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Hagumi Nishizawa - My Hero! Up to you!

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I Must Decrease
This beatmap was submitted using in-game submission on Saturday, March 5, 2016 at 10:16:06 PM

Artist: Hagumi Nishizawa
Title: My Hero! Up to you!
Source: 世界を救うだけの簡単なお仕事
Tags: Sekai wo Sukuu Dake no Kantan na Oshigoto eroge visual novel opening op Anxient
BPM: 168
Filesize: 27169kb
Play Time: 01:34
Difficulties Available:
  1. Advanced (2.68 stars, 211 notes)
  2. Anxient's Hard (3.49 stars, 277 notes)
  3. Extra (5.11 stars, 409 notes)
  4. Insane (4.48 stars, 370 notes)
  5. My Hero! (5.69 stars, 430 notes)
  6. Normal (1.73 stars, 139 notes)
Download: Hagumi Nishizawa - My Hero! Up to you!
Download: Hagumi Nishizawa - My Hero! Up to you! (no video)
Information: Scores/Beatmap Listing
---------------


EROGE!

Anxient wrote:

ARE YOU THE HIRO?


Notice: The background video has been modified from it's original form to be more child friendly.


TRY 2!


Map History
  1. Cerulean Veyron
  2. Wafu
  3. Cerulean Veyron
  4. Wafu
  5. BeatofIke
  6. HappyRocket88
  7. Bakari
  8. BeatofIke
  9. HappyRocket88
Anxient
ARE YOU THE HIRO?


Monstrata
Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.

[My Hero]

00:01:797 (2,1) - This jump makes 00:02:334 (2,3) - seem really weak. Also 00:02:512 (3) - finish on head is cool.
00:11:084 (3,1) - 1/2 slider instead? 1 is barely noticeable xd
00:14:476 (5) - Slider-end Rhythm Issue.
00:15:191 (3,4) - Less Emphasis Issue.
00:58:405 (5,6) - ^
01:07:512 (4,1) - Visually doesn't flow well because of how 1 is shaped. Rotate like -45 degrees or something and reblanket.
01:15:548 (1,2) - Less Emphasis Issue.
01:21:960 (1,2,3,4) - Flow Issue.

[Insane]

00:02:512 (3) - Finish on head yea
00:06:619 (2,3,4) - Flow Issue.
01:10:905 (2) - Slider-end Rhythm
01:15:905 (4,1) - More Emphasis

[Anxient's Hard]

00:01:619 (3,1) - Weird that you emphasize the downbeat but not places like 00:02:334 (2,3) - especially 3, since you even have a finish on it which kinda suggests its a point of emphasis. Applies elsewhere like 00:03:762 (2,3) -
00:05:369 (3,4) - Less Emphasis and Slider-end Rhythm Issues.
00:13:762 (1,2) - Ctrl+G rhythm is better imo. 00:14:119 - Making this clickable is better than the red tick after it.
00:18:762 (4,1) - + Emphasis.
00:58:405 (3,1) - + Emphasis.
00:59:476 (2,3) - - Emphasis, Why jump here man xP
01:10:905 (3,4) - Slider-end Rhythm Issue.

[Advanced]

00:07:691 (1,2,3) -
00:20:191 (2,3) - Sliderend rhythm xd
01:21:960 (1) - Add a repeat. shift 2 and 3 down 1/2 a beat. More interesting rhythm than your 1/2 spam tbh xD
01:34:282 - obvious beat here. why not make 2 a slider instead.

[Normal]

00:06:619 (3,4,1,2,3,4,1,2,3) - Generally. Try and stay away from using too many 1/2 sliders. Instead go for simpler rhythms.
00:10:191 (1) - Slider-end Rhythm Issue.
00:10:191 (1,2,3) - Could be

Try experimenting with more extended-slider rhythms like the above, where you use a 1/1 slider, followed by a 1/2 break, and the red tick begins another slider. useful for places like : 00:56:976 (4,1,2) - 00:57:691 - Begins a 1/1 slider, another 1/1 slider on 00:58:226 - . etc...

Damn i spent 20 minutes on this rip.
Anxient
oman oman oman

monstrata wrote:

Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.


[Anxient's Hard]

00:01:619 (3,1) - Weird that you emphasize the downbeat but not places like 00:02:334 (2,3) - especially 3, since you even have a finish on it which kinda suggests its a point of emphasis. Applies elsewhere like 00:03:762 (2,3) - well i do that because the most emphasis in the song is. 3 doesnt have a finish?. as for the apply elsewhere, it just so happens that 2 doesnt have as much emphasis as 3.
00:05:369 (3,4) - Less Emphasis and Slider-end Rhythm Issues. - took me 5 minutes to nderstand what you meant by less emphasis. distanced 2 coz clap.
00:13:762 (1,2) - Ctrl+G rhythm is better imo. 00:14:119 - Making this clickable is better than the red tick after it. - applied
00:18:762 (4,1) - + Emphasis. - ctrl g'd and blanketed repeat in 4
00:58:405 (3,1) - + Emphasis. - fixed
00:59:476 (2,3) - - Emphasis, Why jump here man xP - i think im retarded or something. made it an antijump to increase emphasis for the slider.
01:10:905 (3,4) - Slider-end Rhythm Issue. - i think its fine..?

