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toby fox - Bergentrueckung

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-Lemons

Zectro wrote:

[dad (is) hard (again)]
00:03:353 (6,1) - 0,95x and 00:01:229 (3,4) - 1,02x. please fix grid snap lel
00:14:769 (6,7) - blanket ya
00:24:061 (8) - center this better between 00:23:530 (7,9) - ya
00:26:716 (3) - uhh is thi symmetric? it is now
thnx son
I don't think you really need to spoilerbox the quote from the prefight since bonetrousle had a gamequote in it's disc, and honestly the quote means nothing if you haven't played the game yet but if its really an issue just press enter like 6 times and put it below the visable area or something idk

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Starset
just few things

[Hard]
-00:11:849 (6,2) - could improve blanket
-00:14:504 (5,6) - just a suggestion: u could copy 00:13:973 (3,4) - and ctrl+g
-00:06:539 (7) - NC i think its pretty long NC pattern for this kind of diff
-00:15:035 (7) - NC
-00:23:530 (7) - NC
-00:16:097 (9,2) - separate them a bit pls
-00:18:221 (3) - make the sliderhead directed to 2
-00:24:061 (8) - more curved so it looks polished with 00:24:592 (9) -
-Lemons

HB24 wrote:

just few things

[Hard]
-00:11:849 (6,2) - could improve blanket yes
-00:14:504 (5,6) - just a suggestion: u could copy 00:13:973 (3,4) - and ctrl+g this was how I did this and yet I still fucked it up nice
-00:06:539 (7) - NC i think its pretty long NC pattern for this kind of diff yeah 2 measure combos for the intense parts is no bueno
-00:15:035 (7) - NC
-00:23:530 (7) - NC
-00:16:097 (9,2) - separate them a bit pls ya
-00:18:221 (3) - make the sliderhead directed to 2 nice
-00:24:061 (8) - more curved so it looks polished with 00:24:592 (9) - yes
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Tags:The king under the mountain radiation Asgore boss battle theme determination -Lemons
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Poi Panda
Hi!

Hard
  1. 00:05:477 (3,4,5,6) - This is quite hard to read on the lower AR, either try changing the pattern or slightly raising the AR.
  2. 00:13:973 (3,4,5,6) - I feel like this would play better if the 5 and 6 were closer to the 3 and 4, and making it into more of a pattern shape than 4 singles, they look quite oddly placed IMO.
  3. 00:22:468 (3,4,5,6) - Same as above.
Also, no kiai time? Is it because the song is so short?
This seems to be all I can point out, good luck :D
-Lemons

PoisonPanda wrote:

Hi! Hello!

Hard
  1. 00:05:477 (3,4,5,6) - This is quite hard to read on the lower AR, either try changing the pattern or slightly raising the AR. Yes, 6.5 it is
  2. 00:13:973 (3,4,5,6) - I feel like this would play better if the 5 and 6 were closer to the 3 and 4, and making it into more of a pattern shape than 4 singles, they look quite oddly placed IMO. This is a jagged diamond style pattern where there's accelerated movement in the middle so they're intentional for the cursor motion you'll have to make to do it
  3. 00:22:468 (3,4,5,6) - Same as above. Same as above although this one plays differently than the first one It still has the same style of movement which was the point of the pattern
Also, no kiai time? Is it because the song is so short? ask mazziv xd I just took his kiai time or lack of
This seems to be all I can point out, good luck :D
Topic Starter
Mazziv
Milan-
hard
-00:28:840 (6) - 3/2 slider doesnt work well here cuz you pass over the clear beat at 00:29:371 - , others work cuz they dont have this beat. A pair of 1/2 sliders instead sounds better
-could do some ds shifts for 00:14:769 (6,1) - and 00:23:265 (6,1) - too. and maybe 00:07:070 (2,3) - and similar too :o like rhythms are the same from normal, different distance is the only noticiable difference xd
-since u go this high ar, +1 hp/od would be ok too

easy
-arent those soft lines supposed to be drum lines?
-found weird that you're using the same sv as normal. especially in this kind of songs where the difference is so little. in addition that 1.4 for your easiest diff is somewhat high ;;

hitsounds
-you dont use much additions but rely just on normal hits before 00:25:654 - . adding something like soft whistles would help. on places like 00:01:229 - 00:03:353 - 00:05:477 - 00:06:008 - and similar so they follow the rhythm of the music
-also if they are just copy paste between diffs, you should check for missing hitsounds, cuz i find a bunch of them
-Lemons

