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Kelly Bailey - Triage at Dawn

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Total Posts
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Topic Starter
diraimur
This beatmap was submitted using in-game submission on 11 Ağustos 2016 Perşembe at 00:28:41

Artist: Kelly Bailey
Title: Triage at Dawn
Source: Half-Life 2
Tags: two Gordon Freeman Alyx Vance We Don't Go To Ravenholm voli arphimigon valve
BPM: 108
Filesize: 1440kb
Play Time: 00:40
Difficulties Available:
  1. Advanced (2,05 stars, 61 notes)
  2. Arphimigon's Easy (0,91 stars, 25 notes)
  3. Standard (1,37 stars, 39 notes)
  4. Voli's Hyper (2,84 stars, 67 notes)
Download: Kelly Bailey - Triage at Dawn
Information: Scores/Beatmap Listing
---------------
half life 2

thanks to Lanturn for metadata confirmation.
Voli
last
Topic Starter
diraimur
not anymore
Voli
std

00:10:608 (3) - note instead of slider? theres no piano on the red tick and the little pause gives some extra power to hitting 00:11:164 (1) -

00:35:053 (3) - note maybe instead of slider coz red tick is barely audible and makes for a nice pause between the last note and spinner idk maybe just me tho


nm

00:25:608 (4) - ctrl down

00:26:164 (5) - ctrl down x2 and ctrl right x2 then

00:27:553 (3) - put dis a bit more in the middle of 00:28:386 (5) - looks neater imo https://osu.ppy.sh/ss/5483699


volis sh1t

00:11:164 (1) - nc wtf

00:17:830 (1) - ctrl right

00:28:664 (6) - nc pls consistency

\o/
Topic Starter
diraimur

Voli wrote:

std

00:10:608 (3) - note instead of slider? theres no piano on the red tick and the little pause gives some extra power to hitting 00:11:164 (1) - i agree nice 1 done

00:35:053 (3) - note maybe instead of slider coz red tick is barely audible and makes for a nice pause between the last note and spinner idk maybe just me tho ya done


nm

00:25:608 (4) - ctrl down fixd

00:26:164 (5) - ctrl down x2 and ctrl right x2 then fixd

00:27:553 (3) - put dis a bit more in the middle of 00:28:386 (5) - looks neater imo https://osu.ppy.sh/ss/5483699 done


