FLOW - Kaze no Uta -TV Size- [OsuMania]

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Topic Starter
AlisceaSparku

Eldergleam wrote:

oh man, all keys in one maps. Goodluck Aliscea
no 8k and 9k lol rippu

thanks though, reykuroki :D (still using old name)

forgot to mention I applied the mod myself to eter's diff because she was busy at that time and said she didn't mind so... yea
Rivals_7
wops sorry for late. everything should be ok then.
- Ly0572 -
Yay <3
Topic Starter
AlisceaSparku

Rivals_7 wrote:

wops sorry for late. everything should be ok then.
aaaa thanks rivals~
oki will find another bn
Protastic101
Marked, will edit post in a few hours

Holy fuck Im stupid and accidentally used the star icon lmao, calling rivals to rebub real wuick


k so barring my stupidity aside, have an incomplete check cause Im sleepy zzzz a complete check! I did something for once!

General
  1. Jumping from OD/HP 7.8/7.8 in the HD to 8.6/8.6 in the MX is kind of a large and unnecessary jump imo since the chart isn't very difficult to begin with. I would try using OD/HP 8.3/8.3 or something around that
  2. soft-hitclap is really low quality. Here's a similar sample that sounds clearer http://puu.sh/uPu1g.wav (just right click and save as to download the sample)
  3. not a suggestion, but you sample imported the custom named samples (the soft-hitx's) and looking at it in the editor, this bugs me aaaaaaa

Hitsounds in all diffs

00:03:665 - add finish
00:50:566 - add kick

4K

[EZ]
00:09:158 (9158|2) - I would extend this into a 1/2 LN since the bag pipes or whatever that instrument is still plays here.
00:09:792 (9792|3) - Same suggestion and reason as above
00:26:059 - 00:26:904 - I would add notes here for the kick and also to keep the 1/1 base rhythm steady in this section.
00:50:989 (50989|2,51306|2) - I would suggest against stacking these notes since it's kind of hard to read 3/4 rhythms as a beginning player when the notes are stacked. Additionally, the pitch is different from the previous note, so pitch relevancy wise, it's inaccurate.
00:53:524 - I would consider adding a 2/1 LN here for the drumroll, and then adding a 1/1 LN at 00:53:946 - to represent the reverse cymbal
00:56:059 (56059|2,56482|2) - Don't really see a reason to stack these notes
01:12:961 (72961|3,73383|3) - Similar to the above. I'd move the notes around a bit to be in different columns every time.

[Ly0's NM]
00:51:623 (51623|1,51623|0) - Why make these LNs when the other notes aren't? It's not like there's any special emphasis here for it, so I would just make them short notes like the others
01:14:862 - Missing note here? You've set up a base 1/2 rhythm in this section, so not having a note here kind of breaks the flow imo since that's what the player is expecting is to keep a steady 1/2 beat.

[HD]
00:32:397 (32397|2,33031|1) - I'd actually try and flip the LNs and short notes here since it's easier to hit the short notes when they're on the index finger because muscles and stuff in the hand D: https://osu.ppy.sh/ss/7602037 Like that would work, or you could also isolate hands and put LNs on left/right hand and short notes on the opposite
00:53:524 - I highly doubt this is actually 1/4. It sounds faster, and it seems like there's 00:53:524 - to 00:53:735 - is 1/6. Since the music is kind of vague, I think that would be better than to use 1/4, so maybe try this instead https://osu.ppy.sh/ss/7602058

[MX]
00:20:989 (20989|2) - I'd make this a short note since you left notes like 00:22:679 (22679|0,22679|1,24369|2,24369|0) - as short notes when there's a similar guitar sound there
00:34:721 (34721|0,34932|1) - I would recommend putting the overlap on both hands instead of just one since the coordination between hands becomes easier. Maybe something like this would work https://osu.ppy.sh/ss/7602089
01:07:468 - I would suggest adding another note here in 4 to make a hand for the crash