Milan- wrote:

hard
-00:28:840 (6) - 3/2 slider doesnt work well here cuz you pass over the clear beat at 00:29:371 - , others work cuz they dont have this beat. A pair of 1/2 sliders instead sounds better good catch I missed that lel
-could do some ds shifts for 00:14:769 (6,1) - and 00:23:265 (6,1) - too. and maybe 00:07:070 (2,3) - and similar too :o like rhythms are the same from normal, different distance is the only noticiable difference xd Yeah I adjusted them since it's pretty bland on the 1/2 slider parts so wee 1.3 ds
-since u go this high ar, +1 hp/od would be ok too yeah same

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Tags:The king under the mountain radiation Asgore boss battle theme determination -Lemons
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352,360,28309,1,2,0:0:0:0:
224,264,28840,2,0,L|144:248,1,80
24,184,29371,2,0,L|104:168,1,80
184,152,29902,5,0,0:0:0:0:
264,42,30167,1,0,0:0:0:0:
264,178,30433,1,0,0:0:0:0:
184,68,30698,1,0,0:0:0:0:
313,110,30964,2,0,B|360:112|392:136|392:136|392:176|432:216,1,160,8|4,2:0|0:0,0:0:0:0:
304,296,32026,21,8,0:0:0:0:
304,296,32159,1,0,0:0:0:0:
304,296,32291,1,8,0:0:0:0:
240,248,32557,2,0,L|256:160,1,80
256,192,33088,12,0,34150,0:0:0:0:
Topic Starter
Mazziv

Milan- wrote:

hard
-00:28:840 (6) - 3/2 slider doesnt work well here cuz you pass over the clear beat at 00:29:371 - , others work cuz they dont have this beat. A pair of 1/2 sliders instead sounds better
-could do some ds shifts for 00:14:769 (6,1) - and 00:23:265 (6,1) - too. and maybe 00:07:070 (2,3) - and similar too :o like rhythms are the same from normal, different distance is the only noticiable difference xd
-since u go this high ar, +1 hp/od would be ok too

easy
-arent those soft lines supposed to be drum lines? woops fixed
-found weird that you're using the same sv as normal. especially in this kind of songs where the difference is so little. in addition that 1.4 for your easiest diff is somewhat high ;; i dont think its too big of a problem,since you only need to play 30seconds v:

hitsounds
-you dont use much additions but rely just on normal hits before 00:25:654 - . adding something like soft whistles would help. on places like 00:01:229 - 00:03:353 - 00:05:477 - 00:06:008 - and similar so they follow the rhythm of the music
-also if they are just copy paste between diffs, you should check for missing hitsounds, cuz i find a bunch of them
fixed(at least i tried to)
roufou
just dropping in to say, but shouldn't the actual title of the song be ASGORE?

in the ost that's the name of the song, bergentrückung is the name of the melody used in the song (basically the melody and song is seperated into two different mp3s because the melody is used alone in one section of the game)
Topic Starter
Mazziv
same
Topic Starter
Mazziv

agu wrote:

just dropping in to say, but shouldn't the actual title of the song be ASGORE?

in the ost that's the name of the song, bergentrückung is the name of the melody used in the song (basically the melody and song is seperated into two different mp3s because the melody is used alone in one section of the game)
its literally the melody but ok dad
roufou
my bad I somehow messed up when looking at song length and posted before actually dling, oops
Voli
dude, did you seriously cut out the entire asgore part? come on, dont be lazy and map the ACTUAL TRACK instead of just the intro. gahhh that's such a bummer ;w;
(nothing personal)

Topic Starter
Mazziv

Voli wrote:

dude, did you seriously cut out the entire asgore part? come on, dont be lazy and map the ACTUAL TRACK instead of just the intro. gahhh that's such a bummer ;w;
(nothing personal)

SkyDevil actually is running a mapset of the ASGORE song,so you should check it out
Okoratu
Bergentrueckung and ASGORE are 2 different songs / mp3s

.
HappyRocket88
Removing the placeholder because you requested it twice already. xd