volis sh1t

00:11:164 (1) - nc wtf ignoring for now

00:17:830 (1) - ctrl right k

00:28:664 (6) - nc pls consistency ignoring for now

\o/
thx4mod
Arphimigon
4 diffs
Half Life 2 Song
4/2 = 2
But what's that?
3 mappers
2*3 = 6
There are 6 letters in Triage
Triage = Tri + age
Tri = 3
Half Life 3 confirmed
Topic Starter
diraimur
LOL
_handholding
because I'm a kd whore
11:31 diraimur: hey Kisses
11:31 diraimur: are you busy?
11:31 MrSergio: at least... 2 years... ?
11:31 MrSergio: !faq mat
11:31 BanchoBot: The Mapping Assistance Team was an old user group which assisted the BAT in the ranking process.
11:31 BanchoBot: RIP MAT 2013-04-23
11:31 diraimur: i need 1 to help me if spacing i used on this map is justifid or not ;w;
11:31 diraimur: 3 years
11:31 MrSergio: dawh, 3
11:32 Kisses: np it
11:32 *diraimur is editing [https://osu.ppy.sh/b/1013362 Kelly Bailey - Triage at Dawn [Advanced]]
11:32 diraimur: keep in mind its 2.1 stars ;w;
11:33 Kisses: dat bg
11:33 diraimur: i dont know what else to put
11:33 diraimur: is it bad?
11:33 diraimur: its from the game
11:33 Doormat: i was just about to say
11:33 Doormat: it makes sense
11:34 MrSergio: wow, that song makes me kinda... nostalgic of something
11:34 Kisses: @dirai, I have more of a problem with the inconsistencies
11:36 Kisses: oh and the bg is fine its just Im so used to seeing girls or a tree in the distance as a bg
11:36 diraimur: care to elaborate?
11:36 diraimur: LOL
11:36 diraimur: inb4 dq over bg
11:36 diraimur: "not anime enough"
11:36 Kisses: lik this 00:09:497 (2,3) is quite big
11:37 Kisses: one of the biggest and yet 00:12:830 (5,1) isnt as big yet the music is of equal intenisty, at least imo
11:37 Kisses: but its mostly the numbers
11:38 Kisses: for me
11:38 diraimur: k thanks
11:38 Kisses: like you use a varying amount of DS that kinda throws reading through DS out the window when its suppose to be half a level up from a normal
11:39 diraimur: well
11:39 diraimur: it was originallly a hard
11:39 *diraimur is editing [https://osu.ppy.sh/b/1013285 Kelly Bailey - Triage at Dawn [Standard]]
11:39 diraimur: this is the normal
11:39 diraimur: i wonder if i can get away with calling hard
11:40 Kisses: dunno but you can try ask shiirn to look at it
11:40 Kisses: hes on the hunt for kds too since he needs it for the bn application
11:41 diraimur: okai thanks
11:42 Tatsuyu: me
11:42 diraimur: hi tatsuyu
11:42 diraimur: kisses btw u can post so i can kds u
11:43 diraimur: even tho it wasnt big it did help me
11:43 diraimur: thanks
11:43 diraimur: nerfed some spacings
11:43 Kisses: hmmm, ok xd
riktoi
asd
13:46 diraimur: hey
13:46 riktoi: hey
13:47 diraimur: can u mod mi 30 sec map for memz
13:47 *diraimur is editing [https://osu.ppy.sh/b/1013362 Kelly Bailey - Triage at Dawn [Advanced]]
13:47 riktoi: wo
13:47 diraimur: if ur too lazy i can say what you have to write so u can get kds i think
13:47 riktoi: lmao
13:47 diraimur: just meme mod it
13:47 diraimur: doesnt matter really
13:51 riktoi: everything else seems fine to me except some of the overlaps in standard
13:52 riktoi: 00:15:608 (1,2) - dunt like dis
13:52 diraimur: k
13:52 diraimur: post it then
13:52 riktoi: lol
13:52 riktoi: i'm not gonna accept kds for one fix tbh
13:53 diraimur: then find sth else
13:53 diraimur: for example say
13:53 diraimur: remove 1/2 stacks
13:54 diraimur: or
13:54 diraimur: do you think are they fine
13:54 diraimur: are they fine?
13:54 riktoi: it's kinda hard to make sharp curves look good in a easy diff like this
13:54 riktoi: also you could try like
13:54 riktoi: 00:08:941 (1,2) - instead of these 2 reverses
13:55 riktoi: you could have 3 sliders here and keep the pattern after
13:55 riktoi: 00:11:164 (1,2) - disd
13:55 diraimur: but strongest sound is at 00:09:775 -
13:55 riktoi: o
13:56 riktoi: okay how about
13:56 riktoi: 00:09:775 - circle here
13:56 riktoi: 00:10:053 - no reverse 1/2 slider
13:57 diraimur: ok
13:57 diraimur: idk
13:57 riktoi: 00:15:608 (1,2) - also these could curve like the 2 sliders before do
13:57 riktoi: or maybe just have them straight
13:57 riktoi: gotta try what works
13:58 riktoi: since it's the same sound but it's weaker
13:59 riktoi: lemme just play dis so i can understand it betur
14:00 riktoi: i fc'd it ok
14:01 riktoi: straight sliders work pretty well imo
14:01 diraimur: LOL
14:01 riktoi: BUT ONLY IN DIS 00:15:608 (1,2) -
14:01 diraimur: http://osu.ppy.sh/ss/5491937
14:01 diraimur: i made it like dis
14:01 riktoi: luks good
14:01 diraimur: is it works
14:02 riktoi: where is meme lambda pattern
14:02 diraimur: LOL
14:03 riktoi: i don't really like the sharp curved sliders but if you like them don't change them
14:04 riktoi: advanced is really nice
14:04 riktoi: did you get that message
14:04 riktoi: my internet kinda died
14:04 diraimur: yes
14:04 diraimur: you spammed me
14:04 riktoi: good
14:04 diraimur: do you mean
14:04 diraimur: my advanced sucks?
14:05 diraimur: LOL
14:05 riktoi: na
14:05 riktoi: it's good
14:05 diraimur: k could you find mor things to post
14:05 riktoi: i think it's fine now
14:05 riktoi: i really have nothing to say about the other difficulties
14:06 diraimur: okai thanks
14:06 diraimur: just send it tbh
14:06 riktoi: i will keep the sharp curved sliders as preference
Arphimigon
how do get mods like diri
Shiirn
Suggestions
Major suggestions
Unrankable issues

Formatting is for nerds. I am a nerd.

You might want to get a softer sliderslide. It's quite distracting.


Voli's Hyper
00:22:275 (1,2) - You need more than 1 node for a proper blanket.


Advanced
00:10:330 (4,5) - this spacing is the highest in the map and its just at some random spot.

Standard
Barely overlapping notes triggers the fuuuuck out of me. But you're probably not going to want to partially remap the entire thing so oh well.

Arph's Easy
without a doubt the most boring easy there ever easied



it's sad that this is actually kd worthy. I'd do more in the extent of checking in the interests of BNship, but really this map isn't all that great or horrible and minecraft calls to me. Later \o
Arphimigon
Hating on slow, calm songs' maps?
Please~
Songs like these need slow, calm maps like this, cus thats the song!
It's not boring to play my easy if you wanna play a slow calm map then! It's quite the fit for the mood.
Thank.
Topic Starter
diraimur

Shiirn wrote:

Suggestions
Major suggestions
Unrankable issues

Formatting is for nerds. I am a nerd.

