm ok
21.48 Hinsvar: 00:07:235 (3,4,5,1) -
21.49 Exa: yup
21.50 Exa: 00:01:521 (1,2) - And here
21.50 Hinsvar: Do you find that part okay?
21.50 Exa: And on other places
21.50 Hinsvar: yep that too
21.50 Hinsvar: basically do you find that kind of pattern ok
21.51 Exa: Yeah I guess
21.51 Exa: Well
21.51 Exa: It plays comfortably for me personaly
21.52 Exa: And it's a good way to break the flow imo
21.52 Hinsvar: 00:07:235 (3,4,5,1) - [https://osu.ppy.sh/ss/3649422 I'd say this is better... but this is probably just me.]
21.52 Hinsvar: Not sure what would fartownik think about it.
21.53 Exa: So it's the aesthetics that you find unfitting
21.53 Hinsvar: not really the aesthetics
21.53 Exa: I don't think he would have a problem with this
21.53 Hinsvar: It also makes the spacing larger too.
21.53 Exa: Well you increase the spacing and give more pressure
21.54 Exa: I think farto thought that he emphasized the beat by cutting the flow
21.54 Hinsvar: The movement with the current patterning is pretty small and it felt awkward to play for some reason, so I tried making the spacing bigger.
21.54 Exa: But I find your suggestion also much better
21.54 Hinsvar: I think I managed to preserve the flow he wanted, at least :P
21.54 Exa: Yeah I just tried it myself
21.54 Exa: It plays better indeed
21.54 Exa: Yup
21.55 Exa: I will let him know as soon as I see him online
21.56 Hinsvar: sure
21.56 Hinsvar: 00:21:699 (1,2,3) - Personally not too sure about this ._.
21.57 Exa: 00:21:744 - There is a beat here so the first one make sense
21.58 Hinsvar: I find the rhythm to be okay, but the placement... feels too linear.
21.58 Hinsvar: uh the flow I mean
21.58 Hinsvar: umm how to describe this
21.58 Exa: And the other two have beats that last for 1/8 so I guess that justifies it
21.59 Hinsvar: 00:16:878 (1,2,3,4) - oh and maybe this would've played way better if (4) was spaced way more distant from (2,3)
21.59 Hinsvar: yep i'm ok with the 1/8s :D
21.59 Exa: 00:21:699 (1,2,3) - So you are cool with these?
21.59 Exa: They more like make a curve
22.00 Exa: 00:17:414 (4) - How about equalizing this ones distance from
22.00 Exa: 00:17:235 (3,1) -
22.01 Hinsvar: 00:21:699 (1,2,3) - I find [http://osu.ppy.sh/ss/3649462 this] to be more ok tbh
22.01 Hinsvar: hmm
22.01 Hinsvar: I thought of something like that too for 00:17:414 (4) -
22.01 Exa: Oh I see your point
22.02 Exa: Alright I will also tell him that
22.05 Hinsvar: 00:34:021 (1,1,2,1) - The flow here makes this part's snapping change hard to read...
22.05 Hinsvar: Not sure why but when I stack 00:34:735 (1) - under 00:34:021 (1) - 's tail, it's kind of more readable.
22.06 Hinsvar: I did [http://osu.ppy.sh/ss/3649483 this]
22.06 Hinsvar: ...it's still hard to read anyway because the 1/3s are quite unexpected
22.06 Hinsvar: if you sightread at least
22.07 Exa: No mattern how you make it, this part is hard to read
22.07 Exa: 00:34:021 (1,1,2) - Triangle flow
22.07 Exa: 00:34:616 (2,1) - Back and forth
22.08 Exa: 00:34:735 (1,2,1) - Triangle
22.08 Hinsvar: 00:36:878 (1,2,1) - Larger spacing will make the cursor movement here more natural; something like [http://osu.ppy.sh/ss/3649494 this]
22.08 Exa: Breaking it down into little pieced makes sense
22.08 Hinsvar: hmm ok sure
22.09 Hinsvar: it's indeed one of the trickiest part to map
22.09 Exa: 00:36:878 (1,2,1) - I supposed he did it that way because they are ghost notes
22.09 Exa: They don't make something rly noticeable so small spacing makes sense
22.09 Exa: I don't think it would be that much of a deal to use more spacing though
22.10 Hinsvar: More spacing makes it more comfortable to play this part, and the difference in spacing shouldn't be too major of a problem :D
22.10 Exa: Yeah that's what I think as well
22.11 Hinsvar: 00:54:378 (1,2,3,4,1,2,1) - am I the only person who keeps misreading this
22.11 Exa: I can read that o.o
22.12 Exa: It has many things that say "I am 1/2"
22.12 Exa: Different combo, different spacing
22.12 Hinsvar: ah
22.12 Exa: And the aproach circle plays a major role in this
22.12 Hinsvar: 00:54:467 - there's actually nothing to map here
22.12 Hinsvar: ._.
22.12 Exa: 00:54:735 (1,2) - I mean these have their own combo
22.12 Hinsvar: yep I can understand that part
22.12 Exa: There is a beat there
22.13 Exa: it's the continuation of the previous beat
22.13 Exa: If you listen close enough, you can hear the beat that started on the previous tick escalating
22.13 Exa: it's like tiiiIIIICK!
22.13 Hinsvar: Yep, but it doesn't create... a sound by itself starting on that tick, but it's the continuation of something that starts a tick before it.
