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9mm Parabellum Bullet - Inferno

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on August 15, 2016 at 1:55:11 PM

Artist: 9mm Parabellum Bullet
Title: Inferno
Source: ベルセルク
Tags: BERSERK guts casca griffith 2016 tv size opening
BPM: 195
Filesize: 4103kb
Play Time: 01:28
Difficulties Available:
  1. Agonizing Insane (4.66 stars, 355 notes)
  2. Blistering Normal (2.15 stars, 143 notes)
  3. Excruciating Extra (5.54 stars, 498 notes)
  4. Painfully Easy (1.46 stars, 93 notes)
  5. The Eclipse (7.42 stars, 624 notes)
  6. Tortured Soul Extra (6.66 stars, 566 notes)
  7. Tragic Death Extra (6.14 stars, 534 notes)
  8. Traumatized Hard (3.33 stars, 242 notes)
Download: 9mm Parabellum Bullet - Inferno
Information: Scores/Beatmap Listing
---------------
Painfully Easy mapped and hitsounded by Monstrata
Blistering Normal mapped and hitsounded by Monstrata
Traumatized Hard mapped and hitsounded by Monstrata
Agonizing Insane mapped and hitsounded by Monstrata
Excruciating Extra mapped and hitsounded by Monstrata
Tragic Death Extra mapped and hitsounded by Monstrata
Tortured Soul Extra mapped and hitsounded by Monstrata
The Eclipse mapped and hitsounded by Monstrata
Mp3 fixed by pishifat
Cryptic
I'm sure this is purely my opinion and I have no basis to say this, but the Eclipse diff just seems to really be weird in terms of spacing increases. I really like some parts of the diff, but the jumps just seem really forced to me, like blatantly mapped for difficulty in regards to spacing. Specifically 00:14:536 (1,2,3,4) - 01:01:305 (5,6,1,2,3,4,5,6,1,2,3,4) - 01:27:921 (4,5,6,7) - In those specific instances I don't hear anything that particularly warrants a increase of DS that much. Sure, you have a mostly natural spacing progression but past a point it starts to feel really forced.

These also sound awkward: 01:14:459 (12,1) - It sounds more like theres just one note here, not two, delayed.

I'll give this a proper mod when the set is complete if I remember to do so, since I really like this song and this will inevitably be ranked.
Arusamour
all by you? what a mad man
Topic Starter
Monstrata

Cryptic wrote:

I'm sure this is purely my opinion and I have no basis to say this, but the Eclipse diff just seems to really be weird in terms of spacing increases. I really like some parts of the diff, but the jumps just seem really forced to me, like blatantly mapped for difficulty in regards to spacing. Specifically 00:14:536 (1,2,3,4) - 01:01:305 (5,6,1,2,3,4,5,6,1,2,3,4) - 01:27:921 (4,5,6,7) - In those specific instances I don't hear anything that particularly warrants a increase of DS that much. Sure, you have a mostly natural spacing progression but past a point it starts to feel really forced.

These also sound awkward: 01:14:459 (12,1) - It sounds more like theres just one note here, not two, delayed.

I'll give this a proper mod when the set is complete if I remember to do so, since I really like this song and this will inevitably be ranked.
I nerfed 00:15:151 (4) - , but the others I kept, because I like winding up the DS, making the jumps larger and larger until the end of the drum sequence.
The other thing sounds fine to me,.
Korey
why dont you just use standard difficulty names? or some more logical ones? if there wasnt the starrating next to the 3 extras i wouldnt know which of them is the easiest and which is the hardest. And if you did want to keep them i think death should be harder than tortuered so like,
Excruciating Extra
Tortured Soul Extra
Tragic Death Extra
AshbeII
hello, played your agonizing insane since it's in my skill limit and I really like it .. just a few things i wanna point out. take with a grain of salt

01:00:690 (1,2,3,4) - In my opinion swaping the position of 1 with 4 would make that more fun and also prepare for the next sequence of jumps
01:01:613 (1,2,3,4,5,6) - It feels weird going from a decent size triangle(1-2-3) to a smaller one (4-5-6) when the songs intensity is growing . Maybe make the 2nd bigger or invert them?

nice mapset
Lince Cosmico_old

Monstrata wrote:

Painfully Easy: Me
Blistering Normal: Me
Traumatic Hard: Me
Agonizing Insane: Me
Excruciating Extra: Me
Tragic Death Extra: Me
Tortured Soul Extra: Me
The Eclipse: Me
lol
Shad0w1and
The Ecl
00:00:690 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - I doubt these beats because I feel like you placed them too random.
00:00:690 (1,2,3,4,5,6,7,8) - for drum is like for guitar is like I dont want to point many of these because current might be fine, but it is kinda confusing because you are not follow any tracks.

to be honest I really dislike you put a fullscreen jump in this part, a bit too forced in my opinion.
you might make you last jump on 00:14:690 (2) - to have about 3.8 DS, I think that will be much more acceptable, and avoid hate votes

I suggest reduce DS to about 0.3x for these, 00:16:074 (1,2,3,4) - or even 0.2x to make the streams more fun to play.
same to 00:16:997 (1,2,3,4) - 00:19:766 (1,2,3,4) - 00:20:690 (1,2,3,4) -

00:31:459 (2) - this might be fine, but I am worrying someone might point out this later because of spacing mixed with 1/2 and 1/4.

01:02:536 (1,2) - the jump flow here is kinda weird because of you changed from anti-clockwise to clockwise. this might be better
01:05:613 (2) - the spacing change for this note is too big, I think it worth 1.2x above.

Tortured
good diff

Tragic
00:59:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - here is much more hard than 01:03:459 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) -
which make no much sense, I think you should add some notes in the later section

Exc
01:25:613 (1,2,3,4) - shouldn't these be the same rhythm? 01:26:074 (5,6) -

Insane
good diff

Hard
nice, but according to your other diff, shouldn't this have higher od or lower ar? (od = ar - 0~0.5 )

Normal
nice

Easy
nice
Haruto
free mod as always

[General]
  1. Are you sure to keep these diffnames? xd why dont you make them into original one instead :s since you have 3 Extra, one should be Another and Expert.
  2. Maybe add "tv size opening" to the tags? oh and, is guts, casca and griffith are the name of the characters on the bg? i think its not recommended to put their name in the tags but, are they the one who sings on this song?
  3. Uncheck countdown on every diff and widescreen support on some diffs lol
  4. Why no Kiai time :CC
[Easy]
  1. 00:24:690 (1) - maybe you can move this to 376|371? so you can create a triangle without worrying 00:25:613 (2) - this overlapped with 00:23:766 (2) - 's sliderbody lol
  2. 00:26:536 (1,2) - the borders are almost touched, might be possible to move 00:27:459 (2) - a bit to the up or down i guess?
  3. 01:06:228 (2) - can you do the edges like what i mostly do? xDD i find this is more natural imo than "monotonic" edges lol
  4. 01:08:997 (1) - move a bit to the up? its touched with 01:07:151 (1) - 's tail :s

    lol i only pointed out some nazii things xd cuz its neat already lmao
[Normal]
  1. 00:18:228 (3,4,5) - i think its a bit rush to do some 1/2 sliders here and its still in the intro anyways. why dont you follow the guitar sound here 00:18:228 - probably doing/placing some 1/1 slider would help
  2. 00:37:613 (1) - maybe move this to 360|203? better triangle imo xD
  3. 01:17:920 (3,1) - inconsistent spacing lol

    ah how to mod normal, im bad at modding normal diffs lol
[Hard]
What an illuminati SR
  1. 00:00:690 (1,2) - nazi, blanket
  2. 00:07:151 - a bit confusing imo, you put three 1/4 repeats in line without any recovery time, tho its a hard doesnt mean you have to go like this but im just pointing my opinion and wanted some small explaination c:
  3. 00:15:766 (3,4) - etc... is this what they call linear flow? it doesnt flow that nice imo but idk, maybe ctrl+g some of them? xd
  4. 00:16:382 (1,2) - the stack made these touched (a bit), move 00:16:536 (2,3) - manually to 307|125 so they wont touch each other and it'll fix the triangle there
  5. 01:08:690 (4,2) - stack them? instead overlapping :s
  6. 01:14:228 (3,1) - maybe you can do some emphasizing here but that would make the SR increased a bit xd
  7. 01:24:074 (2,3,4,5,1) - Delta Decision irl

    not much i can found, tho i dont really like those linear flow thing
[Insane]
Are you sure with the AR8.5 and OD8.5? set to AR 9 and OD8 pls :C
  1. 00:07:766 (3,1) - do some emphasize here, making (3)>(1) a jump would help players reading this part
  2. 00:08:997 (2) - why suddenly become a "claustrophobia" slider ;c? it just looks... dont have any space left while you still have a lot of space in it xd
  3. 00:24:382 (3,1) - emphasize this more i guess? since 00:24:690 - is a strong beat, maybe the spacing should be like 00:28:074 (6,1) - this cuz that spacing would fit nicely
  4. 00:40:690 (1) - instead ignoring the drum, how about following it? like what you do on Exruciating Extra. I was expecting there will be a triples and such on that part
  5. 01:26:536 (1) - you sure this is 1/3? the drum is 01:26:613 - here tho. i mean, i know you are following the guitar just like what you did on hard but why dont you follow the drum instead? you followed the drum before this, suddenly follows the guitar is just weird imo lol if its allowed, you can do this kind of rhythm i guess lol
    Cool
[Exruciating Extra]Are you sure with the OD9 :s its still 5.5* tho
  1. 00:36:689 (1,1,1) - can you make these objects into triangle but in an "open field"?, the 1/1 reading will completely ruined since before these 1/1, you put 1/4 streams. maybe placing them like what you do with 01:03:459 (1,2,3) - would help.
  2. 00:50:228 (5,6) - i never do this cuz this would break the reading, pattern like this mostly in a mirrored way, 00:50:382 (6) - ctrl+g'ing this may help imo, just like what you did on 00:18:843 (9,10) -
  3. oh yea, concerning about 01:03:459 - this part. why did you suddenly follow the vocal instead the drums?
  4. 01:27:613 (2,5,7) - imperfect triangle xD move 01:28:074 (5) - this to 220|166 so it can be a neat triangle c:
waw pretty nice set as always, go go speedrank :D/
[]
Hope it Helps, sensei. Good Luck!
sahuang
M4M

