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Petit Rabbit's - No Poi! [Osu|CatchTheBeat|Taiko]

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Kagari
FINALLY!!!!
Xinnoh
why does the top ctb diff feel like i forgot to turn HR off :thinkz:
Topic Starter
walaowey
THANKS EVERYONE!!!
Kimitakari
CLSW in 2017... rip CtB once again
ZiRoX
[Kagari's Rain]
  1. Some of your 1/2 dashes feel really tight, so I'd suggest you overally reduce the distance between patterns in the normal sections. Trying to be as exhaustive as possible:
    1. 00:06:860 (2,3,4,5,6) - does
    2. 00:10:088 (3,4) - does (and reducing it without breaking the HDash requires moving some other stuff a bit)
    3. 00:24:708 (1,2) - does (because of the succesive antiflow movement after the HDash)
    4. 00:32:683 (2) - (similar to previous one)
    5. 00:37:810 (4,5) -
    6. 00:39:898 (1,2) - (harder because of the antiflow after the 1/4 HDash)
    7. 00:44:265 (8,1) -
    8. 00:45:784 (8,1)
    9. 00:52:050 (1,2,3) -
    10. 00:56:037 (3,4) -
    11. 01:01:164 (1,2) -
    12. 01:07:620 (2,3) -
    13. 01:09:139 (3,4) -
    14. 01:12:936 (5,6) -
    15. 01:19:582 (2,3) -
    16. 01:20:341 (6,7) -
    17. 01:21:101 (2,3) -
    18. 01:23:189 (3,4) -
  2. 00:26:227 (1,2,3) - You used a much smaller distance on a similar pattern on 00:23:189 (1,2,3) - , so I'd reduce the distance for this one.
  3. 00:45:215 (5,6,7) - Again, this larger distance is inconsistent with a similarly one used like 1 stanza before, so I'd reduce it.
  4. 01:01:734 (3,4) - The dash doesn't really fit here, because the vocal is ending, not starting.
  5. 01:05:531 (1) - This is really underwhelming considering other patterns, I'd try to find a way to make this have more movement.
[Kagari's Overdose]
  1. 00:05:816 (3,4,5) - The direction change feels a bit harsh. I'd make the 00:05:911 (4,5,6,7) - 4-plet curve a bit more upward.
  2. 00:11:227 (2) - I'd move this slightly right to add some leniency after the HDash.
  3. 00:13:886 (8) - ^Same here
  4. 00:19:582 (4) - Similarly, I'd move this a bit to the left.
  5. 00:22:810 (5,6) - (5) is stronger than (6) IMO, because of the drumbeat. The higher pitch on (6) doesn't feel like it deserves the current emphasis.
  6. 00:23:569 (3) - Similarly as suggested previously, I'd move this a bit to the left.
  7. 00:29:075 (6) The song suggest that (6) should be a slider.
  8. 00:36:860 (1) - ^Same
  9. 00:37:810 (5,6) - I'd reduce it a bit, it's a bit tight.
  10. 00:41:227 (6) - The song suggests a slider here.
  11. 00:43:696 (4,5,6,7) - I don't think these many HDashes in a row are really fitting, I'd go for normal dashes instead.
  12. 00:45:215 (4,5,6,7) - ^Same
  13. 00:46:923 (5) - I'd move it a bit to the right for leniency.
  14. 01:00:215 (3,4,5,6,7,8,1,2,3,4) - The sound in the back is 1/6, so this is wrongly snapped
  15. 01:01:923 (5,6) - As suggested for a lot of patterns in the Rain, I'd reduce this a bit.
  16. 01:05:151 (7,8) - ^Same
  17. 01:07:430 (2) - I'd move it a bit to the right for some leniency after the 1/4 HDash.
  18. 01:08:949 (2) - ^Similar stuff here, but moving it to the left.
  19. 01:11:037 (4,5,6) - Feels a bit tight. I'd move (5) a bit to the right.
  20. 01:13:316 (1,2) - Similar stuff, I'd move (1) to the right because you can't move (2) to the left or it will take the HDash out.
[Crystal's Captivation]
  1. AR9.5 on a 158 BPM map is overdoing it, I'd go for 9.3 or 9.4 at most.
  2. 00:11:987 (3) - I don't think the sounds are that strong to call for such quick direction changes, I'd make the slider go right instead.
  3. 00:15:215 (2,3) - This feels a bit harsh to me, since it's a really quick and tight movement after a sudden 1/4 HDash. I think you can move 00:14:645 (4,1,2) - a couple gridspaces to the right to add some leniency.
  4. 00:15:594 (1,1,1,1,2) - I'm not sure the slidertails are snapped to something right now. To me, it should be a 1/6 snap, but other person said 1/4 was more fitting. Get this double-checked with someone else. Another alternative would be to replace them with circles. Additionally, while I think the idea is nice, I think it's overdone a bit, and I'd reduce the strenght of the HDashes a bit while keeping the idea. As example, I think x:304 for 00:15:784 (2) - and x:208 for 00:16:354 (2) - is nice, and a similar reduction in HDash strenght would be nice for 00:16:924 (2) - and 00:17:873 (1) -
  5. 00:18:253 (1) - I'd move this a bit closer to the previous slidertail to add some leniency after coming out from such an intense pattern.
  6. 00:41:797 (3,4,5) - I don't think these sounds deserve such a strong HDash. I'd go for a normal dash by placing 00:41:987 (4) - on x:144 or so.
  7. 00:45:784 (7,1) - Personally I expected this to be a slider like 00:44:265 (1) - , since the vocals are quite similar
  8. 01:01:544 (2,4) - I'd move both of these 1 gridspace closer to the previous slider, just to make it slightly more lenient.
  9. 01:03:442 (1,2,3) - While I kinda think the HDashes themselves are acceptable, the quick direction changes feel a bit too much for me. I'd go for normal flow instead for this pattern.
  10. 01:04:202 (1,2,3,4) - Similarly to what was suggested previously, I'd put the circles a bit closer to the slidertail.
  11. 01:06:670 (2,3,4) - Feels a bit tight to me. I'd move (2) to x:432 and (4) to x:80. Doesn't change the idea, but adds a bit of leniency to it.
  12. 01:07:999 (3,4) - As suggested previously, I'd put the circle a bit closer to the slidertail.
  13. 01:09:139 (2,3) - ^And also on this one.
  14. 01:11:074 - Would do the same positions as suggested for 01:06:670 (2,3,4) -
  15. 01:13:316 (1,2,3,4) - The spacing between slider and circle feels a bit large. Just moving (2) to x:80 and (4) to x:176 makes it a bit more comfortable to play.
  16. 01:14:645 (1) - The curve on this slider creates a weird "brake" effect that isn't really expected. I'd go for a more horizontal, or plainly horizontal slider like you did on 01:02:493 (1) -
  17. 01:16:354 (1,2,3,4) - As suggested previously, I'd put the circles closer to the slidertail.
  18. 01:18:822 (1,2,3) - I don't think the sounds are that strong to require a 1/4 HDash + antiflow movement, so I'd go for a normal movement here.
  19. 01:24:708 (1,2) - 01:25:088 (1,2) - These two movements are really harsh after the 1/4 HDashes. One option would be to Ctrl+H 01:24:898 (2,1) - , but I'm not completely satisfied with it and you might come up with something better.
Sonnyc
I assume poidose to be some custom naming of "overdose" and since we have a higher ctb difficulty here, using such a custom difficulty doesn't really make sense imo.
CLSW
01:00:405 (5,6) - in Overdose diff were wrongly snapped, but at least 01:00:594 (7,8,1,2,3,4) - could be justified by its vocal. Just a simple note here~

