forum

Alan Walker - Faded

posted
Total Posts
107
Topic Starter
HootOwlStar
This beatmap was submitted using in-game submission on Tuesday, 13 September, 2016 at 4:15:30 PM

Artist: Alan Walker
Title: Faded
Tags: single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BPM: 90
Filesize: 17547kb
Play Time: 03:27
Difficulties Available:
  1. (HOS, RyoKazuka)'s Medium (1.52 stars, 234 notes)
  2. BoatKrab's Light (1.23 stars, 154 notes)
  3. Heavy (2.1 stars, 282 notes)
  4. ReFaller's Runaway (2.69 stars, 341 notes)
Download: Alan Walker - Faded
Download: Alan Walker - Faded (no video)
Information: Scores/Beatmap Listing
---------------
check out Alan Walker and Iselin Solheim
different world // restrung ver // bg is Alex Mercer fanart
thank you to all involved and especially Arcubin for the storyboard
BoatKrab
YAY!!!

added some "sliderslide" stuff

Here :3
http://puu.sh/pdT70/26dac55cfb.rar
Vivyanne
welcome to my part of em four em

this song <3

maybe add a third diff this mapset looks so empty rn ;;

[boatkrab's ezpz]
check aimod


AR2 maybe? i guess it's fine to do so, 1 is so low man ):
same for OD
00:05:919 (1,2) - not sure if it does now but maybe you can blanket (1)'s head with (2) for looking good reasons
00:40:586 (3,4,5,6) - pattern looks a bit too mixed up, mayb try to put (3,5) and (4,6) on the same y
00:45:919 (3) - mayb curve this slider a bit like this to keep out the repetivity
00:55:918 - i understand the break after the spinner, but missing an important beat like this is just a no go and will trigger a lot of players, even the newest ones
01:13:918 (1) - why is this spinner starting so early? now it is catching two different sounds, something that kinda has to be avoided imo. instead start the spinner at 01:15:252 - so that it only catches one sound. ofc map the rest of the beats that are opened then
01:17:252 - same as be4
01:35:252 (3) - maybe give this slider a more interesting shape, yes even in easy difficulties sliderart is perfectly fine
01:37:918 (4) - NC because big change in the song?
02:07:252 (3) - having this slider a bit like this would catch the flow better that is going on in this section. in that sense it creates a better connection to 02:06:585 (2,4) -
02:17:918 (3,4,5,6) - mmmmmmmm maybe make this a perfect square
02:28:585 (3) - NC because again big change in the song?
02:51:251 (3) - because this is a p big change you're doing in the rythm maybe NC this
end

[run biatch run!]
not sure if you used DS but if you did pls check aimod okthank!
00:01:919 (3,4) - for some reason i feel like this is would be better as 1/1 sliders due to the simple rythm that's being played. also the starrating is kinda low so i think it would fit it well, same goes for the rest of the intro
00:23:252 (3,4) - would look more polished if (4) would be mirrored of (3)
00:31:919 (7) - would prefer the curve going the other way (so white point to the right) so that this connection would feel a little better
00:54:586 (1,1) - not seeing the reason for all these NCs since they don't have a 1/3 rythm or something and they all have the same rythm too aa
00:59:252 (7,8) - again it'd be more polished if it were to be the same slidershape
01:08:585 (5,6) - this looks kinda weird, maybe you should curve (5) a bit more towards (6), would have a better flow too then (creating a more logical triangle)
01:15:252 (7,8) - gonna point this out once but i don't agree with the 1/8 reaction time you give the players. for this kind of stuff you need a way more difficult map imo, new players can easily mistime this stuff. i'd advice ending sliders on blue ticks instead
01:21:252 (8) - why dont you curve this slider a bit like this so that it catches the pattern flow a little better?
01:49:918 (3,4) - would also give these the same slider shape, would be a little more logical
02:17:918 (5) - slider is not correct when looking at it from a symmetrical way aa
02:29:252 (1) - again remove NC for reason mentioned earlier. maybe add as aditional reason that the 1/8 gaps you put in don't have NCs eventho they are a more confusing rythm for newer players
02:31:919 (1,1) - same
02:51:251 (5,6) - nazi blanketing tbh
end

dude this map has some high quality stuff wow
only given minor points as there isnt a lot to complain about

cya!
Topic Starter
HootOwlStar

HighTec wrote:

welcome to my part of em four em same

this song <3 s a m e

maybe add a third diff this mapset looks so empty rn ;; ;-; mayb

[run biatch run!]
not sure if you used DS but if you did pls check aimod okthank! that twisted diff name tho D: anyway this is meant to be the hardest diff achieving H icon but since im new to this gaem i cant lo xdd i might leave the spread EN or make it to ENNH depends on how well i can find a GD maker
00:01:919 (3,4) - for some reason i feel like this is would be better as 1/1 sliders due to the simple rythm that's being played. also the starrating is kinda low so i think it would fit it well, same goes for the rest of the intro ^
00:23:252 (3,4) - would look more polished if (4) would be mirrored of (3) you dont need to worry about mirror s i hv ocd i will do that without the inform of others lo mayb its nt that visible since the slider is short but i actually did
00:31:919 (7) - would prefer the curve going the other way (so white point to the right) so that this connection would feel a little better might try the pattern out but not now tho
00:54:586 (1,1) - not seeing the reason for all these NCs since they don't have a 1/3 rythm or something and they all have the same rythm too aa it's just to separate out those 1/4s and as an info that this part would be more intense. will remove it if more ppl mentioned about this issue
00:59:252 (7,8) - again it'd be more polished if it were to be the same slidershape the pattern is intended. wanted to put in some variation and interesting stuff but idk that it will trigger you so much i imply this in a lot of parts damn i won't change tho i am quite happy w/ the pattern
01:08:585 (5,6) - this looks kinda weird, maybe you should curve (5) a bit more towards (6), would have a better flow too then (creating a more logical triangle) alright
01:15:252 (7,8) - gonna point this out once but i don't agree with the 1/8 reaction time you give the players. for this kind of stuff you need a way more difficult map imo, new players can easily mistime this stuff. i'd advice ending sliders on blue ticks instead it's actually 1/6 gap and the reason for implying harder patterns are explained at the start
01:21:252 (8) - why dont you curve this slider a bit like this so that it catches the pattern flow a little better? i did thought of it in the first instance but it turns out quite strange when i tried it b4. will consider to try to imply it tho
01:49:918 (3,4) - would also give these the same slider shape, would be a little more logical definitely wont place V-shaped sliders at the same instance in this case
02:17:918 (5) - slider is not correct when looking at it from a symmetrical way aa i thought it was
02:29:252 (1) - again remove NC for reason mentioned earlier. maybe add as aditional reason that the 1/8 gaps you put in don't have NCs eventho they are a more confusing rythm for newer players as explained above
02:31:919 (1,1) - same same
02:51:251 (5,6) - nazi blanketing tbh wtf i did
end dank memes
modded in the perspective for a normal diff confirmed

dude this map has some high quality stuff wow
only given minor points as there isnt a lot to complain about
thanks for the compliment!

cya!
appreciate your effort and good luck to both of us
updated for runaway diff.
Marmowka
MarMOD

m4m: https://osu.ppy.sh/s/466568

[General]
offset +5, +10 ~

[BoatKrab's Easy]
ar and od - 2
00:27:252 (1) - Red point on the slider must be the same white tick, example:
00:55:252 - 02:32:585 - Replace on green timing point. plz
00:57:918 (2,3) - blanket http://puu.sh/pBrgQ.jpg
02:16:585 (2,3) - ^
01:19:252 (2) - x128 y74

[Runaway]
cs - 4
hp - 4
ar - 6
od - 5
02:08:262 - add note

Nice map, fast rank ! ;)
Arcubin
smth smth

Download Here

if you use that one, you need too :

1. Remove Video
2. Remove BG
3. Add this to each Difficulty
BoatKrab
[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,98118,106905
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"SB\BK.png",320,240
M,0,203740,,417,192
F,0,203740,207027,0,1
F,0,207027,208671,1
F,2,208671,210315,1,0
//Storyboard Sound Samples

HootOwlStar
[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
2,98118,106905
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"SB\HOS.png",320,240
M,0,203740,,417,192
F,0,203740,207027,0,1
F,0,207027,208671,1
F,2,208671,210315,1,0
//Storyboard Sound Samples

Alternatively, you can change the title element with this. both is fits with the storyboard.

you can PM me for question.
Topic Starter
HootOwlStar
discussed about the storyboard. now it remains as lyrical.

no changes for @Marmowka's mod for my diff though.

+ Medium and Atlantis diff templates are added.

diff names are referred so i don't think i will change the diff name for medium.

updated.
ConsumerOfBean
some things
bold = important
Light
00:15:252 (4,1) - Looks better while blanketed
03:01:918 (3) - this could be a problem cuz it's really low on screen, i don't know for sure though
Heavy
00:54:252 (1,1,1) - don't really see the need for NC spam..
02:28:585 (1,1,1,1,2,1,1,1) - ^
02:00:585 (3,4) - same noises as 02:06:585 (4,5) - but rhythm is different? why?
02:45:251 (4,5) - i would really expect another slider like http://puu.sh/pEttE/f1754c132a.jpg considering the fact the vocals hold like they do on the other vocals with the hold sliders
03:20:585 (1) - really should be moved to the timing point instead of right before it
also, why are the holds snapped to 1/12 (and not 1/6 or 1/4)? it's so random to me lol
Atlantis
<---
00:05:252 (4,1) - blanket
00:45:697 (6) - sounds better on blue tick
00:57:474 (5) - can't hear anything that this slider is mapped to?
01:18:252 (4,5) - sounds off
01:28:919 (4,5) - ^
02:55:586 (4,5) - ^
03:06:252 (4,5) - ^
gl on rank, nice map and song :)
zeborg
[j_a's Atlantis]

snapping in 1/4
00:45:752 (6) - snap it in 1/4
02:15:030 (1) - ^
00:57:474 (5) - snap it in 1/4 and ctrl+g

snapping in 1/6
01:18:252 - consider doing it this way
01:28:919 - ^
02:55:586 - ^
03:06:252 - ^

I STRONGLY RECOMMEND YOU TO RECHECK ALL THE NOTES VERY CAREFULLY!

Enough modding for today, I'll mod rest of the diffs after an hour or so :cry:
Rirakusu

FailureAtOsu wrote:

<--- Took me about 15 minutes to figure out what stupid thing I have done. Thanks for reminding xD
00:05:252 (4,1) - blanket yep yep
00:45:697 (6) - sounds better on blue tick seems like i mistook it as 1/3. fixed.
00:57:474 (5) - can't hear anything that this slider is mapped to? hmm there is actually 1/6 sounds from 00:57:474 to 00:57:918 but since it will be repeating too many times i only map the first three. it's not an overmap.
01:18:252 (4,5) - sounds off tried 1/4 seems correct. sticks to it now.
01:28:919 (4,5) - ^
02:55:586 (4,5) - ^
03:06:252 (4,5) - ^

zeborg wrote:

[j_a's Atlantis]

snapping in 1/4
00:45:752 (6) - snap it in 1/4 Resonance with previous mod i fixed it.
02:15:030 (1) - ^ ^
00:57:474 (5) - snap it in 1/4 and ctrl+g 1/6 seems pretty much correct for me, but ctrl-g-ed

snapping in 1/6
01:18:252 - consider doing it this way
01:28:919 - ^
02:55:586 - ^
03:06:252 - ^

I tweaked them in another way in the previous mod (above), might be better.
HOS you might get raged because I used more 1/4 now ;; another ppl says that the bridge is 1/4 so not changing for the time (fixed a couple of 1/4 that should be 1/6 though).

update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 50919
DistanceSpacing: 1.8
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:j_a's Atlantis
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin jinhang_ang
BeatmapID:1011014
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2.2
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
0,0,"1920 x 1080 16036331291-812321-alex-mercer-back-cityscapes-hoodies-montreal.jpg",0,0
//Break Periods
2,98118,106018
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
586,666.666666666667,4,2,2,50,1,0
586,-133.333333333333,4,2,2,50,0,0
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76585,-95.2380952380952,4,1,2,100,0,1
97918,-95.2380952380952,4,2,2,70,0,0
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152585,666.666666666667,4,1,2,100,1,1
152585,-95.2380952380952,4,1,2,100,0,1
172585,-95.2380952380952,4,1,2,100,0,0
173918,-95.2380952380952,4,1,2,100,0,1
195251,-95.2380952380952,4,2,2,100,0,0
195586,-133.333333333333,4,2,2,100,0,0
200614,666.666666666667,4,2,2,100,1,0
201947,779.220779220779,4,2,2,100,1,0
201947,-133.333333333333,4,2,2,100,0,0
202347,800,4,2,2,100,1,0
202347,-133.333333333333,4,2,2,100,0,0
202747,833.333333333333,4,2,2,100,1,0
202747,-133.333333333333,4,2,2,100,0,0
203740,821.917808219178,4,2,2,100,1,0
203740,-133.333333333333,4,2,2,100,0,0


[Colours]
Combo1 : 191,97,85
Combo2 : 126,109,85
Combo3 : 216,163,117
Combo4 : 142,142,123

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BoatKrab
Sorry for late reply ._.
HighTec's stuff

HighTec wrote:

[boatkrab's ezpz]
check aimod

Nice catch! xD

AR2 maybe? i guess it's fine to do so, 1 is so low man ):
same for OD Yah!
00:05:919 (1,2) - not sure if it does now but maybe you can blanket (1)'s head with (2) for looking good reasons Fixed!
00:40:586 (3,4,5,6) - pattern looks a bit too mixed up, mayb try to put (3,5) and (4,6) on the same y Fixed!
00:45:919 (3) - mayb curve this slider a bit like this to keep out the repetivity No, I want it strange to fit with 00:44:586 (2) -
00:55:918 - i understand the break after the spinner, but missing an important beat like this is just a no go and will trigger a lot of players, even the newest ones huh? :O I'm not sure about this let's BN say
01:13:918 (1) - why is this spinner starting so early? now it is catching two different sounds, something that kinda has to be avoided imo. instead start the spinner at 01:15:252 - so that it only catches one sound. ofc map the rest of the beats that are opened then Changed to slider
01:17:252 - same as be4 .....
01:35:252 (3) - maybe give this slider a more interesting shape, yes even in easy difficulties sliderart is perfectly fine hm... I think sliderart in Easy difficulties is really not perfect for beginner players
01:37:918 (4) - NC because big change in the song? Fixed
02:07:252 (3) - having this slider a bit like this would catch the flow better that is going on in this section. in that sense it creates a better connection to 02:06:585 (2,4) - It's look weried for me ;^; and it's really not fit with 02:09:918 (1) -
02:17:918 (3,4,5,6) - mmmmmmmm maybe make this a perfect square That's my mistake, thanks :3
02:28:585 (3) - NC because again big change in the song? Fixed
02:51:251 (3) - because this is a p big change you're doing in the rythm maybe NC this No pls ;_;
end

Marmowka's stuff

Marmowka wrote:

MarMOD
[BoatKrab's Easy]
ar and od - 2 Fixed
00:27:252 (1) - Red point on the slider must be the same white tick, example: is it needed? ._.

00:55:252 - 02:32:585 - Replace on green timing point. plz Why..? ._. it's already perfect
00:57:918 (2,3) - blanket http://puu.sh/pBrgQ.jpg I dun want ya
02:16:585 (2,3) - ^ Fixed
01:19:252 (2) - x128 y74 No ;w;

Nice map, fast rank ! ;)

FailureAtOsu's sruff

FailureAtOsu wrote:

  1. - Light
00:15:252 (4,1) - Looks better while blanketed I don't want it ;^;
03:01:918 (3) - this could be a problem cuz it's really low on screen, i don't know for sure though Fixed

*about Arcubin SB, I don't know what I should to do. Let's HOS do this*

Thanks for all <3

Here's update: http://puu.sh/pFjdg/b545e155fd.rar
Topic Starter
HootOwlStar

FailureAtOsu wrote:

some things
bold = important
Heavy
00:54:252 (1,1,1) - don't really see the need for NC spam..
02:28:585 (1,1,1,1,2,1,1,1) - ^ fine. fixed both
02:00:585 (3,4) - same noises as 02:06:585 (4,5) - but rhythm is different? why? difficulty progression and it is really not that a difference, just that i wanted to follow the electronic music more precisely in the latter one
02:45:251 (4,5) - i would really expect another slider like http://puu.sh/pEttE/f1754c132a.jpg considering the fact the vocals hold like they do on the other vocals with the hold sliders will consider. i'll keep the current one first
03:20:585 (1) - really should be moved to the timing point instead of right before it yes it was a mistake. fixed.
also, why are the holds snapped to 1/12 (and not 1/6 or 1/4)? it's so random to me lol i don't get what you're saying though, the beat snap divisor?
gl on rank, nice map and song :)
thank you for the mod!
@zeborg thanks for modding too
@j_a idk anymore tbh lo
updated for all diffs.
Come[Back]Home
m4m~

BoatKrab's Light

00:11:252 (1) - You should move this one up, it is almost out of the screen
00:16:586 (1) - Just a small suggestion. I think this would look cooler when blanket with 00:15:252 (4) -. Easy diffs always look good with many blank imo. Same here 00:57:918 (2,3) -
00:35:252 (5) - I dont like how the curve of the slider goes against the movement of the circles before, how about you decurve it just a bit, so it wont look like it goes against the movment of the circles before. Same here 00:47:919 (4,1) -
01:24:585 (3) - This one is almost out of the screen aswell, I would move it more the left and replace the objects before so it will fit.
02:20:585 (1,2) - Why the long repeats here? It really is boring to play, and I guess to click every 2nd white tick with a slider does fit way better to the song than just following a slider which repeats 2 times.