[Easy]
  1. The SV of this diff goes quite fast in comparison with the normal. I do believe reducing it to 1.2x would make things easier.
  2. Over easy difficulties, try to avoid placing offbeats because they make rather weird rhythms because the beats aren't emphasized as they ought to be. Hence, It would be better if you place 1/1 slider and a note in the following cases: Further explanaiton about offbeats and downbeats here t/58959
    1. 00:05:477 (3) -
    2. 00:13:973 (3) -
    3. 00:22:468 (3) -
[Normal] Nice Normal! Just few things that are bugging me a bit.
  1. 00:16:097 (5) Ctrl + J to improve the flow to click the next object.
  2. 00:27:778 (1) Change the combo color of this patterning, please.
  3. 00:31:495 (1) Remove NC here and add NC here 00:32:026 (2) respectively.
[Lemons' Hard] Nice rhythm you have created in this difficulty. Good job! I just complain the generic name you used for the hardest diff. You could've thought on something more fitting for the theme. /u\
Settings
  1. Why not AR 7? I do believe having it on 7 would make sense regarding the way the AR increases among the diffs.
Composing
  1. 00:07:070 (2,3) The flow among these objects seems a bit stuck due the way the slider 2 redirects to the next curve slider. It would be better if you try to rotate it a bit and do Ctrl + G to improve slightly the flow here. Ending something like this:
  2. 00:14:769 (6,1) The distance between these objects should be higher according on how you built up the previous pairs or circles 00:13:973 (3,4) - 00:14:504 (5,6) Having them with 1.72x would hurt no one. Consider to apply the same here 00:23:265 (6,1)
  3. 00:16:097 (3) This slider-shape looks rather untidy. It would be better if you tried out this shape to make the blanket among these objects 00:16:097 (3,2) be more clear
[]
Call me back!
Topic Starter
Mazziv

HappyRocket88 wrote:

Removing the placeholder because you requested it twice already. xd


[Easy]
  1. The SV of this diff goes quite fast in comparison with the normal. I do believe reducing it to 1.2x would make things easier. ayy fixed!
  2. Over easy difficulties, try to avoid placing offbeats because they make rather weird rhythms because the beats aren't emphasized as they ought to be. Hence, It would be better if you place 1/1 slider and a note in the following cases: Further explanaiton about offbeats and downbeats here t/58959
    1. 00:05:477 (3) -
    2. 00:13:973 (3) -
    3. 00:22:468 (3) -
IS NOW CLICKABLE ( ͡° ͜ʖ ͡°)
[Normal] Nice Normal! Just few things that are bugging me a bit.
  1. 00:16:097 (5) Ctrl + J to improve the flow to click the next object. d
  2. 00:27:778 (1) Change the combo color of this patterning, please. o
  3. 00:31:495 (1) Remove NC here and add NC here 00:32:026 (2) respectively.ne
[Lemons' Hard] Nice rhythm you have created in this difficulty. Good job! I just complain the generic name you used for the hardest diff. You could've thought on something more fitting for the theme. /u\
Settings
  1. Why not AR 7? I do believe having it on 7 would make sense regarding the way the AR increases among the diffs.
Composing
  1. 00:07:070 (2,3) The flow among these objects seems a bit stuck due the way the slider 2 redirects to the next curve slider. It would be better if you try to rotate it a bit and do Ctrl + G to improve slightly the flow here. Ending something like this:
  2. 00:14:769 (6,1) The distance between these objects should be higher according on how you built up the previous pairs or circles 00:13:973 (3,4) - 00:14:504 (5,6) Having them with 1.72x would hurt no one. Consider to apply the same here 00:23:265 (6,1)
  3. 00:16:097 (3) This slider-shape looks rather untidy. It would be better if you tried out this shape to make the blanket among these objects 00:16:097 (3,2) be more clear
[]
Call me back!
-Lemons

HappyRocket88 wrote:

[Lemons' Hard] Nice rhythm you have created in this difficulty. Good job! I just complain the generic name you used for the hardest diff. You could've thought on something more fitting for the theme. asgore doesn't have time for custom names he's too busy watering flowers (I'll talk to mazziv and see if he wants me to change it otherwise I'm just gonna leave it as is) /u\ Edit: Renamed difficulty to Checkmate, since asgore is the king and you're fighting him a s d f so kewl wow
Settings
  1. Why not AR 7? I do believe having it on 7 would make sense regarding the way the AR increases among the diffs. I was sitting here confused for a minute becuase I set it to ar7 in Milans mod but then I realised Mazziv forgot to update it from that code LOL
Composing
  1. 00:07:070 (2,3) The flow among these objects seems a bit stuck due the way the slider 2 redirects to the next curve slider. It would be better if you try to rotate it a bit and do Ctrl + G to improve slightly the flow here. Ending something like this: Done
  2. 00:14:769 (6,1) The distance between these objects should be higher according on how you built up the previous pairs or circles 00:13:973 (3,4) - 00:14:504 (5,6) Having them with 1.72x would hurt no one. Consider to apply the same here 00:23:265 (6,1) tfw milan mod :(
  3. 00:16:097 (3) This slider-shape looks rather untidy. It would be better if you tried out this shape to make the blanket among these objects 00:16:097 (3,2) be more clear dats a cool idea so done oh baby
[]
Call me back!
DON'T FORGET TO UPDATE IT THIS TIME THNX

code
osu file format v14

[General]
AudioFilename: Undertale Ost 076 - Bergentrckung.mp3
AudioLeadIn: 0
PreviewTime: 25389
Countdown: 0
SampleSet: None
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 12839,29883
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 0.7999994

[Metadata]
Title:Bergentrueckung
TitleUnicode:Bergentrückung
Artist:toby fox
ArtistUnicode:toby fox
Creator:Mazziv
Version:Lemons' Hard
Source:Undertale
Tags:The king under the mountain radiation Asgore boss battle theme determination -Lemons
BeatmapID:872885
BeatmapSetID:398977

[Difficulty]
HPDrainRate:4
CircleSize:4
OverallDifficulty:4
ApproachRate:6.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"tumblr_ny8kg6JSq81utwpnho1_1280.jpg",0,0
//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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[Colours]
Combo1 : 255,0,0
Combo2 : 51,236,251
Combo3 : 0,0,255
Combo4 : 128,0,255
Combo5 : 248,166,54
Combo6 : 255,255,0
Combo7 : 0,255,0

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336,320,7070,2,0,P|304:320|264:297,1,80,8|8,0:0|0:0,0:0:0:0:
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480,344,10787,1,0,0:0:0:0:
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136,104,12911,5,0,0:0:0:0:
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HappyRocket88
[General]
Remove the because it's repeated.
[Easy]
Some blankets could be slightly improved a bit imo.
  1. 00:05:477 (3,4)
  2. 00:08:663 (1,2)
  3. 00:20:344 (5,2)
  4. 00:22:468 (3,4)
  5. 00:26:185 (2,3)
[Normal]
00:27:778 (4) NC
[Checkmate]
00:28:840 (6,7) This should be a 3/2 slider as well as you managed the previous patterns.

orz
-Lemons

HappyRocket88 wrote:

[Checkmate]
00:28:840 (6,7) This should be a 3/2 slider as well as you managed the previous patterns. There's a clear beat that happens at the start of the second 1/2 slider that Milan pointed out, it's not in any of the other 3/2 which is why they work

Milan- wrote:

-00:28:840 (6) - 3/2 slider doesnt work well here cuz you pass over the clear beat at 00:29:371 - , others work cuz they dont have this beat. A pair of 1/2 sliders instead sounds better
HappyRocket88
After rechecking and rechecking, I hope everything is fine in my concept.

(ノ・ω・)ノ
Topic Starter
Mazziv
b u b b l e b o y s
Okoratu


bold = reasons for popping
italic = things you should consider.... really.

