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CINDERELLA PROJECT - Star!! [CatchTheBeat]

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Ascendance
I would have requested a DQ anyways cause Why is Spoon CS2, Cup CS3, and Salad CS3.3 lol...

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty.

Additionally there are some other points I would like to bring up before this progresses further:

Platter
  1. 00:08:577 (2,1) - Hyperdash combined with antiflow is unrankable in Platter difficulties under the current RC. This map was uploaded before the amendment so exemption is possible, but considering this is a calm section right at the start of the song, I find it highly unfitting flow is a subjective term but fixed anyways
  2. 00:22:398 (1,2) - Excessive hdash more than 1.5x stronger than the trigger distance combined with vertical slider creating a forced flowstop is highly likely to result in misses. This should be reduced considerably curved and reduced
  3. 00:34:027 (3,1) - Antiflow hyperdash combined with screen border collision makes this very uncomfortable to play removed hdash
  4. 00:39:420 (3,1) - 00:48:353 (5,1) - 01:06:723 (4,1) - etc. More antiflowing hyper patterns that negatively impact playability fixed the first 2, the 3rd is a slider i mimic early which i intend to keep due to the heavy vocal emphasis
Hyperdash usage is beyond excessive in this difficulty. For a diff that's supposed to be an introduction to hyperdash, you have over 60, with one every second on average during the kiai time, which is clearly excessive. As a result, the gap between Salad and Platter is a serious cause for concern, and needs to be discussed further. Sure. You can argue that the hdash usage is excessive, but it is in no way bad or wrong. Each HDash is placed for a reason. They aren't inconsistent or out of place, they fit fine with the song. Rather than worrying about the spread going INTO the platter (Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning), I think that it's fine as an introduction to a bit of a heavier Rain and Overdose. I've adjusted some places so that way they don't feel as "dense" anymore, but please consider that even though there's more hdashes than what's "normal" doesn't mean that I can't bend the curve slightly to promote better gameplay.

Take for example the section from 00:27:791 - 00:38:577 where everything can be caught by walking or hyperdash except 00:37:229 (1,2) - for such a calm piece of music, to have such dense hdash usage is very unfitting. fixed a bit.

Rain
  1. 00:02:510 (5,1) - Sharp and unexpected dash with antiflow, not really fitting the calmer vocal section. At the very least, this should be reduced to around 2.0x spacing not unexpected, it fits the song, but fixed anyways
  2. 00:03:184 (2,1) - 00:07:398 (4,1,2) - etc. Why such strong hdash with antiflow? Sure the vocal is strong here but this is unnecessarily snappy for mapping a vocal section. Example: 00:08:577 (3,1) is a far stronger sound but much weaker hdash weakened a bit
  3. 00:32:847 (4,1) - Hyper destination is at x-0 which is highly discouraged to prevent uncomfortable flowstop as the catcher is forced against the wall. Can you can provide a reason why moving the hyperjump destination away from the left wall (min. x-16) would affect the quality/playability of the map in a negative way? This can be seen in a number of other places such as 00:46:162 (3,4) - 01:00:656 (3,4) - just me being an idiot
  4. 01:01:499 (1,2) - This hyper is really excessive considering the large spacing following to 01:02:173 (1) - very easy to miss here due to overshoots and should be reduced dunno why it was this high to begin with
  5. 01:15:993 (2,3) - Another example of excessive spacing combined with strong antiflow that seriously impacts playability. I get that you want to emphasise the strong kiai section, but I feel you can do so without creating such awkward flow. There are other examples of this, most notably 01:18:016 (2,3) and 01:22:734 (6,1) which also force the catcher against the screen border with ~5.0x spacing, which is almost double the trigger distance if you've noticed, I use the edges of the playfield as a "safety net" for high distance hypers when dealing with lower diffs. I've adjusted these slightly, but the concept remains the same.
  6. 01:26:358 (6,1,2,3,4) - Why such a strong 1/4 hyper chain? Yes you reached the climax of the song, but it's not strong enough to warrant this level of spacing sometimes u have to go out with a bang, and the increasing pitch of the notes is emphasized best by doing this. It's not like they're wall to wall, I've found them to be completely manageable.
Thanks for your mod.

platter
osu file format v14

[General]
AudioFilename: Star!!.mp3
AudioLeadIn: 0
PreviewTime: 62089
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 17004,27791,38577,49364,54589
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.999999

[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascendance's Platter
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:987834
BeatmapSetID:435449

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.92
SliderTickRate:1

[Events]
//Background and Video events
0,0,"imasbg.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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Countdown: 0
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[Metadata]
Title:Star!!
TitleUnicode:Star!!
Artist:CINDERELLA PROJECT
ArtistUnicode:CINDERELLA PROJECT
Creator:Xinely
Version:Ascenely's Rain
Source:アイドルマスター シンデレラガールズ
Tags:1st seasonTHE iDOLM@STER CINDERELLA GIRLS opening idolmaster im@s Lanturn Ascendance
BeatmapID:990687
BeatmapSetID:435449

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383,40,38493,1,0,0:0:0:0:
160,120,38577,6,0,P|120:136|184:224,1,170,6|8,0:0|0:0,0:0:0:0:
432,272,39251,1,2,0:3:0:0:
320,280,39420,1,2,0:3:0:0:
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264,320,39926,6,0,L|72:272,1,170,2|8,0:0|0:0,0:0:0:0:
256,216,40431,2,0,P|328:232|376:160,1,170,0|2,0:0|0:0,0:0:0:0:
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384,272,41274,6,0,P|456:264|488:160,1,170,2|8,0:0|0:0,0:0:0:0:
304,152,41780,2,0,P|224:136|128:184,1,170,2|2,0:0|0:3,0:0:0:0:
224,256,42285,1,8,0:0:0:0:
88,280,42454,1,0,0:0:0:0:
176,336,42622,5,2,0:0:0:0:
472,256,42791,1,2,0:0:0:0:
376,216,42959,1,10,0:0:0:0:
480,168,43128,1,2,0:0:0:0:
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320,192,44476,2,0,P|378:237|321:283,1,170,2|0,0:0|0:0,0:0:0:0:
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336,360,45150,1,0,0:0:0:0:
80,288,45319,6,0,L|24:104,1,170,4|2,0:0|0:3,0:0:0:0:
360,280,45824,2,0,L|399:204,1,85,4|0,0:2|0:0,0:0:0:0:
255,204,46162,1,2,0:3:0:0:
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280,240,47510,1,0,0:0:0:0:
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320,104,53577,1,2,0:0:0:0:
432,152,53746,1,2,0:0:0:0:
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200,280,56442,1,8,0:0:0:0:
72,224,56611,1,0,0:0:0:0:
312,160,56780,2,0,L|400:152,2,85,2|2|8,0:3|0:0|0:0,0:0:0:0:
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288,208,59645,1,0,0:0:0:0:
400,160,59813,1,8,0:0:0:0:
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240,192,60656,1,0,0:0:0:0:
496,160,60824,1,0,1:0:0:0:
192,64,60993,5,0,0:0:0:0:
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124,105,61161,1,0,1:0:0:0:
120,146,61245,1,0,0:0:0:0:
142,182,61330,1,0,0:0:0:0:
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120,192,61836,1,0,1:0:0:0:
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333,122,62341,1,0,0:0:0:0:
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352,160,63353,1,0,0:0:0:0:
224,216,63521,2,0,L|136:216,1,85,2|0,0:0|0:0,0:0:0:0:
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120,256,64701,2,0,P|189:309|285:293,1,170,4|0,0:0|0:0,0:0:0:0:
456,224,65207,2,0,L|371:217,1,85,8|0,0:0|0:0,0:0:0:0:
104,200,65544,6,0,L|200:136,1,85,4|0,0:0|0:0,0:0:0:0:
328,152,65881,2,0,L|398:199,1,85,8|0,0:0|0:0,0:0:0:0:
128,80,66218,1,2,0:0:0:0:
288,96,66386,1,0,0:0:0:0:
200,152,66555,1,10,0:0:0:0:
96,192,66723,1,2,0:0:0:0:
414,283,66892,6,0,P|455:216|400:160,1,170,4|8,0:0|0:0,0:0:0:0:
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320,312,68746,2,0,P|392:320|472:248,1,170,2|2,0:0|0:3,0:0:0:0:
312,208,69251,1,8,0:0:0:0:
448,272,69420,1,2,0:0:0:0:
176,272,69589,6,0,P|136:232|120:176,1,85,6|2,0:2|0:0,0:0:0:0:
272,208,69926,1,8,0:0:0:0:
24,312,70094,2,0,P|96:353|178:342,1,170,2|2,0:0|0:3,0:0:0:0:
336,256,70600,1,8,0:0:0:0:
216,248,70768,1,0,0:0:0:0:
488,152,70937,6,0,L|392:160,1,85,2|0,0:0|0:0,0:0:0:0:
240,176,71274,2,0,L|155:168,1,85,8|0,0:0|0:0,0:0:0:0:
248,288,71611,1,2,0:3:0:0:
16,264,71780,2,0,L|88:168,1,85,0|8,0:0|0:0,0:0:0:0:
377,145,72117,6,0,P|273:177|217:145,1,170,4|0,0:0|0:0,0:0:0:0:
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288,248,74139,1,0,0:0:0:0:
144,256,74308,2,0,L|48:264,2,85,2|0|8,0:0|0:0|0:0,0:0:0:0:
472,184,74813,2,0,L|264:152,1,170,2|0,0:0|0:0,0:0:0:0:
416,104,75319,1,8,0:0:0:0:
112,144,75487,6,0,P|192:168|288:120,1,170,4|0,0:0|0:0,0:0:0:0:
112,144,75993,2,0,L|24:144,1,85,8|0,0:0|0:0,0:0:0:0:
352,144,76330,2,0,L|160:144,1,170,4|8,0:0|0:0,0:0:0:0:
304,144,76836,1,2,0:3:0:0:
24,144,77004,5,2,0:0:0:0:
144,144,77173,1,0,0:0:0:0:
264,144,77341,1,0,0:0:0:0:
24,144,77510,6,0,L|208:144,1,170,4|2,0:0|0:3,0:0:0:0:
72,144,78016,1,8,0:0:0:0:
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448,152,78690,1,8,0:0:0:0:
328,152,78858,1,0,0:0:0:0:
88,152,79027,6,0,L|-8:152,2,85,2|0|8,0:0|0:0|0:0,0:0:0:0:
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424,152,80038,1,8,0:0:0:0:
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424,248,82398,1,2,0:3:0:0:
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165,112,83577,1,0,0:0:0:0:
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160,48,84420,5,2,0:0:0:0:
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440,210,85094,1,2,0:0:0:0:
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473,284,85262,1,0,0:0:0:0:
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360,232,85937,5,2,0:2:0:0:
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432,203,86105,1,2,0:0:0:0:
439,162,86189,1,0,0:0:0:0:
417,126,86274,1,2,0:0:0:0:
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Kurokami

