Rameses B - Neon Rainbow (ft. Anna Yvette)

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Topic Starter
Aia

Natsu wrote:

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Spectrum


  1. OD settings seems kinda random, I'd use 8,2 -1 from AR or 8,5 done
  2. AR also seems really high, since the BPM isn't high and your map don't have large jumps, 9 works perfectly talked about this in-game
  3. 00:22:661 (3,4,5,6) - why you mapped the same rhythms 00:24:040 (2,3,4,5,6) - 00:25:419 (2,3,4,5) - 00:26:799 (4,5,6,7,8) - 00:28:178 (5,6,7,8,9) - in different way, I think you should be consistent with them, since the music is similar or the same at those spots, personally I think the 5 objects streams works better. talked about this in-game
  4. 00:25:937 (6) - according to your combo pattern, should be a NC at 00:25:937 (6) -, but not in 00:26:281 (1) - , also there should be a NC at 00:26:626 (3) - as well, oh! and here 00:28:006 (4) - too done
  5. 00:34:901 (6,1) - swap NC according to your combo pattern done
  6. 00:40:075 (1,2,1,2,1,2,1,2) - the spacing is similar in those jumps and the music doesn't change that much, I'd do groups of 4 objects instead of 2, its too spammy atm, if you don't want to change them, atleast make a pattern that justify them. talked about this in-game
  7. 00:42:833 (1) - this looks nice, but let's be honest, it doesn't fi the music at all, the 1/4s are really prominent and should be mapped. done
  8. 00:48:695 (2,3,4) - this also don't fit the song that nicely, since the prominent beat is at 00:48:695 - , anyways just make 00:48:695 (2,3) - a single 1/2 slider talked about this in-game, I think?
  9. 00:50:937 (1) - a bit nazi, but this is touching the HP bar, do you mind moving it a bit down? be careful wtih the blanket tho, oh this one also 01:02:487 (2) - done
  10. 00:54:557 (1) - you didn't NC this beat before, there is not a special reason to do it now IMO done
  11. 01:02:832 (1) - remove this NC too, you're not adding NC in other similar parts. done
  12. 01:15:505 - why are you ignoring the melody here? I don't understand what you mean by this
  13. 01:17:919 (4) - this shouldn't be mapped, its really hard to notice something in the music. talked about this in-game
  14. 01:23:437 (4) - this beat is really hard to notice in the music, so I don't see why you mapped it instead of the one at 01:23:608 - which is clearly audible talked about this in-game
  15. 01:33:091 (4) - I can't listen a sound there, there are much triplets like this one 01:37:229 (4) - etc, I really think following the music is better than adding random triplets, you should recheck your rhythms mainly at the last part of the map fixed all of these
  16. I think you can improve the rhythm of this map, I'm worry about some triplets


Milan


  1. 01:26:798 (4,5,1) - Esto esta tocando la barra de hp, no luce bien la verdad moved it down by a bit, as well as the note afterwards since it was in the same position
  2. Algunos blankets son meh! pero en general todo bien


Easy

  1. AR 3
done

The higher diff needs more work, other seems fine to me, anyways reply to this and let's see what we can do
Will try to contact -Tochi somehow soon, thanks for the mod :oops:
Smulan-chan
Keep up the good work!
Topic Starter
Aia
-Tochi said he's fixed the SB now, I did some changes to Spectrum diff.