[Easy]
  1. 00:26:536 (1,2) - this feels like an anti-flow where the direction of curve 1 goes down but 2 is upward.
    why not ctrl+J (1)?
  2. 00:51:766 - a 1/1 slider from here to 00:52:074 (2) - could work better to fill the empty gap

[Normal]
  1. 00:00:690 (1,2) - rip DS
  2. 00:12:690 (3) - 00:14:536 (3,4) - make them consistent maybe
  3. 01:28:228 - either add a note or use a 1/2 slider here cuz you shouldn't ignore the beat here

[Hard]
  1. 00:44:997 (1,2,3,4) - 00:46:843 (1,2,3,4) - i think it's better if they have same rhythm
  2. 01:02:843 (2,3,1) - the ds for 2,3 is much more than that for 3 and 1, but imo there should be a jump 01:03:151 (3,1) - instead of 01:02:843 (2,3) -
    cuz the voice 01:03:459 (1) - suddenly raises and you should emphasis that.
  3. 01:14:843 - beat here is as strong as 01:15:151 - so why ignore?
  4. 01:15:459 (1,2,3) - they are the same so 3 circles maybe
  5. 01:28:074 (3) - this is different from 01:27:459 (1,2) - cuz 01:28:228 - has a strong beat,maybe use 2 circles for (3)?

[Insane]
  1. AR9OD8 sounds better considering hard and extra
    Pretty nice diff

[Ex Extra]
  1. 00:10:690 - i think u should add a note here.
  2. 00:23:151 (1) - no need to NC tbh
  3. 00:23:766 (1,1,1) - it's quite confusing here,not only because of NC spam but also the music.
    if u follow vocal u should map 00:24:228 - 00:24:536 - rather than 00:24:228 -
    if u follow music,tho there are 3 downbeats the place u mapped,00:23:920 - 00:24:228 - 00:24:536 - sounds are hard to be neglected here when playing,so it's really hard to click right now,and tbh i think follow vocal here works much better
  4. 00:25:766 (2,3) - calm music but sudden jump here,any reason?
  5. 01:03:459 (1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - this part is really strange...you ignored whole lot of beats and yet you didnt follow vocal completely. having 1/1 'jumps' over the screen doesnt make much sense to me...it should be more intense lol

[TD Extra]
  1. 00:11:459 (7) - i think a slider to 00:11:690 - can be better,00:11:459 (7,1) - sounds weird for vocal
  2. 01:08:690 (3,2) - i'd prefer to NC these so it's symmetrical 12 12 12,and no need NC 01:10:228 (1) -

[TS Extra]
  1. 00:14:536 (1) - inconsistent NC?
  2. 01:08:690 (3,2) - same as TD Extra :p
  3. 01:28:382 (1) - as in other diffs dont NC this for consistency(or u can NC in other diffs
    Nice stream part in the end!

[The Eclipse]

  • Really a hard one...cs5 lol
  1. 00:14:536 (1,2,3) - ithink jump here is too big...
  2. 00:47:305 (5,6,7,8,9,10,1,2,3,4,1,2,3,4) - nice triangle lol
  3. 01:01:152 (4,5,6,1,2,3,4,5,6,1,2) - jump is too big as well and feel a bit random/messy imo..
    that dragonforce stream at last!!!lmao

ok that's it a pretty cool mapset,gl for quick ranking!
Foxy Grandpa
Hi Mr Monstrata! from your queue~

My map for the M4M: https://osu.ppy.sh/s/469141

(its still sort of a work in progress, waiting on a GD so I apologize for that)

I'm only going to be modding the hardest difficulties since I'm not really good at modding lower diffs.


Man these difficulty names are just too relatable


  • [General]
  1. This was mentioned in a previous mod but, countdown and widescreen support
  2. Also mentioned in another mod, no kiai feels weird :/
  3. I know you said something about the background contest thing, so i wont mention that :p you can look through the albums i entered for a good one hehehe
  • [The Eclipse]
    Overview
  1. OD10 with cross screen jumps and CS5? I know this show is about suffering but have some mercy ;-;
  2. If you take out these following jumps, the SR goes from 7.5 to 6.6, those jumps seem solely in there for the purpose of raising the SR.
    00:04:382 (1,2,3,4,5,6,7,8) -
    00:06:228 (1,2,3,4,5,6,7,8) -
    00:13:613 (1,2,3,4,5,6,1,2,3) -
    00:29:305 (1,2,3,4,5,6) -
    00:59:767 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) -
    01:27:459 (1,2,3,4,5,6,7) -
    It's not really necessary to have giant jump spam throughout most of the map, imo the jumps at the very end are fine, just for a TV size map. Having 15 seconds of it raise it by a full star seems kinda ridiculous. I'm more specifically looking at this 00:59:767 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - This puts the map up from 6.8 stars to 7.5... without a real huge change in pitch too.

    Specific mods

  3. 00:04:382 (1,2,3,4,5,6,7,8) - I know the guitar changes pitch in this part, but I don't think the DS increase in these jumps need to be so drastic, especially since its not that big of a change from the last set of jumps.
  4. 00:06:228 (1,2,3,4,5,6,7,8) - ^, I would tone these down just a tad if anything, to keep the intensity while still making it playable.
  5. 00:14:536 (1,2,3) - Instead of having cross screen jumps here i would map the drums in the background, since you seem to be following the snare buildup in the drums before this.
  6. 00:33:459 (4,5,6) - Add a note in between 4 and 5 and delete 6, there isn't anything on 6.
  7. 00:33:920 (1,2,3) - A bit odd since you map the part that sounds the same right after following the guitar part / snare.
  8. 00:43:152 (1,2,3,1,2,3) - Triangle memes 8-) 8-) 8-)
  9. 01:02:536 (1,2,3,4) - Something like this can get the full drum part and sound better.
  • [Tortured Soul Extra]
    Just a small note, I think renaming the diff name to Tortured Soul Extreme would fit better, having 2 other extras already.
  1. 00:23:151 (2,3,4,5,6,1) - I think putting a note 00:23:382 - here would make this feel less awkward, since as it is now it really sounds weird to me.

    Not much else I can really say about this diff, looks really nice.
  • [Tragic Death Extra]
    A lot different than a tragic love extra hehe
  1. 00:24:997 (2,3,4,5,6,7,8,1) - I think i mentioned this in the last diff but I think a note in between 2 and 3 sounds less awkward.
  2. 00:37:613 (1,1,1,1,1) - I'm not a fan of the NCs here seeing as its still following the same general sound but, I can see how you were going for the emphasis on the notes with the NCs
  3. 00:40:690 (1) - Not too sure as to what this follows here... This should be a triplet slider on 00:40:843 - If anything. And i would add a circle 00:40:690 - here to keep the flow by following the ride cymbal for a bit. (It might be following the bassline but I'm just not 100%... I don't hear it)
  • [Excruciating Extra]
  1. 01:03:459 (1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - This part felt kinda boring considering the intensity of the song, I think maybe these should be sliders to correspond with the other extra diffs.

    Again, not much to say in this diff, looks great.
Well that's all from me, sorry for the short-ish mod :/

Looks awesome! Good luck ranking!! PS. I don't think I'll get the chance to say this again but I LOOOOOVED your aspire map :)
-Atri-
ok, m4m

[General]
  1. 01:28:382 - NC if there's a note, feels better to emphasize the last note, Not sure why you only did it on Tortured Soul Extra, but not on other diff
  2. Kiai... ok you get the idea when you see previous mods
  3. There's literally no volume changes on all diff at all, I think that you should make some volume changes especially the calm parts
  4. ^ Combined with those two conditions, the most serious problems I see is that there's no green lines with changes on Normal and Easy diff , Rendering all the green lines are useless, if you gonna reject both above, at least delete some unnecessary green lines, if i remember correctly, having duplicate green lines are unrankable
  5. .... Where's the hitsounds? is the map unfinished?

[Traumatized Hard]
  1. 00:05:920 (3) - Maybe ctrl+G and Blanket 00:06:228 (1) -, nothing really asking for a large jump though, well, at least in scale of a hard diff
  2. 00:13:920 (2,3,4,5) - Not recommended for Hard imo, this pattern is too hard for a hard diff, Not just there's too much singletaps, The jump at 00:14:382 (5,1) - make it even more hard, But it's fine to emphasize 00:14:536 (1) - so i guess i'll let you desire
  3. 00:40:690 - 00:41:305 - Unused Green lines
  4. My another attempt to mod lower diffs.... hope that won't annoy you orz

[Agonizing Insane]
  1. 00:35:459 (4) - Ctrl+G, to continue the flow of 00:35:151 (3) -

[Excruciating Extra]
  1. 01:04:382 (1) - Maybe x:18/y:188 to continue the geometry pattern?

