HP好低..大概是因为后面有长滑条吧
18:41 xlni: http://osu.ppy.sh/ss/4955291 (taken at 01:07:680 - in timeline) is the comboing i would've expected because of the grouping in the music, but idk whether other players find that easier or harder to read lo
18:42 xlni: 06:16:660 (5,6,1) - also this seems really mean :///
18:43 xlni: 06:57:166 - personally i found the slightly bent ones like 03:28:701 (1,2,3,1,2,3) - to be more comfortable to hit, just because your aiming hand feels something at (2)
18:43 jonathanlfj: for the first point i've tried that sort of comboing in the past
18:43 jonathanlfj: but when i asked people to test they were generally more comfortable with the 1-2 combo style
18:43 xlni: ah
18:44 jonathanlfj: 01:34:825 (1,2,3,1,2,3) - this one is in 3s because the patterns are arranged in triangles
18:44 jonathanlfj: so the first one is zig zag 1-2 and this is triangle 1-2-3
18:44 jonathanlfj: 05:03:281 (1,2,1,2) - then we are back to zig-zags
18:45 jonathanlfj: fixed your second point that one is kinda meh
18:47 jonathanlfj: about the 3rd point those are meant to contrast with the first kiai because straight flow feels more bold than curved ones
18:47 jonathanlfj: so to emphasize the second kiai being stronger
18:47 xlni: hm, interesting
18:47 jonathanlfj: also the end of the first kiai was actually a remap
18:48 jonathanlfj: the original one was even more bent but people told me it flowed like trash lol
18:49 xlni: dam
18:50 xlni: yeha i guess i don't really have much to say about playability because these types of maps play differently to me than to single-tappers probably (that, and the map is too hard for me lo)
18:50 jonathanlfj: 02:30:869 (1,2,3,1,2,3) - you think i should remap this?
18:50 xlni: hmm
18:51 jonathanlfj: i can swap the end circles with sliders to rid the 1/1 gamp
18:51 jonathanlfj: gap
18:51 xlni: i honestly couldn't tell if it was a problem with the pattern or just that i couldn't read ar10 well enough
18:51 xlni: but yeah that seems like the safest thing to do
18:51 xlni: 02:31:964 (3,1) -
18:51 xlni: especially considering this
18:51 jonathanlfj: alright
18:51 jonathanlfj: they are colour haxed but i guess thats not obvious enough
18:52 jonathanlfj: plus people play with own skin anyways
18:52 xlni: yeh it's difficult to read cues like that at high speed
18:53 jonathanlfj: tbh AR10 is actually too slow for this
18:53 jonathanlfj: its really obvious if you try to play this on HT
18:53 jonathanlfj: its like AR8.5 on 200bpm
18:54 xlni: well people play 200bpm very differently from ~270 (i doubt people will try to snap the gradually rotating patterns nomod, but they probably would on HT)
18:54 xlni: 10 feels about right with that in mind
18:55 jonathanlfj: true
18:55 xlni: oh one more thing though
18:56 xlni: on an unrelated note, you could try playing around with sliderwhistles for the full meme experience
18:56 xlni: for example: try moving the whistle on 01:39:423 (5) - to the tail instead of the head (keeping the whistle on the body obv)
18:56 xlni: and see if that sounds nice to you, given the thing that the guitar does in the background there
18:56 jonathanlfj: that sounds suprisingly fine
18:57 jonathanlfj: but then i will have to make systematic changes
18:57 jonathanlfj: let me think about this
18:57 xlni: yeha, just something to consider
18:57 xlni: ok gonna head to dinner
18:57 xlni: wil post log
ByBy13 wrote:
Hello! As requested
- Artist: Falcom Sound Team jdk http://music-book.jp/music/Artist/406704/Album/aaa2it63 http://www.falcom.co.jp/cd/cd_sora.html
- Romanised Artist: Falcom Sound Team jdk
- Title: 銀の意志 https://itunes.apple.com/jp/album/legend-heroes-vi-sora-no-kiseki/id120485173
- Romanised Title: Gin no ishi
- Source: 英雄伝説VI 空の軌跡
Remove from tags Falcom since it is in artist field.Also in tags the alternative title is The Legend Of Heroes VI Sora no Kiseki
no kudosu. Good Luck!
