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cYsmix - Moonlight Sonata

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Total Posts
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Topic Starter
Okoratu
This beatmap was submitted using in-game submission on Freitag, 10. Februar 2017 at 03:09:51

Artist: cYsmix
Title: Moonlight Sonata
Source: osu!
Tags: Okoratu beethoven ludwig van mapping with rewards electro trance classical mwr
BPM: 128
Filesize: 5824kb
Play Time: 03:08
Difficulties Available:
  1. Easy (1,62 stars, 202 notes)
  2. Expert (4,53 stars, 842 notes)
  3. Hard (3,34 stars, 512 notes)
  4. Insane (4,19 stars, 710 notes)
  5. Intermediate (2,97 stars, 447 notes)
  6. Normal (2,3 stars, 281 notes)
Download: cYsmix - Moonlight Sonata
Information: Scores/Beatmap Listing
---------------
MAPPING WITH REWARDS (OCT. 2015)
Higher audio bitrate for this mapset as this is handled as an official submission.

dub dee doo
why does cysmix break most of his songs with weird offbeat samples, with the way this song is pretiming it is basically useless

certain sections of expert will probably die multiple times before i get them right
Ashton


Great map rank it now, no need to fnish it 8-)
Topic Starter
Okoratu
ehhh what
Yoshikawa Hoshi
drum and also....
bus
Natteke desu
the source is real
felys

EvilElvis wrote:

the source is real
hi I'm the left boob
Topic Starter
Okoratu
ok i got to finish this easy and maybe nerf normal and hard a tad

also why do i attract nonsense by existing
Swell
y do u exis?
Krfawy
Hello Doktoratu Spiele, I'm doing M4HKFTROYL with you. You know how I love you! o3o
I am pointing most important stuff I observed in the whole set and that I believe could be improved. Also, I am including a pack with my replays so you can see how a typical 64K ranked noob with a broken mouse plays your mappus.

*CLICK HERE TO DOWNLOAD THE REPLAYS*

General
  1. This applies to the whole set: 00:15:070 - There are two timing lines: one is red and the other is green and the SV is still 1.00x.
  2. 02:05:444 - As above.
Easy
  1. TBH the spacing is quite hardcore and no idea why but it's extremely hardcore for me to play the kiais, these are real killers. I believe a Beginner difficulty would be welcome. D:
  2. 00:22:085 (3) - Not 100% sure but I guess it would have a soft addition and a whistle?
  3. 00:43:179 (3) - The very head has no Normal sampleset and I think it's not done on a purpose.
  4. 00:57:241 (4,1,2,3) - This moment looks quite cancerous even if it's easy to play due to its (pattern's) messy look. I recommend you copy the 00:56:304 (3) - this slider, rotate it a bit (-191°), CTRL + H it and paste it instead of 00:57:241 (4) - this slider but use the same XY axis numbers. After that you could adjust the rest of the resembling objects so everything looks like *THIS* maybe? With AR4 set I am sure that will be easier and smoother to read. D:
  5. 00:59:116 (3) - And I think that circles in the slider would be hitsounded with normal kicks too so it would create an impressive effect in comparison with the very next note.
  6. 01:01:929 (1) - And adding a normal-hitnormal on the very head would be benefitial here as well.
  7. 01:09:429 (1,2) - Oh mein Gott... Das ist eine imperfekt Blanket! ;3;
  8. 01:31:460 - I have a feeling a soft clap sound would be nice here.
  9. 02:03:814 (1,2) - Aehm... Honestly I think that shortening the slider to this moment: 02:04:751 - and adding two circles would be more obvious to click for newbies as the doubles are used for rather experienced players. Triples are more perceptible, at least it has always been, is and probably will be for me as the rhythm is simpler in such a case. Also this is the only excessively unpleasant moment to play so far and in you know that we should make stuff as easy-going and still rhythmically-wise at the same time as possible and this definitely is the case. If you disagree, at least try to gather a few other noobs and ask them what they think about the actual pattern and if it needs some readjustments. ;_;
  10. 02:16:929 (1) - That spinner is awkward. I strongly recommend you make it last from 02:13:179 - to 02:18:804 -
  11. 02:31:929 (3) - And this head would have a normal kick as well.
  12. 02:42:253 (5) - As above.
  13. 02:47:878 (2) - As above.
  14. 02:53:972 (4,5) - I am sure these should have claps and that 02:57:253 (4) - this would sound better with a normal kick.
  15. 03:02:878 (2) - And a normal kick would be nice here too.
Normal
  1. 00:45:171 (1,2,3,4) - That was pretty cancerous to play tbh. ;_;
OMG, that was a really delightful mapset Oko!
KEEP MAKING GOOD MAPPUS OTHERWISE WE ARE GOING TO SPEND A NIGHT TOGETHER IN YOUR BEDROOM actually we are, no matter what! o3o