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
Dude, I already explained this on discord and I don't mind doing it a few more times even if its really tiring. The spread at Salad-Platter is broken because some mapper is unable to accept the fact that it supposed to be the introduction of the Hypers and shouldn't be at similar level or even near of a Rain. Sure, Platter needs to be hard but not from the viewpoint of the #100 but from a starter. The solution is not to place Hyper on Salad but to hold them back on Platter. If you ever want to fill this gap then hold back your Hypers and place higher jumps instead, you have at least three type of Dash besides Hyper. Do the same with Rains if it happens to be harder than it should be and the gap is high, who knows, you might be able to make an Overdose for a previous ENHI spread as well.
Topic Starter
Xinely

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty. nah its from lanturn idea what spoon is smaller than cup so he uses it describe the beginner diff (there is no beginner diff name too for ctb)

Additionally there are some other points I would like to bring up before this progresses further:

Salad
  1. 01:26:948 (6,1) - 1/2 note-spinner spacing presents a readability concern at this BPM. Staring the spinner at 01:27:285 - instead would be a better idea

Rain
  1. 00:20:881 (4,1) - 1/4 hyper into total antiflow is highly likely to induce frustrating droplet misses, a C-shaped slider would flow much better i personally tested my diff like 1223782452340 times and i never miss the droplet since the slider itself has less movement
  2. 00:22:903 (2,3,4) - Uncomfortable double dash leading into a hyper carries a high potential for missing. Reducing this would play more comfortably
  3. 00:32:847 (4,1) - Hyper destination is at x-0 which is highly discouraged to prevent uncomfortable flowstop as the catcher is forced against the wall. Can you can provide a reason why moving the hyperjump destination away from the left wall (min. x-16) would affect the quality/playability of the map in a negative way? This can be seen in a number of other places such as 00:46:162 (3,4) - 01:00:656 (3,4) - fixed 00:46:162 (3,4) - , others are ascendance parts
  4. 00:41:274 (1,2) - Strong dash is unexpected here due to the low intensity of the vocal/instrument, so there is a penalty to flow. I'd consider reducing it.

Overdose
  1. 00:14:139 (7,8,1,2,3,4,5,6,7,8) - What's the idea behind this transition from streams to 1/4 hyper doubles? If anything, this section is less intense than the surrounding ones because the guitar/synth pitch and intensity are decreasing here, and don't pick up again until 00:15:656 (1) - leaving this pattern feeling really overdone lemme try another pattern
  2. 00:18:184 (5,1) - Strong dash into strong hyper with no direction change causes an uncomfortable flowbreak as the catcher is rapidly accelerated with no direction change to use as a reference point. Weakening these spacings (especially the hyper) would play much more smoothly
  3. 00:26:021 (7,8,9,1,2,3) - Music really doesn't support hdash intensity of this level, this is a very harsh pattern that's very uncomfortable to play i do hdashes for guitar so i keep them but i tried to make it smoother
  4. 00:27:622 (7,1,2) - Strong hyper into a vertical slider creates an awkward flowstop when your next object contains movement in the same direction. Here you must stop precisely at (1) after a strong hyper, then tap dash to (2), which plays very poorly. Moving (2) to the left of (1) would improve this a lot
  5. 00:42:454 (7,1,2,3,4,5) - Strong hypers against the wall and hyperstream mapped to relatively weak sounds makes this a wholly unfitting pattern to map here. At most you could have hypers for the drum sounds 00:43:296 (5,6,7) but the remaining objects are better mapped as regular dashes at best
  6. 00:46:667 (1,2) - More snappy hypers and total antiflow mapped to weak vocal sounds, inviting easy droplet misses here
  7. 01:04:027 (6,1,2) - Hypers against the wall, flowstops, antiflow, droplet misses, etc., etc. reduced the dash but keep the current shape, i dont really have a big problem to get droplet miss
  8. 01:06:555 (4,5,6,7) - I don't hear any 1/4 beats here to support this, and even so a pattern of this kind is clearly excessive. 1/2 circles with hypers would follow the music better and give more emphasis to the strong vocal on 01:06:892 (1) guitar guitar guitar guitar guitar
  9. 01:08:072 (4,1) - 01:14:813 (5,6,1) - 01:23:240 (1,2) - Artificial 1/4 mapping to force hypers, really ruins the flow for me dousurute , tried to reduce jumps ;_;
I'd appreciate some discussion here before we go forward, so feel free to reply at your leisure and we see if anything needs to be done.
thanks for mod jbh :D

Ascendance wrote:

I would have requested a DQ anyways cause Why is Spoon CS2, Cup CS3, and Salad CS3.3 lol... cs 2,5 and 3 now[/color]
updated
Ascendance

Kurokami wrote:

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
Dude, I already explained this on discord and I don't mind doing it a few more times even if its really tiring. The spread at Salad-Platter is broken because some mapper is unable to accept the fact that it supposed to be the introduction of the Hypers and shouldn't be at similar level or even near of a Rain. Sure, Platter needs to be hard but not from the viewpoint of the #100 but from a starter. The solution is not to place Hyper on Salad but to hold them back on Platter. If you ever want to fill this gap then hold back your Hypers and place higher jumps instead, you have at least three type of Dash besides Hyper. Do the same with Rains if it happens to be harder than it should be and the gap is high, who knows, you might be able to make an Overdose for a previous ENHI spread as well.
Instead of reverting to 2014 meta, why don't we accept that mapping meta is changing and we stop trying to prevent it?
Riari
stop meta you know this from mafia
Riari
on a serious note, if you make platters closer to a rain then you are realistically missing a difficulty in terms of spread.
Ascendance
Thing is, platter isn't even close to a rain, people are blowing it WAY out of proportion by using big words to enunciate a point which has no basis
Sc4v4ng3r
Ahh I'm on my phone but I'll try to do a re-mod when I get back.
I said I am going to a mod but I am so triggered

JBHyperion wrote:

Care to elaborate on the use of "Spoon" as a difficulty name? It gives no indication of difficulty in an already (admittedly) abstract naming system. As far as I can tell the difficulty fits all the rules and guidelines for a Cup (albeit an easy one), so it should be named as such, unless you wish to use a full set of relevant custom diffnames that clearly indicate progression of difficulty.
As Xinely mentioned already, the size of a typical spoon is smaller than a cup so I'm assuming that's the reason why. And as the normal difficulty naming all somewhat reflects on 'sizes'(Cup being the smallest, hence being the easiest difficulty), the naming in this mapset should be fine.