Damn i spent 20 minutes on this rip. - and i spent 5 minutes understanding one line of your mod. ufokenwotm8illrektyou
thanks for modding :D
yay
osu file format v14

[General]
AudioFilename: Untitled.mp3
AudioLeadIn: 0
PreviewTime: 48732
Countdown: 1
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.3

[Metadata]
Title:My Hero! Up to you!
TitleUnicode:My Hero! Up to you!
Artist:Nishizawa Hagumi
ArtistUnicode:歌手:西沢はぐみ
Creator:Xexxar
Version:Anxient's Hard
Source:世界を救うだけの簡単なお仕事
Tags:Sekai wo Sukuu Dake no Kantan na Oshigoto eroge visual novel opening op
BeatmapID:858293
BeatmapSetID:394270

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"125_124.png",0,0
//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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78030,-90.9090909090909,4,1,1,75,0,1
79101,-100,4,1,1,75,0,0


[Colours]
Combo1 : 179,91,225
Combo2 : 232,164,96
Combo3 : 228,71,146
Combo4 : 43,217,117

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350,267,33316,1,8,0:0:0:0:
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443,237,36084,1,8,3:0:0:0:
443,237,36173,1,8,0:1:0:0:
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Topic Starter
I Must Decrease

monstrata wrote:

Flow Issues
Flow is basically inertia. It is the "path of least resistance". The flow you used here is not ideal because it is unnatural. Try and rework this particular pattern so that a better flow can be achieved, because good flow makes for less awkward, jerky, and unpredictable movements.



From this image you see what is "good flow". The flow of the pattern is outlined in black. The arrow shows where the flow would "lead" the player to go if there were no other objects. Having an angle of change is always good. This flow is smooth because the motion is natural. Angles change a bit, but you are heading in a direction that your flow is suggesting.

Lets look at something less ideal:



Here, Flow from 1 > 2 looks good! The Blue arrows show the range of possible locations that 3 could be located that would create "good flow". But instead, 3 is located in the far bottom-left of the screen. This flow isn't good because the direction of the patterns before slider 3 don't suggest such a drastic left-ward movement.
Spacing Issue
A spacing issue simply means that your spacing is not reflective of the time gap in between objects. Please alter the spacing so that visually, players are able to recognize which objects are 1/2 spaced and which ones are 1/1 spaced. Lets look at some examples if you are unsure!



As you see, visually, this pattern seems straight-forward. Everything looks evenly spaced visually. But wait! 3>4 is not actually 1/2 spaced in timeline, it's 1/1. But because the pattern is arranged like this, players are very likely to click 4 too early, causing them to miss. This is generally confusing to players, and is a spacing issue. You can remedy this by increasing the spacing between 3>4 to make it more obvious to players that there is a 1/1 gap instead of a normal 1/2 gap.

Something like this would work! Now it's obvious that there is more time in between 3 and 4.

Emphasis Issue
Emphasis Issue falls into two categories: - Emphasis (Less Emphasis), meaning you are over emphasizing a sound, or + Emphasis (More Emphasis), in which case you could add more emphasis!

- Emphasis: // Less EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The emphasis you have here doesn't fit well because you are creating a large jump onto a note that isn't very strong in the music. You are effectively emphasizing something that isn't actually there in the music. You can fix this by simply reducing the spacing between these two objects so that the objects that deserve emphasis can be better appreciated.

+ Emphasis // More EmphasisEmphasis basically means associating a louder and/or more noticeable sound in the music with some sort of additional difficulty. This is most commonly seen through increased spacing. The pattern you have here could use more emphasis because the beat highlighted is very noticeable in the music! Increase the spacing here because more emphasis on this note will fit the song better!.

Note that Emphasis can be created through flowbreaks too! This is most commonly seen with circle > slider patterns as you can see below. 2>3 definitely doesn't flow well, but this is an intentional flowbreak! Flowbreaks can create emphasis because just like jumps, the unnatural, jerky motion of a flow-break is another way to make a pattern more difficult, and therefore more noticeable to the player.

Slider-end Rhythm Issue
Slider-end Rhythm Issue simply means that the rhythm you've chosen in this particular section is not ideal. When you map a slider, you want the slider-head to be the strong part of the music. Why? Because players are going to be clicking/tapping on it. This is an "active" action. The slider-end is where the softer sound should go because you are simply releasing your key as you finish the slider-end and therefore, the action is "passive". What you have right now is a slider that has a really strong slider-end, but a weak slider-head. This is counter-intuitive! Solutions may simply include moving the slider in the timeline to better fit the music.
NC (New Combo) Pattern Issues
This is a general issue. Once you've mastered how to do NC's, you'll know them for life!
NC's should be placed on the downbeat because that is the start of a new measure in a song. Lets look at the timeline: The large white ticks are the downbeats. Always try to have a New combo there. For easier difficulties, you may choose to NC every second downbeat, but make sure your pattern is consistent! If you NC every downbeat, don't randomly switch to every two downbeats. Only do so if the music shifts (for example, during a calm section or a slow-down).



Essentially, you want every downbeat to be the beginning of a New Combo, as such:



Another reason to NC may be because you are using a different slider-velocity.
NC'ing the slider gives the player a better visual cue that the slider may be faster, or slower, and because of your NC, they will have more time to prepare.

[My Hero]

00:01:797 (2,1) - This jump makes 00:02:334 (2,3) - seem really weak. Also 00:02:512 (3) - finish on head is cool. Applied finish, but I don't believe the previous jump really affects the play of the following slider that negatively.
00:11:084 (3,1) - 1/2 slider instead? 1 is barely noticeable xd I think this plays fine as is, 1 is noticable enough.
00:14:476 (5) - Slider-end Rhythm Issue. this is just wrong, the begining is way more powerful than the end.
00:15:191 (3,4) - Less Emphasis Issue. fixed
00:58:405 (5,6) - ^ i think this is fine as is, 4, 5 are equal distant compared to 5 and 6 and going to 7 feels appropriate and looks clean.
01:07:512 (4,1) - Visually doesn't flow well because of how 1 is shaped. Rotate like -45 degrees or something and reblanket. applied as best i could
01:15:548 (1,2) - Less Emphasis Issue. I actually think this is fine as not only is there drum emphasis, but each jump correlates with the singer. I will leave it for now.
01:21:960 (1,2,3,4) - Flow Issue. this plays fine and I have done similar patterns before.