[Tortured Soul Extra]
  1. Why CS5? CS4 works better with so many jumps, or if wanna inflate the star rating, CS4.3 - CS4.5 is enough
  2. 01:14:843 - Maybe add a note there, i feel empty there

[The Eclipse]
  1. 00:04:382 (1,2,3,4,5,6,7,8) - I know it's the continuation of 00:02:536 (1,2,3,4,5,6,7,8) - , And it gets larger for higher guitar pitch, But the transition from 00:01:151 (6,7,8) - Is kinda overdone, i know it's the highest diff, but the fact is the sound never get stronger or louder at all, so is there any reason to have a larger jumps there?
  2. 00:14:536 (1,2) - Again, it's the continuation of the buildup part before, but the buildup ends at 00:14:382 - , and those 2 notes were mapping to a weaker drums, all i could say that is overmapped
  3. Again, Are you sure it's playable with CS5 and full screen jumps? I still doubt with the playability

Ok I know i am kinda harsh and short on this mod, but what i could see is i am not confident on the playability and quality on this map, especially the 2 highest diffs, I am not sure did you ask someone for testplaying this map but for now, I might remod if testplays shows this map is 100% playable

If you think that my mod is kinda rude or unhelpful, feel free to reject my kds and m4m request

good luck~
Battle
i too identify as an edgy diff name

[General]
well if you do end up keeping this bg pink doesn't really fit as a combo color lol
>breaks in tv size aaaaaa

[Easy]
00:43:459 - the break somewhere around here kinda just seems random and just the result of an ar change so u might want to fix that z

[Normal]
01:10:843 (1,2,3) - aaa why don't you follow same aesthetic as like 01:12:690 (1,2,3) - it looks nicer z

[Hard]
00:26:536 (1,2,1,2) - m the thing that bothers me here is that the the 1/1 repeat of 1 seems to give emphasis to the vocal, it doesn't follow the guitar(?) like the 1/2 sliders do. It's weird that there's like unique emphasis to the vocals (which I'm assuming it's going off of) but then the other vocal similar to it on the very next downbeat is mapped differently rhythmically z
00:31:459 (2) - why not do like a circle and 1/2 slider here cuz the repeat is real strong compared to the start and end lo
00:33:920 (1) - aaa I get that you might want to do it for rhythm variance or sth but like, it would feel a lot more satisfying to actually click the beats like 00:34:843 (1,2,3) - did

[Insane]
00:55:766 (3) - t b h I would expect this to have the largest spacing since it's a pretty prominent drum that comes out of like a bunch of guitar stuff lol (but you'll probably keep it since I saw it was stacked on top of 00:54:690 (1) - lol)

[first Extra]
01:17:305 (1,2,3,4,5,1) - aa do you want people to break after everything ;w;

[tragic]
01:10:536 (1,2,3,4,5) - lol ik you said point out the major things but this isn't straight cuz stacking propertiessss, also same for 01:12:382 (1,2,3,4,5,1) -

[tortured]
mm just wondering why is there like pauses in the streams in the beginning and not the end? to me they sound basically the same, so it's kinda weird that you decided to use pauses at the start and just directional changes to the end stream. (also i noticed that u basically mapped it the way I expected in the highest diff so why not do that? the pauses seem rly inconsistent :/\/\/\)
00:18:228 (1,2,3,4,5,6,7,8,9,10,11,12) - regardless, this compared to 01:20:997 (1,2,3,4,5,6,7,8,9,10,11,12) - when they're pretty similar (guitar goes to a real high pitch) is pretty zz since like the latter is SUPER spaced and the thing at the start isn't rly spaced at all z

[pp]
00:31:613 (3,4,5,1) - lol that whole stacking thing I mentioned on tragic
01:15:459 (1,2,1) - This doesn't rly fit since you've been like, making this vocal part pretty simplistic rhythm-wise, the inclusion of 1/2 here kinda just seems random
Well at least the stream w/ the high guitar pitch thing is kinda similar 2 each other since they both have larger spacing than normal for them lol

w8ing 4 shige hdhr fc

d how2mapsafe
Doormat
hi hi monstrata, from your m4m queue-
[Easy]
  1. not much to say here, it’s a fine diff. some blankets could use some minor tweaking, like at 00:02:536 (1,2) – where the (2) is slightly curved too much, and I was wondering about why you manually ended the break early, since the other diffs don’t do this
    SPOILER
    please explain
  2. 01:00:382 (2,3) – I’m not 100% sure about having the downbeat at 01:00:690 – be a slider end; it feels kind of lacking in emphasis compared to a clickable downbeat like what you did at 00:11:766 (1,2,1,2) – . since these are essentially the same music composition, making one downbeat clickable and the other downbeat on a slider end makes one have less impact than the other, but that’s just my opinion
[Normal]
  1. essentially the same comment from Easy about prettying up some of your blankets, like at 00:31:766 (3,2) – as an example.
  2. 01:12:690 (1,3) – I’m not sure if this is just me, but it looks like the circle here is a little off. Why not try moving the (3) to somewhere around x376 | y228 ? you’re probably going to have to reposition the next few notes though :v
  3. tl;dr the diff is fine except for a few subjective aesthetic stuff ok
[Hard]
  1. 00:10:843 (4,5) – you probably know what I’m about to say based on the first point for the previous two diffs so I’ll stop pointing these out
  2. 00:08:074 (1,2,3,4) - 00:56:074 (1,2,1,2) – have different combo consistency despite being the same musical composition so making them consistent would be nice
  3. 00:13:920 (2,3,4,5) – and 01:24:074 (2,3,4,5) – seem like the most intense parts of this diff since it’s four consecutive circles. it’s probably fine, but maybe you might want to consider toning this down by just a little bit? maybe you could swap out the last two circles with a 1/2 slider
[Insane]
  1. 01:11:613 – maybe you could add a circle here kind of like how you added one at 01:13:459 (3) - ?
[Excruciating]
  1. 00:05:920 (6,1) – I’m a little concerned about the distance between these two notes, since the (1) seems kind of far away from the (6) for a 1/4 gap, since 00:02:228 (6,1) – does a similar thing but has a much smaller distance between those two notes. maybe consider moving 00:06:228 (1) – closer to 00:05:920 (6) – ? alternatively you could change the angle of the (6) so that the slider end points towards the (1) to help lead the player from the (6) to the (1)
  2. 00:36:689 (1) – your extras are the only diffs in the set that have a new combo this note, whereas your lower diffs don’t. quite frankly, I think choosing not to NC here works more effectively to highlight the upcoming bass line. applies to your other Extras as well
  3. 00:48:382 (9,1) – kind of a similar point to the first point I mentioned for this difff
[Tragic Death]
  1. 01:21:613 (9,10,11,12,1) – not really sure why you’d want the player to decelerate here since this is the only time during this final stream where the player has to decelerate their movement speed. the music is just as intense, so the decrease in movement here seems kind of random to me. it'd make more sense to decelerate when the stream is ending, but it isn't here
[Tortured Soul]
  1. 00:52:074 (3) – I’d consider Ctrl + G on this slider since the distance between 00:51:766 (2,3) – seems a little high that it could result in some frustrating slider breaks
  2. 01:26:228 (4) – similar to the previous point I made about considering Ctrl + G-ing this slider
[Eclipse]
  1. 00:14:536 (1,2,3) – comparing the build up here to this triangle, this seems overly exaggerated which was probably what you were going for. either way, with the spacing of the current build up, I don’t think there’s enough momentum to warrant such extreme jumps. I recommend either nerfing this jump, or buffing 00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – so that the momentum generated here makes that last jump pattern easier to land
hope this helps!
Electoz
M4M : https://osu.ppy.sh/s/479160

[Painfully Easy]

  1. 01:12:997 (2,3) - The flow's kinda edgy and this is the only place in the diff where you did this, I think using a smoother flow + maybe some symmetry stuff would be better as there's nothing to reflect from the song with this kind of flow.
[Blistering Normal]

  1. 01:10:843 (1) - Flip this maybe for a better symmetry with 01:11:766 (3) and also 01:12:690 (1,3) .
  2. 01:21:613 (4) - Bending the tail towards the head of 01:21:920 (1) a bit? Since most of your stuff had tails towards the the heads like 01:19:151 (3,4,1,2,3) .
[Traumatized Hard]

  1. 00:06:228 (1) - Minor but Ctrl+G'ing this would make it easier to land on it from 00:05:920 (3) . Since 00:02:228 (3,1) - 00:04:074 (3,1) both have a 1.30 spacing so why not.
  2. 00:53:613 (2,1) - A pixel overlap but who cares.
[Agonizing Insane]

  1. 00:17:766 (3) - Can you avoid this overlap from 00:16:997 (4,5,6,7,1) ? Imo it could be more neat and a bit easier to read if that's possible as 01:19:766 (4,5,6,7,1,3) has a same rhythm but it's a lot neater.
  2. 00:41:305 (1) - Ctrl+G maybe since it would be neater if both 00:41:305 (1,4) have the head and tails in the same direction.
  3. 00:55:151 (1,2,3) - Make these a slider or something? Since you made 00:55:151 (1,2,3) in Excruciating Extra so it's kinda like this is easier to read in that Extra compared to this Insane.
[Tragic Death Extra]

  1. Yeah I didn't check all of these but at least some of them are unsnapped by a few ms.
  2. 00:55:151 (1,1,1) - Kinda curious why you NC'd only this diff since the spacing alone should be obvious enough for 1/1 circle here.
[Tortured Soul Extra]

  1. 01:28:382 (1) - Why did you put NC here when you didn't put any in other diffs?
Ok hope this helps~ Good luck and thanks in advance!
Lince Cosmico_old
omg 8 fucking mods

EDIT: i killed it
Topic Starter
Monstrata

Shad0w1and wrote:

The Ecl
00:00:690 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - I doubt these beats because I feel like you placed them too random.
00:00:690 (1,2,3,4,5,6,7,8) - for drum is like for guitar is like I dont want to point many of these because current might be fine, but it is kinda confusing because you are not follow any tracks. Redid the rhythm!

to be honest I really dislike you put a fullscreen jump in this part, a bit too forced in my opinion.
you might make you last jump on 00:14:690 (2) - to have about 3.8 DS, I think that will be much more acceptable, and avoid hate votes Replaced with slider.

