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Radiohead - Burn The Witch

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Total Posts
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Topic Starter
YellowManul
Updated, Thanks to Nozhomi and Xinely owo
Mashley
yo I logged on just to check if this was ranked yet and it's not

someone rank this
340
[general]
  1. можешь добавить в теги "XL Recordings"
  2. почему второй киаи заканчивается так рано? я б его ещё продлил где-то до 03:03:796 - , и может быть третий добавил бы где-то здесь 03:10:242 -
[hard]
  1. 00:12:166 (4,5) - как насчёт того, чтобы выделить начала этих слайдеров финишем/нормалхитом?
  2. 00:29:893 (3) - везде ты веделял это место 1/1 слайдером, тут же 1/2 с репитом. сильно выбивается из всей карты
  3. 01:10:585 (5,1) - у тебя почти во всей карте спейсинг зависит от расстояния между объектами. где 1/1 -- побольше, где 1/2 -- поменьше. но не здесь. здесь ты почему-то сделал исключение
  4. 01:24:283 (3) - как же чертовски неприятно это играть с изгибом в эту сторону. изогни в другую
  5. 01:42:816 (1,1) - я сыграл это как 1/4. не знаю, во мне ли проблема или в карте. будут ещё жаловаться -- поменяй
  6. 03:10:242 (1) - возвращаясь к вопросу у спейсинге
  7. 03:14:674 (4,1) - ну это просто некрасиво имо.
[normal]
  1. 03:29:588 (1) - если заменить этот слайдер на спиннер, может быть чуточку эпичнее
Topic Starter
YellowManul

340 wrote:

[general]
  1. можешь добавить в теги "XL Recordings"
  2. почему второй киаи заканчивается так рано? я б его ещё продлил где-то до 03:03:796 - , и может быть третий добавил бы где-то здесь 03:10:242 -
[hard]
  1. 00:12:166 (4,5) - как насчёт того, чтобы выделить начала этих слайдеров финишем/нормалхитом?
  2. 00:29:893 (3) - везде ты веделял это место 1/1 слайдером, тут же 1/2 с репитом. сильно выбивается из всей карты
  3. 01:10:585 (5,1) - у тебя почти во всей карте спейсинг зависит от расстояния между объектами. где 1/1 -- побольше, где 1/2 -- поменьше. но не здесь. здесь ты почему-то сделал исключение
  4. 01:24:283 (3) - как же чертовски неприятно это играть с изгибом в эту сторону. изогни в другую
  5. 01:42:816 (1,1) - я сыграл это как 1/4. не знаю, во мне ли проблема или в карте. будут ещё жаловаться -- поменяй
  6. 03:10:242 (1) - возвращаясь к вопросу у спейсинге
  7. 03:14:674 (4,1) - ну это просто некрасиво имо.
[normal]
  1. 03:29:588 (1) - если заменить этот слайдер на спиннер, может быть чуточку эпичнее
prinyal paru, spasibo brat :o :)
DeletedUser_6181859
Почему-то, когда я открываю эту карту, у меня сразу же ложится браузер.
[General]
  1. Full HD bg
[Bakari]
  1. 00:09:144 - странно, что ты заигнорил этот бит, ибо на 00:07:331 (2) - находится тот же звук, но он замапан.
  2. 01:30:326 (3) - вот тут НК бы
  3. 02:00:140 (2) - чуть ниже, оверлап тут не очень
  4. 02:05:377 - вот с этого момента, как по мне, начинается сбив НК. 02:09:406 (2) - вот тут лучше сделать НК, ибо начинается определённо другой отрывок музыки. Соответственно, НК свапаются на следующих местах: 02:10:615 (1) - 02:12:227 (3) - 02:13:637 (1) - 02:15:853 (2) - 02:18:673 (4) - 02:20:284 (1) - 02:22:299 (2) - 02:23:507 (1) .
  5. 02:36:400 (1,2) - этого оверлапа тоже можно немного избежать, подвинув вверх (ну и влево по ДСу)
    Единственное, что меня немного напрягло в этой диффе - очень странная консистенция между некоторыми частями. То есть, после одного довольно большого слайдера у тебя идёт не нарастание темпа (как на 02:29:954 (1,2, 3) ), а довольно большое количество кликабельных объектов (как на 03:02:185 (1,2,3) ). Этих моментов не так много, но они есть.
[Hard]
  1. Я бы назвал как-нибудь типа Depressive. Радиоголова же.
  2. 00:27:073 (4,1) - вот это, как по мне, не стоит подобным способом стакать, лучше анстак имо
  3. 01:02:124 (2,1) - либо они неидентичны, либо я туплю. *прошло десять секунд* Отличаются немного по градусной мере. Вообще лучше переработать этот паттерн, выглядит не очень.
  4. 01:23:477 (6,3) - а вот тут лучше стак, из-за низкого АР сбивает, куда тыкать.
  5. 01:42:816 (1,1) - даже у Бакари такого нет. Из-за отсутствия низкого стаклениенси тут лучше либо сделать кастомный стак, либо просто замедлить 01:42:816 (1) ещё сильнее, либо ещё что-нибудь. Похоже, что это 1/4 актуалли.
  6. 01:43:622 (2) - вроде тут не нужен хитсаунд, который тут стоял.
  7. 03:03:192 (4,5,6) - я понимаю, почему ты их не стакнул, но это выглядит как-то не очень, в особенности, как этот паттерн соединяется с соседними. Предложения: стакнуть 03:03:595 (6,1) , объединить в один слайдер 03:02:587 (2,3) , забить и сделать 03:03:192 (4,5,6) слайдером при этом 03:03:796 (1) разбив на ноты.
  8. 03:04:199 (2,4) - вот этот паттерн как-то сбивает с толку, лучше сделать просто по флоу.
  9. 03:05:005 (4) - НК забыл, с ним было бы в разы лучше
  10. 03:34:412 (1,2,1,2) - вот с этим паттерном всё немного плохо. Во-первых, 03:35:216 (1) - вот тут НК в теории не нужно. Во-вторых, хых, их лучше всего сделать по одному подобию, но флоу между ними сделать нестандартное (может быть, как тут, или ещё как-нибудь). Но энивей 03:34:814 (2) - выглядит никак.
Странно, а клип прикольный.
Удачи!
{end of the mod}
Topic Starter
YellowManul

100bit wrote:

Почему-то, когда я открываю эту карту, у меня сразу же ложится браузер.
[General]
  1. Full HD bg
[Bakari]
  1. 00:09:144 - странно, что ты заигнорил этот бит, ибо на 00:07:331 (2) - находится тот же звук, но он замапан.
  2. 01:30:326 (3) - вот тут НК бы
  3. 02:00:140 (2) - чуть ниже, оверлап тут не очень
  4. 02:05:377 - вот с этого момента, как по мне, начинается сбив НК. 02:09:406 (2) - вот тут лучше сделать НК, ибо начинается определённо другой отрывок музыки. Соответственно, НК свапаются на следующих местах: 02:10:615 (1) - 02:12:227 (3) - 02:13:637 (1) - 02:15:853 (2) - 02:18:673 (4) - 02:20:284 (1) - 02:22:299 (2) - 02:23:507 (1) .
  5. 02:36:400 (1,2) - этого оверлапа тоже можно немного избежать, подвинув вверх (ну и влево по ДСу)
    Единственное, что меня немного напрягло в этой диффе - очень странная консистенция между некоторыми частями. То есть, после одного довольно большого слайдера у тебя идёт не нарастание темпа (как на 02:29:954 (1,2, 3) ), а довольно большое количество кликабельных объектов (как на 03:02:185 (1,2,3) ). Этих моментов не так много, но они есть.
[Hard]
  1. Я бы назвал как-нибудь типа Depressive. Радиоголова же.
  2. 00:27:073 (4,1) - вот это, как по мне, не стоит подобным способом стакать, лучше анстак имо
  3. 01:02:124 (2,1) - либо они неидентичны, либо я туплю. *прошло десять секунд* Отличаются немного по градусной мере. Вообще лучше переработать этот паттерн, выглядит не очень.
  4. 01:23:477 (6,3) - а вот тут лучше стак, из-за низкого АР сбивает, куда тыкать.
  5. 01:42:816 (1,1) - даже у Бакари такого нет. Из-за отсутствия низкого стаклениенси тут лучше либо сделать кастомный стак, либо просто замедлить 01:42:816 (1) ещё сильнее, либо ещё что-нибудь. Похоже, что это 1/4 актуалли.
  6. 01:43:622 (2) - вроде тут не нужен хитсаунд, который тут стоял.
  7. 03:03:192 (4,5,6) - я понимаю, почему ты их не стакнул, но это выглядит как-то не очень, в особенности, как этот паттерн соединяется с соседними. Предложения: стакнуть 03:03:595 (6,1) , объединить в один слайдер 03:02:587 (2,3) , забить и сделать 03:03:192 (4,5,6) слайдером при этом 03:03:796 (1) разбив на ноты.
  8. 03:04:199 (2,4) - вот этот паттерн как-то сбивает с толку, лучше сделать просто по флоу.
  9. 03:05:005 (4) - НК забыл, с ним было бы в разы лучше
  10. 03:34:412 (1,2,1,2) - вот с этим паттерном всё немного плохо. Во-первых, 03:35:216 (1) - вот тут НК в теории не нужно. Во-вторых, хых, их лучше всего сделать по одному подобию, но флоу между ними сделать нестандартное (может быть, как тут, или ещё как-нибудь). Но энивей 03:34:814 (2) - выглядит никак.
Странно, а клип прикольный.
Удачи!
{end of the mod}
*3monthslater*
принял пару заметок, спасибо o ^ o
отпиши что-нибудь, чтоб кудосу дал, а то пост не дает
спасибо за мод! owo жду бакари и обновлю owo/
riffy

