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LeaF - NANO DEATH!!!!! [OsuMania]

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Evening
hey, some suggestions here for the DEATH difficulty, note that they are suggestions, not must-fix-mods

Legends:

Storyboard mod
Chart mod

00:11:268 (11268|1) - would say it's slightly more a e s t h e t i c s if you did a slowjam here, not too slow tho
00:13:033 (13033|2,14091|3) - increase the speed from ^ to the original speed between these 2 notes

00:22:562 (22562|2) - same idea here


00:26:069 - I'm kinda slightly triggered due to the fact that the storyboard doesn't reflect what the vocal sample is saying

- The y-axis of the text is also kinda triggering me, they are not aligned in any way, make use of the code in the .osb to align it.
- I would much prefer something not "Impact" due to it's overusage in the "meme" world, something that is more abstract and daring would be a better choice, something like "Dark Waters" would be a cool choice
Sample


00:27:576 (27576|2) - The velocity of this SB Element shift is kind of slow (imo), you might want to consider remove Tweening between these shifts such that you have a more rigid movement

00:33:826 (33826|1) - Don't really support the usage of a single simple movement (jumptrilling) over distinct instrumental changes, I would suggest doing 1/6 instead of 1/8 in the fashion of

00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2,36826|1,36826|0) - I don't really advocate putting 1/16 on every other noise sample since when players play it they just jumptrill it, in which, in my opinion, doesn't really represent the instrumental that well

00:38:201 (38201|2) - You can leave out this note and do a "sudden" SV between these 2 00:38:076 (38076|3,38326|3) - to represent the music here better (Sudden SV as in a stop on the first note and a very fast SV right before the second note)

00:39:576 (39576|0) - Think this can represent the pitches of the noise instrumentals better (and be more consistent) if you did:

00:43:826 (43826|2) - could be cool if you have a build up here in terms of SV

00:47:826 (47826|2,48076|2) - Thing here is that, the SVs here average to a slowjam:
you have a SV of 0.5 that lasts for 2/4
a SV of 1.0 that lasts for 1/4
a SV of 1.5 that lasts for 1/4

This averages out to ((0.5*(2/4))+(1.0*(1/4))+(1.5*(1/4)))/(4/4) = 0.875

What this tells us is that, effectively, the whole section here averages on a speed of 0.875x, this creates this "slowjam" feeling
I'm not really going to bother calculating everything else but you might want to, if you don't want the "slowjam"

01:01:576 (61576|0,61596|1,61617|2,61638|3,61659|0,61680|1) - Think, a 1234 sweep will suffice, not sure about adding a jack there, it doesn't really adhere to the song there too much

01:05:576 (65576|3,65596|2,65617|1,65638|0,65659|3,65680|2) - Same here

i got bored modding the chart so imma just suggest sb stuff


While the SB sure looks like it has gone through a ton of work, I don't think it's really up to par on what most people expect

Design:
- Zooming in the BG makes it really pixelated, which is kind of ugly
- Would recommend more sprites to keep it interesting, instead of every SB element revolving around the BG
- Not too sure about the epileptic side of the storyboard, seems a bit too overkill and eye straining even for those who aren't affected by epilepsy, personal opinion, probably baised
- Storyboard kind of revolves around a constrained amount of techniques, which is fine, but it'd probably have a shorter attention span for people who are looking for something unique
- 115826ms : Some storyboard effects feel a bit too smooth when compared to the nature/intensity of the song such as this area, I would suggest removing tweening for these areas such that the movement is more rigid
- The error sprite is a good idea but it's scaling kind of creates this blur between the white and black pixels, doesn't really feel like an authentic static image if you scale it up basically, try to get a higher res one
- Great effort on storyboarding every single instrumental, think the main problems would be those I mentioned above, especially about the usage of different sprites/images, they make storyboards look more dynamic in a sense
Topic Starter
PANDAAAAAAAA
Thanks a lot Evening! I'll check it carefully. I'm newbie at storyboarding but i will do my best.
Topic Starter
PANDAAAAAAAA

Evening wrote:

hey, some suggestions here for the DEATH difficulty, note that they are suggestions, not must-fix-mods

Legends:

Storyboard mod
Chart mod

00:11:268 (11268|1) - would say it's slightly more a e s t h e t i c s if you did a slowjam here, not too slow tho
00:13:033 (13033|2,14091|3) - increase the speed from ^ to the original speed between these 2 notes

00:22:562 (22562|2) - same idea here
added slow jam for these part. (applied to Expert and Extra too.)