00:11:987 (3) - It's really a cool movement with its drum section, the triplet 'dududum' sounds fit very well with its perfect key-input timings. So this is an overmod way too far for me.
00:14:645 (4,1,2) - It's very not good thing. It'll hurt its symmetric design and doesn't make sense that you said it's harsh, it's higher overdose!
00:15:594 (1,1,1,1,2) - Using 1/6 here will make huge inertia between HDashes, and you see it's antiflow on sliders like 00:15:784 (2) - , it's really not acceptable thing though. And in my gameplay I usually watch the center of the screen(Currently I'm using 1024x600 with windowed mode) so I placed the long sliders on center to get the actual design with the others and shapes. It looks better than your suggestions. Also I don't like circles because it doesn't chain its fruit type in default skin and also its design looks awful for me.
00:18:253 (1) - 32 pixel isn't that long distance for bpm 150s 1/4, also I'd like to keep its hard section completely with this.
00:41:797 (3,4,5) - Probably I can remove HDash on 00:41:797 (3) - here.
00:45:784 (7,1) - In 00:44:265 (1) - this slider you can hear just only vocal but current part is the mixture of instrumental and vocal. This could be deserved at its point.
01:01:544 (2,4) - Not really necessary fix, same reason as 00:18:253 (1) - . Making maps as comfortable without proper reason isn't my favorite style for higher overdose
01:03:442 (1,2,3) - The pitch increases at "One 'Gai'" and the back and forth movement fits really well with its vocal. Someone will think that it's overemphasis, but that's just players can't play well with that pattern. It's now too much easy thing in CtB 2017, and we should not stuck in the old things.
01:04:202 (1,2,3,4) - This one can be considered to reduce a bit cuz its pitch is lower than 01:01:544 (2,4) .
01:06:670 (2,3,4) - During my testplays I never missed here. I don't think it's really long stuff so not a necessary fix.
01:09:139 (2,3) - Not necessary, same as 00:18:253 (1) .
01:11:037 (3,4,5) - Same reason as 01:06:670 (2,3,4) - , and due to the vocal pitch I would like to add HDash on 01:11:227 (4) - next time.
01:13:316 (1,2,3,4) - Same as 00:18:253 (1)
01:14:645 (1) - fixable thing, it absolutely needs to be natural flow.
01:16:354 (1,2,3,4) - Same as 00:18:253 (1)
01:18:822 (1,2,3) - It's more like 'convoluted' it's not a problem between strong or weak. With your opinion it should be a problem with having HDash on 01:18:822 (1) - 's end, but it's not. Just the pattern was hard, it doesn't hurt any kind of atmosphere of the song flow as well. Also I've intended to make this as challengeable pattern so anti-flow? Why not?
01:24:708 (1,2) - 01:25:088 (1,2) - Perfect triplet key-input experience like the other game do, it's my own invention to convert its input to CtB. Even it's hard but this is the very end of kiai and deserved to be hard, also the key input fits perfectly well with its rhythm so why not. Also that's why I added new combo between these to get better clear-able

AR setting as 9.5 is my idea from better read-ability of anti-flow patterns.

Some of your suggestions make sense so it could be considered to fix, but those are too minor. If you find more major problems I'll try
Ascendance
pretty sure it's common practice to map that stuff as 1/4, you can check any standard (rhythm game) map of the same song and it's simplified to 1/4 in every case. The extra used 1/4 at 01:00:215 (3) - , the insane used 1/4 at 01:00:215 (3,4,5) - , it's just a matter of rhythm simplication. There's really nothing wrong with that.

https://osu.ppy.sh/b/861348
https://osu.ppy.sh/s/363052


Keeping it at 1/4 is 100% fine, as it utilizes percussion-based sounds rather than mapping to the 1/6 faint background. It's much easier to use 1/4 as a leadup anyways. No need to overexaggerate nonexistent issues. As for the subjective stuff, it's not up to me, but the snapping really doesn't need to be changed.
Kagari

ZiRoX wrote:

[Kagari's Overdose]
  1. 01:00:215 (3,4,5,6,7,8,1,2,3,4) - The sound in the back is 1/6, so this is wrongly snapped
this is totally unexpected, since the said 1/6 beat is almost unheard due to the faint sounds and i assumed that it's completely fine to map it as 1/4 as to not to make it too complex (most of other modders didnt noticed the said 1/6 beat so i think it's not that much of an issue at all~)
other mentioned parts aren't really have much of a major issue (and it's too minor for a issue since it's only related to spacing) but some of them could be considered to be fixed accordingly

as for naming difficulty, i would really like to keep the diff name as it is (in accordance to my previous guest difficulty of this map: https://osu.ppy.sh/s/361591). there's no definite reason as to why it was named as 'poi' rather than 'over' other than a naming gimmick that i've established for this particular anime series.
but 'poidose' doesnt really considered as a custom diff since the term 'dose' is there, so it should not be any difference with other normal 'overdose'.
but then again, if i were to change the name, it would completely defeat my purpose of mapping this song from the series that i love the most, and i would rather withdraw myself from this mapset than willingly changing the namediff


inb4 calvin, dy dlm diam tolak request pun still check jugak~
Xinely
1/6 there are totally hearable with 100% speed for me. also 1/4 feels weird due something what they map are empty especially 01:00:499 (6) - in here when 1/6 are low so feels like overmap or wrong snapped. considering this is ctb so 1/6 hdashes are allowed which means 1/6 feels more welcome for me

also ranked mapsets arent perfect. they can be reference but cant be something to say its correct or wrong

what sonnyc says is correct.. since CLSW's diff is highest diff so poidose is 2nd custom name which imo isnt allowed. i know your reason but we should follow the rules as well. https://osu.ppy.sh/s/361591 with pyondose is allowed because your overdose is highest diff here but for this map your diff isnt highest diff

00:15:594 (1,1,1,1,2) - on CLSW's diff. since zirox wrote need doublecheck so i go. considering from the vocal 00:15:594 (1,1) - are 1/6 but 00:16:734 (1) - is 1/4
Kurokami
Taking this down because of active discussion.

Just throwing my opinion here, we do not care how other mode mapped that part, it must be snapped according to the music. And we never ever take any ranked mapset as an example.
neonat
A 'dose' without 'over' kinda changes its meaning totally, making it totally different from what it could be, while it cannot qualify to be the hardest difficulty, taking away it's ability to use a completely custom name.
Topic Starter
walaowey


@Kagari cb btul lol, hari tu tolak skang tetibe check ewe
^ saje nak gune gmbr atas tu hahaha

NOOOOOOO MY POOOOOOOOOIIIIIIII
[ -Scarlet- ]

walaowey wrote:

CLSW
Probably kagari's overdose diff can be changed as 'Kagari's Poi Overdose' or something. Anyways gonna update my own diff with fixes soon~

About the snaps, I saw the other major rhythm games like sound voltex, chunithm, ez2ac, and even beatmania IIDX also used simplified rhythm in charts of minor difficulties. It would be not a good logic, but if osu! keeps its rule 'objects MUST be snapped according to music', it shall be not a good idea for the minor players and the game itself. and also it'll hurt the variety of patterns imo.

If the rule isn't good, we can try to fix the rule.
ZiRoX
Most of the stuff I pointed was minor and not DQ worth on its own. But the 1/6 thing was DQ worth. So yeah, I should have separated the actual unrankable issue from the rest of the suggestions, my bad there.

As for the 1/4 for 1/6 thing: I haven't seen it being common practice in CtB. Other modes and games might do it, particularly if they have a click/hit component, but, again, not CtB. Also, this isn't a "minor difficulty", it's an Overdose.
ffstar
gratz walaowey, now BN notice your map :D
Topic Starter
walaowey

ffstar0716 wrote:

gratz walaowey, now BN notice your map :D
Yes IKR.!
-Atri-
我草,CCTVB
Ascendance

Kurokami wrote:

Taking this down because of active discussion.

Just throwing my opinion here, we do not care how other mode mapped that part, it must be snapped according to the music. And we never ever take any ranked mapset as an example.
It's not an example, I just used them as references to situations where the same thing has been done. I felt the best way to do that was to show the same song, but there are plenty of other places where this concept is used.

Xinely wrote:

1/6 there are totally hearable with 100% speed for me. also 1/4 feels weird due something what they map are empty especially 01:00:499 (6) - in here when 1/6 are low so feels like overmap or wrong snapped. considering this is ctb so 1/6 hdashes are allowed which means 1/6 feels more welcome for me

also ranked mapsets arent perfect. they can be reference but cant be something to say its correct or wrong

what sonnyc says is correct.. since CLSW's diff is highest diff so poidose is 2nd custom name which imo isnt allowed. i know your reason but we should follow the rules as well. https://osu.ppy.sh/s/361591 with pyondose is allowed because your overdose is highest diff here but for this map your diff isnt highest diff

00:15:594 (1,1,1,1,2) - on CLSW's diff. since zirox wrote need doublecheck so i go. considering from the vocal 00:15:594 (1,1) - are 1/6 but 00:16:734 (1) - is 1/4
I guess it can be considered "overmap" but judging by every post you make on my maps, everything is overmap, but as I said, the simplification of the 1/6 to 1/4 is fine. Instead of following the faint background noise (which most people don't even hear the first time, including me), using 1/4 utilizes a percussion-based rhythm, as well as allows for a simpler timeline. Why throw the player off with a suddenly changing rhythmic structure when 1/4 fits just as well? It's an anime song, not a camellia one. Don't overdo it where there isn't a need to.

Oh yeah, also, "poidose" is pretty comprehensible for anyone who
A) Plays this level of difficulty
and B) has half of a brain

Just more scenarios where we overexaggerate things for little to no reason
ZiRoX

Ascendance wrote:

Kurokami wrote:

Taking this down because of active discussion.

Just throwing my opinion here, we do not care how other mode mapped that part, it must be snapped according to the music. And we never ever take any ranked mapset as an example.
It's not an example, I just used them as references to situations where the same thing has been done. I felt the best way to do that was to show the same song, but there are plenty of other places where this concept is used.