5K

[EZ]
00:26:059 - 00:26:904 - Similar to what I mentioned in the 4K Easy diffs, I would add a note here to keep the steady 1/1 base rhythm
00:50:989 (50989|0,51306|0) - Also similar to what I said in the 4K diffs, they aren't the same pitch here, so I wouldn't recommend stacking them as players of this level aren't used to reading 3/4 rhythms just yet, so spreading them across both columns is vital to give them a visual cue.
01:10:003 (70003|0,70003|4,70848|0,70848|4) - I'd suggest making these jumps different each time since I think using the same [15] jump feels kind of repetitive.
01:11:693 (71693|2,71693|4,72538|0,72538|2,73383|0,73383|2,74228|4,74228|2) - Similarly, the last 4 jumps have been either [13] or [35], so I would consider trying a different kind of chord for a bit more variety.

[NM]
00:23:735 (23735|1) - Move to 1 since the last roll was also 2-3-5
00:31:552 (31552|0) - Remove this note (move the kick.wav to 00:31:552 (31552|3) - if you do). My reason here being that you've mapped all the kicks in this section using singles, and so by mapping this kick as a jump, you've broken consistency. Additionally, I'd recommend against using 1/4 triplets to lead into a jump on a Normal, but that's not really a large issue at 142 bpm.
00:36:834 - Add note here to maintain the 1/2 base rhythm
00:50:989 (50989|2,51306|2,51623|4,52045|4) - Similar stuff I mentioned in the last diff about pitch relevancy
01:19:721 (79721|3,79721|1,79721|2,79932|3,79932|2,79932|1) - Ehhh, Im kind of on the edge about this one. I mean, it's 5K so using larger chord sizes in the lower diffs is more acceptable, but at the same time, it's still only 5 columns so you're already using 60% of the columns here which I feel may be a bit too heavy for players to read at this level. Idk, I dont mind if you keep them as is or reduce them to jumps. Your choice

[HD]
00:50:989 (50989|1,50989|3,51306|0,51306|4) - Assuming you left the other diffs the same with the stacked note here, I'd try to be consistent and make this stacked too, in columns [24] probably

[Arcwin's MX]
00:52:045 (52045|2,52256|2,52468|2,52679|2,52890|2) - That's kind of a long stack in 3. I'd try to shorten it a bit to 3 notes long with 00:52:468 (52468|2,52679|2,52890|2) - , so try this https://osu.ppy.sh/ss/7611469
00:57:115 - Shouldn't this be a double for the clap?
01:17:397 - Same as the above

6K

[Ly0's EZ]
00:03:665 - I'm fine with using triples in NM and above for 6k, but at this level, I feel like that's just forcing the player to use too many fingers at once when they're still developing finger independence.
00:26:059 - 00:26:904 - Similar to what I said in the other diffs, I would add a single note here to keep the rhythm steady
01:06:200 - Add a note in 5 for the crash here? It's the same sound as 01:06:623 (66623|0,66623|1,67468|4,67468|5) -
01:21:728 (81728|2,81834|3) - Could you not use 1/4 on an Easy diff? Even though the bpm is pretty slow, it's still fast enough to come as a surprise to a new player who's just learning how to read mania and develop finger independence. I would just make the rhythm here similar to the other easies, like this https://osu.ppy.sh/ss/7617389
01:23:418 (83418|1,83524|4) - ^
01:25:108 (85108|1,85214|4) - 01:25:637 (85637|5,85742|3) - ^ This is the only thing I'ma be a hard ass about, but you've got to change those 1/4 notes to 1/2 or lower snap. 1/4 is too surprising for the player. Simplify the rhythm instead

[Ajee's NM]
00:13:806 (13806|5,13806|3) - I would just suggest using a single here since the sound isnt incredibly strong here. What you could try instead is something like this https://osu.ppy.sh/ss/7617419
01:00:707 - Consider adding another note here in 5?
01:00:918 (60918|5) - I would recommend making this a short note since 01:00:285 (60285|0,60496|2) - gives the player the feeling that the 1/2 overlapping LN is for the clap, when at 01:00:918 - , it's for what I assume to be the vocal.
01:06:623 (66623|2) - I might consider extending this all the way to 01:07:890 - since that's where the long held vocal notes come in. If accepted, move 01:07:468 (67468|1) - to 2?
01:13:806 (73806|2) - Extend this to 01:14:228 - for the clap?