00:26:069 - I'm kinda slightly triggered due to the fact that the storyboard doesn't reflect what the vocal sample is saying

- The y-axis of the text is also kinda triggering me, they are not aligned in any way, make use of the code in the .osb to align it.
- I would much prefer something not "Impact" due to it's overusage in the "meme" world, something that is more abstract and daring would be a better choice, something like "Dark Waters" would be a cool choice
Sample


00:27:576 (27576|2) - The velocity of this SB Element shift is kind of slow (imo), you might want to consider remove Tweening between these shifts such that you have a more rigid movement re-storyboard at this part.

00:33:826 (33826|1) - Don't really support the usage of a single simple movement (jumptrilling) over distinct instrumental changes, I would suggest doing 1/6 instead of 1/8 in the fashion of

00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2,36826|1,36826|0) - I don't really advocate putting 1/16 on every other noise sample since when players play it they just jumptrill it, in which, in my opinion, doesn't really represent the instrumental that well changed to 1/12

00:38:201 (38201|2) - You can leave out this note and do a "sudden" SV between these 2 00:38:076 (38076|3,38326|3) - to represent the music here better (Sudden SV as in a stop on the first note and a very fast SV right before the second note) ok

00:39:576 (39576|0) - Think this can represent the pitches of the noise instrumentals better (and be more consistent) if you did: ok


00:43:826 (43826|2) - could be cool if you have a build up here in terms of SV i can't figure out how to SV here.

00:47:826 (47826|2,48076|2) - Thing here is that, the SVs here average to a slowjam:
you have a SV of 0.5 that lasts for 2/4
a SV of 1.0 that lasts for 1/4
a SV of 1.5 that lasts for 1/4

This averages out to ((0.5*(2/4))+(1.0*(1/4))+(1.5*(1/4)))/(4/4) = 0.875

What this tells us is that, effectively, the whole section here averages on a speed of 0.875x, this creates this "slowjam" feeling
I'm not really going to bother calculating everything else but you might want to, if you don't want the "slowjam" yep thank you, but i wanna do a little slow jam here.

01:01:576 (61576|0,61596|1,61617|2,61638|3,61659|0,61680|1) - Think, a 1234 sweep will suffice, not sure about adding a jack there, it doesn't really adhere to the song there too much ok

01:05:576 (65576|3,65596|2,65617|1,65638|0,65659|3,65680|2) - Same here ok

i got bored modding the chart so imma just suggest sb stuff
[/color]

While the SB sure looks like it has gone through a ton of work, I don't think it's really up to par on what most people expect

Design:
- Zooming in the BG makes it really pixelated, which is kind of ugly
- Would recommend more sprites to keep it interesting, instead of every SB element revolving around the BG
- Not too sure about the epileptic side of the storyboard, seems a bit too overkill and eye straining even for those who aren't affected by epilepsy, personal opinion, probably baised
- Storyboard kind of revolves around a constrained amount of techniques, which is fine, but it'd probably have a shorter attention span for people who are looking for something unique
- 115826ms : Some storyboard effects feel a bit too smooth when compared to the nature/intensity of the song such as this area, I would suggest removing tweening for these areas such that the movement is more rigid
- The error sprite is a good idea but it's scaling kind of creates this blur between the white and black pixels, doesn't really feel like an authentic static image if you scale it up basically, try to get a higher res one
- Great effort on storyboarding every single instrumental, think the main problems would be those I mentioned above, especially about the usage of different sprites/images, they make storyboards look more dynamic in a sense
Thank a lot for checking! Chart mod are fixed.
about SB.
- add SB for heartbeat.
- changed this part 115826ms
- removed wecome, to , the, DEATH and add line.png for re-storyboarding
[Crz]Player
the hp drain is too brutal ;_;
Protastic101
quick recheck

[Death]00:38:076 - 0.01x SV is unrankable. The lowest value you can use is 0.1x. Please fix that. Additionally, using a 10x SV on the 1/16 before the beat at 00:38:310 - kind of makes this entire thing look like a complete standstill. I'd just do what you did at 00:35:576 - 00:35:638 - 00:35:701 - instead, with the 3x SV, .5x SV, and then 1x. Also, please change this on Extra and Expert too. Most SV suggestions can apply to the other SVed diffs.