Everything should be applied now.
Stjpa
[Easy]
  1. Personally I think that OD2 and HP2 are a bit too lenient, considering how many 2/1 sliders you have here. And that also breaks the spread a little bit, but only change it if you feel like you need it.
  2. You might wanna check if the hitsounding on this diff is completely consistent as for example 00:49:039 (4) - this sliderhead has a whistle while 00:46:280 (4) - this sliderhead doesn't have one. And the pitch isn't really that different to do that, imo.
  3. 01:00:763 (1,3) - The slidertail of (1) shows directly to (3) which can lead to confusion for new players, especially since you never used such a pattern before and had a clear and understandable flow. Happens a few times in this diff, make sure to make it less complicated.
  4. 01:14:556 (3) - Asking because of curiosity, is there an explicit reason why you didn't copy pasze (1)? Looks really odd because of the way you placed these objects they definitely make the impression that they should be mirrored.
  5. 01:24:211 (3) - There were many opportunities where you could have emphasized the vocals with a 3/2 repeat-slider but you haven't, but for some reason you do it here?
  6. 01:29:039 (2,2) - It somehow bothers me that you are suddenly ignoring the downbeats here, since the kicks on them are a sound the player should be used to from the previous sections.
  7. 01:34:556 (2,3) - Using such a pattern when both objects are going into the same direction looks kinda odd. Might be just a personal thing tho. Same goes for 01:37:315 (2,3) .
  8. 02:06:625 (1) - I don't really think that this NC is really need as it's somewhat related to the previous objects.
[Marianna's Normal]
  1. 00:59:729 (4) - Just for the sake of consistency, is it possible to have a usual 1/2 slider at the last tick of this measure to cover the vocals? You did it every time except here, so it could throw off people. Same goes for 01:39:039 (5) .
  2. 01:20:763 (2,3) - Is there a special reason for this 1/1 stack? I suppose that one at the beginning of this section was because of the spinner and the kind of inaudible sound of the first circle, but in this case I can't really figure out a proper reason for it.
  3. 02:00:074 (3,4,5,6) - ^ for (3,4). For (5,6) I highly suggest to use a 1/1 slider because a fade out is not something every song has, so still mapping it with circles while usual more audible beats are mapped easier is uh...weird.
  4. 02:06:453 (4,5) - There's a sound on the red tick after (5) as well. Maybe use a 1/2 repeat-slider or something?
  5. 01:51:453 - Might wanna correct some NCs for this part as it's every measure for a while and out of a sudden it changes to every second measure for no actual reason.
[CBH's Hard]
  1. 00:23:867 (3,2,3) - The problem I have with those is that they have the louder sound they are mapped to on the slidertail. You did it correctly here 00:28:349 (4,4) - for example. And I guess you can agree that it would be way better if you would do it like in the second example for a better rhythm feeling.
  2. 00:49:384 (4,5) - Inconsistent stack I guess? I suppose they are for the vocals, but then you should fix this or 01:00:418 (4,5) - this as they both cover the same thing but are structured differently. I'd suggest to unstack the first one as the other measures offer movement for the vocals as well.
  3. 01:14:556 (1,2) - Oh hey an extended slider. You know what to do. :^)
  4. 01:27:832 (1,2,3) - If you really wanna keep the doublet after the 1/2 slider I'd suggest to at least let them overlap rather than stack to make it more readable as it's an uncommon pattern for a Hard diff. Same goes for all the other patterns that have something beneath their slidertail.
  5. 01:39:039 (5,6,1) - You might wanna change the stack too because of my point above.
  6. 01:44:384 (3,4,5) - They had an emphasis before.
  7. 02:09:039 (3) - Third 1/4 repeat-slider had a NC in the beginning.

Milan pro mapper. But you can silence some slidertails of extended sliders if you care.
Come[Back]Home

Stjpa wrote:

[CBH's Hard]
  1. 00:23:867 (3,2,3) - The problem I have with those is that they have the louder sound they are mapped to on the slidertail. You did it correctly here 00:28:349 (4,4) - for example. And I guess you can agree that it would be way better if you would do it like in the second example for a better rhythm feeling. I still dont get your problem with those though. They are starting on a strong beat and end on a soft one, it even fits with the melodics. The one where the slider starts is strong, and the one where it ends softer, I dont see any problems with that.
  2. 00:49:384 (4,5) - Inconsistent stack I guess? I suppose they are for the vocals, but then you should fix this or 01:00:418 (4,5) - this as they both cover the same thing but are structured differently. I'd suggest to unstack the first one as the other measures offer movement for the vocals as well. Removed the first stack
  3. 01:14:556 (1,2) - Oh hey an extended slider. You know what to do. :^) Those are not extendes. Slow the song down and you can hear the melodics.
  4. 01:27:832 (1,2,3) - If you really wanna keep the doublet after the 1/2 slider I'd suggest to at least let them overlap rather than stack to make it more readable as it's an uncommon pattern for a Hard diff. Same goes for all the other patterns that have something beneath their slidertail. I've used it quite often in a Hard already and think it is more easy to play than to let it overlap. And how is a stack suppossed to make the reading harder, its clear that it is 1/4. If you still think that it will be a problem though I will fix it.
  5. 01:39:039 (5,6,1) - You might wanna change the stack too because of my point above. Stacked (5,6) instead since I think that fits more the music.
  6. 01:44:384 (3,4,5) - They had an emphasis before. I dont really get what you mean D:
  7. 02:09:039 (3) - Third 1/4 repeat-slider had a NC in the beginning. Fixed