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning)
I am so triggered
If Salad-Platter spreads are always shit, then I believe none of the Salad players would be able to progress on further to the Platter level of play. And also if the spreads of Salad-Platter are indeed shit, all the mapsets - even the pending ones, should all be either DQed or remapped. Pretty sure you'd came across that one question in the BN test already about the difficulty spread; the spread of a mapset should be linearly increasing as you go up the skill level.
This whole Salad-Platter spread is shit in fact is totally wrong for that reason.
Lanturn
I figured when I chose Spoon for a diff name it would be beyond obvious, since the diff names are clearly in reference to amounts of something falling out of the sky.

Think of a spoon, you know, what you eat Yogurt or Cereal with. You can't fit that much fruit in it. some blueberries maybe. That was the whole idea behind me calling it "spoon"

Not sure what other kind of measurements you can use that would be smaller than a cup besides a spoon.. but yeah, that's basically it. It is technically following Cup/Salad/Platter/Rain/Overdose/Deluge in this matter.

Anyways, if it can't be qualified with Spoon (or another diff name similar) then go ahead and change the name to Light Cup or something. It isn't a big deal for me. I just figured it was fitting, nothing else.
DeletedUser_6709840

Riari wrote:

on a serious note, if you make platters closer to a rain then you are realistically missing a difficulty in terms of spread.
I think the real problem is that Platter feels like a light Rain but plays like a Platter with a few exceptions for this map and that's why it doesn't work or that there's not many ways you can map a Platter that is helpful in easing Platter players into Rains.

Ascendance wrote:

(Salad-Platter spreads are ALWAYS shit and shouldn't ever be used as a basis for reasoning),
If that's the case, then that means every mapper has to remap their sets or not even try.

I think there needs to be more leniency of allowing light Rains so this BS about Platters being too hard can end or have more variety in mapping. Because this Platter is FC-able but just feels a bit harder than most Platters.
Kurokami
No one said light Rains are not allowed but its kinda obvious if someone tries to make a good spread then Rains won't end up being really difficult where you already have to make the Platter harder.

Back to this mapset, this Platter has almost as many Hyperdash as Rain. This should not be the way to make something harder in any way.
JBHyperion

Ascendance wrote:

Instead of reverting to 2014 meta, why don't we accept that mapping meta is changing and we stop trying to prevent it?
The 2014 meta was one with very few rules or guidelines which led to this kind of problem happening a lot. The meta has evolved, hence the need to implement the new Ranking Criteria. Your argument here is a contradiction.

Ascendance wrote:

Thing is, platter isn't even close to a rain, people are blowing it WAY out of proportion by using big words to enunciate a point which has no basis
The Platter has as many hypers as the Rain. I shouldn't even need to elaborate on this further.

Lanturn wrote:

I figured when I chose Spoon for a diff name it would be beyond obvious, since the diff names are clearly in reference to amounts of something falling out of the sky.

Think of a spoon, you know, what you eat Yogurt or Cereal with. You can't fit that much fruit in it. some blueberries maybe. That was the whole idea behind me calling it "spoon"

Not sure what other kind of measurements you can use that would be smaller than a cup besides a spoon.. but yeah, that's basically it. It is technically following Cup/Salad/Platter/Rain/Overdose/Deluge in this matter.

Anyways, if it can't be qualified with Spoon (or another diff name similar) then go ahead and change the name to Light Cup or something. It isn't a big deal for me. I just figured it was fitting, nothing else.
Whilst I will agree that the idea behind Spoon > Cup makes some sense, if it is allowed, then everyone is theoretically entitled to start adding "Cans", "Bowls", "Barrels", etc. to their mapsets based on the pretext of it being allowed here, which I don't feel is sustainable. The current naming system is based on a historical decision that is already questionable (in my opinion), and I don't feel confusing things further with semi-arbitrary difficulty names is the way to progress.

Things like "Beginner/Novice" diffs are allowed in osu!standard because they give a clear indication of difficulty, which "Spoon" might not do to non-native English speakers. Even with this, it's still possible to have more than one difficulty at a given "level" both called the same, especially when guest diffs are concerned. I still feel Lanturn's Cup > Cup > ... would make more sense and is a faithful representation of the respective difficulty levels.
Ascendance
remove the platter, no use in fighting you guys
Topic Starter
Xinely
okay i dont have any choice so removed ascendance's platter and replace it with my own HDashes hope 29 hdashes are fine ,also a bit nerf on my rain parts for keeping the spread

time for listen more opinions about spoon diff name before go
Arlecchino
did irc for little mod on new platter diff :3