00:31:451 (31451|0,31471|1,31492|2,31513|3,31534|0,31555|1) - 00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2) - And so on. These sounds are of indeterminate snap, which is why I'd recommend you just simplify it to 1/8 instead of 1/12 because moving from common timing to compound timing in a burst is harder to read than if you kept the same common factor (in this case, 4, so 1/4 // 1/8 // 1/16, so on).

00:33:951 (33951|1,33992|2,34034|3) - 00:34:201 (34201|1,34242|2,34284|3) - These are supposed to be 1/8 as there are 5 total variations in the sound, as opposed to 4. I'd try arranging it like so https://osu.ppy.sh/ss/7305802

00:34:451 (34451|3,34492|2,34534|1) - As for this, this is a snapping inconsistency between the Death difficulty and the Extra, as extra used 1/4, but Death uses 1/6. Please make the snapping consistent as the sound is 1/4 here. To keep consistency with the next notes, I'd do something like this https://osu.ppy.sh/ss/7305821

00:39:576 (39576|0,39596|1,39617|2,39701|3,39721|2,39742|1) - Similarly, I would really suggest against using snaps divisible by 3 (1/3 // 1/6 // 1/12 etc) for things you can't get the real snap from. I'd just do 2 1/8 bursts like so https://osu.ppy.sh/ss/7305857 . What I think would be better though, is to use 2 1/2 LNs like you did in the Extra diff.

00:39:951 (39951|1,40076|1,40201|1,40326|1) - Most everything in the map so far has had a maximum stack length of 3 notes. This is 4 notes, but seeing as it's capped by two triples, there's nothing you can really do about it. However, I think using a trill would be easier as changing the direction of the 1/4 here is harder to play imo. Try this instead https://osu.ppy.sh/ss/7305883

00:40:451 (40451|0,40576|0,40701|0) - Assuming you used the above pattern, I would try this to get rid of the 4 note stack here and move it onto the hand hand instead https://osu.ppy.sh/ss/7305896

00:41:576 (41576|3,41701|3,41826|3,41951|3) - Similarly, try to avoid making stacks longer than 4 notes if possible https://osu.ppy.sh/ss/7305907

00:45:576 (45576|1,45701|2,45826|1) - I would make this easier to hit by just using [12][34] complementary pairs so that the player doesn't need as much coordination to hit the notes and it gives each hand a beat of rest, like this https://osu.ppy.sh/ss/7305922

00:47:576 (47576|3,47596|2,47617|1,47638|0,47701|3,47721|2,47742|1,47763|0) - Similar to what I mentioned above about using 1/12 snaps for indeterminate sounds, I'd just simplify it to 1/8.

00:55:326 - Honestly, I don't think this sound is heavy enough to use jumps on. I'd really just make them a single note 1/4 burst, but you can use a more random direction to get a more difficult feel, like this https://osu.ppy.sh/ss/7305965

01:01:576 (61576|0,61596|1,61617|2,61638|3) - This burst actually ends on 01:01:701 - , so I'd simplify to 1/8 and make it like so https://osu.ppy.sh/ss/7305971

01:05:576 (65576|3,65596|2,65617|1,65638|0) - Similar to the above, make it 1/8 and end at 01:05:701 -

01:09:576 (69576|0,69596|1,69617|2,69638|3) - 01:13:576 (73576|3,73596|2,73617|1,73638|0) - ^

01:10:201 (70201|0,70201|1,70326|0) - This is kind of an ass to hit due to the fact that the LN is on the stronger index finger, meaning you're forcing the player to hit the short notes with their weaker middle finger which is way harder to do due to how the strength of each finger is reliant on that of the others. I'd flip the pattern like this for that reason https://osu.ppy.sh/ss/7305991