You might want to get a softer sliderslide. It's quite distracting. k

Advanced
00:10:330 (4,5) - this spacing is the highest in the map and its just at some random spot. fixd

Standard
Barely overlapping notes triggers the fuuuuck out of me. But you're probably not going to want to partially remap the entire thing so oh well. ya rip


it's sad that this is actually kd worthy. I'd do more in the extent of checking in the interests of BNship, but really this map isn't all that great or horrible and minecraft calls to me. Later \o cya
thx 4 mod
Voli
Voli's Hyper
00:22:275 (1,2) - You need more than 1 node for a proper blanket. fixd

cool blanket

cod
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 8525
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 8941,10053,17830,26719,35608
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 1.6

[Metadata]
Title:Triage at Dawn
TitleUnicode:Triage at Dawn
Artist:Kelly Bailey
ArtistUnicode:Kelly Bailey
Creator:diraimur
Version:Voli's Hyper
Source:Half-Life 2
Tags:two Gordon Freeman Alyx Vance We Don't Go To Ravenholm voli arphimigon
BeatmapID:1013267
BeatmapSetID:474348

[Difficulty]
HPDrainRate:5
CircleSize:5
OverallDifficulty:6
ApproachRate:7.5
SliderMultiplier:1.7
SliderTickRate:1

[Events]
//Background and Video events
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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Firmatorenio
sorry can't mod this because 2gud4me
i made a kek for lulz, don't add it lol
Arphimigon
Oh, turns out there is more to prove that Half Life 3 is confirmed.
November 16, 2004 was the release date of Half Life 2.
16.
16 year olds are teens.
In 2004, most 16 year olds were born in 1987/8
In 1988, Margaret Thatcher became the longest serving British prime minister of that century.
So how does this show us that Half Life 3 is confirmed?
Well first we need to look at how Half Life 2 came to be.
Half Life 2 was created from the half life of Half Life, which came out at November 8, 1998
Since it took 16 years for Half Life to become Half Life 2, we can tell that the half life of Half Life is indeed 8 years.
Half Life 1 was released in 1998, that was 2 years before 2000
2000 is the end of the century of which Margaret Thatcher was the longest standing British Prime Minister.
So how does Margaret Thatcher have to relate to Half Life 3 being confirmed?
Margaret Thatcher has a first and second name. Both of her names have 8 letters.
But do you see that? The half life of Half Life is also 8 years!
That is a bit suspicious, but there is indeed more.
Margaret Thatcher rhymes with Rat catcher.
Ratcatcher is a film released in 1999.
1999 is one year after 1998, surely this cannot be a coincidence too?
Is it that Margaret Thatcher wanted to prolong her stay as Prime Minister, so devised a film which would prolong her stay? And how does this film relate to Half Life?
To find that out, we must look at the film, the Ratcatcher.
The Ratcatcher is a film.
Half Life is also a film made in 2006.
Can it be that Half Life, the film, was a cause of Half Life 2 being made?
Of course!
Half Life the film has 116 minutes of screen time.
1+1+6 = 8
8 is the half life of Half Life again
So we can safely assume that Half Life the film was prolonging the life of Half Life the game so that Magaret Thatcher could create Half Life 2
But Half Life 2 has no Half Life 2 film
Therefore we look back at the Ratcatcher film
Ratcatcher has 96 minutes of screen time
(96 backwards is 69)
96 / 8 = 12
There are 12 sides in a Dodecagon
Dodecagon is a shape
Triangle is also a shape
The illuminati symbol is a triangle
A triangle has 3 sides
The Ratcatcher's screen time is divisible by 3, so it is also safe to assume that the Ratcatcher is a part of the Illuminati
Margaret Thatcher is a part of the Illuminati (http://voices.nationalgeographic.com/20 ... -thatcher/ source)
We know that the Illuminati wants to take over the world, and is doing so very slowly by enslaving the minds of people.
But how quickly do they enslave people?
We can work out the Half Life of Hypnosis by simple m-

I'm done this is going nowhere
Arphimigon
Doublepost this one is srs

[Easy]
Your diff settings suck. This is so eassy and slow yet so high settings. Reduce them ALL.