Xinely wrote:

1/6 there are totally hearable with 100% speed for me. also 1/4 feels weird due something what they map are empty especially 01:00:499 (6) - in here when 1/6 are low so feels like overmap or wrong snapped. considering this is ctb so 1/6 hdashes are allowed which means 1/6 feels more welcome for me

also ranked mapsets arent perfect. they can be reference but cant be something to say its correct or wrong

what sonnyc says is correct.. since CLSW's diff is highest diff so poidose is 2nd custom name which imo isnt allowed. i know your reason but we should follow the rules as well. https://osu.ppy.sh/s/361591 with pyondose is allowed because your overdose is highest diff here but for this map your diff isnt highest diff

00:15:594 (1,1,1,1,2) - on CLSW's diff. since zirox wrote need doublecheck so i go. considering from the vocal 00:15:594 (1,1) - are 1/6 but 00:16:734 (1) - is 1/4
I guess it can be considered "overmap" but judging by every post you make on my maps, everything is overmap, but as I said, the simplification of the 1/6 to 1/4 is fine. Instead of following the faint background noise (which most people don't even hear the first time, including me), using 1/4 utilizes a percussion-based rhythm, as well as allows for a simpler timeline. Why throw the player off with a suddenly changing rhythmic structure when 1/4 fits just as well? It's an anime song, not a camellia one. Don't overdo it where there isn't a need to.

Oh yeah, also, "poidose" is pretty comprehensible for anyone who
A) Plays this level of difficulty
and B) has half of a brain

Just more scenarios where we overexaggerate things for little to no reason
The only part where there is a relevant 1/4 sound in that stream is 01:00:310 (4) -. All the rest are overmapped or wrongly snapped, whichever you like the most, since both are wrong. If you want to use the "it's for a simpler timeline" reasoning, then Kagari should have mapped the same timeline as CLSW for this buildup, as its simpler and actually follows the "not faint" sounds.

And I don't see how this being an anime song would give you the leniency to ignore the proper snaps to something.
Ascendance
He doesn't need to use CLSW's timeline, what? Like I said, it's just using a drum-based timeline in order to emphasize a buildup to the kiai. You can call it overmap, you can call it improvisation, you can call it whatever. It's not unsnapped though, and it's most certainly not a bad thing to do. Following CLSW's timeline isn't a bad decision, but keeping the current timeline is 100% acceptable

Also, the anime song reference is because there's no need to overcomplicate things where there is no complexity, like in a camellia song or something technical.
MIDAS_old_1

Ascendance wrote:

Oh yeah, also, "poidose" is pretty comprehensible for anyone who
A) Plays this level of difficulty
and B) has half of a brain

Just more scenarios where we overexaggerate things for little to no reason

Hello, I'd like to point out that it wasn't clear to me what Poidose was, and I am capable of playing overdoses.
By your implications that I do not have half of a brain, I am heavily offended.
Hence, I request a formal apology from you regarding your ignorance in your immature statement.
Please understand that proper conduct is the first step to a smooth conversation between human beings. You seem to lack that skill and should keep that in mind.
ZiRoX

Ascendance wrote:

He doesn't need to use CLSW's timeline, what? Like I said, it's just using a drum-based timeline in order to emphasize a buildup to the kiai. You can call it overmap, you can call it improvisation, you can call it whatever. It's not unsnapped though, and it's most certainly not a bad thing to do. Following CLSW's timeline isn't a bad decision, but keeping the current timeline is 100% acceptable

Also, the anime song reference is because there's no need to overcomplicate things where there is no complexity, like in a camellia song or something technical.
Drum-based timeline? There's only 1 drum triplet there, which I pointed out. The rest is either overmapped or wrongly snapping, depending on how you want to view it, and it's not acceptable.

And this is not overcomplicating things, it's just making things as they should be: following the song.
Riari
CtB has always been very specific on the snap, the circumstances are very different in standard and this isn't a situation that is as simple as a wrongly snapped buzz slider.
01:00:215 (3,4,5,6,7,8,1,2,3,4) - sounds clearly off & should be snapped properly.
Ascendance
It's pretty easy to extend the drum through additional emphasis. Let's take a look:

Here, we have a timeline of notes in which there are drum sounds. Obviously, notes are landing on 1/4, and obviously, the drum sounds are emphasized here.

Here's what happens if we make the vocals 1/4 for buildup emphasis.


Alright cool, so with this timeline, there's only 3 notes missing from Kagari's original timeline. But wait a second, then the timeline looks too similar to the rain! There's a perfectly simple solution : extend the line of percussion to create alternative emphasis. Really common and practical to use.


Suddenly, the timeline looks similar to Kagari's original timeline! Through the magic of basic rhythmic knowledge, we created an exact replica of what Kagari intended. Pretty easy to understand that Kagari isn't intending to follow the faint background at all.
Setomi
An easy fix could be to simply remove 01:00:499 (6) - & 01:00:689 (8) -

This makes it clear in both music and for the player that the vocals & drums are the main focus for the build-up while still being a bit distinct from the rain!

There are currently more ways to bring forth the overdose in the map and there are still more things that are way important to change/fix than this small segment

Good luck :)
Kagari
dah dah jangan gaduh lagi... tak elok asyik gaduh je lol

i was supposed to take an early sleep to prepare for tomorrow's departure back to my hostel so rip me

first thing first, the idea of me having a 1/4 build-up is already been mentioned and shown by ascendance (thanks dear). but then again, zirox did point out some valid concern here regarding with 1/6 snapping, which literally caught me off-guard. i checked that particular part and i couldn't say zirox is wrong here... (and it also partly my fault for not noticing the 1/6 snap). as much as i like to keep it 1/4, i can't ignore the 1/6 unsnapped issue.

with that, i tried to snap that said part accordingly in 1/6 rhythm snapping and this is what i got


i would like to hear everyone's opinion on this particular part... does it follow the 1/6 snap accordingly? is it overmapped? i want everyone who participated in this discussion to give their own opinion on this.