LVU Blady Kamyczek o3o
Topic Starter
Okoratu
i swear a bunch of hitsounds just disappeared

or

i was drunk when i hitsounded

which is unlikely



hm.


also there won't be anything less difficult than easy, as an even step down from that difficulty would result in something that you could slap on any mapset even more than the easy already is



Yuii- - 11/29/2016
oh
you're gonna make an adv anyway
SHUD be fine
00:13:179 (1) - this slider stands out way too much in the intro I don't see much merit of changing this to be honest all it'd achieve is making the map more boring lol
it's so different from the others
00:27:710 (1,2,1) - this is weird to see being introduced like that reduced spacing here, i need to switch polarity from regular ticks back to blue ticks and am doing this with a double so that has to stay
01:16:929 - sv is too much yes actually now that i'm taking a step back from this thing i think i disagree wit hthis, the sv might be big but the rhythm behind it is really simplistic which makes me think that this works just fine
01:33:804 (1,2,3) - if you are going to do these, you should introduce them earlier, iirc it's the first time they are appearing as full 1/4s i do full 1/4s wayyy back in 00:15:070 (1,2,3) -
Yuii- - 11/29/2016
01:46:929 (1,2,3,4) - weird rhythm imo changed
02:00:991 (3) - maybe is non-so-aggressive curve? changed
02:04:751 (3,1) - hah no changed
02:33:452 (5,6,1) - eh idk what i did anymore but i did something
02:37:566 (1) - why yeah why? idk changed entire concept for these
02:48:816 (1) - i mean you do it here too but concept is weird, quite unexpected already taken care of
02:56:667 (2) - 02:57:019 (3) - would replace these for 2 circles instead, would be nicer did this differently in the other instance of them so i did the same here
02:57:722 (1,2) - symmetrical for consistency¡? i don't think that would matter too much here lol
ehhh sorry for nazi'ing to much
that was a lot maybe
anyway, concept is actually very fucking solid, i should see how you're going to build the adv


easy

-00:08:491 (5) - you could make this curve more polished as it's standing out too much compared to everything else done
-00:15:070 (1,1) - 00:22:554 (4,5) - blanket appreciated ... just nevermind, check your blankets unless you odn't care, cause many people don't care yeah ican only care that much about blankets
-00:58:179 (1,2,3,1) - looks quite ugly if you ask me i tried to make this less ugly
-01:03:804 (3) - was expecting some consistency as you have been doing so far on the map 01:07:554 (3,4) - but each part is consitent within itself, 01:01:929 (1,2,3) - and 01:09:429 (1,2,3) - are consistent o.o
-01:30:991 (5) - 2 circles instead? i do believe these beats are very prominent i believe a slider relflects the downard intensity better and bridges better between sections
-avoid these 2-long combo stuff 01:35:679 - . especially when the next section is the same rhythmically speaking but it has a different comboing
-02:03:814 (1,2) - nope, nope... oko, don't. try http://i.imgur.com/zNkDpwt.jpg instead simplified even more
-02:16:929 (1) - weird stop to finish a spinner, what if you end it at 02:18:804 - seems better :ok_hand: did
-03:02:878 - missing hitsound? will go over that when answering krfawy
-i like the ending a lot
normal

-00:16:476 (4) - circle instead so there's a clear difference of rhythm? i don't think that slider is a good idea if you compare it to everything else, there's a very noticeable stop in the bgm done
-01:30:054 (1) - shape fixed
-02:16:929 (1) - volume volume is identical to first part lol
-03:01:941 (1,2) - merge them? simplified instead

Krfawy wrote:

Hello Doktoratu Spiele, I'm doing M4HKFTROYL with you. You know how I love you! o3o
I am pointing most important stuff I observed in the whole set and that I believe could be improved. Also, I am including a pack with my replays so you can see how a typical 64K ranked noob with a broken mouse plays your mappus.

