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Kola Kid - press start

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Topic Starter
Bonsai
I already found those too lol, seems like there are only so many >.<

Actually, in the meantime I grew really accustomed to the Pkmn Gold one so I'll probably go with that one, thanks for the effort tho lol
Weriko
Hey :p

Mod from queue


....... so.... im sorry i cant help at all ;-; but all the diffs seem already perfect, and because of my knowledge i cant really point out anything :p


well.... maybe extra is a bit way too linear, and that makes flow weird but im not sure :p because it kinda fits..... same for light insane :p



SORRY!!!!!


Good luck :p
Halfslashed
I wanted to mod this.. but it's structurally perfect and musically accurate.

Take my star, can't wait to set a score on this :P
Topic Starter
Bonsai
Oh well, receiving this feedback helps too hehe ^^ Thanks to both of you (and for the star)! :D
CrimsonClaw
:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) - 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) - (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.

[Zectro's Insane]
00:24:450 (4,5,6,7,8,1) - I love that transition
Neat and clean diff!

[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one
00:08:850 (3) - downbeat. I noticed a few before but this one hurts
00:10:500 - I dislike that your hitsounds start here and everything before was ignored
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other
00:17:400 (3,4,5) - inconsistent distance between those elements
00:22:500 (7,3) - too close to each other
Cool diff though! Really like it.

[Extra]
00:19:350 (2,1) - small overlap
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ?
00:29:550 (6) - ctrl+g
Very enjoyable, stable diff!

Good luck with any further advancement!
Topic Starter
Bonsai

CrimsonClaw wrote:

:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) , 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.



[Extra]
00:19:350 (2,1) - small overlap technically yes but that's barely visible ingame, and the player's eyes will focus on the objects between those anyways ^^
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ? mmh listening to the sounds slowed down would make it seem like that, but on 100% I almost don't hear the dragging sound at (10) at all while (11) is much more present, so I wanted to emphasize that one more by not putting one at (10) ^^ #kicksliderinflation
00:29:550 (6) - ctrl+g nah, there is a very strong sound on (7,8) that isn't on (6) so I differentiated those while still keeping them in the same visual pattern this way
Very enjoyable, stable diff!

Good luck with any further advancement!
Thank you very much <3
Zectro
Thanks a lot for the positive feedback guys! I really appreciate it <3
vipto

CrimsonClaw wrote:

:eyes:


[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap k
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one changed some things around here
00:08:850 (3) - downbeat. I noticed a few before but this one hurts it's staying
00:10:500 - I dislike that your hitsounds start here and everything before was ignored idk i dont pay attention to hitsounds, i've tried adding some though
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other fixed
00:17:400 (3,4,5) - inconsistent distance between those elements fixed
00:22:500 (7,3) - too close to each other yes
Cool diff though! Really like it. thanks
MokouSmoke
hi hi
who needs hexagrid patterns when you can do squares
General:
  1. you planning to have a storyboard or specific diff bgs? otherwise 345.png and BG.png are unused
Extra:
  1. 00:11:700 (6,1) - would like more spacing here, as the emphasis on the phrase beginning at 00:12:000 (1) - feels quite weak.
  2. 00:16:500 (6,1) - ^ also the spacing at 00:16:500 (6,1,2) - is not intuitive to me (well coming from a 27k rank player lol)
  3. 00:14:100 (6) - 00:16:500 (6) - 00:18:900 (6) - etc... if you're following that wah-o-wah-o sound try 1/6 snap?
  4. the default hitnormal in the kiai section hurts my eardrums x.x custom one would be nice, or else lower volume 10-15% imo
  5. 00:21:450 (11,1,2,3,4) - don't really understand why spacing is so different compared to 00:21:000 (7,8,9,10) - maybe try something like this? http://puu.sh/qIlFF/3aeef747f4.jpg
  6. 00:22:800 (1) - completely silencing the sliderend of a repeat slider = :( . you could try breaking this into a note + 1/4 slider
viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum
  2. solid diff
Zectro:
  1. 00:09:300 (4) - move this to like [406,48] to keep visual spacing more equal
  2. 00:17:400 (5,6) - these are both unique sounds, so some movement would be nice. try stack 00:17:400 (5) - on 00:17:700 (7) - instead?
Light Insane:
  1. 00:22:800 (2) - try rotate this 90 degrees CW. back-and-forth flow plays pretty awkward for lower level players trying to follow sliderbody movement
Hard:
  1. I'm so triggered by all the touchy-touchy objects. if you think it's ok spread-wise, I recommend CS4.7 instead
  2. 00:04:350 (2,3,1,2,3,4) - your square is all messed up with the stack. move 00:04:350 (2,3) - down 3 pixels and 00:05:700 (4) - left 3 pixels lol
  3. 00:13:800 (3) - since this is the lead-in to the new phrase, I would reposition some stuff here so it doesn't like too much of a clusterfuck. my suggestion: http://puu.sh/qIpby/1bdb3d0b4d.jpg
  4. 00:22:650 (1,2) - remove whistles on sliderbodies
  5. 00:23:700 (6) - if you're going use 1/8, might as well not half-ass it and extend it to the red tick
Advanced:
  1. let's try doing some math: 0.97/0.16 = 6.0625. Hmmm, that doesn't seem like an integer...
  2. 00:09:450 (1,2) - would combine this into one slider so polarity switch is less awkward. also your spacing is slightly off
  3. 00:22:800 (1) - sliderend is unsnapped
  4. 00:26:850 (3) - would remove this. too many 1/2 rhythms in a row imo
  5. 00:27:600 - even if there isn't a unique sound, it would be good to not skip downbeat to keep players grounded in rhythm
  6. 00:38:850 (3,4) - god these damn imperfect squares. move this so (3) is at [480,36]
Normal:
  1. 00:04:500 (3,4) - while your rhythm is probably best from an emphasis point of view, I recommend ctrl+g for playability, as this is your lowest diff. It's 200bpm song and circle to circle 1/2 rhythm is harder to play than circle to slider. same at 00:06:750 (3,4) -
  2. in every other diff, your kiai section is as intense or more intense in the previous sections, which matches the song well. here though, I can't agree that you mapped the kiai with simple 1/1 rhythm when you were abusing 1/2 beforehand.
hope that helps and good luck~
vipto

MokouSmoke wrote:

hi hi

viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum adjusted
  2. solid diff
Zectro

MokouSmoke wrote:

hi hi
who needs hexagrid patterns when you can do squares
Zectro:
  1. 00:09:300 (4) - move this to like [406,48] to keep visual spacing more equal
  2. 00:17:400 (5,6) - these are both unique sounds, so some movement would be nice. try stack 00:17:400 (5) - on 00:17:700 (7) - instead? them being two different objects (00:17:400 (5) - circle 00:17:550 (6) - slider) is enough I think.
Thank you!
Zectro's Insane
osu file format v14

[General]
AudioFilename: Kola Kid-press start.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1200,10800
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.4

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Bonsai
Version:Zectro's Insane
Source:
Tags:viptwo Zectro Chiptune Bitpop Electro 8-bit 8bit videogame chipmusic
BeatmapID:1043344
BeatmapSetID:489383

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
10800,-80,4,3,1,45,0,0
20400,-66.6666666666667,4,1,1,50,0,1
30000,-100,4,3,1,35,0,0