[Standard]
00:12:830 (3) - Kinda feels more fitting to have this as a note, so the whole pattern is identical to 00:08:941 (1,2,3) - players of this level would like lots of consistency to be able to grasp concepts one by one so its better to keep the rhythm the same here too.
On that note, can I suggezt u change 00:15:053 (3) - 00:17:275 (3) - etc all to notes? Two reasons, 1) there are a lot of sliderz here and holding constantly is hard for a new player who would struggle to do so, and 2) it makes accuracy a bit more valuable in this ssection

[Advanced]
00:17:830 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I feel like this ssame rhythm goes on way too long, around 50% of the map is that same rhythm pattern and stack pattern put together so it getz really boring lolxd
00:32:830 (5,1) - Feelz low sspaced after 00:31:164 (1,2,3,4,5) - this jump pattern plz buff

[Bear]
AR6 LOLXDXDXDD CUZ SLOW SONG XDDDD
00:17:275 (3,4) - I feel as though thiz being one slider would benefit the atomosphere here, it would compliment the similar sslider movementz here 00:15:608 (1,2) - (if u made it a straight slider) and add emphasis to 00:17:830 (1) - since you wouldnt have 3 similar spaced tapz. Also its identical in sound to 00:31:164 (1,2,3) -

feed me
Topic Starter
diraimur

Arphimigon wrote:

Doublepost this one is srs

[Easy]
Your diff settings suck. This is so eassy and slow yet so high settings. Reduce them ALL.

[Standard]
00:12:830 (3) - Kinda feels more fitting to have this as a note, so the whole pattern is identical to 00:08:941 (1,2,3) - players of this level would like lots of consistency to be able to grasp concepts one by one so its better to keep the rhythm the same here too.
On that note, can I suggezt u change 00:15:053 (3) - 00:17:275 (3) - etc all to notes? Two reasons, 1) there are a lot of sliderz here and holding constantly is hard for a new player who would struggle to do so, and 2) it makes accuracy a bit more valuable in this ssection

[Advanced]
00:17:830 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - I feel like this ssame rhythm goes on way too long, around 50% of the map is that same rhythm pattern and stack pattern put together so it getz really boring lolxd
00:32:830 (5,1) - Feelz low sspaced after 00:31:164 (1,2,3,4,5) - this jump pattern plz buff

[Bear]
AR6 LOLXDXDXDD CUZ SLOW SONG XDDDD
00:17:275 (3,4) - I feel as though thiz being one slider would benefit the atomosphere here, it would compliment the similar sslider movementz here 00:15:608 (1,2) - (if u made it a straight slider) and add emphasis to 00:17:830 (1) - since you wouldnt have 3 similar spaced tapz. Also its identical in sound to 00:31:164 (1,2,3) -

feed me
applied all thx
Voli

Arphimigon wrote:

[Bear]
AR6 LOLXDXDXDD CUZ SLOW SONG XDDDD
00:17:275 (3,4) - I feel as though thiz being one slider would benefit the atomosphere here, it would compliment the similar sslider movementz here 00:15:608 (1,2) - (if u made it a straight slider) and add emphasis to 00:17:830 (1) - since you wouldnt have 3 similar spaced tapz. Also its identical in sound to 00:31:164 (1,2,3) - i tried it but im really not feelin it with that pattern ;w; the sounds on the notes feel a tad bit stronger than the ones on the sliders, hence why i used notes there, also i LIKE THE PATTERN! and a slider would ruin it D:

feed me
ok diri u can change ar to 7 if u want xd
JBHyperion
M4M with diraimur on Ice - Amber Wishes, though it was worth modding this just to get chuckles from Arphi's post xD

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: On all diffs, consider adding greenlines to gradually fade out the spinner volume 00:35:608 (1) along with the fade out in the music's volume. The spinner spin and bonus sounds are very overbearing at such a calm part with constant 50% volume imo
  6. AImod: No issues

Difficulty-Specific Comments:

Arphimigon's Easy
  • Personal preference, but I'd go with a slightly higher DS like 1.2x to avoid those edge-overlaps like 00:15:608 (2,1) - 00:19:497 (3,1) - that appear throughout the map. I feel avoiding overlaps of this type that would make the map more appealing to look at since it wouldn't be so cramped - consider your SV and whether it would negatively impact on the flow first though. No real issues besides that.

Normal
  • Similar spacing preferences in this diff, slight overlaps like 00:17:830 (1,2) just look kinda sloppy to me, and whereas for overlapping patterns like 00:08:941 (1) - 00:17:275 (3) are mostly tidy and consistent, I feel removing the overlaps from 00:17:830 - compliments the increased intensity here well and would make your DS consistent throughout this section - e.g. the differences between 00:20:886 (2,3,1) - are unrecognisable as a jump and just look oddly spaced atm
  1. 00:26:997 (2,2) - Would prefer you not to end sliders on strong sounds as it takes away emphasis that could be gained by having something to click on -

Advanced
  1. 00:11:164 (1,3) - Manually stack the tail+head here to get an even blanket with 00:11:719 (2,4) since it looks sloppy at the moment
  2. 00:12:830 (5) - In all other combos these sliders were/are consistent with each other (except 00:30:053 (4,5) where there is a distinguishable change in sound), but here you have two curves and this one is straight - any reason why? Would be better to maintain consistency since this diff is very consistency/symmetry-focused