[Ajee's HD]
00:37:468 (37468|2) - Recommend removing since you have a triple here for a kick when you've only mapped kicks as doubles.
01:15:073 (75073|3,75073|5,75285|4,75496|4,75707|3,75707|5,75918|5,75918|3) - Felt a bit right hand heavy imo. I'd try something more like this https://osu.ppy.sh/ss/7617507

[Etlie's MX]
00:00:285 - Map the 1/4 here fully, like you did in 00:01:975 - because it's part of the same musical phrase and so mapping the same rhythm in different ways only a measure apart is kind of off putting since you make the player expect one thing only for the other to occur.
00:57:115 - Recommend adding another note here for the clap

7K

[EZ]
00:26:059 - 00:26:904 - Add notes for the kick? I actually think you could turn them into overlapping LNs like this https://osu.ppy.sh/ss/7617532
00:31:975 - 00:40:003 - Poor column 3 isn't used for a full 9 seconds lol. I'd recommend moving 00:36:200 (36200|0) - to 3 to try and balance out the columns
00:50:989 (50989|5,50989|1,51306|5,51306|1) - Not the same pitch but stacked *sad*

[NM]
00:38:524 (38524|6,38630|4,38735|2,38735|0,38841|5,38946|3,39052|1) - I think it'd be cool to make these overlapped LNs like this https://osu.ppy.sh/ss/7617564 . Well that might be a bit hard. Could consider it for the Hard (assuming Sora's reading this)

[Sora's HD]
00:38:524 - Kind of like what I mentioned in the Normal, I think using some LNs here for the violin would be nice. Something like this might work https://osu.ppy.sh/ss/7617599
00:52:045 - 00:52:256 - 00:52:468 - Shouldn't these be triples notes if 00:50:989 (50989|1,50989|0,50989|6,51306|0,51306|4,51306|1,51623|1,51623|0,51623|2) - are? So maybe like this https://osu.ppy.sh/ss/7617617
01:02:397 - Use 1/4 here instead? The violin plays a run here, and the normal also uses 1/4. I'd suggest something like this https://osu.ppy.sh/ss/7617641

[MX]
00:20:989 (20989|4) - I would make this 1/2 since the guitar isn't palm muted or anything
01:06:200 - I'm pretty sure you could do a cool LN wall thing here for the violin runs. Something similar to this maybe? https://osu.ppy.sh/ss/7617681
Rivals_7
Lul
Topic Starter
AlisceaSparku
DDDDDDDDDDDDDDDDDDDDDDDDxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Arzenvald
huh
- Ly0572 -

Protastic101 wrote:

General
  1. Jumping from OD/HP 7.8/7.8 in the HD to 8.6/8.6 in the MX is kind of a large and unnecessary jump imo since the chart isn't very difficult to begin with. I would try using OD/HP 8.3/8.3 or something around that
  2. soft-hitclap is really low quality. Here's a similar sample that sounds clearer http://puu.sh/uPu1g.wav (just right click and save as to download the sample)
  3. not a suggestion, but you sample imported the custom named samples (the soft-hitx's) and looking at it in the editor, this bugs me aaaaaaa

Hitsounds in all diffs

00:03:665 - add finish
00:50:566 - add kick
ill leave the general stuffs to aliscea :D

4K


[Ly0's NM]
00:51:623 (51623|1,51623|0) - Why make these LNs when the other notes aren't? It's not like there's any special emphasis here for it, so I would just make them short notes like the others
01:14:862 - Missing note here? You've set up a base 1/2 rhythm in this section, so not having a note here kind of breaks the flow imo since that's what the player is expecting is to keep a steady 1/2 beat.