[Colours]
Combo1 : 202,137,2
Combo2 : 40,185,255
Combo3 : 83,83,255

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217,296,29400,2,0,L|217:228,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
137,192,29550,1,0,0:3:0:0:
294,193,29700,2,0,L|378:193,1,48.750001859665,8|0,0:3|2:3,0:3:0:0:
404,117,29850,1,8,0:3:0:0:
485,192,30000,22,0,L|475:275,1,65,2|0,0:2|0:0,0:0:0:0:
434,340,30300,2,0,L|370:340,1,65,2|0,0:0|0:0,0:0:0:0:
271,339,30600,1,2,0:0:0:0:
321,255,30750,1,0,0:0:0:0:
369,340,30900,1,2,0:0:0:0:
271,339,31050,1,0,0:0:0:0:
228,251,31200,6,0,P|159:246|84:284,1,130,2|0,0:0|0:0,0:0:0:0:
271,339,31650,2,0,P|321:289|312:211,1,130,2|0,0:0|0:0,0:0:0:0:
255,162,32100,1,2,0:0:0:0:
255,162,32250,1,0,0:0:0:0:
350,143,32400,22,0,B|415:159|415:159|457:235,1,130,2|0,0:0|0:0,0:0:0:0:
445,311,32850,2,0,B|414:366|414:366|349:382,1,130,2|2,0:0|0:0,0:0:0:0:
287,307,33300,2,0,L|220:307,1,65,2|0,0:0|0:0,0:0:0:0:
131,345,33600,6,0,L|112:259,1,65,2|0,0:0|0:0,0:0:0:0:
180,207,33900,2,0,L|199:121,1,65,2|0,0:0|0:0,0:0:0:0:
317,143,34200,2,0,L|332:207,1,65,2|0,0:0|0:0,0:0:0:0:
395,281,34500,2,0,L|381:345,1,65,2|0,0:0|0:0,0:0:0:0:
256,356,34800,22,0,L|256:218,1,130,2|2,0:0|0:0,0:0:0:0:
142,62,35400,2,0,L|149:142,1,65,2|2,0:0|0:0,0:0:0:0:
159,224,35700,1,0,0:0:0:0:
224,152,35850,6,0,P|274:149|333:218,1,130,2|0,0:0|0:0,0:0:0:0:
311,296,36300,2,0,L|334:375,1,65,2|2,0:0|0:0,0:0:0:0:
201,296,36600,2,0,L|178:375,1,65,2|2,0:0|0:0,0:0:0:0:
85,352,36900,1,2,0:0:0:0:
130,167,37200,22,0,L|202:168,1,65,2|0,0:0|0:0,0:0:0:0:
292,167,37500,2,0,L|356:166,1,65,2|0,0:0|0:0,0:0:0:0:
287,76,37800,2,0,L|352:76,2,65,2|0|0,0:0|0:0|0:0,0:0:0:0:
194,45,38250,6,0,L|178:119,1,65,2|0,0:0|0:0,0:0:0:0:
179,206,38550,2,0,L|195:280,1,65,2|0,0:0|0:0,0:0:0:0:
225,361,38850,1,2,0:0:0:0:
289,288,39000,2,0,P|295:255|277:202,1,65,2|0,0:0|0:0,0:0:0:0:
384,265,39300,2,0,P|376:298|390:341,1,65,2|0,0:0|0:0,0:0:0:0:
475,298,39600,5,0,0:0:0:0:
Topic Starter
Bonsai

MokouSmoke wrote:

hi hi
who needs hexagrid patterns when you can do squares
General:
  1. you planning to have a storyboard or specific diff bgs? otherwise 345.png and BG.png are unused oopsie (I was indecisive which BGs to choose in the past lol)
Extra:
  1. 00:11:700 (6,1) - would like more spacing here, as the emphasis on the phrase beginning at 00:12:000 (1) - feels quite weak. ehh I thought about it, I like it more this way, I don't really want to emphasize anything much but rather make it seem like one continos chain of objects kinda, you usually hold short reverse-sliders longer anyways since you can't be sure how often they repeat so I don't think it plays too weird, I'll reconsider if someone else brings it up again though!
  2. 00:16:500 (6,1) - ^ also the spacing at 00:16:500 (6,1,2) - is not intuitive to me (well coming from a 27k rank player lol) I've had a lot of better players testplaying that and nobody mentioned or misread that yet so unless that happens I'm gonna keep it like that ^^
  3. 00:14:100 (6) - 00:16:500 (6) - 00:18:900 (6) - etc... if you're following that wah-o-wah-o sound try 1/6 snap? not really sure, I can't hear disctinct notes there so I just simplified as 1/4s bc that's easier to handle aesthetically, will ask someone else though
  4. the default hitnormal in the kiai section hurts my eardrums x.x custom one would be nice, or else lower volume 10-15% imo eh the only thing that kinda bothers me is that it has got so much noise long after the hit so I did cut it now, other than that I like it this way, fits to the intensity of the section imo
  5. 00:21:450 (11,1,2,3,4) - don't really understand why spacing is so different compared to 00:21:000 (7,8,9,10) - maybe try something like this? http://puu.sh/qIlFF/3aeef747f4.jpg because 00:21:150 (9,10) - is emphasizing that sound that starts at (9) by forcing quick movement to the next object, there's no such prominent sound in that next combo
  6. 00:22:800 (1) - completely silencing the sliderend of a repeat slider = :( . you could try breaking this into a note + 1/4 slider I just made the reverse-tail drum-sampleset, I'm avoiding doubles bc I originally had them and every single testplayer messed them up ;_;
Light Insane:
  1. 00:22:800 (2) - try rotate this 90 degrees CW. back-and-forth flow plays pretty awkward for lower level players trying to follow sliderbody movement ehh but that wouldn't emphasize it enough bc it would just be one smooth movement, I think this is fine considering the difficulty of the rest of the map, will try to get some testplays though
Hard:
  1. I'm so triggered by all the touchy-touchy objects. if you think it's ok spread-wise, I recommend CS4.7 instead ay yeah it doesn't matter at all since it doesn't influence the gameplay really ^^
  2. 00:04:350 (2,3,1,2,3,4) - your square is all messed up with the stack. move 00:04:350 (2,3) - down 3 pixels and 00:05:700 (4) - left 3 pixels lol it's actually me who 'messed it up' bc when it comes to visual matters like this I like to line up the top of the doublet-stack with the next object instead of the bottom (which would be what auto-stack does) so I manually moved it like that lol, but actually I moved (4) back bc that is indeed stupid as it's not visible at the same time anyways lol
  3. 00:13:800 (3) - since this is the lead-in to the new phrase, I would reposition some stuff here so it doesn't like too much of a clusterfuck. my suggestion: http://puu.sh/qIpby/1bdb3d0b4d.jpg doesn't seem like a clusterfuck to me ingame o: (also your suggestion would break the whole aestethics xd)
  4. 00:22:650 (1,2) - remove whistles on sliderbodies oops lol
  5. 00:23:700 (6) - if you're going use 1/8, might as well not half-ass it and extend it to the red tick well if you listen to it at full speed that sound sounds rather shorter than longer to since it doesn't have a note on the red tick anymore, technically I should let it reverse twice but that might make people brake so I think simplifying it like this is totally okay, there's no audible difference anyways at full speed
Advanced:
  1. let's try doing some math: 0.97/0.16 = 6.0625. Hmmm, that doesn't seem like an integer... aahh that explains why 00:31:200 (1,1) don't work when shortened by one grid lol, well, it's not really a problem in any way so I'd rather not change it to 0,96 in case that breaks the sliders with custom SV, blame 1/1 still working with this SV bc of rounding or w/e I guess lol (bc I just approach this by trying how high I can go without the grid-snapped anchors being too short lol, never thought about it mathematically)
  2. 00:09:450 (1,2) - would combine this into one slider so polarity switch is less awkward. also your spacing is slightly off fixed spacing, for polarity that wouldn't have any effect since the player still needs to click at the same time, only making 00:09:000 (2) a slider would fix that
  3. 00:22:800 (1) - sliderend is unsnapped whoops fixed
  4. 00:26:850 (3) - would remove this. too many 1/2 rhythms in a row imo ooo yes lol, I tried really hard to tone it down but somehow didn't get that idea xd
  5. 00:27:600 - even if there isn't a unique sound, it would be good to not skip downbeat to keep players grounded in rhythm nah I love this, the sound on the previous 1/2 is imo prominent and special enough to justify it
  6. 00:38:850 (3,4) - god these damn imperfect squares. move this so (3) is at [480,36] my manual placement was 1px off but other than that that's how I want it, I realized in previous maps that non-vertical-or-horizontal followpoints can look really out of place when the whole aesthetics is built around it, that's mainly why I do it ^^
Normal:
  1. 00:04:500 (3,4) - while your rhythm is probably best from an emphasis point of view, I recommend ctrl+g for playability, as this is your lowest diff. It's 200bpm song and circle to circle 1/2 rhythm is harder to play than circle to slider. same at 00:06:750 (3,4) - I see what you mean but that's not enough of a problem to mess up the emphasis like that imo, the difference between circle->slider and circle->circle is mostly psychological anyways so I think retrying after just four seconds of the map in order to learn how to do it is okay xd
  2. in every other diff, your kiai section is as intense or more intense in the previous sections, which matches the song well. here though, I can't agree that you mapped the kiai with simple 1/1 rhythm when you were abusing 1/2 beforehand. There's simply nothing else I can follow at this low difficulty as all other rhythms are too dense; I still think it represents the music very well as the Kiai is musically much more continuous which is expressed in the long sliders as opposed to the many single short beats of the melody in the other sections which are many single circles or short sliders in the map
hope that helps and good luck~ it made me re-think a lot of stuff, thank you very much! :D
Makeli
hei!!!!!