[Insane]

00:02:512 (3) - Finish on head yea applied
00:06:619 (2,3,4) - Flow Issue. modified
01:10:905 (2) - Slider-end Rhythm applied
01:15:905 (4,1) - More Emphasis applied but very lightly.

[Advanced]

00:07:691 (1,2,3) - thx looks alot better
00:20:191 (2,3) - Sliderend rhythm xd attempted to fix.
01:21:960 (1) - Add a repeat. shift 2 and 3 down 1/2 a beat. More interesting rhythm than your 1/2 spam tbh xD i like the pause later for emphasis. I'll leave this for now
01:34:282 - obvious beat here. why not make 2 a slider instead. I like the emphasis on the two major down beats in this pattern

[Normal]

00:06:619 (3,4,1,2,3,4,1,2,3) - Generally. Try and stay away from using too many 1/2 sliders. Instead go for simpler rhythms. this section is really hard to try to describe in a low difficulty beatmap because the claps are inconsistent and alot of the beat is 1/2 red tick. I'm going to leave it how it is for now because it feel like it's more natural to play this way rather than an over simplified beat.
00:10:191 (1) - Slider-end Rhythm Issue. fixed
00:10:191 (1,2,3) - Could be k

Try experimenting with more extended-slider rhythms like the above, where you use a 1/1 slider, followed by a 1/2 break, and the red tick begins another slider. useful for places like : 00:56:976 (4,1,2) - 00:57:691 - Begins a 1/1 slider, another 1/1 slider on 00:58:226 - . etc... cleaned this up a little but idk probably could be better, will keep eye on this spot