Voli's Hyper
  1. 00:09:497 (3) etc. - Constant whistle feels overbearing for me here, would be better to remove whistle from these (3)s as in the previous diffs, since the piano sound is much weaker
  2. 00:10:886 (2,1) - Placing (1) under a stack with antiflow is very confusing to read and flows awkwardly for me. I'd Ctrl+G (1) and (3), though I guess you probably want something a little harder than that, so maybe try repeating your triangles from before with a larger spacing? Example: https://osu.ppy.sh/ss/5545728 (00:11:719 (3) - is under the tail of (2) and 00:11:997 (1,2,3) is copied and rotated to form a rhombus)
  3. 00:18:664 (2,3) - Another odd flow choice for me, would have preferred (3) blanketing (2)'s head - more distance would benefit the strong sound here - example: https://osu.ppy.sh/ss/5545756
Good luck! (:
Arphimigon

JBHyperion wrote:

Difficulty-Specific Comments:

Arphimigon's Easy
  • Personal preference, but I'd go with a slightly higher DS like 1.2x to avoid those edge-overlaps like 00:15:608 (2,1) - 00:19:497 (3,1) - that appear throughout the map. I feel avoiding overlaps of this type that would make the map more appealing to look at since it wouldn't be so cramped - consider your SV and whether it would negatively impact on the flow first though. No real issues besides that.
I actually nerfed the entire diff so the overlaps were less pixel-like and more dominant.
diri if you change the spinner volume can u do that on this diff too so it is equal? thank
http://puu.sh/pRqpL/c9b97bafc4.osu
Voli

JBHyperion wrote:

Voli's Hyper
  1. 00:09:497 (3) etc. - Constant whistle feels overbearing for me here, would be better to remove whistle from these (3)s as in the previous diffs, since the piano sound is much weaker ill leave this up to dirai since he did the hitsounds
  2. 00:10:886 (2,1) - Placing (1) under a stack with antiflow is very confusing to read and flows awkwardly for me. I'd Ctrl+G (1) and (3), though I guess you probably want something a little harder than that, so maybe try repeating your triangles from before with a larger spacing? Example: https://osu.ppy.sh/ss/5545728 (00:11:719 (3) - is under the tail of (2) and 00:11:997 (1,2,3) is copied and rotated to form a rhombus) understood, changed the pattern in a different way though to keep the structure i was going for here. It should hopefully be easier to play now.
  3. 00:18:664 (2,3) - Another odd flow choice for me, would have preferred (3) blanketing (2)'s head - more distance would benefit the strong sound here - example: https://osu.ppy.sh/ss/5545756 agree, fixed
Good luck! (:
Thanks!

uppd
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Topic Starter
diraimur

JBHyperion wrote:

M4M with diraimur on Ice - Amber Wishes, though it was worth modding this just to get chuckles from Arphi's post xD

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: On all diffs, consider adding greenlines to gradually fade out the spinner volume 00:35:608 (1) along with the fade out in the music's volume. The spinner spin and bonus sounds are very overbearing at such a calm part with constant 50% volume imo done
  6. AImod: No issues

Difficulty-Specific Comments:

Normal
  • Similar spacing preferences in this diff, slight overlaps like 00:17:830 (1,2) just look kinda sloppy to me, and whereas for overlapping patterns like 00:08:941 (1) - 00:17:275 (3) are mostly tidy and consistent, I feel removing the overlaps from 00:17:830 - compliments the increased intensity here well and would make your DS consistent throughout this section - e.g. the differences between 00:20:886 (2,3,1) - are unrecognisable as a jump and just look oddly spaced atm yeah tried to make it more tidy
  1. 00:26:997 (2,2) - Would prefer you not to end sliders on strong sounds as it takes away emphasis that could be gained by having something to click on - thats better i think done

Advanced
  1. 00:11:164 (1,3) - Manually stack the tail+head here to get an even blanket with 00:11:719 (2,4) since it looks sloppy at the moment whoops fixed
  2. 00:12:830 (5) - In all other combos these sliders were/are consistent with each other (except 00:30:053 (4,5) where there is a distinguishable change in sound), but here you have two curves and this one is straight - any reason why? Would be better to maintain consistency since this diff is very consistency/symmetry-focused done

Good luck! (: thanks
thanks for the mod
Lanturn
Let's see what I can do with this.

