Next BN exam?
Anklebreaking is when you move in a way that the player is unprepared for. It's an unexpected movement that occurs when the player is expecting something else entirely. Instinctively players will go in the direction of the ball, but anklebreaking occurs when a player is committing to another direction. Done well, this causes the player to fall since they suddenly have to extend say leftward to keep check even though their body is leaning rightward expecting a rightward movement.Forlornly wrote:
kuroko is awesome
what does "anklebreak" mean?
Sotarks wrote:
thanks mr monstrata
Thanks for the mod!!kunka wrote:
Hi
From your Q.General
- Add tags: "opening" Sure!
- BG: Size is not fixed. Please revise it. I will try, but they are all below 1366x768 so they should be fine.
- Offset: (Personal opinion) In the case of me, I move 00:00:637 - to 00:00:937 - . and I delete the 00:04:237 - . This is because it can keep 4beats by carrying it out. There is a 5/4 time signature here though.
Murasakibara's Extra
- 00:22:087 (7,8,9) - You pick up a guitar sound in 00:21:337 (1,2,3,4) - . So, 3notes has a sense of incongruity here. I recommend that I switch to 1/1 slider to match a guitar sound in the same way. I want to map the vocals too.
- 00:56:887 (4) - I recommend 2circle. 00:56:737 (3) - and the pronunciation of the 00:56:887 (4) - are the same and think that 3 circles are suitable most. Hmm sure!
- 01:14:587 (3,4) - Because the 01:14:737 - is a strong snare sound, I recommend ctrl+G True. Fixed this another way to keep the flow..
Kuroko's Extra
- 00:00:637 (1,2,3,4,1,2,3,1,2,1,2,1,2) - wwww
- 00:04:237 (1,2,3) - I recommend that I shift in the same way as 00:01:237 (4,1,2,3,1,2,1,2,1,2) - a little. I want the full overlap. It makes it so the player can't be completely sure if the slider is 1/2 or 1/1 (but they are all 1/2 so its not tricky). http://puu.sh/r53xd.jpg
- 00:12:937 (1,2) - 00:14:737 (3,4) - ^
- 00:22:087 (7,8,9) - It's the same as Murasakibara's Extra. Also keeping, same reason.
- 00:41:737 (1,2) - I can't recommend the placement that the end-point of the slider is hard to judge personally. Altered it a bit
- 00:42:937 (1,2) - ^ ^
- 01:02:737 (1) - ^ Furthermore, there is it until a change of the SV...Because it is difficult to play very much, I recommend move. This is fine.
- 01:26:137 (1,2) - ^ Same, it's hard to read yes, but once you know how it plays, its rather intuitive.
This diff is constructed by hard overlap and low AR. It is map which it is hard to playing by synergy very much. I recommend a change to the placement that a slider end-point can judge as much as possible.Akashi's Extra
- 00:34:987 (3,4,5,6) - I don't understand a reason using the different distance. I think that this becomes the factor of the confusion. This is for beat-pairing structures.
It's too original map.
Because it is snapping which I can't judge, I cannot suggest it. sorry.Insane
- 00:01:837 (1) - Why is it a reverse slider? And it is an unnatural blank 00:02:287 (2) - . I think that 1/2 slider is enough. 1/2 repeat is fine...
- 00:03:037 (1) - ^ ^
- 00:05:287 - I don't feel the need of the blank. I recommend the addition of the circle. Theres nothing on the red tick though.
- 00:12:187 - 00:16:387 - ^ ^... Using 1/1 gaps is a good thing.
- 00:48:637 (4) - I recommend a circle in the same way as 00:43:837 (3) - Good point. Fixed.
- 01:18:337 (4,5) - I recommend 1/2 slider. It matches it as 01:18:637 (6) - and a pair of the vocal follow. In addition, I think that I can break off congested area of objects of the 01:17:737 (1,2,3,4,5,6) - Circles are there for drums since drums are every 1/2 beat there.
Hard
- 00:21:337 (1,1) - stack miss? Fixed
- 01:12:937 (1) - Would you widen little a bit distance? like this 01:11:737 (1) - I think this is fine... The spacing is all the same anyways.
- 01:15:337 (1) - I don't feel need of stack. Would you move it? I think the stack plays well.
Normal
- 00:21:937 (4,5) - Rhythm is artificiality. Because the 00:22:087 - is a strong sound, it is good for the start of the slider. Same reason as earlier. Vocal + drum here.http://puu.sh/r55UI.jpg
- 00:59:137 (2,4) - The 00:58:537 (1,3) - is a main vocal. and The 00:59:137 (2,4) - is a chorus. So, I recommend different rhythm. Would you change to 1/2 reverse slider? It can pick up a snare sound of 00:59:287 - and the 01:00:487 -I want to keep symmetry here. http://puu.sh/r564O.jpg
Easy I can't suggest the diff of the high degree of very difficulty. sorry and gl
- 00:00:637 (1,2,3,4,1,2) - The rhythm is strange. I recommend a shift of 1/2s. http://puu.sh/r56it.jpg This links the suggestion of the offset of the General. Ehh... idk. I think rhy thm is perfectly fine here...