Damn i spent 20 minutes on this rip.
dank u monstrataeto
Rohit6
SPOILER
11:36 Xexxar: lol
11:36 Rohit6: sexxar
11:36 Xexxar: bored enough to mod another map of mine?
11:36 Xexxar: :(?
11:36 Rohit6: sure
11:36 Xexxar: https://osu.ppy.sh/s/394270a
11:36 Xexxar: awww
11:36 Xexxar: ur the best
11:37 Rohit6: you better sp my map faggot
11:37 Xexxar: :o
11:37 Rohit6: :^)
11:39 Rohit6: ok i cant play
11:39 Rohit6: im pretending to study
11:39 Xexxar: 4 other difficulties lol
11:40 Rohit6: not even od10
11:40 Rohit6: consider ending your life
11:40 Rohit6: :^)
11:40 Xexxar: oh my bad
11:40 Xexxar: sorry
11:41 Rohit6: 0/10 bg not sourced in the description
11:41 Xexxar: LOL?
11:41 Rohit6: sexxar im gonna irc
11:41 Xexxar: THE BGG IS FROM THE SOURCE
11:41 Xexxar: LOL
11:41 Rohit6: o
11:41 Xexxar: ITS LITERALLY STRAIGHT FROM AME
11:41 Rohit6: lol
11:41 Xexxar: GAME
11:41 Rohit6: oops
11:41 Rohit6: 9/10
11:41 Rohit6: masterpiece
11:43 Xexxar: ghm?
11:43 Xexxar: my map?
11:43 Rohit6: yes open
11:43 *Rohit6 is editing [https://osu.ppy.sh/b/858271 Nishizawa Hagumi - My Hero! Up to you! [My Hero!]]
11:43 Xexxar: you like it :D ?
11:43 Xexxar: btw 9/10 =\= masterpiece
11:43 Rohit6: its ok
11:44 Xexxar: LOL
11:44 Xexxar: alright cool
11:44 Xexxar: 9/10,
11:44 Rohit6: ok im gonna mod it if you fucking open
11:44 Xexxar: masterpiece
11:44 Xexxar: its ok
11:44 Xexxar: hmm?
11:44 Xexxar: openw hat?
11:44 Rohit6: IRc
11:44 Rohit6: you scrub
11:44 Xexxar: oh you want a irc mod?
11:44 Xexxar: uguu
11:44 Xexxar: ook
11:44 Rohit6: ok
11:44 Xexxar: goe
11:45 Rohit6: 00:01:440 (1) - remove nc from here or 00:01:619 (1) -
11:45 Rohit6: reading not that big of deal in a high sr diff
11:45 Xexxar: its visual
11:46 Xexxar: first nc is cause we're movin from 1/1
11:46 Xexxar: to 1/2
11:46 Rohit6: ya but it doesnt make sense musically
11:46 Xexxar: second is cause its a big jump
11:46 Xexxar: and i want to make it fit better
11:46 Xexxar: plus aethetics of it look better this way
11:46 Rohit6: nc is supposed to show a periodic changein phrase
11:46 Rohit6: s
11:46 Rohit6: ok fineee
11:46 Xexxar: thats not going to change.
11:46 Xexxar: :P
11:46 Rohit6: 00:04:834 (1,2,3,4,5,6) - nice pp jumps
11:47 Xexxar: deshou?
11:47 Xexxar: not like they dont fit
11:47 Rohit6: ye
11:47 Xexxar: besides those arent the real pp jumps
11:47 Rohit6: 00:13:048 (1) - why so many nc s aa
11:48 Rohit6: 00:17:512 (7,1) - stack on downbeat ee
11:48 Xexxar: again for patter consistency
11:48 Xexxar: intentional stack to emphasize that it is a downbeat lol
11:48 Xexxar: theres not alot of punch
11:48 Xexxar: in those notes anyway
11:48 Rohit6: 00:11:262 (1) - no need here either
11:49 Xexxar: that one i removed
11:49 Rohit6: spacing is a bit overdone in non kiai i mo
11:50 Rohit6: 00:40:369 (1) - passive slider that doesnt fit
11:50 Rohit6: ending on a strong beat than what it started on
11:50 Xexxar: its my personal gripe within maps that are supposed to be hard are super easy for 99% of it
11:50 Xexxar: mapped to vocals
11:50 Rohit6: yeah but not hitsounded that way
11:51 Rohit6: if you wanna map vocals then use some soft whistles
11:51 Rohit6: for hitsounds
11:51 Rohit6: because its annoying when youre playing vocals but hearing instruments
11:51 Rohit6: on the sliderends
11:51 Xexxar: ends on strong note fits in thik
11:51 Xexxar: k
11:51 Xexxar: applied
11:51 Rohit6: ends on strong notes dotn fit
11:51 Rohit6: but w.e
11:52 Xexxar: i applied it
11:52 Xexxar: so its k
11:52 Rohit6: 00:46:441 (1,1) - maybe same slidershape
11:52 Rohit6: because same instruments
11:52 Rohit6: and the percussion in the bg
11:53 Rohit6: 00:48:762 (1) - no need for nc ii
11:53 Xexxar: i make first straight because it fits better with angle of inc
11:53 Xexxar: again , for visual consistency
11:53 Rohit6: but it fucks with the hp
11:54 Rohit6: not that big of a deal
11:54 Rohit6: tho
11:54 Xexxar: hp isnt a pretty small factor
11:54 Xexxar: design is more important
11:54 Rohit6: dude
11:55 Rohit6: nerova's map is in pending because of that
11:55 Rohit6: because its not possible with hr
11:55 Rohit6: and no bns want to bubble it becasue of that
11:55 Xexxar: thats not NC's fault?
11:55 Xexxar: lol
11:55 Rohit6: its a slider
11:55 Rohit6: so long
11:55 Rohit6: like 15 seconds
11:55 Xexxar: i know
11:55 Xexxar: thats not this maps problem
11:55 Xexxar: lol
11:55 Rohit6: yeah but hp is pretty important
11:55 Xexxar: maybe for those maps
11:55 Xexxar: this is passable hr
11:55 Xexxar: so
11:56 Rohit6: 00:54:655 (6,2) - blanket
11:56 Rohit6: xdd
11:56 Rohit6: 01:01:262 (4,5) - what is this spacing
11:56 Rohit6: please its a red tick
11:57 Xexxar: good eye
11:57 Xexxar: uhh thats fine
11:57 Rohit6: dude white->red is too high
11:57 Rohit6: its not even 1-1-1
11:57 Rohit6: its normal 1-2-1
11:57 Xexxar: but the pattern looks goood
11:57 Rohit6: the rhythm i mean
11:57 Rohit6: JUST BECAUSE IT LOOKS GOod
11:57 Xexxar: plays well anyway
11:57 Xexxar: what do you mean?
11:57 Rohit6: doesnt mean its gonna play well
11:58 Xexxar: like that jump plays fine tho
11:58 Rohit6: that is hollow wings tier reasoning
11:58 Xexxar: the emphasis here is fine becau
11:58 Xexxar: se
11:58 Xexxar: the drum beat
11:58 Xexxar: in the backround
11:58 Rohit6: dude
11:58 Xexxar: is a 1 2 3
11:58 Xexxar: drum beat
11:58 Xexxar: like uhh
11:58 Xexxar: theres a sound
11:58 Rohit6: the hitsounds you apply dont matter
11:58 Xexxar: 00:49:834 (2,3,4) -
11:58 Xexxar: this is also
11:59 Xexxar: the same thing
11:59 Rohit6: 5 is significantly weaker
11:59 Xexxar: apply it
11:59 Xexxar: like
11:59 Rohit6: yeah but there's some variable spacing there
11:59 Xexxar: it doesnt matter
11:59 Xexxar: delete the notes
11:59 Xexxar: listen to them
11:59 Xexxar: they're fine
11:59 Rohit6: i would be fine if the white->red
11:59 Rohit6: wouldbe lower spacing that red->white
11:59 Rohit6: because white is stronger
11:59 Xexxar: its literally fine.
12:00 Rohit6: dude its a drum repeated twice
12:00 Rohit6: if you wanna go 100% b the beat
12:00 Xexxar: not every jump has to 100% be more impactful because of a slight increase in volume
12:00 Xexxar: no
12:00 Rohit6: then you should stack it
12:00 Xexxar: its a 1/2 sound
12:00 Xexxar: you're not understanding
12:00 Xexxar: what im hearing
12:00 Xexxar: im not going to change it so lets just move on
12:00 Rohit6: what are you hearning
12:00 Rohit6: fiiine
12:01 Xexxar: i cant wait for you to yell at me over the hard part
12:01 Rohit6: could be structured better
12:02 Xexxar: there is logic in my structuring
12:02 Rohit6: yes but it looks kinda janky
12:02 Rohit6: 01:11:798 (1) - i really dont like this
12:02 Xexxar: where?
12:02 Rohit6: youre clicking the weak beat again
12:03 Rohit6: and please dont say vocals
12:03 Rohit6: because this is a instrument only section
12:03 Xexxar: not entirely.
12:03 Xexxar: theres the overarching sound in the backgground there
12:03 Xexxar: plus i want to end of a finish here
12:03 Rohit6: 01:07:691 (1,1) - you clcik all these
12:03 Rohit6: 01:11:798 (1) - bu t you dont click this
12:03 Xexxar: because i wanted to force a change in the player
12:04 Xexxar: and the rhythm suited this change
12:04 Xexxar: basically the only solution i see is
12:04 Rohit6: but youre starting the next combo on a sliderend
12:04 Xexxar: get rid of the slider
12:04 Rohit6: which is ass
12:04 Xexxar: but that would be problematic
12:04 Rohit6: like 1-2-1-2 without 1
12:04 Rohit6: so 2-1-2
12:05 Rohit6: it just feels underwhelming
12:05 Rohit6: because its literally the only finish you dont hit
12:06 Xexxar: ive made adjustments.
12:06 Rohit6: 01:18:032 (1,1,2) - you could actually make this a slider end on blue
12:07 Rohit6: if you want to complement vocals
12:07 Xexxar: hm
12:07 Rohit6: rest is ok
12:08 Rohit6: dude youre mapping the guitar at the start
12:08 Rohit6: but using the drum hitsounds
12:08 *Rohit6 is editing [https://osu.ppy.sh/b/858798 Nishizawa Hagumi - My Hero! Up to you! [Insane]]
12:08 Rohit6: this diff now
12:08 Xexxar: applied
12:08 Xexxar: where?
12:09 Xexxar: at the end?
12:09 Xexxar: it fits
12:09 Xexxar: i like it.
12:09 Rohit6: no this diff
12:09 Rohit6: start
12:10 Rohit6: 00:02:512 (3,4,1) -
12:10 Rohit6: these passive ones fit but you need better hitsounds
12:10 Xexxar: i am
12:10 Xexxar: on it
12:10 Xexxar: ?
12:10 Rohit6: also id remove the huge claps on the sliderends
12:10 Xexxar: i use all the same hitsounds
12:10 Xexxar: for all my maps
12:10 Rohit6: im saying dont use drums
12:10 Rohit6: for this section
12:10 Rohit6: if youre mapping guitar
12:10 Rohit6: its mapped fine
12:11 Rohit6: but its misleading while playing
12:11 *Xexxar is editing [https://osu.ppy.sh/b/858798 Nishizawa Hagumi - My Hero! Up to you! [Insane]]
12:11 Xexxar: we're lookingg at this?
12:11 Rohit6: JEs
12:11 Rohit6: 00:05:369 (3) - eg remove clap from end
12:11 Rohit6: 00:03:226 (1) - this as well
12:12 Rohit6: its there in the song but youre trying to emphasize too many things at once
12:12 Rohit6: which end up asdf most of the times
12:12 Xexxar: theres no problem
12:12 Xexxar: with including claps on slider ends
12:12 Rohit6: this causes lots of dqs
12:12 Rohit6: look at avishay's map
12:13 Xexxar: it sounds shitty and boring without claps where the claps are
12:13 Xexxar: i really dont think this is a problem
12:13 Xexxar: I will talk to a bn about it.
12:13 Rohit6: yeah just substitute
12:13 Rohit6: with some better ones
12:13 Rohit6: than claps
12:13 Rohit6: and make it consistent
12:13 Rohit6: if you wanna use most of them on sliderend
12:13 Rohit6: then try to make them all end on sliderend
12:13 Rohit6: s
12:14 Xexxar: i really just don't agree
12:15 Xexxar: my map plays to how i want it to play
12:15 Rohit6: what is your reasoning for not agreeing
12:15 Xexxar: i put hitsounds to fit the sound
12:15 Xexxar: if i get rid of the hitsounds there
12:15 Rohit6: ask bns in modhelp
12:15 Xexxar: it just sounds boring
12:15 Xexxar: liek i said
12:15 Rohit6: its rankable
12:15 Xexxar: i will talk to some bns
12:15 Xexxar: in fact i already messaed one
12:15 Rohit6: but not good
12:16 Xexxar: arguable
12:16 Xexxar: as for now i leave it.
12:16 Rohit6: 01:18:032 (1,1,2) - same as earlier
12:16 Xexxar: kk
12:17 Rohit6: 01:34:639 (2) - sliderends on nothing
12:17 Rohit6: better if you make it a circle for the big finish
12:17 Xexxar: oh ye
12:17 Xexxar: i forgot to edit this
12:17 Xexxar: cause uhh
12:17 Xexxar: i did in my main
12:17 Xexxar: but not this
12:17 Rohit6: alright i dont wanna do the easier diffs
12:17 Rohit6: zzz
Broccoly
pity starred