*CLICK HERE TO DOWNLOAD THE REPLAYS*

General
  1. This applies to the whole set: 00:15:070 - There are two timing lines: one is red and the other is green and the SV is still 1.00x.
  2. 02:05:444 - As above.
Easy
  1. TBH the spacing is quite hardcore and no idea why but it's extremely hardcore for me to play the kiais, these are real killers. I believe a Beginner difficulty would be welcome. D: reduced spacing to counteract SV increase, i think that works better
  2. 00:22:085 (3) - Not 100% sure but I guess it would have a soft addition and a whistle? nope, the whistle pattern in this section is different, it's way more apparent in higher diffs though
  3. 00:43:179 (3) - The very head has no Normal sampleset and I think it's not done on a purpose. it served a purpose on higher diffs /shrug but yeah not having it here is unintended
  4. 00:57:241 (4,1,2,3) - This moment looks quite cancerous even if it's easy to play due to its (pattern's) messy look. I recommend you copy the 00:56:304 (3) - this slider, rotate it a bit (-191°), CTRL + H it and paste it instead of 00:57:241 (4) - this slider but use the same XY axis numbers. After that you could adjust the rest of the resembling objects so everything looks like *THIS* maybe? With AR4 set I am sure that will be easier and smoother to read. D: did something similar to this
  5. 00:59:116 (3) - And I think that circles in the slider would be hitsounded with normal kicks too so it would create an impressive effect in comparison with the very next note. yeah
  6. 01:01:929 (1) - And adding a normal-hitnormal on the very head would be benefitial here as well. yeah
  7. 01:09:429 (1,2) - Oh mein Gott... Das ist eine imperfekt Blanket! ;3; i tried
  8. 01:31:460 - I have a feeling a soft clap sound would be nice here. but the clap pattern stops here imo
  9. 02:03:814 (1,2) - Aehm... Honestly I think that shortening the slider to this moment: 02:04:751 - and adding two circles would be more obvious to click for newbies as the doubles are used for rather experienced players. Triples are more perceptible, at least it has always been, is and probably will be for me as the rhythm is simpler in such a case. Also this is the only excessively unpleasant moment to play so far and in you know that we should make stuff as easy-going and still rhythmically-wise at the same time as possible and this definitely is the case. If you disagree, at least try to gather a few other noobs and ask them what they think about the actual pattern and if it needs some readjustments. ;_; i didn't even read all the paragraph but i fixed it anyways already so lol
  10. 02:16:929 (1) - That spinner is awkward. I strongly recommend you make it last from 02:13:179 - to 02:18:804 - did something to the spinners in all diffs
  11. 02:31:929 (3) - And this head would have a normal kick as well. ya
  12. 02:42:253 (5) - As above.ya
  13. 02:47:878 (2) - As above.ya
  14. 02:53:972 (4,5) - I am sure these should have claps and that 02:57:253 (4) - this would sound better with a normal kick. uh i forgot a few but on higher diffs the current setup sounds better as the whistlespam kinda makes up for it so i'll only add that to easy and normal
  15. 03:02:878 (2) - And a normal kick would be nice here too. ya
Normal
  1. 00:45:171 (1,2,3,4) - That was pretty cancerous to play tbh. ;_; this plays pretty smoothly idk
OMG, that was a really delightful mapset Oko!
KEEP MAKING GOOD MAPPUS OTHERWISE WE ARE GOING TO SPEND A NIGHT TOGETHER IN YOUR BEDROOM actually we are, no matter what! o3o

