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c'est vraiment pd ça
Just a reminder for you to stay on topic and avoid nonsense/spam.

We'll be here if you change your mind and need any help.

Shmiklak wrote:

I'm really tired from all these stupid discussions, so I want to give up.
well, sorry for trying to help =w="
Also, I checked only the 4 highest diffs so as far as I can tell it's not "your" fault, or at least not only yours.

If you need my help give me a call...
Guest mappers forced me to back :V We are here again haha
I'm glad.
1.30x multiplier on Easy doesn't affect difficulty that much imo. The base SV is really low for typical Easies of this bpm (0.60x) and the lower the base SV, the less a multiplier actually affects total slider speed. (0.60x SV x 1.3 = 0.78 = increase in 0.18 SV // compare it to say // 1.8x SV x 1.3 = 2.34 = 0.54 increase in SV).

You can say that as a whole, the map becomes "harder" because the SV (and DS) end up increasing, but the increase in difficulty is already warranted due to the presence of a kiai.

As for the SV change being difficult for new players, I don't think anyone has any basis to say that unless they've asked new players for their opinions. Modding experience will only tell you what is acceptable, and what most Easy's will follow. What is to say new players won't enjoy increased SV's? And is there a reason we shouldn't try to be innovative on lower difficulties anyways? Anyways, that, and SV changes on Easy are perfectly acceptable as long as they apply to an entire section of a song.

Just my opinion on SV changes on Easy. It's an easy fix though I mean, come on, it's an Easy lol. If the community can't agree on keeping the SV's, changing it to appease people isn't hard either. Remember, it's your map and you can do whatever you want with it. But it's also a BN's bubble, and they can do whatever they want with it.
It is fixed already :V
I prefer to think of SV changes in relation with the actual difficulty. Hence, for the target skill range of Easy diff a x1.3 is just as much of a challenge as such in an Insane+ difficulties for skilled players.

Add the BPM which makes even lov SV changes feel pretty tense and you can see where the concerns are coming from. Besides, both Normals lack that very SV change.

It ssure is up to the mapper but as a member of this community I have all the rights to ask "why?" and suggest things that would improve the consistency/playability of the set. It could work, but in my opinion it doesn't.

Sorry if I come harsh in any way, my only intention is to make sure we get a reasonable solution.

Edit: whoa, guess we'll take the discussion somewhere else or completely end it.
Heeey! It's fixed! Please stop!!
I am content with the changes being made to E/N/Adv part of the set. Leaving the rest up to MrSergio and guest mappers.

Just an additional thingy, 00:29:153 (2,1) - Insane - this definitely stands out and feels unwanted. Try lowerig the DS?
Bakari, yes

MrSergio wrote:

- stuff like 00:14:450 (1,2,3,4,5,6) - or 00:16:826 (1,2,3,4,5,6) - or 00:19:202 (1,2,3,4,5) - makes few sense to me on Mephisto's diff. What I see is "objects placed on the playfield". Is that all? A bit more of organization would be appreciated as a quality of the map imo. This thing actually repeats in the whole map, not just the start of it, I just cut down the links. Well, this is not "tricky map" or smth like this. Main idea is trying to follow music as much as I can. So objects with stronger sound spaced more than objects with weak sound, sliders in "long" sounds and etc. That's my point
You also do the same thing I said above for 01:05:539 - this part. You start using circles out of nowhere even tho you were following the long background sounds. Actually these parts are not the same. Here starts first part: 01:01:975 - and we have something like "finishes" (strong drum sound) in song every 3/2 ticks. Then, as you said, out of nowhere, song changes and these "finishes" places in every 1/1 ticks, that adds more expression. So I made jumps to emphasize this change
- the section from 00:33:460 - to 00:38:212 - on mainly Slayed's and Waji's diffs is still too high with SV, making the map lacking proper expression of the song imo. They can may be Extra diffs but you can always make these details pop up even without necessarily applying big changes to it — if i decrease the sv, it will just become weird, because sv will be way too slow in this part. 0,8x is more than enough. same for waji, i think
- 00:00:193 - 00:04:945 - how is this part any different from the next section of the map? Isn't this an intro? Why am I having same identical things as anywhere else in the map? This happens mostly on Slayed's diff, but the other diffs could have been better too in this regard — I have no idea of what are you talking about because its different from the other parts of the map if we just simply look on the patterns or sv
2016-12-22 19:12 wajinshu: sergio!
2016-12-22 19:12 wajinshu: can you help?
2016-12-22 19:13 MrSergio: that double pm
2016-12-22 19:13 wajinshu: xd
2016-12-22 19:13 wajinshu: ACTION is editing [https://osu.ppy.sh/b/1054503 Izumi Akazawa (CV. Madoka Yonezawa) - Responsibility Response [Waji's Extra]]
2016-12-22 19:13 wajinshu: about SV
2016-12-22 19:13 wajinshu: 00:33:460 (1) - from this
2016-12-22 19:13 wajinshu: section
2016-12-22 19:14 wajinshu: what can you recommend me to use
2016-12-22 19:14 MrSergio: well, the song there calms down quite a lot in comparison with the previous section, so using a slower SV would make a better rendering of the song
2016-12-22 19:14 wajinshu: i know...
2016-12-22 19:14 MrSergio: it was x1 before that part and it is now x0.85
2016-12-22 19:15 MrSergio: so umh... not so noticeable imo
2016-12-22 19:15 wajinshu: wait
2016-12-22 19:15 wajinshu: what
2016-12-22 19:15 wajinshu: a
2016-12-22 19:15 wajinshu: wait
2016-12-22 19:15 wajinshu: hmm
2016-12-22 19:15 wajinshu: 0,65х enough?
2016-12-22 19:15 MrSergio: let's say that it's also a bit AR's fault here, making it look faster than it is
2016-12-22 19:16 MrSergio: yeah, could work
2016-12-22 19:16 wajinshu: okay, and i put 01:01:232 - triplet here
2016-12-22 19:16 wajinshu: xdd
2016-12-22 19:16 wajinshu: thanks!
2016-12-22 19:17 MrSergio: I'd actually avoid the triplet lol
2016-12-22 19:17 MrSergio: but well, consistency I guess...
2016-12-22 19:18 MrSergio: the main focus of 01:00:787 (1,2,3,4,5,6,7,8) - this part are finishers, and as such I would expect emphasis on them accordingly
2016-12-22 19:18 MrSergio: if you place a triplet it kinda makes all that vain imo
2016-12-22 19:18 MrSergio: taking that ^ as reference, 00:56:034 (1,2,1,2,3,4,1,2) - this whole thing should be 1 combo alone and without the triplet
2016-12-22 19:19 MrSergio: 01:15:935 (1,2) - a ctrl + g would really make a good flow here
2016-12-22 19:19 wajinshu: o
2016-12-22 19:19 wajinshu: really
2016-12-22 19:19 wajinshu: right
2016-12-22 19:19 wajinshu: fixed
2016-12-22 19:19 wajinshu: :3
2016-12-22 19:20 MrSergio: 00:00:193 (1,2,3) - if I take this as reference and then check 00:02:569 (1) - this one, it feels a bit strange you didn't map the high pitch piano and instead mapped the grave piano
2016-12-22 19:21 MrSergio: basically, 00:02:569 (1) - for consistency, it should be circles
2016-12-22 19:21 MrSergio: or even a 1/2 repeat slider
2016-12-22 19:21 MrSergio: or something that uses all 3 beats and not just one
2016-12-22 19:22 wajinshu: i put circes here
2016-12-22 19:22 MrSergio: 00:27:519 (1,2,3) - small details, but there aren't even equally distant if you check lol
2016-12-22 19:22 they *
2016-12-22 19:23 MrSergio: 00:28:113 (3) - x88 y96
2016-12-22 19:23 MrSergio: and adjust 4 accordingly maybe
2016-12-22 19:23 wajinshu: okay
2016-12-22 19:25 MrSergio: 00:45:341 (1,2,3,4,5,6,7) - well, flow-wise, this is fine... I guess... If I look at it rhythm-wise I see that emphasis is placed on the wrong beats
2016-12-22 19:26 MrSergio: 00:45:341 (1,3,5,7) - these are the strong beats, hence they should have a bigger jump than the the previous object
2016-12-22 19:26 MrSergio: 00:45:490 (2) - yet this has a big jump on it (check top right corner of the screen for values)
2016-12-22 19:33 wajinshu: aaaaaaa
2016-12-22 19:33 wajinshu: my internet
2016-12-22 19:33 wajinshu: rip
2016-12-22 19:33 wajinshu: qwq
2016-12-22 19:33 wajinshu: sorry ><
2016-12-22 19:33 MrSergio: http://mrsergio.s-ul.eu/FgwH4hGG.png
2016-12-22 19:34 wajinshu: thanks :d
2016-12-22 19:34 wajinshu: http://puu.sh/sXNHo/eb4f6bb708.png bad flow?
2016-12-22 19:38 MrSergio: umh, where is that?
2016-12-22 19:38 wajinshu: 00:02:569 (1) -
2016-12-22 19:39 wajinshu: there must be consistency
2016-12-22 19:39 wajinshu: with
2016-12-22 19:39 wajinshu: 00:00:193 (1,2,3) -
2016-12-22 19:39 wajinshu: so
2016-12-22 19:39 wajinshu: i try
2016-12-22 19:41 MrSergio: umh... let's say yes...
2016-12-22 19:41 MrSergio: although it's not structurally solid (but I guess that's not really something you considered in the whole map so let's leave it at that)
2016-12-22 19:41 wajinshu: well, okay
- 00:37:915 (3) - part from this spacing inconsistency with 00:35:539 (3) -, on FCL's diff I also found something that isn't so great imo: from 01:01:975 - here you start following those great long beats in the background and it is fine in itself doing so. What isn't so good is switching suddenly on 01:05:539 - this stuff. Now, I don't like making assumptions on my own since I might be wrong here, but was that just to increase difficulty (aka, pp)? I'd rather keep the somewhat consistency of those long sliders till the end, since the song doesn't change there — yeah i fixed that inconsistency, but your second point is total bullshit. 01:05:539 - here starts a new section with very strong 1/2 beats, and thats why those jumps are there. it wasnt done for the pp, i was just following the music. maybe you could listen to the song?
Ty ty
Let's see how it goes

PS, can anyone give me a good avatar k thx

Bara- wrote:

PS, can anyone give me a good avatar k thx

Bara- wrote:

PS, can anyone give me a good avatar k thx
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