I suggest reduce DS to about 0.3x for these, 00:16:074 (1,2,3,4) - or even 0.2x to make the streams more fun to play.
same to 00:16:997 (1,2,3,4) - 00:19:766 (1,2,3,4) - 00:20:690 (1,2,3,4) - I want a consistent DS here so the main focus is on aiming the stream.

00:31:459 (2) - this might be fine, but I am worrying someone might point out this later because of spacing mixed with 1/2 and 1/4. This is fine imo.

01:02:536 (1,2) - the jump flow here is kinda weird because of you changed from anti-clockwise to clockwise. this might be better Made it a slider anyways.
01:05:613 (2) - the spacing change for this note is too big, I think it worth 1.2x above. I think this is fine.

Tortured
good diff

Tragic
00:59:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - here is much more hard than 01:03:459 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) -
which make no much sense, I think you should add some notes in the later section It would sound overmapped. Here it's all 1/1 rhythm so i use slider spam.

Exc
01:25:613 (1,2,3,4) - shouldn't these be the same rhythm? 01:26:074 (5,6) - Rhythm variance~

Insane
good diff

Hard
nice, but according to your other diff, shouldn't this have higher od or lower ar? (od = ar - 0~0.5 ) Sure

Normal
nice

Easy
nice
Thanks for the mod!

Haruto wrote:

free mod as always

[General]
  1. Are you sure to keep these diffnames? xd why dont you make them into original one instead :s since you have 3 Extra, one should be Another and Expert. Theyre cool :D
  2. Maybe add "tv size opening" to the tags? oh and, is guts, casca and griffith are the name of the characters on the bg? i think its not recommended to put their name in the tags but, are they the one who sings on this song? Sure
  3. Uncheck countdown on every diff and widescreen support on some diffs lol okay
  4. Why no Kiai time :CC I think its better without kiai... but lemme think about it more.
[Easy]
  1. 00:24:690 (1) - maybe you can move this to 376|371? so you can create a triangle without worrying 00:25:613 (2) - this overlapped with 00:23:766 (2) - 's sliderbody lol I think the strcture here is fine xD.
  2. 00:26:536 (1,2) - the borders are almost touched, might be possible to move 00:27:459 (2) - a bit to the up or down i guess? Tried, didnt look nice ;c.
  3. 01:06:228 (2) - can you do the edges like what i mostly do? xDD i find this is more natural imo than "monotonic" edges lol Wanted something different here haha
  4. 01:08:997 (1) - move a bit to the up? its touched with 01:07:151 (1) - 's tail :s Fixed~

    lol i only pointed out some nazii things xd cuz its neat already lmao
[Normal]
  1. 00:18:228 (3,4,5) - i think its a bit rush to do some 1/2 sliders here and its still in the intro anyways. why dont you follow the guitar sound here 00:18:228 - probably doing/placing some 1/1 slider would help I think this is the strongest part of the solo, so i used a denser rhythm.
  2. 00:37:613 (1) - maybe move this to 360|203? better triangle imo xD Okay
  3. 01:17:920 (3,1) - inconsistent spacing lol Fixed

    ah how to mod normal, im bad at modding normal diffs lol
[Hard]
What an illuminati SR
  1. 00:00:690 (1,2) - nazi, blanket k
  2. 00:07:151 - a bit confusing imo, you put three 1/4 repeats in line without any recovery time, tho its a hard doesnt mean you have to go like this but im just pointing my opinion and wanted some small explaination c: I think it's fine. 1/4repeats are a lot easier to land than people think xD. It's different from 1/4 triplets because those actually require 1/4 clicking rhythm whereas 1/4 repeats will play just like 1/2 sliders in terms of clicking and releasing.
  3. 00:15:766 (3,4) - etc... is this what they call linear flow? it doesnt flow that nice imo but idk, maybe ctrl+g some of them? xd Nah, this is fine, since you can actualyl play the sliders, and then it'll flow zig-zag
  4. 00:16:382 (1,2) - the stack made these touched (a bit), move 00:16:536 (2,3) - manually to 307|125 so they wont touch each other and it'll fix the triangle there good eye
  5. 01:08:690 (4,2) - stack them? instead overlapping :s Wanted a larger DS< and a different shape. I think theres enough space in between that you wont notice the overlap.
  6. 01:14:228 (3,1) - maybe you can do some emphasizing here but that would make the SR increased a bit xd Prefer to keep
  7. 01:24:074 (2,3,4,5,1) - Delta Decision irl

    not much i can found, tho i dont really like those linear flow thing
[Insane]
Are you sure with the AR8.5 and OD8.5? set to AR 9 and OD8 pls :C
  1. 00:07:766 (3,1) - do some emphasize here, making (3)>(1) a jump would help players reading this part i think its fine here.
  2. 00:08:997 (2) - why suddenly become a "claustrophobia" slider ;c? it just looks... dont have any space left while you still have a lot of space in it xd Just a shape~ I think its nice to use something different xD.
  3. 00:24:382 (3,1) - emphasize this more i guess? since 00:24:690 - is a strong beat, maybe the spacing should be like 00:28:074 (6,1) - this cuz that spacing would fit nicely Ahh its so hard considering this strcture, let me keep xD.
  4. 00:40:690 (1) - instead ignoring the drum, how about following it? like what you do on Exruciating Extra. I was expecting there will be a triples and such on that part okay!
  5. 01:26:536 (1) - you sure this is 1/3? the drum is 01:26:613 - here tho. i mean, i know you are following the guitar just like what you did on hard but why dont you follow the drum instead? you followed the drum before this, suddenly follows the guitar is just weird imo lol if its allowed, you can do this kind of rhythm i guess lol Its kinda messy cuz theres the bass drum and the snare, but I think bass which is what i'm following (the deeper drum hit) is 1/3. But what you say is true too. I think it just depends on what you want to follow, and I want to use a different rhythm than 1/4 spam here xD.
    Cool
[Exruciating Extra]Are you sure with the OD9 :s its still 5.5* tho 8.7? xD
  1. 00:36:689 (1,1,1) - can you make these objects into triangle but in an "open field"?, the 1/1 reading will completely ruined since before these 1/1, you put 1/4 streams. maybe placing them like what you do with 01:03:459 (1,2,3) - would help. Did something else
  2. 00:50:228 (5,6) - i never do this cuz this would break the reading, pattern like this mostly in a mirrored way, 00:50:382 (6) - ctrl+g'ing this may help imo, just like what you did on 00:18:843 (9,10) - Fixed
  3. oh yea, concerning about 01:03:459 - this part. why did you suddenly follow the vocal instead the drums? True, fixed.
  4. 01:27:613 (2,5,7) - imperfect triangle xD move 01:28:074 (5) - this to 220|166 so it can be a neat triangle c:Fixed~
waw pretty nice set as always, go go speedrank :D/
[]
Hope it Helps, sensei. Good Luck!
Thanks Haruto!! Great mod on upper diffs :D

sahuang wrote:

M4M

[Easy]
  1. 00:26:536 (1,2) - this feels like an anti-flow where the direction of curve 1 goes down but 2 is upward.
    why not ctrl+J (1)? I think the flow is fine. It's hard to do anti-flow in Easy anyways. The flow is quite straightforward here.
  2. 00:51:766 - a 1/1 slider from here to 00:52:074 (2) - could work better to fill the empty gap Good idea!

[Normal]
  1. 00:00:690 (1,2) - rip DS oops
  2. 00:12:690 (3) - 00:14:536 (3,4) - make them consistent maybe Second one is more impactful imo
  3. 01:28:228 - either add a note or use a 1/2 slider here cuz you shouldn't ignore the beat here Okay~

[Hard]
  1. 00:44:997 (1,2,3,4) - 00:46:843 (1,2,3,4) - i think it's better if they have same rhythm Prefer rhythm variance here.
  2. 01:02:843 (2,3,1) - the ds for 2,3 is much more than that for 3 and 1, but imo there should be a jump 01:03:151 (3,1) - instead of 01:02:843 (2,3) -
    cuz the voice 01:03:459 (1) - suddenly raises and you should emphasis that. Fixed
  3. 01:14:843 - beat here is as strong as 01:15:151 - so why ignore? I don't think its that strong.
  4. 01:15:459 (1,2,3) - they are the same so 3 circles maybe Prefer this. Simpler rh ythm
  5. 01:28:074 (3) - this is different from 01:27:459 (1,2) - cuz 01:28:228 - has a strong beat,maybe use 2 circles for (3)? nah, i prefer this arrangement.

[Insane]
  1. AR9OD8 sounds better considering hard and extra Will consider
    Pretty nice diff

[Ex Extra]
  1. 00:10:690 - i think u should add a note here. Nah, not necessary.
  2. 00:23:151 (1) - no need to NC tbh Removed from previous combo
  3. 00:23:766 (1,1,1) - it's quite confusing here,not only because of NC spam but also the music. I think its fine... It's quite straightforward to read due to NC actually.
    if u follow vocal u should map 00:24:228 - 00:24:536 - rather than 00:24:228 -
    if u follow music,tho there are 3 downbeats the place u mapped,00:23:920 - 00:24:228 - 00:24:536 - sounds are hard to be neglected here when playing,so it's really hard to click right now,and tbh i think follow vocal here works much better
  4. 00:25:766 (2,3) - calm music but sudden jump here,any reason? No real reason, i just wanna try something different here and not respect emphasis.
  5. 01:03:459 (1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - this part is really strange...you ignored whole lot of beats and yet you didnt follow vocal completely. having 1/1 'jumps' over the screen doesnt make much sense to me...it should be more intense lol I like this a lot xD it's the only non-1/2 slider spam diff of them all. I think they work to follow the drum while maintaining a really high DS so players aren't bored.