100bit wrote:

Почему-то, когда я открываю эту карту, у меня сразу же ложится браузер.
[General]
  1. Full HD bg
[Bakari]
  1. 00:09:144 - странно, что ты заигнорил этот бит, ибо на 00:07:331 (2) - находится тот же звук, но он замапан. Там стрелка повтора, она ничего не дает в плане фидбека, так что равна игнору бита в этом контексте
  2. 01:30:326 (3) - вот тут НК бы ага
  3. 02:00:140 (2) - чуть ниже, оверлап тут не очень точно
  4. 02:05:377 - вот с этого момента, как по мне, начинается сбив НК. 02:09:406 (2) - вот тут лучше сделать НК, ибо начинается определённо другой отрывок музыки. Соответственно, НК свапаются на следующих местах: 02:10:615 (1) - 02:12:227 (3) - 02:13:637 (1) - 02:15:853 (2) - 02:18:673 (4) - 02:20:284 (1) - 02:22:299 (2) - 02:23:507 (1) . Передвинул НК, стало лучше
  5. 02:36:400 (1,2) - этого оверлапа тоже можно немного избежать, подвинув вверх (ну и влево по ДСу)
    Единственное, что меня немного напрягло в этой диффе - очень странная консистенция между некоторыми частями. То есть, после одного довольно большого слайдера у тебя идёт не нарастание темпа (как на 02:29:954 (1,2, 3) ), а довольно большое количество кликабельных объектов (как на 03:02:185 (1,2,3) ). Этих моментов не так много, но они есть. Постарался сделать логичнее, пару моментов упростил.
Спасибо!