01:19:451 (79451|0,79471|1,79492|2,79513|3,79534|0,79555|1) - Use 1/8 aaaaaaaa

01:23:388 - 01:23:638 - If you want your SVs here to be a little more readable, you'll need to make this value 1.9x so that it totals an average of 1x throughout the SV sequence. Also, I feel like using .1x is a little too strong here. You can keep the 1.5x SVs the same if you make 01:23:326 - 01:23:576 - .5x as that will also add up to 1 ([.5 + 1.5] / 2 = 1)

01:26:326 (86326|2,86451|2) - I'd move this stack onto the other hand to share more of the strain across both hands, like this https://osu.ppy.sh/ss/7306043 . I also moved the LN around for a bit more of comfort

01:36:576 (96576|2,96701|2,96826|2,96951|2) - 4 note stack, and not to mention on the same hand as the LN. Ouch. Try this instead https://osu.ppy.sh/ss/7306056

01:39:388 (99388|2,99451|1,99513|3,99576|2,99638|1,99701|3,99763|2) - I'm not really hearing where the 1/4 is coming in here. I think you're just mapping the drawn out synth here, but the pitch doesn't vary at all, so I get this feel that they're ghost notes. Anyways, I would just remove them to better accent the sudden loss of intensity in the moments before the kiai.

01:41:326 (101326|0) - Think it'd player easier if you moved this to 2. Then you could extend 01:41:201 (101201|0) - to it's full length and end at 01:41:326 -

01:48:576 (108576|2,108701|3) - I'd flip the columns as it's easier to go from outside columns to inside columns when playing, and especially when holding LNs imo

01:50:576 (110576|3,110576|2,110763|3) - Similarly, I'd try to avoid stuff like this and caging shorter LNs by a longer LN. Try this https://osu.ppy.sh/ss/7306109
Topic Starter
PANDAAAAAAAA

Protastic101 wrote:

quick recheck

[Death]00:38:076 - 0.01x SV is unrankable. The lowest value you can use is 0.1x. Please fix that. Additionally, using a 10x SV on the 1/16 before the beat at 00:38:310 - kind of makes this entire thing look like a complete standstill. I'd just do what you did at 00:35:576 - 00:35:638 - 00:35:701 - instead, with the 3x SV, .5x SV, and then 1x. Also, please change this on Extra and Expert too. Most SV suggestions can apply to the other SVed diffs.

00:31:451 (31451|0,31471|1,31492|2,31513|3,31534|0,31555|1) - 00:36:701 (36701|3,36721|2,36742|1,36763|0,36784|3,36805|2) - And so on. These sounds are of indeterminate snap, which is why I'd recommend you just simplify it to 1/8 instead of 1/12 because moving from common timing to compound timing in a burst is harder to read than if you kept the same common factor (in this case, 4, so 1/4 // 1/8 // 1/16, so on).

00:33:951 (33951|1,33992|2,34034|3) - 00:34:201 (34201|1,34242|2,34284|3) - These are supposed to be 1/8 as there are 5 total variations in the sound, as opposed to 4. I'd try arranging it like so https://osu.ppy.sh/ss/7305802

00:34:451 (34451|3,34492|2,34534|1) - As for this, this is a snapping inconsistency between the Death difficulty and the Extra, as extra used 1/4, but Death uses 1/6. Please make the snapping consistent as the sound is 1/4 here. To keep consistency with the next notes, I'd do something like this https://osu.ppy.sh/ss/7305821

00:39:576 (39576|0,39596|1,39617|2,39701|3,39721|2,39742|1) - Similarly, I would really suggest against using snaps divisible by 3 (1/3 // 1/6 // 1/12 etc) for things you can't get the real snap from. I'd just do 2 1/8 bursts like so https://osu.ppy.sh/ss/7305857 . What I think would be better though, is to use 2 1/2 LNs like you did in the Extra diff.