[General]
  1. The OD in Hard doesn't work against the AR it has at all, most Normals are at AR 5 OD 4 etc, your hitwindow for this diff is too forgiving for what it's intended to be
  2. I highly recommend the following settings:
    Normal: OD+1
    Hard: OD +1 at least, +1.5 would be appreciated, too
  3. I don't think the frequency cutoff in the mp3 corresponds to its bitrate, mainly because frequencies in it are consistently cutting at around 16kHz meaning it's most likely just a 128 kbs audio file encoded to 192 kbs
    can you like ask the person who did that if that is true and if they can provide an 128 kbs version of this, maybe _Gezo_ can help with this as he owns the whole mp3 set which seems to be consistently 192 kbs, i hope you didn't download this file from youtube or something like that lol.
    I don't want to repeat p/4803165 ever again
  4. if you want a functional undertale skin which doesn't only skin one heart etc then you should consider asking _Gezo_
  5. Your preview point sounds terrible, really.
    There are 2 reasons why it does:
    1.: the sound from 00:24:592 - is still going on at 00:25:389 - and basically throws you in the middle of a sound
    2.: because the mp3 has 4 seconds of silence in the very end, placing it at 00:25:389 - will loop 9 seconds plus 4 seconds silence forever in song select, so a good part of your preview will actually be silence and that's kinda dumb.
    I'd recommend placing it at 00:00:035 - so the awkward silence in song select is reduced in terms of how much space it has in the whole thing percentually
    and placing peviewpoints before the beats they're supposed to be at generally sounds a bit better because songs are timed to impacts but the actual melody might start earlier etc.
  6. Using Normal sampleset doesn't really fit this song at all, nor do the normal claps in the end or the drum hitsamples,
    here's why:
    Normal and Drumsamples are usually intended to mimick actual drums (normal-hitnormal, drum-hitclap, drum-hitfinish).
    did you notice something? Yeah this song doesn't feature any drum hits of any nature, nor does it feature cymbals which would / should be represented with normal/soft-hitfinish.
    I really recommend relying on soft sampleset and soft-hitwhistles more
[Hard]
00:07:601 (3) - 00:24:592 (3) - would be more intuitive if they had smaller jumps imo, as the patterns before them used jumps like that as well so just distancesnap for something which should be a bit more stressed is a tad boring lol
00:18:221 (3) - could you like not do this, for the majority this slider is going back and forth on itself... it's readable, etc it doesn't throw anyone off but it doesn't fit the concept of your other sliders lol
00:32:026 (1,2,3) - due to this stacking it not only looks very close to 00:32:557 (4) - but also plays a tad awkward imo, spacing this out more clearly technically and visually would help


[normal]
hitsounding hurts my brain, really
yea it's consistent etc but lollllllllllllll the normal sliderwhistles are fucking loud
00:12:911 (1) - is this colorhaxed to yellow intentionally? if you don't know what i'm talking about select this circle and press "q" twice
also happens on other occasions but i'm still not sure why you'd do this, really
00:33:221 (1) - this spinner is roughly one second long, given that the reaction time of normal players is somewhat bad you can't expect them to start spinning immediately when it appears
if you plan with 500ms reaction time to it where they notice it and figure out "oh shit i gotta spin now" half of it will already be over, replacing it with anything but a spinner would be more friendly
because frankly this seems too short

Easy does the Spinner thing better.

[Easy]
may i ask why so many of your sliders are beziers, do you like them or something?
00:00:168 (1,2) - don't look too smooth but uhh seems intentional
00:03:353 (5) - on the other hand seems like you're not aware that this is a bezier curve and could look a bit more smooth lol
00:11:849 (5,3) - 3 appears kinda early and underneath this sliderend that it could confuse people by fully overlapping with 5, consider unstacking lol
note that the main problem i have with it is the 100% overlap with the previous slider
00:13:442 (2) - also small ds errors around here

idk what to think about that like every diff from easy to hard overmaps sliderends for the sake of gameplay it's ok i guess
it's not like it's hurting anyone.

let me know when you addressed these issues lol
-Lemons

Okoratu wrote:



bold = reasons for popping
italic = things you should consider.... really.

[General]
[list][*]The OD in Hard doesn't work against the AR it has at all, most Normals are at AR 5 OD 4 etc, your hitwindow for this diff is too forgiving for what it's intended to be WHY DOES THIS KEEP BREAKING i had this set to ar7 od5.5 hp5 asdfasdf

[Hard]
00:07:601 (3) - 00:24:592 (3) - would be more intuitive if they had smaller jumps imo, as the patterns before them used jumps like that as well so just distancesnap for something which should be a bit more stressed is a tad boring lol a
00:18:221 (3) - could you like not do this, for the majority this slider is going back and forth on itself... it's readable, etc it doesn't throw anyone off but it doesn't fit the concept of your other sliders lol It took me like 15 minutes to fix everything lol
00:32:026 (1,2,3) - due to this stacking it not only looks very close to 00:32:557 (4) - but also plays a tad awkward imo, spacing this out more clearly technically and visually would help yeah I spread it a bit out

idk what to think about that like every diff from easy to hard overmaps sliderends for the sake of gameplay it's ok i guess I still don't know what this means
it's not like it's hurting anyone.