I think it would be cool if you would have a hitsound for sliderticks, like the same you use for claps here. Would make the whole song sound more awesome when you play those long sliders.

Heavy

general

cs 4,5 seems too little for a Hard, I would use cs 4,3 in this case.

modding

00:44:586 (3) - This slider looks random. I think a normally curved slider would do better here.
01:15:252 (7,8) - Those do not fit at all. I suggest to silenece the sliderends of both so it wont feel too forced when you play the map since the hitsound the sliders do on the blue tick do not fit at all to the music. Or you could just let them end on the redtick since it will fit with the melodics. Either way, silence end or let it end sooner, currently it does not fit. Same here 01:37:252 (8) - 02:19:918 (8) - 02:52:585 (7,8) - 02:58:585 (8) - 03:13:918 (7,8) - (You should really fix it)
02:09:252 (7,1) - Yeah, it does kinda fit but I think its better for it to end here 02:09:585 -. It goes better with the vocals then, feels weird otherwise to skip it since its stronger sound there.
02:17:252 (4) - This one is touching the hp Bar, move it down a bit.
02:21:585 (2) - This one should end on the blue tick to actually fit with the vocals, the current one doesnt. Same here 02:23:918 (2) -

j_a's Atlantis

00:07:586 (4) - I would place this one here 256/204. It wont go agains the movement of 00:06:586 (2) - which is better I think.
00:14:919 (2) - I wouldnt hide the circle under the slider, the vocals are pretty loud and clear here, so a stack somehow seems wrong to me since it stops the movement. Same here 00:22:586 (2,3,4,5) -
00:45:030 (4) - This one is on nothing, it should be here 00:44:919 -
00:54:252 (1,2,3,4,5,6) - Many people will probably singeltap this yeah, but it still does not fit with the song at all. Why did you stack them? Wouldnt it fit more when they werent stacked? Why not like this? 02:31:585 (1,2,3,4,5,6) -
00:57:474 (5) - This one should repeat one more time shouldnt it? Kinda weird that it skips the melodic otherwise.
01:00:585 - Many will point this out probably, skipping a downbeat shouldnt be done here since it has a strong beat on it. The vocals arent strong or important enough to just skip the downbeat here. Same here 01:13:807 (1) - 02:37:807 (1) - 02:40:473 (1) - 02:45:807 (1) -
01:02:918 (5,1) - This does not fit aswell. I would do this, since it fits the song way better. Click Same here 01:08:252 (5,1) -
01:05:585 (5) - Why does this slider end on a downbeat? The downbeat should be clickable since there is a beat there. Same here 01:24:252 (1) - 01:26:585 (5) - 01:34:918 (2) - 02:48:585 -
01:10:918 (1) - Repeat on a downbeat which should be clickable?
01:16:585 - This downbeat should be clickable. Same here 01:37:918 - 02:20:585 - 03:04:585 - 03:09:918 - 03:15:251 -
01:18:418 (5) - This one starts on nothing and ends on a beat which does not make any sense at all. Same here 01:29:085 (5) - 02:55:751 (5) - 03:06:418 (5) -
01:31:918 (1) - To skip that mappable part for a vocal which is not even strong with a spinner seems not to be fitting here, you should just map that part aswell.
02:15:085 (1) - I really dont get what made you think that skipping such strong downbeats for vocals is a good idea.



Overall a good mapset~ Good Luck!
Rirakusu

Come[Back]Home wrote:

j_a's Atlantis

00:07:586 (4) - I would place this one here 256/204. It wont go agains the movement of 00:06:586 (2) - which is better I think. hmm ya fixed
00:14:919 (2) - I wouldnt hide the circle under the slider, the vocals are pretty loud and clear here, so a stack somehow seems wrong to me since it stops the movement. Same here 00:22:586 (2,3,4,5) - ya changed, but kept second part as it's a pattern i don't want to ruin it
00:45:030 (4) - This one is on nothing, it should be here 00:44:919 - hmm the current seems fine to me. remains.
00:54:252 (1,2,3,4,5,6) - Many people will probably singeltap this yeah, but it still does not fit with the song at all. Why did you stack them? Wouldnt it fit more when they werent stacked? Why not like this? 02:31:585 (1,2,3,4,5,6) - i was intending to create a diff spike in the second part, so I decided to map it like that. This pattern actually intends to move the cursor each two beats according to the vocal, so for me it should be fine...
00:57:474 (5) - This one should repeat one more time shouldnt it? Kinda weird that it skips the melodic otherwise. caught D: fixed
01:00:585 - Many will point this out probably, skipping a downbeat shouldnt be done here since it has a strong beat on it. The vocals arent strong or important enough to just skip the downbeat here. Same here 01:13:807 (1) - 02:37:807 (1) - 02:40:473 (1) - 02:45:807 (1) - tried another pattern that even creates resonance with some other parts in the map. seems better.
01:02:918 (5,1) - This does not fit aswell. I would do this, since it fits the song way better. Click Same here 01:08:252 (5,1) - tried sth else
01:05:585 (5) - Why does this slider end on a downbeat? The downbeat should be clickable since there is a beat there. Same here 01:24:252 (1) - 01:26:585 (5) - 01:34:918 (2) - 02:48:585 - revising the map for the 2935756385th time. this is a style of map and if i change these i have to remap, plus they actually play well, i don't think i really need to change this. plus, releasing the finger + the momentum + hitsound when slider ends can be considered as a method of signifying a beat too, and it gives more leniency than stressing for 300.
01:10:918 (1) - Repeat on a downbeat which should be clickable? ^
01:16:585 - This downbeat should be clickable. Same here 01:37:918 - 02:20:585 - 03:04:585 - 03:09:918 - 03:15:251 - ^ but to note that the 02:20:585 - is an example of what i said above. plus starting the tap and continue it with the same sound seems a better idea for me.
01:18:418 (5) - This one starts on nothing and ends on a beat which does not make any sense at all. Same here 01:29:085 (5) - 02:55:751 (5) - 03:06:418 (5) - you're the 857683489574th person to say about this. fixed although i don't really like it.
01:31:918 (1) - To skip that mappable part for a vocal which is not even strong with a spinner seems not to be fitting here, you should just map that part aswell. yep i forgot to do this when i mapped the last part.
02:15:085 (1) - I really dont get what made you think that skipping such strong downbeats for vocals is a good idea. fixed
Thanks for mod, @HOS i might change those downbeat stuff but it isn't going to be easy it's almost like a remap. lazy. plus the difficulty will spike up since the usage of circles will greatly increase. still figuring if i should do this and if i have the mood to do so confirmed no i don't have so if needed i might need a bunch of chocolates or sth similar.

Update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 76585
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 50919
DistanceSpacing: 1.8
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:j_a's Atlantis
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin jinhang_ang
BeatmapID:1011014
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:2.2
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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300,316,154807,1,0,0:0:0:0:
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256,192,203740,12,0,207027,0:0:0:0:
BoatKrab

Come[Back]Home wrote:

BoatKrab's Light

00:11:252 (1) - You should move this one up, it is almost out of the screen
00:16:586 (1) - Just a small suggestion. I think this would look cooler when blanket with 00:15:252 (4) -. Easy diffs always look good with many blank imo. Same here 00:57:918 (2,3) - I don't want ya, in case it's really change my slider to another place a lot (really big changes ;_;)
00:35:252 (5) - I dont like how the curve of the slider goes against the movement of the circles before, how about you decurve it just a bit, so it wont look like it goes against the movment of the circles before. Same here 00:47:919 (4,1) -
01:24:585 (3) - This one is almost out of the screen aswell, I would move it more the left and replace the objects before so it will fit.
02:20:585 (1,2) - Why the long repeats here? It really is boring to play, and I guess to click every 2nd white tick with a slider does fit way better to the song than just following a slider which repeats 2 times. Fixed some!

Overall a good mapset~ Good Luck!
Thanks you CBH <3

Here: http://puu.sh/pGwCr/e86688a07c.rar
Topic Starter
HootOwlStar

Come[Back]Home wrote:

m4m~

I think it would be cool if you would have a hitsound for sliderticks, like the same you use for claps here. Would make the whole song sound more awesome when you play those long sliders. yes it would be great, will take your suggestion. the hitsounding stuffs are actually in progress, i still need to try to adjust the volume for the spinners too so yah

Heavy

general

cs 4,5 seems too little for a Hard, I would use cs 4,3 in this case. it's kind of huge for me for 4.3 so kept the current one

modding

00:44:586 (3) - This slider looks random. I think a normally curved slider would do better here. i think it fits the vocal change really well and a normal curve seems meh to me like it doesnt represent and emphasize the music much
01:15:252 (7,8) - Those do not fit at all. I suggest to silenece the sliderends of both so it wont feel too forced when you play the map since the hitsound the sliders do on the blue tick do not fit at all to the music. Or you could just let them end on the redtick since it will fit with the melodics. Either way, silence end or let it end sooner, currently it does not fit. Same here 01:37:252 (8) - 02:19:918 (8) - 02:52:585 (7,8) - 02:58:585 (8) - 03:13:918 (7,8) - (You should really fix it) i don't really get why it is unfit like it works perfectly for me. will change though if more people mentioned about this issue
02:09:252 (7,1) - Yeah, it does kinda fit but I think its better for it to end here 02:09:585 -. It goes better with the vocals then, feels weird otherwise to skip it since its stronger sound there. ^
02:17:252 (4) - This one is touching the hp Bar, move it down a bit. wonder if four pixels downwards will do the trick hah
02:21:585 (2) - This one should end on the blue tick to actually fit with the vocals, the current one doesnt. Same here 02:23:918 (2) - similar as of the unfit thing

Overall a good mapset~ Good Luck!
thank you for the mod!
updated for all diffs.
ekafjr
BoatKrab's Light

00:15:252 (4,1) - uhh this cool make blanket
00:21:919 (1) - can make 1/1 reverse,up to you
00:25:919 (4) - downbeat add whistle
00:59:918 (3) - why not blanket ?

collab medium
00:15:252 (4,5) - I think this stack is not good idea. try to other pattern.
00:25:919 (4,5) - ^
ahhh lol kiai ist empty

Heavy
00:03:252 (5) - NC
00:13:252 (4,5) - bmp is low ath here no need emphasize,keep ds
00:23:919 (4,5) - keep ds
i think for NC 2/2 its better

Nice mapset
i hope my mod can helpful
Good luck :)
Topic Starter
HootOwlStar

ekafjr wrote:

collab medium
00:15:252 (4,5) - I think this stack is not good idea. try to other pattern.
00:25:919 (4,5) - ^ tried other patterns but not as good as the current one. will keep this for now
ahhh lol kiai ist empty not anymore : D

Heavy
00:03:252 (5) - NC
00:13:252 (4,5) - bmp is low ath here no need emphasize,keep ds
00:23:919 (4,5) - keep ds the current one is great already imo + i dont hv the alternative method to map so
i think for NC 2/2 its better the nc pattern is fine as it is now

Nice mapset thank you
i hope my mod can helpful
Good luck :)
thanks for the m4m
updated for all diffs with light diff only hitsound-enhanced
pishifat
tfw piano samples are delayed
'
^is just +10 for the piano parts and an edited ending slowdown bit

aimodstuff

crab
00:37:919 (1,2) - minor spacing mistake zzz
00:52:586 (1) - 02:29:252 (1) - might wanna make rhythm choice for this stuff the same. like one spinner ends on the kiai and the other ends before the kiai, but both doing the smae thing would make more senszzszs

med
03:23:740 (1) - do something about volume
ending on nothing with loud sound is what
other diffs too apparently

heavy
wish you'd use lower volume on the tails of your extended sliders
nothing really matters beside that lol

ja
rhythm choice with sliders is kind of gross everywhere:(
you're prioritizing a lot of offbeat sounds when the song is putting like 300x more emphasis on onbeats and i can't tell how intentional anything is because you're not consistent about whether you map onbeats or offbeats:(
stuff like 00:55:918 (2,3) - is a lot less weird when you're clicking 3's tail, since the song and hitsounding are both emphasizing it
01:19:918 (2,3,4) - is great at doing that
01:00:474 (1) - is a similar thing where there may be something important on that 1/6 tick, but prioritizing it over the measure's downbeat is musically gross. being 2 circles is lessgross (even if it doesnt show that you want to bring out the vocalz)
conceptually that stuff is the same as your 1/1 sliders in the intro ending on downbeats like 00:02:586 (4) - 00:05:252 (4) - where you're essentially emphasizing nothing since the head of the slider adn the object following it are both less important than the tail
00:07:919 (5,1) - is essentially the same thing with more appropriate rhythm
00:21:252 (4,1) - is actually cool since there's somethign worth emphasizing after the downbeat (the vocal introduction) so like that one's cool
only thing unrelated to those rhythm complaints is:
00:44:586 (3,4,5,6,1) - indicating what objects are what snapping through spacing is kind of essential. like using the same spacing for both 1/3 and 1/4 back to back is as unintuitive as things can get

xzxzxzxzxzxzxz
Stjpa
why only medium diff u pleb :(
and whoa this sb is so intense that my computer starts lagging dude

probably dont need to mention that u gotta check aimod and silence the extended sliders because of pishi huh

[BoatKrab's Light]
00:11:252 (1) - Not really a big thing but the end of the slider touches the keyhit thingy when using 4:3 resolution. It just needs to be a bit more to the left. Same goes for 03:07:251 (3). :v
02:28:585 (1) - NC on purpose? If It's because of the 1/4 sounds here, it doesn't really make a difference if you NC this or not, so better remove it for consistency.

[Medium]
AR is lower than everything else you wot m8.

what am i supposed to mod here ;_;
Topic Starter
HootOwlStar

Stjpa wrote:

what am i supposed to mod here ;_;
quality 0/10 mapset

anyway fixed timing, silence in extended sliders, hitsounds, aimodstuff and ar. thanks a lot

removed atlantis diff after discussions w/ @j_a. that's my idea of removing it since it'll take too much time to fix stuffs

so gd needed again. or the diff spread just be as of current one. cxfdjyyiy
BoatKrab
ekafjr's Stuff

ekafjr wrote:

BoatKrab's Light

00:15:252 (4,1) - uhh this cool make blanket Cool? why??? .w.
00:21:919 (1) - can make 1/1 reverse,up to you If I do this, the other pattern would be change too ;w;
00:25:919 (4) - downbeat add whistle I just add by follow the music
00:59:918 (3) - why not blanket ? Like CBH's mod ;w;

Good luck :)
Thanks you <3

pishifat's Stuff

pishifat wrote:

crab crap // runs
00:37:919 (1,2) - minor spacing mistake zzz zzz
00:52:586 (1) - 02:29:252 (1) - might wanna make rhythm choice for this stuff the same. like one spinner ends on the kiai and the other ends before the kiai, but both doing the smae thing would make more senszzszs I'm not sure what do you means LOL

xzxzxzxzxzxzxz xzxzxzxzxzxzxz
Thanks youuu >3

Stjpa's Stuff

Stjpa wrote:

[BoatKrab's Light]
00:11:252 (1) - Not really a big thing but the end of the slider touches the keyhit thingy when using 4:3 resolution. It just needs to be a bit more to the left. Same goes for 03:07:251 (3). :v oki ~
02:28:585 (1) - NC on purpose? If It's because of the 1/4 sounds here, it doesn't really make a difference if you NC this or not, so better remove it for consistency.