00:39:951 (39951|1,40076|1,40201|1,40326|1) - Most everything in the map so far has had a maximum stack length of 3 notes. This is 4 notes, but seeing as it's capped by two triples, there's nothing you can really do about it. However, I think using a trill would be easier as changing the direction of the 1/4 here is harder to play imo. Try this instead https://osu.ppy.sh/ss/7305883

00:40:451 (40451|0,40576|0,40701|0) - Assuming you used the above pattern, I would try this to get rid of the 4 note stack here and move it onto the hand hand instead https://osu.ppy.sh/ss/7305896

00:41:576 (41576|3,41701|3,41826|3,41951|3) - Similarly, try to avoid making stacks longer than 4 notes if possible https://osu.ppy.sh/ss/7305907

00:45:576 (45576|1,45701|2,45826|1) - I would make this easier to hit by just using [12][34] complementary pairs so that the player doesn't need as much coordination to hit the notes and it gives each hand a beat of rest, like this https://osu.ppy.sh/ss/7305922 re-patterned

00:47:576 (47576|3,47596|2,47617|1,47638|0,47701|3,47721|2,47742|1,47763|0) - Similar to what I mentioned above about using 1/12 snaps for indeterminate sounds, I'd just simplify it to 1/8.

00:55:326 - Honestly, I don't think this sound is heavy enough to use jumps on. I'd really just make them a single note 1/4 burst, but you can use a more random direction to get a more difficult feel, like this https://osu.ppy.sh/ss/7305965 no thanks

01:01:576 (61576|0,61596|1,61617|2,61638|3) - This burst actually ends on 01:01:701 - , so I'd simplify to 1/8 and make it like so https://osu.ppy.sh/ss/7305971

01:05:576 (65576|3,65596|2,65617|1,65638|0) - Similar to the above, make it 1/8 and end at 01:05:701 -

01:09:576 (69576|0,69596|1,69617|2,69638|3) - 01:13:576 (73576|3,73596|2,73617|1,73638|0) - ^

01:10:201 (70201|0,70201|1,70326|0) - This is kind of an ass to hit due to the fact that the LN is on the stronger index finger, meaning you're forcing the player to hit the short notes with their weaker middle finger which is way harder to do due to how the strength of each finger is reliant on that of the others. I'd flip the pattern like this for that reason https://osu.ppy.sh/ss/7305991

01:19:451 (79451|0,79471|1,79492|2,79513|3,79534|0,79555|1) - Use 1/8 aaaaaaaa

01:23:388 - 01:23:638 - If you want your SVs here to be a little more readable, you'll need to make this value 1.9x so that it totals an average of 1x throughout the SV sequence. Also, I feel like using .1x is a little too strong here. You can keep the 1.5x SVs the same if you make 01:23:326 - 01:23:576 - .5x as that will also add up to 1 ([.5 + 1.5] / 2 = 1)

01:26:326 (86326|2,86451|2) - I'd move this stack onto the other hand to share more of the strain across both hands, like this https://osu.ppy.sh/ss/7306043 . I also moved the LN around for a bit more of comfort

01:36:576 (96576|2,96701|2,96826|2,96951|2) - 4 note stack, and not to mention on the same hand as the LN. Ouch. Try this instead https://osu.ppy.sh/ss/7306056

01:39:388 (99388|2,99451|1,99513|3,99576|2,99638|1,99701|3,99763|2) - I'm not really hearing where the 1/4 is coming in here. I think you're just mapping the drawn out synth here, but the pitch doesn't vary at all, so I get this feel that they're ghost notes. Anyways, I would just remove them to better accent the sudden loss of intensity in the moments before the kiai.

01:41:326 (101326|0) - Think it'd player easier if you moved this to 2. Then you could extend 01:41:201 (101201|0) - to it's full length and end at 01:41:326 - no thanks

01:48:576 (108576|2,108701|3) - I'd flip the columns as it's easier to go from outside columns to inside columns when playing, and especially when holding LNs imo

01:50:576 (110576|3,110576|2,110763|3) - Similarly, I'd try to avoid stuff like this and caging shorter LNs by a longer LN. Try this https://osu.ppy.sh/ss/7306109
no reply= accept
thanks a lot protastic! you are so kind.
UPDATED.
Protastic101
rebubbled then \o/
DustMoon
Hi~nowsmart
1|2|3|4|
Easy
00:07:974 (7974|1,8091|3) - maybe move to (3,4) better
00:19:268 (19268|1,19385|3) - same↑
02:07:388 (127388|1,127506|3) - same↑
00:11:268 (11268|2) - heavy bass. i think you need 2 note to mapping
00:22:562 (22562|2) - same↑
02:10:904 (130904|2) - same↑
00:34:076 (34076|1) - move to 1?
00:54:826 (54826|0,55076|1) - move to 2,3
01:06:826 (66826|0,67076|0) - ^ (change to LN?
01:30:826 (90826|2,91076|2,91326|2) - change?
01:52:326 (112326|1) - move to 3?
01:55:826 (115826|1,115826|0) - ……^
Good luck! :D
Topic Starter
PANDAAAAAAAA