[TD Extra]
  1. 00:11:459 (7) - i think a slider to 00:11:690 - can be better,00:11:459 (7,1) - sounds weird for vocal Prefer a 1/1 break cuz i don't like stacking sliderhead + circle underneath.
  2. 01:08:690 (3,2) - i'd prefer to NC these so it's symmetrical 12 12 12,and no need NC 01:10:228 (1) - Good point.

[TS Extra]
  1. 00:14:536 (1) - inconsistent NC? Fixed
  2. 01:08:690 (3,2) - same as TD Extra :p Sure
  3. 01:28:382 (1) - as in other diffs dont NC this for consistency(or u can NC in other diffs True. Removed
    Nice stream part in the end!

[The Eclipse]

  • Really a hard one...cs5 lol
  1. 00:14:536 (1,2,3) - ithink jump here is too big...Nerfed
  2. 00:47:305 (5,6,7,8,9,10,1,2,3,4,1,2,3,4) - nice triangle lol ty
  3. 01:01:152 (4,5,6,1,2,3,4,5,6,1,2) - jump is too big as well and feel a bit random/messy imo.. I think the jumps are fine, but I nerfed the pattern a bit anyways.
    that dragonforce stream at last!!!lmao

ok that's it a pretty cool mapset,gl for quick ranking!
Thanks for the mod!!

FoxyGrandpa wrote:

Hi Mr Monstrata! from your queue~

My map for the M4M: https://osu.ppy.sh/s/469141

(its still sort of a work in progress, waiting on a GD so I apologize for that)

I'm only going to be modding the hardest difficulties since I'm not really good at modding lower diffs.


Man these difficulty names are just too relatable


  • [General]
  1. This was mentioned in a previous mod but, countdown and widescreen support
  2. Also mentioned in another mod, no kiai feels weird :/
  3. I know you said something about the background contest thing, so i wont mention that :p you can look through the albums i entered for a good one hehehe
  • [The Eclipse]
    Overview
  1. OD10 with cross screen jumps and CS5? I know this show is about suffering but have some mercy ;-;
  2. If you take out these following jumps, the SR goes from 7.5 to 6.6, those jumps seem solely in there for the purpose of raising the SR.
    00:04:382 (1,2,3,4,5,6,7,8) -
    00:06:228 (1,2,3,4,5,6,7,8) -
    00:13:613 (1,2,3,4,5,6,1,2,3) -
    00:29:305 (1,2,3,4,5,6) -
    00:59:767 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) -
    01:27:459 (1,2,3,4,5,6,7) -
    It's not really necessary to have giant jump spam throughout most of the map, imo the jumps at the very end are fine, just for a TV size map. Having 15 seconds of it raise it by a full star seems kinda ridiculous. I'm more specifically looking at this 00:59:767 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - This puts the map up from 6.8 stars to 7.5... without a real huge change in pitch too. Did some nerfing, but I think the jumps fit well. The spacing continues to wind up to match the building intensity of the drums.

    Specific mods

  3. 00:04:382 (1,2,3,4,5,6,7,8) - I know the guitar changes pitch in this part, but I don't think the DS increase in these jumps need to be so drastic, especially since its not that big of a change from the last set of jumps. Made it a bit smaller
  4. 00:06:228 (1,2,3,4,5,6,7,8) - ^, I would tone these down just a tad if anything, to keep the intensity while still making it playable. There are fine, since i made the previous smaller, now these are the biggest and fit the pitch better.
  5. 00:14:536 (1,2,3) - Instead of having cross screen jumps here i would map the drums in the background, since you seem to be following the snare buildup in the drums before this. Yea, made them sliders.
  6. 00:33:459 (4,5,6) - Add a note in between 4 and 5 and delete 6, there isn't anything on 6. Prefer to keep for structural purposes.
  7. 00:33:920 (1,2,3) - A bit odd since you map the part that sounds the same right after following the guitar part / snare. Theyre' different imo. But i like this rhythm
  8. 00:43:152 (1,2,3,1,2,3) - Triangle memes 8-) 8-) 8-)
  9. 01:02:536 (1,2,3,4) - Something like this can get the full drum part and sound better Made it sliders..
  • [Tortured Soul Extra]
    Just a small note, I think renaming the diff name to Tortured Soul Extreme would fit better, having 2 other extras already.
  1. 00:23:151 (2,3,4,5,6,1) - I think putting a note 00:23:382 - here would make this feel less awkward, since as it is now it really sounds weird to me. I prefer the current rhythm more :P. Not a big fan of streams after sliders anyways.

    Not much else I can really say about this diff, looks really nice.
  • [Tragic Death Extra]
    A lot different than a tragic love extra hehe
  1. 00:24:997 (2,3,4,5,6,7,8,1) - I think i mentioned this in the last diff but I think a note in between 2 and 3 sounds less awkward. Gonna keep here too,
  2. 00:37:613 (1,1,1,1,1) - I'm not a fan of the NCs here seeing as its still following the same general sound but, I can see how you were going for the emphasis on the notes with the NCs Sure, removed them. Since i didnt put them for other difs.
  3. 00:40:690 (1) - Not too sure as to what this follows here... This should be a triplet slider on 00:40:843 - If anything. And i would add a circle 00:40:690 - here to keep the flow by following the ride cymbal for a bit. (It might be following the bassline but I'm just not 100%... I don't hear it)Wops, fixed.
  • [Excruciating Extra]
  1. 01:03:459 (1,2,3,1,2,3,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - This part felt kinda boring considering the intensity of the song, I think maybe these should be sliders to correspond with the other extra diffs. I like it. It's different from the 1/2 slider spam haha.

    Again, not much to say in this diff, looks great.
Well that's all from me, sorry for the short-ish mod :/

Looks awesome! Good luck ranking!! PS. I don't think I'll get the chance to say this again but I LOOOOOVED your aspire map :)
Thanks for the mod!! :D

KuranteMelodii wrote:

ok, m4m

[General]
  1. 01:28:382 - NC if there's a note, feels better to emphasize the last note, Not sure why you only did it on Tortured Soul Extra, but not on other diff Removed on tortured soul. I don't think NC on last note actually emphasizes the note. It is just a visual aid.
  2. Kiai... ok you get the idea when you see previous mods
  3. There's literally no volume changes on all diff at all, I think that you should make some volume changes especially the calm parts
  4. ^ Combined with those two conditions, the most serious problems I see is that there's no green lines with changes on Normal and Easy diff , Rendering all the green lines are useless, if you gonna reject both above, at least delete some unnecessary green lines, if i remember correctly, having duplicate green lines are unrankable
  5. .... Where's the hitsounds? is the map unfinished? Pls, i said hitsounds weren't done yet lol.

[Traumatized Hard]
  1. 00:05:920 (3) - Maybe ctrl+G and Blanket 00:06:228 (1) -, nothing really asking for a large jump though, well, at least in scale of a hard diff Nah, I think the jump is warranted.
  2. 00:13:920 (2,3,4,5) - Not recommended for Hard imo, this pattern is too hard for a hard diff, Not just there's too much singletaps, The jump at 00:14:382 (5,1) - make it even more hard, But it's fine to emphasize 00:14:536 (1) - so i guess i'll let you desire This is perfectly fine for Hard though :P.
  3. 00:40:690 - 00:41:305 - Unused Green lines Removed i guess.
  4. My another attempt to mod lower diffs.... hope that won't annoy you orz

[Agonizing Insane]
  1. 00:35:459 (4) - Ctrl+G, to continue the flow of 00:35:151 (3) Uh, no this is intentional.-

[Excruciating Extra]
  1. 01:04:382 (1) - Maybe x:18/y:188 to continue the geometry pattern Did something similar?

[Tortured Soul Extra]
  1. Why CS5? CS4 works better with so many jumps, or if wanna inflate the star rating, CS4.3 - CS4.5 is enough No...
  2. 01:14:843 - Maybe add a note there, i feel empty there I wanna keep cuz i like this rhythm better.

[The Eclipse]
  1. 00:04:382 (1,2,3,4,5,6,7,8) - I know it's the continuation of 00:02:536 (1,2,3,4,5,6,7,8) - , And it gets larger for higher guitar pitch, But the transition from 00:01:151 (6,7,8) - Is kinda overdone, i know it's the highest diff, but the fact is the sound never get stronger or louder at all, so is there any reason to have a larger jumps there? Nerfed it a bit
  2. 00:14:536 (1,2) - Again, it's the continuation of the buildup part before, but the buildup ends at 00:14:382 - , and those 2 notes were mapping to a weaker drums, all i could say that is overmapped Changed to 1/2 sliders.
  3. Again, Are you sure it's playable with CS5 and full screen jumps? I still doubt with the playability Its playable.

Ok I know i am kinda harsh and short on this mod, but what i could see is i am not confident on the playability and quality on this map, especially the 2 highest diffs, I am not sure did you ask someone for testplaying this map but for now, I might remod if testplays shows this map is 100% playable

If you think that my mod is kinda rude or unhelpful, feel free to reject my kds and m4m request

good luck~
Well, I guess you're lucky I have faith in people lol. Modded your map before reading your mod. xD

Battle wrote:

i too identify as an edgy diff name

[General]
well if you do end up keeping this bg pink doesn't really fit as a combo color lol
>breaks in tv size aaaaaa

[Easy]
00:43:459 - the break somewhere around here kinda just seems random and just the result of an ar change so u might want to fix that z Fixed.

[Normal]
01:10:843 (1,2,3) - aaa why don't you follow same aesthetic as like 01:12:690 (1,2,3) - it looks nicer z Cuz then the flow would tank going into the first slider.