Broccoly wrote:
discord m4m
01:24:094 (3) - after hitting 1 and 2, the inertia (?) of the cursor wants to point towards more right due to fast bpm. It wouldn't matter if 3 was farther apart since then the players would be increasing their speed gradually from 1 to 2, 2 to 3, and 3 to the next slider. But right now distance between 2 to 3 is closer than that of 1 to 2, and gets larger again from 3 to the next slider. This makes it harder for players to hit them imo. Try to move around the notes/experiment and ask other testplayers cuz it might just be me. I would do something like this. Also from 01:23:438 (3,4,5,6) - to 01:23:875 (1,2,3) - is trickier since it transitions from a linear flow to an angular flow, which I'm sure you're aware. This is totally fine in lower bpm but gets harder to hit as bpm goes up, so just a little heads up. rearranged this whole thing, physics ftw
01:26:942 (1,2,3,4) - squares get especially harder because of the centripetal force (?), like, it gets harder to snap and make a nice square and becomes more like a circle. This makes it harder to aim. Maybe make it like 01:30:007 (2,3,4,1) - here where you used a diagonal pattern? up to you.
01:35:482 (1,2,1) - 01:35:810 (2,1,2) - Make these two groups of notes separately NC'd? I think the music composer meant to divide the rhythm in threes
03:04:588 (3,4,5,6,1) - I think this was very awkward to hit, especially because of the sudden increase in spacing between 03:04:916 (6,1) - i find this rather fine since the jump is relatively mild and the pattern itself is in circular motion
04:29:127 (1,2,3,4,5) - flow from 3 to 4 to 5 requires unnecessary force imo, maybe moving 04:29:565 (5) - to somewhere like x:261 y:191 would be much better.
05:03:281 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4) - cool yolo jump wish i could hit them well
05:21:675 (1,2,3,4) - 05:22:113 (1,2,3) - 05:23:427 (1,2,3,4,1,2,3) - yeah i just didn't like these just pointing them out l ol sory tried to do what i can here
rest looks fine to me. hope this is helpful.
great job, and good luck on rank!
if i didnt comment i fixed itVINXIS wrote:
General
- countdown is on d
- mayb put a bit of som audio leadin lo
diff
- 00:54:094 (7,8) - idk y but i broke here twice for some reason i was expecting movement instead of a stak but idk y i did so yea mayb its that im shit but otherwise its compeltely fine
- 01:08:118 (1,2) - i feel lik compared 2 everything else in this jump section.. this is visualyl way largr than all the other jumps in the part lo this one is easier to hit cause its illuminati
- 01:36:358 (3) - i thought this was gunna b 2 but iut turnd out to be 3 so i was lik wgh for a sec
- 01:57:270 (2) - id mvoe this mor down to giv a more horizontal movement 2 3 wicch wud make 3 easier to hit atleast imo lik this or smth i tried it but it made no difference on my end lo
- 02:31:854 (2,3) - u cud ctrlg this to possibly emphasize the change in rhythm to straight 1/2s instead of 3 1/2s to 1/1 break and then hchange the rest of the pattrn to flow along with it but yjhea fixed it in a different way
- 03:32:277 - i think deleting the note here altogether and staking the circle ebfore and the slider wud b bettr for emphasis and playability with the sogn idk idk man the time stamp points me to nothing
- 06:42:166 (3,1) - i thiknte movemeont between these 2 circles isa bit awk cuz of how clos they r : /
- idk y but the last time u did 07:03:298 (1,2,3,1,2,3,1,2,3) - in the map it playd much better than the time here but idk y it plays worse here imo :X
- i didnt tak note of the hitsoudns i jstu assum u did them perfectly anyway Xd im actually notRLC
No reply = fixedMonstrata wrote:
Chrono Collapse
00:38:113 (1,1) - Blanket
00:48:131 (5) - The 1/4's here up until 00:52:784 - just feel unnecessary to me. I mean, they exist in the music, but I don't think you need to map them, because the music hasn't really picked up yet. Felt a bit weird transitioning into a faster-paced section but also seeing a rhythm thats less dense. the intention of these are to build up pressure going into the tougher parts, it also makes 04:49:273 (1) - this section easier to predict
02:08:113 (1,2) - Can you make this flow better? I don't really see a need for a flowbreak here. Emphasizing 3 with a break might be better anyways since you can draw attention to the guitar.