good map :)
Topic Starter
I Must Decrease

Broccoly wrote:

pity starred

good map :)
:DDDDD best broccoly ever

Kibbleru
k
quality mod kappa xd

hero
00:02:869 (4) - curve this a bit more to make it look more like 00:02:512 (3) - (better aesthetically)
00:20:548 (1) - i think its better just to make this a normal curve like 00:21:084 (3) -
00:46:441 (1,1) - i think it wouldn't hut to use them extended sliders here o/ ur preference though
01:01:084 (2,3,4) - uhh space these further from the slider, looks bad atm lol
01:02:512 (3,1) - maybe copy pasta these for better structure?
01:11:262 (5) - nc cuz u change direction here?
00:56:262 (1,2,3,4,5,6,7) - u can reduce the spacing here to help contrast/emphasize 00:57:691 - this part
hm very few patterns can be polished up a bit but in general good concepts and good patterns

insane
00:23:405 (2,2) - copy pasta o/?
01:31:067 (1,2,3,4,5,6,7,8) - u need another nc somewhere between here i think.

hard
00:23:941 (3,4) - this spacing is a bit weird? i thought it was 1/1 gap because i usually manual stack those xD. i think u can just stack it normally
01:15:548 (4) - possible nc o/
01:20:353 - idk if this is intentional but it seems to be missing that big crash sound or at least it sounds weird without it lol

advanced
i think this diff is fine.