[HD] ^ i believe HD is mine :3
00:32:397 (32397|2,33031|1) - I'd actually try and flip the LNs and short notes here since it's easier to hit the short notes when they're on the index finger because muscles and stuff in the hand D: https://osu.ppy.sh/ss/7602037 Like that would work, or you could also isolate hands and put LNs on left/right hand and short notes on the opposite
00:53:524 - I highly doubt this is actually 1/4. It sounds faster, and it seems like there's 00:53:524 - to 00:53:735 - is 1/6. Since the music is kind of vague, I think that would be better than to use 1/4, so maybe try this instead https://osu.ppy.sh/ss/7602058

6K

[Ly0's EZ]
00:03:665 - I'm fine with using triples in NM and above for 6k, but at this level, I feel like that's just forcing the player to use too many fingers at once when they're still developing finger independence.
00:26:059 - 00:26:904 - Similar to what I said in the other diffs, I would add a single note here to keep the rhythm steady
01:06:200 - Add a note in 5 for the crash here? It's the same sound as 01:06:623 (66623|0,66623|1,67468|4,67468|5) -
01:21:728 (81728|2,81834|3) - Could you not use 1/4 on an Easy diff? Even though the bpm is pretty slow, it's still fast enough to come as a surprise to a new player who's just learning how to read mania and develop finger independence. I would just make the rhythm here similar to the other easies, like this https://osu.ppy.sh/ss/7617389
01:23:418 (83418|1,83524|4) - ^
01:25:108 (85108|1,85214|4) - 01:25:637 (85637|5,85742|3) - ^ This is the only thing I'ma be a hard ass about, but you've got to change those 1/4 notes to 1/2 or lower snap. 1/4 is too surprising for the player. Simplify the rhythm instead
All accepted sankyuu prots

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TitleUnicode:風ノ唄 -TV Size-
Artist:FLOW
ArtistUnicode:FLOW
Creator:AlisceaSparku
Version:Ly0's 6K EZ
Source:テイルズ オブ ゼスティリア ザ クロス
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[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 52890
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 16366
DistanceSpacing: 0.6
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.1

[Metadata]
Title:Kaze no Uta -TV Size-
TitleUnicode:風ノ唄 -TV Size-
Artist:FLOW
ArtistUnicode:FLOW
Creator:AlisceaSparku
Version:Ly0's 4K HD
Source:テイルズ オブ ゼスティリア ザ クロス
Tags:Tales of Zestiria the X opening tv size - ly0572 - -soragami- eternalie ajeemaniz arcwinolivirus
BeatmapID:1039584
BeatmapSetID:487622