code
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Title:Burn The Witch
TitleUnicode:Burn The Witch
Artist:Radiohead
ArtistUnicode:Radiohead
Creator:YellowManul
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240,192,43591,2,0,P|292:184|328:184,2,60,0|10|2,0:0|0:0|0:0,0:0:0:0:
240,344,44397,2,0,P|252:320|280:292,2,60,2|4|10,0:0|0:0|0:0,0:0:0:0:
92,368,45203,6,0,P|60:312|4:276,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
176,244,46412,2,0,L|168:172,1,60,2|4,0:0|0:0,0:0:0:0:
196,112,46814,2,0,P|232:96|316:96,2,120,0|2|2,0:0|0:0|0:0,0:0:0:0:
120,128,47822,2,0,P|92:124|48:108,2,60,4|10|2,0:0|0:0|0:0,0:0:0:0:
169,184,48426,6,0,P|189:240|185:320,1,120,6|6,0:0|0:0,0:0:0:0:
72,376,49232,2,0,P|52:320|56:240,1,120,10|2,0:0|0:0,0:0:0:0:
136,132,50038,2,0,L|328:148,1,180,2|4,0:0|0:0,0:0:0:0:
364,88,50843,1,2,0:0:0:0:
336,232,51246,2,0,P|300:232|256:216,1,60,10|2,0:0|0:0,0:0:0:0:
204,248,51649,6,0,P|180:272|144:368,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
280,256,52656,2,0,P|300:276|328:296,2,60,0|2|4,0:0|0:0|0:0,0:0:0:0:
312,188,53261,2,0,P|360:168|424:112,2,120,0|2|2,0:0|0:0|0:0,0:0:0:0:
188,104,54469,1,10,0:0:0:0:
308,12,54872,5,4,0:0:0:0:
412,125,55275,2,0,L|404:272,1,120,4|10,0:0|0:0,0:0:0:0:
316,368,56081,1,0,0:0:0:0:
172,316,56484,2,0,L|52:332,2,120,10|2|2,0:0|0:0|0:0,0:0:0:0:
248,316,57491,1,4,0:0:0:0:
216,248,57692,1,0,0:0:0:0:
95,160,58095,6,0,P|256:10|416:160,1,480,12|0,0:0|0:0,0:0:0:0:
334,163,59908,2,0,P|256:88|178:169,1,240,8|2,0:0|0:0,0:0:0:0:
256,166,60915,1,10,0:0:0:0:
95,224,61318,5,2,0:0:0:0:
104,72,61721,1,2,0:0:0:0:
256,52,62124,1,8,0:0:0:0:
408,72,62527,1,2,0:0:0:0:
416,223,62930,2,0,P|256:374|96:224,1,480,0|4,0:0|0:0,0:0:0:0:
178,221,64743,6,0,P|256:296|334:215,1,240,2|0,0:0|0:0,0:0:0:0:
332,140,65750,2,0,P|254:65|176:146,2,240,2|2|8,0:0|0:0|0:0,0:0:0:0:
460,232,67765,6,0,P|429:292|158:289,2,360,12|2|0,0:0|0:0|0:0,0:0:0:0:
412,84,70585,5,10,0:0:0:0:
264,112,70988,2,0,P|212:188|378:184,1,360,2|2,0:0|0:0,0:0:0:0:
295,190,72398,2,0,L|95:210,2,180,0|2|4,0:0|0:0|0:0,0:0:0:0:
336,124,73808,1,8,0:0:0:0:
480,184,74211,6,0,P|490:215|496:252,2,60,4|0|0,0:0|0:0|0:0,0:0:0:0:
372,296,75017,2,0,P|392:264|404:228,2,60,8|0|2,0:0|0:0|0:0,0:0:0:0:
288,160,75822,2,0,P|298:191|304:228,2,60,0|8|2,0:0|0:0|0:0,0:0:0:0:
173,257,76628,2,0,P|193:225|205:189,2,60,8|4|8,0:0|0:0|0:0,0:0:0:0:
24,299,77434,6,0,B|0:256|64:192|64:192|128:128|128:64|64:16|0:64|0:128|64:192|64:192|128:256|256:281|256:281|384:256|448:192|448:192|512:128|512:64|448:16|384:64|384:128|448:192|448:192|512:256|480:304,1,1320,12|2,0:0|0:0,0:0:0:0:
352,380,82269,6,0,B|320:348|320:252|320:156|320:156|320:92|320:60|256:44|192:60|192:92|192:156|192:156|192:252|192:348|160:380,1,720,0|10,0:0|0:0,0:0:0:0:
36,284,85089,1,2,0:0:0:0:
84,136,85492,6,0,P|120:164|192:184,1,120,0|2,0:0|0:0,0:0:0:0:
256,140,86096,1,0,0:0:0:0:
321,183,86297,2,0,P|379:170|428:136,2,120,8|8|12,0:0|0:0|0:0,0:0:0:0:
252,44,87506,1,4,0:0:0:0:
96,36,87909,1,8,0:0:0:0:
180,168,88312,1,2,0:0:0:0:
332,168,88715,5,0,0:0:0:0:
416,36,89118,2,0,P|452:64|488:144,2,120,2|8|10,0:0|0:0|0:0,0:0:0:0:
256,55,90326,5,0,0:0:0:0:
20,320,102816,6,0,P|12:280|16:248,1,60,10|0,0:0|0:0,0:0:0:0:
76,216,103219,6,0,P|112:252|360:152,1,360,4|2,0:0|0:0,0:0:0:0:
240,62,104830,2,0,P|132:110|276:126,1,360,2|10,0:0|0:0,0:0:0:0:
392,52,106442,6,0,P|416:40|472:32,1,60,4|0,0:0|0:0,0:0:0:0:
508,80,106845,2,0,P|504:116|452:204,1,120,4|10,0:0|0:0,0:0:0:0:
316,180,107650,2,0,P|256:160|344:240,1,420,0|4,0:0|0:0,0:0:0:0:
263,243,109262,1,10,0:0:0:0:
136,344,109665,5,4,0:0:0:0:
108,196,110068,2,0,P|196:96|400:324,1,540,4|0,0:0|0:0,0:0:0:0:
344,376,112082,1,2,0:0:0:0:
262,244,112485,1,10,0:0:0:0:
152,352,112888,6,0,P|64:312|72:64,1,360,4|2,0:0|0:0,0:0:0:0:
128,48,114298,1,4,0:0:0:0:
184,100,114500,2,0,P|180:136|132:212,2,120,0|2|2,0:0|0:0|0:0,0:0:0:0:
332,56,115708,2,0,P|328:88|332:136,1,60,10|0,0:0|0:0,0:0:0:0:
380,172,116111,6,0,P|420:156|496:160,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
336,312,117320,1,2,0:0:0:0:
200,244,117723,2,0,P|168:235|132:230,2,60,4|8|8,0:0|0:0|0:0,0:0:0:0:
304,132,118528,2,0,P|328:88|392:36,1,120,2|10,0:0|0:0,0:0:0:0:
480,156,119334,6,0,P|456:200|392:252,1,120,4|6,0:0|0:0,0:0:0:0:
260,220,120140,1,10,0:0:0:0:
200,88,120543,2,0,P|168:72|68:60,2,120,0|0|2,0:0|0:0|0:0,0:0:0:0:
128,212,121751,1,2,0:0:0:0:
68,352,122154,1,10,0:0:0:0:
216,316,122557,6,0,P|288:328|344:364,2,120,4|4|2,0:0|0:0|0:0,0:0:0:0:
92,228,123766,2,0,P|88:200|68:160,1,60,4|0,0:0|0:0,0:0:0:0:
76,96,124169,2,0,P|80:72|96:24,2,60,4|8|0,0:0|0:0|0:0,0:0:0:0:
220,148,124975,1,2,0:0:0:0:
268,292,125377,6,0,P|432:284|520:104,1,360,2|8,0:0|0:0,0:0:0:0:
504,52,126788,1,0,0:0:0:0:
350,14,127190,2,0,P|246:66|445:96,1,540,2|12,0:0|0:0,0:0:0:0:
500,252,129406,5,4,0:0:0:0:
392,360,129809,2,0,L|260:368,1,120,8|2,0:0|0:0,0:0:0:0:
140,288,130615,2,0,P|96:276|16:280,2,120,0|2|0,0:0|0:0|0:0,0:0:0:0:
276,220,131824,6,0,P|288:180|288:144,1,60,10|2,0:0|0:0,0:0:0:0:
240,104,132227,2,0,P|208:136|184:216,2,120,2|2|8,0:0|0:0|0:0,0:0:0:0:
384,52,133435,1,2,0:0:0:0:
452,88,133637,2,0,P|480:128|188:304,1,540,4|4,0:0|0:0,0:0:0:0:
156,172,135853,6,0,P|185:117|345:52,1,240,4|2,0:0|0:0,0:0:0:0:
468,140,137061,2,0,P|476:200|460:268,1,120,0|2,0:0|0:0,0:0:0:0:
348,364,137867,6,0,P|316:352|284:344,1,60,8|4,0:0|0:0,0:0:0:0:
216,360,138270,1,8,0:0:0:0:
68,328,138673,2,0,P|36:280|20:196,1,120,12|0,0:0|0:0,0:0:0:0:
116,104,139479,2,0,P|148:152|164:236,1,120,0|0,0:0|0:0,0:0:0:0:
292,296,140284,2,0,P|344:288|444:124,2,240
156,228,142299,6,0,L|160:296,1,60
108,344,142702,2,0,P|80:328|36:232,1,120,0|0,0:0|0:0,0:0:0:0:
104,116,143507,2,0,P|80:61|33:26,2,120
256,144,144716,2,0,P|276:124|296:92,1,60,0|0,0:0|0:0,0:0:0:0:
368,92,145119,6,0,P|404:128|436:192,2,120
220,128,146328,1,0,0:0:0:0:
68,132,146730,2,0,P|32:96|0:32,2,120,0|0|0,0:0|0:0|0:0,0:0:0:0:
220,128,147939,1,0,0:0:0:0:
389,129,148342,6,0,P|329:255|124:295,1,360,12|2,0:0|0:0,0:0:0:0:
4,104,149954,6,0,B|68:152|212:168|244:152|276:104|276:24|244:8|212:-8|163:18|96:76,1,480,0|2,0:0|0:0,0:0:0:0:
108,284,151968,1,2,0:0:0:0:
260,284,152371,1,8,0:0:0:0:
368,176,152774,1,2,0:0:0:0:
296,36,153177,6,0,B|284:-8|224:-8|176:24|220:100|220:100|180:124|144:152|100:160|28:136|20:132|0:104|0:104|60:184|104:204|172:224|212:228|236:228|268:220|280:200|288:184|296:168|304:136|304:96,1,840,0|2,0:0|0:0,0:0:0:0:
436,32,156400,6,0,P|456:88|504:128,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
363,23,157407,1,4,0:0:0:0:
290,36,157608,1,8,0:0:0:0:
188,132,158011,6,0,B|156:164|156:260|252:260|284:228|284:164|284:164|320:144|352:156|352:156|377:202|380:260|326:334|248:368|148:358|87:279|71:214|89:129,1,840,12|10,0:0|0:0,0:0:0:0:
192,20,161234,5,2,0:0:0:0:
337,68,161637,2,0,P|353:22|356:-3,2,60,2|0|8,0:0|0:0|0:0,0:0:0:0:
352,145,162242,2,0,P|356:185|368:221,2,60,0|2|0,0:0|0:0|0:0,0:0:0:0:
412,96,162846,2,0,P|444:136|460:212,1,120
384,336,163652,6,0,B|320:368|320:368|192:304|128:240|112:144|128:48|255:33|384:48|400:144|384:240|320:304|192:368|192:368|128:336,1,960,8|8,0:0|0:0,0:0:0:0:
64,192,167278,6,0,P|256:0|448:192,2,600,8|0|2,0:0|0:0|0:0,0:0:0:0:
152,316,171710,6,0,P|184:284|200:252,2,60,8|0|2,0:0|0:0|0:0,0:0:0:0:
12,260,172515,2,0,P|8:308|20:384,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
60,116,173724,2,0,P|52:88|24:48,1,60,8|2,0:0|0:0,0:0:0:0:
96,12,174127,6,0,P|136:24|224:24,1,120,4|4,0:0|0:0,0:0:0:0:
364,4,174933,1,10,0:0:0:0:
488,96,175336,2,0,P|444:120|288:36,1,240
148,20,176544,2,0,P|88:48|8:56,1,120
64,192,177350,6,0,P|256:384|448:192,2,600,12|2|0,0:0|0:0|0:0,0:0:0:0:
148,64,181782,1,2,0:0:0:0:
300,92,182185,6,0,P|344:260|148:176,1,480,0|2,0:0|0:0,0:0:0:0:
148,36,184199,2,0,P|180:40|224:32,2,60,2|0|8,0:0|0:0|0:0,0:0:0:0:
20,48,185005,2,0,P|16:80|12:128,1,60,2|4,0:0|0:0,0:0:0:0:
56,172,185408,6,0,P|68:220|64:308,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
208,184,186616,2,0,P|232:176|276:152,1,60,8|2,0:0|0:0,0:0:0:0:
332,192,187019,2,0,P|332:228|312:312,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
384,48,188228,2,0,P|408:32|444:16,1,60,2|4,0:0|0:0,0:0:0:0:
504,56,188631,6,0,P|472:104|396:136,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
500,208,189839,1,8,0:0:0:0:
496,360,190242,6,0,P|464:312|388:280,2,120,12|4|8,0:0|0:0|0:0,0:0:0:0:
344,372,191451,2,0,P|364:372|412:376,2,60,10|4|2,0:0|0:0|0:0,0:0:0:0:
280,328,192055,2,0,P|256:336|216:344,2,60,8|2|4,0:0|0:0|0:0,0:0:0:0:
324,264,192660,2,0,P|336:204|336:128,1,120,0|10,0:0|0:0,0:0:0:0:
196,84,193465,6,0,P|196:128|212:204,2,120,2|0|0,0:0|0:0|0:0,0:0:0:0:
60,16,194674,2,0,P|40:40|16:64,1,60,2|0,0:0|0:0,0:0:0:0:
20,136,195077,2,0,P|40:176|64:252,1,120,2|2,0:0|0:0,0:0:0:0:
176,348,195883,1,8,0:0:0:0:
316,292,196286,1,8,0:0:0:0:
468,280,196689,6,0,L|496:152,2,120,4|0|10,0:0|0:0|0:0,0:0:0:0:
344,192,197897,2,0,L|359:134,1,60,2|0,0:0|0:0,0:0:0:0:
312,76,198300,2,0,P|280:88|208:160,2,120,6|2|10,0:0|0:0|0:0,0:0:0:0:
468,108,199509,2,0,L|494:45,1,60,10|2,0:0|0:0,0:0:0:0:
424,16,199912,6,0,L|372:132,1,120,12|4,0:0|0:0,0:0:0:0:
487,230,200717,2,0,L|515:166,2,60,8|0|2,0:0|0:0|0:0,0:0:0:0:
374,125,201523,2,0,L|322:241,1,120,0|2,0:0|0:0,0:0:0:0:
408,366,202329,2,0,L|436:302,2,60,2|2|10,0:0|0:0|0:0,0:0:0:0:
324,234,203135,5,4,0:0:0:0:
215,330,203538,1,0,0:0:0:0:
72,292,203941,2,0,P|56:264|-4:192,1,120,10|2,0:0|0:0,0:0:0:0:
48,136,204545,1,6,0:0:0:0:
20,64,204746,6,0,P|50:54|134:12,2,120,10|10|10,0:0|0:0|0:0,0:0:0:0:
128,172,205955,2,0,P|140:204|148:240,1,60,2|2,0:0|0:0,0:0:0:0:
224,236,206358,2,0,P|239:190|282:128,1,120,4|4,0:0|0:0,0:0:0:0:
360,248,207164,2,0,P|344:293|301:355,1,120,10|10,0:0|0:0,0:0:0:0:
160,356,207969,6,0,L|24:336,2,120,10|10|10,0:0|0:0|0:0,0:0:0:0:
304,352,209178,1,6,0:0:0:0:
256,192,209588,12,0,215819,0:0:0:0:
Kurai
[Hitsounds (Hard)]
  1. 00:21:231 - Finish, remove everything else
  2. 00:21:433 - ^
  3. 00:24:454 - ^
  4. 00:27:677 - ^
  5. 00:27:879 - ^
  6. 00:34:325 - ^
  7. 00:36:944 - ^
  8. 00:37:548 - ^
  9. 00:40:570 - ^
  10. 00:40:771 - ^
  11. 00:43:793 - ^
  12. 00:43:994 - ^
  13. 00:47:016 - ^
  14. 00:47:217 - ^
[Hard]
  1. 02:52:515 (1) - Why the sudden jump? It doesn't seem appropriate to me.
Just some suggestions, call me back for a bubble, that map is cool!
Topic Starter
YellowManul