[Hard]
00:26:536 (1,2,1,2) - m the thing that bothers me here is that the the 1/1 repeat of 1 seems to give emphasis to the vocal, it doesn't follow the guitar(?) like the 1/2 sliders do. It's weird that there's like unique emphasis to the vocals (which I'm assuming it's going off of) but then the other vocal similar to it on the very next downbeat is mapped differently rhythmically z I get what you mean, but i want some rhythm variety here.
00:31:459 (2) - why not do like a circle and 1/2 slider here cuz the repeat is real strong compared to the start and end lo Sure, why not.
00:33:920 (1) - aaa I get that you might want to do it for rhythm variance or sth but like, it would feel a lot more satisfying to actually click the beats like 00:34:843 (1,2,3) - did You guessed it :D

[Insane]
00:55:766 (3) - t b h I would expect this to have the largest spacing since it's a pretty prominent drum that comes out of like a bunch of guitar stuff lol (but you'll probably keep it since I saw it was stacked on top of 00:54:690 (1) - lol) I think its fine not to emphasize it. It's just a different sound, i wouldn't call it the strongest xD.

[first Extra]
01:17:305 (1,2,3,4,5,1) - aa do you want people to break after everything ;w; Yes!

[tragic]
01:10:536 (1,2,3,4,5) - lol ik you said point out the major things but this isn't straight cuz stacking propertiessss, also same for 01:12:382 (1,2,3,4,5,1) - That's pretty major. Fixed~

[tortured]
mm just wondering why is there like pauses in the streams in the beginning and not the end? to me they sound basically the same, so it's kinda weird that you decided to use pauses at the start and just directional changes to the end stream. (also i noticed that u basically mapped it the way I expected in the highest diff so why not do that? the pauses seem rly inconsistent :/\/\/\) Just variety.
00:18:228 (1,2,3,4,5,6,7,8,9,10,11,12) - regardless, this compared to 01:20:997 (1,2,3,4,5,6,7,8,9,10,11,12) - when they're pretty similar (guitar goes to a real high pitch) is pretty zz since like the latter is SUPER spaced and the thing at the start isn't rly spaced at all z I want the second iteration to be more difficult than the first.

[pp]
00:31:613 (3,4,5,1) - lol that whole stacking thing I mentioned on tragic Fixed
01:15:459 (1,2,1) - This doesn't rly fit since you've been like, making this vocal part pretty simplistic rhythm-wise, the inclusion of 1/2 here kinda just seems random Yea sure, i'll just delete the second note.
Well at least the stream w/ the high guitar pitch thing is kinda similar 2 each other since they both have larger spacing than normal for them lol

w8ing 4 shige hdhr fc

d how2mapsafe
Thanks for the mod!!

Doormat wrote:

hi hi monstrata, from your m4m queue-
[Easy]
  1. not much to say here, it’s a fine diff. some blankets could use some minor tweaking, like at 00:02:536 (1,2) – where the (2) is slightly curved too much, and I was wondering about why you manually ended the break early, since the other diffs don’t do this Fixed.
    SPOILER
    please explain
  2. 01:00:382 (2,3) – I’m not 100% sure about having the downbeat at 01:00:690 – be a slider end; it feels kind of lacking in emphasis compared to a clickable downbeat like what you did at 00:11:766 (1,2,1,2) – . since these are essentially the same music composition, making one downbeat clickable and the other downbeat on a slider end makes one have less impact than the other, but that’s just my opinion I think its fine~
[Normal]
  1. essentially the same comment from Easy about prettying up some of your blankets, like at 00:31:766 (3,2) – as an example. Fixed.
  2. 01:12:690 (1,3) – I’m not sure if this is just me, but it looks like the circle here is a little off. Why not try moving the (3) to somewhere around x376 | y228 ? you’re probably going to have to reposition the next few notes though :v I prefer the current position xP. It's not trying to blanket anything.
  3. tl;dr the diff is fine except for a few subjective aesthetic stuff ok
[Hard]
  1. 00:10:843 (4,5) – you probably know what I’m about to say based on the first point for the previous two diffs so I’ll stop pointing these out This one's fine tho.
  2. 00:08:074 (1,2,3,4) - 00:56:074 (1,2,1,2) – have different combo consistency despite being the same musical composition so making them consistent would be nice Made it consistent.
  3. 00:13:920 (2,3,4,5) – and 01:24:074 (2,3,4,5) – seem like the most intense parts of this diff since it’s four consecutive circles. it’s probably fine, but maybe you might want to consider toning this down by just a little bit? maybe you could swap out the last two circles with a 1/2 slider I think its fine. theyre not that hard.
[Insane]
  1. 01:11:613 – maybe you could add a circle here kind of like how you added one at 01:13:459 (3) - ? I think its fine. I want the 1/1 jump here.
[Excruciating]
  1. 00:05:920 (6,1) – I’m a little concerned about the distance between these two notes, since the (1) seems kind of far away from the (6) for a 1/4 gap, since 00:02:228 (6,1) – does a similar thing but has a much smaller distance between those two notes. maybe consider moving 00:06:228 (1) – closer to 00:05:920 (6) – ? alternatively you could change the angle of the (6) so that the slider end points towards the (1) to help lead the player from the (6) to the (1) That's fine. 1/4 jumps are really easy when its 1/4 repeats. It'll feel just a bit harder than a 1/2 slider jump since you have to hold until 1/2.
  2. 00:36:689 (1) – your extras are the only diffs in the set that have a new combo this note, whereas your lower diffs don’t. quite frankly, I think choosing not to NC here works more effectively to highlight the upcoming bass line. applies to your other Extras as well The NC's work better on the Extra's due to the note placement, nothing really do to with consistency here.
  3. 00:48:382 (9,1) – kind of a similar point to the first point I mentioned for this difff Yea, these are fine. You overestimate 1/4 repeat difficulty lol.
[Tragic Death]
  1. 01:21:613 (9,10,11,12,1) – not really sure why you’d want the player to decelerate here since this is the only time during this final stream where the player has to decelerate their movement speed. the music is just as intense, so the decrease in movement here seems kind of random to me. it'd make more sense to decelerate when the stream is ending, but it isn't here It's like a pause in the guitar solo before another stanza begins.
[Tortured Soul]
  1. 00:52:074 (3) – I’d consider Ctrl + G on this slider since the distance between 00:51:766 (2,3) – seems a little high that it could result in some frustrating slider breaks That won't happen.
  2. 01:26:228 (4) – similar to the previous point I made about considering Ctrl + G-ing this sliderSame
[Eclipse]
  1. 00:14:536 (1,2,3) – comparing the build up here to this triangle, this seems overly exaggerated which was probably what you were going for. either way, with the spacing of the current build up, I don’t think there’s enough momentum to warrant such extreme jumps. I recommend either nerfing this jump, or buffing 00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – so that the momentum generated here makes that last jump pattern easier to land Made it just sliders~
hope this helps!
Thanks for the mod!!!

Electoz wrote:

M4M : https://osu.ppy.sh/s/479160

[Painfully Easy]

  1. 01:12:997 (2,3) - The flow's kinda edgy and this is the only place in the diff where you did this, I think using a smoother flow + maybe some symmetry stuff would be better as there's nothing to reflect from the song with this kind of flow. i think its fine here.
[Blistering Normal]

  1. 01:10:843 (1) - Flip this maybe for a better symmetry with 01:11:766 (3) and also 01:12:690 (1,3) . I would, but it would mess up the flow from the previous circle.
  2. 01:21:613 (4) - Bending the tail towards the head of 01:21:920 (1) a bit? Since most of your stuff had tails towards the the heads like 01:19:151 (3,4,1,2,3) Sure .
[Traumatized Hard]

  1. 00:06:228 (1) - Minor but Ctrl+G'ing this would make it easier to land on it from 00:05:920 (3) . Since 00:02:228 (3,1) - 00:04:074 (3,1) both have a 1.30 spacing so why not. Sure
  2. 00:53:613 (2,1) - A pixel overlap but who cares. Fixed
[Agonizing Insane]

  1. 00:17:766 (3) - Can you avoid this overlap from 00:16:997 (4,5,6,7,1) ? Imo it could be more neat and a bit easier to read if that's possible as 01:19:766 (4,5,6,7,1,3) has a same rhythm but it's a lot neater. I think the overlap is fine since over half the circle is still visible.
  2. 00:41:305 (1) - Ctrl+G maybe since it would be neater if both 00:41:305 (1,4) have the head and tails in the same direction. I want to emphasize 00:44:074 - by breaking symmetry
  3. 00:55:151 (1,2,3) - Make these a slider or something? Since you made 00:55:151 (1,2,3) in Excruciating Extra so it's kinda like this is easier to read in that Extra compared to this Insane. I think 1/1 circles are simpler than 1/2 sliders actually xD. But This is just a different interpretation.
[Tragic Death Extra]

  1. Yeah I didn't check all of these but at least some of them are unsnapped by a few ms. Resnapped all notes.
  2. 00:55:151 (1,1,1) - Kinda curious why you NC'd only this diff since the spacing alone should be obvious enough for 1/1 circle here. To remove the follow points. Aesthetics really.
[Tortured Soul Extra]

  1. 01:28:382 (1) - Why did you put NC here when you didn't put any in other diffs? Removed
Ok hope this helps~ Good luck and thanks in advance!
Thanks for the mod!!
Lince Cosmico_old
actually 1 page of replies
Battle

Monstrata wrote:

Battle wrote:

aa do you want people to break after everything ;w; Yes!