[Difficulty]
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CircleSize:4
OverallDifficulty:7.8
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SliderMultiplier:1.4
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64,192,71693,1,0,0:0:0:70:soft-hitclap.wav
192,192,71693,1,0,0:0:0:70:kick.wav
320,192,71904,1,0,0:0:0:0:
192,192,72115,1,0,0:0:0:70:kick.wav
320,192,72327,1,0,0:0:0:50:soft-hitwhistle.wav
64,192,72327,1,0,0:0:0:0:
320,192,72538,1,0,0:0:0:50:soft-hitwhistle.wav
64,192,72538,128,0,72961:0:0:0:70:kick.wav
192,192,72961,128,0,74228:0:0:0:70:kick.wav
320,192,73172,1,0,0:0:0:0:
64,192,73383,1,0,0:0:0:70:soft-hitclap.wav
448,192,73383,1,0,0:0:0:70:kick.wav
320,192,73594,1,0,0:0:0:0:
448,192,73806,1,0,0:0:0:70:kick.wav
64,192,74017,1,0,0:0:0:50:soft-hitwhistle.wav
320,192,74017,1,0,0:0:0:0:
320,192,74228,128,0,74651:0:0:0:70:kick.wav
64,192,74228,1,0,0:0:0:50:soft-hitwhistle.wav
448,192,74651,1,0,0:0:0:70:kick.wav
192,192,74651,128,0,75496:0:0:0:0:
64,192,74862,1,0,0:0:0:0:
448,192,75073,1,0,0:0:0:70:soft-hitclap.wav
320,192,75073,1,0,0:0:0:70:kick.wav
64,192,75285,1,0,0:0:0:0:
64,192,75496,128,0,76341:0:0:0:70:kick.wav
448,192,75496,1,0,0:0:0:0:
320,192,75707,1,0,0:0:0:50:soft-hitwhistle.wav
448,192,75707,1,0,0:0:0:0:
448,192,75918,1,0,0:0:0:50:soft-hitwhistle.wav
320,192,75918,128,0,76341:0:0:0:70:soft-hitclap.wav
448,192,76341,128,0,77397:0:0:0:70:kick.wav
192,192,76552,1,0,0:0:0:0:
64,192,76763,1,0,0:0:0:70:kick.wav
320,192,76763,1,0,0:0:0:70:soft-hitclap.wav
192,192,76975,1,0,0:0:0:0:
64,192,77186,1,0,0:0:0:70:kick.wav
192,192,77397,1,0,0:0:0:50:soft-hitwhistle.wav
320,192,77397,128,0,78031:0:0:0:0:
64,192,77608,128,0,78031:0:0:0:70:kick.wav
448,192,77608,1,0,0:0:0:50:soft-hitwhistle.wav
192,192,77608,1,0,0:0:0:70:soft-hitclap.wav
448,192,78031,128,0,79721:0:0:0:70:kick.wav
192,192,78242,1,0,0:0:0:0:
320,192,78454,1,0,0:0:0:70:kick.wav
64,192,78454,128,0,78876:0:0:0:70:soft-hitclap.wav
192,192,78876,1,0,0:0:0:70:kick.wav
320,192,79087,1,0,0:0:0:0:
192,192,79299,1,0,0:0:0:70:kick.wav
64,192,79299,128,0,79721:0:0:0:70:soft-hitclap.wav
320,192,79721,1,0,0:0:0:50:kick.wav
192,192,79721,1,0,0:0:0:70:soft-hitclap.wav
320,192,79932,1,0,0:0:0:50:kick.wav
192,192,79932,1,0,0:0:0:70:soft-hitclap.wav
64,192,80989,128,0,81411:0:0:0:0:
448,192,81411,1,0,0:0:0:40:soft-hitfinish.wav
192,192,81411,1,0,0:0:0:70:kick.wav
320,192,81728,1,0,0:0:0:50:kick.wav
64,192,81834,1,0,0:0:0:50:kick.wav
192,192,81834,1,0,0:0:0:0:
320,192,82045,1,0,0:0:0:0:
448,192,82045,1,0,0:0:0:0:
192,192,82256,1,0,0:0:0:0:
64,192,82362,1,0,0:0:0:50:kick.wav
448,192,82362,1,0,0:0:0:0:
320,192,82468,1,0,0:0:0:0:
64,192,82573,1,0,0:0:0:0:
192,192,82573,1,0,0:0:0:0:
448,192,82679,128,0,83101:0:0:0:70:soft-hitclap.wav
320,192,82679,1,0,0:0:0:0:
64,192,82890,1,0,0:0:0:0:
192,192,83101,1,0,0:0:0:40:soft-hitfinish.wav
320,192,83101,1,0,0:0:0:70:kick.wav
192,192,83418,1,0,0:0:0:50:kick.wav
320,192,83524,1,0,0:0:0:50:kick.wav
448,192,83524,1,0,0:0:0:0:
192,192,83735,1,0,0:0:0:0:
64,192,83735,1,0,0:0:0:0:
320,192,83946,1,0,0:0:0:50:kick.wav
448,192,84052,1,0,0:0:0:50:kick.wav
64,192,84052,1,0,0:0:0:0:
192,192,84158,1,0,0:0:0:0:
448,192,84263,1,0,0:0:0:0:
320,192,84263,1,0,0:0:0:0:
64,192,84369,128,0,84792:0:0:0:70:soft-hitclap.wav
192,192,84369,1,0,0:0:0:0:
448,192,84580,1,0,0:0:0:0:
192,192,84792,1,0,0:0:0:40:soft-hitfinish.wav
320,192,84792,1,0,0:0:0:70:kick.wav
448,192,85108,1,0,0:0:0:50:kick.wav
320,192,85108,1,0,0:0:0:0:
192,192,85214,1,0,0:0:0:50:kick.wav
448,192,85425,1,0,0:0:0:50:kick.wav
320,192,85425,1,0,0:0:0:0:
64,192,85637,1,0,0:0:0:70:kick.wav
192,192,85637,1,0,0:0:0:0:
448,192,85742,1,0,0:0:0:50:kick.wav
320,192,85742,128,0,86059:0:0:0:0:
64,192,86059,1,0,0:0:0:70:soft-hitclap.wav
192,192,86059,128,0,86482:0:0:0:0:
448,192,86482,1,0,0:0:0:60:kick.wav
320,192,86482,1,0,0:0:0:0:
64,192,86693,1,0,0:0:0:60:kick.wav
192,192,86693,1,0,0:0:0:0:
320,192,86904,1,0,0:0:0:60:kick.wav
448,192,86904,1,0,0:0:0:0:
320,192,87010,1,0,0:0:0:60:kick.wav
448,192,87010,1,0,0:0:0:0:
192,192,87115,1,0,0:0:0:60:kick.wav
64,192,87115,1,0,0:0:0:0:
320,192,87221,1,0,0:0:0:60:kick.wav
448,192,87221,1,0,0:0:0:0:


Topic Starter
AlisceaSparku

Protastic101 wrote:

Marked, will edit post in a few hours

Holy fuck Im stupid and accidentally used the star icon lmao, calling rivals to rebub real wuick


k so barring my stupidity aside, have an incomplete check cause Im sleepy zzzz a complete check! I did something for once!

General
  1. Jumping from OD/HP 7.8/7.8 in the HD to 8.6/8.6 in the MX is kind of a large and unnecessary jump imo since the chart isn't very difficult to begin with. I would try using OD/HP 8.3/8.3 or something around that // imo, since I kinda failed to make the map hard enough for the standard MX difficulty, I decided to make it up by making the OD/HP higher. Another minor reason is that I could have done 4,5,6 intervals of the OD and HP, but I meant to make the numbers even for aesthetic purposes. Though I may have to think of a more proper OD/HP rate (though I won't have something that ends in .0 or .5 xD)
  2. soft-hitclap is really low quality. Here's a similar sample that sounds clearer http://puu.sh/uPu1g.wav (just right click and save as to download the sample)// will download and apply before I update
  3. not a suggestion, but you sample imported the custom named samples (the soft-hitx's) and looking at it in the editor, this bugs me aaaaaaa//aaa too lazy to change it x_X

Hitsounds in all diffs

00:03:665 - add finish
00:50:566 - add kick // will add

4K

[EZ]
00:09:158 (9158|2) - I would extend this into a 1/2 LN since the bag pipes or whatever that instrument is still plays here. // I tried to avoid 1/2 LNs, so instead I made the slider at 00:09:369 - a normal note nstead
00:09:792 (9792|3) - Same suggestion and reason as above [/color]
00:26:059 - 00:26:904 - I would add notes here for the kick and also to keep the 1/1 base rhythm steady in this section. // keep the current pattern, since it can be a good "calm down section" before the denser part (2notes for the snare) can be more emphasized.
00:50:989 (50989|2,51306|2) - I would suggest against stacking these notes since it's kind of hard to read 3/4 rhythms as a beginning player when the notes are stacked. Additionally, the pitch is different from the previous note, so pitch relevancy wise, it's inaccurate. // fixed and made it relevant to pitch
00:53:524 - I would consider adding a 2/1 LN here for the drumroll, and then adding a 1/1 LN at 00:53:946 - to represent the reverse cymbal // a little halt before the chorus seem good imo
00:56:059 (56059|2,56482|2) - Don't really see a reason to stack these notes // these aren't really noticeable and doesn't affect consistency imo, but the reason why it is stacked is because i want to keep the two note patterns consistent. Plus there's a kick every 1/1 so it may make sense for stacking it
01:12:961 (72961|3,73383|3) - Similar to the above. I'd move the notes around a bit to be in different columns every time. // same as above

[NM]
00:51:623 (51623|1,51623|0) - Why make these LNs when the other notes aren't? It's not like there's any special emphasis here for it, so I would just make them short notes like the others // I would've extended it to 00:52:045 - , but it will end up having a 3-note stack in the first column. However, I pushed through with extending the LNs and intend the 3-note stacks
01:14:862 - Missing note here? You've set up a base 1/2 rhythm in this section, so not having a note here kind of breaks the flow imo since that's what the player is expecting is to keep a steady 1/2 beat. // oops, I added this but I think I forgot to update.