02:17:853 (2,3,4) - See if you can make this circle pattern a bit more different from the 1/2's before? The drums are stronger here imo, compared to 02:16:869 (1,2,3,4,1,2) -, but the spacing is about the same. i think flow is fine, upped the spacing a bit
03:15:548 (1,2) - Blanket's off, if it matters for this pattern.
03:19:929 (1,2,3) - This is so weird xP. The flow totally leads you to go rightward after 1, but instead you have to go leftward to 2, and then jump rightward to 3. It's really uncomfortable to play imo. I would avoid misdirecting flow like this xP. this was done intentionally as a gimmick, i didn't really see people having difficulties playing this due to the simple readibility
05:07:557 (5,6) - Make the linear segments more evenly spaced?
06:48:412 (1,2,3) - Same thing as earlier ;c
07:14:472 (4) - This sounded really overmapped for me the vocals (?) is making a "si" sound here
08:17:811 (1) - Sliderart ∞
[]
Call me back!
no reply = fixed (or consistent with previous treatment)those wrote:
Hey man. Happy Anime North 2016.
- 00:07:237 (1,2,3) - All words sung from the beginning are held a specific length, yet these are the only ones represented by sliders. Horizontally spaced screen circles will do much better. following vocals here + surrounding the background picture
- 00:28:697 (2) - Unstack; you haven't been stacking.
- 00:35:266 (1,1,1,1) - If you're keen on keeping these as sliders, watch the spacing on 00:37:894 (1) - and keep it the same as the sliders. Also remove NCs.
- 00:46:324 - Missing 1/4 triple here like the next three phrases.
- 01:06:809 (1) - Combo structure inaccuracte. Try this http://puu.sh/p7AYF.png, with particular consideration to the 1/4 triple bursts.
- 01:21:893 (6) - Mapping this fill more accurately, shorten slider by 1/2, then start new combo with four circles starting 01:22:112 - . lmao there is no sound there
01:22:441 - Missing timing section.- 01:23:880 (1) - Try 382;254, reverse 01:23:989 (2,3) - I wanted to make a flow break here and a jump to emphasis the change in guitars
- 01:25:194 (1) - Should not be mapped like previous section, since this iteration starts on the downbeat whereas the previous does not (01:23:552 (4) - . Try 01:25:194 (1,2) - into slider. fixed it a different way
- 01:36:362 (1) - Remove new combo, or do what you did with the above suggestion at 01:06:809 - .
- 01:49:936 (6) - Like 01:21:893 - .
- 01:54:975 (1,2,3,4) - Guitar passage not prominent here; pentagon too regular, structured.
- 02:07:128 (6) - Missing a huge part of the melody. I skipped the down beat intentionally to bring out the guitar more
- 02:18:072 (4) - Make 1/2 to fill more accurately.
- 02:28:574 (6) - Use 1/2 sliders like previous phrases. this one was intentionally done to give a more rhythm variety, I fixed the one before because that one could use the 1/2 emphasis better
- 02:31:749 (1) - Combo structure inaccurate. Use two (1,2,3,4) patterns instead of (1,2,3)s.
- 02:58:034 (1) - 1/3 slider patterns (either 6 1/3 or 4 1/3 repeaters) might work a bit better here for the objects until red. the contrast here was the guitar 1/3 vs the drum 1/3, I used a more compact spacing for the guitars so the lead into the spaced streams give more impact
- 04:16:868 (1) - Stream might be better replaced by mapping drums with circles and 1/4 triple bursts; the guitar passage from 04:15:992 (1) - continues and you've mapped in a 1/2 structure.
- 04:23:437 (5) - Change to 1/2 slider, remove (6,7).
- 05:03:287 (1) - Like 01:06:809 - .
- 05:35:586 (6) - Like 02:07:128 - .
- 06:41:406 (1) - Combo structure inaccurate. Just use (1,2)s or (1,2,3,4)s. this one is actually correct given the drums are in 3/4 in the background
Yeah. you are right. but osu! general rule says ... Are these old?https://osu.ppy.sh/wiki/Ranking_CriteriaStjpa wrote:
No need to add lead-in since the game does it already.
Also, a green and a red line shouldn't cause any problems as long as they have the same hitsound thingy and volume. Orange lines are a thing lol.
Fycho wrote:
That rule means these two cases: Two red lines at the same point; Two green lines at the same point.
One red line and one green line at the same point is always not a problem, so this should be fine.
Fycho wrote:
re-congratz jonathan o/
have fun on AN guys i hope i could go as well