- 00:29:737 (1) - out-of-the-box ww Yes
Thanks for the mod!!Kalibe wrote:
lets do this lol
General*
- some bgs have wrong resolution, you should check it and make 1366x768 like in other diffs. As long as they are below 1366 x 768 its fine.
- hmm you have in tags basuke, the basketball and kuroko no . You should probably also add basket imo. Yea.
- dunno if i'm right, but i checked some webs of cd for this song and i didn't see any (TV Size) thing in title, so maybe add it in tags? It's on the OST.
[Easy]
- 00:29:737 (1) - Not really a fan of using many repeaters in a row in Easy diffs though.. like u could just remove two repeaters and start next 3/2 slider here 00:31:087 - :c I love this xD.
- 01:13:687 (2,3) - Overall i have no problem with this pattern, but it could be flows better i guess. Maybe give a chance to this example? I like mine better. Tbh with 1/1 gaps like this, flow becomes more of a visual thing than a playability thing.https://osu.ppy.sh/ss/6053046
- 01:22:537 (1,2,3,4,1,2,3) - triggered! Made it perfectly symmetrical.http://puu.sh/r5tc0/39edb0b4b5.jpg
[Normal]
- wow i don't really like rhythm at start tbh xd.. soo
* 00:00:637 (1,2) - > 00:01:837 (3,4) - sounds literally the same, so i guess using two 1/2 sliders or 1 + 1/2 with repeater will be good option, for that one i prefer using second option 1 + 1/2 repeater feels better. I don;t want to use 1/2 sliders yet. And i think the rhythm is really intuitive already....
* 00:03:037 (1) - repeater is pretty loud and would be really cool to hit that one too, so 00:03:037 (1) - removing this and adding 00:03:037 - circle and next 1/2 slider? It's not any louder imo...
- 00:05:137 (4,5) - 00:20:737 (2,3) - check spacings xd Fixed.
- 00:16:837 (4,5) - Well.. i see here u changed rhythm consistency, but u didn't want to have it consistent in the whole part? i would just ctrl g this, but it's up to you. I want to highlight the guitar here.
- 01:16:087 (2,3) - you sure u don't want to blanket those? I don't really like wave slider blankets xP.https://osu.ppy.sh/ss/6053168
- 01:21:337 (1) - no NC no NC no NC, u NC'ed every second downbeat -> second downbeat is here 01:22:537 (1) - xd Emphatic reasons.
[Hard]
- 00:19:687 (5) - Why u don't extend slider to 1/1 to fit with guitar sound, like u did here 00:22:087 (4) - ? This was mainly to give some room for me to transition to a different area on the map. 1/2 fits here, as does 1/1, so I took the opportunity to transition to the left side of the screen.
- 00:34:237 (4) - Minor, but how about rearraging slider by using Ctrl J + Ctrl G -> https://osu.ppy.sh/ss/6053255 then flow from 00:34:237 (4,1) - will be convenient w It's pretty cool, but I prefer the angle on mine better. It's a bit sharper.
- 00:41:437 (5,2) - stackkk Fixed
- 01:02:737 (1) - I don't really think that NC is really nessesary, even if it changes SV, you did NC before 01:02:137 (1) - at the same place, so i think that one should be enough >< Keeping it because the guitar sound is still really different from the notes before, and after.
- 01:23:737 (1,2,3) - maybe instead of three 1/2 stack, try to move (1) on 148/46 cause vocal starts here 01:23:887 (2) - and having separated vocals / drums sounds emphasis is neat :3 Oh, good idea.
[Insane]
* od 8 in 4.28 diff is :S // I would just reduce it to 7.5 =w=
- 01:12:937 (1,3) - reep stack again Fixed
- 01:26:737 (3) - maybe add nc cause snaps changing, you did it in Hard so try here too? Hmm... I think people playing on this level can differentiate between 1/3 and 1/2. I mainly did that on Hard for a visual cue. I'll fix on Insane too since it's a lower diff. But i'm going to keep on higher diffs even if it looks inconsistent.
- well good diff lol
[Akashi]
- uhh this will be hard to mod, feel free to deny all suggestions lol -> ok let's NC modding
- hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou. Well, the idea is that the map should be as unforgiving as possible since Akashi is kind of this "perfect" guy who has to win and be the best at everything so losing is not an option. Basically I'm forcing players to keep their combo and not to break if they want to pass.