SPOILER
2016-07-31 20:53 -[ Asuna ]-: wkwkw
2016-07-31 20:53 -[ Asuna ]-: 00:15:656 (1,2,3,4,5,6) - streamnya jelek amt x.x
2016-07-31 20:54 -[ Asuna ]-: gk pengaruh sama game play sih, cma gak enk dipandang gtu
2016-07-31 20:54 Xinely: auk gw udah ran out idea wkwk
2016-07-31 20:54 Xinely: wado kalo ga ngefek di game harusnya gpp
2016-07-31 20:54 Xinely: emang gw ga bisa rapi kalo ngemap ctb wkwk
2016-07-31 20:56 -[ Asuna ]-: yha gk ngefek sih, semua msih catchable kok
2016-07-31 20:56 -[ Asuna ]-: tpi bisa dibikin lebih smooth
2016-07-31 20:57 -[ Asuna ]-: cba 00:15:740 (2) - x:400
2016-07-31 20:57 -[ Asuna ]-: (3) di x:440
2016-07-31 20:57 -[ Asuna ]-: (4) x:456
2016-07-31 20:58 Xinely: irc sekalian?
2016-07-31 20:58 -[ Asuna ]-: 5 x448, 6 x424, 7 x384, 8 x344
2016-07-31 20:58 -[ Asuna ]-: yha mmpung blom waktu tidur :^)
2016-07-31 20:59 Xinely: ok siap
2016-07-31 20:59 Xinely: dah fixed
2016-07-31 20:59 -[ Asuna ]-: klo platter aja si bisa kya nya, diff laen blkngan deh x3
2016-07-31 20:59 Xinely: wkwkw ok
2016-07-31 21:00 -[ Asuna ]-: 00:27:285 (5,6,7) - agak canggung, somehow ryuutanya keder pas nangkep hyper buar ke (1)
2016-07-31 21:01 -[ Asuna ]-: mungkin efek movement dari 00:27:117 (3,4,5,6) -
2016-07-31 21:01 Xinely: gw smoothin deh
2016-07-31 21:01 -[ Asuna ]-: baru jga mo kasih suggest placement
2016-07-31 21:02 kan mb gk rapi di ctb *hides
2016-07-31 21:02 Xinely: pret
2016-07-31 21:02 Xinely: wkwkw
2016-07-31 21:02 -[ Asuna ]-: jdi should i give da suggestion
2016-07-31 21:03 -[ Asuna ]-: sebenernya cma ngurangin movement di 00:27:117 (3,4,5,6) -
2016-07-31 21:03 Xinely: iya seh
2016-07-31 21:03 -[ Asuna ]-: 00:27:201 (4) - x:272, (5) x:248, (6) x:264
2016-07-31 21:04 -[ Asuna ]-: 00:27:454 (7) - x:304
2016-07-31 21:04 Xinely: http://puu.sh/qkP3Y/76b68ed924.jpg
2016-07-31 21:04 Xinely: kek gini seh
2016-07-31 21:04 -[ Asuna ]-: wkwkkw
2016-07-31 21:05 Xinely: ah kampret wkwk dah
2016-07-31 21:05 -[ Asuna ]-: 00:28:971 (3) - bisa digeser 2 grid ke kiri
2016-07-31 21:05 -[ Asuna ]-: jadi little jump di 00:28:971 (3,1) - lebih kerasa
2016-07-31 21:05 Xinely: yoi dah
2016-07-31 21:08 -[ Asuna ]-: 00:50:207 (4,5) - kok bisa spacingnya lebih pendek dari para (3) ke (4)?
2016-07-31 21:09 -[ Asuna ]-: bkin konsisten trus (5) lebih vertikal?
2016-07-31 21:10 -[ Asuna ]-: kalo emng merasa gk nyaman sama spacing ke 00:50:712 (1) - , kalo saya sih noprob 2.5x
2016-07-31 21:11 Xinely: konsisten nya bisa, kalo vertikal ga deh
2016-07-31 21:11 Xinely: horizontal emang dah style gw, slain itu biar ada movement
2016-07-31 21:11 Xinely: jadi ga kaget untuk ngehdash
2016-07-31 21:11 -[ Asuna ]-: ya noprob 2.5x msih gak forcing kok
2016-07-31 21:11 Xinely: sip
2016-07-31 21:12 -[ Asuna ]-: SEEEIPPPAAII
2016-07-31 21:12 Xinely: KAGAYAKU
2016-07-31 21:12 -[ Asuna ]-: lol
2016-07-31 21:13 Xinely: SUPER STAR NI
2016-07-31 21:13 Xinely: KAGAYAKU
2016-07-31 21:14 -[ Asuna ]-: duh 5x spam f5 cma buat dengerin lagunya XD
2016-07-31 21:14 -[ Asuna ]-: blame me pls
2016-07-31 21:15 Xinely: wkwkw
2016-07-31 21:15 Xinely: lagunya nyebelin
2016-07-31 21:15 -[ Asuna ]-: XD
2016-07-31 21:16 -[ Asuna ]-: gk lah mb, malah terlalu enjoy ampe lupa gini
2016-07-31 21:16 -[ Asuna ]-: sebenernya kiai gk bnyak yg perlu di bahas si
2016-07-31 21:17 Xinely: gw udah enek sama lagunya
2016-07-31 21:17 Xinely: waaa
2016-07-31 21:17 -[ Asuna ]-: cma 01:09:420 (4,1) - kinda bothering me
2016-07-31 21:17 -[ Asuna ]-: sbenernya ketutup karna ini adalah kiai time
2016-07-31 21:18 Xinely: enaknya gimana?
2016-07-31 21:19 -[ Asuna ]-: sebenernya kalo di bikin hdash juga g cocok
2016-07-31 21:19 -[ Asuna ]-: jadi dipendekin aja spacing ke (1)
2016-07-31 21:19 -[ Asuna ]-: 01:09:420 (4) - geser 2 ato 3 grid kekiri
2016-07-31 21:19 -[ Asuna ]-: btw pake medium sizekan?
2016-07-31 21:20 Xinely: 01:09:420 (4,1) - x:256
2016-07-31 21:20 Xinely: kadung wkwk
2016-07-31 21:20 -[ Asuna ]-: nnti pke tiny lagi o.o , cma gser brp pixel cba .-.
2016-07-31 21:20 -[ Asuna ]-: lol
2016-07-31 21:21 Xinely: cs nya 3,7 seh
2016-07-31 21:21 Xinely: wkwkw
2016-07-31 21:21 Xinely: udah ini geser paling 3
2016-07-31 21:23 -[ Asuna ]-: 01:17:004 (2,1) - kasih jarak lagi?
2016-07-31 21:23 -[ Asuna ]-: soale part yang similar punya spacing lebih dari ini
2016-07-31 21:24 Xinely: yep
2016-07-31 21:24 Xinely: abis ngefix di sela nunggu xD
2016-07-31 21:24 -[ Asuna ]-: :`)
2016-07-31 21:25 Xinely: xD
2016-07-31 21:25 -[ Asuna ]-: duh stream dibelakang
2016-07-31 21:26 Xinely: wado
2016-07-31 21:26 -[ Asuna ]-: itu dikasih space buat little jump ato buat pengganti jalur flownya?
2016-07-31 21:26 Xinely: ganti jalur doang
2016-07-31 21:27 Xinely: gw takut entar ngedash kirain rusakin spread lagi
2016-07-31 21:27 -[ Asuna ]-: kalo cma buat ganti jalur, gimana di ilangin aja spacingnya?
2016-07-31 21:28 -[ Asuna ]-: soale cma di 01:25:263 (5,6,1) - responnya nganggep itu butuh jump
2016-07-31 21:28 -[ Asuna ]-: meski msih catchable w/o jump
2016-07-31 21:28 Xinely: spacing??
2016-07-31 21:28 -[ Asuna ]-: kaya di 01:25:347 (6,1) - ,01:25:853 (6,1) - etc
2016-07-31 21:29 Xinely: yg itu gw geser 2 grid deh
2016-07-31 21:29 Xinely: gw honestly sih kirain ga usah jump
2016-07-31 21:29 Xinely: mungkin dah biasa kali gw lihat yg susah2 wkwk
2016-07-31 21:30 -[ Asuna ]-: nah itu
2016-07-31 21:30 Xinely: gw kurangi 1 grid dulu deh
2016-07-31 21:30 -[ Asuna ]-: sudut pandang kita sama para beginner beda
2016-07-31 21:30 Xinely: lihat respon yg lain sekalian
2016-07-31 21:31 Xinely: maap kaka, gw beginner sih tbh
2016-07-31 21:31 Xinely: yep gw dah reduce, sekalian lihat yg lain mikir gimana, kalo ada yg bilang lagi gw reduce lagi
2016-07-31 21:31 -[ Asuna ]-: wot
2016-07-31 21:31 -[ Asuna ]-: ya reduce jga dh cukup kek nya
2016-07-31 21:31 -[ Asuna ]-: wew
2016-07-31 21:31 -[ Asuna ]-: >kek nya
2016-07-31 21:32 Xinely: reduce 1 grid doang sih wkwk
2016-07-31 21:32 -[ Asuna ]-: im memer
2016-07-31 21:32 -[ Asuna ]-: -[ ZiRoX ]-
2016-07-31 21:32 Xinely: kek
2016-07-31 21:32 Xinely: post? gw kudo in
2016-07-31 21:33 -[ Asuna ]-: satu lgi deh opini
2016-07-31 21:33 -[ Asuna ]-: dari tdi mencet tilde cma buat retry
2016-07-31 21:33 -[ Asuna ]-: agak janggal (buat gw si)
2016-07-31 21:34 Xinely: tilde?
2016-07-31 21:34 -[ Asuna ]-: samping angka 1
2016-07-31 21:34 -[ Asuna ]-: "`" / "~"
2016-07-31 21:34 -[ Asuna ]-: tilde bkan? cmiiw
2016-07-31 21:35 -[ Asuna ]-: mm, jarak antara 01:24:083 (3) - sama 01:24:420 (1,2,3,4) - dkk
2016-07-31 21:35 Xinely: wado ga paham
2016-07-31 21:35 -[ Asuna ]-: cukup jaoh, meski break 1/1
2016-07-31 21:36 -[ Asuna ]-: tpi butuh mencet dash
2016-07-31 21:37 -[ Asuna ]-: 01:24:420 (1) - bisa ditempatin di x:200 ato x:208
2016-07-31 21:37 -[ Asuna ]-: note slanjutnya bisa nyusul jadi natural curve
2016-07-31 21:38 Xinely: wado sek wkwk
2016-07-31 21:38 -[ Asuna ]-: jangan tajem'' beloknya, belajar rapi, ato butuh pict?
2016-07-31 21:39 Xinely: tajem itu keknya ciri khas gw wkwk
2016-07-31 21:39 -[ Asuna ]-: ywes ndpp
2016-07-31 21:40 -[ Asuna ]-: toh inti opininya jarak dari (3) ke (1)
2016-07-31 21:40 -[ Asuna ]-: kalo itu fix gw si ok
Cowboy

Mod in Platter as requested




General


  1. Disable "Widescreen Support"
  2. The rest are fine to me.

Platter


  1. 00:00:487 (2,1) - A h-dash could fit here.
  2. 00:15:656 (1,2,3,4,5,6,7,8) - Should make it more curved, wavelike.
  3. 00:16:246 (8,9) - I'm not sure if you want a dash herem i suggest you dicrease the distance.
  4. 00:27:454 (7,1) - Hard 2 catch, If you want to add a h-dash, I recommend changing the stream to the opposite position.
  5. 00:34:364 (3,1) - Sound strong, increases the distance.
  6. 00:35:038 (2,3) - I recommend changing this, by a slider, something like you did 00:02:173 (1,2) - here, and why not, add a dash.
  7. 00:38:156 (7,8) - I feel that the dashes along with a stream, do not fit, I recommend reducing the distance without losing the h-dash with (1).
  8. 00:48:268 (4,5) - ^, the same i mentioned.
  9. 00:52:060 (1,2) - It is a pretty quiet part, the dash does not fit, remove it.
  10. 01:02:173 (4) - You could replace this, for something you did 00:00:150 (1,2,1) - here, But with more intensity.
  11. 01:05:207 (3,1) - h-dash works here.
  12. 01:06:892 (1,2) - ^, here too.
  13. 01:15:993 (3,1) - ^.
  14. 01:23:240 (1,2) - ^.
  15. 01:24:083 (3,1) - ^, why not?
  16. 01:24:841 (6,1) -I had mentioned some distances with streams, but here it may be an exception to increase the climax of the song


Good map, go for the re-qualified.
MBomb
Just here to comment on diff name now, might try to do an actual mod later when I'm actually online.