DustMoon wrote:

Hi~nowsmart
1|2|3|4|
Easy
00:07:974 (7974|1,8091|3) - maybe move to (3,4) better
00:19:268 (19268|1,19385|3) - same↑
02:07:388 (127388|1,127506|3) - same↑
00:11:268 (11268|2) - heavy bass. i think you need 2 note to mapping
00:22:562 (22562|2) - same↑
02:10:904 (130904|2) - same↑
00:34:076 (34076|1) - move to 1?
00:54:826 (54826|0,55076|1) - move to 2,3
01:06:826 (66826|0,67076|0) - ^ (change to LN?
01:30:826 (90826|2,91076|2,91326|2) - change?
01:52:326 (112326|1) - move to 3?
01:55:826 (115826|1,115826|0) - ……^
Good luck! :D
will look at this in qualify checking. Thanks a lot!
Arzenvald
holy flying furball its bubbled already ;;
thanks for managing my diff anyway, it looks more great tho! (pls add exusagi in tag)
Topic Starter
PANDAAAAAAAA

ajeemaniz wrote:

holy flying furball its bubbled already ;;
thanks for managing my diff anyway, it looks more great tho! (pls add exusagi in tag)
OK, will add in qualify checking but...

I can't find any BN, all of them are reject or close their request. Just wait and wait.
Eldergleam
4K deadly

seriously deadly
Topic Starter
PANDAAAAAAAA
Make this post to survive this map. So sad, no any BNs here.
Sandalphon
Just go Loved
Another Lie

YaHao wrote:

Just go Loved
meh, that hurts. In other side, i have to agree for it
Spartan-
About time we got another difficult 4K Mania map.
Based on the latest version, I have looked at the hardest 3 difficulties. I could only pass Expert though, so I had to look at them through Auto.
The SV's look and feel smooth and fit with the song, there is very little if any overmapping, and the final burst (1:55:826 - 2:01:513) is justified by how much accuracy you can lose on it.
Overall its a good and fun map. Bit strange on the first play, but what do I know?
nowsmart please get this ranked we need more difficult and quality 4k maps

from the eyes of a casual player
Topic Starter
PANDAAAAAAAA
I have fixed the DEATH diff by myself with blocko's suggestion. But i haven't updated yet because I'm waiting for qualify checking, so I will update in qualify checking.

what did I fix in DEATH?
- removed LN in kiai time
- re-SV some part.
- reduced to 6.2 stars

Sorry I don't want to go for loved. I really put an attention to this map.
BloowXv2
random mod

Diff: DEATH

lol missing note here xD 01:27:701 -

No LN here 01:40:076 - ?
Topic Starter
PANDAAAAAAAA

BloowXv2 wrote:

random mod

Diff: DEATH

lol missing note here xD 01:27:701 -

No LN here 01:40:076 - ?
Thanks a lot! I'll check this in qualify checking.
Rivals_7
There's an ambiguous snap on the 4 highest diff that I concern. There's also quite a lot of missing Hitsound. so i have to pop the bubble for the time being.

[General]

Add "Arzenvald" for Ajee's new username

1|2|3|4

[W. Armato's Easy]

how about HP 6.8? well up to you tho

00:24:915 - your current pattern are kinda unpredictable to newbies yet doesnt relevant with the noise so here's a suggestion. (Dont forget with the Hitsound tho)
https://puu.sh/vF1UR/b4ccd8b6ce.jpg

01:07:826 (67826|1,68201|3) - not stacked? the have the same rythm with the stacking before?