HighTec wrote:

01:37:918 (4) - NC because big change in the song?
Cool! what I should to do? ._.

what am i supposed to mod here ;_;
Thanks a lot <3

Here: http://puu.sh/q9bLw/3d5bf7d834.rar
BOUYAAA
hi

apparently bg image is too big and other aimod things
you made a nice sb showing the lyrics of the song but it kinda seems like you're half ashamed of it lol. It's barely noticeable now, idk i'd make it a little bit bigger or place it somewhere less discreet

about hitsounds really quick : the intro is overall really quiet but your sliderticks stand out on several seemingly random occasions like on collab for example 00:17:262 - 00:27:929 - 00:30:596 - feels kinda inconsistent, i'd suggest you reduce volume a little bit on those so that their intensity matches your soft hitnormal or w/e

lets be real there are no real issues with the diffs, most of these are suggestions :

Boat krab :

00:27:262 (1) - having the kink on the white tick would probably feel better when playing cuz the slider would kick back when there is a note in the music rather than a few ms later

01:13:918 (3) - on the last few occurences you map that as 2/1 slider + circle and now you don't which is rather awkward since there is stuff happening on this beat 01:15:252 - so some note action would definately fit imo

02:53:918 (1) - this slider feels a little bit out of place when compared to the curvature of 02:51:251 (3) - http://puu.sh/q9g6w/adbbf4ec35.jpgidk


Collab :

00:37:252 - missing this beat when you're consistently mapping it before just to prioritize vocals here makes it feel out of place for me

01:53:918 - very subjective but song gets more intense while the map's density goes down, i kinda expected the opposite


Extra :


02:21:585 (2) - on those sliders, don't you think it'd be better to end the slider on the 1/4 to map the vocals?

I guess that's it? Mapset is solid to me

good luck!
ReFaller
GD income. I'm using custom 4 to not using some of hitsounds, there is a pack of my set (i choosen best of them to use): http://puu.sh/qbAbh/f45b755c8b.rar
I have set 1000 audio lead-in
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1000
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 596,11262,32586,43252,55252,75252,76585,97918,119252,129918,140585,145918,152585,172585,173918,195251,207073
DistanceSpacing: 0.9
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:ReFaded
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin jinhang_ang RyoKazuka
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
0,0,"1920 x 1080 16036331291-812321-alex-mercer-back-cityscapes-hoodies-montreal.jpg",0,0
//Break Periods
2,32786,42502
2,119452,129168
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Topic Starter
HootOwlStar
gonna fix from @BOUYAAA's mod soon enough.

anyway new diff added. the only diff that the diff creator himself do the hitsounds btw.
ReFaller
Remind, set 1000 audio lead-in to all diff except mine, because i have it.

You probably didn't notice it, because i typed on box with my diff XD
RyoKazuka


didnt fix the thing mentioned by bouya because i feel like the rhythm should be that way
the back synth also plays in that kind of rhythm

you get the idea but mostly its because the mapper feels like it should be that way

Topic Starter
HootOwlStar
zxzxzxzxzx

tags fixed, tried to fixed the two sugestions on my parts, and I might delete the slidertick, since it's just that the default skin provide this nice hitsound that could be used in this mapset. will fix bg resolution once it is resized (though idk why it is a problem I thought it's the best resolution from 16:9 sizes, but still)

@ReFaller what I heard from people is that the audio lead-in is just another unnecessary thing. the current osu system will automatically leave time for players to catch the notes in time. + I'm afraid that the diff name is actually unrankable since there is history of similar cases

and @BoatKrab you gave me a map with unfixed timings oh my god I'm afraid you sent me an older map or something. update to the latest version (advised to redownload the whole mapset instead) apply latest mods and send the map to me again, I'll fix the timings afterwards, just in case there is a bug that caused the problem to occur.

@Arcubin it isn't a problem but check @BOUYAAA's mod. and also adjust the storyboard time frames before 00:32:586 - since the offset is +10 now

also @BOUYAAA I forgot to say thank you for the m4m. yah

updated.
ReFaller

HootOwlStar wrote:

@ReFaller I'm afraid that the diff name is actually unrankable since there is history of similar cases
Remind if you forgot, you may change diff name to ReFaller XD
BoatKrab

BOUYAAA wrote:

hi Hai
Boat krab :

00:27:262 (1) - having the kink on the white tick would probably feel better when playing cuz the slider would kick back when there is a note in the music rather than a few ms later This would be better but I really want to make it awry and no not equal ;-;

01:13:918 (3) - on the last few occurences you map that as 2/1 slider + circle and now you don't which is rather awkward since there is stuff happening on this beat 01:15:252 - so some note action would definately fit imo

02:53:918 (1) - this slider feels a little bit out of place when compared to the curvature of 02:51:251 (3) - http://puu.sh/q9g6w/adbbf4ec35.jpgidk

good luck!
Thanks <3
Sorry for late reply ;w;

Here: http://puu.sh/qiEoJ/bad6072808.rar
Topic Starter
HootOwlStar
first post of the page. hype

bg resolution fixed. still lots of stuff to fix though, especially diff names and sb.

anyway mapset updated
Xinying
hi C: , m4m from my queue~

ok let's just get into it

General

  1. Before you apply the mods, take note these are all my opinions that I strongly recommend you to fix. However it is based solely on my own personal mapping style, and if you disagree with me, it will be fine C:
  2. This map is very well-done, just a few more touch-ups and I think it's good to go. Soon™, this is the best I can pick out from all 4 difficulties. I hope it is of help.

Heavy

  1. 00:20:596 (6,7) - I feel that this gap is too large. Perhaps something like this would be better.
  2. 02:29:252 (1,1) - - Remove the NC here, it is not necessary.
  3. 03:23:740 (5) - Maybe NC this note? It is the final note of the song, and the BPM also decreases to the lowest at this point. I think it ffits.

ReFaller

  1. 00:08:596 (1) - NC this?
  2. 01:10:585 (4) - Shorten this slider to the previous 1/6, and add a circle to the 1/4 bar? There is a 1/6 snap note there and I think it is better to map it for consistency.
  3. 01:13:252 (6) - Try this rhythm?
  4. 01:28:918 (4) - Try this pattern instead? I mean those 1/6 are so distinct in my ears that I can't ignore them.
  5. 01:31:918 (4) - Same as the one I stated above. Shorten this slider to the previous 1/6, and add a circle to the 1/4 bar? There is a 1/6 snap note there and I think it is better to map it for consistency.
  6. 01:44:252 (4) - Make the distance snap of this note the same from 01:43:918 (3) and 01:44:585 (1) , something like this. I think it will flow better.
  7. 02:40:140 - add a 1/6 note to the note here 02:40:251 (5) ?

Take a star from me, this is beautiful C: , but I kinda wish the first and last part is hitsounded with piano Cx
ReFaller

Chocox wrote:

hi C: , m4m from my queue~

ok let's just get into it

ReFaller

  1. 00:08:596 (1) - NC this? ok, even if it looks bad
  2. 01:10:585 (4) - Shorten this slider to the previous 1/6, and add a circle to the 1/4 bar? There is a 1/6 snap note there and I think it is better to map it for consistency. yyy ahwt? all these sliders are same lenght in this combo and going to keep it
  3. 01:13:252 (6) - Try this rhythm? follow for vocal
  4. 01:28:918 (4) - Try this pattern instead? I mean those 1/6 are so distinct in my ears that I can't ignore them. this is copy/pasted section, no change
  5. 01:31:918 (4) - Same as the one I stated above. Shorten this slider to the previous 1/6, and add a circle to the 1/4 bar? There is a 1/6 snap note there and I think it is better to map it for consistency. copy/pasted section, no change
  6. 01:44:252 (4) - Make the distance snap of this note the same from 01:43:918 (3) and 01:44:585 (1) , something like this. I think it will flow better. OMG destroyed pattern? NC can have new distance for diffs harder than Normal
  7. 02:40:140 - add a 1/6 note to the note here 02:40:251 (5) ? this is copy/pasted section, no change
Thx for your try.

little update
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 596,11262,32586,43252,55252,75252,76585,97918,119252,129918,140585,145918,152585,172585,173918,195251,207073
DistanceSpacing: 0.9
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:ReFaller
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1036230
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
0,0,"bg.jpg",0,0
//Break Periods
2,32786,42502
2,119452,129168
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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62,266,137585,1,0,0:0:0:0:
124,315,137807,1,0,0:0:0:0:
124,315,137918,6,0,L|214:327,1,89.9999972534181,8|0,0:0|0:0,0:0:0:0:
296,244,138585,2,0,L|206:232,1,89.9999972534181
140,135,139252,2,0,L|319:158,2,179.999994506836,8|2|8,0:0|0:0|0:0,0:0:0:0:
140,135,140918,6,0,P|124:190|135:254,2,119.999996337891,0|8|0,0:0|0:0|0:0,0:0:0:0:
225,34,141918,1,10,0:0:0:0:
278,154,142252,1,0,0:0:0:0:
370,60,142585,2,0,P|411:57|446:72,1,79.9999975585938,10|0,0:0|0:0,0:0:0:0:
470,108,142918,2,0,L|475:192,1,79.9999975585938,8|0,0:0|0:0,0:0:0:0:
474,187,143252,5,10,0:0:0:0:
459,318,143585,1,0,0:0:0:0:
356,235,143918,1,8,0:0:0:0:
275,339,144252,1,0,0:0:0:0:
157,279,144585,2,0,L|37:296,1,119.999996337891,10|0,0:0|0:0,0:0:0:0:
170,197,145252,2,0,L|290:180,1,119.999996337891,10|0,0:0|0:0,0:0:0:0:
256,192,145918,12,10,148585,0:0:0:0:
256,192,148696,12,0,151252,0:0:0:0:
349,142,151585,6,0,L|377:72,1,75.0000028610231,0|0,1:0|1:0,0:0:0:0:
205,99,151919,2,0,L|136:72,1,75.0000028610231,10|10,1:3|1:3,0:0:0:0:
162,243,152252,2,0,L|135:312,1,75.0000028610231,8|8,1:3|1:3,0:0:0:0:
306,286,152585,6,0,P|369:294|436:327,1,125,4|2,1:0|0:0,0:0:0:0:
306,361,153251,2,0,P|261:365|220:357,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
189,334,153585,2,0,P|148:328|106:332,1,83.3333333333333,2|0,0:0|0:0,0:0:0:0:
66,342,153918,2,0,L|40:214,1,125,0|2,1:0|0:0,0:0:0:0:
112,117,154585,2,0,L|128:199,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
128,199,154918,1,2,0:0:0:0:
202,238,155140,1,2,0:0:0:0:
202,238,155251,6,0,P|261:254|319:226,1,125,0|2,1:0|0:0,0:0:0:0:
412,148,155918,2,0,P|352:133|295:160,2,125,8|2|0,1:0|0:0|1:0,0:0:0:0:
317,228,156918,1,2,0:0:0:0:
436,266,157251,1,8,1:0:0:0:
322,319,157585,2,0,P|282:310|240:305,1,83.3333333333333,2|2,0:0|0:0,0:0:0:0:
239,304,157918,6,0,L|114:303,1,125,0|2,1:0|0:0,0:0:0:0:
8,181,158585,2,0,L|133:182,1,125,8|2,1:0|0:0,0:0:0:0:
253,150,159251,2,0,P|282:97|257:35,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
132,182,160251,1,2,0:0:0:0:
51,162,160473,1,2,0:0:0:0:
51,162,160585,6,0,P|24:215|39:280,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
165,112,161585,1,2,0:0:0:0:
271,178,161918,2,0,L|396:171,1,125,0|2,1:0|0:0,0:0:0:0:
456,62,162585,2,0,L|331:69,1,125,8|2,1:0|0:0,0:0:0:0:
147,32,163251,6,0,P|157:95|142:154,1,125,0|2,1:0|0:0,0:0:0:0:
30,210,163918,2,0,P|20:149|35:88,1,125,8|2,1:0|0:0,0:0:0:0:
147,32,164585,2,0,L|236:43,1,83.3333333333333,0|0,1:0|0:0,0:0:0:0:
229,42,164918,2,0,P|231:105|256:161,2,125,2|8|2,0:0|1:0|0:0,0:0:0:0:
310,61,165807,1,2,0:0:0:0:
310,61,165918,6,0,L|441:50,1,125,0|2,1:0|0:0,0:0:0:0:
255,160,166585,2,0,L|130:171,1,125,8|2,1:0|0:0,0:0:0:0:
324,254,167251,2,0,L|455:247,1,125,0|2,1:0|0:0,0:0:0:0:
254,143,167918,2,0,L|129:154,1,125,8|2,1:0|0:0,0:0:0:0:
200,257,168585,5,0,1:0:0:0:
42,358,168918,1,2,0:0:0:0:
34,172,169251,1,8,1:0:0:0:
42,358,169584,1,2,0:0:0:0:
200,257,169918,2,0,P|263:253|313:285,1,125,0|2,1:0|0:0,0:0:0:0:
455,245,170585,2,0,P|393:250|341:217,1,125,8|2,1:0|0:0,0:0:0:0:
316,138,171140,1,0,0:0:0:0:
316,138,171251,6,0,L|305:14,1,125,0|2,1:0|0:0,0:0:0:0:
196,246,171918,2,0,L|207:370,1,125,8|2,1:0|0:0,0:0:0:0:
28,211,172585,5,2,0:1:0:0:
484,173,173251,1,2,0:1:0:0:
206,286,173918,6,0,P|143:294|76:327,1,125,4|2,1:0|0:0,0:0:0:0:
206,361,174584,2,0,P|251:365|292:357,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
323,334,174918,2,0,P|364:328|406:332,1,83.3333333333333,2|0,0:0|0:0,0:0:0:0:
446,342,175251,2,0,L|472:214,1,125,0|2,1:0|0:0,0:0:0:0:
400,117,175918,2,0,L|384:199,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
384,199,176251,1,2,0:0:0:0:
310,238,176473,1,2,0:0:0:0:
310,238,176584,6,0,P|251:254|193:226,1,125,0|2,1:0|0:0,0:0:0:0:
100,148,177251,2,0,P|160:133|217:160,2,125,8|2|0,1:0|0:0|1:0,0:0:0:0:
195,228,178251,1,2,0:0:0:0:
76,266,178584,1,8,1:0:0:0:
190,319,178918,2,0,P|230:310|272:305,1,83.3333333333333,2|2,0:0|0:0,0:0:0:0:
272,304,179251,6,0,L|397:303,1,125,0|2,1:0|0:0,0:0:0:0:
504,181,179918,2,0,L|379:182,1,125,8|2,1:0|0:0,0:0:0:0:
259,150,180584,2,0,P|230:97|255:35,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
380,182,181584,1,2,0:0:0:0:
461,162,181806,1,2,0:0:0:0:
461,162,181918,6,0,P|488:215|473:280,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
347,112,182918,1,2,0:0:0:0:
241,178,183251,2,0,L|116:171,1,125,0|2,1:0|0:0,0:0:0:0:
56,62,183918,2,0,L|181:69,1,125,8|2,1:0|0:0,0:0:0:0:
365,32,184584,6,0,P|355:95|370:154,1,125,0|2,1:0|0:0,0:0:0:0:
481,210,185251,2,0,P|491:149|477:88,1,125,8|2,1:0|0:0,0:0:0:0:
365,32,185918,2,0,L|276:43,1,83.3333333333333,0|0,1:0|0:0,0:0:0:0:
282,42,186251,2,0,P|280:105|255:161,2,125,2|8|2,0:0|1:0|0:0,0:0:0:0:
162,79,187251,6,0,L|31:68,1,125,0|2,1:0|0:0,0:0:0:0:
255,160,187918,2,0,L|379:171,1,125,8|2,1:0|0:0,0:0:0:0:
188,254,188584,2,0,L|56:247,1,125,0|2,1:0|0:0,0:0:0:0:
258,143,189251,2,0,L|382:154,1,125,8|2,1:0|0:0,0:0:0:0:
431,318,189918,5,0,1:0:0:0:
310,286,190251,1,2,0:0:0:0:
188,254,190585,1,8,1:0:0:0:
67,221,190918,1,2,0:0:0:0:
157,136,191251,2,0,P|220:132|270:164,1,125,0|2,1:0|0:0,0:0:0:0:
412,124,191918,2,0,P|350:129|298:96,1,125,8|2,1:0|0:0,0:0:0:0:
256,25,192473,1,0,0:0:0:0:
256,25,192585,6,0,L|131:15,1,125,0|2,1:0|0:0,0:0:0:0:
298,96,193251,2,0,L|423:106,1,125,8|2,1:0|0:0,0:0:0:0:
245,158,193918,2,0,L|120:147,1,125,0|2,1:0|0:0,0:0:0:0:
287,229,194585,2,0,L|412:239,1,125,8|2,1:0|0:0,0:0:0:0:
256,48,195251,5,4,0:0:0:0:
256,48,195929,2,0,P|218:43|176:52,1,80,2|0,0:0|0:0,0:0:0:0:
141,131,196595,2,0,P|179:136|221:127,1,80,2|0,0:0|0:0,0:0:0:0:
307,120,197262,2,0,L|325:200,1,80,2|0,0:0|0:0,0:0:0:0:
410,266,197928,6,0,L|419:99,2,160,2|2|2,0:0|0:0|0:0,0:0:0:0:
362,339,199594,1,0,0:0:0:0:
281,302,199928,2,0,P|241:296|203:305,1,80,2|0,0:0|0:0,0:0:0:0:
103,351,200594,6,0,P|30:314|21:204,2,200,2|2|2,0:0|0:0|0:0,0:0:0:0:
191,332,202320,1,0,0:0:0:0:
256,280,202712,2,0,L|356:280,1,100,2|0,0:0|0:0,0:0:0:0:
356,280,203740,5,2,0:0:0:0:
256,192,203878,12,0,207073,0:0:0:0:
this guy is awarded to Pattern Destroyer title
Topic Starter
HootOwlStar

Chocox wrote:

hi C: , m4m from my queue~ yah im gonna get into your map soon enough

ok let's just get into it

General

  1. Before you apply the mods, take note these are all my opinions that I strongly recommend you to fix. However it is based solely on my own personal mapping style, and if you disagree with me, it will be fine C: yep noted
  2. This map is very well-done, just a few more touch-ups and I think it's good to go. Soon™, this is the best I can pick out from all 4 difficulties. I hope it is of help. appreciate your efforts in modding this OvO

Heavy

  1. 00:20:596 (6,7) - I feel that this gap is too large. Perhaps something like this would be better. did something else
  2. 02:29:252 (1,1) - - Remove the NC here, it is not necessary. wanted to indicate the jumps. will leave this first though
  3. 03:23:740 (5) - Maybe NC this note? It is the final note of the song, and the BPM also decreases to the lowest at this point. I think it ffits. yep yep.