I feel like spoon does fit as a difficulty name, however, this difficulty isn't even that much easier than a normal cup, so the use of a new difficulty name seems a bit unnecessary, in my opinion. If this was easier, I would definitely agree with that difficulty name, as whilst it may cause a tiny bit of confusion for non-native speakers, I think, whilst the star rating system isn't exactly the most accurate thing, a difficulty of that low star rating should be obvious as the easiest one.
WildOne94
Hey Senpai o/
Here to mod just the platter as requested earlier today.

Platter
00:00:150 (1) - Imo I thought this was really close to (2) even for the start of the song. I know you tried to make it close together for the calm start but it feels too close imo and I would think it's a lot better if this note started bang in the middle on x:256.

00:01:499 (2,3) - Imo this pattern would fit better with the vocals. it just feels nicer with that reverse


00:12:959 (1) - Shouldn't this be a NC ? You have done it for every big white tick so far and further on but not here

00:14:139 (1,2) - This may not be much but the sound intensifies here and would be nice for just a little jump. Try move these right a fraction on x:376. The little difference made a big change imo to flow which was nicer.

00:16:330 (9,10) - The slant on these sliders stop the glide flow from the stream before this and I think could be slanted better to glide nicer like this.


00:25:768 (3) - I was not sure if I should have dashed here or not when in play. Perhaps just move over a little to the right to show that people should dash here more ? Say about x:336.

00:27:454 (7,1) - (1) is almost a hyper here so maybe just move (1) a little to the left at x:144?

00:31:836 (4) - NC ?

00:32:847 (8,1) - I thought this was a very big hyper jump for such a quiet section. Perhaps reduce a bit here ? Can do that by moving 00:32:173 (5,6,7,8) - all left to x:192 which keeps the hyper but less intense.

00:48:353 (5,6) - Hmm this is not a big suggestion but I found it kind of awkward this little gap in the middle of the stream. As I say it's not really too bad but perhaps no jump or maybe just reduce a tiny bit more ? moving just 00:48:353 (5,6,7,8) - to x:136 would be nicer imo and would be fine space for 00:48:690 (9) - also.

01:05:544 (1,2) - These feel too close together than the other notes in this song. try move (2) to x:128.

01:09:589 (1,2) - This felt a little bit too spaced out imo. I would move (2) close to (1) and then move both together left slightly to keep that hyper.

01:18:184 (3,4,1) - (4) would flow SOOOOO much better if this was slanted fully horizontally left from where it is now.

01:23:240 (1,2) - You could potentially hyper here since there is a lot of time to wait for the next note after this.

01:24:083 (3,1) - I would also say a hyper here would be nice. Try making (3) into a slider going left so the hyper jump would look like this.
http://puu.sh/ql4GL/59eb1241ac.jpg

I like this diff senpai >w<

Hope this helped
GL Senpai >W<

Edit : Ahhh OCD with how many star's there are. Needs to be 5! So have a "Star!!" (^:
DeletedUser_6709840
I normally don't do a mod this quick but as it seems to be in immediate need, I'll mod quicker than usual and keep this short and sweet.

Platter

- I personally wouldn't use 1.40x slider velocity because it seems a little low and creates a few instances where the notes/sliders are a bit close to the border for comfort. But if it's going to stay as is, then I'll still point out problems I found while looking at h-dashes. The flow of the map seems mostly fine except to h-dashes and borders to me.
- 00:11:274 (6) - I thought this was a bit close to the border and the next slider is pretty close as well. I understand an h-dash is needed, but the current pattern is close to the border and causes the next slider to even overlap the border. Maybe move (6) to X=56 then for 00:11:611 (1) you should move to X=456 then Ctrl+Shift+R it to be rotated -18 degrees from the selection centre. That's how I fixed the problem.
- 00:33:184 (1) - Close to the border again, move to X=48.
- 00:38:240 (8,1) - This h-dash doesn't seems very consistent with the other h-dashes because of it's much larger spacing than previous ones. Move (1) to X=168 so it still triggers the h-dash but won't confuse the player at the sudden increase of h-dash size.
- 00:45:319 (1,2) - ^Similar to above. Move (2) to X=344.
- 00:54:420 (3,1) - ^Rather large as well, feels like a Rain level h-dash here. Reduce please, I wasn't able to find a good quick solution that wouldn't make the problem in the next h-dash worse.
- 00:55:431 (3,1) - ^ Please reduce.
- 00:56:780 (4,1) - ^ Move (1) to X=408.
- 00:59:476 (3,1) - ^ Move (1) to X=56.
- 01:01:667 (2,3) - This deserves a large h-dash but not quite that large. Move (3) to X=360.
- 01:09:589 (1,2,3) - This just feels awkward to play because of the dash to (2). Move (2) to X=88 and (3) to X=320.

Good luck!
Topic Starter
Xinely

Jusenkyo wrote:

Mod in Platter as requested




General


  1. Disable "Widescreen Support"
  2. The rest are fine to me.

Platter


  1. 00:00:487 (2,1) - A h-dash could fit here. for all HDashes stuff, i keep for dash due i have 29 hdashes already and new RC said Platter is for introducting HDash which (imo) should not have so much
  2. 00:15:656 (1,2,3,4,5,6,7,8) - Should make it more curved, wavelike.
  3. 00:16:246 (8,9) - I'm not sure if you want a dash herem i suggest you dicrease the distance.
  4. 00:27:454 (7,1) - Hard 2 catch, If you want to add a h-dash, I recommend changing the stream to the opposite position.
  5. 00:34:364 (3,1) - Sound strong, increases the distance.
  6. 00:35:038 (2,3) - I recommend changing this, by a slider, something like you did 00:02:173 (1,2) - here, and why not, add a dash. there is drum at 00:35:207 - so that's why i map it
  7. 00:38:156 (7,8) - I feel that the dashes along with a stream, do not fit, I recommend reducing the distance without losing the h-dash with (1).
  8. 00:48:268 (4,5) - ^, the same i mentioned. imo its still fine as long not hdash for stream, keep that spacing for making new direction
  9. 00:52:060 (1,2) - It is a pretty quiet part, the dash does not fit, remove it.
  10. 01:02:173 (4) - You could replace this, for something you did 00:00:150 (1,2,1) - here, But with more intensity. there are drum for 1/4 so i do ><, imo platter we should introduce 1/4 too due my rain has many 1/4 xD
  11. 01:05:207 (3,1) - h-dash works here.
  12. 01:06:892 (1,2) - ^, here too.
  13. 01:15:993 (3,1) - ^.
  14. 01:23:240 (1,2) - ^.
  15. 01:24:083 (3,1) - ^, why not?
  16. 01:24:841 (6,1) -I had mentioned some distances with streams, but here it may be an exception to increase the climax of the song


Good map, go for the re-qualified.

WildOne94 wrote:

Hey Senpai o/
Here to mod just the platter as requested earlier today.

Platter
00:00:150 (1) - Imo I thought this was really close to (2) even for the start of the song. I know you tried to make it close together for the calm start but it feels too close imo and I would think it's a lot better if this note started bang in the middle on x:256. x:224 instead, i keep want a bit bigger spacing for stanza :D

00:01:499 (2,3) - Imo this pattern would fit better with the vocals. it just feels nicer with that reverse


00:12:959 (1) - Shouldn't this be a NC ? You have done it for every big white tick so far and further on but not here nice catch im baka lol

00:14:139 (1,2) - This may not be much but the sound intensifies here and would be nice for just a little jump. Try move these right a fraction on x:376. The little difference made a big change imo to flow which was nicer.

00:16:330 (9,10) - The slant on these sliders stop the glide flow from the stream before this and I think could be slanted better to glide nicer like this.


00:25:768 (3) - I was not sure if I should have dashed here or not when in play. Perhaps just move over a little to the right to show that people should dash here more ? Say about x:336.

00:27:454 (7,1) - (1) is almost a hyper here so maybe just move (1) a little to the left at x:144? changed due jusenkyo

00:31:836 (4) - NC ?