- 00:18:037 (3,4) - polarity sucks here so much zzz... how about nc (4) to avoid mass confusion?It's just a kickslider. It should feel like a 1/1 gap. I just wanted an anti-jump here.Silencing the ends though.
- 00:21:937 (5) - same thing about ncing this to keep 1 - 2 - 3 - 4 circle pattern. Ahhh my bad, fixed.
- 00:31:087 (7) - NC for downbeat. Fixed, but did a different NC rhythm (3/2 instead)
- 00:34:837 (2,3,4,5,6,7) - what's going on with the spacing? which one got emphasis and which not, this is really weird actually xd This one's not so much spacing as beat-pairing. Also it plays pretty well since the anti-jumps are in the same direction as the pairs, so you get this snappy feeling from having to play this really wide and short angled jump.
- 00:38:437 (2) - I personally prefer to ctrl H slider. Because i see alternation between sliders 00:37:387 (3,7) - 00:37:687 (5,1) - with exactly the same direction, so that one should be ctrl h'ed to keep commutativity. Normally i'd agree. I think the parallels are slightly more difficult to follow since they give a poorer angle for 3>4 (everything is going left > right instead of lr / rl/ lr which gives players more breathing room through movement and angle changes).
- 00:45:487 (2,3) - can't really understand why you decide to map 1/4 when there aren't any sounds on blue ticks lol. Normal 1/2 snap is fine too ;w; It's really to set up the 3rd slider being much slower. Also these just function as kicksliders so you'd just click.I silenced the slider-ends though.
[Kuroko]
- from personal suggestions 00:15:787 (3) - i would stack this not on head, but on tail of 00:15:937 (4) - plays funnier and it's still kinda misdirection I want the flow to be going left/right even though the sliders are pointing downward and whatnot.
- 00:19:387 (3,4) - why spacing so low here, even if specially that's not ok ;w; // give it a try and move 00:19:537 (4) - on 407/113 ? It plays really well imo. The spacing is low to make it unseeming that the next note should be there, but once you've played it, it's pretty intuitive since it puts pressure onto 00:19:687 (5) - through the jump/anti-jump distinction.
- 00:30:637 (1) - why is this nc'ed when this 00:30:187 (3) - isn't? :S Wops. Removed all NC's since NC"ing isn't necessary here.
[Murasakibara]
- 00:28:237 (4) - super cool if you make parallel to 00:28:537 (1) - and on the occasion do blanket with 00:28:987 (2) - I think parallel would hurt the flow though.https://osu.ppy.sh/ss/6053851
- 01:02:737 (1,1) - reep stack v2 Fixed
- 01:26:437 (3,3) - can you avoid overlap, it kinda bugs me a little :v Tried. I think the flow just works really well so let me keep lol.
- probably my fav one lol
[Aomine]
- 00:10:087 (6) - 00:19:687 (6) - well.. i'd nc that cuz many reasons like sv changing, long route and etc. Sure.
- 00:17:737 (1) - how about ctrl g, flow feels better from 00:17:437 (6) - if you try it! Cool.
- 00:25:237 (2,3,4,5,6) - ??? dunno what are you trying to map, but rhythm here sounds like before 00:24:037 (2,3,4) - so i'm confused now : S Going for the guitar 1/2 emphasis .
- 00:30:187 (3,5,7) - NC for SV changing? !!!! Nah, not necessary here. it's obvious that they are the same rhythm. Usually you NC SV changes if the player won't be prepared for the different length, but here its obvious.
- 01:03:337 (1,3) - stack v3 Fixed.
- 01:19:387 (3,4) - not a fan how's flow going here, i would do something like this: https://osu.ppy.sh/ss/6054022 I prefer mine. I like the flow here actually xD. Replace them with circles and you will see I think.
- 01:20:137 (1) -> 01:22:462 (2) - sik
- also higher ar will be great for high-speed mapzzzz 9.3 ~ 9.5 -> awesome! // ofc if it's specially then ok. Very true. Fixed.
[Kise]
- 00:13:237 (3) - idk i'll just move up that circle a bit to give the image of symmetry structure. I think its up sufficiently. I also want a triangle sturcture here.
- 00:36:787 (6,6) - i got triggered when i saw this aka reep stack v4 xd Fixed.
- 01:02:737 (4) - NC? Yes.
- 01:26:737 (3) - ^ due to snapping changes? Here, sure. Not for snapping changes, but because it looks nicer xD.
[Midorima]
- small cs, my eternal enemy
- 00:13:687 (5,6) - hmm.. everywhere u used constant 0.9 ds in all types of jumps, but here u decide to make 1.5... can you make it consistent or is it specially? : S It's for structure,...
- 00:28:537 (4) - forgot to NC that one. Fixed.