Take a star from me, this is beautiful C: , but I kinda wish the first and last part is hitsounded with piano Cx hahah thanks for the compliment. about piano hitsounds though, the problems are that it is a really troublesome process to do so, and it will cause inconvenience since people rarely click on the exact moment and off-beats are annoying
Thanks for the mod! And the mapset is updated.
Beomsan
m4m from my queue!
I'm so happy If you can understand my english. :<
my english sucks

[General]

  • AIBat
  1. Folder Size This folder's size is 19.5 MB, which is greater than the allowed size of 10.0 MB without video.
  2. There is only 596 ms of audio lead-in, which is less than the minimum of 2000 ms.
  3. Unsnapped or duplicate inherited (green) sections at: 03:16:029 - snap to 03:16:095 (Heavy diff)
[BoatKrab's Light]
  1. 00:47:252 - I think here is clearly clickable. If you agree with me, let's try remove reverse and add a note!
  2. 00:56:585 (1) - ~ 01:37:918 (1) - It seems very difficult for me to talk about these things. but I'll try! first, explore compared with the previous rhythm. rhythm of kiai is a little lacking compared to the previous. for example. 00:24:596 (3,4,5) - 00:32:586 (1,2,3,4) - 00:40:586 (3,4,5,6) - 00:21:929 (1,2,3,4,5) - I picked a relatively strong part in my opinion. I think that you understand to some extent already. try 00:32:586 (1,2,3,4,5,6) - here and 00:56:585 (1,2,3) - here for comparison. You have ignored 00:58:585 - this place. (I mean here is have a crap sound.) but previously you didn't do that. here is KIAI part. This place is equal to or need a richer rhythm. I thought so. 01:08:585 (3) - 01:24:585 (3) - 01:29:918 (3) - 01:35:252 (3) - try to fix it!

    good stuff!
[Collab Medium]
  1. 00:11:262 (1) - I want to suggest my high recommend. I think here is a turning point. so I think 00:09:262 (4) - 00:11:262 (1) - this same shape slider is not fit at all. If you make another shape slider, I think this is really going to get better.
  2. 00:42:252 - 00:42:586 - 00:42:919 - representation of this place is so pity(??? sorry Idk the word of english). I heard the vocal at here, and I felt the emptiness. high recommend http://osu.ppy.sh/ss/5790150 it
  3. 00:54:252 (1) - 00:47:586 (4) - same as above
  4. 00:55:252 (1) - ~ 01:15:252 (3) - Try 00:57:252 - 01:07:918 - here and 01:18:585 - 01:29:252 - here for comparison. I think the latter is better. 00:57:252 - crap sound is clickable since there is have strong sounds in my opinion.
  5. 02:25:585 - add a note for consistency with 02:22:918 (3) - here and 02:28:252 (3) - here

    I love this diff.
[Heavy]
It should be fix the diffname I guess1
  1. 00:21:929 (1) - 1.7x distance for emphasize? 00:32:586 (1) - I think it should be emphasized too. (I believe that you know what I mean)
  2. 00:43:252 (1) - same as above
  3. 01:32:252 (8) - I felt awkward at here. probably ? 01:30:918 (6) - because of it. I recommend 01:32:252 (8) - stack to 01:32:585 (1) -
  4. 02:14:585 (8) - o wat
  5. 02:17:252 (4) - is there a reason to widen distance?

    perfectly perfect
[ReFaller]
It should be fix the diffname I guess2
  1. 00:02:929 (8,1) - 00:04:262 (4,1) - um... I think narrowing would be unbecoming thing. If I made it, I'd rather try to enlarge.
  2. 00:37:919 - Any other difficulty is no have the break time at here.
  3. 02:40:140 - add a note
  4. 03:01:473 - ^

    Not much to say. really cool
that's all from me.
I did my best. =w=
gl with this!
RyoKazuka


@beomsan your statement was p good but most of the time when im mapping, I aim at creativity and various usage of rhythmic sliders and circles
although maybe some 1/2 repeat sliders doesnt suit you, but the function of the 1/2 repeat slider is almost similar to a 1/1 slider only with a beat at the middle
thats why some claps are on the slider end, same as some sliders like these 01:13:918 (1) -

and i wont be putting a note there not because i want it to be consistent but if you listen to the song carefully, i put a note between those 1/1 sliders because theres a snare

thanks for modding

ReFaller

Beomsan wrote:

m4m from my queue!
I'm so happy If you can understand my english. :<
my english sucks

[ReFaller]
It should be fix the diffname I guess2 my nickname lmao :)
  1. 00:02:929 (8,1) - 00:04:262 (4,1) - um... I think narrowing would be unbecoming thing. If I made it, I'd rather try to enlarge. what is narrowing?
  2. 00:37:919 - Any other difficulty is no have the break time at here. is suiting with music
  3. 02:40:140 - add a note copy/pasted part, rhythms are the same in both kiais, you noticed that in second, so it's a reason for no changing
  4. 03:01:473 - ^ don't need to check it

    Not much to say. really cool
Do you enjoy that Lesjuh mapping? XD
CodeS


M4M From my Q!
Sorry it took so long, been busy with work u.u

Anyway, this map looks very clean, so I will probably just mod minor things or stuff that I believe could be improved!





-Are you sure you can just name one diff as the mapper? I remember reading about it somewhere about this, but I'm not sure
-add "Album" on tags? could work as faded is not only the name of the song, but also the album.
-add "Level Two Music" to the tags? Not that important, but is the label



00:05:929 (1,2) - This pattern could improve by doing this with 00:04:596 (4) - :


How improve? because this would make you move this 00:08:596 (3,4) - a bit higher in the grid and move 00:11:262 (1) - to NOT be out of grid, which is something you should avoid 100% on a Easy.

00:11:262 (1) - Even if you don't do what I said before, move this out of grid, no reason to put this in such an unnatural place in an easy where the player is just learning to move.

00:15:262 (4,1) - Blanket this?

00:45:919 (3) - CTR G

00:57:918 (2,3) - Blanket this and re arrange 01:00:585 (1,2) -

01:13:918 (1) - For what reason you have this slider body so out of grid when you have SO MUCH SPACE highe rup in the grid?

01:31:918 (4) - o,o

01:37:918 (1) - Remove New Combo, no reason for this to have one.

01:49:918 (2,3) - Fix the blanket by moving the second point of 01:51:252 (3) - to x: 248 y:320 and the third to x:152 y:292

02:35:251 (3) - Curve this slider, not only it looks lazy, but also weird to play because of the big "GO DOWN" flow but suddenly go up, make it curve so the flow follows to 02:37:251 (4) - better


Nice diff, I stopped quoting severe out of grid things because the first few examples are enough, I just don't get the appeal to put things in such a way when you have the entire playfield to put things. other than that, is actually a very fun diff to play.





00:03:262 (3,4) - Sorry to say this, but this reverse slider is in a very shitty position to be, try to put it in a not so "out of grid" place where the player doesn't have to do such an annoying movement to play (especially with the flow you're using here)

00:13:929 (4) - Dude, this is SO out of grid, that it touches the ingame overlay :

And this is WITH FULLSCREEN, move it, this is entering onto unrankeable issues

00:33:919 (2) - Gonna stop here with the out of grid, I believe these things are not ok, mostly because I always try to imagine how the player is gonna do the movement with the mouse, the grip, or the tablet position, and in most cases, extreme out of grid things like this, which can be avoided (even more in not so fast / dense diff like this) are really "unnatural" to play

00:42:252 (5) - This feel dull to play as you're coming from an already big slider, try 1/2 slider and a note here 00:42:919 -


01:04:252 (2) - I know you're doing this to make it look symmetric , but frankly, this plays weird because you're ignoring 01:04:585 - , I would just do a 1/2 slider here 01:04:252 - and 01:04:918 - note here. Like this:


OR, you could try making the same, this 01:04:252 - a 1/2 slider and a reverse arrow here 01:04:918 - (this one in my opinion fits the best as it follows the voice with the reverse) like:



01:53:918 (1,2) - In my opinion, you should keep the 1/2 slider spam here, why? because this is where the bgm starts getting louder, even more compared to 01:51:252 (1,2,3) - , but you somehow ignored this "vol up" with just 2 big sliders, feels kinda dull.

02:25:585 - Note here, so you keep it similar to 02:22:918 - and 02:28:252 (3) -

02:37:918 (1) - Same as what I said before


Very clean diff,good job!

Gonna stop here as ReFaller style is WAY TOO DIFFERENT to what I mod / usually play / feel like music should be mapped, not that the map is bad, from a testplay point of view, it was ok, but my mod would feel like -reshape every slider- and stuff like that that wouldn't respect the mapper view of things.

Well that was it!
Topic Starter
HootOwlStar

Beomsan wrote:

m4m from my queue!
I'm so happy If you can understand my english. :<
my english sucks

[General]

  • AIBat
  1. Folder Size This folder's size is 19.5 MB, which is greater than the allowed size of 10.0 MB without video. I did include the video though
  2. There is only 596 ms of audio lead-in, which is less than the minimum of 2000 ms. fine then, added 1500 audio lead in
  3. Unsnapped or duplicate inherited (green) sections at: 03:16:029 - snap to 03:16:095 (Heavy diff) fixed
[Collab Medium]
  1. 00:11:262 (1) - I want to suggest my high recommend. I think here is a turning point. so I think 00:09:262 (4) - 00:11:262 (1) - this same shape slider is not fit at all. If you make another shape slider, I think this is really going to get better. good point, changed the second slider into a curve slider instead
  2. 00:42:252 - 00:42:586 - 00:42:919 - representation of this place is so pity(??? sorry Idk the word of english). I heard the vocal at here, and I felt the emptiness. high recommend http://osu.ppy.sh/ss/5790150 it I can only think of the word "unsuitable" lolz. did some changes
  3. 00:54:252 (1) - 00:47:586 (4) - same as above yep yep

    I love this diff. yes
[Heavy]
It should be fix the diffname I guess1
  1. 00:21:929 (1) - 1.7x distance for emphasize? 00:32:586 (1) - I think it should be emphasized too. (I believe that you know what I mean) yes I know what you meant. fixed for the former one. for the latter, the sv change has already work as an emphasis so yeah
  2. 00:43:252 (1) - same as above I think it plays quite fine here + I don't want to increase the intensity here
  3. 01:32:252 (8) - I felt awkward at here. probably ? 01:30:918 (6) - because of it. I recommend 01:32:252 (8) - stack to 01:32:585 (1) - tried stuffs but still think the current one is better
  4. 02:14:585 (8) - o wat wh
  5. 02:17:252 (4) - is there a reason to widen distance? emphasize vocals as in 02:13:918 (7,8) -

    perfectly perfect thanks!
that's all from me.
I did my best. =w=
gl with this!
Tons of thank you for the mod! It is really helpful.

Katyusha wrote:



M4M From my Q!
Sorry it took so long, been busy with work u.u

Anyway, this map looks very clean, so I will probably just mod minor things or stuff that I believe could be improved!





-Are you sure you can just name one diff as the mapper? I remember reading about it somewhere about this, but I'm not sure not sure, it's been years since the last time I'd seen examples being rejected. will leave it first until someone confirmed the issue
-add "Album" on tags? could work as faded is not only the name of the song, but also the album. not a necessary thing. it just was released as a single
-add "Level Two Music" to the tags? Not that important, but is the label his music has neither copyright and labels, as far as I know





00:03:262 (3,4) - Sorry to say this, but this reverse slider is in a very shitty position to be, try to put it in a not so "out of grid" place where the player doesn't have to do such an annoying movement to play (especially with the flow you're using here) sadly I dont agree with this. the flow is fine to me and the placement doesnt actually goo out of grid during gameplay

00:13:929 (4) - Dude, this is SO out of grid, that it touches the ingame overlay :

And this is WITH FULLSCREEN, move it, this is entering onto unrankeable issues fine. tried to lift the parts up a little

00:33:919 (2) - Gonna stop here with the out of grid, I believe these things are not ok, mostly because I always try to imagine how the player is gonna do the movement with the mouse, the grip, or the tablet position, and in most cases, extreme out of grid things like this, which can be avoided (even more in not so fast / dense diff like this) are really "unnatural" to play imo it wont affect much since motion wont be affected in off grids, you still move your cursor up and down. left and right. and making these proclaimed off grids will not make a player to be like forcefully drag down the cursor like it's 100kg heavy load or something

00:42:252 (5) - This feel dull to play as you're coming from an already big slider, try 1/2 slider and a note here 00:42:919 - did some changes onto the previous notes so it shouldd play fine now

02:37:918 (1) - Same as what I said before Same as what I said before


Very clean diff,good job! yh

Gonna stop here as ReFaller style is WAY TOO DIFFERENT to what I mod / usually play / feel like music should be mapped, not that the map is bad, from a testplay point of view, it was ok, but my mod would feel like -reshape every slider- and stuff like that that wouldn't respect the mapper view of things.

Well that was it!
Thanks for the mod! Pointed out some interesting stuffs actually.
The mapset is updated.
riktoi


[erefladffller]

EVERYTHING IS COPYPASTED
can't blame u for it tho since the song is fukin repetitive as ufk

03:20:594 (1) - it's kinda weird how fast this slider is compared to the slider here 03:17:928 (1) - . it should be the same speed or slower

nothing really bugs me aesthetically about this but these 02:09:918 (1,2,3) - . it would be nicer if 02:09:918 (1) - blanketed 02:10:918 (2) - but again that's only aesthetical and not exactly something that relates to playability.

also about this difficulty name you should name it to something like refaller's <diff name>

Ranking Criteria wrote:

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username.
[heavy]

I find the soft-hitwhistle2 to be a bit too "stingy" for my liking but eh
also heavy is kinda unfitting with the diff name progression i m o

[normal]

01:29:918 (1,2,3) - blanket distance is different for the 2 sliders, triggered

[easy]

02:15:252 (1) - u can make dis blanket the sliderend of 02:13:918 (4) -

thanks for making me listen to this song that i totally haven't heard 500 times yet

absolute quality mods by the one and only me
ReFaller

riktoi wrote:



[notice][erefladffller gg you got the oscar]

EVERYTHING IS COPYPASTED
can't blame u for it tho since the song is fukin repetitive as ufk

03:20:594 (1) - it's kinda weird how fast this slider is compared to the slider here 03:17:928 (1) - . it should be the same speed or slower good catch, i didn't change all slider speeds stolen from other diff

nothing really bugs me aesthetically about this but these 02:09:918 (1,2,3) - . it would be nicer if 02:09:918 (1) - blanketed 02:10:918 (2) - but again that's only aesthetical and not exactly something that relates to playability. copy/pasted from earlier

also about this difficulty name you should name it to something like refaller's <diff name>

Ranking Criteria wrote:

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username.
let HOS to manage it
ufasefegspdaklknntn,lne
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1500
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 596,11262,32586,43252,55252,75252,76585,97918,119252,129918,140585,145918,152585,172585,173918,195251,207073
DistanceSpacing: 0.9
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:ReFaller
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1036230
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
0,0,"bg.jpg",0,0
//Break Periods
2,32786,42502
2,119452,129168
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
HootOwlStar

riktoi wrote:



can't blame u for it tho since the song is fukin repetitive as ufk fuk

[heavy]

I find the soft-hitwhistle2 to be a bit too "stingy" for my liking but eh eh it's from default skin so yah
also heavy is kinda unfitting with the diff name progression i m o it's fine tbh

thanks for making me listen to this song that i totally haven't heard 500 times yet yah welcome

absolute quality mods by the one and only me ok
absolute soul

ReFaller wrote:

also about this difficulty name you should name it to something like refaller's <diff name>

Ranking Criteria wrote:

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username.
let HOS to manage it
sht did sth
updated.
RyoKazuka


fixed riki's blanket

katyusha did you drew all of that yourself?
you could really do some commish if you wanna strive higher etc. real life things
neat and simple art style

didnt fix anything in kat's mod cos consistency and the variety in a map
i tend to map things according to my flow



sorz long
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1500
PreviewTime: 76585
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:(RyoKazuka, HOS)' Medium
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1011015
BeatmapSetID:461191

[Difficulty]
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CircleSize:4
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ApproachRate:5
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//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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11262,-100,4,2,2,70,0,0
32586,666.666666666667,4,2,2,85,1,0
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202712,833.333333333333,4,2,2,50,1,0
203740,833.333333333333,4,2,2,15,1,0
207073,-100,4,2,2,5,0,0


[Colours]
Combo1 : 191,97,85
Combo2 : 126,109,85
Combo3 : 216,163,117
Combo4 : 142,142,123

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200,255,187251,6,0,P|239:206|235:143,1,130,2|8,0:0|0:0,0:0:0:0:
176,92,188251,1,0,0:0:0:0:
236,44,188585,2,0,B|272:40|272:40|328:56|328:56|380:48,1,130,2|8,0:0|0:0,0:0:0:0:
432,16,189585,1,0,0:0:0:0:
488,68,189918,6,0,L|480:212,1,130,2|8,0:0|0:0,0:0:0:0:
440,264,190918,1,0,0:0:0:0:
376,220,191251,2,0,B|344:220|344:220|308:232,1,65,2|0,0:0|0:0,0:0:0:0:
292,304,191918,2,0,P|302:335|296:376,1,65,8|0,0:0|0:0,0:0:0:0:
224,344,192585,6,0,L|64:332,1,130,2|8,0:0|0:0,0:0:0:0:
20,360,193585,1,0,0:0:0:0:
32,284,193918,2,0,L|20:128,1,130,2|8,0:0|0:0,0:0:0:0:
136,44,195251,6,0,L|129:122,1,65,6|0,0:0|0:0,0:0:0:0:
192,160,195929,2,0,P|240:116|320:144,2,130
216,316,197929,2,0,L|148:308,1,65
96,252,198594,2,0,B|112:336|112:336|96:380,2,130
8,124,200594,6,0,L|11:59,1,65
80,12,201261,1,0,0:0:0:0:
204,60,201928,2,0,P|272:72|316:12,1,130
256,192,203740,12,0,207074,0:0:0:0:
BoatKrab

Beomsan wrote:

m4m from my queue!
I'm so happy If you can understand my english. :<
my english sucks

[BoatKrab's Light]
  1. 00:47:252 - I think here is clearly clickable. If you agree with me, let's try remove reverse and add a note!
  2. 00:56:585 (1) - ~ 01:37:918 (1) - It seems very difficult for me to talk about these things. but I'll try! first, explore compared with the previous rhythm. rhythm of kiai is a little lacking compared to the previous. for example. 00:24:596 (3,4,5) - 00:32:586 (1,2,3,4) - 00:40:586 (3,4,5,6) - 00:21:929 (1,2,3,4,5) - I picked a relatively strong part in my opinion. I think that you understand to some extent already. try 00:32:586 (1,2,3,4,5,6) - here and 00:56:585 (1,2,3) - here for comparison. You have ignored 00:58:585 - this place. (I mean here is have a crap sound.) but previously you didn't do that. here is KIAI part. This place is equal to or need a richer rhythm. I thought so. 01:08:585 (3) - 01:24:585 (3) - 01:29:918 (3) - 01:35:252 (3) - try to fix it! I don't understand this, Just fix only hitsound part. ;w;
    Thanks for your trying <3

    good stuff!
that's all from me.
I did my best. =w=
gl with this!
Thanks you <3
http://puu.sh/qEsBl/e3d34d3735.rar
Topic Starter
HootOwlStar
alright all diffs are updated. gonna start a new page then. hype zxzxzxzxz
Lasse
I'm like one day late, got forced to map another tvsize gd -_

[g]
normal-hitfinish2/3 have lots of silence and can be cut to reduce filesize by a noticeable amount.
similar for normal-hitwhistle2/3, but those also have a "buildup" making them feel a little unresponsive
same for some more hitsounds
19.5MB =>17.5MB
fixed hitsounds here: http://puu.sh/qFxwz/312edfc021.zip

03:23:740 - I would actually delete this spinner and end just with a note on all diffs that mapped it. it's just a fading piano sound/barely audible after a few ms. spinning there feels rather unfitting

[refaller]
00:03:262 (1,2,3,4) - the whole intro would look so much better if you increased the spacing to a point where they overlap less (or maybe more lol)
00:05:929 (1) - why does this slider suddenly skip the same piano sounds you mapped before??
// 00:08:596 (1) - this one kinda works for the transition but idk
00:15:596 (4) - movement into this slider is rather painful visually, somehting like http://i.imgur.com/ck35giG.jpg is way nicer
00:20:262 (2,3) - perfect stacks on such a low difficulty? should really reconsider that // things likee 01:00:252 (5,1) - are even worse readability wise // 01:11:252 (1,2,3,4) -
00:23:262 (4,5,1) - so 5 gets a jump but 1, with strong vocal and piano + start of new measure doesn't ?
00:26:262 (4) - how about http://i.imgur.com/62YoZA7.jpg to make that strong piano clickable? (or 1/1 slider instead of repeat)
00:29:929 - similar ^
00:48:586 (1,2,3) - http://i.imgur.com/fJJn4qO.jpg what is this movement, transition on last slider is so sharp for no reason
01:10:585 (4,1) - spacing is rip. makes like no sense to have lower spacing on this when it's surrounded by jumps
02:14:252 (1,2,3,1,2,3) - strong copypaste flip lol
02:25:918 (1,1) - such an interesting part and you put two spinners : \
02:31:584 - since everything from here is pretty much copypasted and flipped from chorus 1 just apply whatever you did here too...

[h]
why are there hihats hitsounded on a piano only part and a synth part, it's so unfitting. just use soft defaults and some whistles
00:55:252 - that "kick" hitsound doesn't really suit the song. maybe try one of those: http://puu.sh/qFyw4/ec7b5c4a5c.zip

from 00:43:252 - it's kinda better, but I'd still use some other hitsound
00:09:929 (6,1) - do you really need to throw perfect stacks on 1/1 (even if it's only 90bpm) on people that usually play 2* maps?
00:39:252 (3,4) - why such heavy slider leniency abuse herem especially since most people that will play this don't even know you can leave them earlier, and it' such a calm part
01:13:252 (4) - on such spots it kinda works cause the song supports it
01:15d:252 (7,8,1) - something like http://i.imgur.com/gVdBJ6R.jpg would be easier to follow for newer players I think
01:29:252 (4) - synth on red tick is so strong, could be made into 2 circles. but might spike the difficulty too much compared to other parts of the chorus :/
// 02:34:585 (4) - 02:55:918 (4) -
01:49:918 (3,4) - would look great if you used the shape
02:13:918 (7) - not sure about this pattern at all with the implied movement on 7 and all. how about something more like http://i.imgur.com/QBSA6cm.jpg
02:37:251 (8) - extended slider when there are clear vocal and synth on the 1/2 tick feels a bit unfitting. if you extend to hit that sound on the 1/6, at least dont silence the end lol // 02:39:918 (4) - etc

[collab medium thing]
01:03:252 (1,2) - since those are already symmetric, why not make 01:02:585 (3,1,2,3) - completely symmetric? would look great here to me http://i.imgur.com/DcFzz00.jpg
02:08:585 (2) - can this overlap itself a bit less to be more friendly to read? http://i.imgur.com/7tdozFP.jpg
02:29:252 (2,4) - making them the same would look so good
as you can see from me being so picky here, this feels pretty clean to me already lol

[boatkrab]
00:27:262 (1) - looks nice, but making it overlap less/less clumped would help readability since this is such an easy diff: http://i.imgur.com/vSpP1AZ.jpg this would also put the "bump" on the piano sound
00:52:586 (1,1) - recovery might be a bit low (1.3s) for such a low diff. mapping something instead of the spinner would work better and also fit the song better. just remove it and start ,apping from 00:54:252 - or something
01:19:252 (3,4) - something like http://i.imgur.com/har1bHV.jpg would make so much nicer movement and better readability
01:26:585 (4,1) - ^ similar here
02:29:252 (1,1) - not sure about recovery here either

good luck!
ReFaller
EDIT

Lasse wrote:

[refaller]
00:03:262 (1,2,3,4) - the whole intro would look so much better if you increased the spacing to a point where they overlap less (or maybe more lol) combo started in middle of previous square has his own tagret, staying with it
00:05:929 (1) - why does this slider suddenly skip the same piano sounds you mapped before?? to aviod monotonous and boring 1/2 spam
// 00:08:596 (1) - this one kinda works for the transition but idk so idk
00:15:596 (4) - movement into this slider is rather painful visually, somehting like http://i.imgur.com/ck35giG.jpg is way nicer i change nearby pattern into triangle, after this i fixed spacings till next spinner
00:20:262 (2,3) - perfect stacks on such a low difficulty? should really reconsider that // things likee 01:00:252 (5,1) - are even worse readability wise // 01:11:252 (1,2,3,4) - stack leniency increased from 4 to 5 solved this problem...just for 1/2 notes...and faster XD
00:23:262 (4,5,1) - so 5 gets a jump but 1, with strong vocal and piano + start of new measure doesn't ? ok ok ok
00:26:262 (4) - how about http://i.imgur.com/62YoZA7.jpg to make that strong piano clickable? (or 1/1 slider instead of repeat) follow to vocal, like previous 2 1/2 slider
00:29:929 - similar ^ so, similar
00:48:586 (1,2,3) - http://i.imgur.com/fJJn4qO.jpg what is this movement, transition on last slider is so sharp for no reason it's my Special ReFaller's Flowbreak Slider
01:10:585 (4,1) - spacing is rip. makes like no sense to have lower spacing on this when it's surrounded by jumps by this notice i fixed another thing, equaling spacing between circles 1 and 3
02:14:252 (1,2,3,1,2,3) - strong copypaste flip lol it's my Special ReFa...wait...you already know this
02:25:918 (1,1) - such an interesting part and you put two spinners : \ i don't plan put another objects there, preparing for copy/pasted section
02:31:584 - since everything from here is pretty much copypasted and flipped from chorus 1 just apply whatever you did here too... you already know what i fixed for kiai parts
wunderbar mod XD
RyoKazuka
thanks for mod
BoatKrab

Lasse wrote:

[boatkrab]
00:27:262 (1) - looks nice, but making it overlap less/less clumped would help readability since this is such an easy diff: http://i.imgur.com/vSpP1AZ.jpg this would also put the "bump" on the piano sound Oki, finally fixed!
00:52:586 (1,1) - recovery might be a bit low (1.3s) for such a low diff. mapping something instead of the spinner would work better and also fit the song better. just remove it and start ,apping from 00:54:252 - or something hmm..I don't know about this but I'll fix it if BN say about this ;w;
01:19:252 (3,4) - something like http://i.imgur.com/har1bHV.jpg would make so much nicer movement and better readability
01:26:585 (4,1) - ^ similar here
02:29:252 (1,1) - not sure about recovery here either ;_;

good luck!
Thanks a lot :D

Here: https://puu.sh/qGKuT/f85f9fab08.rar
Topic Starter
HootOwlStar

Lasse wrote:

I'm like one day late, got forced to map another tvsize gd -_

[g]
normal-hitfinish2/3 have lots of silence and can be cut to reduce filesize by a noticeable amount.
similar for normal-hitwhistle2/3, but those also have a "buildup" making them feel a little unresponsive
same for some more hitsounds
19.5MB =>17.5MB
fixed hitsounds here: http://puu.sh/qFxwz/312edfc021.zip
thank you for the hitsound fixes!

03:23:740 - I would actually delete this spinner and end just with a note on all diffs that mapped it. it's just a fading piano sound/barely audible after a few ms. spinning there feels rather unfitting disagree though, imo it provides a unique experience to the players that the rotation for the spinner kind of aids in the fading out of the piano

[h]
why are there hihats hitsounded on a piano only part and a synth part, it's so unfitting. just use soft defaults and some whistles I think I kind of get used to it lolz. will try to find some more hitsounds to fix the issue.
00:55:252 - that "kick" hitsound doesn't really suit the song. maybe try one of those: http://puu.sh/qFyw4/ec7b5c4a5c.zip gonna keep it first

from 00:43:252 - it's kinda better, but I'd still use some other hitsound
00:09:929 (6,1) - do you really need to throw perfect stacks on 1/1 (even if it's only 90bpm) on people that usually play 2* maps? it wasn't even an issue though, the pattern fits so I just implement it
00:39:252 (3,4) - why such heavy slider leniency abuse herem especially since most people that will play this don't even know you can leave them earlier, and it' such a calm part nice point. did something
01:13:252 (4) - on such spots it kinda works cause the song supports it
01:15d:252 (7,8,1) - something like http://i.imgur.com/gVdBJ6R.jpg would be easier to follow for newer players I think doesn't think so. and the aesthetics isn't in my preference
01:29:252 (4) - synth on red tick is so strong, could be made into 2 circles. but might spike the difficulty too much compared to other parts of the chorus :/
// 02:34:585 (4) - 02:55:918 (4) - applied for the first one though.
01:49:918 (3,4) - would look great if you used the shape not sure what you meant, but if you want to make the shapes the same, imo the vocal pitches differ and so should the sliders
02:13:918 (7) - not sure about this pattern at all with the implied movement on 7 and all. how about something more like http://i.imgur.com/QBSA6cm.jpg tried this out before but still think the current one is better
02:37:251 (8) - extended slider when there are clear vocal and synth on the 1/2 tick feels a bit unfitting. if you extend to hit that sound on the 1/6, at least dont silence the end lol // 02:39:918 (4) - etc just silent all the ends for 1/6's

good luck! thanks!
alright thanks for the mod! updated except Runaway diff.
BounceBabe
Request from my NON-Japanese Queue

General - REALLY IMPORTANT FOR ALL DIFFICULTIES

> I found quite a lot of parts on every difficulty that have no or almost no hitsounds. You have to add them in order for the map to be rankable. The hitnormal alone is not a hitsound for the whole map. Use whistle, finish and clap. "You must use hitsounds. Without these, things get way too monotonous as you are throwing away one of the main elements of variation present in mapping. You don't need to place them on every note (and are discouraged from doing so), but they must at least be frequently heard when playing." Source: https://osu.ppy.sh/wiki/Ranking_Criteria. The hardest difficulty "ReFaller's Runaway" has really good hitsound patterns, especially from here 01:37:918 - to 01:59:252 -. From 02:09:918 - to 02:31:585 - it's a bit too low again. Try to have the volume settings for each section consistent throughout the mapset.
> The difficulty names are not related nor do they indicate what kind of level they are, all except medium and heavy. The other two are out of line. You have to use related difficulty names for Easy, Normal and Hard. You can have a custom name for the hardest one."A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming." Source: https://osu.ppy.sh/wiki/Ranking_Criteria

BoatKrab's Light

Spacing and Appearance:
00:11:262 (1) - This slider hits the accuracy bar at the bottom. This can be an unrankalbe issue and needs to be fixed. Move it up by a few grids to solve the problem.
01:03:252 (3) - 01:13:918 (1) - 02:28:585 (3) - 02:37:918 (1) - These elements are out of playfield area and hit (or almost) the accuracy bar when it's on. Move them up by 1-2 grids to solve this issue. Test it by pressing F5 after to see if that fixed the problem. Do that until it no longer hits the accuracy bar or is out of the playfield area.

Combo:
01:37:918 (1) - The pattern ends at this point. There is a break/spinner after so the NC is not necessary and has to be removed. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding
Quote from my mod in Yousei Teikoku - Deep Sea by CookieKivi

BounceBabe wrote:

Since you don't have a pattern that follows this NC, nor have a jump to justify a NC or a slider velocity or spacing change, I recommend you remove it.
(RyoKazuka, HOS)' Medium

General:
>There is no break time in the whole difficulty. You have to add one as it is a ranking criteria. It is essential for Easy and Normal difficulties since mostly beginners will play them to practice. They need breaks because they are not used to playing for longer periods yet. "Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties. Source: https://osu.ppy.sh/wiki/Ranking_Criteria"
> The difficulty name is a collaboration i assume. Thus, you have to show which parts were mapped by who. Either do this in your message box for your map in the forum or add your names accordingly to each section via storyboarding.
> The difficulty name itself is confusing, especially the brackets are really uncommon for naming difficulties. They should only be used when the username itself contains brackets. You should combine the two names into one to create a selfdesigned difficulty name. The difficulty level "Medium" can stay though. Add a small note in your message box in the forum to explain the name. Try something like: KazuHOS' Medium

Spacing and Appearance:
00:13:929 (4) - 00:33:919 (2) - 02:55:585 (2) - These sliders/circles are almost out of playfield area or slightly hit the accuracy bar when it's on. Move them up by 1-2 grids to solve this issue.
00:01:262 (2) - 00:37:919 (1) - This circle/slider hits or almost hits the HP bar with the osu!standard skin. You should move it lower by 1-2 grids. It can be an unrankable issue so you should fix this.