00:32:847 (8,1) - I thought this was a very big hyper jump for such a quiet section. Perhaps reduce a bit here ? Can do that by moving 00:32:173 (5,6,7,8) - all left to x:192 which keeps the hyper but less intense.

00:48:353 (5,6) - Hmm this is not a big suggestion but I found it kind of awkward this little gap in the middle of the stream. As I say it's not really too bad but perhaps no jump or maybe just reduce a tiny bit more ? moving just 00:48:353 (5,6,7,8) - to x:136 would be nicer imo and would be fine space for 00:48:690 (9) - also.

01:05:544 (1,2) - These feel too close together than the other notes in this song. try move (2) to x:128. lemme keep, i dont want quite hard dash to catch the 1/4 slider repeat ><

01:09:589 (1,2) - This felt a little bit too spaced out imo. I would move (2) close to (1) and then move both together left slightly to keep that hyper.

01:18:184 (3,4,1) - (4) would flow SOOOOO much better if this was slanted fully horizontally left from where it is now.

01:23:240 (1,2) - You could potentially hyper here since there is a lot of time to wait for the next note after this.

01:24:083 (3,1) - I would also say a hyper here would be nice. Try making (3) into a slider going left so the hyper jump would look like this.
[url]http://puu.sh/ql4GL/59eb1241ac.jpg i worry with how much i have hdashes in here so i consider it first, if someone says again then i do :D[/url]

I like this diff senpai >w<

Hope this helped
GL Senpai >W<

Edit : Ahhh OCD with how many star's there are. Needs to be 5! So have a "Star!!" (^:
senpai for bn pls

RoseusJaeger wrote:

I normally don't do a mod this quick but as it seems to be in immediate need, I'll mod quicker than usual and keep this short and sweet.

Platter

- I personally wouldn't use 1.40x slider velocity because it seems a little low and creates a few instances where the notes/sliders are a bit close to the border for comfort. But if it's going to stay as is, then I'll still point out problems I found while looking at h-dashes. The flow of the map seems mostly fine except to h-dashes and borders to me. try use 1,4x for sv spread. about notes which close to dash, sure i will change it w/o change my sv
- 00:11:274 (6) - I thought this was a bit close to the border and the next slider is pretty close as well. I understand an h-dash is needed, but the current pattern is close to the border and causes the next slider to even overlap the border. Maybe move (6) to X=56 then for 00:11:611 (1) you should move to X=456 then Ctrl+Shift+R it to be rotated -18 degrees from the selection centre. That's how I fixed the problem.
- 00:33:184 (1) - Close to the border again, move to X=48. fixed from wildone before
- 00:38:240 (8,1) - This h-dash doesn't seems very consistent with the other h-dashes because of it's much larger spacing than previous ones. Move (1) to X=168 so it still triggers the h-dash but won't confuse the player at the sudden increase of h-dash size.fixed too from wildone xD
- 00:45:319 (1,2) - ^Similar to above. Move (2) to X=344.
- 00:54:420 (3,1) - ^Rather large as well, feels like a Rain level h-dash here. Reduce please, I wasn't able to find a good quick solution that wouldn't make the problem in the next h-dash worse. i was drunk lol
- 00:55:431 (3,1) - ^ Please reduce.
- 00:56:780 (4,1) - ^ Move (1) to X=408.
- 00:59:476 (3,1) - ^ Move (1) to X=56.
- 01:01:667 (2,3) - This deserves a large h-dash but not quite that large. Move (3) to X=360.
- 01:09:589 (1,2,3) - This just feels awkward to play because of the dash to (2). Move (2) to X=88 and (3) to X=320. fixed from wildone too. believe me that vocal is shit w/o hdash rather than finish sound w/o hdash lol

Good luck!
thanks all :D

well imo spoon current rhythms are fine, as it only emphasis strong musics only which feel bad if skipped. either from max combo counting, it makes nice spread from the spoon itself to cup and so on until overdose. just my opinion, lets see what lanturn will say
Jasmine
really short mod before sleep

Platter
00:10:431 (4) - i thinks the flow is better here if you CTRL+G
00:11:274 (6,1) - This jump for the beginning of the map and for a platter is really long , you should reduce the distance
00:46:667 (1) - i thinks more comfortable if you rotate like this https://osu.ppy.sh/ss/5740751

no kudosu for this please
Monstrata
Lanturn's Teaspoon (Ultra Beginner) when?
Underforest
Actually, Lanturn's Free Sample
Topic Starter
Xinely
00:11:274 (6,1) - i cant, if i move it even just 1 grid hdash will dissapear
00:46:667 (1) - i reduced movement on the tail instead
other is fixed

thanks morsay :D

and say hello to 2 random std mappers
Lanturn
I'd still like to keep it Spoon just because I do personally believe it's easier than a Cup but if it's holding the ranking process back, then feel free to change it. It isn't the end of the world for me lol.

Edit: Why I think it's easier than a "Cup"

Throughout the whole diff, you are never forced to hold down the move button to reach a certain note like most Cup diffs do. A lot of the notes in Xinely's Cup for example require the arrow key to be held for almost the whole duration of note a to note b like 00:08:072 (4,1) - or 00:16:667 (5,1) - which are obvious because of the finishes. This diff never requires it, and the most you'll hold the arrow down is 1/2 of the gap between each note. This gives a lot more reaction time than Xinely's Cup does.

Also note the density. It's nearly twice as Dense as my diff so calling these the same in difficulty is a bit much. As far as I know, most diffs around this BPM (160+ say) for their Cups are about this level in Density as well, and even though SR is dumb to judge on, most of them are 1.3-1.5 for a cup and require lots of movement.

Just my opinion. I'm not a mapping wizard with CTB or anything and still quite new, but that is my take on it.
Yuii-
I will mod Platter (as promised) once I wake up. Probably with a testplay include in order to explain things better!
Underforest
@Xinely when you get qualified this map again, make sure to provide a mirror
cinderella project maps are being shut down cause copyright ;w;
Yuii-
Replay from the 1st try: http://puu.sh/qnAJM/ee91bae8e7.osr

Modding this as my personal point of view. Take into account I only have 400pp in Catch the Beat.

[Platter]

Increase the HP!!!

Personally, I think the biggest problem with this difficulty is how inconsistent some parts are. Some rhythms are incredibly similar to others which causes some players not to be aware of some dashes, leading into players missing easy notes.