let me know when you addressed these issues lol
code
osu file format v14

[General]
AudioFilename: Undertale Ost 076 - Bergentrckung.mp3
AudioLeadIn: 0
PreviewTime: 25389
Countdown: 0
SampleSet: None
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 12839,29883
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 0.7999994

[Metadata]
Title:Bergentrueckung
TitleUnicode:Bergentrückung
Artist:toby fox
ArtistUnicode:toby fox
Creator:Mazziv
Version:Checkmate
Source:Undertale
Tags:king under the mountain radiation Asgore boss battle theme determination -Lemons
BeatmapID:872885
BeatmapSetID:398977

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5.5
ApproachRate:7
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"tumblr_ny8kg6JSq81utwpnho1_1280.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
168,530.973451327434,4,1,0,30,1,0
6539,-100,4,3,0,30,0,0
7601,-100,4,1,0,30,0,0
15035,-100,4,3,0,30,0,0
16097,-100,4,1,0,30,0,0
23530,-100,4,3,0,30,0,0
24592,-100,4,1,0,30,0,0
33221,-100,4,1,0,30,0,0
34017,-100,4,3,1,5,0,0


[Colours]
Combo1 : 255,0,0
Combo2 : 51,236,251
Combo3 : 0,0,255
Combo4 : 128,0,255
Combo5 : 248,166,54
Combo6 : 255,255,0
Combo7 : 0,255,0

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Topic Starter
Mazziv

Okoratu wrote:



bold = reasons for popping
italic = things you should consider.... really.

[General]
  1. The OD in Hard doesn't work against the AR it has at all, most Normals are at AR 5 OD 4 etc, your hitwindow for this diff is too forgiving for what it's intended to be
  2. I highly recommend the following settings:
    Normal: OD+1 +
    Hard: OD +1 at least, +1.5 would be appreciated, too +
  3. I don't think the frequency cutoff in the mp3 corresponds to its bitrate, mainly because frequencies in it are consistently cutting at around 16kHz meaning it's most likely just a 128 kbs audio file encoded to 192 kbs
    can you like ask the person who did that if that is true and if they can provide an 128 kbs version of this, maybe _Gezo_ can help with this as he owns the whole mp3 set which seems to be consistently 192 kbs, i hope you didn't download this file from youtube or something like that lol. i cant remember where i got it,i asked gezo and he didnt respond me yet(about the soundfile)
    I don't want to repeat p/4803165 ever again
  4. if you want a functional undertale skin which doesn't only skin one heart etc then you should consider asking _Gezo_ allowed to use his skin files
  5. Your preview point sounds terrible, really.
    There are 2 reasons why it does:
    1.: the sound from 00:24:592 - is still going on at 00:25:389 - and basically throws you in the middle of a sound
    2.: because the mp3 has 4 seconds of silence in the very end, placing it at 00:25:389 - will loop 9 seconds plus 4 seconds silence forever in song select, so a good part of your preview will actually be silence and that's kinda dumb.
    I'd recommend placing it at 00:00:035 - so the awkward silence in song select is reduced in terms of how much space it has in the whole thing percentually
    and placing peviewpoints before the beats they're supposed to be at generally sounds a bit better because songs are timed to impacts but the actual melody might start earlier etc.
    +
  6. Using Normal sampleset doesn't really fit this song at all, nor do the normal claps in the end or the drum hitsamples,
    here's why:
    Normal and Drumsamples are usually intended to mimick actual drums (normal-hitnormal, drum-hitclap, drum-hitfinish).
    did you notice something? Yeah this song doesn't feature any drum hits of any nature, nor does it feature cymbals which would / should be represented with normal/soft-hitfinish.
    I really recommend relying on soft sampleset and soft-hitwhistles more
+