Did you want to add a silent slider for this map? Since there isn't much music playing, it does stick out a bit. http://puu.sh/pSzkC.wav

[Easy]
  1. 00:08:941 (1,1) - A little bit of a curve (first to the left, and second to the right) for these two would make the flow and aesthetics into 00:11:164 (2,4) - a little nicer. Try adding a node at x104 y144 on the first one and copy paste control+h the second.
  2. 00:20:053 (1) - So the NC should be removed here to keep the consistent 2measure per NC, and placed at 00:22:275 (2) -
  3. Similar to above, remove the NC at 00:24:497 (1) - to keep the NCs consistent with the music.
[Standard]
  1. 00:08:941 (1,2,1,2) - Maybe remove the whistles on the reverses? They're good for the strong dominant noise, but anymore than that just feels a bit too spammy for me.
  2. 00:32:831 (5) - Consider replacing this with a circle so the 1/2 mapping has a little bit of air in the middle. It's pretty dense compared to the other parts in this map and the stacking could be a bit confusing to some especially since you swap from downbeat to offbeat on the sliders. You may also want to continue using 1.1 SVM with 1.2 DS here since there isn't that much change in the music, and it'll be consistent with the previous sliders so they don't overlap.
[Advanced]
  1. 00:08:941 (1,3,1,3) - as in Normal, I think these whistles are a bit too much for the diff.
  2. 00:29:219 (2,4) - I don't think you need these whistles. It's better to keep them simple like the rest of the map. You want the whistles to emphasize the strong sounds.
  3. 00:31:164 (1,3,5) - I think the red nodes on these sliders should be moved to the center so they bounce on the 1/4. More just for overall cleanliness. Make sure to adjust blankets as needed as well if you do this.
[Hyper]
  1. pretty much the same thing as JB was suggesting with the whistles. 00:09:219 (2,2) - both feel like too much.
  2. 00:10:886 (2) - because of 00:08:664 (4) - you should probably add a whistle to the head here.
  3. 00:11:441 (2,2) - Same thing as the first part, these whistles are a bit too much imo.
  4. 00:12:830 (1) - This is a pretty big jump imo for this diff. Try placing the head on 00:11:164 (1) - and have it blanket around the 00:13:386 (1) - like this maybe?
  5. 00:26:441 (4) - and 00:28:664 (6) - Consider adding some whistles to the heads of these (they're great for making players aware of the 1/4 slider)
  6. 00:28:664 (6) - control+h and place at x391 y130. Adjust 00:28:941 (1) - to like x320 y8 or something. This will eliminate the huge huge jump from (5,6) keep it symmetrical and flow a little better.
Really not much else to say for this map. Good luck!
Topic Starter
diraimur

Lanturn wrote:

Let's see what I can do with this.

Did you want to add a silent slider for this map? Since there isn't much music playing, it does stick out a bit. http://puu.sh/pSzkC.wav awh i actually silenced ticks and not slide, but i guess i should've done other way around, going to silence slide and ticks will stay.

[Standard]
  1. 00:08:941 (1,2,1,2) - Maybe remove the whistles on the reverses? They're good for the strong dominant noise, but anymore than that just feels a bit too spammy for me. removed
  2. 00:32:831 (5) - Consider replacing this with a circle so the 1/2 mapping has a little bit of air in the middle. It's pretty dense compared to the other parts in this map and the stacking could be a bit confusing to some especially since you swap from downbeat to offbeat on the sliders. You may also want to continue using 1.1 SVM with 1.2 DS here since there isn't that much change in the music, and it'll be consistent with the previous sliders so they don't overlap. fixed, map no longer has overlaps.
[Advanced]
  1. 00:08:941 (1,3,1,3) - as in Normal, I think these whistles are a bit too much for the diff. removed
  2. 00:29:219 (2,4) - I don't think you need these whistles. It's better to keep them simple like the rest of the map. You want the whistles to emphasize the strong sounds.
  3. 00:31:164 (1,3,5) - I think the red nodes on these sliders should be moved to the center so they bounce on the 1/4. More just for overall cleanliness. Make sure to adjust blankets as needed as well if you do this. done
Really not much else to say for this map. Good luck! thanks
thanks for the mod
Voli
Applied all from Lanturn's mod, thanks!