i chose this one for obvious reasons. drain time is not a factor

g
  1. inconsistent widescreen support thing http://puu.sh/qPynD/b5e6aff1b6.png
  2. inconsistent combo colors http://puu.sh/qPypb/e10cc10357.png it's your own diff so it's unrankable i think kek
extrö
  1. ar=overdose like 9.3 is enough holy shit
  2. 00:09:750 (2,3) - i like this way more like this but i guess you can just slap anything to this and it'll fit
  3. 00:12:300 (3) - is completely silencing things even rankable
  4. 00:14:100 (6) - this sound extends to the blue tick. 00:11:700 (6) - here it didn't but it does every other thing u know
  5. 00:22:650 (9) - this sound would've been more epic to play as two circles tbh
  6. sr=6.3 tbh
viptwo
  1. considering the song and your style I would raise the ar by like 0.1 or 0.2
  2. 00:05:400 (5) - adding an nc here would make this pattern so much more clean
  3. 00:13:500 (2,3) - this type of blankets always look odd to my eye cause of this. Just a straight kickslider would look better imo
  4. 00:36:300 (2,3,4,5) - flow pls. Linear flow is like the hardest thing ever to play at these BPMs
  5. aside the thing that i don't really like your visuals there is nothing fundamentally wrong with this
zctr
  1. 00:04:500 (4,5) - tbh this would work a lot better as a 1/2 slider cause the sound on that red tick is like really minor compared to 00:04:350 (3,4) - these two
  2. 00:11:100 (3,4) - I really like how you silenced these kicksliderends
  3. 00:30:000 (1,2,3,4,5,6) - lmao consistency pls 00:01:200 (1,2,3) -
  4. 00:34:500 (4) - this also was just a circle back at the intro
  5. 00:39:600 (1) - cmoon space this mooore lol
  6. i really enjoyed this one good job m8!
light insane
  1. i suck so much at playing your maps
  2. ¯\_(ツ)_/¯
hard
  1. 00:10:500 (1) - lmao the only diff where this is a 1/4 slider ok (like this actually matters)
  2. ¯\_(ツ)_/¯
advanced
  1. ¯\_(ツ)_/¯
normli
  1. pretty much the same thing mokou said that you use such easy rhythms in the kiai but idk #blamesong2k16
  2. ¯\_(ツ)_/¯
¯\_(ツ)_/¯
good mod
Topic Starter
Bonsai

Maakkeli wrote:

hei!!!!!di!!

i chose this one for obvious reasons. drain time is not a factor wait I don't get it xd

g
  1. inconsistent widescreen support thing http://puu.sh/qPynD/b5e6aff1b6.png ay
  2. inconsistent combo colors http://puu.sh/qPypb/e10cc10357.png it's your own diff so it's unrankable i think kek gonna ask around on this bc I mean I could also just add that color in the other diffs and colorhax it away again but that wouldn't make much sense lol idk
extrö
  1. ar=overdose like 9.3 is enough holy shit : )
  2. 00:09:750 (2,3) - i like this way more like this but i guess you can just slap anything to this and it'll fit I'm constantly following the melody wtf
  3. 00:12:300 (3) - is completely silencing things even rankable yeppers, you can also completely silence spinner-ends for example B)
  4. 00:14:100 (6) - this sound extends to the blue tick. 00:11:700 (6) - here it didn't but it does every other thing u know that just sounds like echo to me, but I have to ask someone like pishi anyways bc it might be 1/6 lul
  5. 00:22:650 (9) - this sound would've been more epic to play as two circles tbh that's how it originally was but all testplayers fucked it up so nope :(
  6. sr=6.3 tbh fun fact: it was originally 5,1* and I was like "wat" and just made spacing a bit higher so it's at least not 100% fucked up but it still is xd
light insane
  1. i suck so much at playing your maps me too ¯\_(ツ)_/¯
  2. ¯\_(ツ)_/¯¯\_(ツ)_/¯
hardi
  1. 00:10:500 (1) - lmao the only diff where this is a 1/4 slider ok (like this actually matters) bc otherwise it wouldn't be differentiated from the previous circles, in the higher diffs it's already differentiated bc they don't have such big gaps directly before that, and for lower diffs it would simply be too much xd
  2. ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
advanced
  1. ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
normli
  1. pretty much the same thing mokou said that you use such easy rhythms in the kiai but idk #blamesong2k16 #blamesong2k16 ¯\_(ツ)_/¯
  2. ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
¯\_(ツ)_/¯ ¯\_(ツ)_/¯
good mod good mod
¯\_(ツ)_/¯
sahuang
I think for this bpm the spread is pretty good >_<
phaZ
farming my kd (increasing sp count)

EDIT: have some things for vipto ready but i prefer lazy irc style
Topic Starter
Bonsai

phaZ wrote:

farming my kd
not without your log, tze tze tze :^)
log
2016-08-26 23:25 phaZ: ACTION is listening to [https://osu.ppy.sh/b/1043344 Kola Kid - press start]
2016-08-26 23:28 phaZ: der hitsound loolol
2016-08-26 23:28 Bonsai: mein snare oder viptwo's kick? ^^
2016-08-26 23:29 phaZ: das brrr
2016-08-26 23:29 phaZ: brcchhr
2016-08-26 23:30 Bonsai: lol
2016-08-26 23:30 Bonsai: (der snare :D)
2016-08-26 23:30 Bonsai: hier is warum ich den gemacht hab:
2016-08-26 23:31 phaZ: ah
2016-08-26 23:31 phaZ: i
2016-08-26 23:31 phaZ: se
2016-08-26 23:31 phaZ: e
2016-08-26 23:31 Bonsai: 00:01:800 - hört sich so an als wär da ein leiser snare in der Musik, slowed down stellt sich aber heraus dass der nur so klingt weil da die Töne so disharmonieren, aber ich hab mir gedacht "hey das wär ziemlich cool wenn der echt wär" und hab ihn gemacht :D
2016-08-26 23:31 phaZ: verstehe
2016-08-26 23:31 Bonsai: lol
2016-08-26 23:32 phaZ: hast recht^^
2016-08-26 23:34 phaZ: was wahrscheinlich speielr freundlicher wäre
2016-08-26 23:34 phaZ: wär wenn du all 00:11:700 (6) - in triplets verwandeln würdest
2016-08-26 23:34 phaZ: dann wär jeder kurze slider quasi als kickslider zu spielen
2016-08-26 23:35 phaZ: du hast da obendrein auch noch son gemeines spacing für die ;D
2016-08-26 23:36 phaZ: den song muss man durchgehend auf 75% speed modden llol
2016-08-26 23:36 Bonsai: hö, aber slider mit reverses spielt man ja sowieso intuitiv als hold, und es kommen ja auch noch kürzere reverse-slider vor, zB direkt davor 00:11:400 (5) - also seh ich da nicht viel Sinn für, die Triplets heb ich mir für wirklich starke einzelne 1/4-sounds auf
2016-08-26 23:36 Bonsai: ja lol
2016-08-26 23:36 Bonsai: also am spacing hat sich von den testplayern bisher noch niemand vertan
2016-08-26 23:37 phaZ: ja die 1/8 reverses sind aber auch nur 1/4 lang
2016-08-26 23:38 phaZ: musste jetzt nicht machen
2016-08-26 23:38 phaZ: wollte nur meinen punkt ordentlich darlegen^^
2016-08-26 23:38 Bonsai: ^^
2016-08-26 23:38 phaZ: 00:22:800 (1) - hier ist es halt einmal anders
2016-08-26 23:39 phaZ: dachte mir so, hm wär best freundlicher wenns überhaupot nicht erst auftaucht :D
2016-08-26 23:39 Bonsai: ich versteh nicht wieso das unfreundlich sein sollte o:
2016-08-26 23:39 Bonsai: also ich versteh das Problem iwie nicht ^^
2016-08-26 23:40 phaZ: schau einmal haste 1/4repeats die sich wie 1/2's spielen
2016-08-26 23:40 phaZ: aber du hats auch 1/4repeats die sich wie 3/4 spielen
2016-08-26 23:41 phaZ: und weil das spacing nun bei der map nicht so hilfreich ist...
2016-08-26 23:41 phaZ: so
2016-08-26 23:43 phaZ: 00:22:125 - wo ist mein triplet
2016-08-26 23:43 phaZ: gleicher snare rhythmus wie 00:20:925 (6) - pls
2016-08-26 23:44 phaZ: 00:23:475 -
2016-08-26 23:44 Bonsai: 00:22:800 (1) - is in einer ganz andren section als die andren, einer section wo das spacing generell viiel höher is und die rhythmen viel denser, ich denk der rhythmus is eindeutig genug und es hat wie gesagt noch kein tesetplayer Probleme damit gehabt
2016-08-26 23:45 phaZ: jaja viel mir halt so ein^^
2016-08-26 23:46 Bonsai: 00:20:925 (6) - is ein andrer Ton, und anyways, wenn ich jeden einzelnen 1/4-beat map der vorkommt is die ganze map zugemüllt mit 1/4s lol, manchmal lass ich halt welche weg weil man die sowieso nicht hört um andre Sachen besser emphaasizen zu können
2016-08-26 23:46 phaZ: ja wollt grad fragen danach
2016-08-26 23:46 phaZ: :D
2016-08-26 23:46 phaZ: wurden langsam etwas viele
2016-08-26 23:46 Bonsai: ^^
2016-08-26 23:47 phaZ: 00:21:450 (11) - net snapped
2016-08-26 23:47 phaZ: 00:21:750 (3) -
2016-08-26 23:48 Bonsai: huh?
2016-08-26 23:49 phaZ: oups
2016-08-26 23:49 phaZ: hab iwie was kapuut gemacht ;D
2016-08-26 23:49 Bonsai: lol
2016-08-26 23:50 phaZ: 00:22:650 (9,1) - mir gefällt iwie nicht dass die unterschiedlich sind
2016-08-26 23:51 phaZ: wenn du weißt was ich meine^^
2016-08-26 23:51 Bonsai: wie sollte ich sie gleicher machen?
2016-08-26 23:52 phaZ: den repeat weg?
2016-08-26 23:52 phaZ: und ctrl+g
2016-08-26 23:52 Bonsai: ein 1/2-gap nach nem 1/4-slider spielt sich aber gaanz komisch imo, weil einem der gap dann viel größer vorkommt als er is
2016-08-26 23:53 Bonsai: also es kommt dann immer wie 3/4-gap vor
2016-08-26 23:53 phaZ: mach nen triplet draus
2016-08-26 23:53 Bonsai: w0t
2016-08-26 23:53 Bonsai: aso
2016-08-26 23:53 phaZ: also
2016-08-26 23:54 phaZ: so hier http://puu.sh/qPyEl/64ac0bd54f.jpg
2016-08-26 23:54 Bonsai: naja das würd iwie den rhythmus verfälschen
2016-08-26 23:54 phaZ: hm wieso
2016-08-26 23:54 Bonsai: es würd so viele unterschiedliche sounds zusammenhauen
2016-08-26 23:54 phaZ: hä
2016-08-26 23:55 phaZ: finds nur doof
2016-08-26 23:55 phaZ: den sound
2016-08-26 23:55 phaZ: 00:22:725 - 00:22:875 -
2016-08-26 23:55 phaZ: dass das nicht zweimal gleich ist
2016-08-26 23:56 Bonsai: 00:22:950 - 00:23:025 - 00:23:100 - sind ganz unterschiedliche Töne, ein Triplet würd die alle gleich behandeln, das will ich nicht, ich will differenzieren
2016-08-26 23:56 Bonsai: es is ja spieltechnisch komplett gleich, nur dass man am zweiten halt ein bissel länger stehen bleibt damit der gap nicht awkward wirkt
2016-08-26 23:59 phaZ: btw
2016-08-26 23:59 phaZ: du folgt doch im nicht kiai part eig den mittel hohen buups oder
2016-08-26 23:59 Bonsai: lol
2016-08-26 23:59 Bonsai: please specify
2016-08-26 23:59 phaZ: :D
2016-08-27 00:00 phaZ: nicht die tiefen
2016-08-27 00:00 phaZ: und incht den hohen
2016-08-27 00:00 phaZ: die nicht durchgängig sind
2016-08-27 00:00 phaZ: die tiefen machen nur harmonien
2016-08-27 00:00 phaZ: die hohen eig auch nur
2016-08-27 00:00 Bonsai: ja I guess(?)
2016-08-27 00:00 phaZ: die mittleren halt :D
2016-08-27 00:00 Bonsai: what's your point
2016-08-27 00:00 phaZ: 00:02:850 (2,3) - ctrl+g
2016-08-27 00:01 phaZ: 00:03:150 (3) - ist nur auf dem hohen beep
2016-08-27 00:01 phaZ: beep boop buup okay :D=
2016-08-27 00:01 phaZ: hoch mittel tief
2016-08-27 00:01 phaZ: 00:02:850 (2) - ist auf zwei boops
2016-08-27 00:02 phaZ: suckt aber iwie..
2016-08-27 00:03 phaZ: oder eig gehts..
2016-08-27 00:03 phaZ: dann wären die beeps 3x in folge aufm slider ende
2016-08-27 00:03 phaZ: ne 4x insgesamt :;D
2016-08-27 00:04 phaZ: 00:31:650 (2,3) - hier hastes auch so merk ich grad
2016-08-27 00:04 Bonsai: ehm 00:02:850 (2) - hat keine Melodie auf der tail
2016-08-27 00:04 Bonsai: dass is der Bass
2016-08-27 00:05 Bonsai: bei 00:31:650 (2,3) - hab ichs so weil ich da die downbeats hitsounde
2016-08-27 00:05 phaZ: ne das hat beides
2016-08-27 00:05 Bonsai: ne lul
2016-08-27 00:05 phaZ: oder?
2016-08-27 00:05 phaZ: ich replay die stelle wie verrüclt grad ;D
2016-08-27 00:06 Bonsai: replay sie lieber auf full speed als slowed down lol
2016-08-27 00:06 Bonsai: und unterteil nicht in hohe beeps und tiefe boops
2016-08-27 00:06 Bonsai: sondern
2016-08-27 00:06 Bonsai: einfach in Melodie und anderes
2016-08-27 00:06 Bonsai: xd
2016-08-27 00:07 phaZ: aber schau mal
2016-08-27 00:07 phaZ: 00:32:100 - wenn das melodie aufm head hat
2016-08-27 00:07 phaZ: 00:31:800 - dann wär zmdst (selbst wenns bass ist) auch berechtigt melodie zu sein
2016-08-27 00:07 phaZ: weils derselbe ton ist
2016-08-27 00:08 Bonsai: 00:31:800 (3) - hat keine melodie
2016-08-27 00:08 Bonsai: das hat den snare
2016-08-27 00:08 Bonsai: wie gesagt, downbeat-hitsounds
2016-08-27 00:09 phaZ: ich bin mir so sicher dass das melodie ist aber egal :D
2016-08-27 00:09 phaZ: wenn dus net ändern willst
2016-08-27 00:09 Bonsai: schau dir die Advanced an
2016-08-27 00:09 phaZ: pech gehabt
2016-08-27 00:09 phaZ: ha
2016-08-27 00:09 Bonsai: die mapped die Melodie und sonst nix
2016-08-27 00:09 phaZ: kA ioch hab eh hitsounds disabled
2016-08-27 00:09 Bonsai: also in den ersten und letzten zehn Sekunden mein ich
2016-08-27 00:09 phaZ: ich hör shcon net schrott
2016-08-27 00:09 Bonsai: disabled? gg
2016-08-27 00:09 Bonsai: *nur in den ersten
2016-08-27 00:12 phaZ: gut
2016-08-27 00:12 phaZ: okay für mich hätte die melodie halt noch00:03:750 - 00:04:200 - beats
2016-08-27 00:13 phaZ: 00:02:550 - 00:03:000 -
2016-08-27 00:13 phaZ: 00:06:150 - und so weiter
2016-08-27 00:14 phaZ: 00:01:350 - hier
2016-08-27 00:15 phaZ: 00:22:800 (1) - find alles super
2016-08-27 00:15 phaZ: bist auf den halt
2016-08-27 00:15 phaZ: :D