LVU Blady Kamyczek o3o
thanks!!
Yuii-
claiming my kudos #1

please disable countdown

call me back
remember to call me back

03:05:691 - easy diff vs normal diff - abc

easy

01:00:076 (1) - Object's end is not snapped! 01:01:482
02:15:054 (1) - i'd add a hitsound if you ask me

like... this difficulty is good, man

normal

00:38:491 (4,5) - not sure if i mentioned this already, but i don't see any reason for these to be both clickable, i'd stick to the slider. 02:27:241 (4,5) - yes, too dad.
00:41:069 (3,1) - would've preferred if these would be above (2) instead of below it. flow seems p weird for a normal diff... although it isn't too much, maybe a suggestion for future mapping?
00:44:116 (2,3,1,2,3,4) - (this still sounds pretty bad if you ask me, even with all the hitsounding)
00:52:319 (3,1) - these should be stacked for consistency with everything else
01:30:054 (1) - i already mentioned this, and you did fix it slightly, yet i still think the way this slider is being mapped is quite weird, what about something more simple? http://i.imgur.com/0dcuveo.jpg
02:15:054 (1) - hitsound yada yada

advaced

00:23:491 (3,4) - only 1/2 stacked pattern at the beginning of the map doesn't seem right :((((. what if, what if, what if you go with a 1/2 slider instead!!
02:15:054 (1) - spinner should end at 02:19:741 - because there is a more prominent beat there (also the hitosund hehehehehh)

call me back

hard

objects are not snapped! i love aimod

00:30:054 (1) - the thingy on advanced is harder btw
00:45:171 - volume is too loud, daddy :(
00:51:616 - i believe this rhythm is way too dense compared to everything else in this section, what if you remove 00:52:436 (6) - to make it more simple!? !!
01:18:335 (5,1,2) - aesthetically speaking, this pattern is ugh ugh
01:46:929 (1,2) - this is eprsonal, but i think it's worth mentioning. i really don't think this rhythm should be similar to previous ones because it slightly is different. i was thinking about extending (1) to 01:47:280 - and then moving (2) to 01:47:397 - as a 1/2 slider. that would make 01:47:397 - clickable and also follow the weird instrument thingy better
02:15:054 (1) - ha ha HA!
03:04:753 (4,1) - (besides this being an imperfect blanket) vs 02:49:753 (4,1) -

insane

idk too much snapped thingies

00:30:054 (1,2,3,4,5,6,1) - correct me if i'm wrong, but i do see this as a weird flow. players will most likely expect a movement towards the right-side of the screen instead of a back-and-forth with the quad. with the current note palcement i can only thing of http://i.imgur.com/k6LUE2s.jpg as an alternative to what you have right now, movement would be more flow-y. maybe you can find something else
00:45:171 - vol
01:29:116 (5,6) - the most important beat here is being used as the second note of a triplet, that doesn't seem right :( what about 2 1/4 sldiers instead for more empahsissss?
01:49:155 - 01:49:624 - etc. was expecting notes there, seems too simplified compared to the rest of the diff
02:15:054 (1) - no more
02:37:566 - so you wanted to dt the difficulty? you thought it was easy? ha ha ha, jokes on you!!!!!!! idk, the last kiai seems like a huge diff spike with those spaced streams, not sure what you think about them, but it looks like the ultimate way of throwing people off

ultra

no snapped objects were found wow!1

00:15:538 (3,4) - if you do this kind of pattern in which repetition is presented but then you place 00:16:007 (5,6) - in a completely different way that the original structure, it will look messy
00:33:335 (7) - if you tried to go for a gimmick here, i would suggest to make it more visible, looks quite ugly currently :( like 02:22:085 (7) - . see? that's a good one!!
01:01:707 (2,1) - you don't really hav eto do any kind of movement here. not sure if you intended it, but if you still want to go for some emphasis, i would suggest you to ctrl+g (1)
01:36:264 (4,5) - spacing might be too much
02:15:054 (1) - .
02:42:253 - this is no good, okotaru! consider replacing it for circle+1/4 slider because it'll cover that better. same for 02:47:878 - and the rest

please disable countdown
call me back, oko!


disable countdown
Topic Starter
Okoratu

Yuii- wrote:

claiming my kudos #1

please disable countdown disabled countdown

call me back will do
remember to call me back will remember to

03:05:691 - easy diff vs normal diff - abc hm i have it this way because in easy 03:05:222 - is a circle and in normal it is a sliderend. the way i have it would lead to 5 circles in a row which isn't the most interesting thing either, which is why i decided to rhythm these differently

easy

01:00:076 (1) - Object's end is not snapped! 01:01:482 oh right i forgot to custom snap that
02:15:054 (1) - i'd add a hitsound if you ask me yes