Hitsounds:
From 01:37:918 - to 02:09:918 - the music gradually gets louder, whereas the hitsounds don't. They stay the same volume and are not discernible. "Other times, the hitsounds are too quiet or too loud. This may actually confuse the players. Something to be very careful about is using too low of a volume. In most cases, using a volume that cannot be heard is unrankable[ and is something to pay attention to. Source: https://osu.ppy.sh/wiki/Modding#Hitsounds" Please be aware of this and adjust the hitsound volume accordingly.

Combo:
From 00:00:596 - to 00:52:252 - there is a NC every 8 beats. This is fine. Although from the chorus onwards til the end, there is a NC every 4 beats. Be consistent and use either a NC after every 4 or 8 beats. It doesn't matter if it's a collaboration or not, the combo pattern has to be consistent.

Heavy

Hitsounds:
From 00:00:596 - to 00:43:252 - are not enough hitsounds. A whistle after every 16 beats is too little. The hitnormal alone creates a nice atmosphere but having so little hitsounds doesn't match the piano music. At least add more from 00:11:262 - onwards since that's where the vocals start. Every 8 beats to emphasise a new part of the song. Otherwise the whole section is just dull.

From 01:48:585 - to 02:09:918 - the music gradually gets louder, whereas the hitsounds don't. They stay the same volume and are not discernible. "Other times, the hitsounds are too quiet or too loud. This may actually confuse the players. Something to be very careful about is using too low of a volume. In most cases, using a volume that cannot be heard is unrankable and is something to pay attention to. Source: https://osu.ppy.sh/wiki/Modding#Hitsounds" Please be aware of this and adjust the hitsound volume accordingly.

Combos:
01:37:918 (1) - 03:23:740 (1) - The pattern ends at this point. There is a break/spinner after so the NC is not necessary and has to be removed. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding
Quote from my mod in Yousei Teikoku - Deep Sea by CookieKivi

BounceBabe wrote:

Since you don't have a pattern that follows this NC, nor have a jump to justify a NC or a slider velocity or spacing change, I recommend you remove it.
02:28:585 (1,1,1,1,2) - This is one single pattern and don't require 4 NC in a row.

Spacing and Appearance:
00:03:262 (5) - 00:32:586 (1) - 01:05:918 (1) - 01:25:918 (6,7) - 01:33:585 (2) - 02:20:585 (1,3) - 02:28:252 (6) - These sliders/circles are almost out of playfield area or slightly hit the accuracy bar when it's on. Move them up by 1-2 grids to solve this issue.
00:07:596 (2) - 02:36:251 (6) - 00:46:586 (6) - 01:03:252 (4) - 01:53:918 (1) - 02:17:252 (4) - 02:24:585 (3) - 02:44:251 (2) - 03:09:585 (12) - This circle/slider hits or almost hits the HP bar. You should move it lower by 1-2 grids. It can be an unrankable issue so you should fix this.
02:19:918 (8,1) - The NC slider overlaps too much with the previous one. You should move the NC slider a little bit further to the left to avoid it being unreadable. If it wasn't for the new combo, it almost looks like as if 8 and 1 were just one slider. It's reallly hard to read. Same with this one 02:23:918 (2,3) - either stack them or move them apart from each other to make it more readable. (For example: 02:37:251 (8,1) - this pattern is more readable.)

ReFaller's Runaway

Hitsounds:
02:12:252 (5,6) - The melody at this point is too indecernible for players to hear properly. Try emphasising 02:12:252 (5,6) - with a whistle. It supports the melody and makes it more hearable. Do this with the other pattern that are the same. Except the one from the "Pattern" section of course since the sound and the pattern together are indistinctive.
02:09:918 - The hitsound volume in general is a bit too low at this part until the chorus. You should increase it.

Spacing and Appearance:
00:02:929 (8,1,2) - 00:04:262 (4,1,2) - Here is an obvious spacing issue that needs to be addressed. The NC circle is out of line with the spacing settings and doesn't match it. It also does look off with the following and previous circles.
00:22:596 (2,3) - 01:08:585 (1,2,3,4) - 01:29:918 (1,2,3,4,1,2,3,4) - 01:35:252 (1,2,3,4) - These pattern look and play a bit dull. They are too linear and don't match with your other patterns that are rather curved and a bit more complex. Try spicing them up a bit more. This one for example 00:22:596 (2,3) - 01:32:918 (2,3) - you could move the 2nd circle down and the 3rd a bit up so it creates a stair like, up and down pattern. Like you did at 01:37:918 (1,2,3,4) - Screen: https://osu.ppy.sh/ss/5908053

Combo:
00:04:596 (1) - The NC is unnecessary since you didn't add a NC on the previous pattern either 00:00:596 (1,2,3,4,5,6,7,8) - . You should remove the NC to keep it consistent or add another at 00:01:929 (5) - . Imo you should remove it since it would be perfectly reasonable and fit to the piano part of the song as it repeats the melody from 00:00:596 - at 00:03:262 - just with a higher chord.
01:44:585 (1) - Since you nearly almost have a NC throughout the map after every 4 beats, you should keep it consistent by removing this NC.
00:45:919 (1,1,1) - Like i already explained, you have a NC every 4 beats. Here you have a NC at 3 1/2 00:47:586 (1) - I understand that you want to emphasise the vocals but it messes your combo pattern up. In addition, 00:48:586 (1) - the vocals continue with this slider, so there is no reason to add a NC at this point. The same happens here 00:45:919 (1) - just only that the vocals continue/end here. I suggest you remove this NC 00:47:586 (1) - to fix your combo pattern. That way the NC pattern will stay consistently, every 4 beats. (00:54:252 (1,2,3) - This for example would be fine since the first beat of the chorus starts at 00:55:252 - / 01:15:252 (1,2) - This is also fine, since the NC is an indicator for an outstanding pattern)
Same with 01:39:918 (1) - 01:44:585 (1) - 01:50:585 (1) - 02:14:252 (1) - 02:17:474 (1) - (still belongs to previous pattern) (You did this fine with 02:55:918 (5,6,7) - . No NC)
03:23:740 (1) - The pattern ends at this point. There is a break/spinner after so the NC is not necessary and has to be removed. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding
Quote from my mod in Yousei Teikoku - Deep Sea by CookieKivi

BounceBabe wrote:

Since you don't have a pattern that follows this NC, nor have a jump to justify a NC or a slider velocity or spacing change, I recommend you remove it.
Pattern:
00:45:474 (4,5,6) - This double pattern doesn't match with anything in the song at this point, whereas it matched the melody at these parts 00:50:808 (4,5,6) - 00:57:585 (6,7) - for example . And even if there was something, it is still too indecernible for players to hear. Try to find a different pattern that you could use.

Overall

The mapset plays smoothly in most parts. There are a lot of issues with combo patterns, hitsound patterns and hitsound volume. Apart from that, the mapset is solid and good to go once the above is fixed.
sahuang
seems BounceBabe modded a lot..i will mod this maybe later
Topic Starter
HootOwlStar

BounceBabe wrote:

Request from my NON-Japanese Queue

General - REALLY IMPORTANT FOR ALL DIFFICULTIES

> I found quite a lot of parts on every difficulty that have no or almost no hitsounds. You have to add them in order for the map to be rankable. The hitnormal alone is not a hitsound for the whole map. Use whistle, finish and clap. "You must use hitsounds. Without these, things get way too monotonous as you are throwing away one of the main elements of variation present in mapping. You don't need to place them on every note (and are discouraged from doing so), but they must at least be frequently heard when playing." Source: https://osu.ppy.sh/wiki/Ranking_Criteria. The hardest difficulty "ReFaller's Runaway" has really good hitsound patterns, especially from here 01:37:918 - to 01:59:252 -. From 02:09:918 - to 02:31:585 - it's a bit too low again. Try to have the volume settings for each section consistent throughout the mapset. the main aim that hitsounds are implemented is to aid in emphasizing the song rhythm, instead of overtaking it or creating noise pollution by spamming hitsounds into the mapset. didn't apply much hitsounds in some of the parts since the music doesnt support them in any way
> The difficulty names are not related nor do they indicate what kind of level they are, all except medium and heavy. The other two are out of line. You have to use related difficulty names for Easy, Normal and Hard. You can have a custom name for the hardest one."A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming." Source: https://osu.ppy.sh/wiki/Ranking_Criteria Light, Medium and Heavy serve as a difficulty naming set, and including the mapper in the naming of hardest difficulty has the same aim as of including the mappers in lower difficulties

(RyoKazuka, HOS)' Medium

General:
>There is no break time in the whole difficulty. You have to add one as it is a ranking criteria. It is essential for Easy and Normal difficulties since mostly beginners will play them to practice. They need breaks because they are not used to playing for longer periods yet. "Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties. Source: https://osu.ppy.sh/wiki/Ranking_Criteria" it is actually a guideline instead of a rule though, and not applying breaks could aid in building playing stamina for the players. we discussed a little though and think that implementing breaks is unnecessary
> The difficulty name is a collaboration i assume. Thus, you have to show which parts were mapped by who. Either do this in your message box for your map in the forum or add your names accordingly to each section via storyboarding. yes I will do so later
> The difficulty name itself is confusing, especially the brackets are really uncommon for naming difficulties. They should only be used when the username itself contains brackets. You should combine the two names into one to create a selfdesigned difficulty name. The difficulty level "Medium" can stay though. Add a small note in your message box in the forum to explain the name. Try something like: KazuHOS' Medium there are examples using this kind of difficulty naming methods, and to be honest it isn't really issue + people are actually trying to promote the usage of original profile names in difficulty naming.

Spacing and Appearance:
00:13:929 (4) - 00:33:919 (2) - 02:55:585 (2) - These sliders/circles are almost out of playfield area or slightly hit the accuracy bar when it's on. Move them up by 1-2 grids to solve this issue. ok will do something
00:01:262 (2) - 00:37:919 (1) - This circle/slider hits or almost hits the HP bar with the osu!standard skin. You should move it lower by 1-2 grids. It can be an unrankable issue so you should fix this. checked them and they didn't

Hitsounds:
From 01:37:918 - to 02:09:918 - the music gradually gets louder, whereas the hitsounds don't. They stay the same volume and are not discernible. "Other times, the hitsounds are too quiet or too loud. This may actually confuse the players. Something to be very careful about is using too low of a volume. In most cases, using a volume that cannot be heard is unrankable[ and is something to pay attention to. Source: https://osu.ppy.sh/wiki/Modding#Hitsounds" Please be aware of this and adjust the hitsound volume accordingly. aaannd adjusting them is unnecessary. it is loud enough thoughout the part and I don't see any possible confusions that will be made anyway

Combo:
From 00:00:596 - to 00:52:252 - there is a NC every 8 beats. This is fine. Although from the chorus onwards til the end, there is a NC every 4 beats. Be consistent and use either a NC after every 4 or 8 beats. It doesn't matter if it's a collaboration or not, the combo pattern has to be consistent. the idea of making the combo patterns consistent is not purely counting the beats, but could be altered if it is due to reasonable reasons such as density change etc. and in this case the musical rhythm and the density change are the factors. it isn't necessary btw, but will change them if it becomes a serious issue anyway

Heavy

Hitsounds:
From 00:00:596 - to 00:43:252 - are not enough hitsounds. A whistle after every 16 beats is too little. The hitnormal alone creates a nice atmosphere but having so little hitsounds doesn't match the piano music. At least add more from 00:11:262 - onwards since that's where the vocals start. Every 8 beats to emphasise a new part of the song. Otherwise the whole section is just dull. would love the players to actually enjoy the calm parts and immerse themselves into the atmosphere instead of hearing too much hitsound files ruining the whole song instead

From 01:48:585 - to 02:09:918 - the music gradually gets louder, whereas the hitsounds don't. They stay the same volume and are not discernible. "Other times, the hitsounds are too quiet or too loud. This may actually confuse the players. Something to be very careful about is using too low of a volume. In most cases, using a volume that cannot be heard is unrankable and is something to pay attention to. Source: https://osu.ppy.sh/wiki/Modding#Hitsounds" Please be aware of this and adjust the hitsound volume accordingly. as in normal diff

Combos:
01:37:918 (1) - 03:23:740 (1) - The pattern ends at this point. There is a break/spinner after so the NC is not necessary and has to be removed. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding in this case it is to inform the players and to emphasize the start of a new bar/section so it's actually necessary
Quote from my mod in Yousei Teikoku - Deep Sea by CookieKivi

BounceBabe wrote:

Since you don't have a pattern that follows this NC, nor have a jump to justify a NC or a slider velocity or spacing change, I recommend you remove it.
02:28:585 (1,1,1,1,2) - This is one single pattern and don't require 4 NC in a row. you're not the only one who mentioned this so yeah sure

Spacing and Appearance:
00:03:262 (5) - 00:32:586 (1) - 01:05:918 (1) - 01:25:918 (6,7) - 01:33:585 (2) - 02:20:585 (1,3) - 02:28:252 (6) - These sliders/circles are almost out of playfield area or slightly hit the accuracy bar when it's on. Move them up by 1-2 grids to solve this issue.
00:07:596 (2) - 02:36:251 (6) - 00:46:586 (6) - 01:03:252 (4) - 01:53:918 (1) - 02:17:252 (4) - 02:24:585 (3) - 02:44:251 (2) - 03:09:585 (12) - This circle/slider hits or almost hits the HP bar. You should move it lower by 1-2 grids. It can be an unrankable issue so you should fix this.
im actually really strict to this issue onto this map and so the ones I did should be mostly fine. moved some though, in which I remembered one which was placed really terribly in the score bar before
02:19:918 (8,1) - The NC slider overlaps too much with the previous one. You should move the NC slider a little bit further to the left to avoid it being unreadable. If it wasn't for the new combo, it almost looks like as if 8 and 1 were just one slider. It's reallly hard to read. Same with this one 02:23:918 (2,3) - either stack them or move them apart from each other to make it more readable. (For example: 02:37:251 (8,1) - this pattern is more readable.) the latter is quite a common pattern and the readability for the sliders seems fine to me. fixed the former though

Overall

The mapset plays smoothly in most parts. There are a lot of issues with combo patterns, hitsound patterns and hitsound volume. Apart from that, the mapset is solid and good to go once the above is fixed.
alright thanks for the mod, applied some and hope I didn't mess up things. and did some fixes on hs and sb. updated for my parts btw

sahuang wrote:

seems BounceBabe modded a lot..i will mod this maybe later
yehja sure
ReFaller

BounceBabe wrote:

Request from my NON-Japanese Queue

ReFaller's Runaway

Hitsounds:
02:12:252 (5,6) - The melody at this point is too indecernible for players to hear properly. Try emphasising 02:12:252 (5,6) - with a whistle. It supports the melody and makes it more hearable. Do this with the other pattern that are the same. Except the one from the "Pattern" section of course since the sound and the pattern together are indistinctive. hitsounds are following same thing as patterns are copy/pasted
02:09:918 - The hitsound volume in general is a bit too low at this part until the chorus. You should increase it. decrea....mean increased by 10%

Spacing and Appearance:
00:02:929 (8,1,2) - 00:04:262 (4,1,2) - Here is an obvious spacing issue that needs to be addressed. The NC circle is out of line with the spacing settings and doesn't match it. It also does look off with the following and previous circles. NC'ed circle put in middle of previous square pattern is not really big issue. I have my own target by doing this
00:22:596 (2,3) - 01:08:585 (1,2,3,4) - 01:29:918 (1,2,3,4,1,2,3,4) - 01:35:252 (1,2,3,4) - These pattern look and play a bit dull. They are too linear and don't match with your other patterns that are rather curved and a bit more complex. Try spicing them up a bit more. This one for example 00:22:596 (2,3) - 01:32:918 (2,3) - you could move the 2nd circle down and the 3rd a bit up so it creates a stair like, up and down pattern. Like you did at 01:37:918 (1,2,3,4) - Screen: https://osu.ppy.sh/ss/5908053 don't care what matching with my patterns or not, fri fri fri fri, fristajlo