01:08:826 (68826|1,69201|3) - this too and etc

01:30:576 (90576|1,90826|2,91076|2,91326|2) - ctrl+H. more relient movement towards the LN - 01:31:576 (91576|3) -

[ajee's Normal]

01:00:576 (60576|0) - 01:04:576 (64576|3) - 01:08:576 (68576|1) - 01:12:576 (72576|1) - should be LR_Snare Hit instead

02:01:076 - maybe end one of those 2 LNs here?

[Leah's Hard]

01:00:576 (60576|2) - end the LN 1/4 Earlier. refer Insane, Extra

01:02:576 (62576|2) - this too (But dont refer Insane, Extra yet since yea its wrong snapped) The noise only exist for a 1/2 snap

01:06:576 (66576|1) - this too and etc

[Insane]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - This doesnt land correctly at 1/4. They are all should be 1/12 Earlier

01:02:576 (62576|1) - this should end 1/4 early. pay attention with the noise

01:06:576 (66576|2) - this too and etc

[Expert]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|0,56326|3,56576|0,56701|3) - 1/12 thing

01:02:576 (62576|1,62576|0) - and etc. 1/4 earlier

01:02:576 (62576|1,62576|0) - missing LR_SnareHit

02:01:076 (121076|0,121201|0,121326|0,121451|0) - would move this to 2 so left midfinger doesnt dying with all of those jack bias which is apparently really heavy on the left

02:01:742 (121742|1,121859|2) - move to left 1x if you agree with above

[Extra]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - 1/12

01:02:576 (62576|1,62576|0) - 01:06:576 (66576|1,66576|0) - 01:08:576 (68576|1,68576|2) - etc. end 1/4 earlier

[Death]

1/12 thing and 1/4 earlier thing also applied

01:01:576 (61576|0) - 01:05:576 (65576|3) - and so on. missing LR_KickNormal. Refer your lower diffs

01:40:076 - think you forgot the LN. the rythm are similar too - 01:40:576 (100576|3) -
Topic Starter
PANDAAAAAAAA

Rivals_7 wrote:

There's an ambiguous snap on the 4 highest diff that I concern. There's also quite a lot of missing Hitsound. so i have to pop the bubble for the time being.

[General]

Add "Arzenvald" for Ajee's new username ok

1|2|3|4

[W. Armato's Easy]

how about HP 6.8? well up to you tho ok

00:24:915 - your current pattern are kinda unpredictable to newbies yet doesnt relevant with the noise so here's a suggestion. (Dont forget with the Hitsound tho)
https://puu.sh/vF1UR/b4ccd8b6ce.jpg accepted, re-pattern to 4-1-4-1-4

01:07:826 (67826|1,68201|3) - not stacked? the have the same rythm with the stacking before? ok, decided to add note and re-pattern

01:08:826 (68826|1,69201|3) - this too and etc ^

01:30:576 (90576|1,90826|2,91076|2,91326|2) - ctrl+H. more relient movement towards the LN - 01:31:576 (91576|3) - ok

[ajee's Normal]

01:00:576 (60576|0) - 01:04:576 (64576|3) - 01:08:576 (68576|1) - 01:12:576 (72576|1) - should be LR_Snare Hit instead ok

02:01:076 - maybe end one of those 2 LNs here? ok

[Leah's Hard]

01:00:576 (60576|2) - end the LN 1/4 Earlier. refer Insane, Extra

01:02:576 (62576|2) - this too (But dont refer Insane, Extra yet since yea its wrong snapped) The noise only exist for a 1/2 snap

01:06:576 (66576|1) - this too and etc all accepted

[Insane]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - This doesnt land correctly at 1/4. They are all should be 1/12 Earlier oh my mistake, ok

01:02:576 (62576|1) - this should end 1/4 early. pay attention with the noise ok

01:06:576 (66576|2) - this too and etc ok

[Expert]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|0,56326|3,56576|0,56701|3) - 1/12 thing ok

01:02:576 (62576|1,62576|0) - and etc. 1/4 earlier ok

01:02:576 (62576|1,62576|0) - missing LR_SnareHit ok

02:01:076 (121076|0,121201|0,121326|0,121451|0) - would move this to 2 so left midfinger doesnt dying with all of those jack bias which is apparently really heavy on the left ok