like... this difficulty is good, man nice

normal

00:38:491 (4,5) - not sure if i mentioned this already, but i don't see any reason for these to be both clickable, i'd stick to the slider. 02:27:241 (4,5) - yes, too dad. there's 2 distinct sounds in the melody and i had a bunch of sliders in both points already so i think that adds more variety and is actually fitting
00:41:069 (3,1) - would've preferred if these would be above (2) instead of below it. flow seems p weird for a normal diff... although it isn't too much, maybe a suggestion for future mapping? it's on equal hight now
00:44:116 (2,3,1,2,3,4) - (this still sounds pretty bad if you ask me, even with all the hitsounding) did circles instead of sliders i think that's more intuitive
00:52:319 (3,1) - these should be stacked for consistency with everything else ye
01:30:054 (1) - i already mentioned this, and you did fix it slightly, yet i still think the way this slider is being mapped is quite weird, what about something more simple? http://i.imgur.com/0dcuveo.jpg the angle you suggest would make it worse :()
02:15:054 (1) - hitsound yada yada yeah

advaced

00:23:491 (3,4) - only 1/2 stacked pattern at the beginning of the map doesn't seem right :((((. what if, what if, what if you go with a 1/2 slider instead!! no, did different things to it
02:15:054 (1) - spinner should end at 02:19:741 - because there is a more prominent beat there (also the hitosund hehehehehh) yes

call me back will do

hard

objects are not snapped! i love aimod fixed

00:30:054 (1) - the thingy on advanced is harder btw i can't split these up or else everything will be weird
00:45:171 - volume is too loud, daddy :( i don't think it's too loud i just think this is overhitsounded and removed a bunch of drum whistles
00:51:616 - i believe this rhythm is way too dense compared to everything else in this section, what if you remove 00:52:436 (6) - to make it more simple!? !! done
01:18:335 (5,1,2) - aesthetically speaking, this pattern is ugh ugh this happens to be one of my favourite patterns in the map lol
01:46:929 (1,2) - this is eprsonal, but i think it's worth mentioning. i really don't think this rhythm should be similar to previous ones because it slightly is different. i was thinking about extending (1) to 01:47:280 - and then moving (2) to 01:47:397 - as a 1/2 slider. that would make 01:47:397 - clickable and also follow the weird instrument thingy better did that
02:15:054 (1) - ha ha HA! with this ar i need the spinner ending later
03:04:753 (4,1) - (besides this being an imperfect blanket) vs 02:49:753 (4,1) - these are fundamentally different idk what you want me to do so i fixed the blanket

insane

idk too much snapped thingies amazing how many notes are snapped

00:30:054 (1,2,3,4,5,6,1) - correct me if i'm wrong, but i do see this as a weird flow. players will most likely expect a movement towards the right-side of the screen instead of a back-and-forth with the quad. with the current note palcement i can only thing of http://i.imgur.com/k6LUE2s.jpg as an alternative to what you have right now, movement would be more flow-y. maybe you can find something else all the movements are acute which flows nicely to me but i did something similar to yours in a way i would do it lol
00:45:171 - vol no, different
01:29:116 (5,6) - the most important beat here is being used as the second note of a triplet, that doesn't seem right :( what about 2 1/4 sldiers instead for more empahsissss? i think the wob sound there is more important and makes for a more interesting rhythm just before the transition in the context of this diff
01:49:155 - 01:49:624 - etc. was expecting notes there, seems too simplified compared to the rest of the diff i really like the way these feel dragged out, it fits the sounds so well :(
02:15:054 (1) - no more same reasoning as hard
02:37:566 - so you wanted to dt the difficulty? you thought it was easy? ha ha ha, jokes on you!!!!!!! idk, the last kiai seems like a huge diff spike with those spaced streams, not sure what you think about them, but it looks like the ultimate way of throwing people off otherwise spread to expert with all the gimmicks it uses is just off because apart from these the kiai is overall WAY easier so i needed an element to balance that out, hence these streams