[MX]
00:20:989 (20989|2) - I'd make this a short note since you left notes like 00:22:679 (22679|0,22679|1,24369|2,24369|0) - as short notes when there's a similar guitar sound there // it was for a different sound, and it's fault in my side. Instead, I removed the LN at 00:20:989 - and added LN for 00:21:834 - and 00:25:214 - .
00:34:721 (34721|0,34932|1) - I would recommend putting the overlap on both hands instead of just one since the coordination between hands becomes easier. Maybe something like this would work https://osu.ppy.sh/ss/7602089 // thanks for the suggestion! followed
01:07:468 - I would suggest adding another note here in 4 to make a hand for the crash // keep, for consistency with 01:06:623 - and it already has a good transition for the upcoming 3-note crash

5K

[EZ]
00:26:059 - 00:26:904 - Similar to what I mentioned in the 4K Easy diffs, I would add a note here to keep the steady 1/1 base rhythm // same reason as I stated there
00:50:989 (50989|0,51306|0) - Also similar to what I said in the 4K diffs, they aren't the same pitch here, so I wouldn't recommend stacking them as players of this level aren't used to reading 3/4 rhythms just yet, so spreading them across both columns is vital to give them a visual cue. // fixed as well, and made it pitch relevant while considering audience impact
01:10:003 (70003|0,70003|4,70848|0,70848|4) - I'd suggest making these jumps different each time since I think using the same [15] jump feels kind of repetitive. // nice catch, 01:10:003 (70003|0) - was supposed to be at 2
01:11:693 (71693|2,71693|4,72538|0,72538|2,73383|0,73383|2,74228|4,74228|2) - Similarly, the last 4 jumps have been either [13] or [35], so I would consider trying a different kind of chord for a bit more variety. // fixed

[NM]
00:23:735 (23735|1) - Move to 1 since the last roll was also 2-3-5 // it's intended for pattern consistency, like how the roll at 00:25:425 - is the same with 00:20:355 -
00:31:552 (31552|0) - Remove this note (move the kick.wav to 00:31:552 (31552|3) - if you do). My reason here being that you've mapped all the kicks in this section using singles, and so by mapping this kick as a jump, you've broken consistency. Additionally, I'd recommend against using 1/4 triplets to lead into a jump on a Normal, but that's not really a large issue at 142 bpm.// fixed
00:36:834 - Add note here to maintain the 1/2 base rhythm // added, nice catch!
00:50:989 (50989|2,51306|2,51623|4,52045|4) - Similar stuff I mentioned in the last diff about pitch relevancy // fixedddd
01:19:721 (79721|3,79721|1,79721|2,79932|3,79932|2,79932|1) - Ehhh, Im kind of on the edge about this one. I mean, it's 5K so using larger chord sizes in the lower diffs is more acceptable, but at the same time, it's still only 5 columns so you're already using 60% of the columns here which I feel may be a bit too heavy for players to read at this level. Idk, I dont mind if you keep them as is or reduce them to jumps. Your choice // keep, as this can emphasize that heavy beat a lot.

[HD]
00:50:989 (50989|1,50989|3,51306|0,51306|4) - Assuming you left the other diffs the same with the stacked note here, I'd try to be consistent and make this stacked too, in columns [24] probably // did a [14][25] pattern instead

7K

[EZ]
00:26:059 - 00:26:904 - Add notes for the kick? I actually think you could turn them into overlapping LNs like this https://osu.ppy.sh/ss/7617532 // keep as it is now, still the same reason from awhile ago xD
00:31:975 - 00:40:003 - Poor column 3 isn't used for a full 9 seconds lol. I'd recommend moving 00:36:200 (36200|0) - to 3 to try and balance out the columns // loool fixed the section a bit to fill up col 3
00:50:989 (50989|5,50989|1,51306|5,51306|1) - Not the same pitch but stacked *sad* // fixedd again, but I'm kinda not sure about this new one lol pls check ;w;