[normal]
hitsounding hurts my brain, really
yea it's consistent etc but lollllllllllllll the normal sliderwhistles are fucking loud theyre at 30% already D:
00:12:911 (1) - is this colorhaxed to yellow intentionally? if you don't know what i'm talking about select this circle and press "q" twice
also happens on other occasions but i'm still not sure why you'd do this, really i dont really understand what youre trying to say
00:33:221 (1) - this spinner is roughly one second long, given that the reaction time of normal players is somewhat bad you can't expect them to start spinning immediately when it appears
if you plan with 500ms reaction time to it where they notice it and figure out "oh shit i gotta spin now" half of it will already be over, replacing it with anything but a spinner would be more friendly
because frankly this seems too short

Easy does the Spinner thing better. originally easy had no spinner
,but due to requests i made a spinner at the end.If you suggest me a fitting solution for the spinner thingy i'lll think bout it,since i cant come up with a fitting pattern.
[Easy]
may i ask why so many of your sliders are beziers, do you like them or something?
00:00:168 (1,2) - don't look too smooth but uhh seems intentional intentional
00:03:353 (5) - on the other hand seems like you're not aware that this is a bezier curve and could look a bit more smooth lol fixed i guess
00:11:849 (5,3) - 3 appears kinda early and underneath this sliderend that it could confuse people by fully overlapping with 5, consider unstacking lol
note that the main problem i have with it is the 100% overlap with the previous slider i think its okay,as it is right now
00:13:442 (2) - also small ds errors around here woops

idk what to think about that like every diff from easy to hard overmaps sliderends for the sake of gameplay it's ok i guess
it's not like it's hurting anyone.

let me know when you addressed these issues lol
Topic Starter
Mazziv
oko is dead,re-bubble soon (tm)
-Lemons
Rehitsounded at mazziv's request

asdf
osu file format v14

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AudioLeadIn: 0
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TitleUnicode:Bergentrückung
Artist:toby fox
ArtistUnicode:toby fox
Creator:Mazziv
Version:Checkmate
Source:Undertale
Tags:king under the mountain radiation Asgore boss battle theme determination -Lemons
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BeatmapSetID:398977

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Okoratu
[Lemons]
00:03:195 (6) - is missing whistle on head and sliderbody
00:05:319 (3,4,5,6) - 00:13:815 (3,4,5,6) - etc. not too fond of soft claps, how about soft whistle on 3 and 5 to not sound spammy
would also add whistles to each downbeat, so 00:00:010 - 00:02:133 - etc.
00:28:948 - 00:29:479 - sound spammy, i think the highlight would be clearer if these were removed
00:29:744 (1,2,3,4,5,1,2,3,4) - instead of claps how about spamming whistles lol

[normal]
00:07:443 (5) - 00:15:939 (5) - how 'bout your normal-sliderwhistle on this one too
i'm against hitsounding the overmapped sliderends such as 00:01:602 - 00:03:726 - with whistles, there's no clear new impact in the song and most of the sounds continue on to blue ticks before the next downbeat, so placing whistles or anything, really seems out of place imo
00:25:496 (1,2,3) - finishes sound terrible ;_;, especially since it should kinda repeat in 00:27:620 (1,2,3) - lol, if you really want them to sound slightly different i think using Drum Sampleset Soft additions and removing the hitfinishes works better
00:32:399 (3) - removing repeat and starting spinner in 00:32:930 - is more fair than what you currently have, it'll be slightly longer and have a slightly longer break before it so people have overall more time to notice it.
Still would be for just starting spinner in 00:31:868 - if you really want one. or mapping it with a 2/1 slider

[easy]
00:24:434 (6) - uh what claps uh
Topic Starter
Mazziv

Okoratu wrote:

[Lemons]
00:03:195 (6) - is missing whistle on head and sliderbody
00:05:319 (3,4,5,6) - 00:13:815 (3,4,5,6) - etc. not too fond of soft claps, how about soft whistle on 3 and 5 to not sound spammy
would also add whistles to each downbeat, so 00:00:010 - 00:02:133 - etc.
00:28:948 - 00:29:479 - sound spammy, i think the highlight would be clearer if these were removed
00:29:744 (1,2,3,4,5,1,2,3,4) - instead of claps how about spamming whistles lol