ultra

no snapped objects were found wow!1 yeah i didn't copy hitsounding over to here

00:15:538 (3,4) - if you do this kind of pattern in which repetition is presented but then you place 00:16:007 (5,6) - in a completely different way that the original structure, it will look messy they're starting the same thing the previous two did over, but don't get to finish what they were doing because contrary to expectations 00:16:476 (1) - is largely different
00:33:335 (7) - if you tried to go for a gimmick here, i would suggest to make it more visible, looks quite ugly currently :( like 02:22:085 (7) - . see? that's a good one!! did
01:01:707 (2,1) - you don't really hav eto do any kind of movement here. not sure if you intended it, but if you still want to go for some emphasis, i would suggest you to ctrl+g (1) the amount you move depends on if you follow sliderbodies through so saying that isn't quite correct, that being said, the excessive stacking here is to get the players attention to focus on this pattern and that the next part will be something different
01:36:264 (4,5) - spacing might be too much nerved slightly
02:15:054 (1) - . same reasoning
02:42:253 - this is no good, okotaru! consider replacing it for circle+1/4 slider because it'll cover that better. same for 02:47:878 - and the rest these are done for the variety in this section, basically if i fix these the kiai will be the most boring way to map this part of the song so i periodically throw the melody bits into the focus over everything else to keep the players attention, i think ~fixing~ these would be a waste since they serve a distinct purpose

please disable countdown did that
call me back, oko! will do


disable countdown did that
Yuii-
hey! call me back

call me back

since i have nothing to point out in this difficulty, take a very minor un-ds pattern: 00:17:866 (3,4) -
also 02:18:686 - i would still decrease the volume
aaand (i really don't want to mention this, oko please, forgive me) 01:35:679 (1,2) - 01:43:179 (1,2) - these are the only symmetricals in the whole section, while everything else is mapped with different slidershapes. i know this is like "why are you mentioning this", so sorry! 8-)

normal

01:22:085 (3,1) - In grammar, parallelism, also known as parallel structure or parallel construction, is a balance within one or more sentences of similar phrases or clauses that have the same grammatical structure.[1] The application of parallelism improves writing style and readability, and is thought to make sentences easier to process.[2]

Parallelism is often achieved using antithesis, anaphora, asyndeton, climax, epistrophe, and symploce.[3]

01:24:429 (1,2) - this is a very interesting jump. they probably can read it, but i'd like to have your "yes" confirmation
02:15:054 (1) - vol

advanced

00:06:733 (3,4) - i'd separate them a bit more cause they look like the very first pattern :(. problem comes whren you have the hp bar right ther ei9f yopu move (4) a couple of pixels, so... yeah, idk, i like the current way anyway B)
01:01:473 (1,2,1) - not a really big fan of this pattern due to how objects stack this way, they both pop up in the screen at the same time which makes it even ahrder for newer players

(also the spinner's volume heheh)

call me back!

00:02:983 (4,5) - wew, too much spacing
00:27:710 (1) - would be nice if you would place it inbetween 00:26:772 (2,3) - for aesthetics!!
00:46:577 (10,11,12,1) - quads are this difficulty are very, very hard... they are even hard for insane/extras difficulties because players are so used to 2 doubles or one single triplet that they can't read it, would suggest something else if possible. not to mention these are the only in the diff

01:51:968 (5) - 01:55:718 (5) - 01:59:468 (5) - this is something minor i noticed on this difficulty but would be nice if you could apply it to everyone. these whistles are barely audible, what about normal-hitwhistle instead? i think they would be way more remarkable (btw i forgot to point out a few, but you get the idea!)

insane

will you remember to call me back?

ultra

00:42:827 (10,11,12) - why are these spaced? :( like yes, they are consistent with 02:31:577 (10,11,12) - but it really doesn't make too much sense to me
02:03:569 (8,2) - ignore this, just a reminder to mention the repeat is visible
03:08:034 (3,4,5,6) - these overlap :(
03:08:972 (7,8,9,10) - would move these a biiiit more to the bottom for a better transition

[]

back!
Topic Starter
Okoratu

Yuii- wrote:

hey! call me back

call me back

since i have nothing to point out in this difficulty, take a very minor un-ds pattern: 00:17:866 (3,4) - done
also 02:18:686 - i would still decrease the volume done for this and all diffs that end spinners on whistles
aaand (i really don't want to mention this, oko please, forgive me) 01:35:679 (1,2) - 01:43:179 (1,2) - these are the only symmetricals in the whole section, while everything else is mapped with different slidershapes. i know this is like "why are you mentioning this", so sorry! 8-) these are just there because it's a better looking way to go from one part to the other

normal

01:22:085 (3,1) - In grammar, parallelism, also known as parallel structure or parallel construction, is a balance within one or more sentences of similar phrases or clauses that have the same grammatical structure.[1] The application of parallelism improves writing style and readability, and is thought to make sentences easier to process.[2]