Kurai wrote:

[Hitsounds (Hard)]
  1. 00:21:231 - Finish, remove everything else
  2. 00:21:433 - ^
  3. 00:24:454 - ^
  4. 00:27:677 - ^
  5. 00:27:879 - ^
  6. 00:34:325 - ^
  7. 00:36:944 - ^
  8. 00:37:548 - ^
  9. 00:40:570 - ^
  10. 00:40:771 - ^
  11. 00:43:793 - ^
  12. 00:43:994 - ^
  13. 00:47:016 - ^
  14. 00:47:217 - ^
[Hard]
  1. 02:52:515 (1) - Why the sudden jump? It doesn't seem appropriate to me.
Just some suggestions, call me back for a bubble, that map is cool!
fixed, thanks~!
Kurai
bubbled
Wafu
Sorry for a delay, had a lot to deal with.

I'm popping this map because I disagree with the violation of Code of Conduct that is present in this map. This was bubbled without checking whether the mapper violated Code of Conduct (I don't want to say that Kurai didn't check it, but because this was bubbled under obvious violation of Code of Conduct, popping it is the sanest option atm.). I am willing to rebubble/qualify this map, but you need to address following things regarding treatment of modders in this thread.
  1. First of all, always make sure that your response to modders is appropriate and if the majority of the mods is in the Russian language, give a brief list of what was changed. The Code of Conduct has been in charge for 11 months, therefore applying to all mods in this thread. "Mostly fixed", "Something fixed", or not responding at all are not valid responses to any mod. Mod posts p/5655968 p/5658506 p/5673033 p/5673933 p/5802209
  2. I need an explanation for why p/5953524 didn't receive a kudosu. It seems Bakari did change something from this mod, you didn't respond to it, so it's again difficult to say if you changed much. If you or Bakari fixed some of the things, the mod was most likely helpful and warrants a kudosu. If not, please, give a proper explanation for why this mod doesn't have a kudosu.
  3. Many unresponded mods contain unchanged issues that you didn't justify. (e.g. Nozhomi modded this map and you changed nothing and didn't explain why. No matter how bad mod can be, you must respond with a proper argument. Just ignoring it is not a solution.)
The simplest way to solve this, give an explanation for not giving a kudosu to that one mod and fix issues in unresponded mods or, if you disagree, explain why you didn't fix it.

Red = Not allowed/potentionaly causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[Hard]
  1. 00:20:828 (1,3) - The overlap doesn't really look nice here. It's minor, but I don't think this has any good function. Same could be said about 00:21:835 (3,1) - .
  2. This doesn't seem to make any sense aesthetically nor musically. The swap from 1.2x spacing to 1.08x is quite noticeable visually and space between 00:21:835 (3,5) - makes the pattern look too much cluttered. 00:14:382 (1,2,3,4,1) - Is the same thing musically, and is mapped in a completely different way. There is nothing in the song that makes it sensible to change the spacing and make it all close together. My recommendation is to simply stick with the regular spacing and avoid placing objects too close to each other.
  3. 00:36:541 (4,1) - This just doesn't look good to me. Pretty subjective, but I think it's nicer if it's a bit less cluttered here. The slider might easily be in the center, but that's up to you.
  4. 00:30:699 (1,2,3,4,5,1) - So, I get that you are using higher spacing because the volume of the plucky instrument in the background raises. While that is fine and I found that fun to play, keep it consistent. Taking one thing from music and increasing spacing for it should be applied everywhere, not to one place. 00:17:605 (1,2,3,4,5,6) - 00:24:051 (1,2,3,4,5,1) - 00:36:944 (1,2,3,4,1) - and all similar miss it, so choose one method and map it this or the other way, without mixing.
  5. You are using some jumps, seems like you want to emphasize some strong beats, but I don't see any logic behind it. It looks very inconsistent. For example, I would expect a jump at 00:12:972 (1) - and it is here, then I would expect jump at 00:16:195 (1) - because it is identical to the previous one. Instead, you have a jump at 00:17:605 (1) - which is a strong beat indeed, but it breaks the logic of the first jump. There's a musical pattern that repeats throughout the whole map (00:12:972 (1,2,3,4,1,2,3,4) - that's a thing that repeats over and over), but sometimes, you have a jump at the beginning of it (as would make sense), but then you have a jump in the middle of it instead, or don't have it at all. I recommend you to go through the map and check the consistency of all jumps of this kind.
  6. Another problem with these jumps, even if they were in correct position, is that the intensity of jump doesn't represent the music. For example 00:32:310 (1) - has quite a big jump, 00:19:418 (1) - has sorta medium jump and 00:45:203 (1) - has no jump at all. I think you shouldn't make such big differences if the difference in the song is minimal or none.
  7. On the other hand, the first kiai feels way too much consistent. There are no jumps or changes whatsoever. I think you could add some to enhance the kiai a bit (after all kiai should probably be the most challenging of the map)
  8. 01:55:305 (3,4) - I don't know if it's supposed to be like that, but this jump looks completely random to me. I would kinda like to have this explained, otherwise, I don't see a reason to keep it here, it seems like coming out of nowhere.
  9. 01:56:313 (2,3) - Same as above.
  10. 02:10:011 (4,1) - Same as 00:20:828 (1,3) - .
  11. The jump issues are present throughout the whole map. You should carefully check all the jumps in the map and also check places that should have jump instead. This probably doesn't apply to the very end of this map, as the intensity is increasing and so the spacing does. If you want me to specify every single place where there's a jump issue, PM me in-game. It will be much easier for both of us.
[Bakari's Normal]
  1. 02:47:278 (1) - Avoid this object from touching the HP bar (4:3)
  2. 02:52:515 (2) - Same as above, but applies to combo counter.
  3. Although I'm not saying you must use 100% consistent spacing, in cases where inconsistencies are visible, it's better to be aware of it. For example 00:11:763 (2,3) - and 00:12:569 (4,1) - have about 0.01x difference, which is alright, because you cannot really notice a difference. But if there is nearly 0.1x difference, such as 00:14:181 (2,3) - , it's pretty easy to notice. Besides, I wouldn't even worry so much, but I think that many parts that do use these overlaps look cluttered and not pleasant to read. I get that you probably want to use low spacing because it's a low difficulty, but even then, it shouldn't be exaggerated to the point where the readability is impaired. I believe I'm being clear here, so basically try to check where things are way too close and try to fix that.
  4. The hitsounds are, obviously, copied from the Hard difficulty. However, that caused this difficulty to miss some spots (and even parts 02:22:299 (1,2,3,4,1,2,3,4) - ). Copying hitsounds is very viable, but it should be used with caution. Please, fill the missing hitsounds throughout the map. If you're unsure, please PM me. I don't want to list everything here and it would be a loss of time if you could figure it on your own.
  5. 00:51:246 (5,1,2,3) - This part looks very confusing due to the amount of overlapping in a very small space. New players will very likely get confused by objects appearing under other objects almost instantly.
  6. The biggest issue I see in this map, which is for me the biggest issue with the mapset overall, is that the kiai is way too much vocal-oriented. I don't have anything against the general idea of mapping vocals, but the inconsistency and vagueness that the vocals in this song present makes it almost unviable to be mapped for a Normal difficulty. The kiais are very complicated rhythm-wise and most of the sliders pass through sounds that would be much easier to play and follow, especially as a newbie. I think the kiais in this difficulty don't reach a quality sufficient for qualification and should be remapped to provide a clearer and easier-to-follow rhythm. Try to follow only the major vocals and combine it with instruments that are more consistent (e.g. drums, or the string instrument).
If I was not clear about my last point, I'll be happy to elaborate this more in-depth. Other than that, the map is generally alright, even the Normal has basically most of the map in shape, just the kiais are messy.