02:01:742 (121742|1,121859|2) - move to left 1x if you agree with above ok

[Extra]

00:44:076 (44076|0,44326|3,44576|0,44701|3) - 00:56:076 (56076|3,56326|0,56576|3,56701|0) - 1/12 ok

01:02:576 (62576|1,62576|0) - 01:06:576 (66576|1,66576|0) - 01:08:576 (68576|1,68576|2) - etc. end 1/4 earlier ok

[Death]

1/12 thing and 1/4 earlier thing also applied ok

01:01:576 (61576|0) - 01:05:576 (65576|3) - and so on. missing LR_KickNormal. Refer your lower diffs ok

01:40:076 - think you forgot the LN. the rythm are similar too - 01:40:576 (100576|3) - ok
thanks a lot! updated
Protastic101
Rechecked the snaps and hitsounds so it's good to go except for one thing in the death difficulty - https://osu.ppy.sh/ss/8031705 at 00:47:763 (47763|1,47794|0,47826|1) - . Would really not recommend using a 1/8 one handed minitrill at 240 bpm lol. I'd remove 00:47:826 (47826|3) - with the cymbal since the lower diffs only use the kick + snare, and make it like so https://osu.ppy.sh/ss/8031722

Aside from that, got permission from rivals to rebub


third time's the charm
Topic Starter
PANDAAAAAAAA

Protastic101 wrote:

Rechecked the snaps and hitsounds so it's good to go except for one thing in the death difficulty - https://osu.ppy.sh/ss/8031705 at 00:47:763 (47763|1,47794|0,47826|1) - . Would really not recommend using a 1/8 one handed minitrill at 240 bpm lol. I'd remove 00:47:826 (47826|3) - with the cymbal since the lower diffs only use the kick + snare, and make it like so https://osu.ppy.sh/ss/8031722

Aside from that, got permission from rivals to rebub


third time's the charm
UPDATED! really thanks protastic.
Protastic101
and boop
Rivals_7
Rechecking it and it seems fine to me. Lets try to push this one then

ok for the record, I still could pass the majority of Death diff with no mod (with quite good acc i think) excluding the jumptrill part alone since my left hand cannot cooperate that fast (yet). means I still could judge the major part of the map. not much you can judge from a 12|34 jumpthrill anyway.


feel free to voice your concern tho. but please stay civil.
Arzenvald
HOLY
Abraxos


EDIT: let's all agree on one very fundamental, and very rudimentary thing: that being "reasonably" able to judge a map does not equate to having it be played at 0.75x its original speed
lemonguy


:thinking:
Akasha-
? ? :D ? ?

and someone said he wants to veto this map? So where is him after 1 month of nothing?
Maxus
grats :)
Eldergleam
OMG

grats u success killing 4K players LOL
Sandalphon

juankristal wrote:

Hey that is the next map I was planning to pop. Don't spoil my stuff :(

L M A O
Eldergleam

YaHao wrote:

juankristal wrote:

Hey that is the next map I was planning to pop. Don't spoil my stuff :(

L M A O
Dellvangel
Do not nominate a beatmap if you cannot reasonably judge it. Being able to reasonably play a beatmap is a core part of being able to judge a beatmap’s quality. If you are multiple tiers below the playing level of the map we may call your ability to judge it into question.
Gratz anyway for qualify~
Topic Starter
PANDAAAAAAAA
thanks to everyone. I did my best, all suggestions are welcome.
juankristal

YaHao wrote:

juankristal wrote:

Hey that is the next map I was planning to pop. Don't spoil my stuff :(

L M A O
r00d tbh. You saw that I pmuch died even on influenzas thread :C
Xinnoh
ok but why is the bg completely unrelated
i'm pretty sure there's enough kancolle wallpapers out there to choose from
Todestrieb
Yeah, the voice samples are from Kancolle character Inazuma, but It's not really a song associated with the character so...
Pope Gadget

Sinnoh wrote:

ok but why is the bg completely unrelated
i'm pretty sure there's enough kancolle wallpapers out there to choose from
https://www.youtube.com/watch?v=ji0U2BSb_B8
blame kami

btw i like this mapset fyi so thumbs up
Ibrahim
congratz :) -2k17
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