P L S
hehe
furioso melodia
Karen
The Eclipse
this diff is very well done, i only want to point out one thing: 01:14:536 (1,2,1,1,1) - i'm not sure what you're following here, if you follow vocals then map 01:14:843 - this, otherwise i suggest you to map 01:15:613 - this beat since it's quite strong, i prefer vocals here tho

Tortured Soul Extra
00:51:766 (2) - ctrl+g would be better here, and move it up a bit, to make it not easy to sliderbreak http://puu.sh/qkxwD/b388ee9db9.jpg

H
01:23:766 (1,2,3,4,5) - the jumps don't fit here since you didn't make anything like this in other parts, just make it normal

and consider adding some normal-finishes in this part 00:56:074 -

b
Topic Starter
Monstrata

Karen wrote:

The Eclipse
this diff is very well done, i only want to point out one thing: 01:14:536 (1,2,1,1,1) - i'm not sure what you're following here, if you follow vocals then map 01:14:843 - this, otherwise i suggest you to map 01:15:613 - this beat since it's quite strong, i prefer vocals here tho True. Followed the vocals and mapped 01:14:843. I also mapped the drum beat on 01:15:61 to a slider-end. I want to focus on vocals here, but I agree that the sound is still worth mapping so i'll put a slider-end there and hitsound it.

Tortured Soul Extra
00:51:766 (2) - ctrl+g would be better here, and move it up a bit, to make it not easy to sliderbreak http://puu.sh/qkxwD/b388ee9db9.jpg Yea, good idea.

H
01:23:766 (1,2,3,4,5) - the jumps don't fit here since you didn't make anything like this in other parts, just make it normal Hmm... I think the jumps work here because in the intro at 00:15:459 - I use mainly stacked placements and repeat sliders that are placed really close together, but in the second iteration at 01:18:228 - I use spaced patterns. I think players will be able to catch the jumps. But if you disagree, I have a simple fix ready. Let me know, i'm fine with changing so no pressure! Just wanna give my reasoning first.

and consider adding some normal-finishes in this part 00:56:074 - Yea, you're right. Added them to all diffs!

b
Thanks Karen!
Kibbleru
:)

SPOILER
16:13 Monstrata: rip Fycho it seems lol
19:54 *Kibbleru is editing [https://osu.ppy.sh/b/1028733 9mm Parabellum Bullet - Inferno [The Eclipse]]
19:54 Kibbleru: http://puu.sh/qmz8j/4545988d02.jpg http://puu.sh/qmz8j/4545988d02.jpg
19:54 Kibbleru: oh
19:54 Kibbleru: 01:28:382 (7) -
19:54 Kibbleru: for that
19:55 Kibbleru: i think moving it down there looks better
19:55 Kibbleru: astehtically and
19:55 Kibbleru: uh
19:55 Kibbleru: seems more appropriate for a cross screen jump
19:55 Kibbleru: since it covers more of the screen that way
19:56 Monstrata: hmmm
19:56 Kibbleru: 00:33:459 (4,5) - why dont u make a triplet here
19:56 Kibbleru: it would fit so well
19:56 Kibbleru: oh wait
19:56 Kibbleru: nvm
19:56 Monstrata: I think it'd make the angle from 01:28:074 (5,6,7) - too wide. I want them to be quite sharp, like 30 degrees
19:56 Kibbleru: but i would expect the spacing to be larger there imo
20:01 Kibbleru: 01:15:613 - i think u shud tone down the volume on the slider end here
20:01 Kibbleru: the drum thing in the music is fairly feint
20:02 Monstrata: 00:33:459 (4,5,6,7,1) - fixed this, added the triple and changed the structure
20:03 Kibbleru: did u map this entire set by urself lol wtf
20:03 Monstrata: 01:15:613 - reduced volume, yea
20:03 Monstrata: and yea lol
20:04 Monstrata: its probably the only way I can get away with these diff names tbh
20:04 Kibbleru: ainfully easy
20:06 Kibbleru: oh
20:06 Kibbleru: fuck ar 8.5 insane
20:06 Kibbleru: why
20:06 Kibbleru: LO
20:06 Kibbleru: feel like u cud def bump the ARs up
20:07 Kibbleru: tortured soul ar 9.7 tragic death 9.5 excruciating 9.3 insane 9
20:08 Monstrata: oh
20:08 Monstrata: hmm true
20:08 Monstrata: yea i'll do that
20:08 Kibbleru: k nic
20:08 Monstrata: also gonna bump the OD's up to match AR's
20:08 Kibbleru: k
20:09 Monstrata: ehhh Insane i'll keep it OD 8.5
20:09 Kibbleru: lol
20:09 Kibbleru: o
20:09 Kibbleru: yeah
20:09 Kibbleru: i misread as ar 8.5
20:09 Kibbleru: ar 9 already gives me aids now LOL
20:10 Monstrata: loool
20:10 Monstrata: nice
20:10 Monstrata: kk changed the AR's and OD's anyways
20:10 Monstrata: and applied that hitsound volume change to the diffs that follow it
20:14 Kibbleru: can i just check the set now lol
20:14 Kibbleru: or do u want karens bubbl first
20:15 Monstrata: you can bubble first, thats fine~ should i update now? ;o
20:15 Kibbleru: yea
20:17 Monstrata: alright updated. metadata should be good
20:17 *Kibbleru is editing [https://osu.ppy.sh/b/1029562 9mm Parabellum Bullet - Inferno [Tortured Soul Extra]]
20:17 Monstrata: just slightly confusing cuz theres two anime's with the same name
20:17 Kibbleru: wait i gotta check other diffs too lol
20:18 Monstrata: oh
20:18 Monstrata: LOL
20:18 Kibbleru: i was just lookign around lol
20:18 Monstrata: oh haha
20:18 Kibbleru: 00:16:382 - maybe u cud put kicksliders here
20:18 Kibbleru: on tortured soul extra
20:18 Kibbleru: cuz it seems like a better transition than just a space
20:19 Kibbleru: but current works too
20:20 Kibbleru: 00:55:151 (1) - honestly an exnted slider would fit so well here but idk how ud fit that in ur current structure
20:20 Monstrata: I think kicksliders aren't necessary... cuz either way its still a 1/2 gap
20:20 Monstrata: and hmm extended sliders... i think i use them on other diffs
20:21 Monstrata: so im just going for different interpretations at this point xD
20:21 Kibbleru: 01:02:536 - im sorta concerned about the low drum hitsounds here
20:21 Kibbleru: cuz theyre so low pitched its really hard to hear
20:22 Kibbleru: it gives a bass-y effect but imo its probably better to stack it with something thats more noticeable
20:22 Kibbleru: idk
20:22 Monstrata: 01:02:690 (2) - oh, hmm
20:22 Kibbleru: and for ppl without a strong bass on their headsets its kinda hard to hear
20:23 Kibbleru: oh ur volume is at 45%
20:23 Kibbleru: no wonde rlol
20:23 Kibbleru: maybe just turn up the vol a bit
20:23 Monstrata: the hitsound for that clap is really loud compared to other ones xD
20:23 Monstrata: 01:02:690 (2) - wait i didnt hitsound this
20:24 Kibbleru: the drum hitnoramls are fine for that one i think
20:24 Kibbleru: but
20:24 Kibbleru: imo u can just lower the volume with audacity
20:24 Kibbleru: because 45% volume drowns out the hitnormal sound too
20:24 Kibbleru: :S
20:25 Monstrata: oh hmm
20:25 Kibbleru: i wish there was a function taht let me ignore these warnings lol http://puu.sh/qmAPa/8f1fab57b4.png
20:27 Monstrata: lol ikr
20:27 Monstrata: oh
20:27 *Kibbleru is editing [https://osu.ppy.sh/b/1030374 9mm Parabellum Bullet - Inferno [Tragic Death Extra]]
20:27 Kibbleru: 01:10:536 (1,2,3,4,5) - nazi i just noticd that this isnt straight xd
20:27 Monstrata: okay got the normal-hitclap to work so i'll change the volumes and stuff
20:27 Kibbleru: or was that intentional
20:27 Kibbleru: and ok
20:27 Monstrata: oh, that one's cuz of the stacking
20:27 Monstrata: with 01:11:151 (1) -
20:27 Kibbleru: ohh
20:27 Kibbleru: yeah ic
20:28 Kibbleru: ok
20:31 Monstrata: okay fixed hitsound volume for all
20:31 Kibbleru: 00:44:074 (4) - any reason this is ctrl g'd in insane?
20:33 Monstrata: just, more DS
20:33 Kibbleru: hard diff
20:33 Kibbleru: 00:14:536 (1) - uh ctrl g maybe?
20:34 Kibbleru: 00:36:997 (1) - move this up slightly or something pls
20:34 Monstrata: oh, yea Ctrl+G'ed
20:35 Monstrata: kk moved elsewhere
20:35 Monstrata: http://puu.sh/qmBqr.jpg
20:35 Kibbleru: i was just scared it was offscreen lol
20:36 Kibbleru: normal
20:36 Kibbleru: 00:34:843 (1,3) - swap nc.. i think
20:36 Kibbleru: brb dinner
20:37 Monstrata: o. yea. swapped nc's
20:58 Kibbleru: back
20:59 Kibbleru: 00:56:074 (1) - lol skystar wave
20:59 Monstrata: ya
20:59 Kibbleru: 01:21:613 (4) - could probably just b a circle
21:01 Kibbleru: k thats all
21:01 Kibbleru: update
21:01 Monstrata: mmm i'd prefer it to be a slider
21:01 Monstrata: just for consistency
21:04 Monstrata: k updated
21:08 Kibbleru: ok
Bursthammy
Bonsai
Why does only the diffname of the Easy have an adverb instead of an adjective lol

Also I heavily dislike 01:28:074 (5,6,7) in the highest diff bc horizontal jumps are generally harder to play than vertical ones of the same spacing, and I don't really see much reason to make (6) so special as it's still the same note as all the others in the music, would suggest smth like this
Doesn't 00:22:843 (5) deserve an NC? And for drain-balancing purposes at 00:37:613 (1,2,3,4) I'd suggest not NCing 00:24:074 (1,1) - 00:36:997 (1,1) - 01:14:843 (1,1,1,1) xd

Tortured Soul Extra: Why does 00:22:843 (1) reverse twice? I don't hear a note there and you didn't do that in the following reverse-sliders either (even though 00:25:382 does actually have a note in the music lol)
And again I don't see why 01:28:074 (5,6) is suddenly that much higher spaced than the rest as I don't see that in the music at all, continuing your pattern like this would already increase it in relation to the previous two notes again, that's definitely enough

I like how I see that same issue in all other high diffs too except the Excrutiating Extra where it's like "hey, let's not space (4,5,6) at all" for some reason lol
Topic Starter
Monstrata

Bonsai wrote:

Why does only the diffname of the Easy have an adverb instead of an adjective lol It just sounded nicer. Painful Easy sounded weird to me, and Painfully Easy just sounds a lot better.