If you have any questions about anything, feel free to PM me. I'll be happy to help or explain further if I was not clear enough.
Topic Starter
YellowManul
good move, i concede
riffy
I'll be sure to get to it when the mapper gets their motivation back.

Not exactly sure of how exactly we are going to change the rhythm thing, as a lot of it was made to match the instruments as a filler-rhythm for when vocals weren't sufficient enough. And while I do agree that this may come as a bit of a challenge, I still feel like this matches the tense nature of the song and feels playable for a player.

as for the sapcing fluctuations, I am well aware of them but I never actually considered them as something that needs to be fixed as they seemed to be too minor to me. Probably should give it another look later.
Topic Starter
YellowManul

Wafu wrote:

Sorry for a delay, had a lot to deal with.

I'm popping this map because I disagree with the violation of Code of Conduct that is present in this map. This was bubbled without checking whether the mapper violated Code of Conduct (I don't want to say that Kurai didn't check it, but because this was bubbled under obvious violation of Code of Conduct, popping it is the sanest option atm.). I am willing to rebubble/qualify this map, but you need to address following things regarding treatment of modders in this thread. ok
  1. First of all, always make sure that your response to modders is appropriate and if the majority of the mods is in the Russian language, give a brief list of what was changed. The Code of Conduct has been in charge for 11 months, therefore applying to all mods in this thread. "Mostly fixed", "Something fixed", or not responding at all are not valid responses to any mod. Mod posts p/5655968 p/5658506 p/5673033 p/5673933 p/5802209
  2. I need an explanation for why p/5953524 didn't receive a kudosu. It seems Bakari did change something from this mod, you didn't respond to it, so it's again difficult to say if you changed much. If you or Bakari fixed some of the things, the mod was most likely helpful and warrants a kudosu. If not, please, give a proper explanation for why this mod doesn't have a kudosu.
  3. Many unresponded mods contain unchanged issues that you didn't justify. (e.g. Nozhomi modded this map and you changed nothing and didn't explain why. No matter how bad mod can be, you must respond with a proper argument. Just ignoring it is not a solution.)
The simplest way to solve this, give an explanation for not giving a kudosu to that one mod and fix issues in unresponded mods or, if you disagree, explain why you didn't fix it. ok


Red = Not allowed/potentionaly causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[Hard]
  1. 00:20:828 (1,3) - The overlap doesn't really look nice here. It's minor, but I don't think this has any good function. Same could be said about 00:21:835 (3,1) - . i like first one, but fixed second overlap
  2. This doesn't seem to make any sense aesthetically nor musically. The swap from 1.2x spacing to 1.08x is quite noticeable visually and space between 00:21:835 (3,5) - makes the pattern look too much cluttered. 00:14:382 (1,2,3,4,1) - Is the same thing musically, and is mapped in a completely different way. There is nothing in the song that makes it sensible to change the spacing and make it all close together. My recommendation is to simply stick with the regular spacing and avoid placing objects too close to each other. fixed
  3. 00:36:541 (4,1) - This just doesn't look good to me. Pretty subjective, but I think it's nicer if it's a bit less cluttered here. The slider might easily be in the center, but that's up to you. fixed
  4. 00:30:699 (1,2,3,4,5,1) - So, I get that you are using higher spacing because the volume of the plucky instrument in the background raises. While that is fine and I found that fun to play, keep it consistent. Taking one thing from music and increasing spacing for it should be applied everywhere, not to one place. 00:17:605 (1,2,3,4,5,6) - 00:24:051 (1,2,3,4,5,1) - 00:36:944 (1,2,3,4,1) - and all similar miss it, so choose one method and map it this or the other way, without mixing. increased distance on all parts
  5. You are using some jumps, seems like you want to emphasize some strong beats, but I don't see any logic behind it. It looks very inconsistent. For example, I would expect a jump at 00:12:972 (1) - and it is here, then I would expect jump at 00:16:195 (1) - because it is identical to the previous one. Instead, you have a jump at 00:17:605 (1) - which is a strong beat indeed, but it breaks the logic of the first jump. There's a musical pattern that repeats throughout the whole map (00:12:972 (1,2,3,4,1,2,3,4) - that's a thing that repeats over and over), but sometimes, you have a jump at the beginning of it (as would make sense), but then you have a jump in the middle of it instead, or don't have it at all. I recommend you to go through the map and check the consistency of all jumps of this kind. extended jump moments, fixed spacing where jump is no needed
  6. Another problem with these jumps, even if they were in correct position, is that the intensity of jump doesn't represent the music. For example 00:32:310 (1) - has quite a big jump, 00:19:418 (1) - has sorta medium jump and 00:45:203 (1) - has no jump at all. I think you shouldn't make such big differences if the difference in the song is minimal or none. idk how to fix that without breaking patterns tbh :c
  7. On the other hand, the first kiai feels way too much consistent. There are no jumps or changes whatsoever. I think you could add some to enhance the kiai a bit (after all kiai should probably be the most challenging of the map) the problem is that the whole music on both kiais is so consistent so idk. don't feel it needs jumps or smth like that
  8. 01:55:305 (3,4) - I don't know if it's supposed to be like that, but this jump looks completely random to me. I would kinda like to have this explained, otherwise, I don't see a reason to keep it here, it seems like coming out of nowhere. fixed
  9. 01:56:313 (2,3) - Same as above. fixed
  10. 02:10:011 (4,1) - Same as 00:20:828 (1,3) - . fixed
  11. The jump issues are present throughout the whole map. You should carefully check all the jumps in the map and also check places that should have jump instead. This probably doesn't apply to the very end of this map, as the intensity is increasing and so the spacing does. If you want me to specify every single place where there's a jump issue, PM me in-game. It will be much easier for both of us. WILL DO!!!

Thanks a lot for the mod. 100bit's mod missing because i didn't know he modded my map (somehow notification didn't pop out!!!) and now i can't kudosu it because post is too old (:C) so with my mod response i wrote to "100bit" to write smth here to receive kudosu.
Topic Starter
YellowManul

Nozhomi wrote:

[Hard :]
  1. 00:20:828 (1,3) - Is that overlap was really necessairy ? You have the entire screen here. Yeah, i like how it goes :[
  2. 00:22:440 (5,1) - Why such a spacing change between this pattern and 00:19:217 (6,1) - / 00:15:389 (3,4,1) - / 00:25:461 (5,1) - ? Intensity is the same, music structure is the same. Nothing indicate a such increased spacing here. I'm emphasizing acoustic parts with increasing of spacing here,
    so i'll keep it owo
  3. 00:36:541 (4) - Could you at least put it in the middle of 00:36:944 (1) - ? ok!
  4. 01:00:513 - There's not a hitsound missing here smth like a clap ? fixed
  5. 03:10:847 (2,3) - Move that to 288:184 to be perfectly stacked with 03:10:242 (1) - . fixed
  6. 03:30:191 (2,3) - ^ at 236:128. ^




Thanks Nozhomi <33


i feel like a garbage.
riffy

Wafu wrote:

Sorry for a delay, had a lot to deal with.