22.14 Hinsvar: Which is usually more suitable to be mapped with a slider's body
22.14 Hinsvar: ...wait
22.14 Hinsvar: I think there is indeed something that begins... around here.
22.14 Exa: 00:54:378 (1,2) - These could make a 1/4 slider along with these 00:54:556 (3,4) -
22.14 Hinsvar: Not sure if it's exactly on 00:54:467 - tho
22.15 Exa: Welp for the sake of playablity, I wouldn't use 1/16 ;D
22.15 Hinsvar: Same :D
22.15 Hinsvar: (3,4) would still be better of as circles tho
22.15 Hinsvar: because of how the instruments play
22.15 Hinsvar: combining (1,2) as a 1/4 slider would be ok
22.16 Exa: Yeah I see your point
22.16 Exa: I will let him know
22.17 Hinsvar: 00:58:128 (2) - uh honestly
22.17 Exa: 00:54:378 (1,2) - So basically make these a slider
22.17 Exa: That
22.17 Hinsvar: ye lol
22.18 Exa: That has been the point of many discussions
22.18 Exa: It plays fine and I can also explain why
22.18 Hinsvar: 01:00:271 (1,2) - this is the only part where the short sliders are really fitting
22.18 Exa: 00:58:128 (2,1) - Small spacing = slow cursor movement
22.18 Hinsvar: as in perfectly goes well
22.18 Hinsvar: the others are ok too but
22.18 Hinsvar: uh
22.18 Exa: These sliders map the same sound
22.18 Exa: all of them
22.19 Exa: Let me explain
22.19 Exa: 00:58:128 (2,1) - Slow cursor movement does not allow the player to sliderbreak
22.19 Exa: And taken that even a small portion of the slider body is visible
22.19 Exa: It should be treated as a slider and not 2 notes
22.20 Exa: After that, the player know how to play the slider
22.20 Exa: And it should be fine for the rest of them
22.20 Hinsvar: hmm ok after playing them again they make more sense now
22.20 Hinsvar: but I still find 01:03:485 (1,1,2,3,1) - somehow strange
22.21 Hinsvar: probs because they are stacked
22.21 Hinsvar: And I don't really think this should be a stacked stream...
22.22 Exa: 01:03:842 (2,3,1) - What if he at least moved these a bit further from the rest?
22.22 Hinsvar: Making them spaced will follow the instrument's increasing pitch better.
22.22 Exa: hm yeah
22.22 Hinsvar: [http://osu.ppy.sh/ss/3649548 This was what I was thinking.]
22.22 Exa: Probablyt
22.23 Hinsvar: oh and I was thinking that 00:58:485 (1,3) - Ctrl+G'd will emphasize 00:58:485 (1) - better since there's more spacing (and thus movement) between 00:58:128 (2,1) -
22.23 Exa: Good point
22.24 Hinsvar: 01:06:342 (2) - I'm feeling like an oddball, but Ctrl+G-ing this makes it play... better?
22.25 Hinsvar: 01:16:104 (2) - wait shouldn't this be 1/6
22.26 Exa: 01:06:342 (2) - This...
22.26 Exa: It's the same thing even if it's Ctrl+G'd
22.27 Hinsvar: Looks like it's the same thing, but by reversing it the flow changes.
22.27 Hinsvar: but then again yeah
22.27 Hinsvar: slider leniency makes them play the same
22.27 Hinsvar: I just instinctively follow where the tail is even though the leniency allows me to let the cursor stay still.
22.28 Exa: Ay
22.28 Exa: That's why I made 6k+ pp players play this and not 3k-
22.28 Hinsvar: 01:15:806 (1,2,3) - oh and remember this
22.28 Hinsvar: lel
22.28 Exa: 01:16:104 (2) - It's 1/6 on my version
22.28 Exa: Did you download what I gave you on the beginning?
22.28 Hinsvar: Yes.
22.28 Exa: http://puu.sh/jYDCE/d837667fd3.osu
22.28 Hinsvar: lemme get it again
22.29 Exa: 01:16:104 (2) - This is 1/6
22.29 Hinsvar: probs I fcked when I saved it
22.29 Exa: egh
22.29 Exa: Check it
22.30 Hinsvar: ...nvm I derped
22.30 Exa: Egh ;D
22.30 Hinsvar: I don't know what was I thinking lel
22.30 Hinsvar: I just heard a sound at 01:16:134 - and then I just realized it'd be crazy to map 1/12 triplets
22.31 Exa: LOL this is indeed 1/12
22.32 Hinsvar: ayy
22.33 Exa: Welp, can't map a 1/12 stream
22.34 Hinsvar: oh and lastly 02:27:592 (1,2,3) -
22.34 Hinsvar: I found this... exaggerated.
22.34 Hinsvar: uh
22.34 Hinsvar: ok not really the right word
22.34 Hinsvar: but also making 02:27:592 (1,2) - a 1/4 slider would be better
22.34 Exa: I will agree, this doesn't look like 1/4
22.35 Hinsvar: since 02:27:681 - isn't really that pronounced
22.35 Exa: Yup I see
22.35 Hinsvar: Well that's it.
22.35 Exa: I will let him know of all of them
22.35 Hinsvar: Cool.
22.36 Hinsvar: I'd be fine to get this forward... once I have everything done on my side.
22.36 Exa: Yeah sure
22.36 Exa: Did you check the rest of the diffs in case you have something to point out?
22.37 Hinsvar: Nope, not for now.
22.37 Hinsvar: Still not quite in the mood.
22.37 Exa: Yeah, no presure
22.37 Hinsvar: :D
22.39 Exa: You might as well post this on the thread
22.39 Hinsvar: Sure.

