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cYsmix - Moonlight Sonata

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Total Posts
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Topic Starter
Okoayu
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
Laxxer


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

EvilElvis wrote:

the source is real
hi I'm the left boob
Topic Starter
Okoayu
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
Okoayu
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
Okoayu

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
Okoayu

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
Okoayu
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:
Nozhomi

Yuii- wrote:

yes
YES
Topic Starter
Okoayu
yes
-kevincela-
sey
dqs01733
Congrats!
Lonesome Dreams_old
congratulations
Bonsai
hi oko
Man, I like this map very much for the most part, but I have some rhythmic concerns that make me hate some sections of it xd
Edit: I forgot to mention that I am talking about the highest diff lol

  1. 02:35:679 - These final Kiais bug me the most, because I simply don't see how like a quater of these combos fit to the song here at all. When I played this for the first time, I actually imagined hearing the rhythms from 00:16:929 - or 01:35:679 - again bc many of the offbeat-sliders just didn't make sense to me any other way:

    1. 02:41:316 (1,2,3,4,5,6,7,8,9) - So this combo starts doing offbeat-party at 02:41:667 (3) which already doesn't make much sense to me. I get that it's mapped to the same sorta thing like 02:38:386 (5) but the huge difference is that at 02:38:386 (5) the head is mapped to the single highest note of the synth around here, which stands out a lot due to all other notes being very low again. But this is not the case for 02:41:667 (3) at all, as the note here is the exact same as the one at 02:41:198 which has been ignored, so this is pretty unexpected. But that's not my main problem here, after I had written the next two points I realized that the problem is something completely different and that this can work if the following stuff is 'fixed', but I'm just gonna leave this here so you have something to think about. sorry for writing so much >///<
    2. Stuff starts getting really weird with 02:41:901 (4) bc this seems to be offbeat for no apparent reason and kills any possible structure of offbeat-sliders completely because it doesn't have the highest note of the 1/4s on its head, or anywhere else for that matter. By mapping this slider, you take away all the emphasis from the head of 02:42:136 (5) because it isn't differentiated at all. Now my simple solution for this would be to replace that slider with two circles, but wait, there's more!
    3. 02:42:136 (5) - I don't see why this is a 1/1-slider instead of a 1/2-slider at all. Skipping the downbeat here rips away any feeling of relatedness that is still left since this is one hell of a monotonous section where nothing changes at all, but suddenly one of the core elements of the rhythm that makes this section what it is (continuous) is skipped (breaking that continuity and your hitsounding), and I just can't find a reason for it. So far, it seemed like you used 1/1-sliders to emphasize the continuous 2/1-notes that are building the harmonic foundation, they are either completely on-beat or they are delayed like at 02:38:620 (5) which works really well because the 2/1-sound isn't immediately audible due to the strong bass and it being unprecedentedly low. But 02:42:136 (5) is completely different to that, it is earlier instead of on-beat or delayed, which just doesn't work at all as there's no musical indication of anything like that, expect for an offbeat-note that basically happens on every third note and has so far always been mapped with 1/2-sliders. Solution: Make it 1/2.
    4. Now that's it for the main problems I have with this section, since those kind of issues just get repeated once or twice in the following sections, but assuming that you've tried 'fixing' those point like I suggested, there's one more thing to add: After shortening that 1/1-slider I just mentioned, the two logical things to do with the now empty spot at 02:42:370 would be to either put a 1/1-slider there, basically repeating 02:38:386 (5,6) -, or just adding a circle. Placing a 1/1-slider wouldn't really work because the perma-1/4s have been emphasized so much with the two offbeat-sliders that suddenly ignoring 02:42:605 by placing a slidertail on it would feel completely unnatural. Assuming that you wanna keep your offbeat-sliders, circles seems (to me) to be the reasonable thing to do. But 02:44:011 (5) isn't emphasized at all either, which makes that feel just as unnatural again, so if you do that, please use the rhythm from 02:38:386 (5,6) at 02:44:011 again. Currently, you instead emphasize 02:44:480 (7) which seems somewhat reasonable when you only look at these notes, but looking at the bigger picture the 1/4s are going from their highest note by far at 02:44:011 down by a whole quart (from this down to this), so emphasizing the low one instead of the high one doesn't make sense to me, especially since you did it differently before.
      The moral of this last point: Go big or go home, either you really emphasize those offbeat-rhythms for whole combos and continue to emphasize them in appropriate places afterwards too, or you just always emphasize a single significant offbeat and then return to the casual rhythm, but don't mix it up while not really following either of those rhythms, it doesn't really work for this song imo.
  2. Now for some points applying to these the seciton at 00:31:929 and mostly also to 02:20:679 -