- 00:30:637 (3) - also if you nc this, it will makes more sense to get 1 - 2 // 1 - 2 sliders -> 1 - 2 circles. I want to keep this as is. Looks nicer.
- 01:27:337 (1) - please use only circle here, cause now slider end don't fit pretty well with song, even if you silenced it thou.. Fixed by making them all circles. I didnt like the kicksliders anyways.
[Kagami]
- 00:42:787 (6) - i personally really want to stack this on 00:42:637 (5) - due to vocal emphasis. I really dislike 1/2 stacks xP.
- except that i didn't find something that it needs to be mention.
that's all from me, hope i helped with something and good lukk !
Thanks for the mod!![XV] wrote:
Kagami's Extra
- Fix HP Yea
- 00:04:987 (5) - Drum whistle not needed, as drums itself start from 00:05:737 - onwards and besides a guitar riff, there is no drum noise backing the drum whistle Changed to drum-hitnormal. I think there's still a sound, but its realy feint.
- Increase hs volume to 75% here 00:46:087 (5) - 65%
- I don't like this 01:21:337 (1,2,3,1,2) - Because the 1/2 drum pattern ends here 01:21:487 (2) - yet 01:21:637 (3) - that is not part of the same pattern (sound wise), is mapped in accordance with the drum pattern before instead of the vocals from here 01:21:937 (1,2) - It's there for the vocals. I made the spacing lower and the angle much wider to show the difference.
Thanks for the mod!!!Lami wrote:
M4M
- Easy
nowdays, we need new creative chellenge.
- 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2 I think making 01:05:287 - clickable is a better rhythm choice.
it more fit on music maybe.
Normal- 01:07:837 (5) - 1/2 slider? for express drum I think it might be too inconsistent with the rest of the rhythm... Players won't expect it but hmm let me rthink about this more
Hard- 00:19:687 (5) - ctrl+G? more fluid flow with (3) I want the jump for emphasis onto 5 and the cymbal.
Insane- 00:24:637 (3) - 1/2 slider? beat is still continue.. I want to give a 1/1 gap here so I can transition to another section of the screen.
- 01:02:137 (1) - slow sv...? Slow SV is on 01:02:737 (1) -
Akashi's Extra- 01:12:337 (1) - remove NC? little NC spam. It's to show distinction between the 1/4 repeats and 1/4 stream.
- 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff. Yes! But I think it's still playable since the 1/3's are actually pretty close together.
Kuroko's Extra- 00:35:437 (1) - remove NC? Okay.
- 00:41:737 (1,2) - it's little unreadable in first play. Yea, It's really hard to read on first play, but I think with a reading map like this, not everything should be sightreadable anyways xD. If you can read everything on first play then I think the reading map wasn't successful enough in confusing the player (or the player is just too good xD).
player can get "this is slider" from only music.
maybe, just read it one circle at first time.- 01:02:137 (8) - NC? you prefer NC in here, as from other diffs Here I want to keep for symmetry
Murasakibara's Extra- 00:08:137 (1,2,3,4) - consider to reduce jump Good point. Fixed.
because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.- 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here. Made the jumps bigger.
because it may be warm-up for kiai-time.
since it have enough big cs, player can enjoy in here, if use some circle jump.
Aomine's Extra- 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap.. i think 1/2 is fine, since those 1/4 sliders play like kicksliders so the rhythm is still 1/2.
- 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg Fixed, Did something different.
- 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg I think it makes too big of a spacing change between these 4 circles. I want to keep spacing more similar/
- 01:03:637 (2,3) - little independent feeling with others. Same as earlier, I think its fine since this is largely 1/4 kickslider usage.
other partten almost linked 1/4 gap.
but not here, despite of we saw kiai-firework lately.
Kise's Extra- 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center. Yea I agree. Fixed.
Midorima's Extra- AR10? player can feel so hard acc in low AR. Increased AR a bit, but I want AR 10 to be for Akashi's diff.
- 00:21:337 (1) - move to left a little, I think the DS is fine.
kinda seem like too much DS in here, even if they have bulid down distance.- 01:27:337 (1) - hmm.. just one circle? Okay!
Kagami's Extra- 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png Wops, fixed.
- 00:17:887 (2) - about x236 y134? oh, thats pretty cool actually. Placed it in a similar coordinate.
- more natural flow and can express emphasis on (3)
- 00:22:087 (7) - consider to NC?? I think its fine to keep it like this.
better for visual (divide partten), emphasis finish..- 00:39:937 (5) - NC?? I think its better to keep it as is, since the pattern is really dependent on their positions, and its a symmetrical jump pattern..
- 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion Yea, I agree. Remapped the last jump section.
consider to use horizontal placement, instead of current.
because this section already enough to have vertical jump.