normal
00:44:119 (4,1) - touching hp bar lel
leading into the kiai ur consistency in rhythm gets thrown off a bit but i don't think it's too problematic
Topic Starter
I Must Decrease

kuaib wrote:

k
quality mod kappa xd

hero
00:02:869 (4) - curve this a bit more to make it look more like 00:02:512 (3) - (better aesthetically) applied
00:20:548 (1) - i think its better just to make this a normal curve like 00:21:084 (3) - applied
00:46:441 (1,1) - i think it wouldn't hut to use them extended sliders here o/ ur preference though since back trackin is the play style here shorter is fine
01:01:084 (2,3,4) - uhh space these further from the slider, looks bad atm lol applied
01:02:512 (3,1) - maybe copy pasta these for better structure? cleaned visually
01:11:262 (5) - nc cuz u change direction here? thx, was too long of combo
00:56:262 (1,2,3,4,5,6,7) - u can reduce the spacing here to help contrast/emphasize 00:57:691 - this part
hm very few patterns can be polished up a bit but in general good concepts and good patterns idk i think this is fine

insane
00:23:405 (2,2) - copy pasta o/? applied
01:31:067 (1,2,3,4,5,6,7,8) - u need another nc somewhere between here i think. applied

hard
00:23:941 (3,4) - this spacing is a bit weird? i thought it was 1/1 gap because i usually manual stack those xD. i think u can just stack it normally applied
01:15:548 (4) - possible nc o/ applied
01:20:353 - idk if this is intentional but it seems to be missing that big crash sound or at least it sounds weird without it lol applied

advanced
i think this diff is fine. applied

normal
00:44:119 (4,1) - touching hp bar lel applied
leading into the kiai ur consistency in rhythm gets thrown off a bit but i don't think it's too problematic
gracefu
Insane

Intro and verses are pretty nice and consistent

00:58:584 (5) - I think this could use more emphasis

01:07:691 (1) - maybe ctrl g this for emphasis?
01:09:119 (1) - ditto @ emphasis, but don't ctrl g this please XD

01:25:710 (3) - Maybe move this left a little so the (1) is more emphasised? at the moment the (3) is more emphasised than the (1)
Topic Starter
I Must Decrease

gracefu wrote:

Insane

Intro and verses are pretty nice and consistent

00:58:584 (5) - I think this could use more emphasis adjusted as this way it looks more consistent with previous pattern

01:07:691 (1) - maybe ctrl g this for emphasis? kills 2's emphasis so no
01:09:119 (1) - ditto @ emphasis, but don't ctrl g this please XD adjusted slightly

01:25:710 (3) - Maybe move this left a little so the (1) is more emphasised? at the moment the (3) is more emphasised than the (1) applied
Cerulean Veyron
placeholderrrrr

[> General <]
  1. - You have inconsistency with the video's offset, Anxient's Hard and My Hero! diffs aren't adjusted to -290, unlike any other diffs. So... Here:
    Video offset
    Normal, Advanced, and Insane:


    Anxient's Hard and My Hero!:
  2. - You have two of your custom hitsounds have a possible delay going >5ms: with your normal-hitclap and normal-hitfinish. You could try cutting them via Audacity:
  3. - Well, that's all I should say~ I just found out the preview point is not snapped properly, even though I've changed the beat snap to 1/16. It probably looks unsnapped. As you can see here, I highly recommend to snap it anywhere nearby to avoid further issues.
[> Normal <]
  1. 00:11:798 - This tick is supposed to be clickable, the beat here is pretty dominant. So, instead of a repeatable slider, remove the repeat arrow and add a circle there.
  2. 00:13:226 - You're probably not using this inherited point, Why not delete it, then?
  3. 00:34:119 (2,3) - Optional Objective: That's WAAAAY high up there, touching the HP bar... Well, maybe it's my skin idk. I may suggest moving them down for visibility on the playfield. But if you had sth else to tell for this, you can keep this for that.
  4. 00:36:976 (2) - Add a clap on the slider's tail (additions: normal), It's clear that you missed it here llool
  5. 00:48:405 - Same as 00:13:226 -
  6. 00:50:548 (3) - Having a finish hitsound here doesn't sound right with the music track. After all, there wasn't a crash or a ride samples on that part, so I guess removing it will make emphasis with both song and this object very balanced.
  7. 00:56:262 (3) - Probably the same as above~
  8. 01:01:976 (3) - Nyeh, there are more of those... Didn't want to repeat the same thing just to boost up the mod size, so yeah lol.
  9. 01:16:084 - What's the use of putting a kiai time when there's no notes on this part at all? I prefer not doing this for avoiding the burst of brightness on gameplay.
  10. - Idk why you do many SV changes in this diff. But the spacing looks pretty right but extended a little on kiai times, so idk if it's really intentional or nyeh. Doesn't seem noticeable on gameplay, but if only you focus a lot more on slider velocity It would be. It's really polished tbh, so uhh GJ!
[> Advanced <]
  1. - soon
  2. - I suggest CS3.5 for this diff for difficulty spread setting arrangements.
  3. 00:08:226 (2,3) - Optional objective: One of the ridiculous mods I've mentioned, you can recorrect this blanket or not. Your choice.
  4. 00:16:262 (1) - I prefer a 1/1 slider for this instead of a repeatable 1/2 one. Can also sound better in terms of rhythm and object's timeline.
  5. 00:37:512 (5) - Probably the same as above. Pretty much for the vocals for sure.
  6. 00:54:655 (1) - Well, this is almost the same reason, but quite different If I can say. Maybe a better rhythm should do sth here, stressing the downbeat while starting a slider on the long tick can be suitable here:
  7. 00:55:905 (4) - Ehh, this slider is REALLY close to be offscreen, which leads to unrankability. Moving it up will suffice it's state~
  8. - Nice one! Nothing to say here but these~
[> Anxient's Hard <]
  1. - Hi anxient, tell me why am i doing this yolo mod 4 u.
  2. 00:00:548 (1) - This sliderslide sounds very, VERY, VERRRY irritating... when only the small drum-only hits for the Intro. Probably yes, get rid of it.
  3. 00:02:155 - Pretty much unused inherited point. So mehh, delete this unnecessary green line.
  4. 00:08:762 (5) - Afaik, this sounds really inaudible. Using soft sampleset here while the song takes too much emphasis... well yeah, inaudible. So i suggest changing the sampleset to Auto, or maybe Normal.
  5. 00:13:762 (1) - Swap the normal-clap on this slider, alike on head... Did you Ctrl + G'd here without hearing the hitsounds?
  6. 00:14:119 (2) - Add clap on slider tail, for percussion ofc.
  7. 00:37:155 (3,4,1) - Well, as usual... Swapping jumps in-between these notes are much preferred. If it's a new track you ask, yes.
  8. - There are more of those, like 00:52:869 (3,4,1) - or 00:57:334 (4,1) - . Well.. many~ So I wouldn't waste my time mentioning all of them.