    • The transition from the first two 4/4-combos to the offbeat-rhythms that you emphasize in the following two combos could be much smoother with just a really small change: Using this rhythm at the third combo. Please try it, the current one feels really unnatural and forced bc it is such a harsh change that goes from continuing the pure 4/4-rhythm to pure offbeat in just one object, 00:36:616 (3) -, but the change in the music doesn't feels that sudden to me at all since those offbeats have existed the whole time but they are continuously getting more noticable (and the original 4/4-rhythm continues to exist), and by mapping 00:35:679 (1,2) differently you would indicate that there is something different beginning to happen but it still feels like the original rhythm.
    1. The transition back to the 4/4-rhythm at 00:39:429 feels super underwhelming because the downbeat, which has a very special beat/sound on it, isn't emphasized at all, may I suggest replacing 00:39:194 (11,12) with a slider?
    2. The introduction of 00:43:296 (1) is pretty much the most uncomfortable thing I have ever played since it suddenly emphasizes the same rhythmic phrase 360° 180° differently
    3. 00:45:405 (3,6,9) - Why are those mapped as sliders, you put an extremely significant gap at 00:45:054 which is a really cool thing but you make it seem random by mapping it again immediately afterwards.. :?: Just mapping them as circles and leaving those gaps would compliment this really well and also possibly emphasize 00:46:929 (1) more
  3. 01:37:554 (1,4) - Improper stack, DQ please, and don't you dare responding with "no thanks" :^)
I haven't looked at the other diffs but if you want more rhythmic advise (Doofnuss-kun praised my rhythm-choices in the first GMC, those were good times 8-) ) please hit me up, these few rhythm-issues ruined an otherwise really nice for me so I'd be happy to give more suggestions xd
Topic Starter
Okoayu
oh god im gonna be so stuck in trying to decipher what you mean if you walltext me
Bonsai

Okorin wrote:

oh god im gonna be so stuck in trying to decipher what you mean if you walltext me
I tried making it easier by including pictures of a piano, hope that helps
I'm so sorry
Topic Starter
Okoayu
for starters

which diff are you even talking about here
Bonsai


Edit:

Okorin's edit wrote:

thanks for editing and making this post useless
I edited that before you posted your second post!! >:(
Topic Starter
Okoayu


lol

so basically for that entrie kiai part what the piano does and what the drums do conflicts with each other, staying "on-beat" for the entire section would make this entire section really boring because musically it's among the most bland sections within this song

starting with 02:41:316 - :
i noticed, that contrary to the previous two measures there was nothing of real general interest like 02:37:566 (1,2,3,4,5) - just being suggested by music the way they are so i opted for switching to melody with 02:41:550 (2,3) -
the next melody peak is at 02:42:136 - which ignores a piano with its end but also is there for the purpose of separating the musical pattern in the middle of it by making it different.
02:41:901 (4) - being offbeat was necessary even though it doesn't fit what 02:41:667 (3) - lands on for that reason because playing double, triple, double just plays outright badly but i needed, as previously explained, to have the player keep clicking blue ticks
02:42:487 (6,7) - is same as 02:41:550 (2,3) - and with 02:42:839 (8,9) - i switched back to what the more or less bland drum pattern dictates

i do this throughout the entire kiai to highlight that both the piano and the drumline matter without getting too boring because it's essentially the same thing playing on repeat for 30 seconds

this was less a decision based on song structure but more one of mapdesign of that difficulty internally