Milan pro mapper. But you can silence some slidertails of extended sliders if you care.
osu file format v14

[General]
AudioFilename: Rameses B - Neon Rainbow (feat. Anna Yvette).mp3
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[Metadata]
Title:Neon Rainbow (ft. Anna Yvette)
TitleUnicode:Neon Rainbow (ft. Anna Yvette)
Artist:Rameses B
ArtistUnicode:Rameses B
Creator:Aia
Version:CBH's Hard
Source:
Tags:dnb drum and bass cut version milan- marianna cbh come[back]home -Tochi
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386,322,121108,2,0,L|384:358,3,29.7500005674362,8|0|8|0,1:0|1:0|1:0|1:0,0:0:0:0:
389,297,121453,6,0,L|259:303,1,119.000002269745,4|8,0:0|0:0,0:0:0:0:
108,232,121970,2,0,L|227:227,1,119.000002269745,2|0,0:1|0:0,0:0:0:0:
292,141,122487,1,10,0:1:0:0:
376,207,122660,1,0,0:0:0:0:
387,100,122832,6,0,P|364:65|273:38,1,119.000002269745,2|8,0:1|0:0,0:0:0:0:
199,85,123349,2,0,L|204:206,1,119.000002269745,2|0,0:1|0:0,0:0:0:0:
123,276,123867,1,10,0:1:0:0:
205,344,124039,1,0,0:0:0:0:
311,335,124211,6,0,L|306:268,1,59.5000011348725,4|2,0:0|0:1,0:0:0:0:
384,201,124556,1,0,0:0:0:0:
313,120,124729,2,0,L|187:129,1,119.000002269745,2|0,0:1|0:0,0:0:0:0:
98,79,125246,1,10,0:1:0:0:
61,179,125418,1,0,0:0:0:0:
133,258,125591,6,0,P|172:269|201:270,1,59.5000011348725,2|2,0:1|0:1,0:0:0:0:
296,252,125936,1,8,0:0:0:0:
228,169,126108,2,0,P|222:137|224:103,1,59.5000011348725,2|2,0:1|0:0,0:0:0:0:
317,59,126453,2,0,P|323:91|321:125,1,59.5000011348725,2|10,0:0|0:0,0:0:0:0:
304,223,126798,1,2,0:0:0:0:
374,303,126970,6,0,L|445:299,1,59.5000011348725,0|0,0:0|0:0,0:0:0:0:
487,206,127315,1,8,0:0:0:0:
487,206,127487,1,0,0:0:0:0:
388,163,127660,2,0,L|317:167,1,59.5000011348725,0|0,0:0|0:0,0:0:0:0:
275,260,128005,1,8,0:0:0:0:
275,260,128177,1,0,0:0:0:0:
168,262,128349,6,0,L|173:214,3,29.7500005674362,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
139,188,128694,2,0,L|144:140,3,29.7500005674362,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
97,128,129039,6,0,L|102:80,3,29.7500005674362
68,54,129384,2,0,L|73:6,3,29.7500005674362,8|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
256,192,129729,12,6,132487,0:0:0:0:
Topic Starter
Aia
I'm going to be fixing things for Marianna, since he's afk for an indefinite amount of time.

Stjpa wrote:

[Easy]
  1. Personally I think that OD2 and HP2 are a bit too lenient, considering how many 2/1 sliders you have here. And that also breaks the spread a little bit, but only change it if you feel like you need it. fixed.
  2. You might wanna check if the hitsounding on this diff is completely consistent as for example 00:49:039 (4) - this sliderhead has a whistle while 00:46:280 (4) - this sliderhead doesn't have one. And the pitch isn't really that different to do that, imo. discussed in irc
  3. 01:00:763 (1,3) - The slidertail of (1) shows directly to (3) which can lead to confusion for new players, especially since you never used such a pattern before and had a clear and understandable flow. Happens a few times in this diff, make sure to make it less complicated. fixed.
  4. 01:14:556 (3) - Asking because of curiosity, is there an explicit reason why you didn't copy pasze (1)? Looks really odd because of the way you placed these objects they definitely make the impression that they should be mirrored. changed this pattern a bit, I guess it should be better now.
  5. 01:24:211 (3) - There were many opportunities where you could have emphasized the vocals with a 3/2 repeat-slider but you haven't, but for some reason you do it here? changed it to a different rhythm
  6. 01:29:039 (2,2) - It somehow bothers me that you are suddenly ignoring the downbeats here, since the kicks on them are a sound the player should be used to from the previous sections. fixed.
  7. 01:34:556 (2,3) - Using such a pattern when both objects are going into the same direction looks kinda odd. Might be just a personal thing tho. Same goes for 01:37:315 (2,3) . I don't think there's a problem with this at all.
  8. 02:06:625 (1) - I don't really think that this NC is really need as it's somewhat related to the previous objects. discussed in irc
[Marianna's Normal]
  1. 00:59:729 (4) - Just for the sake of consistency, is it possible to have a usual 1/2 slider at the last tick of this measure to cover the vocals? You did it every time except here, so it could throw off people. Same goes for 01:39:039 (5) . fixed.
  2. 01:20:763 (2,3) - Is there a special reason for this 1/1 stack? I suppose that one at the beginning of this section was because of the spinner and the kind of inaudible sound of the first circle, but in this case I can't really figure out a proper reason for it. discussed in irc.
  3. 02:00:074 (3,4,5,6) - ^ for (3,4). For (5,6) I highly suggest to use a 1/1 slider because a fade out is not something every song has, so still mapping it with circles while usual more audible beats are mapped easier is uh...weird. discussed in irc.
  4. 02:06:453 (4,5) - There's a sound on the red tick after (5) as well. Maybe use a 1/2 repeat-slider or something? discussed in irc.
  5. 01:51:453 - Might wanna correct some NCs for this part as it's every measure for a while and out of a sudden it changes to every second measure for no actual reason. fixed.
Stjpa
Just fixed a hitsound error in Spectrum diff and raised OD + HP of Easy~
pishifat
01:03:867 (2) - so weird to have that thing on the tail when 1's head was same sound :(

can i rank
pishifat
i can rank
Stjpa
<insert new BNs doing their work meme>

congratz
Topic Starter
Aia

pishifat wrote:

i can rank
thank for rank
Sotarks
gratzzz
Mint
Congrats!
Monstrata
Grats!
_DT3
Gratz!
BounceBabe
Why does Insane have no KIAI time? This should be consistent throughout the mapset
Stjpa

BounceBabe wrote:

Why does Insane have no KIAI time? This should be consistent throughout the mapset
Nope. GDers can have completely different kiai and combo colours if they feel like it. The song is almost the same the whole time, so he just didn't set one.
CSLM
nice
gz~
HootOwlStar
glad that more good music like this song keeps on coming into the ranked section. anyway congratulations!
BounceBabe

BounceBabe wrote:

This is the exact same on this mapset https://osu.ppy.sh/b/978443&m=0 The Hard difficulty has a star rating gap of 1,5 and the gameplay is more advanced that it is suited for Hard difficulties due to it's large DS. Patterns like these 00:38:694 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,1,2) - are very long, need endurance and more experience in regards to readability in order for players to be able to play this properly without misses or combo breaks. There is a SV increase in the KIAI that makes the whole difficulty even harder in gameplay which can already be considered as them being jumps but with consistent spacing.1,8 DS is also a little much for how the difficulty is played. Additionally, the difficulty has several SV variations, not only in the KIAI which increase the hardness or the difficulty in gameplay, again. Another Hard that is a Hard-Insane. By comparison, the Normal has no SV nor DS changes and has easy to play 1/1 and 1/2 patterns and doesn't require as much experience in regards of gameplay knowledge. The Normal also consist of a lot of sliders which makes the Normal even easier compared to the Hard, whereas the Hard has multiple jumps in a row sometimes, more circle and slider variations that need more experience in order to play them good. And what I already mentioned, the large DS and even SV changes make it even harder. This makes the jump between Normal and Hard, again, very big and this should be addressed as well.
p/5480317/
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