[Bakari's Normal]
  1. 02:47:278 (1) - Avoid this object from touching the HP bar (4:3) from the entire shape of the slider it should be really obvious how to play it. By the time players reach this point they should be able to read this properly. I feel like redoing this wouldn't improve anything, but rather hurt the intended feel of the long and fast-paced slider.
  2. 02:52:515 (2) - Same as above, but applies to combo counter. Same as above.
  3. Although I'm not saying you must use 100% consistent spacing, in cases where inconsistencies are visible, it's better to be aware of it. For example 00:11:763 (2,3) - and 00:12:569 (4,1) - have about 0.01x difference, which is alright, because you cannot really notice a difference. But if there is nearly 0.1x difference, such as 00:14:181 (2,3) - , it's pretty easy to notice. Besides, I wouldn't even worry so much, but I think that many parts that do use these overlaps look cluttered and not pleasant to read. I get that you probably want to use low spacing because it's a low difficulty, but even then, it shouldn't be exaggerated to the point where the readability is impaired. I believe I'm being clear here, so basically try to check where things are way too close and try to fix that. Basically, the first kiai had overlapping 1/2s. It no longer has those, the rest should be okay as the fluctuations ttere are somewhat minor and hard to notice
  4. The hitsounds are, obviously, copied from the Hard difficulty. However, that caused this difficulty to miss some spots (and even parts 02:22:299 (1,2,3,4,1,2,3,4) - ). Copying hitsounds is very viable, but it should be used with caution. Please, fill the missing hitsounds throughout the map. If you're unsure, please PM me. I don't want to list everything here and it would be a loss of time if you could figure it on your own. That is most likely somethingYM should do.
  5. 00:51:246 (5,1,2,3) - This part looks very confusing due to the amount of overlapping in a very small space. New players will very likely get confused by objects appearing under other objects almost instantly. I believe that due to simplicity of the flow it should be readable enough. Besides, this is still a Normal difficulty, so we are okay here.
  6. The biggest issue I see in this map, which is for me the biggest issue with the mapset overall, is that the kiai is way too much vocal-oriented. I don't have anything against the general idea of mapping vocals, but the inconsistency and vagueness that the vocals in this song present makes it almost unviable to be mapped for a Normal difficulty. The kiais are very complicated rhythm-wise and most of the sliders pass through sounds that would be much easier to play and follow, especially as a newbie. I think the kiais in this difficulty don't reach a quality sufficient for qualification and should be remapped to provide a clearer and easier-to-follow rhythm. Try to follow only the major vocals and combine it with instruments that are more consistent (e.g. drums, or the string instrument). I don't think that simplifying the kiais would reflect the song in any way appropriate for the style chosen, as the entire idea of this difficulty revolves around the technical rhythm and long sliders. I believe that this is reasoable enough and is playable to the point when a players of the target skill range should be able to understand the concept well enough. It may challenge players, but I believe that the challeng eis all about rhythm, rather than the actual difficulty and it's well justified by the style, feel and mood of the song.
Notice how the density decreases exactly to highlight the mood of the kiai and make it easier for players, while still keeping it challenged. If anything, I'd say that this by far is one of the best Normals I've made and I still see it working in the context of this spread as well.

If you have any questions about anything, feel free to PM me. I'll be happy to help or explain further if I was not clear enough.
Thank you for the mod!

code
osu file format v14

[General]
AudioFilename: witch.mp3
AudioLeadIn: 0
PreviewTime: 58095
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 90326,102816,149954,155997,171307,203135,209581,215819
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Burn The Witch
TitleUnicode:Burn The Witch
Artist:Radiohead
ArtistUnicode:Radiohead
Creator:YellowManul
Version:Bakari's Normal
Source:
Tags:bakari art rock a moon shaped pool xl recordings
BeatmapID:1142596
BeatmapSetID:454774

[Difficulty]
HPDrainRate:2
CircleSize:3.5
OverallDifficulty:4
ApproachRate:4.5
SliderMultiplier:1.2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
2,90526,101556
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
80,402.887359409099,4,2,1,50,1,0
12972,-100,4,3,1,50,0,0
58095,-100,4,3,1,50,0,1
90326,-100,4,3,1,50,0,0
102816,-100,4,3,1,50,0,0
103219,-100,4,3,1,50,0,0
148342,-100,4,3,1,50,0,1
174127,-100,4,3,1,50,0,0
209588,402.010050251256,4,3,1,50,1,0


[Colours]
Combo1 : 228,228,203
Combo2 : 172,89,89
Combo3 : 0,159,80
ShrekBestWaifu : 69,69,69

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256,52,62124,1,8,0:0:0:0:
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264,112,70988,2,0,P|212:188|378:184,1,360,2|2,0:0|0:0,0:0:0:0:
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332,168,88715,5,0,0:0:0:0:
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76,216,103219,6,0,P|112:252|360:152,1,360,4|2,0:0|0:0,0:0:0:0:
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508,80,106845,2,0,P|504:116|452:204,1,120,4|10,0:0|0:0,0:0:0:0:
316,180,107650,2,0,P|256:160|344:240,1,420,0|4,0:0|0:0,0:0:0:0:
263,243,109262,1,10,0:0:0:0:
136,344,109665,5,4,0:0:0:0:
108,196,110068,2,0,P|196:96|400:324,1,540,4|0,0:0|0:0,0:0:0:0:
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262,244,112485,1,10,0:0:0:0:
152,352,112888,6,0,P|64:312|72:64,1,360,4|2,0:0|0:0,0:0:0:0:
128,48,114298,1,4,0:0:0:0:
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332,56,115708,2,0,P|328:88|332:136,1,60,10|0,0:0|0:0,0:0:0:0:
380,172,116111,6,0,P|420:156|496:160,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
336,312,117320,1,2,0:0:0:0:
200,244,117723,2,0,P|168:235|132:230,2,60,4|8|8,0:0|0:0|0:0,0:0:0:0:
304,132,118528,2,0,P|328:88|392:36,1,120,2|10,0:0|0:0,0:0:0:0:
480,156,119334,6,0,P|456:200|392:252,1,120,4|6,0:0|0:0,0:0:0:0:
260,220,120140,1,10,0:0:0:0:
200,88,120543,2,0,P|168:72|68:60,2,120,0|0|2,0:0|0:0|0:0,0:0:0:0:
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68,352,122154,1,10,0:0:0:0:
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76,96,124169,2,0,P|80:72|96:24,2,60,4|8|0,0:0|0:0|0:0,0:0:0:0:
220,148,124975,1,2,0:0:0:0:
268,292,125377,6,0,P|432:284|520:104,1,360,2|8,0:0|0:0,0:0:0:0:
504,52,126788,1,0,0:0:0:0:
350,14,127190,2,0,P|246:66|445:96,1,540,2|12,0:0|0:0,0:0:0:0:
500,252,129406,5,4,0:0:0:0:
392,360,129809,2,0,L|260:368,1,120,8|2,0:0|0:0,0:0:0:0:
140,288,130615,2,0,P|96:276|16:280,2,120,0|2|0,0:0|0:0|0:0,0:0:0:0:
276,220,131824,6,0,P|288:180|288:144,1,60,10|2,0:0|0:0,0:0:0:0:
240,104,132227,2,0,P|208:136|184:216,2,120,2|2|8,0:0|0:0|0:0,0:0:0:0:
384,52,133435,1,2,0:0:0:0:
452,88,133637,2,0,P|480:128|188:304,1,540,4|4,0:0|0:0,0:0:0:0:
156,172,135853,6,0,P|185:117|345:52,1,240,4|2,0:0|0:0,0:0:0:0:
468,140,137061,2,0,P|476:200|460:268,1,120,0|2,0:0|0:0,0:0:0:0:
348,364,137867,6,0,P|316:352|284:344,1,60,8|4,0:0|0:0,0:0:0:0:
216,360,138270,1,8,0:0:0:0:
68,328,138673,2,0,P|36:280|20:196,1,120,12|0,0:0|0:0,0:0:0:0:
116,104,139479,2,0,P|148:152|164:236,1,120,0|0,0:0|0:0,0:0:0:0:
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389,129,148342,6,0,P|329:255|124:295,1,360,12|2,0:0|0:0,0:0:0:0:
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260,284,152371,1,8,0:0:0:0:
368,176,152774,1,2,0:0:0:0:
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436,32,156400,6,0,P|456:88|504:128,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
363,23,157407,1,4,0:0:0:0:
290,36,157608,1,8,0:0:0:0:
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352,145,162242,2,0,P|356:185|368:221,2,60,0|2|0,0:0|0:0|0:0,0:0:0:0:
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152,316,171710,6,0,P|184:284|200:252,2,60,8|0|2,0:0|0:0|0:0,0:0:0:0:
12,260,172515,2,0,P|8:308|20:384,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
60,116,173724,2,0,P|52:88|24:48,1,60,8|2,0:0|0:0,0:0:0:0:
96,12,174127,6,0,P|136:24|224:24,1,120,4|4,0:0|0:0,0:0:0:0:
364,4,174933,1,10,0:0:0:0:
488,96,175336,2,0,P|444:120|288:36,1,240
148,20,176544,2,0,P|88:48|8:56,1,120
64,192,177350,6,0,P|256:384|448:192,2,600,12|2|0,0:0|0:0|0:0,0:0:0:0:
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300,92,182185,6,0,P|344:260|148:176,1,480,0|2,0:0|0:0,0:0:0:0:
148,36,184199,2,0,P|180:40|224:32,2,60,2|0|8,0:0|0:0|0:0,0:0:0:0:
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56,172,185408,6,0,P|68:220|64:308,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
208,184,186616,2,0,P|232:176|276:152,1,60,8|2,0:0|0:0,0:0:0:0:
332,192,187019,2,0,P|332:228|312:312,2,120,4|4|10,0:0|0:0|0:0,0:0:0:0:
384,48,188228,2,0,P|408:32|444:16,1,60,2|4,0:0|0:0,0:0:0:0:
504,56,188631,6,0,P|472:104|396:136,2,120,0|2|8,0:0|0:0|0:0,0:0:0:0:
500,208,189839,1,8,0:0:0:0:
496,360,190242,6,0,P|464:312|388:280,2,120,12|4|8,0:0|0:0|0:0,0:0:0:0:
344,372,191451,2,0,P|364:372|412:376,2,60,10|4|2,0:0|0:0|0:0,0:0:0:0:
280,328,192055,2,0,P|256:336|216:344,2,60,8|2|4,0:0|0:0|0:0,0:0:0:0:
324,264,192660,2,0,P|336:204|336:128,1,120,0|10,0:0|0:0,0:0:0:0:
196,84,193465,6,0,P|196:128|212:204,2,120,2|0|0,0:0|0:0|0:0,0:0:0:0:
60,16,194674,2,0,P|40:40|16:64,1,60,2|0,0:0|0:0,0:0:0:0:
20,136,195077,2,0,P|40:176|64:252,1,120,2|2,0:0|0:0,0:0:0:0:
176,348,195883,1,8,0:0:0:0:
316,292,196286,1,8,0:0:0:0:
468,280,196689,6,0,L|496:152,2,120,4|0|10,0:0|0:0|0:0,0:0:0:0:
344,192,197897,2,0,L|359:134,1,60,2|0,0:0|0:0,0:0:0:0:
312,76,198300,2,0,P|280:88|208:160,2,120,6|2|10,0:0|0:0|0:0,0:0:0:0:
468,108,199509,2,0,L|494:45,1,60,10|2,0:0|0:0,0:0:0:0:
424,16,199912,6,0,L|372:132,1,120,12|4,0:0|0:0,0:0:0:0:
487,230,200717,2,0,L|515:166,2,60,8|0|2,0:0|0:0|0:0,0:0:0:0:
374,125,201523,2,0,L|322:241,1,120,0|2,0:0|0:0,0:0:0:0:
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324,234,203135,5,4,0:0:0:0:
215,330,203538,1,0,0:0:0:0:
72,292,203941,2,0,P|56:264|-4:192,1,120,10|2,0:0|0:0,0:0:0:0:
48,136,204545,1,6,0:0:0:0:
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224,236,206358,2,0,P|239:190|282:128,1,120,4|4,0:0|0:0,0:0:0:0:
360,248,207164,2,0,P|344:293|301:355,1,120,10|10,0:0|0:0,0:0:0:0:
160,356,207969,6,0,L|24:336,2,120,10|10|10,0:0|0:0|0:0,0:0:0:0:
304,352,209178,1,6,0:0:0:0:
256,192,209588,12,0,215819,0:0:0:0:
Topic Starter
YellowManul
updated!!
Topic Starter
YellowManul