Parallelism is often achieved using antithesis, anaphora, asyndeton, climax, epistrophe, and symploce.[3]
.
01:24:429 (1,2) - this is a very interesting jump. they probably can read it, but i'd like to have your "yes" confirmation that is intended because it is still leagues better than mapping myself into a corner and then jsut staying there, i reduced this jump but generally no one should really struggle on it lol
02:15:054 (1) - vol

advanced

00:06:733 (3,4) - i'd separate them a bit more cause they look like the very first pattern :(. problem comes whren you have the hp bar right ther ei9f yopu move (4) a couple of pixels, so... yeah, idk, i like the current way anyway B) separated a bit... ? i think lol
01:01:473 (1,2,1) - not a really big fan of this pattern due to how objects stack this way, they both pop up in the screen at the same time which makes it even ahrder for newer players avoided stacking

(also the spinner's volume heheh)

call me back!

00:02:983 (4,5) - wew, too much spacing reduced...?
00:27:710 (1) - would be nice if you would place it inbetween 00:26:772 (2,3) - for aesthetics!! wtf happened here
00:46:577 (10,11,12,1) - quads are this difficulty are very, very hard... they are even hard for insane/extras difficulties because players are so used to 2 doubles or one single triplet that they can't read it, would suggest something else if possible. not to mention these are the only in the diff this is the only part where really strong drums do something really stupid and not clicking the most intense thing in it is kinda dumb too and so is doing a double, doing all repeat sliders for these would be ultraboring so i think this is the best tradeoff here

01:51:968 (5) - 01:55:718 (5) - 01:59:468 (5) - this is something minor i noticed on this difficulty but would be nice if you could apply it to everyone. these whistles are barely audible, what about normal-hitwhistle instead? i think they would be way more remarkable (btw i forgot to point out a few, but you get the idea!) did 90% on these on diffs that only map them sporadically (intermediate, hard) since normal whistles sound like garbage

insane

will you remember to call me back?

ultra

00:42:827 (10,11,12) - why are these spaced? :( like yes, they are consistent with 02:31:577 (10,11,12) - but it really doesn't make too much sense to me the same thing as 00:35:210 (7,8,9,10) - have more noticably in the background is in the background in here so instead of doing the same stacking they get spaced out for these
02:03:569 (8,2) - ignore this, just a reminder to mention the repeat is visible i know yes
03:08:034 (3,4,5,6) - these overlap :( fixed
03:08:972 (7,8,9,10) - would move these a biiiit more to the bottom for a better transition it's not supposed to transition anywhere in facht it's the last rather harsh cutoff in the map where all other instruments stop and that's represented in the pattern

[]

back!
Yuii-
hey hey!

metadata can be found here and also if you want something more accurate, here.

02:03:569 (8,2) - (on expert) while these overlap and such, the repeat is still visibile, even if you hit 100/50

also, 03:08:972 (7,8,9,10) - only reason why i did mention these was because 6 to 7 have a very linear transition compared to the previous pattern, so having something like http://i.imgur.com/eT2erHe.jpg would have look and play better, in my opinion

hp on expert was nerfed a little bit (originally set to 7) because it was kinda harsh with hard rock on (i even failed in the spinner). now, you can get a pass with a relatively low accuracy, yet you will still fail with 3~4 fails in a row http://i.imgur.com/69HKno9.jpg

and yea, that's basically it. i don't have too much to say about this mapset other than it is awesome! 8-)

Bubbled!
Krfawy
How about HP7 back or even more so people have to learn to be actually able to play with HR on ;_;
Sonnyc
Easy.
01:00:076 - This feels super inaudible.
02:48:816 (3,4) - Inconsistent spacing due to the sv transition. You'll want to make the real spacings consistent since this is a single note.