d
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Artist:Kelly Bailey
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Creator:diraimur
Version:Voli's Hyper
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322,200,7553,2,0,P|301:266|334:340,1,144.500002756119,2|0,0:0|0:0,0:0:0:0:
405,264,8386,1,2,0:0:0:0:
447,168,8664,2,0,L|443:98,1,36.1250006890297,2|0,0:0|0:0,0:0:0:0:
400,48,8941,5,2,0:0:0:0:
304,16,9219,1,0,0:0:0:0:
320,112,9497,1,0,0:0:0:0:
96,112,9775,5,2,0:0:0:0:
192,80,10053,1,0,0:0:0:0:
176,176,10331,1,0,0:0:0:0:
333,171,10608,5,2,0:0:0:0:
333,171,10886,2,0,P|330:214|346:246,1,50.9999984436036,2|0,0:0|0:0,0:0:0:0:
304,80,11164,5,2,0:0:0:0:
404,98,11441,1,0,0:0:0:0:
397,200,11719,1,0,0:0:0:0:
208,80,11997,5,2,0:0:0:0:
108,98,12274,1,0,0:0:0:0:
115,200,12552,1,0,0:0:0:0:
298,66,12830,2,0,P|353:28|406:26,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
384,128,13386,6,0,P|384:176|400:224,1,85,2|0,0:0|0:0,0:0:0:0:
352,304,13941,1,0,0:0:0:0:
256,256,14219,2,0,B|215:242|215:242|174:256,1,85,2|0,0:0|0:0,0:0:0:0:
80,304,14775,1,0,0:0:0:0:
40,200,15053,2,0,P|27:151|46:105,1,85,2|0,0:0|0:0,0:0:0:0:
154,54,15608,6,0,L|267:27,2,85,2|0|0,0:0|0:0|0:0,0:0:0:0:
219,134,16441,2,0,L|301:153,2,85,2|0|0,0:0|0:0|0:0,0:0:0:0:
155,224,17275,1,2,0:0:0:0:
111,122,17553,1,0,0:0:0:0:
69,273,17830,6,0,P|154:323|250:249,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
362,130,18664,2,0,P|342:232|379:339,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
436,126,19497,2,0,P|417:79|373:56,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
147,28,20053,6,0,B|139:83|122:127|122:127|145:175|158:242,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
280,140,20886,2,0,B|333:104|333:104|369:122|404:104|404:104|458:140,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
416,256,21719,2,0,P|407:316|427:369,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
256,304,22275,6,0,B|182:271|182:271|145:295|99:295|60:252,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
37,48,23108,2,0,P|120:99|131:197,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
221,120,23941,2,0,P|270:96|323:105,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
434,133,24497,6,0,B|421:206|421:206|439:253|439:253|419:349,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
337,265,25330,2,0,P|283:250|142:303,1,203.999993774414,2|0,0:0|0:0,0:0:0:0:
163,144,26164,1,2,0:0:0:0:
287,50,26441,2,0,L|305:107,1,50.9999984436036,2|0,0:0|0:0,0:0:0:0:
395,63,26719,6,0,L|434:188,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
470,299,27275,1,0,0:0:0:0:
311,238,27553,2,0,P|244:228|188:257,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
121,130,28108,1,0,0:0:0:0:
263,315,28386,1,2,0:0:0:0:
390,135,28664,2,0,P|395:110|390:84,1,50.9999984436036,2|0,0:0|0:0,0:0:0:0:
320,7,28941,6,0,P|308:57|317:107,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
433,220,29497,1,0,0:0:0:0:
263,315,29775,2,0,L|393:334,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
433,220,30330,1,0,0:0:0:0:
244,231,30608,2,0,P|192:263|176:323,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
81,190,31164,6,0,L|54:75,2,101.999996887207,2|0|0,0:0|0:0|0:0,0:0:0:0:
180,106,31997,2,0,L|207:-9,2,101.999996887207,2|0|0,0:0|0:0|0:0,0:0:0:0:
256,240,32830,2,0,P|305:250|356:246,1,101.999996887207,2|0,0:0|0:0,0:0:0:0:
424,146,33386,6,0,B|367:131|367:131|227:188|87:5|255:-36|424:5|283:188|143:131|143:131|87:146,1,611.999981323243,2|0,0:0|0:0,0:0:0:0:
256,192,35608,12,0,40053,0:0:0:0:
Arphimigon

Lanturn wrote:

[Easy]
  1. 00:08:941 (1,1) - A little bit of a curve (first to the left, and second to the right) for these two would make the flow and aesthetics into 00:11:164 (2,4) - a little nicer. Try adding a node at x104 y144 on the first one and copy paste control+h the second. okdad!
  2. 00:20:053 (1) - So the NC should be removed here to keep the consistent 2measure per NC, and placed at 00:22:275 (2) -
  3. Similar to above, remove the NC at 00:24:497 (1) - to keep the NCs consistent with the music. reworkd all NCz
[/list]
tl;dr done all
http://puu.sh/pUvwH/585e3a30e9.osu diff
Vovan
NM from my queue. p/5298846

Arphimigon's Easy

  1. 00:04:497 (1) - Move the slider to x : 384 and y : 208 for deleting the overlap
  2. 00:06:719 (2) - So move the next slider to x : 248 and y : 328

Standard

  1. 00:08:941 (1,2,3) - If possible, don't make this kind of placing in column, It's not really cool. You can probably change the placing to something like this :
  2. 00:31:164 (1,2,3) - Same
Advanced

  1. 00:08:941 (1,2,3,4,5) - The notes seems really spaced for the beginning of the song.. Can you approach them ?
  2. 00:22:275 (1,2) - Overlap
  3. 00:31:997 (3) - Move to x : 256 and y : 280
Voli's Hyper

  1. 00:02:275 (1,2) - You can probably make a blanket easily with that ;)
  2. 00:07:553 (2) - Move to x : 256 and y : 224 PS : Move the circle "3" too to keep the blanket !
  3. 00:31:997 (2,1) - Overlap to see him, go to 00:32:691 -

P.S If you can, it can be better to hide the sound of the end spinner, for that you can add a custom hitsound on the folder on the map and add the custom hitsound only on the spinner. (You can found the silent hitsound here : http://up.ppy.sh/files/blank.wav )
OR you can add an Inherited point at the moment of the end of the spinner and make the hitsound volume to 0%.