ByBy wrote:

as your request

[general]
disable widescreen support since you don't have any sb nor video and letterbox during breaks. changed

[hard]
00:43:390(1,2)- the rhythm sounds a bit weird here tbh probably because of the stronger violin. you can try this rhythm out http://puu.sh/sDPv4/ec915b4f77.jpg in order to end (1)- on downbeat instead ignoring it and give more emphasis to the stronger violin. i like how it goes on my way o ^ o
00:50:038(1,2)- maybe unstack these notes for the sake of build-up effect? it is obvious that the vocal starts to get more intensified on (2)-. meh, it's ok
01:17:434(1,2,3,4)- tbh, i would fill a bit each 1/1 gap from this part since the vocal is pretty stronger. i would do like this let's say http://puu.sh/sDPL2/288fd3a492.jpg. it's not following vocals so it's ok by my way i think :v
01:51:075(1)- i don't think this type of slidershape catches up really well the build-up of the violin. maybe try out a curved slider to catch up better the build-up of the violin. but i like it o^ o
02:54:933(4,1)- i'm not a fan of these kind of overlaps so better get rid of this overlap. changed
03:03:796(1,2)- blanket looks somehow off. changed
03:10:847(1,2,3)- i would better unstack (2)- and (3)- from (1)-'s head since the violin became more stronger there and seeing them all stacked in an one point wouldn't give enough emphasis to the stronger violin. same goes for 03:29:581(1,2,3)- tho. but jumps emphasis upcoming violin ;w;
i saw that at some points where the violin gets stronger and stronger, you're using jump or antijump. tbh, i disagree with antijumps usage on where violin gets stronger and stronger like 00:11:965(3,4,5)-. at 00:31:505 (3,4,5)- you did jumps here but at some of them you didn't. check one more time the spacing to see where should be a jump or not. changed

that should be all! a neat mapset tbh.
good luck!
thanks!
Topic Starter
YellowManul

Namki wrote:

я вспомнил, что обещал мод, держи о3о


Hard
  1. 00:45:203 (1,2) - имо, стоит выделить, повысив спейсинг. ок
    Потому что раньше ты выделял биты повышением спейсинга, потом начал чередовать, а потом вообще перестал выделять, поэтому это будет логично выделить там бит повышением спейсинга.
  2. 01:17:434 (1) - сильный и вокал и сам бит. Лучше выделить. ок
    Круто. Нечего добавить.
Удачи, ищи бна уже.
окококок
Topic Starter
YellowManul

Emilia wrote:

hi have decided to give you nm anyways

[hard]
  1. you can give this diff a custom name instead if you want
  2. 02:10:011 (4) - this slider curves too much dont look nice, maybe make it more similar to 02:09:205 (2) - changed
  3. 03:02:990 (3,4,5,6) - i personally think this pattern doesn't look too good but i can't think of a better way to improve it so it's ok i guess!

    overall i'd say your diff could be better structured with more copy and paste sliders so its more pleasing to look at. otherwise the flow and rhythm choices i can basically 100% agree on. gj on this
gl rank
Topic Starter
YellowManul

FCL wrote:

хуй знает как давно мод обещал, а там еще и тест скоро

[hard]
  1. 00:05:116 (2) - по идее нк должно же тут быть? более сильный бит именно тут, а не на предыдущем красном тике на конец слайдера нк не поставишь((
  2. 00:05:116 (2) - а тут нарастает напряжение в песне, мог бы предложить увеличить спейсинг между ними, примерно до 1.4-1.5 в начале не стал увеличивать, затем идет нарастание
  3. 00:12:166 (4,5) - тут также, такой маленький спейсинг выглядит как-то несоответсвующе ок
  4. Дальше все в этом плане повторяется, хочешь меняй-хочешь нет, просто я считаю что так было бы лучше
  5. 00:43:390 (1,5) - нацистская доебка, стакни концы чтобы было красивее ок, мой фюрер
  6. 01:03:534 - пропускаешь вокал, немного пусто выглядит. Я бы предложил или ноту добавить, или что то такое выдумать http://puu.sh/sN0Xv/ce8a154571.jpg да не, норм.
  7. 01:05:146 - также выглядит довольно пусто, есть ярко выраженный бит, а ты такое делаешь. Можешь заменить (3) на слайдер чтобы избежать этого ок, поставил кружок
  8. 01:22:470 (2,3) - раньше ты подобные биты стакал, стакни и тут для баланса, да и более соответствует песне мне не стакнутые больше нраица((
  9. 01:28:916 (3,4) - также вроде как, мне стак больше нравится ок
  10. 01:42:816 (1) - что насчет того, чтобы стакнуть его конец с началом след. слайдера. Хард плееров путать не должно, и выглядит оригинально
  11. 02:33:982 (3,4) - как-то совсем не нравится такой ритм, не очень хорошо соответствует музыке что ли! Тут можно или ctrl+g или так http://puu.sh/sN1nE/47831621f8.jpg , стакнув (4) и (5) т.к. хорошо подходит по смыслу
  12. 02:36:400 (1) - смысл слайдера понятен, но он все равно как-то не списывается в общий концепт мапы. Попробуй заменить слайдер на круг, причем только на красном тике, это куда лучше выглядит ок
  13. 02:43:652 (3,4) - так же , как и с 02:33:982 (3,4) -
  14. 02:44:659 (2) - ну не, слайдер совсем уж звучит плохо, он падает прямо на два самых сильных бита здесь., я тебе крайне советую использовать ctrl+g ритм на 02:44:659 (2,3) - не, оставлю так
  15. 02:52:515 (1) - та же фигня, репит и конец слайдера падают на самые сильные биты ну и ладно! о3о
  16. 03:05:005 (4) - тут очень сильный бит на красно тике, советую сделать ctrl+g на 03:05:005 (4,1) - фиксед
  17. в конце пиздец какая-то крипота начинается, можно было бы скреативить и немного увеличивать спейсинг , начиная отсюда 03:11:854 (1) - ок
  18. а еще в следующей бпм секции я бы хсов громкость увеличил до 60-65%, а то они немного неслышимыми становятся ок
спс!!
DeletedUser_6181859
o/, kds for this post, thanks
Надеюсь, я успел
Topic Starter
YellowManul

100bit wrote:

o/, kds for this post, thanks
Надеюсь, я успел
yeah
Wafu
Alright, here's my verdict.