also i did fix most of the minor issues that zirox brought up alongside with the mod reply:

ZiRoX wrote:

[Kagari's Rain]
  1. Some of your 1/2 dashes feel really tight, so I'd suggest you overally reduce the distance between patterns in the normal sections. Trying to be as exhaustive as possible: - applied all
    1. 00:06:860 (2,3,4,5,6) - does
    2. 00:10:088 (3,4) - does (and reducing it without breaking the HDash requires moving some other stuff a bit)
    3. 00:24:708 (1,2) - does (because of the succesive antiflow movement after the HDash)
    4. 00:32:683 (2) - (similar to previous one)
    5. 00:37:810 (4,5) -
    6. 00:39:898 (1,2) - (harder because of the antiflow after the 1/4 HDash)
    7. 00:44:265 (8,1) -
    8. 00:45:784 (8,1)
    9. 00:52:050 (1,2,3) -
    10. 00:56:037 (3,4) -
    11. 01:01:164 (1,2) -
    12. 01:07:620 (2,3) -
    13. 01:09:139 (3,4) -
    14. 01:12:936 (5,6) -
    15. 01:19:582 (2,3) -
    16. 01:20:341 (6,7) -
    17. 01:21:101 (2,3) -
    18. 01:23:189 (3,4) -
  2. 00:26:227 (1,2,3) - You used a much smaller distance on a similar pattern on 00:23:189 (1,2,3) - , so I'd reduce the distance for this one. - ok
  3. 00:45:215 (5,6,7) - Again, this larger distance is inconsistent with a similarly one used like 1 stanza before, so I'd reduce it. -ok
  4. 01:01:734 (3,4) - The dash doesn't really fit here, because the vocal is ending, not starting. - i think it's fine the way it is right now
  5. 01:05:531 (1) - This is really underwhelming considering other patterns, I'd try to find a way to make this have more movement. - make it much horizontal than previous
[Kagari's Overdose]
  1. 00:05:816 (3,4,5) - The direction change feels a bit harsh. I'd make the 00:05:911 (4,5,6,7) - 4-plet curve a bit more upward. - ok
  2. 00:11:227 (2) - I'd move this slightly right to add some leniency after the HDash. - ^
  3. 00:13:886 (8) - ^Same here - ^
  4. 00:19:582 (4) - Similarly, I'd move this a bit to the left. - ^
  5. 00:22:810 (5,6) - (5) is stronger than (6) IMO, because of the drumbeat. The higher pitch on (6) doesn't feel like it deserves the current emphasis. - i make it normal dashes instead
  6. 00:23:569 (3) - Similarly as suggested previously, I'd move this a bit to the left. - ok
  7. 00:29:075 (6) The song suggest that (6) should be a slider. - ^
  8. 00:36:860 (1) - ^Same - ^
  9. 00:37:810 (5,6) - I'd reduce it a bit, it's a bit tight. - ^
  10. 00:41:227 (6) - The song suggests a slider here. - ^
  11. 00:43:696 (4,5,6,7) - I don't think these many HDashes in a row are really fitting, I'd go for normal dashes instead. - i think it's perfectly okay to have this kind of hdash pattern imo
  12. 00:45:215 (4,5,6,7) - ^Same - ^same
  13. 00:46:923 (5) - I'd move it a bit to the right for leniency. - ok
  14. 01:00:215 (3,4,5,6,7,8,1,2,3,4) - The sound in the back is 1/6, so this is wrongly snapped
  15. 01:01:923 (5,6) - As suggested for a lot of patterns in the Rain, I'd reduce this a bit. - ok
  16. 01:05:151 (7,8) - ^Same - ^
  17. 01:07:430 (2) - I'd move it a bit to the right for some leniency after the 1/4 HDash. - ^
  18. 01:08:949 (2) - ^Similar stuff here, but moving it to the left. - ^
  19. 01:11:037 (4,5,6) - Feels a bit tight. I'd move (5) a bit to the right. - ^
  20. 01:13:316 (1,2) - Similar stuff, I'd move (1) to the right because you can't move (2) to the left or it will take the HDash out. - you really like to loosen it up dont'cha?
rain
osu file format v14

[General]
AudioFilename: No Poi!.mp3
AudioLeadIn: 0
PreviewTime: 60489
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.5

[Metadata]
Title:No Poi!
TitleUnicode:ノーポイッ!
Artist:Petit Rabbit's
ArtistUnicode:Petit Rabbit's
Creator:walaowey
Version:Kagari's Rain
Source:ご注文はうさぎですか??
Tags:Gochuumon wa Usagi Desu ka? GochiUsa Is the Order a Rabbit? Season 2 Opening [Sc4v4ng3r] Sc4v4ng3r ffstar0716 [ -Scarlet- ] Kagari CLSW crystalseed tasuke912 Chino Kafū Kafuu Kafu Cocoa Hoto Rize Tedeza Chiya Ujimatsu Syaro Kirima sakura ayane 佐倉綾音 保登心愛 ココア minase inori 水瀬いのり 香風智乃 チノ taneda risa 種田梨沙 天々座理世 リゼ satou satomi 佐藤聡美 宇治松千夜 uchida maaya 内田真礼 桐間紗路 シャロ
BeatmapID:842717
BeatmapSetID:378094

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"ctb_bg.jpg",0,0
Video,485,"poi.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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poidose
osu file format v14

[General]
AudioFilename: No Poi!.mp3
AudioLeadIn: 0
PreviewTime: 60489
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.5