Normal.
00:09:429 (1,2) - Not really sure if using a different 1/2 spacing concept with 00:01:929 (1,2) - 00:03:804 (1,2) created a structure here.
00:45:171 (1,2,3) - Um considering the intermediate was dealing these with a slider... I feel using a circle on these abnormal rhythms wasn't a balanced setting to show in this difficulty.
02:31:929 (1,2,1) - I don't think a sudden jump at (2,1) is musically supported nor forming a good technique.
02:37:800 (2,3) - What's with the inconsistent spacing?

Intermediate.
00:02:983 (3) - Seeming from how you've made placmenets at 00:04:507 (2,3,4) - 00:06:382 (2,3,4) , I don't think this spacing inconsistency is ever intended.
00:10:132 (2,3,4) - 00:13:882 (2,3,4) - ^
00:15:070 (1,2,3) - Mind making the heads in a consistent spacing to make it more stable?
00:22:085 (5,1) - mm Though these objects were close each other, I couldn't feel some relationship each other. Even if it wasn't intended, but still in points of technical skills. Mind making this something like http://puu.sh/txDqu/352c5e3a59.jpg for a balanced visual?
00:26:772 (2) - Offscreen object.

Insane.
02:44:128 (5,6) - Can this be a little bit distant for consistency with other 1/4 spacings?

Expert.
00:53:725 (8,9) - Why is this manual stacked?

Solid mapset. Popping over unrankables. Poke me when fixes are made!
Topic Starter
Okoratu
still wondering how the volume thing in easy happened, thanks for checking I'll apply this when im actually awake lol

Sonnyc wrote:

Easy.
01:00:076 - This feels super inaudible. still wondering how that happened
02:48:816 (3,4) - Inconsistent spacing due to the sv transition. You'll want to make the real spacings consistent since this is a single note. this seems like the only thing i forgot lol looking at the other svs this is a simple mistake, good catch

Normal.
00:09:429 (1,2) - Not really sure if using a different 1/2 spacing concept with 00:01:929 (1,2) - 00:03:804 (1,2) created a structure here. this part has a SV buildup, i'm not really using different spacings the sliders later are just slightly faster and just lowering spacing for that doesn't seem that logical to me
00:45:171 (1,2,3) - Um considering the intermediate was dealing these with a slider... I feel using a circle on these abnormal rhythms wasn't a balanced setting to show in this difficulty. i had sliders there first but opted for circles because they're 1. way easier 2. way more varied than sliderspam so they're overall more interesting
02:31:929 (1,2,1) - I don't think a sudden jump at (2,1) is musically supported nor forming a good technique. took care of that... i think
02:37:800 (2,3) - What's with the inconsistent spacing? no idea, i don't take the consistent spacing thing too seriously in lower diffs anyways so stuff like that is bound to happen randomly xd

Intermediate.
00:02:983 (3) - Seeming from how you've made placmenets at 00:04:507 (2,3,4) - 00:06:382 (2,3,4) , I don't think this spacing inconsistency is ever intended.
00:10:132 (2,3,4) - 00:13:882 (2,3,4) - ^ while i don't think any of these affect anything of notability i think i got rid of these
00:15:070 (1,2,3) - Mind making the heads in a consistent spacing to make it more stable? them being uneven is actually the point here, i did slight sv changes in expert at that point and slight spacing changes at that point in this diff because i think it's a buildup
00:22:085 (5,1) - mm Though these objects were close each other, I couldn't feel some relationship each other. Even if it wasn't intended, but still in points of technical skills. Mind making this something like http://puu.sh/txDqu/352c5e3a59.jpg for a balanced visual? the only relatinoship that kinda matters to me is that the slider that starts the next measure is going in opposite direction but whatever i tried to fix this
00:26:772 (2) - Offscreen object. oops

Insane.
02:44:128 (5,6) - Can this be a little bit distant for consistency with other 1/4 spacings? it is now a little bit more distant similar to 02:41:316 (1,2) -

Expert.
00:53:725 (8,9) - Why is this manual stacked? idk lol

Solid mapset. Popping over unrankables. Poke me when fixes are made!
~ thanks!
Sonnyc
Nominated.
Yuii-
no toucherino, its mine!!

thank you <3
Lasse
Krfawy

Yuii- wrote:

no toucherino, its mine!!
*Krfawy touches Oko and his map
Nozhomi

Lasse wrote:

touch
Yuii-
Monstrata
What is going to be announced first: Mapping with Rewards results or osu!next?

:thinking3:
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