2016-08-27 00:15 Bonsai: tjo /shrug
2016-08-27 00:16 phaZ: verstehe nicht mal deine decline logik jetztmal ersnthaft
2016-08-27 00:16 Bonsai: dass es sich anders entweder komisch spielen würde oder nicht genug differenzieren würde
2016-08-27 00:17 Bonsai: ich will nicht drei komplett verschiedene Töne gleich mappen
2016-08-27 00:18 phaZ: 00:26:850 (4,5,6,7,8,9,10) - in dem strema hast aber 4 verschiedene
2016-08-27 00:19 phaZ: melodie + kratz geräusch + 00:27:225 (9) + snare
2016-08-27 00:19 Bonsai: schlag mir vor wie ichs besser machen soll
2016-08-27 00:20 Bonsai: differenzierung is eine meiner obersten Prioritäten, ich hab lange an den rhythmen herumgefeilt bevor ich überhaupt mim placement / patterning angefangen hab, das hat alles schon seine Hitnergründe
2016-08-27 00:20 phaZ: mapsec
2016-08-27 00:21 Bonsai: ich will nicht tausend kickslider machen weil kickslider dann nichts besonderes mehr sind, die will ich mir auch für rausstechende sounds aufheben, und anders wüsst ich nicht wie ichs mappen soll, Töne auszulassen würd sich auch doof anhören
2016-08-27 00:21 phaZ: aus dem langen streams
2016-08-27 00:22 phaZ: kannste genau den rhythmus hier aus den ersten 5 davon machen 00:22:650 (9,1) -
2016-08-27 00:22 phaZ: diesen bonus sound wieder aufs slider-ende bzw. slider-repeat
2016-08-27 00:23 phaZ: alster das zu modden is tüberhaupt nict anstrengend
2016-08-27 00:23 phaZ: mit all den tönen :D
2016-08-27 00:24 phaZ: http://puu.sh/qPAAE/cc85c25f0a.jpg
2016-08-27 00:24 Bonsai: die Sache is aber dass bei 00:22:650 (9,1) - ein eindeutiger, besonderer Rhythmus is, während bei dem Stream das auf full speed einfach wie ein normaler stream wirkt, das sind zwei komplett unterschiedliche Dinger
2016-08-27 00:24 phaZ: zmdst wären dann (4) und (5) auf dme bild genauso gemacht
2016-08-27 00:24 phaZ: wie 00:22:650 (9,1) -
2016-08-27 00:25 Bonsai: wieso sollte ich zwei so unterschiedliche Stellen so gleich mappen
2016-08-27 00:26 phaZ: gut auf full speed fällts net sio auf
2016-08-27 00:26 phaZ: das ist nicht so unterscieldich
2016-08-27 00:27 phaZ: srsly
2016-08-27 00:27 phaZ: wenn an beiden stellen einfach 2 kickslider + triplet benutzen würdest
2016-08-27 00:27 phaZ: dann fiele auch einfecutig auf dass sie ähnlich sind lol
2016-08-27 00:28 Bonsai: 00:22:950 - is nicht mal annähernd so prominent wie die vier Töne davor die alle saulaut sind, während 00:26:850 (4,5,6,7,8,9,10) - einfach ein Mischmasch aus tausend verschiedenen Tönen is die alle ca ähnlich prominent sind
2016-08-27 00:29 Bonsai: ich kann die ganze Map anders mappen und es würde nicht auffallen weil auf 100% alles entweder inaudible is oder von hitsounds übertönt wird
2016-08-27 00:30 phaZ: w/e
2016-08-27 00:30 phaZ: wie wärs mit nem slider increase für 00:29:700 (7) -
2016-08-27 00:30 phaZ: und 00:29:850 (8) -
2016-08-27 00:31 Bonsai: hab ich nur für die quietschsounds, die sounds dort hören sich quasi ident mit dem snare an, also nix besondres, und sind schon dadurch hervorgehoben dass die slider im Gegensatz zu 00:29:550 (6) - nach innen anstatt nach außen zeigen
2016-08-27 00:32 phaZ: lol gar nicht auf ihre ausrichtung geachtet
2016-08-27 00:32 phaZ: 00:22:200 (6,7) - tzeigen die nicht auch nach innen
2016-08-27 00:32 Bonsai: und?
2016-08-27 00:33 Bonsai: es geht darum dass 00:29:700 (7,8) - anders als 00:29:550 (6) - is
2016-08-27 00:33 phaZ: naaaah
2016-08-27 00:33 phaZ: das wür dihc net wirklich als anders genug bezeichnen
2016-08-27 00:33 phaZ: aber gut
2016-08-27 00:34 Bonsai: (5,6) is eine smooth motion, der sliderpath setzt den flow fort, (7,8) brechen das eher
2016-08-27 00:34 phaZ: alter
2016-08-27 00:34 phaZ: die slider sind ja garnicht kurz oder so
2016-08-27 00:35 phaZ: da macht das mit dem flow nix^^
2016-08-27 00:35 Bonsai: trotzdem nicht irrelevant, hatte schon genug pattern mit slider-leniency von denen ich dann die Rückemldung bekommen hab dass sie sich unangenehm spielen
2016-08-27 00:35 phaZ: klar kanns schon wa sausmachen
2016-08-27 00:36 phaZ: aber die motion ist ja horizontal
2016-08-27 00:36 phaZ: dass da 5 gedreht ist macht nix
2016-08-27 00:36 phaZ: und 6 sowieso nicht
2016-08-27 00:36 Bonsai: 5 is ein circle xd
2016-08-27 00:36 phaZ: weils eh wieder in die richtung geht in der er zeig
2016-08-27 00:36 phaZ: eh
2016-08-27 00:36 phaZ: ich mein 7 und 8 xD
2016-08-27 00:38 Bonsai: es is aber ein Unterschied ob du auf dem head von einem slider Richtung ändern muss oder auf der tail / body
2016-08-27 00:38 Bonsai: kannst mir nicht sagen dass es wurscht is in welche Richtung 8 geht
2016-08-27 00:39 phaZ: btw bei den 00:11:700 (6) - repeats entsschuldige ich mich mal^^
2016-08-27 00:39 Bonsai: dass bei (7) das movement tendenziell horizontal is is Zufall aber es is auch noch immer pattern-mäßig differenziert
2016-08-27 00:39 phaZ: das ist ja iwie auf 1/3 gemappt
2016-08-27 00:40 Bonsai: ?
2016-08-27 00:41 phaZ: 00:29:850 (8) - könnte auch ganz rechts vom playfield sein würde aber flow mäßig nix ändern
2016-08-27 00:41 phaZ: egal obs nach außen oder innnen zeigt
2016-08-27 00:42 phaZ: also ich spür da keinen unterschied jedenfalls^^
2016-08-27 00:42 phaZ: könntest z-sldier verwenden
2016-08-27 00:46 Bonsai: http://puu.sh/qPC3b/b2e884f8ce.jpg
2016-08-27 00:47 Bonsai: einmal musst du direkt auf (8) was machen, einmal muss du einfach nur durch (8) durchfloaten und dann etwas machen um auf (1) zu kommen
2016-08-27 00:48 phaZ: na finde ich ja eig net^^
2016-08-27 00:48 phaZ: weils fast nur horizontal ist
2016-08-27 00:48 phaZ: macht krein unterschied ob ich da ne leichte kurve nehm oder nicht
2016-08-27 00:49 Bonsai: es geht darum wann du sie nimmst
2016-08-27 00:49 phaZ: je
2016-08-27 00:49 phaZ: wenn ich gar keine nehmen muss
2016-08-27 00:49 Bonsai: http://puu.sh/qPCf5/f026acafa2.jpg
2016-08-27 00:49 phaZ: ist egal wann
2016-08-27 00:49 Bonsai: (4,5) ist nicht das selbe wie (5,1)
2016-08-27 00:50 phaZ: ja das ist leider auch net gleich
2016-08-27 00:50 phaZ: 4 müsste + 90°
2016-08-27 00:50 phaZ: 5 auch
2016-08-27 00:50 phaZ: 1 auch
2016-08-27 00:51 Bonsai: was
2016-08-27 00:51 phaZ: dann wärs der gleiche fall
2016-08-27 00:51 phaZ: auf dem billd müsstne die object schon noch gedreht sein^^
2016-08-27 00:51 Bonsai: es geht mir darum zu veranschaulichen dass zwischen Richtungswechsel-auf-head und Richtungswechsel-vor-oder-nach-head ein Unterschied is
2016-08-27 00:52 phaZ: ja aber das dcoch nicht bei jedem pattern gleich relevant mensch
2016-08-27 00:52 phaZ: häng dich auch net so dran auf ^^
2016-08-27 00:52 phaZ: ich dacht nur, hmm das könnte noch mehr hervorstechen
2016-08-27 00:52 phaZ: aber wenndu da deine logik hast okee^^
2016-08-27 00:53 Bonsai: Ich häng mich drauf auf wenn du dich drauf aufhängst es zu kritisieren lol
2016-08-27 00:53 phaZ: nicht dass es jetzt mich zu sehr überzeugt
2016-08-27 00:53 phaZ: ja ich finds halt net überzeugend
2016-08-27 00:54 Bonsai: du findest auch dass Bass-Töne Melodie sind und ich konnte dich davon auch nicht überzeugen also /shrug
2016-08-27 00:54 Bonsai: ich geh jetzt dann jedenfalls schlafen xd
2016-08-27 00:54 Bonsai: gutnacht \o
2016-08-27 00:55 phaZ: o/
2016-08-27 12:17 phaZ: heeee
2016-08-27 12:17 phaZ: lust weiter zu diskutieren:D=
2016-08-27 12:17 phaZ: ?
2016-08-27 12:17 phaZ: und modden natürlich^^
2016-08-27 12:18 Bonsai: ay wollt mich eh grad entschuldigen falls ich gestern iwie böse war, war wohl schon etwas müde von zwei Stunden mod-replies schreiben lol
2016-08-27 12:18 phaZ: na dont mind
2016-08-27 12:18 Bonsai: o3o
2016-08-27 12:18 phaZ: wenn dir thatguy0108 oder wie auch immer er jetzt heißt was sagt
2016-08-27 12:18 phaZ: da ging das IMMER so
2016-08-27 12:18 phaZ: egal bei was :D
2016-08-27 12:19 Bonsai: lol
2016-08-27 12:20 phaZ: gut
2016-08-27 12:20 phaZ: das mit dem bass
2016-08-27 12:20 phaZ: ich will dich nur überzeugen was der bass ist oke :D?
2016-08-27 12:20 phaZ: das ist das was durchgängig durchs lied geht
2016-08-27 12:20 phaZ: in allen parts
2016-08-27 12:22 phaZ: 00:03:000 - also ist das kein bass zb ^^
2016-08-27 12:22 phaZ: so nicht dass es micht störte aber ich musstes dir nunmal zeigen
2016-08-27 12:23 phaZ: ACTION is editing [https://osu.ppy.sh/b/1053760 Kola Kid - press start [Hard]]