[]

as for 02:38:386 (5,6) - i hear the same thing going on as for 01:12:124 (5,6) - except that there's a weird hold sound in the background track which is more interesting to follow than the foreground for the most part which 02:44:011 - doesn't have lol
Topic Starter
Okoayu

Bonsai wrote:

  1. Now for some points applying to these the seciton at 00:31:929 and mostly also to 02:20:679 -

    • The transition from the first two 4/4-combos to the offbeat-rhythms that you emphasize in the following two combos could be much smoother with just a really small change: Using this rhythm at the third combo. Please try it, the current one feels really unnatural and forced bc it is such a harsh change that goes from continuing the pure 4/4-rhythm to pure offbeat in just one object, 00:36:616 (3) -, but the change in the music doesn't feels that sudden to me at all since those offbeats have existed the whole time but they are continuously getting more noticable (and the original 4/4-rhythm continues to exist), and by mapping 00:35:679 (1,2) differently you would indicate that there is something different beginning to happen but it still feels like the original rhythm. but the difference is that the quads here are way more pronounced.....???
    1. The transition back to the 4/4-rhythm at 00:39:429 feels super underwhelming because the downbeat, which has a very special beat/sound on it, isn't emphasized at all, may I suggest replacing 00:39:194 (11,12) with a slider? the difference here is that you have to play a quad in order to reach it so just highlighting it via spacing is kinda meh as an idea imo
    2. The introduction of 00:43:296 (1) is pretty much the most uncomfortable thing I have ever played since it suddenly emphasizes the same rhythmic phrase 360° 180° differently idk how this is uncomfortable hence i dunno how to address it or make it less uncomfortable for that matter, i don't even have a clue what your issue with it is
    3. 00:45:405 (3,6,9) - Why are those mapped as sliders, you put an extremely significant gap at 00:45:054 which is a really cool thing but you make it seem random by mapping it again immediately afterwards.. :?: Just mapping them as circles and leaving those gaps would compliment this really well and also possibly emphasize 00:46:929 (1) more this is simply changing the ticks i follow as clickable by using a long enough timeline gap...??
  2. 01:37:554 (1,4) - Improper stack, DQ please, and don't you dare responding with "no thanks" :^)
I haven't looked at the other diffs but if you want more rhythmic advise (Doofnuss-kun praised my rhythm-choices in the first GMC, those were good times 8-) ) please hit me up, these few rhythm-issues ruined an otherwise really nice for me so I'd be happy to give more suggestions xd
how did this post twice oh well

tldr of both posts: i have no idea if doing anything in there is going to make the map any better, for the kiai issues im pretty much convinced that all that will do to the map is making it more bland and boring as a whole

for the rest i mostly don't see the issue with them at all so i'll have someone else decide if compromising here is necessary i guess
Bonsai
  1. @ your first response
    "playing double, triple, double just plays outright badly"
    The way I suggested fixing it (this) isn't 2-3-2, it's 2-3-3-2, which doesn't play poorly for me at all and you switch from doublets to triplets and quadruplets or back in quite many places so I don't see why that would only play bad here

    You don't need to explain why you map melody, I am totally fine with not making it boring, but I'm saying that the way you did it is bad because half of the offbeat-sliders that you had to map because of that feel random and lead to the reasonable ones not being emphasized at all. The intention is clear, just the execution makes it play worse for me than any combination of doublets and triplets ever could

    (and I never said anything against 02:38:386 (5,6) -, I actually suggested to use it again in a later place too xd)