Discussed fartownik's diff with Exa.

After looking at and modding the diff, I didn't find the diff to be so bad (like "no this isn't supposed to be here go away" bad), honestly. It might look quirky, but I still believe it isn't too gimmicky to join the ranks of the ranked beatmaps.

I'll check the other diffs as I clear maps in my queue.
Topic Starter
Exa
Moved farto's diff back in the set.
fartownik
@Hinsvar:

00:07:235 (3,4,5,1) - I really feel like this pattern (and ones of this kind) is fine. Notice that I'm only using such spacing in a circle-slider pattern. I mostly dislike the aesthetics of what you proposed as well, it seems like to big of an SV to me.
00:16:878 (1,2,3,4) - Fixed.
00:21:699 (1,2,3) - Fixed.
00:34:735 (1) - Fixed it differently.
00:36:878 (1,2,1) - Fixed.
00:54:378 (1,2) - Nope.
01:03:485 (1,1,2,3,1) - The only way I see this fixed is making it 1/4 sliders, which I wanted to avoid, but whatever. Done just that. Not sure about it though.
00:58:485 (1,3) - Fine.
01:16:104 (2) - It is 1/6.

Also changed sliders to 0,3x and fixed a small ton of minor things.

http://pastebin.com/takVqAcH
cyprianz5
FARTOWNIK NIEZLA MAPKA W SENSIE NIEZLY POZIOM SERIO FAJNIE SIE GRA POLECAM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Iruka_old_1
Those stacked notes about 30 seconds in felt kinda awkward to me, but this map is still my favorite to date.
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