It's all for my mod ! I hope your map will be ranked faster, and I hope my mod is helpful for you too !
Topic Starter
diraimur

Lexis wrote:

NM from my queue. p/5298846

Standard

  1. 00:08:941 (1,2,3) - If possible, don't make this kind of placing in column, It's not really cool. You can probably change the placing to something like this :
  2. 00:31:164 (1,2,3) - Same changed the shapes of them so they should look better now
Advanced

  1. 00:08:941 (1,2,3,4,5) - The notes seems really spaced for the beginning of the song.. Can you approach them ? nerfed a little
  2. 00:22:275 (1,2) - Overlap intended
  3. 00:31:997 (3) - Move to x : 256 and y : 280 no it breaks the spacing consistency :c
P.S If you can, it can be better to hide the sound of the end spinner, for that you can add a custom hitsound on the folder on the map and add the custom hitsound only on the spinner. (You can found the silent hitsound here : http://up.ppy.sh/files/blank.wav )
OR you can add an Inherited point at the moment of the end of the spinner and make the hitsound volume to 0%. well right now it is 5% and i highly doubt it would annoy anyone, i will keep it for now but might add it if more people complain

It's all for my mod ! I hope your map will be ranked faster, and I hope my mod is helpful for you too ! thanks a lot!
thanks for the mod!
Izzywing
o god the shitposts

you posted in my queue but I can't find anything wrong with this set, rip

+++
Topic Starter
diraimur

Hobbes2 wrote:

o god the shitposts

you posted in my queue but I can't find anything wrong with this set, rip

+++
thanks a lot! \o/
Voli

Lexis wrote:

Voli's Hyper

  1. 00:02:275 (1,2) - You can probably make a blanket easily with that ;) naaah, i'd rather prefer the current pattern.
  2. 00:07:553 (2) - Move to x : 256 and y : 224 S : Move the circle "3" too to keep the blanket ! ok, done
  3. 00:31:997 (2,1) - Overlap to see him, go to 00:32:691 - barely, if at all, noticable in play tbh
Thanks!

http://voli.s-ul.eu/0rjSiRxn
zev
nomod as requested.
I will mod very opinion/nazi like cuz it's so safely mapped lol

ok

-This map feels like its trying to trigger nostalgia, the only problem is for me everything is that everything sounds ducking loud. every circle reminds my ear drums I'm playing osu! instead of fading away in nostalgia which is the goal of your map cuz it isn't very hard, why would you need this much feedback from hs anyway . its damn easy to play, lower please. not feeling it.


asy
What the fu- the whole map is whistled lol.


00:00:053 (1) - x:82 y:267 (nazi i know xd)
00:13:386 (1,1) - 00:31:976 (5) - these piano sounds different, yet same patterns like the others,capture this difference with other patterns? FOR MOAR FUN
Why these small ds changes they all suck imo wtf?? , pls no individual spacing changes, those are unrankable.modify


ormal
00:00:053 (1) - u starting out really hardcore i like u so hot...
00:02:275 (2) - critical issue spotted *shot* offscreen, unrankable
00:09:775 (2) - maybe this ctrl + h and modify everything a bit so 00:11:164 (1) - feels less stressed

advanced
it is so beautiful... eww what is that guy holding in his hand

yper

00:35:608 (2) - mayb for SPECIAL FINSIH 00:35:608 (2) - CIRCL O' a slide end men idk
gl
Topic Starter
diraimur

zev wrote:

nomod as requested.
I will mod very opinion/nazi like cuz it's so safely mapped lol

ok

-This map feels like its trying to trigger nostalgia, the only problem is for me everything is that everything sounds ducking loud. every circle reminds my ear drums I'm playing osu! instead of fading away in nostalgia which is the goal of your map cuz it isn't very hard, why would you need this much feedback from hs anyway . its damn easy to play, lower please. not feeling it. will ask other ppl if they agree will do it

ormal
00:00:053 (1) - u starting out really hardcore i like u so hot... LOL
00:02:275 (2) - critical issue spotted *shot* offscreen, unrankable its not
00:09:775 (2) - maybe this ctrl + h and modify everything a bit so 00:11:164 (1) - feels less stressed k done sth

advanced
it is so beautiful... eww what is that guy holding in his hand
thx for the mod!
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