[normal]
00:07:443 (5) - 00:15:939 (5) - how 'bout your normal-sliderwhistle on this one too done
i'm against hitsounding the overmapped sliderends such as 00:01:602 - 00:03:726 - with whistles, there's no clear new impact in the song and most of the sounds continue on to blue ticks before the next downbeat, so placing whistles or anything, really seems out of place imo did this to the rest of those sliders too
00:25:496 (1,2,3) - finishes sound terrible ;_;, especially since it should kinda repeat in 00:27:620 (1,2,3) - lol, if you really want them to sound slightly different i think using Drum Sampleset Soft additions and removing the hitfinishes works better that sounds way better,i just wanted to make it sound different but didnt find a good way i guess D:
00:32:399 (3) - removing repeat and starting spinner in 00:32:930 - is more fair than what you currently have, it'll be slightly longer and have a slightly longer break before it so people have overall more time to notice it.
Still would be for just starting spinner in 00:31:868 - if you really want one. or mapping it with a 2/1 slider i actually like the remove repeat slider thingy. applied!

[easy]
00:24:434 (6) - uh what claps uh
woops! you didnt see anything,okay?

can i recall you for le bubble after lemon's posted his update?
-Lemons
fixall
a
osu file format v14

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TitleUnicode:Bergentrückung
Artist:toby fox
ArtistUnicode:toby fox
Creator:Mazziv
Version:Checkmate
Source:Undertale
Tags:king under the mountain radiation Asgore boss battle theme determination -Lemons
BeatmapID:872885
BeatmapSetID:398977

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CircleSize:4
OverallDifficulty:5.5
ApproachRate:7
SliderMultiplier:1.6
SliderTickRate:1

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Okoratu
xDDD

[lemons]

00:03:195 - missing whistle on head
00:28:682 - 00:29:213 - i meant to tell you to remove the whistles from sliderends, not altogether. they sound actually good on these 2 sliderheads

also the following overmapped slidertail have whistles while i just now recommended to remove them from these tails for the normal
because the song doesn't have a clear impact for these hitsounds to land on so most natural would be to take the hitsound with least impact for these ends
which would be soft hitnormal

00:01:868 -
00:08:240 -
00:10:363 -
00:12:487 -
00:16:735 -
00:18:859 -
00:20:983 -
00:25:231 -
00:27:355 -


and are whistles on sliderbody intentional?
00:30:806 (5) - 00:32:399 (4) -
-Lemons
maybe one day I'll learn how to hitsound xddddddd (they were intentional at first but they sound dumb so now they're just on head and tail where the actual whistle should be)


code
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TitleUnicode:Bergentrückung
Artist:toby fox
ArtistUnicode:toby fox
Creator:Mazziv
Version:Checkmate
Source:Undertale
Tags:king under the mountain radiation Asgore boss battle theme determination -Lemons
BeatmapID:872885
BeatmapSetID:398977

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5.5
ApproachRate:7
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"tumblr_ny8kg6JSq81utwpnho1_1280.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
10,530.973451327434,4,2,0,30,1,0
6381,-100,4,2,0,30,0,0
7443,-100,4,2,0,30,0,0
14877,-100,4,2,0,30,0,0
15939,-100,4,2,0,30,0,0
23372,-100,4,2,0,30,0,0
24434,-100,4,2,0,30,0,0
33063,-100,4,2,0,30,0,0
33859,-100,4,3,1,5,0,0


[Colours]
Combo1 : 255,0,0
Combo2 : 51,236,251
Combo3 : 0,0,255
Combo4 : 128,0,255
Combo5 : 248,166,54
Combo6 : 255,255,0
Combo7 : 0,255,0

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Topic Starter
Mazziv
lemons,accept it you suck xd
Okoratu
last question for lemons is to explain thoughts behind that custom diffname cuz i can't wrap my head about it how a checkmate initiates a bossfight
Topic Starter
Mazziv

Okoratu wrote:

last question for lemons is to explain thoughts behind that custom diffname cuz i can't wrap my head about it how a checkmate initiates a bossfight
Dr.Lemon's explains his diffname:
RikiH_
Topic Starter
Mazziv

RikiH_ wrote:

thanks for bubble riki <69
RikiH_

Qualified <33333333 ;) ;) ;) ;) ;)
Topic Starter
Mazziv

RikiH_ wrote:


Qualified <33333333 ;) ;) ;) ;) ;)
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