  2. @ quads being more pronounced: My point is that those quads get more pronounced smoothly, they are already more pronounced at 00:36:030 and 00:36:499 than they were before too, but you just map it as going from [zero pronounciation] to [a shitload of pronounciation] without anything in-between, which doesn't match the music and thus feels not fitting at all to me and just ripped me out of the song's and map's flow

  3. @ introducing 00:43:296 (1) -: oh sorry I didn't finish writing that one bc I spotted the next one and forgot lol
    The reason why it feels uncomfortable is that the piano continues to have the exact same rhythmic phrase, having ascending notes from the first blue tick to the second blue tick, this phrase doesn't change in it's rhythmic or tonal component at all, it just changes intensity and synth-sound, as it always did (continuously instead of suddenly). But the map goes from [emphasizing the highest note the most and ignoring the white tick] to [emphasizing the lowest note the most and ignoring everything else but the white tick], which is pretty much the opposite, without any musical cue.

  4. @ last point: Yeah I am completely fine with the gap ("which is a really cool thing") but my suggestion was to continue using this sort of gap like this bc the music isn't different at 00:45:054 than any of the following white ticks, that whoosh-sound is there all the time

Ich glaub du hast mich überhaupt nicht lieb, gell?
Topic Starter
Okoayu
@your first response response
i still don't like the thought of having no 1/2 slider in a measure it just feels wrong to do simply because a longer hold just highlights a thing and brings in a more varied feeling than going triple triple triple, but after actually finding out what you wanted me to do i'll give that a try and dq this if i like it more than the thing i currently have
edit: going from double into triple immediately without an 1/2 timeline separating them feels way worse than playing one offbeat slider which is the original reason for avoiding this entirely :/

@your quadcomplaint
but the point i switch to it is the point where they suddenly get louder and more pronounced in comparison...? this seems more a difference in how we interpret this song than anything

@introduction complaint
but im switching to the new thing that starts happening in here all of a sudden, which is offbeat drum triples, im not really aiming to have the player focus on the piano to begin with because all of these reverse sliders are offset on drums and the note between them also is drums so referring to the piano phrase being constant makes no sense when arguing about this for me

@last point point
you got taht wrong, i would have transitioned into that pattern with a slider if i could have made it switch the ticks im mapping in a user-friendly manner, but that didn't really work so i opted for gap in order to do these sliders ?_?

and it's not that im overly defensive here it's just that i feel like you put too much reasoning for each of your points which ultimately made them lose their worth as arguments because you can't read them in one go and still understand what you're talking about
Topic Starter
Okoayu
so in the end i'll dq this to change 00:43:296 - and 02:32:046 - in expert because not having the additional circles is actually more straightforward and provides more contrast

i'm still disagreeing on the stuff said about the kiai though and even after testing the alternative i feel like the way it is currently is more interesting, still follows the song and that having one offbeat slider is better than double -> triple and a lot of 1/4 sliders (as in the thing loses contrast)

ya, idk yet if this is all but i'll take it out of qualified for the time being

more input on that would be neat, basically according to bonsai:
02:41:316 - http://i.imgur.com/PtG24EN.png is better rhythm
and i'm thinking the current one is better because it doesn't force double into triple which is what i built the entire 30 second part around
Nozhomi

In the end I prefer as oko did for that section.
Topic Starter
Okoayu
changed previewpoint
Sonnyc
Nominated.
Yuii-
Myxo
Great stuff :oko_hand:
Varanox
Very good.
Karen
played for several times, everything feels very smooth and fun to play except 01:20:210 (8,9,10,11) - 01:27:710 (8,9,10,11) - this pattern lol, flows kinda bad :s
not a big issue, great map overall
Topic Starter
Okoayu
thanks~

i've heard mixed things about that pattern some love it, some hate it, i personally don't really struggle with it so even if i were to change this somehow i wouldn't know to what
dexwin9
how i can play a song for example of hastsune miku?
rorogogo
Uhmm... what?

dexwin9 wrote:

how i can play a song for example of hastsune miku?
show more
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