Also I heavily dislike 01:28:074 (5,6,7) in the highest diff bc horizontal jumps are generally harder to play than vertical ones of the same spacing, and I don't really see much reason to make (6) so special as it's still the same note as all the others in the music, would suggest smth like Yea, this kind of arrangement is really special because of the sharp angles i've set up, as well as the visually noticeably increase in DS. In all instances, the player is moving in very acute angles that also double back on the path of the previous two circles, creating an X flow that is a lot more comfortable to play. Why don't I want to dip down below the x axis? because if 5>6>7 involves an angle that dips, it actually becomes more difficult to control given how i've been controlling the gradual y-axis vextor decrease. What I mean by this is that 3>4 then 4>5 then 5>6 and then 6>7, you can notice that the length of y-axis movement decreases considerably as this jump pattern aims to turn all y-axis momentum (from 1>2>3>4, that use minimal x-axis movement) to purely x-axis movement. This is done by sharp angle changes, and a clear visual pattern that shows the change in y-axis from nearly full-screen to nearly 1/3rd the screen by the time 5>6 is played. This allows the player to snap to 7 much more easily because through these jumps, y-axis velocity has been gradually but surely decreased.

You often see remnants of this concept in slightly slanted linear sliders (which I often spam) because its just much more comfortable to have both an X and Y axis movement when you jump from one object to another. The exception is here, where the jump pattern is specifically tailored to make the switch from "a lot of Y movement" to "a bit of y movement" to "no y movement". Otherwise, having some y-movement is usually better since players don't have to cease all movement on one axis voluntarily in order to properly snap to the next object. (It's also why you almost never see perfectly horizontal/vertical jumps nowadays since they are quite tricky to set up if you don't know the idea behind it, imo)
this
Doesn't 00:22:843 (5) deserve an NC? And for drain-balancing purposes at 00:37:613 (1,2,3,4) I'd suggest not NCing 00:24:074 (1,1) - 00:36:997 (1,1) - 01:14:843 (1,1,1,1) xd I don't think NC is necessary, and the NC spam there is to show the anti-jumps.

Tortured Soul Extra: Why does 00:22:843 (1) reverse twice? I don't hear a note there and you didn't do that in the following reverse-sliders either (even though 00:25:382 does actually have a note in the music lol) There's a note there though. And I think this fits very well as a rhythmic reduction of Eclipse that uses 5 note streams here.
And again I don't see why 01:28:074 (5,6) is suddenly that much higher spaced than the rest as I don't see that in the music at all, continuing your pattern like this would already increase it in relation to the previous two notes again, that's definitely enough I like the angles a lot actually. And i've always enjoyed having spacing increases to create a growing intensity in jump patterns. I think we've discussed this in a lot more detail when the topic was about quaver xD.

I like how I see that same issue in all other high diffs too except the Excrutiating Extra where it's like "hey, let's not space (4,5,6) at all" for some reason lol Yea. With this many diffs, I'm also aiming for different interpretations. Basically trying to emulate different styles while still showing elements of my own.
Hope that explains my intentions a bit more, thanks for checking!
Karen
#2
Bonsai

Karen wrote:

#2
what


@Monstrata: It would be cool if you could convey your point a bit simpler, all I got from this is that you're talking about angles which I don't really understnad bc my suggestion barely changes any angles at all, I just simply reduced the spacing to make it more fitting, you can still make (6,7) be horizontal by moving (7), I have nothing against that.

Yes, we discussed forceful increase of intensity in jump patterns in Quaver already, and your point was that you purely did it for difficulty, so I don't really see what you're trying to tell me lol

Intensity increases naturally from the amount of jumps you map, when you already have more high-spaced jumps in a row here than anywhere else then there is no need to forcefully increase the spacing even more when it has absolutely zero justification in the song

My point about NCing 00:22:843 (5) - is that this is the start of a measure and it's only natural to NC those since you're doing that everywhere else too, and you have a lot of those short combos anyways, so the question for me is rather whether there's any reason not to put a NC here

Do you really feel the need to indicate obvious anti-jumps at this diff-level? I highly doubt that any player skilled enough for this map will misread them when not NCd, and this just creates unnecessary imbalance in the drain, so again I don't see a reason why not NCing them would be bad in any way

And I still definitely do not hear any note at 00:23:074 and you didn't map it in any other diff either, not even Eclipse, so maybe you wanna make a rhythmic reduction here too eh
Makeli
7*
00:40:690 (1) - wanna fix the rhythm here? It's a normal triple at the red tick
Topic Starter
Monstrata

Bonsai wrote:

Karen wrote:

#2
what


@Monstrata: It would be cool if you could convey your point a bit simpler, all I got from this is that you're talking about angles which I don't really understnad bc my suggestion barely changes any angles at all, I just simply reduced the spacing to make it more fitting, you can still make (6,7) be horizontal by moving (7), I have nothing against that. Theres a huge angle change from 4>5>6 though, looking at your example. 6 Needs to be lower to reduce the angle. I also want a larger spacing here to emphasize the intensity increase I'm trying to convey. I was barely talking about angles tbh. A lot of it is y and x axis vectors. When you consider jumps, you also consider angles, and their alignment with the x and y axis. When you move your hand, unless you are slanting your hand or holding your pen/mouse at an angle, you will be putting force on your pen/mouse in both an x and y axis, the combination of which, gives the slant (maths maths etc...).


Yes, we discussed forceful increase of intensity in jump patterns in Quaver already, and your point was that you purely did it for difficulty, so I don't really see what you're trying to tell me lol That quote looks really bad out of context, can you not paint me in that color, thanks. We can move Quaver discussion to quaver, it's getting ranked sooner or later anyways.

Intensity increases naturally from the amount of jumps you map, when you already have more high-spaced jumps in a row here than anywhere else then there is no need to forcefully increase the spacing even more when it has absolutely zero justification in the song

My point about NCing 00:22:843 (5) - is that this is the start of a measure and it's only natural to NC those since you're doing that everywhere else too, and you have a lot of those short combos anyways, so the question for me is rather whether there's any reason not to put a NC here It's mor natural to NC this way imo. The reason people NC on the start of the measure is to give an indicator of rhythm. I believe I'm doing the same, except i'm showing the rhythm by not NC"ing on the downbeat.

Do you really feel the need to indicate obvious anti-jumps at this diff-level? I highly doubt that any player skilled enough for this map will misread them when not NCd, and this just creates unnecessary imbalance in the drain, so again I don't see a reason why not NCing them would be bad in any way It doesn't hurt.

And I still definitely do not hear any note at 00:23:074 and you didn't map it in any other diff either, not even Eclipse, so maybe you wanna make a rhythmic reduction here too eh I'll take a closer look when I'm home.
I appreciate your comments, but I think our ideas on jump spacing simply differ. I'd be happy to discuss this more with you so you can get my perspective better, but I won't be making changes without better analysis. I don't think "horizontal jumps are generally harder to play... etc..." is enough analysis so please consider my analysis on vectors and angles too. It's not something I usually explain because ppl just go "ugh so pedantic etc..." but I think you're one of the BN's who can appreciate the theory.
Topic Starter
Monstrata
I guess let's hold off on qualifying this until I get home and do a proper check.

Hmm... I guess either Karen or Kibb can qualify after that... lol
Topic Starter
Monstrata

Maakkeli wrote:

7*
00:40:690 (1) - wanna fix the rhythm here? It's a normal triple at the red tick
god bless Maakkeli

Fixed all.
Topic Starter
Monstrata

Bonsai wrote:

And I still definitely do not hear any note at 00:23:074 and you didn't map it in any other diff either, not even Eclipse, so maybe you wanna make a rhythmic reduction here too eh
Fixed!
Karen
i thought it was an app map lol but fortunely i didn't qualify
Rebubblling due to some snapping changes
Kyouren
I think this song is safe if you not add video (since the opening have gore and some nsfw thing)

oh wait, you're really don't add it, glad it!
Kibbleru
monstrata fixed some combo colours.

i will repair this bubble because i already qualified something today so hopefully giving it to karen to qualify lol.
Karen
okie
Underforest
gratz
I hope community loves this map as me
sahuang
so quick
SnowNiNo_
congratz :>
Bursthammy
griffith did nothing wrong
Underforest
nothing to see here
Kyouren
Gratzz!
Haruto
ayy congratulations sensei <3
Secretpipe
gz my man!
KaelGen
I like how OD is matching AR on the above insane diffs... like in the good old times, where you had no choice but to have them match :) Osu! needs more high OD goodness :3
Sotarks


i still don't know if all diffs are made by you.. pls DQ or fix
Ascendance

mick2903 wrote:

I like how OD is matching AR on the above insane diffs... like in the good old times, where you had no choice but to have them match :) Osu! needs more high OD goodness :3
ctb style
Wormi
Excruciating Extra
01:02:536 (1,2,3) - These sliders have really low hitsounds (45% instead of 90% volume in other diffs) thus making it really weird to play especially after these huge jumps where hitsound feedback is really needed

pls DQ
alacat
I don't know why only 45% volume in Excruciating Extra diff. But i can hear sounds/hit sounds when i'm playing. If Monstrata wants to fix this, pls poke me :p
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