Get me back for recheck and mod on the last two diffs~ So we can get this done!
Topic Starter
I Must Decrease

Cerulean Veyron wrote:

placeholderrrrr

[> General <]
  1. - You have inconsistency with the video's offset, Anxient's Hard and My Hero! diffs aren't adjusted to -290, unlike any other diffs. So... Here: this was fixed when I changed to .avi so we good
    Video offset
    Normal, Advanced, and Insane:


    Anxient's Hard and My Hero!:
  2. - You have two of your custom hitsounds have a possible delay going >5ms: with your normal-hitclap and normal-hitfinish. You could try cutting them via Audacity: i'll just have you send me the edited version later cause i dont have it installed atm :(
  3. - Well, that's all I should say~
[> Normal <]
  1. 00:11:798 - This tick is supposed to be clickable, the beat here is pretty dominant. So, instead of a repeatable slider, remove the repeat arrow and add a circle there. applied
  2. 00:13:226 - You're probably not using this inherited point, Why not delete it, then? applied
  3. 00:34:119 (2,3) - Optional Objective: That's WAAAAY high up there, touching the HP bar... Well, maybe it's my skin idk. I may suggest moving them down for visibility on the playfield. But if you had sth else to tell for this, you can keep this for that. applied
  4. 00:36:976 (2) - Add a clap on the slider's tail (additions: normal), It's clear that you missed it here llool applied
  5. 00:48:405 - Same as 00:13:226 - applied
  6. 00:50:548 (3) - Having a finish hitsound here doesn't sound right with the music track. After all, there wasn't a crash or a ride samples on that part, so I guess removing it will make emphasis with both song and this object very balanced. applied
  7. 00:56:262 (3) - Probably the same as above~ applied
  8. 01:01:976 (3) - Nyeh, there are more of those... Didn't want to repeat the same thing just to boost up the mod size, so yeah lol. ????? what is problem
  9. 01:16:084 - What's the use of putting a kiai time when there's no notes on this part at all? I prefer not doing this for avoiding the burst of brightness on gameplay. I wanted the fountain effect.
  10. - Idk why you do many SV changes in this diff. But the spacing looks pretty right but extended a little on kiai times, so idk if it's really intentional or nyeh. Doesn't seem noticeable on gameplay, but if only you focus a lot more on slider velocity It would be. It's really polished tbh, so uhh GJ! tbh i used the same sv changes that my main difficulty uses cause i thought they'd feel right
[> Advanced <]
  1. - soon
  2. - I suggest CS3.5 for this diff for difficulty spread setting arrangements. applied
  3. 00:08:226 (2,3) - Optional objective: One of the ridiculous mods I've mentioned, you can recorrect this blanket or not. Your choice. applied or atleast i tried to
  4. 00:16:262 (1) - I prefer a 1/1 slider for this instead of a repeatable 1/2 one. Can also sound better in terms of rhythm and object's timeline. idk i feel like this is more work than its worth given that it would require rearranging alot, I think its fine the way it is
  5. 00:37:512 (5) - Probably the same as above. Pretty much for the vocals for sure. i do like this the way it is tbh.
  6. 00:54:655 (1) - Well, this is almost the same reason, but quite different If I can say. Maybe a better rhythm should do sth here, stressing the downbeat while starting a slider on the long tick can be suitable here: applied
  7. 00:55:905 (4) - Ehh, this slider is REALLY close to be offscreen, which leads to unrankability. Moving it up will suffice it's state~ applied
  8. - Nice one! Nothing to say here but these~
[> Anxient's Hard <]
  1. - Hi anxient, tell me why am i doing this yolo mod 4 u.
  2. 00:00:548 (1) - This sliderslide sounds very, VERY, VERRRY irritating... when only the small drum-only hits for the Intro. Probably yes, get rid of it. applied, my bad i just didnt make that slider slide a soft
  3. 00:02:155 - Pretty much unused inherited point. So mehh, delete this unnecessary green line. applied
  4. 00:08:762 (5) - Afaik, this sounds really inaudible. Using soft sampleset here while the song takes too much emphasis... well yeah, inaudible. So i suggest changing the sampleset to Auto, or maybe Normal. applied, set it to drum, this was an old relic of previous hitsounding
  5. 00:13:762 (1) - Swap the normal-clap on this slider, alike on head... Did you Ctrl + G'd here without hearing the hitsounds? applied, anxient pls
  6. 00:14:119 (2) - Add clap on slider tail, for percussion ofc. applied
  7. 00:37:155 (3,4,1) - Well, as usual... Swapping jumps in-between these notes are much preferred. If it's a new track you ask, yes.
  8. - There are more of those, like 00:52:869 (3,4,1) - or 00:57:334 (4,1) - . Well.. many~ So I wouldn't waste my time mentioning all of them. these are used to enhance the emphasis on the note at the end, this is intentional choice that anxient made that allows for a bit of variety in the map, I will not change this.