Combo:
00:04:596 (1) - The NC is unnecessary since you didn't add a NC on the previous pattern either 00:00:596 (1,2,3,4,5,6,7,8) - . You should remove the NC to keep it consistent or add another at 00:01:929 (5) - . Imo you should remove it since it would be perfectly reasonable and fit to the piano part of the song as it repeats the melody from 00:00:596 - at 00:03:262 - just with a higher chord. NC's are to separate square patterns
01:44:585 (1) - Since you nearly almost have a NC throughout the map after every 4 beats, you should keep it consistent by removing this NC. i'm putting NC like 01:39:918 (1,2,3,4) - the reason why i want keep NC on slider noticed by you, is the nearest slider, when circles follows for mentioned moment
00:45:919 (1,1,1) - Like i already explained, you have a NC every 4 beats. Here you have a NC at 3 1/2 00:47:586 (1) - I understand that you want to emphasise the vocals but it messes your combo pattern up. In addition, 00:48:586 (1) - the vocals continue with this slider, so there is no reason to add a NC at this point. The same happens here 00:45:919 (1) - just only that the vocals continue/end here. I suggest you remove this NC 00:47:586 (1) - to fix your combo pattern. That way the NC pattern will stay consistently, every 4 beats. (00:54:252 (1,2,3) - This for example would be fine since the first beat of the chorus starts at 00:55:252 - / 01:15:252 (1,2) - This is also fine, since the NC is an indicator for an outstanding pattern)
Same with 01:39:918 (1) - 01:44:585 (1) - 01:50:585 (1) - 02:14:252 (1) - 02:17:474 (1) - (still belongs to previous pattern) (You did this fine with 02:55:918 (5,6,7) - . No NC) 00:47:586 (1) - NC is removed, 02:14:252 (1) - here too, 02:17:474 (1) - yyy..idk why it was NCed
03:23:740 (1) - The pattern ends at this point. There is a break/spinner after so the NC is not necessary and has to be removed. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity. no longer NC

Pattern:
00:45:474 (4,5,6) - This double pattern doesn't match with anything in the song at this point, listen carefully, there are 1/3 sounds whereas it matched the melody at these parts 00:50:808 (4,5,6) - 00:57:585 (6,7) - for example . And even if there was something, it is still too indecernible for players to hear. Try to find a different pattern that you could use. sure

Overall

The mapset plays smoothly in most parts. There are a lot of issues with combo patterns, hitsound patterns and hitsound volume. Apart from that, the mapset is solid and good to go once the above is fixed.
After Lasse's and Baby's mod time to send update.
TALALALALALALA
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1500
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 0.9
BeatDivisor: 3
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:ReFaller's Runaway
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1036230
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

[Events]
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2,32786,42502
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vanucik
хорошая карта
Topic Starter
HootOwlStar

vanucik5656 wrote:

хорошая карта
благодаря

updated. TAALALalaAlaUJTAJATjtajAtJAT

edit: the prob of the page might be fixed in the next update

zxzxzxzxz
FCL


uhh

  • [Hard]
  1. dat dirty berinning xd
  2. 00:01:929 (5,6,7,8) - It would be fine technically, square pattern why not, but in the song 00:02:596 (7) - sounds much stronger than other notes before, so make more spacing between 00:02:596 (7) - would have sense I guess
  3. 00:02:929 (8,1) - similar as before, make more spacing here would have more sense in my opinion
  4. 00:22:596 (2,3) - uh http://puu.sh/qWge0/5a5733cc25.jpg, could you fix spacing there to hide the followpoint?
  5. 00:32:586 (4) - well, it seems your constant spacing is one of your element by mapping style, but I would say that this beat should be emphasized more by increasing distance
  6. 01:06:807 - I'd map this beat, here it sounds pretty strong to be mapped, so end of the slider here and add note at 01:06:918 would be a good idea
  7. 01:47:918 (4,1) - I'd use ctrl+g rhythm instead cuz the song has some vocal part at 01:48:252, even if the slider will be end at white tick, it should be fine cuz white tick hasn't vocal
  8. 01:57:918 - add a note before spinner as you did for 00:29:929?
  9. 01:56:585 (1,2) - sounds more intense than 01:54:585 (2,3) -, so here should be more spacing I think
  10. 02:32:585 - this kiai looks like you copied 1st kiai and just used ctrl+j. I saw really many same patterns and flow ways as I saw at 1st kiai. Sure, It's fully following to the song, but I think you should make your map more diverse and always use different patterns, otherwise you map will look like https://osu.ppy.sh/s/107666

  • [heavy]
  1. 00:04:596 (7) - maybe it's only for me but there's slider with red point looks not so good as it can, use linear slider like 00:02:596 (4) - would be better for consistency
  2. 01:10:585 (8) - I think 2 two circle instead of slider would be better since it has pretty hard vocal at red tick
  3. 01:11:252 (1) - Don't think that missing of strong red tick is good idea, some rhythm like http://puu.sh/qWiRA/f9ee0d9d68.jpg would be better imo

  • [normal]
  1. 02:11:252 (2) - same form as 02:09:918 (1) - to be consistent with next patterns?
  2. 02:19:252 (2) - same as before
  3. 02:31:585 (5) - since you didn't add nc for this slider, so you also shouldn't add nc for this 00:54:252 (1) - i guess, to be consistent

  • [easy]
  1. good
call be back
ReFaller

FCL wrote:



  • [Hard]
  1. dat dirty berinning xd
  2. 00:01:929 (5,6,7,8) - It would be fine technically, square pattern why not, but in the song 00:02:596 (7) - sounds much stronger than other notes before, so make more spacing between 00:02:596 (7) - would have sense I guess i don't emphasize this kind of sound
  3. 00:02:929 (8,1) - similar as before, make more spacing here would have more sense in my opinion for this, i agree too
  4. 00:22:596 (2,3) - uh http://puu.sh/qWge0/5a5733cc25.jpg, could you fix spacing there to hide the followpoint? ok
  5. 00:32:586 (4) - well, it seems your constant spacing is one of your element by mapping style, but I would say that this beat should be emphasized more by increasing distance i don't do random spacing in hards while i'm using equal ds in whole combo
  6. 01:06:807 - I'd map this beat, here it sounds pretty strong to be mapped, so end of the slider here and add note at 01:06:918 would be a good idea from this notice my kiai will be look a little another
  7. 01:47:918 (4,1) - I'd use ctrl+g rhythm instead cuz the song has some vocal part at 01:48:252, even if the slider will be end at white tick, it should be fine cuz white tick hasn't vocal you wish :)
  8. 01:57:918 - add a note before spinner as you did for 00:29:929? following to another sounds than earlier
  9. 01:56:585 (1,2) - sounds more intense than 01:54:585 (2,3) -, so here should be more spacing I think this is triangle slider pattern often used by me (maybe not in this song)
  10. 02:32:585 - this kiai looks like you copied 1st kiai and just used ctrl+j. I saw really many same patterns and flow ways as I saw at 1st kiai. Sure, It's fully following to the song, but I think you should make your map more diverse and always use different patterns, otherwise you map will look like https://osu.ppy.sh/s/107666 in case when words are repeated and drums are also same, i'm usually using copy/paste Xgor is pro
Epilepsy warning is a kind of joke for this SB
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1500
PreviewTime: 76585
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:ReFaller's Runaway
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1036230
BeatmapSetID:461191

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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202,238,155251,6,0,P|261:254|319:226,1,125,0|2,1:0|0:0,0:0:0:0:
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317,228,156918,1,2,0:0:0:0:
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322,319,157585,2,0,P|282:310|240:305,1,83.3333333333333,2|2,0:0|0:0,0:0:0:0:
240,306,157918,6,0,L|115:305,1,125,0|2,1:0|0:0,0:0:0:0:
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51,162,160473,1,2,0:0:0:0:
51,162,160585,6,0,P|24:215|39:280,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
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271,178,161918,2,0,L|396:171,1,125,0|2,1:0|0:0,0:0:0:0:
456,62,162585,2,0,L|331:69,1,125,8|2,1:0|0:0,0:0:0:0:
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252,212,163918,2,0,P|265:173|263:127,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
257,91,164251,2,0,L|132:81,2,125,2|0|2,0:0|1:0|0:0,0:0:0:0:
364,27,165251,1,8,1:0:0:0:
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353,143,166585,2,0,L|478:132,1,125,8|2,1:0|0:0,0:0:0:0:
284,51,167251,2,0,L|153:58,1,125,0|2,1:0|0:0,0:0:0:0:
354,162,167918,2,0,L|479:151,1,125,8|2,1:0|0:0,0:0:0:0:
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146,178,168918,1,2,0:0:0:0:
323,234,169251,1,8,1:0:0:0:
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284,51,169918,2,0,P|347:47|397:79,1,125,0|2,1:0|0:0,0:0:0:0:
440,197,170585,2,0,P|378:203|326:170,1,125,8|2,1:0|0:0,0:0:0:0:
256,125,171140,1,0,0:0:0:0:
256,125,171251,6,0,L|132:114,1,125,0|2,1:0|0:0,0:0:0:0:
256,259,171918,2,0,L|380:270,1,125,8|2,1:0|0:0,0:0:0:0:
484,173,172585,5,2,0:1:0:0:
28,211,173251,1,2,0:1:0:0:
304,347,173918,6,0,P|367:339|434:306,1,125,4|2,1:0|0:0,0:0:0:0:
304,272,174584,2,0,P|259:268|218:276,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
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116,53,175918,2,0,L|132:135,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
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206,174,176473,1,2,0:0:0:0:
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416,84,177251,2,0,P|356:69|299:96,2,125,8|2|0,1:0|0:0|1:0,0:0:0:0:
321,164,178251,1,2,0:0:0:0:
440,202,178584,1,8,1:0:0:0:
326,255,178918,2,0,P|286:246|244:241,1,83.3333333333333,2|2,0:0|0:0,0:0:0:0:
244,241,179251,6,0,L|119:240,1,125,0|2,1:0|0:0,0:0:0:0:
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297,123,180584,2,0,P|326:70|316:2,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
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116,172,181918,6,0,P|89:225|104:290,2,125,0|2|8,1:0|0:0|1:0,0:0:0:0:
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356,193,183251,2,0,L|363:318,1,125,0|2,1:0|0:0,0:0:0:0:
253,379,183918,2,0,L|246:254,1,125,8|2,1:0|0:0,0:0:0:0:
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257,335,185252,2,0,P|244:296|246:250,1,83.3333333333333,8|0,1:0|0:0,0:0:0:0:
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145,150,186585,1,8,1:0:0:0:
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RyoKazuka


dw hoot theres nothing to touch in your parts

slider form is fine
fixed the nc (im not so sure about the nc)

thanks for modding



tutututututututtudutudu
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 1500
PreviewTime: 76585
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Faded
TitleUnicode:Faded
Artist:Alan Walker
ArtistUnicode:Alan Walker
Creator:HootOwlStar
Version:(RyoKazuka, HOS)' Medium
Source:
Tags:single electronic ballad edm Iselin Solheim fade remastered BoatKrab Arcubin RyoKazuka ReFaller
BeatmapID:1011015
BeatmapSetID:461191

[Difficulty]
HPDrainRate:4
CircleSize:4
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
Video,0,"Alan Walker - Faded.mp4"
0,0,"bg.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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216,68,161585,2,0,P|264:72|324:20,1,130
392,56,162585,2,0,P|398:94|408:120,1,65,8|0,0:0|0:0,0:0:0:0:
468,168,163251,6,0,P|492:220|468:292,1,130,2|8,0:0|0:0,0:0:0:0:
416,344,164251,1,0,0:0:0:0:
344,316,164585,2,0,B|300:312|300:312|260:324|260:324|192:320,1,130,2|8,0:0|0:0,0:0:0:0:
152,276,165585,1,0,0:0:0:0:
84,316,165918,6,0,L|92:386,2,65,2|0|8,0:0|0:0|0:0,0:0:0:0:
8,292,166918,2,0,L|24:152,1,130
72,104,167918,2,0,P|60:68|32:28,1,65,8|0,0:0|0:0,0:0:0:0:
120,16,168585,6,0,L|280:8,1,130,2|8,0:0|0:0,0:0:0:0:
320,48,169585,2,0,L|400:44,2,65,0|2|0,0:0|0:0|0:0,0:0:0:0:
252,88,170585,2,0,P|232:132|228:156,1,65,8|0,0:0|0:0,0:0:0:0:
252,224,171251,6,0,P|316:228|360:172,1,130,2|8,0:0|0:0,0:0:0:0:
388,108,172251,1,0,0:0:0:0:
440,168,172585,2,0,L|432:312,1,130
284,344,173918,6,0,L|276:200,2,130,6|8|2,0:0|0:0|0:0,0:0:0:0:
356,372,175585,1,0,0:0:0:0:
428,344,175918,2,0,P|464:332|496:328,1,65,8|0,0:0|0:0,0:0:0:0:
512,252,176585,6,0,L|372:240,1,130,2|8,0:0|0:0,0:0:0:0:
316,284,177585,1,0,0:0:0:0:
244,260,177918,2,0,P|217:202|235:142,1,130,2|8,0:0|0:0,0:0:0:0:
296,96,178918,1,0,0:0:0:0:
360,140,179251,6,0,B|428:160|428:120|496:140,1,130,2|8,0:0|0:0,0:0:0:0:
512,64,180251,1,0,0:0:0:0:
444,28,180585,2,0,L|368:36,1,65,2|0,0:0|0:0,0:0:0:0:
304,16,181251,2,0,L|228:24,1,65,8|0,0:0|0:0,0:0:0:0:
172,64,181918,6,0,P|104:72|84:8,1,130,2|8,0:0|0:0,0:0:0:0:
8,52,182918,1,0,0:0:0:0:
40,124,183251,2,0,B|56:172|56:172|40:268,1,130,2|8,0:0|0:0,0:0:0:0:
8,320,184251,1,0,0:0:0:0:
72,368,184585,6,0,L|224:356,2,130,2|8|2,0:0|0:0|0:0,0:0:0:0:
8,320,186251,1,0,0:0:0:0:
56,260,186585,2,0,L|132:266,1,65,8|0,0:0|0:0,0:0:0:0:
200,255,187251,6,0,P|239:206|235:143,1,130,2|8,0:0|0:0,0:0:0:0:
176,92,188251,1,0,0:0:0:0:
236,44,188585,2,0,B|272:40|272:40|328:56|328:56|380:48,1,130,2|8,0:0|0:0,0:0:0:0:
432,16,189585,1,0,0:0:0:0:
488,68,189918,6,0,L|480:212,1,130,2|8,0:0|0:0,0:0:0:0:
440,264,190918,1,0,0:0:0:0:
376,220,191251,2,0,B|344:220|344:220|308:232,1,65,2|0,0:0|0:0,0:0:0:0:
292,304,191918,2,0,P|302:335|296:376,1,65,8|0,0:0|0:0,0:0:0:0:
224,344,192585,6,0,L|64:332,1,130,2|8,0:0|0:0,0:0:0:0:
20,360,193585,1,0,0:0:0:0:
32,284,193918,2,0,L|20:128,1,130,2|8,0:0|0:0,0:0:0:0:
136,44,195251,6,0,L|129:122,1,65,6|0,0:0|0:0,0:0:0:0:
192,160,195929,2,0,P|240:116|320:144,2,130
216,316,197929,2,0,L|148:308,1,65
96,252,198594,2,0,B|112:336|112:336|96:380,2,130
8,124,200594,6,0,L|11:59,1,65
80,12,201261,1,0,0:0:0:0:
204,60,201928,2,0,P|272:72|316:12,1,130
256,192,203740,12,0,207074,0:0:0:0:
Topic Starter
HootOwlStar
sb doesn't need it but the video contains interchange between scenes like in the bridge so I think it's quite necessary too

FCL wrote:



uhh
dat dirty berinning xd yehja

  • [heavy]
  1. 00:04:596 (7) - maybe it's only for me but there's slider with red point looks not so good as it can, use linear slider like 00:02:596 (4) - would be better for consistency tried to do things here
  2. 01:10:585 (8) - I think 2 two circle instead of slider would be better since it has pretty hard vocal at red tick but I'm really bad at fixing things and no idea how to make 2 circles work here so zxzxzxzxz will consider
  3. 01:11:252 (1) - Don't think that missing of strong red tick is good idea, some rhythm like http://puu.sh/qWiRA/f9ee0d9d68.jpg would be better imo I would try to think up some patterns to fix together I guess

call be back yes
alright thanks for the mod! and updated
and the next post will open a new page. hype
ReFaller
I'm opening the next page!!!
Topic Starter
HootOwlStar
yay !!! anyway fixed some hitsounds about the soft-normal at the beginning. reduced the volume so that it won't be too audibly loud

and basically have no idea on ways to fix the bug in the beatmap download page
BoatKrab
Fixed all BounceBabe's thing <3

Here: https://puu.sh/qYp9x/74ad7ce6e2.rar
beaw
You need to fix that one diff with HOS in it because there needs to be another S for possession. It should be like "HOS)'s".