2016-08-27 12:23 phaZ: 00:22:650 (1,2,3) - hier haste genau diesen rhythmus drin, wo du meintest der spiele sich aids als ichs vorgeschlagen hab
2016-08-27 12:23 phaZ: reconsider?
2016-08-27 12:25 phaZ: btw warum hast du da manchmal einfach so "jumps" in der diff
2016-08-27 12:25 phaZ: 00:11:850 (1) -
2016-08-27 12:25 phaZ: 00:11:400 (3) -
2016-08-27 12:25 phaZ: also warum das manchmal höhere ds
2016-08-27 12:28 phaZ: ACTION is editing [https://osu.ppy.sh/b/1055372 Kola Kid - press start [Advanced]]
2016-08-27 12:28 phaZ: 00:01:800 (2,1) - falsches ds
2016-08-27 12:30 phaZ: 00:29:550 (4,5) - würde hier n ctrl+g rhythmus nicht besser passen?
2016-08-27 12:31 Bonsai: whoops war afk, sec
2016-08-27 12:34 Bonsai: also wegen Bass: Es gibt ja permanent den Rhythmus 00:01:200 - 00:01:650 - 00:02:100 - und dann wiederholt sich das bei 00:02:400 - wieder etc, also 3/2 + 3/2 + 2/2, diese tiefen Töne sind immer dreimal derselbe Ton, also in jedem Takt der selbe Ton, und direkt 1/2 nach jedem von diesen Ton ist ein weiterer Harmonie-Ton, der auch immer einen Takt lang gleich bleibt, das is keine Melodie sondern unterstützt einfach die Harmonie und bleibt am selben Ton
2016-08-27 12:35 phaZ: aber das hast du nicht in allen parts
2016-08-27 12:35 phaZ: also in der kiai hör ichs nicht
2016-08-27 12:35 Bonsai: den Rhythmus den du mir vorgeschlagen hast wollte ich nicht in der Extra verwenden weil der gap danach dann zu groß wirkt, er wirkt wie 3/4, in der Hard find ich den passend weil da sowieso auch 1/1-gaps und -slider sind, dieser groß wirkende gap also dazu passt
2016-08-27 12:36 phaZ: aber w/e
2016-08-27 12:36 Bonsai: ich schon lol
2016-08-27 12:37 Bonsai: ich hab in der Hard ab Sekunde 10 einfach für jeden downbeat einen 'jump', nur dass die major downbeats halt vorgezogen sind wegen der Melodie
2016-08-27 12:37 Bonsai: und mit diesen jumps fang ich dort an weil ich auch dort anfang die snares zu hitsounden
2016-08-27 12:38 phaZ: 00:11:550 (4,1) - und der jump hier?
2016-08-27 12:38 Bonsai: der ctrl-g den du mir vorgeschlagen hast wirkt random, das wär das einzige mal dass ich nen downbeat auslass
2016-08-27 12:38 phaZ: müsste das net sosein wie00:10:800 (1,2) -
2016-08-27 12:39 Bonsai: 00:11:850 - ist ein vorgezogener / synkopierter downbeat in der Melodie
2016-08-27 12:39 Bonsai: ich hab keine note am downbeat
2016-08-27 12:39 Bonsai: ich hab den slider vorgezogen, also is auch der jump vorgezogen
2016-08-27 12:42 phaZ: ACTION is editing [https://osu.ppy.sh/b/1053760 Kola Kid - press start [Hard]]
2016-08-27 12:42 phaZ: 00:17:400 (3,4) - hier sieht was mit dem spacing falsch aus
2016-08-27 12:42 phaZ: das ist weder normal noch jump
2016-08-27 12:42 phaZ: weder fisch noch fleicsh
2016-08-27 12:43 Bonsai: 00:17:700 (4,1) - das is der Jump
2016-08-27 12:43 Bonsai: 00:17:400 (3,4) - is normal? O.o
2016-08-27 12:43 phaZ: gergleichs mit 00:11:850 (1,2,3,4) -
2016-08-27 12:44 phaZ: oh nvm
2016-08-27 12:44 phaZ: ich habs wider iwie kaputt gamcht
2016-08-27 12:44 Bonsai: vergleichs mal mit 00:12:600 (3,4,1) -
2016-08-27 12:44 phaZ: :D
2016-08-27 12:44 Bonsai: xd
2016-08-27 12:44 phaZ: bei mir hatten die einfach 1.29 ds
2016-08-27 12:45 phaZ: ACTION is editing [https://osu.ppy.sh/b/1055372 Kola Kid - press start [Advanced]]
2016-08-27 12:45 phaZ: das mit dem downbeat auslassen
2016-08-27 12:45 phaZ: 00:27:000 (3) -
2016-08-27 12:45 phaZ: nvm
2016-08-27 12:45 phaZ: 0ich bin dumm :D
2016-08-27 12:46 phaZ: oder eig doch
2016-08-27 12:46 phaZ: 00:22:350 (4) -
2016-08-27 12:46 phaZ: 00:29:550 (4,5) - was spircht hier also gegen nen ctrl+g
2016-08-27 12:46 phaZ: also besser gesagt war dein argument nicht valid für mich
2016-08-27 12:47 Bonsai: das is ne andre Stelle und die Advanced hat auch lauter offbeat-slider die die downbeats vernachlässigen, es sind fast alle gemappt weil ich die Hälfte davon hitsounden musste aber da eben nicht
2016-08-27 12:47 Bonsai: es is ne andre Diff lol in ner niedrigen diff mappe ich logischerweise nicht alles was ich auch in ner höherren diff mappe
2016-08-27 12:48 Bonsai: gegen einen ctrl-g spricht dass ich hier keinen Grund für einen offbeat-slider sehe weil 00:29:700 - und 00:29:850 - die starken sounds sind?
2016-08-27 12:48 Bonsai: aso du bist wieder in der Hard lol
2016-08-27 12:48 phaZ: ne
2016-08-27 12:48 phaZ: ich bin in der advanced
2016-08-27 12:48 Bonsai: ngh
2016-08-27 12:48 phaZ: trau dem panel nicht!
2016-08-27 12:48 phaZ: :D
2016-08-27 12:48 Bonsai: ich schau nicht auf dein panel, du machst nur keinen Sinn xd
2016-08-27 12:48 phaZ: ACTION is editing [https://osu.ppy.sh/b/1055372 Kola Kid - press start [Advanced]]
2016-08-27 12:49 Bonsai: 00:27:900 (2) - is on-beat
2016-08-27 12:49 Bonsai: warum sollte ich 00:29:100 (4) - auf einmal off-beat machen
2016-08-27 12:49 Bonsai: nvm ich war wieder in der Hard lool
2016-08-27 12:50 phaZ: ich schlag halt n cztrl+g im rhythmus hier vor 00:29:550 (4,5) - weil dann 00:29:850 - klickbar werden würde
2016-08-27 12:50 Bonsai: anyways, warum sollte ich?
2016-08-27 12:50 Bonsai: ja und dafür 00:29:700 - nicht
2016-08-27 12:50 phaZ: wait
2016-08-27 12:50 Bonsai: die sounds sind auf beiden gleich stark, nur is einer ein white tick und einer ein red tick xd
2016-08-27 12:50 phaZ: iwas ist mit dem time sptamp verkehrt
2016-08-27 12:52 phaZ: ja aber sonst haste halt nicht ne so starke note auf nem redtick
2016-08-27 12:52 phaZ: übergehst du das einfach oder wie?
2016-08-27 12:53 phaZ: also nat auf den snycopen auch auf nem red tick
2016-08-27 12:53 phaZ: aber ich meine halt zwei starke hintereinander so das einer auf nem red tick ist
2016-08-27 12:53 phaZ: so fühlt man gar nicht dass da beide stark sind
2016-08-27 12:54 phaZ: also die stelle halt mehr intense ist
2016-08-27 12:54 phaZ: 00:29:850 - auf dem könnte genauso gut auch keine starke note sein und du würdest es halt genauso mappen
2016-08-27 12:54 phaZ: das meine ich
2016-08-27 12:55 Bonsai: und wenn ich es ctrl-g'e is 00:29:550 (4) - ein off-beat-slider bei dem man genausowenig merkt dass auf der Tail ein starker sound is
2016-08-27 12:56 Bonsai: der Unterschied is null, nur dass ich dann einen white tick statt einen red tick vernachlässigen würde
2016-08-27 12:56 Bonsai: und 00:29:550 (4) - mehr emphasizen würde obwohl ich ihn nicht emphasizen will
2016-08-27 12:56 Bonsai: also 00:29:550 -
2016-08-27 12:57 phaZ: gut okay
2016-08-27 12:57 phaZ: fänds halt nice wenns sich dense spielen würde kurz bevor 00:30:000 -
2016-08-27 12:57 phaZ: aber habs kapiert
2016-08-27 12:58 phaZ: ACTION is editing [https://osu.ppy.sh/b/1055372 Kola Kid - press start [Advanced]]
2016-08-27 12:58 phaZ: 00:01:800 (2,1) - hier das spacing korrigiert?^^
2016-08-27 13:01 Bonsai: ne aber 00:01:200 (1) - musste zwei weiter nach links, damit die mittig sind quasi
2016-08-27 18:22 Bonsai: btw feel free den irc-log im thread zu posten :^D^D
2016-08-27 18:22 phaZ: ich hab noch lust mit vipto zu irc'en
2016-08-27 18:22 phaZ: also iwann so^^
2016-08-27 18:22 Bonsai: aso passt :D
2016-08-27 18:36 phaZ: ach ja
2016-08-27 18:36 phaZ: eine sache
2016-08-27 18:36 phaZ: ACTION is editing [https://osu.ppy.sh/b/1055372 Kola Kid - press start [Advanced]]
2016-08-27 18:37 phaZ: 00:01:200 (1,2,1) - sicher dass die nict 1.05 gespaced sein sollen?
2016-08-27 18:37 phaZ: alle anderen schrägen übergänge haben 1.05
2016-08-27 18:41 Bonsai: najo das is einfach ein andres pattern, so sind die jetzt alle mitting, also Tail von der ersten (1) und Head der zweiten (1) sind zwischen Head und Tail fon (2)
2016-08-27 18:41 phaZ: fon (2)
2016-08-27 18:41 phaZ: xDDD
2016-08-27 18:41 Bonsai: x d
2016-08-27 18:42 phaZ: ah ok
2016-08-27 18:43 phaZ: und vertikal verschieben ist keine option nehme ich mal an
2016-08-27 18:43 phaZ: nehhhh
2016-08-27 18:43 Bonsai: o doch lol
2016-08-27 18:43 phaZ: neh das sieht eklig aus
2016-08-27 18:43 phaZ: verglichen mit dem rest
2016-08-27 18:44 Bonsai: tru dacht ich mir auch grad lol
2016-08-27 18:44 phaZ: ich würde eher vorschlagen alle anderen von 1.05 auf 0.95 zu reduzieren
2016-08-27 18:44 phaZ: warum machste das bei den andere net so^^?
2016-08-27 18:44 phaZ: dieses mittig sein
2016-08-27 18:44 Bonsai: ich machs grad lol
2016-08-27 18:45 phaZ: und wieder ein grad perfekter
2016-08-27 18:45 phaZ: ;D
2016-08-27 18:45 Bonsai: :^D