Still, pH
Anxient
*nearly destroyed metadata
gg xexxar
Topic Starter
I Must Decrease
thx anxient
Cerulean Veyron
2nd mod lel, no kds

[> Insane <]
  1. 00:06:084 (1,2,3,4) - The spacings here looked quite odd, compared to 00:09:476 (3,4,5,6) - . It was like 1.3x spacing, then goes up to 1.5x where only the song's density went like... down. You know, "down"..
  2. 00:14:655 (1,2,3) - Well, this. I didn't really like it, even when it come to my favorite back-and-forth flows ;n; If you could change it into a possible triangle formation or sth else, it would be more interesting for an Insane diff like this one.
  3. 00:21:441 (3,1) - I didn't feel right when this is going to be played on gameplay. It shifts off the cursor movement and might ruin it's flowing. Best you'd try to Ctrl + G on slider (1), or curve slider (3) on the opposite side from it's current. That'd (at least) correct the structure for sure.
  4. 00:23:226 (1,1) - Are these NCs necessary? Best you'd just add one NC on 00:23:405 (2) - and delete the rest.
  5. 00:25:548 (1,1) - Same as above.
  6. 00:48:762 (3,4,5,6) - Afaik, this part isn't a five-circles streaming. From what I can hear on the drums, it's just a triplet before the chrous. So yeah, how about removing 00:48:851 (4) - ?
  7. 00:51:798 (1,2) - The way how you ignore downbeat here feels unnatural. According to the song's rhythm it does not fit well. Maybe Ctrl + G this for a matching rhythm on the timeline, which would follow both vocal and instruments more correctly. Watch out for spacing, NC, and hitsound ;p
  8. 00:57:512 (1,2) - Same tbh
  9. 01:34:639 (2) - Forgot to change this to Additions: Normal?
  10. - Well mapped, Just spotted a few things like rhythm and some patterns. Quite good anyways.
[> My Hero! <]
  1. 00:16:262 (1,2) - A passive stack here doesn't even follow this track right, while the song takes too much emphasis ofc... since it's a new track overall. So maybe unstacking these two and continuing the singletapping throughout of it.
  2. 00:44:476 (8,9,1,2) - You could try a bit more different spacing, because this doesn't even looked like a shape or some pattern or anything. Might look random to me, so try a distance spacing of 2.2x here and redo the not-so-square formation.
  3. 01:11:976 - Are you REALLY serious about spamming NCs here?! HP6 almost looked a bit low, so how about removing them on 2/1 and 3/4 (2nd and 4th) ticks to avoid overdraining?
  4. - Probably was a great diff. Just a few issues found, and that NC on the kiai times are quite bugging me tbh.

Let me check this again before bubble kthnx
Topic Starter
I Must Decrease

Cerulean Veyron wrote:

2nd mod lel, no kds

[> Insane <]
  1. 00:06:084 (1,2,3,4) - The spacings here looked quite odd, compared to 00:09:476 (3,4,5,6) - . It was like 1.3x spacing, then goes up to 1.5x where only the song's density went like... down. You know, "down".. it feels to me that such a change in distance is very small difference. I simply went with this design based off visual choice and pattern design. Unless you feel something is wrong with the pattern it really doesnt need changed.
  2. 00:14:655 (1,2,3) - Well, this. I didn't really like it, even when it come to my favorite back-and-forth flows ;n; If you could change it into a possible triangle formation or sth else, it would be more interesting for an Insane diff like this one. i dont really see how i could change this into a triangle given that i have 4 notes (including the sliders end. I think this plays fine as is so. :|
  3. 00:21:441 (3,1) - I didn't feel right when this is going to be played on gameplay. It shifts off the cursor movement and might ruin it's flowing. Best you'd try to Ctrl + G on slider (1), or curve slider (3) on the opposite side from it's current. That'd (at least) correct the structure for sure. applied, feels much better now
  4. 00:23:226 (1,1) - Are these NCs necessary? Best you'd just add one NC on 00:23:405 (2) - and delete the rest.
  5. 00:25:548 (1,1) - Same as above.
  6. 00:48:762 (3,4,5,6) - Afaik, this part isn't a five-circles streaming. From what I can hear on the drums, it's just a triplet before the chrous. So yeah, how about removing 00:48:851 (4) - ? I can 100% confirm there is definitely a note on 4.
  7. 00:51:798 (1,2) - The way how you ignore downbeat here feels unnatural. According to the song's rhythm it does not fit well. Maybe Ctrl + G this for a matching rhythm on the timeline, which would follow both vocal and instruments more correctly. Watch out for spacing, NC, and hitsound ;p applied
  8. 00:57:512 (1,2) - Same tbh applied
  9. 01:34:639 (2) - Forgot to change this to Additions: Normal? already caught, just hadnt uploaded, thx
  10. - Well mapped, Just spotted a few things like rhythm and some patterns. Quite good anyways.
[> My Hero! <]
  1. 00:16:262 (1,2) - A passive stack here doesn't even follow this track right, while the song takes too much emphasis ofc... since it's a new track overall. So maybe unstacking these two and continuing the singletapping throughout of it. the stack here is because the second note doesnt have much emphasis behind it, theres also no vocals on that note. This allows for more emphasis on 3 because you go from a stopped note to a jump. I will keep this for this reason.
  2. 00:44:476 (8,9,1,2) - You could try a bit more different spacing, because this doesn't even looked like a shape or some pattern or anything. Might look random to me, so try a distance spacing of 2.2x here and redo the not-so-square formation. 00:43:941 (4,7,9) - these 3 notes are desined to be equal distance from eachother, this allows for a visually consistent design, the jump from 9 to 1 is the same distance as 8 to 9 so thats why I did that. if this okay now after explaining I'll leave it.
  3. 01:11:976 - Are you REALLY serious about spamming NCs here?! HP6 almost looked a bit low, so how about removing them on 2/1 and 3/4 (2nd and 4th) ticks to avoid overdraining? actually this was a remnant of an old pattern, good catch.
  4. - Probably was a great diff. Just a few issues found, and that NC on the kiai times are quite bugging me tbh. probably? rip

Let me check this again before bubble kthnx
Cerulean Veyron
Yeah, we got rid of the delayed hitsounds and resnapped preview point and so on... lellll Probably sure this map is ready or idkwtfamidoing

Anyways, Merry Christmas!
Topic Starter
I Must Decrease
Merry Christmas! :D
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