  1. 00:01:499 (2,3,1) - Visually speaking, they are so similar in-game yet (1) is almost impossible to catch without a dash (remember, this is a newbie's point of view). Even though the sound is completely different, players think they are the exact same thing. The sudden change is the music is something I can't really blame you for, but you could definitely try to space it out! Moving (1) to x240 feels way more natural. Also, you can try to curve the slider a lil' bit, that way it will help your consistency along with 00:03:521 (1) - . Same sound, same slider-shape.
  2. 00:03:184 (3,1) - Do you still remember what I said at the very beginning of the mod? Yes... this is the case. Previously, I mentioned how 00:02:004 (3,1) - forces newbies to dash. If you can hear to the music, 00:03:184 (3,1) - is still the same rhythm, the same sound, the same vocals. This must have a dash-y movement. There's no way you are combining too many simple movements when vocals are really high in here. Moving (1) to x464 would provide that visual feeling to the player that will cause them to dash in order to catch this object. It doesn't require a real dash, but what you want to produce is a similar gameplay style between patterns.
  3. 00:05:881 (5) - This having a hitsound is completely random. Turning it into a slider would sound better. Regarding placement, I'm not sure what to suggest you. I feel like an anti-flow movement here would be awesome but apparently you guys don't tolerate anti-flows on Platters, which is a pity, because if they are executed properly, the movement can feel extremely natural. I'm also not sure if you want to force a dash here. As a personal recommendation, I'd make (5) a slider, force a dash movement and then nerf the spacing from 00:06:218 (1,2) - because it's a way too sudden and unpredictable dash.
    Speaking from my point of view, this section is a mess. You are forcing dashes that shouldn't be there on a Platter-type of difficulty. You can use the code I'm leaving down below as a new pattern in case you agree with my statement. It's a pattern slightly changed from 00:05:881 - to 00:08:577 - .
    Pattern
    336,296,5881,2,0,L|400:344,1,70
    192,272,6218,6,0,L|112:272,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
    304,248,6723,2,0,P|376:244|416:192,1,140,2|0,0:0|0:0,0:0:0:0:
    472,136,7229,1,0,0:0:0:0:
    304,160,7398,6,0,P|232:168|160:216,1,140,2|0,0:0|0:0,0:0:0:0:
    128,288,7903,1,0,0:0:0:0:
    232,288,8072,2,0,P|288:304|384:200,1,210,2|2,0:0|0:0,0:0:0:0:
  4. 00:11:105 - 00:11:190 - Ignoring this two beats is ignoring the music. I'm not telling you to map the triplets because that'd also ruin your style. But following the vocals actually seems like a decent idea. So yeah, placing a circle on 00:11:105 - in x168 might help you a bit!
  5. 00:13:971 (4,1) - Sort of a personal recommendation, but forcing a dash here feels more natural and it will also help players replace them from all these patterns. (4) to x208; (1) to x360.
  6. 00:17:004 - I want to congratulate you for how awesome this section is. Although 00:19:701 (1) - seems misplaced. Following your hitsounding pattern, you'd be placing a hyperdash-y movement here. But, for some odd reason, 00:19:364 (3,1) - doesn't even require you to simply dash. Try moving (1) to x200 and then re-arranging the following patterns a little bit. It's mostly done for consistency, but you have to do these things on your maps!
  7. 00:25:431 (2,3,1) - I'd call this extremely borderline. Probably on a Rain I would ignore such pattern, but forcing newbies to dash twice, even if the music barely supports it (because I wouldn't emphasise a guitar the same way of a cymbal sound), is super hard. Basically, it's kinda awkward for us. I'd still maintain the distance on 00:25:768 (3,1) - , but I'd reduce by a lot the distance on 00:25:431 (2,3) - to make it more newbie-friendly.
  8. 00:30:319 - You should place a circle here, feels kinda empty. It can also add some sweet emphasis to 00:30:487 (1) - for vocals.
  9. 00:44:982 (3,1,2) - Wait, wait... wait a second. On the previous pattern 00:43:633 (4,1) - you made a nice hdash movement but now you are placing it on the second object? This kind creates a forced and unpredictable movement for those players who have to dash into 00:44:982 (3,1) - and then they find an hdash out of nowhere that makes them return into the same direction. I'm not entirely sure if you are allowed to use two hyperdashes in a row, but in case you can't, keep patterns like this in a consistent way.
  10. 00:55:094 (2,3) - Definitely a must nerf. 00:55:431 (3) - to x248 feels more natural. Also, forcing an hdash on 00:55:431 (3,1) - when there's no real need to (because vocals aren't that strong and there's no real emphasis in the music nor in your hitsounding) is unwanted for newbies.
  11. 01:01:499 (1,2,3) - Nope. Musically speaking, they are all very, very similar. Yet they are mapped too differently. Would you consider something like this in which the objects are spaced out according to what the music sounds like and where the spacing isn't being increased with an hdash for no reason at all?
  12. 01:05:207 (3,1) - Why wouldn't you place an hdash here?
  13. Kiai seems pretty random. There's no clear path on what are you trying to achieve on some sections. It might not be the most inconsistent map, but there's definitely room for improvement. Flow-wise it's pretty comfortable. But I'm talking about rhythm and overall placement that can't be ignored. Emphasising in Catch the Beat is very important, is kinda similar to Standard in some way (don't relate to the actual mapping style with the jumps across the screen), but you understand wait I mean! Stuff like 01:04:195 (1,2,3) - not only sounds unnatural, but it also plays in a very different way. Players are forced to either HDash or dash on almost any spot non-Kiai'd. This is way pointing the Kiai out is important. Because it is ruining your difficulty as a whole, it is inconsistent. Emphasising vocals like 01:09:926 (2,3) - but ignoring every other music element is something that I would consider as unrankable. 01:11:274 (2,3) - Dash here feels super randomly placed; and this is something that happens throughout the whoooole Kiai.
  14. 01:14:139 (2,3,4) - Aaaah, this is so uncomfortable to play. From an HDash on 01:13:296 (4,1) - to the transition to the right on 01:13:633 (1,2,3) - , the fact that you are literally forcing players to stand still for a couple of milliseconds is even worse than placing anti-flow patterns. You could try something similar to this. Basically it will force players to keep on moving their character but you won't let the flow die as you are doing in your current pattern.
  15. 01:17:004 (2) - You forgot a clap on the tail. Or at least there's a hitsound missing!
  16. 01:27:117 (1) - Mostly applies to every difficulty, but you could definitely decrease the volume at the very end of the spinner. Maybe ending it on 15% would sound nicer!
[]

Done!
Topic Starter
Xinely

Yuii- wrote:

Replay from the 1st try: http://puu.sh/qnAJM/ee91bae8e7.osr

Modding this as my personal point of view. Take into account I only have 400pp in Catch the Beat.

[Platter]

Increase the HP!!! nope, 4-5-6 spread

Personally, I think the biggest problem with this difficulty is how inconsistent some parts are. Some rhythms are incredibly similar to others which causes some players not to be aware of some dashes, leading into players missing easy notes.