Also, is there an Insane difficulty coming? ;w;
ZekeyHache
I think I was supposed to do something here
ZekeyHache

Double post for email notification~
Well, the wait was worth it since you asked me before I was a BN :v This is the first time I take so much time to mod something I promised xD But hey! Better late than never ;)

[Genaral]
  1. Your video is .mp4 and for some reason, some people have trouble with mp4 videos even though they are supported. The good news is that there's an easy fix~ If you're able to see the file extension names, just change the ".mp4" to ".avi" like this. I know that sounds mediocre, but it actually works and no one gets issues :/ You better do this, otherwise, you'll face this fate.
  2. The following hitsounds are marked as "unused":
-normal-sliderslide3.wav
-normal-sliderslide4.wav
-normal-slidertick3.wav

Please check if you're using them or not because this program may be wrong~

[BoatKrab's Light]
  1. 01:00:585 (1,2) - This blanket can be improved~
  2. 01:28:585 (2) - What about making a curve to the right for a more friendly flow for beginners? You get to blanket with slider (1) too \:D/
  3. 01:37:918 (4) - NC for consistency + emphasis on the noticeable change in music?
  4. 01:46:918 - Any reason for shortening the break? I find it unnecessary~
[(RyoKazuka, HOS)' Medium]
  1. 00:55:252 (1) - Ok... You were making all your ncs every second downbeat and starting from here you made them every single one though the rest of the mapset, plz decide~ Every second downbeat would be nice, since that's what you did on the Heavy diff~
[Heavy]
  1. 01:55:918 (4,5) - Any reason for that jump? I don't see why you did it~
[ReFaller's Runaway]
  1. HP +1 becuase it's the same as Heavy right now~
  2. 03:23:740 (4) - nc?
Call me back when you're done~
RyoKazuka
mis read damnainsjdsd


edit: hos fix those ncs pls
ReFaller
HOS will fix it for me
BoatKrab

ezek wrote:

[BoatKrab's Light]
  1. 01:00:585 (1,2) - This blanket can be improved~
  2. 01:28:585 (2) - What about making a curve to the right for a more friendly flow for beginners? You get to blanket with slider (1) too \:D/
  3. 01:37:918 (4) - NC for consistency + emphasis on the noticeable change in music?
  4. 01:46:918 - Any reason for shortening the break? I find it unnecessary~
Fixed all <3


01:28:585 (2) - What about making a curve to the right for a more friendly flow for beginners? You get to blanket with slider (1) too \:D/

You mean this? :3

Update: https://puu.sh/r58WF/290e920ebc.rar
ZekeyHache

BoatKrab wrote:

You mean this? :3
yee, I mean that :v
Topic Starter
HootOwlStar
normal-sliderslide4 seems unused, I guess it's jut come up as one set to prevent any causes of slides due to the interchange between soft and normal in the kiai times in Runaway diff. other two are for Easy diffs to fill the slider ticks eg. in 01:24:585 (3) - 02:51:251 (3) -

forgot what the video offset is. set video offset to +40ms but need rechecks. and also need checks on the .avi file too

others are fixed. and the whole mapset is updated.
riffy
Hey there!

Did a little chat with ezek on the spread, as we both seemed to feel somewhat uneasy about it.

09:37 Bakari: Just make sure that you're okay with the E/N gap
09:37 Bakari: It jumps from 1/1 to consistent 1/2
09:37 Bakari: and then Hard and Insane only complicate the same 1/2 base with a few jumps or 1/8 and 1/6
09:38 Bakari: essentially, you have a single 1/1 diff and then the rest are completely 1/2 based
09:39 ezek: hmmm
09:39 Bakari: try to get rid of some weaker 1/2 beats in Normal
09:40 Bakari: You'll get a neat progression
09:40 Bakari: 1/1 > introduced 1/2 > introduced more complex structures with consistent 1/2 > complex stuff + harder patterns

Basically, you could try to tone down your Normal to make things more balanced. So it would be E--N--H--I instead of E---N-H-I.

While we are at it, 01:51:252 (5) - 02:08:585 (5) - this in Medium feeks really out of place. No such sliders were used before and introducing this one mid-map and not using them anywhere else is pretty inconsistent.
Topic Starter
HootOwlStar
irc w/ @ezek
05:44 HootOwlStar: hey I updated.
05:44 HootOwlStar: basically I accidentally slept for 6 hours while waiting for the update
05:44 ezek: oki doki
05:45 ezek: lol
05:47 ezek: seems your original video offset was 0
05:47 ezek: just 0
05:48 HootOwlStar: I remembered I adjusted the video offset for the original video
05:48 HootOwlStar: it seems late or something if it's 0
05:48 HootOwlStar: or mayb it's just me
05:49 ezek: I didn't check your video sync, I just told you what was your original video offset before the update~
05:49 HootOwlStar: oh
05:50 HootOwlStar: well the .avi is complete conversion without any edits so I guess it's the same then?
05:50 ezek: did you do as I told you then?
05:50 HootOwlStar: no I convert it in online converter
05:51 HootOwlStar: since I couldn't find the extension you mentioned
05:51 ezek: quality decreased notably~
05:51 HootOwlStar: uh oh
05:52 ezek: I'll do the thing for you~
05:53 ezek: don't even credit me, is the same video :v
05:53 HootOwlStar: :v
06:00 ezek: the first upload got error, so I'm trying again~
06:00 HootOwlStar: sure
06:14 ezek: [https://mega.nz/#!oZUXzCLb!-wGI2eonDe8G2rmEG9B_IJyCjOorEtMpZkp3W6f5-YE your vid]
06:15 HootOwlStar: thanks
06:15 HootOwlStar: gonna update it then
06:30 HootOwlStar: so offset to 0 right
06:30 ezek: do the update and I'll check your vid offset
06:31 HootOwlStar: ok then
06:50 HootOwlStar: alright done
06:53 ezek: 40ms seems fine for me, you're cool~
06:54 ezek: now I'm gonna wait for someone's opinion before placing a bubble~
07:10 HootOwlStar: alright
07:11 ezek: ;)
irc w/ @Bakari
13:16 HootOwlStar: hey. saw your post in faded
13:16 Bakari: hey
13:16 HootOwlStar: and err you're mapping hallelujah. n i c e
13:16 HootOwlStar: ok back to topic
13:17 HootOwlStar: my viewpoint is like the first 45s is for 1/2 introductory
13:17 HootOwlStar: to act as a bridge for difficulty progression
13:18 Bakari: Oh, yeah, that could also work
13:19 HootOwlStar: no like i already did so
13:19 HootOwlStar: so i guess that kinda work a little
13:19 Bakari: but then you probably should do something about ignored beats like 00:41:252 - 00:43:919 -
13:19 Bakari: so, it's not like you ignore a bunch of 1/2s and then start mapping them
13:20 Bakari: but gives a good gradually increasing difficulty
13:20 Bakari: yeah, that does sound like a good reason to keep your rhythms
13:20 HootOwlStar: alright. i'll try to fix them now
13:21 Bakari: You know the usual thing, post this in the thread, so BNs don't end up asking the same questions over and over again
13:21 HootOwlStar: sure
13:21 Bakari: oh yeah, I also forgot to mention that I enjoy this set a lot ♥
13:21 HootOwlStar: btw it's just these two notes right
13:21 HootOwlStar: ooh thanks
13:21 Bakari: there was a third slider a couple of seconds away
13:22 Bakari: want me to link it?
13:22 Bakari: it was also a 3/2 one
13:22 HootOwlStar: yeah
13:23 HootOwlStar: I need your link, coulldnt specify which one you mentioned
13:24 Bakari: 00:48:586 (1) -
13:25 HootOwlStar: alright
13:27 HootOwlStar: 00:43:252 (1) - 00:48:586 (1) - don't ignore beats
13:28 HootOwlStar: it implies the percussions
13:29 Bakari: It feels weird to me when there's nothing to click on the white tick mid-slider
13:29 HootOwlStar: but it doesnt contain any audible notes tbh
13:30 HootOwlStar: oh god I need to hurry up a little
13:31 Bakari: 00:49:252 - 00:43:919 - 00:41:252 - we are talking about these three beats, right?
13:32 HootOwlStar: yeah
13:32 HootOwlStar: 00:41:252 - is fixed
13:33 HootOwlStar: oh I guess I'll just fix the other two. you have the point
13:33 HootOwlStar: I'm gonna go anyway
irc w/ @ezek is made before the issues are mentioned by @Bakari. explanation about difficulty progression and additional changes onto Normal diff are in the irc log w/ @Bakari.
edit: all diffs are updated with issues mentioned by @Bakari fixed.
ZekeyHache
Oki doki! Bubbled~
Shmiklak
cool
Cerulean Veyron
The epilepsy warning in BoatKrab's Light is off. The rest of the diffs are on btw ;p

I like the song btw /o/
ZekeyHache
lol
Cerulean Veyron
Qualfied! _____________________________________________________________________________________________________________
ReFaller
HAHAHA!1!
pishifat
Topic Starter
HootOwlStar
irc
15:20 pishifat: Faded
15:20 pishifat: assuming nothing's weird in these diffs i havent seen
15:20 pishifat: can rank
15:21 HootOwlStar: oh my go d
15:21 HootOwlStar: so unexpected
15:22 pishifat: thank #modreqs
15:28 pishifat: 02:23:918 (2) - vs 02:21:585 (2) -
15:28 pishifat: tail snappingz
15:29 HootOwlStar: heavy diff?
15:29 pishifat: ya
15:30 pishifat: 03:15:251 (1) - tail snapping
15:30 pishifat: should be on red line
15:30 pishifat: 03:15:918 (2) - on boatkrab same
15:30 HootOwlStar: ok will fix for 03:15:251 (1) -
15:31 HootOwlStar: 02:21:585 (2) - is basically according to vocals
15:31 HootOwlStar: I guess 02:23:918 (2) - is unsnapped
15:31 pishifat: ya
15:31 pishifat: second one should be like the first one
15:31 HootOwlStar: so make the slider to 3/4?
15:31 pishifat: that works
15:32 pishifat: or using the same 1/4 slider thing as first
15:32 HootOwlStar: ok
15:32 pishifat: whatever u want
15:36 HootOwlStar: so I just update it now?
15:36 pishifat: yea
15:39 HootOwlStar: done and savelogged.
15:41 pishifat: do u know how to snap 03:15:251 (1) - properly
15:42 HootOwlStar: isn't it just snap to the red timing point
15:42 pishifat: na its currnetly on the white tick right before it
15:42 HootOwlStar: shit
15:42 HootOwlStar: but I hope it's fixed in Light diff
15:43 pishifat: yea it is there
15:48 HootOwlStar: if I still didn't fix it, I'll need your help to send me the object code instead
15:49 pishifat: still broken g
15:49 HootOwlStar: gh
15:49 pishifat: if you want to extend the slider more
15:49 pishifat: you can just change the sv to .785
15:49 pishifat: it'll detect the third decimal even if it doesnt say it
15:49 pishifat: gonna have an annoying tick tho
15:50 pishifat: so making a new sampleset with silent tick for that one object may be necessary lol
15:53 HootOwlStar: the current one kinda blend in with soft-hitnormal
15:53 HootOwlStar: wait no
15:53 HootOwlStar: err
15:54 pishifat: r
15:59 HootOwlStar: added soft-slidertick2 https://puu.sh/r9AR1/bde1267fdf.wav
16:00 pishifat: if that sounds ok to you ill rank
16:01 pishifat: seems like it would sound better silent cuz 2 consecutive sounds lol
16:02 HootOwlStar: the added one was also meant for the front parts in easy and normal diffs though
16:02 pishifat: ur new tick also has delay
16:02 pishifat: nice
16:02 HootOwlStar: nice
16:02 HootOwlStar: fuck my life
16:02 pishifat: do u know how to fix that or should i
16:02 HootOwlStar: idk how to fix
16:03 pishifat: https://dl.dropboxusercontent.com/u/7518324/soft-slidertick2.wav
16:03 HootOwlStar: let me ask @Bearizm whether he has silent or nt anyway
16:04 pishifat: silent what
16:04 HootOwlStar: soft-slidertick.wav
16:04 pishifat: u can just copy ur silent slide lol
16:04 HootOwlStar: oh
16:05 pishifat: like make the green line at 03:15:251 - s:c99 or whatever
16:05 pishifat: then stick in silent tick and slide
16:05 pishifat: i've done the same on my own broken-timing maps
16:11 HootOwlStar: added soft-sliderslide, slidertick, hitfinish, hitnormal and hitsoft99
16:11 HootOwlStar: *hitwhistle
16:11 HootOwlStar: that's basically the hs needed for the slider b4 I guess
16:12 pishifat: so many
16:12 HootOwlStar: yah
16:13 pishifat: dont u need to change the sampleset of the green line
16:13 pishifat: for it to actually be used
16:13 HootOwlStar: I didn't?
16:14 HootOwlStar: fuc k me
16:14 pishifat: osu is hard
16:17 HootOwlStar: agree 10/10
16:18 HootOwlStar: btw updated. hope that there are no more issues
16:22 pishifat: me too
16:22 HootOwlStar: smae
16:24 HootOwlStar: yes 1
16:24 pishifat: sleep time
16:24 HootOwlStar: thank you alright
holy shi t that hoodie pic. btw really thank you @pishifat
and post #369 is special too so yea
Cerulean Veyron

pishifat wrote:

>checks osu store and price
o ducking expensive, cute dog over there

CONGRATS btw guys \;D/ :) :)
RyoKazuka
thanks

and congrats to hos
Shmiklak
Grats bro owo
Rlsc
I suggest you use a proper clean version of the song, not a ripped version from youtube2mp3.cc with some retarded distored sound effects at the beginning derives from the offical video.
Kyouren
Gratzz >w</ (I love this song)
Stjpa
Congratz
_DT3
Aaa gratz
erlinadewi-
I'm faaadeeedddd...

Gratz!
sahuang
Well it's so quick, gratz :)
-NanoRIPE-
Grats!! ~
Vivyanne
woo congrats \o/
Mystyk
Sorry to say this but there could have been more effort put into this map.

The hardest difficulty is very undermapped, the song isn't meant for an insane difficulty, but you could have brough out more of the song.
For example using spinners here was a very bad decision in my opinion: 02:25:918 (1,1) -
02:31:585 (1,2,3) - these could have been circles with "mid-far" jumps
02:52:585 (1,2) - no idea why whistle was used, it's unfitting imo the song doesn't have such sounds
03:05:585 (3,4,5) - the inbetween parts are undermapped, there is a lot more going in the song
03:07:252 (1,2,3,4,1,2,3,4,5,6) - at 90 BPM these feel like 1/1 notes even though it's 1/2 X_X
03:12:585 (1,2,3,4) - you could have done something like this http://puu.sh/rbqAQ/9704c479ec.jpg and even though it looks overmapped, it is not, because there is a lot going on in the song
etc...not gonna mention every place which is undermapped

The storyboard is also very...effortless, the song is "faded" but you didn't even fade the lyrics out nicely, you just made them suddenly disappear, it doesn't look nice ;_; oh wait, you faded out "were you only imaginary" at about 00:52:586 then you could have done this with the rest of the lyrics

Also:
http://puu.sh/rbr1t/10eca8eabe.png (in Refaller's Runaway and Medium and Light)
I thought this was unrankable because there is no velocity change? (Maybe the ranking criteria changed meanwhile? o.o if there was a change in this then sorry my bad)

So if this gets DQ'd I think you should improve the hardest diff and the storyboard X_X
Lasse
that timing point is totally fine since volume/sampleset settings for red/green are the same. Not changing sv on it just makes it useless, but that is not an issue at all

I complained about those spinners ignoring a really interesting part of the song already when I modded this, but it seems like ReFaller doesn't intend to change them.. p/5413108
still disappointed by the second chorus being pretty much the first one just copy-paste flipped but whatever
ReFaller

Mystyk wrote:

The hardest difficulty is very undermapped, the song isn't meant for an insane difficulty, but you could have brough out more of the song.
I deleted thing about spinners because it was explained days ago and confirmed above by Lasse
02:31:585 (1,2,3) - these could have been circles with "mid-far" jumps i follow same thing as Heavy, but with more spacing
02:52:585 (1,2) - no idea why whistle was used, it's unfitting imo the song doesn't have such sounds i hitsounded vocal line
03:05:585 (3,4,5) - the inbetween parts are undermapped, there is a lot more going in the song better than overmapped
03:07:252 (1,2,3,4,1,2,3,4,5,6) - at 90 BPM these feel like 1/1 notes even though it's 1/2 X_X and? what?
03:12:585 (1,2,3,4) - you could have done something like this http://puu.sh/rbqAQ/9704c479ec.jpg and even though it looks overmapped, it is not, because there is a lot going on in the song part has no 1/4 notes here, just 1/6 if i would use it
etc...not gonna mention every place which is undermapped

Also:
http://puu.sh/rbr1t/10eca8eabe.png (in Refaller's Runaway and Medium and Light)
I thought this was unrankable because there is no velocity change? (Maybe the ranking criteria changed meanwhile? o.o if there was a change in this then sorry my bad) unrankable only with having two red or red green at the same time
Topic Starter
HootOwlStar
@Mystyk, the issue about storyboarding is explained rather personal though, like different people have different interpretations on things, and I think the current one is good. fading out the lyrics throughout the whole song will not bring out good effects anyway, and the only lyric sentence that fades out actually brings a stronger emphasis to the fading out of the rhythm at the part too. :v

@Lasse, I guess just deal with the copy-pasting and enjoy the mapset instead c:

well thanks for the concerns though. and thanks to all of you guys who supported the mapset (y)
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