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posted
wiii~
posted
Fulfilling a promise before this gets qualified - requested in my Interesting Queue

General
  1. What's the reason for AR8.2 on the Platter? Easier reading on higher density? Seems weird that you only buffed it on this difficulty, maybe you want to consider AR8 here for an easier transition from the Salad unless you feel it would really affect the playability.
Cup
  1. 00:05:603 (1,2,3,1,2,3,4,1,2,3,4) - I find how you switch between drum and synth rhythms here really weird, and a new player will struggle to understand what you're following here I think. Synth is clearer for me, especially at 00:07:553 (3,4) - and onwards, so I'd move 00:06:353 (3) - forward to the downbeat, 00:07:403 (2) - back to the previous red tick, and 00:07:403 (2) - back 1/2 a tick also. End result something like:
  2. 01:20:903 (3,1) - Unexpectedly high spacing at this BPM, even though this is the kiai start and it deserves emphasis, a little reduction on this wouldn't hurt
Salad
  1. 00:01:403 (3,1) - Not a good idea to introduce your first dash as a 1/2 spacing at 200BPM. Yes the drum sound is intense, but players need more easing into the difficulty before they can be comfortable with something like this. Making (3) a single circle instead to give a 1/1 spacing would be much more lenient
  2. 00:36:353 (6,7) - Sound here isn't really strong enough to deserve dash imo. It's weaker than 00:38:303 (1,2,3) - which didn't have a dash, and since it's followed by a strong walk in the opposite direction, it'll be easy for new players to overshoot and miss here
Platter
  1. 00:22:103 (1,2,3,4,5,6,7,8) - Very repetitive with previous section, feels a bit boring to play. Since pitch is decreasing here, how about an inverted pattern such as - https://osu.ppy.sh/ss/8897157 - to provide some variety? Also, if you could use more of the left side of the screen, that would also break the monotony a bit, since everything here is centre-right at the moment
  2. 00:29:303 (1,2,3) - 00:30:503 (5,6,7) - Are these intended to be walkable? They're a little tight at the moment, and I really wouldn't recommend double 1/2 dash at 200BPM here, so try reducing these just a little
  3. This diff looks so much better than it did when I last saw it months ago. Good job.
Rain
  1. Nothing to complain about here, great diff.
Overdose
  1. 00:40:253 (2) - Music here isn't intense enough to justify such a sharp antiflow curve compared to 00:40:703 (3,4) - imo, consider making this one a little bit more vertical so that large drop isn't quit so annoying to hit
  2. 01:16:703 (1,2,3,4,5,6) - Transitioning into a half regular, half antiflow pattern here with hypers is really jarring when your previous ones were either both regular flow (e.g. 01:15:503 (1,2,3,4,5,6) -) or both antiflow (e.g. 01:16:103 (1,2,3,4,5,6) -). For consistency and given the pitch is increasing here, making (4,5,6) regular flow makes more sense and is more "expected" by the player based on what came before. Easy fix by moving 01:17:103 (5) to x-120
I'm too rusty to give anything helpful on the top diff, but hopefully these suggestions help you in some way. Good luck! (:
posted

JBHyperion wrote:

Fulfilling a promise before this gets qualified - requested in my Interesting Queue

General
  1. What's the reason for AR8.2 on the Platter? Easier reading on higher density? Seems weird that you only buffed it on this difficulty, maybe you want to consider AR8 here for an easier transition from the Salad unless you feel it would really affect the playability. yeah you got it, AR8 with this density make it too hard to read, especially for 1/3 streams.
Cup
  1. 00:05:603 (1,2,3,1,2,3,4,1,2,3,4) - I find how you switch between drum and synth rhythms here really weird, and a new player will struggle to understand what you're following here I think. Synth is clearer for me, especially at 00:07:553 (3,4) - and onwards, so I'd move 00:06:353 (3) - forward to the downbeat, 00:07:403 (2) - back to the previous red tick, and 00:07:403 (2) - back 1/2 a tick also. End result something like:
    that's a good idea
  2. 01:20:903 (3,1) - Unexpectedly high spacing at this BPM, even though this is the kiai start and it deserves emphasis, a little reduction on this wouldn't hurt alright
Salad
  1. 00:01:403 (3,1) - Not a good idea to introduce your first dash as a 1/2 spacing at 200BPM. Yes the drum sound is intense, but players need more easing into the difficulty before they can be comfortable with something like this. Making (3) a single circle instead to give a 1/1 spacing would be much more lenient sure
  2. 00:36:353 (6,7) - Sound here isn't really strong enough to deserve dash imo. It's weaker than 00:38:303 (1,2,3) - which didn't have a dash, and since it's followed by a strong walk in the opposite direction, it'll be easy for new players to overshoot and miss here indeed
Platter
  1. 00:22:103 (1,2,3,4,5,6,7,8) - Very repetitive with previous section, feels a bit boring to play. Since pitch is decreasing here, how about an inverted pattern such as - https://osu.ppy.sh/ss/8897157 - to provide some variety? Also, if you could use more of the left side of the screen, that would also break the monotony a bit, since everything here is centre-right at the moment alright, i also fixed the following triplet for consistency
  2. 00:29:303 (1,2,3) - 00:30:503 (5,6,7) - Are these intended to be walkable? They're a little tight at the moment, and I really wouldn't recommend double 1/2 dash at 200BPM here, so try reducing these just a little nerfed them from 0.10x
  3. This diff looks so much better than it did when I last saw it months ago. Good job. thank you :D
Rain
  1. Nothing to complain about here, great diff. thank you :D
Overdose
  1. 00:40:253 (2) - Music here isn't intense enough to justify such a sharp antiflow curve compared to 00:40:703 (3,4) - imo, consider making this one a little bit more vertical so that large drop isn't quit so annoying to hit curved it more, did the game for the next section since it's the same slider
  2. 01:16:703 (1,2,3,4,5,6) - Transitioning into a half regular, half antiflow pattern here with hypers is really jarring when your previous ones were either both regular flow (e.g. 01:15:503 (1,2,3,4,5,6) -) or both antiflow (e.g. 01:16:103 (1,2,3,4,5,6) -). For consistency and given the pitch is increasing here, making (4,5,6) regular flow makes more sense and is more "expected" by the player based on what came before. Easy fix by moving 01:17:103 (5) to x-120 no sorry, it's a new section and the following pattern is the same so consistency is fine. I also prefer to keep this half regular, half antiflow pattern for more diversity.
I'm too rusty to give anything helpful on the top diff, but hopefully these suggestions help you in some way. Good luck! (:
Thank you very much, it was really helpful !
posted
Fixed a couple of things on cup, rebubbled~~

posted
aaaand qualified!
posted
AYYYYYY CONGRATS <3
posted
You did not need me after all. :P
posted
Sadly, but romanised title must be Lilieze to Enryuu Laevateinn
posted

Lama Poluna wrote:

Sadly, but romanised title must be Lilieze to Enryuu Laevateinn
yeah unfortunately this is right p/5839040

should be a quick requalify tho since it's just a metadata issue
posted
Go fix that quickly
posted
fixed.
posted
Okay~
posted
Congratulations! <3
posted
It was a good choice to request this map on interesting queue

congrats!
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