YellowManul wrote:

  1. 00:30:699 (1,2,3,4,5,1) - So, I get that you are using higher spacing because the volume of the plucky instrument in the background raises. While that is fine and I found that fun to play, keep it consistent. Taking one thing from music and increasing spacing for it should be applied everywhere, not to one place. 00:17:605 (1,2,3,4,5,6) - 00:24:051 (1,2,3,4,5,1) - 00:36:944 (1,2,3,4,1) - and all similar miss it, so choose one method and map it this or the other way, without mixing. increased distance on all parts Some parts improved, but I still think you forgot many of them. There are probably no random jumps now, but many are missing.

Bakari wrote:

  1. 02:47:278 (1) - Avoid this object from touching the HP bar (4:3) from the entire shape of the slider it should be really obvious how to play it. By the time players reach this point they should be able to read this properly. I feel like redoing this wouldn't improve anything, but rather hurt the intended feel of the long and fast-paced slider. I must disagree with your explanation as it has some flaws. First of all, the argument of players being able to play it is not only irrelevant but could be used in similar situations such as offscreen object. If it's just by a bit, there's no issue gameplay-wise. But in general, the UI's intention is not to cover gameplay elements, there's literally no reason why it should. The second argument is that it wouldn't improve anything and would change the feel of the slider. It would improve the overall immersion and would (not only aesthetically) feel better. And I don't believe this would change the way the slider feels. This change is so minor that fixing it to give nearly identical feeling is not an issue.
    I don't see where that is coming from, I don't think this explanation is good enough to be breaking a guideline.
  2. 02:52:515 (2) - Same as above, but applies to combo counter. Same as above. Same as above, the change is really minimal to destroy this pattern's intended feeling and again, doesn't make any sense to be touching the UI as that is not UI's intention.
  3. 00:51:246 (5,1,2,3) - This part looks very confusing due to the amount of overlapping in a very small space. New players will very likely get confused by objects appearing under other objects almost instantly. I believe that due to simplicity of the flow it should be readable enough. Besides, this is still a Normal difficulty, so we are okay here. I can partially agree with the logic of this reasoning, but I still think this is way too surprising and doesn't read well regardless of the flow. Besides, the map is really clean in general and then you have sliders hidden under sliders in one place of the map. That doesn't seem to fit the theme of this map and I still don't really think this is as easy to read for players at this level as it should be. I would recommend getting more opinions on this if you insist on having it here.
  4. The biggest issue I see in this map, which is for me the biggest issue with the mapset overall, is that the kiai is way too much vocal-oriented. I don't have anything against the general idea of mapping vocals, but the inconsistency and vagueness that the vocals in this song present makes it almost unviable to be mapped for a Normal difficulty. The kiais are very complicated rhythm-wise and most of the sliders pass through sounds that would be much easier to play and follow, especially as a newbie. I think the kiais in this difficulty don't reach a quality sufficient for qualification and should be remapped to provide a clearer and easier-to-follow rhythm. Try to follow only the major vocals and combine it with instruments that are more consistent (e.g. drums, or the string instrument). I don't think that simplifying the kiais would reflect the song in any way appropriate for the style chosen, as the entire idea of this difficulty revolves around the technical rhythm and long sliders. I believe that this is reasoable enough and is playable to the point when a players of the target skill range should be able to understand the concept well enough. It may challenge players, but I believe that the challeng eis all about rhythm, rather than the actual difficulty and it's well justified by the style, feel and mood of the song. I still can't agree with this. The kiai parts offer a lot to map to, which would still allow you to map relatively a lot to vocals and you could still keep it long-slider oriented. My idea is to simplify the kiai to the point where the choice of rhythm is more consistent and doesn't stick so much to nearly insignificant vocals (not implying that all vocals are insignificant).
    Choosing to stick to ambiguous rhythms in Normal maps makes very little sense as E/N players simply need something to stick to. Even Hard players have problem with major inconsistency in rhythms, so I don't think that making a Normal map challenging by choosing ambiguous rhythms is a good way to do it.
For Hard, I think it's mostly okay, I think YellowManul just forgot a couple of jumps and that's about it. Normal basically still has the same issues as I mentioned in my mod, I elaborated my point a bit more in this response so it's a little bit clearer.

In the end, I'm unfortunately not going to rebubble this because I don't believe that Bakari's reasoning for not fixing some issues was sufficient enough and that the overall quality of Normal's kiais is far from ideal regarding the rhythm choices.

When it comes to the Code of Conduct, that seems to be resolved.

If you have any questions, reach me in PMs. Good luck!
riffy

Wafu wrote:

  1. 02:47:278 (1) - I must disagree with your explanation as it has some flaws. First of all, the argument of players being able to play it is not only irrelevant but could be used in similar situations such as offscreen object. If it's just by a bit, there's no issue gameplay-wise. But in general, the UI's intention is not to cover gameplay elements, there's literally no reason why it should. The second argument is that it wouldn't improve anything and would change the feel of the slider. It would improve the overall immersion and would (not only aesthetically) feel better. And I don't believe this would change the way the slider feels. This change is so minor that fixing it to give nearly identical feeling is not an issue.
    I don't see where that is coming from, I don't think this explanation is good enough to be breaking a guideline. I personally wouldn't say that this kind of overlaps would matter at all in terms of immersion, and as for the aesthetics, I'd probably insist on the same thing. As a matter of fact, low-end players usually ignore anything but the actual objects. Changing it would distort the initial idea, while keeping it actually still makes sense at least to me. So, I'd keep it as I believe that the suggestion is sort of forcing a change that isn't needed at all.
  2. 02:52:515 (2) - Same as above, the change is really minimal to destroy this pattern's intended feeling and again, doesn't make any sense to be touching the UI as that is not UI's intention. Same as above. As a matter of fact, the original flow and aesthetic feel so natural, I can't come up with any better way to change that without damaging the pattern. So, yes. In this case, I believe keeping the overlap to be less wrong than changing it.
  3. 00:51:246 (5,1,2,3) - I can partially agree with the logic of this reasoning, but I still think this is way too surprising and doesn't read well regardless of the flow. Besides, the map is really clean in general and then you have sliders hidden under sliders in one place of the map. That doesn't seem to fit the theme of this map and I still don't really think this is as easy to read for players at this level as it should be. I would recommend getting more opinions on this if you insist on having it here. Sounds like the most logical thing to do in this case as I am most certainly going to agree here with you as it looks food in my eyes.
  4. I still can't agree with this. The kiai parts offer a lot to map to, which would still allow you to map relatively a lot to vocals and you could still keep it long-slider oriented. My idea is to simplify the kiai to the point where the choice of rhythm is more consistent and doesn't stick so much to nearly insignificant vocals (not implying that all vocals are insignificant). Thing is, I really don't feel like the rhythm I map is unintuitive or hard to follow. In one way or another, it revolves around the same concepts and does something that makes it stand out while still being enough player-friendly due to the length of the sliders that allows players to concentrate on the music and get the idea of the song. The song itself is different from generic pop stuff and anime music that is spammed these days, so I tried to point that out in the map as well.
    Choosing to stick to ambiguous rhythms in Normal maps makes very little sense as E/N players simply need something to stick to. We are coming to the point, when it'd simply degrade to the most primitive form of 1/1 based rhythm with a few 2/1 or 1/2 gaps to throw in some variety. I see the intention, but I believe that the rhythm chosen is a lot better for this particular song. Even Hard players have problem with major inconsistency in rhythms, so I don't think that making a Normal map challenging by choosing ambiguous rhythms is a good way to do it. That's a good point, and you know why Hard players have these problems? Because they can't handle anything more complext than a generic metronome spam they see in a lot of E/N difficulties they used to play. This is something fresh and something that fits the concept of the song.
Thank you for taking your time to reply, I appreciate that.
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