[Metadata]
Title:No Poi!
TitleUnicode:ノーポイッ!
Artist:Petit Rabbit's
ArtistUnicode:Petit Rabbit's
Creator:walaowey
Version:Kagari's Poidose
Source:ご注文はうさぎですか??
Tags:Gochuumon wa Usagi Desu ka? GochiUsa Is the Order a Rabbit? Season 2 Opening [Sc4v4ng3r] Sc4v4ng3r ffstar0716 [ -Scarlet- ] Kagari CLSW crystalseed tasuke912 Chino Kafū Kafuu Kafu Cocoa Hoto Rize Tedeza Chiya Ujimatsu Syaro Kirima sakura ayane 佐倉綾音 保登心愛 ココア minase inori 水瀬いのり 香風智乃 チノ taneda risa 種田梨沙 天々座理世 リゼ satou satomi 佐藤聡美 宇治松千夜 uchida maaya 内田真礼 桐間紗路 シャロ
BeatmapID:842716
BeatmapSetID:378094

[Difficulty]
HPDrainRate:6
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"ctb_bg.jpg",0,0
Video,485,"poi.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Combo2 : 255,128,128
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Combo4 : 108,255,108

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48,176,42461,1,0,0:0:0:0:
200,176,42556,1,8,0:0:0:0:
256,112,42651,1,0,0:0:0:0:
176,104,42746,1,2,0:0:0:0:
120,168,42841,1,2,0:0:0:0:
392,152,42936,6,0,L|488:120,1,100,4|0,0:0|0:0,0:0:0:0:
304,248,43316,1,8,0:0:0:0:
192,248,43506,1,0,0:0:0:0:
440,96,43696,1,2,0:0:0:0:
288,96,43886,1,0,0:0:0:0:
480,176,44075,1,8,0:0:0:0:
224,176,44265,1,0,0:0:0:0:
496,256,44455,6,0,P|488:208|456:168,1,100,2|0,0:0|0:0,0:0:0:0:
208,112,44835,1,8,0:0:0:0:
376,120,45025,1,0,0:0:0:0:
120,184,45215,1,2,0:0:0:0:
288,184,45405,1,0,0:0:0:0:
32,272,45594,1,8,0:0:0:0:
304,272,45784,1,0,0:0:0:0:
16,256,45974,6,0,P|24:208|56:168,1,100,2|0,0:0|0:0,0:0:0:0:
328,120,46354,1,8,0:0:0:0:
232,120,46544,1,0,0:0:0:0:
488,96,46734,1,2,0:0:0:0:
352,120,46923,1,0,0:0:0:0:
488,160,47113,1,8,0:0:0:0:
88,96,47303,1,4,0:0:0:0:
184,96,47493,5,0,0:0:0:0:
432,96,47683,1,0,0:0:0:0:
312,96,47873,1,8,0:0:0:0:
456,168,48063,1,0,0:0:0:0:
120,192,48253,1,4,0:0:0:0:
32,192,48442,1,2,0:0:0:0:
72,248,48537,1,0,0:0:0:0:
312,280,48632,1,8,0:0:0:0:
400,280,48822,1,0,0:0:0:0:
48,288,49012,6,0,P|104:168|168:136,1,200,4|8,0:0|0:0,0:0:0:0:
312,136,49582,1,0,0:0:0:0:
112,120,49772,1,2,0:0:0:0:
24,72,49961,1,0,0:0:0:0:
112,48,50151,1,8,0:0:0:0:
384,208,50341,6,0,L|320:128,1,100,0|2,0:0|0:0,0:0:0:0:
120,208,50721,2,0,L|184:128,1,100,0|8,0:0|0:0,0:0:0:0:
384,280,51101,1,0,0:0:0:0:
88,280,51291,2,0,L|24:200,1,100,2|0,0:0|0:0,0:0:0:0:
224,280,51670,2,0,L|152:200,1,100,8|0,0:0|0:0,0:0:0:0:
440,288,52050,6,0,P|384:168|320:136,1,200,2|8,0:0|0:0,0:0:0:0:
128,136,52620,1,0,0:0:0:0:
400,120,52810,1,2,0:0:0:0:
488,72,52999,1,0,0:0:0:0:
400,48,53189,1,8,0:0:0:0:
128,208,53379,6,0,L|192:128,1,100,0|2,0:0|0:0,0:0:0:0:
392,208,53759,2,0,L|328:128,1,100,0|8,0:0|0:0,0:0:0:0:
128,280,54139,1,0,0:0:0:0:
424,280,54329,2,0,L|488:200,1,100,2|0,0:0|0:0,0:0:0:0:
208,280,54708,2,0,L|136:200,1,100,8|0,0:0|0:0,0:0:0:0:
480,32,55088,6,0,P|392:120|320:120,1,200,4|8,0:0|0:0,0:0:0:0:
32,152,55658,2,0,L|136:144,1,100,2|2,0:0|0:0,0:0:0:0:
384,152,56037,2,0,L|280:144,1,100,0|8,0:0|0:0,0:0:0:0:
88,112,56417,1,0,0:0:0:0:
336,88,56607,5,4,0:0:0:0:
160,72,56797,1,0,0:0:0:0:
336,56,56987,1,8,0:0:0:0:
32,256,57177,1,2,0:0:0:0:
128,216,57367,1,2,0:0:0:0:
32,192,57556,1,2,0:0:0:0:
312,208,57746,1,8,0:0:0:0:
416,152,57936,1,2,0:0:0:0:
72,160,58126,6,0,L|172:160,1,100,4|0,0:0|0:0,0:0:0:0:
40,96,58506,1,8,0:0:0:0:
448,56,58696,2,0,L|360:104,1,100,2|0,0:0|0:0,0:0:0:0:
56,56,59075,2,0,L|152:96,1,100,2|0,0:0|0:0,0:0:0:0:
496,88,59455,6,0,P|464:184|392:248,1,200,4|2,0:0|0:0,0:0:0:0:
136,240,60025,1,2,0:0:0:0:
392,224,60215,1,2,0:0:0:0:
440,216,60278,1,2,0:0:0:0:
472,168,60341,1,2,0:0:0:0:
240,176,60405,1,2,0:0:0:0:
192,168,60468,1,0,0:0:0:0:
152,160,60531,1,0,0:0:0:0:
128,112,60594,1,0,0:0:0:0:
168,112,60658,1,0,0:0:0:0:
208,104,60721,1,0,0:0:0:0:
352,152,60784,5,0,0:0:0:0:
408,152,60848,1,0,0:0:0:0:
432,104,60911,1,0,0:0:0:0:
184,136,60974,1,0,0:0:0:0:
128,136,61037,1,0,0:0:0:0:
104,104,61101,1,0,0:0:0:0:
360,144,61164,6,0,P|328:96|288:80,1,100,4|0,0:0|0:0,0:0:0:0:
152,64,61544,1,8,0:0:0:0:
400,208,61734,1,0,0:0:0:0:
448,208,61829,1,0,0:0:0:0:
400,264,61923,1,2,0:0:0:0:
216,256,62113,1,0,0:0:0:0:
136,256,62303,1,8,0:0:0:0:
416,304,62493,1,0,0:0:0:0:
504,304,62683,5,0,0:0:0:0:
320,304,62873,1,0,0:0:0:0:
40,176,63063,1,8,0:0:0:0:
168,176,63253,1,0,0:0:0:0:
416,176,63442,1,2,0:0:0:0:
128,232,63632,1,0,0:0:0:0:
376,104,63822,1,8,0:0:0:0:
216,104,64012,1,0,0:0:0:0:
240,64,64107,1,0,0:0:0:0:
496,88,64202,5,2,0:0:0:0:
400,88,64392,1,0,0:0:0:0:
304,88,64582,1,8,0:0:0:0:
56,72,64772,1,0,0:0:0:0:
8,112,64867,1,0,0:0:0:0:
56,128,64961,1,2,0:0:0:0:
304,208,65151,1,0,0:0:0:0:
160,208,65341,1,8,0:0:0:0:
408,160,65531,1,0,0:0:0:0:
312,160,65721,5,0,0:0:0:0:
216,160,65911,1,0,0:0:0:0:
408,256,66101,1,8,0:0:0:0:
504,256,66291,1,0,0:0:0:0:
248,280,66480,1,2,0:0:0:0:
392,272,66670,1,0,0:0:0:0:
104,176,66860,2,0,P|128:128|168:104,1,100,8|0,0:0|0:0,0:0:0:0:
240,96,67145,1,0,0:0:0:0:
440,80,67240,5,4,0:0:0:0:
320,80,67430,1,0,0:0:0:0:
440,144,67620,1,8,0:0:0:0:
248,144,67810,1,0,0:0:0:0:
504,200,67999,2,0,L|424:136,1,100,2|0,0:0|0:0,0:0:0:0:
240,304,68379,1,8,0:0:0:0:
400,296,68569,1,0,0:0:0:0:
376,248,68664,1,0,0:0:0:0:
152,304,68759,5,2,0:0:0:0:
288,304,68949,1,0,0:0:0:0:
40,304,69139,2,0,L|120:240,1,100,8|0,0:0|0:0,0:0:0:0:
288,248,69518,1,2,0:0:0:0:
16,224,69708,1,0,0:0:0:0:
88,224,69898,1,8,0:0:0:0:
400,208,70088,1,4,0:0:0:0:
288,208,70278,5,0,0:0:0:0:
472,152,70468,1,0,0:0:0:0:
184,136,70658,2,0,L|96:88,1,100,8|0,0:0|0:0,0:0:0:0:
400,128,71037,1,2,0:0:0:0:
240,96,71227,1,0,0:0:0:0:
400,64,71417,1,8,0:0:0:0:
24,56,71607,2,0,P|64:152|152:176,1,200,4|0,0:0|0:0,0:0:0:0:
400,264,72177,5,8,0:0:0:0:
224,272,72367,1,2,0:0:0:0:
184,272,72461,1,0,0:0:0:0:
384,200,72556,1,2,0:0:0:0:
448,200,72651,1,0,0:0:0:0:
488,152,72746,1,0,0:0:0:0:
432,120,72841,1,0,0:0:0:0:
232,168,72936,5,8,0:0:0:0:
176,168,73031,1,0,0:0:0:0:
440,64,73126,1,0,0:0:0:0:
496,64,73221,1,0,0:0:0:0:
152,128,73316,6,0,P|184:80|224:64,1,100,4|0,0:0|0:0,0:0:0:0:
360,56,73696,1,8,0:0:0:0:
112,200,73886,1,0,0:0:0:0:
64,200,73980,1,0,0:0:0:0:
112,256,74075,1,2,0:0:0:0:
296,256,74265,1,0,0:0:0:0:
384,256,74455,1,8,0:0:0:0:
104,296,74645,1,0,0:0:0:0:
8,296,74835,5,0,0:0:0:0:
192,296,75025,1,0,0:0:0:0:
472,168,75215,1,8,0:0:0:0:
344,168,75405,1,0,0:0:0:0:
80,168,75594,1,2,0:0:0:0:
368,168,75784,1,0,0:0:0:0:
112,96,75974,1,8,0:0:0:0:
272,96,76164,1,0,0:0:0:0:
16,88,76354,5,4,0:0:0:0:
112,88,76544,1,0,0:0:0:0:
208,88,76734,1,8,0:0:0:0:
496,88,76923,1,0,0:0:0:0:
400,88,77113,1,2,0:0:0:0:
144,192,77303,1,0,0:0:0:0:
296,192,77493,1,8,0:0:0:0:
16,192,77683,2,0,P|32:144|72:120,1,100,2|0,0:0|0:0,0:0:0:0:
392,200,78063,6,0,P|368:152|336:120,1,100,2|0,0:0|0:0,0:0:0:0:
40,192,78442,1,8,0:0:0:0:
488,272,78632,1,8,0:0:0:0:
408,272,78822,1,0,0:0:0:0:
360,272,78917,1,0,0:0:0:0:
152,272,79012,1,8,0:0:0:0:
296,192,79202,1,0,0:0:0:0:
264,184,79297,1,0,0:0:0:0:
8,112,79392,5,4,0:0:0:0:
96,112,79582,1,0,0:0:0:0:
256,112,79772,1,8,0:0:0:0:
168,112,79961,1,0,0:0:0:0:
416,112,80151,1,2,0:0:0:0:
504,112,80341,1,0,0:0:0:0:
240,200,80531,1,8,0:0:0:0:
384,200,80721,1,0,0:0:0:0:
8,280,80911,5,4,0:0:0:0:
96,280,81101,1,0,0:0:0:0:
296,280,81291,1,8,0:0:0:0:
152,280,81480,1,0,0:0:0:0:
432,240,81670,5,2,0:0:0:0:
480,176,81765,1,0,0:0:0:0:
464,120,81860,1,0,0:0:0:0:
416,64,81955,1,0,0:0:0:0:
232,240,82050,1,8,0:0:0:0:
176,184,82145,1,0,0:0:0:0:
400,160,82240,1,0,0:0:0:0:
456,104,82335,1,0,0:0:0:0:
176,224,82430,6,0,P|112:168|184:112,1,200,4|8,0:0|0:0,0:0:0:0:
488,224,82999,2,0,L|424:144,1,100,0|2,0:0|0:0,0:0:0:0:
168,192,83379,1,0,0:0:0:0:
312,192,83569,1,8,0:0:0:0:
56,328,83759,6,0,P|136:256|224:248,1,200
416,192,84329,2,0,P|464:176|472:128,1,100,8|2,0:0|0:0,0:0:0:0:
440,104,84613,1,0,0:0:0:0:
160,192,84708,2,0,P|112:176|104:128,1,100,2|2,0:0|0:0,0:0:0:0:
136,104,84993,1,0,0:0:0:0:
336,176,85088,2,0,P|384:160|392:112,1,100,8|2,0:0|0:0,0:0:0:0:
360,88,85373,1,0,0:0:0:0:
120,160,85468,6,0,P|176:80|272:64,1,200,4|8,0:0|0:0,0:0:0:0:
8,248,86037,2,0,L|88:184,1,100,2|0,0:0|0:0,0:0:0:0:
504,248,86417,2,0,L|424:184,1,100,2|0,0:0|0:0,0:0:0:0:
8,240,86797,6,0,P|48:152|136:104,1,200,2|0,0:0|0:0,0:0:0:0:
328,104,87367,1,0,0:0:0:0:
144,176,87556,1,0,0:0:0:0:
488,112,87746,1,0,0:0:0:0:
232,192,87936,1,0,0:0:0:0:
400,192,88126,1,0,0:0:0:0:
80,240,88316,1,4,0:0:0:0:
256,192,88506,12,0,89645,0:0:0:0:


aaaaaand as for the naming issue, I insisted on keeping the name poidose as it is. there's no issue of naming a diff like that unless i named it something similar like clsw's custom diff name.

poidose is overdose. period
CLSW
Topic Starter
walaowey
Oh god what.?
Rumia-
i thought fruits are sweet
>apology request plz
Topic Starter
walaowey
UPDATED EVERYTHING
Xinnoh

MIDAS wrote:

Ascendance wrote:

Oh yeah, also, "poidose" is pretty comprehensible for anyone who
A) Plays this level of difficulty
and B) has half of a brain

Just more scenarios where we overexaggerate things for little to no reason

Hello, I'd like to point out that it wasn't clear to me what Poidose was, and I am capable of playing overdoses.
By your implications that I do not have half of a brain, I am heavily offended.
Hence, I request a formal apology from you regarding your ignorance in your immature statement.
Please understand that proper conduct is the first step to a smooth conversation between human beings. You seem to lack that skill and should keep that in mind.
see ascendance was right
Ascendance

Sinnoh wrote:

MIDAS wrote:

Hello, I'd like to point out that it wasn't clear to me what Poidose was, and I am capable of playing overdoses.
By your implications that I do not have half of a brain, I am heavily offended.
Hence, I request a formal apology from you regarding your ignorance in your immature statement.
Please understand that proper conduct is the first step to a smooth conversation between human beings. You seem to lack that skill and should keep that in mind.
see ascendance was right
lolol

In any case, I still think the 1/4 is better here. You shouldn't have to feel pressured into making it 1/6 and changing how you wanted to emphasize things just because it got DQ'd.
CLSW
http://puu.sh/v39av/03a9c1d531.zip Fixed with advanced flow issues and tried to add 1/6 patterns just before the kiai
Topic Starter
walaowey

CLSW wrote:

http://puu.sh/v39av/03a9c1d531.zip Fixed with advanced flow issues and tried to add 1/6 patterns just before the kiai
UPDATED
Kagari
uhhhhhh
CLSW
#savechino
#rankchino
Kagari
pls dont let the discussion dies out in an instance :<

i want to raise my concern on one of zirox's mod on clsw's captivation, which is this :-

ZiRoX wrote:

[Crystal's Captivation]
  1. 00:15:594 (1,1,1,1,2) - I'm not sure the slidertails are snapped to something right now. To me, it should be a 1/6 snap, but other person said 1/4 was more fitting. Get this double-checked with someone else. Another alternative would be to replace them with circles. Additionally, while I think the idea is nice, I think it's overdone a bit, and I'd reduce the strenght of the HDashes a bit while keeping the idea. As example, I think x:304 for 00:15:784 (2) - and x:208 for 00:16:354 (2) - is nice, and a similar reduction in HDash strenght would be nice for 00:16:924 (2) - and 00:17:873 (1) -
the reason i want to point this out is because no one checked the snapping of the mentioned sliderends except xinely. although it's not really a major issue and I believed that clsw has a better understanding with the usage of the 1/8 slider in the gameplay, i also would like to hear other modders' opinion on this matter as well. i really want to know whether its fine or not to have 1/8 snap on the sliderends.

i believe that this part has much more serious issue than the ones that you guys discussed it before in which i've fixed it already
Topic Starter
walaowey

Kagari wrote:

pls dont let the discussion dies out in an instance :<
:( :( :(
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