farming my kd (increasing sp count)
EDIT: have some things for vipto ready but i prefer lazy irc style
EDIT: have some things for vipto ready but i prefer lazy irc style
not without your log, tze tze tze :^)phaZ wrote:
farming my kd
thanks a bunch dude <3 (now go map Echobo)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]funyeehafml I got confused for a second there lol g
[Normal][Advanced]
- 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)
- 00:35:550 (3) - missing drum whistle o (fun fact: it was missing at 00:06:750 (3) too)
- 00:39:600 (1) - remove whistle cuz consistencyy oh yes
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)[Hard]
- 00:10:500 (1) - i dont think u really need that nc but who cares hm..
- 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
- 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 nowactually I added the silver color to all diffs now just to make the last circle like that bc that's actually pretty niceur extra is cool pls teach me how to play
- 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
- 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!
- 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
>assuming I can play it
Ty!Maakkeli wrote:
hei!!!!! Hey. Long time no speak!
zctr¯\_(ツ)_/¯
- 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
- 00:11:100 (3,4) - I really like how you silenced these kicksliderends
- 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.
- 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
- 00:39:600 (1) - cmoon space this mooore lol
- i really enjoyed this one good job m8! Thanks, it means a lot <3
good mod
Thanks pkhg!pkhg wrote:
what the fuck
[Zectro's Insane]
- 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
- cant play nor read the kiai gl ty!
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
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
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Combo3 : 83,83,255
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Maakkeli wrote:
viptwo
- considering the song and your style I would raise the ar by like 0.1 or 0.2 okay
- 00:05:400 (5) - adding an nc here would make this pattern so much more clean k
- 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
- 00:36:300 (2,3,4,5) - flow pls. Linear flow is like the hardest thing ever to play at these BPMs ^
- aside the thing that i don't really like your visuals there is nothing fundamentally wrong with this
thanks for the effort and feedback ^^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 :^)^)