also thanks for the feedback @sahuang :D
pkhg
what the fuck

[General]
still unused bg lo
hard and light insane have the same cs im dissapointed
your hitsounding isnt consistent on every diff im triggered

[Easy]fun

[Normal]
  1. u didnt used the drum hitclap on the section after the kiai
  2. 00:35:550 (3) - missing drum whistle
  3. 00:39:600 (1) - remove whistle cuz consistencyy
[Advanced]

  • the fuck this diff is way more dense than normal like what is spread but im smart enough to trust in u
  1. 00:10:500 (1) - i dont think u really need that nc but who cares
  2. 00:16:950 (2,3) - 2 kinda wants to cover 3's reverse arrow pls avoid
  3. 00:20:100 (1) - i care
[Hard]
  1. 00:09:150 - ignoring this triggers me
  2. 00:21:150 (4) - this being curved also triggers me
  3. 00:27:450 (7) - same
[Zectro's Insane]
  1. 00:07:800 (4,5,6) - i dont really see a reason to space them that much
  2. cant play nor read the kiai gl
ur extra is cool pls teach me how to play
Topic Starter
Bonsai

pkhg wrote:

what the fuck I can relate

[General]
still unused bg lo what the fuck
hard and light insane have the same cs im dissapointed #FirstWorldGridSnappingProblems (bc lowering it would make everything touch awkwardly, I can raise it in the LI if you insist :^) )
your hitsounding isnt consistent on every diff im triggered The german Word of the Year 2014 was "situationselastisch", that's what this is 8^)

[Easy]fun yeeha fml I got confused for a second there lol g

[Normal]
  1. u didnt used the drum hitclap on the section after the kiai there was an actually reason for that but I'm not gonna explain it bc I changed it for now (subject to own approval)
  2. 00:35:550 (3) - missing drum whistle o (fun fact: it was missing at 00:06:750 (3) too)
  3. 00:39:600 (1) - remove whistle cuz consistencyy oh yes
[Advanced]

  • the fuck this diff is way more dense than normal like what is spread but im smart enough to trust in u spread doesn't have to be in tiny stepts, just linear, and if you compare this progression with Hard and Light Insane you'll see that this is linear af (even the SR agrees which makes me kinda horny)
  1. 00:10:500 (1) - i dont think u really need that nc but who cares hm..
  2. 00:16:950 (2,3) - 2 kinda wants to cover 3's reverse arrow pls avoid it's still like 3/4 visible, and that rhythmic pattern has been introduced before too, so I don't think that's gonna mess up anyone
  3. 00:20:100 (1) - i care Oh!! okay, removed them and did the colorhaxing like in Normal, I'm just not sure whether I should make 00:39:600 (1) silver or not, did it for now actually I added the silver color to all diffs now just to make the last circle like that bc that's actually pretty nice
[Hard]
  1. 00:09:150 - ignoring this triggers me except for one filler-slidertail I solely mapped melody in the intro and never mapped that sound except when the melody landed on it, see 00:01:950 - 00:02:700 - 00:03:150 - 00:03:900 - 00:05:550 - 00:09:900 - 00:10:350 for more left out notes of that layer
  2. 00:21:150 (4) - this being curved also triggers me you're getting triggered by the wrong things, (4,5) being one pixel off on the x-axis should've triggered you!
  3. 00:27:450 (7) - same Oh btw I made 00:24:750 (5) a curve too, just for you, and also 00:25:500 (3) wiggly, bc representing sounds in slidershapes is a cool thing
ur extra is cool pls teach me how to play
>assuming I can play it
thanks a bunch dude <3 (now go map Echobo)

to my beloved GDers: I did some new colorhaxing so make sure to re-dl; also @Zectro would you mind doing this at 00:39:000 (4,5,1) -? bc I made that last circle silver everywhere, and luckily, that circle is in the top half or middle of the BG in all other diffs, yours is the only one where it might be hard to see bc it blends with the white, so moving it up in order to make some part of the approach circle be in the blue part would be cool, if you don't wanna do that just change the color back to gold I suppose ^^
pkhg
Zectro
Maakkeli