  1. 00:01:499 (2,3,1) - Visually speaking, they are so similar in-game yet (1) is almost impossible to catch without a dash (remember, this is a newbie's point of view). Even though the sound is completely different, players think they are the exact same thing. The sudden change is the music is something I can't really blame you for, but you could definitely try to space it out! Moving (1) to x240 feels way more natural. Also, you can try to curve the slider a lil' bit, that way it will help your consistency along with 00:03:521 (1) - . Same sound, same slider-shape. its supposed to dash due piano so i moved 2,3 to right
  2. 00:03:184 (3,1) - Do you still remember what I said at the very beginning of the mod? Yes... this is the case. Previously, I mentioned how 00:02:004 (3,1) - forces newbies to dash. If you can hear to the music, 00:03:184 (3,1) - is still the same rhythm, the same sound, the same vocals. This must have a dash-y movement. There's no way you are combining too many simple movements when vocals are really high in here. Moving (1) to x464 would provide that visual feeling to the player that will cause them to dash in order to catch this object. It doesn't require a real dash, but what you want to produce is a similar gameplay style between patterns.yep moved
  3. 00:05:881 (5) - This having a hitsound is completely random. Turning it into a slider would sound better. Regarding placement, I'm not sure what to suggest you. I feel like an anti-flow movement here would be awesome but apparently you guys don't tolerate anti-flows on Platters, which is a pity, because if they are executed properly, the movement can feel extremely natural. I'm also not sure if you want to force a dash here. As a personal recommendation, I'd make (5) a slider, force a dash movement and then nerf the spacing from 00:06:218 (1,2) - because it's a way too sudden and unpredictable dash.
    Speaking from my point of view, this section is a mess. You are forcing dashes that shouldn't be there on a Platter-type of difficulty. You can use the code I'm leaving down below as a new pattern in case you agree with my statement. It's a pattern slightly changed from 00:05:881 - to 00:08:577 - . err i wont make slider ofc here because what im following here are piano violin or something similar like that when 00:06:049 - is drum and if you mean 1/1 slider then 00:06:218 - is new stanza new vocal new music
    Pattern
    336,296,5881,2,0,L|400:344,1,70
    192,272,6218,6,0,L|112:272,2,70,2|0|0,0:0|0:0|0:0,0:0:0:0:
    304,248,6723,2,0,P|376:244|416:192,1,140,2|0,0:0|0:0,0:0:0:0:
    472,136,7229,1,0,0:0:0:0:
    304,160,7398,6,0,P|232:168|160:216,1,140,2|0,0:0|0:0,0:0:0:0:
    128,288,7903,1,0,0:0:0:0:
    232,288,8072,2,0,P|288:304|384:200,1,210,2|2,0:0|0:0,0:0:0:0:
  4. 00:11:105 - 00:11:190 - Ignoring this two beats is ignoring the music. I'm not telling you to map the triplets because that'd also ruin your style. But following the vocals actually seems like a decent idea. So yeah, placing a circle on 00:11:105 - in x168 might help you a bit! if 00:11:105 - map this so i need to map 00:11:442 - because drum at that time is low, we (with 100% speed) ofc hear the vocal and think its vocal rather than drum. also i just follow very low drum for platter as i cant map all sounds there so lemme keep what im doing right now
  5. 00:13:971 (4,1) - Sort of a personal recommendation, but forcing a dash here feels more natural and it will also help players replace them from all these patterns. (4) to x208; (1) to x360. move 00:14:139 (1) - to 392 instead. (4) at 208 gives really inconsistency and bad look spacing in gameplay
  6. 00:17:004 - I want to congratulate you for how awesome this section is. Although 00:19:701 (1) - seems misplaced. Following your hitsounding pattern, you'd be placing a hyperdash-y movement here. But, for some odd reason, 00:19:364 (3,1) - doesn't even require you to simply dash. Try moving (1) to x200 and then re-arranging the following patterns a little bit. It's mostly done for consistency, but you have to do these things on your maps! yeah tbh i agree but i cant give more hdash since 29 hdashes in here already? D:
  7. 00:25:431 (2,3,1) - I'd call this extremely borderline. Probably on a Rain I would ignore such pattern, but forcing newbies to dash twice, even if the music barely supports it (because I wouldn't emphasise a guitar the same way of a cymbal sound), is super hard. Basically, it's kinda awkward for us. I'd still maintain the distance on 00:25:768 (3,1) - , but I'd reduce by a lot the distance on 00:25:431 (2,3) - to make it more newbie-friendly.
  8. 00:30:319 - You should place a circle here, feels kinda empty. It can also add some sweet emphasis to 00:30:487 (1) - for vocals. 00:31:667 -00:28:633 - but consistency? D:
  9. 00:44:982 (3,1,2) - Wait, wait... wait a second. On the previous pattern 00:43:633 (4,1) - you made a nice hdash movement but now you are placing it on the second object? This kind creates a forced and unpredictable movement for those players who have to dash into 00:44:982 (3,1) - and then they find an hdash out of nowhere that makes them return into the same direction. I'm not entirely sure if you are allowed to use two hyperdashes in a row, but in case you can't, keep patterns like this in a consistent way. yeah but 00:45:824 - is louder and more important than stanza has so.. hmm lemme change hdash for 00:46:667 - instead
  10. 00:55:094 (2,3) - Definitely a must nerf. 00:55:431 (3) - to x248 feels more natural. Also, forcing an hdash on 00:55:431 (3,1) - when there's no real need to (because vocals aren't that strong and there's no real emphasis in the music nor in your hitsounding) is unwanted for newbies.
  11. 01:01:499 (1,2,3) - Nope. Musically speaking, they are all very, very similar. Yet they are mapped too differently. Would you consider something like this in which the objects are spaced out according to what the music sounds like and where the spacing isn't being increased with an hdash for no reason at all? have problem to open the link, but imo last note especially before kiai deserves hdash and it fits there so why not
  12. 01:05:207 (3,1) - Why wouldn't you place an hdash here? because too many hdash will kill my map again
  13. Kiai seems pretty random. There's no clear path on what are you trying to achieve on some sections. It might not be the most inconsistent map, but there's definitely room for improvement. Flow-wise it's pretty comfortable. But I'm talking about rhythm and overall placement that can't be ignored. Emphasising in Catch the Beat is very important, is kinda similar to Standard in some way (don't relate to the actual mapping style with the jumps across the screen), but you understand wait I mean! Stuff like 01:04:195 (1,2,3) - not only sounds unnatural,how you can say it unnatural? but it also plays in a very different way. Players are forced to either HDash or dash on almost any spot non-Kiai'd. This is way pointing the Kiai out is important. Because it is ruining your difficulty as a whole, it is inconsistent. Emphasising vocals like 01:09:926 (2,3) - but ignoring every other music element is something that I would consider as unrankable because vocal there are very weird w/o hdash reallyy. 01:11:274 (2,3) - Dash here feels super randomly placed; and this is something that happens throughout the whoooole Kiai.
  14. 01:14:139 (2,3,4) - Aaaah, this is so uncomfortable to play. From an HDash on 01:13:296 (4,1) - to the transition to the right on 01:13:633 (1,2,3) - , the fact that you are literally forcing players to stand still for a couple of milliseconds is even worse than placing anti-flow patterns. You could try something similar to this. Basically it will force players to keep on moving their character but you won't let the flow die as you are doing in your current pattern.
  15. 01:17:004 (2) - You forgot a clap on the tail. Or at least there's a hitsound missing!
  16. 01:27:117 (1) - Mostly applies to every difficulty, but you could definitely decrease the volume at the very end of the spinner. Maybe ending it on 15% would sound nicer!
[]

Done!
no reply means fixed. thanks yuii
Rukaru
interesting. good luck!
Topic Starter
Xinely
ok we changed the name to Light Cup to avoid problem due diffname
CLSW
Better use TUTORIAL DEBUT REGULAR PRO MASTER MASTER+ which is used on CGSS pls ayy lmao
Lacrima
hi I'm finnaly here from my queue soz for waiting xc
[Platter]
  1. from 00:11:611 (1) - to 00:13:971 (4) - actually, this is my opinion, but I think you should distinguish these sounds not just by making sliders, but increasing the distance, too. Like: 00:12:117 (3,4) - moving to x272, 00:13:465 (2,3) - moving to x292. <- these just are examples if you decide to look on my suggestion
  2. 00:22:398 (1,2) - aw tricky dash, maybe decrease the distance just a liiiiitle bit?
  3. 00:23:746 (1,2) - ^
    that's only the issues in platter
[Overdose]
  1. 00:14:308 (1,2,3,4,5,6,7,8) - plays awkard sine really low DS! maybe you can increase it and remake this somehow?
  2. 00:16:499 (2) => x352 maybe?
  3. 00:18:016 (4,5) - I really want a HD here, you can create this by moving 00:18:184 (5,1) => x256
  4. 00:22:229 (7,1) - this is too much, even for an overdose, reduce the distance
  5. 00:47:004 (2,3) - I think that's fine to make a HD here instead of almost pixel >3<
  6. 01:25:431 (1,2) - are you sure about this distance here? well that's not too bad, you can keep this if you wanna to, but I'd like to reduce the distance here
aw that's it :?
Topic Starter
Xinely

Myle wrote:

hi I'm finnaly here from my queue soz for waiting xc
[Platter]
  1. from 00:11:611 (1) - to 00:13:971 (4) - actually, this is my opinion, but I think you should distinguish these sounds not just by making sliders, but increasing the distance, too. Like: 00:12:117 (3,4) - moving to x272, 00:13:465 (2,3) - moving to x292. <- these just are examples if you decide to look on my suggestion
  2. 00:22:398 (1,2) - aw tricky dash, maybe decrease the distance just a liiiiitle bit?
  3. 00:23:746 (1,2) - ^
    that's only the issues in platter
[Overdose]
  1. 00:14:308 (1,2,3,4,5,6,7,8) - plays awkard sine really low DS! maybe you can increase it and remake this somehow?
  2. 00:16:499 (2) => x352 maybe? a bit too far so i increased current place a bit to right
  3. 00:18:016 (4,5) - I really want a HD here, you can create this by moving 00:18:184 (5,1) => x256 afraid with 1/2 1/4 hdash in row issue so let me keep mine
  4. 00:22:229 (7,1) - this is too much, even for an overdose, reduce the distance
  5. 00:47:004 (2,3) - I think that's fine to make a HD here instead of almost pixel >3< reduced instead, i dont really like too much hdash xD
  6. 01:25:431 (1,2) - are you sure about this distance here? well that's not too bad, you can keep this if you wanna to, but I'd like to reduce the distance here
no reply means fixed, thanks :3
koliron
salad - 01:27:201 (1) - i guess the spinner should start in 1/1 as the rest diffs

platter - 01:18:690 (4,1) - ayy this dash is too hard D: i guess you tried to add hyper? consider to just reduce a little the distance, because there is already an hyper to 01:19:532 (2) -

overdose - 00:22:060 (6,7) - this is almost a edge dash aaaa pls reduce too

aaaa sry for late too much ;AAA;
Topic Starter
Xinely
that is fine baka xD

fixed all thanks <3
koliron
aaayyyayayay
Sc4v4ng3r
Re-checking as requested. Sorry for being late ;-;

[Salad]
  1. 01:12:959 (5,6) - While all other 1/2 notes were fine on this distance, I just can't seem to be that comfortable here. The distance is somewhat close to being a dash, and especially in the kiai players might not expect this kinds of distance and may just go for a dash, which in this case could be bad as chaining up dashes to the next note could be hard. I would decrease the distance for that.
[Platter]
  1. 00:58:296 (3) - I'm not sure if you are going for a dash or a walk here, but I would suggest a dash since there's that bell on this tick. Right now this distance is close to being a dash but it is still walkable.
  2. 01:17:510 (1,3) - The hyperdash should go to (1) as the former notes at 01:06:892 (1,2) - had the hyper on the first note, and the vocals on (1) is much more stronger than the one at (3).
Other difficulties are generally fine, call me back once everything's applied!
Topic Starter
Xinely
all applied. thanks sc4 :3
Sc4v4ng3r
Changed up one of the slider's tail in Overdose for a mroe comfortable play.

Requalified~

Now I really hope there's no DQs or anything ;-;
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