[NM]
00:38:524 (38524|6,38630|4,38735|2,38735|0,38841|5,38946|3,39052|1) - I think it'd be cool to make these overlapped LNs like this https://osu.ppy.sh/ss/7617564 . Well that might be a bit hard. Could consider it for the Hard (assuming Sora's reading this) // i made it consistent with the other NM diffs instead

[MX]
00:20:989 (20989|4) - I would make this 1/2 since the guitar isn't palm muted or anything // made consistent and other parts in this section with 4K MX
01:06:200 - I'm pretty sure you could do a cool LN wall thing here for the violin runs. Something similar to this maybe? https://osu.ppy.sh/ss/7617681 // oh dem nice suggestion, did a little LN work AND RIP STAR DIFFICULTY DXXXXXXXX but i love it
lmao thanks for that gr8 suggestion at the last part prot
will update everything along with hitsounds and ly0's diffs soon

EDIT: updated along with lyo's diffs , some few changes as well
> added hitsounds, though I'm unable to download the new hitsound because i have problems with my puush, so used my current hitclap atm
> changed OD/HP rates to 4,5,6 intervals (6.8 -> 7.2 -> 7.7 -> 8.3)
> evil walls for 7K and 4K MX looool
-SoraGami-

Protastic101 wrote:

Marked, will edit post in a few hours

Holy fuck Im stupid and accidentally used the star icon lmao, calling rivals to rebub real wuick


k so barring my stupidity aside, have an incomplete check cause Im sleepy zzzz a complete check! I did something for once!

[Sora's HD]
00:38:524 - Kind of like what I mentioned in the Normal, I think using some LNs here for the violin would be nice. Something like this might work https://osu.ppy.sh/ss/7617599 i think will not use this one, i want to maintain the balance of LN usage since this might be an overkill (in LN) in the rest of the patterns
00:52:045 - 00:52:256 - 00:52:468 - Shouldn't these be triples notes if 00:50:989 (50989|1,50989|0,50989|6,51306|0,51306|4,51306|1,51623|1,51623|0,51623|2) - are? So maybe like this https://osu.ppy.sh/ss/7617617 i guess you're right, rearranged myself instead, preventing that jack
01:02:397 - Use 1/4 here instead? The violin plays a run here, and the normal also uses 1/4. I'd suggest something like this https://osu.ppy.sh/ss/7617641 ohh i see, will rearrange it then, also want to maintain the difference with NM, MX and this diff, also made it in ascending order as pitch rises
Thank you so much Prot :D
update: https://puu.sh/uXP7y.txt
Topic Starter
AlisceaSparku
ah will update as soon as other gd-ers sent their updates
Topic Starter
AlisceaSparku
[quote="Protastic101"][strike]

5K

[EZ]
[Arcwin's MX]
00:52:045 (52045|2,52256|2,52468|2,52679|2,52890|2) - That's kind of a long stack in 3. I'd try to shorten it a bit to 3 notes long with 00:52:468 (52468|2,52679|2,52890|2) - , so try this https://osu.ppy.sh/ss/7611469 // fixed in a way so that the quadnotes will be at 1245
00:57:115 - Shouldn't this be a double for the clap? // fixed
01:17:397 - Same as the above // also fixed

6K

[Etlie's MX]
00:00:285 - Map the 1/4 here fully, like you did in 00:01:975 - because it's part of the same musical phrase and so mapping the same rhythm in different ways only a measure apart is kind of off putting since you make the player expect one thing only for the other to occur. // fixed
00:57:115 - Recommend adding another note here for the clap // added



got asked to check it for them xD so I did
will wait for ajee's update
Arzenvald
aaaa sorry late reply, keeping some point at nm about 00:13:806 - , the rest fixed
https://puu.sh/v39TQ/8402870006.zip
Topic Starter
AlisceaSparku
currently unable to update because of pc issues

will update soon
Protastic101
Is everything updated yet? Sorry for having to wait so long, I wasn't sure orz
riunosk
come back aliscea and rank this shet
- Ly0572 -

riunosk wrote:

come back aliscea and rank this shet
Topic Starter
AlisceaSparku
dw i will <3
Protastic101
Tfw checked this back in April and now Im qualifying it in July lol

Got mapper's confirmation that all difficulties are updated, so have fun with your first qualify
show more
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