Maakkeli wrote:

hei!!!!! Hey. Long time no speak! :D

zctr
  1. 00:04:500 (4,5) - tbh this would work a lot better as a 1/2 slider cause the sound on that red tick is like really minor compared to 00:04:350 (3,4) - these two
  2. 00:11:100 (3,4) - I really like how you silenced these kicksliderends
  3. 00:30:000 (1,2,3,4,5,6) - lmao consistency pls 00:01:200 (1,2,3) - I don't get why this would have to be exactly the same rythm, specially since 00:30:000 (1,2,3,4,5,6) - is right after kiai and having those long sliders again wouldn't fit as well imo.
  4. 00:34:500 (4) - this also was just a circle back at the intro Same thing as above, I don't think it's that important
  5. 00:39:600 (1) - cmoon space this mooore lol
  6. i really enjoyed this one good job m8! Thanks, it means a lot <3
¯\_(ツ)_/¯
good mod
Ty!

pkhg

pkhg wrote:

what the fuck
[Zectro's Insane]
  1. 00:07:800 (4,5,6) - i dont really see a reason to space them that much It's so the pattern looks clean and is easy to read. Will keep it as is for now
  2. cant play nor read the kiai gl ty! :)
Thanks pkhg!

Bonsai

Bonsai wrote:

@Zectro would you mind doing this at 00:39:000 (4,5,1) -? bc I made that last circle silver everywhere, and luckily, that circle is in the top half or middle of the BG in all other diffs, yours is the only one where it might be hard to see bc it blends with the white, so moving it up in order to make some part of the approach circle be in the blue part would be cool, if you don't wanna do that just change the color back to gold I suppose ^^ Should be done :)

Zectro's Insane
osu file format v14

[General]
AudioFilename: Kola Kid-press start.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1200,10800
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 0.9999999

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Bonsai
Version:Zectro's Insane
Source:
Tags:viptwo Zectro Chiptune Bitpop Electro 8-bit 8bit videogame chipmusic
BeatmapID:1043344
BeatmapSetID:489383

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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10800,-80,4,3,1,45,0,0
20400,-66.6666666666667,4,1,1,50,0,1
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vipto

Maakkeli wrote:

viptwo
  1. considering the song and your style I would raise the ar by like 0.1 or 0.2 okay
  2. 00:05:400 (5) - adding an nc here would make this pattern so much more clean k
  3. 00:13:500 (2,3) - this type of blankets always look odd to my eye cause of this. Just a straight kickslider would look better imo it's staying
  4. 00:36:300 (2,3,4,5) - flow pls. Linear flow is like the hardest thing ever to play at these BPMs ^
  5. aside the thing that i don't really like your visuals there is nothing fundamentally wrong with this
Vivyanne
osu! needs more ranked songs that are <1min!

gogo Bonsai, this map's a damn lot of fun!

few notes btw on the extra diff, i expect no kd as i succ cc

00:07:650 (2,3) - mind ctrl+g'ing these? it would fit the emphasis a bit more, and 00:07:800 (3,4,5) - will then also get a cool reduction which should fit the song a bit better
00:19:350 (2) - ctrl+g actually plays a lot better imo, or ctrl+g 00:19:200 (1) - . it makes the section feel more natural overall, and will create a better understandable zig-zag pattern, making the connection between 00:19:350 (2,3) - more fun
00:24:000 (1,2,3) - i generally don't agree with the spacing on this triple, eventhough it fits the pattern nicely the triple imo looks really inconsistent with the spacing of the other 1/4 sections in the map. also the pitch is rather low in this section so having the most intense 1/4 section in a lower pitch section seems kinda unlogical to me
00:36:450 (2,3) - same as before :^>
00:39:600 (1) - would be cool to have this stacked with 00:39:000 (4) - 's head to have the more fun emphasis. if you're really going for the pitch a stack with 00:38:850 (3) - would be better to have the linear flow going nicely here

go get this ranked already zz
Topic Starter
Bonsai

HighTec wrote:

osu! needs more ranked songs that are <1min!

gogo Bonsai, this map's a damn lot of fun!

few notes btw on the extra diff, i expect no kd as i succ cc every mod that is more than blankets and NCs deserves kds imo ^^ (also now it'll finally have 12SP when the BN-mod comes in lel)

00:07:650 (2,3) - mind ctrl+g'ing these? it would fit the emphasis a bit more, and 00:07:800 (3,4,5) - will then also get a cool reduction which should fit the song a bit better Nah, that would look extremely weird visually, and I am 100% satisfied with how it plays rn ^^
00:19:350 (2) - ctrl+g actually plays a lot better imo, or ctrl+g 00:19:200 (1) - . it makes the section feel more natural overall, and will create a better understandable zig-zag pattern, making the connection between 00:19:350 (2,3) - more fun eh, I always made those go in the same direction as they represent the same sound, ctrl-g'ing one of them would destroy that and I don't think it has that much impact on gameplay anyways
00:24:000 (1,2,3) - i generally don't agree with the spacing on this triple, eventhough it fits the pattern nicely the triple imo looks really inconsistent with the spacing of the other 1/4 sections in the map. also the pitch is rather low in this section so having the most intense 1/4 section in a lower pitch section seems kinda unlogical to me listen to it without hitsounds, in the song itself this is a very unique 1/4-sound that seems more intense than all the other regular 1/4s to me, it being special is exactly what I wanted ^^
00:36:450 (2,3) - same as before :^> Here it wouldn't destroy aesthetics but it would take away the specialness of this pattern, rn it is a rather continuous chain of objects, representing the consectuive melody-notes in small tone-intervals, making it all sharp angles would take that feeling away
00:39:600 (1) - would be cool to have this stacked with 00:39:000 (4) - 's head to have the more fun emphasis. if you're really going for the pitch a stack with 00:38:850 (3) - would be better to have the linear flow going nicely here Nah I'm not going for pitch, and I don't want it to be particularly emphasized either - This note seems 'naked' to me in the song bc you'd expect some special beat to be there again like on similar beats in the song, but there is nothing except the bass, surprisingly ending the song - I'm really bad at putting this into words but maybe you got the idea behind it; Also, since the end has very much horizonta symmetry I wanted to end it in the horizontal centre, and also it being that high has the advantage of the grey approach-circle being fully visible ^^
go get this ranked already zz waiting for a BN rn :^)^)
thanks for the effort and feedback ^^
Spaghetti
added stuffs to tags
Stjpa
colorhax has been fixed on normal diff
Topic Starter
Bonsai
Vivyanne
\o/\o/

congrats!!!
JBHyperion
DQ upon mapper's request.
Topic Starter
Bonsai
Removed the last reverse of 00:23:700 (7) in Extra bc that made it almost unplayable and also inconsistent with 00:25:650 (5) xd
updated ᕕ( ᐛ )ᕗ
Stjpa
god bless HighTec
Spaghetti
MoodyRPG
Why I didn't notice this? :(

Congrats !
Eclipse-
you and the BNs are real time travelers. You because you create like in 2008 when no one could create... and BNs because they nominate maps like in 2008 when there were no good maps so they approved every map with good timing...




Am I getting hate yet? For living in 2016?
Topic Starter
Bonsai
tell me what's bad about the map except for you appearently not liking the aesthetics and I'll gladly dicuss it with you

also you have no clue about how 2008 actually was lol
bahamete
Very simple and lovely map, one of my favourites of 2016.
Reminds me of the good old days on osu! :D

Hope to see more like this.
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